コード例 #1
0
bool MissionManager::checkCraftingMission(PlayerObject* player,NPCObject* npc)
{
	Datapad* datapad = dynamic_cast<Datapad*>(player->getEquipManager()->getEquippedObject(CreatureEquipSlot_Datapad));
	if(datapad->hasMission()) //player has a mission
	{
		MissionList::iterator it = datapad->getMissions()->begin();
		while(it != datapad->getMissions()->end())
		{
			MissionObject* mission = dynamic_cast<MissionObject*>(*it);
			if(mission->getMissionType() == crafting)
			{
				if(mission->getStartNPC() == npc)
				{
					//This is the start npc for the deliver mission
					char mp[10];
					sprintf(mp,"m%dp",mission->getNum());
					gMessageLib->sendSpatialChat(npc,player,L"",mission->getTitleFile(),mp);
					mission->setStartNPC(NULL);
					gMessageLib->sendSystemMessage(player,L"","mission/mission_generic","deliver_received_data");
					MissionObject* updater = new MissionObject();
					updater->clear();
					updater->setId(mission->getId());
					updater->getWaypoint()->setId(mission->getId()+1);
					updater->getWaypoint()->setCoords(mission->getDestination().Coordinates);
					updater->getWaypoint()->setPlanetCRC(mission->getDestination().PlanetCRC);
					char name[150];
					sprintf(name, "@%s:%s",mission->getTitleFile().getRawData(),mission->getTitle().getRawData());
					updater->getWaypoint()->setName(name);
					updater->getWaypoint()->setActive(true);
					gMessageLib->sendMISO_Delta(updater,player);
					delete updater;
					return true;
				}
				else if(mission->getDestinationNPC() == npc && mission->getStartNPC() == NULL)
				{
					//This is the end npc for the deliver mission.
					char mr[10];
					sprintf(mr,"m%dr",mission->getNum());
					gMessageLib->sendSpatialChat(npc,player,L"",mission->getTitleFile(),mr);
					missionComplete(player,mission);
					mission->setDestinationNPC(NULL);
					it = datapad->removeMission(it);
					delete mission;
					return true;
				}
			}

			++it;
		}
	}

return false;
}
コード例 #2
0
/*
 * Player aborted the mission
*/
void MissionManager::missionAbort(PlayerObject* player, uint64 mission_id)
{
	gLogger->logMsg("ABORT MISSION");
	Datapad* datapad = dynamic_cast<Datapad*>(player->getEquipManager()->getEquippedObject(CreatureEquipSlot_Datapad));

	MissionObject* mission = datapad->getMissionById(mission_id);
	if(mission)
	{
		datapad->removeMission(mission);
		gMessageLib->sendSystemMessage(player,L"","mission/mission_generic","incomplete");
		gMessageLib->sendSetWaypointActiveStatus(mission->getWaypoint(),false,player);
		gMessageLib->sendMissionAbort(mission,player);
		gMessageLib->sendContainmentMessage(mission->getId(), datapad->getId(), 4, player);
		gMessageLib->sendDestroyObject(mission_id,player);

		delete mission;
	}
	else
	{
		gLogger->logMsg("ERROR: Attempt to abort an invalid mission, with id %.8X, from the datapad.", static_cast<int>(mission_id));
	}

return;
}
コード例 #3
0
/*
 * Player Accepted Mission
*/
void MissionManager::missionRequest(PlayerObject* player, uint64 mission_id)
{
	Datapad* datapad = dynamic_cast<Datapad*>(player->getEquipManager()->getEquippedObject(CreatureEquipSlot_Datapad));

	//Move the mission from the player's mission bag to his datapad.
	MissionBag* mission_bag = dynamic_cast<MissionBag*>(player->getEquipManager()->getEquippedObject(CreatureEquipSlot_MissionBag));
	MissionObject* mission =  mission_bag->getMissionById(mission_id);
	if(mission == NULL)
	{
		gLogger->logMsgF("ERROR: Failed to retrieve mission with id %"PRIu64". Unable to accept mission!", MSG_HIGH, mission_id);
		return;
	}

	//automatically checks the datapads capacity
	if(!datapad->addMission(mission))
	{
		gMessageLib->sendSystemMessage(player,L"","mission/mission_generic","too_many_missions");
		return;
	}
	mission_bag->removeMission(mission);
	gMessageLib->sendContainmentMessage(mission->getId(), datapad->getId(), 0xffffffff, player);


	//Replace it with a new mission.
	mission_bag->spawnNAdd();

	//Send MissionGenericResponse to tell the client its been accepted
	gMessageLib->sendMissionGenericResponse(mission,player);

	//Update the name and mission waypoint
	MissionObject* updater = new MissionObject();
	updater->clear();
	updater->setId(mission->getId());
	updater->setNameFile(mission->getTitleFile().getRawData());
	updater->setName(mission->getTitle().getRawData());
	if(mission->getMissionType() != survey)
	{
		updater->getWaypoint()->setId(mission->getId()+1);
		if(mission->getMissionType() == deliver || mission->getMissionType() == crafting)
		{
			updater->getWaypoint()->setCoords(mission->getStart().Coordinates);
			updater->getWaypoint()->setPlanetCRC(mission->getStart().PlanetCRC);
		}
		else
		{
			updater->getWaypoint()->setCoords(mission->getDestination().Coordinates);
			updater->getWaypoint()->setPlanetCRC(mission->getDestination().PlanetCRC);

		}
		char name[150];
		sprintf(name, "@%s:%s",mission->getTitleFile().getRawData(),mission->getTitle().getRawData());
		updater->getWaypoint()->setName(name);
		updater->getWaypoint()->setActive(true);
	}
	else
	{
		gMessageLib->sendSystemMessage(player,L"","mission/mission_generic","survey_start");
	}

	//Accept the mission let the player know
	gMessageLib->sendPlayMusicMessage(WMSound_Mission_Accepted,player); //3887, 'sound/music_mission_accepted.snd'
	gMessageLib->sendMISO_Delta(updater,player);

	mission->sendAttributes(mission->getOwner());

	delete updater;

	if(mission->getMissionType() == recon)	mission->setTaskId(gWorldManager->addMissionToProcess(mission));


	//check if we need to inform our group
	if((mission->getMissionType() == destroy)&&(player->getGroupId() != 0))
	{
		// we are in a group and just accepted a destroy mission
		// check the missions and update the nearest waypoint
		GroupObject* group = gGroupManager->getGroupObject(player->getGroupId());
		gGroupManager->sendGroupMissionUpdate(group);

	}

return;
}
コード例 #4
0
ファイル: MessageLib.cpp プロジェクト: jason83/mmoserver
//======================================================================================================================
//
// create player
//
bool MessageLib::sendCreatePlayer(PlayerObject* playerObject,PlayerObject* targetObject)
{
    if(!_checkPlayer(targetObject))
        return(false);

    sendCreateObjectByCRC(playerObject,targetObject,false);

    if(targetObject == playerObject)
    {
        sendBaselinesCREO_1(playerObject);
        sendBaselinesCREO_4(playerObject);
    }

    sendBaselinesCREO_3(playerObject,targetObject);
    sendBaselinesCREO_6(playerObject,targetObject);

    sendCreateObjectByCRC(playerObject,targetObject,true);
    sendContainmentMessage(playerObject->getPlayerObjId(),playerObject->getId(),4,targetObject);

    sendBaselinesPLAY_3(playerObject,targetObject);
    sendBaselinesPLAY_6(playerObject,targetObject);

    if(targetObject == playerObject)
    {
        sendBaselinesPLAY_8(playerObject,targetObject);
        sendBaselinesPLAY_9(playerObject,targetObject);
    }

    //close the yalp
    sendEndBaselines(playerObject->getPlayerObjId(),targetObject);

    sendPostureMessage(playerObject,targetObject);

    if(playerObject->getParentId())
    {
        sendContainmentMessage(playerObject->getId(),playerObject->getParentId(),4,targetObject);
    }

    if(targetObject == playerObject)
    {
        // tangible objects
        if(TangibleObject* hair = dynamic_cast<TangibleObject*>(playerObject->getEquipManager()->getEquippedObject(CreatureEquipSlot_Hair)))
        {
            //only create the hair as the helmet will be created at a different time
            if(hair->getTangibleType() == TanType_Hair)
            {
                sendCreateTangible(hair,targetObject);
            }
        }

        // create inventory and contents
        if(dynamic_cast<TangibleObject*>(playerObject->getEquipManager()->getEquippedObject(CreatureEquipSlot_Inventory)))
        {
            sendInventory(playerObject);
        }

        // mission bag
        if(TangibleObject* missionBag = dynamic_cast<TangibleObject*>(playerObject->getEquipManager()->getEquippedObject(CreatureEquipSlot_Mission)))
        {
            gMessageLib->sendCreateTangible(missionBag,playerObject);

            //Now iterate through the missions and create them clientside
            MissionBag* mbag = dynamic_cast<MissionBag*> (missionBag);
            MissionList::iterator it = mbag->getMissions()->begin();
            while(it != mbag->getMissions()->end())
            {
                MissionObject* mission = dynamic_cast<MissionObject*>(*it);
                sendCreateObjectByCRC(mission, targetObject, false);
                sendContainmentMessage(mission->getId(), mbag->getId(), 4, targetObject);
                sendBaselinesMISO_3(mission, targetObject);
                sendBaselinesMISO_6(mission, targetObject);
                sendBaselinesMISO_8(mission, targetObject);
                sendBaselinesMISO_9(mission, targetObject);
                sendEndBaselines(mission->getId(), targetObject);
                ++it;
            }

        }

        // datapad
        Datapad* datapad			= playerObject->getDataPad();
        if(datapad)
        {
            //would be nice to use the tangibles objectcontainer for the datapad
            //need to get missionobjects intangibles, Man Schematics, waypoints and stuff in though, so better do it manually
            gMessageLib->sendCreateTangible(datapad,playerObject);

            //now iterate through the schematics and create them clientside
            Datapad* dpad = dynamic_cast<Datapad*> (datapad);

            ManufacturingSchematicList*	manufacturingSchematics = dpad->getManufacturingSchematics();
            ManufacturingSchematicList::iterator it = manufacturingSchematics->begin();

            while(it != manufacturingSchematics->end())
            {
                gMessageLib->sendCreateManufacturingSchematic((dynamic_cast<ManufacturingSchematic*>(*it)),playerObject ,false);
                ++it;
            }

            //Send player's intangibles vehicles,pets,droids...etc
            DataList* intangibles = dpad->getData();
            DataList::iterator ite = intangibles->begin();

            while(ite != intangibles->end())
            {
                if(IntangibleObject* itno = dynamic_cast<IntangibleObject*>(*ite))
                {
                    gMessageLib->sendCreateInTangible(itno, dpad->getId(), playerObject);

                    //dont add it to the MainObjectMap
                    //gWorldManager->addObject(itno,true);

                    switch(itno->getItnoGroup())
                    {
                    case ItnoGroup_Vehicle:
                    {
                        // set Owner for vehicles
                        if(VehicleController* vehicle = dynamic_cast<VehicleController*>(itno))
                        {
                            vehicle->set_owner(playerObject);
                        }
                    }
                    break;

                    default:
                        break;
                    }
                }

                ++ite;
            }

            //Should send accepted missions here

        }
    }
    //equipped items are already in the creo6 so only send them for ourselves

    sendEndBaselines(playerObject->getId(),targetObject);

    sendUpdatePvpStatus(playerObject,targetObject);

    if(targetObject == playerObject)
    {
        // We are actually sending this info from CharacterLoginHandler::handleDispatchMessage at the opCmdSceneReady event.
        // sendFriendListPlay9(playerObject);
        // sendIgnoreListPlay9(playerObject);

        //request the GRUP baselines from chatserver if grouped
        if(playerObject->getGroupId() != 0)
        {
            gMessageLib->sendIsmGroupBaselineRequest(playerObject);
        }
    }

    //Player mounts
    if(playerObject->checkIfMountCalled())
    {
        if(playerObject->getMount())
        {
            gMessageLib->sendCreateObject(playerObject->getMount(),targetObject);
            if(playerObject->checkIfMounted())
            {
                gMessageLib->sendContainmentMessage(playerObject->getId(), playerObject->getMount()->getId(), 0xffffffff, targetObject);
            }
        }
    }

    return(true);
}