コード例 #1
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 #2
0
void ObjectController::_handleGetAttributesBatch(uint64 targetId,Message* message,ObjectControllerCmdProperties* cmdProperties)
{
    PlayerObject*	playerObject	= dynamic_cast<PlayerObject*>(mObject);
    BString			requestStr;
    BStringVector	dataElements;
    BStringVector	dataElements2;
    uint16			elementCount;


    message->getStringUnicode16(requestStr);
    requestStr.convert(BSTRType_ANSI);
    requestStr.getRawData()[requestStr.getLength()] = 0;

    elementCount = requestStr.split(dataElements,' ');

    if(!elementCount)
    {
        return;
    }

    Message* newMessage;

    for(uint16 i = 0; i < elementCount; i++)
    {

        uint64 itemId	= boost::lexical_cast<uint64>(dataElements[i].getAnsi());
        Object* object	= gWorldManager->getObjectById(itemId);

        if(object == NULL)
        {
            // could be a resource
            Resource* resource = gResourceManager->getResourceById(itemId);

            if(resource != NULL)
            {
                resource->sendAttributes(playerObject);
                continue;
            }

            //could be a schematic!
            Datapad* datapad			= playerObject->getDataPad();
            ManufacturingSchematic* schem	= datapad->getManufacturingSchematicById(itemId);

            if(schem != NULL)
            {
                schem->sendAttributes(playerObject);
                continue;
            }

            MissionObject* mission			= datapad->getMissionById(itemId);
            if(mission != NULL)
            {
                mission->sendAttributes(playerObject);
                continue;
            }

            IntangibleObject* data = datapad->getDataById(itemId);
            if(data != NULL)
            {
                data->sendAttributes(playerObject);
                continue;
            }

            // TODO: check our datapad items
            if(playerObject->isConnected())
            {
                // default reply for schematics
                gMessageFactory->StartMessage();
                gMessageFactory->addUint32(opAttributeListMessage);
                gMessageFactory->addUint64(itemId);
                gMessageFactory->addUint32(0);
                //gMessageFactory->addUint16(0);
                //gMessageFactory->addUint32(40);

                newMessage = gMessageFactory->EndMessage();

                (playerObject->getClient())->SendChannelAUnreliable(newMessage, playerObject->getAccountId(),  CR_Client, 8);
            }

            //finally, when we are crafting this could be the new item, not yet added to the worldmanager??
            if(playerObject->getCraftingSession())
            {
                if(playerObject->getCraftingSession()->getItem()&&playerObject->getCraftingSession()->getItem()->getId() == itemId)
                {
                    playerObject->getCraftingSession()->getItem()->sendAttributes(playerObject);
                }
            }
        }
        else
        {
            // Tutorial: I (Eru) have to do some hacks here, since I don't know how to get the info of what object the client has selected (by single click) in the Inventory.
            if (gWorldConfig->isTutorial())
            {
                // Let's see if the actual object is the food item "Melon" in our inventory.
                if (dynamic_cast<Inventory*>(playerObject->getEquipManager()->getEquippedObject(CreatureEquipSlot_Inventory))->getId() == object->getParentId())
                {
                    //uint64 id = object->getId();

                    // Is it an Item?
                    Item* item = dynamic_cast<Item*>(object);

                    // Check if this item is a food item.
                    if (item)
                    {
                        if (item->getItemFamily() == ItemFamily_Foods)
                        {
                            playerObject->getTutorial()->tutorialResponse("foodSelected");
                        }
                    }
                }
            }

            object->sendAttributes(playerObject);
        }
    }
}