void InsuranceTerminal::handleUIEvent(uint32 action,int32 element,string inputStr,UIWindow* window) { // gLogger->logMsgF("InsuranceTerminal::handleUIEvent You are here!",MSG_NORMAL); if(window == NULL) { return; } PlayerObject* playerObject = window->getOwner(); // window owner if(playerObject == NULL || !playerObject->isConnected() || playerObject->getSamplingState() || playerObject->isIncapacitated() || playerObject->isDead()|| playerObject->checkState(CreatureState_Combat)) { return; } switch(window->getWindowType()) { case SUI_Window_Insurance_Newbie_MessageBox: // Tried to insure item when still having free rounds left. { switch(action) { case 0: // Yes { // Player selected to continue with insurance of item even if no need for. // gLogger->logMsgF("SUI_Window_Insurance_Newbie_MessageBox Yes",MSG_NORMAL); // Build the items list and optional use error-messages if needed. BStringVector insuranceList; this->getUninsuredItems(playerObject, &insuranceList); // We should display all uninsured items that can be insured, and that are wearing or carrying in our inventory. // Items in backpackage or in other containers within our inventory shall also be handled. gUIManager->createNewListBox(this,"insure","@sui:mnu_insure","Select an item to insure.",insuranceList,playerObject,SUI_Window_Insurance_ListBox, SUI_MB_OKCANCEL); } break; case 1: // No { // Player selected to abort, since all items are still treated as insured. // gLogger->logMsgF("SUI_Window_Insurance_Newbie_MessageBox No",MSG_NORMAL); } break; default: { gLogger->logMsgF("SUI_Window_Insurance_Newbie_MessageBox Invalid selection!",MSG_NORMAL); } break; } } break; case SUI_Window_Insurance_ListBox: { switch (action) { case 0: // OK { // Insure one item. // gLogger->logMsgF("SUI_Window_Insurance_ListBox OK",MSG_NORMAL); Inventory* inventoryObject = dynamic_cast<Inventory*>(playerObject->getEquipManager()->getEquippedObject(CreatureEquipSlot_Inventory)); Bank* bankObject = dynamic_cast<Bank*>(playerObject->getEquipManager()->getEquippedObject(CreatureEquipSlot_Bank)); if(!inventoryObject || !bankObject) return; int32 creditsInInventory = inventoryObject->getCredits(); int32 creditsAtBank = bankObject->getCredits(); if (mSortedInsuranceList.size() == 0) { // You have no insurable items. gMessageLib->sendSystemMessage(playerObject, L"", "error_message", "no_insurables"); } else if (element > (int32)mSortedInsuranceList.size() - 1 || element < 0) { // Unable to process insure item request. gMessageLib->sendSystemMessage(playerObject, L"", "error_message", "bad_insure_request"); } else { string selectedItemm((mSortedInsuranceList.at(element).first).getAnsi()); selectedItemm.convert(BSTRType_Unicode16); Object* object = gWorldManager->getObjectById(mSortedInsuranceList.at(element).second); if (!object) { // Invalid object. // Insure attempt failed. gMessageLib->sendSystemMessage(playerObject, L"", "error_message", "insure_fail"); break; } TangibleObject* tangibleObject = dynamic_cast<TangibleObject*>(object); if (!tangibleObject) { // Not a tangible object. // Insure attempt failed. gMessageLib->sendSystemMessage(playerObject, L"", "error_message", "insure_fail"); } else if (!tangibleObject->hasInternalAttribute("insured")) { // [Insurance] Item uninsurable: %TT. gMessageLib->sendSystemMessage(playerObject,L"","error_message","prose_item_uninsurable", "","", L"", 0, "", "", selectedItemm); } else if (tangibleObject->getInternalAttribute<bool>("insured")) { // [Insurance] Item already insured: %TT. gMessageLib->sendSystemMessage(playerObject,L"","error_message","prose_item_already_insured", "","", L"", 0, "", "", selectedItemm); } else if ((creditsAtBank+creditsInInventory) < mInsuranceFee) { // You have insufficient funds to insure your %TT. gMessageLib->sendSystemMessage(playerObject,L"","error_message","prose_nsf_insure", "","", L"", 0, "", "", selectedItemm); } else { int32 delta = creditsInInventory - mInsuranceFee; if(delta >= 0) { inventoryObject->updateCredits(-mInsuranceFee); } else if(delta < 0 && creditsAtBank >= (-delta)) { inventoryObject->updateCredits(mInsuranceFee + delta); bankObject->updateCredits(delta); } // The credits is drawn from the player inventory and/or bank. // System message: You successfully make a payment of %DI credits to %TO. gMessageLib->sendSystemMessage(playerObject, L"", "base_player", "prose_pay_acct_success", "terminal_name", "terminal_insurance", L"", mInsuranceFee); // Update attribute. // string str("insured"); tangibleObject->setInternalAttribute("insured","1"); gWorldManager->getDatabase()->ExecuteSqlAsync(NULL,NULL,"UPDATE item_attributes SET value=1 WHERE item_id=%"PRIu64" AND attribute_id=%u",tangibleObject->getId(), 1270); //gLogger->logMsgF("UPDATE item_attributes SET value=1 WHERE item_id=%"PRIu64" AND attribute_id=%u", MSG_NORMAL, tangibleObject->getId(), 1270); tangibleObject->setTypeOptions(tangibleObject->getTypeOptions() | 4); // Update insurance status. (void)gMessageLib->sendUpdateTypeOption(tangibleObject, playerObject); // You successfully insure your %TT. gMessageLib->sendSystemMessage(playerObject,L"","base_player","prose_insure_success", "","", L"", 0, "", "", selectedItemm); } /*else { // An attempt to insure your %TT has failed. Most likely, this is due to lack of funds. gMessageLib->sendSystemMessage(playerObject,L"","error_message","prose_insure_fail", "","", L"", 0, "", "", selectedItemm); }*/ } } break; case 1: // Cancel { // gLogger->logMsgF("SUI_Window_Insurance_ListBox Cancel",MSG_NORMAL); } break; default: { // gLogger->logMsgF("SUI_Window_Insurance_ListBox Invalid selection!",MSG_NORMAL); } break; } } break; case SUI_Window_InsureAll_Newbie_MessageBox: { switch(action) { case 0: // Yes { // Player selected to continue with insurance of item even if no need for. // gLogger->logMsgF("SUI_Window_InsureAll_Newbie_MessageBox Yes",MSG_NORMAL); // Fetch all items that can be insured. BStringVector insuranceList; this->getUninsuredItems(playerObject, &insuranceList); uint32 insuranceFee = insuranceList.size() * mInsuranceFee; int8 sql[256]; sprintf(sql,"@terminal_ui:insure_all_d_prefix %u @terminal_ui:insure_all_d_suffix \n\n @terminal_ui:insure_all_confirm", insuranceFee); gUIManager->createNewMessageBox(this,"","@terminal_ui:insure_all_t",sql,playerObject, SUI_Window_InsuranceAll_MessageBox, SUI_MB_YESNO); } break; case 1: // No { // Player selected to abort, since all items are still treated as insured. // gLogger->logMsgF("SUI_Window_InsureAll_Newbie_MessageBox No",MSG_NORMAL); } break; default: { gLogger->logMsgF("SUI_Window_InsureAll_Newbie_MessageBox Invalid selection!",MSG_NORMAL); } break; } } break; case SUI_Window_InsuranceAll_MessageBox: { switch(action) { case 0: // Yes { // Insure all insurable items. int32 creditsAtBank = (dynamic_cast<Bank*>(playerObject->getEquipManager()->getEquippedObject(CreatureEquipSlot_Bank))->getCredits()); string selectedItemm; int32 fee = mSortedInsuranceList.size() * mInsuranceFee; if (mSortedInsuranceList.size() == 0) { // You do not have any items that can be insured. gMessageLib->sendSystemMessage(playerObject, L"", "terminal_ui", "no_insurable_items"); } else if (creditsAtBank < fee) { // You have insufficient funds to insure your %TT. gMessageLib->sendSystemMessage(playerObject,L"","error_message","prose_nsf_insure", "","", L"", 0, "", "", L"items"); } else { // Insure all the items. bool abortInsurance = false; // Let's clear the fatal error conditions first (object destroyed or invalid type), SortedInventoryItemList::iterator it = mSortedInsuranceList.begin(); while (it != mSortedInsuranceList.end()) { Object* object = gWorldManager->getObjectById((*it).second); if (!object) { // Invalid object, we abort this transaction. // Insure attempt failed. gMessageLib->sendSystemMessage(playerObject, L"", "error_message", "insure_fail"); abortInsurance = true; break; } TangibleObject* tangibleObject = dynamic_cast<TangibleObject*>(object); if (!tangibleObject) { // Not a tangible object, we abort this transaction. // Insure attempt failed. gMessageLib->sendSystemMessage(playerObject, L"", "error_message", "insure_fail"); abortInsurance = true; break; } it++; } if (abortInsurance) { break; } if ((dynamic_cast<Bank*>(playerObject->getEquipManager()->getEquippedObject(CreatureEquipSlot_Bank))->updateCredits(-fee))) { // The credits is drawn from the player bank. // System message: You successfully make a payment of %DI credits to %TO. gMessageLib->sendSystemMessage(playerObject, L"", "base_player", "prose_pay_acct_success", "terminal_name", "terminal_insurance", L"", fee); it = mSortedInsuranceList.begin(); while (it != mSortedInsuranceList.end()) { selectedItemm = (*it).first; selectedItemm.convert(BSTRType_Unicode16); Object* object = gWorldManager->getObjectById((*it).second); TangibleObject* tangibleObject = dynamic_cast<TangibleObject*>(object); if (!tangibleObject->hasInternalAttribute("insured")) { // This is not a fatal error, but should never happen. // [Insurance] Item uninsurable: %TT. gMessageLib->sendSystemMessage(playerObject,L"","error_message","prose_item_uninsurable", "","", L"", 0, "", "", selectedItemm); // fee -= insuranceFee; it++; continue; } if (tangibleObject->getInternalAttribute<bool>("insured")) { // This is not a fatal error, but should never happen. // [Insurance] Item already insured: %TT. gMessageLib->sendSystemMessage(playerObject,L"","error_message","prose_item_already_insured", "","", L"", 0, "", "", selectedItemm); // fee -= insuranceFee; it++; continue; } // Insure the item. // Update attribute. tangibleObject->setInternalAttribute("insured","1"); gWorldManager->getDatabase()->ExecuteSqlAsync(NULL,NULL,"UPDATE item_attributes SET value=1 WHERE item_id=%"PRIu64" AND attribute_id=%u",tangibleObject->getId(), 1270); tangibleObject->setTypeOptions(tangibleObject->getTypeOptions() | 4); // Update insurance status. (void)gMessageLib->sendUpdateTypeOption(tangibleObject, playerObject); it++; } // Insurance transaction successfully completed. gMessageLib->sendSystemMessage(playerObject,L"","base_player","insure_success"); } else { // An attempt to insure your %TT has failed. Most likely, this is due to lack of funds. gMessageLib->sendSystemMessage(playerObject,L"","error_message","prose_insure_fail", "","", L"", 0, "", "", L"items"); } } } break; case 1: // No { // gLogger->logMsgF("SUI_Window_InsuranceAll_MessageBox No",MSG_NORMAL); } break; default: { gLogger->logMsgF("SUI_Window_InsuranceAll_MessageBox Invalid selection!",MSG_NORMAL); } break; } } break; default: { } break; } // gLogger->logMsgF("CloningTerminal::handleUIEvent You sure handled this UI-event!, Action = %d",MSG_NORMAL, action); }
void ObjectController::_handlePurchaseTicket(uint64 targetId,Message* message,ObjectControllerCmdProperties* cmdProperties) { PlayerObject* playerObject = dynamic_cast<PlayerObject*>(mObject); BString dataStr; BStringVector dataElements; uint16 elements; float purchaseRange = gWorldConfig->getConfiguration<float>("Player_TicketTerminalAccess_Distance",(float)10.0); if(playerObject->states.getPosture() == CreaturePosture_SkillAnimating) { gMessageLib->SendSystemMessage(::common::OutOfBand("error_message", "wrong_state"), playerObject); return; } //however we are able to use the purchaseticket command in starports //without having to use a ticketvendor by just giving commandline parameters //when we are *near* a ticket vendor TravelTerminal* terminal = dynamic_cast<TravelTerminal*> (gWorldManager->getNearestTerminal(playerObject,TanType_TravelTerminal)); // iterate through the results if((!terminal)|| (glm::distance(terminal->mPosition, playerObject->mPosition) > purchaseRange)) { gMessageLib->SendSystemMessage(::common::OutOfBand("travel", "too_far"), playerObject); return; } playerObject->setTravelPoint(terminal); message->getStringUnicode16(dataStr); // Have to convert BEFORE using split, since the conversion done there is removed It will assert().. evil grin... // Either do the conversion HERE, or better fix the split so it handles unicoe also. dataStr.convert(BSTRType_ANSI); elements = dataStr.split(dataElements,' '); if(elements < 4) { gMessageLib->SendSystemMessage(::common::OutOfBand("travel", "route_not_available"), playerObject); return; } // get price and planet ids TicketProperties ticketProperties; gTravelMapHandler->getTicketInformation(dataElements,&ticketProperties); if(!ticketProperties.dstPoint) { gMessageLib->SendSystemMessage(::common::OutOfBand("travel", "route_not_available"), playerObject); return; } uint8 roundTrip = 0; if(elements > 4) roundTrip = atoi(dataElements[4].getAnsi()); if(dataElements[4].getCrc() == BString("single").getCrc()) roundTrip = 0; //how many tickets will it be? uint32 amount = 1; if(roundTrip) amount = 2; Inventory* inventory = dynamic_cast<Inventory*>(playerObject->getEquipManager()->getEquippedObject(CreatureEquipSlot_Inventory)); Bank* bank = dynamic_cast<Bank*>(playerObject->getEquipManager()->getEquippedObject(CreatureEquipSlot_Bank)); if(!inventory->checkSlots(static_cast<uint8>(amount))) { gMessageLib->SendSystemMessage(::common::OutOfBand("error_message", "inv_full"), playerObject); return; } if(roundTrip == 1) { ticketProperties.price *= 2; } // update bank or inventory credits if(!(inventory->updateCredits(-ticketProperties.price))) { if(!(bank->updateCredits(-ticketProperties.price))) { //gMessageLib->sendSystemMessage(entertainer,L"","travel","route_not_available"); gUIManager->createNewMessageBox(NULL,"ticketPurchaseFailed","The Galactic Travel Commission","You do not have enough money to complete the ticket purchase.",playerObject); return; } } if(playerObject->isConnected()) { gMessageLib->SendSystemMessage(::common::OutOfBand("base_player", "prose_pay_acct_success", "", "", "", "", "money/acct_n", "travelsystem", ticketProperties.price), playerObject); gObjectFactory->requestNewTravelTicket(inventory,ticketProperties,inventory->getId(),99); if(roundTrip == 1) { uint32 tmpId = ticketProperties.srcPlanetId; TravelPoint* tmpPoint = ticketProperties.srcPoint; ticketProperties.srcPlanetId = ticketProperties.dstPlanetId; ticketProperties.srcPoint = ticketProperties.dstPoint; ticketProperties.dstPlanetId = static_cast<uint16>(tmpId); ticketProperties.dstPoint = tmpPoint; gObjectFactory->requestNewTravelTicket(inventory,ticketProperties,inventory->getId(),99); } gUIManager->createNewMessageBox(NULL,"handleSUI","The Galactic Travel Commission","@travel:ticket_purchase_complete",playerObject); } }