float CollisionManager::getWorldFloorCollision(float x, float y, Zone* zone, bool testWater) { SortedVector<ManagedReference<QuadTreeEntry*> > closeObjects; zone->getInRangeObjects(x, y, 128, &closeObjects, true); PlanetManager* planetManager = zone->getPlanetManager(); if (planetManager == NULL) return 0.f; float height = 0; TerrainManager* terrainManager = planetManager->getTerrainManager(); //need to include exclude affectors in the terrain calcs height = terrainManager->getHeight(x, y); Vector3 rayStart(x, 16384.f, y); Vector3 rayEnd(x, -16384.f, y); Triangle* triangle = NULL; if (testWater) { float waterHeight; if (terrainManager->getWaterHeight(x, y, waterHeight)) if (waterHeight > height) height = waterHeight; } float intersectionDistance; for (int i = 0; i < closeObjects.size(); ++i) { BuildingObject* building = dynamic_cast<BuildingObject*>(closeObjects.get(i).get()); if (building == NULL) continue; //building->getObjectTemplate()->get SharedObjectTemplate* templateObject = building->getObjectTemplate(); if (templateObject == NULL) continue; PortalLayout* portalLayout = templateObject->getPortalLayout(); if (portalLayout == NULL) continue; if (portalLayout->getFloorMeshNumber() == 0) continue; //find nearest entrance FloorMesh* exteriorFloorMesh = portalLayout->getFloorMesh(0); // get outside layout AABBTree* aabbTree = exteriorFloorMesh->getAABBTree(); if (aabbTree == NULL) continue; Ray ray = convertToModelSpace(rayStart, rayEnd, building); if (aabbTree->intersects(ray, 16384 * 2, intersectionDistance, triangle, true)) { float floorHeight = 16384 - intersectionDistance; if (floorHeight > height) height = floorHeight; } } return height; }
bool DeliverMissionObjectiveImplementation::activateWithResult() { ManagedReference<CreatureObject*> owner = getPlayerOwner(); ManagedReference<MissionObject* > mission = this->mission.get(); if (owner == NULL || mission == NULL) { return false; } Zone* zone = owner->getZone(); if (zone == NULL) { return false; } CreatureManager* creatureManager = zone->getCreatureManager(); PlanetManager* planetManager = zone->getPlanetManager(); if (planetManager == NULL) { return false; } TerrainManager* terrainManager = planetManager->getTerrainManager(); if (terrainManager == NULL) { return false; } ZoneServer* zoneServer = owner->getZoneServer(); if (zoneServer == NULL) { return false; } MissionManager* missionManager = zoneServer->getMissionManager(); if (missionManager == NULL) { return false; } //Select spawn type. int spawnType = NpcSpawnPoint::NEUTRALSPAWN; switch (mission->getFaction()) { case FactionManager::FACTIONIMPERIAL: spawnType = NpcSpawnPoint::IMPERIALSPAWN; break; case FactionManager::FACTIONREBEL: spawnType = NpcSpawnPoint::REBELSPAWN; break; default: spawnType = NpcSpawnPoint::NEUTRALSPAWN; break; } //Spawn target and destination NPC's. //Target NPC //Find a free spawn point. targetSpawnPoint = missionManager->getFreeNpcSpawnPoint(mission->getStartPlanetCRC(), mission->getStartPositionX(), mission->getStartPositionY(), spawnType); if (targetSpawnPoint == NULL) { return false; } Vector3* targetPosition = targetSpawnPoint->getPosition(); if (targetPosition == NULL) { return false; } //Destination NPC. //Find a free spawn point. int retries = 10; destinationSpawnPoint = NULL; while (retries > 0 && (destinationSpawnPoint == NULL || destinationSpawnPoint == targetSpawnPoint)) { destinationSpawnPoint = missionManager->getFreeNpcSpawnPoint(mission->getEndPlanet().hashCode(), mission->getEndPositionX(), mission->getEndPositionY(), spawnType); retries--; } if (destinationSpawnPoint == NULL || destinationSpawnPoint == targetSpawnPoint) { return false; } missionManager->allocateMissionNpcs(targetSpawnPoint, destinationSpawnPoint, terrainManager, creatureManager); //Create waypoint and activate it. if (objectiveStatus == 0) { WaypointObject* waypoint = mission->getWaypointToMission(); Locker locker(waypoint); waypoint->setPlanetCRC(mission->getStartPlanetCRC()); waypoint->setPosition(targetPosition->getX(), 0, targetPosition->getY()); waypoint->setActive(true); mission->updateMissionLocation(); } else { updateMissionTarget(getPlayerOwner().get()); } return true; }
int EventPerkDeedImplementation::handleObjectMenuSelect(CreatureObject* player, byte selectedID) { if (selectedID == 20) { if (generated) { return 1; } Zone* zone = player->getZone(); if (zone == NULL) { return 1; } PlanetManager* planetManager = zone->getPlanetManager(); if (planetManager == NULL) { return 1; } EventPerkDeedTemplate* deedTemplate = cast<EventPerkDeedTemplate*>(getObjectTemplate()); if (deedTemplate == NULL) { return 1; } if (zone->getZoneName().contains("space_")) { player->sendSystemMessage("@event_perk:not_in_space"); // You may not deploy a Rental in space. Return to the ground first. return 1; } if (!deedTemplate->isAllowedZone(zone->getZoneName())) { player->sendSystemMessage("@event_perk:not_on_this_planet"); // You cannot deploy this rental on this planet. Examine the deed to determine the intended planet for this rental. return 1; } if (!isASubChildOf(player)) { player->sendSystemMessage("@event_perk:from_inventory_only"); // This rental must be in your inventory in order to be deployed. return 1; } if (player->getParent() != NULL) { player->sendSystemMessage("@event_perk:not_inside"); // You cannot deploy a Rental indoors. You must move outside. return 1; } if (player->isInCombat()) { player->sendSystemMessage("@event_perk:not_in_combat"); // You cannot deploy a Rental while in combat. return 1; } if (player->isSwimming()) { player->sendSystemMessage("@event_perk:not_while_swimming"); // You cannot deploy a Rental while swimming. return 1; } ManagedReference<CityRegion*> city = player->getCityRegion().get(); if (city != NULL) { if (city->isClientRegion()) { player->sendSystemMessage("@event_perk:not_in_municipal_zone"); // You may not place a Rental in a municipal zone. return 1; } if (city->isZoningEnabled() && !city->hasZoningRights(player->getObjectID())) { player->sendSystemMessage("@event_perk:no_zoning_rights"); // You must have zoning rights to place a Rental in this city. return 1; } } int x = player->getWorldPositionX(); int y = player->getWorldPositionY(); int nearbyPerks = 0; TerrainManager* terrainManager = planetManager->getTerrainManager(); if ( terrainManager == NULL || terrainManager->getHighestHeightDifference(x - 10, y - 10, x + 10, y + 10) > 15.0) { player->sendSystemMessage("@event_perk:bad_area"); // This rental could not be deployed due to the surrounding terrain. Please move to another area and try again. return 1; } SortedVector<ManagedReference<QuadTreeEntry* > >* closeObjects = player->getCloseObjects(); if (closeObjects == NULL) { error("Player has NULL closeObjectsVector in EventPerkDeedImplementation::handleObjectMenuSelect"); return 1; } for (int i = 0; i < closeObjects->size(); ++i) { SceneObject* obj = cast<SceneObject*>(closeObjects->get(i).get()); if (obj == NULL) { continue; } SharedObjectTemplate* objectTemplate = obj->getObjectTemplate(); if (objectTemplate == NULL) { continue; } float radius = objectTemplate->getNoBuildRadius(); if (obj->isLairObject() && player->isInRange(obj, radius)) { player->sendSystemMessage("@event_perk:too_close_lair"); // You cannot place a Rental this close to a lair. return 1; } if (obj->isCampStructure() && player->isInRange(obj, radius)) { player->sendSystemMessage("@event_perk:too_close_camp"); // You cannot place a Rental this close to a camp. return 1; } if (radius > 0 && player->isInRange(obj, radius)) { player->sendSystemMessage("@event_perk:too_close_something"); // You are too close to an object to deploy your Rental here. Move away from it. return 1; } if (objectTemplate->isSharedStructureObjectTemplate()) { if (StructureManager::instance()->isInStructureFootprint(cast<StructureObject*>(obj), x, y, 0)) { player->sendSystemMessage("@event_perk:too_close_building"); // You may not place a Rental this close to a building. return 1; } } if (obj->isEventPerk() && player->isInRange(obj, 32) && ++nearbyPerks > 2) { player->sendSystemMessage("@event_perk:too_many_perks"); // There are too many Rentals already deployed in this area. Please move to another location. return 1; } } SortedVector<ManagedReference<ActiveArea* > > activeAreas; zone->getInRangeActiveAreas(x, y, &activeAreas, true); for (int i = 0; i < activeAreas.size(); ++i) { ActiveArea* area = activeAreas.get(i); if (area->isNoBuildArea()) { player->sendSystemMessage("@event_perk:too_close_something"); // You are too close to an object to deploy your Rental here. Move away from it. return 1; } } if (planetManager->isInRangeWithPoi(x, y, 150)) { player->sendSystemMessage("@event_perk:too_close_something"); // You are too close to an object to deploy your Rental here. Move away from it. return 1; } if (perkType != EventPerkDeedTemplate::STATIC) { player->sendSystemMessage("This type of event perk deed is not functional yet."); return 1; } ManagedReference<TangibleObject*> object = generatedObject.get(); if (object == NULL) { object = (server->getZoneServer()->createObject(generatedObjectTemplate.hashCode(), "playerstructures", 1)).castTo<TangibleObject*>(); if (object == NULL) { player->sendSystemMessage("Error generating object. Wrong generatedObjectTemplate or is not a tangible object."); return 1; } generatedObject = object; } EventPerkDataComponent* data = cast<EventPerkDataComponent*>(object->getDataObjectComponent()->get()); if (data == NULL) { player->sendSystemMessage("Error: no dataObjectComponent."); object->destroyObjectFromDatabase(); return 1; } data->setDeed(_this.get()); object->initializePosition(player->getPositionX(), player->getPositionZ(), player->getPositionY()); object->setDirection(Math::deg2rad(player->getDirectionAngle())); zone->transferObject(object, -1, true); generated = true; destroyObjectFromWorld(true); return 0; } return DeedImplementation::handleObjectMenuSelect(player, selectedID); }