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sapphire/src/world/Territory/QuestBattle.cpp

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#include <Common.h>
#include <Logging/Logger.h>
#include <Util/Util.h>
#include <Util/UtilMath.h>
#include <Exd/ExdDataGenerated.h>
#include <Network/CommonActorControl.h>
#include "Event/Director.h"
#include "Event/EventDefs.h"
#include "Script/ScriptMgr.h"
#include "Actor/Player.h"
#include "Actor/EventObject.h"
#include "Network/PacketWrappers/ActorControlPacket142.h"
#include "Network/PacketWrappers/ActorControlPacket143.h"
#include "Event/EventHandler.h"
#include "QuestBattle.h"
#include "Framework.h"
using namespace Sapphire::Common;
using namespace Sapphire::Network::Packets;
using namespace Sapphire::Network::Packets::Server;
using namespace Sapphire::Network::ActorControl;
Sapphire::QuestBattle::QuestBattle( std::shared_ptr< Sapphire::Data::QuestBattle > pBattleDetails,
uint16_t territoryType,
uint32_t guId,
const std::string& internalName,
const std::string& contentName,
uint32_t questBattleId,
FrameworkPtr pFw ) :
Zone( static_cast< uint16_t >( territoryType ), guId, internalName, contentName, pFw ),
Director( Event::Director::QuestBattle, questBattleId ),
m_pBattleDetails( pBattleDetails ),
m_questBattleId( questBattleId ),
m_state( Created ),
m_instanceCommenceTime( 0 )
// m_currentBgm( pInstanceConfiguration->bGM )
{
}
bool Sapphire::QuestBattle::init()
{
auto pScriptMgr = m_pFw->get< Scripting::ScriptMgr >();
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pScriptMgr->onInstanceInit( getAsQuestBattle() );
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return true;
}
Sapphire::QuestBattle::~QuestBattle()
{
}
uint32_t Sapphire::QuestBattle::getQuestBattleId() const
{
return m_questBattleId;
}
Sapphire::Data::ExdDataGenerated::QuestBattlePtr Sapphire::QuestBattle::getQuestBattleDetails() const
{
return m_pBattleDetails;
}
void Sapphire::QuestBattle::onPlayerZoneIn( Entity::Player& player )
{
Logger::debug( "QuestBattle::onPlayerZoneIn: Zone#{0}|{1}, Entity#{2}",
getGuId(), getTerritoryTypeId(), player.getId() );
// mark player as "bound by duty"
player.setStateFlag( PlayerStateFlag::BoundByDuty );
// if the instance was not started yet, director init is sent on enter event.
// else it will be sent on finish loading.
if( m_state == Created )
sendDirectorInit( player );
}
void Sapphire::QuestBattle::onLeaveTerritory( Entity::Player& player )
{
Logger::debug( "QuestBattle::onLeaveTerritory: Zone#{0}|{1}, Entity#{2}",
getGuId(), getTerritoryTypeId(), player.getId() );
clearDirector( player );
}
void Sapphire::QuestBattle::onUpdate( uint32_t currTime )
{
switch( m_state )
{
case Created:
{
if( m_boundPlayerId == 0 )
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return;
auto it = m_playerMap.find( m_boundPlayerId );
if( it == m_playerMap.end() )
return;
auto player = it->second;
if( !player->isLoadingComplete() ||
!player->isDirectorInitialized() ||
!player->isOnEnterEventDone() ||
player->hasStateFlag( PlayerStateFlag::WatchingCutscene ) )
return;
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if( m_instanceCommenceTime == 0 )
{
m_instanceCommenceTime = Util::getTimeMs() + instanceStartDelay;
return;
}
else if( Util::getTimeMs() < m_instanceCommenceTime )
return;
// TODO: we do not have a list of players for questbattles... just one
for( const auto& playerIt : m_playerMap )
{
auto pPlayer = playerIt.second;
pPlayer->sendDebug( " ALL DONE LOADING " );
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}
m_state = DutyInProgress;
m_instanceExpireTime = Util::getTimeSeconds() + ( m_pBattleDetails->timeLimit * 60u );
break;
}
case DutyReset:
break;
case DutyInProgress:
{
break;
}
case DutyFinished:
break;
}
auto pScriptMgr = m_pFw->get< Scripting::ScriptMgr >();
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pScriptMgr->onInstanceUpdate( getAsQuestBattle(), currTime );
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}
void Sapphire::QuestBattle::onFinishLoading( Entity::Player& player )
{
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}
void Sapphire::QuestBattle::onInitDirector( Entity::Player& player )
{
player.sendQuestMessage( getDirectorId(), 0, 2, Util::getTimeSeconds(), 0x0708 );
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sendDirectorVars( player );
player.setDirectorInitialized( true );
}
void Sapphire::QuestBattle::onDirectorSync( Entity::Player& player )
{
player.queuePacket( makeActorControl143( player.getId(), DirectorUpdate, 0x00110001, 0x80000000, 1 ) );
}
void Sapphire::QuestBattle::setVar( uint8_t index, uint8_t value )
{
if( index > 19 )
return;
switch( index )
{
case 0:
setDirectorUI8AL( value );
break;
case 1:
setDirectorUI8AH( value );
break;
case 2:
setDirectorUI8BL( value );
break;
case 3:
setDirectorUI8BH( value );
break;
case 4:
setDirectorUI8CL( value );
break;
case 5:
setDirectorUI8CH( value );
break;
case 6:
setDirectorUI8DL( value );
break;
case 7:
setDirectorUI8DH( value );
break;
case 8:
setDirectorUI8EL( value );
break;
case 9:
setDirectorUI8EH( value );
break;
case 10:
setDirectorUI8FL( value );
break;
case 11:
setDirectorUI8FH( value );
break;
case 12:
setDirectorUI8GL( value );
break;
case 13:
setDirectorUI8GH( value );
break;
case 14:
setDirectorUI8HL( value );
break;
case 15:
setDirectorUI8HH( value );
break;
case 16:
setDirectorUI8IL( value );
break;
case 17:
setDirectorUI8IH( value );
break;
case 18:
setDirectorUI8JL( value );
break;
case 19:
setDirectorUI8JH( value );
break;
}
// todo: genericise this?
for( const auto& playerIt : m_playerMap )
{
sendDirectorVars( *playerIt.second );
}
}
void Sapphire::QuestBattle::setSequence( uint8_t value )
{
setDirectorSequence( value );
for( const auto& playerIt : m_playerMap )
{
sendDirectorVars( *playerIt.second );
}
}
void Sapphire::QuestBattle::setBranch( uint8_t value )
{
setDirectorBranch( value );
for( const auto& playerIt : m_playerMap )
{
sendDirectorVars( *playerIt.second );
}
}
void Sapphire::QuestBattle::startQte()
{
for( const auto& playerIt : m_playerMap )
{
auto player = playerIt.second;
player->queuePacket( makeActorControl143( player->getId(), DirectorUpdate, getDirectorId(), 0x8000000A ) );
}
}
void Sapphire::QuestBattle::startEventCutscene()
{
// TODO: lock player movement
for( const auto& playerIt : m_playerMap )
{
auto player = playerIt.second;
player->queuePacket( makeActorControl143( player->getId(), DirectorUpdate, getDirectorId(), 0x80000008 ) );
}
}
void Sapphire::QuestBattle::endEventCutscene()
{
for( const auto& playerIt : m_playerMap )
{
auto player = playerIt.second;
player->queuePacket( makeActorControl143( player->getId(), DirectorUpdate, getDirectorId(), 0x80000009 ) );
}
}
void Sapphire::QuestBattle::onRegisterEObj( Entity::EventObjectPtr object )
{
if( object->getName() != "none" )
m_eventObjectMap[ object->getName() ] = object;
auto pExdData = m_pFw->get< Data::ExdDataGenerated >();
auto objData = pExdData->get< Sapphire::Data::EObj >( object->getObjectId() );
if( objData )
// todo: data should be renamed to eventId
m_eventIdToObjectMap[ objData->data ] = object;
else
Logger::error( "InstanceContent::onRegisterEObj Zone " +
m_internalName + ": No EObj data found for EObj with ID: " +
std::to_string( object->getObjectId() ) );
}
Sapphire::Event::Director::DirectorState Sapphire::QuestBattle::getState() const
{
return m_state;
}
void Sapphire::QuestBattle::onBeforePlayerZoneIn( Sapphire::Entity::Player& player )
{
// remove any players from the instance who aren't bound on zone in
if( !isPlayerBound( player.getId() ) )
player.exitInstance();
// TODO: let script set start position??
player.setRot( PI );
player.setPos( { 0.f, 0.f, 0.f } );
player.resetObjSpawnIndex();
}
Sapphire::Entity::EventObjectPtr Sapphire::QuestBattle::getEObjByName( const std::string& name )
{
auto it = m_eventObjectMap.find( name );
if( it == m_eventObjectMap.end() )
return nullptr;
return it->second;
}
void Sapphire::QuestBattle::onTalk( Sapphire::Entity::Player& player, uint32_t eventId, uint64_t actorId )
{
// todo: handle exit (and maybe shortcut?) behaviour here
auto it = m_eventIdToObjectMap.find( eventId );
if( it == m_eventIdToObjectMap.end() )
return;
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if( auto onTalkHandler = it->second->getOnTalkHandler() )
onTalkHandler( player, it->second, getAsQuestBattle(), actorId );
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else
player.sendDebug( "No onTalk handler found for interactable eobj with EObjID#{0}, eventId#{1} ",
it->second->getObjectId(), eventId );
}
void
Sapphire::QuestBattle::onEnterTerritory( Entity::Player& player, uint32_t eventId, uint16_t param1, uint16_t param2 )
{
auto pScriptMgr = m_pFw->get< Scripting::ScriptMgr >();
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pScriptMgr->onInstanceEnterTerritory( getAsQuestBattle(), player, eventId, param1, param2 );
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// TODO: this may or may not be correct for questbattles
player.playScene( getDirectorId(), 1, NO_DEFAULT_CAMERA | CONDITION_CUTSCENE | SILENT_ENTER_TERRI_ENV |
HIDE_HOTBAR | SILENT_ENTER_TERRI_BGM | SILENT_ENTER_TERRI_SE |
DISABLE_STEALTH | 0x00100000 | LOCK_HUD | LOCK_HOTBAR |
// todo: wtf is 0x00100000
DISABLE_CANCEL_EMOTE, 0 );
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}
void Sapphire::QuestBattle::setCurrentBGM( uint16_t bgmIndex )
{
m_currentBgm = bgmIndex;
for( const auto& playerIt : m_playerMap )
{
auto player = playerIt.second;
// note: retail do send a BGM_MUTE(1) first before any BGM transition, but YOLO in this case.
// also do note that this code can't control the bgm granularly. (i.e. per player for WoD submap.) oops.
// player->queuePacket( ActorControlPacket143( player->getId(), DirectorUpdate, getDirectorId(), 0x80000001, 1 ) );
player->queuePacket(
makeActorControl143( player->getId(), DirectorUpdate, getDirectorId(), 0x80000001, bgmIndex ) );
}
}
void Sapphire::QuestBattle::setPlayerBGM( Sapphire::Entity::Player& player, uint16_t bgmId )
{
player.queuePacket( makeActorControl143( player.getId(), DirectorUpdate, getDirectorId(), 0x80000001, bgmId ) );
}
uint16_t Sapphire::QuestBattle::getCurrentBGM() const
{
return m_currentBgm;
}
bool Sapphire::QuestBattle::bindPlayer( uint32_t playerId )
{
// if player already bound, return false
if( m_boundPlayerId != 0)
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return false;
m_boundPlayerId = playerId;
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return true;
}
bool Sapphire::QuestBattle::isPlayerBound( uint32_t playerId ) const
{
return m_boundPlayerId == playerId;
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}
void Sapphire::QuestBattle::unbindPlayer( uint32_t playerId )
{
if( m_boundPlayerId != playerId )
return;
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auto it = m_playerMap.find( playerId );
if( it != m_playerMap.end() )
it->second->exitInstance();
}
void Sapphire::QuestBattle::clearDirector( Entity::Player& player )
{
sendDirectorClear( player );
player.setDirectorInitialized( false );
// remove "bound by duty" state
player.unsetStateFlag( PlayerStateFlag::BoundByDuty );
}