eqemu-server/world/adventure.cpp

415 lines
10 KiB
C++

#include <glm/vec4.hpp>
#include "../common/global_define.h"
#include "../common/servertalk.h"
#include "../common/extprofile.h"
#include "../common/rulesys.h"
#include "../common/misc_functions.h"
#include "../common/strings.h"
#include "../common/random.h"
#include "adventure.h"
#include "adventure_manager.h"
#include "worlddb.h"
#include "zonelist.h"
#include "clientlist.h"
#include "cliententry.h"
#include "../common/zone_store.h"
#include "../common/repositories/character_corpses_repository.h"
extern ZSList zoneserver_list;
extern ClientList client_list;
extern AdventureManager adventure_manager;
Adventure::Adventure(AdventureTemplate *t)
{
adventure_template = t;
status = AS_WaitingForZoneIn;
current_timer = new Timer(1000 * t->zone_in_time);
count = 0;
assassination_count = 0;
instance_id = 0;
}
Adventure::Adventure(AdventureTemplate *t, int in_count, int in_assassination_count, AdventureStatus in_status, uint16 in_instance_id, uint32 time_left)
{
adventure_template = t;
count = in_count;
assassination_count = in_assassination_count;
status = in_status;
instance_id = in_instance_id;
if (in_status == AS_Finished) {
database.SetInstanceDuration(instance_id, time_left);
} else {
database.SetInstanceDuration(instance_id, time_left + 60);
}
current_timer = new Timer(1000 * time_left);
}
Adventure::~Adventure()
{
safe_delete(current_timer);
}
void Adventure::AddPlayer(std::string character_name, bool add_client_to_instance)
{
if(!PlayerExists(character_name))
{
int32 character_id = database.GetCharacterID(character_name);
if(character_id && add_client_to_instance)
{
database.AddClientToInstance(instance_id, character_id);
}
players.push_back(character_name);
}
}
void Adventure::RemovePlayer(std::string character_name)
{
auto iter = players.begin();
while(iter != players.end())
{
if((*iter).compare(character_name) == 0)
{
int32 character_id = database.GetCharacterID(character_name);
if (character_id)
{
database.RemoveClientFromInstance(instance_id, character_id);
players.erase(iter);
}
return;
}
++iter;
}
}
bool Adventure::PlayerExists(const std::string& character_name)
{
auto iter = players.begin();
while(iter != players.end())
{
if(character_name.compare((*iter)) == 0)
{
return true;
}
++iter;
}
return false;
}
bool Adventure::IsActive()
{
return (status != AS_Finished);
}
bool Adventure::Process()
{
if(players.size() == 0)
{
return false;
}
if(current_timer->Check())
{
//Timer wore out while waiting for zone in.
if(status == AS_WaitingForZoneIn)
{
MoveCorpsesToGraveyard();
database.DeleteInstance(instance_id);
return false;
}
else if(status == AS_WaitingForPrimaryEndTime)
{
//Do partial failure: send a message to the clients that they can only get a certain amount of points.
SendAdventureMessage(Chat::Red, "You failed to complete your adventure in time. Complete your adventure goal within 30 minutes to "
"receive a lesser reward. This adventure will end in 30 minutes and your party will be ejected from the dungeon.");
SetStatus(AS_WaitingForSecondaryEndTime);
}
else
{
if(count < GetTemplate()->type_count)
{
Finished(AWS_Lose);
}
MoveCorpsesToGraveyard();
database.DeleteInstance(instance_id);
return false;
}
}
return true;
}
bool Adventure::CreateInstance()
{
uint32 zone_id = ZoneID(adventure_template->zone);
if(!zone_id)
{
return false;
}
uint16 id = 0;
if(!database.GetUnusedInstanceID(id))
{
return false;
}
if(!database.CreateInstance(id, zone_id, adventure_template->zone_version, adventure_template->zone_in_time + 60))
{
return false;
}
instance_id = id;
return true;
}
void Adventure::SetStatus(AdventureStatus new_status)
{
if(new_status == AS_WaitingForPrimaryEndTime)
{
status = new_status;
safe_delete(current_timer);
current_timer = new Timer(adventure_template->duration * 1000);
database.SetInstanceDuration(instance_id, adventure_template->duration + 60);
auto pack = new ServerPacket(ServerOP_InstanceUpdateTime, sizeof(ServerInstanceUpdateTime_Struct));
ServerInstanceUpdateTime_Struct *ut = (ServerInstanceUpdateTime_Struct*)pack->pBuffer;
ut->instance_id = instance_id;
ut->new_duration = adventure_template->duration + 60;
zoneserver_list.SendPacket(0, instance_id, pack);
safe_delete(pack);
}
else if(new_status == AS_WaitingForSecondaryEndTime)
{
status = new_status;
safe_delete(current_timer);
current_timer = new Timer(1800000);
database.SetInstanceDuration(instance_id, 1860);
auto pack = new ServerPacket(ServerOP_InstanceUpdateTime, sizeof(ServerInstanceUpdateTime_Struct));
ServerInstanceUpdateTime_Struct *ut = (ServerInstanceUpdateTime_Struct*)pack->pBuffer;
ut->instance_id = instance_id;
ut->new_duration = 1860;
zoneserver_list.SendPacket(0, instance_id, pack);
safe_delete(pack);
}
else if(new_status == AS_Finished)
{
status = new_status;
safe_delete(current_timer);
current_timer = new Timer(1800000);
database.SetInstanceDuration(instance_id, 1800);
auto pack = new ServerPacket(ServerOP_InstanceUpdateTime, sizeof(ServerInstanceUpdateTime_Struct));
ServerInstanceUpdateTime_Struct *ut = (ServerInstanceUpdateTime_Struct*)pack->pBuffer;
ut->instance_id = instance_id;
ut->new_duration = 1860;
zoneserver_list.SendPacket(0, instance_id, pack);
safe_delete(pack);
}
else
{
return;
}
auto iter = players.begin();
while(iter != players.end())
{
adventure_manager.GetAdventureData((*iter).c_str());
++iter;
}
}
void Adventure::SendAdventureMessage(uint32 type, const char *msg)
{
auto pack = new ServerPacket(ServerOP_EmoteMessage, sizeof(ServerEmoteMessage_Struct) + strlen(msg) + 1);
ServerEmoteMessage_Struct *sms = (ServerEmoteMessage_Struct*)pack->pBuffer;
sms->type = type;
strcpy(sms->message, msg);
auto iter = players.begin();
while(iter != players.end())
{
ClientListEntry *current = client_list.FindCharacter((*iter).c_str());
if(current)
{
strcpy(sms->to, (*iter).c_str());
zoneserver_list.SendPacket(current->zone(), current->instance(), pack);
}
++iter;
}
delete pack;
}
void Adventure::IncrementCount()
{
const AdventureTemplate *at = GetTemplate();
if(count >= at->type_count)
{
return;
}
if(status == AS_WaitingForPrimaryEndTime)
{
count++;
if(count == at->type_count)
{
SetStatus(AS_Finished);
Finished(AWS_Win);
}
}
else if(status == AS_WaitingForSecondaryEndTime)
{
count++;
if(count == at->type_count)
{
SetStatus(AS_Finished);
Finished(AWS_SecondPlace);
}
}
}
void Adventure::IncrementAssassinationCount()
{
if(count >= RuleI(Adventure, NumberKillsForBossSpawn))
{
return;
}
assassination_count++;
}
void Adventure::Finished(AdventureWinStatus ws)
{
auto iter = players.begin();
while (iter != players.end()) {
ClientListEntry *current = client_list.FindCharacter((*iter).c_str());
auto character_id = database.GetCharacterID(*iter);
if (character_id == 0) {
++iter;
continue;
}
if (current) {
if (current->Online() == CLE_Status::InZone) {
//We can send our packets only.
auto pack = new ServerPacket(ServerOP_AdventureFinish, sizeof(ServerAdventureFinish_Struct));
ServerAdventureFinish_Struct *af = (ServerAdventureFinish_Struct*)pack->pBuffer;
strcpy(af->player, (*iter).c_str());
af->theme = GetTemplate()->theme;
if (ws == AWS_Win) {
af->win = true;
af->points = GetTemplate()->win_points;
}
else if (ws == AWS_SecondPlace) {
af->win = true;
af->points = GetTemplate()->lose_points;
}
else {
af->win = false;
af->points = 0;
}
zoneserver_list.SendPacket(current->zone(), current->instance(), pack);
database.UpdateAdventureStatsEntry(character_id, GetTemplate()->theme, (ws != AWS_Lose) ? true : false);
delete pack;
}
else {
AdventureFinishEvent afe;
afe.name = (*iter);
if (ws == AWS_Win) {
afe.theme = GetTemplate()->theme;
afe.points = GetTemplate()->win_points;
afe.win = true;
}
else if (ws == AWS_SecondPlace) {
afe.theme = GetTemplate()->theme;
afe.points = GetTemplate()->lose_points;
afe.win = true;
}
else {
afe.win = false;
afe.points = 0;
}
adventure_manager.AddFinishedEvent(afe);
database.UpdateAdventureStatsEntry(character_id, GetTemplate()->theme, (ws != AWS_Lose) ? true : false);
}
}
else {
AdventureFinishEvent afe;
afe.name = (*iter);
if (ws == AWS_Win) {
afe.theme = GetTemplate()->theme;
afe.points = GetTemplate()->win_points;
afe.win = true;
}
else if (ws == AWS_SecondPlace) {
afe.theme = GetTemplate()->theme;
afe.points = GetTemplate()->lose_points;
afe.win = true;
}
else {
afe.win = false;
afe.points = 0;
}
adventure_manager.AddFinishedEvent(afe);
database.UpdateAdventureStatsEntry(character_id, GetTemplate()->theme, (ws != AWS_Lose) ? true : false);
}
++iter;
}
adventure_manager.GetAdventureData(this);
}
void Adventure::MoveCorpsesToGraveyard()
{
if (GetTemplate()->graveyard_zone_id == 0) {
return;
}
glm::vec4 position;
float x = GetTemplate()->graveyard_x + EQ::Random::Instance()->Real(-GetTemplate()->graveyard_radius, GetTemplate()->graveyard_radius);
float y = GetTemplate()->graveyard_y + EQ::Random::Instance()->Real(-GetTemplate()->graveyard_radius, GetTemplate()->graveyard_radius);
float z = GetTemplate()->graveyard_z;
position.x = x;
position.y = y;
position.z = z;
position.w = 0.0f;
CharacterCorpsesRepository::SendAdventureCorpsesToGraveyard(database, GetTemplate()->graveyard_zone_id, GetInstanceID(), position);
const auto& l = CharacterCorpsesRepository::GetWhere(
database,
fmt::format(
"`instance_id` = {}",
GetInstanceID()
)
);
for (const auto& e : l) {
auto pack = new ServerPacket(ServerOP_DepopAllPlayersCorpses, sizeof(ServerDepopAllPlayersCorpses_Struct));
auto d = (ServerDepopAllPlayersCorpses_Struct*) pack->pBuffer;
d->CharacterID = e.charid;
d->InstanceID = 0;
d->ZoneID = GetTemplate()->graveyard_zone_id;
zoneserver_list.SendPacket(0, GetInstanceID(), pack);
delete pack;
pack = new ServerPacket(ServerOP_SpawnPlayerCorpse, sizeof(SpawnPlayerCorpse_Struct));
auto spc = (SpawnPlayerCorpse_Struct*) pack->pBuffer;
spc->player_corpse_id = e.id;
spc->zone_id = GetTemplate()->graveyard_zone_id;
zoneserver_list.SendPacket(spc->zone_id, 0, pack);
delete pack;
}
}