Implement redeem codes

This commit is contained in:
Kamil 2020-12-17 01:03:38 +01:00 committed by Gent S
parent a74c9be2ff
commit 34dbb59fb1
4 changed files with 53 additions and 0 deletions

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@ -8,6 +8,7 @@
#include "MobManager.hpp"
#include "MissionManager.hpp"
#include "ChunkManager.hpp"
#include "ItemManager.hpp"
#include <sstream>
#include <iterator>
@ -716,6 +717,49 @@ void unhideCommand(std::string full, std::vector<std::string>& args, CNSocket* s
ChatManager::sendServerMessage(sock, "[HIDE] Successfully un-hidden from the map.");
}
void redeemCommand(std::string full, std::vector<std::string>& args, CNSocket* sock) {
if (args.size() < 2) {
ChatManager::sendServerMessage(sock, "/redeem: no code specified");
return;
}
std::string code = args[1];
if (ItemManager::CodeItems.find(code) == ItemManager::CodeItems.end()) {
ChatManager::sendServerMessage(sock, "/redeem: Unknown code");
return;
}
Player* plr = PlayerManager::getPlayer(sock);
int slotNum = ItemManager::findFreeSlot(plr);
// no space
if (slotNum == -1) {
ChatManager::sendServerMessage(sock, "/redeem: Inventory full");
return;
}
std::pair<int32_t, int32_t> item = ItemManager::CodeItems[code];
INITSTRUCT(sP_FE2CL_REP_PC_GIVE_ITEM_SUCC, resp);
resp.eIL = 1;
resp.iSlotNum = slotNum;
// just in case it's a vehicle
if (item.second == 10) {
// set time limit: current time + 7days
resp.Item.iTimeLimit = getTimestamp() + 604800;
}
resp.Item.iID = item.first;
resp.Item.iType = item.second;
// I think it is safe? :eyes
resp.Item.iOpt = 1;
// save serverside
plr->Inven[resp.iSlotNum] = resp.Item;
sock->sendPacket((void*)&resp, P_FE2CL_REP_PC_GIVE_ITEM_SUCC, sizeof(sP_FE2CL_REP_PC_GIVE_ITEM_SUCC));
ChatManager::sendServerMessage(sock, "You have redeemed a code item");
}
void ChatManager::init() {
REGISTER_SHARD_PACKET(P_CL2FE_REQ_SEND_FREECHAT_MESSAGE, chatHandler);
REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_AVATAR_EMOTES_CHAT, emoteHandler);
@ -748,6 +792,7 @@ void ChatManager::init() {
registerCommand("lair", 50, lairUnlockCommand, "get the required mission for the nearest fusion lair");
registerCommand("hide", 100, hideCommand, "hide yourself from the global player map");
registerCommand("unhide", 100, unhideCommand, "un-hide yourself from the global player map");
registerCommand("redeem", 100, redeemCommand, "redeem a code item");
}
void ChatManager::registerCommand(std::string cmd, int requiredLevel, CommandHandler handlr, std::string help) {

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@ -16,6 +16,7 @@ std::map<int32_t, std::vector<int>> ItemManager::RarityRatios;
std::map<int32_t, Crate> ItemManager::Crates;
// pair Itemset, Rarity -> vector of pointers (map iterators) to records in ItemData
std::map<std::pair<int32_t, int32_t>, std::vector<std::map<std::pair<int32_t, int32_t>, ItemManager::Item>::iterator>> ItemManager::CrateItems;
std::map<std::string, std::pair<int32_t, int32_t>> ItemManager::CodeItems;
#ifdef ACADEMY
std::map<int32_t, int32_t> ItemManager::NanoCapsules; // crate id -> nano id

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@ -34,6 +34,7 @@ namespace ItemManager {
// pair <Itemset, Rarity> -> vector of pointers (map iterators) to records in ItemData (it looks a lot scarier than it is)
extern std::map<std::pair<int32_t, int32_t>,
std::vector<std::map<std::pair<int32_t, int32_t>, Item>::iterator>> CrateItems;
extern std::map<std::string, std::pair<int32_t, int32_t>> CodeItems; // code -> <id, type>
void init();

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@ -578,6 +578,12 @@ void TableData::loadDrops() {
ItemManager::NanoCapsules[(int)capsule["Crate"]] = (int)capsule["Nano"];
}
#endif
nlohmann::json codes = dropData["Codes"];
for (nlohmann::json::iterator _code = codes.begin(); _code != codes.end(); _code++) {
auto code = _code.value();
std::pair<int32_t, int32_t> item = std::make_pair((int)code["Id"], (int)code["Type"]);
ItemManager::CodeItems[code["Code"]] = item;
}
std::cout << "[INFO] Loaded " << ItemManager::Crates.size() << " Crates containing "
<< itemCount << " items" << std::endl;