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# include "ControllablePhysicsComponent.h"
# include "Entity.h"
# include "BitStream.h"
# include "dLogger.h"
# include "Game.h"
# include "dpWorld.h"
# include "dpEntity.h"
# include "CDPhysicsComponentTable.h"
# include "CDComponentsRegistryTable.h"
# include "CDClientManager.h"
# include "EntityManager.h"
# include "Character.h"
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# include "dZoneManager.h"
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# include "LevelProgressionComponent.h"
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# include "eStateChangeType.h"
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ControllablePhysicsComponent : : ControllablePhysicsComponent ( Entity * entity ) : Component ( entity ) {
m_Position = { } ;
m_Rotation = NiQuaternion : : IDENTITY ;
m_Velocity = { } ;
m_AngularVelocity = { } ;
m_InJetpackMode = false ;
m_IsOnGround = true ;
m_IsOnRail = false ;
m_DirtyPosition = true ;
m_DirtyVelocity = true ;
m_DirtyAngularVelocity = true ;
m_dpEntity = nullptr ;
m_Static = false ;
m_SpeedMultiplier = 1 ;
m_GravityScale = 1 ;
m_DirtyCheats = false ;
m_IgnoreMultipliers = false ;
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m_DirtyEquippedItemInfo = true ;
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m_PickupRadius = 0.0f ;
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m_DirtyBubble = false ;
m_IsInBubble = false ;
m_SpecialAnims = false ;
m_BubbleType = eBubbleType : : DEFAULT ;
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m_IsTeleporting = false ;
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m_ImmuneToStunAttackCount = 0 ;
m_ImmuneToStunEquipCount = 0 ;
m_ImmuneToStunInteractCount = 0 ;
m_ImmuneToStunJumpCount = 0 ;
m_ImmuneToStunMoveCount = 0 ;
m_ImmuneToStunTurnCount = 0 ;
m_ImmuneToStunUseItemCount = 0 ;
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if ( entity - > GetLOT ( ) ! = 1 ) // Other physics entities we care about will be added by BaseCombatAI
return ;
if ( entity - > GetLOT ( ) = = 1 ) {
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Game : : logger - > Log ( " ControllablePhysicsComponent " , " Using patch to load minifig physics " ) ;
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float radius = 1.5f ;
m_dpEntity = new dpEntity ( m_Parent - > GetObjectID ( ) , radius , false ) ;
m_dpEntity - > SetCollisionGroup ( COLLISION_GROUP_DYNAMIC | COLLISION_GROUP_FRIENDLY ) ;
dpWorld : : Instance ( ) . AddEntity ( m_dpEntity ) ;
}
}
ControllablePhysicsComponent : : ~ ControllablePhysicsComponent ( ) {
if ( m_dpEntity ) {
dpWorld : : Instance ( ) . RemoveEntity ( m_dpEntity ) ;
}
}
void ControllablePhysicsComponent : : Update ( float deltaTime ) {
}
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void ControllablePhysicsComponent : : Serialize ( RakNet : : BitStream * outBitStream , bool bIsInitialUpdate ) {
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//If this is a creation, then we assume the position is dirty, even when it isn't.
//This is because new clients will still need to receive the position.
//if (bIsInitialUpdate) m_DirtyPosition = true;
if ( bIsInitialUpdate ) {
outBitStream - > Write ( m_InJetpackMode ) ;
if ( m_InJetpackMode ) {
outBitStream - > Write ( m_JetpackEffectID ) ;
outBitStream - > Write ( m_JetpackFlying ) ;
outBitStream - > Write ( m_JetpackBypassChecks ) ;
}
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outBitStream - > Write1 ( ) ; // always write these on construction
outBitStream - > Write ( m_ImmuneToStunMoveCount ) ;
outBitStream - > Write ( m_ImmuneToStunJumpCount ) ;
outBitStream - > Write ( m_ImmuneToStunTurnCount ) ;
outBitStream - > Write ( m_ImmuneToStunAttackCount ) ;
outBitStream - > Write ( m_ImmuneToStunUseItemCount ) ;
outBitStream - > Write ( m_ImmuneToStunEquipCount ) ;
outBitStream - > Write ( m_ImmuneToStunInteractCount ) ;
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}
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if ( m_IgnoreMultipliers ) m_DirtyCheats = false ;
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outBitStream - > Write ( m_DirtyCheats ) ;
if ( m_DirtyCheats ) {
outBitStream - > Write ( m_GravityScale ) ;
outBitStream - > Write ( m_SpeedMultiplier ) ;
m_DirtyCheats = false ;
}
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outBitStream - > Write ( m_DirtyEquippedItemInfo ) ;
if ( m_DirtyEquippedItemInfo ) {
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outBitStream - > Write ( m_PickupRadius ) ;
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outBitStream - > Write ( m_InJetpackMode ) ;
m_DirtyEquippedItemInfo = false ;
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}
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outBitStream - > Write ( m_DirtyBubble ) ;
if ( m_DirtyBubble ) {
outBitStream - > Write ( m_IsInBubble ) ;
if ( m_IsInBubble ) {
outBitStream - > Write ( m_BubbleType ) ;
outBitStream - > Write ( m_SpecialAnims ) ;
}
m_DirtyBubble = false ;
}
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outBitStream - > Write ( m_DirtyPosition | | bIsInitialUpdate ) ;
if ( m_DirtyPosition | | bIsInitialUpdate ) {
outBitStream - > Write ( m_Position . x ) ;
outBitStream - > Write ( m_Position . y ) ;
outBitStream - > Write ( m_Position . z ) ;
outBitStream - > Write ( m_Rotation . x ) ;
outBitStream - > Write ( m_Rotation . y ) ;
outBitStream - > Write ( m_Rotation . z ) ;
outBitStream - > Write ( m_Rotation . w ) ;
outBitStream - > Write ( m_IsOnGround ) ;
outBitStream - > Write ( m_IsOnRail ) ;
outBitStream - > Write ( m_DirtyVelocity ) ;
if ( m_DirtyVelocity ) {
outBitStream - > Write ( m_Velocity . x ) ;
outBitStream - > Write ( m_Velocity . y ) ;
outBitStream - > Write ( m_Velocity . z ) ;
}
outBitStream - > Write ( m_DirtyAngularVelocity ) ;
if ( m_DirtyAngularVelocity ) {
outBitStream - > Write ( m_AngularVelocity . x ) ;
outBitStream - > Write ( m_AngularVelocity . y ) ;
outBitStream - > Write ( m_AngularVelocity . z ) ;
}
outBitStream - > Write0 ( ) ;
}
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if ( ! bIsInitialUpdate ) {
outBitStream - > Write ( m_IsTeleporting ) ;
m_IsTeleporting = false ;
}
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}
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void ControllablePhysicsComponent : : LoadFromXml ( tinyxml2 : : XMLDocument * doc ) {
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tinyxml2 : : XMLElement * character = doc - > FirstChildElement ( " obj " ) - > FirstChildElement ( " char " ) ;
if ( ! character ) {
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Game : : logger - > Log ( " ControllablePhysicsComponent " , " Failed to find char tag! " ) ;
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return ;
}
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m_Parent - > GetCharacter ( ) - > LoadXmlRespawnCheckpoints ( ) ;
character - > QueryAttribute ( " lzx " , & m_Position . x ) ;
character - > QueryAttribute ( " lzy " , & m_Position . y ) ;
character - > QueryAttribute ( " lzz " , & m_Position . z ) ;
character - > QueryAttribute ( " lzrx " , & m_Rotation . x ) ;
character - > QueryAttribute ( " lzry " , & m_Rotation . y ) ;
character - > QueryAttribute ( " lzrz " , & m_Rotation . z ) ;
character - > QueryAttribute ( " lzrw " , & m_Rotation . w ) ;
m_DirtyPosition = true ;
}
void ControllablePhysicsComponent : : UpdateXml ( tinyxml2 : : XMLDocument * doc ) {
tinyxml2 : : XMLElement * character = doc - > FirstChildElement ( " obj " ) - > FirstChildElement ( " char " ) ;
if ( ! character ) {
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Game : : logger - > Log ( " ControllablePhysicsComponent " , " Failed to find char tag while updating XML! " ) ;
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return ;
}
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auto zoneInfo = Game : : zoneManager - > GetZone ( ) - > GetZoneID ( ) ;
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if ( zoneInfo . GetMapID ( ) ! = 0 & & zoneInfo . GetCloneID ( ) = = 0 ) {
character - > SetAttribute ( " lzx " , m_Position . x ) ;
character - > SetAttribute ( " lzy " , m_Position . y ) ;
character - > SetAttribute ( " lzz " , m_Position . z ) ;
character - > SetAttribute ( " lzrx " , m_Rotation . x ) ;
character - > SetAttribute ( " lzry " , m_Rotation . y ) ;
character - > SetAttribute ( " lzrz " , m_Rotation . z ) ;
character - > SetAttribute ( " lzrw " , m_Rotation . w ) ;
}
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}
void ControllablePhysicsComponent : : SetPosition ( const NiPoint3 & pos ) {
if ( m_Static ) {
return ;
}
m_Position . x = pos . x ;
m_Position . y = pos . y ;
m_Position . z = pos . z ;
m_DirtyPosition = true ;
if ( m_dpEntity ) m_dpEntity - > SetPosition ( pos ) ;
}
void ControllablePhysicsComponent : : SetRotation ( const NiQuaternion & rot ) {
if ( m_Static ) {
return ;
}
m_Rotation = rot ;
m_DirtyPosition = true ;
if ( m_dpEntity ) m_dpEntity - > SetRotation ( rot ) ;
}
void ControllablePhysicsComponent : : SetVelocity ( const NiPoint3 & vel ) {
if ( m_Static ) {
return ;
}
m_Velocity = vel ;
m_DirtyPosition = true ;
m_DirtyVelocity = true ;
if ( m_dpEntity ) m_dpEntity - > SetVelocity ( vel ) ;
}
void ControllablePhysicsComponent : : SetAngularVelocity ( const NiPoint3 & vel ) {
if ( m_Static ) {
return ;
}
m_AngularVelocity = vel ;
m_DirtyPosition = true ;
m_DirtyAngularVelocity = true ;
}
void ControllablePhysicsComponent : : SetIsOnGround ( bool val ) {
m_DirtyPosition = true ;
m_IsOnGround = val ;
}
void ControllablePhysicsComponent : : SetIsOnRail ( bool val ) {
m_DirtyPosition = true ;
m_IsOnRail = val ;
}
void ControllablePhysicsComponent : : SetDirtyPosition ( bool val ) {
m_DirtyPosition = val ;
}
void ControllablePhysicsComponent : : SetDirtyVelocity ( bool val ) {
m_DirtyVelocity = val ;
}
void ControllablePhysicsComponent : : SetDirtyAngularVelocity ( bool val ) {
m_DirtyAngularVelocity = val ;
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}
void ControllablePhysicsComponent : : AddPickupRadiusScale ( float value ) {
m_ActivePickupRadiusScales . push_back ( value ) ;
if ( value > m_PickupRadius ) {
m_PickupRadius = value ;
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m_DirtyEquippedItemInfo = true ;
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}
}
void ControllablePhysicsComponent : : RemovePickupRadiusScale ( float value ) {
// Attempt to remove pickup radius from active radii
const auto pos = std : : find ( m_ActivePickupRadiusScales . begin ( ) , m_ActivePickupRadiusScales . end ( ) , value ) ;
if ( pos ! = m_ActivePickupRadiusScales . end ( ) ) {
m_ActivePickupRadiusScales . erase ( pos ) ;
} else {
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Game : : logger - > LogDebug ( " ControllablePhysicsComponent " , " Warning: Could not find pickup radius %f in list of active radii. List has %i active radii. " , value , m_ActivePickupRadiusScales . size ( ) ) ;
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return ;
}
// Recalculate pickup radius since we removed one by now
m_PickupRadius = 0.0f ;
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m_DirtyEquippedItemInfo = true ;
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for ( uint32_t i = 0 ; i < m_ActivePickupRadiusScales . size ( ) ; i + + ) {
auto candidateRadius = m_ActivePickupRadiusScales [ i ] ;
if ( m_PickupRadius < candidateRadius ) m_PickupRadius = candidateRadius ;
}
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Game : : entityManager - > SerializeEntity ( m_Parent ) ;
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}
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void ControllablePhysicsComponent : : AddSpeedboost ( float value ) {
m_ActiveSpeedBoosts . push_back ( value ) ;
m_SpeedBoost = value ;
SetSpeedMultiplier ( value / 500.0f ) ; // 500 being the base speed
}
void ControllablePhysicsComponent : : RemoveSpeedboost ( float value ) {
const auto pos = std : : find ( m_ActiveSpeedBoosts . begin ( ) , m_ActiveSpeedBoosts . end ( ) , value ) ;
if ( pos ! = m_ActiveSpeedBoosts . end ( ) ) {
m_ActiveSpeedBoosts . erase ( pos ) ;
} else {
Game : : logger - > LogDebug ( " ControllablePhysicsComponent " , " Warning: Could not find speedboost %f in list of active speedboosts. List has %i active speedboosts. " , value , m_ActiveSpeedBoosts . size ( ) ) ;
return ;
}
// Recalculate speedboost since we removed one
m_SpeedBoost = 0.0f ;
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if ( m_ActiveSpeedBoosts . empty ( ) ) { // no active speed boosts left, so return to base speed
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auto * levelProgressionComponent = m_Parent - > GetComponent < LevelProgressionComponent > ( ) ;
if ( levelProgressionComponent ) m_SpeedBoost = levelProgressionComponent - > GetSpeedBase ( ) ;
} else { // Used the last applied speedboost
m_SpeedBoost = m_ActiveSpeedBoosts . back ( ) ;
}
SetSpeedMultiplier ( m_SpeedBoost / 500.0f ) ; // 500 being the base speed
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Game : : entityManager - > SerializeEntity ( m_Parent ) ;
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}
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void ControllablePhysicsComponent : : ActivateBubbleBuff ( eBubbleType bubbleType , bool specialAnims ) {
if ( m_IsInBubble ) {
Game : : logger - > Log ( " ControllablePhysicsComponent " , " Already in bubble " ) ;
return ;
}
m_BubbleType = bubbleType ;
m_IsInBubble = true ;
m_DirtyBubble = true ;
m_SpecialAnims = specialAnims ;
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Game : : entityManager - > SerializeEntity ( m_Parent ) ;
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}
void ControllablePhysicsComponent : : DeactivateBubbleBuff ( ) {
m_DirtyBubble = true ;
m_IsInBubble = false ;
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Game : : entityManager - > SerializeEntity ( m_Parent ) ;
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} ;
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void ControllablePhysicsComponent : : SetStunImmunity (
const eStateChangeType state ,
const LWOOBJID originator ,
const bool bImmuneToStunAttack ,
const bool bImmuneToStunEquip ,
const bool bImmuneToStunInteract ,
const bool bImmuneToStunJump ,
const bool bImmuneToStunMove ,
const bool bImmuneToStunTurn ,
const bool bImmuneToStunUseItem ) {
if ( state = = eStateChangeType : : POP ) {
if ( bImmuneToStunAttack & & m_ImmuneToStunAttackCount > 0 ) m_ImmuneToStunAttackCount - = 1 ;
if ( bImmuneToStunEquip & & m_ImmuneToStunEquipCount > 0 ) m_ImmuneToStunEquipCount - = 1 ;
if ( bImmuneToStunInteract & & m_ImmuneToStunInteractCount > 0 ) m_ImmuneToStunInteractCount - = 1 ;
if ( bImmuneToStunJump & & m_ImmuneToStunJumpCount > 0 ) m_ImmuneToStunJumpCount - = 1 ;
if ( bImmuneToStunMove & & m_ImmuneToStunMoveCount > 0 ) m_ImmuneToStunMoveCount - = 1 ;
if ( bImmuneToStunTurn & & m_ImmuneToStunTurnCount > 0 ) m_ImmuneToStunTurnCount - = 1 ;
if ( bImmuneToStunUseItem & & m_ImmuneToStunUseItemCount > 0 ) m_ImmuneToStunUseItemCount - = 1 ;
} else if ( state = = eStateChangeType : : PUSH ) {
if ( bImmuneToStunAttack ) m_ImmuneToStunAttackCount + = 1 ;
if ( bImmuneToStunEquip ) m_ImmuneToStunEquipCount + = 1 ;
if ( bImmuneToStunInteract ) m_ImmuneToStunInteractCount + = 1 ;
if ( bImmuneToStunJump ) m_ImmuneToStunJumpCount + = 1 ;
if ( bImmuneToStunMove ) m_ImmuneToStunMoveCount + = 1 ;
if ( bImmuneToStunTurn ) m_ImmuneToStunTurnCount + = 1 ;
if ( bImmuneToStunUseItem ) m_ImmuneToStunUseItemCount + = 1 ;
}
GameMessages : : SendSetStunImmunity (
m_Parent - > GetObjectID ( ) , state , m_Parent - > GetSystemAddress ( ) , originator ,
bImmuneToStunAttack ,
bImmuneToStunEquip ,
bImmuneToStunInteract ,
bImmuneToStunJump ,
bImmuneToStunMove ,
bImmuneToStunTurn ,
bImmuneToStunUseItem
) ;
}