DarkflameServer/dGame/dComponents/ControllablePhysicsComponent.h

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#ifndef CONTROLLABLEPHYSICSCOMPONENT_H
#define CONTROLLABLEPHYSICSCOMPONENT_H
#include "dCommonVars.h"
#include "RakNetTypes.h"
#include "NiPoint3.h"
#include "NiQuaternion.h"
#include "tinyxml2.h"
#include "Component.h"
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#include "dpCollisionChecks.h"
#include "PhantomPhysicsComponent.h"
#include "eBubbleType.h"
#include "eReplicaComponentType.h"
class Entity;
class dpEntity;
enum class eStateChangeType : uint32_t;
/**
* Handles the movement of controllable Entities, e.g. enemies and players
*/
class ControllablePhysicsComponent final : public Component {
public:
inline static const eReplicaComponentType ComponentType = eReplicaComponentType::CONTROLLABLE_PHYSICS;
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ControllablePhysicsComponent(Entity* entity);
~ControllablePhysicsComponent() override;
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void Serialize(RakNet::BitStream* outBitStream, bool bIsInitialUpdate, unsigned int& flags);
void LoadFromXml(tinyxml2::XMLDocument* doc) override;
void ResetFlags();
void UpdateXml(tinyxml2::XMLDocument* doc) override;
void Startup() override;
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/**
* Sets the position of this entity, also ensures this update is serialized next tick.
* If the entity is static, this is a no-op.
* @param pos The position to set
*/
void SetPosition(const NiPoint3& pos);
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/**
* Returns the current position of the entity
* @return The current position of the entity
*/
const NiPoint3& GetPosition() const { return m_Position; }
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/**
* Sets the rotation of this entity, ensures this change is serialized next tick. If the entity is static, this is
* a no-op.
* @param rot the rotation to set
*/
void SetRotation(const NiQuaternion& rot);
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/**
* Returns the current rotation of this entity
* @return the current rotation of this entity
*/
const NiQuaternion& GetRotation() const { return m_Rotation; }
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/**
* Sets the current velocity of this entity, ensures that this change is serialized next tick. If the entity is
* marked as static this is a no-op.
* @param vel the velocity to set
*/
void SetVelocity(const NiPoint3& vel);
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/**
* Returns the current velocity of this entity
* @return the current velocity of this entity
*/
const NiPoint3& GetVelocity() const { return m_Velocity; }
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/**
* Sets the angular velocity (e.g. rotational velocity) of this entity and ensures this is serialized next tick.
* If the entity is marked as static this is a no-op.
* @param vel the angular velocity to set.
*/
void SetAngularVelocity(const NiPoint3& vel);
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/**
* Returns the current angular velocity of this entity
* @return the current angular velocity of this entity
*/
const NiPoint3& GetAngularVelocity() const { return m_AngularVelocity; }
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/**
* Sets the IsOnGround value, determining whether or not the entity is stuck to the ground. Note that this is mostly
* a client side flag as no server-side entities jump around and therefore this does not have to be updated server
* side.
* @param val whether the entity is on the ground.
*/
void SetIsOnGround(bool val);
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/**
* Returns whether or not the entity is currently on the ground
* @return whether the entity is currently on the ground
*/
const bool GetIsOnGround() const { return m_IsOnGround; }
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/**
* Sets the on-rail parameter, determining if a player is currently on a rail (e.g. the lamps in Ninjago).
* Also ensures that this change is serialized.
* @param val whether the player is currently on a rail
*/
void SetIsOnRail(bool val);
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/**
* Returns whether or not this entity is currently on a rail.
* @return whether or not this entity is currently on a rail
*/
const bool GetIsOnRail() const { return m_IsOnRail; }
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/**
* Mark the position as dirty, forcing a serialization update next tick
* @param val whether or not the position is dirty
*/
void SetDirtyPosition(bool val) { m_DirtyPosition = val; }
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/**
* Mark the velocity as dirty, forcing a serializtion update next tick
* @param val whether or not the velocity is dirty
*/
void SetDirtyVelocity(bool val) { m_DirtyVelocity = val; }
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/**
* Mark the angular velocity as dirty, forcing a serialization update next tick
* @param val whether or not the angular velocity is dirty
*/
void SetDirtyAngularVelocity(bool val) { m_DirtyAngularVelocity = val; }
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/**
* Sets whether or not the entity is currently wearing a jetpack
* @param val whether or not the entity is currently wearing a jetpack
*/
void SetInJetpackMode(bool val) { m_InJetpackMode = val; }
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/**
* Returns whether or not the entity is currently wearing a jetpack
* @return whether or not the entity is currently wearing a jetpack
*/
const bool GetInJetpackMode() const { return m_InJetpackMode; }
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/**
* Sets whether or not the entity is currently flying a jetpack
* @param val whether or not the entity is currently flying a jetpack
*/
void SetJetpackFlying(bool val) { m_JetpackFlying = val; }
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/**
* Returns whether or not an entity is currently flying a jetpack
* @return whether or not an entity is currently flying a jetpack
*/
const bool GetJetpackFlying() const { return m_JetpackFlying; }
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/**
* UNUSED: necessary for serialization
*/
void SetJetpackBypassChecks(bool val) { m_JetpackBypassChecks = val; }
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/**
* UNUSUED: necessary for serialization
*/
const bool GetJetpackBypassChecks() const { return m_JetpackBypassChecks; }
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/**
* Set the jetpack effect ID
* @param effectID the effect to play while using the jetpack
*/
void SetJetpackEffectID(int effectID) { m_JetpackEffectID = effectID; }
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/**
* Returns the current jetpack effect ID
* @return the current jetpack effect ID
*/
const int GetJetpackEffectID() const { return m_JetpackEffectID; }
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/**
* Sets a speed multiplier, altering the entities speed
* @param value the multiplier to set
*/
void SetSpeedMultiplier(float value) { m_SpeedMultiplier = value; m_DirtyCheats = true; }
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/**
* Returns the current speed multiplier
* @return the current speed multiplier
*/
const float GetSpeedMultiplier() const { return m_SpeedMultiplier; }
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/**
* Sets the current gravity scale, allowing the entity to move using altered gravity
* @param value the gravity value to set
*/
void SetGravityScale(float value) { m_GravityScale = value; m_DirtyCheats = true; }
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/**
* Returns the current gravity scale
* @return the current gravity scale
*/
const float GetGravityScale() const { return m_GravityScale; }
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/**
* Sets the ignore multipliers value, allowing you to skip the serialization of speed and gravity multipliers
* @param value whether or not to ignore multipliers
*/
void SetIgnoreMultipliers(bool value) { m_IgnoreMultipliers = value; }
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/**
* Returns the current ignore multipliers value
* @return the current ignore multipliers value
*/
const bool GetIgnoreMultipliers() const { return m_IgnoreMultipliers; }
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/**
* Can make an entity static, making it unable to move around
* @param value whether or not the entity is static
*/
void SetStatic(const bool value) { m_Static = value; }
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/**
* Returns whether or not this entity is currently static
* @return whether or not this entity is currently static
*/
bool GetStatic() const { return m_Static; }
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/**
* Sets if the entity is Teleporting,
* @param value whether or not the entity is Is Teleporting
*/
void SetIsTeleporting(const bool value) { m_IsTeleporting = value; }
/**
* Returns whether or not this entity is currently is teleporting
* @return whether or not this entity is currently is teleporting
*/
bool GetIsTeleporting() const { return m_IsTeleporting; }
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/**
* Returns the Physics entity for the component
* @return Physics entity for the component
*/
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dpEntity* GetdpEntity() const { return m_dpEntity; }
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/**
* I store this in a vector because if I have 2 separate pickup radii being applied to the player, I dont know which one is correctly active.
* This method adds the pickup radius to the vector of active radii and if its larger than the current one, is applied as the new pickup radius.
*/
void AddPickupRadiusScale(float value);
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/**
* Removes the provided pickup radius scale from our list of buffs
* The recalculates what our pickup radius is.
*/
void RemovePickupRadiusScale(float value);
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/**
* The pickup radii of this component.
* @return All active radii scales for this component.
*/
std::vector<float> GetActivePickupRadiusScales() { return m_ActivePickupRadiusScales; };
/**
* Add a Speed boost to the entity
* This will recalculate the speed boost based on what is being added
*/
void AddSpeedboost(float value);
/**
* Remove speed boost from entity
* This will recalculate the speed boost based on what is the last one in te vector
*/
void RemoveSpeedboost(float value);
/**
* The speed boosts of this component.
* @return All active Speed boosts for this component.
*/
std::vector<float> GetActiveSpeedboosts() { return m_ActiveSpeedBoosts; };
/**
* Activates the Bubble Buff
*/
void ActivateBubbleBuff(eBubbleType bubbleType = eBubbleType::DEFAULT, bool specialAnims = true);
/**
* Deactivates the Bubble Buff
*/
void DeactivateBubbleBuff();
/**
* Gets if the Entity is in a bubble
*/
bool GetIsInBubble(){ return m_IsInBubble; };
/**
* Push or Pop a layer of stun immunity to this entity
*/
void SetStunImmunity(
const eStateChangeType state,
const LWOOBJID originator = LWOOBJID_EMPTY,
const bool bImmuneToStunAttack = false,
const bool bImmuneToStunEquip = false,
const bool bImmuneToStunInteract = false,
const bool bImmuneToStunJump = false,
const bool bImmuneToStunMove = false,
const bool bImmuneToStunTurn = false,
const bool bImmuneToStunUseItem = false
);
// getters for stun immunities
const bool GetImmuneToStunAttack() { return m_ImmuneToStunAttackCount > 0;};
const bool GetImmuneToStunEquip() { return m_ImmuneToStunEquipCount > 0;};
const bool GetImmuneToStunInteract() { return m_ImmuneToStunInteractCount > 0;};
const bool GetImmuneToStunJump() { return m_ImmuneToStunJumpCount > 0;};
const bool GetImmuneToStunMove() { return m_ImmuneToStunMoveCount > 0;};
const bool GetImmuneToStunTurn() { return m_ImmuneToStunTurnCount > 0;};
const bool GetImmuneToStunUseItem() { return m_ImmuneToStunUseItemCount > 0;};
private:
/**
* The entity that owns this component
*/
dpEntity* m_dpEntity;
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/**
* Whether or not the position is dirty, forcing a serialization update of the position
*/
bool m_DirtyPosition;
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/**
* The current position of the entity
*/
NiPoint3 m_Position;
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/**
* The current rotation of the entity
*/
NiQuaternion m_Rotation;
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/**
* Whether or not the velocity is dirty, forcing a serialization of the velocity
*/
bool m_DirtyVelocity;
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/**
* The current velocity of the entity
*/
NiPoint3 m_Velocity;
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/**
* Whether or not the angular velocity is dirty, forcing a serialization
*/
bool m_DirtyAngularVelocity;
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/**
* The current angular velocity of the entity
*/
NiPoint3 m_AngularVelocity;
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/**
* Whether or not the entity is on the ground, generally unused
*/
bool m_IsOnGround;
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/**
* Whether or not the entity is on a rail, e.g. in Ninjago
*/
bool m_IsOnRail;
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/**
* Whether or not this entity has a jetpack equipped
*/
bool m_InJetpackMode;
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/**
* Whether or not this entity is currently flying a jetpack
*/
bool m_JetpackFlying;
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/**
* Bypass jetpack checks, currently unused
*/
bool m_JetpackBypassChecks;
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/**
* The effect that plays while using the jetpack
*/
int32_t m_JetpackEffectID;
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/**
* The current speed multiplier, allowing an entity to run faster
*/
float m_SpeedMultiplier;
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/**
* The current gravity scale, allowing an entity to move at an altered gravity
*/
float m_GravityScale;
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/**
* Forces a serialization of the speed multiplier and the gravity scale
*/
bool m_DirtyCheats;
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/**
* Makes it so that the speed multiplier and gravity scale are no longer serialized if false
*/
bool m_IgnoreMultipliers;
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/**
* Whether this entity is static, making it unable to move
*/
bool m_Static;
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/**
* Whether the pickup scale is dirty.
*/
bool m_DirtyEquippedItemInfo;
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/**
* The list of pickup radius scales for this entity
*/
std::vector<float> m_ActivePickupRadiusScales;
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/**
* The active pickup radius for this entity
*/
float m_PickupRadius;
/**
* If the entity is teleporting
*/
bool m_IsTeleporting;
/**
* The list of speed boosts for this entity
*/
std::vector<float> m_ActiveSpeedBoosts;
/**
* The active speed boost for this entity
*/
float m_SpeedBoost;
/*
* If Bubble info is dirty
*/
bool m_DirtyBubble;
/*
* If the entity is in a bubble
*/
bool m_IsInBubble;
/*
* The type of bubble the entity has
*/
eBubbleType m_BubbleType;
/*
* If the entity should be using the special animations
*/
bool m_SpecialAnims;
/**
* stun immunity counters
*/
int32_t m_ImmuneToStunAttackCount;
int32_t m_ImmuneToStunEquipCount;
int32_t m_ImmuneToStunInteractCount;
int32_t m_ImmuneToStunJumpCount;
int32_t m_ImmuneToStunMoveCount;
int32_t m_ImmuneToStunTurnCount;
int32_t m_ImmuneToStunUseItemCount;
};
#endif // CONTROLLABLEPHYSICSCOMPONENT_H