DarkflameServer/dGame/dComponents/ControllablePhysicsComponent.cpp

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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"
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;
m_PickupRadius = 0.0f;
m_DirtyPickupRadiusScale = true;
if (entity->GetLOT() != 1) // Other physics entities we care about will be added by BaseCombatAI
return;
if (entity->GetLOT() == 1) {
Game::logger->Log("ControllablePhysicsComponent", "Using patch to load minifig physics");
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) {
}
void ControllablePhysicsComponent::Serialize(RakNet::BitStream* outBitStream, bool bIsInitialUpdate, unsigned int& flags) {
//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);
}
outBitStream->Write0(); //This contains info about immunities, but for now I'm leaving it out.
}
if (m_SpeedMultiplier < 1.0f) {
m_DirtyCheats = false;
}
if (m_IgnoreMultipliers) {
m_DirtyCheats = false;
}
outBitStream->Write(m_DirtyCheats);
if (m_DirtyCheats) {
outBitStream->Write(m_GravityScale);
outBitStream->Write(m_SpeedMultiplier);
m_DirtyCheats = false;
}
outBitStream->Write(m_DirtyPickupRadiusScale);
if (m_DirtyPickupRadiusScale) {
outBitStream->Write(m_PickupRadius);
outBitStream->Write0(); //No clue what this is so im leaving it false.
m_DirtyPickupRadiusScale = false;
}
outBitStream->Write0();
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();
}
if (!bIsInitialUpdate) outBitStream->Write0();
}
void ControllablePhysicsComponent::LoadFromXml(tinyxml2::XMLDocument* doc) {
tinyxml2::XMLElement* character = doc->FirstChildElement("obj")->FirstChildElement("char");
if (!character) {
Game::logger->Log("ControllablePhysicsComponent", "Failed to find char tag!");
return;
}
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::ResetFlags() {
m_DirtyAngularVelocity = false;
m_DirtyPosition = false;
m_DirtyVelocity = false;
}
void ControllablePhysicsComponent::UpdateXml(tinyxml2::XMLDocument* doc) {
tinyxml2::XMLElement* character = doc->FirstChildElement("obj")->FirstChildElement("char");
if (!character) {
Game::logger->Log("ControllablePhysicsComponent", "Failed to find char tag while updating XML!");
return;
}
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);
}
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;
}
void ControllablePhysicsComponent::AddPickupRadiusScale(float value) {
m_ActivePickupRadiusScales.push_back(value);
if (value > m_PickupRadius) {
m_PickupRadius = value;
m_DirtyPickupRadiusScale = true;
}
}
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 {
Game::logger->Log("ControllablePhysicsComponent", "Warning: Could not find pickup radius %f in list of active radii. List has %i active radii.", value, m_ActivePickupRadiusScales.size());
return;
}
// Recalculate pickup radius since we removed one by now
m_PickupRadius = 0.0f;
m_DirtyPickupRadiusScale = true;
for (uint32_t i = 0; i < m_ActivePickupRadiusScales.size(); i++) {
auto candidateRadius = m_ActivePickupRadiusScales[i];
if (m_PickupRadius < candidateRadius) m_PickupRadius = candidateRadius;
}
EntityManager::Instance()->SerializeEntity(m_Parent);
}