pet bouncers now bounce player upon pressing shift

This commit is contained in:
jadebenn 2023-12-28 17:49:37 -06:00
parent a4f0602218
commit 5f8f200bfc
4 changed files with 70 additions and 13 deletions

View File

@ -886,7 +886,7 @@ void PetComponent::OnInteract() {
}
}
void PetComponent::StartInteract(const NiPoint3 position, const PetInteractType interactType, const LWOOBJID interactID) {
void PetComponent::StartInteract(const NiPoint3& position, const PetInteractType interactType, const LWOOBJID& interactID) {
SetInteraction(interactID); // TODO: Check if this should be serialized for goToObj
SetInteractType(interactType);
SetAbility(ePetAbilityType::GoToObject);
@ -978,6 +978,7 @@ void PetComponent::HandleInteractBouncer() {
if (IsHandlingInteraction()) {
auto* const owner = GetOwner();
if (!owner) return;
const auto sysAddr = owner->GetSystemAddress();
auto* const petSwitch = SwitchComponent::GetClosestSwitch(m_MovementAI->GetDestination()); // TODO: Find a better way to do this
if (!petSwitch) return;
@ -985,16 +986,25 @@ void PetComponent::HandleInteractBouncer() {
auto* const petSwitchEntity = petSwitch->GetParentEntity();
if (!petSwitchEntity) return;
m_Parent->AddCallbackTimer(2.0f, [petSwitch, petSwitchEntity]() {
m_Parent->AddCallbackTimer(1.0f, [this, petSwitch, petSwitchEntity, sysAddr]() {
LOG_DEBUG("Callback start!");
petSwitch->GetPetBouncer()->SetPetBouncerEnabled(false);
const auto bouncerComp = petSwitch->GetPetBouncer();
const auto bouncerCompPos = bouncerComp->GetParentEntity()->GetPosition();
const auto bouncerId = bouncerComp->GetParentEntity()->GetObjectID();
const auto petId = this->GetParentEntity()->GetObjectID();
RenderComponent::PlayAnimation(petSwitchEntity, u"launch"); //u"engaged");
bouncerComp->SetPetBouncerEnabled(true);
GameMessages::SendRequestClientBounce(bouncerId, this->GetOwnerId(), NiPoint3::ZERO, NiPoint3::ZERO, bouncerId, true, false, UNASSIGNED_SYSTEM_ADDRESS); //TODO: Check packet captures!!
bouncerComp->SetPetBouncerEnabled(false);
RenderComponent::PlayAnimation(petSwitchEntity, u"up");
LOG_DEBUG("Callback end!");
});
RenderComponent::PlayAnimation(petSwitchEntity, u"launch"); //u"engaged");
//RenderComponent::PlayAnimation(petSwitchEntity, u"launch"); //u"engaged");
auto* const petBouncer = petSwitch->GetPetBouncer();
petBouncer->SetPetBouncerEnabled(true);
@ -1223,7 +1233,7 @@ void PetComponent::Release() {
item->SetCount(0, false, false);
}
void PetComponent::Command(NiPoint3 position, LWOOBJID source, int32_t commandType, int32_t typeId, bool overrideObey) {
void PetComponent::Command(const NiPoint3& position, const LWOOBJID& source, int32_t commandType, int32_t typeId, bool overrideObey) {
auto* owner = GetOwner();
if (!owner) return;

View File

@ -93,35 +93,35 @@ public:
* @param flag PetFlag(s) to set
*/
template <typename... varArg>
void SetFlag(varArg... flag) { m_Flags |= (static_cast<uint32_t>(flag) | ...); };
inline void SetFlag(varArg... flag) { m_Flags |= (static_cast<uint32_t>(flag) | ...); };
/**
* Sets the pet to ONLY have the specified flag(s), clearing all others
* @param flag PetFlag(s) to set exclusively
*/
template <typename... varArg>
void SetOnlyFlag(varArg... flag) { m_Flags = (static_cast<uint32_t>(flag) | ...); };
inline void SetOnlyFlag(varArg... flag) { m_Flags = (static_cast<uint32_t>(flag) | ...); };
/**
* Unsets one or more pet flags
* @param flag PetFlag(s) to unset
*/
template <typename... varArg>
void UnsetFlag(varArg... flag) { m_Flags &= ~(static_cast<uint32_t>(flag) | ...); };
inline void UnsetFlag(varArg... flag) { m_Flags &= ~(static_cast<uint32_t>(flag) | ...); };
/**
* Returns true if the pet has all the specified flag(s)
* @param flag PetFlag(s) to check
*/
template <typename... varArg>
const bool HasFlag(varArg... flag) { return (m_Flags & (static_cast<uint32_t>(flag) | ...)) == (static_cast<uint32_t>(flag) | ...); };
inline constexpr bool HasFlag(varArg... flag) { return (m_Flags & (static_cast<uint32_t>(flag) | ...)) == (static_cast<uint32_t>(flag) | ...); };
/**
* Returns true if the pet has ONLY the specified flag(s)
* @param flag PetFlag(s) to check if the pet has exclusively
*/
template <typename... varArg>
const bool HasOnlyFlag(varArg... flag) { return m_Flags == (static_cast<uint32_t>(flag) | ...); };
inline constexpr bool HasOnlyFlag(varArg... flag) { return m_Flags == (static_cast<uint32_t>(flag) | ...); };
/**
* Governs the pet update loop
@ -202,7 +202,7 @@ public:
/**
* Start a pet interaction with an object at a given position
*/
void StartInteract(const NiPoint3 position, const PetInteractType interactType, const LWOOBJID interactID);
void StartInteract(const NiPoint3& position, const PetInteractType interactType, const LWOOBJID& interactID);
/**
* Stop a pet interaction with an object
@ -245,7 +245,7 @@ public:
* @param typeId extra information about the command, e.g. the emote to play
* @param overrideObey unused
*/
void Command(NiPoint3 position, LWOOBJID source, int32_t commandType, int32_t typeId, bool overrideObey);
void Command(const NiPoint3& position, const LWOOBJID& source, int32_t commandType, int32_t typeId, bool overrideObey);
/**
* Returns the ID of the owner of this pet (if any)

View File

@ -3589,6 +3589,35 @@ void GameMessages::SendBouncerActiveStatus(LWOOBJID objectId, bool bActive, cons
SEND_PACKET;
}
void GameMessages::SendRequestClientBounce(const LWOOBJID& objectId, const LWOOBJID& bounceTargetId, const NiPoint3& bounceTargetPos, const NiPoint3& bouncedObjLinVel, const LWOOBJID& requestSourceId, const bool bAllBounced, const bool bAllowClientOverload, const SystemAddress& sysAddr) {
LOG_DEBUG("REQUEST CLIENT BOUNCE!");
CBITSTREAM;
CMSGHEADER;
bitStream.Write(objectId);
LOG_DEBUG("Object id: %llu", objectId);
bitStream.Write(eGameMessageType::REQUEST_CLIENT_BOUNCE);
bitStream.Write(bounceTargetId);
LOG_DEBUG("Bounce target id: %llu", bounceTargetId);
bitStream.Write(bounceTargetPos.x);
bitStream.Write(bounceTargetPos.y);
bitStream.Write(bounceTargetPos.z);
LOG_DEBUG("Bounce target pos on server: %f %f %f", bounceTargetPos.x, bounceTargetPos.y, bounceTargetPos.z);
bitStream.Write(bouncedObjLinVel.x);
bitStream.Write(bouncedObjLinVel.y);
bitStream.Write(bouncedObjLinVel.z);
LOG_DEBUG("Bounced object linear velocity: %f %f %f", bouncedObjLinVel.x, bouncedObjLinVel.y, bouncedObjLinVel.z);
bitStream.Write(requestSourceId);
LOG_DEBUG("Request source id: %llu", requestSourceId);
bitStream.Write(bAllBounced);
bitStream.Write(bAllowClientOverload);
if (sysAddr == UNASSIGNED_SYSTEM_ADDRESS) SEND_PACKET_BROADCAST;
SEND_PACKET;
}
void GameMessages::SendSetPetName(LWOOBJID objectId, std::u16string name, LWOOBJID petDBID, const SystemAddress& sysAddr) {
CBITSTREAM;

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@ -393,8 +393,26 @@ namespace GameMessages {
void SendPlayEmote(LWOOBJID objectId, int32_t emoteID, LWOOBJID target, const SystemAddress& sysAddr);
/**
* Sends the bouncer active status
* @param objectId Object ID of the bouncer
* @param bActive Active state of the bouncer
* @param sysAddr System address of the user
*/
void SendBouncerActiveStatus(LWOOBJID objectId, bool bActive, const SystemAddress& sysAddr);
/**
* Sends a request to the client to bounce (I think?)
* @param objectId Object ID
* @param bounceTargetId The object ID of the bounce target
* @param bounceTargetPos The position of the bounce target
* @param bouncedObjLinVel TODO: UNUSED
* @param requestSourceId The object Id of the entity requesting the bounce
* @param bAllBounced Whether to bounce all entities standing on the bouncer pad
* @param bAllowClientOverload TODO: UNUSED
*/
void SendRequestClientBounce(const LWOOBJID& objectId, const LWOOBJID& bounceTargetId, const NiPoint3& bounceTargetPos, const NiPoint3& bouncedObjLinVel, const LWOOBJID& requestSourceId, const bool bAllBounced, const bool bAllowClientOverload, const SystemAddress& sysAddr);
void SendSetPetName(LWOOBJID objectId, std::u16string name, LWOOBJID petDBID, const SystemAddress& sysAddr);
void SendSetPetNameModerated(LWOOBJID objectId, LWOOBJID petDBID, int32_t nModerationStatus, const SystemAddress& sysAddr);