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3 Commits

Author SHA1 Message Date
Aaron Kimbrell
62f58f5307 chore: cleanup possession handling (#1984)
* feat: enhance possession mechanics with skill set integration and improved message handling

* fix: restore SetPossessor in Mount() and scope IsRacing to vehicles

SetPossessor was missing from Mount(), breaking direct possessions via
PossessableComponent::OnUse which bypasses HandlePossession. IsRacing
now only set/cleared when the mount has HavokVehiclePhysicsComponent,
preventing non-vehicle possessions from incorrectly affecting the
distance-driven statistic.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>

---------

Co-authored-by: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-06-21 21:39:51 -07:00
David Markowitz
83707e2210 feat: add the lightning orb script* (#2011)
* feat: add the lightning orb script*

Doesn't do anything because MPC don't work...

* Update LightningOrbServer.cpp
2026-06-21 00:30:44 -05:00
David Markowitz
ccc029424c fix: fv mpc in the tree (#2010)
tested that it now spawns in the lower path point instead.

fixes #741
2026-06-20 18:53:49 -05:00
14 changed files with 158 additions and 126 deletions

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@@ -369,8 +369,21 @@ public:
template<typename AmfType = AMFArrayValue> template<typename AmfType = AMFArrayValue>
AmfType& PushDebug(const std::string_view name) { AmfType& PushDebug(const std::string_view name) {
size_t i = 0;
for (; i < m_Dense.size(); i++) {
const auto& cast = dynamic_cast<AMFArrayValue*>(m_Dense[i].get());
if (!cast) continue;
const auto& nameValue = cast->Get<std::string>("name");
if (!nameValue || nameValue->GetValue() != name) continue;
// found a duplicate, return this instead
auto valueCast = dynamic_cast<AmfType*>(cast->Get("value"));
if (valueCast) return *valueCast;
}
auto* value = PushArray(); auto* value = PushArray();
value->Insert("name", name.data()); value->Insert<std::string>("name", name.data());
return value->Insert<AmfType>("value", std::make_unique<AmfType>()); return value->Insert<AmfType>("value", std::make_unique<AmfType>());
} }

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@@ -613,13 +613,14 @@ void Entity::Initialize() {
if (rebuildResetTime != 0.0f) { if (rebuildResetTime != 0.0f) {
quickBuildComponent->SetResetTime(rebuildResetTime); quickBuildComponent->SetResetTime(rebuildResetTime);
}
// Known bug with moving platform in FV that casues it to build at the end instead of the start. const auto objectID = GetObjectID();
// This extends the smash time so players can ride up the lift. // FV tree handler for when built so it sets the state to moving at the correct time
if (m_TemplateID == 9483) { if (GetLOT() == 9483) quickBuildComponent->AddQuickBuildCompleteCallback([objectID](Entity* user) {
quickBuildComponent->SetResetTime(quickBuildComponent->GetResetTime() + 25); auto* const entity = Game::entityManager->GetEntity(objectID);
} if (entity) GameMessages::SendPlatformResync(entity, UNASSIGNED_SYSTEM_ADDRESS, false, 0, 1, 1, eMovementPlatformState::Moving, true);
} });
const auto activityID = GetVar<int32_t>(u"activityID"); const auto activityID = GetVar<int32_t>(u"activityID");

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@@ -723,6 +723,10 @@ void InventoryComponent::Serialize(RakNet::BitStream& outBitStream, const bool b
for (const auto& pair : m_Equipped) { for (const auto& pair : m_Equipped) {
const auto item = pair.second; const auto item = pair.second;
if (bIsInitialUpdate) {
AddItemSkills(item.lot);
}
outBitStream.Write(item.id); outBitStream.Write(item.id);
outBitStream.Write(item.lot); outBitStream.Write(item.lot);
@@ -980,9 +984,6 @@ void InventoryComponent::UnequipScripts(Item* unequippedItem) {
} }
void InventoryComponent::HandlePossession(Item* item) { void InventoryComponent::HandlePossession(Item* item) {
auto* characterComponent = m_Parent->GetComponent<CharacterComponent>();
if (!characterComponent) return;
auto* possessorComponent = m_Parent->GetComponent<PossessorComponent>(); auto* possessorComponent = m_Parent->GetComponent<PossessorComponent>();
if (!possessorComponent) return; if (!possessorComponent) return;
@@ -998,52 +999,31 @@ void InventoryComponent::HandlePossession(Item* item) {
return; return;
} }
GameMessages::SendSetStunned(m_Parent->GetObjectID(), eStateChangeType::PUSH, m_Parent->GetSystemAddress(), LWOOBJID_EMPTY, true, false, true, false, false, false, false, true, true, true, true, true, true, true, true, true); // Set the mount item ID so that we know what we're handling
// Set the mount Item ID so that we know what were handling
possessorComponent->SetMountItemID(item->GetId()); possessorComponent->SetMountItemID(item->GetId());
GameMessages::SendSetMountInventoryID(m_Parent, item->GetId(), UNASSIGNED_SYSTEM_ADDRESS); GameMessages::SendSetMountInventoryID(m_Parent, item->GetId(), UNASSIGNED_SYSTEM_ADDRESS);
// Create entity to mount // Create the mount entity
auto startRotation = m_Parent->GetRotation();
EntityInfo info{}; EntityInfo info{};
info.lot = item->GetLot(); info.lot = item->GetLot();
info.pos = m_Parent->GetPosition(); info.pos = m_Parent->GetPosition();
info.rot = startRotation; info.rot = m_Parent->GetRotation();
info.spawnerID = m_Parent->GetObjectID(); info.spawnerID = m_Parent->GetObjectID();
auto* mount = Game::entityManager->CreateEntity(info, nullptr, m_Parent); auto* mount = Game::entityManager->CreateEntity(info, nullptr, m_Parent);
// Check to see if the mount is a vehicle, if so, flip it
auto* vehicleComponent = mount->GetComponent<HavokVehiclePhysicsComponent>();
if (vehicleComponent) characterComponent->SetIsRacing(true);
// Setup the destroyable stats
auto* destroyableComponent = mount->GetComponent<DestroyableComponent>();
if (destroyableComponent) {
destroyableComponent->SetIsImmune(true);
}
// Mount it
auto* possessableComponent = mount->GetComponent<PossessableComponent>(); auto* possessableComponent = mount->GetComponent<PossessableComponent>();
if (possessableComponent) { if (possessableComponent) {
possessableComponent->SetIsItemSpawned(true); possessableComponent->SetIsItemSpawned(true);
possessableComponent->SetPossessor(m_Parent->GetObjectID()); possessableComponent->SetPossessor(m_Parent->GetObjectID());
// Possess it
possessorComponent->SetPossessable(mount->GetObjectID());
possessorComponent->SetPossessableType(possessableComponent->GetPossessionType());
} }
GameMessages::SendSetJetPackMode(m_Parent, false); auto* destroyableComponent = mount->GetComponent<DestroyableComponent>();
if (destroyableComponent) destroyableComponent->SetIsImmune(true);
// Make it go to the client
Game::entityManager->ConstructEntity(mount); Game::entityManager->ConstructEntity(mount);
// Update the possessor possessorComponent->Mount(mount);
Game::entityManager->SerializeEntity(m_Parent);
// have to unlock the input so it vehicle can be driven
if (vehicleComponent) GameMessages::SendVehicleUnlockInput(mount->GetObjectID(), false, m_Parent->GetSystemAddress());
GameMessages::SendMarkInventoryItemAsActive(m_Parent->GetObjectID(), true, eUnequippableActiveType::MOUNT, item->GetId(), m_Parent->GetSystemAddress()); GameMessages::SendMarkInventoryItemAsActive(m_Parent->GetObjectID(), true, eUnequippableActiveType::MOUNT, item->GetId(), m_Parent->GetSystemAddress());
} }
@@ -1171,12 +1151,14 @@ LOT InventoryComponent::GetConsumable() const {
void InventoryComponent::AddItemSkills(const LOT lot) { void InventoryComponent::AddItemSkills(const LOT lot) {
const auto info = Inventory::FindItemComponent(lot); const auto info = Inventory::FindItemComponent(lot);
const auto slot = FindBehaviorSlot(info.equipLocation); const auto slot = FindBehaviorSlot(static_cast<eItemType>(info.itemType));
if (slot == BehaviorSlot::Invalid) { if (slot == BehaviorSlot::Invalid) {
return; return;
} }
const auto index = m_Skills.find(slot);
const auto skill = FindSkill(lot); const auto skill = FindSkill(lot);
SetSkill(slot, skill); SetSkill(slot, skill);
@@ -1204,7 +1186,7 @@ void InventoryComponent::FixInvisibleItems() {
void InventoryComponent::RemoveItemSkills(const LOT lot) { void InventoryComponent::RemoveItemSkills(const LOT lot) {
const auto info = Inventory::FindItemComponent(lot); const auto info = Inventory::FindItemComponent(lot);
const auto slot = FindBehaviorSlot(info.equipLocation); const auto slot = FindBehaviorSlot(static_cast<eItemType>(info.itemType));
if (slot == BehaviorSlot::Invalid) { if (slot == BehaviorSlot::Invalid) {
return; return;
@@ -1216,31 +1198,15 @@ void InventoryComponent::RemoveItemSkills(const LOT lot) {
return; return;
} }
const auto skillId = FindSkill(lot); const auto old = index->second;
// Only act on this slot if it still holds the skill from this item. GameMessages::SendRemoveSkill(m_Parent, old);
// Another item may have overwritten the slot since this one was equipped.
if (index->second != skillId) {
return;
}
m_Skills.erase(slot); m_Skills.erase(slot);
// Find another slot that still holds this skillID (if any).
const auto surviving = std::ranges::find_if(m_Skills, [skillId](const auto& pair) {
return pair.second == skillId;
});
// The client stores one acquiredSkillsInfo entry per skillID, tagged with the slotID
// it was originally added with. Always send RemoveSkill to clear that entry, then
// re-add with the surviving slot so the client shows it in the correct place.
GameMessages::SendRemoveSkill(m_Parent, skillId);
if (surviving != m_Skills.end()) {
GameMessages::SendAddSkill(m_Parent, skillId, surviving->first);
}
if (slot == BehaviorSlot::Primary) { if (slot == BehaviorSlot::Primary) {
m_Skills.insert_or_assign(BehaviorSlot::Primary, 1); m_Skills.insert_or_assign(BehaviorSlot::Primary, 1);
GameMessages::SendAddSkill(m_Parent, 1, BehaviorSlot::Primary); GameMessages::SendAddSkill(m_Parent, 1, BehaviorSlot::Primary);
} }
} }
@@ -1332,17 +1298,23 @@ void InventoryComponent::RemoveDatabasePet(LWOOBJID id) {
m_Pets.erase(id); m_Pets.erase(id);
} }
BehaviorSlot InventoryComponent::FindBehaviorSlot(const std::string& equipLocation) { BehaviorSlot InventoryComponent::FindBehaviorSlot(const eItemType type) {
// Skill slot is determined by equipLocation, not itemType. switch (type) {
// Mapping confirmed against live captures and client data (issue #1339). case eItemType::HAT:
if (equipLocation == "special_r") return BehaviorSlot::Primary; return BehaviorSlot::Head;
if (equipLocation == "hair") return BehaviorSlot::Head; case eItemType::NECK:
if (equipLocation == "special_l") return BehaviorSlot::Offhand; return BehaviorSlot::Neck;
if (equipLocation == "clavicle") return BehaviorSlot::Neck; case eItemType::LEFT_HAND:
return BehaviorSlot::Offhand;
case eItemType::RIGHT_HAND:
return BehaviorSlot::Primary;
case eItemType::CONSUMABLE:
return BehaviorSlot::Consumable;
default:
return BehaviorSlot::Invalid; return BehaviorSlot::Invalid;
}
} }
bool InventoryComponent::IsTransferInventory(eInventoryType type, bool includeVault) { bool InventoryComponent::IsTransferInventory(eInventoryType type, bool includeVault) {
return type == VENDOR_BUYBACK || (includeVault && (type == VAULT_ITEMS || type == VAULT_MODELS)) || type == TEMP_ITEMS || type == TEMP_MODELS || type == MODELS_IN_BBB; return type == VENDOR_BUYBACK || (includeVault && (type == VAULT_ITEMS || type == VAULT_MODELS)) || type == TEMP_ITEMS || type == TEMP_MODELS || type == MODELS_IN_BBB;
} }
@@ -1683,28 +1655,10 @@ bool InventoryComponent::SetSkill(BehaviorSlot slot, uint32_t skillId) {
const auto index = m_Skills.find(slot); const auto index = m_Skills.find(slot);
if (index != m_Skills.end()) { if (index != m_Skills.end()) {
const auto old = index->second; const auto old = index->second;
// Only remove the old skill from the client if no other slot still holds it.
// The client's acquiredSkillsInfo is keyed by skillID (one entry per skill),
// so RemoveSkill clears it globally — sending it while another slot still uses
// the same skillID would break that slot on the client.
const auto usedElsewhere = std::ranges::any_of(m_Skills, [&](const auto& pair) {
return pair.first != slot && pair.second == old;
});
if (!usedElsewhere) {
GameMessages::SendRemoveSkill(m_Parent, old); GameMessages::SendRemoveSkill(m_Parent, old);
} }
}
// Only send AddSkill if the client doesn't already know about this skillID.
// The client early-exits on duplicate AddSkill (same skillID already in
// acquiredSkillsInfo) without updating the slot — so only send when it's new.
const auto alreadyKnown = std::ranges::any_of(m_Skills, [&](const auto& pair) {
return pair.first != slot && pair.second == skillId;
});
if (!alreadyKnown) {
GameMessages::SendAddSkill(m_Parent, skillId, slot); GameMessages::SendAddSkill(m_Parent, skillId, slot);
}
m_Skills.insert_or_assign(slot, skillId); m_Skills.insert_or_assign(slot, skillId);
return true; return true;
} }

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@@ -367,10 +367,11 @@ public:
void RemoveDatabasePet(LWOOBJID id); void RemoveDatabasePet(LWOOBJID id);
/** /**
* Returns the behavior slot for the given equipLocation string. * Returns the current behavior slot active for the passed item type
* This is the authoritative mapping used for skill slot assignment. * @param type the item type to find the behavior slot for
* @return the current behavior slot active for the passed item type
*/ */
static BehaviorSlot FindBehaviorSlot(const std::string& equipLocation); static BehaviorSlot FindBehaviorSlot(eItemType type);
/** /**
* Checks if the inventory type is a temp inventory * Checks if the inventory type is a temp inventory
@@ -402,8 +403,6 @@ public:
std::map<BehaviorSlot, uint32_t> GetSkills() { return m_Skills; }; std::map<BehaviorSlot, uint32_t> GetSkills() { return m_Skills; };
void ClearSkills() { m_Skills.clear(); };
bool SetSkill(int slot, uint32_t skillId); bool SetSkill(int slot, uint32_t skillId);
bool SetSkill(BehaviorSlot slot, uint32_t skillId); bool SetSkill(BehaviorSlot slot, uint32_t skillId);

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@@ -10,7 +10,7 @@ PossessableComponent::PossessableComponent(Entity* parent, const int32_t compone
m_AnimationFlag = static_cast<eAnimationFlags>(item.animationFlag); m_AnimationFlag = static_cast<eAnimationFlags>(item.animationFlag);
// Get the possession Type from the CDClient // Get the possession Type from the CDClient
auto query = CDClientDatabase::CreatePreppedStmt("SELECT possessionType, depossessOnHit FROM PossessableComponent WHERE id = ?;"); auto query = CDClientDatabase::CreatePreppedStmt("SELECT possessionType, depossessOnHit, skillSet FROM PossessableComponent WHERE id = ?;");
query.bind(1, static_cast<int>(componentID)); query.bind(1, static_cast<int>(componentID));
@@ -20,6 +20,7 @@ PossessableComponent::PossessableComponent(Entity* parent, const int32_t compone
if (!result.eof()) { if (!result.eof()) {
m_PossessionType = static_cast<ePossessionType>(result.getIntField("possessionType", 1)); // Default to Attached Visible m_PossessionType = static_cast<ePossessionType>(result.getIntField("possessionType", 1)); // Default to Attached Visible
m_DepossessOnHit = static_cast<bool>(result.getIntField("depossessOnHit", 0)); m_DepossessOnHit = static_cast<bool>(result.getIntField("depossessOnHit", 0));
m_SkillSet = result.getIntField("skillSet", 0);
} else { } else {
m_PossessionType = ePossessionType::ATTACHED_VISIBLE; m_PossessionType = ePossessionType::ATTACHED_VISIBLE;
m_DepossessOnHit = false; m_DepossessOnHit = false;

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@@ -55,6 +55,12 @@ public:
*/ */
bool GetDepossessOnHit() const { return m_DepossessOnHit; }; bool GetDepossessOnHit() const { return m_DepossessOnHit; };
/**
* Returns the skill set ID for this possessable (0 = no skill set)
* @return the skill set ID
*/
int32_t GetSkillSet() const { return m_SkillSet; };
/** /**
* Forcibly depossess the Entity * Forcibly depossess the Entity
*/ */
@@ -118,4 +124,9 @@ private:
* *
*/ */
bool m_ItemSpawned = false; bool m_ItemSpawned = false;
/**
* @brief Skill set ID from PossessableComponent CDClient table (0 = none)
*/
int32_t m_SkillSet = 0;
}; };

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@@ -1,11 +1,10 @@
#include "PossessorComponent.h" #include "PossessorComponent.h"
#include "PossessableComponent.h" #include "PossessableComponent.h"
#include "CharacterComponent.h" #include "CharacterComponent.h"
#include "HavokVehiclePhysicsComponent.h"
#include "EntityManager.h" #include "EntityManager.h"
#include "GameMessages.h" #include "GameMessages.h"
#include "eUnequippableActiveType.h" #include "eUnequippableActiveType.h"
#include "eControlScheme.h"
#include "eStateChangeType.h"
PossessorComponent::PossessorComponent(Entity* parent, const int32_t componentID) : Component(parent, componentID) { PossessorComponent::PossessorComponent(Entity* parent, const int32_t componentID) : Component(parent, componentID) {
m_Possessable = LWOOBJID_EMPTY; m_Possessable = LWOOBJID_EMPTY;
@@ -42,21 +41,27 @@ void PossessorComponent::Mount(Entity* mount) {
// Don't do anything if we are busy dismounting // Don't do anything if we are busy dismounting
if (GetIsDismounting() || !mount) return; if (GetIsDismounting() || !mount) return;
GameMessages::SendSetMountInventoryID(m_Parent, mount->GetObjectID(), UNASSIGNED_SYSTEM_ADDRESS);
auto* possessableComponent = mount->GetComponent<PossessableComponent>(); auto* possessableComponent = mount->GetComponent<PossessableComponent>();
if (possessableComponent) { if (possessableComponent) {
possessableComponent->SetPossessor(m_Parent->GetObjectID()); possessableComponent->SetPossessor(m_Parent->GetObjectID());
SetPossessable(mount->GetObjectID()); SetPossessable(mount->GetObjectID());
SetPossessableType(possessableComponent->GetPossessionType()); SetPossessableType(possessableComponent->GetPossessionType());
if (possessableComponent->GetSkillSet() != 0) {
GameMessages::UseSkillSet useSkillSet;
useSkillSet.target = m_Parent->GetObjectID();
useSkillSet.possessedId = mount->GetObjectID();
useSkillSet.setId = possessableComponent->GetSkillSet();
useSkillSet.Send(m_Parent->GetSystemAddress());
}
} }
auto characterComponent = m_Parent->GetComponent<CharacterComponent>();
if (characterComponent) characterComponent->SetIsRacing(true);
// GM's to send // GM's to send
GameMessages::SendSetJetPackMode(m_Parent, false); GameMessages::SendSetJetPackMode(m_Parent, false);
if (mount->GetComponent<HavokVehiclePhysicsComponent>()) {
auto characterComponent = m_Parent->GetComponent<CharacterComponent>();
if (characterComponent) characterComponent->SetIsRacing(true);
GameMessages::SendVehicleUnlockInput(mount->GetObjectID(), false, m_Parent->GetSystemAddress()); GameMessages::SendVehicleUnlockInput(mount->GetObjectID(), false, m_Parent->GetSystemAddress());
GameMessages::SendSetStunned(m_Parent->GetObjectID(), eStateChangeType::PUSH, m_Parent->GetSystemAddress(), LWOOBJID_EMPTY, true, false, true, false, false, false, false, true, true, true, true, true, true, true, true, true); }
Game::entityManager->SerializeEntity(m_Parent); Game::entityManager->SerializeEntity(m_Parent);
Game::entityManager->SerializeEntity(mount); Game::entityManager->SerializeEntity(mount);
@@ -72,13 +77,21 @@ void PossessorComponent::Dismount(Entity* mount, bool forceDismount) {
if (possessableComponent) { if (possessableComponent) {
possessableComponent->SetPossessor(LWOOBJID_EMPTY); possessableComponent->SetPossessor(LWOOBJID_EMPTY);
if (forceDismount) possessableComponent->ForceDepossess(); if (forceDismount) possessableComponent->ForceDepossess();
if (possessableComponent->GetSkillSet() != 0) {
GameMessages::UseSkillSet useSkillSet;
useSkillSet.target = m_Parent->GetObjectID();
useSkillSet.possessedId = mount->GetObjectID();
useSkillSet.setId = possessableComponent->GetSkillSet();
useSkillSet.bRemove = true;
useSkillSet.Send(m_Parent->GetSystemAddress());
}
} }
Game::entityManager->SerializeEntity(m_Parent); Game::entityManager->SerializeEntity(m_Parent);
Game::entityManager->SerializeEntity(mount); Game::entityManager->SerializeEntity(mount);
if (mount->GetComponent<HavokVehiclePhysicsComponent>()) {
auto characterComponent = m_Parent->GetComponent<CharacterComponent>(); auto characterComponent = m_Parent->GetComponent<CharacterComponent>();
if (characterComponent) characterComponent->SetIsRacing(false); if (characterComponent) characterComponent->SetIsRacing(false);
} }
// Make sure we don't have wacky controls }
GameMessages::SendSetPlayerControlScheme(m_Parent, eControlScheme::SCHEME_A);
} }

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@@ -159,10 +159,6 @@ void GameMessageHandler::HandleMessage(RakNet::BitStream& inStream, const System
InventoryComponent* inv = entity->GetComponent<InventoryComponent>(); InventoryComponent* inv = entity->GetComponent<InventoryComponent>();
if (inv) { if (inv) {
// Clear server-side skill state so AddItemSkills sends fresh AddSkill
// packets to the now-ready client. Skills sent during entity construction
// (Serialize) arrive before LWOSkillComponent is initialized and are dropped.
inv->ClearSkills();
auto items = inv->GetEquippedItems(); auto items = inv->GetEquippedItems();
for (auto pair : items) { for (auto pair : items) {
const auto item = pair.second; const auto item = pair.second;

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@@ -366,18 +366,19 @@ void GameMessages::SendResetMissions(Entity* entity, const SystemAddress& sysAdd
void GameMessages::SendPlatformResync(Entity* entity, const SystemAddress& sysAddr, bool bStopAtDesiredWaypoint, void GameMessages::SendPlatformResync(Entity* entity, const SystemAddress& sysAddr, bool bStopAtDesiredWaypoint,
int iIndex, int iDesiredWaypointIndex, int nextIndex, int iIndex, int iDesiredWaypointIndex, int nextIndex,
eMovementPlatformState movementState) { eMovementPlatformState movementState, bool special) {
CBITSTREAM; CBITSTREAM;
CMSGHEADER; CMSGHEADER;
const auto objID = entity->GetObjectID();
const auto lot = entity->GetLOT(); const auto lot = entity->GetLOT();
if (lot == 12341 || lot == 5027 || lot == 5028 || lot == 14335 || lot == 14447 || lot == 14449 || lot == 11306 || lot == 11308) { if (lot == 12341 || lot == 5027 || lot == 5028 || lot == 14335 || lot == 14447 || lot == 14449 || lot == 11306 || lot == 11308 || lot == 9483) {
iDesiredWaypointIndex = (lot == 11306 || lot == 11308) ? 1 : 0; iDesiredWaypointIndex = (lot == 11306 || lot == 11308) ? 1 : 0;
iIndex = 0; iIndex = lot == 9483 ? 1 : 0;
nextIndex = 0; nextIndex = lot == 9483 && !special ? 1 : 0;
bStopAtDesiredWaypoint = true; bStopAtDesiredWaypoint = true;
movementState = eMovementPlatformState::Stationary; movementState = lot == 9483 && !special ? eMovementPlatformState::Stopped : eMovementPlatformState::Stationary;
} }
bitStream.Write(entity->GetObjectID()); bitStream.Write(entity->GetObjectID());
@@ -3943,11 +3944,19 @@ void GameMessages::SendSetMountInventoryID(Entity* entity, const LWOOBJID& objec
CMSGHEADER; CMSGHEADER;
bitStream.Write(entity->GetObjectID()); bitStream.Write(entity->GetObjectID());
bitStream.Write(MessageType::Game::SET_MOUNT_INVENTORY_ID); bitStream.Write(MessageType::Game::SET_MOUNT_INVENTORY_ID);
bitStream.Write(objectID); bitStream.Write(objectID != LWOOBJID_EMPTY);
if (objectID != LWOOBJID_EMPTY) bitStream.Write(objectID);
SEND_PACKET_BROADCAST; SEND_PACKET_BROADCAST;
} }
void GameMessages::UseSkillSet::Serialize(RakNet::BitStream& bitStream) const {
bitStream.Write(bRemove);
bitStream.Write(possessedId != LWOOBJID_EMPTY);
if (possessedId != LWOOBJID_EMPTY) bitStream.Write(possessedId);
bitStream.Write(setId != -1);
if (setId != -1) bitStream.Write(setId);
}
void GameMessages::HandleDismountComplete(RakNet::BitStream& inStream, Entity* entity, const SystemAddress& sysAddr) { void GameMessages::HandleDismountComplete(RakNet::BitStream& inStream, Entity* entity, const SystemAddress& sysAddr) {
// Get the objectID from the bitstream // Get the objectID from the bitstream
@@ -3983,9 +3992,6 @@ void GameMessages::HandleDismountComplete(RakNet::BitStream& inStream, Entity* e
// Update the entity that was possessing // Update the entity that was possessing
Game::entityManager->SerializeEntity(entity); Game::entityManager->SerializeEntity(entity);
// We aren't mounted so remove the stun
GameMessages::SendSetStunned(entity->GetObjectID(), eStateChangeType::POP, UNASSIGNED_SYSTEM_ADDRESS, LWOOBJID_EMPTY, true, false, true, false, false, false, false, true, true, true, true, true, true, true, true, true);
} }
} }
} }
@@ -3993,10 +3999,14 @@ void GameMessages::HandleDismountComplete(RakNet::BitStream& inStream, Entity* e
void GameMessages::HandleAcknowledgePossession(RakNet::BitStream& inStream, Entity* entity, const SystemAddress& sysAddr) { void GameMessages::HandleAcknowledgePossession(RakNet::BitStream& inStream, Entity* entity, const SystemAddress& sysAddr) {
Game::entityManager->SerializeEntity(entity); Game::entityManager->SerializeEntity(entity);
bool hasObjectId{};
inStream.Read(hasObjectId);
if (hasObjectId) {
LWOOBJID objectId{}; LWOOBJID objectId{};
inStream.Read(objectId); inStream.Read(objectId);
auto* mount = Game::entityManager->GetEntity(objectId); auto* mount = Game::entityManager->GetEntity(objectId);
if (mount) Game::entityManager->SerializeEntity(mount); if (mount) Game::entityManager->SerializeEntity(mount);
}
} }
//Racing //Racing

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@@ -103,9 +103,11 @@ namespace GameMessages {
void SendPlayNDAudioEmitter(Entity* entity, const SystemAddress& sysAddr, std::string audioGUID); void SendPlayNDAudioEmitter(Entity* entity, const SystemAddress& sysAddr, std::string audioGUID);
void SendStartPathing(Entity* entity); void SendStartPathing(Entity* entity);
// special is for the FV tree platform, feature is complete if we just do that so meh
void SendPlatformResync(Entity* entity, const SystemAddress& sysAddr, bool bStopAtDesiredWaypoint = false, void SendPlatformResync(Entity* entity, const SystemAddress& sysAddr, bool bStopAtDesiredWaypoint = false,
int iIndex = 0, int iDesiredWaypointIndex = 1, int nextIndex = 1, int iIndex = 0, int iDesiredWaypointIndex = 1, int nextIndex = 1,
eMovementPlatformState movementState = eMovementPlatformState::Moving); eMovementPlatformState movementState = eMovementPlatformState::Moving, bool special = false);
void SendResetMissions(Entity* entity, const SystemAddress& sysAddr, const int32_t missionid = -1); void SendResetMissions(Entity* entity, const SystemAddress& sysAddr, const int32_t missionid = -1);
void SendRestoreToPostLoadStats(Entity* entity, const SystemAddress& sysAddr); void SendRestoreToPostLoadStats(Entity* entity, const SystemAddress& sysAddr);
@@ -963,6 +965,15 @@ namespace GameMessages {
LWOOBJID childID{}; LWOOBJID childID{};
}; };
struct UseSkillSet : public GameMsg {
UseSkillSet() : GameMsg(MessageType::Game::USE_SKILL_SET) {}
void Serialize(RakNet::BitStream& bitStream) const override;
bool bRemove{};
LWOOBJID possessedId{ LWOOBJID_EMPTY };
int32_t setId{ -1 };
};
struct ObjectLoaded : public GameMsg { struct ObjectLoaded : public GameMsg {
ObjectLoaded() : GameMsg(MessageType::Game::OBJECT_LOADED) {} ObjectLoaded() : GameMsg(MessageType::Game::OBJECT_LOADED) {}

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@@ -6,6 +6,7 @@ set(DSCRIPTS_SOURCES_02_SERVER_MAP_NJHUB
"EnemySkeletonSpawner.cpp" "EnemySkeletonSpawner.cpp"
"FallingTile.cpp" "FallingTile.cpp"
"FlameJetServer.cpp" "FlameJetServer.cpp"
"LightningOrbServer.cpp"
"ImaginationShrineServer.cpp" "ImaginationShrineServer.cpp"
"Lieutenant.cpp" "Lieutenant.cpp"
"MonCoreNookDoors.cpp" "MonCoreNookDoors.cpp"

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@@ -0,0 +1,12 @@
#include "LightningOrbServer.h"
void LightningOrbServer::OnCollisionPhantom(Entity* self, Entity* target) {
GameMessages::GetPosition playerPos;
playerPos.Send(target->GetObjectID());
GameMessages::GetPosition selfPos;
selfPos.Send(self->GetObjectID());
const NiPoint3 newVec((playerPos.pos.x - selfPos.pos.x) * 2.5, 15, (playerPos.pos.z - selfPos.pos.z) * 2.5);
// ahhhh aron said to put a TODO here moving platforms don't work lol. disable this so people can actually do the puzzle
// GameMessages::SendKnockback(target->GetObjectID(), self->GetObjectID(), self->GetObjectID(), 0, newVec);
// GameMessages::SendPlayFXEffect(target->GetObjectID(), -1, u"knockback", "knockback");
}

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@@ -0,0 +1,8 @@
#pragma once
#include "CppScripts.h"
class LightningOrbServer : public CppScripts::Script
{
public:
void OnCollisionPhantom(Entity* self, Entity* target) override;
};

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@@ -274,6 +274,7 @@
#include "MonCoreNookDoors.h" #include "MonCoreNookDoors.h"
#include "MonCoreSmashableDoors.h" #include "MonCoreSmashableDoors.h"
#include "FlameJetServer.h" #include "FlameJetServer.h"
#include "LightningOrbServer.h"
#include "BurningTile.h" #include "BurningTile.h"
#include "NjEarthDragonPetServer.h" #include "NjEarthDragonPetServer.h"
#include "NjEarthPetServer.h" #include "NjEarthPetServer.h"
@@ -628,6 +629,7 @@ namespace {
{"scripts\\02_server\\Map\\njhub\\L_MON_CORE_SMASHABLE_DOORS.lua", []() {return new MonCoreSmashableDoors();}}, {"scripts\\02_server\\Map\\njhub\\L_MON_CORE_SMASHABLE_DOORS.lua", []() {return new MonCoreSmashableDoors();}},
{"scripts\\02_server\\Map\\njhub\\L_MON_CORE_SMASHABLE_DOORS.lua", []() {return new MonCoreSmashableDoors();}}, {"scripts\\02_server\\Map\\njhub\\L_MON_CORE_SMASHABLE_DOORS.lua", []() {return new MonCoreSmashableDoors();}},
{"scripts\\02_server\\Map\\njhub\\L_FLAME_JET_SERVER.lua", []() {return new FlameJetServer();}}, {"scripts\\02_server\\Map\\njhub\\L_FLAME_JET_SERVER.lua", []() {return new FlameJetServer();}},
{"scripts\\02_server\\Map\\njhub\\L_LIGHTNING_ORB_SERVER.lua", []() {return new LightningOrbServer();}},
{"scripts\\02_server\\Map\\njhub\\L_BURNING_TILE.lua", []() {return new BurningTile();}}, {"scripts\\02_server\\Map\\njhub\\L_BURNING_TILE.lua", []() {return new BurningTile();}},
{"scripts\\02_server\\Map\\njhub\\L_SPAWN_EARTH_PET_SERVER.lua", []() {return new NjEarthDragonPetServer();}}, {"scripts\\02_server\\Map\\njhub\\L_SPAWN_EARTH_PET_SERVER.lua", []() {return new NjEarthDragonPetServer();}},
{"scripts\\02_server\\Map\\njhub\\L_EARTH_PET_SERVER.lua", []() {return new NjEarthPetServer();}}, {"scripts\\02_server\\Map\\njhub\\L_EARTH_PET_SERVER.lua", []() {return new NjEarthPetServer();}},