mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2026-11-14 07:47:13 +00:00
Main's model behaviors (every rotation, DoDamage, OnTimer, OnStartup, MoveBackToStart, moves along the model's local axes), raw terrain reading with scene lookups and scene tools, property model and brick by brick fixes and the chat server's player count fix, merged onto this branch's structures: - game messages stay structs; the angular velocity messages join them and the handler sets a message's target - strips own their speed again and the block names, moves and rotations stay in the shared action table (PropertyBehaviorActions, which the dashboard's behavior player reads; it now lists rotations too) - the zone keeps reading its file through ZoneFile and takes the boundaries from it, then loads the raw terrain as main does; the old dNavigation terrain reader is gone - the show all response stays a struct and logs a player count mismatch as main does - the property management component tells models who sent a chat message Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
140 lines
3.5 KiB
C++
140 lines
3.5 KiB
C++
/*
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* Darkflame Universe
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* Copyright 2018
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*/
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#ifndef SIMPLEPHYSICSCOMPONENT_H
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#define SIMPLEPHYSICSCOMPONENT_H
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#include "dCommonVars.h"
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#include "RakNetTypes.h"
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#include "NiPoint3.h"
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#include "NiQuaternion.h"
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#include "PhysicsComponent.h"
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#include "eReplicaComponentType.h"
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struct ObjectLoadState;
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class Entity;
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enum class eClimbableType : int32_t {
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CLIMBABLE_TYPE_NOT = 0,
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CLIMBABLE_TYPE_LADDER,
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CLIMBABLE_TYPE_WALL,
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CLIMBABLE_TYPE_WALL_STICK
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};
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namespace GameMessages {
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struct SetAngularVelocity;
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struct GetAngularVelocity;
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}
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/**
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* Component that serializes locations of entities to the client
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*/
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class SimplePhysicsComponent : public PhysicsComponent {
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public:
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static constexpr eReplicaComponentType ComponentType = eReplicaComponentType::SIMPLE_PHYSICS;
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// The client's allocator for this type (ObjectLoader2::DoObjectComponentLoad calls it in load order)
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static void Allocator(Entity& entity, ObjectLoadState& state);
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// Havok motion types the client reads as the physics motion state
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static constexpr uint32_t MOTION_TYPE_DYNAMIC = 1;
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static constexpr uint32_t MOTION_TYPE_KEYFRAMED = 4;
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static constexpr uint32_t MOTION_TYPE_FIXED = 5;
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SimplePhysicsComponent(Entity* parent, const int32_t componentID);
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void LoadConfigData() override;
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~SimplePhysicsComponent() override;
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void Run(const float deltaTime) override;
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void Serialize(RakNet::BitStream& outBitStream, bool bIsInitialUpdate) override;
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/**
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* Returns the velocity of this entity
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* @return the velocity of this entity
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*/
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const NiPoint3& GetVelocity() { return m_Velocity; }
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/**
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* Sets the velocity of this entity
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* @param value the velocity to set
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*/
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void SetVelocity(const NiPoint3& value) { m_Velocity = value; m_DirtyVelocity = true; }
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/**
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* Returns the angular velocity of this entity
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* @return the angular velocity of this entity
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*/
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const NiPoint3& GetAngularVelocity() { return m_AngularVelocity; }
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/**
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* Sets the angular velocity of this entity
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* @param value the angular velocity to set
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*/
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void SetAngularVelocity(const NiPoint3& value) { m_AngularVelocity = value; m_DirtyVelocity = true; }
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bool OnSetAngularVelocity(GameMessages::SetAngularVelocity& setAngVel);
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bool OnGetAngularVelocity(GameMessages::GetAngularVelocity& getAngVel);
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/**
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* Returns the physics motion state
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* @return the physics motion state
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*/
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uint32_t GetPhysicsMotionState() const;
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/**
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* Sets the physics motion state
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* @param value the motion state to set
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*/
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void SetPhysicsMotionState(uint32_t value);
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/**
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* Returns the ClimbableType of this entity
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* @return the ClimbableType of this entity
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*/
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const eClimbableType& GetClimabbleType() { return m_ClimbableType; }
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/**
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* Sets the ClimbableType of this entity
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* @param value the ClimbableType to set
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*/
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void SetClimbableType(const eClimbableType& value) { m_ClimbableType = value; }
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private:
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bool OnGetObjectReportInfo(GameMessages::GetObjectReportInfo& reportInfo);
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/**
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* The current velocity of the entity
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*/
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NiPoint3 m_Velocity = NiPoint3Constant::ZERO;
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/**
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* The current angular velocity of the entity
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*/
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NiPoint3 m_AngularVelocity = NiPoint3Constant::ZERO;
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/**
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* Whether or not the velocity has changed
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*/
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bool m_DirtyVelocity = true;
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/**
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* The current physics motion state
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*/
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uint32_t m_PhysicsMotionState = MOTION_TYPE_FIXED;
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bool m_DirtyPhysicsMotionState = true;
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/**
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* Whether or not the entity is climbable
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*/
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eClimbableType m_ClimbableType = eClimbableType::CLIMBABLE_TYPE_NOT;
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};
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#endif // SIMPLEPHYSICSCOMPONENT_H
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