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https://github.com/DarkflameUniverse/DarkflameServer.git
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b261e63233
* chore: Change entity and component logic to use bitstream references * merge
85 lines
3.1 KiB
C++
85 lines
3.1 KiB
C++
#include "PossessorComponent.h"
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#include "PossessableComponent.h"
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#include "CharacterComponent.h"
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#include "EntityManager.h"
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#include "GameMessages.h"
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#include "eUnequippableActiveType.h"
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#include "eControlScheme.h"
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#include "eStateChangeType.h"
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PossessorComponent::PossessorComponent(Entity* parent) : Component(parent) {
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m_Possessable = LWOOBJID_EMPTY;
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}
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PossessorComponent::~PossessorComponent() {
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if (m_Possessable != LWOOBJID_EMPTY) {
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auto* mount = Game::entityManager->GetEntity(m_Possessable);
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if (mount) {
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auto* possessable = mount->GetComponent<PossessableComponent>();
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if (possessable) {
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if (possessable->GetIsItemSpawned()) {
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GameMessages::SendMarkInventoryItemAsActive(m_Parent->GetObjectID(), false, eUnequippableActiveType::MOUNT, GetMountItemID(), m_Parent->GetSystemAddress());
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}
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possessable->Dismount();
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}
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}
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}
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}
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void PossessorComponent::Serialize(RakNet::BitStream& outBitStream, bool bIsInitialUpdate) {
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outBitStream.Write(m_DirtyPossesor || bIsInitialUpdate);
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if (m_DirtyPossesor || bIsInitialUpdate) {
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m_DirtyPossesor = false;
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outBitStream.Write(m_Possessable != LWOOBJID_EMPTY);
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if (m_Possessable != LWOOBJID_EMPTY) {
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outBitStream.Write(m_Possessable);
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}
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outBitStream.Write(m_PossessableType);
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}
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}
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void PossessorComponent::Mount(Entity* mount) {
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// Don't do anything if we are busy dismounting
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if (GetIsDismounting() || !mount) return;
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GameMessages::SendSetMountInventoryID(m_Parent, mount->GetObjectID(), UNASSIGNED_SYSTEM_ADDRESS);
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auto* possessableComponent = mount->GetComponent<PossessableComponent>();
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if (possessableComponent) {
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possessableComponent->SetPossessor(m_Parent->GetObjectID());
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SetPossessable(mount->GetObjectID());
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SetPossessableType(possessableComponent->GetPossessionType());
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}
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auto characterComponent = m_Parent->GetComponent<CharacterComponent>();
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if (characterComponent) characterComponent->SetIsRacing(true);
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// GM's to send
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GameMessages::SendSetJetPackMode(m_Parent, false);
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GameMessages::SendVehicleUnlockInput(mount->GetObjectID(), false, m_Parent->GetSystemAddress());
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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);
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Game::entityManager->SerializeEntity(m_Parent);
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Game::entityManager->SerializeEntity(mount);
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}
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void PossessorComponent::Dismount(Entity* mount, bool forceDismount) {
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// Don't do anything if we are busy dismounting
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if (GetIsDismounting() || !mount) return;
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SetIsDismounting(true);
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if (mount) {
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auto* possessableComponent = mount->GetComponent<PossessableComponent>();
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if (possessableComponent) {
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possessableComponent->SetPossessor(LWOOBJID_EMPTY);
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if (forceDismount) possessableComponent->ForceDepossess();
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}
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Game::entityManager->SerializeEntity(m_Parent);
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Game::entityManager->SerializeEntity(mount);
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auto characterComponent = m_Parent->GetComponent<CharacterComponent>();
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if (characterComponent) characterComponent->SetIsRacing(false);
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}
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// Make sure we don't have wacky controls
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GameMessages::SendSetPlayerControlScheme(m_Parent, eControlScheme::SCHEME_A);
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}
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