Files
DarkflameServer/dGame/dComponents/RocketLaunchpadControlComponent.h
Aaron Kimbrell fb0897a1d7 fix(rocket): RocketEquipped goes to every client, with the clone and LUP world
Live sent the launchpad's FireEventClientSide("RocketEquipped") to every
client in the zone: 1,196 of 1,265 captured were other players'
launches. On each client it starts that player's launch
(LWORocketLaunchComponentCommon::msgFireEventClientSide sends
BeginLaunch to the sender), so others see the rocket take off; DLU sent
it only to the launcher. param1 is the property clone for property
launches (7 of 7 equal the clone in the following TransferToZone) and
param2 the picked world of a LUP entrance (0-3, one pad only).

The capture notes read the RocketEquipped and ChangeObjectWorldState
seen before LEVEL_LOAD_COMPLETE as the arriving player's own rocket:
all 21 are other players launching (their sender is never the loading
player), so arrival itself is left as it is.

Check: with two players at a launchpad, launch one: the other sees the
rocket launch animation; launch to a property and to a LUP world and
land in the right place.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 03:57:38 -05:00

147 lines
4.2 KiB
C++

/*
* Darkflame Universe
* Copyright 2018
*/
#ifndef ROCKETLAUNCHPADCONTROLCOMPONENT_H
#define ROCKETLAUNCHPADCONTROLCOMPONENT_H
#include "BitStream.h"
#include "Entity.h"
#include "Component.h"
#include "eReplicaComponentType.h"
namespace GameMessages {
struct FireEventClientSide;
}
class PreconditionExpression;
/**
* Component that handles rocket launchpads that can be interacted with to travel to other worlds.
*/
class RocketLaunchpadControlComponent final : public Component {
public:
static constexpr eReplicaComponentType ComponentType = eReplicaComponentType::ROCKET_LAUNCH;
RocketLaunchpadControlComponent(Entity* parent, const int32_t componentID);
~RocketLaunchpadControlComponent() override;
/**
* Launches some entity to another world
* @param originator the entity to launch
* @param mapId the world to go to
* @param cloneId the clone ID (for properties)
* @param worldIndex which of a LUP entrance's worlds was picked, -1 otherwise
*/
void Launch(Entity* originator, LWOMAPID mapId = LWOMAPID_INVALID, LWOCLONEID cloneId = LWOCLONEID_INVALID, int32_t worldIndex = -1);
/**
* The "RocketEquipped" event live sent from the launchpad to every client in the zone when a player launched
* (1,196 of the 1,265 captured were other players' launches): it plays the launch for that player on every
* client (LWORocketLaunchComponentCommon::msgFireEventClientSide). param1 is the property clone (0 is left out),
* param2 the picked LUP world index (-1 is left out).
*/
static GameMessages::FireEventClientSide MakeRocketEquipped(LWOOBJID launchpad, LWOOBJID rocket, LWOOBJID player, LWOCLONEID cloneId, int32_t worldIndex);
/**
* Handles an OnUse event from some entity, preparing it for launch to some other world
* @param originator the entity that triggered the event
*/
void OnUse(Entity* originator) override;
/**
* Currently unused
*/
void OnProximityUpdate(Entity* entering, std::string name, std::string status);
/**
* Sets the map ID that a player will go to
* @param player the entity to set the map ID for
* @param cloneId the map ID of the property to set
*/
void SetSelectedMapId(LWOOBJID player, LWOMAPID cloneId);
/**
* Returns the map ID that a player will go to
* @param player the player to find the map ID for
* @return the map ID that a player will go to
*/
LWOMAPID GetSelectedMapId(LWOOBJID player) const;
/**
* Sets the clone ID that a player will go to (for properties)
* @param player the entity to set the clone ID for
* @param cloneId the clone ID of the property to set
*/
void SetSelectedCloneId(LWOOBJID player, LWOCLONEID cloneId);
/**
* Returns the clone ID that a player will go to (for properties)
* @param player the player to find the clone ID for
* @return the clone ID that a player will go to
*/
LWOCLONEID GetSelectedCloneId(LWOOBJID player) const;
/**
* Returns the zone that this rocket launchpad points to by default
* @return the zone that this rocket launchpad points to by default
*/
LWOMAPID GetTargetZone() const;
/**
* Currently unused
*/
LWOMAPID GetDefaultZone() const;
private:
/**
* All the players that are in the proximity of the rocket launchpad
*/
std::map<LWOOBJID, Entity*> m_PlayersInRadius = {};
/**
* The map that the launchpad goes to
*/
LWOMAPID m_TargetZone;
/**
* Currently unused
*/
LWOMAPID m_DefaultZone;
/**
* The clone IDs selected for each player to go to (for properies)
*/
std::map<LWOOBJID, LWOCLONEID> m_SelectedCloneIds = {};
/**
* The map IDs selected for each player to go to
*/
std::map<LWOOBJID, LWOMAPID> m_SelectedMapIds = {};
/**
* The scene that plays when the player lands
*/
std::string m_TargetScene;
/**
* Alternative landing scene that plays if the alternative precondition is met
*/
std::string m_AltLandingScene;
/**
* Some precondition that needs to be met to trigger the alternative landing scene
*/
PreconditionExpression* m_AltPrecondition;
/**
* Notifies the master server to prepare some world for a player to be able to travel to it
* @param zoneID the ID of the zone to prepare
*/
void TellMasterToPrepZone(int zoneID);
};
#endif // ROCKETLAUNCHPADCONTROLCOMPONENT_H