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https://github.com/DarkflameUniverse/DarkflameServer.git
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26f2eb409f
* Mounts -v2 * fix stun state and make comments a bit nicer * remove extra serilization * update the char position a bit more correctly * make vehicles face thr player's direction * address feedback * fix compiling for real this time * removed uneeded check
56 lines
2.0 KiB
C++
56 lines
2.0 KiB
C++
#include "PossessableComponent.h"
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#include "PossessorComponent.h"
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#include "EntityManager.h"
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#include "Inventory.h"
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#include "Item.h"
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PossessableComponent::PossessableComponent(Entity* parent, uint32_t componentId) : Component(parent) {
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m_Possessor = LWOOBJID_EMPTY;
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CDItemComponent item = Inventory::FindItemComponent(m_Parent->GetLOT());
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m_AnimationFlag = static_cast<eAnimationFlags>(item.animationFlag);
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// Get the possession Type from the CDClient
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auto query = CDClientDatabase::CreatePreppedStmt("SELECT possessionType, depossessOnHit FROM PossessableComponent WHERE id = ?;");
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query.bind(1, static_cast<int>(componentId));
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auto result = query.execQuery();
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// Should a result not exist for this default to attached visible
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if (!result.eof()) {
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m_PossessionType = static_cast<ePossessionType>(result.getIntField(0, 1)); // Default to Attached Visible
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m_DepossessOnHit = static_cast<bool>(result.getIntField(1, 0));
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} else {
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m_PossessionType = ePossessionType::ATTACHED_VISIBLE;
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m_DepossessOnHit = false;
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}
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result.finalize();
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}
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void PossessableComponent::Serialize(RakNet::BitStream* outBitStream, bool bIsInitialUpdate, unsigned int& flags) {
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outBitStream->Write(m_DirtyPossessable || bIsInitialUpdate);
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if (m_DirtyPossessable || bIsInitialUpdate) {
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m_DirtyPossessable = false; // reset flag
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outBitStream->Write(m_Possessor != LWOOBJID_EMPTY);
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if (m_Possessor != LWOOBJID_EMPTY) outBitStream->Write(m_Possessor);
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outBitStream->Write(m_AnimationFlag != eAnimationFlags::IDLE_INVALID);
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if (m_AnimationFlag != eAnimationFlags::IDLE_INVALID) outBitStream->Write(m_AnimationFlag);
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outBitStream->Write(m_ImmediatelyDepossess);
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m_ImmediatelyDepossess = false; // reset flag
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}
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}
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void PossessableComponent::Dismount() {
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SetPossessor(LWOOBJID_EMPTY);
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if (m_ItemSpawned) m_Parent->ScheduleKillAfterUpdate();
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}
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void PossessableComponent::OnUse(Entity* originator) {
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auto* possessor = originator->GetComponent<PossessorComponent>();
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if (possessor) {
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possessor->Mount(m_Parent);
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}
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}
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