mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
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6f057204be
- Add order for loading Components - Enforce all components have Entity* in the first argument
422 lines
13 KiB
C++
422 lines
13 KiB
C++
#include "ControllablePhysicsComponent.h"
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#include "Entity.h"
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#include "BitStream.h"
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#include "dLogger.h"
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#include "Game.h"
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#include "dServer.h"
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#include "dpWorld.h"
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#include "dpEntity.h"
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#include "CDPhysicsComponentTable.h"
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#include "CDComponentsRegistryTable.h"
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#include "CDClientManager.h"
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#include "EntityManager.h"
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#include "Character.h"
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#include "dZoneManager.h"
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#include "LevelProgressionComponent.h"
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#include "eStateChangeType.h"
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ControllablePhysicsComponent::ControllablePhysicsComponent(Entity* entity) : Component(entity) {
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m_Position = {};
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m_Rotation = NiQuaternion::IDENTITY;
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m_Velocity = {};
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m_AngularVelocity = {};
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m_InJetpackMode = false;
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m_IsOnGround = true;
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m_IsOnRail = false;
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m_DirtyPosition = true;
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m_DirtyVelocity = true;
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m_DirtyAngularVelocity = true;
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m_dpEntity = nullptr;
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m_Static = false;
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m_SpeedMultiplier = 1;
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m_GravityScale = 1;
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m_DirtyCheats = false;
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m_IgnoreMultipliers = false;
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m_DirtyEquippedItemInfo = true;
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m_PickupRadius = 0.0f;
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m_DirtyBubble = false;
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m_IsInBubble = false;
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m_SpecialAnims = false;
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m_BubbleType = eBubbleType::DEFAULT;
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m_IsTeleporting = false;
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m_ImmuneToStunAttackCount = 0;
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m_ImmuneToStunEquipCount = 0;
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m_ImmuneToStunInteractCount = 0;
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m_ImmuneToStunJumpCount = 0;
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m_ImmuneToStunMoveCount = 0;
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m_ImmuneToStunTurnCount = 0;
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m_ImmuneToStunUseItemCount = 0;
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// Other physics entities we care about will be added by BaseCombatAI
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if (entity->GetLOT() != 1) return;
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Game::logger->Log("ControllablePhysicsComponent", "Using patch to load minifig physics");
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float radius = 1.5f;
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m_dpEntity = new dpEntity(m_ParentEntity->GetObjectID(), radius, false);
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m_dpEntity->SetCollisionGroup(COLLISION_GROUP_DYNAMIC | COLLISION_GROUP_FRIENDLY);
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dpWorld::Instance().AddEntity(m_dpEntity);
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}
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ControllablePhysicsComponent::~ControllablePhysicsComponent() {
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if (m_dpEntity) {
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dpWorld::Instance().RemoveEntity(m_dpEntity);
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}
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}
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void ControllablePhysicsComponent::Startup() {
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NiPoint3 pos = m_ParentEntity->GetDefaultPosition();
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NiQuaternion rot = m_ParentEntity->GetDefaultRotation();
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SetPosition(pos);
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SetRotation(rot);
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}
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void ControllablePhysicsComponent::LoadConfigData() {
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}
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void ControllablePhysicsComponent::LoadTemplateData() {
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}
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void ControllablePhysicsComponent::Serialize(RakNet::BitStream* outBitStream, bool bIsInitialUpdate, unsigned int& flags) {
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//If this is a creation, then we assume the position is dirty, even when it isn't.
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//This is because new clients will still need to receive the position.
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//if (bIsInitialUpdate) m_DirtyPosition = true;
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if (bIsInitialUpdate) {
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outBitStream->Write(m_InJetpackMode);
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if (m_InJetpackMode) {
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outBitStream->Write(m_JetpackEffectID);
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outBitStream->Write(m_JetpackFlying);
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outBitStream->Write(m_JetpackBypassChecks);
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}
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outBitStream->Write1(); // always write these on construction
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outBitStream->Write(m_ImmuneToStunMoveCount);
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outBitStream->Write(m_ImmuneToStunJumpCount);
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outBitStream->Write(m_ImmuneToStunTurnCount);
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outBitStream->Write(m_ImmuneToStunAttackCount);
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outBitStream->Write(m_ImmuneToStunUseItemCount);
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outBitStream->Write(m_ImmuneToStunEquipCount);
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outBitStream->Write(m_ImmuneToStunInteractCount);
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}
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if (m_IgnoreMultipliers) m_DirtyCheats = false;
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outBitStream->Write(m_DirtyCheats);
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if (m_DirtyCheats) {
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outBitStream->Write(m_GravityScale);
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outBitStream->Write(m_SpeedMultiplier);
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m_DirtyCheats = false;
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}
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outBitStream->Write(m_DirtyEquippedItemInfo);
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if (m_DirtyEquippedItemInfo) {
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outBitStream->Write(m_PickupRadius);
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outBitStream->Write(m_InJetpackMode);
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m_DirtyEquippedItemInfo = false;
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}
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outBitStream->Write(m_DirtyBubble);
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if (m_DirtyBubble) {
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outBitStream->Write(m_IsInBubble);
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if (m_IsInBubble) {
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outBitStream->Write(m_BubbleType);
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outBitStream->Write(m_SpecialAnims);
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}
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m_DirtyBubble = false;
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}
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outBitStream->Write(m_DirtyPosition || bIsInitialUpdate);
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if (m_DirtyPosition || bIsInitialUpdate) {
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outBitStream->Write(m_Position.x);
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outBitStream->Write(m_Position.y);
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outBitStream->Write(m_Position.z);
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outBitStream->Write(m_Rotation.x);
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outBitStream->Write(m_Rotation.y);
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outBitStream->Write(m_Rotation.z);
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outBitStream->Write(m_Rotation.w);
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outBitStream->Write(m_IsOnGround);
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outBitStream->Write(m_IsOnRail);
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outBitStream->Write(m_DirtyVelocity);
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if (m_DirtyVelocity) {
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outBitStream->Write(m_Velocity.x);
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outBitStream->Write(m_Velocity.y);
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outBitStream->Write(m_Velocity.z);
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}
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outBitStream->Write(m_DirtyAngularVelocity);
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if (m_DirtyAngularVelocity) {
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outBitStream->Write(m_AngularVelocity.x);
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outBitStream->Write(m_AngularVelocity.y);
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outBitStream->Write(m_AngularVelocity.z);
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}
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outBitStream->Write0();
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}
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if (!bIsInitialUpdate) {
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outBitStream->Write(m_IsTeleporting);
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m_IsTeleporting = false;
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}
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}
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void ControllablePhysicsComponent::LoadFromXml(tinyxml2::XMLDocument* doc) {
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tinyxml2::XMLElement* characterElem = doc->FirstChildElement("obj")->FirstChildElement("char");
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if (!characterElem) {
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Game::logger->Log("ControllablePhysicsComponent", "Failed to find char tag!");
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return;
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}
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m_ParentEntity->GetCharacter()->LoadXmlRespawnCheckpoints();
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characterElem->QueryAttribute("lzx", &m_Position.x);
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characterElem->QueryAttribute("lzy", &m_Position.y);
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characterElem->QueryAttribute("lzz", &m_Position.z);
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characterElem->QueryAttribute("lzrx", &m_Rotation.x);
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characterElem->QueryAttribute("lzry", &m_Rotation.y);
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characterElem->QueryAttribute("lzrz", &m_Rotation.z);
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characterElem->QueryAttribute("lzrw", &m_Rotation.w);
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auto* character = GetParentEntity()->GetCharacter();
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const auto mapID = Game::server->GetZoneID();
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//If we came from another zone, put us in the starting loc
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if (character->GetZoneID() != Game::server->GetZoneID() || mapID == 1603) { // Exception for Moon Base as you tend to spawn on the roof.
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const auto& targetSceneName = character->GetTargetScene();
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auto* targetScene = EntityManager::Instance()->GetSpawnPointEntity(targetSceneName);
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NiPoint3 pos;
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NiQuaternion rot;
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if (character->HasBeenToWorld(mapID) && targetSceneName.empty()) {
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pos = character->GetRespawnPoint(mapID);
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rot = dZoneManager::Instance()->GetZone()->GetSpawnRot();
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} else if (targetScene) {
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pos = targetScene->GetPosition();
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rot = targetScene->GetRotation();
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} else {
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pos = dZoneManager::Instance()->GetZone()->GetSpawnPos();
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rot = dZoneManager::Instance()->GetZone()->GetSpawnRot();
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}
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SetPosition(pos);
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SetRotation(rot);
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}
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m_DirtyPosition = true;
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}
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void ControllablePhysicsComponent::ResetFlags() {
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m_DirtyAngularVelocity = false;
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m_DirtyPosition = false;
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m_DirtyVelocity = false;
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}
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void ControllablePhysicsComponent::UpdateXml(tinyxml2::XMLDocument* doc) {
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tinyxml2::XMLElement* character = doc->FirstChildElement("obj")->FirstChildElement("char");
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if (!character) {
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Game::logger->Log("ControllablePhysicsComponent", "Failed to find char tag while updating XML!");
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return;
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}
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auto zoneInfo = dZoneManager::Instance()->GetZone()->GetZoneID();
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if (zoneInfo.GetMapID() != 0 && zoneInfo.GetCloneID() == 0) {
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character->SetAttribute("lzx", m_Position.x);
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character->SetAttribute("lzy", m_Position.y);
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character->SetAttribute("lzz", m_Position.z);
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character->SetAttribute("lzrx", m_Rotation.x);
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character->SetAttribute("lzry", m_Rotation.y);
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character->SetAttribute("lzrz", m_Rotation.z);
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character->SetAttribute("lzrw", m_Rotation.w);
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}
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}
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void ControllablePhysicsComponent::SetPosition(const NiPoint3& pos) {
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if (m_Static || pos == m_Position) return;
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m_Position.x = pos.x;
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m_Position.y = pos.y;
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m_Position.z = pos.z;
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m_DirtyPosition = true;
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if (m_dpEntity) m_dpEntity->SetPosition(pos);
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}
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void ControllablePhysicsComponent::SetRotation(const NiQuaternion& rot) {
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if (m_Static || rot == m_Rotation) return;
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m_Rotation = rot;
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m_DirtyPosition = true;
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if (m_dpEntity) m_dpEntity->SetRotation(rot);
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}
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void ControllablePhysicsComponent::SetVelocity(const NiPoint3& vel) {
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if (m_Static) {
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return;
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}
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m_Velocity = vel;
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m_DirtyPosition = true;
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m_DirtyVelocity = true;
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if (m_dpEntity) m_dpEntity->SetVelocity(vel);
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}
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void ControllablePhysicsComponent::SetAngularVelocity(const NiPoint3& vel) {
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if (m_Static || vel == m_AngularVelocity) {
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return;
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}
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m_AngularVelocity = vel;
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m_DirtyPosition = true;
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m_DirtyAngularVelocity = true;
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}
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void ControllablePhysicsComponent::SetIsOnGround(bool val) {
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if (m_IsOnGround == val) return;
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m_IsOnGround = val;
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m_DirtyPosition = true;
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}
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void ControllablePhysicsComponent::SetIsOnRail(bool val) {
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if (m_IsOnRail == val) return;
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m_IsOnRail = val;
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m_DirtyPosition = true;
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}
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void ControllablePhysicsComponent::SetDirtyPosition(bool val) {
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m_DirtyPosition = val;
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}
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void ControllablePhysicsComponent::SetDirtyVelocity(bool val) {
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m_DirtyVelocity = val;
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}
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void ControllablePhysicsComponent::SetDirtyAngularVelocity(bool val) {
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m_DirtyAngularVelocity = val;
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}
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void ControllablePhysicsComponent::AddPickupRadiusScale(float value) {
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m_ActivePickupRadiusScales.push_back(value);
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if (value > m_PickupRadius) {
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m_PickupRadius = value;
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m_DirtyEquippedItemInfo = true;
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}
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}
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void ControllablePhysicsComponent::RemovePickupRadiusScale(float value) {
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// Attempt to remove pickup radius from active radii
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const auto pos = std::find(m_ActivePickupRadiusScales.begin(), m_ActivePickupRadiusScales.end(), value);
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if (pos != m_ActivePickupRadiusScales.end()) {
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m_ActivePickupRadiusScales.erase(pos);
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} else {
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Game::logger->LogDebug("ControllablePhysicsComponent", "Warning: Could not find pickup radius %f in list of active radii. List has %i active radii.", value, m_ActivePickupRadiusScales.size());
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return;
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}
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// Recalculate pickup radius since we removed one by now
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m_PickupRadius = 0.0f;
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m_DirtyEquippedItemInfo = true;
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for (uint32_t i = 0; i < m_ActivePickupRadiusScales.size(); i++) {
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auto candidateRadius = m_ActivePickupRadiusScales[i];
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if (m_PickupRadius < candidateRadius) m_PickupRadius = candidateRadius;
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}
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EntityManager::Instance()->SerializeEntity(m_ParentEntity);
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}
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void ControllablePhysicsComponent::AddSpeedboost(float value) {
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m_ActiveSpeedBoosts.push_back(value);
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m_SpeedBoost = value;
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SetSpeedMultiplier(value / 500.0f); // 500 being the base speed
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}
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void ControllablePhysicsComponent::RemoveSpeedboost(float value) {
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const auto pos = std::find(m_ActiveSpeedBoosts.begin(), m_ActiveSpeedBoosts.end(), value);
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if (pos != m_ActiveSpeedBoosts.end()) {
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m_ActiveSpeedBoosts.erase(pos);
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} else {
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Game::logger->LogDebug("ControllablePhysicsComponent", "Warning: Could not find speedboost %f in list of active speedboosts. List has %i active speedboosts.", value, m_ActiveSpeedBoosts.size());
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return;
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}
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// Recalculate speedboost since we removed one
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m_SpeedBoost = 0.0f;
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if (m_ActiveSpeedBoosts.empty()) { // no active speed boosts left, so return to base speed
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auto* levelProgressionComponent = m_ParentEntity->GetComponent<LevelProgressionComponent>();
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if (levelProgressionComponent) m_SpeedBoost = levelProgressionComponent->GetSpeedBase();
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} else { // Used the last applied speedboost
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m_SpeedBoost = m_ActiveSpeedBoosts.back();
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}
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SetSpeedMultiplier(m_SpeedBoost / 500.0f); // 500 being the base speed
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EntityManager::Instance()->SerializeEntity(m_ParentEntity);
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}
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void ControllablePhysicsComponent::ActivateBubbleBuff(eBubbleType bubbleType, bool specialAnims) {
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if (m_IsInBubble) {
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Game::logger->Log("ControllablePhysicsComponent", "Already in bubble");
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return;
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}
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m_BubbleType = bubbleType;
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m_IsInBubble = true;
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m_DirtyBubble = true;
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m_SpecialAnims = specialAnims;
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EntityManager::Instance()->SerializeEntity(m_ParentEntity);
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}
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void ControllablePhysicsComponent::DeactivateBubbleBuff() {
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m_DirtyBubble = true;
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m_IsInBubble = false;
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EntityManager::Instance()->SerializeEntity(m_ParentEntity);
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};
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void ControllablePhysicsComponent::SetStunImmunity(
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const eStateChangeType state,
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const LWOOBJID originator,
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const bool bImmuneToStunAttack,
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const bool bImmuneToStunEquip,
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const bool bImmuneToStunInteract,
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const bool bImmuneToStunJump,
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const bool bImmuneToStunMove,
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const bool bImmuneToStunTurn,
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const bool bImmuneToStunUseItem) {
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if (state == eStateChangeType::POP) {
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if (bImmuneToStunAttack && m_ImmuneToStunAttackCount > 0) m_ImmuneToStunAttackCount -= 1;
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if (bImmuneToStunEquip && m_ImmuneToStunEquipCount > 0) m_ImmuneToStunEquipCount -= 1;
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if (bImmuneToStunInteract && m_ImmuneToStunInteractCount > 0) m_ImmuneToStunInteractCount -= 1;
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if (bImmuneToStunJump && m_ImmuneToStunJumpCount > 0) m_ImmuneToStunJumpCount -= 1;
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if (bImmuneToStunMove && m_ImmuneToStunMoveCount > 0) m_ImmuneToStunMoveCount -= 1;
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if (bImmuneToStunTurn && m_ImmuneToStunTurnCount > 0) m_ImmuneToStunTurnCount -= 1;
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if (bImmuneToStunUseItem && m_ImmuneToStunUseItemCount > 0) m_ImmuneToStunUseItemCount -= 1;
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} else if (state == eStateChangeType::PUSH) {
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if (bImmuneToStunAttack) m_ImmuneToStunAttackCount += 1;
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if (bImmuneToStunEquip) m_ImmuneToStunEquipCount += 1;
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if (bImmuneToStunInteract) m_ImmuneToStunInteractCount += 1;
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if (bImmuneToStunJump) m_ImmuneToStunJumpCount += 1;
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if (bImmuneToStunMove) m_ImmuneToStunMoveCount += 1;
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if (bImmuneToStunTurn) m_ImmuneToStunTurnCount += 1;
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if (bImmuneToStunUseItem) m_ImmuneToStunUseItemCount += 1;
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}
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GameMessages::SendSetStunImmunity(
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m_ParentEntity->GetObjectID(), state, m_ParentEntity->GetSystemAddress(), originator,
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bImmuneToStunAttack,
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bImmuneToStunEquip,
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bImmuneToStunInteract,
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bImmuneToStunJump,
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bImmuneToStunMove,
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bImmuneToStunTurn,
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bImmuneToStunUseItem
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);
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}
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