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https://github.com/DarkflameUniverse/DarkflameServer.git
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0545adfac3
Have fun!
233 lines
6.1 KiB
C++
233 lines
6.1 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 "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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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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if (entity->GetLOT() != 1) // Other physics entities we care about will be added by BaseCombatAI
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return;
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if (entity->GetLOT() == 1) {
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Game::logger->Log("ControllablePhysicsComponent", "Using patch to load minifig physics\n");
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float radius = 1.5f;
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m_dpEntity = new dpEntity(m_Parent->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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}
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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::Update(float deltaTime) {
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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->Write0(); //This contains info about immunities, but for now I'm leaving it out.
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}
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if (m_SpeedMultiplier < 1.0f) {
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m_DirtyCheats = false;
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}
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if (m_IgnoreMultipliers) {
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m_DirtyCheats = false;
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}
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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->Write0();
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outBitStream->Write0();
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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) outBitStream->Write0();
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}
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void ControllablePhysicsComponent::LoadFromXML(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!\n");
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return;
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}
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m_Parent->GetCharacter()->LoadXmlRespawnCheckpoints();
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character->QueryAttribute("lzx", &m_Position.x);
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character->QueryAttribute("lzy", &m_Position.y);
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character->QueryAttribute("lzz", &m_Position.z);
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character->QueryAttribute("lzrx", &m_Rotation.x);
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character->QueryAttribute("lzry", &m_Rotation.y);
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character->QueryAttribute("lzrz", &m_Rotation.z);
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character->QueryAttribute("lzrw", &m_Rotation.w);
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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!\n");
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return;
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}
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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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void ControllablePhysicsComponent::SetPosition(const NiPoint3& pos) {
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if (m_Static) {
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return;
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}
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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) {
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return;
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}
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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) {
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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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m_DirtyPosition = true;
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m_IsOnGround = val;
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}
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void ControllablePhysicsComponent::SetIsOnRail(bool val) {
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m_DirtyPosition = true;
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m_IsOnRail = val;
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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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} |