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The level, forced movement, possessable, possessor and combat AI parts are each read behind a flag bit (LWOLevelProgressionComponent:: Deserialize 0x00c63bd0 and the others). DLU cleared their dirty flags when it wrote a construction, which goes only to the client the object came into range of, so a change waiting for the next update never reached the clients already watching: a level up, a mount or dismount, a rail ride. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
151 lines
5.5 KiB
C++
151 lines
5.5 KiB
C++
#include "PossessorComponent.h"
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#include "PossessableComponent.h"
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#include "CharacterComponent.h"
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#include "HavokVehiclePhysicsComponent.h"
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#include "EntityManager.h"
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#include "GameMessages.h"
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#include "RacingMessages.h"
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#include "eUnequippableActiveType.h"
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#include "InventoryMessages.h"
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#include "MovementMessages.h"
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#include "ControllablePhysicsComponent.h"
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#include "SkillMessages.h"
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PossessorComponent::PossessorComponent(Entity* parent, const int32_t componentID) : Component(parent, componentID) {
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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::MarkInventoryItemAsActive markActive;
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markActive.target = m_Parent->GetObjectID();
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markActive.bActive = false;
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markActive.iType = eUnequippableActiveType::MOUNT;
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markActive.itemID = GetMountItemID();
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markActive.Send(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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if (!bIsInitialUpdate) 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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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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if (possessableComponent->GetSkillSet() != 0) {
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GameMessages::UseSkillSet useSkillSet;
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useSkillSet.target = m_Parent->GetObjectID();
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useSkillSet.possessedId = mount->GetObjectID();
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useSkillSet.setId = possessableComponent->GetSkillSet();
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useSkillSet.Send(m_Parent->GetSystemAddress());
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}
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}
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// GM's to send
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GameMessages::SetJetPackMode jetPackMode;
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jetPackMode.target = m_Parent->GetObjectID();
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jetPackMode.bUse = false;
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jetPackMode.Send(UNASSIGNED_SYSTEM_ADDRESS);
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if (auto* const physics = m_Parent->GetComponent<ControllablePhysicsComponent>()) physics->SetJetPackMode(jetPackMode.bUse, jetPackMode.effectID, jetPackMode.bBypassChecks);
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if (mount->GetComponent<HavokVehiclePhysicsComponent>()) {
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auto characterComponent = m_Parent->GetComponent<CharacterComponent>();
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if (characterComponent) characterComponent->SetIsRacing(true);
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GameMessages::VehicleUnlockInput unlockInput;
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unlockInput.target = mount->GetObjectID();
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unlockInput.bLockWheels = false;
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unlockInput.Send(m_Parent->GetSystemAddress());
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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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}
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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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if (possessableComponent->GetSkillSet() != 0) {
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GameMessages::UseSkillSet useSkillSet;
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useSkillSet.target = m_Parent->GetObjectID();
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useSkillSet.possessedId = mount->GetObjectID();
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useSkillSet.setId = possessableComponent->GetSkillSet();
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useSkillSet.bRemove = true;
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useSkillSet.Send(m_Parent->GetSystemAddress());
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}
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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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if (mount->GetComponent<HavokVehiclePhysicsComponent>()) {
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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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}
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}
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void PossessorComponent::OnDismountComplete(const LWOOBJID mountId) {
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auto* mount = Game::entityManager->GetEntity(mountId);
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// make sure we have the things we need and they aren't null
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if (!mount) return;
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if (!GetIsDismounting()) return;
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SetIsDismounting(false);
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SetPossessable(LWOOBJID_EMPTY);
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SetPossessableType(ePossessionType::NO_POSSESSION);
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// character related things
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auto* character = m_Parent->GetComponent<CharacterComponent>();
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if (character) {
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// If we had an active item turn it off
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if (GetMountItemID() != LWOOBJID_EMPTY) {
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GameMessages::MarkInventoryItemAsActive markActive;
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markActive.target = m_Parent->GetObjectID();
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markActive.bActive = false;
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markActive.iType = eUnequippableActiveType::MOUNT;
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markActive.itemID = GetMountItemID();
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markActive.Send(m_Parent->GetSystemAddress());
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}
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SetMountItemID(LWOOBJID_EMPTY);
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}
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// Set that the controllabel phsyics comp is teleporting
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auto* controllablePhysicsComponent = m_Parent->GetComponent<ControllablePhysicsComponent>();
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if (controllablePhysicsComponent) controllablePhysicsComponent->SetIsTeleporting(true);
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// Call dismoint on the possessable comp to let it handle killing the possessable
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auto* possessableComponent = mount->GetComponent<PossessableComponent>();
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if (possessableComponent) possessableComponent->Dismount();
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// Update the entity that was possessing
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Game::entityManager->SerializeEntity(m_Parent);
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}
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