DarkflameServer/dGame/dComponents/PossessorComponent.cpp
David Markowitz e2dfa1809d Replace all auto with auto*
For components
2023-06-09 01:27:05 -07:00

85 lines
3.3 KiB
C++

#include "PossessorComponent.h"
#include "PossessableComponent.h"
#include "CharacterComponent.h"
#include "EntityManager.h"
#include "GameMessages.h"
#include "eUnequippableActiveType.h"
#include "eControlScheme.h"
#include "eStateChangeType.h"
PossessorComponent::PossessorComponent(Entity* parent) : Component(parent) {
m_Possessable = LWOOBJID_EMPTY;
}
PossessorComponent::~PossessorComponent() {
if (m_Possessable != LWOOBJID_EMPTY) {
auto* mount = EntityManager::Instance()->GetEntity(m_Possessable);
if (mount) {
auto* possessable = mount->GetComponent<PossessableComponent>();
if (possessable) {
if (possessable->GetIsItemSpawned()) {
GameMessages::SendMarkInventoryItemAsActive(m_OwningEntity->GetObjectID(), false, eUnequippableActiveType::MOUNT, GetMountItemID(), m_OwningEntity->GetSystemAddress());
}
possessable->Dismount();
}
}
}
}
void PossessorComponent::Serialize(RakNet::BitStream* outBitStream, bool bIsInitialUpdate, unsigned int& flags) {
outBitStream->Write(m_DirtyPossesor || bIsInitialUpdate);
if (m_DirtyPossesor || bIsInitialUpdate) {
m_DirtyPossesor = false;
outBitStream->Write(m_Possessable != LWOOBJID_EMPTY);
if (m_Possessable != LWOOBJID_EMPTY) {
outBitStream->Write(m_Possessable);
}
outBitStream->Write(m_PossessableType);
}
}
void PossessorComponent::Mount(Entity* mount) {
// Don't do anything if we are busy dismounting
if (GetIsDismounting() || !mount) return;
GameMessages::SendSetMountInventoryID(m_OwningEntity, mount->GetObjectID(), UNASSIGNED_SYSTEM_ADDRESS);
auto* possessableComponent = mount->GetComponent<PossessableComponent>();
if (possessableComponent) {
possessableComponent->SetPossessor(m_OwningEntity->GetObjectID());
SetPossessable(mount->GetObjectID());
SetPossessableType(possessableComponent->GetPossessionType());
}
auto* characterComponent = m_OwningEntity->GetComponent<CharacterComponent>();
if (characterComponent) characterComponent->SetIsRacing(true);
// GM's to send
GameMessages::SendSetJetPackMode(m_OwningEntity, false);
GameMessages::SendVehicleUnlockInput(mount->GetObjectID(), false, m_OwningEntity->GetSystemAddress());
GameMessages::SendSetStunned(m_OwningEntity->GetObjectID(), eStateChangeType::PUSH, m_OwningEntity->GetSystemAddress(), LWOOBJID_EMPTY, true, false, true, false, false, false, false, true, true, true, true, true, true, true, true, true);
EntityManager::Instance()->SerializeEntity(m_OwningEntity);
EntityManager::Instance()->SerializeEntity(mount);
}
void PossessorComponent::Dismount(Entity* mount, bool forceDismount) {
// Don't do anything if we are busy dismounting
if (GetIsDismounting() || !mount) return;
SetIsDismounting(true);
if (mount) {
auto* possessableComponent = mount->GetComponent<PossessableComponent>();
if (possessableComponent) {
possessableComponent->SetPossessor(LWOOBJID_EMPTY);
if (forceDismount) possessableComponent->ForceDepossess();
}
EntityManager::Instance()->SerializeEntity(m_OwningEntity);
EntityManager::Instance()->SerializeEntity(mount);
auto* characterComponent = m_OwningEntity->GetComponent<CharacterComponent>();
if (characterComponent) characterComponent->SetIsRacing(false);
}
// Make sure we don't have wacky controls
GameMessages::SendSetPlayerControlScheme(m_OwningEntity, eControlScheme::SCHEME_A);
}