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https://github.com/DarkflameUniverse/DarkflameServer.git
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e2dfa1809d
For components
85 lines
3.3 KiB
C++
85 lines
3.3 KiB
C++
#include "PossessorComponent.h"
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#include "PossessableComponent.h"
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#include "CharacterComponent.h"
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#include "EntityManager.h"
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#include "GameMessages.h"
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#include "eUnequippableActiveType.h"
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#include "eControlScheme.h"
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#include "eStateChangeType.h"
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PossessorComponent::PossessorComponent(Entity* parent) : Component(parent) {
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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 = EntityManager::Instance()->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::SendMarkInventoryItemAsActive(m_OwningEntity->GetObjectID(), false, eUnequippableActiveType::MOUNT, GetMountItemID(), m_OwningEntity->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, unsigned int& flags) {
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outBitStream->Write(m_DirtyPossesor || bIsInitialUpdate);
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if (m_DirtyPossesor || bIsInitialUpdate) {
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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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GameMessages::SendSetMountInventoryID(m_OwningEntity, mount->GetObjectID(), UNASSIGNED_SYSTEM_ADDRESS);
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auto* possessableComponent = mount->GetComponent<PossessableComponent>();
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if (possessableComponent) {
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possessableComponent->SetPossessor(m_OwningEntity->GetObjectID());
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SetPossessable(mount->GetObjectID());
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SetPossessableType(possessableComponent->GetPossessionType());
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}
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auto* characterComponent = m_OwningEntity->GetComponent<CharacterComponent>();
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if (characterComponent) characterComponent->SetIsRacing(true);
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// GM's to send
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GameMessages::SendSetJetPackMode(m_OwningEntity, false);
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GameMessages::SendVehicleUnlockInput(mount->GetObjectID(), false, m_OwningEntity->GetSystemAddress());
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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);
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EntityManager::Instance()->SerializeEntity(m_OwningEntity);
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EntityManager::Instance()->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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}
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EntityManager::Instance()->SerializeEntity(m_OwningEntity);
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EntityManager::Instance()->SerializeEntity(mount);
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auto* characterComponent = m_OwningEntity->GetComponent<CharacterComponent>();
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if (characterComponent) characterComponent->SetIsRacing(false);
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}
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// Make sure we don't have wacky controls
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GameMessages::SendSetPlayerControlScheme(m_OwningEntity, eControlScheme::SCHEME_A);
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}
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