DarkflameServer/dGame/dComponents/ModelComponent.cpp
2024-05-18 02:05:55 -07:00

95 lines
3.5 KiB
C++

#include "ModelComponent.h"
#include "Entity.h"
#include "Game.h"
#include "Logger.h"
#include "BehaviorStates.h"
#include "ControlBehaviorMsgs.h"
#include "tinyxml2.h"
ModelComponent::ModelComponent(Entity* parent) : Component(parent) {
m_OriginalPosition = m_Parent->GetDefaultPosition();
m_OriginalRotation = m_Parent->GetDefaultRotation();
m_userModelID = m_Parent->GetVarAs<LWOOBJID>(u"userModelID");
}
void ModelComponent::Serialize(RakNet::BitStream& outBitStream, bool bIsInitialUpdate) {
// ItemComponent Serialization. Pets do not get this serialization.
if (!m_Parent->HasComponent(eReplicaComponentType::PET)) {
outBitStream.Write1();
outBitStream.Write<LWOOBJID>(m_userModelID != LWOOBJID_EMPTY ? m_userModelID : m_Parent->GetObjectID());
outBitStream.Write<int>(0);
outBitStream.Write0();
}
//actual model component:
outBitStream.Write1(); // Yes we are writing model info
outBitStream.Write0(); // Is pickable
outBitStream.Write<uint32_t>(2); // Physics type
outBitStream.Write(m_OriginalPosition); // Original position
outBitStream.Write(m_OriginalRotation); // Original rotation
outBitStream.Write1(); // We are writing behavior info
outBitStream.Write<uint32_t>(0); // Number of behaviors
outBitStream.Write1(); // Is this model paused
if (bIsInitialUpdate) outBitStream.Write0(); // We are not writing model editing info
}
void ModelComponent::UpdatePendingBehaviorId(const int32_t newId) {
for (auto& behavior : m_Behaviors) if (behavior.GetBehaviorId() == -1) behavior.SetBehaviorId(newId);
}
void ModelComponent::SendBehaviorListToClient(AMFArrayValue& args) const {
args.Insert("objectID", std::to_string(m_Parent->GetObjectID()));
auto* behaviorArray = args.InsertArray("behaviors");
for (auto& behavior : m_Behaviors) {
auto* behaviorArgs = behaviorArray->PushArray();
behavior.SendBehaviorListToClient(*behaviorArgs);
}
}
void ModelComponent::VerifyBehaviors() {
for (auto& behavior : m_Behaviors) behavior.VerifyLastEditedState();
}
void ModelComponent::SendBehaviorBlocksToClient(int32_t behaviorToSend, AMFArrayValue& args) const {
args.Insert("BehaviorID", std::to_string(behaviorToSend));
args.Insert("objectID", std::to_string(m_Parent->GetObjectID()));
for (auto& behavior : m_Behaviors) if (behavior.GetBehaviorId() == behaviorToSend) behavior.SendBehaviorBlocksToClient(args);
}
void ModelComponent::AddBehavior(AddMessage& msg) {
// Can only have 1 of the loot behaviors
for (auto& behavior : m_Behaviors) if (behavior.GetBehaviorId() == msg.GetBehaviorId()) return;
m_Behaviors.insert(m_Behaviors.begin() + msg.GetBehaviorIndex(), PropertyBehavior());
m_Behaviors.at(msg.GetBehaviorIndex()).HandleMsg(msg);
}
void ModelComponent::MoveToInventory(MoveToInventoryMessage& msg) {
if (msg.GetBehaviorIndex() >= m_Behaviors.size() || m_Behaviors.at(msg.GetBehaviorIndex()).GetBehaviorId() != msg.GetBehaviorId()) return;
m_Behaviors.erase(m_Behaviors.begin() + msg.GetBehaviorIndex());
// TODO move to the inventory
}
std::array<std::pair<LWOOBJID, std::string>, 5> ModelComponent::GetBehaviorsForSave() const {
std::array<std::pair<LWOOBJID, std::string>, 5> toReturn;
for (auto i = 0; i < m_Behaviors.size(); i++) {
const auto& behavior = m_Behaviors.at(i);
if (behavior.GetBehaviorId() == -1) continue;
auto& [id, behaviorData] = toReturn[i];
id = behavior.GetBehaviorId();
tinyxml2::XMLDocument doc;
auto* root = doc.NewElement("Behavior");
behavior.Serialize(*root);
doc.InsertFirstChild(root);
tinyxml2::XMLPrinter printer(0, false, 0);
doc.Print(&printer);
behaviorData = printer.CStr();
}
return toReturn;
}