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https://github.com/DarkflameUniverse/DarkflameServer
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breakout possessor from char comp (#606)
* breakout possessor from char comp Use the correct component for possessor cleanup scirps that were using possessor improperly beginnings of mounts * fix comments added bounds check
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@ -407,8 +407,8 @@ enum eReplicaComponentType : int32_t {
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COMPONENT_TYPE_MISSION = 84, //!< The Mission Component
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COMPONENT_TYPE_ROCKET_LAUNCH_LUP = 97, //!< The LUP Launchpad Componen
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COMPONENT_TYPE_RAIL_ACTIVATOR = 104,
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COMPONENT_TYPE_POSSESSOR = 107, //!< The Component 107
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COMPONENT_TYPE_POSSESSABLE = 108, //!< The Component 108
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COMPONENT_TYPE_POSSESSABLE = 108, //!< The Possessable Component
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COMPONENT_TYPE_POSSESSOR = 110, //!< The Possessor Component
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COMPONENT_TYPE_BUILD_BORDER = 114, //!< The Build Border Component
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COMPONENT_TYPE_DESTROYABLE = 1000, //!< The Destroyable Component
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@ -435,6 +435,8 @@ void Entity::Initialize()
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}*/
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if (compRegistryTable->GetByIDAndType(m_TemplateID, COMPONENT_TYPE_CHARACTER) > 0 || m_Character) {
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// Character Component always has a possessor component
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m_Components.insert(std::make_pair(COMPONENT_TYPE_POSSESSOR, new PossessorComponent(this)));
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CharacterComponent* comp = new CharacterComponent(this, m_Character);
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m_Components.insert(std::make_pair(COMPONENT_TYPE_CHARACTER, comp));
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}
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@ -606,10 +608,6 @@ void Entity::Initialize()
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m_Components.insert(std::make_pair(COMPONENT_TYPE_RENDER, render));
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}
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if ((compRegistryTable->GetByIDAndType(m_TemplateID, COMPONENT_TYPE_POSSESSOR) > 0) || m_Character) {
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m_Components.insert(std::make_pair(COMPONENT_TYPE_POSSESSOR, new PossessorComponent(this)));
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}
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if ((compRegistryTable->GetByIDAndType(m_TemplateID, COMPONENT_TYPE_MISSION_OFFER) > 0) || m_Character) {
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m_Components.insert(std::make_pair(COMPONENT_TYPE_MISSION_OFFER, new MissionOfferComponent(this, m_TemplateID)));
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}
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@ -1057,8 +1055,15 @@ void Entity::WriteComponents(RakNet::BitStream* outBitStream, eReplicaPacketType
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}
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CharacterComponent* characterComponent;
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if (TryGetComponent(COMPONENT_TYPE_CHARACTER, characterComponent))
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{
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if (TryGetComponent(COMPONENT_TYPE_CHARACTER, characterComponent)) {
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PossessorComponent* possessorComponent;
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if (TryGetComponent(COMPONENT_TYPE_POSSESSOR, possessorComponent)) {
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possessorComponent->Serialize(outBitStream, bIsInitialUpdate, flags);
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} else {
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// Should never happen, but just to be safe
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outBitStream->Write0();
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}
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characterComponent->Serialize(outBitStream, bIsInitialUpdate, flags);
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}
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@ -1164,11 +1169,10 @@ void Entity::WriteComponents(RakNet::BitStream* outBitStream, eReplicaPacketType
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outBitStream->Write<uint32_t>(0x40000000);
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}
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PossessorComponent* possessorComponent;
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if (TryGetComponent(COMPONENT_TYPE_POSSESSOR, possessorComponent))
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{
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possessorComponent->Serialize(outBitStream, bIsInitialUpdate, flags);
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}
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// BBB Component, unused currently
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// Need to to write0 so that is serlaizese correctly
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// TODO: Implement BBB Component
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outBitStream->Write0();
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/*
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if (m_Trigger != nullptr)
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@ -10,7 +10,6 @@
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#include "InventoryComponent.h"
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#include "ControllablePhysicsComponent.h"
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#include "EntityManager.h"
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#include "PossessorComponent.h"
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#include "VehiclePhysicsComponent.h"
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#include "GameMessages.h"
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#include "Item.h"
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@ -81,13 +80,6 @@ CharacterComponent::~CharacterComponent() {
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}
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void CharacterComponent::Serialize(RakNet::BitStream* outBitStream, bool bIsInitialUpdate, unsigned int& flags) {
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outBitStream->Write(m_IsRacing);
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if (m_IsRacing) {
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outBitStream->Write1();
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outBitStream->Write(m_VehicleObjectID);
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outBitStream->Write<uint8_t>(0);
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}
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outBitStream->Write1();
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outBitStream->Write(m_Level);
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outBitStream->Write0();
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@ -143,24 +143,6 @@ public:
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*/
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void SetIsRacing(bool isRacing) { m_IsRacing = isRacing; }
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/**
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* Gets the (optional) object ID of the vehicle the character is currently in
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* @return the object ID of the vehilce the character is in
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*/
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const LWOOBJID GetVehicleObjectID() const { return m_VehicleObjectID; }
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/**
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* Sets the (optional) object ID of the vehicle the character is currently in
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* @param vehicleObjectID the ID of the vehicle the character is in
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*/
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void SetVehicleObjectID(LWOOBJID vehicleObjectID) { m_VehicleObjectID = vehicleObjectID; }
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/**
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* Sets the possesible type that's currently used, merely used by the shooting gallery if it's 0
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* @param value the possesible type to set
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*/
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void SetPossessableType(uint8_t value) { m_PossessableType = value; }
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/**
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* Gets whether this character has PvP enabled, allowing combat between players
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* @return
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@ -304,11 +286,6 @@ private:
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*/
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bool m_IsRacing;
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/**
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* The object ID of the vehicle the character is currently in
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*/
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LWOOBJID m_VehicleObjectID;
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/**
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* Possessible type, used by the shooting gallery
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*/
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@ -986,19 +986,11 @@ void InventoryComponent::EquipItem(Item* item, const bool skipChecks)
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// #107
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auto* possessorComponent = m_Parent->GetComponent<PossessorComponent>();
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if (possessorComponent != nullptr)
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{
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previousPossessorID = possessorComponent->GetPossessable();
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possessorComponent->SetPossessable(carEntity->GetObjectID());
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}
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if (possessorComponent) possessorComponent->SetPossessable(carEntity->GetObjectID());
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auto* characterComponent = m_Parent->GetComponent<CharacterComponent>();
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if (characterComponent != nullptr)
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{
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characterComponent->SetIsRacing(true);
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characterComponent->SetVehicleObjectID(carEntity->GetObjectID());
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}
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if (characterComponent) characterComponent->SetIsRacing(true);
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EntityManager::Instance()->ConstructEntity(carEntity);
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EntityManager::Instance()->SerializeEntity(m_Parent);
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@ -1,35 +1,21 @@
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#include "PossessorComponent.h"
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PossessorComponent::PossessorComponent(Entity* parent) : Component(parent)
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{
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m_Possessable = LWOOBJID_EMPTY;
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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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{
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}
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PossessorComponent::~PossessorComponent() {}
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void PossessorComponent::SetPossessable(LWOOBJID value)
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{
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m_Possessable = value;
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}
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LWOOBJID PossessorComponent::GetPossessable() const
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{
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return m_Possessable;
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}
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void PossessorComponent::Serialize(RakNet::BitStream* outBitStream, bool bIsInitialUpdate, unsigned int& flags)
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{
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outBitStream->Write(m_Possessable != LWOOBJID_EMPTY);
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if (m_Possessable != LWOOBJID_EMPTY)
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{
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outBitStream->Write(m_Possessable);
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}
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}
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void PossessorComponent::Update(float deltaTime)
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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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@ -8,31 +8,48 @@
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* Represents an entity that can posess other entities. Generally used by players to drive a car.
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*/
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class PossessorComponent : public Component {
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public:
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static const uint32_t ComponentType = COMPONENT_TYPE_POSSESSOR;
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PossessorComponent(Entity* parent);
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~PossessorComponent() override;
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public:
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static const uint32_t ComponentType = COMPONENT_TYPE_POSSESSOR;
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void Serialize(RakNet::BitStream* outBitStream, bool bIsInitialUpdate, unsigned int& flags);
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void Update(float deltaTime) override;
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PossessorComponent(Entity* parent);
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~PossessorComponent() override;
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/**
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* Sets the entity that this entity is possessing
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* @param value the ID of the entity this ID should posess
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*/
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void SetPossessable(LWOOBJID value);
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void Serialize(RakNet::BitStream* outBitStream, bool bIsInitialUpdate, unsigned int& flags);
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/**
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* Returns the entity that this entity is currently posessing
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* @return the entity that this entity is currently posessing
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*/
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LWOOBJID GetPossessable() const;
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/**
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* Sets the entity that this entity is possessing
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* @param value the ID of the entity this ID should posess
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*/
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void SetPossessable(LWOOBJID value) { m_Possessable = value; m_DirtyPossesor = true; }
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private:
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/**
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* Sets the possesible type that's currently used, merely used by the shooting gallery if it's 0
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* @param value the possesible type to set
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*/
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void SetPossessableType(uint8_t value) { m_PossessableType = value; m_DirtyPossesor = true; }
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/**
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* The ID of the entity this entity is possessing (e.g. the ID of a car)
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*/
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LWOOBJID m_Possessable;
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/**
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* Returns the entity that this entity is currently posessing
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* @return the entity that this entity is currently posessing
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*/
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LWOOBJID GetPossessable() const { return m_Possessable; }
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private:
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/**
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* The ID of the entity this entity is possessing (e.g. the ID of a car)
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*/
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LWOOBJID m_Possessable;
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/**
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* @brief possessable type
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*
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*/
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uint8_t m_PossessableType;
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/**
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* @brief if the possessor is dirty
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*
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*/
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bool m_DirtyPossesor;
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};
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@ -219,7 +219,6 @@ void RacingControlComponent::LoadPlayerVehicle(Entity *player,
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if (characterComponent != nullptr) {
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characterComponent->SetIsRacing(true);
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characterComponent->SetVehicleObjectID(carEntity->GetObjectID());
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}
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// Init the player's racing entry.
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@ -107,9 +107,12 @@ void SGCannon::OnActivityStateChangeRequest(Entity *self, LWOOBJID senderID, int
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if (characterComponent != nullptr) {
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characterComponent->SetIsRacing(true);
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characterComponent->SetVehicleObjectID(self->GetObjectID());
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characterComponent->SetPossessableType(0);
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characterComponent->SetCurrentActivity(2);
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auto possessor = player->GetComponent<PossessorComponent>();
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if(possessor) {
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possessor->SetPossessable(self->GetObjectID());
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possessor->SetPossessableType(0);
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}
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EntityManager::Instance()->SerializeEntity(player);
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}
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