DarkflameServer/dGame/dComponents/LevelProgressionComponent.h
David Markowitz 53e8d80e7f remove usage of xmldoc as a ptr
resolves a memory leak in BrickDatabase, adds stability to character save doc.

Tested that saving manually via force-save, logout and /crash all saved my position and my removed banana as expected.
The doc was always deleted on character destruction and on any updates, so this is just a semantic change (and now we no longer have new'd tinyxml2::documents on the heap)
2024-04-08 02:34:36 -07:00

106 lines
2.4 KiB
C++

#pragma once
#include "Entity.h"
#include "GameMessages.h"
#include "Component.h"
#include "eCharacterVersion.h"
#include "eReplicaComponentType.h"
/**
* Component that handles level progression and serilization.
*
*/
class LevelProgressionComponent final : public Component {
public:
static constexpr eReplicaComponentType ComponentType = eReplicaComponentType::LEVEL_PROGRESSION;
/**
* Constructor for this component
* @param parent parent that contains this component
*/
LevelProgressionComponent(Entity* parent);
void Serialize(RakNet::BitStream& outBitStream, bool bIsInitialUpdate) override;
/**
* Save data from this componennt to character XML
* @param doc the document to write data to
*/
void UpdateXml(tinyxml2::XMLDocument& doc) override;
/**
* Load base data for this component from character XML
* @param doc the document to read data from
*/
void LoadFromXml(const tinyxml2::XMLDocument& doc) override;
/**
* Gets the current level of the entity
* @return the current level of the entity
*/
const uint32_t GetLevel() const { return m_Level; }
/**
* Sets the level of the entity
* @param level the level to set
*/
void SetLevel(uint32_t level) { m_Level = level; m_DirtyLevelInfo = true; }
/**
* Gets the current Speed Base of the entity
* @return the current Speed Base of the entity
*/
const uint32_t GetSpeedBase() const { return m_SpeedBase; }
/**
* Sets the Speed Base of the entity
* @param SpeedBase the Speed Base to set
*/
void SetSpeedBase(uint32_t SpeedBase) { m_SpeedBase = SpeedBase; }
/**
* Gives the player rewards for the last level that they leveled up from
*/
void HandleLevelUp();
/**
* Gets the current Character Version of the entity
* @return the current Character Version of the entity
*/
const eCharacterVersion GetCharacterVersion() const { return m_CharacterVersion; }
/**
* Sets the Character Version of the entity
* @param CharacterVersion the Character Version to set
*/
void SetCharacterVersion(eCharacterVersion CharacterVersion) { m_CharacterVersion = CharacterVersion; }
/**
* Set the Base Speed retroactively of the entity
*/
void SetRetroactiveBaseSpeed();
private:
/**
* whether the level is dirty
*/
bool m_DirtyLevelInfo = false;
/**
* Level of the entity
*/
uint32_t m_Level;
/**
* The base speed of the entity
*/
float m_SpeedBase;
/**
* The Character format version
*/
eCharacterVersion m_CharacterVersion;
};