mirror of
https://github.com/DarkflameUniverse/DarkflameServer
synced 2024-08-30 18:43:58 +00:00
4fe335cc66
* Update AMFDeserializeTests.cpp Redo Amf3 functionality Overhaul the whole thing due to it being outdated and clunky to use Sometimes you want to keep the value Update AMFDeserializeTests.cpp * Fix enum and constructors Correct enum to a class and simplify names. Add a proper default constructor * Update MasterServer.cpp * Fix bugs and add more tests * Refactor: AMF with templates in mind - Remove hard coded bodge - Use templates and generics to allow for much looser typing and strengthened implementation - Move code into header only implementation for portability Refactor: Convert AMF implementation to templates - Rip out previous implementation - Remove all extraneous terminology - Add proper overloads for all types of inserts - Fix up tests and codebase * Fix compiler errors * Check for null first * Add specialization for const char* * Update tests for new template specialization * Switch BitStream to use references * Rename files * Check enum bounds on deserialize I did this on a phone
121 lines
3.1 KiB
C++
121 lines
3.1 KiB
C++
#ifndef RENDERCOMPONENT_H
|
|
#define RENDERCOMPONENT_H
|
|
|
|
#include <BitStream.h>
|
|
#include <vector>
|
|
#include <string>
|
|
#include <unordered_map>
|
|
|
|
#include "Amf3.h"
|
|
#include "Component.h"
|
|
#include "eReplicaComponentType.h"
|
|
|
|
class Entity;
|
|
|
|
/**
|
|
* An effect that plays for an entity. This might seem a bit abstract so digging through the CDClient is recommended
|
|
* here.
|
|
*/
|
|
struct Effect {
|
|
Effect() { scale = 1.0f; }
|
|
|
|
/**
|
|
* The ID of the effect
|
|
*/
|
|
int32_t effectID = 0;
|
|
|
|
/**
|
|
* The name of the effect
|
|
*/
|
|
std::string name = "";
|
|
|
|
/**
|
|
* The type of the effect
|
|
*/
|
|
std::u16string type = u"";
|
|
|
|
/**
|
|
* How scaled (enlarged) the effect is
|
|
*/
|
|
float scale = 1.0f;
|
|
|
|
/**
|
|
* Some related entity that casted the effect
|
|
*/
|
|
uint64_t secondary = 0;
|
|
|
|
/**
|
|
* The time that this effect plays for
|
|
*/
|
|
float time = 0;
|
|
};
|
|
|
|
/**
|
|
* Determines that a component should be visibly rendered into the world, most entities have this. This component
|
|
* also handles effects that play for entities.
|
|
*/
|
|
class RenderComponent : public Component {
|
|
public:
|
|
static const eReplicaComponentType ComponentType = eReplicaComponentType::RENDER;
|
|
|
|
RenderComponent(Entity* entity);
|
|
~RenderComponent() override;
|
|
|
|
void Serialize(RakNet::BitStream* outBitStream, bool bIsInitialUpdate, unsigned int& flags);
|
|
void Update(float deltaTime) override;
|
|
|
|
/**
|
|
* Adds an effect to this entity, if successful the effect is returned
|
|
* @param effectId the ID of the effect
|
|
* @param name the name of the effect
|
|
* @param type the type of the effect
|
|
* @return if successful, the effect that was created
|
|
*/
|
|
Effect* AddEffect(int32_t effectId, const std::string& name, const std::u16string& type);
|
|
|
|
/**
|
|
* Removes an effect for this entity
|
|
* @param name the name of the effect to remove
|
|
*/
|
|
void RemoveEffect(const std::string& name);
|
|
|
|
/**
|
|
* Plays an effect, removes any effects under this name and plays the one according to these params
|
|
* @param effectId the ID of the effect
|
|
* @param effectType the type of the effect
|
|
* @param name the name of the effect
|
|
* @param secondary some entity that cast the effect
|
|
* @param priority effect priority (determines if the client will play it over other effects)
|
|
* @param scale effect scale
|
|
* @param serialize whether to serialize the change or not
|
|
*/
|
|
void PlayEffect(int32_t effectId, const std::u16string& effectType, const std::string& name, LWOOBJID secondary = LWOOBJID_EMPTY, float priority = 1, float scale = 1, bool serialize = true);
|
|
|
|
/**
|
|
* Removes and stops the effect for a certain name
|
|
* @param name name of the effect to stop
|
|
* @param killImmediate whether ot not to immediately stop playing the effect or phase it out
|
|
*/
|
|
void StopEffect(const std::string& name, bool killImmediate = true);
|
|
|
|
/**
|
|
* Returns the list of currently active effects
|
|
* @return
|
|
*/
|
|
std::vector<Effect*>& GetEffects();
|
|
|
|
private:
|
|
|
|
/**
|
|
* List of currently active effects
|
|
*/
|
|
std::vector<Effect*> m_Effects;
|
|
|
|
/**
|
|
* Cache of queries that look for the length of each effect, indexed by effect ID
|
|
*/
|
|
static std::unordered_map<int32_t, float> m_DurationCache;
|
|
};
|
|
|
|
#endif // RENDERCOMPONENT_H
|