mirror of
https://github.com/DarkflameUniverse/DarkflameServer
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b261e63233
* chore: Change entity and component logic to use bitstream references * merge
116 lines
2.8 KiB
C++
116 lines
2.8 KiB
C++
#pragma once
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#include "BitStream.h"
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#include "Entity.h"
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#include "Component.h"
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#include "eReplicaComponentType.h"
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// possession types
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enum class ePossessionType : uint8_t {
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NO_POSSESSION = 0,
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ATTACHED_VISIBLE,
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NOT_ATTACHED_VISIBLE,
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NOT_ATTACHED_NOT_VISIBLE,
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};
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/**
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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 final : public Component {
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public:
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static constexpr eReplicaComponentType ComponentType = eReplicaComponentType::POSSESSOR;
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PossessorComponent(Entity* parent);
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~PossessorComponent() override;
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void Serialize(RakNet::BitStream& outBitStream, bool bIsInitialUpdate) override;
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/**
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* @brief Mounts the entity
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*
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* @param mount Entity to be mounted
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*/
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void Mount(Entity* mount);
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/**
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* @brief Dismounts the entity
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*
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* @param mount Entity to be dismounted
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* @param forceDismount Should we forcibly dismount the entity
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*/
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void Dismount(Entity* mount, bool forceDismount = false);
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/**
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* Sets the ID that this entity is possessing
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* @param value The ID that this entity is possessing
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*/
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void SetPossessable(LWOOBJID value) { m_Possessable = value; m_DirtyPossesor = true; }
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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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/**
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* Sets if we are busy dismounting
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* @param value If we are busy dismounting
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*/
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void SetIsDismounting(bool value) { m_IsDismounting = value; }
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/**
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* Returns if we are busy dismounting
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* @return If we are busy dismounting
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*/
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bool GetIsDismounting() const { return m_IsDismounting; }
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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(ePossessionType value) { m_PossessableType = value; m_DirtyPossesor = true; }
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/**
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* Gets the object ID of the mount item that is being used
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* @return The object ID of the mount item that is being used
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*/
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LWOOBJID GetMountItemID() const { return m_MountItemID; }
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/**
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* Sets the object ID of the mount item that is being used
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* @param m_MountItemID The object ID of the mount item that is being used
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*/
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void SetMountItemID(LWOOBJID mountItemID) { m_MountItemID = mountItemID; }
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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 = LWOOBJID_EMPTY;
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/**
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* @brief possessable type
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*
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*/
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ePossessionType m_PossessableType = ePossessionType::NO_POSSESSION;
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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 = false;
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/**
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* @brief If the possessor is busy dismounting
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*
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*/
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bool m_IsDismounting = false;
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/**
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* Mount Item ID
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*/
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LWOOBJID m_MountItemID = LWOOBJID_EMPTY;
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};
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