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https://github.com/DarkflameUniverse/DarkflameServer
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b23981e591
* Update a few components to use smart pointers for memory management * 'final' keyword added to classes * removed duplicate 'const' * removed unused code * Updated render component to store effects directly in a vector * Use move instead of copy * make pointers const * attribute tags * nitpicking * delete default effect constructor * Added a vector size check to the RemoveEffect() function * use empty() instead of size()
151 lines
4.9 KiB
C++
151 lines
4.9 KiB
C++
#ifndef RENDERCOMPONENT_H
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#define RENDERCOMPONENT_H
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#include "BitStream.h"
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#include <vector>
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#include <string>
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#include <unordered_map>
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#include "Amf3.h"
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#include "Component.h"
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#include "eReplicaComponentType.h"
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class Entity;
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/**
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* An effect that plays for an entity. This might seem a bit abstract so digging through the CDClient is recommended
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* here.
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*/
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struct Effect {
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explicit Effect(const int32_t effectID, const std::string& name, const std::u16string& type, const float priority = 1.0f) noexcept
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: effectID{ effectID }
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, name{ name }
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, type{ type }
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, priority{ priority } {
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}
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/**
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* The ID of the effect
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*/
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int32_t effectID = 0;
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/**
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* The name of the effect
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*/
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std::string name = "";
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/**
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* The type of the effect
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*/
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std::u16string type = u"";
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/**
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* The importantness of the effect
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*/
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float priority = 1.0f;
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/**
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* Some related entity that casted the effect
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*/
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uint64_t secondary = 0;
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/**
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* The time that this effect plays for
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*/
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float time = 0;
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};
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/**
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* Determines that a component should be visibly rendered into the world, most entities have this. This component
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* also handles effects that play for entities.
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*/
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class RenderComponent final : public Component {
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public:
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static constexpr eReplicaComponentType ComponentType = eReplicaComponentType::RENDER;
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RenderComponent(Entity* const parentEntity, const int32_t componentId = -1);
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void Serialize(RakNet::BitStream* outBitStream, bool bIsInitialUpdate) override;
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void Update(float deltaTime) override;
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/**
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* Adds an effect to this entity, if successful the effect is returned
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* @param effectId the ID of the effect
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* @param name the name of the effect
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* @param type the type of the effect
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* @param priority the priority of the effect
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* @return if successful, the effect that was created
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*/
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[[maybe_unused]] Effect& AddEffect(const int32_t effectId, const std::string& name, const std::u16string& type, const float priority);
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/**
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* Removes an effect for this entity
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* @param name the name of the effect to remove
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*/
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void RemoveEffect(const std::string& name);
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/**
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* Plays an effect, removes any effects under this name and plays the one according to these params
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* @param effectId the ID of the effect
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* @param effectType the type of the effect
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* @param name the name of the effect
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* @param secondary some entity that cast the effect
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* @param priority effect priority (determines if the client will play it over other effects)
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* @param scale effect scale
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* @param serialize whether to serialize the change or not
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*/
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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);
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/**
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* Removes and stops the effect for a certain name
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* @param name name of the effect to stop
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* @param killImmediate whether ot not to immediately stop playing the effect or phase it out
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*/
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void StopEffect(const std::string& name, bool killImmediate = true);
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/**
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* Verifies that an animation can be played on this entity by checking
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* if it has the animation assigned to its group. If it does, the animation is echo'd
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* down to all clients to be played and the duration of the played animation is returned.
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* If the animation did not exist or the function was called in an invalid state, 0 is returned.
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*
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* The logic here matches the exact client logic.
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*
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* @param self The entity that wants to play an animation
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* @param animation The animation_type (animationID in the client) to be played.
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* @param sendAnimation Whether or not to echo the animation down to all clients.
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* @param priority The priority of the animation. Only used if sendAnimation is true.
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* @param scale The scale of the animation. Only used if sendAnimation is true.
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*
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* @return The duration of the animation that was played.
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*/
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static float DoAnimation(Entity* self, const std::string& animation, bool sendAnimation, float priority = 0.0f, float scale = 1.0f);
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static float PlayAnimation(Entity* self, const std::u16string& animation, float priority = 0.0f, float scale = 1.0f);
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static float PlayAnimation(Entity* self, const std::string& animation, float priority = 0.0f, float scale = 1.0f);
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[[nodiscard]] static float GetAnimationTime(Entity* self, const std::string& animation);
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[[nodiscard]] static float GetAnimationTime(Entity* self, const std::u16string& animation);
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[[nodiscard]] const std::string& GetLastAnimationName() const { return m_LastAnimationName; };
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void SetLastAnimationName(const std::string& name) { m_LastAnimationName = name; };
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private:
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/**
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* List of currently active effects
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*/
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std::vector<Effect> m_Effects;
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std::vector<int32_t> m_animationGroupIds;
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// The last animationName that was played
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std::string m_LastAnimationName;
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/**
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* Cache of queries that look for the length of each effect, indexed by effect ID
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*/
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static std::unordered_map<int32_t, float> m_DurationCache;
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};
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#endif // RENDERCOMPONENT_H
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