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https://github.com/DarkflameUniverse/DarkflameServer
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5225c86d65
* Misc component cleanup * Update InventoryComponent.h * Update MissionComponent.h * Update PropertyManagementComponent.h * Update PropertyVendorComponent.h * Update SkillComponent.h maximum pedantry B) * SoundTriggerComponent.h braces gone * Rename SoundTriggerComponent.h braces gone to SoundTriggerComponent.h I was tired
127 lines
3.1 KiB
C++
127 lines
3.1 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 "Item.h"
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#include "PossessorComponent.h"
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#include "eAninmationFlags.h"
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#include "eReplicaComponentType.h"
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/**
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* Represents an entity that can be controlled by some other entity, generally used by cars to indicate that some
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* player is controlling it.
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*/
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class PossessableComponent final : public Component {
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public:
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static constexpr eReplicaComponentType ComponentType = eReplicaComponentType::POSSESSABLE;
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PossessableComponent(Entity* parentEntity, uint32_t componentId);
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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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void Mount();
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/**
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* @brief dismounts the Entity
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*/
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void Dismount();
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/**
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* Sets the possessor of this Entity
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* @param value the ID of the possessor to set
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*/
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void SetPossessor(LWOOBJID value) { m_Possessor = value; m_DirtyPossessable = true; };
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/**
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* Returns the possessor of this Entity
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* @return the possessor of this Entity
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*/
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LWOOBJID GetPossessor() const { return m_Possessor; };
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/**
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* Sets the animation Flag of the possessable
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* @param value the animation flag to set to
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*/
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void SetAnimationFlag(eAnimationFlags value) { m_AnimationFlag = value; m_DirtyPossessable = true; };
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/**
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* Returns the possession type of this Entity
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* @return the possession type of this Entity
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*/
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ePossessionType GetPossessionType() const { return m_PossessionType; };
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/**
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* Returns if the Entity should deposses on hit
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* @return if the Entity should deposses on hit
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*/
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bool GetDepossessOnHit() const { return m_DepossessOnHit; };
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/**
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* Forcibly depossess the Entity
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*/
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void ForceDepossess() { m_ImmediatelyDepossess = true; m_DirtyPossessable = true; };
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/**
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* Set if the parent entity was spawned from an item
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* @param value if the parent entity was spawned from an item
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*/
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void SetIsItemSpawned(bool value) { m_ItemSpawned = value; };
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/**
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* Returns if the parent entity was spawned from an item
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* @return if the parent entity was spawned from an item
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*/
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LWOOBJID GetIsItemSpawned() const { return m_ItemSpawned; };
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/**
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* Handles an OnUsed event by some other entity, if said entity has a Possessor it becomes the possessor
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* of this entity
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* @param originator the entity that caused the event to trigger
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*/
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void OnUse(Entity* originator) override;
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private:
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/**
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* @brief Whether the possessor is dirty
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*/
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bool m_DirtyPossessable = true;
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/**
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* @brief The possessor of this entity, e.g. the entity that controls this entity
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*/
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LWOOBJID m_Possessor = LWOOBJID_EMPTY;
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/**
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* @brief The type of possesstion to use on this entity
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*/
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ePossessionType m_PossessionType = ePossessionType::NO_POSSESSION;
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/**
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* @brief Should the possessable be dismount on hit
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*/
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bool m_DepossessOnHit = false;
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/**
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* @brief What animaiton flag to use
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*
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*/
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eAnimationFlags m_AnimationFlag = eAnimationFlags::IDLE_NONE;
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/**
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* @brief Should this be immediately depossessed
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*
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*/
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bool m_ImmediatelyDepossess = false;
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/**
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* @brief Whether the parent entity was spawned from an item
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*
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*/
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bool m_ItemSpawned = false;
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};
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