DarkflameServer/dGame/dComponents/SoundTriggerComponent.h

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#pragma once
#include "dCommonVars.h"
#include "Entity.h"
#include "GUID.h"
#include "Component.h"
#include "eReplicaComponentType.h"
/**
* Music that should be played by the client
*/
struct MusicCue {
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std::string name;
uint32_t result;
float boredomTime;
};
/**
* Handles specific music triggers like the instruments in Red Block
* Credits to https://github.com/SimonNitzsche/OpCrux-Server/blob/master/src/Entity/Components/SoundTriggerComponent.hpp
*/
class SoundTriggerComponent : public Component {
public:
inline static const eReplicaComponentType ComponentType = eReplicaComponentType::SOUND_TRIGGER;
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explicit SoundTriggerComponent(Entity* parent);
~SoundTriggerComponent() override;
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void Serialize(RakNet::BitStream* outBitStream, bool bIsInitialUpdate, unsigned int& flags);
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/**
* Activates a music cue, making it played by any client in range
* @param name the name of the music to play
*/
void ActivateMusicCue(const std::string& name);
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/**
* Deactivates a music cue (if active)
* @param name name of the music to deactivate
*/
void DeactivateMusicCue(const std::string& name);
private:
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/**
* Currently active cues
*/
std::vector<MusicCue> musicCues = {};
/**
* Currently active mixer programs
*/
std::vector<std::string> mixerPrograms = {};
/**
* GUID found in the LDF
*/
std::vector<GUID> guids = {};
bool dirty = false;
};