DarkflameServer/dGame/dComponents/RacingControlComponent.h

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/**
* Thanks to Simon for his early research on the racing system.
*/
#pragma once
#include "BitStream.h"
#include "Entity.h"
#include "Component.h"
#include "eReplicaComponentType.h"
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/**
* Information for each player in the race
*/
struct RacingPlayerInfo {
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/**
* The ID of the player
*/
LWOOBJID playerID;
/**
* The ID of the car the player is driving
*/
LWOOBJID vehicleID;
/**
* The index of this player in the list of players
*/
uint32_t playerIndex;
/**
* Whether the player has finished loading or not
*/
bool playerLoaded;
/**
* Scripted activity component score
*/
float data[10]{};
/**
* Point that the player will respawn at if they smash their car
*/
NiPoint3 respawnPosition;
/**
* Rotation that the player will respawn at if they smash their car
*/
NiQuaternion respawnRotation;
/**
* The index in the respawn point the player is now at
*/
uint32_t respawnIndex;
/**
* The number of laps the player has completed
*/
uint32_t lap;
/**
* Whether or not the player has finished the race
*/
uint32_t finished;
/**
* Unused
*/
uint16_t reachedPoints;
/**
* The fastest lap time of the player
*/
time_t bestLapTime = 0;
/**
* The current lap time of the player
*/
time_t lapTime = 0;
/**
* The number of times this player smashed their car
*/
uint32_t smashedTimes = 0;
/**
* Whether or not the player should be smashed if the game is reloaded
*/
bool noSmashOnReload = false;
/**
* Whether or not this player has collected their rewards from completing the race
*/
bool collectedRewards = false;
/**
* Unused
*/
time_t raceTime = 0;
};
/**
* Component that's attached to a manager entity in each race zone that loads player vehicles, keep scores, etc.
*/
class RacingControlComponent : public Component {
public:
feat: Add isolated and simplified path to add components (#1204) * Components: Make ComponentType inline Prevents the next commits ODR violation * Components: Add new components * Entity: Add headers inline script component ComponentType * Components: Flip constructor argument order Entity comes first always * Entity: Add generic AddComponent Allows for much easier adding of components and is error proof by not allowing the user to add more than 1 of a specific component type to an Entity. * Entity: Migrate all component constructors Move all to the new variadic templates AddComponent function to reduce clutter and ways the component map is modified. The new function makes no assumptions. Component is assumed to not exist and is checked for with operator[]. This will construct a null component which will then be newed if the component didnt exist, or it will just get the current component if it does already exist. No new component will be allocated or constructed if the component already exists and the already existing pointer is returned instead. * Entity: Add placement new For the case where the component may already exist, use a placement new to construct the component again, it would be constructed again, but would not need to go through the allocator. * Entity: Add comments on likely new code * Tests: Fix tests * Update Entity.cpp * Update SGCannon.cpp * Entity: call destructor when re-constructing * Update Entity.cpp Update Entity.cpp --------- Co-authored-by: Aaron Kimbrell <aronwk.aaron@gmail.com>
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inline static const eReplicaComponentType ComponentType = eReplicaComponentType::RACING_CONTROL;
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RacingControlComponent(Entity* parentEntity);
~RacingControlComponent();
void Serialize(RakNet::BitStream* outBitStream, bool bIsInitialUpdate) override;
void Update(float deltaTime) override;
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/**
* Invoked when a player loads into the zone.
*/
void OnPlayerLoaded(Entity* player);
/**
* Initalize the player's vehicle.
*
* @param player The player who's vehicle to initialize.
* @param initialLoad Is this the first time the player is loading in this race?
*/
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void LoadPlayerVehicle(Entity* player, uint32_t positionNumber, bool initialLoad = false);
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/**
* Invoked when the client says it has loaded in.
*/
void OnRacingClientReady(Entity* player);
/**
* Invoked when the client says it should be smashed.
*/
void OnRequestDie(Entity* player);
/**
* Invoked when the player has finished respawning.
*/
void OnRacingPlayerInfoResetFinished(Entity* player);
/**
* Invoked when the player responds to the GUI.
*/
void HandleMessageBoxResponse(Entity* player, int32_t button, const std::string& id);
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/**
* Get the racing data from a player's LWOOBJID.
*/
RacingPlayerInfo* GetPlayerData(LWOOBJID playerID);
private:
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/**
* The players that are currently racing
*/
std::vector<RacingPlayerInfo> m_RacingPlayers;
/**
* The paths that are followed for the camera scenes
*/
std::u16string m_PathName;
/**
* The ID of the activity for participating in this race
*/
uint32_t m_ActivityID;
/**
* The world the players return to when they finish the race
*/
uint32_t m_MainWorld;
/**
* The number of laps that are remaining for the winning player
*/
uint16_t m_RemainingLaps;
/**
* The ID of the player that's currently winning the race
*/
LWOOBJID m_LeadingPlayer;
/**
* The overall best lap from all the players
*/
float m_RaceBestLap;
/**
* The overall best time from all the players
*/
float m_RaceBestTime;
/**
* Whether or not the race has started
*/
bool m_Started;
/**
* The time left until the race will start
*/
float m_StartTimer;
/**
* The time left for loading the players
*/
float m_LoadTimer;
/**
* Whether or not all players have loaded
*/
bool m_Loaded;
/**
* The number of loaded players
*/
uint32_t m_LoadedPlayers;
/**
* All the players that are in the lobby, loaded or not
*/
std::vector<LWOOBJID> m_LobbyPlayers;
/**
* The number of players that have finished the race
*/
uint32_t m_Finished;
/**
* The time the race was started
*/
time_t m_StartTime;
/**
* Timer for tracking how long a player was alone in this race
*/
float m_EmptyTimer;
bool m_SoloRacing;
/**
* Value for message box response to know if we are exiting the race via the activity dialogue
*/
const int32_t m_ActivityExitConfirm = 1;
bool m_AllPlayersReady = false;
};