mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2024-12-23 14:03:34 +00:00
249 lines
5.1 KiB
C
249 lines
5.1 KiB
C
|
/**
|
||
|
* Thanks to Simon for his early research on the racing system.
|
||
|
*/
|
||
|
|
||
|
#pragma once
|
||
|
|
||
|
#include "BitStream.h"
|
||
|
#include "Entity.h"
|
||
|
#include "Component.h"
|
||
|
|
||
|
/**
|
||
|
* Information for each player in the race
|
||
|
*/
|
||
|
struct RacingPlayerInfo {
|
||
|
|
||
|
/**
|
||
|
* 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:
|
||
|
static const uint32_t ComponentType = COMPONENT_TYPE_RACING_CONTROL;
|
||
|
|
||
|
RacingControlComponent(Entity* parentEntity);
|
||
|
~RacingControlComponent();
|
||
|
|
||
|
void Serialize(RakNet::BitStream* outBitStream, bool bIsInitialUpdate, unsigned int& flags);
|
||
|
void Update(float deltaTime);
|
||
|
|
||
|
/**
|
||
|
* 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?
|
||
|
*/
|
||
|
void LoadPlayerVehicle(Entity* player, bool initialLoad = false);
|
||
|
|
||
|
/**
|
||
|
* 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, const std::string& id);
|
||
|
|
||
|
/**
|
||
|
* Get the reacing data from a player's LWOOBJID.
|
||
|
*/
|
||
|
RacingPlayerInfo* GetPlayerData(LWOOBJID playerID);
|
||
|
|
||
|
/**
|
||
|
* Formats a time to a string, currently unused
|
||
|
* @param time the time to format
|
||
|
* @return the time formatted as string
|
||
|
*/
|
||
|
static std::string FormatTimeString(time_t time);
|
||
|
|
||
|
private:
|
||
|
|
||
|
/**
|
||
|
* 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 fi nished 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;
|
||
|
};
|