mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2024-11-14 04:08:20 +00:00
138 lines
3.5 KiB
C
138 lines
3.5 KiB
C
|
#pragma once
|
||
|
#include "dCommonVars.h"
|
||
|
#include "NiPoint3.h"
|
||
|
#include "Entity.h"
|
||
|
#include "Component.h"
|
||
|
|
||
|
/**
|
||
|
* Parameters for the shooting gallery that change during playtime
|
||
|
*/
|
||
|
struct DynamicShootingGalleryParams {
|
||
|
|
||
|
/**
|
||
|
* The distance from the camera to the barrel
|
||
|
*/
|
||
|
Vector3 cameraBarrelOffset;
|
||
|
|
||
|
/**
|
||
|
* The area the barrel is looking at
|
||
|
*/
|
||
|
Vector3 facing;
|
||
|
|
||
|
/**
|
||
|
* The velocity of the cannonballs
|
||
|
*/
|
||
|
double_t cannonVelocity;
|
||
|
|
||
|
/**
|
||
|
* The max firerate of the cannon
|
||
|
*/
|
||
|
double_t cannonRefireRate;
|
||
|
|
||
|
/**
|
||
|
* The min distance the cannonballs traverse
|
||
|
*/
|
||
|
double_t cannonMinDistance;
|
||
|
|
||
|
/**
|
||
|
* The angle at which the cannon is shooting
|
||
|
*/
|
||
|
float_t cannonAngle;
|
||
|
|
||
|
/**
|
||
|
* The timeout between cannon shots
|
||
|
*/
|
||
|
float_t cannonTimeout;
|
||
|
|
||
|
/**
|
||
|
* The FOV while in the canon
|
||
|
*/
|
||
|
float_t cannonFOV;
|
||
|
};
|
||
|
|
||
|
/**
|
||
|
* Parameters for the shooting gallery that don't change over time
|
||
|
*/
|
||
|
struct StaticShootingGalleryParams {
|
||
|
|
||
|
/**
|
||
|
* The position of the camera
|
||
|
*/
|
||
|
Vector3 cameraPosition;
|
||
|
|
||
|
/**
|
||
|
* The position that the camera is looking at
|
||
|
*/
|
||
|
Vector3 cameraLookatPosition;
|
||
|
};
|
||
|
|
||
|
/**
|
||
|
* A very ancient component that was used to guide shooting galleries, it's still kind of used but a lot of logic is
|
||
|
* also in the related scripts.
|
||
|
*/
|
||
|
class ShootingGalleryComponent : public Component {
|
||
|
public:
|
||
|
static const uint32_t ComponentType = COMPONENT_TYPE_SHOOTING_GALLERY;
|
||
|
|
||
|
explicit ShootingGalleryComponent(Entity* parent);
|
||
|
~ShootingGalleryComponent();
|
||
|
void Serialize(RakNet::BitStream* outBitStream, bool isInitialUpdate, uint32_t& flags) const;
|
||
|
|
||
|
/**
|
||
|
* Returns the static params for the shooting gallery
|
||
|
* @return the static params for the shooting gallery
|
||
|
*/
|
||
|
const StaticShootingGalleryParams& GetStaticParams() const { return m_StaticParams; };
|
||
|
|
||
|
/**
|
||
|
* Sets the static parameters for the shooting gallery, see `StaticShootingGalleryParams`
|
||
|
* @param params the params to set
|
||
|
*/
|
||
|
void SetStaticParams(const StaticShootingGalleryParams& params);
|
||
|
|
||
|
/**
|
||
|
* Returns the dynamic params for the shooting gallery
|
||
|
* @return the dynamic params for the shooting gallery
|
||
|
*/
|
||
|
const DynamicShootingGalleryParams& GetDynamicParams() const { return m_DynamicParams; };
|
||
|
|
||
|
/**
|
||
|
* Sets the mutable params for the shooting gallery, see `DynamicShootingGalleryParams`
|
||
|
* @param params the params to set
|
||
|
*/
|
||
|
void SetDynamicParams(const DynamicShootingGalleryParams& params);
|
||
|
|
||
|
/**
|
||
|
* Sets the entity that's currently playing the shooting gallery
|
||
|
* @param playerID the entity to set
|
||
|
*/
|
||
|
void SetCurrentPlayerID(LWOOBJID playerID) { m_CurrentPlayerID = playerID; m_Dirty = true; };
|
||
|
|
||
|
/**
|
||
|
* Returns the player that's currently playing the shooting gallery
|
||
|
* @return the player that's currently playing the shooting gallery
|
||
|
*/
|
||
|
LWOOBJID GetCurrentPlayerID() const { return m_CurrentPlayerID; };
|
||
|
private:
|
||
|
|
||
|
/**
|
||
|
* The player that's currently playing the shooting gallery
|
||
|
*/
|
||
|
LWOOBJID m_CurrentPlayerID = LWOOBJID_EMPTY;
|
||
|
|
||
|
/**
|
||
|
* The static parameters for the shooting gallery, see `StaticShootingGalleryParams`
|
||
|
*/
|
||
|
StaticShootingGalleryParams m_StaticParams {};
|
||
|
|
||
|
/**
|
||
|
* The dynamic params for the shooting gallery, see `DynamicShootingGalleryParams`
|
||
|
*/
|
||
|
DynamicShootingGalleryParams m_DynamicParams {};
|
||
|
|
||
|
/**
|
||
|
* Whether or not the component should be serialized
|
||
|
*/
|
||
|
bool m_Dirty = false;
|
||
|
};
|