DarkflameServer/dGame/dCinema/Play.h

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#pragma once
#include <unordered_map>
#include <unordered_set>
#include <string>
#include <vector>
#include <functional>
#include "dCommonVars.h"
namespace Cinema
{
/**
* @brief A collection of variables and other information to be shared between scenes and acts.
*/
struct Play
{
public:
/**
* @brief The variables in the collection.
*/
std::unordered_map<std::string, std::string> variables;
/**
* @brief Associated player which is watching the scene.
*/
LWOOBJID player;
/**
* @brief A set of all entities involved in the scene.
*/
std::unordered_set<LWOOBJID> entities;
/**
* @brief The scene that is currently being performed.
*/
class Scene* scene;
/**
* @brief Conclude the play. Accepting/completing missions. This will not remove the entities.
*/
void Conclude();
/**
* @brief Setup a check for if the audience is still present.
*
* If the audience is no longer present, the play will be concluded and the entities will be removed.
*/
void SetupCheckForAudience();
/**
* @brief Clean up the play.
*/
void CleanUp();
/**
* @brief Setup a barrier. A callback is given when a signal is sent with the given barrier name.
*
* @param barrier The name of the barrier.
* @param callback The callback to call when the barrier is signaled.
*/
void SetupBarrier(const std::string& barrier, std::function<void()> callback);
/**
* @brief Signal a barrier.
*
* @param barrier The name of the barrier to signal.
*/
void SignalBarrier(const std::string& barrier);
private:
/**
* @brief Check if the audience is still present.
*/
void CheckForAudience();
bool m_CheckForAudience = false;
bool m_PlayerHasBeenInsideBounds = false;
std::unordered_map<std::string, std::vector<std::function<void()>>> m_Barriers;
};
}