DarkflameServer/dGame/dUtilities/Recorder.h

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#pragma once
#include "Player.h"
#include "Game.h"
#include "EntityManager.h"
#include "tinyxml2.h"
#include <chrono>
namespace Recording
{
class Record
{
public:
virtual void Act(Entity* actor) = 0;
virtual void Serialize(tinyxml2::XMLDocument& document, tinyxml2::XMLElement* parent) = 0;
virtual void Deserialize(tinyxml2::XMLElement* element) = 0;
std::chrono::milliseconds m_Timestamp;
};
class MovementRecord : public Record
{
public:
NiPoint3 position;
NiQuaternion rotation;
NiPoint3 velocity;
NiPoint3 angularVelocity;
bool onGround;
bool dirtyVelocity;
bool dirtyAngularVelocity;
MovementRecord() = default;
MovementRecord(
const NiPoint3& position,
const NiQuaternion& rotation,
const NiPoint3& velocity,
const NiPoint3& angularVelocity,
bool onGround, bool dirtyVelocity, bool dirtyAngularVelocity
);
void Act(Entity* actor) override;
void Serialize(tinyxml2::XMLDocument& document, tinyxml2::XMLElement* parent) override;
void Deserialize(tinyxml2::XMLElement* element) override;
};
class SpeakRecord : public Record
{
public:
std::string text;
SpeakRecord() = default;
SpeakRecord(const std::string& text);
void Act(Entity* actor) override;
void Serialize(tinyxml2::XMLDocument& document, tinyxml2::XMLElement* parent) override;
void Deserialize(tinyxml2::XMLElement* element) override;
};
class AnimationRecord : public Record
{
public:
std::string animation;
AnimationRecord() = default;
AnimationRecord(const std::string& animation);
void Act(Entity* actor) override;
void Serialize(tinyxml2::XMLDocument& document, tinyxml2::XMLElement* parent) override;
void Deserialize(tinyxml2::XMLElement* element) override;
};
class EquipRecord : public Record
{
public:
LOT item;
EquipRecord() = default;
EquipRecord(LOT item);
void Act(Entity* actor) override;
void Serialize(tinyxml2::XMLDocument& document, tinyxml2::XMLElement* parent) override;
void Deserialize(tinyxml2::XMLElement* element) override;
};
class UnequipRecord : public Record
{
public:
LOT item;
UnequipRecord() = default;
UnequipRecord(LOT item);
void Act(Entity* actor) override;
void Serialize(tinyxml2::XMLDocument& document, tinyxml2::XMLElement* parent) override;
void Deserialize(tinyxml2::XMLElement* element) override;
};
class ClearEquippedRecord : public Record
{
public:
ClearEquippedRecord() = default;
void Act(Entity* actor) override;
void Serialize(tinyxml2::XMLDocument& document, tinyxml2::XMLElement* parent) override;
void Deserialize(tinyxml2::XMLElement* element) override;
};
class Recorder
{
public:
Recorder();
~Recorder();
void AddRecord(Record* record);
void Act(Entity* actor);
Entity* ActFor(Entity* actorTemplate, Entity* player);
void StopActingFor(Entity* actor, Entity* actorTemplate, LWOOBJID playerID);
bool IsRecording() const;
void SaveToFile(const std::string& filename);
float GetDuration() const;
static Recorder* LoadFromFile(const std::string& filename);
static void AddRecording(LWOOBJID actorID, Recorder* recorder);
static void StartRecording(LWOOBJID actorID);
static void StopRecording(LWOOBJID actorID);
static Recorder* GetRecorder(LWOOBJID actorID);
private:
std::vector<Record*> m_MovementRecords;
bool m_IsRecording;
std::chrono::milliseconds m_StartTime;
};
}