DarkflameServer/dGame/dCinema/Recorder.h

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#pragma once
#include "Game.h"
#include "EntityManager.h"
#include "tinyxml2.h"
#include "Play.h"
#include <chrono>
namespace Cinema::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;
float m_Delay;
std::string m_Name;
};
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class Recorder
{
public:
Recorder();
~Recorder();
void AddRecord(Record* record);
void Act(Entity* actor, Play* variables = nullptr);
Entity* ActFor(Entity* actorTemplate, Entity* player, Play* variables = nullptr);
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);
static void RegisterEffectForActor(LWOOBJID actorID, const int32_t& effectId);
static void LoadRecords(tinyxml2::XMLElement* root, std::vector<Record*>& records);
static void ActingDispatch(Entity* actor, const std::vector<Record*>& records, size_t index, Play* variables);
private:
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static void PlayerProximityDispatch(Entity* actor, const std::vector<Record*>& records, size_t index, Play* variables, std::shared_ptr<bool> actionTaken);
static void PathFindDispatch(Entity* actor, const std::vector<Record*>& records, size_t index, Play* variables);
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std::vector<Record*> m_Records;
bool m_IsRecording;
std::chrono::milliseconds m_StartTime;
std::chrono::milliseconds m_LastRecordTime;
};
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 = LOT_NULL;
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 = LOT_NULL;
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 WaitRecord : public Record
{
public:
WaitRecord() = default;
WaitRecord(float delay);
void Act(Entity* actor) override;
void Serialize(tinyxml2::XMLDocument& document, tinyxml2::XMLElement* parent) override;
void Deserialize(tinyxml2::XMLElement* element) override;
};
class ForkRecord : public Record
{
public:
std::string variable;
std::string value;
std::string precondition;
std::string success;
std::string failure;
ForkRecord() = default;
ForkRecord(const std::string& variable, const std::string& value, const std::string& success, const std::string& failure);
void Act(Entity* actor) override;
void Serialize(tinyxml2::XMLDocument& document, tinyxml2::XMLElement* parent) override;
void Deserialize(tinyxml2::XMLElement* element) override;
};
class JumpRecord : public Record
{
public:
std::string label;
JumpRecord() = default;
JumpRecord(const std::string& label);
void Act(Entity* actor) override;
void Serialize(tinyxml2::XMLDocument& document, tinyxml2::XMLElement* parent) override;
void Deserialize(tinyxml2::XMLElement* element) override;
};
class SetVariableRecord : public Record
{
public:
std::string variable;
std::string value;
SetVariableRecord() = default;
SetVariableRecord(const std::string& variable, const std::string& value);
void Act(Entity* actor) override;
void Serialize(tinyxml2::XMLDocument& document, tinyxml2::XMLElement* parent) override;
void Deserialize(tinyxml2::XMLElement* element) override;
};
class BarrierRecord : public Record
{
public:
std::string signal;
float timeout = 0.0f;
std::string timeoutLabel;
BarrierRecord() = default;
BarrierRecord(const std::string& signal, float timeout, const std::string& timeoutLabel);
void Act(Entity* actor) override;
void Serialize(tinyxml2::XMLDocument& document, tinyxml2::XMLElement* parent) override;
void Deserialize(tinyxml2::XMLElement* element) override;
};
class SignalRecord : public Record
{
public:
std::string signal;
SignalRecord() = default;
SignalRecord(const std::string& signal);
void Act(Entity* actor) override;
void Serialize(tinyxml2::XMLDocument& document, tinyxml2::XMLElement* parent) override;
void Deserialize(tinyxml2::XMLElement* element) override;
};
class ConcludeRecord : public Record
{
public:
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bool cleanUp = false;
ConcludeRecord() = default;
void Act(Entity* actor) override;
void Serialize(tinyxml2::XMLDocument& document, tinyxml2::XMLElement* parent) override;
void Deserialize(tinyxml2::XMLElement* element) override;
};
class PlayerProximityRecord : public Record
{
public:
float distance = 0.0f;
float timeout = 0.0f;
std::string timeoutLabel;
PlayerProximityRecord() = default;
PlayerProximityRecord(float distance, float timeout, const std::string& timeoutLabel);
void Act(Entity* actor) override;
void Serialize(tinyxml2::XMLDocument& document, tinyxml2::XMLElement* parent) override;
void Deserialize(tinyxml2::XMLElement* element) override;
};
class VisibilityRecord : public Record
{
public:
bool visible = false;
VisibilityRecord() = default;
VisibilityRecord(bool visible);
void Act(Entity* actor) override;
void Serialize(tinyxml2::XMLDocument& document, tinyxml2::XMLElement* parent) override;
void Deserialize(tinyxml2::XMLElement* element) override;
};
class PlayEffectRecord : public Record
{
public:
std::string effect;
PlayEffectRecord() = default;
PlayEffectRecord(const std::string& effect);
void Act(Entity* actor) override;
void Serialize(tinyxml2::XMLDocument& document, tinyxml2::XMLElement* parent) override;
void Deserialize(tinyxml2::XMLElement* element) override;
};
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class CoroutineRecord : public Record
{
public:
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std::vector<Record*> records;
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CoroutineRecord() = default;
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void Act(Entity* actor) override;
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void Serialize(tinyxml2::XMLDocument& document, tinyxml2::XMLElement* parent) override;
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void Deserialize(tinyxml2::XMLElement* element) override;
};
class PathFindRecord : public Record
{
public:
NiPoint3 position;
float speed = 1.0f;
PathFindRecord() = default;
PathFindRecord(const NiPoint3& position, float speed);
void Act(Entity* actor) override;
void Serialize(tinyxml2::XMLDocument& document, tinyxml2::XMLElement* parent) override;
void Deserialize(tinyxml2::XMLElement* element) override;
};
class CombatAIRecord : public Record
{
public:
bool enabled = false;
CombatAIRecord() = default;
CombatAIRecord(bool enabled);
void Act(Entity* actor) override;
void Serialize(tinyxml2::XMLDocument& document, tinyxml2::XMLElement* parent) override;
void Deserialize(tinyxml2::XMLElement* element) override;
};
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}