DarkflameServer/dGame/dComponents/SoundTriggerComponent.h

60 lines
1.4 KiB
C
Raw Normal View History

#pragma once
#include "dCommonVars.h"
#include "Entity.h"
#include "GUID.h"
#include "Component.h"
#include "eReplicaComponentType.h"
/**
* Music that should be played by the client
*/
struct MusicCue {
2022-07-28 13:39:57 +00:00
std::string name;
uint32_t result;
float boredomTime;
};
/**
* Handles specific music triggers like the instruments in Red Block
* Credits to https://github.com/SimonNitzsche/OpCrux-Server/blob/master/src/Entity/Components/SoundTriggerComponent.hpp
*/
class SoundTriggerComponent : public Component {
public:
static const eReplicaComponentType ComponentType = eReplicaComponentType::SOUND_TRIGGER;
2022-07-28 13:39:57 +00:00
explicit SoundTriggerComponent(Entity* parent);
~SoundTriggerComponent() override;
2022-07-28 13:39:57 +00:00
void Serialize(RakNet::BitStream* outBitStream, bool bIsInitialUpdate, unsigned int& flags);
2022-07-28 13:39:57 +00:00
/**
* Activates a music cue, making it played by any client in range
* @param name the name of the music to play
*/
void ActivateMusicCue(const std::string& name);
2022-07-28 13:39:57 +00:00
/**
* Deactivates a music cue (if active)
* @param name name of the music to deactivate
*/
void DeactivateMusicCue(const std::string& name);
private:
2022-07-28 13:39:57 +00:00
/**
* Currently active cues
*/
std::vector<MusicCue> musicCues = {};
/**
* Currently active mixer programs
*/
std::vector<std::string> mixerPrograms = {};
/**
* GUID found in the LDF
*/
std::vector<GUID> guids = {};
bool dirty = false;
};