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https://github.com/DarkflameUniverse/DarkflameServer.git
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dGame Precompiled header improvements (#876)
* moving branch * Add deleteinven slash command * Change name of BRICKS_IN_BBB * Use string_view instead of strcmp * Clean up include tree * Remove unneeded headers from PCH files Removes unneeded headers from pre-compiled headers. This increases compile time, however reduces development time for most files. * Update Entity.h * Update EntityManager.h * Update GameMessages.cpp * There it compiles now Co-authored-by: Aaron Kimbrell <aronwk.aaron@gmail.com>
This commit is contained in:
@@ -13,6 +13,7 @@
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#include "VehiclePhysicsComponent.h"
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#include "GameMessages.h"
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#include "Item.h"
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#include "AMFFormat.h"
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CharacterComponent::CharacterComponent(Entity* parent, Character* character) : Component(parent) {
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m_Character = character;
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@@ -12,11 +12,12 @@
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#include "GameMessages.h"
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#include "CppScripts.h"
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#include "SimplePhysicsComponent.h"
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#include "Zone.h"
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MoverSubComponent::MoverSubComponent(const NiPoint3& startPos) {
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mPosition = {};
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mState = MovementPlatformState::Stopped;
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mState = eMovementPlatformState::Stopped;
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mDesiredWaypointIndex = 0; // -1;
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mInReverse = false;
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mShouldStopAtDesiredWaypoint = false;
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@@ -127,7 +128,7 @@ void MovingPlatformComponent::OnCompleteRebuild() {
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StartPathing();
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}
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void MovingPlatformComponent::SetMovementState(MovementPlatformState value) {
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void MovingPlatformComponent::SetMovementState(eMovementPlatformState value) {
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auto* subComponent = static_cast<MoverSubComponent*>(m_MoverSubComponent);
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subComponent->mState = value;
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@@ -152,7 +153,7 @@ void MovingPlatformComponent::StartPathing() {
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auto* subComponent = static_cast<MoverSubComponent*>(m_MoverSubComponent);
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subComponent->mShouldStopAtDesiredWaypoint = true;
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subComponent->mState = MovementPlatformState::Stationary;
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subComponent->mState = eMovementPlatformState::Stationary;
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NiPoint3 targetPosition;
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@@ -174,7 +175,7 @@ void MovingPlatformComponent::StartPathing() {
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}
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m_Parent->AddCallbackTimer(subComponent->mWaitTime, [this] {
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SetMovementState(MovementPlatformState::Moving);
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SetMovementState(eMovementPlatformState::Moving);
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});
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const auto travelTime = Vector3::Distance(targetPosition, subComponent->mPosition) / subComponent->mSpeed + 1.5f;
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@@ -199,7 +200,7 @@ void MovingPlatformComponent::StartPathing() {
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void MovingPlatformComponent::ContinuePathing() {
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auto* subComponent = static_cast<MoverSubComponent*>(m_MoverSubComponent);
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subComponent->mState = MovementPlatformState::Stationary;
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subComponent->mState = eMovementPlatformState::Stationary;
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subComponent->mCurrentWaypointIndex = subComponent->mNextWaypointIndex;
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@@ -282,7 +283,7 @@ void MovingPlatformComponent::ContinuePathing() {
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m_Parent->CancelCallbackTimers();
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m_Parent->AddCallbackTimer(subComponent->mWaitTime, [this] {
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SetMovementState(MovementPlatformState::Moving);
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SetMovementState(eMovementPlatformState::Moving);
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});
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auto travelTime = Vector3::Distance(targetPosition, subComponent->mPosition) / subComponent->mSpeed + 1.5;
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@@ -313,7 +314,7 @@ void MovingPlatformComponent::StopPathing() {
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m_PathingStopped = true;
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subComponent->mState = MovementPlatformState::Stopped;
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subComponent->mState = eMovementPlatformState::Stopped;
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subComponent->mDesiredWaypointIndex = -1;
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subComponent->mShouldStopAtDesiredWaypoint = false;
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@@ -13,6 +13,9 @@
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#include "dCommonVars.h"
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#include "EntityManager.h"
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#include "Component.h"
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#include "eMovementPlatformState.h"
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class Path;
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/**
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* Different types of available platforms
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@@ -26,16 +29,6 @@ enum class eMoverSubComponentType : uint32_t {
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simpleMover = 5,
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};
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/**
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* The different types of platform movement state, supposedly a bitmap
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*/
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enum class MovementPlatformState : uint32_t
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{
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Moving = 0b00010,
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Stationary = 0b11001,
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Stopped = 0b01100
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};
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/**
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* Sub component for moving platforms that determine the actual current movement state
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*/
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@@ -49,7 +42,7 @@ public:
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/**
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* The state the platform is currently in
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*/
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MovementPlatformState mState = MovementPlatformState::Stationary;
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eMovementPlatformState mState = eMovementPlatformState::Stationary;
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/**
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* The waypoint this platform currently wants to traverse to
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@@ -133,7 +126,7 @@ public:
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* Updates the movement state for the moving platform
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* @param value the movement state to set
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*/
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void SetMovementState(MovementPlatformState value);
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void SetMovementState(eMovementPlatformState value);
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/**
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* Instructs the moving platform to go to some waypoint
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@@ -20,6 +20,7 @@
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#include "dConfig.h"
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#include "dChatFilter.h"
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#include "Database.h"
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#include "EntityInfo.h"
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std::unordered_map<LOT, PetComponent::PetPuzzleData> PetComponent::buildCache{};
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std::unordered_map<LWOOBJID, LWOOBJID> PetComponent::currentActivities{};
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@@ -19,6 +19,7 @@
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#include "CDComponentsRegistryTable.h"
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#include "CDPhysicsComponentTable.h"
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#include "dServer.h"
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#include "EntityInfo.h"
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#include "dpWorld.h"
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#include "dpEntity.h"
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@@ -11,6 +11,7 @@
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#include "CharacterComponent.h"
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#include "UserManager.h"
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#include "dLogger.h"
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#include "AMFFormat.h"
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PropertyEntranceComponent::PropertyEntranceComponent(uint32_t componentID, Entity* parent) : Component(parent) {
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this->propertyQueries = {};
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@@ -21,6 +21,7 @@
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#include "dServer.h"
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#include "dZoneManager.h"
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#include "dConfig.h"
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#include "Loot.h"
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#ifndef M_PI
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#define M_PI 3.14159265358979323846264338327950288
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@@ -14,6 +14,7 @@
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#include "Spawner.h"
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#include "MovingPlatformComponent.h"
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#include "Preconditions.h"
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#include "Loot.h"
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#include "TeamManager.h"
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#include "CppScripts.h"
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@@ -18,6 +18,8 @@
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#include "dConfig.h"
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#include "InventoryComponent.h"
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#include "DestroyableComponent.h"
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#include "dMessageIdentifiers.h"
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#include "Loot.h"
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ScriptedActivityComponent::ScriptedActivityComponent(Entity* parent, int activityID) : Component(parent) {
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m_ActivityID = activityID;
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@@ -19,7 +19,9 @@
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#include "BaseCombatAIComponent.h"
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#include "ScriptComponent.h"
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#include "BuffComponent.h"
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#include "EchoStartSkill.h"
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#include "dMessageIdentifiers.h"
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#include "DoClientProjectileImpact.h"
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ProjectileSyncEntry::ProjectileSyncEntry() {
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}
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@@ -240,7 +242,7 @@ SkillExecutionResult SkillComponent::CalculateBehavior(const uint32_t skillId, c
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if (!clientInitalized) {
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// Echo start skill
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GameMessages::EchoStartSkill start;
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EchoStartSkill start;
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start.iCastType = 0;
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start.skillID = skillId;
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@@ -384,7 +386,7 @@ void SkillComponent::SyncProjectileCalculation(const ProjectileSyncEntry& entry)
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behavior->Calculate(entry.context, bitStream, entry.branchContext);
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GameMessages::DoClientProjectileImpact projectileImpact;
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DoClientProjectileImpact projectileImpact;
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projectileImpact.sBitStream.assign((char*)bitStream->GetData(), bitStream->GetNumberOfBytesUsed());
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projectileImpact.i64OwnerID = this->m_Parent->GetObjectID();
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