#pragma once #include "BitStream.h" #include "Entity.h" #include "Component.h" // possession types enum class ePossessionType : uint8_t { NO_POSSESSION = 0, ATTACHED_VISIBLE, NOT_ATTACHED_VISIBLE, NOT_ATTACHED_NOT_VISIBLE, }; /** * Represents an entity that can posess other entities. Generally used by players to drive a car. */ class PossessorComponent : public Component { public: static const uint32_t ComponentType = COMPONENT_TYPE_POSSESSOR; PossessorComponent(Entity* parent); ~PossessorComponent() override; void Serialize(RakNet::BitStream* outBitStream, bool bIsInitialUpdate, unsigned int& flags); /** * Sets the entity that this entity is possessing * @param value the ID of the entity this ID should posess */ void SetPossessable(LWOOBJID value) { m_Possessable = value; m_DirtyPossesor = true; } /** * Returns the entity that this entity is currently posessing * @return the entity that this entity is currently posessing */ LWOOBJID GetPossessable() const { return m_Possessable; } /** * Sets the possesible type that's currently used, merely used by the shooting gallery if it's 0 * @param value the possesible type to set */ void SetPossessableType(ePossessionType value) { m_PossessableType = value; m_DirtyPossesor = true; } private: /** * The ID of the entity this entity is possessing (e.g. the ID of a car) */ LWOOBJID m_Possessable = LWOOBJID_EMPTY; /** * @brief possessable type * */ ePossessionType m_PossessableType = ePossessionType::NO_POSSESSION; /** * @brief if the possessor is dirty * */ bool m_DirtyPossesor = false; };