#pragma once #include "tinyxml2.h" class Entity; namespace RakNet { class BitStream; } /** * Component base class, provides methods for game loop updates, usage events and loading and saving to XML. */ class Component { public: Component(Entity* owningEntity); virtual ~Component() {}; /** * Gets the owner of this component * @return the owner of this component */ Entity* GetParentEntity() const { return m_ParentEntity; }; /** * Event called when this component is being used, e.g. when some entity interacted with it * @param originator */ virtual void OnUse(Entity* originator) {}; /** * Save data from this componennt to character XML * @param doc the document to write data to */ virtual void UpdateXml(tinyxml2::XMLDocument* doc) {}; /** * Load base data for this component from character XML * @param doc the document to read data from */ virtual void LoadFromXml(tinyxml2::XMLDocument* doc) {}; /** * Call after you have newed the component to initialize it */ virtual void Startup() {}; /** * Updates the component in the game loop * @param deltaTime time passed since last update */ virtual void Update(float deltaTime) {}; /** * Loads the data of this component from the luz/lvl configuration */ virtual void LoadConfigData() {}; /** * Loads the data of this component from the cdclient database */ virtual void LoadTemplateData() {}; /** * Serializes the component for delivery to the client(s) */ virtual void Serialize(RakNet::BitStream* bitStream, bool isConstruction = false) {}; protected: /** * The entity that owns this component */ Entity* m_ParentEntity; };