#pragma once #include "BitStream.h" #include "Entity.h" #include "Component.h" #include "Item.h" #include "PossessorComponent.h" #include "eAninmationFlags.h" /** * Represents an entity that can be controlled by some other entity, generally used by cars to indicate that some * player is controlling it. */ class PossessableComponent : public Component { public: static const uint32_t ComponentType = COMPONENT_TYPE_POSSESSABLE; PossessableComponent(Entity* parentEntity, uint32_t componentId); void Serialize(RakNet::BitStream* outBitStream, bool bIsInitialUpdate, unsigned int& flags); /** * Sets the possessor of this entity * @param value the ID of the possessor to set */ void SetPossessor(LWOOBJID value) { m_Possessor = value; m_DirtyPossessable = true;}; /** * Returns the possessor of this entity * @return the possessor of this entity */ LWOOBJID GetPossessor() const { return m_Possessor; }; /** * Sets the animation Flag of the possessable * @param value the animation flag to set to */ void SetAnimationFlag(eAnimationFlags value) { m_AnimationFlag = value; m_DirtyPossessable = true;}; /** * Returns the possession type of this entity * @return the possession type of this entity */ ePossessionType GetPossessionType() const { return m_PossessionType; }; /** * Returns if the entity should deposses on hit * @return if the entity should deposses on hit */ bool GetDepossessOnHit() const { return m_DepossessOnHit; }; /** * Forcibly depossess the entity */ void ForceDepossess() { m_ImmediatelyDepossess = true; m_DirtyPossessable = true;}; /** * Handles an OnUsed event by some other entity, if said entity has a Possessor it becomes the possessor * of this entity * @param originator the entity that caused the event to trigger */ void OnUse(Entity* originator) override; private: /** * @brief Whether the possessor is dirty */ bool m_DirtyPossessable = true; /** * @brief The possessor of this entity, e.g. the entity that controls this entity */ LWOOBJID m_Possessor = LWOOBJID_EMPTY; /** * @brief The type of possesstion to use on this entity */ ePossessionType m_PossessionType = ePossessionType::NO_POSSESSION; /** * @brief Should the possessable be dismount on hit */ bool m_DepossessOnHit = false; /** * @brief What animaiton flag to use * */ eAnimationFlags m_AnimationFlag = eAnimationFlags::IDLE_INVALID; /** * @brief Should this be immediately depossessed * */ bool m_ImmediatelyDepossess = false; };