#pragma once #include "Entity.h" #include "EntityManager.h" #include "GameMessages.h" #include "Component.h" #include /** * Represents the launch pad that's used to select and browse properties */ class PropertyEntranceComponent : public Component { public: static const uint32_t ComponentType = COMPONENT_TYPE_PROPERTY_ENTRANCE; explicit PropertyEntranceComponent(uint32_t componentID, Entity* parent); /** * Handles an OnUse request for some other entity, rendering the property browse menu * @param entity the entity that triggered the event */ void OnUse(Entity* entity) override; /** * Handles the event triggered when the entity selects a property to visit and makes the entity to there * @param entity the entity that triggered the event * @param index the clone ID of the property to visit * @param returnToZone whether or not the entity wishes to go back to the launch zone * @param sysAddr the address to send gamemessage responses to */ void OnEnterProperty(Entity* entity, uint32_t index, bool returnToZone, const SystemAddress &sysAddr); /** * Handles a request for information on available properties when an entity lands on the property * @param entity the entity that triggered the event * @param includeNullAddress unused * @param includeNullDescription unused * @param playerOwn only query properties owned by the entity * @param updateUi unused * @param numResults unused * @param reputation unused * @param sortMethod unused * @param startIndex the minimum index to start the query off * @param filterText property names to search for * @param sysAddr the address to send gamemessage responses to */ void OnPropertyEntranceSync(Entity* entity, bool includeNullAddress, bool includeNullDescription, bool playerOwn, bool updateUi, int32_t numResults, int32_t reputation, int32_t sortMethod, int32_t startIndex, std::string filterText, const SystemAddress &sysAddr); /** * Returns the name of this property * @return the name of this property */ [[nodiscard]] std::string GetPropertyName() const { return m_PropertyName; }; /** * Returns the map ID for this property * @return the map ID for this property */ [[nodiscard]] LWOMAPID GetMapID() const { return m_MapID; }; private: /** * Cache of property information that was queried for property launched, indexed by property ID */ std::map> propertyQueries; /** * The custom name for this property */ std::string m_PropertyName; /** * The base map ID for this property (Avant Grove, etc). */ LWOMAPID m_MapID; };