#ifndef __ENTITY__H__ #define __ENTITY__H__ #include #include #include #include #include #include #include #include "NiPoint3.h" #include "NiQuaternion.h" #include "LDFFormat.h" #include "eKillType.h" namespace Loot { class Info; }; namespace tinyxml2 { class XMLDocument; }; class Player; class EntityInfo; class User; class Spawner; class ScriptComponent; class dpEntity; class EntityTimer; class Component; class Item; class Character; class EntityCallbackTimer; enum class eTriggerEventType; enum class eGameMasterLevel : uint8_t; enum class eReplicaComponentType : uint32_t; enum class eReplicaPacketType : uint8_t; enum class eCinematicEvent : uint32_t; namespace CppScripts { class Script; }; /** * An entity in the world. * Entities are composed of components which define their behavior. */ using ComponentPtr = std::unique_ptr; using ComponentWhitelist = std::vector; using TemplateComponents = std::vector>; class Entity { public: explicit Entity(const LWOOBJID& objectID, EntityInfo info, Entity* parentEntity = nullptr); virtual ~Entity(); void ApplyComponentWhitelist(TemplateComponents& components); static const std::vector& GetComponentWhitelists() { return m_ComponentWhitelists; } virtual void Initialize(); bool operator==(const Entity& other) const; bool operator!=(const Entity& other) const; /** * Getters */ Character* GetCharacter() const { return m_Character; } void SetCharacter(Character* value) { m_Character = value; } const LWOOBJID GetObjectID() const { return m_ObjectID; } const LOT GetLOT() const { return m_TemplateID; } eGameMasterLevel GetGMLevel() const { return m_GMLevel; } void SetGMLevel(const eGameMasterLevel value); const uint32_t GetCollectibleID() const { return m_CollectibleID; } Entity* GetParentEntity() const { return m_ParentEntity; } const std::vector& GetGroups() { return m_Groups; }; void SetGroups(const std::vector& value) { m_Groups = value; } Spawner* GetSpawner() const { return m_Spawner; } LWOOBJID GetSpawnerID() const { return m_SpawnerID; } const std::vector& GetSettings() const { return m_Settings; } const std::vector& GetNetworkSettings() const { return m_NetworkSettings; } bool GetIsDead() const; bool GetPlayerReadyForUpdates() const { return m_PlayerIsReadyForUpdates; } void SetPlayerReadyForUpdates() { m_PlayerIsReadyForUpdates = true; } const bool GetIsGhostingCandidate() const { return m_IsGhostingCandidate; } const int8_t GetObservers() const { return m_Observers; } void SetObservers(const int8_t value); const uint16_t GetNetworkId() const { return m_NetworkID; } void SetNetworkId(const uint16_t id); Entity* GetOwner() const; void SetOwnerOverride(const LWOOBJID& value); const NiPoint3& GetDefaultPosition() const; const NiQuaternion& GetDefaultRotation() const; const float GetDefaultScale() const { return m_Scale; } const NiPoint3& GetPosition() const; void SetPosition(const NiPoint3& position); const NiQuaternion& GetRotation() const; void SetRotation(const NiQuaternion& rotation); virtual User* GetParentUser() const; virtual const SystemAddress GetSystemAddress() const { return UNASSIGNED_SYSTEM_ADDRESS; }; virtual void SetRespawnPos(const NiPoint3& position) {}; virtual void SetRespawnRot(const NiQuaternion& rotation) {}; virtual void SetSystemAddress(const SystemAddress& value) {}; /** * Component management */ bool HasComponent(const eReplicaComponentType componentId) const; std::vector GetScriptComponents(); void Subscribe(const LWOOBJID& scriptObjId, CppScripts::Script* scriptToAdd, const std::string& notificationName); void Unsubscribe(const LWOOBJID& scriptObjId, const std::string& notificationName); void SetProximityRadius(const float proxRadius, const std::string& name); void SetProximityRadius(dpEntity* entity, const std::string& name); void AddChild(Entity* child); void RemoveChild(Entity* child); void RemoveParent(); void AddTimer(const std::string& name, const float time); void AddCallbackTimer(const float time, const std::function& callback); bool HasTimer(const std::string& name); void CancelCallbackTimers(); void CancelAllTimers(); void CancelTimer(const std::string& name); void AddToGroups(const std::string& group); bool IsPlayer() const; void WriteBaseReplicaData(RakNet::BitStream* outBitStream, const eReplicaPacketType packetType); void WriteComponents(RakNet::BitStream* outBitStream, const eReplicaPacketType packetType); void ResetFlags(); void UpdateXMLDoc(tinyxml2::XMLDocument* doc); void Update(float deltaTime); // Events void OnCollisionProximity(const LWOOBJID otherEntity, const std::string& proxName, const std::string& status); void OnCollisionPhantom(const LWOOBJID otherEntity); void OnCollisionLeavePhantom(const LWOOBJID otherEntity); void OnFireEventServerSide(Entity* sender, const std::string args, const int32_t param1 = -1, const int32_t param2 = -1, const int32_t param3 = -1); void OnActivityStateChangeRequest(const LWOOBJID senderID, const int32_t value1, const int32_t value2, const std::u16string& stringValue); void OnCinematicUpdate(Entity* self, Entity* sender, const eCinematicEvent event, const std::u16string& pathName, const float pathTime, const float totalTime, const int32_t waypoint); void NotifyObject(Entity* sender, const std::string& name, const int32_t param1 = 0, const int32_t param2 = 0); void OnEmoteReceived(const int32_t emote, Entity* target); void OnUse(Entity* originator); void OnHitOrHealResult(Entity* attacker, const int32_t damage); void OnHit(Entity* attacker); void OnZonePropertyEditBegin(); void OnZonePropertyEditEnd(); void OnZonePropertyModelEquipped(); void OnZonePropertyModelPlaced(Entity* player); void OnZonePropertyModelPickedUp(Entity* player); void OnZonePropertyModelRemoved(Entity* player); void OnZonePropertyModelRemovedWhileEquipped(Entity* player); void OnZonePropertyModelRotated(Entity* player); void OnMessageBoxResponse(Entity* sender, const int32_t button, const std::u16string& identifier, const std::u16string& userData); void OnChoiceBoxResponse(Entity* sender, const int32_t button, const std::u16string& buttonIdentifier, const std::u16string& identifier); void RequestActivityExit(Entity* sender, const LWOOBJID& player, const bool canceled); void Smash(const LWOOBJID source = LWOOBJID_EMPTY, const eKillType killType = eKillType::VIOLENT, const std::u16string& deathType = u""); void Kill(Entity* murderer = nullptr); void AddRebuildCompleteCallback(const std::function& callback) const; void AddCollisionPhantomCallback(const std::function& callback); void AddDieCallback(const std::function& callback); void Resurrect(); void AddLootItem(const Loot::Info& info); void PickupItem(const LWOOBJID& objectID); bool CanPickupCoins(const uint64_t& count); void RegisterCoinDrop(const uint64_t& count); void ScheduleKillAfterUpdate(Entity* murderer = nullptr); void TriggerEvent(const eTriggerEventType event, Entity* optionalTarget = nullptr); void ScheduleDestructionAfterUpdate() { m_ShouldDestroyAfterUpdate = true; } virtual NiPoint3 GetRespawnPosition() const { return NiPoint3::ZERO; } virtual NiQuaternion GetRespawnRotation() const { return NiQuaternion::IDENTITY; } void Sleep(); void Wake(); bool IsSleeping() const; /* * Utility */ //Retroactively corrects the model vault size due to incorrect initialization in a previous patch. void RetroactiveVaultSize(); bool GetBoolean(const std::u16string& name) const; int32_t GetI32(const std::u16string& name) const; int64_t GetI64(const std::u16string& name) const; void SetBoolean(const std::u16string& name, bool value); void SetI32(const std::u16string& name, int32_t value); void SetI64(const std::u16string& name, int64_t value); bool HasVar(const std::u16string& name) const; /** * Get the LDF data. */ LDFBaseData* GetVarData(const std::u16string& name) const; /** * Get the LDF value and convert it to a string. */ std::string GetVarAsString(const std::u16string& name) const; /* * Collision */ std::vector& GetTargetsInPhantom(); Entity* GetScheduledKiller() { return m_ScheduleKiller; } const std::unordered_map& GetComponents() { return m_Components; } // Template declarations template const T& GetVar(const std::u16string& name) const; template T GetVarAs(const std::u16string& name) const; template void SetVar(const std::u16string& name, const T& value); template T GetNetworkVar(const std::u16string& name); void SendNetworkVar(const std::string& data, const SystemAddress& sysAddr); template void SetNetworkVar(const std::u16string& name, const T& value, const SystemAddress& sysAddr = UNASSIGNED_SYSTEM_ADDRESS); template void SetNetworkVar(const std::u16string& name, const std::vector& value, const SystemAddress& sysAddr = UNASSIGNED_SYSTEM_ADDRESS); /** * @brief Get a non-owning reference to a component * * @tparam Cmpt The component to get a non-owning reference of * @return Cmpt* The non-owning pointer to the component */ template Cmpt* GetComponent() const; /** * @brief Adds a component to this Entity. * * @tparam Cmpt The component to create * @tparam ConstructorValues The constructor values to forward to the component * @param arguments The constructor values to forward to the component * @return Cmpt* A non-owning pointer to the created component, * or a non-owning pointer to the existing component if the component already existed. */ template Cmpt* AddComponent(ConstructorValues... arguments); protected: LWOOBJID m_ObjectID; LOT m_TemplateID; std::vector m_Settings; std::vector m_NetworkSettings; NiPoint3 m_DefaultPosition; NiQuaternion m_DefaultRotation; float m_Scale; Spawner* m_Spawner; LWOOBJID m_SpawnerID; bool m_HasSpawnerNodeID; uint32_t m_SpawnerNodeID; Character* m_Character; Entity* m_ParentEntity; //For spawners and the like std::vector m_ChildEntities; eGameMasterLevel m_GMLevel; uint32_t m_CollectibleID; std::vector m_Groups; uint16_t m_NetworkID; std::vector> m_DieCallbacks; std::vector> m_PhantomCollisionCallbacks; std::unordered_map m_Components; std::vector m_Timers; std::vector m_PendingTimers; std::vector m_CallbackTimers; bool m_ShouldDestroyAfterUpdate; LWOOBJID m_OwnerOverride; Entity* m_ScheduleKiller; bool m_PlayerIsReadyForUpdates; bool m_IsGhostingCandidate; int8_t m_Observers; bool m_IsParentChildDirty; /* * Collision */ std::vector m_TargetsInPhantom; static const std::vector m_ComponentWhitelists; }; #include "Entity.tcc" #endif //!__ENTITY__H__