#pragma once #include "dCommonVars.h" #include "NiPoint3.h" #include "Entity.h" #include "Component.h" /** * Parameters for the shooting gallery that change during playtime */ struct DynamicShootingGalleryParams { /** * The distance from the camera to the barrel */ NiPoint3 cameraBarrelOffset; /** * The area the barrel is looking at */ NiPoint3 facing; /** * The velocity of the cannonballs */ double_t cannonVelocity; /** * The max firerate of the cannon */ double_t cannonRefireRate; /** * The min distance the cannonballs traverse */ double_t cannonMinDistance; /** * The angle at which the cannon is shooting */ float_t cannonAngle; /** * The timeout between cannon shots */ float_t cannonTimeout; /** * The FOV while in the canon */ float_t cannonFOV; }; /** * Parameters for the shooting gallery that don't change over time */ struct StaticShootingGalleryParams { /** * The position of the camera */ NiPoint3 cameraPosition; /** * The position that the camera is looking at */ NiPoint3 cameraLookatPosition; }; /** * A very ancient component that was used to guide shooting galleries, it's still kind of used but a lot of logic is * also in the related scripts. */ class ShootingGalleryComponent : public Component { public: static const uint32_t ComponentType = COMPONENT_TYPE_SHOOTING_GALLERY; explicit ShootingGalleryComponent(Entity* parent); ~ShootingGalleryComponent(); void Serialize(RakNet::BitStream* outBitStream, bool isInitialUpdate, uint32_t& flags) const; /** * Returns the static params for the shooting gallery * @return the static params for the shooting gallery */ const StaticShootingGalleryParams& GetStaticParams() const { return m_StaticParams; }; /** * Sets the static parameters for the shooting gallery, see `StaticShootingGalleryParams` * @param params the params to set */ void SetStaticParams(const StaticShootingGalleryParams& params); /** * Returns the dynamic params for the shooting gallery * @return the dynamic params for the shooting gallery */ const DynamicShootingGalleryParams& GetDynamicParams() const { return m_DynamicParams; }; /** * Sets the mutable params for the shooting gallery, see `DynamicShootingGalleryParams` * @param params the params to set */ void SetDynamicParams(const DynamicShootingGalleryParams& params); /** * Sets the entity that's currently playing the shooting gallery * @param playerID the entity to set */ void SetCurrentPlayerID(LWOOBJID playerID) { m_CurrentPlayerID = playerID; m_Dirty = true; }; /** * Returns the player that's currently playing the shooting gallery * @return the player that's currently playing the shooting gallery */ LWOOBJID GetCurrentPlayerID() const { return m_CurrentPlayerID; }; private: /** * The player that's currently playing the shooting gallery */ LWOOBJID m_CurrentPlayerID = LWOOBJID_EMPTY; /** * The static parameters for the shooting gallery, see `StaticShootingGalleryParams` */ StaticShootingGalleryParams m_StaticParams{}; /** * The dynamic params for the shooting gallery, see `DynamicShootingGalleryParams` */ DynamicShootingGalleryParams m_DynamicParams{}; /** * Whether or not the component should be serialized */ bool m_Dirty = false; };