mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2024-11-10 10:18:21 +00:00
d2aeebcd46
* Move CDClientManager to be a namespace Tested that worlds still load data as expected. Had no use being a singleton anyways. * Move cdclient data storage to tu local containers Allows some data from these containers to be saved on object by reference instead of always needing to copy. iteration 2 - move all unnamed namespace containers to a singular spot - use macro for template specialization and variable declaration - use templates to allow for as little copy paste of types and functions as possible * remember to use typename! compiler believes T::StorageType is accessing a member, not a type. * Update CDClientManager.cpp * move to cpp?
29 lines
1.4 KiB
C++
29 lines
1.4 KiB
C++
#pragma once
|
|
|
|
// Custom Classes
|
|
#include "CDTable.h"
|
|
|
|
struct CDDestructibleComponent {
|
|
uint32_t id; //!< The component ID from the ComponentsRegistry Table
|
|
int32_t faction; //!< The Faction ID of the object
|
|
std::string factionList; //!< A list of the faction IDs
|
|
int32_t life; //!< The amount of life of the object
|
|
uint32_t imagination; //!< The amount of imagination of the object
|
|
int32_t LootMatrixIndex; //!< The Loot Matrix Index
|
|
int32_t CurrencyIndex; //!< The Currency Index
|
|
uint32_t level; //!< ???
|
|
float armor; //!< The amount of armor of the object
|
|
uint32_t death_behavior; //!< The behavior ID of the death behavior
|
|
bool isnpc; //!< Whether or not the object is an NPC
|
|
uint32_t attack_priority; //!< ???
|
|
bool isSmashable; //!< Whether or not the object is smashable
|
|
int32_t difficultyLevel; //!< ???
|
|
};
|
|
|
|
class CDDestructibleComponentTable : public CDTable<CDDestructibleComponentTable, std::vector<CDDestructibleComponent>> {
|
|
public:
|
|
void LoadValuesFromDatabase();
|
|
// Queries the table with a custom "where" clause
|
|
std::vector<CDDestructibleComponent> Query(std::function<bool(CDDestructibleComponent)> predicate);
|
|
};
|