DarkflameServer/dGame/dComponents/PossessorComponent.h
Aaron Kimbrell 3865a186a7
Possessor and possessable additions (#619)
* possessor-fixup and possessable additions

* comment and docstring fixes

* fix possessable initialization

* split animation flags into it's own header
remove unnecessary checks
2022-07-08 22:25:15 -05:00

64 lines
1.6 KiB
C++

#pragma once
#include "BitStream.h"
#include "Entity.h"
#include "Component.h"
// possession types
enum class ePossessionType : uint8_t {
NO_POSSESSION = 0,
ATTACHED_VISIBLE,
NOT_ATTACHED_VISIBLE,
NOT_ATTACHED_NOT_VISIBLE,
};
/**
* Represents an entity that can posess other entities. Generally used by players to drive a car.
*/
class PossessorComponent : public Component {
public:
static const uint32_t ComponentType = COMPONENT_TYPE_POSSESSOR;
PossessorComponent(Entity* parent);
~PossessorComponent() override;
void Serialize(RakNet::BitStream* outBitStream, bool bIsInitialUpdate, unsigned int& flags);
/**
* Sets the entity that this entity is possessing
* @param value the ID of the entity this ID should posess
*/
void SetPossessable(LWOOBJID value) { m_Possessable = value; m_DirtyPossesor = true; }
/**
* Returns the entity that this entity is currently posessing
* @return the entity that this entity is currently posessing
*/
LWOOBJID GetPossessable() const { return m_Possessable; }
/**
* Sets the possesible type that's currently used, merely used by the shooting gallery if it's 0
* @param value the possesible type to set
*/
void SetPossessableType(ePossessionType value) { m_PossessableType = value; m_DirtyPossesor = true; }
private:
/**
* The ID of the entity this entity is possessing (e.g. the ID of a car)
*/
LWOOBJID m_Possessable = LWOOBJID_EMPTY;
/**
* @brief possessable type
*
*/
ePossessionType m_PossessableType = ePossessionType::NO_POSSESSION;
/**
* @brief if the possessor is dirty
*
*/
bool m_DirtyPossesor = false;
};