DarkflameServer/dGame/dComponents/MultiZoneEntranceComponent.cpp
David Markowitz 6f057204be Rename some variables
- Add order for loading Components
- Enforce all components have Entity* in the first argument
2023-06-09 02:46:01 -07:00

33 lines
1.2 KiB
C++

#include "MultiZoneEntranceComponent.h"
#include "RocketLaunchpadControlComponent.h"
#include "InventoryComponent.h"
#include "CharacterComponent.h"
MultiZoneEntranceComponent::MultiZoneEntranceComponent(Entity* parent) : Component(parent) {
m_ParentEntity = parent;
std::string zoneString = GeneralUtils::UTF16ToWTF8(m_ParentEntity->GetVar<std::u16string>(u"MultiZoneIDs"));
std::stringstream ss(zoneString);
for (int i; ss >> i;) {
m_LUPWorlds.push_back(i);
if (ss.peek() == ';')
ss.ignore();
}
}
MultiZoneEntranceComponent::~MultiZoneEntranceComponent() {}
void MultiZoneEntranceComponent::OnUse(Entity* originator) {
auto* rocket = originator->GetComponent<CharacterComponent>()->RocketEquip(originator);
if (!rocket) return;
// the LUP world menu is just the property menu, the client knows how to handle it
GameMessages::SendPropertyEntranceBegin(m_ParentEntity->GetObjectID(), m_ParentEntity->GetSystemAddress());
}
void MultiZoneEntranceComponent::OnSelectWorld(Entity* originator, uint32_t index) {
auto* rocketLaunchpadControlComponent = m_ParentEntity->GetComponent<RocketLaunchpadControlComponent>();
if (!rocketLaunchpadControlComponent) return;
rocketLaunchpadControlComponent->Launch(originator, m_LUPWorlds[index], 0);
}