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https://github.com/DarkflameUniverse/DarkflameServer.git
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e524b86e12
* breakout the component types into a scoped enum tested that things are the same as they were before * fix missed rename * fix brick-by-brick name to be crafting because that's what it is
121 lines
3.1 KiB
C++
121 lines
3.1 KiB
C++
#ifndef RENDERCOMPONENT_H
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#define RENDERCOMPONENT_H
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#include <BitStream.h>
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#include <vector>
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#include <string>
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#include <unordered_map>
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#include "AMFFormat.h"
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#include "Component.h"
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#include "eReplicaComponentType.h"
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class Entity;
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/**
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* An effect that plays for an entity. This might seem a bit abstract so digging through the CDClient is recommended
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* here.
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*/
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struct Effect {
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Effect() { scale = 1.0f; }
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/**
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* The ID of the effect
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*/
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int32_t effectID = 0;
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/**
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* The name of the effect
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*/
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std::string name = "";
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/**
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* The type of the effect
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*/
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std::u16string type = u"";
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/**
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* How scaled (enlarged) the effect is
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*/
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float scale = 1.0f;
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/**
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* Some related entity that casted the effect
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*/
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uint64_t secondary = 0;
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/**
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* The time that this effect plays for
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*/
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float time = 0;
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};
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/**
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* Determines that a component should be visibly rendered into the world, most entities have this. This component
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* also handles effects that play for entities.
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*/
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class RenderComponent : public Component {
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public:
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static const eReplicaComponentType ComponentType = eReplicaComponentType::RENDER;
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RenderComponent(Entity* entity);
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~RenderComponent() override;
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void Serialize(RakNet::BitStream* outBitStream, bool bIsInitialUpdate, unsigned int& flags);
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void Update(float deltaTime) override;
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/**
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* Adds an effect to this entity, if successful the effect is returned
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* @param effectId the ID of the effect
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* @param name the name of the effect
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* @param type the type of the effect
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* @return if successful, the effect that was created
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*/
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Effect* AddEffect(int32_t effectId, const std::string& name, const std::u16string& type);
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/**
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* Removes an effect for this entity
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* @param name the name of the effect to remove
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*/
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void RemoveEffect(const std::string& name);
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/**
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* Plays an effect, removes any effects under this name and plays the one according to these params
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* @param effectId the ID of the effect
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* @param effectType the type of the effect
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* @param name the name of the effect
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* @param secondary some entity that cast the effect
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* @param priority effect priority (determines if the client will play it over other effects)
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* @param scale effect scale
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* @param serialize whether to serialize the change or not
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*/
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void PlayEffect(int32_t effectId, const std::u16string& effectType, const std::string& name, LWOOBJID secondary = LWOOBJID_EMPTY, float priority = 1, float scale = 1, bool serialize = true);
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/**
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* Removes and stops the effect for a certain name
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* @param name name of the effect to stop
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* @param killImmediate whether ot not to immediately stop playing the effect or phase it out
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*/
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void StopEffect(const std::string& name, bool killImmediate = true);
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/**
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* Returns the list of currently active effects
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* @return
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*/
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std::vector<Effect*>& GetEffects();
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private:
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/**
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* List of currently active effects
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*/
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std::vector<Effect*> m_Effects;
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/**
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* Cache of queries that look for the length of each effect, indexed by effect ID
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*/
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static std::unordered_map<int32_t, float> m_DurationCache;
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};
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#endif // RENDERCOMPONENT_H
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