Files
DarkflameServer/dGame/dComponents/CollectibleComponent.h
Aaron Kimbrell 260e6cb1b1 refactor(entity): each component type has an allocator, as the client
DoObjectComponentLoad walks the client's load order and calls the type's
allocator from a table, like ObjectLoader2, instead of one 76-case switch.
Components with rules of their own have a static Allocator (the client's
LWOxComponent::Allocator); the rest share a registry allocator. The load
state moves to ObjectLoadState.h so the allocators can take it.

Construction bytes are identical for all 15,962 LOTs.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-02 08:11:58 -05:00

40 lines
1.4 KiB
C++

#ifndef __COLLECTIBLECOMPONENT__H__
#define __COLLECTIBLECOMPONENT__H__
#include "Component.h"
#include "eReplicaComponentType.h"
struct ObjectLoadState;
class CollectibleComponent final : public Component {
public:
static constexpr eReplicaComponentType ComponentType = eReplicaComponentType::COLLECTIBLE;
// The client's allocator for this type (ObjectLoader2::DoObjectComponentLoad calls it in load order)
static void Allocator(Entity& entity, ObjectLoadState& state);
CollectibleComponent(Entity* parentEntity, const int32_t componentID, const int32_t collectibleId);
void LoadDataFromTemplate() override;
int16_t GetCollectibleId() const { return m_CollectibleId; }
void Serialize(RakNet::BitStream& outBitStream, bool isConstruction) override;
bool MsgGetObjectReportInfo(GameMessages::GetObjectReportInfo& reportInfo);
/**
* Whether a player's collecting it counts. The server-only CollectibleComponent.requirement_mission names the
* mission the collectible belongs to: when that is a mission to accept (Missions.isMission, not an achievement,
* which is always open), the collectible only counts while the player has it accepted and not handed in.
*/
bool CountsFor(const Entity& player) const;
int32_t GetRequirementMission() const { return m_RequirementMission; }
private:
int16_t m_CollectibleId = 0;
// CollectibleComponent.requirement_mission, -1 for none
int32_t m_RequirementMission = -1;
};
#endif //!__COLLECTIBLECOMPONENT__H__