mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
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b261e63233
* chore: Change entity and component logic to use bitstream references * merge
249 lines
4.7 KiB
C++
249 lines
4.7 KiB
C++
/**
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* Thanks to Simon for his early research on the racing system.
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*/
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#pragma once
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#include "BitStream.h"
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#include "Entity.h"
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#include "Component.h"
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#include "eReplicaComponentType.h"
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/**
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* Information for each player in the race
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*/
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struct RacingPlayerInfo {
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/**
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* The ID of the player
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*/
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LWOOBJID playerID;
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/**
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* The ID of the car the player is driving
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*/
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LWOOBJID vehicleID;
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/**
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* The index of this player in the list of players
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*/
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uint32_t playerIndex;
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/**
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* Whether the player has finished loading or not
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*/
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bool playerLoaded;
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/**
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* Scripted activity component score
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*/
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float data[10]{};
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/**
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* Point that the player will respawn at if they smash their car
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*/
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NiPoint3 respawnPosition;
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/**
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* Rotation that the player will respawn at if they smash their car
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*/
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NiQuaternion respawnRotation;
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/**
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* The index in the respawn point the player is now at
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*/
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uint32_t respawnIndex;
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/**
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* The number of laps the player has completed
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*/
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uint32_t lap;
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/**
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* Whether or not the player has finished the race
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*/
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uint32_t finished;
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/**
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* Unused
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*/
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uint16_t reachedPoints;
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/**
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* The fastest lap time of the player
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*/
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time_t bestLapTime = 0;
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/**
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* The current lap time of the player
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*/
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time_t lapTime = 0;
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/**
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* The number of times this player smashed their car
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*/
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uint32_t smashedTimes = 0;
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/**
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* Whether or not the player should be smashed if the game is reloaded
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*/
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bool noSmashOnReload = false;
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/**
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* Whether or not this player has collected their rewards from completing the race
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*/
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bool collectedRewards = false;
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/**
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* Unused
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*/
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time_t raceTime = 0;
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};
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/**
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* Component that's attached to a manager entity in each race zone that loads player vehicles, keep scores, etc.
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*/
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class RacingControlComponent final : public Component {
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public:
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static constexpr eReplicaComponentType ComponentType = eReplicaComponentType::RACING_CONTROL;
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RacingControlComponent(Entity* parentEntity);
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~RacingControlComponent();
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void Serialize(RakNet::BitStream& outBitStream, bool bIsInitialUpdate) override;
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void Update(float deltaTime) override;
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/**
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* Invoked when a player loads into the zone.
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*/
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void OnPlayerLoaded(Entity* player);
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/**
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* Initalize the player's vehicle.
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*
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* @param player The player who's vehicle to initialize.
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* @param initialLoad Is this the first time the player is loading in this race?
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*/
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void LoadPlayerVehicle(Entity* player, uint32_t positionNumber, bool initialLoad = false);
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/**
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* Invoked when the client says it has loaded in.
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*/
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void OnRacingClientReady(Entity* player);
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/**
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* Invoked when the client says it should be smashed.
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*/
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void OnRequestDie(Entity* player);
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/**
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* Invoked when the player has finished respawning.
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*/
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void OnRacingPlayerInfoResetFinished(Entity* player);
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/**
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* Invoked when the player responds to the GUI.
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*/
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void HandleMessageBoxResponse(Entity* player, int32_t button, const std::string& id);
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/**
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* Get the racing data from a player's LWOOBJID.
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*/
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RacingPlayerInfo* GetPlayerData(LWOOBJID playerID);
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private:
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/**
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* The players that are currently racing
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*/
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std::vector<RacingPlayerInfo> m_RacingPlayers;
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/**
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* The paths that are followed for the camera scenes
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*/
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std::u16string m_PathName;
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/**
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* The ID of the activity for participating in this race
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*/
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uint32_t m_ActivityID;
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/**
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* The world the players return to when they finish the race
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*/
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uint32_t m_MainWorld;
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/**
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* The number of laps that are remaining for the winning player
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*/
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uint16_t m_RemainingLaps;
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/**
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* The ID of the player that's currently winning the race
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*/
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LWOOBJID m_LeadingPlayer;
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/**
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* The overall best lap from all the players
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*/
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float m_RaceBestLap;
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/**
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* The overall best time from all the players
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*/
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float m_RaceBestTime;
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/**
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* Whether or not the race has started
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*/
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bool m_Started;
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/**
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* The time left until the race will start
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*/
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float m_StartTimer;
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/**
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* The time left for loading the players
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*/
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float m_LoadTimer;
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/**
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* Whether or not all players have loaded
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*/
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bool m_Loaded;
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/**
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* The number of loaded players
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*/
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uint32_t m_LoadedPlayers;
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/**
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* All the players that are in the lobby, loaded or not
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*/
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std::vector<LWOOBJID> m_LobbyPlayers;
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/**
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* The number of players that have finished the race
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*/
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uint32_t m_Finished;
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/**
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* The time the race was started
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*/
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time_t m_StartTime;
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/**
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* Timer for tracking how long a player was alone in this race
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*/
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float m_EmptyTimer;
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bool m_SoloRacing;
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/**
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* Value for message box response to know if we are exiting the race via the activity dialogue
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*/
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const int32_t m_ActivityExitConfirm = 1;
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bool m_AllPlayersReady = false;
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};
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