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* gm registration re-work * fix errors Co-authored-by: Copilot <175728472+Copilot@users.noreply.github.com> * remove duplicate message * Remove duplicate function * add null check --------- Co-authored-by: Copilot <175728472+Copilot@users.noreply.github.com>
84 lines
2.6 KiB
C++
84 lines
2.6 KiB
C++
#pragma once
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namespace tinyxml2 {
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class XMLDocument;
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}
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namespace RakNet {
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class BitStream;
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}
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namespace GameMessages {
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struct GameMsg;
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}
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class Entity;
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/**
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* Component base class, provides methods for game loop updates, usage events and loading and saving to XML.
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*/
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class Component {
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public:
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Component(Entity* parent, const int32_t componentID) : m_Parent{ parent }, m_ComponentID{componentID} {}
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virtual ~Component() = default;
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/**
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* Gets the owner of this component
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* @return the owner of this component
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*/
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Entity* GetParent() const { return m_Parent; }
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[[nodiscard]] int32_t GetComponentID() const noexcept { return m_ComponentID; }
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/**
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* Updates the component in the game loop
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* @param deltaTime time passed since last update
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*/
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virtual void Update(float deltaTime) {}
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/**
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* Event called when this component is being used, e.g. when some entity interacted with it
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* @param originator
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*/
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virtual void OnUse(Entity* originator) {}
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/**
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* Save data from this componennt to character XML
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* @param doc the document to write data to
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*/
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virtual void UpdateXml(tinyxml2::XMLDocument& doc) {}
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/**
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* Load base data for this component from character XML
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* @param doc the document to read data from
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*/
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virtual void LoadFromXml(const tinyxml2::XMLDocument& doc) {}
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virtual void Serialize(RakNet::BitStream& outBitStream, bool isConstruction) {}
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protected:
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template<typename GameObjClass, typename DerivedMsg>
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inline void RegisterMsg(bool (GameObjClass::*handler)(DerivedMsg&)) {
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static_assert(std::is_base_of_v<GameMessages::GameMsg, DerivedMsg>, "DerivedMsg must inherit from GameMsg");
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static_assert(std::is_base_of_v<Component, GameObjClass>, "GameObjClass must inherit from Component");
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const auto handlerBound = std::bind(handler, static_cast<GameObjClass*>(this), std::placeholders::_1);
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const auto castWrapper = [handlerBound](GameMessages::GameMsg& msg) {
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return handlerBound(static_cast<DerivedMsg&>(msg));
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};
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DerivedMsg msg;
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m_Parent->RegisterMsg(msg.msgId, castWrapper);
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}
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/**
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* The entity that owns this component
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*/
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Entity* m_Parent;
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// The component ID, this should never be changed after initialization
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// This is used in various different ways
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// 1. To identify which entry this component is in its corresponding table
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// 2. To mark that an Entity should have the component with no database entry (it will be 0 in this case)
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// 3. The component exists implicitly due to design (CollectibleComponent always has a DestructibleComponent accompanying it). In this case the ID will be -1.
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const int32_t m_ComponentID;
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};
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