DarkflameServer/dGame/dComponents/RocketLaunchpadControlComponent.h
Aaron Kimbre ec207838d4 Proper Rocket Holding
Sanity checks on Prop and LUP launchpads to not open if no valid rocket
Add serialization for sending item configs
so that rockets show for other players
2022-05-08 19:57:36 -05:00

133 lines
3.6 KiB
C++

/*
* Darkflame Universe
* Copyright 2018
*/
#ifndef ROCKETLAUNCHPADCONTROLCOMPONENT_H
#define ROCKETLAUNCHPADCONTROLCOMPONENT_H
#include "BitStream.h"
#include "Entity.h"
#include "Component.h"
class PreconditionExpression;
/**
* Component that handles rocket launchpads that can be interacted with to travel to other worlds.
*/
class RocketLaunchpadControlComponent : public Component {
public:
static const uint32_t ComponentType = COMPONENT_TYPE_ROCKET_LAUNCH;
RocketLaunchpadControlComponent(Entity* parent, int rocketId);
~RocketLaunchpadControlComponent() override;
/**
* Launches some entity to another world
* @param originator the entity to launch
* @param mapId the world to go to
* @param cloneId the clone ID (for properties)
*/
void Launch(Entity* originator, LWOMAPID mapId = LWOMAPID_INVALID, LWOCLONEID cloneId = LWOCLONEID_INVALID);
/**
* Handles an OnUse event from some entity, preparing it for launch to some other world
* @param originator the entity that triggered the event
*/
void OnUse(Entity* originator) override;
/**
* Currently unused
*/
void OnProximityUpdate(Entity* entering, std::string name, std::string status);
/**
* Sets the map ID that a player will go to
* @param player the entity to set the map ID for
* @param cloneId the map ID of the property to set
*/
void SetSelectedMapId(LWOOBJID player, LWOMAPID cloneId);
/**
* Returns the map ID that a player will go to
* @param player the player to find the map ID for
* @return the map ID that a player will go to
*/
LWOMAPID GetSelectedMapId(LWOOBJID player) const;
/**
* Sets the clone ID that a player will go to (for properties)
* @param player the entity to set the clone ID for
* @param cloneId the clone ID of the property to set
*/
void SetSelectedCloneId(LWOOBJID player, LWOCLONEID cloneId);
/**
* Returns the clone ID that a player will go to (for properties)
* @param player the player to find the clone ID for
* @return the clone ID that a player will go to
*/
LWOCLONEID GetSelectedCloneId(LWOOBJID player) const;
/**
* Returns the zone that this rocket launchpad points to by default
* @return the zone that this rocket launchpad points to by default
*/
LWOMAPID GetTargetZone() const;
/**
* Currently unused
*/
LWOMAPID GetDefaultZone() const;
private:
/**
* All the players that are in the proximity of the rocket launchpad
*/
std::map<LWOOBJID, Entity*> m_PlayersInRadius = {};
/**
* The map that the launchpad goes to
*/
LWOMAPID m_TargetZone;
/**
* Currently unused
*/
LWOMAPID m_DefaultZone;
/**
* The clone IDs selected for each player to go to (for properies)
*/
std::map<LWOOBJID, LWOCLONEID> m_SelectedCloneIds = {};
/**
* The map IDs selected for each player to go to
*/
std::map<LWOOBJID, LWOMAPID> m_SelectedMapIds = {};
/**
* The scene that plays when the player lands
*/
std::string m_TargetScene;
/**
* Alternative landing scene that plays if the alternative precondition is met
*/
std::string m_AltLandingScene;
/**
* Some precondition that needs to be met to trigger the alternative landing scene
*/
PreconditionExpression* m_AltPrecondition;
/**
* Notifies the master server to prepare some world for a player to be able to travel to it
* @param zoneID the ID of the zone to prepare
*/
void TellMasterToPrepZone(int zoneID);
};
#endif // ROCKETLAUNCHPADCONTROLCOMPONENT_H