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Components get the client's per-component functions: LoadDataFromTemplate, PrepareConfigData, LoadConfigData, LoadFromSaveData, Startup, Run, OnEnterScope, OnLeaveScope, Preshutdown and Shutdown, called by the entity in the client's order. Update is renamed Run, LoadFromXml LoadFromSaveData and UpdateXml WriteSaveData. Nothing sent changes. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
97 lines
3.5 KiB
C++
97 lines
3.5 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, with the client's component lifecycle (LWOGameObjComponent's vtable,
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* LWOGameObjComponentFunctions), which the entity calls in the client's order (ObjectLoader2::DoObjectComponentLoad):
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* constructed, LoadDataFromTemplate (its CDClient row), PrepareConfigData and LoadConfigData (the object's level
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* config), LoadFromSaveData (a character's save), then Startup once every component of the object exists; Run every
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* frame; OnEnterScope / OnLeaveScope when a player starts or stops seeing the object; Preshutdown and Shutdown before it
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* is deleted. Serialize is the server side of the client's Deserialize. Client-only slots (GetSizeInMemory,
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* GraphicsDeviceReset, GetPickTypePriority) are left out.
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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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// The CDClient row (componentID) of the component's table
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virtual void LoadDataFromTemplate() {}
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// The object's level config (LDF): PrepareConfigData first, then LoadConfigData
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virtual void PrepareConfigData() {}
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virtual void LoadConfigData() {}
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// After every component of the object exists
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virtual void Startup() {}
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// Every frame
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virtual void Run(float deltaTime) {}
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// A player starts or stops seeing the object (ghosting)
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virtual void OnEnterScope(Entity& player) {}
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virtual void OnLeaveScope(Entity& player) {}
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// Before the object is deleted
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virtual void Preshutdown() {}
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virtual void Shutdown() {}
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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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// A character's save (its XML): read on load, written on save
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virtual void LoadFromSaveData(const tinyxml2::XMLDocument& doc) {}
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virtual void WriteSaveData(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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