DarkflameServer/dGame/dComponents/PropertyEntranceComponent.h
David Markowitz 6f057204be Rename some variables
- Add order for loading Components
- Enforce all components have Entity* in the first argument
2023-06-09 02:46:01 -07:00

91 lines
3.6 KiB
C++

#pragma once
#include <map>
#include "Component.h"
#include "Entity.h"
#include "EntityManager.h"
#include "GameMessages.h"
#include "eReplicaComponentType.h"
/**
* Represents the launch pad that's used to select and browse properties
*/
class PropertyEntranceComponent : public Component {
public:
inline static const eReplicaComponentType ComponentType = eReplicaComponentType::PROPERTY_ENTRANCE;
explicit PropertyEntranceComponent(Entity* parent, uint32_t componentID);
/**
* Handles an OnUse request for some other entity, rendering the property browse menu
* @param entity the entity that triggered the event
*/
void OnUse(Entity* entity) override;
/**
* Handles the event triggered when the entity selects a property to visit and makes the entity to there
* @param entity the entity that triggered the event
* @param index the index of the property property
* @param returnToZone whether or not the entity wishes to go back to the launch zone
* @param sysAddr the address to send gamemessage responses to
*/
void OnEnterProperty(Entity* entity, uint32_t index, bool returnToZone, const SystemAddress& sysAddr);
/**
* Handles a request for information on available properties when an entity lands on the property
* @param entity the entity that triggered the event
* @param includeNullAddress unused
* @param includeNullDescription unused
* @param playerOwn only query properties owned by the entity
* @param updateUi unused
* @param numResults unused
* @param lReputationTime unused
* @param sortMethod unused
* @param startIndex the minimum index to start the query off
* @param filterText property names to search for
* @param sysAddr the address to send gamemessage responses to
*/
void OnPropertyEntranceSync(Entity* entity, bool includeNullAddress, bool includeNullDescription, bool playerOwn, bool updateUi, int32_t numResults, int32_t lReputationTime, int32_t sortMethod, int32_t startIndex, std::string filterText, const SystemAddress& sysAddr);
/**
* Returns the name of this property
* @return the name of this property
*/
[[nodiscard]] std::string GetPropertyName() const { return m_PropertyName; };
/**
* Returns the map ID for this property
* @return the map ID for this property
*/
[[nodiscard]] LWOMAPID GetMapID() const { return m_MapID; };
PropertySelectQueryProperty SetPropertyValues(PropertySelectQueryProperty property, LWOCLONEID cloneId = LWOCLONEID_INVALID, std::string ownerName = "", std::string propertyName = "", std::string propertyDescription = "", float reputation = 0, bool isBFF = false, bool isFriend = false, bool isModeratorApproved = false, bool isAlt = false, bool isOwned = false, uint32_t privacyOption = 0, uint32_t timeLastUpdated = 0, float performanceCost = 0.0f);
std::string BuildQuery(Entity* entity, int32_t sortMethod, Character* character, std::string customQuery = "", bool wantLimits = true);
private:
/**
* Cache of property information that was queried for property launched, indexed by property ID
*/
std::map<LWOOBJID, std::vector<PropertySelectQueryProperty>> propertyQueries;
/**
* The custom name for this property
*/
std::string m_PropertyName;
/**
* The base map ID for this property (Avant Grove, etc).
*/
LWOMAPID m_MapID;
enum ePropertySortType : int32_t {
SORT_TYPE_FRIENDS = 0,
SORT_TYPE_REPUTATION = 1,
SORT_TYPE_RECENT = 3,
SORT_TYPE_FEATURED = 5
};
std::string baseQueryForProperties = "SELECT p.* FROM properties as p JOIN charinfo as ci ON ci.prop_clone_id = p.clone_id where p.zone_id = ? AND (p.description LIKE ? OR p.name LIKE ? OR ci.name LIKE ?) AND p.privacy_option >= ? ";
};