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ef8c2a40f3
* Framework for GM's and helpers for mounts * docs and spacing * whitespace
82 lines
2.0 KiB
C++
82 lines
2.0 KiB
C++
#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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// possession types
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enum class ePossessionType : uint8_t {
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NO_POSSESSION = 0,
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ATTACHED_VISIBLE,
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NOT_ATTACHED_VISIBLE,
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NOT_ATTACHED_NOT_VISIBLE,
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};
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/**
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* Represents an entity that can posess other entities. Generally used by players to drive a car.
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*/
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class PossessorComponent : public Component {
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public:
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static const uint32_t ComponentType = COMPONENT_TYPE_POSSESSOR;
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PossessorComponent(Entity* parent);
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~PossessorComponent() override;
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void Serialize(RakNet::BitStream* outBitStream, bool bIsInitialUpdate, unsigned int& flags);
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/**
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* Sets the entity that this entity is possessing
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* @param value the ID of the entity this ID should posess
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*/
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void SetPossessable(LWOOBJID value) { m_Possessable = value; m_DirtyPossesor = true; }
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/**
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* Returns the entity that this entity is currently posessing
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* @return the entity that this entity is currently posessing
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*/
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LWOOBJID GetPossessable() const { return m_Possessable; }
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/**
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* Sets if we are busy mounting or dismounting
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* @param value if we are busy mounting or dismounting
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*/
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void SetIsBusy(bool value) { m_IsBusy = value; }
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/**
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* Returns if we are busy mounting or dismounting
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* @return if we are busy mounting or dismounting
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*/
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bool GetIsBusy() const { return m_IsBusy; }
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/**
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* Sets the possesible type that's currently used, merely used by the shooting gallery if it's 0
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* @param value the possesible type to set
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*/
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void SetPossessableType(ePossessionType value) { m_PossessableType = value; m_DirtyPossesor = true; }
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private:
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/**
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* The ID of the entity this entity is possessing (e.g. the ID of a car)
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*/
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LWOOBJID m_Possessable = LWOOBJID_EMPTY;
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/**
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* @brief possessable type
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*
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*/
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ePossessionType m_PossessableType = ePossessionType::NO_POSSESSION;
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/**
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* @brief if the possessor is dirty
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*
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*/
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bool m_DirtyPossesor = false;
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/**
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* @brief if the possessor is busy mounting or dismounting
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*
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*/
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bool m_IsBusy = false;
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};
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