DarkflameServer/dGame/dComponents/RenderComponent.h
wincent cdc9dda3c4 dCinema improvements
* Visiblity and effect records
* Recorder will catch effects from behaviors
* Documentation for setting up a scene to play automatically.
* Documentation for server-side preconditions.
2023-10-29 17:37:26 +01:00

158 lines
5.0 KiB
C++

#ifndef RENDERCOMPONENT_H
#define RENDERCOMPONENT_H
#include <BitStream.h>
#include <vector>
#include <string>
#include <unordered_map>
#include "Amf3.h"
#include "Component.h"
#include "eReplicaComponentType.h"
class Entity;
/**
* An effect that plays for an entity. This might seem a bit abstract so digging through the CDClient is recommended
* here.
*/
struct Effect {
Effect() { priority = 1.0f; }
/**
* The ID of the effect
*/
int32_t effectID = 0;
/**
* The name of the effect
*/
std::string name = "";
/**
* The type of the effect
*/
std::u16string type = u"";
/**
* The importantness of the effect
*/
float priority = 1.0f;
/**
* Some related entity that casted the effect
*/
uint64_t secondary = 0;
/**
* The time that this effect plays for
*/
float time = 0;
};
/**
* Determines that a component should be visibly rendered into the world, most entities have this. This component
* also handles effects that play for entities.
*/
class RenderComponent : public Component {
public:
inline static const eReplicaComponentType ComponentType = eReplicaComponentType::RENDER;
RenderComponent(Entity* entity, int32_t componentId = -1);
~RenderComponent() override;
void Serialize(RakNet::BitStream* outBitStream, bool bIsInitialUpdate) override;
void Update(float deltaTime) override;
/**
* Adds an effect to this entity, if successful the effect is returned
* @param effectId the ID of the effect
* @param name the name of the effect
* @param type the type of the effect
* @param priority the priority of the effect
* @return if successful, the effect that was created
*/
Effect* AddEffect(int32_t effectId, const std::string& name, const std::u16string& type, const float priority);
/**
* Removes an effect for this entity
* @param name the name of the effect to remove
*/
void RemoveEffect(const std::string& name);
/**
* Plays an effect, removes any effects under this name and plays the one according to these params
* @param effectId the ID of the effect
* @param effectType the type of the effect
* @param name the name of the effect
* @param secondary some entity that cast the effect
* @param priority effect priority (determines if the client will play it over other effects)
* @param scale effect scale
* @param serialize whether to serialize the change or not
*/
void PlayEffect(int32_t effectId, const std::u16string& effectType, const std::string& name, LWOOBJID secondary = LWOOBJID_EMPTY, float priority = 1, float scale = 1, bool serialize = true);
/**
* Removes and stops the effect for a certain name
* @param name name of the effect to stop
* @param killImmediate whether ot not to immediately stop playing the effect or phase it out
*/
void StopEffect(const std::string& name, bool killImmediate = true);
/**
* Returns the list of currently active effects
* @return
*/
std::vector<Effect*>& GetEffects();
/**
* Verifies that an animation can be played on this entity by checking
* if it has the animation assigned to its group. If it does, the animation is echo'd
* down to all clients to be played and the duration of the played animation is returned.
* If the animation did not exist or the function was called in an invalid state, 0 is returned.
*
* The logic here matches the exact client logic.
*
* @param self The entity that wants to play an animation
* @param animation The animation_type (animationID in the client) to be played.
* @param sendAnimation Whether or not to echo the animation down to all clients.
* @param priority The priority of the animation. Only used if sendAnimation is true.
* @param scale The scale of the animation. Only used if sendAnimation is true.
*
* @return The duration of the animation that was played.
*/
static float DoAnimation(Entity* self, const std::string& animation, bool sendAnimation, float priority = 0.0f, float scale = 1.0f);
static float PlayAnimation(Entity* self, const std::u16string& animation, float priority = 0.0f, float scale = 1.0f);
static float PlayAnimation(Entity* self, const std::string& animation, float priority = 0.0f, float scale = 1.0f);
static float GetAnimationTime(Entity* self, const std::string& animation);
static float GetAnimationTime(Entity* self, const std::u16string& animation);
const std::string& GetLastAnimationName() const { return m_LastAnimationName; };
void SetLastAnimationName(const std::string& name) { m_LastAnimationName = name; };
private:
/**
* List of currently active effects
*/
std::vector<Effect*> m_Effects;
std::vector<int32_t> m_animationGroupIds;
// The last animationName that was played
std::string m_LastAnimationName;
/**
* Cache of queries that look for the length of each effect, indexed by effect ID
*/
static std::unordered_map<int32_t, float> m_DurationCache;
/**
* Cache for animation groups, indexed by the component ID
*/
static std::unordered_map<int32_t, std::vector<int32_t>> m_AnimationGroupCache;
};
#endif // RENDERCOMPONENT_H