DarkflameServer/dGame/dComponents/LevelProgressionComponent.h
Aaron Kimbrell f2d1c5d26d
Split out Level progression component (#671)
* Split out Level progression component
from Character Component
This is to get to the Player forced movement Comp in a sane way

* move XML to component insted of abusing charComp

* use overrides
should probably make everything that calls that call it correctly

* fix linking issue
2022-07-24 13:04:02 -05:00

64 lines
1.4 KiB
C++

#pragma once
#include "Entity.h"
#include "GameMessages.h"
#include "Component.h"
/**
* Component that handles level progression and serilization.
*
*/
class LevelProgressionComponent : public Component {
public:
static const uint32_t ComponentType = eReplicaComponentType::COMPONENT_TYPE_LEVEL_PROGRESSION;
/**
* Constructor for this component
* @param parent parent that contains this component
*/
LevelProgressionComponent(Entity* parent);
~LevelProgressionComponent() override {};
void Serialize(RakNet::BitStream* outBitStream, bool bIsInitialUpdate, unsigned int& flags);
/**
* Save data from this componennt to character XML
* @param doc the document to write data to
*/
void UpdateXml(tinyxml2::XMLDocument* doc) override;
/**
* Load base data for this component from character XML
* @param doc the document to read data from
*/
void LoadFromXml(tinyxml2::XMLDocument* doc) override;
/**
* Gets the current level of the entity
* @return the current level of the entity
*/
const uint32_t GetLevel() const { return m_Level; }
/**
* Sets the level of the entity
* @param level the level to set
*/
void SetLevel(uint32_t level) { m_Level = level; m_DirtyLevelInfo = true; }
/**
* Gives the player rewards for the last level that they leveled up from
*/
void HandleLevelUp();
private:
/**
* whether the level is dirty
*/
bool m_DirtyLevelInfo = false;
/**
* Level of the entity
*/
uint32_t m_Level;
};