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https://github.com/DarkflameUniverse/DarkflameServer.git
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124 lines
2.9 KiB
C++
124 lines
2.9 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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#include "eReplicaComponentType.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 PossessionComponent : public Component {
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public:
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inline static const eReplicaComponentType ComponentType = eReplicaComponentType::POSSESSION;
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PossessionComponent(Entity* parent);
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~PossessionComponent() override;
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void Serialize(RakNet::BitStream* outBitStream, bool bIsInitialUpdate, unsigned int& flags);
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/**
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* @brief Mounts the entity
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*
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* @param mount Entity to be mounted
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*/
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void Mount(Entity* mount);
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/**
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* @brief Dismounts the entity
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*
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* @param mount Entity to be dismounted
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* @param forceDismount Should we forcibly dismount the entity
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*/
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void Dismount(Entity* mount, bool forceDismount = false);
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/**
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* Sets the ID that this entity is possessing
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* @param value The ID that this entity is possessing
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*/
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void SetPossessable(const LWOOBJID& value) {
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if (m_Possessable == value) return;
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m_Possessable = value;
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m_DirtyPossesor = true;
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}
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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 dismounting
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* @param value If we are busy dismounting
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*/
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void SetIsDismounting(bool value) { m_IsDismounting = value; }
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/**
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* Returns if we are busy dismounting
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* @return If we are busy dismounting
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*/
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bool GetIsDismounting() const { return m_IsDismounting; }
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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) {
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if (m_PossessableType == value) return;
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m_PossessableType = value;
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m_DirtyPossesor = true;
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}
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/**
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* Gets the object ID of the mount item that is being used
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* @return The object ID of the mount item that is being used
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*/
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LWOOBJID GetMountItemID() const { return m_MountItemID; }
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/**
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* Sets the object ID of the mount item that is being used
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* @param m_MountItemID The object ID of the mount item that is being used
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*/
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void SetMountItemID(LWOOBJID mountItemID) { m_MountItemID = mountItemID; }
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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 possession 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 possession is busy dismounting
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*
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*/
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bool m_IsDismounting = false;
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/**
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* Mount Item ID
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*/
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LWOOBJID m_MountItemID = LWOOBJID_EMPTY;
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};
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