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cdc9dda3c4
* Visiblity and effect records * Recorder will catch effects from behaviors * Documentation for setting up a scene to play automatically. * Documentation for server-side preconditions.
86 lines
1.8 KiB
C++
86 lines
1.8 KiB
C++
#pragma once
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#include <unordered_map>
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#include <unordered_set>
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#include <string>
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#include <vector>
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#include <functional>
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#include "dCommonVars.h"
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namespace Cinema
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{
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/**
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* @brief A collection of variables and other information to be shared between scenes and acts.
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*/
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struct Play
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{
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public:
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/**
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* @brief The variables in the collection.
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*/
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std::unordered_map<std::string, std::string> variables;
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/**
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* @brief Associated player which is watching the scene.
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*/
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LWOOBJID player;
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/**
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* @brief A set of all entities involved in the scene.
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*/
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std::unordered_set<LWOOBJID> entities;
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/**
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* @brief The scene that is currently being performed.
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*/
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class Scene* scene;
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/**
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* @brief Conclude the play. Accepting/completing missions. This will not remove the entities.
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*/
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void Conclude();
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/**
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* @brief Setup a check for if the audience is still present.
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*
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* If the audience is no longer present, the play will be concluded and the entities will be removed.
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*/
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void SetupCheckForAudience();
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/**
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* @brief Clean up the play.
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*/
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void CleanUp();
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/**
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* @brief Setup a barrier. A callback is given when a signal is sent with the given barrier name.
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*
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* @param barrier The name of the barrier.
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* @param callback The callback to call when the barrier is signaled.
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*/
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void SetupBarrier(const std::string& barrier, std::function<void()> callback);
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/**
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* @brief Signal a barrier.
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*
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* @param barrier The name of the barrier to signal.
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*/
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void SignalBarrier(const std::string& barrier);
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private:
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/**
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* @brief Check if the audience is still present.
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*/
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void CheckForAudience();
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bool m_CheckForAudience = false;
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bool m_PlayerHasBeenInsideBounds = false;
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std::unordered_map<std::string, std::vector<std::function<void()>>> m_Barriers;
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};
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} |