// Cyphesis Online RPG Server and AI Engine // Copyright (C) 2000-2004 Alistair Riddoch // // This program is free software; you can redistribute it and/or modify // it under the terms of the GNU General Public License as published by // the Free Software Foundation; either version 2 of the License, or // (at your option) any later version. // // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU General Public License for more details. // // You should have received a copy of the GNU General Public License // along with this program; if not, write to the Free Software Foundation, // Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA // $Id: BaseWorld.h,v 1.51 2007-12-07 01:19:16 alriddoch Exp $ #ifndef COMMON_BASE_WORLD_H #define COMMON_BASE_WORLD_H #include "globals.h" #include "types.h" #include "physics/Vector3D.h" #include #include #include class Character; class Entity; class LocatedEntity; class Task; /// \brief Base class for game world manager object. /// /// This base class provides the common features required by cyphesis /// for the object which encapsulates the game world. Other classes /// inherit from this provide the core game world system. class BaseWorld { private: /// \brief Copy constructor private and un-implemented to prevent slicing BaseWorld(const BaseWorld &); /// \brief Assignment operator private and un-implemented to prevent slicing const BaseWorld & operator=(const BaseWorld &); /// \brief Singleton instance pointer for the World manager object. static BaseWorld * m_instance; protected: /// \brief The in-game time in seconds. /// /// Calculated from the out-of-game time by applying an offset stored /// at startup double m_realTime; /// \brief Dictionary of all the objects in the world. /// /// Pointers to all in-game entities in the world are stored keyed to /// their integer ID. EntityDict m_eobjects; explicit BaseWorld(Entity &); public: /// \brief The top level in-game entity in the world. Entity & m_gameWorld; virtual ~BaseWorld(); /// \brief Singleton accessor for the World manager object. static BaseWorld & instance() { return *m_instance; } Entity * getEntity(const std::string & id) const; /// \brief Get an in-game Entity by its integer ID. /// /// @param id integer ID of Entity to be retrieved. /// @return pointer to Entity retrieved, or zero if it was not found. Entity * getEntity(long id) const { EntityDict::const_iterator I = m_eobjects.find(id); if (I != m_eobjects.end()) { assert(I->second != 0); return I->second; } else { return 0; } } /// \brief Read only accessor for the in-game objects dictionary. const EntityDict & getEntities() const { return m_eobjects; } /// \brief Read only accessor for the in-game time. const double & getTime() const { return m_realTime; } /// \brief Get the time the world has been running since the server started. const double upTime() const { return m_realTime - timeoffset; } /// \brief Main world loop function. virtual bool idle(int, int) = 0; /// \brief Add a new entity to the world. virtual Entity * addEntity(Entity * obj, bool setup = true) = 0; /// \brief Create a new entity and add to the world. virtual Entity * addNewEntity(const std::string &, const Atlas::Objects::Entity::RootEntity &) = 0; /// \brief Create a new task virtual Task * newTask(const std::string &, Character &) = 0; /// \brief Activate a new tast virtual Task * activateTask(const std::string &, const std::string &, const std::string &, Character &) = 0; /// \brief Pass an operation to the world. virtual void message(const Operation &, Entity & obj) = 0; /// \brief Find an entity of the given name. virtual Entity * findByName(const std::string & name) = 0; /// \brief Find an entity of the given type. virtual Entity * findByType(const std::string & type) = 0; /// \brief Provide an adjusted height for the given entity. virtual float constrainHeight(LocatedEntity *, const Point3D &, const std::string &) = 0; /// \brief Add an entity provided to the list of perceptive entities. virtual void addPerceptive(Entity *) = 0; /// \brief Signal that an operation is being dispatched. sigc::signal Dispatching; }; #endif // COMMON_BASE_WORLD_H