// 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 <Atlas/Message/Element.h>
#include <sigc++/signal.h>
#include <cassert>
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<void, Operation> Dispatching;
};
#endif // COMMON_BASE_WORLD_H
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