cyphesis/server/Spawn.h

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// Cyphesis Online RPG Server and AI Engine
// Copyright (C) 2009 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
#ifndef SERVER_SPAWN_H
#define SERVER_SPAWN_H
#include "common/OperationRouter.h"
#include <map>
#include <string>
class LocatedEntity;
class Location;
namespace Atlas {
namespace Message {
class Element;
typedef std::map<std::string, Element> MapType;
}
}
/**
* \brief Defines a spawn point.
*
* A spawn point is a place where new entities can be spawned.
* Mainly used for creating new character controlled entities.
*/
class Spawn {
public:
virtual ~Spawn(){}
/**
* \brief Fills the supplied entity with information used for creating a new entity.
*
* \param type The name of the spawn type.
* \param dsc An entity description which will be filled with entity data.
* \return 0 if successful.
*/
virtual int spawnEntity(const std::string & type,
const Atlas::Objects::Entity::RootEntity & dsc) const = 0;
/**
* \brief Provides information about the types available.
*
* If there are entities defined the supplied map will have an enty
* named 'character_types' which will contain a list of strings. These
* are the types of spawnable entities that are available.
* @param msg A map, to be filled.
* @return 0 if successful.
*/
virtual int addToMessage(Atlas::Message::MapType & msg) const = 0;
/*
* \brief Places a location in the spawn.
*/
virtual int placeInSpawn(Location& location) const = 0;
};
#endif // SERVER_SPAWN_H