// 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 #ifndef COMMON_BASE_WORLD_H #define COMMON_BASE_WORLD_H #include "globals.h" #include #include #include #include class ArithmeticScript; class LocatedEntity; class SystemTime; class Task; class Location; typedef std::map EntityDict; /// \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 deleted to prevent slicing BaseWorld(const BaseWorld &) = delete; /// \brief Assignment operator deleted to prevent slicing const BaseWorld & operator=(const BaseWorld &) = delete; /// \brief Singleton instance pointer for the World manager object. static BaseWorld * m_instance; protected: /// The system time when the server was started. std::time_t m_initTime; /// \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; /// \brief Whether the base world is suspended or not. /// /// If this is set to true, the world is "suspended". In this state no /// Tick ops are sent. /// This is useful for when a world author wants to edit the world /// without the simulation altering it. bool m_isSuspended; /// \brief The top level in-game entity in the world. LocatedEntity & m_gameWorld; LocatedEntity* m_defaultLocation; LocatedEntity* m_limboLocation; explicit BaseWorld(LocatedEntity &); /// \brief Called when the world is resumed. virtual void resumeWorld() {} public: virtual ~BaseWorld(); /// \brief Singleton accessor for the World manager object. static BaseWorld & instance() { return *m_instance; } LocatedEntity * getEntity(const std::string & id) const; LocatedEntity * getEntity(long id) const; /// \brief Read only accessor for the in-game objects dictionary. const EntityDict & getEntities() const { return m_eobjects; } /// \brief Gets the root entity. /// /// The root entity is special, in that it never can be deleted. LocatedEntity& getRootEntity(); /// \brief Gets the root entity. /// /// The root entity is special, in that it never can be deleted. LocatedEntity& getRootEntity() const; /// \brief Gets the default location. /// /// This is where entities will be created if nothing else is specified. /// This will either return the root gameworld, or another entity if /// setDefaultLocation() has been called. LocatedEntity& getDefaultLocation(); /// \brief Gets the default location. /// /// This is where entities will be created if nothing else is specified. /// This will either return the root gameworld, or another entity if /// setDefaultLocation() has been called. LocatedEntity& getDefaultLocation() const; /// \brief Sets the default location. /// /// If a null value is provided the default location will revert back /// to the root world. void setDefaultLocation(LocatedEntity* entity); /// \brief Gets the limbo location. /// /// This is where player entities will be moved when they are deleted without /// there being an active connection. This is to prevent the active world from /// filling up with inactive entities. /// \returns A valid limbo entity, or null if none is set. LocatedEntity* getLimboLocation() const; /// \brief Sets the limbo location. /// /// This is where player entities will be moved when they are deleted without /// there being an active connection. This is to prevent the active world from /// filling up with inactive entities. void setLimboLocation(LocatedEntity* entity); /// \brief Read only accessor for the in-game time. double getTime() const; /// \brief Get the time the world has been running since the server started. double upTime() const { return getTime() - timeoffset; } /// \brief Gets whether the world is suspended or not. const bool & getIsSuspended() const { return m_isSuspended; } /// \brief Sets whether the world is suspended or not. /// If this is set to true, the world is "suspended". In this state no /// Tick ops are sent. /// This is useful for when a world author wants to edit the world /// without the simulation altering it. void setIsSuspended(bool suspended); /// \brief Main world loop function. virtual bool idle() = 0; /// \brief Add a new entity to the world. virtual LocatedEntity * addEntity(LocatedEntity * obj) = 0; /// \brief Create a new entity and add to the world. virtual LocatedEntity * addNewEntity(const std::string & type, const Atlas::Objects::Entity::RootEntity &) = 0; /// \brief Deletes an entity from the world. virtual void delEntity(LocatedEntity * obj) = 0; virtual int createSpawnPoint(const Atlas::Message::MapType & data, LocatedEntity * ent) = 0; /** * \brief Removes a previously registered spawn point. * @param ent The entity to which the spawn point was registered. * @return 0 if successful */ virtual int removeSpawnPoint(LocatedEntity * ent) = 0; virtual int getSpawnList(Atlas::Message::ListType & data) = 0; virtual LocatedEntity * spawnNewEntity( const std::string & name, const std::string & type, const Atlas::Objects::Entity::RootEntity &) = 0; /** * \brief Moves the location to within the spawn specified by the name. * \param name The name of the spawn. * \param location The location which will be moved. * \return 0 if successful. */ virtual int moveToSpawn(const std::string & name, Location& location) = 0; /// \brief Create a new task virtual Task * newTask(const std::string &, LocatedEntity &) = 0; /// \brief Activate a new tast virtual Task * activateTask(const std::string &, const std::string &, LocatedEntity *, LocatedEntity &) = 0; /// \brief Create a new Arithmetic object virtual ArithmeticScript * newArithmetic(const std::string &, LocatedEntity *) = 0; /// \brief Pass an operation to the world. virtual void message(const Atlas::Objects::Operation::RootOperation &, LocatedEntity & obj) = 0; /// \brief Find an entity of the given name. virtual LocatedEntity * findByName(const std::string & name) = 0; /// \brief Find an entity of the given type. virtual LocatedEntity * findByType(const std::string & type) = 0; /// \brief Add an entity provided to the list of perceptive entities. virtual void addPerceptive(LocatedEntity *) = 0; /// \brief Signal that an operation is being dispatched. sigc::signal Dispatching; }; #endif // COMMON_BASE_WORLD_H