/* Copyright (C) 2014 Erik Ogenvik 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., 675 Mass Ave, Cambridge, MA 02139, USA. */ #ifndef DOMAINPROPERTY_H_ #define DOMAINPROPERTY_H_ #include "common/Property.h" #include "common/PropertyInstanceState.h" class Domain; /** * @brief Specifies that an entity contains a "Domain". * * This makes the entity responsible for physics and sight checking, effectively giving the entity * it's own space. * Normally you wouldn't use nested domains, since the effects (currently) are undefined. * * The data defines the kind of domain. The available options are: * * void: no movement or sight allowed * * physical: movement and sights behave like in the real world */ class DomainProperty : public Property { public: explicit DomainProperty(); explicit DomainProperty(const DomainProperty& rhs); virtual void install(LocatedEntity *, const std::string &); virtual void remove(LocatedEntity *, const std::string &); virtual DomainProperty * copy() const; virtual void apply(LocatedEntity *); Domain* getDomain(const LocatedEntity *) const; private: static PropertyInstanceState sInstanceState; }; #endif /* DOMAINPROPERTY_H_ */