// Cyphesis Online RPG Server and AI Engine // Copyright (C) 2016 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA #ifndef RULESETS_FORCESPROPERTY_H_ #define RULESETS_FORCESPROPERTY_H_ #include "common/Property.h" #include "physics/Transform.h" #include #include /** * \brief Handles forces applied to the entity. * * Various forces can be applied to the entity, by either other entities or other components. * These are all specified in this property. * * It's expected that the keys used for entries in this map should be selected so that each * entry is easily identified as coming from a certain entity or component. For entities * one should thus use the entity id as key. * * \ingroup PropertyClasses */ class ForcesProperty: public PropertyBase { public: static const std::string property_name; ForcesProperty(); /** * Accessor for the map of external forces. */ std::map>& forces(); /** * Accessor for the map of external forces. */ const std::map>& forces() const; virtual int get(Atlas::Message::Element &) const; virtual void set(const Atlas::Message::Element &); virtual ForcesProperty * copy() const; protected: std::map> mForces; }; #endif /* RULESETS_FORCESPROPERTY_H_ */