// Cyphesis Online RPG Server and AI Engine // Copyright (C) 2001 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 RULESETS_WORLD_H #define RULESETS_WORLD_H #include "Thing.h" #include #include /// \brief This is the in-game entity class used to represent the world. /// /// I added this because I was not happy with the way the old object model /// used an out of game object of type WorldRouter to represent the world. /// /// The World is special in that it ALWAYS exists. This in contrast to all other /// kind of entities which may or may not exist. As such the World has extra /// Relay functionality, as it's suitable to act as a relay for any Out-Of-Game /// router which wants to interact with entities through operations (without /// having to create an In-Game entity). /// \ingroup EntityClasses class World : public Thing { /// \brief Keeps track of relayed operations. struct Relay { /// \brief The entity to which the operation was relayed. std::string entityId; /// \brief A callback to call when a response is received. sigc::slot callback; }; public: explicit World(const std::string & id, long intId); virtual ~World(); virtual void LookOperation(const Operation &, OpVector &); virtual void DeleteOperation(const Operation &, OpVector &); virtual void MoveOperation(const Operation &, OpVector &); virtual void RelayOperation(const Operation & op, OpVector & res); /// \brief Relays an operation to an in game entity. /// /// When a response is received, or if the timeout is exceeded, /// the callback is called. /// /// \param entity The destination entity. /// \param op The operation to send. /// \param callback A callback which will be called when either a /// response is received or a timeout is reached. void sendRelayToEntity(const LocatedEntity& entity, const Operation& op, sigc::slot callback); protected: /// \brief Keeps track of serial numbers for relayed ops. long int m_serialNumber; /** * \brief A store of registered outgoing relays for the world. * * Key is the serialno/refno of the Relay op. */ std::unordered_map m_relays; /** * @brief Clears the world of all entities and properties. * * Once this method has been run the server should be reset back to * a "clean" state. * @param res */ void clearWorld(OpVector & res); }; #endif // RULESETS_WORLD_H