cyphesis/common/BaseWorld.cpp
Erik Ogenvik 10de08034b Implmented proof of concept limbo property.
When a player controlled entity is deleted, and the player currently
isn't controlling it, it's placed in limbo. When the player once more
connects and start controlling it, the entity is respawned.
This prevents the world from being littered by inactive player
characters.
2014-09-18 21:45:35 +02:00

140 lines
3.7 KiB
C++

// 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
#include "BaseWorld.h"
#include "id.h"
#include "log.h"
#include "SystemTime.h"
#include <cassert>
BaseWorld * BaseWorld::m_instance = 0;
/// \brief BaseWorld constructor.
///
/// Protected as BaseWorld is a base class.
/// This constructor registers the instance created as the singleton, and
/// in debug mode ensures that an instance has not already been created.
/// @param gw the top level in-game entity in the world.
BaseWorld::BaseWorld(LocatedEntity & gw) : m_isSuspended(false), m_gameWorld(gw), m_defaultLocation(&gw), m_limboLocation(nullptr)
{
assert(m_instance == 0);
m_instance = this;
}
/// \brief BaseWorld destructor.
///
/// Removes this instance from the singleton pointer. In debug mode ensures
/// that this instance is correctly installed as the singleton.
BaseWorld::~BaseWorld()
{
assert(m_instance == this);
m_instance = 0;
}
/// \brief Get an in-game Entity by its string ID.
///
/// @param id string ID of Entity to be retrieved.
/// @return pointer to Entity retrieved, or zero if it was not found.
LocatedEntity * BaseWorld::getEntity(const std::string & id) const
{
long intId = integerId(id);
EntityDict::const_iterator I = m_eobjects.find(intId);
if (I != m_eobjects.end()) {
assert(I->second != 0);
return I->second;
} else {
return 0;
}
}
/// \brief Get an in-game Entity by its integer ID.
///
/// @param id integer ID of Entity to be retrieved.
/// @return pointer to Entity retrieved, or zero if it was not found.
LocatedEntity * BaseWorld::getEntity(long id) const
{
EntityDict::const_iterator I = m_eobjects.find(id);
if (I != m_eobjects.end()) {
assert(I->second != 0);
return I->second;
} else {
return 0;
}
}
LocatedEntity& BaseWorld::getRootEntity()
{
return m_gameWorld;
}
LocatedEntity& BaseWorld::getRootEntity() const
{
return m_gameWorld;
}
LocatedEntity& BaseWorld::getDefaultLocation()
{
return *m_defaultLocation;
}
LocatedEntity& BaseWorld::getDefaultLocation() const
{
return *m_defaultLocation;
}
void BaseWorld::setDefaultLocation(LocatedEntity* entity)
{
//If null is provided we'll revert back to the root world.
if (!entity) {
m_defaultLocation = &m_gameWorld;
} else {
m_defaultLocation = entity;
}
}
LocatedEntity* BaseWorld::getLimboLocation() const
{
return m_limboLocation;
}
void BaseWorld::setLimboLocation(LocatedEntity* entity)
{
m_limboLocation = entity;
}
void BaseWorld::setIsSuspended(bool suspended)
{
bool wasSuspended = m_isSuspended;
m_isSuspended = suspended;
if (!suspended && wasSuspended) {
log(INFO, "Resuming world.");
resumeWorld();
} else {
log(INFO, "Suspending world.");
}
}
double BaseWorld::getTime() const {
SystemTime time;
time.update();
return (double)(time.seconds() + timeoffset - m_initTime) + (double)time.microseconds()/1000000.;
}