cyphesis/rulesets/ExternalMind.h
Erik Ogenvik 2cc77b7485 Remove ephemeral controlled entities.
The main use for this is that Creator entities, used for authoring the
world, are properly destroyed when the connection is closed.
2014-01-23 21:17:13 +01:00

57 lines
1.8 KiB
C++

// Cyphesis Online RPG Server and AI Engine
// Copyright (C) 2000,2001 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_EXTERNAL_MIND_H
#define RULESETS_EXTERNAL_MIND_H
#include "common/Router.h"
class Link;
class Entity;
class LocatedEntity;
/// \brief This class connects in-game entities to the Link of the client
/// controlling it.
///
/// Essentially used to relay in-game operations that pass to the mind on
/// to the client.
class ExternalMind : public Router {
protected:
Link * m_external;
LocatedEntity & m_entity;
double m_lossTime;
void deleteEntity(const std::string & id, bool forceDelete);
void purgeEntity(const LocatedEntity & ent, bool forceDelete = false);
public:
ExternalMind(LocatedEntity &);
virtual ~ExternalMind();
virtual void externalOperation(const Operation & op, Link &);
virtual void operation(const Operation &, OpVector &);
bool isLinked() { return m_external != 0; }
bool isLinkedTo(Link * c) { return m_external == c; }
const std::string & connectionId();
void linkUp(Link * c);
};
#endif // RULESETS_EXTERNAL_MIND_H