cyphesis/rulesets/LimboProperty.h
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

39 lines
1.3 KiB
C++

/*
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 LIMBOPROPERTY_H_
#define LIMBOPROPERTY_H_
#include "common/Property.h"
/**
* When put on an entity, marks that entity as "limbo", i.e. place where non-controlled characters
* are put when they die. When the characters then again becomes controlled they will be moved
* from limbo to their respawn point.
*/
class LimboProperty : public Property<int>
{
public:
LimboProperty();
virtual LimboProperty * copy() const;
virtual void install(LocatedEntity *, const std::string &);
virtual void remove(LocatedEntity *, const std::string &);
};
#endif /* LIMBOPROPERTY_H_ */