cyphesis/server/WorldRouter.h
Alistair Riddoch 4a9c7078f7 Refactor to use LocatedEntity as base class
All IG code should use the interface of LocatedEntity when dealing
with any entity, rather than sometimes requiring Entity. Add virtual
functions to the interface where required, and modify all other interfaces
to stop them using Entity. This makes the code way cleaner, and much better
de-coupled.
2013-01-17 10:17:07 +00:00

105 lines
3.9 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
// $Id$
#ifndef SERVER_WORLD_ROUTER_H
#define SERVER_WORLD_ROUTER_H
#include "common/BaseWorld.h"
#include <list>
#include <set>
#include <ctime>
class Spawn;
struct OpQueEntry;
typedef std::list<OpQueEntry> OpQueue;
typedef std::set<LocatedEntity *> EntitySet;
typedef std::map<std::string, Spawn *> SpawnDict;
/// \brief WorldRouter encapsulates the game world running in the server.
///
/// This class has one instance which manages the game world.
/// It maintains a list of all ih-game (IG) objects in the server.
/// It explicitly also maintains lists of perceptive entities.
class WorldRouter : public BaseWorld {
private:
/// An ordered queue of operations to be dispatched in the future
OpQueue m_operationQueue;
/// An ordered queue of operations to be dispatched now
OpQueue m_immediateQueue;
/// The system time when the server was started.
std::time_t m_initTime;
/// List of perceptive entities.
EntitySet m_perceptives;
/// Count of in world entities
int m_entityCount;
/// Map of spawns
SpawnDict m_spawns;
protected:
void addOperationToQueue(const Atlas::Objects::Operation::RootOperation &,
LocatedEntity &);
Atlas::Objects::Operation::RootOperation getOperationFromQueue();
bool broadcastPerception(const Atlas::Objects::Operation::RootOperation &) const;
void updateTime(const SystemTime &);
void deliverTo(const Atlas::Objects::Operation::RootOperation &,
LocatedEntity &);
void delEntity(LocatedEntity * obj);
public:
explicit WorldRouter(const SystemTime &);
virtual ~WorldRouter();
bool idle(const SystemTime &);
LocatedEntity * addEntity(LocatedEntity * obj);
LocatedEntity * addNewEntity(const std::string & type,
const Atlas::Objects::Entity::RootEntity &);
int createSpawnPoint(const Atlas::Message::MapType &, LocatedEntity *);
int getSpawnList(Atlas::Message::ListType & data);
LocatedEntity * spawnNewEntity(const std::string &,
const std::string &,
const Atlas::Objects::Entity::RootEntity &);
Task * newTask(const std::string &, LocatedEntity &);
Task * activateTask(const std::string &,
const std::string &,
LocatedEntity *,
LocatedEntity &);
ArithmeticScript * newArithmetic(const std::string &,
LocatedEntity *);
void operation(const Atlas::Objects::Operation::RootOperation &,
LocatedEntity &);
virtual void addPerceptive(LocatedEntity *);
virtual void message(const Atlas::Objects::Operation::RootOperation &,
LocatedEntity &);
virtual LocatedEntity * findByName(const std::string & name);
virtual LocatedEntity * findByType(const std::string & type);
/// \brief Signal that a new Entity has been inserted.
sigc::signal<void, LocatedEntity *> inserted;
friend class WorldRoutertest;
friend class WorldRouterintegration;
};
#endif // SERVER_WORLD_ROUTER_H