cyphesis/rules/simulation/BaseWorld.cpp
Erik Ogenvik e85f0831b2 Restructure rule classes.
Classes under "rulesets" have been moved to "rules", and split up into
futher subdirectories matching their library. As a result we can now
better separate the python bindings, so that things that belongs to the
simulation are separeted from things that belongs to the ai.
2018-10-31 21:38:35 +01:00

97 lines
2.6 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 "common/id.h"
#include "common/log.h"
#include "common/SystemTime.h"
#include "rules/LocatedEntity.h"
#include <cassert>
template<> BaseWorld* Singleton<BaseWorld>::ms_Singleton = nullptr;
/// \brief BaseWorld constructor.
///
/// Protected as BaseWorld is a base class.
BaseWorld::BaseWorld() :
m_isSuspended(false),
m_defaultLocation(nullptr),
m_limboLocation(nullptr)
{
}
/// \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.
Ref<LocatedEntity> BaseWorld::getEntity(const std::string & id) const
{
return getEntity(integerId(id));
}
/// \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.
Ref<LocatedEntity> BaseWorld::getEntity(long id) const
{
auto I = m_eobjects.find(id);
if (I != m_eobjects.end()) {
assert(I->second);
return I->second;
} else {
return nullptr;
}
}
void BaseWorld::setDefaultLocation(LocatedEntity* entity)
{
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.;
}