mirror of
https://github.com/worldforge/cyphesis
synced 2026-08-13 12:26:04 -04:00
* rulesets/Entity.h, rulesets/Entity.cpp, rulesets/Character.h, rulesets/Character.cpp: Remove now empty operation methods.
208 lines
6 KiB
C++
208 lines
6 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_ENTITY_H
|
|
#define RULESETS_ENTITY_H
|
|
|
|
#include "attributes.h"
|
|
|
|
#include "modules/Location.h"
|
|
|
|
#include "common/BaseEntity.h"
|
|
#include "common/BaseWorld.h"
|
|
|
|
#include <iostream>
|
|
#include <cassert>
|
|
|
|
// Work in progress, this will be a way of inferring type relationships,
|
|
// and will replace the simple string type currently used.
|
|
|
|
class EntityType {
|
|
protected:
|
|
std::string m_typeName;
|
|
EntityType * const m_parent;
|
|
public:
|
|
explicit EntityType(const std::string & n,
|
|
EntityType * const parent = 0) : m_typeName(n),
|
|
m_parent(parent) {
|
|
|
|
}
|
|
|
|
bool isA(const EntityType & other) {
|
|
return false;
|
|
}
|
|
};
|
|
|
|
class Motion;
|
|
class Script;
|
|
class PropertyBase;
|
|
|
|
typedef std::map<std::string, PropertyBase *> PropertyDict;
|
|
|
|
/// \brief This is the base class from which all in-game objects inherit.
|
|
///
|
|
/// This class should not normally be instantiated directly.
|
|
/// This class provides hard-coded attributes which are common to most
|
|
/// in game objects, the dynamic attributes map, and a means to access both
|
|
/// transparantly without needing to know which are which.
|
|
/// It provides a physical location for the entity, and a contains list
|
|
/// which lists other entities which specify their location with reference to
|
|
/// this one. It also provides the script interface for handling operations
|
|
/// in scripts rather than in the C++ code.
|
|
/// This is now also intended to be the base for in-game persistance.
|
|
/// It implements the basic types required for persistance.
|
|
class Entity : public BaseEntity {
|
|
private:
|
|
static std::set<std::string> m_immutable;
|
|
static const std::set<std::string> & immutables();
|
|
|
|
int m_refCount;
|
|
bool m_destroyed;
|
|
protected:
|
|
/// Script associated with this entity
|
|
Script * m_script;
|
|
/// Motion behavoir of this entity
|
|
Motion * m_motion;
|
|
/// Map of non-hardcoded attributes
|
|
Atlas::Message::MapType m_attributes;
|
|
/// Map of properties
|
|
PropertyDict m_properties;
|
|
|
|
/// Sequence number
|
|
int m_seq;
|
|
/// Health/damage coeficient
|
|
double m_status;
|
|
/// Easy access to primary parent
|
|
std::string m_type;
|
|
/// Entities name
|
|
std::string m_name;
|
|
/// Mass in kg
|
|
double m_mass;
|
|
/// Is this perceptive
|
|
bool m_perceptive;
|
|
public:
|
|
/// Exists in this world.
|
|
BaseWorld * m_world;
|
|
/// Full details of location
|
|
Location m_location;
|
|
/// List of entities which use this as ref
|
|
EntitySet m_contains;
|
|
/// Flags indicating changes to attributes
|
|
unsigned int m_update_flags;
|
|
|
|
explicit Entity(const std::string & id, long intId);
|
|
virtual ~Entity();
|
|
|
|
void incRef() {
|
|
++m_refCount;
|
|
}
|
|
|
|
void decRef() {
|
|
if (m_refCount <= 0) {
|
|
assert(m_refCount == 0);
|
|
delete this;
|
|
} else {
|
|
--m_refCount;
|
|
}
|
|
}
|
|
|
|
int checkRef() const {
|
|
return m_refCount;
|
|
}
|
|
|
|
bool isDestroyed() const {
|
|
return m_destroyed;
|
|
}
|
|
|
|
Script * script() const {
|
|
return m_script;
|
|
}
|
|
|
|
/// \brief Send an operation to the world for dispatch.
|
|
///
|
|
/// sendWorld() bipasses serialno assignment, so you must ensure
|
|
/// that serialno is sorted. This allows client serialnos to get
|
|
/// in, so that client gets correct usefull refnos back.
|
|
void sendWorld(const Operation & op) {
|
|
m_world->message(op, *this);
|
|
}
|
|
|
|
const int getUpdateFlags() const { return m_update_flags; }
|
|
const int getSeq() const { return m_seq; }
|
|
const double getStatus() const { return m_status; }
|
|
const std::string & getName() const { return m_name; }
|
|
const std::string & getType() const { return m_type; }
|
|
const double getMass() const { return m_mass; }
|
|
|
|
const bool isPerceptive() const { return m_perceptive; }
|
|
|
|
void clearUpdateFlags() { m_update_flags = 0; }
|
|
|
|
void setStatus(const double s) {
|
|
m_status = s;
|
|
}
|
|
|
|
void setName(const std::string & n) {
|
|
m_name = n;
|
|
}
|
|
|
|
void setType(const std::string & t) {
|
|
m_type = t;
|
|
}
|
|
|
|
void setMass(const double w) {
|
|
m_mass = w;
|
|
}
|
|
|
|
const Atlas::Message::MapType & getAttributes() const {
|
|
return m_attributes;
|
|
}
|
|
|
|
bool hasAttr(const std::string &) const;
|
|
bool getAttr(const std::string &, Atlas::Message::Element &) const;
|
|
void setAttr(const std::string &, const Atlas::Message::Element &);
|
|
|
|
PropertyBase * getProperty(const std::string &) const;
|
|
|
|
void setScript(Script * scrpt);
|
|
void merge(const Atlas::Message::MapType &);
|
|
void changeContainer(Entity *);
|
|
|
|
void destroy();
|
|
|
|
virtual void scriptSubscribe(const std::string &);
|
|
|
|
virtual void addToMessage(Atlas::Message::MapType &) const;
|
|
virtual void addToEntity(const Atlas::Objects::Entity::RootEntity &) const;
|
|
|
|
virtual void externalOperation(const Operation & op);
|
|
virtual void operation(const Operation &, OpVector &);
|
|
|
|
/// Signal indicating that this entity has been changed
|
|
sigc::signal<void> updated;
|
|
|
|
/// Signal indicating that this entity has changed its LOC
|
|
sigc::signal<void> containered;
|
|
};
|
|
|
|
inline std::ostream & operator<<(std::ostream& s, Location& v)
|
|
{
|
|
return s << "{" << v.m_loc->getId() << "," << v.pos() << ","
|
|
<< v.m_velocity << "}";
|
|
}
|
|
|
|
#endif // RULESETS_ENTITY_H
|