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/*
* The Mana Server
* Copyright (C) 2004-2010 The Mana World Development Team
* Copyright (C) 2012 The Mana Developers
*
* This file is part of The Mana Server.
*
* The Mana Server 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
* any later version.
*
* The Mana Server 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 The Mana Server. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef ENTITY_H
#define ENTITY_H
#include "common/manaserv_protocol.h"
#include "game-server/component.h"
#include <sigc++/signal.h>
#include <sigc++/trackable.h>
#include <cassert>
using namespace ManaServ;
class MapComposite;
/**
* Base class for in-game objects.
*
* Knows its type, the map it resides on and is host to a number of optional
* components.
*/
class Entity : public sigc::trackable
{
public:
Entity(EntityType type, MapComposite *map = 0);
virtual ~Entity();
/**
* Gets type of this entity.
*
* @return the type of this entity.
*/
EntityType getType() const
{ return mType; }
/**
* Adds a component. Only one component of a given type can be added.
* Entity takes ownership of \a component.
*/
template <class T>
void addComponent(T *component)
{
assert(!mComponents[T::type]);
mComponents[T::type] = component;
}
/**
* Returns the component of the given type, or 0 when no such component
* was set.
*/
Component *getComponent(ComponentType type) const
{ return mComponents[type]; }
/**
* Get a component by its class. Avoids the need for doing a static-
* cast in the calling code.
*/
template <class T>
T *getComponent() const
{ return static_cast<T*>(getComponent(T::type)); }
/**
* Returns whether this entity is visible on the map or not. (Actor)
*/
bool isVisible() const
{ return mType != OBJECT_OTHER; }
/**
* Returns whether this entity can move on the map or not. (Actor)
*/
bool canMove() const
{ return mType == OBJECT_CHARACTER || mType == OBJECT_MONSTER ||
mType == OBJECT_NPC; }
/**
* Returns whether this entity can fight or not. (Being)
*/
bool canFight() const
{ return mType == OBJECT_CHARACTER || mType == OBJECT_MONSTER; }
/**
* Updates the internal status. By default, calls update on all its
* components.
*/
virtual void update();
/**
* Gets the map this entity is located on.
*/
MapComposite *getMap() const
{ return mMap; }
/**
* Sets the map this entity is located on.
*/
virtual void setMap(MapComposite *map)
{ mMap = map; }
sigc::signal<void, Entity *> signal_inserted;
sigc::signal<void, Entity *> signal_removed;
private:
MapComposite *mMap; /**< Map the entity is on */
EntityType mType; /**< Type of this entity. */
Component *mComponents[ComponentTypeCount];
};
#endif // ENTITY_H
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