/* * 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 . */ #ifndef ENTITY_H #define ENTITY_H #include "common/manaserv_protocol.h" #include "game-server/component.h" #include #include #include 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 = nullptr); virtual ~Entity(); EntityType getType() const; template void addComponent(T *component); template T *getComponent() const; template T *findComponent() const; template bool hasComponent() const; bool isVisible() const; bool canMove() const; bool canFight() const; virtual void update(); MapComposite *getMap() const; void setMap(MapComposite *map); sigc::signal signal_inserted; sigc::signal signal_removed; sigc::signal signal_map_changed; private: Component *getComponent(ComponentType type) const; MapComposite *mMap; /**< Map the entity is on */ EntityType mType; /**< Type of this entity. */ Component *mComponents[ComponentTypeCount]; }; /** * Gets type of this entity. * * @return the type of this entity. */ inline EntityType Entity::getType() const { return mType; } /** * Adds a component. Only one component of a given type can be added. * Entity takes ownership of \a component. */ template inline void Entity::addComponent(T *component) { mComponents[T::type] = component; } /** * Returns the component of the given type, or 0 when no such component * was set. */ inline Component *Entity::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. * * Asserts that the component is actually there. Use findComponent instead if * you're not sure whether the requested component is actually present. */ template inline T *Entity::getComponent() const { T *component = static_cast(getComponent(T::type)); assert(component); return component; } /** * Finds a component by its class. Returns 0 when the entity does not have the * requested component. */ template inline T *Entity::findComponent() const { return static_cast(getComponent(T::type)); } /** * Returns whether this class has a certain component. */ template inline bool Entity::hasComponent() const { return getComponent(T::type) != nullptr; } /** * Returns whether this entity is visible on the map or not. (Actor) */ inline bool Entity::isVisible() const { return mType != OBJECT_OTHER; } /** * Returns whether this entity can move on the map or not. (Actor) */ inline bool Entity::canMove() const { return mType == OBJECT_CHARACTER || mType == OBJECT_MONSTER || mType == OBJECT_NPC; } /** * Returns whether this entity can fight or not. (Being) */ inline bool Entity::canFight() const { return mType == OBJECT_CHARACTER || mType == OBJECT_MONSTER; } /** * Gets the map this entity is located on. */ inline MapComposite *Entity::getMap() const { return mMap; } /** * Sets the map this entity is located on. */ inline void Entity::setMap(MapComposite *map) { mMap = map; signal_map_changed.emit(this); } #endif // ENTITY_H