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authorKelly Rauchenberger <fefferburbia@gmail.com>2018-04-28 09:22:44 -0400
committerKelly Rauchenberger <fefferburbia@gmail.com>2018-04-28 09:22:44 -0400
commit8016a7146fec3f6f43ca05723441750e5aae3d4d (patch)
tree0d527c1af80cf9ac34a027f9ee6f1acbb95db9f4 /src/components/realizable.h
parentf782b81ba10c9b7a1e221b16de0aaa7b6c521729 (diff)
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Restructured the way the world is loaded
The World class was removed and replaced by the RealizingSystem and RealizableComponent. The realizable entity is intended to be a singleton and to represent the world. The Map class was also removed and integrated into the MappableComponent.

These changes are to facilitate implementation of map objects without needing special intermediary objects (including the Map class). Now, map entities are created as soon as the world is created, and map object entities will be as well. They will simply be deactivated while the map is not active. Multiple players are now slightly better supported, which will be important in the future.

This will likely become inefficient as the world becomes bigger, and some sort of sector-loading process will have to be designed. This also reduces the usefulness of EntityManager's entity-searching capabilities (which are not the most efficiently implemented currently anyway), and will likely in the future require some added functionality to better search subsets of entities.

A lot of the components were also rewritten to use bare member variables instead of accessor methods, as they never had special functionality and just took up space. These components were also documented.
Diffstat (limited to 'src/components/realizable.h')
-rw-r--r--src/components/realizable.h67
1 files changed, 67 insertions, 0 deletions
diff --git a/src/components/realizable.h b/src/components/realizable.h new file mode 100644 index 0000000..f6a7eb4 --- /dev/null +++ b/src/components/realizable.h
@@ -0,0 +1,67 @@
1#ifndef REALIZABLE_H_36D8D71E
2#define REALIZABLE_H_36D8D71E
3
4#include "component.h"
5#include <set>
6#include <map>
7#include "entity_manager.h"
8
9class RealizableComponent : public Component {
10public:
11
12 using id_type = EntityManager::id_type;
13
14 /**
15 * Path to the XML file containing the world definition.
16 *
17 * @managed_by RealizingSystem
18 */
19 std::string worldFile;
20
21 /**
22 * Starting map and player location for a new game.
23 *
24 * @managed_by RealizingSystem
25 */
26 int startingMapId;
27 int startingX;
28 int startingY;
29
30 /**
31 * The set of map entities loaded by this entity. It is only intended for
32 * there to be one realizable entity, so this should contain all loaded maps.
33 * The realizable entity has ownership of the loaded maps.
34 *
35 * @managed_by RealizingSystem
36 */
37 std::set<id_type> maps;
38
39 /**
40 * A lookup table that translates a map ID to the entity representing that
41 * loaded map.
42 *
43 * @managed_by RealizingSystem
44 */
45 std::map<size_t, id_type> entityByMapId;
46
47 /**
48 * The entity ID of the currently active map.
49 *
50 * @managed_by RealizingSystem
51 */
52 id_type activeMap;
53
54 /**
55 * Whether or not a map has been activated yet.
56 *
57 * @managed_by RealizingSystem
58 */
59 bool hasActiveMap = false;
60
61 /**
62 * The entity ID of the currently active player.
63 */
64 id_type activePlayer;
65};
66
67#endif /* end of include guard: REALIZABLE_H_36D8D71E */