0ad/source/simulation2/system/Entity.h
bb 157c6af18e Make the space in 0 A.D. non-breaking throughout the codebase.
Avoid cases of filenames
Update years in terms and other legal(ish) documents
Don't update years in license headers, since change is not meaningful

Will add linter rule in seperate commit

Happy recompiling everyone!

Original Patch By: Nescio
Comment By: Gallaecio
Differential Revision: D2620
This was SVN commit r27786.
2023-07-27 20:54:46 +00:00

96 lines
3.2 KiB
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/* Copyright (C) 2017 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. 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.
*
* 0 A.D. 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 0 A.D. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef INCLUDED_ENTITY
#define INCLUDED_ENTITY
#include "lib/types.h"
class IComponent;
/**
* Entity ID type.
* ID numbers are never reused within a simulation run.
*/
typedef u32 entity_id_t;
/**
* Invalid entity ID. Used as an error return value by some functions.
* No valid entity will have this ID.
*/
const entity_id_t INVALID_ENTITY = 0;
/**
* Entity ID for singleton 'system' components.
* Use with QueryInterface to get the component instance.
* (This allows those systems to make convenient use of the common infrastructure
* for message-passing, scripting, serialisation, etc.)
*/
const entity_id_t SYSTEM_ENTITY = 1;
// Entities are split into two kinds:
// "Normal" (for most entities)
// "Local" (for entities that only exist on the local machine, aren't synchronised across the network,
// aren't retained in saved games, etc)
// The distinction is encoded in the entity ID, so that they're easily distinguished.
//
// We want all entity_id_ts to fit in an integer JS::Value, i.e. 1-2^30 .. 2^30-1 (inclusive)
// We want them to be unsigned ints (actually it shouldn't matter but unsigned seems simpler)
// We want 1 tag bit
// So we have 1 JS-reserved bit, 1 unused sign bit, 1 local tag bit, 29 counter bits
// (0.5B entities should be plenty)
#define ENTITY_TAGMASK (1 << 29)
#define ENTITY_IS_NORMAL(id) (((id) & ENTITY_TAGMASK) == 0)
#define ENTITY_IS_LOCAL(id) (((id) & ENTITY_TAGMASK) == ENTITY_TAGMASK)
const entity_id_t FIRST_LOCAL_ENTITY = ENTITY_TAGMASK;
struct SEntityComponentCache
{
size_t numInterfaces;
IComponent* interfaces[1]; /* variable length array */
};
/**
* Object wrapping an entity_id_t, with a SEntityComponentCache to support fast
* QueryInterface() / CmpPtr<>() calls.
*
* Components can use IComponent::GetSystemEntity() and IComponent::GetEntityHandle()
* to get handles to SYSTEM_ENTITY and themselves, and then pass those handles around.
*
* Be careful not to store a CEntityHandle for longer than the lifetime of the entity
* (listen to MT_Destroy messages to know when to release it) - otherwise the handle will
* contain a dangling pointer and will probably crash.
*/
class CEntityHandle
{
public:
CEntityHandle() : m_Id(INVALID_ENTITY), m_ComponentCache(NULL) { }
CEntityHandle(entity_id_t id, SEntityComponentCache* componentCache)
: m_Id(id), m_ComponentCache(componentCache)
{
}
entity_id_t GetId() const { return m_Id; }
SEntityComponentCache* GetComponentCache() const { return m_ComponentCache; }
private:
entity_id_t m_Id;
SEntityComponentCache* m_ComponentCache;
};
#endif // INCLUDED_ENTITY