// Ryzom - MMORPG Framework // Copyright (C) 2010 Winch Gate Property Limited // // This program is free software: you can redistribute it and/or modify // it under the terms of the GNU Affero General Public License as // published by the Free Software Foundation, either version 3 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 Affero General Public License for more details. // // You should have received a copy of the GNU Affero General Public License // along with this program. If not, see . #ifndef GD_ACTOR_MANAGER_H #define GD_ACTOR_MANAGER_H // Nel #include "nel/misc/types_nl.h" //#include "nel/net/message.h" //#include "nel/net/unified_network.h" // Local headers #include "actor.h" #include "actor_group.h" #include namespace AGS_TEST { /** * Singleton, for managing the actors in a scene * \author Sadge * \author Nevrax France * \date 2002 */ class CActorManager { public: // initialisation and housekeeping for the singleton static void init(); static void release(); // methods for dealing with tardy connection of a key service static void reconnectEGS(uint8 serviceId); static void reconnectIOS(uint8 serviceId); static void reconnectGPMS(uint8 serviceId); static void addVisionService(uint serviceId) { _visionHandlingServices.insert(serviceId); } static void removeVisionService(uint serviceId) { _visionHandlingServices.erase(serviceId); } // methods managing the actor set // getActor() returns NULL if the actor doesn't exist static CActor *newActor(const std::string &type, const std::string &name); static void killActor(const std::string &name); static CActor *getActor(const std::string &name); static CActor *getActor(const NLMISC::CEntityId &id); static CActor *getActor(unsigned index); static uint32 numActors() { return _actors.size(); } // Movement script management static void update(); private: // forbid instantiation CActorManager(); // changed by ben -- std::vector replaced by std::vector because highly unsafe (reallocs might occur) // to avoid memory fragmentation, use NLMISC::CBlockMemory instead static std::vector _actors; static int _nextActorID; static std::set _visionHandlingServices; public: // changed by ben -- std::vector replaced by std::vector because highly unsafe (reallocs might occur) // to avoid memory fragmentation, use NLMISC::CBlockMemory instead static std::vector _actorGroups; static CActorGroup * _defaultActorGroup; static CActorGroup * newActorGroup(const std::string &name); static CActorGroup * getActorGroup(const std::string &name); static CActorGroup * getActorGroup(unsigned index); static void removeActorGroup(const std::string &name); static uint32 numActorGroups() { return _actorGroups.size(); } static CActorGroup* getDefaultActorGroup() { return _defaultActorGroup; } // move all actors from a group to another group static void setActorsToGroup(const std::string &sourceActorGroup, const std::string &destActorGroup); static sint32 getNextActorId() { return ++_nextActorID; } }; } // end of namespace AGS_TEST #endif // GD_ACTOR_MANAGER_H /* End of actor_manager.h */