Pyrogenesis HEAD
Pyrogenesis, a RTS Engine
Entity.h
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1/* Copyright (C) 2017 Wildfire Games.
2 * This file is part of 0 A.D.
3 *
4 * 0 A.D. is free software: you can redistribute it and/or modify
5 * it under the terms of the GNU General Public License as published by
6 * the Free Software Foundation, either version 2 of the License, or
7 * (at your option) any later version.
8 *
9 * 0 A.D. is distributed in the hope that it will be useful,
10 * but WITHOUT ANY WARRANTY; without even the implied warranty of
11 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
12 * GNU General Public License for more details.
13 *
14 * You should have received a copy of the GNU General Public License
15 * along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
16 */
17
18#ifndef INCLUDED_ENTITY
19#define INCLUDED_ENTITY
20
21#include "lib/types.h"
22
23class IComponent;
24
25/**
26 * Entity ID type.
27 * ID numbers are never reused within a simulation run.
28 */
30
31/**
32 * Invalid entity ID. Used as an error return value by some functions.
33 * No valid entity will have this ID.
34 */
36
37/**
38 * Entity ID for singleton 'system' components.
39 * Use with QueryInterface to get the component instance.
40 * (This allows those systems to make convenient use of the common infrastructure
41 * for message-passing, scripting, serialisation, etc.)
42 */
44
45// Entities are split into two kinds:
46// "Normal" (for most entities)
47// "Local" (for entities that only exist on the local machine, aren't synchronised across the network,
48// aren't retained in saved games, etc)
49// The distinction is encoded in the entity ID, so that they're easily distinguished.
50//
51// We want all entity_id_ts to fit in an integer JS::Value, i.e. 1-2^30 .. 2^30-1 (inclusive)
52// We want them to be unsigned ints (actually it shouldn't matter but unsigned seems simpler)
53// We want 1 tag bit
54// So we have 1 JS-reserved bit, 1 unused sign bit, 1 local tag bit, 29 counter bits
55// (0.5B entities should be plenty)
56
57#define ENTITY_TAGMASK (1 << 29)
58#define ENTITY_IS_NORMAL(id) (((id) & ENTITY_TAGMASK) == 0)
59#define ENTITY_IS_LOCAL(id) (((id) & ENTITY_TAGMASK) == ENTITY_TAGMASK)
61
63{
65 IComponent* interfaces[1]; /* variable length array */
66};
67
68/**
69 * Object wrapping an entity_id_t, with a SEntityComponentCache to support fast
70 * QueryInterface() / CmpPtr<>() calls.
71 *
72 * Components can use IComponent::GetSystemEntity() and IComponent::GetEntityHandle()
73 * to get handles to SYSTEM_ENTITY and themselves, and then pass those handles around.
74 *
75 * Be careful not to store a CEntityHandle for longer than the lifetime of the entity
76 * (listen to MT_Destroy messages to know when to release it) - otherwise the handle will
77 * contain a dangling pointer and will probably crash.
78 */
80{
81public:
84 : m_Id(id), m_ComponentCache(componentCache)
85 {
86 }
87
88 entity_id_t GetId() const { return m_Id; }
90
91private:
94};
95
96#endif // INCLUDED_ENTITY
Object wrapping an entity_id_t, with a SEntityComponentCache to support fast QueryInterface() / CmpPt...
Definition: Entity.h:80
entity_id_t m_Id
Definition: Entity.h:92
SEntityComponentCache * m_ComponentCache
Definition: Entity.h:93
CEntityHandle()
Definition: Entity.h:82
CEntityHandle(entity_id_t id, SEntityComponentCache *componentCache)
Definition: Entity.h:83
SEntityComponentCache * GetComponentCache() const
Definition: Entity.h:89
entity_id_t GetId() const
Definition: Entity.h:88
Definition: IComponent.h:33
const entity_id_t INVALID_ENTITY
Invalid entity ID.
Definition: Entity.h:35
const entity_id_t SYSTEM_ENTITY
Entity ID for singleton 'system' components.
Definition: Entity.h:43
#define ENTITY_TAGMASK
Definition: Entity.h:57
u32 entity_id_t
Entity ID type.
Definition: Entity.h:29
const entity_id_t FIRST_LOCAL_ENTITY
Definition: Entity.h:60
Definition: Entity.h:63
size_t numInterfaces
Definition: Entity.h:64
IComponent * interfaces[1]
Definition: Entity.h:65
uint32_t u32
Definition: types.h:39