/* Copyright (C) 2015 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 . */ #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 jsval ints, 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