#ifndef ERIS_ROOM_H #define ERIS_ROOM_H #include #include #include #include #include #include namespace Eris { // forward decls class Person; class Lobby; /** The out-of-game (OOG) heirarchy is composed of Rooms, containing Persons and other Rooms. Generally rooms corespond to chanels in IRC, and the interface and commands should be clear if you are familiar with that medium. */ class Room : public sigc::trackable, public Router { public: virtual ~Room(); /// Send a piece of text to this room void say(const std::string &tk); /** Send an emote ( /me ) to the room. This is transmitted as an IMAGINARY op in Atlas, with args[0]["id"] = "emote". */ void emote(const std::string &em); /** Leave the room - no more signals will be emitted for this room again (validity of Room pointer after this call?) */ void leave(); /** create a child room of this one, with the specified name. Note that most attributes, including the ID will not be valid until the new room emits the 'Entered' signal. If you need a unique, referenceable indentifier earlier than that point, use the pointer value. */ Room* createRoom(const std::string &name); /// Obtain the human-readable name of this room std::string getName() const { return m_name; } std::string getTopic() const { return m_topic; } /// obtain an array of pointers to everyone in this room std::vector getPeople() const; /// Obtain a list of rooms within this room std::vector getRooms() const { return m_subrooms; } /** Get the Atlas object ID of the Room; note that this may return an empty value if called prior to entering the Lobby */ std::string getId() const { return m_roomId; } Person* getPersonByUID(const std::string& uid); // signals /** Emitted when entry into the room (after a Join) is complete, i.e the user list has been transferred and resolved. */ sigc::signal Entered; /** The primary talk callback. The arguments are the source room, the person talking, and the message itself */ sigc::signal Speech; /** Emote (/me) callback. The arguments are identical to those for Talk above */ sigc::signal Emote; /** Emitted when a person enters the room; argument is the account ID. Note that Appearance is not generated for the local player when entering/leaving; use the Entered signal instead. */ sigc::signal Appearance; /// Similarly, emitted when the specifed person leaves the room sigc::signal Disappearance; protected: friend class Lobby; typedef std::map IdPersonMap; /** standard constructor. Issues a LOOK against the specified ID, and sets up the necessary signals to drive the Room if id arg is provided */ explicit Room(Lobby *l, const std::string& id); virtual RouterResult handleOperation(const Atlas::Objects::Operation::RootOperation& op); void handleSoundTalk(Person* p, const std::string& speech); void handleEmote(Person* p, const std::string& desc); std::string m_roomId; private: /// helper to see if all the people in the room are valid, and if so, do entry void checkEntry(); void sight(const Atlas::Objects::Entity::RootEntity &room); void appearance(const std::string& personId); void disappearance(const std::string& personId); // callback slot when Lobby recives SIGHT(person) void notifyPersonSight(Person *p); std::string m_name; std::string m_topic; bool m_entered; ///< set once we enter the room, i.e have info on all the members Lobby* m_lobby; IdPersonMap m_members; std::vector m_subrooms; }; } #endif