cyphesis/server/CorePropertyManager.cpp

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// Cyphesis Online RPG Server and AI Engine
// Copyright (C) 2006 Alistair Riddoch
//
// This program 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.
//
// 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 General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software Foundation,
// Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
// $Id$
#include "CorePropertyManager.h"
#include "rulesets/ActivePropertyFactory_impl.h"
#include "rulesets/LineProperty.h"
#include "rulesets/OutfitProperty.h"
#include "rulesets/SolidProperty.h"
#include "rulesets/StatusProperty.h"
#include "rulesets/Entity.h"
#include "rulesets/StatisticsProperty.h"
#include "rulesets/TerrainModProperty.h"
#include "rulesets/TransientProperty.h"
2008-09-08 Al Riddoch <alriddoch@googlemail.com> * rulesets/ActivePropertyFactory_impl.h: Re-work the active property factories so they just pass handler information to the property classes rather than installing it themselves, so the property can now handle installing the handlers each time they are installed on an entity, making class default properties work. * client/ClientPropertyManager.cpp, client/ClientPropertyManager.h, common/PropertyFactory.h, common/PropertyFactory_impl.h, common/PropertyManager.h, rulesets/ActivePropertyFactory.h, server/CorePropertyManager.cpp, server/CorePropertyManager.h: Modify the property manager and property factory interfaces so they do not take a pointer to the owner, as this is never required any more. * rulesets/Character.cpp, rulesets/Entity.cpp: Modify code that uses property managers to use the new interface. * rulesets/SolidProperty.cpp, rulesets/SolidProperty.h: Make use of the bool flag to implement this, preventing it from being tied to having a pointer to the owner at creation time. * rulesets/StatusProperty.cpp, rulesets/StatusProperty.h: Remove the need for an owner pointer at construction time by using the apply method. * rulesets/TerrainModProperty.cpp, rulesets/TerrainModProperty.h: Use new MultiActivePropertyManager and install method to handle installing handlers rather than relying on the factory to do it. * server/CorePropertyManager.cpp: Change many of the property factories now that none get get an owner pointer. * server/EntityFactory.cpp: Set up default properties on all type nodes when a new class is installed, and don't apply instance properties based on class defaults, relying on class properties. * rulesets/Entity.cpp: Remove hard coded BBox property now that the functionality is handled by a more special property.
2008-09-08 00:17:08 +00:00
#include "rulesets/BBoxProperty.h"
#include "rulesets/MindProperty.h"
#include "rulesets/InternalProperties.h"
#include "rulesets/SpawnProperty.h"
#include "rulesets/AreaProperty.h"
#include "rulesets/VisDistProperty.h"
#include "common/Eat.h"
#include "common/Burn.h"
#include "common/Nourish.h"
#include "common/Update.h"
#include "common/types.h"
#include "common/PropertyFactory_impl.h"
#include "common/debug.h"
#include <Atlas/Objects/Operation.h>
#include <Atlas/Objects/Anonymous.h>
#include <wfmath/atlasconv.h>
#include <iostream>
using Atlas::Objects::Root;
using Atlas::Message::Element;
using Atlas::Objects::Operation::Set;
using Atlas::Objects::Operation::Burn;
using Atlas::Objects::Operation::Create;
using Atlas::Objects::Operation::Nourish;
using Atlas::Objects::Operation::Update;
using Atlas::Objects::Entity::RootEntity;
using Atlas::Objects::Entity::Anonymous;
static const bool debug_flag = false;
HandlerResult test_handler(Entity *, const Operation &, OpVector & res)
{
debug(std::cout << "TEST HANDLER CALLED" << std::endl << std::flush;);
return OPERATION_IGNORED;
}
HandlerResult del_handler(Entity * e, const Operation &, OpVector & res)
{
debug(std::cout << "Delete HANDLER CALLED" << std::endl << std::flush;);
const Property<std::string> * pb = e->getPropertyType<std::string>("decays");
if (pb == NULL) {
debug(std::cout << "Delete HANDLER no decays" << std::endl
<< std::flush;);
return OPERATION_IGNORED;
}
const std::string & type = pb->data();
Anonymous create_arg;
create_arg->setParents(std::list<std::string>(1, type));
::addToEntity(e->m_location.pos(), create_arg->modifyPos());
create_arg->setLoc(e->m_location.m_loc->getId());
create_arg->setAttr("orientation", e->m_location.orientation().toAtlas());
Create create;
create->setTo(e->m_location.m_loc->getId());
create->setArgs1(create_arg);
res.push_back(create);
return OPERATION_IGNORED;
}
HandlerResult eat_handler(Entity * e, const Operation & op, OpVector & res)
{
const Property<double> * pb = e->getPropertyType<double>("biomass");
if (pb == NULL) {
debug(std::cout << "Eat HANDLER no biomass" << std::endl
<< std::flush;);
return OPERATION_IGNORED;
}
const double & biomass = pb->data();
Anonymous self;
self->setId(e->getId());
self->setAttr("status", -1);
Set s;
s->setTo(e->getId());
s->setArgs1(self);
const std::string & to = op->getFrom();
Anonymous nour_arg;
nour_arg->setId(to);
nour_arg->setAttr("mass", biomass);
Nourish n;
n->setTo(to);
n->setArgs1(nour_arg);
res.push_back(s);
res.push_back(n);
return OPERATION_IGNORED;
}
HandlerResult burn_handler(Entity * e, const Operation & op, OpVector & res)
{
if (op->getArgs().empty()) {
e->error(op, "Fire op has no argument", res, e->getId());
return OPERATION_IGNORED;
}
const Property<double> * pb = e->getPropertyType<double>("burn_speed");
if (pb == NULL) {
debug(std::cout << "Eat HANDLER no burn_speed" << std::endl
<< std::flush;);
return OPERATION_IGNORED;
}
const double & burn_speed = pb->data();
const Root & fire_ent = op->getArgs().front();
double consumed = burn_speed * fire_ent->getAttr("status").asNum();
const std::string & to = fire_ent->getId();
Anonymous nour_ent;
nour_ent->setId(to);
nour_ent->setAttr("mass", consumed);
StatusProperty * status_prop = e->requirePropertyClass<StatusProperty>("status", 1.f);
assert(status_prop != 0);
status_prop->setFlags(flag_unsent);
double & status = status_prop->data();
Element mass_attr;
if (!e->getAttrType("mass", mass_attr, Element::TYPE_FLOAT)) {
mass_attr = 1.f;
}
status -= (consumed / mass_attr.Float());
Update update;
update->setTo(e->getId());
res.push_back(update);
Nourish n;
n->setTo(to);
n->setArgs1(nour_ent);
res.push_back(n);
return OPERATION_IGNORED;
}
HandlerResult terrainmod_moveHandler(Entity * e,
const Operation & op,
OpVector & res)
{
TerrainModProperty * mod_property = e->modPropertyClass<TerrainModProperty>("terrainmod");
if (mod_property == 0) {
return OPERATION_IGNORED;
}
// Check the validity of the operation.
const std::vector<Root> & args = op->getArgs();
if (args.empty()) {
return OPERATION_IGNORED;
}
RootEntity ent = Atlas::Objects::smart_dynamic_cast<RootEntity>(args.front());
if (!ent.isValid()) {
return OPERATION_IGNORED;
}
if (e->getId() != ent->getId()) {
return OPERATION_IGNORED;
}
Point3D newPos(ent->getPos()[0], ent->getPos()[1], ent->getPos()[2]);
// If we have any terrain mods applied, remove them from the previous pos and apply them to the new one
mod_property->move(e, newPos);
return OPERATION_IGNORED;
}
HandlerResult terrainmod_deleteHandler(Entity * e,
const Operation & op,
OpVector & res)
{
TerrainModProperty * mod_property = e->modPropertyClass<TerrainModProperty>("terrainmod");
if (mod_property == 0) {
return OPERATION_IGNORED;
}
mod_property->remove();
return OPERATION_IGNORED;
}
CorePropertyManager::CorePropertyManager()
{
m_propertyFactories["stamina"] = new PropertyFactory<Property<double> >;
m_propertyFactories["coords"] = new PropertyFactory<LineProperty>;
m_propertyFactories["points"] = new PropertyFactory<LineProperty>;
m_propertyFactories["start_intersections"] = new PropertyFactory<Property<IdList> >;
m_propertyFactories["end_intersections"] = new PropertyFactory<Property<IdList> >;
2008-09-08 Al Riddoch <alriddoch@googlemail.com> * rulesets/ActivePropertyFactory_impl.h: Re-work the active property factories so they just pass handler information to the property classes rather than installing it themselves, so the property can now handle installing the handlers each time they are installed on an entity, making class default properties work. * client/ClientPropertyManager.cpp, client/ClientPropertyManager.h, common/PropertyFactory.h, common/PropertyFactory_impl.h, common/PropertyManager.h, rulesets/ActivePropertyFactory.h, server/CorePropertyManager.cpp, server/CorePropertyManager.h: Modify the property manager and property factory interfaces so they do not take a pointer to the owner, as this is never required any more. * rulesets/Character.cpp, rulesets/Entity.cpp: Modify code that uses property managers to use the new interface. * rulesets/SolidProperty.cpp, rulesets/SolidProperty.h: Make use of the bool flag to implement this, preventing it from being tied to having a pointer to the owner at creation time. * rulesets/StatusProperty.cpp, rulesets/StatusProperty.h: Remove the need for an owner pointer at construction time by using the apply method. * rulesets/TerrainModProperty.cpp, rulesets/TerrainModProperty.h: Use new MultiActivePropertyManager and install method to handle installing handlers rather than relying on the factory to do it. * server/CorePropertyManager.cpp: Change many of the property factories now that none get get an owner pointer. * server/EntityFactory.cpp: Set up default properties on all type nodes when a new class is installed, and don't apply instance properties based on class defaults, relying on class properties. * rulesets/Entity.cpp: Remove hard coded BBox property now that the functionality is handled by a more special property.
2008-09-08 00:17:08 +00:00
m_propertyFactories["attachment"] = new ActivePropertyFactory<int>(Atlas::Objects::Operation::MOVE_NO, test_handler);
m_propertyFactories["decays"] = new ActivePropertyFactory<std::string>(Atlas::Objects::Operation::DELETE_NO, del_handler);
m_propertyFactories["outfit"] = new PropertyFactory<OutfitProperty>;
2008-09-08 Al Riddoch <alriddoch@googlemail.com> * rulesets/ActivePropertyFactory_impl.h: Re-work the active property factories so they just pass handler information to the property classes rather than installing it themselves, so the property can now handle installing the handlers each time they are installed on an entity, making class default properties work. * client/ClientPropertyManager.cpp, client/ClientPropertyManager.h, common/PropertyFactory.h, common/PropertyFactory_impl.h, common/PropertyManager.h, rulesets/ActivePropertyFactory.h, server/CorePropertyManager.cpp, server/CorePropertyManager.h: Modify the property manager and property factory interfaces so they do not take a pointer to the owner, as this is never required any more. * rulesets/Character.cpp, rulesets/Entity.cpp: Modify code that uses property managers to use the new interface. * rulesets/SolidProperty.cpp, rulesets/SolidProperty.h: Make use of the bool flag to implement this, preventing it from being tied to having a pointer to the owner at creation time. * rulesets/StatusProperty.cpp, rulesets/StatusProperty.h: Remove the need for an owner pointer at construction time by using the apply method. * rulesets/TerrainModProperty.cpp, rulesets/TerrainModProperty.h: Use new MultiActivePropertyManager and install method to handle installing handlers rather than relying on the factory to do it. * server/CorePropertyManager.cpp: Change many of the property factories now that none get get an owner pointer. * server/EntityFactory.cpp: Set up default properties on all type nodes when a new class is installed, and don't apply instance properties based on class defaults, relying on class properties. * rulesets/Entity.cpp: Remove hard coded BBox property now that the functionality is handled by a more special property.
2008-09-08 00:17:08 +00:00
m_propertyFactories["solid"] = new PropertyFactory<SolidProperty>;
m_propertyFactories["simple"] = new PropertyFactory<SimpleProperty>;
2008-09-08 Al Riddoch <alriddoch@googlemail.com> * rulesets/ActivePropertyFactory_impl.h: Re-work the active property factories so they just pass handler information to the property classes rather than installing it themselves, so the property can now handle installing the handlers each time they are installed on an entity, making class default properties work. * client/ClientPropertyManager.cpp, client/ClientPropertyManager.h, common/PropertyFactory.h, common/PropertyFactory_impl.h, common/PropertyManager.h, rulesets/ActivePropertyFactory.h, server/CorePropertyManager.cpp, server/CorePropertyManager.h: Modify the property manager and property factory interfaces so they do not take a pointer to the owner, as this is never required any more. * rulesets/Character.cpp, rulesets/Entity.cpp: Modify code that uses property managers to use the new interface. * rulesets/SolidProperty.cpp, rulesets/SolidProperty.h: Make use of the bool flag to implement this, preventing it from being tied to having a pointer to the owner at creation time. * rulesets/StatusProperty.cpp, rulesets/StatusProperty.h: Remove the need for an owner pointer at construction time by using the apply method. * rulesets/TerrainModProperty.cpp, rulesets/TerrainModProperty.h: Use new MultiActivePropertyManager and install method to handle installing handlers rather than relying on the factory to do it. * server/CorePropertyManager.cpp: Change many of the property factories now that none get get an owner pointer. * server/EntityFactory.cpp: Set up default properties on all type nodes when a new class is installed, and don't apply instance properties based on class defaults, relying on class properties. * rulesets/Entity.cpp: Remove hard coded BBox property now that the functionality is handled by a more special property.
2008-09-08 00:17:08 +00:00
m_propertyFactories["status"] = new PropertyFactory<StatusProperty>;
m_propertyFactories["biomass"] = new ActivePropertyFactory<double>(Atlas::Objects::Operation::EAT_NO, eat_handler);
m_propertyFactories["burn_speed"] = new ActivePropertyFactory<double>(Atlas::Objects::Operation::BURN_NO, burn_handler);
m_propertyFactories["transient"] = new PropertyFactory<TransientProperty>();
m_propertyFactories["food"] = new PropertyFactory<Property<double> >;
m_propertyFactories["mass"] = new PropertyFactory<Property<double> >;
2008-09-08 Al Riddoch <alriddoch@googlemail.com> * rulesets/ActivePropertyFactory_impl.h: Re-work the active property factories so they just pass handler information to the property classes rather than installing it themselves, so the property can now handle installing the handlers each time they are installed on an entity, making class default properties work. * client/ClientPropertyManager.cpp, client/ClientPropertyManager.h, common/PropertyFactory.h, common/PropertyFactory_impl.h, common/PropertyManager.h, rulesets/ActivePropertyFactory.h, server/CorePropertyManager.cpp, server/CorePropertyManager.h: Modify the property manager and property factory interfaces so they do not take a pointer to the owner, as this is never required any more. * rulesets/Character.cpp, rulesets/Entity.cpp: Modify code that uses property managers to use the new interface. * rulesets/SolidProperty.cpp, rulesets/SolidProperty.h: Make use of the bool flag to implement this, preventing it from being tied to having a pointer to the owner at creation time. * rulesets/StatusProperty.cpp, rulesets/StatusProperty.h: Remove the need for an owner pointer at construction time by using the apply method. * rulesets/TerrainModProperty.cpp, rulesets/TerrainModProperty.h: Use new MultiActivePropertyManager and install method to handle installing handlers rather than relying on the factory to do it. * server/CorePropertyManager.cpp: Change many of the property factories now that none get get an owner pointer. * server/EntityFactory.cpp: Set up default properties on all type nodes when a new class is installed, and don't apply instance properties based on class defaults, relying on class properties. * rulesets/Entity.cpp: Remove hard coded BBox property now that the functionality is handled by a more special property.
2008-09-08 00:17:08 +00:00
m_propertyFactories["bbox"] = new PropertyFactory<BBoxProperty>;
m_propertyFactories["mind"] = new PropertyFactory<MindProperty>;
m_propertyFactories["setup"] = new PropertyFactory<SetupProperty>;
m_propertyFactories["tick"] = new PropertyFactory<TickProperty>;
m_propertyFactories["statistics"] = new PropertyFactory<StatisticsProperty>;
m_propertyFactories["spawn"] = new PropertyFactory<SpawnProperty>;
m_propertyFactories["area"] = new PropertyFactory<AreaProperty>;
m_propertyFactories["visdist"] = new PropertyFactory<VisDistProperty>;
HandlerMap terrainModHandles;
terrainModHandles[Atlas::Objects::Operation::MOVE_NO] = terrainmod_moveHandler;
terrainModHandles[Atlas::Objects::Operation::DELETE_NO] = terrainmod_deleteHandler;
m_propertyFactories["terrainmod"] = new MultiActivePropertyFactory<TerrainModProperty>(terrainModHandles);
}
CorePropertyManager::~CorePropertyManager()
{
std::map<std::string, PropertyKit *>::const_iterator I = m_propertyFactories.begin();
std::map<std::string, PropertyKit *>::const_iterator Iend = m_propertyFactories.end();
for (; I != Iend; ++I) {
assert(I->second != 0);
delete I->second;
}
}
PropertyBase * CorePropertyManager::addProperty(const std::string & name,
int type)
{
assert(!name.empty());
assert(name != "objtype");
PropertyBase * p = 0;
PropertyFactoryDict::const_iterator I = m_propertyFactories.find(name);
if (I == m_propertyFactories.end()) {
switch (type) {
case Element::TYPE_INT:
p = new Property<int>;
break;
case Element::TYPE_FLOAT:
p = new Property<double>;
break;
case Element::TYPE_STRING:
p = new Property<std::string>;
break;
default:
p = new SoftProperty;
break;
}
} else {
p = I->second->newProperty();
}
2008-09-08 Al Riddoch <alriddoch@googlemail.com> * rulesets/ActivePropertyFactory_impl.h: Re-work the active property factories so they just pass handler information to the property classes rather than installing it themselves, so the property can now handle installing the handlers each time they are installed on an entity, making class default properties work. * client/ClientPropertyManager.cpp, client/ClientPropertyManager.h, common/PropertyFactory.h, common/PropertyFactory_impl.h, common/PropertyManager.h, rulesets/ActivePropertyFactory.h, server/CorePropertyManager.cpp, server/CorePropertyManager.h: Modify the property manager and property factory interfaces so they do not take a pointer to the owner, as this is never required any more. * rulesets/Character.cpp, rulesets/Entity.cpp: Modify code that uses property managers to use the new interface. * rulesets/SolidProperty.cpp, rulesets/SolidProperty.h: Make use of the bool flag to implement this, preventing it from being tied to having a pointer to the owner at creation time. * rulesets/StatusProperty.cpp, rulesets/StatusProperty.h: Remove the need for an owner pointer at construction time by using the apply method. * rulesets/TerrainModProperty.cpp, rulesets/TerrainModProperty.h: Use new MultiActivePropertyManager and install method to handle installing handlers rather than relying on the factory to do it. * server/CorePropertyManager.cpp: Change many of the property factories now that none get get an owner pointer. * server/EntityFactory.cpp: Set up default properties on all type nodes when a new class is installed, and don't apply instance properties based on class defaults, relying on class properties. * rulesets/Entity.cpp: Remove hard coded BBox property now that the functionality is handled by a more special property.
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debug(std::cout << name << " property found. " << std::endl << std::flush;);
return p;
}