* common/BaseEntity.cpp, common/custom.cpp, common/inheritance.cpp,
common/inheritance.h, common/op_switch.h, common/types.h,
rulesets/Character.cpp, rulesets/Creator.cpp,
rulesets/PythonThingScript.cpp, server/Account.cpp,
server/Connection.cpp, server/ExternalMind.cpp,
tests/OOGThingtest.cpp, tests/inheritancetest.cpp:
Remove a set of pointless definitions, and use the originals
throughout the code.
* rulesets/LocatedEntity.h: Add an additional template function for
forcing the existence of a property of the required type.
* rulesets/Character.cpp: Make the code further simpler and more
readable by using the new template function to require a property
exist.
* rulesets/LocatedEntity.h: Add a template function for quickly
querying a property of the required type.
* rulesets/Character.cpp: Use getSpecificProperty() to improve
brevity and readability of some of the code.
* rulesets/EntityProperty.h, rulesets/EntityProperty.cpp:
Refactor so this property is always dynamic, and add an accessor.
* rulesets/Character.cpp, rulesets/Character.h: Remove the hard
coded entity references used for wield tool, and replace with
a dynamic property.
* rulesets/LocatedEntity.cpp, rulesets/LocatedEntity.h:
Don't allocated storage for m_contains by default, only
on demand. Add a convenience method which checks, and
allocates the storage if required. Set up the ID property
on this base class rather then Entity.
* rulesets/Py_Thing.cpp: Remove special handling of ID attribute
as it is now handled by the property.
* rulesets/Character.cpp, rulesets/Entity.cpp, rulesets/MemMap.cpp,
rulesets/Motion.cpp, rulesets/Py_Mind.cpp, rulesets/Py_Thing.cpp,
rulesets/Thing.cpp, rulesets/World.cpp, server/WorldRouter.cpp:
Make sure all parts of the code where contains is used have
the right checks, as it could be null.
* rulesets/Character.cpp, rulesets/Entity.cpp,
rulesets/LocatedEntity.cpp, rulesets/LocatedEntity.h,
rulesets/MemMap.cpp, rulesets/Motion.cpp, rulesets/Py_Mind.cpp,
rulesets/Py_Thing.cpp, rulesets/Thing.cpp, rulesets/World.cpp,
server/WorldRouter.cpp: Change LocatedEntity::m_contains into
a pointer so that the majority of entities that can not contain
anything don't waste the storage.
* common/TypeNode.h, common/TypeNode.cpp: Move TypeNode into
its own files.
* common/Makefile.am, common/inheritance.cpp, common/inheritance.h:
Add the new files to the build and remove the old implementation.
* client/Py_CreatorClient.cpp, rulesets/Character.cpp,
rulesets/Entity.cpp, rulesets/MemMap.cpp,
rulesets/MindFactory.cpp, rulesets/Py_Mind.cpp,
rulesets/Py_Thing.cpp, rulesets/Stackable.cpp,
server/WorldRouter.cpp: Fix up the includes for all code that
uses TypeNode.
* data/animals.xml: Give all the animals BIOMASS.
* data/characters.xml: Add mass to some character classes that were
missing it.
* rulesets/Character.cpp, rulesets/Character.h, rulesets/Entity.cpp,
rulesets/Entity.h, rulesets/Plant.cpp, rulesets/Statistics.cpp,
rulesets/World.cpp, server/CorePropertyManager.cpp,
server/Persistor.cpp, server/Persistor_impl.h,
server/Restorer_impl.h: Remove the hard coded mass property from
Entity.
* rulesets/mason/world/statistics/Statistics.py: Fix scripts which
assume entities will have mass.
* rulesets/Character.cpp, rulesets/Character.h, rulesets/Entity.cpp,
rulesets/Entity.h, rulesets/Plant.cpp, rulesets/Py_Thing.cpp,
rulesets/StatusProperty.cpp, rulesets/attributes.h,
server/CorePropertyManager.cpp, server/Persistor.cpp,
server/Persistor_impl.h, server/Restorer.cpp,
server/Restorer_impl.h: Remove the hard coded status property from
Entity, and the hard coded food property from character. Fix
the logic handling digestion and plants to use the new softer
properties.
* client/CreatorClient.cpp, client/CreatorClient.h,
client/Py_CreatorClient.cpp, common/BaseWorld.h, common/types.h,
modules/Location.cpp, modules/Location.h,
rulesets/AtlasProperties.cpp, rulesets/AtlasProperties.h,
rulesets/BaseMind.cpp, rulesets/Character.cpp, rulesets/Character.h,
rulesets/Entity.cpp, rulesets/Entity.h,
rulesets/EntityProperties.cpp, rulesets/LocatedEntity.cpp,
rulesets/LocatedEntity.h, rulesets/MemEntity.cpp,
rulesets/MemEntity.h, rulesets/MemMap.cpp, rulesets/Motion.cpp,
rulesets/Motion.h, rulesets/Py_Location.h, rulesets/Py_Mind.cpp,
rulesets/Py_Thing.cpp, rulesets/Py_Thing.h,
rulesets/PythonMindScript.h, rulesets/PythonScript.h,
rulesets/PythonThingScript.cpp, rulesets/PythonThingScript.h,
rulesets/Python_API.cpp, rulesets/Script.cpp, rulesets/Script.h,
rulesets/Thing.cpp, rulesets/World.cpp, server/WorldRouter.cpp,
server/WorldRouter.h: Refactor all the entity code so there is now
a new base class for entities in the world simulation, and in the
mind which only contains things which are trully common to both.
This moves a lot of functionality which should not have been
present in mind entities away, and makes that code safer and more
efficient.
* tests/TestWorld.h: Update the test world API to match the base
class.
* client/BaseClient.cpp, client/CharacterClient.cpp,
client/CharacterClient.h, client/CreatorClient.cpp,
client/CreatorClient.h, rulesets/BaseMind.cpp, rulesets/BaseMind.h,
rulesets/Character.cpp, rulesets/Entity.cpp, rulesets/Entity.h,
rulesets/MindFactory.cpp, rulesets/MindFactory.h, rulesets/Thing.cpp,
rulesets/World.cpp, server/Account.cpp, server/Connection.cpp,
server/EntityFactory.cpp, server/Persistor.cpp,
server/Persistor_impl.h, server/Restorer_impl.h,
server/WorldRouter.cpp: Remove the hard name attribute, now that
most entities don't set it.
* common/inheritance.cpp, common/inheritance.h: Introduce a type
node class as a carrier for all information, including default
values for a type.
* rulesets/Entity.h, rulesets/Entity.cpp, rulesets/Character.cpp:
Use a TypeNode pointer rather than a string giving the type
of an entity.
* client/Py_CreatorClient.cpp, rulesets/MemMap.cpp, rulesets/MemMap.h,
rulesets/MindFactory.cpp, rulesets/MindFactory.h,
rulesets/Py_Mind.cpp, rulesets/Py_Thing.cpp, rulesets/Stackable.cpp,
rulesets/World.cpp, server/PersistantThingFactory.h,
server/Restorer_impl.h, server/WorldRouter.cpp:
Adapt all the code that deals with types. Set the type pointer
up correctly in BaseMind.
* server/EntityFactory.cpp: Initialise the TypeNode pointer on new
entities.
* tests/inheritancetest.cpp: Adapt the test to cope with TypeNode.
* rulesets/Character.cpp, rulesets/MemMap.cpp, rulesets/Motion.cpp,
rulesets/Python_API.cpp, rulesets/TerrainProperty.cpp,
rulesets/Thing.cpp, rulesets/World.cpp: Don't use camel casing for
local variables or function arguments.
* common/log.cpp, common/log.h: Switch to taking a C++ string reference
rather than a char *, as it is not really an optimisation, and it
makes the code simpler to read and write.
* client/BaseClient.cpp, client/ClientConnection.cpp,
common/AtlasFileLoader.cpp, common/BaseEntity.cpp,
common/Database.cpp, common/globals.cpp, common/id.cpp,
common/inheritance.cpp, common/log.cpp, common/log.h,
rulesets/Character.cpp, rulesets/Creator.cpp, rulesets/Entity.cpp,
rulesets/MemMap.cpp, rulesets/Motion.cpp, rulesets/Pedestrian.cpp,
rulesets/Py_Object.cpp, rulesets/Py_RootEntity.cpp,
rulesets/PythonMindScript.cpp, rulesets/PythonThingScript.cpp,
rulesets/Python_API.cpp, rulesets/Thing.cpp, server/Account.cpp,
server/Admin.cpp, server/ArithmeticFactory.cpp,
server/CommClient.cpp, server/CommListener.cpp,
server/CommMDNSPublisher.cpp, server/CommServer.cpp,
server/Connection.cpp, server/EntityFactory.cpp,
server/Persistance.cpp, server/Restoration.cpp,
server/ScriptFactory.cpp, server/TaskFactory.cpp,
server/WorldRouter.cpp, server/server.cpp: Convert over to using
new API correctly.
* data/mason.xml: Add biomass and transient to fircone, making its
script obsolete:
* common/op_switch.h, rulesets/Character.cpp, rulesets/Character.h:
Strip all the negative matching out of the filter for operations
going from world to mind, instead only dispatch those that pass, or
need to be checked.
* common/BaseEntity.cpp, common/BaseEntity.h, common/custom.cpp,
common/op_switch.h, rulesets/BaseMind.cpp, rulesets/Character.cpp,
rulesets/Character.h, rulesets/Thing.cpp, rulesets/Thing.h,
tests/EntityExerciser.h: Remove the long obsolete Action op from
the core code.
* common/BaseEntity.cpp, common/BaseEntity.h, common/op_switch.h,
rulesets/Character.cpp, rulesets/Character.h: Remove the chop
operation completely from the core code. Remove some OOG
operations from the world to mind filter, as they should never
occur.
* rulesets/BaseMind.cpp, rulesets/Plant.cpp: Remove some obsolete
operation header includes.
* tests/EntityExerciser.h: Remove Chop from the test for entity.
* common/BaseEntity.cpp, common/BaseEntity.h, common/op_switch.h,
rulesets/Character.cpp, rulesets/Character.h, rulesets/Food.cpp,
rulesets/Food.h, rulesets/World.cpp, rulesets/World.h,
tests/EntityExerciser.h: Purge the burn operation from the core
operation handling code. One down, many still to go.
* rulesets/Character.cpp: Don't complain about unknown tick types.
* tools/cycmd.cpp: Use a cleaner more consistent way to identify
tick ops that are for this client.
* data/werewolf.xml: Fix the syntax of werewolf rule objects.
* rulesets/Character.cpp: Document what mindSetOperation will have to
do once security is locked down.
* rulesets/OutfitProperty.h, rulesets/OutfitProperty.cpp: Add
arguments to methods, so the owner of this property is available
in important parts of the code. Trigger an Update when clothing
is removed, so the property change is propagated.
* rulesets/Character.cpp: Call OutfitProperty with a pointer to
the Character, so it knows where to send the update.
* server/CorePropertyManager.cpp: Modify DECAYS Delete handler so
that the parent entity handles the creation of entities that
have resulted from the decay.
* rulesets/Character.cpp: Call Entity::operation() from operation()
to ensure operation handlers are called, and all future
modifications get picked up too.
* data/basic.xml, data/mason.xml: Add a DECAYS property leaving a
skull to all humanoid classes.
* common/types.h: Add an entity pointer to the handler function
pointer arguments.
* rulesets/ActivePropertyFactory_impl.h: Fix the guard comment.
* rulesets/Character.cpp: Remove debugging output.
* rulesets/Entity.cpp: Fix new property code so it now sets the
value. Improve the debug reporting when dealing with op handlers.
* rulesets/mason/define_world.py: Test the decays property.
* server/CorePropertyManager.cpp: Add a DECAYS property and a
test handler for it.
* rulesets/Character.h: Fix broken doc comments on constants for
metabolism.
* rulesets/Character.cpp: Switch metabolism code over to use the
update mechanism, to remove race conditions. Re-write the
math so that nothing can stay alive for ages by consuming all their
mass. Tune constants so a well fed character will take a month.
* data/mason.xml: Set up goblin and settler class so that by
default they will starve to death in a few hours, and need to find
food to avoid this.
* common/const.h: Oops. Database got disabled again by accident.
Turn it back on.
* rulesets/OutfitProperty.cpp, rulesets/OutfitProperty.h: Make this
property sigc++ trackable, and add a method to handle signals
indicating that the entity has been removed from the outfit.
* rulesets/mason/define_world.py: Add a test function for messing
with outfit.
* rulesets/Character.cpp: Make sure the "outfit" property really is
an OutfitProperty.
* rulesets/Character.cpp, rulesets/Character.h: Remove SEX property
from Character.
* rulesets/attributes.h, server/Persistor_impl.h, server/Restorer.cpp:
Remove SEX property from the persistence code.
* tests/Charactertest.cpp, tests/Creatortest.cpp: Remove SEX attribute
from the tests, as it is no longer there.
* rulesets/OutfitProperty.h, rulesets/OutfitProperty.cpp: Ensure that
removed garments or equipment get reported as empty IDs, and provide
a function to clean them up. Provide a direct function for adding
garments, without needing to go through the slower standard interface.
* rulesets/mason/define_world.py: Add a quick hacked in test garment.
* rulesets/Character.cpp: Implement adding OUTFIT property on demand,
and adding to it anything wielded that has a WORN attribute.
* rulesets/Character.cpp, rulesets/Creator.cpp, rulesets/Entity.cpp,
rulesets/Entity.h, rulesets/Pedestrian.cpp, rulesets/Py_Thing.cpp,
rulesets/Stackable.cpp, rulesets/Thing.cpp, rulesets/World.cpp:
Remove m_world member variable from all Entity classes, and
access the world manager object as a singleton.
* rulesets/EntityProperty.cpp: Modify EntityProperty so it
shows its value as an empty ID if it is not set to anything,
and clears its reference if it is set to an empty string.
* rulesets/Character.cpp: Fix the code that handles an empty wield
argument, so it clears the wielded entity correctly and efficiently.
* rulesets/attributes.h, server/Persistor_impl.h,
server/Restorer.cpp: Remove right_hand_wield from the
persistence layer, pending its complete removal.
* rulesets/EntityProperty.h, rulesets/EntityProperty.cpp:
Make EntityProperty a more normal property by making it hold
a reference to its value, not the value itself.
* rulesets/Character.cpp, rulesets/Character.h: Use EntityProperty
for right_hand_wield attribute, so it stores the value long term
which I think is more efficient.
* rulesets/Thing.cpp: Add some debug instrumentation to the new
Property update mechanism.
* rulesets/Character.cpp: Re-write the Wield handling code to use
Update ops.
* client/CharacterClient.cpp, client/ClientConnection.h,
rulesets/Character.cpp, rulesets/Character.h, tools/cyaddrules.cpp,
tools/cyconfig.cpp, tools/cyconvertrules.cpp, tools/cyctrl.cpp,
tools/cydumprules.cpp, tools/cyloadrules.cpp, tools/cypasswd.cpp:
Add inline documentation.
* client/CharacterClient.h, client/CharacterClient.cpp: Remove
overriden sight operation handlers, as they are no longer
present in the base class, and will never be called.
* client/ClientConnection.h: Remove obsolete unimplemented template
declaration.
* rulesets/Entity.cpp: Remove documentation for an argument that was
never there.
* tools/cyctrl.cpp: Mark as removed from the build.
* Add a FIXME about removing hard coded gender property
* common/op_switch.h, rulesets/Character.h, rulesets/Character.cpp:
Add Update to the poll op handlers in the world2mind interface,
removing the special case.
* rulesets/BaseMind.cpp, rulesets/Character.cpp, rulesets/Food.cpp,
rulesets/Plant.cpp, rulesets/Stackable.cpp, rulesets/Thing.cpp:
Remove script override calls from the individual C++ operation
methods, as script overrides are now done centrally.