* rulesets/Py_BBox.cpp, rulesets/Py_Location.cpp, rulesets/Py_Map.cpp,
rulesets/Py_Mind.cpp, rulesets/Py_Object.cpp,
rulesets/Py_Operation.cpp, rulesets/Py_Oplist.cpp,
rulesets/Py_Optime.cpp, rulesets/Py_Quaternion.cpp,
rulesets/Py_RootEntity.cpp, rulesets/Py_Task.cpp,
rulesets/Py_Thing.cpp, rulesets/Py_World.cpp,
rulesets/Python_API.cpp: Replace calls to PyMem_DEL with calls
to PyObject_Free. Thanks to Kai for doing most of the digging
on this one.
* rulesets/Character.cpp: Switch to using the test combat script.
* rulesets/Py_EntityWrapper.h, rulesets/Py_Statistics.h: Move the
generic entity wrapper structure into its own header.
* client/Py_CreatorClient.cpp, rulesets/Py_Location.cpp,
rulesets/Py_Location.h, rulesets/Py_Mind.cpp, rulesets/Py_Thing.cpp,
rulesets/Python_API.cpp: Modify PyLocation so that rather than
having a flag to indicate whether the script owns the object,
it instead stores a pointer to the entity that owns it in that
eventuality.
* rulesets/Py_Thing.cpp: Allow map and list attributes to be set from
scripts as long as the contents are Atlas compatible.
* rulesets/Python_API.cpp: Fix script output handling so only complete
lines are output.
* rulesets/mason/world/tasks/Combat.py: Add code for identifying
attacker and defender in a combat.
* rulesets/Py_Thing.h, rulesets/Py_Thing.cpp: Add a new function to add
a wrapper to an entity, using PythonWrapper to cache it.
* rulesets/Py_Location.cpp, rulesets/Py_Map.cpp, rulesets/Py_Mind.cpp,
rulesets/Py_World.cpp, rulesets/PythonMindScript.cpp: Convert code to
use new entity wrapper function, ensuring that wrappers are cached if
possible.
* rulesets/PythonWrapper.cpp: Make sure PythonWrapper holds a propper
reference to the wrapper object, to ensure its not dealloced.
* rulesets/Py_Location.cpp: Store a PythonWrapper when creating
a new wrapper object if the entity does not already have
a script.
* rulesets/MemMap.cpp: Fix an uninitialised variable.
* rulesets/PythonWrapper.h, rulesets/PythonWrapper.cpp: Add new
class which inherits from Script to store a wrapper pointer
for instances which have no script.
* rulesets/PythonScript.h, rulesets/PythonScript.cpp,
rulesets/PythonThingScript.h, rulesets/PythonThingScript.cpp,
rulesets/PythonMindScript.h, rulesets/PythonMindScript.cpp:
Refactor script classes to inherit from PythonWrapper to make
storing wrappers for mind and world entities easier.
* rulesets/Py_Location.cpp, rulesets/Py_World.cpp: Use PythonWrapper
interface to get wrapper pointers from Script objects.
* rulesets/Python_API.cpp: Improve variable names, and comment out
some unused code.
* rulesets/Entity.h: Add accessor for script.
* rulesets/PythonThingScript.h: Add accessor for script wrapper.
* rulesets/Py_World.cpp, rulesets/Py_Location.cpp: When getting a
python wrapper for an entity for a script, check to see if the
entity has a permanent wrapper already.
* rulesets/Py_BBox.cpp, rulesets/Py_Optime.cpp,
rulesets/Py_Statistics.cpp, rulesets/Py_Thing.cpp: Ensure that
setattr returns an exception if the attribute is not a valid one.
* rulesets/Py_Map.cpp, rulesets/Py_Point3D.cpp,
rulesets/Py_Quaternion.cpp, rulesets/Py_World.cpp,
rulesets/Py_WorldTime.cpp: Remove setattr, as no attributes can
be set on this type.
* rulesets/Py_Mind.cpp, rulesets/Py_Oplist.cpp,
rulesets/Py_Vector3D.cpp: Clean up type structure.
* rulesets/basic/mind/goals/common/move.py: Remove attempt
to set "rotation" attribute on location, as its obsolete
and pointless.
* rulesets/Entity.cpp: Switch to using SignalProperty for BBOX.
* rulesets/Area.cpp, rulesets/Character.cpp, rulesets/Line.cpp,
rulesets/Plant.cpp, rulesets/Py_Location.cpp:
Update bbox on location using setBBox(), so cached values are
updated.
* rulesets/Character.cpp: Report a warning when action ops are sent
from client or mind code.
* rulesets/Py_Location.cpp: Allow invalid vectors to be used
to set attributes on Location.
* rulesets/acorn/world/objects/undead/Skeleton.py,
rulesets/mason/world/objects/undead/Skeleton.py: Remove action
ops replacing them with setting MODE of skeleton to
collapsed.
* rulesets/basic/mind/NPCMind.py,
rulesets/basic/mind/goals/common/misc_goal.py: Use Imaginary ops
rather than Action for emotes.
* modules/Location.cpp, modules/Location.h:
Add const accessors for location data, in preparation for
adding cached collision data which must be updated every
time data is modified.
* physics/Collision.cpp, rulesets/Character.cpp, rulesets/Entity.cpp,
rulesets/Entity.h, rulesets/MemMap.cpp, rulesets/Movement.cpp,
rulesets/Pedestrian.cpp, rulesets/Plant.cpp,
rulesets/Py_Location.cpp, rulesets/Thing.cpp, rulesets/World.cpp,
server/Account.cpp, server/EntityFactory.cpp, server/Persistor.cpp,
server/Persistor_impl.h, server/Restorer_impl.h,
server/WorldRouter.cpp, tests/Locationtest.cpp:
Use the const accessors whenver reading data from Location.
* rulesets/Py_BBox.cpp, rulesets/Py_Location.cpp,
rulesets/Python_API.cpp: Eliminate some raw stderr output,
and replace with python errors, and calls to the log subsystem.
* physics/Collision.cpp: Need to check whether orientation
is valid, and if not apply just translation.
* rulesets/Py_Location.cpp: Fix an error message to give the right
type.
* physics/Vector3D.h, physics/Vector3D.cpp, modules/Location.h,
modules/Location.cpp: Convert to using WFMath::Point instead of
WFMath::Vector for position.
* physics/Collision.h, physics/Collision.cpp: Update collision code
to use new pos type.
* rulesets/Py_Point3D.h, rulesets/Py_Point3D.cpp: New python
wrappers for WFMath::Point.
* rulesets/Py_Location.cpp, rulesets/Py_Vector3D.cpp,
rulesets/Python_API.cpp:
Update python wrappers to take into account new pos type.
Ensure that only apropriate functionality is available for
point and vector.
* rulesets/Character.cpp, rulesets/Entity.cpp, rulesets/Entity.h,
rulesets/Line.cpp, rulesets/Movement.cpp, rulesets/Movement.h,
rulesets/Pedestrian.cpp, rulesets/Pedestrian.h,
rulesets/Plant.cpp, rulesets/Thing.cpp, rulesets/World.cpp,
server/EntityFactory.cpp, server/WorldRouter.cpp,
server/WorldRouter.h: Update the rest of the code for new pos
type, converting all places where entity parenting is changed
to use WFMath toParentCoords() and toLocalCoords() methods,
so that orientation is handled correctly.
* tests/transformtest.cpp: New test to ensure that toParentCoords()
and toLocalCoords() perform as expected.
* tests/Creatortest.cpp, tests/Locationtest.cpp, tests/Worldtest.cpp,
tests/collisiontest.cpp, tests/emergencetest.cpp:
Update the rest of the tests.
* rulesets/Py_Location.cpp, rulesets/Py_Map.cpp, rulesets/Py_Mind.cpp,
rulesets/Py_Object.cpp, rulesets/Py_Operation.cpp,
rulesets/Py_Quaternion.cpp, rulesets/Py_Thing.cpp,
rulesets/Py_Vector3D.cpp, rulesets/Python_API.cpp:
Change some methods to use METH_NOARGS for simplicity.
* client/Py_CreatorClient.cpp, client/Py_CreatorClient.h,
rulesets/Py_BBox.cpp, rulesets/Py_BBox.h, rulesets/Py_Location.cpp,
rulesets/Py_Location.h, rulesets/Py_Map.cpp, rulesets/Py_Map.h,
rulesets/Py_Mind.cpp, rulesets/Py_Mind.h, rulesets/Py_Object.cpp,
rulesets/Py_Object.h, rulesets/Py_Operation.cpp,
rulesets/Py_Operation.h, rulesets/Py_Oplist.cpp,
rulesets/Py_Oplist.h, rulesets/Py_Optime.cpp, rulesets/Py_Optime.h,
rulesets/Py_Quaternion.cpp, rulesets/Py_Quaternion.h,
rulesets/Py_Thing.cpp, rulesets/Py_Thing.h, rulesets/Py_Vector3D.cpp,
rulesets/Py_Vector3D.h, rulesets/Py_World.cpp, rulesets/Py_World.h,
rulesets/Py_WorldTime.cpp, rulesets/Py_WorldTime.h,
rulesets/PythonMindScript.cpp, rulesets/PythonThingScript.cpp,
rulesets/Python_API.cpp:
Clean up python API code, with decent names for types,
decent error reporting, and making the more paranoid checks
only present in debug build.
* common/BaseEntity.cpp, common/BaseEntity.h, server/Account.cpp:
Remove pointless method setRefnoOp, and put it in the body as
an inline method.
* common/BaseEntity.h, common/BaseWorld.cpp, common/Setup.h,
common/Tick.h, common/operations.h, common/custom.cpp,
common/types.h, common/utility.cpp, common/utility.h,
modules/Location.h, physics/Vector3D.h, rulesets/BaseMind.cpp,
rulesets/Script.h, server/EntityFactory.h:
Clean up the dependency trees using more forward declarations.
* common/inheritance.cpp, common/inheritance.h:
Move most of the implementation into the .cpp file as its
not suited to inlining.
* rulesets/MemMap.cpp, rulesets/MemMap.h, rulesets/MemMap_methods.h:
Move contents of MemMap_methods.h into the .cpp file, as it is
not suited to inlining, and remove the file from the build.
* server/EntityFactory.cpp, rulesets/Python_API.h,
rulesets/Python_API.cpp, rulesets/PythonThingScript.h,
rulesets/PythonThingScript.cpp, rulesets/PythonMindScript.cpp,
rulesets/Py_World.cpp, rulesets/Py_Thing.h, rulesets/Py_Thing.cpp,
rulesets/Py_Operation.cpp, rulesets/Py_Map.cpp,
rulesets/Py_Location.cpp, rulesets/Movement.h,
rulesets/MemMap_methods.h, rulesets/MemMap.h, rulesets/MemMap.cpp,
rulesets/Entity.cpp, rulesets/BaseMind.cpp,
client/Py_CreatorClient.cpp:
Rename all references from thing to entity, as thing is
no longer the base class for IG entities.
* rulesets/World.h, rulesets/World.cpp, rulesets/Thing.h,
rulesets/Structure.h, rulesets/Stackable.h, rulesets/Stackable.cpp,
rulesets/Plant.h, rulesets/Plant.cpp, rulesets/Missile.h,
rulesets/Line.h, rulesets/Line.cpp, rulesets/Food.h,
rulesets/Food.cpp, rulesets/Creator.h, rulesets/Character.h,
rulesets/Character.cpp, rulesets/Area.h, rulesets/Area.cpp:
Add a typedef for the parent class of all entity classes.
* rulesets/Plant.h, rulesets/Plant.cpp:
Add in code to fully integrate hardcoded attributes.
* ALL: Cleaned up headers into correct order.
* common/log.h, common/log.cpp: Write some logging code which
handles message of different types using syslog or standard
error, depending on whether we are running as a daemon.
* ALL: Switched to using log() for all output.
* modules/Location.cpp, modules/Location.h, physics/BBox.h,
physics/Vector3D.h, rulesets/Character.cpp, rulesets/Entity.cpp,
rulesets/MemMap.cpp, rulesets/Movement.cpp, rulesets/Pedestrian.cpp,
rulesets/Py_BBox.cpp, rulesets/Py_Location.cpp,
server/Account.cpp, server/WorldRouter.cpp:
Get rid of operator bool() in vector and related classes,
so that errors are less likely to emerge in code. Make use
of Vector3D::isZero() where apropriate.
* server/server.cpp, rulesets/Python_API.cpp, rulesets/Line.cpp,
modules/Location.cpp, client/CreatorClient.cpp:
Removed some obsolete comments.
* server/WorldRouter.h, server/WorldRouter.cpp: Add member to
deliver operation to known entity. Make use if it to avoid
having to recurse in operation() when broadcasting. Ensure
that the container of new entities is managed from here.
* rulesets/Thing.cpp: Tell world to create new entities at the
same position as the creator if no other info is provided.
Do not attempt to handle setting up the default containership
of entity once created, as this is always handled by the
WorldRouter from now on.
* rulesets/Py_World.cpp: Implement getting time info from world.
* rulesets/Py_Location.cpp: Implement handling of the orientation
attribute from python.
* rulesets/MemMap.cpp: Update comments about unimplemented code.
* rulesets/Creator.cpp: Check for string.empty() instead of "".
* rulesets/BaseMind.cpp: Remove reference python code.
Cleanly handle and delete operations returned when savinf mind state.
* client/CharacterClient.cpp: Move delete to the right place.
* server/Persistance.cpp, server/Connection.cpp, server/Admin.cpp,
server/Account.cpp, rulesets/Thing.h, rulesets/Thing.cpp,
rulesets/Stackable.cpp, rulesets/Py_Location.cpp,
rulesets/Entity.h, rulesets/Entity.cpp, rulesets/Creator.cpp,
rulesets/Character.cpp, common/BaseEntity.h, common/BaseEntity.cpp:
Get rid of flags used to determine object type, and get rid
of use of C style casts to cast between object pointers.
Replace both with dynamic casts. Clean up some stray casts
left behind from older versions of object structure.
* physics/Vector3D.cpp: Added note explaining when to use
Vector3D::relMag() instead of mag().
error reporting.
* server/server.cpp: Added check to database initialisation so
that an error opening the databases is reported with explanation,
or logged as apropriate, and startup is aborted.
* phyics/Quaternion.h: Added quaternion class for represening rotation.
* modules/Location.cpp, modules/Location.h: Removed face attribute and
replaced with orientation which is a quaternion.
* rulesets/Character.cpp: Modified code which handles the direction
of movement, and how this affects the character rotation so it
now uses orientation.
* rulesets/Entity.cpp: Switch attribute checks from face to
orientation.
* rulesets/Movement.h, rulesets/Pedestrian.cpp: Modify movement
code so that orientation used instead of face.
* rulesets/Py_Location.cpp: Removed support for obsolete and
unused rotation attriute from python code.
* rulesets/Thing.cpp: Modified attriute handling to use orientation
instead of face.
Al Riddoch <alriddoch@zepler.org>
Added direct support for new format bounding boxes.
* modules/Location.cpp, modules/Location.h, physics/Vector3D.h,
rulesets/Character.cpp, rulesets/Creator.cpp, rulesets/Entity.cpp,
rulesets/Movement.cpp, rulesets/Plant.cpp, rulesets/Py_Location.cpp:
Switched over to using new format bounding boxes, and re-wrote
collision code for this format, making it clearer and more
efficient at the same time.
Al Riddoch <alriddoch@zepler.org>
tools/cycmd.cpp: Switched to using skstream to completely handle
client socket connections.
* client/ClientConnection.cpp, client/ClientConnection.h,
common/log.cpp, rulesets/EntityFactory.h, rulesets/MemMap.h,
server/server.cpp, tools/cycmd.cpp: Removed unused includes.
* client/Py_CreatorClient.cpp, client/client.cpp,
client/define_world.cpp, rulesets/Py_Location.cpp,
rulesets/Py_Location.h, rulesets/Py_Map.cpp,
rulesets/Py_Map.h, rulesets/Py_Mind.cpp, rulesets/Py_Mind.h,
rulesets/Py_Object.cpp, rulesets/Py_Object.h,
rulesets/Py_Operation.cpp, rulesets/Py_Operation.h,
rulesets/Py_Oplist.cpp, rulesets/Py_Oplist.h,
rulesets/Py_Optime.cpp, rulesets/Py_Optime.h,
rulesets/Py_Thing.cpp, rulesets/Py_Thing.h,
rulesets/Py_Vector3D.cpp, rulesets/Py_Vector3D.h,
rulesets/Py_World.cpp, rulesets/Py_World.h,
rulesets/Py_WorldTime.cpp, rulesets/Py_WorldTime.h,
rulesets/PythonMindScript.cpp, rulesets/PythonThingScript.cpp,
rulesets/PythonThingScript.h, rulesets/Python_API.cpp,
rulesets/Python_API.h, server/server.cpp:
Reorganised python header files so that each header includes
all the code relevant for a particular type. Tidied up
the type implementations. Added prototypes to init_python_api()
to the Python_API.h header, and removed other dependencies from
it.
Al Riddoch <alriddoch@zepler.org>
* server/Player.cpp: Arg order of std::string.compare() is
incompatable between recent libstdc++ versions. Switch
back to old version, still in most common use.
* rulesets/Thing.cpp: Set refno on ops handled in game.
* rulesets/Python_API.cpp: Modify Entity() python constructor
so that commonly used attributes from old atlas are translated
to their modern equivalents.
* rulesets/Py_Thing.cpp, rulesets/Py_Mind.cpp: Differentiate
between previously identical error messages in several places.
* rulesets/Py_Object.cpp: Rework conversion of python dict to
Atlas map to be more efficient and clean.
* rulesets/Py_Location.cpp: Rework setting of vector parts of
location so that it can accept vectors from python in more
formats, including lists and tuples.
* rulesets/Creator.h, rulesets/Character.h, common/BaseEntity.h:
Re-order virtual methods declarations to fit a convention.
* common/stringstream.h: Hardcode use of local stringstream class,
as the version provided with older libstdc++ seems to be broken.
* common/database.cpp: Use the common header to pick the right
stringstream implementation.
* common/BaseWorld.cpp, server/Persistance.cpp: Removed unused
stringstream include.
* rulesets/Creator.cpp: Added extra debug output.
* client/define_world.h, client/define_world.cpp, client/CommClient.h:
Use CreatorClient to store Creators mind, instead of BaseMind.
* client/client.cpp,
client/ObserverClient.h, client/ObserverClient.cpp,
client/CreatorClient.h, client/CommClient.h, client/CommClient.cpp:
Modify method names to fit capitalisation conventions.
* client/CreatorClient.cpp: Implement creation of in-game entities,
using creator entity.
* client/CommClient.cpp: Added correct client side monitoring of
creator entity.
* client/ClientConnection.h, client/ClientConnection.cpp: Added
pending method to establish if ops are in the queue. Switched send()
method so we only send ops. Add setting of serialno of sent
ops, starting with an offset of 512.
* client/CharacterClient.h: Removed unused member, opFound.
* client/CharacterClient.cpp: Debugged sendAndWait() method.
Al Riddoch <alriddoch@zepler.org>