// Cyphesis Online RPG Server and AI Engine // Copyright (C) 2008 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 "MindProperty.h" #include "rulesets/Character.h" #include "rulesets/MindFactory.h" #include "rulesets/PythonScriptFactory.h" #include "rulesets/BaseMind.h" #include "common/atlas_helpers.h" #include "common/compose.hpp" #include "common/log.h" #include "common/Setup.h" #include #include #include #include using Atlas::Message::Element; using Atlas::Message::MapType; using Atlas::Objects::Entity::Anonymous; using Atlas::Objects::Operation::Setup; using Atlas::Objects::Operation::Look; MindProperty::MindProperty(const MindProperty &) : m_factory(0) { // We don't copy the factory, or duplicate it as would be required // to prevent double-delete hassle. // This is because: // a) This property will be copied if it is being added to an entity // in order to modify its value. (modProperty()) // b) In this secenario, it will already have been apply()ed to that // instance from the class property when the entity was created, so // the factory isn't required to apply the same value again. // c) If a new value is specified, ::set() will be called creating // a new factory. // Therefor duplicating the factory is not required. } MindProperty::MindProperty() : m_factory(0) { } MindProperty::~MindProperty() { delete m_factory; } int MindProperty::get(Element & val) const { return 0; } void MindProperty::set(const Element & val) { if (!val.isMap()) { return; } const MapType & data = val.Map(); if (data.empty()) { return; } std::string script_package; std::string script_class; if (GetScriptDetails(data, "Foo", "Mind", script_package, script_class) != 0) { return; } if (m_factory == 0) { m_factory = new MindFactory; } if (m_factory->m_scriptFactory != 0) { if (m_factory->m_scriptFactory->package() != script_package) { delete m_factory->m_scriptFactory; m_factory->m_scriptFactory = 0; } } if (m_factory->m_scriptFactory == 0) { PythonScriptFactory * psf = new PythonScriptFactory(script_package, script_class); if (psf->setup() == 0) { m_factory->m_scriptFactory = psf; } else { log(ERROR, String::compose("Python class \"%1.%2\" failed to load", script_package, script_class)); delete psf; return; } } } MindProperty * MindProperty::copy() const { return new MindProperty(*this); } void MindProperty::apply(LocatedEntity * ent) { if (m_factory == 0) { return; } Character * chr = dynamic_cast(ent); if (chr == 0) { log(NOTICE, "Mind property applied to non-character"); return; } if (chr->m_mind != 0) { log(NOTICE, "Mind property character already has a mind"); return; } chr->m_mind = m_factory->newMind(ent->getId(), ent->getIntId()); chr->m_mind->setType(ent->getType()); if (m_factory->m_scriptFactory != 0) { m_factory->m_scriptFactory->addScript(chr->m_mind); } Setup s; Anonymous setup_arg; setup_arg->setName("mind"); s->setTo(ent->getId()); s->setArgs1(setup_arg); ent->sendWorld(s); Look l; l->setTo(ent->getId()); ent->sendWorld(l); }