// 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 #include "CorePropertyManager.h" #include "server/Juncture.h" #include "server/ServerRouting.h" #include "server/TeleportProperty.h" #include "rulesets/LineProperty.h" #include "rulesets/OutfitProperty.h" #include "rulesets/SolidProperty.h" #include "rulesets/StatusProperty.h" #include "rulesets/StatisticsProperty.h" #include "rulesets/TerrainModProperty.h" #include "rulesets/TerrainProperty.h" #include "rulesets/TransientProperty.h" #include "rulesets/BBoxProperty.h" #include "rulesets/BiomassProperty.h" #include "rulesets/BurnSpeedProperty.h" #include "rulesets/DecaysProperty.h" #include "rulesets/MindProperty.h" #include "rulesets/InternalProperties.h" #include "rulesets/SpawnProperty.h" #include "rulesets/AreaProperty.h" #include "rulesets/VisibilityProperty.h" #include "rulesets/SuspendedProperty.h" #include "rulesets/TasksProperty.h" #include "rulesets/EntityProperty.h" #include "rulesets/SpawnerProperty.h" #include "rulesets/ImmortalProperty.h" #include "rulesets/RespawningProperty.h" #include "rulesets/DefaultLocationProperty.h" #include "rulesets/DomainProperty.h" #include "rulesets/LimboProperty.h" #include "rulesets/ModeProperty.h" #include "rulesets/PropelProperty.h" #include "rulesets/DensityProperty.h" #include "rulesets/AngularFactorProperty.h" #include "rulesets/GeometryProperty.h" #include "rulesets/QuaternionProperty.h" #include "rulesets/Vector3Property.h" #include "common/Eat.h" #include "common/Burn.h" #include "common/Teleport.h" #include "common/types.h" #include "common/Inheritance.h" #include "common/PropertyFactory_impl.h" #include "common/debug.h" #include #include using Atlas::Message::Element; using Atlas::Message::ListType; using Atlas::Message::MapType; using Atlas::Objects::Root; static const bool debug_flag = false; template void CorePropertyManager::installBaseProperty(const std::string & type_name, const std::string & parent) { installFactory(type_name, atlasType(type_name, parent, true), new PropertyFactory>); } template void CorePropertyManager::installProperty(const std::string & type_name, const std::string & parent) { installFactory(type_name, atlasType(type_name, parent), new PropertyFactory); } template void CorePropertyManager::installProperty(const std::string & parent) { this->installProperty(PropertyT::property_name, parent); } template void CorePropertyManager::installProperty() { this->installProperty(PropertyT::property_name, PropertyT::property_atlastype); } CorePropertyManager::CorePropertyManager() { // Core types, for inheritance only generally. installBaseProperty("int", "root_type"); installBaseProperty("float", "root_type"); installBaseProperty("string", "root_type"); installBaseProperty("list", "root_type"); installBaseProperty("map", "root_type"); installProperty>("stamina", "float"); installProperty(); installProperty("coords", "list"); installProperty("points", "list"); //installProperty >("start_intersections", "list"); //installProperty >("end_intersections", "list"); installProperty("decays", "string"); installProperty("outfit", "map"); installProperty("solid", "int"); installProperty("simple", "int"); installProperty("status", "float"); installProperty("biomass", "float"); installProperty("burn_speed", "float"); installProperty("transient", "float"); installProperty >("food", "float"); installProperty >("mass", "float"); installProperty("bbox", "list"); installProperty("mind", "map"); installProperty("init", "int"); installProperty("ticks", "float"); installProperty("statistics", "map"); installProperty("spawn", "map"); installProperty("area", "map"); installProperty("visibility", "float"); installProperty(); installProperty("terrain", "map"); installProperty("linked", "string"); installProperty("suspended", "int"); installProperty("tasks", "map"); installProperty("right_hand_wield", "string"); installProperty("spawner", "map"); installProperty("immortal", "int"); installProperty("respawning", "string"); installProperty("default_location", "int"); installProperty("domain", "string"); installProperty("limbo", "int"); installProperty(); installProperty(); /** * Friction is used by the physics system. 0 is no friction, 1 is full friction. * This is for "sliding", see "friction-roll" and "friction-spin". */ installProperty>("friction", "float"); /** * Friction for rolling is used by the physics system. 0 is no friction, 1 is full friction. */ installProperty>("friction_roll", "float"); /** * Friction for spinning is used by the physics system. 0 is no friction, 1 is full friction. */ installProperty>("friction_spin", "float"); installProperty(); installProperty(); installProperty("planted_on", "string"); /** * Vertical offset to use when entity is planted, and adjusted to the height of the terrain. */ installProperty>("planted-offset", "float"); /** * Vertical scaled offset to use when entity is planted, and adjusted to the height of the terrain. * The resulting offset is a product of this value and the height of the entity. */ installProperty>("planted-scaled-offset", "float"); /** * The rotation applied to the entity when it's planted. */ installProperty("planted-rotation", QuaternionProperty::property_atlastype); /** * The current extra rotation applied to the entity. * This is closely matched with "planted-rotation" to keep track of when the entity has the planted rotation applied and not. */ installProperty("active-rotation", QuaternionProperty::property_atlastype); /** * Used for things that grows, to limit the size. */ installProperty("maxsize", Vector3Property::property_atlastype); /** * Specifies how much the entity is allowed to step onto things when moving, as a factor of the entity's height. */ installProperty>("step_factor", "float"); /** * Specifies a mesh, model or mapping to use for client side presentation. */ installProperty >("present", "string"); /** * The max speed in meters per second (m/s) when moving over ground. */ installProperty>("speed-ground", "float"); /** * The max speed in meters per second (m/s) when moving in water. */ installProperty>("speed-water", "float"); /** * The max speed in meters per second (m/s) when flying. */ installProperty>("speed-flight", "float"); /** * The max speed in meters per second (m/s) when jumping. */ installProperty>("speed-jump", "float"); /** * If set to 1 the entity is a body of water, i.e. either an Ocean (if no bbox) or a lake/pond (if a bbox). */ installProperty>("water_body", "int"); } int CorePropertyManager::installFactory(const std::string & type_name, const Root & type_desc, PropertyKit * factory) { Inheritance & i = Inheritance::instance(); if (i.addChild(type_desc) == 0) { return -1; } PropertyManager::installFactory(type_name, factory); return 0; } 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; break; case Element::TYPE_FLOAT: p = new Property; break; case Element::TYPE_STRING: p = new Property; break; default: p = new SoftProperty; break; } } else { p = I->second->newProperty(); } debug(std::cout << name << " property found. " << std::endl << std::flush;); return p; }