// Cyphesis Online RPG Server and AI Engine // Copyright (C) 2000-2005 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 "Entity.h" #include "Script.h" #include "Domain.h" #include "common/log.h" #include "common/debug.h" #include "common/op_switch.h" #include "common/TypeNode.h" #include "common/Property.h" #include "common/PropertyManager.h" #include "common/Actuate.h" #include "common/Attack.h" #include "common/Eat.h" #include "common/Nourish.h" #include "common/Setup.h" #include "common/Tick.h" #include "common/Update.h" #include #include #include #include #include using Atlas::Message::Element; using Atlas::Message::MapType; using Atlas::Message::ListType; using Atlas::Objects::Root; using Atlas::Objects::Operation::Sight; using Atlas::Objects::Entity::RootEntity; using Atlas::Objects::Entity::Anonymous; using Atlas::Objects::smart_dynamic_cast; static const bool debug_flag = false; /// \brief Flags used to control entities /// /// These flags are used to indicate various aspects of entities. /// \defgroup EntityFlags In World Entity Flags /// \brief Classes that model in world entities /// /// These classes are used to model all in world entities or objects. /// \defgroup EntityClasses In World Entity Classes /// \brief Entity constructor Entity::Entity(const std::string & id, long intId) : LocatedEntity(id, intId), m_motion(0), m_flags(0) { } Entity::~Entity() { } PropertyBase * Entity::setAttr(const std::string & name, const Element & attr) { PropertyBase * prop; // If it is an existing property, just update the value. PropertyDict::const_iterator I = m_properties.find(name); if (I != m_properties.end()) { prop = I->second; prop->set(attr); // Allow the change to take effect. prop->apply(this); // Mark it as unclean and the Entity as unclean prop->resetFlags(per_clean); resetFlags(entity_clean); return prop; } prop = PropertyManager::instance()->addProperty(name, attr.getType()); assert(prop != 0); prop->set(attr); m_properties[name] = prop; // If this is an entirely new property, not just a modifcation of // one in defaults, then we need to install it to this Entity. if (m_type == 0 || m_type->defaults().find(name) == m_type->defaults().end()) { prop->install(this); } // Allow the value to take effect. prop->apply(this); resetFlags(entity_clean); return prop; } const PropertyBase * Entity::getProperty(const std::string & name) const { PropertyDict::const_iterator I = m_properties.find(name); if (I != m_properties.end()) { return I->second; } if (m_type != 0) { I = m_type->defaults().find(name); if (I != m_type->defaults().end()) { return I->second; } } return 0; } PropertyBase * Entity::modProperty(const std::string & name) { PropertyDict::const_iterator I = m_properties.find(name); if (I != m_properties.end()) { return I->second; } if (m_type != 0) { I = m_type->defaults().find(name); if (I != m_type->defaults().end()) { // We have a default for this property. Create a new instance // property with the same value. Element val; I->second->get(val); PropertyBase * new_prop = PropertyManager::instance()->addProperty(name, val.getType()); new_prop->set(val); m_properties[name] = new_prop; new_prop->apply(this); return new_prop; } } return 0; } /// \brief Set the property object for a given attribute /// /// @param name name of the attribute for which the property is given /// @param prop the property object to be used /// @returns a pointer to the property PropertyBase * Entity::setProperty(const std::string & name, PropertyBase * prop) { return m_properties[name] = prop; } /// \brief Copy attributes into an Atlas element /// /// @param omap Atlas map element this entity should be copied into void Entity::addToMessage(MapType & omap) const { // We need to have a list of keys to pull from attributes. PropertyDict::const_iterator J; PropertyDict::const_iterator Jend; if (m_type != 0) { J = m_type->defaults().begin(); Jend = m_type->defaults().end(); for (; J != Jend; ++J) { J->second->add(J->first, omap); } } J = m_properties.begin(); Jend = m_properties.end(); for (; J != Jend; ++J) { J->second->add(J->first, omap); } omap["stamp"] = (double)m_seq; omap["parents"] = ListType(1, m_type); m_location.addToMessage(omap); omap["objtype"] = "obj"; } /// \brief Copy attributes into an Atlas entity /// /// @param ent Atlas entity this entity should be copied into void Entity::addToEntity(const RootEntity & ent) const { // We need to have a list of keys to pull from attributes. PropertyDict::const_iterator J; PropertyDict::const_iterator Jend; if (m_type != 0) { J = m_type->defaults().begin(); Jend = m_type->defaults().end(); for (; J != Jend; ++J) { J->second->add(J->first, ent); } } J = m_properties.begin(); Jend = m_properties.end(); for (; J != Jend; ++J) { J->second->add(J->first, ent); } ent->setStamp(m_seq); if (m_type != 0) { ent->setParents(std::list(1, m_type->name())); } m_location.addToEntity(ent); ent->setObjtype("obj"); } /// \brief Install a handler function for an operation /// /// @param class_no The class number of the operation to be handled /// @param handler A pointer to the function to be wrapped void Entity::installHandler(int class_no, Handler handler) { m_operationHandlers.insert(std::make_pair(class_no, handler)); } /// \brief Destroy this entity /// /// Do the jobs required to remove this entity from the world. Handles /// removing from the containership tree. void Entity::destroy() { assert(m_location.m_loc != 0); assert(m_location.m_loc->m_contains != 0); LocatedEntitySet & loc_contains = *m_location.m_loc->m_contains; if (m_contains != 0) { LocatedEntitySet::const_iterator Iend = m_contains->end(); for (LocatedEntitySet::const_iterator I = m_contains->begin(); I != Iend; ++I) { Location & child = (*I)->m_location; // FIXME take account of orientation // FIXME velocity and orientation need to be adjusted // Remove the reference to ourself. decRef(); child.m_loc = m_location.m_loc; m_location.m_loc->incRef(); if (m_location.orientation().isValid()) { child.m_pos = child.m_pos.toParentCoords(m_location.pos(), m_location.orientation()); child.m_velocity.rotate(m_location.orientation()); child.m_orientation *= m_location.orientation(); } else { static const Quaternion identity(1, 0, 0, 0); child.m_pos = child.m_pos.toParentCoords(m_location.pos(), identity); } loc_contains.insert(*I); } } loc_contains.erase(this); delete m_script; m_script = 0; // We don't call decRef() on our parent, because we may not get deleted // yet, and we need to keep a reference to our parent in case there // are broadcast ops left that we have not yet sent. // It will be decRef()ed automatically from our (LocatedEntity) // destructor if (loc_contains.empty()) { // FIXME Do we need to call onUpdated() on the parent entity? m_location.m_loc->onUpdated(); } m_flags |= entity_destroyed; destroyed.emit(); } Domain * Entity::getMovementDomain() { return Domain::instance(); } /// \brief Handle a actuate operation void Entity::ActuateOperation(const Operation &, OpVector &) { } /// \brief Handle a appearance operation void Entity::AppearanceOperation(const Operation &, OpVector &) { } /// \brief Handle a attack operation void Entity::AttackOperation(const Operation &, OpVector &) { } /// \brief Handle a combine operation void Entity::CombineOperation(const Operation &, OpVector &) { } /// \brief Handle a create operation void Entity::CreateOperation(const Operation &, OpVector &) { } /// \brief Handle a delete operation void Entity::DeleteOperation(const Operation &, OpVector &) { } /// \brief Handle a disappearance operation void Entity::DisappearanceOperation(const Operation &, OpVector &) { } /// \brief Handle a divide operation void Entity::DivideOperation(const Operation &, OpVector &) { } /// \brief Handle a eat operation void Entity::EatOperation(const Operation &, OpVector &) { } /// \brief Handle a imaginary operation void Entity::ImaginaryOperation(const Operation &, OpVector &) { } /// \brief Handle a look operation void Entity::LookOperation(const Operation &, OpVector &) { } /// \brief Handle a move operation void Entity::MoveOperation(const Operation &, OpVector &) { } /// \brief Handle a nourish operation void Entity::NourishOperation(const Operation &, OpVector &) { } /// \brief Handle a set operation void Entity::SetOperation(const Operation &, OpVector &) { } /// \brief Handle a sight operation void Entity::SightOperation(const Operation &, OpVector &) { } /// \brief Handle a sound operation void Entity::SoundOperation(const Operation &, OpVector &) { } /// \brief Handle a talk operation void Entity::TalkOperation(const Operation &, OpVector &) { } /// \brief Handle a tick operation void Entity::TickOperation(const Operation &, OpVector &) { } /// \brief Handle a touch operation void Entity::TouchOperation(const Operation &, OpVector &) { } /// \brief Handle a update operation void Entity::UpdateOperation(const Operation &, OpVector &) { } /// \brief Handle a use operation void Entity::UseOperation(const Operation &, OpVector &) { } /// \brief Handle a wield operation void Entity::WieldOperation(const Operation &, OpVector &) { } /// \brief Process an operation from an external source, from this Entity /// /// The ownership of the operation passed in at this point is handed /// over to the entity. The calling code must not modify the operation /// after passing it to externalOperation, or expect the attributes /// of the operaration to remain the same. /// @param op The operation to be processed. void Entity::externalOperation(const Operation & op) { OpVector res; operation(op, res); OpVector::const_iterator Iend = res.end(); for (OpVector::const_iterator I = res.begin(); I != Iend; ++I) { if (!op->isDefaultSerialno()) { (*I)->setRefno(op->getSerialno()); } sendWorld(*I); } } void Entity::operation(const Operation & op, OpVector & res) { if (m_script != 0 && m_script->operation(op->getParents().front(), op, res) != 0) { return; } HandlerMap::const_iterator I = m_operationHandlers.find(op->getClassNo()); if (I != m_operationHandlers.end()) { debug(std::cout << "Found handler for " << op->getParents().front() << " operations" << std::endl << std::flush;); I->second(this, op, res); } return callOperation(op, res); } /// \brief Find and call the handler for an operation /// /// @param op The operation to be processed. /// @param res The result of the operation is returned here. void Entity::callOperation(const Operation & op, OpVector & res) { const OpNo op_no = op->getClassNo(); OP_SWITCH(op, op_no, res,) } void Entity::onContainered() { containered.emit(); containered.clear(); } void Entity::onUpdated() { updated.emit(); }