cyphesis/common/Property.cpp
2014-09-15 21:11:35 +02:00

183 lines
4.7 KiB
C++

// Cyphesis Online RPG Server and AI Engine
// Copyright (C) 2004 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 "Property_impl.h"
/// \brief Classes that define properties on in world entities
///
/// Property classes handle the values of Atlas attributes on in
/// game entities, ensuring type safety, and encapsulating certain
/// behavoirs related to the presence and value of the attribute.
/// A property instance can be associated with an Entity instance
/// or a class, so it should not store any data specific to any of
/// the Entity instances it has been applied to. When it is taking effect
/// on an Entity for the first time, PropertyBase::install() is called
/// to allow the property to do any setup required, such as install one
/// or more operation handlers. When the property value must be applied
/// to an Entity, PropertyBase::apply() is called so that any side effect
/// of the value can be taken care of.
/// \defgroup PropertyClasses Entity Property Classes
/// \brief Flags used to control properties
///
/// The base class PropertyBase has a flag member which can be used to
/// control or track the property in various ways. The constants in this
/// group define the masks for these flags.
/// \defgroup PropertyFlags Entity Property Flags
/// \brief Constructor called from classes which inherit from Property
/// @param flags default value for the Property flags
PropertyBase::PropertyBase(unsigned int flags) : m_flags(flags)
{
}
PropertyBase::~PropertyBase()
{
}
void PropertyBase::install(LocatedEntity *, const std::string & name)
{
}
void PropertyBase::remove(LocatedEntity *, const std::string & name)
{
}
void PropertyBase::apply(LocatedEntity *)
{
}
void PropertyBase::add(const std::string & s,
Atlas::Message::MapType & ent) const
{
get(ent[s]);
}
void PropertyBase::add(const std::string & s,
const Atlas::Objects::Entity::RootEntity & ent) const
{
Atlas::Message::Element val;
get(val);
ent->setAttr(s, val);
}
HandlerResult PropertyBase::operation(LocatedEntity *,
const Operation &,
OpVector & res)
{
return OPERATION_IGNORED;
}
template<>
void Property<int>::set(const Atlas::Message::Element & e)
{
if (e.isInt()) {
this->m_data = e.Int();
}
}
template<>
void Property<long>::set(const Atlas::Message::Element & e)
{
if (e.isInt()) {
this->m_data = e.Int();
}
}
template<>
void Property<float>::set(const Atlas::Message::Element & e)
{
if (e.isNum()) {
this->m_data = e.asNum();
}
}
template<>
void Property<double>::set(const Atlas::Message::Element & e)
{
if (e.isNum()) {
this->m_data = e.asNum();
}
}
template<>
void Property<std::string>::set(const Atlas::Message::Element & e)
{
if (e.isString()) {
this->m_data = e.String();
}
}
template<>
void Property<Atlas::Message::ListType>::set(const Atlas::Message::Element & e)
{
if (e.isList()) {
this->m_data = e.List();
}
}
template<>
void Property<Atlas::Message::MapType>::set(const Atlas::Message::Element & e)
{
// FIXME Merge data?
if (e.isMap()) {
this->m_data = e.Map();
}
}
template<>
void Property<std::string>::add(const std::string & s,
Atlas::Message::MapType & ent) const
{
if (!m_data.empty()) {
ent[s] = m_data;
}
}
SoftProperty::SoftProperty()
{
}
SoftProperty::SoftProperty(const Atlas::Message::Element & data) :
PropertyBase(0), m_data(data)
{
}
int SoftProperty::get(Atlas::Message::Element & val) const
{
val = m_data;
return 0;
}
void SoftProperty::set(const Atlas::Message::Element & val)
{
m_data = val;
}
SoftProperty * SoftProperty::copy() const
{
return new SoftProperty(*this);
}
template class Property<int>;
template class Property<long>;
template class Property<float>;
template class Property<double>;
template class Property<std::string>;
template class Property<Atlas::Message::ListType>;
template class Property<Atlas::Message::MapType>;