mirror of
https://github.com/worldforge/cyphesis
synced 2026-08-13 12:26:04 -04:00
580 lines
16 KiB
C++
580 lines
16 KiB
C++
// Cyphesis Online RPG Server and AI Engine
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// Copyright (C) 2000-2005 Alistair Riddoch
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//
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// This program is free software; you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation; either version 2 of the License, or
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// (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with this program; if not, write to the Free Software Foundation,
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// Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
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#include "Entity.h"
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#include "Script.h"
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#include "Domain.h"
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#include "DomainProperty.h"
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#include "TransformsProperty.h"
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#include "Motion.h"
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#include "common/BaseWorld.h"
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#include "common/log.h"
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#include "common/debug.h"
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#include "common/op_switch.h"
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#include "common/TypeNode.h"
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#include "common/Property.h"
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#include "common/PropertyManager.h"
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#include "common/Actuate.h"
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#include "common/Attack.h"
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#include "common/Eat.h"
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#include "common/Nourish.h"
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#include "common/Setup.h"
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#include "common/Tick.h"
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#include "common/Update.h"
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#include "common/custom.h"
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#include "common/Monitors.h"
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#include "common/Variable.h"
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#include "common/compose.hpp"
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#include <wfmath/atlasconv.h>
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#include <Atlas/Objects/Operation.h>
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#include <Atlas/Objects/Anonymous.h>
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#include <sigc++/functors/mem_fun.h>
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#include <cassert>
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using Atlas::Message::Element;
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using Atlas::Message::MapType;
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using Atlas::Message::ListType;
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using Atlas::Objects::Root;
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using Atlas::Objects::Operation::Sight;
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using Atlas::Objects::Entity::RootEntity;
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using Atlas::Objects::Entity::Anonymous;
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using Atlas::Objects::smart_dynamic_cast;
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static const bool debug_flag = false;
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std::unordered_map<const TypeNode*, std::unique_ptr<int>> Entity::s_monitorsMap;
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/// \brief Flags used to control entities
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///
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/// These flags are used to indicate various aspects of entities.
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/// \defgroup EntityFlags In World Entity Flags
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/// \brief Classes that model in world entities
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///
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/// These classes are used to model all in world entities or objects.
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/// \defgroup EntityClasses In World Entity Classes
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/// \brief Entity constructor
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Entity::Entity(const std::string & id, long intId) :
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LocatedEntity(id, intId), m_motion(nullptr)
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{
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}
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Entity::~Entity()
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{
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if (m_type) {
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auto I = s_monitorsMap.find(m_type);
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if (I != s_monitorsMap.end()) {
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int* ptr = I->second.get();
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*ptr = *ptr - 1;
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}
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}
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delete m_motion;
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}
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void Entity::setType(const TypeNode * t) {
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LocatedEntity::setType(t);
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if (t) {
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auto I = s_monitorsMap.find(t);
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if (I == s_monitorsMap.end()) {
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int* valuePtr = new int;
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*valuePtr = 1;
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s_monitorsMap.insert(std::make_pair(t, std::unique_ptr<int>(valuePtr)));
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Monitors::instance()->watch(String::compose("entity_count{type=\"%1\"}", t->name()), new Variable<int>(*valuePtr));
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} else {
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int* ptr = I->second.get();
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*ptr = *ptr + 1;
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}
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}
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}
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PropertyBase * Entity::setAttr(const std::string & name, const Element & attr)
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{
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PropertyBase * prop;
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// If it is an existing property, just update the value.
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PropertyDict::const_iterator I = m_properties.find(name);
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if (I != m_properties.end()) {
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prop = I->second;
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// Mark it as unclean
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prop->resetFlags(per_clean);
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} else {
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PropertyDict::const_iterator I;
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if (m_type != 0 &&
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(I = m_type->defaults().find(name)) != m_type->defaults().end()) {
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prop = I->second->copy();
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} else {
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// This is an entirely new property, not just a modification of
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// one in defaults, so we need to install it to this Entity.
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prop = PropertyManager::instance()->addProperty(name,
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attr.getType());
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prop->install(this, name);
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}
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assert(prop != 0);
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m_properties[name] = prop;
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}
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prop->set(attr);
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// Allow the value to take effect.
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prop->apply(this);
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// Mark the Entity as unclean
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resetFlags(entity_clean);
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return prop;
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}
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const PropertyBase * Entity::getProperty(const std::string & name) const
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{
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PropertyDict::const_iterator I = m_properties.find(name);
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if (I != m_properties.end()) {
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return I->second;
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}
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if (m_type != 0) {
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I = m_type->defaults().find(name);
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if (I != m_type->defaults().end()) {
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return I->second;
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}
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}
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return 0;
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}
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PropertyBase * Entity::modProperty(const std::string & name)
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{
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PropertyDict::const_iterator I = m_properties.find(name);
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if (I != m_properties.end()) {
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return I->second;
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}
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if (m_type != 0) {
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I = m_type->defaults().find(name);
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if (I != m_type->defaults().end()) {
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// We have a default for this property. Create a new instance
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// property with the same value.
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PropertyBase * new_prop = I->second->copy();
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I->second->remove(this, name);
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new_prop->flags() &= ~flag_class;
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m_properties[name] = new_prop;
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new_prop->apply(this);
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new_prop->install(this, name);
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return new_prop;
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}
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}
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return 0;
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}
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/// \brief Set the property object for a given attribute
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///
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/// @param name name of the attribute for which the property is given
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/// @param prop the property object to be used
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/// @returns a pointer to the property
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PropertyBase * Entity::setProperty(const std::string & name,
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PropertyBase * prop)
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{
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return m_properties[name] = prop;
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}
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/// \brief Copy attributes into an Atlas element
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///
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/// @param omap Atlas map element this entity should be copied into
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void Entity::addToMessage(MapType & omap) const
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{
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// We need to have a list of keys to pull from attributes.
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PropertyDict::const_iterator J;
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PropertyDict::const_iterator Jend;
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J = m_properties.begin();
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Jend = m_properties.end();
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for (; J != Jend; ++J) {
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J->second->add(J->first, omap);
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}
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omap["stamp"] = (double)m_seq;
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omap["parents"] = ListType(1, m_type);
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m_location.addToMessage(omap);
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omap["objtype"] = "obj";
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}
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/// \brief Copy attributes into an Atlas entity
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///
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/// @param ent Atlas entity this entity should be copied into
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void Entity::addToEntity(const RootEntity & ent) const
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{
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// We need to have a list of keys to pull from attributes.
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PropertyDict::const_iterator J;
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PropertyDict::const_iterator Jend;
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J = m_properties.begin();
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Jend = m_properties.end();
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for (; J != Jend; ++J) {
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J->second->add(J->first, ent);
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}
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ent->setStamp(m_seq);
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if (m_type != 0) {
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ent->setParents(std::list<std::string>(1, m_type->name()));
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}
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m_location.addToEntity(ent);
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ent->setObjtype("obj");
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}
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/// \brief Install a delegate property for an operation
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///
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/// @param class_no The class number of the operation to be handled
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/// @param delegate The name of the property to delegate it to.
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void Entity::installDelegate(int class_no, const std::string & delegate)
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{
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m_delegates.insert(std::make_pair(class_no, delegate));
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}
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void Entity::removeDelegate(int class_no, const std::string & delegate)
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{
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auto I = m_delegates.find(class_no);
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if (I != m_delegates.end() && I->second == delegate) {
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m_delegates.erase(I);
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}
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}
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/// \brief Destroy this entity
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///
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/// Do the jobs required to remove this entity from the world. Handles
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/// removing from the containership tree.
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void Entity::destroy()
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{
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assert(m_location.m_loc != 0);
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assert(m_location.m_loc->m_contains != 0);
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if (m_contains != 0) {
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LocatedEntitySet::const_iterator Iend = m_contains->end();
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for (LocatedEntitySet::const_iterator I = m_contains->begin(); I != Iend; ++I) {
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Location & child = (*I)->m_location;
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// FIXME take account of orientation
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// FIXME velocity and orientation need to be adjusted
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TransformsProperty* transformsProp = (*I)->requirePropertyClassFixed<TransformsProperty>();
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if (m_location.orientation().isValid() && m_location.pos().isValid()) {
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transformsProp->getTranslate() = WFMath::Vector<3>(child.m_pos.toParentCoords(m_location.pos(),
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m_location.orientation()));
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if (transformsProp->getRotate().isValid()) {
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transformsProp->getRotate() *= m_location.orientation();
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}
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if (child.m_velocity.isValid()) {
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child.m_velocity.rotate(m_location.orientation());
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}
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} else {
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static const Quaternion identity(1, 0, 0, 0);
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transformsProp->getTranslate() = WFMath::Vector<3>(child.m_pos.toParentCoords(m_location.pos(),
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identity));
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}
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transformsProp->apply(*I);
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// Remove the reference to ourself.
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decRef();
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m_location.m_loc->addChild(**I);
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m_location.m_loc->incRef();
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}
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}
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delete m_script;
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m_script = 0;
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// We don't call decRef() on our parent, because we may not get deleted
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// yet, and we need to keep a reference to our parent in case there
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// are broadcast ops left that we have not yet sent.
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// It will be decRef()ed automatically from our (LocatedEntity)
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// destructor
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m_location.m_loc->removeChild(*this);
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m_flags |= entity_destroyed;
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destroyed.emit();
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}
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Domain * Entity::getMovementDomain()
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{
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//Check if there's a domain on the parent entity.
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if (m_location.m_loc) {
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if (m_location.m_loc->getFlags() & entity_domain) {
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return m_location.m_loc->getPropertyClass<DomainProperty>("domain")->getDomain(m_location.m_loc);
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}
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}
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return nullptr;
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}
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void Entity::sendWorld(const Operation & op)
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{
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BaseWorld::instance().message(op, *this);
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}
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/// \brief Handle a actuate operation
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void Entity::ActuateOperation(const Operation &, OpVector &)
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{
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}
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/// \brief Handle a appearance operation
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void Entity::AppearanceOperation(const Operation &, OpVector &)
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{
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}
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/// \brief Handle a attack operation
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void Entity::AttackOperation(const Operation &, OpVector &)
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{
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}
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/// \brief Handle a combine operation
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void Entity::CombineOperation(const Operation &, OpVector &)
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{
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}
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/// \brief Handle a create operation
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void Entity::CreateOperation(const Operation &, OpVector &)
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{
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}
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/// \brief Handle a delete operation
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void Entity::DeleteOperation(const Operation &, OpVector &)
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{
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//We call on the baseworld to delete ourselves here. This allows
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//other components, such as properties, to preempt the deletion if
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//they so want.
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BaseWorld::instance().delEntity(this);
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}
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/// \brief Handle a disappearance operation
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void Entity::DisappearanceOperation(const Operation &, OpVector &)
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{
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}
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/// \brief Handle a divide operation
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void Entity::DivideOperation(const Operation &, OpVector &)
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{
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}
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/// \brief Handle a eat operation
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void Entity::EatOperation(const Operation &, OpVector &)
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{
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}
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/// \brief Handle a get operation
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void Entity::GetOperation(const Operation &, OpVector &)
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{
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}
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/// \brief Handle a imaginary operation
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void Entity::ImaginaryOperation(const Operation &, OpVector &)
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{
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}
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/// \brief Handle a info operation
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void Entity::InfoOperation(const Operation &, OpVector &)
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{
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}
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/// \brief Handle a look operation
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void Entity::LookOperation(const Operation &, OpVector &)
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{
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}
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/// \brief Handle a move operation
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void Entity::MoveOperation(const Operation &, OpVector &)
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{
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}
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/// \brief Handle a nourish operation
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void Entity::NourishOperation(const Operation &, OpVector &)
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{
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}
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/// \brief Handle a set operation
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void Entity::SetOperation(const Operation &, OpVector &)
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{
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}
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/// \brief Handle a sight operation
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void Entity::SightOperation(const Operation &, OpVector &)
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{
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}
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/// \brief Handle a sound operation
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void Entity::SoundOperation(const Operation &, OpVector &)
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{
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}
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/// \brief Handle a talk operation
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void Entity::TalkOperation(const Operation &, OpVector &)
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{
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}
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/// \brief Handle a tick operation
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void Entity::TickOperation(const Operation &, OpVector &)
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{
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}
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/// \brief Handle a touch operation
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void Entity::TouchOperation(const Operation &, OpVector &)
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{
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}
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/// \brief Handle a update operation
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void Entity::UpdateOperation(const Operation &, OpVector &)
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{
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}
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/// \brief Handle a use operation
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void Entity::UseOperation(const Operation &, OpVector &)
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{
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}
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/// \brief Handle a wield operation
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void Entity::WieldOperation(const Operation &, OpVector &)
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{
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}
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/// \brief Handle a relay operation
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void Entity::RelayOperation(const Operation & op, OpVector & res)
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{
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if (op->getArgs().empty()) {
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log(ERROR, "Entity::RelayOperation no args.");
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return;
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}
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Operation relayedOp = Atlas::Objects::smart_dynamic_cast<Operation>(
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op->getArgs().front());
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if (!relayedOp.isValid()) {
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log(ERROR,
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"Entity::RelayOperation first arg is not an operation.");
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return;
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}
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if (op->isDefaultSerialno()) {
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log(ERROR, "Entity::RelayOperation no serial number.");
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return;
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}
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//Add a sight of the operation
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Sight sight;
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sight->setArgs1(relayedOp);
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Atlas::Objects::Operation::Generic responseOp;
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responseOp->setType("relay", Atlas::Objects::Operation::RELAY_NO);
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responseOp->setArgs1(sight);
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responseOp->setTo(op->getFrom());
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res.push_back(responseOp);
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//Make sure that the contained op is addressed to the entity
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relayedOp->setTo(getId());
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operation(relayedOp, res);
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}
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void Entity::externalOperation(const Operation & op, Link &)
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{
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OpVector res;
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operation(op, res);
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OpVector::const_iterator Iend = res.end();
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for (OpVector::const_iterator I = res.begin(); I != Iend; ++I) {
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if (!op->isDefaultSerialno()) {
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(*I)->setRefno(op->getSerialno());
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}
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sendWorld(*I);
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}
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}
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void Entity::operation(const Operation & op, OpVector & res)
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{
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if (m_script != 0 &&
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m_script->operation(op->getParents().front(), op, res) != 0) {
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return;
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}
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auto J = m_delegates.equal_range(op->getClassNo());
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HandlerResult hr = OPERATION_IGNORED;
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for (;J.first != J.second; ++J.first) {
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HandlerResult hr_call = callDelegate(J.first->second, op, res);
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//We'll record the most blocking of the different results only.
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if (hr != OPERATION_BLOCKED) {
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if (hr_call != OPERATION_IGNORED) {
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hr = hr_call;
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}
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}
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// How to access the property? We need a non-const pointer to call
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// operation, but to get this easily we need to force instantiation
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// from the type dict, making properties way less efficient.
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// Making the operation() method const strongly limits the usefulness
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// of delegates, but if we fetch the pointer the hard way, we then
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// require the method to handle instantiation on demand.
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//
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// Can we make a clean way to handle the property in the general case
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// handle instantiation itself? Making it responsible for copying
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// itself on instantiation would be faster than the
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// get/set/PropertyManager currently required in in modProperty.
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}
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//If the operation was blocked we shouldn't send it on to the entity.
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if (hr == OPERATION_BLOCKED) {
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return;
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}
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return callOperation(op, res);
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}
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HandlerResult Entity::callDelegate(const std::string & name,
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const Operation & op,
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OpVector & res)
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{
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PropertyBase * p = 0;
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PropertyDict::const_iterator I = m_properties.find(name);
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if (I != m_properties.end()) {
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p = I->second;
|
|
} else if (m_type != 0) {
|
|
I = m_type->defaults().find(name);
|
|
if (I != m_type->defaults().end()) {
|
|
p = I->second;
|
|
}
|
|
}
|
|
if (p != 0) {
|
|
return p->operation(this, op, res);
|
|
}
|
|
return OPERATION_IGNORED;
|
|
}
|
|
|
|
/// \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)
|
|
{
|
|
auto op_no = op->getClassNo();
|
|
OP_SWITCH(op, op_no, res,)
|
|
}
|
|
|
|
void Entity::onContainered(const LocatedEntity* oldLocation)
|
|
{
|
|
containered.emit(oldLocation);
|
|
}
|
|
|
|
void Entity::onUpdated()
|
|
{
|
|
updated.emit();
|
|
}
|