cyphesis/rulesets/MindProperty.cpp
2018-02-08 21:47:22 +01:00

108 lines
2.7 KiB
C++

// 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
#include "MindProperty.h"
#include "server/PossessionAuthenticator.h"
#include "server/ExternalMindsManager.h"
#include "rulesets/Character.h"
#include "rulesets/BaseMind.h"
#include "common/Setup.h"
#include <Atlas/Objects/Anonymous.h>
#include <Atlas/Objects/Operation.h>
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 & rhs)
: m_language(rhs.m_language), m_script(rhs.m_script)
{
}
void MindProperty::set(const Element & val)
{
Property<Atlas::Message::MapType>::set(val);
if (!val.isMap()) {
m_language.clear();
m_script.clear();
return;
}
const MapType & data = val.Map();
if (data.empty()) {
m_language.clear();
m_script.clear();
return;
}
{
auto I = data.find("name");
if (I == data.end()) {
return;
}
if (!I->second.isString()) {
return;
}
m_script = I->second.asString();
}
{
auto I = data.find("language");
if (I == data.end()) {
return;
}
if (!I->second.isString()) {
return;
}
m_language = I->second.asString();
}
}
MindProperty * MindProperty::copy() const
{
return new MindProperty(*this);
}
void MindProperty::apply(LocatedEntity * ent)
{
//Only request a possession if there's a language and script specified.
if (m_language.empty() || m_script.empty()) {
return;
}
Character * chr = dynamic_cast<Character *>(ent);
if (chr == nullptr) {
log(NOTICE, "Mind property applied to non-character");
return;
}
ExternalMindsManager::instance()->requestPossession(*chr, m_language, m_script);
}
bool MindProperty::isMindEnabled() const
{
return !m_language.empty() || !m_script.empty();
}