mirror of
https://github.com/worldforge/cyphesis
synced 2026-08-13 12:26:04 -04:00
All IG code should use the interface of LocatedEntity when dealing with any entity, rather than sometimes requiring Entity. Add virtual functions to the interface where required, and modify all other interfaces to stop them using Entity. This makes the code way cleaner, and much better de-coupled.
230 lines
5.9 KiB
C++
230 lines
5.9 KiB
C++
// Cyphesis Online RPG Server and AI Engine
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// Copyright (C) 2007 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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// $Id$
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#ifdef NDEBUG
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#undef NDEBUG
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#endif
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#ifndef DEBUG
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#define DEBUG
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#endif
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#include "PropertyExerciser.h"
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#include "rulesets/AreaProperty.h"
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#include "rulesets/AtlasProperties.h"
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#include "rulesets/CalendarProperty.h"
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#include "rulesets/EntityProperty.h"
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#include "rulesets/LineProperty.h"
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#include "rulesets/OutfitProperty.h"
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#include "rulesets/StatisticsProperty.h"
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#include "rulesets/TerrainProperty.h"
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#include "rulesets/ArithmeticFactory.h"
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#include "common/BaseWorld.h"
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#include "common/log.h"
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#include "common/Property_impl.h"
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#include "common/TypeNode.h"
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#include <Mercator/Terrain.h>
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#include <cassert>
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using Atlas::Message::Element;
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static const Element::Type TYPE_INT = Element::TYPE_INT;
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static const Element::Type TYPE_FLOAT = Element::TYPE_FLOAT;
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static const Element::Type TYPE_STRING = Element::TYPE_STRING;
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static const Element::Type TYPE_PTR = Element::TYPE_PTR;
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static const Element::Type TYPE_LIST = Element::TYPE_LIST;
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static const Element::Type TYPE_MAP = Element::TYPE_MAP;
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int main()
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{
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PropertyExerciser exerciser;
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{
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Property<int> test_property(0);
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assert(exerciser.exerciseProperty(test_property, TYPE_INT) == 0);
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}
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{
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Property<long> test_property(0);
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assert(exerciser.exerciseProperty(test_property, TYPE_INT) == 0);
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}
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{
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Property<float> test_property(0);
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assert(exerciser.exerciseProperty(test_property, TYPE_FLOAT) == 0);
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}
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{
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Property<double> test_property(0);
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assert(exerciser.exerciseProperty(test_property, TYPE_FLOAT) == 0);
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}
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{
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Property<std::string> test_property(0);
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assert(exerciser.exerciseProperty(test_property, TYPE_STRING) == 0);
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}
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{
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AreaProperty test_property;
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assert(exerciser.exerciseProperty(test_property, TYPE_MAP) == 0);
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}
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{
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std::string test_string_val;
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IdProperty test_property(test_string_val);
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assert(exerciser.exerciseProperty(test_property, TYPE_STRING) == 0);
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}
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{
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std::string test_string_val("1");
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IdProperty test_property(test_string_val);
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assert(exerciser.exerciseProperty(test_property, TYPE_STRING) == 0);
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}
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{
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NameProperty test_property(0);
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assert(exerciser.exerciseProperty(test_property, TYPE_STRING) == 0);
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}
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{
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NameProperty test_property(0);
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assert(exerciser.exerciseProperty(test_property, TYPE_STRING) == 0);
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}
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{
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LocatedEntitySet test_entityset_val;
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ContainsProperty test_property(test_entityset_val);
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assert(exerciser.exerciseProperty(test_property, TYPE_LIST) == 0);
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}
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{
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CalendarProperty test_property;
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assert(exerciser.exerciseProperty(test_property, TYPE_MAP) == 0);
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}
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#if 0
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// FIXME This currently segfaults, as we give it pointers that are not
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// pointers to entities. This highlights the fact that we need to
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// protect property code from getting given pointers from outside.
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// Atlas-C++ must not allow pointers to come in from the network.
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{
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EntityRef test_entityref_data;
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EntityProperty test_property(test_entityref_data);
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assert(exerciser.exerciseProperty(test_property, TYPE_STRING) == 0);
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}
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#endif
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// FIXME Yay this throws!!! I found a bug with my foolish tests
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{
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LineProperty test_property;
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assert(exerciser.exerciseProperty(test_property, TYPE_LIST) == 0);
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}
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#if 0
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// FIXME THis segfaults, probably the same reason as why EntityRef
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// does
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{
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OutfitProperty test_property;
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assert(exerciser.exerciseProperty(test_property, TYPE_MAP) == 0);
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}
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#endif
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{
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StatisticsProperty test_property;
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assert(exerciser.exerciseProperty(test_property, TYPE_MAP) == 0);
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}
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{
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TerrainProperty test_property;
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assert(exerciser.exerciseProperty(test_property, TYPE_MAP) == 0);
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}
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return 0;
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}
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// stubs
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BaseWorld * BaseWorld::m_instance = 0;
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BaseWorld::BaseWorld(LocatedEntity & gw) : m_gameWorld(gw)
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{
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m_instance = this;
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}
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BaseWorld::~BaseWorld()
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{
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m_instance = 0;
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}
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LocatedEntity * BaseWorld::getEntity(const std::string & id) const
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{
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return 0;
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}
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LocatedEntity * BaseWorld::getEntity(long id) const
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{
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return 0;
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}
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TypeNode::TypeNode(const std::string & name) : m_name(name), m_parent(0)
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{
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}
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TypeNode::TypeNode(const std::string & name,
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const Atlas::Objects::Root & d) : m_name(name),
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m_description(d),
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m_parent(0)
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{
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}
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TypeNode::~TypeNode()
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{
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}
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bool TypeNode::isTypeOf(const std::string & base_type) const
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{
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const TypeNode * node = this;
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do {
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if (node->name() == base_type) {
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return true;
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}
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node = node->parent();
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} while (node != 0);
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return false;
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}
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bool TypeNode::isTypeOf(const TypeNode * base_type) const
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{
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const TypeNode * node = this;
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do {
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if (node == base_type) {
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return true;
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}
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node = node->parent();
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} while (node != 0);
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return false;
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}
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void log(LogLevel lvl, const std::string & msg)
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{
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}
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