cyphesis/server/CorePropertyManager.cpp
Erik Ogenvik 596ffad815 Added properties for geometry and angular factor.
For now we'll only support a limited set of geometry shapes.
2016-12-15 18:27:42 +01:00

219 lines
7.9 KiB
C++

// Cyphesis Online RPG Server and AI Engine
// Copyright (C) 2006 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 "CorePropertyManager.h"
#include "server/Juncture.h"
#include "server/ServerRouting.h"
#include "server/TeleportProperty.h"
#include "rulesets/LineProperty.h"
#include "rulesets/OutfitProperty.h"
#include "rulesets/SolidProperty.h"
#include "rulesets/StatusProperty.h"
#include "rulesets/StatisticsProperty.h"
#include "rulesets/TerrainModProperty.h"
#include "rulesets/TerrainProperty.h"
#include "rulesets/TransientProperty.h"
#include "rulesets/BBoxProperty.h"
#include "rulesets/BiomassProperty.h"
#include "rulesets/BurnSpeedProperty.h"
#include "rulesets/DecaysProperty.h"
#include "rulesets/MindProperty.h"
#include "rulesets/InternalProperties.h"
#include "rulesets/SpawnProperty.h"
#include "rulesets/AreaProperty.h"
#include "rulesets/VisibilityProperty.h"
#include "rulesets/SuspendedProperty.h"
#include "rulesets/TasksProperty.h"
#include "rulesets/EntityProperty.h"
#include "rulesets/SpawnerProperty.h"
#include "rulesets/ImmortalProperty.h"
#include "rulesets/RespawningProperty.h"
#include "rulesets/DefaultLocationProperty.h"
#include "rulesets/DomainProperty.h"
#include "rulesets/LimboProperty.h"
#include "rulesets/TransformsProperty.h"
#include "rulesets/ModeProperty.h"
#include "rulesets/ModeSpecProperty.h"
#include "rulesets/ForcesProperty.h"
#include "rulesets/PropelProperty.h"
#include "rulesets/DensityProperty.h"
#include "rulesets/AngularFactorProperty.h"
#include "rulesets/GeometryProperty.h"
#include "common/Eat.h"
#include "common/Burn.h"
#include "common/Teleport.h"
#include "common/types.h"
#include "common/Inheritance.h"
#include "common/PropertyFactory_impl.h"
#include "common/debug.h"
#include <Atlas/Objects/Operation.h>
#include <iostream>
using Atlas::Message::Element;
using Atlas::Message::ListType;
using Atlas::Message::MapType;
using Atlas::Objects::Root;
static const bool debug_flag = false;
template<typename T>
void CorePropertyManager::installBaseProperty(const std::string & type_name,
const std::string & parent)
{
installFactory(type_name,
atlasType(type_name, parent, true),
new PropertyFactory<Property<T>>);
}
template<typename PropertyT>
void CorePropertyManager::installProperty(const std::string & type_name,
const std::string & parent)
{
installFactory(type_name,
atlasType(type_name, parent),
new PropertyFactory<PropertyT>);
}
template<typename PropertyT>
void CorePropertyManager::installProperty(const std::string & parent)
{
this->installProperty<PropertyT>(PropertyT::property_name, parent);
}
template<typename PropertyT>
void CorePropertyManager::installProperty()
{
this->installProperty<PropertyT>(PropertyT::property_name, PropertyT::property_atlastype);
}
CorePropertyManager::CorePropertyManager()
{
// Core types, for inheritence only generally.
installBaseProperty<int>("int", "root_type");
installBaseProperty<double>("float", "root_type");
installBaseProperty<std::string>("string", "root_type");
installBaseProperty<ListType>("list", "root_type");
installBaseProperty<MapType>("map", "root_type");
installProperty<Property<double>>("stamina", "float");
installProperty<ModeProperty>("mode", "string");
installProperty<LineProperty>("coords", "list");
installProperty<LineProperty>("points", "list");
installProperty<Property<IdList> >("start_intersections", "list");
installProperty<Property<IdList> >("end_intersections", "list");
installProperty<DecaysProperty>("decays", "string");
installProperty<OutfitProperty>("outfit", "map");
installProperty<SolidProperty>("solid", "int");
installProperty<SimpleProperty>("simple", "int");
installProperty<StatusProperty>("status", "float");
installProperty<BiomassProperty>("biomass", "float");
installProperty<BurnSpeedProperty>("burn_speed", "float");
installProperty<TransientProperty>("transient", "float");
installProperty<Property<double> >("food", "float");
installProperty<Property<double> >("mass", "float");
installProperty<BBoxProperty>("bbox", "list");
installProperty<MindProperty>("mind", "map");
installProperty<SetupProperty>("init", "int");
installProperty<TickProperty>("ticks", "float");
installProperty<StatisticsProperty>("statistics", "map");
installProperty<SpawnProperty>("spawn", "map");
installProperty<AreaProperty>("area", "map");
installProperty<VisibilityProperty>("visibility", "float");
installProperty<TerrainModProperty>("terrainmod", "map");
installProperty<TerrainProperty>("terrain", "map");
installProperty<TeleportProperty>("linked", "string");
installProperty<SuspendedProperty>("suspended", "int");
installProperty<TasksProperty>("tasks", "map");
installProperty<EntityProperty>("right_hand_wield", "string");
installProperty<SpawnerProperty>("spawner", "map");
installProperty<ImmortalProperty>("immortal", "int");
installProperty<RespawningProperty>("respawning", "string");
installProperty<DefaultLocationProperty>("default_location", "int");
installProperty<DomainProperty>("domain", "string");
installProperty<LimboProperty>("limbo", "int");
installProperty<TransformsProperty>("map");
installProperty<ModeProperty>("string");
installProperty<ModeSpecProperty>("mode-fixed", "map");
installProperty<ModeSpecProperty>("mode-standing", "map");
installProperty<ModeSpecProperty>("mode-planted", "map");
installProperty<ForcesProperty>("map");
installProperty<PropelProperty>();
installProperty<DensityProperty>();
/**
* Friction is used by the physics system. 0 is no friction, 1 is full friction.
*/
installProperty<Property<float> >("friction", "float");
installProperty<AngularFactorProperty>();
installProperty<GeometryProperty>();
}
CorePropertyManager::~CorePropertyManager()
{
}
int CorePropertyManager::installFactory(const std::string & type_name,
const Root & type_desc,
PropertyKit * factory)
{
Inheritance & i = Inheritance::instance();
if (i.addChild(type_desc) == 0) {
return -1;
}
PropertyManager::installFactory(type_name, factory);
return 0;
}
PropertyBase * CorePropertyManager::addProperty(const std::string & name,
int type)
{
assert(!name.empty());
assert(name != "objtype");
PropertyBase * p = 0;
PropertyFactoryDict::const_iterator I = m_propertyFactories.find(name);
if (I == m_propertyFactories.end()) {
switch (type) {
case Element::TYPE_INT:
p = new Property<int>;
break;
case Element::TYPE_FLOAT:
p = new Property<double>;
break;
case Element::TYPE_STRING:
p = new Property<std::string>;
break;
default:
p = new SoftProperty;
break;
}
} else {
p = I->second->newProperty();
}
debug(std::cout << name << " property found. " << std::endl << std::flush;);
return p;
}