mirror of
https://github.com/worldforge/cyphesis
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* common/Property.h, common/Property_impl.h, rulesets/AreaProperty.cpp, rulesets/AreaProperty.h, rulesets/CalendarProperty.cpp, rulesets/CalendarProperty.h, rulesets/Entity.cpp, rulesets/EntityProperties.cpp, rulesets/LineProperty.cpp, rulesets/LineProperty.h, rulesets/Py_Thing.cpp, rulesets/StatisticsProperty.cpp, rulesets/StatisticsProperty.h, rulesets/TerrainProperty.cpp, rulesets/TerrainProperty.h: Change return value of Property::get to bool, and use it to indicate if the property has a value.
178 lines
4.3 KiB
C++
178 lines
4.3 KiB
C++
// Cyphesis Online RPG Server and AI Engine
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// Copyright (C) 2004 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 "Container.h"
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#include "common/Property_impl.h"
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#include "common/type_utils.h"
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#include "physics/BBox.h"
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#include <wfmath/atlasconv.h>
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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::Entity::RootEntity;
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template<>
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bool ImmutableProperty<BBox>::get(Element & e) const
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{
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e = m_data.toAtlas();
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return true;
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}
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template<>
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void Property<BBox>::set(const Element & e)
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{
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if (e.isList() && (e.asList().size() > 2)) {
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m_modData.fromAtlas(e.asList());
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}
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}
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template<>
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void ImmutableProperty<BBox>::add(const std::string & s, MapType & ent) const
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{
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if (m_data.isValid()) {
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ent[s] = m_data.toAtlas();
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}
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}
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template<>
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void ImmutableProperty<BBox>::add(const std::string & s, const RootEntity & ent) const
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{
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if (m_data.isValid()) {
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ent->setAttr(s, m_data.toAtlas());
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}
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}
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template<>
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bool ImmutableProperty<IdList>::get(Element & e) const
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{
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e = Atlas::Message::ListType();
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idListasObject(m_data, e.asList());
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return true;
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}
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template<>
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void Property<IdList>::set(const Element & e)
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{
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if (e.isList()) {
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idListFromAtlas(e.asList(), m_modData);
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}
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}
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template<>
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void ImmutableProperty<IdList>::add(const std::string & s, MapType & ent) const
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{
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if (!m_data.empty()) {
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get(ent[s]);
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}
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}
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template<>
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void ImmutableProperty<IdList>::add(const std::string & s, const RootEntity & ent) const
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{
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if (!m_data.empty()) {
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ListType list;
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idListasObject(m_data, list);
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ent->setAttr(s, list);
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}
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}
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template<>
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bool ImmutableProperty<EntitySet>::get(Element & e) const
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{
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e = ListType();
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ListType & contlist = e.asList();
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EntitySet::const_iterator Iend = m_data.end();
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for (EntitySet::const_iterator I = m_data.begin(); I != Iend; ++I) {
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contlist.push_back((*I)->getId());
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}
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return true;
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}
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template<>
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void ImmutableProperty<EntitySet>::add(const std::string & s,
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MapType & ent) const
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{
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if (!m_data.empty()) {
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get(ent[s]);
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}
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}
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template<>
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void ImmutableProperty<EntitySet>::add(const std::string & s,
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const RootEntity & ent) const
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{
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if (!m_data.empty()) {
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Element v;
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get(v);
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ent->setAttr(s, v);
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}
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}
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template<>
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bool ImmutableProperty<Container>::get(Element & e) const
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{
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// FIXME Not sure if this is best. Why did we bother to virtualise
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// addToMessage() if we have to do this here?
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e = ListType();
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ListType & contlist = e.asList();
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Container::const_iterator Iend = m_data.end();
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for (Container::const_iterator I = m_data.begin(); I != Iend; ++I) {
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contlist.push_back((*I)->getId());
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}
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return true;
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}
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template<>
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void ImmutableProperty<Container>::add(const std::string & s,
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MapType & ent) const
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{
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if (!m_data.empty()) {
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m_data.addToMessage(s, ent);
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}
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}
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template<>
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void ImmutableProperty<Container>::add(const std::string & s,
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const RootEntity & ent) const
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{
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if (!m_data.empty()) {
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m_data.addToEntity(s, ent);
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}
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}
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template<>
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void SignalProperty<BBox>::set(const Element & e)
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{
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if (e.isList() && (e.asList().size() > 2)) {
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m_modData.fromAtlas(e.asList());
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modified.emit();
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}
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}
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template class Property<BBox>;
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template class Property<IdList>;
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template class ImmutableProperty<EntitySet>;
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template class ImmutableProperty<Container>;
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template class SignalProperty<BBox>;
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