mirror of
https://github.com/worldforge/cyphesis
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245 lines
9.1 KiB
C++
245 lines
9.1 KiB
C++
// Cyphesis Online RPG Server and AI Engine
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// Copyright (C) 2000,2001 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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#ifndef RULESETS_ENTITY_H
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#define RULESETS_ENTITY_H
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#include "LocatedEntity.h"
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#include "modules/Location.h"
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#include "common/BaseWorld.h"
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#include "common/Property.h"
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#include <iostream>
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class Motion;
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class Domain;
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/// \brief Flag indicating entity has been written to permanent store
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/// \ingroup EntityFlags
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static const unsigned int entity_clean = 1 << 0;
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/// \brief Flag indicating entity POS has been written to permanent store
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/// \ingroup EntityFlags
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static const unsigned int entity_pos_clean = 1 << 1;
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/// \brief Flag indicating entity ORIENT has been written to permanent store
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/// \ingroup EntityFlags
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static const unsigned int entity_orient_clean = 1 << 2;
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static const unsigned int entity_clean_mask = entity_clean |
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entity_pos_clean |
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entity_orient_clean;
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/// \brief Flag indicating entity is perceptive
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/// \ingroup EntityFlags
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static const unsigned int entity_perceptive = 1 << 3;
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/// \brief Flag indicating entity has been destroyed
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/// \ingroup EntityFlags
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static const unsigned int entity_destroyed = 1 << 4;
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/// \brief Flag indicating entity has been queued for storage update
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/// \ingroup EntityFlags
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static const unsigned int entity_queued = 1 << 5;
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/// \brief Flag indicaiting entity is ephemeral
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/// \ingroup EntityFlags
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static const unsigned int entity_ephem = 1 << 6;
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/// \brief This is the base class from which all in-game objects inherit.
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///
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/// This class should not normally be instantiated directly.
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/// This class provides hard-coded attributes which are common to most
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/// in game objects, the dynamic attributes map, and a means to access both
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/// transparantly without needing to know which are which.
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/// This is now also intended to be the base for in-game persistance.
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/// It implements the basic types required for persistance.
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/// \ingroup EntityClasses
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class Entity : public LocatedEntity {
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protected:
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/// Motion behavoir of this entity
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Motion * m_motion;
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/// Map of operation handlers
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HandlerMap m_operationHandlers;
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/// Flags indicating changes to attributes
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unsigned int m_flags;
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public:
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explicit Entity(const std::string & id, long intId);
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virtual ~Entity();
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/// \brief Accessor for pointer to motion object
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Motion * motion() const {
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return m_motion;
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}
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/// \brief Send an operation to the world for dispatch.
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///
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/// sendWorld() bipasses serialno assignment, so you must ensure
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/// that serialno is sorted. This allows client serialnos to get
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/// in, so that client gets correct usefull refnos back.
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void sendWorld(const Operation & op) {
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BaseWorld::instance().message(op, *this);
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}
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/// \brief Check if this entity is flagged as perceptive
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const bool isPerceptive() const { return m_flags & entity_perceptive; }
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/// \brief Check if this entity is flagged as destroyed
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bool isDestroyed() const { return m_flags & entity_destroyed; }
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/// \brief Accessor for flags
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const int getFlags() const { return m_flags; }
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void setFlags(unsigned int flags) { m_flags |= flags; }
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void resetFlags(unsigned int flags) { m_flags &= ~flags; }
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virtual void setAttr(const std::string & name,
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const Atlas::Message::Element &);
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virtual const PropertyBase * getProperty(const std::string & name) const;
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PropertyBase * modProperty(const std::string & name);
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void setProperty(const std::string & name, PropertyBase * prop);
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/// \brief Get a property that is required to of a given type.
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template <class PropertyT>
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PropertyT * modPropertyClass(const std::string & name)
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{
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PropertyBase * p = modProperty(name);
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if (p != 0) {
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return dynamic_cast<PropertyT *>(p);
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}
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return 0;
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}
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/// \brief Get a modifiable property that is a generic property of a type
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///
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/// If the property is not set on the Entity instance, but has a class
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/// default, the default is copied to the instance, and a pointer is
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/// returned if it is a property of the right type.
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template <typename T>
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Property<T> * modPropertyType(const std::string & name)
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{
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PropertyBase * p = modProperty(name);
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if (p != 0) {
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return dynamic_cast<Property<T> *>(p);
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}
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return 0;
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}
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/// \brief Require that a property of a given type is set.
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///
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/// If the property is not set on the Entity instance, but has a class
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/// default, the default is copied to the instance, and a pointer is
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/// returned if it is a property of the right type. If it does not
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/// exist, or is not of the right type, a new property is created of
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/// the right type, and installed on the Entity instance.
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template <class PropertyT>
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PropertyT * requirePropertyClass(const std::string & name,
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const Atlas::Message::Element & def_val
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= Atlas::Message::Element())
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{
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PropertyBase * p = modProperty(name);
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PropertyT * sp = 0;
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if (p != 0) {
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sp = dynamic_cast<PropertyT *>(p);
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}
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if (sp == 0) {
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// If it is not of the right type, delete it and a new
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// one of the right type will be inserted.
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m_properties[name] = sp = new PropertyT;
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sp->install(this);
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if (p != 0) {
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Atlas::Message::Element val;
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if (p->get(val)) {
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sp->set(val);
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}
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delete p;
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} else if (!def_val.isNone()) {
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sp->set(def_val);
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}
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sp->apply(this);
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}
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return sp;
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}
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void installHandler(int, Handler);
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void destroy();
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Domain * getMovementDomain();
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virtual void addToMessage(Atlas::Message::MapType &) const;
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virtual void addToEntity(const Atlas::Objects::Entity::RootEntity &) const;
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virtual void ActuateOperation(const Operation &, OpVector &);
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virtual void AppearanceOperation(const Operation &, OpVector &);
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virtual void AttackOperation(const Operation &, OpVector &);
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virtual void CombineOperation(const Operation &, OpVector &);
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virtual void CreateOperation(const Operation &, OpVector &);
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virtual void DeleteOperation(const Operation &, OpVector &);
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virtual void DisappearanceOperation(const Operation &, OpVector &);
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virtual void DivideOperation(const Operation &, OpVector &);
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virtual void EatOperation(const Operation &, OpVector &);
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virtual void ImaginaryOperation(const Operation &, OpVector &);
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virtual void LookOperation(const Operation &, OpVector &);
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virtual void MoveOperation(const Operation &, OpVector &);
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virtual void NourishOperation(const Operation &, OpVector &);
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virtual void SetOperation(const Operation &, OpVector &);
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virtual void SightOperation(const Operation &, OpVector &);
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virtual void SoundOperation(const Operation &, OpVector &);
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virtual void TalkOperation(const Operation &, OpVector &);
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virtual void TickOperation(const Operation &, OpVector &);
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virtual void TouchOperation(const Operation &, OpVector &);
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virtual void UpdateOperation(const Operation &, OpVector &);
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virtual void UseOperation(const Operation &, OpVector &);
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virtual void WieldOperation(const Operation &, OpVector &);
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virtual void externalOperation(const Operation & op);
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virtual void operation(const Operation &, OpVector &);
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void callOperation(const Operation &, OpVector &);
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virtual void onContainered();
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virtual void onUpdated();
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/// Signal indicating that this entity has been changed
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sigc::signal<void> updated;
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/// Single shot signal indicating that this entity has changed its LOC
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sigc::signal<void> containered;
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/// \brief Signal emitted when this entity is removed from the server
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///
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/// Note that this is usually well before the object is actually deleted
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/// and marks the conceptual destruction of the concept this entity
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/// represents, not the destruction of this object.
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sigc::signal<void> destroyed;
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};
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inline std::ostream & operator<<(std::ostream& s, Location& v)
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{
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if (v.isValid()) {
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return s << "{" << v.m_loc->getId() << "," << v.pos() << ","
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<< v.m_velocity << "}";
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} else {
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return s << "{null," << v.pos() << ","
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<< v.m_velocity << "}";
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}
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}
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#endif // RULESETS_ENTITY_H
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