cyphesis/server/EntityFactory.cpp
2016-01-20 15:34:48 +01:00

156 lines
5.7 KiB
C++

// Cyphesis Online RPG Server and AI Engine
// Copyright (C) 2000,2001 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 "EntityFactory_impl.h"
#include "rulesets/Character.h"
#include "rulesets/Creator.h"
#include "rulesets/Plant.h"
#include "rulesets/Stackable.h"
#include "rulesets/World.h"
#include "rulesets/TransformsProperty.h"
#include "rulesets/LocatedEntity.h"
#include "common/debug.h"
#include "common/log.h"
#include "common/ScriptKit.h"
#include "common/TypeNode.h"
#include "common/random.h"
#include <Atlas/Objects/Entity.h>
#include <iostream>
using Atlas::Message::MapType;
using Atlas::Objects::Root;
using Atlas::Objects::Entity::RootEntity;
using String::compose;
static const bool debug_flag = false;
EntityFactoryBase::EntityFactoryBase()
: m_scriptFactory(0), m_parent(0)
{
}
EntityFactoryBase::~EntityFactoryBase()
{
delete m_scriptFactory;
}
template <>
LocatedEntity * EntityFactory<World>::newEntity(const std::string & id,
long intId,
const Atlas::Objects::Entity::RootEntity & attributes,
LocatedEntity* location)
{
return 0;
}
void EntityFactoryBase::initializeEntity(LocatedEntity& thing,
const Atlas::Objects::Entity::RootEntity & attributes, LocatedEntity* location)
{
thing.setType(m_type);
// Sort out python object
if (m_scriptFactory != 0) {
debug(std::cout << "Class " << m_type->name() << " has a python class"
<< std::endl << std::flush;);
m_scriptFactory->addScript(&thing);
}
thing.m_location.m_loc = location;
//Only apply attributes if the supplied attributes is valid.
//The main use of this is when doing restoration from stored entities and we don't want to apply the default attributes directly when
//the entity first is created.
if (attributes.isValid()) {
thing.m_location.readFromEntity(attributes);
auto transProp = thing.requirePropertyClassFixed<TransformsProperty>();
if (!attributes->hasAttr(TransformsProperty::property_name)) {
if (thing.m_location.pos().isValid()) {
//If a position is provided, but not any transforms, copy the position value into the transforms.
transProp->getTranslate() = Vector3D(thing.m_location.pos());
} else {
// If no position coords were provided, put it somewhere near origin, but only if there's no transform property
transProp->getTranslate() = Vector3D(uniform(-8,8), uniform(-8,8), 0);
}
} else {
transProp->set(attributes->getAttr(TransformsProperty::property_name));
}
transProp->apply(&thing);
if (thing.m_location.velocity().isValid()) {
if (attributes.isValid() && attributes->hasAttrFlag(Atlas::Objects::Entity::VELOCITY_FLAG)) {
log(ERROR, compose("EntityFactory::initializeEntity(%1, %2): "
"Entity has velocity set from the attributes "
"given by the creator", thing.getId(), m_type->name()));
} else {
log(ERROR, compose("EntityFactory::initializeEntity(%1, %2): Entity has "
"velocity set from an unknown source",
thing.getId(), m_type->name()));
}
thing.m_location.m_velocity.setValid(false);
}
MapType attrs = attributes->asMessage();
// Apply the attribute values
thing.merge(attrs);
// Then set up the default class properties
for (auto& propIter : m_type->defaults()) {
PropertyBase * prop = propIter.second;
// If a property is in the class it won't have been installed
// as setAttr() checks
prop->install(&thing, propIter.first);
// The property will have been applied if it has an overriden
// value, so we only apply it the value is still default.
if (attrs.find(propIter.first) == attrs.end()) {
prop->apply(&thing);
}
}
}
}
void EntityFactoryBase::addProperties()
{
assert(m_type != 0);
m_type->addProperties(m_attributes);
}
void EntityFactoryBase::updateProperties()
{
assert(m_type != 0);
m_type->updateProperties(m_attributes);
for (auto& child_factory : m_children) {
child_factory->m_attributes = m_attributes;
MapType::const_iterator J = child_factory->m_classAttributes.begin();
MapType::const_iterator Jend = child_factory->m_classAttributes.end();
for (; J != Jend; ++J) {
child_factory->m_attributes[J->first] = J->second;
}
child_factory->updateProperties();
}
}
template class EntityFactory<Thing>;
template class EntityFactory<Character>;
template class EntityFactory<Creator>;
template class EntityFactory<Plant>;
template class EntityFactory<Stackable>;
template class EntityFactory<World>;