cyphesis/server/CorePropertyManager.cpp
Erik Ogenvik eb62195b2c Added a mode specification property.
This property tells how the entity should behave when put into
different modes. Currently we only allow for specific transformations
to occur.

The mode specifications are registed in properties where "mode-" forms
a prefix, and the mode a suffix. For example, "mode-planted".
This also does away with the "plantable" property.
2016-01-20 15:34:48 +01:00

199 lines
7.1 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 "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);
}
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", "int");
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");
}
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;
}