// 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
// $Id: Creator.cpp,v 1.80 2007-11-26 15:06:33 alriddoch Exp $
#include "Creator.h"
#include "BaseMind.h"
#include "common/log.h"
#include "common/debug.h"
#include "common/serialno.h"
#include "common/compose.hpp"
#include "common/Setup.h"
#include "common/Tick.h"
#include "common/Unseen.h"
#include <Atlas/Objects/Operation.h>
#include <Atlas/Objects/Anonymous.h>
using Atlas::Objects::Root;
using Atlas::Objects::Operation::Delete;
using Atlas::Objects::Operation::Unseen;
using Atlas::Objects::Entity::Anonymous;
static const bool debug_flag = false;
Creator::Creator(const std::string & id, long intId) : Creator_parent(id, intId)
{
debug( std::cout << "Creator::Creator" << std::endl << std::flush;);
}
void Creator::sendExternalMind(const Operation & op, OpVector & res)
{
debug(std::cout << "Creator::sendExternalMind(" << op->getParents().front()
<< ")" << std::endl << std::flush;);
// Simpified version of Character method sendMind() because local
// mind of Creator is irrelevant
if (0 != m_externalMind) {
debug( std::cout << "Sending to external mind" << std::endl
<< std::flush;);
m_externalMind->operation(op, res);
} else {
// If we do not have an external mind, and therefor a connection,
// there is no purpose to our existance, so we should die.
debug( std::cout << "NOTICE: Creator self destruct"
<< std::endl << std::flush;);
Delete d;
Anonymous del_arg;
del_arg->setId(getId());
d->setArgs1(del_arg);
d->setTo(getId());
res.push_back(d);
}
}
void Creator::operation(const Operation & op, OpVector & res)
{
debug( std::cout << "Creator::operation" << std::endl << std::flush;);
// FIXME Why not just call callOperation() to handle the type switch?
// The only real reason is that we avoid passing the Delete op to the
// mind, so we return early here. Could check for the Delete op in
// sendExternalMind() when the mind is gone, thus getting rid of the
// problem.
// To switch to using callOperation(), some more op handlers would
// need to be implemented, in particular SetupOperation() would need
// need to be implemented as below. Some might need to be blocked
// to prevent anyone from messing with us, like SetOperation().
OpNo op_no = op->getClassNo();
switch(op_no) {
case OP_CREATE:
CreateOperation(op, res);
break;
case OP_LOOK:
LookOperation(op, res);
break;
case OP_MOVE:
MoveOperation(op, res);
break;
case OP_DELETE:
DeleteOperation(op, res);
// Prevent Delete op from being sent to mind, so another delete
// is not created in response.
return;
break;
default:
if (op_no == OP_SETUP) {
BaseWorld::instance().addPerceptive(this);
} else if (op_no == OP_TICK) {
TickOperation(op, res);
}
break;
}
sendExternalMind(op, res);
}
void Creator::externalOperation(const Operation & op)
{
// If an admin connection specifies a TO on the op, we treat
// it specially, and make sure it goes direct, otherwise
// we handle it like a normal character.
debug( std::cout << "Creator::externalOperation("
<< op->getParents().front() << ")" << std::endl
<< std::flush;);
if (op->isDefaultTo()) {
debug( std::cout << "Creator handling op normally" << std::endl
<< std::flush;);
Creator_parent::externalOperation(op);
} else if (op->getTo() == getId() && op->isDefaultFutureSeconds()) {
debug( std::cout << "Creator handling op " << std::endl << std::flush;);
OpVector lres;
callOperation(op, lres);
OpVector::const_iterator Iend = lres.end();
for (OpVector::const_iterator I = lres.begin(); I != Iend; ++I) {
if (!op->isDefaultSerialno()) {
(*I)->setRefno(op->getSerialno());
}
sendWorld(*I);
// Don't delete lres as it has gone into World's queue
// World will deal with it.
}
} else {
Entity * to = BaseWorld::instance().getEntity(op->getTo());
if (to != 0) {
// Make it appear like it came from target itself;
to->sendWorld(op);
} else {
log(ERROR, String::compose("Creator operation from client "
"is to unknown ID \"%1\"",
op->getTo()));
Unseen u;
Anonymous unseen_arg;
unseen_arg->setId(op->getTo());
u->setArgs1(unseen_arg);
u->setTo(getId());
if (!op->isDefaultSerialno()) {
u->setRefno(op->getSerialno());
}
OpVector res;
sendExternalMind(u, res);
// We are not interested in anything the external mind might return
}
}
}
void Creator::mindLookOperation(const Operation & op, OpVector & res)
{
// This overriden version allows the Creator to search the world for
// entities by type or by name
debug(std::cout << "Got look up from prived mind from [" << op->getFrom()
<< "] to [" << op->getTo() << "]" << std::endl << std::flush;);
m_perceptive = true;
const std::vector<Root> & args = op->getArgs();
if (args.empty()) {
op->setTo(BaseWorld::instance().m_gameWorld.getId());
} else {
const Root & arg = args.front();
if (arg->hasAttrFlag(Atlas::Objects::ID_FLAG)) {
op->setTo(arg->getId());
} else if (arg->hasAttrFlag(Atlas::Objects::NAME_FLAG)) {
// Search by name
Entity * e = BaseWorld::instance().findByName(arg->getName());
if (e != NULL) {
op->setTo(e->getId());
} else {
Unseen u;
u->setTo(getId());
u->setArgs1(arg);
if (!op->isDefaultSerialno()) {
u->setRefno(op->getSerialno());
}
sendExternalMind(u, res);
return;
}
} else if (arg->hasAttrFlag(Atlas::Objects::PARENTS_FLAG)) {
// Search by name
if (!arg->getParents().empty()) {
Entity * e = BaseWorld::instance().findByType(arg->getParents().front());
if (e != NULL) {
op->setTo(e->getId());
} else {
Unseen u;
u->setTo(getId());
u->setArgs1(arg);
if (!op->isDefaultSerialno()) {
u->setRefno(op->getSerialno());
}
sendExternalMind(u, res);
return;
}
}
}
// FIXME Need to ensure that a broadcast Look insn't sent, and
// an Unseen is sent back, in once place if no match is found.
// Probably most easlier done by checking TO on op by flag.
}
debug( std::cout <<" now to ["<<op->getTo()<<"]"<<std::endl<<std::flush;);
res.push_back(op);
}
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