// Cyphesis Online RPG Server and AI Engine // Copyright (C) 2004 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: EntityProperties.cpp,v 1.13 2007-12-02 23:49:06 alriddoch Exp $ #include "Entity.h" #include "Container.h" #include "common/Property_impl.h" #include "common/type_utils.h" #include "physics/BBox.h" #include using Atlas::Message::Element; using Atlas::Message::MapType; using Atlas::Message::ListType; using Atlas::Objects::Entity::RootEntity; template<> bool ImmutableProperty::get(Element & e) const { e = m_data.toAtlas(); return true; } template<> void Property::set(const Element & e) { if (e.isList() && (e.asList().size() > 2)) { m_modData.fromAtlas(e.asList()); } } template<> void ImmutableProperty::add(const std::string & s, MapType & ent) const { if (m_data.isValid()) { ent[s] = m_data.toAtlas(); } } template<> void ImmutableProperty::add(const std::string & s, const RootEntity & ent) const { if (m_data.isValid()) { ent->setAttr(s, m_data.toAtlas()); } } template<> bool ImmutableProperty::get(Element & e) const { e = Atlas::Message::ListType(); idListasObject(m_data, e.asList()); return true; } template<> void Property::set(const Element & e) { if (e.isList()) { idListFromAtlas(e.asList(), m_modData); } } template<> void ImmutableProperty::add(const std::string & s, MapType & ent) const { if (!m_data.empty()) { get(ent[s]); } } template<> void ImmutableProperty::add(const std::string & s, const RootEntity & ent) const { if (!m_data.empty()) { ListType list; idListasObject(m_data, list); ent->setAttr(s, list); } } template<> bool ImmutableProperty::get(Element & e) const { e = ListType(); ListType & contlist = e.asList(); LocatedEntitySet::const_iterator Iend = m_data.end(); for (LocatedEntitySet::const_iterator I = m_data.begin(); I != Iend; ++I) { contlist.push_back((*I)->getId()); } return true; } template<> void ImmutableProperty::add(const std::string & s, MapType & ent) const { if (!m_data.empty()) { get(ent[s]); } } template<> void ImmutableProperty::add(const std::string & s, const RootEntity & ent) const { if (!m_data.empty()) { Element v; get(v); ent->setAttr(s, v); } } template<> bool ImmutableProperty::get(Element & e) const { // FIXME Not sure if this is best. Why did we bother to virtualise // addToMessage() if we have to do this here? e = ListType(); ListType & contlist = e.asList(); Container::const_iterator Iend = m_data.end(); for (Container::const_iterator I = m_data.begin(); I != Iend; ++I) { contlist.push_back((*I)->getId()); } return true; } template<> void ImmutableProperty::add(const std::string & s, MapType & ent) const { if (!m_data.empty()) { m_data.addToMessage(s, ent); } } template<> void ImmutableProperty::add(const std::string & s, const RootEntity & ent) const { if (!m_data.empty()) { m_data.addToEntity(s, ent); } } template<> void SignalProperty::set(const Element & e) { if (e.isList() && (e.asList().size() > 2)) { m_modData.fromAtlas(e.asList()); modified.emit(); } } template class Property; template class Property; template class ImmutableProperty; template class ImmutableProperty; template class SignalProperty;