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// Cyphesis Online RPG Server and AI Engine
// Copyright (C) 2000-2006 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
// $Id: Thing.cpp,v 1.228 2008-01-26 17:43:22 alriddoch Exp $
#include "Thing.h"
#include "Script.h"
#include "Motion.h"
#include "common/log.h"
#include "common/const.h"
#include "common/debug.h"
#include "common/compose.hpp"
#include "common/Property.h"
#include "common/Burn.h"
#include "common/Nourish.h"
#include "common/Update.h"
#include "common/Pickup.h"
#include "common/Drop.h"
#include <wfmath/atlasconv.h>
#include <Atlas/Objects/Operation.h>
#include <Atlas/Objects/Anonymous.h>
using Atlas::Objects::smart_dynamic_cast;
using Atlas::Message::Element;
using Atlas::Message::MapType;
using Atlas::Objects::Root;
using Atlas::Objects::Operation::Set;
using Atlas::Objects::Operation::Sight;
using Atlas::Objects::Operation::Delete;
using Atlas::Objects::Operation::Drop;
using Atlas::Objects::Operation::Move;
using Atlas::Objects::Operation::Nourish;
using Atlas::Objects::Operation::Pickup;
using Atlas::Objects::Operation::Appearance;
using Atlas::Objects::Operation::Disappearance;
using Atlas::Objects::Operation::Update;
using Atlas::Objects::Operation::Wield;
using Atlas::Objects::Entity::Anonymous;
using Atlas::Objects::Entity::RootEntity;
static const bool debug_flag = false;
/// \brief Constructor for physical or tangiable entities.
Thing::Thing(const std::string & id, long intId) :
Identified(id, intId),
Thing_parent(id, intId)
{
m_motion = new Motion(*this);
}
Thing::~Thing()
{
assert(m_motion != 0);
delete m_motion;
}
void Thing::DeleteOperation(const Operation & op, OpVector & res)
{
if (m_location.m_loc == 0) {
log(ERROR, String::compose("Deleting %1(%2) when it is not "
"in the world.", getType(), getId()));
assert(m_location.m_loc != 0);
return;
}
// The actual destruction and removal of this entity will be handled
// by the WorldRouter
Sight s;
s->setArgs1(op);
res.push_back(s);
}
void Thing::MoveOperation(const Operation & op, OpVector & res)
{
debug( std::cout << "Thing::move_operation" << std::endl << std::flush;);
if (m_location.m_loc == 0) {
log(ERROR, String::compose("Moving %1(%2) when it is not in the world.",
getType(), getId()));
assert(m_location.m_loc != 0);
return;
}
// Check the validity of the operation.
const std::vector<Root> & args = op->getArgs();
if (args.empty()) {
error(op, "Move has no argument", res, getId());
return;
}
RootEntity ent = smart_dynamic_cast<RootEntity>(args.front());
if (!ent.isValid()) {
error(op, "Move op arg is malformed", res, getId());
return;
}
if (getId() != ent->getId()) {
error(op, "Move op does not have correct id in argument", res, getId());
return;
}
if (!ent->hasAttrFlag(Atlas::Objects::Entity::LOC_FLAG)) {
error(op, "Move op has no loc", res, getId());
return;
}
const std::string & new_loc_id = ent->getLoc();
Entity * new_loc = 0;
if (new_loc_id != m_location.m_loc->getId()) {
// If the LOC has not changed, we don't need to look it up, or do
// any of the following checks.
new_loc = BaseWorld::instance().getEntity(new_loc_id);
if (new_loc == 0) {
error(op, "Move op loc does not exist", res, getId());
return;
}
debug(std::cout << "LOC: " << new_loc_id << std::endl << std::flush;);
LocatedEntity * test_loc = new_loc;
for (; test_loc != 0; test_loc = test_loc->m_location.m_loc) {
if (test_loc == this) {
error(op, "Attempt to move into itself", res, getId());
return;
}
}
assert(new_loc != 0);
assert(m_location.m_loc != new_loc);
}
if (!ent->hasAttrFlag(Atlas::Objects::Entity::POS_FLAG)) {
error(op, "Move op has no pos", res, getId());
return;
}
// Up until this point nothing should have changed, but the changes
// have all now been checked for validity.
// Check if the location has changed
if (new_loc != 0) {
// new_loc should only be non-null if the LOC specified is
// different from the current LOC
assert(m_location.m_loc != new_loc);
// Check for pickup, ie if the new LOC is the actor, and the
// previous LOC is the actor's LOC.
if (new_loc->getId() == op->getFrom() &&
m_location.m_loc == new_loc->m_location.m_loc) {
Pickup p;
p->setFrom(op->getFrom());
p->setTo(getId());
Sight s;
s->setArgs1(p);
res.push_back(s);
Anonymous wield_arg;
wield_arg->setId(getId());
Wield w;
w->setTo(op->getFrom());
w->setArgs1(wield_arg);
res.push_back(w);
}
// Check for drop, ie if the old LOC is the actor, and the
// new LOC is the actor's LOC.
if (m_location.m_loc->getId() == op->getFrom() &&
new_loc == m_location.m_loc->m_location.m_loc) {
Drop d;
d->setFrom(op->getFrom());
d->setTo(getId());
Sight s;
s->setArgs1(d);
res.push_back(s);
}
// Update loc
changeContainer(new_loc);
}
std::string mode;
if (hasAttr("mode")) {
Element mode_attr;
getAttr("mode", mode_attr);
if (mode_attr.isString()) {
mode = mode_attr.String();
} else {
log(ERROR, String::compose("Mode on entity is a \"%1\" in "
"Thing::MoveOperation",
Element::typeName(mode_attr.getType())));
}
}
// Move ops often include a mode change, so we handle it here, even
// though it is not a special attribute for efficiency. Otherwise
// an additional Set op would be required.
Element attr_mode;
if (ent->copyAttr("mode", attr_mode) == 0) {
if (!attr_mode.isString()) {
log(ERROR, "Non string mode set in Thing::MoveOperation");
} else {
// Update the mode
setAttr("mode", attr_mode);
m_motion->setMode(attr_mode.String());
mode = attr_mode.String();
}
}
const double & current_time = BaseWorld::instance().getTime();
Point3D old_pos = m_location.pos();
// Update pos
fromStdVector(m_location.m_pos, ent->getPos());
// FIXME Quick height hack
m_location.m_pos.z() = BaseWorld::instance().constrainHeight(m_location.m_loc,
m_location.pos(),
mode);
m_location.update(current_time);
m_update_flags |= a_pos;
if (ent->hasAttrFlag(Atlas::Objects::Entity::VELOCITY_FLAG)) {
// Update velocity
fromStdVector(m_location.m_velocity, ent->getVelocity());
// Velocity is not persistent so has no flag
}
Element attr_orientation;
if (ent->copyAttr("orientation", attr_orientation) == 0) {
// Update orientation
m_location.m_orientation.fromAtlas(attr_orientation.asList());
m_update_flags |= a_orient;
}
// At this point the Location data for this entity has been updated.
bool moving = false;
if (m_location.velocity().isValid() &&
m_location.velocity().sqrMag() > WFMATH_EPSILON) {
moving = true;
}
// Take into account terrain following etc.
// Take into account mode also.
// m_motion->adjustNewPostion();
float update_time = consts::move_tick;
if (moving) {
// If we are moving, check for collisions
update_time = m_motion->checkCollisions();
if (m_motion->collision()) {
if (update_time < WFMATH_EPSILON) {
moving = m_motion->resolveCollision();
} else {
m_motion->m_collisionTime = current_time + update_time;
}
}
}
Operation m(op.copy());
RootEntity marg = smart_dynamic_cast<RootEntity>(m->getArgs().front());
assert(marg.isValid());
m_location.addToEntity(marg);
Sight s;
s->setArgs1(m);
res.push_back(s);
// Serial number must be changed regardless of whether we will use it
++m_motion->serialno();
// If we are moving, schedule an update to track the movement
if (moving) {
debug(std::cout << "Move Update in " << update_time << std::endl << std::flush;);
Update u;
u->setFutureSeconds(update_time);
u->setTo(getId());
u->setRefno(m_motion->serialno());
res.push_back(u);
}
// This code handles sending Appearance and Disappearance operations
// to this entity and others to indicate if one has gained or lost
// sight of the other because of this movement
// FIXME Why only for a perceptive moving entity? Surely other entities
// must gain/lose sight of this entity if it's moving?
if (isPerceptive()) {
checkVisibility(old_pos, res);
}
m_seq++;
updated.emit();
}
/// \brief Check changes in visibility of this entity
///
/// Check how this entity's position has changed since the last update
/// and how this has affected which entities it can see, and which can see
/// it. Return Appearance and Disappearance operations as required.
/// @param old_pos The coordinates of this entity before the update
/// @param res Resulting operations are returned here
void Thing::checkVisibility(const Point3D & old_pos, OpVector & res)
{
debug(std::cout << "testing range" << std::endl;);
float fromSquSize = m_location.squareBoxSize();
std::vector<Root> appear, disappear;
Anonymous this_ent;
this_ent->setId(getId());
this_ent->setStamp(m_seq);
assert(m_location.m_loc != 0);
assert(m_location.m_loc->m_contains != 0);
LocatedEntitySet::const_iterator I = m_location.m_loc->m_contains->begin();
LocatedEntitySet::const_iterator Iend = m_location.m_loc->m_contains->end();
for(; I != Iend; ++I) {
float old_dist = squareDistance((*I)->m_location.pos(), old_pos),
new_dist = squareDistance((*I)->m_location.pos(), m_location.pos()),
squ_size = (*I)->m_location.squareBoxSize();
// Build appear and disappear lists, and send operations
// Also so operations to (dis)appearing perceptive
// entities saying that we are (dis)appearing
// FIXME Should this be Entity *
Entity * viewer = dynamic_cast<Entity *>(*I);
assert(viewer != 0);
if (viewer->isPerceptive()) {
bool was_in_range = ((fromSquSize / old_dist) > consts::square_sight_factor),
is_in_range = ((fromSquSize / new_dist) > consts::square_sight_factor);
if (was_in_range != is_in_range) {
if (was_in_range) {
// Send operation to the entity in question so it
// knows it is losing sight of us.
Disappearance d;
d->setArgs1(this_ent);
d->setTo((*I)->getId());
res.push_back(d);
} else /*if (is_in_range)*/ {
// Send operation to the entity in question so it
// knows it is gaining sight of us.
// FIXME We don't need to do this, cos its about
// to get our Sight(Move)
Appearance a;
a->setArgs1(this_ent);
a->setTo((*I)->getId());
res.push_back(a);
}
}
}
bool could_see = ((squ_size / old_dist) > consts::square_sight_factor),
can_see = ((squ_size / new_dist) > consts::square_sight_factor);
if (could_see ^ can_see) {
Anonymous that_ent;
that_ent->setId((*I)->getId());
that_ent->setStamp((*I)->getSeq());
if (could_see) {
// We are losing sight of that object
disappear.push_back(that_ent);
debug(std::cout << getId() << ": losing site of "
<< (*I)->getId() << std::endl;);
} else /*if (can_see)*/ {
// We are gaining sight of that object
appear.push_back(that_ent);
debug(std::cout << getId() << ": gaining site of "
<< (*I)->getId() << std::endl;);
}
}
}
if (!appear.empty()) {
// Send an operation to ourselves with a list of entities
// we are losing sight of
Appearance a;
a->setArgs(appear);
a->setTo(getId());
res.push_back(a);
}
if (!disappear.empty()) {
// Send an operation to ourselves with a list of entities
// we are gaining sight of
Disappearance d;
d->setArgs(disappear);
d->setTo(getId());
res.push_back(d);
}
}
void Thing::SetOperation(const Operation & op, OpVector & res)
{
const std::vector<Root> & args = op->getArgs();
if (args.empty()) {
error(op, "Set has no argument", res, getId());
return;
}
const Root & ent = args.front();
merge(ent->asMessage());
Sight s;
s->setArgs1(op);
res.push_back(s);
m_seq++;
if (m_update_flags != 0) {
updated.emit();
}
}
/// \brief Generate a Sight(Set) operation giving an update on named attributes
///
/// When another operation causes the properties of an entity to be changed,
/// it can trigger propagation of this change by sending an Update operation
/// nameing the attributes or properties that need to be updated. This
/// member function handles the Operation, sending a Sight(Set) for
/// any perceptible changes, and will in future handle persisting those
/// changes. Should this also handle side effects?
/// The main reason for this up is that if other ops need to generate a
/// Set op to update attributes, there are race conditions all over the
/// place.
/// @param op Update operation that notifies of the changes.
/// @param res The result of the operation is returned here.
void Thing::updateProperties(const Operation & op, OpVector & res) const
{
const std::vector<Root> & args = op->getArgs();
if (args.empty()) {
return;
}
RootEntity arg = smart_dynamic_cast<RootEntity>(args.front());
if (!arg.isValid()) {
error(op, "Update op has malformed args", res, getId());
return;
}
debug(std::cout << "Generating property update" << std::endl << std::flush;);
Anonymous set_arg;
set_arg->setId(getId());
// Check if any of the hard attributes on RootEntity of changed.
// All other hard attributes cannot be changed this way. Location related
// attrs can only be changed by a Move or move relate update.
// ID and PARENTS are immutable.
if (!arg->isDefaultName()) {
// Update the name
// FIXME How?
}
if (!arg->isDefaultContains()) {
// Update the contains
// FIXME Really?
// Surely better to go through the Property?
}
// FIXME SLOW!
MapType attrs = arg->asMessage();
MapType::const_iterator I = attrs.begin();
MapType::const_iterator Iend = attrs.end();
PropertyDict::const_iterator J;
PropertyDict::const_iterator Jend = m_properties.end();
for (; I != Iend; ++I) {
const std::string & attr = I->first;
debug(std::cout << " " << attr << std::endl << std::flush;);
J = m_properties.find(attr);
if (J != Jend) {
// Dump the property value into the Sight(Set()) arg
J->second->add(attr, set_arg);
} else {
error(op, String::compose("Got update for non-existant property "
"\"%1\"", attr), res, getId());
}
}
Set set;
set->setTo(getId());
set->setFrom(getId());
set->setSeconds(op->getSeconds());
set->setArgs1(set_arg);
Sight sight;
sight->setArgs1(set);
res.push_back(sight);
}
void Thing::UpdateOperation(const Operation & op, OpVector & res)
{
// If it has no refno, then it is a generic request to broadcast
// an update of some properties which have changed.
if (op->isDefaultRefno()) {
updateProperties(op, res);
return;
}
// If LOC is null, this cannot be part of the world, or must be the
// world itself, so should not be involved in any movement.
if (m_location.m_loc == 0) {
log(ERROR, String::compose("Updating %1(%2) when it is not in the world.",
getType(), getId()));
return;
}
// If it has a refno, then it is a movement update. If it does not
// match the current movement serialno, then its obsolete, and can
// be discarded.
if (op->getRefno() != m_motion->serialno()) {
return;
}
// If somehow a movement update arrives with the correct refno, but
// we are not moving, then something has gone wrong.
if (!m_location.velocity().isValid() ||
m_location.velocity().sqrMag() < WFMATH_EPSILON) {
log(ERROR, "Update got for entity not moving");
return;
}
// This is where we will handle movement simulation from now on, rather
// than in the mind interface. The details will be sorted by a new type
// of object which will handle the specifics.
const double & current_time = BaseWorld::instance().getTime();
double time_diff = current_time - m_location.timeStamp();
std::string mode;
if (hasAttr("mode")) {
Element mode_attr;
getAttr("mode", mode_attr);
if (mode_attr.isString()) {
mode = mode_attr.String();
} else {
log(ERROR, String::compose("Mode on entity is a \"%1\" "
"in Thing::UpdateOperation",
Element::typeName(mode_attr.getType())));
}
}
Point3D old_pos = m_location.pos();
bool moving = true;
// Check if a predicted collision is due.
if (m_motion->collision()) {
if (current_time >= m_motion->m_collisionTime) {
time_diff = m_motion->m_collisionTime - m_location.timeStamp();
// This flag signals that collision resolution is required later.
// Whether or not we are actually moving is determined by the
// collision resolution.
moving = false;
}
}
// Update entity position
m_location.m_pos += (m_location.velocity() * time_diff);
// Collision resolution has to occur after position has been updated.
if (!moving) {
moving = m_motion->resolveCollision();
}
// Adjust the position to world constraints - essentially fit
// to the terrain height at this stage.
m_location.m_pos.z() = BaseWorld::instance().constrainHeight(m_location.m_loc,
m_location.pos(),
mode);
m_location.update(current_time);
m_update_flags |= a_pos;
float update_time = consts::move_tick;
if (moving) {
// If we are moving, check for collisions
update_time = m_motion->checkCollisions();
if (m_motion->collision()) {
if (update_time < WFMATH_EPSILON) {
moving = m_motion->resolveCollision();
} else {
m_motion->m_collisionTime = current_time + update_time;
}
}
}
Move m;
Anonymous move_arg;
move_arg->setId(getId());
m_location.addToEntity(move_arg);
m->setArgs1(move_arg);
m->setFrom(getId());
m->setTo(getId());
Sight s;
s->setArgs1(m);
res.push_back(s);
if (moving) {
debug(std::cout << "New Update in " << update_time << std::endl << std::flush;);
Update u;
u->setFutureSeconds(update_time);
u->setTo(getId());
// If the update op has no serial number, we need our own
// ref number
if (op->isDefaultSerialno()) {
u->setRefno(++m_motion->serialno());
} else {
// We should respect the serial number if it is present
// as the core code will set the reference number
// correctly.
m_motion->serialno() = op->getSerialno();
}
res.push_back(u);
}
// This code handles sending Appearance and Disappearance operations
// to this entity and others to indicate if one has gained or lost
// sight of the other because of this movement
// FIXME Why only for a perceptive moving entity? Surely other entities
// must gain/lose sight of this entity if it's moving?
if (isPerceptive()) {
checkVisibility(old_pos, res);
}
updated.emit();
}
void Thing::LookOperation(const Operation & op, OpVector & res)
{
Sight s;
Anonymous new_ent;
addToEntity(new_ent);
s->setArgs1(new_ent);
s->setTo(op->getFrom());
res.push_back(s);
}
void Thing::CreateOperation(const Operation & op, OpVector & res)
{
const std::vector<Root> & args = op->getArgs();
if (args.empty()) {
return;
}
try {
RootEntity ent = smart_dynamic_cast<RootEntity>(args.front());
if (!ent.isValid()) {
error(op, "Entity to be created is malformed", res, getId());
return;
}
const std::list<std::string> & parents = ent->getParents();
if (parents.empty()) {
error(op, "Entity to be created has empty parents", res, getId());
return;
}
if (!ent->hasAttrFlag(Atlas::Objects::Entity::LOC_FLAG) &&
(m_location.m_loc != 0)) {
ent->setLoc(m_location.m_loc->getId());
if (!ent->hasAttrFlag(Atlas::Objects::Entity::POS_FLAG)) {
::addToEntity(m_location.pos(), ent->modifyPos());
}
}
const std::string & type = parents.front();
debug( std::cout << getId() << " creating " << type;);
Entity * obj = BaseWorld::instance().addNewEntity(type,ent);
if (obj == 0) {
error(op, "Create op failed.", res, op->getFrom());
return;
}
Operation c(op.copy());
Anonymous new_ent;
obj->addToEntity(new_ent);
c->setArgs1(new_ent);
Sight s;
s->setArgs1(c);
res.push_back(s);
}
catch (Atlas::Message::WrongTypeException&) {
log(ERROR, "EXCEPTION: Malformed object to be created");
error(op, "Malformed object to be created", res, getId());
return;
}
}
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