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https://github.com/worldforge/cyphesis
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* Substantial re-work of object model. Moved many attributes out of BaseEntity class. Changed WoldRouter so it now handles objects in terms of Entity, rather than BaseEntity. * Code cleanups, including removing reduntant includes, and getting rid of C style comments. * Fixed the way attributes are handled in Set operations and when merging from an Atlas::Message::Object. This fixed problem with setting gender of characters. * rulesets/Pedestrian.*, rulesets/Movement.*: Re-named Movement variables to make them clearer. Added in separate handling for collisions from moving to target position. Modified collision handling so objects can slide next to each other. * rulesets/Thing.cpp, rulesets/Character.cpp: Cleaned up and rationalised movement code. Much shorter, faster and more compact than before. * Made better use of iterators throughout, eliminating unnecessary lookups, and copying of data. * Moved all virtual functions out of header files, making less work for the linker. * Made more use of const references to avoid the need to copy data before being able to inspect it. Al Riddoch <alriddoch@zepler.org>
82 lines
2.4 KiB
C++
82 lines
2.4 KiB
C++
// This file may be redistributed and modified only under the terms of
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// the GNU General Public License (See COPYING for details).
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// Copyright (C) 2000,2001 Alistair Riddoch
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#include <Atlas/Message/Object.h>
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#include <Atlas/Objects/Root.h>
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#include <Atlas/Objects/Operation/Delete.h>
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#include <Atlas/Objects/Operation/Divide.h>
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#include <Atlas/Objects/Operation/Combine.h>
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#include <Atlas/Objects/Operation/Login.h>
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#include <Atlas/Objects/Operation/Look.h>
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#include <Atlas/Objects/Operation/Sight.h>
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#include <Atlas/Objects/Operation/Sound.h>
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#include <Atlas/Objects/Operation/Touch.h>
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#include <common/Chop.h>
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#include <common/Cut.h>
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#include <common/Eat.h>
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#include <common/Fire.h>
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#include <common/Chop.h>
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#include <server/WorldRouter.h>
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#include <common/debug.h>
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#include "Creator.h"
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#include "ExternalMind.h"
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static const bool debug_flag = false;
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Creator::Creator()
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{
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debug( cout << "Creator::Creator" << endl << flush;);
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isCharacter = true;
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omnipresent = true;
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location.bbox = Vector3D();
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}
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oplist Creator::sendMind(const RootOperation & msg)
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{
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debug( cout << "Creator::sendMind" << endl << flush;);
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// Simpified version of character method sendMind() because local mind
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// of creator is irrelevant
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if (NULL != externalMind) {
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debug( cout << "Sending to external mind" << endl << flush;);
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return externalMind->message(msg);
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// If there is some kinf of error in the connection, we turn autom on
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}
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return oplist();
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}
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oplist Creator::operation(const RootOperation & op)
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{
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debug( cout << "Creator::operation" << endl << flush;);
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op_no_t op_no = opEnumerate(op);
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if (op_no == OP_LOOK) {
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return ((BaseEntity *)this)->Operation((Look &)op);
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}
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if (op_no == OP_SETUP) {
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Look look = Look::Instantiate();
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look.SetFrom(fullid);
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return world->lookOperation(look);
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}
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return sendMind(op);
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}
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oplist Creator::externalOperation(const RootOperation & op)
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{
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debug( cout << "Creator::externalOperation" << endl << flush;);
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if ((op.GetTo()==fullid) || (op.GetTo()=="")) {
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oplist lres = callOperation(op);
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setRefno(lres, op);
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for(oplist::const_iterator I = lres.begin(); I != lres.end(); I++) {
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sendWorld(*I);
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}
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} else {
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RootOperation * new_op = new RootOperation(op);
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//make it appear like it came from character itself;
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new_op->SetFrom("cheat");
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sendWorld(new_op);
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}
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return oplist();
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}
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