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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>
84 lines
2.1 KiB
C++
84 lines
2.1 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/Login.h>
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#include <Atlas/Objects/Operation/Set.h>
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#include <common/Eat.h>
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#include <common/Fire.h>
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#include <common/Nourish.h>
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#include "Food.h"
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#include "Script.h"
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Food::Food()
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{
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attributes["cooked"] = 0;
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attributes["burn_speed"] = 0.1;
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weight = 1;
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}
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Food::~Food()
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{
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}
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oplist Food::Operation(const Eat & op)
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{
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oplist res;
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if (script->Operation("eat", op, res) != 0) {
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return(res);
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}
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Object::MapType self_ent;
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self_ent["id"] = fullid;
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self_ent["status"] = -1;
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Set * s = new Set(Set::Instantiate());
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s->SetTo(fullid);
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s->SetArgs(Object::ListType(1,self_ent));
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const string & to = op.GetFrom();
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Object::MapType nour_ent;
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nour_ent["id"] = to;
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nour_ent["weight"] = weight;
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Nourish * n = new Nourish(Nourish::Instantiate());
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n->SetTo(to);
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n->SetArgs(Object::ListType(1,nour_ent));
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oplist res2;
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res2[0] = s;
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res2[1] = n;
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return res2;
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}
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oplist Food::Operation(const Fire & op)
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{
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oplist res;
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if (script->Operation("fire", op, res) != 0) {
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return(res);
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}
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double cooked = 0;
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Object::MapType::iterator I = attributes.find("cooked");
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if (I != attributes.end()) {
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cooked = I->second.AsNum();
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}
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const Object::MapType & fire_ent = op.GetArgs().front().AsMap();
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Object::MapType self_ent;
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self_ent["id"] = fullid;
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// Currently this cooks pretty quick, and at the same speed for
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// everything. No mechanism for this yet.
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double fire_size = fire_ent.find("status")->second.AsNum();
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self_ent["cooked"] = cooked + (fire_size/weight);
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if (cooked > 1.0) {
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self_ent["status"] = status - (attributes["burn_speed"].AsNum()) * fire_size;
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}
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Set * s = new Set(Set::Instantiate());
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s->SetTo(fullid);
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s->SetArgs(Object::ListType(1,self_ent));
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return oplist(1,s);
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}
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