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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>
135 lines
4 KiB
C++
135 lines
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/Net/Stream.h>
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#include <Atlas/Objects/Root.h>
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#include <Atlas/Objects/Decoder.h>
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#include <Atlas/Objects/Encoder.h>
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#include <Atlas/Objects/Operation/Login.h>
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#include <Atlas/Objects/Operation/Sight.h>
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#include <Atlas/Objects/Operation/Create.h>
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#include <Atlas/Objects/Operation/Info.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/log.h>
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#include <common/debug.h>
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#include <rulesets/Character.h>
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#include <rulesets/World.h>
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#include <rulesets/ExternalMind.h>
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#include "Account.h"
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#include "Connection_methods.h"
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#include "WorldRouter.h"
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static const bool debug_flag = false;
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using Atlas::Message::Object;
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using Atlas::Objects::Operation::Info;
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Account::Account(Connection* conn, const string& username, const string& passwd)
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: world(NULL), connection(conn), password(passwd),
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type("account")
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{
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fullid = username;
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}
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Account::~Account()
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{
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}
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BaseEntity * Account::addCharacter(const string & typestr, const Object & ent)
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{
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debug(cout << "Account::Add_character" << endl << flush;);
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Thing * chr = world->addObject(typestr, ent);
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debug(cout << "Added" << endl << flush;);
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if (!chr->location) {
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debug(cout << "Setting location" << endl << flush;);
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chr->location.ref = &world->gameWorld;
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chr->location.coords = Vector3D(0, 0, 0);
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}
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debug(cout << "Location set to: " << chr->location << endl << flush;);
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if (chr->isCharacter == true) {
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Character * pchar = (Character *)chr;
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pchar->externalMind = new ExternalMind(*connection, pchar->fullid, pchar->name);
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}
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charactersDict[chr->fullid]=chr;
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connection->addObject(chr);
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Create c = Create::Instantiate();
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Object::ListType cargs(1,chr->asObject());
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c.SetArgs(cargs);
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Sight * s = new Sight(Sight::Instantiate());
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Object::ListType sargs(1,c.AsObject());
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s->SetArgs(sargs);
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world->message(*s, chr);
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return(chr);
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}
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oplist Account::Operation(const Logout & op)
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{
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debug(cout << "Account logout: " << fullid << endl;);
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connection->destroy();
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return oplist();
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}
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void Account::addToObject(Object & obj) const
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{
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Object::MapType & omap = obj.AsMap();
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omap["id"] = Object(fullid);
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if (password.size() != 0) {
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omap["password"] = Object(password);
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}
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omap["parents"] = Object(Object::ListType(1,Object(type)));
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Object::ListType charlist;
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edict_t::const_iterator I;
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for(I = charactersDict.begin(); I != charactersDict.end(); I++) {
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charlist.push_back(Object(I->first));
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}
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omap["characters"] = Object(charlist);
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// No need to call BaseEntity::addToObject, as none of the default
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// attributes (location, contains etc.) are relevant to accounts
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}
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oplist Account::Operation(const Create & op)
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{
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debug(cout << "Account::Operation(create)" << endl << flush;);
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const Object & ent = op.GetArgs().front();
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if (!ent.IsMap()) {
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return(error(op, "Invalid character"));
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}
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const Object::MapType & entmap = ent.AsMap();
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Object::MapType::const_iterator I = entmap.find("parents");
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if ((I == entmap.end()) || !(I->second.IsList()) ||
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(I->second.AsList().size()==0) ||
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!(I->second.AsList().front().IsString()) ) {
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return(error(op, "Character has no type"));
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}
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oplist error = characterError(op, entmap);
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if (error.size() != 0) {
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return(error);
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}
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const string & typestr = I->second.AsList().front().AsString();
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debug(cout << "Account creating a " << typestr << " object" << endl << flush;);
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BaseEntity * obj = addCharacter(typestr, ent);
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//log.inform("Player "+Account::id+" adds character "+`obj`,op);
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Info * info = new Info(Info::Instantiate());
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Object::ListType args(1,obj->asObject());
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info->SetArgs(args);
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info->SetRefno(op.GetSerialno());
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return oplist(1,info);
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}
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