cyphesis/server/WorldRouter.cpp
Al Riddoch 2ccfaadef3 2001-04-14 Al Riddoch <alriddoch@zepler.org>
* 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>
2001-04-16 16:26:44 +00:00

309 lines
9.5 KiB
C++

// This file may be redistributed and modified only under the terms of
// the GNU General Public License (See COPYING for details).
// Copyright (C) 2000,2001 Alistair Riddoch
#include <Atlas/Message/Object.h>
#include <Atlas/Objects/Root.h>
#include <Atlas/Objects/Operation/Login.h>
#include <Atlas/Objects/Operation/Look.h>
#include <Atlas/Objects/Operation/Sight.h>
#include <common/Setup.h>
#include "WorldRouter.h"
#include "ServerRouting.h"
#include <rulesets/Thing.h>
#include <rulesets/World.h>
#include <rulesets/EntityFactory.h>
#include <common/debug.h>
#include <common/const.h>
#include <strstream>
extern "C" {
#include <stdio.h>
}
using Atlas::Message::Object;
static const bool debug_flag = false;
WorldRouter::WorldRouter(ServerRouting & srvr) : server(srvr),
gameWorld(*new World()),
nextId(0)
{
fullid = "world_0";
initTime = time(NULL);
updateTime();
gameWorld.fullid = fullid;
gameWorld.world=this;
server.idDict[fullid]=&gameWorld;
eobjects[fullid]=&gameWorld;
perceptives.push_back(&gameWorld);
objectList.push_back(&gameWorld);
//WorldTime tmp_date("612-1-1 08:57:00");
}
WorldRouter::~WorldRouter()
{
}
inline void WorldRouter::addOperationToQueue(RootOperation & op,
const BaseEntity * obj)
{
if (op.GetFrom() == "cheat") {
op.SetFrom(op.GetTo());
} else {
op.SetFrom(obj->fullid);
}
updateTime();
double t = realTime;
t = t + op.GetFutureSeconds();
op.SetSeconds(t);
op.SetFutureSeconds(0.0);
opqueue::iterator I;
int i = 0;
for(I = operationQueue.begin();
(I != operationQueue.end()) && ((*I)->GetSeconds() <= t) ; I++,i++);
operationQueue.insert(I, &op);
debug(cout << i << " operation added to queue" << endl << flush;);
}
inline RootOperation * WorldRouter::getOperationFromQueue()
{
std::list<RootOperation *>::iterator I = operationQueue.begin();
if (I == operationQueue.end()) {
return(NULL);
}
if ((*I)->GetSeconds() > realTime) {
return(NULL);
}
debug(cout << "pulled op off queue" << endl << flush;);
RootOperation * op = (*I);
operationQueue.pop_front();
return(op);
}
inline std::string WorldRouter::getId(std::string & name)
{
std::string full_id;
std::strstream buf;
buf << name << "_" << ++nextId;
full_id = std::string(buf.str(), buf.pcount());
size_t index;
while ((index = full_id.find(' ', 0)) != std::string::npos) {
full_id[index] = '_';
}
return(full_id);
}
Thing * WorldRouter::addObject(Thing * obj)
{
debug(cout << "WorldRouter::addObject(Thing *)" << endl << flush;);
if (obj->fullid.size() == 0) {
obj->fullid=getId(obj->name);
} else {
cout << "Adding object with known id" << endl << flush;
}
server.idDict[obj->fullid]=eobjects[obj->fullid]=obj;
objectList.push_back(obj);
if (!obj->location) {
debug(cout << "set loc " << &gameWorld << endl << flush;);
obj->location.ref=&gameWorld;
obj->location.coords=Vector3D(0,0,0);
debug(cout << "loc set with ref " << obj->location.ref->fullid << endl << flush;);
}
if (obj->location.ref==&gameWorld) {
debug(cout << "loc is world" << endl << flush;);
gameWorld.contains.push_back(obj);
gameWorld.contains.unique();
}
obj->world=this;
if (obj->omnipresent) {
omnipresentList.push_back(obj);
}
Setup * s = new Setup(Setup::Instantiate());
s->SetTo(obj->fullid);
s->SetFutureSeconds(-0.1);
addOperationToQueue(*s, this);
return (obj);
}
Thing * WorldRouter::addObject(const string & typestr, const Object & ent,
const string & id)
{
debug(cout << "WorldRouter::addObject(string, ent)" << endl << flush;);
Thing * obj;
obj = EntityFactory::instance()->newThing(typestr, ent, this);
obj->fullid = id;
return addObject(obj);
}
void WorldRouter::delObject(Entity * obj)
{
// Remove object from contains of its real ref?
if (obj->location.ref != NULL) {
obj->location.ref->contains.remove(obj);
}
// Remove object from world just to make sure
gameWorld.contains.remove(obj);
omnipresentList.remove(obj);
perceptives.remove(obj);
objectList.remove(obj);
eobjects.erase(obj->fullid);
}
oplist WorldRouter::message(const RootOperation & op)
{
debug(cout << "FATAL: Wrong type of WorldRouter message function called" << endl << flush;);
// You may eventually want to remove this as it causes a deliberate segfault
//return(*(RootOperation **)NULL);
return oplist();
}
oplist WorldRouter::message(RootOperation & op, const Entity * obj)
{
addOperationToQueue(op, obj);
return oplist();
}
inline const elist_t& WorldRouter::broadcastList(const RootOperation & op) const
{
const Object::ListType & parents = op.GetParents();
if ((parents.size() > 0) && (parents.front().IsString())) {
const string & parent = parents.front().AsString();
if ((parent == "sight") || (parent == "sound")) {
return perceptives;
}
}
return objectList;
}
oplist WorldRouter::operation(const RootOperation * op)
{
const RootOperation & op_ref = *op;
string to = op_ref.GetTo();
debug(cout << "WorldRouter::operation {" << to << "}" << endl << flush;);
op_no_t op_type = opEnumerate(*op);
debug(cout << 0 << flush;);
if ((to.size() != 0) && (to!="all")) {
edict_t::const_iterator I = eobjects.find(to);
if (I == eobjects.end()) {
cerr << "CRITICAL: Op to=\"" << to << "\"" << " does not exist"
<< endl << flush;
return oplist();
}
Entity * to_entity = I->second;
if (to_entity == NULL) {
cerr << "CRITICAL: Op to=\"" << to << "\"" << " is NULL"
<< endl << flush;
return oplist();
}
oplist res = to_entity->operation(op_ref);
for(oplist::const_iterator I = res.begin(); I != res.end(); I++) {
message(**I, to_entity);
}
if ((op_type == OP_DELETE) && (to_entity != &gameWorld)) {
delObject(to_entity);
to_entity->destroy();
to_entity->deleted = true;
delete to_entity;
to_entity = NULL;
}
} else {
RootOperation newop = op_ref;
const elist_t & broadcast = broadcastList(op_ref);
elist_t::const_iterator I;
for(I = broadcast.begin(); I != broadcast.end(); I++) {
if (consts::enable_ranges) {
const string & from = newop.GetFrom();
edict_t::const_iterator J = eobjects.find(from);
if ((from.size() != 0) &&
(J != eobjects.end()) &&
(!J->second->location.inRange((*I)->location,
consts::sight_range))) {
debug(cout << "Op from " <<from<< " cannot be seen by "
<< (*I)->fullid << endl << flush;);
continue;
}
}
newop.SetTo((*I)->fullid);
// FIXME THere must be a more efficient way to deliver, with less
// chance of a loop.
operation(&newop);
}
}
return oplist();
}
oplist WorldRouter::operation(const RootOperation & op)
{
return(operation(&op));
}
oplist WorldRouter::lookOperation(const Look & op)
{
debug(cout << "WorldRouter::Operation(Look)" << endl << flush;);
const string & from = op.GetFrom();
edict_t::const_iterator J = eobjects.find(from);
if (J == eobjects.end()) {
debug(cout << "FATAL: Op has invalid from" << endl << flush;);
//return(*(RootOperation **)NULL);
} else {
debug(cout << "Adding [" << from << "] to perceptives" << endl << flush;);
perceptives.push_back(J->second);
perceptives.unique();
if (consts::enable_ranges) {
Sight * s = new Sight(Sight::Instantiate());
Object::MapType omap;
omap["id"] = fullid;
Entity * opFrom = J->second;
const Vector3D & fromLoc = opFrom->getXyz();
Object::ListType contlist;
elist_t::const_iterator I;
for(I = gameWorld.contains.begin(); I != gameWorld.contains.end(); I++) {
if ((*I)->location.inRange(fromLoc, consts::sight_range)) {
contlist.push_back(Object((*I)->fullid));
}
}
if (contlist.size() != 0) {
omap["contains"] = Object(contlist);
}
Object::ListType args(1,Object(omap));
s->SetArgs(args);
s->SetTo(op.GetFrom());
return(oplist(1,s));
}
}
return(BaseEntity::Operation(op));
}
int WorldRouter::idle()
{
updateTime();
RootOperation * op;
while ((op = getOperationFromQueue()) != NULL) {
try {
operation(op);
}
catch (...) {
cerr << "EXCEPTION: Caught in world.idle()" << endl;
cerr << " : Thrown while processing ";
cerr << op->GetParents().front().AsString();
cerr << " operation sent to " << op->GetTo();
cerr << " from " << op->GetFrom() << "." << endl << flush;
}
delete op;
}
if (op==NULL) {
return(0);
}
return(1);
}