ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/common/object.C
(Generate patch)

Comparing deliantra/server/common/object.C (file contents):
Revision 1.286 by root, Wed Sep 2 16:54:20 2009 UTC vs.
Revision 1.292 by root, Mon Oct 19 21:48:49 2009 UTC

3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24#include <global.h> 25#include <global.h>
334 335
335 // the player itself is always on a map, so we will find him here 336 // the player itself is always on a map, so we will find him here
336 // even if our inv is in a player. 337 // even if our inv is in a player.
337 if (envest->is_on_map ()) 338 if (envest->is_on_map ())
338 if (object *pl = envest->ms ().player ()) 339 if (object *pl = envest->ms ().player ())
339 if (pl->container == env) 340 if (pl->container_ () == env)
340 return pl; 341 return pl;
341 } 342 }
342 else 343 else
343 { 344 {
344 // maybe there is a player standing on the same mapspace 345 // maybe there is a player standing on the same mapspace
345 // this will catch the case where "this" is a player 346 // this will catch the case where "this" is a player
346 if (object *pl = ms ().player ()) 347 if (object *pl = ms ().player ())
347 if ((!pl->container && pl->contr->ns && !pl->contr->ns->update_look) 348 if ((pl->contr->ns && !pl->container_ () && !pl->contr->ns->update_look)
348 || this == pl->container) 349 || pl->container_ () == this)
349 return pl; 350 return pl;
350 } 351 }
351 } 352 }
352 353
353 return 0; 354 return 0;
429 return strdup ("[NULLOBJ]"); 430 return strdup ("[NULLOBJ]");
430 431
431 object_freezer freezer; 432 object_freezer freezer;
432 op->write (freezer); 433 op->write (freezer);
433 return freezer.as_string (); 434 return freezer.as_string ();
435}
436
437char *
438object::as_string ()
439{
440 return dump_object (this);
434} 441}
435 442
436/* 443/*
437 * get_nearest_part(multi-object, object 2) returns the part of the 444 * get_nearest_part(multi-object, object 2) returns the part of the
438 * multi-object 1 which is closest to the second object. 445 * multi-object 1 which is closest to the second object.
555 update_stats (); 562 update_stats ();
556 563
557 new_draw_info_format (NDI_UNIQUE, 0, this, 564 new_draw_info_format (NDI_UNIQUE, 0, this,
558 "You try to balance all your items at once, " 565 "You try to balance all your items at once, "
559 "but the %s is just too much for your body. " 566 "but the %s is just too much for your body. "
560 "[You need to unapply some items first.]", &ob->name); 567 "[You need to unapply some items first - use the 'body' command to see "
568 "how many items you cna wera on a specific body part.]", &ob->name);
561 return false; 569 return false;
562 } 570 }
563 571
564 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name); 572 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
565 } 573 }
1111 close_container (); 1119 close_container ();
1112 1120
1113 --map->players; 1121 --map->players;
1114 map->touch (); 1122 map->touch ();
1115 } 1123 }
1116 else if (pl->container == this) 1124 else if (pl->container_ () == this)
1117 { 1125 {
1118 // removing a container should close it 1126 // removing a container should close it
1119 close_container (); 1127 close_container ();
1120 } 1128 }
1121 1129
1137 1145
1138 int check_walk_off = !flag [FLAG_NO_APPLY]; 1146 int check_walk_off = !flag [FLAG_NO_APPLY];
1139 1147
1140 if (object *pl = ms.player ()) 1148 if (object *pl = ms.player ())
1141 { 1149 {
1142 if (pl->container == this) 1150 if (pl->container_ () == this)
1143 /* If a container that the player is currently using somehow gets 1151 /* If a container that the player is currently using somehow gets
1144 * removed (most likely destroyed), update the player view 1152 * removed (most likely destroyed), update the player view
1145 * appropriately. 1153 * appropriately.
1146 */ 1154 */
1147 pl->close_container (); 1155 pl->close_container ();
1479 * blocked() and wall() work properly), and these flags are updated by 1487 * blocked() and wall() work properly), and these flags are updated by
1480 * update_object(). 1488 * update_object().
1481 */ 1489 */
1482 1490
1483 /* if this is not the head or flag has been passed, don't check walk on status */ 1491 /* if this is not the head or flag has been passed, don't check walk on status */
1484 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op) 1492 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1485 { 1493 {
1486 if (check_move_on (op, originator)) 1494 if (check_move_on (op, originator))
1487 return 0; 1495 return 0;
1488 1496
1489 /* If we are a multi part object, lets work our way through the check 1497 /* If we are a multi part object, lets work our way through the check
1704 * on top. 1712 * on top.
1705 */ 1713 */
1706int 1714int
1707check_move_on (object *op, object *originator) 1715check_move_on (object *op, object *originator)
1708{ 1716{
1717 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1718 return 0;
1719
1709 object *tmp; 1720 object *tmp;
1710 maptile *m = op->map; 1721 maptile *m = op->map;
1711 int x = op->x, y = op->y; 1722 int x = op->x, y = op->y;
1712 1723
1713 MoveType move_on, move_slow, move_block; 1724 mapspace &ms = m->at (x, y);
1714 1725
1715 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1726 ms.update ();
1716 return 0;
1717 1727
1718 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1728 MoveType move_on = ms.move_on;
1719 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1729 MoveType move_slow = ms.move_slow;
1720 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1730 MoveType move_block = ms.move_block;
1721 1731
1722 /* if nothing on this space will slow op down or be applied, 1732 /* if nothing on this space will slow op down or be applied,
1723 * no need to do checking below. have to make sure move_type 1733 * no need to do checking below. have to make sure move_type
1724 * is set, as lots of objects don't have it set - we treat that 1734 * is set, as lots of objects don't have it set - we treat that
1725 * as walking. 1735 * as walking.
1736 return 0; 1746 return 0;
1737 1747
1738 /* The objects have to be checked from top to bottom. 1748 /* The objects have to be checked from top to bottom.
1739 * Hence, we first go to the top: 1749 * Hence, we first go to the top:
1740 */ 1750 */
1741 1751 for (object *next, *tmp = ms.top; tmp; tmp = next)
1742 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1743 {
1744 /* Trim the search when we find the first other spell effect
1745 * this helps performance so that if a space has 50 spell objects,
1746 * we don't need to check all of them.
1747 */
1748 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1749 break;
1750 } 1752 {
1753 next = tmp->below;
1751 1754
1752 for (; tmp; tmp = tmp->below)
1753 {
1754 if (tmp == op) 1755 if (tmp == op)
1755 continue; /* Can't apply yourself */ 1756 continue; /* Can't apply yourself */
1756 1757
1757 /* Check to see if one of the movement types should be slowed down. 1758 /* Check to see if one of the movement types should be slowed down.
1758 * Second check makes sure that the movement types not being slowed 1759 * Second check makes sure that the movement types not being slowed
1763 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1764 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1764 { 1765 {
1765 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1766 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1766 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1767 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1767 { 1768 {
1768
1769 float
1770 diff = tmp->move_slow_penalty * fabs (op->speed); 1769 float diff = tmp->move_slow_penalty * fabs (op->speed);
1771 1770
1772 if (op->is_player ()) 1771 if (op->is_player ())
1773 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1772 if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) ||
1774 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1773 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1775 diff /= 4.0; 1774 diff /= 4.0;
1776 1775
1777 op->speed_left -= diff; 1776 op->speed_left -= diff;
1778 } 1777 }
1779 } 1778 }
2549 return splay (tmp); 2548 return splay (tmp);
2550 2549
2551 return 0; 2550 return 0;
2552} 2551}
2553 2552
2553void
2554object::force_set_timer (int duration)
2555{
2556 this->duration = 1;
2557 this->speed_left = -1.f;
2558
2559 this->set_speed (duration ? 1.f / duration : 0.f);
2560}
2561
2554object * 2562object *
2555object::force_add (shstr_tmp name, int duration) 2563object::force_add (shstr_tmp name, int duration)
2556{ 2564{
2557 if (object *force = force_find (name)) 2565 if (object *force = force_find (name))
2558 force->destroy (); 2566 force->destroy ();
2559 2567
2560 object *force = get_archetype (FORCE_NAME); 2568 object *force = get_archetype (FORCE_NAME);
2561 2569
2562 force->slaying = name; 2570 force->slaying = name;
2563 force->stats.food = 1;
2564 force->speed_left = -1.f;
2565 2571
2566 force->set_speed (duration ? 1.f / duration : 0.f); 2572 force->force_set_timer (duration);
2567 force->flag [FLAG_IS_USED_UP] = true; 2573
2568 force->flag [FLAG_APPLIED] = true; 2574 force->flag [FLAG_APPLIED] = true;
2569 2575
2570 return insert (force); 2576 return insert (force);
2571} 2577}
2572 2578

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines