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Comparing deliantra/server/common/object.C (file contents):
Revision 1.146 by root, Fri May 11 21:07:13 2007 UTC vs.
Revision 1.174 by root, Wed Aug 8 04:52:59 2007 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your 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 GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 20 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
23 */ 22 */
24 23
25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
26 sub/add_weight will transcend the environment updating the carrying 25 sub/add_weight will transcend the environment updating the carrying
27 variable. */ 26 variable. */
300 return 0; 299 return 0;
301 else if (!compare_ob_value_lists (ob1, ob2)) 300 else if (!compare_ob_value_lists (ob1, ob2))
302 return 0; 301 return 0;
303 } 302 }
304 303
305 //TODO: generate an event or call into perl for additional checks
306 if (ob1->self || ob2->self) 304 if (ob1->self || ob2->self)
307 { 305 {
308 ob1->optimise (); 306 ob1->optimise ();
309 ob2->optimise (); 307 ob2->optimise ();
310 308
311 if (ob1->self || ob2->self) 309 if (ob1->self || ob2->self)
310 if (!cfperl_can_merge (ob1, ob2))
312 return 0; 311 return 0;
313 } 312 }
314 313
315 /* Everything passes, must be OK. */ 314 /* Everything passes, must be OK. */
316 return 1; 315 return 1;
317} 316}
450 owner = owner->owner; 449 owner = owner->owner;
451 450
452 this->owner = owner; 451 this->owner = owner;
453} 452}
454 453
455void 454int
455object::slottype () const
456{
457 if (type == SKILL)
458 {
459 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
460 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
461 }
462 else
463 {
464 if (slot [body_combat].info) return slot_combat;
465 if (slot [body_range ].info) return slot_ranged;
466 }
467
468 return slot_none;
469}
470
471bool
456object::set_weapon (object *ob) 472object::change_weapon (object *ob)
457{ 473{
458 if (current_weapon == ob) 474 if (current_weapon == ob)
459 return; 475 return true;
460
461 new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
462 476
463 if (chosen_skill) 477 if (chosen_skill)
464 chosen_skill->flag [FLAG_APPLIED] = false; 478 chosen_skill->flag [FLAG_APPLIED] = false;
465 479
466 current_weapon = ob; 480 current_weapon = ob;
467 chosen_skill = ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill); 481 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
468 482
469 if (chosen_skill) 483 if (chosen_skill)
470 chosen_skill->flag [FLAG_APPLIED] = true; 484 chosen_skill->flag [FLAG_APPLIED] = true;
471 485
472 update_stats (); 486 update_stats ();
487
488 if (ob)
489 {
490 // now check wether any body locations became invalid, in which case
491 // we cannot apply the weapon at the moment.
492 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
493 if (slot[i].used < 0)
494 {
495 current_weapon = chosen_skill = 0;
496 update_stats ();
497
498 new_draw_info_format (NDI_UNIQUE, 0, this,
499 "You try to balance all your items at once, "
500 "but the %s is just too much for your body. "
501 "[You need to unapply some items first.]", &ob->name);
502 return false;
503 }
504
505 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
506 }
507 else
508 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
509
510 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
511 {
512 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
513 &name, ob->debug_desc ());
514 return false;
515 }
516
517 return true;
473} 518}
474 519
475/* Zero the key_values on op, decrementing the shared-string 520/* Zero the key_values on op, decrementing the shared-string
476 * refcounts and freeing the links. 521 * refcounts and freeing the links.
477 */ 522 */
891 map = freed_map; 936 map = freed_map;
892 x = 1; 937 x = 1;
893 y = 1; 938 y = 1;
894 } 939 }
895 940
896 head = 0;
897
898 if (more) 941 if (more)
899 { 942 {
900 more->destroy (); 943 more->destroy ();
901 more = 0; 944 more = 0;
902 } 945 }
903 946
947 head = 0;
948
904 // clear those pointers that likely might have circular references to us 949 // clear those pointers that likely might cause circular references
905 owner = 0; 950 owner = 0;
906 enemy = 0; 951 enemy = 0;
907 attacked_by = 0; 952 attacked_by = 0;
953 current_weapon = 0;
908} 954}
909 955
910void 956void
911object::destroy (bool destroy_inventory) 957object::destroy (bool destroy_inventory)
912{ 958{
913 if (destroyed ()) 959 if (destroyed ())
914 return; 960 return;
915 961
916 if (destroy_inventory) 962 if (destroy_inventory)
917 destroy_inv (false); 963 destroy_inv (false);
964
965 if (is_head ())
966 if (sound_destroy)
967 play_sound (sound_destroy);
968 else if (flag [FLAG_MONSTER])
969 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
918 970
919 attachable::destroy (); 971 attachable::destroy ();
920} 972}
921 973
922/* 974/*
1043 { 1095 {
1044 /* No point updating the players look faces if he is the object 1096 /* No point updating the players look faces if he is the object
1045 * being removed. 1097 * being removed.
1046 */ 1098 */
1047 1099
1048 if (tmp->type == PLAYER && tmp != this) 1100 if (tmp->type == PLAYER && tmp->container == this)
1049 {
1050 /* If a container that the player is currently using somehow gets 1101 /* If a container that the player is currently using somehow gets
1051 * removed (most likely destroyed), update the player view 1102 * removed (most likely destroyed), update the player view
1052 * appropriately. 1103 * appropriately.
1053 */ 1104 */
1054 if (tmp->container == this)
1055 {
1056 flag [FLAG_APPLIED] = 0;
1057 tmp->container = 0; 1105 tmp->close_container ();
1058 }
1059
1060 if (tmp->contr->ns)
1061 tmp->contr->ns->floorbox_update ();
1062 }
1063 1106
1064 /* See if object moving off should effect something */ 1107 /* See if object moving off should effect something */
1065 if (check_walk_off 1108 if (check_walk_off
1066 && ((move_type & tmp->move_off) 1109 && ((move_type & tmp->move_off)
1067 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1110 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1070 1113
1071 if (destroyed ()) 1114 if (destroyed ())
1072 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1115 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1073 } 1116 }
1074 1117
1075 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1076 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1077 if (tmp->above == tmp)
1078 tmp->above = 0;
1079
1080 last = tmp; 1118 last = tmp;
1081 } 1119 }
1082 1120
1083 /* last == NULL if there are no objects on this space */ 1121 /* last == NULL if there are no objects on this space */
1084 //TODO: this makes little sense, why only update the topmost object? 1122 //TODO: this makes little sense, why only update the topmost object?
1135 if (more) 1173 if (more)
1136 return; 1174 return;
1137 1175
1138 object *prev = this; 1176 object *prev = this;
1139 1177
1140 for (archetype *at = arch->more; at; at = at->more) 1178 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1141 { 1179 {
1142 object *op = arch_to_object (at); 1180 object *op = arch_to_object (at);
1143 1181
1144 op->name = name; 1182 op->name = name;
1145 op->name_pl = name_pl; 1183 op->name_pl = name_pl;
1159object * 1197object *
1160insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1198insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1161{ 1199{
1162 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1200 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1163 { 1201 {
1164 tmp->x = x + tmp->arch->clone.x; 1202 tmp->x = x + tmp->arch->x;
1165 tmp->y = y + tmp->arch->clone.y; 1203 tmp->y = y + tmp->arch->y;
1166 } 1204 }
1167 1205
1168 return insert_ob_in_map (op, m, originator, flag); 1206 return insert_ob_in_map (op, m, originator, flag);
1169} 1207}
1170 1208
1191object * 1229object *
1192insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1230insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1193{ 1231{
1194 assert (!op->flag [FLAG_FREED]); 1232 assert (!op->flag [FLAG_FREED]);
1195 1233
1196 object *tmp, *top, *floor = NULL; 1234 object *top, *floor = NULL;
1197 1235
1198 op->remove (); 1236 op->remove ();
1199 1237
1200#if 0 1238#if 0
1201 if (!m->active != !op->active) 1239 if (!m->active != !op->active)
1217#endif 1255#endif
1218 return op; 1256 return op;
1219 } 1257 }
1220 1258
1221 if (object *more = op->more) 1259 if (object *more = op->more)
1222 {
1223 if (!insert_ob_in_map (more, m, originator, flag)) 1260 if (!insert_ob_in_map (more, m, originator, flag))
1224 {
1225 if (!op->head)
1226 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1227
1228 return 0; 1261 return 0;
1229 }
1230 }
1231 1262
1232 CLEAR_FLAG (op, FLAG_REMOVED); 1263 CLEAR_FLAG (op, FLAG_REMOVED);
1233 1264
1234 /* Ideally, the caller figures this out. However, it complicates a lot 1265 /* Ideally, the caller figures this out. However, it complicates a lot
1235 * of areas of callers (eg, anything that uses find_free_spot would now 1266 * of areas of callers (eg, anything that uses find_free_spot would now
1242 mapspace &ms = op->ms (); 1273 mapspace &ms = op->ms ();
1243 1274
1244 /* this has to be done after we translate the coordinates. 1275 /* this has to be done after we translate the coordinates.
1245 */ 1276 */
1246 if (op->nrof && !(flag & INS_NO_MERGE)) 1277 if (op->nrof && !(flag & INS_NO_MERGE))
1247 for (tmp = ms.bot; tmp; tmp = tmp->above) 1278 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1248 if (object::can_merge (op, tmp)) 1279 if (object::can_merge (op, tmp))
1249 { 1280 {
1250 op->nrof += tmp->nrof; 1281 op->nrof += tmp->nrof;
1251 tmp->destroy (); 1282 tmp->destroy ();
1252 } 1283 }
1341 */ 1372 */
1342 if (last && last->below && last != floor) 1373 if (last && last->below && last != floor)
1343 top = last->below; 1374 top = last->below;
1344 } 1375 }
1345 } /* If objects on this space */ 1376 } /* If objects on this space */
1346
1347 if (flag & INS_MAP_LOAD) 1377 if (flag & INS_MAP_LOAD)
1348 top = ms.top; 1378 top = ms.top;
1349 1379
1350 if (flag & INS_ABOVE_FLOOR_ONLY) 1380 if (flag & INS_ABOVE_FLOOR_ONLY)
1351 top = floor; 1381 top = floor;
1421 * blocked() and wall() work properly), and these flags are updated by 1451 * blocked() and wall() work properly), and these flags are updated by
1422 * update_object(). 1452 * update_object().
1423 */ 1453 */
1424 1454
1425 /* if this is not the head or flag has been passed, don't check walk on status */ 1455 /* if this is not the head or flag has been passed, don't check walk on status */
1426 if (!(flag & INS_NO_WALK_ON) && !op->head) 1456 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1427 { 1457 {
1428 if (check_move_on (op, originator)) 1458 if (check_move_on (op, originator))
1429 return 0; 1459 return 0;
1430 1460
1431 /* If we are a multi part object, lets work our way through the check 1461 /* If we are a multi part object, lets work our way through the check
1432 * walk on's. 1462 * walk on's.
1433 */ 1463 */
1434 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1464 for (object *tmp = op->more; tmp; tmp = tmp->more)
1435 if (check_move_on (tmp, originator)) 1465 if (check_move_on (tmp, originator))
1436 return 0; 1466 return 0;
1437 } 1467 }
1438 1468
1439 return op; 1469 return op;
1449 object *tmp, *tmp1; 1479 object *tmp, *tmp1;
1450 1480
1451 /* first search for itself and remove any old instances */ 1481 /* first search for itself and remove any old instances */
1452 1482
1453 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 1483 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1454 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1484 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1455 tmp->destroy (); 1485 tmp->destroy ();
1456 1486
1457 tmp1 = arch_to_object (archetype::find (arch_string)); 1487 tmp1 = arch_to_object (archetype::find (arch_string));
1458 1488
1459 tmp1->x = op->x; 1489 tmp1->x = op->x;
1620 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1650 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1621 free (dump); 1651 free (dump);
1622 return op; 1652 return op;
1623 } 1653 }
1624 1654
1625 if (where->head) 1655 if (where->head_ () != where)
1626 { 1656 {
1627 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n"); 1657 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1628 where = where->head; 1658 where = where->head;
1629 } 1659 }
1630 1660
1631 return where->insert (op); 1661 return where->insert (op);
1632} 1662}
1960 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1990 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1961 { 1991 {
1962 CLEAR_FLAG (tmp, flag); 1992 CLEAR_FLAG (tmp, flag);
1963 unflag_inv (tmp, flag); 1993 unflag_inv (tmp, flag);
1964 } 1994 }
1965}
1966
1967/*
1968 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1969 * all it's inventory (recursively).
1970 * If checksums are used, a player will get set_cheat called for
1971 * him/her-self and all object carried by a call to this function.
1972 */
1973void
1974set_cheat (object *op)
1975{
1976 SET_FLAG (op, FLAG_WAS_WIZ);
1977 flag_inv (op, FLAG_WAS_WIZ);
1978} 1995}
1979 1996
1980/* 1997/*
1981 * find_free_spot(object, map, x, y, start, stop) will search for 1998 * find_free_spot(object, map, x, y, start, stop) will search for
1982 * a spot at the given map and coordinates which will be able to contain 1999 * a spot at the given map and coordinates which will be able to contain
2100 object *tmp; 2117 object *tmp;
2101 maptile *mp; 2118 maptile *mp;
2102 2119
2103 MoveType blocked, move_type; 2120 MoveType blocked, move_type;
2104 2121
2105 if (exclude && exclude->head) 2122 if (exclude && exclude->head_ () != exclude)
2106 { 2123 {
2107 exclude = exclude->head; 2124 exclude = exclude->head;
2108 move_type = exclude->move_type; 2125 move_type = exclude->move_type;
2109 } 2126 }
2110 else 2127 else
2133 max = maxfree[i]; 2150 max = maxfree[i];
2134 else if (mflags & P_IS_ALIVE) 2151 else if (mflags & P_IS_ALIVE)
2135 { 2152 {
2136 for (tmp = ms.bot; tmp; tmp = tmp->above) 2153 for (tmp = ms.bot; tmp; tmp = tmp->above)
2137 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2154 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2138 && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2155 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2139 break; 2156 break;
2140 2157
2141 if (tmp) 2158 if (tmp)
2142 return freedir[i]; 2159 return freedir[i];
2143 } 2160 }
2338 * create clone from object to another 2355 * create clone from object to another
2339 */ 2356 */
2340object * 2357object *
2341object_create_clone (object *asrc) 2358object_create_clone (object *asrc)
2342{ 2359{
2343 object *dst = 0, *tmp, *src, *part, *prev, *item; 2360 object *dst = 0, *tmp, *src, *prev, *item;
2344 2361
2345 if (!asrc) 2362 if (!asrc)
2346 return 0; 2363 return 0;
2347 2364
2348 src = asrc;
2349 if (src->head)
2350 src = src->head; 2365 src = asrc->head_ ();
2351 2366
2352 prev = 0; 2367 prev = 0;
2353 for (part = src; part; part = part->more) 2368 for (object *part = src; part; part = part->more)
2354 { 2369 {
2355 tmp = part->clone (); 2370 tmp = part->clone ();
2356 tmp->x -= src->x; 2371 tmp->x -= src->x;
2357 tmp->y -= src->y; 2372 tmp->y -= src->y;
2358 2373
2471 /* Basically, if the archetype has this key set, 2486 /* Basically, if the archetype has this key set,
2472 * we need to store the null value so when we save 2487 * we need to store the null value so when we save
2473 * it, we save the empty value so that when we load, 2488 * it, we save the empty value so that when we load,
2474 * we get this value back again. 2489 * we get this value back again.
2475 */ 2490 */
2476 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2491 if (get_ob_key_link (op->arch, canonical_key))
2477 field->value = 0; 2492 field->value = 0;
2478 else 2493 else
2479 { 2494 {
2480 if (last) 2495 if (last)
2481 last->next = field->next; 2496 last->next = field->next;
2550 } 2565 }
2551 else 2566 else
2552 item = item->env; 2567 item = item->env;
2553} 2568}
2554 2569
2555
2556const char * 2570const char *
2557object::flag_desc (char *desc, int len) const 2571object::flag_desc (char *desc, int len) const
2558{ 2572{
2559 char *p = desc; 2573 char *p = desc;
2560 bool first = true; 2574 bool first = true;
2622} 2636}
2623 2637
2624const materialtype_t * 2638const materialtype_t *
2625object::dominant_material () const 2639object::dominant_material () const
2626{ 2640{
2627 if (materialtype_t *mat = name_to_material (materialname)) 2641 if (materialtype_t *mt = name_to_material (materialname))
2628 return mat; 2642 return mt;
2629 2643
2630 // omfg this is slow, this has to be temporary :)
2631 shstr unknown ("unknown");
2632
2633 return name_to_material (unknown); 2644 return name_to_material (shstr_unknown);
2634} 2645}
2635 2646
2636void 2647void
2637object::open_container (object *new_container) 2648object::open_container (object *new_container)
2638{ 2649{
2682 esrv_update_item (UPD_FLAGS, this, new_container); 2693 esrv_update_item (UPD_FLAGS, this, new_container);
2683 esrv_send_inventory (this, new_container); 2694 esrv_send_inventory (this, new_container);
2684 } 2695 }
2685} 2696}
2686 2697
2698object *
2699object::force_find (const shstr name)
2700{
2701 /* cycle through his inventory to look for the MARK we want to
2702 * place
2703 */
2704 for (object *tmp = inv; tmp; tmp = tmp->below)
2705 if (tmp->type == FORCE && tmp->slaying == name)
2706 return splay (tmp);
2687 2707
2708 return 0;
2709}
2710
2711void
2712object::force_add (const shstr name, int duration)
2713{
2714 if (object *force = force_find (name))
2715 force->destroy ();
2716
2717 object *force = get_archetype (FORCE_NAME);
2718
2719 force->slaying = name;
2720 force->stats.food = 1;
2721 force->speed_left = -1.f;
2722
2723 force->set_speed (duration ? 1.f / duration : 0.f);
2724 force->flag [FLAG_IS_USED_UP] = true;
2725 force->flag [FLAG_APPLIED] = true;
2726
2727 insert (force);
2728}
2729

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