--- deliantra/server/common/object.C 2007/05/18 01:01:01 1.156 +++ deliantra/server/common/object.C 2007/08/20 19:13:10 1.183 @@ -1,25 +1,24 @@ /* - * CrossFire, A Multiplayer game + * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. * - * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team - * Copyright (C) 2001 Mark Wedel & Crossfire Development Team - * Copyright (C) 1992 Frank Tore Johansen + * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team + * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team + * Copyright (©) 1992,2007 Frank Tore Johansen * - * This program is free software; you can redistribute it and/or modify + * Crossfire TRT is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by - * the Free Software Foundation; either version 2 of the License, or + * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License - * along with this program; if not, write to the Free Software - * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. - * - * The authors can be reached via e-mail at + * along with this program. If not, see . + * + * The authors can be reached via e-mail to */ /* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. @@ -302,14 +301,14 @@ return 0; } - //TODO: generate an event or call into perl for additional checks if (ob1->self || ob2->self) { ob1->optimise (); ob2->optimise (); if (ob1->self || ob2->self) - return 0; + if (!cfperl_can_merge (ob1, ob2)) + return 0; } /* Everything passes, must be OK. */ @@ -432,22 +431,15 @@ /* * Sets the owner and sets the skill and exp pointers to owner's current * skill and experience objects. + * ACTUALLY NO! investigate! TODO */ void object::set_owner (object *owner) { - if (!owner) - return; - - /* next line added to allow objects which own objects */ - /* Add a check for ownercounts in here, as I got into an endless loop - * with the fireball owning a poison cloud which then owned the - * fireball. I believe that was caused by one of the objects getting - * freed and then another object replacing it. Since the ownercounts - * didn't match, this check is valid and I believe that cause is valid. - */ - while (owner->owner) - owner = owner->owner; + // allow objects which own objects + if (owner) + while (owner->owner) + owner = owner->owner; this->owner = owner; } @@ -939,18 +931,19 @@ y = 1; } - head = 0; - if (more) { more->destroy (); more = 0; } - // clear those pointers that likely might have circular references to us - owner = 0; - enemy = 0; - attacked_by = 0; + head = 0; + + // clear those pointers that likely might cause circular references + owner = 0; + enemy = 0; + attacked_by = 0; + current_weapon = 0; } void @@ -962,6 +955,12 @@ if (destroy_inventory) destroy_inv (false); + if (is_head ()) + if (sound_destroy) + play_sound (sound_destroy); + else if (flag [FLAG_MONSTER]) + play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism + attachable::destroy (); } @@ -1085,28 +1084,24 @@ int check_walk_off = !flag [FLAG_NO_APPLY]; + if (object *pl = ms.player ()) + { + if (pl->container == this) + /* If a container that the player is currently using somehow gets + * removed (most likely destroyed), update the player view + * appropriately. + */ + pl->close_container (); + + pl->contr->ns->floorbox_update (); + } + for (tmp = ms.bot; tmp; tmp = tmp->above) { /* No point updating the players look faces if he is the object * being removed. */ - if (tmp->type == PLAYER && tmp != this) - { - /* If a container that the player is currently using somehow gets - * removed (most likely destroyed), update the player view - * appropriately. - */ - if (tmp->container == this) - { - flag [FLAG_APPLIED] = 0; - tmp->container = 0; - } - - if (tmp->contr->ns) - tmp->contr->ns->floorbox_update (); - } - /* See if object moving off should effect something */ if (check_walk_off && ((move_type & tmp->move_off) @@ -1118,11 +1113,6 @@ LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); } - /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ - //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp) - if (tmp->above == tmp) - tmp->above = 0; - last = tmp; } @@ -1183,7 +1173,7 @@ object *prev = this; - for (archetype *at = arch->more; at; at = at->more) + for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more) { object *op = arch_to_object (at); @@ -1207,8 +1197,8 @@ { for (object *tmp = op->head_ (); tmp; tmp = tmp->more) { - tmp->x = x + tmp->arch->clone.x; - tmp->y = y + tmp->arch->clone.y; + tmp->x = x + tmp->arch->x; + tmp->y = y + tmp->arch->y; } return insert_ob_in_map (op, m, originator, flag); @@ -1243,14 +1233,6 @@ op->remove (); -#if 0 - if (!m->active != !op->active) - if (m->active) - op->activate_recursive (); - else - op->deactivate_recursive (); -#endif - if (out_of_map (m, op->x, op->y)) { LOG (llevError, "Trying to insert object outside the map.\n%s\n", op->debug_desc ()); @@ -1382,7 +1364,6 @@ top = last->below; } } /* If objects on this space */ - if (flag & INS_MAP_LOAD) top = ms.top; @@ -1427,13 +1408,9 @@ op->map->dirty = true; - /* If we have a floor, we know the player, if any, will be above - * it, so save a few ticks and start from there. - */ if (!(flag & INS_MAP_LOAD)) if (object *pl = ms.player ()) - if (pl->contr->ns) - pl->contr->ns->floorbox_update (); + pl->contr->ns->floorbox_update (); /* If this object glows, it may affect lighting conditions that are * visible to others on this map. But update_all_los is really @@ -1490,7 +1467,7 @@ /* first search for itself and remove any old instances */ for (tmp = op->ms ().bot; tmp; tmp = tmp->above) - if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ + if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */ tmp->destroy (); tmp1 = arch_to_object (archetype::find (arch_string)); @@ -1681,8 +1658,6 @@ object * object::insert (object *op) { - object *tmp, *otmp; - if (!QUERY_FLAG (op, FLAG_REMOVED)) op->remove (); @@ -1694,9 +1669,10 @@ CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); CLEAR_FLAG (op, FLAG_REMOVED); + if (op->nrof) { - for (tmp = inv; tmp != NULL; tmp = tmp->below) + for (object *tmp = inv; tmp; tmp = tmp->below) if (object::can_merge (tmp, op)) { /* return the original object and remove inserted object @@ -1725,19 +1701,19 @@ else add_weight (this, (op->weight + op->carrying)); - otmp = this->in_player (); - if (otmp && otmp->contr) - if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) + if (object *otmp = this->in_player ()) + if (otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) otmp->update_stats (); - op->map = 0; - op->env = this; + op->owner = 0; // its his/hers now. period. + op->map = 0; + op->env = this; op->above = 0; op->below = 0; - op->x = 0, op->y = 0; + op->x = op->y = 0; /* reset the light list and los of the players on the map */ - if ((op->glow_radius != 0) && map) + if (op->glow_radius && map) { #ifdef DEBUG_LIGHTS LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); @@ -2351,7 +2327,6 @@ * * Add a check so we can't pick up invisible objects (0.93.8) */ - int can_pick (const object *who, const object *item) { @@ -2497,7 +2472,7 @@ * it, we save the empty value so that when we load, * we get this value back again. */ - if (get_ob_key_link (&op->arch->clone, canonical_key)) + if (get_ob_key_link (op->arch, canonical_key)) field->value = 0; else { @@ -2576,7 +2551,6 @@ item = item->env; } - const char * object::flag_desc (char *desc, int len) const { @@ -2620,7 +2594,7 @@ title ? (const char *)title : "", flag_desc (flagdesc, 512), type); - if (env) + if (!this->flag[FLAG_REMOVED] && env) p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); if (map) @@ -2648,13 +2622,10 @@ const materialtype_t * object::dominant_material () const { - if (materialtype_t *mat = name_to_material (materialname)) - return mat; + if (materialtype_t *mt = name_to_material (materialname)) + return mt; - // omfg this is slow, this has to be temporary :) - shstr unknown ("unknown"); - - return name_to_material (unknown); + return name_to_material (shstr_unknown); } void @@ -2680,6 +2651,7 @@ esrv_update_item (UPD_FLAGS, this, old_container); new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); + play_sound (sound_find ("chest_close")); } if (new_container) @@ -2705,7 +2677,57 @@ esrv_update_item (UPD_FLAGS, this, new_container); esrv_send_inventory (this, new_container); + play_sound (sound_find ("chest_open")); } } +object * +object::force_find (const shstr name) +{ + /* cycle through his inventory to look for the MARK we want to + * place + */ + for (object *tmp = inv; tmp; tmp = tmp->below) + if (tmp->type == FORCE && tmp->slaying == name) + return splay (tmp); + + return 0; +} + +void +object::force_add (const shstr name, int duration) +{ + if (object *force = force_find (name)) + force->destroy (); + + object *force = get_archetype (FORCE_NAME); + + force->slaying = name; + force->stats.food = 1; + force->speed_left = -1.f; + + force->set_speed (duration ? 1.f / duration : 0.f); + force->flag [FLAG_IS_USED_UP] = true; + force->flag [FLAG_APPLIED] = true; + + insert (force); +} + +void +object::play_sound (faceidx sound) const +{ + if (!sound) + return; + + if (flag [FLAG_REMOVED]) + return; + + if (env) + { + if (object *pl = in_player ()) + pl->contr->play_sound (sound); + } + else + map->play_sound (sound, x, y); +}