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Comparing deliantra/server/common/object.C (file contents):
Revision 1.143 by root, Tue May 1 05:48:20 2007 UTC vs.
Revision 1.159 by root, Mon Jun 4 13:04:00 2007 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 2 * This file is part of Crossfire TRT, the Multiplayer Online Role Playing Game.
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 it
9 * it under the terms of the GNU General Public License as published by 9 * under the terms of the GNU General Public License as published by the Free
10 * the Free Software Foundation; either version 2 of the License, or 10 * Software Foundation; either version 2 of the License, or (at your option)
11 * (at your option) any later version. 11 * 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, but
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License
16 * GNU General Public License for more details. 16 * 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 along
19 * along with this program; if not, write to the Free Software 19 * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
21 * 21 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <crossfire@schmorp.de>
23 */ 23 */
24 24
25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
26 sub/add_weight will transcend the environment updating the carrying 26 sub/add_weight will transcend the environment updating the carrying
27 variable. */ 27 variable. */
29#include <stdio.h> 29#include <stdio.h>
30#include <sys/types.h> 30#include <sys/types.h>
31#include <sys/uio.h> 31#include <sys/uio.h>
32#include <object.h> 32#include <object.h>
33#include <funcpoint.h> 33#include <funcpoint.h>
34#include <sproto.h>
34#include <loader.h> 35#include <loader.h>
35 36
36#include <bitset> 37#include <bitset>
37 38
38int nrofallocobjects = 0; 39int nrofallocobjects = 0;
449 owner = owner->owner; 450 owner = owner->owner;
450 451
451 this->owner = owner; 452 this->owner = owner;
452} 453}
453 454
455int
456object::slottype () const
457{
458 if (type == SKILL)
459 {
460 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
461 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
462 }
463 else
464 {
465 if (slot [body_combat].info) return slot_combat;
466 if (slot [body_range ].info) return slot_ranged;
467 }
468
469 return slot_none;
470}
471
472bool
473object::change_weapon (object *ob)
474{
475 if (current_weapon == ob)
476 return true;
477
478 if (chosen_skill)
479 chosen_skill->flag [FLAG_APPLIED] = false;
480
481 current_weapon = ob;
482 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
483
484 if (chosen_skill)
485 chosen_skill->flag [FLAG_APPLIED] = true;
486
487 update_stats ();
488
489 if (ob)
490 {
491 // now check wether any body locations became invalid, in which case
492 // we cannot apply the weapon at the moment.
493 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
494 if (slot[i].used < 0)
495 {
496 current_weapon = chosen_skill = 0;
497 update_stats ();
498
499 new_draw_info_format (NDI_UNIQUE, 0, this,
500 "You try to balance all your items at once, "
501 "but the %s is just too much for your body. "
502 "[You need to unapply some items first.]", &ob->name);
503 return false;
504 }
505
506 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
507 }
508 else
509 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
510
511 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
512 {
513 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
514 &name, ob->debug_desc ());
515 return false;
516 }
517
518 return true;
519}
520
454/* Zero the key_values on op, decrementing the shared-string 521/* Zero the key_values on op, decrementing the shared-string
455 * refcounts and freeing the links. 522 * refcounts and freeing the links.
456 */ 523 */
457static void 524static void
458free_key_values (object *op) 525free_key_values (object *op)
538 * need for monsters, but doesn't hurt to do it for everything. 605 * need for monsters, but doesn't hurt to do it for everything.
539 * by doing so, when a monster is created, it has good starting 606 * by doing so, when a monster is created, it has good starting
540 * values for the body_used info, so when items are created 607 * values for the body_used info, so when items are created
541 * for it, they can be properly equipped. 608 * for it, they can be properly equipped.
542 */ 609 */
543 memcpy (body_used, body_info, sizeof (body_used)); 610 for (int i = NUM_BODY_LOCATIONS; i--; )
611 slot[i].used = slot[i].info;
544 612
545 attachable::instantiate (); 613 attachable::instantiate ();
546} 614}
547 615
548object * 616object *
1137object * 1205object *
1138insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1206insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1139{ 1207{
1140 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1208 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1141 { 1209 {
1142 tmp->x = x + tmp->arch->clone.x; 1210 tmp->x = x + tmp->arch->x;
1143 tmp->y = y + tmp->arch->clone.y; 1211 tmp->y = y + tmp->arch->y;
1144 } 1212 }
1145 1213
1146 return insert_ob_in_map (op, m, originator, flag); 1214 return insert_ob_in_map (op, m, originator, flag);
1147} 1215}
1148 1216
1169object * 1237object *
1170insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1238insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1171{ 1239{
1172 assert (!op->flag [FLAG_FREED]); 1240 assert (!op->flag [FLAG_FREED]);
1173 1241
1174 object *tmp, *top, *floor = NULL; 1242 object *top, *floor = NULL;
1175 1243
1176 op->remove (); 1244 op->remove ();
1177 1245
1178#if 0 1246#if 0
1179 if (!m->active != !op->active) 1247 if (!m->active != !op->active)
1195#endif 1263#endif
1196 return op; 1264 return op;
1197 } 1265 }
1198 1266
1199 if (object *more = op->more) 1267 if (object *more = op->more)
1200 {
1201 if (!insert_ob_in_map (more, m, originator, flag)) 1268 if (!insert_ob_in_map (more, m, originator, flag))
1202 {
1203 if (!op->head)
1204 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1205
1206 return 0; 1269 return 0;
1207 }
1208 }
1209 1270
1210 CLEAR_FLAG (op, FLAG_REMOVED); 1271 CLEAR_FLAG (op, FLAG_REMOVED);
1211 1272
1212 /* Ideally, the caller figures this out. However, it complicates a lot 1273 /* Ideally, the caller figures this out. However, it complicates a lot
1213 * of areas of callers (eg, anything that uses find_free_spot would now 1274 * of areas of callers (eg, anything that uses find_free_spot would now
1220 mapspace &ms = op->ms (); 1281 mapspace &ms = op->ms ();
1221 1282
1222 /* this has to be done after we translate the coordinates. 1283 /* this has to be done after we translate the coordinates.
1223 */ 1284 */
1224 if (op->nrof && !(flag & INS_NO_MERGE)) 1285 if (op->nrof && !(flag & INS_NO_MERGE))
1225 for (tmp = ms.bot; tmp; tmp = tmp->above) 1286 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1226 if (object::can_merge (op, tmp)) 1287 if (object::can_merge (op, tmp))
1227 { 1288 {
1228 op->nrof += tmp->nrof; 1289 op->nrof += tmp->nrof;
1229 tmp->destroy (); 1290 tmp->destroy ();
1230 } 1291 }
1399 * blocked() and wall() work properly), and these flags are updated by 1460 * blocked() and wall() work properly), and these flags are updated by
1400 * update_object(). 1461 * update_object().
1401 */ 1462 */
1402 1463
1403 /* if this is not the head or flag has been passed, don't check walk on status */ 1464 /* if this is not the head or flag has been passed, don't check walk on status */
1404 if (!(flag & INS_NO_WALK_ON) && !op->head) 1465 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1405 { 1466 {
1406 if (check_move_on (op, originator)) 1467 if (check_move_on (op, originator))
1407 return 0; 1468 return 0;
1408 1469
1409 /* If we are a multi part object, lets work our way through the check 1470 /* If we are a multi part object, lets work our way through the check
1410 * walk on's. 1471 * walk on's.
1411 */ 1472 */
1412 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1473 for (object *tmp = op->more; tmp; tmp = tmp->more)
1413 if (check_move_on (tmp, originator)) 1474 if (check_move_on (tmp, originator))
1414 return 0; 1475 return 0;
1415 } 1476 }
1416 1477
1417 return op; 1478 return op;
1427 object *tmp, *tmp1; 1488 object *tmp, *tmp1;
1428 1489
1429 /* first search for itself and remove any old instances */ 1490 /* first search for itself and remove any old instances */
1430 1491
1431 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 1492 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1432 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1493 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1433 tmp->destroy (); 1494 tmp->destroy ();
1434 1495
1435 tmp1 = arch_to_object (archetype::find (arch_string)); 1496 tmp1 = arch_to_object (archetype::find (arch_string));
1436 1497
1437 tmp1->x = op->x; 1498 tmp1->x = op->x;
1598 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1659 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1599 free (dump); 1660 free (dump);
1600 return op; 1661 return op;
1601 } 1662 }
1602 1663
1603 if (where->head) 1664 if (where->head_ () != where)
1604 { 1665 {
1605 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n"); 1666 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1606 where = where->head; 1667 where = where->head;
1607 } 1668 }
1608 1669
1609 return where->insert (op); 1670 return where->insert (op);
1610} 1671}
1938 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1999 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1939 { 2000 {
1940 CLEAR_FLAG (tmp, flag); 2001 CLEAR_FLAG (tmp, flag);
1941 unflag_inv (tmp, flag); 2002 unflag_inv (tmp, flag);
1942 } 2003 }
1943}
1944
1945/*
1946 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1947 * all it's inventory (recursively).
1948 * If checksums are used, a player will get set_cheat called for
1949 * him/her-self and all object carried by a call to this function.
1950 */
1951void
1952set_cheat (object *op)
1953{
1954 SET_FLAG (op, FLAG_WAS_WIZ);
1955 flag_inv (op, FLAG_WAS_WIZ);
1956} 2004}
1957 2005
1958/* 2006/*
1959 * find_free_spot(object, map, x, y, start, stop) will search for 2007 * find_free_spot(object, map, x, y, start, stop) will search for
1960 * a spot at the given map and coordinates which will be able to contain 2008 * a spot at the given map and coordinates which will be able to contain
2078 object *tmp; 2126 object *tmp;
2079 maptile *mp; 2127 maptile *mp;
2080 2128
2081 MoveType blocked, move_type; 2129 MoveType blocked, move_type;
2082 2130
2083 if (exclude && exclude->head) 2131 if (exclude && exclude->head_ () != exclude)
2084 { 2132 {
2085 exclude = exclude->head; 2133 exclude = exclude->head;
2086 move_type = exclude->move_type; 2134 move_type = exclude->move_type;
2087 } 2135 }
2088 else 2136 else
2111 max = maxfree[i]; 2159 max = maxfree[i];
2112 else if (mflags & P_IS_ALIVE) 2160 else if (mflags & P_IS_ALIVE)
2113 { 2161 {
2114 for (tmp = ms.bot; tmp; tmp = tmp->above) 2162 for (tmp = ms.bot; tmp; tmp = tmp->above)
2115 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2163 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2116 && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2164 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2117 break; 2165 break;
2118 2166
2119 if (tmp) 2167 if (tmp)
2120 return freedir[i]; 2168 return freedir[i];
2121 } 2169 }
2316 * create clone from object to another 2364 * create clone from object to another
2317 */ 2365 */
2318object * 2366object *
2319object_create_clone (object *asrc) 2367object_create_clone (object *asrc)
2320{ 2368{
2321 object *dst = 0, *tmp, *src, *part, *prev, *item; 2369 object *dst = 0, *tmp, *src, *prev, *item;
2322 2370
2323 if (!asrc) 2371 if (!asrc)
2324 return 0; 2372 return 0;
2325 2373
2326 src = asrc;
2327 if (src->head)
2328 src = src->head; 2374 src = asrc->head_ ();
2329 2375
2330 prev = 0; 2376 prev = 0;
2331 for (part = src; part; part = part->more) 2377 for (object *part = src; part; part = part->more)
2332 { 2378 {
2333 tmp = part->clone (); 2379 tmp = part->clone ();
2334 tmp->x -= src->x; 2380 tmp->x -= src->x;
2335 tmp->y -= src->y; 2381 tmp->y -= src->y;
2336 2382
2449 /* Basically, if the archetype has this key set, 2495 /* Basically, if the archetype has this key set,
2450 * we need to store the null value so when we save 2496 * we need to store the null value so when we save
2451 * it, we save the empty value so that when we load, 2497 * it, we save the empty value so that when we load,
2452 * we get this value back again. 2498 * we get this value back again.
2453 */ 2499 */
2454 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2500 if (get_ob_key_link (op->arch, canonical_key))
2455 field->value = 0; 2501 field->value = 0;
2456 else 2502 else
2457 { 2503 {
2458 if (last) 2504 if (last)
2459 last->next = field->next; 2505 last->next = field->next;

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