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Comparing deliantra/server/common/object.C (file contents):
Revision 1.153 by root, Thu May 17 21:11:01 2007 UTC vs.
Revision 1.173 by root, Sat Aug 4 22:23:47 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}
495 { 494 {
496 current_weapon = chosen_skill = 0; 495 current_weapon = chosen_skill = 0;
497 update_stats (); 496 update_stats ();
498 497
499 new_draw_info_format (NDI_UNIQUE, 0, this, 498 new_draw_info_format (NDI_UNIQUE, 0, this,
500 "You try to balance your applied items all at once, but the %s is too much. " 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); 501 "[You need to unapply some items first.]", &ob->name);
502 return false; 502 return false;
503 } 503 }
504 504
505 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name); 505 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
506 } 506 }
936 map = freed_map; 936 map = freed_map;
937 x = 1; 937 x = 1;
938 y = 1; 938 y = 1;
939 } 939 }
940 940
941 head = 0;
942
943 if (more) 941 if (more)
944 { 942 {
945 more->destroy (); 943 more->destroy ();
946 more = 0; 944 more = 0;
947 } 945 }
948 946
947 head = 0;
948
949 // clear those pointers that likely might have circular references to us 949 // clear those pointers that likely might cause circular references
950 owner = 0; 950 owner = 0;
951 enemy = 0; 951 enemy = 0;
952 attacked_by = 0; 952 attacked_by = 0;
953 current_weapon = 0;
953} 954}
954 955
955void 956void
956object::destroy (bool destroy_inventory) 957object::destroy (bool destroy_inventory)
957{ 958{
958 if (destroyed ()) 959 if (destroyed ())
959 return; 960 return;
960 961
961 if (destroy_inventory) 962 if (destroy_inventory)
962 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
963 970
964 attachable::destroy (); 971 attachable::destroy ();
965} 972}
966 973
967/* 974/*
1115 1122
1116 if (destroyed ()) 1123 if (destroyed ())
1117 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1124 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1118 } 1125 }
1119 1126
1120 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1121 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1122 if (tmp->above == tmp)
1123 tmp->above = 0;
1124
1125 last = tmp; 1127 last = tmp;
1126 } 1128 }
1127 1129
1128 /* last == NULL if there are no objects on this space */ 1130 /* last == NULL if there are no objects on this space */
1129 //TODO: this makes little sense, why only update the topmost object? 1131 //TODO: this makes little sense, why only update the topmost object?
1180 if (more) 1182 if (more)
1181 return; 1183 return;
1182 1184
1183 object *prev = this; 1185 object *prev = this;
1184 1186
1185 for (archetype *at = arch->more; at; at = at->more) 1187 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1186 { 1188 {
1187 object *op = arch_to_object (at); 1189 object *op = arch_to_object (at);
1188 1190
1189 op->name = name; 1191 op->name = name;
1190 op->name_pl = name_pl; 1192 op->name_pl = name_pl;
1204object * 1206object *
1205insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1207insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1206{ 1208{
1207 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1209 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1208 { 1210 {
1209 tmp->x = x + tmp->arch->clone.x; 1211 tmp->x = x + tmp->arch->x;
1210 tmp->y = y + tmp->arch->clone.y; 1212 tmp->y = y + tmp->arch->y;
1211 } 1213 }
1212 1214
1213 return insert_ob_in_map (op, m, originator, flag); 1215 return insert_ob_in_map (op, m, originator, flag);
1214} 1216}
1215 1217
1236object * 1238object *
1237insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1239insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1238{ 1240{
1239 assert (!op->flag [FLAG_FREED]); 1241 assert (!op->flag [FLAG_FREED]);
1240 1242
1241 object *tmp, *top, *floor = NULL; 1243 object *top, *floor = NULL;
1242 1244
1243 op->remove (); 1245 op->remove ();
1244 1246
1245#if 0 1247#if 0
1246 if (!m->active != !op->active) 1248 if (!m->active != !op->active)
1262#endif 1264#endif
1263 return op; 1265 return op;
1264 } 1266 }
1265 1267
1266 if (object *more = op->more) 1268 if (object *more = op->more)
1267 {
1268 if (!insert_ob_in_map (more, m, originator, flag)) 1269 if (!insert_ob_in_map (more, m, originator, flag))
1269 {
1270 if (!op->head)
1271 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1272
1273 return 0; 1270 return 0;
1274 }
1275 }
1276 1271
1277 CLEAR_FLAG (op, FLAG_REMOVED); 1272 CLEAR_FLAG (op, FLAG_REMOVED);
1278 1273
1279 /* Ideally, the caller figures this out. However, it complicates a lot 1274 /* Ideally, the caller figures this out. However, it complicates a lot
1280 * of areas of callers (eg, anything that uses find_free_spot would now 1275 * of areas of callers (eg, anything that uses find_free_spot would now
1287 mapspace &ms = op->ms (); 1282 mapspace &ms = op->ms ();
1288 1283
1289 /* this has to be done after we translate the coordinates. 1284 /* this has to be done after we translate the coordinates.
1290 */ 1285 */
1291 if (op->nrof && !(flag & INS_NO_MERGE)) 1286 if (op->nrof && !(flag & INS_NO_MERGE))
1292 for (tmp = ms.bot; tmp; tmp = tmp->above) 1287 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1293 if (object::can_merge (op, tmp)) 1288 if (object::can_merge (op, tmp))
1294 { 1289 {
1295 op->nrof += tmp->nrof; 1290 op->nrof += tmp->nrof;
1296 tmp->destroy (); 1291 tmp->destroy ();
1297 } 1292 }
1386 */ 1381 */
1387 if (last && last->below && last != floor) 1382 if (last && last->below && last != floor)
1388 top = last->below; 1383 top = last->below;
1389 } 1384 }
1390 } /* If objects on this space */ 1385 } /* If objects on this space */
1391
1392 if (flag & INS_MAP_LOAD) 1386 if (flag & INS_MAP_LOAD)
1393 top = ms.top; 1387 top = ms.top;
1394 1388
1395 if (flag & INS_ABOVE_FLOOR_ONLY) 1389 if (flag & INS_ABOVE_FLOOR_ONLY)
1396 top = floor; 1390 top = floor;
1466 * blocked() and wall() work properly), and these flags are updated by 1460 * blocked() and wall() work properly), and these flags are updated by
1467 * update_object(). 1461 * update_object().
1468 */ 1462 */
1469 1463
1470 /* 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 */
1471 if (!(flag & INS_NO_WALK_ON) && !op->head) 1465 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1472 { 1466 {
1473 if (check_move_on (op, originator)) 1467 if (check_move_on (op, originator))
1474 return 0; 1468 return 0;
1475 1469
1476 /* 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
1477 * walk on's. 1471 * walk on's.
1478 */ 1472 */
1479 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1473 for (object *tmp = op->more; tmp; tmp = tmp->more)
1480 if (check_move_on (tmp, originator)) 1474 if (check_move_on (tmp, originator))
1481 return 0; 1475 return 0;
1482 } 1476 }
1483 1477
1484 return op; 1478 return op;
1494 object *tmp, *tmp1; 1488 object *tmp, *tmp1;
1495 1489
1496 /* first search for itself and remove any old instances */ 1490 /* first search for itself and remove any old instances */
1497 1491
1498 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 1492 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1499 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1493 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1500 tmp->destroy (); 1494 tmp->destroy ();
1501 1495
1502 tmp1 = arch_to_object (archetype::find (arch_string)); 1496 tmp1 = arch_to_object (archetype::find (arch_string));
1503 1497
1504 tmp1->x = op->x; 1498 tmp1->x = op->x;
1665 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);
1666 free (dump); 1660 free (dump);
1667 return op; 1661 return op;
1668 } 1662 }
1669 1663
1670 if (where->head) 1664 if (where->head_ () != where)
1671 { 1665 {
1672 LOG (llevError | logBacktrace, "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");
1673 where = where->head; 1667 where = where->head;
1674 } 1668 }
1675 1669
2132 object *tmp; 2126 object *tmp;
2133 maptile *mp; 2127 maptile *mp;
2134 2128
2135 MoveType blocked, move_type; 2129 MoveType blocked, move_type;
2136 2130
2137 if (exclude && exclude->head) 2131 if (exclude && exclude->head_ () != exclude)
2138 { 2132 {
2139 exclude = exclude->head; 2133 exclude = exclude->head;
2140 move_type = exclude->move_type; 2134 move_type = exclude->move_type;
2141 } 2135 }
2142 else 2136 else
2165 max = maxfree[i]; 2159 max = maxfree[i];
2166 else if (mflags & P_IS_ALIVE) 2160 else if (mflags & P_IS_ALIVE)
2167 { 2161 {
2168 for (tmp = ms.bot; tmp; tmp = tmp->above) 2162 for (tmp = ms.bot; tmp; tmp = tmp->above)
2169 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2163 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2170 && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2164 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2171 break; 2165 break;
2172 2166
2173 if (tmp) 2167 if (tmp)
2174 return freedir[i]; 2168 return freedir[i];
2175 } 2169 }
2370 * create clone from object to another 2364 * create clone from object to another
2371 */ 2365 */
2372object * 2366object *
2373object_create_clone (object *asrc) 2367object_create_clone (object *asrc)
2374{ 2368{
2375 object *dst = 0, *tmp, *src, *part, *prev, *item; 2369 object *dst = 0, *tmp, *src, *prev, *item;
2376 2370
2377 if (!asrc) 2371 if (!asrc)
2378 return 0; 2372 return 0;
2379 2373
2380 src = asrc;
2381 if (src->head)
2382 src = src->head; 2374 src = asrc->head_ ();
2383 2375
2384 prev = 0; 2376 prev = 0;
2385 for (part = src; part; part = part->more) 2377 for (object *part = src; part; part = part->more)
2386 { 2378 {
2387 tmp = part->clone (); 2379 tmp = part->clone ();
2388 tmp->x -= src->x; 2380 tmp->x -= src->x;
2389 tmp->y -= src->y; 2381 tmp->y -= src->y;
2390 2382
2503 /* Basically, if the archetype has this key set, 2495 /* Basically, if the archetype has this key set,
2504 * we need to store the null value so when we save 2496 * we need to store the null value so when we save
2505 * it, we save the empty value so that when we load, 2497 * it, we save the empty value so that when we load,
2506 * we get this value back again. 2498 * we get this value back again.
2507 */ 2499 */
2508 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2500 if (get_ob_key_link (op->arch, canonical_key))
2509 field->value = 0; 2501 field->value = 0;
2510 else 2502 else
2511 { 2503 {
2512 if (last) 2504 if (last)
2513 last->next = field->next; 2505 last->next = field->next;
2582 } 2574 }
2583 else 2575 else
2584 item = item->env; 2576 item = item->env;
2585} 2577}
2586 2578
2587
2588const char * 2579const char *
2589object::flag_desc (char *desc, int len) const 2580object::flag_desc (char *desc, int len) const
2590{ 2581{
2591 char *p = desc; 2582 char *p = desc;
2592 bool first = true; 2583 bool first = true;
2654} 2645}
2655 2646
2656const materialtype_t * 2647const materialtype_t *
2657object::dominant_material () const 2648object::dominant_material () const
2658{ 2649{
2659 if (materialtype_t *mat = name_to_material (materialname)) 2650 if (materialtype_t *mt = name_to_material (materialname))
2660 return mat; 2651 return mt;
2661 2652
2662 // omfg this is slow, this has to be temporary :)
2663 shstr unknown ("unknown");
2664
2665 return name_to_material (unknown); 2653 return name_to_material (shstr_unknown);
2666} 2654}
2667 2655
2668void 2656void
2669object::open_container (object *new_container) 2657object::open_container (object *new_container)
2670{ 2658{
2714 esrv_update_item (UPD_FLAGS, this, new_container); 2702 esrv_update_item (UPD_FLAGS, this, new_container);
2715 esrv_send_inventory (this, new_container); 2703 esrv_send_inventory (this, new_container);
2716 } 2704 }
2717} 2705}
2718 2706
2707object *
2708object::force_find (const shstr name)
2709{
2710 /* cycle through his inventory to look for the MARK we want to
2711 * place
2712 */
2713 for (object *tmp = inv; tmp; tmp = tmp->below)
2714 if (tmp->type == FORCE && tmp->slaying == name)
2715 return splay (tmp);
2719 2716
2717 return 0;
2718}
2719
2720void
2721object::force_add (const shstr name, int duration)
2722{
2723 if (object *force = force_find (name))
2724 force->destroy ();
2725
2726 object *force = get_archetype (FORCE_NAME);
2727
2728 force->slaying = name;
2729 force->stats.food = 1;
2730 force->speed_left = -1.f;
2731
2732 force->set_speed (duration ? 1.f / duration : 0.f);
2733 force->flag [FLAG_IS_USED_UP] = true;
2734 force->flag [FLAG_APPLIED] = true;
2735
2736 insert (force);
2737}
2738

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