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Comparing deliantra/server/common/object.C (file contents):
Revision 1.161 by root, Wed Jun 13 21:09:39 2007 UTC vs.
Revision 1.179 by root, Wed Aug 15 04:57:48 2007 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Multiplayer Online Role Playing Game. 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT 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 * Crossfire TRT is free software; you can redistribute it and/or modify it 8 * Crossfire TRT is free software: you can redistribute it and/or modify
9 * under the terms of the GNU General Public License as published by the Free 9 * it under the terms of the GNU General Public License as published by
10 * Software Foundation; either version 2 of the License, or (at your option) 10 * the Free Software Foundation, either version 3 of the License, or
11 * 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, but 13 * This program is distributed in the hope that it will be useful,
14 * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * 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 along 18 * You should have received a copy of the GNU General Public License
19 * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
21 * 20 *
22 * The authors can be reached via e-mail to <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.
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}
937 map = freed_map; 936 map = freed_map;
938 x = 1; 937 x = 1;
939 y = 1; 938 y = 1;
940 } 939 }
941 940
942 head = 0;
943
944 if (more) 941 if (more)
945 { 942 {
946 more->destroy (); 943 more->destroy ();
947 more = 0; 944 more = 0;
948 } 945 }
949 946
947 head = 0;
948
950 // clear those pointers that likely might have circular references to us 949 // clear those pointers that likely might cause circular references
951 owner = 0; 950 owner = 0;
952 enemy = 0; 951 enemy = 0;
953 attacked_by = 0; 952 attacked_by = 0;
953 current_weapon = 0;
954} 954}
955 955
956void 956void
957object::destroy (bool destroy_inventory) 957object::destroy (bool destroy_inventory)
958{ 958{
959 if (destroyed ()) 959 if (destroyed ())
960 return; 960 return;
961 961
962 if (destroy_inventory) 962 if (destroy_inventory)
963 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
964 970
965 attachable::destroy (); 971 attachable::destroy ();
966} 972}
967 973
968/* 974/*
1083 if (map->in_memory == MAP_SAVING) 1089 if (map->in_memory == MAP_SAVING)
1084 return; 1090 return;
1085 1091
1086 int check_walk_off = !flag [FLAG_NO_APPLY]; 1092 int check_walk_off = !flag [FLAG_NO_APPLY];
1087 1093
1094 if (object *pl = ms.player ())
1095 {
1096 if (pl->container == this)
1097 /* If a container that the player is currently using somehow gets
1098 * removed (most likely destroyed), update the player view
1099 * appropriately.
1100 */
1101 pl->close_container ();
1102
1103 pl->contr->ns->floorbox_update ();
1104 }
1105
1088 for (tmp = ms.bot; tmp; tmp = tmp->above) 1106 for (tmp = ms.bot; tmp; tmp = tmp->above)
1089 { 1107 {
1090 /* No point updating the players look faces if he is the object 1108 /* No point updating the players look faces if he is the object
1091 * being removed. 1109 * being removed.
1092 */ 1110 */
1093
1094 if (tmp->type == PLAYER && tmp != this)
1095 {
1096 /* If a container that the player is currently using somehow gets
1097 * removed (most likely destroyed), update the player view
1098 * appropriately.
1099 */
1100 if (tmp->container == this)
1101 {
1102 flag [FLAG_APPLIED] = 0;
1103 tmp->container = 0;
1104 }
1105
1106 if (tmp->contr->ns)
1107 tmp->contr->ns->floorbox_update ();
1108 }
1109 1111
1110 /* See if object moving off should effect something */ 1112 /* See if object moving off should effect something */
1111 if (check_walk_off 1113 if (check_walk_off
1112 && ((move_type & tmp->move_off) 1114 && ((move_type & tmp->move_off)
1113 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1115 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1236 1238
1237 object *top, *floor = NULL; 1239 object *top, *floor = NULL;
1238 1240
1239 op->remove (); 1241 op->remove ();
1240 1242
1241#if 0
1242 if (!m->active != !op->active)
1243 if (m->active)
1244 op->activate_recursive ();
1245 else
1246 op->deactivate_recursive ();
1247#endif
1248
1249 if (out_of_map (m, op->x, op->y)) 1243 if (out_of_map (m, op->x, op->y))
1250 { 1244 {
1251 LOG (llevError, "Trying to insert object outside the map.\n%s\n", op->debug_desc ()); 1245 LOG (llevError, "Trying to insert object outside the map.\n%s\n", op->debug_desc ());
1252#ifdef MANY_CORES 1246#ifdef MANY_CORES
1253 /* Better to catch this here, as otherwise the next use of this object 1247 /* Better to catch this here, as otherwise the next use of this object
1375 */ 1369 */
1376 if (last && last->below && last != floor) 1370 if (last && last->below && last != floor)
1377 top = last->below; 1371 top = last->below;
1378 } 1372 }
1379 } /* If objects on this space */ 1373 } /* If objects on this space */
1380
1381 if (flag & INS_MAP_LOAD) 1374 if (flag & INS_MAP_LOAD)
1382 top = ms.top; 1375 top = ms.top;
1383 1376
1384 if (flag & INS_ABOVE_FLOOR_ONLY) 1377 if (flag & INS_ABOVE_FLOOR_ONLY)
1385 top = floor; 1378 top = floor;
1425 /* If we have a floor, we know the player, if any, will be above 1418 /* If we have a floor, we know the player, if any, will be above
1426 * it, so save a few ticks and start from there. 1419 * it, so save a few ticks and start from there.
1427 */ 1420 */
1428 if (!(flag & INS_MAP_LOAD)) 1421 if (!(flag & INS_MAP_LOAD))
1429 if (object *pl = ms.player ()) 1422 if (object *pl = ms.player ())
1430 if (pl->contr->ns)
1431 pl->contr->ns->floorbox_update (); 1423 pl->contr->ns->floorbox_update ();
1432 1424
1433 /* If this object glows, it may affect lighting conditions that are 1425 /* If this object glows, it may affect lighting conditions that are
1434 * visible to others on this map. But update_all_los is really 1426 * visible to others on this map. But update_all_los is really
1435 * an inefficient way to do this, as it means los for all players 1427 * an inefficient way to do this, as it means los for all players
1436 * on the map will get recalculated. The players could very well 1428 * on the map will get recalculated. The players could very well
2344 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2336 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2345 * core dumps if they do. 2337 * core dumps if they do.
2346 * 2338 *
2347 * Add a check so we can't pick up invisible objects (0.93.8) 2339 * Add a check so we can't pick up invisible objects (0.93.8)
2348 */ 2340 */
2349
2350int 2341int
2351can_pick (const object *who, const object *item) 2342can_pick (const object *who, const object *item)
2352{ 2343{
2353 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2344 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2354 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2345 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2569 } 2560 }
2570 else 2561 else
2571 item = item->env; 2562 item = item->env;
2572} 2563}
2573 2564
2574
2575const char * 2565const char *
2576object::flag_desc (char *desc, int len) const 2566object::flag_desc (char *desc, int len) const
2577{ 2567{
2578 char *p = desc; 2568 char *p = desc;
2579 bool first = true; 2569 bool first = true;
2641} 2631}
2642 2632
2643const materialtype_t * 2633const materialtype_t *
2644object::dominant_material () const 2634object::dominant_material () const
2645{ 2635{
2646 if (materialtype_t *mat = name_to_material (materialname)) 2636 if (materialtype_t *mt = name_to_material (materialname))
2647 return mat; 2637 return mt;
2648 2638
2649 // omfg this is slow, this has to be temporary :)
2650 shstr unknown ("unknown");
2651
2652 return name_to_material (unknown); 2639 return name_to_material (shstr_unknown);
2653} 2640}
2654 2641
2655void 2642void
2656object::open_container (object *new_container) 2643object::open_container (object *new_container)
2657{ 2644{
2673 old_container->flag [FLAG_APPLIED] = 0; 2660 old_container->flag [FLAG_APPLIED] = 0;
2674 container = 0; 2661 container = 0;
2675 2662
2676 esrv_update_item (UPD_FLAGS, this, old_container); 2663 esrv_update_item (UPD_FLAGS, this, old_container);
2677 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); 2664 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2665 play_sound (sound_find ("chest_close"));
2678 } 2666 }
2679 2667
2680 if (new_container) 2668 if (new_container)
2681 { 2669 {
2682 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this))) 2670 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2698 new_container->flag [FLAG_APPLIED] = 1; 2686 new_container->flag [FLAG_APPLIED] = 1;
2699 container = new_container; 2687 container = new_container;
2700 2688
2701 esrv_update_item (UPD_FLAGS, this, new_container); 2689 esrv_update_item (UPD_FLAGS, this, new_container);
2702 esrv_send_inventory (this, new_container); 2690 esrv_send_inventory (this, new_container);
2691 play_sound (sound_find ("chest_open"));
2692 }
2693}
2694
2695object *
2696object::force_find (const shstr name)
2697{
2698 /* cycle through his inventory to look for the MARK we want to
2699 * place
2700 */
2701 for (object *tmp = inv; tmp; tmp = tmp->below)
2702 if (tmp->type == FORCE && tmp->slaying == name)
2703 return splay (tmp);
2704
2705 return 0;
2706}
2707
2708void
2709object::force_add (const shstr name, int duration)
2710{
2711 if (object *force = force_find (name))
2712 force->destroy ();
2713
2714 object *force = get_archetype (FORCE_NAME);
2715
2716 force->slaying = name;
2717 force->stats.food = 1;
2718 force->speed_left = -1.f;
2719
2720 force->set_speed (duration ? 1.f / duration : 0.f);
2721 force->flag [FLAG_IS_USED_UP] = true;
2722 force->flag [FLAG_APPLIED] = true;
2723
2724 insert (force);
2725}
2726
2727void
2728object::play_sound (faceidx sound) const
2729{
2730 if (!sound)
2731 return;
2732
2733 if (flag [FLAG_REMOVED])
2734 return;
2735
2736 if (env)
2703 } 2737 {
2738 if (object *pl = in_player ())
2739 pl->contr->play_sound (sound);
2740 }
2741 else
2742 map->play_sound (sound, x, y);
2704} 2743}
2705 2744
2706

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