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Comparing deliantra/server/common/object.C (file contents):
Revision 1.155 by root, Thu May 17 21:32:08 2007 UTC vs.
Revision 1.182 by root, Mon Aug 20 18:11:02 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/*
1082 if (map->in_memory == MAP_SAVING) 1089 if (map->in_memory == MAP_SAVING)
1083 return; 1090 return;
1084 1091
1085 int check_walk_off = !flag [FLAG_NO_APPLY]; 1092 int check_walk_off = !flag [FLAG_NO_APPLY];
1086 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
1087 for (tmp = ms.bot; tmp; tmp = tmp->above) 1106 for (tmp = ms.bot; tmp; tmp = tmp->above)
1088 { 1107 {
1089 /* 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
1090 * being removed. 1109 * being removed.
1091 */ 1110 */
1092
1093 if (tmp->type == PLAYER && tmp != this)
1094 {
1095 /* If a container that the player is currently using somehow gets
1096 * removed (most likely destroyed), update the player view
1097 * appropriately.
1098 */
1099 if (tmp->container == this)
1100 {
1101 flag [FLAG_APPLIED] = 0;
1102 tmp->container = 0;
1103 }
1104
1105 if (tmp->contr->ns)
1106 tmp->contr->ns->floorbox_update ();
1107 }
1108 1111
1109 /* See if object moving off should effect something */ 1112 /* See if object moving off should effect something */
1110 if (check_walk_off 1113 if (check_walk_off
1111 && ((move_type & tmp->move_off) 1114 && ((move_type & tmp->move_off)
1112 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1115 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1115 1118
1116 if (destroyed ()) 1119 if (destroyed ())
1117 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1120 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1118 } 1121 }
1119 1122
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; 1123 last = tmp;
1126 } 1124 }
1127 1125
1128 /* last == NULL if there are no objects on this space */ 1126 /* last == NULL if there are no objects on this space */
1129 //TODO: this makes little sense, why only update the topmost object? 1127 //TODO: this makes little sense, why only update the topmost object?
1180 if (more) 1178 if (more)
1181 return; 1179 return;
1182 1180
1183 object *prev = this; 1181 object *prev = this;
1184 1182
1185 for (archetype *at = arch->more; at; at = at->more) 1183 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1186 { 1184 {
1187 object *op = arch_to_object (at); 1185 object *op = arch_to_object (at);
1188 1186
1189 op->name = name; 1187 op->name = name;
1190 op->name_pl = name_pl; 1188 op->name_pl = name_pl;
1204object * 1202object *
1205insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1203insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1206{ 1204{
1207 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1205 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1208 { 1206 {
1209 tmp->x = x + tmp->arch->clone.x; 1207 tmp->x = x + tmp->arch->x;
1210 tmp->y = y + tmp->arch->clone.y; 1208 tmp->y = y + tmp->arch->y;
1211 } 1209 }
1212 1210
1213 return insert_ob_in_map (op, m, originator, flag); 1211 return insert_ob_in_map (op, m, originator, flag);
1214} 1212}
1215 1213
1240 1238
1241 object *top, *floor = NULL; 1239 object *top, *floor = NULL;
1242 1240
1243 op->remove (); 1241 op->remove ();
1244 1242
1245#if 0
1246 if (!m->active != !op->active)
1247 if (m->active)
1248 op->activate_recursive ();
1249 else
1250 op->deactivate_recursive ();
1251#endif
1252
1253 if (out_of_map (m, op->x, op->y)) 1243 if (out_of_map (m, op->x, op->y))
1254 { 1244 {
1255 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 ());
1256#ifdef MANY_CORES 1246#ifdef MANY_CORES
1257 /* 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
1379 */ 1369 */
1380 if (last && last->below && last != floor) 1370 if (last && last->below && last != floor)
1381 top = last->below; 1371 top = last->below;
1382 } 1372 }
1383 } /* If objects on this space */ 1373 } /* If objects on this space */
1384
1385 if (flag & INS_MAP_LOAD) 1374 if (flag & INS_MAP_LOAD)
1386 top = ms.top; 1375 top = ms.top;
1387 1376
1388 if (flag & INS_ABOVE_FLOOR_ONLY) 1377 if (flag & INS_ABOVE_FLOOR_ONLY)
1389 top = floor; 1378 top = floor;
1424 op->map->touch (); 1413 op->map->touch ();
1425 } 1414 }
1426 1415
1427 op->map->dirty = true; 1416 op->map->dirty = true;
1428 1417
1429 /* If we have a floor, we know the player, if any, will be above
1430 * it, so save a few ticks and start from there.
1431 */
1432 if (!(flag & INS_MAP_LOAD)) 1418 if (!(flag & INS_MAP_LOAD))
1433 if (object *pl = ms.player ()) 1419 if (object *pl = ms.player ())
1434 if (pl->contr->ns)
1435 pl->contr->ns->floorbox_update (); 1420 pl->contr->ns->floorbox_update ();
1436 1421
1437 /* If this object glows, it may affect lighting conditions that are 1422 /* If this object glows, it may affect lighting conditions that are
1438 * visible to others on this map. But update_all_los is really 1423 * visible to others on this map. But update_all_los is really
1439 * an inefficient way to do this, as it means los for all players 1424 * an inefficient way to do this, as it means los for all players
1440 * on the map will get recalculated. The players could very well 1425 * on the map will get recalculated. The players could very well
1487 object *tmp, *tmp1; 1472 object *tmp, *tmp1;
1488 1473
1489 /* first search for itself and remove any old instances */ 1474 /* first search for itself and remove any old instances */
1490 1475
1491 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 1476 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1492 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1477 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1493 tmp->destroy (); 1478 tmp->destroy ();
1494 1479
1495 tmp1 = arch_to_object (archetype::find (arch_string)); 1480 tmp1 = arch_to_object (archetype::find (arch_string));
1496 1481
1497 tmp1->x = op->x; 1482 tmp1->x = op->x;
1678 * be != op, if items are merged. -Tero 1663 * be != op, if items are merged. -Tero
1679 */ 1664 */
1680object * 1665object *
1681object::insert (object *op) 1666object::insert (object *op)
1682{ 1667{
1683 object *tmp, *otmp;
1684
1685 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1668 if (!QUERY_FLAG (op, FLAG_REMOVED))
1686 op->remove (); 1669 op->remove ();
1687 1670
1688 if (op->more) 1671 if (op->more)
1689 { 1672 {
1691 return op; 1674 return op;
1692 } 1675 }
1693 1676
1694 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1677 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1695 CLEAR_FLAG (op, FLAG_REMOVED); 1678 CLEAR_FLAG (op, FLAG_REMOVED);
1679
1696 if (op->nrof) 1680 if (op->nrof)
1697 { 1681 {
1698 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1682 for (object *tmp = inv; tmp; tmp = tmp->below)
1699 if (object::can_merge (tmp, op)) 1683 if (object::can_merge (tmp, op))
1700 { 1684 {
1701 /* return the original object and remove inserted object 1685 /* return the original object and remove inserted object
1702 (client needs the original object) */ 1686 (client needs the original object) */
1703 tmp->nrof += op->nrof; 1687 tmp->nrof += op->nrof;
1722 add_weight (this, op->weight * op->nrof); 1706 add_weight (this, op->weight * op->nrof);
1723 } 1707 }
1724 else 1708 else
1725 add_weight (this, (op->weight + op->carrying)); 1709 add_weight (this, (op->weight + op->carrying));
1726 1710
1727 otmp = this->in_player (); 1711 if (object *otmp = this->in_player ())
1728 if (otmp && otmp->contr)
1729 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1712 if (otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1730 otmp->update_stats (); 1713 otmp->update_stats ();
1731 1714
1715 op->owner = 0; // its his/hers now. period.
1732 op->map = 0; 1716 op->map = 0;
1733 op->env = this; 1717 op->env = this;
1734 op->above = 0; 1718 op->above = 0;
1735 op->below = 0; 1719 op->below = 0;
1736 op->x = 0, op->y = 0; 1720 op->x = op->y = 0;
1737 1721
1738 /* reset the light list and los of the players on the map */ 1722 /* reset the light list and los of the players on the map */
1739 if ((op->glow_radius != 0) && map) 1723 if (op->glow_radius && map)
1740 { 1724 {
1741#ifdef DEBUG_LIGHTS 1725#ifdef DEBUG_LIGHTS
1742 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1726 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1743#endif /* DEBUG_LIGHTS */ 1727#endif /* DEBUG_LIGHTS */
1744 if (map->darkness) 1728 if (map->darkness)
2348 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2332 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2349 * core dumps if they do. 2333 * core dumps if they do.
2350 * 2334 *
2351 * Add a check so we can't pick up invisible objects (0.93.8) 2335 * Add a check so we can't pick up invisible objects (0.93.8)
2352 */ 2336 */
2353
2354int 2337int
2355can_pick (const object *who, const object *item) 2338can_pick (const object *who, const object *item)
2356{ 2339{
2357 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2340 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2358 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2341 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2494 /* Basically, if the archetype has this key set, 2477 /* Basically, if the archetype has this key set,
2495 * we need to store the null value so when we save 2478 * we need to store the null value so when we save
2496 * it, we save the empty value so that when we load, 2479 * it, we save the empty value so that when we load,
2497 * we get this value back again. 2480 * we get this value back again.
2498 */ 2481 */
2499 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2482 if (get_ob_key_link (op->arch, canonical_key))
2500 field->value = 0; 2483 field->value = 0;
2501 else 2484 else
2502 { 2485 {
2503 if (last) 2486 if (last)
2504 last->next = field->next; 2487 last->next = field->next;
2573 } 2556 }
2574 else 2557 else
2575 item = item->env; 2558 item = item->env;
2576} 2559}
2577 2560
2578
2579const char * 2561const char *
2580object::flag_desc (char *desc, int len) const 2562object::flag_desc (char *desc, int len) const
2581{ 2563{
2582 char *p = desc; 2564 char *p = desc;
2583 bool first = true; 2565 bool first = true;
2617 &name, 2599 &name,
2618 title ? "\",title:\"" : "", 2600 title ? "\",title:\"" : "",
2619 title ? (const char *)title : "", 2601 title ? (const char *)title : "",
2620 flag_desc (flagdesc, 512), type); 2602 flag_desc (flagdesc, 512), type);
2621 2603
2622 if (env) 2604 if (!this->flag[FLAG_REMOVED] && env)
2623 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2605 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2624 2606
2625 if (map) 2607 if (map)
2626 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y); 2608 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2627 2609
2645} 2627}
2646 2628
2647const materialtype_t * 2629const materialtype_t *
2648object::dominant_material () const 2630object::dominant_material () const
2649{ 2631{
2650 if (materialtype_t *mat = name_to_material (materialname)) 2632 if (materialtype_t *mt = name_to_material (materialname))
2651 return mat; 2633 return mt;
2652 2634
2653 // omfg this is slow, this has to be temporary :)
2654 shstr unknown ("unknown");
2655
2656 return name_to_material (unknown); 2635 return name_to_material (shstr_unknown);
2657} 2636}
2658 2637
2659void 2638void
2660object::open_container (object *new_container) 2639object::open_container (object *new_container)
2661{ 2640{
2677 old_container->flag [FLAG_APPLIED] = 0; 2656 old_container->flag [FLAG_APPLIED] = 0;
2678 container = 0; 2657 container = 0;
2679 2658
2680 esrv_update_item (UPD_FLAGS, this, old_container); 2659 esrv_update_item (UPD_FLAGS, this, old_container);
2681 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); 2660 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2661 play_sound (sound_find ("chest_close"));
2682 } 2662 }
2683 2663
2684 if (new_container) 2664 if (new_container)
2685 { 2665 {
2686 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this))) 2666 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2702 new_container->flag [FLAG_APPLIED] = 1; 2682 new_container->flag [FLAG_APPLIED] = 1;
2703 container = new_container; 2683 container = new_container;
2704 2684
2705 esrv_update_item (UPD_FLAGS, this, new_container); 2685 esrv_update_item (UPD_FLAGS, this, new_container);
2706 esrv_send_inventory (this, new_container); 2686 esrv_send_inventory (this, new_container);
2687 play_sound (sound_find ("chest_open"));
2688 }
2689}
2690
2691object *
2692object::force_find (const shstr name)
2693{
2694 /* cycle through his inventory to look for the MARK we want to
2695 * place
2696 */
2697 for (object *tmp = inv; tmp; tmp = tmp->below)
2698 if (tmp->type == FORCE && tmp->slaying == name)
2699 return splay (tmp);
2700
2701 return 0;
2702}
2703
2704void
2705object::force_add (const shstr name, int duration)
2706{
2707 if (object *force = force_find (name))
2708 force->destroy ();
2709
2710 object *force = get_archetype (FORCE_NAME);
2711
2712 force->slaying = name;
2713 force->stats.food = 1;
2714 force->speed_left = -1.f;
2715
2716 force->set_speed (duration ? 1.f / duration : 0.f);
2717 force->flag [FLAG_IS_USED_UP] = true;
2718 force->flag [FLAG_APPLIED] = true;
2719
2720 insert (force);
2721}
2722
2723void
2724object::play_sound (faceidx sound) const
2725{
2726 if (!sound)
2727 return;
2728
2729 if (flag [FLAG_REMOVED])
2730 return;
2731
2732 if (env)
2707 } 2733 {
2734 if (object *pl = in_player ())
2735 pl->contr->play_sound (sound);
2736 }
2737 else
2738 map->play_sound (sound, x, y);
2708} 2739}
2709 2740
2710

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