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/cvs/deliantra/server/common/object.C
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Comparing deliantra/server/common/object.C (file contents):
Revision 1.141 by root, Sun Apr 29 21:44:34 2007 UTC vs.
Revision 1.154 by root, Thu May 17 21:11:42 2007 UTC

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;
313 314
314 /* Everything passes, must be OK. */ 315 /* Everything passes, must be OK. */
315 return 1; 316 return 1;
316} 317}
317 318
318void
319player::set_range (rangetype r)
320{
321 shoottype = r;
322}
323
324/* 319/*
325 * sum_weight() is a recursive function which calculates the weight 320 * sum_weight() is a recursive function which calculates the weight
326 * an object is carrying. It goes through in figures out how much 321 * an object is carrying. It goes through in figures out how much
327 * containers are carrying, and sums it up. 322 * containers are carrying, and sums it up.
328 */ 323 */
330sum_weight (object *op) 325sum_weight (object *op)
331{ 326{
332 long sum; 327 long sum;
333 object *inv; 328 object *inv;
334 329
335 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 330 for (sum = 0, inv = op->inv; inv; inv = inv->below)
336 { 331 {
337 if (inv->inv) 332 if (inv->inv)
338 sum_weight (inv); 333 sum_weight (inv);
334
339 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 335 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
340 } 336 }
341 337
342 if (op->type == CONTAINER && op->stats.Str) 338 if (op->type == CONTAINER && op->stats.Str)
343 sum = (sum * (100 - op->stats.Str)) / 100; 339 sum = (sum * (100 - op->stats.Str)) / 100;
452 */ 448 */
453 while (owner->owner) 449 while (owner->owner)
454 owner = owner->owner; 450 owner = owner->owner;
455 451
456 this->owner = owner; 452 this->owner = owner;
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 your applied items all at once, but the %s is too much. "
501 "You need to unapply some items first.", &ob->name);
502 return false;
503 }
504
505 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
506 }
507 else
508 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
509
510 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
511 {
512 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
513 &name, ob->debug_desc ());
514 return false;
515 }
516
517 return true;
457} 518}
458 519
459/* Zero the key_values on op, decrementing the shared-string 520/* Zero the key_values on op, decrementing the shared-string
460 * refcounts and freeing the links. 521 * refcounts and freeing the links.
461 */ 522 */
543 * need for monsters, but doesn't hurt to do it for everything. 604 * need for monsters, but doesn't hurt to do it for everything.
544 * by doing so, when a monster is created, it has good starting 605 * by doing so, when a monster is created, it has good starting
545 * values for the body_used info, so when items are created 606 * values for the body_used info, so when items are created
546 * for it, they can be properly equipped. 607 * for it, they can be properly equipped.
547 */ 608 */
548 memcpy (body_used, body_info, sizeof (body_used)); 609 for (int i = NUM_BODY_LOCATIONS; i--; )
610 slot[i].used = slot[i].info;
549 611
550 attachable::instantiate (); 612 attachable::instantiate ();
551} 613}
552 614
553object * 615object *
1603 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1665 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1604 free (dump); 1666 free (dump);
1605 return op; 1667 return op;
1606 } 1668 }
1607 1669
1608 if (where->head) 1670 if (where->head_ () != where)
1609 { 1671 {
1610 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n"); 1672 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1611 where = where->head; 1673 where = where->head;
1612 } 1674 }
1613 1675
1614 return where->insert (op); 1676 return where->insert (op);
1615} 1677}
1943 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 2005 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1944 { 2006 {
1945 CLEAR_FLAG (tmp, flag); 2007 CLEAR_FLAG (tmp, flag);
1946 unflag_inv (tmp, flag); 2008 unflag_inv (tmp, flag);
1947 } 2009 }
1948}
1949
1950/*
1951 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1952 * all it's inventory (recursively).
1953 * If checksums are used, a player will get set_cheat called for
1954 * him/her-self and all object carried by a call to this function.
1955 */
1956void
1957set_cheat (object *op)
1958{
1959 SET_FLAG (op, FLAG_WAS_WIZ);
1960 flag_inv (op, FLAG_WAS_WIZ);
1961} 2010}
1962 2011
1963/* 2012/*
1964 * find_free_spot(object, map, x, y, start, stop) will search for 2013 * find_free_spot(object, map, x, y, start, stop) will search for
1965 * a spot at the given map and coordinates which will be able to contain 2014 * a spot at the given map and coordinates which will be able to contain
2589} 2638}
2590 2639
2591const char * 2640const char *
2592object::debug_desc () const 2641object::debug_desc () const
2593{ 2642{
2594 static char info[256 * 4]; 2643 static char info[3][256 * 4];
2644 static int info_idx;
2645
2595 return debug_desc (info); 2646 return debug_desc (info [++info_idx % 3]);
2596}
2597
2598const char *
2599object::debug_desc2 () const
2600{
2601 static char info[256 * 4];
2602 return debug_desc (info);
2603} 2647}
2604 2648
2605struct region * 2649struct region *
2606object::region () const 2650object::region () const
2607{ 2651{

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