ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/common/object.C
(Generate patch)

Comparing deliantra/server/common/object.C (file contents):
Revision 1.143 by root, Tue May 1 05:48:20 2007 UTC vs.
Revision 1.169 by root, Wed Aug 1 01:07:42 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. */
29#include <stdio.h> 28#include <stdio.h>
30#include <sys/types.h> 29#include <sys/types.h>
31#include <sys/uio.h> 30#include <sys/uio.h>
32#include <object.h> 31#include <object.h>
33#include <funcpoint.h> 32#include <funcpoint.h>
33#include <sproto.h>
34#include <loader.h> 34#include <loader.h>
35 35
36#include <bitset> 36#include <bitset>
37 37
38int nrofallocobjects = 0; 38int nrofallocobjects = 0;
299 return 0; 299 return 0;
300 else if (!compare_ob_value_lists (ob1, ob2)) 300 else if (!compare_ob_value_lists (ob1, ob2))
301 return 0; 301 return 0;
302 } 302 }
303 303
304 //TODO: generate an event or call into perl for additional checks
305 if (ob1->self || ob2->self) 304 if (ob1->self || ob2->self)
306 { 305 {
307 ob1->optimise (); 306 ob1->optimise ();
308 ob2->optimise (); 307 ob2->optimise ();
309 308
310 if (ob1->self || ob2->self) 309 if (ob1->self || ob2->self)
310 if (!cfperl_can_merge (ob1, ob2))
311 return 0; 311 return 0;
312 } 312 }
313 313
314 /* Everything passes, must be OK. */ 314 /* Everything passes, must be OK. */
315 return 1; 315 return 1;
316} 316}
447 */ 447 */
448 while (owner->owner) 448 while (owner->owner)
449 owner = owner->owner; 449 owner = owner->owner;
450 450
451 this->owner = owner; 451 this->owner = owner;
452}
453
454int
455object::slottype () const
456{
457 if (type == SKILL)
458 {
459 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
460 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
461 }
462 else
463 {
464 if (slot [body_combat].info) return slot_combat;
465 if (slot [body_range ].info) return slot_ranged;
466 }
467
468 return slot_none;
469}
470
471bool
472object::change_weapon (object *ob)
473{
474 if (current_weapon == ob)
475 return true;
476
477 if (chosen_skill)
478 chosen_skill->flag [FLAG_APPLIED] = false;
479
480 current_weapon = ob;
481 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
482
483 if (chosen_skill)
484 chosen_skill->flag [FLAG_APPLIED] = true;
485
486 update_stats ();
487
488 if (ob)
489 {
490 // now check wether any body locations became invalid, in which case
491 // we cannot apply the weapon at the moment.
492 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
493 if (slot[i].used < 0)
494 {
495 current_weapon = chosen_skill = 0;
496 update_stats ();
497
498 new_draw_info_format (NDI_UNIQUE, 0, this,
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);
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;
452} 518}
453 519
454/* Zero the key_values on op, decrementing the shared-string 520/* Zero the key_values on op, decrementing the shared-string
455 * refcounts and freeing the links. 521 * refcounts and freeing the links.
456 */ 522 */
538 * 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.
539 * 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
540 * values for the body_used info, so when items are created 606 * values for the body_used info, so when items are created
541 * for it, they can be properly equipped. 607 * for it, they can be properly equipped.
542 */ 608 */
543 memcpy (body_used, body_info, sizeof (body_used)); 609 for (int i = NUM_BODY_LOCATIONS; i--; )
610 slot[i].used = slot[i].info;
544 611
545 attachable::instantiate (); 612 attachable::instantiate ();
546} 613}
547 614
548object * 615object *
869 map = freed_map; 936 map = freed_map;
870 x = 1; 937 x = 1;
871 y = 1; 938 y = 1;
872 } 939 }
873 940
874 head = 0;
875
876 if (more) 941 if (more)
877 { 942 {
878 more->destroy (); 943 more->destroy ();
879 more = 0; 944 more = 0;
880 } 945 }
881 946
947 head = 0;
948
882 // clear those pointers that likely might have circular references to us 949 // clear those pointers that likely might cause circular references
883 owner = 0; 950 owner = 0;
884 enemy = 0; 951 enemy = 0;
885 attacked_by = 0; 952 attacked_by = 0;
953 current_weapon = 0;
886} 954}
887 955
888void 956void
889object::destroy (bool destroy_inventory) 957object::destroy (bool destroy_inventory)
890{ 958{
891 if (destroyed ()) 959 if (destroyed ())
892 return; 960 return;
893 961
894 if (destroy_inventory) 962 if (destroy_inventory)
895 destroy_inv (false); 963 destroy_inv (false);
964
965 play_sound (sound_die);
896 966
897 attachable::destroy (); 967 attachable::destroy ();
898} 968}
899 969
900/* 970/*
1048 1118
1049 if (destroyed ()) 1119 if (destroyed ())
1050 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 ());
1051 } 1121 }
1052 1122
1053 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1054 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1055 if (tmp->above == tmp)
1056 tmp->above = 0;
1057
1058 last = tmp; 1123 last = tmp;
1059 } 1124 }
1060 1125
1061 /* last == NULL if there are no objects on this space */ 1126 /* last == NULL if there are no objects on this space */
1062 //TODO: this makes little sense, why only update the topmost object? 1127 //TODO: this makes little sense, why only update the topmost object?
1113 if (more) 1178 if (more)
1114 return; 1179 return;
1115 1180
1116 object *prev = this; 1181 object *prev = this;
1117 1182
1118 for (archetype *at = arch->more; at; at = at->more) 1183 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1119 { 1184 {
1120 object *op = arch_to_object (at); 1185 object *op = arch_to_object (at);
1121 1186
1122 op->name = name; 1187 op->name = name;
1123 op->name_pl = name_pl; 1188 op->name_pl = name_pl;
1137object * 1202object *
1138insert_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)
1139{ 1204{
1140 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1205 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1141 { 1206 {
1142 tmp->x = x + tmp->arch->clone.x; 1207 tmp->x = x + tmp->arch->x;
1143 tmp->y = y + tmp->arch->clone.y; 1208 tmp->y = y + tmp->arch->y;
1144 } 1209 }
1145 1210
1146 return insert_ob_in_map (op, m, originator, flag); 1211 return insert_ob_in_map (op, m, originator, flag);
1147} 1212}
1148 1213
1169object * 1234object *
1170insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1235insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1171{ 1236{
1172 assert (!op->flag [FLAG_FREED]); 1237 assert (!op->flag [FLAG_FREED]);
1173 1238
1174 object *tmp, *top, *floor = NULL; 1239 object *top, *floor = NULL;
1175 1240
1176 op->remove (); 1241 op->remove ();
1177 1242
1178#if 0 1243#if 0
1179 if (!m->active != !op->active) 1244 if (!m->active != !op->active)
1195#endif 1260#endif
1196 return op; 1261 return op;
1197 } 1262 }
1198 1263
1199 if (object *more = op->more) 1264 if (object *more = op->more)
1200 {
1201 if (!insert_ob_in_map (more, m, originator, flag)) 1265 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; 1266 return 0;
1207 }
1208 }
1209 1267
1210 CLEAR_FLAG (op, FLAG_REMOVED); 1268 CLEAR_FLAG (op, FLAG_REMOVED);
1211 1269
1212 /* Ideally, the caller figures this out. However, it complicates a lot 1270 /* 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 1271 * of areas of callers (eg, anything that uses find_free_spot would now
1220 mapspace &ms = op->ms (); 1278 mapspace &ms = op->ms ();
1221 1279
1222 /* this has to be done after we translate the coordinates. 1280 /* this has to be done after we translate the coordinates.
1223 */ 1281 */
1224 if (op->nrof && !(flag & INS_NO_MERGE)) 1282 if (op->nrof && !(flag & INS_NO_MERGE))
1225 for (tmp = ms.bot; tmp; tmp = tmp->above) 1283 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1226 if (object::can_merge (op, tmp)) 1284 if (object::can_merge (op, tmp))
1227 { 1285 {
1228 op->nrof += tmp->nrof; 1286 op->nrof += tmp->nrof;
1229 tmp->destroy (); 1287 tmp->destroy ();
1230 } 1288 }
1319 */ 1377 */
1320 if (last && last->below && last != floor) 1378 if (last && last->below && last != floor)
1321 top = last->below; 1379 top = last->below;
1322 } 1380 }
1323 } /* If objects on this space */ 1381 } /* If objects on this space */
1324
1325 if (flag & INS_MAP_LOAD) 1382 if (flag & INS_MAP_LOAD)
1326 top = ms.top; 1383 top = ms.top;
1327 1384
1328 if (flag & INS_ABOVE_FLOOR_ONLY) 1385 if (flag & INS_ABOVE_FLOOR_ONLY)
1329 top = floor; 1386 top = floor;
1399 * blocked() and wall() work properly), and these flags are updated by 1456 * blocked() and wall() work properly), and these flags are updated by
1400 * update_object(). 1457 * update_object().
1401 */ 1458 */
1402 1459
1403 /* if this is not the head or flag has been passed, don't check walk on status */ 1460 /* 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) 1461 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1405 { 1462 {
1406 if (check_move_on (op, originator)) 1463 if (check_move_on (op, originator))
1407 return 0; 1464 return 0;
1408 1465
1409 /* If we are a multi part object, lets work our way through the check 1466 /* If we are a multi part object, lets work our way through the check
1410 * walk on's. 1467 * walk on's.
1411 */ 1468 */
1412 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1469 for (object *tmp = op->more; tmp; tmp = tmp->more)
1413 if (check_move_on (tmp, originator)) 1470 if (check_move_on (tmp, originator))
1414 return 0; 1471 return 0;
1415 } 1472 }
1416 1473
1417 return op; 1474 return op;
1427 object *tmp, *tmp1; 1484 object *tmp, *tmp1;
1428 1485
1429 /* first search for itself and remove any old instances */ 1486 /* first search for itself and remove any old instances */
1430 1487
1431 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 1488 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1432 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1489 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1433 tmp->destroy (); 1490 tmp->destroy ();
1434 1491
1435 tmp1 = arch_to_object (archetype::find (arch_string)); 1492 tmp1 = arch_to_object (archetype::find (arch_string));
1436 1493
1437 tmp1->x = op->x; 1494 tmp1->x = op->x;
1598 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1655 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1599 free (dump); 1656 free (dump);
1600 return op; 1657 return op;
1601 } 1658 }
1602 1659
1603 if (where->head) 1660 if (where->head_ () != where)
1604 { 1661 {
1605 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n"); 1662 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1606 where = where->head; 1663 where = where->head;
1607 } 1664 }
1608 1665
1609 return where->insert (op); 1666 return where->insert (op);
1610} 1667}
1938 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1995 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1939 { 1996 {
1940 CLEAR_FLAG (tmp, flag); 1997 CLEAR_FLAG (tmp, flag);
1941 unflag_inv (tmp, flag); 1998 unflag_inv (tmp, flag);
1942 } 1999 }
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} 2000}
1957 2001
1958/* 2002/*
1959 * find_free_spot(object, map, x, y, start, stop) will search for 2003 * 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 2004 * a spot at the given map and coordinates which will be able to contain
2078 object *tmp; 2122 object *tmp;
2079 maptile *mp; 2123 maptile *mp;
2080 2124
2081 MoveType blocked, move_type; 2125 MoveType blocked, move_type;
2082 2126
2083 if (exclude && exclude->head) 2127 if (exclude && exclude->head_ () != exclude)
2084 { 2128 {
2085 exclude = exclude->head; 2129 exclude = exclude->head;
2086 move_type = exclude->move_type; 2130 move_type = exclude->move_type;
2087 } 2131 }
2088 else 2132 else
2111 max = maxfree[i]; 2155 max = maxfree[i];
2112 else if (mflags & P_IS_ALIVE) 2156 else if (mflags & P_IS_ALIVE)
2113 { 2157 {
2114 for (tmp = ms.bot; tmp; tmp = tmp->above) 2158 for (tmp = ms.bot; tmp; tmp = tmp->above)
2115 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2159 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2116 && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2160 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2117 break; 2161 break;
2118 2162
2119 if (tmp) 2163 if (tmp)
2120 return freedir[i]; 2164 return freedir[i];
2121 } 2165 }
2316 * create clone from object to another 2360 * create clone from object to another
2317 */ 2361 */
2318object * 2362object *
2319object_create_clone (object *asrc) 2363object_create_clone (object *asrc)
2320{ 2364{
2321 object *dst = 0, *tmp, *src, *part, *prev, *item; 2365 object *dst = 0, *tmp, *src, *prev, *item;
2322 2366
2323 if (!asrc) 2367 if (!asrc)
2324 return 0; 2368 return 0;
2325 2369
2326 src = asrc;
2327 if (src->head)
2328 src = src->head; 2370 src = asrc->head_ ();
2329 2371
2330 prev = 0; 2372 prev = 0;
2331 for (part = src; part; part = part->more) 2373 for (object *part = src; part; part = part->more)
2332 { 2374 {
2333 tmp = part->clone (); 2375 tmp = part->clone ();
2334 tmp->x -= src->x; 2376 tmp->x -= src->x;
2335 tmp->y -= src->y; 2377 tmp->y -= src->y;
2336 2378
2449 /* Basically, if the archetype has this key set, 2491 /* Basically, if the archetype has this key set,
2450 * we need to store the null value so when we save 2492 * we need to store the null value so when we save
2451 * it, we save the empty value so that when we load, 2493 * it, we save the empty value so that when we load,
2452 * we get this value back again. 2494 * we get this value back again.
2453 */ 2495 */
2454 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2496 if (get_ob_key_link (op->arch, canonical_key))
2455 field->value = 0; 2497 field->value = 0;
2456 else 2498 else
2457 { 2499 {
2458 if (last) 2500 if (last)
2459 last->next = field->next; 2501 last->next = field->next;
2528 } 2570 }
2529 else 2571 else
2530 item = item->env; 2572 item = item->env;
2531} 2573}
2532 2574
2533
2534const char * 2575const char *
2535object::flag_desc (char *desc, int len) const 2576object::flag_desc (char *desc, int len) const
2536{ 2577{
2537 char *p = desc; 2578 char *p = desc;
2538 bool first = true; 2579 bool first = true;
2600} 2641}
2601 2642
2602const materialtype_t * 2643const materialtype_t *
2603object::dominant_material () const 2644object::dominant_material () const
2604{ 2645{
2605 if (materialtype_t *mat = name_to_material (materialname)) 2646 if (materialtype_t *mt = name_to_material (materialname))
2606 return mat; 2647 return mt;
2607 2648
2608 // omfg this is slow, this has to be temporary :)
2609 shstr unknown ("unknown");
2610
2611 return name_to_material (unknown); 2649 return name_to_material (shstr_unknown);
2612} 2650}
2613 2651
2614void 2652void
2615object::open_container (object *new_container) 2653object::open_container (object *new_container)
2616{ 2654{
2660 esrv_update_item (UPD_FLAGS, this, new_container); 2698 esrv_update_item (UPD_FLAGS, this, new_container);
2661 esrv_send_inventory (this, new_container); 2699 esrv_send_inventory (this, new_container);
2662 } 2700 }
2663} 2701}
2664 2702
2703object *
2704object::force_find (const shstr name)
2705{
2706 /* cycle through his inventory to look for the MARK we want to
2707 * place
2708 */
2709 for (object *tmp = inv; tmp; tmp = tmp->below)
2710 if (tmp->type == FORCE && tmp->slaying == name)
2711 return splay (tmp);
2665 2712
2713 return 0;
2714}
2715
2716void
2717object::force_add (const shstr name, int duration)
2718{
2719 if (object *force = force_find (name))
2720 force->destroy ();
2721
2722 object *force = get_archetype (FORCE_NAME);
2723
2724 force->slaying = name;
2725 force->stats.food = 1;
2726 force->speed_left = -1.f;
2727
2728 force->set_speed (duration ? 1.f / duration : 0.f);
2729 force->flag [FLAG_IS_USED_UP] = true;
2730 force->flag [FLAG_APPLIED] = true;
2731
2732 insert (force);
2733}
2734
2735void
2736object::play_sound (faceidx sound) const
2737{
2738 if (map)
2739 map->play_sound (sound, x, y);
2740}

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines