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Comparing deliantra/server/common/object.C (file contents):
Revision 1.149 by root, Mon May 14 19:56:45 2007 UTC vs.
Revision 1.170 by root, Wed Aug 1 01:53:13 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}
473object::change_weapon (object *ob) 472object::change_weapon (object *ob)
474{ 473{
475 if (current_weapon == ob) 474 if (current_weapon == ob)
476 return true; 475 return true;
477 476
477 if (chosen_skill)
478 chosen_skill->flag [FLAG_APPLIED] = false;
479
478 current_weapon = ob; 480 current_weapon = ob;
479 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill); 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;
480 485
481 update_stats (); 486 update_stats ();
482 487
483 if (ob) 488 if (ob)
484 { 489 {
489 { 494 {
490 current_weapon = chosen_skill = 0; 495 current_weapon = chosen_skill = 0;
491 update_stats (); 496 update_stats ();
492 497
493 new_draw_info_format (NDI_UNIQUE, 0, this, 498 new_draw_info_format (NDI_UNIQUE, 0, this,
494 "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. "
495 "You need to unapply some items first.", &ob->name); 501 "[You need to unapply some items first.]", &ob->name);
496 return false; 502 return false;
497 } 503 }
498 504
499 //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);
500 } 506 }
501 else 507 else
502 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons."); 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 }
503 516
504 return true; 517 return true;
505} 518}
506 519
507/* Zero the key_values on op, decrementing the shared-string 520/* Zero the key_values on op, decrementing the shared-string
923 map = freed_map; 936 map = freed_map;
924 x = 1; 937 x = 1;
925 y = 1; 938 y = 1;
926 } 939 }
927 940
928 head = 0;
929
930 if (more) 941 if (more)
931 { 942 {
932 more->destroy (); 943 more->destroy ();
933 more = 0; 944 more = 0;
934 } 945 }
935 946
947 head = 0;
948
936 // clear those pointers that likely might have circular references to us 949 // clear those pointers that likely might cause circular references
937 owner = 0; 950 owner = 0;
938 enemy = 0; 951 enemy = 0;
939 attacked_by = 0; 952 attacked_by = 0;
953 current_weapon = 0;
940} 954}
941 955
942void 956void
943object::destroy (bool destroy_inventory) 957object::destroy (bool destroy_inventory)
944{ 958{
945 if (destroyed ()) 959 if (destroyed ())
946 return; 960 return;
947 961
948 if (destroy_inventory) 962 if (destroy_inventory)
949 destroy_inv (false); 963 destroy_inv (false);
964
965 play_sound (sound_die);
950 966
951 attachable::destroy (); 967 attachable::destroy ();
952} 968}
953 969
954/* 970/*
1102 1118
1103 if (destroyed ()) 1119 if (destroyed ())
1104 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 ());
1105 } 1121 }
1106 1122
1107 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1108 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1109 if (tmp->above == tmp)
1110 tmp->above = 0;
1111
1112 last = tmp; 1123 last = tmp;
1113 } 1124 }
1114 1125
1115 /* last == NULL if there are no objects on this space */ 1126 /* last == NULL if there are no objects on this space */
1116 //TODO: this makes little sense, why only update the topmost object? 1127 //TODO: this makes little sense, why only update the topmost object?
1167 if (more) 1178 if (more)
1168 return; 1179 return;
1169 1180
1170 object *prev = this; 1181 object *prev = this;
1171 1182
1172 for (archetype *at = arch->more; at; at = at->more) 1183 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1173 { 1184 {
1174 object *op = arch_to_object (at); 1185 object *op = arch_to_object (at);
1175 1186
1176 op->name = name; 1187 op->name = name;
1177 op->name_pl = name_pl; 1188 op->name_pl = name_pl;
1191object * 1202object *
1192insert_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)
1193{ 1204{
1194 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1205 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1195 { 1206 {
1196 tmp->x = x + tmp->arch->clone.x; 1207 tmp->x = x + tmp->arch->x;
1197 tmp->y = y + tmp->arch->clone.y; 1208 tmp->y = y + tmp->arch->y;
1198 } 1209 }
1199 1210
1200 return insert_ob_in_map (op, m, originator, flag); 1211 return insert_ob_in_map (op, m, originator, flag);
1201} 1212}
1202 1213
1223object * 1234object *
1224insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1235insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1225{ 1236{
1226 assert (!op->flag [FLAG_FREED]); 1237 assert (!op->flag [FLAG_FREED]);
1227 1238
1228 object *tmp, *top, *floor = NULL; 1239 object *top, *floor = NULL;
1229 1240
1230 op->remove (); 1241 op->remove ();
1231 1242
1232#if 0 1243#if 0
1233 if (!m->active != !op->active) 1244 if (!m->active != !op->active)
1249#endif 1260#endif
1250 return op; 1261 return op;
1251 } 1262 }
1252 1263
1253 if (object *more = op->more) 1264 if (object *more = op->more)
1254 {
1255 if (!insert_ob_in_map (more, m, originator, flag)) 1265 if (!insert_ob_in_map (more, m, originator, flag))
1256 {
1257 if (!op->head)
1258 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1259
1260 return 0; 1266 return 0;
1261 }
1262 }
1263 1267
1264 CLEAR_FLAG (op, FLAG_REMOVED); 1268 CLEAR_FLAG (op, FLAG_REMOVED);
1265 1269
1266 /* Ideally, the caller figures this out. However, it complicates a lot 1270 /* Ideally, the caller figures this out. However, it complicates a lot
1267 * 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
1274 mapspace &ms = op->ms (); 1278 mapspace &ms = op->ms ();
1275 1279
1276 /* this has to be done after we translate the coordinates. 1280 /* this has to be done after we translate the coordinates.
1277 */ 1281 */
1278 if (op->nrof && !(flag & INS_NO_MERGE)) 1282 if (op->nrof && !(flag & INS_NO_MERGE))
1279 for (tmp = ms.bot; tmp; tmp = tmp->above) 1283 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1280 if (object::can_merge (op, tmp)) 1284 if (object::can_merge (op, tmp))
1281 { 1285 {
1282 op->nrof += tmp->nrof; 1286 op->nrof += tmp->nrof;
1283 tmp->destroy (); 1287 tmp->destroy ();
1284 } 1288 }
1373 */ 1377 */
1374 if (last && last->below && last != floor) 1378 if (last && last->below && last != floor)
1375 top = last->below; 1379 top = last->below;
1376 } 1380 }
1377 } /* If objects on this space */ 1381 } /* If objects on this space */
1378
1379 if (flag & INS_MAP_LOAD) 1382 if (flag & INS_MAP_LOAD)
1380 top = ms.top; 1383 top = ms.top;
1381 1384
1382 if (flag & INS_ABOVE_FLOOR_ONLY) 1385 if (flag & INS_ABOVE_FLOOR_ONLY)
1383 top = floor; 1386 top = floor;
1453 * blocked() and wall() work properly), and these flags are updated by 1456 * blocked() and wall() work properly), and these flags are updated by
1454 * update_object(). 1457 * update_object().
1455 */ 1458 */
1456 1459
1457 /* 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 */
1458 if (!(flag & INS_NO_WALK_ON) && !op->head) 1461 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1459 { 1462 {
1460 if (check_move_on (op, originator)) 1463 if (check_move_on (op, originator))
1461 return 0; 1464 return 0;
1462 1465
1463 /* 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
1464 * walk on's. 1467 * walk on's.
1465 */ 1468 */
1466 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1469 for (object *tmp = op->more; tmp; tmp = tmp->more)
1467 if (check_move_on (tmp, originator)) 1470 if (check_move_on (tmp, originator))
1468 return 0; 1471 return 0;
1469 } 1472 }
1470 1473
1471 return op; 1474 return op;
1481 object *tmp, *tmp1; 1484 object *tmp, *tmp1;
1482 1485
1483 /* first search for itself and remove any old instances */ 1486 /* first search for itself and remove any old instances */
1484 1487
1485 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 1488 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1486 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1489 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1487 tmp->destroy (); 1490 tmp->destroy ();
1488 1491
1489 tmp1 = arch_to_object (archetype::find (arch_string)); 1492 tmp1 = arch_to_object (archetype::find (arch_string));
1490 1493
1491 tmp1->x = op->x; 1494 tmp1->x = op->x;
1652 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);
1653 free (dump); 1656 free (dump);
1654 return op; 1657 return op;
1655 } 1658 }
1656 1659
1657 if (where->head) 1660 if (where->head_ () != where)
1658 { 1661 {
1659 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");
1660 where = where->head; 1663 where = where->head;
1661 } 1664 }
1662 1665
1663 return where->insert (op); 1666 return where->insert (op);
1664} 1667}
1992 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1995 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1993 { 1996 {
1994 CLEAR_FLAG (tmp, flag); 1997 CLEAR_FLAG (tmp, flag);
1995 unflag_inv (tmp, flag); 1998 unflag_inv (tmp, flag);
1996 } 1999 }
1997}
1998
1999/*
2000 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2001 * all it's inventory (recursively).
2002 * If checksums are used, a player will get set_cheat called for
2003 * him/her-self and all object carried by a call to this function.
2004 */
2005void
2006set_cheat (object *op)
2007{
2008 SET_FLAG (op, FLAG_WAS_WIZ);
2009 flag_inv (op, FLAG_WAS_WIZ);
2010} 2000}
2011 2001
2012/* 2002/*
2013 * 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
2014 * 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
2132 object *tmp; 2122 object *tmp;
2133 maptile *mp; 2123 maptile *mp;
2134 2124
2135 MoveType blocked, move_type; 2125 MoveType blocked, move_type;
2136 2126
2137 if (exclude && exclude->head) 2127 if (exclude && exclude->head_ () != exclude)
2138 { 2128 {
2139 exclude = exclude->head; 2129 exclude = exclude->head;
2140 move_type = exclude->move_type; 2130 move_type = exclude->move_type;
2141 } 2131 }
2142 else 2132 else
2165 max = maxfree[i]; 2155 max = maxfree[i];
2166 else if (mflags & P_IS_ALIVE) 2156 else if (mflags & P_IS_ALIVE)
2167 { 2157 {
2168 for (tmp = ms.bot; tmp; tmp = tmp->above) 2158 for (tmp = ms.bot; tmp; tmp = tmp->above)
2169 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2159 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2170 && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2160 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2171 break; 2161 break;
2172 2162
2173 if (tmp) 2163 if (tmp)
2174 return freedir[i]; 2164 return freedir[i];
2175 } 2165 }
2370 * create clone from object to another 2360 * create clone from object to another
2371 */ 2361 */
2372object * 2362object *
2373object_create_clone (object *asrc) 2363object_create_clone (object *asrc)
2374{ 2364{
2375 object *dst = 0, *tmp, *src, *part, *prev, *item; 2365 object *dst = 0, *tmp, *src, *prev, *item;
2376 2366
2377 if (!asrc) 2367 if (!asrc)
2378 return 0; 2368 return 0;
2379 2369
2380 src = asrc;
2381 if (src->head)
2382 src = src->head; 2370 src = asrc->head_ ();
2383 2371
2384 prev = 0; 2372 prev = 0;
2385 for (part = src; part; part = part->more) 2373 for (object *part = src; part; part = part->more)
2386 { 2374 {
2387 tmp = part->clone (); 2375 tmp = part->clone ();
2388 tmp->x -= src->x; 2376 tmp->x -= src->x;
2389 tmp->y -= src->y; 2377 tmp->y -= src->y;
2390 2378
2503 /* Basically, if the archetype has this key set, 2491 /* Basically, if the archetype has this key set,
2504 * we need to store the null value so when we save 2492 * we need to store the null value so when we save
2505 * it, we save the empty value so that when we load, 2493 * it, we save the empty value so that when we load,
2506 * we get this value back again. 2494 * we get this value back again.
2507 */ 2495 */
2508 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2496 if (get_ob_key_link (op->arch, canonical_key))
2509 field->value = 0; 2497 field->value = 0;
2510 else 2498 else
2511 { 2499 {
2512 if (last) 2500 if (last)
2513 last->next = field->next; 2501 last->next = field->next;
2582 } 2570 }
2583 else 2571 else
2584 item = item->env; 2572 item = item->env;
2585} 2573}
2586 2574
2587
2588const char * 2575const char *
2589object::flag_desc (char *desc, int len) const 2576object::flag_desc (char *desc, int len) const
2590{ 2577{
2591 char *p = desc; 2578 char *p = desc;
2592 bool first = true; 2579 bool first = true;
2654} 2641}
2655 2642
2656const materialtype_t * 2643const materialtype_t *
2657object::dominant_material () const 2644object::dominant_material () const
2658{ 2645{
2659 if (materialtype_t *mat = name_to_material (materialname)) 2646 if (materialtype_t *mt = name_to_material (materialname))
2660 return mat; 2647 return mt;
2661 2648
2662 // omfg this is slow, this has to be temporary :)
2663 shstr unknown ("unknown");
2664
2665 return name_to_material (unknown); 2649 return name_to_material (shstr_unknown);
2666} 2650}
2667 2651
2668void 2652void
2669object::open_container (object *new_container) 2653object::open_container (object *new_container)
2670{ 2654{
2714 esrv_update_item (UPD_FLAGS, this, new_container); 2698 esrv_update_item (UPD_FLAGS, this, new_container);
2715 esrv_send_inventory (this, new_container); 2699 esrv_send_inventory (this, new_container);
2716 } 2700 }
2717} 2701}
2718 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);
2719 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

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