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Comparing deliantra/server/common/object.C (file contents):
Revision 1.151 by root, Wed May 16 11:10:01 2007 UTC vs.
Revision 1.174 by root, Wed Aug 8 04:52:59 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/*
1088 { 1095 {
1089 /* No point updating the players look faces if he is the object 1096 /* No point updating the players look faces if he is the object
1090 * being removed. 1097 * being removed.
1091 */ 1098 */
1092 1099
1093 if (tmp->type == PLAYER && tmp != this) 1100 if (tmp->type == PLAYER && tmp->container == this)
1094 {
1095 /* If a container that the player is currently using somehow gets 1101 /* If a container that the player is currently using somehow gets
1096 * removed (most likely destroyed), update the player view 1102 * removed (most likely destroyed), update the player view
1097 * appropriately. 1103 * appropriately.
1098 */ 1104 */
1099 if (tmp->container == this)
1100 {
1101 flag [FLAG_APPLIED] = 0;
1102 tmp->container = 0; 1105 tmp->close_container ();
1103 }
1104
1105 if (tmp->contr->ns)
1106 tmp->contr->ns->floorbox_update ();
1107 }
1108 1106
1109 /* See if object moving off should effect something */ 1107 /* See if object moving off should effect something */
1110 if (check_walk_off 1108 if (check_walk_off
1111 && ((move_type & tmp->move_off) 1109 && ((move_type & tmp->move_off)
1112 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1110 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1115 1113
1116 if (destroyed ()) 1114 if (destroyed ())
1117 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1115 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1118 } 1116 }
1119 1117
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; 1118 last = tmp;
1126 } 1119 }
1127 1120
1128 /* last == NULL if there are no objects on this space */ 1121 /* last == NULL if there are no objects on this space */
1129 //TODO: this makes little sense, why only update the topmost object? 1122 //TODO: this makes little sense, why only update the topmost object?
1180 if (more) 1173 if (more)
1181 return; 1174 return;
1182 1175
1183 object *prev = this; 1176 object *prev = this;
1184 1177
1185 for (archetype *at = arch->more; at; at = at->more) 1178 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1186 { 1179 {
1187 object *op = arch_to_object (at); 1180 object *op = arch_to_object (at);
1188 1181
1189 op->name = name; 1182 op->name = name;
1190 op->name_pl = name_pl; 1183 op->name_pl = name_pl;
1204object * 1197object *
1205insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1198insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1206{ 1199{
1207 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1200 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1208 { 1201 {
1209 tmp->x = x + tmp->arch->clone.x; 1202 tmp->x = x + tmp->arch->x;
1210 tmp->y = y + tmp->arch->clone.y; 1203 tmp->y = y + tmp->arch->y;
1211 } 1204 }
1212 1205
1213 return insert_ob_in_map (op, m, originator, flag); 1206 return insert_ob_in_map (op, m, originator, flag);
1214} 1207}
1215 1208
1236object * 1229object *
1237insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1230insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1238{ 1231{
1239 assert (!op->flag [FLAG_FREED]); 1232 assert (!op->flag [FLAG_FREED]);
1240 1233
1241 object *tmp, *top, *floor = NULL; 1234 object *top, *floor = NULL;
1242 1235
1243 op->remove (); 1236 op->remove ();
1244 1237
1245#if 0 1238#if 0
1246 if (!m->active != !op->active) 1239 if (!m->active != !op->active)
1262#endif 1255#endif
1263 return op; 1256 return op;
1264 } 1257 }
1265 1258
1266 if (object *more = op->more) 1259 if (object *more = op->more)
1267 {
1268 if (!insert_ob_in_map (more, m, originator, flag)) 1260 if (!insert_ob_in_map (more, m, originator, flag))
1269 {
1270 if (!op->head)
1271 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1272
1273 return 0; 1261 return 0;
1274 }
1275 }
1276 1262
1277 CLEAR_FLAG (op, FLAG_REMOVED); 1263 CLEAR_FLAG (op, FLAG_REMOVED);
1278 1264
1279 /* Ideally, the caller figures this out. However, it complicates a lot 1265 /* Ideally, the caller figures this out. However, it complicates a lot
1280 * of areas of callers (eg, anything that uses find_free_spot would now 1266 * of areas of callers (eg, anything that uses find_free_spot would now
1287 mapspace &ms = op->ms (); 1273 mapspace &ms = op->ms ();
1288 1274
1289 /* this has to be done after we translate the coordinates. 1275 /* this has to be done after we translate the coordinates.
1290 */ 1276 */
1291 if (op->nrof && !(flag & INS_NO_MERGE)) 1277 if (op->nrof && !(flag & INS_NO_MERGE))
1292 for (tmp = ms.bot; tmp; tmp = tmp->above) 1278 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1293 if (object::can_merge (op, tmp)) 1279 if (object::can_merge (op, tmp))
1294 { 1280 {
1295 op->nrof += tmp->nrof; 1281 op->nrof += tmp->nrof;
1296 tmp->destroy (); 1282 tmp->destroy ();
1297 } 1283 }
1386 */ 1372 */
1387 if (last && last->below && last != floor) 1373 if (last && last->below && last != floor)
1388 top = last->below; 1374 top = last->below;
1389 } 1375 }
1390 } /* If objects on this space */ 1376 } /* If objects on this space */
1391
1392 if (flag & INS_MAP_LOAD) 1377 if (flag & INS_MAP_LOAD)
1393 top = ms.top; 1378 top = ms.top;
1394 1379
1395 if (flag & INS_ABOVE_FLOOR_ONLY) 1380 if (flag & INS_ABOVE_FLOOR_ONLY)
1396 top = floor; 1381 top = floor;
1466 * blocked() and wall() work properly), and these flags are updated by 1451 * blocked() and wall() work properly), and these flags are updated by
1467 * update_object(). 1452 * update_object().
1468 */ 1453 */
1469 1454
1470 /* if this is not the head or flag has been passed, don't check walk on status */ 1455 /* if this is not the head or flag has been passed, don't check walk on status */
1471 if (!(flag & INS_NO_WALK_ON) && !op->head) 1456 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1472 { 1457 {
1473 if (check_move_on (op, originator)) 1458 if (check_move_on (op, originator))
1474 return 0; 1459 return 0;
1475 1460
1476 /* If we are a multi part object, lets work our way through the check 1461 /* If we are a multi part object, lets work our way through the check
1477 * walk on's. 1462 * walk on's.
1478 */ 1463 */
1479 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1464 for (object *tmp = op->more; tmp; tmp = tmp->more)
1480 if (check_move_on (tmp, originator)) 1465 if (check_move_on (tmp, originator))
1481 return 0; 1466 return 0;
1482 } 1467 }
1483 1468
1484 return op; 1469 return op;
1494 object *tmp, *tmp1; 1479 object *tmp, *tmp1;
1495 1480
1496 /* first search for itself and remove any old instances */ 1481 /* first search for itself and remove any old instances */
1497 1482
1498 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 1483 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1499 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1484 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1500 tmp->destroy (); 1485 tmp->destroy ();
1501 1486
1502 tmp1 = arch_to_object (archetype::find (arch_string)); 1487 tmp1 = arch_to_object (archetype::find (arch_string));
1503 1488
1504 tmp1->x = op->x; 1489 tmp1->x = op->x;
1665 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1650 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1666 free (dump); 1651 free (dump);
1667 return op; 1652 return op;
1668 } 1653 }
1669 1654
1670 if (where->head) 1655 if (where->head_ () != where)
1671 { 1656 {
1672 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n"); 1657 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1673 where = where->head; 1658 where = where->head;
1674 } 1659 }
1675 1660
1676 return where->insert (op); 1661 return where->insert (op);
1677} 1662}
2005 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1990 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2006 { 1991 {
2007 CLEAR_FLAG (tmp, flag); 1992 CLEAR_FLAG (tmp, flag);
2008 unflag_inv (tmp, flag); 1993 unflag_inv (tmp, flag);
2009 } 1994 }
2010}
2011
2012/*
2013 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2014 * all it's inventory (recursively).
2015 * If checksums are used, a player will get set_cheat called for
2016 * him/her-self and all object carried by a call to this function.
2017 */
2018void
2019set_cheat (object *op)
2020{
2021 SET_FLAG (op, FLAG_WAS_WIZ);
2022 flag_inv (op, FLAG_WAS_WIZ);
2023} 1995}
2024 1996
2025/* 1997/*
2026 * find_free_spot(object, map, x, y, start, stop) will search for 1998 * find_free_spot(object, map, x, y, start, stop) will search for
2027 * a spot at the given map and coordinates which will be able to contain 1999 * a spot at the given map and coordinates which will be able to contain
2145 object *tmp; 2117 object *tmp;
2146 maptile *mp; 2118 maptile *mp;
2147 2119
2148 MoveType blocked, move_type; 2120 MoveType blocked, move_type;
2149 2121
2150 if (exclude && exclude->head) 2122 if (exclude && exclude->head_ () != exclude)
2151 { 2123 {
2152 exclude = exclude->head; 2124 exclude = exclude->head;
2153 move_type = exclude->move_type; 2125 move_type = exclude->move_type;
2154 } 2126 }
2155 else 2127 else
2178 max = maxfree[i]; 2150 max = maxfree[i];
2179 else if (mflags & P_IS_ALIVE) 2151 else if (mflags & P_IS_ALIVE)
2180 { 2152 {
2181 for (tmp = ms.bot; tmp; tmp = tmp->above) 2153 for (tmp = ms.bot; tmp; tmp = tmp->above)
2182 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2154 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2183 && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2155 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2184 break; 2156 break;
2185 2157
2186 if (tmp) 2158 if (tmp)
2187 return freedir[i]; 2159 return freedir[i];
2188 } 2160 }
2383 * create clone from object to another 2355 * create clone from object to another
2384 */ 2356 */
2385object * 2357object *
2386object_create_clone (object *asrc) 2358object_create_clone (object *asrc)
2387{ 2359{
2388 object *dst = 0, *tmp, *src, *part, *prev, *item; 2360 object *dst = 0, *tmp, *src, *prev, *item;
2389 2361
2390 if (!asrc) 2362 if (!asrc)
2391 return 0; 2363 return 0;
2392 2364
2393 src = asrc;
2394 if (src->head)
2395 src = src->head; 2365 src = asrc->head_ ();
2396 2366
2397 prev = 0; 2367 prev = 0;
2398 for (part = src; part; part = part->more) 2368 for (object *part = src; part; part = part->more)
2399 { 2369 {
2400 tmp = part->clone (); 2370 tmp = part->clone ();
2401 tmp->x -= src->x; 2371 tmp->x -= src->x;
2402 tmp->y -= src->y; 2372 tmp->y -= src->y;
2403 2373
2516 /* Basically, if the archetype has this key set, 2486 /* Basically, if the archetype has this key set,
2517 * we need to store the null value so when we save 2487 * we need to store the null value so when we save
2518 * it, we save the empty value so that when we load, 2488 * it, we save the empty value so that when we load,
2519 * we get this value back again. 2489 * we get this value back again.
2520 */ 2490 */
2521 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2491 if (get_ob_key_link (op->arch, canonical_key))
2522 field->value = 0; 2492 field->value = 0;
2523 else 2493 else
2524 { 2494 {
2525 if (last) 2495 if (last)
2526 last->next = field->next; 2496 last->next = field->next;
2595 } 2565 }
2596 else 2566 else
2597 item = item->env; 2567 item = item->env;
2598} 2568}
2599 2569
2600
2601const char * 2570const char *
2602object::flag_desc (char *desc, int len) const 2571object::flag_desc (char *desc, int len) const
2603{ 2572{
2604 char *p = desc; 2573 char *p = desc;
2605 bool first = true; 2574 bool first = true;
2667} 2636}
2668 2637
2669const materialtype_t * 2638const materialtype_t *
2670object::dominant_material () const 2639object::dominant_material () const
2671{ 2640{
2672 if (materialtype_t *mat = name_to_material (materialname)) 2641 if (materialtype_t *mt = name_to_material (materialname))
2673 return mat; 2642 return mt;
2674 2643
2675 // omfg this is slow, this has to be temporary :)
2676 shstr unknown ("unknown");
2677
2678 return name_to_material (unknown); 2644 return name_to_material (shstr_unknown);
2679} 2645}
2680 2646
2681void 2647void
2682object::open_container (object *new_container) 2648object::open_container (object *new_container)
2683{ 2649{
2727 esrv_update_item (UPD_FLAGS, this, new_container); 2693 esrv_update_item (UPD_FLAGS, this, new_container);
2728 esrv_send_inventory (this, new_container); 2694 esrv_send_inventory (this, new_container);
2729 } 2695 }
2730} 2696}
2731 2697
2698object *
2699object::force_find (const shstr name)
2700{
2701 /* cycle through his inventory to look for the MARK we want to
2702 * place
2703 */
2704 for (object *tmp = inv; tmp; tmp = tmp->below)
2705 if (tmp->type == FORCE && tmp->slaying == name)
2706 return splay (tmp);
2732 2707
2708 return 0;
2709}
2710
2711void
2712object::force_add (const shstr name, int duration)
2713{
2714 if (object *force = force_find (name))
2715 force->destroy ();
2716
2717 object *force = get_archetype (FORCE_NAME);
2718
2719 force->slaying = name;
2720 force->stats.food = 1;
2721 force->speed_left = -1.f;
2722
2723 force->set_speed (duration ? 1.f / duration : 0.f);
2724 force->flag [FLAG_IS_USED_UP] = true;
2725 force->flag [FLAG_APPLIED] = true;
2726
2727 insert (force);
2728}
2729

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