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Comparing deliantra/server/common/object.C (file contents):
Revision 1.158 by root, Mon Jun 4 12:19:08 2007 UTC vs.
Revision 1.164 by root, Thu Jul 5 08:10:29 2007 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Multiplayer Online Role Playing Game. 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Crossfire TRT is free software; you can redistribute it and/or modify it 8 * Crossfire TRT is free software: you can redistribute it and/or modify
9 * under the terms of the GNU General Public License as published by the Free 9 * it under the terms of the GNU General Public License as published by
10 * Software Foundation; either version 2 of the License, or (at your option) 10 * the Free Software Foundation, either version 3 of the License, or
11 * 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, but 13 * This program is distributed in the hope that it will be useful,
14 * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * 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 along 18 * You should have received a copy of the GNU General Public License
19 * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
21 * 20 *
22 * The authors can be reached via e-mail to <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.
937 map = freed_map; 936 map = freed_map;
938 x = 1; 937 x = 1;
939 y = 1; 938 y = 1;
940 } 939 }
941 940
942 head = 0;
943
944 if (more) 941 if (more)
945 { 942 {
946 more->destroy (); 943 more->destroy ();
947 more = 0; 944 more = 0;
948 } 945 }
949 946
947 head = 0;
948
950 // clear those pointers that likely might have circular references to us 949 // clear those pointers that likely might cause circular references
951 owner = 0; 950 owner = 0;
952 enemy = 0; 951 enemy = 0;
953 attacked_by = 0; 952 attacked_by = 0;
953 current_weapon = 0;
954} 954}
955 955
956void 956void
957object::destroy (bool destroy_inventory) 957object::destroy (bool destroy_inventory)
958{ 958{
1116 1116
1117 if (destroyed ()) 1117 if (destroyed ())
1118 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1118 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1119 } 1119 }
1120 1120
1121 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1122 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1123 if (tmp->above == tmp)
1124 tmp->above = 0;
1125
1126 last = tmp; 1121 last = tmp;
1127 } 1122 }
1128 1123
1129 /* last == NULL if there are no objects on this space */ 1124 /* last == NULL if there are no objects on this space */
1130 //TODO: this makes little sense, why only update the topmost object? 1125 //TODO: this makes little sense, why only update the topmost object?
1181 if (more) 1176 if (more)
1182 return; 1177 return;
1183 1178
1184 object *prev = this; 1179 object *prev = this;
1185 1180
1186 for (archetype *at = arch->more; at; at = at->more) 1181 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1187 { 1182 {
1188 object *op = arch_to_object (at); 1183 object *op = arch_to_object (at);
1189 1184
1190 op->name = name; 1185 op->name = name;
1191 op->name_pl = name_pl; 1186 op->name_pl = name_pl;
1205object * 1200object *
1206insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1201insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1207{ 1202{
1208 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1203 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1209 { 1204 {
1210 tmp->x = x + tmp->arch->clone.x; 1205 tmp->x = x + tmp->arch->x;
1211 tmp->y = y + tmp->arch->clone.y; 1206 tmp->y = y + tmp->arch->y;
1212 } 1207 }
1213 1208
1214 return insert_ob_in_map (op, m, originator, flag); 1209 return insert_ob_in_map (op, m, originator, flag);
1215} 1210}
1216 1211
2495 /* Basically, if the archetype has this key set, 2490 /* Basically, if the archetype has this key set,
2496 * we need to store the null value so when we save 2491 * we need to store the null value so when we save
2497 * it, we save the empty value so that when we load, 2492 * it, we save the empty value so that when we load,
2498 * we get this value back again. 2493 * we get this value back again.
2499 */ 2494 */
2500 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2495 if (get_ob_key_link (op->arch, canonical_key))
2501 field->value = 0; 2496 field->value = 0;
2502 else 2497 else
2503 { 2498 {
2504 if (last) 2499 if (last)
2505 last->next = field->next; 2500 last->next = field->next;
2573 item = item->inv; 2568 item = item->inv;
2574 } 2569 }
2575 else 2570 else
2576 item = item->env; 2571 item = item->env;
2577} 2572}
2578
2579 2573
2580const char * 2574const char *
2581object::flag_desc (char *desc, int len) const 2575object::flag_desc (char *desc, int len) const
2582{ 2576{
2583 char *p = desc; 2577 char *p = desc;
2706 esrv_update_item (UPD_FLAGS, this, new_container); 2700 esrv_update_item (UPD_FLAGS, this, new_container);
2707 esrv_send_inventory (this, new_container); 2701 esrv_send_inventory (this, new_container);
2708 } 2702 }
2709} 2703}
2710 2704
2705object *
2706object::force_find (const shstr name)
2707{
2708 /* cycle through his inventory to look for the MARK we want to
2709 * place
2710 */
2711 for (object *tmp = inv; tmp; tmp = tmp->below)
2712 if (tmp->type == FORCE && tmp->slaying == name)
2713 return splay (tmp);
2711 2714
2715 return 0;
2716}
2717
2718void
2719object::force_add (const shstr name, int duration)
2720{
2721 if (object *force = force_find (name))
2722 force->destroy ();
2723
2724 object *force = get_archetype (FORCE_NAME);
2725
2726 force->slaying = name;
2727 force->stats.food = 1;
2728 force->speed_left = -1.f;
2729
2730 force->set_speed (duration ? 1.f / duration : 0.f);
2731 force->flag [FLAG_IS_USED_UP] = true;
2732 force->flag [FLAG_APPLIED] = true;
2733
2734 insert (force);
2735}
2736
2737

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