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Comparing deliantra/server/common/object.C (file contents):
Revision 1.160 by root, Tue Jun 5 13:05:02 2007 UTC vs.
Revision 1.177 by root, Sun Aug 12 13:10:00 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.
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}
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{
959 if (destroyed ()) 959 if (destroyed ())
960 return; 960 return;
961 961
962 if (destroy_inventory) 962 if (destroy_inventory)
963 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
964 970
965 attachable::destroy (); 971 attachable::destroy ();
966} 972}
967 973
968/* 974/*
1083 if (map->in_memory == MAP_SAVING) 1089 if (map->in_memory == MAP_SAVING)
1084 return; 1090 return;
1085 1091
1086 int check_walk_off = !flag [FLAG_NO_APPLY]; 1092 int check_walk_off = !flag [FLAG_NO_APPLY];
1087 1093
1094 if (object *pl = ms.player ())
1095 {
1096 if (pl->container == this)
1097 /* If a container that the player is currently using somehow gets
1098 * removed (most likely destroyed), update the player view
1099 * appropriately.
1100 */
1101 pl->close_container ();
1102
1103 pl->contr->ns->floorbox_update ();
1104 }
1105
1088 for (tmp = ms.bot; tmp; tmp = tmp->above) 1106 for (tmp = ms.bot; tmp; tmp = tmp->above)
1089 { 1107 {
1090 /* No point updating the players look faces if he is the object 1108 /* No point updating the players look faces if he is the object
1091 * being removed. 1109 * being removed.
1092 */ 1110 */
1093
1094 if (tmp->type == PLAYER && tmp != this)
1095 {
1096 /* If a container that the player is currently using somehow gets
1097 * removed (most likely destroyed), update the player view
1098 * appropriately.
1099 */
1100 if (tmp->container == this)
1101 {
1102 flag [FLAG_APPLIED] = 0;
1103 tmp->container = 0;
1104 }
1105
1106 if (tmp->contr->ns)
1107 tmp->contr->ns->floorbox_update ();
1108 }
1109 1111
1110 /* See if object moving off should effect something */ 1112 /* See if object moving off should effect something */
1111 if (check_walk_off 1113 if (check_walk_off
1112 && ((move_type & tmp->move_off) 1114 && ((move_type & tmp->move_off)
1113 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1115 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1115 move_apply (tmp, this, 0); 1117 move_apply (tmp, this, 0);
1116 1118
1117 if (destroyed ()) 1119 if (destroyed ())
1118 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 ());
1119 } 1121 }
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 1122
1126 last = tmp; 1123 last = tmp;
1127 } 1124 }
1128 1125
1129 /* last == NULL if there are no objects on this space */ 1126 /* last == NULL if there are no objects on this space */
1380 */ 1377 */
1381 if (last && last->below && last != floor) 1378 if (last && last->below && last != floor)
1382 top = last->below; 1379 top = last->below;
1383 } 1380 }
1384 } /* If objects on this space */ 1381 } /* If objects on this space */
1385
1386 if (flag & INS_MAP_LOAD) 1382 if (flag & INS_MAP_LOAD)
1387 top = ms.top; 1383 top = ms.top;
1388 1384
1389 if (flag & INS_ABOVE_FLOOR_ONLY) 1385 if (flag & INS_ABOVE_FLOOR_ONLY)
1390 top = floor; 1386 top = floor;
1430 /* If we have a floor, we know the player, if any, will be above 1426 /* If we have a floor, we know the player, if any, will be above
1431 * it, so save a few ticks and start from there. 1427 * it, so save a few ticks and start from there.
1432 */ 1428 */
1433 if (!(flag & INS_MAP_LOAD)) 1429 if (!(flag & INS_MAP_LOAD))
1434 if (object *pl = ms.player ()) 1430 if (object *pl = ms.player ())
1435 if (pl->contr->ns)
1436 pl->contr->ns->floorbox_update (); 1431 pl->contr->ns->floorbox_update ();
1437 1432
1438 /* If this object glows, it may affect lighting conditions that are 1433 /* If this object glows, it may affect lighting conditions that are
1439 * visible to others on this map. But update_all_los is really 1434 * visible to others on this map. But update_all_los is really
1440 * an inefficient way to do this, as it means los for all players 1435 * an inefficient way to do this, as it means los for all players
1441 * on the map will get recalculated. The players could very well 1436 * on the map will get recalculated. The players could very well
2349 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2344 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2350 * core dumps if they do. 2345 * core dumps if they do.
2351 * 2346 *
2352 * Add a check so we can't pick up invisible objects (0.93.8) 2347 * Add a check so we can't pick up invisible objects (0.93.8)
2353 */ 2348 */
2354
2355int 2349int
2356can_pick (const object *who, const object *item) 2350can_pick (const object *who, const object *item)
2357{ 2351{
2358 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2352 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2359 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2353 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2574 } 2568 }
2575 else 2569 else
2576 item = item->env; 2570 item = item->env;
2577} 2571}
2578 2572
2579
2580const char * 2573const char *
2581object::flag_desc (char *desc, int len) const 2574object::flag_desc (char *desc, int len) const
2582{ 2575{
2583 char *p = desc; 2576 char *p = desc;
2584 bool first = true; 2577 bool first = true;
2646} 2639}
2647 2640
2648const materialtype_t * 2641const materialtype_t *
2649object::dominant_material () const 2642object::dominant_material () const
2650{ 2643{
2651 if (materialtype_t *mat = name_to_material (materialname)) 2644 if (materialtype_t *mt = name_to_material (materialname))
2652 return mat; 2645 return mt;
2653 2646
2654 // omfg this is slow, this has to be temporary :)
2655 shstr unknown ("unknown");
2656
2657 return name_to_material (unknown); 2647 return name_to_material (shstr_unknown);
2658} 2648}
2659 2649
2660void 2650void
2661object::open_container (object *new_container) 2651object::open_container (object *new_container)
2662{ 2652{
2678 old_container->flag [FLAG_APPLIED] = 0; 2668 old_container->flag [FLAG_APPLIED] = 0;
2679 container = 0; 2669 container = 0;
2680 2670
2681 esrv_update_item (UPD_FLAGS, this, old_container); 2671 esrv_update_item (UPD_FLAGS, this, old_container);
2682 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); 2672 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2673 play_sound (sound_find ("chest_close"));
2683 } 2674 }
2684 2675
2685 if (new_container) 2676 if (new_container)
2686 { 2677 {
2687 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this))) 2678 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2703 new_container->flag [FLAG_APPLIED] = 1; 2694 new_container->flag [FLAG_APPLIED] = 1;
2704 container = new_container; 2695 container = new_container;
2705 2696
2706 esrv_update_item (UPD_FLAGS, this, new_container); 2697 esrv_update_item (UPD_FLAGS, this, new_container);
2707 esrv_send_inventory (this, new_container); 2698 esrv_send_inventory (this, new_container);
2699 play_sound (sound_find ("chest_open"));
2708 } 2700 }
2709} 2701}
2710 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);
2711 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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