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Comparing deliantra/server/common/object.C (file contents):
Revision 1.164 by root, Thu Jul 5 08:10:29 2007 UTC vs.
Revision 1.185 by root, Fri Aug 24 01:23:29 2007 UTC

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}
374/* 374/*
375 * get_nearest_part(multi-object, object 2) returns the part of the 375 * get_nearest_part(multi-object, object 2) returns the part of the
376 * multi-object 1 which is closest to the second object. 376 * multi-object 1 which is closest to the second object.
377 * If it's not a multi-object, it is returned. 377 * If it's not a multi-object, it is returned.
378 */ 378 */
379
380object * 379object *
381get_nearest_part (object *op, const object *pl) 380get_nearest_part (object *op, const object *pl)
382{ 381{
383 object *tmp, *closest; 382 object *tmp, *closest;
384 int last_dist, i; 383 int last_dist, i;
429} 428}
430 429
431/* 430/*
432 * Sets the owner and sets the skill and exp pointers to owner's current 431 * Sets the owner and sets the skill and exp pointers to owner's current
433 * skill and experience objects. 432 * skill and experience objects.
433 * ACTUALLY NO! investigate! TODO
434 */ 434 */
435void 435void
436object::set_owner (object *owner) 436object::set_owner (object *owner)
437{ 437{
438 // allow objects which own objects
438 if (!owner) 439 if (owner)
439 return;
440
441 /* next line added to allow objects which own objects */
442 /* Add a check for ownercounts in here, as I got into an endless loop
443 * with the fireball owning a poison cloud which then owned the
444 * fireball. I believe that was caused by one of the objects getting
445 * freed and then another object replacing it. Since the ownercounts
446 * didn't match, this check is valid and I believe that cause is valid.
447 */
448 while (owner->owner) 440 while (owner->owner)
449 owner = owner->owner; 441 owner = owner->owner;
450 442
451 this->owner = owner; 443 this->owner = owner;
452} 444}
453 445
454int 446int
586object::copy_to (object *dst) 578object::copy_to (object *dst)
587{ 579{
588 *dst = *this; 580 *dst = *this;
589 581
590 if (speed < 0) 582 if (speed < 0)
591 dst->speed_left = speed_left - rndm (); 583 dst->speed_left -= rndm ();
592 584
593 dst->set_speed (dst->speed); 585 dst->set_speed (dst->speed);
594} 586}
595 587
596void 588void
960 return; 952 return;
961 953
962 if (destroy_inventory) 954 if (destroy_inventory)
963 destroy_inv (false); 955 destroy_inv (false);
964 956
957 if (is_head ())
958 if (sound_destroy)
959 play_sound (sound_destroy);
960 else if (flag [FLAG_MONSTER])
961 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
962
965 attachable::destroy (); 963 attachable::destroy ();
966} 964}
967 965
968/* 966/*
969 * sub_weight() recursively (outwards) subtracts a number from the 967 * sub_weight() recursively (outwards) subtracts a number from the
1083 if (map->in_memory == MAP_SAVING) 1081 if (map->in_memory == MAP_SAVING)
1084 return; 1082 return;
1085 1083
1086 int check_walk_off = !flag [FLAG_NO_APPLY]; 1084 int check_walk_off = !flag [FLAG_NO_APPLY];
1087 1085
1086 if (object *pl = ms.player ())
1087 {
1088 if (pl->container == this)
1089 /* If a container that the player is currently using somehow gets
1090 * removed (most likely destroyed), update the player view
1091 * appropriately.
1092 */
1093 pl->close_container ();
1094
1095 pl->contr->ns->floorbox_update ();
1096 }
1097
1088 for (tmp = ms.bot; tmp; tmp = tmp->above) 1098 for (tmp = ms.bot; tmp; tmp = tmp->above)
1089 { 1099 {
1090 /* No point updating the players look faces if he is the object 1100 /* No point updating the players look faces if he is the object
1091 * being removed. 1101 * being removed.
1092 */ 1102 */
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 1103
1110 /* See if object moving off should effect something */ 1104 /* See if object moving off should effect something */
1111 if (check_walk_off 1105 if (check_walk_off
1112 && ((move_type & tmp->move_off) 1106 && ((move_type & tmp->move_off)
1113 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1107 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1236 1230
1237 object *top, *floor = NULL; 1231 object *top, *floor = NULL;
1238 1232
1239 op->remove (); 1233 op->remove ();
1240 1234
1241#if 0
1242 if (!m->active != !op->active)
1243 if (m->active)
1244 op->activate_recursive ();
1245 else
1246 op->deactivate_recursive ();
1247#endif
1248
1249 if (out_of_map (m, op->x, op->y)) 1235 if (out_of_map (m, op->x, op->y))
1250 { 1236 {
1251 LOG (llevError, "Trying to insert object outside the map.\n%s\n", op->debug_desc ()); 1237 LOG (llevError, "Trying to insert object outside the map.\n%s\n", op->debug_desc ());
1252#ifdef MANY_CORES 1238#ifdef MANY_CORES
1253 /* Better to catch this here, as otherwise the next use of this object 1239 /* Better to catch this here, as otherwise the next use of this object
1375 */ 1361 */
1376 if (last && last->below && last != floor) 1362 if (last && last->below && last != floor)
1377 top = last->below; 1363 top = last->below;
1378 } 1364 }
1379 } /* If objects on this space */ 1365 } /* If objects on this space */
1380
1381 if (flag & INS_MAP_LOAD) 1366 if (flag & INS_MAP_LOAD)
1382 top = ms.top; 1367 top = ms.top;
1383 1368
1384 if (flag & INS_ABOVE_FLOOR_ONLY) 1369 if (flag & INS_ABOVE_FLOOR_ONLY)
1385 top = floor; 1370 top = floor;
1420 op->map->touch (); 1405 op->map->touch ();
1421 } 1406 }
1422 1407
1423 op->map->dirty = true; 1408 op->map->dirty = true;
1424 1409
1425 /* If we have a floor, we know the player, if any, will be above
1426 * it, so save a few ticks and start from there.
1427 */
1428 if (!(flag & INS_MAP_LOAD)) 1410 if (!(flag & INS_MAP_LOAD))
1429 if (object *pl = ms.player ()) 1411 if (object *pl = ms.player ())
1430 if (pl->contr->ns)
1431 pl->contr->ns->floorbox_update (); 1412 pl->contr->ns->floorbox_update ();
1432 1413
1433 /* If this object glows, it may affect lighting conditions that are 1414 /* If this object glows, it may affect lighting conditions that are
1434 * visible to others on this map. But update_all_los is really 1415 * visible to others on this map. But update_all_los is really
1435 * an inefficient way to do this, as it means los for all players 1416 * an inefficient way to do this, as it means los for all players
1436 * on the map will get recalculated. The players could very well 1417 * on the map will get recalculated. The players could very well
1674 * be != op, if items are merged. -Tero 1655 * be != op, if items are merged. -Tero
1675 */ 1656 */
1676object * 1657object *
1677object::insert (object *op) 1658object::insert (object *op)
1678{ 1659{
1679 object *tmp, *otmp;
1680
1681 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1660 if (!QUERY_FLAG (op, FLAG_REMOVED))
1682 op->remove (); 1661 op->remove ();
1683 1662
1684 if (op->more) 1663 if (op->more)
1685 { 1664 {
1687 return op; 1666 return op;
1688 } 1667 }
1689 1668
1690 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1669 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1691 CLEAR_FLAG (op, FLAG_REMOVED); 1670 CLEAR_FLAG (op, FLAG_REMOVED);
1671
1692 if (op->nrof) 1672 if (op->nrof)
1693 { 1673 {
1694 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1674 for (object *tmp = inv; tmp; tmp = tmp->below)
1695 if (object::can_merge (tmp, op)) 1675 if (object::can_merge (tmp, op))
1696 { 1676 {
1697 /* return the original object and remove inserted object 1677 /* return the original object and remove inserted object
1698 (client needs the original object) */ 1678 (client needs the original object) */
1699 tmp->nrof += op->nrof; 1679 tmp->nrof += op->nrof;
1718 add_weight (this, op->weight * op->nrof); 1698 add_weight (this, op->weight * op->nrof);
1719 } 1699 }
1720 else 1700 else
1721 add_weight (this, (op->weight + op->carrying)); 1701 add_weight (this, (op->weight + op->carrying));
1722 1702
1723 otmp = this->in_player (); 1703 if (object *otmp = this->in_player ())
1724 if (otmp && otmp->contr)
1725 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1704 if (otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1726 otmp->update_stats (); 1705 otmp->update_stats ();
1727 1706
1707 op->owner = 0; // its his/hers now. period.
1728 op->map = 0; 1708 op->map = 0;
1729 op->env = this; 1709 op->env = this;
1730 op->above = 0; 1710 op->above = 0;
1731 op->below = 0; 1711 op->below = 0;
1732 op->x = 0, op->y = 0; 1712 op->x = op->y = 0;
1733 1713
1734 /* reset the light list and los of the players on the map */ 1714 /* reset the light list and los of the players on the map */
1735 if ((op->glow_radius != 0) && map) 1715 if (op->glow_radius && map)
1736 { 1716 {
1737#ifdef DEBUG_LIGHTS 1717#ifdef DEBUG_LIGHTS
1738 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1718 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1739#endif /* DEBUG_LIGHTS */ 1719#endif /* DEBUG_LIGHTS */
1740 if (map->darkness) 1720 if (map->darkness)
2344 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2324 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2345 * core dumps if they do. 2325 * core dumps if they do.
2346 * 2326 *
2347 * Add a check so we can't pick up invisible objects (0.93.8) 2327 * Add a check so we can't pick up invisible objects (0.93.8)
2348 */ 2328 */
2349
2350int 2329int
2351can_pick (const object *who, const object *item) 2330can_pick (const object *who, const object *item)
2352{ 2331{
2353 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2332 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2354 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2333 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2612 &name, 2591 &name,
2613 title ? "\",title:\"" : "", 2592 title ? "\",title:\"" : "",
2614 title ? (const char *)title : "", 2593 title ? (const char *)title : "",
2615 flag_desc (flagdesc, 512), type); 2594 flag_desc (flagdesc, 512), type);
2616 2595
2617 if (env) 2596 if (!this->flag[FLAG_REMOVED] && env)
2618 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2597 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2619 2598
2620 if (map) 2599 if (map)
2621 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y); 2600 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2622 2601
2640} 2619}
2641 2620
2642const materialtype_t * 2621const materialtype_t *
2643object::dominant_material () const 2622object::dominant_material () const
2644{ 2623{
2645 if (materialtype_t *mat = name_to_material (materialname)) 2624 if (materialtype_t *mt = name_to_material (materialname))
2646 return mat; 2625 return mt;
2647 2626
2648 // omfg this is slow, this has to be temporary :)
2649 shstr unknown ("unknown");
2650
2651 return name_to_material (unknown); 2627 return name_to_material (shstr_unknown);
2652} 2628}
2653 2629
2654void 2630void
2655object::open_container (object *new_container) 2631object::open_container (object *new_container)
2656{ 2632{
2672 old_container->flag [FLAG_APPLIED] = 0; 2648 old_container->flag [FLAG_APPLIED] = 0;
2673 container = 0; 2649 container = 0;
2674 2650
2675 esrv_update_item (UPD_FLAGS, this, old_container); 2651 esrv_update_item (UPD_FLAGS, this, old_container);
2676 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); 2652 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2653 play_sound (sound_find ("chest_close"));
2677 } 2654 }
2678 2655
2679 if (new_container) 2656 if (new_container)
2680 { 2657 {
2681 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this))) 2658 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2697 new_container->flag [FLAG_APPLIED] = 1; 2674 new_container->flag [FLAG_APPLIED] = 1;
2698 container = new_container; 2675 container = new_container;
2699 2676
2700 esrv_update_item (UPD_FLAGS, this, new_container); 2677 esrv_update_item (UPD_FLAGS, this, new_container);
2701 esrv_send_inventory (this, new_container); 2678 esrv_send_inventory (this, new_container);
2679 play_sound (sound_find ("chest_open"));
2702 } 2680 }
2703} 2681}
2704 2682
2705object * 2683object *
2706object::force_find (const shstr name) 2684object::force_find (const shstr name)
2732 force->flag [FLAG_APPLIED] = true; 2710 force->flag [FLAG_APPLIED] = true;
2733 2711
2734 insert (force); 2712 insert (force);
2735} 2713}
2736 2714
2715void
2716object::play_sound (faceidx sound) const
2717{
2718 if (!sound)
2719 return;
2737 2720
2721 if (flag [FLAG_REMOVED])
2722 return;
2723
2724 if (env)
2725 {
2726 if (object *pl = in_player ())
2727 pl->contr->play_sound (sound);
2728 }
2729 else
2730 map->play_sound (sound, x, y);
2731}
2732

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