ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/common/object.C
(Generate patch)

Comparing deliantra/server/common/object.C (file contents):
Revision 1.144 by root, Thu May 3 10:39:46 2007 UTC vs.
Revision 1.168 by root, Thu Jul 26 00:27:07 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. */
29#include <stdio.h> 28#include <stdio.h>
30#include <sys/types.h> 29#include <sys/types.h>
31#include <sys/uio.h> 30#include <sys/uio.h>
32#include <object.h> 31#include <object.h>
33#include <funcpoint.h> 32#include <funcpoint.h>
33#include <sproto.h>
34#include <loader.h> 34#include <loader.h>
35 35
36#include <bitset> 36#include <bitset>
37 37
38int nrofallocobjects = 0; 38int nrofallocobjects = 0;
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}
449 owner = owner->owner; 449 owner = owner->owner;
450 450
451 this->owner = owner; 451 this->owner = owner;
452} 452}
453 453
454void 454int
455object::slottype () const
456{
457 if (type == SKILL)
458 {
459 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
460 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
461 }
462 else
463 {
464 if (slot [body_combat].info) return slot_combat;
465 if (slot [body_range ].info) return slot_ranged;
466 }
467
468 return slot_none;
469}
470
471bool
455object::set_weapon (object *ob) 472object::change_weapon (object *ob)
456{ 473{
457 if (current_weapon == ob) 474 if (current_weapon == ob)
458 return; 475 return true;
476
477 if (chosen_skill)
478 chosen_skill->flag [FLAG_APPLIED] = false;
459 479
460 current_weapon = ob; 480 current_weapon = ob;
461 new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name); 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;
485
462 update_stats (); 486 update_stats ();
487
488 if (ob)
489 {
490 // now check wether any body locations became invalid, in which case
491 // we cannot apply the weapon at the moment.
492 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
493 if (slot[i].used < 0)
494 {
495 current_weapon = chosen_skill = 0;
496 update_stats ();
497
498 new_draw_info_format (NDI_UNIQUE, 0, this,
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);
502 return false;
503 }
504
505 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
506 }
507 else
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 }
516
517 return true;
463} 518}
464 519
465/* Zero the key_values on op, decrementing the shared-string 520/* Zero the key_values on op, decrementing the shared-string
466 * refcounts and freeing the links. 521 * refcounts and freeing the links.
467 */ 522 */
549 * need for monsters, but doesn't hurt to do it for everything. 604 * need for monsters, but doesn't hurt to do it for everything.
550 * by doing so, when a monster is created, it has good starting 605 * by doing so, when a monster is created, it has good starting
551 * values for the body_used info, so when items are created 606 * values for the body_used info, so when items are created
552 * for it, they can be properly equipped. 607 * for it, they can be properly equipped.
553 */ 608 */
554 memcpy (body_used, body_info, sizeof (body_used)); 609 for (int i = NUM_BODY_LOCATIONS; i--; )
610 slot[i].used = slot[i].info;
555 611
556 attachable::instantiate (); 612 attachable::instantiate ();
557} 613}
558 614
559object * 615object *
880 map = freed_map; 936 map = freed_map;
881 x = 1; 937 x = 1;
882 y = 1; 938 y = 1;
883 } 939 }
884 940
885 head = 0;
886
887 if (more) 941 if (more)
888 { 942 {
889 more->destroy (); 943 more->destroy ();
890 more = 0; 944 more = 0;
891 } 945 }
892 946
947 head = 0;
948
893 // clear those pointers that likely might have circular references to us 949 // clear those pointers that likely might cause circular references
894 owner = 0; 950 owner = 0;
895 enemy = 0; 951 enemy = 0;
896 attacked_by = 0; 952 attacked_by = 0;
953 current_weapon = 0;
897} 954}
898 955
899void 956void
900object::destroy (bool destroy_inventory) 957object::destroy (bool destroy_inventory)
901{ 958{
1059 1116
1060 if (destroyed ()) 1117 if (destroyed ())
1061 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 ());
1062 } 1119 }
1063 1120
1064 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1065 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1066 if (tmp->above == tmp)
1067 tmp->above = 0;
1068
1069 last = tmp; 1121 last = tmp;
1070 } 1122 }
1071 1123
1072 /* last == NULL if there are no objects on this space */ 1124 /* last == NULL if there are no objects on this space */
1073 //TODO: this makes little sense, why only update the topmost object? 1125 //TODO: this makes little sense, why only update the topmost object?
1124 if (more) 1176 if (more)
1125 return; 1177 return;
1126 1178
1127 object *prev = this; 1179 object *prev = this;
1128 1180
1129 for (archetype *at = arch->more; at; at = at->more) 1181 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1130 { 1182 {
1131 object *op = arch_to_object (at); 1183 object *op = arch_to_object (at);
1132 1184
1133 op->name = name; 1185 op->name = name;
1134 op->name_pl = name_pl; 1186 op->name_pl = name_pl;
1148object * 1200object *
1149insert_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)
1150{ 1202{
1151 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1203 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1152 { 1204 {
1153 tmp->x = x + tmp->arch->clone.x; 1205 tmp->x = x + tmp->arch->x;
1154 tmp->y = y + tmp->arch->clone.y; 1206 tmp->y = y + tmp->arch->y;
1155 } 1207 }
1156 1208
1157 return insert_ob_in_map (op, m, originator, flag); 1209 return insert_ob_in_map (op, m, originator, flag);
1158} 1210}
1159 1211
1180object * 1232object *
1181insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1233insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1182{ 1234{
1183 assert (!op->flag [FLAG_FREED]); 1235 assert (!op->flag [FLAG_FREED]);
1184 1236
1185 object *tmp, *top, *floor = NULL; 1237 object *top, *floor = NULL;
1186 1238
1187 op->remove (); 1239 op->remove ();
1188 1240
1189#if 0 1241#if 0
1190 if (!m->active != !op->active) 1242 if (!m->active != !op->active)
1206#endif 1258#endif
1207 return op; 1259 return op;
1208 } 1260 }
1209 1261
1210 if (object *more = op->more) 1262 if (object *more = op->more)
1211 {
1212 if (!insert_ob_in_map (more, m, originator, flag)) 1263 if (!insert_ob_in_map (more, m, originator, flag))
1213 {
1214 if (!op->head)
1215 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1216
1217 return 0; 1264 return 0;
1218 }
1219 }
1220 1265
1221 CLEAR_FLAG (op, FLAG_REMOVED); 1266 CLEAR_FLAG (op, FLAG_REMOVED);
1222 1267
1223 /* Ideally, the caller figures this out. However, it complicates a lot 1268 /* Ideally, the caller figures this out. However, it complicates a lot
1224 * of areas of callers (eg, anything that uses find_free_spot would now 1269 * of areas of callers (eg, anything that uses find_free_spot would now
1231 mapspace &ms = op->ms (); 1276 mapspace &ms = op->ms ();
1232 1277
1233 /* this has to be done after we translate the coordinates. 1278 /* this has to be done after we translate the coordinates.
1234 */ 1279 */
1235 if (op->nrof && !(flag & INS_NO_MERGE)) 1280 if (op->nrof && !(flag & INS_NO_MERGE))
1236 for (tmp = ms.bot; tmp; tmp = tmp->above) 1281 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1237 if (object::can_merge (op, tmp)) 1282 if (object::can_merge (op, tmp))
1238 { 1283 {
1239 op->nrof += tmp->nrof; 1284 op->nrof += tmp->nrof;
1240 tmp->destroy (); 1285 tmp->destroy ();
1241 } 1286 }
1330 */ 1375 */
1331 if (last && last->below && last != floor) 1376 if (last && last->below && last != floor)
1332 top = last->below; 1377 top = last->below;
1333 } 1378 }
1334 } /* If objects on this space */ 1379 } /* If objects on this space */
1335
1336 if (flag & INS_MAP_LOAD) 1380 if (flag & INS_MAP_LOAD)
1337 top = ms.top; 1381 top = ms.top;
1338 1382
1339 if (flag & INS_ABOVE_FLOOR_ONLY) 1383 if (flag & INS_ABOVE_FLOOR_ONLY)
1340 top = floor; 1384 top = floor;
1410 * blocked() and wall() work properly), and these flags are updated by 1454 * blocked() and wall() work properly), and these flags are updated by
1411 * update_object(). 1455 * update_object().
1412 */ 1456 */
1413 1457
1414 /* if this is not the head or flag has been passed, don't check walk on status */ 1458 /* if this is not the head or flag has been passed, don't check walk on status */
1415 if (!(flag & INS_NO_WALK_ON) && !op->head) 1459 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1416 { 1460 {
1417 if (check_move_on (op, originator)) 1461 if (check_move_on (op, originator))
1418 return 0; 1462 return 0;
1419 1463
1420 /* If we are a multi part object, lets work our way through the check 1464 /* If we are a multi part object, lets work our way through the check
1421 * walk on's. 1465 * walk on's.
1422 */ 1466 */
1423 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1467 for (object *tmp = op->more; tmp; tmp = tmp->more)
1424 if (check_move_on (tmp, originator)) 1468 if (check_move_on (tmp, originator))
1425 return 0; 1469 return 0;
1426 } 1470 }
1427 1471
1428 return op; 1472 return op;
1438 object *tmp, *tmp1; 1482 object *tmp, *tmp1;
1439 1483
1440 /* first search for itself and remove any old instances */ 1484 /* first search for itself and remove any old instances */
1441 1485
1442 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 1486 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1443 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1487 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1444 tmp->destroy (); 1488 tmp->destroy ();
1445 1489
1446 tmp1 = arch_to_object (archetype::find (arch_string)); 1490 tmp1 = arch_to_object (archetype::find (arch_string));
1447 1491
1448 tmp1->x = op->x; 1492 tmp1->x = op->x;
1609 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1653 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1610 free (dump); 1654 free (dump);
1611 return op; 1655 return op;
1612 } 1656 }
1613 1657
1614 if (where->head) 1658 if (where->head_ () != where)
1615 { 1659 {
1616 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n"); 1660 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1617 where = where->head; 1661 where = where->head;
1618 } 1662 }
1619 1663
1620 return where->insert (op); 1664 return where->insert (op);
1621} 1665}
1949 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1993 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1950 { 1994 {
1951 CLEAR_FLAG (tmp, flag); 1995 CLEAR_FLAG (tmp, flag);
1952 unflag_inv (tmp, flag); 1996 unflag_inv (tmp, flag);
1953 } 1997 }
1954}
1955
1956/*
1957 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1958 * all it's inventory (recursively).
1959 * If checksums are used, a player will get set_cheat called for
1960 * him/her-self and all object carried by a call to this function.
1961 */
1962void
1963set_cheat (object *op)
1964{
1965 SET_FLAG (op, FLAG_WAS_WIZ);
1966 flag_inv (op, FLAG_WAS_WIZ);
1967} 1998}
1968 1999
1969/* 2000/*
1970 * find_free_spot(object, map, x, y, start, stop) will search for 2001 * find_free_spot(object, map, x, y, start, stop) will search for
1971 * a spot at the given map and coordinates which will be able to contain 2002 * a spot at the given map and coordinates which will be able to contain
2089 object *tmp; 2120 object *tmp;
2090 maptile *mp; 2121 maptile *mp;
2091 2122
2092 MoveType blocked, move_type; 2123 MoveType blocked, move_type;
2093 2124
2094 if (exclude && exclude->head) 2125 if (exclude && exclude->head_ () != exclude)
2095 { 2126 {
2096 exclude = exclude->head; 2127 exclude = exclude->head;
2097 move_type = exclude->move_type; 2128 move_type = exclude->move_type;
2098 } 2129 }
2099 else 2130 else
2122 max = maxfree[i]; 2153 max = maxfree[i];
2123 else if (mflags & P_IS_ALIVE) 2154 else if (mflags & P_IS_ALIVE)
2124 { 2155 {
2125 for (tmp = ms.bot; tmp; tmp = tmp->above) 2156 for (tmp = ms.bot; tmp; tmp = tmp->above)
2126 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2157 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2127 && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2158 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2128 break; 2159 break;
2129 2160
2130 if (tmp) 2161 if (tmp)
2131 return freedir[i]; 2162 return freedir[i];
2132 } 2163 }
2327 * create clone from object to another 2358 * create clone from object to another
2328 */ 2359 */
2329object * 2360object *
2330object_create_clone (object *asrc) 2361object_create_clone (object *asrc)
2331{ 2362{
2332 object *dst = 0, *tmp, *src, *part, *prev, *item; 2363 object *dst = 0, *tmp, *src, *prev, *item;
2333 2364
2334 if (!asrc) 2365 if (!asrc)
2335 return 0; 2366 return 0;
2336 2367
2337 src = asrc;
2338 if (src->head)
2339 src = src->head; 2368 src = asrc->head_ ();
2340 2369
2341 prev = 0; 2370 prev = 0;
2342 for (part = src; part; part = part->more) 2371 for (object *part = src; part; part = part->more)
2343 { 2372 {
2344 tmp = part->clone (); 2373 tmp = part->clone ();
2345 tmp->x -= src->x; 2374 tmp->x -= src->x;
2346 tmp->y -= src->y; 2375 tmp->y -= src->y;
2347 2376
2460 /* Basically, if the archetype has this key set, 2489 /* Basically, if the archetype has this key set,
2461 * we need to store the null value so when we save 2490 * we need to store the null value so when we save
2462 * it, we save the empty value so that when we load, 2491 * it, we save the empty value so that when we load,
2463 * we get this value back again. 2492 * we get this value back again.
2464 */ 2493 */
2465 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2494 if (get_ob_key_link (op->arch, canonical_key))
2466 field->value = 0; 2495 field->value = 0;
2467 else 2496 else
2468 { 2497 {
2469 if (last) 2498 if (last)
2470 last->next = field->next; 2499 last->next = field->next;
2539 } 2568 }
2540 else 2569 else
2541 item = item->env; 2570 item = item->env;
2542} 2571}
2543 2572
2544
2545const char * 2573const char *
2546object::flag_desc (char *desc, int len) const 2574object::flag_desc (char *desc, int len) const
2547{ 2575{
2548 char *p = desc; 2576 char *p = desc;
2549 bool first = true; 2577 bool first = true;
2611} 2639}
2612 2640
2613const materialtype_t * 2641const materialtype_t *
2614object::dominant_material () const 2642object::dominant_material () const
2615{ 2643{
2616 if (materialtype_t *mat = name_to_material (materialname)) 2644 if (materialtype_t *mt = name_to_material (materialname))
2617 return mat; 2645 return mt;
2618 2646
2619 // omfg this is slow, this has to be temporary :)
2620 shstr unknown ("unknown");
2621
2622 return name_to_material (unknown); 2647 return name_to_material (shstr_unknown);
2623} 2648}
2624 2649
2625void 2650void
2626object::open_container (object *new_container) 2651object::open_container (object *new_container)
2627{ 2652{
2671 esrv_update_item (UPD_FLAGS, this, new_container); 2696 esrv_update_item (UPD_FLAGS, this, new_container);
2672 esrv_send_inventory (this, new_container); 2697 esrv_send_inventory (this, new_container);
2673 } 2698 }
2674} 2699}
2675 2700
2701object *
2702object::force_find (const shstr name)
2703{
2704 /* cycle through his inventory to look for the MARK we want to
2705 * place
2706 */
2707 for (object *tmp = inv; tmp; tmp = tmp->below)
2708 if (tmp->type == FORCE && tmp->slaying == name)
2709 return splay (tmp);
2676 2710
2711 return 0;
2712}
2713
2714void
2715object::force_add (const shstr name, int duration)
2716{
2717 if (object *force = force_find (name))
2718 force->destroy ();
2719
2720 object *force = get_archetype (FORCE_NAME);
2721
2722 force->slaying = name;
2723 force->stats.food = 1;
2724 force->speed_left = -1.f;
2725
2726 force->set_speed (duration ? 1.f / duration : 0.f);
2727 force->flag [FLAG_IS_USED_UP] = true;
2728 force->flag [FLAG_APPLIED] = true;
2729
2730 insert (force);
2731}
2732
2733void
2734object::play_sound (faceidx sound) const
2735{
2736 if (map)
2737 map->play_sound (sound, x, y);
2738}

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines