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Comparing deliantra/server/common/object.C (file contents):
Revision 1.147 by root, Sat May 12 16:06:42 2007 UTC vs.
Revision 1.172 by root, Wed Aug 1 20:44:11 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}
450 owner = owner->owner; 449 owner = owner->owner;
451 450
452 this->owner = owner; 451 this->owner = owner;
453} 452}
454 453
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
455bool 471bool
456object::change_weapon (object *ob) 472object::change_weapon (object *ob)
457{ 473{
458 if (current_weapon == ob) 474 if (current_weapon == ob)
459 return true; 475 return true;
478 { 494 {
479 current_weapon = chosen_skill = 0; 495 current_weapon = chosen_skill = 0;
480 update_stats (); 496 update_stats ();
481 497
482 new_draw_info_format (NDI_UNIQUE, 0, this, 498 new_draw_info_format (NDI_UNIQUE, 0, this,
483 "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. "
484 "You need to unapply some items first.", &ob->name); 501 "[You need to unapply some items first.]", &ob->name);
485 return false; 502 return false;
486 } 503 }
487 504
488 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);
489 } 506 }
490 else 507 else
491 new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons."); 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 }
492 516
493 return true; 517 return true;
494} 518}
495 519
496/* Zero the key_values on op, decrementing the shared-string 520/* Zero the key_values on op, decrementing the shared-string
912 map = freed_map; 936 map = freed_map;
913 x = 1; 937 x = 1;
914 y = 1; 938 y = 1;
915 } 939 }
916 940
917 head = 0;
918
919 if (more) 941 if (more)
920 { 942 {
921 more->destroy (); 943 more->destroy ();
922 more = 0; 944 more = 0;
923 } 945 }
924 946
947 head = 0;
948
925 // clear those pointers that likely might have circular references to us 949 // clear those pointers that likely might cause circular references
926 owner = 0; 950 owner = 0;
927 enemy = 0; 951 enemy = 0;
928 attacked_by = 0; 952 attacked_by = 0;
953 current_weapon = 0;
929} 954}
930 955
931void 956void
932object::destroy (bool destroy_inventory) 957object::destroy (bool destroy_inventory)
933{ 958{
934 if (destroyed ()) 959 if (destroyed ())
935 return; 960 return;
936 961
937 if (destroy_inventory) 962 if (destroy_inventory)
938 destroy_inv (false); 963 destroy_inv (false);
964
965 if (sound_destroy)
966 play_sound (sound_destroy);
967 else if (flag [FLAG_MONSTER])
968 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
939 969
940 attachable::destroy (); 970 attachable::destroy ();
941} 971}
942 972
943/* 973/*
1091 1121
1092 if (destroyed ()) 1122 if (destroyed ())
1093 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1123 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1094 } 1124 }
1095 1125
1096 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1097 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1098 if (tmp->above == tmp)
1099 tmp->above = 0;
1100
1101 last = tmp; 1126 last = tmp;
1102 } 1127 }
1103 1128
1104 /* last == NULL if there are no objects on this space */ 1129 /* last == NULL if there are no objects on this space */
1105 //TODO: this makes little sense, why only update the topmost object? 1130 //TODO: this makes little sense, why only update the topmost object?
1156 if (more) 1181 if (more)
1157 return; 1182 return;
1158 1183
1159 object *prev = this; 1184 object *prev = this;
1160 1185
1161 for (archetype *at = arch->more; at; at = at->more) 1186 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1162 { 1187 {
1163 object *op = arch_to_object (at); 1188 object *op = arch_to_object (at);
1164 1189
1165 op->name = name; 1190 op->name = name;
1166 op->name_pl = name_pl; 1191 op->name_pl = name_pl;
1180object * 1205object *
1181insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1206insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1182{ 1207{
1183 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1208 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1184 { 1209 {
1185 tmp->x = x + tmp->arch->clone.x; 1210 tmp->x = x + tmp->arch->x;
1186 tmp->y = y + tmp->arch->clone.y; 1211 tmp->y = y + tmp->arch->y;
1187 } 1212 }
1188 1213
1189 return insert_ob_in_map (op, m, originator, flag); 1214 return insert_ob_in_map (op, m, originator, flag);
1190} 1215}
1191 1216
1212object * 1237object *
1213insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1238insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1214{ 1239{
1215 assert (!op->flag [FLAG_FREED]); 1240 assert (!op->flag [FLAG_FREED]);
1216 1241
1217 object *tmp, *top, *floor = NULL; 1242 object *top, *floor = NULL;
1218 1243
1219 op->remove (); 1244 op->remove ();
1220 1245
1221#if 0 1246#if 0
1222 if (!m->active != !op->active) 1247 if (!m->active != !op->active)
1238#endif 1263#endif
1239 return op; 1264 return op;
1240 } 1265 }
1241 1266
1242 if (object *more = op->more) 1267 if (object *more = op->more)
1243 {
1244 if (!insert_ob_in_map (more, m, originator, flag)) 1268 if (!insert_ob_in_map (more, m, originator, flag))
1245 {
1246 if (!op->head)
1247 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1248
1249 return 0; 1269 return 0;
1250 }
1251 }
1252 1270
1253 CLEAR_FLAG (op, FLAG_REMOVED); 1271 CLEAR_FLAG (op, FLAG_REMOVED);
1254 1272
1255 /* Ideally, the caller figures this out. However, it complicates a lot 1273 /* Ideally, the caller figures this out. However, it complicates a lot
1256 * of areas of callers (eg, anything that uses find_free_spot would now 1274 * of areas of callers (eg, anything that uses find_free_spot would now
1263 mapspace &ms = op->ms (); 1281 mapspace &ms = op->ms ();
1264 1282
1265 /* this has to be done after we translate the coordinates. 1283 /* this has to be done after we translate the coordinates.
1266 */ 1284 */
1267 if (op->nrof && !(flag & INS_NO_MERGE)) 1285 if (op->nrof && !(flag & INS_NO_MERGE))
1268 for (tmp = ms.bot; tmp; tmp = tmp->above) 1286 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1269 if (object::can_merge (op, tmp)) 1287 if (object::can_merge (op, tmp))
1270 { 1288 {
1271 op->nrof += tmp->nrof; 1289 op->nrof += tmp->nrof;
1272 tmp->destroy (); 1290 tmp->destroy ();
1273 } 1291 }
1362 */ 1380 */
1363 if (last && last->below && last != floor) 1381 if (last && last->below && last != floor)
1364 top = last->below; 1382 top = last->below;
1365 } 1383 }
1366 } /* If objects on this space */ 1384 } /* If objects on this space */
1367
1368 if (flag & INS_MAP_LOAD) 1385 if (flag & INS_MAP_LOAD)
1369 top = ms.top; 1386 top = ms.top;
1370 1387
1371 if (flag & INS_ABOVE_FLOOR_ONLY) 1388 if (flag & INS_ABOVE_FLOOR_ONLY)
1372 top = floor; 1389 top = floor;
1442 * blocked() and wall() work properly), and these flags are updated by 1459 * blocked() and wall() work properly), and these flags are updated by
1443 * update_object(). 1460 * update_object().
1444 */ 1461 */
1445 1462
1446 /* if this is not the head or flag has been passed, don't check walk on status */ 1463 /* if this is not the head or flag has been passed, don't check walk on status */
1447 if (!(flag & INS_NO_WALK_ON) && !op->head) 1464 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1448 { 1465 {
1449 if (check_move_on (op, originator)) 1466 if (check_move_on (op, originator))
1450 return 0; 1467 return 0;
1451 1468
1452 /* If we are a multi part object, lets work our way through the check 1469 /* If we are a multi part object, lets work our way through the check
1453 * walk on's. 1470 * walk on's.
1454 */ 1471 */
1455 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1472 for (object *tmp = op->more; tmp; tmp = tmp->more)
1456 if (check_move_on (tmp, originator)) 1473 if (check_move_on (tmp, originator))
1457 return 0; 1474 return 0;
1458 } 1475 }
1459 1476
1460 return op; 1477 return op;
1470 object *tmp, *tmp1; 1487 object *tmp, *tmp1;
1471 1488
1472 /* first search for itself and remove any old instances */ 1489 /* first search for itself and remove any old instances */
1473 1490
1474 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 1491 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1475 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1492 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1476 tmp->destroy (); 1493 tmp->destroy ();
1477 1494
1478 tmp1 = arch_to_object (archetype::find (arch_string)); 1495 tmp1 = arch_to_object (archetype::find (arch_string));
1479 1496
1480 tmp1->x = op->x; 1497 tmp1->x = op->x;
1641 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1658 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1642 free (dump); 1659 free (dump);
1643 return op; 1660 return op;
1644 } 1661 }
1645 1662
1646 if (where->head) 1663 if (where->head_ () != where)
1647 { 1664 {
1648 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n"); 1665 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1649 where = where->head; 1666 where = where->head;
1650 } 1667 }
1651 1668
1652 return where->insert (op); 1669 return where->insert (op);
1653} 1670}
1981 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1998 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1982 { 1999 {
1983 CLEAR_FLAG (tmp, flag); 2000 CLEAR_FLAG (tmp, flag);
1984 unflag_inv (tmp, flag); 2001 unflag_inv (tmp, flag);
1985 } 2002 }
1986}
1987
1988/*
1989 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1990 * all it's inventory (recursively).
1991 * If checksums are used, a player will get set_cheat called for
1992 * him/her-self and all object carried by a call to this function.
1993 */
1994void
1995set_cheat (object *op)
1996{
1997 SET_FLAG (op, FLAG_WAS_WIZ);
1998 flag_inv (op, FLAG_WAS_WIZ);
1999} 2003}
2000 2004
2001/* 2005/*
2002 * find_free_spot(object, map, x, y, start, stop) will search for 2006 * find_free_spot(object, map, x, y, start, stop) will search for
2003 * a spot at the given map and coordinates which will be able to contain 2007 * a spot at the given map and coordinates which will be able to contain
2121 object *tmp; 2125 object *tmp;
2122 maptile *mp; 2126 maptile *mp;
2123 2127
2124 MoveType blocked, move_type; 2128 MoveType blocked, move_type;
2125 2129
2126 if (exclude && exclude->head) 2130 if (exclude && exclude->head_ () != exclude)
2127 { 2131 {
2128 exclude = exclude->head; 2132 exclude = exclude->head;
2129 move_type = exclude->move_type; 2133 move_type = exclude->move_type;
2130 } 2134 }
2131 else 2135 else
2154 max = maxfree[i]; 2158 max = maxfree[i];
2155 else if (mflags & P_IS_ALIVE) 2159 else if (mflags & P_IS_ALIVE)
2156 { 2160 {
2157 for (tmp = ms.bot; tmp; tmp = tmp->above) 2161 for (tmp = ms.bot; tmp; tmp = tmp->above)
2158 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2162 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2159 && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2163 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2160 break; 2164 break;
2161 2165
2162 if (tmp) 2166 if (tmp)
2163 return freedir[i]; 2167 return freedir[i];
2164 } 2168 }
2359 * create clone from object to another 2363 * create clone from object to another
2360 */ 2364 */
2361object * 2365object *
2362object_create_clone (object *asrc) 2366object_create_clone (object *asrc)
2363{ 2367{
2364 object *dst = 0, *tmp, *src, *part, *prev, *item; 2368 object *dst = 0, *tmp, *src, *prev, *item;
2365 2369
2366 if (!asrc) 2370 if (!asrc)
2367 return 0; 2371 return 0;
2368 2372
2369 src = asrc;
2370 if (src->head)
2371 src = src->head; 2373 src = asrc->head_ ();
2372 2374
2373 prev = 0; 2375 prev = 0;
2374 for (part = src; part; part = part->more) 2376 for (object *part = src; part; part = part->more)
2375 { 2377 {
2376 tmp = part->clone (); 2378 tmp = part->clone ();
2377 tmp->x -= src->x; 2379 tmp->x -= src->x;
2378 tmp->y -= src->y; 2380 tmp->y -= src->y;
2379 2381
2492 /* Basically, if the archetype has this key set, 2494 /* Basically, if the archetype has this key set,
2493 * we need to store the null value so when we save 2495 * we need to store the null value so when we save
2494 * it, we save the empty value so that when we load, 2496 * it, we save the empty value so that when we load,
2495 * we get this value back again. 2497 * we get this value back again.
2496 */ 2498 */
2497 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2499 if (get_ob_key_link (op->arch, canonical_key))
2498 field->value = 0; 2500 field->value = 0;
2499 else 2501 else
2500 { 2502 {
2501 if (last) 2503 if (last)
2502 last->next = field->next; 2504 last->next = field->next;
2571 } 2573 }
2572 else 2574 else
2573 item = item->env; 2575 item = item->env;
2574} 2576}
2575 2577
2576
2577const char * 2578const char *
2578object::flag_desc (char *desc, int len) const 2579object::flag_desc (char *desc, int len) const
2579{ 2580{
2580 char *p = desc; 2581 char *p = desc;
2581 bool first = true; 2582 bool first = true;
2643} 2644}
2644 2645
2645const materialtype_t * 2646const materialtype_t *
2646object::dominant_material () const 2647object::dominant_material () const
2647{ 2648{
2648 if (materialtype_t *mat = name_to_material (materialname)) 2649 if (materialtype_t *mt = name_to_material (materialname))
2649 return mat; 2650 return mt;
2650 2651
2651 // omfg this is slow, this has to be temporary :)
2652 shstr unknown ("unknown");
2653
2654 return name_to_material (unknown); 2652 return name_to_material (shstr_unknown);
2655} 2653}
2656 2654
2657void 2655void
2658object::open_container (object *new_container) 2656object::open_container (object *new_container)
2659{ 2657{
2703 esrv_update_item (UPD_FLAGS, this, new_container); 2701 esrv_update_item (UPD_FLAGS, this, new_container);
2704 esrv_send_inventory (this, new_container); 2702 esrv_send_inventory (this, new_container);
2705 } 2703 }
2706} 2704}
2707 2705
2706object *
2707object::force_find (const shstr name)
2708{
2709 /* cycle through his inventory to look for the MARK we want to
2710 * place
2711 */
2712 for (object *tmp = inv; tmp; tmp = tmp->below)
2713 if (tmp->type == FORCE && tmp->slaying == name)
2714 return splay (tmp);
2708 2715
2716 return 0;
2717}
2718
2719void
2720object::force_add (const shstr name, int duration)
2721{
2722 if (object *force = force_find (name))
2723 force->destroy ();
2724
2725 object *force = get_archetype (FORCE_NAME);
2726
2727 force->slaying = name;
2728 force->stats.food = 1;
2729 force->speed_left = -1.f;
2730
2731 force->set_speed (duration ? 1.f / duration : 0.f);
2732 force->flag [FLAG_IS_USED_UP] = true;
2733 force->flag [FLAG_APPLIED] = true;
2734
2735 insert (force);
2736}
2737

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