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Comparing deliantra/server/common/object.C (file contents):
Revision 1.155 by root, Thu May 17 21:32:08 2007 UTC vs.
Revision 1.174 by root, Wed Aug 8 04:52:59 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}
495 { 494 {
496 current_weapon = chosen_skill = 0; 495 current_weapon = chosen_skill = 0;
497 update_stats (); 496 update_stats ();
498 497
499 new_draw_info_format (NDI_UNIQUE, 0, this, 498 new_draw_info_format (NDI_UNIQUE, 0, this,
500 "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. "
501 "You need to unapply some items first.", &ob->name); 501 "[You need to unapply some items first.]", &ob->name);
502 return false; 502 return false;
503 } 503 }
504 504
505 //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);
506 } 506 }
936 map = freed_map; 936 map = freed_map;
937 x = 1; 937 x = 1;
938 y = 1; 938 y = 1;
939 } 939 }
940 940
941 head = 0;
942
943 if (more) 941 if (more)
944 { 942 {
945 more->destroy (); 943 more->destroy ();
946 more = 0; 944 more = 0;
947 } 945 }
948 946
947 head = 0;
948
949 // clear those pointers that likely might have circular references to us 949 // clear those pointers that likely might cause circular references
950 owner = 0; 950 owner = 0;
951 enemy = 0; 951 enemy = 0;
952 attacked_by = 0; 952 attacked_by = 0;
953 current_weapon = 0;
953} 954}
954 955
955void 956void
956object::destroy (bool destroy_inventory) 957object::destroy (bool destroy_inventory)
957{ 958{
958 if (destroyed ()) 959 if (destroyed ())
959 return; 960 return;
960 961
961 if (destroy_inventory) 962 if (destroy_inventory)
962 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
963 970
964 attachable::destroy (); 971 attachable::destroy ();
965} 972}
966 973
967/* 974/*
1088 { 1095 {
1089 /* No point updating the players look faces if he is the object 1096 /* No point updating the players look faces if he is the object
1090 * being removed. 1097 * being removed.
1091 */ 1098 */
1092 1099
1093 if (tmp->type == PLAYER && tmp != this) 1100 if (tmp->type == PLAYER && tmp->container == this)
1094 {
1095 /* If a container that the player is currently using somehow gets 1101 /* If a container that the player is currently using somehow gets
1096 * removed (most likely destroyed), update the player view 1102 * removed (most likely destroyed), update the player view
1097 * appropriately. 1103 * appropriately.
1098 */ 1104 */
1099 if (tmp->container == this)
1100 {
1101 flag [FLAG_APPLIED] = 0;
1102 tmp->container = 0; 1105 tmp->close_container ();
1103 }
1104
1105 if (tmp->contr->ns)
1106 tmp->contr->ns->floorbox_update ();
1107 }
1108 1106
1109 /* See if object moving off should effect something */ 1107 /* See if object moving off should effect something */
1110 if (check_walk_off 1108 if (check_walk_off
1111 && ((move_type & tmp->move_off) 1109 && ((move_type & tmp->move_off)
1112 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1110 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1115 1113
1116 if (destroyed ()) 1114 if (destroyed ())
1117 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1115 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1118 } 1116 }
1119 1117
1120 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1121 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1122 if (tmp->above == tmp)
1123 tmp->above = 0;
1124
1125 last = tmp; 1118 last = tmp;
1126 } 1119 }
1127 1120
1128 /* last == NULL if there are no objects on this space */ 1121 /* last == NULL if there are no objects on this space */
1129 //TODO: this makes little sense, why only update the topmost object? 1122 //TODO: this makes little sense, why only update the topmost object?
1180 if (more) 1173 if (more)
1181 return; 1174 return;
1182 1175
1183 object *prev = this; 1176 object *prev = this;
1184 1177
1185 for (archetype *at = arch->more; at; at = at->more) 1178 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1186 { 1179 {
1187 object *op = arch_to_object (at); 1180 object *op = arch_to_object (at);
1188 1181
1189 op->name = name; 1182 op->name = name;
1190 op->name_pl = name_pl; 1183 op->name_pl = name_pl;
1204object * 1197object *
1205insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1198insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1206{ 1199{
1207 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1200 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1208 { 1201 {
1209 tmp->x = x + tmp->arch->clone.x; 1202 tmp->x = x + tmp->arch->x;
1210 tmp->y = y + tmp->arch->clone.y; 1203 tmp->y = y + tmp->arch->y;
1211 } 1204 }
1212 1205
1213 return insert_ob_in_map (op, m, originator, flag); 1206 return insert_ob_in_map (op, m, originator, flag);
1214} 1207}
1215 1208
1379 */ 1372 */
1380 if (last && last->below && last != floor) 1373 if (last && last->below && last != floor)
1381 top = last->below; 1374 top = last->below;
1382 } 1375 }
1383 } /* If objects on this space */ 1376 } /* If objects on this space */
1384
1385 if (flag & INS_MAP_LOAD) 1377 if (flag & INS_MAP_LOAD)
1386 top = ms.top; 1378 top = ms.top;
1387 1379
1388 if (flag & INS_ABOVE_FLOOR_ONLY) 1380 if (flag & INS_ABOVE_FLOOR_ONLY)
1389 top = floor; 1381 top = floor;
1487 object *tmp, *tmp1; 1479 object *tmp, *tmp1;
1488 1480
1489 /* first search for itself and remove any old instances */ 1481 /* first search for itself and remove any old instances */
1490 1482
1491 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 1483 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1492 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1484 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1493 tmp->destroy (); 1485 tmp->destroy ();
1494 1486
1495 tmp1 = arch_to_object (archetype::find (arch_string)); 1487 tmp1 = arch_to_object (archetype::find (arch_string));
1496 1488
1497 tmp1->x = op->x; 1489 tmp1->x = op->x;
2494 /* Basically, if the archetype has this key set, 2486 /* Basically, if the archetype has this key set,
2495 * we need to store the null value so when we save 2487 * we need to store the null value so when we save
2496 * it, we save the empty value so that when we load, 2488 * it, we save the empty value so that when we load,
2497 * we get this value back again. 2489 * we get this value back again.
2498 */ 2490 */
2499 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2491 if (get_ob_key_link (op->arch, canonical_key))
2500 field->value = 0; 2492 field->value = 0;
2501 else 2493 else
2502 { 2494 {
2503 if (last) 2495 if (last)
2504 last->next = field->next; 2496 last->next = field->next;
2573 } 2565 }
2574 else 2566 else
2575 item = item->env; 2567 item = item->env;
2576} 2568}
2577 2569
2578
2579const char * 2570const char *
2580object::flag_desc (char *desc, int len) const 2571object::flag_desc (char *desc, int len) const
2581{ 2572{
2582 char *p = desc; 2573 char *p = desc;
2583 bool first = true; 2574 bool first = true;
2645} 2636}
2646 2637
2647const materialtype_t * 2638const materialtype_t *
2648object::dominant_material () const 2639object::dominant_material () const
2649{ 2640{
2650 if (materialtype_t *mat = name_to_material (materialname)) 2641 if (materialtype_t *mt = name_to_material (materialname))
2651 return mat; 2642 return mt;
2652 2643
2653 // omfg this is slow, this has to be temporary :)
2654 shstr unknown ("unknown");
2655
2656 return name_to_material (unknown); 2644 return name_to_material (shstr_unknown);
2657} 2645}
2658 2646
2659void 2647void
2660object::open_container (object *new_container) 2648object::open_container (object *new_container)
2661{ 2649{
2705 esrv_update_item (UPD_FLAGS, this, new_container); 2693 esrv_update_item (UPD_FLAGS, this, new_container);
2706 esrv_send_inventory (this, new_container); 2694 esrv_send_inventory (this, new_container);
2707 } 2695 }
2708} 2696}
2709 2697
2698object *
2699object::force_find (const shstr name)
2700{
2701 /* cycle through his inventory to look for the MARK we want to
2702 * place
2703 */
2704 for (object *tmp = inv; tmp; tmp = tmp->below)
2705 if (tmp->type == FORCE && tmp->slaying == name)
2706 return splay (tmp);
2710 2707
2708 return 0;
2709}
2710
2711void
2712object::force_add (const shstr name, int duration)
2713{
2714 if (object *force = force_find (name))
2715 force->destroy ();
2716
2717 object *force = get_archetype (FORCE_NAME);
2718
2719 force->slaying = name;
2720 force->stats.food = 1;
2721 force->speed_left = -1.f;
2722
2723 force->set_speed (duration ? 1.f / duration : 0.f);
2724 force->flag [FLAG_IS_USED_UP] = true;
2725 force->flag [FLAG_APPLIED] = true;
2726
2727 insert (force);
2728}
2729

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