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 1.162 by root, Sat Jun 16 00:12:20 2007 UTC vs.
Revision 1.184 by root, Wed Aug 22 20:46:46 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}
375/* 374/*
376 * 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
377 * multi-object 1 which is closest to the second object. 376 * multi-object 1 which is closest to the second object.
378 * If it's not a multi-object, it is returned. 377 * If it's not a multi-object, it is returned.
379 */ 378 */
380
381object * 379object *
382get_nearest_part (object *op, const object *pl) 380get_nearest_part (object *op, const object *pl)
383{ 381{
384 object *tmp, *closest; 382 object *tmp, *closest;
385 int last_dist, i; 383 int last_dist, i;
430} 428}
431 429
432/* 430/*
433 * 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
434 * skill and experience objects. 432 * skill and experience objects.
433 * ACTUALLY NO! investigate! TODO
435 */ 434 */
436void 435void
437object::set_owner (object *owner) 436object::set_owner (object *owner)
438{ 437{
438 // allow objects which own objects
439 if (!owner) 439 if (owner)
440 return;
441
442 /* next line added to allow objects which own objects */
443 /* Add a check for ownercounts in here, as I got into an endless loop
444 * with the fireball owning a poison cloud which then owned the
445 * fireball. I believe that was caused by one of the objects getting
446 * freed and then another object replacing it. Since the ownercounts
447 * didn't match, this check is valid and I believe that cause is valid.
448 */
449 while (owner->owner) 440 while (owner->owner)
450 owner = owner->owner; 441 owner = owner->owner;
451 442
452 this->owner = owner; 443 this->owner = owner;
453} 444}
454 445
455int 446int
961 return; 952 return;
962 953
963 if (destroy_inventory) 954 if (destroy_inventory)
964 destroy_inv (false); 955 destroy_inv (false);
965 956
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
966 attachable::destroy (); 963 attachable::destroy ();
967} 964}
968 965
969/* 966/*
970 * sub_weight() recursively (outwards) subtracts a number from the 967 * sub_weight() recursively (outwards) subtracts a number from the
1084 if (map->in_memory == MAP_SAVING) 1081 if (map->in_memory == MAP_SAVING)
1085 return; 1082 return;
1086 1083
1087 int check_walk_off = !flag [FLAG_NO_APPLY]; 1084 int check_walk_off = !flag [FLAG_NO_APPLY];
1088 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
1089 for (tmp = ms.bot; tmp; tmp = tmp->above) 1098 for (tmp = ms.bot; tmp; tmp = tmp->above)
1090 { 1099 {
1091 /* 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
1092 * being removed. 1101 * being removed.
1093 */ 1102 */
1094
1095 if (tmp->type == PLAYER && tmp != this)
1096 {
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 if (tmp->container == this)
1102 {
1103 flag [FLAG_APPLIED] = 0;
1104 tmp->container = 0;
1105 }
1106
1107 if (tmp->contr->ns)
1108 tmp->contr->ns->floorbox_update ();
1109 }
1110 1103
1111 /* See if object moving off should effect something */ 1104 /* See if object moving off should effect something */
1112 if (check_walk_off 1105 if (check_walk_off
1113 && ((move_type & tmp->move_off) 1106 && ((move_type & tmp->move_off)
1114 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1107 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1237 1230
1238 object *top, *floor = NULL; 1231 object *top, *floor = NULL;
1239 1232
1240 op->remove (); 1233 op->remove ();
1241 1234
1242#if 0
1243 if (!m->active != !op->active)
1244 if (m->active)
1245 op->activate_recursive ();
1246 else
1247 op->deactivate_recursive ();
1248#endif
1249
1250 if (out_of_map (m, op->x, op->y)) 1235 if (out_of_map (m, op->x, op->y))
1251 { 1236 {
1252 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 ());
1253#ifdef MANY_CORES 1238#ifdef MANY_CORES
1254 /* 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
1376 */ 1361 */
1377 if (last && last->below && last != floor) 1362 if (last && last->below && last != floor)
1378 top = last->below; 1363 top = last->below;
1379 } 1364 }
1380 } /* If objects on this space */ 1365 } /* If objects on this space */
1381
1382 if (flag & INS_MAP_LOAD) 1366 if (flag & INS_MAP_LOAD)
1383 top = ms.top; 1367 top = ms.top;
1384 1368
1385 if (flag & INS_ABOVE_FLOOR_ONLY) 1369 if (flag & INS_ABOVE_FLOOR_ONLY)
1386 top = floor; 1370 top = floor;
1421 op->map->touch (); 1405 op->map->touch ();
1422 } 1406 }
1423 1407
1424 op->map->dirty = true; 1408 op->map->dirty = true;
1425 1409
1426 /* If we have a floor, we know the player, if any, will be above
1427 * it, so save a few ticks and start from there.
1428 */
1429 if (!(flag & INS_MAP_LOAD)) 1410 if (!(flag & INS_MAP_LOAD))
1430 if (object *pl = ms.player ()) 1411 if (object *pl = ms.player ())
1431 if (pl->contr->ns)
1432 pl->contr->ns->floorbox_update (); 1412 pl->contr->ns->floorbox_update ();
1433 1413
1434 /* If this object glows, it may affect lighting conditions that are 1414 /* If this object glows, it may affect lighting conditions that are
1435 * 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
1436 * 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
1437 * on the map will get recalculated. The players could very well 1417 * on the map will get recalculated. The players could very well
1675 * be != op, if items are merged. -Tero 1655 * be != op, if items are merged. -Tero
1676 */ 1656 */
1677object * 1657object *
1678object::insert (object *op) 1658object::insert (object *op)
1679{ 1659{
1680 object *tmp, *otmp;
1681
1682 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1660 if (!QUERY_FLAG (op, FLAG_REMOVED))
1683 op->remove (); 1661 op->remove ();
1684 1662
1685 if (op->more) 1663 if (op->more)
1686 { 1664 {
1688 return op; 1666 return op;
1689 } 1667 }
1690 1668
1691 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1669 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1692 CLEAR_FLAG (op, FLAG_REMOVED); 1670 CLEAR_FLAG (op, FLAG_REMOVED);
1671
1693 if (op->nrof) 1672 if (op->nrof)
1694 { 1673 {
1695 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1674 for (object *tmp = inv; tmp; tmp = tmp->below)
1696 if (object::can_merge (tmp, op)) 1675 if (object::can_merge (tmp, op))
1697 { 1676 {
1698 /* return the original object and remove inserted object 1677 /* return the original object and remove inserted object
1699 (client needs the original object) */ 1678 (client needs the original object) */
1700 tmp->nrof += op->nrof; 1679 tmp->nrof += op->nrof;
1719 add_weight (this, op->weight * op->nrof); 1698 add_weight (this, op->weight * op->nrof);
1720 } 1699 }
1721 else 1700 else
1722 add_weight (this, (op->weight + op->carrying)); 1701 add_weight (this, (op->weight + op->carrying));
1723 1702
1724 otmp = this->in_player (); 1703 if (object *otmp = this->in_player ())
1725 if (otmp && otmp->contr)
1726 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1704 if (otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1727 otmp->update_stats (); 1705 otmp->update_stats ();
1728 1706
1707 op->owner = 0; // its his/hers now. period.
1729 op->map = 0; 1708 op->map = 0;
1730 op->env = this; 1709 op->env = this;
1731 op->above = 0; 1710 op->above = 0;
1732 op->below = 0; 1711 op->below = 0;
1733 op->x = 0, op->y = 0; 1712 op->x = op->y = 0;
1734 1713
1735 /* 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 */
1736 if ((op->glow_radius != 0) && map) 1715 if (op->glow_radius && map)
1737 { 1716 {
1738#ifdef DEBUG_LIGHTS 1717#ifdef DEBUG_LIGHTS
1739 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);
1740#endif /* DEBUG_LIGHTS */ 1719#endif /* DEBUG_LIGHTS */
1741 if (map->darkness) 1720 if (map->darkness)
2345 * 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
2346 * core dumps if they do. 2325 * core dumps if they do.
2347 * 2326 *
2348 * 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)
2349 */ 2328 */
2350
2351int 2329int
2352can_pick (const object *who, const object *item) 2330can_pick (const object *who, const object *item)
2353{ 2331{
2354 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2332 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2355 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2333 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2613 &name, 2591 &name,
2614 title ? "\",title:\"" : "", 2592 title ? "\",title:\"" : "",
2615 title ? (const char *)title : "", 2593 title ? (const char *)title : "",
2616 flag_desc (flagdesc, 512), type); 2594 flag_desc (flagdesc, 512), type);
2617 2595
2618 if (env) 2596 if (!this->flag[FLAG_REMOVED] && env)
2619 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2597 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2620 2598
2621 if (map) 2599 if (map)
2622 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);
2623 2601
2641} 2619}
2642 2620
2643const materialtype_t * 2621const materialtype_t *
2644object::dominant_material () const 2622object::dominant_material () const
2645{ 2623{
2646 if (materialtype_t *mat = name_to_material (materialname)) 2624 if (materialtype_t *mt = name_to_material (materialname))
2647 return mat; 2625 return mt;
2648 2626
2649 // omfg this is slow, this has to be temporary :)
2650 shstr unknown ("unknown");
2651
2652 return name_to_material (unknown); 2627 return name_to_material (shstr_unknown);
2653} 2628}
2654 2629
2655void 2630void
2656object::open_container (object *new_container) 2631object::open_container (object *new_container)
2657{ 2632{
2673 old_container->flag [FLAG_APPLIED] = 0; 2648 old_container->flag [FLAG_APPLIED] = 0;
2674 container = 0; 2649 container = 0;
2675 2650
2676 esrv_update_item (UPD_FLAGS, this, old_container); 2651 esrv_update_item (UPD_FLAGS, this, old_container);
2677 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"));
2678 } 2654 }
2679 2655
2680 if (new_container) 2656 if (new_container)
2681 { 2657 {
2682 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this))) 2658 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2698 new_container->flag [FLAG_APPLIED] = 1; 2674 new_container->flag [FLAG_APPLIED] = 1;
2699 container = new_container; 2675 container = new_container;
2700 2676
2701 esrv_update_item (UPD_FLAGS, this, new_container); 2677 esrv_update_item (UPD_FLAGS, this, new_container);
2702 esrv_send_inventory (this, new_container); 2678 esrv_send_inventory (this, new_container);
2679 play_sound (sound_find ("chest_open"));
2680 }
2681}
2682
2683object *
2684object::force_find (const shstr name)
2685{
2686 /* cycle through his inventory to look for the MARK we want to
2687 * place
2688 */
2689 for (object *tmp = inv; tmp; tmp = tmp->below)
2690 if (tmp->type == FORCE && tmp->slaying == name)
2691 return splay (tmp);
2692
2693 return 0;
2694}
2695
2696void
2697object::force_add (const shstr name, int duration)
2698{
2699 if (object *force = force_find (name))
2700 force->destroy ();
2701
2702 object *force = get_archetype (FORCE_NAME);
2703
2704 force->slaying = name;
2705 force->stats.food = 1;
2706 force->speed_left = -1.f;
2707
2708 force->set_speed (duration ? 1.f / duration : 0.f);
2709 force->flag [FLAG_IS_USED_UP] = true;
2710 force->flag [FLAG_APPLIED] = true;
2711
2712 insert (force);
2713}
2714
2715void
2716object::play_sound (faceidx sound) const
2717{
2718 if (!sound)
2719 return;
2720
2721 if (flag [FLAG_REMOVED])
2722 return;
2723
2724 if (env)
2703 } 2725 {
2726 if (object *pl = in_player ())
2727 pl->contr->play_sound (sound);
2728 }
2729 else
2730 map->play_sound (sound, x, y);
2704} 2731}
2705 2732
2706

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines