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Comparing deliantra/server/common/object.C (file contents):
Revision 1.161 by root, Wed Jun 13 21:09:39 2007 UTC vs.
Revision 1.185 by root, Fri Aug 24 01:23:29 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
587object::copy_to (object *dst) 578object::copy_to (object *dst)
588{ 579{
589 *dst = *this; 580 *dst = *this;
590 581
591 if (speed < 0) 582 if (speed < 0)
592 dst->speed_left = speed_left - rndm (); 583 dst->speed_left -= rndm ();
593 584
594 dst->set_speed (dst->speed); 585 dst->set_speed (dst->speed);
595} 586}
596 587
597void 588void
937 map = freed_map; 928 map = freed_map;
938 x = 1; 929 x = 1;
939 y = 1; 930 y = 1;
940 } 931 }
941 932
942 head = 0;
943
944 if (more) 933 if (more)
945 { 934 {
946 more->destroy (); 935 more->destroy ();
947 more = 0; 936 more = 0;
948 } 937 }
949 938
939 head = 0;
940
950 // clear those pointers that likely might have circular references to us 941 // clear those pointers that likely might cause circular references
951 owner = 0; 942 owner = 0;
952 enemy = 0; 943 enemy = 0;
953 attacked_by = 0; 944 attacked_by = 0;
945 current_weapon = 0;
954} 946}
955 947
956void 948void
957object::destroy (bool destroy_inventory) 949object::destroy (bool destroy_inventory)
958{ 950{
959 if (destroyed ()) 951 if (destroyed ())
960 return; 952 return;
961 953
962 if (destroy_inventory) 954 if (destroy_inventory)
963 destroy_inv (false); 955 destroy_inv (false);
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
964 962
965 attachable::destroy (); 963 attachable::destroy ();
966} 964}
967 965
968/* 966/*
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) &&
2569 } 2548 }
2570 else 2549 else
2571 item = item->env; 2550 item = item->env;
2572} 2551}
2573 2552
2574
2575const char * 2553const char *
2576object::flag_desc (char *desc, int len) const 2554object::flag_desc (char *desc, int len) const
2577{ 2555{
2578 char *p = desc; 2556 char *p = desc;
2579 bool first = true; 2557 bool first = true;
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

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