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Comparing deliantra/server/common/object.C (file contents):
Revision 1.282 by root, Tue Feb 17 03:53:31 2009 UTC vs.
Revision 1.292 by root, Mon Oct 19 21:48:49 2009 UTC

3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra 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 * Deliantra is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * 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 Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24#include <global.h> 25#include <global.h>
328 // the player inventory itself is always visible 329 // the player inventory itself is always visible
329 if (env->is_player ()) 330 if (env->is_player ())
330 return env; 331 return env;
331 332
332 // else a player could have our env open 333 // else a player could have our env open
333 object *envest = env->outer_env (); 334 object *envest = env->outer_env_or_self ();
334 335
335 // the player itself is always on a map, so we will find him here 336 // the player itself is always on a map, so we will find him here
336 // even if our inv is in a player. 337 // even if our inv is in a player.
337 if (envest->is_on_map ()) 338 if (envest->is_on_map ())
338 if (object *pl = envest->ms ().player ()) 339 if (object *pl = envest->ms ().player ())
339 if (pl->container == env) 340 if (pl->container_ () == env)
340 return pl; 341 return pl;
341 } 342 }
342 else 343 else
343 { 344 {
344 // maybe there is a player standing on the same mapspace 345 // maybe there is a player standing on the same mapspace
345 // this will catch the case where "this" is a player 346 // this will catch the case where "this" is a player
346 if (object *pl = ms ().player ()) 347 if (object *pl = ms ().player ())
347 if ((!pl->container && pl->contr->ns && !pl->contr->ns->update_look) 348 if ((pl->contr->ns && !pl->container_ () && !pl->contr->ns->update_look)
348 || this == pl->container) 349 || pl->container_ () == this)
349 return pl; 350 return pl;
350 } 351 }
351 } 352 }
352 353
353 return 0; 354 return 0;
429 return strdup ("[NULLOBJ]"); 430 return strdup ("[NULLOBJ]");
430 431
431 object_freezer freezer; 432 object_freezer freezer;
432 op->write (freezer); 433 op->write (freezer);
433 return freezer.as_string (); 434 return freezer.as_string ();
435}
436
437char *
438object::as_string ()
439{
440 return dump_object (this);
434} 441}
435 442
436/* 443/*
437 * get_nearest_part(multi-object, object 2) returns the part of the 444 * get_nearest_part(multi-object, object 2) returns the part of the
438 * multi-object 1 which is closest to the second object. 445 * multi-object 1 which is closest to the second object.
555 update_stats (); 562 update_stats ();
556 563
557 new_draw_info_format (NDI_UNIQUE, 0, this, 564 new_draw_info_format (NDI_UNIQUE, 0, this,
558 "You try to balance all your items at once, " 565 "You try to balance all your items at once, "
559 "but the %s is just too much for your body. " 566 "but the %s is just too much for your body. "
560 "[You need to unapply some items first.]", &ob->name); 567 "[You need to unapply some items first - use the 'body' command to see "
568 "how many items you cna wera on a specific body part.]", &ob->name);
561 return false; 569 return false;
562 } 570 }
563 571
564 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name); 572 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
565 } 573 }
792 800
793object::object () 801object::object ()
794{ 802{
795 SET_FLAG (this, FLAG_REMOVED); 803 SET_FLAG (this, FLAG_REMOVED);
796 804
797 expmul = 1.0; 805 //expmul = 1.0; declared const for the time being
798 face = blank_face; 806 face = blank_face;
799} 807}
800 808
801object::~object () 809object::~object ()
802{ 810{
831{ 839{
832 /* If already on active list, don't do anything */ 840 /* If already on active list, don't do anything */
833 if (active) 841 if (active)
834 return; 842 return;
835 843
836 if (has_active_speed () && flag [FLAG_FREED]) LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
837 if (has_active_speed () && flag [FLAG_DEBUG]) LOG (llevError | logBacktrace, "BUG: tried to activate DEBUG object %s\n", debug_desc ());//D temp
838
839 if (has_active_speed ()) 844 if (has_active_speed ())
845 {
846 if (flag [FLAG_FREED])
847 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
848
840 actives.insert (this); 849 actives.insert (this);
850 }
841} 851}
842 852
843void 853void
844object::activate_recursive () 854object::activate_recursive ()
845{ 855{
1109 close_container (); 1119 close_container ();
1110 1120
1111 --map->players; 1121 --map->players;
1112 map->touch (); 1122 map->touch ();
1113 } 1123 }
1114 else if (pl->container == this) 1124 else if (pl->container_ () == this)
1115 { 1125 {
1116 // removing a container should close it 1126 // removing a container should close it
1117 close_container (); 1127 close_container ();
1118 } 1128 }
1119 1129
1135 1145
1136 int check_walk_off = !flag [FLAG_NO_APPLY]; 1146 int check_walk_off = !flag [FLAG_NO_APPLY];
1137 1147
1138 if (object *pl = ms.player ()) 1148 if (object *pl = ms.player ())
1139 { 1149 {
1140 if (pl->container == this) 1150 if (pl->container_ () == this)
1141 /* If a container that the player is currently using somehow gets 1151 /* If a container that the player is currently using somehow gets
1142 * removed (most likely destroyed), update the player view 1152 * removed (most likely destroyed), update the player view
1143 * appropriately. 1153 * appropriately.
1144 */ 1154 */
1145 pl->close_container (); 1155 pl->close_container ();
1297 1307
1298 if (object *more = op->more) 1308 if (object *more = op->more)
1299 if (!insert_ob_in_map (more, m, originator, flag)) 1309 if (!insert_ob_in_map (more, m, originator, flag))
1300 return 0; 1310 return 0;
1301 1311
1302 CLEAR_FLAG (op, FLAG_REMOVED); 1312 op->flag [FLAG_REMOVED] = false;
1303 1313 op->env = 0;
1304 op->map = newmap; 1314 op->map = newmap;
1315
1305 mapspace &ms = op->ms (); 1316 mapspace &ms = op->ms ();
1306 1317
1307 /* this has to be done after we translate the coordinates. 1318 /* this has to be done after we translate the coordinates.
1308 */ 1319 */
1309 if (op->nrof && !(flag & INS_NO_MERGE)) 1320 if (op->nrof && !(flag & INS_NO_MERGE))
1476 * blocked() and wall() work properly), and these flags are updated by 1487 * blocked() and wall() work properly), and these flags are updated by
1477 * update_object(). 1488 * update_object().
1478 */ 1489 */
1479 1490
1480 /* if this is not the head or flag has been passed, don't check walk on status */ 1491 /* if this is not the head or flag has been passed, don't check walk on status */
1481 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op) 1492 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1482 { 1493 {
1483 if (check_move_on (op, originator)) 1494 if (check_move_on (op, originator))
1484 return 0; 1495 return 0;
1485 1496
1486 /* If we are a multi part object, lets work our way through the check 1497 /* If we are a multi part object, lets work our way through the check
1701 * on top. 1712 * on top.
1702 */ 1713 */
1703int 1714int
1704check_move_on (object *op, object *originator) 1715check_move_on (object *op, object *originator)
1705{ 1716{
1717 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1718 return 0;
1719
1706 object *tmp; 1720 object *tmp;
1707 maptile *m = op->map; 1721 maptile *m = op->map;
1708 int x = op->x, y = op->y; 1722 int x = op->x, y = op->y;
1709 1723
1710 MoveType move_on, move_slow, move_block; 1724 mapspace &ms = m->at (x, y);
1711 1725
1712 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1726 ms.update ();
1713 return 0;
1714 1727
1715 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1728 MoveType move_on = ms.move_on;
1716 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1729 MoveType move_slow = ms.move_slow;
1717 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1730 MoveType move_block = ms.move_block;
1718 1731
1719 /* if nothing on this space will slow op down or be applied, 1732 /* if nothing on this space will slow op down or be applied,
1720 * no need to do checking below. have to make sure move_type 1733 * no need to do checking below. have to make sure move_type
1721 * is set, as lots of objects don't have it set - we treat that 1734 * is set, as lots of objects don't have it set - we treat that
1722 * as walking. 1735 * as walking.
1733 return 0; 1746 return 0;
1734 1747
1735 /* The objects have to be checked from top to bottom. 1748 /* The objects have to be checked from top to bottom.
1736 * Hence, we first go to the top: 1749 * Hence, we first go to the top:
1737 */ 1750 */
1738 1751 for (object *next, *tmp = ms.top; tmp; tmp = next)
1739 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1740 {
1741 /* Trim the search when we find the first other spell effect
1742 * this helps performance so that if a space has 50 spell objects,
1743 * we don't need to check all of them.
1744 */
1745 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1746 break;
1747 } 1752 {
1753 next = tmp->below;
1748 1754
1749 for (; tmp; tmp = tmp->below)
1750 {
1751 if (tmp == op) 1755 if (tmp == op)
1752 continue; /* Can't apply yourself */ 1756 continue; /* Can't apply yourself */
1753 1757
1754 /* Check to see if one of the movement types should be slowed down. 1758 /* Check to see if one of the movement types should be slowed down.
1755 * Second check makes sure that the movement types not being slowed 1759 * Second check makes sure that the movement types not being slowed
1760 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1764 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1761 { 1765 {
1762 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1766 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1763 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1767 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1764 { 1768 {
1765
1766 float
1767 diff = tmp->move_slow_penalty * fabs (op->speed); 1769 float diff = tmp->move_slow_penalty * fabs (op->speed);
1768 1770
1769 if (op->is_player ()) 1771 if (op->is_player ())
1770 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1772 if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) ||
1771 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1773 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1772 diff /= 4.0; 1774 diff /= 4.0;
1773 1775
1774 op->speed_left -= diff; 1776 op->speed_left -= diff;
1775 } 1777 }
1776 } 1778 }
2546 return splay (tmp); 2548 return splay (tmp);
2547 2549
2548 return 0; 2550 return 0;
2549} 2551}
2550 2552
2553void
2554object::force_set_timer (int duration)
2555{
2556 this->duration = 1;
2557 this->speed_left = -1.f;
2558
2559 this->set_speed (duration ? 1.f / duration : 0.f);
2560}
2561
2551object * 2562object *
2552object::force_add (shstr_tmp name, int duration) 2563object::force_add (shstr_tmp name, int duration)
2553{ 2564{
2554 if (object *force = force_find (name)) 2565 if (object *force = force_find (name))
2555 force->destroy (); 2566 force->destroy ();
2556 2567
2557 object *force = get_archetype (FORCE_NAME); 2568 object *force = get_archetype (FORCE_NAME);
2558 2569
2559 force->slaying = name; 2570 force->slaying = name;
2560 force->stats.food = 1;
2561 force->speed_left = -1.f;
2562 2571
2563 force->set_speed (duration ? 1.f / duration : 0.f); 2572 force->force_set_timer (duration);
2564 force->flag [FLAG_IS_USED_UP] = true; 2573
2565 force->flag [FLAG_APPLIED] = true; 2574 force->flag [FLAG_APPLIED] = true;
2566 2575
2567 return insert (force); 2576 return insert (force);
2568} 2577}
2569 2578

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