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Comparing deliantra/server/common/object.C (file contents):
Revision 1.284 by root, Sat Jun 27 08:35:03 2009 UTC vs.
Revision 1.293 by root, Wed Oct 21 00:44:39 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 }
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{
1031 * the previous environment. 1041 * the previous environment.
1032 */ 1042 */
1033void 1043void
1034object::do_remove () 1044object::do_remove ()
1035{ 1045{
1036 object *tmp, *last = 0;
1037 object *otmp;
1038
1039 if (flag [FLAG_REMOVED]) 1046 if (flag [FLAG_REMOVED])
1040 return; 1047 return;
1041 1048
1042 INVOKE_OBJECT (REMOVE, this); 1049 INVOKE_OBJECT (REMOVE, this);
1043 1050
1109 close_container (); 1116 close_container ();
1110 1117
1111 --map->players; 1118 --map->players;
1112 map->touch (); 1119 map->touch ();
1113 } 1120 }
1114 else if (pl->container == this) 1121 else if (pl->container_ () == this)
1115 { 1122 {
1116 // removing a container should close it 1123 // removing a container should close it
1117 close_container (); 1124 close_container ();
1118 } 1125 }
1119 1126
1135 1142
1136 int check_walk_off = !flag [FLAG_NO_APPLY]; 1143 int check_walk_off = !flag [FLAG_NO_APPLY];
1137 1144
1138 if (object *pl = ms.player ()) 1145 if (object *pl = ms.player ())
1139 { 1146 {
1140 if (pl->container == this) 1147 if (pl->container_ () == this)
1141 /* If a container that the player is currently using somehow gets 1148 /* If a container that the player is currently using somehow gets
1142 * removed (most likely destroyed), update the player view 1149 * removed (most likely destroyed), update the player view
1143 * appropriately. 1150 * appropriately.
1144 */ 1151 */
1145 pl->close_container (); 1152 pl->close_container ();
1149 //TODO: update floorbox to preserve ordering 1156 //TODO: update floorbox to preserve ordering
1150 if (pl->contr->ns) 1157 if (pl->contr->ns)
1151 pl->contr->ns->floorbox_update (); 1158 pl->contr->ns->floorbox_update ();
1152 } 1159 }
1153 1160
1161 if (check_walk_off)
1154 for (tmp = ms.bot; tmp; tmp = tmp->above) 1162 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1155 { 1163 {
1164 above = tmp->above;
1165
1156 /* No point updating the players look faces if he is the object 1166 /* No point updating the players look faces if he is the object
1157 * being removed. 1167 * being removed.
1158 */ 1168 */
1159 1169
1160 /* See if object moving off should effect something */ 1170 /* See if object moving off should effect something */
1161 if (check_walk_off
1162 && ((move_type & tmp->move_off) 1171 if ((move_type & tmp->move_off)
1163 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1172 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1164 {
1165 move_apply (tmp, this, 0); 1173 move_apply (tmp, this, 0);
1166
1167 if (destroyed ())
1168 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1169 } 1174 }
1170
1171 last = tmp;
1172 }
1173 1175
1174 if (affects_los ()) 1176 if (affects_los ())
1175 update_all_los (map, x, y); 1177 update_all_los (map, x, y);
1176 } 1178 }
1177} 1179}
1477 * blocked() and wall() work properly), and these flags are updated by 1479 * blocked() and wall() work properly), and these flags are updated by
1478 * update_object(). 1480 * update_object().
1479 */ 1481 */
1480 1482
1481 /* if this is not the head or flag has been passed, don't check walk on status */ 1483 /* if this is not the head or flag has been passed, don't check walk on status */
1482 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op) 1484 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1483 { 1485 {
1484 if (check_move_on (op, originator)) 1486 if (check_move_on (op, originator))
1485 return 0; 1487 return 0;
1486 1488
1487 /* If we are a multi part object, lets work our way through the check 1489 /* If we are a multi part object, lets work our way through the check
1702 * on top. 1704 * on top.
1703 */ 1705 */
1704int 1706int
1705check_move_on (object *op, object *originator) 1707check_move_on (object *op, object *originator)
1706{ 1708{
1709 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1710 return 0;
1711
1707 object *tmp; 1712 object *tmp;
1708 maptile *m = op->map; 1713 maptile *m = op->map;
1709 int x = op->x, y = op->y; 1714 int x = op->x, y = op->y;
1710 1715
1711 MoveType move_on, move_slow, move_block; 1716 mapspace &ms = m->at (x, y);
1712 1717
1713 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1718 ms.update ();
1714 return 0;
1715 1719
1716 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1720 MoveType move_on = ms.move_on;
1717 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1721 MoveType move_slow = ms.move_slow;
1718 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1722 MoveType move_block = ms.move_block;
1719 1723
1720 /* if nothing on this space will slow op down or be applied, 1724 /* if nothing on this space will slow op down or be applied,
1721 * no need to do checking below. have to make sure move_type 1725 * no need to do checking below. have to make sure move_type
1722 * is set, as lots of objects don't have it set - we treat that 1726 * is set, as lots of objects don't have it set - we treat that
1723 * as walking. 1727 * as walking.
1734 return 0; 1738 return 0;
1735 1739
1736 /* The objects have to be checked from top to bottom. 1740 /* The objects have to be checked from top to bottom.
1737 * Hence, we first go to the top: 1741 * Hence, we first go to the top:
1738 */ 1742 */
1739 1743 for (object *next, *tmp = ms.top; tmp; tmp = next)
1740 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1741 {
1742 /* Trim the search when we find the first other spell effect
1743 * this helps performance so that if a space has 50 spell objects,
1744 * we don't need to check all of them.
1745 */
1746 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1747 break;
1748 } 1744 {
1745 next = tmp->below;
1749 1746
1750 for (; tmp; tmp = tmp->below)
1751 {
1752 if (tmp == op) 1747 if (tmp == op)
1753 continue; /* Can't apply yourself */ 1748 continue; /* Can't apply yourself */
1754 1749
1755 /* Check to see if one of the movement types should be slowed down. 1750 /* Check to see if one of the movement types should be slowed down.
1756 * Second check makes sure that the movement types not being slowed 1751 * Second check makes sure that the movement types not being slowed
1761 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1756 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1762 { 1757 {
1763 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1758 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1764 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1759 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1765 { 1760 {
1766
1767 float
1768 diff = tmp->move_slow_penalty * fabs (op->speed); 1761 float diff = tmp->move_slow_penalty * fabs (op->speed);
1769 1762
1770 if (op->is_player ()) 1763 if (op->is_player ())
1771 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1764 if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) ||
1772 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1765 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1773 diff /= 4.0; 1766 diff /= 4.0;
1774 1767
1775 op->speed_left -= diff; 1768 op->speed_left -= diff;
1776 } 1769 }
1777 } 1770 }
2547 return splay (tmp); 2540 return splay (tmp);
2548 2541
2549 return 0; 2542 return 0;
2550} 2543}
2551 2544
2545void
2546object::force_set_timer (int duration)
2547{
2548 this->duration = 1;
2549 this->speed_left = -1.f;
2550
2551 this->set_speed (duration ? 1.f / duration : 0.f);
2552}
2553
2552object * 2554object *
2553object::force_add (shstr_tmp name, int duration) 2555object::force_add (shstr_tmp name, int duration)
2554{ 2556{
2555 if (object *force = force_find (name)) 2557 if (object *force = force_find (name))
2556 force->destroy (); 2558 force->destroy ();
2557 2559
2558 object *force = get_archetype (FORCE_NAME); 2560 object *force = get_archetype (FORCE_NAME);
2559 2561
2560 force->slaying = name; 2562 force->slaying = name;
2561 force->stats.food = 1;
2562 force->speed_left = -1.f;
2563 2563
2564 force->set_speed (duration ? 1.f / duration : 0.f); 2564 force->force_set_timer (duration);
2565 force->flag [FLAG_IS_USED_UP] = true; 2565
2566 force->flag [FLAG_APPLIED] = true; 2566 force->flag [FLAG_APPLIED] = true;
2567 2567
2568 return insert (force); 2568 return insert (force);
2569} 2569}
2570 2570

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