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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 1.294 by root, Thu Nov 5 15:43:21 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>
36static const uint64 UUID_GAP = 1<<19; 37static const uint64 UUID_GAP = 1<<19;
37uint32_t mapspace::smellcount = 10000; 38uint32_t mapspace::smellcount = 10000;
38 39
39objectvec objects; 40objectvec objects;
40activevec actives; 41activevec actives;
42
43//+GPL
41 44
42short freearr_x[SIZEOFFREE] = { 45short freearr_x[SIZEOFFREE] = {
43 0, 46 0,
44 0, 1, 1, 1, 0, -1, -1, -1, 47 0, 1, 1, 1, 0, -1, -1, -1,
45 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 48 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
328 // the player inventory itself is always visible 331 // the player inventory itself is always visible
329 if (env->is_player ()) 332 if (env->is_player ())
330 return env; 333 return env;
331 334
332 // else a player could have our env open 335 // else a player could have our env open
333 object *envest = env->outer_env (); 336 object *envest = env->outer_env_or_self ();
334 337
335 // the player itself is always on a map, so we will find him here 338 // the player itself is always on a map, so we will find him here
336 // even if our inv is in a player. 339 // even if our inv is in a player.
337 if (envest->is_on_map ()) 340 if (envest->is_on_map ())
338 if (object *pl = envest->ms ().player ()) 341 if (object *pl = envest->ms ().player ())
339 if (pl->container == env) 342 if (pl->container_ () == env)
340 return pl; 343 return pl;
341 } 344 }
342 else 345 else
343 { 346 {
344 // maybe there is a player standing on the same mapspace 347 // maybe there is a player standing on the same mapspace
345 // this will catch the case where "this" is a player 348 // this will catch the case where "this" is a player
346 if (object *pl = ms ().player ()) 349 if (object *pl = ms ().player ())
347 if ((!pl->container && pl->contr->ns && !pl->contr->ns->update_look) 350 if ((pl->contr->ns && !pl->container_ () && !pl->contr->ns->update_look)
348 || this == pl->container) 351 || pl->container_ () == this)
349 return pl; 352 return pl;
350 } 353 }
351 } 354 }
352 355
353 return 0; 356 return 0;
429 return strdup ("[NULLOBJ]"); 432 return strdup ("[NULLOBJ]");
430 433
431 object_freezer freezer; 434 object_freezer freezer;
432 op->write (freezer); 435 op->write (freezer);
433 return freezer.as_string (); 436 return freezer.as_string ();
437}
438
439char *
440object::as_string ()
441{
442 return dump_object (this);
434} 443}
435 444
436/* 445/*
437 * get_nearest_part(multi-object, object 2) returns the part of the 446 * get_nearest_part(multi-object, object 2) returns the part of the
438 * multi-object 1 which is closest to the second object. 447 * multi-object 1 which is closest to the second object.
555 update_stats (); 564 update_stats ();
556 565
557 new_draw_info_format (NDI_UNIQUE, 0, this, 566 new_draw_info_format (NDI_UNIQUE, 0, this,
558 "You try to balance all your items at once, " 567 "You try to balance all your items at once, "
559 "but the %s is just too much for your body. " 568 "but the %s is just too much for your body. "
560 "[You need to unapply some items first.]", &ob->name); 569 "[You need to unapply some items first - use the 'body' command to see "
570 "how many items you cna wera on a specific body part.]", &ob->name);
561 return false; 571 return false;
562 } 572 }
563 573
564 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name); 574 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
565 } 575 }
831{ 841{
832 /* If already on active list, don't do anything */ 842 /* If already on active list, don't do anything */
833 if (active) 843 if (active)
834 return; 844 return;
835 845
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 ()) 846 if (has_active_speed ())
847 {
848 if (flag [FLAG_FREED])
849 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
850
840 actives.insert (this); 851 actives.insert (this);
852 }
841} 853}
842 854
843void 855void
844object::activate_recursive () 856object::activate_recursive ()
845{ 857{
1031 * the previous environment. 1043 * the previous environment.
1032 */ 1044 */
1033void 1045void
1034object::do_remove () 1046object::do_remove ()
1035{ 1047{
1036 object *tmp, *last = 0;
1037 object *otmp;
1038
1039 if (flag [FLAG_REMOVED]) 1048 if (flag [FLAG_REMOVED])
1040 return; 1049 return;
1041 1050
1042 INVOKE_OBJECT (REMOVE, this); 1051 INVOKE_OBJECT (REMOVE, this);
1043 1052
1109 close_container (); 1118 close_container ();
1110 1119
1111 --map->players; 1120 --map->players;
1112 map->touch (); 1121 map->touch ();
1113 } 1122 }
1114 else if (pl->container == this) 1123 else if (pl->container_ () == this)
1115 { 1124 {
1116 // removing a container should close it 1125 // removing a container should close it
1117 close_container (); 1126 close_container ();
1118 } 1127 }
1119 1128
1135 1144
1136 int check_walk_off = !flag [FLAG_NO_APPLY]; 1145 int check_walk_off = !flag [FLAG_NO_APPLY];
1137 1146
1138 if (object *pl = ms.player ()) 1147 if (object *pl = ms.player ())
1139 { 1148 {
1140 if (pl->container == this) 1149 if (pl->container_ () == this)
1141 /* If a container that the player is currently using somehow gets 1150 /* If a container that the player is currently using somehow gets
1142 * removed (most likely destroyed), update the player view 1151 * removed (most likely destroyed), update the player view
1143 * appropriately. 1152 * appropriately.
1144 */ 1153 */
1145 pl->close_container (); 1154 pl->close_container ();
1149 //TODO: update floorbox to preserve ordering 1158 //TODO: update floorbox to preserve ordering
1150 if (pl->contr->ns) 1159 if (pl->contr->ns)
1151 pl->contr->ns->floorbox_update (); 1160 pl->contr->ns->floorbox_update ();
1152 } 1161 }
1153 1162
1163 if (check_walk_off)
1154 for (tmp = ms.bot; tmp; tmp = tmp->above) 1164 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1155 { 1165 {
1166 above = tmp->above;
1167
1156 /* No point updating the players look faces if he is the object 1168 /* No point updating the players look faces if he is the object
1157 * being removed. 1169 * being removed.
1158 */ 1170 */
1159 1171
1160 /* See if object moving off should effect something */ 1172 /* See if object moving off should effect something */
1161 if (check_walk_off
1162 && ((move_type & tmp->move_off) 1173 if ((move_type & tmp->move_off)
1163 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1174 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1164 {
1165 move_apply (tmp, this, 0); 1175 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 } 1176 }
1170
1171 last = tmp;
1172 }
1173 1177
1174 if (affects_los ()) 1178 if (affects_los ())
1175 update_all_los (map, x, y); 1179 update_all_los (map, x, y);
1176 } 1180 }
1177} 1181}
1477 * blocked() and wall() work properly), and these flags are updated by 1481 * blocked() and wall() work properly), and these flags are updated by
1478 * update_object(). 1482 * update_object().
1479 */ 1483 */
1480 1484
1481 /* if this is not the head or flag has been passed, don't check walk on status */ 1485 /* 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) 1486 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1483 { 1487 {
1484 if (check_move_on (op, originator)) 1488 if (check_move_on (op, originator))
1485 return 0; 1489 return 0;
1486 1490
1487 /* If we are a multi part object, lets work our way through the check 1491 /* If we are a multi part object, lets work our way through the check
1702 * on top. 1706 * on top.
1703 */ 1707 */
1704int 1708int
1705check_move_on (object *op, object *originator) 1709check_move_on (object *op, object *originator)
1706{ 1710{
1711 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1712 return 0;
1713
1707 object *tmp; 1714 object *tmp;
1708 maptile *m = op->map; 1715 maptile *m = op->map;
1709 int x = op->x, y = op->y; 1716 int x = op->x, y = op->y;
1710 1717
1711 MoveType move_on, move_slow, move_block; 1718 mapspace &ms = m->at (x, y);
1712 1719
1713 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1720 ms.update ();
1714 return 0;
1715 1721
1716 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1722 MoveType move_on = ms.move_on;
1717 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1723 MoveType move_slow = ms.move_slow;
1718 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1724 MoveType move_block = ms.move_block;
1719 1725
1720 /* if nothing on this space will slow op down or be applied, 1726 /* 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 1727 * 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 1728 * is set, as lots of objects don't have it set - we treat that
1723 * as walking. 1729 * as walking.
1734 return 0; 1740 return 0;
1735 1741
1736 /* The objects have to be checked from top to bottom. 1742 /* The objects have to be checked from top to bottom.
1737 * Hence, we first go to the top: 1743 * Hence, we first go to the top:
1738 */ 1744 */
1739 1745 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 } 1746 {
1747 next = tmp->below;
1749 1748
1750 for (; tmp; tmp = tmp->below)
1751 {
1752 if (tmp == op) 1749 if (tmp == op)
1753 continue; /* Can't apply yourself */ 1750 continue; /* Can't apply yourself */
1754 1751
1755 /* Check to see if one of the movement types should be slowed down. 1752 /* 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 1753 * Second check makes sure that the movement types not being slowed
1761 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1758 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1762 { 1759 {
1763 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1760 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)) 1761 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1765 { 1762 {
1766
1767 float
1768 diff = tmp->move_slow_penalty * fabs (op->speed); 1763 float diff = tmp->move_slow_penalty * fabs (op->speed);
1769 1764
1770 if (op->is_player ()) 1765 if (op->is_player ())
1771 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1766 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))) 1767 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1773 diff /= 4.0; 1768 diff /= 4.0;
1774 1769
1775 op->speed_left -= diff; 1770 op->speed_left -= diff;
1776 } 1771 }
1777 } 1772 }
2547 return splay (tmp); 2542 return splay (tmp);
2548 2543
2549 return 0; 2544 return 0;
2550} 2545}
2551 2546
2547//-GPL
2548
2549void
2550object::force_set_timer (int duration)
2551{
2552 this->duration = 1;
2553 this->speed_left = -1.f;
2554
2555 this->set_speed (duration ? 1.f / duration : 0.f);
2556}
2557
2552object * 2558object *
2553object::force_add (shstr_tmp name, int duration) 2559object::force_add (shstr_tmp name, int duration)
2554{ 2560{
2555 if (object *force = force_find (name)) 2561 if (object *force = force_find (name))
2556 force->destroy (); 2562 force->destroy ();
2557 2563
2558 object *force = get_archetype (FORCE_NAME); 2564 object *force = get_archetype (FORCE_NAME);
2559 2565
2560 force->slaying = name; 2566 force->slaying = name;
2561 force->stats.food = 1; 2567 force->force_set_timer (duration);
2562 force->speed_left = -1.f;
2563
2564 force->set_speed (duration ? 1.f / duration : 0.f);
2565 force->flag [FLAG_IS_USED_UP] = true;
2566 force->flag [FLAG_APPLIED] = true; 2568 force->flag [FLAG_APPLIED] = true;
2567 2569
2568 return insert (force); 2570 return insert (force);
2569} 2571}
2570 2572
2571void 2573void

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