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Comparing deliantra/server/common/object.C (file contents):
Revision 1.285 by root, Tue Sep 1 20:56:05 2009 UTC vs.
Revision 1.295 by root, Fri Nov 6 13:03:34 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,
49 0, 52 0,
50 -1, -1, 0, 1, 1, 1, 0, -1, 53 -1, -1, 0, 1, 1, 1, 0, -1,
51 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 54 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
52 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3 55 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
53}; 56};
54int maxfree[SIZEOFFREE] = {
55 0,
56 9, 10, 13, 14, 17, 18, 21, 22,
57 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
58 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
59};
60int freedir[SIZEOFFREE] = { 57int freedir[SIZEOFFREE] = {
61 0, 58 0,
62 1, 2, 3, 4, 5, 6, 7, 8, 59 1, 2, 3, 4, 5, 6, 7, 8,
63 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8, 60 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
64 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8 61 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
62};
63
64static int maxfree[SIZEOFFREE] = {
65 0,
66 9, 10, 13, 14, 17, 18, 21, 22,
67 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
68 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
65}; 69};
66 70
67static void 71static void
68write_uuid (uval64 skip, bool sync) 72write_uuid (uval64 skip, bool sync)
69{ 73{
334 338
335 // the player itself is always on a map, so we will find him here 339 // the player itself is always on a map, so we will find him here
336 // even if our inv is in a player. 340 // even if our inv is in a player.
337 if (envest->is_on_map ()) 341 if (envest->is_on_map ())
338 if (object *pl = envest->ms ().player ()) 342 if (object *pl = envest->ms ().player ())
339 if (pl->container == env) 343 if (pl->container_ () == env)
340 return pl; 344 return pl;
341 } 345 }
342 else 346 else
343 { 347 {
344 // maybe there is a player standing on the same mapspace 348 // maybe there is a player standing on the same mapspace
345 // this will catch the case where "this" is a player 349 // this will catch the case where "this" is a player
346 if (object *pl = ms ().player ()) 350 if (object *pl = ms ().player ())
347 if ((!pl->container && pl->contr->ns && !pl->contr->ns->update_look) 351 if ((pl->contr->ns && !pl->container_ () && !pl->contr->ns->update_look)
348 || this == pl->container) 352 || pl->container_ () == this)
349 return pl; 353 return pl;
350 } 354 }
351 } 355 }
352 356
353 return 0; 357 return 0;
431 object_freezer freezer; 435 object_freezer freezer;
432 op->write (freezer); 436 op->write (freezer);
433 return freezer.as_string (); 437 return freezer.as_string ();
434} 438}
435 439
440char *
441object::as_string ()
442{
443 return dump_object (this);
444}
445
436/* 446/*
437 * get_nearest_part(multi-object, object 2) returns the part of the 447 * get_nearest_part(multi-object, object 2) returns the part of the
438 * multi-object 1 which is closest to the second object. 448 * multi-object 1 which is closest to the second object.
439 * If it's not a multi-object, it is returned. 449 * If it's not a multi-object, it is returned.
440 */ 450 */
441object * 451static object *
442get_nearest_part (object *op, const object *pl) 452get_nearest_part (object *op, const object *pl)
443{ 453{
444 object *tmp, *closest; 454 object *tmp, *closest;
445 int last_dist, i; 455 int last_dist, i;
446 456
555 update_stats (); 565 update_stats ();
556 566
557 new_draw_info_format (NDI_UNIQUE, 0, this, 567 new_draw_info_format (NDI_UNIQUE, 0, this,
558 "You try to balance all your items at once, " 568 "You try to balance all your items at once, "
559 "but the %s is just too much for your body. " 569 "but the %s is just too much for your body. "
560 "[You need to unapply some items first.]", &ob->name); 570 "[You need to unapply some items first - use the 'body' command to see "
571 "how many items you cna wera on a specific body part.]", &ob->name);
561 return false; 572 return false;
562 } 573 }
563 574
564 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name); 575 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
565 } 576 }
831{ 842{
832 /* If already on active list, don't do anything */ 843 /* If already on active list, don't do anything */
833 if (active) 844 if (active)
834 return; 845 return;
835 846
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 ()) 847 if (has_active_speed ())
848 {
849 if (flag [FLAG_FREED])
850 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
851
840 actives.insert (this); 852 actives.insert (this);
853 }
841} 854}
842 855
843void 856void
844object::activate_recursive () 857object::activate_recursive ()
845{ 858{
1031 * the previous environment. 1044 * the previous environment.
1032 */ 1045 */
1033void 1046void
1034object::do_remove () 1047object::do_remove ()
1035{ 1048{
1036 object *tmp, *last = 0;
1037 object *otmp;
1038
1039 if (flag [FLAG_REMOVED]) 1049 if (flag [FLAG_REMOVED])
1040 return; 1050 return;
1041 1051
1042 INVOKE_OBJECT (REMOVE, this); 1052 INVOKE_OBJECT (REMOVE, this);
1043 1053
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 ();
1149 //TODO: update floorbox to preserve ordering 1159 //TODO: update floorbox to preserve ordering
1150 if (pl->contr->ns) 1160 if (pl->contr->ns)
1151 pl->contr->ns->floorbox_update (); 1161 pl->contr->ns->floorbox_update ();
1152 } 1162 }
1153 1163
1164 if (check_walk_off)
1154 for (tmp = ms.bot; tmp; tmp = tmp->above) 1165 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1155 { 1166 {
1167 above = tmp->above;
1168
1156 /* No point updating the players look faces if he is the object 1169 /* No point updating the players look faces if he is the object
1157 * being removed. 1170 * being removed.
1158 */ 1171 */
1159 1172
1160 /* See if object moving off should effect something */ 1173 /* See if object moving off should effect something */
1161 if (check_walk_off
1162 && ((move_type & tmp->move_off) 1174 if ((move_type & tmp->move_off)
1163 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1175 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1164 {
1165 move_apply (tmp, this, 0); 1176 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 } 1177 }
1170
1171 last = tmp;
1172 }
1173 1178
1174 if (affects_los ()) 1179 if (affects_los ())
1175 update_all_los (map, x, y); 1180 update_all_los (map, x, y);
1176 } 1181 }
1177} 1182}
1477 * blocked() and wall() work properly), and these flags are updated by 1482 * blocked() and wall() work properly), and these flags are updated by
1478 * update_object(). 1483 * update_object().
1479 */ 1484 */
1480 1485
1481 /* if this is not the head or flag has been passed, don't check walk on status */ 1486 /* 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) 1487 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1483 { 1488 {
1484 if (check_move_on (op, originator)) 1489 if (check_move_on (op, originator))
1485 return 0; 1490 return 0;
1486 1491
1487 /* If we are a multi part object, lets work our way through the check 1492 /* If we are a multi part object, lets work our way through the check
1702 * on top. 1707 * on top.
1703 */ 1708 */
1704int 1709int
1705check_move_on (object *op, object *originator) 1710check_move_on (object *op, object *originator)
1706{ 1711{
1712 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1713 return 0;
1714
1707 object *tmp; 1715 object *tmp;
1708 maptile *m = op->map; 1716 maptile *m = op->map;
1709 int x = op->x, y = op->y; 1717 int x = op->x, y = op->y;
1710 1718
1711 MoveType move_on, move_slow, move_block; 1719 mapspace &ms = m->at (x, y);
1712 1720
1713 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1721 ms.update ();
1714 return 0;
1715 1722
1716 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1723 MoveType move_on = ms.move_on;
1717 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1724 MoveType move_slow = ms.move_slow;
1718 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1725 MoveType move_block = ms.move_block;
1719 1726
1720 /* if nothing on this space will slow op down or be applied, 1727 /* 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 1728 * 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 1729 * is set, as lots of objects don't have it set - we treat that
1723 * as walking. 1730 * as walking.
1734 return 0; 1741 return 0;
1735 1742
1736 /* The objects have to be checked from top to bottom. 1743 /* The objects have to be checked from top to bottom.
1737 * Hence, we first go to the top: 1744 * Hence, we first go to the top:
1738 */ 1745 */
1739 1746 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 } 1747 {
1748 next = tmp->below;
1749 1749
1750 for (; tmp; tmp = tmp->below)
1751 {
1752 if (tmp == op) 1750 if (tmp == op)
1753 continue; /* Can't apply yourself */ 1751 continue; /* Can't apply yourself */
1754 1752
1755 /* Check to see if one of the movement types should be slowed down. 1753 /* 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 1754 * Second check makes sure that the movement types not being slowed
1761 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1759 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1762 { 1760 {
1763 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1761 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)) 1762 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1765 { 1763 {
1766
1767 float
1768 diff = tmp->move_slow_penalty * fabs (op->speed); 1764 float diff = tmp->move_slow_penalty * fabs (op->speed);
1769 1765
1770 if (op->is_player ()) 1766 if (op->is_player ())
1771 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1767 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))) 1768 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1773 diff /= 4.0; 1769 diff /= 4.0;
1774 1770
1775 op->speed_left -= diff; 1771 op->speed_left -= diff;
1776 } 1772 }
1777 } 1773 }
2178 * This basically means that if direction is 15, then it could either go 2174 * This basically means that if direction is 15, then it could either go
2179 * direction 4, 14, or 16 to get back to where we are. 2175 * direction 4, 14, or 16 to get back to where we are.
2180 * Moved from spell_util.c to object.c with the other related direction 2176 * Moved from spell_util.c to object.c with the other related direction
2181 * functions. 2177 * functions.
2182 */ 2178 */
2183const int reduction_dir[SIZEOFFREE][3] = { 2179static const int reduction_dir[SIZEOFFREE][3] = {
2184 {0, 0, 0}, /* 0 */ 2180 {0, 0, 0}, /* 0 */
2185 {0, 0, 0}, /* 1 */ 2181 {0, 0, 0}, /* 1 */
2186 {0, 0, 0}, /* 2 */ 2182 {0, 0, 0}, /* 2 */
2187 {0, 0, 0}, /* 3 */ 2183 {0, 0, 0}, /* 3 */
2188 {0, 0, 0}, /* 4 */ 2184 {0, 0, 0}, /* 4 */
2547 return splay (tmp); 2543 return splay (tmp);
2548 2544
2549 return 0; 2545 return 0;
2550} 2546}
2551 2547
2548//-GPL
2549
2550void
2551object::force_set_timer (int duration)
2552{
2553 this->duration = 1;
2554 this->speed_left = -1.f;
2555
2556 this->set_speed (duration ? 1.f / duration : 0.f);
2557}
2558
2552object * 2559object *
2553object::force_add (shstr_tmp name, int duration) 2560object::force_add (shstr_tmp name, int duration)
2554{ 2561{
2555 if (object *force = force_find (name)) 2562 if (object *force = force_find (name))
2556 force->destroy (); 2563 force->destroy ();
2557 2564
2558 object *force = get_archetype (FORCE_NAME); 2565 object *force = get_archetype (FORCE_NAME);
2559 2566
2560 force->slaying = name; 2567 force->slaying = name;
2561 force->stats.food = 1; 2568 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; 2569 force->flag [FLAG_APPLIED] = true;
2567 2570
2568 return insert (force); 2571 return insert (force);
2569} 2572}
2570 2573
2571void 2574void

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