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/cvs/deliantra/server/common/object.C
(Generate patch)

Comparing deliantra/server/common/object.C (file contents):
Revision 1.302 by root, Tue Nov 10 00:01:31 2009 UTC vs.
Revision 1.317 by root, Fri Apr 2 03:41:24 2010 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify it under 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * the terms of the Affero GNU General Public License as published by the 9 * the terms of the Affero GNU General Public License as published by the
10 * Free Software Foundation, either version 3 of the License, or (at your 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * option) any later version. 11 * option) any later version.
26#include <stdio.h> 26#include <stdio.h>
27#include <sys/types.h> 27#include <sys/types.h>
28#include <sys/uio.h> 28#include <sys/uio.h>
29#include <object.h> 29#include <object.h>
30#include <sproto.h> 30#include <sproto.h>
31#include <loader.h>
32 31
33#include <bitset> 32#include <bitset>
34 33
35UUID UUID::cur; 34UUID UUID::cur;
36static uint64_t seq_next_save; 35static uint64_t seq_next_save;
77 CALL_CALL ("cf::write_uuid", G_DISCARD); 76 CALL_CALL ("cf::write_uuid", G_DISCARD);
78 CALL_END; 77 CALL_END;
79} 78}
80 79
81static void 80static void
82read_uuid (void) 81read_uuid ()
83{ 82{
84 char filename[MAX_BUF]; 83 char filename[MAX_BUF];
85 84
86 sprintf (filename, "%s/uuid", settings.localdir); 85 sprintf (filename, "%s/uuid", settings.localdir);
87 86
248 * Improvements made with merge: Better checking on potion, and also 247 * Improvements made with merge: Better checking on potion, and also
249 * check weight 248 * check weight
250 */ 249 */
251bool object::can_merge_slow (object *ob1, object *ob2) 250bool object::can_merge_slow (object *ob1, object *ob2)
252{ 251{
253 /* A couple quicksanity checks */ 252 /* A couple quick sanity checks */
254 if (ob1 == ob2 253 if (ob1 == ob2
255 || ob1->type != ob2->type 254 || ob1->type != ob2->type
256 || fabs (ob1->speed - ob2->speed) >= MIN_ACTIVE_SPEED
257 || ob1->value != ob2->value 255 || ob1->value != ob2->value
258 || ob1->name != ob2->name) 256 || ob1->name != ob2->name
257 || fabs (ob1->speed - ob2->speed) >= MIN_ACTIVE_SPEED)
259 return 0; 258 return 0;
260 259
261 /* Do not merge objects if nrof would overflow, assume nrof 260 /* Do not merge objects if nrof would overflow, assume nrof
262 * is always 0 .. 2**31-1 */ 261 * is always 0 .. 2**31-1 */
263 if (ob1->nrof > 0x7fffffff - ob2->nrof) 262 if (ob1->nrof > 0x7fffffff - ob2->nrof)
284 || ob1->magic != ob2->magic 283 || ob1->magic != ob2->magic
285 || ob1->slaying != ob2->slaying 284 || ob1->slaying != ob2->slaying
286 || ob1->skill != ob2->skill 285 || ob1->skill != ob2->skill
287 || ob1->value != ob2->value 286 || ob1->value != ob2->value
288 || ob1->animation_id != ob2->animation_id 287 || ob1->animation_id != ob2->animation_id
289 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependent on each other 288 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependend on each other
290 || ob1->client_type != ob2->client_type 289 || ob1->client_type != ob2->client_type
291 || ob1->materialname != ob2->materialname 290 || ob1->material != ob2->material
292 || ob1->lore != ob2->lore 291 || ob1->lore != ob2->lore
293 || ob1->subtype != ob2->subtype 292 || ob1->subtype != ob2->subtype
294 || ob1->move_type != ob2->move_type 293 || ob1->move_type != ob2->move_type
295 || ob1->move_block != ob2->move_block 294 || ob1->move_block != ob2->move_block
296 || ob1->move_allow != ob2->move_allow 295 || ob1->move_allow != ob2->move_allow
521 520
522 return 0; 521 return 0;
523} 522}
524 523
525/* 524/*
525 * Returns the object which has the uuid equal to the argument.
526 * MOAR VERRRY slow.
527 */
528
529object *
530find_object_uuid (UUID i)
531{
532 for_all_objects (op)
533 if (op->uuid == i)
534 return op;
535
536 return 0;
537}
538
539/*
526 * Returns the first object which has a name equal to the argument. 540 * Returns the first object which has a name equal to the argument.
527 * Used only by the patch command, but not all that useful. 541 * Used only by the patch command, but not all that useful.
528 * Enables features like "patch <name-of-other-player> food 999" 542 * Enables features like "patch <name-of-other-player> food 999"
529 */ 543 */
530object * 544object *
583object::change_weapon (object *ob) 597object::change_weapon (object *ob)
584{ 598{
585 if (current_weapon == ob) 599 if (current_weapon == ob)
586 return true; 600 return true;
587 601
588 if (chosen_skill) 602 if (current_weapon && current_weapon->flag [FLAG_APPLIED])
589 chosen_skill->flag [FLAG_APPLIED] = false;
590
591 current_weapon = ob;
592 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
593
594 if (chosen_skill)
595 chosen_skill->flag [FLAG_APPLIED] = true;
596
597 update_stats ();
598
599 if (ob)
600 {
601 // now check wether any body locations became invalid, in which case
602 // we cannot apply the weapon at the moment.
603 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
604 if (slot[i].used < 0)
605 {
606 current_weapon = chosen_skill = 0;
607 update_stats ();
608
609 new_draw_info_format (NDI_UNIQUE, 0, this,
610 "You try to balance all your items at once, "
611 "but the %s is just too much for your body. "
612 "[You need to unapply some items first - use the 'body' command to see "
613 "how many items you cna wera on a specific body part.]", &ob->name);
614 return false;
615 }
616
617 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
618 } 603 {
619 else 604 manual_apply (this, current_weapon, AP_UNAPPLY);
620 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
621 605
622 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL) 606 if (current_weapon && !current_weapon->flag [FLAG_APPLIED])//D
623 { 607 LOG (llevError, "FATAL: did not clear current_weapon (%s)\n", current_weapon->debug_desc ());
624 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s", 608
625 &name, ob->debug_desc ()); 609 if (current_weapon && current_weapon->flag [FLAG_APPLIED])
626 return false; 610 return false;
611 }
612
613 current_weapon = 0;
614
615 if (ob && !ob->flag [FLAG_APPLIED])
616 {
617 manual_apply (this, ob, AP_APPLY);
618
619 if (ob->flag [FLAG_APPLIED])
620 current_weapon = ob;
621 else
622 return false;
627 } 623 }
628 624
629 return true; 625 return true;
630} 626}
631 627
687 tail = new_link; 683 tail = new_link;
688 } 684 }
689 } 685 }
690 } 686 }
691 687
692 if (speed < 0)
693 dst->speed_left -= rndm ();
694
695 dst->activate (); 688 dst->activate ();
696} 689}
697 690
698void 691void
699object::instantiate () 692object::instantiate ()
700{ 693{
701 if (!uuid.seq) // HACK 694 if (!uuid.seq) // HACK
702 uuid = UUID::gen (); 695 uuid = UUID::gen ();
703 696
697 // TODO: unclean state changes, should nt be done in copy_to AND instantiate
698 if (flag [FLAG_RANDOM_SPEED] && speed)
699 speed_left = - speed - rndm (); // TODO animation
700 else
704 speed_left = -0.1f; 701 speed_left = -1.;
702
705 /* copy the body_info to the body_used - this is only really 703 /* copy the body_info to the body_used - this is only really
706 * need for monsters, but doesn't hurt to do it for everything. 704 * need for monsters, but doesn't hurt to do it for everything.
707 * by doing so, when a monster is created, it has good starting 705 * by doing so, when a monster is created, it has good starting
708 * values for the body_used info, so when items are created 706 * values for the body_used info, so when items are created
709 * for it, they can be properly equipped. 707 * for it, they can be properly equipped.
717object * 715object *
718object::clone () 716object::clone ()
719{ 717{
720 object *neu = create (); 718 object *neu = create ();
721 copy_to (neu); 719 copy_to (neu);
720
721 // TODO: unclean state changes, should not be done in clone AND instantiate
722 if (neu->flag [FLAG_RANDOM_SPEED] && neu->speed)
723 neu->speed_left = - neu->speed - rndm (); // TODO animation
724
722 neu->map = map; // not copied by copy_to 725 neu->map = map; // not copied by copy_to
723 return neu; 726 return neu;
724} 727}
725 728
726/* 729/*
844object::object () 847object::object ()
845{ 848{
846 SET_FLAG (this, FLAG_REMOVED); 849 SET_FLAG (this, FLAG_REMOVED);
847 850
848 //expmul = 1.0; declared const for the time being 851 //expmul = 1.0; declared const for the time being
849 face = blank_face; 852 face = blank_face;
853 material = MATERIAL_NULL;
850} 854}
851 855
852object::~object () 856object::~object ()
853{ 857{
854 unlink (); 858 unlink ();
1125 1129
1126 above = 0; 1130 above = 0;
1127 below = 0; 1131 below = 0;
1128 env = 0; 1132 env = 0;
1129 1133
1130 /* NO_FIX_PLAYER is set when a great many changes are being 1134 if (pl && pl->is_player ())
1131 * made to players inventory. If set, avoiding the call
1132 * to save cpu time.
1133 */ 1135 {
1134 if (pl) 1136 if (expect_false (pl->contr->combat_ob == this))
1135 if (pl->is_player () && (glow_radius || !QUERY_FLAG (pl, FLAG_NO_FIX_PLAYER)))
1136 { 1137 {
1137 pl->update_stats (); 1138 pl->apply (pl->contr->combat_ob, AP_UNAPPLY);
1139 pl->contr->combat_ob = 0;
1140 if (pl->contr->ranged_ob) pl->apply (pl->contr->ranged_ob);
1141 }
1138 1142
1143 if (expect_false (pl->contr->ranged_ob == this))
1144 {
1145 pl->apply (pl->contr->ranged_ob, AP_UNAPPLY);
1146 pl->contr->ranged_ob = 0;
1147 if (pl->contr->combat_ob) pl->apply (pl->contr->combat_ob);
1148 }
1149
1150 pl->contr->queue_stats_update ();
1151
1139 if (glow_radius && pl->is_on_map ()) 1152 if (expect_false (glow_radius) && pl->is_on_map ())
1140 update_all_los (pl->map, pl->x, pl->y); 1153 update_all_los (pl->map, pl->x, pl->y);
1141 } 1154 }
1142 } 1155 }
1143 else if (map) 1156 else if (map)
1144 { 1157 {
1145 map->dirty = true; 1158 map->dirty = true;
1146 mapspace &ms = this->ms (); 1159 mapspace &ms = this->ms ();
1266 1279
1267 object *prev = this; 1280 object *prev = this;
1268 1281
1269 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more) 1282 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1270 { 1283 {
1271 object *op = arch_to_object (at); 1284 object *op = at->instance ();
1272 1285
1273 op->name = name; 1286 op->name = name;
1274 op->name_pl = name_pl; 1287 op->name_pl = name_pl;
1275 op->title = title; 1288 op->title = title;
1276 1289
1314 * Passing 0 for flag gives proper default values, so flag really only needs 1327 * Passing 0 for flag gives proper default values, so flag really only needs
1315 * to be set if special handling is needed. 1328 * to be set if special handling is needed.
1316 * 1329 *
1317 * Return value: 1330 * Return value:
1318 * new object if 'op' was merged with other object 1331 * new object if 'op' was merged with other object
1319 * NULL if 'op' was destroyed 1332 * NULL if there was an error (destroyed, blocked etc.)
1320 * just 'op' otherwise 1333 * just 'op' otherwise
1321 */ 1334 */
1322object * 1335object *
1323insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1336insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1324{ 1337{
1551 1564
1552 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above) 1565 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1553 if (tmp->arch->archname == archname) /* same archetype */ 1566 if (tmp->arch->archname == archname) /* same archetype */
1554 tmp->destroy (); 1567 tmp->destroy ();
1555 1568
1556 object *tmp = arch_to_object (archetype::find (archname)); 1569 object *tmp = archetype::find (archname)->instance ();
1557 1570
1558 tmp->x = op->x; 1571 tmp->x = op->x;
1559 tmp->y = op->y; 1572 tmp->y = op->y;
1560 1573
1561 insert_ob_in_map (tmp, op->map, op, 0); 1574 insert_ob_in_map (tmp, op->map, op, 0);
1737 if (op->glow_radius && is_on_map ()) 1750 if (op->glow_radius && is_on_map ())
1738 { 1751 {
1739 update_stats (); 1752 update_stats ();
1740 update_all_los (map, x, y); 1753 update_all_los (map, x, y);
1741 } 1754 }
1742 else if (is_player () && !flag [FLAG_NO_FIX_PLAYER]) 1755 else if (is_player ())
1743 // if this is a player's inventory, update stats 1756 // if this is a player's inventory, update stats
1744 update_stats (); 1757 contr->queue_stats_update ();
1745 1758
1746 INVOKE_OBJECT (INSERT, this); 1759 INVOKE_OBJECT (INSERT, this);
1747 1760
1748 return op; 1761 return op;
1749} 1762}
2560 // TODO: this does not seem to serve any purpose anymore? 2573 // TODO: this does not seem to serve any purpose anymore?
2561#if 0 2574#if 0
2562 // insert the "Close Container" object. 2575 // insert the "Close Container" object.
2563 if (archetype *closer = new_container->other_arch) 2576 if (archetype *closer = new_container->other_arch)
2564 { 2577 {
2565 object *closer = arch_to_object (new_container->other_arch); 2578 object *closer = new_container->other_arch->instance ();
2566 closer->flag [FLAG_NO_MAP_SAVE] = 1; 2579 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2567 new_container->insert (closer); 2580 new_container->insert (closer);
2568 } 2581 }
2569#endif 2582#endif
2570 2583
2676 2689
2677 insert (force); 2690 insert (force);
2678 } 2691 }
2679} 2692}
2680 2693
2694void object::change_move_type (MoveType mt)
2695{
2696 if (move_type == mt)
2697 return;
2698
2699 if (is_on_map ())
2700 {
2701 // we are on the map, so handle move_on/off effects
2702 remove ();
2703 move_type = mt;
2704 map->insert (this, x, y, this);
2705 }
2706 else
2707 move_type = mt;
2708}
2709

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