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Comparing deliantra/server/common/object.C (file contents):
Revision 1.304 by root, Tue Nov 10 16:29:20 2009 UTC vs.
Revision 1.319 by root, Sat Apr 3 02:29:40 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->material != ob2->material 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
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 *
558 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ()); 572 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
559 return; 573 return;
560 } 574 }
561 575
562 this->owner = owner; 576 this->owner = owner;
563}
564
565int
566object::slottype () const
567{
568 if (type == SKILL)
569 {
570 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
571 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
572 }
573 else
574 {
575 if (slot [body_combat].info) return slot_combat;
576 if (slot [body_range ].info) return slot_ranged;
577 }
578
579 return slot_none;
580}
581
582bool
583object::change_weapon (object *ob)
584{
585 if (current_weapon == ob)
586 return true;
587
588 if (chosen_skill)
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 }
619 else
620 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
621
622 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
623 {
624 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
625 &name, ob->debug_desc ());
626 return false;
627 }
628
629 return true;
630} 577}
631 578
632/* Zero the key_values on op, decrementing the shared-string 579/* Zero the key_values on op, decrementing the shared-string
633 * refcounts and freeing the links. 580 * refcounts and freeing the links.
634 */ 581 */
687 tail = new_link; 634 tail = new_link;
688 } 635 }
689 } 636 }
690 } 637 }
691 638
692 if (speed < 0)
693 dst->speed_left -= rndm ();
694
695 dst->activate (); 639 dst->activate ();
696} 640}
697 641
698void 642void
699object::instantiate () 643object::instantiate ()
700{ 644{
701 if (!uuid.seq) // HACK 645 if (!uuid.seq) // HACK
702 uuid = UUID::gen (); 646 uuid = UUID::gen ();
703 647
648 // TODO: unclean state changes, should nt be done in copy_to AND instantiate
649 if (flag [FLAG_RANDOM_SPEED] && speed)
650 speed_left = - speed - rndm (); // TODO animation
651 else
704 speed_left = -0.1f; 652 speed_left = -1.;
653
705 /* copy the body_info to the body_used - this is only really 654 /* 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. 655 * 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 656 * by doing so, when a monster is created, it has good starting
708 * values for the body_used info, so when items are created 657 * values for the body_used info, so when items are created
709 * for it, they can be properly equipped. 658 * for it, they can be properly equipped.
717object * 666object *
718object::clone () 667object::clone ()
719{ 668{
720 object *neu = create (); 669 object *neu = create ();
721 copy_to (neu); 670 copy_to (neu);
671
672 // TODO: unclean state changes, should not be done in clone AND instantiate
673 if (neu->flag [FLAG_RANDOM_SPEED] && neu->speed)
674 neu->speed_left = - neu->speed - rndm (); // TODO animation
675
722 neu->map = map; // not copied by copy_to 676 neu->map = map; // not copied by copy_to
723 return neu; 677 return neu;
724} 678}
725 679
726/* 680/*
1126 1080
1127 above = 0; 1081 above = 0;
1128 below = 0; 1082 below = 0;
1129 env = 0; 1083 env = 0;
1130 1084
1131 /* NO_FIX_PLAYER is set when a great many changes are being 1085 if (pl && pl->is_player ())
1132 * made to players inventory. If set, avoiding the call
1133 * to save cpu time.
1134 */ 1086 {
1135 if (pl) 1087 if (expect_false (pl->contr->combat_ob == this))
1136 if (pl->is_player () && (glow_radius || !QUERY_FLAG (pl, FLAG_NO_FIX_PLAYER)))
1137 { 1088 {
1138 pl->update_stats (); 1089 pl->apply (pl->contr->combat_ob, AP_UNAPPLY);
1090 pl->contr->combat_ob = 0;
1091 if (pl->contr->ranged_ob) pl->apply (pl->contr->ranged_ob);
1092 }
1139 1093
1094 if (expect_false (pl->contr->ranged_ob == this))
1095 {
1096 pl->apply (pl->contr->ranged_ob, AP_UNAPPLY);
1097 pl->contr->ranged_ob = 0;
1098 if (pl->contr->combat_ob) pl->apply (pl->contr->combat_ob);
1099 }
1100
1101 pl->contr->queue_stats_update ();
1102
1140 if (glow_radius && pl->is_on_map ()) 1103 if (expect_false (glow_radius) && pl->is_on_map ())
1141 update_all_los (pl->map, pl->x, pl->y); 1104 update_all_los (pl->map, pl->x, pl->y);
1142 } 1105 }
1143 } 1106 }
1144 else if (map) 1107 else if (map)
1145 { 1108 {
1146 map->dirty = true; 1109 map->dirty = true;
1147 mapspace &ms = this->ms (); 1110 mapspace &ms = this->ms ();
1267 1230
1268 object *prev = this; 1231 object *prev = this;
1269 1232
1270 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more) 1233 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1271 { 1234 {
1272 object *op = arch_to_object (at); 1235 object *op = at->instance ();
1273 1236
1274 op->name = name; 1237 op->name = name;
1275 op->name_pl = name_pl; 1238 op->name_pl = name_pl;
1276 op->title = title; 1239 op->title = title;
1277 1240
1315 * Passing 0 for flag gives proper default values, so flag really only needs 1278 * Passing 0 for flag gives proper default values, so flag really only needs
1316 * to be set if special handling is needed. 1279 * to be set if special handling is needed.
1317 * 1280 *
1318 * Return value: 1281 * Return value:
1319 * new object if 'op' was merged with other object 1282 * new object if 'op' was merged with other object
1320 * NULL if 'op' was destroyed 1283 * NULL if there was an error (destroyed, blocked etc.)
1321 * just 'op' otherwise 1284 * just 'op' otherwise
1322 */ 1285 */
1323object * 1286object *
1324insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1287insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1325{ 1288{
1552 1515
1553 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above) 1516 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1554 if (tmp->arch->archname == archname) /* same archetype */ 1517 if (tmp->arch->archname == archname) /* same archetype */
1555 tmp->destroy (); 1518 tmp->destroy ();
1556 1519
1557 object *tmp = arch_to_object (archetype::find (archname)); 1520 object *tmp = archetype::find (archname)->instance ();
1558 1521
1559 tmp->x = op->x; 1522 tmp->x = op->x;
1560 tmp->y = op->y; 1523 tmp->y = op->y;
1561 1524
1562 insert_ob_in_map (tmp, op->map, op, 0); 1525 insert_ob_in_map (tmp, op->map, op, 0);
1738 if (op->glow_radius && is_on_map ()) 1701 if (op->glow_radius && is_on_map ())
1739 { 1702 {
1740 update_stats (); 1703 update_stats ();
1741 update_all_los (map, x, y); 1704 update_all_los (map, x, y);
1742 } 1705 }
1743 else if (is_player () && !flag [FLAG_NO_FIX_PLAYER]) 1706 else if (is_player ())
1744 // if this is a player's inventory, update stats 1707 // if this is a player's inventory, update stats
1745 update_stats (); 1708 contr->queue_stats_update ();
1746 1709
1747 INVOKE_OBJECT (INSERT, this); 1710 INVOKE_OBJECT (INSERT, this);
1748 1711
1749 return op; 1712 return op;
1750} 1713}
2561 // TODO: this does not seem to serve any purpose anymore? 2524 // TODO: this does not seem to serve any purpose anymore?
2562#if 0 2525#if 0
2563 // insert the "Close Container" object. 2526 // insert the "Close Container" object.
2564 if (archetype *closer = new_container->other_arch) 2527 if (archetype *closer = new_container->other_arch)
2565 { 2528 {
2566 object *closer = arch_to_object (new_container->other_arch); 2529 object *closer = new_container->other_arch->instance ();
2567 closer->flag [FLAG_NO_MAP_SAVE] = 1; 2530 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2568 new_container->insert (closer); 2531 new_container->insert (closer);
2569 } 2532 }
2570#endif 2533#endif
2571 2534
2677 2640
2678 insert (force); 2641 insert (force);
2679 } 2642 }
2680} 2643}
2681 2644
2645void object::change_move_type (MoveType mt)
2646{
2647 if (move_type == mt)
2648 return;
2649
2650 if (is_on_map ())
2651 {
2652 // we are on the map, so handle move_on/off effects
2653 remove ();
2654 move_type = mt;
2655 map->insert (this, x, y, this);
2656 }
2657 else
2658 move_type = mt;
2659}
2660

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