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Comparing deliantra/server/common/object.C (file contents):
Revision 1.301 by root, Mon Nov 9 18:47:56 2009 UTC vs.
Revision 1.316 by root, Sun Mar 28 02:53:46 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 *
600 { 614 {
601 // now check wether any body locations became invalid, in which case 615 // now check wether any body locations became invalid, in which case
602 // we cannot apply the weapon at the moment. 616 // we cannot apply the weapon at the moment.
603 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i) 617 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
604 if (slot[i].used < 0) 618 if (slot[i].used < 0)
605 { 619 {
620 if (chosen_skill)
621 chosen_skill->flag [FLAG_APPLIED] = false;
622
606 current_weapon = chosen_skill = 0; 623 current_weapon = chosen_skill = 0;
607 update_stats (); 624 update_stats ();
608 625
609 new_draw_info_format (NDI_UNIQUE, 0, this, 626 new_draw_info_format (NDI_UNIQUE, 0, this,
610 "You try to balance all your items at once, " 627 "You try to balance all your items at once, "
611 "but the %s is just too much for your body. " 628 "but the %s is just too much for your body. "
612 "[You need to unapply some items first - use the 'body' command to see " 629 "[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); 630 "how many items you can wear on a specific body part.]", &ob->name);
614 return false; 631 return false;
615 } 632 }
616 633
617 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name); 634 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
618 } 635 }
687 tail = new_link; 704 tail = new_link;
688 } 705 }
689 } 706 }
690 } 707 }
691 708
692 if (speed < 0)
693 dst->speed_left -= rndm ();
694
695 dst->activate (); 709 dst->activate ();
696} 710}
697 711
698void 712void
699object::instantiate () 713object::instantiate ()
700{ 714{
701 if (!uuid.seq) // HACK 715 if (!uuid.seq) // HACK
702 uuid = UUID::gen (); 716 uuid = UUID::gen ();
703 717
718 // TODO: unclean state changes, should nt be done in copy_to AND instantiate
719 if (flag [FLAG_RANDOM_SPEED] && speed)
720 speed_left = - speed - rndm (); // TODO animation
721 else
704 speed_left = -0.1f; 722 speed_left = -1.;
723
705 /* copy the body_info to the body_used - this is only really 724 /* 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. 725 * 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 726 * by doing so, when a monster is created, it has good starting
708 * values for the body_used info, so when items are created 727 * values for the body_used info, so when items are created
709 * for it, they can be properly equipped. 728 * for it, they can be properly equipped.
717object * 736object *
718object::clone () 737object::clone ()
719{ 738{
720 object *neu = create (); 739 object *neu = create ();
721 copy_to (neu); 740 copy_to (neu);
741
742 // TODO: unclean state changes, should not be done in clone AND instantiate
743 if (neu->flag [FLAG_RANDOM_SPEED] && neu->speed)
744 neu->speed_left = - neu->speed - rndm (); // TODO animation
745
722 neu->map = map; // not copied by copy_to 746 neu->map = map; // not copied by copy_to
723 return neu; 747 return neu;
724} 748}
725 749
726/* 750/*
844object::object () 868object::object ()
845{ 869{
846 SET_FLAG (this, FLAG_REMOVED); 870 SET_FLAG (this, FLAG_REMOVED);
847 871
848 //expmul = 1.0; declared const for the time being 872 //expmul = 1.0; declared const for the time being
849 face = blank_face; 873 face = blank_face;
874 material = MATERIAL_NULL;
850} 875}
851 876
852object::~object () 877object::~object ()
853{ 878{
854 unlink (); 879 unlink ();
1125 1150
1126 above = 0; 1151 above = 0;
1127 below = 0; 1152 below = 0;
1128 env = 0; 1153 env = 0;
1129 1154
1130 /* NO_FIX_PLAYER is set when a great many changes are being 1155 if (pl && pl->is_player ())
1131 * made to players inventory. If set, avoiding the call
1132 * to save cpu time.
1133 */
1134 if (pl)
1135 if (pl->is_player () && (glow_radius || !QUERY_FLAG (pl, FLAG_NO_FIX_PLAYER)))
1136 { 1156 {
1137 pl->update_stats (); 1157 pl->contr->queue_stats_update ();
1138 1158
1139 if (glow_radius && pl->is_on_map ()) 1159 if (glow_radius && pl->is_on_map ())
1140 update_all_los (pl->map, pl->x, pl->y); 1160 update_all_los (pl->map, pl->x, pl->y);
1141 } 1161 }
1142 } 1162 }
1143 else if (map) 1163 else if (map)
1144 { 1164 {
1145 map->dirty = true; 1165 map->dirty = true;
1146 mapspace &ms = this->ms (); 1166 mapspace &ms = this->ms ();
1266 1286
1267 object *prev = this; 1287 object *prev = this;
1268 1288
1269 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more) 1289 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1270 { 1290 {
1271 object *op = arch_to_object (at); 1291 object *op = at->instance ();
1272 1292
1273 op->name = name; 1293 op->name = name;
1274 op->name_pl = name_pl; 1294 op->name_pl = name_pl;
1275 op->title = title; 1295 op->title = title;
1276 1296
1314 * Passing 0 for flag gives proper default values, so flag really only needs 1334 * Passing 0 for flag gives proper default values, so flag really only needs
1315 * to be set if special handling is needed. 1335 * to be set if special handling is needed.
1316 * 1336 *
1317 * Return value: 1337 * Return value:
1318 * new object if 'op' was merged with other object 1338 * new object if 'op' was merged with other object
1319 * NULL if 'op' was destroyed 1339 * NULL if there was an error (destroyed, blocked etc.)
1320 * just 'op' otherwise 1340 * just 'op' otherwise
1321 */ 1341 */
1322object * 1342object *
1323insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1343insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1324{ 1344{
1551 1571
1552 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above) 1572 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1553 if (tmp->arch->archname == archname) /* same archetype */ 1573 if (tmp->arch->archname == archname) /* same archetype */
1554 tmp->destroy (); 1574 tmp->destroy ();
1555 1575
1556 object *tmp = arch_to_object (archetype::find (archname)); 1576 object *tmp = archetype::find (archname)->instance ();
1557 1577
1558 tmp->x = op->x; 1578 tmp->x = op->x;
1559 tmp->y = op->y; 1579 tmp->y = op->y;
1560 1580
1561 insert_ob_in_map (tmp, op->map, op, 0); 1581 insert_ob_in_map (tmp, op->map, op, 0);
1737 if (op->glow_radius && is_on_map ()) 1757 if (op->glow_radius && is_on_map ())
1738 { 1758 {
1739 update_stats (); 1759 update_stats ();
1740 update_all_los (map, x, y); 1760 update_all_los (map, x, y);
1741 } 1761 }
1742 else if (is_player () && !flag [FLAG_NO_FIX_PLAYER]) 1762 else if (is_player ())
1743 // if this is a player's inventory, update stats 1763 // if this is a player's inventory, update stats
1744 update_stats (); 1764 contr->queue_stats_update ();
1745 1765
1746 INVOKE_OBJECT (INSERT, this); 1766 INVOKE_OBJECT (INSERT, this);
1747 1767
1748 return op; 1768 return op;
1749} 1769}
2517{ 2537{
2518 return map ? map->region (x, y) 2538 return map ? map->region (x, y)
2519 : region::default_region (); 2539 : region::default_region ();
2520} 2540}
2521 2541
2522const materialtype_t *
2523object::dominant_material () const
2524{
2525 if (materialtype_t *mt = name_to_material (materialname))
2526 return mt;
2527
2528 return name_to_material (shstr_unknown);
2529}
2530
2531void 2542void
2532object::open_container (object *new_container) 2543object::open_container (object *new_container)
2533{ 2544{
2534 if (container == new_container) 2545 if (container == new_container)
2535 return; 2546 return;
2569 // TODO: this does not seem to serve any purpose anymore? 2580 // TODO: this does not seem to serve any purpose anymore?
2570#if 0 2581#if 0
2571 // insert the "Close Container" object. 2582 // insert the "Close Container" object.
2572 if (archetype *closer = new_container->other_arch) 2583 if (archetype *closer = new_container->other_arch)
2573 { 2584 {
2574 object *closer = arch_to_object (new_container->other_arch); 2585 object *closer = new_container->other_arch->instance ();
2575 closer->flag [FLAG_NO_MAP_SAVE] = 1; 2586 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2576 new_container->insert (closer); 2587 new_container->insert (closer);
2577 } 2588 }
2578#endif 2589#endif
2579 2590
2685 2696
2686 insert (force); 2697 insert (force);
2687 } 2698 }
2688} 2699}
2689 2700
2701void object::change_move_type (MoveType mt)
2702{
2703 if (move_type == mt)
2704 return;
2705
2706 if (is_on_map ())
2707 {
2708 // we are on the map, so handle move_on/off effects
2709 remove ();
2710 move_type = mt;
2711 map->insert (this, x, y, this);
2712 }
2713 else
2714 move_type = mt;
2715}
2716

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