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Comparing deliantra/server/common/object.C (file contents):
Revision 1.141 by root, Sun Apr 29 21:44:34 2007 UTC vs.
Revision 1.192 by root, Fri Oct 12 19:13:25 2007 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your 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 GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 20 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
23 */ 22 */
24 23
25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
26 sub/add_weight will transcend the environment updating the carrying 25 sub/add_weight will transcend the environment updating the carrying
27 variable. */ 26 variable. */
29#include <stdio.h> 28#include <stdio.h>
30#include <sys/types.h> 29#include <sys/types.h>
31#include <sys/uio.h> 30#include <sys/uio.h>
32#include <object.h> 31#include <object.h>
33#include <funcpoint.h> 32#include <funcpoint.h>
33#include <sproto.h>
34#include <loader.h> 34#include <loader.h>
35 35
36#include <bitset> 36#include <bitset>
37 37
38int nrofallocobjects = 0; 38int nrofallocobjects = 0;
299 return 0; 299 return 0;
300 else if (!compare_ob_value_lists (ob1, ob2)) 300 else if (!compare_ob_value_lists (ob1, ob2))
301 return 0; 301 return 0;
302 } 302 }
303 303
304 //TODO: generate an event or call into perl for additional checks
305 if (ob1->self || ob2->self) 304 if (ob1->self || ob2->self)
306 { 305 {
307 ob1->optimise (); 306 ob1->optimise ();
308 ob2->optimise (); 307 ob2->optimise ();
309 308
310 if (ob1->self || ob2->self) 309 if (ob1->self || ob2->self)
310 {
311 int k1 = ob1->self ? HvTOTALKEYS (SvRV (ob1->self)) : 0;
312 int k2 = ob2->self ? HvTOTALKEYS (SvRV (ob2->self)) : 0;
313
314 if (k1 != k2)
311 return 0; 315 return 0;
316 else if (k1 == 0)
317 return 1;
318 else if (!cfperl_can_merge (ob1, ob2))
319 return 0;
320 }
312 } 321 }
313 322
314 /* Everything passes, must be OK. */ 323 /* Everything passes, must be OK. */
315 return 1; 324 return 1;
316}
317
318void
319player::set_range (rangetype r)
320{
321 shoottype = r;
322} 325}
323 326
324/* 327/*
325 * sum_weight() is a recursive function which calculates the weight 328 * sum_weight() is a recursive function which calculates the weight
326 * an object is carrying. It goes through in figures out how much 329 * an object is carrying. It goes through in figures out how much
330sum_weight (object *op) 333sum_weight (object *op)
331{ 334{
332 long sum; 335 long sum;
333 object *inv; 336 object *inv;
334 337
335 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 338 for (sum = 0, inv = op->inv; inv; inv = inv->below)
336 { 339 {
337 if (inv->inv) 340 if (inv->inv)
338 sum_weight (inv); 341 sum_weight (inv);
342
339 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 343 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
340 } 344 }
341 345
342 if (op->type == CONTAINER && op->stats.Str) 346 if (op->type == CONTAINER && op->stats.Str)
343 sum = (sum * (100 - op->stats.Str)) / 100; 347 sum = (sum * (100 - op->stats.Str)) / 100;
379/* 383/*
380 * get_nearest_part(multi-object, object 2) returns the part of the 384 * get_nearest_part(multi-object, object 2) returns the part of the
381 * multi-object 1 which is closest to the second object. 385 * multi-object 1 which is closest to the second object.
382 * If it's not a multi-object, it is returned. 386 * If it's not a multi-object, it is returned.
383 */ 387 */
384
385object * 388object *
386get_nearest_part (object *op, const object *pl) 389get_nearest_part (object *op, const object *pl)
387{ 390{
388 object *tmp, *closest; 391 object *tmp, *closest;
389 int last_dist, i; 392 int last_dist, i;
434} 437}
435 438
436/* 439/*
437 * Sets the owner and sets the skill and exp pointers to owner's current 440 * Sets the owner and sets the skill and exp pointers to owner's current
438 * skill and experience objects. 441 * skill and experience objects.
442 * ACTUALLY NO! investigate! TODO
439 */ 443 */
440void 444void
441object::set_owner (object *owner) 445object::set_owner (object *owner)
442{ 446{
447 // allow objects which own objects
443 if (!owner) 448 if (owner)
444 return;
445
446 /* next line added to allow objects which own objects */
447 /* Add a check for ownercounts in here, as I got into an endless loop
448 * with the fireball owning a poison cloud which then owned the
449 * fireball. I believe that was caused by one of the objects getting
450 * freed and then another object replacing it. Since the ownercounts
451 * didn't match, this check is valid and I believe that cause is valid.
452 */
453 while (owner->owner) 449 while (owner->owner)
454 owner = owner->owner; 450 owner = owner->owner;
455 451
456 this->owner = owner; 452 this->owner = owner;
453}
454
455int
456object::slottype () const
457{
458 if (type == SKILL)
459 {
460 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
461 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
462 }
463 else
464 {
465 if (slot [body_combat].info) return slot_combat;
466 if (slot [body_range ].info) return slot_ranged;
467 }
468
469 return slot_none;
470}
471
472bool
473object::change_weapon (object *ob)
474{
475 if (current_weapon == ob)
476 return true;
477
478 if (chosen_skill)
479 chosen_skill->flag [FLAG_APPLIED] = false;
480
481 current_weapon = ob;
482 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
483
484 if (chosen_skill)
485 chosen_skill->flag [FLAG_APPLIED] = true;
486
487 update_stats ();
488
489 if (ob)
490 {
491 // now check wether any body locations became invalid, in which case
492 // we cannot apply the weapon at the moment.
493 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
494 if (slot[i].used < 0)
495 {
496 current_weapon = chosen_skill = 0;
497 update_stats ();
498
499 new_draw_info_format (NDI_UNIQUE, 0, this,
500 "You try to balance all your items at once, "
501 "but the %s is just too much for your body. "
502 "[You need to unapply some items first.]", &ob->name);
503 return false;
504 }
505
506 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
507 }
508 else
509 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
510
511 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
512 {
513 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
514 &name, ob->debug_desc ());
515 return false;
516 }
517
518 return true;
457} 519}
458 520
459/* Zero the key_values on op, decrementing the shared-string 521/* Zero the key_values on op, decrementing the shared-string
460 * refcounts and freeing the links. 522 * refcounts and freeing the links.
461 */ 523 */
525object::copy_to (object *dst) 587object::copy_to (object *dst)
526{ 588{
527 *dst = *this; 589 *dst = *this;
528 590
529 if (speed < 0) 591 if (speed < 0)
530 dst->speed_left = speed_left - rndm (); 592 dst->speed_left -= rndm ();
531 593
532 dst->set_speed (dst->speed); 594 dst->set_speed (dst->speed);
533} 595}
534 596
535void 597void
543 * need for monsters, but doesn't hurt to do it for everything. 605 * need for monsters, but doesn't hurt to do it for everything.
544 * by doing so, when a monster is created, it has good starting 606 * by doing so, when a monster is created, it has good starting
545 * values for the body_used info, so when items are created 607 * values for the body_used info, so when items are created
546 * for it, they can be properly equipped. 608 * for it, they can be properly equipped.
547 */ 609 */
548 memcpy (body_used, body_info, sizeof (body_used)); 610 for (int i = NUM_BODY_LOCATIONS; i--; )
611 slot[i].used = slot[i].info;
549 612
550 attachable::instantiate (); 613 attachable::instantiate ();
551} 614}
552 615
553object * 616object *
861 924
862 if (!freed_map) 925 if (!freed_map)
863 { 926 {
864 freed_map = new maptile; 927 freed_map = new maptile;
865 928
929 freed_map->path = "<freed objects map>";
866 freed_map->name = "/internal/freed_objects_map"; 930 freed_map->name = "/internal/freed_objects_map";
867 freed_map->width = 3; 931 freed_map->width = 3;
868 freed_map->height = 3; 932 freed_map->height = 3;
869 933
870 freed_map->alloc (); 934 freed_map->alloc ();
874 map = freed_map; 938 map = freed_map;
875 x = 1; 939 x = 1;
876 y = 1; 940 y = 1;
877 } 941 }
878 942
879 head = 0;
880
881 if (more) 943 if (more)
882 { 944 {
883 more->destroy (); 945 more->destroy ();
884 more = 0; 946 more = 0;
885 } 947 }
886 948
949 head = 0;
950
887 // clear those pointers that likely might have circular references to us 951 // clear those pointers that likely might cause circular references
888 owner = 0; 952 owner = 0;
889 enemy = 0; 953 enemy = 0;
890 attacked_by = 0; 954 attacked_by = 0;
955 current_weapon = 0;
891} 956}
892 957
893void 958void
894object::destroy (bool destroy_inventory) 959object::destroy (bool destroy_inventory)
895{ 960{
896 if (destroyed ()) 961 if (destroyed ())
897 return; 962 return;
898 963
899 if (destroy_inventory) 964 if (destroy_inventory)
900 destroy_inv (false); 965 destroy_inv (false);
966
967 if (is_head ())
968 if (sound_destroy)
969 play_sound (sound_destroy);
970 else if (flag [FLAG_MONSTER])
971 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
901 972
902 attachable::destroy (); 973 attachable::destroy ();
903} 974}
904 975
905/* 976/*
1020 if (map->in_memory == MAP_SAVING) 1091 if (map->in_memory == MAP_SAVING)
1021 return; 1092 return;
1022 1093
1023 int check_walk_off = !flag [FLAG_NO_APPLY]; 1094 int check_walk_off = !flag [FLAG_NO_APPLY];
1024 1095
1096 if (object *pl = ms.player ())
1097 {
1098 if (pl->container == this)
1099 /* If a container that the player is currently using somehow gets
1100 * removed (most likely destroyed), update the player view
1101 * appropriately.
1102 */
1103 pl->close_container ();
1104
1105 pl->contr->ns->floorbox_update ();
1106 }
1107
1025 for (tmp = ms.bot; tmp; tmp = tmp->above) 1108 for (tmp = ms.bot; tmp; tmp = tmp->above)
1026 { 1109 {
1027 /* No point updating the players look faces if he is the object 1110 /* No point updating the players look faces if he is the object
1028 * being removed. 1111 * being removed.
1029 */ 1112 */
1030
1031 if (tmp->type == PLAYER && tmp != this)
1032 {
1033 /* If a container that the player is currently using somehow gets
1034 * removed (most likely destroyed), update the player view
1035 * appropriately.
1036 */
1037 if (tmp->container == this)
1038 {
1039 flag [FLAG_APPLIED] = 0;
1040 tmp->container = 0;
1041 }
1042
1043 if (tmp->contr->ns)
1044 tmp->contr->ns->floorbox_update ();
1045 }
1046 1113
1047 /* See if object moving off should effect something */ 1114 /* See if object moving off should effect something */
1048 if (check_walk_off 1115 if (check_walk_off
1049 && ((move_type & tmp->move_off) 1116 && ((move_type & tmp->move_off)
1050 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1117 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1053 1120
1054 if (destroyed ()) 1121 if (destroyed ())
1055 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1122 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1056 } 1123 }
1057 1124
1058 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1059 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1060 if (tmp->above == tmp)
1061 tmp->above = 0;
1062
1063 last = tmp; 1125 last = tmp;
1064 } 1126 }
1065 1127
1066 /* last == NULL if there are no objects on this space */ 1128 /* last == NULL if there are no objects on this space */
1067 //TODO: this makes little sense, why only update the topmost object? 1129 //TODO: this makes little sense, why only update the topmost object?
1118 if (more) 1180 if (more)
1119 return; 1181 return;
1120 1182
1121 object *prev = this; 1183 object *prev = this;
1122 1184
1123 for (archetype *at = arch->more; at; at = at->more) 1185 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1124 { 1186 {
1125 object *op = arch_to_object (at); 1187 object *op = arch_to_object (at);
1126 1188
1127 op->name = name; 1189 op->name = name;
1128 op->name_pl = name_pl; 1190 op->name_pl = name_pl;
1142object * 1204object *
1143insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1205insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1144{ 1206{
1145 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1207 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1146 { 1208 {
1147 tmp->x = x + tmp->arch->clone.x; 1209 tmp->x = x + tmp->arch->x;
1148 tmp->y = y + tmp->arch->clone.y; 1210 tmp->y = y + tmp->arch->y;
1149 } 1211 }
1150 1212
1151 return insert_ob_in_map (op, m, originator, flag); 1213 return insert_ob_in_map (op, m, originator, flag);
1152} 1214}
1153 1215
1174object * 1236object *
1175insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1237insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1176{ 1238{
1177 assert (!op->flag [FLAG_FREED]); 1239 assert (!op->flag [FLAG_FREED]);
1178 1240
1179 object *tmp, *top, *floor = NULL; 1241 object *top, *floor = NULL;
1180 1242
1181 op->remove (); 1243 op->remove ();
1182
1183#if 0
1184 if (!m->active != !op->active)
1185 if (m->active)
1186 op->activate_recursive ();
1187 else
1188 op->deactivate_recursive ();
1189#endif
1190
1191 if (out_of_map (m, op->x, op->y))
1192 {
1193 LOG (llevError, "Trying to insert object outside the map.\n%s\n", op->debug_desc ());
1194#ifdef MANY_CORES
1195 /* Better to catch this here, as otherwise the next use of this object
1196 * is likely to cause a crash. Better to find out where it is getting
1197 * improperly inserted.
1198 */
1199 abort ();
1200#endif
1201 return op;
1202 }
1203
1204 if (object *more = op->more)
1205 {
1206 if (!insert_ob_in_map (more, m, originator, flag))
1207 {
1208 if (!op->head)
1209 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1210
1211 return 0;
1212 }
1213 }
1214
1215 CLEAR_FLAG (op, FLAG_REMOVED);
1216 1244
1217 /* Ideally, the caller figures this out. However, it complicates a lot 1245 /* Ideally, the caller figures this out. However, it complicates a lot
1218 * of areas of callers (eg, anything that uses find_free_spot would now 1246 * of areas of callers (eg, anything that uses find_free_spot would now
1219 * need extra work 1247 * need extra work
1220 */ 1248 */
1221 if (!xy_normalise (m, op->x, op->y)) 1249 if (!xy_normalise (m, op->x, op->y))
1250 {
1251 op->destroy ();
1222 return 0; 1252 return 0;
1253 }
1254
1255 if (object *more = op->more)
1256 if (!insert_ob_in_map (more, m, originator, flag))
1257 return 0;
1258
1259 CLEAR_FLAG (op, FLAG_REMOVED);
1223 1260
1224 op->map = m; 1261 op->map = m;
1225 mapspace &ms = op->ms (); 1262 mapspace &ms = op->ms ();
1226 1263
1227 /* this has to be done after we translate the coordinates. 1264 /* this has to be done after we translate the coordinates.
1228 */ 1265 */
1229 if (op->nrof && !(flag & INS_NO_MERGE)) 1266 if (op->nrof && !(flag & INS_NO_MERGE))
1230 for (tmp = ms.bot; tmp; tmp = tmp->above) 1267 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1231 if (object::can_merge (op, tmp)) 1268 if (object::can_merge (op, tmp))
1232 { 1269 {
1233 op->nrof += tmp->nrof; 1270 op->nrof += tmp->nrof;
1234 tmp->destroy (); 1271 tmp->destroy ();
1235 } 1272 }
1262 else 1299 else
1263 { 1300 {
1264 top = ms.bot; 1301 top = ms.bot;
1265 1302
1266 /* If there are other objects, then */ 1303 /* If there are other objects, then */
1267 if ((!(flag & INS_MAP_LOAD)) && top) 1304 if (top)
1268 { 1305 {
1269 object *last = 0; 1306 object *last = 0;
1270 1307
1271 /* 1308 /*
1272 * If there are multiple objects on this space, we do some trickier handling. 1309 * If there are multiple objects on this space, we do some trickier handling.
1325 if (last && last->below && last != floor) 1362 if (last && last->below && last != floor)
1326 top = last->below; 1363 top = last->below;
1327 } 1364 }
1328 } /* If objects on this space */ 1365 } /* If objects on this space */
1329 1366
1330 if (flag & INS_MAP_LOAD)
1331 top = ms.top;
1332
1333 if (flag & INS_ABOVE_FLOOR_ONLY) 1367 if (flag & INS_ABOVE_FLOOR_ONLY)
1334 top = floor; 1368 top = floor;
1335 1369
1336 /* Top is the object that our object (op) is going to get inserted above. 1370 /* Top is the object that our object (op) is going to get inserted above.
1337 */ 1371 */
1369 op->map->touch (); 1403 op->map->touch ();
1370 } 1404 }
1371 1405
1372 op->map->dirty = true; 1406 op->map->dirty = true;
1373 1407
1374 /* If we have a floor, we know the player, if any, will be above
1375 * it, so save a few ticks and start from there.
1376 */
1377 if (!(flag & INS_MAP_LOAD))
1378 if (object *pl = ms.player ()) 1408 if (object *pl = ms.player ())
1379 if (pl->contr->ns)
1380 pl->contr->ns->floorbox_update (); 1409 pl->contr->ns->floorbox_update ();
1381 1410
1382 /* If this object glows, it may affect lighting conditions that are 1411 /* If this object glows, it may affect lighting conditions that are
1383 * visible to others on this map. But update_all_los is really 1412 * visible to others on this map. But update_all_los is really
1384 * an inefficient way to do this, as it means los for all players 1413 * an inefficient way to do this, as it means los for all players
1385 * on the map will get recalculated. The players could very well 1414 * on the map will get recalculated. The players could very well
1404 * blocked() and wall() work properly), and these flags are updated by 1433 * blocked() and wall() work properly), and these flags are updated by
1405 * update_object(). 1434 * update_object().
1406 */ 1435 */
1407 1436
1408 /* if this is not the head or flag has been passed, don't check walk on status */ 1437 /* if this is not the head or flag has been passed, don't check walk on status */
1409 if (!(flag & INS_NO_WALK_ON) && !op->head) 1438 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1410 { 1439 {
1411 if (check_move_on (op, originator)) 1440 if (check_move_on (op, originator))
1412 return 0; 1441 return 0;
1413 1442
1414 /* If we are a multi part object, lets work our way through the check 1443 /* If we are a multi part object, lets work our way through the check
1415 * walk on's. 1444 * walk on's.
1416 */ 1445 */
1417 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1446 for (object *tmp = op->more; tmp; tmp = tmp->more)
1418 if (check_move_on (tmp, originator)) 1447 if (check_move_on (tmp, originator))
1419 return 0; 1448 return 0;
1420 } 1449 }
1421 1450
1422 return op; 1451 return op;
1432 object *tmp, *tmp1; 1461 object *tmp, *tmp1;
1433 1462
1434 /* first search for itself and remove any old instances */ 1463 /* first search for itself and remove any old instances */
1435 1464
1436 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 1465 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1437 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1466 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1438 tmp->destroy (); 1467 tmp->destroy ();
1439 1468
1440 tmp1 = arch_to_object (archetype::find (arch_string)); 1469 tmp1 = arch_to_object (archetype::find (arch_string));
1441 1470
1442 tmp1->x = op->x; 1471 tmp1->x = op->x;
1603 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1632 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1604 free (dump); 1633 free (dump);
1605 return op; 1634 return op;
1606 } 1635 }
1607 1636
1608 if (where->head) 1637 if (where->head_ () != where)
1609 { 1638 {
1610 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n"); 1639 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1611 where = where->head; 1640 where = where->head;
1612 } 1641 }
1613 1642
1614 return where->insert (op); 1643 return where->insert (op);
1615} 1644}
1623 * be != op, if items are merged. -Tero 1652 * be != op, if items are merged. -Tero
1624 */ 1653 */
1625object * 1654object *
1626object::insert (object *op) 1655object::insert (object *op)
1627{ 1656{
1628 object *tmp, *otmp;
1629
1630 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1657 if (!QUERY_FLAG (op, FLAG_REMOVED))
1631 op->remove (); 1658 op->remove ();
1632 1659
1633 if (op->more) 1660 if (op->more)
1634 { 1661 {
1636 return op; 1663 return op;
1637 } 1664 }
1638 1665
1639 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1666 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1640 CLEAR_FLAG (op, FLAG_REMOVED); 1667 CLEAR_FLAG (op, FLAG_REMOVED);
1668
1641 if (op->nrof) 1669 if (op->nrof)
1642 { 1670 {
1643 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1671 for (object *tmp = inv; tmp; tmp = tmp->below)
1644 if (object::can_merge (tmp, op)) 1672 if (object::can_merge (tmp, op))
1645 { 1673 {
1646 /* return the original object and remove inserted object 1674 /* return the original object and remove inserted object
1647 (client needs the original object) */ 1675 (client needs the original object) */
1648 tmp->nrof += op->nrof; 1676 tmp->nrof += op->nrof;
1667 add_weight (this, op->weight * op->nrof); 1695 add_weight (this, op->weight * op->nrof);
1668 } 1696 }
1669 else 1697 else
1670 add_weight (this, (op->weight + op->carrying)); 1698 add_weight (this, (op->weight + op->carrying));
1671 1699
1672 otmp = this->in_player (); 1700 if (object *otmp = this->in_player ())
1673 if (otmp && otmp->contr)
1674 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1701 if (otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1675 otmp->update_stats (); 1702 otmp->update_stats ();
1676 1703
1704 op->owner = 0; // its his/hers now. period.
1677 op->map = 0; 1705 op->map = 0;
1678 op->env = this; 1706 op->env = this;
1679 op->above = 0; 1707 op->above = 0;
1680 op->below = 0; 1708 op->below = 0;
1681 op->x = 0, op->y = 0; 1709 op->x = op->y = 0;
1682 1710
1683 /* reset the light list and los of the players on the map */ 1711 /* reset the light list and los of the players on the map */
1684 if ((op->glow_radius != 0) && map) 1712 if (op->glow_radius && map)
1685 { 1713 {
1686#ifdef DEBUG_LIGHTS 1714#ifdef DEBUG_LIGHTS
1687 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1715 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1688#endif /* DEBUG_LIGHTS */ 1716#endif /* DEBUG_LIGHTS */
1689 if (map->darkness) 1717 if (map->darkness)
1943 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1971 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1944 { 1972 {
1945 CLEAR_FLAG (tmp, flag); 1973 CLEAR_FLAG (tmp, flag);
1946 unflag_inv (tmp, flag); 1974 unflag_inv (tmp, flag);
1947 } 1975 }
1948}
1949
1950/*
1951 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1952 * all it's inventory (recursively).
1953 * If checksums are used, a player will get set_cheat called for
1954 * him/her-self and all object carried by a call to this function.
1955 */
1956void
1957set_cheat (object *op)
1958{
1959 SET_FLAG (op, FLAG_WAS_WIZ);
1960 flag_inv (op, FLAG_WAS_WIZ);
1961} 1976}
1962 1977
1963/* 1978/*
1964 * find_free_spot(object, map, x, y, start, stop) will search for 1979 * find_free_spot(object, map, x, y, start, stop) will search for
1965 * a spot at the given map and coordinates which will be able to contain 1980 * a spot at the given map and coordinates which will be able to contain
1982 * customized, changed states, etc. 1997 * customized, changed states, etc.
1983 */ 1998 */
1984int 1999int
1985find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 2000find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
1986{ 2001{
2002 int altern[SIZEOFFREE];
1987 int index = 0, flag; 2003 int index = 0, flag;
1988 int altern[SIZEOFFREE];
1989 2004
1990 for (int i = start; i < stop; i++) 2005 for (int i = start; i < stop; i++)
1991 { 2006 {
1992 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2007 mapxy pos (m, x, y); pos.move (i);
1993 if (!flag) 2008
2009 if (!pos.normalise ())
2010 continue;
2011
2012 mapspace &ms = *pos;
2013
2014 if (ms.flags () & P_IS_ALIVE)
2015 continue;
2016
2017 /* However, often
2018 * ob doesn't have any move type (when used to place exits)
2019 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
2020 */
2021 if (ob->move_type == 0 && ms.move_block != MOVE_ALL)
2022 {
1994 altern [index++] = i; 2023 altern [index++] = i;
2024 continue;
2025 }
1995 2026
1996 /* Basically, if we find a wall on a space, we cut down the search size. 2027 /* Basically, if we find a wall on a space, we cut down the search size.
1997 * In this way, we won't return spaces that are on another side of a wall. 2028 * In this way, we won't return spaces that are on another side of a wall.
1998 * This mostly work, but it cuts down the search size in all directions - 2029 * This mostly work, but it cuts down the search size in all directions -
1999 * if the space being examined only has a wall to the north and empty 2030 * if the space being examined only has a wall to the north and empty
2000 * spaces in all the other directions, this will reduce the search space 2031 * spaces in all the other directions, this will reduce the search space
2001 * to only the spaces immediately surrounding the target area, and 2032 * to only the spaces immediately surrounding the target area, and
2002 * won't look 2 spaces south of the target space. 2033 * won't look 2 spaces south of the target space.
2003 */ 2034 */
2004 else if ((flag & P_NO_PASS) && maxfree[i] < stop) 2035 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2036 {
2005 stop = maxfree[i]; 2037 stop = maxfree[i];
2038 continue;
2039 }
2040
2041 /* Note it is intentional that we check ob - the movement type of the
2042 * head of the object should correspond for the entire object.
2043 */
2044 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2045 continue;
2046
2047 altern [index++] = i;
2006 } 2048 }
2007 2049
2008 if (!index) 2050 if (!index)
2009 return -1; 2051 return -1;
2010 2052
2019 */ 2061 */
2020int 2062int
2021find_first_free_spot (const object *ob, maptile *m, int x, int y) 2063find_first_free_spot (const object *ob, maptile *m, int x, int y)
2022{ 2064{
2023 for (int i = 0; i < SIZEOFFREE; i++) 2065 for (int i = 0; i < SIZEOFFREE; i++)
2024 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2066 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2025 return i; 2067 return i;
2026 2068
2027 return -1; 2069 return -1;
2028} 2070}
2029 2071
2083 object *tmp; 2125 object *tmp;
2084 maptile *mp; 2126 maptile *mp;
2085 2127
2086 MoveType blocked, move_type; 2128 MoveType blocked, move_type;
2087 2129
2088 if (exclude && exclude->head) 2130 if (exclude && exclude->head_ () != exclude)
2089 { 2131 {
2090 exclude = exclude->head; 2132 exclude = exclude->head;
2091 move_type = exclude->move_type; 2133 move_type = exclude->move_type;
2092 } 2134 }
2093 else 2135 else
2116 max = maxfree[i]; 2158 max = maxfree[i];
2117 else if (mflags & P_IS_ALIVE) 2159 else if (mflags & P_IS_ALIVE)
2118 { 2160 {
2119 for (tmp = ms.bot; tmp; tmp = tmp->above) 2161 for (tmp = ms.bot; tmp; tmp = tmp->above)
2120 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2162 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2121 && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2163 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2122 break; 2164 break;
2123 2165
2124 if (tmp) 2166 if (tmp)
2125 return freedir[i]; 2167 return freedir[i];
2126 } 2168 }
2306 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2348 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2307 * core dumps if they do. 2349 * core dumps if they do.
2308 * 2350 *
2309 * Add a check so we can't pick up invisible objects (0.93.8) 2351 * Add a check so we can't pick up invisible objects (0.93.8)
2310 */ 2352 */
2311
2312int 2353int
2313can_pick (const object *who, const object *item) 2354can_pick (const object *who, const object *item)
2314{ 2355{
2315 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2356 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2316 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2357 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2321 * create clone from object to another 2362 * create clone from object to another
2322 */ 2363 */
2323object * 2364object *
2324object_create_clone (object *asrc) 2365object_create_clone (object *asrc)
2325{ 2366{
2326 object *dst = 0, *tmp, *src, *part, *prev, *item; 2367 object *dst = 0, *tmp, *src, *prev, *item;
2327 2368
2328 if (!asrc) 2369 if (!asrc)
2329 return 0; 2370 return 0;
2330 2371
2331 src = asrc;
2332 if (src->head)
2333 src = src->head; 2372 src = asrc->head_ ();
2334 2373
2335 prev = 0; 2374 prev = 0;
2336 for (part = src; part; part = part->more) 2375 for (object *part = src; part; part = part->more)
2337 { 2376 {
2338 tmp = part->clone (); 2377 tmp = part->clone ();
2339 tmp->x -= src->x; 2378 tmp->x -= src->x;
2340 tmp->y -= src->y; 2379 tmp->y -= src->y;
2341 2380
2454 /* Basically, if the archetype has this key set, 2493 /* Basically, if the archetype has this key set,
2455 * we need to store the null value so when we save 2494 * we need to store the null value so when we save
2456 * it, we save the empty value so that when we load, 2495 * it, we save the empty value so that when we load,
2457 * we get this value back again. 2496 * we get this value back again.
2458 */ 2497 */
2459 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2498 if (get_ob_key_link (op->arch, canonical_key))
2460 field->value = 0; 2499 field->value = 0;
2461 else 2500 else
2462 { 2501 {
2463 if (last) 2502 if (last)
2464 last->next = field->next; 2503 last->next = field->next;
2533 } 2572 }
2534 else 2573 else
2535 item = item->env; 2574 item = item->env;
2536} 2575}
2537 2576
2538
2539const char * 2577const char *
2540object::flag_desc (char *desc, int len) const 2578object::flag_desc (char *desc, int len) const
2541{ 2579{
2542 char *p = desc; 2580 char *p = desc;
2543 bool first = true; 2581 bool first = true;
2577 &name, 2615 &name,
2578 title ? "\",title:\"" : "", 2616 title ? "\",title:\"" : "",
2579 title ? (const char *)title : "", 2617 title ? (const char *)title : "",
2580 flag_desc (flagdesc, 512), type); 2618 flag_desc (flagdesc, 512), type);
2581 2619
2582 if (env) 2620 if (!this->flag[FLAG_REMOVED] && env)
2583 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2621 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2584 2622
2585 if (map) 2623 if (map)
2586 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y); 2624 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2587 2625
2589} 2627}
2590 2628
2591const char * 2629const char *
2592object::debug_desc () const 2630object::debug_desc () const
2593{ 2631{
2594 static char info[256 * 4]; 2632 static char info[3][256 * 4];
2633 static int info_idx;
2634
2595 return debug_desc (info); 2635 return debug_desc (info [++info_idx % 3]);
2596}
2597
2598const char *
2599object::debug_desc2 () const
2600{
2601 static char info[256 * 4];
2602 return debug_desc (info);
2603} 2636}
2604 2637
2605struct region * 2638struct region *
2606object::region () const 2639object::region () const
2607{ 2640{
2610} 2643}
2611 2644
2612const materialtype_t * 2645const materialtype_t *
2613object::dominant_material () const 2646object::dominant_material () const
2614{ 2647{
2615 if (materialtype_t *mat = name_to_material (materialname)) 2648 if (materialtype_t *mt = name_to_material (materialname))
2616 return mat; 2649 return mt;
2617 2650
2618 // omfg this is slow, this has to be temporary :)
2619 shstr unknown ("unknown");
2620
2621 return name_to_material (unknown); 2651 return name_to_material (shstr_unknown);
2622} 2652}
2623 2653
2624void 2654void
2625object::open_container (object *new_container) 2655object::open_container (object *new_container)
2626{ 2656{
2642 old_container->flag [FLAG_APPLIED] = 0; 2672 old_container->flag [FLAG_APPLIED] = 0;
2643 container = 0; 2673 container = 0;
2644 2674
2645 esrv_update_item (UPD_FLAGS, this, old_container); 2675 esrv_update_item (UPD_FLAGS, this, old_container);
2646 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); 2676 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2677 play_sound (sound_find ("chest_close"));
2647 } 2678 }
2648 2679
2649 if (new_container) 2680 if (new_container)
2650 { 2681 {
2651 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this))) 2682 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2667 new_container->flag [FLAG_APPLIED] = 1; 2698 new_container->flag [FLAG_APPLIED] = 1;
2668 container = new_container; 2699 container = new_container;
2669 2700
2670 esrv_update_item (UPD_FLAGS, this, new_container); 2701 esrv_update_item (UPD_FLAGS, this, new_container);
2671 esrv_send_inventory (this, new_container); 2702 esrv_send_inventory (this, new_container);
2703 play_sound (sound_find ("chest_open"));
2704 }
2705}
2706
2707object *
2708object::force_find (const shstr name)
2709{
2710 /* cycle through his inventory to look for the MARK we want to
2711 * place
2712 */
2713 for (object *tmp = inv; tmp; tmp = tmp->below)
2714 if (tmp->type == FORCE && tmp->slaying == name)
2715 return splay (tmp);
2716
2717 return 0;
2718}
2719
2720void
2721object::force_add (const shstr name, int duration)
2722{
2723 if (object *force = force_find (name))
2724 force->destroy ();
2725
2726 object *force = get_archetype (FORCE_NAME);
2727
2728 force->slaying = name;
2729 force->stats.food = 1;
2730 force->speed_left = -1.f;
2731
2732 force->set_speed (duration ? 1.f / duration : 0.f);
2733 force->flag [FLAG_IS_USED_UP] = true;
2734 force->flag [FLAG_APPLIED] = true;
2735
2736 insert (force);
2737}
2738
2739void
2740object::play_sound (faceidx sound) const
2741{
2742 if (!sound)
2743 return;
2744
2745 if (flag [FLAG_REMOVED])
2746 return;
2747
2748 if (env)
2672 } 2749 {
2750 if (object *pl = in_player ())
2751 pl->contr->play_sound (sound);
2752 }
2753 else
2754 map->play_sound (sound, x, y);
2673} 2755}
2674 2756
2675

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