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Comparing deliantra/server/common/object.C (file contents):
Revision 1.162 by root, Sat Jun 16 00:12:20 2007 UTC vs.
Revision 1.198 by root, Mon Oct 22 02:52:48 2007 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Multiplayer Online Role Playing Game. 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT 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 * Crossfire TRT is free software; you can redistribute it and/or modify it 8 * Crossfire TRT is free software: you can redistribute it and/or modify
9 * under the terms of the GNU General Public License as published by the Free 9 * it under the terms of the GNU General Public License as published by
10 * Software Foundation; either version 2 of the License, or (at your option) 10 * the Free Software Foundation, either version 3 of the License, or
11 * 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, but 13 * This program is distributed in the hope that it will be useful,
14 * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * 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 along 18 * You should have received a copy of the GNU General Public License
19 * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
21 * 20 *
22 * The authors can be reached via e-mail to <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.
255 /* This is really a spellbook check - really, we should 254 /* This is really a spellbook check - really, we should
256 * check all objects in the inventory. 255 * check all objects in the inventory.
257 */ 256 */
258 if (ob1->inv || ob2->inv) 257 if (ob1->inv || ob2->inv)
259 { 258 {
260 /* if one object has inventory but the other doesn't, not equiv */ 259 if (!(ob1->inv && ob2->inv))
261 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 260 return 0; /* inventories differ in length */
262 return 0;
263 261
264 /* Now check to see if the two inventory objects could merge */ 262 if (ob1->inv->below || ob2->inv->below)
263 return 0; /* more than one object in inv */
264
265 if (!object::can_merge (ob1->inv, ob2->inv)) 265 if (!object::can_merge (ob1->inv, ob2->inv))
266 return 0; 266 return 0; /* inventory objexts differ */
267 267
268 /* inventory ok - still need to check rest of this object to see 268 /* inventory ok - still need to check rest of this object to see
269 * if it is valid. 269 * if it is valid.
270 */ 270 */
271 } 271 }
300 return 0; 300 return 0;
301 else if (!compare_ob_value_lists (ob1, ob2)) 301 else if (!compare_ob_value_lists (ob1, ob2))
302 return 0; 302 return 0;
303 } 303 }
304 304
305 //TODO: generate an event or call into perl for additional checks
306 if (ob1->self || ob2->self) 305 if (ob1->self || ob2->self)
307 { 306 {
308 ob1->optimise (); 307 ob1->optimise ();
309 ob2->optimise (); 308 ob2->optimise ();
310 309
311 if (ob1->self || ob2->self) 310 if (ob1->self || ob2->self)
311 {
312 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
313 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
314
315 if (k1 != k2)
312 return 0; 316 return 0;
317 else if (k1 == 0)
318 return 1;
319 else if (!cfperl_can_merge (ob1, ob2))
320 return 0;
321 }
313 } 322 }
314 323
315 /* Everything passes, must be OK. */ 324 /* Everything passes, must be OK. */
316 return 1; 325 return 1;
317} 326}
375/* 384/*
376 * get_nearest_part(multi-object, object 2) returns the part of the 385 * get_nearest_part(multi-object, object 2) returns the part of the
377 * multi-object 1 which is closest to the second object. 386 * multi-object 1 which is closest to the second object.
378 * If it's not a multi-object, it is returned. 387 * If it's not a multi-object, it is returned.
379 */ 388 */
380
381object * 389object *
382get_nearest_part (object *op, const object *pl) 390get_nearest_part (object *op, const object *pl)
383{ 391{
384 object *tmp, *closest; 392 object *tmp, *closest;
385 int last_dist, i; 393 int last_dist, i;
430} 438}
431 439
432/* 440/*
433 * Sets the owner and sets the skill and exp pointers to owner's current 441 * Sets the owner and sets the skill and exp pointers to owner's current
434 * skill and experience objects. 442 * skill and experience objects.
443 * ACTUALLY NO! investigate! TODO
435 */ 444 */
436void 445void
437object::set_owner (object *owner) 446object::set_owner (object *owner)
438{ 447{
448 // allow objects which own objects
439 if (!owner) 449 if (owner)
440 return;
441
442 /* next line added to allow objects which own objects */
443 /* Add a check for ownercounts in here, as I got into an endless loop
444 * with the fireball owning a poison cloud which then owned the
445 * fireball. I believe that was caused by one of the objects getting
446 * freed and then another object replacing it. Since the ownercounts
447 * didn't match, this check is valid and I believe that cause is valid.
448 */
449 while (owner->owner) 450 while (owner->owner)
450 owner = owner->owner; 451 owner = owner->owner;
452
453 if (flag [FLAG_FREED])
454 {
455 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
456 return;
457 }
451 458
452 this->owner = owner; 459 this->owner = owner;
453} 460}
454 461
455int 462int
587object::copy_to (object *dst) 594object::copy_to (object *dst)
588{ 595{
589 *dst = *this; 596 *dst = *this;
590 597
591 if (speed < 0) 598 if (speed < 0)
592 dst->speed_left = speed_left - rndm (); 599 dst->speed_left -= rndm ();
593 600
594 dst->set_speed (dst->speed); 601 dst->set_speed (dst->speed);
595} 602}
596 603
597void 604void
924 931
925 if (!freed_map) 932 if (!freed_map)
926 { 933 {
927 freed_map = new maptile; 934 freed_map = new maptile;
928 935
936 freed_map->path = "<freed objects map>";
929 freed_map->name = "/internal/freed_objects_map"; 937 freed_map->name = "/internal/freed_objects_map";
930 freed_map->width = 3; 938 freed_map->width = 3;
931 freed_map->height = 3; 939 freed_map->height = 3;
932 940
933 freed_map->alloc (); 941 freed_map->alloc ();
960 if (destroyed ()) 968 if (destroyed ())
961 return; 969 return;
962 970
963 if (destroy_inventory) 971 if (destroy_inventory)
964 destroy_inv (false); 972 destroy_inv (false);
973
974 if (is_head ())
975 if (sound_destroy)
976 play_sound (sound_destroy);
977 else if (flag [FLAG_MONSTER])
978 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
965 979
966 attachable::destroy (); 980 attachable::destroy ();
967} 981}
968 982
969/* 983/*
1084 if (map->in_memory == MAP_SAVING) 1098 if (map->in_memory == MAP_SAVING)
1085 return; 1099 return;
1086 1100
1087 int check_walk_off = !flag [FLAG_NO_APPLY]; 1101 int check_walk_off = !flag [FLAG_NO_APPLY];
1088 1102
1103 if (object *pl = ms.player ())
1104 {
1105 if (pl->container == this)
1106 /* If a container that the player is currently using somehow gets
1107 * removed (most likely destroyed), update the player view
1108 * appropriately.
1109 */
1110 pl->close_container ();
1111
1112 pl->contr->ns->floorbox_update ();
1113 }
1114
1089 for (tmp = ms.bot; tmp; tmp = tmp->above) 1115 for (tmp = ms.bot; tmp; tmp = tmp->above)
1090 { 1116 {
1091 /* No point updating the players look faces if he is the object 1117 /* No point updating the players look faces if he is the object
1092 * being removed. 1118 * being removed.
1093 */ 1119 */
1094
1095 if (tmp->type == PLAYER && tmp != this)
1096 {
1097 /* If a container that the player is currently using somehow gets
1098 * removed (most likely destroyed), update the player view
1099 * appropriately.
1100 */
1101 if (tmp->container == this)
1102 {
1103 flag [FLAG_APPLIED] = 0;
1104 tmp->container = 0;
1105 }
1106
1107 if (tmp->contr->ns)
1108 tmp->contr->ns->floorbox_update ();
1109 }
1110 1120
1111 /* See if object moving off should effect something */ 1121 /* See if object moving off should effect something */
1112 if (check_walk_off 1122 if (check_walk_off
1113 && ((move_type & tmp->move_off) 1123 && ((move_type & tmp->move_off)
1114 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1124 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1146merge_ob (object *op, object *top) 1156merge_ob (object *op, object *top)
1147{ 1157{
1148 if (!op->nrof) 1158 if (!op->nrof)
1149 return 0; 1159 return 0;
1150 1160
1151 if (top) 1161 if (!top)
1152 for (top = op; top && top->above; top = top->above) 1162 for (top = op; top && top->above; top = top->above)
1153 ; 1163 ;
1154 1164
1155 for (; top; top = top->below) 1165 for (; top; top = top->below)
1156 { 1166 {
1237 1247
1238 object *top, *floor = NULL; 1248 object *top, *floor = NULL;
1239 1249
1240 op->remove (); 1250 op->remove ();
1241 1251
1242#if 0
1243 if (!m->active != !op->active)
1244 if (m->active)
1245 op->activate_recursive ();
1246 else
1247 op->deactivate_recursive ();
1248#endif
1249
1250 if (out_of_map (m, op->x, op->y))
1251 {
1252 LOG (llevError, "Trying to insert object outside the map.\n%s\n", op->debug_desc ());
1253#ifdef MANY_CORES
1254 /* Better to catch this here, as otherwise the next use of this object
1255 * is likely to cause a crash. Better to find out where it is getting
1256 * improperly inserted.
1257 */
1258 abort ();
1259#endif
1260 return op;
1261 }
1262
1263 if (object *more = op->more)
1264 if (!insert_ob_in_map (more, m, originator, flag))
1265 return 0;
1266
1267 CLEAR_FLAG (op, FLAG_REMOVED);
1268
1269 /* Ideally, the caller figures this out. However, it complicates a lot 1252 /* Ideally, the caller figures this out. However, it complicates a lot
1270 * of areas of callers (eg, anything that uses find_free_spot would now 1253 * of areas of callers (eg, anything that uses find_free_spot would now
1271 * need extra work 1254 * need extra work
1272 */ 1255 */
1273 if (!xy_normalise (m, op->x, op->y)) 1256 if (!xy_normalise (m, op->x, op->y))
1257 {
1258 op->destroy ();
1274 return 0; 1259 return 0;
1260 }
1261
1262 if (object *more = op->more)
1263 if (!insert_ob_in_map (more, m, originator, flag))
1264 return 0;
1265
1266 CLEAR_FLAG (op, FLAG_REMOVED);
1275 1267
1276 op->map = m; 1268 op->map = m;
1277 mapspace &ms = op->ms (); 1269 mapspace &ms = op->ms ();
1278 1270
1279 /* this has to be done after we translate the coordinates. 1271 /* this has to be done after we translate the coordinates.
1314 else 1306 else
1315 { 1307 {
1316 top = ms.bot; 1308 top = ms.bot;
1317 1309
1318 /* If there are other objects, then */ 1310 /* If there are other objects, then */
1319 if ((!(flag & INS_MAP_LOAD)) && top) 1311 if (top)
1320 { 1312 {
1321 object *last = 0; 1313 object *last = 0;
1322 1314
1323 /* 1315 /*
1324 * If there are multiple objects on this space, we do some trickier handling. 1316 * If there are multiple objects on this space, we do some trickier handling.
1377 if (last && last->below && last != floor) 1369 if (last && last->below && last != floor)
1378 top = last->below; 1370 top = last->below;
1379 } 1371 }
1380 } /* If objects on this space */ 1372 } /* If objects on this space */
1381 1373
1382 if (flag & INS_MAP_LOAD)
1383 top = ms.top;
1384
1385 if (flag & INS_ABOVE_FLOOR_ONLY) 1374 if (flag & INS_ABOVE_FLOOR_ONLY)
1386 top = floor; 1375 top = floor;
1387 1376
1388 /* Top is the object that our object (op) is going to get inserted above. 1377 /* Top is the object that our object (op) is going to get inserted above.
1389 */ 1378 */
1421 op->map->touch (); 1410 op->map->touch ();
1422 } 1411 }
1423 1412
1424 op->map->dirty = true; 1413 op->map->dirty = true;
1425 1414
1426 /* If we have a floor, we know the player, if any, will be above
1427 * it, so save a few ticks and start from there.
1428 */
1429 if (!(flag & INS_MAP_LOAD))
1430 if (object *pl = ms.player ()) 1415 if (object *pl = ms.player ())
1431 if (pl->contr->ns)
1432 pl->contr->ns->floorbox_update (); 1416 pl->contr->ns->floorbox_update ();
1433 1417
1434 /* If this object glows, it may affect lighting conditions that are 1418 /* If this object glows, it may affect lighting conditions that are
1435 * visible to others on this map. But update_all_los is really 1419 * visible to others on this map. But update_all_los is really
1436 * an inefficient way to do this, as it means los for all players 1420 * an inefficient way to do this, as it means los for all players
1437 * on the map will get recalculated. The players could very well 1421 * on the map will get recalculated. The players could very well
1675 * be != op, if items are merged. -Tero 1659 * be != op, if items are merged. -Tero
1676 */ 1660 */
1677object * 1661object *
1678object::insert (object *op) 1662object::insert (object *op)
1679{ 1663{
1680 object *tmp, *otmp;
1681
1682 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1664 if (!QUERY_FLAG (op, FLAG_REMOVED))
1683 op->remove (); 1665 op->remove ();
1684 1666
1685 if (op->more) 1667 if (op->more)
1686 { 1668 {
1688 return op; 1670 return op;
1689 } 1671 }
1690 1672
1691 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1673 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1692 CLEAR_FLAG (op, FLAG_REMOVED); 1674 CLEAR_FLAG (op, FLAG_REMOVED);
1675
1693 if (op->nrof) 1676 if (op->nrof)
1694 { 1677 {
1695 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1678 for (object *tmp = inv; tmp; tmp = tmp->below)
1696 if (object::can_merge (tmp, op)) 1679 if (object::can_merge (tmp, op))
1697 { 1680 {
1698 /* return the original object and remove inserted object 1681 /* return the original object and remove inserted object
1699 (client needs the original object) */ 1682 (client needs the original object) */
1700 tmp->nrof += op->nrof; 1683 tmp->nrof += op->nrof;
1719 add_weight (this, op->weight * op->nrof); 1702 add_weight (this, op->weight * op->nrof);
1720 } 1703 }
1721 else 1704 else
1722 add_weight (this, (op->weight + op->carrying)); 1705 add_weight (this, (op->weight + op->carrying));
1723 1706
1724 otmp = this->in_player (); 1707 if (object *otmp = this->in_player ())
1725 if (otmp && otmp->contr)
1726 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1708 if (otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1727 otmp->update_stats (); 1709 otmp->update_stats ();
1728 1710
1711 op->owner = 0; // its his/hers now. period.
1729 op->map = 0; 1712 op->map = 0;
1730 op->env = this; 1713 op->env = this;
1731 op->above = 0; 1714 op->above = 0;
1732 op->below = 0; 1715 op->below = 0;
1733 op->x = 0, op->y = 0; 1716 op->x = op->y = 0;
1734 1717
1735 /* reset the light list and los of the players on the map */ 1718 /* reset the light list and los of the players on the map */
1736 if ((op->glow_radius != 0) && map) 1719 if (op->glow_radius && map)
1737 { 1720 {
1738#ifdef DEBUG_LIGHTS 1721#ifdef DEBUG_LIGHTS
1739 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1722 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1740#endif /* DEBUG_LIGHTS */ 1723#endif /* DEBUG_LIGHTS */
1741 if (map->darkness) 1724 if (map->darkness)
1975 * activate recursively a flag on an object inventory 1958 * activate recursively a flag on an object inventory
1976 */ 1959 */
1977void 1960void
1978flag_inv (object *op, int flag) 1961flag_inv (object *op, int flag)
1979{ 1962{
1980 if (op->inv)
1981 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1963 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1982 { 1964 {
1983 SET_FLAG (tmp, flag); 1965 SET_FLAG (tmp, flag);
1984 flag_inv (tmp, flag); 1966 flag_inv (tmp, flag);
1985 } 1967 }
1986} 1968}
1987 1969
1988/* 1970/*
1989 * deactivate recursively a flag on an object inventory 1971 * deactivate recursively a flag on an object inventory
1990 */ 1972 */
1991void 1973void
1992unflag_inv (object *op, int flag) 1974unflag_inv (object *op, int flag)
1993{ 1975{
1994 if (op->inv)
1995 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1976 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1996 { 1977 {
1997 CLEAR_FLAG (tmp, flag); 1978 CLEAR_FLAG (tmp, flag);
1998 unflag_inv (tmp, flag); 1979 unflag_inv (tmp, flag);
1999 } 1980 }
2000} 1981}
2001 1982
2002/* 1983/*
2003 * find_free_spot(object, map, x, y, start, stop) will search for 1984 * find_free_spot(object, map, x, y, start, stop) will search for
2004 * a spot at the given map and coordinates which will be able to contain 1985 * a spot at the given map and coordinates which will be able to contain
2006 * to search (see the freearr_x/y[] definition). 1987 * to search (see the freearr_x/y[] definition).
2007 * It returns a random choice among the alternatives found. 1988 * It returns a random choice among the alternatives found.
2008 * start and stop are where to start relative to the free_arr array (1,9 1989 * start and stop are where to start relative to the free_arr array (1,9
2009 * does all 4 immediate directions). This returns the index into the 1990 * does all 4 immediate directions). This returns the index into the
2010 * array of the free spot, -1 if no spot available (dir 0 = x,y) 1991 * array of the free spot, -1 if no spot available (dir 0 = x,y)
2011 * Note - this only checks to see if there is space for the head of the
2012 * object - if it is a multispace object, this should be called for all
2013 * pieces.
2014 * Note2: This function does correctly handle tiled maps, but does not 1992 * Note: This function does correctly handle tiled maps, but does not
2015 * inform the caller. However, insert_ob_in_map will update as 1993 * inform the caller. However, insert_ob_in_map will update as
2016 * necessary, so the caller shouldn't need to do any special work. 1994 * necessary, so the caller shouldn't need to do any special work.
2017 * Note - updated to take an object instead of archetype - this is necessary 1995 * Note - updated to take an object instead of archetype - this is necessary
2018 * because arch_blocked (now ob_blocked) needs to know the movement type 1996 * because arch_blocked (now ob_blocked) needs to know the movement type
2019 * to know if the space in question will block the object. We can't use 1997 * to know if the space in question will block the object. We can't use
2021 * customized, changed states, etc. 1999 * customized, changed states, etc.
2022 */ 2000 */
2023int 2001int
2024find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 2002find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2025{ 2003{
2004 int altern[SIZEOFFREE];
2026 int index = 0, flag; 2005 int index = 0, flag;
2027 int altern[SIZEOFFREE];
2028 2006
2029 for (int i = start; i < stop; i++) 2007 for (int i = start; i < stop; i++)
2030 { 2008 {
2031 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2009 mapxy pos (m, x, y); pos.move (i);
2032 if (!flag) 2010
2011 if (!pos.normalise ())
2012 continue;
2013
2014 mapspace &ms = *pos;
2015
2016 if (ms.flags () & P_IS_ALIVE)
2017 continue;
2018
2019 /* However, often
2020 * ob doesn't have any move type (when used to place exits)
2021 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
2022 */
2023 if (ob->move_type == 0 && ms.move_block != MOVE_ALL)
2024 {
2033 altern [index++] = i; 2025 altern [index++] = i;
2026 continue;
2027 }
2034 2028
2035 /* Basically, if we find a wall on a space, we cut down the search size. 2029 /* Basically, if we find a wall on a space, we cut down the search size.
2036 * In this way, we won't return spaces that are on another side of a wall. 2030 * In this way, we won't return spaces that are on another side of a wall.
2037 * This mostly work, but it cuts down the search size in all directions - 2031 * This mostly work, but it cuts down the search size in all directions -
2038 * if the space being examined only has a wall to the north and empty 2032 * if the space being examined only has a wall to the north and empty
2039 * spaces in all the other directions, this will reduce the search space 2033 * spaces in all the other directions, this will reduce the search space
2040 * to only the spaces immediately surrounding the target area, and 2034 * to only the spaces immediately surrounding the target area, and
2041 * won't look 2 spaces south of the target space. 2035 * won't look 2 spaces south of the target space.
2042 */ 2036 */
2043 else if ((flag & P_NO_PASS) && maxfree[i] < stop) 2037 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2038 {
2044 stop = maxfree[i]; 2039 stop = maxfree[i];
2040 continue;
2041 }
2042
2043 /* Note it is intentional that we check ob - the movement type of the
2044 * head of the object should correspond for the entire object.
2045 */
2046 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2047 continue;
2048
2049 if (ob->blocked (m, pos.x, pos.y))
2050 continue;
2051
2052 altern [index++] = i;
2045 } 2053 }
2046 2054
2047 if (!index) 2055 if (!index)
2048 return -1; 2056 return -1;
2049 2057
2058 */ 2066 */
2059int 2067int
2060find_first_free_spot (const object *ob, maptile *m, int x, int y) 2068find_first_free_spot (const object *ob, maptile *m, int x, int y)
2061{ 2069{
2062 for (int i = 0; i < SIZEOFFREE; i++) 2070 for (int i = 0; i < SIZEOFFREE; i++)
2063 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2071 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2064 return i; 2072 return i;
2065 2073
2066 return -1; 2074 return -1;
2067} 2075}
2068 2076
2345 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2353 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2346 * core dumps if they do. 2354 * core dumps if they do.
2347 * 2355 *
2348 * Add a check so we can't pick up invisible objects (0.93.8) 2356 * Add a check so we can't pick up invisible objects (0.93.8)
2349 */ 2357 */
2350
2351int 2358int
2352can_pick (const object *who, const object *item) 2359can_pick (const object *who, const object *item)
2353{ 2360{
2354 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2361 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2355 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2362 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2613 &name, 2620 &name,
2614 title ? "\",title:\"" : "", 2621 title ? "\",title:\"" : "",
2615 title ? (const char *)title : "", 2622 title ? (const char *)title : "",
2616 flag_desc (flagdesc, 512), type); 2623 flag_desc (flagdesc, 512), type);
2617 2624
2618 if (env) 2625 if (!this->flag[FLAG_REMOVED] && env)
2619 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2626 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2620 2627
2621 if (map) 2628 if (map)
2622 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y); 2629 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2623 2630
2641} 2648}
2642 2649
2643const materialtype_t * 2650const materialtype_t *
2644object::dominant_material () const 2651object::dominant_material () const
2645{ 2652{
2646 if (materialtype_t *mat = name_to_material (materialname)) 2653 if (materialtype_t *mt = name_to_material (materialname))
2647 return mat; 2654 return mt;
2648 2655
2649 // omfg this is slow, this has to be temporary :)
2650 shstr unknown ("unknown");
2651
2652 return name_to_material (unknown); 2656 return name_to_material (shstr_unknown);
2653} 2657}
2654 2658
2655void 2659void
2656object::open_container (object *new_container) 2660object::open_container (object *new_container)
2657{ 2661{
2673 old_container->flag [FLAG_APPLIED] = 0; 2677 old_container->flag [FLAG_APPLIED] = 0;
2674 container = 0; 2678 container = 0;
2675 2679
2676 esrv_update_item (UPD_FLAGS, this, old_container); 2680 esrv_update_item (UPD_FLAGS, this, old_container);
2677 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); 2681 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2682 play_sound (sound_find ("chest_close"));
2678 } 2683 }
2679 2684
2680 if (new_container) 2685 if (new_container)
2681 { 2686 {
2682 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this))) 2687 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2698 new_container->flag [FLAG_APPLIED] = 1; 2703 new_container->flag [FLAG_APPLIED] = 1;
2699 container = new_container; 2704 container = new_container;
2700 2705
2701 esrv_update_item (UPD_FLAGS, this, new_container); 2706 esrv_update_item (UPD_FLAGS, this, new_container);
2702 esrv_send_inventory (this, new_container); 2707 esrv_send_inventory (this, new_container);
2708 play_sound (sound_find ("chest_open"));
2709 }
2710}
2711
2712object *
2713object::force_find (const shstr name)
2714{
2715 /* cycle through his inventory to look for the MARK we want to
2716 * place
2717 */
2718 for (object *tmp = inv; tmp; tmp = tmp->below)
2719 if (tmp->type == FORCE && tmp->slaying == name)
2720 return splay (tmp);
2721
2722 return 0;
2723}
2724
2725void
2726object::force_add (const shstr name, int duration)
2727{
2728 if (object *force = force_find (name))
2729 force->destroy ();
2730
2731 object *force = get_archetype (FORCE_NAME);
2732
2733 force->slaying = name;
2734 force->stats.food = 1;
2735 force->speed_left = -1.f;
2736
2737 force->set_speed (duration ? 1.f / duration : 0.f);
2738 force->flag [FLAG_IS_USED_UP] = true;
2739 force->flag [FLAG_APPLIED] = true;
2740
2741 insert (force);
2742}
2743
2744void
2745object::play_sound (faceidx sound) const
2746{
2747 if (!sound)
2748 return;
2749
2750 if (flag [FLAG_REMOVED])
2751 return;
2752
2753 if (env)
2703 } 2754 {
2755 if (object *pl = in_player ())
2756 pl->contr->play_sound (sound);
2757 }
2758 else
2759 map->play_sound (sound, x, y);
2704} 2760}
2705 2761
2706

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