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Comparing deliantra/server/common/object.C (file contents):
Revision 1.143 by root, Tue May 1 05:48:20 2007 UTC vs.
Revision 1.184 by root, Wed Aug 22 20:46:46 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 if (!cfperl_can_merge (ob1, ob2))
311 return 0; 311 return 0;
312 } 312 }
313 313
314 /* Everything passes, must be OK. */ 314 /* Everything passes, must be OK. */
315 return 1; 315 return 1;
316} 316}
374/* 374/*
375 * get_nearest_part(multi-object, object 2) returns the part of the 375 * get_nearest_part(multi-object, object 2) returns the part of the
376 * multi-object 1 which is closest to the second object. 376 * multi-object 1 which is closest to the second object.
377 * If it's not a multi-object, it is returned. 377 * If it's not a multi-object, it is returned.
378 */ 378 */
379
380object * 379object *
381get_nearest_part (object *op, const object *pl) 380get_nearest_part (object *op, const object *pl)
382{ 381{
383 object *tmp, *closest; 382 object *tmp, *closest;
384 int last_dist, i; 383 int last_dist, i;
429} 428}
430 429
431/* 430/*
432 * Sets the owner and sets the skill and exp pointers to owner's current 431 * Sets the owner and sets the skill and exp pointers to owner's current
433 * skill and experience objects. 432 * skill and experience objects.
433 * ACTUALLY NO! investigate! TODO
434 */ 434 */
435void 435void
436object::set_owner (object *owner) 436object::set_owner (object *owner)
437{ 437{
438 // allow objects which own objects
438 if (!owner) 439 if (owner)
439 return;
440
441 /* next line added to allow objects which own objects */
442 /* Add a check for ownercounts in here, as I got into an endless loop
443 * with the fireball owning a poison cloud which then owned the
444 * fireball. I believe that was caused by one of the objects getting
445 * freed and then another object replacing it. Since the ownercounts
446 * didn't match, this check is valid and I believe that cause is valid.
447 */
448 while (owner->owner) 440 while (owner->owner)
449 owner = owner->owner; 441 owner = owner->owner;
450 442
451 this->owner = owner; 443 this->owner = owner;
444}
445
446int
447object::slottype () const
448{
449 if (type == SKILL)
450 {
451 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
452 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
453 }
454 else
455 {
456 if (slot [body_combat].info) return slot_combat;
457 if (slot [body_range ].info) return slot_ranged;
458 }
459
460 return slot_none;
461}
462
463bool
464object::change_weapon (object *ob)
465{
466 if (current_weapon == ob)
467 return true;
468
469 if (chosen_skill)
470 chosen_skill->flag [FLAG_APPLIED] = false;
471
472 current_weapon = ob;
473 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
474
475 if (chosen_skill)
476 chosen_skill->flag [FLAG_APPLIED] = true;
477
478 update_stats ();
479
480 if (ob)
481 {
482 // now check wether any body locations became invalid, in which case
483 // we cannot apply the weapon at the moment.
484 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
485 if (slot[i].used < 0)
486 {
487 current_weapon = chosen_skill = 0;
488 update_stats ();
489
490 new_draw_info_format (NDI_UNIQUE, 0, this,
491 "You try to balance all your items at once, "
492 "but the %s is just too much for your body. "
493 "[You need to unapply some items first.]", &ob->name);
494 return false;
495 }
496
497 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
498 }
499 else
500 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
501
502 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
503 {
504 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
505 &name, ob->debug_desc ());
506 return false;
507 }
508
509 return true;
452} 510}
453 511
454/* Zero the key_values on op, decrementing the shared-string 512/* Zero the key_values on op, decrementing the shared-string
455 * refcounts and freeing the links. 513 * refcounts and freeing the links.
456 */ 514 */
538 * need for monsters, but doesn't hurt to do it for everything. 596 * need for monsters, but doesn't hurt to do it for everything.
539 * by doing so, when a monster is created, it has good starting 597 * by doing so, when a monster is created, it has good starting
540 * values for the body_used info, so when items are created 598 * values for the body_used info, so when items are created
541 * for it, they can be properly equipped. 599 * for it, they can be properly equipped.
542 */ 600 */
543 memcpy (body_used, body_info, sizeof (body_used)); 601 for (int i = NUM_BODY_LOCATIONS; i--; )
602 slot[i].used = slot[i].info;
544 603
545 attachable::instantiate (); 604 attachable::instantiate ();
546} 605}
547 606
548object * 607object *
869 map = freed_map; 928 map = freed_map;
870 x = 1; 929 x = 1;
871 y = 1; 930 y = 1;
872 } 931 }
873 932
874 head = 0;
875
876 if (more) 933 if (more)
877 { 934 {
878 more->destroy (); 935 more->destroy ();
879 more = 0; 936 more = 0;
880 } 937 }
881 938
939 head = 0;
940
882 // clear those pointers that likely might have circular references to us 941 // clear those pointers that likely might cause circular references
883 owner = 0; 942 owner = 0;
884 enemy = 0; 943 enemy = 0;
885 attacked_by = 0; 944 attacked_by = 0;
945 current_weapon = 0;
886} 946}
887 947
888void 948void
889object::destroy (bool destroy_inventory) 949object::destroy (bool destroy_inventory)
890{ 950{
891 if (destroyed ()) 951 if (destroyed ())
892 return; 952 return;
893 953
894 if (destroy_inventory) 954 if (destroy_inventory)
895 destroy_inv (false); 955 destroy_inv (false);
956
957 if (is_head ())
958 if (sound_destroy)
959 play_sound (sound_destroy);
960 else if (flag [FLAG_MONSTER])
961 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
896 962
897 attachable::destroy (); 963 attachable::destroy ();
898} 964}
899 965
900/* 966/*
1015 if (map->in_memory == MAP_SAVING) 1081 if (map->in_memory == MAP_SAVING)
1016 return; 1082 return;
1017 1083
1018 int check_walk_off = !flag [FLAG_NO_APPLY]; 1084 int check_walk_off = !flag [FLAG_NO_APPLY];
1019 1085
1086 if (object *pl = ms.player ())
1087 {
1088 if (pl->container == this)
1089 /* If a container that the player is currently using somehow gets
1090 * removed (most likely destroyed), update the player view
1091 * appropriately.
1092 */
1093 pl->close_container ();
1094
1095 pl->contr->ns->floorbox_update ();
1096 }
1097
1020 for (tmp = ms.bot; tmp; tmp = tmp->above) 1098 for (tmp = ms.bot; tmp; tmp = tmp->above)
1021 { 1099 {
1022 /* No point updating the players look faces if he is the object 1100 /* No point updating the players look faces if he is the object
1023 * being removed. 1101 * being removed.
1024 */ 1102 */
1025
1026 if (tmp->type == PLAYER && tmp != this)
1027 {
1028 /* If a container that the player is currently using somehow gets
1029 * removed (most likely destroyed), update the player view
1030 * appropriately.
1031 */
1032 if (tmp->container == this)
1033 {
1034 flag [FLAG_APPLIED] = 0;
1035 tmp->container = 0;
1036 }
1037
1038 if (tmp->contr->ns)
1039 tmp->contr->ns->floorbox_update ();
1040 }
1041 1103
1042 /* See if object moving off should effect something */ 1104 /* See if object moving off should effect something */
1043 if (check_walk_off 1105 if (check_walk_off
1044 && ((move_type & tmp->move_off) 1106 && ((move_type & tmp->move_off)
1045 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1107 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1048 1110
1049 if (destroyed ()) 1111 if (destroyed ())
1050 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1112 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1051 } 1113 }
1052 1114
1053 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1054 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1055 if (tmp->above == tmp)
1056 tmp->above = 0;
1057
1058 last = tmp; 1115 last = tmp;
1059 } 1116 }
1060 1117
1061 /* last == NULL if there are no objects on this space */ 1118 /* last == NULL if there are no objects on this space */
1062 //TODO: this makes little sense, why only update the topmost object? 1119 //TODO: this makes little sense, why only update the topmost object?
1113 if (more) 1170 if (more)
1114 return; 1171 return;
1115 1172
1116 object *prev = this; 1173 object *prev = this;
1117 1174
1118 for (archetype *at = arch->more; at; at = at->more) 1175 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1119 { 1176 {
1120 object *op = arch_to_object (at); 1177 object *op = arch_to_object (at);
1121 1178
1122 op->name = name; 1179 op->name = name;
1123 op->name_pl = name_pl; 1180 op->name_pl = name_pl;
1137object * 1194object *
1138insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1195insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1139{ 1196{
1140 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1197 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1141 { 1198 {
1142 tmp->x = x + tmp->arch->clone.x; 1199 tmp->x = x + tmp->arch->x;
1143 tmp->y = y + tmp->arch->clone.y; 1200 tmp->y = y + tmp->arch->y;
1144 } 1201 }
1145 1202
1146 return insert_ob_in_map (op, m, originator, flag); 1203 return insert_ob_in_map (op, m, originator, flag);
1147} 1204}
1148 1205
1169object * 1226object *
1170insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1227insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1171{ 1228{
1172 assert (!op->flag [FLAG_FREED]); 1229 assert (!op->flag [FLAG_FREED]);
1173 1230
1174 object *tmp, *top, *floor = NULL; 1231 object *top, *floor = NULL;
1175 1232
1176 op->remove (); 1233 op->remove ();
1177
1178#if 0
1179 if (!m->active != !op->active)
1180 if (m->active)
1181 op->activate_recursive ();
1182 else
1183 op->deactivate_recursive ();
1184#endif
1185 1234
1186 if (out_of_map (m, op->x, op->y)) 1235 if (out_of_map (m, op->x, op->y))
1187 { 1236 {
1188 LOG (llevError, "Trying to insert object outside the map.\n%s\n", op->debug_desc ()); 1237 LOG (llevError, "Trying to insert object outside the map.\n%s\n", op->debug_desc ());
1189#ifdef MANY_CORES 1238#ifdef MANY_CORES
1195#endif 1244#endif
1196 return op; 1245 return op;
1197 } 1246 }
1198 1247
1199 if (object *more = op->more) 1248 if (object *more = op->more)
1200 {
1201 if (!insert_ob_in_map (more, m, originator, flag)) 1249 if (!insert_ob_in_map (more, m, originator, flag))
1202 {
1203 if (!op->head)
1204 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1205
1206 return 0; 1250 return 0;
1207 }
1208 }
1209 1251
1210 CLEAR_FLAG (op, FLAG_REMOVED); 1252 CLEAR_FLAG (op, FLAG_REMOVED);
1211 1253
1212 /* Ideally, the caller figures this out. However, it complicates a lot 1254 /* Ideally, the caller figures this out. However, it complicates a lot
1213 * of areas of callers (eg, anything that uses find_free_spot would now 1255 * of areas of callers (eg, anything that uses find_free_spot would now
1220 mapspace &ms = op->ms (); 1262 mapspace &ms = op->ms ();
1221 1263
1222 /* this has to be done after we translate the coordinates. 1264 /* this has to be done after we translate the coordinates.
1223 */ 1265 */
1224 if (op->nrof && !(flag & INS_NO_MERGE)) 1266 if (op->nrof && !(flag & INS_NO_MERGE))
1225 for (tmp = ms.bot; tmp; tmp = tmp->above) 1267 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1226 if (object::can_merge (op, tmp)) 1268 if (object::can_merge (op, tmp))
1227 { 1269 {
1228 op->nrof += tmp->nrof; 1270 op->nrof += tmp->nrof;
1229 tmp->destroy (); 1271 tmp->destroy ();
1230 } 1272 }
1319 */ 1361 */
1320 if (last && last->below && last != floor) 1362 if (last && last->below && last != floor)
1321 top = last->below; 1363 top = last->below;
1322 } 1364 }
1323 } /* If objects on this space */ 1365 } /* If objects on this space */
1324
1325 if (flag & INS_MAP_LOAD) 1366 if (flag & INS_MAP_LOAD)
1326 top = ms.top; 1367 top = ms.top;
1327 1368
1328 if (flag & INS_ABOVE_FLOOR_ONLY) 1369 if (flag & INS_ABOVE_FLOOR_ONLY)
1329 top = floor; 1370 top = floor;
1364 op->map->touch (); 1405 op->map->touch ();
1365 } 1406 }
1366 1407
1367 op->map->dirty = true; 1408 op->map->dirty = true;
1368 1409
1369 /* If we have a floor, we know the player, if any, will be above
1370 * it, so save a few ticks and start from there.
1371 */
1372 if (!(flag & INS_MAP_LOAD)) 1410 if (!(flag & INS_MAP_LOAD))
1373 if (object *pl = ms.player ()) 1411 if (object *pl = ms.player ())
1374 if (pl->contr->ns)
1375 pl->contr->ns->floorbox_update (); 1412 pl->contr->ns->floorbox_update ();
1376 1413
1377 /* If this object glows, it may affect lighting conditions that are 1414 /* If this object glows, it may affect lighting conditions that are
1378 * visible to others on this map. But update_all_los is really 1415 * visible to others on this map. But update_all_los is really
1379 * an inefficient way to do this, as it means los for all players 1416 * an inefficient way to do this, as it means los for all players
1380 * on the map will get recalculated. The players could very well 1417 * on the map will get recalculated. The players could very well
1399 * blocked() and wall() work properly), and these flags are updated by 1436 * blocked() and wall() work properly), and these flags are updated by
1400 * update_object(). 1437 * update_object().
1401 */ 1438 */
1402 1439
1403 /* if this is not the head or flag has been passed, don't check walk on status */ 1440 /* if this is not the head or flag has been passed, don't check walk on status */
1404 if (!(flag & INS_NO_WALK_ON) && !op->head) 1441 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1405 { 1442 {
1406 if (check_move_on (op, originator)) 1443 if (check_move_on (op, originator))
1407 return 0; 1444 return 0;
1408 1445
1409 /* If we are a multi part object, lets work our way through the check 1446 /* If we are a multi part object, lets work our way through the check
1410 * walk on's. 1447 * walk on's.
1411 */ 1448 */
1412 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1449 for (object *tmp = op->more; tmp; tmp = tmp->more)
1413 if (check_move_on (tmp, originator)) 1450 if (check_move_on (tmp, originator))
1414 return 0; 1451 return 0;
1415 } 1452 }
1416 1453
1417 return op; 1454 return op;
1427 object *tmp, *tmp1; 1464 object *tmp, *tmp1;
1428 1465
1429 /* first search for itself and remove any old instances */ 1466 /* first search for itself and remove any old instances */
1430 1467
1431 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 1468 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1432 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1469 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1433 tmp->destroy (); 1470 tmp->destroy ();
1434 1471
1435 tmp1 = arch_to_object (archetype::find (arch_string)); 1472 tmp1 = arch_to_object (archetype::find (arch_string));
1436 1473
1437 tmp1->x = op->x; 1474 tmp1->x = op->x;
1598 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1635 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1599 free (dump); 1636 free (dump);
1600 return op; 1637 return op;
1601 } 1638 }
1602 1639
1603 if (where->head) 1640 if (where->head_ () != where)
1604 { 1641 {
1605 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n"); 1642 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1606 where = where->head; 1643 where = where->head;
1607 } 1644 }
1608 1645
1609 return where->insert (op); 1646 return where->insert (op);
1610} 1647}
1618 * be != op, if items are merged. -Tero 1655 * be != op, if items are merged. -Tero
1619 */ 1656 */
1620object * 1657object *
1621object::insert (object *op) 1658object::insert (object *op)
1622{ 1659{
1623 object *tmp, *otmp;
1624
1625 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1660 if (!QUERY_FLAG (op, FLAG_REMOVED))
1626 op->remove (); 1661 op->remove ();
1627 1662
1628 if (op->more) 1663 if (op->more)
1629 { 1664 {
1631 return op; 1666 return op;
1632 } 1667 }
1633 1668
1634 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1669 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1635 CLEAR_FLAG (op, FLAG_REMOVED); 1670 CLEAR_FLAG (op, FLAG_REMOVED);
1671
1636 if (op->nrof) 1672 if (op->nrof)
1637 { 1673 {
1638 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1674 for (object *tmp = inv; tmp; tmp = tmp->below)
1639 if (object::can_merge (tmp, op)) 1675 if (object::can_merge (tmp, op))
1640 { 1676 {
1641 /* return the original object and remove inserted object 1677 /* return the original object and remove inserted object
1642 (client needs the original object) */ 1678 (client needs the original object) */
1643 tmp->nrof += op->nrof; 1679 tmp->nrof += op->nrof;
1662 add_weight (this, op->weight * op->nrof); 1698 add_weight (this, op->weight * op->nrof);
1663 } 1699 }
1664 else 1700 else
1665 add_weight (this, (op->weight + op->carrying)); 1701 add_weight (this, (op->weight + op->carrying));
1666 1702
1667 otmp = this->in_player (); 1703 if (object *otmp = this->in_player ())
1668 if (otmp && otmp->contr)
1669 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1704 if (otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1670 otmp->update_stats (); 1705 otmp->update_stats ();
1671 1706
1707 op->owner = 0; // its his/hers now. period.
1672 op->map = 0; 1708 op->map = 0;
1673 op->env = this; 1709 op->env = this;
1674 op->above = 0; 1710 op->above = 0;
1675 op->below = 0; 1711 op->below = 0;
1676 op->x = 0, op->y = 0; 1712 op->x = op->y = 0;
1677 1713
1678 /* reset the light list and los of the players on the map */ 1714 /* reset the light list and los of the players on the map */
1679 if ((op->glow_radius != 0) && map) 1715 if (op->glow_radius && map)
1680 { 1716 {
1681#ifdef DEBUG_LIGHTS 1717#ifdef DEBUG_LIGHTS
1682 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1718 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1683#endif /* DEBUG_LIGHTS */ 1719#endif /* DEBUG_LIGHTS */
1684 if (map->darkness) 1720 if (map->darkness)
1938 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1974 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1939 { 1975 {
1940 CLEAR_FLAG (tmp, flag); 1976 CLEAR_FLAG (tmp, flag);
1941 unflag_inv (tmp, flag); 1977 unflag_inv (tmp, flag);
1942 } 1978 }
1943}
1944
1945/*
1946 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1947 * all it's inventory (recursively).
1948 * If checksums are used, a player will get set_cheat called for
1949 * him/her-self and all object carried by a call to this function.
1950 */
1951void
1952set_cheat (object *op)
1953{
1954 SET_FLAG (op, FLAG_WAS_WIZ);
1955 flag_inv (op, FLAG_WAS_WIZ);
1956} 1979}
1957 1980
1958/* 1981/*
1959 * find_free_spot(object, map, x, y, start, stop) will search for 1982 * find_free_spot(object, map, x, y, start, stop) will search for
1960 * a spot at the given map and coordinates which will be able to contain 1983 * a spot at the given map and coordinates which will be able to contain
2078 object *tmp; 2101 object *tmp;
2079 maptile *mp; 2102 maptile *mp;
2080 2103
2081 MoveType blocked, move_type; 2104 MoveType blocked, move_type;
2082 2105
2083 if (exclude && exclude->head) 2106 if (exclude && exclude->head_ () != exclude)
2084 { 2107 {
2085 exclude = exclude->head; 2108 exclude = exclude->head;
2086 move_type = exclude->move_type; 2109 move_type = exclude->move_type;
2087 } 2110 }
2088 else 2111 else
2111 max = maxfree[i]; 2134 max = maxfree[i];
2112 else if (mflags & P_IS_ALIVE) 2135 else if (mflags & P_IS_ALIVE)
2113 { 2136 {
2114 for (tmp = ms.bot; tmp; tmp = tmp->above) 2137 for (tmp = ms.bot; tmp; tmp = tmp->above)
2115 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2138 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2116 && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2139 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2117 break; 2140 break;
2118 2141
2119 if (tmp) 2142 if (tmp)
2120 return freedir[i]; 2143 return freedir[i];
2121 } 2144 }
2301 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2324 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2302 * core dumps if they do. 2325 * core dumps if they do.
2303 * 2326 *
2304 * Add a check so we can't pick up invisible objects (0.93.8) 2327 * Add a check so we can't pick up invisible objects (0.93.8)
2305 */ 2328 */
2306
2307int 2329int
2308can_pick (const object *who, const object *item) 2330can_pick (const object *who, const object *item)
2309{ 2331{
2310 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2332 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2311 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2333 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2316 * create clone from object to another 2338 * create clone from object to another
2317 */ 2339 */
2318object * 2340object *
2319object_create_clone (object *asrc) 2341object_create_clone (object *asrc)
2320{ 2342{
2321 object *dst = 0, *tmp, *src, *part, *prev, *item; 2343 object *dst = 0, *tmp, *src, *prev, *item;
2322 2344
2323 if (!asrc) 2345 if (!asrc)
2324 return 0; 2346 return 0;
2325 2347
2326 src = asrc;
2327 if (src->head)
2328 src = src->head; 2348 src = asrc->head_ ();
2329 2349
2330 prev = 0; 2350 prev = 0;
2331 for (part = src; part; part = part->more) 2351 for (object *part = src; part; part = part->more)
2332 { 2352 {
2333 tmp = part->clone (); 2353 tmp = part->clone ();
2334 tmp->x -= src->x; 2354 tmp->x -= src->x;
2335 tmp->y -= src->y; 2355 tmp->y -= src->y;
2336 2356
2449 /* Basically, if the archetype has this key set, 2469 /* Basically, if the archetype has this key set,
2450 * we need to store the null value so when we save 2470 * we need to store the null value so when we save
2451 * it, we save the empty value so that when we load, 2471 * it, we save the empty value so that when we load,
2452 * we get this value back again. 2472 * we get this value back again.
2453 */ 2473 */
2454 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2474 if (get_ob_key_link (op->arch, canonical_key))
2455 field->value = 0; 2475 field->value = 0;
2456 else 2476 else
2457 { 2477 {
2458 if (last) 2478 if (last)
2459 last->next = field->next; 2479 last->next = field->next;
2528 } 2548 }
2529 else 2549 else
2530 item = item->env; 2550 item = item->env;
2531} 2551}
2532 2552
2533
2534const char * 2553const char *
2535object::flag_desc (char *desc, int len) const 2554object::flag_desc (char *desc, int len) const
2536{ 2555{
2537 char *p = desc; 2556 char *p = desc;
2538 bool first = true; 2557 bool first = true;
2572 &name, 2591 &name,
2573 title ? "\",title:\"" : "", 2592 title ? "\",title:\"" : "",
2574 title ? (const char *)title : "", 2593 title ? (const char *)title : "",
2575 flag_desc (flagdesc, 512), type); 2594 flag_desc (flagdesc, 512), type);
2576 2595
2577 if (env) 2596 if (!this->flag[FLAG_REMOVED] && env)
2578 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2597 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2579 2598
2580 if (map) 2599 if (map)
2581 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y); 2600 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2582 2601
2600} 2619}
2601 2620
2602const materialtype_t * 2621const materialtype_t *
2603object::dominant_material () const 2622object::dominant_material () const
2604{ 2623{
2605 if (materialtype_t *mat = name_to_material (materialname)) 2624 if (materialtype_t *mt = name_to_material (materialname))
2606 return mat; 2625 return mt;
2607 2626
2608 // omfg this is slow, this has to be temporary :)
2609 shstr unknown ("unknown");
2610
2611 return name_to_material (unknown); 2627 return name_to_material (shstr_unknown);
2612} 2628}
2613 2629
2614void 2630void
2615object::open_container (object *new_container) 2631object::open_container (object *new_container)
2616{ 2632{
2632 old_container->flag [FLAG_APPLIED] = 0; 2648 old_container->flag [FLAG_APPLIED] = 0;
2633 container = 0; 2649 container = 0;
2634 2650
2635 esrv_update_item (UPD_FLAGS, this, old_container); 2651 esrv_update_item (UPD_FLAGS, this, old_container);
2636 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); 2652 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2653 play_sound (sound_find ("chest_close"));
2637 } 2654 }
2638 2655
2639 if (new_container) 2656 if (new_container)
2640 { 2657 {
2641 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this))) 2658 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2657 new_container->flag [FLAG_APPLIED] = 1; 2674 new_container->flag [FLAG_APPLIED] = 1;
2658 container = new_container; 2675 container = new_container;
2659 2676
2660 esrv_update_item (UPD_FLAGS, this, new_container); 2677 esrv_update_item (UPD_FLAGS, this, new_container);
2661 esrv_send_inventory (this, new_container); 2678 esrv_send_inventory (this, new_container);
2679 play_sound (sound_find ("chest_open"));
2680 }
2681}
2682
2683object *
2684object::force_find (const shstr name)
2685{
2686 /* cycle through his inventory to look for the MARK we want to
2687 * place
2688 */
2689 for (object *tmp = inv; tmp; tmp = tmp->below)
2690 if (tmp->type == FORCE && tmp->slaying == name)
2691 return splay (tmp);
2692
2693 return 0;
2694}
2695
2696void
2697object::force_add (const shstr name, int duration)
2698{
2699 if (object *force = force_find (name))
2700 force->destroy ();
2701
2702 object *force = get_archetype (FORCE_NAME);
2703
2704 force->slaying = name;
2705 force->stats.food = 1;
2706 force->speed_left = -1.f;
2707
2708 force->set_speed (duration ? 1.f / duration : 0.f);
2709 force->flag [FLAG_IS_USED_UP] = true;
2710 force->flag [FLAG_APPLIED] = true;
2711
2712 insert (force);
2713}
2714
2715void
2716object::play_sound (faceidx sound) const
2717{
2718 if (!sound)
2719 return;
2720
2721 if (flag [FLAG_REMOVED])
2722 return;
2723
2724 if (env)
2662 } 2725 {
2726 if (object *pl = in_player ())
2727 pl->contr->play_sound (sound);
2728 }
2729 else
2730 map->play_sound (sound, x, y);
2663} 2731}
2664 2732
2665

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