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Comparing deliantra/server/common/object.C (file contents):
Revision 1.155 by root, Thu May 17 21:32:08 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. */
300 return 0; 299 return 0;
301 else if (!compare_ob_value_lists (ob1, ob2)) 300 else if (!compare_ob_value_lists (ob1, ob2))
302 return 0; 301 return 0;
303 } 302 }
304 303
305 //TODO: generate an event or call into perl for additional checks
306 if (ob1->self || ob2->self) 304 if (ob1->self || ob2->self)
307 { 305 {
308 ob1->optimise (); 306 ob1->optimise ();
309 ob2->optimise (); 307 ob2->optimise ();
310 308
311 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)
312 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 }
313 } 321 }
314 322
315 /* Everything passes, must be OK. */ 323 /* Everything passes, must be OK. */
316 return 1; 324 return 1;
317} 325}
375/* 383/*
376 * 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
377 * multi-object 1 which is closest to the second object. 385 * multi-object 1 which is closest to the second object.
378 * If it's not a multi-object, it is returned. 386 * If it's not a multi-object, it is returned.
379 */ 387 */
380
381object * 388object *
382get_nearest_part (object *op, const object *pl) 389get_nearest_part (object *op, const object *pl)
383{ 390{
384 object *tmp, *closest; 391 object *tmp, *closest;
385 int last_dist, i; 392 int last_dist, i;
430} 437}
431 438
432/* 439/*
433 * 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
434 * skill and experience objects. 441 * skill and experience objects.
442 * ACTUALLY NO! investigate! TODO
435 */ 443 */
436void 444void
437object::set_owner (object *owner) 445object::set_owner (object *owner)
438{ 446{
447 // allow objects which own objects
439 if (!owner) 448 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) 449 while (owner->owner)
450 owner = owner->owner; 450 owner = owner->owner;
451 451
452 this->owner = owner; 452 this->owner = owner;
453} 453}
454 454
455int 455int
495 { 495 {
496 current_weapon = chosen_skill = 0; 496 current_weapon = chosen_skill = 0;
497 update_stats (); 497 update_stats ();
498 498
499 new_draw_info_format (NDI_UNIQUE, 0, this, 499 new_draw_info_format (NDI_UNIQUE, 0, this,
500 "You try to balance your applied items all at once, but the %s is too much. " 500 "You try to balance all your items at once, "
501 "but the %s is just too much for your body. "
501 "You need to unapply some items first.", &ob->name); 502 "[You need to unapply some items first.]", &ob->name);
502 return false; 503 return false;
503 } 504 }
504 505
505 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name); 506 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
506 } 507 }
586object::copy_to (object *dst) 587object::copy_to (object *dst)
587{ 588{
588 *dst = *this; 589 *dst = *this;
589 590
590 if (speed < 0) 591 if (speed < 0)
591 dst->speed_left = speed_left - rndm (); 592 dst->speed_left -= rndm ();
592 593
593 dst->set_speed (dst->speed); 594 dst->set_speed (dst->speed);
594} 595}
595 596
596void 597void
923 924
924 if (!freed_map) 925 if (!freed_map)
925 { 926 {
926 freed_map = new maptile; 927 freed_map = new maptile;
927 928
929 freed_map->path = "<freed objects map>";
928 freed_map->name = "/internal/freed_objects_map"; 930 freed_map->name = "/internal/freed_objects_map";
929 freed_map->width = 3; 931 freed_map->width = 3;
930 freed_map->height = 3; 932 freed_map->height = 3;
931 933
932 freed_map->alloc (); 934 freed_map->alloc ();
936 map = freed_map; 938 map = freed_map;
937 x = 1; 939 x = 1;
938 y = 1; 940 y = 1;
939 } 941 }
940 942
941 head = 0;
942
943 if (more) 943 if (more)
944 { 944 {
945 more->destroy (); 945 more->destroy ();
946 more = 0; 946 more = 0;
947 } 947 }
948 948
949 head = 0;
950
949 // clear those pointers that likely might have circular references to us 951 // clear those pointers that likely might cause circular references
950 owner = 0; 952 owner = 0;
951 enemy = 0; 953 enemy = 0;
952 attacked_by = 0; 954 attacked_by = 0;
955 current_weapon = 0;
953} 956}
954 957
955void 958void
956object::destroy (bool destroy_inventory) 959object::destroy (bool destroy_inventory)
957{ 960{
958 if (destroyed ()) 961 if (destroyed ())
959 return; 962 return;
960 963
961 if (destroy_inventory) 964 if (destroy_inventory)
962 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
963 972
964 attachable::destroy (); 973 attachable::destroy ();
965} 974}
966 975
967/* 976/*
1082 if (map->in_memory == MAP_SAVING) 1091 if (map->in_memory == MAP_SAVING)
1083 return; 1092 return;
1084 1093
1085 int check_walk_off = !flag [FLAG_NO_APPLY]; 1094 int check_walk_off = !flag [FLAG_NO_APPLY];
1086 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
1087 for (tmp = ms.bot; tmp; tmp = tmp->above) 1108 for (tmp = ms.bot; tmp; tmp = tmp->above)
1088 { 1109 {
1089 /* 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
1090 * being removed. 1111 * being removed.
1091 */ 1112 */
1092
1093 if (tmp->type == PLAYER && tmp != this)
1094 {
1095 /* If a container that the player is currently using somehow gets
1096 * removed (most likely destroyed), update the player view
1097 * appropriately.
1098 */
1099 if (tmp->container == this)
1100 {
1101 flag [FLAG_APPLIED] = 0;
1102 tmp->container = 0;
1103 }
1104
1105 if (tmp->contr->ns)
1106 tmp->contr->ns->floorbox_update ();
1107 }
1108 1113
1109 /* See if object moving off should effect something */ 1114 /* See if object moving off should effect something */
1110 if (check_walk_off 1115 if (check_walk_off
1111 && ((move_type & tmp->move_off) 1116 && ((move_type & tmp->move_off)
1112 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1117 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1115 1120
1116 if (destroyed ()) 1121 if (destroyed ())
1117 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 ());
1118 } 1123 }
1119 1124
1120 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1121 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1122 if (tmp->above == tmp)
1123 tmp->above = 0;
1124
1125 last = tmp; 1125 last = tmp;
1126 } 1126 }
1127 1127
1128 /* last == NULL if there are no objects on this space */ 1128 /* last == NULL if there are no objects on this space */
1129 //TODO: this makes little sense, why only update the topmost object? 1129 //TODO: this makes little sense, why only update the topmost object?
1180 if (more) 1180 if (more)
1181 return; 1181 return;
1182 1182
1183 object *prev = this; 1183 object *prev = this;
1184 1184
1185 for (archetype *at = arch->more; at; at = at->more) 1185 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1186 { 1186 {
1187 object *op = arch_to_object (at); 1187 object *op = arch_to_object (at);
1188 1188
1189 op->name = name; 1189 op->name = name;
1190 op->name_pl = name_pl; 1190 op->name_pl = name_pl;
1204object * 1204object *
1205insert_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)
1206{ 1206{
1207 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1207 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1208 { 1208 {
1209 tmp->x = x + tmp->arch->clone.x; 1209 tmp->x = x + tmp->arch->x;
1210 tmp->y = y + tmp->arch->clone.y; 1210 tmp->y = y + tmp->arch->y;
1211 } 1211 }
1212 1212
1213 return insert_ob_in_map (op, m, originator, flag); 1213 return insert_ob_in_map (op, m, originator, flag);
1214} 1214}
1215 1215
1240 1240
1241 object *top, *floor = NULL; 1241 object *top, *floor = NULL;
1242 1242
1243 op->remove (); 1243 op->remove ();
1244 1244
1245#if 0
1246 if (!m->active != !op->active)
1247 if (m->active)
1248 op->activate_recursive ();
1249 else
1250 op->deactivate_recursive ();
1251#endif
1252
1253 if (out_of_map (m, op->x, op->y))
1254 {
1255 LOG (llevError, "Trying to insert object outside the map.\n%s\n", op->debug_desc ());
1256#ifdef MANY_CORES
1257 /* Better to catch this here, as otherwise the next use of this object
1258 * is likely to cause a crash. Better to find out where it is getting
1259 * improperly inserted.
1260 */
1261 abort ();
1262#endif
1263 return op;
1264 }
1265
1266 if (object *more = op->more)
1267 if (!insert_ob_in_map (more, m, originator, flag))
1268 return 0;
1269
1270 CLEAR_FLAG (op, FLAG_REMOVED);
1271
1272 /* Ideally, the caller figures this out. However, it complicates a lot 1245 /* Ideally, the caller figures this out. However, it complicates a lot
1273 * 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
1274 * need extra work 1247 * need extra work
1275 */ 1248 */
1276 if (!xy_normalise (m, op->x, op->y)) 1249 if (!xy_normalise (m, op->x, op->y))
1250 {
1251 op->destroy ();
1277 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);
1278 1260
1279 op->map = m; 1261 op->map = m;
1280 mapspace &ms = op->ms (); 1262 mapspace &ms = op->ms ();
1281 1263
1282 /* this has to be done after we translate the coordinates. 1264 /* this has to be done after we translate the coordinates.
1317 else 1299 else
1318 { 1300 {
1319 top = ms.bot; 1301 top = ms.bot;
1320 1302
1321 /* If there are other objects, then */ 1303 /* If there are other objects, then */
1322 if ((!(flag & INS_MAP_LOAD)) && top) 1304 if (top)
1323 { 1305 {
1324 object *last = 0; 1306 object *last = 0;
1325 1307
1326 /* 1308 /*
1327 * 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.
1380 if (last && last->below && last != floor) 1362 if (last && last->below && last != floor)
1381 top = last->below; 1363 top = last->below;
1382 } 1364 }
1383 } /* If objects on this space */ 1365 } /* If objects on this space */
1384 1366
1385 if (flag & INS_MAP_LOAD)
1386 top = ms.top;
1387
1388 if (flag & INS_ABOVE_FLOOR_ONLY) 1367 if (flag & INS_ABOVE_FLOOR_ONLY)
1389 top = floor; 1368 top = floor;
1390 1369
1391 /* 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.
1392 */ 1371 */
1424 op->map->touch (); 1403 op->map->touch ();
1425 } 1404 }
1426 1405
1427 op->map->dirty = true; 1406 op->map->dirty = true;
1428 1407
1429 /* If we have a floor, we know the player, if any, will be above
1430 * it, so save a few ticks and start from there.
1431 */
1432 if (!(flag & INS_MAP_LOAD))
1433 if (object *pl = ms.player ()) 1408 if (object *pl = ms.player ())
1434 if (pl->contr->ns)
1435 pl->contr->ns->floorbox_update (); 1409 pl->contr->ns->floorbox_update ();
1436 1410
1437 /* If this object glows, it may affect lighting conditions that are 1411 /* If this object glows, it may affect lighting conditions that are
1438 * 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
1439 * 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
1440 * on the map will get recalculated. The players could very well 1414 * on the map will get recalculated. The players could very well
1487 object *tmp, *tmp1; 1461 object *tmp, *tmp1;
1488 1462
1489 /* first search for itself and remove any old instances */ 1463 /* first search for itself and remove any old instances */
1490 1464
1491 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 1465 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1492 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1466 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1493 tmp->destroy (); 1467 tmp->destroy ();
1494 1468
1495 tmp1 = arch_to_object (archetype::find (arch_string)); 1469 tmp1 = arch_to_object (archetype::find (arch_string));
1496 1470
1497 tmp1->x = op->x; 1471 tmp1->x = op->x;
1678 * be != op, if items are merged. -Tero 1652 * be != op, if items are merged. -Tero
1679 */ 1653 */
1680object * 1654object *
1681object::insert (object *op) 1655object::insert (object *op)
1682{ 1656{
1683 object *tmp, *otmp;
1684
1685 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1657 if (!QUERY_FLAG (op, FLAG_REMOVED))
1686 op->remove (); 1658 op->remove ();
1687 1659
1688 if (op->more) 1660 if (op->more)
1689 { 1661 {
1691 return op; 1663 return op;
1692 } 1664 }
1693 1665
1694 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1666 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1695 CLEAR_FLAG (op, FLAG_REMOVED); 1667 CLEAR_FLAG (op, FLAG_REMOVED);
1668
1696 if (op->nrof) 1669 if (op->nrof)
1697 { 1670 {
1698 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1671 for (object *tmp = inv; tmp; tmp = tmp->below)
1699 if (object::can_merge (tmp, op)) 1672 if (object::can_merge (tmp, op))
1700 { 1673 {
1701 /* return the original object and remove inserted object 1674 /* return the original object and remove inserted object
1702 (client needs the original object) */ 1675 (client needs the original object) */
1703 tmp->nrof += op->nrof; 1676 tmp->nrof += op->nrof;
1722 add_weight (this, op->weight * op->nrof); 1695 add_weight (this, op->weight * op->nrof);
1723 } 1696 }
1724 else 1697 else
1725 add_weight (this, (op->weight + op->carrying)); 1698 add_weight (this, (op->weight + op->carrying));
1726 1699
1727 otmp = this->in_player (); 1700 if (object *otmp = this->in_player ())
1728 if (otmp && otmp->contr)
1729 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1701 if (otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1730 otmp->update_stats (); 1702 otmp->update_stats ();
1731 1703
1704 op->owner = 0; // its his/hers now. period.
1732 op->map = 0; 1705 op->map = 0;
1733 op->env = this; 1706 op->env = this;
1734 op->above = 0; 1707 op->above = 0;
1735 op->below = 0; 1708 op->below = 0;
1736 op->x = 0, op->y = 0; 1709 op->x = op->y = 0;
1737 1710
1738 /* 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 */
1739 if ((op->glow_radius != 0) && map) 1712 if (op->glow_radius && map)
1740 { 1713 {
1741#ifdef DEBUG_LIGHTS 1714#ifdef DEBUG_LIGHTS
1742 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);
1743#endif /* DEBUG_LIGHTS */ 1716#endif /* DEBUG_LIGHTS */
1744 if (map->darkness) 1717 if (map->darkness)
2024 * customized, changed states, etc. 1997 * customized, changed states, etc.
2025 */ 1998 */
2026int 1999int
2027find_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)
2028{ 2001{
2002 int altern[SIZEOFFREE];
2029 int index = 0, flag; 2003 int index = 0, flag;
2030 int altern[SIZEOFFREE];
2031 2004
2032 for (int i = start; i < stop; i++) 2005 for (int i = start; i < stop; i++)
2033 { 2006 {
2034 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2007 mapxy pos (m, x, y); pos.move (i);
2035 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 {
2036 altern [index++] = i; 2023 altern [index++] = i;
2024 continue;
2025 }
2037 2026
2038 /* 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.
2039 * 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.
2040 * 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 -
2041 * 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
2042 * 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
2043 * to only the spaces immediately surrounding the target area, and 2032 * to only the spaces immediately surrounding the target area, and
2044 * won't look 2 spaces south of the target space. 2033 * won't look 2 spaces south of the target space.
2045 */ 2034 */
2046 else if ((flag & P_NO_PASS) && maxfree[i] < stop) 2035 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2036 {
2047 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;
2048 } 2048 }
2049 2049
2050 if (!index) 2050 if (!index)
2051 return -1; 2051 return -1;
2052 2052
2061 */ 2061 */
2062int 2062int
2063find_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)
2064{ 2064{
2065 for (int i = 0; i < SIZEOFFREE; i++) 2065 for (int i = 0; i < SIZEOFFREE; i++)
2066 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]))
2067 return i; 2067 return i;
2068 2068
2069 return -1; 2069 return -1;
2070} 2070}
2071 2071
2348 * 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
2349 * core dumps if they do. 2349 * core dumps if they do.
2350 * 2350 *
2351 * 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)
2352 */ 2352 */
2353
2354int 2353int
2355can_pick (const object *who, const object *item) 2354can_pick (const object *who, const object *item)
2356{ 2355{
2357 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2356 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2358 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2357 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2494 /* Basically, if the archetype has this key set, 2493 /* Basically, if the archetype has this key set,
2495 * we need to store the null value so when we save 2494 * we need to store the null value so when we save
2496 * it, we save the empty value so that when we load, 2495 * it, we save the empty value so that when we load,
2497 * we get this value back again. 2496 * we get this value back again.
2498 */ 2497 */
2499 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2498 if (get_ob_key_link (op->arch, canonical_key))
2500 field->value = 0; 2499 field->value = 0;
2501 else 2500 else
2502 { 2501 {
2503 if (last) 2502 if (last)
2504 last->next = field->next; 2503 last->next = field->next;
2573 } 2572 }
2574 else 2573 else
2575 item = item->env; 2574 item = item->env;
2576} 2575}
2577 2576
2578
2579const char * 2577const char *
2580object::flag_desc (char *desc, int len) const 2578object::flag_desc (char *desc, int len) const
2581{ 2579{
2582 char *p = desc; 2580 char *p = desc;
2583 bool first = true; 2581 bool first = true;
2617 &name, 2615 &name,
2618 title ? "\",title:\"" : "", 2616 title ? "\",title:\"" : "",
2619 title ? (const char *)title : "", 2617 title ? (const char *)title : "",
2620 flag_desc (flagdesc, 512), type); 2618 flag_desc (flagdesc, 512), type);
2621 2619
2622 if (env) 2620 if (!this->flag[FLAG_REMOVED] && env)
2623 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2621 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2624 2622
2625 if (map) 2623 if (map)
2626 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);
2627 2625
2645} 2643}
2646 2644
2647const materialtype_t * 2645const materialtype_t *
2648object::dominant_material () const 2646object::dominant_material () const
2649{ 2647{
2650 if (materialtype_t *mat = name_to_material (materialname)) 2648 if (materialtype_t *mt = name_to_material (materialname))
2651 return mat; 2649 return mt;
2652 2650
2653 // omfg this is slow, this has to be temporary :)
2654 shstr unknown ("unknown");
2655
2656 return name_to_material (unknown); 2651 return name_to_material (shstr_unknown);
2657} 2652}
2658 2653
2659void 2654void
2660object::open_container (object *new_container) 2655object::open_container (object *new_container)
2661{ 2656{
2677 old_container->flag [FLAG_APPLIED] = 0; 2672 old_container->flag [FLAG_APPLIED] = 0;
2678 container = 0; 2673 container = 0;
2679 2674
2680 esrv_update_item (UPD_FLAGS, this, old_container); 2675 esrv_update_item (UPD_FLAGS, this, old_container);
2681 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"));
2682 } 2678 }
2683 2679
2684 if (new_container) 2680 if (new_container)
2685 { 2681 {
2686 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this))) 2682 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2702 new_container->flag [FLAG_APPLIED] = 1; 2698 new_container->flag [FLAG_APPLIED] = 1;
2703 container = new_container; 2699 container = new_container;
2704 2700
2705 esrv_update_item (UPD_FLAGS, this, new_container); 2701 esrv_update_item (UPD_FLAGS, this, new_container);
2706 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)
2707 } 2749 {
2750 if (object *pl = in_player ())
2751 pl->contr->play_sound (sound);
2752 }
2753 else
2754 map->play_sound (sound, x, y);
2708} 2755}
2709 2756
2710

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