ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/common/object.C
(Generate patch)

Comparing deliantra/server/common/object.C (file contents):
Revision 1.147 by root, Sat May 12 16:06:42 2007 UTC vs.
Revision 1.187 by root, Tue Sep 4 08:42:55 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 if (!cfperl_can_merge (ob1, ob2))
312 return 0; 311 return 0;
313 } 312 }
314 313
315 /* Everything passes, must be OK. */ 314 /* Everything passes, must be OK. */
316 return 1; 315 return 1;
317} 316}
375/* 374/*
376 * 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
377 * multi-object 1 which is closest to the second object. 376 * multi-object 1 which is closest to the second object.
378 * If it's not a multi-object, it is returned. 377 * If it's not a multi-object, it is returned.
379 */ 378 */
380
381object * 379object *
382get_nearest_part (object *op, const object *pl) 380get_nearest_part (object *op, const object *pl)
383{ 381{
384 object *tmp, *closest; 382 object *tmp, *closest;
385 int last_dist, i; 383 int last_dist, i;
430} 428}
431 429
432/* 430/*
433 * 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
434 * skill and experience objects. 432 * skill and experience objects.
433 * ACTUALLY NO! investigate! TODO
435 */ 434 */
436void 435void
437object::set_owner (object *owner) 436object::set_owner (object *owner)
438{ 437{
438 // allow objects which own objects
439 if (!owner) 439 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) 440 while (owner->owner)
450 owner = owner->owner; 441 owner = owner->owner;
451 442
452 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;
453} 461}
454 462
455bool 463bool
456object::change_weapon (object *ob) 464object::change_weapon (object *ob)
457{ 465{
478 { 486 {
479 current_weapon = chosen_skill = 0; 487 current_weapon = chosen_skill = 0;
480 update_stats (); 488 update_stats ();
481 489
482 new_draw_info_format (NDI_UNIQUE, 0, this, 490 new_draw_info_format (NDI_UNIQUE, 0, this,
483 "You try to balance your applied items all at once, but the %s is too much. " 491 "You try to balance all your items at once, "
492 "but the %s is just too much for your body. "
484 "You need to unapply some items first.", &ob->name); 493 "[You need to unapply some items first.]", &ob->name);
485 return false; 494 return false;
486 } 495 }
487 496
488 new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name); 497 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
489 } 498 }
490 else 499 else
491 new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons."); 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 }
492 508
493 return true; 509 return true;
494} 510}
495 511
496/* Zero the key_values on op, decrementing the shared-string 512/* Zero the key_values on op, decrementing the shared-string
562object::copy_to (object *dst) 578object::copy_to (object *dst)
563{ 579{
564 *dst = *this; 580 *dst = *this;
565 581
566 if (speed < 0) 582 if (speed < 0)
567 dst->speed_left = speed_left - rndm (); 583 dst->speed_left -= rndm ();
568 584
569 dst->set_speed (dst->speed); 585 dst->set_speed (dst->speed);
570} 586}
571 587
572void 588void
899 915
900 if (!freed_map) 916 if (!freed_map)
901 { 917 {
902 freed_map = new maptile; 918 freed_map = new maptile;
903 919
920 freed_map->path = "<freed objects map>";
904 freed_map->name = "/internal/freed_objects_map"; 921 freed_map->name = "/internal/freed_objects_map";
905 freed_map->width = 3; 922 freed_map->width = 3;
906 freed_map->height = 3; 923 freed_map->height = 3;
907 924
908 freed_map->alloc (); 925 freed_map->alloc ();
912 map = freed_map; 929 map = freed_map;
913 x = 1; 930 x = 1;
914 y = 1; 931 y = 1;
915 } 932 }
916 933
917 head = 0;
918
919 if (more) 934 if (more)
920 { 935 {
921 more->destroy (); 936 more->destroy ();
922 more = 0; 937 more = 0;
923 } 938 }
924 939
940 head = 0;
941
925 // clear those pointers that likely might have circular references to us 942 // clear those pointers that likely might cause circular references
926 owner = 0; 943 owner = 0;
927 enemy = 0; 944 enemy = 0;
928 attacked_by = 0; 945 attacked_by = 0;
946 current_weapon = 0;
929} 947}
930 948
931void 949void
932object::destroy (bool destroy_inventory) 950object::destroy (bool destroy_inventory)
933{ 951{
934 if (destroyed ()) 952 if (destroyed ())
935 return; 953 return;
936 954
937 if (destroy_inventory) 955 if (destroy_inventory)
938 destroy_inv (false); 956 destroy_inv (false);
957
958 if (is_head ())
959 if (sound_destroy)
960 play_sound (sound_destroy);
961 else if (flag [FLAG_MONSTER])
962 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
939 963
940 attachable::destroy (); 964 attachable::destroy ();
941} 965}
942 966
943/* 967/*
1058 if (map->in_memory == MAP_SAVING) 1082 if (map->in_memory == MAP_SAVING)
1059 return; 1083 return;
1060 1084
1061 int check_walk_off = !flag [FLAG_NO_APPLY]; 1085 int check_walk_off = !flag [FLAG_NO_APPLY];
1062 1086
1087 if (object *pl = ms.player ())
1088 {
1089 if (pl->container == this)
1090 /* If a container that the player is currently using somehow gets
1091 * removed (most likely destroyed), update the player view
1092 * appropriately.
1093 */
1094 pl->close_container ();
1095
1096 pl->contr->ns->floorbox_update ();
1097 }
1098
1063 for (tmp = ms.bot; tmp; tmp = tmp->above) 1099 for (tmp = ms.bot; tmp; tmp = tmp->above)
1064 { 1100 {
1065 /* No point updating the players look faces if he is the object 1101 /* No point updating the players look faces if he is the object
1066 * being removed. 1102 * being removed.
1067 */ 1103 */
1068
1069 if (tmp->type == PLAYER && tmp != this)
1070 {
1071 /* If a container that the player is currently using somehow gets
1072 * removed (most likely destroyed), update the player view
1073 * appropriately.
1074 */
1075 if (tmp->container == this)
1076 {
1077 flag [FLAG_APPLIED] = 0;
1078 tmp->container = 0;
1079 }
1080
1081 if (tmp->contr->ns)
1082 tmp->contr->ns->floorbox_update ();
1083 }
1084 1104
1085 /* See if object moving off should effect something */ 1105 /* See if object moving off should effect something */
1086 if (check_walk_off 1106 if (check_walk_off
1087 && ((move_type & tmp->move_off) 1107 && ((move_type & tmp->move_off)
1088 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1108 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1091 1111
1092 if (destroyed ()) 1112 if (destroyed ())
1093 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1113 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1094 } 1114 }
1095 1115
1096 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1097 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1098 if (tmp->above == tmp)
1099 tmp->above = 0;
1100
1101 last = tmp; 1116 last = tmp;
1102 } 1117 }
1103 1118
1104 /* last == NULL if there are no objects on this space */ 1119 /* last == NULL if there are no objects on this space */
1105 //TODO: this makes little sense, why only update the topmost object? 1120 //TODO: this makes little sense, why only update the topmost object?
1156 if (more) 1171 if (more)
1157 return; 1172 return;
1158 1173
1159 object *prev = this; 1174 object *prev = this;
1160 1175
1161 for (archetype *at = arch->more; at; at = at->more) 1176 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1162 { 1177 {
1163 object *op = arch_to_object (at); 1178 object *op = arch_to_object (at);
1164 1179
1165 op->name = name; 1180 op->name = name;
1166 op->name_pl = name_pl; 1181 op->name_pl = name_pl;
1180object * 1195object *
1181insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1196insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1182{ 1197{
1183 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1198 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1184 { 1199 {
1185 tmp->x = x + tmp->arch->clone.x; 1200 tmp->x = x + tmp->arch->x;
1186 tmp->y = y + tmp->arch->clone.y; 1201 tmp->y = y + tmp->arch->y;
1187 } 1202 }
1188 1203
1189 return insert_ob_in_map (op, m, originator, flag); 1204 return insert_ob_in_map (op, m, originator, flag);
1190} 1205}
1191 1206
1212object * 1227object *
1213insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1228insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1214{ 1229{
1215 assert (!op->flag [FLAG_FREED]); 1230 assert (!op->flag [FLAG_FREED]);
1216 1231
1217 object *tmp, *top, *floor = NULL; 1232 object *top, *floor = NULL;
1218 1233
1219 op->remove (); 1234 op->remove ();
1220
1221#if 0
1222 if (!m->active != !op->active)
1223 if (m->active)
1224 op->activate_recursive ();
1225 else
1226 op->deactivate_recursive ();
1227#endif
1228
1229 if (out_of_map (m, op->x, op->y))
1230 {
1231 LOG (llevError, "Trying to insert object outside the map.\n%s\n", op->debug_desc ());
1232#ifdef MANY_CORES
1233 /* Better to catch this here, as otherwise the next use of this object
1234 * is likely to cause a crash. Better to find out where it is getting
1235 * improperly inserted.
1236 */
1237 abort ();
1238#endif
1239 return op;
1240 }
1241
1242 if (object *more = op->more)
1243 {
1244 if (!insert_ob_in_map (more, m, originator, flag))
1245 {
1246 if (!op->head)
1247 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1248
1249 return 0;
1250 }
1251 }
1252
1253 CLEAR_FLAG (op, FLAG_REMOVED);
1254 1235
1255 /* Ideally, the caller figures this out. However, it complicates a lot 1236 /* Ideally, the caller figures this out. However, it complicates a lot
1256 * of areas of callers (eg, anything that uses find_free_spot would now 1237 * of areas of callers (eg, anything that uses find_free_spot would now
1257 * need extra work 1238 * need extra work
1258 */ 1239 */
1259 if (!xy_normalise (m, op->x, op->y)) 1240 if (!xy_normalise (m, op->x, op->y))
1241 {
1242 op->destroy ();
1260 return 0; 1243 return 0;
1244 }
1245
1246 if (object *more = op->more)
1247 if (!insert_ob_in_map (more, m, originator, flag))
1248 return 0;
1249
1250 CLEAR_FLAG (op, FLAG_REMOVED);
1261 1251
1262 op->map = m; 1252 op->map = m;
1263 mapspace &ms = op->ms (); 1253 mapspace &ms = op->ms ();
1264 1254
1265 /* this has to be done after we translate the coordinates. 1255 /* this has to be done after we translate the coordinates.
1266 */ 1256 */
1267 if (op->nrof && !(flag & INS_NO_MERGE)) 1257 if (op->nrof && !(flag & INS_NO_MERGE))
1268 for (tmp = ms.bot; tmp; tmp = tmp->above) 1258 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1269 if (object::can_merge (op, tmp)) 1259 if (object::can_merge (op, tmp))
1270 { 1260 {
1271 op->nrof += tmp->nrof; 1261 op->nrof += tmp->nrof;
1272 tmp->destroy (); 1262 tmp->destroy ();
1273 } 1263 }
1362 */ 1352 */
1363 if (last && last->below && last != floor) 1353 if (last && last->below && last != floor)
1364 top = last->below; 1354 top = last->below;
1365 } 1355 }
1366 } /* If objects on this space */ 1356 } /* If objects on this space */
1367
1368 if (flag & INS_MAP_LOAD) 1357 if (flag & INS_MAP_LOAD)
1369 top = ms.top; 1358 top = ms.top;
1370 1359
1371 if (flag & INS_ABOVE_FLOOR_ONLY) 1360 if (flag & INS_ABOVE_FLOOR_ONLY)
1372 top = floor; 1361 top = floor;
1407 op->map->touch (); 1396 op->map->touch ();
1408 } 1397 }
1409 1398
1410 op->map->dirty = true; 1399 op->map->dirty = true;
1411 1400
1412 /* If we have a floor, we know the player, if any, will be above
1413 * it, so save a few ticks and start from there.
1414 */
1415 if (!(flag & INS_MAP_LOAD)) 1401 if (!(flag & INS_MAP_LOAD))
1416 if (object *pl = ms.player ()) 1402 if (object *pl = ms.player ())
1417 if (pl->contr->ns)
1418 pl->contr->ns->floorbox_update (); 1403 pl->contr->ns->floorbox_update ();
1419 1404
1420 /* If this object glows, it may affect lighting conditions that are 1405 /* If this object glows, it may affect lighting conditions that are
1421 * visible to others on this map. But update_all_los is really 1406 * visible to others on this map. But update_all_los is really
1422 * an inefficient way to do this, as it means los for all players 1407 * an inefficient way to do this, as it means los for all players
1423 * on the map will get recalculated. The players could very well 1408 * on the map will get recalculated. The players could very well
1442 * blocked() and wall() work properly), and these flags are updated by 1427 * blocked() and wall() work properly), and these flags are updated by
1443 * update_object(). 1428 * update_object().
1444 */ 1429 */
1445 1430
1446 /* if this is not the head or flag has been passed, don't check walk on status */ 1431 /* if this is not the head or flag has been passed, don't check walk on status */
1447 if (!(flag & INS_NO_WALK_ON) && !op->head) 1432 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1448 { 1433 {
1449 if (check_move_on (op, originator)) 1434 if (check_move_on (op, originator))
1450 return 0; 1435 return 0;
1451 1436
1452 /* If we are a multi part object, lets work our way through the check 1437 /* If we are a multi part object, lets work our way through the check
1453 * walk on's. 1438 * walk on's.
1454 */ 1439 */
1455 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1440 for (object *tmp = op->more; tmp; tmp = tmp->more)
1456 if (check_move_on (tmp, originator)) 1441 if (check_move_on (tmp, originator))
1457 return 0; 1442 return 0;
1458 } 1443 }
1459 1444
1460 return op; 1445 return op;
1470 object *tmp, *tmp1; 1455 object *tmp, *tmp1;
1471 1456
1472 /* first search for itself and remove any old instances */ 1457 /* first search for itself and remove any old instances */
1473 1458
1474 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 1459 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1475 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1460 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1476 tmp->destroy (); 1461 tmp->destroy ();
1477 1462
1478 tmp1 = arch_to_object (archetype::find (arch_string)); 1463 tmp1 = arch_to_object (archetype::find (arch_string));
1479 1464
1480 tmp1->x = op->x; 1465 tmp1->x = op->x;
1641 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1626 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1642 free (dump); 1627 free (dump);
1643 return op; 1628 return op;
1644 } 1629 }
1645 1630
1646 if (where->head) 1631 if (where->head_ () != where)
1647 { 1632 {
1648 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n"); 1633 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1649 where = where->head; 1634 where = where->head;
1650 } 1635 }
1651 1636
1652 return where->insert (op); 1637 return where->insert (op);
1653} 1638}
1661 * be != op, if items are merged. -Tero 1646 * be != op, if items are merged. -Tero
1662 */ 1647 */
1663object * 1648object *
1664object::insert (object *op) 1649object::insert (object *op)
1665{ 1650{
1666 object *tmp, *otmp;
1667
1668 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1651 if (!QUERY_FLAG (op, FLAG_REMOVED))
1669 op->remove (); 1652 op->remove ();
1670 1653
1671 if (op->more) 1654 if (op->more)
1672 { 1655 {
1674 return op; 1657 return op;
1675 } 1658 }
1676 1659
1677 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1660 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1678 CLEAR_FLAG (op, FLAG_REMOVED); 1661 CLEAR_FLAG (op, FLAG_REMOVED);
1662
1679 if (op->nrof) 1663 if (op->nrof)
1680 { 1664 {
1681 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1665 for (object *tmp = inv; tmp; tmp = tmp->below)
1682 if (object::can_merge (tmp, op)) 1666 if (object::can_merge (tmp, op))
1683 { 1667 {
1684 /* return the original object and remove inserted object 1668 /* return the original object and remove inserted object
1685 (client needs the original object) */ 1669 (client needs the original object) */
1686 tmp->nrof += op->nrof; 1670 tmp->nrof += op->nrof;
1705 add_weight (this, op->weight * op->nrof); 1689 add_weight (this, op->weight * op->nrof);
1706 } 1690 }
1707 else 1691 else
1708 add_weight (this, (op->weight + op->carrying)); 1692 add_weight (this, (op->weight + op->carrying));
1709 1693
1710 otmp = this->in_player (); 1694 if (object *otmp = this->in_player ())
1711 if (otmp && otmp->contr)
1712 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1695 if (otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1713 otmp->update_stats (); 1696 otmp->update_stats ();
1714 1697
1698 op->owner = 0; // its his/hers now. period.
1715 op->map = 0; 1699 op->map = 0;
1716 op->env = this; 1700 op->env = this;
1717 op->above = 0; 1701 op->above = 0;
1718 op->below = 0; 1702 op->below = 0;
1719 op->x = 0, op->y = 0; 1703 op->x = op->y = 0;
1720 1704
1721 /* reset the light list and los of the players on the map */ 1705 /* reset the light list and los of the players on the map */
1722 if ((op->glow_radius != 0) && map) 1706 if (op->glow_radius && map)
1723 { 1707 {
1724#ifdef DEBUG_LIGHTS 1708#ifdef DEBUG_LIGHTS
1725 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1709 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1726#endif /* DEBUG_LIGHTS */ 1710#endif /* DEBUG_LIGHTS */
1727 if (map->darkness) 1711 if (map->darkness)
1981 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1965 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1982 { 1966 {
1983 CLEAR_FLAG (tmp, flag); 1967 CLEAR_FLAG (tmp, flag);
1984 unflag_inv (tmp, flag); 1968 unflag_inv (tmp, flag);
1985 } 1969 }
1986}
1987
1988/*
1989 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1990 * all it's inventory (recursively).
1991 * If checksums are used, a player will get set_cheat called for
1992 * him/her-self and all object carried by a call to this function.
1993 */
1994void
1995set_cheat (object *op)
1996{
1997 SET_FLAG (op, FLAG_WAS_WIZ);
1998 flag_inv (op, FLAG_WAS_WIZ);
1999} 1970}
2000 1971
2001/* 1972/*
2002 * find_free_spot(object, map, x, y, start, stop) will search for 1973 * find_free_spot(object, map, x, y, start, stop) will search for
2003 * a spot at the given map and coordinates which will be able to contain 1974 * a spot at the given map and coordinates which will be able to contain
2121 object *tmp; 2092 object *tmp;
2122 maptile *mp; 2093 maptile *mp;
2123 2094
2124 MoveType blocked, move_type; 2095 MoveType blocked, move_type;
2125 2096
2126 if (exclude && exclude->head) 2097 if (exclude && exclude->head_ () != exclude)
2127 { 2098 {
2128 exclude = exclude->head; 2099 exclude = exclude->head;
2129 move_type = exclude->move_type; 2100 move_type = exclude->move_type;
2130 } 2101 }
2131 else 2102 else
2154 max = maxfree[i]; 2125 max = maxfree[i];
2155 else if (mflags & P_IS_ALIVE) 2126 else if (mflags & P_IS_ALIVE)
2156 { 2127 {
2157 for (tmp = ms.bot; tmp; tmp = tmp->above) 2128 for (tmp = ms.bot; tmp; tmp = tmp->above)
2158 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2129 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2159 && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2130 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2160 break; 2131 break;
2161 2132
2162 if (tmp) 2133 if (tmp)
2163 return freedir[i]; 2134 return freedir[i];
2164 } 2135 }
2344 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2315 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2345 * core dumps if they do. 2316 * core dumps if they do.
2346 * 2317 *
2347 * Add a check so we can't pick up invisible objects (0.93.8) 2318 * Add a check so we can't pick up invisible objects (0.93.8)
2348 */ 2319 */
2349
2350int 2320int
2351can_pick (const object *who, const object *item) 2321can_pick (const object *who, const object *item)
2352{ 2322{
2353 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2323 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2354 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2324 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2359 * create clone from object to another 2329 * create clone from object to another
2360 */ 2330 */
2361object * 2331object *
2362object_create_clone (object *asrc) 2332object_create_clone (object *asrc)
2363{ 2333{
2364 object *dst = 0, *tmp, *src, *part, *prev, *item; 2334 object *dst = 0, *tmp, *src, *prev, *item;
2365 2335
2366 if (!asrc) 2336 if (!asrc)
2367 return 0; 2337 return 0;
2368 2338
2369 src = asrc;
2370 if (src->head)
2371 src = src->head; 2339 src = asrc->head_ ();
2372 2340
2373 prev = 0; 2341 prev = 0;
2374 for (part = src; part; part = part->more) 2342 for (object *part = src; part; part = part->more)
2375 { 2343 {
2376 tmp = part->clone (); 2344 tmp = part->clone ();
2377 tmp->x -= src->x; 2345 tmp->x -= src->x;
2378 tmp->y -= src->y; 2346 tmp->y -= src->y;
2379 2347
2492 /* Basically, if the archetype has this key set, 2460 /* Basically, if the archetype has this key set,
2493 * we need to store the null value so when we save 2461 * we need to store the null value so when we save
2494 * it, we save the empty value so that when we load, 2462 * it, we save the empty value so that when we load,
2495 * we get this value back again. 2463 * we get this value back again.
2496 */ 2464 */
2497 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2465 if (get_ob_key_link (op->arch, canonical_key))
2498 field->value = 0; 2466 field->value = 0;
2499 else 2467 else
2500 { 2468 {
2501 if (last) 2469 if (last)
2502 last->next = field->next; 2470 last->next = field->next;
2571 } 2539 }
2572 else 2540 else
2573 item = item->env; 2541 item = item->env;
2574} 2542}
2575 2543
2576
2577const char * 2544const char *
2578object::flag_desc (char *desc, int len) const 2545object::flag_desc (char *desc, int len) const
2579{ 2546{
2580 char *p = desc; 2547 char *p = desc;
2581 bool first = true; 2548 bool first = true;
2615 &name, 2582 &name,
2616 title ? "\",title:\"" : "", 2583 title ? "\",title:\"" : "",
2617 title ? (const char *)title : "", 2584 title ? (const char *)title : "",
2618 flag_desc (flagdesc, 512), type); 2585 flag_desc (flagdesc, 512), type);
2619 2586
2620 if (env) 2587 if (!this->flag[FLAG_REMOVED] && env)
2621 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2588 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2622 2589
2623 if (map) 2590 if (map)
2624 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y); 2591 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2625 2592
2643} 2610}
2644 2611
2645const materialtype_t * 2612const materialtype_t *
2646object::dominant_material () const 2613object::dominant_material () const
2647{ 2614{
2648 if (materialtype_t *mat = name_to_material (materialname)) 2615 if (materialtype_t *mt = name_to_material (materialname))
2649 return mat; 2616 return mt;
2650 2617
2651 // omfg this is slow, this has to be temporary :)
2652 shstr unknown ("unknown");
2653
2654 return name_to_material (unknown); 2618 return name_to_material (shstr_unknown);
2655} 2619}
2656 2620
2657void 2621void
2658object::open_container (object *new_container) 2622object::open_container (object *new_container)
2659{ 2623{
2675 old_container->flag [FLAG_APPLIED] = 0; 2639 old_container->flag [FLAG_APPLIED] = 0;
2676 container = 0; 2640 container = 0;
2677 2641
2678 esrv_update_item (UPD_FLAGS, this, old_container); 2642 esrv_update_item (UPD_FLAGS, this, old_container);
2679 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); 2643 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2644 play_sound (sound_find ("chest_close"));
2680 } 2645 }
2681 2646
2682 if (new_container) 2647 if (new_container)
2683 { 2648 {
2684 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this))) 2649 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2700 new_container->flag [FLAG_APPLIED] = 1; 2665 new_container->flag [FLAG_APPLIED] = 1;
2701 container = new_container; 2666 container = new_container;
2702 2667
2703 esrv_update_item (UPD_FLAGS, this, new_container); 2668 esrv_update_item (UPD_FLAGS, this, new_container);
2704 esrv_send_inventory (this, new_container); 2669 esrv_send_inventory (this, new_container);
2670 play_sound (sound_find ("chest_open"));
2671 }
2672}
2673
2674object *
2675object::force_find (const shstr name)
2676{
2677 /* cycle through his inventory to look for the MARK we want to
2678 * place
2679 */
2680 for (object *tmp = inv; tmp; tmp = tmp->below)
2681 if (tmp->type == FORCE && tmp->slaying == name)
2682 return splay (tmp);
2683
2684 return 0;
2685}
2686
2687void
2688object::force_add (const shstr name, int duration)
2689{
2690 if (object *force = force_find (name))
2691 force->destroy ();
2692
2693 object *force = get_archetype (FORCE_NAME);
2694
2695 force->slaying = name;
2696 force->stats.food = 1;
2697 force->speed_left = -1.f;
2698
2699 force->set_speed (duration ? 1.f / duration : 0.f);
2700 force->flag [FLAG_IS_USED_UP] = true;
2701 force->flag [FLAG_APPLIED] = true;
2702
2703 insert (force);
2704}
2705
2706void
2707object::play_sound (faceidx sound) const
2708{
2709 if (!sound)
2710 return;
2711
2712 if (flag [FLAG_REMOVED])
2713 return;
2714
2715 if (env)
2705 } 2716 {
2717 if (object *pl = in_player ())
2718 pl->contr->play_sound (sound);
2719 }
2720 else
2721 map->play_sound (sound, x, y);
2706} 2722}
2707 2723
2708

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines