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Comparing deliantra/server/common/object.C (file contents):
Revision 1.147 by root, Sat May 12 16:06:42 2007 UTC vs.
Revision 1.200 by root, Sun Jan 13 08:55:41 2008 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra 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 * Deliantra 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 <support@deliantra.net>
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. */
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;
460}
461
462int
463object::slottype () const
464{
465 if (type == SKILL)
466 {
467 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
468 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
469 }
470 else
471 {
472 if (slot [body_combat].info) return slot_combat;
473 if (slot [body_range ].info) return slot_ranged;
474 }
475
476 return slot_none;
453} 477}
454 478
455bool 479bool
456object::change_weapon (object *ob) 480object::change_weapon (object *ob)
457{ 481{
478 { 502 {
479 current_weapon = chosen_skill = 0; 503 current_weapon = chosen_skill = 0;
480 update_stats (); 504 update_stats ();
481 505
482 new_draw_info_format (NDI_UNIQUE, 0, this, 506 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. " 507 "You try to balance all your items at once, "
508 "but the %s is just too much for your body. "
484 "You need to unapply some items first.", &ob->name); 509 "[You need to unapply some items first.]", &ob->name);
485 return false; 510 return false;
486 } 511 }
487 512
488 new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name); 513 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
489 } 514 }
490 else 515 else
491 new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons."); 516 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
517
518 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
519 {
520 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
521 &name, ob->debug_desc ());
522 return false;
523 }
492 524
493 return true; 525 return true;
494} 526}
495 527
496/* Zero the key_values on op, decrementing the shared-string 528/* Zero the key_values on op, decrementing the shared-string
562object::copy_to (object *dst) 594object::copy_to (object *dst)
563{ 595{
564 *dst = *this; 596 *dst = *this;
565 597
566 if (speed < 0) 598 if (speed < 0)
567 dst->speed_left = speed_left - rndm (); 599 dst->speed_left -= rndm ();
568 600
569 dst->set_speed (dst->speed); 601 dst->set_speed (dst->speed);
570} 602}
571 603
572void 604void
899 931
900 if (!freed_map) 932 if (!freed_map)
901 { 933 {
902 freed_map = new maptile; 934 freed_map = new maptile;
903 935
936 freed_map->path = "<freed objects map>";
904 freed_map->name = "/internal/freed_objects_map"; 937 freed_map->name = "/internal/freed_objects_map";
905 freed_map->width = 3; 938 freed_map->width = 3;
906 freed_map->height = 3; 939 freed_map->height = 3;
907 940
908 freed_map->alloc (); 941 freed_map->alloc ();
912 map = freed_map; 945 map = freed_map;
913 x = 1; 946 x = 1;
914 y = 1; 947 y = 1;
915 } 948 }
916 949
917 head = 0;
918
919 if (more) 950 if (more)
920 { 951 {
921 more->destroy (); 952 more->destroy ();
922 more = 0; 953 more = 0;
923 } 954 }
924 955
956 head = 0;
957
925 // clear those pointers that likely might have circular references to us 958 // clear those pointers that likely might cause circular references
926 owner = 0; 959 owner = 0;
927 enemy = 0; 960 enemy = 0;
928 attacked_by = 0; 961 attacked_by = 0;
962 current_weapon = 0;
929} 963}
930 964
931void 965void
932object::destroy (bool destroy_inventory) 966object::destroy (bool destroy_inventory)
933{ 967{
934 if (destroyed ()) 968 if (destroyed ())
935 return; 969 return;
936 970
937 if (destroy_inventory) 971 if (destroy_inventory)
938 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
939 979
940 attachable::destroy (); 980 attachable::destroy ();
941} 981}
942 982
943/* 983/*
1058 if (map->in_memory == MAP_SAVING) 1098 if (map->in_memory == MAP_SAVING)
1059 return; 1099 return;
1060 1100
1061 int check_walk_off = !flag [FLAG_NO_APPLY]; 1101 int check_walk_off = !flag [FLAG_NO_APPLY];
1062 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
1063 for (tmp = ms.bot; tmp; tmp = tmp->above) 1115 for (tmp = ms.bot; tmp; tmp = tmp->above)
1064 { 1116 {
1065 /* 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
1066 * being removed. 1118 * being removed.
1067 */ 1119 */
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 1120
1085 /* See if object moving off should effect something */ 1121 /* See if object moving off should effect something */
1086 if (check_walk_off 1122 if (check_walk_off
1087 && ((move_type & tmp->move_off) 1123 && ((move_type & tmp->move_off)
1088 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1124 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1091 1127
1092 if (destroyed ()) 1128 if (destroyed ())
1093 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1129 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1094 } 1130 }
1095 1131
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; 1132 last = tmp;
1102 } 1133 }
1103 1134
1104 /* last == NULL if there are no objects on this space */ 1135 /* last == NULL if there are no objects on this space */
1105 //TODO: this makes little sense, why only update the topmost object? 1136 //TODO: this makes little sense, why only update the topmost object?
1125merge_ob (object *op, object *top) 1156merge_ob (object *op, object *top)
1126{ 1157{
1127 if (!op->nrof) 1158 if (!op->nrof)
1128 return 0; 1159 return 0;
1129 1160
1130 if (top) 1161 if (!top)
1131 for (top = op; top && top->above; top = top->above) 1162 for (top = op; top && top->above; top = top->above)
1132 ; 1163 ;
1133 1164
1134 for (; top; top = top->below) 1165 for (; top; top = top->below)
1135 { 1166 {
1156 if (more) 1187 if (more)
1157 return; 1188 return;
1158 1189
1159 object *prev = this; 1190 object *prev = this;
1160 1191
1161 for (archetype *at = arch->more; at; at = at->more) 1192 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1162 { 1193 {
1163 object *op = arch_to_object (at); 1194 object *op = arch_to_object (at);
1164 1195
1165 op->name = name; 1196 op->name = name;
1166 op->name_pl = name_pl; 1197 op->name_pl = name_pl;
1180object * 1211object *
1181insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1212insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1182{ 1213{
1183 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1214 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1184 { 1215 {
1185 tmp->x = x + tmp->arch->clone.x; 1216 tmp->x = x + tmp->arch->x;
1186 tmp->y = y + tmp->arch->clone.y; 1217 tmp->y = y + tmp->arch->y;
1187 } 1218 }
1188 1219
1189 return insert_ob_in_map (op, m, originator, flag); 1220 return insert_ob_in_map (op, m, originator, flag);
1190} 1221}
1191 1222
1212object * 1243object *
1213insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1244insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1214{ 1245{
1215 assert (!op->flag [FLAG_FREED]); 1246 assert (!op->flag [FLAG_FREED]);
1216 1247
1217 object *tmp, *top, *floor = NULL; 1248 object *top, *floor = NULL;
1218 1249
1219 op->remove (); 1250 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 1251
1255 /* Ideally, the caller figures this out. However, it complicates a lot 1252 /* 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 1253 * of areas of callers (eg, anything that uses find_free_spot would now
1257 * need extra work 1254 * need extra work
1258 */ 1255 */
1259 if (!xy_normalise (m, op->x, op->y)) 1256 if (!xy_normalise (m, op->x, op->y))
1257 {
1258 op->destroy ();
1260 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);
1261 1267
1262 op->map = m; 1268 op->map = m;
1263 mapspace &ms = op->ms (); 1269 mapspace &ms = op->ms ();
1264 1270
1265 /* this has to be done after we translate the coordinates. 1271 /* this has to be done after we translate the coordinates.
1266 */ 1272 */
1267 if (op->nrof && !(flag & INS_NO_MERGE)) 1273 if (op->nrof && !(flag & INS_NO_MERGE))
1268 for (tmp = ms.bot; tmp; tmp = tmp->above) 1274 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1269 if (object::can_merge (op, tmp)) 1275 if (object::can_merge (op, tmp))
1270 { 1276 {
1271 op->nrof += tmp->nrof; 1277 op->nrof += tmp->nrof;
1272 tmp->destroy (); 1278 tmp->destroy ();
1273 } 1279 }
1300 else 1306 else
1301 { 1307 {
1302 top = ms.bot; 1308 top = ms.bot;
1303 1309
1304 /* If there are other objects, then */ 1310 /* If there are other objects, then */
1305 if ((!(flag & INS_MAP_LOAD)) && top) 1311 if (top)
1306 { 1312 {
1307 object *last = 0; 1313 object *last = 0;
1308 1314
1309 /* 1315 /*
1310 * 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.
1363 if (last && last->below && last != floor) 1369 if (last && last->below && last != floor)
1364 top = last->below; 1370 top = last->below;
1365 } 1371 }
1366 } /* If objects on this space */ 1372 } /* If objects on this space */
1367 1373
1368 if (flag & INS_MAP_LOAD)
1369 top = ms.top;
1370
1371 if (flag & INS_ABOVE_FLOOR_ONLY) 1374 if (flag & INS_ABOVE_FLOOR_ONLY)
1372 top = floor; 1375 top = floor;
1373 1376
1374 /* 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.
1375 */ 1378 */
1407 op->map->touch (); 1410 op->map->touch ();
1408 } 1411 }
1409 1412
1410 op->map->dirty = true; 1413 op->map->dirty = true;
1411 1414
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))
1416 if (object *pl = ms.player ()) 1415 if (object *pl = ms.player ())
1417 if (pl->contr->ns)
1418 pl->contr->ns->floorbox_update (); 1416 pl->contr->ns->floorbox_update ();
1419 1417
1420 /* If this object glows, it may affect lighting conditions that are 1418 /* If this object glows, it may affect lighting conditions that are
1421 * 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
1422 * 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
1423 * on the map will get recalculated. The players could very well 1421 * on the map will get recalculated. The players could very well
1442 * blocked() and wall() work properly), and these flags are updated by 1440 * blocked() and wall() work properly), and these flags are updated by
1443 * update_object(). 1441 * update_object().
1444 */ 1442 */
1445 1443
1446 /* if this is not the head or flag has been passed, don't check walk on status */ 1444 /* 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) 1445 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1448 { 1446 {
1449 if (check_move_on (op, originator)) 1447 if (check_move_on (op, originator))
1450 return 0; 1448 return 0;
1451 1449
1452 /* If we are a multi part object, lets work our way through the check 1450 /* If we are a multi part object, lets work our way through the check
1453 * walk on's. 1451 * walk on's.
1454 */ 1452 */
1455 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1453 for (object *tmp = op->more; tmp; tmp = tmp->more)
1456 if (check_move_on (tmp, originator)) 1454 if (check_move_on (tmp, originator))
1457 return 0; 1455 return 0;
1458 } 1456 }
1459 1457
1460 return op; 1458 return op;
1470 object *tmp, *tmp1; 1468 object *tmp, *tmp1;
1471 1469
1472 /* first search for itself and remove any old instances */ 1470 /* first search for itself and remove any old instances */
1473 1471
1474 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 1472 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1475 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1473 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1476 tmp->destroy (); 1474 tmp->destroy ();
1477 1475
1478 tmp1 = arch_to_object (archetype::find (arch_string)); 1476 tmp1 = arch_to_object (archetype::find (arch_string));
1479 1477
1480 tmp1->x = op->x; 1478 tmp1->x = op->x;
1641 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1639 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1642 free (dump); 1640 free (dump);
1643 return op; 1641 return op;
1644 } 1642 }
1645 1643
1646 if (where->head) 1644 if (where->head_ () != where)
1647 { 1645 {
1648 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n"); 1646 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1649 where = where->head; 1647 where = where->head;
1650 } 1648 }
1651 1649
1652 return where->insert (op); 1650 return where->insert (op);
1653} 1651}
1661 * be != op, if items are merged. -Tero 1659 * be != op, if items are merged. -Tero
1662 */ 1660 */
1663object * 1661object *
1664object::insert (object *op) 1662object::insert (object *op)
1665{ 1663{
1666 object *tmp, *otmp;
1667
1668 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1664 if (!QUERY_FLAG (op, FLAG_REMOVED))
1669 op->remove (); 1665 op->remove ();
1670 1666
1671 if (op->more) 1667 if (op->more)
1672 { 1668 {
1674 return op; 1670 return op;
1675 } 1671 }
1676 1672
1677 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1673 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1678 CLEAR_FLAG (op, FLAG_REMOVED); 1674 CLEAR_FLAG (op, FLAG_REMOVED);
1675
1679 if (op->nrof) 1676 if (op->nrof)
1680 { 1677 {
1681 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1678 for (object *tmp = inv; tmp; tmp = tmp->below)
1682 if (object::can_merge (tmp, op)) 1679 if (object::can_merge (tmp, op))
1683 { 1680 {
1684 /* return the original object and remove inserted object 1681 /* return the original object and remove inserted object
1685 (client needs the original object) */ 1682 (client needs the original object) */
1686 tmp->nrof += op->nrof; 1683 tmp->nrof += op->nrof;
1705 add_weight (this, op->weight * op->nrof); 1702 add_weight (this, op->weight * op->nrof);
1706 } 1703 }
1707 else 1704 else
1708 add_weight (this, (op->weight + op->carrying)); 1705 add_weight (this, (op->weight + op->carrying));
1709 1706
1710 otmp = this->in_player (); 1707 if (object *otmp = this->in_player ())
1711 if (otmp && otmp->contr)
1712 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1708 if (otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1713 otmp->update_stats (); 1709 otmp->update_stats ();
1714 1710
1711 op->owner = 0; // its his/hers now. period.
1715 op->map = 0; 1712 op->map = 0;
1716 op->env = this; 1713 op->env = this;
1717 op->above = 0; 1714 op->above = 0;
1718 op->below = 0; 1715 op->below = 0;
1719 op->x = 0, op->y = 0; 1716 op->x = op->y = 0;
1720 1717
1721 /* 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 */
1722 if ((op->glow_radius != 0) && map) 1719 if (op->glow_radius && map)
1723 { 1720 {
1724#ifdef DEBUG_LIGHTS 1721#ifdef DEBUG_LIGHTS
1725 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);
1726#endif /* DEBUG_LIGHTS */ 1723#endif /* DEBUG_LIGHTS */
1727 if (map->darkness) 1724 if (map->darkness)
1961 * activate recursively a flag on an object inventory 1958 * activate recursively a flag on an object inventory
1962 */ 1959 */
1963void 1960void
1964flag_inv (object *op, int flag) 1961flag_inv (object *op, int flag)
1965{ 1962{
1966 if (op->inv)
1967 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1963 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1968 { 1964 {
1969 SET_FLAG (tmp, flag); 1965 SET_FLAG (tmp, flag);
1970 flag_inv (tmp, flag); 1966 flag_inv (tmp, flag);
1971 } 1967 }
1972} 1968}
1973 1969
1974/* 1970/*
1975 * deactivate recursively a flag on an object inventory 1971 * deactivate recursively a flag on an object inventory
1976 */ 1972 */
1977void 1973void
1978unflag_inv (object *op, int flag) 1974unflag_inv (object *op, int flag)
1979{ 1975{
1980 if (op->inv)
1981 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1976 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1982 { 1977 {
1983 CLEAR_FLAG (tmp, flag); 1978 CLEAR_FLAG (tmp, flag);
1984 unflag_inv (tmp, flag); 1979 unflag_inv (tmp, flag);
1985 } 1980 }
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} 1981}
2000 1982
2001/* 1983/*
2002 * 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
2003 * 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
2005 * to search (see the freearr_x/y[] definition). 1987 * to search (see the freearr_x/y[] definition).
2006 * It returns a random choice among the alternatives found. 1988 * It returns a random choice among the alternatives found.
2007 * 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
2008 * does all 4 immediate directions). This returns the index into the 1990 * does all 4 immediate directions). This returns the index into the
2009 * 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)
2010 * Note - this only checks to see if there is space for the head of the
2011 * object - if it is a multispace object, this should be called for all
2012 * pieces.
2013 * Note2: This function does correctly handle tiled maps, but does not 1992 * Note: This function does correctly handle tiled maps, but does not
2014 * inform the caller. However, insert_ob_in_map will update as 1993 * inform the caller. However, insert_ob_in_map will update as
2015 * 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.
2016 * 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
2017 * 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
2018 * 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
2020 * customized, changed states, etc. 1999 * customized, changed states, etc.
2021 */ 2000 */
2022int 2001int
2023find_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)
2024{ 2003{
2004 int altern[SIZEOFFREE];
2025 int index = 0, flag; 2005 int index = 0, flag;
2026 int altern[SIZEOFFREE];
2027 2006
2028 for (int i = start; i < stop; i++) 2007 for (int i = start; i < stop; i++)
2029 { 2008 {
2030 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2009 mapxy pos (m, x, y); pos.move (i);
2031 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 && ob->move_type == 0 && ms.move_block != MOVE_ALL)
2024 {
2032 altern [index++] = i; 2025 altern [index++] = i;
2026 continue;
2027 }
2033 2028
2034 /* 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.
2035 * 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.
2036 * 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 -
2037 * 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
2038 * 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
2039 * to only the spaces immediately surrounding the target area, and 2034 * to only the spaces immediately surrounding the target area, and
2040 * won't look 2 spaces south of the target space. 2035 * won't look 2 spaces south of the target space.
2041 */ 2036 */
2042 else if ((flag & P_NO_PASS) && maxfree[i] < stop) 2037 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2038 {
2043 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;
2044 } 2053 }
2045 2054
2046 if (!index) 2055 if (!index)
2047 return -1; 2056 return -1;
2048 2057
2057 */ 2066 */
2058int 2067int
2059find_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)
2060{ 2069{
2061 for (int i = 0; i < SIZEOFFREE; i++) 2070 for (int i = 0; i < SIZEOFFREE; i++)
2062 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]))
2063 return i; 2072 return i;
2064 2073
2065 return -1; 2074 return -1;
2066} 2075}
2067 2076
2121 object *tmp; 2130 object *tmp;
2122 maptile *mp; 2131 maptile *mp;
2123 2132
2124 MoveType blocked, move_type; 2133 MoveType blocked, move_type;
2125 2134
2126 if (exclude && exclude->head) 2135 if (exclude && exclude->head_ () != exclude)
2127 { 2136 {
2128 exclude = exclude->head; 2137 exclude = exclude->head;
2129 move_type = exclude->move_type; 2138 move_type = exclude->move_type;
2130 } 2139 }
2131 else 2140 else
2154 max = maxfree[i]; 2163 max = maxfree[i];
2155 else if (mflags & P_IS_ALIVE) 2164 else if (mflags & P_IS_ALIVE)
2156 { 2165 {
2157 for (tmp = ms.bot; tmp; tmp = tmp->above) 2166 for (tmp = ms.bot; tmp; tmp = tmp->above)
2158 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2167 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2159 && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2168 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2160 break; 2169 break;
2161 2170
2162 if (tmp) 2171 if (tmp)
2163 return freedir[i]; 2172 return freedir[i];
2164 } 2173 }
2344 * 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
2345 * core dumps if they do. 2354 * core dumps if they do.
2346 * 2355 *
2347 * 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)
2348 */ 2357 */
2349
2350int 2358int
2351can_pick (const object *who, const object *item) 2359can_pick (const object *who, const object *item)
2352{ 2360{
2353 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2361 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2354 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2362 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2359 * create clone from object to another 2367 * create clone from object to another
2360 */ 2368 */
2361object * 2369object *
2362object_create_clone (object *asrc) 2370object_create_clone (object *asrc)
2363{ 2371{
2364 object *dst = 0, *tmp, *src, *part, *prev, *item; 2372 object *dst = 0, *tmp, *src, *prev, *item;
2365 2373
2366 if (!asrc) 2374 if (!asrc)
2367 return 0; 2375 return 0;
2368 2376
2369 src = asrc;
2370 if (src->head)
2371 src = src->head; 2377 src = asrc->head_ ();
2372 2378
2373 prev = 0; 2379 prev = 0;
2374 for (part = src; part; part = part->more) 2380 for (object *part = src; part; part = part->more)
2375 { 2381 {
2376 tmp = part->clone (); 2382 tmp = part->clone ();
2377 tmp->x -= src->x; 2383 tmp->x -= src->x;
2378 tmp->y -= src->y; 2384 tmp->y -= src->y;
2379 2385
2492 /* Basically, if the archetype has this key set, 2498 /* Basically, if the archetype has this key set,
2493 * we need to store the null value so when we save 2499 * we need to store the null value so when we save
2494 * it, we save the empty value so that when we load, 2500 * it, we save the empty value so that when we load,
2495 * we get this value back again. 2501 * we get this value back again.
2496 */ 2502 */
2497 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2503 if (get_ob_key_link (op->arch, canonical_key))
2498 field->value = 0; 2504 field->value = 0;
2499 else 2505 else
2500 { 2506 {
2501 if (last) 2507 if (last)
2502 last->next = field->next; 2508 last->next = field->next;
2571 } 2577 }
2572 else 2578 else
2573 item = item->env; 2579 item = item->env;
2574} 2580}
2575 2581
2576
2577const char * 2582const char *
2578object::flag_desc (char *desc, int len) const 2583object::flag_desc (char *desc, int len) const
2579{ 2584{
2580 char *p = desc; 2585 char *p = desc;
2581 bool first = true; 2586 bool first = true;
2615 &name, 2620 &name,
2616 title ? "\",title:\"" : "", 2621 title ? "\",title:\"" : "",
2617 title ? (const char *)title : "", 2622 title ? (const char *)title : "",
2618 flag_desc (flagdesc, 512), type); 2623 flag_desc (flagdesc, 512), type);
2619 2624
2620 if (env) 2625 if (!this->flag[FLAG_REMOVED] && env)
2621 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2626 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2622 2627
2623 if (map) 2628 if (map)
2624 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);
2625 2630
2643} 2648}
2644 2649
2645const materialtype_t * 2650const materialtype_t *
2646object::dominant_material () const 2651object::dominant_material () const
2647{ 2652{
2648 if (materialtype_t *mat = name_to_material (materialname)) 2653 if (materialtype_t *mt = name_to_material (materialname))
2649 return mat; 2654 return mt;
2650 2655
2651 // omfg this is slow, this has to be temporary :)
2652 shstr unknown ("unknown");
2653
2654 return name_to_material (unknown); 2656 return name_to_material (shstr_unknown);
2655} 2657}
2656 2658
2657void 2659void
2658object::open_container (object *new_container) 2660object::open_container (object *new_container)
2659{ 2661{
2675 old_container->flag [FLAG_APPLIED] = 0; 2677 old_container->flag [FLAG_APPLIED] = 0;
2676 container = 0; 2678 container = 0;
2677 2679
2678 esrv_update_item (UPD_FLAGS, this, old_container); 2680 esrv_update_item (UPD_FLAGS, this, old_container);
2679 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"));
2680 } 2683 }
2681 2684
2682 if (new_container) 2685 if (new_container)
2683 { 2686 {
2684 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this))) 2687 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2700 new_container->flag [FLAG_APPLIED] = 1; 2703 new_container->flag [FLAG_APPLIED] = 1;
2701 container = new_container; 2704 container = new_container;
2702 2705
2703 esrv_update_item (UPD_FLAGS, this, new_container); 2706 esrv_update_item (UPD_FLAGS, this, new_container);
2704 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)
2705 } 2754 {
2755 if (object *pl = in_player ())
2756 pl->contr->play_sound (sound);
2757 }
2758 else
2759 map->play_sound (sound, x, y);
2706} 2760}
2707 2761
2708

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