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Comparing deliantra/server/common/object.C (file contents):
Revision 1.148 by root, Mon May 14 19:08:25 2007 UTC vs.
Revision 1.183 by root, Mon Aug 20 19:13:10 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}
430} 429}
431 430
432/* 431/*
433 * Sets the owner and sets the skill and exp pointers to owner's current 432 * Sets the owner and sets the skill and exp pointers to owner's current
434 * skill and experience objects. 433 * skill and experience objects.
434 * ACTUALLY NO! investigate! TODO
435 */ 435 */
436void 436void
437object::set_owner (object *owner) 437object::set_owner (object *owner)
438{ 438{
439 // allow objects which own objects
439 if (!owner) 440 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) 441 while (owner->owner)
450 owner = owner->owner; 442 owner = owner->owner;
451 443
452 this->owner = owner; 444 this->owner = owner;
453} 445}
454 446
455int 447int
495 { 487 {
496 current_weapon = chosen_skill = 0; 488 current_weapon = chosen_skill = 0;
497 update_stats (); 489 update_stats ();
498 490
499 new_draw_info_format (NDI_UNIQUE, 0, this, 491 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. " 492 "You try to balance all your items at once, "
493 "but the %s is just too much for your body. "
501 "You need to unapply some items first.", &ob->name); 494 "[You need to unapply some items first.]", &ob->name);
502 return false; 495 return false;
503 } 496 }
504 497
505 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name); 498 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
506 } 499 }
507 else 500 else
508 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons."); 501 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
502
503 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
504 {
505 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
506 &name, ob->debug_desc ());
507 return false;
508 }
509 509
510 return true; 510 return true;
511} 511}
512 512
513/* Zero the key_values on op, decrementing the shared-string 513/* Zero the key_values on op, decrementing the shared-string
929 map = freed_map; 929 map = freed_map;
930 x = 1; 930 x = 1;
931 y = 1; 931 y = 1;
932 } 932 }
933 933
934 head = 0;
935
936 if (more) 934 if (more)
937 { 935 {
938 more->destroy (); 936 more->destroy ();
939 more = 0; 937 more = 0;
940 } 938 }
941 939
940 head = 0;
941
942 // clear those pointers that likely might have circular references to us 942 // clear those pointers that likely might cause circular references
943 owner = 0; 943 owner = 0;
944 enemy = 0; 944 enemy = 0;
945 attacked_by = 0; 945 attacked_by = 0;
946 current_weapon = 0;
946} 947}
947 948
948void 949void
949object::destroy (bool destroy_inventory) 950object::destroy (bool destroy_inventory)
950{ 951{
951 if (destroyed ()) 952 if (destroyed ())
952 return; 953 return;
953 954
954 if (destroy_inventory) 955 if (destroy_inventory)
955 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
956 963
957 attachable::destroy (); 964 attachable::destroy ();
958} 965}
959 966
960/* 967/*
1075 if (map->in_memory == MAP_SAVING) 1082 if (map->in_memory == MAP_SAVING)
1076 return; 1083 return;
1077 1084
1078 int check_walk_off = !flag [FLAG_NO_APPLY]; 1085 int check_walk_off = !flag [FLAG_NO_APPLY];
1079 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
1080 for (tmp = ms.bot; tmp; tmp = tmp->above) 1099 for (tmp = ms.bot; tmp; tmp = tmp->above)
1081 { 1100 {
1082 /* 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
1083 * being removed. 1102 * being removed.
1084 */ 1103 */
1085
1086 if (tmp->type == PLAYER && tmp != this)
1087 {
1088 /* If a container that the player is currently using somehow gets
1089 * removed (most likely destroyed), update the player view
1090 * appropriately.
1091 */
1092 if (tmp->container == this)
1093 {
1094 flag [FLAG_APPLIED] = 0;
1095 tmp->container = 0;
1096 }
1097
1098 if (tmp->contr->ns)
1099 tmp->contr->ns->floorbox_update ();
1100 }
1101 1104
1102 /* See if object moving off should effect something */ 1105 /* See if object moving off should effect something */
1103 if (check_walk_off 1106 if (check_walk_off
1104 && ((move_type & tmp->move_off) 1107 && ((move_type & tmp->move_off)
1105 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1108 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1108 1111
1109 if (destroyed ()) 1112 if (destroyed ())
1110 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 ());
1111 } 1114 }
1112 1115
1113 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1114 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1115 if (tmp->above == tmp)
1116 tmp->above = 0;
1117
1118 last = tmp; 1116 last = tmp;
1119 } 1117 }
1120 1118
1121 /* last == NULL if there are no objects on this space */ 1119 /* last == NULL if there are no objects on this space */
1122 //TODO: this makes little sense, why only update the topmost object? 1120 //TODO: this makes little sense, why only update the topmost object?
1173 if (more) 1171 if (more)
1174 return; 1172 return;
1175 1173
1176 object *prev = this; 1174 object *prev = this;
1177 1175
1178 for (archetype *at = arch->more; at; at = at->more) 1176 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1179 { 1177 {
1180 object *op = arch_to_object (at); 1178 object *op = arch_to_object (at);
1181 1179
1182 op->name = name; 1180 op->name = name;
1183 op->name_pl = name_pl; 1181 op->name_pl = name_pl;
1197object * 1195object *
1198insert_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)
1199{ 1197{
1200 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1198 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1201 { 1199 {
1202 tmp->x = x + tmp->arch->clone.x; 1200 tmp->x = x + tmp->arch->x;
1203 tmp->y = y + tmp->arch->clone.y; 1201 tmp->y = y + tmp->arch->y;
1204 } 1202 }
1205 1203
1206 return insert_ob_in_map (op, m, originator, flag); 1204 return insert_ob_in_map (op, m, originator, flag);
1207} 1205}
1208 1206
1229object * 1227object *
1230insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1228insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1231{ 1229{
1232 assert (!op->flag [FLAG_FREED]); 1230 assert (!op->flag [FLAG_FREED]);
1233 1231
1234 object *tmp, *top, *floor = NULL; 1232 object *top, *floor = NULL;
1235 1233
1236 op->remove (); 1234 op->remove ();
1237
1238#if 0
1239 if (!m->active != !op->active)
1240 if (m->active)
1241 op->activate_recursive ();
1242 else
1243 op->deactivate_recursive ();
1244#endif
1245 1235
1246 if (out_of_map (m, op->x, op->y)) 1236 if (out_of_map (m, op->x, op->y))
1247 { 1237 {
1248 LOG (llevError, "Trying to insert object outside the map.\n%s\n", op->debug_desc ()); 1238 LOG (llevError, "Trying to insert object outside the map.\n%s\n", op->debug_desc ());
1249#ifdef MANY_CORES 1239#ifdef MANY_CORES
1255#endif 1245#endif
1256 return op; 1246 return op;
1257 } 1247 }
1258 1248
1259 if (object *more = op->more) 1249 if (object *more = op->more)
1260 {
1261 if (!insert_ob_in_map (more, m, originator, flag)) 1250 if (!insert_ob_in_map (more, m, originator, flag))
1262 {
1263 if (!op->head)
1264 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1265
1266 return 0; 1251 return 0;
1267 }
1268 }
1269 1252
1270 CLEAR_FLAG (op, FLAG_REMOVED); 1253 CLEAR_FLAG (op, FLAG_REMOVED);
1271 1254
1272 /* Ideally, the caller figures this out. However, it complicates a lot 1255 /* 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 1256 * of areas of callers (eg, anything that uses find_free_spot would now
1280 mapspace &ms = op->ms (); 1263 mapspace &ms = op->ms ();
1281 1264
1282 /* this has to be done after we translate the coordinates. 1265 /* this has to be done after we translate the coordinates.
1283 */ 1266 */
1284 if (op->nrof && !(flag & INS_NO_MERGE)) 1267 if (op->nrof && !(flag & INS_NO_MERGE))
1285 for (tmp = ms.bot; tmp; tmp = tmp->above) 1268 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1286 if (object::can_merge (op, tmp)) 1269 if (object::can_merge (op, tmp))
1287 { 1270 {
1288 op->nrof += tmp->nrof; 1271 op->nrof += tmp->nrof;
1289 tmp->destroy (); 1272 tmp->destroy ();
1290 } 1273 }
1379 */ 1362 */
1380 if (last && last->below && last != floor) 1363 if (last && last->below && last != floor)
1381 top = last->below; 1364 top = last->below;
1382 } 1365 }
1383 } /* If objects on this space */ 1366 } /* If objects on this space */
1384
1385 if (flag & INS_MAP_LOAD) 1367 if (flag & INS_MAP_LOAD)
1386 top = ms.top; 1368 top = ms.top;
1387 1369
1388 if (flag & INS_ABOVE_FLOOR_ONLY) 1370 if (flag & INS_ABOVE_FLOOR_ONLY)
1389 top = floor; 1371 top = floor;
1424 op->map->touch (); 1406 op->map->touch ();
1425 } 1407 }
1426 1408
1427 op->map->dirty = true; 1409 op->map->dirty = true;
1428 1410
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)) 1411 if (!(flag & INS_MAP_LOAD))
1433 if (object *pl = ms.player ()) 1412 if (object *pl = ms.player ())
1434 if (pl->contr->ns)
1435 pl->contr->ns->floorbox_update (); 1413 pl->contr->ns->floorbox_update ();
1436 1414
1437 /* If this object glows, it may affect lighting conditions that are 1415 /* If this object glows, it may affect lighting conditions that are
1438 * visible to others on this map. But update_all_los is really 1416 * 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 1417 * 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 1418 * on the map will get recalculated. The players could very well
1459 * blocked() and wall() work properly), and these flags are updated by 1437 * blocked() and wall() work properly), and these flags are updated by
1460 * update_object(). 1438 * update_object().
1461 */ 1439 */
1462 1440
1463 /* if this is not the head or flag has been passed, don't check walk on status */ 1441 /* if this is not the head or flag has been passed, don't check walk on status */
1464 if (!(flag & INS_NO_WALK_ON) && !op->head) 1442 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1465 { 1443 {
1466 if (check_move_on (op, originator)) 1444 if (check_move_on (op, originator))
1467 return 0; 1445 return 0;
1468 1446
1469 /* If we are a multi part object, lets work our way through the check 1447 /* If we are a multi part object, lets work our way through the check
1470 * walk on's. 1448 * walk on's.
1471 */ 1449 */
1472 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1450 for (object *tmp = op->more; tmp; tmp = tmp->more)
1473 if (check_move_on (tmp, originator)) 1451 if (check_move_on (tmp, originator))
1474 return 0; 1452 return 0;
1475 } 1453 }
1476 1454
1477 return op; 1455 return op;
1487 object *tmp, *tmp1; 1465 object *tmp, *tmp1;
1488 1466
1489 /* first search for itself and remove any old instances */ 1467 /* first search for itself and remove any old instances */
1490 1468
1491 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 1469 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1492 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1470 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1493 tmp->destroy (); 1471 tmp->destroy ();
1494 1472
1495 tmp1 = arch_to_object (archetype::find (arch_string)); 1473 tmp1 = arch_to_object (archetype::find (arch_string));
1496 1474
1497 tmp1->x = op->x; 1475 tmp1->x = op->x;
1658 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1636 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1659 free (dump); 1637 free (dump);
1660 return op; 1638 return op;
1661 } 1639 }
1662 1640
1663 if (where->head) 1641 if (where->head_ () != where)
1664 { 1642 {
1665 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n"); 1643 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1666 where = where->head; 1644 where = where->head;
1667 } 1645 }
1668 1646
1669 return where->insert (op); 1647 return where->insert (op);
1670} 1648}
1678 * be != op, if items are merged. -Tero 1656 * be != op, if items are merged. -Tero
1679 */ 1657 */
1680object * 1658object *
1681object::insert (object *op) 1659object::insert (object *op)
1682{ 1660{
1683 object *tmp, *otmp;
1684
1685 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1661 if (!QUERY_FLAG (op, FLAG_REMOVED))
1686 op->remove (); 1662 op->remove ();
1687 1663
1688 if (op->more) 1664 if (op->more)
1689 { 1665 {
1691 return op; 1667 return op;
1692 } 1668 }
1693 1669
1694 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1670 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1695 CLEAR_FLAG (op, FLAG_REMOVED); 1671 CLEAR_FLAG (op, FLAG_REMOVED);
1672
1696 if (op->nrof) 1673 if (op->nrof)
1697 { 1674 {
1698 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1675 for (object *tmp = inv; tmp; tmp = tmp->below)
1699 if (object::can_merge (tmp, op)) 1676 if (object::can_merge (tmp, op))
1700 { 1677 {
1701 /* return the original object and remove inserted object 1678 /* return the original object and remove inserted object
1702 (client needs the original object) */ 1679 (client needs the original object) */
1703 tmp->nrof += op->nrof; 1680 tmp->nrof += op->nrof;
1722 add_weight (this, op->weight * op->nrof); 1699 add_weight (this, op->weight * op->nrof);
1723 } 1700 }
1724 else 1701 else
1725 add_weight (this, (op->weight + op->carrying)); 1702 add_weight (this, (op->weight + op->carrying));
1726 1703
1727 otmp = this->in_player (); 1704 if (object *otmp = this->in_player ())
1728 if (otmp && otmp->contr)
1729 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1705 if (otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1730 otmp->update_stats (); 1706 otmp->update_stats ();
1731 1707
1708 op->owner = 0; // its his/hers now. period.
1732 op->map = 0; 1709 op->map = 0;
1733 op->env = this; 1710 op->env = this;
1734 op->above = 0; 1711 op->above = 0;
1735 op->below = 0; 1712 op->below = 0;
1736 op->x = 0, op->y = 0; 1713 op->x = op->y = 0;
1737 1714
1738 /* reset the light list and los of the players on the map */ 1715 /* reset the light list and los of the players on the map */
1739 if ((op->glow_radius != 0) && map) 1716 if (op->glow_radius && map)
1740 { 1717 {
1741#ifdef DEBUG_LIGHTS 1718#ifdef DEBUG_LIGHTS
1742 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1719 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1743#endif /* DEBUG_LIGHTS */ 1720#endif /* DEBUG_LIGHTS */
1744 if (map->darkness) 1721 if (map->darkness)
1998 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1975 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1999 { 1976 {
2000 CLEAR_FLAG (tmp, flag); 1977 CLEAR_FLAG (tmp, flag);
2001 unflag_inv (tmp, flag); 1978 unflag_inv (tmp, flag);
2002 } 1979 }
2003}
2004
2005/*
2006 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2007 * all it's inventory (recursively).
2008 * If checksums are used, a player will get set_cheat called for
2009 * him/her-self and all object carried by a call to this function.
2010 */
2011void
2012set_cheat (object *op)
2013{
2014 SET_FLAG (op, FLAG_WAS_WIZ);
2015 flag_inv (op, FLAG_WAS_WIZ);
2016} 1980}
2017 1981
2018/* 1982/*
2019 * find_free_spot(object, map, x, y, start, stop) will search for 1983 * find_free_spot(object, map, x, y, start, stop) will search for
2020 * a spot at the given map and coordinates which will be able to contain 1984 * a spot at the given map and coordinates which will be able to contain
2138 object *tmp; 2102 object *tmp;
2139 maptile *mp; 2103 maptile *mp;
2140 2104
2141 MoveType blocked, move_type; 2105 MoveType blocked, move_type;
2142 2106
2143 if (exclude && exclude->head) 2107 if (exclude && exclude->head_ () != exclude)
2144 { 2108 {
2145 exclude = exclude->head; 2109 exclude = exclude->head;
2146 move_type = exclude->move_type; 2110 move_type = exclude->move_type;
2147 } 2111 }
2148 else 2112 else
2171 max = maxfree[i]; 2135 max = maxfree[i];
2172 else if (mflags & P_IS_ALIVE) 2136 else if (mflags & P_IS_ALIVE)
2173 { 2137 {
2174 for (tmp = ms.bot; tmp; tmp = tmp->above) 2138 for (tmp = ms.bot; tmp; tmp = tmp->above)
2175 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2139 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2176 && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2140 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2177 break; 2141 break;
2178 2142
2179 if (tmp) 2143 if (tmp)
2180 return freedir[i]; 2144 return freedir[i];
2181 } 2145 }
2361 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2325 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2362 * core dumps if they do. 2326 * core dumps if they do.
2363 * 2327 *
2364 * Add a check so we can't pick up invisible objects (0.93.8) 2328 * Add a check so we can't pick up invisible objects (0.93.8)
2365 */ 2329 */
2366
2367int 2330int
2368can_pick (const object *who, const object *item) 2331can_pick (const object *who, const object *item)
2369{ 2332{
2370 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2333 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2371 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2334 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2376 * create clone from object to another 2339 * create clone from object to another
2377 */ 2340 */
2378object * 2341object *
2379object_create_clone (object *asrc) 2342object_create_clone (object *asrc)
2380{ 2343{
2381 object *dst = 0, *tmp, *src, *part, *prev, *item; 2344 object *dst = 0, *tmp, *src, *prev, *item;
2382 2345
2383 if (!asrc) 2346 if (!asrc)
2384 return 0; 2347 return 0;
2385 2348
2386 src = asrc;
2387 if (src->head)
2388 src = src->head; 2349 src = asrc->head_ ();
2389 2350
2390 prev = 0; 2351 prev = 0;
2391 for (part = src; part; part = part->more) 2352 for (object *part = src; part; part = part->more)
2392 { 2353 {
2393 tmp = part->clone (); 2354 tmp = part->clone ();
2394 tmp->x -= src->x; 2355 tmp->x -= src->x;
2395 tmp->y -= src->y; 2356 tmp->y -= src->y;
2396 2357
2509 /* Basically, if the archetype has this key set, 2470 /* Basically, if the archetype has this key set,
2510 * we need to store the null value so when we save 2471 * we need to store the null value so when we save
2511 * it, we save the empty value so that when we load, 2472 * it, we save the empty value so that when we load,
2512 * we get this value back again. 2473 * we get this value back again.
2513 */ 2474 */
2514 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2475 if (get_ob_key_link (op->arch, canonical_key))
2515 field->value = 0; 2476 field->value = 0;
2516 else 2477 else
2517 { 2478 {
2518 if (last) 2479 if (last)
2519 last->next = field->next; 2480 last->next = field->next;
2588 } 2549 }
2589 else 2550 else
2590 item = item->env; 2551 item = item->env;
2591} 2552}
2592 2553
2593
2594const char * 2554const char *
2595object::flag_desc (char *desc, int len) const 2555object::flag_desc (char *desc, int len) const
2596{ 2556{
2597 char *p = desc; 2557 char *p = desc;
2598 bool first = true; 2558 bool first = true;
2632 &name, 2592 &name,
2633 title ? "\",title:\"" : "", 2593 title ? "\",title:\"" : "",
2634 title ? (const char *)title : "", 2594 title ? (const char *)title : "",
2635 flag_desc (flagdesc, 512), type); 2595 flag_desc (flagdesc, 512), type);
2636 2596
2637 if (env) 2597 if (!this->flag[FLAG_REMOVED] && env)
2638 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2598 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2639 2599
2640 if (map) 2600 if (map)
2641 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y); 2601 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2642 2602
2660} 2620}
2661 2621
2662const materialtype_t * 2622const materialtype_t *
2663object::dominant_material () const 2623object::dominant_material () const
2664{ 2624{
2665 if (materialtype_t *mat = name_to_material (materialname)) 2625 if (materialtype_t *mt = name_to_material (materialname))
2666 return mat; 2626 return mt;
2667 2627
2668 // omfg this is slow, this has to be temporary :)
2669 shstr unknown ("unknown");
2670
2671 return name_to_material (unknown); 2628 return name_to_material (shstr_unknown);
2672} 2629}
2673 2630
2674void 2631void
2675object::open_container (object *new_container) 2632object::open_container (object *new_container)
2676{ 2633{
2692 old_container->flag [FLAG_APPLIED] = 0; 2649 old_container->flag [FLAG_APPLIED] = 0;
2693 container = 0; 2650 container = 0;
2694 2651
2695 esrv_update_item (UPD_FLAGS, this, old_container); 2652 esrv_update_item (UPD_FLAGS, this, old_container);
2696 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); 2653 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2654 play_sound (sound_find ("chest_close"));
2697 } 2655 }
2698 2656
2699 if (new_container) 2657 if (new_container)
2700 { 2658 {
2701 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this))) 2659 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2717 new_container->flag [FLAG_APPLIED] = 1; 2675 new_container->flag [FLAG_APPLIED] = 1;
2718 container = new_container; 2676 container = new_container;
2719 2677
2720 esrv_update_item (UPD_FLAGS, this, new_container); 2678 esrv_update_item (UPD_FLAGS, this, new_container);
2721 esrv_send_inventory (this, new_container); 2679 esrv_send_inventory (this, new_container);
2680 play_sound (sound_find ("chest_open"));
2681 }
2682}
2683
2684object *
2685object::force_find (const shstr name)
2686{
2687 /* cycle through his inventory to look for the MARK we want to
2688 * place
2689 */
2690 for (object *tmp = inv; tmp; tmp = tmp->below)
2691 if (tmp->type == FORCE && tmp->slaying == name)
2692 return splay (tmp);
2693
2694 return 0;
2695}
2696
2697void
2698object::force_add (const shstr name, int duration)
2699{
2700 if (object *force = force_find (name))
2701 force->destroy ();
2702
2703 object *force = get_archetype (FORCE_NAME);
2704
2705 force->slaying = name;
2706 force->stats.food = 1;
2707 force->speed_left = -1.f;
2708
2709 force->set_speed (duration ? 1.f / duration : 0.f);
2710 force->flag [FLAG_IS_USED_UP] = true;
2711 force->flag [FLAG_APPLIED] = true;
2712
2713 insert (force);
2714}
2715
2716void
2717object::play_sound (faceidx sound) const
2718{
2719 if (!sound)
2720 return;
2721
2722 if (flag [FLAG_REMOVED])
2723 return;
2724
2725 if (env)
2722 } 2726 {
2727 if (object *pl = in_player ())
2728 pl->contr->play_sound (sound);
2729 }
2730 else
2731 map->play_sound (sound, x, y);
2723} 2732}
2724 2733
2725

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