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Comparing deliantra/server/common/object.C (file contents):
Revision 1.173 by root, Sat Aug 4 22:23:47 2007 UTC vs.
Revision 1.192 by root, Fri Oct 12 19:13:25 2007 UTC

305 { 305 {
306 ob1->optimise (); 306 ob1->optimise ();
307 ob2->optimise (); 307 ob2->optimise ();
308 308
309 if (ob1->self || ob2->self) 309 if (ob1->self || ob2->self)
310 if (!cfperl_can_merge (ob1, ob2)) 310 {
311 int k1 = ob1->self ? HvTOTALKEYS (SvRV (ob1->self)) : 0;
312 int k2 = ob2->self ? HvTOTALKEYS (SvRV (ob2->self)) : 0;
313
314 if (k1 != k2)
311 return 0; 315 return 0;
316 else if (k1 == 0)
317 return 1;
318 else if (!cfperl_can_merge (ob1, ob2))
319 return 0;
320 }
312 } 321 }
313 322
314 /* Everything passes, must be OK. */ 323 /* Everything passes, must be OK. */
315 return 1; 324 return 1;
316} 325}
374/* 383/*
375 * get_nearest_part(multi-object, object 2) returns the part of the 384 * get_nearest_part(multi-object, object 2) returns the part of the
376 * multi-object 1 which is closest to the second object. 385 * multi-object 1 which is closest to the second object.
377 * If it's not a multi-object, it is returned. 386 * If it's not a multi-object, it is returned.
378 */ 387 */
379
380object * 388object *
381get_nearest_part (object *op, const object *pl) 389get_nearest_part (object *op, const object *pl)
382{ 390{
383 object *tmp, *closest; 391 object *tmp, *closest;
384 int last_dist, i; 392 int last_dist, i;
429} 437}
430 438
431/* 439/*
432 * Sets the owner and sets the skill and exp pointers to owner's current 440 * Sets the owner and sets the skill and exp pointers to owner's current
433 * skill and experience objects. 441 * skill and experience objects.
442 * ACTUALLY NO! investigate! TODO
434 */ 443 */
435void 444void
436object::set_owner (object *owner) 445object::set_owner (object *owner)
437{ 446{
447 // allow objects which own objects
438 if (!owner) 448 if (owner)
439 return;
440
441 /* next line added to allow objects which own objects */
442 /* Add a check for ownercounts in here, as I got into an endless loop
443 * with the fireball owning a poison cloud which then owned the
444 * fireball. I believe that was caused by one of the objects getting
445 * freed and then another object replacing it. Since the ownercounts
446 * didn't match, this check is valid and I believe that cause is valid.
447 */
448 while (owner->owner) 449 while (owner->owner)
449 owner = owner->owner; 450 owner = owner->owner;
450 451
451 this->owner = owner; 452 this->owner = owner;
452} 453}
453 454
454int 455int
586object::copy_to (object *dst) 587object::copy_to (object *dst)
587{ 588{
588 *dst = *this; 589 *dst = *this;
589 590
590 if (speed < 0) 591 if (speed < 0)
591 dst->speed_left = speed_left - rndm (); 592 dst->speed_left -= rndm ();
592 593
593 dst->set_speed (dst->speed); 594 dst->set_speed (dst->speed);
594} 595}
595 596
596void 597void
923 924
924 if (!freed_map) 925 if (!freed_map)
925 { 926 {
926 freed_map = new maptile; 927 freed_map = new maptile;
927 928
929 freed_map->path = "<freed objects map>";
928 freed_map->name = "/internal/freed_objects_map"; 930 freed_map->name = "/internal/freed_objects_map";
929 freed_map->width = 3; 931 freed_map->width = 3;
930 freed_map->height = 3; 932 freed_map->height = 3;
931 933
932 freed_map->alloc (); 934 freed_map->alloc ();
1089 if (map->in_memory == MAP_SAVING) 1091 if (map->in_memory == MAP_SAVING)
1090 return; 1092 return;
1091 1093
1092 int check_walk_off = !flag [FLAG_NO_APPLY]; 1094 int check_walk_off = !flag [FLAG_NO_APPLY];
1093 1095
1096 if (object *pl = ms.player ())
1097 {
1098 if (pl->container == this)
1099 /* If a container that the player is currently using somehow gets
1100 * removed (most likely destroyed), update the player view
1101 * appropriately.
1102 */
1103 pl->close_container ();
1104
1105 pl->contr->ns->floorbox_update ();
1106 }
1107
1094 for (tmp = ms.bot; tmp; tmp = tmp->above) 1108 for (tmp = ms.bot; tmp; tmp = tmp->above)
1095 { 1109 {
1096 /* No point updating the players look faces if he is the object 1110 /* No point updating the players look faces if he is the object
1097 * being removed. 1111 * being removed.
1098 */ 1112 */
1099
1100 if (tmp->type == PLAYER && tmp != this)
1101 {
1102 /* If a container that the player is currently using somehow gets
1103 * removed (most likely destroyed), update the player view
1104 * appropriately.
1105 */
1106 if (tmp->container == this)
1107 {
1108 flag [FLAG_APPLIED] = 0;
1109 tmp->container = 0;
1110 }
1111
1112 if (tmp->contr->ns)
1113 tmp->contr->ns->floorbox_update ();
1114 }
1115 1113
1116 /* See if object moving off should effect something */ 1114 /* See if object moving off should effect something */
1117 if (check_walk_off 1115 if (check_walk_off
1118 && ((move_type & tmp->move_off) 1116 && ((move_type & tmp->move_off)
1119 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1117 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1242 1240
1243 object *top, *floor = NULL; 1241 object *top, *floor = NULL;
1244 1242
1245 op->remove (); 1243 op->remove ();
1246 1244
1247#if 0
1248 if (!m->active != !op->active)
1249 if (m->active)
1250 op->activate_recursive ();
1251 else
1252 op->deactivate_recursive ();
1253#endif
1254
1255 if (out_of_map (m, op->x, op->y))
1256 {
1257 LOG (llevError, "Trying to insert object outside the map.\n%s\n", op->debug_desc ());
1258#ifdef MANY_CORES
1259 /* Better to catch this here, as otherwise the next use of this object
1260 * is likely to cause a crash. Better to find out where it is getting
1261 * improperly inserted.
1262 */
1263 abort ();
1264#endif
1265 return op;
1266 }
1267
1268 if (object *more = op->more)
1269 if (!insert_ob_in_map (more, m, originator, flag))
1270 return 0;
1271
1272 CLEAR_FLAG (op, FLAG_REMOVED);
1273
1274 /* Ideally, the caller figures this out. However, it complicates a lot 1245 /* Ideally, the caller figures this out. However, it complicates a lot
1275 * of areas of callers (eg, anything that uses find_free_spot would now 1246 * of areas of callers (eg, anything that uses find_free_spot would now
1276 * need extra work 1247 * need extra work
1277 */ 1248 */
1278 if (!xy_normalise (m, op->x, op->y)) 1249 if (!xy_normalise (m, op->x, op->y))
1250 {
1251 op->destroy ();
1279 return 0; 1252 return 0;
1253 }
1254
1255 if (object *more = op->more)
1256 if (!insert_ob_in_map (more, m, originator, flag))
1257 return 0;
1258
1259 CLEAR_FLAG (op, FLAG_REMOVED);
1280 1260
1281 op->map = m; 1261 op->map = m;
1282 mapspace &ms = op->ms (); 1262 mapspace &ms = op->ms ();
1283 1263
1284 /* this has to be done after we translate the coordinates. 1264 /* this has to be done after we translate the coordinates.
1319 else 1299 else
1320 { 1300 {
1321 top = ms.bot; 1301 top = ms.bot;
1322 1302
1323 /* If there are other objects, then */ 1303 /* If there are other objects, then */
1324 if ((!(flag & INS_MAP_LOAD)) && top) 1304 if (top)
1325 { 1305 {
1326 object *last = 0; 1306 object *last = 0;
1327 1307
1328 /* 1308 /*
1329 * If there are multiple objects on this space, we do some trickier handling. 1309 * If there are multiple objects on this space, we do some trickier handling.
1381 */ 1361 */
1382 if (last && last->below && last != floor) 1362 if (last && last->below && last != floor)
1383 top = last->below; 1363 top = last->below;
1384 } 1364 }
1385 } /* If objects on this space */ 1365 } /* If objects on this space */
1386 if (flag & INS_MAP_LOAD)
1387 top = ms.top;
1388 1366
1389 if (flag & INS_ABOVE_FLOOR_ONLY) 1367 if (flag & INS_ABOVE_FLOOR_ONLY)
1390 top = floor; 1368 top = floor;
1391 1369
1392 /* Top is the object that our object (op) is going to get inserted above. 1370 /* Top is the object that our object (op) is going to get inserted above.
1425 op->map->touch (); 1403 op->map->touch ();
1426 } 1404 }
1427 1405
1428 op->map->dirty = true; 1406 op->map->dirty = true;
1429 1407
1430 /* If we have a floor, we know the player, if any, will be above
1431 * it, so save a few ticks and start from there.
1432 */
1433 if (!(flag & INS_MAP_LOAD))
1434 if (object *pl = ms.player ()) 1408 if (object *pl = ms.player ())
1435 if (pl->contr->ns)
1436 pl->contr->ns->floorbox_update (); 1409 pl->contr->ns->floorbox_update ();
1437 1410
1438 /* If this object glows, it may affect lighting conditions that are 1411 /* If this object glows, it may affect lighting conditions that are
1439 * visible to others on this map. But update_all_los is really 1412 * visible to others on this map. But update_all_los is really
1440 * an inefficient way to do this, as it means los for all players 1413 * an inefficient way to do this, as it means los for all players
1441 * on the map will get recalculated. The players could very well 1414 * on the map will get recalculated. The players could very well
1679 * be != op, if items are merged. -Tero 1652 * be != op, if items are merged. -Tero
1680 */ 1653 */
1681object * 1654object *
1682object::insert (object *op) 1655object::insert (object *op)
1683{ 1656{
1684 object *tmp, *otmp;
1685
1686 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1657 if (!QUERY_FLAG (op, FLAG_REMOVED))
1687 op->remove (); 1658 op->remove ();
1688 1659
1689 if (op->more) 1660 if (op->more)
1690 { 1661 {
1692 return op; 1663 return op;
1693 } 1664 }
1694 1665
1695 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1666 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1696 CLEAR_FLAG (op, FLAG_REMOVED); 1667 CLEAR_FLAG (op, FLAG_REMOVED);
1668
1697 if (op->nrof) 1669 if (op->nrof)
1698 { 1670 {
1699 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1671 for (object *tmp = inv; tmp; tmp = tmp->below)
1700 if (object::can_merge (tmp, op)) 1672 if (object::can_merge (tmp, op))
1701 { 1673 {
1702 /* return the original object and remove inserted object 1674 /* return the original object and remove inserted object
1703 (client needs the original object) */ 1675 (client needs the original object) */
1704 tmp->nrof += op->nrof; 1676 tmp->nrof += op->nrof;
1723 add_weight (this, op->weight * op->nrof); 1695 add_weight (this, op->weight * op->nrof);
1724 } 1696 }
1725 else 1697 else
1726 add_weight (this, (op->weight + op->carrying)); 1698 add_weight (this, (op->weight + op->carrying));
1727 1699
1728 otmp = this->in_player (); 1700 if (object *otmp = this->in_player ())
1729 if (otmp && otmp->contr)
1730 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1701 if (otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1731 otmp->update_stats (); 1702 otmp->update_stats ();
1732 1703
1704 op->owner = 0; // its his/hers now. period.
1733 op->map = 0; 1705 op->map = 0;
1734 op->env = this; 1706 op->env = this;
1735 op->above = 0; 1707 op->above = 0;
1736 op->below = 0; 1708 op->below = 0;
1737 op->x = 0, op->y = 0; 1709 op->x = op->y = 0;
1738 1710
1739 /* reset the light list and los of the players on the map */ 1711 /* reset the light list and los of the players on the map */
1740 if ((op->glow_radius != 0) && map) 1712 if (op->glow_radius && map)
1741 { 1713 {
1742#ifdef DEBUG_LIGHTS 1714#ifdef DEBUG_LIGHTS
1743 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1715 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1744#endif /* DEBUG_LIGHTS */ 1716#endif /* DEBUG_LIGHTS */
1745 if (map->darkness) 1717 if (map->darkness)
2025 * customized, changed states, etc. 1997 * customized, changed states, etc.
2026 */ 1998 */
2027int 1999int
2028find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 2000find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2029{ 2001{
2002 int altern[SIZEOFFREE];
2030 int index = 0, flag; 2003 int index = 0, flag;
2031 int altern[SIZEOFFREE];
2032 2004
2033 for (int i = start; i < stop; i++) 2005 for (int i = start; i < stop; i++)
2034 { 2006 {
2035 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2007 mapxy pos (m, x, y); pos.move (i);
2036 if (!flag) 2008
2009 if (!pos.normalise ())
2010 continue;
2011
2012 mapspace &ms = *pos;
2013
2014 if (ms.flags () & P_IS_ALIVE)
2015 continue;
2016
2017 /* However, often
2018 * ob doesn't have any move type (when used to place exits)
2019 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
2020 */
2021 if (ob->move_type == 0 && ms.move_block != MOVE_ALL)
2022 {
2037 altern [index++] = i; 2023 altern [index++] = i;
2024 continue;
2025 }
2038 2026
2039 /* Basically, if we find a wall on a space, we cut down the search size. 2027 /* Basically, if we find a wall on a space, we cut down the search size.
2040 * In this way, we won't return spaces that are on another side of a wall. 2028 * In this way, we won't return spaces that are on another side of a wall.
2041 * This mostly work, but it cuts down the search size in all directions - 2029 * This mostly work, but it cuts down the search size in all directions -
2042 * if the space being examined only has a wall to the north and empty 2030 * if the space being examined only has a wall to the north and empty
2043 * spaces in all the other directions, this will reduce the search space 2031 * spaces in all the other directions, this will reduce the search space
2044 * to only the spaces immediately surrounding the target area, and 2032 * to only the spaces immediately surrounding the target area, and
2045 * won't look 2 spaces south of the target space. 2033 * won't look 2 spaces south of the target space.
2046 */ 2034 */
2047 else if ((flag & P_NO_PASS) && maxfree[i] < stop) 2035 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2036 {
2048 stop = maxfree[i]; 2037 stop = maxfree[i];
2038 continue;
2039 }
2040
2041 /* Note it is intentional that we check ob - the movement type of the
2042 * head of the object should correspond for the entire object.
2043 */
2044 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2045 continue;
2046
2047 altern [index++] = i;
2049 } 2048 }
2050 2049
2051 if (!index) 2050 if (!index)
2052 return -1; 2051 return -1;
2053 2052
2062 */ 2061 */
2063int 2062int
2064find_first_free_spot (const object *ob, maptile *m, int x, int y) 2063find_first_free_spot (const object *ob, maptile *m, int x, int y)
2065{ 2064{
2066 for (int i = 0; i < SIZEOFFREE; i++) 2065 for (int i = 0; i < SIZEOFFREE; i++)
2067 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2066 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2068 return i; 2067 return i;
2069 2068
2070 return -1; 2069 return -1;
2071} 2070}
2072 2071
2349 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2348 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2350 * core dumps if they do. 2349 * core dumps if they do.
2351 * 2350 *
2352 * Add a check so we can't pick up invisible objects (0.93.8) 2351 * Add a check so we can't pick up invisible objects (0.93.8)
2353 */ 2352 */
2354
2355int 2353int
2356can_pick (const object *who, const object *item) 2354can_pick (const object *who, const object *item)
2357{ 2355{
2358 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2356 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2359 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2357 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2617 &name, 2615 &name,
2618 title ? "\",title:\"" : "", 2616 title ? "\",title:\"" : "",
2619 title ? (const char *)title : "", 2617 title ? (const char *)title : "",
2620 flag_desc (flagdesc, 512), type); 2618 flag_desc (flagdesc, 512), type);
2621 2619
2622 if (env) 2620 if (!this->flag[FLAG_REMOVED] && env)
2623 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2621 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2624 2622
2625 if (map) 2623 if (map)
2626 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y); 2624 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2627 2625
2674 old_container->flag [FLAG_APPLIED] = 0; 2672 old_container->flag [FLAG_APPLIED] = 0;
2675 container = 0; 2673 container = 0;
2676 2674
2677 esrv_update_item (UPD_FLAGS, this, old_container); 2675 esrv_update_item (UPD_FLAGS, this, old_container);
2678 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); 2676 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2677 play_sound (sound_find ("chest_close"));
2679 } 2678 }
2680 2679
2681 if (new_container) 2680 if (new_container)
2682 { 2681 {
2683 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this))) 2682 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2699 new_container->flag [FLAG_APPLIED] = 1; 2698 new_container->flag [FLAG_APPLIED] = 1;
2700 container = new_container; 2699 container = new_container;
2701 2700
2702 esrv_update_item (UPD_FLAGS, this, new_container); 2701 esrv_update_item (UPD_FLAGS, this, new_container);
2703 esrv_send_inventory (this, new_container); 2702 esrv_send_inventory (this, new_container);
2703 play_sound (sound_find ("chest_open"));
2704 } 2704 }
2705} 2705}
2706 2706
2707object * 2707object *
2708object::force_find (const shstr name) 2708object::force_find (const shstr name)
2734 force->flag [FLAG_APPLIED] = true; 2734 force->flag [FLAG_APPLIED] = true;
2735 2735
2736 insert (force); 2736 insert (force);
2737} 2737}
2738 2738
2739void
2740object::play_sound (faceidx sound) const
2741{
2742 if (!sound)
2743 return;
2744
2745 if (flag [FLAG_REMOVED])
2746 return;
2747
2748 if (env)
2749 {
2750 if (object *pl = in_player ())
2751 pl->contr->play_sound (sound);
2752 }
2753 else
2754 map->play_sound (sound, x, y);
2755}
2756

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