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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 1.196 by root, Wed Oct 17 22:01:27 2007 UTC

254 /* This is really a spellbook check - really, we should 254 /* This is really a spellbook check - really, we should
255 * check all objects in the inventory. 255 * check all objects in the inventory.
256 */ 256 */
257 if (ob1->inv || ob2->inv) 257 if (ob1->inv || ob2->inv)
258 { 258 {
259 /* if one object has inventory but the other doesn't, not equiv */ 259 if (!(ob1->inv && ob2->inv))
260 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 260 return 0; /* inventories differ in length */
261 return 0;
262 261
263 /* 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
264 if (!object::can_merge (ob1->inv, ob2->inv)) 265 if (!object::can_merge (ob1->inv, ob2->inv))
265 return 0; 266 return 0; /* inventory objexts differ */
266 267
267 /* 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
268 * if it is valid. 269 * if it is valid.
269 */ 270 */
270 } 271 }
305 { 306 {
306 ob1->optimise (); 307 ob1->optimise ();
307 ob2->optimise (); 308 ob2->optimise ();
308 309
309 if (ob1->self || ob2->self) 310 if (ob1->self || ob2->self)
310 if (!cfperl_can_merge (ob1, ob2)) 311 {
312 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
313 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
314
315 if (k1 != k2)
311 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 }
312 } 322 }
313 323
314 /* Everything passes, must be OK. */ 324 /* Everything passes, must be OK. */
315 return 1; 325 return 1;
316} 326}
374/* 384/*
375 * 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
376 * multi-object 1 which is closest to the second object. 386 * multi-object 1 which is closest to the second object.
377 * If it's not a multi-object, it is returned. 387 * If it's not a multi-object, it is returned.
378 */ 388 */
379
380object * 389object *
381get_nearest_part (object *op, const object *pl) 390get_nearest_part (object *op, const object *pl)
382{ 391{
383 object *tmp, *closest; 392 object *tmp, *closest;
384 int last_dist, i; 393 int last_dist, i;
429} 438}
430 439
431/* 440/*
432 * 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
433 * skill and experience objects. 442 * skill and experience objects.
443 * ACTUALLY NO! investigate! TODO
434 */ 444 */
435void 445void
436object::set_owner (object *owner) 446object::set_owner (object *owner)
437{ 447{
448 // allow objects which own objects
438 if (!owner) 449 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) 450 while (owner->owner)
449 owner = owner->owner; 451 owner = owner->owner;
450 452
451 this->owner = owner; 453 this->owner = owner;
452} 454}
453 455
454int 456int
586object::copy_to (object *dst) 588object::copy_to (object *dst)
587{ 589{
588 *dst = *this; 590 *dst = *this;
589 591
590 if (speed < 0) 592 if (speed < 0)
591 dst->speed_left = speed_left - rndm (); 593 dst->speed_left -= rndm ();
592 594
593 dst->set_speed (dst->speed); 595 dst->set_speed (dst->speed);
594} 596}
595 597
596void 598void
923 925
924 if (!freed_map) 926 if (!freed_map)
925 { 927 {
926 freed_map = new maptile; 928 freed_map = new maptile;
927 929
930 freed_map->path = "<freed objects map>";
928 freed_map->name = "/internal/freed_objects_map"; 931 freed_map->name = "/internal/freed_objects_map";
929 freed_map->width = 3; 932 freed_map->width = 3;
930 freed_map->height = 3; 933 freed_map->height = 3;
931 934
932 freed_map->alloc (); 935 freed_map->alloc ();
1089 if (map->in_memory == MAP_SAVING) 1092 if (map->in_memory == MAP_SAVING)
1090 return; 1093 return;
1091 1094
1092 int check_walk_off = !flag [FLAG_NO_APPLY]; 1095 int check_walk_off = !flag [FLAG_NO_APPLY];
1093 1096
1097 if (object *pl = ms.player ())
1098 {
1099 if (pl->container == this)
1100 /* If a container that the player is currently using somehow gets
1101 * removed (most likely destroyed), update the player view
1102 * appropriately.
1103 */
1104 pl->close_container ();
1105
1106 pl->contr->ns->floorbox_update ();
1107 }
1108
1094 for (tmp = ms.bot; tmp; tmp = tmp->above) 1109 for (tmp = ms.bot; tmp; tmp = tmp->above)
1095 { 1110 {
1096 /* No point updating the players look faces if he is the object 1111 /* No point updating the players look faces if he is the object
1097 * being removed. 1112 * being removed.
1098 */ 1113 */
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 1114
1116 /* See if object moving off should effect something */ 1115 /* See if object moving off should effect something */
1117 if (check_walk_off 1116 if (check_walk_off
1118 && ((move_type & tmp->move_off) 1117 && ((move_type & tmp->move_off)
1119 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1118 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1151merge_ob (object *op, object *top) 1150merge_ob (object *op, object *top)
1152{ 1151{
1153 if (!op->nrof) 1152 if (!op->nrof)
1154 return 0; 1153 return 0;
1155 1154
1156 if (top) 1155 if (!top)
1157 for (top = op; top && top->above; top = top->above) 1156 for (top = op; top && top->above; top = top->above)
1158 ; 1157 ;
1159 1158
1160 for (; top; top = top->below) 1159 for (; top; top = top->below)
1161 { 1160 {
1242 1241
1243 object *top, *floor = NULL; 1242 object *top, *floor = NULL;
1244 1243
1245 op->remove (); 1244 op->remove ();
1246 1245
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 1246 /* 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 1247 * of areas of callers (eg, anything that uses find_free_spot would now
1276 * need extra work 1248 * need extra work
1277 */ 1249 */
1278 if (!xy_normalise (m, op->x, op->y)) 1250 if (!xy_normalise (m, op->x, op->y))
1251 {
1252 op->destroy ();
1279 return 0; 1253 return 0;
1254 }
1255
1256 if (object *more = op->more)
1257 if (!insert_ob_in_map (more, m, originator, flag))
1258 return 0;
1259
1260 CLEAR_FLAG (op, FLAG_REMOVED);
1280 1261
1281 op->map = m; 1262 op->map = m;
1282 mapspace &ms = op->ms (); 1263 mapspace &ms = op->ms ();
1283 1264
1284 /* this has to be done after we translate the coordinates. 1265 /* this has to be done after we translate the coordinates.
1319 else 1300 else
1320 { 1301 {
1321 top = ms.bot; 1302 top = ms.bot;
1322 1303
1323 /* If there are other objects, then */ 1304 /* If there are other objects, then */
1324 if ((!(flag & INS_MAP_LOAD)) && top) 1305 if (top)
1325 { 1306 {
1326 object *last = 0; 1307 object *last = 0;
1327 1308
1328 /* 1309 /*
1329 * If there are multiple objects on this space, we do some trickier handling. 1310 * If there are multiple objects on this space, we do some trickier handling.
1381 */ 1362 */
1382 if (last && last->below && last != floor) 1363 if (last && last->below && last != floor)
1383 top = last->below; 1364 top = last->below;
1384 } 1365 }
1385 } /* If objects on this space */ 1366 } /* If objects on this space */
1386 if (flag & INS_MAP_LOAD)
1387 top = ms.top;
1388 1367
1389 if (flag & INS_ABOVE_FLOOR_ONLY) 1368 if (flag & INS_ABOVE_FLOOR_ONLY)
1390 top = floor; 1369 top = floor;
1391 1370
1392 /* Top is the object that our object (op) is going to get inserted above. 1371 /* Top is the object that our object (op) is going to get inserted above.
1425 op->map->touch (); 1404 op->map->touch ();
1426 } 1405 }
1427 1406
1428 op->map->dirty = true; 1407 op->map->dirty = true;
1429 1408
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 ()) 1409 if (object *pl = ms.player ())
1435 if (pl->contr->ns)
1436 pl->contr->ns->floorbox_update (); 1410 pl->contr->ns->floorbox_update ();
1437 1411
1438 /* If this object glows, it may affect lighting conditions that are 1412 /* If this object glows, it may affect lighting conditions that are
1439 * visible to others on this map. But update_all_los is really 1413 * 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 1414 * 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 1415 * on the map will get recalculated. The players could very well
1679 * be != op, if items are merged. -Tero 1653 * be != op, if items are merged. -Tero
1680 */ 1654 */
1681object * 1655object *
1682object::insert (object *op) 1656object::insert (object *op)
1683{ 1657{
1684 object *tmp, *otmp;
1685
1686 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1658 if (!QUERY_FLAG (op, FLAG_REMOVED))
1687 op->remove (); 1659 op->remove ();
1688 1660
1689 if (op->more) 1661 if (op->more)
1690 { 1662 {
1692 return op; 1664 return op;
1693 } 1665 }
1694 1666
1695 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1667 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1696 CLEAR_FLAG (op, FLAG_REMOVED); 1668 CLEAR_FLAG (op, FLAG_REMOVED);
1669
1697 if (op->nrof) 1670 if (op->nrof)
1698 { 1671 {
1699 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1672 for (object *tmp = inv; tmp; tmp = tmp->below)
1700 if (object::can_merge (tmp, op)) 1673 if (object::can_merge (tmp, op))
1701 { 1674 {
1702 /* return the original object and remove inserted object 1675 /* return the original object and remove inserted object
1703 (client needs the original object) */ 1676 (client needs the original object) */
1704 tmp->nrof += op->nrof; 1677 tmp->nrof += op->nrof;
1723 add_weight (this, op->weight * op->nrof); 1696 add_weight (this, op->weight * op->nrof);
1724 } 1697 }
1725 else 1698 else
1726 add_weight (this, (op->weight + op->carrying)); 1699 add_weight (this, (op->weight + op->carrying));
1727 1700
1728 otmp = this->in_player (); 1701 if (object *otmp = this->in_player ())
1729 if (otmp && otmp->contr)
1730 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1702 if (otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1731 otmp->update_stats (); 1703 otmp->update_stats ();
1732 1704
1705 op->owner = 0; // its his/hers now. period.
1733 op->map = 0; 1706 op->map = 0;
1734 op->env = this; 1707 op->env = this;
1735 op->above = 0; 1708 op->above = 0;
1736 op->below = 0; 1709 op->below = 0;
1737 op->x = 0, op->y = 0; 1710 op->x = op->y = 0;
1738 1711
1739 /* reset the light list and los of the players on the map */ 1712 /* reset the light list and los of the players on the map */
1740 if ((op->glow_radius != 0) && map) 1713 if (op->glow_radius && map)
1741 { 1714 {
1742#ifdef DEBUG_LIGHTS 1715#ifdef DEBUG_LIGHTS
1743 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1716 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1744#endif /* DEBUG_LIGHTS */ 1717#endif /* DEBUG_LIGHTS */
1745 if (map->darkness) 1718 if (map->darkness)
2010 * to search (see the freearr_x/y[] definition). 1983 * to search (see the freearr_x/y[] definition).
2011 * It returns a random choice among the alternatives found. 1984 * It returns a random choice among the alternatives found.
2012 * start and stop are where to start relative to the free_arr array (1,9 1985 * start and stop are where to start relative to the free_arr array (1,9
2013 * does all 4 immediate directions). This returns the index into the 1986 * does all 4 immediate directions). This returns the index into the
2014 * array of the free spot, -1 if no spot available (dir 0 = x,y) 1987 * array of the free spot, -1 if no spot available (dir 0 = x,y)
2015 * Note - this only checks to see if there is space for the head of the
2016 * object - if it is a multispace object, this should be called for all
2017 * pieces.
2018 * Note2: This function does correctly handle tiled maps, but does not 1988 * Note: This function does correctly handle tiled maps, but does not
2019 * inform the caller. However, insert_ob_in_map will update as 1989 * inform the caller. However, insert_ob_in_map will update as
2020 * necessary, so the caller shouldn't need to do any special work. 1990 * necessary, so the caller shouldn't need to do any special work.
2021 * Note - updated to take an object instead of archetype - this is necessary 1991 * Note - updated to take an object instead of archetype - this is necessary
2022 * because arch_blocked (now ob_blocked) needs to know the movement type 1992 * because arch_blocked (now ob_blocked) needs to know the movement type
2023 * to know if the space in question will block the object. We can't use 1993 * to know if the space in question will block the object. We can't use
2025 * customized, changed states, etc. 1995 * customized, changed states, etc.
2026 */ 1996 */
2027int 1997int
2028find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 1998find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2029{ 1999{
2000 int altern[SIZEOFFREE];
2030 int index = 0, flag; 2001 int index = 0, flag;
2031 int altern[SIZEOFFREE];
2032 2002
2033 for (int i = start; i < stop; i++) 2003 for (int i = start; i < stop; i++)
2034 { 2004 {
2035 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2005 mapxy pos (m, x, y); pos.move (i);
2036 if (!flag) 2006
2007 if (!pos.normalise ())
2008 continue;
2009
2010 mapspace &ms = *pos;
2011
2012 if (ms.flags () & P_IS_ALIVE)
2013 continue;
2014
2015 /* However, often
2016 * ob doesn't have any move type (when used to place exits)
2017 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
2018 */
2019 if (ob->move_type == 0 && ms.move_block != MOVE_ALL)
2020 {
2037 altern [index++] = i; 2021 altern [index++] = i;
2022 continue;
2023 }
2038 2024
2039 /* Basically, if we find a wall on a space, we cut down the search size. 2025 /* 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. 2026 * 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 - 2027 * 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 2028 * 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 2029 * spaces in all the other directions, this will reduce the search space
2044 * to only the spaces immediately surrounding the target area, and 2030 * to only the spaces immediately surrounding the target area, and
2045 * won't look 2 spaces south of the target space. 2031 * won't look 2 spaces south of the target space.
2046 */ 2032 */
2047 else if ((flag & P_NO_PASS) && maxfree[i] < stop) 2033 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2034 {
2048 stop = maxfree[i]; 2035 stop = maxfree[i];
2036 continue;
2037 }
2038
2039 /* Note it is intentional that we check ob - the movement type of the
2040 * head of the object should correspond for the entire object.
2041 */
2042 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2043 continue;
2044
2045 if (ob->blocked (m, pos.x, pos.y))
2046 continue;
2047
2048 altern [index++] = i;
2049 } 2049 }
2050 2050
2051 if (!index) 2051 if (!index)
2052 return -1; 2052 return -1;
2053 2053
2062 */ 2062 */
2063int 2063int
2064find_first_free_spot (const object *ob, maptile *m, int x, int y) 2064find_first_free_spot (const object *ob, maptile *m, int x, int y)
2065{ 2065{
2066 for (int i = 0; i < SIZEOFFREE; i++) 2066 for (int i = 0; i < SIZEOFFREE; i++)
2067 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2067 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2068 return i; 2068 return i;
2069 2069
2070 return -1; 2070 return -1;
2071} 2071}
2072 2072
2349 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2349 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2350 * core dumps if they do. 2350 * core dumps if they do.
2351 * 2351 *
2352 * Add a check so we can't pick up invisible objects (0.93.8) 2352 * Add a check so we can't pick up invisible objects (0.93.8)
2353 */ 2353 */
2354
2355int 2354int
2356can_pick (const object *who, const object *item) 2355can_pick (const object *who, const object *item)
2357{ 2356{
2358 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2357 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2359 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2358 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2617 &name, 2616 &name,
2618 title ? "\",title:\"" : "", 2617 title ? "\",title:\"" : "",
2619 title ? (const char *)title : "", 2618 title ? (const char *)title : "",
2620 flag_desc (flagdesc, 512), type); 2619 flag_desc (flagdesc, 512), type);
2621 2620
2622 if (env) 2621 if (!this->flag[FLAG_REMOVED] && env)
2623 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2622 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2624 2623
2625 if (map) 2624 if (map)
2626 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y); 2625 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2627 2626
2674 old_container->flag [FLAG_APPLIED] = 0; 2673 old_container->flag [FLAG_APPLIED] = 0;
2675 container = 0; 2674 container = 0;
2676 2675
2677 esrv_update_item (UPD_FLAGS, this, old_container); 2676 esrv_update_item (UPD_FLAGS, this, old_container);
2678 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); 2677 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2678 play_sound (sound_find ("chest_close"));
2679 } 2679 }
2680 2680
2681 if (new_container) 2681 if (new_container)
2682 { 2682 {
2683 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this))) 2683 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2699 new_container->flag [FLAG_APPLIED] = 1; 2699 new_container->flag [FLAG_APPLIED] = 1;
2700 container = new_container; 2700 container = new_container;
2701 2701
2702 esrv_update_item (UPD_FLAGS, this, new_container); 2702 esrv_update_item (UPD_FLAGS, this, new_container);
2703 esrv_send_inventory (this, new_container); 2703 esrv_send_inventory (this, new_container);
2704 play_sound (sound_find ("chest_open"));
2704 } 2705 }
2705} 2706}
2706 2707
2707object * 2708object *
2708object::force_find (const shstr name) 2709object::force_find (const shstr name)
2734 force->flag [FLAG_APPLIED] = true; 2735 force->flag [FLAG_APPLIED] = true;
2735 2736
2736 insert (force); 2737 insert (force);
2737} 2738}
2738 2739
2740void
2741object::play_sound (faceidx sound) const
2742{
2743 if (!sound)
2744 return;
2745
2746 if (flag [FLAG_REMOVED])
2747 return;
2748
2749 if (env)
2750 {
2751 if (object *pl = in_player ())
2752 pl->contr->play_sound (sound);
2753 }
2754 else
2755 map->play_sound (sound, x, y);
2756}
2757

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