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Comparing deliantra/server/common/object.C (file contents):
Revision 1.138 by root, Sat Apr 21 16:56:29 2007 UTC vs.
Revision 1.183 by root, Mon Aug 20 19:13:10 2007 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game for X-windows 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. */
29#include <stdio.h> 28#include <stdio.h>
30#include <sys/types.h> 29#include <sys/types.h>
31#include <sys/uio.h> 30#include <sys/uio.h>
32#include <object.h> 31#include <object.h>
33#include <funcpoint.h> 32#include <funcpoint.h>
33#include <sproto.h>
34#include <loader.h> 34#include <loader.h>
35 35
36#include <bitset> 36#include <bitset>
37 37
38int nrofallocobjects = 0; 38int nrofallocobjects = 0;
299 return 0; 299 return 0;
300 else if (!compare_ob_value_lists (ob1, ob2)) 300 else if (!compare_ob_value_lists (ob1, ob2))
301 return 0; 301 return 0;
302 } 302 }
303 303
304 //TODO: generate an event or call into perl for additional checks
305 if (ob1->self || ob2->self) 304 if (ob1->self || ob2->self)
306 { 305 {
307 ob1->optimise (); 306 ob1->optimise ();
308 ob2->optimise (); 307 ob2->optimise ();
309 308
310 if (ob1->self || ob2->self) 309 if (ob1->self || ob2->self)
310 if (!cfperl_can_merge (ob1, ob2))
311 return 0; 311 return 0;
312 } 312 }
313 313
314 /* Everything passes, must be OK. */ 314 /* Everything passes, must be OK. */
315 return 1; 315 return 1;
316} 316}
324sum_weight (object *op) 324sum_weight (object *op)
325{ 325{
326 long sum; 326 long sum;
327 object *inv; 327 object *inv;
328 328
329 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 329 for (sum = 0, inv = op->inv; inv; inv = inv->below)
330 { 330 {
331 if (inv->inv) 331 if (inv->inv)
332 sum_weight (inv); 332 sum_weight (inv);
333
333 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 334 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
334 } 335 }
335 336
336 if (op->type == CONTAINER && op->stats.Str) 337 if (op->type == CONTAINER && op->stats.Str)
337 sum = (sum * (100 - op->stats.Str)) / 100; 338 sum = (sum * (100 - op->stats.Str)) / 100;
428} 429}
429 430
430/* 431/*
431 * 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
432 * skill and experience objects. 433 * skill and experience objects.
434 * ACTUALLY NO! investigate! TODO
433 */ 435 */
434void 436void
435object::set_owner (object *owner) 437object::set_owner (object *owner)
436{ 438{
439 // allow objects which own objects
437 if (!owner) 440 if (owner)
438 return;
439
440 /* next line added to allow objects which own objects */
441 /* Add a check for ownercounts in here, as I got into an endless loop
442 * with the fireball owning a poison cloud which then owned the
443 * fireball. I believe that was caused by one of the objects getting
444 * freed and then another object replacing it. Since the ownercounts
445 * didn't match, this check is valid and I believe that cause is valid.
446 */
447 while (owner->owner) 441 while (owner->owner)
448 owner = owner->owner; 442 owner = owner->owner;
449 443
450 this->owner = owner; 444 this->owner = owner;
445}
446
447int
448object::slottype () const
449{
450 if (type == SKILL)
451 {
452 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
453 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
454 }
455 else
456 {
457 if (slot [body_combat].info) return slot_combat;
458 if (slot [body_range ].info) return slot_ranged;
459 }
460
461 return slot_none;
462}
463
464bool
465object::change_weapon (object *ob)
466{
467 if (current_weapon == ob)
468 return true;
469
470 if (chosen_skill)
471 chosen_skill->flag [FLAG_APPLIED] = false;
472
473 current_weapon = ob;
474 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
475
476 if (chosen_skill)
477 chosen_skill->flag [FLAG_APPLIED] = true;
478
479 update_stats ();
480
481 if (ob)
482 {
483 // now check wether any body locations became invalid, in which case
484 // we cannot apply the weapon at the moment.
485 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
486 if (slot[i].used < 0)
487 {
488 current_weapon = chosen_skill = 0;
489 update_stats ();
490
491 new_draw_info_format (NDI_UNIQUE, 0, this,
492 "You try to balance all your items at once, "
493 "but the %s is just too much for your body. "
494 "[You need to unapply some items first.]", &ob->name);
495 return false;
496 }
497
498 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
499 }
500 else
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
510 return true;
451} 511}
452 512
453/* Zero the key_values on op, decrementing the shared-string 513/* Zero the key_values on op, decrementing the shared-string
454 * refcounts and freeing the links. 514 * refcounts and freeing the links.
455 */ 515 */
537 * need for monsters, but doesn't hurt to do it for everything. 597 * need for monsters, but doesn't hurt to do it for everything.
538 * by doing so, when a monster is created, it has good starting 598 * by doing so, when a monster is created, it has good starting
539 * values for the body_used info, so when items are created 599 * values for the body_used info, so when items are created
540 * for it, they can be properly equipped. 600 * for it, they can be properly equipped.
541 */ 601 */
542 memcpy (body_used, body_info, sizeof (body_used)); 602 for (int i = NUM_BODY_LOCATIONS; i--; )
603 slot[i].used = slot[i].info;
543 604
544 attachable::instantiate (); 605 attachable::instantiate ();
545} 606}
546 607
547object * 608object *
835 896
836 if (flag [FLAG_IS_LINKED]) 897 if (flag [FLAG_IS_LINKED])
837 remove_button_link (this); 898 remove_button_link (this);
838 899
839 if (flag [FLAG_FRIENDLY]) 900 if (flag [FLAG_FRIENDLY])
840 {
841 remove_friendly_object (this); 901 remove_friendly_object (this);
842
843 if (type == GOLEM
844 && owner
845 && owner->type == PLAYER
846 && owner->contr->ranges[range_golem] == this)
847 owner->contr->ranges[range_golem] = 0;
848 }
849 902
850 if (!flag [FLAG_REMOVED]) 903 if (!flag [FLAG_REMOVED])
851 remove (); 904 remove ();
852 905
853 destroy_inv (true); 906 destroy_inv (true);
876 map = freed_map; 929 map = freed_map;
877 x = 1; 930 x = 1;
878 y = 1; 931 y = 1;
879 } 932 }
880 933
881 head = 0;
882
883 if (more) 934 if (more)
884 { 935 {
885 more->destroy (); 936 more->destroy ();
886 more = 0; 937 more = 0;
887 } 938 }
888 939
940 head = 0;
941
889 // clear those pointers that likely might have circular references to us 942 // clear those pointers that likely might cause circular references
890 owner = 0; 943 owner = 0;
891 enemy = 0; 944 enemy = 0;
892 attacked_by = 0; 945 attacked_by = 0;
946 current_weapon = 0;
893} 947}
894 948
895void 949void
896object::destroy (bool destroy_inventory) 950object::destroy (bool destroy_inventory)
897{ 951{
898 if (destroyed ()) 952 if (destroyed ())
899 return; 953 return;
900 954
901 if (destroy_inventory) 955 if (destroy_inventory)
902 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
903 963
904 attachable::destroy (); 964 attachable::destroy ();
905} 965}
906 966
907/* 967/*
1022 if (map->in_memory == MAP_SAVING) 1082 if (map->in_memory == MAP_SAVING)
1023 return; 1083 return;
1024 1084
1025 int check_walk_off = !flag [FLAG_NO_APPLY]; 1085 int check_walk_off = !flag [FLAG_NO_APPLY];
1026 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
1027 for (tmp = ms.bot; tmp; tmp = tmp->above) 1099 for (tmp = ms.bot; tmp; tmp = tmp->above)
1028 { 1100 {
1029 /* 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
1030 * being removed. 1102 * being removed.
1031 */ 1103 */
1032
1033 if (tmp->type == PLAYER && tmp != this)
1034 {
1035 /* If a container that the player is currently using somehow gets
1036 * removed (most likely destroyed), update the player view
1037 * appropriately.
1038 */
1039 if (tmp->container == this)
1040 {
1041 flag [FLAG_APPLIED] = 0;
1042 tmp->container = 0;
1043 }
1044
1045 if (tmp->contr->ns)
1046 tmp->contr->ns->floorbox_update ();
1047 }
1048 1104
1049 /* See if object moving off should effect something */ 1105 /* See if object moving off should effect something */
1050 if (check_walk_off 1106 if (check_walk_off
1051 && ((move_type & tmp->move_off) 1107 && ((move_type & tmp->move_off)
1052 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1108 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1055 1111
1056 if (destroyed ()) 1112 if (destroyed ())
1057 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 ());
1058 } 1114 }
1059 1115
1060 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1061 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1062 if (tmp->above == tmp)
1063 tmp->above = 0;
1064
1065 last = tmp; 1116 last = tmp;
1066 } 1117 }
1067 1118
1068 /* last == NULL if there are no objects on this space */ 1119 /* last == NULL if there are no objects on this space */
1069 //TODO: this makes little sense, why only update the topmost object? 1120 //TODO: this makes little sense, why only update the topmost object?
1120 if (more) 1171 if (more)
1121 return; 1172 return;
1122 1173
1123 object *prev = this; 1174 object *prev = this;
1124 1175
1125 for (archetype *at = arch->more; at; at = at->more) 1176 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1126 { 1177 {
1127 object *op = arch_to_object (at); 1178 object *op = arch_to_object (at);
1128 1179
1129 op->name = name; 1180 op->name = name;
1130 op->name_pl = name_pl; 1181 op->name_pl = name_pl;
1144object * 1195object *
1145insert_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)
1146{ 1197{
1147 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1198 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1148 { 1199 {
1149 tmp->x = x + tmp->arch->clone.x; 1200 tmp->x = x + tmp->arch->x;
1150 tmp->y = y + tmp->arch->clone.y; 1201 tmp->y = y + tmp->arch->y;
1151 } 1202 }
1152 1203
1153 return insert_ob_in_map (op, m, originator, flag); 1204 return insert_ob_in_map (op, m, originator, flag);
1154} 1205}
1155 1206
1176object * 1227object *
1177insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1228insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1178{ 1229{
1179 assert (!op->flag [FLAG_FREED]); 1230 assert (!op->flag [FLAG_FREED]);
1180 1231
1181 object *tmp, *top, *floor = NULL; 1232 object *top, *floor = NULL;
1182 1233
1183 op->remove (); 1234 op->remove ();
1184
1185 if (!m->active != !op->active)
1186 if (m->active)
1187 op->activate_recursive ();
1188 else
1189 op->deactivate_recursive ();
1190 1235
1191 if (out_of_map (m, op->x, op->y)) 1236 if (out_of_map (m, op->x, op->y))
1192 { 1237 {
1193 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 ());
1194#ifdef MANY_CORES 1239#ifdef MANY_CORES
1200#endif 1245#endif
1201 return op; 1246 return op;
1202 } 1247 }
1203 1248
1204 if (object *more = op->more) 1249 if (object *more = op->more)
1205 {
1206 if (!insert_ob_in_map (more, m, originator, flag)) 1250 if (!insert_ob_in_map (more, m, originator, flag))
1207 {
1208 if (!op->head)
1209 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1210
1211 return 0; 1251 return 0;
1212 }
1213 }
1214 1252
1215 CLEAR_FLAG (op, FLAG_REMOVED); 1253 CLEAR_FLAG (op, FLAG_REMOVED);
1216 1254
1217 /* Ideally, the caller figures this out. However, it complicates a lot 1255 /* Ideally, the caller figures this out. However, it complicates a lot
1218 * 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
1225 mapspace &ms = op->ms (); 1263 mapspace &ms = op->ms ();
1226 1264
1227 /* this has to be done after we translate the coordinates. 1265 /* this has to be done after we translate the coordinates.
1228 */ 1266 */
1229 if (op->nrof && !(flag & INS_NO_MERGE)) 1267 if (op->nrof && !(flag & INS_NO_MERGE))
1230 for (tmp = ms.bot; tmp; tmp = tmp->above) 1268 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1231 if (object::can_merge (op, tmp)) 1269 if (object::can_merge (op, tmp))
1232 { 1270 {
1233 op->nrof += tmp->nrof; 1271 op->nrof += tmp->nrof;
1234 tmp->destroy (); 1272 tmp->destroy ();
1235 } 1273 }
1324 */ 1362 */
1325 if (last && last->below && last != floor) 1363 if (last && last->below && last != floor)
1326 top = last->below; 1364 top = last->below;
1327 } 1365 }
1328 } /* If objects on this space */ 1366 } /* If objects on this space */
1329
1330 if (flag & INS_MAP_LOAD) 1367 if (flag & INS_MAP_LOAD)
1331 top = ms.top; 1368 top = ms.top;
1332 1369
1333 if (flag & INS_ABOVE_FLOOR_ONLY) 1370 if (flag & INS_ABOVE_FLOOR_ONLY)
1334 top = floor; 1371 top = floor;
1369 op->map->touch (); 1406 op->map->touch ();
1370 } 1407 }
1371 1408
1372 op->map->dirty = true; 1409 op->map->dirty = true;
1373 1410
1374 /* If we have a floor, we know the player, if any, will be above
1375 * it, so save a few ticks and start from there.
1376 */
1377 if (!(flag & INS_MAP_LOAD)) 1411 if (!(flag & INS_MAP_LOAD))
1378 if (object *pl = ms.player ()) 1412 if (object *pl = ms.player ())
1379 if (pl->contr->ns)
1380 pl->contr->ns->floorbox_update (); 1413 pl->contr->ns->floorbox_update ();
1381 1414
1382 /* If this object glows, it may affect lighting conditions that are 1415 /* If this object glows, it may affect lighting conditions that are
1383 * 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
1384 * 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
1385 * on the map will get recalculated. The players could very well 1418 * on the map will get recalculated. The players could very well
1404 * blocked() and wall() work properly), and these flags are updated by 1437 * blocked() and wall() work properly), and these flags are updated by
1405 * update_object(). 1438 * update_object().
1406 */ 1439 */
1407 1440
1408 /* 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 */
1409 if (!(flag & INS_NO_WALK_ON) && !op->head) 1442 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1410 { 1443 {
1411 if (check_move_on (op, originator)) 1444 if (check_move_on (op, originator))
1412 return 0; 1445 return 0;
1413 1446
1414 /* 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
1415 * walk on's. 1448 * walk on's.
1416 */ 1449 */
1417 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1450 for (object *tmp = op->more; tmp; tmp = tmp->more)
1418 if (check_move_on (tmp, originator)) 1451 if (check_move_on (tmp, originator))
1419 return 0; 1452 return 0;
1420 } 1453 }
1421 1454
1422 return op; 1455 return op;
1432 object *tmp, *tmp1; 1465 object *tmp, *tmp1;
1433 1466
1434 /* first search for itself and remove any old instances */ 1467 /* first search for itself and remove any old instances */
1435 1468
1436 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 1469 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1437 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1470 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1438 tmp->destroy (); 1471 tmp->destroy ();
1439 1472
1440 tmp1 = arch_to_object (archetype::find (arch_string)); 1473 tmp1 = arch_to_object (archetype::find (arch_string));
1441 1474
1442 tmp1->x = op->x; 1475 tmp1->x = op->x;
1603 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);
1604 free (dump); 1637 free (dump);
1605 return op; 1638 return op;
1606 } 1639 }
1607 1640
1608 if (where->head) 1641 if (where->head_ () != where)
1609 { 1642 {
1610 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");
1611 where = where->head; 1644 where = where->head;
1612 } 1645 }
1613 1646
1614 return where->insert (op); 1647 return where->insert (op);
1615} 1648}
1623 * be != op, if items are merged. -Tero 1656 * be != op, if items are merged. -Tero
1624 */ 1657 */
1625object * 1658object *
1626object::insert (object *op) 1659object::insert (object *op)
1627{ 1660{
1628 object *tmp, *otmp;
1629
1630 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1661 if (!QUERY_FLAG (op, FLAG_REMOVED))
1631 op->remove (); 1662 op->remove ();
1632 1663
1633 if (op->more) 1664 if (op->more)
1634 { 1665 {
1636 return op; 1667 return op;
1637 } 1668 }
1638 1669
1639 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1670 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1640 CLEAR_FLAG (op, FLAG_REMOVED); 1671 CLEAR_FLAG (op, FLAG_REMOVED);
1672
1641 if (op->nrof) 1673 if (op->nrof)
1642 { 1674 {
1643 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1675 for (object *tmp = inv; tmp; tmp = tmp->below)
1644 if (object::can_merge (tmp, op)) 1676 if (object::can_merge (tmp, op))
1645 { 1677 {
1646 /* return the original object and remove inserted object 1678 /* return the original object and remove inserted object
1647 (client needs the original object) */ 1679 (client needs the original object) */
1648 tmp->nrof += op->nrof; 1680 tmp->nrof += op->nrof;
1667 add_weight (this, op->weight * op->nrof); 1699 add_weight (this, op->weight * op->nrof);
1668 } 1700 }
1669 else 1701 else
1670 add_weight (this, (op->weight + op->carrying)); 1702 add_weight (this, (op->weight + op->carrying));
1671 1703
1672 otmp = this->in_player (); 1704 if (object *otmp = this->in_player ())
1673 if (otmp && otmp->contr)
1674 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1705 if (otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1675 otmp->update_stats (); 1706 otmp->update_stats ();
1676 1707
1708 op->owner = 0; // its his/hers now. period.
1677 op->map = 0; 1709 op->map = 0;
1678 op->env = this; 1710 op->env = this;
1679 op->above = 0; 1711 op->above = 0;
1680 op->below = 0; 1712 op->below = 0;
1681 op->x = 0, op->y = 0; 1713 op->x = op->y = 0;
1682 1714
1683 /* 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 */
1684 if ((op->glow_radius != 0) && map) 1716 if (op->glow_radius && map)
1685 { 1717 {
1686#ifdef DEBUG_LIGHTS 1718#ifdef DEBUG_LIGHTS
1687 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);
1688#endif /* DEBUG_LIGHTS */ 1720#endif /* DEBUG_LIGHTS */
1689 if (map->darkness) 1721 if (map->darkness)
1943 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1975 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1944 { 1976 {
1945 CLEAR_FLAG (tmp, flag); 1977 CLEAR_FLAG (tmp, flag);
1946 unflag_inv (tmp, flag); 1978 unflag_inv (tmp, flag);
1947 } 1979 }
1948}
1949
1950/*
1951 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1952 * all it's inventory (recursively).
1953 * If checksums are used, a player will get set_cheat called for
1954 * him/her-self and all object carried by a call to this function.
1955 */
1956void
1957set_cheat (object *op)
1958{
1959 SET_FLAG (op, FLAG_WAS_WIZ);
1960 flag_inv (op, FLAG_WAS_WIZ);
1961} 1980}
1962 1981
1963/* 1982/*
1964 * 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
1965 * 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
2083 object *tmp; 2102 object *tmp;
2084 maptile *mp; 2103 maptile *mp;
2085 2104
2086 MoveType blocked, move_type; 2105 MoveType blocked, move_type;
2087 2106
2088 if (exclude && exclude->head) 2107 if (exclude && exclude->head_ () != exclude)
2089 { 2108 {
2090 exclude = exclude->head; 2109 exclude = exclude->head;
2091 move_type = exclude->move_type; 2110 move_type = exclude->move_type;
2092 } 2111 }
2093 else 2112 else
2116 max = maxfree[i]; 2135 max = maxfree[i];
2117 else if (mflags & P_IS_ALIVE) 2136 else if (mflags & P_IS_ALIVE)
2118 { 2137 {
2119 for (tmp = ms.bot; tmp; tmp = tmp->above) 2138 for (tmp = ms.bot; tmp; tmp = tmp->above)
2120 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2139 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2121 && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2140 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2122 break; 2141 break;
2123 2142
2124 if (tmp) 2143 if (tmp)
2125 return freedir[i]; 2144 return freedir[i];
2126 } 2145 }
2306 * 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
2307 * core dumps if they do. 2326 * core dumps if they do.
2308 * 2327 *
2309 * 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)
2310 */ 2329 */
2311
2312int 2330int
2313can_pick (const object *who, const object *item) 2331can_pick (const object *who, const object *item)
2314{ 2332{
2315 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2333 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2316 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2334 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2321 * create clone from object to another 2339 * create clone from object to another
2322 */ 2340 */
2323object * 2341object *
2324object_create_clone (object *asrc) 2342object_create_clone (object *asrc)
2325{ 2343{
2326 object *dst = 0, *tmp, *src, *part, *prev, *item; 2344 object *dst = 0, *tmp, *src, *prev, *item;
2327 2345
2328 if (!asrc) 2346 if (!asrc)
2329 return 0; 2347 return 0;
2330 2348
2331 src = asrc;
2332 if (src->head)
2333 src = src->head; 2349 src = asrc->head_ ();
2334 2350
2335 prev = 0; 2351 prev = 0;
2336 for (part = src; part; part = part->more) 2352 for (object *part = src; part; part = part->more)
2337 { 2353 {
2338 tmp = part->clone (); 2354 tmp = part->clone ();
2339 tmp->x -= src->x; 2355 tmp->x -= src->x;
2340 tmp->y -= src->y; 2356 tmp->y -= src->y;
2341 2357
2454 /* Basically, if the archetype has this key set, 2470 /* Basically, if the archetype has this key set,
2455 * we need to store the null value so when we save 2471 * we need to store the null value so when we save
2456 * it, we save the empty value so that when we load, 2472 * it, we save the empty value so that when we load,
2457 * we get this value back again. 2473 * we get this value back again.
2458 */ 2474 */
2459 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2475 if (get_ob_key_link (op->arch, canonical_key))
2460 field->value = 0; 2476 field->value = 0;
2461 else 2477 else
2462 { 2478 {
2463 if (last) 2479 if (last)
2464 last->next = field->next; 2480 last->next = field->next;
2533 } 2549 }
2534 else 2550 else
2535 item = item->env; 2551 item = item->env;
2536} 2552}
2537 2553
2538
2539const char * 2554const char *
2540object::flag_desc (char *desc, int len) const 2555object::flag_desc (char *desc, int len) const
2541{ 2556{
2542 char *p = desc; 2557 char *p = desc;
2543 bool first = true; 2558 bool first = true;
2577 &name, 2592 &name,
2578 title ? "\",title:\"" : "", 2593 title ? "\",title:\"" : "",
2579 title ? (const char *)title : "", 2594 title ? (const char *)title : "",
2580 flag_desc (flagdesc, 512), type); 2595 flag_desc (flagdesc, 512), type);
2581 2596
2582 if (env) 2597 if (!this->flag[FLAG_REMOVED] && env)
2583 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2598 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2584 2599
2585 if (map) 2600 if (map)
2586 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);
2587 2602
2589} 2604}
2590 2605
2591const char * 2606const char *
2592object::debug_desc () const 2607object::debug_desc () const
2593{ 2608{
2594 static char info[256 * 4]; 2609 static char info[3][256 * 4];
2610 static int info_idx;
2611
2595 return debug_desc (info); 2612 return debug_desc (info [++info_idx % 3]);
2596}
2597
2598const char *
2599object::debug_desc2 () const
2600{
2601 static char info[256 * 4];
2602 return debug_desc (info);
2603} 2613}
2604 2614
2605struct region * 2615struct region *
2606object::region () const 2616object::region () const
2607{ 2617{
2610} 2620}
2611 2621
2612const materialtype_t * 2622const materialtype_t *
2613object::dominant_material () const 2623object::dominant_material () const
2614{ 2624{
2615 if (materialtype_t *mat = name_to_material (materialname)) 2625 if (materialtype_t *mt = name_to_material (materialname))
2616 return mat; 2626 return mt;
2617 2627
2618 // omfg this is slow, this has to be temporary :)
2619 shstr unknown ("unknown");
2620
2621 return name_to_material (unknown); 2628 return name_to_material (shstr_unknown);
2622} 2629}
2623 2630
2624void 2631void
2625object::open_container (object *new_container) 2632object::open_container (object *new_container)
2626{ 2633{
2642 old_container->flag [FLAG_APPLIED] = 0; 2649 old_container->flag [FLAG_APPLIED] = 0;
2643 container = 0; 2650 container = 0;
2644 2651
2645 esrv_update_item (UPD_FLAGS, this, old_container); 2652 esrv_update_item (UPD_FLAGS, this, old_container);
2646 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"));
2647 } 2655 }
2648 2656
2649 if (new_container) 2657 if (new_container)
2650 { 2658 {
2651 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this))) 2659 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2667 new_container->flag [FLAG_APPLIED] = 1; 2675 new_container->flag [FLAG_APPLIED] = 1;
2668 container = new_container; 2676 container = new_container;
2669 2677
2670 esrv_update_item (UPD_FLAGS, this, new_container); 2678 esrv_update_item (UPD_FLAGS, this, new_container);
2671 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)
2672 } 2726 {
2727 if (object *pl = in_player ())
2728 pl->contr->play_sound (sound);
2729 }
2730 else
2731 map->play_sound (sound, x, y);
2673} 2732}
2674 2733
2675

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