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Comparing deliantra/server/common/object.C (file contents):
Revision 1.139 by root, Sat Apr 21 17:34:22 2007 UTC vs.
Revision 1.189 by root, Thu Sep 13 16:23:01 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;
373/* 374/*
374 * get_nearest_part(multi-object, object 2) returns the part of the 375 * get_nearest_part(multi-object, object 2) returns the part of the
375 * multi-object 1 which is closest to the second object. 376 * multi-object 1 which is closest to the second object.
376 * If it's not a multi-object, it is returned. 377 * If it's not a multi-object, it is returned.
377 */ 378 */
378
379object * 379object *
380get_nearest_part (object *op, const object *pl) 380get_nearest_part (object *op, const object *pl)
381{ 381{
382 object *tmp, *closest; 382 object *tmp, *closest;
383 int last_dist, i; 383 int last_dist, i;
428} 428}
429 429
430/* 430/*
431 * Sets the owner and sets the skill and exp pointers to owner's current 431 * Sets the owner and sets the skill and exp pointers to owner's current
432 * skill and experience objects. 432 * skill and experience objects.
433 * ACTUALLY NO! investigate! TODO
433 */ 434 */
434void 435void
435object::set_owner (object *owner) 436object::set_owner (object *owner)
436{ 437{
438 // allow objects which own objects
437 if (!owner) 439 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) 440 while (owner->owner)
448 owner = owner->owner; 441 owner = owner->owner;
449 442
450 this->owner = owner; 443 this->owner = owner;
444}
445
446int
447object::slottype () const
448{
449 if (type == SKILL)
450 {
451 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
452 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
453 }
454 else
455 {
456 if (slot [body_combat].info) return slot_combat;
457 if (slot [body_range ].info) return slot_ranged;
458 }
459
460 return slot_none;
461}
462
463bool
464object::change_weapon (object *ob)
465{
466 if (current_weapon == ob)
467 return true;
468
469 if (chosen_skill)
470 chosen_skill->flag [FLAG_APPLIED] = false;
471
472 current_weapon = ob;
473 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
474
475 if (chosen_skill)
476 chosen_skill->flag [FLAG_APPLIED] = true;
477
478 update_stats ();
479
480 if (ob)
481 {
482 // now check wether any body locations became invalid, in which case
483 // we cannot apply the weapon at the moment.
484 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
485 if (slot[i].used < 0)
486 {
487 current_weapon = chosen_skill = 0;
488 update_stats ();
489
490 new_draw_info_format (NDI_UNIQUE, 0, this,
491 "You try to balance all your items at once, "
492 "but the %s is just too much for your body. "
493 "[You need to unapply some items first.]", &ob->name);
494 return false;
495 }
496
497 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
498 }
499 else
500 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
501
502 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
503 {
504 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
505 &name, ob->debug_desc ());
506 return false;
507 }
508
509 return true;
451} 510}
452 511
453/* Zero the key_values on op, decrementing the shared-string 512/* Zero the key_values on op, decrementing the shared-string
454 * refcounts and freeing the links. 513 * refcounts and freeing the links.
455 */ 514 */
519object::copy_to (object *dst) 578object::copy_to (object *dst)
520{ 579{
521 *dst = *this; 580 *dst = *this;
522 581
523 if (speed < 0) 582 if (speed < 0)
524 dst->speed_left = speed_left - rndm (); 583 dst->speed_left -= rndm ();
525 584
526 dst->set_speed (dst->speed); 585 dst->set_speed (dst->speed);
527} 586}
528 587
529void 588void
537 * need for monsters, but doesn't hurt to do it for everything. 596 * 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 597 * by doing so, when a monster is created, it has good starting
539 * values for the body_used info, so when items are created 598 * values for the body_used info, so when items are created
540 * for it, they can be properly equipped. 599 * for it, they can be properly equipped.
541 */ 600 */
542 memcpy (body_used, body_info, sizeof (body_used)); 601 for (int i = NUM_BODY_LOCATIONS; i--; )
602 slot[i].used = slot[i].info;
543 603
544 attachable::instantiate (); 604 attachable::instantiate ();
545} 605}
546 606
547object * 607object *
835 895
836 if (flag [FLAG_IS_LINKED]) 896 if (flag [FLAG_IS_LINKED])
837 remove_button_link (this); 897 remove_button_link (this);
838 898
839 if (flag [FLAG_FRIENDLY]) 899 if (flag [FLAG_FRIENDLY])
840 {
841 remove_friendly_object (this); 900 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 }
849 901
850 if (!flag [FLAG_REMOVED]) 902 if (!flag [FLAG_REMOVED])
851 remove (); 903 remove ();
852 904
853 destroy_inv (true); 905 destroy_inv (true);
863 915
864 if (!freed_map) 916 if (!freed_map)
865 { 917 {
866 freed_map = new maptile; 918 freed_map = new maptile;
867 919
920 freed_map->path = "<freed objects map>";
868 freed_map->name = "/internal/freed_objects_map"; 921 freed_map->name = "/internal/freed_objects_map";
869 freed_map->width = 3; 922 freed_map->width = 3;
870 freed_map->height = 3; 923 freed_map->height = 3;
871 924
872 freed_map->alloc (); 925 freed_map->alloc ();
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 0
1186 if (!m->active != !op->active)
1187 if (m->active)
1188 op->activate_recursive ();
1189 else
1190 op->deactivate_recursive ();
1191#endif
1192
1193 if (out_of_map (m, op->x, op->y))
1194 {
1195 LOG (llevError, "Trying to insert object outside the map.\n%s\n", op->debug_desc ());
1196#ifdef MANY_CORES
1197 /* Better to catch this here, as otherwise the next use of this object
1198 * is likely to cause a crash. Better to find out where it is getting
1199 * improperly inserted.
1200 */
1201 abort ();
1202#endif
1203 return op;
1204 }
1205
1206 if (object *more = op->more)
1207 {
1208 if (!insert_ob_in_map (more, m, originator, flag))
1209 {
1210 if (!op->head)
1211 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1212
1213 return 0;
1214 }
1215 }
1216
1217 CLEAR_FLAG (op, FLAG_REMOVED);
1218 1235
1219 /* Ideally, the caller figures this out. However, it complicates a lot 1236 /* Ideally, the caller figures this out. However, it complicates a lot
1220 * of areas of callers (eg, anything that uses find_free_spot would now 1237 * of areas of callers (eg, anything that uses find_free_spot would now
1221 * need extra work 1238 * need extra work
1222 */ 1239 */
1223 if (!xy_normalise (m, op->x, op->y)) 1240 if (!xy_normalise (m, op->x, op->y))
1241 {
1242 op->destroy ();
1224 return 0; 1243 return 0;
1244 }
1245
1246 if (object *more = op->more)
1247 if (!insert_ob_in_map (more, m, originator, flag))
1248 return 0;
1249
1250 CLEAR_FLAG (op, FLAG_REMOVED);
1225 1251
1226 op->map = m; 1252 op->map = m;
1227 mapspace &ms = op->ms (); 1253 mapspace &ms = op->ms ();
1228 1254
1229 /* this has to be done after we translate the coordinates. 1255 /* this has to be done after we translate the coordinates.
1230 */ 1256 */
1231 if (op->nrof && !(flag & INS_NO_MERGE)) 1257 if (op->nrof && !(flag & INS_NO_MERGE))
1232 for (tmp = ms.bot; tmp; tmp = tmp->above) 1258 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1233 if (object::can_merge (op, tmp)) 1259 if (object::can_merge (op, tmp))
1234 { 1260 {
1235 op->nrof += tmp->nrof; 1261 op->nrof += tmp->nrof;
1236 tmp->destroy (); 1262 tmp->destroy ();
1237 } 1263 }
1326 */ 1352 */
1327 if (last && last->below && last != floor) 1353 if (last && last->below && last != floor)
1328 top = last->below; 1354 top = last->below;
1329 } 1355 }
1330 } /* If objects on this space */ 1356 } /* If objects on this space */
1331
1332 if (flag & INS_MAP_LOAD) 1357 if (flag & INS_MAP_LOAD)
1333 top = ms.top; 1358 top = ms.top;
1334 1359
1335 if (flag & INS_ABOVE_FLOOR_ONLY) 1360 if (flag & INS_ABOVE_FLOOR_ONLY)
1336 top = floor; 1361 top = floor;
1371 op->map->touch (); 1396 op->map->touch ();
1372 } 1397 }
1373 1398
1374 op->map->dirty = true; 1399 op->map->dirty = true;
1375 1400
1376 /* If we have a floor, we know the player, if any, will be above
1377 * it, so save a few ticks and start from there.
1378 */
1379 if (!(flag & INS_MAP_LOAD)) 1401 if (!(flag & INS_MAP_LOAD))
1380 if (object *pl = ms.player ()) 1402 if (object *pl = ms.player ())
1381 if (pl->contr->ns)
1382 pl->contr->ns->floorbox_update (); 1403 pl->contr->ns->floorbox_update ();
1383 1404
1384 /* If this object glows, it may affect lighting conditions that are 1405 /* If this object glows, it may affect lighting conditions that are
1385 * visible to others on this map. But update_all_los is really 1406 * visible to others on this map. But update_all_los is really
1386 * an inefficient way to do this, as it means los for all players 1407 * an inefficient way to do this, as it means los for all players
1387 * on the map will get recalculated. The players could very well 1408 * on the map will get recalculated. The players could very well
1406 * blocked() and wall() work properly), and these flags are updated by 1427 * blocked() and wall() work properly), and these flags are updated by
1407 * update_object(). 1428 * update_object().
1408 */ 1429 */
1409 1430
1410 /* if this is not the head or flag has been passed, don't check walk on status */ 1431 /* if this is not the head or flag has been passed, don't check walk on status */
1411 if (!(flag & INS_NO_WALK_ON) && !op->head) 1432 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1412 { 1433 {
1413 if (check_move_on (op, originator)) 1434 if (check_move_on (op, originator))
1414 return 0; 1435 return 0;
1415 1436
1416 /* If we are a multi part object, lets work our way through the check 1437 /* If we are a multi part object, lets work our way through the check
1417 * walk on's. 1438 * walk on's.
1418 */ 1439 */
1419 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1440 for (object *tmp = op->more; tmp; tmp = tmp->more)
1420 if (check_move_on (tmp, originator)) 1441 if (check_move_on (tmp, originator))
1421 return 0; 1442 return 0;
1422 } 1443 }
1423 1444
1424 return op; 1445 return op;
1434 object *tmp, *tmp1; 1455 object *tmp, *tmp1;
1435 1456
1436 /* first search for itself and remove any old instances */ 1457 /* first search for itself and remove any old instances */
1437 1458
1438 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 1459 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1439 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1460 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1440 tmp->destroy (); 1461 tmp->destroy ();
1441 1462
1442 tmp1 = arch_to_object (archetype::find (arch_string)); 1463 tmp1 = arch_to_object (archetype::find (arch_string));
1443 1464
1444 tmp1->x = op->x; 1465 tmp1->x = op->x;
1605 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1626 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1606 free (dump); 1627 free (dump);
1607 return op; 1628 return op;
1608 } 1629 }
1609 1630
1610 if (where->head) 1631 if (where->head_ () != where)
1611 { 1632 {
1612 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n"); 1633 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1613 where = where->head; 1634 where = where->head;
1614 } 1635 }
1615 1636
1616 return where->insert (op); 1637 return where->insert (op);
1617} 1638}
1625 * be != op, if items are merged. -Tero 1646 * be != op, if items are merged. -Tero
1626 */ 1647 */
1627object * 1648object *
1628object::insert (object *op) 1649object::insert (object *op)
1629{ 1650{
1630 object *tmp, *otmp;
1631
1632 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1651 if (!QUERY_FLAG (op, FLAG_REMOVED))
1633 op->remove (); 1652 op->remove ();
1634 1653
1635 if (op->more) 1654 if (op->more)
1636 { 1655 {
1638 return op; 1657 return op;
1639 } 1658 }
1640 1659
1641 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1660 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1642 CLEAR_FLAG (op, FLAG_REMOVED); 1661 CLEAR_FLAG (op, FLAG_REMOVED);
1662
1643 if (op->nrof) 1663 if (op->nrof)
1644 { 1664 {
1645 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1665 for (object *tmp = inv; tmp; tmp = tmp->below)
1646 if (object::can_merge (tmp, op)) 1666 if (object::can_merge (tmp, op))
1647 { 1667 {
1648 /* return the original object and remove inserted object 1668 /* return the original object and remove inserted object
1649 (client needs the original object) */ 1669 (client needs the original object) */
1650 tmp->nrof += op->nrof; 1670 tmp->nrof += op->nrof;
1669 add_weight (this, op->weight * op->nrof); 1689 add_weight (this, op->weight * op->nrof);
1670 } 1690 }
1671 else 1691 else
1672 add_weight (this, (op->weight + op->carrying)); 1692 add_weight (this, (op->weight + op->carrying));
1673 1693
1674 otmp = this->in_player (); 1694 if (object *otmp = this->in_player ())
1675 if (otmp && otmp->contr)
1676 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1695 if (otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1677 otmp->update_stats (); 1696 otmp->update_stats ();
1678 1697
1698 op->owner = 0; // its his/hers now. period.
1679 op->map = 0; 1699 op->map = 0;
1680 op->env = this; 1700 op->env = this;
1681 op->above = 0; 1701 op->above = 0;
1682 op->below = 0; 1702 op->below = 0;
1683 op->x = 0, op->y = 0; 1703 op->x = op->y = 0;
1684 1704
1685 /* reset the light list and los of the players on the map */ 1705 /* reset the light list and los of the players on the map */
1686 if ((op->glow_radius != 0) && map) 1706 if (op->glow_radius && map)
1687 { 1707 {
1688#ifdef DEBUG_LIGHTS 1708#ifdef DEBUG_LIGHTS
1689 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1709 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1690#endif /* DEBUG_LIGHTS */ 1710#endif /* DEBUG_LIGHTS */
1691 if (map->darkness) 1711 if (map->darkness)
1945 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1965 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1946 { 1966 {
1947 CLEAR_FLAG (tmp, flag); 1967 CLEAR_FLAG (tmp, flag);
1948 unflag_inv (tmp, flag); 1968 unflag_inv (tmp, flag);
1949 } 1969 }
1950}
1951
1952/*
1953 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1954 * all it's inventory (recursively).
1955 * If checksums are used, a player will get set_cheat called for
1956 * him/her-self and all object carried by a call to this function.
1957 */
1958void
1959set_cheat (object *op)
1960{
1961 SET_FLAG (op, FLAG_WAS_WIZ);
1962 flag_inv (op, FLAG_WAS_WIZ);
1963} 1970}
1964 1971
1965/* 1972/*
1966 * find_free_spot(object, map, x, y, start, stop) will search for 1973 * find_free_spot(object, map, x, y, start, stop) will search for
1967 * a spot at the given map and coordinates which will be able to contain 1974 * a spot at the given map and coordinates which will be able to contain
1989 int index = 0, flag; 1996 int index = 0, flag;
1990 int altern[SIZEOFFREE]; 1997 int altern[SIZEOFFREE];
1991 1998
1992 for (int i = start; i < stop; i++) 1999 for (int i = start; i < stop; i++)
1993 { 2000 {
1994 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2001 mapxy pos (m, x, y); pos.move (i);
1995 if (!flag) 2002
1996 altern [index++] = i; 2003 if (!pos.normalise ())
2004 continue;
2005
2006 mapspace &ms = *pos;
2007
2008 if (ms.flags () & P_IS_ALIVE)
2009 continue;
2010
2011 /* However, often
2012 * ob doesn't have any move type (when used to place exits)
2013 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
2014 */
2015 if (ob->move_type == 0 && ms.move_block != MOVE_ALL)
2016 continue;
1997 2017
1998 /* Basically, if we find a wall on a space, we cut down the search size. 2018 /* Basically, if we find a wall on a space, we cut down the search size.
1999 * In this way, we won't return spaces that are on another side of a wall. 2019 * In this way, we won't return spaces that are on another side of a wall.
2000 * This mostly work, but it cuts down the search size in all directions - 2020 * This mostly work, but it cuts down the search size in all directions -
2001 * if the space being examined only has a wall to the north and empty 2021 * if the space being examined only has a wall to the north and empty
2002 * spaces in all the other directions, this will reduce the search space 2022 * spaces in all the other directions, this will reduce the search space
2003 * to only the spaces immediately surrounding the target area, and 2023 * to only the spaces immediately surrounding the target area, and
2004 * won't look 2 spaces south of the target space. 2024 * won't look 2 spaces south of the target space.
2005 */ 2025 */
2006 else if ((flag & P_NO_PASS) && maxfree[i] < stop) 2026 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2027 {
2007 stop = maxfree[i]; 2028 stop = maxfree[i];
2029 continue;
2030 }
2031
2032 /* Note it is intentional that we check ob - the movement type of the
2033 * head of the object should correspond for the entire object.
2034 */
2035 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2036 continue;
2037
2038 altern [index++] = i;
2008 } 2039 }
2009 2040
2010 if (!index) 2041 if (!index)
2011 return -1; 2042 return -1;
2012 2043
2021 */ 2052 */
2022int 2053int
2023find_first_free_spot (const object *ob, maptile *m, int x, int y) 2054find_first_free_spot (const object *ob, maptile *m, int x, int y)
2024{ 2055{
2025 for (int i = 0; i < SIZEOFFREE; i++) 2056 for (int i = 0; i < SIZEOFFREE; i++)
2026 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2057 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2027 return i; 2058 return i;
2028 2059
2029 return -1; 2060 return -1;
2030} 2061}
2031 2062
2085 object *tmp; 2116 object *tmp;
2086 maptile *mp; 2117 maptile *mp;
2087 2118
2088 MoveType blocked, move_type; 2119 MoveType blocked, move_type;
2089 2120
2090 if (exclude && exclude->head) 2121 if (exclude && exclude->head_ () != exclude)
2091 { 2122 {
2092 exclude = exclude->head; 2123 exclude = exclude->head;
2093 move_type = exclude->move_type; 2124 move_type = exclude->move_type;
2094 } 2125 }
2095 else 2126 else
2118 max = maxfree[i]; 2149 max = maxfree[i];
2119 else if (mflags & P_IS_ALIVE) 2150 else if (mflags & P_IS_ALIVE)
2120 { 2151 {
2121 for (tmp = ms.bot; tmp; tmp = tmp->above) 2152 for (tmp = ms.bot; tmp; tmp = tmp->above)
2122 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2153 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2123 && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2154 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2124 break; 2155 break;
2125 2156
2126 if (tmp) 2157 if (tmp)
2127 return freedir[i]; 2158 return freedir[i];
2128 } 2159 }
2308 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2339 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2309 * core dumps if they do. 2340 * core dumps if they do.
2310 * 2341 *
2311 * Add a check so we can't pick up invisible objects (0.93.8) 2342 * Add a check so we can't pick up invisible objects (0.93.8)
2312 */ 2343 */
2313
2314int 2344int
2315can_pick (const object *who, const object *item) 2345can_pick (const object *who, const object *item)
2316{ 2346{
2317 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2347 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2318 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2348 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2323 * create clone from object to another 2353 * create clone from object to another
2324 */ 2354 */
2325object * 2355object *
2326object_create_clone (object *asrc) 2356object_create_clone (object *asrc)
2327{ 2357{
2328 object *dst = 0, *tmp, *src, *part, *prev, *item; 2358 object *dst = 0, *tmp, *src, *prev, *item;
2329 2359
2330 if (!asrc) 2360 if (!asrc)
2331 return 0; 2361 return 0;
2332 2362
2333 src = asrc;
2334 if (src->head)
2335 src = src->head; 2363 src = asrc->head_ ();
2336 2364
2337 prev = 0; 2365 prev = 0;
2338 for (part = src; part; part = part->more) 2366 for (object *part = src; part; part = part->more)
2339 { 2367 {
2340 tmp = part->clone (); 2368 tmp = part->clone ();
2341 tmp->x -= src->x; 2369 tmp->x -= src->x;
2342 tmp->y -= src->y; 2370 tmp->y -= src->y;
2343 2371
2456 /* Basically, if the archetype has this key set, 2484 /* Basically, if the archetype has this key set,
2457 * we need to store the null value so when we save 2485 * we need to store the null value so when we save
2458 * it, we save the empty value so that when we load, 2486 * it, we save the empty value so that when we load,
2459 * we get this value back again. 2487 * we get this value back again.
2460 */ 2488 */
2461 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2489 if (get_ob_key_link (op->arch, canonical_key))
2462 field->value = 0; 2490 field->value = 0;
2463 else 2491 else
2464 { 2492 {
2465 if (last) 2493 if (last)
2466 last->next = field->next; 2494 last->next = field->next;
2535 } 2563 }
2536 else 2564 else
2537 item = item->env; 2565 item = item->env;
2538} 2566}
2539 2567
2540
2541const char * 2568const char *
2542object::flag_desc (char *desc, int len) const 2569object::flag_desc (char *desc, int len) const
2543{ 2570{
2544 char *p = desc; 2571 char *p = desc;
2545 bool first = true; 2572 bool first = true;
2579 &name, 2606 &name,
2580 title ? "\",title:\"" : "", 2607 title ? "\",title:\"" : "",
2581 title ? (const char *)title : "", 2608 title ? (const char *)title : "",
2582 flag_desc (flagdesc, 512), type); 2609 flag_desc (flagdesc, 512), type);
2583 2610
2584 if (env) 2611 if (!this->flag[FLAG_REMOVED] && env)
2585 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2612 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2586 2613
2587 if (map) 2614 if (map)
2588 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y); 2615 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2589 2616
2591} 2618}
2592 2619
2593const char * 2620const char *
2594object::debug_desc () const 2621object::debug_desc () const
2595{ 2622{
2596 static char info[256 * 4]; 2623 static char info[3][256 * 4];
2624 static int info_idx;
2625
2597 return debug_desc (info); 2626 return debug_desc (info [++info_idx % 3]);
2598}
2599
2600const char *
2601object::debug_desc2 () const
2602{
2603 static char info[256 * 4];
2604 return debug_desc (info);
2605} 2627}
2606 2628
2607struct region * 2629struct region *
2608object::region () const 2630object::region () const
2609{ 2631{
2612} 2634}
2613 2635
2614const materialtype_t * 2636const materialtype_t *
2615object::dominant_material () const 2637object::dominant_material () const
2616{ 2638{
2617 if (materialtype_t *mat = name_to_material (materialname)) 2639 if (materialtype_t *mt = name_to_material (materialname))
2618 return mat; 2640 return mt;
2619 2641
2620 // omfg this is slow, this has to be temporary :)
2621 shstr unknown ("unknown");
2622
2623 return name_to_material (unknown); 2642 return name_to_material (shstr_unknown);
2624} 2643}
2625 2644
2626void 2645void
2627object::open_container (object *new_container) 2646object::open_container (object *new_container)
2628{ 2647{
2644 old_container->flag [FLAG_APPLIED] = 0; 2663 old_container->flag [FLAG_APPLIED] = 0;
2645 container = 0; 2664 container = 0;
2646 2665
2647 esrv_update_item (UPD_FLAGS, this, old_container); 2666 esrv_update_item (UPD_FLAGS, this, old_container);
2648 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); 2667 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2668 play_sound (sound_find ("chest_close"));
2649 } 2669 }
2650 2670
2651 if (new_container) 2671 if (new_container)
2652 { 2672 {
2653 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this))) 2673 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2669 new_container->flag [FLAG_APPLIED] = 1; 2689 new_container->flag [FLAG_APPLIED] = 1;
2670 container = new_container; 2690 container = new_container;
2671 2691
2672 esrv_update_item (UPD_FLAGS, this, new_container); 2692 esrv_update_item (UPD_FLAGS, this, new_container);
2673 esrv_send_inventory (this, new_container); 2693 esrv_send_inventory (this, new_container);
2694 play_sound (sound_find ("chest_open"));
2695 }
2696}
2697
2698object *
2699object::force_find (const shstr name)
2700{
2701 /* cycle through his inventory to look for the MARK we want to
2702 * place
2703 */
2704 for (object *tmp = inv; tmp; tmp = tmp->below)
2705 if (tmp->type == FORCE && tmp->slaying == name)
2706 return splay (tmp);
2707
2708 return 0;
2709}
2710
2711void
2712object::force_add (const shstr name, int duration)
2713{
2714 if (object *force = force_find (name))
2715 force->destroy ();
2716
2717 object *force = get_archetype (FORCE_NAME);
2718
2719 force->slaying = name;
2720 force->stats.food = 1;
2721 force->speed_left = -1.f;
2722
2723 force->set_speed (duration ? 1.f / duration : 0.f);
2724 force->flag [FLAG_IS_USED_UP] = true;
2725 force->flag [FLAG_APPLIED] = true;
2726
2727 insert (force);
2728}
2729
2730void
2731object::play_sound (faceidx sound) const
2732{
2733 if (!sound)
2734 return;
2735
2736 if (flag [FLAG_REMOVED])
2737 return;
2738
2739 if (env)
2674 } 2740 {
2741 if (object *pl = in_player ())
2742 pl->contr->play_sound (sound);
2743 }
2744 else
2745 map->play_sound (sound, x, y);
2675} 2746}
2676 2747
2677

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