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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 1.194 by root, Tue Oct 16 00:30:24 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;
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 }
299 return 0; 300 return 0;
300 else if (!compare_ob_value_lists (ob1, ob2)) 301 else if (!compare_ob_value_lists (ob1, ob2))
301 return 0; 302 return 0;
302 } 303 }
303 304
304 //TODO: generate an event or call into perl for additional checks
305 if (ob1->self || ob2->self) 305 if (ob1->self || ob2->self)
306 { 306 {
307 ob1->optimise (); 307 ob1->optimise ();
308 ob2->optimise (); 308 ob2->optimise ();
309 309
310 if (ob1->self || ob2->self) 310 if (ob1->self || ob2->self)
311 {
312 int k1 = ob1->self ? HvTOTALKEYS (SvRV (ob1->self)) : 0;
313 int k2 = ob2->self ? HvTOTALKEYS (SvRV (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}
324sum_weight (object *op) 334sum_weight (object *op)
325{ 335{
326 long sum; 336 long sum;
327 object *inv; 337 object *inv;
328 338
329 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 339 for (sum = 0, inv = op->inv; inv; inv = inv->below)
330 { 340 {
331 if (inv->inv) 341 if (inv->inv)
332 sum_weight (inv); 342 sum_weight (inv);
343
333 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 344 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
334 } 345 }
335 346
336 if (op->type == CONTAINER && op->stats.Str) 347 if (op->type == CONTAINER && op->stats.Str)
337 sum = (sum * (100 - op->stats.Str)) / 100; 348 sum = (sum * (100 - op->stats.Str)) / 100;
373/* 384/*
374 * 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
375 * multi-object 1 which is closest to the second object. 386 * multi-object 1 which is closest to the second object.
376 * If it's not a multi-object, it is returned. 387 * If it's not a multi-object, it is returned.
377 */ 388 */
378
379object * 389object *
380get_nearest_part (object *op, const object *pl) 390get_nearest_part (object *op, const object *pl)
381{ 391{
382 object *tmp, *closest; 392 object *tmp, *closest;
383 int last_dist, i; 393 int last_dist, i;
428} 438}
429 439
430/* 440/*
431 * 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
432 * skill and experience objects. 442 * skill and experience objects.
443 * ACTUALLY NO! investigate! TODO
433 */ 444 */
434void 445void
435object::set_owner (object *owner) 446object::set_owner (object *owner)
436{ 447{
448 // allow objects which own objects
437 if (!owner) 449 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) 450 while (owner->owner)
448 owner = owner->owner; 451 owner = owner->owner;
449 452
450 this->owner = owner; 453 this->owner = owner;
454}
455
456int
457object::slottype () const
458{
459 if (type == SKILL)
460 {
461 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
462 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
463 }
464 else
465 {
466 if (slot [body_combat].info) return slot_combat;
467 if (slot [body_range ].info) return slot_ranged;
468 }
469
470 return slot_none;
471}
472
473bool
474object::change_weapon (object *ob)
475{
476 if (current_weapon == ob)
477 return true;
478
479 if (chosen_skill)
480 chosen_skill->flag [FLAG_APPLIED] = false;
481
482 current_weapon = ob;
483 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
484
485 if (chosen_skill)
486 chosen_skill->flag [FLAG_APPLIED] = true;
487
488 update_stats ();
489
490 if (ob)
491 {
492 // now check wether any body locations became invalid, in which case
493 // we cannot apply the weapon at the moment.
494 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
495 if (slot[i].used < 0)
496 {
497 current_weapon = chosen_skill = 0;
498 update_stats ();
499
500 new_draw_info_format (NDI_UNIQUE, 0, this,
501 "You try to balance all your items at once, "
502 "but the %s is just too much for your body. "
503 "[You need to unapply some items first.]", &ob->name);
504 return false;
505 }
506
507 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
508 }
509 else
510 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
511
512 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
513 {
514 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
515 &name, ob->debug_desc ());
516 return false;
517 }
518
519 return true;
451} 520}
452 521
453/* Zero the key_values on op, decrementing the shared-string 522/* Zero the key_values on op, decrementing the shared-string
454 * refcounts and freeing the links. 523 * refcounts and freeing the links.
455 */ 524 */
519object::copy_to (object *dst) 588object::copy_to (object *dst)
520{ 589{
521 *dst = *this; 590 *dst = *this;
522 591
523 if (speed < 0) 592 if (speed < 0)
524 dst->speed_left = speed_left - rndm (); 593 dst->speed_left -= rndm ();
525 594
526 dst->set_speed (dst->speed); 595 dst->set_speed (dst->speed);
527} 596}
528 597
529void 598void
537 * need for monsters, but doesn't hurt to do it for everything. 606 * 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 607 * by doing so, when a monster is created, it has good starting
539 * values for the body_used info, so when items are created 608 * values for the body_used info, so when items are created
540 * for it, they can be properly equipped. 609 * for it, they can be properly equipped.
541 */ 610 */
542 memcpy (body_used, body_info, sizeof (body_used)); 611 for (int i = NUM_BODY_LOCATIONS; i--; )
612 slot[i].used = slot[i].info;
543 613
544 attachable::instantiate (); 614 attachable::instantiate ();
545} 615}
546 616
547object * 617object *
835 905
836 if (flag [FLAG_IS_LINKED]) 906 if (flag [FLAG_IS_LINKED])
837 remove_button_link (this); 907 remove_button_link (this);
838 908
839 if (flag [FLAG_FRIENDLY]) 909 if (flag [FLAG_FRIENDLY])
840 {
841 remove_friendly_object (this); 910 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 }
849 911
850 if (!flag [FLAG_REMOVED]) 912 if (!flag [FLAG_REMOVED])
851 remove (); 913 remove ();
852 914
853 destroy_inv (true); 915 destroy_inv (true);
863 925
864 if (!freed_map) 926 if (!freed_map)
865 { 927 {
866 freed_map = new maptile; 928 freed_map = new maptile;
867 929
930 freed_map->path = "<freed objects map>";
868 freed_map->name = "/internal/freed_objects_map"; 931 freed_map->name = "/internal/freed_objects_map";
869 freed_map->width = 3; 932 freed_map->width = 3;
870 freed_map->height = 3; 933 freed_map->height = 3;
871 934
872 freed_map->alloc (); 935 freed_map->alloc ();
876 map = freed_map; 939 map = freed_map;
877 x = 1; 940 x = 1;
878 y = 1; 941 y = 1;
879 } 942 }
880 943
881 head = 0;
882
883 if (more) 944 if (more)
884 { 945 {
885 more->destroy (); 946 more->destroy ();
886 more = 0; 947 more = 0;
887 } 948 }
888 949
950 head = 0;
951
889 // clear those pointers that likely might have circular references to us 952 // clear those pointers that likely might cause circular references
890 owner = 0; 953 owner = 0;
891 enemy = 0; 954 enemy = 0;
892 attacked_by = 0; 955 attacked_by = 0;
956 current_weapon = 0;
893} 957}
894 958
895void 959void
896object::destroy (bool destroy_inventory) 960object::destroy (bool destroy_inventory)
897{ 961{
898 if (destroyed ()) 962 if (destroyed ())
899 return; 963 return;
900 964
901 if (destroy_inventory) 965 if (destroy_inventory)
902 destroy_inv (false); 966 destroy_inv (false);
967
968 if (is_head ())
969 if (sound_destroy)
970 play_sound (sound_destroy);
971 else if (flag [FLAG_MONSTER])
972 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
903 973
904 attachable::destroy (); 974 attachable::destroy ();
905} 975}
906 976
907/* 977/*
1022 if (map->in_memory == MAP_SAVING) 1092 if (map->in_memory == MAP_SAVING)
1023 return; 1093 return;
1024 1094
1025 int check_walk_off = !flag [FLAG_NO_APPLY]; 1095 int check_walk_off = !flag [FLAG_NO_APPLY];
1026 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
1027 for (tmp = ms.bot; tmp; tmp = tmp->above) 1109 for (tmp = ms.bot; tmp; tmp = tmp->above)
1028 { 1110 {
1029 /* 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
1030 * being removed. 1112 * being removed.
1031 */ 1113 */
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 1114
1049 /* See if object moving off should effect something */ 1115 /* See if object moving off should effect something */
1050 if (check_walk_off 1116 if (check_walk_off
1051 && ((move_type & tmp->move_off) 1117 && ((move_type & tmp->move_off)
1052 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1118 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1055 1121
1056 if (destroyed ()) 1122 if (destroyed ())
1057 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1123 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1058 } 1124 }
1059 1125
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; 1126 last = tmp;
1066 } 1127 }
1067 1128
1068 /* last == NULL if there are no objects on this space */ 1129 /* last == NULL if there are no objects on this space */
1069 //TODO: this makes little sense, why only update the topmost object? 1130 //TODO: this makes little sense, why only update the topmost object?
1089merge_ob (object *op, object *top) 1150merge_ob (object *op, object *top)
1090{ 1151{
1091 if (!op->nrof) 1152 if (!op->nrof)
1092 return 0; 1153 return 0;
1093 1154
1094 if (top) 1155 if (!top)
1095 for (top = op; top && top->above; top = top->above) 1156 for (top = op; top && top->above; top = top->above)
1096 ; 1157 ;
1097 1158
1098 for (; top; top = top->below) 1159 for (; top; top = top->below)
1099 { 1160 {
1120 if (more) 1181 if (more)
1121 return; 1182 return;
1122 1183
1123 object *prev = this; 1184 object *prev = this;
1124 1185
1125 for (archetype *at = arch->more; at; at = at->more) 1186 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1126 { 1187 {
1127 object *op = arch_to_object (at); 1188 object *op = arch_to_object (at);
1128 1189
1129 op->name = name; 1190 op->name = name;
1130 op->name_pl = name_pl; 1191 op->name_pl = name_pl;
1144object * 1205object *
1145insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1206insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1146{ 1207{
1147 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1208 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1148 { 1209 {
1149 tmp->x = x + tmp->arch->clone.x; 1210 tmp->x = x + tmp->arch->x;
1150 tmp->y = y + tmp->arch->clone.y; 1211 tmp->y = y + tmp->arch->y;
1151 } 1212 }
1152 1213
1153 return insert_ob_in_map (op, m, originator, flag); 1214 return insert_ob_in_map (op, m, originator, flag);
1154} 1215}
1155 1216
1176object * 1237object *
1177insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1238insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1178{ 1239{
1179 assert (!op->flag [FLAG_FREED]); 1240 assert (!op->flag [FLAG_FREED]);
1180 1241
1181 object *tmp, *top, *floor = NULL; 1242 object *top, *floor = NULL;
1182 1243
1183 op->remove (); 1244 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 1245
1219 /* Ideally, the caller figures this out. However, it complicates a lot 1246 /* 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 1247 * of areas of callers (eg, anything that uses find_free_spot would now
1221 * need extra work 1248 * need extra work
1222 */ 1249 */
1223 if (!xy_normalise (m, op->x, op->y)) 1250 if (!xy_normalise (m, op->x, op->y))
1251 {
1252 op->destroy ();
1224 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);
1225 1261
1226 op->map = m; 1262 op->map = m;
1227 mapspace &ms = op->ms (); 1263 mapspace &ms = op->ms ();
1228 1264
1229 /* this has to be done after we translate the coordinates. 1265 /* this has to be done after we translate the coordinates.
1230 */ 1266 */
1231 if (op->nrof && !(flag & INS_NO_MERGE)) 1267 if (op->nrof && !(flag & INS_NO_MERGE))
1232 for (tmp = ms.bot; tmp; tmp = tmp->above) 1268 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1233 if (object::can_merge (op, tmp)) 1269 if (object::can_merge (op, tmp))
1234 { 1270 {
1235 op->nrof += tmp->nrof; 1271 op->nrof += tmp->nrof;
1236 tmp->destroy (); 1272 tmp->destroy ();
1237 } 1273 }
1264 else 1300 else
1265 { 1301 {
1266 top = ms.bot; 1302 top = ms.bot;
1267 1303
1268 /* If there are other objects, then */ 1304 /* If there are other objects, then */
1269 if ((!(flag & INS_MAP_LOAD)) && top) 1305 if (top)
1270 { 1306 {
1271 object *last = 0; 1307 object *last = 0;
1272 1308
1273 /* 1309 /*
1274 * 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.
1327 if (last && last->below && last != floor) 1363 if (last && last->below && last != floor)
1328 top = last->below; 1364 top = last->below;
1329 } 1365 }
1330 } /* If objects on this space */ 1366 } /* If objects on this space */
1331 1367
1332 if (flag & INS_MAP_LOAD)
1333 top = ms.top;
1334
1335 if (flag & INS_ABOVE_FLOOR_ONLY) 1368 if (flag & INS_ABOVE_FLOOR_ONLY)
1336 top = floor; 1369 top = floor;
1337 1370
1338 /* 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.
1339 */ 1372 */
1371 op->map->touch (); 1404 op->map->touch ();
1372 } 1405 }
1373 1406
1374 op->map->dirty = true; 1407 op->map->dirty = true;
1375 1408
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))
1380 if (object *pl = ms.player ()) 1409 if (object *pl = ms.player ())
1381 if (pl->contr->ns)
1382 pl->contr->ns->floorbox_update (); 1410 pl->contr->ns->floorbox_update ();
1383 1411
1384 /* If this object glows, it may affect lighting conditions that are 1412 /* If this object glows, it may affect lighting conditions that are
1385 * 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
1386 * 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
1387 * on the map will get recalculated. The players could very well 1415 * on the map will get recalculated. The players could very well
1406 * blocked() and wall() work properly), and these flags are updated by 1434 * blocked() and wall() work properly), and these flags are updated by
1407 * update_object(). 1435 * update_object().
1408 */ 1436 */
1409 1437
1410 /* if this is not the head or flag has been passed, don't check walk on status */ 1438 /* 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) 1439 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1412 { 1440 {
1413 if (check_move_on (op, originator)) 1441 if (check_move_on (op, originator))
1414 return 0; 1442 return 0;
1415 1443
1416 /* If we are a multi part object, lets work our way through the check 1444 /* If we are a multi part object, lets work our way through the check
1417 * walk on's. 1445 * walk on's.
1418 */ 1446 */
1419 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1447 for (object *tmp = op->more; tmp; tmp = tmp->more)
1420 if (check_move_on (tmp, originator)) 1448 if (check_move_on (tmp, originator))
1421 return 0; 1449 return 0;
1422 } 1450 }
1423 1451
1424 return op; 1452 return op;
1434 object *tmp, *tmp1; 1462 object *tmp, *tmp1;
1435 1463
1436 /* first search for itself and remove any old instances */ 1464 /* first search for itself and remove any old instances */
1437 1465
1438 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 1466 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1439 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1467 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1440 tmp->destroy (); 1468 tmp->destroy ();
1441 1469
1442 tmp1 = arch_to_object (archetype::find (arch_string)); 1470 tmp1 = arch_to_object (archetype::find (arch_string));
1443 1471
1444 tmp1->x = op->x; 1472 tmp1->x = op->x;
1605 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1633 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1606 free (dump); 1634 free (dump);
1607 return op; 1635 return op;
1608 } 1636 }
1609 1637
1610 if (where->head) 1638 if (where->head_ () != where)
1611 { 1639 {
1612 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n"); 1640 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1613 where = where->head; 1641 where = where->head;
1614 } 1642 }
1615 1643
1616 return where->insert (op); 1644 return where->insert (op);
1617} 1645}
1625 * be != op, if items are merged. -Tero 1653 * be != op, if items are merged. -Tero
1626 */ 1654 */
1627object * 1655object *
1628object::insert (object *op) 1656object::insert (object *op)
1629{ 1657{
1630 object *tmp, *otmp;
1631
1632 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1658 if (!QUERY_FLAG (op, FLAG_REMOVED))
1633 op->remove (); 1659 op->remove ();
1634 1660
1635 if (op->more) 1661 if (op->more)
1636 { 1662 {
1638 return op; 1664 return op;
1639 } 1665 }
1640 1666
1641 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1667 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1642 CLEAR_FLAG (op, FLAG_REMOVED); 1668 CLEAR_FLAG (op, FLAG_REMOVED);
1669
1643 if (op->nrof) 1670 if (op->nrof)
1644 { 1671 {
1645 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1672 for (object *tmp = inv; tmp; tmp = tmp->below)
1646 if (object::can_merge (tmp, op)) 1673 if (object::can_merge (tmp, op))
1647 { 1674 {
1648 /* return the original object and remove inserted object 1675 /* return the original object and remove inserted object
1649 (client needs the original object) */ 1676 (client needs the original object) */
1650 tmp->nrof += op->nrof; 1677 tmp->nrof += op->nrof;
1669 add_weight (this, op->weight * op->nrof); 1696 add_weight (this, op->weight * op->nrof);
1670 } 1697 }
1671 else 1698 else
1672 add_weight (this, (op->weight + op->carrying)); 1699 add_weight (this, (op->weight + op->carrying));
1673 1700
1674 otmp = this->in_player (); 1701 if (object *otmp = this->in_player ())
1675 if (otmp && otmp->contr)
1676 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1702 if (otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1677 otmp->update_stats (); 1703 otmp->update_stats ();
1678 1704
1705 op->owner = 0; // its his/hers now. period.
1679 op->map = 0; 1706 op->map = 0;
1680 op->env = this; 1707 op->env = this;
1681 op->above = 0; 1708 op->above = 0;
1682 op->below = 0; 1709 op->below = 0;
1683 op->x = 0, op->y = 0; 1710 op->x = op->y = 0;
1684 1711
1685 /* 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 */
1686 if ((op->glow_radius != 0) && map) 1713 if (op->glow_radius && map)
1687 { 1714 {
1688#ifdef DEBUG_LIGHTS 1715#ifdef DEBUG_LIGHTS
1689 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);
1690#endif /* DEBUG_LIGHTS */ 1717#endif /* DEBUG_LIGHTS */
1691 if (map->darkness) 1718 if (map->darkness)
1945 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1972 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1946 { 1973 {
1947 CLEAR_FLAG (tmp, flag); 1974 CLEAR_FLAG (tmp, flag);
1948 unflag_inv (tmp, flag); 1975 unflag_inv (tmp, flag);
1949 } 1976 }
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} 1977}
1964 1978
1965/* 1979/*
1966 * find_free_spot(object, map, x, y, start, stop) will search for 1980 * 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 1981 * a spot at the given map and coordinates which will be able to contain
1984 * customized, changed states, etc. 1998 * customized, changed states, etc.
1985 */ 1999 */
1986int 2000int
1987find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 2001find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
1988{ 2002{
2003 int altern[SIZEOFFREE];
1989 int index = 0, flag; 2004 int index = 0, flag;
1990 int altern[SIZEOFFREE];
1991 2005
1992 for (int i = start; i < stop; i++) 2006 for (int i = start; i < stop; i++)
1993 { 2007 {
1994 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2008 mapxy pos (m, x, y); pos.move (i);
1995 if (!flag) 2009
2010 if (!pos.normalise ())
2011 continue;
2012
2013 mapspace &ms = *pos;
2014
2015 if (ms.flags () & P_IS_ALIVE)
2016 continue;
2017
2018 /* However, often
2019 * ob doesn't have any move type (when used to place exits)
2020 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
2021 */
2022 if (ob->move_type == 0 && ms.move_block != MOVE_ALL)
2023 {
1996 altern [index++] = i; 2024 altern [index++] = i;
2025 continue;
2026 }
1997 2027
1998 /* Basically, if we find a wall on a space, we cut down the search size. 2028 /* 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. 2029 * 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 - 2030 * 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 2031 * 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 2032 * spaces in all the other directions, this will reduce the search space
2003 * to only the spaces immediately surrounding the target area, and 2033 * to only the spaces immediately surrounding the target area, and
2004 * won't look 2 spaces south of the target space. 2034 * won't look 2 spaces south of the target space.
2005 */ 2035 */
2006 else if ((flag & P_NO_PASS) && maxfree[i] < stop) 2036 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2037 {
2007 stop = maxfree[i]; 2038 stop = maxfree[i];
2039 continue;
2040 }
2041
2042 /* Note it is intentional that we check ob - the movement type of the
2043 * head of the object should correspond for the entire object.
2044 */
2045 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2046 continue;
2047
2048 altern [index++] = i;
2008 } 2049 }
2009 2050
2010 if (!index) 2051 if (!index)
2011 return -1; 2052 return -1;
2012 2053
2021 */ 2062 */
2022int 2063int
2023find_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)
2024{ 2065{
2025 for (int i = 0; i < SIZEOFFREE; i++) 2066 for (int i = 0; i < SIZEOFFREE; i++)
2026 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]))
2027 return i; 2068 return i;
2028 2069
2029 return -1; 2070 return -1;
2030} 2071}
2031 2072
2085 object *tmp; 2126 object *tmp;
2086 maptile *mp; 2127 maptile *mp;
2087 2128
2088 MoveType blocked, move_type; 2129 MoveType blocked, move_type;
2089 2130
2090 if (exclude && exclude->head) 2131 if (exclude && exclude->head_ () != exclude)
2091 { 2132 {
2092 exclude = exclude->head; 2133 exclude = exclude->head;
2093 move_type = exclude->move_type; 2134 move_type = exclude->move_type;
2094 } 2135 }
2095 else 2136 else
2118 max = maxfree[i]; 2159 max = maxfree[i];
2119 else if (mflags & P_IS_ALIVE) 2160 else if (mflags & P_IS_ALIVE)
2120 { 2161 {
2121 for (tmp = ms.bot; tmp; tmp = tmp->above) 2162 for (tmp = ms.bot; tmp; tmp = tmp->above)
2122 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2163 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2123 && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2164 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2124 break; 2165 break;
2125 2166
2126 if (tmp) 2167 if (tmp)
2127 return freedir[i]; 2168 return freedir[i];
2128 } 2169 }
2308 * 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
2309 * core dumps if they do. 2350 * core dumps if they do.
2310 * 2351 *
2311 * 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)
2312 */ 2353 */
2313
2314int 2354int
2315can_pick (const object *who, const object *item) 2355can_pick (const object *who, const object *item)
2316{ 2356{
2317 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2357 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2318 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2358 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2323 * create clone from object to another 2363 * create clone from object to another
2324 */ 2364 */
2325object * 2365object *
2326object_create_clone (object *asrc) 2366object_create_clone (object *asrc)
2327{ 2367{
2328 object *dst = 0, *tmp, *src, *part, *prev, *item; 2368 object *dst = 0, *tmp, *src, *prev, *item;
2329 2369
2330 if (!asrc) 2370 if (!asrc)
2331 return 0; 2371 return 0;
2332 2372
2333 src = asrc;
2334 if (src->head)
2335 src = src->head; 2373 src = asrc->head_ ();
2336 2374
2337 prev = 0; 2375 prev = 0;
2338 for (part = src; part; part = part->more) 2376 for (object *part = src; part; part = part->more)
2339 { 2377 {
2340 tmp = part->clone (); 2378 tmp = part->clone ();
2341 tmp->x -= src->x; 2379 tmp->x -= src->x;
2342 tmp->y -= src->y; 2380 tmp->y -= src->y;
2343 2381
2456 /* Basically, if the archetype has this key set, 2494 /* Basically, if the archetype has this key set,
2457 * we need to store the null value so when we save 2495 * we need to store the null value so when we save
2458 * it, we save the empty value so that when we load, 2496 * it, we save the empty value so that when we load,
2459 * we get this value back again. 2497 * we get this value back again.
2460 */ 2498 */
2461 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2499 if (get_ob_key_link (op->arch, canonical_key))
2462 field->value = 0; 2500 field->value = 0;
2463 else 2501 else
2464 { 2502 {
2465 if (last) 2503 if (last)
2466 last->next = field->next; 2504 last->next = field->next;
2535 } 2573 }
2536 else 2574 else
2537 item = item->env; 2575 item = item->env;
2538} 2576}
2539 2577
2540
2541const char * 2578const char *
2542object::flag_desc (char *desc, int len) const 2579object::flag_desc (char *desc, int len) const
2543{ 2580{
2544 char *p = desc; 2581 char *p = desc;
2545 bool first = true; 2582 bool first = true;
2579 &name, 2616 &name,
2580 title ? "\",title:\"" : "", 2617 title ? "\",title:\"" : "",
2581 title ? (const char *)title : "", 2618 title ? (const char *)title : "",
2582 flag_desc (flagdesc, 512), type); 2619 flag_desc (flagdesc, 512), type);
2583 2620
2584 if (env) 2621 if (!this->flag[FLAG_REMOVED] && env)
2585 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2622 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2586 2623
2587 if (map) 2624 if (map)
2588 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);
2589 2626
2591} 2628}
2592 2629
2593const char * 2630const char *
2594object::debug_desc () const 2631object::debug_desc () const
2595{ 2632{
2596 static char info[256 * 4]; 2633 static char info[3][256 * 4];
2634 static int info_idx;
2635
2597 return debug_desc (info); 2636 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} 2637}
2606 2638
2607struct region * 2639struct region *
2608object::region () const 2640object::region () const
2609{ 2641{
2612} 2644}
2613 2645
2614const materialtype_t * 2646const materialtype_t *
2615object::dominant_material () const 2647object::dominant_material () const
2616{ 2648{
2617 if (materialtype_t *mat = name_to_material (materialname)) 2649 if (materialtype_t *mt = name_to_material (materialname))
2618 return mat; 2650 return mt;
2619 2651
2620 // omfg this is slow, this has to be temporary :)
2621 shstr unknown ("unknown");
2622
2623 return name_to_material (unknown); 2652 return name_to_material (shstr_unknown);
2624} 2653}
2625 2654
2626void 2655void
2627object::open_container (object *new_container) 2656object::open_container (object *new_container)
2628{ 2657{
2644 old_container->flag [FLAG_APPLIED] = 0; 2673 old_container->flag [FLAG_APPLIED] = 0;
2645 container = 0; 2674 container = 0;
2646 2675
2647 esrv_update_item (UPD_FLAGS, this, old_container); 2676 esrv_update_item (UPD_FLAGS, this, old_container);
2648 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"));
2649 } 2679 }
2650 2680
2651 if (new_container) 2681 if (new_container)
2652 { 2682 {
2653 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this))) 2683 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2669 new_container->flag [FLAG_APPLIED] = 1; 2699 new_container->flag [FLAG_APPLIED] = 1;
2670 container = new_container; 2700 container = new_container;
2671 2701
2672 esrv_update_item (UPD_FLAGS, this, new_container); 2702 esrv_update_item (UPD_FLAGS, this, new_container);
2673 esrv_send_inventory (this, new_container); 2703 esrv_send_inventory (this, new_container);
2704 play_sound (sound_find ("chest_open"));
2705 }
2706}
2707
2708object *
2709object::force_find (const shstr name)
2710{
2711 /* cycle through his inventory to look for the MARK we want to
2712 * place
2713 */
2714 for (object *tmp = inv; tmp; tmp = tmp->below)
2715 if (tmp->type == FORCE && tmp->slaying == name)
2716 return splay (tmp);
2717
2718 return 0;
2719}
2720
2721void
2722object::force_add (const shstr name, int duration)
2723{
2724 if (object *force = force_find (name))
2725 force->destroy ();
2726
2727 object *force = get_archetype (FORCE_NAME);
2728
2729 force->slaying = name;
2730 force->stats.food = 1;
2731 force->speed_left = -1.f;
2732
2733 force->set_speed (duration ? 1.f / duration : 0.f);
2734 force->flag [FLAG_IS_USED_UP] = true;
2735 force->flag [FLAG_APPLIED] = true;
2736
2737 insert (force);
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)
2674 } 2750 {
2751 if (object *pl = in_player ())
2752 pl->contr->play_sound (sound);
2753 }
2754 else
2755 map->play_sound (sound, x, y);
2675} 2756}
2676 2757
2677

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