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Comparing deliantra/server/common/object.C (file contents):
Revision 1.140 by root, Tue Apr 24 12:32:14 2007 UTC vs.
Revision 1.183 by root, Mon Aug 20 19:13:10 2007 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 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 *
868 map = freed_map; 929 map = freed_map;
869 x = 1; 930 x = 1;
870 y = 1; 931 y = 1;
871 } 932 }
872 933
873 head = 0;
874
875 if (more) 934 if (more)
876 { 935 {
877 more->destroy (); 936 more->destroy ();
878 more = 0; 937 more = 0;
879 } 938 }
880 939
940 head = 0;
941
881 // clear those pointers that likely might have circular references to us 942 // clear those pointers that likely might cause circular references
882 owner = 0; 943 owner = 0;
883 enemy = 0; 944 enemy = 0;
884 attacked_by = 0; 945 attacked_by = 0;
946 current_weapon = 0;
885} 947}
886 948
887void 949void
888object::destroy (bool destroy_inventory) 950object::destroy (bool destroy_inventory)
889{ 951{
890 if (destroyed ()) 952 if (destroyed ())
891 return; 953 return;
892 954
893 if (destroy_inventory) 955 if (destroy_inventory)
894 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
895 963
896 attachable::destroy (); 964 attachable::destroy ();
897} 965}
898 966
899/* 967/*
1014 if (map->in_memory == MAP_SAVING) 1082 if (map->in_memory == MAP_SAVING)
1015 return; 1083 return;
1016 1084
1017 int check_walk_off = !flag [FLAG_NO_APPLY]; 1085 int check_walk_off = !flag [FLAG_NO_APPLY];
1018 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
1019 for (tmp = ms.bot; tmp; tmp = tmp->above) 1099 for (tmp = ms.bot; tmp; tmp = tmp->above)
1020 { 1100 {
1021 /* 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
1022 * being removed. 1102 * being removed.
1023 */ 1103 */
1024
1025 if (tmp->type == PLAYER && tmp != this)
1026 {
1027 /* If a container that the player is currently using somehow gets
1028 * removed (most likely destroyed), update the player view
1029 * appropriately.
1030 */
1031 if (tmp->container == this)
1032 {
1033 flag [FLAG_APPLIED] = 0;
1034 tmp->container = 0;
1035 }
1036
1037 if (tmp->contr->ns)
1038 tmp->contr->ns->floorbox_update ();
1039 }
1040 1104
1041 /* See if object moving off should effect something */ 1105 /* See if object moving off should effect something */
1042 if (check_walk_off 1106 if (check_walk_off
1043 && ((move_type & tmp->move_off) 1107 && ((move_type & tmp->move_off)
1044 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1108 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1047 1111
1048 if (destroyed ()) 1112 if (destroyed ())
1049 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 ());
1050 } 1114 }
1051 1115
1052 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1053 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1054 if (tmp->above == tmp)
1055 tmp->above = 0;
1056
1057 last = tmp; 1116 last = tmp;
1058 } 1117 }
1059 1118
1060 /* last == NULL if there are no objects on this space */ 1119 /* last == NULL if there are no objects on this space */
1061 //TODO: this makes little sense, why only update the topmost object? 1120 //TODO: this makes little sense, why only update the topmost object?
1112 if (more) 1171 if (more)
1113 return; 1172 return;
1114 1173
1115 object *prev = this; 1174 object *prev = this;
1116 1175
1117 for (archetype *at = arch->more; at; at = at->more) 1176 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1118 { 1177 {
1119 object *op = arch_to_object (at); 1178 object *op = arch_to_object (at);
1120 1179
1121 op->name = name; 1180 op->name = name;
1122 op->name_pl = name_pl; 1181 op->name_pl = name_pl;
1136object * 1195object *
1137insert_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)
1138{ 1197{
1139 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1198 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1140 { 1199 {
1141 tmp->x = x + tmp->arch->clone.x; 1200 tmp->x = x + tmp->arch->x;
1142 tmp->y = y + tmp->arch->clone.y; 1201 tmp->y = y + tmp->arch->y;
1143 } 1202 }
1144 1203
1145 return insert_ob_in_map (op, m, originator, flag); 1204 return insert_ob_in_map (op, m, originator, flag);
1146} 1205}
1147 1206
1168object * 1227object *
1169insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1228insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1170{ 1229{
1171 assert (!op->flag [FLAG_FREED]); 1230 assert (!op->flag [FLAG_FREED]);
1172 1231
1173 object *tmp, *top, *floor = NULL; 1232 object *top, *floor = NULL;
1174 1233
1175 op->remove (); 1234 op->remove ();
1176
1177#if 0
1178 if (!m->active != !op->active)
1179 if (m->active)
1180 op->activate_recursive ();
1181 else
1182 op->deactivate_recursive ();
1183#endif
1184 1235
1185 if (out_of_map (m, op->x, op->y)) 1236 if (out_of_map (m, op->x, op->y))
1186 { 1237 {
1187 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 ());
1188#ifdef MANY_CORES 1239#ifdef MANY_CORES
1194#endif 1245#endif
1195 return op; 1246 return op;
1196 } 1247 }
1197 1248
1198 if (object *more = op->more) 1249 if (object *more = op->more)
1199 {
1200 if (!insert_ob_in_map (more, m, originator, flag)) 1250 if (!insert_ob_in_map (more, m, originator, flag))
1201 {
1202 if (!op->head)
1203 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1204
1205 return 0; 1251 return 0;
1206 }
1207 }
1208 1252
1209 CLEAR_FLAG (op, FLAG_REMOVED); 1253 CLEAR_FLAG (op, FLAG_REMOVED);
1210 1254
1211 /* Ideally, the caller figures this out. However, it complicates a lot 1255 /* Ideally, the caller figures this out. However, it complicates a lot
1212 * 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
1219 mapspace &ms = op->ms (); 1263 mapspace &ms = op->ms ();
1220 1264
1221 /* this has to be done after we translate the coordinates. 1265 /* this has to be done after we translate the coordinates.
1222 */ 1266 */
1223 if (op->nrof && !(flag & INS_NO_MERGE)) 1267 if (op->nrof && !(flag & INS_NO_MERGE))
1224 for (tmp = ms.bot; tmp; tmp = tmp->above) 1268 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1225 if (object::can_merge (op, tmp)) 1269 if (object::can_merge (op, tmp))
1226 { 1270 {
1227 op->nrof += tmp->nrof; 1271 op->nrof += tmp->nrof;
1228 tmp->destroy (); 1272 tmp->destroy ();
1229 } 1273 }
1318 */ 1362 */
1319 if (last && last->below && last != floor) 1363 if (last && last->below && last != floor)
1320 top = last->below; 1364 top = last->below;
1321 } 1365 }
1322 } /* If objects on this space */ 1366 } /* If objects on this space */
1323
1324 if (flag & INS_MAP_LOAD) 1367 if (flag & INS_MAP_LOAD)
1325 top = ms.top; 1368 top = ms.top;
1326 1369
1327 if (flag & INS_ABOVE_FLOOR_ONLY) 1370 if (flag & INS_ABOVE_FLOOR_ONLY)
1328 top = floor; 1371 top = floor;
1363 op->map->touch (); 1406 op->map->touch ();
1364 } 1407 }
1365 1408
1366 op->map->dirty = true; 1409 op->map->dirty = true;
1367 1410
1368 /* If we have a floor, we know the player, if any, will be above
1369 * it, so save a few ticks and start from there.
1370 */
1371 if (!(flag & INS_MAP_LOAD)) 1411 if (!(flag & INS_MAP_LOAD))
1372 if (object *pl = ms.player ()) 1412 if (object *pl = ms.player ())
1373 if (pl->contr->ns)
1374 pl->contr->ns->floorbox_update (); 1413 pl->contr->ns->floorbox_update ();
1375 1414
1376 /* If this object glows, it may affect lighting conditions that are 1415 /* If this object glows, it may affect lighting conditions that are
1377 * 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
1378 * 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
1379 * on the map will get recalculated. The players could very well 1418 * on the map will get recalculated. The players could very well
1398 * blocked() and wall() work properly), and these flags are updated by 1437 * blocked() and wall() work properly), and these flags are updated by
1399 * update_object(). 1438 * update_object().
1400 */ 1439 */
1401 1440
1402 /* 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 */
1403 if (!(flag & INS_NO_WALK_ON) && !op->head) 1442 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1404 { 1443 {
1405 if (check_move_on (op, originator)) 1444 if (check_move_on (op, originator))
1406 return 0; 1445 return 0;
1407 1446
1408 /* 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
1409 * walk on's. 1448 * walk on's.
1410 */ 1449 */
1411 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1450 for (object *tmp = op->more; tmp; tmp = tmp->more)
1412 if (check_move_on (tmp, originator)) 1451 if (check_move_on (tmp, originator))
1413 return 0; 1452 return 0;
1414 } 1453 }
1415 1454
1416 return op; 1455 return op;
1426 object *tmp, *tmp1; 1465 object *tmp, *tmp1;
1427 1466
1428 /* first search for itself and remove any old instances */ 1467 /* first search for itself and remove any old instances */
1429 1468
1430 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 1469 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1431 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1470 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1432 tmp->destroy (); 1471 tmp->destroy ();
1433 1472
1434 tmp1 = arch_to_object (archetype::find (arch_string)); 1473 tmp1 = arch_to_object (archetype::find (arch_string));
1435 1474
1436 tmp1->x = op->x; 1475 tmp1->x = op->x;
1597 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);
1598 free (dump); 1637 free (dump);
1599 return op; 1638 return op;
1600 } 1639 }
1601 1640
1602 if (where->head) 1641 if (where->head_ () != where)
1603 { 1642 {
1604 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");
1605 where = where->head; 1644 where = where->head;
1606 } 1645 }
1607 1646
1608 return where->insert (op); 1647 return where->insert (op);
1609} 1648}
1617 * be != op, if items are merged. -Tero 1656 * be != op, if items are merged. -Tero
1618 */ 1657 */
1619object * 1658object *
1620object::insert (object *op) 1659object::insert (object *op)
1621{ 1660{
1622 object *tmp, *otmp;
1623
1624 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1661 if (!QUERY_FLAG (op, FLAG_REMOVED))
1625 op->remove (); 1662 op->remove ();
1626 1663
1627 if (op->more) 1664 if (op->more)
1628 { 1665 {
1630 return op; 1667 return op;
1631 } 1668 }
1632 1669
1633 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1670 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1634 CLEAR_FLAG (op, FLAG_REMOVED); 1671 CLEAR_FLAG (op, FLAG_REMOVED);
1672
1635 if (op->nrof) 1673 if (op->nrof)
1636 { 1674 {
1637 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1675 for (object *tmp = inv; tmp; tmp = tmp->below)
1638 if (object::can_merge (tmp, op)) 1676 if (object::can_merge (tmp, op))
1639 { 1677 {
1640 /* return the original object and remove inserted object 1678 /* return the original object and remove inserted object
1641 (client needs the original object) */ 1679 (client needs the original object) */
1642 tmp->nrof += op->nrof; 1680 tmp->nrof += op->nrof;
1661 add_weight (this, op->weight * op->nrof); 1699 add_weight (this, op->weight * op->nrof);
1662 } 1700 }
1663 else 1701 else
1664 add_weight (this, (op->weight + op->carrying)); 1702 add_weight (this, (op->weight + op->carrying));
1665 1703
1666 otmp = this->in_player (); 1704 if (object *otmp = this->in_player ())
1667 if (otmp && otmp->contr)
1668 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1705 if (otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1669 otmp->update_stats (); 1706 otmp->update_stats ();
1670 1707
1708 op->owner = 0; // its his/hers now. period.
1671 op->map = 0; 1709 op->map = 0;
1672 op->env = this; 1710 op->env = this;
1673 op->above = 0; 1711 op->above = 0;
1674 op->below = 0; 1712 op->below = 0;
1675 op->x = 0, op->y = 0; 1713 op->x = op->y = 0;
1676 1714
1677 /* 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 */
1678 if ((op->glow_radius != 0) && map) 1716 if (op->glow_radius && map)
1679 { 1717 {
1680#ifdef DEBUG_LIGHTS 1718#ifdef DEBUG_LIGHTS
1681 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);
1682#endif /* DEBUG_LIGHTS */ 1720#endif /* DEBUG_LIGHTS */
1683 if (map->darkness) 1721 if (map->darkness)
1937 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1975 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1938 { 1976 {
1939 CLEAR_FLAG (tmp, flag); 1977 CLEAR_FLAG (tmp, flag);
1940 unflag_inv (tmp, flag); 1978 unflag_inv (tmp, flag);
1941 } 1979 }
1942}
1943
1944/*
1945 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1946 * all it's inventory (recursively).
1947 * If checksums are used, a player will get set_cheat called for
1948 * him/her-self and all object carried by a call to this function.
1949 */
1950void
1951set_cheat (object *op)
1952{
1953 SET_FLAG (op, FLAG_WAS_WIZ);
1954 flag_inv (op, FLAG_WAS_WIZ);
1955} 1980}
1956 1981
1957/* 1982/*
1958 * 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
1959 * 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
2077 object *tmp; 2102 object *tmp;
2078 maptile *mp; 2103 maptile *mp;
2079 2104
2080 MoveType blocked, move_type; 2105 MoveType blocked, move_type;
2081 2106
2082 if (exclude && exclude->head) 2107 if (exclude && exclude->head_ () != exclude)
2083 { 2108 {
2084 exclude = exclude->head; 2109 exclude = exclude->head;
2085 move_type = exclude->move_type; 2110 move_type = exclude->move_type;
2086 } 2111 }
2087 else 2112 else
2110 max = maxfree[i]; 2135 max = maxfree[i];
2111 else if (mflags & P_IS_ALIVE) 2136 else if (mflags & P_IS_ALIVE)
2112 { 2137 {
2113 for (tmp = ms.bot; tmp; tmp = tmp->above) 2138 for (tmp = ms.bot; tmp; tmp = tmp->above)
2114 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2139 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2115 && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2140 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2116 break; 2141 break;
2117 2142
2118 if (tmp) 2143 if (tmp)
2119 return freedir[i]; 2144 return freedir[i];
2120 } 2145 }
2300 * 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
2301 * core dumps if they do. 2326 * core dumps if they do.
2302 * 2327 *
2303 * 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)
2304 */ 2329 */
2305
2306int 2330int
2307can_pick (const object *who, const object *item) 2331can_pick (const object *who, const object *item)
2308{ 2332{
2309 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2333 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2310 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2334 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2315 * create clone from object to another 2339 * create clone from object to another
2316 */ 2340 */
2317object * 2341object *
2318object_create_clone (object *asrc) 2342object_create_clone (object *asrc)
2319{ 2343{
2320 object *dst = 0, *tmp, *src, *part, *prev, *item; 2344 object *dst = 0, *tmp, *src, *prev, *item;
2321 2345
2322 if (!asrc) 2346 if (!asrc)
2323 return 0; 2347 return 0;
2324 2348
2325 src = asrc;
2326 if (src->head)
2327 src = src->head; 2349 src = asrc->head_ ();
2328 2350
2329 prev = 0; 2351 prev = 0;
2330 for (part = src; part; part = part->more) 2352 for (object *part = src; part; part = part->more)
2331 { 2353 {
2332 tmp = part->clone (); 2354 tmp = part->clone ();
2333 tmp->x -= src->x; 2355 tmp->x -= src->x;
2334 tmp->y -= src->y; 2356 tmp->y -= src->y;
2335 2357
2448 /* Basically, if the archetype has this key set, 2470 /* Basically, if the archetype has this key set,
2449 * we need to store the null value so when we save 2471 * we need to store the null value so when we save
2450 * it, we save the empty value so that when we load, 2472 * it, we save the empty value so that when we load,
2451 * we get this value back again. 2473 * we get this value back again.
2452 */ 2474 */
2453 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2475 if (get_ob_key_link (op->arch, canonical_key))
2454 field->value = 0; 2476 field->value = 0;
2455 else 2477 else
2456 { 2478 {
2457 if (last) 2479 if (last)
2458 last->next = field->next; 2480 last->next = field->next;
2527 } 2549 }
2528 else 2550 else
2529 item = item->env; 2551 item = item->env;
2530} 2552}
2531 2553
2532
2533const char * 2554const char *
2534object::flag_desc (char *desc, int len) const 2555object::flag_desc (char *desc, int len) const
2535{ 2556{
2536 char *p = desc; 2557 char *p = desc;
2537 bool first = true; 2558 bool first = true;
2571 &name, 2592 &name,
2572 title ? "\",title:\"" : "", 2593 title ? "\",title:\"" : "",
2573 title ? (const char *)title : "", 2594 title ? (const char *)title : "",
2574 flag_desc (flagdesc, 512), type); 2595 flag_desc (flagdesc, 512), type);
2575 2596
2576 if (env) 2597 if (!this->flag[FLAG_REMOVED] && env)
2577 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2598 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2578 2599
2579 if (map) 2600 if (map)
2580 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);
2581 2602
2583} 2604}
2584 2605
2585const char * 2606const char *
2586object::debug_desc () const 2607object::debug_desc () const
2587{ 2608{
2588 static char info[256 * 4]; 2609 static char info[3][256 * 4];
2610 static int info_idx;
2611
2589 return debug_desc (info); 2612 return debug_desc (info [++info_idx % 3]);
2590}
2591
2592const char *
2593object::debug_desc2 () const
2594{
2595 static char info[256 * 4];
2596 return debug_desc (info);
2597} 2613}
2598 2614
2599struct region * 2615struct region *
2600object::region () const 2616object::region () const
2601{ 2617{
2604} 2620}
2605 2621
2606const materialtype_t * 2622const materialtype_t *
2607object::dominant_material () const 2623object::dominant_material () const
2608{ 2624{
2609 if (materialtype_t *mat = name_to_material (materialname)) 2625 if (materialtype_t *mt = name_to_material (materialname))
2610 return mat; 2626 return mt;
2611 2627
2612 // omfg this is slow, this has to be temporary :)
2613 shstr unknown ("unknown");
2614
2615 return name_to_material (unknown); 2628 return name_to_material (shstr_unknown);
2616} 2629}
2617 2630
2618void 2631void
2619object::open_container (object *new_container) 2632object::open_container (object *new_container)
2620{ 2633{
2636 old_container->flag [FLAG_APPLIED] = 0; 2649 old_container->flag [FLAG_APPLIED] = 0;
2637 container = 0; 2650 container = 0;
2638 2651
2639 esrv_update_item (UPD_FLAGS, this, old_container); 2652 esrv_update_item (UPD_FLAGS, this, old_container);
2640 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"));
2641 } 2655 }
2642 2656
2643 if (new_container) 2657 if (new_container)
2644 { 2658 {
2645 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this))) 2659 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2661 new_container->flag [FLAG_APPLIED] = 1; 2675 new_container->flag [FLAG_APPLIED] = 1;
2662 container = new_container; 2676 container = new_container;
2663 2677
2664 esrv_update_item (UPD_FLAGS, this, new_container); 2678 esrv_update_item (UPD_FLAGS, this, new_container);
2665 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)
2666 } 2726 {
2727 if (object *pl = in_player ())
2728 pl->contr->play_sound (sound);
2729 }
2730 else
2731 map->play_sound (sound, x, y);
2667} 2732}
2668 2733
2669

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