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Comparing deliantra/server/common/object.C (file contents):
Revision 1.141 by root, Sun Apr 29 21:44:34 2007 UTC vs.
Revision 1.176 by root, Fri Aug 10 11:02:43 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}
317
318void
319player::set_range (rangetype r)
320{
321 shoottype = r;
322} 316}
323 317
324/* 318/*
325 * sum_weight() is a recursive function which calculates the weight 319 * sum_weight() is a recursive function which calculates the weight
326 * an object is carrying. It goes through in figures out how much 320 * an object is carrying. It goes through in figures out how much
330sum_weight (object *op) 324sum_weight (object *op)
331{ 325{
332 long sum; 326 long sum;
333 object *inv; 327 object *inv;
334 328
335 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 329 for (sum = 0, inv = op->inv; inv; inv = inv->below)
336 { 330 {
337 if (inv->inv) 331 if (inv->inv)
338 sum_weight (inv); 332 sum_weight (inv);
333
339 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 334 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
340 } 335 }
341 336
342 if (op->type == CONTAINER && op->stats.Str) 337 if (op->type == CONTAINER && op->stats.Str)
343 sum = (sum * (100 - op->stats.Str)) / 100; 338 sum = (sum * (100 - op->stats.Str)) / 100;
452 */ 447 */
453 while (owner->owner) 448 while (owner->owner)
454 owner = owner->owner; 449 owner = owner->owner;
455 450
456 this->owner = owner; 451 this->owner = owner;
452}
453
454int
455object::slottype () const
456{
457 if (type == SKILL)
458 {
459 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
460 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
461 }
462 else
463 {
464 if (slot [body_combat].info) return slot_combat;
465 if (slot [body_range ].info) return slot_ranged;
466 }
467
468 return slot_none;
469}
470
471bool
472object::change_weapon (object *ob)
473{
474 if (current_weapon == ob)
475 return true;
476
477 if (chosen_skill)
478 chosen_skill->flag [FLAG_APPLIED] = false;
479
480 current_weapon = ob;
481 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
482
483 if (chosen_skill)
484 chosen_skill->flag [FLAG_APPLIED] = true;
485
486 update_stats ();
487
488 if (ob)
489 {
490 // now check wether any body locations became invalid, in which case
491 // we cannot apply the weapon at the moment.
492 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
493 if (slot[i].used < 0)
494 {
495 current_weapon = chosen_skill = 0;
496 update_stats ();
497
498 new_draw_info_format (NDI_UNIQUE, 0, this,
499 "You try to balance all your items at once, "
500 "but the %s is just too much for your body. "
501 "[You need to unapply some items first.]", &ob->name);
502 return false;
503 }
504
505 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
506 }
507 else
508 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
509
510 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
511 {
512 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
513 &name, ob->debug_desc ());
514 return false;
515 }
516
517 return true;
457} 518}
458 519
459/* Zero the key_values on op, decrementing the shared-string 520/* Zero the key_values on op, decrementing the shared-string
460 * refcounts and freeing the links. 521 * refcounts and freeing the links.
461 */ 522 */
543 * need for monsters, but doesn't hurt to do it for everything. 604 * need for monsters, but doesn't hurt to do it for everything.
544 * by doing so, when a monster is created, it has good starting 605 * by doing so, when a monster is created, it has good starting
545 * values for the body_used info, so when items are created 606 * values for the body_used info, so when items are created
546 * for it, they can be properly equipped. 607 * for it, they can be properly equipped.
547 */ 608 */
548 memcpy (body_used, body_info, sizeof (body_used)); 609 for (int i = NUM_BODY_LOCATIONS; i--; )
610 slot[i].used = slot[i].info;
549 611
550 attachable::instantiate (); 612 attachable::instantiate ();
551} 613}
552 614
553object * 615object *
874 map = freed_map; 936 map = freed_map;
875 x = 1; 937 x = 1;
876 y = 1; 938 y = 1;
877 } 939 }
878 940
879 head = 0;
880
881 if (more) 941 if (more)
882 { 942 {
883 more->destroy (); 943 more->destroy ();
884 more = 0; 944 more = 0;
885 } 945 }
886 946
947 head = 0;
948
887 // clear those pointers that likely might have circular references to us 949 // clear those pointers that likely might cause circular references
888 owner = 0; 950 owner = 0;
889 enemy = 0; 951 enemy = 0;
890 attacked_by = 0; 952 attacked_by = 0;
953 current_weapon = 0;
891} 954}
892 955
893void 956void
894object::destroy (bool destroy_inventory) 957object::destroy (bool destroy_inventory)
895{ 958{
896 if (destroyed ()) 959 if (destroyed ())
897 return; 960 return;
898 961
899 if (destroy_inventory) 962 if (destroy_inventory)
900 destroy_inv (false); 963 destroy_inv (false);
964
965 if (is_head ())
966 if (sound_destroy)
967 play_sound (sound_destroy);
968 else if (flag [FLAG_MONSTER])
969 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
901 970
902 attachable::destroy (); 971 attachable::destroy ();
903} 972}
904 973
905/* 974/*
1020 if (map->in_memory == MAP_SAVING) 1089 if (map->in_memory == MAP_SAVING)
1021 return; 1090 return;
1022 1091
1023 int check_walk_off = !flag [FLAG_NO_APPLY]; 1092 int check_walk_off = !flag [FLAG_NO_APPLY];
1024 1093
1094 if (object *pl = ms.player ())
1095 {
1096 if (pl->container == this)
1097 /* If a container that the player is currently using somehow gets
1098 * removed (most likely destroyed), update the player view
1099 * appropriately.
1100 */
1101 pl->close_container ();
1102
1103 pl->contr->ns->floorbox_update ();
1104 }
1105
1025 for (tmp = ms.bot; tmp; tmp = tmp->above) 1106 for (tmp = ms.bot; tmp; tmp = tmp->above)
1026 { 1107 {
1027 /* No point updating the players look faces if he is the object 1108 /* No point updating the players look faces if he is the object
1028 * being removed. 1109 * being removed.
1029 */ 1110 */
1030
1031 if (tmp->type == PLAYER && tmp != this)
1032 {
1033 /* If a container that the player is currently using somehow gets
1034 * removed (most likely destroyed), update the player view
1035 * appropriately.
1036 */
1037 if (tmp->container == this)
1038 {
1039 flag [FLAG_APPLIED] = 0;
1040 tmp->container = 0;
1041 }
1042
1043 if (tmp->contr->ns)
1044 tmp->contr->ns->floorbox_update ();
1045 }
1046 1111
1047 /* See if object moving off should effect something */ 1112 /* See if object moving off should effect something */
1048 if (check_walk_off 1113 if (check_walk_off
1049 && ((move_type & tmp->move_off) 1114 && ((move_type & tmp->move_off)
1050 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1115 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1053 1118
1054 if (destroyed ()) 1119 if (destroyed ())
1055 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1120 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1056 } 1121 }
1057 1122
1058 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1059 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1060 if (tmp->above == tmp)
1061 tmp->above = 0;
1062
1063 last = tmp; 1123 last = tmp;
1064 } 1124 }
1065 1125
1066 /* last == NULL if there are no objects on this space */ 1126 /* last == NULL if there are no objects on this space */
1067 //TODO: this makes little sense, why only update the topmost object? 1127 //TODO: this makes little sense, why only update the topmost object?
1118 if (more) 1178 if (more)
1119 return; 1179 return;
1120 1180
1121 object *prev = this; 1181 object *prev = this;
1122 1182
1123 for (archetype *at = arch->more; at; at = at->more) 1183 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1124 { 1184 {
1125 object *op = arch_to_object (at); 1185 object *op = arch_to_object (at);
1126 1186
1127 op->name = name; 1187 op->name = name;
1128 op->name_pl = name_pl; 1188 op->name_pl = name_pl;
1142object * 1202object *
1143insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1203insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1144{ 1204{
1145 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1205 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1146 { 1206 {
1147 tmp->x = x + tmp->arch->clone.x; 1207 tmp->x = x + tmp->arch->x;
1148 tmp->y = y + tmp->arch->clone.y; 1208 tmp->y = y + tmp->arch->y;
1149 } 1209 }
1150 1210
1151 return insert_ob_in_map (op, m, originator, flag); 1211 return insert_ob_in_map (op, m, originator, flag);
1152} 1212}
1153 1213
1174object * 1234object *
1175insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1235insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1176{ 1236{
1177 assert (!op->flag [FLAG_FREED]); 1237 assert (!op->flag [FLAG_FREED]);
1178 1238
1179 object *tmp, *top, *floor = NULL; 1239 object *top, *floor = NULL;
1180 1240
1181 op->remove (); 1241 op->remove ();
1182 1242
1183#if 0 1243#if 0
1184 if (!m->active != !op->active) 1244 if (!m->active != !op->active)
1200#endif 1260#endif
1201 return op; 1261 return op;
1202 } 1262 }
1203 1263
1204 if (object *more = op->more) 1264 if (object *more = op->more)
1205 {
1206 if (!insert_ob_in_map (more, m, originator, flag)) 1265 if (!insert_ob_in_map (more, m, originator, flag))
1207 {
1208 if (!op->head)
1209 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1210
1211 return 0; 1266 return 0;
1212 }
1213 }
1214 1267
1215 CLEAR_FLAG (op, FLAG_REMOVED); 1268 CLEAR_FLAG (op, FLAG_REMOVED);
1216 1269
1217 /* Ideally, the caller figures this out. However, it complicates a lot 1270 /* Ideally, the caller figures this out. However, it complicates a lot
1218 * of areas of callers (eg, anything that uses find_free_spot would now 1271 * of areas of callers (eg, anything that uses find_free_spot would now
1225 mapspace &ms = op->ms (); 1278 mapspace &ms = op->ms ();
1226 1279
1227 /* this has to be done after we translate the coordinates. 1280 /* this has to be done after we translate the coordinates.
1228 */ 1281 */
1229 if (op->nrof && !(flag & INS_NO_MERGE)) 1282 if (op->nrof && !(flag & INS_NO_MERGE))
1230 for (tmp = ms.bot; tmp; tmp = tmp->above) 1283 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1231 if (object::can_merge (op, tmp)) 1284 if (object::can_merge (op, tmp))
1232 { 1285 {
1233 op->nrof += tmp->nrof; 1286 op->nrof += tmp->nrof;
1234 tmp->destroy (); 1287 tmp->destroy ();
1235 } 1288 }
1324 */ 1377 */
1325 if (last && last->below && last != floor) 1378 if (last && last->below && last != floor)
1326 top = last->below; 1379 top = last->below;
1327 } 1380 }
1328 } /* If objects on this space */ 1381 } /* If objects on this space */
1329
1330 if (flag & INS_MAP_LOAD) 1382 if (flag & INS_MAP_LOAD)
1331 top = ms.top; 1383 top = ms.top;
1332 1384
1333 if (flag & INS_ABOVE_FLOOR_ONLY) 1385 if (flag & INS_ABOVE_FLOOR_ONLY)
1334 top = floor; 1386 top = floor;
1374 /* If we have a floor, we know the player, if any, will be above 1426 /* If we have a floor, we know the player, if any, will be above
1375 * it, so save a few ticks and start from there. 1427 * it, so save a few ticks and start from there.
1376 */ 1428 */
1377 if (!(flag & INS_MAP_LOAD)) 1429 if (!(flag & INS_MAP_LOAD))
1378 if (object *pl = ms.player ()) 1430 if (object *pl = ms.player ())
1379 if (pl->contr->ns)
1380 pl->contr->ns->floorbox_update (); 1431 pl->contr->ns->floorbox_update ();
1381 1432
1382 /* If this object glows, it may affect lighting conditions that are 1433 /* If this object glows, it may affect lighting conditions that are
1383 * visible to others on this map. But update_all_los is really 1434 * visible to others on this map. But update_all_los is really
1384 * an inefficient way to do this, as it means los for all players 1435 * an inefficient way to do this, as it means los for all players
1385 * on the map will get recalculated. The players could very well 1436 * on the map will get recalculated. The players could very well
1404 * blocked() and wall() work properly), and these flags are updated by 1455 * blocked() and wall() work properly), and these flags are updated by
1405 * update_object(). 1456 * update_object().
1406 */ 1457 */
1407 1458
1408 /* if this is not the head or flag has been passed, don't check walk on status */ 1459 /* if this is not the head or flag has been passed, don't check walk on status */
1409 if (!(flag & INS_NO_WALK_ON) && !op->head) 1460 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1410 { 1461 {
1411 if (check_move_on (op, originator)) 1462 if (check_move_on (op, originator))
1412 return 0; 1463 return 0;
1413 1464
1414 /* If we are a multi part object, lets work our way through the check 1465 /* If we are a multi part object, lets work our way through the check
1415 * walk on's. 1466 * walk on's.
1416 */ 1467 */
1417 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1468 for (object *tmp = op->more; tmp; tmp = tmp->more)
1418 if (check_move_on (tmp, originator)) 1469 if (check_move_on (tmp, originator))
1419 return 0; 1470 return 0;
1420 } 1471 }
1421 1472
1422 return op; 1473 return op;
1432 object *tmp, *tmp1; 1483 object *tmp, *tmp1;
1433 1484
1434 /* first search for itself and remove any old instances */ 1485 /* first search for itself and remove any old instances */
1435 1486
1436 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 1487 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1437 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1488 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1438 tmp->destroy (); 1489 tmp->destroy ();
1439 1490
1440 tmp1 = arch_to_object (archetype::find (arch_string)); 1491 tmp1 = arch_to_object (archetype::find (arch_string));
1441 1492
1442 tmp1->x = op->x; 1493 tmp1->x = op->x;
1603 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1654 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1604 free (dump); 1655 free (dump);
1605 return op; 1656 return op;
1606 } 1657 }
1607 1658
1608 if (where->head) 1659 if (where->head_ () != where)
1609 { 1660 {
1610 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n"); 1661 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1611 where = where->head; 1662 where = where->head;
1612 } 1663 }
1613 1664
1614 return where->insert (op); 1665 return where->insert (op);
1615} 1666}
1943 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1994 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1944 { 1995 {
1945 CLEAR_FLAG (tmp, flag); 1996 CLEAR_FLAG (tmp, flag);
1946 unflag_inv (tmp, flag); 1997 unflag_inv (tmp, flag);
1947 } 1998 }
1948}
1949
1950/*
1951 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1952 * all it's inventory (recursively).
1953 * If checksums are used, a player will get set_cheat called for
1954 * him/her-self and all object carried by a call to this function.
1955 */
1956void
1957set_cheat (object *op)
1958{
1959 SET_FLAG (op, FLAG_WAS_WIZ);
1960 flag_inv (op, FLAG_WAS_WIZ);
1961} 1999}
1962 2000
1963/* 2001/*
1964 * find_free_spot(object, map, x, y, start, stop) will search for 2002 * find_free_spot(object, map, x, y, start, stop) will search for
1965 * a spot at the given map and coordinates which will be able to contain 2003 * a spot at the given map and coordinates which will be able to contain
2083 object *tmp; 2121 object *tmp;
2084 maptile *mp; 2122 maptile *mp;
2085 2123
2086 MoveType blocked, move_type; 2124 MoveType blocked, move_type;
2087 2125
2088 if (exclude && exclude->head) 2126 if (exclude && exclude->head_ () != exclude)
2089 { 2127 {
2090 exclude = exclude->head; 2128 exclude = exclude->head;
2091 move_type = exclude->move_type; 2129 move_type = exclude->move_type;
2092 } 2130 }
2093 else 2131 else
2116 max = maxfree[i]; 2154 max = maxfree[i];
2117 else if (mflags & P_IS_ALIVE) 2155 else if (mflags & P_IS_ALIVE)
2118 { 2156 {
2119 for (tmp = ms.bot; tmp; tmp = tmp->above) 2157 for (tmp = ms.bot; tmp; tmp = tmp->above)
2120 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2158 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2121 && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2159 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2122 break; 2160 break;
2123 2161
2124 if (tmp) 2162 if (tmp)
2125 return freedir[i]; 2163 return freedir[i];
2126 } 2164 }
2306 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2344 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2307 * core dumps if they do. 2345 * core dumps if they do.
2308 * 2346 *
2309 * Add a check so we can't pick up invisible objects (0.93.8) 2347 * Add a check so we can't pick up invisible objects (0.93.8)
2310 */ 2348 */
2311
2312int 2349int
2313can_pick (const object *who, const object *item) 2350can_pick (const object *who, const object *item)
2314{ 2351{
2315 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2352 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2316 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2353 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2321 * create clone from object to another 2358 * create clone from object to another
2322 */ 2359 */
2323object * 2360object *
2324object_create_clone (object *asrc) 2361object_create_clone (object *asrc)
2325{ 2362{
2326 object *dst = 0, *tmp, *src, *part, *prev, *item; 2363 object *dst = 0, *tmp, *src, *prev, *item;
2327 2364
2328 if (!asrc) 2365 if (!asrc)
2329 return 0; 2366 return 0;
2330 2367
2331 src = asrc;
2332 if (src->head)
2333 src = src->head; 2368 src = asrc->head_ ();
2334 2369
2335 prev = 0; 2370 prev = 0;
2336 for (part = src; part; part = part->more) 2371 for (object *part = src; part; part = part->more)
2337 { 2372 {
2338 tmp = part->clone (); 2373 tmp = part->clone ();
2339 tmp->x -= src->x; 2374 tmp->x -= src->x;
2340 tmp->y -= src->y; 2375 tmp->y -= src->y;
2341 2376
2454 /* Basically, if the archetype has this key set, 2489 /* Basically, if the archetype has this key set,
2455 * we need to store the null value so when we save 2490 * we need to store the null value so when we save
2456 * it, we save the empty value so that when we load, 2491 * it, we save the empty value so that when we load,
2457 * we get this value back again. 2492 * we get this value back again.
2458 */ 2493 */
2459 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2494 if (get_ob_key_link (op->arch, canonical_key))
2460 field->value = 0; 2495 field->value = 0;
2461 else 2496 else
2462 { 2497 {
2463 if (last) 2498 if (last)
2464 last->next = field->next; 2499 last->next = field->next;
2533 } 2568 }
2534 else 2569 else
2535 item = item->env; 2570 item = item->env;
2536} 2571}
2537 2572
2538
2539const char * 2573const char *
2540object::flag_desc (char *desc, int len) const 2574object::flag_desc (char *desc, int len) const
2541{ 2575{
2542 char *p = desc; 2576 char *p = desc;
2543 bool first = true; 2577 bool first = true;
2589} 2623}
2590 2624
2591const char * 2625const char *
2592object::debug_desc () const 2626object::debug_desc () const
2593{ 2627{
2594 static char info[256 * 4]; 2628 static char info[3][256 * 4];
2629 static int info_idx;
2630
2595 return debug_desc (info); 2631 return debug_desc (info [++info_idx % 3]);
2596}
2597
2598const char *
2599object::debug_desc2 () const
2600{
2601 static char info[256 * 4];
2602 return debug_desc (info);
2603} 2632}
2604 2633
2605struct region * 2634struct region *
2606object::region () const 2635object::region () const
2607{ 2636{
2610} 2639}
2611 2640
2612const materialtype_t * 2641const materialtype_t *
2613object::dominant_material () const 2642object::dominant_material () const
2614{ 2643{
2615 if (materialtype_t *mat = name_to_material (materialname)) 2644 if (materialtype_t *mt = name_to_material (materialname))
2616 return mat; 2645 return mt;
2617 2646
2618 // omfg this is slow, this has to be temporary :)
2619 shstr unknown ("unknown");
2620
2621 return name_to_material (unknown); 2647 return name_to_material (shstr_unknown);
2622} 2648}
2623 2649
2624void 2650void
2625object::open_container (object *new_container) 2651object::open_container (object *new_container)
2626{ 2652{
2670 esrv_update_item (UPD_FLAGS, this, new_container); 2696 esrv_update_item (UPD_FLAGS, this, new_container);
2671 esrv_send_inventory (this, new_container); 2697 esrv_send_inventory (this, new_container);
2672 } 2698 }
2673} 2699}
2674 2700
2701object *
2702object::force_find (const shstr name)
2703{
2704 /* cycle through his inventory to look for the MARK we want to
2705 * place
2706 */
2707 for (object *tmp = inv; tmp; tmp = tmp->below)
2708 if (tmp->type == FORCE && tmp->slaying == name)
2709 return splay (tmp);
2675 2710
2711 return 0;
2712}
2713
2714void
2715object::force_add (const shstr name, int duration)
2716{
2717 if (object *force = force_find (name))
2718 force->destroy ();
2719
2720 object *force = get_archetype (FORCE_NAME);
2721
2722 force->slaying = name;
2723 force->stats.food = 1;
2724 force->speed_left = -1.f;
2725
2726 force->set_speed (duration ? 1.f / duration : 0.f);
2727 force->flag [FLAG_IS_USED_UP] = true;
2728 force->flag [FLAG_APPLIED] = true;
2729
2730 insert (force);
2731}
2732

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