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Comparing deliantra/server/common/object.C (file contents):
Revision 1.142 by root, Mon Apr 30 04:25:29 2007 UTC vs.
Revision 1.188 by root, Wed Sep 12 11:10:09 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}
374/* 374/*
375 * get_nearest_part(multi-object, object 2) returns the part of the 375 * get_nearest_part(multi-object, object 2) returns the part of the
376 * multi-object 1 which is closest to the second object. 376 * multi-object 1 which is closest to the second object.
377 * If it's not a multi-object, it is returned. 377 * If it's not a multi-object, it is returned.
378 */ 378 */
379
380object * 379object *
381get_nearest_part (object *op, const object *pl) 380get_nearest_part (object *op, const object *pl)
382{ 381{
383 object *tmp, *closest; 382 object *tmp, *closest;
384 int last_dist, i; 383 int last_dist, i;
429} 428}
430 429
431/* 430/*
432 * Sets the owner and sets the skill and exp pointers to owner's current 431 * Sets the owner and sets the skill and exp pointers to owner's current
433 * skill and experience objects. 432 * skill and experience objects.
433 * ACTUALLY NO! investigate! TODO
434 */ 434 */
435void 435void
436object::set_owner (object *owner) 436object::set_owner (object *owner)
437{ 437{
438 // allow objects which own objects
438 if (!owner) 439 if (owner)
439 return;
440
441 /* next line added to allow objects which own objects */
442 /* Add a check for ownercounts in here, as I got into an endless loop
443 * with the fireball owning a poison cloud which then owned the
444 * fireball. I believe that was caused by one of the objects getting
445 * freed and then another object replacing it. Since the ownercounts
446 * didn't match, this check is valid and I believe that cause is valid.
447 */
448 while (owner->owner) 440 while (owner->owner)
449 owner = owner->owner; 441 owner = owner->owner;
450 442
451 this->owner = owner; 443 this->owner = owner;
444}
445
446int
447object::slottype () const
448{
449 if (type == SKILL)
450 {
451 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
452 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
453 }
454 else
455 {
456 if (slot [body_combat].info) return slot_combat;
457 if (slot [body_range ].info) return slot_ranged;
458 }
459
460 return slot_none;
461}
462
463bool
464object::change_weapon (object *ob)
465{
466 if (current_weapon == ob)
467 return true;
468
469 if (chosen_skill)
470 chosen_skill->flag [FLAG_APPLIED] = false;
471
472 current_weapon = ob;
473 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
474
475 if (chosen_skill)
476 chosen_skill->flag [FLAG_APPLIED] = true;
477
478 update_stats ();
479
480 if (ob)
481 {
482 // now check wether any body locations became invalid, in which case
483 // we cannot apply the weapon at the moment.
484 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
485 if (slot[i].used < 0)
486 {
487 current_weapon = chosen_skill = 0;
488 update_stats ();
489
490 new_draw_info_format (NDI_UNIQUE, 0, this,
491 "You try to balance all your items at once, "
492 "but the %s is just too much for your body. "
493 "[You need to unapply some items first.]", &ob->name);
494 return false;
495 }
496
497 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
498 }
499 else
500 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
501
502 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
503 {
504 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
505 &name, ob->debug_desc ());
506 return false;
507 }
508
509 return true;
452} 510}
453 511
454/* Zero the key_values on op, decrementing the shared-string 512/* Zero the key_values on op, decrementing the shared-string
455 * refcounts and freeing the links. 513 * refcounts and freeing the links.
456 */ 514 */
520object::copy_to (object *dst) 578object::copy_to (object *dst)
521{ 579{
522 *dst = *this; 580 *dst = *this;
523 581
524 if (speed < 0) 582 if (speed < 0)
525 dst->speed_left = speed_left - rndm (); 583 dst->speed_left -= rndm ();
526 584
527 dst->set_speed (dst->speed); 585 dst->set_speed (dst->speed);
528} 586}
529 587
530void 588void
538 * need for monsters, but doesn't hurt to do it for everything. 596 * need for monsters, but doesn't hurt to do it for everything.
539 * by doing so, when a monster is created, it has good starting 597 * by doing so, when a monster is created, it has good starting
540 * values for the body_used info, so when items are created 598 * values for the body_used info, so when items are created
541 * for it, they can be properly equipped. 599 * for it, they can be properly equipped.
542 */ 600 */
543 memcpy (body_used, body_info, sizeof (body_used)); 601 for (int i = NUM_BODY_LOCATIONS; i--; )
602 slot[i].used = slot[i].info;
544 603
545 attachable::instantiate (); 604 attachable::instantiate ();
546} 605}
547 606
548object * 607object *
856 915
857 if (!freed_map) 916 if (!freed_map)
858 { 917 {
859 freed_map = new maptile; 918 freed_map = new maptile;
860 919
920 freed_map->path = "<freed objects map>";
861 freed_map->name = "/internal/freed_objects_map"; 921 freed_map->name = "/internal/freed_objects_map";
862 freed_map->width = 3; 922 freed_map->width = 3;
863 freed_map->height = 3; 923 freed_map->height = 3;
864 924
865 freed_map->alloc (); 925 freed_map->alloc ();
869 map = freed_map; 929 map = freed_map;
870 x = 1; 930 x = 1;
871 y = 1; 931 y = 1;
872 } 932 }
873 933
874 head = 0;
875
876 if (more) 934 if (more)
877 { 935 {
878 more->destroy (); 936 more->destroy ();
879 more = 0; 937 more = 0;
880 } 938 }
881 939
940 head = 0;
941
882 // clear those pointers that likely might have circular references to us 942 // clear those pointers that likely might cause circular references
883 owner = 0; 943 owner = 0;
884 enemy = 0; 944 enemy = 0;
885 attacked_by = 0; 945 attacked_by = 0;
946 current_weapon = 0;
886} 947}
887 948
888void 949void
889object::destroy (bool destroy_inventory) 950object::destroy (bool destroy_inventory)
890{ 951{
891 if (destroyed ()) 952 if (destroyed ())
892 return; 953 return;
893 954
894 if (destroy_inventory) 955 if (destroy_inventory)
895 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
896 963
897 attachable::destroy (); 964 attachable::destroy ();
898} 965}
899 966
900/* 967/*
1015 if (map->in_memory == MAP_SAVING) 1082 if (map->in_memory == MAP_SAVING)
1016 return; 1083 return;
1017 1084
1018 int check_walk_off = !flag [FLAG_NO_APPLY]; 1085 int check_walk_off = !flag [FLAG_NO_APPLY];
1019 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
1020 for (tmp = ms.bot; tmp; tmp = tmp->above) 1099 for (tmp = ms.bot; tmp; tmp = tmp->above)
1021 { 1100 {
1022 /* 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
1023 * being removed. 1102 * being removed.
1024 */ 1103 */
1025
1026 if (tmp->type == PLAYER && tmp != this)
1027 {
1028 /* If a container that the player is currently using somehow gets
1029 * removed (most likely destroyed), update the player view
1030 * appropriately.
1031 */
1032 if (tmp->container == this)
1033 {
1034 flag [FLAG_APPLIED] = 0;
1035 tmp->container = 0;
1036 }
1037
1038 if (tmp->contr->ns)
1039 tmp->contr->ns->floorbox_update ();
1040 }
1041 1104
1042 /* See if object moving off should effect something */ 1105 /* See if object moving off should effect something */
1043 if (check_walk_off 1106 if (check_walk_off
1044 && ((move_type & tmp->move_off) 1107 && ((move_type & tmp->move_off)
1045 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1108 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1048 1111
1049 if (destroyed ()) 1112 if (destroyed ())
1050 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 ());
1051 } 1114 }
1052 1115
1053 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1054 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1055 if (tmp->above == tmp)
1056 tmp->above = 0;
1057
1058 last = tmp; 1116 last = tmp;
1059 } 1117 }
1060 1118
1061 /* last == NULL if there are no objects on this space */ 1119 /* last == NULL if there are no objects on this space */
1062 //TODO: this makes little sense, why only update the topmost object? 1120 //TODO: this makes little sense, why only update the topmost object?
1113 if (more) 1171 if (more)
1114 return; 1172 return;
1115 1173
1116 object *prev = this; 1174 object *prev = this;
1117 1175
1118 for (archetype *at = arch->more; at; at = at->more) 1176 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1119 { 1177 {
1120 object *op = arch_to_object (at); 1178 object *op = arch_to_object (at);
1121 1179
1122 op->name = name; 1180 op->name = name;
1123 op->name_pl = name_pl; 1181 op->name_pl = name_pl;
1137object * 1195object *
1138insert_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)
1139{ 1197{
1140 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1198 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1141 { 1199 {
1142 tmp->x = x + tmp->arch->clone.x; 1200 tmp->x = x + tmp->arch->x;
1143 tmp->y = y + tmp->arch->clone.y; 1201 tmp->y = y + tmp->arch->y;
1144 } 1202 }
1145 1203
1146 return insert_ob_in_map (op, m, originator, flag); 1204 return insert_ob_in_map (op, m, originator, flag);
1147} 1205}
1148 1206
1169object * 1227object *
1170insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1228insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1171{ 1229{
1172 assert (!op->flag [FLAG_FREED]); 1230 assert (!op->flag [FLAG_FREED]);
1173 1231
1174 object *tmp, *top, *floor = NULL; 1232 object *top, *floor = NULL;
1175 1233
1176 op->remove (); 1234 op->remove ();
1177
1178#if 0
1179 if (!m->active != !op->active)
1180 if (m->active)
1181 op->activate_recursive ();
1182 else
1183 op->deactivate_recursive ();
1184#endif
1185
1186 if (out_of_map (m, op->x, op->y))
1187 {
1188 LOG (llevError, "Trying to insert object outside the map.\n%s\n", op->debug_desc ());
1189#ifdef MANY_CORES
1190 /* Better to catch this here, as otherwise the next use of this object
1191 * is likely to cause a crash. Better to find out where it is getting
1192 * improperly inserted.
1193 */
1194 abort ();
1195#endif
1196 return op;
1197 }
1198
1199 if (object *more = op->more)
1200 {
1201 if (!insert_ob_in_map (more, m, originator, flag))
1202 {
1203 if (!op->head)
1204 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1205
1206 return 0;
1207 }
1208 }
1209
1210 CLEAR_FLAG (op, FLAG_REMOVED);
1211 1235
1212 /* Ideally, the caller figures this out. However, it complicates a lot 1236 /* Ideally, the caller figures this out. However, it complicates a lot
1213 * of areas of callers (eg, anything that uses find_free_spot would now 1237 * of areas of callers (eg, anything that uses find_free_spot would now
1214 * need extra work 1238 * need extra work
1215 */ 1239 */
1216 if (!xy_normalise (m, op->x, op->y)) 1240 if (!xy_normalise (m, op->x, op->y))
1241 {
1242 op->destroy ();
1217 return 0; 1243 return 0;
1244 }
1245
1246 if (object *more = op->more)
1247 if (!insert_ob_in_map (more, m, originator, flag))
1248 return 0;
1249
1250 CLEAR_FLAG (op, FLAG_REMOVED);
1218 1251
1219 op->map = m; 1252 op->map = m;
1220 mapspace &ms = op->ms (); 1253 mapspace &ms = op->ms ();
1221 1254
1222 /* this has to be done after we translate the coordinates. 1255 /* this has to be done after we translate the coordinates.
1223 */ 1256 */
1224 if (op->nrof && !(flag & INS_NO_MERGE)) 1257 if (op->nrof && !(flag & INS_NO_MERGE))
1225 for (tmp = ms.bot; tmp; tmp = tmp->above) 1258 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1226 if (object::can_merge (op, tmp)) 1259 if (object::can_merge (op, tmp))
1227 { 1260 {
1228 op->nrof += tmp->nrof; 1261 op->nrof += tmp->nrof;
1229 tmp->destroy (); 1262 tmp->destroy ();
1230 } 1263 }
1319 */ 1352 */
1320 if (last && last->below && last != floor) 1353 if (last && last->below && last != floor)
1321 top = last->below; 1354 top = last->below;
1322 } 1355 }
1323 } /* If objects on this space */ 1356 } /* If objects on this space */
1324
1325 if (flag & INS_MAP_LOAD) 1357 if (flag & INS_MAP_LOAD)
1326 top = ms.top; 1358 top = ms.top;
1327 1359
1328 if (flag & INS_ABOVE_FLOOR_ONLY) 1360 if (flag & INS_ABOVE_FLOOR_ONLY)
1329 top = floor; 1361 top = floor;
1364 op->map->touch (); 1396 op->map->touch ();
1365 } 1397 }
1366 1398
1367 op->map->dirty = true; 1399 op->map->dirty = true;
1368 1400
1369 /* If we have a floor, we know the player, if any, will be above
1370 * it, so save a few ticks and start from there.
1371 */
1372 if (!(flag & INS_MAP_LOAD)) 1401 if (!(flag & INS_MAP_LOAD))
1373 if (object *pl = ms.player ()) 1402 if (object *pl = ms.player ())
1374 if (pl->contr->ns)
1375 pl->contr->ns->floorbox_update (); 1403 pl->contr->ns->floorbox_update ();
1376 1404
1377 /* If this object glows, it may affect lighting conditions that are 1405 /* If this object glows, it may affect lighting conditions that are
1378 * visible to others on this map. But update_all_los is really 1406 * visible to others on this map. But update_all_los is really
1379 * an inefficient way to do this, as it means los for all players 1407 * an inefficient way to do this, as it means los for all players
1380 * on the map will get recalculated. The players could very well 1408 * on the map will get recalculated. The players could very well
1399 * blocked() and wall() work properly), and these flags are updated by 1427 * blocked() and wall() work properly), and these flags are updated by
1400 * update_object(). 1428 * update_object().
1401 */ 1429 */
1402 1430
1403 /* if this is not the head or flag has been passed, don't check walk on status */ 1431 /* if this is not the head or flag has been passed, don't check walk on status */
1404 if (!(flag & INS_NO_WALK_ON) && !op->head) 1432 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1405 { 1433 {
1406 if (check_move_on (op, originator)) 1434 if (check_move_on (op, originator))
1407 return 0; 1435 return 0;
1408 1436
1409 /* If we are a multi part object, lets work our way through the check 1437 /* If we are a multi part object, lets work our way through the check
1410 * walk on's. 1438 * walk on's.
1411 */ 1439 */
1412 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1440 for (object *tmp = op->more; tmp; tmp = tmp->more)
1413 if (check_move_on (tmp, originator)) 1441 if (check_move_on (tmp, originator))
1414 return 0; 1442 return 0;
1415 } 1443 }
1416 1444
1417 return op; 1445 return op;
1427 object *tmp, *tmp1; 1455 object *tmp, *tmp1;
1428 1456
1429 /* first search for itself and remove any old instances */ 1457 /* first search for itself and remove any old instances */
1430 1458
1431 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 1459 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1432 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1460 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1433 tmp->destroy (); 1461 tmp->destroy ();
1434 1462
1435 tmp1 = arch_to_object (archetype::find (arch_string)); 1463 tmp1 = arch_to_object (archetype::find (arch_string));
1436 1464
1437 tmp1->x = op->x; 1465 tmp1->x = op->x;
1598 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1626 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1599 free (dump); 1627 free (dump);
1600 return op; 1628 return op;
1601 } 1629 }
1602 1630
1603 if (where->head) 1631 if (where->head_ () != where)
1604 { 1632 {
1605 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n"); 1633 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1606 where = where->head; 1634 where = where->head;
1607 } 1635 }
1608 1636
1609 return where->insert (op); 1637 return where->insert (op);
1610} 1638}
1618 * be != op, if items are merged. -Tero 1646 * be != op, if items are merged. -Tero
1619 */ 1647 */
1620object * 1648object *
1621object::insert (object *op) 1649object::insert (object *op)
1622{ 1650{
1623 object *tmp, *otmp;
1624
1625 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1651 if (!QUERY_FLAG (op, FLAG_REMOVED))
1626 op->remove (); 1652 op->remove ();
1627 1653
1628 if (op->more) 1654 if (op->more)
1629 { 1655 {
1631 return op; 1657 return op;
1632 } 1658 }
1633 1659
1634 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1660 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1635 CLEAR_FLAG (op, FLAG_REMOVED); 1661 CLEAR_FLAG (op, FLAG_REMOVED);
1662
1636 if (op->nrof) 1663 if (op->nrof)
1637 { 1664 {
1638 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1665 for (object *tmp = inv; tmp; tmp = tmp->below)
1639 if (object::can_merge (tmp, op)) 1666 if (object::can_merge (tmp, op))
1640 { 1667 {
1641 /* return the original object and remove inserted object 1668 /* return the original object and remove inserted object
1642 (client needs the original object) */ 1669 (client needs the original object) */
1643 tmp->nrof += op->nrof; 1670 tmp->nrof += op->nrof;
1662 add_weight (this, op->weight * op->nrof); 1689 add_weight (this, op->weight * op->nrof);
1663 } 1690 }
1664 else 1691 else
1665 add_weight (this, (op->weight + op->carrying)); 1692 add_weight (this, (op->weight + op->carrying));
1666 1693
1667 otmp = this->in_player (); 1694 if (object *otmp = this->in_player ())
1668 if (otmp && otmp->contr)
1669 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1695 if (otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1670 otmp->update_stats (); 1696 otmp->update_stats ();
1671 1697
1698 op->owner = 0; // its his/hers now. period.
1672 op->map = 0; 1699 op->map = 0;
1673 op->env = this; 1700 op->env = this;
1674 op->above = 0; 1701 op->above = 0;
1675 op->below = 0; 1702 op->below = 0;
1676 op->x = 0, op->y = 0; 1703 op->x = op->y = 0;
1677 1704
1678 /* reset the light list and los of the players on the map */ 1705 /* reset the light list and los of the players on the map */
1679 if ((op->glow_radius != 0) && map) 1706 if (op->glow_radius && map)
1680 { 1707 {
1681#ifdef DEBUG_LIGHTS 1708#ifdef DEBUG_LIGHTS
1682 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1709 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1683#endif /* DEBUG_LIGHTS */ 1710#endif /* DEBUG_LIGHTS */
1684 if (map->darkness) 1711 if (map->darkness)
1938 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1965 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1939 { 1966 {
1940 CLEAR_FLAG (tmp, flag); 1967 CLEAR_FLAG (tmp, flag);
1941 unflag_inv (tmp, flag); 1968 unflag_inv (tmp, flag);
1942 } 1969 }
1943}
1944
1945/*
1946 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1947 * all it's inventory (recursively).
1948 * If checksums are used, a player will get set_cheat called for
1949 * him/her-self and all object carried by a call to this function.
1950 */
1951void
1952set_cheat (object *op)
1953{
1954 SET_FLAG (op, FLAG_WAS_WIZ);
1955 flag_inv (op, FLAG_WAS_WIZ);
1956} 1970}
1957 1971
1958/* 1972/*
1959 * find_free_spot(object, map, x, y, start, stop) will search for 1973 * find_free_spot(object, map, x, y, start, stop) will search for
1960 * a spot at the given map and coordinates which will be able to contain 1974 * a spot at the given map and coordinates which will be able to contain
1982 int index = 0, flag; 1996 int index = 0, flag;
1983 int altern[SIZEOFFREE]; 1997 int altern[SIZEOFFREE];
1984 1998
1985 for (int i = start; i < stop; i++) 1999 for (int i = start; i < stop; i++)
1986 { 2000 {
1987 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2001 mapxy pos (m, x, y); pos.move (i);
1988 if (!flag) 2002
1989 altern [index++] = i; 2003 if (!pos.normalise ())
2004 continue;
2005
2006 mapspace &ms = *pos;
2007 ms.update ();
2008
2009 /* However, often
2010 * ob doesn't have any move type (when used to place exits)
2011 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
2012 */
2013 if (ob->move_type == 0 && ms.move_block != MOVE_ALL)
2014 continue;
1990 2015
1991 /* Basically, if we find a wall on a space, we cut down the search size. 2016 /* Basically, if we find a wall on a space, we cut down the search size.
1992 * In this way, we won't return spaces that are on another side of a wall. 2017 * In this way, we won't return spaces that are on another side of a wall.
1993 * This mostly work, but it cuts down the search size in all directions - 2018 * This mostly work, but it cuts down the search size in all directions -
1994 * if the space being examined only has a wall to the north and empty 2019 * if the space being examined only has a wall to the north and empty
1995 * spaces in all the other directions, this will reduce the search space 2020 * spaces in all the other directions, this will reduce the search space
1996 * to only the spaces immediately surrounding the target area, and 2021 * to only the spaces immediately surrounding the target area, and
1997 * won't look 2 spaces south of the target space. 2022 * won't look 2 spaces south of the target space.
1998 */ 2023 */
1999 else if ((flag & P_NO_PASS) && maxfree[i] < stop) 2024 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2025 {
2000 stop = maxfree[i]; 2026 stop = maxfree[i];
2027 continue;
2028 }
2029
2030 /* Note it is intentional that we check ob - the movement type of the
2031 * head of the object should correspond for the entire object.
2032 */
2033 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2034 continue;
2035
2036 altern [index++] = i;
2001 } 2037 }
2002 2038
2003 if (!index) 2039 if (!index)
2004 return -1; 2040 return -1;
2005 2041
2014 */ 2050 */
2015int 2051int
2016find_first_free_spot (const object *ob, maptile *m, int x, int y) 2052find_first_free_spot (const object *ob, maptile *m, int x, int y)
2017{ 2053{
2018 for (int i = 0; i < SIZEOFFREE; i++) 2054 for (int i = 0; i < SIZEOFFREE; i++)
2019 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2055 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2020 return i; 2056 return i;
2021 2057
2022 return -1; 2058 return -1;
2023} 2059}
2024 2060
2078 object *tmp; 2114 object *tmp;
2079 maptile *mp; 2115 maptile *mp;
2080 2116
2081 MoveType blocked, move_type; 2117 MoveType blocked, move_type;
2082 2118
2083 if (exclude && exclude->head) 2119 if (exclude && exclude->head_ () != exclude)
2084 { 2120 {
2085 exclude = exclude->head; 2121 exclude = exclude->head;
2086 move_type = exclude->move_type; 2122 move_type = exclude->move_type;
2087 } 2123 }
2088 else 2124 else
2111 max = maxfree[i]; 2147 max = maxfree[i];
2112 else if (mflags & P_IS_ALIVE) 2148 else if (mflags & P_IS_ALIVE)
2113 { 2149 {
2114 for (tmp = ms.bot; tmp; tmp = tmp->above) 2150 for (tmp = ms.bot; tmp; tmp = tmp->above)
2115 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2151 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2116 && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2152 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2117 break; 2153 break;
2118 2154
2119 if (tmp) 2155 if (tmp)
2120 return freedir[i]; 2156 return freedir[i];
2121 } 2157 }
2301 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2337 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2302 * core dumps if they do. 2338 * core dumps if they do.
2303 * 2339 *
2304 * Add a check so we can't pick up invisible objects (0.93.8) 2340 * Add a check so we can't pick up invisible objects (0.93.8)
2305 */ 2341 */
2306
2307int 2342int
2308can_pick (const object *who, const object *item) 2343can_pick (const object *who, const object *item)
2309{ 2344{
2310 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2345 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2311 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2346 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2316 * create clone from object to another 2351 * create clone from object to another
2317 */ 2352 */
2318object * 2353object *
2319object_create_clone (object *asrc) 2354object_create_clone (object *asrc)
2320{ 2355{
2321 object *dst = 0, *tmp, *src, *part, *prev, *item; 2356 object *dst = 0, *tmp, *src, *prev, *item;
2322 2357
2323 if (!asrc) 2358 if (!asrc)
2324 return 0; 2359 return 0;
2325 2360
2326 src = asrc;
2327 if (src->head)
2328 src = src->head; 2361 src = asrc->head_ ();
2329 2362
2330 prev = 0; 2363 prev = 0;
2331 for (part = src; part; part = part->more) 2364 for (object *part = src; part; part = part->more)
2332 { 2365 {
2333 tmp = part->clone (); 2366 tmp = part->clone ();
2334 tmp->x -= src->x; 2367 tmp->x -= src->x;
2335 tmp->y -= src->y; 2368 tmp->y -= src->y;
2336 2369
2449 /* Basically, if the archetype has this key set, 2482 /* Basically, if the archetype has this key set,
2450 * we need to store the null value so when we save 2483 * we need to store the null value so when we save
2451 * it, we save the empty value so that when we load, 2484 * it, we save the empty value so that when we load,
2452 * we get this value back again. 2485 * we get this value back again.
2453 */ 2486 */
2454 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2487 if (get_ob_key_link (op->arch, canonical_key))
2455 field->value = 0; 2488 field->value = 0;
2456 else 2489 else
2457 { 2490 {
2458 if (last) 2491 if (last)
2459 last->next = field->next; 2492 last->next = field->next;
2528 } 2561 }
2529 else 2562 else
2530 item = item->env; 2563 item = item->env;
2531} 2564}
2532 2565
2533
2534const char * 2566const char *
2535object::flag_desc (char *desc, int len) const 2567object::flag_desc (char *desc, int len) const
2536{ 2568{
2537 char *p = desc; 2569 char *p = desc;
2538 bool first = true; 2570 bool first = true;
2572 &name, 2604 &name,
2573 title ? "\",title:\"" : "", 2605 title ? "\",title:\"" : "",
2574 title ? (const char *)title : "", 2606 title ? (const char *)title : "",
2575 flag_desc (flagdesc, 512), type); 2607 flag_desc (flagdesc, 512), type);
2576 2608
2577 if (env) 2609 if (!this->flag[FLAG_REMOVED] && env)
2578 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2610 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2579 2611
2580 if (map) 2612 if (map)
2581 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y); 2613 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2582 2614
2584} 2616}
2585 2617
2586const char * 2618const char *
2587object::debug_desc () const 2619object::debug_desc () const
2588{ 2620{
2589 static char info[256 * 4]; 2621 static char info[3][256 * 4];
2622 static int info_idx;
2623
2590 return debug_desc (info); 2624 return debug_desc (info [++info_idx % 3]);
2591}
2592
2593const char *
2594object::debug_desc2 () const
2595{
2596 static char info[256 * 4];
2597 return debug_desc (info);
2598} 2625}
2599 2626
2600struct region * 2627struct region *
2601object::region () const 2628object::region () const
2602{ 2629{
2605} 2632}
2606 2633
2607const materialtype_t * 2634const materialtype_t *
2608object::dominant_material () const 2635object::dominant_material () const
2609{ 2636{
2610 if (materialtype_t *mat = name_to_material (materialname)) 2637 if (materialtype_t *mt = name_to_material (materialname))
2611 return mat; 2638 return mt;
2612 2639
2613 // omfg this is slow, this has to be temporary :)
2614 shstr unknown ("unknown");
2615
2616 return name_to_material (unknown); 2640 return name_to_material (shstr_unknown);
2617} 2641}
2618 2642
2619void 2643void
2620object::open_container (object *new_container) 2644object::open_container (object *new_container)
2621{ 2645{
2637 old_container->flag [FLAG_APPLIED] = 0; 2661 old_container->flag [FLAG_APPLIED] = 0;
2638 container = 0; 2662 container = 0;
2639 2663
2640 esrv_update_item (UPD_FLAGS, this, old_container); 2664 esrv_update_item (UPD_FLAGS, this, old_container);
2641 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); 2665 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2666 play_sound (sound_find ("chest_close"));
2642 } 2667 }
2643 2668
2644 if (new_container) 2669 if (new_container)
2645 { 2670 {
2646 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this))) 2671 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2662 new_container->flag [FLAG_APPLIED] = 1; 2687 new_container->flag [FLAG_APPLIED] = 1;
2663 container = new_container; 2688 container = new_container;
2664 2689
2665 esrv_update_item (UPD_FLAGS, this, new_container); 2690 esrv_update_item (UPD_FLAGS, this, new_container);
2666 esrv_send_inventory (this, new_container); 2691 esrv_send_inventory (this, new_container);
2692 play_sound (sound_find ("chest_open"));
2693 }
2694}
2695
2696object *
2697object::force_find (const shstr name)
2698{
2699 /* cycle through his inventory to look for the MARK we want to
2700 * place
2701 */
2702 for (object *tmp = inv; tmp; tmp = tmp->below)
2703 if (tmp->type == FORCE && tmp->slaying == name)
2704 return splay (tmp);
2705
2706 return 0;
2707}
2708
2709void
2710object::force_add (const shstr name, int duration)
2711{
2712 if (object *force = force_find (name))
2713 force->destroy ();
2714
2715 object *force = get_archetype (FORCE_NAME);
2716
2717 force->slaying = name;
2718 force->stats.food = 1;
2719 force->speed_left = -1.f;
2720
2721 force->set_speed (duration ? 1.f / duration : 0.f);
2722 force->flag [FLAG_IS_USED_UP] = true;
2723 force->flag [FLAG_APPLIED] = true;
2724
2725 insert (force);
2726}
2727
2728void
2729object::play_sound (faceidx sound) const
2730{
2731 if (!sound)
2732 return;
2733
2734 if (flag [FLAG_REMOVED])
2735 return;
2736
2737 if (env)
2667 } 2738 {
2739 if (object *pl = in_player ())
2740 pl->contr->play_sound (sound);
2741 }
2742 else
2743 map->play_sound (sound, x, y);
2668} 2744}
2669 2745
2670

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