ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/common/object.C
(Generate patch)

Comparing deliantra/server/common/object.C (file contents):
Revision 1.145 by root, Mon May 7 03:05:58 2007 UTC vs.
Revision 1.187 by root, Tue Sep 4 08:42:55 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;
452} 444}
453 445
454void 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
455object::set_weapon (object *ob) 464object::change_weapon (object *ob)
456{ 465{
457 if (current_weapon == ob) 466 if (current_weapon == ob)
458 return; 467 return true;
468
469 if (chosen_skill)
470 chosen_skill->flag [FLAG_APPLIED] = false;
459 471
460 current_weapon = ob; 472 current_weapon = ob;
461 new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name); 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
462 update_stats (); 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;
463} 510}
464 511
465/* Zero the key_values on op, decrementing the shared-string 512/* Zero the key_values on op, decrementing the shared-string
466 * refcounts and freeing the links. 513 * refcounts and freeing the links.
467 */ 514 */
531object::copy_to (object *dst) 578object::copy_to (object *dst)
532{ 579{
533 *dst = *this; 580 *dst = *this;
534 581
535 if (speed < 0) 582 if (speed < 0)
536 dst->speed_left = speed_left - rndm (); 583 dst->speed_left -= rndm ();
537 584
538 dst->set_speed (dst->speed); 585 dst->set_speed (dst->speed);
539} 586}
540 587
541void 588void
868 915
869 if (!freed_map) 916 if (!freed_map)
870 { 917 {
871 freed_map = new maptile; 918 freed_map = new maptile;
872 919
920 freed_map->path = "<freed objects map>";
873 freed_map->name = "/internal/freed_objects_map"; 921 freed_map->name = "/internal/freed_objects_map";
874 freed_map->width = 3; 922 freed_map->width = 3;
875 freed_map->height = 3; 923 freed_map->height = 3;
876 924
877 freed_map->alloc (); 925 freed_map->alloc ();
881 map = freed_map; 929 map = freed_map;
882 x = 1; 930 x = 1;
883 y = 1; 931 y = 1;
884 } 932 }
885 933
886 head = 0;
887
888 if (more) 934 if (more)
889 { 935 {
890 more->destroy (); 936 more->destroy ();
891 more = 0; 937 more = 0;
892 } 938 }
893 939
940 head = 0;
941
894 // clear those pointers that likely might have circular references to us 942 // clear those pointers that likely might cause circular references
895 owner = 0; 943 owner = 0;
896 enemy = 0; 944 enemy = 0;
897 attacked_by = 0; 945 attacked_by = 0;
946 current_weapon = 0;
898} 947}
899 948
900void 949void
901object::destroy (bool destroy_inventory) 950object::destroy (bool destroy_inventory)
902{ 951{
903 if (destroyed ()) 952 if (destroyed ())
904 return; 953 return;
905 954
906 if (destroy_inventory) 955 if (destroy_inventory)
907 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
908 963
909 attachable::destroy (); 964 attachable::destroy ();
910} 965}
911 966
912/* 967/*
1027 if (map->in_memory == MAP_SAVING) 1082 if (map->in_memory == MAP_SAVING)
1028 return; 1083 return;
1029 1084
1030 int check_walk_off = !flag [FLAG_NO_APPLY]; 1085 int check_walk_off = !flag [FLAG_NO_APPLY];
1031 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
1032 for (tmp = ms.bot; tmp; tmp = tmp->above) 1099 for (tmp = ms.bot; tmp; tmp = tmp->above)
1033 { 1100 {
1034 /* 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
1035 * being removed. 1102 * being removed.
1036 */ 1103 */
1037
1038 if (tmp->type == PLAYER && tmp != this)
1039 {
1040 /* If a container that the player is currently using somehow gets
1041 * removed (most likely destroyed), update the player view
1042 * appropriately.
1043 */
1044 if (tmp->container == this)
1045 {
1046 flag [FLAG_APPLIED] = 0;
1047 tmp->container = 0;
1048 }
1049
1050 if (tmp->contr->ns)
1051 tmp->contr->ns->floorbox_update ();
1052 }
1053 1104
1054 /* See if object moving off should effect something */ 1105 /* See if object moving off should effect something */
1055 if (check_walk_off 1106 if (check_walk_off
1056 && ((move_type & tmp->move_off) 1107 && ((move_type & tmp->move_off)
1057 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1108 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1060 1111
1061 if (destroyed ()) 1112 if (destroyed ())
1062 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 ());
1063 } 1114 }
1064 1115
1065 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1066 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1067 if (tmp->above == tmp)
1068 tmp->above = 0;
1069
1070 last = tmp; 1116 last = tmp;
1071 } 1117 }
1072 1118
1073 /* last == NULL if there are no objects on this space */ 1119 /* last == NULL if there are no objects on this space */
1074 //TODO: this makes little sense, why only update the topmost object? 1120 //TODO: this makes little sense, why only update the topmost object?
1125 if (more) 1171 if (more)
1126 return; 1172 return;
1127 1173
1128 object *prev = this; 1174 object *prev = this;
1129 1175
1130 for (archetype *at = arch->more; at; at = at->more) 1176 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1131 { 1177 {
1132 object *op = arch_to_object (at); 1178 object *op = arch_to_object (at);
1133 1179
1134 op->name = name; 1180 op->name = name;
1135 op->name_pl = name_pl; 1181 op->name_pl = name_pl;
1149object * 1195object *
1150insert_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)
1151{ 1197{
1152 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1198 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1153 { 1199 {
1154 tmp->x = x + tmp->arch->clone.x; 1200 tmp->x = x + tmp->arch->x;
1155 tmp->y = y + tmp->arch->clone.y; 1201 tmp->y = y + tmp->arch->y;
1156 } 1202 }
1157 1203
1158 return insert_ob_in_map (op, m, originator, flag); 1204 return insert_ob_in_map (op, m, originator, flag);
1159} 1205}
1160 1206
1181object * 1227object *
1182insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1228insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1183{ 1229{
1184 assert (!op->flag [FLAG_FREED]); 1230 assert (!op->flag [FLAG_FREED]);
1185 1231
1186 object *tmp, *top, *floor = NULL; 1232 object *top, *floor = NULL;
1187 1233
1188 op->remove (); 1234 op->remove ();
1189
1190#if 0
1191 if (!m->active != !op->active)
1192 if (m->active)
1193 op->activate_recursive ();
1194 else
1195 op->deactivate_recursive ();
1196#endif
1197
1198 if (out_of_map (m, op->x, op->y))
1199 {
1200 LOG (llevError, "Trying to insert object outside the map.\n%s\n", op->debug_desc ());
1201#ifdef MANY_CORES
1202 /* Better to catch this here, as otherwise the next use of this object
1203 * is likely to cause a crash. Better to find out where it is getting
1204 * improperly inserted.
1205 */
1206 abort ();
1207#endif
1208 return op;
1209 }
1210
1211 if (object *more = op->more)
1212 {
1213 if (!insert_ob_in_map (more, m, originator, flag))
1214 {
1215 if (!op->head)
1216 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1217
1218 return 0;
1219 }
1220 }
1221
1222 CLEAR_FLAG (op, FLAG_REMOVED);
1223 1235
1224 /* Ideally, the caller figures this out. However, it complicates a lot 1236 /* Ideally, the caller figures this out. However, it complicates a lot
1225 * 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
1226 * need extra work 1238 * need extra work
1227 */ 1239 */
1228 if (!xy_normalise (m, op->x, op->y)) 1240 if (!xy_normalise (m, op->x, op->y))
1241 {
1242 op->destroy ();
1229 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);
1230 1251
1231 op->map = m; 1252 op->map = m;
1232 mapspace &ms = op->ms (); 1253 mapspace &ms = op->ms ();
1233 1254
1234 /* this has to be done after we translate the coordinates. 1255 /* this has to be done after we translate the coordinates.
1235 */ 1256 */
1236 if (op->nrof && !(flag & INS_NO_MERGE)) 1257 if (op->nrof && !(flag & INS_NO_MERGE))
1237 for (tmp = ms.bot; tmp; tmp = tmp->above) 1258 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1238 if (object::can_merge (op, tmp)) 1259 if (object::can_merge (op, tmp))
1239 { 1260 {
1240 op->nrof += tmp->nrof; 1261 op->nrof += tmp->nrof;
1241 tmp->destroy (); 1262 tmp->destroy ();
1242 } 1263 }
1331 */ 1352 */
1332 if (last && last->below && last != floor) 1353 if (last && last->below && last != floor)
1333 top = last->below; 1354 top = last->below;
1334 } 1355 }
1335 } /* If objects on this space */ 1356 } /* If objects on this space */
1336
1337 if (flag & INS_MAP_LOAD) 1357 if (flag & INS_MAP_LOAD)
1338 top = ms.top; 1358 top = ms.top;
1339 1359
1340 if (flag & INS_ABOVE_FLOOR_ONLY) 1360 if (flag & INS_ABOVE_FLOOR_ONLY)
1341 top = floor; 1361 top = floor;
1376 op->map->touch (); 1396 op->map->touch ();
1377 } 1397 }
1378 1398
1379 op->map->dirty = true; 1399 op->map->dirty = true;
1380 1400
1381 /* If we have a floor, we know the player, if any, will be above
1382 * it, so save a few ticks and start from there.
1383 */
1384 if (!(flag & INS_MAP_LOAD)) 1401 if (!(flag & INS_MAP_LOAD))
1385 if (object *pl = ms.player ()) 1402 if (object *pl = ms.player ())
1386 if (pl->contr->ns)
1387 pl->contr->ns->floorbox_update (); 1403 pl->contr->ns->floorbox_update ();
1388 1404
1389 /* If this object glows, it may affect lighting conditions that are 1405 /* If this object glows, it may affect lighting conditions that are
1390 * 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
1391 * 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
1392 * on the map will get recalculated. The players could very well 1408 * on the map will get recalculated. The players could very well
1411 * blocked() and wall() work properly), and these flags are updated by 1427 * blocked() and wall() work properly), and these flags are updated by
1412 * update_object(). 1428 * update_object().
1413 */ 1429 */
1414 1430
1415 /* 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 */
1416 if (!(flag & INS_NO_WALK_ON) && !op->head) 1432 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1417 { 1433 {
1418 if (check_move_on (op, originator)) 1434 if (check_move_on (op, originator))
1419 return 0; 1435 return 0;
1420 1436
1421 /* 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
1422 * walk on's. 1438 * walk on's.
1423 */ 1439 */
1424 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1440 for (object *tmp = op->more; tmp; tmp = tmp->more)
1425 if (check_move_on (tmp, originator)) 1441 if (check_move_on (tmp, originator))
1426 return 0; 1442 return 0;
1427 } 1443 }
1428 1444
1429 return op; 1445 return op;
1439 object *tmp, *tmp1; 1455 object *tmp, *tmp1;
1440 1456
1441 /* first search for itself and remove any old instances */ 1457 /* first search for itself and remove any old instances */
1442 1458
1443 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 1459 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1444 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1460 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1445 tmp->destroy (); 1461 tmp->destroy ();
1446 1462
1447 tmp1 = arch_to_object (archetype::find (arch_string)); 1463 tmp1 = arch_to_object (archetype::find (arch_string));
1448 1464
1449 tmp1->x = op->x; 1465 tmp1->x = op->x;
1610 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);
1611 free (dump); 1627 free (dump);
1612 return op; 1628 return op;
1613 } 1629 }
1614 1630
1615 if (where->head) 1631 if (where->head_ () != where)
1616 { 1632 {
1617 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");
1618 where = where->head; 1634 where = where->head;
1619 } 1635 }
1620 1636
1621 return where->insert (op); 1637 return where->insert (op);
1622} 1638}
1630 * be != op, if items are merged. -Tero 1646 * be != op, if items are merged. -Tero
1631 */ 1647 */
1632object * 1648object *
1633object::insert (object *op) 1649object::insert (object *op)
1634{ 1650{
1635 object *tmp, *otmp;
1636
1637 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1651 if (!QUERY_FLAG (op, FLAG_REMOVED))
1638 op->remove (); 1652 op->remove ();
1639 1653
1640 if (op->more) 1654 if (op->more)
1641 { 1655 {
1643 return op; 1657 return op;
1644 } 1658 }
1645 1659
1646 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1660 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1647 CLEAR_FLAG (op, FLAG_REMOVED); 1661 CLEAR_FLAG (op, FLAG_REMOVED);
1662
1648 if (op->nrof) 1663 if (op->nrof)
1649 { 1664 {
1650 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1665 for (object *tmp = inv; tmp; tmp = tmp->below)
1651 if (object::can_merge (tmp, op)) 1666 if (object::can_merge (tmp, op))
1652 { 1667 {
1653 /* return the original object and remove inserted object 1668 /* return the original object and remove inserted object
1654 (client needs the original object) */ 1669 (client needs the original object) */
1655 tmp->nrof += op->nrof; 1670 tmp->nrof += op->nrof;
1674 add_weight (this, op->weight * op->nrof); 1689 add_weight (this, op->weight * op->nrof);
1675 } 1690 }
1676 else 1691 else
1677 add_weight (this, (op->weight + op->carrying)); 1692 add_weight (this, (op->weight + op->carrying));
1678 1693
1679 otmp = this->in_player (); 1694 if (object *otmp = this->in_player ())
1680 if (otmp && otmp->contr)
1681 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1695 if (otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1682 otmp->update_stats (); 1696 otmp->update_stats ();
1683 1697
1698 op->owner = 0; // its his/hers now. period.
1684 op->map = 0; 1699 op->map = 0;
1685 op->env = this; 1700 op->env = this;
1686 op->above = 0; 1701 op->above = 0;
1687 op->below = 0; 1702 op->below = 0;
1688 op->x = 0, op->y = 0; 1703 op->x = op->y = 0;
1689 1704
1690 /* 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 */
1691 if ((op->glow_radius != 0) && map) 1706 if (op->glow_radius && map)
1692 { 1707 {
1693#ifdef DEBUG_LIGHTS 1708#ifdef DEBUG_LIGHTS
1694 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);
1695#endif /* DEBUG_LIGHTS */ 1710#endif /* DEBUG_LIGHTS */
1696 if (map->darkness) 1711 if (map->darkness)
1950 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1965 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1951 { 1966 {
1952 CLEAR_FLAG (tmp, flag); 1967 CLEAR_FLAG (tmp, flag);
1953 unflag_inv (tmp, flag); 1968 unflag_inv (tmp, flag);
1954 } 1969 }
1955}
1956
1957/*
1958 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1959 * all it's inventory (recursively).
1960 * If checksums are used, a player will get set_cheat called for
1961 * him/her-self and all object carried by a call to this function.
1962 */
1963void
1964set_cheat (object *op)
1965{
1966 SET_FLAG (op, FLAG_WAS_WIZ);
1967 flag_inv (op, FLAG_WAS_WIZ);
1968} 1970}
1969 1971
1970/* 1972/*
1971 * 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
1972 * 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
2090 object *tmp; 2092 object *tmp;
2091 maptile *mp; 2093 maptile *mp;
2092 2094
2093 MoveType blocked, move_type; 2095 MoveType blocked, move_type;
2094 2096
2095 if (exclude && exclude->head) 2097 if (exclude && exclude->head_ () != exclude)
2096 { 2098 {
2097 exclude = exclude->head; 2099 exclude = exclude->head;
2098 move_type = exclude->move_type; 2100 move_type = exclude->move_type;
2099 } 2101 }
2100 else 2102 else
2123 max = maxfree[i]; 2125 max = maxfree[i];
2124 else if (mflags & P_IS_ALIVE) 2126 else if (mflags & P_IS_ALIVE)
2125 { 2127 {
2126 for (tmp = ms.bot; tmp; tmp = tmp->above) 2128 for (tmp = ms.bot; tmp; tmp = tmp->above)
2127 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2129 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2128 && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2130 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2129 break; 2131 break;
2130 2132
2131 if (tmp) 2133 if (tmp)
2132 return freedir[i]; 2134 return freedir[i];
2133 } 2135 }
2313 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2315 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2314 * core dumps if they do. 2316 * core dumps if they do.
2315 * 2317 *
2316 * Add a check so we can't pick up invisible objects (0.93.8) 2318 * Add a check so we can't pick up invisible objects (0.93.8)
2317 */ 2319 */
2318
2319int 2320int
2320can_pick (const object *who, const object *item) 2321can_pick (const object *who, const object *item)
2321{ 2322{
2322 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2323 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2323 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2324 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2328 * create clone from object to another 2329 * create clone from object to another
2329 */ 2330 */
2330object * 2331object *
2331object_create_clone (object *asrc) 2332object_create_clone (object *asrc)
2332{ 2333{
2333 object *dst = 0, *tmp, *src, *part, *prev, *item; 2334 object *dst = 0, *tmp, *src, *prev, *item;
2334 2335
2335 if (!asrc) 2336 if (!asrc)
2336 return 0; 2337 return 0;
2337 2338
2338 src = asrc;
2339 if (src->head)
2340 src = src->head; 2339 src = asrc->head_ ();
2341 2340
2342 prev = 0; 2341 prev = 0;
2343 for (part = src; part; part = part->more) 2342 for (object *part = src; part; part = part->more)
2344 { 2343 {
2345 tmp = part->clone (); 2344 tmp = part->clone ();
2346 tmp->x -= src->x; 2345 tmp->x -= src->x;
2347 tmp->y -= src->y; 2346 tmp->y -= src->y;
2348 2347
2461 /* Basically, if the archetype has this key set, 2460 /* Basically, if the archetype has this key set,
2462 * we need to store the null value so when we save 2461 * we need to store the null value so when we save
2463 * it, we save the empty value so that when we load, 2462 * it, we save the empty value so that when we load,
2464 * we get this value back again. 2463 * we get this value back again.
2465 */ 2464 */
2466 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2465 if (get_ob_key_link (op->arch, canonical_key))
2467 field->value = 0; 2466 field->value = 0;
2468 else 2467 else
2469 { 2468 {
2470 if (last) 2469 if (last)
2471 last->next = field->next; 2470 last->next = field->next;
2540 } 2539 }
2541 else 2540 else
2542 item = item->env; 2541 item = item->env;
2543} 2542}
2544 2543
2545
2546const char * 2544const char *
2547object::flag_desc (char *desc, int len) const 2545object::flag_desc (char *desc, int len) const
2548{ 2546{
2549 char *p = desc; 2547 char *p = desc;
2550 bool first = true; 2548 bool first = true;
2584 &name, 2582 &name,
2585 title ? "\",title:\"" : "", 2583 title ? "\",title:\"" : "",
2586 title ? (const char *)title : "", 2584 title ? (const char *)title : "",
2587 flag_desc (flagdesc, 512), type); 2585 flag_desc (flagdesc, 512), type);
2588 2586
2589 if (env) 2587 if (!this->flag[FLAG_REMOVED] && env)
2590 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2588 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2591 2589
2592 if (map) 2590 if (map)
2593 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y); 2591 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2594 2592
2612} 2610}
2613 2611
2614const materialtype_t * 2612const materialtype_t *
2615object::dominant_material () const 2613object::dominant_material () const
2616{ 2614{
2617 if (materialtype_t *mat = name_to_material (materialname)) 2615 if (materialtype_t *mt = name_to_material (materialname))
2618 return mat; 2616 return mt;
2619 2617
2620 // omfg this is slow, this has to be temporary :)
2621 shstr unknown ("unknown");
2622
2623 return name_to_material (unknown); 2618 return name_to_material (shstr_unknown);
2624} 2619}
2625 2620
2626void 2621void
2627object::open_container (object *new_container) 2622object::open_container (object *new_container)
2628{ 2623{
2644 old_container->flag [FLAG_APPLIED] = 0; 2639 old_container->flag [FLAG_APPLIED] = 0;
2645 container = 0; 2640 container = 0;
2646 2641
2647 esrv_update_item (UPD_FLAGS, this, old_container); 2642 esrv_update_item (UPD_FLAGS, this, old_container);
2648 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); 2643 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2644 play_sound (sound_find ("chest_close"));
2649 } 2645 }
2650 2646
2651 if (new_container) 2647 if (new_container)
2652 { 2648 {
2653 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this))) 2649 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2669 new_container->flag [FLAG_APPLIED] = 1; 2665 new_container->flag [FLAG_APPLIED] = 1;
2670 container = new_container; 2666 container = new_container;
2671 2667
2672 esrv_update_item (UPD_FLAGS, this, new_container); 2668 esrv_update_item (UPD_FLAGS, this, new_container);
2673 esrv_send_inventory (this, new_container); 2669 esrv_send_inventory (this, new_container);
2670 play_sound (sound_find ("chest_open"));
2671 }
2672}
2673
2674object *
2675object::force_find (const shstr name)
2676{
2677 /* cycle through his inventory to look for the MARK we want to
2678 * place
2679 */
2680 for (object *tmp = inv; tmp; tmp = tmp->below)
2681 if (tmp->type == FORCE && tmp->slaying == name)
2682 return splay (tmp);
2683
2684 return 0;
2685}
2686
2687void
2688object::force_add (const shstr name, int duration)
2689{
2690 if (object *force = force_find (name))
2691 force->destroy ();
2692
2693 object *force = get_archetype (FORCE_NAME);
2694
2695 force->slaying = name;
2696 force->stats.food = 1;
2697 force->speed_left = -1.f;
2698
2699 force->set_speed (duration ? 1.f / duration : 0.f);
2700 force->flag [FLAG_IS_USED_UP] = true;
2701 force->flag [FLAG_APPLIED] = true;
2702
2703 insert (force);
2704}
2705
2706void
2707object::play_sound (faceidx sound) const
2708{
2709 if (!sound)
2710 return;
2711
2712 if (flag [FLAG_REMOVED])
2713 return;
2714
2715 if (env)
2674 } 2716 {
2717 if (object *pl = in_player ())
2718 pl->contr->play_sound (sound);
2719 }
2720 else
2721 map->play_sound (sound, x, y);
2675} 2722}
2676 2723
2677

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines