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 1.146 by root, Fri May 11 21:07:13 2007 UTC vs.
Revision 1.191 by root, Sun Sep 30 20:22:15 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. */
300 return 0; 299 return 0;
301 else if (!compare_ob_value_lists (ob1, ob2)) 300 else if (!compare_ob_value_lists (ob1, ob2))
302 return 0; 301 return 0;
303 } 302 }
304 303
305 //TODO: generate an event or call into perl for additional checks
306 if (ob1->self || ob2->self) 304 if (ob1->self || ob2->self)
307 { 305 {
308 ob1->optimise (); 306 ob1->optimise ();
309 ob2->optimise (); 307 ob2->optimise ();
310 308
311 if (ob1->self || ob2->self) 309 if (ob1->self || ob2->self)
310 if (!cfperl_can_merge (ob1, ob2))
312 return 0; 311 return 0;
313 } 312 }
314 313
315 /* Everything passes, must be OK. */ 314 /* Everything passes, must be OK. */
316 return 1; 315 return 1;
317} 316}
375/* 374/*
376 * 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
377 * multi-object 1 which is closest to the second object. 376 * multi-object 1 which is closest to the second object.
378 * If it's not a multi-object, it is returned. 377 * If it's not a multi-object, it is returned.
379 */ 378 */
380
381object * 379object *
382get_nearest_part (object *op, const object *pl) 380get_nearest_part (object *op, const object *pl)
383{ 381{
384 object *tmp, *closest; 382 object *tmp, *closest;
385 int last_dist, i; 383 int last_dist, i;
430} 428}
431 429
432/* 430/*
433 * 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
434 * skill and experience objects. 432 * skill and experience objects.
433 * ACTUALLY NO! investigate! TODO
435 */ 434 */
436void 435void
437object::set_owner (object *owner) 436object::set_owner (object *owner)
438{ 437{
438 // allow objects which own objects
439 if (!owner) 439 if (owner)
440 return;
441
442 /* next line added to allow objects which own objects */
443 /* Add a check for ownercounts in here, as I got into an endless loop
444 * with the fireball owning a poison cloud which then owned the
445 * fireball. I believe that was caused by one of the objects getting
446 * freed and then another object replacing it. Since the ownercounts
447 * didn't match, this check is valid and I believe that cause is valid.
448 */
449 while (owner->owner) 440 while (owner->owner)
450 owner = owner->owner; 441 owner = owner->owner;
451 442
452 this->owner = owner; 443 this->owner = owner;
453} 444}
454 445
455void 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
456object::set_weapon (object *ob) 464object::change_weapon (object *ob)
457{ 465{
458 if (current_weapon == ob) 466 if (current_weapon == ob)
459 return; 467 return true;
460
461 new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
462 468
463 if (chosen_skill) 469 if (chosen_skill)
464 chosen_skill->flag [FLAG_APPLIED] = false; 470 chosen_skill->flag [FLAG_APPLIED] = false;
465 471
466 current_weapon = ob; 472 current_weapon = ob;
467 chosen_skill = ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill); 473 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
468 474
469 if (chosen_skill) 475 if (chosen_skill)
470 chosen_skill->flag [FLAG_APPLIED] = true; 476 chosen_skill->flag [FLAG_APPLIED] = true;
471 477
472 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;
473} 510}
474 511
475/* Zero the key_values on op, decrementing the shared-string 512/* Zero the key_values on op, decrementing the shared-string
476 * refcounts and freeing the links. 513 * refcounts and freeing the links.
477 */ 514 */
541object::copy_to (object *dst) 578object::copy_to (object *dst)
542{ 579{
543 *dst = *this; 580 *dst = *this;
544 581
545 if (speed < 0) 582 if (speed < 0)
546 dst->speed_left = speed_left - rndm (); 583 dst->speed_left -= rndm ();
547 584
548 dst->set_speed (dst->speed); 585 dst->set_speed (dst->speed);
549} 586}
550 587
551void 588void
878 915
879 if (!freed_map) 916 if (!freed_map)
880 { 917 {
881 freed_map = new maptile; 918 freed_map = new maptile;
882 919
920 freed_map->path = "<freed objects map>";
883 freed_map->name = "/internal/freed_objects_map"; 921 freed_map->name = "/internal/freed_objects_map";
884 freed_map->width = 3; 922 freed_map->width = 3;
885 freed_map->height = 3; 923 freed_map->height = 3;
886 924
887 freed_map->alloc (); 925 freed_map->alloc ();
891 map = freed_map; 929 map = freed_map;
892 x = 1; 930 x = 1;
893 y = 1; 931 y = 1;
894 } 932 }
895 933
896 head = 0;
897
898 if (more) 934 if (more)
899 { 935 {
900 more->destroy (); 936 more->destroy ();
901 more = 0; 937 more = 0;
902 } 938 }
903 939
940 head = 0;
941
904 // clear those pointers that likely might have circular references to us 942 // clear those pointers that likely might cause circular references
905 owner = 0; 943 owner = 0;
906 enemy = 0; 944 enemy = 0;
907 attacked_by = 0; 945 attacked_by = 0;
946 current_weapon = 0;
908} 947}
909 948
910void 949void
911object::destroy (bool destroy_inventory) 950object::destroy (bool destroy_inventory)
912{ 951{
913 if (destroyed ()) 952 if (destroyed ())
914 return; 953 return;
915 954
916 if (destroy_inventory) 955 if (destroy_inventory)
917 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
918 963
919 attachable::destroy (); 964 attachable::destroy ();
920} 965}
921 966
922/* 967/*
1037 if (map->in_memory == MAP_SAVING) 1082 if (map->in_memory == MAP_SAVING)
1038 return; 1083 return;
1039 1084
1040 int check_walk_off = !flag [FLAG_NO_APPLY]; 1085 int check_walk_off = !flag [FLAG_NO_APPLY];
1041 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
1042 for (tmp = ms.bot; tmp; tmp = tmp->above) 1099 for (tmp = ms.bot; tmp; tmp = tmp->above)
1043 { 1100 {
1044 /* 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
1045 * being removed. 1102 * being removed.
1046 */ 1103 */
1047
1048 if (tmp->type == PLAYER && tmp != this)
1049 {
1050 /* If a container that the player is currently using somehow gets
1051 * removed (most likely destroyed), update the player view
1052 * appropriately.
1053 */
1054 if (tmp->container == this)
1055 {
1056 flag [FLAG_APPLIED] = 0;
1057 tmp->container = 0;
1058 }
1059
1060 if (tmp->contr->ns)
1061 tmp->contr->ns->floorbox_update ();
1062 }
1063 1104
1064 /* See if object moving off should effect something */ 1105 /* See if object moving off should effect something */
1065 if (check_walk_off 1106 if (check_walk_off
1066 && ((move_type & tmp->move_off) 1107 && ((move_type & tmp->move_off)
1067 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1108 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1070 1111
1071 if (destroyed ()) 1112 if (destroyed ())
1072 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 ());
1073 } 1114 }
1074 1115
1075 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1076 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1077 if (tmp->above == tmp)
1078 tmp->above = 0;
1079
1080 last = tmp; 1116 last = tmp;
1081 } 1117 }
1082 1118
1083 /* last == NULL if there are no objects on this space */ 1119 /* last == NULL if there are no objects on this space */
1084 //TODO: this makes little sense, why only update the topmost object? 1120 //TODO: this makes little sense, why only update the topmost object?
1135 if (more) 1171 if (more)
1136 return; 1172 return;
1137 1173
1138 object *prev = this; 1174 object *prev = this;
1139 1175
1140 for (archetype *at = arch->more; at; at = at->more) 1176 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1141 { 1177 {
1142 object *op = arch_to_object (at); 1178 object *op = arch_to_object (at);
1143 1179
1144 op->name = name; 1180 op->name = name;
1145 op->name_pl = name_pl; 1181 op->name_pl = name_pl;
1159object * 1195object *
1160insert_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)
1161{ 1197{
1162 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1198 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1163 { 1199 {
1164 tmp->x = x + tmp->arch->clone.x; 1200 tmp->x = x + tmp->arch->x;
1165 tmp->y = y + tmp->arch->clone.y; 1201 tmp->y = y + tmp->arch->y;
1166 } 1202 }
1167 1203
1168 return insert_ob_in_map (op, m, originator, flag); 1204 return insert_ob_in_map (op, m, originator, flag);
1169} 1205}
1170 1206
1191object * 1227object *
1192insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1228insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1193{ 1229{
1194 assert (!op->flag [FLAG_FREED]); 1230 assert (!op->flag [FLAG_FREED]);
1195 1231
1196 object *tmp, *top, *floor = NULL; 1232 object *top, *floor = NULL;
1197 1233
1198 op->remove (); 1234 op->remove ();
1199
1200#if 0
1201 if (!m->active != !op->active)
1202 if (m->active)
1203 op->activate_recursive ();
1204 else
1205 op->deactivate_recursive ();
1206#endif
1207
1208 if (out_of_map (m, op->x, op->y))
1209 {
1210 LOG (llevError, "Trying to insert object outside the map.\n%s\n", op->debug_desc ());
1211#ifdef MANY_CORES
1212 /* Better to catch this here, as otherwise the next use of this object
1213 * is likely to cause a crash. Better to find out where it is getting
1214 * improperly inserted.
1215 */
1216 abort ();
1217#endif
1218 return op;
1219 }
1220
1221 if (object *more = op->more)
1222 {
1223 if (!insert_ob_in_map (more, m, originator, flag))
1224 {
1225 if (!op->head)
1226 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1227
1228 return 0;
1229 }
1230 }
1231
1232 CLEAR_FLAG (op, FLAG_REMOVED);
1233 1235
1234 /* Ideally, the caller figures this out. However, it complicates a lot 1236 /* Ideally, the caller figures this out. However, it complicates a lot
1235 * 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
1236 * need extra work 1238 * need extra work
1237 */ 1239 */
1238 if (!xy_normalise (m, op->x, op->y)) 1240 if (!xy_normalise (m, op->x, op->y))
1241 {
1242 op->destroy ();
1239 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);
1240 1251
1241 op->map = m; 1252 op->map = m;
1242 mapspace &ms = op->ms (); 1253 mapspace &ms = op->ms ();
1243 1254
1244 /* this has to be done after we translate the coordinates. 1255 /* this has to be done after we translate the coordinates.
1245 */ 1256 */
1246 if (op->nrof && !(flag & INS_NO_MERGE)) 1257 if (op->nrof && !(flag & INS_NO_MERGE))
1247 for (tmp = ms.bot; tmp; tmp = tmp->above) 1258 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1248 if (object::can_merge (op, tmp)) 1259 if (object::can_merge (op, tmp))
1249 { 1260 {
1250 op->nrof += tmp->nrof; 1261 op->nrof += tmp->nrof;
1251 tmp->destroy (); 1262 tmp->destroy ();
1252 } 1263 }
1279 else 1290 else
1280 { 1291 {
1281 top = ms.bot; 1292 top = ms.bot;
1282 1293
1283 /* If there are other objects, then */ 1294 /* If there are other objects, then */
1284 if ((!(flag & INS_MAP_LOAD)) && top) 1295 if (top)
1285 { 1296 {
1286 object *last = 0; 1297 object *last = 0;
1287 1298
1288 /* 1299 /*
1289 * If there are multiple objects on this space, we do some trickier handling. 1300 * If there are multiple objects on this space, we do some trickier handling.
1342 if (last && last->below && last != floor) 1353 if (last && last->below && last != floor)
1343 top = last->below; 1354 top = last->below;
1344 } 1355 }
1345 } /* If objects on this space */ 1356 } /* If objects on this space */
1346 1357
1347 if (flag & INS_MAP_LOAD)
1348 top = ms.top;
1349
1350 if (flag & INS_ABOVE_FLOOR_ONLY) 1358 if (flag & INS_ABOVE_FLOOR_ONLY)
1351 top = floor; 1359 top = floor;
1352 1360
1353 /* Top is the object that our object (op) is going to get inserted above. 1361 /* Top is the object that our object (op) is going to get inserted above.
1354 */ 1362 */
1386 op->map->touch (); 1394 op->map->touch ();
1387 } 1395 }
1388 1396
1389 op->map->dirty = true; 1397 op->map->dirty = true;
1390 1398
1391 /* If we have a floor, we know the player, if any, will be above
1392 * it, so save a few ticks and start from there.
1393 */
1394 if (!(flag & INS_MAP_LOAD))
1395 if (object *pl = ms.player ()) 1399 if (object *pl = ms.player ())
1396 if (pl->contr->ns)
1397 pl->contr->ns->floorbox_update (); 1400 pl->contr->ns->floorbox_update ();
1398 1401
1399 /* If this object glows, it may affect lighting conditions that are 1402 /* If this object glows, it may affect lighting conditions that are
1400 * visible to others on this map. But update_all_los is really 1403 * visible to others on this map. But update_all_los is really
1401 * an inefficient way to do this, as it means los for all players 1404 * an inefficient way to do this, as it means los for all players
1402 * on the map will get recalculated. The players could very well 1405 * on the map will get recalculated. The players could very well
1421 * blocked() and wall() work properly), and these flags are updated by 1424 * blocked() and wall() work properly), and these flags are updated by
1422 * update_object(). 1425 * update_object().
1423 */ 1426 */
1424 1427
1425 /* if this is not the head or flag has been passed, don't check walk on status */ 1428 /* if this is not the head or flag has been passed, don't check walk on status */
1426 if (!(flag & INS_NO_WALK_ON) && !op->head) 1429 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1427 { 1430 {
1428 if (check_move_on (op, originator)) 1431 if (check_move_on (op, originator))
1429 return 0; 1432 return 0;
1430 1433
1431 /* If we are a multi part object, lets work our way through the check 1434 /* If we are a multi part object, lets work our way through the check
1432 * walk on's. 1435 * walk on's.
1433 */ 1436 */
1434 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1437 for (object *tmp = op->more; tmp; tmp = tmp->more)
1435 if (check_move_on (tmp, originator)) 1438 if (check_move_on (tmp, originator))
1436 return 0; 1439 return 0;
1437 } 1440 }
1438 1441
1439 return op; 1442 return op;
1449 object *tmp, *tmp1; 1452 object *tmp, *tmp1;
1450 1453
1451 /* first search for itself and remove any old instances */ 1454 /* first search for itself and remove any old instances */
1452 1455
1453 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 1456 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1454 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1457 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1455 tmp->destroy (); 1458 tmp->destroy ();
1456 1459
1457 tmp1 = arch_to_object (archetype::find (arch_string)); 1460 tmp1 = arch_to_object (archetype::find (arch_string));
1458 1461
1459 tmp1->x = op->x; 1462 tmp1->x = op->x;
1620 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1623 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1621 free (dump); 1624 free (dump);
1622 return op; 1625 return op;
1623 } 1626 }
1624 1627
1625 if (where->head) 1628 if (where->head_ () != where)
1626 { 1629 {
1627 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n"); 1630 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1628 where = where->head; 1631 where = where->head;
1629 } 1632 }
1630 1633
1631 return where->insert (op); 1634 return where->insert (op);
1632} 1635}
1640 * be != op, if items are merged. -Tero 1643 * be != op, if items are merged. -Tero
1641 */ 1644 */
1642object * 1645object *
1643object::insert (object *op) 1646object::insert (object *op)
1644{ 1647{
1645 object *tmp, *otmp;
1646
1647 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1648 if (!QUERY_FLAG (op, FLAG_REMOVED))
1648 op->remove (); 1649 op->remove ();
1649 1650
1650 if (op->more) 1651 if (op->more)
1651 { 1652 {
1653 return op; 1654 return op;
1654 } 1655 }
1655 1656
1656 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1657 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1657 CLEAR_FLAG (op, FLAG_REMOVED); 1658 CLEAR_FLAG (op, FLAG_REMOVED);
1659
1658 if (op->nrof) 1660 if (op->nrof)
1659 { 1661 {
1660 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1662 for (object *tmp = inv; tmp; tmp = tmp->below)
1661 if (object::can_merge (tmp, op)) 1663 if (object::can_merge (tmp, op))
1662 { 1664 {
1663 /* return the original object and remove inserted object 1665 /* return the original object and remove inserted object
1664 (client needs the original object) */ 1666 (client needs the original object) */
1665 tmp->nrof += op->nrof; 1667 tmp->nrof += op->nrof;
1684 add_weight (this, op->weight * op->nrof); 1686 add_weight (this, op->weight * op->nrof);
1685 } 1687 }
1686 else 1688 else
1687 add_weight (this, (op->weight + op->carrying)); 1689 add_weight (this, (op->weight + op->carrying));
1688 1690
1689 otmp = this->in_player (); 1691 if (object *otmp = this->in_player ())
1690 if (otmp && otmp->contr)
1691 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1692 if (otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1692 otmp->update_stats (); 1693 otmp->update_stats ();
1693 1694
1695 op->owner = 0; // its his/hers now. period.
1694 op->map = 0; 1696 op->map = 0;
1695 op->env = this; 1697 op->env = this;
1696 op->above = 0; 1698 op->above = 0;
1697 op->below = 0; 1699 op->below = 0;
1698 op->x = 0, op->y = 0; 1700 op->x = op->y = 0;
1699 1701
1700 /* reset the light list and los of the players on the map */ 1702 /* reset the light list and los of the players on the map */
1701 if ((op->glow_radius != 0) && map) 1703 if (op->glow_radius && map)
1702 { 1704 {
1703#ifdef DEBUG_LIGHTS 1705#ifdef DEBUG_LIGHTS
1704 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1706 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1705#endif /* DEBUG_LIGHTS */ 1707#endif /* DEBUG_LIGHTS */
1706 if (map->darkness) 1708 if (map->darkness)
1960 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1962 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1961 { 1963 {
1962 CLEAR_FLAG (tmp, flag); 1964 CLEAR_FLAG (tmp, flag);
1963 unflag_inv (tmp, flag); 1965 unflag_inv (tmp, flag);
1964 } 1966 }
1965}
1966
1967/*
1968 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1969 * all it's inventory (recursively).
1970 * If checksums are used, a player will get set_cheat called for
1971 * him/her-self and all object carried by a call to this function.
1972 */
1973void
1974set_cheat (object *op)
1975{
1976 SET_FLAG (op, FLAG_WAS_WIZ);
1977 flag_inv (op, FLAG_WAS_WIZ);
1978} 1967}
1979 1968
1980/* 1969/*
1981 * find_free_spot(object, map, x, y, start, stop) will search for 1970 * find_free_spot(object, map, x, y, start, stop) will search for
1982 * a spot at the given map and coordinates which will be able to contain 1971 * a spot at the given map and coordinates which will be able to contain
1999 * customized, changed states, etc. 1988 * customized, changed states, etc.
2000 */ 1989 */
2001int 1990int
2002find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 1991find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2003{ 1992{
1993 int altern[SIZEOFFREE];
2004 int index = 0, flag; 1994 int index = 0, flag;
2005 int altern[SIZEOFFREE];
2006 1995
2007 for (int i = start; i < stop; i++) 1996 for (int i = start; i < stop; i++)
2008 { 1997 {
2009 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 1998 mapxy pos (m, x, y); pos.move (i);
2010 if (!flag) 1999
2000 if (!pos.normalise ())
2001 continue;
2002
2003 mapspace &ms = *pos;
2004
2005 if (ms.flags () & P_IS_ALIVE)
2006 continue;
2007
2008 /* However, often
2009 * ob doesn't have any move type (when used to place exits)
2010 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
2011 */
2012 if (ob->move_type == 0 && ms.move_block != MOVE_ALL)
2013 {
2011 altern [index++] = i; 2014 altern [index++] = i;
2015 continue;
2016 }
2012 2017
2013 /* Basically, if we find a wall on a space, we cut down the search size. 2018 /* Basically, if we find a wall on a space, we cut down the search size.
2014 * In this way, we won't return spaces that are on another side of a wall. 2019 * In this way, we won't return spaces that are on another side of a wall.
2015 * This mostly work, but it cuts down the search size in all directions - 2020 * This mostly work, but it cuts down the search size in all directions -
2016 * if the space being examined only has a wall to the north and empty 2021 * if the space being examined only has a wall to the north and empty
2017 * spaces in all the other directions, this will reduce the search space 2022 * spaces in all the other directions, this will reduce the search space
2018 * to only the spaces immediately surrounding the target area, and 2023 * to only the spaces immediately surrounding the target area, and
2019 * won't look 2 spaces south of the target space. 2024 * won't look 2 spaces south of the target space.
2020 */ 2025 */
2021 else if ((flag & P_NO_PASS) && maxfree[i] < stop) 2026 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2027 {
2022 stop = maxfree[i]; 2028 stop = maxfree[i];
2029 continue;
2030 }
2031
2032 /* Note it is intentional that we check ob - the movement type of the
2033 * head of the object should correspond for the entire object.
2034 */
2035 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2036 continue;
2037
2038 altern [index++] = i;
2023 } 2039 }
2024 2040
2025 if (!index) 2041 if (!index)
2026 return -1; 2042 return -1;
2027 2043
2036 */ 2052 */
2037int 2053int
2038find_first_free_spot (const object *ob, maptile *m, int x, int y) 2054find_first_free_spot (const object *ob, maptile *m, int x, int y)
2039{ 2055{
2040 for (int i = 0; i < SIZEOFFREE; i++) 2056 for (int i = 0; i < SIZEOFFREE; i++)
2041 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2057 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2042 return i; 2058 return i;
2043 2059
2044 return -1; 2060 return -1;
2045} 2061}
2046 2062
2100 object *tmp; 2116 object *tmp;
2101 maptile *mp; 2117 maptile *mp;
2102 2118
2103 MoveType blocked, move_type; 2119 MoveType blocked, move_type;
2104 2120
2105 if (exclude && exclude->head) 2121 if (exclude && exclude->head_ () != exclude)
2106 { 2122 {
2107 exclude = exclude->head; 2123 exclude = exclude->head;
2108 move_type = exclude->move_type; 2124 move_type = exclude->move_type;
2109 } 2125 }
2110 else 2126 else
2133 max = maxfree[i]; 2149 max = maxfree[i];
2134 else if (mflags & P_IS_ALIVE) 2150 else if (mflags & P_IS_ALIVE)
2135 { 2151 {
2136 for (tmp = ms.bot; tmp; tmp = tmp->above) 2152 for (tmp = ms.bot; tmp; tmp = tmp->above)
2137 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2153 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2138 && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2154 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2139 break; 2155 break;
2140 2156
2141 if (tmp) 2157 if (tmp)
2142 return freedir[i]; 2158 return freedir[i];
2143 } 2159 }
2323 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2339 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2324 * core dumps if they do. 2340 * core dumps if they do.
2325 * 2341 *
2326 * Add a check so we can't pick up invisible objects (0.93.8) 2342 * Add a check so we can't pick up invisible objects (0.93.8)
2327 */ 2343 */
2328
2329int 2344int
2330can_pick (const object *who, const object *item) 2345can_pick (const object *who, const object *item)
2331{ 2346{
2332 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2347 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2333 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2348 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2338 * create clone from object to another 2353 * create clone from object to another
2339 */ 2354 */
2340object * 2355object *
2341object_create_clone (object *asrc) 2356object_create_clone (object *asrc)
2342{ 2357{
2343 object *dst = 0, *tmp, *src, *part, *prev, *item; 2358 object *dst = 0, *tmp, *src, *prev, *item;
2344 2359
2345 if (!asrc) 2360 if (!asrc)
2346 return 0; 2361 return 0;
2347 2362
2348 src = asrc;
2349 if (src->head)
2350 src = src->head; 2363 src = asrc->head_ ();
2351 2364
2352 prev = 0; 2365 prev = 0;
2353 for (part = src; part; part = part->more) 2366 for (object *part = src; part; part = part->more)
2354 { 2367 {
2355 tmp = part->clone (); 2368 tmp = part->clone ();
2356 tmp->x -= src->x; 2369 tmp->x -= src->x;
2357 tmp->y -= src->y; 2370 tmp->y -= src->y;
2358 2371
2471 /* Basically, if the archetype has this key set, 2484 /* Basically, if the archetype has this key set,
2472 * we need to store the null value so when we save 2485 * we need to store the null value so when we save
2473 * it, we save the empty value so that when we load, 2486 * it, we save the empty value so that when we load,
2474 * we get this value back again. 2487 * we get this value back again.
2475 */ 2488 */
2476 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2489 if (get_ob_key_link (op->arch, canonical_key))
2477 field->value = 0; 2490 field->value = 0;
2478 else 2491 else
2479 { 2492 {
2480 if (last) 2493 if (last)
2481 last->next = field->next; 2494 last->next = field->next;
2550 } 2563 }
2551 else 2564 else
2552 item = item->env; 2565 item = item->env;
2553} 2566}
2554 2567
2555
2556const char * 2568const char *
2557object::flag_desc (char *desc, int len) const 2569object::flag_desc (char *desc, int len) const
2558{ 2570{
2559 char *p = desc; 2571 char *p = desc;
2560 bool first = true; 2572 bool first = true;
2594 &name, 2606 &name,
2595 title ? "\",title:\"" : "", 2607 title ? "\",title:\"" : "",
2596 title ? (const char *)title : "", 2608 title ? (const char *)title : "",
2597 flag_desc (flagdesc, 512), type); 2609 flag_desc (flagdesc, 512), type);
2598 2610
2599 if (env) 2611 if (!this->flag[FLAG_REMOVED] && env)
2600 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2612 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2601 2613
2602 if (map) 2614 if (map)
2603 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y); 2615 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2604 2616
2622} 2634}
2623 2635
2624const materialtype_t * 2636const materialtype_t *
2625object::dominant_material () const 2637object::dominant_material () const
2626{ 2638{
2627 if (materialtype_t *mat = name_to_material (materialname)) 2639 if (materialtype_t *mt = name_to_material (materialname))
2628 return mat; 2640 return mt;
2629 2641
2630 // omfg this is slow, this has to be temporary :)
2631 shstr unknown ("unknown");
2632
2633 return name_to_material (unknown); 2642 return name_to_material (shstr_unknown);
2634} 2643}
2635 2644
2636void 2645void
2637object::open_container (object *new_container) 2646object::open_container (object *new_container)
2638{ 2647{
2654 old_container->flag [FLAG_APPLIED] = 0; 2663 old_container->flag [FLAG_APPLIED] = 0;
2655 container = 0; 2664 container = 0;
2656 2665
2657 esrv_update_item (UPD_FLAGS, this, old_container); 2666 esrv_update_item (UPD_FLAGS, this, old_container);
2658 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); 2667 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2668 play_sound (sound_find ("chest_close"));
2659 } 2669 }
2660 2670
2661 if (new_container) 2671 if (new_container)
2662 { 2672 {
2663 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this))) 2673 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2679 new_container->flag [FLAG_APPLIED] = 1; 2689 new_container->flag [FLAG_APPLIED] = 1;
2680 container = new_container; 2690 container = new_container;
2681 2691
2682 esrv_update_item (UPD_FLAGS, this, new_container); 2692 esrv_update_item (UPD_FLAGS, this, new_container);
2683 esrv_send_inventory (this, new_container); 2693 esrv_send_inventory (this, new_container);
2694 play_sound (sound_find ("chest_open"));
2695 }
2696}
2697
2698object *
2699object::force_find (const shstr name)
2700{
2701 /* cycle through his inventory to look for the MARK we want to
2702 * place
2703 */
2704 for (object *tmp = inv; tmp; tmp = tmp->below)
2705 if (tmp->type == FORCE && tmp->slaying == name)
2706 return splay (tmp);
2707
2708 return 0;
2709}
2710
2711void
2712object::force_add (const shstr name, int duration)
2713{
2714 if (object *force = force_find (name))
2715 force->destroy ();
2716
2717 object *force = get_archetype (FORCE_NAME);
2718
2719 force->slaying = name;
2720 force->stats.food = 1;
2721 force->speed_left = -1.f;
2722
2723 force->set_speed (duration ? 1.f / duration : 0.f);
2724 force->flag [FLAG_IS_USED_UP] = true;
2725 force->flag [FLAG_APPLIED] = true;
2726
2727 insert (force);
2728}
2729
2730void
2731object::play_sound (faceidx sound) const
2732{
2733 if (!sound)
2734 return;
2735
2736 if (flag [FLAG_REMOVED])
2737 return;
2738
2739 if (env)
2684 } 2740 {
2741 if (object *pl = in_player ())
2742 pl->contr->play_sound (sound);
2743 }
2744 else
2745 map->play_sound (sound, x, y);
2685} 2746}
2686 2747
2687

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines