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Comparing deliantra/server/common/object.C (file contents):
Revision 1.149 by root, Mon May 14 19:56:45 2007 UTC vs.
Revision 1.192 by root, Fri Oct 12 19:13:25 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 {
311 int k1 = ob1->self ? HvTOTALKEYS (SvRV (ob1->self)) : 0;
312 int k2 = ob2->self ? HvTOTALKEYS (SvRV (ob2->self)) : 0;
313
314 if (k1 != k2)
312 return 0; 315 return 0;
316 else if (k1 == 0)
317 return 1;
318 else if (!cfperl_can_merge (ob1, ob2))
319 return 0;
320 }
313 } 321 }
314 322
315 /* Everything passes, must be OK. */ 323 /* Everything passes, must be OK. */
316 return 1; 324 return 1;
317} 325}
375/* 383/*
376 * get_nearest_part(multi-object, object 2) returns the part of the 384 * get_nearest_part(multi-object, object 2) returns the part of the
377 * multi-object 1 which is closest to the second object. 385 * multi-object 1 which is closest to the second object.
378 * If it's not a multi-object, it is returned. 386 * If it's not a multi-object, it is returned.
379 */ 387 */
380
381object * 388object *
382get_nearest_part (object *op, const object *pl) 389get_nearest_part (object *op, const object *pl)
383{ 390{
384 object *tmp, *closest; 391 object *tmp, *closest;
385 int last_dist, i; 392 int last_dist, i;
430} 437}
431 438
432/* 439/*
433 * Sets the owner and sets the skill and exp pointers to owner's current 440 * Sets the owner and sets the skill and exp pointers to owner's current
434 * skill and experience objects. 441 * skill and experience objects.
442 * ACTUALLY NO! investigate! TODO
435 */ 443 */
436void 444void
437object::set_owner (object *owner) 445object::set_owner (object *owner)
438{ 446{
447 // allow objects which own objects
439 if (!owner) 448 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) 449 while (owner->owner)
450 owner = owner->owner; 450 owner = owner->owner;
451 451
452 this->owner = owner; 452 this->owner = owner;
453} 453}
454 454
455int 455int
473object::change_weapon (object *ob) 473object::change_weapon (object *ob)
474{ 474{
475 if (current_weapon == ob) 475 if (current_weapon == ob)
476 return true; 476 return true;
477 477
478 if (chosen_skill)
479 chosen_skill->flag [FLAG_APPLIED] = false;
480
478 current_weapon = ob; 481 current_weapon = ob;
479 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill); 482 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
483
484 if (chosen_skill)
485 chosen_skill->flag [FLAG_APPLIED] = true;
480 486
481 update_stats (); 487 update_stats ();
482 488
483 if (ob) 489 if (ob)
484 { 490 {
489 { 495 {
490 current_weapon = chosen_skill = 0; 496 current_weapon = chosen_skill = 0;
491 update_stats (); 497 update_stats ();
492 498
493 new_draw_info_format (NDI_UNIQUE, 0, this, 499 new_draw_info_format (NDI_UNIQUE, 0, this,
494 "You try to balance your applied items all at once, but the %s is too much. " 500 "You try to balance all your items at once, "
501 "but the %s is just too much for your body. "
495 "You need to unapply some items first.", &ob->name); 502 "[You need to unapply some items first.]", &ob->name);
496 return false; 503 return false;
497 } 504 }
498 505
499 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name); 506 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
500 } 507 }
501 else 508 else
502 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons."); 509 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
510
511 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
512 {
513 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
514 &name, ob->debug_desc ());
515 return false;
516 }
503 517
504 return true; 518 return true;
505} 519}
506 520
507/* Zero the key_values on op, decrementing the shared-string 521/* Zero the key_values on op, decrementing the shared-string
573object::copy_to (object *dst) 587object::copy_to (object *dst)
574{ 588{
575 *dst = *this; 589 *dst = *this;
576 590
577 if (speed < 0) 591 if (speed < 0)
578 dst->speed_left = speed_left - rndm (); 592 dst->speed_left -= rndm ();
579 593
580 dst->set_speed (dst->speed); 594 dst->set_speed (dst->speed);
581} 595}
582 596
583void 597void
910 924
911 if (!freed_map) 925 if (!freed_map)
912 { 926 {
913 freed_map = new maptile; 927 freed_map = new maptile;
914 928
929 freed_map->path = "<freed objects map>";
915 freed_map->name = "/internal/freed_objects_map"; 930 freed_map->name = "/internal/freed_objects_map";
916 freed_map->width = 3; 931 freed_map->width = 3;
917 freed_map->height = 3; 932 freed_map->height = 3;
918 933
919 freed_map->alloc (); 934 freed_map->alloc ();
923 map = freed_map; 938 map = freed_map;
924 x = 1; 939 x = 1;
925 y = 1; 940 y = 1;
926 } 941 }
927 942
928 head = 0;
929
930 if (more) 943 if (more)
931 { 944 {
932 more->destroy (); 945 more->destroy ();
933 more = 0; 946 more = 0;
934 } 947 }
935 948
949 head = 0;
950
936 // clear those pointers that likely might have circular references to us 951 // clear those pointers that likely might cause circular references
937 owner = 0; 952 owner = 0;
938 enemy = 0; 953 enemy = 0;
939 attacked_by = 0; 954 attacked_by = 0;
955 current_weapon = 0;
940} 956}
941 957
942void 958void
943object::destroy (bool destroy_inventory) 959object::destroy (bool destroy_inventory)
944{ 960{
945 if (destroyed ()) 961 if (destroyed ())
946 return; 962 return;
947 963
948 if (destroy_inventory) 964 if (destroy_inventory)
949 destroy_inv (false); 965 destroy_inv (false);
966
967 if (is_head ())
968 if (sound_destroy)
969 play_sound (sound_destroy);
970 else if (flag [FLAG_MONSTER])
971 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
950 972
951 attachable::destroy (); 973 attachable::destroy ();
952} 974}
953 975
954/* 976/*
1069 if (map->in_memory == MAP_SAVING) 1091 if (map->in_memory == MAP_SAVING)
1070 return; 1092 return;
1071 1093
1072 int check_walk_off = !flag [FLAG_NO_APPLY]; 1094 int check_walk_off = !flag [FLAG_NO_APPLY];
1073 1095
1096 if (object *pl = ms.player ())
1097 {
1098 if (pl->container == this)
1099 /* If a container that the player is currently using somehow gets
1100 * removed (most likely destroyed), update the player view
1101 * appropriately.
1102 */
1103 pl->close_container ();
1104
1105 pl->contr->ns->floorbox_update ();
1106 }
1107
1074 for (tmp = ms.bot; tmp; tmp = tmp->above) 1108 for (tmp = ms.bot; tmp; tmp = tmp->above)
1075 { 1109 {
1076 /* No point updating the players look faces if he is the object 1110 /* No point updating the players look faces if he is the object
1077 * being removed. 1111 * being removed.
1078 */ 1112 */
1079
1080 if (tmp->type == PLAYER && tmp != this)
1081 {
1082 /* If a container that the player is currently using somehow gets
1083 * removed (most likely destroyed), update the player view
1084 * appropriately.
1085 */
1086 if (tmp->container == this)
1087 {
1088 flag [FLAG_APPLIED] = 0;
1089 tmp->container = 0;
1090 }
1091
1092 if (tmp->contr->ns)
1093 tmp->contr->ns->floorbox_update ();
1094 }
1095 1113
1096 /* See if object moving off should effect something */ 1114 /* See if object moving off should effect something */
1097 if (check_walk_off 1115 if (check_walk_off
1098 && ((move_type & tmp->move_off) 1116 && ((move_type & tmp->move_off)
1099 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1117 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1102 1120
1103 if (destroyed ()) 1121 if (destroyed ())
1104 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1122 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1105 } 1123 }
1106 1124
1107 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1108 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1109 if (tmp->above == tmp)
1110 tmp->above = 0;
1111
1112 last = tmp; 1125 last = tmp;
1113 } 1126 }
1114 1127
1115 /* last == NULL if there are no objects on this space */ 1128 /* last == NULL if there are no objects on this space */
1116 //TODO: this makes little sense, why only update the topmost object? 1129 //TODO: this makes little sense, why only update the topmost object?
1167 if (more) 1180 if (more)
1168 return; 1181 return;
1169 1182
1170 object *prev = this; 1183 object *prev = this;
1171 1184
1172 for (archetype *at = arch->more; at; at = at->more) 1185 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1173 { 1186 {
1174 object *op = arch_to_object (at); 1187 object *op = arch_to_object (at);
1175 1188
1176 op->name = name; 1189 op->name = name;
1177 op->name_pl = name_pl; 1190 op->name_pl = name_pl;
1191object * 1204object *
1192insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1205insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1193{ 1206{
1194 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1207 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1195 { 1208 {
1196 tmp->x = x + tmp->arch->clone.x; 1209 tmp->x = x + tmp->arch->x;
1197 tmp->y = y + tmp->arch->clone.y; 1210 tmp->y = y + tmp->arch->y;
1198 } 1211 }
1199 1212
1200 return insert_ob_in_map (op, m, originator, flag); 1213 return insert_ob_in_map (op, m, originator, flag);
1201} 1214}
1202 1215
1223object * 1236object *
1224insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1237insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1225{ 1238{
1226 assert (!op->flag [FLAG_FREED]); 1239 assert (!op->flag [FLAG_FREED]);
1227 1240
1228 object *tmp, *top, *floor = NULL; 1241 object *top, *floor = NULL;
1229 1242
1230 op->remove (); 1243 op->remove ();
1231
1232#if 0
1233 if (!m->active != !op->active)
1234 if (m->active)
1235 op->activate_recursive ();
1236 else
1237 op->deactivate_recursive ();
1238#endif
1239
1240 if (out_of_map (m, op->x, op->y))
1241 {
1242 LOG (llevError, "Trying to insert object outside the map.\n%s\n", op->debug_desc ());
1243#ifdef MANY_CORES
1244 /* Better to catch this here, as otherwise the next use of this object
1245 * is likely to cause a crash. Better to find out where it is getting
1246 * improperly inserted.
1247 */
1248 abort ();
1249#endif
1250 return op;
1251 }
1252
1253 if (object *more = op->more)
1254 {
1255 if (!insert_ob_in_map (more, m, originator, flag))
1256 {
1257 if (!op->head)
1258 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1259
1260 return 0;
1261 }
1262 }
1263
1264 CLEAR_FLAG (op, FLAG_REMOVED);
1265 1244
1266 /* Ideally, the caller figures this out. However, it complicates a lot 1245 /* Ideally, the caller figures this out. However, it complicates a lot
1267 * of areas of callers (eg, anything that uses find_free_spot would now 1246 * of areas of callers (eg, anything that uses find_free_spot would now
1268 * need extra work 1247 * need extra work
1269 */ 1248 */
1270 if (!xy_normalise (m, op->x, op->y)) 1249 if (!xy_normalise (m, op->x, op->y))
1250 {
1251 op->destroy ();
1271 return 0; 1252 return 0;
1253 }
1254
1255 if (object *more = op->more)
1256 if (!insert_ob_in_map (more, m, originator, flag))
1257 return 0;
1258
1259 CLEAR_FLAG (op, FLAG_REMOVED);
1272 1260
1273 op->map = m; 1261 op->map = m;
1274 mapspace &ms = op->ms (); 1262 mapspace &ms = op->ms ();
1275 1263
1276 /* this has to be done after we translate the coordinates. 1264 /* this has to be done after we translate the coordinates.
1277 */ 1265 */
1278 if (op->nrof && !(flag & INS_NO_MERGE)) 1266 if (op->nrof && !(flag & INS_NO_MERGE))
1279 for (tmp = ms.bot; tmp; tmp = tmp->above) 1267 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1280 if (object::can_merge (op, tmp)) 1268 if (object::can_merge (op, tmp))
1281 { 1269 {
1282 op->nrof += tmp->nrof; 1270 op->nrof += tmp->nrof;
1283 tmp->destroy (); 1271 tmp->destroy ();
1284 } 1272 }
1311 else 1299 else
1312 { 1300 {
1313 top = ms.bot; 1301 top = ms.bot;
1314 1302
1315 /* If there are other objects, then */ 1303 /* If there are other objects, then */
1316 if ((!(flag & INS_MAP_LOAD)) && top) 1304 if (top)
1317 { 1305 {
1318 object *last = 0; 1306 object *last = 0;
1319 1307
1320 /* 1308 /*
1321 * If there are multiple objects on this space, we do some trickier handling. 1309 * If there are multiple objects on this space, we do some trickier handling.
1374 if (last && last->below && last != floor) 1362 if (last && last->below && last != floor)
1375 top = last->below; 1363 top = last->below;
1376 } 1364 }
1377 } /* If objects on this space */ 1365 } /* If objects on this space */
1378 1366
1379 if (flag & INS_MAP_LOAD)
1380 top = ms.top;
1381
1382 if (flag & INS_ABOVE_FLOOR_ONLY) 1367 if (flag & INS_ABOVE_FLOOR_ONLY)
1383 top = floor; 1368 top = floor;
1384 1369
1385 /* Top is the object that our object (op) is going to get inserted above. 1370 /* Top is the object that our object (op) is going to get inserted above.
1386 */ 1371 */
1418 op->map->touch (); 1403 op->map->touch ();
1419 } 1404 }
1420 1405
1421 op->map->dirty = true; 1406 op->map->dirty = true;
1422 1407
1423 /* If we have a floor, we know the player, if any, will be above
1424 * it, so save a few ticks and start from there.
1425 */
1426 if (!(flag & INS_MAP_LOAD))
1427 if (object *pl = ms.player ()) 1408 if (object *pl = ms.player ())
1428 if (pl->contr->ns)
1429 pl->contr->ns->floorbox_update (); 1409 pl->contr->ns->floorbox_update ();
1430 1410
1431 /* If this object glows, it may affect lighting conditions that are 1411 /* If this object glows, it may affect lighting conditions that are
1432 * visible to others on this map. But update_all_los is really 1412 * visible to others on this map. But update_all_los is really
1433 * an inefficient way to do this, as it means los for all players 1413 * an inefficient way to do this, as it means los for all players
1434 * on the map will get recalculated. The players could very well 1414 * on the map will get recalculated. The players could very well
1453 * blocked() and wall() work properly), and these flags are updated by 1433 * blocked() and wall() work properly), and these flags are updated by
1454 * update_object(). 1434 * update_object().
1455 */ 1435 */
1456 1436
1457 /* if this is not the head or flag has been passed, don't check walk on status */ 1437 /* if this is not the head or flag has been passed, don't check walk on status */
1458 if (!(flag & INS_NO_WALK_ON) && !op->head) 1438 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1459 { 1439 {
1460 if (check_move_on (op, originator)) 1440 if (check_move_on (op, originator))
1461 return 0; 1441 return 0;
1462 1442
1463 /* If we are a multi part object, lets work our way through the check 1443 /* If we are a multi part object, lets work our way through the check
1464 * walk on's. 1444 * walk on's.
1465 */ 1445 */
1466 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1446 for (object *tmp = op->more; tmp; tmp = tmp->more)
1467 if (check_move_on (tmp, originator)) 1447 if (check_move_on (tmp, originator))
1468 return 0; 1448 return 0;
1469 } 1449 }
1470 1450
1471 return op; 1451 return op;
1481 object *tmp, *tmp1; 1461 object *tmp, *tmp1;
1482 1462
1483 /* first search for itself and remove any old instances */ 1463 /* first search for itself and remove any old instances */
1484 1464
1485 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 1465 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1486 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1466 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1487 tmp->destroy (); 1467 tmp->destroy ();
1488 1468
1489 tmp1 = arch_to_object (archetype::find (arch_string)); 1469 tmp1 = arch_to_object (archetype::find (arch_string));
1490 1470
1491 tmp1->x = op->x; 1471 tmp1->x = op->x;
1652 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1632 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1653 free (dump); 1633 free (dump);
1654 return op; 1634 return op;
1655 } 1635 }
1656 1636
1657 if (where->head) 1637 if (where->head_ () != where)
1658 { 1638 {
1659 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n"); 1639 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1660 where = where->head; 1640 where = where->head;
1661 } 1641 }
1662 1642
1663 return where->insert (op); 1643 return where->insert (op);
1664} 1644}
1672 * be != op, if items are merged. -Tero 1652 * be != op, if items are merged. -Tero
1673 */ 1653 */
1674object * 1654object *
1675object::insert (object *op) 1655object::insert (object *op)
1676{ 1656{
1677 object *tmp, *otmp;
1678
1679 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1657 if (!QUERY_FLAG (op, FLAG_REMOVED))
1680 op->remove (); 1658 op->remove ();
1681 1659
1682 if (op->more) 1660 if (op->more)
1683 { 1661 {
1685 return op; 1663 return op;
1686 } 1664 }
1687 1665
1688 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1666 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1689 CLEAR_FLAG (op, FLAG_REMOVED); 1667 CLEAR_FLAG (op, FLAG_REMOVED);
1668
1690 if (op->nrof) 1669 if (op->nrof)
1691 { 1670 {
1692 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1671 for (object *tmp = inv; tmp; tmp = tmp->below)
1693 if (object::can_merge (tmp, op)) 1672 if (object::can_merge (tmp, op))
1694 { 1673 {
1695 /* return the original object and remove inserted object 1674 /* return the original object and remove inserted object
1696 (client needs the original object) */ 1675 (client needs the original object) */
1697 tmp->nrof += op->nrof; 1676 tmp->nrof += op->nrof;
1716 add_weight (this, op->weight * op->nrof); 1695 add_weight (this, op->weight * op->nrof);
1717 } 1696 }
1718 else 1697 else
1719 add_weight (this, (op->weight + op->carrying)); 1698 add_weight (this, (op->weight + op->carrying));
1720 1699
1721 otmp = this->in_player (); 1700 if (object *otmp = this->in_player ())
1722 if (otmp && otmp->contr)
1723 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1701 if (otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1724 otmp->update_stats (); 1702 otmp->update_stats ();
1725 1703
1704 op->owner = 0; // its his/hers now. period.
1726 op->map = 0; 1705 op->map = 0;
1727 op->env = this; 1706 op->env = this;
1728 op->above = 0; 1707 op->above = 0;
1729 op->below = 0; 1708 op->below = 0;
1730 op->x = 0, op->y = 0; 1709 op->x = op->y = 0;
1731 1710
1732 /* reset the light list and los of the players on the map */ 1711 /* reset the light list and los of the players on the map */
1733 if ((op->glow_radius != 0) && map) 1712 if (op->glow_radius && map)
1734 { 1713 {
1735#ifdef DEBUG_LIGHTS 1714#ifdef DEBUG_LIGHTS
1736 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1715 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1737#endif /* DEBUG_LIGHTS */ 1716#endif /* DEBUG_LIGHTS */
1738 if (map->darkness) 1717 if (map->darkness)
1992 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1971 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1993 { 1972 {
1994 CLEAR_FLAG (tmp, flag); 1973 CLEAR_FLAG (tmp, flag);
1995 unflag_inv (tmp, flag); 1974 unflag_inv (tmp, flag);
1996 } 1975 }
1997}
1998
1999/*
2000 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2001 * all it's inventory (recursively).
2002 * If checksums are used, a player will get set_cheat called for
2003 * him/her-self and all object carried by a call to this function.
2004 */
2005void
2006set_cheat (object *op)
2007{
2008 SET_FLAG (op, FLAG_WAS_WIZ);
2009 flag_inv (op, FLAG_WAS_WIZ);
2010} 1976}
2011 1977
2012/* 1978/*
2013 * find_free_spot(object, map, x, y, start, stop) will search for 1979 * find_free_spot(object, map, x, y, start, stop) will search for
2014 * a spot at the given map and coordinates which will be able to contain 1980 * a spot at the given map and coordinates which will be able to contain
2031 * customized, changed states, etc. 1997 * customized, changed states, etc.
2032 */ 1998 */
2033int 1999int
2034find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 2000find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2035{ 2001{
2002 int altern[SIZEOFFREE];
2036 int index = 0, flag; 2003 int index = 0, flag;
2037 int altern[SIZEOFFREE];
2038 2004
2039 for (int i = start; i < stop; i++) 2005 for (int i = start; i < stop; i++)
2040 { 2006 {
2041 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2007 mapxy pos (m, x, y); pos.move (i);
2042 if (!flag) 2008
2009 if (!pos.normalise ())
2010 continue;
2011
2012 mapspace &ms = *pos;
2013
2014 if (ms.flags () & P_IS_ALIVE)
2015 continue;
2016
2017 /* However, often
2018 * ob doesn't have any move type (when used to place exits)
2019 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
2020 */
2021 if (ob->move_type == 0 && ms.move_block != MOVE_ALL)
2022 {
2043 altern [index++] = i; 2023 altern [index++] = i;
2024 continue;
2025 }
2044 2026
2045 /* Basically, if we find a wall on a space, we cut down the search size. 2027 /* Basically, if we find a wall on a space, we cut down the search size.
2046 * In this way, we won't return spaces that are on another side of a wall. 2028 * In this way, we won't return spaces that are on another side of a wall.
2047 * This mostly work, but it cuts down the search size in all directions - 2029 * This mostly work, but it cuts down the search size in all directions -
2048 * if the space being examined only has a wall to the north and empty 2030 * if the space being examined only has a wall to the north and empty
2049 * spaces in all the other directions, this will reduce the search space 2031 * spaces in all the other directions, this will reduce the search space
2050 * to only the spaces immediately surrounding the target area, and 2032 * to only the spaces immediately surrounding the target area, and
2051 * won't look 2 spaces south of the target space. 2033 * won't look 2 spaces south of the target space.
2052 */ 2034 */
2053 else if ((flag & P_NO_PASS) && maxfree[i] < stop) 2035 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2036 {
2054 stop = maxfree[i]; 2037 stop = maxfree[i];
2038 continue;
2039 }
2040
2041 /* Note it is intentional that we check ob - the movement type of the
2042 * head of the object should correspond for the entire object.
2043 */
2044 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2045 continue;
2046
2047 altern [index++] = i;
2055 } 2048 }
2056 2049
2057 if (!index) 2050 if (!index)
2058 return -1; 2051 return -1;
2059 2052
2068 */ 2061 */
2069int 2062int
2070find_first_free_spot (const object *ob, maptile *m, int x, int y) 2063find_first_free_spot (const object *ob, maptile *m, int x, int y)
2071{ 2064{
2072 for (int i = 0; i < SIZEOFFREE; i++) 2065 for (int i = 0; i < SIZEOFFREE; i++)
2073 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2066 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2074 return i; 2067 return i;
2075 2068
2076 return -1; 2069 return -1;
2077} 2070}
2078 2071
2132 object *tmp; 2125 object *tmp;
2133 maptile *mp; 2126 maptile *mp;
2134 2127
2135 MoveType blocked, move_type; 2128 MoveType blocked, move_type;
2136 2129
2137 if (exclude && exclude->head) 2130 if (exclude && exclude->head_ () != exclude)
2138 { 2131 {
2139 exclude = exclude->head; 2132 exclude = exclude->head;
2140 move_type = exclude->move_type; 2133 move_type = exclude->move_type;
2141 } 2134 }
2142 else 2135 else
2165 max = maxfree[i]; 2158 max = maxfree[i];
2166 else if (mflags & P_IS_ALIVE) 2159 else if (mflags & P_IS_ALIVE)
2167 { 2160 {
2168 for (tmp = ms.bot; tmp; tmp = tmp->above) 2161 for (tmp = ms.bot; tmp; tmp = tmp->above)
2169 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2162 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2170 && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2163 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2171 break; 2164 break;
2172 2165
2173 if (tmp) 2166 if (tmp)
2174 return freedir[i]; 2167 return freedir[i];
2175 } 2168 }
2355 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2348 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2356 * core dumps if they do. 2349 * core dumps if they do.
2357 * 2350 *
2358 * Add a check so we can't pick up invisible objects (0.93.8) 2351 * Add a check so we can't pick up invisible objects (0.93.8)
2359 */ 2352 */
2360
2361int 2353int
2362can_pick (const object *who, const object *item) 2354can_pick (const object *who, const object *item)
2363{ 2355{
2364 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2356 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2365 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2357 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2370 * create clone from object to another 2362 * create clone from object to another
2371 */ 2363 */
2372object * 2364object *
2373object_create_clone (object *asrc) 2365object_create_clone (object *asrc)
2374{ 2366{
2375 object *dst = 0, *tmp, *src, *part, *prev, *item; 2367 object *dst = 0, *tmp, *src, *prev, *item;
2376 2368
2377 if (!asrc) 2369 if (!asrc)
2378 return 0; 2370 return 0;
2379 2371
2380 src = asrc;
2381 if (src->head)
2382 src = src->head; 2372 src = asrc->head_ ();
2383 2373
2384 prev = 0; 2374 prev = 0;
2385 for (part = src; part; part = part->more) 2375 for (object *part = src; part; part = part->more)
2386 { 2376 {
2387 tmp = part->clone (); 2377 tmp = part->clone ();
2388 tmp->x -= src->x; 2378 tmp->x -= src->x;
2389 tmp->y -= src->y; 2379 tmp->y -= src->y;
2390 2380
2503 /* Basically, if the archetype has this key set, 2493 /* Basically, if the archetype has this key set,
2504 * we need to store the null value so when we save 2494 * we need to store the null value so when we save
2505 * it, we save the empty value so that when we load, 2495 * it, we save the empty value so that when we load,
2506 * we get this value back again. 2496 * we get this value back again.
2507 */ 2497 */
2508 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2498 if (get_ob_key_link (op->arch, canonical_key))
2509 field->value = 0; 2499 field->value = 0;
2510 else 2500 else
2511 { 2501 {
2512 if (last) 2502 if (last)
2513 last->next = field->next; 2503 last->next = field->next;
2582 } 2572 }
2583 else 2573 else
2584 item = item->env; 2574 item = item->env;
2585} 2575}
2586 2576
2587
2588const char * 2577const char *
2589object::flag_desc (char *desc, int len) const 2578object::flag_desc (char *desc, int len) const
2590{ 2579{
2591 char *p = desc; 2580 char *p = desc;
2592 bool first = true; 2581 bool first = true;
2626 &name, 2615 &name,
2627 title ? "\",title:\"" : "", 2616 title ? "\",title:\"" : "",
2628 title ? (const char *)title : "", 2617 title ? (const char *)title : "",
2629 flag_desc (flagdesc, 512), type); 2618 flag_desc (flagdesc, 512), type);
2630 2619
2631 if (env) 2620 if (!this->flag[FLAG_REMOVED] && env)
2632 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2621 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2633 2622
2634 if (map) 2623 if (map)
2635 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y); 2624 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2636 2625
2654} 2643}
2655 2644
2656const materialtype_t * 2645const materialtype_t *
2657object::dominant_material () const 2646object::dominant_material () const
2658{ 2647{
2659 if (materialtype_t *mat = name_to_material (materialname)) 2648 if (materialtype_t *mt = name_to_material (materialname))
2660 return mat; 2649 return mt;
2661 2650
2662 // omfg this is slow, this has to be temporary :)
2663 shstr unknown ("unknown");
2664
2665 return name_to_material (unknown); 2651 return name_to_material (shstr_unknown);
2666} 2652}
2667 2653
2668void 2654void
2669object::open_container (object *new_container) 2655object::open_container (object *new_container)
2670{ 2656{
2686 old_container->flag [FLAG_APPLIED] = 0; 2672 old_container->flag [FLAG_APPLIED] = 0;
2687 container = 0; 2673 container = 0;
2688 2674
2689 esrv_update_item (UPD_FLAGS, this, old_container); 2675 esrv_update_item (UPD_FLAGS, this, old_container);
2690 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); 2676 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2677 play_sound (sound_find ("chest_close"));
2691 } 2678 }
2692 2679
2693 if (new_container) 2680 if (new_container)
2694 { 2681 {
2695 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this))) 2682 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2711 new_container->flag [FLAG_APPLIED] = 1; 2698 new_container->flag [FLAG_APPLIED] = 1;
2712 container = new_container; 2699 container = new_container;
2713 2700
2714 esrv_update_item (UPD_FLAGS, this, new_container); 2701 esrv_update_item (UPD_FLAGS, this, new_container);
2715 esrv_send_inventory (this, new_container); 2702 esrv_send_inventory (this, new_container);
2703 play_sound (sound_find ("chest_open"));
2704 }
2705}
2706
2707object *
2708object::force_find (const shstr name)
2709{
2710 /* cycle through his inventory to look for the MARK we want to
2711 * place
2712 */
2713 for (object *tmp = inv; tmp; tmp = tmp->below)
2714 if (tmp->type == FORCE && tmp->slaying == name)
2715 return splay (tmp);
2716
2717 return 0;
2718}
2719
2720void
2721object::force_add (const shstr name, int duration)
2722{
2723 if (object *force = force_find (name))
2724 force->destroy ();
2725
2726 object *force = get_archetype (FORCE_NAME);
2727
2728 force->slaying = name;
2729 force->stats.food = 1;
2730 force->speed_left = -1.f;
2731
2732 force->set_speed (duration ? 1.f / duration : 0.f);
2733 force->flag [FLAG_IS_USED_UP] = true;
2734 force->flag [FLAG_APPLIED] = true;
2735
2736 insert (force);
2737}
2738
2739void
2740object::play_sound (faceidx sound) const
2741{
2742 if (!sound)
2743 return;
2744
2745 if (flag [FLAG_REMOVED])
2746 return;
2747
2748 if (env)
2716 } 2749 {
2750 if (object *pl = in_player ())
2751 pl->contr->play_sound (sound);
2752 }
2753 else
2754 map->play_sound (sound, x, y);
2717} 2755}
2718 2756
2719

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