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Comparing deliantra/server/common/object.C (file contents):
Revision 1.150 by root, Tue May 15 19:07:15 2007 UTC vs.
Revision 1.201 by root, Tue Jan 22 16:22:45 2008 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra 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 * Deliantra 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 <support@deliantra.net>
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. */
255 /* This is really a spellbook check - really, we should 254 /* This is really a spellbook check - really, we should
256 * check all objects in the inventory. 255 * check all objects in the inventory.
257 */ 256 */
258 if (ob1->inv || ob2->inv) 257 if (ob1->inv || ob2->inv)
259 { 258 {
260 /* if one object has inventory but the other doesn't, not equiv */ 259 if (!(ob1->inv && ob2->inv))
261 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 260 return 0; /* inventories differ in length */
262 return 0;
263 261
264 /* Now check to see if the two inventory objects could merge */ 262 if (ob1->inv->below || ob2->inv->below)
263 return 0; /* more than one object in inv */
264
265 if (!object::can_merge (ob1->inv, ob2->inv)) 265 if (!object::can_merge (ob1->inv, ob2->inv))
266 return 0; 266 return 0; /* inventory objexts differ */
267 267
268 /* inventory ok - still need to check rest of this object to see 268 /* inventory ok - still need to check rest of this object to see
269 * if it is valid. 269 * if it is valid.
270 */ 270 */
271 } 271 }
300 return 0; 300 return 0;
301 else if (!compare_ob_value_lists (ob1, ob2)) 301 else if (!compare_ob_value_lists (ob1, ob2))
302 return 0; 302 return 0;
303 } 303 }
304 304
305 //TODO: generate an event or call into perl for additional checks
306 if (ob1->self || ob2->self) 305 if (ob1->self || ob2->self)
307 { 306 {
308 ob1->optimise (); 307 ob1->optimise ();
309 ob2->optimise (); 308 ob2->optimise ();
310 309
311 if (ob1->self || ob2->self) 310 if (ob1->self || ob2->self)
311 {
312 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
313 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
314
315 if (k1 != k2)
312 return 0; 316 return 0;
317 else if (k1 == 0)
318 return 1;
319 else if (!cfperl_can_merge (ob1, ob2))
320 return 0;
321 }
313 } 322 }
314 323
315 /* Everything passes, must be OK. */ 324 /* Everything passes, must be OK. */
316 return 1; 325 return 1;
317} 326}
375/* 384/*
376 * get_nearest_part(multi-object, object 2) returns the part of the 385 * get_nearest_part(multi-object, object 2) returns the part of the
377 * multi-object 1 which is closest to the second object. 386 * multi-object 1 which is closest to the second object.
378 * If it's not a multi-object, it is returned. 387 * If it's not a multi-object, it is returned.
379 */ 388 */
380
381object * 389object *
382get_nearest_part (object *op, const object *pl) 390get_nearest_part (object *op, const object *pl)
383{ 391{
384 object *tmp, *closest; 392 object *tmp, *closest;
385 int last_dist, i; 393 int last_dist, i;
430} 438}
431 439
432/* 440/*
433 * Sets the owner and sets the skill and exp pointers to owner's current 441 * Sets the owner and sets the skill and exp pointers to owner's current
434 * skill and experience objects. 442 * skill and experience objects.
443 * ACTUALLY NO! investigate! TODO
435 */ 444 */
436void 445void
437object::set_owner (object *owner) 446object::set_owner (object *owner)
438{ 447{
448 // allow objects which own objects
439 if (!owner) 449 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) 450 while (owner->owner)
450 owner = owner->owner; 451 owner = owner->owner;
452
453 if (flag [FLAG_FREED])
454 {
455 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
456 return;
457 }
451 458
452 this->owner = owner; 459 this->owner = owner;
453} 460}
454 461
455int 462int
481 current_weapon = ob; 488 current_weapon = ob;
482 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill); 489 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
483 490
484 if (chosen_skill) 491 if (chosen_skill)
485 chosen_skill->flag [FLAG_APPLIED] = true; 492 chosen_skill->flag [FLAG_APPLIED] = true;
486
487 if (ob && !ob->flag [FLAG_APPLIED])
488 {
489 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
490 &name, ob->debug_desc ());
491 return false;
492 }
493 493
494 update_stats (); 494 update_stats ();
495 495
496 if (ob) 496 if (ob)
497 { 497 {
502 { 502 {
503 current_weapon = chosen_skill = 0; 503 current_weapon = chosen_skill = 0;
504 update_stats (); 504 update_stats ();
505 505
506 new_draw_info_format (NDI_UNIQUE, 0, this, 506 new_draw_info_format (NDI_UNIQUE, 0, this,
507 "You try to balance your applied items all at once, but the %s is too much. " 507 "You try to balance all your items at once, "
508 "but the %s is just too much for your body. "
508 "You need to unapply some items first.", &ob->name); 509 "[You need to unapply some items first.]", &ob->name);
509 return false; 510 return false;
510 } 511 }
511 512
512 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name); 513 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
513 } 514 }
514 else 515 else
515 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons."); 516 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
517
518 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
519 {
520 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
521 &name, ob->debug_desc ());
522 return false;
523 }
516 524
517 return true; 525 return true;
518} 526}
519 527
520/* Zero the key_values on op, decrementing the shared-string 528/* Zero the key_values on op, decrementing the shared-string
586object::copy_to (object *dst) 594object::copy_to (object *dst)
587{ 595{
588 *dst = *this; 596 *dst = *this;
589 597
590 if (speed < 0) 598 if (speed < 0)
591 dst->speed_left = speed_left - rndm (); 599 dst->speed_left -= rndm ();
592 600
593 dst->set_speed (dst->speed); 601 dst->set_speed (dst->speed);
594} 602}
595 603
596void 604void
923 931
924 if (!freed_map) 932 if (!freed_map)
925 { 933 {
926 freed_map = new maptile; 934 freed_map = new maptile;
927 935
936 freed_map->path = "<freed objects map>";
928 freed_map->name = "/internal/freed_objects_map"; 937 freed_map->name = "/internal/freed_objects_map";
929 freed_map->width = 3; 938 freed_map->width = 3;
930 freed_map->height = 3; 939 freed_map->height = 3;
940 freed_map->nodrop = 1;
931 941
932 freed_map->alloc (); 942 freed_map->alloc ();
933 freed_map->in_memory = MAP_IN_MEMORY; 943 freed_map->in_memory = MAP_IN_MEMORY;
934 } 944 }
935 945
936 map = freed_map; 946 map = freed_map;
937 x = 1; 947 x = 1;
938 y = 1; 948 y = 1;
939 } 949 }
940 950
941 head = 0;
942
943 if (more) 951 if (more)
944 { 952 {
945 more->destroy (); 953 more->destroy ();
946 more = 0; 954 more = 0;
947 } 955 }
948 956
957 head = 0;
958
949 // clear those pointers that likely might have circular references to us 959 // clear those pointers that likely might cause circular references
950 owner = 0; 960 owner = 0;
951 enemy = 0; 961 enemy = 0;
952 attacked_by = 0; 962 attacked_by = 0;
963 current_weapon = 0;
953} 964}
954 965
955void 966void
956object::destroy (bool destroy_inventory) 967object::destroy (bool destroy_inventory)
957{ 968{
958 if (destroyed ()) 969 if (destroyed ())
959 return; 970 return;
960 971
961 if (destroy_inventory) 972 if (destroy_inventory)
962 destroy_inv (false); 973 destroy_inv (false);
974
975 if (is_head ())
976 if (sound_destroy)
977 play_sound (sound_destroy);
978 else if (flag [FLAG_MONSTER])
979 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
963 980
964 attachable::destroy (); 981 attachable::destroy ();
965} 982}
966 983
967/* 984/*
1082 if (map->in_memory == MAP_SAVING) 1099 if (map->in_memory == MAP_SAVING)
1083 return; 1100 return;
1084 1101
1085 int check_walk_off = !flag [FLAG_NO_APPLY]; 1102 int check_walk_off = !flag [FLAG_NO_APPLY];
1086 1103
1104 if (object *pl = ms.player ())
1105 {
1106 if (pl->container == this)
1107 /* If a container that the player is currently using somehow gets
1108 * removed (most likely destroyed), update the player view
1109 * appropriately.
1110 */
1111 pl->close_container ();
1112
1113 pl->contr->ns->floorbox_update ();
1114 }
1115
1087 for (tmp = ms.bot; tmp; tmp = tmp->above) 1116 for (tmp = ms.bot; tmp; tmp = tmp->above)
1088 { 1117 {
1089 /* No point updating the players look faces if he is the object 1118 /* No point updating the players look faces if he is the object
1090 * being removed. 1119 * being removed.
1091 */ 1120 */
1092
1093 if (tmp->type == PLAYER && tmp != this)
1094 {
1095 /* If a container that the player is currently using somehow gets
1096 * removed (most likely destroyed), update the player view
1097 * appropriately.
1098 */
1099 if (tmp->container == this)
1100 {
1101 flag [FLAG_APPLIED] = 0;
1102 tmp->container = 0;
1103 }
1104
1105 if (tmp->contr->ns)
1106 tmp->contr->ns->floorbox_update ();
1107 }
1108 1121
1109 /* See if object moving off should effect something */ 1122 /* See if object moving off should effect something */
1110 if (check_walk_off 1123 if (check_walk_off
1111 && ((move_type & tmp->move_off) 1124 && ((move_type & tmp->move_off)
1112 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1125 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1115 1128
1116 if (destroyed ()) 1129 if (destroyed ())
1117 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1130 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1118 } 1131 }
1119 1132
1120 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1121 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1122 if (tmp->above == tmp)
1123 tmp->above = 0;
1124
1125 last = tmp; 1133 last = tmp;
1126 } 1134 }
1127 1135
1128 /* last == NULL if there are no objects on this space */ 1136 /* last == NULL if there are no objects on this space */
1129 //TODO: this makes little sense, why only update the topmost object? 1137 //TODO: this makes little sense, why only update the topmost object?
1149merge_ob (object *op, object *top) 1157merge_ob (object *op, object *top)
1150{ 1158{
1151 if (!op->nrof) 1159 if (!op->nrof)
1152 return 0; 1160 return 0;
1153 1161
1154 if (top) 1162 if (!top)
1155 for (top = op; top && top->above; top = top->above) 1163 for (top = op; top && top->above; top = top->above)
1156 ; 1164 ;
1157 1165
1158 for (; top; top = top->below) 1166 for (; top; top = top->below)
1159 { 1167 {
1180 if (more) 1188 if (more)
1181 return; 1189 return;
1182 1190
1183 object *prev = this; 1191 object *prev = this;
1184 1192
1185 for (archetype *at = arch->more; at; at = at->more) 1193 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1186 { 1194 {
1187 object *op = arch_to_object (at); 1195 object *op = arch_to_object (at);
1188 1196
1189 op->name = name; 1197 op->name = name;
1190 op->name_pl = name_pl; 1198 op->name_pl = name_pl;
1204object * 1212object *
1205insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1213insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1206{ 1214{
1207 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1215 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1208 { 1216 {
1209 tmp->x = x + tmp->arch->clone.x; 1217 tmp->x = x + tmp->arch->x;
1210 tmp->y = y + tmp->arch->clone.y; 1218 tmp->y = y + tmp->arch->y;
1211 } 1219 }
1212 1220
1213 return insert_ob_in_map (op, m, originator, flag); 1221 return insert_ob_in_map (op, m, originator, flag);
1214} 1222}
1215 1223
1236object * 1244object *
1237insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1245insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1238{ 1246{
1239 assert (!op->flag [FLAG_FREED]); 1247 assert (!op->flag [FLAG_FREED]);
1240 1248
1241 object *tmp, *top, *floor = NULL; 1249 object *top, *floor = NULL;
1242 1250
1243 op->remove (); 1251 op->remove ();
1244
1245#if 0
1246 if (!m->active != !op->active)
1247 if (m->active)
1248 op->activate_recursive ();
1249 else
1250 op->deactivate_recursive ();
1251#endif
1252
1253 if (out_of_map (m, op->x, op->y))
1254 {
1255 LOG (llevError, "Trying to insert object outside the map.\n%s\n", op->debug_desc ());
1256#ifdef MANY_CORES
1257 /* Better to catch this here, as otherwise the next use of this object
1258 * is likely to cause a crash. Better to find out where it is getting
1259 * improperly inserted.
1260 */
1261 abort ();
1262#endif
1263 return op;
1264 }
1265
1266 if (object *more = op->more)
1267 {
1268 if (!insert_ob_in_map (more, m, originator, flag))
1269 {
1270 if (!op->head)
1271 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1272
1273 return 0;
1274 }
1275 }
1276
1277 CLEAR_FLAG (op, FLAG_REMOVED);
1278 1252
1279 /* Ideally, the caller figures this out. However, it complicates a lot 1253 /* Ideally, the caller figures this out. However, it complicates a lot
1280 * of areas of callers (eg, anything that uses find_free_spot would now 1254 * of areas of callers (eg, anything that uses find_free_spot would now
1281 * need extra work 1255 * need extra work
1282 */ 1256 */
1283 if (!xy_normalise (m, op->x, op->y)) 1257 if (!xy_normalise (m, op->x, op->y))
1258 {
1259 op->destroy ();
1284 return 0; 1260 return 0;
1261 }
1262
1263 if (object *more = op->more)
1264 if (!insert_ob_in_map (more, m, originator, flag))
1265 return 0;
1266
1267 CLEAR_FLAG (op, FLAG_REMOVED);
1285 1268
1286 op->map = m; 1269 op->map = m;
1287 mapspace &ms = op->ms (); 1270 mapspace &ms = op->ms ();
1288 1271
1289 /* this has to be done after we translate the coordinates. 1272 /* this has to be done after we translate the coordinates.
1290 */ 1273 */
1291 if (op->nrof && !(flag & INS_NO_MERGE)) 1274 if (op->nrof && !(flag & INS_NO_MERGE))
1292 for (tmp = ms.bot; tmp; tmp = tmp->above) 1275 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1293 if (object::can_merge (op, tmp)) 1276 if (object::can_merge (op, tmp))
1294 { 1277 {
1295 op->nrof += tmp->nrof; 1278 op->nrof += tmp->nrof;
1296 tmp->destroy (); 1279 tmp->destroy ();
1297 } 1280 }
1324 else 1307 else
1325 { 1308 {
1326 top = ms.bot; 1309 top = ms.bot;
1327 1310
1328 /* If there are other objects, then */ 1311 /* If there are other objects, then */
1329 if ((!(flag & INS_MAP_LOAD)) && top) 1312 if (top)
1330 { 1313 {
1331 object *last = 0; 1314 object *last = 0;
1332 1315
1333 /* 1316 /*
1334 * If there are multiple objects on this space, we do some trickier handling. 1317 * If there are multiple objects on this space, we do some trickier handling.
1387 if (last && last->below && last != floor) 1370 if (last && last->below && last != floor)
1388 top = last->below; 1371 top = last->below;
1389 } 1372 }
1390 } /* If objects on this space */ 1373 } /* If objects on this space */
1391 1374
1392 if (flag & INS_MAP_LOAD)
1393 top = ms.top;
1394
1395 if (flag & INS_ABOVE_FLOOR_ONLY) 1375 if (flag & INS_ABOVE_FLOOR_ONLY)
1396 top = floor; 1376 top = floor;
1397 1377
1398 /* Top is the object that our object (op) is going to get inserted above. 1378 /* Top is the object that our object (op) is going to get inserted above.
1399 */ 1379 */
1431 op->map->touch (); 1411 op->map->touch ();
1432 } 1412 }
1433 1413
1434 op->map->dirty = true; 1414 op->map->dirty = true;
1435 1415
1436 /* If we have a floor, we know the player, if any, will be above
1437 * it, so save a few ticks and start from there.
1438 */
1439 if (!(flag & INS_MAP_LOAD))
1440 if (object *pl = ms.player ()) 1416 if (object *pl = ms.player ())
1441 if (pl->contr->ns)
1442 pl->contr->ns->floorbox_update (); 1417 pl->contr->ns->floorbox_update ();
1443 1418
1444 /* If this object glows, it may affect lighting conditions that are 1419 /* If this object glows, it may affect lighting conditions that are
1445 * visible to others on this map. But update_all_los is really 1420 * visible to others on this map. But update_all_los is really
1446 * an inefficient way to do this, as it means los for all players 1421 * an inefficient way to do this, as it means los for all players
1447 * on the map will get recalculated. The players could very well 1422 * on the map will get recalculated. The players could very well
1466 * blocked() and wall() work properly), and these flags are updated by 1441 * blocked() and wall() work properly), and these flags are updated by
1467 * update_object(). 1442 * update_object().
1468 */ 1443 */
1469 1444
1470 /* if this is not the head or flag has been passed, don't check walk on status */ 1445 /* if this is not the head or flag has been passed, don't check walk on status */
1471 if (!(flag & INS_NO_WALK_ON) && !op->head) 1446 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1472 { 1447 {
1473 if (check_move_on (op, originator)) 1448 if (check_move_on (op, originator))
1474 return 0; 1449 return 0;
1475 1450
1476 /* If we are a multi part object, lets work our way through the check 1451 /* If we are a multi part object, lets work our way through the check
1477 * walk on's. 1452 * walk on's.
1478 */ 1453 */
1479 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1454 for (object *tmp = op->more; tmp; tmp = tmp->more)
1480 if (check_move_on (tmp, originator)) 1455 if (check_move_on (tmp, originator))
1481 return 0; 1456 return 0;
1482 } 1457 }
1483 1458
1484 return op; 1459 return op;
1494 object *tmp, *tmp1; 1469 object *tmp, *tmp1;
1495 1470
1496 /* first search for itself and remove any old instances */ 1471 /* first search for itself and remove any old instances */
1497 1472
1498 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 1473 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1499 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1474 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1500 tmp->destroy (); 1475 tmp->destroy ();
1501 1476
1502 tmp1 = arch_to_object (archetype::find (arch_string)); 1477 tmp1 = arch_to_object (archetype::find (arch_string));
1503 1478
1504 tmp1->x = op->x; 1479 tmp1->x = op->x;
1665 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1640 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1666 free (dump); 1641 free (dump);
1667 return op; 1642 return op;
1668 } 1643 }
1669 1644
1670 if (where->head) 1645 if (where->head_ () != where)
1671 { 1646 {
1672 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n"); 1647 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1673 where = where->head; 1648 where = where->head;
1674 } 1649 }
1675 1650
1676 return where->insert (op); 1651 return where->insert (op);
1677} 1652}
1685 * be != op, if items are merged. -Tero 1660 * be != op, if items are merged. -Tero
1686 */ 1661 */
1687object * 1662object *
1688object::insert (object *op) 1663object::insert (object *op)
1689{ 1664{
1690 object *tmp, *otmp;
1691
1692 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1665 if (!QUERY_FLAG (op, FLAG_REMOVED))
1693 op->remove (); 1666 op->remove ();
1694 1667
1695 if (op->more) 1668 if (op->more)
1696 { 1669 {
1698 return op; 1671 return op;
1699 } 1672 }
1700 1673
1701 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1674 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1702 CLEAR_FLAG (op, FLAG_REMOVED); 1675 CLEAR_FLAG (op, FLAG_REMOVED);
1676
1703 if (op->nrof) 1677 if (op->nrof)
1704 { 1678 {
1705 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1679 for (object *tmp = inv; tmp; tmp = tmp->below)
1706 if (object::can_merge (tmp, op)) 1680 if (object::can_merge (tmp, op))
1707 { 1681 {
1708 /* return the original object and remove inserted object 1682 /* return the original object and remove inserted object
1709 (client needs the original object) */ 1683 (client needs the original object) */
1710 tmp->nrof += op->nrof; 1684 tmp->nrof += op->nrof;
1729 add_weight (this, op->weight * op->nrof); 1703 add_weight (this, op->weight * op->nrof);
1730 } 1704 }
1731 else 1705 else
1732 add_weight (this, (op->weight + op->carrying)); 1706 add_weight (this, (op->weight + op->carrying));
1733 1707
1734 otmp = this->in_player (); 1708 if (object *otmp = this->in_player ())
1735 if (otmp && otmp->contr)
1736 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1709 if (otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1737 otmp->update_stats (); 1710 otmp->update_stats ();
1738 1711
1712 op->owner = 0; // its his/hers now. period.
1739 op->map = 0; 1713 op->map = 0;
1740 op->env = this; 1714 op->env = this;
1741 op->above = 0; 1715 op->above = 0;
1742 op->below = 0; 1716 op->below = 0;
1743 op->x = 0, op->y = 0; 1717 op->x = op->y = 0;
1744 1718
1745 /* reset the light list and los of the players on the map */ 1719 /* reset the light list and los of the players on the map */
1746 if ((op->glow_radius != 0) && map) 1720 if (op->glow_radius && map)
1747 { 1721 {
1748#ifdef DEBUG_LIGHTS 1722#ifdef DEBUG_LIGHTS
1749 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1723 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1750#endif /* DEBUG_LIGHTS */ 1724#endif /* DEBUG_LIGHTS */
1751 if (map->darkness) 1725 if (map->darkness)
1985 * activate recursively a flag on an object inventory 1959 * activate recursively a flag on an object inventory
1986 */ 1960 */
1987void 1961void
1988flag_inv (object *op, int flag) 1962flag_inv (object *op, int flag)
1989{ 1963{
1990 if (op->inv)
1991 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1964 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1992 { 1965 {
1993 SET_FLAG (tmp, flag); 1966 SET_FLAG (tmp, flag);
1994 flag_inv (tmp, flag); 1967 flag_inv (tmp, flag);
1995 } 1968 }
1996} 1969}
1997 1970
1998/* 1971/*
1999 * deactivate recursively a flag on an object inventory 1972 * deactivate recursively a flag on an object inventory
2000 */ 1973 */
2001void 1974void
2002unflag_inv (object *op, int flag) 1975unflag_inv (object *op, int flag)
2003{ 1976{
2004 if (op->inv)
2005 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1977 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2006 { 1978 {
2007 CLEAR_FLAG (tmp, flag); 1979 CLEAR_FLAG (tmp, flag);
2008 unflag_inv (tmp, flag); 1980 unflag_inv (tmp, flag);
2009 } 1981 }
2010}
2011
2012/*
2013 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2014 * all it's inventory (recursively).
2015 * If checksums are used, a player will get set_cheat called for
2016 * him/her-self and all object carried by a call to this function.
2017 */
2018void
2019set_cheat (object *op)
2020{
2021 SET_FLAG (op, FLAG_WAS_WIZ);
2022 flag_inv (op, FLAG_WAS_WIZ);
2023} 1982}
2024 1983
2025/* 1984/*
2026 * find_free_spot(object, map, x, y, start, stop) will search for 1985 * find_free_spot(object, map, x, y, start, stop) will search for
2027 * a spot at the given map and coordinates which will be able to contain 1986 * a spot at the given map and coordinates which will be able to contain
2029 * to search (see the freearr_x/y[] definition). 1988 * to search (see the freearr_x/y[] definition).
2030 * It returns a random choice among the alternatives found. 1989 * It returns a random choice among the alternatives found.
2031 * start and stop are where to start relative to the free_arr array (1,9 1990 * start and stop are where to start relative to the free_arr array (1,9
2032 * does all 4 immediate directions). This returns the index into the 1991 * does all 4 immediate directions). This returns the index into the
2033 * array of the free spot, -1 if no spot available (dir 0 = x,y) 1992 * array of the free spot, -1 if no spot available (dir 0 = x,y)
2034 * Note - this only checks to see if there is space for the head of the
2035 * object - if it is a multispace object, this should be called for all
2036 * pieces.
2037 * Note2: This function does correctly handle tiled maps, but does not 1993 * Note: This function does correctly handle tiled maps, but does not
2038 * inform the caller. However, insert_ob_in_map will update as 1994 * inform the caller. However, insert_ob_in_map will update as
2039 * necessary, so the caller shouldn't need to do any special work. 1995 * necessary, so the caller shouldn't need to do any special work.
2040 * Note - updated to take an object instead of archetype - this is necessary 1996 * Note - updated to take an object instead of archetype - this is necessary
2041 * because arch_blocked (now ob_blocked) needs to know the movement type 1997 * because arch_blocked (now ob_blocked) needs to know the movement type
2042 * to know if the space in question will block the object. We can't use 1998 * to know if the space in question will block the object. We can't use
2044 * customized, changed states, etc. 2000 * customized, changed states, etc.
2045 */ 2001 */
2046int 2002int
2047find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 2003find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2048{ 2004{
2005 int altern[SIZEOFFREE];
2049 int index = 0, flag; 2006 int index = 0, flag;
2050 int altern[SIZEOFFREE];
2051 2007
2052 for (int i = start; i < stop; i++) 2008 for (int i = start; i < stop; i++)
2053 { 2009 {
2054 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2010 mapxy pos (m, x, y); pos.move (i);
2055 if (!flag) 2011
2012 if (!pos.normalise ())
2013 continue;
2014
2015 mapspace &ms = *pos;
2016
2017 if (ms.flags () & P_IS_ALIVE)
2018 continue;
2019
2020 /* However, often
2021 * ob doesn't have any move type (when used to place exits)
2022 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
2023 */
2024 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
2025 {
2056 altern [index++] = i; 2026 altern [index++] = i;
2027 continue;
2028 }
2057 2029
2058 /* Basically, if we find a wall on a space, we cut down the search size. 2030 /* Basically, if we find a wall on a space, we cut down the search size.
2059 * In this way, we won't return spaces that are on another side of a wall. 2031 * In this way, we won't return spaces that are on another side of a wall.
2060 * This mostly work, but it cuts down the search size in all directions - 2032 * This mostly work, but it cuts down the search size in all directions -
2061 * if the space being examined only has a wall to the north and empty 2033 * if the space being examined only has a wall to the north and empty
2062 * spaces in all the other directions, this will reduce the search space 2034 * spaces in all the other directions, this will reduce the search space
2063 * to only the spaces immediately surrounding the target area, and 2035 * to only the spaces immediately surrounding the target area, and
2064 * won't look 2 spaces south of the target space. 2036 * won't look 2 spaces south of the target space.
2065 */ 2037 */
2066 else if ((flag & P_NO_PASS) && maxfree[i] < stop) 2038 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2039 {
2067 stop = maxfree[i]; 2040 stop = maxfree[i];
2041 continue;
2042 }
2043
2044 /* Note it is intentional that we check ob - the movement type of the
2045 * head of the object should correspond for the entire object.
2046 */
2047 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2048 continue;
2049
2050 if (ob->blocked (m, pos.x, pos.y))
2051 continue;
2052
2053 altern [index++] = i;
2068 } 2054 }
2069 2055
2070 if (!index) 2056 if (!index)
2071 return -1; 2057 return -1;
2072 2058
2081 */ 2067 */
2082int 2068int
2083find_first_free_spot (const object *ob, maptile *m, int x, int y) 2069find_first_free_spot (const object *ob, maptile *m, int x, int y)
2084{ 2070{
2085 for (int i = 0; i < SIZEOFFREE; i++) 2071 for (int i = 0; i < SIZEOFFREE; i++)
2086 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2072 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2087 return i; 2073 return i;
2088 2074
2089 return -1; 2075 return -1;
2090} 2076}
2091 2077
2145 object *tmp; 2131 object *tmp;
2146 maptile *mp; 2132 maptile *mp;
2147 2133
2148 MoveType blocked, move_type; 2134 MoveType blocked, move_type;
2149 2135
2150 if (exclude && exclude->head) 2136 if (exclude && exclude->head_ () != exclude)
2151 { 2137 {
2152 exclude = exclude->head; 2138 exclude = exclude->head;
2153 move_type = exclude->move_type; 2139 move_type = exclude->move_type;
2154 } 2140 }
2155 else 2141 else
2178 max = maxfree[i]; 2164 max = maxfree[i];
2179 else if (mflags & P_IS_ALIVE) 2165 else if (mflags & P_IS_ALIVE)
2180 { 2166 {
2181 for (tmp = ms.bot; tmp; tmp = tmp->above) 2167 for (tmp = ms.bot; tmp; tmp = tmp->above)
2182 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2168 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2183 && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2169 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2184 break; 2170 break;
2185 2171
2186 if (tmp) 2172 if (tmp)
2187 return freedir[i]; 2173 return freedir[i];
2188 } 2174 }
2368 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2354 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2369 * core dumps if they do. 2355 * core dumps if they do.
2370 * 2356 *
2371 * Add a check so we can't pick up invisible objects (0.93.8) 2357 * Add a check so we can't pick up invisible objects (0.93.8)
2372 */ 2358 */
2373
2374int 2359int
2375can_pick (const object *who, const object *item) 2360can_pick (const object *who, const object *item)
2376{ 2361{
2377 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2362 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2378 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2363 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2383 * create clone from object to another 2368 * create clone from object to another
2384 */ 2369 */
2385object * 2370object *
2386object_create_clone (object *asrc) 2371object_create_clone (object *asrc)
2387{ 2372{
2388 object *dst = 0, *tmp, *src, *part, *prev, *item; 2373 object *dst = 0, *tmp, *src, *prev, *item;
2389 2374
2390 if (!asrc) 2375 if (!asrc)
2391 return 0; 2376 return 0;
2392 2377
2393 src = asrc;
2394 if (src->head)
2395 src = src->head; 2378 src = asrc->head_ ();
2396 2379
2397 prev = 0; 2380 prev = 0;
2398 for (part = src; part; part = part->more) 2381 for (object *part = src; part; part = part->more)
2399 { 2382 {
2400 tmp = part->clone (); 2383 tmp = part->clone ();
2401 tmp->x -= src->x; 2384 tmp->x -= src->x;
2402 tmp->y -= src->y; 2385 tmp->y -= src->y;
2403 2386
2516 /* Basically, if the archetype has this key set, 2499 /* Basically, if the archetype has this key set,
2517 * we need to store the null value so when we save 2500 * we need to store the null value so when we save
2518 * it, we save the empty value so that when we load, 2501 * it, we save the empty value so that when we load,
2519 * we get this value back again. 2502 * we get this value back again.
2520 */ 2503 */
2521 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2504 if (get_ob_key_link (op->arch, canonical_key))
2522 field->value = 0; 2505 field->value = 0;
2523 else 2506 else
2524 { 2507 {
2525 if (last) 2508 if (last)
2526 last->next = field->next; 2509 last->next = field->next;
2595 } 2578 }
2596 else 2579 else
2597 item = item->env; 2580 item = item->env;
2598} 2581}
2599 2582
2600
2601const char * 2583const char *
2602object::flag_desc (char *desc, int len) const 2584object::flag_desc (char *desc, int len) const
2603{ 2585{
2604 char *p = desc; 2586 char *p = desc;
2605 bool first = true; 2587 bool first = true;
2639 &name, 2621 &name,
2640 title ? "\",title:\"" : "", 2622 title ? "\",title:\"" : "",
2641 title ? (const char *)title : "", 2623 title ? (const char *)title : "",
2642 flag_desc (flagdesc, 512), type); 2624 flag_desc (flagdesc, 512), type);
2643 2625
2644 if (env) 2626 if (!this->flag[FLAG_REMOVED] && env)
2645 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2627 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2646 2628
2647 if (map) 2629 if (map)
2648 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y); 2630 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2649 2631
2667} 2649}
2668 2650
2669const materialtype_t * 2651const materialtype_t *
2670object::dominant_material () const 2652object::dominant_material () const
2671{ 2653{
2672 if (materialtype_t *mat = name_to_material (materialname)) 2654 if (materialtype_t *mt = name_to_material (materialname))
2673 return mat; 2655 return mt;
2674 2656
2675 // omfg this is slow, this has to be temporary :)
2676 shstr unknown ("unknown");
2677
2678 return name_to_material (unknown); 2657 return name_to_material (shstr_unknown);
2679} 2658}
2680 2659
2681void 2660void
2682object::open_container (object *new_container) 2661object::open_container (object *new_container)
2683{ 2662{
2699 old_container->flag [FLAG_APPLIED] = 0; 2678 old_container->flag [FLAG_APPLIED] = 0;
2700 container = 0; 2679 container = 0;
2701 2680
2702 esrv_update_item (UPD_FLAGS, this, old_container); 2681 esrv_update_item (UPD_FLAGS, this, old_container);
2703 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); 2682 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2683 play_sound (sound_find ("chest_close"));
2704 } 2684 }
2705 2685
2706 if (new_container) 2686 if (new_container)
2707 { 2687 {
2708 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this))) 2688 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2724 new_container->flag [FLAG_APPLIED] = 1; 2704 new_container->flag [FLAG_APPLIED] = 1;
2725 container = new_container; 2705 container = new_container;
2726 2706
2727 esrv_update_item (UPD_FLAGS, this, new_container); 2707 esrv_update_item (UPD_FLAGS, this, new_container);
2728 esrv_send_inventory (this, new_container); 2708 esrv_send_inventory (this, new_container);
2709 play_sound (sound_find ("chest_open"));
2710 }
2711}
2712
2713object *
2714object::force_find (const shstr name)
2715{
2716 /* cycle through his inventory to look for the MARK we want to
2717 * place
2718 */
2719 for (object *tmp = inv; tmp; tmp = tmp->below)
2720 if (tmp->type == FORCE && tmp->slaying == name)
2721 return splay (tmp);
2722
2723 return 0;
2724}
2725
2726void
2727object::force_add (const shstr name, int duration)
2728{
2729 if (object *force = force_find (name))
2730 force->destroy ();
2731
2732 object *force = get_archetype (FORCE_NAME);
2733
2734 force->slaying = name;
2735 force->stats.food = 1;
2736 force->speed_left = -1.f;
2737
2738 force->set_speed (duration ? 1.f / duration : 0.f);
2739 force->flag [FLAG_IS_USED_UP] = true;
2740 force->flag [FLAG_APPLIED] = true;
2741
2742 insert (force);
2743}
2744
2745void
2746object::play_sound (faceidx sound) const
2747{
2748 if (!sound)
2749 return;
2750
2751 if (flag [FLAG_REMOVED])
2752 return;
2753
2754 if (env)
2729 } 2755 {
2756 if (object *pl = in_player ())
2757 pl->contr->play_sound (sound);
2758 }
2759 else
2760 map->play_sound (sound, x, y);
2730} 2761}
2731 2762
2732

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