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Comparing deliantra/server/common/object.C (file contents):
Revision 1.158 by root, Mon Jun 4 12:19:08 2007 UTC vs.
Revision 1.198 by root, Mon Oct 22 02:52:48 2007 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Multiplayer Online Role Playing Game. 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Crossfire TRT is free software; you can redistribute it and/or modify it 8 * Crossfire TRT is free software: you can redistribute it and/or modify
9 * under the terms of the GNU General Public License as published by the Free 9 * it under the terms of the GNU General Public License as published by
10 * Software Foundation; either version 2 of the License, or (at your option) 10 * the Free Software Foundation, either version 3 of the License, or
11 * 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, but 13 * This program is distributed in the hope that it will be useful,
14 * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * 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 along 18 * You should have received a copy of the GNU General Public License
19 * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
21 * 20 *
22 * The authors can be reached via e-mail to <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.
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
587object::copy_to (object *dst) 594object::copy_to (object *dst)
588{ 595{
589 *dst = *this; 596 *dst = *this;
590 597
591 if (speed < 0) 598 if (speed < 0)
592 dst->speed_left = speed_left - rndm (); 599 dst->speed_left -= rndm ();
593 600
594 dst->set_speed (dst->speed); 601 dst->set_speed (dst->speed);
595} 602}
596 603
597void 604void
924 931
925 if (!freed_map) 932 if (!freed_map)
926 { 933 {
927 freed_map = new maptile; 934 freed_map = new maptile;
928 935
936 freed_map->path = "<freed objects map>";
929 freed_map->name = "/internal/freed_objects_map"; 937 freed_map->name = "/internal/freed_objects_map";
930 freed_map->width = 3; 938 freed_map->width = 3;
931 freed_map->height = 3; 939 freed_map->height = 3;
932 940
933 freed_map->alloc (); 941 freed_map->alloc ();
937 map = freed_map; 945 map = freed_map;
938 x = 1; 946 x = 1;
939 y = 1; 947 y = 1;
940 } 948 }
941 949
942 head = 0;
943
944 if (more) 950 if (more)
945 { 951 {
946 more->destroy (); 952 more->destroy ();
947 more = 0; 953 more = 0;
948 } 954 }
949 955
956 head = 0;
957
950 // clear those pointers that likely might have circular references to us 958 // clear those pointers that likely might cause circular references
951 owner = 0; 959 owner = 0;
952 enemy = 0; 960 enemy = 0;
953 attacked_by = 0; 961 attacked_by = 0;
962 current_weapon = 0;
954} 963}
955 964
956void 965void
957object::destroy (bool destroy_inventory) 966object::destroy (bool destroy_inventory)
958{ 967{
959 if (destroyed ()) 968 if (destroyed ())
960 return; 969 return;
961 970
962 if (destroy_inventory) 971 if (destroy_inventory)
963 destroy_inv (false); 972 destroy_inv (false);
973
974 if (is_head ())
975 if (sound_destroy)
976 play_sound (sound_destroy);
977 else if (flag [FLAG_MONSTER])
978 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
964 979
965 attachable::destroy (); 980 attachable::destroy ();
966} 981}
967 982
968/* 983/*
1083 if (map->in_memory == MAP_SAVING) 1098 if (map->in_memory == MAP_SAVING)
1084 return; 1099 return;
1085 1100
1086 int check_walk_off = !flag [FLAG_NO_APPLY]; 1101 int check_walk_off = !flag [FLAG_NO_APPLY];
1087 1102
1103 if (object *pl = ms.player ())
1104 {
1105 if (pl->container == this)
1106 /* If a container that the player is currently using somehow gets
1107 * removed (most likely destroyed), update the player view
1108 * appropriately.
1109 */
1110 pl->close_container ();
1111
1112 pl->contr->ns->floorbox_update ();
1113 }
1114
1088 for (tmp = ms.bot; tmp; tmp = tmp->above) 1115 for (tmp = ms.bot; tmp; tmp = tmp->above)
1089 { 1116 {
1090 /* No point updating the players look faces if he is the object 1117 /* No point updating the players look faces if he is the object
1091 * being removed. 1118 * being removed.
1092 */ 1119 */
1093
1094 if (tmp->type == PLAYER && tmp != this)
1095 {
1096 /* If a container that the player is currently using somehow gets
1097 * removed (most likely destroyed), update the player view
1098 * appropriately.
1099 */
1100 if (tmp->container == this)
1101 {
1102 flag [FLAG_APPLIED] = 0;
1103 tmp->container = 0;
1104 }
1105
1106 if (tmp->contr->ns)
1107 tmp->contr->ns->floorbox_update ();
1108 }
1109 1120
1110 /* See if object moving off should effect something */ 1121 /* See if object moving off should effect something */
1111 if (check_walk_off 1122 if (check_walk_off
1112 && ((move_type & tmp->move_off) 1123 && ((move_type & tmp->move_off)
1113 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1124 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1116 1127
1117 if (destroyed ()) 1128 if (destroyed ())
1118 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1129 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1119 } 1130 }
1120 1131
1121 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1122 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1123 if (tmp->above == tmp)
1124 tmp->above = 0;
1125
1126 last = tmp; 1132 last = tmp;
1127 } 1133 }
1128 1134
1129 /* last == NULL if there are no objects on this space */ 1135 /* last == NULL if there are no objects on this space */
1130 //TODO: this makes little sense, why only update the topmost object? 1136 //TODO: this makes little sense, why only update the topmost object?
1150merge_ob (object *op, object *top) 1156merge_ob (object *op, object *top)
1151{ 1157{
1152 if (!op->nrof) 1158 if (!op->nrof)
1153 return 0; 1159 return 0;
1154 1160
1155 if (top) 1161 if (!top)
1156 for (top = op; top && top->above; top = top->above) 1162 for (top = op; top && top->above; top = top->above)
1157 ; 1163 ;
1158 1164
1159 for (; top; top = top->below) 1165 for (; top; top = top->below)
1160 { 1166 {
1181 if (more) 1187 if (more)
1182 return; 1188 return;
1183 1189
1184 object *prev = this; 1190 object *prev = this;
1185 1191
1186 for (archetype *at = arch->more; at; at = at->more) 1192 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1187 { 1193 {
1188 object *op = arch_to_object (at); 1194 object *op = arch_to_object (at);
1189 1195
1190 op->name = name; 1196 op->name = name;
1191 op->name_pl = name_pl; 1197 op->name_pl = name_pl;
1205object * 1211object *
1206insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1212insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1207{ 1213{
1208 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1214 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1209 { 1215 {
1210 tmp->x = x + tmp->arch->clone.x; 1216 tmp->x = x + tmp->arch->x;
1211 tmp->y = y + tmp->arch->clone.y; 1217 tmp->y = y + tmp->arch->y;
1212 } 1218 }
1213 1219
1214 return insert_ob_in_map (op, m, originator, flag); 1220 return insert_ob_in_map (op, m, originator, flag);
1215} 1221}
1216 1222
1241 1247
1242 object *top, *floor = NULL; 1248 object *top, *floor = NULL;
1243 1249
1244 op->remove (); 1250 op->remove ();
1245 1251
1246#if 0
1247 if (!m->active != !op->active)
1248 if (m->active)
1249 op->activate_recursive ();
1250 else
1251 op->deactivate_recursive ();
1252#endif
1253
1254 if (out_of_map (m, op->x, op->y))
1255 {
1256 LOG (llevError, "Trying to insert object outside the map.\n%s\n", op->debug_desc ());
1257#ifdef MANY_CORES
1258 /* Better to catch this here, as otherwise the next use of this object
1259 * is likely to cause a crash. Better to find out where it is getting
1260 * improperly inserted.
1261 */
1262 abort ();
1263#endif
1264 return op;
1265 }
1266
1267 if (object *more = op->more)
1268 if (!insert_ob_in_map (more, m, originator, flag))
1269 return 0;
1270
1271 CLEAR_FLAG (op, FLAG_REMOVED);
1272
1273 /* Ideally, the caller figures this out. However, it complicates a lot 1252 /* Ideally, the caller figures this out. However, it complicates a lot
1274 * of areas of callers (eg, anything that uses find_free_spot would now 1253 * of areas of callers (eg, anything that uses find_free_spot would now
1275 * need extra work 1254 * need extra work
1276 */ 1255 */
1277 if (!xy_normalise (m, op->x, op->y)) 1256 if (!xy_normalise (m, op->x, op->y))
1257 {
1258 op->destroy ();
1278 return 0; 1259 return 0;
1260 }
1261
1262 if (object *more = op->more)
1263 if (!insert_ob_in_map (more, m, originator, flag))
1264 return 0;
1265
1266 CLEAR_FLAG (op, FLAG_REMOVED);
1279 1267
1280 op->map = m; 1268 op->map = m;
1281 mapspace &ms = op->ms (); 1269 mapspace &ms = op->ms ();
1282 1270
1283 /* this has to be done after we translate the coordinates. 1271 /* this has to be done after we translate the coordinates.
1318 else 1306 else
1319 { 1307 {
1320 top = ms.bot; 1308 top = ms.bot;
1321 1309
1322 /* If there are other objects, then */ 1310 /* If there are other objects, then */
1323 if ((!(flag & INS_MAP_LOAD)) && top) 1311 if (top)
1324 { 1312 {
1325 object *last = 0; 1313 object *last = 0;
1326 1314
1327 /* 1315 /*
1328 * If there are multiple objects on this space, we do some trickier handling. 1316 * If there are multiple objects on this space, we do some trickier handling.
1381 if (last && last->below && last != floor) 1369 if (last && last->below && last != floor)
1382 top = last->below; 1370 top = last->below;
1383 } 1371 }
1384 } /* If objects on this space */ 1372 } /* If objects on this space */
1385 1373
1386 if (flag & INS_MAP_LOAD)
1387 top = ms.top;
1388
1389 if (flag & INS_ABOVE_FLOOR_ONLY) 1374 if (flag & INS_ABOVE_FLOOR_ONLY)
1390 top = floor; 1375 top = floor;
1391 1376
1392 /* Top is the object that our object (op) is going to get inserted above. 1377 /* Top is the object that our object (op) is going to get inserted above.
1393 */ 1378 */
1425 op->map->touch (); 1410 op->map->touch ();
1426 } 1411 }
1427 1412
1428 op->map->dirty = true; 1413 op->map->dirty = true;
1429 1414
1430 /* If we have a floor, we know the player, if any, will be above
1431 * it, so save a few ticks and start from there.
1432 */
1433 if (!(flag & INS_MAP_LOAD))
1434 if (object *pl = ms.player ()) 1415 if (object *pl = ms.player ())
1435 if (pl->contr->ns)
1436 pl->contr->ns->floorbox_update (); 1416 pl->contr->ns->floorbox_update ();
1437 1417
1438 /* If this object glows, it may affect lighting conditions that are 1418 /* If this object glows, it may affect lighting conditions that are
1439 * visible to others on this map. But update_all_los is really 1419 * visible to others on this map. But update_all_los is really
1440 * an inefficient way to do this, as it means los for all players 1420 * an inefficient way to do this, as it means los for all players
1441 * on the map will get recalculated. The players could very well 1421 * on the map will get recalculated. The players could very well
1679 * be != op, if items are merged. -Tero 1659 * be != op, if items are merged. -Tero
1680 */ 1660 */
1681object * 1661object *
1682object::insert (object *op) 1662object::insert (object *op)
1683{ 1663{
1684 object *tmp, *otmp;
1685
1686 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1664 if (!QUERY_FLAG (op, FLAG_REMOVED))
1687 op->remove (); 1665 op->remove ();
1688 1666
1689 if (op->more) 1667 if (op->more)
1690 { 1668 {
1692 return op; 1670 return op;
1693 } 1671 }
1694 1672
1695 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1673 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1696 CLEAR_FLAG (op, FLAG_REMOVED); 1674 CLEAR_FLAG (op, FLAG_REMOVED);
1675
1697 if (op->nrof) 1676 if (op->nrof)
1698 { 1677 {
1699 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1678 for (object *tmp = inv; tmp; tmp = tmp->below)
1700 if (object::can_merge (tmp, op)) 1679 if (object::can_merge (tmp, op))
1701 { 1680 {
1702 /* return the original object and remove inserted object 1681 /* return the original object and remove inserted object
1703 (client needs the original object) */ 1682 (client needs the original object) */
1704 tmp->nrof += op->nrof; 1683 tmp->nrof += op->nrof;
1723 add_weight (this, op->weight * op->nrof); 1702 add_weight (this, op->weight * op->nrof);
1724 } 1703 }
1725 else 1704 else
1726 add_weight (this, (op->weight + op->carrying)); 1705 add_weight (this, (op->weight + op->carrying));
1727 1706
1728 otmp = this->in_player (); 1707 if (object *otmp = this->in_player ())
1729 if (otmp && otmp->contr)
1730 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1708 if (otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1731 otmp->update_stats (); 1709 otmp->update_stats ();
1732 1710
1711 op->owner = 0; // its his/hers now. period.
1733 op->map = 0; 1712 op->map = 0;
1734 op->env = this; 1713 op->env = this;
1735 op->above = 0; 1714 op->above = 0;
1736 op->below = 0; 1715 op->below = 0;
1737 op->x = 0, op->y = 0; 1716 op->x = op->y = 0;
1738 1717
1739 /* reset the light list and los of the players on the map */ 1718 /* reset the light list and los of the players on the map */
1740 if ((op->glow_radius != 0) && map) 1719 if (op->glow_radius && map)
1741 { 1720 {
1742#ifdef DEBUG_LIGHTS 1721#ifdef DEBUG_LIGHTS
1743 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1722 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1744#endif /* DEBUG_LIGHTS */ 1723#endif /* DEBUG_LIGHTS */
1745 if (map->darkness) 1724 if (map->darkness)
1979 * activate recursively a flag on an object inventory 1958 * activate recursively a flag on an object inventory
1980 */ 1959 */
1981void 1960void
1982flag_inv (object *op, int flag) 1961flag_inv (object *op, int flag)
1983{ 1962{
1984 if (op->inv)
1985 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1963 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1986 { 1964 {
1987 SET_FLAG (tmp, flag); 1965 SET_FLAG (tmp, flag);
1988 flag_inv (tmp, flag); 1966 flag_inv (tmp, flag);
1989 } 1967 }
1990} 1968}
1991 1969
1992/* 1970/*
1993 * deactivate recursively a flag on an object inventory 1971 * deactivate recursively a flag on an object inventory
1994 */ 1972 */
1995void 1973void
1996unflag_inv (object *op, int flag) 1974unflag_inv (object *op, int flag)
1997{ 1975{
1998 if (op->inv)
1999 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1976 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2000 { 1977 {
2001 CLEAR_FLAG (tmp, flag); 1978 CLEAR_FLAG (tmp, flag);
2002 unflag_inv (tmp, flag); 1979 unflag_inv (tmp, flag);
2003 } 1980 }
2004} 1981}
2005 1982
2006/* 1983/*
2007 * find_free_spot(object, map, x, y, start, stop) will search for 1984 * find_free_spot(object, map, x, y, start, stop) will search for
2008 * a spot at the given map and coordinates which will be able to contain 1985 * a spot at the given map and coordinates which will be able to contain
2010 * to search (see the freearr_x/y[] definition). 1987 * to search (see the freearr_x/y[] definition).
2011 * It returns a random choice among the alternatives found. 1988 * It returns a random choice among the alternatives found.
2012 * start and stop are where to start relative to the free_arr array (1,9 1989 * start and stop are where to start relative to the free_arr array (1,9
2013 * does all 4 immediate directions). This returns the index into the 1990 * does all 4 immediate directions). This returns the index into the
2014 * array of the free spot, -1 if no spot available (dir 0 = x,y) 1991 * array of the free spot, -1 if no spot available (dir 0 = x,y)
2015 * Note - this only checks to see if there is space for the head of the
2016 * object - if it is a multispace object, this should be called for all
2017 * pieces.
2018 * Note2: This function does correctly handle tiled maps, but does not 1992 * Note: This function does correctly handle tiled maps, but does not
2019 * inform the caller. However, insert_ob_in_map will update as 1993 * inform the caller. However, insert_ob_in_map will update as
2020 * necessary, so the caller shouldn't need to do any special work. 1994 * necessary, so the caller shouldn't need to do any special work.
2021 * Note - updated to take an object instead of archetype - this is necessary 1995 * Note - updated to take an object instead of archetype - this is necessary
2022 * because arch_blocked (now ob_blocked) needs to know the movement type 1996 * because arch_blocked (now ob_blocked) needs to know the movement type
2023 * to know if the space in question will block the object. We can't use 1997 * to know if the space in question will block the object. We can't use
2025 * customized, changed states, etc. 1999 * customized, changed states, etc.
2026 */ 2000 */
2027int 2001int
2028find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 2002find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2029{ 2003{
2004 int altern[SIZEOFFREE];
2030 int index = 0, flag; 2005 int index = 0, flag;
2031 int altern[SIZEOFFREE];
2032 2006
2033 for (int i = start; i < stop; i++) 2007 for (int i = start; i < stop; i++)
2034 { 2008 {
2035 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2009 mapxy pos (m, x, y); pos.move (i);
2036 if (!flag) 2010
2011 if (!pos.normalise ())
2012 continue;
2013
2014 mapspace &ms = *pos;
2015
2016 if (ms.flags () & P_IS_ALIVE)
2017 continue;
2018
2019 /* However, often
2020 * ob doesn't have any move type (when used to place exits)
2021 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
2022 */
2023 if (ob->move_type == 0 && ms.move_block != MOVE_ALL)
2024 {
2037 altern [index++] = i; 2025 altern [index++] = i;
2026 continue;
2027 }
2038 2028
2039 /* Basically, if we find a wall on a space, we cut down the search size. 2029 /* Basically, if we find a wall on a space, we cut down the search size.
2040 * In this way, we won't return spaces that are on another side of a wall. 2030 * In this way, we won't return spaces that are on another side of a wall.
2041 * This mostly work, but it cuts down the search size in all directions - 2031 * This mostly work, but it cuts down the search size in all directions -
2042 * if the space being examined only has a wall to the north and empty 2032 * if the space being examined only has a wall to the north and empty
2043 * spaces in all the other directions, this will reduce the search space 2033 * spaces in all the other directions, this will reduce the search space
2044 * to only the spaces immediately surrounding the target area, and 2034 * to only the spaces immediately surrounding the target area, and
2045 * won't look 2 spaces south of the target space. 2035 * won't look 2 spaces south of the target space.
2046 */ 2036 */
2047 else if ((flag & P_NO_PASS) && maxfree[i] < stop) 2037 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2038 {
2048 stop = maxfree[i]; 2039 stop = maxfree[i];
2040 continue;
2041 }
2042
2043 /* Note it is intentional that we check ob - the movement type of the
2044 * head of the object should correspond for the entire object.
2045 */
2046 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2047 continue;
2048
2049 if (ob->blocked (m, pos.x, pos.y))
2050 continue;
2051
2052 altern [index++] = i;
2049 } 2053 }
2050 2054
2051 if (!index) 2055 if (!index)
2052 return -1; 2056 return -1;
2053 2057
2062 */ 2066 */
2063int 2067int
2064find_first_free_spot (const object *ob, maptile *m, int x, int y) 2068find_first_free_spot (const object *ob, maptile *m, int x, int y)
2065{ 2069{
2066 for (int i = 0; i < SIZEOFFREE; i++) 2070 for (int i = 0; i < SIZEOFFREE; i++)
2067 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2071 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2068 return i; 2072 return i;
2069 2073
2070 return -1; 2074 return -1;
2071} 2075}
2072 2076
2349 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2353 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2350 * core dumps if they do. 2354 * core dumps if they do.
2351 * 2355 *
2352 * Add a check so we can't pick up invisible objects (0.93.8) 2356 * Add a check so we can't pick up invisible objects (0.93.8)
2353 */ 2357 */
2354
2355int 2358int
2356can_pick (const object *who, const object *item) 2359can_pick (const object *who, const object *item)
2357{ 2360{
2358 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2361 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2359 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2362 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2495 /* Basically, if the archetype has this key set, 2498 /* Basically, if the archetype has this key set,
2496 * we need to store the null value so when we save 2499 * we need to store the null value so when we save
2497 * it, we save the empty value so that when we load, 2500 * it, we save the empty value so that when we load,
2498 * we get this value back again. 2501 * we get this value back again.
2499 */ 2502 */
2500 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2503 if (get_ob_key_link (op->arch, canonical_key))
2501 field->value = 0; 2504 field->value = 0;
2502 else 2505 else
2503 { 2506 {
2504 if (last) 2507 if (last)
2505 last->next = field->next; 2508 last->next = field->next;
2574 } 2577 }
2575 else 2578 else
2576 item = item->env; 2579 item = item->env;
2577} 2580}
2578 2581
2579
2580const char * 2582const char *
2581object::flag_desc (char *desc, int len) const 2583object::flag_desc (char *desc, int len) const
2582{ 2584{
2583 char *p = desc; 2585 char *p = desc;
2584 bool first = true; 2586 bool first = true;
2618 &name, 2620 &name,
2619 title ? "\",title:\"" : "", 2621 title ? "\",title:\"" : "",
2620 title ? (const char *)title : "", 2622 title ? (const char *)title : "",
2621 flag_desc (flagdesc, 512), type); 2623 flag_desc (flagdesc, 512), type);
2622 2624
2623 if (env) 2625 if (!this->flag[FLAG_REMOVED] && env)
2624 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2626 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2625 2627
2626 if (map) 2628 if (map)
2627 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y); 2629 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2628 2630
2646} 2648}
2647 2649
2648const materialtype_t * 2650const materialtype_t *
2649object::dominant_material () const 2651object::dominant_material () const
2650{ 2652{
2651 if (materialtype_t *mat = name_to_material (materialname)) 2653 if (materialtype_t *mt = name_to_material (materialname))
2652 return mat; 2654 return mt;
2653 2655
2654 // omfg this is slow, this has to be temporary :)
2655 shstr unknown ("unknown");
2656
2657 return name_to_material (unknown); 2656 return name_to_material (shstr_unknown);
2658} 2657}
2659 2658
2660void 2659void
2661object::open_container (object *new_container) 2660object::open_container (object *new_container)
2662{ 2661{
2678 old_container->flag [FLAG_APPLIED] = 0; 2677 old_container->flag [FLAG_APPLIED] = 0;
2679 container = 0; 2678 container = 0;
2680 2679
2681 esrv_update_item (UPD_FLAGS, this, old_container); 2680 esrv_update_item (UPD_FLAGS, this, old_container);
2682 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); 2681 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2682 play_sound (sound_find ("chest_close"));
2683 } 2683 }
2684 2684
2685 if (new_container) 2685 if (new_container)
2686 { 2686 {
2687 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this))) 2687 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2703 new_container->flag [FLAG_APPLIED] = 1; 2703 new_container->flag [FLAG_APPLIED] = 1;
2704 container = new_container; 2704 container = new_container;
2705 2705
2706 esrv_update_item (UPD_FLAGS, this, new_container); 2706 esrv_update_item (UPD_FLAGS, this, new_container);
2707 esrv_send_inventory (this, new_container); 2707 esrv_send_inventory (this, new_container);
2708 play_sound (sound_find ("chest_open"));
2709 }
2710}
2711
2712object *
2713object::force_find (const shstr name)
2714{
2715 /* cycle through his inventory to look for the MARK we want to
2716 * place
2717 */
2718 for (object *tmp = inv; tmp; tmp = tmp->below)
2719 if (tmp->type == FORCE && tmp->slaying == name)
2720 return splay (tmp);
2721
2722 return 0;
2723}
2724
2725void
2726object::force_add (const shstr name, int duration)
2727{
2728 if (object *force = force_find (name))
2729 force->destroy ();
2730
2731 object *force = get_archetype (FORCE_NAME);
2732
2733 force->slaying = name;
2734 force->stats.food = 1;
2735 force->speed_left = -1.f;
2736
2737 force->set_speed (duration ? 1.f / duration : 0.f);
2738 force->flag [FLAG_IS_USED_UP] = true;
2739 force->flag [FLAG_APPLIED] = true;
2740
2741 insert (force);
2742}
2743
2744void
2745object::play_sound (faceidx sound) const
2746{
2747 if (!sound)
2748 return;
2749
2750 if (flag [FLAG_REMOVED])
2751 return;
2752
2753 if (env)
2708 } 2754 {
2755 if (object *pl = in_player ())
2756 pl->contr->play_sound (sound);
2757 }
2758 else
2759 map->play_sound (sound, x, y);
2709} 2760}
2710 2761
2711

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