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Comparing deliantra/server/common/object.C (file contents):
Revision 1.159 by root, Mon Jun 4 13:04:00 2007 UTC vs.
Revision 1.201 by root, Tue Jan 22 16:22:45 2008 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Multiplayer Online Role Playing Game. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
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 Deliantra 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 * Deliantra 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 <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
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;
940 freed_map->nodrop = 1;
932 941
933 freed_map->alloc (); 942 freed_map->alloc ();
934 freed_map->in_memory = MAP_IN_MEMORY; 943 freed_map->in_memory = MAP_IN_MEMORY;
935 } 944 }
936 945
937 map = freed_map; 946 map = freed_map;
938 x = 1; 947 x = 1;
939 y = 1; 948 y = 1;
940 } 949 }
941 950
942 head = 0;
943
944 if (more) 951 if (more)
945 { 952 {
946 more->destroy (); 953 more->destroy ();
947 more = 0; 954 more = 0;
948 } 955 }
949 956
957 head = 0;
958
950 // clear those pointers that likely might have circular references to us 959 // clear those pointers that likely might cause circular references
951 owner = 0; 960 owner = 0;
952 enemy = 0; 961 enemy = 0;
953 attacked_by = 0; 962 attacked_by = 0;
963 current_weapon = 0;
954} 964}
955 965
956void 966void
957object::destroy (bool destroy_inventory) 967object::destroy (bool destroy_inventory)
958{ 968{
959 if (destroyed ()) 969 if (destroyed ())
960 return; 970 return;
961 971
962 if (destroy_inventory) 972 if (destroy_inventory)
963 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
964 980
965 attachable::destroy (); 981 attachable::destroy ();
966} 982}
967 983
968/* 984/*
1083 if (map->in_memory == MAP_SAVING) 1099 if (map->in_memory == MAP_SAVING)
1084 return; 1100 return;
1085 1101
1086 int check_walk_off = !flag [FLAG_NO_APPLY]; 1102 int check_walk_off = !flag [FLAG_NO_APPLY];
1087 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
1088 for (tmp = ms.bot; tmp; tmp = tmp->above) 1116 for (tmp = ms.bot; tmp; tmp = tmp->above)
1089 { 1117 {
1090 /* 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
1091 * being removed. 1119 * being removed.
1092 */ 1120 */
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 1121
1110 /* See if object moving off should effect something */ 1122 /* See if object moving off should effect something */
1111 if (check_walk_off 1123 if (check_walk_off
1112 && ((move_type & tmp->move_off) 1124 && ((move_type & tmp->move_off)
1113 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1125 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1116 1128
1117 if (destroyed ()) 1129 if (destroyed ())
1118 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 ());
1119 } 1131 }
1120 1132
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; 1133 last = tmp;
1127 } 1134 }
1128 1135
1129 /* last == NULL if there are no objects on this space */ 1136 /* last == NULL if there are no objects on this space */
1130 //TODO: this makes little sense, why only update the topmost object? 1137 //TODO: this makes little sense, why only update the topmost object?
1150merge_ob (object *op, object *top) 1157merge_ob (object *op, object *top)
1151{ 1158{
1152 if (!op->nrof) 1159 if (!op->nrof)
1153 return 0; 1160 return 0;
1154 1161
1155 if (top) 1162 if (!top)
1156 for (top = op; top && top->above; top = top->above) 1163 for (top = op; top && top->above; top = top->above)
1157 ; 1164 ;
1158 1165
1159 for (; top; top = top->below) 1166 for (; top; top = top->below)
1160 { 1167 {
1181 if (more) 1188 if (more)
1182 return; 1189 return;
1183 1190
1184 object *prev = this; 1191 object *prev = this;
1185 1192
1186 for (archetype *at = arch->more; at; at = at->more) 1193 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1187 { 1194 {
1188 object *op = arch_to_object (at); 1195 object *op = arch_to_object (at);
1189 1196
1190 op->name = name; 1197 op->name = name;
1191 op->name_pl = name_pl; 1198 op->name_pl = name_pl;
1241 1248
1242 object *top, *floor = NULL; 1249 object *top, *floor = NULL;
1243 1250
1244 op->remove (); 1251 op->remove ();
1245 1252
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 1253 /* 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 1254 * of areas of callers (eg, anything that uses find_free_spot would now
1275 * need extra work 1255 * need extra work
1276 */ 1256 */
1277 if (!xy_normalise (m, op->x, op->y)) 1257 if (!xy_normalise (m, op->x, op->y))
1258 {
1259 op->destroy ();
1278 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);
1279 1268
1280 op->map = m; 1269 op->map = m;
1281 mapspace &ms = op->ms (); 1270 mapspace &ms = op->ms ();
1282 1271
1283 /* this has to be done after we translate the coordinates. 1272 /* this has to be done after we translate the coordinates.
1318 else 1307 else
1319 { 1308 {
1320 top = ms.bot; 1309 top = ms.bot;
1321 1310
1322 /* If there are other objects, then */ 1311 /* If there are other objects, then */
1323 if ((!(flag & INS_MAP_LOAD)) && top) 1312 if (top)
1324 { 1313 {
1325 object *last = 0; 1314 object *last = 0;
1326 1315
1327 /* 1316 /*
1328 * 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.
1381 if (last && last->below && last != floor) 1370 if (last && last->below && last != floor)
1382 top = last->below; 1371 top = last->below;
1383 } 1372 }
1384 } /* If objects on this space */ 1373 } /* If objects on this space */
1385 1374
1386 if (flag & INS_MAP_LOAD)
1387 top = ms.top;
1388
1389 if (flag & INS_ABOVE_FLOOR_ONLY) 1375 if (flag & INS_ABOVE_FLOOR_ONLY)
1390 top = floor; 1376 top = floor;
1391 1377
1392 /* 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.
1393 */ 1379 */
1425 op->map->touch (); 1411 op->map->touch ();
1426 } 1412 }
1427 1413
1428 op->map->dirty = true; 1414 op->map->dirty = true;
1429 1415
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 ()) 1416 if (object *pl = ms.player ())
1435 if (pl->contr->ns)
1436 pl->contr->ns->floorbox_update (); 1417 pl->contr->ns->floorbox_update ();
1437 1418
1438 /* If this object glows, it may affect lighting conditions that are 1419 /* If this object glows, it may affect lighting conditions that are
1439 * 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
1440 * 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
1441 * on the map will get recalculated. The players could very well 1422 * on the map will get recalculated. The players could very well
1679 * be != op, if items are merged. -Tero 1660 * be != op, if items are merged. -Tero
1680 */ 1661 */
1681object * 1662object *
1682object::insert (object *op) 1663object::insert (object *op)
1683{ 1664{
1684 object *tmp, *otmp;
1685
1686 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1665 if (!QUERY_FLAG (op, FLAG_REMOVED))
1687 op->remove (); 1666 op->remove ();
1688 1667
1689 if (op->more) 1668 if (op->more)
1690 { 1669 {
1692 return op; 1671 return op;
1693 } 1672 }
1694 1673
1695 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1674 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1696 CLEAR_FLAG (op, FLAG_REMOVED); 1675 CLEAR_FLAG (op, FLAG_REMOVED);
1676
1697 if (op->nrof) 1677 if (op->nrof)
1698 { 1678 {
1699 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1679 for (object *tmp = inv; tmp; tmp = tmp->below)
1700 if (object::can_merge (tmp, op)) 1680 if (object::can_merge (tmp, op))
1701 { 1681 {
1702 /* return the original object and remove inserted object 1682 /* return the original object and remove inserted object
1703 (client needs the original object) */ 1683 (client needs the original object) */
1704 tmp->nrof += op->nrof; 1684 tmp->nrof += op->nrof;
1723 add_weight (this, op->weight * op->nrof); 1703 add_weight (this, op->weight * op->nrof);
1724 } 1704 }
1725 else 1705 else
1726 add_weight (this, (op->weight + op->carrying)); 1706 add_weight (this, (op->weight + op->carrying));
1727 1707
1728 otmp = this->in_player (); 1708 if (object *otmp = this->in_player ())
1729 if (otmp && otmp->contr)
1730 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1709 if (otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1731 otmp->update_stats (); 1710 otmp->update_stats ();
1732 1711
1712 op->owner = 0; // its his/hers now. period.
1733 op->map = 0; 1713 op->map = 0;
1734 op->env = this; 1714 op->env = this;
1735 op->above = 0; 1715 op->above = 0;
1736 op->below = 0; 1716 op->below = 0;
1737 op->x = 0, op->y = 0; 1717 op->x = op->y = 0;
1738 1718
1739 /* 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 */
1740 if ((op->glow_radius != 0) && map) 1720 if (op->glow_radius && map)
1741 { 1721 {
1742#ifdef DEBUG_LIGHTS 1722#ifdef DEBUG_LIGHTS
1743 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);
1744#endif /* DEBUG_LIGHTS */ 1724#endif /* DEBUG_LIGHTS */
1745 if (map->darkness) 1725 if (map->darkness)
1979 * activate recursively a flag on an object inventory 1959 * activate recursively a flag on an object inventory
1980 */ 1960 */
1981void 1961void
1982flag_inv (object *op, int flag) 1962flag_inv (object *op, int flag)
1983{ 1963{
1984 if (op->inv)
1985 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1964 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1986 { 1965 {
1987 SET_FLAG (tmp, flag); 1966 SET_FLAG (tmp, flag);
1988 flag_inv (tmp, flag); 1967 flag_inv (tmp, flag);
1989 } 1968 }
1990} 1969}
1991 1970
1992/* 1971/*
1993 * deactivate recursively a flag on an object inventory 1972 * deactivate recursively a flag on an object inventory
1994 */ 1973 */
1995void 1974void
1996unflag_inv (object *op, int flag) 1975unflag_inv (object *op, int flag)
1997{ 1976{
1998 if (op->inv)
1999 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1977 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2000 { 1978 {
2001 CLEAR_FLAG (tmp, flag); 1979 CLEAR_FLAG (tmp, flag);
2002 unflag_inv (tmp, flag); 1980 unflag_inv (tmp, flag);
2003 } 1981 }
2004} 1982}
2005 1983
2006/* 1984/*
2007 * 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
2008 * 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
2010 * to search (see the freearr_x/y[] definition). 1988 * to search (see the freearr_x/y[] definition).
2011 * It returns a random choice among the alternatives found. 1989 * 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 1990 * 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 1991 * 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) 1992 * 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 1993 * Note: This function does correctly handle tiled maps, but does not
2019 * inform the caller. However, insert_ob_in_map will update as 1994 * inform the caller. However, insert_ob_in_map will update as
2020 * 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.
2021 * 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
2022 * 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
2023 * 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
2025 * customized, changed states, etc. 2000 * customized, changed states, etc.
2026 */ 2001 */
2027int 2002int
2028find_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)
2029{ 2004{
2005 int altern[SIZEOFFREE];
2030 int index = 0, flag; 2006 int index = 0, flag;
2031 int altern[SIZEOFFREE];
2032 2007
2033 for (int i = start; i < stop; i++) 2008 for (int i = start; i < stop; i++)
2034 { 2009 {
2035 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2010 mapxy pos (m, x, y); pos.move (i);
2036 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 {
2037 altern [index++] = i; 2026 altern [index++] = i;
2027 continue;
2028 }
2038 2029
2039 /* 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.
2040 * 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.
2041 * 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 -
2042 * 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
2043 * 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
2044 * to only the spaces immediately surrounding the target area, and 2035 * to only the spaces immediately surrounding the target area, and
2045 * won't look 2 spaces south of the target space. 2036 * won't look 2 spaces south of the target space.
2046 */ 2037 */
2047 else if ((flag & P_NO_PASS) && maxfree[i] < stop) 2038 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2039 {
2048 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;
2049 } 2054 }
2050 2055
2051 if (!index) 2056 if (!index)
2052 return -1; 2057 return -1;
2053 2058
2062 */ 2067 */
2063int 2068int
2064find_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)
2065{ 2070{
2066 for (int i = 0; i < SIZEOFFREE; i++) 2071 for (int i = 0; i < SIZEOFFREE; i++)
2067 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]))
2068 return i; 2073 return i;
2069 2074
2070 return -1; 2075 return -1;
2071} 2076}
2072 2077
2349 * 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
2350 * core dumps if they do. 2355 * core dumps if they do.
2351 * 2356 *
2352 * 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)
2353 */ 2358 */
2354
2355int 2359int
2356can_pick (const object *who, const object *item) 2360can_pick (const object *who, const object *item)
2357{ 2361{
2358 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2362 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2359 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2363 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2574 } 2578 }
2575 else 2579 else
2576 item = item->env; 2580 item = item->env;
2577} 2581}
2578 2582
2579
2580const char * 2583const char *
2581object::flag_desc (char *desc, int len) const 2584object::flag_desc (char *desc, int len) const
2582{ 2585{
2583 char *p = desc; 2586 char *p = desc;
2584 bool first = true; 2587 bool first = true;
2618 &name, 2621 &name,
2619 title ? "\",title:\"" : "", 2622 title ? "\",title:\"" : "",
2620 title ? (const char *)title : "", 2623 title ? (const char *)title : "",
2621 flag_desc (flagdesc, 512), type); 2624 flag_desc (flagdesc, 512), type);
2622 2625
2623 if (env) 2626 if (!this->flag[FLAG_REMOVED] && env)
2624 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2627 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2625 2628
2626 if (map) 2629 if (map)
2627 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);
2628 2631
2646} 2649}
2647 2650
2648const materialtype_t * 2651const materialtype_t *
2649object::dominant_material () const 2652object::dominant_material () const
2650{ 2653{
2651 if (materialtype_t *mat = name_to_material (materialname)) 2654 if (materialtype_t *mt = name_to_material (materialname))
2652 return mat; 2655 return mt;
2653 2656
2654 // omfg this is slow, this has to be temporary :)
2655 shstr unknown ("unknown");
2656
2657 return name_to_material (unknown); 2657 return name_to_material (shstr_unknown);
2658} 2658}
2659 2659
2660void 2660void
2661object::open_container (object *new_container) 2661object::open_container (object *new_container)
2662{ 2662{
2678 old_container->flag [FLAG_APPLIED] = 0; 2678 old_container->flag [FLAG_APPLIED] = 0;
2679 container = 0; 2679 container = 0;
2680 2680
2681 esrv_update_item (UPD_FLAGS, this, old_container); 2681 esrv_update_item (UPD_FLAGS, this, old_container);
2682 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"));
2683 } 2684 }
2684 2685
2685 if (new_container) 2686 if (new_container)
2686 { 2687 {
2687 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this))) 2688 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2703 new_container->flag [FLAG_APPLIED] = 1; 2704 new_container->flag [FLAG_APPLIED] = 1;
2704 container = new_container; 2705 container = new_container;
2705 2706
2706 esrv_update_item (UPD_FLAGS, this, new_container); 2707 esrv_update_item (UPD_FLAGS, this, new_container);
2707 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)
2708 } 2755 {
2756 if (object *pl = in_player ())
2757 pl->contr->play_sound (sound);
2758 }
2759 else
2760 map->play_sound (sound, x, y);
2709} 2761}
2710 2762
2711

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