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Comparing deliantra/server/common/object.C (file contents):
Revision 1.161 by root, Wed Jun 13 21:09:39 2007 UTC vs.
Revision 1.196 by root, Wed Oct 17 22:01:27 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;
451 452
452 this->owner = owner; 453 this->owner = owner;
453} 454}
454 455
455int 456int
587object::copy_to (object *dst) 588object::copy_to (object *dst)
588{ 589{
589 *dst = *this; 590 *dst = *this;
590 591
591 if (speed < 0) 592 if (speed < 0)
592 dst->speed_left = speed_left - rndm (); 593 dst->speed_left -= rndm ();
593 594
594 dst->set_speed (dst->speed); 595 dst->set_speed (dst->speed);
595} 596}
596 597
597void 598void
924 925
925 if (!freed_map) 926 if (!freed_map)
926 { 927 {
927 freed_map = new maptile; 928 freed_map = new maptile;
928 929
930 freed_map->path = "<freed objects map>";
929 freed_map->name = "/internal/freed_objects_map"; 931 freed_map->name = "/internal/freed_objects_map";
930 freed_map->width = 3; 932 freed_map->width = 3;
931 freed_map->height = 3; 933 freed_map->height = 3;
932 934
933 freed_map->alloc (); 935 freed_map->alloc ();
937 map = freed_map; 939 map = freed_map;
938 x = 1; 940 x = 1;
939 y = 1; 941 y = 1;
940 } 942 }
941 943
942 head = 0;
943
944 if (more) 944 if (more)
945 { 945 {
946 more->destroy (); 946 more->destroy ();
947 more = 0; 947 more = 0;
948 } 948 }
949 949
950 head = 0;
951
950 // clear those pointers that likely might have circular references to us 952 // clear those pointers that likely might cause circular references
951 owner = 0; 953 owner = 0;
952 enemy = 0; 954 enemy = 0;
953 attacked_by = 0; 955 attacked_by = 0;
956 current_weapon = 0;
954} 957}
955 958
956void 959void
957object::destroy (bool destroy_inventory) 960object::destroy (bool destroy_inventory)
958{ 961{
959 if (destroyed ()) 962 if (destroyed ())
960 return; 963 return;
961 964
962 if (destroy_inventory) 965 if (destroy_inventory)
963 destroy_inv (false); 966 destroy_inv (false);
967
968 if (is_head ())
969 if (sound_destroy)
970 play_sound (sound_destroy);
971 else if (flag [FLAG_MONSTER])
972 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
964 973
965 attachable::destroy (); 974 attachable::destroy ();
966} 975}
967 976
968/* 977/*
1083 if (map->in_memory == MAP_SAVING) 1092 if (map->in_memory == MAP_SAVING)
1084 return; 1093 return;
1085 1094
1086 int check_walk_off = !flag [FLAG_NO_APPLY]; 1095 int check_walk_off = !flag [FLAG_NO_APPLY];
1087 1096
1097 if (object *pl = ms.player ())
1098 {
1099 if (pl->container == this)
1100 /* If a container that the player is currently using somehow gets
1101 * removed (most likely destroyed), update the player view
1102 * appropriately.
1103 */
1104 pl->close_container ();
1105
1106 pl->contr->ns->floorbox_update ();
1107 }
1108
1088 for (tmp = ms.bot; tmp; tmp = tmp->above) 1109 for (tmp = ms.bot; tmp; tmp = tmp->above)
1089 { 1110 {
1090 /* No point updating the players look faces if he is the object 1111 /* No point updating the players look faces if he is the object
1091 * being removed. 1112 * being removed.
1092 */ 1113 */
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 1114
1110 /* See if object moving off should effect something */ 1115 /* See if object moving off should effect something */
1111 if (check_walk_off 1116 if (check_walk_off
1112 && ((move_type & tmp->move_off) 1117 && ((move_type & tmp->move_off)
1113 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1118 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1145merge_ob (object *op, object *top) 1150merge_ob (object *op, object *top)
1146{ 1151{
1147 if (!op->nrof) 1152 if (!op->nrof)
1148 return 0; 1153 return 0;
1149 1154
1150 if (top) 1155 if (!top)
1151 for (top = op; top && top->above; top = top->above) 1156 for (top = op; top && top->above; top = top->above)
1152 ; 1157 ;
1153 1158
1154 for (; top; top = top->below) 1159 for (; top; top = top->below)
1155 { 1160 {
1236 1241
1237 object *top, *floor = NULL; 1242 object *top, *floor = NULL;
1238 1243
1239 op->remove (); 1244 op->remove ();
1240 1245
1241#if 0
1242 if (!m->active != !op->active)
1243 if (m->active)
1244 op->activate_recursive ();
1245 else
1246 op->deactivate_recursive ();
1247#endif
1248
1249 if (out_of_map (m, op->x, op->y))
1250 {
1251 LOG (llevError, "Trying to insert object outside the map.\n%s\n", op->debug_desc ());
1252#ifdef MANY_CORES
1253 /* Better to catch this here, as otherwise the next use of this object
1254 * is likely to cause a crash. Better to find out where it is getting
1255 * improperly inserted.
1256 */
1257 abort ();
1258#endif
1259 return op;
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);
1267
1268 /* Ideally, the caller figures this out. However, it complicates a lot 1246 /* Ideally, the caller figures this out. However, it complicates a lot
1269 * of areas of callers (eg, anything that uses find_free_spot would now 1247 * of areas of callers (eg, anything that uses find_free_spot would now
1270 * need extra work 1248 * need extra work
1271 */ 1249 */
1272 if (!xy_normalise (m, op->x, op->y)) 1250 if (!xy_normalise (m, op->x, op->y))
1251 {
1252 op->destroy ();
1273 return 0; 1253 return 0;
1254 }
1255
1256 if (object *more = op->more)
1257 if (!insert_ob_in_map (more, m, originator, flag))
1258 return 0;
1259
1260 CLEAR_FLAG (op, FLAG_REMOVED);
1274 1261
1275 op->map = m; 1262 op->map = m;
1276 mapspace &ms = op->ms (); 1263 mapspace &ms = op->ms ();
1277 1264
1278 /* this has to be done after we translate the coordinates. 1265 /* this has to be done after we translate the coordinates.
1313 else 1300 else
1314 { 1301 {
1315 top = ms.bot; 1302 top = ms.bot;
1316 1303
1317 /* If there are other objects, then */ 1304 /* If there are other objects, then */
1318 if ((!(flag & INS_MAP_LOAD)) && top) 1305 if (top)
1319 { 1306 {
1320 object *last = 0; 1307 object *last = 0;
1321 1308
1322 /* 1309 /*
1323 * If there are multiple objects on this space, we do some trickier handling. 1310 * If there are multiple objects on this space, we do some trickier handling.
1376 if (last && last->below && last != floor) 1363 if (last && last->below && last != floor)
1377 top = last->below; 1364 top = last->below;
1378 } 1365 }
1379 } /* If objects on this space */ 1366 } /* If objects on this space */
1380 1367
1381 if (flag & INS_MAP_LOAD)
1382 top = ms.top;
1383
1384 if (flag & INS_ABOVE_FLOOR_ONLY) 1368 if (flag & INS_ABOVE_FLOOR_ONLY)
1385 top = floor; 1369 top = floor;
1386 1370
1387 /* Top is the object that our object (op) is going to get inserted above. 1371 /* Top is the object that our object (op) is going to get inserted above.
1388 */ 1372 */
1420 op->map->touch (); 1404 op->map->touch ();
1421 } 1405 }
1422 1406
1423 op->map->dirty = true; 1407 op->map->dirty = true;
1424 1408
1425 /* If we have a floor, we know the player, if any, will be above
1426 * it, so save a few ticks and start from there.
1427 */
1428 if (!(flag & INS_MAP_LOAD))
1429 if (object *pl = ms.player ()) 1409 if (object *pl = ms.player ())
1430 if (pl->contr->ns)
1431 pl->contr->ns->floorbox_update (); 1410 pl->contr->ns->floorbox_update ();
1432 1411
1433 /* If this object glows, it may affect lighting conditions that are 1412 /* If this object glows, it may affect lighting conditions that are
1434 * visible to others on this map. But update_all_los is really 1413 * visible to others on this map. But update_all_los is really
1435 * an inefficient way to do this, as it means los for all players 1414 * an inefficient way to do this, as it means los for all players
1436 * on the map will get recalculated. The players could very well 1415 * on the map will get recalculated. The players could very well
1674 * be != op, if items are merged. -Tero 1653 * be != op, if items are merged. -Tero
1675 */ 1654 */
1676object * 1655object *
1677object::insert (object *op) 1656object::insert (object *op)
1678{ 1657{
1679 object *tmp, *otmp;
1680
1681 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1658 if (!QUERY_FLAG (op, FLAG_REMOVED))
1682 op->remove (); 1659 op->remove ();
1683 1660
1684 if (op->more) 1661 if (op->more)
1685 { 1662 {
1687 return op; 1664 return op;
1688 } 1665 }
1689 1666
1690 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1667 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1691 CLEAR_FLAG (op, FLAG_REMOVED); 1668 CLEAR_FLAG (op, FLAG_REMOVED);
1669
1692 if (op->nrof) 1670 if (op->nrof)
1693 { 1671 {
1694 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1672 for (object *tmp = inv; tmp; tmp = tmp->below)
1695 if (object::can_merge (tmp, op)) 1673 if (object::can_merge (tmp, op))
1696 { 1674 {
1697 /* return the original object and remove inserted object 1675 /* return the original object and remove inserted object
1698 (client needs the original object) */ 1676 (client needs the original object) */
1699 tmp->nrof += op->nrof; 1677 tmp->nrof += op->nrof;
1718 add_weight (this, op->weight * op->nrof); 1696 add_weight (this, op->weight * op->nrof);
1719 } 1697 }
1720 else 1698 else
1721 add_weight (this, (op->weight + op->carrying)); 1699 add_weight (this, (op->weight + op->carrying));
1722 1700
1723 otmp = this->in_player (); 1701 if (object *otmp = this->in_player ())
1724 if (otmp && otmp->contr)
1725 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1702 if (otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1726 otmp->update_stats (); 1703 otmp->update_stats ();
1727 1704
1705 op->owner = 0; // its his/hers now. period.
1728 op->map = 0; 1706 op->map = 0;
1729 op->env = this; 1707 op->env = this;
1730 op->above = 0; 1708 op->above = 0;
1731 op->below = 0; 1709 op->below = 0;
1732 op->x = 0, op->y = 0; 1710 op->x = op->y = 0;
1733 1711
1734 /* reset the light list and los of the players on the map */ 1712 /* reset the light list and los of the players on the map */
1735 if ((op->glow_radius != 0) && map) 1713 if (op->glow_radius && map)
1736 { 1714 {
1737#ifdef DEBUG_LIGHTS 1715#ifdef DEBUG_LIGHTS
1738 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1716 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1739#endif /* DEBUG_LIGHTS */ 1717#endif /* DEBUG_LIGHTS */
1740 if (map->darkness) 1718 if (map->darkness)
2005 * to search (see the freearr_x/y[] definition). 1983 * to search (see the freearr_x/y[] definition).
2006 * It returns a random choice among the alternatives found. 1984 * It returns a random choice among the alternatives found.
2007 * start and stop are where to start relative to the free_arr array (1,9 1985 * start and stop are where to start relative to the free_arr array (1,9
2008 * does all 4 immediate directions). This returns the index into the 1986 * does all 4 immediate directions). This returns the index into the
2009 * array of the free spot, -1 if no spot available (dir 0 = x,y) 1987 * array of the free spot, -1 if no spot available (dir 0 = x,y)
2010 * Note - this only checks to see if there is space for the head of the
2011 * object - if it is a multispace object, this should be called for all
2012 * pieces.
2013 * Note2: This function does correctly handle tiled maps, but does not 1988 * Note: This function does correctly handle tiled maps, but does not
2014 * inform the caller. However, insert_ob_in_map will update as 1989 * inform the caller. However, insert_ob_in_map will update as
2015 * necessary, so the caller shouldn't need to do any special work. 1990 * necessary, so the caller shouldn't need to do any special work.
2016 * Note - updated to take an object instead of archetype - this is necessary 1991 * Note - updated to take an object instead of archetype - this is necessary
2017 * because arch_blocked (now ob_blocked) needs to know the movement type 1992 * because arch_blocked (now ob_blocked) needs to know the movement type
2018 * to know if the space in question will block the object. We can't use 1993 * to know if the space in question will block the object. We can't use
2020 * customized, changed states, etc. 1995 * customized, changed states, etc.
2021 */ 1996 */
2022int 1997int
2023find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 1998find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2024{ 1999{
2000 int altern[SIZEOFFREE];
2025 int index = 0, flag; 2001 int index = 0, flag;
2026 int altern[SIZEOFFREE];
2027 2002
2028 for (int i = start; i < stop; i++) 2003 for (int i = start; i < stop; i++)
2029 { 2004 {
2030 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2005 mapxy pos (m, x, y); pos.move (i);
2031 if (!flag) 2006
2007 if (!pos.normalise ())
2008 continue;
2009
2010 mapspace &ms = *pos;
2011
2012 if (ms.flags () & P_IS_ALIVE)
2013 continue;
2014
2015 /* However, often
2016 * ob doesn't have any move type (when used to place exits)
2017 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
2018 */
2019 if (ob->move_type == 0 && ms.move_block != MOVE_ALL)
2020 {
2032 altern [index++] = i; 2021 altern [index++] = i;
2022 continue;
2023 }
2033 2024
2034 /* Basically, if we find a wall on a space, we cut down the search size. 2025 /* Basically, if we find a wall on a space, we cut down the search size.
2035 * In this way, we won't return spaces that are on another side of a wall. 2026 * In this way, we won't return spaces that are on another side of a wall.
2036 * This mostly work, but it cuts down the search size in all directions - 2027 * This mostly work, but it cuts down the search size in all directions -
2037 * if the space being examined only has a wall to the north and empty 2028 * if the space being examined only has a wall to the north and empty
2038 * spaces in all the other directions, this will reduce the search space 2029 * spaces in all the other directions, this will reduce the search space
2039 * to only the spaces immediately surrounding the target area, and 2030 * to only the spaces immediately surrounding the target area, and
2040 * won't look 2 spaces south of the target space. 2031 * won't look 2 spaces south of the target space.
2041 */ 2032 */
2042 else if ((flag & P_NO_PASS) && maxfree[i] < stop) 2033 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2034 {
2043 stop = maxfree[i]; 2035 stop = maxfree[i];
2036 continue;
2037 }
2038
2039 /* Note it is intentional that we check ob - the movement type of the
2040 * head of the object should correspond for the entire object.
2041 */
2042 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2043 continue;
2044
2045 if (ob->blocked (m, pos.x, pos.y))
2046 continue;
2047
2048 altern [index++] = i;
2044 } 2049 }
2045 2050
2046 if (!index) 2051 if (!index)
2047 return -1; 2052 return -1;
2048 2053
2057 */ 2062 */
2058int 2063int
2059find_first_free_spot (const object *ob, maptile *m, int x, int y) 2064find_first_free_spot (const object *ob, maptile *m, int x, int y)
2060{ 2065{
2061 for (int i = 0; i < SIZEOFFREE; i++) 2066 for (int i = 0; i < SIZEOFFREE; i++)
2062 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2067 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2063 return i; 2068 return i;
2064 2069
2065 return -1; 2070 return -1;
2066} 2071}
2067 2072
2344 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2349 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2345 * core dumps if they do. 2350 * core dumps if they do.
2346 * 2351 *
2347 * Add a check so we can't pick up invisible objects (0.93.8) 2352 * Add a check so we can't pick up invisible objects (0.93.8)
2348 */ 2353 */
2349
2350int 2354int
2351can_pick (const object *who, const object *item) 2355can_pick (const object *who, const object *item)
2352{ 2356{
2353 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2357 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2354 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2358 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2569 } 2573 }
2570 else 2574 else
2571 item = item->env; 2575 item = item->env;
2572} 2576}
2573 2577
2574
2575const char * 2578const char *
2576object::flag_desc (char *desc, int len) const 2579object::flag_desc (char *desc, int len) const
2577{ 2580{
2578 char *p = desc; 2581 char *p = desc;
2579 bool first = true; 2582 bool first = true;
2613 &name, 2616 &name,
2614 title ? "\",title:\"" : "", 2617 title ? "\",title:\"" : "",
2615 title ? (const char *)title : "", 2618 title ? (const char *)title : "",
2616 flag_desc (flagdesc, 512), type); 2619 flag_desc (flagdesc, 512), type);
2617 2620
2618 if (env) 2621 if (!this->flag[FLAG_REMOVED] && env)
2619 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2622 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2620 2623
2621 if (map) 2624 if (map)
2622 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y); 2625 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2623 2626
2641} 2644}
2642 2645
2643const materialtype_t * 2646const materialtype_t *
2644object::dominant_material () const 2647object::dominant_material () const
2645{ 2648{
2646 if (materialtype_t *mat = name_to_material (materialname)) 2649 if (materialtype_t *mt = name_to_material (materialname))
2647 return mat; 2650 return mt;
2648 2651
2649 // omfg this is slow, this has to be temporary :)
2650 shstr unknown ("unknown");
2651
2652 return name_to_material (unknown); 2652 return name_to_material (shstr_unknown);
2653} 2653}
2654 2654
2655void 2655void
2656object::open_container (object *new_container) 2656object::open_container (object *new_container)
2657{ 2657{
2673 old_container->flag [FLAG_APPLIED] = 0; 2673 old_container->flag [FLAG_APPLIED] = 0;
2674 container = 0; 2674 container = 0;
2675 2675
2676 esrv_update_item (UPD_FLAGS, this, old_container); 2676 esrv_update_item (UPD_FLAGS, this, old_container);
2677 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); 2677 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2678 play_sound (sound_find ("chest_close"));
2678 } 2679 }
2679 2680
2680 if (new_container) 2681 if (new_container)
2681 { 2682 {
2682 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this))) 2683 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2698 new_container->flag [FLAG_APPLIED] = 1; 2699 new_container->flag [FLAG_APPLIED] = 1;
2699 container = new_container; 2700 container = new_container;
2700 2701
2701 esrv_update_item (UPD_FLAGS, this, new_container); 2702 esrv_update_item (UPD_FLAGS, this, new_container);
2702 esrv_send_inventory (this, new_container); 2703 esrv_send_inventory (this, new_container);
2704 play_sound (sound_find ("chest_open"));
2705 }
2706}
2707
2708object *
2709object::force_find (const shstr name)
2710{
2711 /* cycle through his inventory to look for the MARK we want to
2712 * place
2713 */
2714 for (object *tmp = inv; tmp; tmp = tmp->below)
2715 if (tmp->type == FORCE && tmp->slaying == name)
2716 return splay (tmp);
2717
2718 return 0;
2719}
2720
2721void
2722object::force_add (const shstr name, int duration)
2723{
2724 if (object *force = force_find (name))
2725 force->destroy ();
2726
2727 object *force = get_archetype (FORCE_NAME);
2728
2729 force->slaying = name;
2730 force->stats.food = 1;
2731 force->speed_left = -1.f;
2732
2733 force->set_speed (duration ? 1.f / duration : 0.f);
2734 force->flag [FLAG_IS_USED_UP] = true;
2735 force->flag [FLAG_APPLIED] = true;
2736
2737 insert (force);
2738}
2739
2740void
2741object::play_sound (faceidx sound) const
2742{
2743 if (!sound)
2744 return;
2745
2746 if (flag [FLAG_REMOVED])
2747 return;
2748
2749 if (env)
2703 } 2750 {
2751 if (object *pl = in_player ())
2752 pl->contr->play_sound (sound);
2753 }
2754 else
2755 map->play_sound (sound, x, y);
2704} 2756}
2705 2757
2706

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