ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/common/object.C
(Generate patch)

Comparing deliantra/server/common/object.C (file contents):
Revision 1.163 by root, Sun Jul 1 05:00:17 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 Roguelike Realtime MORPG. 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 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 3 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,
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, see <http://www.gnu.org/licenses/>. 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * 20 *
21 * 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>
22 */ 22 */
23 23
24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
25 sub/add_weight will transcend the environment updating the carrying 25 sub/add_weight will transcend the environment updating the carrying
26 variable. */ 26 variable. */
254 /* This is really a spellbook check - really, we should 254 /* This is really a spellbook check - really, we should
255 * check all objects in the inventory. 255 * check all objects in the inventory.
256 */ 256 */
257 if (ob1->inv || ob2->inv) 257 if (ob1->inv || ob2->inv)
258 { 258 {
259 /* if one object has inventory but the other doesn't, not equiv */ 259 if (!(ob1->inv && ob2->inv))
260 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 260 return 0; /* inventories differ in length */
261 return 0;
262 261
263 /* 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
264 if (!object::can_merge (ob1->inv, ob2->inv)) 265 if (!object::can_merge (ob1->inv, ob2->inv))
265 return 0; 266 return 0; /* inventory objexts differ */
266 267
267 /* 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
268 * if it is valid. 269 * if it is valid.
269 */ 270 */
270 } 271 }
299 return 0; 300 return 0;
300 else if (!compare_ob_value_lists (ob1, ob2)) 301 else if (!compare_ob_value_lists (ob1, ob2))
301 return 0; 302 return 0;
302 } 303 }
303 304
304 //TODO: generate an event or call into perl for additional checks
305 if (ob1->self || ob2->self) 305 if (ob1->self || ob2->self)
306 { 306 {
307 ob1->optimise (); 307 ob1->optimise ();
308 ob2->optimise (); 308 ob2->optimise ();
309 309
310 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)
311 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 }
312 } 322 }
313 323
314 /* Everything passes, must be OK. */ 324 /* Everything passes, must be OK. */
315 return 1; 325 return 1;
316} 326}
374/* 384/*
375 * 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
376 * multi-object 1 which is closest to the second object. 386 * multi-object 1 which is closest to the second object.
377 * If it's not a multi-object, it is returned. 387 * If it's not a multi-object, it is returned.
378 */ 388 */
379
380object * 389object *
381get_nearest_part (object *op, const object *pl) 390get_nearest_part (object *op, const object *pl)
382{ 391{
383 object *tmp, *closest; 392 object *tmp, *closest;
384 int last_dist, i; 393 int last_dist, i;
429} 438}
430 439
431/* 440/*
432 * 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
433 * skill and experience objects. 442 * skill and experience objects.
443 * ACTUALLY NO! investigate! TODO
434 */ 444 */
435void 445void
436object::set_owner (object *owner) 446object::set_owner (object *owner)
437{ 447{
448 // allow objects which own objects
438 if (!owner) 449 if (owner)
439 return;
440
441 /* next line added to allow objects which own objects */
442 /* Add a check for ownercounts in here, as I got into an endless loop
443 * with the fireball owning a poison cloud which then owned the
444 * fireball. I believe that was caused by one of the objects getting
445 * freed and then another object replacing it. Since the ownercounts
446 * didn't match, this check is valid and I believe that cause is valid.
447 */
448 while (owner->owner) 450 while (owner->owner)
449 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 }
450 458
451 this->owner = owner; 459 this->owner = owner;
452} 460}
453 461
454int 462int
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
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))
1145merge_ob (object *op, object *top) 1157merge_ob (object *op, object *top)
1146{ 1158{
1147 if (!op->nrof) 1159 if (!op->nrof)
1148 return 0; 1160 return 0;
1149 1161
1150 if (top) 1162 if (!top)
1151 for (top = op; top && top->above; top = top->above) 1163 for (top = op; top && top->above; top = top->above)
1152 ; 1164 ;
1153 1165
1154 for (; top; top = top->below) 1166 for (; top; top = top->below)
1155 { 1167 {
1236 1248
1237 object *top, *floor = NULL; 1249 object *top, *floor = NULL;
1238 1250
1239 op->remove (); 1251 op->remove ();
1240 1252
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 1253 /* 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 1254 * of areas of callers (eg, anything that uses find_free_spot would now
1270 * need extra work 1255 * need extra work
1271 */ 1256 */
1272 if (!xy_normalise (m, op->x, op->y)) 1257 if (!xy_normalise (m, op->x, op->y))
1258 {
1259 op->destroy ();
1273 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);
1274 1268
1275 op->map = m; 1269 op->map = m;
1276 mapspace &ms = op->ms (); 1270 mapspace &ms = op->ms ();
1277 1271
1278 /* this has to be done after we translate the coordinates. 1272 /* this has to be done after we translate the coordinates.
1313 else 1307 else
1314 { 1308 {
1315 top = ms.bot; 1309 top = ms.bot;
1316 1310
1317 /* If there are other objects, then */ 1311 /* If there are other objects, then */
1318 if ((!(flag & INS_MAP_LOAD)) && top) 1312 if (top)
1319 { 1313 {
1320 object *last = 0; 1314 object *last = 0;
1321 1315
1322 /* 1316 /*
1323 * 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.
1376 if (last && last->below && last != floor) 1370 if (last && last->below && last != floor)
1377 top = last->below; 1371 top = last->below;
1378 } 1372 }
1379 } /* If objects on this space */ 1373 } /* If objects on this space */
1380 1374
1381 if (flag & INS_MAP_LOAD)
1382 top = ms.top;
1383
1384 if (flag & INS_ABOVE_FLOOR_ONLY) 1375 if (flag & INS_ABOVE_FLOOR_ONLY)
1385 top = floor; 1376 top = floor;
1386 1377
1387 /* 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.
1388 */ 1379 */
1420 op->map->touch (); 1411 op->map->touch ();
1421 } 1412 }
1422 1413
1423 op->map->dirty = true; 1414 op->map->dirty = true;
1424 1415
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 ()) 1416 if (object *pl = ms.player ())
1430 if (pl->contr->ns)
1431 pl->contr->ns->floorbox_update (); 1417 pl->contr->ns->floorbox_update ();
1432 1418
1433 /* If this object glows, it may affect lighting conditions that are 1419 /* If this object glows, it may affect lighting conditions that are
1434 * 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
1435 * 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
1436 * on the map will get recalculated. The players could very well 1422 * on the map will get recalculated. The players could very well
1674 * be != op, if items are merged. -Tero 1660 * be != op, if items are merged. -Tero
1675 */ 1661 */
1676object * 1662object *
1677object::insert (object *op) 1663object::insert (object *op)
1678{ 1664{
1679 object *tmp, *otmp;
1680
1681 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1665 if (!QUERY_FLAG (op, FLAG_REMOVED))
1682 op->remove (); 1666 op->remove ();
1683 1667
1684 if (op->more) 1668 if (op->more)
1685 { 1669 {
1687 return op; 1671 return op;
1688 } 1672 }
1689 1673
1690 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1674 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1691 CLEAR_FLAG (op, FLAG_REMOVED); 1675 CLEAR_FLAG (op, FLAG_REMOVED);
1676
1692 if (op->nrof) 1677 if (op->nrof)
1693 { 1678 {
1694 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1679 for (object *tmp = inv; tmp; tmp = tmp->below)
1695 if (object::can_merge (tmp, op)) 1680 if (object::can_merge (tmp, op))
1696 { 1681 {
1697 /* return the original object and remove inserted object 1682 /* return the original object and remove inserted object
1698 (client needs the original object) */ 1683 (client needs the original object) */
1699 tmp->nrof += op->nrof; 1684 tmp->nrof += op->nrof;
1718 add_weight (this, op->weight * op->nrof); 1703 add_weight (this, op->weight * op->nrof);
1719 } 1704 }
1720 else 1705 else
1721 add_weight (this, (op->weight + op->carrying)); 1706 add_weight (this, (op->weight + op->carrying));
1722 1707
1723 otmp = this->in_player (); 1708 if (object *otmp = this->in_player ())
1724 if (otmp && otmp->contr)
1725 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1709 if (otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1726 otmp->update_stats (); 1710 otmp->update_stats ();
1727 1711
1712 op->owner = 0; // its his/hers now. period.
1728 op->map = 0; 1713 op->map = 0;
1729 op->env = this; 1714 op->env = this;
1730 op->above = 0; 1715 op->above = 0;
1731 op->below = 0; 1716 op->below = 0;
1732 op->x = 0, op->y = 0; 1717 op->x = op->y = 0;
1733 1718
1734 /* 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 */
1735 if ((op->glow_radius != 0) && map) 1720 if (op->glow_radius && map)
1736 { 1721 {
1737#ifdef DEBUG_LIGHTS 1722#ifdef DEBUG_LIGHTS
1738 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);
1739#endif /* DEBUG_LIGHTS */ 1724#endif /* DEBUG_LIGHTS */
1740 if (map->darkness) 1725 if (map->darkness)
1974 * activate recursively a flag on an object inventory 1959 * activate recursively a flag on an object inventory
1975 */ 1960 */
1976void 1961void
1977flag_inv (object *op, int flag) 1962flag_inv (object *op, int flag)
1978{ 1963{
1979 if (op->inv)
1980 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1964 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1981 { 1965 {
1982 SET_FLAG (tmp, flag); 1966 SET_FLAG (tmp, flag);
1983 flag_inv (tmp, flag); 1967 flag_inv (tmp, flag);
1984 } 1968 }
1985} 1969}
1986 1970
1987/* 1971/*
1988 * deactivate recursively a flag on an object inventory 1972 * deactivate recursively a flag on an object inventory
1989 */ 1973 */
1990void 1974void
1991unflag_inv (object *op, int flag) 1975unflag_inv (object *op, int flag)
1992{ 1976{
1993 if (op->inv)
1994 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1977 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1995 { 1978 {
1996 CLEAR_FLAG (tmp, flag); 1979 CLEAR_FLAG (tmp, flag);
1997 unflag_inv (tmp, flag); 1980 unflag_inv (tmp, flag);
1998 } 1981 }
1999} 1982}
2000 1983
2001/* 1984/*
2002 * 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
2003 * 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
2005 * to search (see the freearr_x/y[] definition). 1988 * to search (see the freearr_x/y[] definition).
2006 * It returns a random choice among the alternatives found. 1989 * 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 1990 * 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 1991 * 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) 1992 * 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 1993 * Note: This function does correctly handle tiled maps, but does not
2014 * inform the caller. However, insert_ob_in_map will update as 1994 * inform the caller. However, insert_ob_in_map will update as
2015 * 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.
2016 * 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
2017 * 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
2018 * 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
2020 * customized, changed states, etc. 2000 * customized, changed states, etc.
2021 */ 2001 */
2022int 2002int
2023find_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)
2024{ 2004{
2005 int altern[SIZEOFFREE];
2025 int index = 0, flag; 2006 int index = 0, flag;
2026 int altern[SIZEOFFREE];
2027 2007
2028 for (int i = start; i < stop; i++) 2008 for (int i = start; i < stop; i++)
2029 { 2009 {
2030 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2010 mapxy pos (m, x, y); pos.move (i);
2031 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 {
2032 altern [index++] = i; 2026 altern [index++] = i;
2027 continue;
2028 }
2033 2029
2034 /* 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.
2035 * 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.
2036 * 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 -
2037 * 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
2038 * 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
2039 * to only the spaces immediately surrounding the target area, and 2035 * to only the spaces immediately surrounding the target area, and
2040 * won't look 2 spaces south of the target space. 2036 * won't look 2 spaces south of the target space.
2041 */ 2037 */
2042 else if ((flag & P_NO_PASS) && maxfree[i] < stop) 2038 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2039 {
2043 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;
2044 } 2054 }
2045 2055
2046 if (!index) 2056 if (!index)
2047 return -1; 2057 return -1;
2048 2058
2057 */ 2067 */
2058int 2068int
2059find_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)
2060{ 2070{
2061 for (int i = 0; i < SIZEOFFREE; i++) 2071 for (int i = 0; i < SIZEOFFREE; i++)
2062 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]))
2063 return i; 2073 return i;
2064 2074
2065 return -1; 2075 return -1;
2066} 2076}
2067 2077
2344 * 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
2345 * core dumps if they do. 2355 * core dumps if they do.
2346 * 2356 *
2347 * 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)
2348 */ 2358 */
2349
2350int 2359int
2351can_pick (const object *who, const object *item) 2360can_pick (const object *who, const object *item)
2352{ 2361{
2353 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2362 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2354 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2363 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2612 &name, 2621 &name,
2613 title ? "\",title:\"" : "", 2622 title ? "\",title:\"" : "",
2614 title ? (const char *)title : "", 2623 title ? (const char *)title : "",
2615 flag_desc (flagdesc, 512), type); 2624 flag_desc (flagdesc, 512), type);
2616 2625
2617 if (env) 2626 if (!this->flag[FLAG_REMOVED] && env)
2618 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2627 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2619 2628
2620 if (map) 2629 if (map)
2621 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);
2622 2631
2640} 2649}
2641 2650
2642const materialtype_t * 2651const materialtype_t *
2643object::dominant_material () const 2652object::dominant_material () const
2644{ 2653{
2645 if (materialtype_t *mat = name_to_material (materialname)) 2654 if (materialtype_t *mt = name_to_material (materialname))
2646 return mat; 2655 return mt;
2647 2656
2648 // omfg this is slow, this has to be temporary :)
2649 shstr unknown ("unknown");
2650
2651 return name_to_material (unknown); 2657 return name_to_material (shstr_unknown);
2652} 2658}
2653 2659
2654void 2660void
2655object::open_container (object *new_container) 2661object::open_container (object *new_container)
2656{ 2662{
2672 old_container->flag [FLAG_APPLIED] = 0; 2678 old_container->flag [FLAG_APPLIED] = 0;
2673 container = 0; 2679 container = 0;
2674 2680
2675 esrv_update_item (UPD_FLAGS, this, old_container); 2681 esrv_update_item (UPD_FLAGS, this, old_container);
2676 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"));
2677 } 2684 }
2678 2685
2679 if (new_container) 2686 if (new_container)
2680 { 2687 {
2681 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this))) 2688 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2697 new_container->flag [FLAG_APPLIED] = 1; 2704 new_container->flag [FLAG_APPLIED] = 1;
2698 container = new_container; 2705 container = new_container;
2699 2706
2700 esrv_update_item (UPD_FLAGS, this, new_container); 2707 esrv_update_item (UPD_FLAGS, this, new_container);
2701 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)
2702 } 2755 {
2756 if (object *pl = in_player ())
2757 pl->contr->play_sound (sound);
2758 }
2759 else
2760 map->play_sound (sound, x, y);
2703} 2761}
2704 2762
2705

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines