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Comparing deliantra/server/common/object.C (file contents):
Revision 1.174 by root, Wed Aug 8 04:52:59 2007 UTC vs.
Revision 1.188 by root, Wed Sep 12 11:10:09 2007 UTC

374/* 374/*
375 * get_nearest_part(multi-object, object 2) returns the part of the 375 * get_nearest_part(multi-object, object 2) returns the part of the
376 * multi-object 1 which is closest to the second object. 376 * multi-object 1 which is closest to the second object.
377 * If it's not a multi-object, it is returned. 377 * If it's not a multi-object, it is returned.
378 */ 378 */
379
380object * 379object *
381get_nearest_part (object *op, const object *pl) 380get_nearest_part (object *op, const object *pl)
382{ 381{
383 object *tmp, *closest; 382 object *tmp, *closest;
384 int last_dist, i; 383 int last_dist, i;
429} 428}
430 429
431/* 430/*
432 * Sets the owner and sets the skill and exp pointers to owner's current 431 * Sets the owner and sets the skill and exp pointers to owner's current
433 * skill and experience objects. 432 * skill and experience objects.
433 * ACTUALLY NO! investigate! TODO
434 */ 434 */
435void 435void
436object::set_owner (object *owner) 436object::set_owner (object *owner)
437{ 437{
438 // allow objects which own objects
438 if (!owner) 439 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) 440 while (owner->owner)
449 owner = owner->owner; 441 owner = owner->owner;
450 442
451 this->owner = owner; 443 this->owner = owner;
452} 444}
453 445
454int 446int
586object::copy_to (object *dst) 578object::copy_to (object *dst)
587{ 579{
588 *dst = *this; 580 *dst = *this;
589 581
590 if (speed < 0) 582 if (speed < 0)
591 dst->speed_left = speed_left - rndm (); 583 dst->speed_left -= rndm ();
592 584
593 dst->set_speed (dst->speed); 585 dst->set_speed (dst->speed);
594} 586}
595 587
596void 588void
923 915
924 if (!freed_map) 916 if (!freed_map)
925 { 917 {
926 freed_map = new maptile; 918 freed_map = new maptile;
927 919
920 freed_map->path = "<freed objects map>";
928 freed_map->name = "/internal/freed_objects_map"; 921 freed_map->name = "/internal/freed_objects_map";
929 freed_map->width = 3; 922 freed_map->width = 3;
930 freed_map->height = 3; 923 freed_map->height = 3;
931 924
932 freed_map->alloc (); 925 freed_map->alloc ();
1089 if (map->in_memory == MAP_SAVING) 1082 if (map->in_memory == MAP_SAVING)
1090 return; 1083 return;
1091 1084
1092 int check_walk_off = !flag [FLAG_NO_APPLY]; 1085 int check_walk_off = !flag [FLAG_NO_APPLY];
1093 1086
1094 for (tmp = ms.bot; tmp; tmp = tmp->above) 1087 if (object *pl = ms.player ())
1095 { 1088 {
1096 /* No point updating the players look faces if he is the object 1089 if (pl->container == this)
1097 * being removed.
1098 */
1099
1100 if (tmp->type == PLAYER && tmp->container == this)
1101 /* If a container that the player is currently using somehow gets 1090 /* If a container that the player is currently using somehow gets
1102 * removed (most likely destroyed), update the player view 1091 * removed (most likely destroyed), update the player view
1103 * appropriately. 1092 * appropriately.
1104 */ 1093 */
1105 tmp->close_container (); 1094 pl->close_container ();
1095
1096 pl->contr->ns->floorbox_update ();
1097 }
1098
1099 for (tmp = ms.bot; tmp; tmp = tmp->above)
1100 {
1101 /* No point updating the players look faces if he is the object
1102 * being removed.
1103 */
1106 1104
1107 /* See if object moving off should effect something */ 1105 /* See if object moving off should effect something */
1108 if (check_walk_off 1106 if (check_walk_off
1109 && ((move_type & tmp->move_off) 1107 && ((move_type & tmp->move_off)
1110 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1108 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1233 1231
1234 object *top, *floor = NULL; 1232 object *top, *floor = NULL;
1235 1233
1236 op->remove (); 1234 op->remove ();
1237 1235
1238#if 0
1239 if (!m->active != !op->active)
1240 if (m->active)
1241 op->activate_recursive ();
1242 else
1243 op->deactivate_recursive ();
1244#endif
1245
1246 if (out_of_map (m, op->x, op->y))
1247 {
1248 LOG (llevError, "Trying to insert object outside the map.\n%s\n", op->debug_desc ());
1249#ifdef MANY_CORES
1250 /* Better to catch this here, as otherwise the next use of this object
1251 * is likely to cause a crash. Better to find out where it is getting
1252 * improperly inserted.
1253 */
1254 abort ();
1255#endif
1256 return op;
1257 }
1258
1259 if (object *more = op->more)
1260 if (!insert_ob_in_map (more, m, originator, flag))
1261 return 0;
1262
1263 CLEAR_FLAG (op, FLAG_REMOVED);
1264
1265 /* Ideally, the caller figures this out. However, it complicates a lot 1236 /* Ideally, the caller figures this out. However, it complicates a lot
1266 * of areas of callers (eg, anything that uses find_free_spot would now 1237 * of areas of callers (eg, anything that uses find_free_spot would now
1267 * need extra work 1238 * need extra work
1268 */ 1239 */
1269 if (!xy_normalise (m, op->x, op->y)) 1240 if (!xy_normalise (m, op->x, op->y))
1241 {
1242 op->destroy ();
1270 return 0; 1243 return 0;
1244 }
1245
1246 if (object *more = op->more)
1247 if (!insert_ob_in_map (more, m, originator, flag))
1248 return 0;
1249
1250 CLEAR_FLAG (op, FLAG_REMOVED);
1271 1251
1272 op->map = m; 1252 op->map = m;
1273 mapspace &ms = op->ms (); 1253 mapspace &ms = op->ms ();
1274 1254
1275 /* this has to be done after we translate the coordinates. 1255 /* this has to be done after we translate the coordinates.
1416 op->map->touch (); 1396 op->map->touch ();
1417 } 1397 }
1418 1398
1419 op->map->dirty = true; 1399 op->map->dirty = true;
1420 1400
1421 /* If we have a floor, we know the player, if any, will be above
1422 * it, so save a few ticks and start from there.
1423 */
1424 if (!(flag & INS_MAP_LOAD)) 1401 if (!(flag & INS_MAP_LOAD))
1425 if (object *pl = ms.player ()) 1402 if (object *pl = ms.player ())
1426 if (pl->contr->ns)
1427 pl->contr->ns->floorbox_update (); 1403 pl->contr->ns->floorbox_update ();
1428 1404
1429 /* If this object glows, it may affect lighting conditions that are 1405 /* If this object glows, it may affect lighting conditions that are
1430 * visible to others on this map. But update_all_los is really 1406 * visible to others on this map. But update_all_los is really
1431 * an inefficient way to do this, as it means los for all players 1407 * an inefficient way to do this, as it means los for all players
1432 * on the map will get recalculated. The players could very well 1408 * on the map will get recalculated. The players could very well
1670 * be != op, if items are merged. -Tero 1646 * be != op, if items are merged. -Tero
1671 */ 1647 */
1672object * 1648object *
1673object::insert (object *op) 1649object::insert (object *op)
1674{ 1650{
1675 object *tmp, *otmp;
1676
1677 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1651 if (!QUERY_FLAG (op, FLAG_REMOVED))
1678 op->remove (); 1652 op->remove ();
1679 1653
1680 if (op->more) 1654 if (op->more)
1681 { 1655 {
1683 return op; 1657 return op;
1684 } 1658 }
1685 1659
1686 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1660 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1687 CLEAR_FLAG (op, FLAG_REMOVED); 1661 CLEAR_FLAG (op, FLAG_REMOVED);
1662
1688 if (op->nrof) 1663 if (op->nrof)
1689 { 1664 {
1690 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1665 for (object *tmp = inv; tmp; tmp = tmp->below)
1691 if (object::can_merge (tmp, op)) 1666 if (object::can_merge (tmp, op))
1692 { 1667 {
1693 /* return the original object and remove inserted object 1668 /* return the original object and remove inserted object
1694 (client needs the original object) */ 1669 (client needs the original object) */
1695 tmp->nrof += op->nrof; 1670 tmp->nrof += op->nrof;
1714 add_weight (this, op->weight * op->nrof); 1689 add_weight (this, op->weight * op->nrof);
1715 } 1690 }
1716 else 1691 else
1717 add_weight (this, (op->weight + op->carrying)); 1692 add_weight (this, (op->weight + op->carrying));
1718 1693
1719 otmp = this->in_player (); 1694 if (object *otmp = this->in_player ())
1720 if (otmp && otmp->contr)
1721 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1695 if (otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1722 otmp->update_stats (); 1696 otmp->update_stats ();
1723 1697
1698 op->owner = 0; // its his/hers now. period.
1724 op->map = 0; 1699 op->map = 0;
1725 op->env = this; 1700 op->env = this;
1726 op->above = 0; 1701 op->above = 0;
1727 op->below = 0; 1702 op->below = 0;
1728 op->x = 0, op->y = 0; 1703 op->x = op->y = 0;
1729 1704
1730 /* reset the light list and los of the players on the map */ 1705 /* reset the light list and los of the players on the map */
1731 if ((op->glow_radius != 0) && map) 1706 if (op->glow_radius && map)
1732 { 1707 {
1733#ifdef DEBUG_LIGHTS 1708#ifdef DEBUG_LIGHTS
1734 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1709 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1735#endif /* DEBUG_LIGHTS */ 1710#endif /* DEBUG_LIGHTS */
1736 if (map->darkness) 1711 if (map->darkness)
2021 int index = 0, flag; 1996 int index = 0, flag;
2022 int altern[SIZEOFFREE]; 1997 int altern[SIZEOFFREE];
2023 1998
2024 for (int i = start; i < stop; i++) 1999 for (int i = start; i < stop; i++)
2025 { 2000 {
2026 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2001 mapxy pos (m, x, y); pos.move (i);
2027 if (!flag) 2002
2028 altern [index++] = i; 2003 if (!pos.normalise ())
2004 continue;
2005
2006 mapspace &ms = *pos;
2007 ms.update ();
2008
2009 /* However, often
2010 * ob doesn't have any move type (when used to place exits)
2011 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
2012 */
2013 if (ob->move_type == 0 && ms.move_block != MOVE_ALL)
2014 continue;
2029 2015
2030 /* Basically, if we find a wall on a space, we cut down the search size. 2016 /* Basically, if we find a wall on a space, we cut down the search size.
2031 * In this way, we won't return spaces that are on another side of a wall. 2017 * In this way, we won't return spaces that are on another side of a wall.
2032 * This mostly work, but it cuts down the search size in all directions - 2018 * This mostly work, but it cuts down the search size in all directions -
2033 * if the space being examined only has a wall to the north and empty 2019 * if the space being examined only has a wall to the north and empty
2034 * spaces in all the other directions, this will reduce the search space 2020 * spaces in all the other directions, this will reduce the search space
2035 * to only the spaces immediately surrounding the target area, and 2021 * to only the spaces immediately surrounding the target area, and
2036 * won't look 2 spaces south of the target space. 2022 * won't look 2 spaces south of the target space.
2037 */ 2023 */
2038 else if ((flag & P_NO_PASS) && maxfree[i] < stop) 2024 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2025 {
2039 stop = maxfree[i]; 2026 stop = maxfree[i];
2027 continue;
2028 }
2029
2030 /* Note it is intentional that we check ob - the movement type of the
2031 * head of the object should correspond for the entire object.
2032 */
2033 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2034 continue;
2035
2036 altern [index++] = i;
2040 } 2037 }
2041 2038
2042 if (!index) 2039 if (!index)
2043 return -1; 2040 return -1;
2044 2041
2053 */ 2050 */
2054int 2051int
2055find_first_free_spot (const object *ob, maptile *m, int x, int y) 2052find_first_free_spot (const object *ob, maptile *m, int x, int y)
2056{ 2053{
2057 for (int i = 0; i < SIZEOFFREE; i++) 2054 for (int i = 0; i < SIZEOFFREE; i++)
2058 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2055 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2059 return i; 2056 return i;
2060 2057
2061 return -1; 2058 return -1;
2062} 2059}
2063 2060
2340 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2337 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2341 * core dumps if they do. 2338 * core dumps if they do.
2342 * 2339 *
2343 * Add a check so we can't pick up invisible objects (0.93.8) 2340 * Add a check so we can't pick up invisible objects (0.93.8)
2344 */ 2341 */
2345
2346int 2342int
2347can_pick (const object *who, const object *item) 2343can_pick (const object *who, const object *item)
2348{ 2344{
2349 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2345 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2350 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2346 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2608 &name, 2604 &name,
2609 title ? "\",title:\"" : "", 2605 title ? "\",title:\"" : "",
2610 title ? (const char *)title : "", 2606 title ? (const char *)title : "",
2611 flag_desc (flagdesc, 512), type); 2607 flag_desc (flagdesc, 512), type);
2612 2608
2613 if (env) 2609 if (!this->flag[FLAG_REMOVED] && env)
2614 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2610 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2615 2611
2616 if (map) 2612 if (map)
2617 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y); 2613 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2618 2614
2665 old_container->flag [FLAG_APPLIED] = 0; 2661 old_container->flag [FLAG_APPLIED] = 0;
2666 container = 0; 2662 container = 0;
2667 2663
2668 esrv_update_item (UPD_FLAGS, this, old_container); 2664 esrv_update_item (UPD_FLAGS, this, old_container);
2669 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); 2665 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2666 play_sound (sound_find ("chest_close"));
2670 } 2667 }
2671 2668
2672 if (new_container) 2669 if (new_container)
2673 { 2670 {
2674 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this))) 2671 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2690 new_container->flag [FLAG_APPLIED] = 1; 2687 new_container->flag [FLAG_APPLIED] = 1;
2691 container = new_container; 2688 container = new_container;
2692 2689
2693 esrv_update_item (UPD_FLAGS, this, new_container); 2690 esrv_update_item (UPD_FLAGS, this, new_container);
2694 esrv_send_inventory (this, new_container); 2691 esrv_send_inventory (this, new_container);
2692 play_sound (sound_find ("chest_open"));
2695 } 2693 }
2696} 2694}
2697 2695
2698object * 2696object *
2699object::force_find (const shstr name) 2697object::force_find (const shstr name)
2725 force->flag [FLAG_APPLIED] = true; 2723 force->flag [FLAG_APPLIED] = true;
2726 2724
2727 insert (force); 2725 insert (force);
2728} 2726}
2729 2727
2728void
2729object::play_sound (faceidx sound) const
2730{
2731 if (!sound)
2732 return;
2733
2734 if (flag [FLAG_REMOVED])
2735 return;
2736
2737 if (env)
2738 {
2739 if (object *pl = in_player ())
2740 pl->contr->play_sound (sound);
2741 }
2742 else
2743 map->play_sound (sound, x, y);
2744}
2745

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