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Comparing deliantra/server/common/object.C (file contents):
Revision 1.151 by root, Wed May 16 11:10:01 2007 UTC vs.
Revision 1.190 by root, Sat Sep 15 15:58:06 2007 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT 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 2 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,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 20 *
22 * The authors can be reached via e-mail at <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.
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. */
300 return 0; 299 return 0;
301 else if (!compare_ob_value_lists (ob1, ob2)) 300 else if (!compare_ob_value_lists (ob1, ob2))
302 return 0; 301 return 0;
303 } 302 }
304 303
305 //TODO: generate an event or call into perl for additional checks
306 if (ob1->self || ob2->self) 304 if (ob1->self || ob2->self)
307 { 305 {
308 ob1->optimise (); 306 ob1->optimise ();
309 ob2->optimise (); 307 ob2->optimise ();
310 308
311 if (ob1->self || ob2->self) 309 if (ob1->self || ob2->self)
310 if (!cfperl_can_merge (ob1, ob2))
312 return 0; 311 return 0;
313 } 312 }
314 313
315 /* Everything passes, must be OK. */ 314 /* Everything passes, must be OK. */
316 return 1; 315 return 1;
317} 316}
375/* 374/*
376 * 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
377 * multi-object 1 which is closest to the second object. 376 * multi-object 1 which is closest to the second object.
378 * If it's not a multi-object, it is returned. 377 * If it's not a multi-object, it is returned.
379 */ 378 */
380
381object * 379object *
382get_nearest_part (object *op, const object *pl) 380get_nearest_part (object *op, const object *pl)
383{ 381{
384 object *tmp, *closest; 382 object *tmp, *closest;
385 int last_dist, i; 383 int last_dist, i;
430} 428}
431 429
432/* 430/*
433 * 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
434 * skill and experience objects. 432 * skill and experience objects.
433 * ACTUALLY NO! investigate! TODO
435 */ 434 */
436void 435void
437object::set_owner (object *owner) 436object::set_owner (object *owner)
438{ 437{
438 // allow objects which own objects
439 if (!owner) 439 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) 440 while (owner->owner)
450 owner = owner->owner; 441 owner = owner->owner;
451 442
452 this->owner = owner; 443 this->owner = owner;
453} 444}
454 445
455int 446int
495 { 486 {
496 current_weapon = chosen_skill = 0; 487 current_weapon = chosen_skill = 0;
497 update_stats (); 488 update_stats ();
498 489
499 new_draw_info_format (NDI_UNIQUE, 0, this, 490 new_draw_info_format (NDI_UNIQUE, 0, this,
500 "You try to balance your applied items all at once, but the %s is too much. " 491 "You try to balance all your items at once, "
492 "but the %s is just too much for your body. "
501 "You need to unapply some items first.", &ob->name); 493 "[You need to unapply some items first.]", &ob->name);
502 return false; 494 return false;
503 } 495 }
504 496
505 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name); 497 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
506 } 498 }
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 ();
936 map = freed_map; 929 map = freed_map;
937 x = 1; 930 x = 1;
938 y = 1; 931 y = 1;
939 } 932 }
940 933
941 head = 0;
942
943 if (more) 934 if (more)
944 { 935 {
945 more->destroy (); 936 more->destroy ();
946 more = 0; 937 more = 0;
947 } 938 }
948 939
940 head = 0;
941
949 // clear those pointers that likely might have circular references to us 942 // clear those pointers that likely might cause circular references
950 owner = 0; 943 owner = 0;
951 enemy = 0; 944 enemy = 0;
952 attacked_by = 0; 945 attacked_by = 0;
946 current_weapon = 0;
953} 947}
954 948
955void 949void
956object::destroy (bool destroy_inventory) 950object::destroy (bool destroy_inventory)
957{ 951{
958 if (destroyed ()) 952 if (destroyed ())
959 return; 953 return;
960 954
961 if (destroy_inventory) 955 if (destroy_inventory)
962 destroy_inv (false); 956 destroy_inv (false);
957
958 if (is_head ())
959 if (sound_destroy)
960 play_sound (sound_destroy);
961 else if (flag [FLAG_MONSTER])
962 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
963 963
964 attachable::destroy (); 964 attachable::destroy ();
965} 965}
966 966
967/* 967/*
1082 if (map->in_memory == MAP_SAVING) 1082 if (map->in_memory == MAP_SAVING)
1083 return; 1083 return;
1084 1084
1085 int check_walk_off = !flag [FLAG_NO_APPLY]; 1085 int check_walk_off = !flag [FLAG_NO_APPLY];
1086 1086
1087 if (object *pl = ms.player ())
1088 {
1089 if (pl->container == this)
1090 /* If a container that the player is currently using somehow gets
1091 * removed (most likely destroyed), update the player view
1092 * appropriately.
1093 */
1094 pl->close_container ();
1095
1096 pl->contr->ns->floorbox_update ();
1097 }
1098
1087 for (tmp = ms.bot; tmp; tmp = tmp->above) 1099 for (tmp = ms.bot; tmp; tmp = tmp->above)
1088 { 1100 {
1089 /* No point updating the players look faces if he is the object 1101 /* No point updating the players look faces if he is the object
1090 * being removed. 1102 * being removed.
1091 */ 1103 */
1092
1093 if (tmp->type == PLAYER && tmp != this)
1094 {
1095 /* If a container that the player is currently using somehow gets
1096 * removed (most likely destroyed), update the player view
1097 * appropriately.
1098 */
1099 if (tmp->container == this)
1100 {
1101 flag [FLAG_APPLIED] = 0;
1102 tmp->container = 0;
1103 }
1104
1105 if (tmp->contr->ns)
1106 tmp->contr->ns->floorbox_update ();
1107 }
1108 1104
1109 /* See if object moving off should effect something */ 1105 /* See if object moving off should effect something */
1110 if (check_walk_off 1106 if (check_walk_off
1111 && ((move_type & tmp->move_off) 1107 && ((move_type & tmp->move_off)
1112 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1108 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1115 1111
1116 if (destroyed ()) 1112 if (destroyed ())
1117 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1113 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1118 } 1114 }
1119 1115
1120 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1121 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1122 if (tmp->above == tmp)
1123 tmp->above = 0;
1124
1125 last = tmp; 1116 last = tmp;
1126 } 1117 }
1127 1118
1128 /* last == NULL if there are no objects on this space */ 1119 /* last == NULL if there are no objects on this space */
1129 //TODO: this makes little sense, why only update the topmost object? 1120 //TODO: this makes little sense, why only update the topmost object?
1180 if (more) 1171 if (more)
1181 return; 1172 return;
1182 1173
1183 object *prev = this; 1174 object *prev = this;
1184 1175
1185 for (archetype *at = arch->more; at; at = at->more) 1176 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1186 { 1177 {
1187 object *op = arch_to_object (at); 1178 object *op = arch_to_object (at);
1188 1179
1189 op->name = name; 1180 op->name = name;
1190 op->name_pl = name_pl; 1181 op->name_pl = name_pl;
1204object * 1195object *
1205insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1196insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1206{ 1197{
1207 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1198 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1208 { 1199 {
1209 tmp->x = x + tmp->arch->clone.x; 1200 tmp->x = x + tmp->arch->x;
1210 tmp->y = y + tmp->arch->clone.y; 1201 tmp->y = y + tmp->arch->y;
1211 } 1202 }
1212 1203
1213 return insert_ob_in_map (op, m, originator, flag); 1204 return insert_ob_in_map (op, m, originator, flag);
1214} 1205}
1215 1206
1236object * 1227object *
1237insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1228insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1238{ 1229{
1239 assert (!op->flag [FLAG_FREED]); 1230 assert (!op->flag [FLAG_FREED]);
1240 1231
1241 object *tmp, *top, *floor = NULL; 1232 object *top, *floor = NULL;
1242 1233
1243 op->remove (); 1234 op->remove ();
1244
1245#if 0
1246 if (!m->active != !op->active)
1247 if (m->active)
1248 op->activate_recursive ();
1249 else
1250 op->deactivate_recursive ();
1251#endif
1252
1253 if (out_of_map (m, op->x, op->y))
1254 {
1255 LOG (llevError, "Trying to insert object outside the map.\n%s\n", op->debug_desc ());
1256#ifdef MANY_CORES
1257 /* Better to catch this here, as otherwise the next use of this object
1258 * is likely to cause a crash. Better to find out where it is getting
1259 * improperly inserted.
1260 */
1261 abort ();
1262#endif
1263 return op;
1264 }
1265
1266 if (object *more = op->more)
1267 {
1268 if (!insert_ob_in_map (more, m, originator, flag))
1269 {
1270 if (!op->head)
1271 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1272
1273 return 0;
1274 }
1275 }
1276
1277 CLEAR_FLAG (op, FLAG_REMOVED);
1278 1235
1279 /* Ideally, the caller figures this out. However, it complicates a lot 1236 /* Ideally, the caller figures this out. However, it complicates a lot
1280 * 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
1281 * need extra work 1238 * need extra work
1282 */ 1239 */
1283 if (!xy_normalise (m, op->x, op->y)) 1240 if (!xy_normalise (m, op->x, op->y))
1241 {
1242 op->destroy ();
1284 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);
1285 1251
1286 op->map = m; 1252 op->map = m;
1287 mapspace &ms = op->ms (); 1253 mapspace &ms = op->ms ();
1288 1254
1289 /* this has to be done after we translate the coordinates. 1255 /* this has to be done after we translate the coordinates.
1290 */ 1256 */
1291 if (op->nrof && !(flag & INS_NO_MERGE)) 1257 if (op->nrof && !(flag & INS_NO_MERGE))
1292 for (tmp = ms.bot; tmp; tmp = tmp->above) 1258 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1293 if (object::can_merge (op, tmp)) 1259 if (object::can_merge (op, tmp))
1294 { 1260 {
1295 op->nrof += tmp->nrof; 1261 op->nrof += tmp->nrof;
1296 tmp->destroy (); 1262 tmp->destroy ();
1297 } 1263 }
1386 */ 1352 */
1387 if (last && last->below && last != floor) 1353 if (last && last->below && last != floor)
1388 top = last->below; 1354 top = last->below;
1389 } 1355 }
1390 } /* If objects on this space */ 1356 } /* If objects on this space */
1391
1392 if (flag & INS_MAP_LOAD) 1357 if (flag & INS_MAP_LOAD)
1393 top = ms.top; 1358 top = ms.top;
1394 1359
1395 if (flag & INS_ABOVE_FLOOR_ONLY) 1360 if (flag & INS_ABOVE_FLOOR_ONLY)
1396 top = floor; 1361 top = floor;
1431 op->map->touch (); 1396 op->map->touch ();
1432 } 1397 }
1433 1398
1434 op->map->dirty = true; 1399 op->map->dirty = true;
1435 1400
1436 /* If we have a floor, we know the player, if any, will be above
1437 * it, so save a few ticks and start from there.
1438 */
1439 if (!(flag & INS_MAP_LOAD)) 1401 if (!(flag & INS_MAP_LOAD))
1440 if (object *pl = ms.player ()) 1402 if (object *pl = ms.player ())
1441 if (pl->contr->ns)
1442 pl->contr->ns->floorbox_update (); 1403 pl->contr->ns->floorbox_update ();
1443 1404
1444 /* If this object glows, it may affect lighting conditions that are 1405 /* If this object glows, it may affect lighting conditions that are
1445 * 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
1446 * 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
1447 * on the map will get recalculated. The players could very well 1408 * on the map will get recalculated. The players could very well
1466 * blocked() and wall() work properly), and these flags are updated by 1427 * blocked() and wall() work properly), and these flags are updated by
1467 * update_object(). 1428 * update_object().
1468 */ 1429 */
1469 1430
1470 /* if this is not the head or flag has been passed, don't check walk on status */ 1431 /* if this is not the head or flag has been passed, don't check walk on status */
1471 if (!(flag & INS_NO_WALK_ON) && !op->head) 1432 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1472 { 1433 {
1473 if (check_move_on (op, originator)) 1434 if (check_move_on (op, originator))
1474 return 0; 1435 return 0;
1475 1436
1476 /* If we are a multi part object, lets work our way through the check 1437 /* If we are a multi part object, lets work our way through the check
1477 * walk on's. 1438 * walk on's.
1478 */ 1439 */
1479 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1440 for (object *tmp = op->more; tmp; tmp = tmp->more)
1480 if (check_move_on (tmp, originator)) 1441 if (check_move_on (tmp, originator))
1481 return 0; 1442 return 0;
1482 } 1443 }
1483 1444
1484 return op; 1445 return op;
1494 object *tmp, *tmp1; 1455 object *tmp, *tmp1;
1495 1456
1496 /* first search for itself and remove any old instances */ 1457 /* first search for itself and remove any old instances */
1497 1458
1498 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 1459 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1499 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1460 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1500 tmp->destroy (); 1461 tmp->destroy ();
1501 1462
1502 tmp1 = arch_to_object (archetype::find (arch_string)); 1463 tmp1 = arch_to_object (archetype::find (arch_string));
1503 1464
1504 tmp1->x = op->x; 1465 tmp1->x = op->x;
1665 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1626 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1666 free (dump); 1627 free (dump);
1667 return op; 1628 return op;
1668 } 1629 }
1669 1630
1670 if (where->head) 1631 if (where->head_ () != where)
1671 { 1632 {
1672 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n"); 1633 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1673 where = where->head; 1634 where = where->head;
1674 } 1635 }
1675 1636
1676 return where->insert (op); 1637 return where->insert (op);
1677} 1638}
1685 * be != op, if items are merged. -Tero 1646 * be != op, if items are merged. -Tero
1686 */ 1647 */
1687object * 1648object *
1688object::insert (object *op) 1649object::insert (object *op)
1689{ 1650{
1690 object *tmp, *otmp;
1691
1692 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1651 if (!QUERY_FLAG (op, FLAG_REMOVED))
1693 op->remove (); 1652 op->remove ();
1694 1653
1695 if (op->more) 1654 if (op->more)
1696 { 1655 {
1698 return op; 1657 return op;
1699 } 1658 }
1700 1659
1701 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1660 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1702 CLEAR_FLAG (op, FLAG_REMOVED); 1661 CLEAR_FLAG (op, FLAG_REMOVED);
1662
1703 if (op->nrof) 1663 if (op->nrof)
1704 { 1664 {
1705 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1665 for (object *tmp = inv; tmp; tmp = tmp->below)
1706 if (object::can_merge (tmp, op)) 1666 if (object::can_merge (tmp, op))
1707 { 1667 {
1708 /* return the original object and remove inserted object 1668 /* return the original object and remove inserted object
1709 (client needs the original object) */ 1669 (client needs the original object) */
1710 tmp->nrof += op->nrof; 1670 tmp->nrof += op->nrof;
1729 add_weight (this, op->weight * op->nrof); 1689 add_weight (this, op->weight * op->nrof);
1730 } 1690 }
1731 else 1691 else
1732 add_weight (this, (op->weight + op->carrying)); 1692 add_weight (this, (op->weight + op->carrying));
1733 1693
1734 otmp = this->in_player (); 1694 if (object *otmp = this->in_player ())
1735 if (otmp && otmp->contr)
1736 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1695 if (otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1737 otmp->update_stats (); 1696 otmp->update_stats ();
1738 1697
1698 op->owner = 0; // its his/hers now. period.
1739 op->map = 0; 1699 op->map = 0;
1740 op->env = this; 1700 op->env = this;
1741 op->above = 0; 1701 op->above = 0;
1742 op->below = 0; 1702 op->below = 0;
1743 op->x = 0, op->y = 0; 1703 op->x = op->y = 0;
1744 1704
1745 /* 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 */
1746 if ((op->glow_radius != 0) && map) 1706 if (op->glow_radius && map)
1747 { 1707 {
1748#ifdef DEBUG_LIGHTS 1708#ifdef DEBUG_LIGHTS
1749 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);
1750#endif /* DEBUG_LIGHTS */ 1710#endif /* DEBUG_LIGHTS */
1751 if (map->darkness) 1711 if (map->darkness)
2005 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1965 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2006 { 1966 {
2007 CLEAR_FLAG (tmp, flag); 1967 CLEAR_FLAG (tmp, flag);
2008 unflag_inv (tmp, flag); 1968 unflag_inv (tmp, flag);
2009 } 1969 }
2010}
2011
2012/*
2013 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2014 * all it's inventory (recursively).
2015 * If checksums are used, a player will get set_cheat called for
2016 * him/her-self and all object carried by a call to this function.
2017 */
2018void
2019set_cheat (object *op)
2020{
2021 SET_FLAG (op, FLAG_WAS_WIZ);
2022 flag_inv (op, FLAG_WAS_WIZ);
2023} 1970}
2024 1971
2025/* 1972/*
2026 * find_free_spot(object, map, x, y, start, stop) will search for 1973 * find_free_spot(object, map, x, y, start, stop) will search for
2027 * a spot at the given map and coordinates which will be able to contain 1974 * a spot at the given map and coordinates which will be able to contain
2044 * customized, changed states, etc. 1991 * customized, changed states, etc.
2045 */ 1992 */
2046int 1993int
2047find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 1994find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2048{ 1995{
1996 int altern[SIZEOFFREE];
2049 int index = 0, flag; 1997 int index = 0, flag;
2050 int altern[SIZEOFFREE];
2051 1998
2052 for (int i = start; i < stop; i++) 1999 for (int i = start; i < stop; i++)
2053 { 2000 {
2054 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2001 mapxy pos (m, x, y); pos.move (i);
2055 if (!flag) 2002
2003 if (!pos.normalise ())
2004 continue;
2005
2006 mapspace &ms = *pos;
2007
2008 if (ms.flags () & P_IS_ALIVE)
2009 continue;
2010
2011 /* However, often
2012 * ob doesn't have any move type (when used to place exits)
2013 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
2014 */
2015 if (ob->move_type == 0 && ms.move_block != MOVE_ALL)
2016 {
2056 altern [index++] = i; 2017 altern [index++] = i;
2018 continue;
2019 }
2057 2020
2058 /* Basically, if we find a wall on a space, we cut down the search size. 2021 /* Basically, if we find a wall on a space, we cut down the search size.
2059 * In this way, we won't return spaces that are on another side of a wall. 2022 * In this way, we won't return spaces that are on another side of a wall.
2060 * This mostly work, but it cuts down the search size in all directions - 2023 * This mostly work, but it cuts down the search size in all directions -
2061 * if the space being examined only has a wall to the north and empty 2024 * if the space being examined only has a wall to the north and empty
2062 * spaces in all the other directions, this will reduce the search space 2025 * spaces in all the other directions, this will reduce the search space
2063 * to only the spaces immediately surrounding the target area, and 2026 * to only the spaces immediately surrounding the target area, and
2064 * won't look 2 spaces south of the target space. 2027 * won't look 2 spaces south of the target space.
2065 */ 2028 */
2066 else if ((flag & P_NO_PASS) && maxfree[i] < stop) 2029 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2030 {
2067 stop = maxfree[i]; 2031 stop = maxfree[i];
2032 continue;
2033 }
2034
2035 /* Note it is intentional that we check ob - the movement type of the
2036 * head of the object should correspond for the entire object.
2037 */
2038 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2039 continue;
2040
2041 altern [index++] = i;
2068 } 2042 }
2069 2043
2070 if (!index) 2044 if (!index)
2071 return -1; 2045 return -1;
2072 2046
2081 */ 2055 */
2082int 2056int
2083find_first_free_spot (const object *ob, maptile *m, int x, int y) 2057find_first_free_spot (const object *ob, maptile *m, int x, int y)
2084{ 2058{
2085 for (int i = 0; i < SIZEOFFREE; i++) 2059 for (int i = 0; i < SIZEOFFREE; i++)
2086 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2060 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2087 return i; 2061 return i;
2088 2062
2089 return -1; 2063 return -1;
2090} 2064}
2091 2065
2145 object *tmp; 2119 object *tmp;
2146 maptile *mp; 2120 maptile *mp;
2147 2121
2148 MoveType blocked, move_type; 2122 MoveType blocked, move_type;
2149 2123
2150 if (exclude && exclude->head) 2124 if (exclude && exclude->head_ () != exclude)
2151 { 2125 {
2152 exclude = exclude->head; 2126 exclude = exclude->head;
2153 move_type = exclude->move_type; 2127 move_type = exclude->move_type;
2154 } 2128 }
2155 else 2129 else
2178 max = maxfree[i]; 2152 max = maxfree[i];
2179 else if (mflags & P_IS_ALIVE) 2153 else if (mflags & P_IS_ALIVE)
2180 { 2154 {
2181 for (tmp = ms.bot; tmp; tmp = tmp->above) 2155 for (tmp = ms.bot; tmp; tmp = tmp->above)
2182 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2156 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2183 && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2157 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2184 break; 2158 break;
2185 2159
2186 if (tmp) 2160 if (tmp)
2187 return freedir[i]; 2161 return freedir[i];
2188 } 2162 }
2368 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2342 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2369 * core dumps if they do. 2343 * core dumps if they do.
2370 * 2344 *
2371 * Add a check so we can't pick up invisible objects (0.93.8) 2345 * Add a check so we can't pick up invisible objects (0.93.8)
2372 */ 2346 */
2373
2374int 2347int
2375can_pick (const object *who, const object *item) 2348can_pick (const object *who, const object *item)
2376{ 2349{
2377 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2350 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2378 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2351 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2383 * create clone from object to another 2356 * create clone from object to another
2384 */ 2357 */
2385object * 2358object *
2386object_create_clone (object *asrc) 2359object_create_clone (object *asrc)
2387{ 2360{
2388 object *dst = 0, *tmp, *src, *part, *prev, *item; 2361 object *dst = 0, *tmp, *src, *prev, *item;
2389 2362
2390 if (!asrc) 2363 if (!asrc)
2391 return 0; 2364 return 0;
2392 2365
2393 src = asrc;
2394 if (src->head)
2395 src = src->head; 2366 src = asrc->head_ ();
2396 2367
2397 prev = 0; 2368 prev = 0;
2398 for (part = src; part; part = part->more) 2369 for (object *part = src; part; part = part->more)
2399 { 2370 {
2400 tmp = part->clone (); 2371 tmp = part->clone ();
2401 tmp->x -= src->x; 2372 tmp->x -= src->x;
2402 tmp->y -= src->y; 2373 tmp->y -= src->y;
2403 2374
2516 /* Basically, if the archetype has this key set, 2487 /* Basically, if the archetype has this key set,
2517 * we need to store the null value so when we save 2488 * we need to store the null value so when we save
2518 * it, we save the empty value so that when we load, 2489 * it, we save the empty value so that when we load,
2519 * we get this value back again. 2490 * we get this value back again.
2520 */ 2491 */
2521 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2492 if (get_ob_key_link (op->arch, canonical_key))
2522 field->value = 0; 2493 field->value = 0;
2523 else 2494 else
2524 { 2495 {
2525 if (last) 2496 if (last)
2526 last->next = field->next; 2497 last->next = field->next;
2595 } 2566 }
2596 else 2567 else
2597 item = item->env; 2568 item = item->env;
2598} 2569}
2599 2570
2600
2601const char * 2571const char *
2602object::flag_desc (char *desc, int len) const 2572object::flag_desc (char *desc, int len) const
2603{ 2573{
2604 char *p = desc; 2574 char *p = desc;
2605 bool first = true; 2575 bool first = true;
2639 &name, 2609 &name,
2640 title ? "\",title:\"" : "", 2610 title ? "\",title:\"" : "",
2641 title ? (const char *)title : "", 2611 title ? (const char *)title : "",
2642 flag_desc (flagdesc, 512), type); 2612 flag_desc (flagdesc, 512), type);
2643 2613
2644 if (env) 2614 if (!this->flag[FLAG_REMOVED] && env)
2645 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2615 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2646 2616
2647 if (map) 2617 if (map)
2648 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y); 2618 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2649 2619
2667} 2637}
2668 2638
2669const materialtype_t * 2639const materialtype_t *
2670object::dominant_material () const 2640object::dominant_material () const
2671{ 2641{
2672 if (materialtype_t *mat = name_to_material (materialname)) 2642 if (materialtype_t *mt = name_to_material (materialname))
2673 return mat; 2643 return mt;
2674 2644
2675 // omfg this is slow, this has to be temporary :)
2676 shstr unknown ("unknown");
2677
2678 return name_to_material (unknown); 2645 return name_to_material (shstr_unknown);
2679} 2646}
2680 2647
2681void 2648void
2682object::open_container (object *new_container) 2649object::open_container (object *new_container)
2683{ 2650{
2699 old_container->flag [FLAG_APPLIED] = 0; 2666 old_container->flag [FLAG_APPLIED] = 0;
2700 container = 0; 2667 container = 0;
2701 2668
2702 esrv_update_item (UPD_FLAGS, this, old_container); 2669 esrv_update_item (UPD_FLAGS, this, old_container);
2703 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); 2670 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2671 play_sound (sound_find ("chest_close"));
2704 } 2672 }
2705 2673
2706 if (new_container) 2674 if (new_container)
2707 { 2675 {
2708 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this))) 2676 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2724 new_container->flag [FLAG_APPLIED] = 1; 2692 new_container->flag [FLAG_APPLIED] = 1;
2725 container = new_container; 2693 container = new_container;
2726 2694
2727 esrv_update_item (UPD_FLAGS, this, new_container); 2695 esrv_update_item (UPD_FLAGS, this, new_container);
2728 esrv_send_inventory (this, new_container); 2696 esrv_send_inventory (this, new_container);
2697 play_sound (sound_find ("chest_open"));
2698 }
2699}
2700
2701object *
2702object::force_find (const shstr name)
2703{
2704 /* cycle through his inventory to look for the MARK we want to
2705 * place
2706 */
2707 for (object *tmp = inv; tmp; tmp = tmp->below)
2708 if (tmp->type == FORCE && tmp->slaying == name)
2709 return splay (tmp);
2710
2711 return 0;
2712}
2713
2714void
2715object::force_add (const shstr name, int duration)
2716{
2717 if (object *force = force_find (name))
2718 force->destroy ();
2719
2720 object *force = get_archetype (FORCE_NAME);
2721
2722 force->slaying = name;
2723 force->stats.food = 1;
2724 force->speed_left = -1.f;
2725
2726 force->set_speed (duration ? 1.f / duration : 0.f);
2727 force->flag [FLAG_IS_USED_UP] = true;
2728 force->flag [FLAG_APPLIED] = true;
2729
2730 insert (force);
2731}
2732
2733void
2734object::play_sound (faceidx sound) const
2735{
2736 if (!sound)
2737 return;
2738
2739 if (flag [FLAG_REMOVED])
2740 return;
2741
2742 if (env)
2729 } 2743 {
2744 if (object *pl = in_player ())
2745 pl->contr->play_sound (sound);
2746 }
2747 else
2748 map->play_sound (sound, x, y);
2730} 2749}
2731 2750
2732

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