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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 1.192 by root, Fri Oct 12 19:13:25 2007 UTC

305 { 305 {
306 ob1->optimise (); 306 ob1->optimise ();
307 ob2->optimise (); 307 ob2->optimise ();
308 308
309 if (ob1->self || ob2->self) 309 if (ob1->self || ob2->self)
310 if (!cfperl_can_merge (ob1, ob2)) 310 {
311 int k1 = ob1->self ? HvTOTALKEYS (SvRV (ob1->self)) : 0;
312 int k2 = ob2->self ? HvTOTALKEYS (SvRV (ob2->self)) : 0;
313
314 if (k1 != k2)
311 return 0; 315 return 0;
316 else if (k1 == 0)
317 return 1;
318 else if (!cfperl_can_merge (ob1, ob2))
319 return 0;
320 }
312 } 321 }
313 322
314 /* Everything passes, must be OK. */ 323 /* Everything passes, must be OK. */
315 return 1; 324 return 1;
316} 325}
374/* 383/*
375 * get_nearest_part(multi-object, object 2) returns the part of the 384 * get_nearest_part(multi-object, object 2) returns the part of the
376 * multi-object 1 which is closest to the second object. 385 * multi-object 1 which is closest to the second object.
377 * If it's not a multi-object, it is returned. 386 * If it's not a multi-object, it is returned.
378 */ 387 */
379
380object * 388object *
381get_nearest_part (object *op, const object *pl) 389get_nearest_part (object *op, const object *pl)
382{ 390{
383 object *tmp, *closest; 391 object *tmp, *closest;
384 int last_dist, i; 392 int last_dist, i;
429} 437}
430 438
431/* 439/*
432 * Sets the owner and sets the skill and exp pointers to owner's current 440 * Sets the owner and sets the skill and exp pointers to owner's current
433 * skill and experience objects. 441 * skill and experience objects.
442 * ACTUALLY NO! investigate! TODO
434 */ 443 */
435void 444void
436object::set_owner (object *owner) 445object::set_owner (object *owner)
437{ 446{
447 // allow objects which own objects
438 if (!owner) 448 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) 449 while (owner->owner)
449 owner = owner->owner; 450 owner = owner->owner;
450 451
451 this->owner = owner; 452 this->owner = owner;
452} 453}
453 454
454int 455int
586object::copy_to (object *dst) 587object::copy_to (object *dst)
587{ 588{
588 *dst = *this; 589 *dst = *this;
589 590
590 if (speed < 0) 591 if (speed < 0)
591 dst->speed_left = speed_left - rndm (); 592 dst->speed_left -= rndm ();
592 593
593 dst->set_speed (dst->speed); 594 dst->set_speed (dst->speed);
594} 595}
595 596
596void 597void
923 924
924 if (!freed_map) 925 if (!freed_map)
925 { 926 {
926 freed_map = new maptile; 927 freed_map = new maptile;
927 928
929 freed_map->path = "<freed objects map>";
928 freed_map->name = "/internal/freed_objects_map"; 930 freed_map->name = "/internal/freed_objects_map";
929 freed_map->width = 3; 931 freed_map->width = 3;
930 freed_map->height = 3; 932 freed_map->height = 3;
931 933
932 freed_map->alloc (); 934 freed_map->alloc ();
1089 if (map->in_memory == MAP_SAVING) 1091 if (map->in_memory == MAP_SAVING)
1090 return; 1092 return;
1091 1093
1092 int check_walk_off = !flag [FLAG_NO_APPLY]; 1094 int check_walk_off = !flag [FLAG_NO_APPLY];
1093 1095
1094 for (tmp = ms.bot; tmp; tmp = tmp->above) 1096 if (object *pl = ms.player ())
1095 { 1097 {
1096 /* No point updating the players look faces if he is the object 1098 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 1099 /* If a container that the player is currently using somehow gets
1102 * removed (most likely destroyed), update the player view 1100 * removed (most likely destroyed), update the player view
1103 * appropriately. 1101 * appropriately.
1104 */ 1102 */
1105 tmp->close_container (); 1103 pl->close_container ();
1104
1105 pl->contr->ns->floorbox_update ();
1106 }
1107
1108 for (tmp = ms.bot; tmp; tmp = tmp->above)
1109 {
1110 /* No point updating the players look faces if he is the object
1111 * being removed.
1112 */
1106 1113
1107 /* See if object moving off should effect something */ 1114 /* See if object moving off should effect something */
1108 if (check_walk_off 1115 if (check_walk_off
1109 && ((move_type & tmp->move_off) 1116 && ((move_type & tmp->move_off)
1110 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1117 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1233 1240
1234 object *top, *floor = NULL; 1241 object *top, *floor = NULL;
1235 1242
1236 op->remove (); 1243 op->remove ();
1237 1244
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 1245 /* 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 1246 * of areas of callers (eg, anything that uses find_free_spot would now
1267 * need extra work 1247 * need extra work
1268 */ 1248 */
1269 if (!xy_normalise (m, op->x, op->y)) 1249 if (!xy_normalise (m, op->x, op->y))
1250 {
1251 op->destroy ();
1270 return 0; 1252 return 0;
1253 }
1254
1255 if (object *more = op->more)
1256 if (!insert_ob_in_map (more, m, originator, flag))
1257 return 0;
1258
1259 CLEAR_FLAG (op, FLAG_REMOVED);
1271 1260
1272 op->map = m; 1261 op->map = m;
1273 mapspace &ms = op->ms (); 1262 mapspace &ms = op->ms ();
1274 1263
1275 /* this has to be done after we translate the coordinates. 1264 /* this has to be done after we translate the coordinates.
1310 else 1299 else
1311 { 1300 {
1312 top = ms.bot; 1301 top = ms.bot;
1313 1302
1314 /* If there are other objects, then */ 1303 /* If there are other objects, then */
1315 if ((!(flag & INS_MAP_LOAD)) && top) 1304 if (top)
1316 { 1305 {
1317 object *last = 0; 1306 object *last = 0;
1318 1307
1319 /* 1308 /*
1320 * If there are multiple objects on this space, we do some trickier handling. 1309 * If there are multiple objects on this space, we do some trickier handling.
1372 */ 1361 */
1373 if (last && last->below && last != floor) 1362 if (last && last->below && last != floor)
1374 top = last->below; 1363 top = last->below;
1375 } 1364 }
1376 } /* If objects on this space */ 1365 } /* If objects on this space */
1377 if (flag & INS_MAP_LOAD)
1378 top = ms.top;
1379 1366
1380 if (flag & INS_ABOVE_FLOOR_ONLY) 1367 if (flag & INS_ABOVE_FLOOR_ONLY)
1381 top = floor; 1368 top = floor;
1382 1369
1383 /* Top is the object that our object (op) is going to get inserted above. 1370 /* Top is the object that our object (op) is going to get inserted above.
1416 op->map->touch (); 1403 op->map->touch ();
1417 } 1404 }
1418 1405
1419 op->map->dirty = true; 1406 op->map->dirty = true;
1420 1407
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))
1425 if (object *pl = ms.player ()) 1408 if (object *pl = ms.player ())
1426 if (pl->contr->ns)
1427 pl->contr->ns->floorbox_update (); 1409 pl->contr->ns->floorbox_update ();
1428 1410
1429 /* If this object glows, it may affect lighting conditions that are 1411 /* If this object glows, it may affect lighting conditions that are
1430 * visible to others on this map. But update_all_los is really 1412 * 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 1413 * 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 1414 * on the map will get recalculated. The players could very well
1670 * be != op, if items are merged. -Tero 1652 * be != op, if items are merged. -Tero
1671 */ 1653 */
1672object * 1654object *
1673object::insert (object *op) 1655object::insert (object *op)
1674{ 1656{
1675 object *tmp, *otmp;
1676
1677 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1657 if (!QUERY_FLAG (op, FLAG_REMOVED))
1678 op->remove (); 1658 op->remove ();
1679 1659
1680 if (op->more) 1660 if (op->more)
1681 { 1661 {
1683 return op; 1663 return op;
1684 } 1664 }
1685 1665
1686 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1666 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1687 CLEAR_FLAG (op, FLAG_REMOVED); 1667 CLEAR_FLAG (op, FLAG_REMOVED);
1668
1688 if (op->nrof) 1669 if (op->nrof)
1689 { 1670 {
1690 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1671 for (object *tmp = inv; tmp; tmp = tmp->below)
1691 if (object::can_merge (tmp, op)) 1672 if (object::can_merge (tmp, op))
1692 { 1673 {
1693 /* return the original object and remove inserted object 1674 /* return the original object and remove inserted object
1694 (client needs the original object) */ 1675 (client needs the original object) */
1695 tmp->nrof += op->nrof; 1676 tmp->nrof += op->nrof;
1714 add_weight (this, op->weight * op->nrof); 1695 add_weight (this, op->weight * op->nrof);
1715 } 1696 }
1716 else 1697 else
1717 add_weight (this, (op->weight + op->carrying)); 1698 add_weight (this, (op->weight + op->carrying));
1718 1699
1719 otmp = this->in_player (); 1700 if (object *otmp = this->in_player ())
1720 if (otmp && otmp->contr)
1721 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1701 if (otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1722 otmp->update_stats (); 1702 otmp->update_stats ();
1723 1703
1704 op->owner = 0; // its his/hers now. period.
1724 op->map = 0; 1705 op->map = 0;
1725 op->env = this; 1706 op->env = this;
1726 op->above = 0; 1707 op->above = 0;
1727 op->below = 0; 1708 op->below = 0;
1728 op->x = 0, op->y = 0; 1709 op->x = op->y = 0;
1729 1710
1730 /* reset the light list and los of the players on the map */ 1711 /* reset the light list and los of the players on the map */
1731 if ((op->glow_radius != 0) && map) 1712 if (op->glow_radius && map)
1732 { 1713 {
1733#ifdef DEBUG_LIGHTS 1714#ifdef DEBUG_LIGHTS
1734 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1715 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1735#endif /* DEBUG_LIGHTS */ 1716#endif /* DEBUG_LIGHTS */
1736 if (map->darkness) 1717 if (map->darkness)
2016 * customized, changed states, etc. 1997 * customized, changed states, etc.
2017 */ 1998 */
2018int 1999int
2019find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 2000find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2020{ 2001{
2002 int altern[SIZEOFFREE];
2021 int index = 0, flag; 2003 int index = 0, flag;
2022 int altern[SIZEOFFREE];
2023 2004
2024 for (int i = start; i < stop; i++) 2005 for (int i = start; i < stop; i++)
2025 { 2006 {
2026 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2007 mapxy pos (m, x, y); pos.move (i);
2027 if (!flag) 2008
2009 if (!pos.normalise ())
2010 continue;
2011
2012 mapspace &ms = *pos;
2013
2014 if (ms.flags () & P_IS_ALIVE)
2015 continue;
2016
2017 /* However, often
2018 * ob doesn't have any move type (when used to place exits)
2019 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
2020 */
2021 if (ob->move_type == 0 && ms.move_block != MOVE_ALL)
2022 {
2028 altern [index++] = i; 2023 altern [index++] = i;
2024 continue;
2025 }
2029 2026
2030 /* Basically, if we find a wall on a space, we cut down the search size. 2027 /* 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. 2028 * 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 - 2029 * 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 2030 * 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 2031 * spaces in all the other directions, this will reduce the search space
2035 * to only the spaces immediately surrounding the target area, and 2032 * to only the spaces immediately surrounding the target area, and
2036 * won't look 2 spaces south of the target space. 2033 * won't look 2 spaces south of the target space.
2037 */ 2034 */
2038 else if ((flag & P_NO_PASS) && maxfree[i] < stop) 2035 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2036 {
2039 stop = maxfree[i]; 2037 stop = maxfree[i];
2038 continue;
2039 }
2040
2041 /* Note it is intentional that we check ob - the movement type of the
2042 * head of the object should correspond for the entire object.
2043 */
2044 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2045 continue;
2046
2047 altern [index++] = i;
2040 } 2048 }
2041 2049
2042 if (!index) 2050 if (!index)
2043 return -1; 2051 return -1;
2044 2052
2053 */ 2061 */
2054int 2062int
2055find_first_free_spot (const object *ob, maptile *m, int x, int y) 2063find_first_free_spot (const object *ob, maptile *m, int x, int y)
2056{ 2064{
2057 for (int i = 0; i < SIZEOFFREE; i++) 2065 for (int i = 0; i < SIZEOFFREE; i++)
2058 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2066 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2059 return i; 2067 return i;
2060 2068
2061 return -1; 2069 return -1;
2062} 2070}
2063 2071
2340 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2348 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2341 * core dumps if they do. 2349 * core dumps if they do.
2342 * 2350 *
2343 * Add a check so we can't pick up invisible objects (0.93.8) 2351 * Add a check so we can't pick up invisible objects (0.93.8)
2344 */ 2352 */
2345
2346int 2353int
2347can_pick (const object *who, const object *item) 2354can_pick (const object *who, const object *item)
2348{ 2355{
2349 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2356 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2350 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2357 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2608 &name, 2615 &name,
2609 title ? "\",title:\"" : "", 2616 title ? "\",title:\"" : "",
2610 title ? (const char *)title : "", 2617 title ? (const char *)title : "",
2611 flag_desc (flagdesc, 512), type); 2618 flag_desc (flagdesc, 512), type);
2612 2619
2613 if (env) 2620 if (!this->flag[FLAG_REMOVED] && env)
2614 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2621 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2615 2622
2616 if (map) 2623 if (map)
2617 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y); 2624 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2618 2625
2665 old_container->flag [FLAG_APPLIED] = 0; 2672 old_container->flag [FLAG_APPLIED] = 0;
2666 container = 0; 2673 container = 0;
2667 2674
2668 esrv_update_item (UPD_FLAGS, this, old_container); 2675 esrv_update_item (UPD_FLAGS, this, old_container);
2669 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); 2676 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2677 play_sound (sound_find ("chest_close"));
2670 } 2678 }
2671 2679
2672 if (new_container) 2680 if (new_container)
2673 { 2681 {
2674 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this))) 2682 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2690 new_container->flag [FLAG_APPLIED] = 1; 2698 new_container->flag [FLAG_APPLIED] = 1;
2691 container = new_container; 2699 container = new_container;
2692 2700
2693 esrv_update_item (UPD_FLAGS, this, new_container); 2701 esrv_update_item (UPD_FLAGS, this, new_container);
2694 esrv_send_inventory (this, new_container); 2702 esrv_send_inventory (this, new_container);
2703 play_sound (sound_find ("chest_open"));
2695 } 2704 }
2696} 2705}
2697 2706
2698object * 2707object *
2699object::force_find (const shstr name) 2708object::force_find (const shstr name)
2725 force->flag [FLAG_APPLIED] = true; 2734 force->flag [FLAG_APPLIED] = true;
2726 2735
2727 insert (force); 2736 insert (force);
2728} 2737}
2729 2738
2739void
2740object::play_sound (faceidx sound) const
2741{
2742 if (!sound)
2743 return;
2744
2745 if (flag [FLAG_REMOVED])
2746 return;
2747
2748 if (env)
2749 {
2750 if (object *pl = in_player ())
2751 pl->contr->play_sound (sound);
2752 }
2753 else
2754 map->play_sound (sound, x, y);
2755}
2756

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