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Comparing deliantra/server/common/object.C (file contents):
Revision 1.146 by root, Fri May 11 21:07:13 2007 UTC vs.
Revision 1.194 by root, Tue Oct 16 00:30:24 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. */
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 (SvRV (ob1->self)) : 0;
313 int k2 = ob2->self ? HvTOTALKEYS (SvRV (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
455void 456int
457object::slottype () const
458{
459 if (type == SKILL)
460 {
461 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
462 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
463 }
464 else
465 {
466 if (slot [body_combat].info) return slot_combat;
467 if (slot [body_range ].info) return slot_ranged;
468 }
469
470 return slot_none;
471}
472
473bool
456object::set_weapon (object *ob) 474object::change_weapon (object *ob)
457{ 475{
458 if (current_weapon == ob) 476 if (current_weapon == ob)
459 return; 477 return true;
460
461 new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
462 478
463 if (chosen_skill) 479 if (chosen_skill)
464 chosen_skill->flag [FLAG_APPLIED] = false; 480 chosen_skill->flag [FLAG_APPLIED] = false;
465 481
466 current_weapon = ob; 482 current_weapon = ob;
467 chosen_skill = ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill); 483 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
468 484
469 if (chosen_skill) 485 if (chosen_skill)
470 chosen_skill->flag [FLAG_APPLIED] = true; 486 chosen_skill->flag [FLAG_APPLIED] = true;
471 487
472 update_stats (); 488 update_stats ();
489
490 if (ob)
491 {
492 // now check wether any body locations became invalid, in which case
493 // we cannot apply the weapon at the moment.
494 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
495 if (slot[i].used < 0)
496 {
497 current_weapon = chosen_skill = 0;
498 update_stats ();
499
500 new_draw_info_format (NDI_UNIQUE, 0, this,
501 "You try to balance all your items at once, "
502 "but the %s is just too much for your body. "
503 "[You need to unapply some items first.]", &ob->name);
504 return false;
505 }
506
507 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
508 }
509 else
510 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
511
512 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
513 {
514 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
515 &name, ob->debug_desc ());
516 return false;
517 }
518
519 return true;
473} 520}
474 521
475/* Zero the key_values on op, decrementing the shared-string 522/* Zero the key_values on op, decrementing the shared-string
476 * refcounts and freeing the links. 523 * refcounts and freeing the links.
477 */ 524 */
541object::copy_to (object *dst) 588object::copy_to (object *dst)
542{ 589{
543 *dst = *this; 590 *dst = *this;
544 591
545 if (speed < 0) 592 if (speed < 0)
546 dst->speed_left = speed_left - rndm (); 593 dst->speed_left -= rndm ();
547 594
548 dst->set_speed (dst->speed); 595 dst->set_speed (dst->speed);
549} 596}
550 597
551void 598void
878 925
879 if (!freed_map) 926 if (!freed_map)
880 { 927 {
881 freed_map = new maptile; 928 freed_map = new maptile;
882 929
930 freed_map->path = "<freed objects map>";
883 freed_map->name = "/internal/freed_objects_map"; 931 freed_map->name = "/internal/freed_objects_map";
884 freed_map->width = 3; 932 freed_map->width = 3;
885 freed_map->height = 3; 933 freed_map->height = 3;
886 934
887 freed_map->alloc (); 935 freed_map->alloc ();
891 map = freed_map; 939 map = freed_map;
892 x = 1; 940 x = 1;
893 y = 1; 941 y = 1;
894 } 942 }
895 943
896 head = 0;
897
898 if (more) 944 if (more)
899 { 945 {
900 more->destroy (); 946 more->destroy ();
901 more = 0; 947 more = 0;
902 } 948 }
903 949
950 head = 0;
951
904 // clear those pointers that likely might have circular references to us 952 // clear those pointers that likely might cause circular references
905 owner = 0; 953 owner = 0;
906 enemy = 0; 954 enemy = 0;
907 attacked_by = 0; 955 attacked_by = 0;
956 current_weapon = 0;
908} 957}
909 958
910void 959void
911object::destroy (bool destroy_inventory) 960object::destroy (bool destroy_inventory)
912{ 961{
913 if (destroyed ()) 962 if (destroyed ())
914 return; 963 return;
915 964
916 if (destroy_inventory) 965 if (destroy_inventory)
917 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
918 973
919 attachable::destroy (); 974 attachable::destroy ();
920} 975}
921 976
922/* 977/*
1037 if (map->in_memory == MAP_SAVING) 1092 if (map->in_memory == MAP_SAVING)
1038 return; 1093 return;
1039 1094
1040 int check_walk_off = !flag [FLAG_NO_APPLY]; 1095 int check_walk_off = !flag [FLAG_NO_APPLY];
1041 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
1042 for (tmp = ms.bot; tmp; tmp = tmp->above) 1109 for (tmp = ms.bot; tmp; tmp = tmp->above)
1043 { 1110 {
1044 /* 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
1045 * being removed. 1112 * being removed.
1046 */ 1113 */
1047
1048 if (tmp->type == PLAYER && tmp != this)
1049 {
1050 /* If a container that the player is currently using somehow gets
1051 * removed (most likely destroyed), update the player view
1052 * appropriately.
1053 */
1054 if (tmp->container == this)
1055 {
1056 flag [FLAG_APPLIED] = 0;
1057 tmp->container = 0;
1058 }
1059
1060 if (tmp->contr->ns)
1061 tmp->contr->ns->floorbox_update ();
1062 }
1063 1114
1064 /* See if object moving off should effect something */ 1115 /* See if object moving off should effect something */
1065 if (check_walk_off 1116 if (check_walk_off
1066 && ((move_type & tmp->move_off) 1117 && ((move_type & tmp->move_off)
1067 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1118 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1070 1121
1071 if (destroyed ()) 1122 if (destroyed ())
1072 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1123 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1073 } 1124 }
1074 1125
1075 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1076 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1077 if (tmp->above == tmp)
1078 tmp->above = 0;
1079
1080 last = tmp; 1126 last = tmp;
1081 } 1127 }
1082 1128
1083 /* last == NULL if there are no objects on this space */ 1129 /* last == NULL if there are no objects on this space */
1084 //TODO: this makes little sense, why only update the topmost object? 1130 //TODO: this makes little sense, why only update the topmost object?
1104merge_ob (object *op, object *top) 1150merge_ob (object *op, object *top)
1105{ 1151{
1106 if (!op->nrof) 1152 if (!op->nrof)
1107 return 0; 1153 return 0;
1108 1154
1109 if (top) 1155 if (!top)
1110 for (top = op; top && top->above; top = top->above) 1156 for (top = op; top && top->above; top = top->above)
1111 ; 1157 ;
1112 1158
1113 for (; top; top = top->below) 1159 for (; top; top = top->below)
1114 { 1160 {
1135 if (more) 1181 if (more)
1136 return; 1182 return;
1137 1183
1138 object *prev = this; 1184 object *prev = this;
1139 1185
1140 for (archetype *at = arch->more; at; at = at->more) 1186 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1141 { 1187 {
1142 object *op = arch_to_object (at); 1188 object *op = arch_to_object (at);
1143 1189
1144 op->name = name; 1190 op->name = name;
1145 op->name_pl = name_pl; 1191 op->name_pl = name_pl;
1159object * 1205object *
1160insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1206insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1161{ 1207{
1162 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1208 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1163 { 1209 {
1164 tmp->x = x + tmp->arch->clone.x; 1210 tmp->x = x + tmp->arch->x;
1165 tmp->y = y + tmp->arch->clone.y; 1211 tmp->y = y + tmp->arch->y;
1166 } 1212 }
1167 1213
1168 return insert_ob_in_map (op, m, originator, flag); 1214 return insert_ob_in_map (op, m, originator, flag);
1169} 1215}
1170 1216
1191object * 1237object *
1192insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1238insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1193{ 1239{
1194 assert (!op->flag [FLAG_FREED]); 1240 assert (!op->flag [FLAG_FREED]);
1195 1241
1196 object *tmp, *top, *floor = NULL; 1242 object *top, *floor = NULL;
1197 1243
1198 op->remove (); 1244 op->remove ();
1199
1200#if 0
1201 if (!m->active != !op->active)
1202 if (m->active)
1203 op->activate_recursive ();
1204 else
1205 op->deactivate_recursive ();
1206#endif
1207
1208 if (out_of_map (m, op->x, op->y))
1209 {
1210 LOG (llevError, "Trying to insert object outside the map.\n%s\n", op->debug_desc ());
1211#ifdef MANY_CORES
1212 /* Better to catch this here, as otherwise the next use of this object
1213 * is likely to cause a crash. Better to find out where it is getting
1214 * improperly inserted.
1215 */
1216 abort ();
1217#endif
1218 return op;
1219 }
1220
1221 if (object *more = op->more)
1222 {
1223 if (!insert_ob_in_map (more, m, originator, flag))
1224 {
1225 if (!op->head)
1226 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1227
1228 return 0;
1229 }
1230 }
1231
1232 CLEAR_FLAG (op, FLAG_REMOVED);
1233 1245
1234 /* Ideally, the caller figures this out. However, it complicates a lot 1246 /* Ideally, the caller figures this out. However, it complicates a lot
1235 * 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
1236 * need extra work 1248 * need extra work
1237 */ 1249 */
1238 if (!xy_normalise (m, op->x, op->y)) 1250 if (!xy_normalise (m, op->x, op->y))
1251 {
1252 op->destroy ();
1239 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);
1240 1261
1241 op->map = m; 1262 op->map = m;
1242 mapspace &ms = op->ms (); 1263 mapspace &ms = op->ms ();
1243 1264
1244 /* this has to be done after we translate the coordinates. 1265 /* this has to be done after we translate the coordinates.
1245 */ 1266 */
1246 if (op->nrof && !(flag & INS_NO_MERGE)) 1267 if (op->nrof && !(flag & INS_NO_MERGE))
1247 for (tmp = ms.bot; tmp; tmp = tmp->above) 1268 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1248 if (object::can_merge (op, tmp)) 1269 if (object::can_merge (op, tmp))
1249 { 1270 {
1250 op->nrof += tmp->nrof; 1271 op->nrof += tmp->nrof;
1251 tmp->destroy (); 1272 tmp->destroy ();
1252 } 1273 }
1279 else 1300 else
1280 { 1301 {
1281 top = ms.bot; 1302 top = ms.bot;
1282 1303
1283 /* If there are other objects, then */ 1304 /* If there are other objects, then */
1284 if ((!(flag & INS_MAP_LOAD)) && top) 1305 if (top)
1285 { 1306 {
1286 object *last = 0; 1307 object *last = 0;
1287 1308
1288 /* 1309 /*
1289 * 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.
1342 if (last && last->below && last != floor) 1363 if (last && last->below && last != floor)
1343 top = last->below; 1364 top = last->below;
1344 } 1365 }
1345 } /* If objects on this space */ 1366 } /* If objects on this space */
1346 1367
1347 if (flag & INS_MAP_LOAD)
1348 top = ms.top;
1349
1350 if (flag & INS_ABOVE_FLOOR_ONLY) 1368 if (flag & INS_ABOVE_FLOOR_ONLY)
1351 top = floor; 1369 top = floor;
1352 1370
1353 /* 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.
1354 */ 1372 */
1386 op->map->touch (); 1404 op->map->touch ();
1387 } 1405 }
1388 1406
1389 op->map->dirty = true; 1407 op->map->dirty = true;
1390 1408
1391 /* If we have a floor, we know the player, if any, will be above
1392 * it, so save a few ticks and start from there.
1393 */
1394 if (!(flag & INS_MAP_LOAD))
1395 if (object *pl = ms.player ()) 1409 if (object *pl = ms.player ())
1396 if (pl->contr->ns)
1397 pl->contr->ns->floorbox_update (); 1410 pl->contr->ns->floorbox_update ();
1398 1411
1399 /* If this object glows, it may affect lighting conditions that are 1412 /* If this object glows, it may affect lighting conditions that are
1400 * 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
1401 * 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
1402 * on the map will get recalculated. The players could very well 1415 * on the map will get recalculated. The players could very well
1421 * blocked() and wall() work properly), and these flags are updated by 1434 * blocked() and wall() work properly), and these flags are updated by
1422 * update_object(). 1435 * update_object().
1423 */ 1436 */
1424 1437
1425 /* if this is not the head or flag has been passed, don't check walk on status */ 1438 /* if this is not the head or flag has been passed, don't check walk on status */
1426 if (!(flag & INS_NO_WALK_ON) && !op->head) 1439 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1427 { 1440 {
1428 if (check_move_on (op, originator)) 1441 if (check_move_on (op, originator))
1429 return 0; 1442 return 0;
1430 1443
1431 /* If we are a multi part object, lets work our way through the check 1444 /* If we are a multi part object, lets work our way through the check
1432 * walk on's. 1445 * walk on's.
1433 */ 1446 */
1434 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1447 for (object *tmp = op->more; tmp; tmp = tmp->more)
1435 if (check_move_on (tmp, originator)) 1448 if (check_move_on (tmp, originator))
1436 return 0; 1449 return 0;
1437 } 1450 }
1438 1451
1439 return op; 1452 return op;
1449 object *tmp, *tmp1; 1462 object *tmp, *tmp1;
1450 1463
1451 /* first search for itself and remove any old instances */ 1464 /* first search for itself and remove any old instances */
1452 1465
1453 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 1466 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1454 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1467 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1455 tmp->destroy (); 1468 tmp->destroy ();
1456 1469
1457 tmp1 = arch_to_object (archetype::find (arch_string)); 1470 tmp1 = arch_to_object (archetype::find (arch_string));
1458 1471
1459 tmp1->x = op->x; 1472 tmp1->x = op->x;
1620 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1633 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1621 free (dump); 1634 free (dump);
1622 return op; 1635 return op;
1623 } 1636 }
1624 1637
1625 if (where->head) 1638 if (where->head_ () != where)
1626 { 1639 {
1627 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n"); 1640 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1628 where = where->head; 1641 where = where->head;
1629 } 1642 }
1630 1643
1631 return where->insert (op); 1644 return where->insert (op);
1632} 1645}
1640 * be != op, if items are merged. -Tero 1653 * be != op, if items are merged. -Tero
1641 */ 1654 */
1642object * 1655object *
1643object::insert (object *op) 1656object::insert (object *op)
1644{ 1657{
1645 object *tmp, *otmp;
1646
1647 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1658 if (!QUERY_FLAG (op, FLAG_REMOVED))
1648 op->remove (); 1659 op->remove ();
1649 1660
1650 if (op->more) 1661 if (op->more)
1651 { 1662 {
1653 return op; 1664 return op;
1654 } 1665 }
1655 1666
1656 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1667 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1657 CLEAR_FLAG (op, FLAG_REMOVED); 1668 CLEAR_FLAG (op, FLAG_REMOVED);
1669
1658 if (op->nrof) 1670 if (op->nrof)
1659 { 1671 {
1660 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1672 for (object *tmp = inv; tmp; tmp = tmp->below)
1661 if (object::can_merge (tmp, op)) 1673 if (object::can_merge (tmp, op))
1662 { 1674 {
1663 /* return the original object and remove inserted object 1675 /* return the original object and remove inserted object
1664 (client needs the original object) */ 1676 (client needs the original object) */
1665 tmp->nrof += op->nrof; 1677 tmp->nrof += op->nrof;
1684 add_weight (this, op->weight * op->nrof); 1696 add_weight (this, op->weight * op->nrof);
1685 } 1697 }
1686 else 1698 else
1687 add_weight (this, (op->weight + op->carrying)); 1699 add_weight (this, (op->weight + op->carrying));
1688 1700
1689 otmp = this->in_player (); 1701 if (object *otmp = this->in_player ())
1690 if (otmp && otmp->contr)
1691 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1702 if (otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1692 otmp->update_stats (); 1703 otmp->update_stats ();
1693 1704
1705 op->owner = 0; // its his/hers now. period.
1694 op->map = 0; 1706 op->map = 0;
1695 op->env = this; 1707 op->env = this;
1696 op->above = 0; 1708 op->above = 0;
1697 op->below = 0; 1709 op->below = 0;
1698 op->x = 0, op->y = 0; 1710 op->x = op->y = 0;
1699 1711
1700 /* 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 */
1701 if ((op->glow_radius != 0) && map) 1713 if (op->glow_radius && map)
1702 { 1714 {
1703#ifdef DEBUG_LIGHTS 1715#ifdef DEBUG_LIGHTS
1704 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);
1705#endif /* DEBUG_LIGHTS */ 1717#endif /* DEBUG_LIGHTS */
1706 if (map->darkness) 1718 if (map->darkness)
1960 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1972 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1961 { 1973 {
1962 CLEAR_FLAG (tmp, flag); 1974 CLEAR_FLAG (tmp, flag);
1963 unflag_inv (tmp, flag); 1975 unflag_inv (tmp, flag);
1964 } 1976 }
1965}
1966
1967/*
1968 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1969 * all it's inventory (recursively).
1970 * If checksums are used, a player will get set_cheat called for
1971 * him/her-self and all object carried by a call to this function.
1972 */
1973void
1974set_cheat (object *op)
1975{
1976 SET_FLAG (op, FLAG_WAS_WIZ);
1977 flag_inv (op, FLAG_WAS_WIZ);
1978} 1977}
1979 1978
1980/* 1979/*
1981 * find_free_spot(object, map, x, y, start, stop) will search for 1980 * find_free_spot(object, map, x, y, start, stop) will search for
1982 * a spot at the given map and coordinates which will be able to contain 1981 * a spot at the given map and coordinates which will be able to contain
1999 * customized, changed states, etc. 1998 * customized, changed states, etc.
2000 */ 1999 */
2001int 2000int
2002find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 2001find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2003{ 2002{
2003 int altern[SIZEOFFREE];
2004 int index = 0, flag; 2004 int index = 0, flag;
2005 int altern[SIZEOFFREE];
2006 2005
2007 for (int i = start; i < stop; i++) 2006 for (int i = start; i < stop; i++)
2008 { 2007 {
2009 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2008 mapxy pos (m, x, y); pos.move (i);
2010 if (!flag) 2009
2010 if (!pos.normalise ())
2011 continue;
2012
2013 mapspace &ms = *pos;
2014
2015 if (ms.flags () & P_IS_ALIVE)
2016 continue;
2017
2018 /* However, often
2019 * ob doesn't have any move type (when used to place exits)
2020 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
2021 */
2022 if (ob->move_type == 0 && ms.move_block != MOVE_ALL)
2023 {
2011 altern [index++] = i; 2024 altern [index++] = i;
2025 continue;
2026 }
2012 2027
2013 /* Basically, if we find a wall on a space, we cut down the search size. 2028 /* Basically, if we find a wall on a space, we cut down the search size.
2014 * In this way, we won't return spaces that are on another side of a wall. 2029 * In this way, we won't return spaces that are on another side of a wall.
2015 * This mostly work, but it cuts down the search size in all directions - 2030 * This mostly work, but it cuts down the search size in all directions -
2016 * if the space being examined only has a wall to the north and empty 2031 * if the space being examined only has a wall to the north and empty
2017 * spaces in all the other directions, this will reduce the search space 2032 * spaces in all the other directions, this will reduce the search space
2018 * to only the spaces immediately surrounding the target area, and 2033 * to only the spaces immediately surrounding the target area, and
2019 * won't look 2 spaces south of the target space. 2034 * won't look 2 spaces south of the target space.
2020 */ 2035 */
2021 else if ((flag & P_NO_PASS) && maxfree[i] < stop) 2036 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2037 {
2022 stop = maxfree[i]; 2038 stop = maxfree[i];
2039 continue;
2040 }
2041
2042 /* Note it is intentional that we check ob - the movement type of the
2043 * head of the object should correspond for the entire object.
2044 */
2045 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2046 continue;
2047
2048 altern [index++] = i;
2023 } 2049 }
2024 2050
2025 if (!index) 2051 if (!index)
2026 return -1; 2052 return -1;
2027 2053
2036 */ 2062 */
2037int 2063int
2038find_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)
2039{ 2065{
2040 for (int i = 0; i < SIZEOFFREE; i++) 2066 for (int i = 0; i < SIZEOFFREE; i++)
2041 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]))
2042 return i; 2068 return i;
2043 2069
2044 return -1; 2070 return -1;
2045} 2071}
2046 2072
2100 object *tmp; 2126 object *tmp;
2101 maptile *mp; 2127 maptile *mp;
2102 2128
2103 MoveType blocked, move_type; 2129 MoveType blocked, move_type;
2104 2130
2105 if (exclude && exclude->head) 2131 if (exclude && exclude->head_ () != exclude)
2106 { 2132 {
2107 exclude = exclude->head; 2133 exclude = exclude->head;
2108 move_type = exclude->move_type; 2134 move_type = exclude->move_type;
2109 } 2135 }
2110 else 2136 else
2133 max = maxfree[i]; 2159 max = maxfree[i];
2134 else if (mflags & P_IS_ALIVE) 2160 else if (mflags & P_IS_ALIVE)
2135 { 2161 {
2136 for (tmp = ms.bot; tmp; tmp = tmp->above) 2162 for (tmp = ms.bot; tmp; tmp = tmp->above)
2137 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2163 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2138 && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2164 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2139 break; 2165 break;
2140 2166
2141 if (tmp) 2167 if (tmp)
2142 return freedir[i]; 2168 return freedir[i];
2143 } 2169 }
2323 * 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
2324 * core dumps if they do. 2350 * core dumps if they do.
2325 * 2351 *
2326 * 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)
2327 */ 2353 */
2328
2329int 2354int
2330can_pick (const object *who, const object *item) 2355can_pick (const object *who, const object *item)
2331{ 2356{
2332 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2357 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2333 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2358 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2338 * create clone from object to another 2363 * create clone from object to another
2339 */ 2364 */
2340object * 2365object *
2341object_create_clone (object *asrc) 2366object_create_clone (object *asrc)
2342{ 2367{
2343 object *dst = 0, *tmp, *src, *part, *prev, *item; 2368 object *dst = 0, *tmp, *src, *prev, *item;
2344 2369
2345 if (!asrc) 2370 if (!asrc)
2346 return 0; 2371 return 0;
2347 2372
2348 src = asrc;
2349 if (src->head)
2350 src = src->head; 2373 src = asrc->head_ ();
2351 2374
2352 prev = 0; 2375 prev = 0;
2353 for (part = src; part; part = part->more) 2376 for (object *part = src; part; part = part->more)
2354 { 2377 {
2355 tmp = part->clone (); 2378 tmp = part->clone ();
2356 tmp->x -= src->x; 2379 tmp->x -= src->x;
2357 tmp->y -= src->y; 2380 tmp->y -= src->y;
2358 2381
2471 /* Basically, if the archetype has this key set, 2494 /* Basically, if the archetype has this key set,
2472 * we need to store the null value so when we save 2495 * we need to store the null value so when we save
2473 * it, we save the empty value so that when we load, 2496 * it, we save the empty value so that when we load,
2474 * we get this value back again. 2497 * we get this value back again.
2475 */ 2498 */
2476 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2499 if (get_ob_key_link (op->arch, canonical_key))
2477 field->value = 0; 2500 field->value = 0;
2478 else 2501 else
2479 { 2502 {
2480 if (last) 2503 if (last)
2481 last->next = field->next; 2504 last->next = field->next;
2550 } 2573 }
2551 else 2574 else
2552 item = item->env; 2575 item = item->env;
2553} 2576}
2554 2577
2555
2556const char * 2578const char *
2557object::flag_desc (char *desc, int len) const 2579object::flag_desc (char *desc, int len) const
2558{ 2580{
2559 char *p = desc; 2581 char *p = desc;
2560 bool first = true; 2582 bool first = true;
2594 &name, 2616 &name,
2595 title ? "\",title:\"" : "", 2617 title ? "\",title:\"" : "",
2596 title ? (const char *)title : "", 2618 title ? (const char *)title : "",
2597 flag_desc (flagdesc, 512), type); 2619 flag_desc (flagdesc, 512), type);
2598 2620
2599 if (env) 2621 if (!this->flag[FLAG_REMOVED] && env)
2600 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2622 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2601 2623
2602 if (map) 2624 if (map)
2603 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);
2604 2626
2622} 2644}
2623 2645
2624const materialtype_t * 2646const materialtype_t *
2625object::dominant_material () const 2647object::dominant_material () const
2626{ 2648{
2627 if (materialtype_t *mat = name_to_material (materialname)) 2649 if (materialtype_t *mt = name_to_material (materialname))
2628 return mat; 2650 return mt;
2629 2651
2630 // omfg this is slow, this has to be temporary :)
2631 shstr unknown ("unknown");
2632
2633 return name_to_material (unknown); 2652 return name_to_material (shstr_unknown);
2634} 2653}
2635 2654
2636void 2655void
2637object::open_container (object *new_container) 2656object::open_container (object *new_container)
2638{ 2657{
2654 old_container->flag [FLAG_APPLIED] = 0; 2673 old_container->flag [FLAG_APPLIED] = 0;
2655 container = 0; 2674 container = 0;
2656 2675
2657 esrv_update_item (UPD_FLAGS, this, old_container); 2676 esrv_update_item (UPD_FLAGS, this, old_container);
2658 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"));
2659 } 2679 }
2660 2680
2661 if (new_container) 2681 if (new_container)
2662 { 2682 {
2663 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this))) 2683 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2679 new_container->flag [FLAG_APPLIED] = 1; 2699 new_container->flag [FLAG_APPLIED] = 1;
2680 container = new_container; 2700 container = new_container;
2681 2701
2682 esrv_update_item (UPD_FLAGS, this, new_container); 2702 esrv_update_item (UPD_FLAGS, this, new_container);
2683 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)
2684 } 2750 {
2751 if (object *pl = in_player ())
2752 pl->contr->play_sound (sound);
2753 }
2754 else
2755 map->play_sound (sound, x, y);
2685} 2756}
2686 2757
2687

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