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Comparing deliantra/server/common/object.C (file contents):
Revision 1.319 by root, Sat Apr 3 02:29:40 2010 UTC vs.
Revision 1.322 by root, Sun Apr 11 00:34:05 2010 UTC

266 * This is to the comparison of the flags below will be OK. We 266 * This is to the comparison of the flags below will be OK. We
267 * just can't ignore the been applied or identified flags, as they 267 * just can't ignore the been applied or identified flags, as they
268 * are not equal - just if it has been identified, the been_applied 268 * are not equal - just if it has been identified, the been_applied
269 * flags lose any meaning. 269 * flags lose any meaning.
270 */ 270 */
271 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 271 if (ob1->flag [FLAG_IDENTIFIED])
272 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 272 ob1->set_flag (FLAG_BEEN_APPLIED);
273 273
274 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 274 if (ob2->flag [FLAG_IDENTIFIED])
275 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 275 ob2->set_flag (FLAG_BEEN_APPLIED);
276 276
277 if (ob1->arch->archname != ob2->arch->archname 277 if (ob1->arch->archname != ob2->arch->archname
278 || ob1->name != ob2->name 278 || ob1->name != ob2->name
279 || ob1->title != ob2->title 279 || ob1->title != ob2->title
280 || ob1->msg != ob2->msg 280 || ob1->msg != ob2->msg
329 329
330 /* Don't merge objects that are applied. With the new 'body' code, 330 /* Don't merge objects that are applied. With the new 'body' code,
331 * it is possible for most any character to have more than one of 331 * it is possible for most any character to have more than one of
332 * some items equipped, and we don't want those to merge. 332 * some items equipped, and we don't want those to merge.
333 */ 333 */
334 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED)) 334 if (ob1->flag [FLAG_APPLIED] || ob2->flag [FLAG_APPLIED])
335 return 0; 335 return 0;
336 336
337 /* Note sure why the following is the case - either the object has to 337 /* Note sure why the following is the case - either the object has to
338 * be animated or have a very low speed. Is this an attempted monster 338 * be animated or have a very low speed. Is this an attempted monster
339 * check? 339 * check?
340 */ 340 */
341 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ()) 341 if (!ob1->flag [FLAG_ANIMATE] && ob1->has_active_speed ())
342 return 0; 342 return 0;
343 343
344 switch (ob1->type) 344 switch (ob1->type)
345 { 345 {
346 case SCROLL: 346 case SCROLL:
683 * be called to update the face variable, _and_ how it looks on the map. 683 * be called to update the face variable, _and_ how it looks on the map.
684 */ 684 */
685void 685void
686update_turn_face (object *op) 686update_turn_face (object *op)
687{ 687{
688 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch) 688 if (!op->flag [FLAG_IS_TURNABLE] || !op->arch)
689 return; 689 return;
690 690
691 SET_ANIMATION (op, op->direction); 691 SET_ANIMATION (op, op->direction);
692 update_object (op, UP_OBJ_FACE); 692 update_object (op, UP_OBJ_FACE);
693} 693}
759 /* nop */; 759 /* nop */;
760 else if (action == UP_OBJ_INSERT) 760 else if (action == UP_OBJ_INSERT)
761 { 761 {
762#if 0 762#if 0
763 // this is likely overkill, TODO: revisit (schmorp) 763 // this is likely overkill, TODO: revisit (schmorp)
764 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 764 if ((op->flag [FLAG_BLOCKSVIEW] && !(m.flags_ & P_BLOCKSVIEW))
765 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 765 || (op->flag [FLAG_NO_MAGIC] && !(m.flags_ & P_NO_MAGIC))
766 || (op->is_player () && !(m.flags_ & P_PLAYER)) 766 || (op->is_player () && !(m.flags_ & P_PLAYER))
767 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 767 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
768 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 768 || (op->flag [FLAG_ALIVE] && !(m.flags_ & P_IS_ALIVE))
769 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 769 || (op->flag [FLAG_DAMNED] && !(m.flags_ & P_NO_CLERIC))
770 || (m.move_on | op->move_on ) != m.move_on 770 || (m.move_on | op->move_on ) != m.move_on
771 || (m.move_off | op->move_off ) != m.move_off 771 || (m.move_off | op->move_off ) != m.move_off
772 || (m.move_slow | op->move_slow) != m.move_slow 772 || (m.move_slow | op->move_slow) != m.move_slow
773 /* This isn't perfect, but I don't expect a lot of objects to 773 /* This isn't perfect, but I don't expect a lot of objects to
774 * have move_allow right now. 774 * have move_allow right now.
795 update_object (op->more, action); 795 update_object (op->more, action);
796} 796}
797 797
798object::object () 798object::object ()
799{ 799{
800 SET_FLAG (this, FLAG_REMOVED); 800 this->set_flag (FLAG_REMOVED);
801 801
802 //expmul = 1.0; declared const for the time being 802 //expmul = 1.0; declared const for the time being
803 face = blank_face; 803 face = blank_face;
804 material = MATERIAL_NULL; 804 material = MATERIAL_NULL;
805} 805}
939 map->insert (op, x, y); 939 map->insert (op, x, y);
940 } 940 }
941 } 941 }
942} 942}
943 943
944/*
945 * Remove and free all objects in the inventory of the given object.
946 * Unlike destroy_inv, this assumes the *this is destroyed as well
947 * well, so we can (and have to!) take shortcuts.
948 */
949void
950object::destroy_inv_fast ()
951{
952 while (object *op = inv)
953 {
954 // remove from object the fast way
955 op->flag [FLAG_REMOVED] = true;
956 op->env = 0;
957 if ((inv = inv->below))
958 inv->above = 0;
959
960 // then destroy
961 op->destroy ();
962 }
963}
964
944object *object::create () 965object *object::create ()
945{ 966{
946 object *op = new object; 967 object *op = new object;
947 op->link (); 968 op->link ();
948 return op; 969 return op;
1018 LOG (llevError | logBacktrace, "tried to destroy the tail of an object"); 1039 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1019 head->destroy (); 1040 head->destroy ();
1020 return; 1041 return;
1021 } 1042 }
1022 1043
1023 destroy_inv (false); 1044 destroy_inv_fast ();
1024 1045
1025 if (is_head ()) 1046 if (is_head ())
1026 if (sound_destroy) 1047 if (sound_destroy)
1027 play_sound (sound_destroy); 1048 play_sound (sound_destroy);
1028 else if (flag [FLAG_MONSTER]) 1049 else if (flag [FLAG_MONSTER])
1325 // from here :/ 1346 // from here :/
1326 op->nrof += tmp->nrof; 1347 op->nrof += tmp->nrof;
1327 tmp->destroy (); 1348 tmp->destroy ();
1328 } 1349 }
1329 1350
1330 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1351 op->clr_flag (FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1331 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1352 op->clr_flag (FLAG_INV_LOCKED);
1332 1353
1333 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1354 if (!op->flag [FLAG_ALIVE])
1334 CLEAR_FLAG (op, FLAG_NO_STEAL); 1355 op->clr_flag (FLAG_NO_STEAL);
1335 1356
1336 if (flag & INS_BELOW_ORIGINATOR) 1357 if (flag & INS_BELOW_ORIGINATOR)
1337 { 1358 {
1338 if (originator->map != op->map || originator->x != op->x || originator->y != op->y) 1359 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1339 { 1360 {
1374 * when lots of spells are cast in one area. Currently, it is presumed 1395 * when lots of spells are cast in one area. Currently, it is presumed
1375 * that flying non pickable objects are spell objects. 1396 * that flying non pickable objects are spell objects.
1376 */ 1397 */
1377 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 1398 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1378 { 1399 {
1379 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR)) 1400 if (tmp->flag [FLAG_IS_FLOOR] || tmp->flag [FLAG_OVERLAY_FLOOR])
1380 floor = tmp; 1401 floor = tmp;
1381 1402
1382 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1403 if (tmp->flag [FLAG_NO_PICK] && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !tmp->flag [FLAG_IS_FLOOR])
1383 { 1404 {
1384 /* We insert above top, so we want this object below this */ 1405 /* We insert above top, so we want this object below this */
1385 top = tmp->below; 1406 top = tmp->below;
1386 break; 1407 break;
1387 } 1408 }
1405 && (op->face && !faces [op->face].visibility)) 1426 && (op->face && !faces [op->face].visibility))
1406 { 1427 {
1407 object *last; 1428 object *last;
1408 1429
1409 for (last = top; last != floor; last = last->below) 1430 for (last = top; last != floor; last = last->below)
1410 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1431 if (last->flag [FLAG_BLOCKSVIEW] && (last->type != EXIT))
1411 break; 1432 break;
1412 1433
1413 /* Check to see if we found the object that blocks view, 1434 /* Check to see if we found the object that blocks view,
1414 * and make sure we have a below pointer for it so that 1435 * and make sure we have a below pointer for it so that
1415 * we can get inserted below this one, which requires we 1436 * we can get inserted below this one, which requires we
1546 || (items < m->max_items 1567 || (items < m->max_items
1547 && ms.volume () < m->max_volume)) 1568 && ms.volume () < m->max_volume))
1548 return true; 1569 return true;
1549 1570
1550 if (originator && originator->is_player ()) 1571 if (originator && originator->is_player ())
1551 originator->contr->failmsg (format ( 1572 originator->contr->failmsgf (
1552 "No matter how hard you try, you just cannot put the %s here H<Try to remove some items from the floor first.>", 1573 "No matter how hard you try, you just cannot put the %s here H<Try to remove some items from the floor first.>",
1553 query_name () 1574 query_name ()
1554 )); 1575 );
1555 1576
1556 return false; 1577 return false;
1557} 1578}
1558 1579
1559/* 1580/*
1733 * on top. 1754 * on top.
1734 */ 1755 */
1735int 1756int
1736check_move_on (object *op, object *originator) 1757check_move_on (object *op, object *originator)
1737{ 1758{
1738 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1759 if (op->flag [FLAG_NO_APPLY])
1739 return 0; 1760 return 0;
1740 1761
1741 object *tmp; 1762 object *tmp;
1742 maptile *m = op->map; 1763 maptile *m = op->map;
1743 int x = op->x, y = op->y; 1764 int x = op->x, y = op->y;
1780 * Second check makes sure that the movement types not being slowed 1801 * Second check makes sure that the movement types not being slowed
1781 * (~slow_move) is not blocked on this space - just because the 1802 * (~slow_move) is not blocked on this space - just because the
1782 * space doesn't slow down swimming (for example), if you can't actually 1803 * space doesn't slow down swimming (for example), if you can't actually
1783 * swim on that space, can't use it to avoid the penalty. 1804 * swim on that space, can't use it to avoid the penalty.
1784 */ 1805 */
1785 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1806 if (!op->flag [FLAG_WIZPASS])
1786 { 1807 {
1787 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1808 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1788 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1809 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1789 { 1810 {
1790 float diff = tmp->move_slow_penalty * fabs (op->speed); 1811 float diff = tmp->move_slow_penalty * fabs (op->speed);
1921void 1942void
1922flag_inv (object *op, int flag) 1943flag_inv (object *op, int flag)
1923{ 1944{
1924 for (object *tmp = op->inv; tmp; tmp = tmp->below) 1945 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1925 { 1946 {
1926 SET_FLAG (tmp, flag); 1947 tmp->set_flag (flag);
1927 flag_inv (tmp, flag); 1948 flag_inv (tmp, flag);
1928 } 1949 }
1929} 1950}
1930 1951
1931/* 1952/*
1934void 1955void
1935unflag_inv (object *op, int flag) 1956unflag_inv (object *op, int flag)
1936{ 1957{
1937 for (object *tmp = op->inv; tmp; tmp = tmp->below) 1958 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1938 { 1959 {
1939 CLEAR_FLAG (tmp, flag); 1960 tmp->clr_flag (flag);
1940 unflag_inv (tmp, flag); 1961 unflag_inv (tmp, flag);
1941 } 1962 }
1942} 1963}
1943 1964
1944/* 1965/*
2304 * Add a check so we can't pick up invisible objects (0.93.8) 2325 * Add a check so we can't pick up invisible objects (0.93.8)
2305 */ 2326 */
2306int 2327int
2307can_pick (const object *who, const object *item) 2328can_pick (const object *who, const object *item)
2308{ 2329{
2309 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2330 return /*who->flag [FLAG_WIZ]|| */
2310 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2331 (item->weight > 0 && !item->flag [FLAG_NO_PICK] &&
2311 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->is_player () || item->weight < who->weight / 3)); 2332 !item->flag [FLAG_ALIVE] && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2312} 2333}
2313 2334
2314/* 2335/*
2315 * create clone from object to another 2336 * create clone from object to another
2316 */ 2337 */

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