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Comparing deliantra/server/common/object.C (file contents):
Revision 1.119 by root, Fri Jan 19 18:06:51 2007 UTC vs.
Revision 1.192 by root, Fri Oct 12 19:13:25 2007 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game for X-windows 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. */
29#include <stdio.h> 28#include <stdio.h>
30#include <sys/types.h> 29#include <sys/types.h>
31#include <sys/uio.h> 30#include <sys/uio.h>
32#include <object.h> 31#include <object.h>
33#include <funcpoint.h> 32#include <funcpoint.h>
33#include <sproto.h>
34#include <loader.h> 34#include <loader.h>
35 35
36#include <bitset> 36#include <bitset>
37 37
38int nrofallocobjects = 0; 38int nrofallocobjects = 0;
299 return 0; 299 return 0;
300 else if (!compare_ob_value_lists (ob1, ob2)) 300 else if (!compare_ob_value_lists (ob1, ob2))
301 return 0; 301 return 0;
302 } 302 }
303 303
304 //TODO: generate an event or call into perl for additional checks
305 if (ob1->self || ob2->self) 304 if (ob1->self || ob2->self)
306 { 305 {
307 ob1->optimise (); 306 ob1->optimise ();
308 ob2->optimise (); 307 ob2->optimise ();
309 308
310 if (ob1->self || ob2->self) 309 if (ob1->self || ob2->self)
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}
324sum_weight (object *op) 333sum_weight (object *op)
325{ 334{
326 long sum; 335 long sum;
327 object *inv; 336 object *inv;
328 337
329 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 338 for (sum = 0, inv = op->inv; inv; inv = inv->below)
330 { 339 {
331 if (inv->inv) 340 if (inv->inv)
332 sum_weight (inv); 341 sum_weight (inv);
342
333 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 343 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
334 } 344 }
335 345
336 if (op->type == CONTAINER && op->stats.Str) 346 if (op->type == CONTAINER && op->stats.Str)
337 sum = (sum * (100 - op->stats.Str)) / 100; 347 sum = (sum * (100 - op->stats.Str)) / 100;
357/* 367/*
358 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 368 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
359 * Some error messages. 369 * Some error messages.
360 * The result of the dump is stored in the static global errmsg array. 370 * The result of the dump is stored in the static global errmsg array.
361 */ 371 */
362
363char * 372char *
364dump_object (object *op) 373dump_object (object *op)
365{ 374{
366 if (!op) 375 if (!op)
367 return strdup ("[NULLOBJ]"); 376 return strdup ("[NULLOBJ]");
368 377
369 object_freezer freezer; 378 object_freezer freezer;
370 save_object (freezer, op, 1); 379 op->write (freezer);
371 return freezer.as_string (); 380 return freezer.as_string ();
372} 381}
373 382
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;
453}
454
455int
456object::slottype () const
457{
458 if (type == SKILL)
459 {
460 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
461 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
462 }
463 else
464 {
465 if (slot [body_combat].info) return slot_combat;
466 if (slot [body_range ].info) return slot_ranged;
467 }
468
469 return slot_none;
470}
471
472bool
473object::change_weapon (object *ob)
474{
475 if (current_weapon == ob)
476 return true;
477
478 if (chosen_skill)
479 chosen_skill->flag [FLAG_APPLIED] = false;
480
481 current_weapon = ob;
482 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
483
484 if (chosen_skill)
485 chosen_skill->flag [FLAG_APPLIED] = true;
486
487 update_stats ();
488
489 if (ob)
490 {
491 // now check wether any body locations became invalid, in which case
492 // we cannot apply the weapon at the moment.
493 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
494 if (slot[i].used < 0)
495 {
496 current_weapon = chosen_skill = 0;
497 update_stats ();
498
499 new_draw_info_format (NDI_UNIQUE, 0, this,
500 "You try to balance all your items at once, "
501 "but the %s is just too much for your body. "
502 "[You need to unapply some items first.]", &ob->name);
503 return false;
504 }
505
506 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
507 }
508 else
509 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
510
511 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
512 {
513 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
514 &name, ob->debug_desc ());
515 return false;
516 }
517
518 return true;
452} 519}
453 520
454/* Zero the key_values on op, decrementing the shared-string 521/* Zero the key_values on op, decrementing the shared-string
455 * refcounts and freeing the links. 522 * refcounts and freeing the links.
456 */ 523 */
457static void 524static void
458free_key_values (object *op) 525free_key_values (object *op)
459{ 526{
460 for (key_value *i = op->key_values; i != 0;) 527 for (key_value *i = op->key_values; i; )
461 { 528 {
462 key_value *next = i->next; 529 key_value *next = i->next;
463 delete i; 530 delete i;
464 531
465 i = next; 532 i = next;
466 } 533 }
467 534
468 op->key_values = 0; 535 op->key_values = 0;
469} 536}
470 537
471/* 538object &
472 * copy_to first frees everything allocated by the dst object, 539object::operator =(const object &src)
473 * and then copies the contents of itself into the second
474 * object, allocating what needs to be allocated. Basically, any
475 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
476 * if the first object is freed, the pointers in the new object
477 * will point at garbage.
478 */
479void
480object::copy_to (object *dst)
481{ 540{
482 bool is_freed = QUERY_FLAG (dst, FLAG_FREED); 541 bool is_freed = flag [FLAG_FREED];
483 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED); 542 bool is_removed = flag [FLAG_REMOVED];
484 543
485 *(object_copy *)dst = *this; 544 *(object_copy *)this = src;
486 545
487 if (is_freed) 546 flag [FLAG_FREED] = is_freed;
488 SET_FLAG (dst, FLAG_FREED); 547 flag [FLAG_REMOVED] = is_removed;
489
490 if (is_removed)
491 SET_FLAG (dst, FLAG_REMOVED);
492
493 if (speed < 0)
494 dst->speed_left = speed_left - rndm ();
495 548
496 /* Copy over key_values, if any. */ 549 /* Copy over key_values, if any. */
497 if (key_values) 550 if (src.key_values)
498 { 551 {
499 key_value *tail = 0; 552 key_value *tail = 0;
500 key_value *i;
501
502 dst->key_values = 0; 553 key_values = 0;
503 554
504 for (i = key_values; i; i = i->next) 555 for (key_value *i = src.key_values; i; i = i->next)
505 { 556 {
506 key_value *new_link = new key_value; 557 key_value *new_link = new key_value;
507 558
508 new_link->next = 0; 559 new_link->next = 0;
509 new_link->key = i->key; 560 new_link->key = i->key;
510 new_link->value = i->value; 561 new_link->value = i->value;
511 562
512 /* Try and be clever here, too. */ 563 /* Try and be clever here, too. */
513 if (!dst->key_values) 564 if (!key_values)
514 { 565 {
515 dst->key_values = new_link; 566 key_values = new_link;
516 tail = new_link; 567 tail = new_link;
517 } 568 }
518 else 569 else
519 { 570 {
520 tail->next = new_link; 571 tail->next = new_link;
521 tail = new_link; 572 tail = new_link;
522 } 573 }
523 } 574 }
524 } 575 }
576}
577
578/*
579 * copy_to first frees everything allocated by the dst object,
580 * and then copies the contents of itself into the second
581 * object, allocating what needs to be allocated. Basically, any
582 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
583 * if the first object is freed, the pointers in the new object
584 * will point at garbage.
585 */
586void
587object::copy_to (object *dst)
588{
589 *dst = *this;
590
591 if (speed < 0)
592 dst->speed_left -= rndm ();
525 593
526 dst->set_speed (dst->speed); 594 dst->set_speed (dst->speed);
595}
596
597void
598object::instantiate ()
599{
600 if (!uuid.seq) // HACK
601 uuid = gen_uuid ();
602
603 speed_left = -0.1f;
604 /* copy the body_info to the body_used - this is only really
605 * need for monsters, but doesn't hurt to do it for everything.
606 * by doing so, when a monster is created, it has good starting
607 * values for the body_used info, so when items are created
608 * for it, they can be properly equipped.
609 */
610 for (int i = NUM_BODY_LOCATIONS; i--; )
611 slot[i].used = slot[i].info;
612
613 attachable::instantiate ();
527} 614}
528 615
529object * 616object *
530object::clone () 617object::clone ()
531{ 618{
589 * UP_OBJ_FACE: only the objects face has changed. 676 * UP_OBJ_FACE: only the objects face has changed.
590 */ 677 */
591void 678void
592update_object (object *op, int action) 679update_object (object *op, int action)
593{ 680{
594 MoveType move_on, move_off, move_block, move_slow;
595
596 if (op == NULL) 681 if (op == NULL)
597 { 682 {
598 /* this should never happen */ 683 /* this should never happen */
599 LOG (llevDebug, "update_object() called for NULL object.\n"); 684 LOG (llevDebug, "update_object() called for NULL object.\n");
600 return; 685 return;
670 face = blank_face; 755 face = blank_face;
671} 756}
672 757
673object::~object () 758object::~object ()
674{ 759{
675 if (index)
676 unlink (); 760 unlink ();
677 761
678 free_key_values (this); 762 free_key_values (this);
679} 763}
680 764
681static int object_count; 765static int object_count;
690 objects.insert (this); 774 objects.insert (this);
691} 775}
692 776
693void object::unlink () 777void object::unlink ()
694{ 778{
695 assert (index);//D 779 if (!index)
780 return;
781
696 objects.erase (this); 782 objects.erase (this);
697 refcnt_dec (); 783 refcnt_dec ();
698} 784}
699 785
700void 786void
774 * drop on that space. 860 * drop on that space.
775 */ 861 */
776 if (!drop_to_ground 862 if (!drop_to_ground
777 || !map 863 || !map
778 || map->in_memory != MAP_IN_MEMORY 864 || map->in_memory != MAP_IN_MEMORY
865 || map->nodrop
779 || ms ().move_block == MOVE_ALL) 866 || ms ().move_block == MOVE_ALL)
780 { 867 {
781 while (inv) 868 while (inv)
782 { 869 {
783 inv->destroy_inv (drop_to_ground); 870 inv->destroy_inv (drop_to_ground);
837 924
838 if (!freed_map) 925 if (!freed_map)
839 { 926 {
840 freed_map = new maptile; 927 freed_map = new maptile;
841 928
929 freed_map->path = "<freed objects map>";
842 freed_map->name = "/internal/freed_objects_map"; 930 freed_map->name = "/internal/freed_objects_map";
843 freed_map->width = 3; 931 freed_map->width = 3;
844 freed_map->height = 3; 932 freed_map->height = 3;
845 933
846 freed_map->alloc (); 934 freed_map->alloc ();
850 map = freed_map; 938 map = freed_map;
851 x = 1; 939 x = 1;
852 y = 1; 940 y = 1;
853 } 941 }
854 942
855 head = 0;
856
857 if (more) 943 if (more)
858 { 944 {
859 more->destroy (); 945 more->destroy ();
860 more = 0; 946 more = 0;
861 } 947 }
862 948
949 head = 0;
950
863 // clear those pointers that likely might have circular references to us 951 // clear those pointers that likely might cause circular references
864 owner = 0; 952 owner = 0;
865 enemy = 0; 953 enemy = 0;
866 attacked_by = 0; 954 attacked_by = 0;
955 current_weapon = 0;
867} 956}
868 957
869void 958void
870object::destroy (bool destroy_inventory) 959object::destroy (bool destroy_inventory)
871{ 960{
872 if (destroyed ()) 961 if (destroyed ())
873 return; 962 return;
874 963
875 if (destroy_inventory) 964 if (destroy_inventory)
876 destroy_inv (false); 965 destroy_inv (false);
966
967 if (is_head ())
968 if (sound_destroy)
969 play_sound (sound_destroy);
970 else if (flag [FLAG_MONSTER])
971 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
877 972
878 attachable::destroy (); 973 attachable::destroy ();
879} 974}
880 975
881/* 976/*
899 * This function removes the object op from the linked list of objects 994 * This function removes the object op from the linked list of objects
900 * which it is currently tied to. When this function is done, the 995 * which it is currently tied to. When this function is done, the
901 * object will have no environment. If the object previously had an 996 * object will have no environment. If the object previously had an
902 * environment, the x and y coordinates will be updated to 997 * environment, the x and y coordinates will be updated to
903 * the previous environment. 998 * the previous environment.
904 * Beware: This function is called from the editor as well!
905 */ 999 */
906void 1000void
907object::remove_slow () 1001object::do_remove ()
908{ 1002{
909 object *tmp, *last = 0; 1003 object *tmp, *last = 0;
910 object *otmp; 1004 object *otmp;
911 1005
912 if (QUERY_FLAG (this, FLAG_REMOVED)) 1006 if (QUERY_FLAG (this, FLAG_REMOVED))
955 } 1049 }
956 else if (map) 1050 else if (map)
957 { 1051 {
958 if (type == PLAYER) 1052 if (type == PLAYER)
959 { 1053 {
1054 // leaving a spot always closes any open container on the ground
1055 if (container && !container->env)
1056 // this causes spurious floorbox updates, but it ensures
1057 // that the CLOSE event is being sent.
1058 close_container ();
1059
960 --map->players; 1060 --map->players;
961 map->touch (); 1061 map->touch ();
962 } 1062 }
963 1063
964 map->dirty = true; 1064 map->dirty = true;
991 if (map->in_memory == MAP_SAVING) 1091 if (map->in_memory == MAP_SAVING)
992 return; 1092 return;
993 1093
994 int check_walk_off = !flag [FLAG_NO_APPLY]; 1094 int check_walk_off = !flag [FLAG_NO_APPLY];
995 1095
1096 if (object *pl = ms.player ())
1097 {
1098 if (pl->container == this)
1099 /* If a container that the player is currently using somehow gets
1100 * removed (most likely destroyed), update the player view
1101 * appropriately.
1102 */
1103 pl->close_container ();
1104
1105 pl->contr->ns->floorbox_update ();
1106 }
1107
996 for (tmp = ms.bot; tmp; tmp = tmp->above) 1108 for (tmp = ms.bot; tmp; tmp = tmp->above)
997 { 1109 {
998 /* No point updating the players look faces if he is the object 1110 /* No point updating the players look faces if he is the object
999 * being removed. 1111 * being removed.
1000 */ 1112 */
1001
1002 if (tmp->type == PLAYER && tmp != this)
1003 {
1004 /* If a container that the player is currently using somehow gets
1005 * removed (most likely destroyed), update the player view
1006 * appropriately.
1007 */
1008 if (tmp->container == this)
1009 {
1010 flag [FLAG_APPLIED] = 0;
1011 tmp->container = 0;
1012 }
1013
1014 if (tmp->contr->ns)
1015 tmp->contr->ns->floorbox_update ();
1016 }
1017 1113
1018 /* See if object moving off should effect something */ 1114 /* See if object moving off should effect something */
1019 if (check_walk_off 1115 if (check_walk_off
1020 && ((move_type & tmp->move_off) 1116 && ((move_type & tmp->move_off)
1021 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1117 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1024 1120
1025 if (destroyed ()) 1121 if (destroyed ())
1026 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1122 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1027 } 1123 }
1028 1124
1029 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1030 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1031 if (tmp->above == tmp)
1032 tmp->above = 0;
1033
1034 last = tmp; 1125 last = tmp;
1035 } 1126 }
1036 1127
1037 /* last == NULL if there are no objects on this space */ 1128 /* last == NULL if there are no objects on this space */
1038 //TODO: this makes little sense, why only update the topmost object? 1129 //TODO: this makes little sense, why only update the topmost object?
1081 } 1172 }
1082 1173
1083 return 0; 1174 return 0;
1084} 1175}
1085 1176
1177void
1178object::expand_tail ()
1179{
1180 if (more)
1181 return;
1182
1183 object *prev = this;
1184
1185 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1186 {
1187 object *op = arch_to_object (at);
1188
1189 op->name = name;
1190 op->name_pl = name_pl;
1191 op->title = title;
1192
1193 op->head = this;
1194 prev->more = op;
1195
1196 prev = op;
1197 }
1198}
1199
1086/* 1200/*
1087 * same as insert_ob_in_map except it handles separate coordinates and does a clean 1201 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1088 * job preparing multi-part monsters. 1202 * job preparing multi-part monsters.
1089 */ 1203 */
1090object * 1204object *
1091insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1205insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1092{ 1206{
1093 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1207 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1094 { 1208 {
1095 tmp->x = x + tmp->arch->clone.x; 1209 tmp->x = x + tmp->arch->x;
1096 tmp->y = y + tmp->arch->clone.y; 1210 tmp->y = y + tmp->arch->y;
1097 } 1211 }
1098 1212
1099 return insert_ob_in_map (op, m, originator, flag); 1213 return insert_ob_in_map (op, m, originator, flag);
1100} 1214}
1101 1215
1120 * just 'op' otherwise 1234 * just 'op' otherwise
1121 */ 1235 */
1122object * 1236object *
1123insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1237insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1124{ 1238{
1239 assert (!op->flag [FLAG_FREED]);
1240
1125 object *tmp, *top, *floor = NULL; 1241 object *top, *floor = NULL;
1126
1127 if (QUERY_FLAG (op, FLAG_FREED))
1128 {
1129 LOG (llevError, "Trying to insert freed object!\n");
1130 return NULL;
1131 }
1132
1133 if (!QUERY_FLAG (op, FLAG_REMOVED))
1134 LOG (llevError, "Trying to insert already inserted object %s\n", op->debug_desc ());
1135 1242
1136 op->remove (); 1243 op->remove ();
1137
1138 if (!m)
1139 {
1140 char *dump = dump_object (op);
1141 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1142 free (dump);
1143 return op;
1144 }
1145
1146 if (out_of_map (m, op->x, op->y))
1147 {
1148 char *dump = dump_object (op);
1149 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1150#ifdef MANY_CORES
1151 /* Better to catch this here, as otherwise the next use of this object
1152 * is likely to cause a crash. Better to find out where it is getting
1153 * improperly inserted.
1154 */
1155 abort ();
1156#endif
1157 free (dump);
1158 return op;
1159 }
1160
1161 if (object *more = op->more)
1162 {
1163 if (!insert_ob_in_map (more, m, originator, flag))
1164 {
1165 if (!op->head)
1166 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1167
1168 return 0;
1169 }
1170 }
1171
1172 CLEAR_FLAG (op, FLAG_REMOVED);
1173 1244
1174 /* Ideally, the caller figures this out. However, it complicates a lot 1245 /* Ideally, the caller figures this out. However, it complicates a lot
1175 * 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
1176 * need extra work 1247 * need extra work
1177 */ 1248 */
1178 if (!xy_normalise (m, op->x, op->y)) 1249 if (!xy_normalise (m, op->x, op->y))
1250 {
1251 op->destroy ();
1179 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);
1180 1260
1181 op->map = m; 1261 op->map = m;
1182 mapspace &ms = op->ms (); 1262 mapspace &ms = op->ms ();
1183 1263
1184 /* this has to be done after we translate the coordinates. 1264 /* this has to be done after we translate the coordinates.
1185 */ 1265 */
1186 if (op->nrof && !(flag & INS_NO_MERGE)) 1266 if (op->nrof && !(flag & INS_NO_MERGE))
1187 for (tmp = ms.bot; tmp; tmp = tmp->above) 1267 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1188 if (object::can_merge (op, tmp)) 1268 if (object::can_merge (op, tmp))
1189 { 1269 {
1190 op->nrof += tmp->nrof; 1270 op->nrof += tmp->nrof;
1191 tmp->destroy (); 1271 tmp->destroy ();
1192 } 1272 }
1219 else 1299 else
1220 { 1300 {
1221 top = ms.bot; 1301 top = ms.bot;
1222 1302
1223 /* If there are other objects, then */ 1303 /* If there are other objects, then */
1224 if ((!(flag & INS_MAP_LOAD)) && top) 1304 if (top)
1225 { 1305 {
1226 object *last = 0; 1306 object *last = 0;
1227 1307
1228 /* 1308 /*
1229 * 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.
1259 * looks like instead of lots of conditions here. 1339 * looks like instead of lots of conditions here.
1260 * makes things faster, and effectively the same result. 1340 * makes things faster, and effectively the same result.
1261 */ 1341 */
1262 1342
1263 /* Have object 'fall below' other objects that block view. 1343 /* Have object 'fall below' other objects that block view.
1264 * Unless those objects are exits, type 66 1344 * Unless those objects are exits.
1265 * If INS_ON_TOP is used, don't do this processing 1345 * If INS_ON_TOP is used, don't do this processing
1266 * Need to find the object that in fact blocks view, otherwise 1346 * Need to find the object that in fact blocks view, otherwise
1267 * stacking is a bit odd. 1347 * stacking is a bit odd.
1268 */ 1348 */
1269 if (!(flag & INS_ON_TOP) 1349 if (!(flag & INS_ON_TOP)
1270 && ms.flags () & P_BLOCKSVIEW 1350 && ms.flags () & P_BLOCKSVIEW
1271 && (op->face && !op->face->visibility)) 1351 && (op->face && !faces [op->face].visibility))
1272 { 1352 {
1273 for (last = top; last != floor; last = last->below) 1353 for (last = top; last != floor; last = last->below)
1274 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1354 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1275 break; 1355 break;
1276 1356
1282 if (last && last->below && last != floor) 1362 if (last && last->below && last != floor)
1283 top = last->below; 1363 top = last->below;
1284 } 1364 }
1285 } /* If objects on this space */ 1365 } /* If objects on this space */
1286 1366
1287 if (flag & INS_MAP_LOAD)
1288 top = ms.top;
1289
1290 if (flag & INS_ABOVE_FLOOR_ONLY) 1367 if (flag & INS_ABOVE_FLOOR_ONLY)
1291 top = floor; 1368 top = floor;
1292 1369
1293 /* 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.
1294 */ 1371 */
1326 op->map->touch (); 1403 op->map->touch ();
1327 } 1404 }
1328 1405
1329 op->map->dirty = true; 1406 op->map->dirty = true;
1330 1407
1331 /* If we have a floor, we know the player, if any, will be above
1332 * it, so save a few ticks and start from there.
1333 */
1334 if (!(flag & INS_MAP_LOAD))
1335 if (object *pl = ms.player ()) 1408 if (object *pl = ms.player ())
1336 if (pl->contr->ns)
1337 pl->contr->ns->floorbox_update (); 1409 pl->contr->ns->floorbox_update ();
1338 1410
1339 /* If this object glows, it may affect lighting conditions that are 1411 /* If this object glows, it may affect lighting conditions that are
1340 * 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
1341 * 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
1342 * on the map will get recalculated. The players could very well 1414 * on the map will get recalculated. The players could very well
1361 * blocked() and wall() work properly), and these flags are updated by 1433 * blocked() and wall() work properly), and these flags are updated by
1362 * update_object(). 1434 * update_object().
1363 */ 1435 */
1364 1436
1365 /* if this is not the head or flag has been passed, don't check walk on status */ 1437 /* if this is not the head or flag has been passed, don't check walk on status */
1366 if (!(flag & INS_NO_WALK_ON) && !op->head) 1438 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1367 { 1439 {
1368 if (check_move_on (op, originator)) 1440 if (check_move_on (op, originator))
1369 return 0; 1441 return 0;
1370 1442
1371 /* If we are a multi part object, lets work our way through the check 1443 /* If we are a multi part object, lets work our way through the check
1372 * walk on's. 1444 * walk on's.
1373 */ 1445 */
1374 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1446 for (object *tmp = op->more; tmp; tmp = tmp->more)
1375 if (check_move_on (tmp, originator)) 1447 if (check_move_on (tmp, originator))
1376 return 0; 1448 return 0;
1377 } 1449 }
1378 1450
1379 return op; 1451 return op;
1389 object *tmp, *tmp1; 1461 object *tmp, *tmp1;
1390 1462
1391 /* first search for itself and remove any old instances */ 1463 /* first search for itself and remove any old instances */
1392 1464
1393 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 1465 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1394 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1466 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1395 tmp->destroy (); 1467 tmp->destroy ();
1396 1468
1397 tmp1 = arch_to_object (archetype::find (arch_string)); 1469 tmp1 = arch_to_object (archetype::find (arch_string));
1398 1470
1399 tmp1->x = op->x; 1471 tmp1->x = op->x;
1402} 1474}
1403 1475
1404object * 1476object *
1405object::insert_at (object *where, object *originator, int flags) 1477object::insert_at (object *where, object *originator, int flags)
1406{ 1478{
1407 where->map->insert (this, where->x, where->y, originator, flags); 1479 return where->map->insert (this, where->x, where->y, originator, flags);
1408} 1480}
1409 1481
1410/* 1482/*
1411 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1483 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1412 * is returned contains nr objects, and the remaining parts contains 1484 * is returned contains nr objects, and the remaining parts contains
1452 * the amount of an object. If the amount reaches 0, the object 1524 * the amount of an object. If the amount reaches 0, the object
1453 * is subsequently removed and freed. 1525 * is subsequently removed and freed.
1454 * 1526 *
1455 * Return value: 'op' if something is left, NULL if the amount reached 0 1527 * Return value: 'op' if something is left, NULL if the amount reached 0
1456 */ 1528 */
1457
1458object * 1529object *
1459decrease_ob_nr (object *op, uint32 i) 1530decrease_ob_nr (object *op, uint32 i)
1460{ 1531{
1461 object *tmp; 1532 object *tmp;
1462 1533
1537 1608
1538/* 1609/*
1539 * add_weight(object, weight) adds the specified weight to an object, 1610 * add_weight(object, weight) adds the specified weight to an object,
1540 * and also updates how much the environment(s) is/are carrying. 1611 * and also updates how much the environment(s) is/are carrying.
1541 */ 1612 */
1542
1543void 1613void
1544add_weight (object *op, signed long weight) 1614add_weight (object *op, signed long weight)
1545{ 1615{
1546 while (op != NULL) 1616 while (op != NULL)
1547 { 1617 {
1562 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1632 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1563 free (dump); 1633 free (dump);
1564 return op; 1634 return op;
1565 } 1635 }
1566 1636
1567 if (where->head) 1637 if (where->head_ () != where)
1568 { 1638 {
1569 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n"); 1639 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1570 where = where->head; 1640 where = where->head;
1571 } 1641 }
1572 1642
1573 return where->insert (op); 1643 return where->insert (op);
1574} 1644}
1579 * inside the object environment. 1649 * inside the object environment.
1580 * 1650 *
1581 * The function returns now pointer to inserted item, and return value can 1651 * The function returns now pointer to inserted item, and return value can
1582 * be != op, if items are merged. -Tero 1652 * be != op, if items are merged. -Tero
1583 */ 1653 */
1584
1585object * 1654object *
1586object::insert (object *op) 1655object::insert (object *op)
1587{ 1656{
1588 object *tmp, *otmp;
1589
1590 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1657 if (!QUERY_FLAG (op, FLAG_REMOVED))
1591 op->remove (); 1658 op->remove ();
1592 1659
1593 if (op->more) 1660 if (op->more)
1594 { 1661 {
1596 return op; 1663 return op;
1597 } 1664 }
1598 1665
1599 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1666 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1600 CLEAR_FLAG (op, FLAG_REMOVED); 1667 CLEAR_FLAG (op, FLAG_REMOVED);
1668
1601 if (op->nrof) 1669 if (op->nrof)
1602 { 1670 {
1603 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1671 for (object *tmp = inv; tmp; tmp = tmp->below)
1604 if (object::can_merge (tmp, op)) 1672 if (object::can_merge (tmp, op))
1605 { 1673 {
1606 /* return the original object and remove inserted object 1674 /* return the original object and remove inserted object
1607 (client needs the original object) */ 1675 (client needs the original object) */
1608 tmp->nrof += op->nrof; 1676 tmp->nrof += op->nrof;
1627 add_weight (this, op->weight * op->nrof); 1695 add_weight (this, op->weight * op->nrof);
1628 } 1696 }
1629 else 1697 else
1630 add_weight (this, (op->weight + op->carrying)); 1698 add_weight (this, (op->weight + op->carrying));
1631 1699
1632 otmp = this->in_player (); 1700 if (object *otmp = this->in_player ())
1633 if (otmp && otmp->contr)
1634 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1701 if (otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1635 otmp->update_stats (); 1702 otmp->update_stats ();
1636 1703
1704 op->owner = 0; // its his/hers now. period.
1637 op->map = 0; 1705 op->map = 0;
1638 op->env = this; 1706 op->env = this;
1639 op->above = 0; 1707 op->above = 0;
1640 op->below = 0; 1708 op->below = 0;
1641 op->x = 0, op->y = 0; 1709 op->x = op->y = 0;
1642 1710
1643 /* 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 */
1644 if ((op->glow_radius != 0) && map) 1712 if (op->glow_radius && map)
1645 { 1713 {
1646#ifdef DEBUG_LIGHTS 1714#ifdef DEBUG_LIGHTS
1647 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);
1648#endif /* DEBUG_LIGHTS */ 1716#endif /* DEBUG_LIGHTS */
1649 if (map->darkness) 1717 if (map->darkness)
1749 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1817 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1750 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1818 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1751 { 1819 {
1752 1820
1753 float 1821 float
1754 diff = tmp->move_slow_penalty * FABS (op->speed); 1822 diff = tmp->move_slow_penalty * fabs (op->speed);
1755 1823
1756 if (op->type == PLAYER) 1824 if (op->type == PLAYER)
1757 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1825 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1758 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1826 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1759 diff /= 4.0; 1827 diff /= 4.0;
1903 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1971 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1904 { 1972 {
1905 CLEAR_FLAG (tmp, flag); 1973 CLEAR_FLAG (tmp, flag);
1906 unflag_inv (tmp, flag); 1974 unflag_inv (tmp, flag);
1907 } 1975 }
1908}
1909
1910/*
1911 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1912 * all it's inventory (recursively).
1913 * If checksums are used, a player will get set_cheat called for
1914 * him/her-self and all object carried by a call to this function.
1915 */
1916void
1917set_cheat (object *op)
1918{
1919 SET_FLAG (op, FLAG_WAS_WIZ);
1920 flag_inv (op, FLAG_WAS_WIZ);
1921} 1976}
1922 1977
1923/* 1978/*
1924 * find_free_spot(object, map, x, y, start, stop) will search for 1979 * find_free_spot(object, map, x, y, start, stop) will search for
1925 * a spot at the given map and coordinates which will be able to contain 1980 * a spot at the given map and coordinates which will be able to contain
1942 * customized, changed states, etc. 1997 * customized, changed states, etc.
1943 */ 1998 */
1944int 1999int
1945find_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)
1946{ 2001{
2002 int altern[SIZEOFFREE];
1947 int index = 0, flag; 2003 int index = 0, flag;
1948 int altern[SIZEOFFREE];
1949 2004
1950 for (int i = start; i < stop; i++) 2005 for (int i = start; i < stop; i++)
1951 { 2006 {
1952 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2007 mapxy pos (m, x, y); pos.move (i);
1953 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 {
1954 altern [index++] = i; 2023 altern [index++] = i;
2024 continue;
2025 }
1955 2026
1956 /* 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.
1957 * 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.
1958 * 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 -
1959 * 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
1960 * 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
1961 * to only the spaces immediately surrounding the target area, and 2032 * to only the spaces immediately surrounding the target area, and
1962 * won't look 2 spaces south of the target space. 2033 * won't look 2 spaces south of the target space.
1963 */ 2034 */
1964 else if ((flag & P_NO_PASS) && maxfree[i] < stop) 2035 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2036 {
1965 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;
1966 } 2048 }
1967 2049
1968 if (!index) 2050 if (!index)
1969 return -1; 2051 return -1;
1970 2052
1971 return altern[RANDOM () % index]; 2053 return altern [rndm (index)];
1972} 2054}
1973 2055
1974/* 2056/*
1975 * find_first_free_spot(archetype, maptile, x, y) works like 2057 * find_first_free_spot(archetype, maptile, x, y) works like
1976 * find_free_spot(), but it will search max number of squares. 2058 * find_free_spot(), but it will search max number of squares.
1979 */ 2061 */
1980int 2062int
1981find_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)
1982{ 2064{
1983 for (int i = 0; i < SIZEOFFREE; i++) 2065 for (int i = 0; i < SIZEOFFREE; i++)
1984 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]))
1985 return i; 2067 return i;
1986 2068
1987 return -1; 2069 return -1;
1988} 2070}
1989 2071
1997{ 2079{
1998 arr += begin; 2080 arr += begin;
1999 end -= begin; 2081 end -= begin;
2000 2082
2001 while (--end) 2083 while (--end)
2002 swap (arr [end], arr [RANDOM () % (end + 1)]); 2084 swap (arr [end], arr [rndm (end + 1)]);
2003} 2085}
2004 2086
2005/* new function to make monster searching more efficient, and effective! 2087/* new function to make monster searching more efficient, and effective!
2006 * This basically returns a randomized array (in the passed pointer) of 2088 * This basically returns a randomized array (in the passed pointer) of
2007 * the spaces to find monsters. In this way, it won't always look for 2089 * the spaces to find monsters. In this way, it won't always look for
2043 object *tmp; 2125 object *tmp;
2044 maptile *mp; 2126 maptile *mp;
2045 2127
2046 MoveType blocked, move_type; 2128 MoveType blocked, move_type;
2047 2129
2048 if (exclude && exclude->head) 2130 if (exclude && exclude->head_ () != exclude)
2049 { 2131 {
2050 exclude = exclude->head; 2132 exclude = exclude->head;
2051 move_type = exclude->move_type; 2133 move_type = exclude->move_type;
2052 } 2134 }
2053 else 2135 else
2076 max = maxfree[i]; 2158 max = maxfree[i];
2077 else if (mflags & P_IS_ALIVE) 2159 else if (mflags & P_IS_ALIVE)
2078 { 2160 {
2079 for (tmp = ms.bot; tmp; tmp = tmp->above) 2161 for (tmp = ms.bot; tmp; tmp = tmp->above)
2080 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2162 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2081 && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2163 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2082 break; 2164 break;
2083 2165
2084 if (tmp) 2166 if (tmp)
2085 return freedir[i]; 2167 return freedir[i];
2086 } 2168 }
2266 * 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
2267 * core dumps if they do. 2349 * core dumps if they do.
2268 * 2350 *
2269 * 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)
2270 */ 2352 */
2271
2272int 2353int
2273can_pick (const object *who, const object *item) 2354can_pick (const object *who, const object *item)
2274{ 2355{
2275 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2356 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2276 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2357 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2281 * create clone from object to another 2362 * create clone from object to another
2282 */ 2363 */
2283object * 2364object *
2284object_create_clone (object *asrc) 2365object_create_clone (object *asrc)
2285{ 2366{
2286 object *dst = 0, *tmp, *src, *part, *prev, *item; 2367 object *dst = 0, *tmp, *src, *prev, *item;
2287 2368
2288 if (!asrc) 2369 if (!asrc)
2289 return 0; 2370 return 0;
2290 2371
2291 src = asrc;
2292 if (src->head)
2293 src = src->head; 2372 src = asrc->head_ ();
2294 2373
2295 prev = 0; 2374 prev = 0;
2296 for (part = src; part; part = part->more) 2375 for (object *part = src; part; part = part->more)
2297 { 2376 {
2298 tmp = part->clone (); 2377 tmp = part->clone ();
2299 tmp->x -= src->x; 2378 tmp->x -= src->x;
2300 tmp->y -= src->y; 2379 tmp->y -= src->y;
2301 2380
2317 2396
2318 for (item = src->inv; item; item = item->below) 2397 for (item = src->inv; item; item = item->below)
2319 insert_ob_in_ob (object_create_clone (item), dst); 2398 insert_ob_in_ob (object_create_clone (item), dst);
2320 2399
2321 return dst; 2400 return dst;
2322}
2323
2324/* GROS - Creates an object using a string representing its content. */
2325/* Basically, we save the content of the string to a temp file, then call */
2326/* load_object on it. I admit it is a highly inefficient way to make things, */
2327/* but it was simple to make and allows reusing the load_object function. */
2328/* Remember not to use load_object_str in a time-critical situation. */
2329/* Also remember that multiparts objects are not supported for now. */
2330object *
2331load_object_str (const char *obstr)
2332{
2333 object *op;
2334 char filename[MAX_BUF];
2335
2336 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2337
2338 FILE *tempfile = fopen (filename, "w");
2339
2340 if (tempfile == NULL)
2341 {
2342 LOG (llevError, "Error - Unable to access load object temp file\n");
2343 return NULL;
2344 }
2345
2346 fprintf (tempfile, obstr);
2347 fclose (tempfile);
2348
2349 op = object::create ();
2350
2351 object_thawer thawer (filename);
2352
2353 if (thawer)
2354 load_object (thawer, op, 0);
2355
2356 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2357 CLEAR_FLAG (op, FLAG_REMOVED);
2358
2359 return op;
2360} 2401}
2361 2402
2362/* This returns the first object in who's inventory that 2403/* This returns the first object in who's inventory that
2363 * has the same type and subtype match. 2404 * has the same type and subtype match.
2364 * returns NULL if no match. 2405 * returns NULL if no match.
2419 if (link->key == canonical_key) 2460 if (link->key == canonical_key)
2420 return link->value; 2461 return link->value;
2421 2462
2422 return 0; 2463 return 0;
2423} 2464}
2424
2425 2465
2426/* 2466/*
2427 * Updates the canonical_key in op to value. 2467 * Updates the canonical_key in op to value.
2428 * 2468 *
2429 * canonical_key is a shared string (value doesn't have to be). 2469 * canonical_key is a shared string (value doesn't have to be).
2453 /* Basically, if the archetype has this key set, 2493 /* Basically, if the archetype has this key set,
2454 * we need to store the null value so when we save 2494 * we need to store the null value so when we save
2455 * it, we save the empty value so that when we load, 2495 * it, we save the empty value so that when we load,
2456 * we get this value back again. 2496 * we get this value back again.
2457 */ 2497 */
2458 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2498 if (get_ob_key_link (op->arch, canonical_key))
2459 field->value = 0; 2499 field->value = 0;
2460 else 2500 else
2461 { 2501 {
2462 if (last) 2502 if (last)
2463 last->next = field->next; 2503 last->next = field->next;
2532 } 2572 }
2533 else 2573 else
2534 item = item->env; 2574 item = item->env;
2535} 2575}
2536 2576
2537
2538const char * 2577const char *
2539object::flag_desc (char *desc, int len) const 2578object::flag_desc (char *desc, int len) const
2540{ 2579{
2541 char *p = desc; 2580 char *p = desc;
2542 bool first = true; 2581 bool first = true;
2569{ 2608{
2570 char flagdesc[512]; 2609 char flagdesc[512];
2571 char info2[256 * 4]; 2610 char info2[256 * 4];
2572 char *p = info; 2611 char *p = info;
2573 2612
2574 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}", 2613 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2575 count, uuid.seq, 2614 count, uuid.seq,
2576 &name, 2615 &name,
2577 title ? "\",title:\"" : "", 2616 title ? "\",title:\"" : "",
2578 title ? (const char *)title : "", 2617 title ? (const char *)title : "",
2579 flag_desc (flagdesc, 512), type); 2618 flag_desc (flagdesc, 512), type);
2580 2619
2581 if (env) 2620 if (!this->flag[FLAG_REMOVED] && env)
2582 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2621 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2583 2622
2584 if (map) 2623 if (map)
2585 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);
2586 2625
2588} 2627}
2589 2628
2590const char * 2629const char *
2591object::debug_desc () const 2630object::debug_desc () const
2592{ 2631{
2593 static char info[256 * 4]; 2632 static char info[3][256 * 4];
2633 static int info_idx;
2634
2594 return debug_desc (info); 2635 return debug_desc (info [++info_idx % 3]);
2595} 2636}
2596 2637
2597const char * 2638struct region *
2598object::debug_desc2 () const 2639object::region () const
2599{ 2640{
2600 static char info[256 * 4]; 2641 return map ? map->region (x, y)
2601 return debug_desc (info); 2642 : region::default_region ();
2602} 2643}
2603 2644
2645const materialtype_t *
2646object::dominant_material () const
2647{
2648 if (materialtype_t *mt = name_to_material (materialname))
2649 return mt;
2650
2651 return name_to_material (shstr_unknown);
2652}
2653
2654void
2655object::open_container (object *new_container)
2656{
2657 if (container == new_container)
2658 return;
2659
2660 if (object *old_container = container)
2661 {
2662 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2663 return;
2664
2665#if 0
2666 // remove the "Close old_container" object.
2667 if (object *closer = old_container->inv)
2668 if (closer->type == CLOSE_CON)
2669 closer->destroy ();
2670#endif
2671
2672 old_container->flag [FLAG_APPLIED] = 0;
2673 container = 0;
2674
2675 esrv_update_item (UPD_FLAGS, this, 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"));
2678 }
2679
2680 if (new_container)
2681 {
2682 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2683 return;
2684
2685 // TODO: this does not seem to serve any purpose anymore?
2686#if 0
2687 // insert the "Close Container" object.
2688 if (archetype *closer = new_container->other_arch)
2689 {
2690 object *closer = arch_to_object (new_container->other_arch);
2691 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2692 new_container->insert (closer);
2693 }
2694#endif
2695
2696 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2697
2698 new_container->flag [FLAG_APPLIED] = 1;
2699 container = new_container;
2700
2701 esrv_update_item (UPD_FLAGS, this, new_container);
2702 esrv_send_inventory (this, new_container);
2703 play_sound (sound_find ("chest_open"));
2704 }
2705}
2706
2707object *
2708object::force_find (const shstr name)
2709{
2710 /* cycle through his inventory to look for the MARK we want to
2711 * place
2712 */
2713 for (object *tmp = inv; tmp; tmp = tmp->below)
2714 if (tmp->type == FORCE && tmp->slaying == name)
2715 return splay (tmp);
2716
2717 return 0;
2718}
2719
2720void
2721object::force_add (const shstr name, int duration)
2722{
2723 if (object *force = force_find (name))
2724 force->destroy ();
2725
2726 object *force = get_archetype (FORCE_NAME);
2727
2728 force->slaying = name;
2729 force->stats.food = 1;
2730 force->speed_left = -1.f;
2731
2732 force->set_speed (duration ? 1.f / duration : 0.f);
2733 force->flag [FLAG_IS_USED_UP] = true;
2734 force->flag [FLAG_APPLIED] = true;
2735
2736 insert (force);
2737}
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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