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Comparing deliantra/server/common/object.C (file contents):
Revision 1.149 by root, Mon May 14 19:56:45 2007 UTC vs.
Revision 1.202 by root, Thu Apr 10 15:35:15 2008 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra 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 * Deliantra 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 <support@deliantra.net>
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. */
34#include <sproto.h> 33#include <sproto.h>
35#include <loader.h> 34#include <loader.h>
36 35
37#include <bitset> 36#include <bitset>
38 37
39int nrofallocobjects = 0; 38UUID UUID::cur;
40static UUID uuid;
41const uint64 UUID_SKIP = 1<<19; 39static const uint64 UUID_SKIP = 1<<19;
42 40
43objectvec objects; 41objectvec objects;
44activevec actives; 42activevec actives;
45 43
46short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 44short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
71 { 69 {
72 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2); 70 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
73 return; 71 return;
74 } 72 }
75 73
76 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2); 74 fprintf (fp, "<1,%llx>\n", (unsigned long long)UUID::cur.seq + UUID_SKIP * 2);
77 fclose (fp); 75 fclose (fp);
78 rename (filename2, filename1); 76 rename (filename2, filename1);
79} 77}
80 78
81static void 79static void
90 if (!(fp = fopen (filename, "r"))) 88 if (!(fp = fopen (filename, "r")))
91 { 89 {
92 if (errno == ENOENT) 90 if (errno == ENOENT)
93 { 91 {
94 LOG (llevInfo, "RESET uid to 1\n"); 92 LOG (llevInfo, "RESET uid to 1\n");
95 uuid.seq = 0; 93 UUID::cur.seq = 0;
96 write_uuid (); 94 write_uuid ();
97 return; 95 return;
98 } 96 }
99 97
100 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename); 98 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
107 { 105 {
108 LOG (llevError, "FATAL: error reading uid from %s!\n", filename); 106 LOG (llevError, "FATAL: error reading uid from %s!\n", filename);
109 _exit (1); 107 _exit (1);
110 } 108 }
111 109
112 uuid.seq = uid; 110 UUID::cur.seq = uid;
113 write_uuid (); 111 write_uuid ();
114 LOG (llevDebug, "read UID: %" PRId64 "\n", uid); 112 LOG (llevDebug, "read UID: %" PRId64 "\n", uid);
115 fclose (fp); 113 fclose (fp);
116} 114}
117 115
118UUID 116UUID
119gen_uuid () 117UUID::gen ()
120{ 118{
121 UUID uid; 119 UUID uid;
122 120
123 uid.seq = ++uuid.seq; 121 uid.seq = ++cur.seq;
124 122
125 if (!(uuid.seq & (UUID_SKIP - 1))) 123 if (!(cur.seq & (UUID_SKIP - 1)))
126 write_uuid (); 124 write_uuid ();
127 125
128 return uid; 126 return uid;
129} 127}
130 128
131void 129void
132init_uuid () 130UUID::init ()
133{ 131{
134 read_uuid (); 132 read_uuid ();
135} 133}
136 134
137/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 135/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
255 /* This is really a spellbook check - really, we should 253 /* This is really a spellbook check - really, we should
256 * check all objects in the inventory. 254 * check all objects in the inventory.
257 */ 255 */
258 if (ob1->inv || ob2->inv) 256 if (ob1->inv || ob2->inv)
259 { 257 {
260 /* if one object has inventory but the other doesn't, not equiv */ 258 if (!(ob1->inv && ob2->inv))
261 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 259 return 0; /* inventories differ in length */
262 return 0;
263 260
264 /* Now check to see if the two inventory objects could merge */ 261 if (ob1->inv->below || ob2->inv->below)
262 return 0; /* more than one object in inv */
263
265 if (!object::can_merge (ob1->inv, ob2->inv)) 264 if (!object::can_merge (ob1->inv, ob2->inv))
266 return 0; 265 return 0; /* inventory objexts differ */
267 266
268 /* inventory ok - still need to check rest of this object to see 267 /* inventory ok - still need to check rest of this object to see
269 * if it is valid. 268 * if it is valid.
270 */ 269 */
271 } 270 }
300 return 0; 299 return 0;
301 else if (!compare_ob_value_lists (ob1, ob2)) 300 else if (!compare_ob_value_lists (ob1, ob2))
302 return 0; 301 return 0;
303 } 302 }
304 303
305 //TODO: generate an event or call into perl for additional checks
306 if (ob1->self || ob2->self) 304 if (ob1->self || ob2->self)
307 { 305 {
308 ob1->optimise (); 306 ob1->optimise ();
309 ob2->optimise (); 307 ob2->optimise ();
310 308
311 if (ob1->self || ob2->self) 309 if (ob1->self || ob2->self)
310 {
311 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
312 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
313
314 if (k1 != k2)
312 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 }
313 } 321 }
314 322
315 /* Everything passes, must be OK. */ 323 /* Everything passes, must be OK. */
316 return 1; 324 return 1;
317} 325}
375/* 383/*
376 * 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
377 * multi-object 1 which is closest to the second object. 385 * multi-object 1 which is closest to the second object.
378 * If it's not a multi-object, it is returned. 386 * If it's not a multi-object, it is returned.
379 */ 387 */
380
381object * 388object *
382get_nearest_part (object *op, const object *pl) 389get_nearest_part (object *op, const object *pl)
383{ 390{
384 object *tmp, *closest; 391 object *tmp, *closest;
385 int last_dist, i; 392 int last_dist, i;
421 break; 428 break;
422 429
423 return op; 430 return op;
424} 431}
425 432
426void
427free_all_object_data ()
428{
429 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
430}
431
432/* 433/*
433 * Sets the owner and sets the skill and exp pointers to owner's current 434 * Sets the owner and sets the skill and exp pointers to owner's current
434 * skill and experience objects. 435 * skill and experience objects.
436 * ACTUALLY NO! investigate! TODO
435 */ 437 */
436void 438void
437object::set_owner (object *owner) 439object::set_owner (object *owner)
438{ 440{
441 // allow objects which own objects
439 if (!owner) 442 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) 443 while (owner->owner)
450 owner = owner->owner; 444 owner = owner->owner;
445
446 if (flag [FLAG_FREED])
447 {
448 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
449 return;
450 }
451 451
452 this->owner = owner; 452 this->owner = owner;
453} 453}
454 454
455int 455int
473object::change_weapon (object *ob) 473object::change_weapon (object *ob)
474{ 474{
475 if (current_weapon == ob) 475 if (current_weapon == ob)
476 return true; 476 return true;
477 477
478 if (chosen_skill)
479 chosen_skill->flag [FLAG_APPLIED] = false;
480
478 current_weapon = ob; 481 current_weapon = ob;
479 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill); 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;
480 486
481 update_stats (); 487 update_stats ();
482 488
483 if (ob) 489 if (ob)
484 { 490 {
489 { 495 {
490 current_weapon = chosen_skill = 0; 496 current_weapon = chosen_skill = 0;
491 update_stats (); 497 update_stats ();
492 498
493 new_draw_info_format (NDI_UNIQUE, 0, this, 499 new_draw_info_format (NDI_UNIQUE, 0, this,
494 "You try to balance your applied items all at once, but the %s is too much. " 500 "You try to balance all your items at once, "
501 "but the %s is just too much for your body. "
495 "You need to unapply some items first.", &ob->name); 502 "[You need to unapply some items first.]", &ob->name);
496 return false; 503 return false;
497 } 504 }
498 505
499 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name); 506 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
500 } 507 }
501 else 508 else
502 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons."); 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 }
503 517
504 return true; 518 return true;
505} 519}
506 520
507/* Zero the key_values on op, decrementing the shared-string 521/* Zero the key_values on op, decrementing the shared-string
573object::copy_to (object *dst) 587object::copy_to (object *dst)
574{ 588{
575 *dst = *this; 589 *dst = *this;
576 590
577 if (speed < 0) 591 if (speed < 0)
578 dst->speed_left = speed_left - rndm (); 592 dst->speed_left -= rndm ();
579 593
580 dst->set_speed (dst->speed); 594 dst->set_speed (dst->speed);
581} 595}
582 596
583void 597void
584object::instantiate () 598object::instantiate ()
585{ 599{
586 if (!uuid.seq) // HACK 600 if (!uuid.seq) // HACK
587 uuid = gen_uuid (); 601 uuid = UUID::gen ();
588 602
589 speed_left = -0.1f; 603 speed_left = -0.1f;
590 /* copy the body_info to the body_used - this is only really 604 /* copy the body_info to the body_used - this is only really
591 * need for monsters, but doesn't hurt to do it for everything. 605 * need for monsters, but doesn't hurt to do it for everything.
592 * by doing so, when a monster is created, it has good starting 606 * by doing so, when a monster is created, it has good starting
751static int object_count; 765static int object_count;
752 766
753void object::link () 767void object::link ()
754{ 768{
755 assert (!index);//D 769 assert (!index);//D
756 uuid = gen_uuid (); 770 uuid = UUID::gen ();
757 count = ++object_count; 771 count = ++object_count;
758 772
759 refcnt_inc (); 773 refcnt_inc ();
760 objects.insert (this); 774 objects.insert (this);
761} 775}
910 924
911 if (!freed_map) 925 if (!freed_map)
912 { 926 {
913 freed_map = new maptile; 927 freed_map = new maptile;
914 928
929 freed_map->path = "<freed objects map>";
915 freed_map->name = "/internal/freed_objects_map"; 930 freed_map->name = "/internal/freed_objects_map";
916 freed_map->width = 3; 931 freed_map->width = 3;
917 freed_map->height = 3; 932 freed_map->height = 3;
933 freed_map->nodrop = 1;
918 934
919 freed_map->alloc (); 935 freed_map->alloc ();
920 freed_map->in_memory = MAP_IN_MEMORY; 936 freed_map->in_memory = MAP_IN_MEMORY;
921 } 937 }
922 938
923 map = freed_map; 939 map = freed_map;
924 x = 1; 940 x = 1;
925 y = 1; 941 y = 1;
926 } 942 }
927 943
928 head = 0;
929
930 if (more) 944 if (more)
931 { 945 {
932 more->destroy (); 946 more->destroy ();
933 more = 0; 947 more = 0;
934 } 948 }
935 949
950 head = 0;
951
936 // clear those pointers that likely might have circular references to us 952 // clear those pointers that likely might cause circular references
937 owner = 0; 953 owner = 0;
938 enemy = 0; 954 enemy = 0;
939 attacked_by = 0; 955 attacked_by = 0;
956 current_weapon = 0;
940} 957}
941 958
942void 959void
943object::destroy (bool destroy_inventory) 960object::destroy (bool destroy_inventory)
944{ 961{
945 if (destroyed ()) 962 if (destroyed ())
946 return; 963 return;
947 964
948 if (destroy_inventory) 965 if (destroy_inventory)
949 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
950 973
951 attachable::destroy (); 974 attachable::destroy ();
952} 975}
953 976
954/* 977/*
1069 if (map->in_memory == MAP_SAVING) 1092 if (map->in_memory == MAP_SAVING)
1070 return; 1093 return;
1071 1094
1072 int check_walk_off = !flag [FLAG_NO_APPLY]; 1095 int check_walk_off = !flag [FLAG_NO_APPLY];
1073 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
1074 for (tmp = ms.bot; tmp; tmp = tmp->above) 1109 for (tmp = ms.bot; tmp; tmp = tmp->above)
1075 { 1110 {
1076 /* 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
1077 * being removed. 1112 * being removed.
1078 */ 1113 */
1079
1080 if (tmp->type == PLAYER && tmp != this)
1081 {
1082 /* If a container that the player is currently using somehow gets
1083 * removed (most likely destroyed), update the player view
1084 * appropriately.
1085 */
1086 if (tmp->container == this)
1087 {
1088 flag [FLAG_APPLIED] = 0;
1089 tmp->container = 0;
1090 }
1091
1092 if (tmp->contr->ns)
1093 tmp->contr->ns->floorbox_update ();
1094 }
1095 1114
1096 /* See if object moving off should effect something */ 1115 /* See if object moving off should effect something */
1097 if (check_walk_off 1116 if (check_walk_off
1098 && ((move_type & tmp->move_off) 1117 && ((move_type & tmp->move_off)
1099 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1118 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1102 1121
1103 if (destroyed ()) 1122 if (destroyed ())
1104 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 ());
1105 } 1124 }
1106 1125
1107 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1108 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1109 if (tmp->above == tmp)
1110 tmp->above = 0;
1111
1112 last = tmp; 1126 last = tmp;
1113 } 1127 }
1114 1128
1115 /* last == NULL if there are no objects on this space */ 1129 /* last == NULL if there are no objects on this space */
1116 //TODO: this makes little sense, why only update the topmost object? 1130 //TODO: this makes little sense, why only update the topmost object?
1136merge_ob (object *op, object *top) 1150merge_ob (object *op, object *top)
1137{ 1151{
1138 if (!op->nrof) 1152 if (!op->nrof)
1139 return 0; 1153 return 0;
1140 1154
1141 if (top) 1155 if (!top)
1142 for (top = op; top && top->above; top = top->above) 1156 for (top = op; top && top->above; top = top->above)
1143 ; 1157 ;
1144 1158
1145 for (; top; top = top->below) 1159 for (; top; top = top->below)
1146 { 1160 {
1167 if (more) 1181 if (more)
1168 return; 1182 return;
1169 1183
1170 object *prev = this; 1184 object *prev = this;
1171 1185
1172 for (archetype *at = arch->more; at; at = at->more) 1186 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1173 { 1187 {
1174 object *op = arch_to_object (at); 1188 object *op = arch_to_object (at);
1175 1189
1176 op->name = name; 1190 op->name = name;
1177 op->name_pl = name_pl; 1191 op->name_pl = name_pl;
1191object * 1205object *
1192insert_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)
1193{ 1207{
1194 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1208 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1195 { 1209 {
1196 tmp->x = x + tmp->arch->clone.x; 1210 tmp->x = x + tmp->arch->x;
1197 tmp->y = y + tmp->arch->clone.y; 1211 tmp->y = y + tmp->arch->y;
1198 } 1212 }
1199 1213
1200 return insert_ob_in_map (op, m, originator, flag); 1214 return insert_ob_in_map (op, m, originator, flag);
1201} 1215}
1202 1216
1223object * 1237object *
1224insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1238insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1225{ 1239{
1226 assert (!op->flag [FLAG_FREED]); 1240 assert (!op->flag [FLAG_FREED]);
1227 1241
1228 object *tmp, *top, *floor = NULL; 1242 object *top, *floor = NULL;
1229 1243
1230 op->remove (); 1244 op->remove ();
1231
1232#if 0
1233 if (!m->active != !op->active)
1234 if (m->active)
1235 op->activate_recursive ();
1236 else
1237 op->deactivate_recursive ();
1238#endif
1239
1240 if (out_of_map (m, op->x, op->y))
1241 {
1242 LOG (llevError, "Trying to insert object outside the map.\n%s\n", op->debug_desc ());
1243#ifdef MANY_CORES
1244 /* Better to catch this here, as otherwise the next use of this object
1245 * is likely to cause a crash. Better to find out where it is getting
1246 * improperly inserted.
1247 */
1248 abort ();
1249#endif
1250 return op;
1251 }
1252
1253 if (object *more = op->more)
1254 {
1255 if (!insert_ob_in_map (more, m, originator, flag))
1256 {
1257 if (!op->head)
1258 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1259
1260 return 0;
1261 }
1262 }
1263
1264 CLEAR_FLAG (op, FLAG_REMOVED);
1265 1245
1266 /* Ideally, the caller figures this out. However, it complicates a lot 1246 /* Ideally, the caller figures this out. However, it complicates a lot
1267 * 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
1268 * need extra work 1248 * need extra work
1269 */ 1249 */
1270 if (!xy_normalise (m, op->x, op->y)) 1250 if (!xy_normalise (m, op->x, op->y))
1251 {
1252 op->destroy ();
1271 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);
1272 1261
1273 op->map = m; 1262 op->map = m;
1274 mapspace &ms = op->ms (); 1263 mapspace &ms = op->ms ();
1275 1264
1276 /* this has to be done after we translate the coordinates. 1265 /* this has to be done after we translate the coordinates.
1277 */ 1266 */
1278 if (op->nrof && !(flag & INS_NO_MERGE)) 1267 if (op->nrof && !(flag & INS_NO_MERGE))
1279 for (tmp = ms.bot; tmp; tmp = tmp->above) 1268 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1280 if (object::can_merge (op, tmp)) 1269 if (object::can_merge (op, tmp))
1281 { 1270 {
1282 op->nrof += tmp->nrof; 1271 op->nrof += tmp->nrof;
1283 tmp->destroy (); 1272 tmp->destroy ();
1284 } 1273 }
1311 else 1300 else
1312 { 1301 {
1313 top = ms.bot; 1302 top = ms.bot;
1314 1303
1315 /* If there are other objects, then */ 1304 /* If there are other objects, then */
1316 if ((!(flag & INS_MAP_LOAD)) && top) 1305 if (top)
1317 { 1306 {
1318 object *last = 0; 1307 object *last = 0;
1319 1308
1320 /* 1309 /*
1321 * 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.
1374 if (last && last->below && last != floor) 1363 if (last && last->below && last != floor)
1375 top = last->below; 1364 top = last->below;
1376 } 1365 }
1377 } /* If objects on this space */ 1366 } /* If objects on this space */
1378 1367
1379 if (flag & INS_MAP_LOAD)
1380 top = ms.top;
1381
1382 if (flag & INS_ABOVE_FLOOR_ONLY) 1368 if (flag & INS_ABOVE_FLOOR_ONLY)
1383 top = floor; 1369 top = floor;
1384 1370
1385 /* 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.
1386 */ 1372 */
1418 op->map->touch (); 1404 op->map->touch ();
1419 } 1405 }
1420 1406
1421 op->map->dirty = true; 1407 op->map->dirty = true;
1422 1408
1423 /* If we have a floor, we know the player, if any, will be above
1424 * it, so save a few ticks and start from there.
1425 */
1426 if (!(flag & INS_MAP_LOAD))
1427 if (object *pl = ms.player ()) 1409 if (object *pl = ms.player ())
1428 if (pl->contr->ns)
1429 pl->contr->ns->floorbox_update (); 1410 pl->contr->ns->floorbox_update ();
1430 1411
1431 /* If this object glows, it may affect lighting conditions that are 1412 /* If this object glows, it may affect lighting conditions that are
1432 * 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
1433 * 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
1434 * on the map will get recalculated. The players could very well 1415 * on the map will get recalculated. The players could very well
1453 * blocked() and wall() work properly), and these flags are updated by 1434 * blocked() and wall() work properly), and these flags are updated by
1454 * update_object(). 1435 * update_object().
1455 */ 1436 */
1456 1437
1457 /* 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 */
1458 if (!(flag & INS_NO_WALK_ON) && !op->head) 1439 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1459 { 1440 {
1460 if (check_move_on (op, originator)) 1441 if (check_move_on (op, originator))
1461 return 0; 1442 return 0;
1462 1443
1463 /* 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
1464 * walk on's. 1445 * walk on's.
1465 */ 1446 */
1466 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1447 for (object *tmp = op->more; tmp; tmp = tmp->more)
1467 if (check_move_on (tmp, originator)) 1448 if (check_move_on (tmp, originator))
1468 return 0; 1449 return 0;
1469 } 1450 }
1470 1451
1471 return op; 1452 return op;
1481 object *tmp, *tmp1; 1462 object *tmp, *tmp1;
1482 1463
1483 /* first search for itself and remove any old instances */ 1464 /* first search for itself and remove any old instances */
1484 1465
1485 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 1466 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1486 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1467 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1487 tmp->destroy (); 1468 tmp->destroy ();
1488 1469
1489 tmp1 = arch_to_object (archetype::find (arch_string)); 1470 tmp1 = arch_to_object (archetype::find (arch_string));
1490 1471
1491 tmp1->x = op->x; 1472 tmp1->x = op->x;
1652 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);
1653 free (dump); 1634 free (dump);
1654 return op; 1635 return op;
1655 } 1636 }
1656 1637
1657 if (where->head) 1638 if (where->head_ () != where)
1658 { 1639 {
1659 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");
1660 where = where->head; 1641 where = where->head;
1661 } 1642 }
1662 1643
1663 return where->insert (op); 1644 return where->insert (op);
1664} 1645}
1672 * be != op, if items are merged. -Tero 1653 * be != op, if items are merged. -Tero
1673 */ 1654 */
1674object * 1655object *
1675object::insert (object *op) 1656object::insert (object *op)
1676{ 1657{
1677 object *tmp, *otmp;
1678
1679 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1658 if (!QUERY_FLAG (op, FLAG_REMOVED))
1680 op->remove (); 1659 op->remove ();
1681 1660
1682 if (op->more) 1661 if (op->more)
1683 { 1662 {
1685 return op; 1664 return op;
1686 } 1665 }
1687 1666
1688 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1667 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1689 CLEAR_FLAG (op, FLAG_REMOVED); 1668 CLEAR_FLAG (op, FLAG_REMOVED);
1669
1690 if (op->nrof) 1670 if (op->nrof)
1691 { 1671 {
1692 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1672 for (object *tmp = inv; tmp; tmp = tmp->below)
1693 if (object::can_merge (tmp, op)) 1673 if (object::can_merge (tmp, op))
1694 { 1674 {
1695 /* return the original object and remove inserted object 1675 /* return the original object and remove inserted object
1696 (client needs the original object) */ 1676 (client needs the original object) */
1697 tmp->nrof += op->nrof; 1677 tmp->nrof += op->nrof;
1716 add_weight (this, op->weight * op->nrof); 1696 add_weight (this, op->weight * op->nrof);
1717 } 1697 }
1718 else 1698 else
1719 add_weight (this, (op->weight + op->carrying)); 1699 add_weight (this, (op->weight + op->carrying));
1720 1700
1721 otmp = this->in_player (); 1701 if (object *otmp = this->in_player ())
1722 if (otmp && otmp->contr)
1723 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1702 if (otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1724 otmp->update_stats (); 1703 otmp->update_stats ();
1725 1704
1705 op->owner = 0; // its his/hers now. period.
1726 op->map = 0; 1706 op->map = 0;
1727 op->env = this; 1707 op->env = this;
1728 op->above = 0; 1708 op->above = 0;
1729 op->below = 0; 1709 op->below = 0;
1730 op->x = 0, op->y = 0; 1710 op->x = op->y = 0;
1731 1711
1732 /* 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 */
1733 if ((op->glow_radius != 0) && map) 1713 if (op->glow_radius && map)
1734 { 1714 {
1735#ifdef DEBUG_LIGHTS 1715#ifdef DEBUG_LIGHTS
1736 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);
1737#endif /* DEBUG_LIGHTS */ 1717#endif /* DEBUG_LIGHTS */
1738 if (map->darkness) 1718 if (map->darkness)
1972 * activate recursively a flag on an object inventory 1952 * activate recursively a flag on an object inventory
1973 */ 1953 */
1974void 1954void
1975flag_inv (object *op, int flag) 1955flag_inv (object *op, int flag)
1976{ 1956{
1977 if (op->inv)
1978 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1957 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1979 { 1958 {
1980 SET_FLAG (tmp, flag); 1959 SET_FLAG (tmp, flag);
1981 flag_inv (tmp, flag); 1960 flag_inv (tmp, flag);
1982 } 1961 }
1983} 1962}
1984 1963
1985/* 1964/*
1986 * deactivate recursively a flag on an object inventory 1965 * deactivate recursively a flag on an object inventory
1987 */ 1966 */
1988void 1967void
1989unflag_inv (object *op, int flag) 1968unflag_inv (object *op, int flag)
1990{ 1969{
1991 if (op->inv)
1992 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1970 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1993 { 1971 {
1994 CLEAR_FLAG (tmp, flag); 1972 CLEAR_FLAG (tmp, flag);
1995 unflag_inv (tmp, flag); 1973 unflag_inv (tmp, flag);
1996 } 1974 }
1997}
1998
1999/*
2000 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2001 * all it's inventory (recursively).
2002 * If checksums are used, a player will get set_cheat called for
2003 * him/her-self and all object carried by a call to this function.
2004 */
2005void
2006set_cheat (object *op)
2007{
2008 SET_FLAG (op, FLAG_WAS_WIZ);
2009 flag_inv (op, FLAG_WAS_WIZ);
2010} 1975}
2011 1976
2012/* 1977/*
2013 * find_free_spot(object, map, x, y, start, stop) will search for 1978 * find_free_spot(object, map, x, y, start, stop) will search for
2014 * a spot at the given map and coordinates which will be able to contain 1979 * a spot at the given map and coordinates which will be able to contain
2016 * to search (see the freearr_x/y[] definition). 1981 * to search (see the freearr_x/y[] definition).
2017 * It returns a random choice among the alternatives found. 1982 * It returns a random choice among the alternatives found.
2018 * start and stop are where to start relative to the free_arr array (1,9 1983 * start and stop are where to start relative to the free_arr array (1,9
2019 * does all 4 immediate directions). This returns the index into the 1984 * does all 4 immediate directions). This returns the index into the
2020 * array of the free spot, -1 if no spot available (dir 0 = x,y) 1985 * array of the free spot, -1 if no spot available (dir 0 = x,y)
2021 * Note - this only checks to see if there is space for the head of the
2022 * object - if it is a multispace object, this should be called for all
2023 * pieces.
2024 * Note2: This function does correctly handle tiled maps, but does not 1986 * Note: This function does correctly handle tiled maps, but does not
2025 * inform the caller. However, insert_ob_in_map will update as 1987 * inform the caller. However, insert_ob_in_map will update as
2026 * necessary, so the caller shouldn't need to do any special work. 1988 * necessary, so the caller shouldn't need to do any special work.
2027 * Note - updated to take an object instead of archetype - this is necessary 1989 * Note - updated to take an object instead of archetype - this is necessary
2028 * because arch_blocked (now ob_blocked) needs to know the movement type 1990 * because arch_blocked (now ob_blocked) needs to know the movement type
2029 * to know if the space in question will block the object. We can't use 1991 * to know if the space in question will block the object. We can't use
2031 * customized, changed states, etc. 1993 * customized, changed states, etc.
2032 */ 1994 */
2033int 1995int
2034find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 1996find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2035{ 1997{
1998 int altern[SIZEOFFREE];
2036 int index = 0, flag; 1999 int index = 0, flag;
2037 int altern[SIZEOFFREE];
2038 2000
2039 for (int i = start; i < stop; i++) 2001 for (int i = start; i < stop; i++)
2040 { 2002 {
2041 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2003 mapxy pos (m, x, y); pos.move (i);
2042 if (!flag) 2004
2005 if (!pos.normalise ())
2006 continue;
2007
2008 mapspace &ms = *pos;
2009
2010 if (ms.flags () & P_IS_ALIVE)
2011 continue;
2012
2013 /* However, often
2014 * ob doesn't have any move type (when used to place exits)
2015 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
2016 */
2017 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
2018 {
2043 altern [index++] = i; 2019 altern [index++] = i;
2020 continue;
2021 }
2044 2022
2045 /* Basically, if we find a wall on a space, we cut down the search size. 2023 /* Basically, if we find a wall on a space, we cut down the search size.
2046 * In this way, we won't return spaces that are on another side of a wall. 2024 * In this way, we won't return spaces that are on another side of a wall.
2047 * This mostly work, but it cuts down the search size in all directions - 2025 * This mostly work, but it cuts down the search size in all directions -
2048 * if the space being examined only has a wall to the north and empty 2026 * if the space being examined only has a wall to the north and empty
2049 * spaces in all the other directions, this will reduce the search space 2027 * spaces in all the other directions, this will reduce the search space
2050 * to only the spaces immediately surrounding the target area, and 2028 * to only the spaces immediately surrounding the target area, and
2051 * won't look 2 spaces south of the target space. 2029 * won't look 2 spaces south of the target space.
2052 */ 2030 */
2053 else if ((flag & P_NO_PASS) && maxfree[i] < stop) 2031 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2032 {
2054 stop = maxfree[i]; 2033 stop = maxfree[i];
2034 continue;
2035 }
2036
2037 /* Note it is intentional that we check ob - the movement type of the
2038 * head of the object should correspond for the entire object.
2039 */
2040 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2041 continue;
2042
2043 if (ob->blocked (m, pos.x, pos.y))
2044 continue;
2045
2046 altern [index++] = i;
2055 } 2047 }
2056 2048
2057 if (!index) 2049 if (!index)
2058 return -1; 2050 return -1;
2059 2051
2068 */ 2060 */
2069int 2061int
2070find_first_free_spot (const object *ob, maptile *m, int x, int y) 2062find_first_free_spot (const object *ob, maptile *m, int x, int y)
2071{ 2063{
2072 for (int i = 0; i < SIZEOFFREE; i++) 2064 for (int i = 0; i < SIZEOFFREE; i++)
2073 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2065 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2074 return i; 2066 return i;
2075 2067
2076 return -1; 2068 return -1;
2077} 2069}
2078 2070
2132 object *tmp; 2124 object *tmp;
2133 maptile *mp; 2125 maptile *mp;
2134 2126
2135 MoveType blocked, move_type; 2127 MoveType blocked, move_type;
2136 2128
2137 if (exclude && exclude->head) 2129 if (exclude && exclude->head_ () != exclude)
2138 { 2130 {
2139 exclude = exclude->head; 2131 exclude = exclude->head;
2140 move_type = exclude->move_type; 2132 move_type = exclude->move_type;
2141 } 2133 }
2142 else 2134 else
2165 max = maxfree[i]; 2157 max = maxfree[i];
2166 else if (mflags & P_IS_ALIVE) 2158 else if (mflags & P_IS_ALIVE)
2167 { 2159 {
2168 for (tmp = ms.bot; tmp; tmp = tmp->above) 2160 for (tmp = ms.bot; tmp; tmp = tmp->above)
2169 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2161 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2170 && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2162 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2171 break; 2163 break;
2172 2164
2173 if (tmp) 2165 if (tmp)
2174 return freedir[i]; 2166 return freedir[i];
2175 } 2167 }
2355 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2347 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2356 * core dumps if they do. 2348 * core dumps if they do.
2357 * 2349 *
2358 * Add a check so we can't pick up invisible objects (0.93.8) 2350 * Add a check so we can't pick up invisible objects (0.93.8)
2359 */ 2351 */
2360
2361int 2352int
2362can_pick (const object *who, const object *item) 2353can_pick (const object *who, const object *item)
2363{ 2354{
2364 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2355 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2365 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2356 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2370 * create clone from object to another 2361 * create clone from object to another
2371 */ 2362 */
2372object * 2363object *
2373object_create_clone (object *asrc) 2364object_create_clone (object *asrc)
2374{ 2365{
2375 object *dst = 0, *tmp, *src, *part, *prev, *item; 2366 object *dst = 0, *tmp, *src, *prev, *item;
2376 2367
2377 if (!asrc) 2368 if (!asrc)
2378 return 0; 2369 return 0;
2379 2370
2380 src = asrc;
2381 if (src->head)
2382 src = src->head; 2371 src = asrc->head_ ();
2383 2372
2384 prev = 0; 2373 prev = 0;
2385 for (part = src; part; part = part->more) 2374 for (object *part = src; part; part = part->more)
2386 { 2375 {
2387 tmp = part->clone (); 2376 tmp = part->clone ();
2388 tmp->x -= src->x; 2377 tmp->x -= src->x;
2389 tmp->y -= src->y; 2378 tmp->y -= src->y;
2390 2379
2503 /* Basically, if the archetype has this key set, 2492 /* Basically, if the archetype has this key set,
2504 * we need to store the null value so when we save 2493 * we need to store the null value so when we save
2505 * it, we save the empty value so that when we load, 2494 * it, we save the empty value so that when we load,
2506 * we get this value back again. 2495 * we get this value back again.
2507 */ 2496 */
2508 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2497 if (get_ob_key_link (op->arch, canonical_key))
2509 field->value = 0; 2498 field->value = 0;
2510 else 2499 else
2511 { 2500 {
2512 if (last) 2501 if (last)
2513 last->next = field->next; 2502 last->next = field->next;
2582 } 2571 }
2583 else 2572 else
2584 item = item->env; 2573 item = item->env;
2585} 2574}
2586 2575
2587
2588const char * 2576const char *
2589object::flag_desc (char *desc, int len) const 2577object::flag_desc (char *desc, int len) const
2590{ 2578{
2591 char *p = desc; 2579 char *p = desc;
2592 bool first = true; 2580 bool first = true;
2626 &name, 2614 &name,
2627 title ? "\",title:\"" : "", 2615 title ? "\",title:\"" : "",
2628 title ? (const char *)title : "", 2616 title ? (const char *)title : "",
2629 flag_desc (flagdesc, 512), type); 2617 flag_desc (flagdesc, 512), type);
2630 2618
2631 if (env) 2619 if (!this->flag[FLAG_REMOVED] && env)
2632 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2620 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2633 2621
2634 if (map) 2622 if (map)
2635 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y); 2623 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2636 2624
2654} 2642}
2655 2643
2656const materialtype_t * 2644const materialtype_t *
2657object::dominant_material () const 2645object::dominant_material () const
2658{ 2646{
2659 if (materialtype_t *mat = name_to_material (materialname)) 2647 if (materialtype_t *mt = name_to_material (materialname))
2660 return mat; 2648 return mt;
2661 2649
2662 // omfg this is slow, this has to be temporary :)
2663 shstr unknown ("unknown");
2664
2665 return name_to_material (unknown); 2650 return name_to_material (shstr_unknown);
2666} 2651}
2667 2652
2668void 2653void
2669object::open_container (object *new_container) 2654object::open_container (object *new_container)
2670{ 2655{
2686 old_container->flag [FLAG_APPLIED] = 0; 2671 old_container->flag [FLAG_APPLIED] = 0;
2687 container = 0; 2672 container = 0;
2688 2673
2689 esrv_update_item (UPD_FLAGS, this, old_container); 2674 esrv_update_item (UPD_FLAGS, this, old_container);
2690 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); 2675 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2676 play_sound (sound_find ("chest_close"));
2691 } 2677 }
2692 2678
2693 if (new_container) 2679 if (new_container)
2694 { 2680 {
2695 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this))) 2681 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2711 new_container->flag [FLAG_APPLIED] = 1; 2697 new_container->flag [FLAG_APPLIED] = 1;
2712 container = new_container; 2698 container = new_container;
2713 2699
2714 esrv_update_item (UPD_FLAGS, this, new_container); 2700 esrv_update_item (UPD_FLAGS, this, new_container);
2715 esrv_send_inventory (this, new_container); 2701 esrv_send_inventory (this, new_container);
2702 play_sound (sound_find ("chest_open"));
2703 }
2704}
2705
2706object *
2707object::force_find (const shstr name)
2708{
2709 /* cycle through his inventory to look for the MARK we want to
2710 * place
2711 */
2712 for (object *tmp = inv; tmp; tmp = tmp->below)
2713 if (tmp->type == FORCE && tmp->slaying == name)
2714 return splay (tmp);
2715
2716 return 0;
2717}
2718
2719void
2720object::force_add (const shstr name, int duration)
2721{
2722 if (object *force = force_find (name))
2723 force->destroy ();
2724
2725 object *force = get_archetype (FORCE_NAME);
2726
2727 force->slaying = name;
2728 force->stats.food = 1;
2729 force->speed_left = -1.f;
2730
2731 force->set_speed (duration ? 1.f / duration : 0.f);
2732 force->flag [FLAG_IS_USED_UP] = true;
2733 force->flag [FLAG_APPLIED] = true;
2734
2735 insert (force);
2736}
2737
2738void
2739object::play_sound (faceidx sound) const
2740{
2741 if (!sound)
2742 return;
2743
2744 if (flag [FLAG_REMOVED])
2745 return;
2746
2747 if (env)
2716 } 2748 {
2749 if (object *pl = in_player ())
2750 pl->contr->play_sound (sound);
2751 }
2752 else
2753 map->play_sound (sound, x, y);
2717} 2754}
2718 2755
2719

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