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Comparing deliantra/server/common/object.C (file contents):
Revision 1.123 by root, Fri Jan 26 20:59:56 2007 UTC vs.
Revision 1.179 by root, Wed Aug 15 04:57:48 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 if (!cfperl_can_merge (ob1, ob2))
311 return 0; 311 return 0;
312 } 312 }
313 313
314 /* Everything passes, must be OK. */ 314 /* Everything passes, must be OK. */
315 return 1; 315 return 1;
316} 316}
324sum_weight (object *op) 324sum_weight (object *op)
325{ 325{
326 long sum; 326 long sum;
327 object *inv; 327 object *inv;
328 328
329 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 329 for (sum = 0, inv = op->inv; inv; inv = inv->below)
330 { 330 {
331 if (inv->inv) 331 if (inv->inv)
332 sum_weight (inv); 332 sum_weight (inv);
333
333 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 334 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
334 } 335 }
335 336
336 if (op->type == CONTAINER && op->stats.Str) 337 if (op->type == CONTAINER && op->stats.Str)
337 sum = (sum * (100 - op->stats.Str)) / 100; 338 sum = (sum * (100 - op->stats.Str)) / 100;
357/* 358/*
358 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 359 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
359 * Some error messages. 360 * Some error messages.
360 * The result of the dump is stored in the static global errmsg array. 361 * The result of the dump is stored in the static global errmsg array.
361 */ 362 */
362
363char * 363char *
364dump_object (object *op) 364dump_object (object *op)
365{ 365{
366 if (!op) 366 if (!op)
367 return strdup ("[NULLOBJ]"); 367 return strdup ("[NULLOBJ]");
368 368
369 object_freezer freezer; 369 object_freezer freezer;
370 save_object (freezer, op, 1); 370 op->write (freezer);
371 return freezer.as_string (); 371 return freezer.as_string ();
372} 372}
373 373
374/* 374/*
375 * get_nearest_part(multi-object, object 2) returns the part of the 375 * get_nearest_part(multi-object, object 2) returns the part of the
449 owner = owner->owner; 449 owner = owner->owner;
450 450
451 this->owner = owner; 451 this->owner = owner;
452} 452}
453 453
454int
455object::slottype () const
456{
457 if (type == SKILL)
458 {
459 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
460 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
461 }
462 else
463 {
464 if (slot [body_combat].info) return slot_combat;
465 if (slot [body_range ].info) return slot_ranged;
466 }
467
468 return slot_none;
469}
470
471bool
472object::change_weapon (object *ob)
473{
474 if (current_weapon == ob)
475 return true;
476
477 if (chosen_skill)
478 chosen_skill->flag [FLAG_APPLIED] = false;
479
480 current_weapon = ob;
481 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
482
483 if (chosen_skill)
484 chosen_skill->flag [FLAG_APPLIED] = true;
485
486 update_stats ();
487
488 if (ob)
489 {
490 // now check wether any body locations became invalid, in which case
491 // we cannot apply the weapon at the moment.
492 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
493 if (slot[i].used < 0)
494 {
495 current_weapon = chosen_skill = 0;
496 update_stats ();
497
498 new_draw_info_format (NDI_UNIQUE, 0, this,
499 "You try to balance all your items at once, "
500 "but the %s is just too much for your body. "
501 "[You need to unapply some items first.]", &ob->name);
502 return false;
503 }
504
505 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
506 }
507 else
508 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
509
510 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
511 {
512 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
513 &name, ob->debug_desc ());
514 return false;
515 }
516
517 return true;
518}
519
454/* Zero the key_values on op, decrementing the shared-string 520/* Zero the key_values on op, decrementing the shared-string
455 * refcounts and freeing the links. 521 * refcounts and freeing the links.
456 */ 522 */
457static void 523static void
458free_key_values (object *op) 524free_key_values (object *op)
459{ 525{
460 for (key_value *i = op->key_values; i != 0;) 526 for (key_value *i = op->key_values; i; )
461 { 527 {
462 key_value *next = i->next; 528 key_value *next = i->next;
463 delete i; 529 delete i;
464 530
465 i = next; 531 i = next;
466 } 532 }
467 533
468 op->key_values = 0; 534 op->key_values = 0;
469} 535}
470 536
471/* 537object &
472 * copy_to first frees everything allocated by the dst object, 538object::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{ 539{
482 bool is_freed = QUERY_FLAG (dst, FLAG_FREED); 540 bool is_freed = flag [FLAG_FREED];
483 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED); 541 bool is_removed = flag [FLAG_REMOVED];
484 542
485 *(object_copy *)dst = *this; 543 *(object_copy *)this = src;
486 544
487 if (is_freed) 545 flag [FLAG_FREED] = is_freed;
488 SET_FLAG (dst, FLAG_FREED); 546 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 ();
495 547
496 /* Copy over key_values, if any. */ 548 /* Copy over key_values, if any. */
497 if (key_values) 549 if (src.key_values)
498 { 550 {
499 key_value *tail = 0; 551 key_value *tail = 0;
500 key_value *i;
501
502 dst->key_values = 0; 552 key_values = 0;
503 553
504 for (i = key_values; i; i = i->next) 554 for (key_value *i = src.key_values; i; i = i->next)
505 { 555 {
506 key_value *new_link = new key_value; 556 key_value *new_link = new key_value;
507 557
508 new_link->next = 0; 558 new_link->next = 0;
509 new_link->key = i->key; 559 new_link->key = i->key;
510 new_link->value = i->value; 560 new_link->value = i->value;
511 561
512 /* Try and be clever here, too. */ 562 /* Try and be clever here, too. */
513 if (!dst->key_values) 563 if (!key_values)
514 { 564 {
515 dst->key_values = new_link; 565 key_values = new_link;
516 tail = new_link; 566 tail = new_link;
517 } 567 }
518 else 568 else
519 { 569 {
520 tail->next = new_link; 570 tail->next = new_link;
521 tail = new_link; 571 tail = new_link;
522 } 572 }
523 } 573 }
524 } 574 }
575}
576
577/*
578 * copy_to first frees everything allocated by the dst object,
579 * and then copies the contents of itself into the second
580 * object, allocating what needs to be allocated. Basically, any
581 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
582 * if the first object is freed, the pointers in the new object
583 * will point at garbage.
584 */
585void
586object::copy_to (object *dst)
587{
588 *dst = *this;
589
590 if (speed < 0)
591 dst->speed_left = speed_left - rndm ();
525 592
526 dst->set_speed (dst->speed); 593 dst->set_speed (dst->speed);
594}
595
596void
597object::instantiate ()
598{
599 if (!uuid.seq) // HACK
600 uuid = gen_uuid ();
601
602 speed_left = -0.1f;
603 /* copy the body_info to the body_used - this is only really
604 * need for monsters, but doesn't hurt to do it for everything.
605 * by doing so, when a monster is created, it has good starting
606 * values for the body_used info, so when items are created
607 * for it, they can be properly equipped.
608 */
609 for (int i = NUM_BODY_LOCATIONS; i--; )
610 slot[i].used = slot[i].info;
611
612 attachable::instantiate ();
527} 613}
528 614
529object * 615object *
530object::clone () 616object::clone ()
531{ 617{
589 * UP_OBJ_FACE: only the objects face has changed. 675 * UP_OBJ_FACE: only the objects face has changed.
590 */ 676 */
591void 677void
592update_object (object *op, int action) 678update_object (object *op, int action)
593{ 679{
594 MoveType move_on, move_off, move_block, move_slow;
595
596 if (op == NULL) 680 if (op == NULL)
597 { 681 {
598 /* this should never happen */ 682 /* this should never happen */
599 LOG (llevDebug, "update_object() called for NULL object.\n"); 683 LOG (llevDebug, "update_object() called for NULL object.\n");
600 return; 684 return;
852 map = freed_map; 936 map = freed_map;
853 x = 1; 937 x = 1;
854 y = 1; 938 y = 1;
855 } 939 }
856 940
857 head = 0;
858
859 if (more) 941 if (more)
860 { 942 {
861 more->destroy (); 943 more->destroy ();
862 more = 0; 944 more = 0;
863 } 945 }
864 946
947 head = 0;
948
865 // clear those pointers that likely might have circular references to us 949 // clear those pointers that likely might cause circular references
866 owner = 0; 950 owner = 0;
867 enemy = 0; 951 enemy = 0;
868 attacked_by = 0; 952 attacked_by = 0;
953 current_weapon = 0;
869} 954}
870 955
871void 956void
872object::destroy (bool destroy_inventory) 957object::destroy (bool destroy_inventory)
873{ 958{
874 if (destroyed ()) 959 if (destroyed ())
875 return; 960 return;
876 961
877 if (destroy_inventory) 962 if (destroy_inventory)
878 destroy_inv (false); 963 destroy_inv (false);
964
965 if (is_head ())
966 if (sound_destroy)
967 play_sound (sound_destroy);
968 else if (flag [FLAG_MONSTER])
969 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
879 970
880 attachable::destroy (); 971 attachable::destroy ();
881} 972}
882 973
883/* 974/*
903 * object will have no environment. If the object previously had an 994 * object will have no environment. If the object previously had an
904 * environment, the x and y coordinates will be updated to 995 * environment, the x and y coordinates will be updated to
905 * the previous environment. 996 * the previous environment.
906 */ 997 */
907void 998void
908object::remove_slow () 999object::do_remove ()
909{ 1000{
910 object *tmp, *last = 0; 1001 object *tmp, *last = 0;
911 object *otmp; 1002 object *otmp;
912 1003
913 if (QUERY_FLAG (this, FLAG_REMOVED)) 1004 if (QUERY_FLAG (this, FLAG_REMOVED))
956 } 1047 }
957 else if (map) 1048 else if (map)
958 { 1049 {
959 if (type == PLAYER) 1050 if (type == PLAYER)
960 { 1051 {
1052 // leaving a spot always closes any open container on the ground
1053 if (container && !container->env)
1054 // this causes spurious floorbox updates, but it ensures
1055 // that the CLOSE event is being sent.
1056 close_container ();
1057
961 --map->players; 1058 --map->players;
962 map->touch (); 1059 map->touch ();
963 } 1060 }
964 1061
965 map->dirty = true; 1062 map->dirty = true;
992 if (map->in_memory == MAP_SAVING) 1089 if (map->in_memory == MAP_SAVING)
993 return; 1090 return;
994 1091
995 int check_walk_off = !flag [FLAG_NO_APPLY]; 1092 int check_walk_off = !flag [FLAG_NO_APPLY];
996 1093
1094 if (object *pl = ms.player ())
1095 {
1096 if (pl->container == this)
1097 /* If a container that the player is currently using somehow gets
1098 * removed (most likely destroyed), update the player view
1099 * appropriately.
1100 */
1101 pl->close_container ();
1102
1103 pl->contr->ns->floorbox_update ();
1104 }
1105
997 for (tmp = ms.bot; tmp; tmp = tmp->above) 1106 for (tmp = ms.bot; tmp; tmp = tmp->above)
998 { 1107 {
999 /* No point updating the players look faces if he is the object 1108 /* No point updating the players look faces if he is the object
1000 * being removed. 1109 * being removed.
1001 */ 1110 */
1002
1003 if (tmp->type == PLAYER && tmp != this)
1004 {
1005 /* If a container that the player is currently using somehow gets
1006 * removed (most likely destroyed), update the player view
1007 * appropriately.
1008 */
1009 if (tmp->container == this)
1010 {
1011 flag [FLAG_APPLIED] = 0;
1012 tmp->container = 0;
1013 }
1014
1015 if (tmp->contr->ns)
1016 tmp->contr->ns->floorbox_update ();
1017 }
1018 1111
1019 /* See if object moving off should effect something */ 1112 /* See if object moving off should effect something */
1020 if (check_walk_off 1113 if (check_walk_off
1021 && ((move_type & tmp->move_off) 1114 && ((move_type & tmp->move_off)
1022 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1115 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1025 1118
1026 if (destroyed ()) 1119 if (destroyed ())
1027 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1120 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1028 } 1121 }
1029 1122
1030 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1031 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1032 if (tmp->above == tmp)
1033 tmp->above = 0;
1034
1035 last = tmp; 1123 last = tmp;
1036 } 1124 }
1037 1125
1038 /* last == NULL if there are no objects on this space */ 1126 /* last == NULL if there are no objects on this space */
1039 //TODO: this makes little sense, why only update the topmost object? 1127 //TODO: this makes little sense, why only update the topmost object?
1082 } 1170 }
1083 1171
1084 return 0; 1172 return 0;
1085} 1173}
1086 1174
1175void
1176object::expand_tail ()
1177{
1178 if (more)
1179 return;
1180
1181 object *prev = this;
1182
1183 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1184 {
1185 object *op = arch_to_object (at);
1186
1187 op->name = name;
1188 op->name_pl = name_pl;
1189 op->title = title;
1190
1191 op->head = this;
1192 prev->more = op;
1193
1194 prev = op;
1195 }
1196}
1197
1087/* 1198/*
1088 * same as insert_ob_in_map except it handles separate coordinates and does a clean 1199 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1089 * job preparing multi-part monsters. 1200 * job preparing multi-part monsters.
1090 */ 1201 */
1091object * 1202object *
1092insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1203insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1093{ 1204{
1094 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1205 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1095 { 1206 {
1096 tmp->x = x + tmp->arch->clone.x; 1207 tmp->x = x + tmp->arch->x;
1097 tmp->y = y + tmp->arch->clone.y; 1208 tmp->y = y + tmp->arch->y;
1098 } 1209 }
1099 1210
1100 return insert_ob_in_map (op, m, originator, flag); 1211 return insert_ob_in_map (op, m, originator, flag);
1101} 1212}
1102 1213
1121 * just 'op' otherwise 1232 * just 'op' otherwise
1122 */ 1233 */
1123object * 1234object *
1124insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1235insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1125{ 1236{
1237 assert (!op->flag [FLAG_FREED]);
1238
1126 object *tmp, *top, *floor = NULL; 1239 object *top, *floor = NULL;
1127
1128 if (QUERY_FLAG (op, FLAG_FREED))
1129 {
1130 LOG (llevError, "Trying to insert freed object!\n");
1131 return NULL;
1132 }
1133
1134 if (!QUERY_FLAG (op, FLAG_REMOVED))
1135 LOG (llevError, "Trying to insert already inserted object %s\n", op->debug_desc ());
1136 1240
1137 op->remove (); 1241 op->remove ();
1138 1242
1139 if (!m)
1140 {
1141 char *dump = dump_object (op);
1142 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1143 free (dump);
1144 return op;
1145 }
1146
1147 if (out_of_map (m, op->x, op->y)) 1243 if (out_of_map (m, op->x, op->y))
1148 { 1244 {
1149 char *dump = dump_object (op);
1150 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump); 1245 LOG (llevError, "Trying to insert object outside the map.\n%s\n", op->debug_desc ());
1151#ifdef MANY_CORES 1246#ifdef MANY_CORES
1152 /* Better to catch this here, as otherwise the next use of this object 1247 /* Better to catch this here, as otherwise the next use of this object
1153 * is likely to cause a crash. Better to find out where it is getting 1248 * is likely to cause a crash. Better to find out where it is getting
1154 * improperly inserted. 1249 * improperly inserted.
1155 */ 1250 */
1156 abort (); 1251 abort ();
1157#endif 1252#endif
1158 free (dump);
1159 return op; 1253 return op;
1160 } 1254 }
1161 1255
1162 if (object *more = op->more) 1256 if (object *more = op->more)
1163 {
1164 if (!insert_ob_in_map (more, m, originator, flag)) 1257 if (!insert_ob_in_map (more, m, originator, flag))
1165 {
1166 if (!op->head)
1167 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1168
1169 return 0; 1258 return 0;
1170 }
1171 }
1172 1259
1173 CLEAR_FLAG (op, FLAG_REMOVED); 1260 CLEAR_FLAG (op, FLAG_REMOVED);
1174 1261
1175 /* Ideally, the caller figures this out. However, it complicates a lot 1262 /* Ideally, the caller figures this out. However, it complicates a lot
1176 * of areas of callers (eg, anything that uses find_free_spot would now 1263 * of areas of callers (eg, anything that uses find_free_spot would now
1183 mapspace &ms = op->ms (); 1270 mapspace &ms = op->ms ();
1184 1271
1185 /* this has to be done after we translate the coordinates. 1272 /* this has to be done after we translate the coordinates.
1186 */ 1273 */
1187 if (op->nrof && !(flag & INS_NO_MERGE)) 1274 if (op->nrof && !(flag & INS_NO_MERGE))
1188 for (tmp = ms.bot; tmp; tmp = tmp->above) 1275 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1189 if (object::can_merge (op, tmp)) 1276 if (object::can_merge (op, tmp))
1190 { 1277 {
1191 op->nrof += tmp->nrof; 1278 op->nrof += tmp->nrof;
1192 tmp->destroy (); 1279 tmp->destroy ();
1193 } 1280 }
1260 * looks like instead of lots of conditions here. 1347 * looks like instead of lots of conditions here.
1261 * makes things faster, and effectively the same result. 1348 * makes things faster, and effectively the same result.
1262 */ 1349 */
1263 1350
1264 /* Have object 'fall below' other objects that block view. 1351 /* Have object 'fall below' other objects that block view.
1265 * Unless those objects are exits, type 66 1352 * Unless those objects are exits.
1266 * If INS_ON_TOP is used, don't do this processing 1353 * If INS_ON_TOP is used, don't do this processing
1267 * Need to find the object that in fact blocks view, otherwise 1354 * Need to find the object that in fact blocks view, otherwise
1268 * stacking is a bit odd. 1355 * stacking is a bit odd.
1269 */ 1356 */
1270 if (!(flag & INS_ON_TOP) 1357 if (!(flag & INS_ON_TOP)
1271 && ms.flags () & P_BLOCKSVIEW 1358 && ms.flags () & P_BLOCKSVIEW
1272 && (op->face && !op->face->visibility)) 1359 && (op->face && !faces [op->face].visibility))
1273 { 1360 {
1274 for (last = top; last != floor; last = last->below) 1361 for (last = top; last != floor; last = last->below)
1275 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1362 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1276 break; 1363 break;
1277 1364
1282 */ 1369 */
1283 if (last && last->below && last != floor) 1370 if (last && last->below && last != floor)
1284 top = last->below; 1371 top = last->below;
1285 } 1372 }
1286 } /* If objects on this space */ 1373 } /* If objects on this space */
1287
1288 if (flag & INS_MAP_LOAD) 1374 if (flag & INS_MAP_LOAD)
1289 top = ms.top; 1375 top = ms.top;
1290 1376
1291 if (flag & INS_ABOVE_FLOOR_ONLY) 1377 if (flag & INS_ABOVE_FLOOR_ONLY)
1292 top = floor; 1378 top = floor;
1332 /* If we have a floor, we know the player, if any, will be above 1418 /* If we have a floor, we know the player, if any, will be above
1333 * it, so save a few ticks and start from there. 1419 * it, so save a few ticks and start from there.
1334 */ 1420 */
1335 if (!(flag & INS_MAP_LOAD)) 1421 if (!(flag & INS_MAP_LOAD))
1336 if (object *pl = ms.player ()) 1422 if (object *pl = ms.player ())
1337 if (pl->contr->ns)
1338 pl->contr->ns->floorbox_update (); 1423 pl->contr->ns->floorbox_update ();
1339 1424
1340 /* If this object glows, it may affect lighting conditions that are 1425 /* If this object glows, it may affect lighting conditions that are
1341 * visible to others on this map. But update_all_los is really 1426 * visible to others on this map. But update_all_los is really
1342 * an inefficient way to do this, as it means los for all players 1427 * an inefficient way to do this, as it means los for all players
1343 * on the map will get recalculated. The players could very well 1428 * on the map will get recalculated. The players could very well
1362 * blocked() and wall() work properly), and these flags are updated by 1447 * blocked() and wall() work properly), and these flags are updated by
1363 * update_object(). 1448 * update_object().
1364 */ 1449 */
1365 1450
1366 /* if this is not the head or flag has been passed, don't check walk on status */ 1451 /* if this is not the head or flag has been passed, don't check walk on status */
1367 if (!(flag & INS_NO_WALK_ON) && !op->head) 1452 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1368 { 1453 {
1369 if (check_move_on (op, originator)) 1454 if (check_move_on (op, originator))
1370 return 0; 1455 return 0;
1371 1456
1372 /* If we are a multi part object, lets work our way through the check 1457 /* If we are a multi part object, lets work our way through the check
1373 * walk on's. 1458 * walk on's.
1374 */ 1459 */
1375 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1460 for (object *tmp = op->more; tmp; tmp = tmp->more)
1376 if (check_move_on (tmp, originator)) 1461 if (check_move_on (tmp, originator))
1377 return 0; 1462 return 0;
1378 } 1463 }
1379 1464
1380 return op; 1465 return op;
1390 object *tmp, *tmp1; 1475 object *tmp, *tmp1;
1391 1476
1392 /* first search for itself and remove any old instances */ 1477 /* first search for itself and remove any old instances */
1393 1478
1394 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 1479 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1395 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1480 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1396 tmp->destroy (); 1481 tmp->destroy ();
1397 1482
1398 tmp1 = arch_to_object (archetype::find (arch_string)); 1483 tmp1 = arch_to_object (archetype::find (arch_string));
1399 1484
1400 tmp1->x = op->x; 1485 tmp1->x = op->x;
1403} 1488}
1404 1489
1405object * 1490object *
1406object::insert_at (object *where, object *originator, int flags) 1491object::insert_at (object *where, object *originator, int flags)
1407{ 1492{
1408 where->map->insert (this, where->x, where->y, originator, flags); 1493 return where->map->insert (this, where->x, where->y, originator, flags);
1409} 1494}
1410 1495
1411/* 1496/*
1412 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1497 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1413 * is returned contains nr objects, and the remaining parts contains 1498 * is returned contains nr objects, and the remaining parts contains
1453 * the amount of an object. If the amount reaches 0, the object 1538 * the amount of an object. If the amount reaches 0, the object
1454 * is subsequently removed and freed. 1539 * is subsequently removed and freed.
1455 * 1540 *
1456 * Return value: 'op' if something is left, NULL if the amount reached 0 1541 * Return value: 'op' if something is left, NULL if the amount reached 0
1457 */ 1542 */
1458
1459object * 1543object *
1460decrease_ob_nr (object *op, uint32 i) 1544decrease_ob_nr (object *op, uint32 i)
1461{ 1545{
1462 object *tmp; 1546 object *tmp;
1463 1547
1538 1622
1539/* 1623/*
1540 * add_weight(object, weight) adds the specified weight to an object, 1624 * add_weight(object, weight) adds the specified weight to an object,
1541 * and also updates how much the environment(s) is/are carrying. 1625 * and also updates how much the environment(s) is/are carrying.
1542 */ 1626 */
1543
1544void 1627void
1545add_weight (object *op, signed long weight) 1628add_weight (object *op, signed long weight)
1546{ 1629{
1547 while (op != NULL) 1630 while (op != NULL)
1548 { 1631 {
1563 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1646 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1564 free (dump); 1647 free (dump);
1565 return op; 1648 return op;
1566 } 1649 }
1567 1650
1568 if (where->head) 1651 if (where->head_ () != where)
1569 { 1652 {
1570 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n"); 1653 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1571 where = where->head; 1654 where = where->head;
1572 } 1655 }
1573 1656
1574 return where->insert (op); 1657 return where->insert (op);
1575} 1658}
1580 * inside the object environment. 1663 * inside the object environment.
1581 * 1664 *
1582 * The function returns now pointer to inserted item, and return value can 1665 * The function returns now pointer to inserted item, and return value can
1583 * be != op, if items are merged. -Tero 1666 * be != op, if items are merged. -Tero
1584 */ 1667 */
1585
1586object * 1668object *
1587object::insert (object *op) 1669object::insert (object *op)
1588{ 1670{
1589 object *tmp, *otmp; 1671 object *tmp, *otmp;
1590 1672
1904 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1986 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1905 { 1987 {
1906 CLEAR_FLAG (tmp, flag); 1988 CLEAR_FLAG (tmp, flag);
1907 unflag_inv (tmp, flag); 1989 unflag_inv (tmp, flag);
1908 } 1990 }
1909}
1910
1911/*
1912 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1913 * all it's inventory (recursively).
1914 * If checksums are used, a player will get set_cheat called for
1915 * him/her-self and all object carried by a call to this function.
1916 */
1917void
1918set_cheat (object *op)
1919{
1920 SET_FLAG (op, FLAG_WAS_WIZ);
1921 flag_inv (op, FLAG_WAS_WIZ);
1922} 1991}
1923 1992
1924/* 1993/*
1925 * find_free_spot(object, map, x, y, start, stop) will search for 1994 * find_free_spot(object, map, x, y, start, stop) will search for
1926 * a spot at the given map and coordinates which will be able to contain 1995 * a spot at the given map and coordinates which will be able to contain
1967 } 2036 }
1968 2037
1969 if (!index) 2038 if (!index)
1970 return -1; 2039 return -1;
1971 2040
1972 return altern[RANDOM () % index]; 2041 return altern [rndm (index)];
1973} 2042}
1974 2043
1975/* 2044/*
1976 * find_first_free_spot(archetype, maptile, x, y) works like 2045 * find_first_free_spot(archetype, maptile, x, y) works like
1977 * find_free_spot(), but it will search max number of squares. 2046 * find_free_spot(), but it will search max number of squares.
1998{ 2067{
1999 arr += begin; 2068 arr += begin;
2000 end -= begin; 2069 end -= begin;
2001 2070
2002 while (--end) 2071 while (--end)
2003 swap (arr [end], arr [RANDOM () % (end + 1)]); 2072 swap (arr [end], arr [rndm (end + 1)]);
2004} 2073}
2005 2074
2006/* new function to make monster searching more efficient, and effective! 2075/* new function to make monster searching more efficient, and effective!
2007 * This basically returns a randomized array (in the passed pointer) of 2076 * This basically returns a randomized array (in the passed pointer) of
2008 * the spaces to find monsters. In this way, it won't always look for 2077 * the spaces to find monsters. In this way, it won't always look for
2044 object *tmp; 2113 object *tmp;
2045 maptile *mp; 2114 maptile *mp;
2046 2115
2047 MoveType blocked, move_type; 2116 MoveType blocked, move_type;
2048 2117
2049 if (exclude && exclude->head) 2118 if (exclude && exclude->head_ () != exclude)
2050 { 2119 {
2051 exclude = exclude->head; 2120 exclude = exclude->head;
2052 move_type = exclude->move_type; 2121 move_type = exclude->move_type;
2053 } 2122 }
2054 else 2123 else
2077 max = maxfree[i]; 2146 max = maxfree[i];
2078 else if (mflags & P_IS_ALIVE) 2147 else if (mflags & P_IS_ALIVE)
2079 { 2148 {
2080 for (tmp = ms.bot; tmp; tmp = tmp->above) 2149 for (tmp = ms.bot; tmp; tmp = tmp->above)
2081 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2150 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2082 && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2151 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2083 break; 2152 break;
2084 2153
2085 if (tmp) 2154 if (tmp)
2086 return freedir[i]; 2155 return freedir[i];
2087 } 2156 }
2267 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2336 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2268 * core dumps if they do. 2337 * core dumps if they do.
2269 * 2338 *
2270 * Add a check so we can't pick up invisible objects (0.93.8) 2339 * Add a check so we can't pick up invisible objects (0.93.8)
2271 */ 2340 */
2272
2273int 2341int
2274can_pick (const object *who, const object *item) 2342can_pick (const object *who, const object *item)
2275{ 2343{
2276 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2344 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2277 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2345 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2282 * create clone from object to another 2350 * create clone from object to another
2283 */ 2351 */
2284object * 2352object *
2285object_create_clone (object *asrc) 2353object_create_clone (object *asrc)
2286{ 2354{
2287 object *dst = 0, *tmp, *src, *part, *prev, *item; 2355 object *dst = 0, *tmp, *src, *prev, *item;
2288 2356
2289 if (!asrc) 2357 if (!asrc)
2290 return 0; 2358 return 0;
2291 2359
2292 src = asrc;
2293 if (src->head)
2294 src = src->head; 2360 src = asrc->head_ ();
2295 2361
2296 prev = 0; 2362 prev = 0;
2297 for (part = src; part; part = part->more) 2363 for (object *part = src; part; part = part->more)
2298 { 2364 {
2299 tmp = part->clone (); 2365 tmp = part->clone ();
2300 tmp->x -= src->x; 2366 tmp->x -= src->x;
2301 tmp->y -= src->y; 2367 tmp->y -= src->y;
2302 2368
2320 insert_ob_in_ob (object_create_clone (item), dst); 2386 insert_ob_in_ob (object_create_clone (item), dst);
2321 2387
2322 return dst; 2388 return dst;
2323} 2389}
2324 2390
2325/* GROS - Creates an object using a string representing its content. */
2326/* Basically, we save the content of the string to a temp file, then call */
2327/* load_object on it. I admit it is a highly inefficient way to make things, */
2328/* but it was simple to make and allows reusing the load_object function. */
2329/* Remember not to use load_object_str in a time-critical situation. */
2330/* Also remember that multiparts objects are not supported for now. */
2331object *
2332load_object_str (const char *obstr)
2333{
2334 object *op;
2335 char filename[MAX_BUF];
2336
2337 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2338
2339 FILE *tempfile = fopen (filename, "w");
2340
2341 if (tempfile == NULL)
2342 {
2343 LOG (llevError, "Error - Unable to access load object temp file\n");
2344 return NULL;
2345 }
2346
2347 fprintf (tempfile, obstr);
2348 fclose (tempfile);
2349
2350 op = object::create ();
2351
2352 object_thawer thawer (filename);
2353
2354 if (thawer)
2355 load_object (thawer, op, 0);
2356
2357 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2358 CLEAR_FLAG (op, FLAG_REMOVED);
2359
2360 return op;
2361}
2362
2363/* This returns the first object in who's inventory that 2391/* This returns the first object in who's inventory that
2364 * has the same type and subtype match. 2392 * has the same type and subtype match.
2365 * returns NULL if no match. 2393 * returns NULL if no match.
2366 */ 2394 */
2367object * 2395object *
2420 if (link->key == canonical_key) 2448 if (link->key == canonical_key)
2421 return link->value; 2449 return link->value;
2422 2450
2423 return 0; 2451 return 0;
2424} 2452}
2425
2426 2453
2427/* 2454/*
2428 * Updates the canonical_key in op to value. 2455 * Updates the canonical_key in op to value.
2429 * 2456 *
2430 * canonical_key is a shared string (value doesn't have to be). 2457 * canonical_key is a shared string (value doesn't have to be).
2454 /* Basically, if the archetype has this key set, 2481 /* Basically, if the archetype has this key set,
2455 * we need to store the null value so when we save 2482 * we need to store the null value so when we save
2456 * it, we save the empty value so that when we load, 2483 * it, we save the empty value so that when we load,
2457 * we get this value back again. 2484 * we get this value back again.
2458 */ 2485 */
2459 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2486 if (get_ob_key_link (op->arch, canonical_key))
2460 field->value = 0; 2487 field->value = 0;
2461 else 2488 else
2462 { 2489 {
2463 if (last) 2490 if (last)
2464 last->next = field->next; 2491 last->next = field->next;
2533 } 2560 }
2534 else 2561 else
2535 item = item->env; 2562 item = item->env;
2536} 2563}
2537 2564
2538
2539const char * 2565const char *
2540object::flag_desc (char *desc, int len) const 2566object::flag_desc (char *desc, int len) const
2541{ 2567{
2542 char *p = desc; 2568 char *p = desc;
2543 bool first = true; 2569 bool first = true;
2570{ 2596{
2571 char flagdesc[512]; 2597 char flagdesc[512];
2572 char info2[256 * 4]; 2598 char info2[256 * 4];
2573 char *p = info; 2599 char *p = info;
2574 2600
2575 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}", 2601 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2576 count, uuid.seq, 2602 count, uuid.seq,
2577 &name, 2603 &name,
2578 title ? "\",title:\"" : "", 2604 title ? "\",title:\"" : "",
2579 title ? (const char *)title : "", 2605 title ? (const char *)title : "",
2580 flag_desc (flagdesc, 512), type); 2606 flag_desc (flagdesc, 512), type);
2589} 2615}
2590 2616
2591const char * 2617const char *
2592object::debug_desc () const 2618object::debug_desc () const
2593{ 2619{
2594 static char info[256 * 4]; 2620 static char info[3][256 * 4];
2621 static int info_idx;
2622
2595 return debug_desc (info); 2623 return debug_desc (info [++info_idx % 3]);
2596} 2624}
2597 2625
2598const char * 2626struct region *
2599object::debug_desc2 () const 2627object::region () const
2600{ 2628{
2601 static char info[256 * 4]; 2629 return map ? map->region (x, y)
2602 return debug_desc (info); 2630 : region::default_region ();
2603} 2631}
2604 2632
2633const materialtype_t *
2634object::dominant_material () const
2635{
2636 if (materialtype_t *mt = name_to_material (materialname))
2637 return mt;
2638
2639 return name_to_material (shstr_unknown);
2640}
2641
2642void
2643object::open_container (object *new_container)
2644{
2645 if (container == new_container)
2646 return;
2647
2648 if (object *old_container = container)
2649 {
2650 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2651 return;
2652
2653#if 0
2654 // remove the "Close old_container" object.
2655 if (object *closer = old_container->inv)
2656 if (closer->type == CLOSE_CON)
2657 closer->destroy ();
2658#endif
2659
2660 old_container->flag [FLAG_APPLIED] = 0;
2661 container = 0;
2662
2663 esrv_update_item (UPD_FLAGS, this, old_container);
2664 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2665 play_sound (sound_find ("chest_close"));
2666 }
2667
2668 if (new_container)
2669 {
2670 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2671 return;
2672
2673 // TODO: this does not seem to serve any purpose anymore?
2674#if 0
2675 // insert the "Close Container" object.
2676 if (archetype *closer = new_container->other_arch)
2677 {
2678 object *closer = arch_to_object (new_container->other_arch);
2679 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2680 new_container->insert (closer);
2681 }
2682#endif
2683
2684 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2685
2686 new_container->flag [FLAG_APPLIED] = 1;
2687 container = new_container;
2688
2689 esrv_update_item (UPD_FLAGS, this, new_container);
2690 esrv_send_inventory (this, new_container);
2691 play_sound (sound_find ("chest_open"));
2692 }
2693}
2694
2695object *
2696object::force_find (const shstr name)
2697{
2698 /* cycle through his inventory to look for the MARK we want to
2699 * place
2700 */
2701 for (object *tmp = inv; tmp; tmp = tmp->below)
2702 if (tmp->type == FORCE && tmp->slaying == name)
2703 return splay (tmp);
2704
2705 return 0;
2706}
2707
2708void
2709object::force_add (const shstr name, int duration)
2710{
2711 if (object *force = force_find (name))
2712 force->destroy ();
2713
2714 object *force = get_archetype (FORCE_NAME);
2715
2716 force->slaying = name;
2717 force->stats.food = 1;
2718 force->speed_left = -1.f;
2719
2720 force->set_speed (duration ? 1.f / duration : 0.f);
2721 force->flag [FLAG_IS_USED_UP] = true;
2722 force->flag [FLAG_APPLIED] = true;
2723
2724 insert (force);
2725}
2726
2727void
2728object::play_sound (faceidx sound) const
2729{
2730 if (!sound)
2731 return;
2732
2733 if (flag [FLAG_REMOVED])
2734 return;
2735
2736 if (env)
2737 {
2738 if (object *pl = in_player ())
2739 pl->contr->play_sound (sound);
2740 }
2741 else
2742 map->play_sound (sound, x, y);
2743}
2744

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