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Comparing deliantra/server/common/object.C (file contents):
Revision 1.134 by pippijn, Thu Mar 1 12:28:16 2007 UTC vs.
Revision 1.187 by root, Tue Sep 4 08:42:55 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;
373/* 374/*
374 * 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
375 * multi-object 1 which is closest to the second object. 376 * multi-object 1 which is closest to the second object.
376 * If it's not a multi-object, it is returned. 377 * If it's not a multi-object, it is returned.
377 */ 378 */
378
379object * 379object *
380get_nearest_part (object *op, const object *pl) 380get_nearest_part (object *op, const object *pl)
381{ 381{
382 object *tmp, *closest; 382 object *tmp, *closest;
383 int last_dist, i; 383 int last_dist, i;
428} 428}
429 429
430/* 430/*
431 * Sets the owner and sets the skill and exp pointers to owner's current 431 * Sets the owner and sets the skill and exp pointers to owner's current
432 * skill and experience objects. 432 * skill and experience objects.
433 * ACTUALLY NO! investigate! TODO
433 */ 434 */
434void 435void
435object::set_owner (object *owner) 436object::set_owner (object *owner)
436{ 437{
438 // allow objects which own objects
437 if (!owner) 439 if (owner)
438 return;
439
440 /* next line added to allow objects which own objects */
441 /* Add a check for ownercounts in here, as I got into an endless loop
442 * with the fireball owning a poison cloud which then owned the
443 * fireball. I believe that was caused by one of the objects getting
444 * freed and then another object replacing it. Since the ownercounts
445 * didn't match, this check is valid and I believe that cause is valid.
446 */
447 while (owner->owner) 440 while (owner->owner)
448 owner = owner->owner; 441 owner = owner->owner;
449 442
450 this->owner = owner; 443 this->owner = owner;
444}
445
446int
447object::slottype () const
448{
449 if (type == SKILL)
450 {
451 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
452 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
453 }
454 else
455 {
456 if (slot [body_combat].info) return slot_combat;
457 if (slot [body_range ].info) return slot_ranged;
458 }
459
460 return slot_none;
461}
462
463bool
464object::change_weapon (object *ob)
465{
466 if (current_weapon == ob)
467 return true;
468
469 if (chosen_skill)
470 chosen_skill->flag [FLAG_APPLIED] = false;
471
472 current_weapon = ob;
473 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
474
475 if (chosen_skill)
476 chosen_skill->flag [FLAG_APPLIED] = true;
477
478 update_stats ();
479
480 if (ob)
481 {
482 // now check wether any body locations became invalid, in which case
483 // we cannot apply the weapon at the moment.
484 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
485 if (slot[i].used < 0)
486 {
487 current_weapon = chosen_skill = 0;
488 update_stats ();
489
490 new_draw_info_format (NDI_UNIQUE, 0, this,
491 "You try to balance all your items at once, "
492 "but the %s is just too much for your body. "
493 "[You need to unapply some items first.]", &ob->name);
494 return false;
495 }
496
497 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
498 }
499 else
500 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
501
502 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
503 {
504 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
505 &name, ob->debug_desc ());
506 return false;
507 }
508
509 return true;
451} 510}
452 511
453/* Zero the key_values on op, decrementing the shared-string 512/* Zero the key_values on op, decrementing the shared-string
454 * refcounts and freeing the links. 513 * refcounts and freeing the links.
455 */ 514 */
456static void 515static void
457free_key_values (object *op) 516free_key_values (object *op)
458{ 517{
459 for (key_value *i = op->key_values; i != 0;) 518 for (key_value *i = op->key_values; i; )
460 { 519 {
461 key_value *next = i->next; 520 key_value *next = i->next;
462 delete i; 521 delete i;
463 522
464 i = next; 523 i = next;
465 } 524 }
466 525
467 op->key_values = 0; 526 op->key_values = 0;
468} 527}
469 528
470/* 529object &
471 * copy_to first frees everything allocated by the dst object, 530object::operator =(const object &src)
472 * and then copies the contents of itself into the second
473 * object, allocating what needs to be allocated. Basically, any
474 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
475 * if the first object is freed, the pointers in the new object
476 * will point at garbage.
477 */
478void
479object::copy_to (object *dst)
480{ 531{
481 bool is_freed = QUERY_FLAG (dst, FLAG_FREED); 532 bool is_freed = flag [FLAG_FREED];
482 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED); 533 bool is_removed = flag [FLAG_REMOVED];
483 534
484 *(object_copy *)dst = *this; 535 *(object_copy *)this = src;
485 536
486 if (is_freed) 537 flag [FLAG_FREED] = is_freed;
487 SET_FLAG (dst, FLAG_FREED); 538 flag [FLAG_REMOVED] = is_removed;
488
489 if (is_removed)
490 SET_FLAG (dst, FLAG_REMOVED);
491
492 if (speed < 0)
493 dst->speed_left = speed_left - rndm ();
494 539
495 /* Copy over key_values, if any. */ 540 /* Copy over key_values, if any. */
496 if (key_values) 541 if (src.key_values)
497 { 542 {
498 key_value *tail = 0; 543 key_value *tail = 0;
499 key_value *i;
500
501 dst->key_values = 0; 544 key_values = 0;
502 545
503 for (i = key_values; i; i = i->next) 546 for (key_value *i = src.key_values; i; i = i->next)
504 { 547 {
505 key_value *new_link = new key_value; 548 key_value *new_link = new key_value;
506 549
507 new_link->next = 0; 550 new_link->next = 0;
508 new_link->key = i->key; 551 new_link->key = i->key;
509 new_link->value = i->value; 552 new_link->value = i->value;
510 553
511 /* Try and be clever here, too. */ 554 /* Try and be clever here, too. */
512 if (!dst->key_values) 555 if (!key_values)
513 { 556 {
514 dst->key_values = new_link; 557 key_values = new_link;
515 tail = new_link; 558 tail = new_link;
516 } 559 }
517 else 560 else
518 { 561 {
519 tail->next = new_link; 562 tail->next = new_link;
520 tail = new_link; 563 tail = new_link;
521 } 564 }
522 } 565 }
523 } 566 }
567}
568
569/*
570 * copy_to first frees everything allocated by the dst object,
571 * and then copies the contents of itself into the second
572 * object, allocating what needs to be allocated. Basically, any
573 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
574 * if the first object is freed, the pointers in the new object
575 * will point at garbage.
576 */
577void
578object::copy_to (object *dst)
579{
580 *dst = *this;
581
582 if (speed < 0)
583 dst->speed_left -= rndm ();
524 584
525 dst->set_speed (dst->speed); 585 dst->set_speed (dst->speed);
526} 586}
527 587
528void 588void
536 * need for monsters, but doesn't hurt to do it for everything. 596 * need for monsters, but doesn't hurt to do it for everything.
537 * by doing so, when a monster is created, it has good starting 597 * by doing so, when a monster is created, it has good starting
538 * values for the body_used info, so when items are created 598 * values for the body_used info, so when items are created
539 * for it, they can be properly equipped. 599 * for it, they can be properly equipped.
540 */ 600 */
541 memcpy (body_used, body_info, sizeof (body_used)); 601 for (int i = NUM_BODY_LOCATIONS; i--; )
602 slot[i].used = slot[i].info;
542 603
543 attachable::instantiate (); 604 attachable::instantiate ();
544} 605}
545 606
546object * 607object *
834 895
835 if (flag [FLAG_IS_LINKED]) 896 if (flag [FLAG_IS_LINKED])
836 remove_button_link (this); 897 remove_button_link (this);
837 898
838 if (flag [FLAG_FRIENDLY]) 899 if (flag [FLAG_FRIENDLY])
839 {
840 remove_friendly_object (this); 900 remove_friendly_object (this);
841
842 if (type == GOLEM
843 && owner
844 && owner->type == PLAYER
845 && owner->contr->ranges[range_golem] == this)
846 owner->contr->ranges[range_golem] = 0;
847 }
848 901
849 if (!flag [FLAG_REMOVED]) 902 if (!flag [FLAG_REMOVED])
850 remove (); 903 remove ();
851 904
852 destroy_inv (true); 905 destroy_inv (true);
862 915
863 if (!freed_map) 916 if (!freed_map)
864 { 917 {
865 freed_map = new maptile; 918 freed_map = new maptile;
866 919
920 freed_map->path = "<freed objects map>";
867 freed_map->name = "/internal/freed_objects_map"; 921 freed_map->name = "/internal/freed_objects_map";
868 freed_map->width = 3; 922 freed_map->width = 3;
869 freed_map->height = 3; 923 freed_map->height = 3;
870 924
871 freed_map->alloc (); 925 freed_map->alloc ();
875 map = freed_map; 929 map = freed_map;
876 x = 1; 930 x = 1;
877 y = 1; 931 y = 1;
878 } 932 }
879 933
880 head = 0;
881
882 if (more) 934 if (more)
883 { 935 {
884 more->destroy (); 936 more->destroy ();
885 more = 0; 937 more = 0;
886 } 938 }
887 939
940 head = 0;
941
888 // clear those pointers that likely might have circular references to us 942 // clear those pointers that likely might cause circular references
889 owner = 0; 943 owner = 0;
890 enemy = 0; 944 enemy = 0;
891 attacked_by = 0; 945 attacked_by = 0;
946 current_weapon = 0;
892} 947}
893 948
894void 949void
895object::destroy (bool destroy_inventory) 950object::destroy (bool destroy_inventory)
896{ 951{
897 if (destroyed ()) 952 if (destroyed ())
898 return; 953 return;
899 954
900 if (destroy_inventory) 955 if (destroy_inventory)
901 destroy_inv (false); 956 destroy_inv (false);
957
958 if (is_head ())
959 if (sound_destroy)
960 play_sound (sound_destroy);
961 else if (flag [FLAG_MONSTER])
962 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
902 963
903 attachable::destroy (); 964 attachable::destroy ();
904} 965}
905 966
906/* 967/*
1021 if (map->in_memory == MAP_SAVING) 1082 if (map->in_memory == MAP_SAVING)
1022 return; 1083 return;
1023 1084
1024 int check_walk_off = !flag [FLAG_NO_APPLY]; 1085 int check_walk_off = !flag [FLAG_NO_APPLY];
1025 1086
1087 if (object *pl = ms.player ())
1088 {
1089 if (pl->container == this)
1090 /* If a container that the player is currently using somehow gets
1091 * removed (most likely destroyed), update the player view
1092 * appropriately.
1093 */
1094 pl->close_container ();
1095
1096 pl->contr->ns->floorbox_update ();
1097 }
1098
1026 for (tmp = ms.bot; tmp; tmp = tmp->above) 1099 for (tmp = ms.bot; tmp; tmp = tmp->above)
1027 { 1100 {
1028 /* No point updating the players look faces if he is the object 1101 /* No point updating the players look faces if he is the object
1029 * being removed. 1102 * being removed.
1030 */ 1103 */
1031
1032 if (tmp->type == PLAYER && tmp != this)
1033 {
1034 /* If a container that the player is currently using somehow gets
1035 * removed (most likely destroyed), update the player view
1036 * appropriately.
1037 */
1038 if (tmp->container == this)
1039 {
1040 flag [FLAG_APPLIED] = 0;
1041 tmp->container = 0;
1042 }
1043
1044 if (tmp->contr->ns)
1045 tmp->contr->ns->floorbox_update ();
1046 }
1047 1104
1048 /* See if object moving off should effect something */ 1105 /* See if object moving off should effect something */
1049 if (check_walk_off 1106 if (check_walk_off
1050 && ((move_type & tmp->move_off) 1107 && ((move_type & tmp->move_off)
1051 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1108 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1054 1111
1055 if (destroyed ()) 1112 if (destroyed ())
1056 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1113 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1057 } 1114 }
1058 1115
1059 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1060 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1061 if (tmp->above == tmp)
1062 tmp->above = 0;
1063
1064 last = tmp; 1116 last = tmp;
1065 } 1117 }
1066 1118
1067 /* last == NULL if there are no objects on this space */ 1119 /* last == NULL if there are no objects on this space */
1068 //TODO: this makes little sense, why only update the topmost object? 1120 //TODO: this makes little sense, why only update the topmost object?
1111 } 1163 }
1112 1164
1113 return 0; 1165 return 0;
1114} 1166}
1115 1167
1168void
1169object::expand_tail ()
1170{
1171 if (more)
1172 return;
1173
1174 object *prev = this;
1175
1176 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1177 {
1178 object *op = arch_to_object (at);
1179
1180 op->name = name;
1181 op->name_pl = name_pl;
1182 op->title = title;
1183
1184 op->head = this;
1185 prev->more = op;
1186
1187 prev = op;
1188 }
1189}
1190
1116/* 1191/*
1117 * same as insert_ob_in_map except it handles separate coordinates and does a clean 1192 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1118 * job preparing multi-part monsters. 1193 * job preparing multi-part monsters.
1119 */ 1194 */
1120object * 1195object *
1121insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1196insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1122{ 1197{
1123 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1198 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1124 { 1199 {
1125 tmp->x = x + tmp->arch->clone.x; 1200 tmp->x = x + tmp->arch->x;
1126 tmp->y = y + tmp->arch->clone.y; 1201 tmp->y = y + tmp->arch->y;
1127 } 1202 }
1128 1203
1129 return insert_ob_in_map (op, m, originator, flag); 1204 return insert_ob_in_map (op, m, originator, flag);
1130} 1205}
1131 1206
1150 * just 'op' otherwise 1225 * just 'op' otherwise
1151 */ 1226 */
1152object * 1227object *
1153insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1228insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1154{ 1229{
1230 assert (!op->flag [FLAG_FREED]);
1231
1155 object *tmp, *top, *floor = NULL; 1232 object *top, *floor = NULL;
1156
1157 if (QUERY_FLAG (op, FLAG_FREED))
1158 {
1159 LOG (llevError, "Trying to insert freed object!\n");
1160 return NULL;
1161 }
1162
1163 if (!QUERY_FLAG (op, FLAG_REMOVED))
1164 LOG (llevError, "Trying to insert already inserted object %s\n", op->debug_desc ());
1165 1233
1166 op->remove (); 1234 op->remove ();
1167
1168 if (!m)
1169 {
1170 char *dump = dump_object (op);
1171 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1172 free (dump);
1173 return op;
1174 }
1175
1176 if (out_of_map (m, op->x, op->y))
1177 {
1178 char *dump = dump_object (op);
1179 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1180#ifdef MANY_CORES
1181 /* Better to catch this here, as otherwise the next use of this object
1182 * is likely to cause a crash. Better to find out where it is getting
1183 * improperly inserted.
1184 */
1185 abort ();
1186#endif
1187 free (dump);
1188 return op;
1189 }
1190
1191 if (object *more = op->more)
1192 {
1193 if (!insert_ob_in_map (more, m, originator, flag))
1194 {
1195 if (!op->head)
1196 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1197
1198 return 0;
1199 }
1200 }
1201
1202 CLEAR_FLAG (op, FLAG_REMOVED);
1203 1235
1204 /* Ideally, the caller figures this out. However, it complicates a lot 1236 /* Ideally, the caller figures this out. However, it complicates a lot
1205 * of areas of callers (eg, anything that uses find_free_spot would now 1237 * of areas of callers (eg, anything that uses find_free_spot would now
1206 * need extra work 1238 * need extra work
1207 */ 1239 */
1208 if (!xy_normalise (m, op->x, op->y)) 1240 if (!xy_normalise (m, op->x, op->y))
1241 {
1242 op->destroy ();
1209 return 0; 1243 return 0;
1244 }
1245
1246 if (object *more = op->more)
1247 if (!insert_ob_in_map (more, m, originator, flag))
1248 return 0;
1249
1250 CLEAR_FLAG (op, FLAG_REMOVED);
1210 1251
1211 op->map = m; 1252 op->map = m;
1212 mapspace &ms = op->ms (); 1253 mapspace &ms = op->ms ();
1213 1254
1214 /* this has to be done after we translate the coordinates. 1255 /* this has to be done after we translate the coordinates.
1215 */ 1256 */
1216 if (op->nrof && !(flag & INS_NO_MERGE)) 1257 if (op->nrof && !(flag & INS_NO_MERGE))
1217 for (tmp = ms.bot; tmp; tmp = tmp->above) 1258 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1218 if (object::can_merge (op, tmp)) 1259 if (object::can_merge (op, tmp))
1219 { 1260 {
1220 op->nrof += tmp->nrof; 1261 op->nrof += tmp->nrof;
1221 tmp->destroy (); 1262 tmp->destroy ();
1222 } 1263 }
1289 * looks like instead of lots of conditions here. 1330 * looks like instead of lots of conditions here.
1290 * makes things faster, and effectively the same result. 1331 * makes things faster, and effectively the same result.
1291 */ 1332 */
1292 1333
1293 /* Have object 'fall below' other objects that block view. 1334 /* Have object 'fall below' other objects that block view.
1294 * Unless those objects are exits, type 66 1335 * Unless those objects are exits.
1295 * If INS_ON_TOP is used, don't do this processing 1336 * If INS_ON_TOP is used, don't do this processing
1296 * Need to find the object that in fact blocks view, otherwise 1337 * Need to find the object that in fact blocks view, otherwise
1297 * stacking is a bit odd. 1338 * stacking is a bit odd.
1298 */ 1339 */
1299 if (!(flag & INS_ON_TOP) 1340 if (!(flag & INS_ON_TOP)
1300 && ms.flags () & P_BLOCKSVIEW 1341 && ms.flags () & P_BLOCKSVIEW
1301 && (op->face && !op->face->visibility)) 1342 && (op->face && !faces [op->face].visibility))
1302 { 1343 {
1303 for (last = top; last != floor; last = last->below) 1344 for (last = top; last != floor; last = last->below)
1304 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1345 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1305 break; 1346 break;
1306 1347
1311 */ 1352 */
1312 if (last && last->below && last != floor) 1353 if (last && last->below && last != floor)
1313 top = last->below; 1354 top = last->below;
1314 } 1355 }
1315 } /* If objects on this space */ 1356 } /* If objects on this space */
1316
1317 if (flag & INS_MAP_LOAD) 1357 if (flag & INS_MAP_LOAD)
1318 top = ms.top; 1358 top = ms.top;
1319 1359
1320 if (flag & INS_ABOVE_FLOOR_ONLY) 1360 if (flag & INS_ABOVE_FLOOR_ONLY)
1321 top = floor; 1361 top = floor;
1356 op->map->touch (); 1396 op->map->touch ();
1357 } 1397 }
1358 1398
1359 op->map->dirty = true; 1399 op->map->dirty = true;
1360 1400
1361 /* If we have a floor, we know the player, if any, will be above
1362 * it, so save a few ticks and start from there.
1363 */
1364 if (!(flag & INS_MAP_LOAD)) 1401 if (!(flag & INS_MAP_LOAD))
1365 if (object *pl = ms.player ()) 1402 if (object *pl = ms.player ())
1366 if (pl->contr->ns)
1367 pl->contr->ns->floorbox_update (); 1403 pl->contr->ns->floorbox_update ();
1368 1404
1369 /* If this object glows, it may affect lighting conditions that are 1405 /* If this object glows, it may affect lighting conditions that are
1370 * visible to others on this map. But update_all_los is really 1406 * visible to others on this map. But update_all_los is really
1371 * an inefficient way to do this, as it means los for all players 1407 * an inefficient way to do this, as it means los for all players
1372 * on the map will get recalculated. The players could very well 1408 * on the map will get recalculated. The players could very well
1391 * blocked() and wall() work properly), and these flags are updated by 1427 * blocked() and wall() work properly), and these flags are updated by
1392 * update_object(). 1428 * update_object().
1393 */ 1429 */
1394 1430
1395 /* if this is not the head or flag has been passed, don't check walk on status */ 1431 /* if this is not the head or flag has been passed, don't check walk on status */
1396 if (!(flag & INS_NO_WALK_ON) && !op->head) 1432 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1397 { 1433 {
1398 if (check_move_on (op, originator)) 1434 if (check_move_on (op, originator))
1399 return 0; 1435 return 0;
1400 1436
1401 /* If we are a multi part object, lets work our way through the check 1437 /* If we are a multi part object, lets work our way through the check
1402 * walk on's. 1438 * walk on's.
1403 */ 1439 */
1404 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1440 for (object *tmp = op->more; tmp; tmp = tmp->more)
1405 if (check_move_on (tmp, originator)) 1441 if (check_move_on (tmp, originator))
1406 return 0; 1442 return 0;
1407 } 1443 }
1408 1444
1409 return op; 1445 return op;
1419 object *tmp, *tmp1; 1455 object *tmp, *tmp1;
1420 1456
1421 /* first search for itself and remove any old instances */ 1457 /* first search for itself and remove any old instances */
1422 1458
1423 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 1459 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1424 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1460 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1425 tmp->destroy (); 1461 tmp->destroy ();
1426 1462
1427 tmp1 = arch_to_object (archetype::find (arch_string)); 1463 tmp1 = arch_to_object (archetype::find (arch_string));
1428 1464
1429 tmp1->x = op->x; 1465 tmp1->x = op->x;
1430 tmp1->y = op->y; 1466 tmp1->y = op->y;
1431 insert_ob_in_map (tmp1, op->map, op, 0); 1467 insert_ob_in_map (tmp1, op->map, op, 0);
1432} 1468}
1433 1469
1434// XXX: function not returning object*
1435object * 1470object *
1436object::insert_at (object *where, object *originator, int flags) 1471object::insert_at (object *where, object *originator, int flags)
1437{ 1472{
1438 where->map->insert (this, where->x, where->y, originator, flags); 1473 return where->map->insert (this, where->x, where->y, originator, flags);
1439} 1474}
1440 1475
1441/* 1476/*
1442 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1477 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1443 * is returned contains nr objects, and the remaining parts contains 1478 * is returned contains nr objects, and the remaining parts contains
1483 * the amount of an object. If the amount reaches 0, the object 1518 * the amount of an object. If the amount reaches 0, the object
1484 * is subsequently removed and freed. 1519 * is subsequently removed and freed.
1485 * 1520 *
1486 * Return value: 'op' if something is left, NULL if the amount reached 0 1521 * Return value: 'op' if something is left, NULL if the amount reached 0
1487 */ 1522 */
1488
1489object * 1523object *
1490decrease_ob_nr (object *op, uint32 i) 1524decrease_ob_nr (object *op, uint32 i)
1491{ 1525{
1492 object *tmp; 1526 object *tmp;
1493 1527
1568 1602
1569/* 1603/*
1570 * add_weight(object, weight) adds the specified weight to an object, 1604 * add_weight(object, weight) adds the specified weight to an object,
1571 * and also updates how much the environment(s) is/are carrying. 1605 * and also updates how much the environment(s) is/are carrying.
1572 */ 1606 */
1573
1574void 1607void
1575add_weight (object *op, signed long weight) 1608add_weight (object *op, signed long weight)
1576{ 1609{
1577 while (op != NULL) 1610 while (op != NULL)
1578 { 1611 {
1593 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1626 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1594 free (dump); 1627 free (dump);
1595 return op; 1628 return op;
1596 } 1629 }
1597 1630
1598 if (where->head) 1631 if (where->head_ () != where)
1599 { 1632 {
1600 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n"); 1633 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1601 where = where->head; 1634 where = where->head;
1602 } 1635 }
1603 1636
1604 return where->insert (op); 1637 return where->insert (op);
1605} 1638}
1610 * inside the object environment. 1643 * inside the object environment.
1611 * 1644 *
1612 * The function returns now pointer to inserted item, and return value can 1645 * The function returns now pointer to inserted item, and return value can
1613 * be != op, if items are merged. -Tero 1646 * be != op, if items are merged. -Tero
1614 */ 1647 */
1615
1616object * 1648object *
1617object::insert (object *op) 1649object::insert (object *op)
1618{ 1650{
1619 object *tmp, *otmp;
1620
1621 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1651 if (!QUERY_FLAG (op, FLAG_REMOVED))
1622 op->remove (); 1652 op->remove ();
1623 1653
1624 if (op->more) 1654 if (op->more)
1625 { 1655 {
1627 return op; 1657 return op;
1628 } 1658 }
1629 1659
1630 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1660 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1631 CLEAR_FLAG (op, FLAG_REMOVED); 1661 CLEAR_FLAG (op, FLAG_REMOVED);
1662
1632 if (op->nrof) 1663 if (op->nrof)
1633 { 1664 {
1634 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1665 for (object *tmp = inv; tmp; tmp = tmp->below)
1635 if (object::can_merge (tmp, op)) 1666 if (object::can_merge (tmp, op))
1636 { 1667 {
1637 /* return the original object and remove inserted object 1668 /* return the original object and remove inserted object
1638 (client needs the original object) */ 1669 (client needs the original object) */
1639 tmp->nrof += op->nrof; 1670 tmp->nrof += op->nrof;
1658 add_weight (this, op->weight * op->nrof); 1689 add_weight (this, op->weight * op->nrof);
1659 } 1690 }
1660 else 1691 else
1661 add_weight (this, (op->weight + op->carrying)); 1692 add_weight (this, (op->weight + op->carrying));
1662 1693
1663 otmp = this->in_player (); 1694 if (object *otmp = this->in_player ())
1664 if (otmp && otmp->contr)
1665 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1695 if (otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1666 otmp->update_stats (); 1696 otmp->update_stats ();
1667 1697
1698 op->owner = 0; // its his/hers now. period.
1668 op->map = 0; 1699 op->map = 0;
1669 op->env = this; 1700 op->env = this;
1670 op->above = 0; 1701 op->above = 0;
1671 op->below = 0; 1702 op->below = 0;
1672 op->x = 0, op->y = 0; 1703 op->x = op->y = 0;
1673 1704
1674 /* reset the light list and los of the players on the map */ 1705 /* reset the light list and los of the players on the map */
1675 if ((op->glow_radius != 0) && map) 1706 if (op->glow_radius && map)
1676 { 1707 {
1677#ifdef DEBUG_LIGHTS 1708#ifdef DEBUG_LIGHTS
1678 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1709 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1679#endif /* DEBUG_LIGHTS */ 1710#endif /* DEBUG_LIGHTS */
1680 if (map->darkness) 1711 if (map->darkness)
1934 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1965 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1935 { 1966 {
1936 CLEAR_FLAG (tmp, flag); 1967 CLEAR_FLAG (tmp, flag);
1937 unflag_inv (tmp, flag); 1968 unflag_inv (tmp, flag);
1938 } 1969 }
1939}
1940
1941/*
1942 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1943 * all it's inventory (recursively).
1944 * If checksums are used, a player will get set_cheat called for
1945 * him/her-self and all object carried by a call to this function.
1946 */
1947void
1948set_cheat (object *op)
1949{
1950 SET_FLAG (op, FLAG_WAS_WIZ);
1951 flag_inv (op, FLAG_WAS_WIZ);
1952} 1970}
1953 1971
1954/* 1972/*
1955 * find_free_spot(object, map, x, y, start, stop) will search for 1973 * find_free_spot(object, map, x, y, start, stop) will search for
1956 * a spot at the given map and coordinates which will be able to contain 1974 * a spot at the given map and coordinates which will be able to contain
2074 object *tmp; 2092 object *tmp;
2075 maptile *mp; 2093 maptile *mp;
2076 2094
2077 MoveType blocked, move_type; 2095 MoveType blocked, move_type;
2078 2096
2079 if (exclude && exclude->head) 2097 if (exclude && exclude->head_ () != exclude)
2080 { 2098 {
2081 exclude = exclude->head; 2099 exclude = exclude->head;
2082 move_type = exclude->move_type; 2100 move_type = exclude->move_type;
2083 } 2101 }
2084 else 2102 else
2107 max = maxfree[i]; 2125 max = maxfree[i];
2108 else if (mflags & P_IS_ALIVE) 2126 else if (mflags & P_IS_ALIVE)
2109 { 2127 {
2110 for (tmp = ms.bot; tmp; tmp = tmp->above) 2128 for (tmp = ms.bot; tmp; tmp = tmp->above)
2111 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2129 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2112 && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2130 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2113 break; 2131 break;
2114 2132
2115 if (tmp) 2133 if (tmp)
2116 return freedir[i]; 2134 return freedir[i];
2117 } 2135 }
2297 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2315 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2298 * core dumps if they do. 2316 * core dumps if they do.
2299 * 2317 *
2300 * Add a check so we can't pick up invisible objects (0.93.8) 2318 * Add a check so we can't pick up invisible objects (0.93.8)
2301 */ 2319 */
2302
2303int 2320int
2304can_pick (const object *who, const object *item) 2321can_pick (const object *who, const object *item)
2305{ 2322{
2306 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2323 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2307 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2324 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2312 * create clone from object to another 2329 * create clone from object to another
2313 */ 2330 */
2314object * 2331object *
2315object_create_clone (object *asrc) 2332object_create_clone (object *asrc)
2316{ 2333{
2317 object *dst = 0, *tmp, *src, *part, *prev, *item; 2334 object *dst = 0, *tmp, *src, *prev, *item;
2318 2335
2319 if (!asrc) 2336 if (!asrc)
2320 return 0; 2337 return 0;
2321 2338
2322 src = asrc;
2323 if (src->head)
2324 src = src->head; 2339 src = asrc->head_ ();
2325 2340
2326 prev = 0; 2341 prev = 0;
2327 for (part = src; part; part = part->more) 2342 for (object *part = src; part; part = part->more)
2328 { 2343 {
2329 tmp = part->clone (); 2344 tmp = part->clone ();
2330 tmp->x -= src->x; 2345 tmp->x -= src->x;
2331 tmp->y -= src->y; 2346 tmp->y -= src->y;
2332 2347
2412 if (link->key == canonical_key) 2427 if (link->key == canonical_key)
2413 return link->value; 2428 return link->value;
2414 2429
2415 return 0; 2430 return 0;
2416} 2431}
2417
2418 2432
2419/* 2433/*
2420 * Updates the canonical_key in op to value. 2434 * Updates the canonical_key in op to value.
2421 * 2435 *
2422 * canonical_key is a shared string (value doesn't have to be). 2436 * canonical_key is a shared string (value doesn't have to be).
2446 /* Basically, if the archetype has this key set, 2460 /* Basically, if the archetype has this key set,
2447 * we need to store the null value so when we save 2461 * we need to store the null value so when we save
2448 * it, we save the empty value so that when we load, 2462 * it, we save the empty value so that when we load,
2449 * we get this value back again. 2463 * we get this value back again.
2450 */ 2464 */
2451 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2465 if (get_ob_key_link (op->arch, canonical_key))
2452 field->value = 0; 2466 field->value = 0;
2453 else 2467 else
2454 { 2468 {
2455 if (last) 2469 if (last)
2456 last->next = field->next; 2470 last->next = field->next;
2525 } 2539 }
2526 else 2540 else
2527 item = item->env; 2541 item = item->env;
2528} 2542}
2529 2543
2530
2531const char * 2544const char *
2532object::flag_desc (char *desc, int len) const 2545object::flag_desc (char *desc, int len) const
2533{ 2546{
2534 char *p = desc; 2547 char *p = desc;
2535 bool first = true; 2548 bool first = true;
2569 &name, 2582 &name,
2570 title ? "\",title:\"" : "", 2583 title ? "\",title:\"" : "",
2571 title ? (const char *)title : "", 2584 title ? (const char *)title : "",
2572 flag_desc (flagdesc, 512), type); 2585 flag_desc (flagdesc, 512), type);
2573 2586
2574 if (env) 2587 if (!this->flag[FLAG_REMOVED] && env)
2575 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2588 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2576 2589
2577 if (map) 2590 if (map)
2578 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y); 2591 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2579 2592
2581} 2594}
2582 2595
2583const char * 2596const char *
2584object::debug_desc () const 2597object::debug_desc () const
2585{ 2598{
2586 static char info[256 * 4]; 2599 static char info[3][256 * 4];
2600 static int info_idx;
2601
2587 return debug_desc (info); 2602 return debug_desc (info [++info_idx % 3]);
2588}
2589
2590const char *
2591object::debug_desc2 () const
2592{
2593 static char info[256 * 4];
2594 return debug_desc (info);
2595} 2603}
2596 2604
2597struct region * 2605struct region *
2598object::region () const 2606object::region () const
2599{ 2607{
2602} 2610}
2603 2611
2604const materialtype_t * 2612const materialtype_t *
2605object::dominant_material () const 2613object::dominant_material () const
2606{ 2614{
2607 if (materialtype_t *mat = name_to_material (materialname)) 2615 if (materialtype_t *mt = name_to_material (materialname))
2608 return mat; 2616 return mt;
2609 2617
2610 // omfg this is slow, this has to be temporary :)
2611 shstr unknown ("unknown");
2612
2613 return name_to_material (unknown); 2618 return name_to_material (shstr_unknown);
2614} 2619}
2615 2620
2616void 2621void
2617object::open_container (object *new_container) 2622object::open_container (object *new_container)
2618{ 2623{
2634 old_container->flag [FLAG_APPLIED] = 0; 2639 old_container->flag [FLAG_APPLIED] = 0;
2635 container = 0; 2640 container = 0;
2636 2641
2637 esrv_update_item (UPD_FLAGS, this, old_container); 2642 esrv_update_item (UPD_FLAGS, this, old_container);
2638 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); 2643 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2644 play_sound (sound_find ("chest_close"));
2639 } 2645 }
2640 2646
2641 if (new_container) 2647 if (new_container)
2642 { 2648 {
2643 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this))) 2649 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2659 new_container->flag [FLAG_APPLIED] = 1; 2665 new_container->flag [FLAG_APPLIED] = 1;
2660 container = new_container; 2666 container = new_container;
2661 2667
2662 esrv_update_item (UPD_FLAGS, this, new_container); 2668 esrv_update_item (UPD_FLAGS, this, new_container);
2663 esrv_send_inventory (this, new_container); 2669 esrv_send_inventory (this, new_container);
2670 play_sound (sound_find ("chest_open"));
2671 }
2672}
2673
2674object *
2675object::force_find (const shstr name)
2676{
2677 /* cycle through his inventory to look for the MARK we want to
2678 * place
2679 */
2680 for (object *tmp = inv; tmp; tmp = tmp->below)
2681 if (tmp->type == FORCE && tmp->slaying == name)
2682 return splay (tmp);
2683
2684 return 0;
2685}
2686
2687void
2688object::force_add (const shstr name, int duration)
2689{
2690 if (object *force = force_find (name))
2691 force->destroy ();
2692
2693 object *force = get_archetype (FORCE_NAME);
2694
2695 force->slaying = name;
2696 force->stats.food = 1;
2697 force->speed_left = -1.f;
2698
2699 force->set_speed (duration ? 1.f / duration : 0.f);
2700 force->flag [FLAG_IS_USED_UP] = true;
2701 force->flag [FLAG_APPLIED] = true;
2702
2703 insert (force);
2704}
2705
2706void
2707object::play_sound (faceidx sound) const
2708{
2709 if (!sound)
2710 return;
2711
2712 if (flag [FLAG_REMOVED])
2713 return;
2714
2715 if (env)
2664 } 2716 {
2717 if (object *pl = in_player ())
2718 pl->contr->play_sound (sound);
2719 }
2720 else
2721 map->play_sound (sound, x, y);
2665} 2722}
2666 2723
2667

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