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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 1.206 by root, Tue Apr 15 14:21:04 2008 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game for X-windows 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. */
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; 38UUID UUID::cur;
39static UUID uuid; 39static uint64_t seq_next_save;
40const uint64 UUID_SKIP = 1<<19; 40static const uint64 UUID_GAP = 1<<19;
41 41
42objectvec objects; 42objectvec objects;
43activevec actives; 43activevec actives;
44 44
45short 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, 45short freearr_x[SIZEOFFREE] = {
46 0,
47 0, 1, 1, 1, 0, -1, -1, -1,
48 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
46 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 49 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
47}; 50};
48short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 51short freearr_y[SIZEOFFREE] = {
52 0,
53 -1, -1, 0, 1, 1, 1, 0, -1,
54 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
49 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3 55 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
50}; 56};
51int maxfree[SIZEOFFREE] = { 0, 9, 10, 13, 14, 17, 18, 21, 22, 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 57int maxfree[SIZEOFFREE] = {
58 0,
59 9, 10, 13, 14, 17, 18, 21, 22,
60 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
52 48, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49 61 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
53}; 62};
54int freedir[SIZEOFFREE] = { 63int freedir[SIZEOFFREE] = {
55 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8, 64 0,
65 1, 2, 3, 4, 5, 6, 7, 8,
66 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
56 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8 67 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
57}; 68};
58 69
59static void 70static void
60write_uuid (void) 71write_uuid (uval64 skip, bool sync)
61{ 72{
62 char filename1[MAX_BUF], filename2[MAX_BUF]; 73 CALL_BEGIN (2);
63 74 CALL_ARG_SV (newSVval64 (skip));
64 sprintf (filename1, "%s/uuid", settings.localdir); 75 CALL_ARG_SV (boolSV (sync));
65 sprintf (filename2, "%s/uuid~", settings.localdir); 76 CALL_CALL ("cf::write_uuid", G_DISCARD);
66 77 CALL_END;
67 FILE *fp;
68
69 if (!(fp = fopen (filename2, "w")))
70 {
71 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
72 return;
73 }
74
75 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
76 fclose (fp);
77 rename (filename2, filename1);
78} 78}
79 79
80static void 80static void
81read_uuid (void) 81read_uuid (void)
82{ 82{
83 char filename[MAX_BUF]; 83 char filename[MAX_BUF];
84 84
85 sprintf (filename, "%s/uuid", settings.localdir); 85 sprintf (filename, "%s/uuid", settings.localdir);
86 86
87 seq_next_save = 0;
88
87 FILE *fp; 89 FILE *fp;
88 90
89 if (!(fp = fopen (filename, "r"))) 91 if (!(fp = fopen (filename, "r")))
90 { 92 {
91 if (errno == ENOENT) 93 if (errno == ENOENT)
92 { 94 {
93 LOG (llevInfo, "RESET uid to 1\n"); 95 LOG (llevInfo, "RESET uid to 1\n");
94 uuid.seq = 0; 96 UUID::cur.seq = 0;
95 write_uuid (); 97 write_uuid (UUID_GAP, true);
96 return; 98 return;
97 } 99 }
98 100
99 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename); 101 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
100 _exit (1); 102 _exit (1);
101 } 103 }
102 104
103 int version; 105 UUID::BUF buf;
104 unsigned long long uid; 106 buf[0] = 0;
105 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1) 107 fgets (buf, sizeof (buf), fp);
108
109 if (!UUID::cur.parse (buf))
106 { 110 {
107 LOG (llevError, "FATAL: error reading uid from %s!\n", filename); 111 LOG (llevError, "FATAL: error reading uid from %s (%s)!\n", filename, buf);
108 _exit (1); 112 _exit (1);
109 } 113 }
110 114
111 uuid.seq = uid; 115 LOG (llevDebug, "read UUID: %s\n", UUID::cur.c_str ());
112 write_uuid (); 116
113 LOG (llevDebug, "read UID: %" PRId64 "\n", uid); 117 write_uuid (UUID_GAP, true);
114 fclose (fp); 118 fclose (fp);
115} 119}
116 120
117UUID 121UUID
118gen_uuid () 122UUID::gen ()
119{ 123{
120 UUID uid; 124 UUID uid;
121 125
122 uid.seq = ++uuid.seq; 126 uid.seq = ++cur.seq;
123 127
124 if (!(uuid.seq & (UUID_SKIP - 1))) 128 if (expect_false (cur.seq >= seq_next_save))
125 write_uuid (); 129 {
130 seq_next_save = UUID::cur.seq + (UUID_GAP >> 1);
131 write_uuid (UUID_GAP, false);
132 }
133
126 134
127 return uid; 135 return uid;
128} 136}
129 137
130void 138void
131init_uuid () 139UUID::init ()
132{ 140{
133 read_uuid (); 141 read_uuid ();
134} 142}
135 143
136/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 144/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
137static int 145static bool
138compare_ob_value_lists_one (const object *wants, const object *has) 146compare_ob_value_lists_one (const object *wants, const object *has)
139{ 147{
140 key_value *wants_field; 148 key_value *wants_field;
141 149
142 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 150 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both
150 key_value *has_field; 158 key_value *has_field;
151 159
152 /* Look for a field in has with the same key. */ 160 /* Look for a field in has with the same key. */
153 has_field = get_ob_key_link (has, wants_field->key); 161 has_field = get_ob_key_link (has, wants_field->key);
154 162
155 if (has_field == NULL) 163 if (!has_field)
156 {
157 /* No field with that name. */ 164 return 0; /* No field with that name. */
158 return FALSE;
159 }
160 165
161 /* Found the matching field. */ 166 /* Found the matching field. */
162 if (has_field->value != wants_field->value) 167 if (has_field->value != wants_field->value)
163 {
164 /* Values don't match, so this half of the comparison is false. */ 168 return 0; /* Values don't match, so this half of the comparison is false. */
165 return FALSE;
166 }
167 169
168 /* If we get here, we found a match. Now for the next field in wants. */ 170 /* If we get here, we found a match. Now for the next field in wants. */
169 } 171 }
170 172
171 /* If we get here, every field in wants has a matching field in has. */ 173 /* If we get here, every field in wants has a matching field in has. */
172 return TRUE; 174 return 1;
173} 175}
174 176
175/* Returns TRUE if ob1 has the same key_values as ob2. */ 177/* Returns TRUE if ob1 has the same key_values as ob2. */
176static int 178static bool
177compare_ob_value_lists (const object *ob1, const object *ob2) 179compare_ob_value_lists (const object *ob1, const object *ob2)
178{ 180{
179 /* However, there may be fields in has which aren't partnered in wants, 181 /* However, there may be fields in has which aren't partnered in wants,
180 * so we need to run the comparison *twice*. :( 182 * so we need to run the comparison *twice*. :(
181 */ 183 */
202 || ob1->speed != ob2->speed 204 || ob1->speed != ob2->speed
203 || ob1->value != ob2->value 205 || ob1->value != ob2->value
204 || ob1->name != ob2->name) 206 || ob1->name != ob2->name)
205 return 0; 207 return 0;
206 208
207 //TODO: this ain't working well, use nicer and correct overflow check 209 /* Do not merge objects if nrof would overflow. First part checks
208 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 210 * for unsigned overflow (2c), second part checks wether the result
209 * value could not be stored in a sint32 (which unfortunately sometimes is 211 * would fit into a 32 bit signed int, which is often used to hold
210 * used to store nrof). 212 * nrof values.
211 */ 213 */
212 if (ob1->nrof + ob2->nrof >= 1UL << 31) 214 if (~ob1->nrof < ob2->nrof || ob1->nrof + ob2->nrof > (1UL << 31))
213 return 0; 215 return 0;
214 216
215 /* If the objects have been identified, set the BEEN_APPLIED flag. 217 /* If the objects have been identified, set the BEEN_APPLIED flag.
216 * This is to the comparison of the flags below will be OK. We 218 * This is to the comparison of the flags below will be OK. We
217 * just can't ignore the been applied or identified flags, as they 219 * just can't ignore the been applied or identified flags, as they
218 * are not equal - just if it has been identified, the been_applied 220 * are not equal - just if it has been identified, the been_applied
219 * flags lose any meaning. 221 * flags lose any meaning.
220 */ 222 */
221 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 223 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
249 || ob1->move_off != ob2->move_off 251 || ob1->move_off != ob2->move_off
250 || ob1->move_slow != ob2->move_slow 252 || ob1->move_slow != ob2->move_slow
251 || ob1->move_slow_penalty != ob2->move_slow_penalty) 253 || ob1->move_slow_penalty != ob2->move_slow_penalty)
252 return 0; 254 return 0;
253 255
254 /* This is really a spellbook check - really, we should 256 /* This is really a spellbook check - we should in general
255 * check all objects in the inventory. 257 * not merge objects with real inventories, as splitting them
258 * is hard.
256 */ 259 */
257 if (ob1->inv || ob2->inv) 260 if (ob1->inv || ob2->inv)
258 { 261 {
259 /* if one object has inventory but the other doesn't, not equiv */ 262 if (!(ob1->inv && ob2->inv))
260 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 263 return 0; /* inventories differ in length */
261 return 0;
262 264
263 /* Now check to see if the two inventory objects could merge */ 265 if (ob1->inv->below || ob2->inv->below)
266 return 0; /* more than one object in inv */
267
264 if (!object::can_merge (ob1->inv, ob2->inv)) 268 if (!object::can_merge (ob1->inv, ob2->inv))
265 return 0; 269 return 0; /* inventory objects differ */
266 270
267 /* inventory ok - still need to check rest of this object to see 271 /* inventory ok - still need to check rest of this object to see
268 * if it is valid. 272 * if it is valid.
269 */ 273 */
270 } 274 }
289 if (ob1->level != ob2->level) 293 if (ob1->level != ob2->level)
290 return 0; 294 return 0;
291 break; 295 break;
292 } 296 }
293 297
294 if (ob1->key_values != NULL || ob2->key_values != NULL) 298 if (ob1->key_values || ob2->key_values)
295 { 299 {
296 /* At least one of these has key_values. */ 300 /* At least one of these has key_values. */
297 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 301 if ((!ob1->key_values) != (!ob2->key_values))
298 /* One has fields, but the other one doesn't. */ 302 /* One has fields, but the other one doesn't. */
299 return 0; 303 return 0;
300 else if (!compare_ob_value_lists (ob1, ob2)) 304 else if (!compare_ob_value_lists (ob1, ob2))
301 return 0; 305 return 0;
302 } 306 }
303 307
304 //TODO: generate an event or call into perl for additional checks
305 if (ob1->self || ob2->self) 308 if (ob1->self || ob2->self)
306 { 309 {
307 ob1->optimise (); 310 ob1->optimise ();
308 ob2->optimise (); 311 ob2->optimise ();
309 312
310 if (ob1->self || ob2->self) 313 if (ob1->self || ob2->self)
314 {
315 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
316 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
317
318 if (k1 != k2)
311 return 0; 319 return 0;
320 else if (k1 == 0)
321 return 1;
322 else if (!cfperl_can_merge (ob1, ob2))
323 return 0;
324 }
312 } 325 }
313 326
314 /* Everything passes, must be OK. */ 327 /* Everything passes, must be OK. */
315 return 1; 328 return 1;
316} 329}
324sum_weight (object *op) 337sum_weight (object *op)
325{ 338{
326 long sum; 339 long sum;
327 object *inv; 340 object *inv;
328 341
329 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 342 for (sum = 0, inv = op->inv; inv; inv = inv->below)
330 { 343 {
331 if (inv->inv) 344 if (inv->inv)
332 sum_weight (inv); 345 sum_weight (inv);
346
333 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 347 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
334 } 348 }
335 349
336 if (op->type == CONTAINER && op->stats.Str) 350 if (op->type == CONTAINER && op->stats.Str)
337 sum = (sum * (100 - op->stats.Str)) / 100; 351 sum = (sum * (100 - op->stats.Str)) / 100;
373/* 387/*
374 * get_nearest_part(multi-object, object 2) returns the part of the 388 * get_nearest_part(multi-object, object 2) returns the part of the
375 * multi-object 1 which is closest to the second object. 389 * multi-object 1 which is closest to the second object.
376 * If it's not a multi-object, it is returned. 390 * If it's not a multi-object, it is returned.
377 */ 391 */
378
379object * 392object *
380get_nearest_part (object *op, const object *pl) 393get_nearest_part (object *op, const object *pl)
381{ 394{
382 object *tmp, *closest; 395 object *tmp, *closest;
383 int last_dist, i; 396 int last_dist, i;
419 break; 432 break;
420 433
421 return op; 434 return op;
422} 435}
423 436
424void
425free_all_object_data ()
426{
427 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
428}
429
430/* 437/*
431 * Sets the owner and sets the skill and exp pointers to owner's current 438 * Sets the owner and sets the skill and exp pointers to owner's current
432 * skill and experience objects. 439 * skill and experience objects.
440 * ACTUALLY NO! investigate! TODO
433 */ 441 */
434void 442void
435object::set_owner (object *owner) 443object::set_owner (object *owner)
436{ 444{
445 // allow objects which own objects
437 if (!owner) 446 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) 447 while (owner->owner)
448 owner = owner->owner; 448 owner = owner->owner;
449
450 if (flag [FLAG_FREED])
451 {
452 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
453 return;
454 }
449 455
450 this->owner = owner; 456 this->owner = owner;
457}
458
459int
460object::slottype () const
461{
462 if (type == SKILL)
463 {
464 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
465 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
466 }
467 else
468 {
469 if (slot [body_combat].info) return slot_combat;
470 if (slot [body_range ].info) return slot_ranged;
471 }
472
473 return slot_none;
474}
475
476bool
477object::change_weapon (object *ob)
478{
479 if (current_weapon == ob)
480 return true;
481
482 if (chosen_skill)
483 chosen_skill->flag [FLAG_APPLIED] = false;
484
485 current_weapon = ob;
486 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
487
488 if (chosen_skill)
489 chosen_skill->flag [FLAG_APPLIED] = true;
490
491 update_stats ();
492
493 if (ob)
494 {
495 // now check wether any body locations became invalid, in which case
496 // we cannot apply the weapon at the moment.
497 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
498 if (slot[i].used < 0)
499 {
500 current_weapon = chosen_skill = 0;
501 update_stats ();
502
503 new_draw_info_format (NDI_UNIQUE, 0, this,
504 "You try to balance all your items at once, "
505 "but the %s is just too much for your body. "
506 "[You need to unapply some items first.]", &ob->name);
507 return false;
508 }
509
510 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
511 }
512 else
513 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
514
515 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
516 {
517 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
518 &name, ob->debug_desc ());
519 return false;
520 }
521
522 return true;
451} 523}
452 524
453/* Zero the key_values on op, decrementing the shared-string 525/* Zero the key_values on op, decrementing the shared-string
454 * refcounts and freeing the links. 526 * refcounts and freeing the links.
455 */ 527 */
456static void 528static void
457free_key_values (object *op) 529free_key_values (object *op)
458{ 530{
459 for (key_value *i = op->key_values; i != 0;) 531 for (key_value *i = op->key_values; i; )
460 { 532 {
461 key_value *next = i->next; 533 key_value *next = i->next;
462 delete i; 534 delete i;
463 535
464 i = next; 536 i = next;
465 } 537 }
466 538
467 op->key_values = 0; 539 op->key_values = 0;
468} 540}
469 541
470/* 542object &
471 * copy_to first frees everything allocated by the dst object, 543object::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{ 544{
481 bool is_freed = QUERY_FLAG (dst, FLAG_FREED); 545 bool is_freed = flag [FLAG_FREED];
482 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED); 546 bool is_removed = flag [FLAG_REMOVED];
483 547
484 *(object_copy *)dst = *this; 548 *(object_copy *)this = src;
485 549
486 if (is_freed) 550 flag [FLAG_FREED] = is_freed;
487 SET_FLAG (dst, FLAG_FREED); 551 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 ();
494 552
495 /* Copy over key_values, if any. */ 553 /* Copy over key_values, if any. */
496 if (key_values) 554 if (src.key_values)
497 { 555 {
498 key_value *tail = 0; 556 key_value *tail = 0;
499 key_value *i;
500
501 dst->key_values = 0; 557 key_values = 0;
502 558
503 for (i = key_values; i; i = i->next) 559 for (key_value *i = src.key_values; i; i = i->next)
504 { 560 {
505 key_value *new_link = new key_value; 561 key_value *new_link = new key_value;
506 562
507 new_link->next = 0; 563 new_link->next = 0;
508 new_link->key = i->key; 564 new_link->key = i->key;
509 new_link->value = i->value; 565 new_link->value = i->value;
510 566
511 /* Try and be clever here, too. */ 567 /* Try and be clever here, too. */
512 if (!dst->key_values) 568 if (!key_values)
513 { 569 {
514 dst->key_values = new_link; 570 key_values = new_link;
515 tail = new_link; 571 tail = new_link;
516 } 572 }
517 else 573 else
518 { 574 {
519 tail->next = new_link; 575 tail->next = new_link;
520 tail = new_link; 576 tail = new_link;
521 } 577 }
522 } 578 }
523 } 579 }
580}
581
582/*
583 * copy_to first frees everything allocated by the dst object,
584 * and then copies the contents of itself into the second
585 * object, allocating what needs to be allocated. Basically, any
586 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
587 * if the first object is freed, the pointers in the new object
588 * will point at garbage.
589 */
590void
591object::copy_to (object *dst)
592{
593 *dst = *this;
594
595 if (speed < 0)
596 dst->speed_left -= rndm ();
524 597
525 dst->set_speed (dst->speed); 598 dst->set_speed (dst->speed);
526} 599}
527 600
528void 601void
529object::instantiate () 602object::instantiate ()
530{ 603{
531 if (!uuid.seq) // HACK 604 if (!uuid.seq) // HACK
532 uuid = gen_uuid (); 605 uuid = UUID::gen ();
533 606
534 speed_left = -0.1f; 607 speed_left = -0.1f;
535 /* copy the body_info to the body_used - this is only really 608 /* copy the body_info to the body_used - this is only really
536 * need for monsters, but doesn't hurt to do it for everything. 609 * 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 610 * by doing so, when a monster is created, it has good starting
538 * values for the body_used info, so when items are created 611 * values for the body_used info, so when items are created
539 * for it, they can be properly equipped. 612 * for it, they can be properly equipped.
540 */ 613 */
541 memcpy (body_used, body_info, sizeof (body_used)); 614 for (int i = NUM_BODY_LOCATIONS; i--; )
615 slot[i].used = slot[i].info;
542 616
543 attachable::instantiate (); 617 attachable::instantiate ();
544} 618}
545 619
546object * 620object *
695static int object_count; 769static int object_count;
696 770
697void object::link () 771void object::link ()
698{ 772{
699 assert (!index);//D 773 assert (!index);//D
700 uuid = gen_uuid (); 774 uuid = UUID::gen ();
701 count = ++object_count; 775 count = ++object_count;
702 776
703 refcnt_inc (); 777 refcnt_inc ();
704 objects.insert (this); 778 objects.insert (this);
705} 779}
789 * if some form of movement is allowed, let objects 863 * if some form of movement is allowed, let objects
790 * drop on that space. 864 * drop on that space.
791 */ 865 */
792 if (!drop_to_ground 866 if (!drop_to_ground
793 || !map 867 || !map
794 || map->in_memory != MAP_IN_MEMORY 868 || map->in_memory != MAP_ACTIVE
795 || map->nodrop 869 || map->nodrop
796 || ms ().move_block == MOVE_ALL) 870 || ms ().move_block == MOVE_ALL)
797 { 871 {
798 while (inv) 872 while (inv)
799 { 873 {
834 908
835 if (flag [FLAG_IS_LINKED]) 909 if (flag [FLAG_IS_LINKED])
836 remove_button_link (this); 910 remove_button_link (this);
837 911
838 if (flag [FLAG_FRIENDLY]) 912 if (flag [FLAG_FRIENDLY])
839 {
840 remove_friendly_object (this); 913 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 }
848 914
849 if (!flag [FLAG_REMOVED]) 915 if (!flag [FLAG_REMOVED])
850 remove (); 916 remove ();
851 917
852 destroy_inv (true); 918 destroy_inv (true);
862 928
863 if (!freed_map) 929 if (!freed_map)
864 { 930 {
865 freed_map = new maptile; 931 freed_map = new maptile;
866 932
933 freed_map->path = "<freed objects map>";
867 freed_map->name = "/internal/freed_objects_map"; 934 freed_map->name = "/internal/freed_objects_map";
868 freed_map->width = 3; 935 freed_map->width = 3;
869 freed_map->height = 3; 936 freed_map->height = 3;
937 freed_map->nodrop = 1;
870 938
871 freed_map->alloc (); 939 freed_map->alloc ();
872 freed_map->in_memory = MAP_IN_MEMORY; 940 freed_map->in_memory = MAP_ACTIVE;
873 } 941 }
874 942
875 map = freed_map; 943 map = freed_map;
876 x = 1; 944 x = 1;
877 y = 1; 945 y = 1;
878 } 946 }
879 947
880 head = 0;
881
882 if (more) 948 if (more)
883 { 949 {
884 more->destroy (); 950 more->destroy ();
885 more = 0; 951 more = 0;
886 } 952 }
887 953
954 head = 0;
955
888 // clear those pointers that likely might have circular references to us 956 // clear those pointers that likely might cause circular references
889 owner = 0; 957 owner = 0;
890 enemy = 0; 958 enemy = 0;
891 attacked_by = 0; 959 attacked_by = 0;
960 current_weapon = 0;
892} 961}
893 962
894void 963void
895object::destroy (bool destroy_inventory) 964object::destroy (bool destroy_inventory)
896{ 965{
897 if (destroyed ()) 966 if (destroyed ())
898 return; 967 return;
899 968
900 if (destroy_inventory) 969 if (destroy_inventory)
901 destroy_inv (false); 970 destroy_inv (false);
971
972 if (is_head ())
973 if (sound_destroy)
974 play_sound (sound_destroy);
975 else if (flag [FLAG_MONSTER])
976 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
902 977
903 attachable::destroy (); 978 attachable::destroy ();
904} 979}
905 980
906/* 981/*
1021 if (map->in_memory == MAP_SAVING) 1096 if (map->in_memory == MAP_SAVING)
1022 return; 1097 return;
1023 1098
1024 int check_walk_off = !flag [FLAG_NO_APPLY]; 1099 int check_walk_off = !flag [FLAG_NO_APPLY];
1025 1100
1101 if (object *pl = ms.player ())
1102 {
1103 if (pl->container == this)
1104 /* If a container that the player is currently using somehow gets
1105 * removed (most likely destroyed), update the player view
1106 * appropriately.
1107 */
1108 pl->close_container ();
1109
1110 pl->contr->ns->floorbox_update ();
1111 }
1112
1026 for (tmp = ms.bot; tmp; tmp = tmp->above) 1113 for (tmp = ms.bot; tmp; tmp = tmp->above)
1027 { 1114 {
1028 /* No point updating the players look faces if he is the object 1115 /* No point updating the players look faces if he is the object
1029 * being removed. 1116 * being removed.
1030 */ 1117 */
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 1118
1048 /* See if object moving off should effect something */ 1119 /* See if object moving off should effect something */
1049 if (check_walk_off 1120 if (check_walk_off
1050 && ((move_type & tmp->move_off) 1121 && ((move_type & tmp->move_off)
1051 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1122 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1054 1125
1055 if (destroyed ()) 1126 if (destroyed ())
1056 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1127 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1057 } 1128 }
1058 1129
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; 1130 last = tmp;
1065 } 1131 }
1066 1132
1067 /* last == NULL if there are no objects on this space */ 1133 /* last == NULL if there are no objects on this space */
1068 //TODO: this makes little sense, why only update the topmost object? 1134 //TODO: this makes little sense, why only update the topmost object?
1088merge_ob (object *op, object *top) 1154merge_ob (object *op, object *top)
1089{ 1155{
1090 if (!op->nrof) 1156 if (!op->nrof)
1091 return 0; 1157 return 0;
1092 1158
1093 if (top) 1159 if (!top)
1094 for (top = op; top && top->above; top = top->above) 1160 for (top = op; top && top->above; top = top->above)
1095 ; 1161 ;
1096 1162
1097 for (; top; top = top->below) 1163 for (; top; top = top->below)
1098 { 1164 {
1111 } 1177 }
1112 1178
1113 return 0; 1179 return 0;
1114} 1180}
1115 1181
1182void
1183object::expand_tail ()
1184{
1185 if (more)
1186 return;
1187
1188 object *prev = this;
1189
1190 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1191 {
1192 object *op = arch_to_object (at);
1193
1194 op->name = name;
1195 op->name_pl = name_pl;
1196 op->title = title;
1197
1198 op->head = this;
1199 prev->more = op;
1200
1201 prev = op;
1202 }
1203}
1204
1116/* 1205/*
1117 * same as insert_ob_in_map except it handles separate coordinates and does a clean 1206 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1118 * job preparing multi-part monsters. 1207 * job preparing multi-part monsters.
1119 */ 1208 */
1120object * 1209object *
1121insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1210insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1122{ 1211{
1123 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1212 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1124 { 1213 {
1125 tmp->x = x + tmp->arch->clone.x; 1214 tmp->x = x + tmp->arch->x;
1126 tmp->y = y + tmp->arch->clone.y; 1215 tmp->y = y + tmp->arch->y;
1127 } 1216 }
1128 1217
1129 return insert_ob_in_map (op, m, originator, flag); 1218 return insert_ob_in_map (op, m, originator, flag);
1130} 1219}
1131 1220
1150 * just 'op' otherwise 1239 * just 'op' otherwise
1151 */ 1240 */
1152object * 1241object *
1153insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1242insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1154{ 1243{
1244 assert (!op->flag [FLAG_FREED]);
1245
1155 object *tmp, *top, *floor = NULL; 1246 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 1247
1166 op->remove (); 1248 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 1249
1204 /* Ideally, the caller figures this out. However, it complicates a lot 1250 /* 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 1251 * of areas of callers (eg, anything that uses find_free_spot would now
1206 * need extra work 1252 * need extra work
1207 */ 1253 */
1208 if (!xy_normalise (m, op->x, op->y)) 1254 if (!xy_normalise (m, op->x, op->y))
1255 {
1256 op->destroy ();
1209 return 0; 1257 return 0;
1258 }
1259
1260 if (object *more = op->more)
1261 if (!insert_ob_in_map (more, m, originator, flag))
1262 return 0;
1263
1264 CLEAR_FLAG (op, FLAG_REMOVED);
1210 1265
1211 op->map = m; 1266 op->map = m;
1212 mapspace &ms = op->ms (); 1267 mapspace &ms = op->ms ();
1213 1268
1214 /* this has to be done after we translate the coordinates. 1269 /* this has to be done after we translate the coordinates.
1215 */ 1270 */
1216 if (op->nrof && !(flag & INS_NO_MERGE)) 1271 if (op->nrof && !(flag & INS_NO_MERGE))
1217 for (tmp = ms.bot; tmp; tmp = tmp->above) 1272 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1218 if (object::can_merge (op, tmp)) 1273 if (object::can_merge (op, tmp))
1219 { 1274 {
1220 op->nrof += tmp->nrof; 1275 op->nrof += tmp->nrof;
1221 tmp->destroy (); 1276 tmp->destroy ();
1222 } 1277 }
1249 else 1304 else
1250 { 1305 {
1251 top = ms.bot; 1306 top = ms.bot;
1252 1307
1253 /* If there are other objects, then */ 1308 /* If there are other objects, then */
1254 if ((!(flag & INS_MAP_LOAD)) && top) 1309 if (top)
1255 { 1310 {
1256 object *last = 0; 1311 object *last = 0;
1257 1312
1258 /* 1313 /*
1259 * If there are multiple objects on this space, we do some trickier handling. 1314 * If there are multiple objects on this space, we do some trickier handling.
1289 * looks like instead of lots of conditions here. 1344 * looks like instead of lots of conditions here.
1290 * makes things faster, and effectively the same result. 1345 * makes things faster, and effectively the same result.
1291 */ 1346 */
1292 1347
1293 /* Have object 'fall below' other objects that block view. 1348 /* Have object 'fall below' other objects that block view.
1294 * Unless those objects are exits, type 66 1349 * Unless those objects are exits.
1295 * If INS_ON_TOP is used, don't do this processing 1350 * If INS_ON_TOP is used, don't do this processing
1296 * Need to find the object that in fact blocks view, otherwise 1351 * Need to find the object that in fact blocks view, otherwise
1297 * stacking is a bit odd. 1352 * stacking is a bit odd.
1298 */ 1353 */
1299 if (!(flag & INS_ON_TOP) 1354 if (!(flag & INS_ON_TOP)
1300 && ms.flags () & P_BLOCKSVIEW 1355 && ms.flags () & P_BLOCKSVIEW
1301 && (op->face && !op->face->visibility)) 1356 && (op->face && !faces [op->face].visibility))
1302 { 1357 {
1303 for (last = top; last != floor; last = last->below) 1358 for (last = top; last != floor; last = last->below)
1304 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1359 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1305 break; 1360 break;
1306 1361
1312 if (last && last->below && last != floor) 1367 if (last && last->below && last != floor)
1313 top = last->below; 1368 top = last->below;
1314 } 1369 }
1315 } /* If objects on this space */ 1370 } /* If objects on this space */
1316 1371
1317 if (flag & INS_MAP_LOAD)
1318 top = ms.top;
1319
1320 if (flag & INS_ABOVE_FLOOR_ONLY) 1372 if (flag & INS_ABOVE_FLOOR_ONLY)
1321 top = floor; 1373 top = floor;
1322 1374
1323 /* Top is the object that our object (op) is going to get inserted above. 1375 /* Top is the object that our object (op) is going to get inserted above.
1324 */ 1376 */
1356 op->map->touch (); 1408 op->map->touch ();
1357 } 1409 }
1358 1410
1359 op->map->dirty = true; 1411 op->map->dirty = true;
1360 1412
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))
1365 if (object *pl = ms.player ()) 1413 if (object *pl = ms.player ())
1366 if (pl->contr->ns)
1367 pl->contr->ns->floorbox_update (); 1414 pl->contr->ns->floorbox_update ();
1368 1415
1369 /* If this object glows, it may affect lighting conditions that are 1416 /* If this object glows, it may affect lighting conditions that are
1370 * visible to others on this map. But update_all_los is really 1417 * 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 1418 * 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 1419 * on the map will get recalculated. The players could very well
1391 * blocked() and wall() work properly), and these flags are updated by 1438 * blocked() and wall() work properly), and these flags are updated by
1392 * update_object(). 1439 * update_object().
1393 */ 1440 */
1394 1441
1395 /* if this is not the head or flag has been passed, don't check walk on status */ 1442 /* 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) 1443 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1397 { 1444 {
1398 if (check_move_on (op, originator)) 1445 if (check_move_on (op, originator))
1399 return 0; 1446 return 0;
1400 1447
1401 /* If we are a multi part object, lets work our way through the check 1448 /* If we are a multi part object, lets work our way through the check
1402 * walk on's. 1449 * walk on's.
1403 */ 1450 */
1404 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1451 for (object *tmp = op->more; tmp; tmp = tmp->more)
1405 if (check_move_on (tmp, originator)) 1452 if (check_move_on (tmp, originator))
1406 return 0; 1453 return 0;
1407 } 1454 }
1408 1455
1409 return op; 1456 return op;
1419 object *tmp, *tmp1; 1466 object *tmp, *tmp1;
1420 1467
1421 /* first search for itself and remove any old instances */ 1468 /* first search for itself and remove any old instances */
1422 1469
1423 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 1470 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1424 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1471 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1425 tmp->destroy (); 1472 tmp->destroy ();
1426 1473
1427 tmp1 = arch_to_object (archetype::find (arch_string)); 1474 tmp1 = arch_to_object (archetype::find (arch_string));
1428 1475
1429 tmp1->x = op->x; 1476 tmp1->x = op->x;
1430 tmp1->y = op->y; 1477 tmp1->y = op->y;
1431 insert_ob_in_map (tmp1, op->map, op, 0); 1478 insert_ob_in_map (tmp1, op->map, op, 0);
1432} 1479}
1433 1480
1434// XXX: function not returning object*
1435object * 1481object *
1436object::insert_at (object *where, object *originator, int flags) 1482object::insert_at (object *where, object *originator, int flags)
1437{ 1483{
1484 if (where->env)
1485 return where->env->insert (this);
1486 else
1438 where->map->insert (this, where->x, where->y, originator, flags); 1487 return where->map->insert (this, where->x, where->y, originator, flags);
1439} 1488}
1440 1489
1441/* 1490/*
1442 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1491 * 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 1492 * is returned contains nr objects, and the remaining parts contains
1463 orig_ob->destroy (1); 1512 orig_ob->destroy (1);
1464 else if (!is_removed) 1513 else if (!is_removed)
1465 { 1514 {
1466 if (orig_ob->env != NULL) 1515 if (orig_ob->env != NULL)
1467 sub_weight (orig_ob->env, orig_ob->weight * nr); 1516 sub_weight (orig_ob->env, orig_ob->weight * nr);
1468 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY) 1517 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_ACTIVE)
1469 { 1518 {
1470 strcpy (errmsg, "Tried to split object whose map is not in memory."); 1519 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1471 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n"); 1520 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1472 return NULL; 1521 return NULL;
1473 } 1522 }
1483 * the amount of an object. If the amount reaches 0, the object 1532 * the amount of an object. If the amount reaches 0, the object
1484 * is subsequently removed and freed. 1533 * is subsequently removed and freed.
1485 * 1534 *
1486 * Return value: 'op' if something is left, NULL if the amount reached 0 1535 * Return value: 'op' if something is left, NULL if the amount reached 0
1487 */ 1536 */
1488
1489object * 1537object *
1490decrease_ob_nr (object *op, uint32 i) 1538decrease_ob_nr (object *op, uint32 i)
1491{ 1539{
1492 object *tmp; 1540 object *tmp;
1493 1541
1568 1616
1569/* 1617/*
1570 * add_weight(object, weight) adds the specified weight to an object, 1618 * add_weight(object, weight) adds the specified weight to an object,
1571 * and also updates how much the environment(s) is/are carrying. 1619 * and also updates how much the environment(s) is/are carrying.
1572 */ 1620 */
1573
1574void 1621void
1575add_weight (object *op, signed long weight) 1622add_weight (object *op, signed long weight)
1576{ 1623{
1577 while (op != NULL) 1624 while (op != NULL)
1578 { 1625 {
1593 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1640 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1594 free (dump); 1641 free (dump);
1595 return op; 1642 return op;
1596 } 1643 }
1597 1644
1598 if (where->head) 1645 if (where->head_ () != where)
1599 { 1646 {
1600 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n"); 1647 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1601 where = where->head; 1648 where = where->head;
1602 } 1649 }
1603 1650
1604 return where->insert (op); 1651 return where->insert (op);
1605} 1652}
1610 * inside the object environment. 1657 * inside the object environment.
1611 * 1658 *
1612 * The function returns now pointer to inserted item, and return value can 1659 * The function returns now pointer to inserted item, and return value can
1613 * be != op, if items are merged. -Tero 1660 * be != op, if items are merged. -Tero
1614 */ 1661 */
1615
1616object * 1662object *
1617object::insert (object *op) 1663object::insert (object *op)
1618{ 1664{
1619 object *tmp, *otmp;
1620
1621 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1665 if (!QUERY_FLAG (op, FLAG_REMOVED))
1622 op->remove (); 1666 op->remove ();
1623 1667
1624 if (op->more) 1668 if (op->more)
1625 { 1669 {
1627 return op; 1671 return op;
1628 } 1672 }
1629 1673
1630 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1674 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1631 CLEAR_FLAG (op, FLAG_REMOVED); 1675 CLEAR_FLAG (op, FLAG_REMOVED);
1676
1632 if (op->nrof) 1677 if (op->nrof)
1633 { 1678 {
1634 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1679 for (object *tmp = inv; tmp; tmp = tmp->below)
1635 if (object::can_merge (tmp, op)) 1680 if (object::can_merge (tmp, op))
1636 { 1681 {
1637 /* return the original object and remove inserted object 1682 /* return the original object and remove inserted object
1638 (client needs the original object) */ 1683 (client needs the original object) */
1639 tmp->nrof += op->nrof; 1684 tmp->nrof += op->nrof;
1658 add_weight (this, op->weight * op->nrof); 1703 add_weight (this, op->weight * op->nrof);
1659 } 1704 }
1660 else 1705 else
1661 add_weight (this, (op->weight + op->carrying)); 1706 add_weight (this, (op->weight + op->carrying));
1662 1707
1663 otmp = this->in_player (); 1708 if (object *otmp = this->in_player ())
1664 if (otmp && otmp->contr)
1665 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1709 if (otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1666 otmp->update_stats (); 1710 otmp->update_stats ();
1667 1711
1712 op->owner = 0; // its his/hers now. period.
1668 op->map = 0; 1713 op->map = 0;
1669 op->env = this; 1714 op->env = this;
1670 op->above = 0; 1715 op->above = 0;
1671 op->below = 0; 1716 op->below = 0;
1672 op->x = 0, op->y = 0; 1717 op->x = op->y = 0;
1673 1718
1674 /* reset the light list and los of the players on the map */ 1719 /* reset the light list and los of the players on the map */
1675 if ((op->glow_radius != 0) && map) 1720 if (op->glow_radius && map)
1676 { 1721 {
1677#ifdef DEBUG_LIGHTS 1722#ifdef DEBUG_LIGHTS
1678 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1723 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1679#endif /* DEBUG_LIGHTS */ 1724#endif /* DEBUG_LIGHTS */
1680 if (map->darkness) 1725 if (map->darkness)
1914 * activate recursively a flag on an object inventory 1959 * activate recursively a flag on an object inventory
1915 */ 1960 */
1916void 1961void
1917flag_inv (object *op, int flag) 1962flag_inv (object *op, int flag)
1918{ 1963{
1919 if (op->inv)
1920 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1964 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1921 { 1965 {
1922 SET_FLAG (tmp, flag); 1966 SET_FLAG (tmp, flag);
1923 flag_inv (tmp, flag); 1967 flag_inv (tmp, flag);
1924 } 1968 }
1925} 1969}
1926 1970
1927/* 1971/*
1928 * deactivate recursively a flag on an object inventory 1972 * deactivate recursively a flag on an object inventory
1929 */ 1973 */
1930void 1974void
1931unflag_inv (object *op, int flag) 1975unflag_inv (object *op, int flag)
1932{ 1976{
1933 if (op->inv)
1934 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1977 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1935 { 1978 {
1936 CLEAR_FLAG (tmp, flag); 1979 CLEAR_FLAG (tmp, flag);
1937 unflag_inv (tmp, flag); 1980 unflag_inv (tmp, flag);
1938 } 1981 }
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} 1982}
1953 1983
1954/* 1984/*
1955 * find_free_spot(object, map, x, y, start, stop) will search for 1985 * 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 1986 * a spot at the given map and coordinates which will be able to contain
1958 * to search (see the freearr_x/y[] definition). 1988 * to search (see the freearr_x/y[] definition).
1959 * It returns a random choice among the alternatives found. 1989 * It returns a random choice among the alternatives found.
1960 * start and stop are where to start relative to the free_arr array (1,9 1990 * start and stop are where to start relative to the free_arr array (1,9
1961 * does all 4 immediate directions). This returns the index into the 1991 * does all 4 immediate directions). This returns the index into the
1962 * array of the free spot, -1 if no spot available (dir 0 = x,y) 1992 * array of the free spot, -1 if no spot available (dir 0 = x,y)
1963 * Note - this only checks to see if there is space for the head of the
1964 * object - if it is a multispace object, this should be called for all
1965 * pieces.
1966 * Note2: This function does correctly handle tiled maps, but does not 1993 * Note: This function does correctly handle tiled maps, but does not
1967 * inform the caller. However, insert_ob_in_map will update as 1994 * inform the caller. However, insert_ob_in_map will update as
1968 * necessary, so the caller shouldn't need to do any special work. 1995 * necessary, so the caller shouldn't need to do any special work.
1969 * Note - updated to take an object instead of archetype - this is necessary 1996 * Note - updated to take an object instead of archetype - this is necessary
1970 * because arch_blocked (now ob_blocked) needs to know the movement type 1997 * because arch_blocked (now ob_blocked) needs to know the movement type
1971 * to know if the space in question will block the object. We can't use 1998 * to know if the space in question will block the object. We can't use
1973 * customized, changed states, etc. 2000 * customized, changed states, etc.
1974 */ 2001 */
1975int 2002int
1976find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 2003find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
1977{ 2004{
2005 int altern[SIZEOFFREE];
1978 int index = 0, flag; 2006 int index = 0, flag;
1979 int altern[SIZEOFFREE];
1980 2007
1981 for (int i = start; i < stop; i++) 2008 for (int i = start; i < stop; i++)
1982 { 2009 {
1983 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2010 mapxy pos (m, x, y); pos.move (i);
1984 if (!flag) 2011
2012 if (!pos.normalise ())
2013 continue;
2014
2015 mapspace &ms = *pos;
2016
2017 if (ms.flags () & P_IS_ALIVE)
2018 continue;
2019
2020 /* However, often
2021 * ob doesn't have any move type (when used to place exits)
2022 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
2023 */
2024 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
2025 {
1985 altern [index++] = i; 2026 altern [index++] = i;
2027 continue;
2028 }
1986 2029
1987 /* Basically, if we find a wall on a space, we cut down the search size. 2030 /* Basically, if we find a wall on a space, we cut down the search size.
1988 * In this way, we won't return spaces that are on another side of a wall. 2031 * In this way, we won't return spaces that are on another side of a wall.
1989 * This mostly work, but it cuts down the search size in all directions - 2032 * This mostly work, but it cuts down the search size in all directions -
1990 * if the space being examined only has a wall to the north and empty 2033 * if the space being examined only has a wall to the north and empty
1991 * spaces in all the other directions, this will reduce the search space 2034 * spaces in all the other directions, this will reduce the search space
1992 * to only the spaces immediately surrounding the target area, and 2035 * to only the spaces immediately surrounding the target area, and
1993 * won't look 2 spaces south of the target space. 2036 * won't look 2 spaces south of the target space.
1994 */ 2037 */
1995 else if ((flag & P_NO_PASS) && maxfree[i] < stop) 2038 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2039 {
1996 stop = maxfree[i]; 2040 stop = maxfree[i];
2041 continue;
2042 }
2043
2044 /* Note it is intentional that we check ob - the movement type of the
2045 * head of the object should correspond for the entire object.
2046 */
2047 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2048 continue;
2049
2050 if (ob->blocked (m, pos.x, pos.y))
2051 continue;
2052
2053 altern [index++] = i;
1997 } 2054 }
1998 2055
1999 if (!index) 2056 if (!index)
2000 return -1; 2057 return -1;
2001 2058
2010 */ 2067 */
2011int 2068int
2012find_first_free_spot (const object *ob, maptile *m, int x, int y) 2069find_first_free_spot (const object *ob, maptile *m, int x, int y)
2013{ 2070{
2014 for (int i = 0; i < SIZEOFFREE; i++) 2071 for (int i = 0; i < SIZEOFFREE; i++)
2015 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2072 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2016 return i; 2073 return i;
2017 2074
2018 return -1; 2075 return -1;
2019} 2076}
2020 2077
2074 object *tmp; 2131 object *tmp;
2075 maptile *mp; 2132 maptile *mp;
2076 2133
2077 MoveType blocked, move_type; 2134 MoveType blocked, move_type;
2078 2135
2079 if (exclude && exclude->head) 2136 if (exclude && exclude->head_ () != exclude)
2080 { 2137 {
2081 exclude = exclude->head; 2138 exclude = exclude->head;
2082 move_type = exclude->move_type; 2139 move_type = exclude->move_type;
2083 } 2140 }
2084 else 2141 else
2107 max = maxfree[i]; 2164 max = maxfree[i];
2108 else if (mflags & P_IS_ALIVE) 2165 else if (mflags & P_IS_ALIVE)
2109 { 2166 {
2110 for (tmp = ms.bot; tmp; tmp = tmp->above) 2167 for (tmp = ms.bot; tmp; tmp = tmp->above)
2111 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2168 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2112 && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2169 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2113 break; 2170 break;
2114 2171
2115 if (tmp) 2172 if (tmp)
2116 return freedir[i]; 2173 return freedir[i];
2117 } 2174 }
2297 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2354 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2298 * core dumps if they do. 2355 * core dumps if they do.
2299 * 2356 *
2300 * Add a check so we can't pick up invisible objects (0.93.8) 2357 * Add a check so we can't pick up invisible objects (0.93.8)
2301 */ 2358 */
2302
2303int 2359int
2304can_pick (const object *who, const object *item) 2360can_pick (const object *who, const object *item)
2305{ 2361{
2306 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2362 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2307 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2363 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2312 * create clone from object to another 2368 * create clone from object to another
2313 */ 2369 */
2314object * 2370object *
2315object_create_clone (object *asrc) 2371object_create_clone (object *asrc)
2316{ 2372{
2317 object *dst = 0, *tmp, *src, *part, *prev, *item; 2373 object *dst = 0, *tmp, *src, *prev, *item;
2318 2374
2319 if (!asrc) 2375 if (!asrc)
2320 return 0; 2376 return 0;
2321 2377
2322 src = asrc;
2323 if (src->head)
2324 src = src->head; 2378 src = asrc->head_ ();
2325 2379
2326 prev = 0; 2380 prev = 0;
2327 for (part = src; part; part = part->more) 2381 for (object *part = src; part; part = part->more)
2328 { 2382 {
2329 tmp = part->clone (); 2383 tmp = part->clone ();
2330 tmp->x -= src->x; 2384 tmp->x -= src->x;
2331 tmp->y -= src->y; 2385 tmp->y -= src->y;
2332 2386
2412 if (link->key == canonical_key) 2466 if (link->key == canonical_key)
2413 return link->value; 2467 return link->value;
2414 2468
2415 return 0; 2469 return 0;
2416} 2470}
2417
2418 2471
2419/* 2472/*
2420 * Updates the canonical_key in op to value. 2473 * Updates the canonical_key in op to value.
2421 * 2474 *
2422 * canonical_key is a shared string (value doesn't have to be). 2475 * canonical_key is a shared string (value doesn't have to be).
2446 /* Basically, if the archetype has this key set, 2499 /* Basically, if the archetype has this key set,
2447 * we need to store the null value so when we save 2500 * we need to store the null value so when we save
2448 * it, we save the empty value so that when we load, 2501 * it, we save the empty value so that when we load,
2449 * we get this value back again. 2502 * we get this value back again.
2450 */ 2503 */
2451 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2504 if (get_ob_key_link (op->arch, canonical_key))
2452 field->value = 0; 2505 field->value = 0;
2453 else 2506 else
2454 { 2507 {
2455 if (last) 2508 if (last)
2456 last->next = field->next; 2509 last->next = field->next;
2525 } 2578 }
2526 else 2579 else
2527 item = item->env; 2580 item = item->env;
2528} 2581}
2529 2582
2530
2531const char * 2583const char *
2532object::flag_desc (char *desc, int len) const 2584object::flag_desc (char *desc, int len) const
2533{ 2585{
2534 char *p = desc; 2586 char *p = desc;
2535 bool first = true; 2587 bool first = true;
2562{ 2614{
2563 char flagdesc[512]; 2615 char flagdesc[512];
2564 char info2[256 * 4]; 2616 char info2[256 * 4];
2565 char *p = info; 2617 char *p = info;
2566 2618
2567 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}", 2619 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s,flags:[%s],type:%d}",
2568 count, uuid.seq, 2620 count,
2621 uuid.c_str (),
2569 &name, 2622 &name,
2570 title ? "\",title:\"" : "", 2623 title ? "\",title:\"" : "",
2571 title ? (const char *)title : "", 2624 title ? (const char *)title : "",
2572 flag_desc (flagdesc, 512), type); 2625 flag_desc (flagdesc, 512), type);
2573 2626
2574 if (env) 2627 if (!this->flag[FLAG_REMOVED] && env)
2575 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2628 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2576 2629
2577 if (map) 2630 if (map)
2578 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y); 2631 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2579 2632
2581} 2634}
2582 2635
2583const char * 2636const char *
2584object::debug_desc () const 2637object::debug_desc () const
2585{ 2638{
2586 static char info[256 * 4]; 2639 static char info[3][256 * 4];
2640 static int info_idx;
2641
2587 return debug_desc (info); 2642 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} 2643}
2596 2644
2597struct region * 2645struct region *
2598object::region () const 2646object::region () const
2599{ 2647{
2602} 2650}
2603 2651
2604const materialtype_t * 2652const materialtype_t *
2605object::dominant_material () const 2653object::dominant_material () const
2606{ 2654{
2607 if (materialtype_t *mat = name_to_material (materialname)) 2655 if (materialtype_t *mt = name_to_material (materialname))
2608 return mat; 2656 return mt;
2609 2657
2610 // omfg this is slow, this has to be temporary :)
2611 shstr unknown ("unknown");
2612
2613 return name_to_material (unknown); 2658 return name_to_material (shstr_unknown);
2614} 2659}
2615 2660
2616void 2661void
2617object::open_container (object *new_container) 2662object::open_container (object *new_container)
2618{ 2663{
2634 old_container->flag [FLAG_APPLIED] = 0; 2679 old_container->flag [FLAG_APPLIED] = 0;
2635 container = 0; 2680 container = 0;
2636 2681
2637 esrv_update_item (UPD_FLAGS, this, old_container); 2682 esrv_update_item (UPD_FLAGS, this, old_container);
2638 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); 2683 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2684 play_sound (sound_find ("chest_close"));
2639 } 2685 }
2640 2686
2641 if (new_container) 2687 if (new_container)
2642 { 2688 {
2643 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this))) 2689 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2659 new_container->flag [FLAG_APPLIED] = 1; 2705 new_container->flag [FLAG_APPLIED] = 1;
2660 container = new_container; 2706 container = new_container;
2661 2707
2662 esrv_update_item (UPD_FLAGS, this, new_container); 2708 esrv_update_item (UPD_FLAGS, this, new_container);
2663 esrv_send_inventory (this, new_container); 2709 esrv_send_inventory (this, new_container);
2710 play_sound (sound_find ("chest_open"));
2711 }
2712}
2713
2714object *
2715object::force_find (const shstr name)
2716{
2717 /* cycle through his inventory to look for the MARK we want to
2718 * place
2719 */
2720 for (object *tmp = inv; tmp; tmp = tmp->below)
2721 if (tmp->type == FORCE && tmp->slaying == name)
2722 return splay (tmp);
2723
2724 return 0;
2725}
2726
2727void
2728object::force_add (const shstr name, int duration)
2729{
2730 if (object *force = force_find (name))
2731 force->destroy ();
2732
2733 object *force = get_archetype (FORCE_NAME);
2734
2735 force->slaying = name;
2736 force->stats.food = 1;
2737 force->speed_left = -1.f;
2738
2739 force->set_speed (duration ? 1.f / duration : 0.f);
2740 force->flag [FLAG_IS_USED_UP] = true;
2741 force->flag [FLAG_APPLIED] = true;
2742
2743 insert (force);
2744}
2745
2746void
2747object::play_sound (faceidx sound) const
2748{
2749 if (!sound)
2750 return;
2751
2752 if (flag [FLAG_REMOVED])
2753 return;
2754
2755 if (env)
2664 } 2756 {
2757 if (object *pl = in_player ())
2758 pl->contr->play_sound (sound);
2759 }
2760 else
2761 map->play_sound (sound, x, y);
2665} 2762}
2666 2763
2667

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