ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/common/object.C
(Generate patch)

Comparing deliantra/server/common/object.C (file contents):
Revision 1.135 by root, Sun Mar 11 02:12:44 2007 UTC vs.
Revision 1.192 by root, Fri Oct 12 19:13:25 2007 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game for X-windows 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 20 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
23 */ 22 */
24 23
25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
26 sub/add_weight will transcend the environment updating the carrying 25 sub/add_weight will transcend the environment updating the carrying
27 variable. */ 26 variable. */
29#include <stdio.h> 28#include <stdio.h>
30#include <sys/types.h> 29#include <sys/types.h>
31#include <sys/uio.h> 30#include <sys/uio.h>
32#include <object.h> 31#include <object.h>
33#include <funcpoint.h> 32#include <funcpoint.h>
33#include <sproto.h>
34#include <loader.h> 34#include <loader.h>
35 35
36#include <bitset> 36#include <bitset>
37 37
38int nrofallocobjects = 0; 38int nrofallocobjects = 0;
299 return 0; 299 return 0;
300 else if (!compare_ob_value_lists (ob1, ob2)) 300 else if (!compare_ob_value_lists (ob1, ob2))
301 return 0; 301 return 0;
302 } 302 }
303 303
304 //TODO: generate an event or call into perl for additional checks
305 if (ob1->self || ob2->self) 304 if (ob1->self || ob2->self)
306 { 305 {
307 ob1->optimise (); 306 ob1->optimise ();
308 ob2->optimise (); 307 ob2->optimise ();
309 308
310 if (ob1->self || ob2->self) 309 if (ob1->self || ob2->self)
310 {
311 int k1 = ob1->self ? HvTOTALKEYS (SvRV (ob1->self)) : 0;
312 int k2 = ob2->self ? HvTOTALKEYS (SvRV (ob2->self)) : 0;
313
314 if (k1 != k2)
311 return 0; 315 return 0;
316 else if (k1 == 0)
317 return 1;
318 else if (!cfperl_can_merge (ob1, ob2))
319 return 0;
320 }
312 } 321 }
313 322
314 /* Everything passes, must be OK. */ 323 /* Everything passes, must be OK. */
315 return 1; 324 return 1;
316} 325}
324sum_weight (object *op) 333sum_weight (object *op)
325{ 334{
326 long sum; 335 long sum;
327 object *inv; 336 object *inv;
328 337
329 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 338 for (sum = 0, inv = op->inv; inv; inv = inv->below)
330 { 339 {
331 if (inv->inv) 340 if (inv->inv)
332 sum_weight (inv); 341 sum_weight (inv);
342
333 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 343 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
334 } 344 }
335 345
336 if (op->type == CONTAINER && op->stats.Str) 346 if (op->type == CONTAINER && op->stats.Str)
337 sum = (sum * (100 - op->stats.Str)) / 100; 347 sum = (sum * (100 - op->stats.Str)) / 100;
373/* 383/*
374 * get_nearest_part(multi-object, object 2) returns the part of the 384 * get_nearest_part(multi-object, object 2) returns the part of the
375 * multi-object 1 which is closest to the second object. 385 * multi-object 1 which is closest to the second object.
376 * If it's not a multi-object, it is returned. 386 * If it's not a multi-object, it is returned.
377 */ 387 */
378
379object * 388object *
380get_nearest_part (object *op, const object *pl) 389get_nearest_part (object *op, const object *pl)
381{ 390{
382 object *tmp, *closest; 391 object *tmp, *closest;
383 int last_dist, i; 392 int last_dist, i;
428} 437}
429 438
430/* 439/*
431 * Sets the owner and sets the skill and exp pointers to owner's current 440 * Sets the owner and sets the skill and exp pointers to owner's current
432 * skill and experience objects. 441 * skill and experience objects.
442 * ACTUALLY NO! investigate! TODO
433 */ 443 */
434void 444void
435object::set_owner (object *owner) 445object::set_owner (object *owner)
436{ 446{
447 // allow objects which own objects
437 if (!owner) 448 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) 449 while (owner->owner)
448 owner = owner->owner; 450 owner = owner->owner;
449 451
450 this->owner = owner; 452 this->owner = owner;
453}
454
455int
456object::slottype () const
457{
458 if (type == SKILL)
459 {
460 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
461 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
462 }
463 else
464 {
465 if (slot [body_combat].info) return slot_combat;
466 if (slot [body_range ].info) return slot_ranged;
467 }
468
469 return slot_none;
470}
471
472bool
473object::change_weapon (object *ob)
474{
475 if (current_weapon == ob)
476 return true;
477
478 if (chosen_skill)
479 chosen_skill->flag [FLAG_APPLIED] = false;
480
481 current_weapon = ob;
482 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
483
484 if (chosen_skill)
485 chosen_skill->flag [FLAG_APPLIED] = true;
486
487 update_stats ();
488
489 if (ob)
490 {
491 // now check wether any body locations became invalid, in which case
492 // we cannot apply the weapon at the moment.
493 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
494 if (slot[i].used < 0)
495 {
496 current_weapon = chosen_skill = 0;
497 update_stats ();
498
499 new_draw_info_format (NDI_UNIQUE, 0, this,
500 "You try to balance all your items at once, "
501 "but the %s is just too much for your body. "
502 "[You need to unapply some items first.]", &ob->name);
503 return false;
504 }
505
506 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
507 }
508 else
509 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
510
511 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
512 {
513 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
514 &name, ob->debug_desc ());
515 return false;
516 }
517
518 return true;
451} 519}
452 520
453/* Zero the key_values on op, decrementing the shared-string 521/* Zero the key_values on op, decrementing the shared-string
454 * refcounts and freeing the links. 522 * refcounts and freeing the links.
455 */ 523 */
456static void 524static void
457free_key_values (object *op) 525free_key_values (object *op)
458{ 526{
459 for (key_value *i = op->key_values; i != 0;) 527 for (key_value *i = op->key_values; i; )
460 { 528 {
461 key_value *next = i->next; 529 key_value *next = i->next;
462 delete i; 530 delete i;
463 531
464 i = next; 532 i = next;
465 } 533 }
466 534
467 op->key_values = 0; 535 op->key_values = 0;
468} 536}
469 537
470/* 538object &
471 * copy_to first frees everything allocated by the dst object, 539object::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{ 540{
481 bool is_freed = QUERY_FLAG (dst, FLAG_FREED); 541 bool is_freed = flag [FLAG_FREED];
482 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED); 542 bool is_removed = flag [FLAG_REMOVED];
483 543
484 *(object_copy *)dst = *this; 544 *(object_copy *)this = src;
485 545
486 if (is_freed) 546 flag [FLAG_FREED] = is_freed;
487 SET_FLAG (dst, FLAG_FREED); 547 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 ();
494 548
495 /* Copy over key_values, if any. */ 549 /* Copy over key_values, if any. */
496 if (key_values) 550 if (src.key_values)
497 { 551 {
498 key_value *tail = 0; 552 key_value *tail = 0;
499 key_value *i;
500
501 dst->key_values = 0; 553 key_values = 0;
502 554
503 for (i = key_values; i; i = i->next) 555 for (key_value *i = src.key_values; i; i = i->next)
504 { 556 {
505 key_value *new_link = new key_value; 557 key_value *new_link = new key_value;
506 558
507 new_link->next = 0; 559 new_link->next = 0;
508 new_link->key = i->key; 560 new_link->key = i->key;
509 new_link->value = i->value; 561 new_link->value = i->value;
510 562
511 /* Try and be clever here, too. */ 563 /* Try and be clever here, too. */
512 if (!dst->key_values) 564 if (!key_values)
513 { 565 {
514 dst->key_values = new_link; 566 key_values = new_link;
515 tail = new_link; 567 tail = new_link;
516 } 568 }
517 else 569 else
518 { 570 {
519 tail->next = new_link; 571 tail->next = new_link;
520 tail = new_link; 572 tail = new_link;
521 } 573 }
522 } 574 }
523 } 575 }
576}
577
578/*
579 * copy_to first frees everything allocated by the dst object,
580 * and then copies the contents of itself into the second
581 * object, allocating what needs to be allocated. Basically, any
582 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
583 * if the first object is freed, the pointers in the new object
584 * will point at garbage.
585 */
586void
587object::copy_to (object *dst)
588{
589 *dst = *this;
590
591 if (speed < 0)
592 dst->speed_left -= rndm ();
524 593
525 dst->set_speed (dst->speed); 594 dst->set_speed (dst->speed);
526} 595}
527 596
528void 597void
536 * need for monsters, but doesn't hurt to do it for everything. 605 * need for monsters, but doesn't hurt to do it for everything.
537 * by doing so, when a monster is created, it has good starting 606 * by doing so, when a monster is created, it has good starting
538 * values for the body_used info, so when items are created 607 * values for the body_used info, so when items are created
539 * for it, they can be properly equipped. 608 * for it, they can be properly equipped.
540 */ 609 */
541 memcpy (body_used, body_info, sizeof (body_used)); 610 for (int i = NUM_BODY_LOCATIONS; i--; )
611 slot[i].used = slot[i].info;
542 612
543 attachable::instantiate (); 613 attachable::instantiate ();
544} 614}
545 615
546object * 616object *
834 904
835 if (flag [FLAG_IS_LINKED]) 905 if (flag [FLAG_IS_LINKED])
836 remove_button_link (this); 906 remove_button_link (this);
837 907
838 if (flag [FLAG_FRIENDLY]) 908 if (flag [FLAG_FRIENDLY])
839 {
840 remove_friendly_object (this); 909 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 }
848 910
849 if (!flag [FLAG_REMOVED]) 911 if (!flag [FLAG_REMOVED])
850 remove (); 912 remove ();
851 913
852 destroy_inv (true); 914 destroy_inv (true);
862 924
863 if (!freed_map) 925 if (!freed_map)
864 { 926 {
865 freed_map = new maptile; 927 freed_map = new maptile;
866 928
929 freed_map->path = "<freed objects map>";
867 freed_map->name = "/internal/freed_objects_map"; 930 freed_map->name = "/internal/freed_objects_map";
868 freed_map->width = 3; 931 freed_map->width = 3;
869 freed_map->height = 3; 932 freed_map->height = 3;
870 933
871 freed_map->alloc (); 934 freed_map->alloc ();
875 map = freed_map; 938 map = freed_map;
876 x = 1; 939 x = 1;
877 y = 1; 940 y = 1;
878 } 941 }
879 942
880 head = 0;
881
882 if (more) 943 if (more)
883 { 944 {
884 more->destroy (); 945 more->destroy ();
885 more = 0; 946 more = 0;
886 } 947 }
887 948
949 head = 0;
950
888 // clear those pointers that likely might have circular references to us 951 // clear those pointers that likely might cause circular references
889 owner = 0; 952 owner = 0;
890 enemy = 0; 953 enemy = 0;
891 attacked_by = 0; 954 attacked_by = 0;
955 current_weapon = 0;
892} 956}
893 957
894void 958void
895object::destroy (bool destroy_inventory) 959object::destroy (bool destroy_inventory)
896{ 960{
897 if (destroyed ()) 961 if (destroyed ())
898 return; 962 return;
899 963
900 if (destroy_inventory) 964 if (destroy_inventory)
901 destroy_inv (false); 965 destroy_inv (false);
966
967 if (is_head ())
968 if (sound_destroy)
969 play_sound (sound_destroy);
970 else if (flag [FLAG_MONSTER])
971 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
902 972
903 attachable::destroy (); 973 attachable::destroy ();
904} 974}
905 975
906/* 976/*
1021 if (map->in_memory == MAP_SAVING) 1091 if (map->in_memory == MAP_SAVING)
1022 return; 1092 return;
1023 1093
1024 int check_walk_off = !flag [FLAG_NO_APPLY]; 1094 int check_walk_off = !flag [FLAG_NO_APPLY];
1025 1095
1096 if (object *pl = ms.player ())
1097 {
1098 if (pl->container == this)
1099 /* If a container that the player is currently using somehow gets
1100 * removed (most likely destroyed), update the player view
1101 * appropriately.
1102 */
1103 pl->close_container ();
1104
1105 pl->contr->ns->floorbox_update ();
1106 }
1107
1026 for (tmp = ms.bot; tmp; tmp = tmp->above) 1108 for (tmp = ms.bot; tmp; tmp = tmp->above)
1027 { 1109 {
1028 /* No point updating the players look faces if he is the object 1110 /* No point updating the players look faces if he is the object
1029 * being removed. 1111 * being removed.
1030 */ 1112 */
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 1113
1048 /* See if object moving off should effect something */ 1114 /* See if object moving off should effect something */
1049 if (check_walk_off 1115 if (check_walk_off
1050 && ((move_type & tmp->move_off) 1116 && ((move_type & tmp->move_off)
1051 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1117 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1054 1120
1055 if (destroyed ()) 1121 if (destroyed ())
1056 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1122 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1057 } 1123 }
1058 1124
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; 1125 last = tmp;
1065 } 1126 }
1066 1127
1067 /* last == NULL if there are no objects on this space */ 1128 /* last == NULL if there are no objects on this space */
1068 //TODO: this makes little sense, why only update the topmost object? 1129 //TODO: this makes little sense, why only update the topmost object?
1111 } 1172 }
1112 1173
1113 return 0; 1174 return 0;
1114} 1175}
1115 1176
1177void
1178object::expand_tail ()
1179{
1180 if (more)
1181 return;
1182
1183 object *prev = this;
1184
1185 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1186 {
1187 object *op = arch_to_object (at);
1188
1189 op->name = name;
1190 op->name_pl = name_pl;
1191 op->title = title;
1192
1193 op->head = this;
1194 prev->more = op;
1195
1196 prev = op;
1197 }
1198}
1199
1116/* 1200/*
1117 * same as insert_ob_in_map except it handles separate coordinates and does a clean 1201 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1118 * job preparing multi-part monsters. 1202 * job preparing multi-part monsters.
1119 */ 1203 */
1120object * 1204object *
1121insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1205insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1122{ 1206{
1123 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1207 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1124 { 1208 {
1125 tmp->x = x + tmp->arch->clone.x; 1209 tmp->x = x + tmp->arch->x;
1126 tmp->y = y + tmp->arch->clone.y; 1210 tmp->y = y + tmp->arch->y;
1127 } 1211 }
1128 1212
1129 return insert_ob_in_map (op, m, originator, flag); 1213 return insert_ob_in_map (op, m, originator, flag);
1130} 1214}
1131 1215
1150 * just 'op' otherwise 1234 * just 'op' otherwise
1151 */ 1235 */
1152object * 1236object *
1153insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1237insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1154{ 1238{
1239 assert (!op->flag [FLAG_FREED]);
1240
1155 object *tmp, *top, *floor = NULL; 1241 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 1242
1166 op->remove (); 1243 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 1244
1204 /* Ideally, the caller figures this out. However, it complicates a lot 1245 /* 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 1246 * of areas of callers (eg, anything that uses find_free_spot would now
1206 * need extra work 1247 * need extra work
1207 */ 1248 */
1208 if (!xy_normalise (m, op->x, op->y)) 1249 if (!xy_normalise (m, op->x, op->y))
1250 {
1251 op->destroy ();
1209 return 0; 1252 return 0;
1253 }
1254
1255 if (object *more = op->more)
1256 if (!insert_ob_in_map (more, m, originator, flag))
1257 return 0;
1258
1259 CLEAR_FLAG (op, FLAG_REMOVED);
1210 1260
1211 op->map = m; 1261 op->map = m;
1212 mapspace &ms = op->ms (); 1262 mapspace &ms = op->ms ();
1213 1263
1214 /* this has to be done after we translate the coordinates. 1264 /* this has to be done after we translate the coordinates.
1215 */ 1265 */
1216 if (op->nrof && !(flag & INS_NO_MERGE)) 1266 if (op->nrof && !(flag & INS_NO_MERGE))
1217 for (tmp = ms.bot; tmp; tmp = tmp->above) 1267 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1218 if (object::can_merge (op, tmp)) 1268 if (object::can_merge (op, tmp))
1219 { 1269 {
1220 op->nrof += tmp->nrof; 1270 op->nrof += tmp->nrof;
1221 tmp->destroy (); 1271 tmp->destroy ();
1222 } 1272 }
1249 else 1299 else
1250 { 1300 {
1251 top = ms.bot; 1301 top = ms.bot;
1252 1302
1253 /* If there are other objects, then */ 1303 /* If there are other objects, then */
1254 if ((!(flag & INS_MAP_LOAD)) && top) 1304 if (top)
1255 { 1305 {
1256 object *last = 0; 1306 object *last = 0;
1257 1307
1258 /* 1308 /*
1259 * If there are multiple objects on this space, we do some trickier handling. 1309 * If there are multiple objects on this space, we do some trickier handling.
1312 if (last && last->below && last != floor) 1362 if (last && last->below && last != floor)
1313 top = last->below; 1363 top = last->below;
1314 } 1364 }
1315 } /* If objects on this space */ 1365 } /* If objects on this space */
1316 1366
1317 if (flag & INS_MAP_LOAD)
1318 top = ms.top;
1319
1320 if (flag & INS_ABOVE_FLOOR_ONLY) 1367 if (flag & INS_ABOVE_FLOOR_ONLY)
1321 top = floor; 1368 top = floor;
1322 1369
1323 /* Top is the object that our object (op) is going to get inserted above. 1370 /* Top is the object that our object (op) is going to get inserted above.
1324 */ 1371 */
1356 op->map->touch (); 1403 op->map->touch ();
1357 } 1404 }
1358 1405
1359 op->map->dirty = true; 1406 op->map->dirty = true;
1360 1407
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 ()) 1408 if (object *pl = ms.player ())
1366 if (pl->contr->ns)
1367 pl->contr->ns->floorbox_update (); 1409 pl->contr->ns->floorbox_update ();
1368 1410
1369 /* If this object glows, it may affect lighting conditions that are 1411 /* If this object glows, it may affect lighting conditions that are
1370 * visible to others on this map. But update_all_los is really 1412 * visible to others on this map. But update_all_los is really
1371 * an inefficient way to do this, as it means los for all players 1413 * an inefficient way to do this, as it means los for all players
1372 * on the map will get recalculated. The players could very well 1414 * on the map will get recalculated. The players could very well
1391 * blocked() and wall() work properly), and these flags are updated by 1433 * blocked() and wall() work properly), and these flags are updated by
1392 * update_object(). 1434 * update_object().
1393 */ 1435 */
1394 1436
1395 /* if this is not the head or flag has been passed, don't check walk on status */ 1437 /* if this is not the head or flag has been passed, don't check walk on status */
1396 if (!(flag & INS_NO_WALK_ON) && !op->head) 1438 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1397 { 1439 {
1398 if (check_move_on (op, originator)) 1440 if (check_move_on (op, originator))
1399 return 0; 1441 return 0;
1400 1442
1401 /* If we are a multi part object, lets work our way through the check 1443 /* If we are a multi part object, lets work our way through the check
1402 * walk on's. 1444 * walk on's.
1403 */ 1445 */
1404 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1446 for (object *tmp = op->more; tmp; tmp = tmp->more)
1405 if (check_move_on (tmp, originator)) 1447 if (check_move_on (tmp, originator))
1406 return 0; 1448 return 0;
1407 } 1449 }
1408 1450
1409 return op; 1451 return op;
1419 object *tmp, *tmp1; 1461 object *tmp, *tmp1;
1420 1462
1421 /* first search for itself and remove any old instances */ 1463 /* first search for itself and remove any old instances */
1422 1464
1423 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 1465 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1424 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1466 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1425 tmp->destroy (); 1467 tmp->destroy ();
1426 1468
1427 tmp1 = arch_to_object (archetype::find (arch_string)); 1469 tmp1 = arch_to_object (archetype::find (arch_string));
1428 1470
1429 tmp1->x = op->x; 1471 tmp1->x = op->x;
1430 tmp1->y = op->y; 1472 tmp1->y = op->y;
1431 insert_ob_in_map (tmp1, op->map, op, 0); 1473 insert_ob_in_map (tmp1, op->map, op, 0);
1432} 1474}
1433 1475
1434// XXX: function not returning object*
1435object * 1476object *
1436object::insert_at (object *where, object *originator, int flags) 1477object::insert_at (object *where, object *originator, int flags)
1437{ 1478{
1438 where->map->insert (this, where->x, where->y, originator, flags); 1479 return where->map->insert (this, where->x, where->y, originator, flags);
1439} 1480}
1440 1481
1441/* 1482/*
1442 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1483 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1443 * is returned contains nr objects, and the remaining parts contains 1484 * is returned contains nr objects, and the remaining parts contains
1483 * the amount of an object. If the amount reaches 0, the object 1524 * the amount of an object. If the amount reaches 0, the object
1484 * is subsequently removed and freed. 1525 * is subsequently removed and freed.
1485 * 1526 *
1486 * Return value: 'op' if something is left, NULL if the amount reached 0 1527 * Return value: 'op' if something is left, NULL if the amount reached 0
1487 */ 1528 */
1488
1489object * 1529object *
1490decrease_ob_nr (object *op, uint32 i) 1530decrease_ob_nr (object *op, uint32 i)
1491{ 1531{
1492 object *tmp; 1532 object *tmp;
1493 1533
1568 1608
1569/* 1609/*
1570 * add_weight(object, weight) adds the specified weight to an object, 1610 * add_weight(object, weight) adds the specified weight to an object,
1571 * and also updates how much the environment(s) is/are carrying. 1611 * and also updates how much the environment(s) is/are carrying.
1572 */ 1612 */
1573
1574void 1613void
1575add_weight (object *op, signed long weight) 1614add_weight (object *op, signed long weight)
1576{ 1615{
1577 while (op != NULL) 1616 while (op != NULL)
1578 { 1617 {
1593 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1632 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1594 free (dump); 1633 free (dump);
1595 return op; 1634 return op;
1596 } 1635 }
1597 1636
1598 if (where->head) 1637 if (where->head_ () != where)
1599 { 1638 {
1600 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n"); 1639 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1601 where = where->head; 1640 where = where->head;
1602 } 1641 }
1603 1642
1604 return where->insert (op); 1643 return where->insert (op);
1605} 1644}
1610 * inside the object environment. 1649 * inside the object environment.
1611 * 1650 *
1612 * The function returns now pointer to inserted item, and return value can 1651 * The function returns now pointer to inserted item, and return value can
1613 * be != op, if items are merged. -Tero 1652 * be != op, if items are merged. -Tero
1614 */ 1653 */
1615
1616object * 1654object *
1617object::insert (object *op) 1655object::insert (object *op)
1618{ 1656{
1619 object *tmp, *otmp;
1620
1621 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1657 if (!QUERY_FLAG (op, FLAG_REMOVED))
1622 op->remove (); 1658 op->remove ();
1623 1659
1624 if (op->more) 1660 if (op->more)
1625 { 1661 {
1627 return op; 1663 return op;
1628 } 1664 }
1629 1665
1630 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1666 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1631 CLEAR_FLAG (op, FLAG_REMOVED); 1667 CLEAR_FLAG (op, FLAG_REMOVED);
1668
1632 if (op->nrof) 1669 if (op->nrof)
1633 { 1670 {
1634 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1671 for (object *tmp = inv; tmp; tmp = tmp->below)
1635 if (object::can_merge (tmp, op)) 1672 if (object::can_merge (tmp, op))
1636 { 1673 {
1637 /* return the original object and remove inserted object 1674 /* return the original object and remove inserted object
1638 (client needs the original object) */ 1675 (client needs the original object) */
1639 tmp->nrof += op->nrof; 1676 tmp->nrof += op->nrof;
1658 add_weight (this, op->weight * op->nrof); 1695 add_weight (this, op->weight * op->nrof);
1659 } 1696 }
1660 else 1697 else
1661 add_weight (this, (op->weight + op->carrying)); 1698 add_weight (this, (op->weight + op->carrying));
1662 1699
1663 otmp = this->in_player (); 1700 if (object *otmp = this->in_player ())
1664 if (otmp && otmp->contr)
1665 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1701 if (otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1666 otmp->update_stats (); 1702 otmp->update_stats ();
1667 1703
1704 op->owner = 0; // its his/hers now. period.
1668 op->map = 0; 1705 op->map = 0;
1669 op->env = this; 1706 op->env = this;
1670 op->above = 0; 1707 op->above = 0;
1671 op->below = 0; 1708 op->below = 0;
1672 op->x = 0, op->y = 0; 1709 op->x = op->y = 0;
1673 1710
1674 /* reset the light list and los of the players on the map */ 1711 /* reset the light list and los of the players on the map */
1675 if ((op->glow_radius != 0) && map) 1712 if (op->glow_radius && map)
1676 { 1713 {
1677#ifdef DEBUG_LIGHTS 1714#ifdef DEBUG_LIGHTS
1678 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1715 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1679#endif /* DEBUG_LIGHTS */ 1716#endif /* DEBUG_LIGHTS */
1680 if (map->darkness) 1717 if (map->darkness)
1934 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1971 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1935 { 1972 {
1936 CLEAR_FLAG (tmp, flag); 1973 CLEAR_FLAG (tmp, flag);
1937 unflag_inv (tmp, flag); 1974 unflag_inv (tmp, flag);
1938 } 1975 }
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} 1976}
1953 1977
1954/* 1978/*
1955 * find_free_spot(object, map, x, y, start, stop) will search for 1979 * find_free_spot(object, map, x, y, start, stop) will search for
1956 * a spot at the given map and coordinates which will be able to contain 1980 * a spot at the given map and coordinates which will be able to contain
1973 * customized, changed states, etc. 1997 * customized, changed states, etc.
1974 */ 1998 */
1975int 1999int
1976find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 2000find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
1977{ 2001{
2002 int altern[SIZEOFFREE];
1978 int index = 0, flag; 2003 int index = 0, flag;
1979 int altern[SIZEOFFREE];
1980 2004
1981 for (int i = start; i < stop; i++) 2005 for (int i = start; i < stop; i++)
1982 { 2006 {
1983 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2007 mapxy pos (m, x, y); pos.move (i);
1984 if (!flag) 2008
2009 if (!pos.normalise ())
2010 continue;
2011
2012 mapspace &ms = *pos;
2013
2014 if (ms.flags () & P_IS_ALIVE)
2015 continue;
2016
2017 /* However, often
2018 * ob doesn't have any move type (when used to place exits)
2019 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
2020 */
2021 if (ob->move_type == 0 && ms.move_block != MOVE_ALL)
2022 {
1985 altern [index++] = i; 2023 altern [index++] = i;
2024 continue;
2025 }
1986 2026
1987 /* Basically, if we find a wall on a space, we cut down the search size. 2027 /* Basically, if we find a wall on a space, we cut down the search size.
1988 * In this way, we won't return spaces that are on another side of a wall. 2028 * In this way, we won't return spaces that are on another side of a wall.
1989 * This mostly work, but it cuts down the search size in all directions - 2029 * This mostly work, but it cuts down the search size in all directions -
1990 * if the space being examined only has a wall to the north and empty 2030 * if the space being examined only has a wall to the north and empty
1991 * spaces in all the other directions, this will reduce the search space 2031 * spaces in all the other directions, this will reduce the search space
1992 * to only the spaces immediately surrounding the target area, and 2032 * to only the spaces immediately surrounding the target area, and
1993 * won't look 2 spaces south of the target space. 2033 * won't look 2 spaces south of the target space.
1994 */ 2034 */
1995 else if ((flag & P_NO_PASS) && maxfree[i] < stop) 2035 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2036 {
1996 stop = maxfree[i]; 2037 stop = maxfree[i];
2038 continue;
2039 }
2040
2041 /* Note it is intentional that we check ob - the movement type of the
2042 * head of the object should correspond for the entire object.
2043 */
2044 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2045 continue;
2046
2047 altern [index++] = i;
1997 } 2048 }
1998 2049
1999 if (!index) 2050 if (!index)
2000 return -1; 2051 return -1;
2001 2052
2010 */ 2061 */
2011int 2062int
2012find_first_free_spot (const object *ob, maptile *m, int x, int y) 2063find_first_free_spot (const object *ob, maptile *m, int x, int y)
2013{ 2064{
2014 for (int i = 0; i < SIZEOFFREE; i++) 2065 for (int i = 0; i < SIZEOFFREE; i++)
2015 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2066 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2016 return i; 2067 return i;
2017 2068
2018 return -1; 2069 return -1;
2019} 2070}
2020 2071
2074 object *tmp; 2125 object *tmp;
2075 maptile *mp; 2126 maptile *mp;
2076 2127
2077 MoveType blocked, move_type; 2128 MoveType blocked, move_type;
2078 2129
2079 if (exclude && exclude->head) 2130 if (exclude && exclude->head_ () != exclude)
2080 { 2131 {
2081 exclude = exclude->head; 2132 exclude = exclude->head;
2082 move_type = exclude->move_type; 2133 move_type = exclude->move_type;
2083 } 2134 }
2084 else 2135 else
2107 max = maxfree[i]; 2158 max = maxfree[i];
2108 else if (mflags & P_IS_ALIVE) 2159 else if (mflags & P_IS_ALIVE)
2109 { 2160 {
2110 for (tmp = ms.bot; tmp; tmp = tmp->above) 2161 for (tmp = ms.bot; tmp; tmp = tmp->above)
2111 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2162 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2112 && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2163 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2113 break; 2164 break;
2114 2165
2115 if (tmp) 2166 if (tmp)
2116 return freedir[i]; 2167 return freedir[i];
2117 } 2168 }
2297 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2348 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2298 * core dumps if they do. 2349 * core dumps if they do.
2299 * 2350 *
2300 * Add a check so we can't pick up invisible objects (0.93.8) 2351 * Add a check so we can't pick up invisible objects (0.93.8)
2301 */ 2352 */
2302
2303int 2353int
2304can_pick (const object *who, const object *item) 2354can_pick (const object *who, const object *item)
2305{ 2355{
2306 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2356 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2307 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2357 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2312 * create clone from object to another 2362 * create clone from object to another
2313 */ 2363 */
2314object * 2364object *
2315object_create_clone (object *asrc) 2365object_create_clone (object *asrc)
2316{ 2366{
2317 object *dst = 0, *tmp, *src, *part, *prev, *item; 2367 object *dst = 0, *tmp, *src, *prev, *item;
2318 2368
2319 if (!asrc) 2369 if (!asrc)
2320 return 0; 2370 return 0;
2321 2371
2322 src = asrc;
2323 if (src->head)
2324 src = src->head; 2372 src = asrc->head_ ();
2325 2373
2326 prev = 0; 2374 prev = 0;
2327 for (part = src; part; part = part->more) 2375 for (object *part = src; part; part = part->more)
2328 { 2376 {
2329 tmp = part->clone (); 2377 tmp = part->clone ();
2330 tmp->x -= src->x; 2378 tmp->x -= src->x;
2331 tmp->y -= src->y; 2379 tmp->y -= src->y;
2332 2380
2412 if (link->key == canonical_key) 2460 if (link->key == canonical_key)
2413 return link->value; 2461 return link->value;
2414 2462
2415 return 0; 2463 return 0;
2416} 2464}
2417
2418 2465
2419/* 2466/*
2420 * Updates the canonical_key in op to value. 2467 * Updates the canonical_key in op to value.
2421 * 2468 *
2422 * canonical_key is a shared string (value doesn't have to be). 2469 * canonical_key is a shared string (value doesn't have to be).
2446 /* Basically, if the archetype has this key set, 2493 /* Basically, if the archetype has this key set,
2447 * we need to store the null value so when we save 2494 * we need to store the null value so when we save
2448 * it, we save the empty value so that when we load, 2495 * it, we save the empty value so that when we load,
2449 * we get this value back again. 2496 * we get this value back again.
2450 */ 2497 */
2451 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2498 if (get_ob_key_link (op->arch, canonical_key))
2452 field->value = 0; 2499 field->value = 0;
2453 else 2500 else
2454 { 2501 {
2455 if (last) 2502 if (last)
2456 last->next = field->next; 2503 last->next = field->next;
2525 } 2572 }
2526 else 2573 else
2527 item = item->env; 2574 item = item->env;
2528} 2575}
2529 2576
2530
2531const char * 2577const char *
2532object::flag_desc (char *desc, int len) const 2578object::flag_desc (char *desc, int len) const
2533{ 2579{
2534 char *p = desc; 2580 char *p = desc;
2535 bool first = true; 2581 bool first = true;
2569 &name, 2615 &name,
2570 title ? "\",title:\"" : "", 2616 title ? "\",title:\"" : "",
2571 title ? (const char *)title : "", 2617 title ? (const char *)title : "",
2572 flag_desc (flagdesc, 512), type); 2618 flag_desc (flagdesc, 512), type);
2573 2619
2574 if (env) 2620 if (!this->flag[FLAG_REMOVED] && env)
2575 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2621 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2576 2622
2577 if (map) 2623 if (map)
2578 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y); 2624 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2579 2625
2581} 2627}
2582 2628
2583const char * 2629const char *
2584object::debug_desc () const 2630object::debug_desc () const
2585{ 2631{
2586 static char info[256 * 4]; 2632 static char info[3][256 * 4];
2633 static int info_idx;
2634
2587 return debug_desc (info); 2635 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} 2636}
2596 2637
2597struct region * 2638struct region *
2598object::region () const 2639object::region () const
2599{ 2640{
2602} 2643}
2603 2644
2604const materialtype_t * 2645const materialtype_t *
2605object::dominant_material () const 2646object::dominant_material () const
2606{ 2647{
2607 if (materialtype_t *mat = name_to_material (materialname)) 2648 if (materialtype_t *mt = name_to_material (materialname))
2608 return mat; 2649 return mt;
2609 2650
2610 // omfg this is slow, this has to be temporary :)
2611 shstr unknown ("unknown");
2612
2613 return name_to_material (unknown); 2651 return name_to_material (shstr_unknown);
2614} 2652}
2615 2653
2616void 2654void
2617object::open_container (object *new_container) 2655object::open_container (object *new_container)
2618{ 2656{
2634 old_container->flag [FLAG_APPLIED] = 0; 2672 old_container->flag [FLAG_APPLIED] = 0;
2635 container = 0; 2673 container = 0;
2636 2674
2637 esrv_update_item (UPD_FLAGS, this, old_container); 2675 esrv_update_item (UPD_FLAGS, this, old_container);
2638 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); 2676 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2677 play_sound (sound_find ("chest_close"));
2639 } 2678 }
2640 2679
2641 if (new_container) 2680 if (new_container)
2642 { 2681 {
2643 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this))) 2682 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2659 new_container->flag [FLAG_APPLIED] = 1; 2698 new_container->flag [FLAG_APPLIED] = 1;
2660 container = new_container; 2699 container = new_container;
2661 2700
2662 esrv_update_item (UPD_FLAGS, this, new_container); 2701 esrv_update_item (UPD_FLAGS, this, new_container);
2663 esrv_send_inventory (this, new_container); 2702 esrv_send_inventory (this, new_container);
2703 play_sound (sound_find ("chest_open"));
2704 }
2705}
2706
2707object *
2708object::force_find (const shstr name)
2709{
2710 /* cycle through his inventory to look for the MARK we want to
2711 * place
2712 */
2713 for (object *tmp = inv; tmp; tmp = tmp->below)
2714 if (tmp->type == FORCE && tmp->slaying == name)
2715 return splay (tmp);
2716
2717 return 0;
2718}
2719
2720void
2721object::force_add (const shstr name, int duration)
2722{
2723 if (object *force = force_find (name))
2724 force->destroy ();
2725
2726 object *force = get_archetype (FORCE_NAME);
2727
2728 force->slaying = name;
2729 force->stats.food = 1;
2730 force->speed_left = -1.f;
2731
2732 force->set_speed (duration ? 1.f / duration : 0.f);
2733 force->flag [FLAG_IS_USED_UP] = true;
2734 force->flag [FLAG_APPLIED] = true;
2735
2736 insert (force);
2737}
2738
2739void
2740object::play_sound (faceidx sound) const
2741{
2742 if (!sound)
2743 return;
2744
2745 if (flag [FLAG_REMOVED])
2746 return;
2747
2748 if (env)
2664 } 2749 {
2750 if (object *pl = in_player ())
2751 pl->contr->play_sound (sound);
2752 }
2753 else
2754 map->play_sound (sound, x, y);
2665} 2755}
2666 2756
2667

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines