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Comparing deliantra/server/common/object.C (file contents):
Revision 1.136 by root, Thu Mar 15 14:23:02 2007 UTC vs.
Revision 1.173 by root, Sat Aug 4 22:23:47 2007 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game for X-windows 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 20 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
23 */ 22 */
24 23
25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
26 sub/add_weight will transcend the environment updating the carrying 25 sub/add_weight will transcend the environment updating the carrying
27 variable. */ 26 variable. */
29#include <stdio.h> 28#include <stdio.h>
30#include <sys/types.h> 29#include <sys/types.h>
31#include <sys/uio.h> 30#include <sys/uio.h>
32#include <object.h> 31#include <object.h>
33#include <funcpoint.h> 32#include <funcpoint.h>
33#include <sproto.h>
34#include <loader.h> 34#include <loader.h>
35 35
36#include <bitset> 36#include <bitset>
37 37
38int nrofallocobjects = 0; 38int nrofallocobjects = 0;
299 return 0; 299 return 0;
300 else if (!compare_ob_value_lists (ob1, ob2)) 300 else if (!compare_ob_value_lists (ob1, ob2))
301 return 0; 301 return 0;
302 } 302 }
303 303
304 //TODO: generate an event or call into perl for additional checks
305 if (ob1->self || ob2->self) 304 if (ob1->self || ob2->self)
306 { 305 {
307 ob1->optimise (); 306 ob1->optimise ();
308 ob2->optimise (); 307 ob2->optimise ();
309 308
310 if (ob1->self || ob2->self) 309 if (ob1->self || ob2->self)
310 if (!cfperl_can_merge (ob1, ob2))
311 return 0; 311 return 0;
312 } 312 }
313 313
314 /* Everything passes, must be OK. */ 314 /* Everything passes, must be OK. */
315 return 1; 315 return 1;
316} 316}
324sum_weight (object *op) 324sum_weight (object *op)
325{ 325{
326 long sum; 326 long sum;
327 object *inv; 327 object *inv;
328 328
329 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 329 for (sum = 0, inv = op->inv; inv; inv = inv->below)
330 { 330 {
331 if (inv->inv) 331 if (inv->inv)
332 sum_weight (inv); 332 sum_weight (inv);
333
333 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 334 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
334 } 335 }
335 336
336 if (op->type == CONTAINER && op->stats.Str) 337 if (op->type == CONTAINER && op->stats.Str)
337 sum = (sum * (100 - op->stats.Str)) / 100; 338 sum = (sum * (100 - op->stats.Str)) / 100;
448 owner = owner->owner; 449 owner = owner->owner;
449 450
450 this->owner = owner; 451 this->owner = owner;
451} 452}
452 453
454int
455object::slottype () const
456{
457 if (type == SKILL)
458 {
459 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
460 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
461 }
462 else
463 {
464 if (slot [body_combat].info) return slot_combat;
465 if (slot [body_range ].info) return slot_ranged;
466 }
467
468 return slot_none;
469}
470
471bool
472object::change_weapon (object *ob)
473{
474 if (current_weapon == ob)
475 return true;
476
477 if (chosen_skill)
478 chosen_skill->flag [FLAG_APPLIED] = false;
479
480 current_weapon = ob;
481 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
482
483 if (chosen_skill)
484 chosen_skill->flag [FLAG_APPLIED] = true;
485
486 update_stats ();
487
488 if (ob)
489 {
490 // now check wether any body locations became invalid, in which case
491 // we cannot apply the weapon at the moment.
492 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
493 if (slot[i].used < 0)
494 {
495 current_weapon = chosen_skill = 0;
496 update_stats ();
497
498 new_draw_info_format (NDI_UNIQUE, 0, this,
499 "You try to balance all your items at once, "
500 "but the %s is just too much for your body. "
501 "[You need to unapply some items first.]", &ob->name);
502 return false;
503 }
504
505 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
506 }
507 else
508 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
509
510 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
511 {
512 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
513 &name, ob->debug_desc ());
514 return false;
515 }
516
517 return true;
518}
519
453/* Zero the key_values on op, decrementing the shared-string 520/* Zero the key_values on op, decrementing the shared-string
454 * refcounts and freeing the links. 521 * refcounts and freeing the links.
455 */ 522 */
456static void 523static void
457free_key_values (object *op) 524free_key_values (object *op)
458{ 525{
459 for (key_value *i = op->key_values; i != 0;) 526 for (key_value *i = op->key_values; i; )
460 { 527 {
461 key_value *next = i->next; 528 key_value *next = i->next;
462 delete i; 529 delete i;
463 530
464 i = next; 531 i = next;
465 } 532 }
466 533
467 op->key_values = 0; 534 op->key_values = 0;
468} 535}
469 536
470/* 537object &
471 * copy_to first frees everything allocated by the dst object, 538object::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{ 539{
481 bool is_freed = QUERY_FLAG (dst, FLAG_FREED); 540 bool is_freed = flag [FLAG_FREED];
482 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED); 541 bool is_removed = flag [FLAG_REMOVED];
483 542
484 *(object_copy *)dst = *this; 543 *(object_copy *)this = src;
485 544
486 if (is_freed) 545 flag [FLAG_FREED] = is_freed;
487 SET_FLAG (dst, FLAG_FREED); 546 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 ();
494 547
495 /* Copy over key_values, if any. */ 548 /* Copy over key_values, if any. */
496 if (key_values) 549 if (src.key_values)
497 { 550 {
498 key_value *tail = 0; 551 key_value *tail = 0;
499 key_value *i;
500
501 dst->key_values = 0; 552 key_values = 0;
502 553
503 for (i = key_values; i; i = i->next) 554 for (key_value *i = src.key_values; i; i = i->next)
504 { 555 {
505 key_value *new_link = new key_value; 556 key_value *new_link = new key_value;
506 557
507 new_link->next = 0; 558 new_link->next = 0;
508 new_link->key = i->key; 559 new_link->key = i->key;
509 new_link->value = i->value; 560 new_link->value = i->value;
510 561
511 /* Try and be clever here, too. */ 562 /* Try and be clever here, too. */
512 if (!dst->key_values) 563 if (!key_values)
513 { 564 {
514 dst->key_values = new_link; 565 key_values = new_link;
515 tail = new_link; 566 tail = new_link;
516 } 567 }
517 else 568 else
518 { 569 {
519 tail->next = new_link; 570 tail->next = new_link;
520 tail = new_link; 571 tail = new_link;
521 } 572 }
522 } 573 }
523 } 574 }
575}
576
577/*
578 * copy_to first frees everything allocated by the dst object,
579 * and then copies the contents of itself into the second
580 * object, allocating what needs to be allocated. Basically, any
581 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
582 * if the first object is freed, the pointers in the new object
583 * will point at garbage.
584 */
585void
586object::copy_to (object *dst)
587{
588 *dst = *this;
589
590 if (speed < 0)
591 dst->speed_left = speed_left - rndm ();
524 592
525 dst->set_speed (dst->speed); 593 dst->set_speed (dst->speed);
526} 594}
527 595
528void 596void
536 * need for monsters, but doesn't hurt to do it for everything. 604 * 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 605 * by doing so, when a monster is created, it has good starting
538 * values for the body_used info, so when items are created 606 * values for the body_used info, so when items are created
539 * for it, they can be properly equipped. 607 * for it, they can be properly equipped.
540 */ 608 */
541 memcpy (body_used, body_info, sizeof (body_used)); 609 for (int i = NUM_BODY_LOCATIONS; i--; )
610 slot[i].used = slot[i].info;
542 611
543 attachable::instantiate (); 612 attachable::instantiate ();
544} 613}
545 614
546object * 615object *
834 903
835 if (flag [FLAG_IS_LINKED]) 904 if (flag [FLAG_IS_LINKED])
836 remove_button_link (this); 905 remove_button_link (this);
837 906
838 if (flag [FLAG_FRIENDLY]) 907 if (flag [FLAG_FRIENDLY])
839 {
840 remove_friendly_object (this); 908 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 }
848 909
849 if (!flag [FLAG_REMOVED]) 910 if (!flag [FLAG_REMOVED])
850 remove (); 911 remove ();
851 912
852 destroy_inv (true); 913 destroy_inv (true);
875 map = freed_map; 936 map = freed_map;
876 x = 1; 937 x = 1;
877 y = 1; 938 y = 1;
878 } 939 }
879 940
880 head = 0;
881
882 if (more) 941 if (more)
883 { 942 {
884 more->destroy (); 943 more->destroy ();
885 more = 0; 944 more = 0;
886 } 945 }
887 946
947 head = 0;
948
888 // clear those pointers that likely might have circular references to us 949 // clear those pointers that likely might cause circular references
889 owner = 0; 950 owner = 0;
890 enemy = 0; 951 enemy = 0;
891 attacked_by = 0; 952 attacked_by = 0;
953 current_weapon = 0;
892} 954}
893 955
894void 956void
895object::destroy (bool destroy_inventory) 957object::destroy (bool destroy_inventory)
896{ 958{
897 if (destroyed ()) 959 if (destroyed ())
898 return; 960 return;
899 961
900 if (destroy_inventory) 962 if (destroy_inventory)
901 destroy_inv (false); 963 destroy_inv (false);
964
965 if (is_head ())
966 if (sound_destroy)
967 play_sound (sound_destroy);
968 else if (flag [FLAG_MONSTER])
969 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
902 970
903 attachable::destroy (); 971 attachable::destroy ();
904} 972}
905 973
906/* 974/*
1054 1122
1055 if (destroyed ()) 1123 if (destroyed ())
1056 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1124 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1057 } 1125 }
1058 1126
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; 1127 last = tmp;
1065 } 1128 }
1066 1129
1067 /* last == NULL if there are no objects on this space */ 1130 /* last == NULL if there are no objects on this space */
1068 //TODO: this makes little sense, why only update the topmost object? 1131 //TODO: this makes little sense, why only update the topmost object?
1111 } 1174 }
1112 1175
1113 return 0; 1176 return 0;
1114} 1177}
1115 1178
1179void
1180object::expand_tail ()
1181{
1182 if (more)
1183 return;
1184
1185 object *prev = this;
1186
1187 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1188 {
1189 object *op = arch_to_object (at);
1190
1191 op->name = name;
1192 op->name_pl = name_pl;
1193 op->title = title;
1194
1195 op->head = this;
1196 prev->more = op;
1197
1198 prev = op;
1199 }
1200}
1201
1116/* 1202/*
1117 * same as insert_ob_in_map except it handles separate coordinates and does a clean 1203 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1118 * job preparing multi-part monsters. 1204 * job preparing multi-part monsters.
1119 */ 1205 */
1120object * 1206object *
1121insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1207insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1122{ 1208{
1123 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1209 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1124 { 1210 {
1125 tmp->x = x + tmp->arch->clone.x; 1211 tmp->x = x + tmp->arch->x;
1126 tmp->y = y + tmp->arch->clone.y; 1212 tmp->y = y + tmp->arch->y;
1127 } 1213 }
1128 1214
1129 return insert_ob_in_map (op, m, originator, flag); 1215 return insert_ob_in_map (op, m, originator, flag);
1130} 1216}
1131 1217
1150 * just 'op' otherwise 1236 * just 'op' otherwise
1151 */ 1237 */
1152object * 1238object *
1153insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1239insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1154{ 1240{
1241 assert (!op->flag [FLAG_FREED]);
1242
1155 object *tmp, *top, *floor = NULL; 1243 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 1244
1166 op->remove (); 1245 op->remove ();
1167 1246
1168 if (!m) 1247#if 0
1169 { 1248 if (!m->active != !op->active)
1170 char *dump = dump_object (op); 1249 if (m->active)
1171 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump); 1250 op->activate_recursive ();
1172 free (dump); 1251 else
1173 return op; 1252 op->deactivate_recursive ();
1174 } 1253#endif
1175 1254
1176 if (out_of_map (m, op->x, op->y)) 1255 if (out_of_map (m, op->x, op->y))
1177 { 1256 {
1178 char *dump = dump_object (op);
1179 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump); 1257 LOG (llevError, "Trying to insert object outside the map.\n%s\n", op->debug_desc ());
1180#ifdef MANY_CORES 1258#ifdef MANY_CORES
1181 /* Better to catch this here, as otherwise the next use of this object 1259 /* 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 1260 * is likely to cause a crash. Better to find out where it is getting
1183 * improperly inserted. 1261 * improperly inserted.
1184 */ 1262 */
1185 abort (); 1263 abort ();
1186#endif 1264#endif
1187 free (dump);
1188 return op; 1265 return op;
1189 } 1266 }
1190 1267
1191 if (object *more = op->more) 1268 if (object *more = op->more)
1192 {
1193 if (!insert_ob_in_map (more, m, originator, flag)) 1269 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; 1270 return 0;
1199 }
1200 }
1201 1271
1202 CLEAR_FLAG (op, FLAG_REMOVED); 1272 CLEAR_FLAG (op, FLAG_REMOVED);
1203 1273
1204 /* Ideally, the caller figures this out. However, it complicates a lot 1274 /* 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 1275 * of areas of callers (eg, anything that uses find_free_spot would now
1212 mapspace &ms = op->ms (); 1282 mapspace &ms = op->ms ();
1213 1283
1214 /* this has to be done after we translate the coordinates. 1284 /* this has to be done after we translate the coordinates.
1215 */ 1285 */
1216 if (op->nrof && !(flag & INS_NO_MERGE)) 1286 if (op->nrof && !(flag & INS_NO_MERGE))
1217 for (tmp = ms.bot; tmp; tmp = tmp->above) 1287 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1218 if (object::can_merge (op, tmp)) 1288 if (object::can_merge (op, tmp))
1219 { 1289 {
1220 op->nrof += tmp->nrof; 1290 op->nrof += tmp->nrof;
1221 tmp->destroy (); 1291 tmp->destroy ();
1222 } 1292 }
1311 */ 1381 */
1312 if (last && last->below && last != floor) 1382 if (last && last->below && last != floor)
1313 top = last->below; 1383 top = last->below;
1314 } 1384 }
1315 } /* If objects on this space */ 1385 } /* If objects on this space */
1316
1317 if (flag & INS_MAP_LOAD) 1386 if (flag & INS_MAP_LOAD)
1318 top = ms.top; 1387 top = ms.top;
1319 1388
1320 if (flag & INS_ABOVE_FLOOR_ONLY) 1389 if (flag & INS_ABOVE_FLOOR_ONLY)
1321 top = floor; 1390 top = floor;
1391 * blocked() and wall() work properly), and these flags are updated by 1460 * blocked() and wall() work properly), and these flags are updated by
1392 * update_object(). 1461 * update_object().
1393 */ 1462 */
1394 1463
1395 /* if this is not the head or flag has been passed, don't check walk on status */ 1464 /* 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) 1465 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1397 { 1466 {
1398 if (check_move_on (op, originator)) 1467 if (check_move_on (op, originator))
1399 return 0; 1468 return 0;
1400 1469
1401 /* If we are a multi part object, lets work our way through the check 1470 /* If we are a multi part object, lets work our way through the check
1402 * walk on's. 1471 * walk on's.
1403 */ 1472 */
1404 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1473 for (object *tmp = op->more; tmp; tmp = tmp->more)
1405 if (check_move_on (tmp, originator)) 1474 if (check_move_on (tmp, originator))
1406 return 0; 1475 return 0;
1407 } 1476 }
1408 1477
1409 return op; 1478 return op;
1419 object *tmp, *tmp1; 1488 object *tmp, *tmp1;
1420 1489
1421 /* first search for itself and remove any old instances */ 1490 /* first search for itself and remove any old instances */
1422 1491
1423 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 1492 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1424 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1493 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1425 tmp->destroy (); 1494 tmp->destroy ();
1426 1495
1427 tmp1 = arch_to_object (archetype::find (arch_string)); 1496 tmp1 = arch_to_object (archetype::find (arch_string));
1428 1497
1429 tmp1->x = op->x; 1498 tmp1->x = op->x;
1430 tmp1->y = op->y; 1499 tmp1->y = op->y;
1431 insert_ob_in_map (tmp1, op->map, op, 0); 1500 insert_ob_in_map (tmp1, op->map, op, 0);
1432} 1501}
1433 1502
1434// XXX: function not returning object*
1435object * 1503object *
1436object::insert_at (object *where, object *originator, int flags) 1504object::insert_at (object *where, object *originator, int flags)
1437{ 1505{
1438 where->map->insert (this, where->x, where->y, originator, flags); 1506 return where->map->insert (this, where->x, where->y, originator, flags);
1439} 1507}
1440 1508
1441/* 1509/*
1442 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1510 * 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 1511 * is returned contains nr objects, and the remaining parts contains
1483 * the amount of an object. If the amount reaches 0, the object 1551 * the amount of an object. If the amount reaches 0, the object
1484 * is subsequently removed and freed. 1552 * is subsequently removed and freed.
1485 * 1553 *
1486 * Return value: 'op' if something is left, NULL if the amount reached 0 1554 * Return value: 'op' if something is left, NULL if the amount reached 0
1487 */ 1555 */
1488
1489object * 1556object *
1490decrease_ob_nr (object *op, uint32 i) 1557decrease_ob_nr (object *op, uint32 i)
1491{ 1558{
1492 object *tmp; 1559 object *tmp;
1493 1560
1568 1635
1569/* 1636/*
1570 * add_weight(object, weight) adds the specified weight to an object, 1637 * add_weight(object, weight) adds the specified weight to an object,
1571 * and also updates how much the environment(s) is/are carrying. 1638 * and also updates how much the environment(s) is/are carrying.
1572 */ 1639 */
1573
1574void 1640void
1575add_weight (object *op, signed long weight) 1641add_weight (object *op, signed long weight)
1576{ 1642{
1577 while (op != NULL) 1643 while (op != NULL)
1578 { 1644 {
1593 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1659 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1594 free (dump); 1660 free (dump);
1595 return op; 1661 return op;
1596 } 1662 }
1597 1663
1598 if (where->head) 1664 if (where->head_ () != where)
1599 { 1665 {
1600 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n"); 1666 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1601 where = where->head; 1667 where = where->head;
1602 } 1668 }
1603 1669
1604 return where->insert (op); 1670 return where->insert (op);
1605} 1671}
1610 * inside the object environment. 1676 * inside the object environment.
1611 * 1677 *
1612 * The function returns now pointer to inserted item, and return value can 1678 * The function returns now pointer to inserted item, and return value can
1613 * be != op, if items are merged. -Tero 1679 * be != op, if items are merged. -Tero
1614 */ 1680 */
1615
1616object * 1681object *
1617object::insert (object *op) 1682object::insert (object *op)
1618{ 1683{
1619 object *tmp, *otmp; 1684 object *tmp, *otmp;
1620 1685
1934 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1999 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1935 { 2000 {
1936 CLEAR_FLAG (tmp, flag); 2001 CLEAR_FLAG (tmp, flag);
1937 unflag_inv (tmp, flag); 2002 unflag_inv (tmp, flag);
1938 } 2003 }
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} 2004}
1953 2005
1954/* 2006/*
1955 * find_free_spot(object, map, x, y, start, stop) will search for 2007 * 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 2008 * a spot at the given map and coordinates which will be able to contain
2074 object *tmp; 2126 object *tmp;
2075 maptile *mp; 2127 maptile *mp;
2076 2128
2077 MoveType blocked, move_type; 2129 MoveType blocked, move_type;
2078 2130
2079 if (exclude && exclude->head) 2131 if (exclude && exclude->head_ () != exclude)
2080 { 2132 {
2081 exclude = exclude->head; 2133 exclude = exclude->head;
2082 move_type = exclude->move_type; 2134 move_type = exclude->move_type;
2083 } 2135 }
2084 else 2136 else
2107 max = maxfree[i]; 2159 max = maxfree[i];
2108 else if (mflags & P_IS_ALIVE) 2160 else if (mflags & P_IS_ALIVE)
2109 { 2161 {
2110 for (tmp = ms.bot; tmp; tmp = tmp->above) 2162 for (tmp = ms.bot; tmp; tmp = tmp->above)
2111 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2163 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2112 && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2164 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2113 break; 2165 break;
2114 2166
2115 if (tmp) 2167 if (tmp)
2116 return freedir[i]; 2168 return freedir[i];
2117 } 2169 }
2312 * create clone from object to another 2364 * create clone from object to another
2313 */ 2365 */
2314object * 2366object *
2315object_create_clone (object *asrc) 2367object_create_clone (object *asrc)
2316{ 2368{
2317 object *dst = 0, *tmp, *src, *part, *prev, *item; 2369 object *dst = 0, *tmp, *src, *prev, *item;
2318 2370
2319 if (!asrc) 2371 if (!asrc)
2320 return 0; 2372 return 0;
2321 2373
2322 src = asrc;
2323 if (src->head)
2324 src = src->head; 2374 src = asrc->head_ ();
2325 2375
2326 prev = 0; 2376 prev = 0;
2327 for (part = src; part; part = part->more) 2377 for (object *part = src; part; part = part->more)
2328 { 2378 {
2329 tmp = part->clone (); 2379 tmp = part->clone ();
2330 tmp->x -= src->x; 2380 tmp->x -= src->x;
2331 tmp->y -= src->y; 2381 tmp->y -= src->y;
2332 2382
2445 /* Basically, if the archetype has this key set, 2495 /* Basically, if the archetype has this key set,
2446 * we need to store the null value so when we save 2496 * we need to store the null value so when we save
2447 * it, we save the empty value so that when we load, 2497 * it, we save the empty value so that when we load,
2448 * we get this value back again. 2498 * we get this value back again.
2449 */ 2499 */
2450 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2500 if (get_ob_key_link (op->arch, canonical_key))
2451 field->value = 0; 2501 field->value = 0;
2452 else 2502 else
2453 { 2503 {
2454 if (last) 2504 if (last)
2455 last->next = field->next; 2505 last->next = field->next;
2524 } 2574 }
2525 else 2575 else
2526 item = item->env; 2576 item = item->env;
2527} 2577}
2528 2578
2529
2530const char * 2579const char *
2531object::flag_desc (char *desc, int len) const 2580object::flag_desc (char *desc, int len) const
2532{ 2581{
2533 char *p = desc; 2582 char *p = desc;
2534 bool first = true; 2583 bool first = true;
2580} 2629}
2581 2630
2582const char * 2631const char *
2583object::debug_desc () const 2632object::debug_desc () const
2584{ 2633{
2585 static char info[256 * 4]; 2634 static char info[3][256 * 4];
2635 static int info_idx;
2636
2586 return debug_desc (info); 2637 return debug_desc (info [++info_idx % 3]);
2587}
2588
2589const char *
2590object::debug_desc2 () const
2591{
2592 static char info[256 * 4];
2593 return debug_desc (info);
2594} 2638}
2595 2639
2596struct region * 2640struct region *
2597object::region () const 2641object::region () const
2598{ 2642{
2601} 2645}
2602 2646
2603const materialtype_t * 2647const materialtype_t *
2604object::dominant_material () const 2648object::dominant_material () const
2605{ 2649{
2606 if (materialtype_t *mat = name_to_material (materialname)) 2650 if (materialtype_t *mt = name_to_material (materialname))
2607 return mat; 2651 return mt;
2608 2652
2609 // omfg this is slow, this has to be temporary :)
2610 shstr unknown ("unknown");
2611
2612 return name_to_material (unknown); 2653 return name_to_material (shstr_unknown);
2613} 2654}
2614 2655
2615void 2656void
2616object::open_container (object *new_container) 2657object::open_container (object *new_container)
2617{ 2658{
2661 esrv_update_item (UPD_FLAGS, this, new_container); 2702 esrv_update_item (UPD_FLAGS, this, new_container);
2662 esrv_send_inventory (this, new_container); 2703 esrv_send_inventory (this, new_container);
2663 } 2704 }
2664} 2705}
2665 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);
2666 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

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