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Comparing deliantra/server/common/object.C (file contents):
Revision 1.119 by root, Fri Jan 19 18:06:51 2007 UTC vs.
Revision 1.163 by root, Sun Jul 1 05:00:17 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;
324sum_weight (object *op) 324sum_weight (object *op)
325{ 325{
326 long sum; 326 long sum;
327 object *inv; 327 object *inv;
328 328
329 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 329 for (sum = 0, inv = op->inv; inv; inv = inv->below)
330 { 330 {
331 if (inv->inv) 331 if (inv->inv)
332 sum_weight (inv); 332 sum_weight (inv);
333
333 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 334 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
334 } 335 }
335 336
336 if (op->type == CONTAINER && op->stats.Str) 337 if (op->type == CONTAINER && op->stats.Str)
337 sum = (sum * (100 - op->stats.Str)) / 100; 338 sum = (sum * (100 - op->stats.Str)) / 100;
357/* 358/*
358 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 359 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
359 * Some error messages. 360 * Some error messages.
360 * The result of the dump is stored in the static global errmsg array. 361 * The result of the dump is stored in the static global errmsg array.
361 */ 362 */
362
363char * 363char *
364dump_object (object *op) 364dump_object (object *op)
365{ 365{
366 if (!op) 366 if (!op)
367 return strdup ("[NULLOBJ]"); 367 return strdup ("[NULLOBJ]");
368 368
369 object_freezer freezer; 369 object_freezer freezer;
370 save_object (freezer, op, 1); 370 op->write (freezer);
371 return freezer.as_string (); 371 return freezer.as_string ();
372} 372}
373 373
374/* 374/*
375 * get_nearest_part(multi-object, object 2) returns the part of the 375 * get_nearest_part(multi-object, object 2) returns the part of the
449 owner = owner->owner; 449 owner = owner->owner;
450 450
451 this->owner = owner; 451 this->owner = owner;
452} 452}
453 453
454int
455object::slottype () const
456{
457 if (type == SKILL)
458 {
459 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
460 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
461 }
462 else
463 {
464 if (slot [body_combat].info) return slot_combat;
465 if (slot [body_range ].info) return slot_ranged;
466 }
467
468 return slot_none;
469}
470
471bool
472object::change_weapon (object *ob)
473{
474 if (current_weapon == ob)
475 return true;
476
477 if (chosen_skill)
478 chosen_skill->flag [FLAG_APPLIED] = false;
479
480 current_weapon = ob;
481 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
482
483 if (chosen_skill)
484 chosen_skill->flag [FLAG_APPLIED] = true;
485
486 update_stats ();
487
488 if (ob)
489 {
490 // now check wether any body locations became invalid, in which case
491 // we cannot apply the weapon at the moment.
492 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
493 if (slot[i].used < 0)
494 {
495 current_weapon = chosen_skill = 0;
496 update_stats ();
497
498 new_draw_info_format (NDI_UNIQUE, 0, this,
499 "You try to balance all your items at once, "
500 "but the %s is just too much for your body. "
501 "[You need to unapply some items first.]", &ob->name);
502 return false;
503 }
504
505 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
506 }
507 else
508 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
509
510 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
511 {
512 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
513 &name, ob->debug_desc ());
514 return false;
515 }
516
517 return true;
518}
519
454/* Zero the key_values on op, decrementing the shared-string 520/* Zero the key_values on op, decrementing the shared-string
455 * refcounts and freeing the links. 521 * refcounts and freeing the links.
456 */ 522 */
457static void 523static void
458free_key_values (object *op) 524free_key_values (object *op)
459{ 525{
460 for (key_value *i = op->key_values; i != 0;) 526 for (key_value *i = op->key_values; i; )
461 { 527 {
462 key_value *next = i->next; 528 key_value *next = i->next;
463 delete i; 529 delete i;
464 530
465 i = next; 531 i = next;
466 } 532 }
467 533
468 op->key_values = 0; 534 op->key_values = 0;
469} 535}
470 536
471/* 537object &
472 * copy_to first frees everything allocated by the dst object, 538object::operator =(const object &src)
473 * and then copies the contents of itself into the second
474 * object, allocating what needs to be allocated. Basically, any
475 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
476 * if the first object is freed, the pointers in the new object
477 * will point at garbage.
478 */
479void
480object::copy_to (object *dst)
481{ 539{
482 bool is_freed = QUERY_FLAG (dst, FLAG_FREED); 540 bool is_freed = flag [FLAG_FREED];
483 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED); 541 bool is_removed = flag [FLAG_REMOVED];
484 542
485 *(object_copy *)dst = *this; 543 *(object_copy *)this = src;
486 544
487 if (is_freed) 545 flag [FLAG_FREED] = is_freed;
488 SET_FLAG (dst, FLAG_FREED); 546 flag [FLAG_REMOVED] = is_removed;
489
490 if (is_removed)
491 SET_FLAG (dst, FLAG_REMOVED);
492
493 if (speed < 0)
494 dst->speed_left = speed_left - rndm ();
495 547
496 /* Copy over key_values, if any. */ 548 /* Copy over key_values, if any. */
497 if (key_values) 549 if (src.key_values)
498 { 550 {
499 key_value *tail = 0; 551 key_value *tail = 0;
500 key_value *i;
501
502 dst->key_values = 0; 552 key_values = 0;
503 553
504 for (i = key_values; i; i = i->next) 554 for (key_value *i = src.key_values; i; i = i->next)
505 { 555 {
506 key_value *new_link = new key_value; 556 key_value *new_link = new key_value;
507 557
508 new_link->next = 0; 558 new_link->next = 0;
509 new_link->key = i->key; 559 new_link->key = i->key;
510 new_link->value = i->value; 560 new_link->value = i->value;
511 561
512 /* Try and be clever here, too. */ 562 /* Try and be clever here, too. */
513 if (!dst->key_values) 563 if (!key_values)
514 { 564 {
515 dst->key_values = new_link; 565 key_values = new_link;
516 tail = new_link; 566 tail = new_link;
517 } 567 }
518 else 568 else
519 { 569 {
520 tail->next = new_link; 570 tail->next = new_link;
521 tail = new_link; 571 tail = new_link;
522 } 572 }
523 } 573 }
524 } 574 }
575}
576
577/*
578 * copy_to first frees everything allocated by the dst object,
579 * and then copies the contents of itself into the second
580 * object, allocating what needs to be allocated. Basically, any
581 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
582 * if the first object is freed, the pointers in the new object
583 * will point at garbage.
584 */
585void
586object::copy_to (object *dst)
587{
588 *dst = *this;
589
590 if (speed < 0)
591 dst->speed_left = speed_left - rndm ();
525 592
526 dst->set_speed (dst->speed); 593 dst->set_speed (dst->speed);
594}
595
596void
597object::instantiate ()
598{
599 if (!uuid.seq) // HACK
600 uuid = gen_uuid ();
601
602 speed_left = -0.1f;
603 /* copy the body_info to the body_used - this is only really
604 * need for monsters, but doesn't hurt to do it for everything.
605 * by doing so, when a monster is created, it has good starting
606 * values for the body_used info, so when items are created
607 * for it, they can be properly equipped.
608 */
609 for (int i = NUM_BODY_LOCATIONS; i--; )
610 slot[i].used = slot[i].info;
611
612 attachable::instantiate ();
527} 613}
528 614
529object * 615object *
530object::clone () 616object::clone ()
531{ 617{
589 * UP_OBJ_FACE: only the objects face has changed. 675 * UP_OBJ_FACE: only the objects face has changed.
590 */ 676 */
591void 677void
592update_object (object *op, int action) 678update_object (object *op, int action)
593{ 679{
594 MoveType move_on, move_off, move_block, move_slow;
595
596 if (op == NULL) 680 if (op == NULL)
597 { 681 {
598 /* this should never happen */ 682 /* this should never happen */
599 LOG (llevDebug, "update_object() called for NULL object.\n"); 683 LOG (llevDebug, "update_object() called for NULL object.\n");
600 return; 684 return;
670 face = blank_face; 754 face = blank_face;
671} 755}
672 756
673object::~object () 757object::~object ()
674{ 758{
675 if (index)
676 unlink (); 759 unlink ();
677 760
678 free_key_values (this); 761 free_key_values (this);
679} 762}
680 763
681static int object_count; 764static int object_count;
690 objects.insert (this); 773 objects.insert (this);
691} 774}
692 775
693void object::unlink () 776void object::unlink ()
694{ 777{
695 assert (index);//D 778 if (!index)
779 return;
780
696 objects.erase (this); 781 objects.erase (this);
697 refcnt_dec (); 782 refcnt_dec ();
698} 783}
699 784
700void 785void
774 * drop on that space. 859 * drop on that space.
775 */ 860 */
776 if (!drop_to_ground 861 if (!drop_to_ground
777 || !map 862 || !map
778 || map->in_memory != MAP_IN_MEMORY 863 || map->in_memory != MAP_IN_MEMORY
864 || map->nodrop
779 || ms ().move_block == MOVE_ALL) 865 || ms ().move_block == MOVE_ALL)
780 { 866 {
781 while (inv) 867 while (inv)
782 { 868 {
783 inv->destroy_inv (drop_to_ground); 869 inv->destroy_inv (drop_to_ground);
850 map = freed_map; 936 map = freed_map;
851 x = 1; 937 x = 1;
852 y = 1; 938 y = 1;
853 } 939 }
854 940
855 head = 0;
856
857 if (more) 941 if (more)
858 { 942 {
859 more->destroy (); 943 more->destroy ();
860 more = 0; 944 more = 0;
861 } 945 }
862 946
947 head = 0;
948
863 // clear those pointers that likely might have circular references to us 949 // clear those pointers that likely might cause circular references
864 owner = 0; 950 owner = 0;
865 enemy = 0; 951 enemy = 0;
866 attacked_by = 0; 952 attacked_by = 0;
953 current_weapon = 0;
867} 954}
868 955
869void 956void
870object::destroy (bool destroy_inventory) 957object::destroy (bool destroy_inventory)
871{ 958{
899 * This function removes the object op from the linked list of objects 986 * This function removes the object op from the linked list of objects
900 * which it is currently tied to. When this function is done, the 987 * which it is currently tied to. When this function is done, the
901 * object will have no environment. If the object previously had an 988 * object will have no environment. If the object previously had an
902 * environment, the x and y coordinates will be updated to 989 * environment, the x and y coordinates will be updated to
903 * the previous environment. 990 * the previous environment.
904 * Beware: This function is called from the editor as well!
905 */ 991 */
906void 992void
907object::remove_slow () 993object::do_remove ()
908{ 994{
909 object *tmp, *last = 0; 995 object *tmp, *last = 0;
910 object *otmp; 996 object *otmp;
911 997
912 if (QUERY_FLAG (this, FLAG_REMOVED)) 998 if (QUERY_FLAG (this, FLAG_REMOVED))
955 } 1041 }
956 else if (map) 1042 else if (map)
957 { 1043 {
958 if (type == PLAYER) 1044 if (type == PLAYER)
959 { 1045 {
1046 // leaving a spot always closes any open container on the ground
1047 if (container && !container->env)
1048 // this causes spurious floorbox updates, but it ensures
1049 // that the CLOSE event is being sent.
1050 close_container ();
1051
960 --map->players; 1052 --map->players;
961 map->touch (); 1053 map->touch ();
962 } 1054 }
963 1055
964 map->dirty = true; 1056 map->dirty = true;
1024 1116
1025 if (destroyed ()) 1117 if (destroyed ())
1026 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1118 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1027 } 1119 }
1028 1120
1029 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1030 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1031 if (tmp->above == tmp)
1032 tmp->above = 0;
1033
1034 last = tmp; 1121 last = tmp;
1035 } 1122 }
1036 1123
1037 /* last == NULL if there are no objects on this space */ 1124 /* last == NULL if there are no objects on this space */
1038 //TODO: this makes little sense, why only update the topmost object? 1125 //TODO: this makes little sense, why only update the topmost object?
1081 } 1168 }
1082 1169
1083 return 0; 1170 return 0;
1084} 1171}
1085 1172
1173void
1174object::expand_tail ()
1175{
1176 if (more)
1177 return;
1178
1179 object *prev = this;
1180
1181 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1182 {
1183 object *op = arch_to_object (at);
1184
1185 op->name = name;
1186 op->name_pl = name_pl;
1187 op->title = title;
1188
1189 op->head = this;
1190 prev->more = op;
1191
1192 prev = op;
1193 }
1194}
1195
1086/* 1196/*
1087 * same as insert_ob_in_map except it handles separate coordinates and does a clean 1197 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1088 * job preparing multi-part monsters. 1198 * job preparing multi-part monsters.
1089 */ 1199 */
1090object * 1200object *
1091insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1201insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1092{ 1202{
1093 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1203 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1094 { 1204 {
1095 tmp->x = x + tmp->arch->clone.x; 1205 tmp->x = x + tmp->arch->x;
1096 tmp->y = y + tmp->arch->clone.y; 1206 tmp->y = y + tmp->arch->y;
1097 } 1207 }
1098 1208
1099 return insert_ob_in_map (op, m, originator, flag); 1209 return insert_ob_in_map (op, m, originator, flag);
1100} 1210}
1101 1211
1120 * just 'op' otherwise 1230 * just 'op' otherwise
1121 */ 1231 */
1122object * 1232object *
1123insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1233insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1124{ 1234{
1235 assert (!op->flag [FLAG_FREED]);
1236
1125 object *tmp, *top, *floor = NULL; 1237 object *top, *floor = NULL;
1126
1127 if (QUERY_FLAG (op, FLAG_FREED))
1128 {
1129 LOG (llevError, "Trying to insert freed object!\n");
1130 return NULL;
1131 }
1132
1133 if (!QUERY_FLAG (op, FLAG_REMOVED))
1134 LOG (llevError, "Trying to insert already inserted object %s\n", op->debug_desc ());
1135 1238
1136 op->remove (); 1239 op->remove ();
1137 1240
1138 if (!m) 1241#if 0
1139 { 1242 if (!m->active != !op->active)
1140 char *dump = dump_object (op); 1243 if (m->active)
1141 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump); 1244 op->activate_recursive ();
1142 free (dump); 1245 else
1143 return op; 1246 op->deactivate_recursive ();
1144 } 1247#endif
1145 1248
1146 if (out_of_map (m, op->x, op->y)) 1249 if (out_of_map (m, op->x, op->y))
1147 { 1250 {
1148 char *dump = dump_object (op);
1149 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump); 1251 LOG (llevError, "Trying to insert object outside the map.\n%s\n", op->debug_desc ());
1150#ifdef MANY_CORES 1252#ifdef MANY_CORES
1151 /* Better to catch this here, as otherwise the next use of this object 1253 /* Better to catch this here, as otherwise the next use of this object
1152 * is likely to cause a crash. Better to find out where it is getting 1254 * is likely to cause a crash. Better to find out where it is getting
1153 * improperly inserted. 1255 * improperly inserted.
1154 */ 1256 */
1155 abort (); 1257 abort ();
1156#endif 1258#endif
1157 free (dump);
1158 return op; 1259 return op;
1159 } 1260 }
1160 1261
1161 if (object *more = op->more) 1262 if (object *more = op->more)
1162 {
1163 if (!insert_ob_in_map (more, m, originator, flag)) 1263 if (!insert_ob_in_map (more, m, originator, flag))
1164 {
1165 if (!op->head)
1166 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1167
1168 return 0; 1264 return 0;
1169 }
1170 }
1171 1265
1172 CLEAR_FLAG (op, FLAG_REMOVED); 1266 CLEAR_FLAG (op, FLAG_REMOVED);
1173 1267
1174 /* Ideally, the caller figures this out. However, it complicates a lot 1268 /* Ideally, the caller figures this out. However, it complicates a lot
1175 * of areas of callers (eg, anything that uses find_free_spot would now 1269 * of areas of callers (eg, anything that uses find_free_spot would now
1182 mapspace &ms = op->ms (); 1276 mapspace &ms = op->ms ();
1183 1277
1184 /* this has to be done after we translate the coordinates. 1278 /* this has to be done after we translate the coordinates.
1185 */ 1279 */
1186 if (op->nrof && !(flag & INS_NO_MERGE)) 1280 if (op->nrof && !(flag & INS_NO_MERGE))
1187 for (tmp = ms.bot; tmp; tmp = tmp->above) 1281 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1188 if (object::can_merge (op, tmp)) 1282 if (object::can_merge (op, tmp))
1189 { 1283 {
1190 op->nrof += tmp->nrof; 1284 op->nrof += tmp->nrof;
1191 tmp->destroy (); 1285 tmp->destroy ();
1192 } 1286 }
1259 * looks like instead of lots of conditions here. 1353 * looks like instead of lots of conditions here.
1260 * makes things faster, and effectively the same result. 1354 * makes things faster, and effectively the same result.
1261 */ 1355 */
1262 1356
1263 /* Have object 'fall below' other objects that block view. 1357 /* Have object 'fall below' other objects that block view.
1264 * Unless those objects are exits, type 66 1358 * Unless those objects are exits.
1265 * If INS_ON_TOP is used, don't do this processing 1359 * If INS_ON_TOP is used, don't do this processing
1266 * Need to find the object that in fact blocks view, otherwise 1360 * Need to find the object that in fact blocks view, otherwise
1267 * stacking is a bit odd. 1361 * stacking is a bit odd.
1268 */ 1362 */
1269 if (!(flag & INS_ON_TOP) 1363 if (!(flag & INS_ON_TOP)
1270 && ms.flags () & P_BLOCKSVIEW 1364 && ms.flags () & P_BLOCKSVIEW
1271 && (op->face && !op->face->visibility)) 1365 && (op->face && !faces [op->face].visibility))
1272 { 1366 {
1273 for (last = top; last != floor; last = last->below) 1367 for (last = top; last != floor; last = last->below)
1274 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1368 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1275 break; 1369 break;
1276 1370
1361 * blocked() and wall() work properly), and these flags are updated by 1455 * blocked() and wall() work properly), and these flags are updated by
1362 * update_object(). 1456 * update_object().
1363 */ 1457 */
1364 1458
1365 /* if this is not the head or flag has been passed, don't check walk on status */ 1459 /* if this is not the head or flag has been passed, don't check walk on status */
1366 if (!(flag & INS_NO_WALK_ON) && !op->head) 1460 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1367 { 1461 {
1368 if (check_move_on (op, originator)) 1462 if (check_move_on (op, originator))
1369 return 0; 1463 return 0;
1370 1464
1371 /* If we are a multi part object, lets work our way through the check 1465 /* If we are a multi part object, lets work our way through the check
1372 * walk on's. 1466 * walk on's.
1373 */ 1467 */
1374 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1468 for (object *tmp = op->more; tmp; tmp = tmp->more)
1375 if (check_move_on (tmp, originator)) 1469 if (check_move_on (tmp, originator))
1376 return 0; 1470 return 0;
1377 } 1471 }
1378 1472
1379 return op; 1473 return op;
1389 object *tmp, *tmp1; 1483 object *tmp, *tmp1;
1390 1484
1391 /* first search for itself and remove any old instances */ 1485 /* first search for itself and remove any old instances */
1392 1486
1393 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 1487 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1394 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1488 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1395 tmp->destroy (); 1489 tmp->destroy ();
1396 1490
1397 tmp1 = arch_to_object (archetype::find (arch_string)); 1491 tmp1 = arch_to_object (archetype::find (arch_string));
1398 1492
1399 tmp1->x = op->x; 1493 tmp1->x = op->x;
1402} 1496}
1403 1497
1404object * 1498object *
1405object::insert_at (object *where, object *originator, int flags) 1499object::insert_at (object *where, object *originator, int flags)
1406{ 1500{
1407 where->map->insert (this, where->x, where->y, originator, flags); 1501 return where->map->insert (this, where->x, where->y, originator, flags);
1408} 1502}
1409 1503
1410/* 1504/*
1411 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1505 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1412 * is returned contains nr objects, and the remaining parts contains 1506 * is returned contains nr objects, and the remaining parts contains
1452 * the amount of an object. If the amount reaches 0, the object 1546 * the amount of an object. If the amount reaches 0, the object
1453 * is subsequently removed and freed. 1547 * is subsequently removed and freed.
1454 * 1548 *
1455 * Return value: 'op' if something is left, NULL if the amount reached 0 1549 * Return value: 'op' if something is left, NULL if the amount reached 0
1456 */ 1550 */
1457
1458object * 1551object *
1459decrease_ob_nr (object *op, uint32 i) 1552decrease_ob_nr (object *op, uint32 i)
1460{ 1553{
1461 object *tmp; 1554 object *tmp;
1462 1555
1537 1630
1538/* 1631/*
1539 * add_weight(object, weight) adds the specified weight to an object, 1632 * add_weight(object, weight) adds the specified weight to an object,
1540 * and also updates how much the environment(s) is/are carrying. 1633 * and also updates how much the environment(s) is/are carrying.
1541 */ 1634 */
1542
1543void 1635void
1544add_weight (object *op, signed long weight) 1636add_weight (object *op, signed long weight)
1545{ 1637{
1546 while (op != NULL) 1638 while (op != NULL)
1547 { 1639 {
1562 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1654 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1563 free (dump); 1655 free (dump);
1564 return op; 1656 return op;
1565 } 1657 }
1566 1658
1567 if (where->head) 1659 if (where->head_ () != where)
1568 { 1660 {
1569 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n"); 1661 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1570 where = where->head; 1662 where = where->head;
1571 } 1663 }
1572 1664
1573 return where->insert (op); 1665 return where->insert (op);
1574} 1666}
1579 * inside the object environment. 1671 * inside the object environment.
1580 * 1672 *
1581 * The function returns now pointer to inserted item, and return value can 1673 * The function returns now pointer to inserted item, and return value can
1582 * be != op, if items are merged. -Tero 1674 * be != op, if items are merged. -Tero
1583 */ 1675 */
1584
1585object * 1676object *
1586object::insert (object *op) 1677object::insert (object *op)
1587{ 1678{
1588 object *tmp, *otmp; 1679 object *tmp, *otmp;
1589 1680
1749 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1840 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1750 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1841 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1751 { 1842 {
1752 1843
1753 float 1844 float
1754 diff = tmp->move_slow_penalty * FABS (op->speed); 1845 diff = tmp->move_slow_penalty * fabs (op->speed);
1755 1846
1756 if (op->type == PLAYER) 1847 if (op->type == PLAYER)
1757 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1848 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1758 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1849 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1759 diff /= 4.0; 1850 diff /= 4.0;
1903 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1994 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1904 { 1995 {
1905 CLEAR_FLAG (tmp, flag); 1996 CLEAR_FLAG (tmp, flag);
1906 unflag_inv (tmp, flag); 1997 unflag_inv (tmp, flag);
1907 } 1998 }
1908}
1909
1910/*
1911 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1912 * all it's inventory (recursively).
1913 * If checksums are used, a player will get set_cheat called for
1914 * him/her-self and all object carried by a call to this function.
1915 */
1916void
1917set_cheat (object *op)
1918{
1919 SET_FLAG (op, FLAG_WAS_WIZ);
1920 flag_inv (op, FLAG_WAS_WIZ);
1921} 1999}
1922 2000
1923/* 2001/*
1924 * find_free_spot(object, map, x, y, start, stop) will search for 2002 * find_free_spot(object, map, x, y, start, stop) will search for
1925 * a spot at the given map and coordinates which will be able to contain 2003 * a spot at the given map and coordinates which will be able to contain
1966 } 2044 }
1967 2045
1968 if (!index) 2046 if (!index)
1969 return -1; 2047 return -1;
1970 2048
1971 return altern[RANDOM () % index]; 2049 return altern [rndm (index)];
1972} 2050}
1973 2051
1974/* 2052/*
1975 * find_first_free_spot(archetype, maptile, x, y) works like 2053 * find_first_free_spot(archetype, maptile, x, y) works like
1976 * find_free_spot(), but it will search max number of squares. 2054 * find_free_spot(), but it will search max number of squares.
1997{ 2075{
1998 arr += begin; 2076 arr += begin;
1999 end -= begin; 2077 end -= begin;
2000 2078
2001 while (--end) 2079 while (--end)
2002 swap (arr [end], arr [RANDOM () % (end + 1)]); 2080 swap (arr [end], arr [rndm (end + 1)]);
2003} 2081}
2004 2082
2005/* new function to make monster searching more efficient, and effective! 2083/* new function to make monster searching more efficient, and effective!
2006 * This basically returns a randomized array (in the passed pointer) of 2084 * This basically returns a randomized array (in the passed pointer) of
2007 * the spaces to find monsters. In this way, it won't always look for 2085 * the spaces to find monsters. In this way, it won't always look for
2043 object *tmp; 2121 object *tmp;
2044 maptile *mp; 2122 maptile *mp;
2045 2123
2046 MoveType blocked, move_type; 2124 MoveType blocked, move_type;
2047 2125
2048 if (exclude && exclude->head) 2126 if (exclude && exclude->head_ () != exclude)
2049 { 2127 {
2050 exclude = exclude->head; 2128 exclude = exclude->head;
2051 move_type = exclude->move_type; 2129 move_type = exclude->move_type;
2052 } 2130 }
2053 else 2131 else
2076 max = maxfree[i]; 2154 max = maxfree[i];
2077 else if (mflags & P_IS_ALIVE) 2155 else if (mflags & P_IS_ALIVE)
2078 { 2156 {
2079 for (tmp = ms.bot; tmp; tmp = tmp->above) 2157 for (tmp = ms.bot; tmp; tmp = tmp->above)
2080 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2158 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2081 && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2159 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2082 break; 2160 break;
2083 2161
2084 if (tmp) 2162 if (tmp)
2085 return freedir[i]; 2163 return freedir[i];
2086 } 2164 }
2281 * create clone from object to another 2359 * create clone from object to another
2282 */ 2360 */
2283object * 2361object *
2284object_create_clone (object *asrc) 2362object_create_clone (object *asrc)
2285{ 2363{
2286 object *dst = 0, *tmp, *src, *part, *prev, *item; 2364 object *dst = 0, *tmp, *src, *prev, *item;
2287 2365
2288 if (!asrc) 2366 if (!asrc)
2289 return 0; 2367 return 0;
2290 2368
2291 src = asrc;
2292 if (src->head)
2293 src = src->head; 2369 src = asrc->head_ ();
2294 2370
2295 prev = 0; 2371 prev = 0;
2296 for (part = src; part; part = part->more) 2372 for (object *part = src; part; part = part->more)
2297 { 2373 {
2298 tmp = part->clone (); 2374 tmp = part->clone ();
2299 tmp->x -= src->x; 2375 tmp->x -= src->x;
2300 tmp->y -= src->y; 2376 tmp->y -= src->y;
2301 2377
2319 insert_ob_in_ob (object_create_clone (item), dst); 2395 insert_ob_in_ob (object_create_clone (item), dst);
2320 2396
2321 return dst; 2397 return dst;
2322} 2398}
2323 2399
2324/* GROS - Creates an object using a string representing its content. */
2325/* Basically, we save the content of the string to a temp file, then call */
2326/* load_object on it. I admit it is a highly inefficient way to make things, */
2327/* but it was simple to make and allows reusing the load_object function. */
2328/* Remember not to use load_object_str in a time-critical situation. */
2329/* Also remember that multiparts objects are not supported for now. */
2330object *
2331load_object_str (const char *obstr)
2332{
2333 object *op;
2334 char filename[MAX_BUF];
2335
2336 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2337
2338 FILE *tempfile = fopen (filename, "w");
2339
2340 if (tempfile == NULL)
2341 {
2342 LOG (llevError, "Error - Unable to access load object temp file\n");
2343 return NULL;
2344 }
2345
2346 fprintf (tempfile, obstr);
2347 fclose (tempfile);
2348
2349 op = object::create ();
2350
2351 object_thawer thawer (filename);
2352
2353 if (thawer)
2354 load_object (thawer, op, 0);
2355
2356 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2357 CLEAR_FLAG (op, FLAG_REMOVED);
2358
2359 return op;
2360}
2361
2362/* This returns the first object in who's inventory that 2400/* This returns the first object in who's inventory that
2363 * has the same type and subtype match. 2401 * has the same type and subtype match.
2364 * returns NULL if no match. 2402 * returns NULL if no match.
2365 */ 2403 */
2366object * 2404object *
2419 if (link->key == canonical_key) 2457 if (link->key == canonical_key)
2420 return link->value; 2458 return link->value;
2421 2459
2422 return 0; 2460 return 0;
2423} 2461}
2424
2425 2462
2426/* 2463/*
2427 * Updates the canonical_key in op to value. 2464 * Updates the canonical_key in op to value.
2428 * 2465 *
2429 * canonical_key is a shared string (value doesn't have to be). 2466 * canonical_key is a shared string (value doesn't have to be).
2453 /* Basically, if the archetype has this key set, 2490 /* Basically, if the archetype has this key set,
2454 * we need to store the null value so when we save 2491 * we need to store the null value so when we save
2455 * it, we save the empty value so that when we load, 2492 * it, we save the empty value so that when we load,
2456 * we get this value back again. 2493 * we get this value back again.
2457 */ 2494 */
2458 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2495 if (get_ob_key_link (op->arch, canonical_key))
2459 field->value = 0; 2496 field->value = 0;
2460 else 2497 else
2461 { 2498 {
2462 if (last) 2499 if (last)
2463 last->next = field->next; 2500 last->next = field->next;
2532 } 2569 }
2533 else 2570 else
2534 item = item->env; 2571 item = item->env;
2535} 2572}
2536 2573
2537
2538const char * 2574const char *
2539object::flag_desc (char *desc, int len) const 2575object::flag_desc (char *desc, int len) const
2540{ 2576{
2541 char *p = desc; 2577 char *p = desc;
2542 bool first = true; 2578 bool first = true;
2569{ 2605{
2570 char flagdesc[512]; 2606 char flagdesc[512];
2571 char info2[256 * 4]; 2607 char info2[256 * 4];
2572 char *p = info; 2608 char *p = info;
2573 2609
2574 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}", 2610 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2575 count, uuid.seq, 2611 count, uuid.seq,
2576 &name, 2612 &name,
2577 title ? "\",title:\"" : "", 2613 title ? "\",title:\"" : "",
2578 title ? (const char *)title : "", 2614 title ? (const char *)title : "",
2579 flag_desc (flagdesc, 512), type); 2615 flag_desc (flagdesc, 512), type);
2588} 2624}
2589 2625
2590const char * 2626const char *
2591object::debug_desc () const 2627object::debug_desc () const
2592{ 2628{
2593 static char info[256 * 4]; 2629 static char info[3][256 * 4];
2630 static int info_idx;
2631
2594 return debug_desc (info); 2632 return debug_desc (info [++info_idx % 3]);
2595} 2633}
2596 2634
2597const char * 2635struct region *
2598object::debug_desc2 () const 2636object::region () const
2599{ 2637{
2600 static char info[256 * 4]; 2638 return map ? map->region (x, y)
2601 return debug_desc (info); 2639 : region::default_region ();
2602} 2640}
2603 2641
2642const materialtype_t *
2643object::dominant_material () const
2644{
2645 if (materialtype_t *mat = name_to_material (materialname))
2646 return mat;
2647
2648 // omfg this is slow, this has to be temporary :)
2649 shstr unknown ("unknown");
2650
2651 return name_to_material (unknown);
2652}
2653
2654void
2655object::open_container (object *new_container)
2656{
2657 if (container == new_container)
2658 return;
2659
2660 if (object *old_container = container)
2661 {
2662 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2663 return;
2664
2665#if 0
2666 // remove the "Close old_container" object.
2667 if (object *closer = old_container->inv)
2668 if (closer->type == CLOSE_CON)
2669 closer->destroy ();
2670#endif
2671
2672 old_container->flag [FLAG_APPLIED] = 0;
2673 container = 0;
2674
2675 esrv_update_item (UPD_FLAGS, this, old_container);
2676 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2677 }
2678
2679 if (new_container)
2680 {
2681 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2682 return;
2683
2684 // TODO: this does not seem to serve any purpose anymore?
2685#if 0
2686 // insert the "Close Container" object.
2687 if (archetype *closer = new_container->other_arch)
2688 {
2689 object *closer = arch_to_object (new_container->other_arch);
2690 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2691 new_container->insert (closer);
2692 }
2693#endif
2694
2695 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2696
2697 new_container->flag [FLAG_APPLIED] = 1;
2698 container = new_container;
2699
2700 esrv_update_item (UPD_FLAGS, this, new_container);
2701 esrv_send_inventory (this, new_container);
2702 }
2703}
2704
2705

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