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Comparing deliantra/server/common/object.C (file contents):
Revision 1.133 by root, Fri Feb 16 19:43:40 2007 UTC vs.
Revision 1.176 by root, Fri Aug 10 11:02:43 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 *
606 * UP_OBJ_FACE: only the objects face has changed. 675 * UP_OBJ_FACE: only the objects face has changed.
607 */ 676 */
608void 677void
609update_object (object *op, int action) 678update_object (object *op, int action)
610{ 679{
611 MoveType move_on, move_off, move_block, move_slow;
612
613 if (op == NULL) 680 if (op == NULL)
614 { 681 {
615 /* this should never happen */ 682 /* this should never happen */
616 LOG (llevDebug, "update_object() called for NULL object.\n"); 683 LOG (llevDebug, "update_object() called for NULL object.\n");
617 return; 684 return;
836 903
837 if (flag [FLAG_IS_LINKED]) 904 if (flag [FLAG_IS_LINKED])
838 remove_button_link (this); 905 remove_button_link (this);
839 906
840 if (flag [FLAG_FRIENDLY]) 907 if (flag [FLAG_FRIENDLY])
841 {
842 remove_friendly_object (this); 908 remove_friendly_object (this);
843
844 if (type == GOLEM
845 && owner
846 && owner->type == PLAYER
847 && owner->contr->ranges[range_golem] == this)
848 owner->contr->ranges[range_golem] = 0;
849 }
850 909
851 if (!flag [FLAG_REMOVED]) 910 if (!flag [FLAG_REMOVED])
852 remove (); 911 remove ();
853 912
854 destroy_inv (true); 913 destroy_inv (true);
877 map = freed_map; 936 map = freed_map;
878 x = 1; 937 x = 1;
879 y = 1; 938 y = 1;
880 } 939 }
881 940
882 head = 0;
883
884 if (more) 941 if (more)
885 { 942 {
886 more->destroy (); 943 more->destroy ();
887 more = 0; 944 more = 0;
888 } 945 }
889 946
947 head = 0;
948
890 // clear those pointers that likely might have circular references to us 949 // clear those pointers that likely might cause circular references
891 owner = 0; 950 owner = 0;
892 enemy = 0; 951 enemy = 0;
893 attacked_by = 0; 952 attacked_by = 0;
953 current_weapon = 0;
894} 954}
895 955
896void 956void
897object::destroy (bool destroy_inventory) 957object::destroy (bool destroy_inventory)
898{ 958{
899 if (destroyed ()) 959 if (destroyed ())
900 return; 960 return;
901 961
902 if (destroy_inventory) 962 if (destroy_inventory)
903 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
904 970
905 attachable::destroy (); 971 attachable::destroy ();
906} 972}
907 973
908/* 974/*
1023 if (map->in_memory == MAP_SAVING) 1089 if (map->in_memory == MAP_SAVING)
1024 return; 1090 return;
1025 1091
1026 int check_walk_off = !flag [FLAG_NO_APPLY]; 1092 int check_walk_off = !flag [FLAG_NO_APPLY];
1027 1093
1094 if (object *pl = ms.player ())
1095 {
1096 if (pl->container == this)
1097 /* If a container that the player is currently using somehow gets
1098 * removed (most likely destroyed), update the player view
1099 * appropriately.
1100 */
1101 pl->close_container ();
1102
1103 pl->contr->ns->floorbox_update ();
1104 }
1105
1028 for (tmp = ms.bot; tmp; tmp = tmp->above) 1106 for (tmp = ms.bot; tmp; tmp = tmp->above)
1029 { 1107 {
1030 /* No point updating the players look faces if he is the object 1108 /* No point updating the players look faces if he is the object
1031 * being removed. 1109 * being removed.
1032 */ 1110 */
1033
1034 if (tmp->type == PLAYER && tmp != this)
1035 {
1036 /* If a container that the player is currently using somehow gets
1037 * removed (most likely destroyed), update the player view
1038 * appropriately.
1039 */
1040 if (tmp->container == this)
1041 {
1042 flag [FLAG_APPLIED] = 0;
1043 tmp->container = 0;
1044 }
1045
1046 if (tmp->contr->ns)
1047 tmp->contr->ns->floorbox_update ();
1048 }
1049 1111
1050 /* See if object moving off should effect something */ 1112 /* See if object moving off should effect something */
1051 if (check_walk_off 1113 if (check_walk_off
1052 && ((move_type & tmp->move_off) 1114 && ((move_type & tmp->move_off)
1053 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1115 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1056 1118
1057 if (destroyed ()) 1119 if (destroyed ())
1058 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1120 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1059 } 1121 }
1060 1122
1061 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1062 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1063 if (tmp->above == tmp)
1064 tmp->above = 0;
1065
1066 last = tmp; 1123 last = tmp;
1067 } 1124 }
1068 1125
1069 /* last == NULL if there are no objects on this space */ 1126 /* last == NULL if there are no objects on this space */
1070 //TODO: this makes little sense, why only update the topmost object? 1127 //TODO: this makes little sense, why only update the topmost object?
1113 } 1170 }
1114 1171
1115 return 0; 1172 return 0;
1116} 1173}
1117 1174
1175void
1176object::expand_tail ()
1177{
1178 if (more)
1179 return;
1180
1181 object *prev = this;
1182
1183 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1184 {
1185 object *op = arch_to_object (at);
1186
1187 op->name = name;
1188 op->name_pl = name_pl;
1189 op->title = title;
1190
1191 op->head = this;
1192 prev->more = op;
1193
1194 prev = op;
1195 }
1196}
1197
1118/* 1198/*
1119 * same as insert_ob_in_map except it handles separate coordinates and does a clean 1199 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1120 * job preparing multi-part monsters. 1200 * job preparing multi-part monsters.
1121 */ 1201 */
1122object * 1202object *
1123insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1203insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1124{ 1204{
1125 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1205 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1126 { 1206 {
1127 tmp->x = x + tmp->arch->clone.x; 1207 tmp->x = x + tmp->arch->x;
1128 tmp->y = y + tmp->arch->clone.y; 1208 tmp->y = y + tmp->arch->y;
1129 } 1209 }
1130 1210
1131 return insert_ob_in_map (op, m, originator, flag); 1211 return insert_ob_in_map (op, m, originator, flag);
1132} 1212}
1133 1213
1152 * just 'op' otherwise 1232 * just 'op' otherwise
1153 */ 1233 */
1154object * 1234object *
1155insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1235insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1156{ 1236{
1237 assert (!op->flag [FLAG_FREED]);
1238
1157 object *tmp, *top, *floor = NULL; 1239 object *top, *floor = NULL;
1158
1159 if (QUERY_FLAG (op, FLAG_FREED))
1160 {
1161 LOG (llevError, "Trying to insert freed object!\n");
1162 return NULL;
1163 }
1164
1165 if (!QUERY_FLAG (op, FLAG_REMOVED))
1166 LOG (llevError, "Trying to insert already inserted object %s\n", op->debug_desc ());
1167 1240
1168 op->remove (); 1241 op->remove ();
1169 1242
1170 if (!m) 1243#if 0
1171 { 1244 if (!m->active != !op->active)
1172 char *dump = dump_object (op); 1245 if (m->active)
1173 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump); 1246 op->activate_recursive ();
1174 free (dump); 1247 else
1175 return op; 1248 op->deactivate_recursive ();
1176 } 1249#endif
1177 1250
1178 if (out_of_map (m, op->x, op->y)) 1251 if (out_of_map (m, op->x, op->y))
1179 { 1252 {
1180 char *dump = dump_object (op);
1181 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump); 1253 LOG (llevError, "Trying to insert object outside the map.\n%s\n", op->debug_desc ());
1182#ifdef MANY_CORES 1254#ifdef MANY_CORES
1183 /* Better to catch this here, as otherwise the next use of this object 1255 /* Better to catch this here, as otherwise the next use of this object
1184 * is likely to cause a crash. Better to find out where it is getting 1256 * is likely to cause a crash. Better to find out where it is getting
1185 * improperly inserted. 1257 * improperly inserted.
1186 */ 1258 */
1187 abort (); 1259 abort ();
1188#endif 1260#endif
1189 free (dump);
1190 return op; 1261 return op;
1191 } 1262 }
1192 1263
1193 if (object *more = op->more) 1264 if (object *more = op->more)
1194 {
1195 if (!insert_ob_in_map (more, m, originator, flag)) 1265 if (!insert_ob_in_map (more, m, originator, flag))
1196 {
1197 if (!op->head)
1198 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1199
1200 return 0; 1266 return 0;
1201 }
1202 }
1203 1267
1204 CLEAR_FLAG (op, FLAG_REMOVED); 1268 CLEAR_FLAG (op, FLAG_REMOVED);
1205 1269
1206 /* Ideally, the caller figures this out. However, it complicates a lot 1270 /* Ideally, the caller figures this out. However, it complicates a lot
1207 * of areas of callers (eg, anything that uses find_free_spot would now 1271 * of areas of callers (eg, anything that uses find_free_spot would now
1214 mapspace &ms = op->ms (); 1278 mapspace &ms = op->ms ();
1215 1279
1216 /* this has to be done after we translate the coordinates. 1280 /* this has to be done after we translate the coordinates.
1217 */ 1281 */
1218 if (op->nrof && !(flag & INS_NO_MERGE)) 1282 if (op->nrof && !(flag & INS_NO_MERGE))
1219 for (tmp = ms.bot; tmp; tmp = tmp->above) 1283 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1220 if (object::can_merge (op, tmp)) 1284 if (object::can_merge (op, tmp))
1221 { 1285 {
1222 op->nrof += tmp->nrof; 1286 op->nrof += tmp->nrof;
1223 tmp->destroy (); 1287 tmp->destroy ();
1224 } 1288 }
1291 * looks like instead of lots of conditions here. 1355 * looks like instead of lots of conditions here.
1292 * makes things faster, and effectively the same result. 1356 * makes things faster, and effectively the same result.
1293 */ 1357 */
1294 1358
1295 /* Have object 'fall below' other objects that block view. 1359 /* Have object 'fall below' other objects that block view.
1296 * Unless those objects are exits, type 66 1360 * Unless those objects are exits.
1297 * If INS_ON_TOP is used, don't do this processing 1361 * If INS_ON_TOP is used, don't do this processing
1298 * Need to find the object that in fact blocks view, otherwise 1362 * Need to find the object that in fact blocks view, otherwise
1299 * stacking is a bit odd. 1363 * stacking is a bit odd.
1300 */ 1364 */
1301 if (!(flag & INS_ON_TOP) 1365 if (!(flag & INS_ON_TOP)
1302 && ms.flags () & P_BLOCKSVIEW 1366 && ms.flags () & P_BLOCKSVIEW
1303 && (op->face && !op->face->visibility)) 1367 && (op->face && !faces [op->face].visibility))
1304 { 1368 {
1305 for (last = top; last != floor; last = last->below) 1369 for (last = top; last != floor; last = last->below)
1306 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1370 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1307 break; 1371 break;
1308 1372
1313 */ 1377 */
1314 if (last && last->below && last != floor) 1378 if (last && last->below && last != floor)
1315 top = last->below; 1379 top = last->below;
1316 } 1380 }
1317 } /* If objects on this space */ 1381 } /* If objects on this space */
1318
1319 if (flag & INS_MAP_LOAD) 1382 if (flag & INS_MAP_LOAD)
1320 top = ms.top; 1383 top = ms.top;
1321 1384
1322 if (flag & INS_ABOVE_FLOOR_ONLY) 1385 if (flag & INS_ABOVE_FLOOR_ONLY)
1323 top = floor; 1386 top = floor;
1363 /* If we have a floor, we know the player, if any, will be above 1426 /* If we have a floor, we know the player, if any, will be above
1364 * it, so save a few ticks and start from there. 1427 * it, so save a few ticks and start from there.
1365 */ 1428 */
1366 if (!(flag & INS_MAP_LOAD)) 1429 if (!(flag & INS_MAP_LOAD))
1367 if (object *pl = ms.player ()) 1430 if (object *pl = ms.player ())
1368 if (pl->contr->ns)
1369 pl->contr->ns->floorbox_update (); 1431 pl->contr->ns->floorbox_update ();
1370 1432
1371 /* If this object glows, it may affect lighting conditions that are 1433 /* If this object glows, it may affect lighting conditions that are
1372 * visible to others on this map. But update_all_los is really 1434 * visible to others on this map. But update_all_los is really
1373 * an inefficient way to do this, as it means los for all players 1435 * an inefficient way to do this, as it means los for all players
1374 * on the map will get recalculated. The players could very well 1436 * on the map will get recalculated. The players could very well
1393 * blocked() and wall() work properly), and these flags are updated by 1455 * blocked() and wall() work properly), and these flags are updated by
1394 * update_object(). 1456 * update_object().
1395 */ 1457 */
1396 1458
1397 /* 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 */
1398 if (!(flag & INS_NO_WALK_ON) && !op->head) 1460 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1399 { 1461 {
1400 if (check_move_on (op, originator)) 1462 if (check_move_on (op, originator))
1401 return 0; 1463 return 0;
1402 1464
1403 /* 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
1404 * walk on's. 1466 * walk on's.
1405 */ 1467 */
1406 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1468 for (object *tmp = op->more; tmp; tmp = tmp->more)
1407 if (check_move_on (tmp, originator)) 1469 if (check_move_on (tmp, originator))
1408 return 0; 1470 return 0;
1409 } 1471 }
1410 1472
1411 return op; 1473 return op;
1421 object *tmp, *tmp1; 1483 object *tmp, *tmp1;
1422 1484
1423 /* first search for itself and remove any old instances */ 1485 /* first search for itself and remove any old instances */
1424 1486
1425 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 1487 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1426 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1488 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1427 tmp->destroy (); 1489 tmp->destroy ();
1428 1490
1429 tmp1 = arch_to_object (archetype::find (arch_string)); 1491 tmp1 = arch_to_object (archetype::find (arch_string));
1430 1492
1431 tmp1->x = op->x; 1493 tmp1->x = op->x;
1434} 1496}
1435 1497
1436object * 1498object *
1437object::insert_at (object *where, object *originator, int flags) 1499object::insert_at (object *where, object *originator, int flags)
1438{ 1500{
1439 where->map->insert (this, where->x, where->y, originator, flags); 1501 return where->map->insert (this, where->x, where->y, originator, flags);
1440} 1502}
1441 1503
1442/* 1504/*
1443 * 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
1444 * is returned contains nr objects, and the remaining parts contains 1506 * is returned contains nr objects, and the remaining parts contains
1484 * 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
1485 * is subsequently removed and freed. 1547 * is subsequently removed and freed.
1486 * 1548 *
1487 * 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
1488 */ 1550 */
1489
1490object * 1551object *
1491decrease_ob_nr (object *op, uint32 i) 1552decrease_ob_nr (object *op, uint32 i)
1492{ 1553{
1493 object *tmp; 1554 object *tmp;
1494 1555
1569 1630
1570/* 1631/*
1571 * add_weight(object, weight) adds the specified weight to an object, 1632 * add_weight(object, weight) adds the specified weight to an object,
1572 * and also updates how much the environment(s) is/are carrying. 1633 * and also updates how much the environment(s) is/are carrying.
1573 */ 1634 */
1574
1575void 1635void
1576add_weight (object *op, signed long weight) 1636add_weight (object *op, signed long weight)
1577{ 1637{
1578 while (op != NULL) 1638 while (op != NULL)
1579 { 1639 {
1594 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);
1595 free (dump); 1655 free (dump);
1596 return op; 1656 return op;
1597 } 1657 }
1598 1658
1599 if (where->head) 1659 if (where->head_ () != where)
1600 { 1660 {
1601 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");
1602 where = where->head; 1662 where = where->head;
1603 } 1663 }
1604 1664
1605 return where->insert (op); 1665 return where->insert (op);
1606} 1666}
1611 * inside the object environment. 1671 * inside the object environment.
1612 * 1672 *
1613 * 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
1614 * be != op, if items are merged. -Tero 1674 * be != op, if items are merged. -Tero
1615 */ 1675 */
1616
1617object * 1676object *
1618object::insert (object *op) 1677object::insert (object *op)
1619{ 1678{
1620 object *tmp, *otmp; 1679 object *tmp, *otmp;
1621 1680
1935 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1994 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1936 { 1995 {
1937 CLEAR_FLAG (tmp, flag); 1996 CLEAR_FLAG (tmp, flag);
1938 unflag_inv (tmp, flag); 1997 unflag_inv (tmp, flag);
1939 } 1998 }
1940}
1941
1942/*
1943 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1944 * all it's inventory (recursively).
1945 * If checksums are used, a player will get set_cheat called for
1946 * him/her-self and all object carried by a call to this function.
1947 */
1948void
1949set_cheat (object *op)
1950{
1951 SET_FLAG (op, FLAG_WAS_WIZ);
1952 flag_inv (op, FLAG_WAS_WIZ);
1953} 1999}
1954 2000
1955/* 2001/*
1956 * 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
1957 * 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
2075 object *tmp; 2121 object *tmp;
2076 maptile *mp; 2122 maptile *mp;
2077 2123
2078 MoveType blocked, move_type; 2124 MoveType blocked, move_type;
2079 2125
2080 if (exclude && exclude->head) 2126 if (exclude && exclude->head_ () != exclude)
2081 { 2127 {
2082 exclude = exclude->head; 2128 exclude = exclude->head;
2083 move_type = exclude->move_type; 2129 move_type = exclude->move_type;
2084 } 2130 }
2085 else 2131 else
2108 max = maxfree[i]; 2154 max = maxfree[i];
2109 else if (mflags & P_IS_ALIVE) 2155 else if (mflags & P_IS_ALIVE)
2110 { 2156 {
2111 for (tmp = ms.bot; tmp; tmp = tmp->above) 2157 for (tmp = ms.bot; tmp; tmp = tmp->above)
2112 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2158 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2113 && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2159 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2114 break; 2160 break;
2115 2161
2116 if (tmp) 2162 if (tmp)
2117 return freedir[i]; 2163 return freedir[i];
2118 } 2164 }
2298 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2344 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2299 * core dumps if they do. 2345 * core dumps if they do.
2300 * 2346 *
2301 * Add a check so we can't pick up invisible objects (0.93.8) 2347 * Add a check so we can't pick up invisible objects (0.93.8)
2302 */ 2348 */
2303
2304int 2349int
2305can_pick (const object *who, const object *item) 2350can_pick (const object *who, const object *item)
2306{ 2351{
2307 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2352 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2308 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2353 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2313 * create clone from object to another 2358 * create clone from object to another
2314 */ 2359 */
2315object * 2360object *
2316object_create_clone (object *asrc) 2361object_create_clone (object *asrc)
2317{ 2362{
2318 object *dst = 0, *tmp, *src, *part, *prev, *item; 2363 object *dst = 0, *tmp, *src, *prev, *item;
2319 2364
2320 if (!asrc) 2365 if (!asrc)
2321 return 0; 2366 return 0;
2322 2367
2323 src = asrc;
2324 if (src->head)
2325 src = src->head; 2368 src = asrc->head_ ();
2326 2369
2327 prev = 0; 2370 prev = 0;
2328 for (part = src; part; part = part->more) 2371 for (object *part = src; part; part = part->more)
2329 { 2372 {
2330 tmp = part->clone (); 2373 tmp = part->clone ();
2331 tmp->x -= src->x; 2374 tmp->x -= src->x;
2332 tmp->y -= src->y; 2375 tmp->y -= src->y;
2333 2376
2413 if (link->key == canonical_key) 2456 if (link->key == canonical_key)
2414 return link->value; 2457 return link->value;
2415 2458
2416 return 0; 2459 return 0;
2417} 2460}
2418
2419 2461
2420/* 2462/*
2421 * Updates the canonical_key in op to value. 2463 * Updates the canonical_key in op to value.
2422 * 2464 *
2423 * canonical_key is a shared string (value doesn't have to be). 2465 * canonical_key is a shared string (value doesn't have to be).
2447 /* Basically, if the archetype has this key set, 2489 /* Basically, if the archetype has this key set,
2448 * we need to store the null value so when we save 2490 * we need to store the null value so when we save
2449 * it, we save the empty value so that when we load, 2491 * it, we save the empty value so that when we load,
2450 * we get this value back again. 2492 * we get this value back again.
2451 */ 2493 */
2452 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2494 if (get_ob_key_link (op->arch, canonical_key))
2453 field->value = 0; 2495 field->value = 0;
2454 else 2496 else
2455 { 2497 {
2456 if (last) 2498 if (last)
2457 last->next = field->next; 2499 last->next = field->next;
2526 } 2568 }
2527 else 2569 else
2528 item = item->env; 2570 item = item->env;
2529} 2571}
2530 2572
2531
2532const char * 2573const char *
2533object::flag_desc (char *desc, int len) const 2574object::flag_desc (char *desc, int len) const
2534{ 2575{
2535 char *p = desc; 2576 char *p = desc;
2536 bool first = true; 2577 bool first = true;
2582} 2623}
2583 2624
2584const char * 2625const char *
2585object::debug_desc () const 2626object::debug_desc () const
2586{ 2627{
2587 static char info[256 * 4]; 2628 static char info[3][256 * 4];
2629 static int info_idx;
2630
2588 return debug_desc (info); 2631 return debug_desc (info [++info_idx % 3]);
2589}
2590
2591const char *
2592object::debug_desc2 () const
2593{
2594 static char info[256 * 4];
2595 return debug_desc (info);
2596} 2632}
2597 2633
2598struct region * 2634struct region *
2599object::region () const 2635object::region () const
2600{ 2636{
2603} 2639}
2604 2640
2605const materialtype_t * 2641const materialtype_t *
2606object::dominant_material () const 2642object::dominant_material () const
2607{ 2643{
2608 if (materialtype_t *mat = name_to_material (materialname)) 2644 if (materialtype_t *mt = name_to_material (materialname))
2609 return mat; 2645 return mt;
2610 2646
2611 // omfg this is slow, this has to be temporary :)
2612 shstr unknown ("unknown");
2613
2614 return name_to_material (unknown); 2647 return name_to_material (shstr_unknown);
2615} 2648}
2616 2649
2617void 2650void
2618object::open_container (object *new_container) 2651object::open_container (object *new_container)
2619{ 2652{
2663 esrv_update_item (UPD_FLAGS, this, new_container); 2696 esrv_update_item (UPD_FLAGS, this, new_container);
2664 esrv_send_inventory (this, new_container); 2697 esrv_send_inventory (this, new_container);
2665 } 2698 }
2666} 2699}
2667 2700
2701object *
2702object::force_find (const shstr name)
2703{
2704 /* cycle through his inventory to look for the MARK we want to
2705 * place
2706 */
2707 for (object *tmp = inv; tmp; tmp = tmp->below)
2708 if (tmp->type == FORCE && tmp->slaying == name)
2709 return splay (tmp);
2668 2710
2711 return 0;
2712}
2713
2714void
2715object::force_add (const shstr name, int duration)
2716{
2717 if (object *force = force_find (name))
2718 force->destroy ();
2719
2720 object *force = get_archetype (FORCE_NAME);
2721
2722 force->slaying = name;
2723 force->stats.food = 1;
2724 force->speed_left = -1.f;
2725
2726 force->set_speed (duration ? 1.f / duration : 0.f);
2727 force->flag [FLAG_IS_USED_UP] = true;
2728 force->flag [FLAG_APPLIED] = true;
2729
2730 insert (force);
2731}
2732

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