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Comparing deliantra/server/common/object.C (file contents):
Revision 1.132 by root, Sat Feb 10 21:01:09 2007 UTC vs.
Revision 1.178 by root, Sun Aug 12 14:13:54 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;
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;
819 903
820 if (flag [FLAG_IS_LINKED]) 904 if (flag [FLAG_IS_LINKED])
821 remove_button_link (this); 905 remove_button_link (this);
822 906
823 if (flag [FLAG_FRIENDLY]) 907 if (flag [FLAG_FRIENDLY])
824 {
825 remove_friendly_object (this); 908 remove_friendly_object (this);
826
827 if (type == GOLEM
828 && owner
829 && owner->type == PLAYER
830 && owner->contr->ranges[range_golem] == this)
831 owner->contr->ranges[range_golem] = 0;
832 }
833 909
834 if (!flag [FLAG_REMOVED]) 910 if (!flag [FLAG_REMOVED])
835 remove (); 911 remove ();
836 912
837 destroy_inv (true); 913 destroy_inv (true);
860 map = freed_map; 936 map = freed_map;
861 x = 1; 937 x = 1;
862 y = 1; 938 y = 1;
863 } 939 }
864 940
865 head = 0;
866
867 if (more) 941 if (more)
868 { 942 {
869 more->destroy (); 943 more->destroy ();
870 more = 0; 944 more = 0;
871 } 945 }
872 946
947 head = 0;
948
873 // clear those pointers that likely might have circular references to us 949 // clear those pointers that likely might cause circular references
874 owner = 0; 950 owner = 0;
875 enemy = 0; 951 enemy = 0;
876 attacked_by = 0; 952 attacked_by = 0;
953 current_weapon = 0;
877} 954}
878 955
879void 956void
880object::destroy (bool destroy_inventory) 957object::destroy (bool destroy_inventory)
881{ 958{
882 if (destroyed ()) 959 if (destroyed ())
883 return; 960 return;
884 961
885 if (destroy_inventory) 962 if (destroy_inventory)
886 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
887 970
888 attachable::destroy (); 971 attachable::destroy ();
889} 972}
890 973
891/* 974/*
1006 if (map->in_memory == MAP_SAVING) 1089 if (map->in_memory == MAP_SAVING)
1007 return; 1090 return;
1008 1091
1009 int check_walk_off = !flag [FLAG_NO_APPLY]; 1092 int check_walk_off = !flag [FLAG_NO_APPLY];
1010 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
1011 for (tmp = ms.bot; tmp; tmp = tmp->above) 1106 for (tmp = ms.bot; tmp; tmp = tmp->above)
1012 { 1107 {
1013 /* 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
1014 * being removed. 1109 * being removed.
1015 */ 1110 */
1016
1017 if (tmp->type == PLAYER && tmp != this)
1018 {
1019 /* If a container that the player is currently using somehow gets
1020 * removed (most likely destroyed), update the player view
1021 * appropriately.
1022 */
1023 if (tmp->container == this)
1024 {
1025 flag [FLAG_APPLIED] = 0;
1026 tmp->container = 0;
1027 }
1028
1029 if (tmp->contr->ns)
1030 tmp->contr->ns->floorbox_update ();
1031 }
1032 1111
1033 /* See if object moving off should effect something */ 1112 /* See if object moving off should effect something */
1034 if (check_walk_off 1113 if (check_walk_off
1035 && ((move_type & tmp->move_off) 1114 && ((move_type & tmp->move_off)
1036 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1115 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1039 1118
1040 if (destroyed ()) 1119 if (destroyed ())
1041 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 ());
1042 } 1121 }
1043 1122
1044 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1045 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1046 if (tmp->above == tmp)
1047 tmp->above = 0;
1048
1049 last = tmp; 1123 last = tmp;
1050 } 1124 }
1051 1125
1052 /* last == NULL if there are no objects on this space */ 1126 /* last == NULL if there are no objects on this space */
1053 //TODO: this makes little sense, why only update the topmost object? 1127 //TODO: this makes little sense, why only update the topmost object?
1096 } 1170 }
1097 1171
1098 return 0; 1172 return 0;
1099} 1173}
1100 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
1101/* 1198/*
1102 * 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
1103 * job preparing multi-part monsters. 1200 * job preparing multi-part monsters.
1104 */ 1201 */
1105object * 1202object *
1106insert_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)
1107{ 1204{
1108 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1205 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1109 { 1206 {
1110 tmp->x = x + tmp->arch->clone.x; 1207 tmp->x = x + tmp->arch->x;
1111 tmp->y = y + tmp->arch->clone.y; 1208 tmp->y = y + tmp->arch->y;
1112 } 1209 }
1113 1210
1114 return insert_ob_in_map (op, m, originator, flag); 1211 return insert_ob_in_map (op, m, originator, flag);
1115} 1212}
1116 1213
1135 * just 'op' otherwise 1232 * just 'op' otherwise
1136 */ 1233 */
1137object * 1234object *
1138insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1235insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1139{ 1236{
1237 assert (!op->flag [FLAG_FREED]);
1238
1140 object *tmp, *top, *floor = NULL; 1239 object *top, *floor = NULL;
1141
1142 if (QUERY_FLAG (op, FLAG_FREED))
1143 {
1144 LOG (llevError, "Trying to insert freed object!\n");
1145 return NULL;
1146 }
1147
1148 if (!QUERY_FLAG (op, FLAG_REMOVED))
1149 LOG (llevError, "Trying to insert already inserted object %s\n", op->debug_desc ());
1150 1240
1151 op->remove (); 1241 op->remove ();
1152 1242
1153 if (!m) 1243#if 0
1154 { 1244 if (!m->active != !op->active)
1155 char *dump = dump_object (op); 1245 if (m->active)
1156 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump); 1246 op->activate_recursive ();
1157 free (dump); 1247 else
1158 return op; 1248 op->deactivate_recursive ();
1159 } 1249#endif
1160 1250
1161 if (out_of_map (m, op->x, op->y)) 1251 if (out_of_map (m, op->x, op->y))
1162 { 1252 {
1163 char *dump = dump_object (op);
1164 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 ());
1165#ifdef MANY_CORES 1254#ifdef MANY_CORES
1166 /* 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
1167 * 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
1168 * improperly inserted. 1257 * improperly inserted.
1169 */ 1258 */
1170 abort (); 1259 abort ();
1171#endif 1260#endif
1172 free (dump);
1173 return op; 1261 return op;
1174 } 1262 }
1175 1263
1176 if (object *more = op->more) 1264 if (object *more = op->more)
1177 {
1178 if (!insert_ob_in_map (more, m, originator, flag)) 1265 if (!insert_ob_in_map (more, m, originator, flag))
1179 {
1180 if (!op->head)
1181 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1182
1183 return 0; 1266 return 0;
1184 }
1185 }
1186 1267
1187 CLEAR_FLAG (op, FLAG_REMOVED); 1268 CLEAR_FLAG (op, FLAG_REMOVED);
1188 1269
1189 /* Ideally, the caller figures this out. However, it complicates a lot 1270 /* Ideally, the caller figures this out. However, it complicates a lot
1190 * 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
1197 mapspace &ms = op->ms (); 1278 mapspace &ms = op->ms ();
1198 1279
1199 /* this has to be done after we translate the coordinates. 1280 /* this has to be done after we translate the coordinates.
1200 */ 1281 */
1201 if (op->nrof && !(flag & INS_NO_MERGE)) 1282 if (op->nrof && !(flag & INS_NO_MERGE))
1202 for (tmp = ms.bot; tmp; tmp = tmp->above) 1283 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1203 if (object::can_merge (op, tmp)) 1284 if (object::can_merge (op, tmp))
1204 { 1285 {
1205 op->nrof += tmp->nrof; 1286 op->nrof += tmp->nrof;
1206 tmp->destroy (); 1287 tmp->destroy ();
1207 } 1288 }
1274 * looks like instead of lots of conditions here. 1355 * looks like instead of lots of conditions here.
1275 * makes things faster, and effectively the same result. 1356 * makes things faster, and effectively the same result.
1276 */ 1357 */
1277 1358
1278 /* Have object 'fall below' other objects that block view. 1359 /* Have object 'fall below' other objects that block view.
1279 * Unless those objects are exits, type 66 1360 * Unless those objects are exits.
1280 * If INS_ON_TOP is used, don't do this processing 1361 * If INS_ON_TOP is used, don't do this processing
1281 * Need to find the object that in fact blocks view, otherwise 1362 * Need to find the object that in fact blocks view, otherwise
1282 * stacking is a bit odd. 1363 * stacking is a bit odd.
1283 */ 1364 */
1284 if (!(flag & INS_ON_TOP) 1365 if (!(flag & INS_ON_TOP)
1285 && ms.flags () & P_BLOCKSVIEW 1366 && ms.flags () & P_BLOCKSVIEW
1286 && (op->face && !op->face->visibility)) 1367 && (op->face && !faces [op->face].visibility))
1287 { 1368 {
1288 for (last = top; last != floor; last = last->below) 1369 for (last = top; last != floor; last = last->below)
1289 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1370 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1290 break; 1371 break;
1291 1372
1296 */ 1377 */
1297 if (last && last->below && last != floor) 1378 if (last && last->below && last != floor)
1298 top = last->below; 1379 top = last->below;
1299 } 1380 }
1300 } /* If objects on this space */ 1381 } /* If objects on this space */
1301
1302 if (flag & INS_MAP_LOAD) 1382 if (flag & INS_MAP_LOAD)
1303 top = ms.top; 1383 top = ms.top;
1304 1384
1305 if (flag & INS_ABOVE_FLOOR_ONLY) 1385 if (flag & INS_ABOVE_FLOOR_ONLY)
1306 top = floor; 1386 top = floor;
1346 /* 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
1347 * it, so save a few ticks and start from there. 1427 * it, so save a few ticks and start from there.
1348 */ 1428 */
1349 if (!(flag & INS_MAP_LOAD)) 1429 if (!(flag & INS_MAP_LOAD))
1350 if (object *pl = ms.player ()) 1430 if (object *pl = ms.player ())
1351 if (pl->contr->ns)
1352 pl->contr->ns->floorbox_update (); 1431 pl->contr->ns->floorbox_update ();
1353 1432
1354 /* If this object glows, it may affect lighting conditions that are 1433 /* If this object glows, it may affect lighting conditions that are
1355 * 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
1356 * 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
1357 * on the map will get recalculated. The players could very well 1436 * on the map will get recalculated. The players could very well
1376 * blocked() and wall() work properly), and these flags are updated by 1455 * blocked() and wall() work properly), and these flags are updated by
1377 * update_object(). 1456 * update_object().
1378 */ 1457 */
1379 1458
1380 /* 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 */
1381 if (!(flag & INS_NO_WALK_ON) && !op->head) 1460 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1382 { 1461 {
1383 if (check_move_on (op, originator)) 1462 if (check_move_on (op, originator))
1384 return 0; 1463 return 0;
1385 1464
1386 /* 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
1387 * walk on's. 1466 * walk on's.
1388 */ 1467 */
1389 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1468 for (object *tmp = op->more; tmp; tmp = tmp->more)
1390 if (check_move_on (tmp, originator)) 1469 if (check_move_on (tmp, originator))
1391 return 0; 1470 return 0;
1392 } 1471 }
1393 1472
1394 return op; 1473 return op;
1404 object *tmp, *tmp1; 1483 object *tmp, *tmp1;
1405 1484
1406 /* first search for itself and remove any old instances */ 1485 /* first search for itself and remove any old instances */
1407 1486
1408 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 1487 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1409 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1488 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1410 tmp->destroy (); 1489 tmp->destroy ();
1411 1490
1412 tmp1 = arch_to_object (archetype::find (arch_string)); 1491 tmp1 = arch_to_object (archetype::find (arch_string));
1413 1492
1414 tmp1->x = op->x; 1493 tmp1->x = op->x;
1417} 1496}
1418 1497
1419object * 1498object *
1420object::insert_at (object *where, object *originator, int flags) 1499object::insert_at (object *where, object *originator, int flags)
1421{ 1500{
1422 where->map->insert (this, where->x, where->y, originator, flags); 1501 return where->map->insert (this, where->x, where->y, originator, flags);
1423} 1502}
1424 1503
1425/* 1504/*
1426 * 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
1427 * is returned contains nr objects, and the remaining parts contains 1506 * is returned contains nr objects, and the remaining parts contains
1467 * 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
1468 * is subsequently removed and freed. 1547 * is subsequently removed and freed.
1469 * 1548 *
1470 * 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
1471 */ 1550 */
1472
1473object * 1551object *
1474decrease_ob_nr (object *op, uint32 i) 1552decrease_ob_nr (object *op, uint32 i)
1475{ 1553{
1476 object *tmp; 1554 object *tmp;
1477 1555
1552 1630
1553/* 1631/*
1554 * add_weight(object, weight) adds the specified weight to an object, 1632 * add_weight(object, weight) adds the specified weight to an object,
1555 * and also updates how much the environment(s) is/are carrying. 1633 * and also updates how much the environment(s) is/are carrying.
1556 */ 1634 */
1557
1558void 1635void
1559add_weight (object *op, signed long weight) 1636add_weight (object *op, signed long weight)
1560{ 1637{
1561 while (op != NULL) 1638 while (op != NULL)
1562 { 1639 {
1577 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);
1578 free (dump); 1655 free (dump);
1579 return op; 1656 return op;
1580 } 1657 }
1581 1658
1582 if (where->head) 1659 if (where->head_ () != where)
1583 { 1660 {
1584 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");
1585 where = where->head; 1662 where = where->head;
1586 } 1663 }
1587 1664
1588 return where->insert (op); 1665 return where->insert (op);
1589} 1666}
1594 * inside the object environment. 1671 * inside the object environment.
1595 * 1672 *
1596 * 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
1597 * be != op, if items are merged. -Tero 1674 * be != op, if items are merged. -Tero
1598 */ 1675 */
1599
1600object * 1676object *
1601object::insert (object *op) 1677object::insert (object *op)
1602{ 1678{
1603 object *tmp, *otmp; 1679 object *tmp, *otmp;
1604 1680
1918 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1994 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1919 { 1995 {
1920 CLEAR_FLAG (tmp, flag); 1996 CLEAR_FLAG (tmp, flag);
1921 unflag_inv (tmp, flag); 1997 unflag_inv (tmp, flag);
1922 } 1998 }
1923}
1924
1925/*
1926 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1927 * all it's inventory (recursively).
1928 * If checksums are used, a player will get set_cheat called for
1929 * him/her-self and all object carried by a call to this function.
1930 */
1931void
1932set_cheat (object *op)
1933{
1934 SET_FLAG (op, FLAG_WAS_WIZ);
1935 flag_inv (op, FLAG_WAS_WIZ);
1936} 1999}
1937 2000
1938/* 2001/*
1939 * 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
1940 * 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
2058 object *tmp; 2121 object *tmp;
2059 maptile *mp; 2122 maptile *mp;
2060 2123
2061 MoveType blocked, move_type; 2124 MoveType blocked, move_type;
2062 2125
2063 if (exclude && exclude->head) 2126 if (exclude && exclude->head_ () != exclude)
2064 { 2127 {
2065 exclude = exclude->head; 2128 exclude = exclude->head;
2066 move_type = exclude->move_type; 2129 move_type = exclude->move_type;
2067 } 2130 }
2068 else 2131 else
2091 max = maxfree[i]; 2154 max = maxfree[i];
2092 else if (mflags & P_IS_ALIVE) 2155 else if (mflags & P_IS_ALIVE)
2093 { 2156 {
2094 for (tmp = ms.bot; tmp; tmp = tmp->above) 2157 for (tmp = ms.bot; tmp; tmp = tmp->above)
2095 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2158 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2096 && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2159 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2097 break; 2160 break;
2098 2161
2099 if (tmp) 2162 if (tmp)
2100 return freedir[i]; 2163 return freedir[i];
2101 } 2164 }
2281 * 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
2282 * core dumps if they do. 2345 * core dumps if they do.
2283 * 2346 *
2284 * 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)
2285 */ 2348 */
2286
2287int 2349int
2288can_pick (const object *who, const object *item) 2350can_pick (const object *who, const object *item)
2289{ 2351{
2290 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2352 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2291 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2353 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2296 * create clone from object to another 2358 * create clone from object to another
2297 */ 2359 */
2298object * 2360object *
2299object_create_clone (object *asrc) 2361object_create_clone (object *asrc)
2300{ 2362{
2301 object *dst = 0, *tmp, *src, *part, *prev, *item; 2363 object *dst = 0, *tmp, *src, *prev, *item;
2302 2364
2303 if (!asrc) 2365 if (!asrc)
2304 return 0; 2366 return 0;
2305 2367
2306 src = asrc;
2307 if (src->head)
2308 src = src->head; 2368 src = asrc->head_ ();
2309 2369
2310 prev = 0; 2370 prev = 0;
2311 for (part = src; part; part = part->more) 2371 for (object *part = src; part; part = part->more)
2312 { 2372 {
2313 tmp = part->clone (); 2373 tmp = part->clone ();
2314 tmp->x -= src->x; 2374 tmp->x -= src->x;
2315 tmp->y -= src->y; 2375 tmp->y -= src->y;
2316 2376
2334 insert_ob_in_ob (object_create_clone (item), dst); 2394 insert_ob_in_ob (object_create_clone (item), dst);
2335 2395
2336 return dst; 2396 return dst;
2337} 2397}
2338 2398
2339/* GROS - Creates an object using a string representing its content. */
2340/* Basically, we save the content of the string to a temp file, then call */
2341/* load_object on it. I admit it is a highly inefficient way to make things, */
2342/* but it was simple to make and allows reusing the load_object function. */
2343/* Remember not to use load_object_str in a time-critical situation. */
2344/* Also remember that multiparts objects are not supported for now. */
2345object *
2346load_object_str (const char *obstr)
2347{
2348 object *op;
2349 char filename[MAX_BUF];
2350
2351 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2352
2353 FILE *tempfile = fopen (filename, "w");
2354
2355 if (tempfile == NULL)
2356 {
2357 LOG (llevError, "Error - Unable to access load object temp file\n");
2358 return NULL;
2359 }
2360
2361 fprintf (tempfile, obstr);
2362 fclose (tempfile);
2363
2364 op = object::create ();
2365
2366 object_thawer thawer (filename);
2367
2368 if (thawer)
2369 load_object (thawer, op, 0);
2370
2371 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2372 CLEAR_FLAG (op, FLAG_REMOVED);
2373
2374 return op;
2375}
2376
2377/* This returns the first object in who's inventory that 2399/* This returns the first object in who's inventory that
2378 * has the same type and subtype match. 2400 * has the same type and subtype match.
2379 * returns NULL if no match. 2401 * returns NULL if no match.
2380 */ 2402 */
2381object * 2403object *
2434 if (link->key == canonical_key) 2456 if (link->key == canonical_key)
2435 return link->value; 2457 return link->value;
2436 2458
2437 return 0; 2459 return 0;
2438} 2460}
2439
2440 2461
2441/* 2462/*
2442 * Updates the canonical_key in op to value. 2463 * Updates the canonical_key in op to value.
2443 * 2464 *
2444 * 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).
2468 /* Basically, if the archetype has this key set, 2489 /* Basically, if the archetype has this key set,
2469 * we need to store the null value so when we save 2490 * we need to store the null value so when we save
2470 * it, we save the empty value so that when we load, 2491 * it, we save the empty value so that when we load,
2471 * we get this value back again. 2492 * we get this value back again.
2472 */ 2493 */
2473 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2494 if (get_ob_key_link (op->arch, canonical_key))
2474 field->value = 0; 2495 field->value = 0;
2475 else 2496 else
2476 { 2497 {
2477 if (last) 2498 if (last)
2478 last->next = field->next; 2499 last->next = field->next;
2547 } 2568 }
2548 else 2569 else
2549 item = item->env; 2570 item = item->env;
2550} 2571}
2551 2572
2552
2553const char * 2573const char *
2554object::flag_desc (char *desc, int len) const 2574object::flag_desc (char *desc, int len) const
2555{ 2575{
2556 char *p = desc; 2576 char *p = desc;
2557 bool first = true; 2577 bool first = true;
2603} 2623}
2604 2624
2605const char * 2625const char *
2606object::debug_desc () const 2626object::debug_desc () const
2607{ 2627{
2608 static char info[256 * 4]; 2628 static char info[3][256 * 4];
2629 static int info_idx;
2630
2609 return debug_desc (info); 2631 return debug_desc (info [++info_idx % 3]);
2610}
2611
2612const char *
2613object::debug_desc2 () const
2614{
2615 static char info[256 * 4];
2616 return debug_desc (info);
2617} 2632}
2618 2633
2619struct region * 2634struct region *
2620object::region () const 2635object::region () const
2621{ 2636{
2624} 2639}
2625 2640
2626const materialtype_t * 2641const materialtype_t *
2627object::dominant_material () const 2642object::dominant_material () const
2628{ 2643{
2629 if (materialtype_t *mat = name_to_material (materialname)) 2644 if (materialtype_t *mt = name_to_material (materialname))
2630 return mat; 2645 return mt;
2631 2646
2632 // omfg this is slow, this has to be temporary :)
2633 shstr unknown ("unknown");
2634
2635 return name_to_material (unknown); 2647 return name_to_material (shstr_unknown);
2636} 2648}
2637 2649
2638void 2650void
2639object::open_container (object *new_container) 2651object::open_container (object *new_container)
2640{ 2652{
2656 old_container->flag [FLAG_APPLIED] = 0; 2668 old_container->flag [FLAG_APPLIED] = 0;
2657 container = 0; 2669 container = 0;
2658 2670
2659 esrv_update_item (UPD_FLAGS, this, old_container); 2671 esrv_update_item (UPD_FLAGS, this, old_container);
2660 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); 2672 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2673 play_sound (sound_find ("chest_close"));
2661 } 2674 }
2662 2675
2663 if (new_container) 2676 if (new_container)
2664 { 2677 {
2665 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this))) 2678 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2681 new_container->flag [FLAG_APPLIED] = 1; 2694 new_container->flag [FLAG_APPLIED] = 1;
2682 container = new_container; 2695 container = new_container;
2683 2696
2684 esrv_update_item (UPD_FLAGS, this, new_container); 2697 esrv_update_item (UPD_FLAGS, this, new_container);
2685 esrv_send_inventory (this, new_container); 2698 esrv_send_inventory (this, new_container);
2699 play_sound (sound_find ("chest_open"));
2700 }
2701}
2702
2703object *
2704object::force_find (const shstr name)
2705{
2706 /* cycle through his inventory to look for the MARK we want to
2707 * place
2708 */
2709 for (object *tmp = inv; tmp; tmp = tmp->below)
2710 if (tmp->type == FORCE && tmp->slaying == name)
2711 return splay (tmp);
2712
2713 return 0;
2714}
2715
2716void
2717object::force_add (const shstr name, int duration)
2718{
2719 if (object *force = force_find (name))
2720 force->destroy ();
2721
2722 object *force = get_archetype (FORCE_NAME);
2723
2724 force->slaying = name;
2725 force->stats.food = 1;
2726 force->speed_left = -1.f;
2727
2728 force->set_speed (duration ? 1.f / duration : 0.f);
2729 force->flag [FLAG_IS_USED_UP] = true;
2730 force->flag [FLAG_APPLIED] = true;
2731
2732 insert (force);
2733}
2734
2735void
2736object::play_sound (faceidx sound) const
2737{
2738 if (!sound)
2739 return;
2740
2741 if (flag [FLAG_REMOVED])
2742 return;
2743
2744 if (env)
2686 } 2745 {
2746 if (object *pl = in_player ())
2747 pl->contr->play_sound (sound);
2748 }
2749 else
2750 map->play_sound (sound, x, y);
2687} 2751}
2688 2752
2689

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