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Comparing deliantra/server/common/object.C (file contents):
Revision 1.126 by root, Mon Jan 29 15:36:25 2007 UTC vs.
Revision 1.181 by elmex, Sun Aug 19 19:34:05 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/*
911 * object will have no environment. If the object previously had an 994 * object will have no environment. If the object previously had an
912 * environment, the x and y coordinates will be updated to 995 * environment, the x and y coordinates will be updated to
913 * the previous environment. 996 * the previous environment.
914 */ 997 */
915void 998void
916object::remove_slow () 999object::do_remove ()
917{ 1000{
918 object *tmp, *last = 0; 1001 object *tmp, *last = 0;
919 object *otmp; 1002 object *otmp;
920 1003
921 if (QUERY_FLAG (this, FLAG_REMOVED)) 1004 if (QUERY_FLAG (this, FLAG_REMOVED))
964 } 1047 }
965 else if (map) 1048 else if (map)
966 { 1049 {
967 if (type == PLAYER) 1050 if (type == PLAYER)
968 { 1051 {
1052 // leaving a spot always closes any open container on the ground
1053 if (container && !container->env)
1054 // this causes spurious floorbox updates, but it ensures
1055 // that the CLOSE event is being sent.
1056 close_container ();
1057
969 --map->players; 1058 --map->players;
970 map->touch (); 1059 map->touch ();
971 } 1060 }
972 1061
973 map->dirty = true; 1062 map->dirty = true;
1000 if (map->in_memory == MAP_SAVING) 1089 if (map->in_memory == MAP_SAVING)
1001 return; 1090 return;
1002 1091
1003 int check_walk_off = !flag [FLAG_NO_APPLY]; 1092 int check_walk_off = !flag [FLAG_NO_APPLY];
1004 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
1005 for (tmp = ms.bot; tmp; tmp = tmp->above) 1106 for (tmp = ms.bot; tmp; tmp = tmp->above)
1006 { 1107 {
1007 /* 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
1008 * being removed. 1109 * being removed.
1009 */ 1110 */
1010
1011 if (tmp->type == PLAYER && tmp != this)
1012 {
1013 /* If a container that the player is currently using somehow gets
1014 * removed (most likely destroyed), update the player view
1015 * appropriately.
1016 */
1017 if (tmp->container == this)
1018 {
1019 flag [FLAG_APPLIED] = 0;
1020 tmp->container = 0;
1021 }
1022
1023 if (tmp->contr->ns)
1024 tmp->contr->ns->floorbox_update ();
1025 }
1026 1111
1027 /* See if object moving off should effect something */ 1112 /* See if object moving off should effect something */
1028 if (check_walk_off 1113 if (check_walk_off
1029 && ((move_type & tmp->move_off) 1114 && ((move_type & tmp->move_off)
1030 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1115 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1033 1118
1034 if (destroyed ()) 1119 if (destroyed ())
1035 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 ());
1036 } 1121 }
1037 1122
1038 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1039 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1040 if (tmp->above == tmp)
1041 tmp->above = 0;
1042
1043 last = tmp; 1123 last = tmp;
1044 } 1124 }
1045 1125
1046 /* last == NULL if there are no objects on this space */ 1126 /* last == NULL if there are no objects on this space */
1047 //TODO: this makes little sense, why only update the topmost object? 1127 //TODO: this makes little sense, why only update the topmost object?
1090 } 1170 }
1091 1171
1092 return 0; 1172 return 0;
1093} 1173}
1094 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
1095/* 1198/*
1096 * 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
1097 * job preparing multi-part monsters. 1200 * job preparing multi-part monsters.
1098 */ 1201 */
1099object * 1202object *
1100insert_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)
1101{ 1204{
1102 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1205 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1103 { 1206 {
1104 tmp->x = x + tmp->arch->clone.x; 1207 tmp->x = x + tmp->arch->x;
1105 tmp->y = y + tmp->arch->clone.y; 1208 tmp->y = y + tmp->arch->y;
1106 } 1209 }
1107 1210
1108 return insert_ob_in_map (op, m, originator, flag); 1211 return insert_ob_in_map (op, m, originator, flag);
1109} 1212}
1110 1213
1129 * just 'op' otherwise 1232 * just 'op' otherwise
1130 */ 1233 */
1131object * 1234object *
1132insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1235insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1133{ 1236{
1237 assert (!op->flag [FLAG_FREED]);
1238
1134 object *tmp, *top, *floor = NULL; 1239 object *top, *floor = NULL;
1135
1136 if (QUERY_FLAG (op, FLAG_FREED))
1137 {
1138 LOG (llevError, "Trying to insert freed object!\n");
1139 return NULL;
1140 }
1141
1142 if (!QUERY_FLAG (op, FLAG_REMOVED))
1143 LOG (llevError, "Trying to insert already inserted object %s\n", op->debug_desc ());
1144 1240
1145 op->remove (); 1241 op->remove ();
1146 1242
1147 if (!m)
1148 {
1149 char *dump = dump_object (op);
1150 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1151 free (dump);
1152 return op;
1153 }
1154
1155 if (out_of_map (m, op->x, op->y)) 1243 if (out_of_map (m, op->x, op->y))
1156 { 1244 {
1157 char *dump = dump_object (op);
1158 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump); 1245 LOG (llevError, "Trying to insert object outside the map.\n%s\n", op->debug_desc ());
1159#ifdef MANY_CORES 1246#ifdef MANY_CORES
1160 /* Better to catch this here, as otherwise the next use of this object 1247 /* Better to catch this here, as otherwise the next use of this object
1161 * is likely to cause a crash. Better to find out where it is getting 1248 * is likely to cause a crash. Better to find out where it is getting
1162 * improperly inserted. 1249 * improperly inserted.
1163 */ 1250 */
1164 abort (); 1251 abort ();
1165#endif 1252#endif
1166 free (dump);
1167 return op; 1253 return op;
1168 } 1254 }
1169 1255
1170 if (object *more = op->more) 1256 if (object *more = op->more)
1171 {
1172 if (!insert_ob_in_map (more, m, originator, flag)) 1257 if (!insert_ob_in_map (more, m, originator, flag))
1173 {
1174 if (!op->head)
1175 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1176
1177 return 0; 1258 return 0;
1178 }
1179 }
1180 1259
1181 CLEAR_FLAG (op, FLAG_REMOVED); 1260 CLEAR_FLAG (op, FLAG_REMOVED);
1182 1261
1183 /* Ideally, the caller figures this out. However, it complicates a lot 1262 /* Ideally, the caller figures this out. However, it complicates a lot
1184 * of areas of callers (eg, anything that uses find_free_spot would now 1263 * of areas of callers (eg, anything that uses find_free_spot would now
1191 mapspace &ms = op->ms (); 1270 mapspace &ms = op->ms ();
1192 1271
1193 /* this has to be done after we translate the coordinates. 1272 /* this has to be done after we translate the coordinates.
1194 */ 1273 */
1195 if (op->nrof && !(flag & INS_NO_MERGE)) 1274 if (op->nrof && !(flag & INS_NO_MERGE))
1196 for (tmp = ms.bot; tmp; tmp = tmp->above) 1275 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1197 if (object::can_merge (op, tmp)) 1276 if (object::can_merge (op, tmp))
1198 { 1277 {
1199 op->nrof += tmp->nrof; 1278 op->nrof += tmp->nrof;
1200 tmp->destroy (); 1279 tmp->destroy ();
1201 } 1280 }
1268 * looks like instead of lots of conditions here. 1347 * looks like instead of lots of conditions here.
1269 * makes things faster, and effectively the same result. 1348 * makes things faster, and effectively the same result.
1270 */ 1349 */
1271 1350
1272 /* Have object 'fall below' other objects that block view. 1351 /* Have object 'fall below' other objects that block view.
1273 * Unless those objects are exits, type 66 1352 * Unless those objects are exits.
1274 * If INS_ON_TOP is used, don't do this processing 1353 * If INS_ON_TOP is used, don't do this processing
1275 * Need to find the object that in fact blocks view, otherwise 1354 * Need to find the object that in fact blocks view, otherwise
1276 * stacking is a bit odd. 1355 * stacking is a bit odd.
1277 */ 1356 */
1278 if (!(flag & INS_ON_TOP) 1357 if (!(flag & INS_ON_TOP)
1279 && ms.flags () & P_BLOCKSVIEW 1358 && ms.flags () & P_BLOCKSVIEW
1280 && (op->face && !op->face->visibility)) 1359 && (op->face && !faces [op->face].visibility))
1281 { 1360 {
1282 for (last = top; last != floor; last = last->below) 1361 for (last = top; last != floor; last = last->below)
1283 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1362 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1284 break; 1363 break;
1285 1364
1290 */ 1369 */
1291 if (last && last->below && last != floor) 1370 if (last && last->below && last != floor)
1292 top = last->below; 1371 top = last->below;
1293 } 1372 }
1294 } /* If objects on this space */ 1373 } /* If objects on this space */
1295
1296 if (flag & INS_MAP_LOAD) 1374 if (flag & INS_MAP_LOAD)
1297 top = ms.top; 1375 top = ms.top;
1298 1376
1299 if (flag & INS_ABOVE_FLOOR_ONLY) 1377 if (flag & INS_ABOVE_FLOOR_ONLY)
1300 top = floor; 1378 top = floor;
1335 op->map->touch (); 1413 op->map->touch ();
1336 } 1414 }
1337 1415
1338 op->map->dirty = true; 1416 op->map->dirty = true;
1339 1417
1340 /* If we have a floor, we know the player, if any, will be above
1341 * it, so save a few ticks and start from there.
1342 */
1343 if (!(flag & INS_MAP_LOAD)) 1418 if (!(flag & INS_MAP_LOAD))
1344 if (object *pl = ms.player ()) 1419 if (object *pl = ms.player ())
1345 if (pl->contr->ns)
1346 pl->contr->ns->floorbox_update (); 1420 pl->contr->ns->floorbox_update ();
1347 1421
1348 /* If this object glows, it may affect lighting conditions that are 1422 /* If this object glows, it may affect lighting conditions that are
1349 * visible to others on this map. But update_all_los is really 1423 * visible to others on this map. But update_all_los is really
1350 * an inefficient way to do this, as it means los for all players 1424 * an inefficient way to do this, as it means los for all players
1351 * on the map will get recalculated. The players could very well 1425 * on the map will get recalculated. The players could very well
1370 * blocked() and wall() work properly), and these flags are updated by 1444 * blocked() and wall() work properly), and these flags are updated by
1371 * update_object(). 1445 * update_object().
1372 */ 1446 */
1373 1447
1374 /* if this is not the head or flag has been passed, don't check walk on status */ 1448 /* if this is not the head or flag has been passed, don't check walk on status */
1375 if (!(flag & INS_NO_WALK_ON) && !op->head) 1449 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1376 { 1450 {
1377 if (check_move_on (op, originator)) 1451 if (check_move_on (op, originator))
1378 return 0; 1452 return 0;
1379 1453
1380 /* If we are a multi part object, lets work our way through the check 1454 /* If we are a multi part object, lets work our way through the check
1381 * walk on's. 1455 * walk on's.
1382 */ 1456 */
1383 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1457 for (object *tmp = op->more; tmp; tmp = tmp->more)
1384 if (check_move_on (tmp, originator)) 1458 if (check_move_on (tmp, originator))
1385 return 0; 1459 return 0;
1386 } 1460 }
1387 1461
1388 return op; 1462 return op;
1398 object *tmp, *tmp1; 1472 object *tmp, *tmp1;
1399 1473
1400 /* first search for itself and remove any old instances */ 1474 /* first search for itself and remove any old instances */
1401 1475
1402 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 1476 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1403 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1477 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1404 tmp->destroy (); 1478 tmp->destroy ();
1405 1479
1406 tmp1 = arch_to_object (archetype::find (arch_string)); 1480 tmp1 = arch_to_object (archetype::find (arch_string));
1407 1481
1408 tmp1->x = op->x; 1482 tmp1->x = op->x;
1411} 1485}
1412 1486
1413object * 1487object *
1414object::insert_at (object *where, object *originator, int flags) 1488object::insert_at (object *where, object *originator, int flags)
1415{ 1489{
1416 where->map->insert (this, where->x, where->y, originator, flags); 1490 return where->map->insert (this, where->x, where->y, originator, flags);
1417} 1491}
1418 1492
1419/* 1493/*
1420 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1494 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1421 * is returned contains nr objects, and the remaining parts contains 1495 * is returned contains nr objects, and the remaining parts contains
1461 * the amount of an object. If the amount reaches 0, the object 1535 * the amount of an object. If the amount reaches 0, the object
1462 * is subsequently removed and freed. 1536 * is subsequently removed and freed.
1463 * 1537 *
1464 * Return value: 'op' if something is left, NULL if the amount reached 0 1538 * Return value: 'op' if something is left, NULL if the amount reached 0
1465 */ 1539 */
1466
1467object * 1540object *
1468decrease_ob_nr (object *op, uint32 i) 1541decrease_ob_nr (object *op, uint32 i)
1469{ 1542{
1470 object *tmp; 1543 object *tmp;
1471 1544
1546 1619
1547/* 1620/*
1548 * add_weight(object, weight) adds the specified weight to an object, 1621 * add_weight(object, weight) adds the specified weight to an object,
1549 * and also updates how much the environment(s) is/are carrying. 1622 * and also updates how much the environment(s) is/are carrying.
1550 */ 1623 */
1551
1552void 1624void
1553add_weight (object *op, signed long weight) 1625add_weight (object *op, signed long weight)
1554{ 1626{
1555 while (op != NULL) 1627 while (op != NULL)
1556 { 1628 {
1571 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1643 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1572 free (dump); 1644 free (dump);
1573 return op; 1645 return op;
1574 } 1646 }
1575 1647
1576 if (where->head) 1648 if (where->head_ () != where)
1577 { 1649 {
1578 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n"); 1650 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1579 where = where->head; 1651 where = where->head;
1580 } 1652 }
1581 1653
1582 return where->insert (op); 1654 return where->insert (op);
1583} 1655}
1588 * inside the object environment. 1660 * inside the object environment.
1589 * 1661 *
1590 * The function returns now pointer to inserted item, and return value can 1662 * The function returns now pointer to inserted item, and return value can
1591 * be != op, if items are merged. -Tero 1663 * be != op, if items are merged. -Tero
1592 */ 1664 */
1593
1594object * 1665object *
1595object::insert (object *op) 1666object::insert (object *op)
1596{ 1667{
1597 object *tmp, *otmp; 1668 object *tmp, *otmp;
1598 1669
1912 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1983 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1913 { 1984 {
1914 CLEAR_FLAG (tmp, flag); 1985 CLEAR_FLAG (tmp, flag);
1915 unflag_inv (tmp, flag); 1986 unflag_inv (tmp, flag);
1916 } 1987 }
1917}
1918
1919/*
1920 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1921 * all it's inventory (recursively).
1922 * If checksums are used, a player will get set_cheat called for
1923 * him/her-self and all object carried by a call to this function.
1924 */
1925void
1926set_cheat (object *op)
1927{
1928 SET_FLAG (op, FLAG_WAS_WIZ);
1929 flag_inv (op, FLAG_WAS_WIZ);
1930} 1988}
1931 1989
1932/* 1990/*
1933 * find_free_spot(object, map, x, y, start, stop) will search for 1991 * find_free_spot(object, map, x, y, start, stop) will search for
1934 * a spot at the given map and coordinates which will be able to contain 1992 * a spot at the given map and coordinates which will be able to contain
2052 object *tmp; 2110 object *tmp;
2053 maptile *mp; 2111 maptile *mp;
2054 2112
2055 MoveType blocked, move_type; 2113 MoveType blocked, move_type;
2056 2114
2057 if (exclude && exclude->head) 2115 if (exclude && exclude->head_ () != exclude)
2058 { 2116 {
2059 exclude = exclude->head; 2117 exclude = exclude->head;
2060 move_type = exclude->move_type; 2118 move_type = exclude->move_type;
2061 } 2119 }
2062 else 2120 else
2085 max = maxfree[i]; 2143 max = maxfree[i];
2086 else if (mflags & P_IS_ALIVE) 2144 else if (mflags & P_IS_ALIVE)
2087 { 2145 {
2088 for (tmp = ms.bot; tmp; tmp = tmp->above) 2146 for (tmp = ms.bot; tmp; tmp = tmp->above)
2089 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2147 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2090 && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2148 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2091 break; 2149 break;
2092 2150
2093 if (tmp) 2151 if (tmp)
2094 return freedir[i]; 2152 return freedir[i];
2095 } 2153 }
2275 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2333 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2276 * core dumps if they do. 2334 * core dumps if they do.
2277 * 2335 *
2278 * Add a check so we can't pick up invisible objects (0.93.8) 2336 * Add a check so we can't pick up invisible objects (0.93.8)
2279 */ 2337 */
2280
2281int 2338int
2282can_pick (const object *who, const object *item) 2339can_pick (const object *who, const object *item)
2283{ 2340{
2284 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2341 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2285 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2342 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2290 * create clone from object to another 2347 * create clone from object to another
2291 */ 2348 */
2292object * 2349object *
2293object_create_clone (object *asrc) 2350object_create_clone (object *asrc)
2294{ 2351{
2295 object *dst = 0, *tmp, *src, *part, *prev, *item; 2352 object *dst = 0, *tmp, *src, *prev, *item;
2296 2353
2297 if (!asrc) 2354 if (!asrc)
2298 return 0; 2355 return 0;
2299 2356
2300 src = asrc;
2301 if (src->head)
2302 src = src->head; 2357 src = asrc->head_ ();
2303 2358
2304 prev = 0; 2359 prev = 0;
2305 for (part = src; part; part = part->more) 2360 for (object *part = src; part; part = part->more)
2306 { 2361 {
2307 tmp = part->clone (); 2362 tmp = part->clone ();
2308 tmp->x -= src->x; 2363 tmp->x -= src->x;
2309 tmp->y -= src->y; 2364 tmp->y -= src->y;
2310 2365
2328 insert_ob_in_ob (object_create_clone (item), dst); 2383 insert_ob_in_ob (object_create_clone (item), dst);
2329 2384
2330 return dst; 2385 return dst;
2331} 2386}
2332 2387
2333/* GROS - Creates an object using a string representing its content. */
2334/* Basically, we save the content of the string to a temp file, then call */
2335/* load_object on it. I admit it is a highly inefficient way to make things, */
2336/* but it was simple to make and allows reusing the load_object function. */
2337/* Remember not to use load_object_str in a time-critical situation. */
2338/* Also remember that multiparts objects are not supported for now. */
2339object *
2340load_object_str (const char *obstr)
2341{
2342 object *op;
2343 char filename[MAX_BUF];
2344
2345 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2346
2347 FILE *tempfile = fopen (filename, "w");
2348
2349 if (tempfile == NULL)
2350 {
2351 LOG (llevError, "Error - Unable to access load object temp file\n");
2352 return NULL;
2353 }
2354
2355 fprintf (tempfile, obstr);
2356 fclose (tempfile);
2357
2358 op = object::create ();
2359
2360 object_thawer thawer (filename);
2361
2362 if (thawer)
2363 load_object (thawer, op, 0);
2364
2365 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2366 CLEAR_FLAG (op, FLAG_REMOVED);
2367
2368 return op;
2369}
2370
2371/* This returns the first object in who's inventory that 2388/* This returns the first object in who's inventory that
2372 * has the same type and subtype match. 2389 * has the same type and subtype match.
2373 * returns NULL if no match. 2390 * returns NULL if no match.
2374 */ 2391 */
2375object * 2392object *
2428 if (link->key == canonical_key) 2445 if (link->key == canonical_key)
2429 return link->value; 2446 return link->value;
2430 2447
2431 return 0; 2448 return 0;
2432} 2449}
2433
2434 2450
2435/* 2451/*
2436 * Updates the canonical_key in op to value. 2452 * Updates the canonical_key in op to value.
2437 * 2453 *
2438 * canonical_key is a shared string (value doesn't have to be). 2454 * canonical_key is a shared string (value doesn't have to be).
2462 /* Basically, if the archetype has this key set, 2478 /* Basically, if the archetype has this key set,
2463 * we need to store the null value so when we save 2479 * we need to store the null value so when we save
2464 * it, we save the empty value so that when we load, 2480 * it, we save the empty value so that when we load,
2465 * we get this value back again. 2481 * we get this value back again.
2466 */ 2482 */
2467 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2483 if (get_ob_key_link (op->arch, canonical_key))
2468 field->value = 0; 2484 field->value = 0;
2469 else 2485 else
2470 { 2486 {
2471 if (last) 2487 if (last)
2472 last->next = field->next; 2488 last->next = field->next;
2541 } 2557 }
2542 else 2558 else
2543 item = item->env; 2559 item = item->env;
2544} 2560}
2545 2561
2546
2547const char * 2562const char *
2548object::flag_desc (char *desc, int len) const 2563object::flag_desc (char *desc, int len) const
2549{ 2564{
2550 char *p = desc; 2565 char *p = desc;
2551 bool first = true; 2566 bool first = true;
2578{ 2593{
2579 char flagdesc[512]; 2594 char flagdesc[512];
2580 char info2[256 * 4]; 2595 char info2[256 * 4];
2581 char *p = info; 2596 char *p = info;
2582 2597
2583 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}", 2598 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2584 count, uuid.seq, 2599 count, uuid.seq,
2585 &name, 2600 &name,
2586 title ? "\",title:\"" : "", 2601 title ? "\",title:\"" : "",
2587 title ? (const char *)title : "", 2602 title ? (const char *)title : "",
2588 flag_desc (flagdesc, 512), type); 2603 flag_desc (flagdesc, 512), type);
2589 2604
2590 if (env) 2605 if (!this->flag[FLAG_REMOVED] && env)
2591 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2606 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2592 2607
2593 if (map) 2608 if (map)
2594 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y); 2609 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2595 2610
2597} 2612}
2598 2613
2599const char * 2614const char *
2600object::debug_desc () const 2615object::debug_desc () const
2601{ 2616{
2602 static char info[256 * 4]; 2617 static char info[3][256 * 4];
2618 static int info_idx;
2619
2603 return debug_desc (info); 2620 return debug_desc (info [++info_idx % 3]);
2604}
2605
2606const char *
2607object::debug_desc2 () const
2608{
2609 static char info[256 * 4];
2610 return debug_desc (info);
2611} 2621}
2612 2622
2613struct region * 2623struct region *
2614object::region () const 2624object::region () const
2615{ 2625{
2616 return map ? map->region (x, y) 2626 return map ? map->region (x, y)
2617 : region::default_region (); 2627 : region::default_region ();
2618} 2628}
2619 2629
2630const materialtype_t *
2631object::dominant_material () const
2632{
2633 if (materialtype_t *mt = name_to_material (materialname))
2634 return mt;
2635
2636 return name_to_material (shstr_unknown);
2637}
2638
2639void
2640object::open_container (object *new_container)
2641{
2642 if (container == new_container)
2643 return;
2644
2645 if (object *old_container = container)
2646 {
2647 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2648 return;
2649
2650#if 0
2651 // remove the "Close old_container" object.
2652 if (object *closer = old_container->inv)
2653 if (closer->type == CLOSE_CON)
2654 closer->destroy ();
2655#endif
2656
2657 old_container->flag [FLAG_APPLIED] = 0;
2658 container = 0;
2659
2660 esrv_update_item (UPD_FLAGS, this, old_container);
2661 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2662 play_sound (sound_find ("chest_close"));
2663 }
2664
2665 if (new_container)
2666 {
2667 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2668 return;
2669
2670 // TODO: this does not seem to serve any purpose anymore?
2671#if 0
2672 // insert the "Close Container" object.
2673 if (archetype *closer = new_container->other_arch)
2674 {
2675 object *closer = arch_to_object (new_container->other_arch);
2676 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2677 new_container->insert (closer);
2678 }
2679#endif
2680
2681 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2682
2683 new_container->flag [FLAG_APPLIED] = 1;
2684 container = new_container;
2685
2686 esrv_update_item (UPD_FLAGS, this, new_container);
2687 esrv_send_inventory (this, new_container);
2688 play_sound (sound_find ("chest_open"));
2689 }
2690}
2691
2692object *
2693object::force_find (const shstr name)
2694{
2695 /* cycle through his inventory to look for the MARK we want to
2696 * place
2697 */
2698 for (object *tmp = inv; tmp; tmp = tmp->below)
2699 if (tmp->type == FORCE && tmp->slaying == name)
2700 return splay (tmp);
2701
2702 return 0;
2703}
2704
2705void
2706object::force_add (const shstr name, int duration)
2707{
2708 if (object *force = force_find (name))
2709 force->destroy ();
2710
2711 object *force = get_archetype (FORCE_NAME);
2712
2713 force->slaying = name;
2714 force->stats.food = 1;
2715 force->speed_left = -1.f;
2716
2717 force->set_speed (duration ? 1.f / duration : 0.f);
2718 force->flag [FLAG_IS_USED_UP] = true;
2719 force->flag [FLAG_APPLIED] = true;
2720
2721 insert (force);
2722}
2723
2724void
2725object::play_sound (faceidx sound) const
2726{
2727 if (!sound)
2728 return;
2729
2730 if (flag [FLAG_REMOVED])
2731 return;
2732
2733 if (env)
2734 {
2735 if (object *pl = in_player ())
2736 pl->contr->play_sound (sound);
2737 }
2738 else
2739 map->play_sound (sound, x, y);
2740}
2741

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