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Comparing deliantra/server/common/object.C (file contents):
Revision 1.130 by root, Sat Feb 10 01:52:25 2007 UTC vs.
Revision 1.199 by root, Thu Nov 8 19:43:23 2007 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra 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 * Deliantra 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 <support@deliantra.net>
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;
254 /* This is really a spellbook check - really, we should 254 /* This is really a spellbook check - really, we should
255 * check all objects in the inventory. 255 * check all objects in the inventory.
256 */ 256 */
257 if (ob1->inv || ob2->inv) 257 if (ob1->inv || ob2->inv)
258 { 258 {
259 /* if one object has inventory but the other doesn't, not equiv */ 259 if (!(ob1->inv && ob2->inv))
260 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 260 return 0; /* inventories differ in length */
261 return 0;
262 261
263 /* Now check to see if the two inventory objects could merge */ 262 if (ob1->inv->below || ob2->inv->below)
263 return 0; /* more than one object in inv */
264
264 if (!object::can_merge (ob1->inv, ob2->inv)) 265 if (!object::can_merge (ob1->inv, ob2->inv))
265 return 0; 266 return 0; /* inventory objexts differ */
266 267
267 /* inventory ok - still need to check rest of this object to see 268 /* inventory ok - still need to check rest of this object to see
268 * if it is valid. 269 * if it is valid.
269 */ 270 */
270 } 271 }
299 return 0; 300 return 0;
300 else if (!compare_ob_value_lists (ob1, ob2)) 301 else if (!compare_ob_value_lists (ob1, ob2))
301 return 0; 302 return 0;
302 } 303 }
303 304
304 //TODO: generate an event or call into perl for additional checks
305 if (ob1->self || ob2->self) 305 if (ob1->self || ob2->self)
306 { 306 {
307 ob1->optimise (); 307 ob1->optimise ();
308 ob2->optimise (); 308 ob2->optimise ();
309 309
310 if (ob1->self || ob2->self) 310 if (ob1->self || ob2->self)
311 {
312 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
313 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
314
315 if (k1 != k2)
311 return 0; 316 return 0;
317 else if (k1 == 0)
318 return 1;
319 else if (!cfperl_can_merge (ob1, ob2))
320 return 0;
321 }
312 } 322 }
313 323
314 /* Everything passes, must be OK. */ 324 /* Everything passes, must be OK. */
315 return 1; 325 return 1;
316} 326}
324sum_weight (object *op) 334sum_weight (object *op)
325{ 335{
326 long sum; 336 long sum;
327 object *inv; 337 object *inv;
328 338
329 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 339 for (sum = 0, inv = op->inv; inv; inv = inv->below)
330 { 340 {
331 if (inv->inv) 341 if (inv->inv)
332 sum_weight (inv); 342 sum_weight (inv);
343
333 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 344 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
334 } 345 }
335 346
336 if (op->type == CONTAINER && op->stats.Str) 347 if (op->type == CONTAINER && op->stats.Str)
337 sum = (sum * (100 - op->stats.Str)) / 100; 348 sum = (sum * (100 - op->stats.Str)) / 100;
357/* 368/*
358 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 369 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
359 * Some error messages. 370 * Some error messages.
360 * The result of the dump is stored in the static global errmsg array. 371 * The result of the dump is stored in the static global errmsg array.
361 */ 372 */
362
363char * 373char *
364dump_object (object *op) 374dump_object (object *op)
365{ 375{
366 if (!op) 376 if (!op)
367 return strdup ("[NULLOBJ]"); 377 return strdup ("[NULLOBJ]");
368 378
369 object_freezer freezer; 379 object_freezer freezer;
370 save_object (freezer, op, 1); 380 op->write (freezer);
371 return freezer.as_string (); 381 return freezer.as_string ();
372} 382}
373 383
374/* 384/*
375 * get_nearest_part(multi-object, object 2) returns the part of the 385 * get_nearest_part(multi-object, object 2) returns the part of the
376 * multi-object 1 which is closest to the second object. 386 * multi-object 1 which is closest to the second object.
377 * If it's not a multi-object, it is returned. 387 * If it's not a multi-object, it is returned.
378 */ 388 */
379
380object * 389object *
381get_nearest_part (object *op, const object *pl) 390get_nearest_part (object *op, const object *pl)
382{ 391{
383 object *tmp, *closest; 392 object *tmp, *closest;
384 int last_dist, i; 393 int last_dist, i;
429} 438}
430 439
431/* 440/*
432 * Sets the owner and sets the skill and exp pointers to owner's current 441 * Sets the owner and sets the skill and exp pointers to owner's current
433 * skill and experience objects. 442 * skill and experience objects.
443 * ACTUALLY NO! investigate! TODO
434 */ 444 */
435void 445void
436object::set_owner (object *owner) 446object::set_owner (object *owner)
437{ 447{
448 // allow objects which own objects
438 if (!owner) 449 if (owner)
439 return;
440
441 /* next line added to allow objects which own objects */
442 /* Add a check for ownercounts in here, as I got into an endless loop
443 * with the fireball owning a poison cloud which then owned the
444 * fireball. I believe that was caused by one of the objects getting
445 * freed and then another object replacing it. Since the ownercounts
446 * didn't match, this check is valid and I believe that cause is valid.
447 */
448 while (owner->owner) 450 while (owner->owner)
449 owner = owner->owner; 451 owner = owner->owner;
452
453 if (flag [FLAG_FREED])
454 {
455 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
456 return;
457 }
450 458
451 this->owner = owner; 459 this->owner = owner;
460}
461
462int
463object::slottype () const
464{
465 if (type == SKILL)
466 {
467 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
468 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
469 }
470 else
471 {
472 if (slot [body_combat].info) return slot_combat;
473 if (slot [body_range ].info) return slot_ranged;
474 }
475
476 return slot_none;
477}
478
479bool
480object::change_weapon (object *ob)
481{
482 if (current_weapon == ob)
483 return true;
484
485 if (chosen_skill)
486 chosen_skill->flag [FLAG_APPLIED] = false;
487
488 current_weapon = ob;
489 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
490
491 if (chosen_skill)
492 chosen_skill->flag [FLAG_APPLIED] = true;
493
494 update_stats ();
495
496 if (ob)
497 {
498 // now check wether any body locations became invalid, in which case
499 // we cannot apply the weapon at the moment.
500 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
501 if (slot[i].used < 0)
502 {
503 current_weapon = chosen_skill = 0;
504 update_stats ();
505
506 new_draw_info_format (NDI_UNIQUE, 0, this,
507 "You try to balance all your items at once, "
508 "but the %s is just too much for your body. "
509 "[You need to unapply some items first.]", &ob->name);
510 return false;
511 }
512
513 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
514 }
515 else
516 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
517
518 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
519 {
520 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
521 &name, ob->debug_desc ());
522 return false;
523 }
524
525 return true;
452} 526}
453 527
454/* Zero the key_values on op, decrementing the shared-string 528/* Zero the key_values on op, decrementing the shared-string
455 * refcounts and freeing the links. 529 * refcounts and freeing the links.
456 */ 530 */
457static void 531static void
458free_key_values (object *op) 532free_key_values (object *op)
459{ 533{
460 for (key_value *i = op->key_values; i != 0;) 534 for (key_value *i = op->key_values; i; )
461 { 535 {
462 key_value *next = i->next; 536 key_value *next = i->next;
463 delete i; 537 delete i;
464 538
465 i = next; 539 i = next;
466 } 540 }
467 541
468 op->key_values = 0; 542 op->key_values = 0;
469} 543}
470 544
471/* 545object &
472 * copy_to first frees everything allocated by the dst object, 546object::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{ 547{
482 bool is_freed = QUERY_FLAG (dst, FLAG_FREED); 548 bool is_freed = flag [FLAG_FREED];
483 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED); 549 bool is_removed = flag [FLAG_REMOVED];
484 550
485 *(object_copy *)dst = *this; 551 *(object_copy *)this = src;
486 552
487 if (is_freed) 553 flag [FLAG_FREED] = is_freed;
488 SET_FLAG (dst, FLAG_FREED); 554 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 ();
495 555
496 /* Copy over key_values, if any. */ 556 /* Copy over key_values, if any. */
497 if (key_values) 557 if (src.key_values)
498 { 558 {
499 key_value *tail = 0; 559 key_value *tail = 0;
500 key_value *i;
501
502 dst->key_values = 0; 560 key_values = 0;
503 561
504 for (i = key_values; i; i = i->next) 562 for (key_value *i = src.key_values; i; i = i->next)
505 { 563 {
506 key_value *new_link = new key_value; 564 key_value *new_link = new key_value;
507 565
508 new_link->next = 0; 566 new_link->next = 0;
509 new_link->key = i->key; 567 new_link->key = i->key;
510 new_link->value = i->value; 568 new_link->value = i->value;
511 569
512 /* Try and be clever here, too. */ 570 /* Try and be clever here, too. */
513 if (!dst->key_values) 571 if (!key_values)
514 { 572 {
515 dst->key_values = new_link; 573 key_values = new_link;
516 tail = new_link; 574 tail = new_link;
517 } 575 }
518 else 576 else
519 { 577 {
520 tail->next = new_link; 578 tail->next = new_link;
521 tail = new_link; 579 tail = new_link;
522 } 580 }
523 } 581 }
524 } 582 }
583}
584
585/*
586 * copy_to first frees everything allocated by the dst object,
587 * and then copies the contents of itself into the second
588 * object, allocating what needs to be allocated. Basically, any
589 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
590 * if the first object is freed, the pointers in the new object
591 * will point at garbage.
592 */
593void
594object::copy_to (object *dst)
595{
596 *dst = *this;
597
598 if (speed < 0)
599 dst->speed_left -= rndm ();
525 600
526 dst->set_speed (dst->speed); 601 dst->set_speed (dst->speed);
602}
603
604void
605object::instantiate ()
606{
607 if (!uuid.seq) // HACK
608 uuid = gen_uuid ();
609
610 speed_left = -0.1f;
611 /* copy the body_info to the body_used - this is only really
612 * need for monsters, but doesn't hurt to do it for everything.
613 * by doing so, when a monster is created, it has good starting
614 * values for the body_used info, so when items are created
615 * for it, they can be properly equipped.
616 */
617 for (int i = NUM_BODY_LOCATIONS; i--; )
618 slot[i].used = slot[i].info;
619
620 attachable::instantiate ();
527} 621}
528 622
529object * 623object *
530object::clone () 624object::clone ()
531{ 625{
589 * UP_OBJ_FACE: only the objects face has changed. 683 * UP_OBJ_FACE: only the objects face has changed.
590 */ 684 */
591void 685void
592update_object (object *op, int action) 686update_object (object *op, int action)
593{ 687{
594 MoveType move_on, move_off, move_block, move_slow;
595
596 if (op == NULL) 688 if (op == NULL)
597 { 689 {
598 /* this should never happen */ 690 /* this should never happen */
599 LOG (llevDebug, "update_object() called for NULL object.\n"); 691 LOG (llevDebug, "update_object() called for NULL object.\n");
600 return; 692 return;
819 911
820 if (flag [FLAG_IS_LINKED]) 912 if (flag [FLAG_IS_LINKED])
821 remove_button_link (this); 913 remove_button_link (this);
822 914
823 if (flag [FLAG_FRIENDLY]) 915 if (flag [FLAG_FRIENDLY])
824 {
825 remove_friendly_object (this); 916 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 }
833 917
834 if (!flag [FLAG_REMOVED]) 918 if (!flag [FLAG_REMOVED])
835 remove (); 919 remove ();
836 920
837 destroy_inv (true); 921 destroy_inv (true);
847 931
848 if (!freed_map) 932 if (!freed_map)
849 { 933 {
850 freed_map = new maptile; 934 freed_map = new maptile;
851 935
936 freed_map->path = "<freed objects map>";
852 freed_map->name = "/internal/freed_objects_map"; 937 freed_map->name = "/internal/freed_objects_map";
853 freed_map->width = 3; 938 freed_map->width = 3;
854 freed_map->height = 3; 939 freed_map->height = 3;
855 940
856 freed_map->alloc (); 941 freed_map->alloc ();
860 map = freed_map; 945 map = freed_map;
861 x = 1; 946 x = 1;
862 y = 1; 947 y = 1;
863 } 948 }
864 949
865 head = 0;
866
867 if (more) 950 if (more)
868 { 951 {
869 more->destroy (); 952 more->destroy ();
870 more = 0; 953 more = 0;
871 } 954 }
872 955
956 head = 0;
957
873 // clear those pointers that likely might have circular references to us 958 // clear those pointers that likely might cause circular references
874 owner = 0; 959 owner = 0;
875 enemy = 0; 960 enemy = 0;
876 attacked_by = 0; 961 attacked_by = 0;
962 current_weapon = 0;
877} 963}
878 964
879void 965void
880object::destroy (bool destroy_inventory) 966object::destroy (bool destroy_inventory)
881{ 967{
882 if (destroyed ()) 968 if (destroyed ())
883 return; 969 return;
884 970
885 if (destroy_inventory) 971 if (destroy_inventory)
886 destroy_inv (false); 972 destroy_inv (false);
973
974 if (is_head ())
975 if (sound_destroy)
976 play_sound (sound_destroy);
977 else if (flag [FLAG_MONSTER])
978 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
887 979
888 attachable::destroy (); 980 attachable::destroy ();
889} 981}
890 982
891/* 983/*
1006 if (map->in_memory == MAP_SAVING) 1098 if (map->in_memory == MAP_SAVING)
1007 return; 1099 return;
1008 1100
1009 int check_walk_off = !flag [FLAG_NO_APPLY]; 1101 int check_walk_off = !flag [FLAG_NO_APPLY];
1010 1102
1103 if (object *pl = ms.player ())
1104 {
1105 if (pl->container == this)
1106 /* If a container that the player is currently using somehow gets
1107 * removed (most likely destroyed), update the player view
1108 * appropriately.
1109 */
1110 pl->close_container ();
1111
1112 pl->contr->ns->floorbox_update ();
1113 }
1114
1011 for (tmp = ms.bot; tmp; tmp = tmp->above) 1115 for (tmp = ms.bot; tmp; tmp = tmp->above)
1012 { 1116 {
1013 /* No point updating the players look faces if he is the object 1117 /* No point updating the players look faces if he is the object
1014 * being removed. 1118 * being removed.
1015 */ 1119 */
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 1120
1033 /* See if object moving off should effect something */ 1121 /* See if object moving off should effect something */
1034 if (check_walk_off 1122 if (check_walk_off
1035 && ((move_type & tmp->move_off) 1123 && ((move_type & tmp->move_off)
1036 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1124 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1039 1127
1040 if (destroyed ()) 1128 if (destroyed ())
1041 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1129 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1042 } 1130 }
1043 1131
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; 1132 last = tmp;
1050 } 1133 }
1051 1134
1052 /* last == NULL if there are no objects on this space */ 1135 /* last == NULL if there are no objects on this space */
1053 //TODO: this makes little sense, why only update the topmost object? 1136 //TODO: this makes little sense, why only update the topmost object?
1073merge_ob (object *op, object *top) 1156merge_ob (object *op, object *top)
1074{ 1157{
1075 if (!op->nrof) 1158 if (!op->nrof)
1076 return 0; 1159 return 0;
1077 1160
1078 if (top) 1161 if (!top)
1079 for (top = op; top && top->above; top = top->above) 1162 for (top = op; top && top->above; top = top->above)
1080 ; 1163 ;
1081 1164
1082 for (; top; top = top->below) 1165 for (; top; top = top->below)
1083 { 1166 {
1096 } 1179 }
1097 1180
1098 return 0; 1181 return 0;
1099} 1182}
1100 1183
1184void
1185object::expand_tail ()
1186{
1187 if (more)
1188 return;
1189
1190 object *prev = this;
1191
1192 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1193 {
1194 object *op = arch_to_object (at);
1195
1196 op->name = name;
1197 op->name_pl = name_pl;
1198 op->title = title;
1199
1200 op->head = this;
1201 prev->more = op;
1202
1203 prev = op;
1204 }
1205}
1206
1101/* 1207/*
1102 * same as insert_ob_in_map except it handles separate coordinates and does a clean 1208 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1103 * job preparing multi-part monsters. 1209 * job preparing multi-part monsters.
1104 */ 1210 */
1105object * 1211object *
1106insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1212insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1107{ 1213{
1108 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1214 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1109 { 1215 {
1110 tmp->x = x + tmp->arch->clone.x; 1216 tmp->x = x + tmp->arch->x;
1111 tmp->y = y + tmp->arch->clone.y; 1217 tmp->y = y + tmp->arch->y;
1112 } 1218 }
1113 1219
1114 return insert_ob_in_map (op, m, originator, flag); 1220 return insert_ob_in_map (op, m, originator, flag);
1115} 1221}
1116 1222
1135 * just 'op' otherwise 1241 * just 'op' otherwise
1136 */ 1242 */
1137object * 1243object *
1138insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1244insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1139{ 1245{
1246 assert (!op->flag [FLAG_FREED]);
1247
1140 object *tmp, *top, *floor = NULL; 1248 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 1249
1151 op->remove (); 1250 op->remove ();
1152
1153 if (!m)
1154 {
1155 char *dump = dump_object (op);
1156 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1157 free (dump);
1158 return op;
1159 }
1160
1161 if (out_of_map (m, op->x, op->y))
1162 {
1163 char *dump = dump_object (op);
1164 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1165#ifdef MANY_CORES
1166 /* 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
1168 * improperly inserted.
1169 */
1170 abort ();
1171#endif
1172 free (dump);
1173 return op;
1174 }
1175
1176 if (object *more = op->more)
1177 {
1178 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;
1184 }
1185 }
1186
1187 CLEAR_FLAG (op, FLAG_REMOVED);
1188 1251
1189 /* Ideally, the caller figures this out. However, it complicates a lot 1252 /* 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 1253 * of areas of callers (eg, anything that uses find_free_spot would now
1191 * need extra work 1254 * need extra work
1192 */ 1255 */
1193 if (!xy_normalise (m, op->x, op->y)) 1256 if (!xy_normalise (m, op->x, op->y))
1257 {
1258 op->destroy ();
1194 return 0; 1259 return 0;
1260 }
1261
1262 if (object *more = op->more)
1263 if (!insert_ob_in_map (more, m, originator, flag))
1264 return 0;
1265
1266 CLEAR_FLAG (op, FLAG_REMOVED);
1195 1267
1196 op->map = m; 1268 op->map = m;
1197 mapspace &ms = op->ms (); 1269 mapspace &ms = op->ms ();
1198 1270
1199 /* this has to be done after we translate the coordinates. 1271 /* this has to be done after we translate the coordinates.
1200 */ 1272 */
1201 if (op->nrof && !(flag & INS_NO_MERGE)) 1273 if (op->nrof && !(flag & INS_NO_MERGE))
1202 for (tmp = ms.bot; tmp; tmp = tmp->above) 1274 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1203 if (object::can_merge (op, tmp)) 1275 if (object::can_merge (op, tmp))
1204 { 1276 {
1205 op->nrof += tmp->nrof; 1277 op->nrof += tmp->nrof;
1206 tmp->destroy (); 1278 tmp->destroy ();
1207 } 1279 }
1234 else 1306 else
1235 { 1307 {
1236 top = ms.bot; 1308 top = ms.bot;
1237 1309
1238 /* If there are other objects, then */ 1310 /* If there are other objects, then */
1239 if ((!(flag & INS_MAP_LOAD)) && top) 1311 if (top)
1240 { 1312 {
1241 object *last = 0; 1313 object *last = 0;
1242 1314
1243 /* 1315 /*
1244 * If there are multiple objects on this space, we do some trickier handling. 1316 * If there are multiple objects on this space, we do some trickier handling.
1274 * looks like instead of lots of conditions here. 1346 * looks like instead of lots of conditions here.
1275 * makes things faster, and effectively the same result. 1347 * makes things faster, and effectively the same result.
1276 */ 1348 */
1277 1349
1278 /* Have object 'fall below' other objects that block view. 1350 /* Have object 'fall below' other objects that block view.
1279 * Unless those objects are exits, type 66 1351 * Unless those objects are exits.
1280 * If INS_ON_TOP is used, don't do this processing 1352 * If INS_ON_TOP is used, don't do this processing
1281 * Need to find the object that in fact blocks view, otherwise 1353 * Need to find the object that in fact blocks view, otherwise
1282 * stacking is a bit odd. 1354 * stacking is a bit odd.
1283 */ 1355 */
1284 if (!(flag & INS_ON_TOP) 1356 if (!(flag & INS_ON_TOP)
1285 && ms.flags () & P_BLOCKSVIEW 1357 && ms.flags () & P_BLOCKSVIEW
1286 && (op->face && !op->face->visibility)) 1358 && (op->face && !faces [op->face].visibility))
1287 { 1359 {
1288 for (last = top; last != floor; last = last->below) 1360 for (last = top; last != floor; last = last->below)
1289 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1361 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1290 break; 1362 break;
1291 1363
1297 if (last && last->below && last != floor) 1369 if (last && last->below && last != floor)
1298 top = last->below; 1370 top = last->below;
1299 } 1371 }
1300 } /* If objects on this space */ 1372 } /* If objects on this space */
1301 1373
1302 if (flag & INS_MAP_LOAD)
1303 top = ms.top;
1304
1305 if (flag & INS_ABOVE_FLOOR_ONLY) 1374 if (flag & INS_ABOVE_FLOOR_ONLY)
1306 top = floor; 1375 top = floor;
1307 1376
1308 /* Top is the object that our object (op) is going to get inserted above. 1377 /* Top is the object that our object (op) is going to get inserted above.
1309 */ 1378 */
1341 op->map->touch (); 1410 op->map->touch ();
1342 } 1411 }
1343 1412
1344 op->map->dirty = true; 1413 op->map->dirty = true;
1345 1414
1346 /* 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.
1348 */
1349 if (!(flag & INS_MAP_LOAD))
1350 if (object *pl = ms.player ()) 1415 if (object *pl = ms.player ())
1351 if (pl->contr->ns)
1352 pl->contr->ns->floorbox_update (); 1416 pl->contr->ns->floorbox_update ();
1353 1417
1354 /* If this object glows, it may affect lighting conditions that are 1418 /* If this object glows, it may affect lighting conditions that are
1355 * visible to others on this map. But update_all_los is really 1419 * 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 1420 * 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 1421 * on the map will get recalculated. The players could very well
1376 * blocked() and wall() work properly), and these flags are updated by 1440 * blocked() and wall() work properly), and these flags are updated by
1377 * update_object(). 1441 * update_object().
1378 */ 1442 */
1379 1443
1380 /* if this is not the head or flag has been passed, don't check walk on status */ 1444 /* 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) 1445 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1382 { 1446 {
1383 if (check_move_on (op, originator)) 1447 if (check_move_on (op, originator))
1384 return 0; 1448 return 0;
1385 1449
1386 /* If we are a multi part object, lets work our way through the check 1450 /* If we are a multi part object, lets work our way through the check
1387 * walk on's. 1451 * walk on's.
1388 */ 1452 */
1389 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1453 for (object *tmp = op->more; tmp; tmp = tmp->more)
1390 if (check_move_on (tmp, originator)) 1454 if (check_move_on (tmp, originator))
1391 return 0; 1455 return 0;
1392 } 1456 }
1393 1457
1394 return op; 1458 return op;
1404 object *tmp, *tmp1; 1468 object *tmp, *tmp1;
1405 1469
1406 /* first search for itself and remove any old instances */ 1470 /* first search for itself and remove any old instances */
1407 1471
1408 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 1472 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1409 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1473 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1410 tmp->destroy (); 1474 tmp->destroy ();
1411 1475
1412 tmp1 = arch_to_object (archetype::find (arch_string)); 1476 tmp1 = arch_to_object (archetype::find (arch_string));
1413 1477
1414 tmp1->x = op->x; 1478 tmp1->x = op->x;
1417} 1481}
1418 1482
1419object * 1483object *
1420object::insert_at (object *where, object *originator, int flags) 1484object::insert_at (object *where, object *originator, int flags)
1421{ 1485{
1422 where->map->insert (this, where->x, where->y, originator, flags); 1486 return where->map->insert (this, where->x, where->y, originator, flags);
1423} 1487}
1424 1488
1425/* 1489/*
1426 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1490 * 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 1491 * is returned contains nr objects, and the remaining parts contains
1467 * the amount of an object. If the amount reaches 0, the object 1531 * the amount of an object. If the amount reaches 0, the object
1468 * is subsequently removed and freed. 1532 * is subsequently removed and freed.
1469 * 1533 *
1470 * Return value: 'op' if something is left, NULL if the amount reached 0 1534 * Return value: 'op' if something is left, NULL if the amount reached 0
1471 */ 1535 */
1472
1473object * 1536object *
1474decrease_ob_nr (object *op, uint32 i) 1537decrease_ob_nr (object *op, uint32 i)
1475{ 1538{
1476 object *tmp; 1539 object *tmp;
1477 1540
1552 1615
1553/* 1616/*
1554 * add_weight(object, weight) adds the specified weight to an object, 1617 * add_weight(object, weight) adds the specified weight to an object,
1555 * and also updates how much the environment(s) is/are carrying. 1618 * and also updates how much the environment(s) is/are carrying.
1556 */ 1619 */
1557
1558void 1620void
1559add_weight (object *op, signed long weight) 1621add_weight (object *op, signed long weight)
1560{ 1622{
1561 while (op != NULL) 1623 while (op != NULL)
1562 { 1624 {
1577 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1639 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1578 free (dump); 1640 free (dump);
1579 return op; 1641 return op;
1580 } 1642 }
1581 1643
1582 if (where->head) 1644 if (where->head_ () != where)
1583 { 1645 {
1584 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n"); 1646 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1585 where = where->head; 1647 where = where->head;
1586 } 1648 }
1587 1649
1588 return where->insert (op); 1650 return where->insert (op);
1589} 1651}
1594 * inside the object environment. 1656 * inside the object environment.
1595 * 1657 *
1596 * The function returns now pointer to inserted item, and return value can 1658 * The function returns now pointer to inserted item, and return value can
1597 * be != op, if items are merged. -Tero 1659 * be != op, if items are merged. -Tero
1598 */ 1660 */
1599
1600object * 1661object *
1601object::insert (object *op) 1662object::insert (object *op)
1602{ 1663{
1603 object *tmp, *otmp;
1604
1605 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1664 if (!QUERY_FLAG (op, FLAG_REMOVED))
1606 op->remove (); 1665 op->remove ();
1607 1666
1608 if (op->more) 1667 if (op->more)
1609 { 1668 {
1611 return op; 1670 return op;
1612 } 1671 }
1613 1672
1614 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1673 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1615 CLEAR_FLAG (op, FLAG_REMOVED); 1674 CLEAR_FLAG (op, FLAG_REMOVED);
1675
1616 if (op->nrof) 1676 if (op->nrof)
1617 { 1677 {
1618 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1678 for (object *tmp = inv; tmp; tmp = tmp->below)
1619 if (object::can_merge (tmp, op)) 1679 if (object::can_merge (tmp, op))
1620 { 1680 {
1621 /* return the original object and remove inserted object 1681 /* return the original object and remove inserted object
1622 (client needs the original object) */ 1682 (client needs the original object) */
1623 tmp->nrof += op->nrof; 1683 tmp->nrof += op->nrof;
1642 add_weight (this, op->weight * op->nrof); 1702 add_weight (this, op->weight * op->nrof);
1643 } 1703 }
1644 else 1704 else
1645 add_weight (this, (op->weight + op->carrying)); 1705 add_weight (this, (op->weight + op->carrying));
1646 1706
1647 otmp = this->in_player (); 1707 if (object *otmp = this->in_player ())
1648 if (otmp && otmp->contr)
1649 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1708 if (otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1650 otmp->update_stats (); 1709 otmp->update_stats ();
1651 1710
1711 op->owner = 0; // its his/hers now. period.
1652 op->map = 0; 1712 op->map = 0;
1653 op->env = this; 1713 op->env = this;
1654 op->above = 0; 1714 op->above = 0;
1655 op->below = 0; 1715 op->below = 0;
1656 op->x = 0, op->y = 0; 1716 op->x = op->y = 0;
1657 1717
1658 /* reset the light list and los of the players on the map */ 1718 /* reset the light list and los of the players on the map */
1659 if ((op->glow_radius != 0) && map) 1719 if (op->glow_radius && map)
1660 { 1720 {
1661#ifdef DEBUG_LIGHTS 1721#ifdef DEBUG_LIGHTS
1662 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1722 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1663#endif /* DEBUG_LIGHTS */ 1723#endif /* DEBUG_LIGHTS */
1664 if (map->darkness) 1724 if (map->darkness)
1898 * activate recursively a flag on an object inventory 1958 * activate recursively a flag on an object inventory
1899 */ 1959 */
1900void 1960void
1901flag_inv (object *op, int flag) 1961flag_inv (object *op, int flag)
1902{ 1962{
1903 if (op->inv)
1904 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1963 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1905 { 1964 {
1906 SET_FLAG (tmp, flag); 1965 SET_FLAG (tmp, flag);
1907 flag_inv (tmp, flag); 1966 flag_inv (tmp, flag);
1908 } 1967 }
1909} 1968}
1910 1969
1911/* 1970/*
1912 * deactivate recursively a flag on an object inventory 1971 * deactivate recursively a flag on an object inventory
1913 */ 1972 */
1914void 1973void
1915unflag_inv (object *op, int flag) 1974unflag_inv (object *op, int flag)
1916{ 1975{
1917 if (op->inv)
1918 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1976 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1919 { 1977 {
1920 CLEAR_FLAG (tmp, flag); 1978 CLEAR_FLAG (tmp, flag);
1921 unflag_inv (tmp, flag); 1979 unflag_inv (tmp, flag);
1922 } 1980 }
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} 1981}
1937 1982
1938/* 1983/*
1939 * find_free_spot(object, map, x, y, start, stop) will search for 1984 * 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 1985 * a spot at the given map and coordinates which will be able to contain
1942 * to search (see the freearr_x/y[] definition). 1987 * to search (see the freearr_x/y[] definition).
1943 * It returns a random choice among the alternatives found. 1988 * It returns a random choice among the alternatives found.
1944 * start and stop are where to start relative to the free_arr array (1,9 1989 * start and stop are where to start relative to the free_arr array (1,9
1945 * does all 4 immediate directions). This returns the index into the 1990 * does all 4 immediate directions). This returns the index into the
1946 * array of the free spot, -1 if no spot available (dir 0 = x,y) 1991 * array of the free spot, -1 if no spot available (dir 0 = x,y)
1947 * Note - this only checks to see if there is space for the head of the
1948 * object - if it is a multispace object, this should be called for all
1949 * pieces.
1950 * Note2: This function does correctly handle tiled maps, but does not 1992 * Note: This function does correctly handle tiled maps, but does not
1951 * inform the caller. However, insert_ob_in_map will update as 1993 * inform the caller. However, insert_ob_in_map will update as
1952 * necessary, so the caller shouldn't need to do any special work. 1994 * necessary, so the caller shouldn't need to do any special work.
1953 * Note - updated to take an object instead of archetype - this is necessary 1995 * Note - updated to take an object instead of archetype - this is necessary
1954 * because arch_blocked (now ob_blocked) needs to know the movement type 1996 * because arch_blocked (now ob_blocked) needs to know the movement type
1955 * to know if the space in question will block the object. We can't use 1997 * to know if the space in question will block the object. We can't use
1957 * customized, changed states, etc. 1999 * customized, changed states, etc.
1958 */ 2000 */
1959int 2001int
1960find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 2002find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
1961{ 2003{
2004 int altern[SIZEOFFREE];
1962 int index = 0, flag; 2005 int index = 0, flag;
1963 int altern[SIZEOFFREE];
1964 2006
1965 for (int i = start; i < stop; i++) 2007 for (int i = start; i < stop; i++)
1966 { 2008 {
1967 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2009 mapxy pos (m, x, y); pos.move (i);
1968 if (!flag) 2010
2011 if (!pos.normalise ())
2012 continue;
2013
2014 mapspace &ms = *pos;
2015
2016 if (ms.flags () & P_IS_ALIVE)
2017 continue;
2018
2019 /* However, often
2020 * ob doesn't have any move type (when used to place exits)
2021 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
2022 */
2023 if (ob->move_type == 0 && ms.move_block != MOVE_ALL)
2024 {
1969 altern [index++] = i; 2025 altern [index++] = i;
2026 continue;
2027 }
1970 2028
1971 /* Basically, if we find a wall on a space, we cut down the search size. 2029 /* Basically, if we find a wall on a space, we cut down the search size.
1972 * In this way, we won't return spaces that are on another side of a wall. 2030 * In this way, we won't return spaces that are on another side of a wall.
1973 * This mostly work, but it cuts down the search size in all directions - 2031 * This mostly work, but it cuts down the search size in all directions -
1974 * if the space being examined only has a wall to the north and empty 2032 * if the space being examined only has a wall to the north and empty
1975 * spaces in all the other directions, this will reduce the search space 2033 * spaces in all the other directions, this will reduce the search space
1976 * to only the spaces immediately surrounding the target area, and 2034 * to only the spaces immediately surrounding the target area, and
1977 * won't look 2 spaces south of the target space. 2035 * won't look 2 spaces south of the target space.
1978 */ 2036 */
1979 else if ((flag & P_NO_PASS) && maxfree[i] < stop) 2037 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2038 {
1980 stop = maxfree[i]; 2039 stop = maxfree[i];
2040 continue;
2041 }
2042
2043 /* Note it is intentional that we check ob - the movement type of the
2044 * head of the object should correspond for the entire object.
2045 */
2046 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2047 continue;
2048
2049 if (ob->blocked (m, pos.x, pos.y))
2050 continue;
2051
2052 altern [index++] = i;
1981 } 2053 }
1982 2054
1983 if (!index) 2055 if (!index)
1984 return -1; 2056 return -1;
1985 2057
1994 */ 2066 */
1995int 2067int
1996find_first_free_spot (const object *ob, maptile *m, int x, int y) 2068find_first_free_spot (const object *ob, maptile *m, int x, int y)
1997{ 2069{
1998 for (int i = 0; i < SIZEOFFREE; i++) 2070 for (int i = 0; i < SIZEOFFREE; i++)
1999 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2071 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2000 return i; 2072 return i;
2001 2073
2002 return -1; 2074 return -1;
2003} 2075}
2004 2076
2058 object *tmp; 2130 object *tmp;
2059 maptile *mp; 2131 maptile *mp;
2060 2132
2061 MoveType blocked, move_type; 2133 MoveType blocked, move_type;
2062 2134
2063 if (exclude && exclude->head) 2135 if (exclude && exclude->head_ () != exclude)
2064 { 2136 {
2065 exclude = exclude->head; 2137 exclude = exclude->head;
2066 move_type = exclude->move_type; 2138 move_type = exclude->move_type;
2067 } 2139 }
2068 else 2140 else
2091 max = maxfree[i]; 2163 max = maxfree[i];
2092 else if (mflags & P_IS_ALIVE) 2164 else if (mflags & P_IS_ALIVE)
2093 { 2165 {
2094 for (tmp = ms.bot; tmp; tmp = tmp->above) 2166 for (tmp = ms.bot; tmp; tmp = tmp->above)
2095 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2167 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2096 && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2168 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2097 break; 2169 break;
2098 2170
2099 if (tmp) 2171 if (tmp)
2100 return freedir[i]; 2172 return freedir[i];
2101 } 2173 }
2281 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2353 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2282 * core dumps if they do. 2354 * core dumps if they do.
2283 * 2355 *
2284 * Add a check so we can't pick up invisible objects (0.93.8) 2356 * Add a check so we can't pick up invisible objects (0.93.8)
2285 */ 2357 */
2286
2287int 2358int
2288can_pick (const object *who, const object *item) 2359can_pick (const object *who, const object *item)
2289{ 2360{
2290 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2361 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2291 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2362 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2296 * create clone from object to another 2367 * create clone from object to another
2297 */ 2368 */
2298object * 2369object *
2299object_create_clone (object *asrc) 2370object_create_clone (object *asrc)
2300{ 2371{
2301 object *dst = 0, *tmp, *src, *part, *prev, *item; 2372 object *dst = 0, *tmp, *src, *prev, *item;
2302 2373
2303 if (!asrc) 2374 if (!asrc)
2304 return 0; 2375 return 0;
2305 2376
2306 src = asrc;
2307 if (src->head)
2308 src = src->head; 2377 src = asrc->head_ ();
2309 2378
2310 prev = 0; 2379 prev = 0;
2311 for (part = src; part; part = part->more) 2380 for (object *part = src; part; part = part->more)
2312 { 2381 {
2313 tmp = part->clone (); 2382 tmp = part->clone ();
2314 tmp->x -= src->x; 2383 tmp->x -= src->x;
2315 tmp->y -= src->y; 2384 tmp->y -= src->y;
2316 2385
2332 2401
2333 for (item = src->inv; item; item = item->below) 2402 for (item = src->inv; item; item = item->below)
2334 insert_ob_in_ob (object_create_clone (item), dst); 2403 insert_ob_in_ob (object_create_clone (item), dst);
2335 2404
2336 return dst; 2405 return dst;
2337}
2338
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} 2406}
2376 2407
2377/* This returns the first object in who's inventory that 2408/* This returns the first object in who's inventory that
2378 * has the same type and subtype match. 2409 * has the same type and subtype match.
2379 * returns NULL if no match. 2410 * returns NULL if no match.
2434 if (link->key == canonical_key) 2465 if (link->key == canonical_key)
2435 return link->value; 2466 return link->value;
2436 2467
2437 return 0; 2468 return 0;
2438} 2469}
2439
2440 2470
2441/* 2471/*
2442 * Updates the canonical_key in op to value. 2472 * Updates the canonical_key in op to value.
2443 * 2473 *
2444 * canonical_key is a shared string (value doesn't have to be). 2474 * canonical_key is a shared string (value doesn't have to be).
2468 /* Basically, if the archetype has this key set, 2498 /* Basically, if the archetype has this key set,
2469 * we need to store the null value so when we save 2499 * we need to store the null value so when we save
2470 * it, we save the empty value so that when we load, 2500 * it, we save the empty value so that when we load,
2471 * we get this value back again. 2501 * we get this value back again.
2472 */ 2502 */
2473 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2503 if (get_ob_key_link (op->arch, canonical_key))
2474 field->value = 0; 2504 field->value = 0;
2475 else 2505 else
2476 { 2506 {
2477 if (last) 2507 if (last)
2478 last->next = field->next; 2508 last->next = field->next;
2547 } 2577 }
2548 else 2578 else
2549 item = item->env; 2579 item = item->env;
2550} 2580}
2551 2581
2552
2553const char * 2582const char *
2554object::flag_desc (char *desc, int len) const 2583object::flag_desc (char *desc, int len) const
2555{ 2584{
2556 char *p = desc; 2585 char *p = desc;
2557 bool first = true; 2586 bool first = true;
2591 &name, 2620 &name,
2592 title ? "\",title:\"" : "", 2621 title ? "\",title:\"" : "",
2593 title ? (const char *)title : "", 2622 title ? (const char *)title : "",
2594 flag_desc (flagdesc, 512), type); 2623 flag_desc (flagdesc, 512), type);
2595 2624
2596 if (env) 2625 if (!this->flag[FLAG_REMOVED] && env)
2597 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2626 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2598 2627
2599 if (map) 2628 if (map)
2600 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y); 2629 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2601 2630
2603} 2632}
2604 2633
2605const char * 2634const char *
2606object::debug_desc () const 2635object::debug_desc () const
2607{ 2636{
2608 static char info[256 * 4]; 2637 static char info[3][256 * 4];
2638 static int info_idx;
2639
2609 return debug_desc (info); 2640 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} 2641}
2618 2642
2619struct region * 2643struct region *
2620object::region () const 2644object::region () const
2621{ 2645{
2624} 2648}
2625 2649
2626const materialtype_t * 2650const materialtype_t *
2627object::dominant_material () const 2651object::dominant_material () const
2628{ 2652{
2629 if (materialtype_t *mat = name_to_material (materialname)) 2653 if (materialtype_t *mt = name_to_material (materialname))
2630 return mat; 2654 return mt;
2631 2655
2632 // omfg this is slow, this has to be temporary :)
2633 shstr unknown ("unknown");
2634
2635 return name_to_material (unknown); 2656 return name_to_material (shstr_unknown);
2636} 2657}
2637 2658
2638void 2659void
2639object::open_container (object *new_container) 2660object::open_container (object *new_container)
2640{ 2661{
2656 old_container->flag [FLAG_APPLIED] = 0; 2677 old_container->flag [FLAG_APPLIED] = 0;
2657 container = 0; 2678 container = 0;
2658 2679
2659 esrv_update_item (UPD_FLAGS, this, old_container); 2680 esrv_update_item (UPD_FLAGS, this, old_container);
2660 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); 2681 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2682 play_sound (sound_find ("chest_close"));
2661 } 2683 }
2662 2684
2663 if (new_container) 2685 if (new_container)
2664 { 2686 {
2665 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this))) 2687 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2674 closer->flag [FLAG_NO_MAP_SAVE] = 1; 2696 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2675 new_container->insert (closer); 2697 new_container->insert (closer);
2676 } 2698 }
2677#endif 2699#endif
2678 2700
2701 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2702
2679 new_container->flag [FLAG_APPLIED] = 1; 2703 new_container->flag [FLAG_APPLIED] = 1;
2680 container = new_container; 2704 container = new_container;
2681 2705
2682 esrv_update_item (UPD_FLAGS, this, new_container); 2706 esrv_update_item (UPD_FLAGS, this, new_container);
2683 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container)); 2707 esrv_send_inventory (this, new_container);
2708 play_sound (sound_find ("chest_open"));
2709 }
2710}
2711
2712object *
2713object::force_find (const shstr name)
2714{
2715 /* cycle through his inventory to look for the MARK we want to
2716 * place
2717 */
2718 for (object *tmp = inv; tmp; tmp = tmp->below)
2719 if (tmp->type == FORCE && tmp->slaying == name)
2720 return splay (tmp);
2721
2722 return 0;
2723}
2724
2725void
2726object::force_add (const shstr name, int duration)
2727{
2728 if (object *force = force_find (name))
2729 force->destroy ();
2730
2731 object *force = get_archetype (FORCE_NAME);
2732
2733 force->slaying = name;
2734 force->stats.food = 1;
2735 force->speed_left = -1.f;
2736
2737 force->set_speed (duration ? 1.f / duration : 0.f);
2738 force->flag [FLAG_IS_USED_UP] = true;
2739 force->flag [FLAG_APPLIED] = true;
2740
2741 insert (force);
2742}
2743
2744void
2745object::play_sound (faceidx sound) const
2746{
2747 if (!sound)
2748 return;
2749
2750 if (flag [FLAG_REMOVED])
2751 return;
2752
2753 if (env)
2684 } 2754 {
2685 2755 if (object *pl = in_player ())
2686 if (contr && contr->ns) 2756 pl->contr->play_sound (sound);
2687 contr->ns->floorbox_update (); 2757 }
2758 else
2759 map->play_sound (sound, x, y);
2688} 2760}
2689 2761
2690

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