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Comparing deliantra/server/common/object.C (file contents):
Revision 1.129 by root, Wed Feb 7 02:13:06 2007 UTC vs.
Revision 1.201 by root, Tue Jan 22 16:22:45 2008 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;
940 freed_map->nodrop = 1;
855 941
856 freed_map->alloc (); 942 freed_map->alloc ();
857 freed_map->in_memory = MAP_IN_MEMORY; 943 freed_map->in_memory = MAP_IN_MEMORY;
858 } 944 }
859 945
860 map = freed_map; 946 map = freed_map;
861 x = 1; 947 x = 1;
862 y = 1; 948 y = 1;
863 } 949 }
864 950
865 head = 0;
866
867 if (more) 951 if (more)
868 { 952 {
869 more->destroy (); 953 more->destroy ();
870 more = 0; 954 more = 0;
871 } 955 }
872 956
957 head = 0;
958
873 // clear those pointers that likely might have circular references to us 959 // clear those pointers that likely might cause circular references
874 owner = 0; 960 owner = 0;
875 enemy = 0; 961 enemy = 0;
876 attacked_by = 0; 962 attacked_by = 0;
963 current_weapon = 0;
877} 964}
878 965
879void 966void
880object::destroy (bool destroy_inventory) 967object::destroy (bool destroy_inventory)
881{ 968{
882 if (destroyed ()) 969 if (destroyed ())
883 return; 970 return;
884 971
885 if (destroy_inventory) 972 if (destroy_inventory)
886 destroy_inv (false); 973 destroy_inv (false);
974
975 if (is_head ())
976 if (sound_destroy)
977 play_sound (sound_destroy);
978 else if (flag [FLAG_MONSTER])
979 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
887 980
888 attachable::destroy (); 981 attachable::destroy ();
889} 982}
890 983
891/* 984/*
964 } 1057 }
965 else if (map) 1058 else if (map)
966 { 1059 {
967 if (type == PLAYER) 1060 if (type == PLAYER)
968 { 1061 {
1062 // leaving a spot always closes any open container on the ground
1063 if (container && !container->env)
1064 // this causes spurious floorbox updates, but it ensures
1065 // that the CLOSE event is being sent.
1066 close_container ();
1067
969 --map->players; 1068 --map->players;
970 map->touch (); 1069 map->touch ();
971 } 1070 }
972 1071
973 map->dirty = true; 1072 map->dirty = true;
1000 if (map->in_memory == MAP_SAVING) 1099 if (map->in_memory == MAP_SAVING)
1001 return; 1100 return;
1002 1101
1003 int check_walk_off = !flag [FLAG_NO_APPLY]; 1102 int check_walk_off = !flag [FLAG_NO_APPLY];
1004 1103
1104 if (object *pl = ms.player ())
1105 {
1106 if (pl->container == this)
1107 /* If a container that the player is currently using somehow gets
1108 * removed (most likely destroyed), update the player view
1109 * appropriately.
1110 */
1111 pl->close_container ();
1112
1113 pl->contr->ns->floorbox_update ();
1114 }
1115
1005 for (tmp = ms.bot; tmp; tmp = tmp->above) 1116 for (tmp = ms.bot; tmp; tmp = tmp->above)
1006 { 1117 {
1007 /* No point updating the players look faces if he is the object 1118 /* No point updating the players look faces if he is the object
1008 * being removed. 1119 * being removed.
1009 */ 1120 */
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 1121
1027 /* See if object moving off should effect something */ 1122 /* See if object moving off should effect something */
1028 if (check_walk_off 1123 if (check_walk_off
1029 && ((move_type & tmp->move_off) 1124 && ((move_type & tmp->move_off)
1030 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1125 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1033 1128
1034 if (destroyed ()) 1129 if (destroyed ())
1035 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1130 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1036 } 1131 }
1037 1132
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; 1133 last = tmp;
1044 } 1134 }
1045 1135
1046 /* last == NULL if there are no objects on this space */ 1136 /* last == NULL if there are no objects on this space */
1047 //TODO: this makes little sense, why only update the topmost object? 1137 //TODO: this makes little sense, why only update the topmost object?
1067merge_ob (object *op, object *top) 1157merge_ob (object *op, object *top)
1068{ 1158{
1069 if (!op->nrof) 1159 if (!op->nrof)
1070 return 0; 1160 return 0;
1071 1161
1072 if (top) 1162 if (!top)
1073 for (top = op; top && top->above; top = top->above) 1163 for (top = op; top && top->above; top = top->above)
1074 ; 1164 ;
1075 1165
1076 for (; top; top = top->below) 1166 for (; top; top = top->below)
1077 { 1167 {
1090 } 1180 }
1091 1181
1092 return 0; 1182 return 0;
1093} 1183}
1094 1184
1185void
1186object::expand_tail ()
1187{
1188 if (more)
1189 return;
1190
1191 object *prev = this;
1192
1193 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1194 {
1195 object *op = arch_to_object (at);
1196
1197 op->name = name;
1198 op->name_pl = name_pl;
1199 op->title = title;
1200
1201 op->head = this;
1202 prev->more = op;
1203
1204 prev = op;
1205 }
1206}
1207
1095/* 1208/*
1096 * same as insert_ob_in_map except it handles separate coordinates and does a clean 1209 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1097 * job preparing multi-part monsters. 1210 * job preparing multi-part monsters.
1098 */ 1211 */
1099object * 1212object *
1100insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1213insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1101{ 1214{
1102 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1215 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1103 { 1216 {
1104 tmp->x = x + tmp->arch->clone.x; 1217 tmp->x = x + tmp->arch->x;
1105 tmp->y = y + tmp->arch->clone.y; 1218 tmp->y = y + tmp->arch->y;
1106 } 1219 }
1107 1220
1108 return insert_ob_in_map (op, m, originator, flag); 1221 return insert_ob_in_map (op, m, originator, flag);
1109} 1222}
1110 1223
1129 * just 'op' otherwise 1242 * just 'op' otherwise
1130 */ 1243 */
1131object * 1244object *
1132insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1245insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1133{ 1246{
1247 assert (!op->flag [FLAG_FREED]);
1248
1134 object *tmp, *top, *floor = NULL; 1249 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 1250
1145 op->remove (); 1251 op->remove ();
1146
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))
1156 {
1157 char *dump = dump_object (op);
1158 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1159#ifdef MANY_CORES
1160 /* 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
1162 * improperly inserted.
1163 */
1164 abort ();
1165#endif
1166 free (dump);
1167 return op;
1168 }
1169
1170 if (object *more = op->more)
1171 {
1172 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;
1178 }
1179 }
1180
1181 CLEAR_FLAG (op, FLAG_REMOVED);
1182 1252
1183 /* Ideally, the caller figures this out. However, it complicates a lot 1253 /* 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 1254 * of areas of callers (eg, anything that uses find_free_spot would now
1185 * need extra work 1255 * need extra work
1186 */ 1256 */
1187 if (!xy_normalise (m, op->x, op->y)) 1257 if (!xy_normalise (m, op->x, op->y))
1258 {
1259 op->destroy ();
1188 return 0; 1260 return 0;
1261 }
1262
1263 if (object *more = op->more)
1264 if (!insert_ob_in_map (more, m, originator, flag))
1265 return 0;
1266
1267 CLEAR_FLAG (op, FLAG_REMOVED);
1189 1268
1190 op->map = m; 1269 op->map = m;
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 }
1228 else 1307 else
1229 { 1308 {
1230 top = ms.bot; 1309 top = ms.bot;
1231 1310
1232 /* If there are other objects, then */ 1311 /* If there are other objects, then */
1233 if ((!(flag & INS_MAP_LOAD)) && top) 1312 if (top)
1234 { 1313 {
1235 object *last = 0; 1314 object *last = 0;
1236 1315
1237 /* 1316 /*
1238 * If there are multiple objects on this space, we do some trickier handling. 1317 * If there are multiple objects on this space, we do some trickier handling.
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
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 1374
1296 if (flag & INS_MAP_LOAD)
1297 top = ms.top;
1298
1299 if (flag & INS_ABOVE_FLOOR_ONLY) 1375 if (flag & INS_ABOVE_FLOOR_ONLY)
1300 top = floor; 1376 top = floor;
1301 1377
1302 /* Top is the object that our object (op) is going to get inserted above. 1378 /* Top is the object that our object (op) is going to get inserted above.
1303 */ 1379 */
1335 op->map->touch (); 1411 op->map->touch ();
1336 } 1412 }
1337 1413
1338 op->map->dirty = true; 1414 op->map->dirty = true;
1339 1415
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))
1344 if (object *pl = ms.player ()) 1416 if (object *pl = ms.player ())
1345 if (pl->contr->ns)
1346 pl->contr->ns->floorbox_update (); 1417 pl->contr->ns->floorbox_update ();
1347 1418
1348 /* If this object glows, it may affect lighting conditions that are 1419 /* If this object glows, it may affect lighting conditions that are
1349 * visible to others on this map. But update_all_los is really 1420 * 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 1421 * 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 1422 * on the map will get recalculated. The players could very well
1370 * blocked() and wall() work properly), and these flags are updated by 1441 * blocked() and wall() work properly), and these flags are updated by
1371 * update_object(). 1442 * update_object().
1372 */ 1443 */
1373 1444
1374 /* if this is not the head or flag has been passed, don't check walk on status */ 1445 /* 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) 1446 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1376 { 1447 {
1377 if (check_move_on (op, originator)) 1448 if (check_move_on (op, originator))
1378 return 0; 1449 return 0;
1379 1450
1380 /* If we are a multi part object, lets work our way through the check 1451 /* If we are a multi part object, lets work our way through the check
1381 * walk on's. 1452 * walk on's.
1382 */ 1453 */
1383 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1454 for (object *tmp = op->more; tmp; tmp = tmp->more)
1384 if (check_move_on (tmp, originator)) 1455 if (check_move_on (tmp, originator))
1385 return 0; 1456 return 0;
1386 } 1457 }
1387 1458
1388 return op; 1459 return op;
1398 object *tmp, *tmp1; 1469 object *tmp, *tmp1;
1399 1470
1400 /* first search for itself and remove any old instances */ 1471 /* first search for itself and remove any old instances */
1401 1472
1402 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 1473 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1403 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1474 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1404 tmp->destroy (); 1475 tmp->destroy ();
1405 1476
1406 tmp1 = arch_to_object (archetype::find (arch_string)); 1477 tmp1 = arch_to_object (archetype::find (arch_string));
1407 1478
1408 tmp1->x = op->x; 1479 tmp1->x = op->x;
1411} 1482}
1412 1483
1413object * 1484object *
1414object::insert_at (object *where, object *originator, int flags) 1485object::insert_at (object *where, object *originator, int flags)
1415{ 1486{
1416 where->map->insert (this, where->x, where->y, originator, flags); 1487 return where->map->insert (this, where->x, where->y, originator, flags);
1417} 1488}
1418 1489
1419/* 1490/*
1420 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1491 * 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 1492 * is returned contains nr objects, and the remaining parts contains
1461 * the amount of an object. If the amount reaches 0, the object 1532 * the amount of an object. If the amount reaches 0, the object
1462 * is subsequently removed and freed. 1533 * is subsequently removed and freed.
1463 * 1534 *
1464 * Return value: 'op' if something is left, NULL if the amount reached 0 1535 * Return value: 'op' if something is left, NULL if the amount reached 0
1465 */ 1536 */
1466
1467object * 1537object *
1468decrease_ob_nr (object *op, uint32 i) 1538decrease_ob_nr (object *op, uint32 i)
1469{ 1539{
1470 object *tmp; 1540 object *tmp;
1471 1541
1546 1616
1547/* 1617/*
1548 * add_weight(object, weight) adds the specified weight to an object, 1618 * add_weight(object, weight) adds the specified weight to an object,
1549 * and also updates how much the environment(s) is/are carrying. 1619 * and also updates how much the environment(s) is/are carrying.
1550 */ 1620 */
1551
1552void 1621void
1553add_weight (object *op, signed long weight) 1622add_weight (object *op, signed long weight)
1554{ 1623{
1555 while (op != NULL) 1624 while (op != NULL)
1556 { 1625 {
1571 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1640 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1572 free (dump); 1641 free (dump);
1573 return op; 1642 return op;
1574 } 1643 }
1575 1644
1576 if (where->head) 1645 if (where->head_ () != where)
1577 { 1646 {
1578 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n"); 1647 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1579 where = where->head; 1648 where = where->head;
1580 } 1649 }
1581 1650
1582 return where->insert (op); 1651 return where->insert (op);
1583} 1652}
1588 * inside the object environment. 1657 * inside the object environment.
1589 * 1658 *
1590 * The function returns now pointer to inserted item, and return value can 1659 * The function returns now pointer to inserted item, and return value can
1591 * be != op, if items are merged. -Tero 1660 * be != op, if items are merged. -Tero
1592 */ 1661 */
1593
1594object * 1662object *
1595object::insert (object *op) 1663object::insert (object *op)
1596{ 1664{
1597 object *tmp, *otmp;
1598
1599 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1665 if (!QUERY_FLAG (op, FLAG_REMOVED))
1600 op->remove (); 1666 op->remove ();
1601 1667
1602 if (op->more) 1668 if (op->more)
1603 { 1669 {
1605 return op; 1671 return op;
1606 } 1672 }
1607 1673
1608 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1674 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1609 CLEAR_FLAG (op, FLAG_REMOVED); 1675 CLEAR_FLAG (op, FLAG_REMOVED);
1676
1610 if (op->nrof) 1677 if (op->nrof)
1611 { 1678 {
1612 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1679 for (object *tmp = inv; tmp; tmp = tmp->below)
1613 if (object::can_merge (tmp, op)) 1680 if (object::can_merge (tmp, op))
1614 { 1681 {
1615 /* return the original object and remove inserted object 1682 /* return the original object and remove inserted object
1616 (client needs the original object) */ 1683 (client needs the original object) */
1617 tmp->nrof += op->nrof; 1684 tmp->nrof += op->nrof;
1636 add_weight (this, op->weight * op->nrof); 1703 add_weight (this, op->weight * op->nrof);
1637 } 1704 }
1638 else 1705 else
1639 add_weight (this, (op->weight + op->carrying)); 1706 add_weight (this, (op->weight + op->carrying));
1640 1707
1641 otmp = this->in_player (); 1708 if (object *otmp = this->in_player ())
1642 if (otmp && otmp->contr)
1643 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1709 if (otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1644 otmp->update_stats (); 1710 otmp->update_stats ();
1645 1711
1712 op->owner = 0; // its his/hers now. period.
1646 op->map = 0; 1713 op->map = 0;
1647 op->env = this; 1714 op->env = this;
1648 op->above = 0; 1715 op->above = 0;
1649 op->below = 0; 1716 op->below = 0;
1650 op->x = 0, op->y = 0; 1717 op->x = op->y = 0;
1651 1718
1652 /* reset the light list and los of the players on the map */ 1719 /* reset the light list and los of the players on the map */
1653 if ((op->glow_radius != 0) && map) 1720 if (op->glow_radius && map)
1654 { 1721 {
1655#ifdef DEBUG_LIGHTS 1722#ifdef DEBUG_LIGHTS
1656 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1723 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1657#endif /* DEBUG_LIGHTS */ 1724#endif /* DEBUG_LIGHTS */
1658 if (map->darkness) 1725 if (map->darkness)
1892 * activate recursively a flag on an object inventory 1959 * activate recursively a flag on an object inventory
1893 */ 1960 */
1894void 1961void
1895flag_inv (object *op, int flag) 1962flag_inv (object *op, int flag)
1896{ 1963{
1897 if (op->inv)
1898 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1964 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1899 { 1965 {
1900 SET_FLAG (tmp, flag); 1966 SET_FLAG (tmp, flag);
1901 flag_inv (tmp, flag); 1967 flag_inv (tmp, flag);
1902 } 1968 }
1903} 1969}
1904 1970
1905/* 1971/*
1906 * deactivate recursively a flag on an object inventory 1972 * deactivate recursively a flag on an object inventory
1907 */ 1973 */
1908void 1974void
1909unflag_inv (object *op, int flag) 1975unflag_inv (object *op, int flag)
1910{ 1976{
1911 if (op->inv)
1912 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1977 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1913 { 1978 {
1914 CLEAR_FLAG (tmp, flag); 1979 CLEAR_FLAG (tmp, flag);
1915 unflag_inv (tmp, flag); 1980 unflag_inv (tmp, flag);
1916 } 1981 }
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} 1982}
1931 1983
1932/* 1984/*
1933 * find_free_spot(object, map, x, y, start, stop) will search for 1985 * 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 1986 * a spot at the given map and coordinates which will be able to contain
1936 * to search (see the freearr_x/y[] definition). 1988 * to search (see the freearr_x/y[] definition).
1937 * It returns a random choice among the alternatives found. 1989 * It returns a random choice among the alternatives found.
1938 * start and stop are where to start relative to the free_arr array (1,9 1990 * start and stop are where to start relative to the free_arr array (1,9
1939 * does all 4 immediate directions). This returns the index into the 1991 * does all 4 immediate directions). This returns the index into the
1940 * array of the free spot, -1 if no spot available (dir 0 = x,y) 1992 * array of the free spot, -1 if no spot available (dir 0 = x,y)
1941 * Note - this only checks to see if there is space for the head of the
1942 * object - if it is a multispace object, this should be called for all
1943 * pieces.
1944 * Note2: This function does correctly handle tiled maps, but does not 1993 * Note: This function does correctly handle tiled maps, but does not
1945 * inform the caller. However, insert_ob_in_map will update as 1994 * inform the caller. However, insert_ob_in_map will update as
1946 * necessary, so the caller shouldn't need to do any special work. 1995 * necessary, so the caller shouldn't need to do any special work.
1947 * Note - updated to take an object instead of archetype - this is necessary 1996 * Note - updated to take an object instead of archetype - this is necessary
1948 * because arch_blocked (now ob_blocked) needs to know the movement type 1997 * because arch_blocked (now ob_blocked) needs to know the movement type
1949 * to know if the space in question will block the object. We can't use 1998 * to know if the space in question will block the object. We can't use
1951 * customized, changed states, etc. 2000 * customized, changed states, etc.
1952 */ 2001 */
1953int 2002int
1954find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 2003find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
1955{ 2004{
2005 int altern[SIZEOFFREE];
1956 int index = 0, flag; 2006 int index = 0, flag;
1957 int altern[SIZEOFFREE];
1958 2007
1959 for (int i = start; i < stop; i++) 2008 for (int i = start; i < stop; i++)
1960 { 2009 {
1961 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2010 mapxy pos (m, x, y); pos.move (i);
1962 if (!flag) 2011
2012 if (!pos.normalise ())
2013 continue;
2014
2015 mapspace &ms = *pos;
2016
2017 if (ms.flags () & P_IS_ALIVE)
2018 continue;
2019
2020 /* However, often
2021 * ob doesn't have any move type (when used to place exits)
2022 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
2023 */
2024 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
2025 {
1963 altern [index++] = i; 2026 altern [index++] = i;
2027 continue;
2028 }
1964 2029
1965 /* Basically, if we find a wall on a space, we cut down the search size. 2030 /* Basically, if we find a wall on a space, we cut down the search size.
1966 * In this way, we won't return spaces that are on another side of a wall. 2031 * In this way, we won't return spaces that are on another side of a wall.
1967 * This mostly work, but it cuts down the search size in all directions - 2032 * This mostly work, but it cuts down the search size in all directions -
1968 * if the space being examined only has a wall to the north and empty 2033 * if the space being examined only has a wall to the north and empty
1969 * spaces in all the other directions, this will reduce the search space 2034 * spaces in all the other directions, this will reduce the search space
1970 * to only the spaces immediately surrounding the target area, and 2035 * to only the spaces immediately surrounding the target area, and
1971 * won't look 2 spaces south of the target space. 2036 * won't look 2 spaces south of the target space.
1972 */ 2037 */
1973 else if ((flag & P_NO_PASS) && maxfree[i] < stop) 2038 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2039 {
1974 stop = maxfree[i]; 2040 stop = maxfree[i];
2041 continue;
2042 }
2043
2044 /* Note it is intentional that we check ob - the movement type of the
2045 * head of the object should correspond for the entire object.
2046 */
2047 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2048 continue;
2049
2050 if (ob->blocked (m, pos.x, pos.y))
2051 continue;
2052
2053 altern [index++] = i;
1975 } 2054 }
1976 2055
1977 if (!index) 2056 if (!index)
1978 return -1; 2057 return -1;
1979 2058
1988 */ 2067 */
1989int 2068int
1990find_first_free_spot (const object *ob, maptile *m, int x, int y) 2069find_first_free_spot (const object *ob, maptile *m, int x, int y)
1991{ 2070{
1992 for (int i = 0; i < SIZEOFFREE; i++) 2071 for (int i = 0; i < SIZEOFFREE; i++)
1993 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2072 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
1994 return i; 2073 return i;
1995 2074
1996 return -1; 2075 return -1;
1997} 2076}
1998 2077
2052 object *tmp; 2131 object *tmp;
2053 maptile *mp; 2132 maptile *mp;
2054 2133
2055 MoveType blocked, move_type; 2134 MoveType blocked, move_type;
2056 2135
2057 if (exclude && exclude->head) 2136 if (exclude && exclude->head_ () != exclude)
2058 { 2137 {
2059 exclude = exclude->head; 2138 exclude = exclude->head;
2060 move_type = exclude->move_type; 2139 move_type = exclude->move_type;
2061 } 2140 }
2062 else 2141 else
2085 max = maxfree[i]; 2164 max = maxfree[i];
2086 else if (mflags & P_IS_ALIVE) 2165 else if (mflags & P_IS_ALIVE)
2087 { 2166 {
2088 for (tmp = ms.bot; tmp; tmp = tmp->above) 2167 for (tmp = ms.bot; tmp; tmp = tmp->above)
2089 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2168 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2090 && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2169 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2091 break; 2170 break;
2092 2171
2093 if (tmp) 2172 if (tmp)
2094 return freedir[i]; 2173 return freedir[i];
2095 } 2174 }
2275 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2354 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2276 * core dumps if they do. 2355 * core dumps if they do.
2277 * 2356 *
2278 * Add a check so we can't pick up invisible objects (0.93.8) 2357 * Add a check so we can't pick up invisible objects (0.93.8)
2279 */ 2358 */
2280
2281int 2359int
2282can_pick (const object *who, const object *item) 2360can_pick (const object *who, const object *item)
2283{ 2361{
2284 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2362 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2285 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2363 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2290 * create clone from object to another 2368 * create clone from object to another
2291 */ 2369 */
2292object * 2370object *
2293object_create_clone (object *asrc) 2371object_create_clone (object *asrc)
2294{ 2372{
2295 object *dst = 0, *tmp, *src, *part, *prev, *item; 2373 object *dst = 0, *tmp, *src, *prev, *item;
2296 2374
2297 if (!asrc) 2375 if (!asrc)
2298 return 0; 2376 return 0;
2299 2377
2300 src = asrc;
2301 if (src->head)
2302 src = src->head; 2378 src = asrc->head_ ();
2303 2379
2304 prev = 0; 2380 prev = 0;
2305 for (part = src; part; part = part->more) 2381 for (object *part = src; part; part = part->more)
2306 { 2382 {
2307 tmp = part->clone (); 2383 tmp = part->clone ();
2308 tmp->x -= src->x; 2384 tmp->x -= src->x;
2309 tmp->y -= src->y; 2385 tmp->y -= src->y;
2310 2386
2326 2402
2327 for (item = src->inv; item; item = item->below) 2403 for (item = src->inv; item; item = item->below)
2328 insert_ob_in_ob (object_create_clone (item), dst); 2404 insert_ob_in_ob (object_create_clone (item), dst);
2329 2405
2330 return dst; 2406 return dst;
2331}
2332
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} 2407}
2370 2408
2371/* This returns the first object in who's inventory that 2409/* This returns the first object in who's inventory that
2372 * has the same type and subtype match. 2410 * has the same type and subtype match.
2373 * returns NULL if no match. 2411 * returns NULL if no match.
2428 if (link->key == canonical_key) 2466 if (link->key == canonical_key)
2429 return link->value; 2467 return link->value;
2430 2468
2431 return 0; 2469 return 0;
2432} 2470}
2433
2434 2471
2435/* 2472/*
2436 * Updates the canonical_key in op to value. 2473 * Updates the canonical_key in op to value.
2437 * 2474 *
2438 * canonical_key is a shared string (value doesn't have to be). 2475 * canonical_key is a shared string (value doesn't have to be).
2462 /* Basically, if the archetype has this key set, 2499 /* Basically, if the archetype has this key set,
2463 * we need to store the null value so when we save 2500 * we need to store the null value so when we save
2464 * it, we save the empty value so that when we load, 2501 * it, we save the empty value so that when we load,
2465 * we get this value back again. 2502 * we get this value back again.
2466 */ 2503 */
2467 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2504 if (get_ob_key_link (op->arch, canonical_key))
2468 field->value = 0; 2505 field->value = 0;
2469 else 2506 else
2470 { 2507 {
2471 if (last) 2508 if (last)
2472 last->next = field->next; 2509 last->next = field->next;
2541 } 2578 }
2542 else 2579 else
2543 item = item->env; 2580 item = item->env;
2544} 2581}
2545 2582
2546
2547const char * 2583const char *
2548object::flag_desc (char *desc, int len) const 2584object::flag_desc (char *desc, int len) const
2549{ 2585{
2550 char *p = desc; 2586 char *p = desc;
2551 bool first = true; 2587 bool first = true;
2585 &name, 2621 &name,
2586 title ? "\",title:\"" : "", 2622 title ? "\",title:\"" : "",
2587 title ? (const char *)title : "", 2623 title ? (const char *)title : "",
2588 flag_desc (flagdesc, 512), type); 2624 flag_desc (flagdesc, 512), type);
2589 2625
2590 if (env) 2626 if (!this->flag[FLAG_REMOVED] && env)
2591 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2627 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2592 2628
2593 if (map) 2629 if (map)
2594 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y); 2630 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2595 2631
2597} 2633}
2598 2634
2599const char * 2635const char *
2600object::debug_desc () const 2636object::debug_desc () const
2601{ 2637{
2602 static char info[256 * 4]; 2638 static char info[3][256 * 4];
2639 static int info_idx;
2640
2603 return debug_desc (info); 2641 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} 2642}
2612 2643
2613struct region * 2644struct region *
2614object::region () const 2645object::region () const
2615{ 2646{
2618} 2649}
2619 2650
2620const materialtype_t * 2651const materialtype_t *
2621object::dominant_material () const 2652object::dominant_material () const
2622{ 2653{
2623 if (materialtype_t *mat = name_to_material (materialname)) 2654 if (materialtype_t *mt = name_to_material (materialname))
2624 return mat; 2655 return mt;
2625 2656
2626 // omfg this is slow, this has to be temporary :)
2627 shstr unknown ("unknown");
2628
2629 return name_to_material (unknown); 2657 return name_to_material (shstr_unknown);
2630} 2658}
2631 2659
2660void
2661object::open_container (object *new_container)
2662{
2663 if (container == new_container)
2664 return;
2665
2666 if (object *old_container = container)
2667 {
2668 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2669 return;
2670
2671#if 0
2672 // remove the "Close old_container" object.
2673 if (object *closer = old_container->inv)
2674 if (closer->type == CLOSE_CON)
2675 closer->destroy ();
2676#endif
2677
2678 old_container->flag [FLAG_APPLIED] = 0;
2679 container = 0;
2680
2681 esrv_update_item (UPD_FLAGS, this, old_container);
2682 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2683 play_sound (sound_find ("chest_close"));
2684 }
2685
2686 if (new_container)
2687 {
2688 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2689 return;
2690
2691 // TODO: this does not seem to serve any purpose anymore?
2692#if 0
2693 // insert the "Close Container" object.
2694 if (archetype *closer = new_container->other_arch)
2695 {
2696 object *closer = arch_to_object (new_container->other_arch);
2697 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2698 new_container->insert (closer);
2699 }
2700#endif
2701
2702 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2703
2704 new_container->flag [FLAG_APPLIED] = 1;
2705 container = new_container;
2706
2707 esrv_update_item (UPD_FLAGS, this, new_container);
2708 esrv_send_inventory (this, new_container);
2709 play_sound (sound_find ("chest_open"));
2710 }
2711}
2712
2713object *
2714object::force_find (const shstr name)
2715{
2716 /* cycle through his inventory to look for the MARK we want to
2717 * place
2718 */
2719 for (object *tmp = inv; tmp; tmp = tmp->below)
2720 if (tmp->type == FORCE && tmp->slaying == name)
2721 return splay (tmp);
2722
2723 return 0;
2724}
2725
2726void
2727object::force_add (const shstr name, int duration)
2728{
2729 if (object *force = force_find (name))
2730 force->destroy ();
2731
2732 object *force = get_archetype (FORCE_NAME);
2733
2734 force->slaying = name;
2735 force->stats.food = 1;
2736 force->speed_left = -1.f;
2737
2738 force->set_speed (duration ? 1.f / duration : 0.f);
2739 force->flag [FLAG_IS_USED_UP] = true;
2740 force->flag [FLAG_APPLIED] = true;
2741
2742 insert (force);
2743}
2744
2745void
2746object::play_sound (faceidx sound) const
2747{
2748 if (!sound)
2749 return;
2750
2751 if (flag [FLAG_REMOVED])
2752 return;
2753
2754 if (env)
2755 {
2756 if (object *pl = in_player ())
2757 pl->contr->play_sound (sound);
2758 }
2759 else
2760 map->play_sound (sound, x, y);
2761}
2762

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