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Comparing deliantra/server/common/object.C (file contents):
Revision 1.163 by root, Sun Jul 1 05:00:17 2007 UTC vs.
Revision 1.203 by root, Fri Apr 11 13:59:05 2008 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Crossfire TRT 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 3 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,
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, see <http://www.gnu.org/licenses/>. 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * 20 *
21 * The authors can be reached via e-mail to <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 22 */
23 23
24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
25 sub/add_weight will transcend the environment updating the carrying 25 sub/add_weight will transcend the environment updating the carrying
26 variable. */ 26 variable. */
33#include <sproto.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; 38UUID UUID::cur;
39static UUID uuid;
40const uint64 UUID_SKIP = 1<<19; 39static const uint64 UUID_SKIP = 1<<19;
41 40
42objectvec objects; 41objectvec objects;
43activevec actives; 42activevec actives;
44 43
45short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 44short freearr_x[SIZEOFFREE] = {
45 0,
46 0, 1, 1, 1, 0, -1, -1, -1,
47 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
46 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 48 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
47}; 49};
48short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 50short freearr_y[SIZEOFFREE] = {
51 0,
52 -1, -1, 0, 1, 1, 1, 0, -1,
53 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
49 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3 54 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
50}; 55};
51int maxfree[SIZEOFFREE] = { 0, 9, 10, 13, 14, 17, 18, 21, 22, 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 56int maxfree[SIZEOFFREE] = {
57 0,
58 9, 10, 13, 14, 17, 18, 21, 22,
59 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
52 48, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49 60 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
53}; 61};
54int freedir[SIZEOFFREE] = { 62int freedir[SIZEOFFREE] = {
55 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8, 63 0,
64 1, 2, 3, 4, 5, 6, 7, 8,
65 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
56 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8 66 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
57}; 67};
58 68
59static void 69static void
60write_uuid (void) 70write_uuid (uval64 skip, bool sync)
61{ 71{
62 char filename1[MAX_BUF], filename2[MAX_BUF]; 72 CALL_BEGIN (2);
63 73 CALL_ARG_SV (newSVval64 (skip));
64 sprintf (filename1, "%s/uuid", settings.localdir); 74 CALL_ARG_SV (boolSV (sync));
65 sprintf (filename2, "%s/uuid~", settings.localdir); 75 CALL_CALL ("cf::write_uuid", G_DISCARD);
66 76 CALL_END;
67 FILE *fp;
68
69 if (!(fp = fopen (filename2, "w")))
70 {
71 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
72 return;
73 }
74
75 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
76 fclose (fp);
77 rename (filename2, filename1);
78} 77}
79 78
80static void 79static void
81read_uuid (void) 80read_uuid (void)
82{ 81{
89 if (!(fp = fopen (filename, "r"))) 88 if (!(fp = fopen (filename, "r")))
90 { 89 {
91 if (errno == ENOENT) 90 if (errno == ENOENT)
92 { 91 {
93 LOG (llevInfo, "RESET uid to 1\n"); 92 LOG (llevInfo, "RESET uid to 1\n");
94 uuid.seq = 0; 93 UUID::cur.seq = 0;
95 write_uuid (); 94 write_uuid (UUID_SKIP, true);
96 return; 95 return;
97 } 96 }
98 97
99 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename); 98 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
100 _exit (1); 99 _exit (1);
101 } 100 }
102 101
103 int version; 102 UUID::BUF buf;
104 unsigned long long uid; 103 buf[0] = 0;
105 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1) 104 fgets (buf, sizeof (buf), fp);
105
106 if (!UUID::cur.parse (buf))
106 { 107 {
107 LOG (llevError, "FATAL: error reading uid from %s!\n", filename); 108 LOG (llevError, "FATAL: error reading uid from %s (%s)!\n", filename, buf);
108 _exit (1); 109 _exit (1);
109 } 110 }
110 111
111 uuid.seq = uid; 112 LOG (llevDebug, "read UUID: %s\n", UUID::cur.c_str ());
112 write_uuid (); 113
113 LOG (llevDebug, "read UID: %" PRId64 "\n", uid); 114 write_uuid (UUID_SKIP, true);
114 fclose (fp); 115 fclose (fp);
115} 116}
116 117
117UUID 118UUID
118gen_uuid () 119UUID::gen ()
119{ 120{
120 UUID uid; 121 UUID uid;
121 122
122 uid.seq = ++uuid.seq; 123 uid.seq = ++cur.seq;
123 124
124 if (!(uuid.seq & (UUID_SKIP - 1))) 125 if (expect_false (!(cur.seq & (UUID_SKIP - 1))))
125 write_uuid (); 126 write_uuid (UUID_SKIP, false);
126 127
127 return uid; 128 return uid;
128} 129}
129 130
130void 131void
131init_uuid () 132UUID::init ()
132{ 133{
133 read_uuid (); 134 read_uuid ();
134} 135}
135 136
136/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 137/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
254 /* This is really a spellbook check - really, we should 255 /* This is really a spellbook check - really, we should
255 * check all objects in the inventory. 256 * check all objects in the inventory.
256 */ 257 */
257 if (ob1->inv || ob2->inv) 258 if (ob1->inv || ob2->inv)
258 { 259 {
259 /* if one object has inventory but the other doesn't, not equiv */ 260 if (!(ob1->inv && ob2->inv))
260 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 261 return 0; /* inventories differ in length */
261 return 0;
262 262
263 /* Now check to see if the two inventory objects could merge */ 263 if (ob1->inv->below || ob2->inv->below)
264 return 0; /* more than one object in inv */
265
264 if (!object::can_merge (ob1->inv, ob2->inv)) 266 if (!object::can_merge (ob1->inv, ob2->inv))
265 return 0; 267 return 0; /* inventory objexts differ */
266 268
267 /* inventory ok - still need to check rest of this object to see 269 /* inventory ok - still need to check rest of this object to see
268 * if it is valid. 270 * if it is valid.
269 */ 271 */
270 } 272 }
299 return 0; 301 return 0;
300 else if (!compare_ob_value_lists (ob1, ob2)) 302 else if (!compare_ob_value_lists (ob1, ob2))
301 return 0; 303 return 0;
302 } 304 }
303 305
304 //TODO: generate an event or call into perl for additional checks
305 if (ob1->self || ob2->self) 306 if (ob1->self || ob2->self)
306 { 307 {
307 ob1->optimise (); 308 ob1->optimise ();
308 ob2->optimise (); 309 ob2->optimise ();
309 310
310 if (ob1->self || ob2->self) 311 if (ob1->self || ob2->self)
312 {
313 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
314 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
315
316 if (k1 != k2)
311 return 0; 317 return 0;
318 else if (k1 == 0)
319 return 1;
320 else if (!cfperl_can_merge (ob1, ob2))
321 return 0;
322 }
312 } 323 }
313 324
314 /* Everything passes, must be OK. */ 325 /* Everything passes, must be OK. */
315 return 1; 326 return 1;
316} 327}
374/* 385/*
375 * get_nearest_part(multi-object, object 2) returns the part of the 386 * get_nearest_part(multi-object, object 2) returns the part of the
376 * multi-object 1 which is closest to the second object. 387 * multi-object 1 which is closest to the second object.
377 * If it's not a multi-object, it is returned. 388 * If it's not a multi-object, it is returned.
378 */ 389 */
379
380object * 390object *
381get_nearest_part (object *op, const object *pl) 391get_nearest_part (object *op, const object *pl)
382{ 392{
383 object *tmp, *closest; 393 object *tmp, *closest;
384 int last_dist, i; 394 int last_dist, i;
420 break; 430 break;
421 431
422 return op; 432 return op;
423} 433}
424 434
425void
426free_all_object_data ()
427{
428 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
429}
430
431/* 435/*
432 * Sets the owner and sets the skill and exp pointers to owner's current 436 * Sets the owner and sets the skill and exp pointers to owner's current
433 * skill and experience objects. 437 * skill and experience objects.
438 * ACTUALLY NO! investigate! TODO
434 */ 439 */
435void 440void
436object::set_owner (object *owner) 441object::set_owner (object *owner)
437{ 442{
443 // allow objects which own objects
438 if (!owner) 444 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) 445 while (owner->owner)
449 owner = owner->owner; 446 owner = owner->owner;
447
448 if (flag [FLAG_FREED])
449 {
450 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
451 return;
452 }
450 453
451 this->owner = owner; 454 this->owner = owner;
452} 455}
453 456
454int 457int
586object::copy_to (object *dst) 589object::copy_to (object *dst)
587{ 590{
588 *dst = *this; 591 *dst = *this;
589 592
590 if (speed < 0) 593 if (speed < 0)
591 dst->speed_left = speed_left - rndm (); 594 dst->speed_left -= rndm ();
592 595
593 dst->set_speed (dst->speed); 596 dst->set_speed (dst->speed);
594} 597}
595 598
596void 599void
597object::instantiate () 600object::instantiate ()
598{ 601{
599 if (!uuid.seq) // HACK 602 if (!uuid.seq) // HACK
600 uuid = gen_uuid (); 603 uuid = UUID::gen ();
601 604
602 speed_left = -0.1f; 605 speed_left = -0.1f;
603 /* copy the body_info to the body_used - this is only really 606 /* copy the body_info to the body_used - this is only really
604 * need for monsters, but doesn't hurt to do it for everything. 607 * need for monsters, but doesn't hurt to do it for everything.
605 * by doing so, when a monster is created, it has good starting 608 * by doing so, when a monster is created, it has good starting
764static int object_count; 767static int object_count;
765 768
766void object::link () 769void object::link ()
767{ 770{
768 assert (!index);//D 771 assert (!index);//D
769 uuid = gen_uuid (); 772 uuid = UUID::gen ();
770 count = ++object_count; 773 count = ++object_count;
771 774
772 refcnt_inc (); 775 refcnt_inc ();
773 objects.insert (this); 776 objects.insert (this);
774} 777}
923 926
924 if (!freed_map) 927 if (!freed_map)
925 { 928 {
926 freed_map = new maptile; 929 freed_map = new maptile;
927 930
931 freed_map->path = "<freed objects map>";
928 freed_map->name = "/internal/freed_objects_map"; 932 freed_map->name = "/internal/freed_objects_map";
929 freed_map->width = 3; 933 freed_map->width = 3;
930 freed_map->height = 3; 934 freed_map->height = 3;
935 freed_map->nodrop = 1;
931 936
932 freed_map->alloc (); 937 freed_map->alloc ();
933 freed_map->in_memory = MAP_IN_MEMORY; 938 freed_map->in_memory = MAP_IN_MEMORY;
934 } 939 }
935 940
959 if (destroyed ()) 964 if (destroyed ())
960 return; 965 return;
961 966
962 if (destroy_inventory) 967 if (destroy_inventory)
963 destroy_inv (false); 968 destroy_inv (false);
969
970 if (is_head ())
971 if (sound_destroy)
972 play_sound (sound_destroy);
973 else if (flag [FLAG_MONSTER])
974 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
964 975
965 attachable::destroy (); 976 attachable::destroy ();
966} 977}
967 978
968/* 979/*
1083 if (map->in_memory == MAP_SAVING) 1094 if (map->in_memory == MAP_SAVING)
1084 return; 1095 return;
1085 1096
1086 int check_walk_off = !flag [FLAG_NO_APPLY]; 1097 int check_walk_off = !flag [FLAG_NO_APPLY];
1087 1098
1099 if (object *pl = ms.player ())
1100 {
1101 if (pl->container == this)
1102 /* If a container that the player is currently using somehow gets
1103 * removed (most likely destroyed), update the player view
1104 * appropriately.
1105 */
1106 pl->close_container ();
1107
1108 pl->contr->ns->floorbox_update ();
1109 }
1110
1088 for (tmp = ms.bot; tmp; tmp = tmp->above) 1111 for (tmp = ms.bot; tmp; tmp = tmp->above)
1089 { 1112 {
1090 /* No point updating the players look faces if he is the object 1113 /* No point updating the players look faces if he is the object
1091 * being removed. 1114 * being removed.
1092 */ 1115 */
1093
1094 if (tmp->type == PLAYER && tmp != this)
1095 {
1096 /* If a container that the player is currently using somehow gets
1097 * removed (most likely destroyed), update the player view
1098 * appropriately.
1099 */
1100 if (tmp->container == this)
1101 {
1102 flag [FLAG_APPLIED] = 0;
1103 tmp->container = 0;
1104 }
1105
1106 if (tmp->contr->ns)
1107 tmp->contr->ns->floorbox_update ();
1108 }
1109 1116
1110 /* See if object moving off should effect something */ 1117 /* See if object moving off should effect something */
1111 if (check_walk_off 1118 if (check_walk_off
1112 && ((move_type & tmp->move_off) 1119 && ((move_type & tmp->move_off)
1113 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1120 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1145merge_ob (object *op, object *top) 1152merge_ob (object *op, object *top)
1146{ 1153{
1147 if (!op->nrof) 1154 if (!op->nrof)
1148 return 0; 1155 return 0;
1149 1156
1150 if (top) 1157 if (!top)
1151 for (top = op; top && top->above; top = top->above) 1158 for (top = op; top && top->above; top = top->above)
1152 ; 1159 ;
1153 1160
1154 for (; top; top = top->below) 1161 for (; top; top = top->below)
1155 { 1162 {
1236 1243
1237 object *top, *floor = NULL; 1244 object *top, *floor = NULL;
1238 1245
1239 op->remove (); 1246 op->remove ();
1240 1247
1241#if 0
1242 if (!m->active != !op->active)
1243 if (m->active)
1244 op->activate_recursive ();
1245 else
1246 op->deactivate_recursive ();
1247#endif
1248
1249 if (out_of_map (m, op->x, op->y))
1250 {
1251 LOG (llevError, "Trying to insert object outside the map.\n%s\n", op->debug_desc ());
1252#ifdef MANY_CORES
1253 /* Better to catch this here, as otherwise the next use of this object
1254 * is likely to cause a crash. Better to find out where it is getting
1255 * improperly inserted.
1256 */
1257 abort ();
1258#endif
1259 return op;
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);
1267
1268 /* Ideally, the caller figures this out. However, it complicates a lot 1248 /* Ideally, the caller figures this out. However, it complicates a lot
1269 * of areas of callers (eg, anything that uses find_free_spot would now 1249 * of areas of callers (eg, anything that uses find_free_spot would now
1270 * need extra work 1250 * need extra work
1271 */ 1251 */
1272 if (!xy_normalise (m, op->x, op->y)) 1252 if (!xy_normalise (m, op->x, op->y))
1253 {
1254 op->destroy ();
1273 return 0; 1255 return 0;
1256 }
1257
1258 if (object *more = op->more)
1259 if (!insert_ob_in_map (more, m, originator, flag))
1260 return 0;
1261
1262 CLEAR_FLAG (op, FLAG_REMOVED);
1274 1263
1275 op->map = m; 1264 op->map = m;
1276 mapspace &ms = op->ms (); 1265 mapspace &ms = op->ms ();
1277 1266
1278 /* this has to be done after we translate the coordinates. 1267 /* this has to be done after we translate the coordinates.
1313 else 1302 else
1314 { 1303 {
1315 top = ms.bot; 1304 top = ms.bot;
1316 1305
1317 /* If there are other objects, then */ 1306 /* If there are other objects, then */
1318 if ((!(flag & INS_MAP_LOAD)) && top) 1307 if (top)
1319 { 1308 {
1320 object *last = 0; 1309 object *last = 0;
1321 1310
1322 /* 1311 /*
1323 * If there are multiple objects on this space, we do some trickier handling. 1312 * If there are multiple objects on this space, we do some trickier handling.
1376 if (last && last->below && last != floor) 1365 if (last && last->below && last != floor)
1377 top = last->below; 1366 top = last->below;
1378 } 1367 }
1379 } /* If objects on this space */ 1368 } /* If objects on this space */
1380 1369
1381 if (flag & INS_MAP_LOAD)
1382 top = ms.top;
1383
1384 if (flag & INS_ABOVE_FLOOR_ONLY) 1370 if (flag & INS_ABOVE_FLOOR_ONLY)
1385 top = floor; 1371 top = floor;
1386 1372
1387 /* Top is the object that our object (op) is going to get inserted above. 1373 /* Top is the object that our object (op) is going to get inserted above.
1388 */ 1374 */
1420 op->map->touch (); 1406 op->map->touch ();
1421 } 1407 }
1422 1408
1423 op->map->dirty = true; 1409 op->map->dirty = true;
1424 1410
1425 /* If we have a floor, we know the player, if any, will be above
1426 * it, so save a few ticks and start from there.
1427 */
1428 if (!(flag & INS_MAP_LOAD))
1429 if (object *pl = ms.player ()) 1411 if (object *pl = ms.player ())
1430 if (pl->contr->ns)
1431 pl->contr->ns->floorbox_update (); 1412 pl->contr->ns->floorbox_update ();
1432 1413
1433 /* If this object glows, it may affect lighting conditions that are 1414 /* If this object glows, it may affect lighting conditions that are
1434 * visible to others on this map. But update_all_los is really 1415 * visible to others on this map. But update_all_los is really
1435 * an inefficient way to do this, as it means los for all players 1416 * an inefficient way to do this, as it means los for all players
1436 * on the map will get recalculated. The players could very well 1417 * on the map will get recalculated. The players could very well
1674 * be != op, if items are merged. -Tero 1655 * be != op, if items are merged. -Tero
1675 */ 1656 */
1676object * 1657object *
1677object::insert (object *op) 1658object::insert (object *op)
1678{ 1659{
1679 object *tmp, *otmp;
1680
1681 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1660 if (!QUERY_FLAG (op, FLAG_REMOVED))
1682 op->remove (); 1661 op->remove ();
1683 1662
1684 if (op->more) 1663 if (op->more)
1685 { 1664 {
1687 return op; 1666 return op;
1688 } 1667 }
1689 1668
1690 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1669 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1691 CLEAR_FLAG (op, FLAG_REMOVED); 1670 CLEAR_FLAG (op, FLAG_REMOVED);
1671
1692 if (op->nrof) 1672 if (op->nrof)
1693 { 1673 {
1694 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1674 for (object *tmp = inv; tmp; tmp = tmp->below)
1695 if (object::can_merge (tmp, op)) 1675 if (object::can_merge (tmp, op))
1696 { 1676 {
1697 /* return the original object and remove inserted object 1677 /* return the original object and remove inserted object
1698 (client needs the original object) */ 1678 (client needs the original object) */
1699 tmp->nrof += op->nrof; 1679 tmp->nrof += op->nrof;
1718 add_weight (this, op->weight * op->nrof); 1698 add_weight (this, op->weight * op->nrof);
1719 } 1699 }
1720 else 1700 else
1721 add_weight (this, (op->weight + op->carrying)); 1701 add_weight (this, (op->weight + op->carrying));
1722 1702
1723 otmp = this->in_player (); 1703 if (object *otmp = this->in_player ())
1724 if (otmp && otmp->contr)
1725 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1704 if (otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1726 otmp->update_stats (); 1705 otmp->update_stats ();
1727 1706
1707 op->owner = 0; // its his/hers now. period.
1728 op->map = 0; 1708 op->map = 0;
1729 op->env = this; 1709 op->env = this;
1730 op->above = 0; 1710 op->above = 0;
1731 op->below = 0; 1711 op->below = 0;
1732 op->x = 0, op->y = 0; 1712 op->x = op->y = 0;
1733 1713
1734 /* reset the light list and los of the players on the map */ 1714 /* reset the light list and los of the players on the map */
1735 if ((op->glow_radius != 0) && map) 1715 if (op->glow_radius && map)
1736 { 1716 {
1737#ifdef DEBUG_LIGHTS 1717#ifdef DEBUG_LIGHTS
1738 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1718 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1739#endif /* DEBUG_LIGHTS */ 1719#endif /* DEBUG_LIGHTS */
1740 if (map->darkness) 1720 if (map->darkness)
1974 * activate recursively a flag on an object inventory 1954 * activate recursively a flag on an object inventory
1975 */ 1955 */
1976void 1956void
1977flag_inv (object *op, int flag) 1957flag_inv (object *op, int flag)
1978{ 1958{
1979 if (op->inv)
1980 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1959 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1981 { 1960 {
1982 SET_FLAG (tmp, flag); 1961 SET_FLAG (tmp, flag);
1983 flag_inv (tmp, flag); 1962 flag_inv (tmp, flag);
1984 } 1963 }
1985} 1964}
1986 1965
1987/* 1966/*
1988 * deactivate recursively a flag on an object inventory 1967 * deactivate recursively a flag on an object inventory
1989 */ 1968 */
1990void 1969void
1991unflag_inv (object *op, int flag) 1970unflag_inv (object *op, int flag)
1992{ 1971{
1993 if (op->inv)
1994 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1972 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1995 { 1973 {
1996 CLEAR_FLAG (tmp, flag); 1974 CLEAR_FLAG (tmp, flag);
1997 unflag_inv (tmp, flag); 1975 unflag_inv (tmp, flag);
1998 } 1976 }
1999} 1977}
2000 1978
2001/* 1979/*
2002 * find_free_spot(object, map, x, y, start, stop) will search for 1980 * find_free_spot(object, map, x, y, start, stop) will search for
2003 * a spot at the given map and coordinates which will be able to contain 1981 * a spot at the given map and coordinates which will be able to contain
2005 * to search (see the freearr_x/y[] definition). 1983 * to search (see the freearr_x/y[] definition).
2006 * It returns a random choice among the alternatives found. 1984 * It returns a random choice among the alternatives found.
2007 * start and stop are where to start relative to the free_arr array (1,9 1985 * start and stop are where to start relative to the free_arr array (1,9
2008 * does all 4 immediate directions). This returns the index into the 1986 * does all 4 immediate directions). This returns the index into the
2009 * array of the free spot, -1 if no spot available (dir 0 = x,y) 1987 * array of the free spot, -1 if no spot available (dir 0 = x,y)
2010 * Note - this only checks to see if there is space for the head of the
2011 * object - if it is a multispace object, this should be called for all
2012 * pieces.
2013 * Note2: This function does correctly handle tiled maps, but does not 1988 * Note: This function does correctly handle tiled maps, but does not
2014 * inform the caller. However, insert_ob_in_map will update as 1989 * inform the caller. However, insert_ob_in_map will update as
2015 * necessary, so the caller shouldn't need to do any special work. 1990 * necessary, so the caller shouldn't need to do any special work.
2016 * Note - updated to take an object instead of archetype - this is necessary 1991 * Note - updated to take an object instead of archetype - this is necessary
2017 * because arch_blocked (now ob_blocked) needs to know the movement type 1992 * because arch_blocked (now ob_blocked) needs to know the movement type
2018 * to know if the space in question will block the object. We can't use 1993 * to know if the space in question will block the object. We can't use
2020 * customized, changed states, etc. 1995 * customized, changed states, etc.
2021 */ 1996 */
2022int 1997int
2023find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 1998find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2024{ 1999{
2000 int altern[SIZEOFFREE];
2025 int index = 0, flag; 2001 int index = 0, flag;
2026 int altern[SIZEOFFREE];
2027 2002
2028 for (int i = start; i < stop; i++) 2003 for (int i = start; i < stop; i++)
2029 { 2004 {
2030 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2005 mapxy pos (m, x, y); pos.move (i);
2031 if (!flag) 2006
2007 if (!pos.normalise ())
2008 continue;
2009
2010 mapspace &ms = *pos;
2011
2012 if (ms.flags () & P_IS_ALIVE)
2013 continue;
2014
2015 /* However, often
2016 * ob doesn't have any move type (when used to place exits)
2017 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
2018 */
2019 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
2020 {
2032 altern [index++] = i; 2021 altern [index++] = i;
2022 continue;
2023 }
2033 2024
2034 /* Basically, if we find a wall on a space, we cut down the search size. 2025 /* Basically, if we find a wall on a space, we cut down the search size.
2035 * In this way, we won't return spaces that are on another side of a wall. 2026 * In this way, we won't return spaces that are on another side of a wall.
2036 * This mostly work, but it cuts down the search size in all directions - 2027 * This mostly work, but it cuts down the search size in all directions -
2037 * if the space being examined only has a wall to the north and empty 2028 * if the space being examined only has a wall to the north and empty
2038 * spaces in all the other directions, this will reduce the search space 2029 * spaces in all the other directions, this will reduce the search space
2039 * to only the spaces immediately surrounding the target area, and 2030 * to only the spaces immediately surrounding the target area, and
2040 * won't look 2 spaces south of the target space. 2031 * won't look 2 spaces south of the target space.
2041 */ 2032 */
2042 else if ((flag & P_NO_PASS) && maxfree[i] < stop) 2033 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2034 {
2043 stop = maxfree[i]; 2035 stop = maxfree[i];
2036 continue;
2037 }
2038
2039 /* Note it is intentional that we check ob - the movement type of the
2040 * head of the object should correspond for the entire object.
2041 */
2042 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2043 continue;
2044
2045 if (ob->blocked (m, pos.x, pos.y))
2046 continue;
2047
2048 altern [index++] = i;
2044 } 2049 }
2045 2050
2046 if (!index) 2051 if (!index)
2047 return -1; 2052 return -1;
2048 2053
2057 */ 2062 */
2058int 2063int
2059find_first_free_spot (const object *ob, maptile *m, int x, int y) 2064find_first_free_spot (const object *ob, maptile *m, int x, int y)
2060{ 2065{
2061 for (int i = 0; i < SIZEOFFREE; i++) 2066 for (int i = 0; i < SIZEOFFREE; i++)
2062 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2067 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2063 return i; 2068 return i;
2064 2069
2065 return -1; 2070 return -1;
2066} 2071}
2067 2072
2344 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2349 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2345 * core dumps if they do. 2350 * core dumps if they do.
2346 * 2351 *
2347 * Add a check so we can't pick up invisible objects (0.93.8) 2352 * Add a check so we can't pick up invisible objects (0.93.8)
2348 */ 2353 */
2349
2350int 2354int
2351can_pick (const object *who, const object *item) 2355can_pick (const object *who, const object *item)
2352{ 2356{
2353 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2357 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2354 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2358 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2605{ 2609{
2606 char flagdesc[512]; 2610 char flagdesc[512];
2607 char info2[256 * 4]; 2611 char info2[256 * 4];
2608 char *p = info; 2612 char *p = info;
2609 2613
2610 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}", 2614 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s,flags:[%s],type:%d}",
2611 count, uuid.seq, 2615 count,
2616 uuid.c_str (),
2612 &name, 2617 &name,
2613 title ? "\",title:\"" : "", 2618 title ? "\",title:\"" : "",
2614 title ? (const char *)title : "", 2619 title ? (const char *)title : "",
2615 flag_desc (flagdesc, 512), type); 2620 flag_desc (flagdesc, 512), type);
2616 2621
2617 if (env) 2622 if (!this->flag[FLAG_REMOVED] && env)
2618 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2623 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2619 2624
2620 if (map) 2625 if (map)
2621 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y); 2626 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2622 2627
2640} 2645}
2641 2646
2642const materialtype_t * 2647const materialtype_t *
2643object::dominant_material () const 2648object::dominant_material () const
2644{ 2649{
2645 if (materialtype_t *mat = name_to_material (materialname)) 2650 if (materialtype_t *mt = name_to_material (materialname))
2646 return mat; 2651 return mt;
2647 2652
2648 // omfg this is slow, this has to be temporary :)
2649 shstr unknown ("unknown");
2650
2651 return name_to_material (unknown); 2653 return name_to_material (shstr_unknown);
2652} 2654}
2653 2655
2654void 2656void
2655object::open_container (object *new_container) 2657object::open_container (object *new_container)
2656{ 2658{
2672 old_container->flag [FLAG_APPLIED] = 0; 2674 old_container->flag [FLAG_APPLIED] = 0;
2673 container = 0; 2675 container = 0;
2674 2676
2675 esrv_update_item (UPD_FLAGS, this, old_container); 2677 esrv_update_item (UPD_FLAGS, this, old_container);
2676 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); 2678 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2679 play_sound (sound_find ("chest_close"));
2677 } 2680 }
2678 2681
2679 if (new_container) 2682 if (new_container)
2680 { 2683 {
2681 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this))) 2684 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2697 new_container->flag [FLAG_APPLIED] = 1; 2700 new_container->flag [FLAG_APPLIED] = 1;
2698 container = new_container; 2701 container = new_container;
2699 2702
2700 esrv_update_item (UPD_FLAGS, this, new_container); 2703 esrv_update_item (UPD_FLAGS, this, new_container);
2701 esrv_send_inventory (this, new_container); 2704 esrv_send_inventory (this, new_container);
2705 play_sound (sound_find ("chest_open"));
2706 }
2707}
2708
2709object *
2710object::force_find (const shstr name)
2711{
2712 /* cycle through his inventory to look for the MARK we want to
2713 * place
2714 */
2715 for (object *tmp = inv; tmp; tmp = tmp->below)
2716 if (tmp->type == FORCE && tmp->slaying == name)
2717 return splay (tmp);
2718
2719 return 0;
2720}
2721
2722void
2723object::force_add (const shstr name, int duration)
2724{
2725 if (object *force = force_find (name))
2726 force->destroy ();
2727
2728 object *force = get_archetype (FORCE_NAME);
2729
2730 force->slaying = name;
2731 force->stats.food = 1;
2732 force->speed_left = -1.f;
2733
2734 force->set_speed (duration ? 1.f / duration : 0.f);
2735 force->flag [FLAG_IS_USED_UP] = true;
2736 force->flag [FLAG_APPLIED] = true;
2737
2738 insert (force);
2739}
2740
2741void
2742object::play_sound (faceidx sound) const
2743{
2744 if (!sound)
2745 return;
2746
2747 if (flag [FLAG_REMOVED])
2748 return;
2749
2750 if (env)
2702 } 2751 {
2752 if (object *pl = in_player ())
2753 pl->contr->play_sound (sound);
2754 }
2755 else
2756 map->play_sound (sound, x, y);
2703} 2757}
2704 2758
2705

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