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Comparing deliantra/server/common/object.C (file contents):
Revision 1.156 by root, Fri May 18 01:01:01 2007 UTC vs.
Revision 1.204 by root, Fri Apr 11 17:01:52 2008 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 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. */
34#include <sproto.h> 33#include <sproto.h>
35#include <loader.h> 34#include <loader.h>
36 35
37#include <bitset> 36#include <bitset>
38 37
39int nrofallocobjects = 0; 38UUID UUID::cur;
40static UUID uuid; 39static uint64_t seq_next_save;
41const uint64 UUID_SKIP = 1<<19; 40static const uint64 UUID_GAP = 1<<19;
42 41
43objectvec objects; 42objectvec objects;
44activevec actives; 43activevec actives;
45 44
46short 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, 45short freearr_x[SIZEOFFREE] = {
46 0,
47 0, 1, 1, 1, 0, -1, -1, -1,
48 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
47 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 49 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}; 50};
49short 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, 51short freearr_y[SIZEOFFREE] = {
52 0,
53 -1, -1, 0, 1, 1, 1, 0, -1,
54 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
50 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3 55 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
51}; 56};
52int 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, 57int maxfree[SIZEOFFREE] = {
58 0,
59 9, 10, 13, 14, 17, 18, 21, 22,
60 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
53 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 61 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
54}; 62};
55int freedir[SIZEOFFREE] = { 63int freedir[SIZEOFFREE] = {
56 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, 64 0,
65 1, 2, 3, 4, 5, 6, 7, 8,
66 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
57 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8 67 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
58}; 68};
59 69
60static void 70static void
61write_uuid (void) 71write_uuid (uval64 skip, bool sync)
62{ 72{
63 char filename1[MAX_BUF], filename2[MAX_BUF]; 73 CALL_BEGIN (2);
64 74 CALL_ARG_SV (newSVval64 (skip));
65 sprintf (filename1, "%s/uuid", settings.localdir); 75 CALL_ARG_SV (boolSV (sync));
66 sprintf (filename2, "%s/uuid~", settings.localdir); 76 CALL_CALL ("cf::write_uuid", G_DISCARD);
67 77 CALL_END;
68 FILE *fp;
69
70 if (!(fp = fopen (filename2, "w")))
71 {
72 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
73 return;
74 }
75
76 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
77 fclose (fp);
78 rename (filename2, filename1);
79} 78}
80 79
81static void 80static void
82read_uuid (void) 81read_uuid (void)
83{ 82{
84 char filename[MAX_BUF]; 83 char filename[MAX_BUF];
85 84
86 sprintf (filename, "%s/uuid", settings.localdir); 85 sprintf (filename, "%s/uuid", settings.localdir);
87 86
87 seq_next_save = 0;
88
88 FILE *fp; 89 FILE *fp;
89 90
90 if (!(fp = fopen (filename, "r"))) 91 if (!(fp = fopen (filename, "r")))
91 { 92 {
92 if (errno == ENOENT) 93 if (errno == ENOENT)
93 { 94 {
94 LOG (llevInfo, "RESET uid to 1\n"); 95 LOG (llevInfo, "RESET uid to 1\n");
95 uuid.seq = 0; 96 UUID::cur.seq = 0;
96 write_uuid (); 97 write_uuid (UUID_GAP, true);
97 return; 98 return;
98 } 99 }
99 100
100 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename); 101 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
101 _exit (1); 102 _exit (1);
102 } 103 }
103 104
104 int version; 105 UUID::BUF buf;
105 unsigned long long uid; 106 buf[0] = 0;
106 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1) 107 fgets (buf, sizeof (buf), fp);
108
109 if (!UUID::cur.parse (buf))
107 { 110 {
108 LOG (llevError, "FATAL: error reading uid from %s!\n", filename); 111 LOG (llevError, "FATAL: error reading uid from %s (%s)!\n", filename, buf);
109 _exit (1); 112 _exit (1);
110 } 113 }
111 114
112 uuid.seq = uid; 115 LOG (llevDebug, "read UUID: %s\n", UUID::cur.c_str ());
113 write_uuid (); 116
114 LOG (llevDebug, "read UID: %" PRId64 "\n", uid); 117 write_uuid (UUID_GAP, true);
115 fclose (fp); 118 fclose (fp);
116} 119}
117 120
118UUID 121UUID
119gen_uuid () 122UUID::gen ()
120{ 123{
121 UUID uid; 124 UUID uid;
122 125
123 uid.seq = ++uuid.seq; 126 uid.seq = ++cur.seq;
124 127
125 if (!(uuid.seq & (UUID_SKIP - 1))) 128 if (expect_false (cur.seq >= seq_next_save))
126 write_uuid (); 129 {
130 seq_next_save = UUID::cur.seq + (UUID_GAP >> 1);
131 write_uuid (UUID_GAP, false);
132 }
133
127 134
128 return uid; 135 return uid;
129} 136}
130 137
131void 138void
132init_uuid () 139UUID::init ()
133{ 140{
134 read_uuid (); 141 read_uuid ();
135} 142}
136 143
137/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 144/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
255 /* This is really a spellbook check - really, we should 262 /* This is really a spellbook check - really, we should
256 * check all objects in the inventory. 263 * check all objects in the inventory.
257 */ 264 */
258 if (ob1->inv || ob2->inv) 265 if (ob1->inv || ob2->inv)
259 { 266 {
260 /* if one object has inventory but the other doesn't, not equiv */ 267 if (!(ob1->inv && ob2->inv))
261 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 268 return 0; /* inventories differ in length */
262 return 0;
263 269
264 /* Now check to see if the two inventory objects could merge */ 270 if (ob1->inv->below || ob2->inv->below)
271 return 0; /* more than one object in inv */
272
265 if (!object::can_merge (ob1->inv, ob2->inv)) 273 if (!object::can_merge (ob1->inv, ob2->inv))
266 return 0; 274 return 0; /* inventory objexts differ */
267 275
268 /* inventory ok - still need to check rest of this object to see 276 /* inventory ok - still need to check rest of this object to see
269 * if it is valid. 277 * if it is valid.
270 */ 278 */
271 } 279 }
300 return 0; 308 return 0;
301 else if (!compare_ob_value_lists (ob1, ob2)) 309 else if (!compare_ob_value_lists (ob1, ob2))
302 return 0; 310 return 0;
303 } 311 }
304 312
305 //TODO: generate an event or call into perl for additional checks
306 if (ob1->self || ob2->self) 313 if (ob1->self || ob2->self)
307 { 314 {
308 ob1->optimise (); 315 ob1->optimise ();
309 ob2->optimise (); 316 ob2->optimise ();
310 317
311 if (ob1->self || ob2->self) 318 if (ob1->self || ob2->self)
319 {
320 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
321 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
322
323 if (k1 != k2)
312 return 0; 324 return 0;
325 else if (k1 == 0)
326 return 1;
327 else if (!cfperl_can_merge (ob1, ob2))
328 return 0;
329 }
313 } 330 }
314 331
315 /* Everything passes, must be OK. */ 332 /* Everything passes, must be OK. */
316 return 1; 333 return 1;
317} 334}
375/* 392/*
376 * get_nearest_part(multi-object, object 2) returns the part of the 393 * get_nearest_part(multi-object, object 2) returns the part of the
377 * multi-object 1 which is closest to the second object. 394 * multi-object 1 which is closest to the second object.
378 * If it's not a multi-object, it is returned. 395 * If it's not a multi-object, it is returned.
379 */ 396 */
380
381object * 397object *
382get_nearest_part (object *op, const object *pl) 398get_nearest_part (object *op, const object *pl)
383{ 399{
384 object *tmp, *closest; 400 object *tmp, *closest;
385 int last_dist, i; 401 int last_dist, i;
421 break; 437 break;
422 438
423 return op; 439 return op;
424} 440}
425 441
426void
427free_all_object_data ()
428{
429 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
430}
431
432/* 442/*
433 * Sets the owner and sets the skill and exp pointers to owner's current 443 * Sets the owner and sets the skill and exp pointers to owner's current
434 * skill and experience objects. 444 * skill and experience objects.
445 * ACTUALLY NO! investigate! TODO
435 */ 446 */
436void 447void
437object::set_owner (object *owner) 448object::set_owner (object *owner)
438{ 449{
450 // allow objects which own objects
439 if (!owner) 451 if (owner)
440 return;
441
442 /* next line added to allow objects which own objects */
443 /* Add a check for ownercounts in here, as I got into an endless loop
444 * with the fireball owning a poison cloud which then owned the
445 * fireball. I believe that was caused by one of the objects getting
446 * freed and then another object replacing it. Since the ownercounts
447 * didn't match, this check is valid and I believe that cause is valid.
448 */
449 while (owner->owner) 452 while (owner->owner)
450 owner = owner->owner; 453 owner = owner->owner;
454
455 if (flag [FLAG_FREED])
456 {
457 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
458 return;
459 }
451 460
452 this->owner = owner; 461 this->owner = owner;
453} 462}
454 463
455int 464int
587object::copy_to (object *dst) 596object::copy_to (object *dst)
588{ 597{
589 *dst = *this; 598 *dst = *this;
590 599
591 if (speed < 0) 600 if (speed < 0)
592 dst->speed_left = speed_left - rndm (); 601 dst->speed_left -= rndm ();
593 602
594 dst->set_speed (dst->speed); 603 dst->set_speed (dst->speed);
595} 604}
596 605
597void 606void
598object::instantiate () 607object::instantiate ()
599{ 608{
600 if (!uuid.seq) // HACK 609 if (!uuid.seq) // HACK
601 uuid = gen_uuid (); 610 uuid = UUID::gen ();
602 611
603 speed_left = -0.1f; 612 speed_left = -0.1f;
604 /* copy the body_info to the body_used - this is only really 613 /* copy the body_info to the body_used - this is only really
605 * need for monsters, but doesn't hurt to do it for everything. 614 * need for monsters, but doesn't hurt to do it for everything.
606 * by doing so, when a monster is created, it has good starting 615 * by doing so, when a monster is created, it has good starting
765static int object_count; 774static int object_count;
766 775
767void object::link () 776void object::link ()
768{ 777{
769 assert (!index);//D 778 assert (!index);//D
770 uuid = gen_uuid (); 779 uuid = UUID::gen ();
771 count = ++object_count; 780 count = ++object_count;
772 781
773 refcnt_inc (); 782 refcnt_inc ();
774 objects.insert (this); 783 objects.insert (this);
775} 784}
924 933
925 if (!freed_map) 934 if (!freed_map)
926 { 935 {
927 freed_map = new maptile; 936 freed_map = new maptile;
928 937
938 freed_map->path = "<freed objects map>";
929 freed_map->name = "/internal/freed_objects_map"; 939 freed_map->name = "/internal/freed_objects_map";
930 freed_map->width = 3; 940 freed_map->width = 3;
931 freed_map->height = 3; 941 freed_map->height = 3;
942 freed_map->nodrop = 1;
932 943
933 freed_map->alloc (); 944 freed_map->alloc ();
934 freed_map->in_memory = MAP_IN_MEMORY; 945 freed_map->in_memory = MAP_IN_MEMORY;
935 } 946 }
936 947
937 map = freed_map; 948 map = freed_map;
938 x = 1; 949 x = 1;
939 y = 1; 950 y = 1;
940 } 951 }
941 952
942 head = 0;
943
944 if (more) 953 if (more)
945 { 954 {
946 more->destroy (); 955 more->destroy ();
947 more = 0; 956 more = 0;
948 } 957 }
949 958
959 head = 0;
960
950 // clear those pointers that likely might have circular references to us 961 // clear those pointers that likely might cause circular references
951 owner = 0; 962 owner = 0;
952 enemy = 0; 963 enemy = 0;
953 attacked_by = 0; 964 attacked_by = 0;
965 current_weapon = 0;
954} 966}
955 967
956void 968void
957object::destroy (bool destroy_inventory) 969object::destroy (bool destroy_inventory)
958{ 970{
959 if (destroyed ()) 971 if (destroyed ())
960 return; 972 return;
961 973
962 if (destroy_inventory) 974 if (destroy_inventory)
963 destroy_inv (false); 975 destroy_inv (false);
976
977 if (is_head ())
978 if (sound_destroy)
979 play_sound (sound_destroy);
980 else if (flag [FLAG_MONSTER])
981 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
964 982
965 attachable::destroy (); 983 attachable::destroy ();
966} 984}
967 985
968/* 986/*
1083 if (map->in_memory == MAP_SAVING) 1101 if (map->in_memory == MAP_SAVING)
1084 return; 1102 return;
1085 1103
1086 int check_walk_off = !flag [FLAG_NO_APPLY]; 1104 int check_walk_off = !flag [FLAG_NO_APPLY];
1087 1105
1106 if (object *pl = ms.player ())
1107 {
1108 if (pl->container == this)
1109 /* If a container that the player is currently using somehow gets
1110 * removed (most likely destroyed), update the player view
1111 * appropriately.
1112 */
1113 pl->close_container ();
1114
1115 pl->contr->ns->floorbox_update ();
1116 }
1117
1088 for (tmp = ms.bot; tmp; tmp = tmp->above) 1118 for (tmp = ms.bot; tmp; tmp = tmp->above)
1089 { 1119 {
1090 /* No point updating the players look faces if he is the object 1120 /* No point updating the players look faces if he is the object
1091 * being removed. 1121 * being removed.
1092 */ 1122 */
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 1123
1110 /* See if object moving off should effect something */ 1124 /* See if object moving off should effect something */
1111 if (check_walk_off 1125 if (check_walk_off
1112 && ((move_type & tmp->move_off) 1126 && ((move_type & tmp->move_off)
1113 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1127 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1116 1130
1117 if (destroyed ()) 1131 if (destroyed ())
1118 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1132 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1119 } 1133 }
1120 1134
1121 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1122 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1123 if (tmp->above == tmp)
1124 tmp->above = 0;
1125
1126 last = tmp; 1135 last = tmp;
1127 } 1136 }
1128 1137
1129 /* last == NULL if there are no objects on this space */ 1138 /* last == NULL if there are no objects on this space */
1130 //TODO: this makes little sense, why only update the topmost object? 1139 //TODO: this makes little sense, why only update the topmost object?
1150merge_ob (object *op, object *top) 1159merge_ob (object *op, object *top)
1151{ 1160{
1152 if (!op->nrof) 1161 if (!op->nrof)
1153 return 0; 1162 return 0;
1154 1163
1155 if (top) 1164 if (!top)
1156 for (top = op; top && top->above; top = top->above) 1165 for (top = op; top && top->above; top = top->above)
1157 ; 1166 ;
1158 1167
1159 for (; top; top = top->below) 1168 for (; top; top = top->below)
1160 { 1169 {
1181 if (more) 1190 if (more)
1182 return; 1191 return;
1183 1192
1184 object *prev = this; 1193 object *prev = this;
1185 1194
1186 for (archetype *at = arch->more; at; at = at->more) 1195 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1187 { 1196 {
1188 object *op = arch_to_object (at); 1197 object *op = arch_to_object (at);
1189 1198
1190 op->name = name; 1199 op->name = name;
1191 op->name_pl = name_pl; 1200 op->name_pl = name_pl;
1205object * 1214object *
1206insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1215insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1207{ 1216{
1208 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1217 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1209 { 1218 {
1210 tmp->x = x + tmp->arch->clone.x; 1219 tmp->x = x + tmp->arch->x;
1211 tmp->y = y + tmp->arch->clone.y; 1220 tmp->y = y + tmp->arch->y;
1212 } 1221 }
1213 1222
1214 return insert_ob_in_map (op, m, originator, flag); 1223 return insert_ob_in_map (op, m, originator, flag);
1215} 1224}
1216 1225
1241 1250
1242 object *top, *floor = NULL; 1251 object *top, *floor = NULL;
1243 1252
1244 op->remove (); 1253 op->remove ();
1245 1254
1246#if 0
1247 if (!m->active != !op->active)
1248 if (m->active)
1249 op->activate_recursive ();
1250 else
1251 op->deactivate_recursive ();
1252#endif
1253
1254 if (out_of_map (m, op->x, op->y))
1255 {
1256 LOG (llevError, "Trying to insert object outside the map.\n%s\n", op->debug_desc ());
1257#ifdef MANY_CORES
1258 /* Better to catch this here, as otherwise the next use of this object
1259 * is likely to cause a crash. Better to find out where it is getting
1260 * improperly inserted.
1261 */
1262 abort ();
1263#endif
1264 return op;
1265 }
1266
1267 if (object *more = op->more)
1268 if (!insert_ob_in_map (more, m, originator, flag))
1269 return 0;
1270
1271 CLEAR_FLAG (op, FLAG_REMOVED);
1272
1273 /* Ideally, the caller figures this out. However, it complicates a lot 1255 /* Ideally, the caller figures this out. However, it complicates a lot
1274 * of areas of callers (eg, anything that uses find_free_spot would now 1256 * of areas of callers (eg, anything that uses find_free_spot would now
1275 * need extra work 1257 * need extra work
1276 */ 1258 */
1277 if (!xy_normalise (m, op->x, op->y)) 1259 if (!xy_normalise (m, op->x, op->y))
1260 {
1261 op->destroy ();
1278 return 0; 1262 return 0;
1263 }
1264
1265 if (object *more = op->more)
1266 if (!insert_ob_in_map (more, m, originator, flag))
1267 return 0;
1268
1269 CLEAR_FLAG (op, FLAG_REMOVED);
1279 1270
1280 op->map = m; 1271 op->map = m;
1281 mapspace &ms = op->ms (); 1272 mapspace &ms = op->ms ();
1282 1273
1283 /* this has to be done after we translate the coordinates. 1274 /* this has to be done after we translate the coordinates.
1318 else 1309 else
1319 { 1310 {
1320 top = ms.bot; 1311 top = ms.bot;
1321 1312
1322 /* If there are other objects, then */ 1313 /* If there are other objects, then */
1323 if ((!(flag & INS_MAP_LOAD)) && top) 1314 if (top)
1324 { 1315 {
1325 object *last = 0; 1316 object *last = 0;
1326 1317
1327 /* 1318 /*
1328 * If there are multiple objects on this space, we do some trickier handling. 1319 * If there are multiple objects on this space, we do some trickier handling.
1381 if (last && last->below && last != floor) 1372 if (last && last->below && last != floor)
1382 top = last->below; 1373 top = last->below;
1383 } 1374 }
1384 } /* If objects on this space */ 1375 } /* If objects on this space */
1385 1376
1386 if (flag & INS_MAP_LOAD)
1387 top = ms.top;
1388
1389 if (flag & INS_ABOVE_FLOOR_ONLY) 1377 if (flag & INS_ABOVE_FLOOR_ONLY)
1390 top = floor; 1378 top = floor;
1391 1379
1392 /* Top is the object that our object (op) is going to get inserted above. 1380 /* Top is the object that our object (op) is going to get inserted above.
1393 */ 1381 */
1425 op->map->touch (); 1413 op->map->touch ();
1426 } 1414 }
1427 1415
1428 op->map->dirty = true; 1416 op->map->dirty = true;
1429 1417
1430 /* If we have a floor, we know the player, if any, will be above
1431 * it, so save a few ticks and start from there.
1432 */
1433 if (!(flag & INS_MAP_LOAD))
1434 if (object *pl = ms.player ()) 1418 if (object *pl = ms.player ())
1435 if (pl->contr->ns)
1436 pl->contr->ns->floorbox_update (); 1419 pl->contr->ns->floorbox_update ();
1437 1420
1438 /* If this object glows, it may affect lighting conditions that are 1421 /* If this object glows, it may affect lighting conditions that are
1439 * visible to others on this map. But update_all_los is really 1422 * visible to others on this map. But update_all_los is really
1440 * an inefficient way to do this, as it means los for all players 1423 * an inefficient way to do this, as it means los for all players
1441 * on the map will get recalculated. The players could very well 1424 * on the map will get recalculated. The players could very well
1488 object *tmp, *tmp1; 1471 object *tmp, *tmp1;
1489 1472
1490 /* first search for itself and remove any old instances */ 1473 /* first search for itself and remove any old instances */
1491 1474
1492 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 1475 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1493 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1476 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1494 tmp->destroy (); 1477 tmp->destroy ();
1495 1478
1496 tmp1 = arch_to_object (archetype::find (arch_string)); 1479 tmp1 = arch_to_object (archetype::find (arch_string));
1497 1480
1498 tmp1->x = op->x; 1481 tmp1->x = op->x;
1679 * be != op, if items are merged. -Tero 1662 * be != op, if items are merged. -Tero
1680 */ 1663 */
1681object * 1664object *
1682object::insert (object *op) 1665object::insert (object *op)
1683{ 1666{
1684 object *tmp, *otmp;
1685
1686 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1667 if (!QUERY_FLAG (op, FLAG_REMOVED))
1687 op->remove (); 1668 op->remove ();
1688 1669
1689 if (op->more) 1670 if (op->more)
1690 { 1671 {
1692 return op; 1673 return op;
1693 } 1674 }
1694 1675
1695 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1676 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1696 CLEAR_FLAG (op, FLAG_REMOVED); 1677 CLEAR_FLAG (op, FLAG_REMOVED);
1678
1697 if (op->nrof) 1679 if (op->nrof)
1698 { 1680 {
1699 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1681 for (object *tmp = inv; tmp; tmp = tmp->below)
1700 if (object::can_merge (tmp, op)) 1682 if (object::can_merge (tmp, op))
1701 { 1683 {
1702 /* return the original object and remove inserted object 1684 /* return the original object and remove inserted object
1703 (client needs the original object) */ 1685 (client needs the original object) */
1704 tmp->nrof += op->nrof; 1686 tmp->nrof += op->nrof;
1723 add_weight (this, op->weight * op->nrof); 1705 add_weight (this, op->weight * op->nrof);
1724 } 1706 }
1725 else 1707 else
1726 add_weight (this, (op->weight + op->carrying)); 1708 add_weight (this, (op->weight + op->carrying));
1727 1709
1728 otmp = this->in_player (); 1710 if (object *otmp = this->in_player ())
1729 if (otmp && otmp->contr)
1730 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1711 if (otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1731 otmp->update_stats (); 1712 otmp->update_stats ();
1732 1713
1714 op->owner = 0; // its his/hers now. period.
1733 op->map = 0; 1715 op->map = 0;
1734 op->env = this; 1716 op->env = this;
1735 op->above = 0; 1717 op->above = 0;
1736 op->below = 0; 1718 op->below = 0;
1737 op->x = 0, op->y = 0; 1719 op->x = op->y = 0;
1738 1720
1739 /* reset the light list and los of the players on the map */ 1721 /* reset the light list and los of the players on the map */
1740 if ((op->glow_radius != 0) && map) 1722 if (op->glow_radius && map)
1741 { 1723 {
1742#ifdef DEBUG_LIGHTS 1724#ifdef DEBUG_LIGHTS
1743 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1725 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1744#endif /* DEBUG_LIGHTS */ 1726#endif /* DEBUG_LIGHTS */
1745 if (map->darkness) 1727 if (map->darkness)
1979 * activate recursively a flag on an object inventory 1961 * activate recursively a flag on an object inventory
1980 */ 1962 */
1981void 1963void
1982flag_inv (object *op, int flag) 1964flag_inv (object *op, int flag)
1983{ 1965{
1984 if (op->inv)
1985 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1966 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1986 { 1967 {
1987 SET_FLAG (tmp, flag); 1968 SET_FLAG (tmp, flag);
1988 flag_inv (tmp, flag); 1969 flag_inv (tmp, flag);
1989 } 1970 }
1990} 1971}
1991 1972
1992/* 1973/*
1993 * deactivate recursively a flag on an object inventory 1974 * deactivate recursively a flag on an object inventory
1994 */ 1975 */
1995void 1976void
1996unflag_inv (object *op, int flag) 1977unflag_inv (object *op, int flag)
1997{ 1978{
1998 if (op->inv)
1999 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1979 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2000 { 1980 {
2001 CLEAR_FLAG (tmp, flag); 1981 CLEAR_FLAG (tmp, flag);
2002 unflag_inv (tmp, flag); 1982 unflag_inv (tmp, flag);
2003 } 1983 }
2004} 1984}
2005 1985
2006/* 1986/*
2007 * find_free_spot(object, map, x, y, start, stop) will search for 1987 * find_free_spot(object, map, x, y, start, stop) will search for
2008 * a spot at the given map and coordinates which will be able to contain 1988 * a spot at the given map and coordinates which will be able to contain
2010 * to search (see the freearr_x/y[] definition). 1990 * to search (see the freearr_x/y[] definition).
2011 * It returns a random choice among the alternatives found. 1991 * It returns a random choice among the alternatives found.
2012 * start and stop are where to start relative to the free_arr array (1,9 1992 * start and stop are where to start relative to the free_arr array (1,9
2013 * does all 4 immediate directions). This returns the index into the 1993 * does all 4 immediate directions). This returns the index into the
2014 * array of the free spot, -1 if no spot available (dir 0 = x,y) 1994 * array of the free spot, -1 if no spot available (dir 0 = x,y)
2015 * Note - this only checks to see if there is space for the head of the
2016 * object - if it is a multispace object, this should be called for all
2017 * pieces.
2018 * Note2: This function does correctly handle tiled maps, but does not 1995 * Note: This function does correctly handle tiled maps, but does not
2019 * inform the caller. However, insert_ob_in_map will update as 1996 * inform the caller. However, insert_ob_in_map will update as
2020 * necessary, so the caller shouldn't need to do any special work. 1997 * necessary, so the caller shouldn't need to do any special work.
2021 * Note - updated to take an object instead of archetype - this is necessary 1998 * Note - updated to take an object instead of archetype - this is necessary
2022 * because arch_blocked (now ob_blocked) needs to know the movement type 1999 * because arch_blocked (now ob_blocked) needs to know the movement type
2023 * to know if the space in question will block the object. We can't use 2000 * to know if the space in question will block the object. We can't use
2025 * customized, changed states, etc. 2002 * customized, changed states, etc.
2026 */ 2003 */
2027int 2004int
2028find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 2005find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2029{ 2006{
2007 int altern[SIZEOFFREE];
2030 int index = 0, flag; 2008 int index = 0, flag;
2031 int altern[SIZEOFFREE];
2032 2009
2033 for (int i = start; i < stop; i++) 2010 for (int i = start; i < stop; i++)
2034 { 2011 {
2035 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2012 mapxy pos (m, x, y); pos.move (i);
2036 if (!flag) 2013
2014 if (!pos.normalise ())
2015 continue;
2016
2017 mapspace &ms = *pos;
2018
2019 if (ms.flags () & P_IS_ALIVE)
2020 continue;
2021
2022 /* However, often
2023 * ob doesn't have any move type (when used to place exits)
2024 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
2025 */
2026 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
2027 {
2037 altern [index++] = i; 2028 altern [index++] = i;
2029 continue;
2030 }
2038 2031
2039 /* Basically, if we find a wall on a space, we cut down the search size. 2032 /* Basically, if we find a wall on a space, we cut down the search size.
2040 * In this way, we won't return spaces that are on another side of a wall. 2033 * In this way, we won't return spaces that are on another side of a wall.
2041 * This mostly work, but it cuts down the search size in all directions - 2034 * This mostly work, but it cuts down the search size in all directions -
2042 * if the space being examined only has a wall to the north and empty 2035 * if the space being examined only has a wall to the north and empty
2043 * spaces in all the other directions, this will reduce the search space 2036 * spaces in all the other directions, this will reduce the search space
2044 * to only the spaces immediately surrounding the target area, and 2037 * to only the spaces immediately surrounding the target area, and
2045 * won't look 2 spaces south of the target space. 2038 * won't look 2 spaces south of the target space.
2046 */ 2039 */
2047 else if ((flag & P_NO_PASS) && maxfree[i] < stop) 2040 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2041 {
2048 stop = maxfree[i]; 2042 stop = maxfree[i];
2043 continue;
2044 }
2045
2046 /* Note it is intentional that we check ob - the movement type of the
2047 * head of the object should correspond for the entire object.
2048 */
2049 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2050 continue;
2051
2052 if (ob->blocked (m, pos.x, pos.y))
2053 continue;
2054
2055 altern [index++] = i;
2049 } 2056 }
2050 2057
2051 if (!index) 2058 if (!index)
2052 return -1; 2059 return -1;
2053 2060
2062 */ 2069 */
2063int 2070int
2064find_first_free_spot (const object *ob, maptile *m, int x, int y) 2071find_first_free_spot (const object *ob, maptile *m, int x, int y)
2065{ 2072{
2066 for (int i = 0; i < SIZEOFFREE; i++) 2073 for (int i = 0; i < SIZEOFFREE; i++)
2067 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2074 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2068 return i; 2075 return i;
2069 2076
2070 return -1; 2077 return -1;
2071} 2078}
2072 2079
2349 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2356 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2350 * core dumps if they do. 2357 * core dumps if they do.
2351 * 2358 *
2352 * Add a check so we can't pick up invisible objects (0.93.8) 2359 * Add a check so we can't pick up invisible objects (0.93.8)
2353 */ 2360 */
2354
2355int 2361int
2356can_pick (const object *who, const object *item) 2362can_pick (const object *who, const object *item)
2357{ 2363{
2358 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2364 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2359 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2365 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2495 /* Basically, if the archetype has this key set, 2501 /* Basically, if the archetype has this key set,
2496 * we need to store the null value so when we save 2502 * we need to store the null value so when we save
2497 * it, we save the empty value so that when we load, 2503 * it, we save the empty value so that when we load,
2498 * we get this value back again. 2504 * we get this value back again.
2499 */ 2505 */
2500 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2506 if (get_ob_key_link (op->arch, canonical_key))
2501 field->value = 0; 2507 field->value = 0;
2502 else 2508 else
2503 { 2509 {
2504 if (last) 2510 if (last)
2505 last->next = field->next; 2511 last->next = field->next;
2574 } 2580 }
2575 else 2581 else
2576 item = item->env; 2582 item = item->env;
2577} 2583}
2578 2584
2579
2580const char * 2585const char *
2581object::flag_desc (char *desc, int len) const 2586object::flag_desc (char *desc, int len) const
2582{ 2587{
2583 char *p = desc; 2588 char *p = desc;
2584 bool first = true; 2589 bool first = true;
2611{ 2616{
2612 char flagdesc[512]; 2617 char flagdesc[512];
2613 char info2[256 * 4]; 2618 char info2[256 * 4];
2614 char *p = info; 2619 char *p = info;
2615 2620
2616 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}", 2621 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s,flags:[%s],type:%d}",
2617 count, uuid.seq, 2622 count,
2623 uuid.c_str (),
2618 &name, 2624 &name,
2619 title ? "\",title:\"" : "", 2625 title ? "\",title:\"" : "",
2620 title ? (const char *)title : "", 2626 title ? (const char *)title : "",
2621 flag_desc (flagdesc, 512), type); 2627 flag_desc (flagdesc, 512), type);
2622 2628
2623 if (env) 2629 if (!this->flag[FLAG_REMOVED] && env)
2624 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2630 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2625 2631
2626 if (map) 2632 if (map)
2627 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y); 2633 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2628 2634
2646} 2652}
2647 2653
2648const materialtype_t * 2654const materialtype_t *
2649object::dominant_material () const 2655object::dominant_material () const
2650{ 2656{
2651 if (materialtype_t *mat = name_to_material (materialname)) 2657 if (materialtype_t *mt = name_to_material (materialname))
2652 return mat; 2658 return mt;
2653 2659
2654 // omfg this is slow, this has to be temporary :)
2655 shstr unknown ("unknown");
2656
2657 return name_to_material (unknown); 2660 return name_to_material (shstr_unknown);
2658} 2661}
2659 2662
2660void 2663void
2661object::open_container (object *new_container) 2664object::open_container (object *new_container)
2662{ 2665{
2678 old_container->flag [FLAG_APPLIED] = 0; 2681 old_container->flag [FLAG_APPLIED] = 0;
2679 container = 0; 2682 container = 0;
2680 2683
2681 esrv_update_item (UPD_FLAGS, this, old_container); 2684 esrv_update_item (UPD_FLAGS, this, old_container);
2682 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); 2685 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2686 play_sound (sound_find ("chest_close"));
2683 } 2687 }
2684 2688
2685 if (new_container) 2689 if (new_container)
2686 { 2690 {
2687 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this))) 2691 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2703 new_container->flag [FLAG_APPLIED] = 1; 2707 new_container->flag [FLAG_APPLIED] = 1;
2704 container = new_container; 2708 container = new_container;
2705 2709
2706 esrv_update_item (UPD_FLAGS, this, new_container); 2710 esrv_update_item (UPD_FLAGS, this, new_container);
2707 esrv_send_inventory (this, new_container); 2711 esrv_send_inventory (this, new_container);
2712 play_sound (sound_find ("chest_open"));
2713 }
2714}
2715
2716object *
2717object::force_find (const shstr name)
2718{
2719 /* cycle through his inventory to look for the MARK we want to
2720 * place
2721 */
2722 for (object *tmp = inv; tmp; tmp = tmp->below)
2723 if (tmp->type == FORCE && tmp->slaying == name)
2724 return splay (tmp);
2725
2726 return 0;
2727}
2728
2729void
2730object::force_add (const shstr name, int duration)
2731{
2732 if (object *force = force_find (name))
2733 force->destroy ();
2734
2735 object *force = get_archetype (FORCE_NAME);
2736
2737 force->slaying = name;
2738 force->stats.food = 1;
2739 force->speed_left = -1.f;
2740
2741 force->set_speed (duration ? 1.f / duration : 0.f);
2742 force->flag [FLAG_IS_USED_UP] = true;
2743 force->flag [FLAG_APPLIED] = true;
2744
2745 insert (force);
2746}
2747
2748void
2749object::play_sound (faceidx sound) const
2750{
2751 if (!sound)
2752 return;
2753
2754 if (flag [FLAG_REMOVED])
2755 return;
2756
2757 if (env)
2708 } 2758 {
2759 if (object *pl = in_player ())
2760 pl->contr->play_sound (sound);
2761 }
2762 else
2763 map->play_sound (sound, x, y);
2709} 2764}
2710 2765
2711

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