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Comparing deliantra/server/common/object.C (file contents):
Revision 1.110 by root, Sun Jan 7 23:12:03 2007 UTC vs.
Revision 1.189 by root, Thu Sep 13 16:23:01 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 3 *
4 Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 7 *
8 This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT is free software: you can redistribute it and/or modify
9 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 (at your option) any later version. 11 * (at your option) any later version.
12 12 *
13 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 GNU General Public License for more details. 16 * GNU General Public License for more details.
17 17 *
18 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
21
22 The authors can be reached via e-mail at <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
23*/ 22 */
24 23
25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
26 sub/add_weight will transcend the environment updating the carrying 25 sub/add_weight will transcend the environment updating the carrying
27 variable. */ 26 variable. */
28#include <global.h> 27#include <global.h>
29#include <stdio.h> 28#include <stdio.h>
30#include <sys/types.h> 29#include <sys/types.h>
31#include <sys/uio.h> 30#include <sys/uio.h>
32#include <object.h> 31#include <object.h>
33#include <funcpoint.h> 32#include <funcpoint.h>
33#include <sproto.h>
34#include <loader.h> 34#include <loader.h>
35 35
36#include <bitset> 36#include <bitset>
37 37
38int nrofallocobjects = 0; 38int nrofallocobjects = 0;
299 return 0; 299 return 0;
300 else if (!compare_ob_value_lists (ob1, ob2)) 300 else if (!compare_ob_value_lists (ob1, ob2))
301 return 0; 301 return 0;
302 } 302 }
303 303
304 //TODO: generate an event or call into perl for additional checks
305 if (ob1->self || ob2->self) 304 if (ob1->self || ob2->self)
306 { 305 {
307 ob1->optimise (); 306 ob1->optimise ();
308 ob2->optimise (); 307 ob2->optimise ();
309 308
310 if (ob1->self || ob2->self) 309 if (ob1->self || ob2->self)
310 if (!cfperl_can_merge (ob1, ob2))
311 return 0; 311 return 0;
312 } 312 }
313 313
314 /* Everything passes, must be OK. */ 314 /* Everything passes, must be OK. */
315 return 1; 315 return 1;
316} 316}
324sum_weight (object *op) 324sum_weight (object *op)
325{ 325{
326 long sum; 326 long sum;
327 object *inv; 327 object *inv;
328 328
329 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 329 for (sum = 0, inv = op->inv; inv; inv = inv->below)
330 { 330 {
331 if (inv->inv) 331 if (inv->inv)
332 sum_weight (inv); 332 sum_weight (inv);
333
333 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 334 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
334 } 335 }
335 336
336 if (op->type == CONTAINER && op->stats.Str) 337 if (op->type == CONTAINER && op->stats.Str)
337 sum = (sum * (100 - op->stats.Str)) / 100; 338 sum = (sum * (100 - op->stats.Str)) / 100;
357/* 358/*
358 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 359 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
359 * Some error messages. 360 * Some error messages.
360 * The result of the dump is stored in the static global errmsg array. 361 * The result of the dump is stored in the static global errmsg array.
361 */ 362 */
362
363char * 363char *
364dump_object (object *op) 364dump_object (object *op)
365{ 365{
366 if (!op) 366 if (!op)
367 return strdup ("[NULLOBJ]"); 367 return strdup ("[NULLOBJ]");
368 368
369 object_freezer freezer; 369 object_freezer freezer;
370 save_object (freezer, op, 1); 370 op->write (freezer);
371 return freezer.as_string (); 371 return freezer.as_string ();
372} 372}
373 373
374/* 374/*
375 * get_nearest_part(multi-object, object 2) returns the part of the 375 * get_nearest_part(multi-object, object 2) returns the part of the
376 * multi-object 1 which is closest to the second object. 376 * multi-object 1 which is closest to the second object.
377 * If it's not a multi-object, it is returned. 377 * If it's not a multi-object, it is returned.
378 */ 378 */
379
380object * 379object *
381get_nearest_part (object *op, const object *pl) 380get_nearest_part (object *op, const object *pl)
382{ 381{
383 object *tmp, *closest; 382 object *tmp, *closest;
384 int last_dist, i; 383 int last_dist, i;
395 * Returns the object which has the count-variable equal to the argument. 394 * Returns the object which has the count-variable equal to the argument.
396 */ 395 */
397object * 396object *
398find_object (tag_t i) 397find_object (tag_t i)
399{ 398{
400 return ((unsigned int)i) < objects.size () 399 for_all_objects (op)
401 ? objects [i] 400 if (op->count == i)
402 : 0; 401 return op;
402
403 return 0;
403} 404}
404 405
405/* 406/*
406 * Returns the first object which has a name equal to the argument. 407 * Returns the first object which has a name equal to the argument.
407 * Used only by the patch command, but not all that useful. 408 * Used only by the patch command, but not all that useful.
427} 428}
428 429
429/* 430/*
430 * Sets the owner and sets the skill and exp pointers to owner's current 431 * Sets the owner and sets the skill and exp pointers to owner's current
431 * skill and experience objects. 432 * skill and experience objects.
433 * ACTUALLY NO! investigate! TODO
432 */ 434 */
433void 435void
434object::set_owner (object *owner) 436object::set_owner (object *owner)
435{ 437{
438 // allow objects which own objects
436 if (!owner) 439 if (owner)
437 return;
438
439 /* next line added to allow objects which own objects */
440 /* Add a check for ownercounts in here, as I got into an endless loop
441 * with the fireball owning a poison cloud which then owned the
442 * fireball. I believe that was caused by one of the objects getting
443 * freed and then another object replacing it. Since the ownercounts
444 * didn't match, this check is valid and I believe that cause is valid.
445 */
446 while (owner->owner) 440 while (owner->owner)
447 owner = owner->owner; 441 owner = owner->owner;
448 442
449 this->owner = owner; 443 this->owner = owner;
444}
445
446int
447object::slottype () const
448{
449 if (type == SKILL)
450 {
451 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
452 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
453 }
454 else
455 {
456 if (slot [body_combat].info) return slot_combat;
457 if (slot [body_range ].info) return slot_ranged;
458 }
459
460 return slot_none;
461}
462
463bool
464object::change_weapon (object *ob)
465{
466 if (current_weapon == ob)
467 return true;
468
469 if (chosen_skill)
470 chosen_skill->flag [FLAG_APPLIED] = false;
471
472 current_weapon = ob;
473 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
474
475 if (chosen_skill)
476 chosen_skill->flag [FLAG_APPLIED] = true;
477
478 update_stats ();
479
480 if (ob)
481 {
482 // now check wether any body locations became invalid, in which case
483 // we cannot apply the weapon at the moment.
484 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
485 if (slot[i].used < 0)
486 {
487 current_weapon = chosen_skill = 0;
488 update_stats ();
489
490 new_draw_info_format (NDI_UNIQUE, 0, this,
491 "You try to balance all your items at once, "
492 "but the %s is just too much for your body. "
493 "[You need to unapply some items first.]", &ob->name);
494 return false;
495 }
496
497 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
498 }
499 else
500 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
501
502 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
503 {
504 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
505 &name, ob->debug_desc ());
506 return false;
507 }
508
509 return true;
450} 510}
451 511
452/* Zero the key_values on op, decrementing the shared-string 512/* Zero the key_values on op, decrementing the shared-string
453 * refcounts and freeing the links. 513 * refcounts and freeing the links.
454 */ 514 */
455static void 515static void
456free_key_values (object *op) 516free_key_values (object *op)
457{ 517{
458 for (key_value *i = op->key_values; i != 0;) 518 for (key_value *i = op->key_values; i; )
459 { 519 {
460 key_value *next = i->next; 520 key_value *next = i->next;
461 delete i; 521 delete i;
462 522
463 i = next; 523 i = next;
464 } 524 }
465 525
466 op->key_values = 0; 526 op->key_values = 0;
467} 527}
468 528
469/* 529object &
470 * copy_to first frees everything allocated by the dst object, 530object::operator =(const object &src)
471 * and then copies the contents of itself into the second
472 * object, allocating what needs to be allocated. Basically, any
473 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
474 * if the first object is freed, the pointers in the new object
475 * will point at garbage.
476 */
477void
478object::copy_to (object *dst)
479{ 531{
480 bool is_freed = QUERY_FLAG (dst, FLAG_FREED); 532 bool is_freed = flag [FLAG_FREED];
481 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED); 533 bool is_removed = flag [FLAG_REMOVED];
482 534
483 *(object_copy *)dst = *this; 535 *(object_copy *)this = src;
484 536
485 if (is_freed) 537 flag [FLAG_FREED] = is_freed;
486 SET_FLAG (dst, FLAG_FREED); 538 flag [FLAG_REMOVED] = is_removed;
487
488 if (is_removed)
489 SET_FLAG (dst, FLAG_REMOVED);
490
491 if (speed < 0)
492 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
493 539
494 /* Copy over key_values, if any. */ 540 /* Copy over key_values, if any. */
495 if (key_values) 541 if (src.key_values)
496 { 542 {
497 key_value *tail = 0; 543 key_value *tail = 0;
498 key_value *i;
499
500 dst->key_values = 0; 544 key_values = 0;
501 545
502 for (i = key_values; i; i = i->next) 546 for (key_value *i = src.key_values; i; i = i->next)
503 { 547 {
504 key_value *new_link = new key_value; 548 key_value *new_link = new key_value;
505 549
506 new_link->next = 0; 550 new_link->next = 0;
507 new_link->key = i->key; 551 new_link->key = i->key;
508 new_link->value = i->value; 552 new_link->value = i->value;
509 553
510 /* Try and be clever here, too. */ 554 /* Try and be clever here, too. */
511 if (!dst->key_values) 555 if (!key_values)
512 { 556 {
513 dst->key_values = new_link; 557 key_values = new_link;
514 tail = new_link; 558 tail = new_link;
515 } 559 }
516 else 560 else
517 { 561 {
518 tail->next = new_link; 562 tail->next = new_link;
519 tail = new_link; 563 tail = new_link;
520 } 564 }
521 } 565 }
522 } 566 }
567}
568
569/*
570 * copy_to first frees everything allocated by the dst object,
571 * and then copies the contents of itself into the second
572 * object, allocating what needs to be allocated. Basically, any
573 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
574 * if the first object is freed, the pointers in the new object
575 * will point at garbage.
576 */
577void
578object::copy_to (object *dst)
579{
580 *dst = *this;
581
582 if (speed < 0)
583 dst->speed_left -= rndm ();
523 584
524 dst->set_speed (dst->speed); 585 dst->set_speed (dst->speed);
586}
587
588void
589object::instantiate ()
590{
591 if (!uuid.seq) // HACK
592 uuid = gen_uuid ();
593
594 speed_left = -0.1f;
595 /* copy the body_info to the body_used - this is only really
596 * need for monsters, but doesn't hurt to do it for everything.
597 * by doing so, when a monster is created, it has good starting
598 * values for the body_used info, so when items are created
599 * for it, they can be properly equipped.
600 */
601 for (int i = NUM_BODY_LOCATIONS; i--; )
602 slot[i].used = slot[i].info;
603
604 attachable::instantiate ();
525} 605}
526 606
527object * 607object *
528object::clone () 608object::clone ()
529{ 609{
587 * UP_OBJ_FACE: only the objects face has changed. 667 * UP_OBJ_FACE: only the objects face has changed.
588 */ 668 */
589void 669void
590update_object (object *op, int action) 670update_object (object *op, int action)
591{ 671{
592 MoveType move_on, move_off, move_block, move_slow;
593
594 if (op == NULL) 672 if (op == NULL)
595 { 673 {
596 /* this should never happen */ 674 /* this should never happen */
597 LOG (llevDebug, "update_object() called for NULL object.\n"); 675 LOG (llevDebug, "update_object() called for NULL object.\n");
598 return; 676 return;
658 736
659 if (op->more) 737 if (op->more)
660 update_object (op->more, action); 738 update_object (op->more, action);
661} 739}
662 740
663object *object::first;
664
665object::object () 741object::object ()
666{ 742{
667 SET_FLAG (this, FLAG_REMOVED); 743 SET_FLAG (this, FLAG_REMOVED);
668 744
669 expmul = 1.0; 745 expmul = 1.0;
670 face = blank_face; 746 face = blank_face;
671} 747}
672 748
673object::~object () 749object::~object ()
674{ 750{
751 unlink ();
752
675 free_key_values (this); 753 free_key_values (this);
676} 754}
677 755
756static int object_count;
757
678void object::link () 758void object::link ()
679{ 759{
760 assert (!index);//D
680 uuid = gen_uuid (); 761 uuid = gen_uuid ();
762 count = ++object_count;
681 763
682 refcnt_inc (); 764 refcnt_inc ();
683 objects.insert (this); 765 objects.insert (this);
684} 766}
685 767
686void object::unlink () 768void object::unlink ()
687{ 769{
770 if (!index)
771 return;
772
688 objects.erase (this); 773 objects.erase (this);
689 refcnt_dec (); 774 refcnt_dec ();
690} 775}
691 776
692void 777void
766 * drop on that space. 851 * drop on that space.
767 */ 852 */
768 if (!drop_to_ground 853 if (!drop_to_ground
769 || !map 854 || !map
770 || map->in_memory != MAP_IN_MEMORY 855 || map->in_memory != MAP_IN_MEMORY
856 || map->nodrop
771 || ms ().move_block == MOVE_ALL) 857 || ms ().move_block == MOVE_ALL)
772 { 858 {
773 while (inv) 859 while (inv)
774 { 860 {
775 inv->destroy_inv (drop_to_ground); 861 inv->destroy_inv (drop_to_ground);
803} 889}
804 890
805void 891void
806object::do_destroy () 892object::do_destroy ()
807{ 893{
894 attachable::do_destroy ();
895
808 if (flag [FLAG_IS_LINKED]) 896 if (flag [FLAG_IS_LINKED])
809 remove_button_link (this); 897 remove_button_link (this);
810 898
811 if (flag [FLAG_FRIENDLY]) 899 if (flag [FLAG_FRIENDLY])
812 remove_friendly_object (this); 900 remove_friendly_object (this);
813 901
814 if (!flag [FLAG_REMOVED]) 902 if (!flag [FLAG_REMOVED])
815 remove (); 903 remove ();
816 904
817 if (flag [FLAG_FREED]) 905 destroy_inv (true);
818 return;
819 906
820 set_speed (0); 907 deactivate ();
908 unlink ();
821 909
822 flag [FLAG_FREED] = 1; 910 flag [FLAG_FREED] = 1;
823
824 attachable::do_destroy ();
825
826 destroy_inv (true);
827 unlink ();
828 911
829 // hack to ensure that freed objects still have a valid map 912 // hack to ensure that freed objects still have a valid map
830 { 913 {
831 static maptile *freed_map; // freed objects are moved here to avoid crashes 914 static maptile *freed_map; // freed objects are moved here to avoid crashes
832 915
833 if (!freed_map) 916 if (!freed_map)
834 { 917 {
835 freed_map = new maptile; 918 freed_map = new maptile;
836 919
920 freed_map->path = "<freed objects map>";
837 freed_map->name = "/internal/freed_objects_map"; 921 freed_map->name = "/internal/freed_objects_map";
838 freed_map->width = 3; 922 freed_map->width = 3;
839 freed_map->height = 3; 923 freed_map->height = 3;
840 924
841 freed_map->alloc (); 925 freed_map->alloc ();
845 map = freed_map; 929 map = freed_map;
846 x = 1; 930 x = 1;
847 y = 1; 931 y = 1;
848 } 932 }
849 933
850 head = 0;
851
852 if (more) 934 if (more)
853 { 935 {
854 more->destroy (); 936 more->destroy ();
855 more = 0; 937 more = 0;
856 } 938 }
857 939
940 head = 0;
941
858 // clear those pointers that likely might have circular references to us 942 // clear those pointers that likely might cause circular references
859 owner = 0; 943 owner = 0;
860 enemy = 0; 944 enemy = 0;
861 attacked_by = 0; 945 attacked_by = 0;
946 current_weapon = 0;
862} 947}
863 948
864void 949void
865object::destroy (bool destroy_inventory) 950object::destroy (bool destroy_inventory)
866{ 951{
867 if (destroyed ()) 952 if (destroyed ())
868 return; 953 return;
869 954
870 if (destroy_inventory) 955 if (destroy_inventory)
871 destroy_inv (false); 956 destroy_inv (false);
957
958 if (is_head ())
959 if (sound_destroy)
960 play_sound (sound_destroy);
961 else if (flag [FLAG_MONSTER])
962 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
872 963
873 attachable::destroy (); 964 attachable::destroy ();
874} 965}
875 966
876/* 967/*
894 * This function removes the object op from the linked list of objects 985 * This function removes the object op from the linked list of objects
895 * which it is currently tied to. When this function is done, the 986 * which it is currently tied to. When this function is done, the
896 * object will have no environment. If the object previously had an 987 * object will have no environment. If the object previously had an
897 * environment, the x and y coordinates will be updated to 988 * environment, the x and y coordinates will be updated to
898 * the previous environment. 989 * the previous environment.
899 * Beware: This function is called from the editor as well!
900 */ 990 */
901void 991void
902object::remove () 992object::do_remove ()
903{ 993{
904 object *tmp, *last = 0; 994 object *tmp, *last = 0;
905 object *otmp; 995 object *otmp;
906 996
907 if (QUERY_FLAG (this, FLAG_REMOVED)) 997 if (QUERY_FLAG (this, FLAG_REMOVED))
950 } 1040 }
951 else if (map) 1041 else if (map)
952 { 1042 {
953 if (type == PLAYER) 1043 if (type == PLAYER)
954 { 1044 {
1045 // leaving a spot always closes any open container on the ground
1046 if (container && !container->env)
1047 // this causes spurious floorbox updates, but it ensures
1048 // that the CLOSE event is being sent.
1049 close_container ();
1050
955 --map->players; 1051 --map->players;
956 map->touch (); 1052 map->touch ();
957 } 1053 }
958 1054
959 map->dirty = true; 1055 map->dirty = true;
1056 mapspace &ms = this->ms ();
960 1057
961 /* link the object above us */ 1058 /* link the object above us */
962 if (above) 1059 if (above)
963 above->below = below; 1060 above->below = below;
964 else 1061 else
965 map->at (x, y).top = below; /* we were top, set new top */ 1062 ms.top = below; /* we were top, set new top */
966 1063
967 /* Relink the object below us, if there is one */ 1064 /* Relink the object below us, if there is one */
968 if (below) 1065 if (below)
969 below->above = above; 1066 below->above = above;
970 else 1067 else
972 /* Nothing below, which means we need to relink map object for this space 1069 /* Nothing below, which means we need to relink map object for this space
973 * use translated coordinates in case some oddness with map tiling is 1070 * use translated coordinates in case some oddness with map tiling is
974 * evident 1071 * evident
975 */ 1072 */
976 if (GET_MAP_OB (map, x, y) != this) 1073 if (GET_MAP_OB (map, x, y) != this)
977 {
978 char *dump = dump_object (this);
979 LOG (llevError,
980 "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", dump); 1074 LOG (llevError, "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom? %s\n", debug_desc ());
981 free (dump);
982 dump = dump_object (GET_MAP_OB (map, x, y));
983 LOG (llevError, "%s\n", dump);
984 free (dump);
985 }
986 1075
987 map->at (x, y).bot = above; /* goes on above it. */ 1076 ms.bot = above; /* goes on above it. */
988 } 1077 }
989 1078
990 above = 0; 1079 above = 0;
991 below = 0; 1080 below = 0;
992 1081
993 if (map->in_memory == MAP_SAVING) 1082 if (map->in_memory == MAP_SAVING)
994 return; 1083 return;
995 1084
996 int check_walk_off = !flag [FLAG_NO_APPLY]; 1085 int check_walk_off = !flag [FLAG_NO_APPLY];
997 1086
1087 if (object *pl = ms.player ())
1088 {
1089 if (pl->container == this)
1090 /* If a container that the player is currently using somehow gets
1091 * removed (most likely destroyed), update the player view
1092 * appropriately.
1093 */
1094 pl->close_container ();
1095
1096 pl->contr->ns->floorbox_update ();
1097 }
1098
998 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above) 1099 for (tmp = ms.bot; tmp; tmp = tmp->above)
999 { 1100 {
1000 /* No point updating the players look faces if he is the object 1101 /* No point updating the players look faces if he is the object
1001 * being removed. 1102 * being removed.
1002 */ 1103 */
1003
1004 if (tmp->type == PLAYER && tmp != this)
1005 {
1006 /* If a container that the player is currently using somehow gets
1007 * removed (most likely destroyed), update the player view
1008 * appropriately.
1009 */
1010 if (tmp->container == this)
1011 {
1012 flag [FLAG_APPLIED] = 0;
1013 tmp->container = 0;
1014 }
1015
1016 if (tmp->contr->ns)
1017 tmp->contr->ns->floorbox_update ();
1018 }
1019 1104
1020 /* See if object moving off should effect something */ 1105 /* See if object moving off should effect something */
1021 if (check_walk_off 1106 if (check_walk_off
1022 && ((move_type & tmp->move_off) 1107 && ((move_type & tmp->move_off)
1023 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1108 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1026 1111
1027 if (destroyed ()) 1112 if (destroyed ())
1028 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1113 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1029 } 1114 }
1030 1115
1031 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1032 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1033 if (tmp->above == tmp)
1034 tmp->above = 0;
1035
1036 last = tmp; 1116 last = tmp;
1037 } 1117 }
1038 1118
1039 /* last == NULL if there are no objects on this space */ 1119 /* last == NULL if there are no objects on this space */
1040 //TODO: this makes little sense, why only update the topmost object? 1120 //TODO: this makes little sense, why only update the topmost object?
1083 } 1163 }
1084 1164
1085 return 0; 1165 return 0;
1086} 1166}
1087 1167
1168void
1169object::expand_tail ()
1170{
1171 if (more)
1172 return;
1173
1174 object *prev = this;
1175
1176 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1177 {
1178 object *op = arch_to_object (at);
1179
1180 op->name = name;
1181 op->name_pl = name_pl;
1182 op->title = title;
1183
1184 op->head = this;
1185 prev->more = op;
1186
1187 prev = op;
1188 }
1189}
1190
1088/* 1191/*
1089 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1192 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1090 * job preparing multi-part monsters 1193 * job preparing multi-part monsters.
1091 */ 1194 */
1092object * 1195object *
1093insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1196insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1094{ 1197{
1095 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1198 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1096 { 1199 {
1097 tmp->x = x + tmp->arch->clone.x; 1200 tmp->x = x + tmp->arch->x;
1098 tmp->y = y + tmp->arch->clone.y; 1201 tmp->y = y + tmp->arch->y;
1099 } 1202 }
1100 1203
1101 return insert_ob_in_map (op, m, originator, flag); 1204 return insert_ob_in_map (op, m, originator, flag);
1102} 1205}
1103 1206
1122 * just 'op' otherwise 1225 * just 'op' otherwise
1123 */ 1226 */
1124object * 1227object *
1125insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1228insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1126{ 1229{
1230 assert (!op->flag [FLAG_FREED]);
1231
1127 object *tmp, *top, *floor = NULL; 1232 object *top, *floor = NULL;
1128 sint16 x, y;
1129 1233
1130 if (QUERY_FLAG (op, FLAG_FREED)) 1234 op->remove ();
1131 {
1132 LOG (llevError, "Trying to insert freed object!\n");
1133 return NULL;
1134 }
1135
1136 if (!m)
1137 {
1138 char *dump = dump_object (op);
1139 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1140 free (dump);
1141 return op;
1142 }
1143
1144 if (out_of_map (m, op->x, op->y))
1145 {
1146 char *dump = dump_object (op);
1147 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1148#ifdef MANY_CORES
1149 /* Better to catch this here, as otherwise the next use of this object
1150 * is likely to cause a crash. Better to find out where it is getting
1151 * improperly inserted.
1152 */
1153 abort ();
1154#endif
1155 free (dump);
1156 return op;
1157 }
1158
1159 if (!QUERY_FLAG (op, FLAG_REMOVED))
1160 {
1161 char *dump = dump_object (op);
1162 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1163 free (dump);
1164 return op;
1165 }
1166
1167 if (op->more)
1168 {
1169 /* The part may be on a different map. */
1170
1171 object *more = op->more;
1172
1173 /* We really need the caller to normalise coordinates - if
1174 * we set the map, that doesn't work if the location is within
1175 * a map and this is straddling an edge. So only if coordinate
1176 * is clear wrong do we normalise it.
1177 */
1178 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1179 more->map = get_map_from_coord (m, &more->x, &more->y);
1180 else if (!more->map)
1181 {
1182 /* For backwards compatibility - when not dealing with tiled maps,
1183 * more->map should always point to the parent.
1184 */
1185 more->map = m;
1186 }
1187
1188 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1189 {
1190 if (!op->head)
1191 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1192
1193 return 0;
1194 }
1195 }
1196
1197 CLEAR_FLAG (op, FLAG_REMOVED);
1198 1235
1199 /* Ideally, the caller figures this out. However, it complicates a lot 1236 /* Ideally, the caller figures this out. However, it complicates a lot
1200 * of areas of callers (eg, anything that uses find_free_spot would now 1237 * of areas of callers (eg, anything that uses find_free_spot would now
1201 * need extra work 1238 * need extra work
1202 */ 1239 */
1203 op->map = get_map_from_coord (m, &op->x, &op->y); 1240 if (!xy_normalise (m, op->x, op->y))
1204 x = op->x; 1241 {
1205 y = op->y; 1242 op->destroy ();
1243 return 0;
1244 }
1245
1246 if (object *more = op->more)
1247 if (!insert_ob_in_map (more, m, originator, flag))
1248 return 0;
1249
1250 CLEAR_FLAG (op, FLAG_REMOVED);
1251
1252 op->map = m;
1253 mapspace &ms = op->ms ();
1206 1254
1207 /* this has to be done after we translate the coordinates. 1255 /* this has to be done after we translate the coordinates.
1208 */ 1256 */
1209 if (op->nrof && !(flag & INS_NO_MERGE)) 1257 if (op->nrof && !(flag & INS_NO_MERGE))
1210 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above) 1258 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1211 if (object::can_merge (op, tmp)) 1259 if (object::can_merge (op, tmp))
1212 { 1260 {
1213 op->nrof += tmp->nrof; 1261 op->nrof += tmp->nrof;
1214 tmp->destroy (); 1262 tmp->destroy ();
1215 } 1263 }
1232 op->below = originator->below; 1280 op->below = originator->below;
1233 1281
1234 if (op->below) 1282 if (op->below)
1235 op->below->above = op; 1283 op->below->above = op;
1236 else 1284 else
1237 op->ms ().bot = op; 1285 ms.bot = op;
1238 1286
1239 /* since *below* originator, no need to update top */ 1287 /* since *below* originator, no need to update top */
1240 originator->below = op; 1288 originator->below = op;
1241 } 1289 }
1242 else 1290 else
1243 { 1291 {
1292 top = ms.bot;
1293
1244 /* If there are other objects, then */ 1294 /* If there are other objects, then */
1245 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1295 if ((!(flag & INS_MAP_LOAD)) && top)
1246 { 1296 {
1247 object *last = 0; 1297 object *last = 0;
1248 1298
1249 /* 1299 /*
1250 * If there are multiple objects on this space, we do some trickier handling. 1300 * If there are multiple objects on this space, we do some trickier handling.
1256 * once we get to them. This reduces the need to traverse over all of 1306 * once we get to them. This reduces the need to traverse over all of
1257 * them when adding another one - this saves quite a bit of cpu time 1307 * them when adding another one - this saves quite a bit of cpu time
1258 * when lots of spells are cast in one area. Currently, it is presumed 1308 * when lots of spells are cast in one area. Currently, it is presumed
1259 * that flying non pickable objects are spell objects. 1309 * that flying non pickable objects are spell objects.
1260 */ 1310 */
1261 while (top) 1311 for (top = ms.bot; top; top = top->above)
1262 { 1312 {
1263 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1313 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1264 floor = top; 1314 floor = top;
1265 1315
1266 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1316 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1269 top = top->below; 1319 top = top->below;
1270 break; 1320 break;
1271 } 1321 }
1272 1322
1273 last = top; 1323 last = top;
1274 top = top->above;
1275 } 1324 }
1276 1325
1277 /* Don't want top to be NULL, so set it to the last valid object */ 1326 /* Don't want top to be NULL, so set it to the last valid object */
1278 top = last; 1327 top = last;
1279 1328
1281 * looks like instead of lots of conditions here. 1330 * looks like instead of lots of conditions here.
1282 * makes things faster, and effectively the same result. 1331 * makes things faster, and effectively the same result.
1283 */ 1332 */
1284 1333
1285 /* Have object 'fall below' other objects that block view. 1334 /* Have object 'fall below' other objects that block view.
1286 * Unless those objects are exits, type 66 1335 * Unless those objects are exits.
1287 * If INS_ON_TOP is used, don't do this processing 1336 * If INS_ON_TOP is used, don't do this processing
1288 * Need to find the object that in fact blocks view, otherwise 1337 * Need to find the object that in fact blocks view, otherwise
1289 * stacking is a bit odd. 1338 * stacking is a bit odd.
1290 */ 1339 */
1291 if (!(flag & INS_ON_TOP) && 1340 if (!(flag & INS_ON_TOP)
1292 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1341 && ms.flags () & P_BLOCKSVIEW
1342 && (op->face && !faces [op->face].visibility))
1293 { 1343 {
1294 for (last = top; last != floor; last = last->below) 1344 for (last = top; last != floor; last = last->below)
1295 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1345 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1296 break; 1346 break;
1347
1297 /* Check to see if we found the object that blocks view, 1348 /* Check to see if we found the object that blocks view,
1298 * and make sure we have a below pointer for it so that 1349 * and make sure we have a below pointer for it so that
1299 * we can get inserted below this one, which requires we 1350 * we can get inserted below this one, which requires we
1300 * set top to the object below us. 1351 * set top to the object below us.
1301 */ 1352 */
1302 if (last && last->below && last != floor) 1353 if (last && last->below && last != floor)
1303 top = last->below; 1354 top = last->below;
1304 } 1355 }
1305 } /* If objects on this space */ 1356 } /* If objects on this space */
1306
1307 if (flag & INS_MAP_LOAD) 1357 if (flag & INS_MAP_LOAD)
1308 top = GET_MAP_TOP (op->map, op->x, op->y); 1358 top = ms.top;
1309 1359
1310 if (flag & INS_ABOVE_FLOOR_ONLY) 1360 if (flag & INS_ABOVE_FLOOR_ONLY)
1311 top = floor; 1361 top = floor;
1312 1362
1313 /* Top is the object that our object (op) is going to get inserted above. 1363 /* Top is the object that our object (op) is going to get inserted above.
1314 */ 1364 */
1315 1365
1316 /* First object on this space */ 1366 /* First object on this space */
1317 if (!top) 1367 if (!top)
1318 { 1368 {
1319 op->above = GET_MAP_OB (op->map, op->x, op->y); 1369 op->above = ms.bot;
1320 1370
1321 if (op->above) 1371 if (op->above)
1322 op->above->below = op; 1372 op->above->below = op;
1323 1373
1324 op->below = 0; 1374 op->below = 0;
1325 op->ms ().bot = op; 1375 ms.bot = op;
1326 } 1376 }
1327 else 1377 else
1328 { /* get inserted into the stack above top */ 1378 { /* get inserted into the stack above top */
1329 op->above = top->above; 1379 op->above = top->above;
1330 1380
1334 op->below = top; 1384 op->below = top;
1335 top->above = op; 1385 top->above = op;
1336 } 1386 }
1337 1387
1338 if (!op->above) 1388 if (!op->above)
1339 op->ms ().top = op; 1389 ms.top = op;
1340 } /* else not INS_BELOW_ORIGINATOR */ 1390 } /* else not INS_BELOW_ORIGINATOR */
1341 1391
1342 if (op->type == PLAYER) 1392 if (op->type == PLAYER)
1343 { 1393 {
1344 op->contr->do_los = 1; 1394 op->contr->do_los = 1;
1346 op->map->touch (); 1396 op->map->touch ();
1347 } 1397 }
1348 1398
1349 op->map->dirty = true; 1399 op->map->dirty = true;
1350 1400
1351 /* If we have a floor, we know the player, if any, will be above
1352 * it, so save a few ticks and start from there.
1353 */
1354 if (!(flag & INS_MAP_LOAD)) 1401 if (!(flag & INS_MAP_LOAD))
1355 if (object *pl = op->ms ().player ()) 1402 if (object *pl = ms.player ())
1356 if (pl->contr->ns)
1357 pl->contr->ns->floorbox_update (); 1403 pl->contr->ns->floorbox_update ();
1358 1404
1359 /* If this object glows, it may affect lighting conditions that are 1405 /* If this object glows, it may affect lighting conditions that are
1360 * visible to others on this map. But update_all_los is really 1406 * visible to others on this map. But update_all_los is really
1361 * an inefficient way to do this, as it means los for all players 1407 * an inefficient way to do this, as it means los for all players
1362 * on the map will get recalculated. The players could very well 1408 * on the map will get recalculated. The players could very well
1381 * blocked() and wall() work properly), and these flags are updated by 1427 * blocked() and wall() work properly), and these flags are updated by
1382 * update_object(). 1428 * update_object().
1383 */ 1429 */
1384 1430
1385 /* if this is not the head or flag has been passed, don't check walk on status */ 1431 /* if this is not the head or flag has been passed, don't check walk on status */
1386 if (!(flag & INS_NO_WALK_ON) && !op->head) 1432 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1387 { 1433 {
1388 if (check_move_on (op, originator)) 1434 if (check_move_on (op, originator))
1389 return 0; 1435 return 0;
1390 1436
1391 /* If we are a multi part object, lets work our way through the check 1437 /* If we are a multi part object, lets work our way through the check
1392 * walk on's. 1438 * walk on's.
1393 */ 1439 */
1394 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1440 for (object *tmp = op->more; tmp; tmp = tmp->more)
1395 if (check_move_on (tmp, originator)) 1441 if (check_move_on (tmp, originator))
1396 return 0; 1442 return 0;
1397 } 1443 }
1398 1444
1399 return op; 1445 return op;
1409 object *tmp, *tmp1; 1455 object *tmp, *tmp1;
1410 1456
1411 /* first search for itself and remove any old instances */ 1457 /* first search for itself and remove any old instances */
1412 1458
1413 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 1459 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1414 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1460 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1415 tmp->destroy (); 1461 tmp->destroy ();
1416 1462
1417 tmp1 = arch_to_object (archetype::find (arch_string)); 1463 tmp1 = arch_to_object (archetype::find (arch_string));
1418 1464
1419 tmp1->x = op->x; 1465 tmp1->x = op->x;
1422} 1468}
1423 1469
1424object * 1470object *
1425object::insert_at (object *where, object *originator, int flags) 1471object::insert_at (object *where, object *originator, int flags)
1426{ 1472{
1427 where->map->insert (this, where->x, where->y, originator, flags); 1473 return where->map->insert (this, where->x, where->y, originator, flags);
1428} 1474}
1429 1475
1430/* 1476/*
1431 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1477 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1432 * is returned contains nr objects, and the remaining parts contains 1478 * is returned contains nr objects, and the remaining parts contains
1472 * the amount of an object. If the amount reaches 0, the object 1518 * the amount of an object. If the amount reaches 0, the object
1473 * is subsequently removed and freed. 1519 * is subsequently removed and freed.
1474 * 1520 *
1475 * Return value: 'op' if something is left, NULL if the amount reached 0 1521 * Return value: 'op' if something is left, NULL if the amount reached 0
1476 */ 1522 */
1477
1478object * 1523object *
1479decrease_ob_nr (object *op, uint32 i) 1524decrease_ob_nr (object *op, uint32 i)
1480{ 1525{
1481 object *tmp; 1526 object *tmp;
1482 1527
1557 1602
1558/* 1603/*
1559 * add_weight(object, weight) adds the specified weight to an object, 1604 * add_weight(object, weight) adds the specified weight to an object,
1560 * and also updates how much the environment(s) is/are carrying. 1605 * and also updates how much the environment(s) is/are carrying.
1561 */ 1606 */
1562
1563void 1607void
1564add_weight (object *op, signed long weight) 1608add_weight (object *op, signed long weight)
1565{ 1609{
1566 while (op != NULL) 1610 while (op != NULL)
1567 { 1611 {
1582 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1626 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1583 free (dump); 1627 free (dump);
1584 return op; 1628 return op;
1585 } 1629 }
1586 1630
1587 if (where->head) 1631 if (where->head_ () != where)
1588 { 1632 {
1589 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n"); 1633 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1590 where = where->head; 1634 where = where->head;
1591 } 1635 }
1592 1636
1593 return where->insert (op); 1637 return where->insert (op);
1594} 1638}
1599 * inside the object environment. 1643 * inside the object environment.
1600 * 1644 *
1601 * The function returns now pointer to inserted item, and return value can 1645 * The function returns now pointer to inserted item, and return value can
1602 * be != op, if items are merged. -Tero 1646 * be != op, if items are merged. -Tero
1603 */ 1647 */
1604
1605object * 1648object *
1606object::insert (object *op) 1649object::insert (object *op)
1607{ 1650{
1608 object *tmp, *otmp;
1609
1610 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1651 if (!QUERY_FLAG (op, FLAG_REMOVED))
1611 op->remove (); 1652 op->remove ();
1612 1653
1613 if (op->more) 1654 if (op->more)
1614 { 1655 {
1616 return op; 1657 return op;
1617 } 1658 }
1618 1659
1619 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1660 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1620 CLEAR_FLAG (op, FLAG_REMOVED); 1661 CLEAR_FLAG (op, FLAG_REMOVED);
1662
1621 if (op->nrof) 1663 if (op->nrof)
1622 { 1664 {
1623 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1665 for (object *tmp = inv; tmp; tmp = tmp->below)
1624 if (object::can_merge (tmp, op)) 1666 if (object::can_merge (tmp, op))
1625 { 1667 {
1626 /* return the original object and remove inserted object 1668 /* return the original object and remove inserted object
1627 (client needs the original object) */ 1669 (client needs the original object) */
1628 tmp->nrof += op->nrof; 1670 tmp->nrof += op->nrof;
1647 add_weight (this, op->weight * op->nrof); 1689 add_weight (this, op->weight * op->nrof);
1648 } 1690 }
1649 else 1691 else
1650 add_weight (this, (op->weight + op->carrying)); 1692 add_weight (this, (op->weight + op->carrying));
1651 1693
1652 otmp = this->in_player (); 1694 if (object *otmp = this->in_player ())
1653 if (otmp && otmp->contr)
1654 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1695 if (otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1655 otmp->update_stats (); 1696 otmp->update_stats ();
1656 1697
1698 op->owner = 0; // its his/hers now. period.
1657 op->map = 0; 1699 op->map = 0;
1658 op->env = this; 1700 op->env = this;
1659 op->above = 0; 1701 op->above = 0;
1660 op->below = 0; 1702 op->below = 0;
1661 op->x = 0, op->y = 0; 1703 op->x = op->y = 0;
1662 1704
1663 /* reset the light list and los of the players on the map */ 1705 /* reset the light list and los of the players on the map */
1664 if ((op->glow_radius != 0) && map) 1706 if (op->glow_radius && map)
1665 { 1707 {
1666#ifdef DEBUG_LIGHTS 1708#ifdef DEBUG_LIGHTS
1667 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1709 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1668#endif /* DEBUG_LIGHTS */ 1710#endif /* DEBUG_LIGHTS */
1669 if (map->darkness) 1711 if (map->darkness)
1769 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1811 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1770 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1812 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1771 { 1813 {
1772 1814
1773 float 1815 float
1774 diff = tmp->move_slow_penalty * FABS (op->speed); 1816 diff = tmp->move_slow_penalty * fabs (op->speed);
1775 1817
1776 if (op->type == PLAYER) 1818 if (op->type == PLAYER)
1777 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1819 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1778 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1820 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1779 diff /= 4.0; 1821 diff /= 4.0;
1923 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1965 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1924 { 1966 {
1925 CLEAR_FLAG (tmp, flag); 1967 CLEAR_FLAG (tmp, flag);
1926 unflag_inv (tmp, flag); 1968 unflag_inv (tmp, flag);
1927 } 1969 }
1928}
1929
1930/*
1931 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1932 * all it's inventory (recursively).
1933 * If checksums are used, a player will get set_cheat called for
1934 * him/her-self and all object carried by a call to this function.
1935 */
1936void
1937set_cheat (object *op)
1938{
1939 SET_FLAG (op, FLAG_WAS_WIZ);
1940 flag_inv (op, FLAG_WAS_WIZ);
1941} 1970}
1942 1971
1943/* 1972/*
1944 * find_free_spot(object, map, x, y, start, stop) will search for 1973 * find_free_spot(object, map, x, y, start, stop) will search for
1945 * a spot at the given map and coordinates which will be able to contain 1974 * a spot at the given map and coordinates which will be able to contain
1967 int index = 0, flag; 1996 int index = 0, flag;
1968 int altern[SIZEOFFREE]; 1997 int altern[SIZEOFFREE];
1969 1998
1970 for (int i = start; i < stop; i++) 1999 for (int i = start; i < stop; i++)
1971 { 2000 {
1972 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2001 mapxy pos (m, x, y); pos.move (i);
1973 if (!flag) 2002
1974 altern [index++] = i; 2003 if (!pos.normalise ())
2004 continue;
2005
2006 mapspace &ms = *pos;
2007
2008 if (ms.flags () & P_IS_ALIVE)
2009 continue;
2010
2011 /* However, often
2012 * ob doesn't have any move type (when used to place exits)
2013 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
2014 */
2015 if (ob->move_type == 0 && ms.move_block != MOVE_ALL)
2016 continue;
1975 2017
1976 /* Basically, if we find a wall on a space, we cut down the search size. 2018 /* Basically, if we find a wall on a space, we cut down the search size.
1977 * In this way, we won't return spaces that are on another side of a wall. 2019 * In this way, we won't return spaces that are on another side of a wall.
1978 * This mostly work, but it cuts down the search size in all directions - 2020 * This mostly work, but it cuts down the search size in all directions -
1979 * if the space being examined only has a wall to the north and empty 2021 * if the space being examined only has a wall to the north and empty
1980 * spaces in all the other directions, this will reduce the search space 2022 * spaces in all the other directions, this will reduce the search space
1981 * to only the spaces immediately surrounding the target area, and 2023 * to only the spaces immediately surrounding the target area, and
1982 * won't look 2 spaces south of the target space. 2024 * won't look 2 spaces south of the target space.
1983 */ 2025 */
1984 else if ((flag & P_NO_PASS) && maxfree[i] < stop) 2026 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2027 {
1985 stop = maxfree[i]; 2028 stop = maxfree[i];
2029 continue;
2030 }
2031
2032 /* Note it is intentional that we check ob - the movement type of the
2033 * head of the object should correspond for the entire object.
2034 */
2035 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2036 continue;
2037
2038 altern [index++] = i;
1986 } 2039 }
1987 2040
1988 if (!index) 2041 if (!index)
1989 return -1; 2042 return -1;
1990 2043
1991 return altern[RANDOM () % index]; 2044 return altern [rndm (index)];
1992} 2045}
1993 2046
1994/* 2047/*
1995 * find_first_free_spot(archetype, maptile, x, y) works like 2048 * find_first_free_spot(archetype, maptile, x, y) works like
1996 * find_free_spot(), but it will search max number of squares. 2049 * find_free_spot(), but it will search max number of squares.
1999 */ 2052 */
2000int 2053int
2001find_first_free_spot (const object *ob, maptile *m, int x, int y) 2054find_first_free_spot (const object *ob, maptile *m, int x, int y)
2002{ 2055{
2003 for (int i = 0; i < SIZEOFFREE; i++) 2056 for (int i = 0; i < SIZEOFFREE; i++)
2004 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2057 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2005 return i; 2058 return i;
2006 2059
2007 return -1; 2060 return -1;
2008} 2061}
2009 2062
2017{ 2070{
2018 arr += begin; 2071 arr += begin;
2019 end -= begin; 2072 end -= begin;
2020 2073
2021 while (--end) 2074 while (--end)
2022 swap (arr [end], arr [RANDOM () % (end + 1)]); 2075 swap (arr [end], arr [rndm (end + 1)]);
2023} 2076}
2024 2077
2025/* new function to make monster searching more efficient, and effective! 2078/* new function to make monster searching more efficient, and effective!
2026 * This basically returns a randomized array (in the passed pointer) of 2079 * This basically returns a randomized array (in the passed pointer) of
2027 * the spaces to find monsters. In this way, it won't always look for 2080 * the spaces to find monsters. In this way, it won't always look for
2063 object *tmp; 2116 object *tmp;
2064 maptile *mp; 2117 maptile *mp;
2065 2118
2066 MoveType blocked, move_type; 2119 MoveType blocked, move_type;
2067 2120
2068 if (exclude && exclude->head) 2121 if (exclude && exclude->head_ () != exclude)
2069 { 2122 {
2070 exclude = exclude->head; 2123 exclude = exclude->head;
2071 move_type = exclude->move_type; 2124 move_type = exclude->move_type;
2072 } 2125 }
2073 else 2126 else
2096 max = maxfree[i]; 2149 max = maxfree[i];
2097 else if (mflags & P_IS_ALIVE) 2150 else if (mflags & P_IS_ALIVE)
2098 { 2151 {
2099 for (tmp = ms.bot; tmp; tmp = tmp->above) 2152 for (tmp = ms.bot; tmp; tmp = tmp->above)
2100 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2153 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2101 && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2154 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2102 break; 2155 break;
2103 2156
2104 if (tmp) 2157 if (tmp)
2105 return freedir[i]; 2158 return freedir[i];
2106 } 2159 }
2161 2214
2162 return 3; 2215 return 3;
2163} 2216}
2164 2217
2165/* 2218/*
2166 * absdir(int): Returns a number between 1 and 8, which represent
2167 * the "absolute" direction of a number (it actually takes care of
2168 * "overflow" in previous calculations of a direction).
2169 */
2170
2171int
2172absdir (int d)
2173{
2174 while (d < 1)
2175 d += 8;
2176
2177 while (d > 8)
2178 d -= 8;
2179
2180 return d;
2181}
2182
2183/*
2184 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2219 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2185 * between two directions (which are expected to be absolute (see absdir()) 2220 * between two directions (which are expected to be absolute (see absdir())
2186 */ 2221 */
2187
2188int 2222int
2189dirdiff (int dir1, int dir2) 2223dirdiff (int dir1, int dir2)
2190{ 2224{
2191 int d; 2225 int d;
2192 2226
2305 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2339 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2306 * core dumps if they do. 2340 * core dumps if they do.
2307 * 2341 *
2308 * Add a check so we can't pick up invisible objects (0.93.8) 2342 * Add a check so we can't pick up invisible objects (0.93.8)
2309 */ 2343 */
2310
2311int 2344int
2312can_pick (const object *who, const object *item) 2345can_pick (const object *who, const object *item)
2313{ 2346{
2314 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2347 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2315 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2348 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2320 * create clone from object to another 2353 * create clone from object to another
2321 */ 2354 */
2322object * 2355object *
2323object_create_clone (object *asrc) 2356object_create_clone (object *asrc)
2324{ 2357{
2325 object *dst = 0, *tmp, *src, *part, *prev, *item; 2358 object *dst = 0, *tmp, *src, *prev, *item;
2326 2359
2327 if (!asrc) 2360 if (!asrc)
2328 return 0; 2361 return 0;
2329 2362
2330 src = asrc;
2331 if (src->head)
2332 src = src->head; 2363 src = asrc->head_ ();
2333 2364
2334 prev = 0; 2365 prev = 0;
2335 for (part = src; part; part = part->more) 2366 for (object *part = src; part; part = part->more)
2336 { 2367 {
2337 tmp = part->clone (); 2368 tmp = part->clone ();
2338 tmp->x -= src->x; 2369 tmp->x -= src->x;
2339 tmp->y -= src->y; 2370 tmp->y -= src->y;
2340 2371
2356 2387
2357 for (item = src->inv; item; item = item->below) 2388 for (item = src->inv; item; item = item->below)
2358 insert_ob_in_ob (object_create_clone (item), dst); 2389 insert_ob_in_ob (object_create_clone (item), dst);
2359 2390
2360 return dst; 2391 return dst;
2361}
2362
2363/* GROS - Creates an object using a string representing its content. */
2364/* Basically, we save the content of the string to a temp file, then call */
2365/* load_object on it. I admit it is a highly inefficient way to make things, */
2366/* but it was simple to make and allows reusing the load_object function. */
2367/* Remember not to use load_object_str in a time-critical situation. */
2368/* Also remember that multiparts objects are not supported for now. */
2369object *
2370load_object_str (const char *obstr)
2371{
2372 object *op;
2373 char filename[MAX_BUF];
2374
2375 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2376
2377 FILE *tempfile = fopen (filename, "w");
2378
2379 if (tempfile == NULL)
2380 {
2381 LOG (llevError, "Error - Unable to access load object temp file\n");
2382 return NULL;
2383 }
2384
2385 fprintf (tempfile, obstr);
2386 fclose (tempfile);
2387
2388 op = object::create ();
2389
2390 object_thawer thawer (filename);
2391
2392 if (thawer)
2393 load_object (thawer, op, 0);
2394
2395 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2396 CLEAR_FLAG (op, FLAG_REMOVED);
2397
2398 return op;
2399} 2392}
2400 2393
2401/* This returns the first object in who's inventory that 2394/* This returns the first object in who's inventory that
2402 * has the same type and subtype match. 2395 * has the same type and subtype match.
2403 * returns NULL if no match. 2396 * returns NULL if no match.
2458 if (link->key == canonical_key) 2451 if (link->key == canonical_key)
2459 return link->value; 2452 return link->value;
2460 2453
2461 return 0; 2454 return 0;
2462} 2455}
2463
2464 2456
2465/* 2457/*
2466 * Updates the canonical_key in op to value. 2458 * Updates the canonical_key in op to value.
2467 * 2459 *
2468 * canonical_key is a shared string (value doesn't have to be). 2460 * canonical_key is a shared string (value doesn't have to be).
2492 /* Basically, if the archetype has this key set, 2484 /* Basically, if the archetype has this key set,
2493 * we need to store the null value so when we save 2485 * we need to store the null value so when we save
2494 * it, we save the empty value so that when we load, 2486 * it, we save the empty value so that when we load,
2495 * we get this value back again. 2487 * we get this value back again.
2496 */ 2488 */
2497 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2489 if (get_ob_key_link (op->arch, canonical_key))
2498 field->value = 0; 2490 field->value = 0;
2499 else 2491 else
2500 { 2492 {
2501 if (last) 2493 if (last)
2502 last->next = field->next; 2494 last->next = field->next;
2571 } 2563 }
2572 else 2564 else
2573 item = item->env; 2565 item = item->env;
2574} 2566}
2575 2567
2576
2577const char * 2568const char *
2578object::flag_desc (char *desc, int len) const 2569object::flag_desc (char *desc, int len) const
2579{ 2570{
2580 char *p = desc; 2571 char *p = desc;
2581 bool first = true; 2572 bool first = true;
2608{ 2599{
2609 char flagdesc[512]; 2600 char flagdesc[512];
2610 char info2[256 * 4]; 2601 char info2[256 * 4];
2611 char *p = info; 2602 char *p = info;
2612 2603
2613 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s%s%s\",flags:[%s],type:%d}", 2604 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2614 count, uuid.seq, 2605 count, uuid.seq,
2615 &name, 2606 &name,
2616 title ? "\",title:" : "", 2607 title ? "\",title:\"" : "",
2617 title ? (const char *)title : "", 2608 title ? (const char *)title : "",
2618 flag_desc (flagdesc, 512), type); 2609 flag_desc (flagdesc, 512), type);
2619 2610
2620 if (env) 2611 if (!this->flag[FLAG_REMOVED] && env)
2621 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2612 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2622 2613
2623 if (map) 2614 if (map)
2624 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y); 2615 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2625 2616
2627} 2618}
2628 2619
2629const char * 2620const char *
2630object::debug_desc () const 2621object::debug_desc () const
2631{ 2622{
2632 static char info[256 * 4]; 2623 static char info[3][256 * 4];
2624 static int info_idx;
2625
2633 return debug_desc (info); 2626 return debug_desc (info [++info_idx % 3]);
2634} 2627}
2635 2628
2629struct region *
2630object::region () const
2631{
2632 return map ? map->region (x, y)
2633 : region::default_region ();
2634}
2635
2636const materialtype_t *
2637object::dominant_material () const
2638{
2639 if (materialtype_t *mt = name_to_material (materialname))
2640 return mt;
2641
2642 return name_to_material (shstr_unknown);
2643}
2644
2645void
2646object::open_container (object *new_container)
2647{
2648 if (container == new_container)
2649 return;
2650
2651 if (object *old_container = container)
2652 {
2653 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2654 return;
2655
2656#if 0
2657 // remove the "Close old_container" object.
2658 if (object *closer = old_container->inv)
2659 if (closer->type == CLOSE_CON)
2660 closer->destroy ();
2661#endif
2662
2663 old_container->flag [FLAG_APPLIED] = 0;
2664 container = 0;
2665
2666 esrv_update_item (UPD_FLAGS, this, old_container);
2667 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2668 play_sound (sound_find ("chest_close"));
2669 }
2670
2671 if (new_container)
2672 {
2673 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2674 return;
2675
2676 // TODO: this does not seem to serve any purpose anymore?
2677#if 0
2678 // insert the "Close Container" object.
2679 if (archetype *closer = new_container->other_arch)
2680 {
2681 object *closer = arch_to_object (new_container->other_arch);
2682 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2683 new_container->insert (closer);
2684 }
2685#endif
2686
2687 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2688
2689 new_container->flag [FLAG_APPLIED] = 1;
2690 container = new_container;
2691
2692 esrv_update_item (UPD_FLAGS, this, new_container);
2693 esrv_send_inventory (this, new_container);
2694 play_sound (sound_find ("chest_open"));
2695 }
2696}
2697
2698object *
2699object::force_find (const shstr name)
2700{
2701 /* cycle through his inventory to look for the MARK we want to
2702 * place
2703 */
2704 for (object *tmp = inv; tmp; tmp = tmp->below)
2705 if (tmp->type == FORCE && tmp->slaying == name)
2706 return splay (tmp);
2707
2708 return 0;
2709}
2710
2711void
2712object::force_add (const shstr name, int duration)
2713{
2714 if (object *force = force_find (name))
2715 force->destroy ();
2716
2717 object *force = get_archetype (FORCE_NAME);
2718
2719 force->slaying = name;
2720 force->stats.food = 1;
2721 force->speed_left = -1.f;
2722
2723 force->set_speed (duration ? 1.f / duration : 0.f);
2724 force->flag [FLAG_IS_USED_UP] = true;
2725 force->flag [FLAG_APPLIED] = true;
2726
2727 insert (force);
2728}
2729
2730void
2731object::play_sound (faceidx sound) const
2732{
2733 if (!sound)
2734 return;
2735
2736 if (flag [FLAG_REMOVED])
2737 return;
2738
2739 if (env)
2740 {
2741 if (object *pl = in_player ())
2742 pl->contr->play_sound (sound);
2743 }
2744 else
2745 map->play_sound (sound, x, y);
2746}
2747

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