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(Generate patch)

Comparing deliantra/server/common/object.C (file contents):
Revision 1.107 by pippijn, Sat Jan 6 14:42:29 2007 UTC vs.
Revision 1.192 by root, Fri Oct 12 19:13:25 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;
39static UUID uuid; 39static UUID uuid;
40const uint64 UUID_SKIP = 1<<19; 40const uint64 UUID_SKIP = 1<<19;
41 41
42object *active_objects; /* List of active objects that need to be processed */ 42objectvec objects;
43activevec actives;
43 44
44short 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] = { 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,
45 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 46 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
46}; 47};
47short 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, 48short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
298 return 0; 299 return 0;
299 else if (!compare_ob_value_lists (ob1, ob2)) 300 else if (!compare_ob_value_lists (ob1, ob2))
300 return 0; 301 return 0;
301 } 302 }
302 303
303 //TODO: generate an event or call into perl for additional checks
304 if (ob1->self || ob2->self) 304 if (ob1->self || ob2->self)
305 { 305 {
306 ob1->optimise (); 306 ob1->optimise ();
307 ob2->optimise (); 307 ob2->optimise ();
308 308
309 if (ob1->self || ob2->self) 309 if (ob1->self || ob2->self)
310 {
311 int k1 = ob1->self ? HvTOTALKEYS (SvRV (ob1->self)) : 0;
312 int k2 = ob2->self ? HvTOTALKEYS (SvRV (ob2->self)) : 0;
313
314 if (k1 != k2)
310 return 0; 315 return 0;
316 else if (k1 == 0)
317 return 1;
318 else if (!cfperl_can_merge (ob1, ob2))
319 return 0;
320 }
311 } 321 }
312 322
313 /* Everything passes, must be OK. */ 323 /* Everything passes, must be OK. */
314 return 1; 324 return 1;
315} 325}
323sum_weight (object *op) 333sum_weight (object *op)
324{ 334{
325 long sum; 335 long sum;
326 object *inv; 336 object *inv;
327 337
328 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 338 for (sum = 0, inv = op->inv; inv; inv = inv->below)
329 { 339 {
330 if (inv->inv) 340 if (inv->inv)
331 sum_weight (inv); 341 sum_weight (inv);
342
332 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 343 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
333 } 344 }
334 345
335 if (op->type == CONTAINER && op->stats.Str) 346 if (op->type == CONTAINER && op->stats.Str)
336 sum = (sum * (100 - op->stats.Str)) / 100; 347 sum = (sum * (100 - op->stats.Str)) / 100;
356/* 367/*
357 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 368 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
358 * Some error messages. 369 * Some error messages.
359 * The result of the dump is stored in the static global errmsg array. 370 * The result of the dump is stored in the static global errmsg array.
360 */ 371 */
361
362char * 372char *
363dump_object (object *op) 373dump_object (object *op)
364{ 374{
365 if (!op) 375 if (!op)
366 return strdup ("[NULLOBJ]"); 376 return strdup ("[NULLOBJ]");
367 377
368 object_freezer freezer; 378 object_freezer freezer;
369 save_object (freezer, op, 1); 379 op->write (freezer);
370 return freezer.as_string (); 380 return freezer.as_string ();
371} 381}
372 382
373/* 383/*
374 * get_nearest_part(multi-object, object 2) returns the part of the 384 * get_nearest_part(multi-object, object 2) returns the part of the
375 * multi-object 1 which is closest to the second object. 385 * multi-object 1 which is closest to the second object.
376 * If it's not a multi-object, it is returned. 386 * If it's not a multi-object, it is returned.
377 */ 387 */
378
379object * 388object *
380get_nearest_part (object *op, const object *pl) 389get_nearest_part (object *op, const object *pl)
381{ 390{
382 object *tmp, *closest; 391 object *tmp, *closest;
383 int last_dist, i; 392 int last_dist, i;
391} 400}
392 401
393/* 402/*
394 * Returns the object which has the count-variable equal to the argument. 403 * Returns the object which has the count-variable equal to the argument.
395 */ 404 */
396
397object * 405object *
398find_object (tag_t i) 406find_object (tag_t i)
399{ 407{
400 for (object *op = object::first; op; op = op->next) 408 for_all_objects (op)
401 if (op->count == i) 409 if (op->count == i)
402 return op; 410 return op;
403 411
404 return 0; 412 return 0;
405} 413}
406 414
407/* 415/*
408 * Returns the first object which has a name equal to the argument. 416 * Returns the first object which has a name equal to the argument.
409 * Used only by the patch command, but not all that useful. 417 * Used only by the patch command, but not all that useful.
410 * Enables features like "patch <name-of-other-player> food 999" 418 * Enables features like "patch <name-of-other-player> food 999"
411 */ 419 */
412
413object * 420object *
414find_object_name (const char *str) 421find_object_name (const char *str)
415{ 422{
416 shstr_cmp str_ (str); 423 shstr_cmp str_ (str);
417 object *op; 424 object *op;
418 425
419 for (op = object::first; op != NULL; op = op->next) 426 for_all_objects (op)
420 if (op->name == str_) 427 if (op->name == str_)
421 break; 428 break;
422 429
423 return op; 430 return op;
424} 431}
430} 437}
431 438
432/* 439/*
433 * Sets the owner and sets the skill and exp pointers to owner's current 440 * Sets the owner and sets the skill and exp pointers to owner's current
434 * skill and experience objects. 441 * skill and experience objects.
442 * ACTUALLY NO! investigate! TODO
435 */ 443 */
436void 444void
437object::set_owner (object *owner) 445object::set_owner (object *owner)
438{ 446{
447 // allow objects which own objects
439 if (!owner) 448 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) 449 while (owner->owner)
450 owner = owner->owner; 450 owner = owner->owner;
451 451
452 this->owner = owner; 452 this->owner = owner;
453}
454
455int
456object::slottype () const
457{
458 if (type == SKILL)
459 {
460 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
461 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
462 }
463 else
464 {
465 if (slot [body_combat].info) return slot_combat;
466 if (slot [body_range ].info) return slot_ranged;
467 }
468
469 return slot_none;
470}
471
472bool
473object::change_weapon (object *ob)
474{
475 if (current_weapon == ob)
476 return true;
477
478 if (chosen_skill)
479 chosen_skill->flag [FLAG_APPLIED] = false;
480
481 current_weapon = ob;
482 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
483
484 if (chosen_skill)
485 chosen_skill->flag [FLAG_APPLIED] = true;
486
487 update_stats ();
488
489 if (ob)
490 {
491 // now check wether any body locations became invalid, in which case
492 // we cannot apply the weapon at the moment.
493 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
494 if (slot[i].used < 0)
495 {
496 current_weapon = chosen_skill = 0;
497 update_stats ();
498
499 new_draw_info_format (NDI_UNIQUE, 0, this,
500 "You try to balance all your items at once, "
501 "but the %s is just too much for your body. "
502 "[You need to unapply some items first.]", &ob->name);
503 return false;
504 }
505
506 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
507 }
508 else
509 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
510
511 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
512 {
513 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
514 &name, ob->debug_desc ());
515 return false;
516 }
517
518 return true;
453} 519}
454 520
455/* Zero the key_values on op, decrementing the shared-string 521/* Zero the key_values on op, decrementing the shared-string
456 * refcounts and freeing the links. 522 * refcounts and freeing the links.
457 */ 523 */
458static void 524static void
459free_key_values (object *op) 525free_key_values (object *op)
460{ 526{
461 for (key_value *i = op->key_values; i != 0;) 527 for (key_value *i = op->key_values; i; )
462 { 528 {
463 key_value *next = i->next; 529 key_value *next = i->next;
464 delete i; 530 delete i;
465 531
466 i = next; 532 i = next;
467 } 533 }
468 534
469 op->key_values = 0; 535 op->key_values = 0;
470} 536}
471 537
472/* 538object &
473 * copy_to first frees everything allocated by the dst object, 539object::operator =(const object &src)
474 * and then copies the contents of itself into the second
475 * object, allocating what needs to be allocated. Basically, any
476 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
477 * if the first object is freed, the pointers in the new object
478 * will point at garbage.
479 */
480void
481object::copy_to (object *dst)
482{ 540{
483 bool is_freed = QUERY_FLAG (dst, FLAG_FREED); 541 bool is_freed = flag [FLAG_FREED];
484 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED); 542 bool is_removed = flag [FLAG_REMOVED];
485 543
486 *(object_copy *)dst = *this; 544 *(object_copy *)this = src;
487 545
488 if (is_freed) 546 flag [FLAG_FREED] = is_freed;
489 SET_FLAG (dst, FLAG_FREED); 547 flag [FLAG_REMOVED] = is_removed;
490
491 if (is_removed)
492 SET_FLAG (dst, FLAG_REMOVED);
493
494 if (speed < 0)
495 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
496 548
497 /* Copy over key_values, if any. */ 549 /* Copy over key_values, if any. */
498 if (key_values) 550 if (src.key_values)
499 { 551 {
500 key_value *tail = 0; 552 key_value *tail = 0;
501 key_value *i;
502
503 dst->key_values = 0; 553 key_values = 0;
504 554
505 for (i = key_values; i; i = i->next) 555 for (key_value *i = src.key_values; i; i = i->next)
506 { 556 {
507 key_value *new_link = new key_value; 557 key_value *new_link = new key_value;
508 558
509 new_link->next = 0; 559 new_link->next = 0;
510 new_link->key = i->key; 560 new_link->key = i->key;
511 new_link->value = i->value; 561 new_link->value = i->value;
512 562
513 /* Try and be clever here, too. */ 563 /* Try and be clever here, too. */
514 if (!dst->key_values) 564 if (!key_values)
515 { 565 {
516 dst->key_values = new_link; 566 key_values = new_link;
517 tail = new_link; 567 tail = new_link;
518 } 568 }
519 else 569 else
520 { 570 {
521 tail->next = new_link; 571 tail->next = new_link;
522 tail = new_link; 572 tail = new_link;
523 } 573 }
524 } 574 }
525 } 575 }
576}
577
578/*
579 * copy_to first frees everything allocated by the dst object,
580 * and then copies the contents of itself into the second
581 * object, allocating what needs to be allocated. Basically, any
582 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
583 * if the first object is freed, the pointers in the new object
584 * will point at garbage.
585 */
586void
587object::copy_to (object *dst)
588{
589 *dst = *this;
590
591 if (speed < 0)
592 dst->speed_left -= rndm ();
526 593
527 dst->set_speed (dst->speed); 594 dst->set_speed (dst->speed);
595}
596
597void
598object::instantiate ()
599{
600 if (!uuid.seq) // HACK
601 uuid = gen_uuid ();
602
603 speed_left = -0.1f;
604 /* 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.
606 * by doing so, when a monster is created, it has good starting
607 * values for the body_used info, so when items are created
608 * for it, they can be properly equipped.
609 */
610 for (int i = NUM_BODY_LOCATIONS; i--; )
611 slot[i].used = slot[i].info;
612
613 attachable::instantiate ();
528} 614}
529 615
530object * 616object *
531object::clone () 617object::clone ()
532{ 618{
590 * UP_OBJ_FACE: only the objects face has changed. 676 * UP_OBJ_FACE: only the objects face has changed.
591 */ 677 */
592void 678void
593update_object (object *op, int action) 679update_object (object *op, int action)
594{ 680{
595 MoveType move_on, move_off, move_block, move_slow;
596
597 if (op == NULL) 681 if (op == NULL)
598 { 682 {
599 /* this should never happen */ 683 /* this should never happen */
600 LOG (llevDebug, "update_object() called for NULL object.\n"); 684 LOG (llevDebug, "update_object() called for NULL object.\n");
601 return; 685 return;
661 745
662 if (op->more) 746 if (op->more)
663 update_object (op->more, action); 747 update_object (op->more, action);
664} 748}
665 749
666object *object::first;
667
668object::object () 750object::object ()
669{ 751{
670 SET_FLAG (this, FLAG_REMOVED); 752 SET_FLAG (this, FLAG_REMOVED);
671 753
672 expmul = 1.0; 754 expmul = 1.0;
673 face = blank_face; 755 face = blank_face;
674} 756}
675 757
676object::~object () 758object::~object ()
677{ 759{
760 unlink ();
761
678 free_key_values (this); 762 free_key_values (this);
679} 763}
680 764
765static int object_count;
766
681void object::link () 767void object::link ()
682{ 768{
683 count = ++ob_count; 769 assert (!index);//D
684 uuid = gen_uuid (); 770 uuid = gen_uuid ();
771 count = ++object_count;
685 772
686 prev = 0; 773 refcnt_inc ();
687 next = object::first; 774 objects.insert (this);
688
689 if (object::first)
690 object::first->prev = this;
691
692 object::first = this;
693} 775}
694 776
695void object::unlink () 777void object::unlink ()
696{ 778{
697 if (this == object::first) 779 if (!index)
698 object::first = next; 780 return;
699 781
700 /* Remove this object from the list of used objects */ 782 objects.erase (this);
701 if (prev) prev->next = next; 783 refcnt_dec ();
702 if (next) next->prev = prev;
703
704 prev = 0;
705 next = 0;
706}
707
708bool
709object::active () const
710{
711 return active_next || active_prev || this == active_objects;
712} 784}
713 785
714void 786void
715object::activate () 787object::activate ()
716{ 788{
717 /* If already on active list, don't do anything */ 789 /* If already on active list, don't do anything */
718 if (active ()) 790 if (active)
719 return; 791 return;
720 792
721 if (has_active_speed ()) 793 if (has_active_speed ())
722 { 794 actives.insert (this);
723 /* process_events() expects us to insert the object at the beginning
724 * of the list. */
725 active_next = active_objects;
726
727 if (active_next)
728 active_next->active_prev = this;
729
730 active_objects = this;
731 }
732} 795}
733 796
734void 797void
735object::activate_recursive () 798object::activate_recursive ()
736{ 799{
750 */ 813 */
751void 814void
752object::deactivate () 815object::deactivate ()
753{ 816{
754 /* If not on the active list, nothing needs to be done */ 817 /* If not on the active list, nothing needs to be done */
755 if (!active ()) 818 if (!active)
756 return; 819 return;
757 820
758 if (active_prev == 0) 821 actives.erase (this);
759 {
760 active_objects = active_next;
761 if (active_next)
762 active_next->active_prev = 0;
763 }
764 else
765 {
766 active_prev->active_next = active_next;
767 if (active_next)
768 active_next->active_prev = active_prev;
769 }
770
771 active_next = 0;
772 active_prev = 0;
773} 822}
774 823
775void 824void
776object::deactivate_recursive () 825object::deactivate_recursive ()
777{ 826{
811 * drop on that space. 860 * drop on that space.
812 */ 861 */
813 if (!drop_to_ground 862 if (!drop_to_ground
814 || !map 863 || !map
815 || map->in_memory != MAP_IN_MEMORY 864 || map->in_memory != MAP_IN_MEMORY
865 || map->nodrop
816 || ms ().move_block == MOVE_ALL) 866 || ms ().move_block == MOVE_ALL)
817 { 867 {
818 while (inv) 868 while (inv)
819 { 869 {
820 inv->destroy_inv (drop_to_ground); 870 inv->destroy_inv (drop_to_ground);
829 879
830 if (op->flag [FLAG_STARTEQUIP] 880 if (op->flag [FLAG_STARTEQUIP]
831 || op->flag [FLAG_NO_DROP] 881 || op->flag [FLAG_NO_DROP]
832 || op->type == RUNE 882 || op->type == RUNE
833 || op->type == TRAP 883 || op->type == TRAP
834 || op->flag [FLAG_IS_A_TEMPLATE]) 884 || op->flag [FLAG_IS_A_TEMPLATE]
885 || op->flag [FLAG_DESTROY_ON_DEATH])
835 op->destroy (); 886 op->destroy ();
836 else 887 else
837 map->insert (op, x, y); 888 map->insert (op, x, y);
838 } 889 }
839 } 890 }
847} 898}
848 899
849void 900void
850object::do_destroy () 901object::do_destroy ()
851{ 902{
903 attachable::do_destroy ();
904
852 if (flag [FLAG_IS_LINKED]) 905 if (flag [FLAG_IS_LINKED])
853 remove_button_link (this); 906 remove_button_link (this);
854 907
855 if (flag [FLAG_FRIENDLY]) 908 if (flag [FLAG_FRIENDLY])
856 remove_friendly_object (this); 909 remove_friendly_object (this);
857 910
858 if (!flag [FLAG_REMOVED]) 911 if (!flag [FLAG_REMOVED])
859 remove (); 912 remove ();
860 913
861 if (flag [FLAG_FREED]) 914 destroy_inv (true);
862 return;
863 915
864 set_speed (0); 916 deactivate ();
917 unlink ();
865 918
866 flag [FLAG_FREED] = 1; 919 flag [FLAG_FREED] = 1;
867
868 attachable::do_destroy ();
869
870 destroy_inv (true);
871 unlink ();
872 920
873 // hack to ensure that freed objects still have a valid map 921 // hack to ensure that freed objects still have a valid map
874 { 922 {
875 static maptile *freed_map; // freed objects are moved here to avoid crashes 923 static maptile *freed_map; // freed objects are moved here to avoid crashes
876 924
877 if (!freed_map) 925 if (!freed_map)
878 { 926 {
879 freed_map = new maptile; 927 freed_map = new maptile;
880 928
929 freed_map->path = "<freed objects map>";
881 freed_map->name = "/internal/freed_objects_map"; 930 freed_map->name = "/internal/freed_objects_map";
882 freed_map->width = 3; 931 freed_map->width = 3;
883 freed_map->height = 3; 932 freed_map->height = 3;
884 933
885 freed_map->alloc (); 934 freed_map->alloc ();
889 map = freed_map; 938 map = freed_map;
890 x = 1; 939 x = 1;
891 y = 1; 940 y = 1;
892 } 941 }
893 942
894 head = 0;
895
896 if (more) 943 if (more)
897 { 944 {
898 more->destroy (); 945 more->destroy ();
899 more = 0; 946 more = 0;
900 } 947 }
901 948
949 head = 0;
950
902 // clear those pointers that likely might have circular references to us 951 // clear those pointers that likely might cause circular references
903 owner = 0; 952 owner = 0;
904 enemy = 0; 953 enemy = 0;
905 attacked_by = 0; 954 attacked_by = 0;
906 955 current_weapon = 0;
907 // only relevant for players(?), but make sure of it anyways
908 contr = 0;
909} 956}
910 957
911void 958void
912object::destroy (bool destroy_inventory) 959object::destroy (bool destroy_inventory)
913{ 960{
914 if (destroyed ()) 961 if (destroyed ())
915 return; 962 return;
916 963
917 if (destroy_inventory) 964 if (destroy_inventory)
918 destroy_inv (false); 965 destroy_inv (false);
966
967 if (is_head ())
968 if (sound_destroy)
969 play_sound (sound_destroy);
970 else if (flag [FLAG_MONSTER])
971 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
919 972
920 attachable::destroy (); 973 attachable::destroy ();
921} 974}
922 975
923/* 976/*
941 * This function removes the object op from the linked list of objects 994 * This function removes the object op from the linked list of objects
942 * which it is currently tied to. When this function is done, the 995 * which it is currently tied to. When this function is done, the
943 * object will have no environment. If the object previously had an 996 * object will have no environment. If the object previously had an
944 * environment, the x and y coordinates will be updated to 997 * environment, the x and y coordinates will be updated to
945 * the previous environment. 998 * the previous environment.
946 * Beware: This function is called from the editor as well!
947 */ 999 */
948void 1000void
949object::remove () 1001object::do_remove ()
950{ 1002{
951 object *tmp, *last = 0; 1003 object *tmp, *last = 0;
952 object *otmp; 1004 object *otmp;
953 1005
954 if (QUERY_FLAG (this, FLAG_REMOVED)) 1006 if (QUERY_FLAG (this, FLAG_REMOVED))
997 } 1049 }
998 else if (map) 1050 else if (map)
999 { 1051 {
1000 if (type == PLAYER) 1052 if (type == PLAYER)
1001 { 1053 {
1054 // leaving a spot always closes any open container on the ground
1055 if (container && !container->env)
1056 // this causes spurious floorbox updates, but it ensures
1057 // that the CLOSE event is being sent.
1058 close_container ();
1059
1002 --map->players; 1060 --map->players;
1003 map->touch (); 1061 map->touch ();
1004 } 1062 }
1005 1063
1006 map->dirty = true; 1064 map->dirty = true;
1065 mapspace &ms = this->ms ();
1007 1066
1008 /* link the object above us */ 1067 /* link the object above us */
1009 if (above) 1068 if (above)
1010 above->below = below; 1069 above->below = below;
1011 else 1070 else
1012 map->at (x, y).top = below; /* we were top, set new top */ 1071 ms.top = below; /* we were top, set new top */
1013 1072
1014 /* Relink the object below us, if there is one */ 1073 /* Relink the object below us, if there is one */
1015 if (below) 1074 if (below)
1016 below->above = above; 1075 below->above = above;
1017 else 1076 else
1019 /* Nothing below, which means we need to relink map object for this space 1078 /* Nothing below, which means we need to relink map object for this space
1020 * use translated coordinates in case some oddness with map tiling is 1079 * use translated coordinates in case some oddness with map tiling is
1021 * evident 1080 * evident
1022 */ 1081 */
1023 if (GET_MAP_OB (map, x, y) != this) 1082 if (GET_MAP_OB (map, x, y) != this)
1024 {
1025 char *dump = dump_object (this);
1026 LOG (llevError,
1027 "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); 1083 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 ());
1028 free (dump);
1029 dump = dump_object (GET_MAP_OB (map, x, y));
1030 LOG (llevError, "%s\n", dump);
1031 free (dump);
1032 }
1033 1084
1034 map->at (x, y).bot = above; /* goes on above it. */ 1085 ms.bot = above; /* goes on above it. */
1035 } 1086 }
1036 1087
1037 above = 0; 1088 above = 0;
1038 below = 0; 1089 below = 0;
1039 1090
1040 if (map->in_memory == MAP_SAVING) 1091 if (map->in_memory == MAP_SAVING)
1041 return; 1092 return;
1042 1093
1043 int check_walk_off = !flag [FLAG_NO_APPLY]; 1094 int check_walk_off = !flag [FLAG_NO_APPLY];
1044 1095
1096 if (object *pl = ms.player ())
1097 {
1098 if (pl->container == this)
1099 /* If a container that the player is currently using somehow gets
1100 * removed (most likely destroyed), update the player view
1101 * appropriately.
1102 */
1103 pl->close_container ();
1104
1105 pl->contr->ns->floorbox_update ();
1106 }
1107
1045 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above) 1108 for (tmp = ms.bot; tmp; tmp = tmp->above)
1046 { 1109 {
1047 /* No point updating the players look faces if he is the object 1110 /* No point updating the players look faces if he is the object
1048 * being removed. 1111 * being removed.
1049 */ 1112 */
1050
1051 if (tmp->type == PLAYER && tmp != this)
1052 {
1053 /* If a container that the player is currently using somehow gets
1054 * removed (most likely destroyed), update the player view
1055 * appropriately.
1056 */
1057 if (tmp->container == this)
1058 {
1059 flag [FLAG_APPLIED] = 0;
1060 tmp->container = 0;
1061 }
1062
1063 if (tmp->contr->ns)
1064 tmp->contr->ns->floorbox_update ();
1065 }
1066 1113
1067 /* See if object moving off should effect something */ 1114 /* See if object moving off should effect something */
1068 if (check_walk_off 1115 if (check_walk_off
1069 && ((move_type & tmp->move_off) 1116 && ((move_type & tmp->move_off)
1070 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1117 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1073 1120
1074 if (destroyed ()) 1121 if (destroyed ())
1075 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1122 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1076 } 1123 }
1077 1124
1078 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1079 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1080 if (tmp->above == tmp)
1081 tmp->above = 0;
1082
1083 last = tmp; 1125 last = tmp;
1084 } 1126 }
1085 1127
1086 /* last == NULL if there are no objects on this space */ 1128 /* last == NULL if there are no objects on this space */
1087 //TODO: this makes little sense, why only update the topmost object? 1129 //TODO: this makes little sense, why only update the topmost object?
1130 } 1172 }
1131 1173
1132 return 0; 1174 return 0;
1133} 1175}
1134 1176
1177void
1178object::expand_tail ()
1179{
1180 if (more)
1181 return;
1182
1183 object *prev = this;
1184
1185 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1186 {
1187 object *op = arch_to_object (at);
1188
1189 op->name = name;
1190 op->name_pl = name_pl;
1191 op->title = title;
1192
1193 op->head = this;
1194 prev->more = op;
1195
1196 prev = op;
1197 }
1198}
1199
1135/* 1200/*
1136 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1201 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1137 * job preparing multi-part monsters 1202 * job preparing multi-part monsters.
1138 */ 1203 */
1139object * 1204object *
1140insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1205insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1141{ 1206{
1142 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1207 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1143 { 1208 {
1144 tmp->x = x + tmp->arch->clone.x; 1209 tmp->x = x + tmp->arch->x;
1145 tmp->y = y + tmp->arch->clone.y; 1210 tmp->y = y + tmp->arch->y;
1146 } 1211 }
1147 1212
1148 return insert_ob_in_map (op, m, originator, flag); 1213 return insert_ob_in_map (op, m, originator, flag);
1149} 1214}
1150 1215
1169 * just 'op' otherwise 1234 * just 'op' otherwise
1170 */ 1235 */
1171object * 1236object *
1172insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1237insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1173{ 1238{
1239 assert (!op->flag [FLAG_FREED]);
1240
1174 object *tmp, *top, *floor = NULL; 1241 object *top, *floor = NULL;
1175 sint16 x, y;
1176 1242
1177 if (QUERY_FLAG (op, FLAG_FREED)) 1243 op->remove ();
1178 {
1179 LOG (llevError, "Trying to insert freed object!\n");
1180 return NULL;
1181 }
1182
1183 if (!m)
1184 {
1185 char *dump = dump_object (op);
1186 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1187 free (dump);
1188 return op;
1189 }
1190
1191 if (out_of_map (m, op->x, op->y))
1192 {
1193 char *dump = dump_object (op);
1194 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1195#ifdef MANY_CORES
1196 /* Better to catch this here, as otherwise the next use of this object
1197 * is likely to cause a crash. Better to find out where it is getting
1198 * improperly inserted.
1199 */
1200 abort ();
1201#endif
1202 free (dump);
1203 return op;
1204 }
1205
1206 if (!QUERY_FLAG (op, FLAG_REMOVED))
1207 {
1208 char *dump = dump_object (op);
1209 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1210 free (dump);
1211 return op;
1212 }
1213
1214 if (op->more)
1215 {
1216 /* The part may be on a different map. */
1217
1218 object *more = op->more;
1219
1220 /* We really need the caller to normalise coordinates - if
1221 * we set the map, that doesn't work if the location is within
1222 * a map and this is straddling an edge. So only if coordinate
1223 * is clear wrong do we normalise it.
1224 */
1225 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1226 more->map = get_map_from_coord (m, &more->x, &more->y);
1227 else if (!more->map)
1228 {
1229 /* For backwards compatibility - when not dealing with tiled maps,
1230 * more->map should always point to the parent.
1231 */
1232 more->map = m;
1233 }
1234
1235 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1236 {
1237 if (!op->head)
1238 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1239
1240 return 0;
1241 }
1242 }
1243
1244 CLEAR_FLAG (op, FLAG_REMOVED);
1245 1244
1246 /* Ideally, the caller figures this out. However, it complicates a lot 1245 /* Ideally, the caller figures this out. However, it complicates a lot
1247 * of areas of callers (eg, anything that uses find_free_spot would now 1246 * of areas of callers (eg, anything that uses find_free_spot would now
1248 * need extra work 1247 * need extra work
1249 */ 1248 */
1250 op->map = get_map_from_coord (m, &op->x, &op->y); 1249 if (!xy_normalise (m, op->x, op->y))
1251 x = op->x; 1250 {
1252 y = op->y; 1251 op->destroy ();
1252 return 0;
1253 }
1254
1255 if (object *more = op->more)
1256 if (!insert_ob_in_map (more, m, originator, flag))
1257 return 0;
1258
1259 CLEAR_FLAG (op, FLAG_REMOVED);
1260
1261 op->map = m;
1262 mapspace &ms = op->ms ();
1253 1263
1254 /* this has to be done after we translate the coordinates. 1264 /* this has to be done after we translate the coordinates.
1255 */ 1265 */
1256 if (op->nrof && !(flag & INS_NO_MERGE)) 1266 if (op->nrof && !(flag & INS_NO_MERGE))
1257 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above) 1267 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1258 if (object::can_merge (op, tmp)) 1268 if (object::can_merge (op, tmp))
1259 { 1269 {
1260 op->nrof += tmp->nrof; 1270 op->nrof += tmp->nrof;
1261 tmp->destroy (); 1271 tmp->destroy ();
1262 } 1272 }
1279 op->below = originator->below; 1289 op->below = originator->below;
1280 1290
1281 if (op->below) 1291 if (op->below)
1282 op->below->above = op; 1292 op->below->above = op;
1283 else 1293 else
1284 op->ms ().bot = op; 1294 ms.bot = op;
1285 1295
1286 /* since *below* originator, no need to update top */ 1296 /* since *below* originator, no need to update top */
1287 originator->below = op; 1297 originator->below = op;
1288 } 1298 }
1289 else 1299 else
1290 { 1300 {
1301 top = ms.bot;
1302
1291 /* If there are other objects, then */ 1303 /* If there are other objects, then */
1292 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1304 if (top)
1293 { 1305 {
1294 object *last = 0; 1306 object *last = 0;
1295 1307
1296 /* 1308 /*
1297 * If there are multiple objects on this space, we do some trickier handling. 1309 * If there are multiple objects on this space, we do some trickier handling.
1303 * once we get to them. This reduces the need to traverse over all of 1315 * once we get to them. This reduces the need to traverse over all of
1304 * them when adding another one - this saves quite a bit of cpu time 1316 * them when adding another one - this saves quite a bit of cpu time
1305 * when lots of spells are cast in one area. Currently, it is presumed 1317 * when lots of spells are cast in one area. Currently, it is presumed
1306 * that flying non pickable objects are spell objects. 1318 * that flying non pickable objects are spell objects.
1307 */ 1319 */
1308 while (top) 1320 for (top = ms.bot; top; top = top->above)
1309 { 1321 {
1310 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1322 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1311 floor = top; 1323 floor = top;
1312 1324
1313 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1325 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1316 top = top->below; 1328 top = top->below;
1317 break; 1329 break;
1318 } 1330 }
1319 1331
1320 last = top; 1332 last = top;
1321 top = top->above;
1322 } 1333 }
1323 1334
1324 /* Don't want top to be NULL, so set it to the last valid object */ 1335 /* Don't want top to be NULL, so set it to the last valid object */
1325 top = last; 1336 top = last;
1326 1337
1328 * looks like instead of lots of conditions here. 1339 * looks like instead of lots of conditions here.
1329 * makes things faster, and effectively the same result. 1340 * makes things faster, and effectively the same result.
1330 */ 1341 */
1331 1342
1332 /* Have object 'fall below' other objects that block view. 1343 /* Have object 'fall below' other objects that block view.
1333 * Unless those objects are exits, type 66 1344 * Unless those objects are exits.
1334 * If INS_ON_TOP is used, don't do this processing 1345 * If INS_ON_TOP is used, don't do this processing
1335 * Need to find the object that in fact blocks view, otherwise 1346 * Need to find the object that in fact blocks view, otherwise
1336 * stacking is a bit odd. 1347 * stacking is a bit odd.
1337 */ 1348 */
1338 if (!(flag & INS_ON_TOP) && 1349 if (!(flag & INS_ON_TOP)
1339 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1350 && ms.flags () & P_BLOCKSVIEW
1351 && (op->face && !faces [op->face].visibility))
1340 { 1352 {
1341 for (last = top; last != floor; last = last->below) 1353 for (last = top; last != floor; last = last->below)
1342 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1354 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1343 break; 1355 break;
1356
1344 /* Check to see if we found the object that blocks view, 1357 /* Check to see if we found the object that blocks view,
1345 * and make sure we have a below pointer for it so that 1358 * and make sure we have a below pointer for it so that
1346 * we can get inserted below this one, which requires we 1359 * we can get inserted below this one, which requires we
1347 * set top to the object below us. 1360 * set top to the object below us.
1348 */ 1361 */
1349 if (last && last->below && last != floor) 1362 if (last && last->below && last != floor)
1350 top = last->below; 1363 top = last->below;
1351 } 1364 }
1352 } /* If objects on this space */ 1365 } /* If objects on this space */
1353 1366
1354 if (flag & INS_MAP_LOAD)
1355 top = GET_MAP_TOP (op->map, op->x, op->y);
1356
1357 if (flag & INS_ABOVE_FLOOR_ONLY) 1367 if (flag & INS_ABOVE_FLOOR_ONLY)
1358 top = floor; 1368 top = floor;
1359 1369
1360 /* Top is the object that our object (op) is going to get inserted above. 1370 /* Top is the object that our object (op) is going to get inserted above.
1361 */ 1371 */
1362 1372
1363 /* First object on this space */ 1373 /* First object on this space */
1364 if (!top) 1374 if (!top)
1365 { 1375 {
1366 op->above = GET_MAP_OB (op->map, op->x, op->y); 1376 op->above = ms.bot;
1367 1377
1368 if (op->above) 1378 if (op->above)
1369 op->above->below = op; 1379 op->above->below = op;
1370 1380
1371 op->below = 0; 1381 op->below = 0;
1372 op->ms ().bot = op; 1382 ms.bot = op;
1373 } 1383 }
1374 else 1384 else
1375 { /* get inserted into the stack above top */ 1385 { /* get inserted into the stack above top */
1376 op->above = top->above; 1386 op->above = top->above;
1377 1387
1381 op->below = top; 1391 op->below = top;
1382 top->above = op; 1392 top->above = op;
1383 } 1393 }
1384 1394
1385 if (!op->above) 1395 if (!op->above)
1386 op->ms ().top = op; 1396 ms.top = op;
1387 } /* else not INS_BELOW_ORIGINATOR */ 1397 } /* else not INS_BELOW_ORIGINATOR */
1388 1398
1389 if (op->type == PLAYER) 1399 if (op->type == PLAYER)
1390 { 1400 {
1391 op->contr->do_los = 1; 1401 op->contr->do_los = 1;
1393 op->map->touch (); 1403 op->map->touch ();
1394 } 1404 }
1395 1405
1396 op->map->dirty = true; 1406 op->map->dirty = true;
1397 1407
1398 /* If we have a floor, we know the player, if any, will be above
1399 * it, so save a few ticks and start from there.
1400 */
1401 if (!(flag & INS_MAP_LOAD))
1402 if (object *pl = op->ms ().player ()) 1408 if (object *pl = ms.player ())
1403 if (pl->contr->ns)
1404 pl->contr->ns->floorbox_update (); 1409 pl->contr->ns->floorbox_update ();
1405 1410
1406 /* If this object glows, it may affect lighting conditions that are 1411 /* If this object glows, it may affect lighting conditions that are
1407 * visible to others on this map. But update_all_los is really 1412 * visible to others on this map. But update_all_los is really
1408 * an inefficient way to do this, as it means los for all players 1413 * an inefficient way to do this, as it means los for all players
1409 * on the map will get recalculated. The players could very well 1414 * on the map will get recalculated. The players could very well
1428 * blocked() and wall() work properly), and these flags are updated by 1433 * blocked() and wall() work properly), and these flags are updated by
1429 * update_object(). 1434 * update_object().
1430 */ 1435 */
1431 1436
1432 /* if this is not the head or flag has been passed, don't check walk on status */ 1437 /* if this is not the head or flag has been passed, don't check walk on status */
1433 if (!(flag & INS_NO_WALK_ON) && !op->head) 1438 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1434 { 1439 {
1435 if (check_move_on (op, originator)) 1440 if (check_move_on (op, originator))
1436 return 0; 1441 return 0;
1437 1442
1438 /* If we are a multi part object, lets work our way through the check 1443 /* If we are a multi part object, lets work our way through the check
1439 * walk on's. 1444 * walk on's.
1440 */ 1445 */
1441 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1446 for (object *tmp = op->more; tmp; tmp = tmp->more)
1442 if (check_move_on (tmp, originator)) 1447 if (check_move_on (tmp, originator))
1443 return 0; 1448 return 0;
1444 } 1449 }
1445 1450
1446 return op; 1451 return op;
1456 object *tmp, *tmp1; 1461 object *tmp, *tmp1;
1457 1462
1458 /* first search for itself and remove any old instances */ 1463 /* first search for itself and remove any old instances */
1459 1464
1460 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 1465 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1461 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1466 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1462 tmp->destroy (); 1467 tmp->destroy ();
1463 1468
1464 tmp1 = arch_to_object (archetype::find (arch_string)); 1469 tmp1 = arch_to_object (archetype::find (arch_string));
1465 1470
1466 tmp1->x = op->x; 1471 tmp1->x = op->x;
1469} 1474}
1470 1475
1471object * 1476object *
1472object::insert_at (object *where, object *originator, int flags) 1477object::insert_at (object *where, object *originator, int flags)
1473{ 1478{
1474 where->map->insert (this, where->x, where->y, originator, flags); 1479 return where->map->insert (this, where->x, where->y, originator, flags);
1475} 1480}
1476 1481
1477/* 1482/*
1478 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1483 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1479 * is returned contains nr objects, and the remaining parts contains 1484 * is returned contains nr objects, and the remaining parts contains
1519 * the amount of an object. If the amount reaches 0, the object 1524 * the amount of an object. If the amount reaches 0, the object
1520 * is subsequently removed and freed. 1525 * is subsequently removed and freed.
1521 * 1526 *
1522 * Return value: 'op' if something is left, NULL if the amount reached 0 1527 * Return value: 'op' if something is left, NULL if the amount reached 0
1523 */ 1528 */
1524
1525object * 1529object *
1526decrease_ob_nr (object *op, uint32 i) 1530decrease_ob_nr (object *op, uint32 i)
1527{ 1531{
1528 object *tmp; 1532 object *tmp;
1529 1533
1604 1608
1605/* 1609/*
1606 * add_weight(object, weight) adds the specified weight to an object, 1610 * add_weight(object, weight) adds the specified weight to an object,
1607 * and also updates how much the environment(s) is/are carrying. 1611 * and also updates how much the environment(s) is/are carrying.
1608 */ 1612 */
1609
1610void 1613void
1611add_weight (object *op, signed long weight) 1614add_weight (object *op, signed long weight)
1612{ 1615{
1613 while (op != NULL) 1616 while (op != NULL)
1614 { 1617 {
1629 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1632 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1630 free (dump); 1633 free (dump);
1631 return op; 1634 return op;
1632 } 1635 }
1633 1636
1634 if (where->head) 1637 if (where->head_ () != where)
1635 { 1638 {
1636 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n"); 1639 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1637 where = where->head; 1640 where = where->head;
1638 } 1641 }
1639 1642
1640 return where->insert (op); 1643 return where->insert (op);
1641} 1644}
1646 * inside the object environment. 1649 * inside the object environment.
1647 * 1650 *
1648 * The function returns now pointer to inserted item, and return value can 1651 * The function returns now pointer to inserted item, and return value can
1649 * be != op, if items are merged. -Tero 1652 * be != op, if items are merged. -Tero
1650 */ 1653 */
1651
1652object * 1654object *
1653object::insert (object *op) 1655object::insert (object *op)
1654{ 1656{
1655 object *tmp, *otmp;
1656
1657 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1657 if (!QUERY_FLAG (op, FLAG_REMOVED))
1658 op->remove (); 1658 op->remove ();
1659 1659
1660 if (op->more) 1660 if (op->more)
1661 { 1661 {
1663 return op; 1663 return op;
1664 } 1664 }
1665 1665
1666 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1666 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1667 CLEAR_FLAG (op, FLAG_REMOVED); 1667 CLEAR_FLAG (op, FLAG_REMOVED);
1668
1668 if (op->nrof) 1669 if (op->nrof)
1669 { 1670 {
1670 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1671 for (object *tmp = inv; tmp; tmp = tmp->below)
1671 if (object::can_merge (tmp, op)) 1672 if (object::can_merge (tmp, op))
1672 { 1673 {
1673 /* return the original object and remove inserted object 1674 /* return the original object and remove inserted object
1674 (client needs the original object) */ 1675 (client needs the original object) */
1675 tmp->nrof += op->nrof; 1676 tmp->nrof += op->nrof;
1694 add_weight (this, op->weight * op->nrof); 1695 add_weight (this, op->weight * op->nrof);
1695 } 1696 }
1696 else 1697 else
1697 add_weight (this, (op->weight + op->carrying)); 1698 add_weight (this, (op->weight + op->carrying));
1698 1699
1699 otmp = this->in_player (); 1700 if (object *otmp = this->in_player ())
1700 if (otmp && otmp->contr)
1701 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1701 if (otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1702 otmp->update_stats (); 1702 otmp->update_stats ();
1703 1703
1704 op->owner = 0; // its his/hers now. period.
1704 op->map = 0; 1705 op->map = 0;
1705 op->env = this; 1706 op->env = this;
1706 op->above = 0; 1707 op->above = 0;
1707 op->below = 0; 1708 op->below = 0;
1708 op->x = 0, op->y = 0; 1709 op->x = op->y = 0;
1709 1710
1710 /* reset the light list and los of the players on the map */ 1711 /* reset the light list and los of the players on the map */
1711 if ((op->glow_radius != 0) && map) 1712 if (op->glow_radius && map)
1712 { 1713 {
1713#ifdef DEBUG_LIGHTS 1714#ifdef DEBUG_LIGHTS
1714 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1715 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1715#endif /* DEBUG_LIGHTS */ 1716#endif /* DEBUG_LIGHTS */
1716 if (map->darkness) 1717 if (map->darkness)
1816 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1817 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1817 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1818 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1818 { 1819 {
1819 1820
1820 float 1821 float
1821 diff = tmp->move_slow_penalty * FABS (op->speed); 1822 diff = tmp->move_slow_penalty * fabs (op->speed);
1822 1823
1823 if (op->type == PLAYER) 1824 if (op->type == PLAYER)
1824 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1825 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1825 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1826 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1826 diff /= 4.0; 1827 diff /= 4.0;
1970 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1971 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1971 { 1972 {
1972 CLEAR_FLAG (tmp, flag); 1973 CLEAR_FLAG (tmp, flag);
1973 unflag_inv (tmp, flag); 1974 unflag_inv (tmp, flag);
1974 } 1975 }
1975}
1976
1977/*
1978 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1979 * all it's inventory (recursively).
1980 * If checksums are used, a player will get set_cheat called for
1981 * him/her-self and all object carried by a call to this function.
1982 */
1983void
1984set_cheat (object *op)
1985{
1986 SET_FLAG (op, FLAG_WAS_WIZ);
1987 flag_inv (op, FLAG_WAS_WIZ);
1988} 1976}
1989 1977
1990/* 1978/*
1991 * find_free_spot(object, map, x, y, start, stop) will search for 1979 * find_free_spot(object, map, x, y, start, stop) will search for
1992 * a spot at the given map and coordinates which will be able to contain 1980 * a spot at the given map and coordinates which will be able to contain
2009 * customized, changed states, etc. 1997 * customized, changed states, etc.
2010 */ 1998 */
2011int 1999int
2012find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 2000find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2013{ 2001{
2002 int altern[SIZEOFFREE];
2014 int index = 0, flag; 2003 int index = 0, flag;
2015 int altern[SIZEOFFREE];
2016 2004
2017 for (int i = start; i < stop; i++) 2005 for (int i = start; i < stop; i++)
2018 { 2006 {
2019 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2007 mapxy pos (m, x, y); pos.move (i);
2020 if (!flag) 2008
2009 if (!pos.normalise ())
2010 continue;
2011
2012 mapspace &ms = *pos;
2013
2014 if (ms.flags () & P_IS_ALIVE)
2015 continue;
2016
2017 /* However, often
2018 * ob doesn't have any move type (when used to place exits)
2019 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
2020 */
2021 if (ob->move_type == 0 && ms.move_block != MOVE_ALL)
2022 {
2021 altern [index++] = i; 2023 altern [index++] = i;
2024 continue;
2025 }
2022 2026
2023 /* Basically, if we find a wall on a space, we cut down the search size. 2027 /* Basically, if we find a wall on a space, we cut down the search size.
2024 * In this way, we won't return spaces that are on another side of a wall. 2028 * In this way, we won't return spaces that are on another side of a wall.
2025 * This mostly work, but it cuts down the search size in all directions - 2029 * This mostly work, but it cuts down the search size in all directions -
2026 * if the space being examined only has a wall to the north and empty 2030 * if the space being examined only has a wall to the north and empty
2027 * spaces in all the other directions, this will reduce the search space 2031 * spaces in all the other directions, this will reduce the search space
2028 * to only the spaces immediately surrounding the target area, and 2032 * to only the spaces immediately surrounding the target area, and
2029 * won't look 2 spaces south of the target space. 2033 * won't look 2 spaces south of the target space.
2030 */ 2034 */
2031 else if ((flag & P_NO_PASS) && maxfree[i] < stop) 2035 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2036 {
2032 stop = maxfree[i]; 2037 stop = maxfree[i];
2038 continue;
2039 }
2040
2041 /* Note it is intentional that we check ob - the movement type of the
2042 * head of the object should correspond for the entire object.
2043 */
2044 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2045 continue;
2046
2047 altern [index++] = i;
2033 } 2048 }
2034 2049
2035 if (!index) 2050 if (!index)
2036 return -1; 2051 return -1;
2037 2052
2038 return altern[RANDOM () % index]; 2053 return altern [rndm (index)];
2039} 2054}
2040 2055
2041/* 2056/*
2042 * find_first_free_spot(archetype, maptile, x, y) works like 2057 * find_first_free_spot(archetype, maptile, x, y) works like
2043 * find_free_spot(), but it will search max number of squares. 2058 * find_free_spot(), but it will search max number of squares.
2046 */ 2061 */
2047int 2062int
2048find_first_free_spot (const object *ob, maptile *m, int x, int y) 2063find_first_free_spot (const object *ob, maptile *m, int x, int y)
2049{ 2064{
2050 for (int i = 0; i < SIZEOFFREE; i++) 2065 for (int i = 0; i < SIZEOFFREE; i++)
2051 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2066 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2052 return i; 2067 return i;
2053 2068
2054 return -1; 2069 return -1;
2055} 2070}
2056 2071
2064{ 2079{
2065 arr += begin; 2080 arr += begin;
2066 end -= begin; 2081 end -= begin;
2067 2082
2068 while (--end) 2083 while (--end)
2069 swap (arr [end], arr [RANDOM () % (end + 1)]); 2084 swap (arr [end], arr [rndm (end + 1)]);
2070} 2085}
2071 2086
2072/* new function to make monster searching more efficient, and effective! 2087/* new function to make monster searching more efficient, and effective!
2073 * This basically returns a randomized array (in the passed pointer) of 2088 * This basically returns a randomized array (in the passed pointer) of
2074 * the spaces to find monsters. In this way, it won't always look for 2089 * the spaces to find monsters. In this way, it won't always look for
2110 object *tmp; 2125 object *tmp;
2111 maptile *mp; 2126 maptile *mp;
2112 2127
2113 MoveType blocked, move_type; 2128 MoveType blocked, move_type;
2114 2129
2115 if (exclude && exclude->head) 2130 if (exclude && exclude->head_ () != exclude)
2116 { 2131 {
2117 exclude = exclude->head; 2132 exclude = exclude->head;
2118 move_type = exclude->move_type; 2133 move_type = exclude->move_type;
2119 } 2134 }
2120 else 2135 else
2143 max = maxfree[i]; 2158 max = maxfree[i];
2144 else if (mflags & P_IS_ALIVE) 2159 else if (mflags & P_IS_ALIVE)
2145 { 2160 {
2146 for (tmp = ms.bot; tmp; tmp = tmp->above) 2161 for (tmp = ms.bot; tmp; tmp = tmp->above)
2147 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2162 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2148 && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2163 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2149 break; 2164 break;
2150 2165
2151 if (tmp) 2166 if (tmp)
2152 return freedir[i]; 2167 return freedir[i];
2153 } 2168 }
2208 2223
2209 return 3; 2224 return 3;
2210} 2225}
2211 2226
2212/* 2227/*
2213 * absdir(int): Returns a number between 1 and 8, which represent
2214 * the "absolute" direction of a number (it actually takes care of
2215 * "overflow" in previous calculations of a direction).
2216 */
2217
2218int
2219absdir (int d)
2220{
2221 while (d < 1)
2222 d += 8;
2223
2224 while (d > 8)
2225 d -= 8;
2226
2227 return d;
2228}
2229
2230/*
2231 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2228 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2232 * between two directions (which are expected to be absolute (see absdir()) 2229 * between two directions (which are expected to be absolute (see absdir())
2233 */ 2230 */
2234
2235int 2231int
2236dirdiff (int dir1, int dir2) 2232dirdiff (int dir1, int dir2)
2237{ 2233{
2238 int d; 2234 int d;
2239 2235
2352 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2348 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2353 * core dumps if they do. 2349 * core dumps if they do.
2354 * 2350 *
2355 * Add a check so we can't pick up invisible objects (0.93.8) 2351 * Add a check so we can't pick up invisible objects (0.93.8)
2356 */ 2352 */
2357
2358int 2353int
2359can_pick (const object *who, const object *item) 2354can_pick (const object *who, const object *item)
2360{ 2355{
2361 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2356 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2362 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2357 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2367 * create clone from object to another 2362 * create clone from object to another
2368 */ 2363 */
2369object * 2364object *
2370object_create_clone (object *asrc) 2365object_create_clone (object *asrc)
2371{ 2366{
2372 object *dst = 0, *tmp, *src, *part, *prev, *item; 2367 object *dst = 0, *tmp, *src, *prev, *item;
2373 2368
2374 if (!asrc) 2369 if (!asrc)
2375 return 0; 2370 return 0;
2376 2371
2377 src = asrc;
2378 if (src->head)
2379 src = src->head; 2372 src = asrc->head_ ();
2380 2373
2381 prev = 0; 2374 prev = 0;
2382 for (part = src; part; part = part->more) 2375 for (object *part = src; part; part = part->more)
2383 { 2376 {
2384 tmp = part->clone (); 2377 tmp = part->clone ();
2385 tmp->x -= src->x; 2378 tmp->x -= src->x;
2386 tmp->y -= src->y; 2379 tmp->y -= src->y;
2387 2380
2403 2396
2404 for (item = src->inv; item; item = item->below) 2397 for (item = src->inv; item; item = item->below)
2405 insert_ob_in_ob (object_create_clone (item), dst); 2398 insert_ob_in_ob (object_create_clone (item), dst);
2406 2399
2407 return dst; 2400 return dst;
2408}
2409
2410/* GROS - Creates an object using a string representing its content. */
2411/* Basically, we save the content of the string to a temp file, then call */
2412/* load_object on it. I admit it is a highly inefficient way to make things, */
2413/* but it was simple to make and allows reusing the load_object function. */
2414/* Remember not to use load_object_str in a time-critical situation. */
2415/* Also remember that multiparts objects are not supported for now. */
2416object *
2417load_object_str (const char *obstr)
2418{
2419 object *op;
2420 char filename[MAX_BUF];
2421
2422 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2423
2424 FILE *tempfile = fopen (filename, "w");
2425
2426 if (tempfile == NULL)
2427 {
2428 LOG (llevError, "Error - Unable to access load object temp file\n");
2429 return NULL;
2430 }
2431
2432 fprintf (tempfile, obstr);
2433 fclose (tempfile);
2434
2435 op = object::create ();
2436
2437 object_thawer thawer (filename);
2438
2439 if (thawer)
2440 load_object (thawer, op, 0);
2441
2442 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2443 CLEAR_FLAG (op, FLAG_REMOVED);
2444
2445 return op;
2446} 2401}
2447 2402
2448/* This returns the first object in who's inventory that 2403/* This returns the first object in who's inventory that
2449 * has the same type and subtype match. 2404 * has the same type and subtype match.
2450 * returns NULL if no match. 2405 * returns NULL if no match.
2505 if (link->key == canonical_key) 2460 if (link->key == canonical_key)
2506 return link->value; 2461 return link->value;
2507 2462
2508 return 0; 2463 return 0;
2509} 2464}
2510
2511 2465
2512/* 2466/*
2513 * Updates the canonical_key in op to value. 2467 * Updates the canonical_key in op to value.
2514 * 2468 *
2515 * canonical_key is a shared string (value doesn't have to be). 2469 * canonical_key is a shared string (value doesn't have to be).
2539 /* Basically, if the archetype has this key set, 2493 /* Basically, if the archetype has this key set,
2540 * we need to store the null value so when we save 2494 * we need to store the null value so when we save
2541 * it, we save the empty value so that when we load, 2495 * it, we save the empty value so that when we load,
2542 * we get this value back again. 2496 * we get this value back again.
2543 */ 2497 */
2544 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2498 if (get_ob_key_link (op->arch, canonical_key))
2545 field->value = 0; 2499 field->value = 0;
2546 else 2500 else
2547 { 2501 {
2548 if (last) 2502 if (last)
2549 last->next = field->next; 2503 last->next = field->next;
2618 } 2572 }
2619 else 2573 else
2620 item = item->env; 2574 item = item->env;
2621} 2575}
2622 2576
2623
2624const char * 2577const char *
2625object::flag_desc (char *desc, int len) const 2578object::flag_desc (char *desc, int len) const
2626{ 2579{
2627 char *p = desc; 2580 char *p = desc;
2628 bool first = true; 2581 bool first = true;
2655{ 2608{
2656 char flagdesc[512]; 2609 char flagdesc[512];
2657 char info2[256 * 4]; 2610 char info2[256 * 4];
2658 char *p = info; 2611 char *p = info;
2659 2612
2660 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s%s%s\",flags:[%s],type:%d}", 2613 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2661 count, uuid.seq, 2614 count, uuid.seq,
2662 &name, 2615 &name,
2663 title ? "\",title:" : "", 2616 title ? "\",title:\"" : "",
2664 title ? (const char *)title : "", 2617 title ? (const char *)title : "",
2665 flag_desc (flagdesc, 512), type); 2618 flag_desc (flagdesc, 512), type);
2666 2619
2667 if (env) 2620 if (!this->flag[FLAG_REMOVED] && env)
2668 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2621 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2669 2622
2670 if (map) 2623 if (map)
2671 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y); 2624 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2672 2625
2674} 2627}
2675 2628
2676const char * 2629const char *
2677object::debug_desc () const 2630object::debug_desc () const
2678{ 2631{
2679 static char info[256 * 4]; 2632 static char info[3][256 * 4];
2633 static int info_idx;
2634
2680 return debug_desc (info); 2635 return debug_desc (info [++info_idx % 3]);
2681} 2636}
2682 2637
2638struct region *
2639object::region () const
2640{
2641 return map ? map->region (x, y)
2642 : region::default_region ();
2643}
2644
2645const materialtype_t *
2646object::dominant_material () const
2647{
2648 if (materialtype_t *mt = name_to_material (materialname))
2649 return mt;
2650
2651 return name_to_material (shstr_unknown);
2652}
2653
2654void
2655object::open_container (object *new_container)
2656{
2657 if (container == new_container)
2658 return;
2659
2660 if (object *old_container = container)
2661 {
2662 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2663 return;
2664
2665#if 0
2666 // remove the "Close old_container" object.
2667 if (object *closer = old_container->inv)
2668 if (closer->type == CLOSE_CON)
2669 closer->destroy ();
2670#endif
2671
2672 old_container->flag [FLAG_APPLIED] = 0;
2673 container = 0;
2674
2675 esrv_update_item (UPD_FLAGS, this, old_container);
2676 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2677 play_sound (sound_find ("chest_close"));
2678 }
2679
2680 if (new_container)
2681 {
2682 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2683 return;
2684
2685 // TODO: this does not seem to serve any purpose anymore?
2686#if 0
2687 // insert the "Close Container" object.
2688 if (archetype *closer = new_container->other_arch)
2689 {
2690 object *closer = arch_to_object (new_container->other_arch);
2691 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2692 new_container->insert (closer);
2693 }
2694#endif
2695
2696 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2697
2698 new_container->flag [FLAG_APPLIED] = 1;
2699 container = new_container;
2700
2701 esrv_update_item (UPD_FLAGS, this, new_container);
2702 esrv_send_inventory (this, new_container);
2703 play_sound (sound_find ("chest_open"));
2704 }
2705}
2706
2707object *
2708object::force_find (const shstr name)
2709{
2710 /* cycle through his inventory to look for the MARK we want to
2711 * place
2712 */
2713 for (object *tmp = inv; tmp; tmp = tmp->below)
2714 if (tmp->type == FORCE && tmp->slaying == name)
2715 return splay (tmp);
2716
2717 return 0;
2718}
2719
2720void
2721object::force_add (const shstr name, int duration)
2722{
2723 if (object *force = force_find (name))
2724 force->destroy ();
2725
2726 object *force = get_archetype (FORCE_NAME);
2727
2728 force->slaying = name;
2729 force->stats.food = 1;
2730 force->speed_left = -1.f;
2731
2732 force->set_speed (duration ? 1.f / duration : 0.f);
2733 force->flag [FLAG_IS_USED_UP] = true;
2734 force->flag [FLAG_APPLIED] = true;
2735
2736 insert (force);
2737}
2738
2739void
2740object::play_sound (faceidx sound) const
2741{
2742 if (!sound)
2743 return;
2744
2745 if (flag [FLAG_REMOVED])
2746 return;
2747
2748 if (env)
2749 {
2750 if (object *pl = in_player ())
2751 pl->contr->play_sound (sound);
2752 }
2753 else
2754 map->play_sound (sound, x, y);
2755}
2756

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