ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/common/object.C
(Generate patch)

Comparing deliantra/server/common/object.C (file contents):
Revision 1.112 by root, Mon Jan 8 14:11:04 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;
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 {
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)
311 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 }
312 } 321 }
313 322
314 /* Everything passes, must be OK. */ 323 /* Everything passes, must be OK. */
315 return 1; 324 return 1;
316} 325}
324sum_weight (object *op) 333sum_weight (object *op)
325{ 334{
326 long sum; 335 long sum;
327 object *inv; 336 object *inv;
328 337
329 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 338 for (sum = 0, inv = op->inv; inv; inv = inv->below)
330 { 339 {
331 if (inv->inv) 340 if (inv->inv)
332 sum_weight (inv); 341 sum_weight (inv);
342
333 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 343 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
334 } 344 }
335 345
336 if (op->type == CONTAINER && op->stats.Str) 346 if (op->type == CONTAINER && op->stats.Str)
337 sum = (sum * (100 - op->stats.Str)) / 100; 347 sum = (sum * (100 - op->stats.Str)) / 100;
357/* 367/*
358 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 368 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
359 * Some error messages. 369 * Some error messages.
360 * 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.
361 */ 371 */
362
363char * 372char *
364dump_object (object *op) 373dump_object (object *op)
365{ 374{
366 if (!op) 375 if (!op)
367 return strdup ("[NULLOBJ]"); 376 return strdup ("[NULLOBJ]");
368 377
369 object_freezer freezer; 378 object_freezer freezer;
370 save_object (freezer, op, 1); 379 op->write (freezer);
371 return freezer.as_string (); 380 return freezer.as_string ();
372} 381}
373 382
374/* 383/*
375 * 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
376 * multi-object 1 which is closest to the second object. 385 * multi-object 1 which is closest to the second object.
377 * If it's not a multi-object, it is returned. 386 * If it's not a multi-object, it is returned.
378 */ 387 */
379
380object * 388object *
381get_nearest_part (object *op, const object *pl) 389get_nearest_part (object *op, const object *pl)
382{ 390{
383 object *tmp, *closest; 391 object *tmp, *closest;
384 int last_dist, i; 392 int last_dist, i;
429} 437}
430 438
431/* 439/*
432 * 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
433 * skill and experience objects. 441 * skill and experience objects.
442 * ACTUALLY NO! investigate! TODO
434 */ 443 */
435void 444void
436object::set_owner (object *owner) 445object::set_owner (object *owner)
437{ 446{
447 // allow objects which own objects
438 if (!owner) 448 if (owner)
439 return;
440
441 /* next line added to allow objects which own objects */
442 /* Add a check for ownercounts in here, as I got into an endless loop
443 * with the fireball owning a poison cloud which then owned the
444 * fireball. I believe that was caused by one of the objects getting
445 * freed and then another object replacing it. Since the ownercounts
446 * didn't match, this check is valid and I believe that cause is valid.
447 */
448 while (owner->owner) 449 while (owner->owner)
449 owner = owner->owner; 450 owner = owner->owner;
450 451
451 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;
452} 519}
453 520
454/* Zero the key_values on op, decrementing the shared-string 521/* Zero the key_values on op, decrementing the shared-string
455 * refcounts and freeing the links. 522 * refcounts and freeing the links.
456 */ 523 */
457static void 524static void
458free_key_values (object *op) 525free_key_values (object *op)
459{ 526{
460 for (key_value *i = op->key_values; i != 0;) 527 for (key_value *i = op->key_values; i; )
461 { 528 {
462 key_value *next = i->next; 529 key_value *next = i->next;
463 delete i; 530 delete i;
464 531
465 i = next; 532 i = next;
466 } 533 }
467 534
468 op->key_values = 0; 535 op->key_values = 0;
469} 536}
470 537
471/* 538object &
472 * copy_to first frees everything allocated by the dst object, 539object::operator =(const object &src)
473 * and then copies the contents of itself into the second
474 * object, allocating what needs to be allocated. Basically, any
475 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
476 * if the first object is freed, the pointers in the new object
477 * will point at garbage.
478 */
479void
480object::copy_to (object *dst)
481{ 540{
482 bool is_freed = QUERY_FLAG (dst, FLAG_FREED); 541 bool is_freed = flag [FLAG_FREED];
483 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED); 542 bool is_removed = flag [FLAG_REMOVED];
484 543
485 *(object_copy *)dst = *this; 544 *(object_copy *)this = src;
486 545
487 if (is_freed) 546 flag [FLAG_FREED] = is_freed;
488 SET_FLAG (dst, FLAG_FREED); 547 flag [FLAG_REMOVED] = is_removed;
489
490 if (is_removed)
491 SET_FLAG (dst, FLAG_REMOVED);
492
493 if (speed < 0)
494 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
495 548
496 /* Copy over key_values, if any. */ 549 /* Copy over key_values, if any. */
497 if (key_values) 550 if (src.key_values)
498 { 551 {
499 key_value *tail = 0; 552 key_value *tail = 0;
500 key_value *i;
501
502 dst->key_values = 0; 553 key_values = 0;
503 554
504 for (i = key_values; i; i = i->next) 555 for (key_value *i = src.key_values; i; i = i->next)
505 { 556 {
506 key_value *new_link = new key_value; 557 key_value *new_link = new key_value;
507 558
508 new_link->next = 0; 559 new_link->next = 0;
509 new_link->key = i->key; 560 new_link->key = i->key;
510 new_link->value = i->value; 561 new_link->value = i->value;
511 562
512 /* Try and be clever here, too. */ 563 /* Try and be clever here, too. */
513 if (!dst->key_values) 564 if (!key_values)
514 { 565 {
515 dst->key_values = new_link; 566 key_values = new_link;
516 tail = new_link; 567 tail = new_link;
517 } 568 }
518 else 569 else
519 { 570 {
520 tail->next = new_link; 571 tail->next = new_link;
521 tail = new_link; 572 tail = new_link;
522 } 573 }
523 } 574 }
524 } 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 ();
525 593
526 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 ();
527} 614}
528 615
529object * 616object *
530object::clone () 617object::clone ()
531{ 618{
589 * UP_OBJ_FACE: only the objects face has changed. 676 * UP_OBJ_FACE: only the objects face has changed.
590 */ 677 */
591void 678void
592update_object (object *op, int action) 679update_object (object *op, int action)
593{ 680{
594 MoveType move_on, move_off, move_block, move_slow;
595
596 if (op == NULL) 681 if (op == NULL)
597 { 682 {
598 /* this should never happen */ 683 /* this should never happen */
599 LOG (llevDebug, "update_object() called for NULL object.\n"); 684 LOG (llevDebug, "update_object() called for NULL object.\n");
600 return; 685 return;
660 745
661 if (op->more) 746 if (op->more)
662 update_object (op->more, action); 747 update_object (op->more, action);
663} 748}
664 749
665object *object::first;
666
667object::object () 750object::object ()
668{ 751{
669 SET_FLAG (this, FLAG_REMOVED); 752 SET_FLAG (this, FLAG_REMOVED);
670 753
671 expmul = 1.0; 754 expmul = 1.0;
672 face = blank_face; 755 face = blank_face;
673} 756}
674 757
675object::~object () 758object::~object ()
676{ 759{
760 unlink ();
761
677 free_key_values (this); 762 free_key_values (this);
678} 763}
679 764
680static int object_count; 765static int object_count;
681 766
689 objects.insert (this); 774 objects.insert (this);
690} 775}
691 776
692void object::unlink () 777void object::unlink ()
693{ 778{
694 assert (index);//D 779 if (!index)
780 return;
781
695 objects.erase (this); 782 objects.erase (this);
696 refcnt_dec (); 783 refcnt_dec ();
697} 784}
698 785
699void 786void
773 * drop on that space. 860 * drop on that space.
774 */ 861 */
775 if (!drop_to_ground 862 if (!drop_to_ground
776 || !map 863 || !map
777 || map->in_memory != MAP_IN_MEMORY 864 || map->in_memory != MAP_IN_MEMORY
865 || map->nodrop
778 || ms ().move_block == MOVE_ALL) 866 || ms ().move_block == MOVE_ALL)
779 { 867 {
780 while (inv) 868 while (inv)
781 { 869 {
782 inv->destroy_inv (drop_to_ground); 870 inv->destroy_inv (drop_to_ground);
836 924
837 if (!freed_map) 925 if (!freed_map)
838 { 926 {
839 freed_map = new maptile; 927 freed_map = new maptile;
840 928
929 freed_map->path = "<freed objects map>";
841 freed_map->name = "/internal/freed_objects_map"; 930 freed_map->name = "/internal/freed_objects_map";
842 freed_map->width = 3; 931 freed_map->width = 3;
843 freed_map->height = 3; 932 freed_map->height = 3;
844 933
845 freed_map->alloc (); 934 freed_map->alloc ();
849 map = freed_map; 938 map = freed_map;
850 x = 1; 939 x = 1;
851 y = 1; 940 y = 1;
852 } 941 }
853 942
854 head = 0;
855
856 if (more) 943 if (more)
857 { 944 {
858 more->destroy (); 945 more->destroy ();
859 more = 0; 946 more = 0;
860 } 947 }
861 948
949 head = 0;
950
862 // clear those pointers that likely might have circular references to us 951 // clear those pointers that likely might cause circular references
863 owner = 0; 952 owner = 0;
864 enemy = 0; 953 enemy = 0;
865 attacked_by = 0; 954 attacked_by = 0;
955 current_weapon = 0;
866} 956}
867 957
868void 958void
869object::destroy (bool destroy_inventory) 959object::destroy (bool destroy_inventory)
870{ 960{
871 if (destroyed ()) 961 if (destroyed ())
872 return; 962 return;
873 963
874 if (destroy_inventory) 964 if (destroy_inventory)
875 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
876 972
877 attachable::destroy (); 973 attachable::destroy ();
878} 974}
879 975
880/* 976/*
898 * 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
899 * 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
900 * object will have no environment. If the object previously had an 996 * object will have no environment. If the object previously had an
901 * environment, the x and y coordinates will be updated to 997 * environment, the x and y coordinates will be updated to
902 * the previous environment. 998 * the previous environment.
903 * Beware: This function is called from the editor as well!
904 */ 999 */
905void 1000void
906object::remove () 1001object::do_remove ()
907{ 1002{
908 object *tmp, *last = 0; 1003 object *tmp, *last = 0;
909 object *otmp; 1004 object *otmp;
910 1005
911 if (QUERY_FLAG (this, FLAG_REMOVED)) 1006 if (QUERY_FLAG (this, FLAG_REMOVED))
954 } 1049 }
955 else if (map) 1050 else if (map)
956 { 1051 {
957 if (type == PLAYER) 1052 if (type == PLAYER)
958 { 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
959 --map->players; 1060 --map->players;
960 map->touch (); 1061 map->touch ();
961 } 1062 }
962 1063
963 map->dirty = true; 1064 map->dirty = true;
1065 mapspace &ms = this->ms ();
964 1066
965 /* link the object above us */ 1067 /* link the object above us */
966 if (above) 1068 if (above)
967 above->below = below; 1069 above->below = below;
968 else 1070 else
969 map->at (x, y).top = below; /* we were top, set new top */ 1071 ms.top = below; /* we were top, set new top */
970 1072
971 /* Relink the object below us, if there is one */ 1073 /* Relink the object below us, if there is one */
972 if (below) 1074 if (below)
973 below->above = above; 1075 below->above = above;
974 else 1076 else
976 /* 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
977 * use translated coordinates in case some oddness with map tiling is 1079 * use translated coordinates in case some oddness with map tiling is
978 * evident 1080 * evident
979 */ 1081 */
980 if (GET_MAP_OB (map, x, y) != this) 1082 if (GET_MAP_OB (map, x, y) != this)
981 {
982 char *dump = dump_object (this);
983 LOG (llevError,
984 "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 ());
985 free (dump);
986 dump = dump_object (GET_MAP_OB (map, x, y));
987 LOG (llevError, "%s\n", dump);
988 free (dump);
989 }
990 1084
991 map->at (x, y).bot = above; /* goes on above it. */ 1085 ms.bot = above; /* goes on above it. */
992 } 1086 }
993 1087
994 above = 0; 1088 above = 0;
995 below = 0; 1089 below = 0;
996 1090
997 if (map->in_memory == MAP_SAVING) 1091 if (map->in_memory == MAP_SAVING)
998 return; 1092 return;
999 1093
1000 int check_walk_off = !flag [FLAG_NO_APPLY]; 1094 int check_walk_off = !flag [FLAG_NO_APPLY];
1001 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
1002 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above) 1108 for (tmp = ms.bot; tmp; tmp = tmp->above)
1003 { 1109 {
1004 /* 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
1005 * being removed. 1111 * being removed.
1006 */ 1112 */
1007
1008 if (tmp->type == PLAYER && tmp != this)
1009 {
1010 /* If a container that the player is currently using somehow gets
1011 * removed (most likely destroyed), update the player view
1012 * appropriately.
1013 */
1014 if (tmp->container == this)
1015 {
1016 flag [FLAG_APPLIED] = 0;
1017 tmp->container = 0;
1018 }
1019
1020 if (tmp->contr->ns)
1021 tmp->contr->ns->floorbox_update ();
1022 }
1023 1113
1024 /* See if object moving off should effect something */ 1114 /* See if object moving off should effect something */
1025 if (check_walk_off 1115 if (check_walk_off
1026 && ((move_type & tmp->move_off) 1116 && ((move_type & tmp->move_off)
1027 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1117 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1030 1120
1031 if (destroyed ()) 1121 if (destroyed ())
1032 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 ());
1033 } 1123 }
1034 1124
1035 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1036 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1037 if (tmp->above == tmp)
1038 tmp->above = 0;
1039
1040 last = tmp; 1125 last = tmp;
1041 } 1126 }
1042 1127
1043 /* last == NULL if there are no objects on this space */ 1128 /* last == NULL if there are no objects on this space */
1044 //TODO: this makes little sense, why only update the topmost object? 1129 //TODO: this makes little sense, why only update the topmost object?
1087 } 1172 }
1088 1173
1089 return 0; 1174 return 0;
1090} 1175}
1091 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
1092/* 1200/*
1093 * 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
1094 * job preparing multi-part monsters 1202 * job preparing multi-part monsters.
1095 */ 1203 */
1096object * 1204object *
1097insert_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)
1098{ 1206{
1099 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1207 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1100 { 1208 {
1101 tmp->x = x + tmp->arch->clone.x; 1209 tmp->x = x + tmp->arch->x;
1102 tmp->y = y + tmp->arch->clone.y; 1210 tmp->y = y + tmp->arch->y;
1103 } 1211 }
1104 1212
1105 return insert_ob_in_map (op, m, originator, flag); 1213 return insert_ob_in_map (op, m, originator, flag);
1106} 1214}
1107 1215
1126 * just 'op' otherwise 1234 * just 'op' otherwise
1127 */ 1235 */
1128object * 1236object *
1129insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1237insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1130{ 1238{
1239 assert (!op->flag [FLAG_FREED]);
1240
1131 object *tmp, *top, *floor = NULL; 1241 object *top, *floor = NULL;
1132 sint16 x, y;
1133 1242
1134 if (QUERY_FLAG (op, FLAG_FREED)) 1243 op->remove ();
1135 {
1136 LOG (llevError, "Trying to insert freed object!\n");
1137 return NULL;
1138 }
1139
1140 if (!m)
1141 {
1142 char *dump = dump_object (op);
1143 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1144 free (dump);
1145 return op;
1146 }
1147
1148 if (out_of_map (m, op->x, op->y))
1149 {
1150 char *dump = dump_object (op);
1151 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1152#ifdef MANY_CORES
1153 /* Better to catch this here, as otherwise the next use of this object
1154 * is likely to cause a crash. Better to find out where it is getting
1155 * improperly inserted.
1156 */
1157 abort ();
1158#endif
1159 free (dump);
1160 return op;
1161 }
1162
1163 if (!QUERY_FLAG (op, FLAG_REMOVED))
1164 {
1165 char *dump = dump_object (op);
1166 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1167 free (dump);
1168 return op;
1169 }
1170
1171 if (op->more)
1172 {
1173 /* The part may be on a different map. */
1174
1175 object *more = op->more;
1176
1177 /* We really need the caller to normalise coordinates - if
1178 * we set the map, that doesn't work if the location is within
1179 * a map and this is straddling an edge. So only if coordinate
1180 * is clear wrong do we normalise it.
1181 */
1182 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1183 more->map = get_map_from_coord (m, &more->x, &more->y);
1184 else if (!more->map)
1185 {
1186 /* For backwards compatibility - when not dealing with tiled maps,
1187 * more->map should always point to the parent.
1188 */
1189 more->map = m;
1190 }
1191
1192 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1193 {
1194 if (!op->head)
1195 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1196
1197 return 0;
1198 }
1199 }
1200
1201 CLEAR_FLAG (op, FLAG_REMOVED);
1202 1244
1203 /* Ideally, the caller figures this out. However, it complicates a lot 1245 /* Ideally, the caller figures this out. However, it complicates a lot
1204 * 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
1205 * need extra work 1247 * need extra work
1206 */ 1248 */
1207 op->map = get_map_from_coord (m, &op->x, &op->y); 1249 if (!xy_normalise (m, op->x, op->y))
1208 x = op->x; 1250 {
1209 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 ();
1210 1263
1211 /* this has to be done after we translate the coordinates. 1264 /* this has to be done after we translate the coordinates.
1212 */ 1265 */
1213 if (op->nrof && !(flag & INS_NO_MERGE)) 1266 if (op->nrof && !(flag & INS_NO_MERGE))
1214 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above) 1267 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1215 if (object::can_merge (op, tmp)) 1268 if (object::can_merge (op, tmp))
1216 { 1269 {
1217 op->nrof += tmp->nrof; 1270 op->nrof += tmp->nrof;
1218 tmp->destroy (); 1271 tmp->destroy ();
1219 } 1272 }
1236 op->below = originator->below; 1289 op->below = originator->below;
1237 1290
1238 if (op->below) 1291 if (op->below)
1239 op->below->above = op; 1292 op->below->above = op;
1240 else 1293 else
1241 op->ms ().bot = op; 1294 ms.bot = op;
1242 1295
1243 /* since *below* originator, no need to update top */ 1296 /* since *below* originator, no need to update top */
1244 originator->below = op; 1297 originator->below = op;
1245 } 1298 }
1246 else 1299 else
1247 { 1300 {
1301 top = ms.bot;
1302
1248 /* If there are other objects, then */ 1303 /* If there are other objects, then */
1249 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1304 if (top)
1250 { 1305 {
1251 object *last = 0; 1306 object *last = 0;
1252 1307
1253 /* 1308 /*
1254 * 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.
1260 * 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
1261 * 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
1262 * 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
1263 * that flying non pickable objects are spell objects. 1318 * that flying non pickable objects are spell objects.
1264 */ 1319 */
1265 while (top) 1320 for (top = ms.bot; top; top = top->above)
1266 { 1321 {
1267 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))
1268 floor = top; 1323 floor = top;
1269 1324
1270 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))
1273 top = top->below; 1328 top = top->below;
1274 break; 1329 break;
1275 } 1330 }
1276 1331
1277 last = top; 1332 last = top;
1278 top = top->above;
1279 } 1333 }
1280 1334
1281 /* 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 */
1282 top = last; 1336 top = last;
1283 1337
1285 * looks like instead of lots of conditions here. 1339 * looks like instead of lots of conditions here.
1286 * makes things faster, and effectively the same result. 1340 * makes things faster, and effectively the same result.
1287 */ 1341 */
1288 1342
1289 /* Have object 'fall below' other objects that block view. 1343 /* Have object 'fall below' other objects that block view.
1290 * Unless those objects are exits, type 66 1344 * Unless those objects are exits.
1291 * If INS_ON_TOP is used, don't do this processing 1345 * If INS_ON_TOP is used, don't do this processing
1292 * Need to find the object that in fact blocks view, otherwise 1346 * Need to find the object that in fact blocks view, otherwise
1293 * stacking is a bit odd. 1347 * stacking is a bit odd.
1294 */ 1348 */
1295 if (!(flag & INS_ON_TOP) && 1349 if (!(flag & INS_ON_TOP)
1296 (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))
1297 { 1352 {
1298 for (last = top; last != floor; last = last->below) 1353 for (last = top; last != floor; last = last->below)
1299 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1354 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1300 break; 1355 break;
1356
1301 /* Check to see if we found the object that blocks view, 1357 /* Check to see if we found the object that blocks view,
1302 * 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
1303 * we can get inserted below this one, which requires we 1359 * we can get inserted below this one, which requires we
1304 * set top to the object below us. 1360 * set top to the object below us.
1305 */ 1361 */
1306 if (last && last->below && last != floor) 1362 if (last && last->below && last != floor)
1307 top = last->below; 1363 top = last->below;
1308 } 1364 }
1309 } /* If objects on this space */ 1365 } /* If objects on this space */
1310 1366
1311 if (flag & INS_MAP_LOAD)
1312 top = GET_MAP_TOP (op->map, op->x, op->y);
1313
1314 if (flag & INS_ABOVE_FLOOR_ONLY) 1367 if (flag & INS_ABOVE_FLOOR_ONLY)
1315 top = floor; 1368 top = floor;
1316 1369
1317 /* 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.
1318 */ 1371 */
1319 1372
1320 /* First object on this space */ 1373 /* First object on this space */
1321 if (!top) 1374 if (!top)
1322 { 1375 {
1323 op->above = GET_MAP_OB (op->map, op->x, op->y); 1376 op->above = ms.bot;
1324 1377
1325 if (op->above) 1378 if (op->above)
1326 op->above->below = op; 1379 op->above->below = op;
1327 1380
1328 op->below = 0; 1381 op->below = 0;
1329 op->ms ().bot = op; 1382 ms.bot = op;
1330 } 1383 }
1331 else 1384 else
1332 { /* get inserted into the stack above top */ 1385 { /* get inserted into the stack above top */
1333 op->above = top->above; 1386 op->above = top->above;
1334 1387
1338 op->below = top; 1391 op->below = top;
1339 top->above = op; 1392 top->above = op;
1340 } 1393 }
1341 1394
1342 if (!op->above) 1395 if (!op->above)
1343 op->ms ().top = op; 1396 ms.top = op;
1344 } /* else not INS_BELOW_ORIGINATOR */ 1397 } /* else not INS_BELOW_ORIGINATOR */
1345 1398
1346 if (op->type == PLAYER) 1399 if (op->type == PLAYER)
1347 { 1400 {
1348 op->contr->do_los = 1; 1401 op->contr->do_los = 1;
1350 op->map->touch (); 1403 op->map->touch ();
1351 } 1404 }
1352 1405
1353 op->map->dirty = true; 1406 op->map->dirty = true;
1354 1407
1355 /* If we have a floor, we know the player, if any, will be above
1356 * it, so save a few ticks and start from there.
1357 */
1358 if (!(flag & INS_MAP_LOAD))
1359 if (object *pl = op->ms ().player ()) 1408 if (object *pl = ms.player ())
1360 if (pl->contr->ns)
1361 pl->contr->ns->floorbox_update (); 1409 pl->contr->ns->floorbox_update ();
1362 1410
1363 /* If this object glows, it may affect lighting conditions that are 1411 /* If this object glows, it may affect lighting conditions that are
1364 * 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
1365 * 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
1366 * on the map will get recalculated. The players could very well 1414 * on the map will get recalculated. The players could very well
1385 * blocked() and wall() work properly), and these flags are updated by 1433 * blocked() and wall() work properly), and these flags are updated by
1386 * update_object(). 1434 * update_object().
1387 */ 1435 */
1388 1436
1389 /* 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 */
1390 if (!(flag & INS_NO_WALK_ON) && !op->head) 1438 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1391 { 1439 {
1392 if (check_move_on (op, originator)) 1440 if (check_move_on (op, originator))
1393 return 0; 1441 return 0;
1394 1442
1395 /* 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
1396 * walk on's. 1444 * walk on's.
1397 */ 1445 */
1398 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1446 for (object *tmp = op->more; tmp; tmp = tmp->more)
1399 if (check_move_on (tmp, originator)) 1447 if (check_move_on (tmp, originator))
1400 return 0; 1448 return 0;
1401 } 1449 }
1402 1450
1403 return op; 1451 return op;
1413 object *tmp, *tmp1; 1461 object *tmp, *tmp1;
1414 1462
1415 /* first search for itself and remove any old instances */ 1463 /* first search for itself and remove any old instances */
1416 1464
1417 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 1465 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1418 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1466 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1419 tmp->destroy (); 1467 tmp->destroy ();
1420 1468
1421 tmp1 = arch_to_object (archetype::find (arch_string)); 1469 tmp1 = arch_to_object (archetype::find (arch_string));
1422 1470
1423 tmp1->x = op->x; 1471 tmp1->x = op->x;
1426} 1474}
1427 1475
1428object * 1476object *
1429object::insert_at (object *where, object *originator, int flags) 1477object::insert_at (object *where, object *originator, int flags)
1430{ 1478{
1431 where->map->insert (this, where->x, where->y, originator, flags); 1479 return where->map->insert (this, where->x, where->y, originator, flags);
1432} 1480}
1433 1481
1434/* 1482/*
1435 * 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
1436 * is returned contains nr objects, and the remaining parts contains 1484 * is returned contains nr objects, and the remaining parts contains
1476 * 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
1477 * is subsequently removed and freed. 1525 * is subsequently removed and freed.
1478 * 1526 *
1479 * 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
1480 */ 1528 */
1481
1482object * 1529object *
1483decrease_ob_nr (object *op, uint32 i) 1530decrease_ob_nr (object *op, uint32 i)
1484{ 1531{
1485 object *tmp; 1532 object *tmp;
1486 1533
1561 1608
1562/* 1609/*
1563 * add_weight(object, weight) adds the specified weight to an object, 1610 * add_weight(object, weight) adds the specified weight to an object,
1564 * and also updates how much the environment(s) is/are carrying. 1611 * and also updates how much the environment(s) is/are carrying.
1565 */ 1612 */
1566
1567void 1613void
1568add_weight (object *op, signed long weight) 1614add_weight (object *op, signed long weight)
1569{ 1615{
1570 while (op != NULL) 1616 while (op != NULL)
1571 { 1617 {
1586 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);
1587 free (dump); 1633 free (dump);
1588 return op; 1634 return op;
1589 } 1635 }
1590 1636
1591 if (where->head) 1637 if (where->head_ () != where)
1592 { 1638 {
1593 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");
1594 where = where->head; 1640 where = where->head;
1595 } 1641 }
1596 1642
1597 return where->insert (op); 1643 return where->insert (op);
1598} 1644}
1603 * inside the object environment. 1649 * inside the object environment.
1604 * 1650 *
1605 * 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
1606 * be != op, if items are merged. -Tero 1652 * be != op, if items are merged. -Tero
1607 */ 1653 */
1608
1609object * 1654object *
1610object::insert (object *op) 1655object::insert (object *op)
1611{ 1656{
1612 object *tmp, *otmp;
1613
1614 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1657 if (!QUERY_FLAG (op, FLAG_REMOVED))
1615 op->remove (); 1658 op->remove ();
1616 1659
1617 if (op->more) 1660 if (op->more)
1618 { 1661 {
1620 return op; 1663 return op;
1621 } 1664 }
1622 1665
1623 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1666 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1624 CLEAR_FLAG (op, FLAG_REMOVED); 1667 CLEAR_FLAG (op, FLAG_REMOVED);
1668
1625 if (op->nrof) 1669 if (op->nrof)
1626 { 1670 {
1627 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1671 for (object *tmp = inv; tmp; tmp = tmp->below)
1628 if (object::can_merge (tmp, op)) 1672 if (object::can_merge (tmp, op))
1629 { 1673 {
1630 /* return the original object and remove inserted object 1674 /* return the original object and remove inserted object
1631 (client needs the original object) */ 1675 (client needs the original object) */
1632 tmp->nrof += op->nrof; 1676 tmp->nrof += op->nrof;
1651 add_weight (this, op->weight * op->nrof); 1695 add_weight (this, op->weight * op->nrof);
1652 } 1696 }
1653 else 1697 else
1654 add_weight (this, (op->weight + op->carrying)); 1698 add_weight (this, (op->weight + op->carrying));
1655 1699
1656 otmp = this->in_player (); 1700 if (object *otmp = this->in_player ())
1657 if (otmp && otmp->contr)
1658 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1701 if (otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1659 otmp->update_stats (); 1702 otmp->update_stats ();
1660 1703
1704 op->owner = 0; // its his/hers now. period.
1661 op->map = 0; 1705 op->map = 0;
1662 op->env = this; 1706 op->env = this;
1663 op->above = 0; 1707 op->above = 0;
1664 op->below = 0; 1708 op->below = 0;
1665 op->x = 0, op->y = 0; 1709 op->x = op->y = 0;
1666 1710
1667 /* 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 */
1668 if ((op->glow_radius != 0) && map) 1712 if (op->glow_radius && map)
1669 { 1713 {
1670#ifdef DEBUG_LIGHTS 1714#ifdef DEBUG_LIGHTS
1671 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);
1672#endif /* DEBUG_LIGHTS */ 1716#endif /* DEBUG_LIGHTS */
1673 if (map->darkness) 1717 if (map->darkness)
1773 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1817 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1774 ((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))
1775 { 1819 {
1776 1820
1777 float 1821 float
1778 diff = tmp->move_slow_penalty * FABS (op->speed); 1822 diff = tmp->move_slow_penalty * fabs (op->speed);
1779 1823
1780 if (op->type == PLAYER) 1824 if (op->type == PLAYER)
1781 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)) ||
1782 (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)))
1783 diff /= 4.0; 1827 diff /= 4.0;
1927 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1971 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1928 { 1972 {
1929 CLEAR_FLAG (tmp, flag); 1973 CLEAR_FLAG (tmp, flag);
1930 unflag_inv (tmp, flag); 1974 unflag_inv (tmp, flag);
1931 } 1975 }
1932}
1933
1934/*
1935 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1936 * all it's inventory (recursively).
1937 * If checksums are used, a player will get set_cheat called for
1938 * him/her-self and all object carried by a call to this function.
1939 */
1940void
1941set_cheat (object *op)
1942{
1943 SET_FLAG (op, FLAG_WAS_WIZ);
1944 flag_inv (op, FLAG_WAS_WIZ);
1945} 1976}
1946 1977
1947/* 1978/*
1948 * 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
1949 * 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
1966 * customized, changed states, etc. 1997 * customized, changed states, etc.
1967 */ 1998 */
1968int 1999int
1969find_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)
1970{ 2001{
2002 int altern[SIZEOFFREE];
1971 int index = 0, flag; 2003 int index = 0, flag;
1972 int altern[SIZEOFFREE];
1973 2004
1974 for (int i = start; i < stop; i++) 2005 for (int i = start; i < stop; i++)
1975 { 2006 {
1976 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2007 mapxy pos (m, x, y); pos.move (i);
1977 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 {
1978 altern [index++] = i; 2023 altern [index++] = i;
2024 continue;
2025 }
1979 2026
1980 /* 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.
1981 * 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.
1982 * 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 -
1983 * 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
1984 * 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
1985 * to only the spaces immediately surrounding the target area, and 2032 * to only the spaces immediately surrounding the target area, and
1986 * won't look 2 spaces south of the target space. 2033 * won't look 2 spaces south of the target space.
1987 */ 2034 */
1988 else if ((flag & P_NO_PASS) && maxfree[i] < stop) 2035 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2036 {
1989 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;
1990 } 2048 }
1991 2049
1992 if (!index) 2050 if (!index)
1993 return -1; 2051 return -1;
1994 2052
1995 return altern[RANDOM () % index]; 2053 return altern [rndm (index)];
1996} 2054}
1997 2055
1998/* 2056/*
1999 * find_first_free_spot(archetype, maptile, x, y) works like 2057 * find_first_free_spot(archetype, maptile, x, y) works like
2000 * find_free_spot(), but it will search max number of squares. 2058 * find_free_spot(), but it will search max number of squares.
2003 */ 2061 */
2004int 2062int
2005find_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)
2006{ 2064{
2007 for (int i = 0; i < SIZEOFFREE; i++) 2065 for (int i = 0; i < SIZEOFFREE; i++)
2008 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]))
2009 return i; 2067 return i;
2010 2068
2011 return -1; 2069 return -1;
2012} 2070}
2013 2071
2021{ 2079{
2022 arr += begin; 2080 arr += begin;
2023 end -= begin; 2081 end -= begin;
2024 2082
2025 while (--end) 2083 while (--end)
2026 swap (arr [end], arr [RANDOM () % (end + 1)]); 2084 swap (arr [end], arr [rndm (end + 1)]);
2027} 2085}
2028 2086
2029/* new function to make monster searching more efficient, and effective! 2087/* new function to make monster searching more efficient, and effective!
2030 * This basically returns a randomized array (in the passed pointer) of 2088 * This basically returns a randomized array (in the passed pointer) of
2031 * 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
2067 object *tmp; 2125 object *tmp;
2068 maptile *mp; 2126 maptile *mp;
2069 2127
2070 MoveType blocked, move_type; 2128 MoveType blocked, move_type;
2071 2129
2072 if (exclude && exclude->head) 2130 if (exclude && exclude->head_ () != exclude)
2073 { 2131 {
2074 exclude = exclude->head; 2132 exclude = exclude->head;
2075 move_type = exclude->move_type; 2133 move_type = exclude->move_type;
2076 } 2134 }
2077 else 2135 else
2100 max = maxfree[i]; 2158 max = maxfree[i];
2101 else if (mflags & P_IS_ALIVE) 2159 else if (mflags & P_IS_ALIVE)
2102 { 2160 {
2103 for (tmp = ms.bot; tmp; tmp = tmp->above) 2161 for (tmp = ms.bot; tmp; tmp = tmp->above)
2104 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2162 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2105 && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2163 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2106 break; 2164 break;
2107 2165
2108 if (tmp) 2166 if (tmp)
2109 return freedir[i]; 2167 return freedir[i];
2110 } 2168 }
2165 2223
2166 return 3; 2224 return 3;
2167} 2225}
2168 2226
2169/* 2227/*
2170 * absdir(int): Returns a number between 1 and 8, which represent
2171 * the "absolute" direction of a number (it actually takes care of
2172 * "overflow" in previous calculations of a direction).
2173 */
2174
2175int
2176absdir (int d)
2177{
2178 while (d < 1)
2179 d += 8;
2180
2181 while (d > 8)
2182 d -= 8;
2183
2184 return d;
2185}
2186
2187/*
2188 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2228 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2189 * between two directions (which are expected to be absolute (see absdir()) 2229 * between two directions (which are expected to be absolute (see absdir())
2190 */ 2230 */
2191
2192int 2231int
2193dirdiff (int dir1, int dir2) 2232dirdiff (int dir1, int dir2)
2194{ 2233{
2195 int d; 2234 int d;
2196 2235
2309 * 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
2310 * core dumps if they do. 2349 * core dumps if they do.
2311 * 2350 *
2312 * 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)
2313 */ 2352 */
2314
2315int 2353int
2316can_pick (const object *who, const object *item) 2354can_pick (const object *who, const object *item)
2317{ 2355{
2318 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2356 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2319 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2357 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2324 * create clone from object to another 2362 * create clone from object to another
2325 */ 2363 */
2326object * 2364object *
2327object_create_clone (object *asrc) 2365object_create_clone (object *asrc)
2328{ 2366{
2329 object *dst = 0, *tmp, *src, *part, *prev, *item; 2367 object *dst = 0, *tmp, *src, *prev, *item;
2330 2368
2331 if (!asrc) 2369 if (!asrc)
2332 return 0; 2370 return 0;
2333 2371
2334 src = asrc;
2335 if (src->head)
2336 src = src->head; 2372 src = asrc->head_ ();
2337 2373
2338 prev = 0; 2374 prev = 0;
2339 for (part = src; part; part = part->more) 2375 for (object *part = src; part; part = part->more)
2340 { 2376 {
2341 tmp = part->clone (); 2377 tmp = part->clone ();
2342 tmp->x -= src->x; 2378 tmp->x -= src->x;
2343 tmp->y -= src->y; 2379 tmp->y -= src->y;
2344 2380
2360 2396
2361 for (item = src->inv; item; item = item->below) 2397 for (item = src->inv; item; item = item->below)
2362 insert_ob_in_ob (object_create_clone (item), dst); 2398 insert_ob_in_ob (object_create_clone (item), dst);
2363 2399
2364 return dst; 2400 return dst;
2365}
2366
2367/* GROS - Creates an object using a string representing its content. */
2368/* Basically, we save the content of the string to a temp file, then call */
2369/* load_object on it. I admit it is a highly inefficient way to make things, */
2370/* but it was simple to make and allows reusing the load_object function. */
2371/* Remember not to use load_object_str in a time-critical situation. */
2372/* Also remember that multiparts objects are not supported for now. */
2373object *
2374load_object_str (const char *obstr)
2375{
2376 object *op;
2377 char filename[MAX_BUF];
2378
2379 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2380
2381 FILE *tempfile = fopen (filename, "w");
2382
2383 if (tempfile == NULL)
2384 {
2385 LOG (llevError, "Error - Unable to access load object temp file\n");
2386 return NULL;
2387 }
2388
2389 fprintf (tempfile, obstr);
2390 fclose (tempfile);
2391
2392 op = object::create ();
2393
2394 object_thawer thawer (filename);
2395
2396 if (thawer)
2397 load_object (thawer, op, 0);
2398
2399 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2400 CLEAR_FLAG (op, FLAG_REMOVED);
2401
2402 return op;
2403} 2401}
2404 2402
2405/* This returns the first object in who's inventory that 2403/* This returns the first object in who's inventory that
2406 * has the same type and subtype match. 2404 * has the same type and subtype match.
2407 * returns NULL if no match. 2405 * returns NULL if no match.
2462 if (link->key == canonical_key) 2460 if (link->key == canonical_key)
2463 return link->value; 2461 return link->value;
2464 2462
2465 return 0; 2463 return 0;
2466} 2464}
2467
2468 2465
2469/* 2466/*
2470 * Updates the canonical_key in op to value. 2467 * Updates the canonical_key in op to value.
2471 * 2468 *
2472 * 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).
2496 /* Basically, if the archetype has this key set, 2493 /* Basically, if the archetype has this key set,
2497 * we need to store the null value so when we save 2494 * we need to store the null value so when we save
2498 * it, we save the empty value so that when we load, 2495 * it, we save the empty value so that when we load,
2499 * we get this value back again. 2496 * we get this value back again.
2500 */ 2497 */
2501 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2498 if (get_ob_key_link (op->arch, canonical_key))
2502 field->value = 0; 2499 field->value = 0;
2503 else 2500 else
2504 { 2501 {
2505 if (last) 2502 if (last)
2506 last->next = field->next; 2503 last->next = field->next;
2575 } 2572 }
2576 else 2573 else
2577 item = item->env; 2574 item = item->env;
2578} 2575}
2579 2576
2580
2581const char * 2577const char *
2582object::flag_desc (char *desc, int len) const 2578object::flag_desc (char *desc, int len) const
2583{ 2579{
2584 char *p = desc; 2580 char *p = desc;
2585 bool first = true; 2581 bool first = true;
2612{ 2608{
2613 char flagdesc[512]; 2609 char flagdesc[512];
2614 char info2[256 * 4]; 2610 char info2[256 * 4];
2615 char *p = info; 2611 char *p = info;
2616 2612
2617 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}",
2618 count, uuid.seq, 2614 count, uuid.seq,
2619 &name, 2615 &name,
2620 title ? "\",title:" : "", 2616 title ? "\",title:\"" : "",
2621 title ? (const char *)title : "", 2617 title ? (const char *)title : "",
2622 flag_desc (flagdesc, 512), type); 2618 flag_desc (flagdesc, 512), type);
2623 2619
2624 if (env) 2620 if (!this->flag[FLAG_REMOVED] && env)
2625 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2621 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2626 2622
2627 if (map) 2623 if (map)
2628 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);
2629 2625
2631} 2627}
2632 2628
2633const char * 2629const char *
2634object::debug_desc () const 2630object::debug_desc () const
2635{ 2631{
2636 static char info[256 * 4]; 2632 static char info[3][256 * 4];
2633 static int info_idx;
2634
2637 return debug_desc (info); 2635 return debug_desc (info [++info_idx % 3]);
2638} 2636}
2639 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

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines