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Comparing deliantra/server/common/object.C (file contents):
Revision 1.109 by root, Sun Jan 7 21:54:59 2007 UTC vs.
Revision 1.191 by root, Sun Sep 30 20:22:15 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 3 *
4 Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 7 *
8 This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT is free software: you can redistribute it and/or modify
9 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 (at your option) any later version. 11 * (at your option) any later version.
12 12 *
13 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 GNU General Public License for more details. 16 * GNU General Public License for more details.
17 17 *
18 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
21
22 The authors can be reached via e-mail at <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
23*/ 22 */
24 23
25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
26 sub/add_weight will transcend the environment updating the carrying 25 sub/add_weight will transcend the environment updating the carrying
27 variable. */ 26 variable. */
28#include <global.h> 27#include <global.h>
29#include <stdio.h> 28#include <stdio.h>
30#include <sys/types.h> 29#include <sys/types.h>
31#include <sys/uio.h> 30#include <sys/uio.h>
32#include <object.h> 31#include <object.h>
33#include <funcpoint.h> 32#include <funcpoint.h>
33#include <sproto.h>
34#include <loader.h> 34#include <loader.h>
35 35
36#include <bitset> 36#include <bitset>
37 37
38int nrofallocobjects = 0; 38int nrofallocobjects = 0;
299 return 0; 299 return 0;
300 else if (!compare_ob_value_lists (ob1, ob2)) 300 else if (!compare_ob_value_lists (ob1, ob2))
301 return 0; 301 return 0;
302 } 302 }
303 303
304 //TODO: generate an event or call into perl for additional checks
305 if (ob1->self || ob2->self) 304 if (ob1->self || ob2->self)
306 { 305 {
307 ob1->optimise (); 306 ob1->optimise ();
308 ob2->optimise (); 307 ob2->optimise ();
309 308
310 if (ob1->self || ob2->self) 309 if (ob1->self || ob2->self)
310 if (!cfperl_can_merge (ob1, ob2))
311 return 0; 311 return 0;
312 } 312 }
313 313
314 /* Everything passes, must be OK. */ 314 /* Everything passes, must be OK. */
315 return 1; 315 return 1;
316} 316}
324sum_weight (object *op) 324sum_weight (object *op)
325{ 325{
326 long sum; 326 long sum;
327 object *inv; 327 object *inv;
328 328
329 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 329 for (sum = 0, inv = op->inv; inv; inv = inv->below)
330 { 330 {
331 if (inv->inv) 331 if (inv->inv)
332 sum_weight (inv); 332 sum_weight (inv);
333
333 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 334 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
334 } 335 }
335 336
336 if (op->type == CONTAINER && op->stats.Str) 337 if (op->type == CONTAINER && op->stats.Str)
337 sum = (sum * (100 - op->stats.Str)) / 100; 338 sum = (sum * (100 - op->stats.Str)) / 100;
357/* 358/*
358 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 359 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
359 * Some error messages. 360 * Some error messages.
360 * The result of the dump is stored in the static global errmsg array. 361 * The result of the dump is stored in the static global errmsg array.
361 */ 362 */
362
363char * 363char *
364dump_object (object *op) 364dump_object (object *op)
365{ 365{
366 if (!op) 366 if (!op)
367 return strdup ("[NULLOBJ]"); 367 return strdup ("[NULLOBJ]");
368 368
369 object_freezer freezer; 369 object_freezer freezer;
370 save_object (freezer, op, 1); 370 op->write (freezer);
371 return freezer.as_string (); 371 return freezer.as_string ();
372} 372}
373 373
374/* 374/*
375 * get_nearest_part(multi-object, object 2) returns the part of the 375 * get_nearest_part(multi-object, object 2) returns the part of the
376 * multi-object 1 which is closest to the second object. 376 * multi-object 1 which is closest to the second object.
377 * If it's not a multi-object, it is returned. 377 * If it's not a multi-object, it is returned.
378 */ 378 */
379
380object * 379object *
381get_nearest_part (object *op, const object *pl) 380get_nearest_part (object *op, const object *pl)
382{ 381{
383 object *tmp, *closest; 382 object *tmp, *closest;
384 int last_dist, i; 383 int last_dist, i;
395 * Returns the object which has the count-variable equal to the argument. 394 * Returns the object which has the count-variable equal to the argument.
396 */ 395 */
397object * 396object *
398find_object (tag_t i) 397find_object (tag_t i)
399{ 398{
400 return ((unsigned int)i) < objects.size () 399 for_all_objects (op)
401 ? objects [i] 400 if (op->count == i)
402 : 0; 401 return op;
402
403 return 0;
403} 404}
404 405
405/* 406/*
406 * Returns the first object which has a name equal to the argument. 407 * Returns the first object which has a name equal to the argument.
407 * Used only by the patch command, but not all that useful. 408 * Used only by the patch command, but not all that useful.
427} 428}
428 429
429/* 430/*
430 * Sets the owner and sets the skill and exp pointers to owner's current 431 * Sets the owner and sets the skill and exp pointers to owner's current
431 * skill and experience objects. 432 * skill and experience objects.
433 * ACTUALLY NO! investigate! TODO
432 */ 434 */
433void 435void
434object::set_owner (object *owner) 436object::set_owner (object *owner)
435{ 437{
438 // allow objects which own objects
436 if (!owner) 439 if (owner)
437 return;
438
439 /* next line added to allow objects which own objects */
440 /* Add a check for ownercounts in here, as I got into an endless loop
441 * with the fireball owning a poison cloud which then owned the
442 * fireball. I believe that was caused by one of the objects getting
443 * freed and then another object replacing it. Since the ownercounts
444 * didn't match, this check is valid and I believe that cause is valid.
445 */
446 while (owner->owner) 440 while (owner->owner)
447 owner = owner->owner; 441 owner = owner->owner;
448 442
449 this->owner = owner; 443 this->owner = owner;
444}
445
446int
447object::slottype () const
448{
449 if (type == SKILL)
450 {
451 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
452 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
453 }
454 else
455 {
456 if (slot [body_combat].info) return slot_combat;
457 if (slot [body_range ].info) return slot_ranged;
458 }
459
460 return slot_none;
461}
462
463bool
464object::change_weapon (object *ob)
465{
466 if (current_weapon == ob)
467 return true;
468
469 if (chosen_skill)
470 chosen_skill->flag [FLAG_APPLIED] = false;
471
472 current_weapon = ob;
473 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
474
475 if (chosen_skill)
476 chosen_skill->flag [FLAG_APPLIED] = true;
477
478 update_stats ();
479
480 if (ob)
481 {
482 // now check wether any body locations became invalid, in which case
483 // we cannot apply the weapon at the moment.
484 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
485 if (slot[i].used < 0)
486 {
487 current_weapon = chosen_skill = 0;
488 update_stats ();
489
490 new_draw_info_format (NDI_UNIQUE, 0, this,
491 "You try to balance all your items at once, "
492 "but the %s is just too much for your body. "
493 "[You need to unapply some items first.]", &ob->name);
494 return false;
495 }
496
497 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
498 }
499 else
500 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
501
502 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
503 {
504 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
505 &name, ob->debug_desc ());
506 return false;
507 }
508
509 return true;
450} 510}
451 511
452/* Zero the key_values on op, decrementing the shared-string 512/* Zero the key_values on op, decrementing the shared-string
453 * refcounts and freeing the links. 513 * refcounts and freeing the links.
454 */ 514 */
455static void 515static void
456free_key_values (object *op) 516free_key_values (object *op)
457{ 517{
458 for (key_value *i = op->key_values; i != 0;) 518 for (key_value *i = op->key_values; i; )
459 { 519 {
460 key_value *next = i->next; 520 key_value *next = i->next;
461 delete i; 521 delete i;
462 522
463 i = next; 523 i = next;
464 } 524 }
465 525
466 op->key_values = 0; 526 op->key_values = 0;
467} 527}
468 528
469/* 529object &
470 * copy_to first frees everything allocated by the dst object, 530object::operator =(const object &src)
471 * and then copies the contents of itself into the second
472 * object, allocating what needs to be allocated. Basically, any
473 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
474 * if the first object is freed, the pointers in the new object
475 * will point at garbage.
476 */
477void
478object::copy_to (object *dst)
479{ 531{
480 bool is_freed = QUERY_FLAG (dst, FLAG_FREED); 532 bool is_freed = flag [FLAG_FREED];
481 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED); 533 bool is_removed = flag [FLAG_REMOVED];
482 534
483 *(object_copy *)dst = *this; 535 *(object_copy *)this = src;
484 536
485 if (is_freed) 537 flag [FLAG_FREED] = is_freed;
486 SET_FLAG (dst, FLAG_FREED); 538 flag [FLAG_REMOVED] = is_removed;
487
488 if (is_removed)
489 SET_FLAG (dst, FLAG_REMOVED);
490
491 if (speed < 0)
492 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
493 539
494 /* Copy over key_values, if any. */ 540 /* Copy over key_values, if any. */
495 if (key_values) 541 if (src.key_values)
496 { 542 {
497 key_value *tail = 0; 543 key_value *tail = 0;
498 key_value *i;
499
500 dst->key_values = 0; 544 key_values = 0;
501 545
502 for (i = key_values; i; i = i->next) 546 for (key_value *i = src.key_values; i; i = i->next)
503 { 547 {
504 key_value *new_link = new key_value; 548 key_value *new_link = new key_value;
505 549
506 new_link->next = 0; 550 new_link->next = 0;
507 new_link->key = i->key; 551 new_link->key = i->key;
508 new_link->value = i->value; 552 new_link->value = i->value;
509 553
510 /* Try and be clever here, too. */ 554 /* Try and be clever here, too. */
511 if (!dst->key_values) 555 if (!key_values)
512 { 556 {
513 dst->key_values = new_link; 557 key_values = new_link;
514 tail = new_link; 558 tail = new_link;
515 } 559 }
516 else 560 else
517 { 561 {
518 tail->next = new_link; 562 tail->next = new_link;
519 tail = new_link; 563 tail = new_link;
520 } 564 }
521 } 565 }
522 } 566 }
567}
568
569/*
570 * copy_to first frees everything allocated by the dst object,
571 * and then copies the contents of itself into the second
572 * object, allocating what needs to be allocated. Basically, any
573 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
574 * if the first object is freed, the pointers in the new object
575 * will point at garbage.
576 */
577void
578object::copy_to (object *dst)
579{
580 *dst = *this;
581
582 if (speed < 0)
583 dst->speed_left -= rndm ();
523 584
524 dst->set_speed (dst->speed); 585 dst->set_speed (dst->speed);
586}
587
588void
589object::instantiate ()
590{
591 if (!uuid.seq) // HACK
592 uuid = gen_uuid ();
593
594 speed_left = -0.1f;
595 /* copy the body_info to the body_used - this is only really
596 * need for monsters, but doesn't hurt to do it for everything.
597 * by doing so, when a monster is created, it has good starting
598 * values for the body_used info, so when items are created
599 * for it, they can be properly equipped.
600 */
601 for (int i = NUM_BODY_LOCATIONS; i--; )
602 slot[i].used = slot[i].info;
603
604 attachable::instantiate ();
525} 605}
526 606
527object * 607object *
528object::clone () 608object::clone ()
529{ 609{
587 * UP_OBJ_FACE: only the objects face has changed. 667 * UP_OBJ_FACE: only the objects face has changed.
588 */ 668 */
589void 669void
590update_object (object *op, int action) 670update_object (object *op, int action)
591{ 671{
592 MoveType move_on, move_off, move_block, move_slow;
593
594 if (op == NULL) 672 if (op == NULL)
595 { 673 {
596 /* this should never happen */ 674 /* this should never happen */
597 LOG (llevDebug, "update_object() called for NULL object.\n"); 675 LOG (llevDebug, "update_object() called for NULL object.\n");
598 return; 676 return;
658 736
659 if (op->more) 737 if (op->more)
660 update_object (op->more, action); 738 update_object (op->more, action);
661} 739}
662 740
663object *object::first;
664
665object::object () 741object::object ()
666{ 742{
667 SET_FLAG (this, FLAG_REMOVED); 743 SET_FLAG (this, FLAG_REMOVED);
668 744
669 expmul = 1.0; 745 expmul = 1.0;
670 face = blank_face; 746 face = blank_face;
671} 747}
672 748
673object::~object () 749object::~object ()
674{ 750{
751 unlink ();
752
675 free_key_values (this); 753 free_key_values (this);
676} 754}
677 755
756static int object_count;
757
678void object::link () 758void object::link ()
679{ 759{
760 assert (!index);//D
680 uuid = gen_uuid (); 761 uuid = gen_uuid ();
762 count = ++object_count;
681 763
682 refcnt_inc (); 764 refcnt_inc ();
683 objects.insert (this); 765 objects.insert (this);
684} 766}
685 767
686void object::unlink () 768void object::unlink ()
687{ 769{
770 if (!index)
771 return;
772
688 objects.erase (this); 773 objects.erase (this);
689 refcnt_dec (); 774 refcnt_dec ();
690} 775}
691 776
692void 777void
766 * drop on that space. 851 * drop on that space.
767 */ 852 */
768 if (!drop_to_ground 853 if (!drop_to_ground
769 || !map 854 || !map
770 || map->in_memory != MAP_IN_MEMORY 855 || map->in_memory != MAP_IN_MEMORY
856 || map->nodrop
771 || ms ().move_block == MOVE_ALL) 857 || ms ().move_block == MOVE_ALL)
772 { 858 {
773 while (inv) 859 while (inv)
774 { 860 {
775 inv->destroy_inv (drop_to_ground); 861 inv->destroy_inv (drop_to_ground);
784 870
785 if (op->flag [FLAG_STARTEQUIP] 871 if (op->flag [FLAG_STARTEQUIP]
786 || op->flag [FLAG_NO_DROP] 872 || op->flag [FLAG_NO_DROP]
787 || op->type == RUNE 873 || op->type == RUNE
788 || op->type == TRAP 874 || op->type == TRAP
789 || op->flag [FLAG_IS_A_TEMPLATE]) 875 || op->flag [FLAG_IS_A_TEMPLATE]
876 || op->flag [FLAG_DESTROY_ON_DEATH])
790 op->destroy (); 877 op->destroy ();
791 else 878 else
792 map->insert (op, x, y); 879 map->insert (op, x, y);
793 } 880 }
794 } 881 }
802} 889}
803 890
804void 891void
805object::do_destroy () 892object::do_destroy ()
806{ 893{
894 attachable::do_destroy ();
895
807 if (flag [FLAG_IS_LINKED]) 896 if (flag [FLAG_IS_LINKED])
808 remove_button_link (this); 897 remove_button_link (this);
809 898
810 if (flag [FLAG_FRIENDLY]) 899 if (flag [FLAG_FRIENDLY])
811 remove_friendly_object (this); 900 remove_friendly_object (this);
812 901
813 if (!flag [FLAG_REMOVED]) 902 if (!flag [FLAG_REMOVED])
814 remove (); 903 remove ();
815 904
816 if (flag [FLAG_FREED]) 905 destroy_inv (true);
817 return;
818 906
819 set_speed (0); 907 deactivate ();
908 unlink ();
820 909
821 flag [FLAG_FREED] = 1; 910 flag [FLAG_FREED] = 1;
822
823 attachable::do_destroy ();
824
825 destroy_inv (true);
826 unlink ();
827 911
828 // hack to ensure that freed objects still have a valid map 912 // hack to ensure that freed objects still have a valid map
829 { 913 {
830 static maptile *freed_map; // freed objects are moved here to avoid crashes 914 static maptile *freed_map; // freed objects are moved here to avoid crashes
831 915
832 if (!freed_map) 916 if (!freed_map)
833 { 917 {
834 freed_map = new maptile; 918 freed_map = new maptile;
835 919
920 freed_map->path = "<freed objects map>";
836 freed_map->name = "/internal/freed_objects_map"; 921 freed_map->name = "/internal/freed_objects_map";
837 freed_map->width = 3; 922 freed_map->width = 3;
838 freed_map->height = 3; 923 freed_map->height = 3;
839 924
840 freed_map->alloc (); 925 freed_map->alloc ();
844 map = freed_map; 929 map = freed_map;
845 x = 1; 930 x = 1;
846 y = 1; 931 y = 1;
847 } 932 }
848 933
849 head = 0;
850
851 if (more) 934 if (more)
852 { 935 {
853 more->destroy (); 936 more->destroy ();
854 more = 0; 937 more = 0;
855 } 938 }
856 939
940 head = 0;
941
857 // clear those pointers that likely might have circular references to us 942 // clear those pointers that likely might cause circular references
858 owner = 0; 943 owner = 0;
859 enemy = 0; 944 enemy = 0;
860 attacked_by = 0; 945 attacked_by = 0;
946 current_weapon = 0;
861} 947}
862 948
863void 949void
864object::destroy (bool destroy_inventory) 950object::destroy (bool destroy_inventory)
865{ 951{
866 if (destroyed ()) 952 if (destroyed ())
867 return; 953 return;
868 954
869 if (destroy_inventory) 955 if (destroy_inventory)
870 destroy_inv (false); 956 destroy_inv (false);
957
958 if (is_head ())
959 if (sound_destroy)
960 play_sound (sound_destroy);
961 else if (flag [FLAG_MONSTER])
962 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
871 963
872 attachable::destroy (); 964 attachable::destroy ();
873} 965}
874 966
875/* 967/*
893 * This function removes the object op from the linked list of objects 985 * This function removes the object op from the linked list of objects
894 * which it is currently tied to. When this function is done, the 986 * which it is currently tied to. When this function is done, the
895 * object will have no environment. If the object previously had an 987 * object will have no environment. If the object previously had an
896 * environment, the x and y coordinates will be updated to 988 * environment, the x and y coordinates will be updated to
897 * the previous environment. 989 * the previous environment.
898 * Beware: This function is called from the editor as well!
899 */ 990 */
900void 991void
901object::remove () 992object::do_remove ()
902{ 993{
903 object *tmp, *last = 0; 994 object *tmp, *last = 0;
904 object *otmp; 995 object *otmp;
905 996
906 if (QUERY_FLAG (this, FLAG_REMOVED)) 997 if (QUERY_FLAG (this, FLAG_REMOVED))
949 } 1040 }
950 else if (map) 1041 else if (map)
951 { 1042 {
952 if (type == PLAYER) 1043 if (type == PLAYER)
953 { 1044 {
1045 // leaving a spot always closes any open container on the ground
1046 if (container && !container->env)
1047 // this causes spurious floorbox updates, but it ensures
1048 // that the CLOSE event is being sent.
1049 close_container ();
1050
954 --map->players; 1051 --map->players;
955 map->touch (); 1052 map->touch ();
956 } 1053 }
957 1054
958 map->dirty = true; 1055 map->dirty = true;
1056 mapspace &ms = this->ms ();
959 1057
960 /* link the object above us */ 1058 /* link the object above us */
961 if (above) 1059 if (above)
962 above->below = below; 1060 above->below = below;
963 else 1061 else
964 map->at (x, y).top = below; /* we were top, set new top */ 1062 ms.top = below; /* we were top, set new top */
965 1063
966 /* Relink the object below us, if there is one */ 1064 /* Relink the object below us, if there is one */
967 if (below) 1065 if (below)
968 below->above = above; 1066 below->above = above;
969 else 1067 else
971 /* Nothing below, which means we need to relink map object for this space 1069 /* Nothing below, which means we need to relink map object for this space
972 * use translated coordinates in case some oddness with map tiling is 1070 * use translated coordinates in case some oddness with map tiling is
973 * evident 1071 * evident
974 */ 1072 */
975 if (GET_MAP_OB (map, x, y) != this) 1073 if (GET_MAP_OB (map, x, y) != this)
976 {
977 char *dump = dump_object (this);
978 LOG (llevError,
979 "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", dump); 1074 LOG (llevError, "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom? %s\n", debug_desc ());
980 free (dump);
981 dump = dump_object (GET_MAP_OB (map, x, y));
982 LOG (llevError, "%s\n", dump);
983 free (dump);
984 }
985 1075
986 map->at (x, y).bot = above; /* goes on above it. */ 1076 ms.bot = above; /* goes on above it. */
987 } 1077 }
988 1078
989 above = 0; 1079 above = 0;
990 below = 0; 1080 below = 0;
991 1081
992 if (map->in_memory == MAP_SAVING) 1082 if (map->in_memory == MAP_SAVING)
993 return; 1083 return;
994 1084
995 int check_walk_off = !flag [FLAG_NO_APPLY]; 1085 int check_walk_off = !flag [FLAG_NO_APPLY];
996 1086
1087 if (object *pl = ms.player ())
1088 {
1089 if (pl->container == this)
1090 /* If a container that the player is currently using somehow gets
1091 * removed (most likely destroyed), update the player view
1092 * appropriately.
1093 */
1094 pl->close_container ();
1095
1096 pl->contr->ns->floorbox_update ();
1097 }
1098
997 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above) 1099 for (tmp = ms.bot; tmp; tmp = tmp->above)
998 { 1100 {
999 /* No point updating the players look faces if he is the object 1101 /* No point updating the players look faces if he is the object
1000 * being removed. 1102 * being removed.
1001 */ 1103 */
1002
1003 if (tmp->type == PLAYER && tmp != this)
1004 {
1005 /* If a container that the player is currently using somehow gets
1006 * removed (most likely destroyed), update the player view
1007 * appropriately.
1008 */
1009 if (tmp->container == this)
1010 {
1011 flag [FLAG_APPLIED] = 0;
1012 tmp->container = 0;
1013 }
1014
1015 if (tmp->contr->ns)
1016 tmp->contr->ns->floorbox_update ();
1017 }
1018 1104
1019 /* See if object moving off should effect something */ 1105 /* See if object moving off should effect something */
1020 if (check_walk_off 1106 if (check_walk_off
1021 && ((move_type & tmp->move_off) 1107 && ((move_type & tmp->move_off)
1022 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1108 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1025 1111
1026 if (destroyed ()) 1112 if (destroyed ())
1027 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1113 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1028 } 1114 }
1029 1115
1030 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1031 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1032 if (tmp->above == tmp)
1033 tmp->above = 0;
1034
1035 last = tmp; 1116 last = tmp;
1036 } 1117 }
1037 1118
1038 /* last == NULL if there are no objects on this space */ 1119 /* last == NULL if there are no objects on this space */
1039 //TODO: this makes little sense, why only update the topmost object? 1120 //TODO: this makes little sense, why only update the topmost object?
1082 } 1163 }
1083 1164
1084 return 0; 1165 return 0;
1085} 1166}
1086 1167
1168void
1169object::expand_tail ()
1170{
1171 if (more)
1172 return;
1173
1174 object *prev = this;
1175
1176 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1177 {
1178 object *op = arch_to_object (at);
1179
1180 op->name = name;
1181 op->name_pl = name_pl;
1182 op->title = title;
1183
1184 op->head = this;
1185 prev->more = op;
1186
1187 prev = op;
1188 }
1189}
1190
1087/* 1191/*
1088 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1192 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1089 * job preparing multi-part monsters 1193 * job preparing multi-part monsters.
1090 */ 1194 */
1091object * 1195object *
1092insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1196insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1093{ 1197{
1094 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1198 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1095 { 1199 {
1096 tmp->x = x + tmp->arch->clone.x; 1200 tmp->x = x + tmp->arch->x;
1097 tmp->y = y + tmp->arch->clone.y; 1201 tmp->y = y + tmp->arch->y;
1098 } 1202 }
1099 1203
1100 return insert_ob_in_map (op, m, originator, flag); 1204 return insert_ob_in_map (op, m, originator, flag);
1101} 1205}
1102 1206
1121 * just 'op' otherwise 1225 * just 'op' otherwise
1122 */ 1226 */
1123object * 1227object *
1124insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1228insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1125{ 1229{
1230 assert (!op->flag [FLAG_FREED]);
1231
1126 object *tmp, *top, *floor = NULL; 1232 object *top, *floor = NULL;
1127 sint16 x, y;
1128 1233
1129 if (QUERY_FLAG (op, FLAG_FREED)) 1234 op->remove ();
1130 {
1131 LOG (llevError, "Trying to insert freed object!\n");
1132 return NULL;
1133 }
1134
1135 if (!m)
1136 {
1137 char *dump = dump_object (op);
1138 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1139 free (dump);
1140 return op;
1141 }
1142
1143 if (out_of_map (m, op->x, op->y))
1144 {
1145 char *dump = dump_object (op);
1146 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1147#ifdef MANY_CORES
1148 /* Better to catch this here, as otherwise the next use of this object
1149 * is likely to cause a crash. Better to find out where it is getting
1150 * improperly inserted.
1151 */
1152 abort ();
1153#endif
1154 free (dump);
1155 return op;
1156 }
1157
1158 if (!QUERY_FLAG (op, FLAG_REMOVED))
1159 {
1160 char *dump = dump_object (op);
1161 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1162 free (dump);
1163 return op;
1164 }
1165
1166 if (op->more)
1167 {
1168 /* The part may be on a different map. */
1169
1170 object *more = op->more;
1171
1172 /* We really need the caller to normalise coordinates - if
1173 * we set the map, that doesn't work if the location is within
1174 * a map and this is straddling an edge. So only if coordinate
1175 * is clear wrong do we normalise it.
1176 */
1177 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1178 more->map = get_map_from_coord (m, &more->x, &more->y);
1179 else if (!more->map)
1180 {
1181 /* For backwards compatibility - when not dealing with tiled maps,
1182 * more->map should always point to the parent.
1183 */
1184 more->map = m;
1185 }
1186
1187 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1188 {
1189 if (!op->head)
1190 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1191
1192 return 0;
1193 }
1194 }
1195
1196 CLEAR_FLAG (op, FLAG_REMOVED);
1197 1235
1198 /* Ideally, the caller figures this out. However, it complicates a lot 1236 /* Ideally, the caller figures this out. However, it complicates a lot
1199 * of areas of callers (eg, anything that uses find_free_spot would now 1237 * of areas of callers (eg, anything that uses find_free_spot would now
1200 * need extra work 1238 * need extra work
1201 */ 1239 */
1202 op->map = get_map_from_coord (m, &op->x, &op->y); 1240 if (!xy_normalise (m, op->x, op->y))
1203 x = op->x; 1241 {
1204 y = op->y; 1242 op->destroy ();
1243 return 0;
1244 }
1245
1246 if (object *more = op->more)
1247 if (!insert_ob_in_map (more, m, originator, flag))
1248 return 0;
1249
1250 CLEAR_FLAG (op, FLAG_REMOVED);
1251
1252 op->map = m;
1253 mapspace &ms = op->ms ();
1205 1254
1206 /* this has to be done after we translate the coordinates. 1255 /* this has to be done after we translate the coordinates.
1207 */ 1256 */
1208 if (op->nrof && !(flag & INS_NO_MERGE)) 1257 if (op->nrof && !(flag & INS_NO_MERGE))
1209 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above) 1258 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1210 if (object::can_merge (op, tmp)) 1259 if (object::can_merge (op, tmp))
1211 { 1260 {
1212 op->nrof += tmp->nrof; 1261 op->nrof += tmp->nrof;
1213 tmp->destroy (); 1262 tmp->destroy ();
1214 } 1263 }
1231 op->below = originator->below; 1280 op->below = originator->below;
1232 1281
1233 if (op->below) 1282 if (op->below)
1234 op->below->above = op; 1283 op->below->above = op;
1235 else 1284 else
1236 op->ms ().bot = op; 1285 ms.bot = op;
1237 1286
1238 /* since *below* originator, no need to update top */ 1287 /* since *below* originator, no need to update top */
1239 originator->below = op; 1288 originator->below = op;
1240 } 1289 }
1241 else 1290 else
1242 { 1291 {
1292 top = ms.bot;
1293
1243 /* If there are other objects, then */ 1294 /* If there are other objects, then */
1244 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1295 if (top)
1245 { 1296 {
1246 object *last = 0; 1297 object *last = 0;
1247 1298
1248 /* 1299 /*
1249 * If there are multiple objects on this space, we do some trickier handling. 1300 * If there are multiple objects on this space, we do some trickier handling.
1255 * once we get to them. This reduces the need to traverse over all of 1306 * once we get to them. This reduces the need to traverse over all of
1256 * them when adding another one - this saves quite a bit of cpu time 1307 * them when adding another one - this saves quite a bit of cpu time
1257 * when lots of spells are cast in one area. Currently, it is presumed 1308 * when lots of spells are cast in one area. Currently, it is presumed
1258 * that flying non pickable objects are spell objects. 1309 * that flying non pickable objects are spell objects.
1259 */ 1310 */
1260 while (top) 1311 for (top = ms.bot; top; top = top->above)
1261 { 1312 {
1262 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1313 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1263 floor = top; 1314 floor = top;
1264 1315
1265 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1316 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1268 top = top->below; 1319 top = top->below;
1269 break; 1320 break;
1270 } 1321 }
1271 1322
1272 last = top; 1323 last = top;
1273 top = top->above;
1274 } 1324 }
1275 1325
1276 /* Don't want top to be NULL, so set it to the last valid object */ 1326 /* Don't want top to be NULL, so set it to the last valid object */
1277 top = last; 1327 top = last;
1278 1328
1280 * looks like instead of lots of conditions here. 1330 * looks like instead of lots of conditions here.
1281 * makes things faster, and effectively the same result. 1331 * makes things faster, and effectively the same result.
1282 */ 1332 */
1283 1333
1284 /* Have object 'fall below' other objects that block view. 1334 /* Have object 'fall below' other objects that block view.
1285 * Unless those objects are exits, type 66 1335 * Unless those objects are exits.
1286 * If INS_ON_TOP is used, don't do this processing 1336 * If INS_ON_TOP is used, don't do this processing
1287 * Need to find the object that in fact blocks view, otherwise 1337 * Need to find the object that in fact blocks view, otherwise
1288 * stacking is a bit odd. 1338 * stacking is a bit odd.
1289 */ 1339 */
1290 if (!(flag & INS_ON_TOP) && 1340 if (!(flag & INS_ON_TOP)
1291 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1341 && ms.flags () & P_BLOCKSVIEW
1342 && (op->face && !faces [op->face].visibility))
1292 { 1343 {
1293 for (last = top; last != floor; last = last->below) 1344 for (last = top; last != floor; last = last->below)
1294 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1345 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1295 break; 1346 break;
1347
1296 /* Check to see if we found the object that blocks view, 1348 /* Check to see if we found the object that blocks view,
1297 * and make sure we have a below pointer for it so that 1349 * and make sure we have a below pointer for it so that
1298 * we can get inserted below this one, which requires we 1350 * we can get inserted below this one, which requires we
1299 * set top to the object below us. 1351 * set top to the object below us.
1300 */ 1352 */
1301 if (last && last->below && last != floor) 1353 if (last && last->below && last != floor)
1302 top = last->below; 1354 top = last->below;
1303 } 1355 }
1304 } /* If objects on this space */ 1356 } /* If objects on this space */
1305 1357
1306 if (flag & INS_MAP_LOAD)
1307 top = GET_MAP_TOP (op->map, op->x, op->y);
1308
1309 if (flag & INS_ABOVE_FLOOR_ONLY) 1358 if (flag & INS_ABOVE_FLOOR_ONLY)
1310 top = floor; 1359 top = floor;
1311 1360
1312 /* Top is the object that our object (op) is going to get inserted above. 1361 /* Top is the object that our object (op) is going to get inserted above.
1313 */ 1362 */
1314 1363
1315 /* First object on this space */ 1364 /* First object on this space */
1316 if (!top) 1365 if (!top)
1317 { 1366 {
1318 op->above = GET_MAP_OB (op->map, op->x, op->y); 1367 op->above = ms.bot;
1319 1368
1320 if (op->above) 1369 if (op->above)
1321 op->above->below = op; 1370 op->above->below = op;
1322 1371
1323 op->below = 0; 1372 op->below = 0;
1324 op->ms ().bot = op; 1373 ms.bot = op;
1325 } 1374 }
1326 else 1375 else
1327 { /* get inserted into the stack above top */ 1376 { /* get inserted into the stack above top */
1328 op->above = top->above; 1377 op->above = top->above;
1329 1378
1333 op->below = top; 1382 op->below = top;
1334 top->above = op; 1383 top->above = op;
1335 } 1384 }
1336 1385
1337 if (!op->above) 1386 if (!op->above)
1338 op->ms ().top = op; 1387 ms.top = op;
1339 } /* else not INS_BELOW_ORIGINATOR */ 1388 } /* else not INS_BELOW_ORIGINATOR */
1340 1389
1341 if (op->type == PLAYER) 1390 if (op->type == PLAYER)
1342 { 1391 {
1343 op->contr->do_los = 1; 1392 op->contr->do_los = 1;
1345 op->map->touch (); 1394 op->map->touch ();
1346 } 1395 }
1347 1396
1348 op->map->dirty = true; 1397 op->map->dirty = true;
1349 1398
1350 /* If we have a floor, we know the player, if any, will be above
1351 * it, so save a few ticks and start from there.
1352 */
1353 if (!(flag & INS_MAP_LOAD))
1354 if (object *pl = op->ms ().player ()) 1399 if (object *pl = ms.player ())
1355 if (pl->contr->ns)
1356 pl->contr->ns->floorbox_update (); 1400 pl->contr->ns->floorbox_update ();
1357 1401
1358 /* If this object glows, it may affect lighting conditions that are 1402 /* If this object glows, it may affect lighting conditions that are
1359 * visible to others on this map. But update_all_los is really 1403 * visible to others on this map. But update_all_los is really
1360 * an inefficient way to do this, as it means los for all players 1404 * an inefficient way to do this, as it means los for all players
1361 * on the map will get recalculated. The players could very well 1405 * on the map will get recalculated. The players could very well
1380 * blocked() and wall() work properly), and these flags are updated by 1424 * blocked() and wall() work properly), and these flags are updated by
1381 * update_object(). 1425 * update_object().
1382 */ 1426 */
1383 1427
1384 /* if this is not the head or flag has been passed, don't check walk on status */ 1428 /* if this is not the head or flag has been passed, don't check walk on status */
1385 if (!(flag & INS_NO_WALK_ON) && !op->head) 1429 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1386 { 1430 {
1387 if (check_move_on (op, originator)) 1431 if (check_move_on (op, originator))
1388 return 0; 1432 return 0;
1389 1433
1390 /* If we are a multi part object, lets work our way through the check 1434 /* If we are a multi part object, lets work our way through the check
1391 * walk on's. 1435 * walk on's.
1392 */ 1436 */
1393 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1437 for (object *tmp = op->more; tmp; tmp = tmp->more)
1394 if (check_move_on (tmp, originator)) 1438 if (check_move_on (tmp, originator))
1395 return 0; 1439 return 0;
1396 } 1440 }
1397 1441
1398 return op; 1442 return op;
1408 object *tmp, *tmp1; 1452 object *tmp, *tmp1;
1409 1453
1410 /* first search for itself and remove any old instances */ 1454 /* first search for itself and remove any old instances */
1411 1455
1412 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 1456 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1413 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1457 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1414 tmp->destroy (); 1458 tmp->destroy ();
1415 1459
1416 tmp1 = arch_to_object (archetype::find (arch_string)); 1460 tmp1 = arch_to_object (archetype::find (arch_string));
1417 1461
1418 tmp1->x = op->x; 1462 tmp1->x = op->x;
1421} 1465}
1422 1466
1423object * 1467object *
1424object::insert_at (object *where, object *originator, int flags) 1468object::insert_at (object *where, object *originator, int flags)
1425{ 1469{
1426 where->map->insert (this, where->x, where->y, originator, flags); 1470 return where->map->insert (this, where->x, where->y, originator, flags);
1427} 1471}
1428 1472
1429/* 1473/*
1430 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1474 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1431 * is returned contains nr objects, and the remaining parts contains 1475 * is returned contains nr objects, and the remaining parts contains
1471 * the amount of an object. If the amount reaches 0, the object 1515 * the amount of an object. If the amount reaches 0, the object
1472 * is subsequently removed and freed. 1516 * is subsequently removed and freed.
1473 * 1517 *
1474 * Return value: 'op' if something is left, NULL if the amount reached 0 1518 * Return value: 'op' if something is left, NULL if the amount reached 0
1475 */ 1519 */
1476
1477object * 1520object *
1478decrease_ob_nr (object *op, uint32 i) 1521decrease_ob_nr (object *op, uint32 i)
1479{ 1522{
1480 object *tmp; 1523 object *tmp;
1481 1524
1556 1599
1557/* 1600/*
1558 * add_weight(object, weight) adds the specified weight to an object, 1601 * add_weight(object, weight) adds the specified weight to an object,
1559 * and also updates how much the environment(s) is/are carrying. 1602 * and also updates how much the environment(s) is/are carrying.
1560 */ 1603 */
1561
1562void 1604void
1563add_weight (object *op, signed long weight) 1605add_weight (object *op, signed long weight)
1564{ 1606{
1565 while (op != NULL) 1607 while (op != NULL)
1566 { 1608 {
1581 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1623 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1582 free (dump); 1624 free (dump);
1583 return op; 1625 return op;
1584 } 1626 }
1585 1627
1586 if (where->head) 1628 if (where->head_ () != where)
1587 { 1629 {
1588 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n"); 1630 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1589 where = where->head; 1631 where = where->head;
1590 } 1632 }
1591 1633
1592 return where->insert (op); 1634 return where->insert (op);
1593} 1635}
1598 * inside the object environment. 1640 * inside the object environment.
1599 * 1641 *
1600 * The function returns now pointer to inserted item, and return value can 1642 * The function returns now pointer to inserted item, and return value can
1601 * be != op, if items are merged. -Tero 1643 * be != op, if items are merged. -Tero
1602 */ 1644 */
1603
1604object * 1645object *
1605object::insert (object *op) 1646object::insert (object *op)
1606{ 1647{
1607 object *tmp, *otmp;
1608
1609 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1648 if (!QUERY_FLAG (op, FLAG_REMOVED))
1610 op->remove (); 1649 op->remove ();
1611 1650
1612 if (op->more) 1651 if (op->more)
1613 { 1652 {
1615 return op; 1654 return op;
1616 } 1655 }
1617 1656
1618 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1657 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1619 CLEAR_FLAG (op, FLAG_REMOVED); 1658 CLEAR_FLAG (op, FLAG_REMOVED);
1659
1620 if (op->nrof) 1660 if (op->nrof)
1621 { 1661 {
1622 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1662 for (object *tmp = inv; tmp; tmp = tmp->below)
1623 if (object::can_merge (tmp, op)) 1663 if (object::can_merge (tmp, op))
1624 { 1664 {
1625 /* return the original object and remove inserted object 1665 /* return the original object and remove inserted object
1626 (client needs the original object) */ 1666 (client needs the original object) */
1627 tmp->nrof += op->nrof; 1667 tmp->nrof += op->nrof;
1646 add_weight (this, op->weight * op->nrof); 1686 add_weight (this, op->weight * op->nrof);
1647 } 1687 }
1648 else 1688 else
1649 add_weight (this, (op->weight + op->carrying)); 1689 add_weight (this, (op->weight + op->carrying));
1650 1690
1651 otmp = this->in_player (); 1691 if (object *otmp = this->in_player ())
1652 if (otmp && otmp->contr)
1653 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1692 if (otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1654 otmp->update_stats (); 1693 otmp->update_stats ();
1655 1694
1695 op->owner = 0; // its his/hers now. period.
1656 op->map = 0; 1696 op->map = 0;
1657 op->env = this; 1697 op->env = this;
1658 op->above = 0; 1698 op->above = 0;
1659 op->below = 0; 1699 op->below = 0;
1660 op->x = 0, op->y = 0; 1700 op->x = op->y = 0;
1661 1701
1662 /* reset the light list and los of the players on the map */ 1702 /* reset the light list and los of the players on the map */
1663 if ((op->glow_radius != 0) && map) 1703 if (op->glow_radius && map)
1664 { 1704 {
1665#ifdef DEBUG_LIGHTS 1705#ifdef DEBUG_LIGHTS
1666 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1706 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1667#endif /* DEBUG_LIGHTS */ 1707#endif /* DEBUG_LIGHTS */
1668 if (map->darkness) 1708 if (map->darkness)
1768 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1808 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1769 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1809 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1770 { 1810 {
1771 1811
1772 float 1812 float
1773 diff = tmp->move_slow_penalty * FABS (op->speed); 1813 diff = tmp->move_slow_penalty * fabs (op->speed);
1774 1814
1775 if (op->type == PLAYER) 1815 if (op->type == PLAYER)
1776 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1816 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1777 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1817 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1778 diff /= 4.0; 1818 diff /= 4.0;
1922 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1962 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1923 { 1963 {
1924 CLEAR_FLAG (tmp, flag); 1964 CLEAR_FLAG (tmp, flag);
1925 unflag_inv (tmp, flag); 1965 unflag_inv (tmp, flag);
1926 } 1966 }
1927}
1928
1929/*
1930 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1931 * all it's inventory (recursively).
1932 * If checksums are used, a player will get set_cheat called for
1933 * him/her-self and all object carried by a call to this function.
1934 */
1935void
1936set_cheat (object *op)
1937{
1938 SET_FLAG (op, FLAG_WAS_WIZ);
1939 flag_inv (op, FLAG_WAS_WIZ);
1940} 1967}
1941 1968
1942/* 1969/*
1943 * find_free_spot(object, map, x, y, start, stop) will search for 1970 * find_free_spot(object, map, x, y, start, stop) will search for
1944 * a spot at the given map and coordinates which will be able to contain 1971 * a spot at the given map and coordinates which will be able to contain
1961 * customized, changed states, etc. 1988 * customized, changed states, etc.
1962 */ 1989 */
1963int 1990int
1964find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 1991find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
1965{ 1992{
1993 int altern[SIZEOFFREE];
1966 int index = 0, flag; 1994 int index = 0, flag;
1967 int altern[SIZEOFFREE];
1968 1995
1969 for (int i = start; i < stop; i++) 1996 for (int i = start; i < stop; i++)
1970 { 1997 {
1971 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 1998 mapxy pos (m, x, y); pos.move (i);
1972 if (!flag) 1999
2000 if (!pos.normalise ())
2001 continue;
2002
2003 mapspace &ms = *pos;
2004
2005 if (ms.flags () & P_IS_ALIVE)
2006 continue;
2007
2008 /* However, often
2009 * ob doesn't have any move type (when used to place exits)
2010 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
2011 */
2012 if (ob->move_type == 0 && ms.move_block != MOVE_ALL)
2013 {
1973 altern [index++] = i; 2014 altern [index++] = i;
2015 continue;
2016 }
1974 2017
1975 /* Basically, if we find a wall on a space, we cut down the search size. 2018 /* Basically, if we find a wall on a space, we cut down the search size.
1976 * In this way, we won't return spaces that are on another side of a wall. 2019 * In this way, we won't return spaces that are on another side of a wall.
1977 * This mostly work, but it cuts down the search size in all directions - 2020 * This mostly work, but it cuts down the search size in all directions -
1978 * if the space being examined only has a wall to the north and empty 2021 * if the space being examined only has a wall to the north and empty
1979 * spaces in all the other directions, this will reduce the search space 2022 * spaces in all the other directions, this will reduce the search space
1980 * to only the spaces immediately surrounding the target area, and 2023 * to only the spaces immediately surrounding the target area, and
1981 * won't look 2 spaces south of the target space. 2024 * won't look 2 spaces south of the target space.
1982 */ 2025 */
1983 else if ((flag & P_NO_PASS) && maxfree[i] < stop) 2026 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2027 {
1984 stop = maxfree[i]; 2028 stop = maxfree[i];
2029 continue;
2030 }
2031
2032 /* Note it is intentional that we check ob - the movement type of the
2033 * head of the object should correspond for the entire object.
2034 */
2035 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2036 continue;
2037
2038 altern [index++] = i;
1985 } 2039 }
1986 2040
1987 if (!index) 2041 if (!index)
1988 return -1; 2042 return -1;
1989 2043
1990 return altern[RANDOM () % index]; 2044 return altern [rndm (index)];
1991} 2045}
1992 2046
1993/* 2047/*
1994 * find_first_free_spot(archetype, maptile, x, y) works like 2048 * find_first_free_spot(archetype, maptile, x, y) works like
1995 * find_free_spot(), but it will search max number of squares. 2049 * find_free_spot(), but it will search max number of squares.
1998 */ 2052 */
1999int 2053int
2000find_first_free_spot (const object *ob, maptile *m, int x, int y) 2054find_first_free_spot (const object *ob, maptile *m, int x, int y)
2001{ 2055{
2002 for (int i = 0; i < SIZEOFFREE; i++) 2056 for (int i = 0; i < SIZEOFFREE; i++)
2003 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2057 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2004 return i; 2058 return i;
2005 2059
2006 return -1; 2060 return -1;
2007} 2061}
2008 2062
2016{ 2070{
2017 arr += begin; 2071 arr += begin;
2018 end -= begin; 2072 end -= begin;
2019 2073
2020 while (--end) 2074 while (--end)
2021 swap (arr [end], arr [RANDOM () % (end + 1)]); 2075 swap (arr [end], arr [rndm (end + 1)]);
2022} 2076}
2023 2077
2024/* new function to make monster searching more efficient, and effective! 2078/* new function to make monster searching more efficient, and effective!
2025 * This basically returns a randomized array (in the passed pointer) of 2079 * This basically returns a randomized array (in the passed pointer) of
2026 * the spaces to find monsters. In this way, it won't always look for 2080 * the spaces to find monsters. In this way, it won't always look for
2062 object *tmp; 2116 object *tmp;
2063 maptile *mp; 2117 maptile *mp;
2064 2118
2065 MoveType blocked, move_type; 2119 MoveType blocked, move_type;
2066 2120
2067 if (exclude && exclude->head) 2121 if (exclude && exclude->head_ () != exclude)
2068 { 2122 {
2069 exclude = exclude->head; 2123 exclude = exclude->head;
2070 move_type = exclude->move_type; 2124 move_type = exclude->move_type;
2071 } 2125 }
2072 else 2126 else
2095 max = maxfree[i]; 2149 max = maxfree[i];
2096 else if (mflags & P_IS_ALIVE) 2150 else if (mflags & P_IS_ALIVE)
2097 { 2151 {
2098 for (tmp = ms.bot; tmp; tmp = tmp->above) 2152 for (tmp = ms.bot; tmp; tmp = tmp->above)
2099 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2153 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2100 && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2154 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2101 break; 2155 break;
2102 2156
2103 if (tmp) 2157 if (tmp)
2104 return freedir[i]; 2158 return freedir[i];
2105 } 2159 }
2160 2214
2161 return 3; 2215 return 3;
2162} 2216}
2163 2217
2164/* 2218/*
2165 * absdir(int): Returns a number between 1 and 8, which represent
2166 * the "absolute" direction of a number (it actually takes care of
2167 * "overflow" in previous calculations of a direction).
2168 */
2169
2170int
2171absdir (int d)
2172{
2173 while (d < 1)
2174 d += 8;
2175
2176 while (d > 8)
2177 d -= 8;
2178
2179 return d;
2180}
2181
2182/*
2183 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2219 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2184 * between two directions (which are expected to be absolute (see absdir()) 2220 * between two directions (which are expected to be absolute (see absdir())
2185 */ 2221 */
2186
2187int 2222int
2188dirdiff (int dir1, int dir2) 2223dirdiff (int dir1, int dir2)
2189{ 2224{
2190 int d; 2225 int d;
2191 2226
2304 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2339 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2305 * core dumps if they do. 2340 * core dumps if they do.
2306 * 2341 *
2307 * Add a check so we can't pick up invisible objects (0.93.8) 2342 * Add a check so we can't pick up invisible objects (0.93.8)
2308 */ 2343 */
2309
2310int 2344int
2311can_pick (const object *who, const object *item) 2345can_pick (const object *who, const object *item)
2312{ 2346{
2313 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2347 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2314 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2348 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2319 * create clone from object to another 2353 * create clone from object to another
2320 */ 2354 */
2321object * 2355object *
2322object_create_clone (object *asrc) 2356object_create_clone (object *asrc)
2323{ 2357{
2324 object *dst = 0, *tmp, *src, *part, *prev, *item; 2358 object *dst = 0, *tmp, *src, *prev, *item;
2325 2359
2326 if (!asrc) 2360 if (!asrc)
2327 return 0; 2361 return 0;
2328 2362
2329 src = asrc;
2330 if (src->head)
2331 src = src->head; 2363 src = asrc->head_ ();
2332 2364
2333 prev = 0; 2365 prev = 0;
2334 for (part = src; part; part = part->more) 2366 for (object *part = src; part; part = part->more)
2335 { 2367 {
2336 tmp = part->clone (); 2368 tmp = part->clone ();
2337 tmp->x -= src->x; 2369 tmp->x -= src->x;
2338 tmp->y -= src->y; 2370 tmp->y -= src->y;
2339 2371
2355 2387
2356 for (item = src->inv; item; item = item->below) 2388 for (item = src->inv; item; item = item->below)
2357 insert_ob_in_ob (object_create_clone (item), dst); 2389 insert_ob_in_ob (object_create_clone (item), dst);
2358 2390
2359 return dst; 2391 return dst;
2360}
2361
2362/* GROS - Creates an object using a string representing its content. */
2363/* Basically, we save the content of the string to a temp file, then call */
2364/* load_object on it. I admit it is a highly inefficient way to make things, */
2365/* but it was simple to make and allows reusing the load_object function. */
2366/* Remember not to use load_object_str in a time-critical situation. */
2367/* Also remember that multiparts objects are not supported for now. */
2368object *
2369load_object_str (const char *obstr)
2370{
2371 object *op;
2372 char filename[MAX_BUF];
2373
2374 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2375
2376 FILE *tempfile = fopen (filename, "w");
2377
2378 if (tempfile == NULL)
2379 {
2380 LOG (llevError, "Error - Unable to access load object temp file\n");
2381 return NULL;
2382 }
2383
2384 fprintf (tempfile, obstr);
2385 fclose (tempfile);
2386
2387 op = object::create ();
2388
2389 object_thawer thawer (filename);
2390
2391 if (thawer)
2392 load_object (thawer, op, 0);
2393
2394 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2395 CLEAR_FLAG (op, FLAG_REMOVED);
2396
2397 return op;
2398} 2392}
2399 2393
2400/* This returns the first object in who's inventory that 2394/* This returns the first object in who's inventory that
2401 * has the same type and subtype match. 2395 * has the same type and subtype match.
2402 * returns NULL if no match. 2396 * returns NULL if no match.
2457 if (link->key == canonical_key) 2451 if (link->key == canonical_key)
2458 return link->value; 2452 return link->value;
2459 2453
2460 return 0; 2454 return 0;
2461} 2455}
2462
2463 2456
2464/* 2457/*
2465 * Updates the canonical_key in op to value. 2458 * Updates the canonical_key in op to value.
2466 * 2459 *
2467 * canonical_key is a shared string (value doesn't have to be). 2460 * canonical_key is a shared string (value doesn't have to be).
2491 /* Basically, if the archetype has this key set, 2484 /* Basically, if the archetype has this key set,
2492 * we need to store the null value so when we save 2485 * we need to store the null value so when we save
2493 * it, we save the empty value so that when we load, 2486 * it, we save the empty value so that when we load,
2494 * we get this value back again. 2487 * we get this value back again.
2495 */ 2488 */
2496 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2489 if (get_ob_key_link (op->arch, canonical_key))
2497 field->value = 0; 2490 field->value = 0;
2498 else 2491 else
2499 { 2492 {
2500 if (last) 2493 if (last)
2501 last->next = field->next; 2494 last->next = field->next;
2570 } 2563 }
2571 else 2564 else
2572 item = item->env; 2565 item = item->env;
2573} 2566}
2574 2567
2575
2576const char * 2568const char *
2577object::flag_desc (char *desc, int len) const 2569object::flag_desc (char *desc, int len) const
2578{ 2570{
2579 char *p = desc; 2571 char *p = desc;
2580 bool first = true; 2572 bool first = true;
2607{ 2599{
2608 char flagdesc[512]; 2600 char flagdesc[512];
2609 char info2[256 * 4]; 2601 char info2[256 * 4];
2610 char *p = info; 2602 char *p = info;
2611 2603
2612 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s%s%s\",flags:[%s],type:%d}", 2604 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2613 count, uuid.seq, 2605 count, uuid.seq,
2614 &name, 2606 &name,
2615 title ? "\",title:" : "", 2607 title ? "\",title:\"" : "",
2616 title ? (const char *)title : "", 2608 title ? (const char *)title : "",
2617 flag_desc (flagdesc, 512), type); 2609 flag_desc (flagdesc, 512), type);
2618 2610
2619 if (env) 2611 if (!this->flag[FLAG_REMOVED] && env)
2620 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2612 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2621 2613
2622 if (map) 2614 if (map)
2623 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y); 2615 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2624 2616
2626} 2618}
2627 2619
2628const char * 2620const char *
2629object::debug_desc () const 2621object::debug_desc () const
2630{ 2622{
2631 static char info[256 * 4]; 2623 static char info[3][256 * 4];
2624 static int info_idx;
2625
2632 return debug_desc (info); 2626 return debug_desc (info [++info_idx % 3]);
2633} 2627}
2634 2628
2629struct region *
2630object::region () const
2631{
2632 return map ? map->region (x, y)
2633 : region::default_region ();
2634}
2635
2636const materialtype_t *
2637object::dominant_material () const
2638{
2639 if (materialtype_t *mt = name_to_material (materialname))
2640 return mt;
2641
2642 return name_to_material (shstr_unknown);
2643}
2644
2645void
2646object::open_container (object *new_container)
2647{
2648 if (container == new_container)
2649 return;
2650
2651 if (object *old_container = container)
2652 {
2653 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2654 return;
2655
2656#if 0
2657 // remove the "Close old_container" object.
2658 if (object *closer = old_container->inv)
2659 if (closer->type == CLOSE_CON)
2660 closer->destroy ();
2661#endif
2662
2663 old_container->flag [FLAG_APPLIED] = 0;
2664 container = 0;
2665
2666 esrv_update_item (UPD_FLAGS, this, old_container);
2667 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2668 play_sound (sound_find ("chest_close"));
2669 }
2670
2671 if (new_container)
2672 {
2673 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2674 return;
2675
2676 // TODO: this does not seem to serve any purpose anymore?
2677#if 0
2678 // insert the "Close Container" object.
2679 if (archetype *closer = new_container->other_arch)
2680 {
2681 object *closer = arch_to_object (new_container->other_arch);
2682 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2683 new_container->insert (closer);
2684 }
2685#endif
2686
2687 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2688
2689 new_container->flag [FLAG_APPLIED] = 1;
2690 container = new_container;
2691
2692 esrv_update_item (UPD_FLAGS, this, new_container);
2693 esrv_send_inventory (this, new_container);
2694 play_sound (sound_find ("chest_open"));
2695 }
2696}
2697
2698object *
2699object::force_find (const shstr name)
2700{
2701 /* cycle through his inventory to look for the MARK we want to
2702 * place
2703 */
2704 for (object *tmp = inv; tmp; tmp = tmp->below)
2705 if (tmp->type == FORCE && tmp->slaying == name)
2706 return splay (tmp);
2707
2708 return 0;
2709}
2710
2711void
2712object::force_add (const shstr name, int duration)
2713{
2714 if (object *force = force_find (name))
2715 force->destroy ();
2716
2717 object *force = get_archetype (FORCE_NAME);
2718
2719 force->slaying = name;
2720 force->stats.food = 1;
2721 force->speed_left = -1.f;
2722
2723 force->set_speed (duration ? 1.f / duration : 0.f);
2724 force->flag [FLAG_IS_USED_UP] = true;
2725 force->flag [FLAG_APPLIED] = true;
2726
2727 insert (force);
2728}
2729
2730void
2731object::play_sound (faceidx sound) const
2732{
2733 if (!sound)
2734 return;
2735
2736 if (flag [FLAG_REMOVED])
2737 return;
2738
2739 if (env)
2740 {
2741 if (object *pl = in_player ())
2742 pl->contr->play_sound (sound);
2743 }
2744 else
2745 map->play_sound (sound, x, y);
2746}
2747

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