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Comparing deliantra/server/common/object.C (file contents):
Revision 1.107 by pippijn, Sat Jan 6 14:42:29 2007 UTC vs.
Revision 1.187 by root, Tue Sep 4 08:42:55 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 3 *
4 Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 7 *
8 This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT is free software: you can redistribute it and/or modify
9 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 (at your option) any later version. 11 * (at your option) any later version.
12 12 *
13 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 GNU General Public License for more details. 16 * GNU General Public License for more details.
17 17 *
18 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
21
22 The authors can be reached via e-mail at <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
23*/ 22 */
24 23
25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
26 sub/add_weight will transcend the environment updating the carrying 25 sub/add_weight will transcend the environment updating the carrying
27 variable. */ 26 variable. */
28#include <global.h> 27#include <global.h>
29#include <stdio.h> 28#include <stdio.h>
30#include <sys/types.h> 29#include <sys/types.h>
31#include <sys/uio.h> 30#include <sys/uio.h>
32#include <object.h> 31#include <object.h>
33#include <funcpoint.h> 32#include <funcpoint.h>
33#include <sproto.h>
34#include <loader.h> 34#include <loader.h>
35 35
36#include <bitset> 36#include <bitset>
37 37
38int nrofallocobjects = 0; 38int nrofallocobjects = 0;
39static UUID uuid; 39static UUID uuid;
40const uint64 UUID_SKIP = 1<<19; 40const uint64 UUID_SKIP = 1<<19;
41 41
42object *active_objects; /* List of active objects that need to be processed */ 42objectvec objects;
43activevec actives;
43 44
44short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 45short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
45 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 46 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
46}; 47};
47short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 48short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
298 return 0; 299 return 0;
299 else if (!compare_ob_value_lists (ob1, ob2)) 300 else if (!compare_ob_value_lists (ob1, ob2))
300 return 0; 301 return 0;
301 } 302 }
302 303
303 //TODO: generate an event or call into perl for additional checks
304 if (ob1->self || ob2->self) 304 if (ob1->self || ob2->self)
305 { 305 {
306 ob1->optimise (); 306 ob1->optimise ();
307 ob2->optimise (); 307 ob2->optimise ();
308 308
309 if (ob1->self || ob2->self) 309 if (ob1->self || ob2->self)
310 if (!cfperl_can_merge (ob1, ob2))
310 return 0; 311 return 0;
311 } 312 }
312 313
313 /* Everything passes, must be OK. */ 314 /* Everything passes, must be OK. */
314 return 1; 315 return 1;
315} 316}
323sum_weight (object *op) 324sum_weight (object *op)
324{ 325{
325 long sum; 326 long sum;
326 object *inv; 327 object *inv;
327 328
328 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 329 for (sum = 0, inv = op->inv; inv; inv = inv->below)
329 { 330 {
330 if (inv->inv) 331 if (inv->inv)
331 sum_weight (inv); 332 sum_weight (inv);
333
332 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 334 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
333 } 335 }
334 336
335 if (op->type == CONTAINER && op->stats.Str) 337 if (op->type == CONTAINER && op->stats.Str)
336 sum = (sum * (100 - op->stats.Str)) / 100; 338 sum = (sum * (100 - op->stats.Str)) / 100;
356/* 358/*
357 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 359 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
358 * Some error messages. 360 * Some error messages.
359 * 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.
360 */ 362 */
361
362char * 363char *
363dump_object (object *op) 364dump_object (object *op)
364{ 365{
365 if (!op) 366 if (!op)
366 return strdup ("[NULLOBJ]"); 367 return strdup ("[NULLOBJ]");
367 368
368 object_freezer freezer; 369 object_freezer freezer;
369 save_object (freezer, op, 1); 370 op->write (freezer);
370 return freezer.as_string (); 371 return freezer.as_string ();
371} 372}
372 373
373/* 374/*
374 * 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
375 * multi-object 1 which is closest to the second object. 376 * multi-object 1 which is closest to the second object.
376 * If it's not a multi-object, it is returned. 377 * If it's not a multi-object, it is returned.
377 */ 378 */
378
379object * 379object *
380get_nearest_part (object *op, const object *pl) 380get_nearest_part (object *op, const object *pl)
381{ 381{
382 object *tmp, *closest; 382 object *tmp, *closest;
383 int last_dist, i; 383 int last_dist, i;
391} 391}
392 392
393/* 393/*
394 * 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.
395 */ 395 */
396
397object * 396object *
398find_object (tag_t i) 397find_object (tag_t i)
399{ 398{
400 for (object *op = object::first; op; op = op->next) 399 for_all_objects (op)
401 if (op->count == i) 400 if (op->count == i)
402 return op; 401 return op;
403 402
404 return 0; 403 return 0;
405} 404}
406 405
407/* 406/*
408 * 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.
409 * Used only by the patch command, but not all that useful. 408 * Used only by the patch command, but not all that useful.
410 * Enables features like "patch <name-of-other-player> food 999" 409 * Enables features like "patch <name-of-other-player> food 999"
411 */ 410 */
412
413object * 411object *
414find_object_name (const char *str) 412find_object_name (const char *str)
415{ 413{
416 shstr_cmp str_ (str); 414 shstr_cmp str_ (str);
417 object *op; 415 object *op;
418 416
419 for (op = object::first; op != NULL; op = op->next) 417 for_all_objects (op)
420 if (op->name == str_) 418 if (op->name == str_)
421 break; 419 break;
422 420
423 return op; 421 return op;
424} 422}
430} 428}
431 429
432/* 430/*
433 * 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
434 * skill and experience objects. 432 * skill and experience objects.
433 * ACTUALLY NO! investigate! TODO
435 */ 434 */
436void 435void
437object::set_owner (object *owner) 436object::set_owner (object *owner)
438{ 437{
438 // allow objects which own objects
439 if (!owner) 439 if (owner)
440 return;
441
442 /* next line added to allow objects which own objects */
443 /* Add a check for ownercounts in here, as I got into an endless loop
444 * with the fireball owning a poison cloud which then owned the
445 * fireball. I believe that was caused by one of the objects getting
446 * freed and then another object replacing it. Since the ownercounts
447 * didn't match, this check is valid and I believe that cause is valid.
448 */
449 while (owner->owner) 440 while (owner->owner)
450 owner = owner->owner; 441 owner = owner->owner;
451 442
452 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;
453} 510}
454 511
455/* Zero the key_values on op, decrementing the shared-string 512/* Zero the key_values on op, decrementing the shared-string
456 * refcounts and freeing the links. 513 * refcounts and freeing the links.
457 */ 514 */
458static void 515static void
459free_key_values (object *op) 516free_key_values (object *op)
460{ 517{
461 for (key_value *i = op->key_values; i != 0;) 518 for (key_value *i = op->key_values; i; )
462 { 519 {
463 key_value *next = i->next; 520 key_value *next = i->next;
464 delete i; 521 delete i;
465 522
466 i = next; 523 i = next;
467 } 524 }
468 525
469 op->key_values = 0; 526 op->key_values = 0;
470} 527}
471 528
472/* 529object &
473 * copy_to first frees everything allocated by the dst object, 530object::operator =(const object &src)
474 * and then copies the contents of itself into the second
475 * object, allocating what needs to be allocated. Basically, any
476 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
477 * if the first object is freed, the pointers in the new object
478 * will point at garbage.
479 */
480void
481object::copy_to (object *dst)
482{ 531{
483 bool is_freed = QUERY_FLAG (dst, FLAG_FREED); 532 bool is_freed = flag [FLAG_FREED];
484 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED); 533 bool is_removed = flag [FLAG_REMOVED];
485 534
486 *(object_copy *)dst = *this; 535 *(object_copy *)this = src;
487 536
488 if (is_freed) 537 flag [FLAG_FREED] = is_freed;
489 SET_FLAG (dst, FLAG_FREED); 538 flag [FLAG_REMOVED] = is_removed;
490
491 if (is_removed)
492 SET_FLAG (dst, FLAG_REMOVED);
493
494 if (speed < 0)
495 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
496 539
497 /* Copy over key_values, if any. */ 540 /* Copy over key_values, if any. */
498 if (key_values) 541 if (src.key_values)
499 { 542 {
500 key_value *tail = 0; 543 key_value *tail = 0;
501 key_value *i;
502
503 dst->key_values = 0; 544 key_values = 0;
504 545
505 for (i = key_values; i; i = i->next) 546 for (key_value *i = src.key_values; i; i = i->next)
506 { 547 {
507 key_value *new_link = new key_value; 548 key_value *new_link = new key_value;
508 549
509 new_link->next = 0; 550 new_link->next = 0;
510 new_link->key = i->key; 551 new_link->key = i->key;
511 new_link->value = i->value; 552 new_link->value = i->value;
512 553
513 /* Try and be clever here, too. */ 554 /* Try and be clever here, too. */
514 if (!dst->key_values) 555 if (!key_values)
515 { 556 {
516 dst->key_values = new_link; 557 key_values = new_link;
517 tail = new_link; 558 tail = new_link;
518 } 559 }
519 else 560 else
520 { 561 {
521 tail->next = new_link; 562 tail->next = new_link;
522 tail = new_link; 563 tail = new_link;
523 } 564 }
524 } 565 }
525 } 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 ();
526 584
527 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 ();
528} 605}
529 606
530object * 607object *
531object::clone () 608object::clone ()
532{ 609{
590 * UP_OBJ_FACE: only the objects face has changed. 667 * UP_OBJ_FACE: only the objects face has changed.
591 */ 668 */
592void 669void
593update_object (object *op, int action) 670update_object (object *op, int action)
594{ 671{
595 MoveType move_on, move_off, move_block, move_slow;
596
597 if (op == NULL) 672 if (op == NULL)
598 { 673 {
599 /* this should never happen */ 674 /* this should never happen */
600 LOG (llevDebug, "update_object() called for NULL object.\n"); 675 LOG (llevDebug, "update_object() called for NULL object.\n");
601 return; 676 return;
661 736
662 if (op->more) 737 if (op->more)
663 update_object (op->more, action); 738 update_object (op->more, action);
664} 739}
665 740
666object *object::first;
667
668object::object () 741object::object ()
669{ 742{
670 SET_FLAG (this, FLAG_REMOVED); 743 SET_FLAG (this, FLAG_REMOVED);
671 744
672 expmul = 1.0; 745 expmul = 1.0;
673 face = blank_face; 746 face = blank_face;
674} 747}
675 748
676object::~object () 749object::~object ()
677{ 750{
751 unlink ();
752
678 free_key_values (this); 753 free_key_values (this);
679} 754}
680 755
756static int object_count;
757
681void object::link () 758void object::link ()
682{ 759{
683 count = ++ob_count; 760 assert (!index);//D
684 uuid = gen_uuid (); 761 uuid = gen_uuid ();
762 count = ++object_count;
685 763
686 prev = 0; 764 refcnt_inc ();
687 next = object::first; 765 objects.insert (this);
688
689 if (object::first)
690 object::first->prev = this;
691
692 object::first = this;
693} 766}
694 767
695void object::unlink () 768void object::unlink ()
696{ 769{
697 if (this == object::first) 770 if (!index)
698 object::first = next; 771 return;
699 772
700 /* Remove this object from the list of used objects */ 773 objects.erase (this);
701 if (prev) prev->next = next; 774 refcnt_dec ();
702 if (next) next->prev = prev;
703
704 prev = 0;
705 next = 0;
706}
707
708bool
709object::active () const
710{
711 return active_next || active_prev || this == active_objects;
712} 775}
713 776
714void 777void
715object::activate () 778object::activate ()
716{ 779{
717 /* If already on active list, don't do anything */ 780 /* If already on active list, don't do anything */
718 if (active ()) 781 if (active)
719 return; 782 return;
720 783
721 if (has_active_speed ()) 784 if (has_active_speed ())
722 { 785 actives.insert (this);
723 /* process_events() expects us to insert the object at the beginning
724 * of the list. */
725 active_next = active_objects;
726
727 if (active_next)
728 active_next->active_prev = this;
729
730 active_objects = this;
731 }
732} 786}
733 787
734void 788void
735object::activate_recursive () 789object::activate_recursive ()
736{ 790{
750 */ 804 */
751void 805void
752object::deactivate () 806object::deactivate ()
753{ 807{
754 /* If not on the active list, nothing needs to be done */ 808 /* If not on the active list, nothing needs to be done */
755 if (!active ()) 809 if (!active)
756 return; 810 return;
757 811
758 if (active_prev == 0) 812 actives.erase (this);
759 {
760 active_objects = active_next;
761 if (active_next)
762 active_next->active_prev = 0;
763 }
764 else
765 {
766 active_prev->active_next = active_next;
767 if (active_next)
768 active_next->active_prev = active_prev;
769 }
770
771 active_next = 0;
772 active_prev = 0;
773} 813}
774 814
775void 815void
776object::deactivate_recursive () 816object::deactivate_recursive ()
777{ 817{
811 * drop on that space. 851 * drop on that space.
812 */ 852 */
813 if (!drop_to_ground 853 if (!drop_to_ground
814 || !map 854 || !map
815 || map->in_memory != MAP_IN_MEMORY 855 || map->in_memory != MAP_IN_MEMORY
856 || map->nodrop
816 || ms ().move_block == MOVE_ALL) 857 || ms ().move_block == MOVE_ALL)
817 { 858 {
818 while (inv) 859 while (inv)
819 { 860 {
820 inv->destroy_inv (drop_to_ground); 861 inv->destroy_inv (drop_to_ground);
829 870
830 if (op->flag [FLAG_STARTEQUIP] 871 if (op->flag [FLAG_STARTEQUIP]
831 || op->flag [FLAG_NO_DROP] 872 || op->flag [FLAG_NO_DROP]
832 || op->type == RUNE 873 || op->type == RUNE
833 || op->type == TRAP 874 || op->type == TRAP
834 || op->flag [FLAG_IS_A_TEMPLATE]) 875 || op->flag [FLAG_IS_A_TEMPLATE]
876 || op->flag [FLAG_DESTROY_ON_DEATH])
835 op->destroy (); 877 op->destroy ();
836 else 878 else
837 map->insert (op, x, y); 879 map->insert (op, x, y);
838 } 880 }
839 } 881 }
847} 889}
848 890
849void 891void
850object::do_destroy () 892object::do_destroy ()
851{ 893{
894 attachable::do_destroy ();
895
852 if (flag [FLAG_IS_LINKED]) 896 if (flag [FLAG_IS_LINKED])
853 remove_button_link (this); 897 remove_button_link (this);
854 898
855 if (flag [FLAG_FRIENDLY]) 899 if (flag [FLAG_FRIENDLY])
856 remove_friendly_object (this); 900 remove_friendly_object (this);
857 901
858 if (!flag [FLAG_REMOVED]) 902 if (!flag [FLAG_REMOVED])
859 remove (); 903 remove ();
860 904
861 if (flag [FLAG_FREED]) 905 destroy_inv (true);
862 return;
863 906
864 set_speed (0); 907 deactivate ();
908 unlink ();
865 909
866 flag [FLAG_FREED] = 1; 910 flag [FLAG_FREED] = 1;
867
868 attachable::do_destroy ();
869
870 destroy_inv (true);
871 unlink ();
872 911
873 // hack to ensure that freed objects still have a valid map 912 // hack to ensure that freed objects still have a valid map
874 { 913 {
875 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
876 915
877 if (!freed_map) 916 if (!freed_map)
878 { 917 {
879 freed_map = new maptile; 918 freed_map = new maptile;
880 919
920 freed_map->path = "<freed objects map>";
881 freed_map->name = "/internal/freed_objects_map"; 921 freed_map->name = "/internal/freed_objects_map";
882 freed_map->width = 3; 922 freed_map->width = 3;
883 freed_map->height = 3; 923 freed_map->height = 3;
884 924
885 freed_map->alloc (); 925 freed_map->alloc ();
889 map = freed_map; 929 map = freed_map;
890 x = 1; 930 x = 1;
891 y = 1; 931 y = 1;
892 } 932 }
893 933
894 head = 0;
895
896 if (more) 934 if (more)
897 { 935 {
898 more->destroy (); 936 more->destroy ();
899 more = 0; 937 more = 0;
900 } 938 }
901 939
940 head = 0;
941
902 // clear those pointers that likely might have circular references to us 942 // clear those pointers that likely might cause circular references
903 owner = 0; 943 owner = 0;
904 enemy = 0; 944 enemy = 0;
905 attacked_by = 0; 945 attacked_by = 0;
906 946 current_weapon = 0;
907 // only relevant for players(?), but make sure of it anyways
908 contr = 0;
909} 947}
910 948
911void 949void
912object::destroy (bool destroy_inventory) 950object::destroy (bool destroy_inventory)
913{ 951{
914 if (destroyed ()) 952 if (destroyed ())
915 return; 953 return;
916 954
917 if (destroy_inventory) 955 if (destroy_inventory)
918 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
919 963
920 attachable::destroy (); 964 attachable::destroy ();
921} 965}
922 966
923/* 967/*
941 * 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
942 * 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
943 * object will have no environment. If the object previously had an 987 * object will have no environment. If the object previously had an
944 * environment, the x and y coordinates will be updated to 988 * environment, the x and y coordinates will be updated to
945 * the previous environment. 989 * the previous environment.
946 * Beware: This function is called from the editor as well!
947 */ 990 */
948void 991void
949object::remove () 992object::do_remove ()
950{ 993{
951 object *tmp, *last = 0; 994 object *tmp, *last = 0;
952 object *otmp; 995 object *otmp;
953 996
954 if (QUERY_FLAG (this, FLAG_REMOVED)) 997 if (QUERY_FLAG (this, FLAG_REMOVED))
997 } 1040 }
998 else if (map) 1041 else if (map)
999 { 1042 {
1000 if (type == PLAYER) 1043 if (type == PLAYER)
1001 { 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
1002 --map->players; 1051 --map->players;
1003 map->touch (); 1052 map->touch ();
1004 } 1053 }
1005 1054
1006 map->dirty = true; 1055 map->dirty = true;
1056 mapspace &ms = this->ms ();
1007 1057
1008 /* link the object above us */ 1058 /* link the object above us */
1009 if (above) 1059 if (above)
1010 above->below = below; 1060 above->below = below;
1011 else 1061 else
1012 map->at (x, y).top = below; /* we were top, set new top */ 1062 ms.top = below; /* we were top, set new top */
1013 1063
1014 /* Relink the object below us, if there is one */ 1064 /* Relink the object below us, if there is one */
1015 if (below) 1065 if (below)
1016 below->above = above; 1066 below->above = above;
1017 else 1067 else
1019 /* 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
1020 * use translated coordinates in case some oddness with map tiling is 1070 * use translated coordinates in case some oddness with map tiling is
1021 * evident 1071 * evident
1022 */ 1072 */
1023 if (GET_MAP_OB (map, x, y) != this) 1073 if (GET_MAP_OB (map, x, y) != this)
1024 {
1025 char *dump = dump_object (this);
1026 LOG (llevError,
1027 "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", dump); 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 ());
1028 free (dump);
1029 dump = dump_object (GET_MAP_OB (map, x, y));
1030 LOG (llevError, "%s\n", dump);
1031 free (dump);
1032 }
1033 1075
1034 map->at (x, y).bot = above; /* goes on above it. */ 1076 ms.bot = above; /* goes on above it. */
1035 } 1077 }
1036 1078
1037 above = 0; 1079 above = 0;
1038 below = 0; 1080 below = 0;
1039 1081
1040 if (map->in_memory == MAP_SAVING) 1082 if (map->in_memory == MAP_SAVING)
1041 return; 1083 return;
1042 1084
1043 int check_walk_off = !flag [FLAG_NO_APPLY]; 1085 int check_walk_off = !flag [FLAG_NO_APPLY];
1044 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
1045 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above) 1099 for (tmp = ms.bot; tmp; tmp = tmp->above)
1046 { 1100 {
1047 /* 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
1048 * being removed. 1102 * being removed.
1049 */ 1103 */
1050
1051 if (tmp->type == PLAYER && tmp != this)
1052 {
1053 /* If a container that the player is currently using somehow gets
1054 * removed (most likely destroyed), update the player view
1055 * appropriately.
1056 */
1057 if (tmp->container == this)
1058 {
1059 flag [FLAG_APPLIED] = 0;
1060 tmp->container = 0;
1061 }
1062
1063 if (tmp->contr->ns)
1064 tmp->contr->ns->floorbox_update ();
1065 }
1066 1104
1067 /* See if object moving off should effect something */ 1105 /* See if object moving off should effect something */
1068 if (check_walk_off 1106 if (check_walk_off
1069 && ((move_type & tmp->move_off) 1107 && ((move_type & tmp->move_off)
1070 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1108 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1073 1111
1074 if (destroyed ()) 1112 if (destroyed ())
1075 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 ());
1076 } 1114 }
1077 1115
1078 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1079 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1080 if (tmp->above == tmp)
1081 tmp->above = 0;
1082
1083 last = tmp; 1116 last = tmp;
1084 } 1117 }
1085 1118
1086 /* last == NULL if there are no objects on this space */ 1119 /* last == NULL if there are no objects on this space */
1087 //TODO: this makes little sense, why only update the topmost object? 1120 //TODO: this makes little sense, why only update the topmost object?
1130 } 1163 }
1131 1164
1132 return 0; 1165 return 0;
1133} 1166}
1134 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
1135/* 1191/*
1136 * 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
1137 * job preparing multi-part monsters 1193 * job preparing multi-part monsters.
1138 */ 1194 */
1139object * 1195object *
1140insert_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)
1141{ 1197{
1142 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1198 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1143 { 1199 {
1144 tmp->x = x + tmp->arch->clone.x; 1200 tmp->x = x + tmp->arch->x;
1145 tmp->y = y + tmp->arch->clone.y; 1201 tmp->y = y + tmp->arch->y;
1146 } 1202 }
1147 1203
1148 return insert_ob_in_map (op, m, originator, flag); 1204 return insert_ob_in_map (op, m, originator, flag);
1149} 1205}
1150 1206
1169 * just 'op' otherwise 1225 * just 'op' otherwise
1170 */ 1226 */
1171object * 1227object *
1172insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1228insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1173{ 1229{
1230 assert (!op->flag [FLAG_FREED]);
1231
1174 object *tmp, *top, *floor = NULL; 1232 object *top, *floor = NULL;
1175 sint16 x, y;
1176 1233
1177 if (QUERY_FLAG (op, FLAG_FREED)) 1234 op->remove ();
1178 {
1179 LOG (llevError, "Trying to insert freed object!\n");
1180 return NULL;
1181 }
1182
1183 if (!m)
1184 {
1185 char *dump = dump_object (op);
1186 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1187 free (dump);
1188 return op;
1189 }
1190
1191 if (out_of_map (m, op->x, op->y))
1192 {
1193 char *dump = dump_object (op);
1194 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1195#ifdef MANY_CORES
1196 /* Better to catch this here, as otherwise the next use of this object
1197 * is likely to cause a crash. Better to find out where it is getting
1198 * improperly inserted.
1199 */
1200 abort ();
1201#endif
1202 free (dump);
1203 return op;
1204 }
1205
1206 if (!QUERY_FLAG (op, FLAG_REMOVED))
1207 {
1208 char *dump = dump_object (op);
1209 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1210 free (dump);
1211 return op;
1212 }
1213
1214 if (op->more)
1215 {
1216 /* The part may be on a different map. */
1217
1218 object *more = op->more;
1219
1220 /* We really need the caller to normalise coordinates - if
1221 * we set the map, that doesn't work if the location is within
1222 * a map and this is straddling an edge. So only if coordinate
1223 * is clear wrong do we normalise it.
1224 */
1225 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1226 more->map = get_map_from_coord (m, &more->x, &more->y);
1227 else if (!more->map)
1228 {
1229 /* For backwards compatibility - when not dealing with tiled maps,
1230 * more->map should always point to the parent.
1231 */
1232 more->map = m;
1233 }
1234
1235 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1236 {
1237 if (!op->head)
1238 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1239
1240 return 0;
1241 }
1242 }
1243
1244 CLEAR_FLAG (op, FLAG_REMOVED);
1245 1235
1246 /* Ideally, the caller figures this out. However, it complicates a lot 1236 /* Ideally, the caller figures this out. However, it complicates a lot
1247 * of areas of callers (eg, anything that uses find_free_spot would now 1237 * of areas of callers (eg, anything that uses find_free_spot would now
1248 * need extra work 1238 * need extra work
1249 */ 1239 */
1250 op->map = get_map_from_coord (m, &op->x, &op->y); 1240 if (!xy_normalise (m, op->x, op->y))
1251 x = op->x; 1241 {
1252 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 ();
1253 1254
1254 /* this has to be done after we translate the coordinates. 1255 /* this has to be done after we translate the coordinates.
1255 */ 1256 */
1256 if (op->nrof && !(flag & INS_NO_MERGE)) 1257 if (op->nrof && !(flag & INS_NO_MERGE))
1257 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above) 1258 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1258 if (object::can_merge (op, tmp)) 1259 if (object::can_merge (op, tmp))
1259 { 1260 {
1260 op->nrof += tmp->nrof; 1261 op->nrof += tmp->nrof;
1261 tmp->destroy (); 1262 tmp->destroy ();
1262 } 1263 }
1279 op->below = originator->below; 1280 op->below = originator->below;
1280 1281
1281 if (op->below) 1282 if (op->below)
1282 op->below->above = op; 1283 op->below->above = op;
1283 else 1284 else
1284 op->ms ().bot = op; 1285 ms.bot = op;
1285 1286
1286 /* since *below* originator, no need to update top */ 1287 /* since *below* originator, no need to update top */
1287 originator->below = op; 1288 originator->below = op;
1288 } 1289 }
1289 else 1290 else
1290 { 1291 {
1292 top = ms.bot;
1293
1291 /* If there are other objects, then */ 1294 /* If there are other objects, then */
1292 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1295 if ((!(flag & INS_MAP_LOAD)) && top)
1293 { 1296 {
1294 object *last = 0; 1297 object *last = 0;
1295 1298
1296 /* 1299 /*
1297 * 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.
1303 * 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
1304 * 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
1305 * 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
1306 * that flying non pickable objects are spell objects. 1309 * that flying non pickable objects are spell objects.
1307 */ 1310 */
1308 while (top) 1311 for (top = ms.bot; top; top = top->above)
1309 { 1312 {
1310 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))
1311 floor = top; 1314 floor = top;
1312 1315
1313 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))
1316 top = top->below; 1319 top = top->below;
1317 break; 1320 break;
1318 } 1321 }
1319 1322
1320 last = top; 1323 last = top;
1321 top = top->above;
1322 } 1324 }
1323 1325
1324 /* 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 */
1325 top = last; 1327 top = last;
1326 1328
1328 * looks like instead of lots of conditions here. 1330 * looks like instead of lots of conditions here.
1329 * makes things faster, and effectively the same result. 1331 * makes things faster, and effectively the same result.
1330 */ 1332 */
1331 1333
1332 /* Have object 'fall below' other objects that block view. 1334 /* Have object 'fall below' other objects that block view.
1333 * Unless those objects are exits, type 66 1335 * Unless those objects are exits.
1334 * If INS_ON_TOP is used, don't do this processing 1336 * If INS_ON_TOP is used, don't do this processing
1335 * Need to find the object that in fact blocks view, otherwise 1337 * Need to find the object that in fact blocks view, otherwise
1336 * stacking is a bit odd. 1338 * stacking is a bit odd.
1337 */ 1339 */
1338 if (!(flag & INS_ON_TOP) && 1340 if (!(flag & INS_ON_TOP)
1339 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1341 && ms.flags () & P_BLOCKSVIEW
1342 && (op->face && !faces [op->face].visibility))
1340 { 1343 {
1341 for (last = top; last != floor; last = last->below) 1344 for (last = top; last != floor; last = last->below)
1342 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1345 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1343 break; 1346 break;
1347
1344 /* Check to see if we found the object that blocks view, 1348 /* Check to see if we found the object that blocks view,
1345 * 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
1346 * we can get inserted below this one, which requires we 1350 * we can get inserted below this one, which requires we
1347 * set top to the object below us. 1351 * set top to the object below us.
1348 */ 1352 */
1349 if (last && last->below && last != floor) 1353 if (last && last->below && last != floor)
1350 top = last->below; 1354 top = last->below;
1351 } 1355 }
1352 } /* If objects on this space */ 1356 } /* If objects on this space */
1353
1354 if (flag & INS_MAP_LOAD) 1357 if (flag & INS_MAP_LOAD)
1355 top = GET_MAP_TOP (op->map, op->x, op->y); 1358 top = ms.top;
1356 1359
1357 if (flag & INS_ABOVE_FLOOR_ONLY) 1360 if (flag & INS_ABOVE_FLOOR_ONLY)
1358 top = floor; 1361 top = floor;
1359 1362
1360 /* Top is the object that our object (op) is going to get inserted above. 1363 /* Top is the object that our object (op) is going to get inserted above.
1361 */ 1364 */
1362 1365
1363 /* First object on this space */ 1366 /* First object on this space */
1364 if (!top) 1367 if (!top)
1365 { 1368 {
1366 op->above = GET_MAP_OB (op->map, op->x, op->y); 1369 op->above = ms.bot;
1367 1370
1368 if (op->above) 1371 if (op->above)
1369 op->above->below = op; 1372 op->above->below = op;
1370 1373
1371 op->below = 0; 1374 op->below = 0;
1372 op->ms ().bot = op; 1375 ms.bot = op;
1373 } 1376 }
1374 else 1377 else
1375 { /* get inserted into the stack above top */ 1378 { /* get inserted into the stack above top */
1376 op->above = top->above; 1379 op->above = top->above;
1377 1380
1381 op->below = top; 1384 op->below = top;
1382 top->above = op; 1385 top->above = op;
1383 } 1386 }
1384 1387
1385 if (!op->above) 1388 if (!op->above)
1386 op->ms ().top = op; 1389 ms.top = op;
1387 } /* else not INS_BELOW_ORIGINATOR */ 1390 } /* else not INS_BELOW_ORIGINATOR */
1388 1391
1389 if (op->type == PLAYER) 1392 if (op->type == PLAYER)
1390 { 1393 {
1391 op->contr->do_los = 1; 1394 op->contr->do_los = 1;
1393 op->map->touch (); 1396 op->map->touch ();
1394 } 1397 }
1395 1398
1396 op->map->dirty = true; 1399 op->map->dirty = true;
1397 1400
1398 /* If we have a floor, we know the player, if any, will be above
1399 * it, so save a few ticks and start from there.
1400 */
1401 if (!(flag & INS_MAP_LOAD)) 1401 if (!(flag & INS_MAP_LOAD))
1402 if (object *pl = op->ms ().player ()) 1402 if (object *pl = ms.player ())
1403 if (pl->contr->ns)
1404 pl->contr->ns->floorbox_update (); 1403 pl->contr->ns->floorbox_update ();
1405 1404
1406 /* If this object glows, it may affect lighting conditions that are 1405 /* If this object glows, it may affect lighting conditions that are
1407 * visible to others on this map. But update_all_los is really 1406 * visible to others on this map. But update_all_los is really
1408 * an inefficient way to do this, as it means los for all players 1407 * an inefficient way to do this, as it means los for all players
1409 * on the map will get recalculated. The players could very well 1408 * on the map will get recalculated. The players could very well
1428 * blocked() and wall() work properly), and these flags are updated by 1427 * blocked() and wall() work properly), and these flags are updated by
1429 * update_object(). 1428 * update_object().
1430 */ 1429 */
1431 1430
1432 /* if this is not the head or flag has been passed, don't check walk on status */ 1431 /* if this is not the head or flag has been passed, don't check walk on status */
1433 if (!(flag & INS_NO_WALK_ON) && !op->head) 1432 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1434 { 1433 {
1435 if (check_move_on (op, originator)) 1434 if (check_move_on (op, originator))
1436 return 0; 1435 return 0;
1437 1436
1438 /* If we are a multi part object, lets work our way through the check 1437 /* If we are a multi part object, lets work our way through the check
1439 * walk on's. 1438 * walk on's.
1440 */ 1439 */
1441 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1440 for (object *tmp = op->more; tmp; tmp = tmp->more)
1442 if (check_move_on (tmp, originator)) 1441 if (check_move_on (tmp, originator))
1443 return 0; 1442 return 0;
1444 } 1443 }
1445 1444
1446 return op; 1445 return op;
1456 object *tmp, *tmp1; 1455 object *tmp, *tmp1;
1457 1456
1458 /* first search for itself and remove any old instances */ 1457 /* first search for itself and remove any old instances */
1459 1458
1460 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 1459 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1461 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1460 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1462 tmp->destroy (); 1461 tmp->destroy ();
1463 1462
1464 tmp1 = arch_to_object (archetype::find (arch_string)); 1463 tmp1 = arch_to_object (archetype::find (arch_string));
1465 1464
1466 tmp1->x = op->x; 1465 tmp1->x = op->x;
1469} 1468}
1470 1469
1471object * 1470object *
1472object::insert_at (object *where, object *originator, int flags) 1471object::insert_at (object *where, object *originator, int flags)
1473{ 1472{
1474 where->map->insert (this, where->x, where->y, originator, flags); 1473 return where->map->insert (this, where->x, where->y, originator, flags);
1475} 1474}
1476 1475
1477/* 1476/*
1478 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1477 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1479 * is returned contains nr objects, and the remaining parts contains 1478 * is returned contains nr objects, and the remaining parts contains
1519 * the amount of an object. If the amount reaches 0, the object 1518 * the amount of an object. If the amount reaches 0, the object
1520 * is subsequently removed and freed. 1519 * is subsequently removed and freed.
1521 * 1520 *
1522 * Return value: 'op' if something is left, NULL if the amount reached 0 1521 * Return value: 'op' if something is left, NULL if the amount reached 0
1523 */ 1522 */
1524
1525object * 1523object *
1526decrease_ob_nr (object *op, uint32 i) 1524decrease_ob_nr (object *op, uint32 i)
1527{ 1525{
1528 object *tmp; 1526 object *tmp;
1529 1527
1604 1602
1605/* 1603/*
1606 * add_weight(object, weight) adds the specified weight to an object, 1604 * add_weight(object, weight) adds the specified weight to an object,
1607 * and also updates how much the environment(s) is/are carrying. 1605 * and also updates how much the environment(s) is/are carrying.
1608 */ 1606 */
1609
1610void 1607void
1611add_weight (object *op, signed long weight) 1608add_weight (object *op, signed long weight)
1612{ 1609{
1613 while (op != NULL) 1610 while (op != NULL)
1614 { 1611 {
1629 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1626 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1630 free (dump); 1627 free (dump);
1631 return op; 1628 return op;
1632 } 1629 }
1633 1630
1634 if (where->head) 1631 if (where->head_ () != where)
1635 { 1632 {
1636 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n"); 1633 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1637 where = where->head; 1634 where = where->head;
1638 } 1635 }
1639 1636
1640 return where->insert (op); 1637 return where->insert (op);
1641} 1638}
1646 * inside the object environment. 1643 * inside the object environment.
1647 * 1644 *
1648 * The function returns now pointer to inserted item, and return value can 1645 * The function returns now pointer to inserted item, and return value can
1649 * be != op, if items are merged. -Tero 1646 * be != op, if items are merged. -Tero
1650 */ 1647 */
1651
1652object * 1648object *
1653object::insert (object *op) 1649object::insert (object *op)
1654{ 1650{
1655 object *tmp, *otmp;
1656
1657 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1651 if (!QUERY_FLAG (op, FLAG_REMOVED))
1658 op->remove (); 1652 op->remove ();
1659 1653
1660 if (op->more) 1654 if (op->more)
1661 { 1655 {
1663 return op; 1657 return op;
1664 } 1658 }
1665 1659
1666 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1660 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1667 CLEAR_FLAG (op, FLAG_REMOVED); 1661 CLEAR_FLAG (op, FLAG_REMOVED);
1662
1668 if (op->nrof) 1663 if (op->nrof)
1669 { 1664 {
1670 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1665 for (object *tmp = inv; tmp; tmp = tmp->below)
1671 if (object::can_merge (tmp, op)) 1666 if (object::can_merge (tmp, op))
1672 { 1667 {
1673 /* return the original object and remove inserted object 1668 /* return the original object and remove inserted object
1674 (client needs the original object) */ 1669 (client needs the original object) */
1675 tmp->nrof += op->nrof; 1670 tmp->nrof += op->nrof;
1694 add_weight (this, op->weight * op->nrof); 1689 add_weight (this, op->weight * op->nrof);
1695 } 1690 }
1696 else 1691 else
1697 add_weight (this, (op->weight + op->carrying)); 1692 add_weight (this, (op->weight + op->carrying));
1698 1693
1699 otmp = this->in_player (); 1694 if (object *otmp = this->in_player ())
1700 if (otmp && otmp->contr)
1701 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1695 if (otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1702 otmp->update_stats (); 1696 otmp->update_stats ();
1703 1697
1698 op->owner = 0; // its his/hers now. period.
1704 op->map = 0; 1699 op->map = 0;
1705 op->env = this; 1700 op->env = this;
1706 op->above = 0; 1701 op->above = 0;
1707 op->below = 0; 1702 op->below = 0;
1708 op->x = 0, op->y = 0; 1703 op->x = op->y = 0;
1709 1704
1710 /* reset the light list and los of the players on the map */ 1705 /* reset the light list and los of the players on the map */
1711 if ((op->glow_radius != 0) && map) 1706 if (op->glow_radius && map)
1712 { 1707 {
1713#ifdef DEBUG_LIGHTS 1708#ifdef DEBUG_LIGHTS
1714 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1709 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1715#endif /* DEBUG_LIGHTS */ 1710#endif /* DEBUG_LIGHTS */
1716 if (map->darkness) 1711 if (map->darkness)
1816 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1811 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1817 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1812 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1818 { 1813 {
1819 1814
1820 float 1815 float
1821 diff = tmp->move_slow_penalty * FABS (op->speed); 1816 diff = tmp->move_slow_penalty * fabs (op->speed);
1822 1817
1823 if (op->type == PLAYER) 1818 if (op->type == PLAYER)
1824 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1819 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1825 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1820 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1826 diff /= 4.0; 1821 diff /= 4.0;
1970 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1965 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1971 { 1966 {
1972 CLEAR_FLAG (tmp, flag); 1967 CLEAR_FLAG (tmp, flag);
1973 unflag_inv (tmp, flag); 1968 unflag_inv (tmp, flag);
1974 } 1969 }
1975}
1976
1977/*
1978 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1979 * all it's inventory (recursively).
1980 * If checksums are used, a player will get set_cheat called for
1981 * him/her-self and all object carried by a call to this function.
1982 */
1983void
1984set_cheat (object *op)
1985{
1986 SET_FLAG (op, FLAG_WAS_WIZ);
1987 flag_inv (op, FLAG_WAS_WIZ);
1988} 1970}
1989 1971
1990/* 1972/*
1991 * find_free_spot(object, map, x, y, start, stop) will search for 1973 * find_free_spot(object, map, x, y, start, stop) will search for
1992 * a spot at the given map and coordinates which will be able to contain 1974 * a spot at the given map and coordinates which will be able to contain
2033 } 2015 }
2034 2016
2035 if (!index) 2017 if (!index)
2036 return -1; 2018 return -1;
2037 2019
2038 return altern[RANDOM () % index]; 2020 return altern [rndm (index)];
2039} 2021}
2040 2022
2041/* 2023/*
2042 * find_first_free_spot(archetype, maptile, x, y) works like 2024 * find_first_free_spot(archetype, maptile, x, y) works like
2043 * find_free_spot(), but it will search max number of squares. 2025 * find_free_spot(), but it will search max number of squares.
2064{ 2046{
2065 arr += begin; 2047 arr += begin;
2066 end -= begin; 2048 end -= begin;
2067 2049
2068 while (--end) 2050 while (--end)
2069 swap (arr [end], arr [RANDOM () % (end + 1)]); 2051 swap (arr [end], arr [rndm (end + 1)]);
2070} 2052}
2071 2053
2072/* new function to make monster searching more efficient, and effective! 2054/* new function to make monster searching more efficient, and effective!
2073 * This basically returns a randomized array (in the passed pointer) of 2055 * This basically returns a randomized array (in the passed pointer) of
2074 * the spaces to find monsters. In this way, it won't always look for 2056 * the spaces to find monsters. In this way, it won't always look for
2110 object *tmp; 2092 object *tmp;
2111 maptile *mp; 2093 maptile *mp;
2112 2094
2113 MoveType blocked, move_type; 2095 MoveType blocked, move_type;
2114 2096
2115 if (exclude && exclude->head) 2097 if (exclude && exclude->head_ () != exclude)
2116 { 2098 {
2117 exclude = exclude->head; 2099 exclude = exclude->head;
2118 move_type = exclude->move_type; 2100 move_type = exclude->move_type;
2119 } 2101 }
2120 else 2102 else
2143 max = maxfree[i]; 2125 max = maxfree[i];
2144 else if (mflags & P_IS_ALIVE) 2126 else if (mflags & P_IS_ALIVE)
2145 { 2127 {
2146 for (tmp = ms.bot; tmp; tmp = tmp->above) 2128 for (tmp = ms.bot; tmp; tmp = tmp->above)
2147 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2129 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2148 && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2130 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2149 break; 2131 break;
2150 2132
2151 if (tmp) 2133 if (tmp)
2152 return freedir[i]; 2134 return freedir[i];
2153 } 2135 }
2208 2190
2209 return 3; 2191 return 3;
2210} 2192}
2211 2193
2212/* 2194/*
2213 * absdir(int): Returns a number between 1 and 8, which represent
2214 * the "absolute" direction of a number (it actually takes care of
2215 * "overflow" in previous calculations of a direction).
2216 */
2217
2218int
2219absdir (int d)
2220{
2221 while (d < 1)
2222 d += 8;
2223
2224 while (d > 8)
2225 d -= 8;
2226
2227 return d;
2228}
2229
2230/*
2231 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2195 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2232 * between two directions (which are expected to be absolute (see absdir()) 2196 * between two directions (which are expected to be absolute (see absdir())
2233 */ 2197 */
2234
2235int 2198int
2236dirdiff (int dir1, int dir2) 2199dirdiff (int dir1, int dir2)
2237{ 2200{
2238 int d; 2201 int d;
2239 2202
2352 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2315 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2353 * core dumps if they do. 2316 * core dumps if they do.
2354 * 2317 *
2355 * Add a check so we can't pick up invisible objects (0.93.8) 2318 * Add a check so we can't pick up invisible objects (0.93.8)
2356 */ 2319 */
2357
2358int 2320int
2359can_pick (const object *who, const object *item) 2321can_pick (const object *who, const object *item)
2360{ 2322{
2361 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2323 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2362 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2324 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2367 * create clone from object to another 2329 * create clone from object to another
2368 */ 2330 */
2369object * 2331object *
2370object_create_clone (object *asrc) 2332object_create_clone (object *asrc)
2371{ 2333{
2372 object *dst = 0, *tmp, *src, *part, *prev, *item; 2334 object *dst = 0, *tmp, *src, *prev, *item;
2373 2335
2374 if (!asrc) 2336 if (!asrc)
2375 return 0; 2337 return 0;
2376 2338
2377 src = asrc;
2378 if (src->head)
2379 src = src->head; 2339 src = asrc->head_ ();
2380 2340
2381 prev = 0; 2341 prev = 0;
2382 for (part = src; part; part = part->more) 2342 for (object *part = src; part; part = part->more)
2383 { 2343 {
2384 tmp = part->clone (); 2344 tmp = part->clone ();
2385 tmp->x -= src->x; 2345 tmp->x -= src->x;
2386 tmp->y -= src->y; 2346 tmp->y -= src->y;
2387 2347
2405 insert_ob_in_ob (object_create_clone (item), dst); 2365 insert_ob_in_ob (object_create_clone (item), dst);
2406 2366
2407 return dst; 2367 return dst;
2408} 2368}
2409 2369
2410/* GROS - Creates an object using a string representing its content. */
2411/* Basically, we save the content of the string to a temp file, then call */
2412/* load_object on it. I admit it is a highly inefficient way to make things, */
2413/* but it was simple to make and allows reusing the load_object function. */
2414/* Remember not to use load_object_str in a time-critical situation. */
2415/* Also remember that multiparts objects are not supported for now. */
2416object *
2417load_object_str (const char *obstr)
2418{
2419 object *op;
2420 char filename[MAX_BUF];
2421
2422 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2423
2424 FILE *tempfile = fopen (filename, "w");
2425
2426 if (tempfile == NULL)
2427 {
2428 LOG (llevError, "Error - Unable to access load object temp file\n");
2429 return NULL;
2430 }
2431
2432 fprintf (tempfile, obstr);
2433 fclose (tempfile);
2434
2435 op = object::create ();
2436
2437 object_thawer thawer (filename);
2438
2439 if (thawer)
2440 load_object (thawer, op, 0);
2441
2442 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2443 CLEAR_FLAG (op, FLAG_REMOVED);
2444
2445 return op;
2446}
2447
2448/* This returns the first object in who's inventory that 2370/* This returns the first object in who's inventory that
2449 * has the same type and subtype match. 2371 * has the same type and subtype match.
2450 * returns NULL if no match. 2372 * returns NULL if no match.
2451 */ 2373 */
2452object * 2374object *
2505 if (link->key == canonical_key) 2427 if (link->key == canonical_key)
2506 return link->value; 2428 return link->value;
2507 2429
2508 return 0; 2430 return 0;
2509} 2431}
2510
2511 2432
2512/* 2433/*
2513 * Updates the canonical_key in op to value. 2434 * Updates the canonical_key in op to value.
2514 * 2435 *
2515 * canonical_key is a shared string (value doesn't have to be). 2436 * canonical_key is a shared string (value doesn't have to be).
2539 /* Basically, if the archetype has this key set, 2460 /* Basically, if the archetype has this key set,
2540 * we need to store the null value so when we save 2461 * we need to store the null value so when we save
2541 * it, we save the empty value so that when we load, 2462 * it, we save the empty value so that when we load,
2542 * we get this value back again. 2463 * we get this value back again.
2543 */ 2464 */
2544 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2465 if (get_ob_key_link (op->arch, canonical_key))
2545 field->value = 0; 2466 field->value = 0;
2546 else 2467 else
2547 { 2468 {
2548 if (last) 2469 if (last)
2549 last->next = field->next; 2470 last->next = field->next;
2618 } 2539 }
2619 else 2540 else
2620 item = item->env; 2541 item = item->env;
2621} 2542}
2622 2543
2623
2624const char * 2544const char *
2625object::flag_desc (char *desc, int len) const 2545object::flag_desc (char *desc, int len) const
2626{ 2546{
2627 char *p = desc; 2547 char *p = desc;
2628 bool first = true; 2548 bool first = true;
2655{ 2575{
2656 char flagdesc[512]; 2576 char flagdesc[512];
2657 char info2[256 * 4]; 2577 char info2[256 * 4];
2658 char *p = info; 2578 char *p = info;
2659 2579
2660 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s%s%s\",flags:[%s],type:%d}", 2580 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2661 count, uuid.seq, 2581 count, uuid.seq,
2662 &name, 2582 &name,
2663 title ? "\",title:" : "", 2583 title ? "\",title:\"" : "",
2664 title ? (const char *)title : "", 2584 title ? (const char *)title : "",
2665 flag_desc (flagdesc, 512), type); 2585 flag_desc (flagdesc, 512), type);
2666 2586
2667 if (env) 2587 if (!this->flag[FLAG_REMOVED] && env)
2668 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2588 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2669 2589
2670 if (map) 2590 if (map)
2671 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y); 2591 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2672 2592
2674} 2594}
2675 2595
2676const char * 2596const char *
2677object::debug_desc () const 2597object::debug_desc () const
2678{ 2598{
2679 static char info[256 * 4]; 2599 static char info[3][256 * 4];
2600 static int info_idx;
2601
2680 return debug_desc (info); 2602 return debug_desc (info [++info_idx % 3]);
2681} 2603}
2682 2604
2605struct region *
2606object::region () const
2607{
2608 return map ? map->region (x, y)
2609 : region::default_region ();
2610}
2611
2612const materialtype_t *
2613object::dominant_material () const
2614{
2615 if (materialtype_t *mt = name_to_material (materialname))
2616 return mt;
2617
2618 return name_to_material (shstr_unknown);
2619}
2620
2621void
2622object::open_container (object *new_container)
2623{
2624 if (container == new_container)
2625 return;
2626
2627 if (object *old_container = container)
2628 {
2629 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2630 return;
2631
2632#if 0
2633 // remove the "Close old_container" object.
2634 if (object *closer = old_container->inv)
2635 if (closer->type == CLOSE_CON)
2636 closer->destroy ();
2637#endif
2638
2639 old_container->flag [FLAG_APPLIED] = 0;
2640 container = 0;
2641
2642 esrv_update_item (UPD_FLAGS, this, old_container);
2643 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2644 play_sound (sound_find ("chest_close"));
2645 }
2646
2647 if (new_container)
2648 {
2649 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2650 return;
2651
2652 // TODO: this does not seem to serve any purpose anymore?
2653#if 0
2654 // insert the "Close Container" object.
2655 if (archetype *closer = new_container->other_arch)
2656 {
2657 object *closer = arch_to_object (new_container->other_arch);
2658 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2659 new_container->insert (closer);
2660 }
2661#endif
2662
2663 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2664
2665 new_container->flag [FLAG_APPLIED] = 1;
2666 container = new_container;
2667
2668 esrv_update_item (UPD_FLAGS, this, new_container);
2669 esrv_send_inventory (this, new_container);
2670 play_sound (sound_find ("chest_open"));
2671 }
2672}
2673
2674object *
2675object::force_find (const shstr name)
2676{
2677 /* cycle through his inventory to look for the MARK we want to
2678 * place
2679 */
2680 for (object *tmp = inv; tmp; tmp = tmp->below)
2681 if (tmp->type == FORCE && tmp->slaying == name)
2682 return splay (tmp);
2683
2684 return 0;
2685}
2686
2687void
2688object::force_add (const shstr name, int duration)
2689{
2690 if (object *force = force_find (name))
2691 force->destroy ();
2692
2693 object *force = get_archetype (FORCE_NAME);
2694
2695 force->slaying = name;
2696 force->stats.food = 1;
2697 force->speed_left = -1.f;
2698
2699 force->set_speed (duration ? 1.f / duration : 0.f);
2700 force->flag [FLAG_IS_USED_UP] = true;
2701 force->flag [FLAG_APPLIED] = true;
2702
2703 insert (force);
2704}
2705
2706void
2707object::play_sound (faceidx sound) const
2708{
2709 if (!sound)
2710 return;
2711
2712 if (flag [FLAG_REMOVED])
2713 return;
2714
2715 if (env)
2716 {
2717 if (object *pl = in_player ())
2718 pl->contr->play_sound (sound);
2719 }
2720 else
2721 map->play_sound (sound, x, y);
2722}
2723

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