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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 1.184 by root, Wed Aug 22 20:46:46 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 = 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
889 map = freed_map; 928 map = freed_map;
890 x = 1; 929 x = 1;
891 y = 1; 930 y = 1;
892 } 931 }
893 932
894 head = 0;
895
896 if (more) 933 if (more)
897 { 934 {
898 more->destroy (); 935 more->destroy ();
899 more = 0; 936 more = 0;
900 } 937 }
901 938
939 head = 0;
940
902 // clear those pointers that likely might have circular references to us 941 // clear those pointers that likely might cause circular references
903 owner = 0; 942 owner = 0;
904 enemy = 0; 943 enemy = 0;
905 attacked_by = 0; 944 attacked_by = 0;
906 945 current_weapon = 0;
907 // only relevant for players(?), but make sure of it anyways
908 contr = 0;
909} 946}
910 947
911void 948void
912object::destroy (bool destroy_inventory) 949object::destroy (bool destroy_inventory)
913{ 950{
914 if (destroyed ()) 951 if (destroyed ())
915 return; 952 return;
916 953
917 if (destroy_inventory) 954 if (destroy_inventory)
918 destroy_inv (false); 955 destroy_inv (false);
956
957 if (is_head ())
958 if (sound_destroy)
959 play_sound (sound_destroy);
960 else if (flag [FLAG_MONSTER])
961 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
919 962
920 attachable::destroy (); 963 attachable::destroy ();
921} 964}
922 965
923/* 966/*
941 * This function removes the object op from the linked list of objects 984 * 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 985 * which it is currently tied to. When this function is done, the
943 * object will have no environment. If the object previously had an 986 * object will have no environment. If the object previously had an
944 * environment, the x and y coordinates will be updated to 987 * environment, the x and y coordinates will be updated to
945 * the previous environment. 988 * the previous environment.
946 * Beware: This function is called from the editor as well!
947 */ 989 */
948void 990void
949object::remove () 991object::do_remove ()
950{ 992{
951 object *tmp, *last = 0; 993 object *tmp, *last = 0;
952 object *otmp; 994 object *otmp;
953 995
954 if (QUERY_FLAG (this, FLAG_REMOVED)) 996 if (QUERY_FLAG (this, FLAG_REMOVED))
997 } 1039 }
998 else if (map) 1040 else if (map)
999 { 1041 {
1000 if (type == PLAYER) 1042 if (type == PLAYER)
1001 { 1043 {
1044 // leaving a spot always closes any open container on the ground
1045 if (container && !container->env)
1046 // this causes spurious floorbox updates, but it ensures
1047 // that the CLOSE event is being sent.
1048 close_container ();
1049
1002 --map->players; 1050 --map->players;
1003 map->touch (); 1051 map->touch ();
1004 } 1052 }
1005 1053
1006 map->dirty = true; 1054 map->dirty = true;
1055 mapspace &ms = this->ms ();
1007 1056
1008 /* link the object above us */ 1057 /* link the object above us */
1009 if (above) 1058 if (above)
1010 above->below = below; 1059 above->below = below;
1011 else 1060 else
1012 map->at (x, y).top = below; /* we were top, set new top */ 1061 ms.top = below; /* we were top, set new top */
1013 1062
1014 /* Relink the object below us, if there is one */ 1063 /* Relink the object below us, if there is one */
1015 if (below) 1064 if (below)
1016 below->above = above; 1065 below->above = above;
1017 else 1066 else
1019 /* Nothing below, which means we need to relink map object for this space 1068 /* 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 1069 * use translated coordinates in case some oddness with map tiling is
1021 * evident 1070 * evident
1022 */ 1071 */
1023 if (GET_MAP_OB (map, x, y) != this) 1072 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); 1073 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 1074
1034 map->at (x, y).bot = above; /* goes on above it. */ 1075 ms.bot = above; /* goes on above it. */
1035 } 1076 }
1036 1077
1037 above = 0; 1078 above = 0;
1038 below = 0; 1079 below = 0;
1039 1080
1040 if (map->in_memory == MAP_SAVING) 1081 if (map->in_memory == MAP_SAVING)
1041 return; 1082 return;
1042 1083
1043 int check_walk_off = !flag [FLAG_NO_APPLY]; 1084 int check_walk_off = !flag [FLAG_NO_APPLY];
1044 1085
1086 if (object *pl = ms.player ())
1087 {
1088 if (pl->container == this)
1089 /* If a container that the player is currently using somehow gets
1090 * removed (most likely destroyed), update the player view
1091 * appropriately.
1092 */
1093 pl->close_container ();
1094
1095 pl->contr->ns->floorbox_update ();
1096 }
1097
1045 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above) 1098 for (tmp = ms.bot; tmp; tmp = tmp->above)
1046 { 1099 {
1047 /* No point updating the players look faces if he is the object 1100 /* No point updating the players look faces if he is the object
1048 * being removed. 1101 * being removed.
1049 */ 1102 */
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 1103
1067 /* See if object moving off should effect something */ 1104 /* See if object moving off should effect something */
1068 if (check_walk_off 1105 if (check_walk_off
1069 && ((move_type & tmp->move_off) 1106 && ((move_type & tmp->move_off)
1070 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1107 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1073 1110
1074 if (destroyed ()) 1111 if (destroyed ())
1075 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1112 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1076 } 1113 }
1077 1114
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; 1115 last = tmp;
1084 } 1116 }
1085 1117
1086 /* last == NULL if there are no objects on this space */ 1118 /* last == NULL if there are no objects on this space */
1087 //TODO: this makes little sense, why only update the topmost object? 1119 //TODO: this makes little sense, why only update the topmost object?
1130 } 1162 }
1131 1163
1132 return 0; 1164 return 0;
1133} 1165}
1134 1166
1167void
1168object::expand_tail ()
1169{
1170 if (more)
1171 return;
1172
1173 object *prev = this;
1174
1175 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1176 {
1177 object *op = arch_to_object (at);
1178
1179 op->name = name;
1180 op->name_pl = name_pl;
1181 op->title = title;
1182
1183 op->head = this;
1184 prev->more = op;
1185
1186 prev = op;
1187 }
1188}
1189
1135/* 1190/*
1136 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1191 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1137 * job preparing multi-part monsters 1192 * job preparing multi-part monsters.
1138 */ 1193 */
1139object * 1194object *
1140insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1195insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1141{ 1196{
1142 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1197 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1143 { 1198 {
1144 tmp->x = x + tmp->arch->clone.x; 1199 tmp->x = x + tmp->arch->x;
1145 tmp->y = y + tmp->arch->clone.y; 1200 tmp->y = y + tmp->arch->y;
1146 } 1201 }
1147 1202
1148 return insert_ob_in_map (op, m, originator, flag); 1203 return insert_ob_in_map (op, m, originator, flag);
1149} 1204}
1150 1205
1169 * just 'op' otherwise 1224 * just 'op' otherwise
1170 */ 1225 */
1171object * 1226object *
1172insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1227insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1173{ 1228{
1229 assert (!op->flag [FLAG_FREED]);
1230
1174 object *tmp, *top, *floor = NULL; 1231 object *top, *floor = NULL;
1175 sint16 x, y;
1176 1232
1177 if (QUERY_FLAG (op, FLAG_FREED)) 1233 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 1234
1191 if (out_of_map (m, op->x, op->y)) 1235 if (out_of_map (m, op->x, op->y))
1192 { 1236 {
1193 char *dump = dump_object (op);
1194 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump); 1237 LOG (llevError, "Trying to insert object outside the map.\n%s\n", op->debug_desc ());
1195#ifdef MANY_CORES 1238#ifdef MANY_CORES
1196 /* Better to catch this here, as otherwise the next use of this object 1239 /* 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 1240 * is likely to cause a crash. Better to find out where it is getting
1198 * improperly inserted. 1241 * improperly inserted.
1199 */ 1242 */
1200 abort (); 1243 abort ();
1201#endif 1244#endif
1202 free (dump);
1203 return op; 1245 return op;
1204 } 1246 }
1205 1247
1206 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1248 if (object *more = op->more)
1207 { 1249 if (!insert_ob_in_map (more, m, originator, flag))
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; 1250 return 0;
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 1251
1244 CLEAR_FLAG (op, FLAG_REMOVED); 1252 CLEAR_FLAG (op, FLAG_REMOVED);
1245 1253
1246 /* Ideally, the caller figures this out. However, it complicates a lot 1254 /* 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 1255 * of areas of callers (eg, anything that uses find_free_spot would now
1248 * need extra work 1256 * need extra work
1249 */ 1257 */
1250 op->map = get_map_from_coord (m, &op->x, &op->y); 1258 if (!xy_normalise (m, op->x, op->y))
1251 x = op->x; 1259 return 0;
1252 y = op->y; 1260
1261 op->map = m;
1262 mapspace &ms = op->ms ();
1253 1263
1254 /* this has to be done after we translate the coordinates. 1264 /* this has to be done after we translate the coordinates.
1255 */ 1265 */
1256 if (op->nrof && !(flag & INS_NO_MERGE)) 1266 if (op->nrof && !(flag & INS_NO_MERGE))
1257 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above) 1267 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1258 if (object::can_merge (op, tmp)) 1268 if (object::can_merge (op, tmp))
1259 { 1269 {
1260 op->nrof += tmp->nrof; 1270 op->nrof += tmp->nrof;
1261 tmp->destroy (); 1271 tmp->destroy ();
1262 } 1272 }
1279 op->below = originator->below; 1289 op->below = originator->below;
1280 1290
1281 if (op->below) 1291 if (op->below)
1282 op->below->above = op; 1292 op->below->above = op;
1283 else 1293 else
1284 op->ms ().bot = op; 1294 ms.bot = op;
1285 1295
1286 /* since *below* originator, no need to update top */ 1296 /* since *below* originator, no need to update top */
1287 originator->below = op; 1297 originator->below = op;
1288 } 1298 }
1289 else 1299 else
1290 { 1300 {
1301 top = ms.bot;
1302
1291 /* If there are other objects, then */ 1303 /* If there are other objects, then */
1292 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1304 if ((!(flag & INS_MAP_LOAD)) && top)
1293 { 1305 {
1294 object *last = 0; 1306 object *last = 0;
1295 1307
1296 /* 1308 /*
1297 * If there are multiple objects on this space, we do some trickier handling. 1309 * If there are multiple objects on this space, we do some trickier handling.
1303 * once we get to them. This reduces the need to traverse over all of 1315 * once we get to them. This reduces the need to traverse over all of
1304 * them when adding another one - this saves quite a bit of cpu time 1316 * them when adding another one - this saves quite a bit of cpu time
1305 * when lots of spells are cast in one area. Currently, it is presumed 1317 * when lots of spells are cast in one area. Currently, it is presumed
1306 * that flying non pickable objects are spell objects. 1318 * that flying non pickable objects are spell objects.
1307 */ 1319 */
1308 while (top) 1320 for (top = ms.bot; top; top = top->above)
1309 { 1321 {
1310 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1322 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1311 floor = top; 1323 floor = top;
1312 1324
1313 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1325 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1316 top = top->below; 1328 top = top->below;
1317 break; 1329 break;
1318 } 1330 }
1319 1331
1320 last = top; 1332 last = top;
1321 top = top->above;
1322 } 1333 }
1323 1334
1324 /* Don't want top to be NULL, so set it to the last valid object */ 1335 /* Don't want top to be NULL, so set it to the last valid object */
1325 top = last; 1336 top = last;
1326 1337
1328 * looks like instead of lots of conditions here. 1339 * looks like instead of lots of conditions here.
1329 * makes things faster, and effectively the same result. 1340 * makes things faster, and effectively the same result.
1330 */ 1341 */
1331 1342
1332 /* Have object 'fall below' other objects that block view. 1343 /* Have object 'fall below' other objects that block view.
1333 * Unless those objects are exits, type 66 1344 * Unless those objects are exits.
1334 * If INS_ON_TOP is used, don't do this processing 1345 * If INS_ON_TOP is used, don't do this processing
1335 * Need to find the object that in fact blocks view, otherwise 1346 * Need to find the object that in fact blocks view, otherwise
1336 * stacking is a bit odd. 1347 * stacking is a bit odd.
1337 */ 1348 */
1338 if (!(flag & INS_ON_TOP) && 1349 if (!(flag & INS_ON_TOP)
1339 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1350 && ms.flags () & P_BLOCKSVIEW
1351 && (op->face && !faces [op->face].visibility))
1340 { 1352 {
1341 for (last = top; last != floor; last = last->below) 1353 for (last = top; last != floor; last = last->below)
1342 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1354 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1343 break; 1355 break;
1356
1344 /* Check to see if we found the object that blocks view, 1357 /* Check to see if we found the object that blocks view,
1345 * and make sure we have a below pointer for it so that 1358 * and make sure we have a below pointer for it so that
1346 * we can get inserted below this one, which requires we 1359 * we can get inserted below this one, which requires we
1347 * set top to the object below us. 1360 * set top to the object below us.
1348 */ 1361 */
1349 if (last && last->below && last != floor) 1362 if (last && last->below && last != floor)
1350 top = last->below; 1363 top = last->below;
1351 } 1364 }
1352 } /* If objects on this space */ 1365 } /* If objects on this space */
1353
1354 if (flag & INS_MAP_LOAD) 1366 if (flag & INS_MAP_LOAD)
1355 top = GET_MAP_TOP (op->map, op->x, op->y); 1367 top = ms.top;
1356 1368
1357 if (flag & INS_ABOVE_FLOOR_ONLY) 1369 if (flag & INS_ABOVE_FLOOR_ONLY)
1358 top = floor; 1370 top = floor;
1359 1371
1360 /* Top is the object that our object (op) is going to get inserted above. 1372 /* Top is the object that our object (op) is going to get inserted above.
1361 */ 1373 */
1362 1374
1363 /* First object on this space */ 1375 /* First object on this space */
1364 if (!top) 1376 if (!top)
1365 { 1377 {
1366 op->above = GET_MAP_OB (op->map, op->x, op->y); 1378 op->above = ms.bot;
1367 1379
1368 if (op->above) 1380 if (op->above)
1369 op->above->below = op; 1381 op->above->below = op;
1370 1382
1371 op->below = 0; 1383 op->below = 0;
1372 op->ms ().bot = op; 1384 ms.bot = op;
1373 } 1385 }
1374 else 1386 else
1375 { /* get inserted into the stack above top */ 1387 { /* get inserted into the stack above top */
1376 op->above = top->above; 1388 op->above = top->above;
1377 1389
1381 op->below = top; 1393 op->below = top;
1382 top->above = op; 1394 top->above = op;
1383 } 1395 }
1384 1396
1385 if (!op->above) 1397 if (!op->above)
1386 op->ms ().top = op; 1398 ms.top = op;
1387 } /* else not INS_BELOW_ORIGINATOR */ 1399 } /* else not INS_BELOW_ORIGINATOR */
1388 1400
1389 if (op->type == PLAYER) 1401 if (op->type == PLAYER)
1390 { 1402 {
1391 op->contr->do_los = 1; 1403 op->contr->do_los = 1;
1393 op->map->touch (); 1405 op->map->touch ();
1394 } 1406 }
1395 1407
1396 op->map->dirty = true; 1408 op->map->dirty = true;
1397 1409
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)) 1410 if (!(flag & INS_MAP_LOAD))
1402 if (object *pl = op->ms ().player ()) 1411 if (object *pl = ms.player ())
1403 if (pl->contr->ns)
1404 pl->contr->ns->floorbox_update (); 1412 pl->contr->ns->floorbox_update ();
1405 1413
1406 /* If this object glows, it may affect lighting conditions that are 1414 /* If this object glows, it may affect lighting conditions that are
1407 * visible to others on this map. But update_all_los is really 1415 * 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 1416 * 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 1417 * on the map will get recalculated. The players could very well
1428 * blocked() and wall() work properly), and these flags are updated by 1436 * blocked() and wall() work properly), and these flags are updated by
1429 * update_object(). 1437 * update_object().
1430 */ 1438 */
1431 1439
1432 /* if this is not the head or flag has been passed, don't check walk on status */ 1440 /* 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) 1441 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1434 { 1442 {
1435 if (check_move_on (op, originator)) 1443 if (check_move_on (op, originator))
1436 return 0; 1444 return 0;
1437 1445
1438 /* If we are a multi part object, lets work our way through the check 1446 /* If we are a multi part object, lets work our way through the check
1439 * walk on's. 1447 * walk on's.
1440 */ 1448 */
1441 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1449 for (object *tmp = op->more; tmp; tmp = tmp->more)
1442 if (check_move_on (tmp, originator)) 1450 if (check_move_on (tmp, originator))
1443 return 0; 1451 return 0;
1444 } 1452 }
1445 1453
1446 return op; 1454 return op;
1456 object *tmp, *tmp1; 1464 object *tmp, *tmp1;
1457 1465
1458 /* first search for itself and remove any old instances */ 1466 /* first search for itself and remove any old instances */
1459 1467
1460 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 1468 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1461 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1469 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1462 tmp->destroy (); 1470 tmp->destroy ();
1463 1471
1464 tmp1 = arch_to_object (archetype::find (arch_string)); 1472 tmp1 = arch_to_object (archetype::find (arch_string));
1465 1473
1466 tmp1->x = op->x; 1474 tmp1->x = op->x;
1469} 1477}
1470 1478
1471object * 1479object *
1472object::insert_at (object *where, object *originator, int flags) 1480object::insert_at (object *where, object *originator, int flags)
1473{ 1481{
1474 where->map->insert (this, where->x, where->y, originator, flags); 1482 return where->map->insert (this, where->x, where->y, originator, flags);
1475} 1483}
1476 1484
1477/* 1485/*
1478 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1486 * 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 1487 * is returned contains nr objects, and the remaining parts contains
1519 * the amount of an object. If the amount reaches 0, the object 1527 * the amount of an object. If the amount reaches 0, the object
1520 * is subsequently removed and freed. 1528 * is subsequently removed and freed.
1521 * 1529 *
1522 * Return value: 'op' if something is left, NULL if the amount reached 0 1530 * Return value: 'op' if something is left, NULL if the amount reached 0
1523 */ 1531 */
1524
1525object * 1532object *
1526decrease_ob_nr (object *op, uint32 i) 1533decrease_ob_nr (object *op, uint32 i)
1527{ 1534{
1528 object *tmp; 1535 object *tmp;
1529 1536
1604 1611
1605/* 1612/*
1606 * add_weight(object, weight) adds the specified weight to an object, 1613 * add_weight(object, weight) adds the specified weight to an object,
1607 * and also updates how much the environment(s) is/are carrying. 1614 * and also updates how much the environment(s) is/are carrying.
1608 */ 1615 */
1609
1610void 1616void
1611add_weight (object *op, signed long weight) 1617add_weight (object *op, signed long weight)
1612{ 1618{
1613 while (op != NULL) 1619 while (op != NULL)
1614 { 1620 {
1629 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1635 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1630 free (dump); 1636 free (dump);
1631 return op; 1637 return op;
1632 } 1638 }
1633 1639
1634 if (where->head) 1640 if (where->head_ () != where)
1635 { 1641 {
1636 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n"); 1642 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1637 where = where->head; 1643 where = where->head;
1638 } 1644 }
1639 1645
1640 return where->insert (op); 1646 return where->insert (op);
1641} 1647}
1646 * inside the object environment. 1652 * inside the object environment.
1647 * 1653 *
1648 * The function returns now pointer to inserted item, and return value can 1654 * The function returns now pointer to inserted item, and return value can
1649 * be != op, if items are merged. -Tero 1655 * be != op, if items are merged. -Tero
1650 */ 1656 */
1651
1652object * 1657object *
1653object::insert (object *op) 1658object::insert (object *op)
1654{ 1659{
1655 object *tmp, *otmp;
1656
1657 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1660 if (!QUERY_FLAG (op, FLAG_REMOVED))
1658 op->remove (); 1661 op->remove ();
1659 1662
1660 if (op->more) 1663 if (op->more)
1661 { 1664 {
1663 return op; 1666 return op;
1664 } 1667 }
1665 1668
1666 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1669 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1667 CLEAR_FLAG (op, FLAG_REMOVED); 1670 CLEAR_FLAG (op, FLAG_REMOVED);
1671
1668 if (op->nrof) 1672 if (op->nrof)
1669 { 1673 {
1670 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1674 for (object *tmp = inv; tmp; tmp = tmp->below)
1671 if (object::can_merge (tmp, op)) 1675 if (object::can_merge (tmp, op))
1672 { 1676 {
1673 /* return the original object and remove inserted object 1677 /* return the original object and remove inserted object
1674 (client needs the original object) */ 1678 (client needs the original object) */
1675 tmp->nrof += op->nrof; 1679 tmp->nrof += op->nrof;
1694 add_weight (this, op->weight * op->nrof); 1698 add_weight (this, op->weight * op->nrof);
1695 } 1699 }
1696 else 1700 else
1697 add_weight (this, (op->weight + op->carrying)); 1701 add_weight (this, (op->weight + op->carrying));
1698 1702
1699 otmp = this->in_player (); 1703 if (object *otmp = this->in_player ())
1700 if (otmp && otmp->contr)
1701 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1704 if (otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1702 otmp->update_stats (); 1705 otmp->update_stats ();
1703 1706
1707 op->owner = 0; // its his/hers now. period.
1704 op->map = 0; 1708 op->map = 0;
1705 op->env = this; 1709 op->env = this;
1706 op->above = 0; 1710 op->above = 0;
1707 op->below = 0; 1711 op->below = 0;
1708 op->x = 0, op->y = 0; 1712 op->x = op->y = 0;
1709 1713
1710 /* reset the light list and los of the players on the map */ 1714 /* reset the light list and los of the players on the map */
1711 if ((op->glow_radius != 0) && map) 1715 if (op->glow_radius && map)
1712 { 1716 {
1713#ifdef DEBUG_LIGHTS 1717#ifdef DEBUG_LIGHTS
1714 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1718 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1715#endif /* DEBUG_LIGHTS */ 1719#endif /* DEBUG_LIGHTS */
1716 if (map->darkness) 1720 if (map->darkness)
1816 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1820 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)) 1821 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1818 { 1822 {
1819 1823
1820 float 1824 float
1821 diff = tmp->move_slow_penalty * FABS (op->speed); 1825 diff = tmp->move_slow_penalty * fabs (op->speed);
1822 1826
1823 if (op->type == PLAYER) 1827 if (op->type == PLAYER)
1824 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1828 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))) 1829 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1826 diff /= 4.0; 1830 diff /= 4.0;
1970 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1974 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1971 { 1975 {
1972 CLEAR_FLAG (tmp, flag); 1976 CLEAR_FLAG (tmp, flag);
1973 unflag_inv (tmp, flag); 1977 unflag_inv (tmp, flag);
1974 } 1978 }
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} 1979}
1989 1980
1990/* 1981/*
1991 * find_free_spot(object, map, x, y, start, stop) will search for 1982 * 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 1983 * a spot at the given map and coordinates which will be able to contain
2033 } 2024 }
2034 2025
2035 if (!index) 2026 if (!index)
2036 return -1; 2027 return -1;
2037 2028
2038 return altern[RANDOM () % index]; 2029 return altern [rndm (index)];
2039} 2030}
2040 2031
2041/* 2032/*
2042 * find_first_free_spot(archetype, maptile, x, y) works like 2033 * find_first_free_spot(archetype, maptile, x, y) works like
2043 * find_free_spot(), but it will search max number of squares. 2034 * find_free_spot(), but it will search max number of squares.
2064{ 2055{
2065 arr += begin; 2056 arr += begin;
2066 end -= begin; 2057 end -= begin;
2067 2058
2068 while (--end) 2059 while (--end)
2069 swap (arr [end], arr [RANDOM () % (end + 1)]); 2060 swap (arr [end], arr [rndm (end + 1)]);
2070} 2061}
2071 2062
2072/* new function to make monster searching more efficient, and effective! 2063/* new function to make monster searching more efficient, and effective!
2073 * This basically returns a randomized array (in the passed pointer) of 2064 * 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 2065 * the spaces to find monsters. In this way, it won't always look for
2110 object *tmp; 2101 object *tmp;
2111 maptile *mp; 2102 maptile *mp;
2112 2103
2113 MoveType blocked, move_type; 2104 MoveType blocked, move_type;
2114 2105
2115 if (exclude && exclude->head) 2106 if (exclude && exclude->head_ () != exclude)
2116 { 2107 {
2117 exclude = exclude->head; 2108 exclude = exclude->head;
2118 move_type = exclude->move_type; 2109 move_type = exclude->move_type;
2119 } 2110 }
2120 else 2111 else
2143 max = maxfree[i]; 2134 max = maxfree[i];
2144 else if (mflags & P_IS_ALIVE) 2135 else if (mflags & P_IS_ALIVE)
2145 { 2136 {
2146 for (tmp = ms.bot; tmp; tmp = tmp->above) 2137 for (tmp = ms.bot; tmp; tmp = tmp->above)
2147 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2138 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2148 && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2139 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2149 break; 2140 break;
2150 2141
2151 if (tmp) 2142 if (tmp)
2152 return freedir[i]; 2143 return freedir[i];
2153 } 2144 }
2208 2199
2209 return 3; 2200 return 3;
2210} 2201}
2211 2202
2212/* 2203/*
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 2204 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2232 * between two directions (which are expected to be absolute (see absdir()) 2205 * between two directions (which are expected to be absolute (see absdir())
2233 */ 2206 */
2234
2235int 2207int
2236dirdiff (int dir1, int dir2) 2208dirdiff (int dir1, int dir2)
2237{ 2209{
2238 int d; 2210 int d;
2239 2211
2352 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2324 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2353 * core dumps if they do. 2325 * core dumps if they do.
2354 * 2326 *
2355 * Add a check so we can't pick up invisible objects (0.93.8) 2327 * Add a check so we can't pick up invisible objects (0.93.8)
2356 */ 2328 */
2357
2358int 2329int
2359can_pick (const object *who, const object *item) 2330can_pick (const object *who, const object *item)
2360{ 2331{
2361 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2332 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2362 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2333 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2367 * create clone from object to another 2338 * create clone from object to another
2368 */ 2339 */
2369object * 2340object *
2370object_create_clone (object *asrc) 2341object_create_clone (object *asrc)
2371{ 2342{
2372 object *dst = 0, *tmp, *src, *part, *prev, *item; 2343 object *dst = 0, *tmp, *src, *prev, *item;
2373 2344
2374 if (!asrc) 2345 if (!asrc)
2375 return 0; 2346 return 0;
2376 2347
2377 src = asrc;
2378 if (src->head)
2379 src = src->head; 2348 src = asrc->head_ ();
2380 2349
2381 prev = 0; 2350 prev = 0;
2382 for (part = src; part; part = part->more) 2351 for (object *part = src; part; part = part->more)
2383 { 2352 {
2384 tmp = part->clone (); 2353 tmp = part->clone ();
2385 tmp->x -= src->x; 2354 tmp->x -= src->x;
2386 tmp->y -= src->y; 2355 tmp->y -= src->y;
2387 2356
2405 insert_ob_in_ob (object_create_clone (item), dst); 2374 insert_ob_in_ob (object_create_clone (item), dst);
2406 2375
2407 return dst; 2376 return dst;
2408} 2377}
2409 2378
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 2379/* This returns the first object in who's inventory that
2449 * has the same type and subtype match. 2380 * has the same type and subtype match.
2450 * returns NULL if no match. 2381 * returns NULL if no match.
2451 */ 2382 */
2452object * 2383object *
2505 if (link->key == canonical_key) 2436 if (link->key == canonical_key)
2506 return link->value; 2437 return link->value;
2507 2438
2508 return 0; 2439 return 0;
2509} 2440}
2510
2511 2441
2512/* 2442/*
2513 * Updates the canonical_key in op to value. 2443 * Updates the canonical_key in op to value.
2514 * 2444 *
2515 * canonical_key is a shared string (value doesn't have to be). 2445 * canonical_key is a shared string (value doesn't have to be).
2539 /* Basically, if the archetype has this key set, 2469 /* Basically, if the archetype has this key set,
2540 * we need to store the null value so when we save 2470 * we need to store the null value so when we save
2541 * it, we save the empty value so that when we load, 2471 * it, we save the empty value so that when we load,
2542 * we get this value back again. 2472 * we get this value back again.
2543 */ 2473 */
2544 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2474 if (get_ob_key_link (op->arch, canonical_key))
2545 field->value = 0; 2475 field->value = 0;
2546 else 2476 else
2547 { 2477 {
2548 if (last) 2478 if (last)
2549 last->next = field->next; 2479 last->next = field->next;
2618 } 2548 }
2619 else 2549 else
2620 item = item->env; 2550 item = item->env;
2621} 2551}
2622 2552
2623
2624const char * 2553const char *
2625object::flag_desc (char *desc, int len) const 2554object::flag_desc (char *desc, int len) const
2626{ 2555{
2627 char *p = desc; 2556 char *p = desc;
2628 bool first = true; 2557 bool first = true;
2655{ 2584{
2656 char flagdesc[512]; 2585 char flagdesc[512];
2657 char info2[256 * 4]; 2586 char info2[256 * 4];
2658 char *p = info; 2587 char *p = info;
2659 2588
2660 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s%s%s\",flags:[%s],type:%d}", 2589 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2661 count, uuid.seq, 2590 count, uuid.seq,
2662 &name, 2591 &name,
2663 title ? "\",title:" : "", 2592 title ? "\",title:\"" : "",
2664 title ? (const char *)title : "", 2593 title ? (const char *)title : "",
2665 flag_desc (flagdesc, 512), type); 2594 flag_desc (flagdesc, 512), type);
2666 2595
2667 if (env) 2596 if (!this->flag[FLAG_REMOVED] && env)
2668 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2597 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2669 2598
2670 if (map) 2599 if (map)
2671 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y); 2600 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2672 2601
2674} 2603}
2675 2604
2676const char * 2605const char *
2677object::debug_desc () const 2606object::debug_desc () const
2678{ 2607{
2679 static char info[256 * 4]; 2608 static char info[3][256 * 4];
2609 static int info_idx;
2610
2680 return debug_desc (info); 2611 return debug_desc (info [++info_idx % 3]);
2681} 2612}
2682 2613
2614struct region *
2615object::region () const
2616{
2617 return map ? map->region (x, y)
2618 : region::default_region ();
2619}
2620
2621const materialtype_t *
2622object::dominant_material () const
2623{
2624 if (materialtype_t *mt = name_to_material (materialname))
2625 return mt;
2626
2627 return name_to_material (shstr_unknown);
2628}
2629
2630void
2631object::open_container (object *new_container)
2632{
2633 if (container == new_container)
2634 return;
2635
2636 if (object *old_container = container)
2637 {
2638 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2639 return;
2640
2641#if 0
2642 // remove the "Close old_container" object.
2643 if (object *closer = old_container->inv)
2644 if (closer->type == CLOSE_CON)
2645 closer->destroy ();
2646#endif
2647
2648 old_container->flag [FLAG_APPLIED] = 0;
2649 container = 0;
2650
2651 esrv_update_item (UPD_FLAGS, this, old_container);
2652 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2653 play_sound (sound_find ("chest_close"));
2654 }
2655
2656 if (new_container)
2657 {
2658 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2659 return;
2660
2661 // TODO: this does not seem to serve any purpose anymore?
2662#if 0
2663 // insert the "Close Container" object.
2664 if (archetype *closer = new_container->other_arch)
2665 {
2666 object *closer = arch_to_object (new_container->other_arch);
2667 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2668 new_container->insert (closer);
2669 }
2670#endif
2671
2672 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2673
2674 new_container->flag [FLAG_APPLIED] = 1;
2675 container = new_container;
2676
2677 esrv_update_item (UPD_FLAGS, this, new_container);
2678 esrv_send_inventory (this, new_container);
2679 play_sound (sound_find ("chest_open"));
2680 }
2681}
2682
2683object *
2684object::force_find (const shstr name)
2685{
2686 /* cycle through his inventory to look for the MARK we want to
2687 * place
2688 */
2689 for (object *tmp = inv; tmp; tmp = tmp->below)
2690 if (tmp->type == FORCE && tmp->slaying == name)
2691 return splay (tmp);
2692
2693 return 0;
2694}
2695
2696void
2697object::force_add (const shstr name, int duration)
2698{
2699 if (object *force = force_find (name))
2700 force->destroy ();
2701
2702 object *force = get_archetype (FORCE_NAME);
2703
2704 force->slaying = name;
2705 force->stats.food = 1;
2706 force->speed_left = -1.f;
2707
2708 force->set_speed (duration ? 1.f / duration : 0.f);
2709 force->flag [FLAG_IS_USED_UP] = true;
2710 force->flag [FLAG_APPLIED] = true;
2711
2712 insert (force);
2713}
2714
2715void
2716object::play_sound (faceidx sound) const
2717{
2718 if (!sound)
2719 return;
2720
2721 if (flag [FLAG_REMOVED])
2722 return;
2723
2724 if (env)
2725 {
2726 if (object *pl = in_player ())
2727 pl->contr->play_sound (sound);
2728 }
2729 else
2730 map->play_sound (sound, x, y);
2731}
2732

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