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Comparing deliantra/server/common/object.C (file contents):
Revision 1.96 by root, Sat Dec 30 10:16:10 2006 UTC vs.
Revision 1.200 by root, Sun Jan 13 08:55:41 2008 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
8 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
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 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,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 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
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20 21 * The authors can be reached via e-mail to <support@deliantra.net>
21 The authors can be reached via e-mail at <crossfire@schmorp.de>
22*/ 22 */
23 23
24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
25 sub/add_weight will transcend the environment updating the carrying 25 sub/add_weight will transcend the environment updating the carrying
26 variable. */ 26 variable. */
27#include <global.h> 27#include <global.h>
28#include <stdio.h> 28#include <stdio.h>
29#include <sys/types.h> 29#include <sys/types.h>
30#include <sys/uio.h> 30#include <sys/uio.h>
31#include <object.h> 31#include <object.h>
32#include <funcpoint.h> 32#include <funcpoint.h>
33#include <sproto.h>
33#include <loader.h> 34#include <loader.h>
34 35
35#include <bitset> 36#include <bitset>
36 37
37int nrofallocobjects = 0; 38int nrofallocobjects = 0;
38static UUID uuid; 39static UUID uuid;
39const uint64 UUID_SKIP = 1<<19; 40const uint64 UUID_SKIP = 1<<19;
40 41
41object *active_objects; /* List of active objects that need to be processed */ 42objectvec objects;
43activevec actives;
42 44
43short 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,
44 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
45}; 47};
46short 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,
252 /* This is really a spellbook check - really, we should 254 /* This is really a spellbook check - really, we should
253 * check all objects in the inventory. 255 * check all objects in the inventory.
254 */ 256 */
255 if (ob1->inv || ob2->inv) 257 if (ob1->inv || ob2->inv)
256 { 258 {
257 /* if one object has inventory but the other doesn't, not equiv */ 259 if (!(ob1->inv && ob2->inv))
258 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 260 return 0; /* inventories differ in length */
259 return 0;
260 261
261 /* Now check to see if the two inventory objects could merge */ 262 if (ob1->inv->below || ob2->inv->below)
263 return 0; /* more than one object in inv */
264
262 if (!object::can_merge (ob1->inv, ob2->inv)) 265 if (!object::can_merge (ob1->inv, ob2->inv))
263 return 0; 266 return 0; /* inventory objexts differ */
264 267
265 /* inventory ok - still need to check rest of this object to see 268 /* inventory ok - still need to check rest of this object to see
266 * if it is valid. 269 * if it is valid.
267 */ 270 */
268 } 271 }
276 279
277 /* Note sure why the following is the case - either the object has to 280 /* Note sure why the following is the case - either the object has to
278 * be animated or have a very low speed. Is this an attempted monster 281 * be animated or have a very low speed. Is this an attempted monster
279 * check? 282 * check?
280 */ 283 */
281 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 284 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
282 return 0; 285 return 0;
283 286
284 switch (ob1->type) 287 switch (ob1->type)
285 { 288 {
286 case SCROLL: 289 case SCROLL:
297 return 0; 300 return 0;
298 else if (!compare_ob_value_lists (ob1, ob2)) 301 else if (!compare_ob_value_lists (ob1, ob2))
299 return 0; 302 return 0;
300 } 303 }
301 304
302 //TODO: generate an event or call into perl for additional checks
303 if (ob1->self || ob2->self) 305 if (ob1->self || ob2->self)
304 { 306 {
305 ob1->optimise (); 307 ob1->optimise ();
306 ob2->optimise (); 308 ob2->optimise ();
307 309
308 if (ob1->self || ob2->self) 310 if (ob1->self || ob2->self)
311 {
312 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
313 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
314
315 if (k1 != k2)
309 return 0; 316 return 0;
317 else if (k1 == 0)
318 return 1;
319 else if (!cfperl_can_merge (ob1, ob2))
320 return 0;
321 }
310 } 322 }
311 323
312 /* Everything passes, must be OK. */ 324 /* Everything passes, must be OK. */
313 return 1; 325 return 1;
314} 326}
322sum_weight (object *op) 334sum_weight (object *op)
323{ 335{
324 long sum; 336 long sum;
325 object *inv; 337 object *inv;
326 338
327 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 339 for (sum = 0, inv = op->inv; inv; inv = inv->below)
328 { 340 {
329 if (inv->inv) 341 if (inv->inv)
330 sum_weight (inv); 342 sum_weight (inv);
343
331 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 344 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
332 } 345 }
333 346
334 if (op->type == CONTAINER && op->stats.Str) 347 if (op->type == CONTAINER && op->stats.Str)
335 sum = (sum * (100 - op->stats.Str)) / 100; 348 sum = (sum * (100 - op->stats.Str)) / 100;
355/* 368/*
356 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 369 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
357 * Some error messages. 370 * Some error messages.
358 * The result of the dump is stored in the static global errmsg array. 371 * The result of the dump is stored in the static global errmsg array.
359 */ 372 */
360
361char * 373char *
362dump_object (object *op) 374dump_object (object *op)
363{ 375{
364 if (!op) 376 if (!op)
365 return strdup ("[NULLOBJ]"); 377 return strdup ("[NULLOBJ]");
366 378
367 object_freezer freezer; 379 object_freezer freezer;
368 save_object (freezer, op, 1); 380 op->write (freezer);
369 return freezer.as_string (); 381 return freezer.as_string ();
370} 382}
371 383
372/* 384/*
373 * get_nearest_part(multi-object, object 2) returns the part of the 385 * get_nearest_part(multi-object, object 2) returns the part of the
374 * multi-object 1 which is closest to the second object. 386 * multi-object 1 which is closest to the second object.
375 * If it's not a multi-object, it is returned. 387 * If it's not a multi-object, it is returned.
376 */ 388 */
377
378object * 389object *
379get_nearest_part (object *op, const object *pl) 390get_nearest_part (object *op, const object *pl)
380{ 391{
381 object *tmp, *closest; 392 object *tmp, *closest;
382 int last_dist, i; 393 int last_dist, i;
390} 401}
391 402
392/* 403/*
393 * Returns the object which has the count-variable equal to the argument. 404 * Returns the object which has the count-variable equal to the argument.
394 */ 405 */
395
396object * 406object *
397find_object (tag_t i) 407find_object (tag_t i)
398{ 408{
399 for (object *op = object::first; op; op = op->next) 409 for_all_objects (op)
400 if (op->count == i) 410 if (op->count == i)
401 return op; 411 return op;
402 412
403 return 0; 413 return 0;
404} 414}
405 415
406/* 416/*
407 * Returns the first object which has a name equal to the argument. 417 * Returns the first object which has a name equal to the argument.
408 * Used only by the patch command, but not all that useful. 418 * Used only by the patch command, but not all that useful.
409 * Enables features like "patch <name-of-other-player> food 999" 419 * Enables features like "patch <name-of-other-player> food 999"
410 */ 420 */
411
412object * 421object *
413find_object_name (const char *str) 422find_object_name (const char *str)
414{ 423{
415 shstr_cmp str_ (str); 424 shstr_cmp str_ (str);
416 object *op; 425 object *op;
417 426
418 for (op = object::first; op != NULL; op = op->next) 427 for_all_objects (op)
419 if (op->name == str_) 428 if (op->name == str_)
420 break; 429 break;
421 430
422 return op; 431 return op;
423} 432}
429} 438}
430 439
431/* 440/*
432 * Sets the owner and sets the skill and exp pointers to owner's current 441 * Sets the owner and sets the skill and exp pointers to owner's current
433 * skill and experience objects. 442 * skill and experience objects.
443 * ACTUALLY NO! investigate! TODO
434 */ 444 */
435void 445void
436object::set_owner (object *owner) 446object::set_owner (object *owner)
437{ 447{
448 // allow objects which own objects
438 if (!owner) 449 if (owner)
439 return;
440
441 /* next line added to allow objects which own objects */
442 /* Add a check for ownercounts in here, as I got into an endless loop
443 * with the fireball owning a poison cloud which then owned the
444 * fireball. I believe that was caused by one of the objects getting
445 * freed and then another object replacing it. Since the ownercounts
446 * didn't match, this check is valid and I believe that cause is valid.
447 */
448 while (owner->owner) 450 while (owner->owner)
449 owner = owner->owner; 451 owner = owner->owner;
452
453 if (flag [FLAG_FREED])
454 {
455 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
456 return;
457 }
450 458
451 this->owner = owner; 459 this->owner = owner;
460}
461
462int
463object::slottype () const
464{
465 if (type == SKILL)
466 {
467 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
468 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
469 }
470 else
471 {
472 if (slot [body_combat].info) return slot_combat;
473 if (slot [body_range ].info) return slot_ranged;
474 }
475
476 return slot_none;
477}
478
479bool
480object::change_weapon (object *ob)
481{
482 if (current_weapon == ob)
483 return true;
484
485 if (chosen_skill)
486 chosen_skill->flag [FLAG_APPLIED] = false;
487
488 current_weapon = ob;
489 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
490
491 if (chosen_skill)
492 chosen_skill->flag [FLAG_APPLIED] = true;
493
494 update_stats ();
495
496 if (ob)
497 {
498 // now check wether any body locations became invalid, in which case
499 // we cannot apply the weapon at the moment.
500 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
501 if (slot[i].used < 0)
502 {
503 current_weapon = chosen_skill = 0;
504 update_stats ();
505
506 new_draw_info_format (NDI_UNIQUE, 0, this,
507 "You try to balance all your items at once, "
508 "but the %s is just too much for your body. "
509 "[You need to unapply some items first.]", &ob->name);
510 return false;
511 }
512
513 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
514 }
515 else
516 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
517
518 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
519 {
520 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
521 &name, ob->debug_desc ());
522 return false;
523 }
524
525 return true;
452} 526}
453 527
454/* Zero the key_values on op, decrementing the shared-string 528/* Zero the key_values on op, decrementing the shared-string
455 * refcounts and freeing the links. 529 * refcounts and freeing the links.
456 */ 530 */
457static void 531static void
458free_key_values (object *op) 532free_key_values (object *op)
459{ 533{
460 for (key_value *i = op->key_values; i != 0;) 534 for (key_value *i = op->key_values; i; )
461 { 535 {
462 key_value *next = i->next; 536 key_value *next = i->next;
463 delete i; 537 delete i;
464 538
465 i = next; 539 i = next;
466 } 540 }
467 541
468 op->key_values = 0; 542 op->key_values = 0;
469} 543}
470 544
471/* 545object &
472 * copy_to first frees everything allocated by the dst object, 546object::operator =(const object &src)
473 * and then copies the contents of itself into the second
474 * object, allocating what needs to be allocated. Basically, any
475 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
476 * if the first object is freed, the pointers in the new object
477 * will point at garbage.
478 */
479void
480object::copy_to (object *dst)
481{ 547{
482 bool is_freed = QUERY_FLAG (dst, FLAG_FREED); 548 bool is_freed = flag [FLAG_FREED];
483 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED); 549 bool is_removed = flag [FLAG_REMOVED];
484 550
485 *(object_copy *)dst = *this; 551 *(object_copy *)this = src;
486 552
487 if (is_freed) 553 flag [FLAG_FREED] = is_freed;
488 SET_FLAG (dst, FLAG_FREED); 554 flag [FLAG_REMOVED] = is_removed;
489
490 if (is_removed)
491 SET_FLAG (dst, FLAG_REMOVED);
492
493 if (speed < 0)
494 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
495 555
496 /* Copy over key_values, if any. */ 556 /* Copy over key_values, if any. */
497 if (key_values) 557 if (src.key_values)
498 { 558 {
499 key_value *tail = 0; 559 key_value *tail = 0;
500 key_value *i;
501
502 dst->key_values = 0; 560 key_values = 0;
503 561
504 for (i = key_values; i; i = i->next) 562 for (key_value *i = src.key_values; i; i = i->next)
505 { 563 {
506 key_value *new_link = new key_value; 564 key_value *new_link = new key_value;
507 565
508 new_link->next = 0; 566 new_link->next = 0;
509 new_link->key = i->key; 567 new_link->key = i->key;
510 new_link->value = i->value; 568 new_link->value = i->value;
511 569
512 /* Try and be clever here, too. */ 570 /* Try and be clever here, too. */
513 if (!dst->key_values) 571 if (!key_values)
514 { 572 {
515 dst->key_values = new_link; 573 key_values = new_link;
516 tail = new_link; 574 tail = new_link;
517 } 575 }
518 else 576 else
519 { 577 {
520 tail->next = new_link; 578 tail->next = new_link;
521 tail = new_link; 579 tail = new_link;
522 } 580 }
523 } 581 }
524 } 582 }
583}
584
585/*
586 * copy_to first frees everything allocated by the dst object,
587 * and then copies the contents of itself into the second
588 * object, allocating what needs to be allocated. Basically, any
589 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
590 * if the first object is freed, the pointers in the new object
591 * will point at garbage.
592 */
593void
594object::copy_to (object *dst)
595{
596 *dst = *this;
597
598 if (speed < 0)
599 dst->speed_left -= rndm ();
525 600
526 dst->set_speed (dst->speed); 601 dst->set_speed (dst->speed);
602}
603
604void
605object::instantiate ()
606{
607 if (!uuid.seq) // HACK
608 uuid = gen_uuid ();
609
610 speed_left = -0.1f;
611 /* copy the body_info to the body_used - this is only really
612 * need for monsters, but doesn't hurt to do it for everything.
613 * by doing so, when a monster is created, it has good starting
614 * values for the body_used info, so when items are created
615 * for it, they can be properly equipped.
616 */
617 for (int i = NUM_BODY_LOCATIONS; i--; )
618 slot[i].used = slot[i].info;
619
620 attachable::instantiate ();
527} 621}
528 622
529object * 623object *
530object::clone () 624object::clone ()
531{ 625{
563 speed = 0; 657 speed = 0;
564 } 658 }
565 659
566 this->speed = speed; 660 this->speed = speed;
567 661
568 if (FABS (speed) > MIN_ACTIVE_SPEED) 662 if (has_active_speed ())
569 { 663 activate ();
570 /* If already on active list, don't do anything */
571 if (active_next || active_prev || this == active_objects)
572 return;
573
574 /* process_events() expects us to insert the object at the beginning
575 * of the list. */
576 active_next = active_objects;
577
578 if (active_next)
579 active_next->active_prev = this;
580
581 active_objects = this;
582 }
583 else 664 else
584 { 665 deactivate ();
585 /* If not on the active list, nothing needs to be done */
586 if (!active_next && !active_prev && this != active_objects)
587 return;
588
589 if (!active_prev)
590 {
591 active_objects = active_next;
592
593 if (active_next)
594 active_next->active_prev = 0;
595 }
596 else
597 {
598 active_prev->active_next = active_next;
599
600 if (active_next)
601 active_next->active_prev = active_prev;
602 }
603
604 active_next = 0;
605 active_prev = 0;
606 }
607} 666}
608 667
609/* 668/*
610 * update_object() updates the the map. 669 * update_object() updates the the map.
611 * It takes into account invisible objects (and represent squares covered 670 * It takes into account invisible objects (and represent squares covered
624 * UP_OBJ_FACE: only the objects face has changed. 683 * UP_OBJ_FACE: only the objects face has changed.
625 */ 684 */
626void 685void
627update_object (object *op, int action) 686update_object (object *op, int action)
628{ 687{
629 MoveType move_on, move_off, move_block, move_slow;
630
631 if (op == NULL) 688 if (op == NULL)
632 { 689 {
633 /* this should never happen */ 690 /* this should never happen */
634 LOG (llevDebug, "update_object() called for NULL object.\n"); 691 LOG (llevDebug, "update_object() called for NULL object.\n");
635 return; 692 return;
659 return; 716 return;
660 } 717 }
661 718
662 mapspace &m = op->ms (); 719 mapspace &m = op->ms ();
663 720
664 if (m.flags_ & P_NEED_UPDATE) 721 if (!(m.flags_ & P_UPTODATE))
665 /* nop */; 722 /* nop */;
666 else if (action == UP_OBJ_INSERT) 723 else if (action == UP_OBJ_INSERT)
667 { 724 {
668 // this is likely overkill, TODO: revisit (schmorp) 725 // this is likely overkill, TODO: revisit (schmorp)
669 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 726 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
678 /* This isn't perfect, but I don't expect a lot of objects to 735 /* This isn't perfect, but I don't expect a lot of objects to
679 * to have move_allow right now. 736 * to have move_allow right now.
680 */ 737 */
681 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 738 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
682 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 739 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
683 m.flags_ = P_NEED_UPDATE; 740 m.flags_ = 0;
684 } 741 }
685 /* if the object is being removed, we can't make intelligent 742 /* if the object is being removed, we can't make intelligent
686 * decisions, because remove_ob can't really pass the object 743 * decisions, because remove_ob can't really pass the object
687 * that is being removed. 744 * that is being removed.
688 */ 745 */
689 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 746 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
690 m.flags_ = P_NEED_UPDATE; 747 m.flags_ = 0;
691 else if (action == UP_OBJ_FACE) 748 else if (action == UP_OBJ_FACE)
692 /* Nothing to do for that case */ ; 749 /* Nothing to do for that case */ ;
693 else 750 else
694 LOG (llevError, "update_object called with invalid action: %d\n", action); 751 LOG (llevError, "update_object called with invalid action: %d\n", action);
695 752
696 if (op->more) 753 if (op->more)
697 update_object (op->more, action); 754 update_object (op->more, action);
698} 755}
699 756
700object::vector object::objects; // not yet used
701object *object::first;
702
703object::object () 757object::object ()
704{ 758{
705 SET_FLAG (this, FLAG_REMOVED); 759 SET_FLAG (this, FLAG_REMOVED);
706 760
707 expmul = 1.0; 761 expmul = 1.0;
708 face = blank_face; 762 face = blank_face;
709} 763}
710 764
711object::~object () 765object::~object ()
712{ 766{
767 unlink ();
768
713 free_key_values (this); 769 free_key_values (this);
714} 770}
715 771
772static int object_count;
773
716void object::link () 774void object::link ()
717{ 775{
718 count = ++ob_count; 776 assert (!index);//D
719 uuid = gen_uuid (); 777 uuid = gen_uuid ();
778 count = ++object_count;
720 779
721 prev = 0; 780 refcnt_inc ();
722 next = object::first; 781 objects.insert (this);
723
724 if (object::first)
725 object::first->prev = this;
726
727 object::first = this;
728} 782}
729 783
730void object::unlink () 784void object::unlink ()
731{ 785{
732 if (this == object::first) 786 if (!index)
733 object::first = next; 787 return;
734 788
735 /* Remove this object from the list of used objects */ 789 objects.erase (this);
736 if (prev) prev->next = next; 790 refcnt_dec ();
737 if (next) next->prev = prev;
738
739 prev = 0;
740 next = 0;
741} 791}
742 792
743void 793void
794object::activate ()
795{
796 /* If already on active list, don't do anything */
797 if (active)
798 return;
799
800 if (has_active_speed ())
801 actives.insert (this);
802}
803
804void
744object::activate (bool recursive) 805object::activate_recursive ()
745{ 806{
746 // uh, hack 807 activate ();
747 set_speed (speed);
748 808
749 if (recursive)
750 for (object *op = inv; op; op = op->above) 809 for (object *op = inv; op; op = op->below)
751 op->activate (1); 810 op->activate_recursive ();
752} 811}
753 812
754/* This function removes object 'op' from the list of active 813/* This function removes object 'op' from the list of active
755 * objects. 814 * objects.
756 * This should only be used for style maps or other such 815 * This should only be used for style maps or other such
758 * in play chewing up cpu time getting processed. 817 * in play chewing up cpu time getting processed.
759 * The reverse of this is to call update_ob_speed, which 818 * The reverse of this is to call update_ob_speed, which
760 * will do the right thing based on the speed of the object. 819 * will do the right thing based on the speed of the object.
761 */ 820 */
762void 821void
763object::deactivate (bool recursive) 822object::deactivate ()
764{ 823{
765 /* If not on the active list, nothing needs to be done */ 824 /* If not on the active list, nothing needs to be done */
766 if (!active_next && !active_prev && this != active_objects) 825 if (!active)
767 return; 826 return;
768 827
769 if (active_prev == 0) 828 actives.erase (this);
770 { 829}
771 active_objects = active_next;
772 if (active_next)
773 active_next->active_prev = 0;
774 }
775 else
776 {
777 active_prev->active_next = active_next;
778 if (active_next)
779 active_next->active_prev = active_prev;
780 }
781 830
782 active_next = 0; 831void
783 active_prev = 0; 832object::deactivate_recursive ()
784 833{
785 if (recursive)
786 for (object *op = inv; op; op = op->above) 834 for (object *op = inv; op; op = op->below)
835 op->deactivate_recursive ();
836
787 op->deactivate (1); 837 deactivate ();
838}
839
840void
841object::set_flag_inv (int flag, int value)
842{
843 for (object *op = inv; op; op = op->below)
844 {
845 op->flag [flag] = value;
846 op->set_flag_inv (flag, value);
847 }
788} 848}
789 849
790/* 850/*
791 * Remove and free all objects in the inventory of the given object. 851 * Remove and free all objects in the inventory of the given object.
792 * object.c ? 852 * object.c ?
807 * drop on that space. 867 * drop on that space.
808 */ 868 */
809 if (!drop_to_ground 869 if (!drop_to_ground
810 || !map 870 || !map
811 || map->in_memory != MAP_IN_MEMORY 871 || map->in_memory != MAP_IN_MEMORY
872 || map->nodrop
812 || ms ().move_block == MOVE_ALL) 873 || ms ().move_block == MOVE_ALL)
813 { 874 {
814 while (inv) 875 while (inv)
815 { 876 {
816 inv->destroy_inv (drop_to_ground); 877 inv->destroy_inv (drop_to_ground);
825 886
826 if (op->flag [FLAG_STARTEQUIP] 887 if (op->flag [FLAG_STARTEQUIP]
827 || op->flag [FLAG_NO_DROP] 888 || op->flag [FLAG_NO_DROP]
828 || op->type == RUNE 889 || op->type == RUNE
829 || op->type == TRAP 890 || op->type == TRAP
830 || op->flag [FLAG_IS_A_TEMPLATE]) 891 || op->flag [FLAG_IS_A_TEMPLATE]
892 || op->flag [FLAG_DESTROY_ON_DEATH])
831 op->destroy (); 893 op->destroy ();
832 else 894 else
833 map->insert (op, x, y); 895 map->insert (op, x, y);
834 } 896 }
835 } 897 }
843} 905}
844 906
845void 907void
846object::do_destroy () 908object::do_destroy ()
847{ 909{
910 attachable::do_destroy ();
911
848 if (flag [FLAG_IS_LINKED]) 912 if (flag [FLAG_IS_LINKED])
849 remove_button_link (this); 913 remove_button_link (this);
850 914
851 if (flag [FLAG_FRIENDLY]) 915 if (flag [FLAG_FRIENDLY])
852 remove_friendly_object (this); 916 remove_friendly_object (this);
853 917
854 if (!flag [FLAG_REMOVED]) 918 if (!flag [FLAG_REMOVED])
855 remove (); 919 remove ();
856 920
857 if (flag [FLAG_FREED]) 921 destroy_inv (true);
858 return;
859 922
860 set_speed (0); 923 deactivate ();
924 unlink ();
861 925
862 flag [FLAG_FREED] = 1; 926 flag [FLAG_FREED] = 1;
863
864 attachable::do_destroy ();
865
866 destroy_inv (true);
867 unlink ();
868 927
869 // hack to ensure that freed objects still have a valid map 928 // hack to ensure that freed objects still have a valid map
870 { 929 {
871 static maptile *freed_map; // freed objects are moved here to avoid crashes 930 static maptile *freed_map; // freed objects are moved here to avoid crashes
872 931
873 if (!freed_map) 932 if (!freed_map)
874 { 933 {
875 freed_map = new maptile; 934 freed_map = new maptile;
876 935
936 freed_map->path = "<freed objects map>";
877 freed_map->name = "/internal/freed_objects_map"; 937 freed_map->name = "/internal/freed_objects_map";
878 freed_map->width = 3; 938 freed_map->width = 3;
879 freed_map->height = 3; 939 freed_map->height = 3;
880 940
881 freed_map->alloc (); 941 freed_map->alloc ();
942 freed_map->in_memory = MAP_IN_MEMORY;
882 } 943 }
883 944
884 map = freed_map; 945 map = freed_map;
885 x = 1; 946 x = 1;
886 y = 1; 947 y = 1;
887 } 948 }
888 949
889 head = 0;
890
891 if (more) 950 if (more)
892 { 951 {
893 more->destroy (); 952 more->destroy ();
894 more = 0; 953 more = 0;
895 } 954 }
896 955
956 head = 0;
957
897 // clear those pointers that likely might have circular references to us 958 // clear those pointers that likely might cause circular references
898 owner = 0; 959 owner = 0;
899 enemy = 0; 960 enemy = 0;
900 attacked_by = 0; 961 attacked_by = 0;
901 962 current_weapon = 0;
902 // only relevant for players(?), but make sure of it anyways
903 contr = 0;
904} 963}
905 964
906void 965void
907object::destroy (bool destroy_inventory) 966object::destroy (bool destroy_inventory)
908{ 967{
909 if (destroyed ()) 968 if (destroyed ())
910 return; 969 return;
911 970
912 if (destroy_inventory) 971 if (destroy_inventory)
913 destroy_inv (false); 972 destroy_inv (false);
973
974 if (is_head ())
975 if (sound_destroy)
976 play_sound (sound_destroy);
977 else if (flag [FLAG_MONSTER])
978 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
914 979
915 attachable::destroy (); 980 attachable::destroy ();
916} 981}
917 982
918/* 983/*
936 * This function removes the object op from the linked list of objects 1001 * This function removes the object op from the linked list of objects
937 * which it is currently tied to. When this function is done, the 1002 * which it is currently tied to. When this function is done, the
938 * object will have no environment. If the object previously had an 1003 * object will have no environment. If the object previously had an
939 * environment, the x and y coordinates will be updated to 1004 * environment, the x and y coordinates will be updated to
940 * the previous environment. 1005 * the previous environment.
941 * Beware: This function is called from the editor as well!
942 */ 1006 */
943void 1007void
944object::remove () 1008object::do_remove ()
945{ 1009{
946 object *tmp, *last = 0; 1010 object *tmp, *last = 0;
947 object *otmp; 1011 object *otmp;
948 1012
949 if (QUERY_FLAG (this, FLAG_REMOVED)) 1013 if (QUERY_FLAG (this, FLAG_REMOVED))
992 } 1056 }
993 else if (map) 1057 else if (map)
994 { 1058 {
995 if (type == PLAYER) 1059 if (type == PLAYER)
996 { 1060 {
1061 // leaving a spot always closes any open container on the ground
1062 if (container && !container->env)
1063 // this causes spurious floorbox updates, but it ensures
1064 // that the CLOSE event is being sent.
1065 close_container ();
1066
997 --map->players; 1067 --map->players;
998 map->last_access = runtime; 1068 map->touch ();
999 } 1069 }
1000 1070
1071 map->dirty = true;
1072 mapspace &ms = this->ms ();
1001 1073
1002 /* link the object above us */ 1074 /* link the object above us */
1003 if (above) 1075 if (above)
1004 above->below = below; 1076 above->below = below;
1005 else 1077 else
1006 map->at (x, y).top = below; /* we were top, set new top */ 1078 ms.top = below; /* we were top, set new top */
1007 1079
1008 /* Relink the object below us, if there is one */ 1080 /* Relink the object below us, if there is one */
1009 if (below) 1081 if (below)
1010 below->above = above; 1082 below->above = above;
1011 else 1083 else
1013 /* Nothing below, which means we need to relink map object for this space 1085 /* Nothing below, which means we need to relink map object for this space
1014 * use translated coordinates in case some oddness with map tiling is 1086 * use translated coordinates in case some oddness with map tiling is
1015 * evident 1087 * evident
1016 */ 1088 */
1017 if (GET_MAP_OB (map, x, y) != this) 1089 if (GET_MAP_OB (map, x, y) != this)
1018 {
1019 char *dump = dump_object (this);
1020 LOG (llevError,
1021 "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); 1090 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 ());
1022 free (dump);
1023 dump = dump_object (GET_MAP_OB (map, x, y));
1024 LOG (llevError, "%s\n", dump);
1025 free (dump);
1026 }
1027 1091
1028 map->at (x, y).bot = above; /* goes on above it. */ 1092 ms.bot = above; /* goes on above it. */
1029 } 1093 }
1030 1094
1031 above = 0; 1095 above = 0;
1032 below = 0; 1096 below = 0;
1033 1097
1034 if (map->in_memory == MAP_SAVING) 1098 if (map->in_memory == MAP_SAVING)
1035 return; 1099 return;
1036 1100
1037 int check_walk_off = !flag [FLAG_NO_APPLY]; 1101 int check_walk_off = !flag [FLAG_NO_APPLY];
1038 1102
1103 if (object *pl = ms.player ())
1104 {
1105 if (pl->container == this)
1106 /* If a container that the player is currently using somehow gets
1107 * removed (most likely destroyed), update the player view
1108 * appropriately.
1109 */
1110 pl->close_container ();
1111
1112 pl->contr->ns->floorbox_update ();
1113 }
1114
1039 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above) 1115 for (tmp = ms.bot; tmp; tmp = tmp->above)
1040 { 1116 {
1041 /* No point updating the players look faces if he is the object 1117 /* No point updating the players look faces if he is the object
1042 * being removed. 1118 * being removed.
1043 */ 1119 */
1044
1045 if (tmp->type == PLAYER && tmp != this)
1046 {
1047 /* If a container that the player is currently using somehow gets
1048 * removed (most likely destroyed), update the player view
1049 * appropriately.
1050 */
1051 if (tmp->container == this)
1052 {
1053 flag [FLAG_APPLIED] = 0;
1054 tmp->container = 0;
1055 }
1056
1057 if (tmp->contr->ns)
1058 tmp->contr->ns->floorbox_update ();
1059 }
1060 1120
1061 /* See if object moving off should effect something */ 1121 /* See if object moving off should effect something */
1062 if (check_walk_off 1122 if (check_walk_off
1063 && ((move_type & tmp->move_off) 1123 && ((move_type & tmp->move_off)
1064 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1124 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1067 1127
1068 if (destroyed ()) 1128 if (destroyed ())
1069 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1129 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1070 } 1130 }
1071 1131
1072 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1073 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1074 if (tmp->above == tmp)
1075 tmp->above = 0;
1076
1077 last = tmp; 1132 last = tmp;
1078 } 1133 }
1079 1134
1080 /* last == NULL if there are no objects on this space */ 1135 /* last == NULL if there are no objects on this space */
1081 //TODO: this makes little sense, why only update the topmost object? 1136 //TODO: this makes little sense, why only update the topmost object?
1082 if (!last) 1137 if (!last)
1083 map->at (x, y).flags_ = P_NEED_UPDATE; 1138 map->at (x, y).flags_ = 0;
1084 else 1139 else
1085 update_object (last, UP_OBJ_REMOVE); 1140 update_object (last, UP_OBJ_REMOVE);
1086 1141
1087 if (flag [FLAG_BLOCKSVIEW] || glow_radius) 1142 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1088 update_all_los (map, x, y); 1143 update_all_los (map, x, y);
1101merge_ob (object *op, object *top) 1156merge_ob (object *op, object *top)
1102{ 1157{
1103 if (!op->nrof) 1158 if (!op->nrof)
1104 return 0; 1159 return 0;
1105 1160
1106 if (top) 1161 if (!top)
1107 for (top = op; top && top->above; top = top->above) 1162 for (top = op; top && top->above; top = top->above)
1108 ; 1163 ;
1109 1164
1110 for (; top; top = top->below) 1165 for (; top; top = top->below)
1111 { 1166 {
1124 } 1179 }
1125 1180
1126 return 0; 1181 return 0;
1127} 1182}
1128 1183
1184void
1185object::expand_tail ()
1186{
1187 if (more)
1188 return;
1189
1190 object *prev = this;
1191
1192 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1193 {
1194 object *op = arch_to_object (at);
1195
1196 op->name = name;
1197 op->name_pl = name_pl;
1198 op->title = title;
1199
1200 op->head = this;
1201 prev->more = op;
1202
1203 prev = op;
1204 }
1205}
1206
1129/* 1207/*
1130 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1208 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1131 * job preparing multi-part monsters 1209 * job preparing multi-part monsters.
1132 */ 1210 */
1133object * 1211object *
1134insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1212insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1135{ 1213{
1136 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1214 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1137 { 1215 {
1138 tmp->x = x + tmp->arch->clone.x; 1216 tmp->x = x + tmp->arch->x;
1139 tmp->y = y + tmp->arch->clone.y; 1217 tmp->y = y + tmp->arch->y;
1140 } 1218 }
1141 1219
1142 return insert_ob_in_map (op, m, originator, flag); 1220 return insert_ob_in_map (op, m, originator, flag);
1143} 1221}
1144 1222
1163 * just 'op' otherwise 1241 * just 'op' otherwise
1164 */ 1242 */
1165object * 1243object *
1166insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1244insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1167{ 1245{
1246 assert (!op->flag [FLAG_FREED]);
1247
1168 object *tmp, *top, *floor = NULL; 1248 object *top, *floor = NULL;
1169 sint16 x, y;
1170 1249
1171 if (QUERY_FLAG (op, FLAG_FREED)) 1250 op->remove ();
1172 {
1173 LOG (llevError, "Trying to insert freed object!\n");
1174 return NULL;
1175 }
1176
1177 if (!m)
1178 {
1179 char *dump = dump_object (op);
1180 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1181 free (dump);
1182 return op;
1183 }
1184
1185 if (out_of_map (m, op->x, op->y))
1186 {
1187 char *dump = dump_object (op);
1188 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1189#ifdef MANY_CORES
1190 /* Better to catch this here, as otherwise the next use of this object
1191 * is likely to cause a crash. Better to find out where it is getting
1192 * improperly inserted.
1193 */
1194 abort ();
1195#endif
1196 free (dump);
1197 return op;
1198 }
1199
1200 if (!QUERY_FLAG (op, FLAG_REMOVED))
1201 {
1202 char *dump = dump_object (op);
1203 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1204 free (dump);
1205 return op;
1206 }
1207
1208 if (op->more)
1209 {
1210 /* The part may be on a different map. */
1211
1212 object *more = op->more;
1213
1214 /* We really need the caller to normalize coordinates - if
1215 * we set the map, that doesn't work if the location is within
1216 * a map and this is straddling an edge. So only if coordinate
1217 * is clear wrong do we normalize it.
1218 */
1219 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1220 more->map = get_map_from_coord (m, &more->x, &more->y);
1221 else if (!more->map)
1222 {
1223 /* For backwards compatibility - when not dealing with tiled maps,
1224 * more->map should always point to the parent.
1225 */
1226 more->map = m;
1227 }
1228
1229 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1230 {
1231 if (!op->head)
1232 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1233
1234 return 0;
1235 }
1236 }
1237
1238 CLEAR_FLAG (op, FLAG_REMOVED);
1239 1251
1240 /* Ideally, the caller figures this out. However, it complicates a lot 1252 /* Ideally, the caller figures this out. However, it complicates a lot
1241 * of areas of callers (eg, anything that uses find_free_spot would now 1253 * of areas of callers (eg, anything that uses find_free_spot would now
1242 * need extra work 1254 * need extra work
1243 */ 1255 */
1244 op->map = get_map_from_coord (m, &op->x, &op->y); 1256 if (!xy_normalise (m, op->x, op->y))
1245 x = op->x; 1257 {
1246 y = op->y; 1258 op->destroy ();
1259 return 0;
1260 }
1261
1262 if (object *more = op->more)
1263 if (!insert_ob_in_map (more, m, originator, flag))
1264 return 0;
1265
1266 CLEAR_FLAG (op, FLAG_REMOVED);
1267
1268 op->map = m;
1269 mapspace &ms = op->ms ();
1247 1270
1248 /* this has to be done after we translate the coordinates. 1271 /* this has to be done after we translate the coordinates.
1249 */ 1272 */
1250 if (op->nrof && !(flag & INS_NO_MERGE)) 1273 if (op->nrof && !(flag & INS_NO_MERGE))
1251 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above) 1274 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1252 if (object::can_merge (op, tmp)) 1275 if (object::can_merge (op, tmp))
1253 { 1276 {
1254 op->nrof += tmp->nrof; 1277 op->nrof += tmp->nrof;
1255 tmp->destroy (); 1278 tmp->destroy ();
1256 } 1279 }
1273 op->below = originator->below; 1296 op->below = originator->below;
1274 1297
1275 if (op->below) 1298 if (op->below)
1276 op->below->above = op; 1299 op->below->above = op;
1277 else 1300 else
1278 op->ms ().bot = op; 1301 ms.bot = op;
1279 1302
1280 /* since *below* originator, no need to update top */ 1303 /* since *below* originator, no need to update top */
1281 originator->below = op; 1304 originator->below = op;
1282 } 1305 }
1283 else 1306 else
1284 { 1307 {
1308 top = ms.bot;
1309
1285 /* If there are other objects, then */ 1310 /* If there are other objects, then */
1286 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1311 if (top)
1287 { 1312 {
1288 object *last = 0; 1313 object *last = 0;
1289 1314
1290 /* 1315 /*
1291 * If there are multiple objects on this space, we do some trickier handling. 1316 * If there are multiple objects on this space, we do some trickier handling.
1297 * once we get to them. This reduces the need to traverse over all of 1322 * once we get to them. This reduces the need to traverse over all of
1298 * them when adding another one - this saves quite a bit of cpu time 1323 * them when adding another one - this saves quite a bit of cpu time
1299 * when lots of spells are cast in one area. Currently, it is presumed 1324 * when lots of spells are cast in one area. Currently, it is presumed
1300 * that flying non pickable objects are spell objects. 1325 * that flying non pickable objects are spell objects.
1301 */ 1326 */
1302 while (top) 1327 for (top = ms.bot; top; top = top->above)
1303 { 1328 {
1304 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1329 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1305 floor = top; 1330 floor = top;
1306 1331
1307 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1332 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1310 top = top->below; 1335 top = top->below;
1311 break; 1336 break;
1312 } 1337 }
1313 1338
1314 last = top; 1339 last = top;
1315 top = top->above;
1316 } 1340 }
1317 1341
1318 /* Don't want top to be NULL, so set it to the last valid object */ 1342 /* Don't want top to be NULL, so set it to the last valid object */
1319 top = last; 1343 top = last;
1320 1344
1322 * looks like instead of lots of conditions here. 1346 * looks like instead of lots of conditions here.
1323 * makes things faster, and effectively the same result. 1347 * makes things faster, and effectively the same result.
1324 */ 1348 */
1325 1349
1326 /* Have object 'fall below' other objects that block view. 1350 /* Have object 'fall below' other objects that block view.
1327 * Unless those objects are exits, type 66 1351 * Unless those objects are exits.
1328 * If INS_ON_TOP is used, don't do this processing 1352 * If INS_ON_TOP is used, don't do this processing
1329 * Need to find the object that in fact blocks view, otherwise 1353 * Need to find the object that in fact blocks view, otherwise
1330 * stacking is a bit odd. 1354 * stacking is a bit odd.
1331 */ 1355 */
1332 if (!(flag & INS_ON_TOP) && 1356 if (!(flag & INS_ON_TOP)
1333 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1357 && ms.flags () & P_BLOCKSVIEW
1358 && (op->face && !faces [op->face].visibility))
1334 { 1359 {
1335 for (last = top; last != floor; last = last->below) 1360 for (last = top; last != floor; last = last->below)
1336 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1361 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1337 break; 1362 break;
1363
1338 /* Check to see if we found the object that blocks view, 1364 /* Check to see if we found the object that blocks view,
1339 * and make sure we have a below pointer for it so that 1365 * and make sure we have a below pointer for it so that
1340 * we can get inserted below this one, which requires we 1366 * we can get inserted below this one, which requires we
1341 * set top to the object below us. 1367 * set top to the object below us.
1342 */ 1368 */
1343 if (last && last->below && last != floor) 1369 if (last && last->below && last != floor)
1344 top = last->below; 1370 top = last->below;
1345 } 1371 }
1346 } /* If objects on this space */ 1372 } /* If objects on this space */
1347 1373
1348 if (flag & INS_MAP_LOAD)
1349 top = GET_MAP_TOP (op->map, op->x, op->y);
1350
1351 if (flag & INS_ABOVE_FLOOR_ONLY) 1374 if (flag & INS_ABOVE_FLOOR_ONLY)
1352 top = floor; 1375 top = floor;
1353 1376
1354 /* Top is the object that our object (op) is going to get inserted above. 1377 /* Top is the object that our object (op) is going to get inserted above.
1355 */ 1378 */
1356 1379
1357 /* First object on this space */ 1380 /* First object on this space */
1358 if (!top) 1381 if (!top)
1359 { 1382 {
1360 op->above = GET_MAP_OB (op->map, op->x, op->y); 1383 op->above = ms.bot;
1361 1384
1362 if (op->above) 1385 if (op->above)
1363 op->above->below = op; 1386 op->above->below = op;
1364 1387
1365 op->below = 0; 1388 op->below = 0;
1366 op->ms ().bot = op; 1389 ms.bot = op;
1367 } 1390 }
1368 else 1391 else
1369 { /* get inserted into the stack above top */ 1392 { /* get inserted into the stack above top */
1370 op->above = top->above; 1393 op->above = top->above;
1371 1394
1375 op->below = top; 1398 op->below = top;
1376 top->above = op; 1399 top->above = op;
1377 } 1400 }
1378 1401
1379 if (!op->above) 1402 if (!op->above)
1380 op->ms ().top = op; 1403 ms.top = op;
1381 } /* else not INS_BELOW_ORIGINATOR */ 1404 } /* else not INS_BELOW_ORIGINATOR */
1382 1405
1383 if (op->type == PLAYER) 1406 if (op->type == PLAYER)
1384 { 1407 {
1385 op->contr->do_los = 1; 1408 op->contr->do_los = 1;
1386 ++op->map->players; 1409 ++op->map->players;
1387 op->map->last_access = runtime; 1410 op->map->touch ();
1388 } 1411 }
1389 1412
1390 /* If we have a floor, we know the player, if any, will be above 1413 op->map->dirty = true;
1391 * it, so save a few ticks and start from there. 1414
1392 */
1393 if (!(flag & INS_MAP_LOAD))
1394 if (object *pl = op->ms ().player ()) 1415 if (object *pl = ms.player ())
1395 if (pl->contr->ns)
1396 pl->contr->ns->floorbox_update (); 1416 pl->contr->ns->floorbox_update ();
1397 1417
1398 /* If this object glows, it may affect lighting conditions that are 1418 /* If this object glows, it may affect lighting conditions that are
1399 * visible to others on this map. But update_all_los is really 1419 * visible to others on this map. But update_all_los is really
1400 * an inefficient way to do this, as it means los for all players 1420 * an inefficient way to do this, as it means los for all players
1401 * on the map will get recalculated. The players could very well 1421 * on the map will get recalculated. The players could very well
1402 * be far away from this change and not affected in any way - 1422 * be far away from this change and not affected in any way -
1403 * this should get redone to only look for players within range, 1423 * this should get redone to only look for players within range,
1404 * or just updating the P_NEED_UPDATE for spaces within this area 1424 * or just updating the P_UPTODATE for spaces within this area
1405 * of effect may be sufficient. 1425 * of effect may be sufficient.
1406 */ 1426 */
1407 if (op->map->darkness && (op->glow_radius != 0)) 1427 if (op->map->darkness && (op->glow_radius != 0))
1408 update_all_los (op->map, op->x, op->y); 1428 update_all_los (op->map, op->x, op->y);
1409 1429
1420 * blocked() and wall() work properly), and these flags are updated by 1440 * blocked() and wall() work properly), and these flags are updated by
1421 * update_object(). 1441 * update_object().
1422 */ 1442 */
1423 1443
1424 /* if this is not the head or flag has been passed, don't check walk on status */ 1444 /* if this is not the head or flag has been passed, don't check walk on status */
1425 if (!(flag & INS_NO_WALK_ON) && !op->head) 1445 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1426 { 1446 {
1427 if (check_move_on (op, originator)) 1447 if (check_move_on (op, originator))
1428 return 0; 1448 return 0;
1429 1449
1430 /* If we are a multi part object, lets work our way through the check 1450 /* If we are a multi part object, lets work our way through the check
1431 * walk on's. 1451 * walk on's.
1432 */ 1452 */
1433 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1453 for (object *tmp = op->more; tmp; tmp = tmp->more)
1434 if (check_move_on (tmp, originator)) 1454 if (check_move_on (tmp, originator))
1435 return 0; 1455 return 0;
1436 } 1456 }
1437 1457
1438 return op; 1458 return op;
1447{ 1467{
1448 object *tmp, *tmp1; 1468 object *tmp, *tmp1;
1449 1469
1450 /* first search for itself and remove any old instances */ 1470 /* first search for itself and remove any old instances */
1451 1471
1452 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1472 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1453 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1473 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1454 tmp->destroy (); 1474 tmp->destroy ();
1455 1475
1456 tmp1 = arch_to_object (archetype::find (arch_string)); 1476 tmp1 = arch_to_object (archetype::find (arch_string));
1457 1477
1458 tmp1->x = op->x; 1478 tmp1->x = op->x;
1461} 1481}
1462 1482
1463object * 1483object *
1464object::insert_at (object *where, object *originator, int flags) 1484object::insert_at (object *where, object *originator, int flags)
1465{ 1485{
1466 where->map->insert (this, where->x, where->y, originator, flags); 1486 return where->map->insert (this, where->x, where->y, originator, flags);
1467} 1487}
1468 1488
1469/* 1489/*
1470 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1490 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1471 * is returned contains nr objects, and the remaining parts contains 1491 * is returned contains nr objects, and the remaining parts contains
1511 * the amount of an object. If the amount reaches 0, the object 1531 * the amount of an object. If the amount reaches 0, the object
1512 * is subsequently removed and freed. 1532 * is subsequently removed and freed.
1513 * 1533 *
1514 * Return value: 'op' if something is left, NULL if the amount reached 0 1534 * Return value: 'op' if something is left, NULL if the amount reached 0
1515 */ 1535 */
1516
1517object * 1536object *
1518decrease_ob_nr (object *op, uint32 i) 1537decrease_ob_nr (object *op, uint32 i)
1519{ 1538{
1520 object *tmp; 1539 object *tmp;
1521 1540
1596 1615
1597/* 1616/*
1598 * add_weight(object, weight) adds the specified weight to an object, 1617 * add_weight(object, weight) adds the specified weight to an object,
1599 * and also updates how much the environment(s) is/are carrying. 1618 * and also updates how much the environment(s) is/are carrying.
1600 */ 1619 */
1601
1602void 1620void
1603add_weight (object *op, signed long weight) 1621add_weight (object *op, signed long weight)
1604{ 1622{
1605 while (op != NULL) 1623 while (op != NULL)
1606 { 1624 {
1621 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1639 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1622 free (dump); 1640 free (dump);
1623 return op; 1641 return op;
1624 } 1642 }
1625 1643
1626 if (where->head) 1644 if (where->head_ () != where)
1627 { 1645 {
1628 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n"); 1646 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1629 where = where->head; 1647 where = where->head;
1630 } 1648 }
1631 1649
1632 return where->insert (op); 1650 return where->insert (op);
1633} 1651}
1638 * inside the object environment. 1656 * inside the object environment.
1639 * 1657 *
1640 * The function returns now pointer to inserted item, and return value can 1658 * The function returns now pointer to inserted item, and return value can
1641 * be != op, if items are merged. -Tero 1659 * be != op, if items are merged. -Tero
1642 */ 1660 */
1643
1644object * 1661object *
1645object::insert (object *op) 1662object::insert (object *op)
1646{ 1663{
1647 object *tmp, *otmp;
1648
1649 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1664 if (!QUERY_FLAG (op, FLAG_REMOVED))
1650 op->remove (); 1665 op->remove ();
1651 1666
1652 if (op->more) 1667 if (op->more)
1653 { 1668 {
1655 return op; 1670 return op;
1656 } 1671 }
1657 1672
1658 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1673 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1659 CLEAR_FLAG (op, FLAG_REMOVED); 1674 CLEAR_FLAG (op, FLAG_REMOVED);
1675
1660 if (op->nrof) 1676 if (op->nrof)
1661 { 1677 {
1662 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1678 for (object *tmp = inv; tmp; tmp = tmp->below)
1663 if (object::can_merge (tmp, op)) 1679 if (object::can_merge (tmp, op))
1664 { 1680 {
1665 /* return the original object and remove inserted object 1681 /* return the original object and remove inserted object
1666 (client needs the original object) */ 1682 (client needs the original object) */
1667 tmp->nrof += op->nrof; 1683 tmp->nrof += op->nrof;
1686 add_weight (this, op->weight * op->nrof); 1702 add_weight (this, op->weight * op->nrof);
1687 } 1703 }
1688 else 1704 else
1689 add_weight (this, (op->weight + op->carrying)); 1705 add_weight (this, (op->weight + op->carrying));
1690 1706
1691 otmp = this->in_player (); 1707 if (object *otmp = this->in_player ())
1692 if (otmp && otmp->contr)
1693 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1708 if (otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1694 otmp->update_stats (); 1709 otmp->update_stats ();
1695 1710
1711 op->owner = 0; // its his/hers now. period.
1696 op->map = 0; 1712 op->map = 0;
1697 op->env = this; 1713 op->env = this;
1698 op->above = 0; 1714 op->above = 0;
1699 op->below = 0; 1715 op->below = 0;
1700 op->x = 0, op->y = 0; 1716 op->x = op->y = 0;
1701 1717
1702 /* reset the light list and los of the players on the map */ 1718 /* reset the light list and los of the players on the map */
1703 if ((op->glow_radius != 0) && map) 1719 if (op->glow_radius && map)
1704 { 1720 {
1705#ifdef DEBUG_LIGHTS 1721#ifdef DEBUG_LIGHTS
1706 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1722 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1707#endif /* DEBUG_LIGHTS */ 1723#endif /* DEBUG_LIGHTS */
1708 if (map->darkness) 1724 if (map->darkness)
1780 1796
1781 /* The objects have to be checked from top to bottom. 1797 /* The objects have to be checked from top to bottom.
1782 * Hence, we first go to the top: 1798 * Hence, we first go to the top:
1783 */ 1799 */
1784 1800
1785 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp && tmp->above; tmp = tmp->above) 1801 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1786 { 1802 {
1787 /* Trim the search when we find the first other spell effect 1803 /* Trim the search when we find the first other spell effect
1788 * this helps performance so that if a space has 50 spell objects, 1804 * this helps performance so that if a space has 50 spell objects,
1789 * we don't need to check all of them. 1805 * we don't need to check all of them.
1790 */ 1806 */
1808 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1824 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1809 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1825 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1810 { 1826 {
1811 1827
1812 float 1828 float
1813 diff = tmp->move_slow_penalty * FABS (op->speed); 1829 diff = tmp->move_slow_penalty * fabs (op->speed);
1814 1830
1815 if (op->type == PLAYER) 1831 if (op->type == PLAYER)
1816 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1832 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1817 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1833 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1818 diff /= 4.0; 1834 diff /= 4.0;
1848 * The first matching object is returned, or NULL if none. 1864 * The first matching object is returned, or NULL if none.
1849 */ 1865 */
1850object * 1866object *
1851present_arch (const archetype *at, maptile *m, int x, int y) 1867present_arch (const archetype *at, maptile *m, int x, int y)
1852{ 1868{
1853 if (m == NULL || out_of_map (m, x, y)) 1869 if (!m || out_of_map (m, x, y))
1854 { 1870 {
1855 LOG (llevError, "Present_arch called outside map.\n"); 1871 LOG (llevError, "Present_arch called outside map.\n");
1856 return NULL; 1872 return NULL;
1857 } 1873 }
1858 1874
1859 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1875 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1860 if (tmp->arch == at) 1876 if (tmp->arch == at)
1861 return tmp; 1877 return tmp;
1862 1878
1863 return NULL; 1879 return NULL;
1864} 1880}
1875 { 1891 {
1876 LOG (llevError, "Present called outside map.\n"); 1892 LOG (llevError, "Present called outside map.\n");
1877 return NULL; 1893 return NULL;
1878 } 1894 }
1879 1895
1880 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1896 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1881 if (tmp->type == type) 1897 if (tmp->type == type)
1882 return tmp; 1898 return tmp;
1883 1899
1884 return NULL; 1900 return NULL;
1885} 1901}
1942 * activate recursively a flag on an object inventory 1958 * activate recursively a flag on an object inventory
1943 */ 1959 */
1944void 1960void
1945flag_inv (object *op, int flag) 1961flag_inv (object *op, int flag)
1946{ 1962{
1947 if (op->inv)
1948 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1963 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1949 { 1964 {
1950 SET_FLAG (tmp, flag); 1965 SET_FLAG (tmp, flag);
1951 flag_inv (tmp, flag); 1966 flag_inv (tmp, flag);
1952 } 1967 }
1953} 1968}
1954 1969
1955/* 1970/*
1956 * deactivate recursively a flag on an object inventory 1971 * deactivate recursively a flag on an object inventory
1957 */ 1972 */
1958void 1973void
1959unflag_inv (object *op, int flag) 1974unflag_inv (object *op, int flag)
1960{ 1975{
1961 if (op->inv)
1962 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1976 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1963 { 1977 {
1964 CLEAR_FLAG (tmp, flag); 1978 CLEAR_FLAG (tmp, flag);
1965 unflag_inv (tmp, flag); 1979 unflag_inv (tmp, flag);
1966 } 1980 }
1967}
1968
1969/*
1970 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1971 * all it's inventory (recursively).
1972 * If checksums are used, a player will get set_cheat called for
1973 * him/her-self and all object carried by a call to this function.
1974 */
1975void
1976set_cheat (object *op)
1977{
1978 SET_FLAG (op, FLAG_WAS_WIZ);
1979 flag_inv (op, FLAG_WAS_WIZ);
1980} 1981}
1981 1982
1982/* 1983/*
1983 * find_free_spot(object, map, x, y, start, stop) will search for 1984 * find_free_spot(object, map, x, y, start, stop) will search for
1984 * a spot at the given map and coordinates which will be able to contain 1985 * a spot at the given map and coordinates which will be able to contain
1986 * to search (see the freearr_x/y[] definition). 1987 * to search (see the freearr_x/y[] definition).
1987 * It returns a random choice among the alternatives found. 1988 * It returns a random choice among the alternatives found.
1988 * start and stop are where to start relative to the free_arr array (1,9 1989 * start and stop are where to start relative to the free_arr array (1,9
1989 * does all 4 immediate directions). This returns the index into the 1990 * does all 4 immediate directions). This returns the index into the
1990 * array of the free spot, -1 if no spot available (dir 0 = x,y) 1991 * array of the free spot, -1 if no spot available (dir 0 = x,y)
1991 * Note - this only checks to see if there is space for the head of the
1992 * object - if it is a multispace object, this should be called for all
1993 * pieces.
1994 * Note2: This function does correctly handle tiled maps, but does not 1992 * Note: This function does correctly handle tiled maps, but does not
1995 * inform the caller. However, insert_ob_in_map will update as 1993 * inform the caller. However, insert_ob_in_map will update as
1996 * necessary, so the caller shouldn't need to do any special work. 1994 * necessary, so the caller shouldn't need to do any special work.
1997 * Note - updated to take an object instead of archetype - this is necessary 1995 * Note - updated to take an object instead of archetype - this is necessary
1998 * because arch_blocked (now ob_blocked) needs to know the movement type 1996 * because arch_blocked (now ob_blocked) needs to know the movement type
1999 * to know if the space in question will block the object. We can't use 1997 * to know if the space in question will block the object. We can't use
2001 * customized, changed states, etc. 1999 * customized, changed states, etc.
2002 */ 2000 */
2003int 2001int
2004find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 2002find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2005{ 2003{
2004 int altern[SIZEOFFREE];
2006 int index = 0, flag; 2005 int index = 0, flag;
2007 int altern[SIZEOFFREE];
2008 2006
2009 for (int i = start; i < stop; i++) 2007 for (int i = start; i < stop; i++)
2010 { 2008 {
2011 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2009 mapxy pos (m, x, y); pos.move (i);
2012 if (!flag) 2010
2011 if (!pos.normalise ())
2012 continue;
2013
2014 mapspace &ms = *pos;
2015
2016 if (ms.flags () & P_IS_ALIVE)
2017 continue;
2018
2019 /* However, often
2020 * ob doesn't have any move type (when used to place exits)
2021 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
2022 */
2023 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
2024 {
2013 altern [index++] = i; 2025 altern [index++] = i;
2026 continue;
2027 }
2014 2028
2015 /* Basically, if we find a wall on a space, we cut down the search size. 2029 /* Basically, if we find a wall on a space, we cut down the search size.
2016 * In this way, we won't return spaces that are on another side of a wall. 2030 * In this way, we won't return spaces that are on another side of a wall.
2017 * This mostly work, but it cuts down the search size in all directions - 2031 * This mostly work, but it cuts down the search size in all directions -
2018 * if the space being examined only has a wall to the north and empty 2032 * if the space being examined only has a wall to the north and empty
2019 * spaces in all the other directions, this will reduce the search space 2033 * spaces in all the other directions, this will reduce the search space
2020 * to only the spaces immediately surrounding the target area, and 2034 * to only the spaces immediately surrounding the target area, and
2021 * won't look 2 spaces south of the target space. 2035 * won't look 2 spaces south of the target space.
2022 */ 2036 */
2023 else if ((flag & P_NO_PASS) && maxfree[i] < stop) 2037 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2038 {
2024 stop = maxfree[i]; 2039 stop = maxfree[i];
2040 continue;
2041 }
2042
2043 /* Note it is intentional that we check ob - the movement type of the
2044 * head of the object should correspond for the entire object.
2045 */
2046 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2047 continue;
2048
2049 if (ob->blocked (m, pos.x, pos.y))
2050 continue;
2051
2052 altern [index++] = i;
2025 } 2053 }
2026 2054
2027 if (!index) 2055 if (!index)
2028 return -1; 2056 return -1;
2029 2057
2030 return altern[RANDOM () % index]; 2058 return altern [rndm (index)];
2031} 2059}
2032 2060
2033/* 2061/*
2034 * find_first_free_spot(archetype, maptile, x, y) works like 2062 * find_first_free_spot(archetype, maptile, x, y) works like
2035 * find_free_spot(), but it will search max number of squares. 2063 * find_free_spot(), but it will search max number of squares.
2038 */ 2066 */
2039int 2067int
2040find_first_free_spot (const object *ob, maptile *m, int x, int y) 2068find_first_free_spot (const object *ob, maptile *m, int x, int y)
2041{ 2069{
2042 for (int i = 0; i < SIZEOFFREE; i++) 2070 for (int i = 0; i < SIZEOFFREE; i++)
2043 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2071 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2044 return i; 2072 return i;
2045 2073
2046 return -1; 2074 return -1;
2047} 2075}
2048 2076
2056{ 2084{
2057 arr += begin; 2085 arr += begin;
2058 end -= begin; 2086 end -= begin;
2059 2087
2060 while (--end) 2088 while (--end)
2061 swap (arr [end], arr [RANDOM () % (end + 1)]); 2089 swap (arr [end], arr [rndm (end + 1)]);
2062} 2090}
2063 2091
2064/* new function to make monster searching more efficient, and effective! 2092/* new function to make monster searching more efficient, and effective!
2065 * This basically returns a randomized array (in the passed pointer) of 2093 * This basically returns a randomized array (in the passed pointer) of
2066 * the spaces to find monsters. In this way, it won't always look for 2094 * the spaces to find monsters. In this way, it won't always look for
2102 object *tmp; 2130 object *tmp;
2103 maptile *mp; 2131 maptile *mp;
2104 2132
2105 MoveType blocked, move_type; 2133 MoveType blocked, move_type;
2106 2134
2107 if (exclude && exclude->head) 2135 if (exclude && exclude->head_ () != exclude)
2108 { 2136 {
2109 exclude = exclude->head; 2137 exclude = exclude->head;
2110 move_type = exclude->move_type; 2138 move_type = exclude->move_type;
2111 } 2139 }
2112 else 2140 else
2135 max = maxfree[i]; 2163 max = maxfree[i];
2136 else if (mflags & P_IS_ALIVE) 2164 else if (mflags & P_IS_ALIVE)
2137 { 2165 {
2138 for (tmp = ms.bot; tmp; tmp = tmp->above) 2166 for (tmp = ms.bot; tmp; tmp = tmp->above)
2139 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2167 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2140 && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2168 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2141 break; 2169 break;
2142 2170
2143 if (tmp) 2171 if (tmp)
2144 return freedir[i]; 2172 return freedir[i];
2145 } 2173 }
2200 2228
2201 return 3; 2229 return 3;
2202} 2230}
2203 2231
2204/* 2232/*
2205 * absdir(int): Returns a number between 1 and 8, which represent
2206 * the "absolute" direction of a number (it actually takes care of
2207 * "overflow" in previous calculations of a direction).
2208 */
2209
2210int
2211absdir (int d)
2212{
2213 while (d < 1)
2214 d += 8;
2215
2216 while (d > 8)
2217 d -= 8;
2218
2219 return d;
2220}
2221
2222/*
2223 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2233 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2224 * between two directions (which are expected to be absolute (see absdir()) 2234 * between two directions (which are expected to be absolute (see absdir())
2225 */ 2235 */
2226
2227int 2236int
2228dirdiff (int dir1, int dir2) 2237dirdiff (int dir1, int dir2)
2229{ 2238{
2230 int d; 2239 int d;
2231 2240
2344 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2353 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2345 * core dumps if they do. 2354 * core dumps if they do.
2346 * 2355 *
2347 * Add a check so we can't pick up invisible objects (0.93.8) 2356 * Add a check so we can't pick up invisible objects (0.93.8)
2348 */ 2357 */
2349
2350int 2358int
2351can_pick (const object *who, const object *item) 2359can_pick (const object *who, const object *item)
2352{ 2360{
2353 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2361 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2354 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2362 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2359 * create clone from object to another 2367 * create clone from object to another
2360 */ 2368 */
2361object * 2369object *
2362object_create_clone (object *asrc) 2370object_create_clone (object *asrc)
2363{ 2371{
2364 object *dst = 0, *tmp, *src, *part, *prev, *item; 2372 object *dst = 0, *tmp, *src, *prev, *item;
2365 2373
2366 if (!asrc) 2374 if (!asrc)
2367 return 0; 2375 return 0;
2368 2376
2369 src = asrc;
2370 if (src->head)
2371 src = src->head; 2377 src = asrc->head_ ();
2372 2378
2373 prev = 0; 2379 prev = 0;
2374 for (part = src; part; part = part->more) 2380 for (object *part = src; part; part = part->more)
2375 { 2381 {
2376 tmp = part->clone (); 2382 tmp = part->clone ();
2377 tmp->x -= src->x; 2383 tmp->x -= src->x;
2378 tmp->y -= src->y; 2384 tmp->y -= src->y;
2379 2385
2395 2401
2396 for (item = src->inv; item; item = item->below) 2402 for (item = src->inv; item; item = item->below)
2397 insert_ob_in_ob (object_create_clone (item), dst); 2403 insert_ob_in_ob (object_create_clone (item), dst);
2398 2404
2399 return dst; 2405 return dst;
2400}
2401
2402/* GROS - Creates an object using a string representing its content. */
2403/* Basically, we save the content of the string to a temp file, then call */
2404/* load_object on it. I admit it is a highly inefficient way to make things, */
2405/* but it was simple to make and allows reusing the load_object function. */
2406/* Remember not to use load_object_str in a time-critical situation. */
2407/* Also remember that multiparts objects are not supported for now. */
2408object *
2409load_object_str (const char *obstr)
2410{
2411 object *op;
2412 char filename[MAX_BUF];
2413
2414 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2415
2416 FILE *tempfile = fopen (filename, "w");
2417
2418 if (tempfile == NULL)
2419 {
2420 LOG (llevError, "Error - Unable to access load object temp file\n");
2421 return NULL;
2422 }
2423
2424 fprintf (tempfile, obstr);
2425 fclose (tempfile);
2426
2427 op = object::create ();
2428
2429 object_thawer thawer (filename);
2430
2431 if (thawer)
2432 load_object (thawer, op, 0);
2433
2434 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2435 CLEAR_FLAG (op, FLAG_REMOVED);
2436
2437 return op;
2438} 2406}
2439 2407
2440/* This returns the first object in who's inventory that 2408/* This returns the first object in who's inventory that
2441 * has the same type and subtype match. 2409 * has the same type and subtype match.
2442 * returns NULL if no match. 2410 * returns NULL if no match.
2497 if (link->key == canonical_key) 2465 if (link->key == canonical_key)
2498 return link->value; 2466 return link->value;
2499 2467
2500 return 0; 2468 return 0;
2501} 2469}
2502
2503 2470
2504/* 2471/*
2505 * Updates the canonical_key in op to value. 2472 * Updates the canonical_key in op to value.
2506 * 2473 *
2507 * canonical_key is a shared string (value doesn't have to be). 2474 * canonical_key is a shared string (value doesn't have to be).
2531 /* Basically, if the archetype has this key set, 2498 /* Basically, if the archetype has this key set,
2532 * we need to store the null value so when we save 2499 * we need to store the null value so when we save
2533 * it, we save the empty value so that when we load, 2500 * it, we save the empty value so that when we load,
2534 * we get this value back again. 2501 * we get this value back again.
2535 */ 2502 */
2536 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2503 if (get_ob_key_link (op->arch, canonical_key))
2537 field->value = 0; 2504 field->value = 0;
2538 else 2505 else
2539 { 2506 {
2540 if (last) 2507 if (last)
2541 last->next = field->next; 2508 last->next = field->next;
2610 } 2577 }
2611 else 2578 else
2612 item = item->env; 2579 item = item->env;
2613} 2580}
2614 2581
2582const char *
2583object::flag_desc (char *desc, int len) const
2584{
2585 char *p = desc;
2586 bool first = true;
2587
2588 *p = 0;
2589
2590 for (int i = 0; i < NUM_FLAGS; i++)
2591 {
2592 if (len <= 10) // magic constant!
2593 {
2594 snprintf (p, len, ",...");
2595 break;
2596 }
2597
2598 if (flag [i])
2599 {
2600 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2601 len -= cnt;
2602 p += cnt;
2603 first = false;
2604 }
2605 }
2606
2607 return desc;
2608}
2609
2615// return a suitable string describing an objetc in enough detail to find it 2610// return a suitable string describing an object in enough detail to find it
2616const char * 2611const char *
2617object::debug_desc (char *info) const 2612object::debug_desc (char *info) const
2618{ 2613{
2614 char flagdesc[512];
2619 char info2[256 * 3]; 2615 char info2[256 * 4];
2620 char *p = info; 2616 char *p = info;
2621 2617
2622 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2618 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2623 count, 2619 count, uuid.seq,
2624 &name, 2620 &name,
2625 title ? " " : "", 2621 title ? "\",title:\"" : "",
2626 title ? (const char *)title : ""); 2622 title ? (const char *)title : "",
2623 flag_desc (flagdesc, 512), type);
2627 2624
2628 if (env) 2625 if (!this->flag[FLAG_REMOVED] && env)
2629 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2626 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2630 2627
2631 if (map) 2628 if (map)
2632 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y); 2629 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2633 2630
2635} 2632}
2636 2633
2637const char * 2634const char *
2638object::debug_desc () const 2635object::debug_desc () const
2639{ 2636{
2640 static char info[256 * 3]; 2637 static char info[3][256 * 4];
2638 static int info_idx;
2639
2641 return debug_desc (info); 2640 return debug_desc (info [++info_idx % 3]);
2642} 2641}
2643 2642
2643struct region *
2644object::region () const
2645{
2646 return map ? map->region (x, y)
2647 : region::default_region ();
2648}
2649
2650const materialtype_t *
2651object::dominant_material () const
2652{
2653 if (materialtype_t *mt = name_to_material (materialname))
2654 return mt;
2655
2656 return name_to_material (shstr_unknown);
2657}
2658
2659void
2660object::open_container (object *new_container)
2661{
2662 if (container == new_container)
2663 return;
2664
2665 if (object *old_container = container)
2666 {
2667 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2668 return;
2669
2670#if 0
2671 // remove the "Close old_container" object.
2672 if (object *closer = old_container->inv)
2673 if (closer->type == CLOSE_CON)
2674 closer->destroy ();
2675#endif
2676
2677 old_container->flag [FLAG_APPLIED] = 0;
2678 container = 0;
2679
2680 esrv_update_item (UPD_FLAGS, this, old_container);
2681 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2682 play_sound (sound_find ("chest_close"));
2683 }
2684
2685 if (new_container)
2686 {
2687 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2688 return;
2689
2690 // TODO: this does not seem to serve any purpose anymore?
2691#if 0
2692 // insert the "Close Container" object.
2693 if (archetype *closer = new_container->other_arch)
2694 {
2695 object *closer = arch_to_object (new_container->other_arch);
2696 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2697 new_container->insert (closer);
2698 }
2699#endif
2700
2701 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2702
2703 new_container->flag [FLAG_APPLIED] = 1;
2704 container = new_container;
2705
2706 esrv_update_item (UPD_FLAGS, this, new_container);
2707 esrv_send_inventory (this, new_container);
2708 play_sound (sound_find ("chest_open"));
2709 }
2710}
2711
2712object *
2713object::force_find (const shstr name)
2714{
2715 /* cycle through his inventory to look for the MARK we want to
2716 * place
2717 */
2718 for (object *tmp = inv; tmp; tmp = tmp->below)
2719 if (tmp->type == FORCE && tmp->slaying == name)
2720 return splay (tmp);
2721
2722 return 0;
2723}
2724
2725void
2726object::force_add (const shstr name, int duration)
2727{
2728 if (object *force = force_find (name))
2729 force->destroy ();
2730
2731 object *force = get_archetype (FORCE_NAME);
2732
2733 force->slaying = name;
2734 force->stats.food = 1;
2735 force->speed_left = -1.f;
2736
2737 force->set_speed (duration ? 1.f / duration : 0.f);
2738 force->flag [FLAG_IS_USED_UP] = true;
2739 force->flag [FLAG_APPLIED] = true;
2740
2741 insert (force);
2742}
2743
2744void
2745object::play_sound (faceidx sound) const
2746{
2747 if (!sound)
2748 return;
2749
2750 if (flag [FLAG_REMOVED])
2751 return;
2752
2753 if (env)
2754 {
2755 if (object *pl = in_player ())
2756 pl->contr->play_sound (sound);
2757 }
2758 else
2759 map->play_sound (sound, x, y);
2760}
2761

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