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Comparing deliantra/server/common/object.C (file contents):
Revision 1.109 by root, Sun Jan 7 21:54:59 2007 UTC vs.
Revision 1.186 by root, Thu Aug 30 05:18:37 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 3 *
4 Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 7 *
8 This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT is free software: you can redistribute it and/or modify
9 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 (at your option) any later version. 11 * (at your option) any later version.
12 12 *
13 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 GNU General Public License for more details. 16 * GNU General Public License for more details.
17 17 *
18 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
21
22 The authors can be reached via e-mail at <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
23*/ 22 */
24 23
25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
26 sub/add_weight will transcend the environment updating the carrying 25 sub/add_weight will transcend the environment updating the carrying
27 variable. */ 26 variable. */
28#include <global.h> 27#include <global.h>
29#include <stdio.h> 28#include <stdio.h>
30#include <sys/types.h> 29#include <sys/types.h>
31#include <sys/uio.h> 30#include <sys/uio.h>
32#include <object.h> 31#include <object.h>
33#include <funcpoint.h> 32#include <funcpoint.h>
33#include <sproto.h>
34#include <loader.h> 34#include <loader.h>
35 35
36#include <bitset> 36#include <bitset>
37 37
38int nrofallocobjects = 0; 38int nrofallocobjects = 0;
299 return 0; 299 return 0;
300 else if (!compare_ob_value_lists (ob1, ob2)) 300 else if (!compare_ob_value_lists (ob1, ob2))
301 return 0; 301 return 0;
302 } 302 }
303 303
304 //TODO: generate an event or call into perl for additional checks
305 if (ob1->self || ob2->self) 304 if (ob1->self || ob2->self)
306 { 305 {
307 ob1->optimise (); 306 ob1->optimise ();
308 ob2->optimise (); 307 ob2->optimise ();
309 308
310 if (ob1->self || ob2->self) 309 if (ob1->self || ob2->self)
310 if (!cfperl_can_merge (ob1, ob2))
311 return 0; 311 return 0;
312 } 312 }
313 313
314 /* Everything passes, must be OK. */ 314 /* Everything passes, must be OK. */
315 return 1; 315 return 1;
316} 316}
324sum_weight (object *op) 324sum_weight (object *op)
325{ 325{
326 long sum; 326 long sum;
327 object *inv; 327 object *inv;
328 328
329 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 329 for (sum = 0, inv = op->inv; inv; inv = inv->below)
330 { 330 {
331 if (inv->inv) 331 if (inv->inv)
332 sum_weight (inv); 332 sum_weight (inv);
333
333 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 334 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
334 } 335 }
335 336
336 if (op->type == CONTAINER && op->stats.Str) 337 if (op->type == CONTAINER && op->stats.Str)
337 sum = (sum * (100 - op->stats.Str)) / 100; 338 sum = (sum * (100 - op->stats.Str)) / 100;
357/* 358/*
358 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 359 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
359 * Some error messages. 360 * Some error messages.
360 * The result of the dump is stored in the static global errmsg array. 361 * The result of the dump is stored in the static global errmsg array.
361 */ 362 */
362
363char * 363char *
364dump_object (object *op) 364dump_object (object *op)
365{ 365{
366 if (!op) 366 if (!op)
367 return strdup ("[NULLOBJ]"); 367 return strdup ("[NULLOBJ]");
368 368
369 object_freezer freezer; 369 object_freezer freezer;
370 save_object (freezer, op, 1); 370 op->write (freezer);
371 return freezer.as_string (); 371 return freezer.as_string ();
372} 372}
373 373
374/* 374/*
375 * get_nearest_part(multi-object, object 2) returns the part of the 375 * get_nearest_part(multi-object, object 2) returns the part of the
376 * multi-object 1 which is closest to the second object. 376 * multi-object 1 which is closest to the second object.
377 * If it's not a multi-object, it is returned. 377 * If it's not a multi-object, it is returned.
378 */ 378 */
379
380object * 379object *
381get_nearest_part (object *op, const object *pl) 380get_nearest_part (object *op, const object *pl)
382{ 381{
383 object *tmp, *closest; 382 object *tmp, *closest;
384 int last_dist, i; 383 int last_dist, i;
395 * Returns the object which has the count-variable equal to the argument. 394 * Returns the object which has the count-variable equal to the argument.
396 */ 395 */
397object * 396object *
398find_object (tag_t i) 397find_object (tag_t i)
399{ 398{
400 return ((unsigned int)i) < objects.size () 399 for_all_objects (op)
401 ? objects [i] 400 if (op->count == i)
402 : 0; 401 return op;
402
403 return 0;
403} 404}
404 405
405/* 406/*
406 * Returns the first object which has a name equal to the argument. 407 * Returns the first object which has a name equal to the argument.
407 * Used only by the patch command, but not all that useful. 408 * Used only by the patch command, but not all that useful.
427} 428}
428 429
429/* 430/*
430 * Sets the owner and sets the skill and exp pointers to owner's current 431 * Sets the owner and sets the skill and exp pointers to owner's current
431 * skill and experience objects. 432 * skill and experience objects.
433 * ACTUALLY NO! investigate! TODO
432 */ 434 */
433void 435void
434object::set_owner (object *owner) 436object::set_owner (object *owner)
435{ 437{
438 // allow objects which own objects
436 if (!owner) 439 if (owner)
437 return;
438
439 /* next line added to allow objects which own objects */
440 /* Add a check for ownercounts in here, as I got into an endless loop
441 * with the fireball owning a poison cloud which then owned the
442 * fireball. I believe that was caused by one of the objects getting
443 * freed and then another object replacing it. Since the ownercounts
444 * didn't match, this check is valid and I believe that cause is valid.
445 */
446 while (owner->owner) 440 while (owner->owner)
447 owner = owner->owner; 441 owner = owner->owner;
448 442
449 this->owner = owner; 443 this->owner = owner;
444}
445
446int
447object::slottype () const
448{
449 if (type == SKILL)
450 {
451 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
452 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
453 }
454 else
455 {
456 if (slot [body_combat].info) return slot_combat;
457 if (slot [body_range ].info) return slot_ranged;
458 }
459
460 return slot_none;
461}
462
463bool
464object::change_weapon (object *ob)
465{
466 if (current_weapon == ob)
467 return true;
468
469 if (chosen_skill)
470 chosen_skill->flag [FLAG_APPLIED] = false;
471
472 current_weapon = ob;
473 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
474
475 if (chosen_skill)
476 chosen_skill->flag [FLAG_APPLIED] = true;
477
478 update_stats ();
479
480 if (ob)
481 {
482 // now check wether any body locations became invalid, in which case
483 // we cannot apply the weapon at the moment.
484 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
485 if (slot[i].used < 0)
486 {
487 current_weapon = chosen_skill = 0;
488 update_stats ();
489
490 new_draw_info_format (NDI_UNIQUE, 0, this,
491 "You try to balance all your items at once, "
492 "but the %s is just too much for your body. "
493 "[You need to unapply some items first.]", &ob->name);
494 return false;
495 }
496
497 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
498 }
499 else
500 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
501
502 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
503 {
504 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
505 &name, ob->debug_desc ());
506 return false;
507 }
508
509 return true;
450} 510}
451 511
452/* Zero the key_values on op, decrementing the shared-string 512/* Zero the key_values on op, decrementing the shared-string
453 * refcounts and freeing the links. 513 * refcounts and freeing the links.
454 */ 514 */
455static void 515static void
456free_key_values (object *op) 516free_key_values (object *op)
457{ 517{
458 for (key_value *i = op->key_values; i != 0;) 518 for (key_value *i = op->key_values; i; )
459 { 519 {
460 key_value *next = i->next; 520 key_value *next = i->next;
461 delete i; 521 delete i;
462 522
463 i = next; 523 i = next;
464 } 524 }
465 525
466 op->key_values = 0; 526 op->key_values = 0;
467} 527}
468 528
469/* 529object &
470 * copy_to first frees everything allocated by the dst object, 530object::operator =(const object &src)
471 * and then copies the contents of itself into the second
472 * object, allocating what needs to be allocated. Basically, any
473 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
474 * if the first object is freed, the pointers in the new object
475 * will point at garbage.
476 */
477void
478object::copy_to (object *dst)
479{ 531{
480 bool is_freed = QUERY_FLAG (dst, FLAG_FREED); 532 bool is_freed = flag [FLAG_FREED];
481 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED); 533 bool is_removed = flag [FLAG_REMOVED];
482 534
483 *(object_copy *)dst = *this; 535 *(object_copy *)this = src;
484 536
485 if (is_freed) 537 flag [FLAG_FREED] = is_freed;
486 SET_FLAG (dst, FLAG_FREED); 538 flag [FLAG_REMOVED] = is_removed;
487
488 if (is_removed)
489 SET_FLAG (dst, FLAG_REMOVED);
490
491 if (speed < 0)
492 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
493 539
494 /* Copy over key_values, if any. */ 540 /* Copy over key_values, if any. */
495 if (key_values) 541 if (src.key_values)
496 { 542 {
497 key_value *tail = 0; 543 key_value *tail = 0;
498 key_value *i;
499
500 dst->key_values = 0; 544 key_values = 0;
501 545
502 for (i = key_values; i; i = i->next) 546 for (key_value *i = src.key_values; i; i = i->next)
503 { 547 {
504 key_value *new_link = new key_value; 548 key_value *new_link = new key_value;
505 549
506 new_link->next = 0; 550 new_link->next = 0;
507 new_link->key = i->key; 551 new_link->key = i->key;
508 new_link->value = i->value; 552 new_link->value = i->value;
509 553
510 /* Try and be clever here, too. */ 554 /* Try and be clever here, too. */
511 if (!dst->key_values) 555 if (!key_values)
512 { 556 {
513 dst->key_values = new_link; 557 key_values = new_link;
514 tail = new_link; 558 tail = new_link;
515 } 559 }
516 else 560 else
517 { 561 {
518 tail->next = new_link; 562 tail->next = new_link;
519 tail = new_link; 563 tail = new_link;
520 } 564 }
521 } 565 }
522 } 566 }
567}
568
569/*
570 * copy_to first frees everything allocated by the dst object,
571 * and then copies the contents of itself into the second
572 * object, allocating what needs to be allocated. Basically, any
573 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
574 * if the first object is freed, the pointers in the new object
575 * will point at garbage.
576 */
577void
578object::copy_to (object *dst)
579{
580 *dst = *this;
581
582 if (speed < 0)
583 dst->speed_left -= rndm ();
523 584
524 dst->set_speed (dst->speed); 585 dst->set_speed (dst->speed);
586}
587
588void
589object::instantiate ()
590{
591 if (!uuid.seq) // HACK
592 uuid = gen_uuid ();
593
594 speed_left = -0.1f;
595 /* copy the body_info to the body_used - this is only really
596 * need for monsters, but doesn't hurt to do it for everything.
597 * by doing so, when a monster is created, it has good starting
598 * values for the body_used info, so when items are created
599 * for it, they can be properly equipped.
600 */
601 for (int i = NUM_BODY_LOCATIONS; i--; )
602 slot[i].used = slot[i].info;
603
604 attachable::instantiate ();
525} 605}
526 606
527object * 607object *
528object::clone () 608object::clone ()
529{ 609{
587 * UP_OBJ_FACE: only the objects face has changed. 667 * UP_OBJ_FACE: only the objects face has changed.
588 */ 668 */
589void 669void
590update_object (object *op, int action) 670update_object (object *op, int action)
591{ 671{
592 MoveType move_on, move_off, move_block, move_slow;
593
594 if (op == NULL) 672 if (op == NULL)
595 { 673 {
596 /* this should never happen */ 674 /* this should never happen */
597 LOG (llevDebug, "update_object() called for NULL object.\n"); 675 LOG (llevDebug, "update_object() called for NULL object.\n");
598 return; 676 return;
658 736
659 if (op->more) 737 if (op->more)
660 update_object (op->more, action); 738 update_object (op->more, action);
661} 739}
662 740
663object *object::first;
664
665object::object () 741object::object ()
666{ 742{
667 SET_FLAG (this, FLAG_REMOVED); 743 SET_FLAG (this, FLAG_REMOVED);
668 744
669 expmul = 1.0; 745 expmul = 1.0;
670 face = blank_face; 746 face = blank_face;
671} 747}
672 748
673object::~object () 749object::~object ()
674{ 750{
751 unlink ();
752
675 free_key_values (this); 753 free_key_values (this);
676} 754}
677 755
756static int object_count;
757
678void object::link () 758void object::link ()
679{ 759{
760 assert (!index);//D
680 uuid = gen_uuid (); 761 uuid = gen_uuid ();
762 count = ++object_count;
681 763
682 refcnt_inc (); 764 refcnt_inc ();
683 objects.insert (this); 765 objects.insert (this);
684} 766}
685 767
686void object::unlink () 768void object::unlink ()
687{ 769{
770 if (!index)
771 return;
772
688 objects.erase (this); 773 objects.erase (this);
689 refcnt_dec (); 774 refcnt_dec ();
690} 775}
691 776
692void 777void
766 * drop on that space. 851 * drop on that space.
767 */ 852 */
768 if (!drop_to_ground 853 if (!drop_to_ground
769 || !map 854 || !map
770 || map->in_memory != MAP_IN_MEMORY 855 || map->in_memory != MAP_IN_MEMORY
856 || map->nodrop
771 || ms ().move_block == MOVE_ALL) 857 || ms ().move_block == MOVE_ALL)
772 { 858 {
773 while (inv) 859 while (inv)
774 { 860 {
775 inv->destroy_inv (drop_to_ground); 861 inv->destroy_inv (drop_to_ground);
784 870
785 if (op->flag [FLAG_STARTEQUIP] 871 if (op->flag [FLAG_STARTEQUIP]
786 || op->flag [FLAG_NO_DROP] 872 || op->flag [FLAG_NO_DROP]
787 || op->type == RUNE 873 || op->type == RUNE
788 || op->type == TRAP 874 || op->type == TRAP
789 || op->flag [FLAG_IS_A_TEMPLATE]) 875 || op->flag [FLAG_IS_A_TEMPLATE]
876 || op->flag [FLAG_DESTROY_ON_DEATH])
790 op->destroy (); 877 op->destroy ();
791 else 878 else
792 map->insert (op, x, y); 879 map->insert (op, x, y);
793 } 880 }
794 } 881 }
802} 889}
803 890
804void 891void
805object::do_destroy () 892object::do_destroy ()
806{ 893{
894 attachable::do_destroy ();
895
807 if (flag [FLAG_IS_LINKED]) 896 if (flag [FLAG_IS_LINKED])
808 remove_button_link (this); 897 remove_button_link (this);
809 898
810 if (flag [FLAG_FRIENDLY]) 899 if (flag [FLAG_FRIENDLY])
811 remove_friendly_object (this); 900 remove_friendly_object (this);
812 901
813 if (!flag [FLAG_REMOVED]) 902 if (!flag [FLAG_REMOVED])
814 remove (); 903 remove ();
815 904
816 if (flag [FLAG_FREED]) 905 destroy_inv (true);
817 return;
818 906
819 set_speed (0); 907 deactivate ();
908 unlink ();
820 909
821 flag [FLAG_FREED] = 1; 910 flag [FLAG_FREED] = 1;
822
823 attachable::do_destroy ();
824
825 destroy_inv (true);
826 unlink ();
827 911
828 // hack to ensure that freed objects still have a valid map 912 // hack to ensure that freed objects still have a valid map
829 { 913 {
830 static maptile *freed_map; // freed objects are moved here to avoid crashes 914 static maptile *freed_map; // freed objects are moved here to avoid crashes
831 915
832 if (!freed_map) 916 if (!freed_map)
833 { 917 {
834 freed_map = new maptile; 918 freed_map = new maptile;
835 919
920 freed_map->path = "<freed objects map>";
836 freed_map->name = "/internal/freed_objects_map"; 921 freed_map->name = "/internal/freed_objects_map";
837 freed_map->width = 3; 922 freed_map->width = 3;
838 freed_map->height = 3; 923 freed_map->height = 3;
839 924
840 freed_map->alloc (); 925 freed_map->alloc ();
844 map = freed_map; 929 map = freed_map;
845 x = 1; 930 x = 1;
846 y = 1; 931 y = 1;
847 } 932 }
848 933
849 head = 0;
850
851 if (more) 934 if (more)
852 { 935 {
853 more->destroy (); 936 more->destroy ();
854 more = 0; 937 more = 0;
855 } 938 }
856 939
940 head = 0;
941
857 // clear those pointers that likely might have circular references to us 942 // clear those pointers that likely might cause circular references
858 owner = 0; 943 owner = 0;
859 enemy = 0; 944 enemy = 0;
860 attacked_by = 0; 945 attacked_by = 0;
946 current_weapon = 0;
861} 947}
862 948
863void 949void
864object::destroy (bool destroy_inventory) 950object::destroy (bool destroy_inventory)
865{ 951{
866 if (destroyed ()) 952 if (destroyed ())
867 return; 953 return;
868 954
869 if (destroy_inventory) 955 if (destroy_inventory)
870 destroy_inv (false); 956 destroy_inv (false);
957
958 if (is_head ())
959 if (sound_destroy)
960 play_sound (sound_destroy);
961 else if (flag [FLAG_MONSTER])
962 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
871 963
872 attachable::destroy (); 964 attachable::destroy ();
873} 965}
874 966
875/* 967/*
893 * This function removes the object op from the linked list of objects 985 * This function removes the object op from the linked list of objects
894 * which it is currently tied to. When this function is done, the 986 * which it is currently tied to. When this function is done, the
895 * object will have no environment. If the object previously had an 987 * object will have no environment. If the object previously had an
896 * environment, the x and y coordinates will be updated to 988 * environment, the x and y coordinates will be updated to
897 * the previous environment. 989 * the previous environment.
898 * Beware: This function is called from the editor as well!
899 */ 990 */
900void 991void
901object::remove () 992object::do_remove ()
902{ 993{
903 object *tmp, *last = 0; 994 object *tmp, *last = 0;
904 object *otmp; 995 object *otmp;
905 996
906 if (QUERY_FLAG (this, FLAG_REMOVED)) 997 if (QUERY_FLAG (this, FLAG_REMOVED))
949 } 1040 }
950 else if (map) 1041 else if (map)
951 { 1042 {
952 if (type == PLAYER) 1043 if (type == PLAYER)
953 { 1044 {
1045 // leaving a spot always closes any open container on the ground
1046 if (container && !container->env)
1047 // this causes spurious floorbox updates, but it ensures
1048 // that the CLOSE event is being sent.
1049 close_container ();
1050
954 --map->players; 1051 --map->players;
955 map->touch (); 1052 map->touch ();
956 } 1053 }
957 1054
958 map->dirty = true; 1055 map->dirty = true;
1056 mapspace &ms = this->ms ();
959 1057
960 /* link the object above us */ 1058 /* link the object above us */
961 if (above) 1059 if (above)
962 above->below = below; 1060 above->below = below;
963 else 1061 else
964 map->at (x, y).top = below; /* we were top, set new top */ 1062 ms.top = below; /* we were top, set new top */
965 1063
966 /* Relink the object below us, if there is one */ 1064 /* Relink the object below us, if there is one */
967 if (below) 1065 if (below)
968 below->above = above; 1066 below->above = above;
969 else 1067 else
971 /* Nothing below, which means we need to relink map object for this space 1069 /* Nothing below, which means we need to relink map object for this space
972 * use translated coordinates in case some oddness with map tiling is 1070 * use translated coordinates in case some oddness with map tiling is
973 * evident 1071 * evident
974 */ 1072 */
975 if (GET_MAP_OB (map, x, y) != this) 1073 if (GET_MAP_OB (map, x, y) != this)
976 {
977 char *dump = dump_object (this);
978 LOG (llevError,
979 "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", dump); 1074 LOG (llevError, "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom? %s\n", debug_desc ());
980 free (dump);
981 dump = dump_object (GET_MAP_OB (map, x, y));
982 LOG (llevError, "%s\n", dump);
983 free (dump);
984 }
985 1075
986 map->at (x, y).bot = above; /* goes on above it. */ 1076 ms.bot = above; /* goes on above it. */
987 } 1077 }
988 1078
989 above = 0; 1079 above = 0;
990 below = 0; 1080 below = 0;
991 1081
992 if (map->in_memory == MAP_SAVING) 1082 if (map->in_memory == MAP_SAVING)
993 return; 1083 return;
994 1084
995 int check_walk_off = !flag [FLAG_NO_APPLY]; 1085 int check_walk_off = !flag [FLAG_NO_APPLY];
996 1086
1087 if (object *pl = ms.player ())
1088 {
1089 if (pl->container == this)
1090 /* If a container that the player is currently using somehow gets
1091 * removed (most likely destroyed), update the player view
1092 * appropriately.
1093 */
1094 pl->close_container ();
1095
1096 pl->contr->ns->floorbox_update ();
1097 }
1098
997 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above) 1099 for (tmp = ms.bot; tmp; tmp = tmp->above)
998 { 1100 {
999 /* No point updating the players look faces if he is the object 1101 /* No point updating the players look faces if he is the object
1000 * being removed. 1102 * being removed.
1001 */ 1103 */
1002
1003 if (tmp->type == PLAYER && tmp != this)
1004 {
1005 /* If a container that the player is currently using somehow gets
1006 * removed (most likely destroyed), update the player view
1007 * appropriately.
1008 */
1009 if (tmp->container == this)
1010 {
1011 flag [FLAG_APPLIED] = 0;
1012 tmp->container = 0;
1013 }
1014
1015 if (tmp->contr->ns)
1016 tmp->contr->ns->floorbox_update ();
1017 }
1018 1104
1019 /* See if object moving off should effect something */ 1105 /* See if object moving off should effect something */
1020 if (check_walk_off 1106 if (check_walk_off
1021 && ((move_type & tmp->move_off) 1107 && ((move_type & tmp->move_off)
1022 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1108 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1025 1111
1026 if (destroyed ()) 1112 if (destroyed ())
1027 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1113 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1028 } 1114 }
1029 1115
1030 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1031 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1032 if (tmp->above == tmp)
1033 tmp->above = 0;
1034
1035 last = tmp; 1116 last = tmp;
1036 } 1117 }
1037 1118
1038 /* last == NULL if there are no objects on this space */ 1119 /* last == NULL if there are no objects on this space */
1039 //TODO: this makes little sense, why only update the topmost object? 1120 //TODO: this makes little sense, why only update the topmost object?
1082 } 1163 }
1083 1164
1084 return 0; 1165 return 0;
1085} 1166}
1086 1167
1168void
1169object::expand_tail ()
1170{
1171 if (more)
1172 return;
1173
1174 object *prev = this;
1175
1176 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1177 {
1178 object *op = arch_to_object (at);
1179
1180 op->name = name;
1181 op->name_pl = name_pl;
1182 op->title = title;
1183
1184 op->head = this;
1185 prev->more = op;
1186
1187 prev = op;
1188 }
1189}
1190
1087/* 1191/*
1088 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1192 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1089 * job preparing multi-part monsters 1193 * job preparing multi-part monsters.
1090 */ 1194 */
1091object * 1195object *
1092insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1196insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1093{ 1197{
1094 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1198 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1095 { 1199 {
1096 tmp->x = x + tmp->arch->clone.x; 1200 tmp->x = x + tmp->arch->x;
1097 tmp->y = y + tmp->arch->clone.y; 1201 tmp->y = y + tmp->arch->y;
1098 } 1202 }
1099 1203
1100 return insert_ob_in_map (op, m, originator, flag); 1204 return insert_ob_in_map (op, m, originator, flag);
1101} 1205}
1102 1206
1121 * just 'op' otherwise 1225 * just 'op' otherwise
1122 */ 1226 */
1123object * 1227object *
1124insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1228insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1125{ 1229{
1230 assert (!op->flag [FLAG_FREED]);
1231
1126 object *tmp, *top, *floor = NULL; 1232 object *top, *floor = NULL;
1127 sint16 x, y;
1128 1233
1129 if (QUERY_FLAG (op, FLAG_FREED)) 1234 op->remove ();
1130 {
1131 LOG (llevError, "Trying to insert freed object!\n");
1132 return NULL;
1133 }
1134
1135 if (!m)
1136 {
1137 char *dump = dump_object (op);
1138 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1139 free (dump);
1140 return op;
1141 }
1142 1235
1143 if (out_of_map (m, op->x, op->y)) 1236 if (out_of_map (m, op->x, op->y))
1144 { 1237 {
1145 char *dump = dump_object (op);
1146 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump); 1238 LOG (llevError, "Trying to insert object outside the map.\n%s\n", op->debug_desc ());
1147#ifdef MANY_CORES 1239#ifdef MANY_CORES
1148 /* Better to catch this here, as otherwise the next use of this object 1240 /* Better to catch this here, as otherwise the next use of this object
1149 * is likely to cause a crash. Better to find out where it is getting 1241 * is likely to cause a crash. Better to find out where it is getting
1150 * improperly inserted. 1242 * improperly inserted.
1151 */ 1243 */
1152 abort (); 1244 abort ();
1153#endif 1245#endif
1154 free (dump);
1155 return op; 1246 return op;
1156 } 1247 }
1157 1248
1158 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1249 if (object *more = op->more)
1159 { 1250 if (!insert_ob_in_map (more, m, originator, flag))
1160 char *dump = dump_object (op);
1161 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1162 free (dump);
1163 return op; 1251 return 0;
1164 }
1165
1166 if (op->more)
1167 {
1168 /* The part may be on a different map. */
1169
1170 object *more = op->more;
1171
1172 /* We really need the caller to normalise coordinates - if
1173 * we set the map, that doesn't work if the location is within
1174 * a map and this is straddling an edge. So only if coordinate
1175 * is clear wrong do we normalise it.
1176 */
1177 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1178 more->map = get_map_from_coord (m, &more->x, &more->y);
1179 else if (!more->map)
1180 {
1181 /* For backwards compatibility - when not dealing with tiled maps,
1182 * more->map should always point to the parent.
1183 */
1184 more->map = m;
1185 }
1186
1187 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1188 {
1189 if (!op->head)
1190 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1191
1192 return 0;
1193 }
1194 }
1195 1252
1196 CLEAR_FLAG (op, FLAG_REMOVED); 1253 CLEAR_FLAG (op, FLAG_REMOVED);
1197 1254
1198 /* Ideally, the caller figures this out. However, it complicates a lot 1255 /* Ideally, the caller figures this out. However, it complicates a lot
1199 * of areas of callers (eg, anything that uses find_free_spot would now 1256 * of areas of callers (eg, anything that uses find_free_spot would now
1200 * need extra work 1257 * need extra work
1201 */ 1258 */
1202 op->map = get_map_from_coord (m, &op->x, &op->y); 1259 if (!xy_normalise (m, op->x, op->y))
1203 x = op->x; 1260 return 0;
1204 y = op->y; 1261
1262 op->map = m;
1263 mapspace &ms = op->ms ();
1205 1264
1206 /* this has to be done after we translate the coordinates. 1265 /* this has to be done after we translate the coordinates.
1207 */ 1266 */
1208 if (op->nrof && !(flag & INS_NO_MERGE)) 1267 if (op->nrof && !(flag & INS_NO_MERGE))
1209 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above) 1268 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1210 if (object::can_merge (op, tmp)) 1269 if (object::can_merge (op, tmp))
1211 { 1270 {
1212 op->nrof += tmp->nrof; 1271 op->nrof += tmp->nrof;
1213 tmp->destroy (); 1272 tmp->destroy ();
1214 } 1273 }
1231 op->below = originator->below; 1290 op->below = originator->below;
1232 1291
1233 if (op->below) 1292 if (op->below)
1234 op->below->above = op; 1293 op->below->above = op;
1235 else 1294 else
1236 op->ms ().bot = op; 1295 ms.bot = op;
1237 1296
1238 /* since *below* originator, no need to update top */ 1297 /* since *below* originator, no need to update top */
1239 originator->below = op; 1298 originator->below = op;
1240 } 1299 }
1241 else 1300 else
1242 { 1301 {
1302 top = ms.bot;
1303
1243 /* If there are other objects, then */ 1304 /* If there are other objects, then */
1244 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1305 if ((!(flag & INS_MAP_LOAD)) && top)
1245 { 1306 {
1246 object *last = 0; 1307 object *last = 0;
1247 1308
1248 /* 1309 /*
1249 * If there are multiple objects on this space, we do some trickier handling. 1310 * If there are multiple objects on this space, we do some trickier handling.
1255 * once we get to them. This reduces the need to traverse over all of 1316 * once we get to them. This reduces the need to traverse over all of
1256 * them when adding another one - this saves quite a bit of cpu time 1317 * them when adding another one - this saves quite a bit of cpu time
1257 * when lots of spells are cast in one area. Currently, it is presumed 1318 * when lots of spells are cast in one area. Currently, it is presumed
1258 * that flying non pickable objects are spell objects. 1319 * that flying non pickable objects are spell objects.
1259 */ 1320 */
1260 while (top) 1321 for (top = ms.bot; top; top = top->above)
1261 { 1322 {
1262 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1323 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1263 floor = top; 1324 floor = top;
1264 1325
1265 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1326 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1268 top = top->below; 1329 top = top->below;
1269 break; 1330 break;
1270 } 1331 }
1271 1332
1272 last = top; 1333 last = top;
1273 top = top->above;
1274 } 1334 }
1275 1335
1276 /* Don't want top to be NULL, so set it to the last valid object */ 1336 /* Don't want top to be NULL, so set it to the last valid object */
1277 top = last; 1337 top = last;
1278 1338
1280 * looks like instead of lots of conditions here. 1340 * looks like instead of lots of conditions here.
1281 * makes things faster, and effectively the same result. 1341 * makes things faster, and effectively the same result.
1282 */ 1342 */
1283 1343
1284 /* Have object 'fall below' other objects that block view. 1344 /* Have object 'fall below' other objects that block view.
1285 * Unless those objects are exits, type 66 1345 * Unless those objects are exits.
1286 * If INS_ON_TOP is used, don't do this processing 1346 * If INS_ON_TOP is used, don't do this processing
1287 * Need to find the object that in fact blocks view, otherwise 1347 * Need to find the object that in fact blocks view, otherwise
1288 * stacking is a bit odd. 1348 * stacking is a bit odd.
1289 */ 1349 */
1290 if (!(flag & INS_ON_TOP) && 1350 if (!(flag & INS_ON_TOP)
1291 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1351 && ms.flags () & P_BLOCKSVIEW
1352 && (op->face && !faces [op->face].visibility))
1292 { 1353 {
1293 for (last = top; last != floor; last = last->below) 1354 for (last = top; last != floor; last = last->below)
1294 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1355 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1295 break; 1356 break;
1357
1296 /* Check to see if we found the object that blocks view, 1358 /* Check to see if we found the object that blocks view,
1297 * and make sure we have a below pointer for it so that 1359 * and make sure we have a below pointer for it so that
1298 * we can get inserted below this one, which requires we 1360 * we can get inserted below this one, which requires we
1299 * set top to the object below us. 1361 * set top to the object below us.
1300 */ 1362 */
1301 if (last && last->below && last != floor) 1363 if (last && last->below && last != floor)
1302 top = last->below; 1364 top = last->below;
1303 } 1365 }
1304 } /* If objects on this space */ 1366 } /* If objects on this space */
1305
1306 if (flag & INS_MAP_LOAD) 1367 if (flag & INS_MAP_LOAD)
1307 top = GET_MAP_TOP (op->map, op->x, op->y); 1368 top = ms.top;
1308 1369
1309 if (flag & INS_ABOVE_FLOOR_ONLY) 1370 if (flag & INS_ABOVE_FLOOR_ONLY)
1310 top = floor; 1371 top = floor;
1311 1372
1312 /* Top is the object that our object (op) is going to get inserted above. 1373 /* Top is the object that our object (op) is going to get inserted above.
1313 */ 1374 */
1314 1375
1315 /* First object on this space */ 1376 /* First object on this space */
1316 if (!top) 1377 if (!top)
1317 { 1378 {
1318 op->above = GET_MAP_OB (op->map, op->x, op->y); 1379 op->above = ms.bot;
1319 1380
1320 if (op->above) 1381 if (op->above)
1321 op->above->below = op; 1382 op->above->below = op;
1322 1383
1323 op->below = 0; 1384 op->below = 0;
1324 op->ms ().bot = op; 1385 ms.bot = op;
1325 } 1386 }
1326 else 1387 else
1327 { /* get inserted into the stack above top */ 1388 { /* get inserted into the stack above top */
1328 op->above = top->above; 1389 op->above = top->above;
1329 1390
1333 op->below = top; 1394 op->below = top;
1334 top->above = op; 1395 top->above = op;
1335 } 1396 }
1336 1397
1337 if (!op->above) 1398 if (!op->above)
1338 op->ms ().top = op; 1399 ms.top = op;
1339 } /* else not INS_BELOW_ORIGINATOR */ 1400 } /* else not INS_BELOW_ORIGINATOR */
1340 1401
1341 if (op->type == PLAYER) 1402 if (op->type == PLAYER)
1342 { 1403 {
1343 op->contr->do_los = 1; 1404 op->contr->do_los = 1;
1345 op->map->touch (); 1406 op->map->touch ();
1346 } 1407 }
1347 1408
1348 op->map->dirty = true; 1409 op->map->dirty = true;
1349 1410
1350 /* If we have a floor, we know the player, if any, will be above
1351 * it, so save a few ticks and start from there.
1352 */
1353 if (!(flag & INS_MAP_LOAD)) 1411 if (!(flag & INS_MAP_LOAD))
1354 if (object *pl = op->ms ().player ()) 1412 if (object *pl = ms.player ())
1355 if (pl->contr->ns)
1356 pl->contr->ns->floorbox_update (); 1413 pl->contr->ns->floorbox_update ();
1357 1414
1358 /* If this object glows, it may affect lighting conditions that are 1415 /* If this object glows, it may affect lighting conditions that are
1359 * visible to others on this map. But update_all_los is really 1416 * visible to others on this map. But update_all_los is really
1360 * an inefficient way to do this, as it means los for all players 1417 * an inefficient way to do this, as it means los for all players
1361 * on the map will get recalculated. The players could very well 1418 * on the map will get recalculated. The players could very well
1380 * blocked() and wall() work properly), and these flags are updated by 1437 * blocked() and wall() work properly), and these flags are updated by
1381 * update_object(). 1438 * update_object().
1382 */ 1439 */
1383 1440
1384 /* if this is not the head or flag has been passed, don't check walk on status */ 1441 /* if this is not the head or flag has been passed, don't check walk on status */
1385 if (!(flag & INS_NO_WALK_ON) && !op->head) 1442 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1386 { 1443 {
1387 if (check_move_on (op, originator)) 1444 if (check_move_on (op, originator))
1388 return 0; 1445 return 0;
1389 1446
1390 /* If we are a multi part object, lets work our way through the check 1447 /* If we are a multi part object, lets work our way through the check
1391 * walk on's. 1448 * walk on's.
1392 */ 1449 */
1393 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1450 for (object *tmp = op->more; tmp; tmp = tmp->more)
1394 if (check_move_on (tmp, originator)) 1451 if (check_move_on (tmp, originator))
1395 return 0; 1452 return 0;
1396 } 1453 }
1397 1454
1398 return op; 1455 return op;
1408 object *tmp, *tmp1; 1465 object *tmp, *tmp1;
1409 1466
1410 /* first search for itself and remove any old instances */ 1467 /* first search for itself and remove any old instances */
1411 1468
1412 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 1469 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1413 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1470 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1414 tmp->destroy (); 1471 tmp->destroy ();
1415 1472
1416 tmp1 = arch_to_object (archetype::find (arch_string)); 1473 tmp1 = arch_to_object (archetype::find (arch_string));
1417 1474
1418 tmp1->x = op->x; 1475 tmp1->x = op->x;
1421} 1478}
1422 1479
1423object * 1480object *
1424object::insert_at (object *where, object *originator, int flags) 1481object::insert_at (object *where, object *originator, int flags)
1425{ 1482{
1426 where->map->insert (this, where->x, where->y, originator, flags); 1483 return where->map->insert (this, where->x, where->y, originator, flags);
1427} 1484}
1428 1485
1429/* 1486/*
1430 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1487 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1431 * is returned contains nr objects, and the remaining parts contains 1488 * is returned contains nr objects, and the remaining parts contains
1471 * the amount of an object. If the amount reaches 0, the object 1528 * the amount of an object. If the amount reaches 0, the object
1472 * is subsequently removed and freed. 1529 * is subsequently removed and freed.
1473 * 1530 *
1474 * Return value: 'op' if something is left, NULL if the amount reached 0 1531 * Return value: 'op' if something is left, NULL if the amount reached 0
1475 */ 1532 */
1476
1477object * 1533object *
1478decrease_ob_nr (object *op, uint32 i) 1534decrease_ob_nr (object *op, uint32 i)
1479{ 1535{
1480 object *tmp; 1536 object *tmp;
1481 1537
1556 1612
1557/* 1613/*
1558 * add_weight(object, weight) adds the specified weight to an object, 1614 * add_weight(object, weight) adds the specified weight to an object,
1559 * and also updates how much the environment(s) is/are carrying. 1615 * and also updates how much the environment(s) is/are carrying.
1560 */ 1616 */
1561
1562void 1617void
1563add_weight (object *op, signed long weight) 1618add_weight (object *op, signed long weight)
1564{ 1619{
1565 while (op != NULL) 1620 while (op != NULL)
1566 { 1621 {
1581 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1636 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1582 free (dump); 1637 free (dump);
1583 return op; 1638 return op;
1584 } 1639 }
1585 1640
1586 if (where->head) 1641 if (where->head_ () != where)
1587 { 1642 {
1588 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n"); 1643 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1589 where = where->head; 1644 where = where->head;
1590 } 1645 }
1591 1646
1592 return where->insert (op); 1647 return where->insert (op);
1593} 1648}
1598 * inside the object environment. 1653 * inside the object environment.
1599 * 1654 *
1600 * The function returns now pointer to inserted item, and return value can 1655 * The function returns now pointer to inserted item, and return value can
1601 * be != op, if items are merged. -Tero 1656 * be != op, if items are merged. -Tero
1602 */ 1657 */
1603
1604object * 1658object *
1605object::insert (object *op) 1659object::insert (object *op)
1606{ 1660{
1607 object *tmp, *otmp;
1608
1609 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1661 if (!QUERY_FLAG (op, FLAG_REMOVED))
1610 op->remove (); 1662 op->remove ();
1611 1663
1612 if (op->more) 1664 if (op->more)
1613 { 1665 {
1615 return op; 1667 return op;
1616 } 1668 }
1617 1669
1618 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1670 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1619 CLEAR_FLAG (op, FLAG_REMOVED); 1671 CLEAR_FLAG (op, FLAG_REMOVED);
1672
1620 if (op->nrof) 1673 if (op->nrof)
1621 { 1674 {
1622 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1675 for (object *tmp = inv; tmp; tmp = tmp->below)
1623 if (object::can_merge (tmp, op)) 1676 if (object::can_merge (tmp, op))
1624 { 1677 {
1625 /* return the original object and remove inserted object 1678 /* return the original object and remove inserted object
1626 (client needs the original object) */ 1679 (client needs the original object) */
1627 tmp->nrof += op->nrof; 1680 tmp->nrof += op->nrof;
1646 add_weight (this, op->weight * op->nrof); 1699 add_weight (this, op->weight * op->nrof);
1647 } 1700 }
1648 else 1701 else
1649 add_weight (this, (op->weight + op->carrying)); 1702 add_weight (this, (op->weight + op->carrying));
1650 1703
1651 otmp = this->in_player (); 1704 if (object *otmp = this->in_player ())
1652 if (otmp && otmp->contr)
1653 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1705 if (otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1654 otmp->update_stats (); 1706 otmp->update_stats ();
1655 1707
1708 op->owner = 0; // its his/hers now. period.
1656 op->map = 0; 1709 op->map = 0;
1657 op->env = this; 1710 op->env = this;
1658 op->above = 0; 1711 op->above = 0;
1659 op->below = 0; 1712 op->below = 0;
1660 op->x = 0, op->y = 0; 1713 op->x = op->y = 0;
1661 1714
1662 /* reset the light list and los of the players on the map */ 1715 /* reset the light list and los of the players on the map */
1663 if ((op->glow_radius != 0) && map) 1716 if (op->glow_radius && map)
1664 { 1717 {
1665#ifdef DEBUG_LIGHTS 1718#ifdef DEBUG_LIGHTS
1666 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1719 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1667#endif /* DEBUG_LIGHTS */ 1720#endif /* DEBUG_LIGHTS */
1668 if (map->darkness) 1721 if (map->darkness)
1768 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1821 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1769 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1822 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1770 { 1823 {
1771 1824
1772 float 1825 float
1773 diff = tmp->move_slow_penalty * FABS (op->speed); 1826 diff = tmp->move_slow_penalty * fabs (op->speed);
1774 1827
1775 if (op->type == PLAYER) 1828 if (op->type == PLAYER)
1776 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1829 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1777 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1830 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1778 diff /= 4.0; 1831 diff /= 4.0;
1922 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1975 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1923 { 1976 {
1924 CLEAR_FLAG (tmp, flag); 1977 CLEAR_FLAG (tmp, flag);
1925 unflag_inv (tmp, flag); 1978 unflag_inv (tmp, flag);
1926 } 1979 }
1927}
1928
1929/*
1930 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1931 * all it's inventory (recursively).
1932 * If checksums are used, a player will get set_cheat called for
1933 * him/her-self and all object carried by a call to this function.
1934 */
1935void
1936set_cheat (object *op)
1937{
1938 SET_FLAG (op, FLAG_WAS_WIZ);
1939 flag_inv (op, FLAG_WAS_WIZ);
1940} 1980}
1941 1981
1942/* 1982/*
1943 * find_free_spot(object, map, x, y, start, stop) will search for 1983 * find_free_spot(object, map, x, y, start, stop) will search for
1944 * a spot at the given map and coordinates which will be able to contain 1984 * a spot at the given map and coordinates which will be able to contain
1985 } 2025 }
1986 2026
1987 if (!index) 2027 if (!index)
1988 return -1; 2028 return -1;
1989 2029
1990 return altern[RANDOM () % index]; 2030 return altern [rndm (index)];
1991} 2031}
1992 2032
1993/* 2033/*
1994 * find_first_free_spot(archetype, maptile, x, y) works like 2034 * find_first_free_spot(archetype, maptile, x, y) works like
1995 * find_free_spot(), but it will search max number of squares. 2035 * find_free_spot(), but it will search max number of squares.
2016{ 2056{
2017 arr += begin; 2057 arr += begin;
2018 end -= begin; 2058 end -= begin;
2019 2059
2020 while (--end) 2060 while (--end)
2021 swap (arr [end], arr [RANDOM () % (end + 1)]); 2061 swap (arr [end], arr [rndm (end + 1)]);
2022} 2062}
2023 2063
2024/* new function to make monster searching more efficient, and effective! 2064/* new function to make monster searching more efficient, and effective!
2025 * This basically returns a randomized array (in the passed pointer) of 2065 * This basically returns a randomized array (in the passed pointer) of
2026 * the spaces to find monsters. In this way, it won't always look for 2066 * the spaces to find monsters. In this way, it won't always look for
2062 object *tmp; 2102 object *tmp;
2063 maptile *mp; 2103 maptile *mp;
2064 2104
2065 MoveType blocked, move_type; 2105 MoveType blocked, move_type;
2066 2106
2067 if (exclude && exclude->head) 2107 if (exclude && exclude->head_ () != exclude)
2068 { 2108 {
2069 exclude = exclude->head; 2109 exclude = exclude->head;
2070 move_type = exclude->move_type; 2110 move_type = exclude->move_type;
2071 } 2111 }
2072 else 2112 else
2095 max = maxfree[i]; 2135 max = maxfree[i];
2096 else if (mflags & P_IS_ALIVE) 2136 else if (mflags & P_IS_ALIVE)
2097 { 2137 {
2098 for (tmp = ms.bot; tmp; tmp = tmp->above) 2138 for (tmp = ms.bot; tmp; tmp = tmp->above)
2099 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2139 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2100 && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2140 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2101 break; 2141 break;
2102 2142
2103 if (tmp) 2143 if (tmp)
2104 return freedir[i]; 2144 return freedir[i];
2105 } 2145 }
2160 2200
2161 return 3; 2201 return 3;
2162} 2202}
2163 2203
2164/* 2204/*
2165 * absdir(int): Returns a number between 1 and 8, which represent
2166 * the "absolute" direction of a number (it actually takes care of
2167 * "overflow" in previous calculations of a direction).
2168 */
2169
2170int
2171absdir (int d)
2172{
2173 while (d < 1)
2174 d += 8;
2175
2176 while (d > 8)
2177 d -= 8;
2178
2179 return d;
2180}
2181
2182/*
2183 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2205 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2184 * between two directions (which are expected to be absolute (see absdir()) 2206 * between two directions (which are expected to be absolute (see absdir())
2185 */ 2207 */
2186
2187int 2208int
2188dirdiff (int dir1, int dir2) 2209dirdiff (int dir1, int dir2)
2189{ 2210{
2190 int d; 2211 int d;
2191 2212
2304 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2325 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2305 * core dumps if they do. 2326 * core dumps if they do.
2306 * 2327 *
2307 * Add a check so we can't pick up invisible objects (0.93.8) 2328 * Add a check so we can't pick up invisible objects (0.93.8)
2308 */ 2329 */
2309
2310int 2330int
2311can_pick (const object *who, const object *item) 2331can_pick (const object *who, const object *item)
2312{ 2332{
2313 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2333 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2314 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2334 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2319 * create clone from object to another 2339 * create clone from object to another
2320 */ 2340 */
2321object * 2341object *
2322object_create_clone (object *asrc) 2342object_create_clone (object *asrc)
2323{ 2343{
2324 object *dst = 0, *tmp, *src, *part, *prev, *item; 2344 object *dst = 0, *tmp, *src, *prev, *item;
2325 2345
2326 if (!asrc) 2346 if (!asrc)
2327 return 0; 2347 return 0;
2328 2348
2329 src = asrc;
2330 if (src->head)
2331 src = src->head; 2349 src = asrc->head_ ();
2332 2350
2333 prev = 0; 2351 prev = 0;
2334 for (part = src; part; part = part->more) 2352 for (object *part = src; part; part = part->more)
2335 { 2353 {
2336 tmp = part->clone (); 2354 tmp = part->clone ();
2337 tmp->x -= src->x; 2355 tmp->x -= src->x;
2338 tmp->y -= src->y; 2356 tmp->y -= src->y;
2339 2357
2357 insert_ob_in_ob (object_create_clone (item), dst); 2375 insert_ob_in_ob (object_create_clone (item), dst);
2358 2376
2359 return dst; 2377 return dst;
2360} 2378}
2361 2379
2362/* GROS - Creates an object using a string representing its content. */
2363/* Basically, we save the content of the string to a temp file, then call */
2364/* load_object on it. I admit it is a highly inefficient way to make things, */
2365/* but it was simple to make and allows reusing the load_object function. */
2366/* Remember not to use load_object_str in a time-critical situation. */
2367/* Also remember that multiparts objects are not supported for now. */
2368object *
2369load_object_str (const char *obstr)
2370{
2371 object *op;
2372 char filename[MAX_BUF];
2373
2374 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2375
2376 FILE *tempfile = fopen (filename, "w");
2377
2378 if (tempfile == NULL)
2379 {
2380 LOG (llevError, "Error - Unable to access load object temp file\n");
2381 return NULL;
2382 }
2383
2384 fprintf (tempfile, obstr);
2385 fclose (tempfile);
2386
2387 op = object::create ();
2388
2389 object_thawer thawer (filename);
2390
2391 if (thawer)
2392 load_object (thawer, op, 0);
2393
2394 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2395 CLEAR_FLAG (op, FLAG_REMOVED);
2396
2397 return op;
2398}
2399
2400/* This returns the first object in who's inventory that 2380/* This returns the first object in who's inventory that
2401 * has the same type and subtype match. 2381 * has the same type and subtype match.
2402 * returns NULL if no match. 2382 * returns NULL if no match.
2403 */ 2383 */
2404object * 2384object *
2457 if (link->key == canonical_key) 2437 if (link->key == canonical_key)
2458 return link->value; 2438 return link->value;
2459 2439
2460 return 0; 2440 return 0;
2461} 2441}
2462
2463 2442
2464/* 2443/*
2465 * Updates the canonical_key in op to value. 2444 * Updates the canonical_key in op to value.
2466 * 2445 *
2467 * canonical_key is a shared string (value doesn't have to be). 2446 * canonical_key is a shared string (value doesn't have to be).
2491 /* Basically, if the archetype has this key set, 2470 /* Basically, if the archetype has this key set,
2492 * we need to store the null value so when we save 2471 * we need to store the null value so when we save
2493 * it, we save the empty value so that when we load, 2472 * it, we save the empty value so that when we load,
2494 * we get this value back again. 2473 * we get this value back again.
2495 */ 2474 */
2496 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2475 if (get_ob_key_link (op->arch, canonical_key))
2497 field->value = 0; 2476 field->value = 0;
2498 else 2477 else
2499 { 2478 {
2500 if (last) 2479 if (last)
2501 last->next = field->next; 2480 last->next = field->next;
2570 } 2549 }
2571 else 2550 else
2572 item = item->env; 2551 item = item->env;
2573} 2552}
2574 2553
2575
2576const char * 2554const char *
2577object::flag_desc (char *desc, int len) const 2555object::flag_desc (char *desc, int len) const
2578{ 2556{
2579 char *p = desc; 2557 char *p = desc;
2580 bool first = true; 2558 bool first = true;
2607{ 2585{
2608 char flagdesc[512]; 2586 char flagdesc[512];
2609 char info2[256 * 4]; 2587 char info2[256 * 4];
2610 char *p = info; 2588 char *p = info;
2611 2589
2612 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s%s%s\",flags:[%s],type:%d}", 2590 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2613 count, uuid.seq, 2591 count, uuid.seq,
2614 &name, 2592 &name,
2615 title ? "\",title:" : "", 2593 title ? "\",title:\"" : "",
2616 title ? (const char *)title : "", 2594 title ? (const char *)title : "",
2617 flag_desc (flagdesc, 512), type); 2595 flag_desc (flagdesc, 512), type);
2618 2596
2619 if (env) 2597 if (!this->flag[FLAG_REMOVED] && env)
2620 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2598 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2621 2599
2622 if (map) 2600 if (map)
2623 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y); 2601 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2624 2602
2626} 2604}
2627 2605
2628const char * 2606const char *
2629object::debug_desc () const 2607object::debug_desc () const
2630{ 2608{
2631 static char info[256 * 4]; 2609 static char info[3][256 * 4];
2610 static int info_idx;
2611
2632 return debug_desc (info); 2612 return debug_desc (info [++info_idx % 3]);
2633} 2613}
2634 2614
2615struct region *
2616object::region () const
2617{
2618 return map ? map->region (x, y)
2619 : region::default_region ();
2620}
2621
2622const materialtype_t *
2623object::dominant_material () const
2624{
2625 if (materialtype_t *mt = name_to_material (materialname))
2626 return mt;
2627
2628 return name_to_material (shstr_unknown);
2629}
2630
2631void
2632object::open_container (object *new_container)
2633{
2634 if (container == new_container)
2635 return;
2636
2637 if (object *old_container = container)
2638 {
2639 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2640 return;
2641
2642#if 0
2643 // remove the "Close old_container" object.
2644 if (object *closer = old_container->inv)
2645 if (closer->type == CLOSE_CON)
2646 closer->destroy ();
2647#endif
2648
2649 old_container->flag [FLAG_APPLIED] = 0;
2650 container = 0;
2651
2652 esrv_update_item (UPD_FLAGS, this, old_container);
2653 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2654 play_sound (sound_find ("chest_close"));
2655 }
2656
2657 if (new_container)
2658 {
2659 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2660 return;
2661
2662 // TODO: this does not seem to serve any purpose anymore?
2663#if 0
2664 // insert the "Close Container" object.
2665 if (archetype *closer = new_container->other_arch)
2666 {
2667 object *closer = arch_to_object (new_container->other_arch);
2668 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2669 new_container->insert (closer);
2670 }
2671#endif
2672
2673 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2674
2675 new_container->flag [FLAG_APPLIED] = 1;
2676 container = new_container;
2677
2678 esrv_update_item (UPD_FLAGS, this, new_container);
2679 esrv_send_inventory (this, new_container);
2680 play_sound (sound_find ("chest_open"));
2681 }
2682}
2683
2684object *
2685object::force_find (const shstr name)
2686{
2687 /* cycle through his inventory to look for the MARK we want to
2688 * place
2689 */
2690 for (object *tmp = inv; tmp; tmp = tmp->below)
2691 if (tmp->type == FORCE && tmp->slaying == name)
2692 return splay (tmp);
2693
2694 return 0;
2695}
2696
2697void
2698object::force_add (const shstr name, int duration)
2699{
2700 if (object *force = force_find (name))
2701 force->destroy ();
2702
2703 object *force = get_archetype (FORCE_NAME);
2704
2705 force->slaying = name;
2706 force->stats.food = 1;
2707 force->speed_left = -1.f;
2708
2709 force->set_speed (duration ? 1.f / duration : 0.f);
2710 force->flag [FLAG_IS_USED_UP] = true;
2711 force->flag [FLAG_APPLIED] = true;
2712
2713 insert (force);
2714}
2715
2716void
2717object::play_sound (faceidx sound) const
2718{
2719 if (!sound)
2720 return;
2721
2722 if (flag [FLAG_REMOVED])
2723 return;
2724
2725 if (env)
2726 {
2727 if (object *pl = in_player ())
2728 pl->contr->play_sound (sound);
2729 }
2730 else
2731 map->play_sound (sound, x, y);
2732}
2733

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