ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/common/object.C
(Generate patch)

Comparing deliantra/server/common/object.C (file contents):
Revision 1.110 by root, Sun Jan 7 23:12:03 2007 UTC vs.
Revision 1.183 by root, Mon Aug 20 19:13:10 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
395 * Returns the object which has the count-variable equal to the argument. 395 * Returns the object which has the count-variable equal to the argument.
396 */ 396 */
397object * 397object *
398find_object (tag_t i) 398find_object (tag_t i)
399{ 399{
400 return ((unsigned int)i) < objects.size () 400 for_all_objects (op)
401 ? objects [i] 401 if (op->count == i)
402 : 0; 402 return op;
403
404 return 0;
403} 405}
404 406
405/* 407/*
406 * Returns the first object which has a name equal to the argument. 408 * Returns the first object which has a name equal to the argument.
407 * Used only by the patch command, but not all that useful. 409 * Used only by the patch command, but not all that useful.
427} 429}
428 430
429/* 431/*
430 * Sets the owner and sets the skill and exp pointers to owner's current 432 * Sets the owner and sets the skill and exp pointers to owner's current
431 * skill and experience objects. 433 * skill and experience objects.
434 * ACTUALLY NO! investigate! TODO
432 */ 435 */
433void 436void
434object::set_owner (object *owner) 437object::set_owner (object *owner)
435{ 438{
439 // allow objects which own objects
436 if (!owner) 440 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) 441 while (owner->owner)
447 owner = owner->owner; 442 owner = owner->owner;
448 443
449 this->owner = owner; 444 this->owner = owner;
445}
446
447int
448object::slottype () const
449{
450 if (type == SKILL)
451 {
452 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
453 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
454 }
455 else
456 {
457 if (slot [body_combat].info) return slot_combat;
458 if (slot [body_range ].info) return slot_ranged;
459 }
460
461 return slot_none;
462}
463
464bool
465object::change_weapon (object *ob)
466{
467 if (current_weapon == ob)
468 return true;
469
470 if (chosen_skill)
471 chosen_skill->flag [FLAG_APPLIED] = false;
472
473 current_weapon = ob;
474 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
475
476 if (chosen_skill)
477 chosen_skill->flag [FLAG_APPLIED] = true;
478
479 update_stats ();
480
481 if (ob)
482 {
483 // now check wether any body locations became invalid, in which case
484 // we cannot apply the weapon at the moment.
485 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
486 if (slot[i].used < 0)
487 {
488 current_weapon = chosen_skill = 0;
489 update_stats ();
490
491 new_draw_info_format (NDI_UNIQUE, 0, this,
492 "You try to balance all your items at once, "
493 "but the %s is just too much for your body. "
494 "[You need to unapply some items first.]", &ob->name);
495 return false;
496 }
497
498 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
499 }
500 else
501 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
502
503 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
504 {
505 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
506 &name, ob->debug_desc ());
507 return false;
508 }
509
510 return true;
450} 511}
451 512
452/* Zero the key_values on op, decrementing the shared-string 513/* Zero the key_values on op, decrementing the shared-string
453 * refcounts and freeing the links. 514 * refcounts and freeing the links.
454 */ 515 */
455static void 516static void
456free_key_values (object *op) 517free_key_values (object *op)
457{ 518{
458 for (key_value *i = op->key_values; i != 0;) 519 for (key_value *i = op->key_values; i; )
459 { 520 {
460 key_value *next = i->next; 521 key_value *next = i->next;
461 delete i; 522 delete i;
462 523
463 i = next; 524 i = next;
464 } 525 }
465 526
466 op->key_values = 0; 527 op->key_values = 0;
467} 528}
468 529
469/* 530object &
470 * copy_to first frees everything allocated by the dst object, 531object::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{ 532{
480 bool is_freed = QUERY_FLAG (dst, FLAG_FREED); 533 bool is_freed = flag [FLAG_FREED];
481 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED); 534 bool is_removed = flag [FLAG_REMOVED];
482 535
483 *(object_copy *)dst = *this; 536 *(object_copy *)this = src;
484 537
485 if (is_freed) 538 flag [FLAG_FREED] = is_freed;
486 SET_FLAG (dst, FLAG_FREED); 539 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;
493 540
494 /* Copy over key_values, if any. */ 541 /* Copy over key_values, if any. */
495 if (key_values) 542 if (src.key_values)
496 { 543 {
497 key_value *tail = 0; 544 key_value *tail = 0;
498 key_value *i;
499
500 dst->key_values = 0; 545 key_values = 0;
501 546
502 for (i = key_values; i; i = i->next) 547 for (key_value *i = src.key_values; i; i = i->next)
503 { 548 {
504 key_value *new_link = new key_value; 549 key_value *new_link = new key_value;
505 550
506 new_link->next = 0; 551 new_link->next = 0;
507 new_link->key = i->key; 552 new_link->key = i->key;
508 new_link->value = i->value; 553 new_link->value = i->value;
509 554
510 /* Try and be clever here, too. */ 555 /* Try and be clever here, too. */
511 if (!dst->key_values) 556 if (!key_values)
512 { 557 {
513 dst->key_values = new_link; 558 key_values = new_link;
514 tail = new_link; 559 tail = new_link;
515 } 560 }
516 else 561 else
517 { 562 {
518 tail->next = new_link; 563 tail->next = new_link;
519 tail = new_link; 564 tail = new_link;
520 } 565 }
521 } 566 }
522 } 567 }
568}
569
570/*
571 * copy_to first frees everything allocated by the dst object,
572 * and then copies the contents of itself into the second
573 * object, allocating what needs to be allocated. Basically, any
574 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
575 * if the first object is freed, the pointers in the new object
576 * will point at garbage.
577 */
578void
579object::copy_to (object *dst)
580{
581 *dst = *this;
582
583 if (speed < 0)
584 dst->speed_left = speed_left - rndm ();
523 585
524 dst->set_speed (dst->speed); 586 dst->set_speed (dst->speed);
587}
588
589void
590object::instantiate ()
591{
592 if (!uuid.seq) // HACK
593 uuid = gen_uuid ();
594
595 speed_left = -0.1f;
596 /* copy the body_info to the body_used - this is only really
597 * need for monsters, but doesn't hurt to do it for everything.
598 * by doing so, when a monster is created, it has good starting
599 * values for the body_used info, so when items are created
600 * for it, they can be properly equipped.
601 */
602 for (int i = NUM_BODY_LOCATIONS; i--; )
603 slot[i].used = slot[i].info;
604
605 attachable::instantiate ();
525} 606}
526 607
527object * 608object *
528object::clone () 609object::clone ()
529{ 610{
587 * UP_OBJ_FACE: only the objects face has changed. 668 * UP_OBJ_FACE: only the objects face has changed.
588 */ 669 */
589void 670void
590update_object (object *op, int action) 671update_object (object *op, int action)
591{ 672{
592 MoveType move_on, move_off, move_block, move_slow;
593
594 if (op == NULL) 673 if (op == NULL)
595 { 674 {
596 /* this should never happen */ 675 /* this should never happen */
597 LOG (llevDebug, "update_object() called for NULL object.\n"); 676 LOG (llevDebug, "update_object() called for NULL object.\n");
598 return; 677 return;
658 737
659 if (op->more) 738 if (op->more)
660 update_object (op->more, action); 739 update_object (op->more, action);
661} 740}
662 741
663object *object::first;
664
665object::object () 742object::object ()
666{ 743{
667 SET_FLAG (this, FLAG_REMOVED); 744 SET_FLAG (this, FLAG_REMOVED);
668 745
669 expmul = 1.0; 746 expmul = 1.0;
670 face = blank_face; 747 face = blank_face;
671} 748}
672 749
673object::~object () 750object::~object ()
674{ 751{
752 unlink ();
753
675 free_key_values (this); 754 free_key_values (this);
676} 755}
677 756
757static int object_count;
758
678void object::link () 759void object::link ()
679{ 760{
761 assert (!index);//D
680 uuid = gen_uuid (); 762 uuid = gen_uuid ();
763 count = ++object_count;
681 764
682 refcnt_inc (); 765 refcnt_inc ();
683 objects.insert (this); 766 objects.insert (this);
684} 767}
685 768
686void object::unlink () 769void object::unlink ()
687{ 770{
771 if (!index)
772 return;
773
688 objects.erase (this); 774 objects.erase (this);
689 refcnt_dec (); 775 refcnt_dec ();
690} 776}
691 777
692void 778void
766 * drop on that space. 852 * drop on that space.
767 */ 853 */
768 if (!drop_to_ground 854 if (!drop_to_ground
769 || !map 855 || !map
770 || map->in_memory != MAP_IN_MEMORY 856 || map->in_memory != MAP_IN_MEMORY
857 || map->nodrop
771 || ms ().move_block == MOVE_ALL) 858 || ms ().move_block == MOVE_ALL)
772 { 859 {
773 while (inv) 860 while (inv)
774 { 861 {
775 inv->destroy_inv (drop_to_ground); 862 inv->destroy_inv (drop_to_ground);
803} 890}
804 891
805void 892void
806object::do_destroy () 893object::do_destroy ()
807{ 894{
895 attachable::do_destroy ();
896
808 if (flag [FLAG_IS_LINKED]) 897 if (flag [FLAG_IS_LINKED])
809 remove_button_link (this); 898 remove_button_link (this);
810 899
811 if (flag [FLAG_FRIENDLY]) 900 if (flag [FLAG_FRIENDLY])
812 remove_friendly_object (this); 901 remove_friendly_object (this);
813 902
814 if (!flag [FLAG_REMOVED]) 903 if (!flag [FLAG_REMOVED])
815 remove (); 904 remove ();
816 905
817 if (flag [FLAG_FREED]) 906 destroy_inv (true);
818 return;
819 907
820 set_speed (0); 908 deactivate ();
909 unlink ();
821 910
822 flag [FLAG_FREED] = 1; 911 flag [FLAG_FREED] = 1;
823
824 attachable::do_destroy ();
825
826 destroy_inv (true);
827 unlink ();
828 912
829 // hack to ensure that freed objects still have a valid map 913 // hack to ensure that freed objects still have a valid map
830 { 914 {
831 static maptile *freed_map; // freed objects are moved here to avoid crashes 915 static maptile *freed_map; // freed objects are moved here to avoid crashes
832 916
845 map = freed_map; 929 map = freed_map;
846 x = 1; 930 x = 1;
847 y = 1; 931 y = 1;
848 } 932 }
849 933
850 head = 0;
851
852 if (more) 934 if (more)
853 { 935 {
854 more->destroy (); 936 more->destroy ();
855 more = 0; 937 more = 0;
856 } 938 }
857 939
940 head = 0;
941
858 // clear those pointers that likely might have circular references to us 942 // clear those pointers that likely might cause circular references
859 owner = 0; 943 owner = 0;
860 enemy = 0; 944 enemy = 0;
861 attacked_by = 0; 945 attacked_by = 0;
946 current_weapon = 0;
862} 947}
863 948
864void 949void
865object::destroy (bool destroy_inventory) 950object::destroy (bool destroy_inventory)
866{ 951{
867 if (destroyed ()) 952 if (destroyed ())
868 return; 953 return;
869 954
870 if (destroy_inventory) 955 if (destroy_inventory)
871 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
872 963
873 attachable::destroy (); 964 attachable::destroy ();
874} 965}
875 966
876/* 967/*
894 * 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
895 * 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
896 * object will have no environment. If the object previously had an 987 * object will have no environment. If the object previously had an
897 * environment, the x and y coordinates will be updated to 988 * environment, the x and y coordinates will be updated to
898 * the previous environment. 989 * the previous environment.
899 * Beware: This function is called from the editor as well!
900 */ 990 */
901void 991void
902object::remove () 992object::do_remove ()
903{ 993{
904 object *tmp, *last = 0; 994 object *tmp, *last = 0;
905 object *otmp; 995 object *otmp;
906 996
907 if (QUERY_FLAG (this, FLAG_REMOVED)) 997 if (QUERY_FLAG (this, FLAG_REMOVED))
950 } 1040 }
951 else if (map) 1041 else if (map)
952 { 1042 {
953 if (type == PLAYER) 1043 if (type == PLAYER)
954 { 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
955 --map->players; 1051 --map->players;
956 map->touch (); 1052 map->touch ();
957 } 1053 }
958 1054
959 map->dirty = true; 1055 map->dirty = true;
1056 mapspace &ms = this->ms ();
960 1057
961 /* link the object above us */ 1058 /* link the object above us */
962 if (above) 1059 if (above)
963 above->below = below; 1060 above->below = below;
964 else 1061 else
965 map->at (x, y).top = below; /* we were top, set new top */ 1062 ms.top = below; /* we were top, set new top */
966 1063
967 /* Relink the object below us, if there is one */ 1064 /* Relink the object below us, if there is one */
968 if (below) 1065 if (below)
969 below->above = above; 1066 below->above = above;
970 else 1067 else
972 /* 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
973 * use translated coordinates in case some oddness with map tiling is 1070 * use translated coordinates in case some oddness with map tiling is
974 * evident 1071 * evident
975 */ 1072 */
976 if (GET_MAP_OB (map, x, y) != this) 1073 if (GET_MAP_OB (map, x, y) != this)
977 {
978 char *dump = dump_object (this);
979 LOG (llevError,
980 "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 ());
981 free (dump);
982 dump = dump_object (GET_MAP_OB (map, x, y));
983 LOG (llevError, "%s\n", dump);
984 free (dump);
985 }
986 1075
987 map->at (x, y).bot = above; /* goes on above it. */ 1076 ms.bot = above; /* goes on above it. */
988 } 1077 }
989 1078
990 above = 0; 1079 above = 0;
991 below = 0; 1080 below = 0;
992 1081
993 if (map->in_memory == MAP_SAVING) 1082 if (map->in_memory == MAP_SAVING)
994 return; 1083 return;
995 1084
996 int check_walk_off = !flag [FLAG_NO_APPLY]; 1085 int check_walk_off = !flag [FLAG_NO_APPLY];
997 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
998 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above) 1099 for (tmp = ms.bot; tmp; tmp = tmp->above)
999 { 1100 {
1000 /* 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
1001 * being removed. 1102 * being removed.
1002 */ 1103 */
1003
1004 if (tmp->type == PLAYER && tmp != this)
1005 {
1006 /* If a container that the player is currently using somehow gets
1007 * removed (most likely destroyed), update the player view
1008 * appropriately.
1009 */
1010 if (tmp->container == this)
1011 {
1012 flag [FLAG_APPLIED] = 0;
1013 tmp->container = 0;
1014 }
1015
1016 if (tmp->contr->ns)
1017 tmp->contr->ns->floorbox_update ();
1018 }
1019 1104
1020 /* See if object moving off should effect something */ 1105 /* See if object moving off should effect something */
1021 if (check_walk_off 1106 if (check_walk_off
1022 && ((move_type & tmp->move_off) 1107 && ((move_type & tmp->move_off)
1023 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1108 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1026 1111
1027 if (destroyed ()) 1112 if (destroyed ())
1028 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 ());
1029 } 1114 }
1030 1115
1031 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1032 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1033 if (tmp->above == tmp)
1034 tmp->above = 0;
1035
1036 last = tmp; 1116 last = tmp;
1037 } 1117 }
1038 1118
1039 /* last == NULL if there are no objects on this space */ 1119 /* last == NULL if there are no objects on this space */
1040 //TODO: this makes little sense, why only update the topmost object? 1120 //TODO: this makes little sense, why only update the topmost object?
1083 } 1163 }
1084 1164
1085 return 0; 1165 return 0;
1086} 1166}
1087 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
1088/* 1191/*
1089 * 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
1090 * job preparing multi-part monsters 1193 * job preparing multi-part monsters.
1091 */ 1194 */
1092object * 1195object *
1093insert_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)
1094{ 1197{
1095 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1198 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1096 { 1199 {
1097 tmp->x = x + tmp->arch->clone.x; 1200 tmp->x = x + tmp->arch->x;
1098 tmp->y = y + tmp->arch->clone.y; 1201 tmp->y = y + tmp->arch->y;
1099 } 1202 }
1100 1203
1101 return insert_ob_in_map (op, m, originator, flag); 1204 return insert_ob_in_map (op, m, originator, flag);
1102} 1205}
1103 1206
1122 * just 'op' otherwise 1225 * just 'op' otherwise
1123 */ 1226 */
1124object * 1227object *
1125insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1228insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1126{ 1229{
1230 assert (!op->flag [FLAG_FREED]);
1231
1127 object *tmp, *top, *floor = NULL; 1232 object *top, *floor = NULL;
1128 sint16 x, y;
1129 1233
1130 if (QUERY_FLAG (op, FLAG_FREED)) 1234 op->remove ();
1131 {
1132 LOG (llevError, "Trying to insert freed object!\n");
1133 return NULL;
1134 }
1135
1136 if (!m)
1137 {
1138 char *dump = dump_object (op);
1139 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1140 free (dump);
1141 return op;
1142 }
1143 1235
1144 if (out_of_map (m, op->x, op->y)) 1236 if (out_of_map (m, op->x, op->y))
1145 { 1237 {
1146 char *dump = dump_object (op);
1147 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 ());
1148#ifdef MANY_CORES 1239#ifdef MANY_CORES
1149 /* 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
1150 * 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
1151 * improperly inserted. 1242 * improperly inserted.
1152 */ 1243 */
1153 abort (); 1244 abort ();
1154#endif 1245#endif
1155 free (dump);
1156 return op; 1246 return op;
1157 } 1247 }
1158 1248
1159 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1249 if (object *more = op->more)
1160 { 1250 if (!insert_ob_in_map (more, m, originator, flag))
1161 char *dump = dump_object (op);
1162 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1163 free (dump);
1164 return op; 1251 return 0;
1165 }
1166
1167 if (op->more)
1168 {
1169 /* The part may be on a different map. */
1170
1171 object *more = op->more;
1172
1173 /* We really need the caller to normalise coordinates - if
1174 * we set the map, that doesn't work if the location is within
1175 * a map and this is straddling an edge. So only if coordinate
1176 * is clear wrong do we normalise it.
1177 */
1178 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1179 more->map = get_map_from_coord (m, &more->x, &more->y);
1180 else if (!more->map)
1181 {
1182 /* For backwards compatibility - when not dealing with tiled maps,
1183 * more->map should always point to the parent.
1184 */
1185 more->map = m;
1186 }
1187
1188 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1189 {
1190 if (!op->head)
1191 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1192
1193 return 0;
1194 }
1195 }
1196 1252
1197 CLEAR_FLAG (op, FLAG_REMOVED); 1253 CLEAR_FLAG (op, FLAG_REMOVED);
1198 1254
1199 /* Ideally, the caller figures this out. However, it complicates a lot 1255 /* Ideally, the caller figures this out. However, it complicates a lot
1200 * 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
1201 * need extra work 1257 * need extra work
1202 */ 1258 */
1203 op->map = get_map_from_coord (m, &op->x, &op->y); 1259 if (!xy_normalise (m, op->x, op->y))
1204 x = op->x; 1260 return 0;
1205 y = op->y; 1261
1262 op->map = m;
1263 mapspace &ms = op->ms ();
1206 1264
1207 /* this has to be done after we translate the coordinates. 1265 /* this has to be done after we translate the coordinates.
1208 */ 1266 */
1209 if (op->nrof && !(flag & INS_NO_MERGE)) 1267 if (op->nrof && !(flag & INS_NO_MERGE))
1210 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above) 1268 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1211 if (object::can_merge (op, tmp)) 1269 if (object::can_merge (op, tmp))
1212 { 1270 {
1213 op->nrof += tmp->nrof; 1271 op->nrof += tmp->nrof;
1214 tmp->destroy (); 1272 tmp->destroy ();
1215 } 1273 }
1232 op->below = originator->below; 1290 op->below = originator->below;
1233 1291
1234 if (op->below) 1292 if (op->below)
1235 op->below->above = op; 1293 op->below->above = op;
1236 else 1294 else
1237 op->ms ().bot = op; 1295 ms.bot = op;
1238 1296
1239 /* since *below* originator, no need to update top */ 1297 /* since *below* originator, no need to update top */
1240 originator->below = op; 1298 originator->below = op;
1241 } 1299 }
1242 else 1300 else
1243 { 1301 {
1302 top = ms.bot;
1303
1244 /* If there are other objects, then */ 1304 /* If there are other objects, then */
1245 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1305 if ((!(flag & INS_MAP_LOAD)) && top)
1246 { 1306 {
1247 object *last = 0; 1307 object *last = 0;
1248 1308
1249 /* 1309 /*
1250 * 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.
1256 * 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
1257 * 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
1258 * 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
1259 * that flying non pickable objects are spell objects. 1319 * that flying non pickable objects are spell objects.
1260 */ 1320 */
1261 while (top) 1321 for (top = ms.bot; top; top = top->above)
1262 { 1322 {
1263 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))
1264 floor = top; 1324 floor = top;
1265 1325
1266 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))
1269 top = top->below; 1329 top = top->below;
1270 break; 1330 break;
1271 } 1331 }
1272 1332
1273 last = top; 1333 last = top;
1274 top = top->above;
1275 } 1334 }
1276 1335
1277 /* 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 */
1278 top = last; 1337 top = last;
1279 1338
1281 * looks like instead of lots of conditions here. 1340 * looks like instead of lots of conditions here.
1282 * makes things faster, and effectively the same result. 1341 * makes things faster, and effectively the same result.
1283 */ 1342 */
1284 1343
1285 /* Have object 'fall below' other objects that block view. 1344 /* Have object 'fall below' other objects that block view.
1286 * Unless those objects are exits, type 66 1345 * Unless those objects are exits.
1287 * If INS_ON_TOP is used, don't do this processing 1346 * If INS_ON_TOP is used, don't do this processing
1288 * Need to find the object that in fact blocks view, otherwise 1347 * Need to find the object that in fact blocks view, otherwise
1289 * stacking is a bit odd. 1348 * stacking is a bit odd.
1290 */ 1349 */
1291 if (!(flag & INS_ON_TOP) && 1350 if (!(flag & INS_ON_TOP)
1292 (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))
1293 { 1353 {
1294 for (last = top; last != floor; last = last->below) 1354 for (last = top; last != floor; last = last->below)
1295 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1355 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1296 break; 1356 break;
1357
1297 /* Check to see if we found the object that blocks view, 1358 /* Check to see if we found the object that blocks view,
1298 * 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
1299 * we can get inserted below this one, which requires we 1360 * we can get inserted below this one, which requires we
1300 * set top to the object below us. 1361 * set top to the object below us.
1301 */ 1362 */
1302 if (last && last->below && last != floor) 1363 if (last && last->below && last != floor)
1303 top = last->below; 1364 top = last->below;
1304 } 1365 }
1305 } /* If objects on this space */ 1366 } /* If objects on this space */
1306
1307 if (flag & INS_MAP_LOAD) 1367 if (flag & INS_MAP_LOAD)
1308 top = GET_MAP_TOP (op->map, op->x, op->y); 1368 top = ms.top;
1309 1369
1310 if (flag & INS_ABOVE_FLOOR_ONLY) 1370 if (flag & INS_ABOVE_FLOOR_ONLY)
1311 top = floor; 1371 top = floor;
1312 1372
1313 /* 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.
1314 */ 1374 */
1315 1375
1316 /* First object on this space */ 1376 /* First object on this space */
1317 if (!top) 1377 if (!top)
1318 { 1378 {
1319 op->above = GET_MAP_OB (op->map, op->x, op->y); 1379 op->above = ms.bot;
1320 1380
1321 if (op->above) 1381 if (op->above)
1322 op->above->below = op; 1382 op->above->below = op;
1323 1383
1324 op->below = 0; 1384 op->below = 0;
1325 op->ms ().bot = op; 1385 ms.bot = op;
1326 } 1386 }
1327 else 1387 else
1328 { /* get inserted into the stack above top */ 1388 { /* get inserted into the stack above top */
1329 op->above = top->above; 1389 op->above = top->above;
1330 1390
1334 op->below = top; 1394 op->below = top;
1335 top->above = op; 1395 top->above = op;
1336 } 1396 }
1337 1397
1338 if (!op->above) 1398 if (!op->above)
1339 op->ms ().top = op; 1399 ms.top = op;
1340 } /* else not INS_BELOW_ORIGINATOR */ 1400 } /* else not INS_BELOW_ORIGINATOR */
1341 1401
1342 if (op->type == PLAYER) 1402 if (op->type == PLAYER)
1343 { 1403 {
1344 op->contr->do_los = 1; 1404 op->contr->do_los = 1;
1346 op->map->touch (); 1406 op->map->touch ();
1347 } 1407 }
1348 1408
1349 op->map->dirty = true; 1409 op->map->dirty = true;
1350 1410
1351 /* If we have a floor, we know the player, if any, will be above
1352 * it, so save a few ticks and start from there.
1353 */
1354 if (!(flag & INS_MAP_LOAD)) 1411 if (!(flag & INS_MAP_LOAD))
1355 if (object *pl = op->ms ().player ()) 1412 if (object *pl = ms.player ())
1356 if (pl->contr->ns)
1357 pl->contr->ns->floorbox_update (); 1413 pl->contr->ns->floorbox_update ();
1358 1414
1359 /* If this object glows, it may affect lighting conditions that are 1415 /* If this object glows, it may affect lighting conditions that are
1360 * 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
1361 * 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
1362 * on the map will get recalculated. The players could very well 1418 * on the map will get recalculated. The players could very well
1381 * blocked() and wall() work properly), and these flags are updated by 1437 * blocked() and wall() work properly), and these flags are updated by
1382 * update_object(). 1438 * update_object().
1383 */ 1439 */
1384 1440
1385 /* 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 */
1386 if (!(flag & INS_NO_WALK_ON) && !op->head) 1442 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1387 { 1443 {
1388 if (check_move_on (op, originator)) 1444 if (check_move_on (op, originator))
1389 return 0; 1445 return 0;
1390 1446
1391 /* 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
1392 * walk on's. 1448 * walk on's.
1393 */ 1449 */
1394 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1450 for (object *tmp = op->more; tmp; tmp = tmp->more)
1395 if (check_move_on (tmp, originator)) 1451 if (check_move_on (tmp, originator))
1396 return 0; 1452 return 0;
1397 } 1453 }
1398 1454
1399 return op; 1455 return op;
1409 object *tmp, *tmp1; 1465 object *tmp, *tmp1;
1410 1466
1411 /* first search for itself and remove any old instances */ 1467 /* first search for itself and remove any old instances */
1412 1468
1413 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 1469 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1414 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1470 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1415 tmp->destroy (); 1471 tmp->destroy ();
1416 1472
1417 tmp1 = arch_to_object (archetype::find (arch_string)); 1473 tmp1 = arch_to_object (archetype::find (arch_string));
1418 1474
1419 tmp1->x = op->x; 1475 tmp1->x = op->x;
1422} 1478}
1423 1479
1424object * 1480object *
1425object::insert_at (object *where, object *originator, int flags) 1481object::insert_at (object *where, object *originator, int flags)
1426{ 1482{
1427 where->map->insert (this, where->x, where->y, originator, flags); 1483 return where->map->insert (this, where->x, where->y, originator, flags);
1428} 1484}
1429 1485
1430/* 1486/*
1431 * 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
1432 * is returned contains nr objects, and the remaining parts contains 1488 * is returned contains nr objects, and the remaining parts contains
1472 * 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
1473 * is subsequently removed and freed. 1529 * is subsequently removed and freed.
1474 * 1530 *
1475 * 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
1476 */ 1532 */
1477
1478object * 1533object *
1479decrease_ob_nr (object *op, uint32 i) 1534decrease_ob_nr (object *op, uint32 i)
1480{ 1535{
1481 object *tmp; 1536 object *tmp;
1482 1537
1557 1612
1558/* 1613/*
1559 * add_weight(object, weight) adds the specified weight to an object, 1614 * add_weight(object, weight) adds the specified weight to an object,
1560 * and also updates how much the environment(s) is/are carrying. 1615 * and also updates how much the environment(s) is/are carrying.
1561 */ 1616 */
1562
1563void 1617void
1564add_weight (object *op, signed long weight) 1618add_weight (object *op, signed long weight)
1565{ 1619{
1566 while (op != NULL) 1620 while (op != NULL)
1567 { 1621 {
1582 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);
1583 free (dump); 1637 free (dump);
1584 return op; 1638 return op;
1585 } 1639 }
1586 1640
1587 if (where->head) 1641 if (where->head_ () != where)
1588 { 1642 {
1589 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");
1590 where = where->head; 1644 where = where->head;
1591 } 1645 }
1592 1646
1593 return where->insert (op); 1647 return where->insert (op);
1594} 1648}
1599 * inside the object environment. 1653 * inside the object environment.
1600 * 1654 *
1601 * 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
1602 * be != op, if items are merged. -Tero 1656 * be != op, if items are merged. -Tero
1603 */ 1657 */
1604
1605object * 1658object *
1606object::insert (object *op) 1659object::insert (object *op)
1607{ 1660{
1608 object *tmp, *otmp;
1609
1610 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1661 if (!QUERY_FLAG (op, FLAG_REMOVED))
1611 op->remove (); 1662 op->remove ();
1612 1663
1613 if (op->more) 1664 if (op->more)
1614 { 1665 {
1616 return op; 1667 return op;
1617 } 1668 }
1618 1669
1619 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1670 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1620 CLEAR_FLAG (op, FLAG_REMOVED); 1671 CLEAR_FLAG (op, FLAG_REMOVED);
1672
1621 if (op->nrof) 1673 if (op->nrof)
1622 { 1674 {
1623 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1675 for (object *tmp = inv; tmp; tmp = tmp->below)
1624 if (object::can_merge (tmp, op)) 1676 if (object::can_merge (tmp, op))
1625 { 1677 {
1626 /* return the original object and remove inserted object 1678 /* return the original object and remove inserted object
1627 (client needs the original object) */ 1679 (client needs the original object) */
1628 tmp->nrof += op->nrof; 1680 tmp->nrof += op->nrof;
1647 add_weight (this, op->weight * op->nrof); 1699 add_weight (this, op->weight * op->nrof);
1648 } 1700 }
1649 else 1701 else
1650 add_weight (this, (op->weight + op->carrying)); 1702 add_weight (this, (op->weight + op->carrying));
1651 1703
1652 otmp = this->in_player (); 1704 if (object *otmp = this->in_player ())
1653 if (otmp && otmp->contr)
1654 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1705 if (otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1655 otmp->update_stats (); 1706 otmp->update_stats ();
1656 1707
1708 op->owner = 0; // its his/hers now. period.
1657 op->map = 0; 1709 op->map = 0;
1658 op->env = this; 1710 op->env = this;
1659 op->above = 0; 1711 op->above = 0;
1660 op->below = 0; 1712 op->below = 0;
1661 op->x = 0, op->y = 0; 1713 op->x = op->y = 0;
1662 1714
1663 /* 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 */
1664 if ((op->glow_radius != 0) && map) 1716 if (op->glow_radius && map)
1665 { 1717 {
1666#ifdef DEBUG_LIGHTS 1718#ifdef DEBUG_LIGHTS
1667 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);
1668#endif /* DEBUG_LIGHTS */ 1720#endif /* DEBUG_LIGHTS */
1669 if (map->darkness) 1721 if (map->darkness)
1769 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1821 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1770 ((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))
1771 { 1823 {
1772 1824
1773 float 1825 float
1774 diff = tmp->move_slow_penalty * FABS (op->speed); 1826 diff = tmp->move_slow_penalty * fabs (op->speed);
1775 1827
1776 if (op->type == PLAYER) 1828 if (op->type == PLAYER)
1777 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)) ||
1778 (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)))
1779 diff /= 4.0; 1831 diff /= 4.0;
1923 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1975 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1924 { 1976 {
1925 CLEAR_FLAG (tmp, flag); 1977 CLEAR_FLAG (tmp, flag);
1926 unflag_inv (tmp, flag); 1978 unflag_inv (tmp, flag);
1927 } 1979 }
1928}
1929
1930/*
1931 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1932 * all it's inventory (recursively).
1933 * If checksums are used, a player will get set_cheat called for
1934 * him/her-self and all object carried by a call to this function.
1935 */
1936void
1937set_cheat (object *op)
1938{
1939 SET_FLAG (op, FLAG_WAS_WIZ);
1940 flag_inv (op, FLAG_WAS_WIZ);
1941} 1980}
1942 1981
1943/* 1982/*
1944 * 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
1945 * 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
1986 } 2025 }
1987 2026
1988 if (!index) 2027 if (!index)
1989 return -1; 2028 return -1;
1990 2029
1991 return altern[RANDOM () % index]; 2030 return altern [rndm (index)];
1992} 2031}
1993 2032
1994/* 2033/*
1995 * find_first_free_spot(archetype, maptile, x, y) works like 2034 * find_first_free_spot(archetype, maptile, x, y) works like
1996 * find_free_spot(), but it will search max number of squares. 2035 * find_free_spot(), but it will search max number of squares.
2017{ 2056{
2018 arr += begin; 2057 arr += begin;
2019 end -= begin; 2058 end -= begin;
2020 2059
2021 while (--end) 2060 while (--end)
2022 swap (arr [end], arr [RANDOM () % (end + 1)]); 2061 swap (arr [end], arr [rndm (end + 1)]);
2023} 2062}
2024 2063
2025/* new function to make monster searching more efficient, and effective! 2064/* new function to make monster searching more efficient, and effective!
2026 * This basically returns a randomized array (in the passed pointer) of 2065 * This basically returns a randomized array (in the passed pointer) of
2027 * 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
2063 object *tmp; 2102 object *tmp;
2064 maptile *mp; 2103 maptile *mp;
2065 2104
2066 MoveType blocked, move_type; 2105 MoveType blocked, move_type;
2067 2106
2068 if (exclude && exclude->head) 2107 if (exclude && exclude->head_ () != exclude)
2069 { 2108 {
2070 exclude = exclude->head; 2109 exclude = exclude->head;
2071 move_type = exclude->move_type; 2110 move_type = exclude->move_type;
2072 } 2111 }
2073 else 2112 else
2096 max = maxfree[i]; 2135 max = maxfree[i];
2097 else if (mflags & P_IS_ALIVE) 2136 else if (mflags & P_IS_ALIVE)
2098 { 2137 {
2099 for (tmp = ms.bot; tmp; tmp = tmp->above) 2138 for (tmp = ms.bot; tmp; tmp = tmp->above)
2100 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2139 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2101 && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2140 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2102 break; 2141 break;
2103 2142
2104 if (tmp) 2143 if (tmp)
2105 return freedir[i]; 2144 return freedir[i];
2106 } 2145 }
2161 2200
2162 return 3; 2201 return 3;
2163} 2202}
2164 2203
2165/* 2204/*
2166 * absdir(int): Returns a number between 1 and 8, which represent
2167 * the "absolute" direction of a number (it actually takes care of
2168 * "overflow" in previous calculations of a direction).
2169 */
2170
2171int
2172absdir (int d)
2173{
2174 while (d < 1)
2175 d += 8;
2176
2177 while (d > 8)
2178 d -= 8;
2179
2180 return d;
2181}
2182
2183/*
2184 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2205 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2185 * between two directions (which are expected to be absolute (see absdir()) 2206 * between two directions (which are expected to be absolute (see absdir())
2186 */ 2207 */
2187
2188int 2208int
2189dirdiff (int dir1, int dir2) 2209dirdiff (int dir1, int dir2)
2190{ 2210{
2191 int d; 2211 int d;
2192 2212
2305 * 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
2306 * core dumps if they do. 2326 * core dumps if they do.
2307 * 2327 *
2308 * 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)
2309 */ 2329 */
2310
2311int 2330int
2312can_pick (const object *who, const object *item) 2331can_pick (const object *who, const object *item)
2313{ 2332{
2314 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2333 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2315 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2334 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2320 * create clone from object to another 2339 * create clone from object to another
2321 */ 2340 */
2322object * 2341object *
2323object_create_clone (object *asrc) 2342object_create_clone (object *asrc)
2324{ 2343{
2325 object *dst = 0, *tmp, *src, *part, *prev, *item; 2344 object *dst = 0, *tmp, *src, *prev, *item;
2326 2345
2327 if (!asrc) 2346 if (!asrc)
2328 return 0; 2347 return 0;
2329 2348
2330 src = asrc;
2331 if (src->head)
2332 src = src->head; 2349 src = asrc->head_ ();
2333 2350
2334 prev = 0; 2351 prev = 0;
2335 for (part = src; part; part = part->more) 2352 for (object *part = src; part; part = part->more)
2336 { 2353 {
2337 tmp = part->clone (); 2354 tmp = part->clone ();
2338 tmp->x -= src->x; 2355 tmp->x -= src->x;
2339 tmp->y -= src->y; 2356 tmp->y -= src->y;
2340 2357
2358 insert_ob_in_ob (object_create_clone (item), dst); 2375 insert_ob_in_ob (object_create_clone (item), dst);
2359 2376
2360 return dst; 2377 return dst;
2361} 2378}
2362 2379
2363/* GROS - Creates an object using a string representing its content. */
2364/* Basically, we save the content of the string to a temp file, then call */
2365/* load_object on it. I admit it is a highly inefficient way to make things, */
2366/* but it was simple to make and allows reusing the load_object function. */
2367/* Remember not to use load_object_str in a time-critical situation. */
2368/* Also remember that multiparts objects are not supported for now. */
2369object *
2370load_object_str (const char *obstr)
2371{
2372 object *op;
2373 char filename[MAX_BUF];
2374
2375 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2376
2377 FILE *tempfile = fopen (filename, "w");
2378
2379 if (tempfile == NULL)
2380 {
2381 LOG (llevError, "Error - Unable to access load object temp file\n");
2382 return NULL;
2383 }
2384
2385 fprintf (tempfile, obstr);
2386 fclose (tempfile);
2387
2388 op = object::create ();
2389
2390 object_thawer thawer (filename);
2391
2392 if (thawer)
2393 load_object (thawer, op, 0);
2394
2395 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2396 CLEAR_FLAG (op, FLAG_REMOVED);
2397
2398 return op;
2399}
2400
2401/* This returns the first object in who's inventory that 2380/* This returns the first object in who's inventory that
2402 * has the same type and subtype match. 2381 * has the same type and subtype match.
2403 * returns NULL if no match. 2382 * returns NULL if no match.
2404 */ 2383 */
2405object * 2384object *
2458 if (link->key == canonical_key) 2437 if (link->key == canonical_key)
2459 return link->value; 2438 return link->value;
2460 2439
2461 return 0; 2440 return 0;
2462} 2441}
2463
2464 2442
2465/* 2443/*
2466 * Updates the canonical_key in op to value. 2444 * Updates the canonical_key in op to value.
2467 * 2445 *
2468 * 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).
2492 /* Basically, if the archetype has this key set, 2470 /* Basically, if the archetype has this key set,
2493 * we need to store the null value so when we save 2471 * we need to store the null value so when we save
2494 * it, we save the empty value so that when we load, 2472 * it, we save the empty value so that when we load,
2495 * we get this value back again. 2473 * we get this value back again.
2496 */ 2474 */
2497 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2475 if (get_ob_key_link (op->arch, canonical_key))
2498 field->value = 0; 2476 field->value = 0;
2499 else 2477 else
2500 { 2478 {
2501 if (last) 2479 if (last)
2502 last->next = field->next; 2480 last->next = field->next;
2571 } 2549 }
2572 else 2550 else
2573 item = item->env; 2551 item = item->env;
2574} 2552}
2575 2553
2576
2577const char * 2554const char *
2578object::flag_desc (char *desc, int len) const 2555object::flag_desc (char *desc, int len) const
2579{ 2556{
2580 char *p = desc; 2557 char *p = desc;
2581 bool first = true; 2558 bool first = true;
2608{ 2585{
2609 char flagdesc[512]; 2586 char flagdesc[512];
2610 char info2[256 * 4]; 2587 char info2[256 * 4];
2611 char *p = info; 2588 char *p = info;
2612 2589
2613 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}",
2614 count, uuid.seq, 2591 count, uuid.seq,
2615 &name, 2592 &name,
2616 title ? "\",title:" : "", 2593 title ? "\",title:\"" : "",
2617 title ? (const char *)title : "", 2594 title ? (const char *)title : "",
2618 flag_desc (flagdesc, 512), type); 2595 flag_desc (flagdesc, 512), type);
2619 2596
2620 if (env) 2597 if (!this->flag[FLAG_REMOVED] && env)
2621 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2598 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2622 2599
2623 if (map) 2600 if (map)
2624 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);
2625 2602
2627} 2604}
2628 2605
2629const char * 2606const char *
2630object::debug_desc () const 2607object::debug_desc () const
2631{ 2608{
2632 static char info[256 * 4]; 2609 static char info[3][256 * 4];
2610 static int info_idx;
2611
2633 return debug_desc (info); 2612 return debug_desc (info [++info_idx % 3]);
2634} 2613}
2635 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

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines