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Comparing deliantra/server/common/object.C (file contents):
Revision 1.110 by root, Sun Jan 7 23:12:03 2007 UTC vs.
Revision 1.197 by root, Wed Oct 17 22:04:31 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;
254 /* This is really a spellbook check - really, we should 254 /* This is really a spellbook check - really, we should
255 * check all objects in the inventory. 255 * check all objects in the inventory.
256 */ 256 */
257 if (ob1->inv || ob2->inv) 257 if (ob1->inv || ob2->inv)
258 { 258 {
259 /* if one object has inventory but the other doesn't, not equiv */ 259 if (!(ob1->inv && ob2->inv))
260 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 260 return 0; /* inventories differ in length */
261 return 0;
262 261
263 /* Now check to see if the two inventory objects could merge */ 262 if (ob1->inv->below || ob2->inv->below)
263 return 0; /* more than one object in inv */
264
264 if (!object::can_merge (ob1->inv, ob2->inv)) 265 if (!object::can_merge (ob1->inv, ob2->inv))
265 return 0; 266 return 0; /* inventory objexts differ */
266 267
267 /* inventory ok - still need to check rest of this object to see 268 /* inventory ok - still need to check rest of this object to see
268 * if it is valid. 269 * if it is valid.
269 */ 270 */
270 } 271 }
299 return 0; 300 return 0;
300 else if (!compare_ob_value_lists (ob1, ob2)) 301 else if (!compare_ob_value_lists (ob1, ob2))
301 return 0; 302 return 0;
302 } 303 }
303 304
304 //TODO: generate an event or call into perl for additional checks
305 if (ob1->self || ob2->self) 305 if (ob1->self || ob2->self)
306 { 306 {
307 ob1->optimise (); 307 ob1->optimise ();
308 ob2->optimise (); 308 ob2->optimise ();
309 309
310 if (ob1->self || ob2->self) 310 if (ob1->self || ob2->self)
311 {
312 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
313 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
314
315 if (k1 != k2)
311 return 0; 316 return 0;
317 else if (k1 == 0)
318 return 1;
319 else if (!cfperl_can_merge (ob1, ob2))
320 return 0;
321 }
312 } 322 }
313 323
314 /* Everything passes, must be OK. */ 324 /* Everything passes, must be OK. */
315 return 1; 325 return 1;
316} 326}
324sum_weight (object *op) 334sum_weight (object *op)
325{ 335{
326 long sum; 336 long sum;
327 object *inv; 337 object *inv;
328 338
329 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 339 for (sum = 0, inv = op->inv; inv; inv = inv->below)
330 { 340 {
331 if (inv->inv) 341 if (inv->inv)
332 sum_weight (inv); 342 sum_weight (inv);
343
333 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 344 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
334 } 345 }
335 346
336 if (op->type == CONTAINER && op->stats.Str) 347 if (op->type == CONTAINER && op->stats.Str)
337 sum = (sum * (100 - op->stats.Str)) / 100; 348 sum = (sum * (100 - op->stats.Str)) / 100;
357/* 368/*
358 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 369 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
359 * Some error messages. 370 * Some error messages.
360 * The result of the dump is stored in the static global errmsg array. 371 * The result of the dump is stored in the static global errmsg array.
361 */ 372 */
362
363char * 373char *
364dump_object (object *op) 374dump_object (object *op)
365{ 375{
366 if (!op) 376 if (!op)
367 return strdup ("[NULLOBJ]"); 377 return strdup ("[NULLOBJ]");
368 378
369 object_freezer freezer; 379 object_freezer freezer;
370 save_object (freezer, op, 1); 380 op->write (freezer);
371 return freezer.as_string (); 381 return freezer.as_string ();
372} 382}
373 383
374/* 384/*
375 * get_nearest_part(multi-object, object 2) returns the part of the 385 * get_nearest_part(multi-object, object 2) returns the part of the
376 * multi-object 1 which is closest to the second object. 386 * multi-object 1 which is closest to the second object.
377 * If it's not a multi-object, it is returned. 387 * If it's not a multi-object, it is returned.
378 */ 388 */
379
380object * 389object *
381get_nearest_part (object *op, const object *pl) 390get_nearest_part (object *op, const object *pl)
382{ 391{
383 object *tmp, *closest; 392 object *tmp, *closest;
384 int last_dist, i; 393 int last_dist, i;
395 * Returns the object which has the count-variable equal to the argument. 404 * Returns the object which has the count-variable equal to the argument.
396 */ 405 */
397object * 406object *
398find_object (tag_t i) 407find_object (tag_t i)
399{ 408{
400 return ((unsigned int)i) < objects.size () 409 for_all_objects (op)
401 ? objects [i] 410 if (op->count == i)
402 : 0; 411 return op;
412
413 return 0;
403} 414}
404 415
405/* 416/*
406 * Returns the first object which has a name equal to the argument. 417 * Returns the first object which has a name equal to the argument.
407 * Used only by the patch command, but not all that useful. 418 * Used only by the patch command, but not all that useful.
427} 438}
428 439
429/* 440/*
430 * Sets the owner and sets the skill and exp pointers to owner's current 441 * Sets the owner and sets the skill and exp pointers to owner's current
431 * skill and experience objects. 442 * skill and experience objects.
443 * ACTUALLY NO! investigate! TODO
432 */ 444 */
433void 445void
434object::set_owner (object *owner) 446object::set_owner (object *owner)
435{ 447{
448 // allow objects which own objects
436 if (!owner) 449 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) 450 while (owner->owner)
447 owner = owner->owner; 451 owner = owner->owner;
448 452
449 this->owner = owner; 453 this->owner = owner;
454}
455
456int
457object::slottype () const
458{
459 if (type == SKILL)
460 {
461 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
462 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
463 }
464 else
465 {
466 if (slot [body_combat].info) return slot_combat;
467 if (slot [body_range ].info) return slot_ranged;
468 }
469
470 return slot_none;
471}
472
473bool
474object::change_weapon (object *ob)
475{
476 if (current_weapon == ob)
477 return true;
478
479 if (chosen_skill)
480 chosen_skill->flag [FLAG_APPLIED] = false;
481
482 current_weapon = ob;
483 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
484
485 if (chosen_skill)
486 chosen_skill->flag [FLAG_APPLIED] = true;
487
488 update_stats ();
489
490 if (ob)
491 {
492 // now check wether any body locations became invalid, in which case
493 // we cannot apply the weapon at the moment.
494 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
495 if (slot[i].used < 0)
496 {
497 current_weapon = chosen_skill = 0;
498 update_stats ();
499
500 new_draw_info_format (NDI_UNIQUE, 0, this,
501 "You try to balance all your items at once, "
502 "but the %s is just too much for your body. "
503 "[You need to unapply some items first.]", &ob->name);
504 return false;
505 }
506
507 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
508 }
509 else
510 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
511
512 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
513 {
514 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
515 &name, ob->debug_desc ());
516 return false;
517 }
518
519 return true;
450} 520}
451 521
452/* Zero the key_values on op, decrementing the shared-string 522/* Zero the key_values on op, decrementing the shared-string
453 * refcounts and freeing the links. 523 * refcounts and freeing the links.
454 */ 524 */
455static void 525static void
456free_key_values (object *op) 526free_key_values (object *op)
457{ 527{
458 for (key_value *i = op->key_values; i != 0;) 528 for (key_value *i = op->key_values; i; )
459 { 529 {
460 key_value *next = i->next; 530 key_value *next = i->next;
461 delete i; 531 delete i;
462 532
463 i = next; 533 i = next;
464 } 534 }
465 535
466 op->key_values = 0; 536 op->key_values = 0;
467} 537}
468 538
469/* 539object &
470 * copy_to first frees everything allocated by the dst object, 540object::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{ 541{
480 bool is_freed = QUERY_FLAG (dst, FLAG_FREED); 542 bool is_freed = flag [FLAG_FREED];
481 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED); 543 bool is_removed = flag [FLAG_REMOVED];
482 544
483 *(object_copy *)dst = *this; 545 *(object_copy *)this = src;
484 546
485 if (is_freed) 547 flag [FLAG_FREED] = is_freed;
486 SET_FLAG (dst, FLAG_FREED); 548 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;
493 549
494 /* Copy over key_values, if any. */ 550 /* Copy over key_values, if any. */
495 if (key_values) 551 if (src.key_values)
496 { 552 {
497 key_value *tail = 0; 553 key_value *tail = 0;
498 key_value *i;
499
500 dst->key_values = 0; 554 key_values = 0;
501 555
502 for (i = key_values; i; i = i->next) 556 for (key_value *i = src.key_values; i; i = i->next)
503 { 557 {
504 key_value *new_link = new key_value; 558 key_value *new_link = new key_value;
505 559
506 new_link->next = 0; 560 new_link->next = 0;
507 new_link->key = i->key; 561 new_link->key = i->key;
508 new_link->value = i->value; 562 new_link->value = i->value;
509 563
510 /* Try and be clever here, too. */ 564 /* Try and be clever here, too. */
511 if (!dst->key_values) 565 if (!key_values)
512 { 566 {
513 dst->key_values = new_link; 567 key_values = new_link;
514 tail = new_link; 568 tail = new_link;
515 } 569 }
516 else 570 else
517 { 571 {
518 tail->next = new_link; 572 tail->next = new_link;
519 tail = new_link; 573 tail = new_link;
520 } 574 }
521 } 575 }
522 } 576 }
577}
578
579/*
580 * copy_to first frees everything allocated by the dst object,
581 * and then copies the contents of itself into the second
582 * object, allocating what needs to be allocated. Basically, any
583 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
584 * if the first object is freed, the pointers in the new object
585 * will point at garbage.
586 */
587void
588object::copy_to (object *dst)
589{
590 *dst = *this;
591
592 if (speed < 0)
593 dst->speed_left -= rndm ();
523 594
524 dst->set_speed (dst->speed); 595 dst->set_speed (dst->speed);
596}
597
598void
599object::instantiate ()
600{
601 if (!uuid.seq) // HACK
602 uuid = gen_uuid ();
603
604 speed_left = -0.1f;
605 /* copy the body_info to the body_used - this is only really
606 * need for monsters, but doesn't hurt to do it for everything.
607 * by doing so, when a monster is created, it has good starting
608 * values for the body_used info, so when items are created
609 * for it, they can be properly equipped.
610 */
611 for (int i = NUM_BODY_LOCATIONS; i--; )
612 slot[i].used = slot[i].info;
613
614 attachable::instantiate ();
525} 615}
526 616
527object * 617object *
528object::clone () 618object::clone ()
529{ 619{
587 * UP_OBJ_FACE: only the objects face has changed. 677 * UP_OBJ_FACE: only the objects face has changed.
588 */ 678 */
589void 679void
590update_object (object *op, int action) 680update_object (object *op, int action)
591{ 681{
592 MoveType move_on, move_off, move_block, move_slow;
593
594 if (op == NULL) 682 if (op == NULL)
595 { 683 {
596 /* this should never happen */ 684 /* this should never happen */
597 LOG (llevDebug, "update_object() called for NULL object.\n"); 685 LOG (llevDebug, "update_object() called for NULL object.\n");
598 return; 686 return;
658 746
659 if (op->more) 747 if (op->more)
660 update_object (op->more, action); 748 update_object (op->more, action);
661} 749}
662 750
663object *object::first;
664
665object::object () 751object::object ()
666{ 752{
667 SET_FLAG (this, FLAG_REMOVED); 753 SET_FLAG (this, FLAG_REMOVED);
668 754
669 expmul = 1.0; 755 expmul = 1.0;
670 face = blank_face; 756 face = blank_face;
671} 757}
672 758
673object::~object () 759object::~object ()
674{ 760{
761 unlink ();
762
675 free_key_values (this); 763 free_key_values (this);
676} 764}
677 765
766static int object_count;
767
678void object::link () 768void object::link ()
679{ 769{
770 assert (!index);//D
680 uuid = gen_uuid (); 771 uuid = gen_uuid ();
772 count = ++object_count;
681 773
682 refcnt_inc (); 774 refcnt_inc ();
683 objects.insert (this); 775 objects.insert (this);
684} 776}
685 777
686void object::unlink () 778void object::unlink ()
687{ 779{
780 if (!index)
781 return;
782
688 objects.erase (this); 783 objects.erase (this);
689 refcnt_dec (); 784 refcnt_dec ();
690} 785}
691 786
692void 787void
766 * drop on that space. 861 * drop on that space.
767 */ 862 */
768 if (!drop_to_ground 863 if (!drop_to_ground
769 || !map 864 || !map
770 || map->in_memory != MAP_IN_MEMORY 865 || map->in_memory != MAP_IN_MEMORY
866 || map->nodrop
771 || ms ().move_block == MOVE_ALL) 867 || ms ().move_block == MOVE_ALL)
772 { 868 {
773 while (inv) 869 while (inv)
774 { 870 {
775 inv->destroy_inv (drop_to_ground); 871 inv->destroy_inv (drop_to_ground);
803} 899}
804 900
805void 901void
806object::do_destroy () 902object::do_destroy ()
807{ 903{
904 attachable::do_destroy ();
905
808 if (flag [FLAG_IS_LINKED]) 906 if (flag [FLAG_IS_LINKED])
809 remove_button_link (this); 907 remove_button_link (this);
810 908
811 if (flag [FLAG_FRIENDLY]) 909 if (flag [FLAG_FRIENDLY])
812 remove_friendly_object (this); 910 remove_friendly_object (this);
813 911
814 if (!flag [FLAG_REMOVED]) 912 if (!flag [FLAG_REMOVED])
815 remove (); 913 remove ();
816 914
817 if (flag [FLAG_FREED]) 915 destroy_inv (true);
818 return;
819 916
820 set_speed (0); 917 deactivate ();
918 unlink ();
821 919
822 flag [FLAG_FREED] = 1; 920 flag [FLAG_FREED] = 1;
823
824 attachable::do_destroy ();
825
826 destroy_inv (true);
827 unlink ();
828 921
829 // hack to ensure that freed objects still have a valid map 922 // hack to ensure that freed objects still have a valid map
830 { 923 {
831 static maptile *freed_map; // freed objects are moved here to avoid crashes 924 static maptile *freed_map; // freed objects are moved here to avoid crashes
832 925
833 if (!freed_map) 926 if (!freed_map)
834 { 927 {
835 freed_map = new maptile; 928 freed_map = new maptile;
836 929
930 freed_map->path = "<freed objects map>";
837 freed_map->name = "/internal/freed_objects_map"; 931 freed_map->name = "/internal/freed_objects_map";
838 freed_map->width = 3; 932 freed_map->width = 3;
839 freed_map->height = 3; 933 freed_map->height = 3;
840 934
841 freed_map->alloc (); 935 freed_map->alloc ();
845 map = freed_map; 939 map = freed_map;
846 x = 1; 940 x = 1;
847 y = 1; 941 y = 1;
848 } 942 }
849 943
850 head = 0;
851
852 if (more) 944 if (more)
853 { 945 {
854 more->destroy (); 946 more->destroy ();
855 more = 0; 947 more = 0;
856 } 948 }
857 949
950 head = 0;
951
858 // clear those pointers that likely might have circular references to us 952 // clear those pointers that likely might cause circular references
859 owner = 0; 953 owner = 0;
860 enemy = 0; 954 enemy = 0;
861 attacked_by = 0; 955 attacked_by = 0;
956 current_weapon = 0;
862} 957}
863 958
864void 959void
865object::destroy (bool destroy_inventory) 960object::destroy (bool destroy_inventory)
866{ 961{
867 if (destroyed ()) 962 if (destroyed ())
868 return; 963 return;
869 964
870 if (destroy_inventory) 965 if (destroy_inventory)
871 destroy_inv (false); 966 destroy_inv (false);
967
968 if (is_head ())
969 if (sound_destroy)
970 play_sound (sound_destroy);
971 else if (flag [FLAG_MONSTER])
972 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
872 973
873 attachable::destroy (); 974 attachable::destroy ();
874} 975}
875 976
876/* 977/*
894 * This function removes the object op from the linked list of objects 995 * 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 996 * which it is currently tied to. When this function is done, the
896 * object will have no environment. If the object previously had an 997 * object will have no environment. If the object previously had an
897 * environment, the x and y coordinates will be updated to 998 * environment, the x and y coordinates will be updated to
898 * the previous environment. 999 * the previous environment.
899 * Beware: This function is called from the editor as well!
900 */ 1000 */
901void 1001void
902object::remove () 1002object::do_remove ()
903{ 1003{
904 object *tmp, *last = 0; 1004 object *tmp, *last = 0;
905 object *otmp; 1005 object *otmp;
906 1006
907 if (QUERY_FLAG (this, FLAG_REMOVED)) 1007 if (QUERY_FLAG (this, FLAG_REMOVED))
950 } 1050 }
951 else if (map) 1051 else if (map)
952 { 1052 {
953 if (type == PLAYER) 1053 if (type == PLAYER)
954 { 1054 {
1055 // leaving a spot always closes any open container on the ground
1056 if (container && !container->env)
1057 // this causes spurious floorbox updates, but it ensures
1058 // that the CLOSE event is being sent.
1059 close_container ();
1060
955 --map->players; 1061 --map->players;
956 map->touch (); 1062 map->touch ();
957 } 1063 }
958 1064
959 map->dirty = true; 1065 map->dirty = true;
1066 mapspace &ms = this->ms ();
960 1067
961 /* link the object above us */ 1068 /* link the object above us */
962 if (above) 1069 if (above)
963 above->below = below; 1070 above->below = below;
964 else 1071 else
965 map->at (x, y).top = below; /* we were top, set new top */ 1072 ms.top = below; /* we were top, set new top */
966 1073
967 /* Relink the object below us, if there is one */ 1074 /* Relink the object below us, if there is one */
968 if (below) 1075 if (below)
969 below->above = above; 1076 below->above = above;
970 else 1077 else
972 /* Nothing below, which means we need to relink map object for this space 1079 /* 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 1080 * use translated coordinates in case some oddness with map tiling is
974 * evident 1081 * evident
975 */ 1082 */
976 if (GET_MAP_OB (map, x, y) != this) 1083 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); 1084 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 1085
987 map->at (x, y).bot = above; /* goes on above it. */ 1086 ms.bot = above; /* goes on above it. */
988 } 1087 }
989 1088
990 above = 0; 1089 above = 0;
991 below = 0; 1090 below = 0;
992 1091
993 if (map->in_memory == MAP_SAVING) 1092 if (map->in_memory == MAP_SAVING)
994 return; 1093 return;
995 1094
996 int check_walk_off = !flag [FLAG_NO_APPLY]; 1095 int check_walk_off = !flag [FLAG_NO_APPLY];
997 1096
1097 if (object *pl = ms.player ())
1098 {
1099 if (pl->container == this)
1100 /* If a container that the player is currently using somehow gets
1101 * removed (most likely destroyed), update the player view
1102 * appropriately.
1103 */
1104 pl->close_container ();
1105
1106 pl->contr->ns->floorbox_update ();
1107 }
1108
998 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above) 1109 for (tmp = ms.bot; tmp; tmp = tmp->above)
999 { 1110 {
1000 /* No point updating the players look faces if he is the object 1111 /* No point updating the players look faces if he is the object
1001 * being removed. 1112 * being removed.
1002 */ 1113 */
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 1114
1020 /* See if object moving off should effect something */ 1115 /* See if object moving off should effect something */
1021 if (check_walk_off 1116 if (check_walk_off
1022 && ((move_type & tmp->move_off) 1117 && ((move_type & tmp->move_off)
1023 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1118 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1026 1121
1027 if (destroyed ()) 1122 if (destroyed ())
1028 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1123 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1029 } 1124 }
1030 1125
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; 1126 last = tmp;
1037 } 1127 }
1038 1128
1039 /* last == NULL if there are no objects on this space */ 1129 /* last == NULL if there are no objects on this space */
1040 //TODO: this makes little sense, why only update the topmost object? 1130 //TODO: this makes little sense, why only update the topmost object?
1060merge_ob (object *op, object *top) 1150merge_ob (object *op, object *top)
1061{ 1151{
1062 if (!op->nrof) 1152 if (!op->nrof)
1063 return 0; 1153 return 0;
1064 1154
1065 if (top) 1155 if (!top)
1066 for (top = op; top && top->above; top = top->above) 1156 for (top = op; top && top->above; top = top->above)
1067 ; 1157 ;
1068 1158
1069 for (; top; top = top->below) 1159 for (; top; top = top->below)
1070 { 1160 {
1083 } 1173 }
1084 1174
1085 return 0; 1175 return 0;
1086} 1176}
1087 1177
1178void
1179object::expand_tail ()
1180{
1181 if (more)
1182 return;
1183
1184 object *prev = this;
1185
1186 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1187 {
1188 object *op = arch_to_object (at);
1189
1190 op->name = name;
1191 op->name_pl = name_pl;
1192 op->title = title;
1193
1194 op->head = this;
1195 prev->more = op;
1196
1197 prev = op;
1198 }
1199}
1200
1088/* 1201/*
1089 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1202 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1090 * job preparing multi-part monsters 1203 * job preparing multi-part monsters.
1091 */ 1204 */
1092object * 1205object *
1093insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1206insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1094{ 1207{
1095 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1208 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1096 { 1209 {
1097 tmp->x = x + tmp->arch->clone.x; 1210 tmp->x = x + tmp->arch->x;
1098 tmp->y = y + tmp->arch->clone.y; 1211 tmp->y = y + tmp->arch->y;
1099 } 1212 }
1100 1213
1101 return insert_ob_in_map (op, m, originator, flag); 1214 return insert_ob_in_map (op, m, originator, flag);
1102} 1215}
1103 1216
1122 * just 'op' otherwise 1235 * just 'op' otherwise
1123 */ 1236 */
1124object * 1237object *
1125insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1238insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1126{ 1239{
1240 assert (!op->flag [FLAG_FREED]);
1241
1127 object *tmp, *top, *floor = NULL; 1242 object *top, *floor = NULL;
1128 sint16 x, y;
1129 1243
1130 if (QUERY_FLAG (op, FLAG_FREED)) 1244 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
1144 if (out_of_map (m, op->x, op->y))
1145 {
1146 char *dump = dump_object (op);
1147 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1148#ifdef MANY_CORES
1149 /* 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
1151 * improperly inserted.
1152 */
1153 abort ();
1154#endif
1155 free (dump);
1156 return op;
1157 }
1158
1159 if (!QUERY_FLAG (op, FLAG_REMOVED))
1160 {
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;
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
1197 CLEAR_FLAG (op, FLAG_REMOVED);
1198 1245
1199 /* Ideally, the caller figures this out. However, it complicates a lot 1246 /* 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 1247 * of areas of callers (eg, anything that uses find_free_spot would now
1201 * need extra work 1248 * need extra work
1202 */ 1249 */
1203 op->map = get_map_from_coord (m, &op->x, &op->y); 1250 if (!xy_normalise (m, op->x, op->y))
1204 x = op->x; 1251 {
1205 y = op->y; 1252 op->destroy ();
1253 return 0;
1254 }
1255
1256 if (object *more = op->more)
1257 if (!insert_ob_in_map (more, m, originator, flag))
1258 return 0;
1259
1260 CLEAR_FLAG (op, FLAG_REMOVED);
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 (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 1367
1307 if (flag & INS_MAP_LOAD)
1308 top = GET_MAP_TOP (op->map, op->x, op->y);
1309
1310 if (flag & INS_ABOVE_FLOOR_ONLY) 1368 if (flag & INS_ABOVE_FLOOR_ONLY)
1311 top = floor; 1369 top = floor;
1312 1370
1313 /* Top is the object that our object (op) is going to get inserted above. 1371 /* Top is the object that our object (op) is going to get inserted above.
1314 */ 1372 */
1315 1373
1316 /* First object on this space */ 1374 /* First object on this space */
1317 if (!top) 1375 if (!top)
1318 { 1376 {
1319 op->above = GET_MAP_OB (op->map, op->x, op->y); 1377 op->above = ms.bot;
1320 1378
1321 if (op->above) 1379 if (op->above)
1322 op->above->below = op; 1380 op->above->below = op;
1323 1381
1324 op->below = 0; 1382 op->below = 0;
1325 op->ms ().bot = op; 1383 ms.bot = op;
1326 } 1384 }
1327 else 1385 else
1328 { /* get inserted into the stack above top */ 1386 { /* get inserted into the stack above top */
1329 op->above = top->above; 1387 op->above = top->above;
1330 1388
1334 op->below = top; 1392 op->below = top;
1335 top->above = op; 1393 top->above = op;
1336 } 1394 }
1337 1395
1338 if (!op->above) 1396 if (!op->above)
1339 op->ms ().top = op; 1397 ms.top = op;
1340 } /* else not INS_BELOW_ORIGINATOR */ 1398 } /* else not INS_BELOW_ORIGINATOR */
1341 1399
1342 if (op->type == PLAYER) 1400 if (op->type == PLAYER)
1343 { 1401 {
1344 op->contr->do_los = 1; 1402 op->contr->do_los = 1;
1346 op->map->touch (); 1404 op->map->touch ();
1347 } 1405 }
1348 1406
1349 op->map->dirty = true; 1407 op->map->dirty = true;
1350 1408
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))
1355 if (object *pl = op->ms ().player ()) 1409 if (object *pl = ms.player ())
1356 if (pl->contr->ns)
1357 pl->contr->ns->floorbox_update (); 1410 pl->contr->ns->floorbox_update ();
1358 1411
1359 /* If this object glows, it may affect lighting conditions that are 1412 /* If this object glows, it may affect lighting conditions that are
1360 * visible to others on this map. But update_all_los is really 1413 * 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 1414 * 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 1415 * on the map will get recalculated. The players could very well
1381 * blocked() and wall() work properly), and these flags are updated by 1434 * blocked() and wall() work properly), and these flags are updated by
1382 * update_object(). 1435 * update_object().
1383 */ 1436 */
1384 1437
1385 /* if this is not the head or flag has been passed, don't check walk on status */ 1438 /* 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) 1439 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1387 { 1440 {
1388 if (check_move_on (op, originator)) 1441 if (check_move_on (op, originator))
1389 return 0; 1442 return 0;
1390 1443
1391 /* If we are a multi part object, lets work our way through the check 1444 /* If we are a multi part object, lets work our way through the check
1392 * walk on's. 1445 * walk on's.
1393 */ 1446 */
1394 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1447 for (object *tmp = op->more; tmp; tmp = tmp->more)
1395 if (check_move_on (tmp, originator)) 1448 if (check_move_on (tmp, originator))
1396 return 0; 1449 return 0;
1397 } 1450 }
1398 1451
1399 return op; 1452 return op;
1409 object *tmp, *tmp1; 1462 object *tmp, *tmp1;
1410 1463
1411 /* first search for itself and remove any old instances */ 1464 /* first search for itself and remove any old instances */
1412 1465
1413 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 1466 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1414 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1467 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1415 tmp->destroy (); 1468 tmp->destroy ();
1416 1469
1417 tmp1 = arch_to_object (archetype::find (arch_string)); 1470 tmp1 = arch_to_object (archetype::find (arch_string));
1418 1471
1419 tmp1->x = op->x; 1472 tmp1->x = op->x;
1422} 1475}
1423 1476
1424object * 1477object *
1425object::insert_at (object *where, object *originator, int flags) 1478object::insert_at (object *where, object *originator, int flags)
1426{ 1479{
1427 where->map->insert (this, where->x, where->y, originator, flags); 1480 return where->map->insert (this, where->x, where->y, originator, flags);
1428} 1481}
1429 1482
1430/* 1483/*
1431 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1484 * 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 1485 * is returned contains nr objects, and the remaining parts contains
1472 * the amount of an object. If the amount reaches 0, the object 1525 * the amount of an object. If the amount reaches 0, the object
1473 * is subsequently removed and freed. 1526 * is subsequently removed and freed.
1474 * 1527 *
1475 * Return value: 'op' if something is left, NULL if the amount reached 0 1528 * Return value: 'op' if something is left, NULL if the amount reached 0
1476 */ 1529 */
1477
1478object * 1530object *
1479decrease_ob_nr (object *op, uint32 i) 1531decrease_ob_nr (object *op, uint32 i)
1480{ 1532{
1481 object *tmp; 1533 object *tmp;
1482 1534
1557 1609
1558/* 1610/*
1559 * add_weight(object, weight) adds the specified weight to an object, 1611 * add_weight(object, weight) adds the specified weight to an object,
1560 * and also updates how much the environment(s) is/are carrying. 1612 * and also updates how much the environment(s) is/are carrying.
1561 */ 1613 */
1562
1563void 1614void
1564add_weight (object *op, signed long weight) 1615add_weight (object *op, signed long weight)
1565{ 1616{
1566 while (op != NULL) 1617 while (op != NULL)
1567 { 1618 {
1582 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1633 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1583 free (dump); 1634 free (dump);
1584 return op; 1635 return op;
1585 } 1636 }
1586 1637
1587 if (where->head) 1638 if (where->head_ () != where)
1588 { 1639 {
1589 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n"); 1640 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1590 where = where->head; 1641 where = where->head;
1591 } 1642 }
1592 1643
1593 return where->insert (op); 1644 return where->insert (op);
1594} 1645}
1599 * inside the object environment. 1650 * inside the object environment.
1600 * 1651 *
1601 * The function returns now pointer to inserted item, and return value can 1652 * The function returns now pointer to inserted item, and return value can
1602 * be != op, if items are merged. -Tero 1653 * be != op, if items are merged. -Tero
1603 */ 1654 */
1604
1605object * 1655object *
1606object::insert (object *op) 1656object::insert (object *op)
1607{ 1657{
1608 object *tmp, *otmp;
1609
1610 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1658 if (!QUERY_FLAG (op, FLAG_REMOVED))
1611 op->remove (); 1659 op->remove ();
1612 1660
1613 if (op->more) 1661 if (op->more)
1614 { 1662 {
1616 return op; 1664 return op;
1617 } 1665 }
1618 1666
1619 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1667 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1620 CLEAR_FLAG (op, FLAG_REMOVED); 1668 CLEAR_FLAG (op, FLAG_REMOVED);
1669
1621 if (op->nrof) 1670 if (op->nrof)
1622 { 1671 {
1623 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1672 for (object *tmp = inv; tmp; tmp = tmp->below)
1624 if (object::can_merge (tmp, op)) 1673 if (object::can_merge (tmp, op))
1625 { 1674 {
1626 /* return the original object and remove inserted object 1675 /* return the original object and remove inserted object
1627 (client needs the original object) */ 1676 (client needs the original object) */
1628 tmp->nrof += op->nrof; 1677 tmp->nrof += op->nrof;
1647 add_weight (this, op->weight * op->nrof); 1696 add_weight (this, op->weight * op->nrof);
1648 } 1697 }
1649 else 1698 else
1650 add_weight (this, (op->weight + op->carrying)); 1699 add_weight (this, (op->weight + op->carrying));
1651 1700
1652 otmp = this->in_player (); 1701 if (object *otmp = this->in_player ())
1653 if (otmp && otmp->contr)
1654 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1702 if (otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1655 otmp->update_stats (); 1703 otmp->update_stats ();
1656 1704
1705 op->owner = 0; // its his/hers now. period.
1657 op->map = 0; 1706 op->map = 0;
1658 op->env = this; 1707 op->env = this;
1659 op->above = 0; 1708 op->above = 0;
1660 op->below = 0; 1709 op->below = 0;
1661 op->x = 0, op->y = 0; 1710 op->x = op->y = 0;
1662 1711
1663 /* reset the light list and los of the players on the map */ 1712 /* reset the light list and los of the players on the map */
1664 if ((op->glow_radius != 0) && map) 1713 if (op->glow_radius && map)
1665 { 1714 {
1666#ifdef DEBUG_LIGHTS 1715#ifdef DEBUG_LIGHTS
1667 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1716 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1668#endif /* DEBUG_LIGHTS */ 1717#endif /* DEBUG_LIGHTS */
1669 if (map->darkness) 1718 if (map->darkness)
1769 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1818 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)) 1819 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1771 { 1820 {
1772 1821
1773 float 1822 float
1774 diff = tmp->move_slow_penalty * FABS (op->speed); 1823 diff = tmp->move_slow_penalty * fabs (op->speed);
1775 1824
1776 if (op->type == PLAYER) 1825 if (op->type == PLAYER)
1777 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1826 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))) 1827 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1779 diff /= 4.0; 1828 diff /= 4.0;
1903 * activate recursively a flag on an object inventory 1952 * activate recursively a flag on an object inventory
1904 */ 1953 */
1905void 1954void
1906flag_inv (object *op, int flag) 1955flag_inv (object *op, int flag)
1907{ 1956{
1908 if (op->inv)
1909 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1957 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1910 { 1958 {
1911 SET_FLAG (tmp, flag); 1959 SET_FLAG (tmp, flag);
1912 flag_inv (tmp, flag); 1960 flag_inv (tmp, flag);
1913 } 1961 }
1914} 1962}
1915 1963
1916/* 1964/*
1917 * deactivate recursively a flag on an object inventory 1965 * deactivate recursively a flag on an object inventory
1918 */ 1966 */
1919void 1967void
1920unflag_inv (object *op, int flag) 1968unflag_inv (object *op, int flag)
1921{ 1969{
1922 if (op->inv)
1923 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1970 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1924 { 1971 {
1925 CLEAR_FLAG (tmp, flag); 1972 CLEAR_FLAG (tmp, flag);
1926 unflag_inv (tmp, flag); 1973 unflag_inv (tmp, flag);
1927 } 1974 }
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} 1975}
1942 1976
1943/* 1977/*
1944 * find_free_spot(object, map, x, y, start, stop) will search for 1978 * 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 1979 * a spot at the given map and coordinates which will be able to contain
1947 * to search (see the freearr_x/y[] definition). 1981 * to search (see the freearr_x/y[] definition).
1948 * It returns a random choice among the alternatives found. 1982 * It returns a random choice among the alternatives found.
1949 * start and stop are where to start relative to the free_arr array (1,9 1983 * start and stop are where to start relative to the free_arr array (1,9
1950 * does all 4 immediate directions). This returns the index into the 1984 * does all 4 immediate directions). This returns the index into the
1951 * array of the free spot, -1 if no spot available (dir 0 = x,y) 1985 * array of the free spot, -1 if no spot available (dir 0 = x,y)
1952 * Note - this only checks to see if there is space for the head of the
1953 * object - if it is a multispace object, this should be called for all
1954 * pieces.
1955 * Note2: This function does correctly handle tiled maps, but does not 1986 * Note: This function does correctly handle tiled maps, but does not
1956 * inform the caller. However, insert_ob_in_map will update as 1987 * inform the caller. However, insert_ob_in_map will update as
1957 * necessary, so the caller shouldn't need to do any special work. 1988 * necessary, so the caller shouldn't need to do any special work.
1958 * Note - updated to take an object instead of archetype - this is necessary 1989 * Note - updated to take an object instead of archetype - this is necessary
1959 * because arch_blocked (now ob_blocked) needs to know the movement type 1990 * because arch_blocked (now ob_blocked) needs to know the movement type
1960 * to know if the space in question will block the object. We can't use 1991 * to know if the space in question will block the object. We can't use
1962 * customized, changed states, etc. 1993 * customized, changed states, etc.
1963 */ 1994 */
1964int 1995int
1965find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 1996find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
1966{ 1997{
1998 int altern[SIZEOFFREE];
1967 int index = 0, flag; 1999 int index = 0, flag;
1968 int altern[SIZEOFFREE];
1969 2000
1970 for (int i = start; i < stop; i++) 2001 for (int i = start; i < stop; i++)
1971 { 2002 {
1972 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2003 mapxy pos (m, x, y); pos.move (i);
1973 if (!flag) 2004
2005 if (!pos.normalise ())
2006 continue;
2007
2008 mapspace &ms = *pos;
2009
2010 if (ms.flags () & P_IS_ALIVE)
2011 continue;
2012
2013 /* However, often
2014 * ob doesn't have any move type (when used to place exits)
2015 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
2016 */
2017 if (ob->move_type == 0 && ms.move_block != MOVE_ALL)
2018 {
1974 altern [index++] = i; 2019 altern [index++] = i;
2020 continue;
2021 }
1975 2022
1976 /* Basically, if we find a wall on a space, we cut down the search size. 2023 /* Basically, if we find a wall on a space, we cut down the search size.
1977 * In this way, we won't return spaces that are on another side of a wall. 2024 * In this way, we won't return spaces that are on another side of a wall.
1978 * This mostly work, but it cuts down the search size in all directions - 2025 * This mostly work, but it cuts down the search size in all directions -
1979 * if the space being examined only has a wall to the north and empty 2026 * if the space being examined only has a wall to the north and empty
1980 * spaces in all the other directions, this will reduce the search space 2027 * spaces in all the other directions, this will reduce the search space
1981 * to only the spaces immediately surrounding the target area, and 2028 * to only the spaces immediately surrounding the target area, and
1982 * won't look 2 spaces south of the target space. 2029 * won't look 2 spaces south of the target space.
1983 */ 2030 */
1984 else if ((flag & P_NO_PASS) && maxfree[i] < stop) 2031 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2032 {
1985 stop = maxfree[i]; 2033 stop = maxfree[i];
2034 continue;
2035 }
2036
2037 /* Note it is intentional that we check ob - the movement type of the
2038 * head of the object should correspond for the entire object.
2039 */
2040 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2041 continue;
2042
2043 if (ob->blocked (m, pos.x, pos.y))
2044 continue;
2045
2046 altern [index++] = i;
1986 } 2047 }
1987 2048
1988 if (!index) 2049 if (!index)
1989 return -1; 2050 return -1;
1990 2051
1991 return altern[RANDOM () % index]; 2052 return altern [rndm (index)];
1992} 2053}
1993 2054
1994/* 2055/*
1995 * find_first_free_spot(archetype, maptile, x, y) works like 2056 * find_first_free_spot(archetype, maptile, x, y) works like
1996 * find_free_spot(), but it will search max number of squares. 2057 * find_free_spot(), but it will search max number of squares.
1999 */ 2060 */
2000int 2061int
2001find_first_free_spot (const object *ob, maptile *m, int x, int y) 2062find_first_free_spot (const object *ob, maptile *m, int x, int y)
2002{ 2063{
2003 for (int i = 0; i < SIZEOFFREE; i++) 2064 for (int i = 0; i < SIZEOFFREE; i++)
2004 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2065 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2005 return i; 2066 return i;
2006 2067
2007 return -1; 2068 return -1;
2008} 2069}
2009 2070
2017{ 2078{
2018 arr += begin; 2079 arr += begin;
2019 end -= begin; 2080 end -= begin;
2020 2081
2021 while (--end) 2082 while (--end)
2022 swap (arr [end], arr [RANDOM () % (end + 1)]); 2083 swap (arr [end], arr [rndm (end + 1)]);
2023} 2084}
2024 2085
2025/* new function to make monster searching more efficient, and effective! 2086/* new function to make monster searching more efficient, and effective!
2026 * This basically returns a randomized array (in the passed pointer) of 2087 * 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 2088 * the spaces to find monsters. In this way, it won't always look for
2063 object *tmp; 2124 object *tmp;
2064 maptile *mp; 2125 maptile *mp;
2065 2126
2066 MoveType blocked, move_type; 2127 MoveType blocked, move_type;
2067 2128
2068 if (exclude && exclude->head) 2129 if (exclude && exclude->head_ () != exclude)
2069 { 2130 {
2070 exclude = exclude->head; 2131 exclude = exclude->head;
2071 move_type = exclude->move_type; 2132 move_type = exclude->move_type;
2072 } 2133 }
2073 else 2134 else
2096 max = maxfree[i]; 2157 max = maxfree[i];
2097 else if (mflags & P_IS_ALIVE) 2158 else if (mflags & P_IS_ALIVE)
2098 { 2159 {
2099 for (tmp = ms.bot; tmp; tmp = tmp->above) 2160 for (tmp = ms.bot; tmp; tmp = tmp->above)
2100 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2161 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2101 && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2162 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2102 break; 2163 break;
2103 2164
2104 if (tmp) 2165 if (tmp)
2105 return freedir[i]; 2166 return freedir[i];
2106 } 2167 }
2161 2222
2162 return 3; 2223 return 3;
2163} 2224}
2164 2225
2165/* 2226/*
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 2227 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2185 * between two directions (which are expected to be absolute (see absdir()) 2228 * between two directions (which are expected to be absolute (see absdir())
2186 */ 2229 */
2187
2188int 2230int
2189dirdiff (int dir1, int dir2) 2231dirdiff (int dir1, int dir2)
2190{ 2232{
2191 int d; 2233 int d;
2192 2234
2305 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2347 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2306 * core dumps if they do. 2348 * core dumps if they do.
2307 * 2349 *
2308 * Add a check so we can't pick up invisible objects (0.93.8) 2350 * Add a check so we can't pick up invisible objects (0.93.8)
2309 */ 2351 */
2310
2311int 2352int
2312can_pick (const object *who, const object *item) 2353can_pick (const object *who, const object *item)
2313{ 2354{
2314 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2355 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2315 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2356 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2320 * create clone from object to another 2361 * create clone from object to another
2321 */ 2362 */
2322object * 2363object *
2323object_create_clone (object *asrc) 2364object_create_clone (object *asrc)
2324{ 2365{
2325 object *dst = 0, *tmp, *src, *part, *prev, *item; 2366 object *dst = 0, *tmp, *src, *prev, *item;
2326 2367
2327 if (!asrc) 2368 if (!asrc)
2328 return 0; 2369 return 0;
2329 2370
2330 src = asrc;
2331 if (src->head)
2332 src = src->head; 2371 src = asrc->head_ ();
2333 2372
2334 prev = 0; 2373 prev = 0;
2335 for (part = src; part; part = part->more) 2374 for (object *part = src; part; part = part->more)
2336 { 2375 {
2337 tmp = part->clone (); 2376 tmp = part->clone ();
2338 tmp->x -= src->x; 2377 tmp->x -= src->x;
2339 tmp->y -= src->y; 2378 tmp->y -= src->y;
2340 2379
2356 2395
2357 for (item = src->inv; item; item = item->below) 2396 for (item = src->inv; item; item = item->below)
2358 insert_ob_in_ob (object_create_clone (item), dst); 2397 insert_ob_in_ob (object_create_clone (item), dst);
2359 2398
2360 return dst; 2399 return dst;
2361}
2362
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}
2400 2401
2401/* This returns the first object in who's inventory that 2402/* This returns the first object in who's inventory that
2402 * has the same type and subtype match. 2403 * has the same type and subtype match.
2403 * returns NULL if no match. 2404 * returns NULL if no match.
2458 if (link->key == canonical_key) 2459 if (link->key == canonical_key)
2459 return link->value; 2460 return link->value;
2460 2461
2461 return 0; 2462 return 0;
2462} 2463}
2463
2464 2464
2465/* 2465/*
2466 * Updates the canonical_key in op to value. 2466 * Updates the canonical_key in op to value.
2467 * 2467 *
2468 * canonical_key is a shared string (value doesn't have to be). 2468 * canonical_key is a shared string (value doesn't have to be).
2492 /* Basically, if the archetype has this key set, 2492 /* Basically, if the archetype has this key set,
2493 * we need to store the null value so when we save 2493 * we need to store the null value so when we save
2494 * it, we save the empty value so that when we load, 2494 * it, we save the empty value so that when we load,
2495 * we get this value back again. 2495 * we get this value back again.
2496 */ 2496 */
2497 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2497 if (get_ob_key_link (op->arch, canonical_key))
2498 field->value = 0; 2498 field->value = 0;
2499 else 2499 else
2500 { 2500 {
2501 if (last) 2501 if (last)
2502 last->next = field->next; 2502 last->next = field->next;
2571 } 2571 }
2572 else 2572 else
2573 item = item->env; 2573 item = item->env;
2574} 2574}
2575 2575
2576
2577const char * 2576const char *
2578object::flag_desc (char *desc, int len) const 2577object::flag_desc (char *desc, int len) const
2579{ 2578{
2580 char *p = desc; 2579 char *p = desc;
2581 bool first = true; 2580 bool first = true;
2608{ 2607{
2609 char flagdesc[512]; 2608 char flagdesc[512];
2610 char info2[256 * 4]; 2609 char info2[256 * 4];
2611 char *p = info; 2610 char *p = info;
2612 2611
2613 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s%s%s\",flags:[%s],type:%d}", 2612 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2614 count, uuid.seq, 2613 count, uuid.seq,
2615 &name, 2614 &name,
2616 title ? "\",title:" : "", 2615 title ? "\",title:\"" : "",
2617 title ? (const char *)title : "", 2616 title ? (const char *)title : "",
2618 flag_desc (flagdesc, 512), type); 2617 flag_desc (flagdesc, 512), type);
2619 2618
2620 if (env) 2619 if (!this->flag[FLAG_REMOVED] && env)
2621 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2620 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2622 2621
2623 if (map) 2622 if (map)
2624 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y); 2623 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2625 2624
2627} 2626}
2628 2627
2629const char * 2628const char *
2630object::debug_desc () const 2629object::debug_desc () const
2631{ 2630{
2632 static char info[256 * 4]; 2631 static char info[3][256 * 4];
2632 static int info_idx;
2633
2633 return debug_desc (info); 2634 return debug_desc (info [++info_idx % 3]);
2634} 2635}
2635 2636
2637struct region *
2638object::region () const
2639{
2640 return map ? map->region (x, y)
2641 : region::default_region ();
2642}
2643
2644const materialtype_t *
2645object::dominant_material () const
2646{
2647 if (materialtype_t *mt = name_to_material (materialname))
2648 return mt;
2649
2650 return name_to_material (shstr_unknown);
2651}
2652
2653void
2654object::open_container (object *new_container)
2655{
2656 if (container == new_container)
2657 return;
2658
2659 if (object *old_container = container)
2660 {
2661 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2662 return;
2663
2664#if 0
2665 // remove the "Close old_container" object.
2666 if (object *closer = old_container->inv)
2667 if (closer->type == CLOSE_CON)
2668 closer->destroy ();
2669#endif
2670
2671 old_container->flag [FLAG_APPLIED] = 0;
2672 container = 0;
2673
2674 esrv_update_item (UPD_FLAGS, this, old_container);
2675 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2676 play_sound (sound_find ("chest_close"));
2677 }
2678
2679 if (new_container)
2680 {
2681 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2682 return;
2683
2684 // TODO: this does not seem to serve any purpose anymore?
2685#if 0
2686 // insert the "Close Container" object.
2687 if (archetype *closer = new_container->other_arch)
2688 {
2689 object *closer = arch_to_object (new_container->other_arch);
2690 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2691 new_container->insert (closer);
2692 }
2693#endif
2694
2695 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2696
2697 new_container->flag [FLAG_APPLIED] = 1;
2698 container = new_container;
2699
2700 esrv_update_item (UPD_FLAGS, this, new_container);
2701 esrv_send_inventory (this, new_container);
2702 play_sound (sound_find ("chest_open"));
2703 }
2704}
2705
2706object *
2707object::force_find (const shstr name)
2708{
2709 /* cycle through his inventory to look for the MARK we want to
2710 * place
2711 */
2712 for (object *tmp = inv; tmp; tmp = tmp->below)
2713 if (tmp->type == FORCE && tmp->slaying == name)
2714 return splay (tmp);
2715
2716 return 0;
2717}
2718
2719void
2720object::force_add (const shstr name, int duration)
2721{
2722 if (object *force = force_find (name))
2723 force->destroy ();
2724
2725 object *force = get_archetype (FORCE_NAME);
2726
2727 force->slaying = name;
2728 force->stats.food = 1;
2729 force->speed_left = -1.f;
2730
2731 force->set_speed (duration ? 1.f / duration : 0.f);
2732 force->flag [FLAG_IS_USED_UP] = true;
2733 force->flag [FLAG_APPLIED] = true;
2734
2735 insert (force);
2736}
2737
2738void
2739object::play_sound (faceidx sound) const
2740{
2741 if (!sound)
2742 return;
2743
2744 if (flag [FLAG_REMOVED])
2745 return;
2746
2747 if (env)
2748 {
2749 if (object *pl = in_player ())
2750 pl->contr->play_sound (sound);
2751 }
2752 else
2753 map->play_sound (sound, x, y);
2754}
2755

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