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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 1.199 by root, Thu Nov 8 19:43:23 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra 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 * Deliantra 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 21 * The authors can be reached via e-mail to <support@deliantra.net>
22 The authors can be reached via e-mail at <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;
452
453 if (flag [FLAG_FREED])
454 {
455 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
456 return;
457 }
448 458
449 this->owner = owner; 459 this->owner = owner;
460}
461
462int
463object::slottype () const
464{
465 if (type == SKILL)
466 {
467 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
468 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
469 }
470 else
471 {
472 if (slot [body_combat].info) return slot_combat;
473 if (slot [body_range ].info) return slot_ranged;
474 }
475
476 return slot_none;
477}
478
479bool
480object::change_weapon (object *ob)
481{
482 if (current_weapon == ob)
483 return true;
484
485 if (chosen_skill)
486 chosen_skill->flag [FLAG_APPLIED] = false;
487
488 current_weapon = ob;
489 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
490
491 if (chosen_skill)
492 chosen_skill->flag [FLAG_APPLIED] = true;
493
494 update_stats ();
495
496 if (ob)
497 {
498 // now check wether any body locations became invalid, in which case
499 // we cannot apply the weapon at the moment.
500 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
501 if (slot[i].used < 0)
502 {
503 current_weapon = chosen_skill = 0;
504 update_stats ();
505
506 new_draw_info_format (NDI_UNIQUE, 0, this,
507 "You try to balance all your items at once, "
508 "but the %s is just too much for your body. "
509 "[You need to unapply some items first.]", &ob->name);
510 return false;
511 }
512
513 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
514 }
515 else
516 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
517
518 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
519 {
520 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
521 &name, ob->debug_desc ());
522 return false;
523 }
524
525 return true;
450} 526}
451 527
452/* Zero the key_values on op, decrementing the shared-string 528/* Zero the key_values on op, decrementing the shared-string
453 * refcounts and freeing the links. 529 * refcounts and freeing the links.
454 */ 530 */
455static void 531static void
456free_key_values (object *op) 532free_key_values (object *op)
457{ 533{
458 for (key_value *i = op->key_values; i != 0;) 534 for (key_value *i = op->key_values; i; )
459 { 535 {
460 key_value *next = i->next; 536 key_value *next = i->next;
461 delete i; 537 delete i;
462 538
463 i = next; 539 i = next;
464 } 540 }
465 541
466 op->key_values = 0; 542 op->key_values = 0;
467} 543}
468 544
469/* 545object &
470 * copy_to first frees everything allocated by the dst object, 546object::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{ 547{
480 bool is_freed = QUERY_FLAG (dst, FLAG_FREED); 548 bool is_freed = flag [FLAG_FREED];
481 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED); 549 bool is_removed = flag [FLAG_REMOVED];
482 550
483 *(object_copy *)dst = *this; 551 *(object_copy *)this = src;
484 552
485 if (is_freed) 553 flag [FLAG_FREED] = is_freed;
486 SET_FLAG (dst, FLAG_FREED); 554 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;
493 555
494 /* Copy over key_values, if any. */ 556 /* Copy over key_values, if any. */
495 if (key_values) 557 if (src.key_values)
496 { 558 {
497 key_value *tail = 0; 559 key_value *tail = 0;
498 key_value *i;
499
500 dst->key_values = 0; 560 key_values = 0;
501 561
502 for (i = key_values; i; i = i->next) 562 for (key_value *i = src.key_values; i; i = i->next)
503 { 563 {
504 key_value *new_link = new key_value; 564 key_value *new_link = new key_value;
505 565
506 new_link->next = 0; 566 new_link->next = 0;
507 new_link->key = i->key; 567 new_link->key = i->key;
508 new_link->value = i->value; 568 new_link->value = i->value;
509 569
510 /* Try and be clever here, too. */ 570 /* Try and be clever here, too. */
511 if (!dst->key_values) 571 if (!key_values)
512 { 572 {
513 dst->key_values = new_link; 573 key_values = new_link;
514 tail = new_link; 574 tail = new_link;
515 } 575 }
516 else 576 else
517 { 577 {
518 tail->next = new_link; 578 tail->next = new_link;
519 tail = new_link; 579 tail = new_link;
520 } 580 }
521 } 581 }
522 } 582 }
583}
584
585/*
586 * copy_to first frees everything allocated by the dst object,
587 * and then copies the contents of itself into the second
588 * object, allocating what needs to be allocated. Basically, any
589 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
590 * if the first object is freed, the pointers in the new object
591 * will point at garbage.
592 */
593void
594object::copy_to (object *dst)
595{
596 *dst = *this;
597
598 if (speed < 0)
599 dst->speed_left -= rndm ();
523 600
524 dst->set_speed (dst->speed); 601 dst->set_speed (dst->speed);
602}
603
604void
605object::instantiate ()
606{
607 if (!uuid.seq) // HACK
608 uuid = gen_uuid ();
609
610 speed_left = -0.1f;
611 /* copy the body_info to the body_used - this is only really
612 * need for monsters, but doesn't hurt to do it for everything.
613 * by doing so, when a monster is created, it has good starting
614 * values for the body_used info, so when items are created
615 * for it, they can be properly equipped.
616 */
617 for (int i = NUM_BODY_LOCATIONS; i--; )
618 slot[i].used = slot[i].info;
619
620 attachable::instantiate ();
525} 621}
526 622
527object * 623object *
528object::clone () 624object::clone ()
529{ 625{
587 * UP_OBJ_FACE: only the objects face has changed. 683 * UP_OBJ_FACE: only the objects face has changed.
588 */ 684 */
589void 685void
590update_object (object *op, int action) 686update_object (object *op, int action)
591{ 687{
592 MoveType move_on, move_off, move_block, move_slow;
593
594 if (op == NULL) 688 if (op == NULL)
595 { 689 {
596 /* this should never happen */ 690 /* this should never happen */
597 LOG (llevDebug, "update_object() called for NULL object.\n"); 691 LOG (llevDebug, "update_object() called for NULL object.\n");
598 return; 692 return;
658 752
659 if (op->more) 753 if (op->more)
660 update_object (op->more, action); 754 update_object (op->more, action);
661} 755}
662 756
663object *object::first;
664
665object::object () 757object::object ()
666{ 758{
667 SET_FLAG (this, FLAG_REMOVED); 759 SET_FLAG (this, FLAG_REMOVED);
668 760
669 expmul = 1.0; 761 expmul = 1.0;
670 face = blank_face; 762 face = blank_face;
671} 763}
672 764
673object::~object () 765object::~object ()
674{ 766{
767 unlink ();
768
675 free_key_values (this); 769 free_key_values (this);
676} 770}
677 771
772static int object_count;
773
678void object::link () 774void object::link ()
679{ 775{
776 assert (!index);//D
680 uuid = gen_uuid (); 777 uuid = gen_uuid ();
778 count = ++object_count;
681 779
682 refcnt_inc (); 780 refcnt_inc ();
683 objects.insert (this); 781 objects.insert (this);
684} 782}
685 783
686void object::unlink () 784void object::unlink ()
687{ 785{
786 if (!index)
787 return;
788
688 objects.erase (this); 789 objects.erase (this);
689 refcnt_dec (); 790 refcnt_dec ();
690} 791}
691 792
692void 793void
766 * drop on that space. 867 * drop on that space.
767 */ 868 */
768 if (!drop_to_ground 869 if (!drop_to_ground
769 || !map 870 || !map
770 || map->in_memory != MAP_IN_MEMORY 871 || map->in_memory != MAP_IN_MEMORY
872 || map->nodrop
771 || ms ().move_block == MOVE_ALL) 873 || ms ().move_block == MOVE_ALL)
772 { 874 {
773 while (inv) 875 while (inv)
774 { 876 {
775 inv->destroy_inv (drop_to_ground); 877 inv->destroy_inv (drop_to_ground);
803} 905}
804 906
805void 907void
806object::do_destroy () 908object::do_destroy ()
807{ 909{
910 attachable::do_destroy ();
911
808 if (flag [FLAG_IS_LINKED]) 912 if (flag [FLAG_IS_LINKED])
809 remove_button_link (this); 913 remove_button_link (this);
810 914
811 if (flag [FLAG_FRIENDLY]) 915 if (flag [FLAG_FRIENDLY])
812 remove_friendly_object (this); 916 remove_friendly_object (this);
813 917
814 if (!flag [FLAG_REMOVED]) 918 if (!flag [FLAG_REMOVED])
815 remove (); 919 remove ();
816 920
817 if (flag [FLAG_FREED]) 921 destroy_inv (true);
818 return;
819 922
820 set_speed (0); 923 deactivate ();
924 unlink ();
821 925
822 flag [FLAG_FREED] = 1; 926 flag [FLAG_FREED] = 1;
823
824 attachable::do_destroy ();
825
826 destroy_inv (true);
827 unlink ();
828 927
829 // hack to ensure that freed objects still have a valid map 928 // hack to ensure that freed objects still have a valid map
830 { 929 {
831 static maptile *freed_map; // freed objects are moved here to avoid crashes 930 static maptile *freed_map; // freed objects are moved here to avoid crashes
832 931
833 if (!freed_map) 932 if (!freed_map)
834 { 933 {
835 freed_map = new maptile; 934 freed_map = new maptile;
836 935
936 freed_map->path = "<freed objects map>";
837 freed_map->name = "/internal/freed_objects_map"; 937 freed_map->name = "/internal/freed_objects_map";
838 freed_map->width = 3; 938 freed_map->width = 3;
839 freed_map->height = 3; 939 freed_map->height = 3;
840 940
841 freed_map->alloc (); 941 freed_map->alloc ();
845 map = freed_map; 945 map = freed_map;
846 x = 1; 946 x = 1;
847 y = 1; 947 y = 1;
848 } 948 }
849 949
850 head = 0;
851
852 if (more) 950 if (more)
853 { 951 {
854 more->destroy (); 952 more->destroy ();
855 more = 0; 953 more = 0;
856 } 954 }
857 955
956 head = 0;
957
858 // clear those pointers that likely might have circular references to us 958 // clear those pointers that likely might cause circular references
859 owner = 0; 959 owner = 0;
860 enemy = 0; 960 enemy = 0;
861 attacked_by = 0; 961 attacked_by = 0;
962 current_weapon = 0;
862} 963}
863 964
864void 965void
865object::destroy (bool destroy_inventory) 966object::destroy (bool destroy_inventory)
866{ 967{
867 if (destroyed ()) 968 if (destroyed ())
868 return; 969 return;
869 970
870 if (destroy_inventory) 971 if (destroy_inventory)
871 destroy_inv (false); 972 destroy_inv (false);
973
974 if (is_head ())
975 if (sound_destroy)
976 play_sound (sound_destroy);
977 else if (flag [FLAG_MONSTER])
978 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
872 979
873 attachable::destroy (); 980 attachable::destroy ();
874} 981}
875 982
876/* 983/*
894 * This function removes the object op from the linked list of objects 1001 * This function removes the object op from the linked list of objects
895 * which it is currently tied to. When this function is done, the 1002 * which it is currently tied to. When this function is done, the
896 * object will have no environment. If the object previously had an 1003 * object will have no environment. If the object previously had an
897 * environment, the x and y coordinates will be updated to 1004 * environment, the x and y coordinates will be updated to
898 * the previous environment. 1005 * the previous environment.
899 * Beware: This function is called from the editor as well!
900 */ 1006 */
901void 1007void
902object::remove () 1008object::do_remove ()
903{ 1009{
904 object *tmp, *last = 0; 1010 object *tmp, *last = 0;
905 object *otmp; 1011 object *otmp;
906 1012
907 if (QUERY_FLAG (this, FLAG_REMOVED)) 1013 if (QUERY_FLAG (this, FLAG_REMOVED))
950 } 1056 }
951 else if (map) 1057 else if (map)
952 { 1058 {
953 if (type == PLAYER) 1059 if (type == PLAYER)
954 { 1060 {
1061 // leaving a spot always closes any open container on the ground
1062 if (container && !container->env)
1063 // this causes spurious floorbox updates, but it ensures
1064 // that the CLOSE event is being sent.
1065 close_container ();
1066
955 --map->players; 1067 --map->players;
956 map->touch (); 1068 map->touch ();
957 } 1069 }
958 1070
959 map->dirty = true; 1071 map->dirty = true;
1072 mapspace &ms = this->ms ();
960 1073
961 /* link the object above us */ 1074 /* link the object above us */
962 if (above) 1075 if (above)
963 above->below = below; 1076 above->below = below;
964 else 1077 else
965 map->at (x, y).top = below; /* we were top, set new top */ 1078 ms.top = below; /* we were top, set new top */
966 1079
967 /* Relink the object below us, if there is one */ 1080 /* Relink the object below us, if there is one */
968 if (below) 1081 if (below)
969 below->above = above; 1082 below->above = above;
970 else 1083 else
972 /* Nothing below, which means we need to relink map object for this space 1085 /* Nothing below, which means we need to relink map object for this space
973 * use translated coordinates in case some oddness with map tiling is 1086 * use translated coordinates in case some oddness with map tiling is
974 * evident 1087 * evident
975 */ 1088 */
976 if (GET_MAP_OB (map, x, y) != this) 1089 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); 1090 LOG (llevError, "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom? %s\n", debug_desc ());
981 free (dump);
982 dump = dump_object (GET_MAP_OB (map, x, y));
983 LOG (llevError, "%s\n", dump);
984 free (dump);
985 }
986 1091
987 map->at (x, y).bot = above; /* goes on above it. */ 1092 ms.bot = above; /* goes on above it. */
988 } 1093 }
989 1094
990 above = 0; 1095 above = 0;
991 below = 0; 1096 below = 0;
992 1097
993 if (map->in_memory == MAP_SAVING) 1098 if (map->in_memory == MAP_SAVING)
994 return; 1099 return;
995 1100
996 int check_walk_off = !flag [FLAG_NO_APPLY]; 1101 int check_walk_off = !flag [FLAG_NO_APPLY];
997 1102
1103 if (object *pl = ms.player ())
1104 {
1105 if (pl->container == this)
1106 /* If a container that the player is currently using somehow gets
1107 * removed (most likely destroyed), update the player view
1108 * appropriately.
1109 */
1110 pl->close_container ();
1111
1112 pl->contr->ns->floorbox_update ();
1113 }
1114
998 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above) 1115 for (tmp = ms.bot; tmp; tmp = tmp->above)
999 { 1116 {
1000 /* No point updating the players look faces if he is the object 1117 /* No point updating the players look faces if he is the object
1001 * being removed. 1118 * being removed.
1002 */ 1119 */
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 1120
1020 /* See if object moving off should effect something */ 1121 /* See if object moving off should effect something */
1021 if (check_walk_off 1122 if (check_walk_off
1022 && ((move_type & tmp->move_off) 1123 && ((move_type & tmp->move_off)
1023 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1124 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1026 1127
1027 if (destroyed ()) 1128 if (destroyed ())
1028 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1129 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1029 } 1130 }
1030 1131
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; 1132 last = tmp;
1037 } 1133 }
1038 1134
1039 /* last == NULL if there are no objects on this space */ 1135 /* last == NULL if there are no objects on this space */
1040 //TODO: this makes little sense, why only update the topmost object? 1136 //TODO: this makes little sense, why only update the topmost object?
1060merge_ob (object *op, object *top) 1156merge_ob (object *op, object *top)
1061{ 1157{
1062 if (!op->nrof) 1158 if (!op->nrof)
1063 return 0; 1159 return 0;
1064 1160
1065 if (top) 1161 if (!top)
1066 for (top = op; top && top->above; top = top->above) 1162 for (top = op; top && top->above; top = top->above)
1067 ; 1163 ;
1068 1164
1069 for (; top; top = top->below) 1165 for (; top; top = top->below)
1070 { 1166 {
1083 } 1179 }
1084 1180
1085 return 0; 1181 return 0;
1086} 1182}
1087 1183
1184void
1185object::expand_tail ()
1186{
1187 if (more)
1188 return;
1189
1190 object *prev = this;
1191
1192 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1193 {
1194 object *op = arch_to_object (at);
1195
1196 op->name = name;
1197 op->name_pl = name_pl;
1198 op->title = title;
1199
1200 op->head = this;
1201 prev->more = op;
1202
1203 prev = op;
1204 }
1205}
1206
1088/* 1207/*
1089 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1208 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1090 * job preparing multi-part monsters 1209 * job preparing multi-part monsters.
1091 */ 1210 */
1092object * 1211object *
1093insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1212insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1094{ 1213{
1095 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1214 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1096 { 1215 {
1097 tmp->x = x + tmp->arch->clone.x; 1216 tmp->x = x + tmp->arch->x;
1098 tmp->y = y + tmp->arch->clone.y; 1217 tmp->y = y + tmp->arch->y;
1099 } 1218 }
1100 1219
1101 return insert_ob_in_map (op, m, originator, flag); 1220 return insert_ob_in_map (op, m, originator, flag);
1102} 1221}
1103 1222
1122 * just 'op' otherwise 1241 * just 'op' otherwise
1123 */ 1242 */
1124object * 1243object *
1125insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1244insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1126{ 1245{
1246 assert (!op->flag [FLAG_FREED]);
1247
1127 object *tmp, *top, *floor = NULL; 1248 object *top, *floor = NULL;
1128 sint16 x, y;
1129 1249
1130 if (QUERY_FLAG (op, FLAG_FREED)) 1250 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 1251
1199 /* Ideally, the caller figures this out. However, it complicates a lot 1252 /* 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 1253 * of areas of callers (eg, anything that uses find_free_spot would now
1201 * need extra work 1254 * need extra work
1202 */ 1255 */
1203 op->map = get_map_from_coord (m, &op->x, &op->y); 1256 if (!xy_normalise (m, op->x, op->y))
1204 x = op->x; 1257 {
1205 y = op->y; 1258 op->destroy ();
1259 return 0;
1260 }
1261
1262 if (object *more = op->more)
1263 if (!insert_ob_in_map (more, m, originator, flag))
1264 return 0;
1265
1266 CLEAR_FLAG (op, FLAG_REMOVED);
1267
1268 op->map = m;
1269 mapspace &ms = op->ms ();
1206 1270
1207 /* this has to be done after we translate the coordinates. 1271 /* this has to be done after we translate the coordinates.
1208 */ 1272 */
1209 if (op->nrof && !(flag & INS_NO_MERGE)) 1273 if (op->nrof && !(flag & INS_NO_MERGE))
1210 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above) 1274 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1211 if (object::can_merge (op, tmp)) 1275 if (object::can_merge (op, tmp))
1212 { 1276 {
1213 op->nrof += tmp->nrof; 1277 op->nrof += tmp->nrof;
1214 tmp->destroy (); 1278 tmp->destroy ();
1215 } 1279 }
1232 op->below = originator->below; 1296 op->below = originator->below;
1233 1297
1234 if (op->below) 1298 if (op->below)
1235 op->below->above = op; 1299 op->below->above = op;
1236 else 1300 else
1237 op->ms ().bot = op; 1301 ms.bot = op;
1238 1302
1239 /* since *below* originator, no need to update top */ 1303 /* since *below* originator, no need to update top */
1240 originator->below = op; 1304 originator->below = op;
1241 } 1305 }
1242 else 1306 else
1243 { 1307 {
1308 top = ms.bot;
1309
1244 /* If there are other objects, then */ 1310 /* If there are other objects, then */
1245 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1311 if (top)
1246 { 1312 {
1247 object *last = 0; 1313 object *last = 0;
1248 1314
1249 /* 1315 /*
1250 * If there are multiple objects on this space, we do some trickier handling. 1316 * If there are multiple objects on this space, we do some trickier handling.
1256 * once we get to them. This reduces the need to traverse over all of 1322 * once we get to them. This reduces the need to traverse over all of
1257 * them when adding another one - this saves quite a bit of cpu time 1323 * them when adding another one - this saves quite a bit of cpu time
1258 * when lots of spells are cast in one area. Currently, it is presumed 1324 * when lots of spells are cast in one area. Currently, it is presumed
1259 * that flying non pickable objects are spell objects. 1325 * that flying non pickable objects are spell objects.
1260 */ 1326 */
1261 while (top) 1327 for (top = ms.bot; top; top = top->above)
1262 { 1328 {
1263 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1329 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1264 floor = top; 1330 floor = top;
1265 1331
1266 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1332 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1269 top = top->below; 1335 top = top->below;
1270 break; 1336 break;
1271 } 1337 }
1272 1338
1273 last = top; 1339 last = top;
1274 top = top->above;
1275 } 1340 }
1276 1341
1277 /* Don't want top to be NULL, so set it to the last valid object */ 1342 /* Don't want top to be NULL, so set it to the last valid object */
1278 top = last; 1343 top = last;
1279 1344
1281 * looks like instead of lots of conditions here. 1346 * looks like instead of lots of conditions here.
1282 * makes things faster, and effectively the same result. 1347 * makes things faster, and effectively the same result.
1283 */ 1348 */
1284 1349
1285 /* Have object 'fall below' other objects that block view. 1350 /* Have object 'fall below' other objects that block view.
1286 * Unless those objects are exits, type 66 1351 * Unless those objects are exits.
1287 * If INS_ON_TOP is used, don't do this processing 1352 * If INS_ON_TOP is used, don't do this processing
1288 * Need to find the object that in fact blocks view, otherwise 1353 * Need to find the object that in fact blocks view, otherwise
1289 * stacking is a bit odd. 1354 * stacking is a bit odd.
1290 */ 1355 */
1291 if (!(flag & INS_ON_TOP) && 1356 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)) 1357 && ms.flags () & P_BLOCKSVIEW
1358 && (op->face && !faces [op->face].visibility))
1293 { 1359 {
1294 for (last = top; last != floor; last = last->below) 1360 for (last = top; last != floor; last = last->below)
1295 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1361 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1296 break; 1362 break;
1363
1297 /* Check to see if we found the object that blocks view, 1364 /* Check to see if we found the object that blocks view,
1298 * and make sure we have a below pointer for it so that 1365 * and make sure we have a below pointer for it so that
1299 * we can get inserted below this one, which requires we 1366 * we can get inserted below this one, which requires we
1300 * set top to the object below us. 1367 * set top to the object below us.
1301 */ 1368 */
1302 if (last && last->below && last != floor) 1369 if (last && last->below && last != floor)
1303 top = last->below; 1370 top = last->below;
1304 } 1371 }
1305 } /* If objects on this space */ 1372 } /* If objects on this space */
1306 1373
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) 1374 if (flag & INS_ABOVE_FLOOR_ONLY)
1311 top = floor; 1375 top = floor;
1312 1376
1313 /* Top is the object that our object (op) is going to get inserted above. 1377 /* Top is the object that our object (op) is going to get inserted above.
1314 */ 1378 */
1315 1379
1316 /* First object on this space */ 1380 /* First object on this space */
1317 if (!top) 1381 if (!top)
1318 { 1382 {
1319 op->above = GET_MAP_OB (op->map, op->x, op->y); 1383 op->above = ms.bot;
1320 1384
1321 if (op->above) 1385 if (op->above)
1322 op->above->below = op; 1386 op->above->below = op;
1323 1387
1324 op->below = 0; 1388 op->below = 0;
1325 op->ms ().bot = op; 1389 ms.bot = op;
1326 } 1390 }
1327 else 1391 else
1328 { /* get inserted into the stack above top */ 1392 { /* get inserted into the stack above top */
1329 op->above = top->above; 1393 op->above = top->above;
1330 1394
1334 op->below = top; 1398 op->below = top;
1335 top->above = op; 1399 top->above = op;
1336 } 1400 }
1337 1401
1338 if (!op->above) 1402 if (!op->above)
1339 op->ms ().top = op; 1403 ms.top = op;
1340 } /* else not INS_BELOW_ORIGINATOR */ 1404 } /* else not INS_BELOW_ORIGINATOR */
1341 1405
1342 if (op->type == PLAYER) 1406 if (op->type == PLAYER)
1343 { 1407 {
1344 op->contr->do_los = 1; 1408 op->contr->do_los = 1;
1346 op->map->touch (); 1410 op->map->touch ();
1347 } 1411 }
1348 1412
1349 op->map->dirty = true; 1413 op->map->dirty = true;
1350 1414
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 ()) 1415 if (object *pl = ms.player ())
1356 if (pl->contr->ns)
1357 pl->contr->ns->floorbox_update (); 1416 pl->contr->ns->floorbox_update ();
1358 1417
1359 /* If this object glows, it may affect lighting conditions that are 1418 /* If this object glows, it may affect lighting conditions that are
1360 * visible to others on this map. But update_all_los is really 1419 * visible to others on this map. But update_all_los is really
1361 * an inefficient way to do this, as it means los for all players 1420 * an inefficient way to do this, as it means los for all players
1362 * on the map will get recalculated. The players could very well 1421 * on the map will get recalculated. The players could very well
1381 * blocked() and wall() work properly), and these flags are updated by 1440 * blocked() and wall() work properly), and these flags are updated by
1382 * update_object(). 1441 * update_object().
1383 */ 1442 */
1384 1443
1385 /* if this is not the head or flag has been passed, don't check walk on status */ 1444 /* if this is not the head or flag has been passed, don't check walk on status */
1386 if (!(flag & INS_NO_WALK_ON) && !op->head) 1445 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1387 { 1446 {
1388 if (check_move_on (op, originator)) 1447 if (check_move_on (op, originator))
1389 return 0; 1448 return 0;
1390 1449
1391 /* If we are a multi part object, lets work our way through the check 1450 /* If we are a multi part object, lets work our way through the check
1392 * walk on's. 1451 * walk on's.
1393 */ 1452 */
1394 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1453 for (object *tmp = op->more; tmp; tmp = tmp->more)
1395 if (check_move_on (tmp, originator)) 1454 if (check_move_on (tmp, originator))
1396 return 0; 1455 return 0;
1397 } 1456 }
1398 1457
1399 return op; 1458 return op;
1409 object *tmp, *tmp1; 1468 object *tmp, *tmp1;
1410 1469
1411 /* first search for itself and remove any old instances */ 1470 /* first search for itself and remove any old instances */
1412 1471
1413 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 1472 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1414 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1473 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1415 tmp->destroy (); 1474 tmp->destroy ();
1416 1475
1417 tmp1 = arch_to_object (archetype::find (arch_string)); 1476 tmp1 = arch_to_object (archetype::find (arch_string));
1418 1477
1419 tmp1->x = op->x; 1478 tmp1->x = op->x;
1422} 1481}
1423 1482
1424object * 1483object *
1425object::insert_at (object *where, object *originator, int flags) 1484object::insert_at (object *where, object *originator, int flags)
1426{ 1485{
1427 where->map->insert (this, where->x, where->y, originator, flags); 1486 return where->map->insert (this, where->x, where->y, originator, flags);
1428} 1487}
1429 1488
1430/* 1489/*
1431 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1490 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1432 * is returned contains nr objects, and the remaining parts contains 1491 * is returned contains nr objects, and the remaining parts contains
1472 * the amount of an object. If the amount reaches 0, the object 1531 * the amount of an object. If the amount reaches 0, the object
1473 * is subsequently removed and freed. 1532 * is subsequently removed and freed.
1474 * 1533 *
1475 * Return value: 'op' if something is left, NULL if the amount reached 0 1534 * Return value: 'op' if something is left, NULL if the amount reached 0
1476 */ 1535 */
1477
1478object * 1536object *
1479decrease_ob_nr (object *op, uint32 i) 1537decrease_ob_nr (object *op, uint32 i)
1480{ 1538{
1481 object *tmp; 1539 object *tmp;
1482 1540
1557 1615
1558/* 1616/*
1559 * add_weight(object, weight) adds the specified weight to an object, 1617 * add_weight(object, weight) adds the specified weight to an object,
1560 * and also updates how much the environment(s) is/are carrying. 1618 * and also updates how much the environment(s) is/are carrying.
1561 */ 1619 */
1562
1563void 1620void
1564add_weight (object *op, signed long weight) 1621add_weight (object *op, signed long weight)
1565{ 1622{
1566 while (op != NULL) 1623 while (op != NULL)
1567 { 1624 {
1582 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1639 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1583 free (dump); 1640 free (dump);
1584 return op; 1641 return op;
1585 } 1642 }
1586 1643
1587 if (where->head) 1644 if (where->head_ () != where)
1588 { 1645 {
1589 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n"); 1646 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1590 where = where->head; 1647 where = where->head;
1591 } 1648 }
1592 1649
1593 return where->insert (op); 1650 return where->insert (op);
1594} 1651}
1599 * inside the object environment. 1656 * inside the object environment.
1600 * 1657 *
1601 * The function returns now pointer to inserted item, and return value can 1658 * The function returns now pointer to inserted item, and return value can
1602 * be != op, if items are merged. -Tero 1659 * be != op, if items are merged. -Tero
1603 */ 1660 */
1604
1605object * 1661object *
1606object::insert (object *op) 1662object::insert (object *op)
1607{ 1663{
1608 object *tmp, *otmp;
1609
1610 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1664 if (!QUERY_FLAG (op, FLAG_REMOVED))
1611 op->remove (); 1665 op->remove ();
1612 1666
1613 if (op->more) 1667 if (op->more)
1614 { 1668 {
1616 return op; 1670 return op;
1617 } 1671 }
1618 1672
1619 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1673 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1620 CLEAR_FLAG (op, FLAG_REMOVED); 1674 CLEAR_FLAG (op, FLAG_REMOVED);
1675
1621 if (op->nrof) 1676 if (op->nrof)
1622 { 1677 {
1623 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1678 for (object *tmp = inv; tmp; tmp = tmp->below)
1624 if (object::can_merge (tmp, op)) 1679 if (object::can_merge (tmp, op))
1625 { 1680 {
1626 /* return the original object and remove inserted object 1681 /* return the original object and remove inserted object
1627 (client needs the original object) */ 1682 (client needs the original object) */
1628 tmp->nrof += op->nrof; 1683 tmp->nrof += op->nrof;
1647 add_weight (this, op->weight * op->nrof); 1702 add_weight (this, op->weight * op->nrof);
1648 } 1703 }
1649 else 1704 else
1650 add_weight (this, (op->weight + op->carrying)); 1705 add_weight (this, (op->weight + op->carrying));
1651 1706
1652 otmp = this->in_player (); 1707 if (object *otmp = this->in_player ())
1653 if (otmp && otmp->contr)
1654 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1708 if (otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1655 otmp->update_stats (); 1709 otmp->update_stats ();
1656 1710
1711 op->owner = 0; // its his/hers now. period.
1657 op->map = 0; 1712 op->map = 0;
1658 op->env = this; 1713 op->env = this;
1659 op->above = 0; 1714 op->above = 0;
1660 op->below = 0; 1715 op->below = 0;
1661 op->x = 0, op->y = 0; 1716 op->x = op->y = 0;
1662 1717
1663 /* reset the light list and los of the players on the map */ 1718 /* reset the light list and los of the players on the map */
1664 if ((op->glow_radius != 0) && map) 1719 if (op->glow_radius && map)
1665 { 1720 {
1666#ifdef DEBUG_LIGHTS 1721#ifdef DEBUG_LIGHTS
1667 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1722 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1668#endif /* DEBUG_LIGHTS */ 1723#endif /* DEBUG_LIGHTS */
1669 if (map->darkness) 1724 if (map->darkness)
1769 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1824 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)) 1825 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1771 { 1826 {
1772 1827
1773 float 1828 float
1774 diff = tmp->move_slow_penalty * FABS (op->speed); 1829 diff = tmp->move_slow_penalty * fabs (op->speed);
1775 1830
1776 if (op->type == PLAYER) 1831 if (op->type == PLAYER)
1777 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1832 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1778 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1833 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1779 diff /= 4.0; 1834 diff /= 4.0;
1903 * activate recursively a flag on an object inventory 1958 * activate recursively a flag on an object inventory
1904 */ 1959 */
1905void 1960void
1906flag_inv (object *op, int flag) 1961flag_inv (object *op, int flag)
1907{ 1962{
1908 if (op->inv)
1909 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1963 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1910 { 1964 {
1911 SET_FLAG (tmp, flag); 1965 SET_FLAG (tmp, flag);
1912 flag_inv (tmp, flag); 1966 flag_inv (tmp, flag);
1913 } 1967 }
1914} 1968}
1915 1969
1916/* 1970/*
1917 * deactivate recursively a flag on an object inventory 1971 * deactivate recursively a flag on an object inventory
1918 */ 1972 */
1919void 1973void
1920unflag_inv (object *op, int flag) 1974unflag_inv (object *op, int flag)
1921{ 1975{
1922 if (op->inv)
1923 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1976 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1924 { 1977 {
1925 CLEAR_FLAG (tmp, flag); 1978 CLEAR_FLAG (tmp, flag);
1926 unflag_inv (tmp, flag); 1979 unflag_inv (tmp, flag);
1927 } 1980 }
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} 1981}
1942 1982
1943/* 1983/*
1944 * find_free_spot(object, map, x, y, start, stop) will search for 1984 * find_free_spot(object, map, x, y, start, stop) will search for
1945 * a spot at the given map and coordinates which will be able to contain 1985 * a spot at the given map and coordinates which will be able to contain
1947 * to search (see the freearr_x/y[] definition). 1987 * to search (see the freearr_x/y[] definition).
1948 * It returns a random choice among the alternatives found. 1988 * 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 1989 * 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 1990 * 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) 1991 * 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 1992 * Note: This function does correctly handle tiled maps, but does not
1956 * inform the caller. However, insert_ob_in_map will update as 1993 * inform the caller. However, insert_ob_in_map will update as
1957 * necessary, so the caller shouldn't need to do any special work. 1994 * necessary, so the caller shouldn't need to do any special work.
1958 * Note - updated to take an object instead of archetype - this is necessary 1995 * Note - updated to take an object instead of archetype - this is necessary
1959 * because arch_blocked (now ob_blocked) needs to know the movement type 1996 * because arch_blocked (now ob_blocked) needs to know the movement type
1960 * to know if the space in question will block the object. We can't use 1997 * to know if the space in question will block the object. We can't use
1962 * customized, changed states, etc. 1999 * customized, changed states, etc.
1963 */ 2000 */
1964int 2001int
1965find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 2002find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
1966{ 2003{
2004 int altern[SIZEOFFREE];
1967 int index = 0, flag; 2005 int index = 0, flag;
1968 int altern[SIZEOFFREE];
1969 2006
1970 for (int i = start; i < stop; i++) 2007 for (int i = start; i < stop; i++)
1971 { 2008 {
1972 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2009 mapxy pos (m, x, y); pos.move (i);
1973 if (!flag) 2010
2011 if (!pos.normalise ())
2012 continue;
2013
2014 mapspace &ms = *pos;
2015
2016 if (ms.flags () & P_IS_ALIVE)
2017 continue;
2018
2019 /* However, often
2020 * ob doesn't have any move type (when used to place exits)
2021 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
2022 */
2023 if (ob->move_type == 0 && ms.move_block != MOVE_ALL)
2024 {
1974 altern [index++] = i; 2025 altern [index++] = i;
2026 continue;
2027 }
1975 2028
1976 /* Basically, if we find a wall on a space, we cut down the search size. 2029 /* Basically, if we find a wall on a space, we cut down the search size.
1977 * In this way, we won't return spaces that are on another side of a wall. 2030 * In this way, we won't return spaces that are on another side of a wall.
1978 * This mostly work, but it cuts down the search size in all directions - 2031 * This mostly work, but it cuts down the search size in all directions -
1979 * if the space being examined only has a wall to the north and empty 2032 * if the space being examined only has a wall to the north and empty
1980 * spaces in all the other directions, this will reduce the search space 2033 * spaces in all the other directions, this will reduce the search space
1981 * to only the spaces immediately surrounding the target area, and 2034 * to only the spaces immediately surrounding the target area, and
1982 * won't look 2 spaces south of the target space. 2035 * won't look 2 spaces south of the target space.
1983 */ 2036 */
1984 else if ((flag & P_NO_PASS) && maxfree[i] < stop) 2037 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2038 {
1985 stop = maxfree[i]; 2039 stop = maxfree[i];
2040 continue;
2041 }
2042
2043 /* Note it is intentional that we check ob - the movement type of the
2044 * head of the object should correspond for the entire object.
2045 */
2046 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2047 continue;
2048
2049 if (ob->blocked (m, pos.x, pos.y))
2050 continue;
2051
2052 altern [index++] = i;
1986 } 2053 }
1987 2054
1988 if (!index) 2055 if (!index)
1989 return -1; 2056 return -1;
1990 2057
1991 return altern[RANDOM () % index]; 2058 return altern [rndm (index)];
1992} 2059}
1993 2060
1994/* 2061/*
1995 * find_first_free_spot(archetype, maptile, x, y) works like 2062 * find_first_free_spot(archetype, maptile, x, y) works like
1996 * find_free_spot(), but it will search max number of squares. 2063 * find_free_spot(), but it will search max number of squares.
1999 */ 2066 */
2000int 2067int
2001find_first_free_spot (const object *ob, maptile *m, int x, int y) 2068find_first_free_spot (const object *ob, maptile *m, int x, int y)
2002{ 2069{
2003 for (int i = 0; i < SIZEOFFREE; i++) 2070 for (int i = 0; i < SIZEOFFREE; i++)
2004 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2071 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2005 return i; 2072 return i;
2006 2073
2007 return -1; 2074 return -1;
2008} 2075}
2009 2076
2017{ 2084{
2018 arr += begin; 2085 arr += begin;
2019 end -= begin; 2086 end -= begin;
2020 2087
2021 while (--end) 2088 while (--end)
2022 swap (arr [end], arr [RANDOM () % (end + 1)]); 2089 swap (arr [end], arr [rndm (end + 1)]);
2023} 2090}
2024 2091
2025/* new function to make monster searching more efficient, and effective! 2092/* new function to make monster searching more efficient, and effective!
2026 * This basically returns a randomized array (in the passed pointer) of 2093 * 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 2094 * the spaces to find monsters. In this way, it won't always look for
2063 object *tmp; 2130 object *tmp;
2064 maptile *mp; 2131 maptile *mp;
2065 2132
2066 MoveType blocked, move_type; 2133 MoveType blocked, move_type;
2067 2134
2068 if (exclude && exclude->head) 2135 if (exclude && exclude->head_ () != exclude)
2069 { 2136 {
2070 exclude = exclude->head; 2137 exclude = exclude->head;
2071 move_type = exclude->move_type; 2138 move_type = exclude->move_type;
2072 } 2139 }
2073 else 2140 else
2096 max = maxfree[i]; 2163 max = maxfree[i];
2097 else if (mflags & P_IS_ALIVE) 2164 else if (mflags & P_IS_ALIVE)
2098 { 2165 {
2099 for (tmp = ms.bot; tmp; tmp = tmp->above) 2166 for (tmp = ms.bot; tmp; tmp = tmp->above)
2100 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2167 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2101 && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2168 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2102 break; 2169 break;
2103 2170
2104 if (tmp) 2171 if (tmp)
2105 return freedir[i]; 2172 return freedir[i];
2106 } 2173 }
2161 2228
2162 return 3; 2229 return 3;
2163} 2230}
2164 2231
2165/* 2232/*
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 2233 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2185 * between two directions (which are expected to be absolute (see absdir()) 2234 * between two directions (which are expected to be absolute (see absdir())
2186 */ 2235 */
2187
2188int 2236int
2189dirdiff (int dir1, int dir2) 2237dirdiff (int dir1, int dir2)
2190{ 2238{
2191 int d; 2239 int d;
2192 2240
2305 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2353 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2306 * core dumps if they do. 2354 * core dumps if they do.
2307 * 2355 *
2308 * Add a check so we can't pick up invisible objects (0.93.8) 2356 * Add a check so we can't pick up invisible objects (0.93.8)
2309 */ 2357 */
2310
2311int 2358int
2312can_pick (const object *who, const object *item) 2359can_pick (const object *who, const object *item)
2313{ 2360{
2314 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2361 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2315 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2362 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2320 * create clone from object to another 2367 * create clone from object to another
2321 */ 2368 */
2322object * 2369object *
2323object_create_clone (object *asrc) 2370object_create_clone (object *asrc)
2324{ 2371{
2325 object *dst = 0, *tmp, *src, *part, *prev, *item; 2372 object *dst = 0, *tmp, *src, *prev, *item;
2326 2373
2327 if (!asrc) 2374 if (!asrc)
2328 return 0; 2375 return 0;
2329 2376
2330 src = asrc;
2331 if (src->head)
2332 src = src->head; 2377 src = asrc->head_ ();
2333 2378
2334 prev = 0; 2379 prev = 0;
2335 for (part = src; part; part = part->more) 2380 for (object *part = src; part; part = part->more)
2336 { 2381 {
2337 tmp = part->clone (); 2382 tmp = part->clone ();
2338 tmp->x -= src->x; 2383 tmp->x -= src->x;
2339 tmp->y -= src->y; 2384 tmp->y -= src->y;
2340 2385
2356 2401
2357 for (item = src->inv; item; item = item->below) 2402 for (item = src->inv; item; item = item->below)
2358 insert_ob_in_ob (object_create_clone (item), dst); 2403 insert_ob_in_ob (object_create_clone (item), dst);
2359 2404
2360 return dst; 2405 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} 2406}
2400 2407
2401/* This returns the first object in who's inventory that 2408/* This returns the first object in who's inventory that
2402 * has the same type and subtype match. 2409 * has the same type and subtype match.
2403 * returns NULL if no match. 2410 * returns NULL if no match.
2458 if (link->key == canonical_key) 2465 if (link->key == canonical_key)
2459 return link->value; 2466 return link->value;
2460 2467
2461 return 0; 2468 return 0;
2462} 2469}
2463
2464 2470
2465/* 2471/*
2466 * Updates the canonical_key in op to value. 2472 * Updates the canonical_key in op to value.
2467 * 2473 *
2468 * canonical_key is a shared string (value doesn't have to be). 2474 * canonical_key is a shared string (value doesn't have to be).
2492 /* Basically, if the archetype has this key set, 2498 /* Basically, if the archetype has this key set,
2493 * we need to store the null value so when we save 2499 * we need to store the null value so when we save
2494 * it, we save the empty value so that when we load, 2500 * it, we save the empty value so that when we load,
2495 * we get this value back again. 2501 * we get this value back again.
2496 */ 2502 */
2497 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2503 if (get_ob_key_link (op->arch, canonical_key))
2498 field->value = 0; 2504 field->value = 0;
2499 else 2505 else
2500 { 2506 {
2501 if (last) 2507 if (last)
2502 last->next = field->next; 2508 last->next = field->next;
2571 } 2577 }
2572 else 2578 else
2573 item = item->env; 2579 item = item->env;
2574} 2580}
2575 2581
2576
2577const char * 2582const char *
2578object::flag_desc (char *desc, int len) const 2583object::flag_desc (char *desc, int len) const
2579{ 2584{
2580 char *p = desc; 2585 char *p = desc;
2581 bool first = true; 2586 bool first = true;
2608{ 2613{
2609 char flagdesc[512]; 2614 char flagdesc[512];
2610 char info2[256 * 4]; 2615 char info2[256 * 4];
2611 char *p = info; 2616 char *p = info;
2612 2617
2613 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s%s%s\",flags:[%s],type:%d}", 2618 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2614 count, uuid.seq, 2619 count, uuid.seq,
2615 &name, 2620 &name,
2616 title ? "\",title:" : "", 2621 title ? "\",title:\"" : "",
2617 title ? (const char *)title : "", 2622 title ? (const char *)title : "",
2618 flag_desc (flagdesc, 512), type); 2623 flag_desc (flagdesc, 512), type);
2619 2624
2620 if (env) 2625 if (!this->flag[FLAG_REMOVED] && env)
2621 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2626 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2622 2627
2623 if (map) 2628 if (map)
2624 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y); 2629 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2625 2630
2627} 2632}
2628 2633
2629const char * 2634const char *
2630object::debug_desc () const 2635object::debug_desc () const
2631{ 2636{
2632 static char info[256 * 4]; 2637 static char info[3][256 * 4];
2638 static int info_idx;
2639
2633 return debug_desc (info); 2640 return debug_desc (info [++info_idx % 3]);
2634} 2641}
2635 2642
2643struct region *
2644object::region () const
2645{
2646 return map ? map->region (x, y)
2647 : region::default_region ();
2648}
2649
2650const materialtype_t *
2651object::dominant_material () const
2652{
2653 if (materialtype_t *mt = name_to_material (materialname))
2654 return mt;
2655
2656 return name_to_material (shstr_unknown);
2657}
2658
2659void
2660object::open_container (object *new_container)
2661{
2662 if (container == new_container)
2663 return;
2664
2665 if (object *old_container = container)
2666 {
2667 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2668 return;
2669
2670#if 0
2671 // remove the "Close old_container" object.
2672 if (object *closer = old_container->inv)
2673 if (closer->type == CLOSE_CON)
2674 closer->destroy ();
2675#endif
2676
2677 old_container->flag [FLAG_APPLIED] = 0;
2678 container = 0;
2679
2680 esrv_update_item (UPD_FLAGS, this, old_container);
2681 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2682 play_sound (sound_find ("chest_close"));
2683 }
2684
2685 if (new_container)
2686 {
2687 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2688 return;
2689
2690 // TODO: this does not seem to serve any purpose anymore?
2691#if 0
2692 // insert the "Close Container" object.
2693 if (archetype *closer = new_container->other_arch)
2694 {
2695 object *closer = arch_to_object (new_container->other_arch);
2696 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2697 new_container->insert (closer);
2698 }
2699#endif
2700
2701 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2702
2703 new_container->flag [FLAG_APPLIED] = 1;
2704 container = new_container;
2705
2706 esrv_update_item (UPD_FLAGS, this, new_container);
2707 esrv_send_inventory (this, new_container);
2708 play_sound (sound_find ("chest_open"));
2709 }
2710}
2711
2712object *
2713object::force_find (const shstr name)
2714{
2715 /* cycle through his inventory to look for the MARK we want to
2716 * place
2717 */
2718 for (object *tmp = inv; tmp; tmp = tmp->below)
2719 if (tmp->type == FORCE && tmp->slaying == name)
2720 return splay (tmp);
2721
2722 return 0;
2723}
2724
2725void
2726object::force_add (const shstr name, int duration)
2727{
2728 if (object *force = force_find (name))
2729 force->destroy ();
2730
2731 object *force = get_archetype (FORCE_NAME);
2732
2733 force->slaying = name;
2734 force->stats.food = 1;
2735 force->speed_left = -1.f;
2736
2737 force->set_speed (duration ? 1.f / duration : 0.f);
2738 force->flag [FLAG_IS_USED_UP] = true;
2739 force->flag [FLAG_APPLIED] = true;
2740
2741 insert (force);
2742}
2743
2744void
2745object::play_sound (faceidx sound) const
2746{
2747 if (!sound)
2748 return;
2749
2750 if (flag [FLAG_REMOVED])
2751 return;
2752
2753 if (env)
2754 {
2755 if (object *pl = in_player ())
2756 pl->contr->play_sound (sound);
2757 }
2758 else
2759 map->play_sound (sound, x, y);
2760}
2761

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