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Comparing deliantra/server/common/object.C (file contents):
Revision 1.112 by root, Mon Jan 8 14:11:04 2007 UTC vs.
Revision 1.190 by root, Sat Sep 15 15:58:06 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 3 *
4 Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 7 *
8 This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT is free software: you can redistribute it and/or modify
9 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 (at your option) any later version. 11 * (at your option) any later version.
12 12 *
13 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 GNU General Public License for more details. 16 * GNU General Public License for more details.
17 17 *
18 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
21
22 The authors can be reached via e-mail at <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
23*/ 22 */
24 23
25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
26 sub/add_weight will transcend the environment updating the carrying 25 sub/add_weight will transcend the environment updating the carrying
27 variable. */ 26 variable. */
28#include <global.h> 27#include <global.h>
29#include <stdio.h> 28#include <stdio.h>
30#include <sys/types.h> 29#include <sys/types.h>
31#include <sys/uio.h> 30#include <sys/uio.h>
32#include <object.h> 31#include <object.h>
33#include <funcpoint.h> 32#include <funcpoint.h>
33#include <sproto.h>
34#include <loader.h> 34#include <loader.h>
35 35
36#include <bitset> 36#include <bitset>
37 37
38int nrofallocobjects = 0; 38int nrofallocobjects = 0;
299 return 0; 299 return 0;
300 else if (!compare_ob_value_lists (ob1, ob2)) 300 else if (!compare_ob_value_lists (ob1, ob2))
301 return 0; 301 return 0;
302 } 302 }
303 303
304 //TODO: generate an event or call into perl for additional checks
305 if (ob1->self || ob2->self) 304 if (ob1->self || ob2->self)
306 { 305 {
307 ob1->optimise (); 306 ob1->optimise ();
308 ob2->optimise (); 307 ob2->optimise ();
309 308
310 if (ob1->self || ob2->self) 309 if (ob1->self || ob2->self)
310 if (!cfperl_can_merge (ob1, ob2))
311 return 0; 311 return 0;
312 } 312 }
313 313
314 /* Everything passes, must be OK. */ 314 /* Everything passes, must be OK. */
315 return 1; 315 return 1;
316} 316}
324sum_weight (object *op) 324sum_weight (object *op)
325{ 325{
326 long sum; 326 long sum;
327 object *inv; 327 object *inv;
328 328
329 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 329 for (sum = 0, inv = op->inv; inv; inv = inv->below)
330 { 330 {
331 if (inv->inv) 331 if (inv->inv)
332 sum_weight (inv); 332 sum_weight (inv);
333
333 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 334 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
334 } 335 }
335 336
336 if (op->type == CONTAINER && op->stats.Str) 337 if (op->type == CONTAINER && op->stats.Str)
337 sum = (sum * (100 - op->stats.Str)) / 100; 338 sum = (sum * (100 - op->stats.Str)) / 100;
357/* 358/*
358 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 359 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
359 * Some error messages. 360 * Some error messages.
360 * The result of the dump is stored in the static global errmsg array. 361 * The result of the dump is stored in the static global errmsg array.
361 */ 362 */
362
363char * 363char *
364dump_object (object *op) 364dump_object (object *op)
365{ 365{
366 if (!op) 366 if (!op)
367 return strdup ("[NULLOBJ]"); 367 return strdup ("[NULLOBJ]");
368 368
369 object_freezer freezer; 369 object_freezer freezer;
370 save_object (freezer, op, 1); 370 op->write (freezer);
371 return freezer.as_string (); 371 return freezer.as_string ();
372} 372}
373 373
374/* 374/*
375 * get_nearest_part(multi-object, object 2) returns the part of the 375 * get_nearest_part(multi-object, object 2) returns the part of the
376 * multi-object 1 which is closest to the second object. 376 * multi-object 1 which is closest to the second object.
377 * If it's not a multi-object, it is returned. 377 * If it's not a multi-object, it is returned.
378 */ 378 */
379
380object * 379object *
381get_nearest_part (object *op, const object *pl) 380get_nearest_part (object *op, const object *pl)
382{ 381{
383 object *tmp, *closest; 382 object *tmp, *closest;
384 int last_dist, i; 383 int last_dist, i;
429} 428}
430 429
431/* 430/*
432 * Sets the owner and sets the skill and exp pointers to owner's current 431 * Sets the owner and sets the skill and exp pointers to owner's current
433 * skill and experience objects. 432 * skill and experience objects.
433 * ACTUALLY NO! investigate! TODO
434 */ 434 */
435void 435void
436object::set_owner (object *owner) 436object::set_owner (object *owner)
437{ 437{
438 // allow objects which own objects
438 if (!owner) 439 if (owner)
439 return;
440
441 /* next line added to allow objects which own objects */
442 /* Add a check for ownercounts in here, as I got into an endless loop
443 * with the fireball owning a poison cloud which then owned the
444 * fireball. I believe that was caused by one of the objects getting
445 * freed and then another object replacing it. Since the ownercounts
446 * didn't match, this check is valid and I believe that cause is valid.
447 */
448 while (owner->owner) 440 while (owner->owner)
449 owner = owner->owner; 441 owner = owner->owner;
450 442
451 this->owner = owner; 443 this->owner = owner;
444}
445
446int
447object::slottype () const
448{
449 if (type == SKILL)
450 {
451 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
452 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
453 }
454 else
455 {
456 if (slot [body_combat].info) return slot_combat;
457 if (slot [body_range ].info) return slot_ranged;
458 }
459
460 return slot_none;
461}
462
463bool
464object::change_weapon (object *ob)
465{
466 if (current_weapon == ob)
467 return true;
468
469 if (chosen_skill)
470 chosen_skill->flag [FLAG_APPLIED] = false;
471
472 current_weapon = ob;
473 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
474
475 if (chosen_skill)
476 chosen_skill->flag [FLAG_APPLIED] = true;
477
478 update_stats ();
479
480 if (ob)
481 {
482 // now check wether any body locations became invalid, in which case
483 // we cannot apply the weapon at the moment.
484 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
485 if (slot[i].used < 0)
486 {
487 current_weapon = chosen_skill = 0;
488 update_stats ();
489
490 new_draw_info_format (NDI_UNIQUE, 0, this,
491 "You try to balance all your items at once, "
492 "but the %s is just too much for your body. "
493 "[You need to unapply some items first.]", &ob->name);
494 return false;
495 }
496
497 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
498 }
499 else
500 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
501
502 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
503 {
504 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
505 &name, ob->debug_desc ());
506 return false;
507 }
508
509 return true;
452} 510}
453 511
454/* Zero the key_values on op, decrementing the shared-string 512/* Zero the key_values on op, decrementing the shared-string
455 * refcounts and freeing the links. 513 * refcounts and freeing the links.
456 */ 514 */
457static void 515static void
458free_key_values (object *op) 516free_key_values (object *op)
459{ 517{
460 for (key_value *i = op->key_values; i != 0;) 518 for (key_value *i = op->key_values; i; )
461 { 519 {
462 key_value *next = i->next; 520 key_value *next = i->next;
463 delete i; 521 delete i;
464 522
465 i = next; 523 i = next;
466 } 524 }
467 525
468 op->key_values = 0; 526 op->key_values = 0;
469} 527}
470 528
471/* 529object &
472 * copy_to first frees everything allocated by the dst object, 530object::operator =(const object &src)
473 * and then copies the contents of itself into the second
474 * object, allocating what needs to be allocated. Basically, any
475 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
476 * if the first object is freed, the pointers in the new object
477 * will point at garbage.
478 */
479void
480object::copy_to (object *dst)
481{ 531{
482 bool is_freed = QUERY_FLAG (dst, FLAG_FREED); 532 bool is_freed = flag [FLAG_FREED];
483 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED); 533 bool is_removed = flag [FLAG_REMOVED];
484 534
485 *(object_copy *)dst = *this; 535 *(object_copy *)this = src;
486 536
487 if (is_freed) 537 flag [FLAG_FREED] = is_freed;
488 SET_FLAG (dst, FLAG_FREED); 538 flag [FLAG_REMOVED] = is_removed;
489
490 if (is_removed)
491 SET_FLAG (dst, FLAG_REMOVED);
492
493 if (speed < 0)
494 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
495 539
496 /* Copy over key_values, if any. */ 540 /* Copy over key_values, if any. */
497 if (key_values) 541 if (src.key_values)
498 { 542 {
499 key_value *tail = 0; 543 key_value *tail = 0;
500 key_value *i;
501
502 dst->key_values = 0; 544 key_values = 0;
503 545
504 for (i = key_values; i; i = i->next) 546 for (key_value *i = src.key_values; i; i = i->next)
505 { 547 {
506 key_value *new_link = new key_value; 548 key_value *new_link = new key_value;
507 549
508 new_link->next = 0; 550 new_link->next = 0;
509 new_link->key = i->key; 551 new_link->key = i->key;
510 new_link->value = i->value; 552 new_link->value = i->value;
511 553
512 /* Try and be clever here, too. */ 554 /* Try and be clever here, too. */
513 if (!dst->key_values) 555 if (!key_values)
514 { 556 {
515 dst->key_values = new_link; 557 key_values = new_link;
516 tail = new_link; 558 tail = new_link;
517 } 559 }
518 else 560 else
519 { 561 {
520 tail->next = new_link; 562 tail->next = new_link;
521 tail = new_link; 563 tail = new_link;
522 } 564 }
523 } 565 }
524 } 566 }
567}
568
569/*
570 * copy_to first frees everything allocated by the dst object,
571 * and then copies the contents of itself into the second
572 * object, allocating what needs to be allocated. Basically, any
573 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
574 * if the first object is freed, the pointers in the new object
575 * will point at garbage.
576 */
577void
578object::copy_to (object *dst)
579{
580 *dst = *this;
581
582 if (speed < 0)
583 dst->speed_left -= rndm ();
525 584
526 dst->set_speed (dst->speed); 585 dst->set_speed (dst->speed);
586}
587
588void
589object::instantiate ()
590{
591 if (!uuid.seq) // HACK
592 uuid = gen_uuid ();
593
594 speed_left = -0.1f;
595 /* copy the body_info to the body_used - this is only really
596 * need for monsters, but doesn't hurt to do it for everything.
597 * by doing so, when a monster is created, it has good starting
598 * values for the body_used info, so when items are created
599 * for it, they can be properly equipped.
600 */
601 for (int i = NUM_BODY_LOCATIONS; i--; )
602 slot[i].used = slot[i].info;
603
604 attachable::instantiate ();
527} 605}
528 606
529object * 607object *
530object::clone () 608object::clone ()
531{ 609{
589 * UP_OBJ_FACE: only the objects face has changed. 667 * UP_OBJ_FACE: only the objects face has changed.
590 */ 668 */
591void 669void
592update_object (object *op, int action) 670update_object (object *op, int action)
593{ 671{
594 MoveType move_on, move_off, move_block, move_slow;
595
596 if (op == NULL) 672 if (op == NULL)
597 { 673 {
598 /* this should never happen */ 674 /* this should never happen */
599 LOG (llevDebug, "update_object() called for NULL object.\n"); 675 LOG (llevDebug, "update_object() called for NULL object.\n");
600 return; 676 return;
660 736
661 if (op->more) 737 if (op->more)
662 update_object (op->more, action); 738 update_object (op->more, action);
663} 739}
664 740
665object *object::first;
666
667object::object () 741object::object ()
668{ 742{
669 SET_FLAG (this, FLAG_REMOVED); 743 SET_FLAG (this, FLAG_REMOVED);
670 744
671 expmul = 1.0; 745 expmul = 1.0;
672 face = blank_face; 746 face = blank_face;
673} 747}
674 748
675object::~object () 749object::~object ()
676{ 750{
751 unlink ();
752
677 free_key_values (this); 753 free_key_values (this);
678} 754}
679 755
680static int object_count; 756static int object_count;
681 757
689 objects.insert (this); 765 objects.insert (this);
690} 766}
691 767
692void object::unlink () 768void object::unlink ()
693{ 769{
694 assert (index);//D 770 if (!index)
771 return;
772
695 objects.erase (this); 773 objects.erase (this);
696 refcnt_dec (); 774 refcnt_dec ();
697} 775}
698 776
699void 777void
773 * drop on that space. 851 * drop on that space.
774 */ 852 */
775 if (!drop_to_ground 853 if (!drop_to_ground
776 || !map 854 || !map
777 || map->in_memory != MAP_IN_MEMORY 855 || map->in_memory != MAP_IN_MEMORY
856 || map->nodrop
778 || ms ().move_block == MOVE_ALL) 857 || ms ().move_block == MOVE_ALL)
779 { 858 {
780 while (inv) 859 while (inv)
781 { 860 {
782 inv->destroy_inv (drop_to_ground); 861 inv->destroy_inv (drop_to_ground);
836 915
837 if (!freed_map) 916 if (!freed_map)
838 { 917 {
839 freed_map = new maptile; 918 freed_map = new maptile;
840 919
920 freed_map->path = "<freed objects map>";
841 freed_map->name = "/internal/freed_objects_map"; 921 freed_map->name = "/internal/freed_objects_map";
842 freed_map->width = 3; 922 freed_map->width = 3;
843 freed_map->height = 3; 923 freed_map->height = 3;
844 924
845 freed_map->alloc (); 925 freed_map->alloc ();
849 map = freed_map; 929 map = freed_map;
850 x = 1; 930 x = 1;
851 y = 1; 931 y = 1;
852 } 932 }
853 933
854 head = 0;
855
856 if (more) 934 if (more)
857 { 935 {
858 more->destroy (); 936 more->destroy ();
859 more = 0; 937 more = 0;
860 } 938 }
861 939
940 head = 0;
941
862 // clear those pointers that likely might have circular references to us 942 // clear those pointers that likely might cause circular references
863 owner = 0; 943 owner = 0;
864 enemy = 0; 944 enemy = 0;
865 attacked_by = 0; 945 attacked_by = 0;
946 current_weapon = 0;
866} 947}
867 948
868void 949void
869object::destroy (bool destroy_inventory) 950object::destroy (bool destroy_inventory)
870{ 951{
871 if (destroyed ()) 952 if (destroyed ())
872 return; 953 return;
873 954
874 if (destroy_inventory) 955 if (destroy_inventory)
875 destroy_inv (false); 956 destroy_inv (false);
957
958 if (is_head ())
959 if (sound_destroy)
960 play_sound (sound_destroy);
961 else if (flag [FLAG_MONSTER])
962 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
876 963
877 attachable::destroy (); 964 attachable::destroy ();
878} 965}
879 966
880/* 967/*
898 * This function removes the object op from the linked list of objects 985 * This function removes the object op from the linked list of objects
899 * which it is currently tied to. When this function is done, the 986 * which it is currently tied to. When this function is done, the
900 * object will have no environment. If the object previously had an 987 * object will have no environment. If the object previously had an
901 * environment, the x and y coordinates will be updated to 988 * environment, the x and y coordinates will be updated to
902 * the previous environment. 989 * the previous environment.
903 * Beware: This function is called from the editor as well!
904 */ 990 */
905void 991void
906object::remove () 992object::do_remove ()
907{ 993{
908 object *tmp, *last = 0; 994 object *tmp, *last = 0;
909 object *otmp; 995 object *otmp;
910 996
911 if (QUERY_FLAG (this, FLAG_REMOVED)) 997 if (QUERY_FLAG (this, FLAG_REMOVED))
954 } 1040 }
955 else if (map) 1041 else if (map)
956 { 1042 {
957 if (type == PLAYER) 1043 if (type == PLAYER)
958 { 1044 {
1045 // leaving a spot always closes any open container on the ground
1046 if (container && !container->env)
1047 // this causes spurious floorbox updates, but it ensures
1048 // that the CLOSE event is being sent.
1049 close_container ();
1050
959 --map->players; 1051 --map->players;
960 map->touch (); 1052 map->touch ();
961 } 1053 }
962 1054
963 map->dirty = true; 1055 map->dirty = true;
1056 mapspace &ms = this->ms ();
964 1057
965 /* link the object above us */ 1058 /* link the object above us */
966 if (above) 1059 if (above)
967 above->below = below; 1060 above->below = below;
968 else 1061 else
969 map->at (x, y).top = below; /* we were top, set new top */ 1062 ms.top = below; /* we were top, set new top */
970 1063
971 /* Relink the object below us, if there is one */ 1064 /* Relink the object below us, if there is one */
972 if (below) 1065 if (below)
973 below->above = above; 1066 below->above = above;
974 else 1067 else
976 /* Nothing below, which means we need to relink map object for this space 1069 /* Nothing below, which means we need to relink map object for this space
977 * use translated coordinates in case some oddness with map tiling is 1070 * use translated coordinates in case some oddness with map tiling is
978 * evident 1071 * evident
979 */ 1072 */
980 if (GET_MAP_OB (map, x, y) != this) 1073 if (GET_MAP_OB (map, x, y) != this)
981 {
982 char *dump = dump_object (this);
983 LOG (llevError,
984 "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", dump); 1074 LOG (llevError, "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom? %s\n", debug_desc ());
985 free (dump);
986 dump = dump_object (GET_MAP_OB (map, x, y));
987 LOG (llevError, "%s\n", dump);
988 free (dump);
989 }
990 1075
991 map->at (x, y).bot = above; /* goes on above it. */ 1076 ms.bot = above; /* goes on above it. */
992 } 1077 }
993 1078
994 above = 0; 1079 above = 0;
995 below = 0; 1080 below = 0;
996 1081
997 if (map->in_memory == MAP_SAVING) 1082 if (map->in_memory == MAP_SAVING)
998 return; 1083 return;
999 1084
1000 int check_walk_off = !flag [FLAG_NO_APPLY]; 1085 int check_walk_off = !flag [FLAG_NO_APPLY];
1001 1086
1087 if (object *pl = ms.player ())
1088 {
1089 if (pl->container == this)
1090 /* If a container that the player is currently using somehow gets
1091 * removed (most likely destroyed), update the player view
1092 * appropriately.
1093 */
1094 pl->close_container ();
1095
1096 pl->contr->ns->floorbox_update ();
1097 }
1098
1002 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above) 1099 for (tmp = ms.bot; tmp; tmp = tmp->above)
1003 { 1100 {
1004 /* No point updating the players look faces if he is the object 1101 /* No point updating the players look faces if he is the object
1005 * being removed. 1102 * being removed.
1006 */ 1103 */
1007
1008 if (tmp->type == PLAYER && tmp != this)
1009 {
1010 /* If a container that the player is currently using somehow gets
1011 * removed (most likely destroyed), update the player view
1012 * appropriately.
1013 */
1014 if (tmp->container == this)
1015 {
1016 flag [FLAG_APPLIED] = 0;
1017 tmp->container = 0;
1018 }
1019
1020 if (tmp->contr->ns)
1021 tmp->contr->ns->floorbox_update ();
1022 }
1023 1104
1024 /* See if object moving off should effect something */ 1105 /* See if object moving off should effect something */
1025 if (check_walk_off 1106 if (check_walk_off
1026 && ((move_type & tmp->move_off) 1107 && ((move_type & tmp->move_off)
1027 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1108 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1030 1111
1031 if (destroyed ()) 1112 if (destroyed ())
1032 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1113 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1033 } 1114 }
1034 1115
1035 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1036 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1037 if (tmp->above == tmp)
1038 tmp->above = 0;
1039
1040 last = tmp; 1116 last = tmp;
1041 } 1117 }
1042 1118
1043 /* last == NULL if there are no objects on this space */ 1119 /* last == NULL if there are no objects on this space */
1044 //TODO: this makes little sense, why only update the topmost object? 1120 //TODO: this makes little sense, why only update the topmost object?
1087 } 1163 }
1088 1164
1089 return 0; 1165 return 0;
1090} 1166}
1091 1167
1168void
1169object::expand_tail ()
1170{
1171 if (more)
1172 return;
1173
1174 object *prev = this;
1175
1176 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1177 {
1178 object *op = arch_to_object (at);
1179
1180 op->name = name;
1181 op->name_pl = name_pl;
1182 op->title = title;
1183
1184 op->head = this;
1185 prev->more = op;
1186
1187 prev = op;
1188 }
1189}
1190
1092/* 1191/*
1093 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1192 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1094 * job preparing multi-part monsters 1193 * job preparing multi-part monsters.
1095 */ 1194 */
1096object * 1195object *
1097insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1196insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1098{ 1197{
1099 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1198 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1100 { 1199 {
1101 tmp->x = x + tmp->arch->clone.x; 1200 tmp->x = x + tmp->arch->x;
1102 tmp->y = y + tmp->arch->clone.y; 1201 tmp->y = y + tmp->arch->y;
1103 } 1202 }
1104 1203
1105 return insert_ob_in_map (op, m, originator, flag); 1204 return insert_ob_in_map (op, m, originator, flag);
1106} 1205}
1107 1206
1126 * just 'op' otherwise 1225 * just 'op' otherwise
1127 */ 1226 */
1128object * 1227object *
1129insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1228insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1130{ 1229{
1230 assert (!op->flag [FLAG_FREED]);
1231
1131 object *tmp, *top, *floor = NULL; 1232 object *top, *floor = NULL;
1132 sint16 x, y;
1133 1233
1134 if (QUERY_FLAG (op, FLAG_FREED)) 1234 op->remove ();
1135 {
1136 LOG (llevError, "Trying to insert freed object!\n");
1137 return NULL;
1138 }
1139
1140 if (!m)
1141 {
1142 char *dump = dump_object (op);
1143 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1144 free (dump);
1145 return op;
1146 }
1147
1148 if (out_of_map (m, op->x, op->y))
1149 {
1150 char *dump = dump_object (op);
1151 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1152#ifdef MANY_CORES
1153 /* Better to catch this here, as otherwise the next use of this object
1154 * is likely to cause a crash. Better to find out where it is getting
1155 * improperly inserted.
1156 */
1157 abort ();
1158#endif
1159 free (dump);
1160 return op;
1161 }
1162
1163 if (!QUERY_FLAG (op, FLAG_REMOVED))
1164 {
1165 char *dump = dump_object (op);
1166 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1167 free (dump);
1168 return op;
1169 }
1170
1171 if (op->more)
1172 {
1173 /* The part may be on a different map. */
1174
1175 object *more = op->more;
1176
1177 /* We really need the caller to normalise coordinates - if
1178 * we set the map, that doesn't work if the location is within
1179 * a map and this is straddling an edge. So only if coordinate
1180 * is clear wrong do we normalise it.
1181 */
1182 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1183 more->map = get_map_from_coord (m, &more->x, &more->y);
1184 else if (!more->map)
1185 {
1186 /* For backwards compatibility - when not dealing with tiled maps,
1187 * more->map should always point to the parent.
1188 */
1189 more->map = m;
1190 }
1191
1192 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1193 {
1194 if (!op->head)
1195 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1196
1197 return 0;
1198 }
1199 }
1200
1201 CLEAR_FLAG (op, FLAG_REMOVED);
1202 1235
1203 /* Ideally, the caller figures this out. However, it complicates a lot 1236 /* Ideally, the caller figures this out. However, it complicates a lot
1204 * of areas of callers (eg, anything that uses find_free_spot would now 1237 * of areas of callers (eg, anything that uses find_free_spot would now
1205 * need extra work 1238 * need extra work
1206 */ 1239 */
1207 op->map = get_map_from_coord (m, &op->x, &op->y); 1240 if (!xy_normalise (m, op->x, op->y))
1208 x = op->x; 1241 {
1209 y = op->y; 1242 op->destroy ();
1243 return 0;
1244 }
1245
1246 if (object *more = op->more)
1247 if (!insert_ob_in_map (more, m, originator, flag))
1248 return 0;
1249
1250 CLEAR_FLAG (op, FLAG_REMOVED);
1251
1252 op->map = m;
1253 mapspace &ms = op->ms ();
1210 1254
1211 /* this has to be done after we translate the coordinates. 1255 /* this has to be done after we translate the coordinates.
1212 */ 1256 */
1213 if (op->nrof && !(flag & INS_NO_MERGE)) 1257 if (op->nrof && !(flag & INS_NO_MERGE))
1214 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above) 1258 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1215 if (object::can_merge (op, tmp)) 1259 if (object::can_merge (op, tmp))
1216 { 1260 {
1217 op->nrof += tmp->nrof; 1261 op->nrof += tmp->nrof;
1218 tmp->destroy (); 1262 tmp->destroy ();
1219 } 1263 }
1236 op->below = originator->below; 1280 op->below = originator->below;
1237 1281
1238 if (op->below) 1282 if (op->below)
1239 op->below->above = op; 1283 op->below->above = op;
1240 else 1284 else
1241 op->ms ().bot = op; 1285 ms.bot = op;
1242 1286
1243 /* since *below* originator, no need to update top */ 1287 /* since *below* originator, no need to update top */
1244 originator->below = op; 1288 originator->below = op;
1245 } 1289 }
1246 else 1290 else
1247 { 1291 {
1292 top = ms.bot;
1293
1248 /* If there are other objects, then */ 1294 /* If there are other objects, then */
1249 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1295 if ((!(flag & INS_MAP_LOAD)) && top)
1250 { 1296 {
1251 object *last = 0; 1297 object *last = 0;
1252 1298
1253 /* 1299 /*
1254 * If there are multiple objects on this space, we do some trickier handling. 1300 * If there are multiple objects on this space, we do some trickier handling.
1260 * once we get to them. This reduces the need to traverse over all of 1306 * once we get to them. This reduces the need to traverse over all of
1261 * them when adding another one - this saves quite a bit of cpu time 1307 * them when adding another one - this saves quite a bit of cpu time
1262 * when lots of spells are cast in one area. Currently, it is presumed 1308 * when lots of spells are cast in one area. Currently, it is presumed
1263 * that flying non pickable objects are spell objects. 1309 * that flying non pickable objects are spell objects.
1264 */ 1310 */
1265 while (top) 1311 for (top = ms.bot; top; top = top->above)
1266 { 1312 {
1267 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1313 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1268 floor = top; 1314 floor = top;
1269 1315
1270 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1316 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1273 top = top->below; 1319 top = top->below;
1274 break; 1320 break;
1275 } 1321 }
1276 1322
1277 last = top; 1323 last = top;
1278 top = top->above;
1279 } 1324 }
1280 1325
1281 /* Don't want top to be NULL, so set it to the last valid object */ 1326 /* Don't want top to be NULL, so set it to the last valid object */
1282 top = last; 1327 top = last;
1283 1328
1285 * looks like instead of lots of conditions here. 1330 * looks like instead of lots of conditions here.
1286 * makes things faster, and effectively the same result. 1331 * makes things faster, and effectively the same result.
1287 */ 1332 */
1288 1333
1289 /* Have object 'fall below' other objects that block view. 1334 /* Have object 'fall below' other objects that block view.
1290 * Unless those objects are exits, type 66 1335 * Unless those objects are exits.
1291 * If INS_ON_TOP is used, don't do this processing 1336 * If INS_ON_TOP is used, don't do this processing
1292 * Need to find the object that in fact blocks view, otherwise 1337 * Need to find the object that in fact blocks view, otherwise
1293 * stacking is a bit odd. 1338 * stacking is a bit odd.
1294 */ 1339 */
1295 if (!(flag & INS_ON_TOP) && 1340 if (!(flag & INS_ON_TOP)
1296 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1341 && ms.flags () & P_BLOCKSVIEW
1342 && (op->face && !faces [op->face].visibility))
1297 { 1343 {
1298 for (last = top; last != floor; last = last->below) 1344 for (last = top; last != floor; last = last->below)
1299 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1345 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1300 break; 1346 break;
1347
1301 /* Check to see if we found the object that blocks view, 1348 /* Check to see if we found the object that blocks view,
1302 * and make sure we have a below pointer for it so that 1349 * and make sure we have a below pointer for it so that
1303 * we can get inserted below this one, which requires we 1350 * we can get inserted below this one, which requires we
1304 * set top to the object below us. 1351 * set top to the object below us.
1305 */ 1352 */
1306 if (last && last->below && last != floor) 1353 if (last && last->below && last != floor)
1307 top = last->below; 1354 top = last->below;
1308 } 1355 }
1309 } /* If objects on this space */ 1356 } /* If objects on this space */
1310
1311 if (flag & INS_MAP_LOAD) 1357 if (flag & INS_MAP_LOAD)
1312 top = GET_MAP_TOP (op->map, op->x, op->y); 1358 top = ms.top;
1313 1359
1314 if (flag & INS_ABOVE_FLOOR_ONLY) 1360 if (flag & INS_ABOVE_FLOOR_ONLY)
1315 top = floor; 1361 top = floor;
1316 1362
1317 /* Top is the object that our object (op) is going to get inserted above. 1363 /* Top is the object that our object (op) is going to get inserted above.
1318 */ 1364 */
1319 1365
1320 /* First object on this space */ 1366 /* First object on this space */
1321 if (!top) 1367 if (!top)
1322 { 1368 {
1323 op->above = GET_MAP_OB (op->map, op->x, op->y); 1369 op->above = ms.bot;
1324 1370
1325 if (op->above) 1371 if (op->above)
1326 op->above->below = op; 1372 op->above->below = op;
1327 1373
1328 op->below = 0; 1374 op->below = 0;
1329 op->ms ().bot = op; 1375 ms.bot = op;
1330 } 1376 }
1331 else 1377 else
1332 { /* get inserted into the stack above top */ 1378 { /* get inserted into the stack above top */
1333 op->above = top->above; 1379 op->above = top->above;
1334 1380
1338 op->below = top; 1384 op->below = top;
1339 top->above = op; 1385 top->above = op;
1340 } 1386 }
1341 1387
1342 if (!op->above) 1388 if (!op->above)
1343 op->ms ().top = op; 1389 ms.top = op;
1344 } /* else not INS_BELOW_ORIGINATOR */ 1390 } /* else not INS_BELOW_ORIGINATOR */
1345 1391
1346 if (op->type == PLAYER) 1392 if (op->type == PLAYER)
1347 { 1393 {
1348 op->contr->do_los = 1; 1394 op->contr->do_los = 1;
1350 op->map->touch (); 1396 op->map->touch ();
1351 } 1397 }
1352 1398
1353 op->map->dirty = true; 1399 op->map->dirty = true;
1354 1400
1355 /* If we have a floor, we know the player, if any, will be above
1356 * it, so save a few ticks and start from there.
1357 */
1358 if (!(flag & INS_MAP_LOAD)) 1401 if (!(flag & INS_MAP_LOAD))
1359 if (object *pl = op->ms ().player ()) 1402 if (object *pl = ms.player ())
1360 if (pl->contr->ns)
1361 pl->contr->ns->floorbox_update (); 1403 pl->contr->ns->floorbox_update ();
1362 1404
1363 /* If this object glows, it may affect lighting conditions that are 1405 /* If this object glows, it may affect lighting conditions that are
1364 * visible to others on this map. But update_all_los is really 1406 * visible to others on this map. But update_all_los is really
1365 * an inefficient way to do this, as it means los for all players 1407 * an inefficient way to do this, as it means los for all players
1366 * on the map will get recalculated. The players could very well 1408 * on the map will get recalculated. The players could very well
1385 * blocked() and wall() work properly), and these flags are updated by 1427 * blocked() and wall() work properly), and these flags are updated by
1386 * update_object(). 1428 * update_object().
1387 */ 1429 */
1388 1430
1389 /* if this is not the head or flag has been passed, don't check walk on status */ 1431 /* if this is not the head or flag has been passed, don't check walk on status */
1390 if (!(flag & INS_NO_WALK_ON) && !op->head) 1432 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1391 { 1433 {
1392 if (check_move_on (op, originator)) 1434 if (check_move_on (op, originator))
1393 return 0; 1435 return 0;
1394 1436
1395 /* If we are a multi part object, lets work our way through the check 1437 /* If we are a multi part object, lets work our way through the check
1396 * walk on's. 1438 * walk on's.
1397 */ 1439 */
1398 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1440 for (object *tmp = op->more; tmp; tmp = tmp->more)
1399 if (check_move_on (tmp, originator)) 1441 if (check_move_on (tmp, originator))
1400 return 0; 1442 return 0;
1401 } 1443 }
1402 1444
1403 return op; 1445 return op;
1413 object *tmp, *tmp1; 1455 object *tmp, *tmp1;
1414 1456
1415 /* first search for itself and remove any old instances */ 1457 /* first search for itself and remove any old instances */
1416 1458
1417 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 1459 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1418 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1460 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1419 tmp->destroy (); 1461 tmp->destroy ();
1420 1462
1421 tmp1 = arch_to_object (archetype::find (arch_string)); 1463 tmp1 = arch_to_object (archetype::find (arch_string));
1422 1464
1423 tmp1->x = op->x; 1465 tmp1->x = op->x;
1426} 1468}
1427 1469
1428object * 1470object *
1429object::insert_at (object *where, object *originator, int flags) 1471object::insert_at (object *where, object *originator, int flags)
1430{ 1472{
1431 where->map->insert (this, where->x, where->y, originator, flags); 1473 return where->map->insert (this, where->x, where->y, originator, flags);
1432} 1474}
1433 1475
1434/* 1476/*
1435 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1477 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1436 * is returned contains nr objects, and the remaining parts contains 1478 * is returned contains nr objects, and the remaining parts contains
1476 * the amount of an object. If the amount reaches 0, the object 1518 * the amount of an object. If the amount reaches 0, the object
1477 * is subsequently removed and freed. 1519 * is subsequently removed and freed.
1478 * 1520 *
1479 * Return value: 'op' if something is left, NULL if the amount reached 0 1521 * Return value: 'op' if something is left, NULL if the amount reached 0
1480 */ 1522 */
1481
1482object * 1523object *
1483decrease_ob_nr (object *op, uint32 i) 1524decrease_ob_nr (object *op, uint32 i)
1484{ 1525{
1485 object *tmp; 1526 object *tmp;
1486 1527
1561 1602
1562/* 1603/*
1563 * add_weight(object, weight) adds the specified weight to an object, 1604 * add_weight(object, weight) adds the specified weight to an object,
1564 * and also updates how much the environment(s) is/are carrying. 1605 * and also updates how much the environment(s) is/are carrying.
1565 */ 1606 */
1566
1567void 1607void
1568add_weight (object *op, signed long weight) 1608add_weight (object *op, signed long weight)
1569{ 1609{
1570 while (op != NULL) 1610 while (op != NULL)
1571 { 1611 {
1586 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1626 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1587 free (dump); 1627 free (dump);
1588 return op; 1628 return op;
1589 } 1629 }
1590 1630
1591 if (where->head) 1631 if (where->head_ () != where)
1592 { 1632 {
1593 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n"); 1633 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1594 where = where->head; 1634 where = where->head;
1595 } 1635 }
1596 1636
1597 return where->insert (op); 1637 return where->insert (op);
1598} 1638}
1603 * inside the object environment. 1643 * inside the object environment.
1604 * 1644 *
1605 * The function returns now pointer to inserted item, and return value can 1645 * The function returns now pointer to inserted item, and return value can
1606 * be != op, if items are merged. -Tero 1646 * be != op, if items are merged. -Tero
1607 */ 1647 */
1608
1609object * 1648object *
1610object::insert (object *op) 1649object::insert (object *op)
1611{ 1650{
1612 object *tmp, *otmp;
1613
1614 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1651 if (!QUERY_FLAG (op, FLAG_REMOVED))
1615 op->remove (); 1652 op->remove ();
1616 1653
1617 if (op->more) 1654 if (op->more)
1618 { 1655 {
1620 return op; 1657 return op;
1621 } 1658 }
1622 1659
1623 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1660 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1624 CLEAR_FLAG (op, FLAG_REMOVED); 1661 CLEAR_FLAG (op, FLAG_REMOVED);
1662
1625 if (op->nrof) 1663 if (op->nrof)
1626 { 1664 {
1627 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1665 for (object *tmp = inv; tmp; tmp = tmp->below)
1628 if (object::can_merge (tmp, op)) 1666 if (object::can_merge (tmp, op))
1629 { 1667 {
1630 /* return the original object and remove inserted object 1668 /* return the original object and remove inserted object
1631 (client needs the original object) */ 1669 (client needs the original object) */
1632 tmp->nrof += op->nrof; 1670 tmp->nrof += op->nrof;
1651 add_weight (this, op->weight * op->nrof); 1689 add_weight (this, op->weight * op->nrof);
1652 } 1690 }
1653 else 1691 else
1654 add_weight (this, (op->weight + op->carrying)); 1692 add_weight (this, (op->weight + op->carrying));
1655 1693
1656 otmp = this->in_player (); 1694 if (object *otmp = this->in_player ())
1657 if (otmp && otmp->contr)
1658 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1695 if (otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1659 otmp->update_stats (); 1696 otmp->update_stats ();
1660 1697
1698 op->owner = 0; // its his/hers now. period.
1661 op->map = 0; 1699 op->map = 0;
1662 op->env = this; 1700 op->env = this;
1663 op->above = 0; 1701 op->above = 0;
1664 op->below = 0; 1702 op->below = 0;
1665 op->x = 0, op->y = 0; 1703 op->x = op->y = 0;
1666 1704
1667 /* reset the light list and los of the players on the map */ 1705 /* reset the light list and los of the players on the map */
1668 if ((op->glow_radius != 0) && map) 1706 if (op->glow_radius && map)
1669 { 1707 {
1670#ifdef DEBUG_LIGHTS 1708#ifdef DEBUG_LIGHTS
1671 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1709 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1672#endif /* DEBUG_LIGHTS */ 1710#endif /* DEBUG_LIGHTS */
1673 if (map->darkness) 1711 if (map->darkness)
1773 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1811 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1774 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1812 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1775 { 1813 {
1776 1814
1777 float 1815 float
1778 diff = tmp->move_slow_penalty * FABS (op->speed); 1816 diff = tmp->move_slow_penalty * fabs (op->speed);
1779 1817
1780 if (op->type == PLAYER) 1818 if (op->type == PLAYER)
1781 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1819 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1782 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1820 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1783 diff /= 4.0; 1821 diff /= 4.0;
1927 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1965 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1928 { 1966 {
1929 CLEAR_FLAG (tmp, flag); 1967 CLEAR_FLAG (tmp, flag);
1930 unflag_inv (tmp, flag); 1968 unflag_inv (tmp, flag);
1931 } 1969 }
1932}
1933
1934/*
1935 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1936 * all it's inventory (recursively).
1937 * If checksums are used, a player will get set_cheat called for
1938 * him/her-self and all object carried by a call to this function.
1939 */
1940void
1941set_cheat (object *op)
1942{
1943 SET_FLAG (op, FLAG_WAS_WIZ);
1944 flag_inv (op, FLAG_WAS_WIZ);
1945} 1970}
1946 1971
1947/* 1972/*
1948 * find_free_spot(object, map, x, y, start, stop) will search for 1973 * find_free_spot(object, map, x, y, start, stop) will search for
1949 * a spot at the given map and coordinates which will be able to contain 1974 * a spot at the given map and coordinates which will be able to contain
1966 * customized, changed states, etc. 1991 * customized, changed states, etc.
1967 */ 1992 */
1968int 1993int
1969find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 1994find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
1970{ 1995{
1996 int altern[SIZEOFFREE];
1971 int index = 0, flag; 1997 int index = 0, flag;
1972 int altern[SIZEOFFREE];
1973 1998
1974 for (int i = start; i < stop; i++) 1999 for (int i = start; i < stop; i++)
1975 { 2000 {
1976 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2001 mapxy pos (m, x, y); pos.move (i);
1977 if (!flag) 2002
2003 if (!pos.normalise ())
2004 continue;
2005
2006 mapspace &ms = *pos;
2007
2008 if (ms.flags () & P_IS_ALIVE)
2009 continue;
2010
2011 /* However, often
2012 * ob doesn't have any move type (when used to place exits)
2013 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
2014 */
2015 if (ob->move_type == 0 && ms.move_block != MOVE_ALL)
2016 {
1978 altern [index++] = i; 2017 altern [index++] = i;
2018 continue;
2019 }
1979 2020
1980 /* Basically, if we find a wall on a space, we cut down the search size. 2021 /* Basically, if we find a wall on a space, we cut down the search size.
1981 * In this way, we won't return spaces that are on another side of a wall. 2022 * In this way, we won't return spaces that are on another side of a wall.
1982 * This mostly work, but it cuts down the search size in all directions - 2023 * This mostly work, but it cuts down the search size in all directions -
1983 * if the space being examined only has a wall to the north and empty 2024 * if the space being examined only has a wall to the north and empty
1984 * spaces in all the other directions, this will reduce the search space 2025 * spaces in all the other directions, this will reduce the search space
1985 * to only the spaces immediately surrounding the target area, and 2026 * to only the spaces immediately surrounding the target area, and
1986 * won't look 2 spaces south of the target space. 2027 * won't look 2 spaces south of the target space.
1987 */ 2028 */
1988 else if ((flag & P_NO_PASS) && maxfree[i] < stop) 2029 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2030 {
1989 stop = maxfree[i]; 2031 stop = maxfree[i];
2032 continue;
2033 }
2034
2035 /* Note it is intentional that we check ob - the movement type of the
2036 * head of the object should correspond for the entire object.
2037 */
2038 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2039 continue;
2040
2041 altern [index++] = i;
1990 } 2042 }
1991 2043
1992 if (!index) 2044 if (!index)
1993 return -1; 2045 return -1;
1994 2046
1995 return altern[RANDOM () % index]; 2047 return altern [rndm (index)];
1996} 2048}
1997 2049
1998/* 2050/*
1999 * find_first_free_spot(archetype, maptile, x, y) works like 2051 * find_first_free_spot(archetype, maptile, x, y) works like
2000 * find_free_spot(), but it will search max number of squares. 2052 * find_free_spot(), but it will search max number of squares.
2003 */ 2055 */
2004int 2056int
2005find_first_free_spot (const object *ob, maptile *m, int x, int y) 2057find_first_free_spot (const object *ob, maptile *m, int x, int y)
2006{ 2058{
2007 for (int i = 0; i < SIZEOFFREE; i++) 2059 for (int i = 0; i < SIZEOFFREE; i++)
2008 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2060 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2009 return i; 2061 return i;
2010 2062
2011 return -1; 2063 return -1;
2012} 2064}
2013 2065
2021{ 2073{
2022 arr += begin; 2074 arr += begin;
2023 end -= begin; 2075 end -= begin;
2024 2076
2025 while (--end) 2077 while (--end)
2026 swap (arr [end], arr [RANDOM () % (end + 1)]); 2078 swap (arr [end], arr [rndm (end + 1)]);
2027} 2079}
2028 2080
2029/* new function to make monster searching more efficient, and effective! 2081/* new function to make monster searching more efficient, and effective!
2030 * This basically returns a randomized array (in the passed pointer) of 2082 * This basically returns a randomized array (in the passed pointer) of
2031 * the spaces to find monsters. In this way, it won't always look for 2083 * the spaces to find monsters. In this way, it won't always look for
2067 object *tmp; 2119 object *tmp;
2068 maptile *mp; 2120 maptile *mp;
2069 2121
2070 MoveType blocked, move_type; 2122 MoveType blocked, move_type;
2071 2123
2072 if (exclude && exclude->head) 2124 if (exclude && exclude->head_ () != exclude)
2073 { 2125 {
2074 exclude = exclude->head; 2126 exclude = exclude->head;
2075 move_type = exclude->move_type; 2127 move_type = exclude->move_type;
2076 } 2128 }
2077 else 2129 else
2100 max = maxfree[i]; 2152 max = maxfree[i];
2101 else if (mflags & P_IS_ALIVE) 2153 else if (mflags & P_IS_ALIVE)
2102 { 2154 {
2103 for (tmp = ms.bot; tmp; tmp = tmp->above) 2155 for (tmp = ms.bot; tmp; tmp = tmp->above)
2104 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2156 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2105 && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2157 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2106 break; 2158 break;
2107 2159
2108 if (tmp) 2160 if (tmp)
2109 return freedir[i]; 2161 return freedir[i];
2110 } 2162 }
2165 2217
2166 return 3; 2218 return 3;
2167} 2219}
2168 2220
2169/* 2221/*
2170 * absdir(int): Returns a number between 1 and 8, which represent
2171 * the "absolute" direction of a number (it actually takes care of
2172 * "overflow" in previous calculations of a direction).
2173 */
2174
2175int
2176absdir (int d)
2177{
2178 while (d < 1)
2179 d += 8;
2180
2181 while (d > 8)
2182 d -= 8;
2183
2184 return d;
2185}
2186
2187/*
2188 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2222 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2189 * between two directions (which are expected to be absolute (see absdir()) 2223 * between two directions (which are expected to be absolute (see absdir())
2190 */ 2224 */
2191
2192int 2225int
2193dirdiff (int dir1, int dir2) 2226dirdiff (int dir1, int dir2)
2194{ 2227{
2195 int d; 2228 int d;
2196 2229
2309 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2342 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2310 * core dumps if they do. 2343 * core dumps if they do.
2311 * 2344 *
2312 * Add a check so we can't pick up invisible objects (0.93.8) 2345 * Add a check so we can't pick up invisible objects (0.93.8)
2313 */ 2346 */
2314
2315int 2347int
2316can_pick (const object *who, const object *item) 2348can_pick (const object *who, const object *item)
2317{ 2349{
2318 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2350 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2319 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2351 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2324 * create clone from object to another 2356 * create clone from object to another
2325 */ 2357 */
2326object * 2358object *
2327object_create_clone (object *asrc) 2359object_create_clone (object *asrc)
2328{ 2360{
2329 object *dst = 0, *tmp, *src, *part, *prev, *item; 2361 object *dst = 0, *tmp, *src, *prev, *item;
2330 2362
2331 if (!asrc) 2363 if (!asrc)
2332 return 0; 2364 return 0;
2333 2365
2334 src = asrc;
2335 if (src->head)
2336 src = src->head; 2366 src = asrc->head_ ();
2337 2367
2338 prev = 0; 2368 prev = 0;
2339 for (part = src; part; part = part->more) 2369 for (object *part = src; part; part = part->more)
2340 { 2370 {
2341 tmp = part->clone (); 2371 tmp = part->clone ();
2342 tmp->x -= src->x; 2372 tmp->x -= src->x;
2343 tmp->y -= src->y; 2373 tmp->y -= src->y;
2344 2374
2360 2390
2361 for (item = src->inv; item; item = item->below) 2391 for (item = src->inv; item; item = item->below)
2362 insert_ob_in_ob (object_create_clone (item), dst); 2392 insert_ob_in_ob (object_create_clone (item), dst);
2363 2393
2364 return dst; 2394 return dst;
2365}
2366
2367/* GROS - Creates an object using a string representing its content. */
2368/* Basically, we save the content of the string to a temp file, then call */
2369/* load_object on it. I admit it is a highly inefficient way to make things, */
2370/* but it was simple to make and allows reusing the load_object function. */
2371/* Remember not to use load_object_str in a time-critical situation. */
2372/* Also remember that multiparts objects are not supported for now. */
2373object *
2374load_object_str (const char *obstr)
2375{
2376 object *op;
2377 char filename[MAX_BUF];
2378
2379 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2380
2381 FILE *tempfile = fopen (filename, "w");
2382
2383 if (tempfile == NULL)
2384 {
2385 LOG (llevError, "Error - Unable to access load object temp file\n");
2386 return NULL;
2387 }
2388
2389 fprintf (tempfile, obstr);
2390 fclose (tempfile);
2391
2392 op = object::create ();
2393
2394 object_thawer thawer (filename);
2395
2396 if (thawer)
2397 load_object (thawer, op, 0);
2398
2399 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2400 CLEAR_FLAG (op, FLAG_REMOVED);
2401
2402 return op;
2403} 2395}
2404 2396
2405/* This returns the first object in who's inventory that 2397/* This returns the first object in who's inventory that
2406 * has the same type and subtype match. 2398 * has the same type and subtype match.
2407 * returns NULL if no match. 2399 * returns NULL if no match.
2462 if (link->key == canonical_key) 2454 if (link->key == canonical_key)
2463 return link->value; 2455 return link->value;
2464 2456
2465 return 0; 2457 return 0;
2466} 2458}
2467
2468 2459
2469/* 2460/*
2470 * Updates the canonical_key in op to value. 2461 * Updates the canonical_key in op to value.
2471 * 2462 *
2472 * canonical_key is a shared string (value doesn't have to be). 2463 * canonical_key is a shared string (value doesn't have to be).
2496 /* Basically, if the archetype has this key set, 2487 /* Basically, if the archetype has this key set,
2497 * we need to store the null value so when we save 2488 * we need to store the null value so when we save
2498 * it, we save the empty value so that when we load, 2489 * it, we save the empty value so that when we load,
2499 * we get this value back again. 2490 * we get this value back again.
2500 */ 2491 */
2501 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2492 if (get_ob_key_link (op->arch, canonical_key))
2502 field->value = 0; 2493 field->value = 0;
2503 else 2494 else
2504 { 2495 {
2505 if (last) 2496 if (last)
2506 last->next = field->next; 2497 last->next = field->next;
2575 } 2566 }
2576 else 2567 else
2577 item = item->env; 2568 item = item->env;
2578} 2569}
2579 2570
2580
2581const char * 2571const char *
2582object::flag_desc (char *desc, int len) const 2572object::flag_desc (char *desc, int len) const
2583{ 2573{
2584 char *p = desc; 2574 char *p = desc;
2585 bool first = true; 2575 bool first = true;
2612{ 2602{
2613 char flagdesc[512]; 2603 char flagdesc[512];
2614 char info2[256 * 4]; 2604 char info2[256 * 4];
2615 char *p = info; 2605 char *p = info;
2616 2606
2617 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s%s%s\",flags:[%s],type:%d}", 2607 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2618 count, uuid.seq, 2608 count, uuid.seq,
2619 &name, 2609 &name,
2620 title ? "\",title:" : "", 2610 title ? "\",title:\"" : "",
2621 title ? (const char *)title : "", 2611 title ? (const char *)title : "",
2622 flag_desc (flagdesc, 512), type); 2612 flag_desc (flagdesc, 512), type);
2623 2613
2624 if (env) 2614 if (!this->flag[FLAG_REMOVED] && env)
2625 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2615 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2626 2616
2627 if (map) 2617 if (map)
2628 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y); 2618 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2629 2619
2631} 2621}
2632 2622
2633const char * 2623const char *
2634object::debug_desc () const 2624object::debug_desc () const
2635{ 2625{
2636 static char info[256 * 4]; 2626 static char info[3][256 * 4];
2627 static int info_idx;
2628
2637 return debug_desc (info); 2629 return debug_desc (info [++info_idx % 3]);
2638} 2630}
2639 2631
2632struct region *
2633object::region () const
2634{
2635 return map ? map->region (x, y)
2636 : region::default_region ();
2637}
2638
2639const materialtype_t *
2640object::dominant_material () const
2641{
2642 if (materialtype_t *mt = name_to_material (materialname))
2643 return mt;
2644
2645 return name_to_material (shstr_unknown);
2646}
2647
2648void
2649object::open_container (object *new_container)
2650{
2651 if (container == new_container)
2652 return;
2653
2654 if (object *old_container = container)
2655 {
2656 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2657 return;
2658
2659#if 0
2660 // remove the "Close old_container" object.
2661 if (object *closer = old_container->inv)
2662 if (closer->type == CLOSE_CON)
2663 closer->destroy ();
2664#endif
2665
2666 old_container->flag [FLAG_APPLIED] = 0;
2667 container = 0;
2668
2669 esrv_update_item (UPD_FLAGS, this, old_container);
2670 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2671 play_sound (sound_find ("chest_close"));
2672 }
2673
2674 if (new_container)
2675 {
2676 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2677 return;
2678
2679 // TODO: this does not seem to serve any purpose anymore?
2680#if 0
2681 // insert the "Close Container" object.
2682 if (archetype *closer = new_container->other_arch)
2683 {
2684 object *closer = arch_to_object (new_container->other_arch);
2685 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2686 new_container->insert (closer);
2687 }
2688#endif
2689
2690 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2691
2692 new_container->flag [FLAG_APPLIED] = 1;
2693 container = new_container;
2694
2695 esrv_update_item (UPD_FLAGS, this, new_container);
2696 esrv_send_inventory (this, new_container);
2697 play_sound (sound_find ("chest_open"));
2698 }
2699}
2700
2701object *
2702object::force_find (const shstr name)
2703{
2704 /* cycle through his inventory to look for the MARK we want to
2705 * place
2706 */
2707 for (object *tmp = inv; tmp; tmp = tmp->below)
2708 if (tmp->type == FORCE && tmp->slaying == name)
2709 return splay (tmp);
2710
2711 return 0;
2712}
2713
2714void
2715object::force_add (const shstr name, int duration)
2716{
2717 if (object *force = force_find (name))
2718 force->destroy ();
2719
2720 object *force = get_archetype (FORCE_NAME);
2721
2722 force->slaying = name;
2723 force->stats.food = 1;
2724 force->speed_left = -1.f;
2725
2726 force->set_speed (duration ? 1.f / duration : 0.f);
2727 force->flag [FLAG_IS_USED_UP] = true;
2728 force->flag [FLAG_APPLIED] = true;
2729
2730 insert (force);
2731}
2732
2733void
2734object::play_sound (faceidx sound) const
2735{
2736 if (!sound)
2737 return;
2738
2739 if (flag [FLAG_REMOVED])
2740 return;
2741
2742 if (env)
2743 {
2744 if (object *pl = in_player ())
2745 pl->contr->play_sound (sound);
2746 }
2747 else
2748 map->play_sound (sound, x, y);
2749}
2750

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