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Comparing deliantra/server/common/object.C (file contents):
Revision 1.116 by pippijn, Mon Jan 15 21:06:18 2007 UTC vs.
Revision 1.201 by root, Tue Jan 22 16:22:45 2008 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.
21 * 20 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
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. */
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;
429} 438}
430 439
431/* 440/*
432 * 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
433 * skill and experience objects. 442 * skill and experience objects.
443 * ACTUALLY NO! investigate! TODO
434 */ 444 */
435void 445void
436object::set_owner (object *owner) 446object::set_owner (object *owner)
437{ 447{
448 // allow objects which own objects
438 if (!owner) 449 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) 450 while (owner->owner)
449 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 }
450 458
451 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;
452} 526}
453 527
454/* Zero the key_values on op, decrementing the shared-string 528/* Zero the key_values on op, decrementing the shared-string
455 * refcounts and freeing the links. 529 * refcounts and freeing the links.
456 */ 530 */
457static void 531static void
458free_key_values (object *op) 532free_key_values (object *op)
459{ 533{
460 for (key_value *i = op->key_values; i != 0;) 534 for (key_value *i = op->key_values; i; )
461 { 535 {
462 key_value *next = i->next; 536 key_value *next = i->next;
463 delete i; 537 delete i;
464 538
465 i = next; 539 i = next;
466 } 540 }
467 541
468 op->key_values = 0; 542 op->key_values = 0;
469} 543}
470 544
471/* 545object &
472 * copy_to first frees everything allocated by the dst object, 546object::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{ 547{
482 bool is_freed = QUERY_FLAG (dst, FLAG_FREED); 548 bool is_freed = flag [FLAG_FREED];
483 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED); 549 bool is_removed = flag [FLAG_REMOVED];
484 550
485 *(object_copy *)dst = *this; 551 *(object_copy *)this = src;
486 552
487 if (is_freed) 553 flag [FLAG_FREED] = is_freed;
488 SET_FLAG (dst, FLAG_FREED); 554 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;
495 555
496 /* Copy over key_values, if any. */ 556 /* Copy over key_values, if any. */
497 if (key_values) 557 if (src.key_values)
498 { 558 {
499 key_value *tail = 0; 559 key_value *tail = 0;
500 key_value *i;
501
502 dst->key_values = 0; 560 key_values = 0;
503 561
504 for (i = key_values; i; i = i->next) 562 for (key_value *i = src.key_values; i; i = i->next)
505 { 563 {
506 key_value *new_link = new key_value; 564 key_value *new_link = new key_value;
507 565
508 new_link->next = 0; 566 new_link->next = 0;
509 new_link->key = i->key; 567 new_link->key = i->key;
510 new_link->value = i->value; 568 new_link->value = i->value;
511 569
512 /* Try and be clever here, too. */ 570 /* Try and be clever here, too. */
513 if (!dst->key_values) 571 if (!key_values)
514 { 572 {
515 dst->key_values = new_link; 573 key_values = new_link;
516 tail = new_link; 574 tail = new_link;
517 } 575 }
518 else 576 else
519 { 577 {
520 tail->next = new_link; 578 tail->next = new_link;
521 tail = new_link; 579 tail = new_link;
522 } 580 }
523 } 581 }
524 } 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 ();
525 600
526 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 ();
527} 621}
528 622
529object * 623object *
530object::clone () 624object::clone ()
531{ 625{
589 * UP_OBJ_FACE: only the objects face has changed. 683 * UP_OBJ_FACE: only the objects face has changed.
590 */ 684 */
591void 685void
592update_object (object *op, int action) 686update_object (object *op, int action)
593{ 687{
594 MoveType move_on, move_off, move_block, move_slow;
595
596 if (op == NULL) 688 if (op == NULL)
597 { 689 {
598 /* this should never happen */ 690 /* this should never happen */
599 LOG (llevDebug, "update_object() called for NULL object.\n"); 691 LOG (llevDebug, "update_object() called for NULL object.\n");
600 return; 692 return;
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
678static int object_count; 772static int object_count;
679 773
687 objects.insert (this); 781 objects.insert (this);
688} 782}
689 783
690void object::unlink () 784void object::unlink ()
691{ 785{
692 assert (index);//D 786 if (!index)
787 return;
788
693 objects.erase (this); 789 objects.erase (this);
694 refcnt_dec (); 790 refcnt_dec ();
695} 791}
696 792
697void 793void
771 * drop on that space. 867 * drop on that space.
772 */ 868 */
773 if (!drop_to_ground 869 if (!drop_to_ground
774 || !map 870 || !map
775 || map->in_memory != MAP_IN_MEMORY 871 || map->in_memory != MAP_IN_MEMORY
872 || map->nodrop
776 || ms ().move_block == MOVE_ALL) 873 || ms ().move_block == MOVE_ALL)
777 { 874 {
778 while (inv) 875 while (inv)
779 { 876 {
780 inv->destroy_inv (drop_to_ground); 877 inv->destroy_inv (drop_to_ground);
834 931
835 if (!freed_map) 932 if (!freed_map)
836 { 933 {
837 freed_map = new maptile; 934 freed_map = new maptile;
838 935
936 freed_map->path = "<freed objects map>";
839 freed_map->name = "/internal/freed_objects_map"; 937 freed_map->name = "/internal/freed_objects_map";
840 freed_map->width = 3; 938 freed_map->width = 3;
841 freed_map->height = 3; 939 freed_map->height = 3;
940 freed_map->nodrop = 1;
842 941
843 freed_map->alloc (); 942 freed_map->alloc ();
844 freed_map->in_memory = MAP_IN_MEMORY; 943 freed_map->in_memory = MAP_IN_MEMORY;
845 } 944 }
846 945
847 map = freed_map; 946 map = freed_map;
848 x = 1; 947 x = 1;
849 y = 1; 948 y = 1;
850 } 949 }
851 950
852 head = 0;
853
854 if (more) 951 if (more)
855 { 952 {
856 more->destroy (); 953 more->destroy ();
857 more = 0; 954 more = 0;
858 } 955 }
859 956
957 head = 0;
958
860 // clear those pointers that likely might have circular references to us 959 // clear those pointers that likely might cause circular references
861 owner = 0; 960 owner = 0;
862 enemy = 0; 961 enemy = 0;
863 attacked_by = 0; 962 attacked_by = 0;
963 current_weapon = 0;
864} 964}
865 965
866void 966void
867object::destroy (bool destroy_inventory) 967object::destroy (bool destroy_inventory)
868{ 968{
869 if (destroyed ()) 969 if (destroyed ())
870 return; 970 return;
871 971
872 if (destroy_inventory) 972 if (destroy_inventory)
873 destroy_inv (false); 973 destroy_inv (false);
974
975 if (is_head ())
976 if (sound_destroy)
977 play_sound (sound_destroy);
978 else if (flag [FLAG_MONSTER])
979 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
874 980
875 attachable::destroy (); 981 attachable::destroy ();
876} 982}
877 983
878/* 984/*
896 * This function removes the object op from the linked list of objects 1002 * This function removes the object op from the linked list of objects
897 * which it is currently tied to. When this function is done, the 1003 * which it is currently tied to. When this function is done, the
898 * object will have no environment. If the object previously had an 1004 * object will have no environment. If the object previously had an
899 * environment, the x and y coordinates will be updated to 1005 * environment, the x and y coordinates will be updated to
900 * the previous environment. 1006 * the previous environment.
901 * Beware: This function is called from the editor as well!
902 */ 1007 */
903void 1008void
904object::remove () 1009object::do_remove ()
905{ 1010{
906 object *tmp, *last = 0; 1011 object *tmp, *last = 0;
907 object *otmp; 1012 object *otmp;
908 1013
909 if (QUERY_FLAG (this, FLAG_REMOVED)) 1014 if (QUERY_FLAG (this, FLAG_REMOVED))
952 } 1057 }
953 else if (map) 1058 else if (map)
954 { 1059 {
955 if (type == PLAYER) 1060 if (type == PLAYER)
956 { 1061 {
1062 // leaving a spot always closes any open container on the ground
1063 if (container && !container->env)
1064 // this causes spurious floorbox updates, but it ensures
1065 // that the CLOSE event is being sent.
1066 close_container ();
1067
957 --map->players; 1068 --map->players;
958 map->touch (); 1069 map->touch ();
959 } 1070 }
960 1071
961 map->dirty = true; 1072 map->dirty = true;
1073 mapspace &ms = this->ms ();
962 1074
963 /* link the object above us */ 1075 /* link the object above us */
964 if (above) 1076 if (above)
965 above->below = below; 1077 above->below = below;
966 else 1078 else
967 map->at (x, y).top = below; /* we were top, set new top */ 1079 ms.top = below; /* we were top, set new top */
968 1080
969 /* Relink the object below us, if there is one */ 1081 /* Relink the object below us, if there is one */
970 if (below) 1082 if (below)
971 below->above = above; 1083 below->above = above;
972 else 1084 else
974 /* Nothing below, which means we need to relink map object for this space 1086 /* Nothing below, which means we need to relink map object for this space
975 * use translated coordinates in case some oddness with map tiling is 1087 * use translated coordinates in case some oddness with map tiling is
976 * evident 1088 * evident
977 */ 1089 */
978 if (GET_MAP_OB (map, x, y) != this) 1090 if (GET_MAP_OB (map, x, y) != this)
979 {
980 char *dump = dump_object (this);
981 LOG (llevError,
982 "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); 1091 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 ());
983 free (dump);
984 dump = dump_object (GET_MAP_OB (map, x, y));
985 LOG (llevError, "%s\n", dump);
986 free (dump);
987 }
988 1092
989 map->at (x, y).bot = above; /* goes on above it. */ 1093 ms.bot = above; /* goes on above it. */
990 } 1094 }
991 1095
992 above = 0; 1096 above = 0;
993 below = 0; 1097 below = 0;
994 1098
995 if (map->in_memory == MAP_SAVING) 1099 if (map->in_memory == MAP_SAVING)
996 return; 1100 return;
997 1101
998 int check_walk_off = !flag [FLAG_NO_APPLY]; 1102 int check_walk_off = !flag [FLAG_NO_APPLY];
999 1103
1104 if (object *pl = ms.player ())
1105 {
1106 if (pl->container == this)
1107 /* If a container that the player is currently using somehow gets
1108 * removed (most likely destroyed), update the player view
1109 * appropriately.
1110 */
1111 pl->close_container ();
1112
1113 pl->contr->ns->floorbox_update ();
1114 }
1115
1000 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above) 1116 for (tmp = ms.bot; tmp; tmp = tmp->above)
1001 { 1117 {
1002 /* No point updating the players look faces if he is the object 1118 /* No point updating the players look faces if he is the object
1003 * being removed. 1119 * being removed.
1004 */ 1120 */
1005
1006 if (tmp->type == PLAYER && tmp != this)
1007 {
1008 /* If a container that the player is currently using somehow gets
1009 * removed (most likely destroyed), update the player view
1010 * appropriately.
1011 */
1012 if (tmp->container == this)
1013 {
1014 flag [FLAG_APPLIED] = 0;
1015 tmp->container = 0;
1016 }
1017
1018 if (tmp->contr->ns)
1019 tmp->contr->ns->floorbox_update ();
1020 }
1021 1121
1022 /* See if object moving off should effect something */ 1122 /* See if object moving off should effect something */
1023 if (check_walk_off 1123 if (check_walk_off
1024 && ((move_type & tmp->move_off) 1124 && ((move_type & tmp->move_off)
1025 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1125 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1028 1128
1029 if (destroyed ()) 1129 if (destroyed ())
1030 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1130 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1031 } 1131 }
1032 1132
1033 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1034 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1035 if (tmp->above == tmp)
1036 tmp->above = 0;
1037
1038 last = tmp; 1133 last = tmp;
1039 } 1134 }
1040 1135
1041 /* last == NULL if there are no objects on this space */ 1136 /* last == NULL if there are no objects on this space */
1042 //TODO: this makes little sense, why only update the topmost object? 1137 //TODO: this makes little sense, why only update the topmost object?
1062merge_ob (object *op, object *top) 1157merge_ob (object *op, object *top)
1063{ 1158{
1064 if (!op->nrof) 1159 if (!op->nrof)
1065 return 0; 1160 return 0;
1066 1161
1067 if (top) 1162 if (!top)
1068 for (top = op; top && top->above; top = top->above) 1163 for (top = op; top && top->above; top = top->above)
1069 ; 1164 ;
1070 1165
1071 for (; top; top = top->below) 1166 for (; top; top = top->below)
1072 { 1167 {
1085 } 1180 }
1086 1181
1087 return 0; 1182 return 0;
1088} 1183}
1089 1184
1185void
1186object::expand_tail ()
1187{
1188 if (more)
1189 return;
1190
1191 object *prev = this;
1192
1193 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1194 {
1195 object *op = arch_to_object (at);
1196
1197 op->name = name;
1198 op->name_pl = name_pl;
1199 op->title = title;
1200
1201 op->head = this;
1202 prev->more = op;
1203
1204 prev = op;
1205 }
1206}
1207
1090/* 1208/*
1091 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1209 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1092 * job preparing multi-part monsters 1210 * job preparing multi-part monsters.
1093 */ 1211 */
1094object * 1212object *
1095insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1213insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1096{ 1214{
1097 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1215 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1098 { 1216 {
1099 tmp->x = x + tmp->arch->clone.x; 1217 tmp->x = x + tmp->arch->x;
1100 tmp->y = y + tmp->arch->clone.y; 1218 tmp->y = y + tmp->arch->y;
1101 } 1219 }
1102 1220
1103 return insert_ob_in_map (op, m, originator, flag); 1221 return insert_ob_in_map (op, m, originator, flag);
1104} 1222}
1105 1223
1124 * just 'op' otherwise 1242 * just 'op' otherwise
1125 */ 1243 */
1126object * 1244object *
1127insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1245insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1128{ 1246{
1247 assert (!op->flag [FLAG_FREED]);
1248
1129 object *tmp, *top, *floor = NULL; 1249 object *top, *floor = NULL;
1130 sint16 x, y;
1131 1250
1132 if (QUERY_FLAG (op, FLAG_FREED)) 1251 op->remove ();
1133 {
1134 LOG (llevError, "Trying to insert freed object!\n");
1135 return NULL;
1136 }
1137
1138 if (!m)
1139 {
1140 char *dump = dump_object (op);
1141 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1142 free (dump);
1143 return op;
1144 }
1145
1146 if (out_of_map (m, op->x, op->y))
1147 {
1148 char *dump = dump_object (op);
1149 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1150#ifdef MANY_CORES
1151 /* Better to catch this here, as otherwise the next use of this object
1152 * is likely to cause a crash. Better to find out where it is getting
1153 * improperly inserted.
1154 */
1155 abort ();
1156#endif
1157 free (dump);
1158 return op;
1159 }
1160
1161 if (!QUERY_FLAG (op, FLAG_REMOVED))
1162 {
1163 char *dump = dump_object (op);
1164 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1165 free (dump);
1166 return op;
1167 }
1168
1169 if (op->more)
1170 {
1171 /* The part may be on a different map. */
1172
1173 object *more = op->more;
1174
1175 /* We really need the caller to normalise coordinates - if
1176 * we set the map, that doesn't work if the location is within
1177 * a map and this is straddling an edge. So only if coordinate
1178 * is clear wrong do we normalise it.
1179 */
1180 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1181 more->map = get_map_from_coord (m, &more->x, &more->y);
1182 else if (!more->map)
1183 {
1184 /* For backwards compatibility - when not dealing with tiled maps,
1185 * more->map should always point to the parent.
1186 */
1187 more->map = m;
1188 }
1189
1190 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1191 {
1192 if (!op->head)
1193 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1194
1195 return 0;
1196 }
1197 }
1198
1199 CLEAR_FLAG (op, FLAG_REMOVED);
1200 1252
1201 /* Ideally, the caller figures this out. However, it complicates a lot 1253 /* Ideally, the caller figures this out. However, it complicates a lot
1202 * of areas of callers (eg, anything that uses find_free_spot would now 1254 * of areas of callers (eg, anything that uses find_free_spot would now
1203 * need extra work 1255 * need extra work
1204 */ 1256 */
1205 op->map = get_map_from_coord (m, &op->x, &op->y); 1257 if (!xy_normalise (m, op->x, op->y))
1206 x = op->x; 1258 {
1207 y = op->y; 1259 op->destroy ();
1260 return 0;
1261 }
1262
1263 if (object *more = op->more)
1264 if (!insert_ob_in_map (more, m, originator, flag))
1265 return 0;
1266
1267 CLEAR_FLAG (op, FLAG_REMOVED);
1268
1269 op->map = m;
1270 mapspace &ms = op->ms ();
1208 1271
1209 /* this has to be done after we translate the coordinates. 1272 /* this has to be done after we translate the coordinates.
1210 */ 1273 */
1211 if (op->nrof && !(flag & INS_NO_MERGE)) 1274 if (op->nrof && !(flag & INS_NO_MERGE))
1212 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above) 1275 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1213 if (object::can_merge (op, tmp)) 1276 if (object::can_merge (op, tmp))
1214 { 1277 {
1215 op->nrof += tmp->nrof; 1278 op->nrof += tmp->nrof;
1216 tmp->destroy (); 1279 tmp->destroy ();
1217 } 1280 }
1234 op->below = originator->below; 1297 op->below = originator->below;
1235 1298
1236 if (op->below) 1299 if (op->below)
1237 op->below->above = op; 1300 op->below->above = op;
1238 else 1301 else
1239 op->ms ().bot = op; 1302 ms.bot = op;
1240 1303
1241 /* since *below* originator, no need to update top */ 1304 /* since *below* originator, no need to update top */
1242 originator->below = op; 1305 originator->below = op;
1243 } 1306 }
1244 else 1307 else
1245 { 1308 {
1309 top = ms.bot;
1310
1246 /* If there are other objects, then */ 1311 /* If there are other objects, then */
1247 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1312 if (top)
1248 { 1313 {
1249 object *last = 0; 1314 object *last = 0;
1250 1315
1251 /* 1316 /*
1252 * If there are multiple objects on this space, we do some trickier handling. 1317 * If there are multiple objects on this space, we do some trickier handling.
1258 * once we get to them. This reduces the need to traverse over all of 1323 * once we get to them. This reduces the need to traverse over all of
1259 * them when adding another one - this saves quite a bit of cpu time 1324 * them when adding another one - this saves quite a bit of cpu time
1260 * when lots of spells are cast in one area. Currently, it is presumed 1325 * when lots of spells are cast in one area. Currently, it is presumed
1261 * that flying non pickable objects are spell objects. 1326 * that flying non pickable objects are spell objects.
1262 */ 1327 */
1263 while (top) 1328 for (top = ms.bot; top; top = top->above)
1264 { 1329 {
1265 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1330 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1266 floor = top; 1331 floor = top;
1267 1332
1268 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1333 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1271 top = top->below; 1336 top = top->below;
1272 break; 1337 break;
1273 } 1338 }
1274 1339
1275 last = top; 1340 last = top;
1276 top = top->above;
1277 } 1341 }
1278 1342
1279 /* Don't want top to be NULL, so set it to the last valid object */ 1343 /* Don't want top to be NULL, so set it to the last valid object */
1280 top = last; 1344 top = last;
1281 1345
1283 * looks like instead of lots of conditions here. 1347 * looks like instead of lots of conditions here.
1284 * makes things faster, and effectively the same result. 1348 * makes things faster, and effectively the same result.
1285 */ 1349 */
1286 1350
1287 /* Have object 'fall below' other objects that block view. 1351 /* Have object 'fall below' other objects that block view.
1288 * Unless those objects are exits, type 66 1352 * Unless those objects are exits.
1289 * If INS_ON_TOP is used, don't do this processing 1353 * If INS_ON_TOP is used, don't do this processing
1290 * Need to find the object that in fact blocks view, otherwise 1354 * Need to find the object that in fact blocks view, otherwise
1291 * stacking is a bit odd. 1355 * stacking is a bit odd.
1292 */ 1356 */
1293 if (!(flag & INS_ON_TOP) && 1357 if (!(flag & INS_ON_TOP)
1294 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1358 && ms.flags () & P_BLOCKSVIEW
1359 && (op->face && !faces [op->face].visibility))
1295 { 1360 {
1296 for (last = top; last != floor; last = last->below) 1361 for (last = top; last != floor; last = last->below)
1297 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1362 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1298 break; 1363 break;
1364
1299 /* Check to see if we found the object that blocks view, 1365 /* Check to see if we found the object that blocks view,
1300 * and make sure we have a below pointer for it so that 1366 * and make sure we have a below pointer for it so that
1301 * we can get inserted below this one, which requires we 1367 * we can get inserted below this one, which requires we
1302 * set top to the object below us. 1368 * set top to the object below us.
1303 */ 1369 */
1304 if (last && last->below && last != floor) 1370 if (last && last->below && last != floor)
1305 top = last->below; 1371 top = last->below;
1306 } 1372 }
1307 } /* If objects on this space */ 1373 } /* If objects on this space */
1308 1374
1309 if (flag & INS_MAP_LOAD)
1310 top = GET_MAP_TOP (op->map, op->x, op->y);
1311
1312 if (flag & INS_ABOVE_FLOOR_ONLY) 1375 if (flag & INS_ABOVE_FLOOR_ONLY)
1313 top = floor; 1376 top = floor;
1314 1377
1315 /* Top is the object that our object (op) is going to get inserted above. 1378 /* Top is the object that our object (op) is going to get inserted above.
1316 */ 1379 */
1317 1380
1318 /* First object on this space */ 1381 /* First object on this space */
1319 if (!top) 1382 if (!top)
1320 { 1383 {
1321 op->above = GET_MAP_OB (op->map, op->x, op->y); 1384 op->above = ms.bot;
1322 1385
1323 if (op->above) 1386 if (op->above)
1324 op->above->below = op; 1387 op->above->below = op;
1325 1388
1326 op->below = 0; 1389 op->below = 0;
1327 op->ms ().bot = op; 1390 ms.bot = op;
1328 } 1391 }
1329 else 1392 else
1330 { /* get inserted into the stack above top */ 1393 { /* get inserted into the stack above top */
1331 op->above = top->above; 1394 op->above = top->above;
1332 1395
1336 op->below = top; 1399 op->below = top;
1337 top->above = op; 1400 top->above = op;
1338 } 1401 }
1339 1402
1340 if (!op->above) 1403 if (!op->above)
1341 op->ms ().top = op; 1404 ms.top = op;
1342 } /* else not INS_BELOW_ORIGINATOR */ 1405 } /* else not INS_BELOW_ORIGINATOR */
1343 1406
1344 if (op->type == PLAYER) 1407 if (op->type == PLAYER)
1345 { 1408 {
1346 op->contr->do_los = 1; 1409 op->contr->do_los = 1;
1348 op->map->touch (); 1411 op->map->touch ();
1349 } 1412 }
1350 1413
1351 op->map->dirty = true; 1414 op->map->dirty = true;
1352 1415
1353 /* If we have a floor, we know the player, if any, will be above
1354 * it, so save a few ticks and start from there.
1355 */
1356 if (!(flag & INS_MAP_LOAD))
1357 if (object *pl = op->ms ().player ()) 1416 if (object *pl = ms.player ())
1358 if (pl->contr->ns)
1359 pl->contr->ns->floorbox_update (); 1417 pl->contr->ns->floorbox_update ();
1360 1418
1361 /* If this object glows, it may affect lighting conditions that are 1419 /* If this object glows, it may affect lighting conditions that are
1362 * visible to others on this map. But update_all_los is really 1420 * visible to others on this map. But update_all_los is really
1363 * an inefficient way to do this, as it means los for all players 1421 * an inefficient way to do this, as it means los for all players
1364 * on the map will get recalculated. The players could very well 1422 * on the map will get recalculated. The players could very well
1383 * blocked() and wall() work properly), and these flags are updated by 1441 * blocked() and wall() work properly), and these flags are updated by
1384 * update_object(). 1442 * update_object().
1385 */ 1443 */
1386 1444
1387 /* if this is not the head or flag has been passed, don't check walk on status */ 1445 /* if this is not the head or flag has been passed, don't check walk on status */
1388 if (!(flag & INS_NO_WALK_ON) && !op->head) 1446 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1389 { 1447 {
1390 if (check_move_on (op, originator)) 1448 if (check_move_on (op, originator))
1391 return 0; 1449 return 0;
1392 1450
1393 /* If we are a multi part object, lets work our way through the check 1451 /* If we are a multi part object, lets work our way through the check
1394 * walk on's. 1452 * walk on's.
1395 */ 1453 */
1396 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1454 for (object *tmp = op->more; tmp; tmp = tmp->more)
1397 if (check_move_on (tmp, originator)) 1455 if (check_move_on (tmp, originator))
1398 return 0; 1456 return 0;
1399 } 1457 }
1400 1458
1401 return op; 1459 return op;
1411 object *tmp, *tmp1; 1469 object *tmp, *tmp1;
1412 1470
1413 /* first search for itself and remove any old instances */ 1471 /* first search for itself and remove any old instances */
1414 1472
1415 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 1473 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1416 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1474 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1417 tmp->destroy (); 1475 tmp->destroy ();
1418 1476
1419 tmp1 = arch_to_object (archetype::find (arch_string)); 1477 tmp1 = arch_to_object (archetype::find (arch_string));
1420 1478
1421 tmp1->x = op->x; 1479 tmp1->x = op->x;
1424} 1482}
1425 1483
1426object * 1484object *
1427object::insert_at (object *where, object *originator, int flags) 1485object::insert_at (object *where, object *originator, int flags)
1428{ 1486{
1429 where->map->insert (this, where->x, where->y, originator, flags); 1487 return where->map->insert (this, where->x, where->y, originator, flags);
1430} 1488}
1431 1489
1432/* 1490/*
1433 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1491 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1434 * is returned contains nr objects, and the remaining parts contains 1492 * is returned contains nr objects, and the remaining parts contains
1474 * the amount of an object. If the amount reaches 0, the object 1532 * the amount of an object. If the amount reaches 0, the object
1475 * is subsequently removed and freed. 1533 * is subsequently removed and freed.
1476 * 1534 *
1477 * Return value: 'op' if something is left, NULL if the amount reached 0 1535 * Return value: 'op' if something is left, NULL if the amount reached 0
1478 */ 1536 */
1479
1480object * 1537object *
1481decrease_ob_nr (object *op, uint32 i) 1538decrease_ob_nr (object *op, uint32 i)
1482{ 1539{
1483 object *tmp; 1540 object *tmp;
1484 1541
1559 1616
1560/* 1617/*
1561 * add_weight(object, weight) adds the specified weight to an object, 1618 * add_weight(object, weight) adds the specified weight to an object,
1562 * and also updates how much the environment(s) is/are carrying. 1619 * and also updates how much the environment(s) is/are carrying.
1563 */ 1620 */
1564
1565void 1621void
1566add_weight (object *op, signed long weight) 1622add_weight (object *op, signed long weight)
1567{ 1623{
1568 while (op != NULL) 1624 while (op != NULL)
1569 { 1625 {
1584 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1640 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1585 free (dump); 1641 free (dump);
1586 return op; 1642 return op;
1587 } 1643 }
1588 1644
1589 if (where->head) 1645 if (where->head_ () != where)
1590 { 1646 {
1591 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n"); 1647 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1592 where = where->head; 1648 where = where->head;
1593 } 1649 }
1594 1650
1595 return where->insert (op); 1651 return where->insert (op);
1596} 1652}
1601 * inside the object environment. 1657 * inside the object environment.
1602 * 1658 *
1603 * The function returns now pointer to inserted item, and return value can 1659 * The function returns now pointer to inserted item, and return value can
1604 * be != op, if items are merged. -Tero 1660 * be != op, if items are merged. -Tero
1605 */ 1661 */
1606
1607object * 1662object *
1608object::insert (object *op) 1663object::insert (object *op)
1609{ 1664{
1610 object *tmp, *otmp;
1611
1612 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1665 if (!QUERY_FLAG (op, FLAG_REMOVED))
1613 op->remove (); 1666 op->remove ();
1614 1667
1615 if (op->more) 1668 if (op->more)
1616 { 1669 {
1618 return op; 1671 return op;
1619 } 1672 }
1620 1673
1621 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1674 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1622 CLEAR_FLAG (op, FLAG_REMOVED); 1675 CLEAR_FLAG (op, FLAG_REMOVED);
1676
1623 if (op->nrof) 1677 if (op->nrof)
1624 { 1678 {
1625 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1679 for (object *tmp = inv; tmp; tmp = tmp->below)
1626 if (object::can_merge (tmp, op)) 1680 if (object::can_merge (tmp, op))
1627 { 1681 {
1628 /* return the original object and remove inserted object 1682 /* return the original object and remove inserted object
1629 (client needs the original object) */ 1683 (client needs the original object) */
1630 tmp->nrof += op->nrof; 1684 tmp->nrof += op->nrof;
1649 add_weight (this, op->weight * op->nrof); 1703 add_weight (this, op->weight * op->nrof);
1650 } 1704 }
1651 else 1705 else
1652 add_weight (this, (op->weight + op->carrying)); 1706 add_weight (this, (op->weight + op->carrying));
1653 1707
1654 otmp = this->in_player (); 1708 if (object *otmp = this->in_player ())
1655 if (otmp && otmp->contr)
1656 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1709 if (otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1657 otmp->update_stats (); 1710 otmp->update_stats ();
1658 1711
1712 op->owner = 0; // its his/hers now. period.
1659 op->map = 0; 1713 op->map = 0;
1660 op->env = this; 1714 op->env = this;
1661 op->above = 0; 1715 op->above = 0;
1662 op->below = 0; 1716 op->below = 0;
1663 op->x = 0, op->y = 0; 1717 op->x = op->y = 0;
1664 1718
1665 /* reset the light list and los of the players on the map */ 1719 /* reset the light list and los of the players on the map */
1666 if ((op->glow_radius != 0) && map) 1720 if (op->glow_radius && map)
1667 { 1721 {
1668#ifdef DEBUG_LIGHTS 1722#ifdef DEBUG_LIGHTS
1669 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1723 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1670#endif /* DEBUG_LIGHTS */ 1724#endif /* DEBUG_LIGHTS */
1671 if (map->darkness) 1725 if (map->darkness)
1771 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1825 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1772 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1826 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1773 { 1827 {
1774 1828
1775 float 1829 float
1776 diff = tmp->move_slow_penalty * FABS (op->speed); 1830 diff = tmp->move_slow_penalty * fabs (op->speed);
1777 1831
1778 if (op->type == PLAYER) 1832 if (op->type == PLAYER)
1779 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1833 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1780 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1834 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1781 diff /= 4.0; 1835 diff /= 4.0;
1905 * activate recursively a flag on an object inventory 1959 * activate recursively a flag on an object inventory
1906 */ 1960 */
1907void 1961void
1908flag_inv (object *op, int flag) 1962flag_inv (object *op, int flag)
1909{ 1963{
1910 if (op->inv)
1911 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1964 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1912 { 1965 {
1913 SET_FLAG (tmp, flag); 1966 SET_FLAG (tmp, flag);
1914 flag_inv (tmp, flag); 1967 flag_inv (tmp, flag);
1915 } 1968 }
1916} 1969}
1917 1970
1918/* 1971/*
1919 * deactivate recursively a flag on an object inventory 1972 * deactivate recursively a flag on an object inventory
1920 */ 1973 */
1921void 1974void
1922unflag_inv (object *op, int flag) 1975unflag_inv (object *op, int flag)
1923{ 1976{
1924 if (op->inv)
1925 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1977 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1926 { 1978 {
1927 CLEAR_FLAG (tmp, flag); 1979 CLEAR_FLAG (tmp, flag);
1928 unflag_inv (tmp, flag); 1980 unflag_inv (tmp, flag);
1929 } 1981 }
1930}
1931
1932/*
1933 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1934 * all it's inventory (recursively).
1935 * If checksums are used, a player will get set_cheat called for
1936 * him/her-self and all object carried by a call to this function.
1937 */
1938void
1939set_cheat (object *op)
1940{
1941 SET_FLAG (op, FLAG_WAS_WIZ);
1942 flag_inv (op, FLAG_WAS_WIZ);
1943} 1982}
1944 1983
1945/* 1984/*
1946 * find_free_spot(object, map, x, y, start, stop) will search for 1985 * find_free_spot(object, map, x, y, start, stop) will search for
1947 * a spot at the given map and coordinates which will be able to contain 1986 * a spot at the given map and coordinates which will be able to contain
1949 * to search (see the freearr_x/y[] definition). 1988 * to search (see the freearr_x/y[] definition).
1950 * It returns a random choice among the alternatives found. 1989 * It returns a random choice among the alternatives found.
1951 * start and stop are where to start relative to the free_arr array (1,9 1990 * start and stop are where to start relative to the free_arr array (1,9
1952 * does all 4 immediate directions). This returns the index into the 1991 * does all 4 immediate directions). This returns the index into the
1953 * array of the free spot, -1 if no spot available (dir 0 = x,y) 1992 * array of the free spot, -1 if no spot available (dir 0 = x,y)
1954 * Note - this only checks to see if there is space for the head of the
1955 * object - if it is a multispace object, this should be called for all
1956 * pieces.
1957 * Note2: This function does correctly handle tiled maps, but does not 1993 * Note: This function does correctly handle tiled maps, but does not
1958 * inform the caller. However, insert_ob_in_map will update as 1994 * inform the caller. However, insert_ob_in_map will update as
1959 * necessary, so the caller shouldn't need to do any special work. 1995 * necessary, so the caller shouldn't need to do any special work.
1960 * Note - updated to take an object instead of archetype - this is necessary 1996 * Note - updated to take an object instead of archetype - this is necessary
1961 * because arch_blocked (now ob_blocked) needs to know the movement type 1997 * because arch_blocked (now ob_blocked) needs to know the movement type
1962 * to know if the space in question will block the object. We can't use 1998 * to know if the space in question will block the object. We can't use
1964 * customized, changed states, etc. 2000 * customized, changed states, etc.
1965 */ 2001 */
1966int 2002int
1967find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 2003find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
1968{ 2004{
2005 int altern[SIZEOFFREE];
1969 int index = 0, flag; 2006 int index = 0, flag;
1970 int altern[SIZEOFFREE];
1971 2007
1972 for (int i = start; i < stop; i++) 2008 for (int i = start; i < stop; i++)
1973 { 2009 {
1974 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2010 mapxy pos (m, x, y); pos.move (i);
1975 if (!flag) 2011
2012 if (!pos.normalise ())
2013 continue;
2014
2015 mapspace &ms = *pos;
2016
2017 if (ms.flags () & P_IS_ALIVE)
2018 continue;
2019
2020 /* However, often
2021 * ob doesn't have any move type (when used to place exits)
2022 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
2023 */
2024 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
2025 {
1976 altern [index++] = i; 2026 altern [index++] = i;
2027 continue;
2028 }
1977 2029
1978 /* Basically, if we find a wall on a space, we cut down the search size. 2030 /* Basically, if we find a wall on a space, we cut down the search size.
1979 * In this way, we won't return spaces that are on another side of a wall. 2031 * In this way, we won't return spaces that are on another side of a wall.
1980 * This mostly work, but it cuts down the search size in all directions - 2032 * This mostly work, but it cuts down the search size in all directions -
1981 * if the space being examined only has a wall to the north and empty 2033 * if the space being examined only has a wall to the north and empty
1982 * spaces in all the other directions, this will reduce the search space 2034 * spaces in all the other directions, this will reduce the search space
1983 * to only the spaces immediately surrounding the target area, and 2035 * to only the spaces immediately surrounding the target area, and
1984 * won't look 2 spaces south of the target space. 2036 * won't look 2 spaces south of the target space.
1985 */ 2037 */
1986 else if ((flag & P_NO_PASS) && maxfree[i] < stop) 2038 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2039 {
1987 stop = maxfree[i]; 2040 stop = maxfree[i];
2041 continue;
2042 }
2043
2044 /* Note it is intentional that we check ob - the movement type of the
2045 * head of the object should correspond for the entire object.
2046 */
2047 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2048 continue;
2049
2050 if (ob->blocked (m, pos.x, pos.y))
2051 continue;
2052
2053 altern [index++] = i;
1988 } 2054 }
1989 2055
1990 if (!index) 2056 if (!index)
1991 return -1; 2057 return -1;
1992 2058
1993 return altern[RANDOM () % index]; 2059 return altern [rndm (index)];
1994} 2060}
1995 2061
1996/* 2062/*
1997 * find_first_free_spot(archetype, maptile, x, y) works like 2063 * find_first_free_spot(archetype, maptile, x, y) works like
1998 * find_free_spot(), but it will search max number of squares. 2064 * find_free_spot(), but it will search max number of squares.
2001 */ 2067 */
2002int 2068int
2003find_first_free_spot (const object *ob, maptile *m, int x, int y) 2069find_first_free_spot (const object *ob, maptile *m, int x, int y)
2004{ 2070{
2005 for (int i = 0; i < SIZEOFFREE; i++) 2071 for (int i = 0; i < SIZEOFFREE; i++)
2006 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2072 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2007 return i; 2073 return i;
2008 2074
2009 return -1; 2075 return -1;
2010} 2076}
2011 2077
2019{ 2085{
2020 arr += begin; 2086 arr += begin;
2021 end -= begin; 2087 end -= begin;
2022 2088
2023 while (--end) 2089 while (--end)
2024 swap (arr [end], arr [RANDOM () % (end + 1)]); 2090 swap (arr [end], arr [rndm (end + 1)]);
2025} 2091}
2026 2092
2027/* new function to make monster searching more efficient, and effective! 2093/* new function to make monster searching more efficient, and effective!
2028 * This basically returns a randomized array (in the passed pointer) of 2094 * This basically returns a randomized array (in the passed pointer) of
2029 * the spaces to find monsters. In this way, it won't always look for 2095 * the spaces to find monsters. In this way, it won't always look for
2065 object *tmp; 2131 object *tmp;
2066 maptile *mp; 2132 maptile *mp;
2067 2133
2068 MoveType blocked, move_type; 2134 MoveType blocked, move_type;
2069 2135
2070 if (exclude && exclude->head) 2136 if (exclude && exclude->head_ () != exclude)
2071 { 2137 {
2072 exclude = exclude->head; 2138 exclude = exclude->head;
2073 move_type = exclude->move_type; 2139 move_type = exclude->move_type;
2074 } 2140 }
2075 else 2141 else
2098 max = maxfree[i]; 2164 max = maxfree[i];
2099 else if (mflags & P_IS_ALIVE) 2165 else if (mflags & P_IS_ALIVE)
2100 { 2166 {
2101 for (tmp = ms.bot; tmp; tmp = tmp->above) 2167 for (tmp = ms.bot; tmp; tmp = tmp->above)
2102 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2168 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2103 && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2169 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2104 break; 2170 break;
2105 2171
2106 if (tmp) 2172 if (tmp)
2107 return freedir[i]; 2173 return freedir[i];
2108 } 2174 }
2288 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2354 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2289 * core dumps if they do. 2355 * core dumps if they do.
2290 * 2356 *
2291 * Add a check so we can't pick up invisible objects (0.93.8) 2357 * Add a check so we can't pick up invisible objects (0.93.8)
2292 */ 2358 */
2293
2294int 2359int
2295can_pick (const object *who, const object *item) 2360can_pick (const object *who, const object *item)
2296{ 2361{
2297 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2362 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2298 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2363 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2303 * create clone from object to another 2368 * create clone from object to another
2304 */ 2369 */
2305object * 2370object *
2306object_create_clone (object *asrc) 2371object_create_clone (object *asrc)
2307{ 2372{
2308 object *dst = 0, *tmp, *src, *part, *prev, *item; 2373 object *dst = 0, *tmp, *src, *prev, *item;
2309 2374
2310 if (!asrc) 2375 if (!asrc)
2311 return 0; 2376 return 0;
2312 2377
2313 src = asrc;
2314 if (src->head)
2315 src = src->head; 2378 src = asrc->head_ ();
2316 2379
2317 prev = 0; 2380 prev = 0;
2318 for (part = src; part; part = part->more) 2381 for (object *part = src; part; part = part->more)
2319 { 2382 {
2320 tmp = part->clone (); 2383 tmp = part->clone ();
2321 tmp->x -= src->x; 2384 tmp->x -= src->x;
2322 tmp->y -= src->y; 2385 tmp->y -= src->y;
2323 2386
2339 2402
2340 for (item = src->inv; item; item = item->below) 2403 for (item = src->inv; item; item = item->below)
2341 insert_ob_in_ob (object_create_clone (item), dst); 2404 insert_ob_in_ob (object_create_clone (item), dst);
2342 2405
2343 return dst; 2406 return dst;
2344}
2345
2346/* GROS - Creates an object using a string representing its content. */
2347/* Basically, we save the content of the string to a temp file, then call */
2348/* load_object on it. I admit it is a highly inefficient way to make things, */
2349/* but it was simple to make and allows reusing the load_object function. */
2350/* Remember not to use load_object_str in a time-critical situation. */
2351/* Also remember that multiparts objects are not supported for now. */
2352object *
2353load_object_str (const char *obstr)
2354{
2355 object *op;
2356 char filename[MAX_BUF];
2357
2358 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2359
2360 FILE *tempfile = fopen (filename, "w");
2361
2362 if (tempfile == NULL)
2363 {
2364 LOG (llevError, "Error - Unable to access load object temp file\n");
2365 return NULL;
2366 }
2367
2368 fprintf (tempfile, obstr);
2369 fclose (tempfile);
2370
2371 op = object::create ();
2372
2373 object_thawer thawer (filename);
2374
2375 if (thawer)
2376 load_object (thawer, op, 0);
2377
2378 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2379 CLEAR_FLAG (op, FLAG_REMOVED);
2380
2381 return op;
2382} 2407}
2383 2408
2384/* This returns the first object in who's inventory that 2409/* This returns the first object in who's inventory that
2385 * has the same type and subtype match. 2410 * has the same type and subtype match.
2386 * returns NULL if no match. 2411 * returns NULL if no match.
2441 if (link->key == canonical_key) 2466 if (link->key == canonical_key)
2442 return link->value; 2467 return link->value;
2443 2468
2444 return 0; 2469 return 0;
2445} 2470}
2446
2447 2471
2448/* 2472/*
2449 * Updates the canonical_key in op to value. 2473 * Updates the canonical_key in op to value.
2450 * 2474 *
2451 * canonical_key is a shared string (value doesn't have to be). 2475 * canonical_key is a shared string (value doesn't have to be).
2475 /* Basically, if the archetype has this key set, 2499 /* Basically, if the archetype has this key set,
2476 * we need to store the null value so when we save 2500 * we need to store the null value so when we save
2477 * it, we save the empty value so that when we load, 2501 * it, we save the empty value so that when we load,
2478 * we get this value back again. 2502 * we get this value back again.
2479 */ 2503 */
2480 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2504 if (get_ob_key_link (op->arch, canonical_key))
2481 field->value = 0; 2505 field->value = 0;
2482 else 2506 else
2483 { 2507 {
2484 if (last) 2508 if (last)
2485 last->next = field->next; 2509 last->next = field->next;
2554 } 2578 }
2555 else 2579 else
2556 item = item->env; 2580 item = item->env;
2557} 2581}
2558 2582
2559
2560const char * 2583const char *
2561object::flag_desc (char *desc, int len) const 2584object::flag_desc (char *desc, int len) const
2562{ 2585{
2563 char *p = desc; 2586 char *p = desc;
2564 bool first = true; 2587 bool first = true;
2591{ 2614{
2592 char flagdesc[512]; 2615 char flagdesc[512];
2593 char info2[256 * 4]; 2616 char info2[256 * 4];
2594 char *p = info; 2617 char *p = info;
2595 2618
2596 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s%s%s\",flags:[%s],type:%d}", 2619 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2597 count, uuid.seq, 2620 count, uuid.seq,
2598 &name, 2621 &name,
2599 title ? "\",title:" : "", 2622 title ? "\",title:\"" : "",
2600 title ? (const char *)title : "", 2623 title ? (const char *)title : "",
2601 flag_desc (flagdesc, 512), type); 2624 flag_desc (flagdesc, 512), type);
2602 2625
2603 if (env) 2626 if (!this->flag[FLAG_REMOVED] && env)
2604 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2627 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2605 2628
2606 if (map) 2629 if (map)
2607 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y); 2630 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2608 2631
2610} 2633}
2611 2634
2612const char * 2635const char *
2613object::debug_desc () const 2636object::debug_desc () const
2614{ 2637{
2615 static char info[256 * 4]; 2638 static char info[3][256 * 4];
2639 static int info_idx;
2640
2616 return debug_desc (info); 2641 return debug_desc (info [++info_idx % 3]);
2617} 2642}
2618 2643
2619const char * 2644struct region *
2620object::debug_desc2 () const 2645object::region () const
2621{ 2646{
2622 static char info[256 * 4]; 2647 return map ? map->region (x, y)
2623 return debug_desc (info); 2648 : region::default_region ();
2624} 2649}
2625 2650
2651const materialtype_t *
2652object::dominant_material () const
2653{
2654 if (materialtype_t *mt = name_to_material (materialname))
2655 return mt;
2656
2657 return name_to_material (shstr_unknown);
2658}
2659
2660void
2661object::open_container (object *new_container)
2662{
2663 if (container == new_container)
2664 return;
2665
2666 if (object *old_container = container)
2667 {
2668 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2669 return;
2670
2671#if 0
2672 // remove the "Close old_container" object.
2673 if (object *closer = old_container->inv)
2674 if (closer->type == CLOSE_CON)
2675 closer->destroy ();
2676#endif
2677
2678 old_container->flag [FLAG_APPLIED] = 0;
2679 container = 0;
2680
2681 esrv_update_item (UPD_FLAGS, this, old_container);
2682 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2683 play_sound (sound_find ("chest_close"));
2684 }
2685
2686 if (new_container)
2687 {
2688 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2689 return;
2690
2691 // TODO: this does not seem to serve any purpose anymore?
2692#if 0
2693 // insert the "Close Container" object.
2694 if (archetype *closer = new_container->other_arch)
2695 {
2696 object *closer = arch_to_object (new_container->other_arch);
2697 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2698 new_container->insert (closer);
2699 }
2700#endif
2701
2702 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2703
2704 new_container->flag [FLAG_APPLIED] = 1;
2705 container = new_container;
2706
2707 esrv_update_item (UPD_FLAGS, this, new_container);
2708 esrv_send_inventory (this, new_container);
2709 play_sound (sound_find ("chest_open"));
2710 }
2711}
2712
2713object *
2714object::force_find (const shstr name)
2715{
2716 /* cycle through his inventory to look for the MARK we want to
2717 * place
2718 */
2719 for (object *tmp = inv; tmp; tmp = tmp->below)
2720 if (tmp->type == FORCE && tmp->slaying == name)
2721 return splay (tmp);
2722
2723 return 0;
2724}
2725
2726void
2727object::force_add (const shstr name, int duration)
2728{
2729 if (object *force = force_find (name))
2730 force->destroy ();
2731
2732 object *force = get_archetype (FORCE_NAME);
2733
2734 force->slaying = name;
2735 force->stats.food = 1;
2736 force->speed_left = -1.f;
2737
2738 force->set_speed (duration ? 1.f / duration : 0.f);
2739 force->flag [FLAG_IS_USED_UP] = true;
2740 force->flag [FLAG_APPLIED] = true;
2741
2742 insert (force);
2743}
2744
2745void
2746object::play_sound (faceidx sound) const
2747{
2748 if (!sound)
2749 return;
2750
2751 if (flag [FLAG_REMOVED])
2752 return;
2753
2754 if (env)
2755 {
2756 if (object *pl = in_player ())
2757 pl->contr->play_sound (sound);
2758 }
2759 else
2760 map->play_sound (sound, x, y);
2761}
2762

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