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Comparing deliantra/server/common/object.C (file contents):
Revision 1.117 by root, Thu Jan 18 16:19:34 2007 UTC vs.
Revision 1.203 by root, Fri Apr 11 13:59:05 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; 38UUID UUID::cur;
39static UUID uuid;
40const uint64 UUID_SKIP = 1<<19; 39static const uint64 UUID_SKIP = 1<<19;
41 40
42objectvec objects; 41objectvec objects;
43activevec actives; 42activevec actives;
44 43
45short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 44short freearr_x[SIZEOFFREE] = {
45 0,
46 0, 1, 1, 1, 0, -1, -1, -1,
47 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
46 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 48 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
47}; 49};
48short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 50short freearr_y[SIZEOFFREE] = {
51 0,
52 -1, -1, 0, 1, 1, 1, 0, -1,
53 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
49 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3 54 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
50}; 55};
51int maxfree[SIZEOFFREE] = { 0, 9, 10, 13, 14, 17, 18, 21, 22, 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 56int maxfree[SIZEOFFREE] = {
57 0,
58 9, 10, 13, 14, 17, 18, 21, 22,
59 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
52 48, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49 60 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
53}; 61};
54int freedir[SIZEOFFREE] = { 62int freedir[SIZEOFFREE] = {
55 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8, 63 0,
64 1, 2, 3, 4, 5, 6, 7, 8,
65 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
56 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8 66 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
57}; 67};
58 68
59static void 69static void
60write_uuid (void) 70write_uuid (uval64 skip, bool sync)
61{ 71{
62 char filename1[MAX_BUF], filename2[MAX_BUF]; 72 CALL_BEGIN (2);
63 73 CALL_ARG_SV (newSVval64 (skip));
64 sprintf (filename1, "%s/uuid", settings.localdir); 74 CALL_ARG_SV (boolSV (sync));
65 sprintf (filename2, "%s/uuid~", settings.localdir); 75 CALL_CALL ("cf::write_uuid", G_DISCARD);
66 76 CALL_END;
67 FILE *fp;
68
69 if (!(fp = fopen (filename2, "w")))
70 {
71 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
72 return;
73 }
74
75 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
76 fclose (fp);
77 rename (filename2, filename1);
78} 77}
79 78
80static void 79static void
81read_uuid (void) 80read_uuid (void)
82{ 81{
89 if (!(fp = fopen (filename, "r"))) 88 if (!(fp = fopen (filename, "r")))
90 { 89 {
91 if (errno == ENOENT) 90 if (errno == ENOENT)
92 { 91 {
93 LOG (llevInfo, "RESET uid to 1\n"); 92 LOG (llevInfo, "RESET uid to 1\n");
94 uuid.seq = 0; 93 UUID::cur.seq = 0;
95 write_uuid (); 94 write_uuid (UUID_SKIP, true);
96 return; 95 return;
97 } 96 }
98 97
99 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename); 98 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
100 _exit (1); 99 _exit (1);
101 } 100 }
102 101
103 int version; 102 UUID::BUF buf;
104 unsigned long long uid; 103 buf[0] = 0;
105 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1) 104 fgets (buf, sizeof (buf), fp);
105
106 if (!UUID::cur.parse (buf))
106 { 107 {
107 LOG (llevError, "FATAL: error reading uid from %s!\n", filename); 108 LOG (llevError, "FATAL: error reading uid from %s (%s)!\n", filename, buf);
108 _exit (1); 109 _exit (1);
109 } 110 }
110 111
111 uuid.seq = uid; 112 LOG (llevDebug, "read UUID: %s\n", UUID::cur.c_str ());
112 write_uuid (); 113
113 LOG (llevDebug, "read UID: %" PRId64 "\n", uid); 114 write_uuid (UUID_SKIP, true);
114 fclose (fp); 115 fclose (fp);
115} 116}
116 117
117UUID 118UUID
118gen_uuid () 119UUID::gen ()
119{ 120{
120 UUID uid; 121 UUID uid;
121 122
122 uid.seq = ++uuid.seq; 123 uid.seq = ++cur.seq;
123 124
124 if (!(uuid.seq & (UUID_SKIP - 1))) 125 if (expect_false (!(cur.seq & (UUID_SKIP - 1))))
125 write_uuid (); 126 write_uuid (UUID_SKIP, false);
126 127
127 return uid; 128 return uid;
128} 129}
129 130
130void 131void
131init_uuid () 132UUID::init ()
132{ 133{
133 read_uuid (); 134 read_uuid ();
134} 135}
135 136
136/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 137/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
254 /* This is really a spellbook check - really, we should 255 /* This is really a spellbook check - really, we should
255 * check all objects in the inventory. 256 * check all objects in the inventory.
256 */ 257 */
257 if (ob1->inv || ob2->inv) 258 if (ob1->inv || ob2->inv)
258 { 259 {
259 /* if one object has inventory but the other doesn't, not equiv */ 260 if (!(ob1->inv && ob2->inv))
260 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 261 return 0; /* inventories differ in length */
261 return 0;
262 262
263 /* Now check to see if the two inventory objects could merge */ 263 if (ob1->inv->below || ob2->inv->below)
264 return 0; /* more than one object in inv */
265
264 if (!object::can_merge (ob1->inv, ob2->inv)) 266 if (!object::can_merge (ob1->inv, ob2->inv))
265 return 0; 267 return 0; /* inventory objexts differ */
266 268
267 /* inventory ok - still need to check rest of this object to see 269 /* inventory ok - still need to check rest of this object to see
268 * if it is valid. 270 * if it is valid.
269 */ 271 */
270 } 272 }
299 return 0; 301 return 0;
300 else if (!compare_ob_value_lists (ob1, ob2)) 302 else if (!compare_ob_value_lists (ob1, ob2))
301 return 0; 303 return 0;
302 } 304 }
303 305
304 //TODO: generate an event or call into perl for additional checks
305 if (ob1->self || ob2->self) 306 if (ob1->self || ob2->self)
306 { 307 {
307 ob1->optimise (); 308 ob1->optimise ();
308 ob2->optimise (); 309 ob2->optimise ();
309 310
310 if (ob1->self || ob2->self) 311 if (ob1->self || ob2->self)
312 {
313 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
314 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
315
316 if (k1 != k2)
311 return 0; 317 return 0;
318 else if (k1 == 0)
319 return 1;
320 else if (!cfperl_can_merge (ob1, ob2))
321 return 0;
322 }
312 } 323 }
313 324
314 /* Everything passes, must be OK. */ 325 /* Everything passes, must be OK. */
315 return 1; 326 return 1;
316} 327}
324sum_weight (object *op) 335sum_weight (object *op)
325{ 336{
326 long sum; 337 long sum;
327 object *inv; 338 object *inv;
328 339
329 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 340 for (sum = 0, inv = op->inv; inv; inv = inv->below)
330 { 341 {
331 if (inv->inv) 342 if (inv->inv)
332 sum_weight (inv); 343 sum_weight (inv);
344
333 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 345 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
334 } 346 }
335 347
336 if (op->type == CONTAINER && op->stats.Str) 348 if (op->type == CONTAINER && op->stats.Str)
337 sum = (sum * (100 - op->stats.Str)) / 100; 349 sum = (sum * (100 - op->stats.Str)) / 100;
357/* 369/*
358 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 370 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
359 * Some error messages. 371 * Some error messages.
360 * The result of the dump is stored in the static global errmsg array. 372 * The result of the dump is stored in the static global errmsg array.
361 */ 373 */
362
363char * 374char *
364dump_object (object *op) 375dump_object (object *op)
365{ 376{
366 if (!op) 377 if (!op)
367 return strdup ("[NULLOBJ]"); 378 return strdup ("[NULLOBJ]");
368 379
369 object_freezer freezer; 380 object_freezer freezer;
370 save_object (freezer, op, 1); 381 op->write (freezer);
371 return freezer.as_string (); 382 return freezer.as_string ();
372} 383}
373 384
374/* 385/*
375 * get_nearest_part(multi-object, object 2) returns the part of the 386 * get_nearest_part(multi-object, object 2) returns the part of the
376 * multi-object 1 which is closest to the second object. 387 * multi-object 1 which is closest to the second object.
377 * If it's not a multi-object, it is returned. 388 * If it's not a multi-object, it is returned.
378 */ 389 */
379
380object * 390object *
381get_nearest_part (object *op, const object *pl) 391get_nearest_part (object *op, const object *pl)
382{ 392{
383 object *tmp, *closest; 393 object *tmp, *closest;
384 int last_dist, i; 394 int last_dist, i;
420 break; 430 break;
421 431
422 return op; 432 return op;
423} 433}
424 434
425void
426free_all_object_data ()
427{
428 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
429}
430
431/* 435/*
432 * Sets the owner and sets the skill and exp pointers to owner's current 436 * Sets the owner and sets the skill and exp pointers to owner's current
433 * skill and experience objects. 437 * skill and experience objects.
438 * ACTUALLY NO! investigate! TODO
434 */ 439 */
435void 440void
436object::set_owner (object *owner) 441object::set_owner (object *owner)
437{ 442{
443 // allow objects which own objects
438 if (!owner) 444 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) 445 while (owner->owner)
449 owner = owner->owner; 446 owner = owner->owner;
447
448 if (flag [FLAG_FREED])
449 {
450 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
451 return;
452 }
450 453
451 this->owner = owner; 454 this->owner = owner;
455}
456
457int
458object::slottype () const
459{
460 if (type == SKILL)
461 {
462 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
463 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
464 }
465 else
466 {
467 if (slot [body_combat].info) return slot_combat;
468 if (slot [body_range ].info) return slot_ranged;
469 }
470
471 return slot_none;
472}
473
474bool
475object::change_weapon (object *ob)
476{
477 if (current_weapon == ob)
478 return true;
479
480 if (chosen_skill)
481 chosen_skill->flag [FLAG_APPLIED] = false;
482
483 current_weapon = ob;
484 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
485
486 if (chosen_skill)
487 chosen_skill->flag [FLAG_APPLIED] = true;
488
489 update_stats ();
490
491 if (ob)
492 {
493 // now check wether any body locations became invalid, in which case
494 // we cannot apply the weapon at the moment.
495 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
496 if (slot[i].used < 0)
497 {
498 current_weapon = chosen_skill = 0;
499 update_stats ();
500
501 new_draw_info_format (NDI_UNIQUE, 0, this,
502 "You try to balance all your items at once, "
503 "but the %s is just too much for your body. "
504 "[You need to unapply some items first.]", &ob->name);
505 return false;
506 }
507
508 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
509 }
510 else
511 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
512
513 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
514 {
515 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
516 &name, ob->debug_desc ());
517 return false;
518 }
519
520 return true;
452} 521}
453 522
454/* Zero the key_values on op, decrementing the shared-string 523/* Zero the key_values on op, decrementing the shared-string
455 * refcounts and freeing the links. 524 * refcounts and freeing the links.
456 */ 525 */
457static void 526static void
458free_key_values (object *op) 527free_key_values (object *op)
459{ 528{
460 for (key_value *i = op->key_values; i != 0;) 529 for (key_value *i = op->key_values; i; )
461 { 530 {
462 key_value *next = i->next; 531 key_value *next = i->next;
463 delete i; 532 delete i;
464 533
465 i = next; 534 i = next;
466 } 535 }
467 536
468 op->key_values = 0; 537 op->key_values = 0;
469} 538}
470 539
471/* 540object &
472 * copy_to first frees everything allocated by the dst object, 541object::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{ 542{
482 bool is_freed = QUERY_FLAG (dst, FLAG_FREED); 543 bool is_freed = flag [FLAG_FREED];
483 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED); 544 bool is_removed = flag [FLAG_REMOVED];
484 545
485 *(object_copy *)dst = *this; 546 *(object_copy *)this = src;
486 547
487 if (is_freed) 548 flag [FLAG_FREED] = is_freed;
488 SET_FLAG (dst, FLAG_FREED); 549 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;
495 550
496 /* Copy over key_values, if any. */ 551 /* Copy over key_values, if any. */
497 if (key_values) 552 if (src.key_values)
498 { 553 {
499 key_value *tail = 0; 554 key_value *tail = 0;
500 key_value *i;
501
502 dst->key_values = 0; 555 key_values = 0;
503 556
504 for (i = key_values; i; i = i->next) 557 for (key_value *i = src.key_values; i; i = i->next)
505 { 558 {
506 key_value *new_link = new key_value; 559 key_value *new_link = new key_value;
507 560
508 new_link->next = 0; 561 new_link->next = 0;
509 new_link->key = i->key; 562 new_link->key = i->key;
510 new_link->value = i->value; 563 new_link->value = i->value;
511 564
512 /* Try and be clever here, too. */ 565 /* Try and be clever here, too. */
513 if (!dst->key_values) 566 if (!key_values)
514 { 567 {
515 dst->key_values = new_link; 568 key_values = new_link;
516 tail = new_link; 569 tail = new_link;
517 } 570 }
518 else 571 else
519 { 572 {
520 tail->next = new_link; 573 tail->next = new_link;
521 tail = new_link; 574 tail = new_link;
522 } 575 }
523 } 576 }
524 } 577 }
578}
579
580/*
581 * copy_to first frees everything allocated by the dst object,
582 * and then copies the contents of itself into the second
583 * object, allocating what needs to be allocated. Basically, any
584 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
585 * if the first object is freed, the pointers in the new object
586 * will point at garbage.
587 */
588void
589object::copy_to (object *dst)
590{
591 *dst = *this;
592
593 if (speed < 0)
594 dst->speed_left -= rndm ();
525 595
526 dst->set_speed (dst->speed); 596 dst->set_speed (dst->speed);
597}
598
599void
600object::instantiate ()
601{
602 if (!uuid.seq) // HACK
603 uuid = UUID::gen ();
604
605 speed_left = -0.1f;
606 /* copy the body_info to the body_used - this is only really
607 * need for monsters, but doesn't hurt to do it for everything.
608 * by doing so, when a monster is created, it has good starting
609 * values for the body_used info, so when items are created
610 * for it, they can be properly equipped.
611 */
612 for (int i = NUM_BODY_LOCATIONS; i--; )
613 slot[i].used = slot[i].info;
614
615 attachable::instantiate ();
527} 616}
528 617
529object * 618object *
530object::clone () 619object::clone ()
531{ 620{
589 * UP_OBJ_FACE: only the objects face has changed. 678 * UP_OBJ_FACE: only the objects face has changed.
590 */ 679 */
591void 680void
592update_object (object *op, int action) 681update_object (object *op, int action)
593{ 682{
594 MoveType move_on, move_off, move_block, move_slow;
595
596 if (op == NULL) 683 if (op == NULL)
597 { 684 {
598 /* this should never happen */ 685 /* this should never happen */
599 LOG (llevDebug, "update_object() called for NULL object.\n"); 686 LOG (llevDebug, "update_object() called for NULL object.\n");
600 return; 687 return;
670 face = blank_face; 757 face = blank_face;
671} 758}
672 759
673object::~object () 760object::~object ()
674{ 761{
762 unlink ();
763
675 free_key_values (this); 764 free_key_values (this);
676} 765}
677 766
678static int object_count; 767static int object_count;
679 768
680void object::link () 769void object::link ()
681{ 770{
682 assert (!index);//D 771 assert (!index);//D
683 uuid = gen_uuid (); 772 uuid = UUID::gen ();
684 count = ++object_count; 773 count = ++object_count;
685 774
686 refcnt_inc (); 775 refcnt_inc ();
687 objects.insert (this); 776 objects.insert (this);
688} 777}
689 778
690void object::unlink () 779void object::unlink ()
691{ 780{
692 assert (index);//D 781 if (!index)
782 return;
783
693 objects.erase (this); 784 objects.erase (this);
694 refcnt_dec (); 785 refcnt_dec ();
695} 786}
696 787
697void 788void
771 * drop on that space. 862 * drop on that space.
772 */ 863 */
773 if (!drop_to_ground 864 if (!drop_to_ground
774 || !map 865 || !map
775 || map->in_memory != MAP_IN_MEMORY 866 || map->in_memory != MAP_IN_MEMORY
867 || map->nodrop
776 || ms ().move_block == MOVE_ALL) 868 || ms ().move_block == MOVE_ALL)
777 { 869 {
778 while (inv) 870 while (inv)
779 { 871 {
780 inv->destroy_inv (drop_to_ground); 872 inv->destroy_inv (drop_to_ground);
834 926
835 if (!freed_map) 927 if (!freed_map)
836 { 928 {
837 freed_map = new maptile; 929 freed_map = new maptile;
838 930
931 freed_map->path = "<freed objects map>";
839 freed_map->name = "/internal/freed_objects_map"; 932 freed_map->name = "/internal/freed_objects_map";
840 freed_map->width = 3; 933 freed_map->width = 3;
841 freed_map->height = 3; 934 freed_map->height = 3;
935 freed_map->nodrop = 1;
842 936
843 freed_map->alloc (); 937 freed_map->alloc ();
844 freed_map->in_memory = MAP_IN_MEMORY; 938 freed_map->in_memory = MAP_IN_MEMORY;
845 } 939 }
846 940
847 map = freed_map; 941 map = freed_map;
848 x = 1; 942 x = 1;
849 y = 1; 943 y = 1;
850 } 944 }
851 945
852 head = 0;
853
854 if (more) 946 if (more)
855 { 947 {
856 more->destroy (); 948 more->destroy ();
857 more = 0; 949 more = 0;
858 } 950 }
859 951
952 head = 0;
953
860 // clear those pointers that likely might have circular references to us 954 // clear those pointers that likely might cause circular references
861 owner = 0; 955 owner = 0;
862 enemy = 0; 956 enemy = 0;
863 attacked_by = 0; 957 attacked_by = 0;
958 current_weapon = 0;
864} 959}
865 960
866void 961void
867object::destroy (bool destroy_inventory) 962object::destroy (bool destroy_inventory)
868{ 963{
869 if (destroyed ()) 964 if (destroyed ())
870 return; 965 return;
871 966
872 if (destroy_inventory) 967 if (destroy_inventory)
873 destroy_inv (false); 968 destroy_inv (false);
969
970 if (is_head ())
971 if (sound_destroy)
972 play_sound (sound_destroy);
973 else if (flag [FLAG_MONSTER])
974 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
874 975
875 attachable::destroy (); 976 attachable::destroy ();
876} 977}
877 978
878/* 979/*
896 * This function removes the object op from the linked list of objects 997 * 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 998 * which it is currently tied to. When this function is done, the
898 * object will have no environment. If the object previously had an 999 * object will have no environment. If the object previously had an
899 * environment, the x and y coordinates will be updated to 1000 * environment, the x and y coordinates will be updated to
900 * the previous environment. 1001 * the previous environment.
901 * Beware: This function is called from the editor as well!
902 */ 1002 */
903void 1003void
904object::remove_slow () 1004object::do_remove ()
905{ 1005{
906 object *tmp, *last = 0; 1006 object *tmp, *last = 0;
907 object *otmp; 1007 object *otmp;
908 1008
909 if (QUERY_FLAG (this, FLAG_REMOVED)) 1009 if (QUERY_FLAG (this, FLAG_REMOVED))
952 } 1052 }
953 else if (map) 1053 else if (map)
954 { 1054 {
955 if (type == PLAYER) 1055 if (type == PLAYER)
956 { 1056 {
1057 // leaving a spot always closes any open container on the ground
1058 if (container && !container->env)
1059 // this causes spurious floorbox updates, but it ensures
1060 // that the CLOSE event is being sent.
1061 close_container ();
1062
957 --map->players; 1063 --map->players;
958 map->touch (); 1064 map->touch ();
959 } 1065 }
960 1066
961 map->dirty = true; 1067 map->dirty = true;
988 if (map->in_memory == MAP_SAVING) 1094 if (map->in_memory == MAP_SAVING)
989 return; 1095 return;
990 1096
991 int check_walk_off = !flag [FLAG_NO_APPLY]; 1097 int check_walk_off = !flag [FLAG_NO_APPLY];
992 1098
1099 if (object *pl = ms.player ())
1100 {
1101 if (pl->container == this)
1102 /* If a container that the player is currently using somehow gets
1103 * removed (most likely destroyed), update the player view
1104 * appropriately.
1105 */
1106 pl->close_container ();
1107
1108 pl->contr->ns->floorbox_update ();
1109 }
1110
993 for (tmp = ms.bot; tmp; tmp = tmp->above) 1111 for (tmp = ms.bot; tmp; tmp = tmp->above)
994 { 1112 {
995 /* No point updating the players look faces if he is the object 1113 /* No point updating the players look faces if he is the object
996 * being removed. 1114 * being removed.
997 */ 1115 */
998
999 if (tmp->type == PLAYER && tmp != this)
1000 {
1001 /* If a container that the player is currently using somehow gets
1002 * removed (most likely destroyed), update the player view
1003 * appropriately.
1004 */
1005 if (tmp->container == this)
1006 {
1007 flag [FLAG_APPLIED] = 0;
1008 tmp->container = 0;
1009 }
1010
1011 if (tmp->contr->ns)
1012 tmp->contr->ns->floorbox_update ();
1013 }
1014 1116
1015 /* See if object moving off should effect something */ 1117 /* See if object moving off should effect something */
1016 if (check_walk_off 1118 if (check_walk_off
1017 && ((move_type & tmp->move_off) 1119 && ((move_type & tmp->move_off)
1018 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1120 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1021 1123
1022 if (destroyed ()) 1124 if (destroyed ())
1023 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1125 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1024 } 1126 }
1025 1127
1026 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1027 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1028 if (tmp->above == tmp)
1029 tmp->above = 0;
1030
1031 last = tmp; 1128 last = tmp;
1032 } 1129 }
1033 1130
1034 /* last == NULL if there are no objects on this space */ 1131 /* last == NULL if there are no objects on this space */
1035 //TODO: this makes little sense, why only update the topmost object? 1132 //TODO: this makes little sense, why only update the topmost object?
1055merge_ob (object *op, object *top) 1152merge_ob (object *op, object *top)
1056{ 1153{
1057 if (!op->nrof) 1154 if (!op->nrof)
1058 return 0; 1155 return 0;
1059 1156
1060 if (top) 1157 if (!top)
1061 for (top = op; top && top->above; top = top->above) 1158 for (top = op; top && top->above; top = top->above)
1062 ; 1159 ;
1063 1160
1064 for (; top; top = top->below) 1161 for (; top; top = top->below)
1065 { 1162 {
1078 } 1175 }
1079 1176
1080 return 0; 1177 return 0;
1081} 1178}
1082 1179
1180void
1181object::expand_tail ()
1182{
1183 if (more)
1184 return;
1185
1186 object *prev = this;
1187
1188 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1189 {
1190 object *op = arch_to_object (at);
1191
1192 op->name = name;
1193 op->name_pl = name_pl;
1194 op->title = title;
1195
1196 op->head = this;
1197 prev->more = op;
1198
1199 prev = op;
1200 }
1201}
1202
1083/* 1203/*
1084 * same as insert_ob_in_map except it handles separate coordinates and does a clean 1204 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1085 * job preparing multi-part monsters. 1205 * job preparing multi-part monsters.
1086 */ 1206 */
1087object * 1207object *
1088insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1208insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1089{ 1209{
1090 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1210 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1091 { 1211 {
1092 tmp->x = x + tmp->arch->clone.x; 1212 tmp->x = x + tmp->arch->x;
1093 tmp->y = y + tmp->arch->clone.y; 1213 tmp->y = y + tmp->arch->y;
1094 } 1214 }
1095 1215
1096 return insert_ob_in_map (op, m, originator, flag); 1216 return insert_ob_in_map (op, m, originator, flag);
1097} 1217}
1098 1218
1117 * just 'op' otherwise 1237 * just 'op' otherwise
1118 */ 1238 */
1119object * 1239object *
1120insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1240insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1121{ 1241{
1242 assert (!op->flag [FLAG_FREED]);
1243
1122 object *tmp, *top, *floor = NULL; 1244 object *top, *floor = NULL;
1123
1124 if (QUERY_FLAG (op, FLAG_FREED))
1125 {
1126 LOG (llevError, "Trying to insert freed object!\n");
1127 return NULL;
1128 }
1129
1130 if (!QUERY_FLAG (op, FLAG_REMOVED))
1131 LOG (llevError, "Trying to insert already inserted object %s\n", op->debug_desc ());
1132 1245
1133 op->remove (); 1246 op->remove ();
1134
1135 if (!m)
1136 {
1137 char *dump = dump_object (op);
1138 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1139 free (dump);
1140 return op;
1141 }
1142
1143 if (out_of_map (m, op->x, op->y))
1144 {
1145 char *dump = dump_object (op);
1146 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1147#ifdef MANY_CORES
1148 /* Better to catch this here, as otherwise the next use of this object
1149 * is likely to cause a crash. Better to find out where it is getting
1150 * improperly inserted.
1151 */
1152 abort ();
1153#endif
1154 free (dump);
1155 return op;
1156 }
1157
1158 if (object *more = op->more)
1159 {
1160 if (!insert_ob_in_map (more, m, originator, flag))
1161 {
1162 if (!op->head)
1163 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1164
1165 return 0;
1166 }
1167 }
1168
1169 CLEAR_FLAG (op, FLAG_REMOVED);
1170 1247
1171 /* Ideally, the caller figures this out. However, it complicates a lot 1248 /* Ideally, the caller figures this out. However, it complicates a lot
1172 * of areas of callers (eg, anything that uses find_free_spot would now 1249 * of areas of callers (eg, anything that uses find_free_spot would now
1173 * need extra work 1250 * need extra work
1174 */ 1251 */
1175 if (!xy_normalise (m, op->x, op->y)) 1252 if (!xy_normalise (m, op->x, op->y))
1253 {
1254 op->destroy ();
1176 return 0; 1255 return 0;
1256 }
1257
1258 if (object *more = op->more)
1259 if (!insert_ob_in_map (more, m, originator, flag))
1260 return 0;
1261
1262 CLEAR_FLAG (op, FLAG_REMOVED);
1177 1263
1178 op->map = m; 1264 op->map = m;
1179 mapspace &ms = op->ms (); 1265 mapspace &ms = op->ms ();
1180 1266
1181 /* this has to be done after we translate the coordinates. 1267 /* this has to be done after we translate the coordinates.
1182 */ 1268 */
1183 if (op->nrof && !(flag & INS_NO_MERGE)) 1269 if (op->nrof && !(flag & INS_NO_MERGE))
1184 for (tmp = ms.bot; tmp; tmp = tmp->above) 1270 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1185 if (object::can_merge (op, tmp)) 1271 if (object::can_merge (op, tmp))
1186 { 1272 {
1187 op->nrof += tmp->nrof; 1273 op->nrof += tmp->nrof;
1188 tmp->destroy (); 1274 tmp->destroy ();
1189 } 1275 }
1216 else 1302 else
1217 { 1303 {
1218 top = ms.bot; 1304 top = ms.bot;
1219 1305
1220 /* If there are other objects, then */ 1306 /* If there are other objects, then */
1221 if ((!(flag & INS_MAP_LOAD)) && top) 1307 if (top)
1222 { 1308 {
1223 object *last = 0; 1309 object *last = 0;
1224 1310
1225 /* 1311 /*
1226 * If there are multiple objects on this space, we do some trickier handling. 1312 * If there are multiple objects on this space, we do some trickier handling.
1256 * looks like instead of lots of conditions here. 1342 * looks like instead of lots of conditions here.
1257 * makes things faster, and effectively the same result. 1343 * makes things faster, and effectively the same result.
1258 */ 1344 */
1259 1345
1260 /* Have object 'fall below' other objects that block view. 1346 /* Have object 'fall below' other objects that block view.
1261 * Unless those objects are exits, type 66 1347 * Unless those objects are exits.
1262 * If INS_ON_TOP is used, don't do this processing 1348 * If INS_ON_TOP is used, don't do this processing
1263 * Need to find the object that in fact blocks view, otherwise 1349 * Need to find the object that in fact blocks view, otherwise
1264 * stacking is a bit odd. 1350 * stacking is a bit odd.
1265 */ 1351 */
1266 if (!(flag & INS_ON_TOP) 1352 if (!(flag & INS_ON_TOP)
1267 && ms.flags () & P_BLOCKSVIEW 1353 && ms.flags () & P_BLOCKSVIEW
1268 && (op->face && !op->face->visibility)) 1354 && (op->face && !faces [op->face].visibility))
1269 { 1355 {
1270 for (last = top; last != floor; last = last->below) 1356 for (last = top; last != floor; last = last->below)
1271 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1357 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1272 break; 1358 break;
1273 1359
1279 if (last && last->below && last != floor) 1365 if (last && last->below && last != floor)
1280 top = last->below; 1366 top = last->below;
1281 } 1367 }
1282 } /* If objects on this space */ 1368 } /* If objects on this space */
1283 1369
1284 if (flag & INS_MAP_LOAD)
1285 top = ms.top;
1286
1287 if (flag & INS_ABOVE_FLOOR_ONLY) 1370 if (flag & INS_ABOVE_FLOOR_ONLY)
1288 top = floor; 1371 top = floor;
1289 1372
1290 /* Top is the object that our object (op) is going to get inserted above. 1373 /* Top is the object that our object (op) is going to get inserted above.
1291 */ 1374 */
1323 op->map->touch (); 1406 op->map->touch ();
1324 } 1407 }
1325 1408
1326 op->map->dirty = true; 1409 op->map->dirty = true;
1327 1410
1328 /* If we have a floor, we know the player, if any, will be above
1329 * it, so save a few ticks and start from there.
1330 */
1331 if (!(flag & INS_MAP_LOAD))
1332 if (object *pl = ms.player ()) 1411 if (object *pl = ms.player ())
1333 if (pl->contr->ns)
1334 pl->contr->ns->floorbox_update (); 1412 pl->contr->ns->floorbox_update ();
1335 1413
1336 /* If this object glows, it may affect lighting conditions that are 1414 /* If this object glows, it may affect lighting conditions that are
1337 * visible to others on this map. But update_all_los is really 1415 * visible to others on this map. But update_all_los is really
1338 * an inefficient way to do this, as it means los for all players 1416 * an inefficient way to do this, as it means los for all players
1339 * on the map will get recalculated. The players could very well 1417 * on the map will get recalculated. The players could very well
1358 * blocked() and wall() work properly), and these flags are updated by 1436 * blocked() and wall() work properly), and these flags are updated by
1359 * update_object(). 1437 * update_object().
1360 */ 1438 */
1361 1439
1362 /* if this is not the head or flag has been passed, don't check walk on status */ 1440 /* if this is not the head or flag has been passed, don't check walk on status */
1363 if (!(flag & INS_NO_WALK_ON) && !op->head) 1441 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1364 { 1442 {
1365 if (check_move_on (op, originator)) 1443 if (check_move_on (op, originator))
1366 return 0; 1444 return 0;
1367 1445
1368 /* If we are a multi part object, lets work our way through the check 1446 /* If we are a multi part object, lets work our way through the check
1369 * walk on's. 1447 * walk on's.
1370 */ 1448 */
1371 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1449 for (object *tmp = op->more; tmp; tmp = tmp->more)
1372 if (check_move_on (tmp, originator)) 1450 if (check_move_on (tmp, originator))
1373 return 0; 1451 return 0;
1374 } 1452 }
1375 1453
1376 return op; 1454 return op;
1386 object *tmp, *tmp1; 1464 object *tmp, *tmp1;
1387 1465
1388 /* first search for itself and remove any old instances */ 1466 /* first search for itself and remove any old instances */
1389 1467
1390 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 1468 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1391 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1469 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1392 tmp->destroy (); 1470 tmp->destroy ();
1393 1471
1394 tmp1 = arch_to_object (archetype::find (arch_string)); 1472 tmp1 = arch_to_object (archetype::find (arch_string));
1395 1473
1396 tmp1->x = op->x; 1474 tmp1->x = op->x;
1399} 1477}
1400 1478
1401object * 1479object *
1402object::insert_at (object *where, object *originator, int flags) 1480object::insert_at (object *where, object *originator, int flags)
1403{ 1481{
1404 where->map->insert (this, where->x, where->y, originator, flags); 1482 return where->map->insert (this, where->x, where->y, originator, flags);
1405} 1483}
1406 1484
1407/* 1485/*
1408 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1486 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1409 * is returned contains nr objects, and the remaining parts contains 1487 * is returned contains nr objects, and the remaining parts contains
1449 * the amount of an object. If the amount reaches 0, the object 1527 * the amount of an object. If the amount reaches 0, the object
1450 * is subsequently removed and freed. 1528 * is subsequently removed and freed.
1451 * 1529 *
1452 * Return value: 'op' if something is left, NULL if the amount reached 0 1530 * Return value: 'op' if something is left, NULL if the amount reached 0
1453 */ 1531 */
1454
1455object * 1532object *
1456decrease_ob_nr (object *op, uint32 i) 1533decrease_ob_nr (object *op, uint32 i)
1457{ 1534{
1458 object *tmp; 1535 object *tmp;
1459 1536
1534 1611
1535/* 1612/*
1536 * add_weight(object, weight) adds the specified weight to an object, 1613 * add_weight(object, weight) adds the specified weight to an object,
1537 * and also updates how much the environment(s) is/are carrying. 1614 * and also updates how much the environment(s) is/are carrying.
1538 */ 1615 */
1539
1540void 1616void
1541add_weight (object *op, signed long weight) 1617add_weight (object *op, signed long weight)
1542{ 1618{
1543 while (op != NULL) 1619 while (op != NULL)
1544 { 1620 {
1559 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1635 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1560 free (dump); 1636 free (dump);
1561 return op; 1637 return op;
1562 } 1638 }
1563 1639
1564 if (where->head) 1640 if (where->head_ () != where)
1565 { 1641 {
1566 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n"); 1642 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1567 where = where->head; 1643 where = where->head;
1568 } 1644 }
1569 1645
1570 return where->insert (op); 1646 return where->insert (op);
1571} 1647}
1576 * inside the object environment. 1652 * inside the object environment.
1577 * 1653 *
1578 * The function returns now pointer to inserted item, and return value can 1654 * The function returns now pointer to inserted item, and return value can
1579 * be != op, if items are merged. -Tero 1655 * be != op, if items are merged. -Tero
1580 */ 1656 */
1581
1582object * 1657object *
1583object::insert (object *op) 1658object::insert (object *op)
1584{ 1659{
1585 object *tmp, *otmp;
1586
1587 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1660 if (!QUERY_FLAG (op, FLAG_REMOVED))
1588 op->remove (); 1661 op->remove ();
1589 1662
1590 if (op->more) 1663 if (op->more)
1591 { 1664 {
1593 return op; 1666 return op;
1594 } 1667 }
1595 1668
1596 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1669 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1597 CLEAR_FLAG (op, FLAG_REMOVED); 1670 CLEAR_FLAG (op, FLAG_REMOVED);
1671
1598 if (op->nrof) 1672 if (op->nrof)
1599 { 1673 {
1600 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1674 for (object *tmp = inv; tmp; tmp = tmp->below)
1601 if (object::can_merge (tmp, op)) 1675 if (object::can_merge (tmp, op))
1602 { 1676 {
1603 /* return the original object and remove inserted object 1677 /* return the original object and remove inserted object
1604 (client needs the original object) */ 1678 (client needs the original object) */
1605 tmp->nrof += op->nrof; 1679 tmp->nrof += op->nrof;
1624 add_weight (this, op->weight * op->nrof); 1698 add_weight (this, op->weight * op->nrof);
1625 } 1699 }
1626 else 1700 else
1627 add_weight (this, (op->weight + op->carrying)); 1701 add_weight (this, (op->weight + op->carrying));
1628 1702
1629 otmp = this->in_player (); 1703 if (object *otmp = this->in_player ())
1630 if (otmp && otmp->contr)
1631 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1704 if (otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1632 otmp->update_stats (); 1705 otmp->update_stats ();
1633 1706
1707 op->owner = 0; // its his/hers now. period.
1634 op->map = 0; 1708 op->map = 0;
1635 op->env = this; 1709 op->env = this;
1636 op->above = 0; 1710 op->above = 0;
1637 op->below = 0; 1711 op->below = 0;
1638 op->x = 0, op->y = 0; 1712 op->x = op->y = 0;
1639 1713
1640 /* reset the light list and los of the players on the map */ 1714 /* reset the light list and los of the players on the map */
1641 if ((op->glow_radius != 0) && map) 1715 if (op->glow_radius && map)
1642 { 1716 {
1643#ifdef DEBUG_LIGHTS 1717#ifdef DEBUG_LIGHTS
1644 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1718 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1645#endif /* DEBUG_LIGHTS */ 1719#endif /* DEBUG_LIGHTS */
1646 if (map->darkness) 1720 if (map->darkness)
1746 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1820 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1747 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1821 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1748 { 1822 {
1749 1823
1750 float 1824 float
1751 diff = tmp->move_slow_penalty * FABS (op->speed); 1825 diff = tmp->move_slow_penalty * fabs (op->speed);
1752 1826
1753 if (op->type == PLAYER) 1827 if (op->type == PLAYER)
1754 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1828 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1755 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1829 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1756 diff /= 4.0; 1830 diff /= 4.0;
1880 * activate recursively a flag on an object inventory 1954 * activate recursively a flag on an object inventory
1881 */ 1955 */
1882void 1956void
1883flag_inv (object *op, int flag) 1957flag_inv (object *op, int flag)
1884{ 1958{
1885 if (op->inv)
1886 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1959 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1887 { 1960 {
1888 SET_FLAG (tmp, flag); 1961 SET_FLAG (tmp, flag);
1889 flag_inv (tmp, flag); 1962 flag_inv (tmp, flag);
1890 } 1963 }
1891} 1964}
1892 1965
1893/* 1966/*
1894 * deactivate recursively a flag on an object inventory 1967 * deactivate recursively a flag on an object inventory
1895 */ 1968 */
1896void 1969void
1897unflag_inv (object *op, int flag) 1970unflag_inv (object *op, int flag)
1898{ 1971{
1899 if (op->inv)
1900 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1972 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1901 { 1973 {
1902 CLEAR_FLAG (tmp, flag); 1974 CLEAR_FLAG (tmp, flag);
1903 unflag_inv (tmp, flag); 1975 unflag_inv (tmp, flag);
1904 } 1976 }
1905}
1906
1907/*
1908 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1909 * all it's inventory (recursively).
1910 * If checksums are used, a player will get set_cheat called for
1911 * him/her-self and all object carried by a call to this function.
1912 */
1913void
1914set_cheat (object *op)
1915{
1916 SET_FLAG (op, FLAG_WAS_WIZ);
1917 flag_inv (op, FLAG_WAS_WIZ);
1918} 1977}
1919 1978
1920/* 1979/*
1921 * find_free_spot(object, map, x, y, start, stop) will search for 1980 * find_free_spot(object, map, x, y, start, stop) will search for
1922 * a spot at the given map and coordinates which will be able to contain 1981 * a spot at the given map and coordinates which will be able to contain
1924 * to search (see the freearr_x/y[] definition). 1983 * to search (see the freearr_x/y[] definition).
1925 * It returns a random choice among the alternatives found. 1984 * It returns a random choice among the alternatives found.
1926 * start and stop are where to start relative to the free_arr array (1,9 1985 * start and stop are where to start relative to the free_arr array (1,9
1927 * does all 4 immediate directions). This returns the index into the 1986 * does all 4 immediate directions). This returns the index into the
1928 * array of the free spot, -1 if no spot available (dir 0 = x,y) 1987 * array of the free spot, -1 if no spot available (dir 0 = x,y)
1929 * Note - this only checks to see if there is space for the head of the
1930 * object - if it is a multispace object, this should be called for all
1931 * pieces.
1932 * Note2: This function does correctly handle tiled maps, but does not 1988 * Note: This function does correctly handle tiled maps, but does not
1933 * inform the caller. However, insert_ob_in_map will update as 1989 * inform the caller. However, insert_ob_in_map will update as
1934 * necessary, so the caller shouldn't need to do any special work. 1990 * necessary, so the caller shouldn't need to do any special work.
1935 * Note - updated to take an object instead of archetype - this is necessary 1991 * Note - updated to take an object instead of archetype - this is necessary
1936 * because arch_blocked (now ob_blocked) needs to know the movement type 1992 * because arch_blocked (now ob_blocked) needs to know the movement type
1937 * to know if the space in question will block the object. We can't use 1993 * to know if the space in question will block the object. We can't use
1939 * customized, changed states, etc. 1995 * customized, changed states, etc.
1940 */ 1996 */
1941int 1997int
1942find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 1998find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
1943{ 1999{
2000 int altern[SIZEOFFREE];
1944 int index = 0, flag; 2001 int index = 0, flag;
1945 int altern[SIZEOFFREE];
1946 2002
1947 for (int i = start; i < stop; i++) 2003 for (int i = start; i < stop; i++)
1948 { 2004 {
1949 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2005 mapxy pos (m, x, y); pos.move (i);
1950 if (!flag) 2006
2007 if (!pos.normalise ())
2008 continue;
2009
2010 mapspace &ms = *pos;
2011
2012 if (ms.flags () & P_IS_ALIVE)
2013 continue;
2014
2015 /* However, often
2016 * ob doesn't have any move type (when used to place exits)
2017 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
2018 */
2019 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
2020 {
1951 altern [index++] = i; 2021 altern [index++] = i;
2022 continue;
2023 }
1952 2024
1953 /* Basically, if we find a wall on a space, we cut down the search size. 2025 /* Basically, if we find a wall on a space, we cut down the search size.
1954 * In this way, we won't return spaces that are on another side of a wall. 2026 * In this way, we won't return spaces that are on another side of a wall.
1955 * This mostly work, but it cuts down the search size in all directions - 2027 * This mostly work, but it cuts down the search size in all directions -
1956 * if the space being examined only has a wall to the north and empty 2028 * if the space being examined only has a wall to the north and empty
1957 * spaces in all the other directions, this will reduce the search space 2029 * spaces in all the other directions, this will reduce the search space
1958 * to only the spaces immediately surrounding the target area, and 2030 * to only the spaces immediately surrounding the target area, and
1959 * won't look 2 spaces south of the target space. 2031 * won't look 2 spaces south of the target space.
1960 */ 2032 */
1961 else if ((flag & P_NO_PASS) && maxfree[i] < stop) 2033 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2034 {
1962 stop = maxfree[i]; 2035 stop = maxfree[i];
2036 continue;
2037 }
2038
2039 /* Note it is intentional that we check ob - the movement type of the
2040 * head of the object should correspond for the entire object.
2041 */
2042 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2043 continue;
2044
2045 if (ob->blocked (m, pos.x, pos.y))
2046 continue;
2047
2048 altern [index++] = i;
1963 } 2049 }
1964 2050
1965 if (!index) 2051 if (!index)
1966 return -1; 2052 return -1;
1967 2053
1968 return altern[RANDOM () % index]; 2054 return altern [rndm (index)];
1969} 2055}
1970 2056
1971/* 2057/*
1972 * find_first_free_spot(archetype, maptile, x, y) works like 2058 * find_first_free_spot(archetype, maptile, x, y) works like
1973 * find_free_spot(), but it will search max number of squares. 2059 * find_free_spot(), but it will search max number of squares.
1976 */ 2062 */
1977int 2063int
1978find_first_free_spot (const object *ob, maptile *m, int x, int y) 2064find_first_free_spot (const object *ob, maptile *m, int x, int y)
1979{ 2065{
1980 for (int i = 0; i < SIZEOFFREE; i++) 2066 for (int i = 0; i < SIZEOFFREE; i++)
1981 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2067 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
1982 return i; 2068 return i;
1983 2069
1984 return -1; 2070 return -1;
1985} 2071}
1986 2072
1994{ 2080{
1995 arr += begin; 2081 arr += begin;
1996 end -= begin; 2082 end -= begin;
1997 2083
1998 while (--end) 2084 while (--end)
1999 swap (arr [end], arr [RANDOM () % (end + 1)]); 2085 swap (arr [end], arr [rndm (end + 1)]);
2000} 2086}
2001 2087
2002/* new function to make monster searching more efficient, and effective! 2088/* new function to make monster searching more efficient, and effective!
2003 * This basically returns a randomized array (in the passed pointer) of 2089 * This basically returns a randomized array (in the passed pointer) of
2004 * the spaces to find monsters. In this way, it won't always look for 2090 * the spaces to find monsters. In this way, it won't always look for
2040 object *tmp; 2126 object *tmp;
2041 maptile *mp; 2127 maptile *mp;
2042 2128
2043 MoveType blocked, move_type; 2129 MoveType blocked, move_type;
2044 2130
2045 if (exclude && exclude->head) 2131 if (exclude && exclude->head_ () != exclude)
2046 { 2132 {
2047 exclude = exclude->head; 2133 exclude = exclude->head;
2048 move_type = exclude->move_type; 2134 move_type = exclude->move_type;
2049 } 2135 }
2050 else 2136 else
2073 max = maxfree[i]; 2159 max = maxfree[i];
2074 else if (mflags & P_IS_ALIVE) 2160 else if (mflags & P_IS_ALIVE)
2075 { 2161 {
2076 for (tmp = ms.bot; tmp; tmp = tmp->above) 2162 for (tmp = ms.bot; tmp; tmp = tmp->above)
2077 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2163 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2078 && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2164 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2079 break; 2165 break;
2080 2166
2081 if (tmp) 2167 if (tmp)
2082 return freedir[i]; 2168 return freedir[i];
2083 } 2169 }
2263 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2349 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2264 * core dumps if they do. 2350 * core dumps if they do.
2265 * 2351 *
2266 * Add a check so we can't pick up invisible objects (0.93.8) 2352 * Add a check so we can't pick up invisible objects (0.93.8)
2267 */ 2353 */
2268
2269int 2354int
2270can_pick (const object *who, const object *item) 2355can_pick (const object *who, const object *item)
2271{ 2356{
2272 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2357 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2273 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2358 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2278 * create clone from object to another 2363 * create clone from object to another
2279 */ 2364 */
2280object * 2365object *
2281object_create_clone (object *asrc) 2366object_create_clone (object *asrc)
2282{ 2367{
2283 object *dst = 0, *tmp, *src, *part, *prev, *item; 2368 object *dst = 0, *tmp, *src, *prev, *item;
2284 2369
2285 if (!asrc) 2370 if (!asrc)
2286 return 0; 2371 return 0;
2287 2372
2288 src = asrc;
2289 if (src->head)
2290 src = src->head; 2373 src = asrc->head_ ();
2291 2374
2292 prev = 0; 2375 prev = 0;
2293 for (part = src; part; part = part->more) 2376 for (object *part = src; part; part = part->more)
2294 { 2377 {
2295 tmp = part->clone (); 2378 tmp = part->clone ();
2296 tmp->x -= src->x; 2379 tmp->x -= src->x;
2297 tmp->y -= src->y; 2380 tmp->y -= src->y;
2298 2381
2314 2397
2315 for (item = src->inv; item; item = item->below) 2398 for (item = src->inv; item; item = item->below)
2316 insert_ob_in_ob (object_create_clone (item), dst); 2399 insert_ob_in_ob (object_create_clone (item), dst);
2317 2400
2318 return dst; 2401 return dst;
2319}
2320
2321/* GROS - Creates an object using a string representing its content. */
2322/* Basically, we save the content of the string to a temp file, then call */
2323/* load_object on it. I admit it is a highly inefficient way to make things, */
2324/* but it was simple to make and allows reusing the load_object function. */
2325/* Remember not to use load_object_str in a time-critical situation. */
2326/* Also remember that multiparts objects are not supported for now. */
2327object *
2328load_object_str (const char *obstr)
2329{
2330 object *op;
2331 char filename[MAX_BUF];
2332
2333 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2334
2335 FILE *tempfile = fopen (filename, "w");
2336
2337 if (tempfile == NULL)
2338 {
2339 LOG (llevError, "Error - Unable to access load object temp file\n");
2340 return NULL;
2341 }
2342
2343 fprintf (tempfile, obstr);
2344 fclose (tempfile);
2345
2346 op = object::create ();
2347
2348 object_thawer thawer (filename);
2349
2350 if (thawer)
2351 load_object (thawer, op, 0);
2352
2353 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2354 CLEAR_FLAG (op, FLAG_REMOVED);
2355
2356 return op;
2357} 2402}
2358 2403
2359/* This returns the first object in who's inventory that 2404/* This returns the first object in who's inventory that
2360 * has the same type and subtype match. 2405 * has the same type and subtype match.
2361 * returns NULL if no match. 2406 * returns NULL if no match.
2416 if (link->key == canonical_key) 2461 if (link->key == canonical_key)
2417 return link->value; 2462 return link->value;
2418 2463
2419 return 0; 2464 return 0;
2420} 2465}
2421
2422 2466
2423/* 2467/*
2424 * Updates the canonical_key in op to value. 2468 * Updates the canonical_key in op to value.
2425 * 2469 *
2426 * canonical_key is a shared string (value doesn't have to be). 2470 * canonical_key is a shared string (value doesn't have to be).
2450 /* Basically, if the archetype has this key set, 2494 /* Basically, if the archetype has this key set,
2451 * we need to store the null value so when we save 2495 * we need to store the null value so when we save
2452 * it, we save the empty value so that when we load, 2496 * it, we save the empty value so that when we load,
2453 * we get this value back again. 2497 * we get this value back again.
2454 */ 2498 */
2455 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2499 if (get_ob_key_link (op->arch, canonical_key))
2456 field->value = 0; 2500 field->value = 0;
2457 else 2501 else
2458 { 2502 {
2459 if (last) 2503 if (last)
2460 last->next = field->next; 2504 last->next = field->next;
2529 } 2573 }
2530 else 2574 else
2531 item = item->env; 2575 item = item->env;
2532} 2576}
2533 2577
2534
2535const char * 2578const char *
2536object::flag_desc (char *desc, int len) const 2579object::flag_desc (char *desc, int len) const
2537{ 2580{
2538 char *p = desc; 2581 char *p = desc;
2539 bool first = true; 2582 bool first = true;
2566{ 2609{
2567 char flagdesc[512]; 2610 char flagdesc[512];
2568 char info2[256 * 4]; 2611 char info2[256 * 4];
2569 char *p = info; 2612 char *p = info;
2570 2613
2571 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}", 2614 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s,flags:[%s],type:%d}",
2572 count, uuid.seq, 2615 count,
2616 uuid.c_str (),
2573 &name, 2617 &name,
2574 title ? "\",title:\"" : "", 2618 title ? "\",title:\"" : "",
2575 title ? (const char *)title : "", 2619 title ? (const char *)title : "",
2576 flag_desc (flagdesc, 512), type); 2620 flag_desc (flagdesc, 512), type);
2577 2621
2578 if (env) 2622 if (!this->flag[FLAG_REMOVED] && env)
2579 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2623 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2580 2624
2581 if (map) 2625 if (map)
2582 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y); 2626 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2583 2627
2585} 2629}
2586 2630
2587const char * 2631const char *
2588object::debug_desc () const 2632object::debug_desc () const
2589{ 2633{
2590 static char info[256 * 4]; 2634 static char info[3][256 * 4];
2635 static int info_idx;
2636
2591 return debug_desc (info); 2637 return debug_desc (info [++info_idx % 3]);
2592} 2638}
2593 2639
2594const char * 2640struct region *
2595object::debug_desc2 () const 2641object::region () const
2596{ 2642{
2597 static char info[256 * 4]; 2643 return map ? map->region (x, y)
2598 return debug_desc (info); 2644 : region::default_region ();
2599} 2645}
2600 2646
2647const materialtype_t *
2648object::dominant_material () const
2649{
2650 if (materialtype_t *mt = name_to_material (materialname))
2651 return mt;
2652
2653 return name_to_material (shstr_unknown);
2654}
2655
2656void
2657object::open_container (object *new_container)
2658{
2659 if (container == new_container)
2660 return;
2661
2662 if (object *old_container = container)
2663 {
2664 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2665 return;
2666
2667#if 0
2668 // remove the "Close old_container" object.
2669 if (object *closer = old_container->inv)
2670 if (closer->type == CLOSE_CON)
2671 closer->destroy ();
2672#endif
2673
2674 old_container->flag [FLAG_APPLIED] = 0;
2675 container = 0;
2676
2677 esrv_update_item (UPD_FLAGS, this, old_container);
2678 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2679 play_sound (sound_find ("chest_close"));
2680 }
2681
2682 if (new_container)
2683 {
2684 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2685 return;
2686
2687 // TODO: this does not seem to serve any purpose anymore?
2688#if 0
2689 // insert the "Close Container" object.
2690 if (archetype *closer = new_container->other_arch)
2691 {
2692 object *closer = arch_to_object (new_container->other_arch);
2693 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2694 new_container->insert (closer);
2695 }
2696#endif
2697
2698 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2699
2700 new_container->flag [FLAG_APPLIED] = 1;
2701 container = new_container;
2702
2703 esrv_update_item (UPD_FLAGS, this, new_container);
2704 esrv_send_inventory (this, new_container);
2705 play_sound (sound_find ("chest_open"));
2706 }
2707}
2708
2709object *
2710object::force_find (const shstr name)
2711{
2712 /* cycle through his inventory to look for the MARK we want to
2713 * place
2714 */
2715 for (object *tmp = inv; tmp; tmp = tmp->below)
2716 if (tmp->type == FORCE && tmp->slaying == name)
2717 return splay (tmp);
2718
2719 return 0;
2720}
2721
2722void
2723object::force_add (const shstr name, int duration)
2724{
2725 if (object *force = force_find (name))
2726 force->destroy ();
2727
2728 object *force = get_archetype (FORCE_NAME);
2729
2730 force->slaying = name;
2731 force->stats.food = 1;
2732 force->speed_left = -1.f;
2733
2734 force->set_speed (duration ? 1.f / duration : 0.f);
2735 force->flag [FLAG_IS_USED_UP] = true;
2736 force->flag [FLAG_APPLIED] = true;
2737
2738 insert (force);
2739}
2740
2741void
2742object::play_sound (faceidx sound) const
2743{
2744 if (!sound)
2745 return;
2746
2747 if (flag [FLAG_REMOVED])
2748 return;
2749
2750 if (env)
2751 {
2752 if (object *pl = in_player ())
2753 pl->contr->play_sound (sound);
2754 }
2755 else
2756 map->play_sound (sound, x, y);
2757}
2758

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