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Comparing deliantra/server/common/object.C (file contents):
Revision 1.103 by root, Tue Jan 2 20:40:34 2007 UTC vs.
Revision 1.174 by root, Wed Aug 8 04:52:59 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT is free software: you can redistribute it and/or modify
8 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
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 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,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 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
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
22*/ 22 */
23 23
24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
25 sub/add_weight will transcend the environment updating the carrying 25 sub/add_weight will transcend the environment updating the carrying
26 variable. */ 26 variable. */
27#include <global.h> 27#include <global.h>
28#include <stdio.h> 28#include <stdio.h>
29#include <sys/types.h> 29#include <sys/types.h>
30#include <sys/uio.h> 30#include <sys/uio.h>
31#include <object.h> 31#include <object.h>
32#include <funcpoint.h> 32#include <funcpoint.h>
33#include <sproto.h>
33#include <loader.h> 34#include <loader.h>
34 35
35#include <bitset> 36#include <bitset>
36 37
37int nrofallocobjects = 0; 38int nrofallocobjects = 0;
38static UUID uuid; 39static UUID uuid;
39const uint64 UUID_SKIP = 1<<19; 40const uint64 UUID_SKIP = 1<<19;
40 41
41object *active_objects; /* List of active objects that need to be processed */ 42objectvec objects;
43activevec actives;
42 44
43short 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, 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,
44 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -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
45}; 47};
46short 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, 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,
297 return 0; 299 return 0;
298 else if (!compare_ob_value_lists (ob1, ob2)) 300 else if (!compare_ob_value_lists (ob1, ob2))
299 return 0; 301 return 0;
300 } 302 }
301 303
302 //TODO: generate an event or call into perl for additional checks
303 if (ob1->self || ob2->self) 304 if (ob1->self || ob2->self)
304 { 305 {
305 ob1->optimise (); 306 ob1->optimise ();
306 ob2->optimise (); 307 ob2->optimise ();
307 308
308 if (ob1->self || ob2->self) 309 if (ob1->self || ob2->self)
310 if (!cfperl_can_merge (ob1, ob2))
309 return 0; 311 return 0;
310 } 312 }
311 313
312 /* Everything passes, must be OK. */ 314 /* Everything passes, must be OK. */
313 return 1; 315 return 1;
314} 316}
322sum_weight (object *op) 324sum_weight (object *op)
323{ 325{
324 long sum; 326 long sum;
325 object *inv; 327 object *inv;
326 328
327 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 329 for (sum = 0, inv = op->inv; inv; inv = inv->below)
328 { 330 {
329 if (inv->inv) 331 if (inv->inv)
330 sum_weight (inv); 332 sum_weight (inv);
333
331 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 334 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
332 } 335 }
333 336
334 if (op->type == CONTAINER && op->stats.Str) 337 if (op->type == CONTAINER && op->stats.Str)
335 sum = (sum * (100 - op->stats.Str)) / 100; 338 sum = (sum * (100 - op->stats.Str)) / 100;
355/* 358/*
356 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 359 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
357 * Some error messages. 360 * Some error messages.
358 * The result of the dump is stored in the static global errmsg array. 361 * The result of the dump is stored in the static global errmsg array.
359 */ 362 */
360
361char * 363char *
362dump_object (object *op) 364dump_object (object *op)
363{ 365{
364 if (!op) 366 if (!op)
365 return strdup ("[NULLOBJ]"); 367 return strdup ("[NULLOBJ]");
366 368
367 object_freezer freezer; 369 object_freezer freezer;
368 save_object (freezer, op, 1); 370 op->write (freezer);
369 return freezer.as_string (); 371 return freezer.as_string ();
370} 372}
371 373
372/* 374/*
373 * get_nearest_part(multi-object, object 2) returns the part of the 375 * get_nearest_part(multi-object, object 2) returns the part of the
390} 392}
391 393
392/* 394/*
393 * Returns the object which has the count-variable equal to the argument. 395 * Returns the object which has the count-variable equal to the argument.
394 */ 396 */
395
396object * 397object *
397find_object (tag_t i) 398find_object (tag_t i)
398{ 399{
399 for (object *op = object::first; op; op = op->next) 400 for_all_objects (op)
400 if (op->count == i) 401 if (op->count == i)
401 return op; 402 return op;
402 403
403 return 0; 404 return 0;
404} 405}
405 406
406/* 407/*
407 * Returns the first object which has a name equal to the argument. 408 * Returns the first object which has a name equal to the argument.
408 * Used only by the patch command, but not all that useful. 409 * Used only by the patch command, but not all that useful.
409 * Enables features like "patch <name-of-other-player> food 999" 410 * Enables features like "patch <name-of-other-player> food 999"
410 */ 411 */
411
412object * 412object *
413find_object_name (const char *str) 413find_object_name (const char *str)
414{ 414{
415 shstr_cmp str_ (str); 415 shstr_cmp str_ (str);
416 object *op; 416 object *op;
417 417
418 for (op = object::first; op != NULL; op = op->next) 418 for_all_objects (op)
419 if (op->name == str_) 419 if (op->name == str_)
420 break; 420 break;
421 421
422 return op; 422 return op;
423} 423}
449 owner = owner->owner; 449 owner = owner->owner;
450 450
451 this->owner = owner; 451 this->owner = owner;
452} 452}
453 453
454int
455object::slottype () const
456{
457 if (type == SKILL)
458 {
459 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
460 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
461 }
462 else
463 {
464 if (slot [body_combat].info) return slot_combat;
465 if (slot [body_range ].info) return slot_ranged;
466 }
467
468 return slot_none;
469}
470
471bool
472object::change_weapon (object *ob)
473{
474 if (current_weapon == ob)
475 return true;
476
477 if (chosen_skill)
478 chosen_skill->flag [FLAG_APPLIED] = false;
479
480 current_weapon = ob;
481 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
482
483 if (chosen_skill)
484 chosen_skill->flag [FLAG_APPLIED] = true;
485
486 update_stats ();
487
488 if (ob)
489 {
490 // now check wether any body locations became invalid, in which case
491 // we cannot apply the weapon at the moment.
492 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
493 if (slot[i].used < 0)
494 {
495 current_weapon = chosen_skill = 0;
496 update_stats ();
497
498 new_draw_info_format (NDI_UNIQUE, 0, this,
499 "You try to balance all your items at once, "
500 "but the %s is just too much for your body. "
501 "[You need to unapply some items first.]", &ob->name);
502 return false;
503 }
504
505 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
506 }
507 else
508 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
509
510 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
511 {
512 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
513 &name, ob->debug_desc ());
514 return false;
515 }
516
517 return true;
518}
519
454/* Zero the key_values on op, decrementing the shared-string 520/* Zero the key_values on op, decrementing the shared-string
455 * refcounts and freeing the links. 521 * refcounts and freeing the links.
456 */ 522 */
457static void 523static void
458free_key_values (object *op) 524free_key_values (object *op)
459{ 525{
460 for (key_value *i = op->key_values; i != 0;) 526 for (key_value *i = op->key_values; i; )
461 { 527 {
462 key_value *next = i->next; 528 key_value *next = i->next;
463 delete i; 529 delete i;
464 530
465 i = next; 531 i = next;
466 } 532 }
467 533
468 op->key_values = 0; 534 op->key_values = 0;
469} 535}
470 536
471/* 537object &
472 * copy_to first frees everything allocated by the dst object, 538object::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{ 539{
482 bool is_freed = QUERY_FLAG (dst, FLAG_FREED); 540 bool is_freed = flag [FLAG_FREED];
483 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED); 541 bool is_removed = flag [FLAG_REMOVED];
484 542
485 *(object_copy *)dst = *this; 543 *(object_copy *)this = src;
486 544
487 if (is_freed) 545 flag [FLAG_FREED] = is_freed;
488 SET_FLAG (dst, FLAG_FREED); 546 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;
495 547
496 /* Copy over key_values, if any. */ 548 /* Copy over key_values, if any. */
497 if (key_values) 549 if (src.key_values)
498 { 550 {
499 key_value *tail = 0; 551 key_value *tail = 0;
500 key_value *i;
501
502 dst->key_values = 0; 552 key_values = 0;
503 553
504 for (i = key_values; i; i = i->next) 554 for (key_value *i = src.key_values; i; i = i->next)
505 { 555 {
506 key_value *new_link = new key_value; 556 key_value *new_link = new key_value;
507 557
508 new_link->next = 0; 558 new_link->next = 0;
509 new_link->key = i->key; 559 new_link->key = i->key;
510 new_link->value = i->value; 560 new_link->value = i->value;
511 561
512 /* Try and be clever here, too. */ 562 /* Try and be clever here, too. */
513 if (!dst->key_values) 563 if (!key_values)
514 { 564 {
515 dst->key_values = new_link; 565 key_values = new_link;
516 tail = new_link; 566 tail = new_link;
517 } 567 }
518 else 568 else
519 { 569 {
520 tail->next = new_link; 570 tail->next = new_link;
521 tail = new_link; 571 tail = new_link;
522 } 572 }
523 } 573 }
524 } 574 }
575}
576
577/*
578 * copy_to first frees everything allocated by the dst object,
579 * and then copies the contents of itself into the second
580 * object, allocating what needs to be allocated. Basically, any
581 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
582 * if the first object is freed, the pointers in the new object
583 * will point at garbage.
584 */
585void
586object::copy_to (object *dst)
587{
588 *dst = *this;
589
590 if (speed < 0)
591 dst->speed_left = speed_left - rndm ();
525 592
526 dst->set_speed (dst->speed); 593 dst->set_speed (dst->speed);
594}
595
596void
597object::instantiate ()
598{
599 if (!uuid.seq) // HACK
600 uuid = gen_uuid ();
601
602 speed_left = -0.1f;
603 /* copy the body_info to the body_used - this is only really
604 * need for monsters, but doesn't hurt to do it for everything.
605 * by doing so, when a monster is created, it has good starting
606 * values for the body_used info, so when items are created
607 * for it, they can be properly equipped.
608 */
609 for (int i = NUM_BODY_LOCATIONS; i--; )
610 slot[i].used = slot[i].info;
611
612 attachable::instantiate ();
527} 613}
528 614
529object * 615object *
530object::clone () 616object::clone ()
531{ 617{
589 * UP_OBJ_FACE: only the objects face has changed. 675 * UP_OBJ_FACE: only the objects face has changed.
590 */ 676 */
591void 677void
592update_object (object *op, int action) 678update_object (object *op, int action)
593{ 679{
594 MoveType move_on, move_off, move_block, move_slow;
595
596 if (op == NULL) 680 if (op == NULL)
597 { 681 {
598 /* this should never happen */ 682 /* this should never happen */
599 LOG (llevDebug, "update_object() called for NULL object.\n"); 683 LOG (llevDebug, "update_object() called for NULL object.\n");
600 return; 684 return;
660 744
661 if (op->more) 745 if (op->more)
662 update_object (op->more, action); 746 update_object (op->more, action);
663} 747}
664 748
665object *object::first;
666
667object::object () 749object::object ()
668{ 750{
669 SET_FLAG (this, FLAG_REMOVED); 751 SET_FLAG (this, FLAG_REMOVED);
670 752
671 expmul = 1.0; 753 expmul = 1.0;
672 face = blank_face; 754 face = blank_face;
673} 755}
674 756
675object::~object () 757object::~object ()
676{ 758{
759 unlink ();
760
677 free_key_values (this); 761 free_key_values (this);
678} 762}
679 763
764static int object_count;
765
680void object::link () 766void object::link ()
681{ 767{
682 count = ++ob_count; 768 assert (!index);//D
683 uuid = gen_uuid (); 769 uuid = gen_uuid ();
770 count = ++object_count;
684 771
685 prev = 0; 772 refcnt_inc ();
686 next = object::first; 773 objects.insert (this);
687
688 if (object::first)
689 object::first->prev = this;
690
691 object::first = this;
692} 774}
693 775
694void object::unlink () 776void object::unlink ()
695{ 777{
696 if (this == object::first) 778 if (!index)
697 object::first = next; 779 return;
698 780
699 /* Remove this object from the list of used objects */ 781 objects.erase (this);
700 if (prev) prev->next = next; 782 refcnt_dec ();
701 if (next) next->prev = prev;
702
703 prev = 0;
704 next = 0;
705}
706
707bool
708object::active () const
709{
710 return active_next || active_prev || this == active_objects;
711} 783}
712 784
713void 785void
714object::activate () 786object::activate ()
715{ 787{
716 /* If already on active list, don't do anything */ 788 /* If already on active list, don't do anything */
717 if (active ()) 789 if (active)
718 return; 790 return;
719 791
720 if (has_active_speed ()) 792 if (has_active_speed ())
721 { 793 actives.insert (this);
722 /* process_events() expects us to insert the object at the beginning
723 * of the list. */
724 active_next = active_objects;
725
726 if (active_next)
727 active_next->active_prev = this;
728
729 active_objects = this;
730 }
731} 794}
732 795
733void 796void
734object::activate_recursive () 797object::activate_recursive ()
735{ 798{
736 activate (); 799 activate ();
737 800
738 for (object *op = inv; op; op = op->above) 801 for (object *op = inv; op; op = op->below)
739 op->activate_recursive (); 802 op->activate_recursive ();
740} 803}
741 804
742/* This function removes object 'op' from the list of active 805/* This function removes object 'op' from the list of active
743 * objects. 806 * objects.
749 */ 812 */
750void 813void
751object::deactivate () 814object::deactivate ()
752{ 815{
753 /* If not on the active list, nothing needs to be done */ 816 /* If not on the active list, nothing needs to be done */
754 if (!active ()) 817 if (!active)
755 return; 818 return;
756 819
757 if (active_prev == 0) 820 actives.erase (this);
758 {
759 active_objects = active_next;
760 if (active_next)
761 active_next->active_prev = 0;
762 }
763 else
764 {
765 active_prev->active_next = active_next;
766 if (active_next)
767 active_next->active_prev = active_prev;
768 }
769
770 active_next = 0;
771 active_prev = 0;
772} 821}
773 822
774void 823void
775object::deactivate_recursive () 824object::deactivate_recursive ()
776{ 825{
777 for (object *op = inv; op; op = op->above) 826 for (object *op = inv; op; op = op->below)
778 op->deactivate_recursive (); 827 op->deactivate_recursive ();
779 828
780 deactivate (); 829 deactivate ();
830}
831
832void
833object::set_flag_inv (int flag, int value)
834{
835 for (object *op = inv; op; op = op->below)
836 {
837 op->flag [flag] = value;
838 op->set_flag_inv (flag, value);
839 }
781} 840}
782 841
783/* 842/*
784 * Remove and free all objects in the inventory of the given object. 843 * Remove and free all objects in the inventory of the given object.
785 * object.c ? 844 * object.c ?
800 * drop on that space. 859 * drop on that space.
801 */ 860 */
802 if (!drop_to_ground 861 if (!drop_to_ground
803 || !map 862 || !map
804 || map->in_memory != MAP_IN_MEMORY 863 || map->in_memory != MAP_IN_MEMORY
864 || map->nodrop
805 || ms ().move_block == MOVE_ALL) 865 || ms ().move_block == MOVE_ALL)
806 { 866 {
807 while (inv) 867 while (inv)
808 { 868 {
809 inv->destroy_inv (drop_to_ground); 869 inv->destroy_inv (drop_to_ground);
818 878
819 if (op->flag [FLAG_STARTEQUIP] 879 if (op->flag [FLAG_STARTEQUIP]
820 || op->flag [FLAG_NO_DROP] 880 || op->flag [FLAG_NO_DROP]
821 || op->type == RUNE 881 || op->type == RUNE
822 || op->type == TRAP 882 || op->type == TRAP
823 || op->flag [FLAG_IS_A_TEMPLATE]) 883 || op->flag [FLAG_IS_A_TEMPLATE]
884 || op->flag [FLAG_DESTROY_ON_DEATH])
824 op->destroy (); 885 op->destroy ();
825 else 886 else
826 map->insert (op, x, y); 887 map->insert (op, x, y);
827 } 888 }
828 } 889 }
836} 897}
837 898
838void 899void
839object::do_destroy () 900object::do_destroy ()
840{ 901{
902 attachable::do_destroy ();
903
841 if (flag [FLAG_IS_LINKED]) 904 if (flag [FLAG_IS_LINKED])
842 remove_button_link (this); 905 remove_button_link (this);
843 906
844 if (flag [FLAG_FRIENDLY]) 907 if (flag [FLAG_FRIENDLY])
845 remove_friendly_object (this); 908 remove_friendly_object (this);
846 909
847 if (!flag [FLAG_REMOVED]) 910 if (!flag [FLAG_REMOVED])
848 remove (); 911 remove ();
849 912
850 if (flag [FLAG_FREED]) 913 destroy_inv (true);
851 return;
852 914
853 set_speed (0); 915 deactivate ();
916 unlink ();
854 917
855 flag [FLAG_FREED] = 1; 918 flag [FLAG_FREED] = 1;
856
857 attachable::do_destroy ();
858
859 destroy_inv (true);
860 unlink ();
861 919
862 // hack to ensure that freed objects still have a valid map 920 // hack to ensure that freed objects still have a valid map
863 { 921 {
864 static maptile *freed_map; // freed objects are moved here to avoid crashes 922 static maptile *freed_map; // freed objects are moved here to avoid crashes
865 923
878 map = freed_map; 936 map = freed_map;
879 x = 1; 937 x = 1;
880 y = 1; 938 y = 1;
881 } 939 }
882 940
883 head = 0;
884
885 if (more) 941 if (more)
886 { 942 {
887 more->destroy (); 943 more->destroy ();
888 more = 0; 944 more = 0;
889 } 945 }
890 946
947 head = 0;
948
891 // clear those pointers that likely might have circular references to us 949 // clear those pointers that likely might cause circular references
892 owner = 0; 950 owner = 0;
893 enemy = 0; 951 enemy = 0;
894 attacked_by = 0; 952 attacked_by = 0;
895 953 current_weapon = 0;
896 // only relevant for players(?), but make sure of it anyways
897 contr = 0;
898} 954}
899 955
900void 956void
901object::destroy (bool destroy_inventory) 957object::destroy (bool destroy_inventory)
902{ 958{
903 if (destroyed ()) 959 if (destroyed ())
904 return; 960 return;
905 961
906 if (destroy_inventory) 962 if (destroy_inventory)
907 destroy_inv (false); 963 destroy_inv (false);
964
965 if (is_head ())
966 if (sound_destroy)
967 play_sound (sound_destroy);
968 else if (flag [FLAG_MONSTER])
969 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
908 970
909 attachable::destroy (); 971 attachable::destroy ();
910} 972}
911 973
912/* 974/*
930 * This function removes the object op from the linked list of objects 992 * This function removes the object op from the linked list of objects
931 * which it is currently tied to. When this function is done, the 993 * which it is currently tied to. When this function is done, the
932 * object will have no environment. If the object previously had an 994 * object will have no environment. If the object previously had an
933 * environment, the x and y coordinates will be updated to 995 * environment, the x and y coordinates will be updated to
934 * the previous environment. 996 * the previous environment.
935 * Beware: This function is called from the editor as well!
936 */ 997 */
937void 998void
938object::remove () 999object::do_remove ()
939{ 1000{
940 object *tmp, *last = 0; 1001 object *tmp, *last = 0;
941 object *otmp; 1002 object *otmp;
942 1003
943 if (QUERY_FLAG (this, FLAG_REMOVED)) 1004 if (QUERY_FLAG (this, FLAG_REMOVED))
986 } 1047 }
987 else if (map) 1048 else if (map)
988 { 1049 {
989 if (type == PLAYER) 1050 if (type == PLAYER)
990 { 1051 {
1052 // leaving a spot always closes any open container on the ground
1053 if (container && !container->env)
1054 // this causes spurious floorbox updates, but it ensures
1055 // that the CLOSE event is being sent.
1056 close_container ();
1057
991 --map->players; 1058 --map->players;
992 map->touch (); 1059 map->touch ();
993 } 1060 }
994 1061
995 map->dirty = true; 1062 map->dirty = true;
1063 mapspace &ms = this->ms ();
996 1064
997 /* link the object above us */ 1065 /* link the object above us */
998 if (above) 1066 if (above)
999 above->below = below; 1067 above->below = below;
1000 else 1068 else
1001 map->at (x, y).top = below; /* we were top, set new top */ 1069 ms.top = below; /* we were top, set new top */
1002 1070
1003 /* Relink the object below us, if there is one */ 1071 /* Relink the object below us, if there is one */
1004 if (below) 1072 if (below)
1005 below->above = above; 1073 below->above = above;
1006 else 1074 else
1008 /* Nothing below, which means we need to relink map object for this space 1076 /* Nothing below, which means we need to relink map object for this space
1009 * use translated coordinates in case some oddness with map tiling is 1077 * use translated coordinates in case some oddness with map tiling is
1010 * evident 1078 * evident
1011 */ 1079 */
1012 if (GET_MAP_OB (map, x, y) != this) 1080 if (GET_MAP_OB (map, x, y) != this)
1013 {
1014 char *dump = dump_object (this);
1015 LOG (llevError,
1016 "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); 1081 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 ());
1017 free (dump);
1018 dump = dump_object (GET_MAP_OB (map, x, y));
1019 LOG (llevError, "%s\n", dump);
1020 free (dump);
1021 }
1022 1082
1023 map->at (x, y).bot = above; /* goes on above it. */ 1083 ms.bot = above; /* goes on above it. */
1024 } 1084 }
1025 1085
1026 above = 0; 1086 above = 0;
1027 below = 0; 1087 below = 0;
1028 1088
1029 if (map->in_memory == MAP_SAVING) 1089 if (map->in_memory == MAP_SAVING)
1030 return; 1090 return;
1031 1091
1032 int check_walk_off = !flag [FLAG_NO_APPLY]; 1092 int check_walk_off = !flag [FLAG_NO_APPLY];
1033 1093
1034 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above) 1094 for (tmp = ms.bot; tmp; tmp = tmp->above)
1035 { 1095 {
1036 /* No point updating the players look faces if he is the object 1096 /* No point updating the players look faces if he is the object
1037 * being removed. 1097 * being removed.
1038 */ 1098 */
1039 1099
1040 if (tmp->type == PLAYER && tmp != this) 1100 if (tmp->type == PLAYER && tmp->container == this)
1041 {
1042 /* If a container that the player is currently using somehow gets 1101 /* If a container that the player is currently using somehow gets
1043 * removed (most likely destroyed), update the player view 1102 * removed (most likely destroyed), update the player view
1044 * appropriately. 1103 * appropriately.
1045 */ 1104 */
1046 if (tmp->container == this)
1047 {
1048 flag [FLAG_APPLIED] = 0;
1049 tmp->container = 0; 1105 tmp->close_container ();
1050 }
1051
1052 if (tmp->contr->ns)
1053 tmp->contr->ns->floorbox_update ();
1054 }
1055 1106
1056 /* See if object moving off should effect something */ 1107 /* See if object moving off should effect something */
1057 if (check_walk_off 1108 if (check_walk_off
1058 && ((move_type & tmp->move_off) 1109 && ((move_type & tmp->move_off)
1059 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1110 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1062 1113
1063 if (destroyed ()) 1114 if (destroyed ())
1064 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1115 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1065 } 1116 }
1066 1117
1067 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1068 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1069 if (tmp->above == tmp)
1070 tmp->above = 0;
1071
1072 last = tmp; 1118 last = tmp;
1073 } 1119 }
1074 1120
1075 /* last == NULL if there are no objects on this space */ 1121 /* last == NULL if there are no objects on this space */
1076 //TODO: this makes little sense, why only update the topmost object? 1122 //TODO: this makes little sense, why only update the topmost object?
1119 } 1165 }
1120 1166
1121 return 0; 1167 return 0;
1122} 1168}
1123 1169
1170void
1171object::expand_tail ()
1172{
1173 if (more)
1174 return;
1175
1176 object *prev = this;
1177
1178 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1179 {
1180 object *op = arch_to_object (at);
1181
1182 op->name = name;
1183 op->name_pl = name_pl;
1184 op->title = title;
1185
1186 op->head = this;
1187 prev->more = op;
1188
1189 prev = op;
1190 }
1191}
1192
1124/* 1193/*
1125 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1194 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1126 * job preparing multi-part monsters 1195 * job preparing multi-part monsters.
1127 */ 1196 */
1128object * 1197object *
1129insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1198insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1130{ 1199{
1131 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1200 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1132 { 1201 {
1133 tmp->x = x + tmp->arch->clone.x; 1202 tmp->x = x + tmp->arch->x;
1134 tmp->y = y + tmp->arch->clone.y; 1203 tmp->y = y + tmp->arch->y;
1135 } 1204 }
1136 1205
1137 return insert_ob_in_map (op, m, originator, flag); 1206 return insert_ob_in_map (op, m, originator, flag);
1138} 1207}
1139 1208
1158 * just 'op' otherwise 1227 * just 'op' otherwise
1159 */ 1228 */
1160object * 1229object *
1161insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1230insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1162{ 1231{
1232 assert (!op->flag [FLAG_FREED]);
1233
1163 object *tmp, *top, *floor = NULL; 1234 object *top, *floor = NULL;
1164 sint16 x, y;
1165 1235
1166 if (QUERY_FLAG (op, FLAG_FREED)) 1236 op->remove ();
1167 {
1168 LOG (llevError, "Trying to insert freed object!\n");
1169 return NULL;
1170 }
1171 1237
1172 if (!m) 1238#if 0
1173 { 1239 if (!m->active != !op->active)
1174 char *dump = dump_object (op); 1240 if (m->active)
1175 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump); 1241 op->activate_recursive ();
1176 free (dump); 1242 else
1177 return op; 1243 op->deactivate_recursive ();
1178 } 1244#endif
1179 1245
1180 if (out_of_map (m, op->x, op->y)) 1246 if (out_of_map (m, op->x, op->y))
1181 { 1247 {
1182 char *dump = dump_object (op);
1183 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump); 1248 LOG (llevError, "Trying to insert object outside the map.\n%s\n", op->debug_desc ());
1184#ifdef MANY_CORES 1249#ifdef MANY_CORES
1185 /* Better to catch this here, as otherwise the next use of this object 1250 /* Better to catch this here, as otherwise the next use of this object
1186 * is likely to cause a crash. Better to find out where it is getting 1251 * is likely to cause a crash. Better to find out where it is getting
1187 * improperly inserted. 1252 * improperly inserted.
1188 */ 1253 */
1189 abort (); 1254 abort ();
1190#endif 1255#endif
1191 free (dump);
1192 return op; 1256 return op;
1193 } 1257 }
1194 1258
1195 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1259 if (object *more = op->more)
1196 { 1260 if (!insert_ob_in_map (more, m, originator, flag))
1197 char *dump = dump_object (op);
1198 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1199 free (dump);
1200 return op; 1261 return 0;
1201 }
1202
1203 if (op->more)
1204 {
1205 /* The part may be on a different map. */
1206
1207 object *more = op->more;
1208
1209 /* We really need the caller to normalize coordinates - if
1210 * we set the map, that doesn't work if the location is within
1211 * a map and this is straddling an edge. So only if coordinate
1212 * is clear wrong do we normalize it.
1213 */
1214 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1215 more->map = get_map_from_coord (m, &more->x, &more->y);
1216 else if (!more->map)
1217 {
1218 /* For backwards compatibility - when not dealing with tiled maps,
1219 * more->map should always point to the parent.
1220 */
1221 more->map = m;
1222 }
1223
1224 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1225 {
1226 if (!op->head)
1227 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1228
1229 return 0;
1230 }
1231 }
1232 1262
1233 CLEAR_FLAG (op, FLAG_REMOVED); 1263 CLEAR_FLAG (op, FLAG_REMOVED);
1234 1264
1235 /* Ideally, the caller figures this out. However, it complicates a lot 1265 /* Ideally, the caller figures this out. However, it complicates a lot
1236 * of areas of callers (eg, anything that uses find_free_spot would now 1266 * of areas of callers (eg, anything that uses find_free_spot would now
1237 * need extra work 1267 * need extra work
1238 */ 1268 */
1239 op->map = get_map_from_coord (m, &op->x, &op->y); 1269 if (!xy_normalise (m, op->x, op->y))
1240 x = op->x; 1270 return 0;
1241 y = op->y; 1271
1272 op->map = m;
1273 mapspace &ms = op->ms ();
1242 1274
1243 /* this has to be done after we translate the coordinates. 1275 /* this has to be done after we translate the coordinates.
1244 */ 1276 */
1245 if (op->nrof && !(flag & INS_NO_MERGE)) 1277 if (op->nrof && !(flag & INS_NO_MERGE))
1246 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above) 1278 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1247 if (object::can_merge (op, tmp)) 1279 if (object::can_merge (op, tmp))
1248 { 1280 {
1249 op->nrof += tmp->nrof; 1281 op->nrof += tmp->nrof;
1250 tmp->destroy (); 1282 tmp->destroy ();
1251 } 1283 }
1268 op->below = originator->below; 1300 op->below = originator->below;
1269 1301
1270 if (op->below) 1302 if (op->below)
1271 op->below->above = op; 1303 op->below->above = op;
1272 else 1304 else
1273 op->ms ().bot = op; 1305 ms.bot = op;
1274 1306
1275 /* since *below* originator, no need to update top */ 1307 /* since *below* originator, no need to update top */
1276 originator->below = op; 1308 originator->below = op;
1277 } 1309 }
1278 else 1310 else
1279 { 1311 {
1312 top = ms.bot;
1313
1280 /* If there are other objects, then */ 1314 /* If there are other objects, then */
1281 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1315 if ((!(flag & INS_MAP_LOAD)) && top)
1282 { 1316 {
1283 object *last = 0; 1317 object *last = 0;
1284 1318
1285 /* 1319 /*
1286 * If there are multiple objects on this space, we do some trickier handling. 1320 * If there are multiple objects on this space, we do some trickier handling.
1292 * once we get to them. This reduces the need to traverse over all of 1326 * once we get to them. This reduces the need to traverse over all of
1293 * them when adding another one - this saves quite a bit of cpu time 1327 * them when adding another one - this saves quite a bit of cpu time
1294 * when lots of spells are cast in one area. Currently, it is presumed 1328 * when lots of spells are cast in one area. Currently, it is presumed
1295 * that flying non pickable objects are spell objects. 1329 * that flying non pickable objects are spell objects.
1296 */ 1330 */
1297 while (top) 1331 for (top = ms.bot; top; top = top->above)
1298 { 1332 {
1299 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1333 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1300 floor = top; 1334 floor = top;
1301 1335
1302 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1336 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1305 top = top->below; 1339 top = top->below;
1306 break; 1340 break;
1307 } 1341 }
1308 1342
1309 last = top; 1343 last = top;
1310 top = top->above;
1311 } 1344 }
1312 1345
1313 /* Don't want top to be NULL, so set it to the last valid object */ 1346 /* Don't want top to be NULL, so set it to the last valid object */
1314 top = last; 1347 top = last;
1315 1348
1317 * looks like instead of lots of conditions here. 1350 * looks like instead of lots of conditions here.
1318 * makes things faster, and effectively the same result. 1351 * makes things faster, and effectively the same result.
1319 */ 1352 */
1320 1353
1321 /* Have object 'fall below' other objects that block view. 1354 /* Have object 'fall below' other objects that block view.
1322 * Unless those objects are exits, type 66 1355 * Unless those objects are exits.
1323 * If INS_ON_TOP is used, don't do this processing 1356 * If INS_ON_TOP is used, don't do this processing
1324 * Need to find the object that in fact blocks view, otherwise 1357 * Need to find the object that in fact blocks view, otherwise
1325 * stacking is a bit odd. 1358 * stacking is a bit odd.
1326 */ 1359 */
1327 if (!(flag & INS_ON_TOP) && 1360 if (!(flag & INS_ON_TOP)
1328 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1361 && ms.flags () & P_BLOCKSVIEW
1362 && (op->face && !faces [op->face].visibility))
1329 { 1363 {
1330 for (last = top; last != floor; last = last->below) 1364 for (last = top; last != floor; last = last->below)
1331 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1365 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1332 break; 1366 break;
1367
1333 /* Check to see if we found the object that blocks view, 1368 /* Check to see if we found the object that blocks view,
1334 * and make sure we have a below pointer for it so that 1369 * and make sure we have a below pointer for it so that
1335 * we can get inserted below this one, which requires we 1370 * we can get inserted below this one, which requires we
1336 * set top to the object below us. 1371 * set top to the object below us.
1337 */ 1372 */
1338 if (last && last->below && last != floor) 1373 if (last && last->below && last != floor)
1339 top = last->below; 1374 top = last->below;
1340 } 1375 }
1341 } /* If objects on this space */ 1376 } /* If objects on this space */
1342
1343 if (flag & INS_MAP_LOAD) 1377 if (flag & INS_MAP_LOAD)
1344 top = GET_MAP_TOP (op->map, op->x, op->y); 1378 top = ms.top;
1345 1379
1346 if (flag & INS_ABOVE_FLOOR_ONLY) 1380 if (flag & INS_ABOVE_FLOOR_ONLY)
1347 top = floor; 1381 top = floor;
1348 1382
1349 /* Top is the object that our object (op) is going to get inserted above. 1383 /* Top is the object that our object (op) is going to get inserted above.
1350 */ 1384 */
1351 1385
1352 /* First object on this space */ 1386 /* First object on this space */
1353 if (!top) 1387 if (!top)
1354 { 1388 {
1355 op->above = GET_MAP_OB (op->map, op->x, op->y); 1389 op->above = ms.bot;
1356 1390
1357 if (op->above) 1391 if (op->above)
1358 op->above->below = op; 1392 op->above->below = op;
1359 1393
1360 op->below = 0; 1394 op->below = 0;
1361 op->ms ().bot = op; 1395 ms.bot = op;
1362 } 1396 }
1363 else 1397 else
1364 { /* get inserted into the stack above top */ 1398 { /* get inserted into the stack above top */
1365 op->above = top->above; 1399 op->above = top->above;
1366 1400
1370 op->below = top; 1404 op->below = top;
1371 top->above = op; 1405 top->above = op;
1372 } 1406 }
1373 1407
1374 if (!op->above) 1408 if (!op->above)
1375 op->ms ().top = op; 1409 ms.top = op;
1376 } /* else not INS_BELOW_ORIGINATOR */ 1410 } /* else not INS_BELOW_ORIGINATOR */
1377 1411
1378 if (op->type == PLAYER) 1412 if (op->type == PLAYER)
1379 { 1413 {
1380 op->contr->do_los = 1; 1414 op->contr->do_los = 1;
1386 1420
1387 /* If we have a floor, we know the player, if any, will be above 1421 /* If we have a floor, we know the player, if any, will be above
1388 * it, so save a few ticks and start from there. 1422 * it, so save a few ticks and start from there.
1389 */ 1423 */
1390 if (!(flag & INS_MAP_LOAD)) 1424 if (!(flag & INS_MAP_LOAD))
1391 if (object *pl = op->ms ().player ()) 1425 if (object *pl = ms.player ())
1392 if (pl->contr->ns) 1426 if (pl->contr->ns)
1393 pl->contr->ns->floorbox_update (); 1427 pl->contr->ns->floorbox_update ();
1394 1428
1395 /* If this object glows, it may affect lighting conditions that are 1429 /* If this object glows, it may affect lighting conditions that are
1396 * visible to others on this map. But update_all_los is really 1430 * visible to others on this map. But update_all_los is really
1417 * blocked() and wall() work properly), and these flags are updated by 1451 * blocked() and wall() work properly), and these flags are updated by
1418 * update_object(). 1452 * update_object().
1419 */ 1453 */
1420 1454
1421 /* if this is not the head or flag has been passed, don't check walk on status */ 1455 /* if this is not the head or flag has been passed, don't check walk on status */
1422 if (!(flag & INS_NO_WALK_ON) && !op->head) 1456 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1423 { 1457 {
1424 if (check_move_on (op, originator)) 1458 if (check_move_on (op, originator))
1425 return 0; 1459 return 0;
1426 1460
1427 /* If we are a multi part object, lets work our way through the check 1461 /* If we are a multi part object, lets work our way through the check
1428 * walk on's. 1462 * walk on's.
1429 */ 1463 */
1430 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1464 for (object *tmp = op->more; tmp; tmp = tmp->more)
1431 if (check_move_on (tmp, originator)) 1465 if (check_move_on (tmp, originator))
1432 return 0; 1466 return 0;
1433 } 1467 }
1434 1468
1435 return op; 1469 return op;
1444{ 1478{
1445 object *tmp, *tmp1; 1479 object *tmp, *tmp1;
1446 1480
1447 /* first search for itself and remove any old instances */ 1481 /* first search for itself and remove any old instances */
1448 1482
1449 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1483 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1450 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1484 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1451 tmp->destroy (); 1485 tmp->destroy ();
1452 1486
1453 tmp1 = arch_to_object (archetype::find (arch_string)); 1487 tmp1 = arch_to_object (archetype::find (arch_string));
1454 1488
1455 tmp1->x = op->x; 1489 tmp1->x = op->x;
1458} 1492}
1459 1493
1460object * 1494object *
1461object::insert_at (object *where, object *originator, int flags) 1495object::insert_at (object *where, object *originator, int flags)
1462{ 1496{
1463 where->map->insert (this, where->x, where->y, originator, flags); 1497 return where->map->insert (this, where->x, where->y, originator, flags);
1464} 1498}
1465 1499
1466/* 1500/*
1467 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1501 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1468 * is returned contains nr objects, and the remaining parts contains 1502 * is returned contains nr objects, and the remaining parts contains
1508 * the amount of an object. If the amount reaches 0, the object 1542 * the amount of an object. If the amount reaches 0, the object
1509 * is subsequently removed and freed. 1543 * is subsequently removed and freed.
1510 * 1544 *
1511 * Return value: 'op' if something is left, NULL if the amount reached 0 1545 * Return value: 'op' if something is left, NULL if the amount reached 0
1512 */ 1546 */
1513
1514object * 1547object *
1515decrease_ob_nr (object *op, uint32 i) 1548decrease_ob_nr (object *op, uint32 i)
1516{ 1549{
1517 object *tmp; 1550 object *tmp;
1518 1551
1593 1626
1594/* 1627/*
1595 * add_weight(object, weight) adds the specified weight to an object, 1628 * add_weight(object, weight) adds the specified weight to an object,
1596 * and also updates how much the environment(s) is/are carrying. 1629 * and also updates how much the environment(s) is/are carrying.
1597 */ 1630 */
1598
1599void 1631void
1600add_weight (object *op, signed long weight) 1632add_weight (object *op, signed long weight)
1601{ 1633{
1602 while (op != NULL) 1634 while (op != NULL)
1603 { 1635 {
1618 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1650 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1619 free (dump); 1651 free (dump);
1620 return op; 1652 return op;
1621 } 1653 }
1622 1654
1623 if (where->head) 1655 if (where->head_ () != where)
1624 { 1656 {
1625 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n"); 1657 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1626 where = where->head; 1658 where = where->head;
1627 } 1659 }
1628 1660
1629 return where->insert (op); 1661 return where->insert (op);
1630} 1662}
1635 * inside the object environment. 1667 * inside the object environment.
1636 * 1668 *
1637 * The function returns now pointer to inserted item, and return value can 1669 * The function returns now pointer to inserted item, and return value can
1638 * be != op, if items are merged. -Tero 1670 * be != op, if items are merged. -Tero
1639 */ 1671 */
1640
1641object * 1672object *
1642object::insert (object *op) 1673object::insert (object *op)
1643{ 1674{
1644 object *tmp, *otmp; 1675 object *tmp, *otmp;
1645 1676
1777 1808
1778 /* The objects have to be checked from top to bottom. 1809 /* The objects have to be checked from top to bottom.
1779 * Hence, we first go to the top: 1810 * Hence, we first go to the top:
1780 */ 1811 */
1781 1812
1782 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp && tmp->above; tmp = tmp->above) 1813 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1783 { 1814 {
1784 /* Trim the search when we find the first other spell effect 1815 /* Trim the search when we find the first other spell effect
1785 * this helps performance so that if a space has 50 spell objects, 1816 * this helps performance so that if a space has 50 spell objects,
1786 * we don't need to check all of them. 1817 * we don't need to check all of them.
1787 */ 1818 */
1805 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1836 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1806 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1837 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1807 { 1838 {
1808 1839
1809 float 1840 float
1810 diff = tmp->move_slow_penalty * FABS (op->speed); 1841 diff = tmp->move_slow_penalty * fabs (op->speed);
1811 1842
1812 if (op->type == PLAYER) 1843 if (op->type == PLAYER)
1813 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1844 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1814 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1845 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1815 diff /= 4.0; 1846 diff /= 4.0;
1845 * The first matching object is returned, or NULL if none. 1876 * The first matching object is returned, or NULL if none.
1846 */ 1877 */
1847object * 1878object *
1848present_arch (const archetype *at, maptile *m, int x, int y) 1879present_arch (const archetype *at, maptile *m, int x, int y)
1849{ 1880{
1850 if (m == NULL || out_of_map (m, x, y)) 1881 if (!m || out_of_map (m, x, y))
1851 { 1882 {
1852 LOG (llevError, "Present_arch called outside map.\n"); 1883 LOG (llevError, "Present_arch called outside map.\n");
1853 return NULL; 1884 return NULL;
1854 } 1885 }
1855 1886
1856 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1887 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1857 if (tmp->arch == at) 1888 if (tmp->arch == at)
1858 return tmp; 1889 return tmp;
1859 1890
1860 return NULL; 1891 return NULL;
1861} 1892}
1872 { 1903 {
1873 LOG (llevError, "Present called outside map.\n"); 1904 LOG (llevError, "Present called outside map.\n");
1874 return NULL; 1905 return NULL;
1875 } 1906 }
1876 1907
1877 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1908 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1878 if (tmp->type == type) 1909 if (tmp->type == type)
1879 return tmp; 1910 return tmp;
1880 1911
1881 return NULL; 1912 return NULL;
1882} 1913}
1959 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1990 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1960 { 1991 {
1961 CLEAR_FLAG (tmp, flag); 1992 CLEAR_FLAG (tmp, flag);
1962 unflag_inv (tmp, flag); 1993 unflag_inv (tmp, flag);
1963 } 1994 }
1964}
1965
1966/*
1967 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1968 * all it's inventory (recursively).
1969 * If checksums are used, a player will get set_cheat called for
1970 * him/her-self and all object carried by a call to this function.
1971 */
1972void
1973set_cheat (object *op)
1974{
1975 SET_FLAG (op, FLAG_WAS_WIZ);
1976 flag_inv (op, FLAG_WAS_WIZ);
1977} 1995}
1978 1996
1979/* 1997/*
1980 * find_free_spot(object, map, x, y, start, stop) will search for 1998 * find_free_spot(object, map, x, y, start, stop) will search for
1981 * a spot at the given map and coordinates which will be able to contain 1999 * a spot at the given map and coordinates which will be able to contain
2022 } 2040 }
2023 2041
2024 if (!index) 2042 if (!index)
2025 return -1; 2043 return -1;
2026 2044
2027 return altern[RANDOM () % index]; 2045 return altern [rndm (index)];
2028} 2046}
2029 2047
2030/* 2048/*
2031 * find_first_free_spot(archetype, maptile, x, y) works like 2049 * find_first_free_spot(archetype, maptile, x, y) works like
2032 * find_free_spot(), but it will search max number of squares. 2050 * find_free_spot(), but it will search max number of squares.
2053{ 2071{
2054 arr += begin; 2072 arr += begin;
2055 end -= begin; 2073 end -= begin;
2056 2074
2057 while (--end) 2075 while (--end)
2058 swap (arr [end], arr [RANDOM () % (end + 1)]); 2076 swap (arr [end], arr [rndm (end + 1)]);
2059} 2077}
2060 2078
2061/* new function to make monster searching more efficient, and effective! 2079/* new function to make monster searching more efficient, and effective!
2062 * This basically returns a randomized array (in the passed pointer) of 2080 * This basically returns a randomized array (in the passed pointer) of
2063 * the spaces to find monsters. In this way, it won't always look for 2081 * the spaces to find monsters. In this way, it won't always look for
2099 object *tmp; 2117 object *tmp;
2100 maptile *mp; 2118 maptile *mp;
2101 2119
2102 MoveType blocked, move_type; 2120 MoveType blocked, move_type;
2103 2121
2104 if (exclude && exclude->head) 2122 if (exclude && exclude->head_ () != exclude)
2105 { 2123 {
2106 exclude = exclude->head; 2124 exclude = exclude->head;
2107 move_type = exclude->move_type; 2125 move_type = exclude->move_type;
2108 } 2126 }
2109 else 2127 else
2132 max = maxfree[i]; 2150 max = maxfree[i];
2133 else if (mflags & P_IS_ALIVE) 2151 else if (mflags & P_IS_ALIVE)
2134 { 2152 {
2135 for (tmp = ms.bot; tmp; tmp = tmp->above) 2153 for (tmp = ms.bot; tmp; tmp = tmp->above)
2136 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2154 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2137 && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2155 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2138 break; 2156 break;
2139 2157
2140 if (tmp) 2158 if (tmp)
2141 return freedir[i]; 2159 return freedir[i];
2142 } 2160 }
2197 2215
2198 return 3; 2216 return 3;
2199} 2217}
2200 2218
2201/* 2219/*
2202 * absdir(int): Returns a number between 1 and 8, which represent
2203 * the "absolute" direction of a number (it actually takes care of
2204 * "overflow" in previous calculations of a direction).
2205 */
2206
2207int
2208absdir (int d)
2209{
2210 while (d < 1)
2211 d += 8;
2212
2213 while (d > 8)
2214 d -= 8;
2215
2216 return d;
2217}
2218
2219/*
2220 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2220 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2221 * between two directions (which are expected to be absolute (see absdir()) 2221 * between two directions (which are expected to be absolute (see absdir())
2222 */ 2222 */
2223
2224int 2223int
2225dirdiff (int dir1, int dir2) 2224dirdiff (int dir1, int dir2)
2226{ 2225{
2227 int d; 2226 int d;
2228 2227
2356 * create clone from object to another 2355 * create clone from object to another
2357 */ 2356 */
2358object * 2357object *
2359object_create_clone (object *asrc) 2358object_create_clone (object *asrc)
2360{ 2359{
2361 object *dst = 0, *tmp, *src, *part, *prev, *item; 2360 object *dst = 0, *tmp, *src, *prev, *item;
2362 2361
2363 if (!asrc) 2362 if (!asrc)
2364 return 0; 2363 return 0;
2365 2364
2366 src = asrc;
2367 if (src->head)
2368 src = src->head; 2365 src = asrc->head_ ();
2369 2366
2370 prev = 0; 2367 prev = 0;
2371 for (part = src; part; part = part->more) 2368 for (object *part = src; part; part = part->more)
2372 { 2369 {
2373 tmp = part->clone (); 2370 tmp = part->clone ();
2374 tmp->x -= src->x; 2371 tmp->x -= src->x;
2375 tmp->y -= src->y; 2372 tmp->y -= src->y;
2376 2373
2394 insert_ob_in_ob (object_create_clone (item), dst); 2391 insert_ob_in_ob (object_create_clone (item), dst);
2395 2392
2396 return dst; 2393 return dst;
2397} 2394}
2398 2395
2399/* GROS - Creates an object using a string representing its content. */
2400/* Basically, we save the content of the string to a temp file, then call */
2401/* load_object on it. I admit it is a highly inefficient way to make things, */
2402/* but it was simple to make and allows reusing the load_object function. */
2403/* Remember not to use load_object_str in a time-critical situation. */
2404/* Also remember that multiparts objects are not supported for now. */
2405object *
2406load_object_str (const char *obstr)
2407{
2408 object *op;
2409 char filename[MAX_BUF];
2410
2411 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2412
2413 FILE *tempfile = fopen (filename, "w");
2414
2415 if (tempfile == NULL)
2416 {
2417 LOG (llevError, "Error - Unable to access load object temp file\n");
2418 return NULL;
2419 }
2420
2421 fprintf (tempfile, obstr);
2422 fclose (tempfile);
2423
2424 op = object::create ();
2425
2426 object_thawer thawer (filename);
2427
2428 if (thawer)
2429 load_object (thawer, op, 0);
2430
2431 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2432 CLEAR_FLAG (op, FLAG_REMOVED);
2433
2434 return op;
2435}
2436
2437/* This returns the first object in who's inventory that 2396/* This returns the first object in who's inventory that
2438 * has the same type and subtype match. 2397 * has the same type and subtype match.
2439 * returns NULL if no match. 2398 * returns NULL if no match.
2440 */ 2399 */
2441object * 2400object *
2494 if (link->key == canonical_key) 2453 if (link->key == canonical_key)
2495 return link->value; 2454 return link->value;
2496 2455
2497 return 0; 2456 return 0;
2498} 2457}
2499
2500 2458
2501/* 2459/*
2502 * Updates the canonical_key in op to value. 2460 * Updates the canonical_key in op to value.
2503 * 2461 *
2504 * canonical_key is a shared string (value doesn't have to be). 2462 * canonical_key is a shared string (value doesn't have to be).
2528 /* Basically, if the archetype has this key set, 2486 /* Basically, if the archetype has this key set,
2529 * we need to store the null value so when we save 2487 * we need to store the null value so when we save
2530 * it, we save the empty value so that when we load, 2488 * it, we save the empty value so that when we load,
2531 * we get this value back again. 2489 * we get this value back again.
2532 */ 2490 */
2533 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2491 if (get_ob_key_link (op->arch, canonical_key))
2534 field->value = 0; 2492 field->value = 0;
2535 else 2493 else
2536 { 2494 {
2537 if (last) 2495 if (last)
2538 last->next = field->next; 2496 last->next = field->next;
2607 } 2565 }
2608 else 2566 else
2609 item = item->env; 2567 item = item->env;
2610} 2568}
2611 2569
2612
2613const char * 2570const char *
2614object::flag_desc (char *desc, int len) const 2571object::flag_desc (char *desc, int len) const
2615{ 2572{
2616 char *p = desc; 2573 char *p = desc;
2617 bool first = true; 2574 bool first = true;
2644{ 2601{
2645 char flagdesc[512]; 2602 char flagdesc[512];
2646 char info2[256 * 4]; 2603 char info2[256 * 4];
2647 char *p = info; 2604 char *p = info;
2648 2605
2649 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s%s%s\",flags:[%s],type:%d}", 2606 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2650 count, uuid.seq, 2607 count, uuid.seq,
2651 &name, 2608 &name,
2652 title ? "\",title:" : "", 2609 title ? "\",title:\"" : "",
2653 title ? (const char *)title : "", 2610 title ? (const char *)title : "",
2654 flag_desc (flagdesc, 512), type); 2611 flag_desc (flagdesc, 512), type);
2655 2612
2656 if (env) 2613 if (env)
2657 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2614 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2663} 2620}
2664 2621
2665const char * 2622const char *
2666object::debug_desc () const 2623object::debug_desc () const
2667{ 2624{
2668 static char info[256 * 4]; 2625 static char info[3][256 * 4];
2626 static int info_idx;
2627
2669 return debug_desc (info); 2628 return debug_desc (info [++info_idx % 3]);
2670} 2629}
2671 2630
2631struct region *
2632object::region () const
2633{
2634 return map ? map->region (x, y)
2635 : region::default_region ();
2636}
2637
2638const materialtype_t *
2639object::dominant_material () const
2640{
2641 if (materialtype_t *mt = name_to_material (materialname))
2642 return mt;
2643
2644 return name_to_material (shstr_unknown);
2645}
2646
2647void
2648object::open_container (object *new_container)
2649{
2650 if (container == new_container)
2651 return;
2652
2653 if (object *old_container = container)
2654 {
2655 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2656 return;
2657
2658#if 0
2659 // remove the "Close old_container" object.
2660 if (object *closer = old_container->inv)
2661 if (closer->type == CLOSE_CON)
2662 closer->destroy ();
2663#endif
2664
2665 old_container->flag [FLAG_APPLIED] = 0;
2666 container = 0;
2667
2668 esrv_update_item (UPD_FLAGS, this, old_container);
2669 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2670 }
2671
2672 if (new_container)
2673 {
2674 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2675 return;
2676
2677 // TODO: this does not seem to serve any purpose anymore?
2678#if 0
2679 // insert the "Close Container" object.
2680 if (archetype *closer = new_container->other_arch)
2681 {
2682 object *closer = arch_to_object (new_container->other_arch);
2683 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2684 new_container->insert (closer);
2685 }
2686#endif
2687
2688 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2689
2690 new_container->flag [FLAG_APPLIED] = 1;
2691 container = new_container;
2692
2693 esrv_update_item (UPD_FLAGS, this, new_container);
2694 esrv_send_inventory (this, new_container);
2695 }
2696}
2697
2698object *
2699object::force_find (const shstr name)
2700{
2701 /* cycle through his inventory to look for the MARK we want to
2702 * place
2703 */
2704 for (object *tmp = inv; tmp; tmp = tmp->below)
2705 if (tmp->type == FORCE && tmp->slaying == name)
2706 return splay (tmp);
2707
2708 return 0;
2709}
2710
2711void
2712object::force_add (const shstr name, int duration)
2713{
2714 if (object *force = force_find (name))
2715 force->destroy ();
2716
2717 object *force = get_archetype (FORCE_NAME);
2718
2719 force->slaying = name;
2720 force->stats.food = 1;
2721 force->speed_left = -1.f;
2722
2723 force->set_speed (duration ? 1.f / duration : 0.f);
2724 force->flag [FLAG_IS_USED_UP] = true;
2725 force->flag [FLAG_APPLIED] = true;
2726
2727 insert (force);
2728}
2729

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