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Comparing deliantra/server/common/object.C (file contents):
Revision 1.99 by root, Sun Dec 31 18:10:40 2006 UTC vs.
Revision 1.175 by root, Fri Aug 10 01:47:52 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
870 freed_map->name = "/internal/freed_objects_map"; 928 freed_map->name = "/internal/freed_objects_map";
871 freed_map->width = 3; 929 freed_map->width = 3;
872 freed_map->height = 3; 930 freed_map->height = 3;
873 931
874 freed_map->alloc (); 932 freed_map->alloc ();
933 freed_map->in_memory = MAP_IN_MEMORY;
875 } 934 }
876 935
877 map = freed_map; 936 map = freed_map;
878 x = 1; 937 x = 1;
879 y = 1; 938 y = 1;
880 } 939 }
881 940
882 head = 0;
883
884 if (more) 941 if (more)
885 { 942 {
886 more->destroy (); 943 more->destroy ();
887 more = 0; 944 more = 0;
888 } 945 }
889 946
947 head = 0;
948
890 // clear those pointers that likely might have circular references to us 949 // clear those pointers that likely might cause circular references
891 owner = 0; 950 owner = 0;
892 enemy = 0; 951 enemy = 0;
893 attacked_by = 0; 952 attacked_by = 0;
894 953 current_weapon = 0;
895 // only relevant for players(?), but make sure of it anyways
896 contr = 0;
897} 954}
898 955
899void 956void
900object::destroy (bool destroy_inventory) 957object::destroy (bool destroy_inventory)
901{ 958{
902 if (destroyed ()) 959 if (destroyed ())
903 return; 960 return;
904 961
905 if (destroy_inventory) 962 if (destroy_inventory)
906 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
907 970
908 attachable::destroy (); 971 attachable::destroy ();
909} 972}
910 973
911/* 974/*
929 * 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
930 * 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
931 * object will have no environment. If the object previously had an 994 * object will have no environment. If the object previously had an
932 * environment, the x and y coordinates will be updated to 995 * environment, the x and y coordinates will be updated to
933 * the previous environment. 996 * the previous environment.
934 * Beware: This function is called from the editor as well!
935 */ 997 */
936void 998void
937object::remove () 999object::do_remove ()
938{ 1000{
939 object *tmp, *last = 0; 1001 object *tmp, *last = 0;
940 object *otmp; 1002 object *otmp;
941 1003
942 if (QUERY_FLAG (this, FLAG_REMOVED)) 1004 if (QUERY_FLAG (this, FLAG_REMOVED))
985 } 1047 }
986 else if (map) 1048 else if (map)
987 { 1049 {
988 if (type == PLAYER) 1050 if (type == PLAYER)
989 { 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
990 --map->players; 1058 --map->players;
991 map->last_access = runtime; 1059 map->touch ();
992 } 1060 }
993 1061
994 map->dirty = true; 1062 map->dirty = true;
1063 mapspace &ms = this->ms ();
995 1064
996 /* link the object above us */ 1065 /* link the object above us */
997 if (above) 1066 if (above)
998 above->below = below; 1067 above->below = below;
999 else 1068 else
1000 map->at (x, y).top = below; /* we were top, set new top */ 1069 ms.top = below; /* we were top, set new top */
1001 1070
1002 /* Relink the object below us, if there is one */ 1071 /* Relink the object below us, if there is one */
1003 if (below) 1072 if (below)
1004 below->above = above; 1073 below->above = above;
1005 else 1074 else
1007 /* 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
1008 * use translated coordinates in case some oddness with map tiling is 1077 * use translated coordinates in case some oddness with map tiling is
1009 * evident 1078 * evident
1010 */ 1079 */
1011 if (GET_MAP_OB (map, x, y) != this) 1080 if (GET_MAP_OB (map, x, y) != this)
1012 {
1013 char *dump = dump_object (this);
1014 LOG (llevError,
1015 "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 ());
1016 free (dump);
1017 dump = dump_object (GET_MAP_OB (map, x, y));
1018 LOG (llevError, "%s\n", dump);
1019 free (dump);
1020 }
1021 1082
1022 map->at (x, y).bot = above; /* goes on above it. */ 1083 ms.bot = above; /* goes on above it. */
1023 } 1084 }
1024 1085
1025 above = 0; 1086 above = 0;
1026 below = 0; 1087 below = 0;
1027 1088
1028 if (map->in_memory == MAP_SAVING) 1089 if (map->in_memory == MAP_SAVING)
1029 return; 1090 return;
1030 1091
1031 int check_walk_off = !flag [FLAG_NO_APPLY]; 1092 int check_walk_off = !flag [FLAG_NO_APPLY];
1032 1093
1094 if (object *pl = ms.player ())
1095 {
1096 if (pl->container == this)
1097 /* If a container that the player is currently using somehow gets
1098 * removed (most likely destroyed), update the player view
1099 * appropriately.
1100 */
1101 pl->close_container ();
1102
1103 pl->contr->ns->floorbox_update ();
1104 }
1105
1033 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above) 1106 for (tmp = ms.bot; tmp; tmp = tmp->above)
1034 { 1107 {
1035 /* No point updating the players look faces if he is the object 1108 /* No point updating the players look faces if he is the object
1036 * being removed. 1109 * being removed.
1037 */ 1110 */
1038
1039 if (tmp->type == PLAYER && tmp != this)
1040 {
1041 /* If a container that the player is currently using somehow gets
1042 * removed (most likely destroyed), update the player view
1043 * appropriately.
1044 */
1045 if (tmp->container == this)
1046 {
1047 flag [FLAG_APPLIED] = 0;
1048 tmp->container = 0;
1049 }
1050
1051 if (tmp->contr->ns)
1052 tmp->contr->ns->floorbox_update ();
1053 }
1054 1111
1055 /* See if object moving off should effect something */ 1112 /* See if object moving off should effect something */
1056 if (check_walk_off 1113 if (check_walk_off
1057 && ((move_type & tmp->move_off) 1114 && ((move_type & tmp->move_off)
1058 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1115 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1061 1118
1062 if (destroyed ()) 1119 if (destroyed ())
1063 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1120 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1064 } 1121 }
1065 1122
1066 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1067 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1068 if (tmp->above == tmp)
1069 tmp->above = 0;
1070
1071 last = tmp; 1123 last = tmp;
1072 } 1124 }
1073 1125
1074 /* last == NULL if there are no objects on this space */ 1126 /* last == NULL if there are no objects on this space */
1075 //TODO: this makes little sense, why only update the topmost object? 1127 //TODO: this makes little sense, why only update the topmost object?
1118 } 1170 }
1119 1171
1120 return 0; 1172 return 0;
1121} 1173}
1122 1174
1175void
1176object::expand_tail ()
1177{
1178 if (more)
1179 return;
1180
1181 object *prev = this;
1182
1183 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1184 {
1185 object *op = arch_to_object (at);
1186
1187 op->name = name;
1188 op->name_pl = name_pl;
1189 op->title = title;
1190
1191 op->head = this;
1192 prev->more = op;
1193
1194 prev = op;
1195 }
1196}
1197
1123/* 1198/*
1124 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1199 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1125 * job preparing multi-part monsters 1200 * job preparing multi-part monsters.
1126 */ 1201 */
1127object * 1202object *
1128insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1203insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1129{ 1204{
1130 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1205 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1131 { 1206 {
1132 tmp->x = x + tmp->arch->clone.x; 1207 tmp->x = x + tmp->arch->x;
1133 tmp->y = y + tmp->arch->clone.y; 1208 tmp->y = y + tmp->arch->y;
1134 } 1209 }
1135 1210
1136 return insert_ob_in_map (op, m, originator, flag); 1211 return insert_ob_in_map (op, m, originator, flag);
1137} 1212}
1138 1213
1157 * just 'op' otherwise 1232 * just 'op' otherwise
1158 */ 1233 */
1159object * 1234object *
1160insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1235insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1161{ 1236{
1237 assert (!op->flag [FLAG_FREED]);
1238
1162 object *tmp, *top, *floor = NULL; 1239 object *top, *floor = NULL;
1163 sint16 x, y;
1164 1240
1165 if (QUERY_FLAG (op, FLAG_FREED)) 1241 op->remove ();
1166 {
1167 LOG (llevError, "Trying to insert freed object!\n");
1168 return NULL;
1169 }
1170 1242
1171 if (!m) 1243#if 0
1172 { 1244 if (!m->active != !op->active)
1173 char *dump = dump_object (op); 1245 if (m->active)
1174 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump); 1246 op->activate_recursive ();
1175 free (dump); 1247 else
1176 return op; 1248 op->deactivate_recursive ();
1177 } 1249#endif
1178 1250
1179 if (out_of_map (m, op->x, op->y)) 1251 if (out_of_map (m, op->x, op->y))
1180 { 1252 {
1181 char *dump = dump_object (op);
1182 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump); 1253 LOG (llevError, "Trying to insert object outside the map.\n%s\n", op->debug_desc ());
1183#ifdef MANY_CORES 1254#ifdef MANY_CORES
1184 /* Better to catch this here, as otherwise the next use of this object 1255 /* Better to catch this here, as otherwise the next use of this object
1185 * is likely to cause a crash. Better to find out where it is getting 1256 * is likely to cause a crash. Better to find out where it is getting
1186 * improperly inserted. 1257 * improperly inserted.
1187 */ 1258 */
1188 abort (); 1259 abort ();
1189#endif 1260#endif
1190 free (dump);
1191 return op; 1261 return op;
1192 } 1262 }
1193 1263
1194 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1264 if (object *more = op->more)
1195 { 1265 if (!insert_ob_in_map (more, m, originator, flag))
1196 char *dump = dump_object (op);
1197 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1198 free (dump);
1199 return op; 1266 return 0;
1200 }
1201
1202 if (op->more)
1203 {
1204 /* The part may be on a different map. */
1205
1206 object *more = op->more;
1207
1208 /* We really need the caller to normalize coordinates - if
1209 * we set the map, that doesn't work if the location is within
1210 * a map and this is straddling an edge. So only if coordinate
1211 * is clear wrong do we normalize it.
1212 */
1213 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1214 more->map = get_map_from_coord (m, &more->x, &more->y);
1215 else if (!more->map)
1216 {
1217 /* For backwards compatibility - when not dealing with tiled maps,
1218 * more->map should always point to the parent.
1219 */
1220 more->map = m;
1221 }
1222
1223 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1224 {
1225 if (!op->head)
1226 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1227
1228 return 0;
1229 }
1230 }
1231 1267
1232 CLEAR_FLAG (op, FLAG_REMOVED); 1268 CLEAR_FLAG (op, FLAG_REMOVED);
1233 1269
1234 /* Ideally, the caller figures this out. However, it complicates a lot 1270 /* Ideally, the caller figures this out. However, it complicates a lot
1235 * of areas of callers (eg, anything that uses find_free_spot would now 1271 * of areas of callers (eg, anything that uses find_free_spot would now
1236 * need extra work 1272 * need extra work
1237 */ 1273 */
1238 op->map = get_map_from_coord (m, &op->x, &op->y); 1274 if (!xy_normalise (m, op->x, op->y))
1239 x = op->x; 1275 return 0;
1240 y = op->y; 1276
1277 op->map = m;
1278 mapspace &ms = op->ms ();
1241 1279
1242 /* this has to be done after we translate the coordinates. 1280 /* this has to be done after we translate the coordinates.
1243 */ 1281 */
1244 if (op->nrof && !(flag & INS_NO_MERGE)) 1282 if (op->nrof && !(flag & INS_NO_MERGE))
1245 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above) 1283 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1246 if (object::can_merge (op, tmp)) 1284 if (object::can_merge (op, tmp))
1247 { 1285 {
1248 op->nrof += tmp->nrof; 1286 op->nrof += tmp->nrof;
1249 tmp->destroy (); 1287 tmp->destroy ();
1250 } 1288 }
1267 op->below = originator->below; 1305 op->below = originator->below;
1268 1306
1269 if (op->below) 1307 if (op->below)
1270 op->below->above = op; 1308 op->below->above = op;
1271 else 1309 else
1272 op->ms ().bot = op; 1310 ms.bot = op;
1273 1311
1274 /* since *below* originator, no need to update top */ 1312 /* since *below* originator, no need to update top */
1275 originator->below = op; 1313 originator->below = op;
1276 } 1314 }
1277 else 1315 else
1278 { 1316 {
1317 top = ms.bot;
1318
1279 /* If there are other objects, then */ 1319 /* If there are other objects, then */
1280 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1320 if ((!(flag & INS_MAP_LOAD)) && top)
1281 { 1321 {
1282 object *last = 0; 1322 object *last = 0;
1283 1323
1284 /* 1324 /*
1285 * If there are multiple objects on this space, we do some trickier handling. 1325 * If there are multiple objects on this space, we do some trickier handling.
1291 * once we get to them. This reduces the need to traverse over all of 1331 * once we get to them. This reduces the need to traverse over all of
1292 * them when adding another one - this saves quite a bit of cpu time 1332 * them when adding another one - this saves quite a bit of cpu time
1293 * when lots of spells are cast in one area. Currently, it is presumed 1333 * when lots of spells are cast in one area. Currently, it is presumed
1294 * that flying non pickable objects are spell objects. 1334 * that flying non pickable objects are spell objects.
1295 */ 1335 */
1296 while (top) 1336 for (top = ms.bot; top; top = top->above)
1297 { 1337 {
1298 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1338 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1299 floor = top; 1339 floor = top;
1300 1340
1301 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1341 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1304 top = top->below; 1344 top = top->below;
1305 break; 1345 break;
1306 } 1346 }
1307 1347
1308 last = top; 1348 last = top;
1309 top = top->above;
1310 } 1349 }
1311 1350
1312 /* Don't want top to be NULL, so set it to the last valid object */ 1351 /* Don't want top to be NULL, so set it to the last valid object */
1313 top = last; 1352 top = last;
1314 1353
1316 * looks like instead of lots of conditions here. 1355 * looks like instead of lots of conditions here.
1317 * makes things faster, and effectively the same result. 1356 * makes things faster, and effectively the same result.
1318 */ 1357 */
1319 1358
1320 /* Have object 'fall below' other objects that block view. 1359 /* Have object 'fall below' other objects that block view.
1321 * Unless those objects are exits, type 66 1360 * Unless those objects are exits.
1322 * If INS_ON_TOP is used, don't do this processing 1361 * If INS_ON_TOP is used, don't do this processing
1323 * Need to find the object that in fact blocks view, otherwise 1362 * Need to find the object that in fact blocks view, otherwise
1324 * stacking is a bit odd. 1363 * stacking is a bit odd.
1325 */ 1364 */
1326 if (!(flag & INS_ON_TOP) && 1365 if (!(flag & INS_ON_TOP)
1327 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1366 && ms.flags () & P_BLOCKSVIEW
1367 && (op->face && !faces [op->face].visibility))
1328 { 1368 {
1329 for (last = top; last != floor; last = last->below) 1369 for (last = top; last != floor; last = last->below)
1330 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1370 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1331 break; 1371 break;
1372
1332 /* Check to see if we found the object that blocks view, 1373 /* Check to see if we found the object that blocks view,
1333 * and make sure we have a below pointer for it so that 1374 * and make sure we have a below pointer for it so that
1334 * we can get inserted below this one, which requires we 1375 * we can get inserted below this one, which requires we
1335 * set top to the object below us. 1376 * set top to the object below us.
1336 */ 1377 */
1337 if (last && last->below && last != floor) 1378 if (last && last->below && last != floor)
1338 top = last->below; 1379 top = last->below;
1339 } 1380 }
1340 } /* If objects on this space */ 1381 } /* If objects on this space */
1341
1342 if (flag & INS_MAP_LOAD) 1382 if (flag & INS_MAP_LOAD)
1343 top = GET_MAP_TOP (op->map, op->x, op->y); 1383 top = ms.top;
1344 1384
1345 if (flag & INS_ABOVE_FLOOR_ONLY) 1385 if (flag & INS_ABOVE_FLOOR_ONLY)
1346 top = floor; 1386 top = floor;
1347 1387
1348 /* Top is the object that our object (op) is going to get inserted above. 1388 /* Top is the object that our object (op) is going to get inserted above.
1349 */ 1389 */
1350 1390
1351 /* First object on this space */ 1391 /* First object on this space */
1352 if (!top) 1392 if (!top)
1353 { 1393 {
1354 op->above = GET_MAP_OB (op->map, op->x, op->y); 1394 op->above = ms.bot;
1355 1395
1356 if (op->above) 1396 if (op->above)
1357 op->above->below = op; 1397 op->above->below = op;
1358 1398
1359 op->below = 0; 1399 op->below = 0;
1360 op->ms ().bot = op; 1400 ms.bot = op;
1361 } 1401 }
1362 else 1402 else
1363 { /* get inserted into the stack above top */ 1403 { /* get inserted into the stack above top */
1364 op->above = top->above; 1404 op->above = top->above;
1365 1405
1369 op->below = top; 1409 op->below = top;
1370 top->above = op; 1410 top->above = op;
1371 } 1411 }
1372 1412
1373 if (!op->above) 1413 if (!op->above)
1374 op->ms ().top = op; 1414 ms.top = op;
1375 } /* else not INS_BELOW_ORIGINATOR */ 1415 } /* else not INS_BELOW_ORIGINATOR */
1376 1416
1377 if (op->type == PLAYER) 1417 if (op->type == PLAYER)
1378 { 1418 {
1379 op->contr->do_los = 1; 1419 op->contr->do_los = 1;
1380 ++op->map->players; 1420 ++op->map->players;
1381 op->map->last_access = runtime; 1421 op->map->touch ();
1382 } 1422 }
1383 1423
1384 op->map->dirty = true; 1424 op->map->dirty = true;
1385 1425
1386 /* If we have a floor, we know the player, if any, will be above 1426 /* If we have a floor, we know the player, if any, will be above
1387 * it, so save a few ticks and start from there. 1427 * it, so save a few ticks and start from there.
1388 */ 1428 */
1389 if (!(flag & INS_MAP_LOAD)) 1429 if (!(flag & INS_MAP_LOAD))
1390 if (object *pl = op->ms ().player ()) 1430 if (object *pl = ms.player ())
1391 if (pl->contr->ns)
1392 pl->contr->ns->floorbox_update (); 1431 pl->contr->ns->floorbox_update ();
1393 1432
1394 /* If this object glows, it may affect lighting conditions that are 1433 /* If this object glows, it may affect lighting conditions that are
1395 * visible to others on this map. But update_all_los is really 1434 * visible to others on this map. But update_all_los is really
1396 * an inefficient way to do this, as it means los for all players 1435 * an inefficient way to do this, as it means los for all players
1397 * on the map will get recalculated. The players could very well 1436 * on the map will get recalculated. The players could very well
1416 * blocked() and wall() work properly), and these flags are updated by 1455 * blocked() and wall() work properly), and these flags are updated by
1417 * update_object(). 1456 * update_object().
1418 */ 1457 */
1419 1458
1420 /* if this is not the head or flag has been passed, don't check walk on status */ 1459 /* if this is not the head or flag has been passed, don't check walk on status */
1421 if (!(flag & INS_NO_WALK_ON) && !op->head) 1460 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1422 { 1461 {
1423 if (check_move_on (op, originator)) 1462 if (check_move_on (op, originator))
1424 return 0; 1463 return 0;
1425 1464
1426 /* If we are a multi part object, lets work our way through the check 1465 /* If we are a multi part object, lets work our way through the check
1427 * walk on's. 1466 * walk on's.
1428 */ 1467 */
1429 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1468 for (object *tmp = op->more; tmp; tmp = tmp->more)
1430 if (check_move_on (tmp, originator)) 1469 if (check_move_on (tmp, originator))
1431 return 0; 1470 return 0;
1432 } 1471 }
1433 1472
1434 return op; 1473 return op;
1443{ 1482{
1444 object *tmp, *tmp1; 1483 object *tmp, *tmp1;
1445 1484
1446 /* first search for itself and remove any old instances */ 1485 /* first search for itself and remove any old instances */
1447 1486
1448 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1487 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1449 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1488 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1450 tmp->destroy (); 1489 tmp->destroy ();
1451 1490
1452 tmp1 = arch_to_object (archetype::find (arch_string)); 1491 tmp1 = arch_to_object (archetype::find (arch_string));
1453 1492
1454 tmp1->x = op->x; 1493 tmp1->x = op->x;
1457} 1496}
1458 1497
1459object * 1498object *
1460object::insert_at (object *where, object *originator, int flags) 1499object::insert_at (object *where, object *originator, int flags)
1461{ 1500{
1462 where->map->insert (this, where->x, where->y, originator, flags); 1501 return where->map->insert (this, where->x, where->y, originator, flags);
1463} 1502}
1464 1503
1465/* 1504/*
1466 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1505 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1467 * is returned contains nr objects, and the remaining parts contains 1506 * is returned contains nr objects, and the remaining parts contains
1507 * the amount of an object. If the amount reaches 0, the object 1546 * the amount of an object. If the amount reaches 0, the object
1508 * is subsequently removed and freed. 1547 * is subsequently removed and freed.
1509 * 1548 *
1510 * Return value: 'op' if something is left, NULL if the amount reached 0 1549 * Return value: 'op' if something is left, NULL if the amount reached 0
1511 */ 1550 */
1512
1513object * 1551object *
1514decrease_ob_nr (object *op, uint32 i) 1552decrease_ob_nr (object *op, uint32 i)
1515{ 1553{
1516 object *tmp; 1554 object *tmp;
1517 1555
1592 1630
1593/* 1631/*
1594 * add_weight(object, weight) adds the specified weight to an object, 1632 * add_weight(object, weight) adds the specified weight to an object,
1595 * and also updates how much the environment(s) is/are carrying. 1633 * and also updates how much the environment(s) is/are carrying.
1596 */ 1634 */
1597
1598void 1635void
1599add_weight (object *op, signed long weight) 1636add_weight (object *op, signed long weight)
1600{ 1637{
1601 while (op != NULL) 1638 while (op != NULL)
1602 { 1639 {
1617 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1654 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1618 free (dump); 1655 free (dump);
1619 return op; 1656 return op;
1620 } 1657 }
1621 1658
1622 if (where->head) 1659 if (where->head_ () != where)
1623 { 1660 {
1624 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n"); 1661 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1625 where = where->head; 1662 where = where->head;
1626 } 1663 }
1627 1664
1628 return where->insert (op); 1665 return where->insert (op);
1629} 1666}
1634 * inside the object environment. 1671 * inside the object environment.
1635 * 1672 *
1636 * The function returns now pointer to inserted item, and return value can 1673 * The function returns now pointer to inserted item, and return value can
1637 * be != op, if items are merged. -Tero 1674 * be != op, if items are merged. -Tero
1638 */ 1675 */
1639
1640object * 1676object *
1641object::insert (object *op) 1677object::insert (object *op)
1642{ 1678{
1643 object *tmp, *otmp; 1679 object *tmp, *otmp;
1644 1680
1776 1812
1777 /* The objects have to be checked from top to bottom. 1813 /* The objects have to be checked from top to bottom.
1778 * Hence, we first go to the top: 1814 * Hence, we first go to the top:
1779 */ 1815 */
1780 1816
1781 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp && tmp->above; tmp = tmp->above) 1817 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1782 { 1818 {
1783 /* Trim the search when we find the first other spell effect 1819 /* Trim the search when we find the first other spell effect
1784 * this helps performance so that if a space has 50 spell objects, 1820 * this helps performance so that if a space has 50 spell objects,
1785 * we don't need to check all of them. 1821 * we don't need to check all of them.
1786 */ 1822 */
1804 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1840 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1805 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1841 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1806 { 1842 {
1807 1843
1808 float 1844 float
1809 diff = tmp->move_slow_penalty * FABS (op->speed); 1845 diff = tmp->move_slow_penalty * fabs (op->speed);
1810 1846
1811 if (op->type == PLAYER) 1847 if (op->type == PLAYER)
1812 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1848 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1813 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1849 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1814 diff /= 4.0; 1850 diff /= 4.0;
1844 * The first matching object is returned, or NULL if none. 1880 * The first matching object is returned, or NULL if none.
1845 */ 1881 */
1846object * 1882object *
1847present_arch (const archetype *at, maptile *m, int x, int y) 1883present_arch (const archetype *at, maptile *m, int x, int y)
1848{ 1884{
1849 if (m == NULL || out_of_map (m, x, y)) 1885 if (!m || out_of_map (m, x, y))
1850 { 1886 {
1851 LOG (llevError, "Present_arch called outside map.\n"); 1887 LOG (llevError, "Present_arch called outside map.\n");
1852 return NULL; 1888 return NULL;
1853 } 1889 }
1854 1890
1855 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1891 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1856 if (tmp->arch == at) 1892 if (tmp->arch == at)
1857 return tmp; 1893 return tmp;
1858 1894
1859 return NULL; 1895 return NULL;
1860} 1896}
1871 { 1907 {
1872 LOG (llevError, "Present called outside map.\n"); 1908 LOG (llevError, "Present called outside map.\n");
1873 return NULL; 1909 return NULL;
1874 } 1910 }
1875 1911
1876 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1912 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1877 if (tmp->type == type) 1913 if (tmp->type == type)
1878 return tmp; 1914 return tmp;
1879 1915
1880 return NULL; 1916 return NULL;
1881} 1917}
1958 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1994 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1959 { 1995 {
1960 CLEAR_FLAG (tmp, flag); 1996 CLEAR_FLAG (tmp, flag);
1961 unflag_inv (tmp, flag); 1997 unflag_inv (tmp, flag);
1962 } 1998 }
1963}
1964
1965/*
1966 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1967 * all it's inventory (recursively).
1968 * If checksums are used, a player will get set_cheat called for
1969 * him/her-self and all object carried by a call to this function.
1970 */
1971void
1972set_cheat (object *op)
1973{
1974 SET_FLAG (op, FLAG_WAS_WIZ);
1975 flag_inv (op, FLAG_WAS_WIZ);
1976} 1999}
1977 2000
1978/* 2001/*
1979 * find_free_spot(object, map, x, y, start, stop) will search for 2002 * find_free_spot(object, map, x, y, start, stop) will search for
1980 * a spot at the given map and coordinates which will be able to contain 2003 * a spot at the given map and coordinates which will be able to contain
2021 } 2044 }
2022 2045
2023 if (!index) 2046 if (!index)
2024 return -1; 2047 return -1;
2025 2048
2026 return altern[RANDOM () % index]; 2049 return altern [rndm (index)];
2027} 2050}
2028 2051
2029/* 2052/*
2030 * find_first_free_spot(archetype, maptile, x, y) works like 2053 * find_first_free_spot(archetype, maptile, x, y) works like
2031 * find_free_spot(), but it will search max number of squares. 2054 * find_free_spot(), but it will search max number of squares.
2052{ 2075{
2053 arr += begin; 2076 arr += begin;
2054 end -= begin; 2077 end -= begin;
2055 2078
2056 while (--end) 2079 while (--end)
2057 swap (arr [end], arr [RANDOM () % (end + 1)]); 2080 swap (arr [end], arr [rndm (end + 1)]);
2058} 2081}
2059 2082
2060/* new function to make monster searching more efficient, and effective! 2083/* new function to make monster searching more efficient, and effective!
2061 * This basically returns a randomized array (in the passed pointer) of 2084 * This basically returns a randomized array (in the passed pointer) of
2062 * the spaces to find monsters. In this way, it won't always look for 2085 * the spaces to find monsters. In this way, it won't always look for
2098 object *tmp; 2121 object *tmp;
2099 maptile *mp; 2122 maptile *mp;
2100 2123
2101 MoveType blocked, move_type; 2124 MoveType blocked, move_type;
2102 2125
2103 if (exclude && exclude->head) 2126 if (exclude && exclude->head_ () != exclude)
2104 { 2127 {
2105 exclude = exclude->head; 2128 exclude = exclude->head;
2106 move_type = exclude->move_type; 2129 move_type = exclude->move_type;
2107 } 2130 }
2108 else 2131 else
2131 max = maxfree[i]; 2154 max = maxfree[i];
2132 else if (mflags & P_IS_ALIVE) 2155 else if (mflags & P_IS_ALIVE)
2133 { 2156 {
2134 for (tmp = ms.bot; tmp; tmp = tmp->above) 2157 for (tmp = ms.bot; tmp; tmp = tmp->above)
2135 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2158 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2136 && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2159 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2137 break; 2160 break;
2138 2161
2139 if (tmp) 2162 if (tmp)
2140 return freedir[i]; 2163 return freedir[i];
2141 } 2164 }
2196 2219
2197 return 3; 2220 return 3;
2198} 2221}
2199 2222
2200/* 2223/*
2201 * absdir(int): Returns a number between 1 and 8, which represent
2202 * the "absolute" direction of a number (it actually takes care of
2203 * "overflow" in previous calculations of a direction).
2204 */
2205
2206int
2207absdir (int d)
2208{
2209 while (d < 1)
2210 d += 8;
2211
2212 while (d > 8)
2213 d -= 8;
2214
2215 return d;
2216}
2217
2218/*
2219 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2224 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2220 * between two directions (which are expected to be absolute (see absdir()) 2225 * between two directions (which are expected to be absolute (see absdir())
2221 */ 2226 */
2222
2223int 2227int
2224dirdiff (int dir1, int dir2) 2228dirdiff (int dir1, int dir2)
2225{ 2229{
2226 int d; 2230 int d;
2227 2231
2355 * create clone from object to another 2359 * create clone from object to another
2356 */ 2360 */
2357object * 2361object *
2358object_create_clone (object *asrc) 2362object_create_clone (object *asrc)
2359{ 2363{
2360 object *dst = 0, *tmp, *src, *part, *prev, *item; 2364 object *dst = 0, *tmp, *src, *prev, *item;
2361 2365
2362 if (!asrc) 2366 if (!asrc)
2363 return 0; 2367 return 0;
2364 2368
2365 src = asrc;
2366 if (src->head)
2367 src = src->head; 2369 src = asrc->head_ ();
2368 2370
2369 prev = 0; 2371 prev = 0;
2370 for (part = src; part; part = part->more) 2372 for (object *part = src; part; part = part->more)
2371 { 2373 {
2372 tmp = part->clone (); 2374 tmp = part->clone ();
2373 tmp->x -= src->x; 2375 tmp->x -= src->x;
2374 tmp->y -= src->y; 2376 tmp->y -= src->y;
2375 2377
2393 insert_ob_in_ob (object_create_clone (item), dst); 2395 insert_ob_in_ob (object_create_clone (item), dst);
2394 2396
2395 return dst; 2397 return dst;
2396} 2398}
2397 2399
2398/* GROS - Creates an object using a string representing its content. */
2399/* Basically, we save the content of the string to a temp file, then call */
2400/* load_object on it. I admit it is a highly inefficient way to make things, */
2401/* but it was simple to make and allows reusing the load_object function. */
2402/* Remember not to use load_object_str in a time-critical situation. */
2403/* Also remember that multiparts objects are not supported for now. */
2404object *
2405load_object_str (const char *obstr)
2406{
2407 object *op;
2408 char filename[MAX_BUF];
2409
2410 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2411
2412 FILE *tempfile = fopen (filename, "w");
2413
2414 if (tempfile == NULL)
2415 {
2416 LOG (llevError, "Error - Unable to access load object temp file\n");
2417 return NULL;
2418 }
2419
2420 fprintf (tempfile, obstr);
2421 fclose (tempfile);
2422
2423 op = object::create ();
2424
2425 object_thawer thawer (filename);
2426
2427 if (thawer)
2428 load_object (thawer, op, 0);
2429
2430 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2431 CLEAR_FLAG (op, FLAG_REMOVED);
2432
2433 return op;
2434}
2435
2436/* This returns the first object in who's inventory that 2400/* This returns the first object in who's inventory that
2437 * has the same type and subtype match. 2401 * has the same type and subtype match.
2438 * returns NULL if no match. 2402 * returns NULL if no match.
2439 */ 2403 */
2440object * 2404object *
2493 if (link->key == canonical_key) 2457 if (link->key == canonical_key)
2494 return link->value; 2458 return link->value;
2495 2459
2496 return 0; 2460 return 0;
2497} 2461}
2498
2499 2462
2500/* 2463/*
2501 * Updates the canonical_key in op to value. 2464 * Updates the canonical_key in op to value.
2502 * 2465 *
2503 * canonical_key is a shared string (value doesn't have to be). 2466 * canonical_key is a shared string (value doesn't have to be).
2527 /* Basically, if the archetype has this key set, 2490 /* Basically, if the archetype has this key set,
2528 * we need to store the null value so when we save 2491 * we need to store the null value so when we save
2529 * it, we save the empty value so that when we load, 2492 * it, we save the empty value so that when we load,
2530 * we get this value back again. 2493 * we get this value back again.
2531 */ 2494 */
2532 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2495 if (get_ob_key_link (op->arch, canonical_key))
2533 field->value = 0; 2496 field->value = 0;
2534 else 2497 else
2535 { 2498 {
2536 if (last) 2499 if (last)
2537 last->next = field->next; 2500 last->next = field->next;
2606 } 2569 }
2607 else 2570 else
2608 item = item->env; 2571 item = item->env;
2609} 2572}
2610 2573
2611
2612const char * 2574const char *
2613object::flag_desc (char *desc, int len) const 2575object::flag_desc (char *desc, int len) const
2614{ 2576{
2615 char *p = desc; 2577 char *p = desc;
2616 bool first = true; 2578 bool first = true;
2579
2580 *p = 0;
2617 2581
2618 for (int i = 0; i < NUM_FLAGS; i++) 2582 for (int i = 0; i < NUM_FLAGS; i++)
2619 { 2583 {
2620 if (len <= 10) // magic constant! 2584 if (len <= 10) // magic constant!
2621 { 2585 {
2622 snprintf (p, len, ",..."); 2586 snprintf (p, len, ",...");
2623 break; 2587 break;
2624 } 2588 }
2625 2589
2626 if (flag[i]) 2590 if (flag [i])
2627 { 2591 {
2628 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i); 2592 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2629 len -= cnt; 2593 len -= cnt;
2630 p += cnt; 2594 p += cnt;
2631 first = false; 2595 first = false;
2633 } 2597 }
2634 2598
2635 return desc; 2599 return desc;
2636} 2600}
2637 2601
2638// return a suitable string describing an objetc in enough detail to find it 2602// return a suitable string describing an object in enough detail to find it
2639const char * 2603const char *
2640object::debug_desc (char *info) const 2604object::debug_desc (char *info) const
2641{ 2605{
2642 char flagdesc[512]; 2606 char flagdesc[512];
2643 char info2[256 * 4]; 2607 char info2[256 * 4];
2644 char *p = info; 2608 char *p = info;
2645 2609
2646 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s%s%s\",flags:[%s],type:%d}", 2610 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2647 count, uuid.seq, 2611 count, uuid.seq,
2648 &name, 2612 &name,
2649 title ? "\",title:" : "", 2613 title ? "\",title:\"" : "",
2650 title ? (const char *)title : "", 2614 title ? (const char *)title : "",
2651 flag_desc (flagdesc, 512), type); 2615 flag_desc (flagdesc, 512), type);
2652 2616
2653 if (env) 2617 if (env)
2654 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2618 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2660} 2624}
2661 2625
2662const char * 2626const char *
2663object::debug_desc () const 2627object::debug_desc () const
2664{ 2628{
2665 static char info[256 * 3]; 2629 static char info[3][256 * 4];
2630 static int info_idx;
2631
2666 return debug_desc (info); 2632 return debug_desc (info [++info_idx % 3]);
2667} 2633}
2668 2634
2635struct region *
2636object::region () const
2637{
2638 return map ? map->region (x, y)
2639 : region::default_region ();
2640}
2641
2642const materialtype_t *
2643object::dominant_material () const
2644{
2645 if (materialtype_t *mt = name_to_material (materialname))
2646 return mt;
2647
2648 return name_to_material (shstr_unknown);
2649}
2650
2651void
2652object::open_container (object *new_container)
2653{
2654 if (container == new_container)
2655 return;
2656
2657 if (object *old_container = container)
2658 {
2659 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2660 return;
2661
2662#if 0
2663 // remove the "Close old_container" object.
2664 if (object *closer = old_container->inv)
2665 if (closer->type == CLOSE_CON)
2666 closer->destroy ();
2667#endif
2668
2669 old_container->flag [FLAG_APPLIED] = 0;
2670 container = 0;
2671
2672 esrv_update_item (UPD_FLAGS, this, old_container);
2673 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2674 }
2675
2676 if (new_container)
2677 {
2678 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2679 return;
2680
2681 // TODO: this does not seem to serve any purpose anymore?
2682#if 0
2683 // insert the "Close Container" object.
2684 if (archetype *closer = new_container->other_arch)
2685 {
2686 object *closer = arch_to_object (new_container->other_arch);
2687 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2688 new_container->insert (closer);
2689 }
2690#endif
2691
2692 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2693
2694 new_container->flag [FLAG_APPLIED] = 1;
2695 container = new_container;
2696
2697 esrv_update_item (UPD_FLAGS, this, new_container);
2698 esrv_send_inventory (this, new_container);
2699 }
2700}
2701
2702object *
2703object::force_find (const shstr name)
2704{
2705 /* cycle through his inventory to look for the MARK we want to
2706 * place
2707 */
2708 for (object *tmp = inv; tmp; tmp = tmp->below)
2709 if (tmp->type == FORCE && tmp->slaying == name)
2710 return splay (tmp);
2711
2712 return 0;
2713}
2714
2715void
2716object::force_add (const shstr name, int duration)
2717{
2718 if (object *force = force_find (name))
2719 force->destroy ();
2720
2721 object *force = get_archetype (FORCE_NAME);
2722
2723 force->slaying = name;
2724 force->stats.food = 1;
2725 force->speed_left = -1.f;
2726
2727 force->set_speed (duration ? 1.f / duration : 0.f);
2728 force->flag [FLAG_IS_USED_UP] = true;
2729 force->flag [FLAG_APPLIED] = true;
2730
2731 insert (force);
2732}
2733

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