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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 1.183 by root, Mon Aug 20 19:13:10 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}
429} 429}
430 430
431/* 431/*
432 * Sets the owner and sets the skill and exp pointers to owner's current 432 * Sets the owner and sets the skill and exp pointers to owner's current
433 * skill and experience objects. 433 * skill and experience objects.
434 * ACTUALLY NO! investigate! TODO
434 */ 435 */
435void 436void
436object::set_owner (object *owner) 437object::set_owner (object *owner)
437{ 438{
439 // allow objects which own objects
438 if (!owner) 440 if (owner)
439 return;
440
441 /* next line added to allow objects which own objects */
442 /* Add a check for ownercounts in here, as I got into an endless loop
443 * with the fireball owning a poison cloud which then owned the
444 * fireball. I believe that was caused by one of the objects getting
445 * freed and then another object replacing it. Since the ownercounts
446 * didn't match, this check is valid and I believe that cause is valid.
447 */
448 while (owner->owner) 441 while (owner->owner)
449 owner = owner->owner; 442 owner = owner->owner;
450 443
451 this->owner = owner; 444 this->owner = owner;
445}
446
447int
448object::slottype () const
449{
450 if (type == SKILL)
451 {
452 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
453 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
454 }
455 else
456 {
457 if (slot [body_combat].info) return slot_combat;
458 if (slot [body_range ].info) return slot_ranged;
459 }
460
461 return slot_none;
462}
463
464bool
465object::change_weapon (object *ob)
466{
467 if (current_weapon == ob)
468 return true;
469
470 if (chosen_skill)
471 chosen_skill->flag [FLAG_APPLIED] = false;
472
473 current_weapon = ob;
474 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
475
476 if (chosen_skill)
477 chosen_skill->flag [FLAG_APPLIED] = true;
478
479 update_stats ();
480
481 if (ob)
482 {
483 // now check wether any body locations became invalid, in which case
484 // we cannot apply the weapon at the moment.
485 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
486 if (slot[i].used < 0)
487 {
488 current_weapon = chosen_skill = 0;
489 update_stats ();
490
491 new_draw_info_format (NDI_UNIQUE, 0, this,
492 "You try to balance all your items at once, "
493 "but the %s is just too much for your body. "
494 "[You need to unapply some items first.]", &ob->name);
495 return false;
496 }
497
498 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
499 }
500 else
501 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
502
503 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
504 {
505 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
506 &name, ob->debug_desc ());
507 return false;
508 }
509
510 return true;
452} 511}
453 512
454/* Zero the key_values on op, decrementing the shared-string 513/* Zero the key_values on op, decrementing the shared-string
455 * refcounts and freeing the links. 514 * refcounts and freeing the links.
456 */ 515 */
457static void 516static void
458free_key_values (object *op) 517free_key_values (object *op)
459{ 518{
460 for (key_value *i = op->key_values; i != 0;) 519 for (key_value *i = op->key_values; i; )
461 { 520 {
462 key_value *next = i->next; 521 key_value *next = i->next;
463 delete i; 522 delete i;
464 523
465 i = next; 524 i = next;
466 } 525 }
467 526
468 op->key_values = 0; 527 op->key_values = 0;
469} 528}
470 529
471/* 530object &
472 * copy_to first frees everything allocated by the dst object, 531object::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{ 532{
482 bool is_freed = QUERY_FLAG (dst, FLAG_FREED); 533 bool is_freed = flag [FLAG_FREED];
483 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED); 534 bool is_removed = flag [FLAG_REMOVED];
484 535
485 *(object_copy *)dst = *this; 536 *(object_copy *)this = src;
486 537
487 if (is_freed) 538 flag [FLAG_FREED] = is_freed;
488 SET_FLAG (dst, FLAG_FREED); 539 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;
495 540
496 /* Copy over key_values, if any. */ 541 /* Copy over key_values, if any. */
497 if (key_values) 542 if (src.key_values)
498 { 543 {
499 key_value *tail = 0; 544 key_value *tail = 0;
500 key_value *i;
501
502 dst->key_values = 0; 545 key_values = 0;
503 546
504 for (i = key_values; i; i = i->next) 547 for (key_value *i = src.key_values; i; i = i->next)
505 { 548 {
506 key_value *new_link = new key_value; 549 key_value *new_link = new key_value;
507 550
508 new_link->next = 0; 551 new_link->next = 0;
509 new_link->key = i->key; 552 new_link->key = i->key;
510 new_link->value = i->value; 553 new_link->value = i->value;
511 554
512 /* Try and be clever here, too. */ 555 /* Try and be clever here, too. */
513 if (!dst->key_values) 556 if (!key_values)
514 { 557 {
515 dst->key_values = new_link; 558 key_values = new_link;
516 tail = new_link; 559 tail = new_link;
517 } 560 }
518 else 561 else
519 { 562 {
520 tail->next = new_link; 563 tail->next = new_link;
521 tail = new_link; 564 tail = new_link;
522 } 565 }
523 } 566 }
524 } 567 }
568}
569
570/*
571 * copy_to first frees everything allocated by the dst object,
572 * and then copies the contents of itself into the second
573 * object, allocating what needs to be allocated. Basically, any
574 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
575 * if the first object is freed, the pointers in the new object
576 * will point at garbage.
577 */
578void
579object::copy_to (object *dst)
580{
581 *dst = *this;
582
583 if (speed < 0)
584 dst->speed_left = speed_left - rndm ();
525 585
526 dst->set_speed (dst->speed); 586 dst->set_speed (dst->speed);
587}
588
589void
590object::instantiate ()
591{
592 if (!uuid.seq) // HACK
593 uuid = gen_uuid ();
594
595 speed_left = -0.1f;
596 /* copy the body_info to the body_used - this is only really
597 * need for monsters, but doesn't hurt to do it for everything.
598 * by doing so, when a monster is created, it has good starting
599 * values for the body_used info, so when items are created
600 * for it, they can be properly equipped.
601 */
602 for (int i = NUM_BODY_LOCATIONS; i--; )
603 slot[i].used = slot[i].info;
604
605 attachable::instantiate ();
527} 606}
528 607
529object * 608object *
530object::clone () 609object::clone ()
531{ 610{
589 * UP_OBJ_FACE: only the objects face has changed. 668 * UP_OBJ_FACE: only the objects face has changed.
590 */ 669 */
591void 670void
592update_object (object *op, int action) 671update_object (object *op, int action)
593{ 672{
594 MoveType move_on, move_off, move_block, move_slow;
595
596 if (op == NULL) 673 if (op == NULL)
597 { 674 {
598 /* this should never happen */ 675 /* this should never happen */
599 LOG (llevDebug, "update_object() called for NULL object.\n"); 676 LOG (llevDebug, "update_object() called for NULL object.\n");
600 return; 677 return;
660 737
661 if (op->more) 738 if (op->more)
662 update_object (op->more, action); 739 update_object (op->more, action);
663} 740}
664 741
665object *object::first;
666
667object::object () 742object::object ()
668{ 743{
669 SET_FLAG (this, FLAG_REMOVED); 744 SET_FLAG (this, FLAG_REMOVED);
670 745
671 expmul = 1.0; 746 expmul = 1.0;
672 face = blank_face; 747 face = blank_face;
673} 748}
674 749
675object::~object () 750object::~object ()
676{ 751{
752 unlink ();
753
677 free_key_values (this); 754 free_key_values (this);
678} 755}
679 756
757static int object_count;
758
680void object::link () 759void object::link ()
681{ 760{
682 count = ++ob_count; 761 assert (!index);//D
683 uuid = gen_uuid (); 762 uuid = gen_uuid ();
763 count = ++object_count;
684 764
685 prev = 0; 765 refcnt_inc ();
686 next = object::first; 766 objects.insert (this);
687
688 if (object::first)
689 object::first->prev = this;
690
691 object::first = this;
692} 767}
693 768
694void object::unlink () 769void object::unlink ()
695{ 770{
696 if (this == object::first) 771 if (!index)
697 object::first = next; 772 return;
698 773
699 /* Remove this object from the list of used objects */ 774 objects.erase (this);
700 if (prev) prev->next = next; 775 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} 776}
712 777
713void 778void
714object::activate () 779object::activate ()
715{ 780{
716 /* If already on active list, don't do anything */ 781 /* If already on active list, don't do anything */
717 if (active ()) 782 if (active)
718 return; 783 return;
719 784
720 if (has_active_speed ()) 785 if (has_active_speed ())
721 { 786 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} 787}
732 788
733void 789void
734object::activate_recursive () 790object::activate_recursive ()
735{ 791{
736 activate (); 792 activate ();
737 793
738 for (object *op = inv; op; op = op->above) 794 for (object *op = inv; op; op = op->below)
739 op->activate_recursive (); 795 op->activate_recursive ();
740} 796}
741 797
742/* This function removes object 'op' from the list of active 798/* This function removes object 'op' from the list of active
743 * objects. 799 * objects.
749 */ 805 */
750void 806void
751object::deactivate () 807object::deactivate ()
752{ 808{
753 /* If not on the active list, nothing needs to be done */ 809 /* If not on the active list, nothing needs to be done */
754 if (!active ()) 810 if (!active)
755 return; 811 return;
756 812
757 if (active_prev == 0) 813 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} 814}
773 815
774void 816void
775object::deactivate_recursive () 817object::deactivate_recursive ()
776{ 818{
777 for (object *op = inv; op; op = op->above) 819 for (object *op = inv; op; op = op->below)
778 op->deactivate_recursive (); 820 op->deactivate_recursive ();
779 821
780 deactivate (); 822 deactivate ();
823}
824
825void
826object::set_flag_inv (int flag, int value)
827{
828 for (object *op = inv; op; op = op->below)
829 {
830 op->flag [flag] = value;
831 op->set_flag_inv (flag, value);
832 }
781} 833}
782 834
783/* 835/*
784 * Remove and free all objects in the inventory of the given object. 836 * Remove and free all objects in the inventory of the given object.
785 * object.c ? 837 * object.c ?
800 * drop on that space. 852 * drop on that space.
801 */ 853 */
802 if (!drop_to_ground 854 if (!drop_to_ground
803 || !map 855 || !map
804 || map->in_memory != MAP_IN_MEMORY 856 || map->in_memory != MAP_IN_MEMORY
857 || map->nodrop
805 || ms ().move_block == MOVE_ALL) 858 || ms ().move_block == MOVE_ALL)
806 { 859 {
807 while (inv) 860 while (inv)
808 { 861 {
809 inv->destroy_inv (drop_to_ground); 862 inv->destroy_inv (drop_to_ground);
818 871
819 if (op->flag [FLAG_STARTEQUIP] 872 if (op->flag [FLAG_STARTEQUIP]
820 || op->flag [FLAG_NO_DROP] 873 || op->flag [FLAG_NO_DROP]
821 || op->type == RUNE 874 || op->type == RUNE
822 || op->type == TRAP 875 || op->type == TRAP
823 || op->flag [FLAG_IS_A_TEMPLATE]) 876 || op->flag [FLAG_IS_A_TEMPLATE]
877 || op->flag [FLAG_DESTROY_ON_DEATH])
824 op->destroy (); 878 op->destroy ();
825 else 879 else
826 map->insert (op, x, y); 880 map->insert (op, x, y);
827 } 881 }
828 } 882 }
836} 890}
837 891
838void 892void
839object::do_destroy () 893object::do_destroy ()
840{ 894{
895 attachable::do_destroy ();
896
841 if (flag [FLAG_IS_LINKED]) 897 if (flag [FLAG_IS_LINKED])
842 remove_button_link (this); 898 remove_button_link (this);
843 899
844 if (flag [FLAG_FRIENDLY]) 900 if (flag [FLAG_FRIENDLY])
845 remove_friendly_object (this); 901 remove_friendly_object (this);
846 902
847 if (!flag [FLAG_REMOVED]) 903 if (!flag [FLAG_REMOVED])
848 remove (); 904 remove ();
849 905
850 if (flag [FLAG_FREED]) 906 destroy_inv (true);
851 return;
852 907
853 set_speed (0); 908 deactivate ();
909 unlink ();
854 910
855 flag [FLAG_FREED] = 1; 911 flag [FLAG_FREED] = 1;
856
857 attachable::do_destroy ();
858
859 destroy_inv (true);
860 unlink ();
861 912
862 // hack to ensure that freed objects still have a valid map 913 // hack to ensure that freed objects still have a valid map
863 { 914 {
864 static maptile *freed_map; // freed objects are moved here to avoid crashes 915 static maptile *freed_map; // freed objects are moved here to avoid crashes
865 916
878 map = freed_map; 929 map = freed_map;
879 x = 1; 930 x = 1;
880 y = 1; 931 y = 1;
881 } 932 }
882 933
883 head = 0;
884
885 if (more) 934 if (more)
886 { 935 {
887 more->destroy (); 936 more->destroy ();
888 more = 0; 937 more = 0;
889 } 938 }
890 939
940 head = 0;
941
891 // clear those pointers that likely might have circular references to us 942 // clear those pointers that likely might cause circular references
892 owner = 0; 943 owner = 0;
893 enemy = 0; 944 enemy = 0;
894 attacked_by = 0; 945 attacked_by = 0;
895 946 current_weapon = 0;
896 // only relevant for players(?), but make sure of it anyways
897 contr = 0;
898} 947}
899 948
900void 949void
901object::destroy (bool destroy_inventory) 950object::destroy (bool destroy_inventory)
902{ 951{
903 if (destroyed ()) 952 if (destroyed ())
904 return; 953 return;
905 954
906 if (destroy_inventory) 955 if (destroy_inventory)
907 destroy_inv (false); 956 destroy_inv (false);
957
958 if (is_head ())
959 if (sound_destroy)
960 play_sound (sound_destroy);
961 else if (flag [FLAG_MONSTER])
962 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
908 963
909 attachable::destroy (); 964 attachable::destroy ();
910} 965}
911 966
912/* 967/*
930 * This function removes the object op from the linked list of objects 985 * This function removes the object op from the linked list of objects
931 * which it is currently tied to. When this function is done, the 986 * which it is currently tied to. When this function is done, the
932 * object will have no environment. If the object previously had an 987 * object will have no environment. If the object previously had an
933 * environment, the x and y coordinates will be updated to 988 * environment, the x and y coordinates will be updated to
934 * the previous environment. 989 * the previous environment.
935 * Beware: This function is called from the editor as well!
936 */ 990 */
937void 991void
938object::remove () 992object::do_remove ()
939{ 993{
940 object *tmp, *last = 0; 994 object *tmp, *last = 0;
941 object *otmp; 995 object *otmp;
942 996
943 if (QUERY_FLAG (this, FLAG_REMOVED)) 997 if (QUERY_FLAG (this, FLAG_REMOVED))
986 } 1040 }
987 else if (map) 1041 else if (map)
988 { 1042 {
989 if (type == PLAYER) 1043 if (type == PLAYER)
990 { 1044 {
1045 // leaving a spot always closes any open container on the ground
1046 if (container && !container->env)
1047 // this causes spurious floorbox updates, but it ensures
1048 // that the CLOSE event is being sent.
1049 close_container ();
1050
991 --map->players; 1051 --map->players;
992 map->touch (); 1052 map->touch ();
993 } 1053 }
994 1054
995 map->dirty = true; 1055 map->dirty = true;
1056 mapspace &ms = this->ms ();
996 1057
997 /* link the object above us */ 1058 /* link the object above us */
998 if (above) 1059 if (above)
999 above->below = below; 1060 above->below = below;
1000 else 1061 else
1001 map->at (x, y).top = below; /* we were top, set new top */ 1062 ms.top = below; /* we were top, set new top */
1002 1063
1003 /* Relink the object below us, if there is one */ 1064 /* Relink the object below us, if there is one */
1004 if (below) 1065 if (below)
1005 below->above = above; 1066 below->above = above;
1006 else 1067 else
1008 /* Nothing below, which means we need to relink map object for this space 1069 /* Nothing below, which means we need to relink map object for this space
1009 * use translated coordinates in case some oddness with map tiling is 1070 * use translated coordinates in case some oddness with map tiling is
1010 * evident 1071 * evident
1011 */ 1072 */
1012 if (GET_MAP_OB (map, x, y) != this) 1073 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); 1074 LOG (llevError, "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom? %s\n", debug_desc ());
1017 free (dump);
1018 dump = dump_object (GET_MAP_OB (map, x, y));
1019 LOG (llevError, "%s\n", dump);
1020 free (dump);
1021 }
1022 1075
1023 map->at (x, y).bot = above; /* goes on above it. */ 1076 ms.bot = above; /* goes on above it. */
1024 } 1077 }
1025 1078
1026 above = 0; 1079 above = 0;
1027 below = 0; 1080 below = 0;
1028 1081
1029 if (map->in_memory == MAP_SAVING) 1082 if (map->in_memory == MAP_SAVING)
1030 return; 1083 return;
1031 1084
1032 int check_walk_off = !flag [FLAG_NO_APPLY]; 1085 int check_walk_off = !flag [FLAG_NO_APPLY];
1033 1086
1087 if (object *pl = ms.player ())
1088 {
1089 if (pl->container == this)
1090 /* If a container that the player is currently using somehow gets
1091 * removed (most likely destroyed), update the player view
1092 * appropriately.
1093 */
1094 pl->close_container ();
1095
1096 pl->contr->ns->floorbox_update ();
1097 }
1098
1034 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above) 1099 for (tmp = ms.bot; tmp; tmp = tmp->above)
1035 { 1100 {
1036 /* No point updating the players look faces if he is the object 1101 /* No point updating the players look faces if he is the object
1037 * being removed. 1102 * being removed.
1038 */ 1103 */
1039
1040 if (tmp->type == PLAYER && tmp != this)
1041 {
1042 /* If a container that the player is currently using somehow gets
1043 * removed (most likely destroyed), update the player view
1044 * appropriately.
1045 */
1046 if (tmp->container == this)
1047 {
1048 flag [FLAG_APPLIED] = 0;
1049 tmp->container = 0;
1050 }
1051
1052 if (tmp->contr->ns)
1053 tmp->contr->ns->floorbox_update ();
1054 }
1055 1104
1056 /* See if object moving off should effect something */ 1105 /* See if object moving off should effect something */
1057 if (check_walk_off 1106 if (check_walk_off
1058 && ((move_type & tmp->move_off) 1107 && ((move_type & tmp->move_off)
1059 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1108 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1062 1111
1063 if (destroyed ()) 1112 if (destroyed ())
1064 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1113 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1065 } 1114 }
1066 1115
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; 1116 last = tmp;
1073 } 1117 }
1074 1118
1075 /* last == NULL if there are no objects on this space */ 1119 /* last == NULL if there are no objects on this space */
1076 //TODO: this makes little sense, why only update the topmost object? 1120 //TODO: this makes little sense, why only update the topmost object?
1119 } 1163 }
1120 1164
1121 return 0; 1165 return 0;
1122} 1166}
1123 1167
1168void
1169object::expand_tail ()
1170{
1171 if (more)
1172 return;
1173
1174 object *prev = this;
1175
1176 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1177 {
1178 object *op = arch_to_object (at);
1179
1180 op->name = name;
1181 op->name_pl = name_pl;
1182 op->title = title;
1183
1184 op->head = this;
1185 prev->more = op;
1186
1187 prev = op;
1188 }
1189}
1190
1124/* 1191/*
1125 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1192 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1126 * job preparing multi-part monsters 1193 * job preparing multi-part monsters.
1127 */ 1194 */
1128object * 1195object *
1129insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1196insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1130{ 1197{
1131 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1198 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1132 { 1199 {
1133 tmp->x = x + tmp->arch->clone.x; 1200 tmp->x = x + tmp->arch->x;
1134 tmp->y = y + tmp->arch->clone.y; 1201 tmp->y = y + tmp->arch->y;
1135 } 1202 }
1136 1203
1137 return insert_ob_in_map (op, m, originator, flag); 1204 return insert_ob_in_map (op, m, originator, flag);
1138} 1205}
1139 1206
1158 * just 'op' otherwise 1225 * just 'op' otherwise
1159 */ 1226 */
1160object * 1227object *
1161insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1228insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1162{ 1229{
1230 assert (!op->flag [FLAG_FREED]);
1231
1163 object *tmp, *top, *floor = NULL; 1232 object *top, *floor = NULL;
1164 sint16 x, y;
1165 1233
1166 if (QUERY_FLAG (op, FLAG_FREED)) 1234 op->remove ();
1167 {
1168 LOG (llevError, "Trying to insert freed object!\n");
1169 return NULL;
1170 }
1171
1172 if (!m)
1173 {
1174 char *dump = dump_object (op);
1175 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1176 free (dump);
1177 return op;
1178 }
1179 1235
1180 if (out_of_map (m, op->x, op->y)) 1236 if (out_of_map (m, op->x, op->y))
1181 { 1237 {
1182 char *dump = dump_object (op);
1183 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump); 1238 LOG (llevError, "Trying to insert object outside the map.\n%s\n", op->debug_desc ());
1184#ifdef MANY_CORES 1239#ifdef MANY_CORES
1185 /* Better to catch this here, as otherwise the next use of this object 1240 /* 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 1241 * is likely to cause a crash. Better to find out where it is getting
1187 * improperly inserted. 1242 * improperly inserted.
1188 */ 1243 */
1189 abort (); 1244 abort ();
1190#endif 1245#endif
1191 free (dump);
1192 return op; 1246 return op;
1193 } 1247 }
1194 1248
1195 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1249 if (object *more = op->more)
1196 { 1250 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; 1251 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 1252
1233 CLEAR_FLAG (op, FLAG_REMOVED); 1253 CLEAR_FLAG (op, FLAG_REMOVED);
1234 1254
1235 /* Ideally, the caller figures this out. However, it complicates a lot 1255 /* 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 1256 * of areas of callers (eg, anything that uses find_free_spot would now
1237 * need extra work 1257 * need extra work
1238 */ 1258 */
1239 op->map = get_map_from_coord (m, &op->x, &op->y); 1259 if (!xy_normalise (m, op->x, op->y))
1240 x = op->x; 1260 return 0;
1241 y = op->y; 1261
1262 op->map = m;
1263 mapspace &ms = op->ms ();
1242 1264
1243 /* this has to be done after we translate the coordinates. 1265 /* this has to be done after we translate the coordinates.
1244 */ 1266 */
1245 if (op->nrof && !(flag & INS_NO_MERGE)) 1267 if (op->nrof && !(flag & INS_NO_MERGE))
1246 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above) 1268 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1247 if (object::can_merge (op, tmp)) 1269 if (object::can_merge (op, tmp))
1248 { 1270 {
1249 op->nrof += tmp->nrof; 1271 op->nrof += tmp->nrof;
1250 tmp->destroy (); 1272 tmp->destroy ();
1251 } 1273 }
1268 op->below = originator->below; 1290 op->below = originator->below;
1269 1291
1270 if (op->below) 1292 if (op->below)
1271 op->below->above = op; 1293 op->below->above = op;
1272 else 1294 else
1273 op->ms ().bot = op; 1295 ms.bot = op;
1274 1296
1275 /* since *below* originator, no need to update top */ 1297 /* since *below* originator, no need to update top */
1276 originator->below = op; 1298 originator->below = op;
1277 } 1299 }
1278 else 1300 else
1279 { 1301 {
1302 top = ms.bot;
1303
1280 /* If there are other objects, then */ 1304 /* If there are other objects, then */
1281 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1305 if ((!(flag & INS_MAP_LOAD)) && top)
1282 { 1306 {
1283 object *last = 0; 1307 object *last = 0;
1284 1308
1285 /* 1309 /*
1286 * If there are multiple objects on this space, we do some trickier handling. 1310 * 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 1316 * 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 1317 * 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 1318 * when lots of spells are cast in one area. Currently, it is presumed
1295 * that flying non pickable objects are spell objects. 1319 * that flying non pickable objects are spell objects.
1296 */ 1320 */
1297 while (top) 1321 for (top = ms.bot; top; top = top->above)
1298 { 1322 {
1299 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1323 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1300 floor = top; 1324 floor = top;
1301 1325
1302 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1326 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; 1329 top = top->below;
1306 break; 1330 break;
1307 } 1331 }
1308 1332
1309 last = top; 1333 last = top;
1310 top = top->above;
1311 } 1334 }
1312 1335
1313 /* Don't want top to be NULL, so set it to the last valid object */ 1336 /* Don't want top to be NULL, so set it to the last valid object */
1314 top = last; 1337 top = last;
1315 1338
1317 * looks like instead of lots of conditions here. 1340 * looks like instead of lots of conditions here.
1318 * makes things faster, and effectively the same result. 1341 * makes things faster, and effectively the same result.
1319 */ 1342 */
1320 1343
1321 /* Have object 'fall below' other objects that block view. 1344 /* Have object 'fall below' other objects that block view.
1322 * Unless those objects are exits, type 66 1345 * Unless those objects are exits.
1323 * If INS_ON_TOP is used, don't do this processing 1346 * If INS_ON_TOP is used, don't do this processing
1324 * Need to find the object that in fact blocks view, otherwise 1347 * Need to find the object that in fact blocks view, otherwise
1325 * stacking is a bit odd. 1348 * stacking is a bit odd.
1326 */ 1349 */
1327 if (!(flag & INS_ON_TOP) && 1350 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)) 1351 && ms.flags () & P_BLOCKSVIEW
1352 && (op->face && !faces [op->face].visibility))
1329 { 1353 {
1330 for (last = top; last != floor; last = last->below) 1354 for (last = top; last != floor; last = last->below)
1331 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1355 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1332 break; 1356 break;
1357
1333 /* Check to see if we found the object that blocks view, 1358 /* Check to see if we found the object that blocks view,
1334 * and make sure we have a below pointer for it so that 1359 * and make sure we have a below pointer for it so that
1335 * we can get inserted below this one, which requires we 1360 * we can get inserted below this one, which requires we
1336 * set top to the object below us. 1361 * set top to the object below us.
1337 */ 1362 */
1338 if (last && last->below && last != floor) 1363 if (last && last->below && last != floor)
1339 top = last->below; 1364 top = last->below;
1340 } 1365 }
1341 } /* If objects on this space */ 1366 } /* If objects on this space */
1342
1343 if (flag & INS_MAP_LOAD) 1367 if (flag & INS_MAP_LOAD)
1344 top = GET_MAP_TOP (op->map, op->x, op->y); 1368 top = ms.top;
1345 1369
1346 if (flag & INS_ABOVE_FLOOR_ONLY) 1370 if (flag & INS_ABOVE_FLOOR_ONLY)
1347 top = floor; 1371 top = floor;
1348 1372
1349 /* Top is the object that our object (op) is going to get inserted above. 1373 /* Top is the object that our object (op) is going to get inserted above.
1350 */ 1374 */
1351 1375
1352 /* First object on this space */ 1376 /* First object on this space */
1353 if (!top) 1377 if (!top)
1354 { 1378 {
1355 op->above = GET_MAP_OB (op->map, op->x, op->y); 1379 op->above = ms.bot;
1356 1380
1357 if (op->above) 1381 if (op->above)
1358 op->above->below = op; 1382 op->above->below = op;
1359 1383
1360 op->below = 0; 1384 op->below = 0;
1361 op->ms ().bot = op; 1385 ms.bot = op;
1362 } 1386 }
1363 else 1387 else
1364 { /* get inserted into the stack above top */ 1388 { /* get inserted into the stack above top */
1365 op->above = top->above; 1389 op->above = top->above;
1366 1390
1370 op->below = top; 1394 op->below = top;
1371 top->above = op; 1395 top->above = op;
1372 } 1396 }
1373 1397
1374 if (!op->above) 1398 if (!op->above)
1375 op->ms ().top = op; 1399 ms.top = op;
1376 } /* else not INS_BELOW_ORIGINATOR */ 1400 } /* else not INS_BELOW_ORIGINATOR */
1377 1401
1378 if (op->type == PLAYER) 1402 if (op->type == PLAYER)
1379 { 1403 {
1380 op->contr->do_los = 1; 1404 op->contr->do_los = 1;
1382 op->map->touch (); 1406 op->map->touch ();
1383 } 1407 }
1384 1408
1385 op->map->dirty = true; 1409 op->map->dirty = true;
1386 1410
1387 /* 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.
1389 */
1390 if (!(flag & INS_MAP_LOAD)) 1411 if (!(flag & INS_MAP_LOAD))
1391 if (object *pl = op->ms ().player ()) 1412 if (object *pl = ms.player ())
1392 if (pl->contr->ns)
1393 pl->contr->ns->floorbox_update (); 1413 pl->contr->ns->floorbox_update ();
1394 1414
1395 /* If this object glows, it may affect lighting conditions that are 1415 /* If this object glows, it may affect lighting conditions that are
1396 * visible to others on this map. But update_all_los is really 1416 * visible to others on this map. But update_all_los is really
1397 * an inefficient way to do this, as it means los for all players 1417 * an inefficient way to do this, as it means los for all players
1398 * on the map will get recalculated. The players could very well 1418 * on the map will get recalculated. The players could very well
1417 * blocked() and wall() work properly), and these flags are updated by 1437 * blocked() and wall() work properly), and these flags are updated by
1418 * update_object(). 1438 * update_object().
1419 */ 1439 */
1420 1440
1421 /* if this is not the head or flag has been passed, don't check walk on status */ 1441 /* 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) 1442 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1423 { 1443 {
1424 if (check_move_on (op, originator)) 1444 if (check_move_on (op, originator))
1425 return 0; 1445 return 0;
1426 1446
1427 /* If we are a multi part object, lets work our way through the check 1447 /* If we are a multi part object, lets work our way through the check
1428 * walk on's. 1448 * walk on's.
1429 */ 1449 */
1430 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1450 for (object *tmp = op->more; tmp; tmp = tmp->more)
1431 if (check_move_on (tmp, originator)) 1451 if (check_move_on (tmp, originator))
1432 return 0; 1452 return 0;
1433 } 1453 }
1434 1454
1435 return op; 1455 return op;
1444{ 1464{
1445 object *tmp, *tmp1; 1465 object *tmp, *tmp1;
1446 1466
1447 /* first search for itself and remove any old instances */ 1467 /* first search for itself and remove any old instances */
1448 1468
1449 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1469 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1450 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1470 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1451 tmp->destroy (); 1471 tmp->destroy ();
1452 1472
1453 tmp1 = arch_to_object (archetype::find (arch_string)); 1473 tmp1 = arch_to_object (archetype::find (arch_string));
1454 1474
1455 tmp1->x = op->x; 1475 tmp1->x = op->x;
1458} 1478}
1459 1479
1460object * 1480object *
1461object::insert_at (object *where, object *originator, int flags) 1481object::insert_at (object *where, object *originator, int flags)
1462{ 1482{
1463 where->map->insert (this, where->x, where->y, originator, flags); 1483 return where->map->insert (this, where->x, where->y, originator, flags);
1464} 1484}
1465 1485
1466/* 1486/*
1467 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1487 * 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 1488 * is returned contains nr objects, and the remaining parts contains
1508 * the amount of an object. If the amount reaches 0, the object 1528 * the amount of an object. If the amount reaches 0, the object
1509 * is subsequently removed and freed. 1529 * is subsequently removed and freed.
1510 * 1530 *
1511 * Return value: 'op' if something is left, NULL if the amount reached 0 1531 * Return value: 'op' if something is left, NULL if the amount reached 0
1512 */ 1532 */
1513
1514object * 1533object *
1515decrease_ob_nr (object *op, uint32 i) 1534decrease_ob_nr (object *op, uint32 i)
1516{ 1535{
1517 object *tmp; 1536 object *tmp;
1518 1537
1593 1612
1594/* 1613/*
1595 * add_weight(object, weight) adds the specified weight to an object, 1614 * add_weight(object, weight) adds the specified weight to an object,
1596 * and also updates how much the environment(s) is/are carrying. 1615 * and also updates how much the environment(s) is/are carrying.
1597 */ 1616 */
1598
1599void 1617void
1600add_weight (object *op, signed long weight) 1618add_weight (object *op, signed long weight)
1601{ 1619{
1602 while (op != NULL) 1620 while (op != NULL)
1603 { 1621 {
1618 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1636 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1619 free (dump); 1637 free (dump);
1620 return op; 1638 return op;
1621 } 1639 }
1622 1640
1623 if (where->head) 1641 if (where->head_ () != where)
1624 { 1642 {
1625 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n"); 1643 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1626 where = where->head; 1644 where = where->head;
1627 } 1645 }
1628 1646
1629 return where->insert (op); 1647 return where->insert (op);
1630} 1648}
1635 * inside the object environment. 1653 * inside the object environment.
1636 * 1654 *
1637 * The function returns now pointer to inserted item, and return value can 1655 * The function returns now pointer to inserted item, and return value can
1638 * be != op, if items are merged. -Tero 1656 * be != op, if items are merged. -Tero
1639 */ 1657 */
1640
1641object * 1658object *
1642object::insert (object *op) 1659object::insert (object *op)
1643{ 1660{
1644 object *tmp, *otmp;
1645
1646 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1661 if (!QUERY_FLAG (op, FLAG_REMOVED))
1647 op->remove (); 1662 op->remove ();
1648 1663
1649 if (op->more) 1664 if (op->more)
1650 { 1665 {
1652 return op; 1667 return op;
1653 } 1668 }
1654 1669
1655 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1670 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1656 CLEAR_FLAG (op, FLAG_REMOVED); 1671 CLEAR_FLAG (op, FLAG_REMOVED);
1672
1657 if (op->nrof) 1673 if (op->nrof)
1658 { 1674 {
1659 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1675 for (object *tmp = inv; tmp; tmp = tmp->below)
1660 if (object::can_merge (tmp, op)) 1676 if (object::can_merge (tmp, op))
1661 { 1677 {
1662 /* return the original object and remove inserted object 1678 /* return the original object and remove inserted object
1663 (client needs the original object) */ 1679 (client needs the original object) */
1664 tmp->nrof += op->nrof; 1680 tmp->nrof += op->nrof;
1683 add_weight (this, op->weight * op->nrof); 1699 add_weight (this, op->weight * op->nrof);
1684 } 1700 }
1685 else 1701 else
1686 add_weight (this, (op->weight + op->carrying)); 1702 add_weight (this, (op->weight + op->carrying));
1687 1703
1688 otmp = this->in_player (); 1704 if (object *otmp = this->in_player ())
1689 if (otmp && otmp->contr)
1690 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1705 if (otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1691 otmp->update_stats (); 1706 otmp->update_stats ();
1692 1707
1708 op->owner = 0; // its his/hers now. period.
1693 op->map = 0; 1709 op->map = 0;
1694 op->env = this; 1710 op->env = this;
1695 op->above = 0; 1711 op->above = 0;
1696 op->below = 0; 1712 op->below = 0;
1697 op->x = 0, op->y = 0; 1713 op->x = op->y = 0;
1698 1714
1699 /* reset the light list and los of the players on the map */ 1715 /* reset the light list and los of the players on the map */
1700 if ((op->glow_radius != 0) && map) 1716 if (op->glow_radius && map)
1701 { 1717 {
1702#ifdef DEBUG_LIGHTS 1718#ifdef DEBUG_LIGHTS
1703 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1719 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1704#endif /* DEBUG_LIGHTS */ 1720#endif /* DEBUG_LIGHTS */
1705 if (map->darkness) 1721 if (map->darkness)
1777 1793
1778 /* The objects have to be checked from top to bottom. 1794 /* The objects have to be checked from top to bottom.
1779 * Hence, we first go to the top: 1795 * Hence, we first go to the top:
1780 */ 1796 */
1781 1797
1782 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp && tmp->above; tmp = tmp->above) 1798 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1783 { 1799 {
1784 /* Trim the search when we find the first other spell effect 1800 /* Trim the search when we find the first other spell effect
1785 * this helps performance so that if a space has 50 spell objects, 1801 * this helps performance so that if a space has 50 spell objects,
1786 * we don't need to check all of them. 1802 * we don't need to check all of them.
1787 */ 1803 */
1805 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1821 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)) 1822 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1807 { 1823 {
1808 1824
1809 float 1825 float
1810 diff = tmp->move_slow_penalty * FABS (op->speed); 1826 diff = tmp->move_slow_penalty * fabs (op->speed);
1811 1827
1812 if (op->type == PLAYER) 1828 if (op->type == PLAYER)
1813 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1829 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))) 1830 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1815 diff /= 4.0; 1831 diff /= 4.0;
1845 * The first matching object is returned, or NULL if none. 1861 * The first matching object is returned, or NULL if none.
1846 */ 1862 */
1847object * 1863object *
1848present_arch (const archetype *at, maptile *m, int x, int y) 1864present_arch (const archetype *at, maptile *m, int x, int y)
1849{ 1865{
1850 if (m == NULL || out_of_map (m, x, y)) 1866 if (!m || out_of_map (m, x, y))
1851 { 1867 {
1852 LOG (llevError, "Present_arch called outside map.\n"); 1868 LOG (llevError, "Present_arch called outside map.\n");
1853 return NULL; 1869 return NULL;
1854 } 1870 }
1855 1871
1856 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1872 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1857 if (tmp->arch == at) 1873 if (tmp->arch == at)
1858 return tmp; 1874 return tmp;
1859 1875
1860 return NULL; 1876 return NULL;
1861} 1877}
1872 { 1888 {
1873 LOG (llevError, "Present called outside map.\n"); 1889 LOG (llevError, "Present called outside map.\n");
1874 return NULL; 1890 return NULL;
1875 } 1891 }
1876 1892
1877 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1893 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1878 if (tmp->type == type) 1894 if (tmp->type == type)
1879 return tmp; 1895 return tmp;
1880 1896
1881 return NULL; 1897 return NULL;
1882} 1898}
1959 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1975 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1960 { 1976 {
1961 CLEAR_FLAG (tmp, flag); 1977 CLEAR_FLAG (tmp, flag);
1962 unflag_inv (tmp, flag); 1978 unflag_inv (tmp, flag);
1963 } 1979 }
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} 1980}
1978 1981
1979/* 1982/*
1980 * find_free_spot(object, map, x, y, start, stop) will search for 1983 * 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 1984 * a spot at the given map and coordinates which will be able to contain
2022 } 2025 }
2023 2026
2024 if (!index) 2027 if (!index)
2025 return -1; 2028 return -1;
2026 2029
2027 return altern[RANDOM () % index]; 2030 return altern [rndm (index)];
2028} 2031}
2029 2032
2030/* 2033/*
2031 * find_first_free_spot(archetype, maptile, x, y) works like 2034 * find_first_free_spot(archetype, maptile, x, y) works like
2032 * find_free_spot(), but it will search max number of squares. 2035 * find_free_spot(), but it will search max number of squares.
2053{ 2056{
2054 arr += begin; 2057 arr += begin;
2055 end -= begin; 2058 end -= begin;
2056 2059
2057 while (--end) 2060 while (--end)
2058 swap (arr [end], arr [RANDOM () % (end + 1)]); 2061 swap (arr [end], arr [rndm (end + 1)]);
2059} 2062}
2060 2063
2061/* new function to make monster searching more efficient, and effective! 2064/* new function to make monster searching more efficient, and effective!
2062 * This basically returns a randomized array (in the passed pointer) of 2065 * 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 2066 * the spaces to find monsters. In this way, it won't always look for
2099 object *tmp; 2102 object *tmp;
2100 maptile *mp; 2103 maptile *mp;
2101 2104
2102 MoveType blocked, move_type; 2105 MoveType blocked, move_type;
2103 2106
2104 if (exclude && exclude->head) 2107 if (exclude && exclude->head_ () != exclude)
2105 { 2108 {
2106 exclude = exclude->head; 2109 exclude = exclude->head;
2107 move_type = exclude->move_type; 2110 move_type = exclude->move_type;
2108 } 2111 }
2109 else 2112 else
2132 max = maxfree[i]; 2135 max = maxfree[i];
2133 else if (mflags & P_IS_ALIVE) 2136 else if (mflags & P_IS_ALIVE)
2134 { 2137 {
2135 for (tmp = ms.bot; tmp; tmp = tmp->above) 2138 for (tmp = ms.bot; tmp; tmp = tmp->above)
2136 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2139 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2137 && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2140 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2138 break; 2141 break;
2139 2142
2140 if (tmp) 2143 if (tmp)
2141 return freedir[i]; 2144 return freedir[i];
2142 } 2145 }
2197 2200
2198 return 3; 2201 return 3;
2199} 2202}
2200 2203
2201/* 2204/*
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 2205 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2221 * between two directions (which are expected to be absolute (see absdir()) 2206 * between two directions (which are expected to be absolute (see absdir())
2222 */ 2207 */
2223
2224int 2208int
2225dirdiff (int dir1, int dir2) 2209dirdiff (int dir1, int dir2)
2226{ 2210{
2227 int d; 2211 int d;
2228 2212
2341 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2325 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2342 * core dumps if they do. 2326 * core dumps if they do.
2343 * 2327 *
2344 * Add a check so we can't pick up invisible objects (0.93.8) 2328 * Add a check so we can't pick up invisible objects (0.93.8)
2345 */ 2329 */
2346
2347int 2330int
2348can_pick (const object *who, const object *item) 2331can_pick (const object *who, const object *item)
2349{ 2332{
2350 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2333 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2351 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2334 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2356 * create clone from object to another 2339 * create clone from object to another
2357 */ 2340 */
2358object * 2341object *
2359object_create_clone (object *asrc) 2342object_create_clone (object *asrc)
2360{ 2343{
2361 object *dst = 0, *tmp, *src, *part, *prev, *item; 2344 object *dst = 0, *tmp, *src, *prev, *item;
2362 2345
2363 if (!asrc) 2346 if (!asrc)
2364 return 0; 2347 return 0;
2365 2348
2366 src = asrc;
2367 if (src->head)
2368 src = src->head; 2349 src = asrc->head_ ();
2369 2350
2370 prev = 0; 2351 prev = 0;
2371 for (part = src; part; part = part->more) 2352 for (object *part = src; part; part = part->more)
2372 { 2353 {
2373 tmp = part->clone (); 2354 tmp = part->clone ();
2374 tmp->x -= src->x; 2355 tmp->x -= src->x;
2375 tmp->y -= src->y; 2356 tmp->y -= src->y;
2376 2357
2394 insert_ob_in_ob (object_create_clone (item), dst); 2375 insert_ob_in_ob (object_create_clone (item), dst);
2395 2376
2396 return dst; 2377 return dst;
2397} 2378}
2398 2379
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 2380/* This returns the first object in who's inventory that
2438 * has the same type and subtype match. 2381 * has the same type and subtype match.
2439 * returns NULL if no match. 2382 * returns NULL if no match.
2440 */ 2383 */
2441object * 2384object *
2494 if (link->key == canonical_key) 2437 if (link->key == canonical_key)
2495 return link->value; 2438 return link->value;
2496 2439
2497 return 0; 2440 return 0;
2498} 2441}
2499
2500 2442
2501/* 2443/*
2502 * Updates the canonical_key in op to value. 2444 * Updates the canonical_key in op to value.
2503 * 2445 *
2504 * canonical_key is a shared string (value doesn't have to be). 2446 * canonical_key is a shared string (value doesn't have to be).
2528 /* Basically, if the archetype has this key set, 2470 /* Basically, if the archetype has this key set,
2529 * we need to store the null value so when we save 2471 * we need to store the null value so when we save
2530 * it, we save the empty value so that when we load, 2472 * it, we save the empty value so that when we load,
2531 * we get this value back again. 2473 * we get this value back again.
2532 */ 2474 */
2533 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2475 if (get_ob_key_link (op->arch, canonical_key))
2534 field->value = 0; 2476 field->value = 0;
2535 else 2477 else
2536 { 2478 {
2537 if (last) 2479 if (last)
2538 last->next = field->next; 2480 last->next = field->next;
2607 } 2549 }
2608 else 2550 else
2609 item = item->env; 2551 item = item->env;
2610} 2552}
2611 2553
2612
2613const char * 2554const char *
2614object::flag_desc (char *desc, int len) const 2555object::flag_desc (char *desc, int len) const
2615{ 2556{
2616 char *p = desc; 2557 char *p = desc;
2617 bool first = true; 2558 bool first = true;
2644{ 2585{
2645 char flagdesc[512]; 2586 char flagdesc[512];
2646 char info2[256 * 4]; 2587 char info2[256 * 4];
2647 char *p = info; 2588 char *p = info;
2648 2589
2649 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s%s%s\",flags:[%s],type:%d}", 2590 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2650 count, uuid.seq, 2591 count, uuid.seq,
2651 &name, 2592 &name,
2652 title ? "\",title:" : "", 2593 title ? "\",title:\"" : "",
2653 title ? (const char *)title : "", 2594 title ? (const char *)title : "",
2654 flag_desc (flagdesc, 512), type); 2595 flag_desc (flagdesc, 512), type);
2655 2596
2656 if (env) 2597 if (!this->flag[FLAG_REMOVED] && env)
2657 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2598 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2658 2599
2659 if (map) 2600 if (map)
2660 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y); 2601 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2661 2602
2663} 2604}
2664 2605
2665const char * 2606const char *
2666object::debug_desc () const 2607object::debug_desc () const
2667{ 2608{
2668 static char info[256 * 4]; 2609 static char info[3][256 * 4];
2610 static int info_idx;
2611
2669 return debug_desc (info); 2612 return debug_desc (info [++info_idx % 3]);
2670} 2613}
2671 2614
2615struct region *
2616object::region () const
2617{
2618 return map ? map->region (x, y)
2619 : region::default_region ();
2620}
2621
2622const materialtype_t *
2623object::dominant_material () const
2624{
2625 if (materialtype_t *mt = name_to_material (materialname))
2626 return mt;
2627
2628 return name_to_material (shstr_unknown);
2629}
2630
2631void
2632object::open_container (object *new_container)
2633{
2634 if (container == new_container)
2635 return;
2636
2637 if (object *old_container = container)
2638 {
2639 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2640 return;
2641
2642#if 0
2643 // remove the "Close old_container" object.
2644 if (object *closer = old_container->inv)
2645 if (closer->type == CLOSE_CON)
2646 closer->destroy ();
2647#endif
2648
2649 old_container->flag [FLAG_APPLIED] = 0;
2650 container = 0;
2651
2652 esrv_update_item (UPD_FLAGS, this, old_container);
2653 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2654 play_sound (sound_find ("chest_close"));
2655 }
2656
2657 if (new_container)
2658 {
2659 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2660 return;
2661
2662 // TODO: this does not seem to serve any purpose anymore?
2663#if 0
2664 // insert the "Close Container" object.
2665 if (archetype *closer = new_container->other_arch)
2666 {
2667 object *closer = arch_to_object (new_container->other_arch);
2668 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2669 new_container->insert (closer);
2670 }
2671#endif
2672
2673 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2674
2675 new_container->flag [FLAG_APPLIED] = 1;
2676 container = new_container;
2677
2678 esrv_update_item (UPD_FLAGS, this, new_container);
2679 esrv_send_inventory (this, new_container);
2680 play_sound (sound_find ("chest_open"));
2681 }
2682}
2683
2684object *
2685object::force_find (const shstr name)
2686{
2687 /* cycle through his inventory to look for the MARK we want to
2688 * place
2689 */
2690 for (object *tmp = inv; tmp; tmp = tmp->below)
2691 if (tmp->type == FORCE && tmp->slaying == name)
2692 return splay (tmp);
2693
2694 return 0;
2695}
2696
2697void
2698object::force_add (const shstr name, int duration)
2699{
2700 if (object *force = force_find (name))
2701 force->destroy ();
2702
2703 object *force = get_archetype (FORCE_NAME);
2704
2705 force->slaying = name;
2706 force->stats.food = 1;
2707 force->speed_left = -1.f;
2708
2709 force->set_speed (duration ? 1.f / duration : 0.f);
2710 force->flag [FLAG_IS_USED_UP] = true;
2711 force->flag [FLAG_APPLIED] = true;
2712
2713 insert (force);
2714}
2715
2716void
2717object::play_sound (faceidx sound) const
2718{
2719 if (!sound)
2720 return;
2721
2722 if (flag [FLAG_REMOVED])
2723 return;
2724
2725 if (env)
2726 {
2727 if (object *pl = in_player ())
2728 pl->contr->play_sound (sound);
2729 }
2730 else
2731 map->play_sound (sound, x, y);
2732}
2733

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