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Comparing deliantra/server/common/object.C (file contents):
Revision 1.114 by root, Sun Jan 14 22:06:05 2007 UTC vs.
Revision 1.185 by root, Fri Aug 24 01:23:29 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 (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 7 *
8 This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT is free software: you can redistribute it and/or modify
9 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 (at your option) any later version. 11 * (at your option) any later version.
12 12 *
13 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 GNU General Public License for more details. 16 * GNU General Public License for more details.
17 17 *
18 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
21
22 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>
23*/ 22 */
24 23
25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
26 sub/add_weight will transcend the environment updating the carrying 25 sub/add_weight will transcend the environment updating the carrying
27 variable. */ 26 variable. */
28#include <global.h> 27#include <global.h>
29#include <stdio.h> 28#include <stdio.h>
30#include <sys/types.h> 29#include <sys/types.h>
31#include <sys/uio.h> 30#include <sys/uio.h>
32#include <object.h> 31#include <object.h>
33#include <funcpoint.h> 32#include <funcpoint.h>
33#include <sproto.h>
34#include <loader.h> 34#include <loader.h>
35 35
36#include <bitset> 36#include <bitset>
37 37
38int nrofallocobjects = 0; 38int nrofallocobjects = 0;
299 return 0; 299 return 0;
300 else if (!compare_ob_value_lists (ob1, ob2)) 300 else if (!compare_ob_value_lists (ob1, ob2))
301 return 0; 301 return 0;
302 } 302 }
303 303
304 //TODO: generate an event or call into perl for additional checks
305 if (ob1->self || ob2->self) 304 if (ob1->self || ob2->self)
306 { 305 {
307 ob1->optimise (); 306 ob1->optimise ();
308 ob2->optimise (); 307 ob2->optimise ();
309 308
310 if (ob1->self || ob2->self) 309 if (ob1->self || ob2->self)
310 if (!cfperl_can_merge (ob1, ob2))
311 return 0; 311 return 0;
312 } 312 }
313 313
314 /* Everything passes, must be OK. */ 314 /* Everything passes, must be OK. */
315 return 1; 315 return 1;
316} 316}
324sum_weight (object *op) 324sum_weight (object *op)
325{ 325{
326 long sum; 326 long sum;
327 object *inv; 327 object *inv;
328 328
329 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 329 for (sum = 0, inv = op->inv; inv; inv = inv->below)
330 { 330 {
331 if (inv->inv) 331 if (inv->inv)
332 sum_weight (inv); 332 sum_weight (inv);
333
333 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 334 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
334 } 335 }
335 336
336 if (op->type == CONTAINER && op->stats.Str) 337 if (op->type == CONTAINER && op->stats.Str)
337 sum = (sum * (100 - op->stats.Str)) / 100; 338 sum = (sum * (100 - op->stats.Str)) / 100;
357/* 358/*
358 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 359 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
359 * Some error messages. 360 * Some error messages.
360 * 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.
361 */ 362 */
362
363char * 363char *
364dump_object (object *op) 364dump_object (object *op)
365{ 365{
366 if (!op) 366 if (!op)
367 return strdup ("[NULLOBJ]"); 367 return strdup ("[NULLOBJ]");
368 368
369 object_freezer freezer; 369 object_freezer freezer;
370 save_object (freezer, op, 1); 370 op->write (freezer);
371 return freezer.as_string (); 371 return freezer.as_string ();
372} 372}
373 373
374/* 374/*
375 * 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
376 * multi-object 1 which is closest to the second object. 376 * multi-object 1 which is closest to the second object.
377 * If it's not a multi-object, it is returned. 377 * If it's not a multi-object, it is returned.
378 */ 378 */
379
380object * 379object *
381get_nearest_part (object *op, const object *pl) 380get_nearest_part (object *op, const object *pl)
382{ 381{
383 object *tmp, *closest; 382 object *tmp, *closest;
384 int last_dist, i; 383 int last_dist, i;
429} 428}
430 429
431/* 430/*
432 * Sets the owner and sets the skill and exp pointers to owner's current 431 * Sets the owner and sets the skill and exp pointers to owner's current
433 * skill and experience objects. 432 * skill and experience objects.
433 * ACTUALLY NO! investigate! TODO
434 */ 434 */
435void 435void
436object::set_owner (object *owner) 436object::set_owner (object *owner)
437{ 437{
438 // allow objects which own objects
438 if (!owner) 439 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) 440 while (owner->owner)
449 owner = owner->owner; 441 owner = owner->owner;
450 442
451 this->owner = owner; 443 this->owner = owner;
444}
445
446int
447object::slottype () const
448{
449 if (type == SKILL)
450 {
451 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
452 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
453 }
454 else
455 {
456 if (slot [body_combat].info) return slot_combat;
457 if (slot [body_range ].info) return slot_ranged;
458 }
459
460 return slot_none;
461}
462
463bool
464object::change_weapon (object *ob)
465{
466 if (current_weapon == ob)
467 return true;
468
469 if (chosen_skill)
470 chosen_skill->flag [FLAG_APPLIED] = false;
471
472 current_weapon = ob;
473 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
474
475 if (chosen_skill)
476 chosen_skill->flag [FLAG_APPLIED] = true;
477
478 update_stats ();
479
480 if (ob)
481 {
482 // now check wether any body locations became invalid, in which case
483 // we cannot apply the weapon at the moment.
484 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
485 if (slot[i].used < 0)
486 {
487 current_weapon = chosen_skill = 0;
488 update_stats ();
489
490 new_draw_info_format (NDI_UNIQUE, 0, this,
491 "You try to balance all your items at once, "
492 "but the %s is just too much for your body. "
493 "[You need to unapply some items first.]", &ob->name);
494 return false;
495 }
496
497 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
498 }
499 else
500 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
501
502 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
503 {
504 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
505 &name, ob->debug_desc ());
506 return false;
507 }
508
509 return true;
452} 510}
453 511
454/* Zero the key_values on op, decrementing the shared-string 512/* Zero the key_values on op, decrementing the shared-string
455 * refcounts and freeing the links. 513 * refcounts and freeing the links.
456 */ 514 */
457static void 515static void
458free_key_values (object *op) 516free_key_values (object *op)
459{ 517{
460 for (key_value *i = op->key_values; i != 0;) 518 for (key_value *i = op->key_values; i; )
461 { 519 {
462 key_value *next = i->next; 520 key_value *next = i->next;
463 delete i; 521 delete i;
464 522
465 i = next; 523 i = next;
466 } 524 }
467 525
468 op->key_values = 0; 526 op->key_values = 0;
469} 527}
470 528
471/* 529object &
472 * copy_to first frees everything allocated by the dst object, 530object::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{ 531{
482 bool is_freed = QUERY_FLAG (dst, FLAG_FREED); 532 bool is_freed = flag [FLAG_FREED];
483 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED); 533 bool is_removed = flag [FLAG_REMOVED];
484 534
485 *(object_copy *)dst = *this; 535 *(object_copy *)this = src;
486 536
487 if (is_freed) 537 flag [FLAG_FREED] = is_freed;
488 SET_FLAG (dst, FLAG_FREED); 538 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;
495 539
496 /* Copy over key_values, if any. */ 540 /* Copy over key_values, if any. */
497 if (key_values) 541 if (src.key_values)
498 { 542 {
499 key_value *tail = 0; 543 key_value *tail = 0;
500 key_value *i;
501
502 dst->key_values = 0; 544 key_values = 0;
503 545
504 for (i = key_values; i; i = i->next) 546 for (key_value *i = src.key_values; i; i = i->next)
505 { 547 {
506 key_value *new_link = new key_value; 548 key_value *new_link = new key_value;
507 549
508 new_link->next = 0; 550 new_link->next = 0;
509 new_link->key = i->key; 551 new_link->key = i->key;
510 new_link->value = i->value; 552 new_link->value = i->value;
511 553
512 /* Try and be clever here, too. */ 554 /* Try and be clever here, too. */
513 if (!dst->key_values) 555 if (!key_values)
514 { 556 {
515 dst->key_values = new_link; 557 key_values = new_link;
516 tail = new_link; 558 tail = new_link;
517 } 559 }
518 else 560 else
519 { 561 {
520 tail->next = new_link; 562 tail->next = new_link;
521 tail = new_link; 563 tail = new_link;
522 } 564 }
523 } 565 }
524 } 566 }
567}
568
569/*
570 * copy_to first frees everything allocated by the dst object,
571 * and then copies the contents of itself into the second
572 * object, allocating what needs to be allocated. Basically, any
573 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
574 * if the first object is freed, the pointers in the new object
575 * will point at garbage.
576 */
577void
578object::copy_to (object *dst)
579{
580 *dst = *this;
581
582 if (speed < 0)
583 dst->speed_left -= rndm ();
525 584
526 dst->set_speed (dst->speed); 585 dst->set_speed (dst->speed);
586}
587
588void
589object::instantiate ()
590{
591 if (!uuid.seq) // HACK
592 uuid = gen_uuid ();
593
594 speed_left = -0.1f;
595 /* copy the body_info to the body_used - this is only really
596 * need for monsters, but doesn't hurt to do it for everything.
597 * by doing so, when a monster is created, it has good starting
598 * values for the body_used info, so when items are created
599 * for it, they can be properly equipped.
600 */
601 for (int i = NUM_BODY_LOCATIONS; i--; )
602 slot[i].used = slot[i].info;
603
604 attachable::instantiate ();
527} 605}
528 606
529object * 607object *
530object::clone () 608object::clone ()
531{ 609{
589 * UP_OBJ_FACE: only the objects face has changed. 667 * UP_OBJ_FACE: only the objects face has changed.
590 */ 668 */
591void 669void
592update_object (object *op, int action) 670update_object (object *op, int action)
593{ 671{
594 MoveType move_on, move_off, move_block, move_slow;
595
596 if (op == NULL) 672 if (op == NULL)
597 { 673 {
598 /* this should never happen */ 674 /* this should never happen */
599 LOG (llevDebug, "update_object() called for NULL object.\n"); 675 LOG (llevDebug, "update_object() called for NULL object.\n");
600 return; 676 return;
670 face = blank_face; 746 face = blank_face;
671} 747}
672 748
673object::~object () 749object::~object ()
674{ 750{
751 unlink ();
752
675 free_key_values (this); 753 free_key_values (this);
676} 754}
677 755
678static int object_count; 756static int object_count;
679 757
687 objects.insert (this); 765 objects.insert (this);
688} 766}
689 767
690void object::unlink () 768void object::unlink ()
691{ 769{
692 assert (index);//D 770 if (!index)
771 return;
772
693 objects.erase (this); 773 objects.erase (this);
694 refcnt_dec (); 774 refcnt_dec ();
695} 775}
696 776
697void 777void
771 * drop on that space. 851 * drop on that space.
772 */ 852 */
773 if (!drop_to_ground 853 if (!drop_to_ground
774 || !map 854 || !map
775 || map->in_memory != MAP_IN_MEMORY 855 || map->in_memory != MAP_IN_MEMORY
856 || map->nodrop
776 || ms ().move_block == MOVE_ALL) 857 || ms ().move_block == MOVE_ALL)
777 { 858 {
778 while (inv) 859 while (inv)
779 { 860 {
780 inv->destroy_inv (drop_to_ground); 861 inv->destroy_inv (drop_to_ground);
847 map = freed_map; 928 map = freed_map;
848 x = 1; 929 x = 1;
849 y = 1; 930 y = 1;
850 } 931 }
851 932
852 head = 0;
853
854 if (more) 933 if (more)
855 { 934 {
856 more->destroy (); 935 more->destroy ();
857 more = 0; 936 more = 0;
858 } 937 }
859 938
939 head = 0;
940
860 // clear those pointers that likely might have circular references to us 941 // clear those pointers that likely might cause circular references
861 owner = 0; 942 owner = 0;
862 enemy = 0; 943 enemy = 0;
863 attacked_by = 0; 944 attacked_by = 0;
945 current_weapon = 0;
864} 946}
865 947
866void 948void
867object::destroy (bool destroy_inventory) 949object::destroy (bool destroy_inventory)
868{ 950{
869 if (destroyed ()) 951 if (destroyed ())
870 return; 952 return;
871 953
872 if (destroy_inventory) 954 if (destroy_inventory)
873 destroy_inv (false); 955 destroy_inv (false);
956
957 if (is_head ())
958 if (sound_destroy)
959 play_sound (sound_destroy);
960 else if (flag [FLAG_MONSTER])
961 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
874 962
875 attachable::destroy (); 963 attachable::destroy ();
876} 964}
877 965
878/* 966/*
896 * This function removes the object op from the linked list of objects 984 * This function removes the object op from the linked list of objects
897 * which it is currently tied to. When this function is done, the 985 * which it is currently tied to. When this function is done, the
898 * object will have no environment. If the object previously had an 986 * object will have no environment. If the object previously had an
899 * environment, the x and y coordinates will be updated to 987 * environment, the x and y coordinates will be updated to
900 * the previous environment. 988 * the previous environment.
901 * Beware: This function is called from the editor as well!
902 */ 989 */
903void 990void
904object::remove () 991object::do_remove ()
905{ 992{
906 object *tmp, *last = 0; 993 object *tmp, *last = 0;
907 object *otmp; 994 object *otmp;
908 995
909 if (QUERY_FLAG (this, FLAG_REMOVED)) 996 if (QUERY_FLAG (this, FLAG_REMOVED))
952 } 1039 }
953 else if (map) 1040 else if (map)
954 { 1041 {
955 if (type == PLAYER) 1042 if (type == PLAYER)
956 { 1043 {
1044 // leaving a spot always closes any open container on the ground
1045 if (container && !container->env)
1046 // this causes spurious floorbox updates, but it ensures
1047 // that the CLOSE event is being sent.
1048 close_container ();
1049
957 --map->players; 1050 --map->players;
958 map->touch (); 1051 map->touch ();
959 } 1052 }
960 1053
961 map->dirty = true; 1054 map->dirty = true;
1055 mapspace &ms = this->ms ();
962 1056
963 /* link the object above us */ 1057 /* link the object above us */
964 if (above) 1058 if (above)
965 above->below = below; 1059 above->below = below;
966 else 1060 else
967 map->at (x, y).top = below; /* we were top, set new top */ 1061 ms.top = below; /* we were top, set new top */
968 1062
969 /* Relink the object below us, if there is one */ 1063 /* Relink the object below us, if there is one */
970 if (below) 1064 if (below)
971 below->above = above; 1065 below->above = above;
972 else 1066 else
974 /* Nothing below, which means we need to relink map object for this space 1068 /* Nothing below, which means we need to relink map object for this space
975 * use translated coordinates in case some oddness with map tiling is 1069 * use translated coordinates in case some oddness with map tiling is
976 * evident 1070 * evident
977 */ 1071 */
978 if (GET_MAP_OB (map, x, y) != this) 1072 if (GET_MAP_OB (map, x, y) != this)
979 {
980 char *dump = dump_object (this);
981 LOG (llevError,
982 "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", dump); 1073 LOG (llevError, "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom? %s\n", debug_desc ());
983 free (dump);
984 dump = dump_object (GET_MAP_OB (map, x, y));
985 LOG (llevError, "%s\n", dump);
986 free (dump);
987 }
988 1074
989 map->at (x, y).bot = above; /* goes on above it. */ 1075 ms.bot = above; /* goes on above it. */
990 } 1076 }
991 1077
992 above = 0; 1078 above = 0;
993 below = 0; 1079 below = 0;
994 1080
995 if (map->in_memory == MAP_SAVING) 1081 if (map->in_memory == MAP_SAVING)
996 return; 1082 return;
997 1083
998 int check_walk_off = !flag [FLAG_NO_APPLY]; 1084 int check_walk_off = !flag [FLAG_NO_APPLY];
999 1085
1086 if (object *pl = ms.player ())
1087 {
1088 if (pl->container == this)
1089 /* If a container that the player is currently using somehow gets
1090 * removed (most likely destroyed), update the player view
1091 * appropriately.
1092 */
1093 pl->close_container ();
1094
1095 pl->contr->ns->floorbox_update ();
1096 }
1097
1000 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above) 1098 for (tmp = ms.bot; tmp; tmp = tmp->above)
1001 { 1099 {
1002 /* No point updating the players look faces if he is the object 1100 /* No point updating the players look faces if he is the object
1003 * being removed. 1101 * being removed.
1004 */ 1102 */
1005
1006 if (tmp->type == PLAYER && tmp != this)
1007 {
1008 /* If a container that the player is currently using somehow gets
1009 * removed (most likely destroyed), update the player view
1010 * appropriately.
1011 */
1012 if (tmp->container == this)
1013 {
1014 flag [FLAG_APPLIED] = 0;
1015 tmp->container = 0;
1016 }
1017
1018 if (tmp->contr->ns)
1019 tmp->contr->ns->floorbox_update ();
1020 }
1021 1103
1022 /* See if object moving off should effect something */ 1104 /* See if object moving off should effect something */
1023 if (check_walk_off 1105 if (check_walk_off
1024 && ((move_type & tmp->move_off) 1106 && ((move_type & tmp->move_off)
1025 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1107 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1028 1110
1029 if (destroyed ()) 1111 if (destroyed ())
1030 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1112 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1031 } 1113 }
1032 1114
1033 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1034 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1035 if (tmp->above == tmp)
1036 tmp->above = 0;
1037
1038 last = tmp; 1115 last = tmp;
1039 } 1116 }
1040 1117
1041 /* last == NULL if there are no objects on this space */ 1118 /* last == NULL if there are no objects on this space */
1042 //TODO: this makes little sense, why only update the topmost object? 1119 //TODO: this makes little sense, why only update the topmost object?
1085 } 1162 }
1086 1163
1087 return 0; 1164 return 0;
1088} 1165}
1089 1166
1167void
1168object::expand_tail ()
1169{
1170 if (more)
1171 return;
1172
1173 object *prev = this;
1174
1175 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1176 {
1177 object *op = arch_to_object (at);
1178
1179 op->name = name;
1180 op->name_pl = name_pl;
1181 op->title = title;
1182
1183 op->head = this;
1184 prev->more = op;
1185
1186 prev = op;
1187 }
1188}
1189
1090/* 1190/*
1091 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1191 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1092 * job preparing multi-part monsters 1192 * job preparing multi-part monsters.
1093 */ 1193 */
1094object * 1194object *
1095insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1195insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1096{ 1196{
1097 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1197 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1098 { 1198 {
1099 tmp->x = x + tmp->arch->clone.x; 1199 tmp->x = x + tmp->arch->x;
1100 tmp->y = y + tmp->arch->clone.y; 1200 tmp->y = y + tmp->arch->y;
1101 } 1201 }
1102 1202
1103 return insert_ob_in_map (op, m, originator, flag); 1203 return insert_ob_in_map (op, m, originator, flag);
1104} 1204}
1105 1205
1124 * just 'op' otherwise 1224 * just 'op' otherwise
1125 */ 1225 */
1126object * 1226object *
1127insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1227insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1128{ 1228{
1229 assert (!op->flag [FLAG_FREED]);
1230
1129 object *tmp, *top, *floor = NULL; 1231 object *top, *floor = NULL;
1130 sint16 x, y;
1131 1232
1132 if (QUERY_FLAG (op, FLAG_FREED)) 1233 op->remove ();
1133 {
1134 LOG (llevError, "Trying to insert freed object!\n");
1135 return NULL;
1136 }
1137
1138 if (!m)
1139 {
1140 char *dump = dump_object (op);
1141 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1142 free (dump);
1143 return op;
1144 }
1145 1234
1146 if (out_of_map (m, op->x, op->y)) 1235 if (out_of_map (m, op->x, op->y))
1147 { 1236 {
1148 char *dump = dump_object (op);
1149 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump); 1237 LOG (llevError, "Trying to insert object outside the map.\n%s\n", op->debug_desc ());
1150#ifdef MANY_CORES 1238#ifdef MANY_CORES
1151 /* Better to catch this here, as otherwise the next use of this object 1239 /* Better to catch this here, as otherwise the next use of this object
1152 * is likely to cause a crash. Better to find out where it is getting 1240 * is likely to cause a crash. Better to find out where it is getting
1153 * improperly inserted. 1241 * improperly inserted.
1154 */ 1242 */
1155 abort (); 1243 abort ();
1156#endif 1244#endif
1157 free (dump);
1158 return op; 1245 return op;
1159 } 1246 }
1160 1247
1161 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1248 if (object *more = op->more)
1162 { 1249 if (!insert_ob_in_map (more, m, originator, flag))
1163 char *dump = dump_object (op);
1164 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1165 free (dump);
1166 return op; 1250 return 0;
1167 }
1168
1169 if (op->more)
1170 {
1171 /* The part may be on a different map. */
1172
1173 object *more = op->more;
1174
1175 /* We really need the caller to normalise coordinates - if
1176 * we set the map, that doesn't work if the location is within
1177 * a map and this is straddling an edge. So only if coordinate
1178 * is clear wrong do we normalise it.
1179 */
1180 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1181 more->map = get_map_from_coord (m, &more->x, &more->y);
1182 else if (!more->map)
1183 {
1184 /* For backwards compatibility - when not dealing with tiled maps,
1185 * more->map should always point to the parent.
1186 */
1187 more->map = m;
1188 }
1189
1190 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1191 {
1192 if (!op->head)
1193 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1194
1195 return 0;
1196 }
1197 }
1198 1251
1199 CLEAR_FLAG (op, FLAG_REMOVED); 1252 CLEAR_FLAG (op, FLAG_REMOVED);
1200 1253
1201 /* Ideally, the caller figures this out. However, it complicates a lot 1254 /* Ideally, the caller figures this out. However, it complicates a lot
1202 * of areas of callers (eg, anything that uses find_free_spot would now 1255 * of areas of callers (eg, anything that uses find_free_spot would now
1203 * need extra work 1256 * need extra work
1204 */ 1257 */
1205 op->map = get_map_from_coord (m, &op->x, &op->y); 1258 if (!xy_normalise (m, op->x, op->y))
1206 x = op->x; 1259 return 0;
1207 y = op->y; 1260
1261 op->map = m;
1262 mapspace &ms = op->ms ();
1208 1263
1209 /* this has to be done after we translate the coordinates. 1264 /* this has to be done after we translate the coordinates.
1210 */ 1265 */
1211 if (op->nrof && !(flag & INS_NO_MERGE)) 1266 if (op->nrof && !(flag & INS_NO_MERGE))
1212 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above) 1267 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1213 if (object::can_merge (op, tmp)) 1268 if (object::can_merge (op, tmp))
1214 { 1269 {
1215 op->nrof += tmp->nrof; 1270 op->nrof += tmp->nrof;
1216 tmp->destroy (); 1271 tmp->destroy ();
1217 } 1272 }
1234 op->below = originator->below; 1289 op->below = originator->below;
1235 1290
1236 if (op->below) 1291 if (op->below)
1237 op->below->above = op; 1292 op->below->above = op;
1238 else 1293 else
1239 op->ms ().bot = op; 1294 ms.bot = op;
1240 1295
1241 /* since *below* originator, no need to update top */ 1296 /* since *below* originator, no need to update top */
1242 originator->below = op; 1297 originator->below = op;
1243 } 1298 }
1244 else 1299 else
1245 { 1300 {
1301 top = ms.bot;
1302
1246 /* If there are other objects, then */ 1303 /* If there are other objects, then */
1247 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1304 if ((!(flag & INS_MAP_LOAD)) && top)
1248 { 1305 {
1249 object *last = 0; 1306 object *last = 0;
1250 1307
1251 /* 1308 /*
1252 * If there are multiple objects on this space, we do some trickier handling. 1309 * If there are multiple objects on this space, we do some trickier handling.
1258 * once we get to them. This reduces the need to traverse over all of 1315 * once we get to them. This reduces the need to traverse over all of
1259 * them when adding another one - this saves quite a bit of cpu time 1316 * them when adding another one - this saves quite a bit of cpu time
1260 * when lots of spells are cast in one area. Currently, it is presumed 1317 * when lots of spells are cast in one area. Currently, it is presumed
1261 * that flying non pickable objects are spell objects. 1318 * that flying non pickable objects are spell objects.
1262 */ 1319 */
1263 while (top) 1320 for (top = ms.bot; top; top = top->above)
1264 { 1321 {
1265 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1322 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1266 floor = top; 1323 floor = top;
1267 1324
1268 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1325 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1271 top = top->below; 1328 top = top->below;
1272 break; 1329 break;
1273 } 1330 }
1274 1331
1275 last = top; 1332 last = top;
1276 top = top->above;
1277 } 1333 }
1278 1334
1279 /* Don't want top to be NULL, so set it to the last valid object */ 1335 /* Don't want top to be NULL, so set it to the last valid object */
1280 top = last; 1336 top = last;
1281 1337
1283 * looks like instead of lots of conditions here. 1339 * looks like instead of lots of conditions here.
1284 * makes things faster, and effectively the same result. 1340 * makes things faster, and effectively the same result.
1285 */ 1341 */
1286 1342
1287 /* Have object 'fall below' other objects that block view. 1343 /* Have object 'fall below' other objects that block view.
1288 * Unless those objects are exits, type 66 1344 * Unless those objects are exits.
1289 * If INS_ON_TOP is used, don't do this processing 1345 * If INS_ON_TOP is used, don't do this processing
1290 * Need to find the object that in fact blocks view, otherwise 1346 * Need to find the object that in fact blocks view, otherwise
1291 * stacking is a bit odd. 1347 * stacking is a bit odd.
1292 */ 1348 */
1293 if (!(flag & INS_ON_TOP) && 1349 if (!(flag & INS_ON_TOP)
1294 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1350 && ms.flags () & P_BLOCKSVIEW
1351 && (op->face && !faces [op->face].visibility))
1295 { 1352 {
1296 for (last = top; last != floor; last = last->below) 1353 for (last = top; last != floor; last = last->below)
1297 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1354 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1298 break; 1355 break;
1356
1299 /* Check to see if we found the object that blocks view, 1357 /* Check to see if we found the object that blocks view,
1300 * and make sure we have a below pointer for it so that 1358 * and make sure we have a below pointer for it so that
1301 * we can get inserted below this one, which requires we 1359 * we can get inserted below this one, which requires we
1302 * set top to the object below us. 1360 * set top to the object below us.
1303 */ 1361 */
1304 if (last && last->below && last != floor) 1362 if (last && last->below && last != floor)
1305 top = last->below; 1363 top = last->below;
1306 } 1364 }
1307 } /* If objects on this space */ 1365 } /* If objects on this space */
1308
1309 if (flag & INS_MAP_LOAD) 1366 if (flag & INS_MAP_LOAD)
1310 top = GET_MAP_TOP (op->map, op->x, op->y); 1367 top = ms.top;
1311 1368
1312 if (flag & INS_ABOVE_FLOOR_ONLY) 1369 if (flag & INS_ABOVE_FLOOR_ONLY)
1313 top = floor; 1370 top = floor;
1314 1371
1315 /* Top is the object that our object (op) is going to get inserted above. 1372 /* Top is the object that our object (op) is going to get inserted above.
1316 */ 1373 */
1317 1374
1318 /* First object on this space */ 1375 /* First object on this space */
1319 if (!top) 1376 if (!top)
1320 { 1377 {
1321 op->above = GET_MAP_OB (op->map, op->x, op->y); 1378 op->above = ms.bot;
1322 1379
1323 if (op->above) 1380 if (op->above)
1324 op->above->below = op; 1381 op->above->below = op;
1325 1382
1326 op->below = 0; 1383 op->below = 0;
1327 op->ms ().bot = op; 1384 ms.bot = op;
1328 } 1385 }
1329 else 1386 else
1330 { /* get inserted into the stack above top */ 1387 { /* get inserted into the stack above top */
1331 op->above = top->above; 1388 op->above = top->above;
1332 1389
1336 op->below = top; 1393 op->below = top;
1337 top->above = op; 1394 top->above = op;
1338 } 1395 }
1339 1396
1340 if (!op->above) 1397 if (!op->above)
1341 op->ms ().top = op; 1398 ms.top = op;
1342 } /* else not INS_BELOW_ORIGINATOR */ 1399 } /* else not INS_BELOW_ORIGINATOR */
1343 1400
1344 if (op->type == PLAYER) 1401 if (op->type == PLAYER)
1345 { 1402 {
1346 op->contr->do_los = 1; 1403 op->contr->do_los = 1;
1348 op->map->touch (); 1405 op->map->touch ();
1349 } 1406 }
1350 1407
1351 op->map->dirty = true; 1408 op->map->dirty = true;
1352 1409
1353 /* If we have a floor, we know the player, if any, will be above
1354 * it, so save a few ticks and start from there.
1355 */
1356 if (!(flag & INS_MAP_LOAD)) 1410 if (!(flag & INS_MAP_LOAD))
1357 if (object *pl = op->ms ().player ()) 1411 if (object *pl = ms.player ())
1358 if (pl->contr->ns)
1359 pl->contr->ns->floorbox_update (); 1412 pl->contr->ns->floorbox_update ();
1360 1413
1361 /* If this object glows, it may affect lighting conditions that are 1414 /* If this object glows, it may affect lighting conditions that are
1362 * visible to others on this map. But update_all_los is really 1415 * visible to others on this map. But update_all_los is really
1363 * an inefficient way to do this, as it means los for all players 1416 * an inefficient way to do this, as it means los for all players
1364 * on the map will get recalculated. The players could very well 1417 * on the map will get recalculated. The players could very well
1383 * blocked() and wall() work properly), and these flags are updated by 1436 * blocked() and wall() work properly), and these flags are updated by
1384 * update_object(). 1437 * update_object().
1385 */ 1438 */
1386 1439
1387 /* if this is not the head or flag has been passed, don't check walk on status */ 1440 /* if this is not the head or flag has been passed, don't check walk on status */
1388 if (!(flag & INS_NO_WALK_ON) && !op->head) 1441 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1389 { 1442 {
1390 if (check_move_on (op, originator)) 1443 if (check_move_on (op, originator))
1391 return 0; 1444 return 0;
1392 1445
1393 /* If we are a multi part object, lets work our way through the check 1446 /* If we are a multi part object, lets work our way through the check
1394 * walk on's. 1447 * walk on's.
1395 */ 1448 */
1396 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1449 for (object *tmp = op->more; tmp; tmp = tmp->more)
1397 if (check_move_on (tmp, originator)) 1450 if (check_move_on (tmp, originator))
1398 return 0; 1451 return 0;
1399 } 1452 }
1400 1453
1401 return op; 1454 return op;
1411 object *tmp, *tmp1; 1464 object *tmp, *tmp1;
1412 1465
1413 /* first search for itself and remove any old instances */ 1466 /* first search for itself and remove any old instances */
1414 1467
1415 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 1468 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1416 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1469 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1417 tmp->destroy (); 1470 tmp->destroy ();
1418 1471
1419 tmp1 = arch_to_object (archetype::find (arch_string)); 1472 tmp1 = arch_to_object (archetype::find (arch_string));
1420 1473
1421 tmp1->x = op->x; 1474 tmp1->x = op->x;
1424} 1477}
1425 1478
1426object * 1479object *
1427object::insert_at (object *where, object *originator, int flags) 1480object::insert_at (object *where, object *originator, int flags)
1428{ 1481{
1429 where->map->insert (this, where->x, where->y, originator, flags); 1482 return where->map->insert (this, where->x, where->y, originator, flags);
1430} 1483}
1431 1484
1432/* 1485/*
1433 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1486 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1434 * is returned contains nr objects, and the remaining parts contains 1487 * is returned contains nr objects, and the remaining parts contains
1474 * the amount of an object. If the amount reaches 0, the object 1527 * the amount of an object. If the amount reaches 0, the object
1475 * is subsequently removed and freed. 1528 * is subsequently removed and freed.
1476 * 1529 *
1477 * Return value: 'op' if something is left, NULL if the amount reached 0 1530 * Return value: 'op' if something is left, NULL if the amount reached 0
1478 */ 1531 */
1479
1480object * 1532object *
1481decrease_ob_nr (object *op, uint32 i) 1533decrease_ob_nr (object *op, uint32 i)
1482{ 1534{
1483 object *tmp; 1535 object *tmp;
1484 1536
1559 1611
1560/* 1612/*
1561 * add_weight(object, weight) adds the specified weight to an object, 1613 * add_weight(object, weight) adds the specified weight to an object,
1562 * and also updates how much the environment(s) is/are carrying. 1614 * and also updates how much the environment(s) is/are carrying.
1563 */ 1615 */
1564
1565void 1616void
1566add_weight (object *op, signed long weight) 1617add_weight (object *op, signed long weight)
1567{ 1618{
1568 while (op != NULL) 1619 while (op != NULL)
1569 { 1620 {
1584 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1635 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1585 free (dump); 1636 free (dump);
1586 return op; 1637 return op;
1587 } 1638 }
1588 1639
1589 if (where->head) 1640 if (where->head_ () != where)
1590 { 1641 {
1591 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n"); 1642 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1592 where = where->head; 1643 where = where->head;
1593 } 1644 }
1594 1645
1595 return where->insert (op); 1646 return where->insert (op);
1596} 1647}
1601 * inside the object environment. 1652 * inside the object environment.
1602 * 1653 *
1603 * The function returns now pointer to inserted item, and return value can 1654 * The function returns now pointer to inserted item, and return value can
1604 * be != op, if items are merged. -Tero 1655 * be != op, if items are merged. -Tero
1605 */ 1656 */
1606
1607object * 1657object *
1608object::insert (object *op) 1658object::insert (object *op)
1609{ 1659{
1610 object *tmp, *otmp;
1611
1612 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1660 if (!QUERY_FLAG (op, FLAG_REMOVED))
1613 op->remove (); 1661 op->remove ();
1614 1662
1615 if (op->more) 1663 if (op->more)
1616 { 1664 {
1618 return op; 1666 return op;
1619 } 1667 }
1620 1668
1621 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1669 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1622 CLEAR_FLAG (op, FLAG_REMOVED); 1670 CLEAR_FLAG (op, FLAG_REMOVED);
1671
1623 if (op->nrof) 1672 if (op->nrof)
1624 { 1673 {
1625 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1674 for (object *tmp = inv; tmp; tmp = tmp->below)
1626 if (object::can_merge (tmp, op)) 1675 if (object::can_merge (tmp, op))
1627 { 1676 {
1628 /* return the original object and remove inserted object 1677 /* return the original object and remove inserted object
1629 (client needs the original object) */ 1678 (client needs the original object) */
1630 tmp->nrof += op->nrof; 1679 tmp->nrof += op->nrof;
1649 add_weight (this, op->weight * op->nrof); 1698 add_weight (this, op->weight * op->nrof);
1650 } 1699 }
1651 else 1700 else
1652 add_weight (this, (op->weight + op->carrying)); 1701 add_weight (this, (op->weight + op->carrying));
1653 1702
1654 otmp = this->in_player (); 1703 if (object *otmp = this->in_player ())
1655 if (otmp && otmp->contr)
1656 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1704 if (otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1657 otmp->update_stats (); 1705 otmp->update_stats ();
1658 1706
1707 op->owner = 0; // its his/hers now. period.
1659 op->map = 0; 1708 op->map = 0;
1660 op->env = this; 1709 op->env = this;
1661 op->above = 0; 1710 op->above = 0;
1662 op->below = 0; 1711 op->below = 0;
1663 op->x = 0, op->y = 0; 1712 op->x = op->y = 0;
1664 1713
1665 /* reset the light list and los of the players on the map */ 1714 /* reset the light list and los of the players on the map */
1666 if ((op->glow_radius != 0) && map) 1715 if (op->glow_radius && map)
1667 { 1716 {
1668#ifdef DEBUG_LIGHTS 1717#ifdef DEBUG_LIGHTS
1669 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1718 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1670#endif /* DEBUG_LIGHTS */ 1719#endif /* DEBUG_LIGHTS */
1671 if (map->darkness) 1720 if (map->darkness)
1771 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1820 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1772 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1821 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1773 { 1822 {
1774 1823
1775 float 1824 float
1776 diff = tmp->move_slow_penalty * FABS (op->speed); 1825 diff = tmp->move_slow_penalty * fabs (op->speed);
1777 1826
1778 if (op->type == PLAYER) 1827 if (op->type == PLAYER)
1779 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1828 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1780 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1829 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1781 diff /= 4.0; 1830 diff /= 4.0;
1925 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1974 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1926 { 1975 {
1927 CLEAR_FLAG (tmp, flag); 1976 CLEAR_FLAG (tmp, flag);
1928 unflag_inv (tmp, flag); 1977 unflag_inv (tmp, flag);
1929 } 1978 }
1930}
1931
1932/*
1933 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1934 * all it's inventory (recursively).
1935 * If checksums are used, a player will get set_cheat called for
1936 * him/her-self and all object carried by a call to this function.
1937 */
1938void
1939set_cheat (object *op)
1940{
1941 SET_FLAG (op, FLAG_WAS_WIZ);
1942 flag_inv (op, FLAG_WAS_WIZ);
1943} 1979}
1944 1980
1945/* 1981/*
1946 * find_free_spot(object, map, x, y, start, stop) will search for 1982 * find_free_spot(object, map, x, y, start, stop) will search for
1947 * a spot at the given map and coordinates which will be able to contain 1983 * a spot at the given map and coordinates which will be able to contain
1988 } 2024 }
1989 2025
1990 if (!index) 2026 if (!index)
1991 return -1; 2027 return -1;
1992 2028
1993 return altern[RANDOM () % index]; 2029 return altern [rndm (index)];
1994} 2030}
1995 2031
1996/* 2032/*
1997 * find_first_free_spot(archetype, maptile, x, y) works like 2033 * find_first_free_spot(archetype, maptile, x, y) works like
1998 * find_free_spot(), but it will search max number of squares. 2034 * find_free_spot(), but it will search max number of squares.
2019{ 2055{
2020 arr += begin; 2056 arr += begin;
2021 end -= begin; 2057 end -= begin;
2022 2058
2023 while (--end) 2059 while (--end)
2024 swap (arr [end], arr [RANDOM () % (end + 1)]); 2060 swap (arr [end], arr [rndm (end + 1)]);
2025} 2061}
2026 2062
2027/* new function to make monster searching more efficient, and effective! 2063/* new function to make monster searching more efficient, and effective!
2028 * This basically returns a randomized array (in the passed pointer) of 2064 * This basically returns a randomized array (in the passed pointer) of
2029 * the spaces to find monsters. In this way, it won't always look for 2065 * the spaces to find monsters. In this way, it won't always look for
2065 object *tmp; 2101 object *tmp;
2066 maptile *mp; 2102 maptile *mp;
2067 2103
2068 MoveType blocked, move_type; 2104 MoveType blocked, move_type;
2069 2105
2070 if (exclude && exclude->head) 2106 if (exclude && exclude->head_ () != exclude)
2071 { 2107 {
2072 exclude = exclude->head; 2108 exclude = exclude->head;
2073 move_type = exclude->move_type; 2109 move_type = exclude->move_type;
2074 } 2110 }
2075 else 2111 else
2098 max = maxfree[i]; 2134 max = maxfree[i];
2099 else if (mflags & P_IS_ALIVE) 2135 else if (mflags & P_IS_ALIVE)
2100 { 2136 {
2101 for (tmp = ms.bot; tmp; tmp = tmp->above) 2137 for (tmp = ms.bot; tmp; tmp = tmp->above)
2102 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2138 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2103 && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2139 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2104 break; 2140 break;
2105 2141
2106 if (tmp) 2142 if (tmp)
2107 return freedir[i]; 2143 return freedir[i];
2108 } 2144 }
2163 2199
2164 return 3; 2200 return 3;
2165} 2201}
2166 2202
2167/* 2203/*
2168 * absdir(int): Returns a number between 1 and 8, which represent
2169 * the "absolute" direction of a number (it actually takes care of
2170 * "overflow" in previous calculations of a direction).
2171 */
2172
2173int
2174absdir (int d)
2175{
2176 while (d < 1)
2177 d += 8;
2178
2179 while (d > 8)
2180 d -= 8;
2181
2182 return d;
2183}
2184
2185/*
2186 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2204 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2187 * between two directions (which are expected to be absolute (see absdir()) 2205 * between two directions (which are expected to be absolute (see absdir())
2188 */ 2206 */
2189
2190int 2207int
2191dirdiff (int dir1, int dir2) 2208dirdiff (int dir1, int dir2)
2192{ 2209{
2193 int d; 2210 int d;
2194 2211
2307 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2324 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2308 * core dumps if they do. 2325 * core dumps if they do.
2309 * 2326 *
2310 * Add a check so we can't pick up invisible objects (0.93.8) 2327 * Add a check so we can't pick up invisible objects (0.93.8)
2311 */ 2328 */
2312
2313int 2329int
2314can_pick (const object *who, const object *item) 2330can_pick (const object *who, const object *item)
2315{ 2331{
2316 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2332 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2317 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2333 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2322 * create clone from object to another 2338 * create clone from object to another
2323 */ 2339 */
2324object * 2340object *
2325object_create_clone (object *asrc) 2341object_create_clone (object *asrc)
2326{ 2342{
2327 object *dst = 0, *tmp, *src, *part, *prev, *item; 2343 object *dst = 0, *tmp, *src, *prev, *item;
2328 2344
2329 if (!asrc) 2345 if (!asrc)
2330 return 0; 2346 return 0;
2331 2347
2332 src = asrc;
2333 if (src->head)
2334 src = src->head; 2348 src = asrc->head_ ();
2335 2349
2336 prev = 0; 2350 prev = 0;
2337 for (part = src; part; part = part->more) 2351 for (object *part = src; part; part = part->more)
2338 { 2352 {
2339 tmp = part->clone (); 2353 tmp = part->clone ();
2340 tmp->x -= src->x; 2354 tmp->x -= src->x;
2341 tmp->y -= src->y; 2355 tmp->y -= src->y;
2342 2356
2360 insert_ob_in_ob (object_create_clone (item), dst); 2374 insert_ob_in_ob (object_create_clone (item), dst);
2361 2375
2362 return dst; 2376 return dst;
2363} 2377}
2364 2378
2365/* GROS - Creates an object using a string representing its content. */
2366/* Basically, we save the content of the string to a temp file, then call */
2367/* load_object on it. I admit it is a highly inefficient way to make things, */
2368/* but it was simple to make and allows reusing the load_object function. */
2369/* Remember not to use load_object_str in a time-critical situation. */
2370/* Also remember that multiparts objects are not supported for now. */
2371object *
2372load_object_str (const char *obstr)
2373{
2374 object *op;
2375 char filename[MAX_BUF];
2376
2377 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2378
2379 FILE *tempfile = fopen (filename, "w");
2380
2381 if (tempfile == NULL)
2382 {
2383 LOG (llevError, "Error - Unable to access load object temp file\n");
2384 return NULL;
2385 }
2386
2387 fprintf (tempfile, obstr);
2388 fclose (tempfile);
2389
2390 op = object::create ();
2391
2392 object_thawer thawer (filename);
2393
2394 if (thawer)
2395 load_object (thawer, op, 0);
2396
2397 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2398 CLEAR_FLAG (op, FLAG_REMOVED);
2399
2400 return op;
2401}
2402
2403/* This returns the first object in who's inventory that 2379/* This returns the first object in who's inventory that
2404 * has the same type and subtype match. 2380 * has the same type and subtype match.
2405 * returns NULL if no match. 2381 * returns NULL if no match.
2406 */ 2382 */
2407object * 2383object *
2460 if (link->key == canonical_key) 2436 if (link->key == canonical_key)
2461 return link->value; 2437 return link->value;
2462 2438
2463 return 0; 2439 return 0;
2464} 2440}
2465
2466 2441
2467/* 2442/*
2468 * Updates the canonical_key in op to value. 2443 * Updates the canonical_key in op to value.
2469 * 2444 *
2470 * canonical_key is a shared string (value doesn't have to be). 2445 * canonical_key is a shared string (value doesn't have to be).
2494 /* Basically, if the archetype has this key set, 2469 /* Basically, if the archetype has this key set,
2495 * we need to store the null value so when we save 2470 * we need to store the null value so when we save
2496 * it, we save the empty value so that when we load, 2471 * it, we save the empty value so that when we load,
2497 * we get this value back again. 2472 * we get this value back again.
2498 */ 2473 */
2499 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2474 if (get_ob_key_link (op->arch, canonical_key))
2500 field->value = 0; 2475 field->value = 0;
2501 else 2476 else
2502 { 2477 {
2503 if (last) 2478 if (last)
2504 last->next = field->next; 2479 last->next = field->next;
2573 } 2548 }
2574 else 2549 else
2575 item = item->env; 2550 item = item->env;
2576} 2551}
2577 2552
2578
2579const char * 2553const char *
2580object::flag_desc (char *desc, int len) const 2554object::flag_desc (char *desc, int len) const
2581{ 2555{
2582 char *p = desc; 2556 char *p = desc;
2583 bool first = true; 2557 bool first = true;
2610{ 2584{
2611 char flagdesc[512]; 2585 char flagdesc[512];
2612 char info2[256 * 4]; 2586 char info2[256 * 4];
2613 char *p = info; 2587 char *p = info;
2614 2588
2615 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s%s%s\",flags:[%s],type:%d}", 2589 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2616 count, uuid.seq, 2590 count, uuid.seq,
2617 &name, 2591 &name,
2618 title ? "\",title:" : "", 2592 title ? "\",title:\"" : "",
2619 title ? (const char *)title : "", 2593 title ? (const char *)title : "",
2620 flag_desc (flagdesc, 512), type); 2594 flag_desc (flagdesc, 512), type);
2621 2595
2622 if (env) 2596 if (!this->flag[FLAG_REMOVED] && env)
2623 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2597 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2624 2598
2625 if (map) 2599 if (map)
2626 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y); 2600 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2627 2601
2629} 2603}
2630 2604
2631const char * 2605const char *
2632object::debug_desc () const 2606object::debug_desc () const
2633{ 2607{
2634 static char info[256 * 4]; 2608 static char info[3][256 * 4];
2609 static int info_idx;
2610
2635 return debug_desc (info); 2611 return debug_desc (info [++info_idx % 3]);
2636} 2612}
2637 2613
2638const char * 2614struct region *
2639object::debug_desc2 () const 2615object::region () const
2640{ 2616{
2641 static char info[256 * 4]; 2617 return map ? map->region (x, y)
2642 return debug_desc (info); 2618 : region::default_region ();
2643} 2619}
2644 2620
2621const materialtype_t *
2622object::dominant_material () const
2623{
2624 if (materialtype_t *mt = name_to_material (materialname))
2625 return mt;
2626
2627 return name_to_material (shstr_unknown);
2628}
2629
2630void
2631object::open_container (object *new_container)
2632{
2633 if (container == new_container)
2634 return;
2635
2636 if (object *old_container = container)
2637 {
2638 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2639 return;
2640
2641#if 0
2642 // remove the "Close old_container" object.
2643 if (object *closer = old_container->inv)
2644 if (closer->type == CLOSE_CON)
2645 closer->destroy ();
2646#endif
2647
2648 old_container->flag [FLAG_APPLIED] = 0;
2649 container = 0;
2650
2651 esrv_update_item (UPD_FLAGS, this, old_container);
2652 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2653 play_sound (sound_find ("chest_close"));
2654 }
2655
2656 if (new_container)
2657 {
2658 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2659 return;
2660
2661 // TODO: this does not seem to serve any purpose anymore?
2662#if 0
2663 // insert the "Close Container" object.
2664 if (archetype *closer = new_container->other_arch)
2665 {
2666 object *closer = arch_to_object (new_container->other_arch);
2667 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2668 new_container->insert (closer);
2669 }
2670#endif
2671
2672 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2673
2674 new_container->flag [FLAG_APPLIED] = 1;
2675 container = new_container;
2676
2677 esrv_update_item (UPD_FLAGS, this, new_container);
2678 esrv_send_inventory (this, new_container);
2679 play_sound (sound_find ("chest_open"));
2680 }
2681}
2682
2683object *
2684object::force_find (const shstr name)
2685{
2686 /* cycle through his inventory to look for the MARK we want to
2687 * place
2688 */
2689 for (object *tmp = inv; tmp; tmp = tmp->below)
2690 if (tmp->type == FORCE && tmp->slaying == name)
2691 return splay (tmp);
2692
2693 return 0;
2694}
2695
2696void
2697object::force_add (const shstr name, int duration)
2698{
2699 if (object *force = force_find (name))
2700 force->destroy ();
2701
2702 object *force = get_archetype (FORCE_NAME);
2703
2704 force->slaying = name;
2705 force->stats.food = 1;
2706 force->speed_left = -1.f;
2707
2708 force->set_speed (duration ? 1.f / duration : 0.f);
2709 force->flag [FLAG_IS_USED_UP] = true;
2710 force->flag [FLAG_APPLIED] = true;
2711
2712 insert (force);
2713}
2714
2715void
2716object::play_sound (faceidx sound) const
2717{
2718 if (!sound)
2719 return;
2720
2721 if (flag [FLAG_REMOVED])
2722 return;
2723
2724 if (env)
2725 {
2726 if (object *pl = in_player ())
2727 pl->contr->play_sound (sound);
2728 }
2729 else
2730 map->play_sound (sound, x, y);
2731}
2732

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