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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 1.193 by root, Mon Oct 15 17:50:27 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;
254 /* This is really a spellbook check - really, we should 254 /* This is really a spellbook check - really, we should
255 * check all objects in the inventory. 255 * check all objects in the inventory.
256 */ 256 */
257 if (ob1->inv || ob2->inv) 257 if (ob1->inv || ob2->inv)
258 { 258 {
259 /* if one object has inventory but the other doesn't, not equiv */ 259 if (!(ob1->inv && ob2->inv))
260 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 260 return 0; /* inventories differ in length */
261 return 0;
262 261
263 /* Now check to see if the two inventory objects could merge */ 262 if (ob1->inv->below || ob2->inv->below)
263 return 0; /* more than one object in inv */
264
264 if (!object::can_merge (ob1->inv, ob2->inv)) 265 if (!object::can_merge (ob1->inv, ob2->inv))
265 return 0; 266 return 0; /* inventory objexts differ */
266 267
267 /* inventory ok - still need to check rest of this object to see 268 /* inventory ok - still need to check rest of this object to see
268 * if it is valid. 269 * if it is valid.
269 */ 270 */
270 } 271 }
299 return 0; 300 return 0;
300 else if (!compare_ob_value_lists (ob1, ob2)) 301 else if (!compare_ob_value_lists (ob1, ob2))
301 return 0; 302 return 0;
302 } 303 }
303 304
304 //TODO: generate an event or call into perl for additional checks
305 if (ob1->self || ob2->self) 305 if (ob1->self || ob2->self)
306 { 306 {
307 ob1->optimise (); 307 ob1->optimise ();
308 ob2->optimise (); 308 ob2->optimise ();
309 309
310 if (ob1->self || ob2->self) 310 if (ob1->self || ob2->self)
311 {
312 int k1 = ob1->self ? HvTOTALKEYS (SvRV (ob1->self)) : 0;
313 int k2 = ob2->self ? HvTOTALKEYS (SvRV (ob2->self)) : 0;
314
315 if (k1 != k2)
311 return 0; 316 return 0;
317 else if (k1 == 0)
318 return 1;
319 else if (!cfperl_can_merge (ob1, ob2))
320 return 0;
321 }
312 } 322 }
313 323
314 /* Everything passes, must be OK. */ 324 /* Everything passes, must be OK. */
315 return 1; 325 return 1;
316} 326}
324sum_weight (object *op) 334sum_weight (object *op)
325{ 335{
326 long sum; 336 long sum;
327 object *inv; 337 object *inv;
328 338
329 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 339 for (sum = 0, inv = op->inv; inv; inv = inv->below)
330 { 340 {
331 if (inv->inv) 341 if (inv->inv)
332 sum_weight (inv); 342 sum_weight (inv);
343
333 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 344 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
334 } 345 }
335 346
336 if (op->type == CONTAINER && op->stats.Str) 347 if (op->type == CONTAINER && op->stats.Str)
337 sum = (sum * (100 - op->stats.Str)) / 100; 348 sum = (sum * (100 - op->stats.Str)) / 100;
357/* 368/*
358 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 369 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
359 * Some error messages. 370 * Some error messages.
360 * The result of the dump is stored in the static global errmsg array. 371 * The result of the dump is stored in the static global errmsg array.
361 */ 372 */
362
363char * 373char *
364dump_object (object *op) 374dump_object (object *op)
365{ 375{
366 if (!op) 376 if (!op)
367 return strdup ("[NULLOBJ]"); 377 return strdup ("[NULLOBJ]");
368 378
369 object_freezer freezer; 379 object_freezer freezer;
370 save_object (freezer, op, 1); 380 op->write (freezer);
371 return freezer.as_string (); 381 return freezer.as_string ();
372} 382}
373 383
374/* 384/*
375 * get_nearest_part(multi-object, object 2) returns the part of the 385 * get_nearest_part(multi-object, object 2) returns the part of the
376 * multi-object 1 which is closest to the second object. 386 * multi-object 1 which is closest to the second object.
377 * If it's not a multi-object, it is returned. 387 * If it's not a multi-object, it is returned.
378 */ 388 */
379
380object * 389object *
381get_nearest_part (object *op, const object *pl) 390get_nearest_part (object *op, const object *pl)
382{ 391{
383 object *tmp, *closest; 392 object *tmp, *closest;
384 int last_dist, i; 393 int last_dist, i;
429} 438}
430 439
431/* 440/*
432 * Sets the owner and sets the skill and exp pointers to owner's current 441 * Sets the owner and sets the skill and exp pointers to owner's current
433 * skill and experience objects. 442 * skill and experience objects.
443 * ACTUALLY NO! investigate! TODO
434 */ 444 */
435void 445void
436object::set_owner (object *owner) 446object::set_owner (object *owner)
437{ 447{
448 // allow objects which own objects
438 if (!owner) 449 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) 450 while (owner->owner)
449 owner = owner->owner; 451 owner = owner->owner;
450 452
451 this->owner = owner; 453 this->owner = owner;
454}
455
456int
457object::slottype () const
458{
459 if (type == SKILL)
460 {
461 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
462 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
463 }
464 else
465 {
466 if (slot [body_combat].info) return slot_combat;
467 if (slot [body_range ].info) return slot_ranged;
468 }
469
470 return slot_none;
471}
472
473bool
474object::change_weapon (object *ob)
475{
476 if (current_weapon == ob)
477 return true;
478
479 if (chosen_skill)
480 chosen_skill->flag [FLAG_APPLIED] = false;
481
482 current_weapon = ob;
483 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
484
485 if (chosen_skill)
486 chosen_skill->flag [FLAG_APPLIED] = true;
487
488 update_stats ();
489
490 if (ob)
491 {
492 // now check wether any body locations became invalid, in which case
493 // we cannot apply the weapon at the moment.
494 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
495 if (slot[i].used < 0)
496 {
497 current_weapon = chosen_skill = 0;
498 update_stats ();
499
500 new_draw_info_format (NDI_UNIQUE, 0, this,
501 "You try to balance all your items at once, "
502 "but the %s is just too much for your body. "
503 "[You need to unapply some items first.]", &ob->name);
504 return false;
505 }
506
507 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
508 }
509 else
510 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
511
512 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
513 {
514 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
515 &name, ob->debug_desc ());
516 return false;
517 }
518
519 return true;
452} 520}
453 521
454/* Zero the key_values on op, decrementing the shared-string 522/* Zero the key_values on op, decrementing the shared-string
455 * refcounts and freeing the links. 523 * refcounts and freeing the links.
456 */ 524 */
457static void 525static void
458free_key_values (object *op) 526free_key_values (object *op)
459{ 527{
460 for (key_value *i = op->key_values; i != 0;) 528 for (key_value *i = op->key_values; i; )
461 { 529 {
462 key_value *next = i->next; 530 key_value *next = i->next;
463 delete i; 531 delete i;
464 532
465 i = next; 533 i = next;
466 } 534 }
467 535
468 op->key_values = 0; 536 op->key_values = 0;
469} 537}
470 538
471/* 539object &
472 * copy_to first frees everything allocated by the dst object, 540object::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{ 541{
482 bool is_freed = QUERY_FLAG (dst, FLAG_FREED); 542 bool is_freed = flag [FLAG_FREED];
483 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED); 543 bool is_removed = flag [FLAG_REMOVED];
484 544
485 *(object_copy *)dst = *this; 545 *(object_copy *)this = src;
486 546
487 if (is_freed) 547 flag [FLAG_FREED] = is_freed;
488 SET_FLAG (dst, FLAG_FREED); 548 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;
495 549
496 /* Copy over key_values, if any. */ 550 /* Copy over key_values, if any. */
497 if (key_values) 551 if (src.key_values)
498 { 552 {
499 key_value *tail = 0; 553 key_value *tail = 0;
500 key_value *i;
501
502 dst->key_values = 0; 554 key_values = 0;
503 555
504 for (i = key_values; i; i = i->next) 556 for (key_value *i = src.key_values; i; i = i->next)
505 { 557 {
506 key_value *new_link = new key_value; 558 key_value *new_link = new key_value;
507 559
508 new_link->next = 0; 560 new_link->next = 0;
509 new_link->key = i->key; 561 new_link->key = i->key;
510 new_link->value = i->value; 562 new_link->value = i->value;
511 563
512 /* Try and be clever here, too. */ 564 /* Try and be clever here, too. */
513 if (!dst->key_values) 565 if (!key_values)
514 { 566 {
515 dst->key_values = new_link; 567 key_values = new_link;
516 tail = new_link; 568 tail = new_link;
517 } 569 }
518 else 570 else
519 { 571 {
520 tail->next = new_link; 572 tail->next = new_link;
521 tail = new_link; 573 tail = new_link;
522 } 574 }
523 } 575 }
524 } 576 }
577}
578
579/*
580 * copy_to first frees everything allocated by the dst object,
581 * and then copies the contents of itself into the second
582 * object, allocating what needs to be allocated. Basically, any
583 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
584 * if the first object is freed, the pointers in the new object
585 * will point at garbage.
586 */
587void
588object::copy_to (object *dst)
589{
590 *dst = *this;
591
592 if (speed < 0)
593 dst->speed_left -= rndm ();
525 594
526 dst->set_speed (dst->speed); 595 dst->set_speed (dst->speed);
596}
597
598void
599object::instantiate ()
600{
601 if (!uuid.seq) // HACK
602 uuid = gen_uuid ();
603
604 speed_left = -0.1f;
605 /* copy the body_info to the body_used - this is only really
606 * need for monsters, but doesn't hurt to do it for everything.
607 * by doing so, when a monster is created, it has good starting
608 * values for the body_used info, so when items are created
609 * for it, they can be properly equipped.
610 */
611 for (int i = NUM_BODY_LOCATIONS; i--; )
612 slot[i].used = slot[i].info;
613
614 attachable::instantiate ();
527} 615}
528 616
529object * 617object *
530object::clone () 618object::clone ()
531{ 619{
589 * UP_OBJ_FACE: only the objects face has changed. 677 * UP_OBJ_FACE: only the objects face has changed.
590 */ 678 */
591void 679void
592update_object (object *op, int action) 680update_object (object *op, int action)
593{ 681{
594 MoveType move_on, move_off, move_block, move_slow;
595
596 if (op == NULL) 682 if (op == NULL)
597 { 683 {
598 /* this should never happen */ 684 /* this should never happen */
599 LOG (llevDebug, "update_object() called for NULL object.\n"); 685 LOG (llevDebug, "update_object() called for NULL object.\n");
600 return; 686 return;
670 face = blank_face; 756 face = blank_face;
671} 757}
672 758
673object::~object () 759object::~object ()
674{ 760{
761 unlink ();
762
675 free_key_values (this); 763 free_key_values (this);
676} 764}
677 765
678static int object_count; 766static int object_count;
679 767
687 objects.insert (this); 775 objects.insert (this);
688} 776}
689 777
690void object::unlink () 778void object::unlink ()
691{ 779{
692 assert (index);//D 780 if (!index)
781 return;
782
693 objects.erase (this); 783 objects.erase (this);
694 refcnt_dec (); 784 refcnt_dec ();
695} 785}
696 786
697void 787void
771 * drop on that space. 861 * drop on that space.
772 */ 862 */
773 if (!drop_to_ground 863 if (!drop_to_ground
774 || !map 864 || !map
775 || map->in_memory != MAP_IN_MEMORY 865 || map->in_memory != MAP_IN_MEMORY
866 || map->nodrop
776 || ms ().move_block == MOVE_ALL) 867 || ms ().move_block == MOVE_ALL)
777 { 868 {
778 while (inv) 869 while (inv)
779 { 870 {
780 inv->destroy_inv (drop_to_ground); 871 inv->destroy_inv (drop_to_ground);
834 925
835 if (!freed_map) 926 if (!freed_map)
836 { 927 {
837 freed_map = new maptile; 928 freed_map = new maptile;
838 929
930 freed_map->path = "<freed objects map>";
839 freed_map->name = "/internal/freed_objects_map"; 931 freed_map->name = "/internal/freed_objects_map";
840 freed_map->width = 3; 932 freed_map->width = 3;
841 freed_map->height = 3; 933 freed_map->height = 3;
842 934
843 freed_map->alloc (); 935 freed_map->alloc ();
847 map = freed_map; 939 map = freed_map;
848 x = 1; 940 x = 1;
849 y = 1; 941 y = 1;
850 } 942 }
851 943
852 head = 0;
853
854 if (more) 944 if (more)
855 { 945 {
856 more->destroy (); 946 more->destroy ();
857 more = 0; 947 more = 0;
858 } 948 }
859 949
950 head = 0;
951
860 // clear those pointers that likely might have circular references to us 952 // clear those pointers that likely might cause circular references
861 owner = 0; 953 owner = 0;
862 enemy = 0; 954 enemy = 0;
863 attacked_by = 0; 955 attacked_by = 0;
956 current_weapon = 0;
864} 957}
865 958
866void 959void
867object::destroy (bool destroy_inventory) 960object::destroy (bool destroy_inventory)
868{ 961{
869 if (destroyed ()) 962 if (destroyed ())
870 return; 963 return;
871 964
872 if (destroy_inventory) 965 if (destroy_inventory)
873 destroy_inv (false); 966 destroy_inv (false);
967
968 if (is_head ())
969 if (sound_destroy)
970 play_sound (sound_destroy);
971 else if (flag [FLAG_MONSTER])
972 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
874 973
875 attachable::destroy (); 974 attachable::destroy ();
876} 975}
877 976
878/* 977/*
896 * This function removes the object op from the linked list of objects 995 * 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 996 * which it is currently tied to. When this function is done, the
898 * object will have no environment. If the object previously had an 997 * object will have no environment. If the object previously had an
899 * environment, the x and y coordinates will be updated to 998 * environment, the x and y coordinates will be updated to
900 * the previous environment. 999 * the previous environment.
901 * Beware: This function is called from the editor as well!
902 */ 1000 */
903void 1001void
904object::remove () 1002object::do_remove ()
905{ 1003{
906 object *tmp, *last = 0; 1004 object *tmp, *last = 0;
907 object *otmp; 1005 object *otmp;
908 1006
909 if (QUERY_FLAG (this, FLAG_REMOVED)) 1007 if (QUERY_FLAG (this, FLAG_REMOVED))
952 } 1050 }
953 else if (map) 1051 else if (map)
954 { 1052 {
955 if (type == PLAYER) 1053 if (type == PLAYER)
956 { 1054 {
1055 // leaving a spot always closes any open container on the ground
1056 if (container && !container->env)
1057 // this causes spurious floorbox updates, but it ensures
1058 // that the CLOSE event is being sent.
1059 close_container ();
1060
957 --map->players; 1061 --map->players;
958 map->touch (); 1062 map->touch ();
959 } 1063 }
960 1064
961 map->dirty = true; 1065 map->dirty = true;
1066 mapspace &ms = this->ms ();
962 1067
963 /* link the object above us */ 1068 /* link the object above us */
964 if (above) 1069 if (above)
965 above->below = below; 1070 above->below = below;
966 else 1071 else
967 map->at (x, y).top = below; /* we were top, set new top */ 1072 ms.top = below; /* we were top, set new top */
968 1073
969 /* Relink the object below us, if there is one */ 1074 /* Relink the object below us, if there is one */
970 if (below) 1075 if (below)
971 below->above = above; 1076 below->above = above;
972 else 1077 else
974 /* Nothing below, which means we need to relink map object for this space 1079 /* 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 1080 * use translated coordinates in case some oddness with map tiling is
976 * evident 1081 * evident
977 */ 1082 */
978 if (GET_MAP_OB (map, x, y) != this) 1083 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); 1084 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 1085
989 map->at (x, y).bot = above; /* goes on above it. */ 1086 ms.bot = above; /* goes on above it. */
990 } 1087 }
991 1088
992 above = 0; 1089 above = 0;
993 below = 0; 1090 below = 0;
994 1091
995 if (map->in_memory == MAP_SAVING) 1092 if (map->in_memory == MAP_SAVING)
996 return; 1093 return;
997 1094
998 int check_walk_off = !flag [FLAG_NO_APPLY]; 1095 int check_walk_off = !flag [FLAG_NO_APPLY];
999 1096
1097 if (object *pl = ms.player ())
1098 {
1099 if (pl->container == this)
1100 /* If a container that the player is currently using somehow gets
1101 * removed (most likely destroyed), update the player view
1102 * appropriately.
1103 */
1104 pl->close_container ();
1105
1106 pl->contr->ns->floorbox_update ();
1107 }
1108
1000 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above) 1109 for (tmp = ms.bot; tmp; tmp = tmp->above)
1001 { 1110 {
1002 /* No point updating the players look faces if he is the object 1111 /* No point updating the players look faces if he is the object
1003 * being removed. 1112 * being removed.
1004 */ 1113 */
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 1114
1022 /* See if object moving off should effect something */ 1115 /* See if object moving off should effect something */
1023 if (check_walk_off 1116 if (check_walk_off
1024 && ((move_type & tmp->move_off) 1117 && ((move_type & tmp->move_off)
1025 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1118 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1028 1121
1029 if (destroyed ()) 1122 if (destroyed ())
1030 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1123 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1031 } 1124 }
1032 1125
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; 1126 last = tmp;
1039 } 1127 }
1040 1128
1041 /* last == NULL if there are no objects on this space */ 1129 /* last == NULL if there are no objects on this space */
1042 //TODO: this makes little sense, why only update the topmost object? 1130 //TODO: this makes little sense, why only update the topmost object?
1085 } 1173 }
1086 1174
1087 return 0; 1175 return 0;
1088} 1176}
1089 1177
1178void
1179object::expand_tail ()
1180{
1181 if (more)
1182 return;
1183
1184 object *prev = this;
1185
1186 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1187 {
1188 object *op = arch_to_object (at);
1189
1190 op->name = name;
1191 op->name_pl = name_pl;
1192 op->title = title;
1193
1194 op->head = this;
1195 prev->more = op;
1196
1197 prev = op;
1198 }
1199}
1200
1090/* 1201/*
1091 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1202 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1092 * job preparing multi-part monsters 1203 * job preparing multi-part monsters.
1093 */ 1204 */
1094object * 1205object *
1095insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1206insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1096{ 1207{
1097 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1208 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1098 { 1209 {
1099 tmp->x = x + tmp->arch->clone.x; 1210 tmp->x = x + tmp->arch->x;
1100 tmp->y = y + tmp->arch->clone.y; 1211 tmp->y = y + tmp->arch->y;
1101 } 1212 }
1102 1213
1103 return insert_ob_in_map (op, m, originator, flag); 1214 return insert_ob_in_map (op, m, originator, flag);
1104} 1215}
1105 1216
1124 * just 'op' otherwise 1235 * just 'op' otherwise
1125 */ 1236 */
1126object * 1237object *
1127insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1238insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1128{ 1239{
1240 assert (!op->flag [FLAG_FREED]);
1241
1129 object *tmp, *top, *floor = NULL; 1242 object *top, *floor = NULL;
1130 sint16 x, y;
1131 1243
1132 if (QUERY_FLAG (op, FLAG_FREED)) 1244 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
1146 if (out_of_map (m, op->x, op->y))
1147 {
1148 char *dump = dump_object (op);
1149 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1150#ifdef MANY_CORES
1151 /* 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
1153 * improperly inserted.
1154 */
1155 abort ();
1156#endif
1157 free (dump);
1158 return op;
1159 }
1160
1161 if (!QUERY_FLAG (op, FLAG_REMOVED))
1162 {
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;
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
1199 CLEAR_FLAG (op, FLAG_REMOVED);
1200 1245
1201 /* Ideally, the caller figures this out. However, it complicates a lot 1246 /* 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 1247 * of areas of callers (eg, anything that uses find_free_spot would now
1203 * need extra work 1248 * need extra work
1204 */ 1249 */
1205 op->map = get_map_from_coord (m, &op->x, &op->y); 1250 if (!xy_normalise (m, op->x, op->y))
1206 x = op->x; 1251 {
1207 y = op->y; 1252 op->destroy ();
1253 return 0;
1254 }
1255
1256 if (object *more = op->more)
1257 if (!insert_ob_in_map (more, m, originator, flag))
1258 return 0;
1259
1260 CLEAR_FLAG (op, FLAG_REMOVED);
1261
1262 op->map = m;
1263 mapspace &ms = op->ms ();
1208 1264
1209 /* this has to be done after we translate the coordinates. 1265 /* this has to be done after we translate the coordinates.
1210 */ 1266 */
1211 if (op->nrof && !(flag & INS_NO_MERGE)) 1267 if (op->nrof && !(flag & INS_NO_MERGE))
1212 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above) 1268 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1213 if (object::can_merge (op, tmp)) 1269 if (object::can_merge (op, tmp))
1214 { 1270 {
1215 op->nrof += tmp->nrof; 1271 op->nrof += tmp->nrof;
1216 tmp->destroy (); 1272 tmp->destroy ();
1217 } 1273 }
1234 op->below = originator->below; 1290 op->below = originator->below;
1235 1291
1236 if (op->below) 1292 if (op->below)
1237 op->below->above = op; 1293 op->below->above = op;
1238 else 1294 else
1239 op->ms ().bot = op; 1295 ms.bot = op;
1240 1296
1241 /* since *below* originator, no need to update top */ 1297 /* since *below* originator, no need to update top */
1242 originator->below = op; 1298 originator->below = op;
1243 } 1299 }
1244 else 1300 else
1245 { 1301 {
1302 top = ms.bot;
1303
1246 /* If there are other objects, then */ 1304 /* If there are other objects, then */
1247 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1305 if (top)
1248 { 1306 {
1249 object *last = 0; 1307 object *last = 0;
1250 1308
1251 /* 1309 /*
1252 * 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.
1258 * 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
1259 * 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
1260 * 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
1261 * that flying non pickable objects are spell objects. 1319 * that flying non pickable objects are spell objects.
1262 */ 1320 */
1263 while (top) 1321 for (top = ms.bot; top; top = top->above)
1264 { 1322 {
1265 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))
1266 floor = top; 1324 floor = top;
1267 1325
1268 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))
1271 top = top->below; 1329 top = top->below;
1272 break; 1330 break;
1273 } 1331 }
1274 1332
1275 last = top; 1333 last = top;
1276 top = top->above;
1277 } 1334 }
1278 1335
1279 /* 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 */
1280 top = last; 1337 top = last;
1281 1338
1283 * looks like instead of lots of conditions here. 1340 * looks like instead of lots of conditions here.
1284 * makes things faster, and effectively the same result. 1341 * makes things faster, and effectively the same result.
1285 */ 1342 */
1286 1343
1287 /* Have object 'fall below' other objects that block view. 1344 /* Have object 'fall below' other objects that block view.
1288 * Unless those objects are exits, type 66 1345 * Unless those objects are exits.
1289 * If INS_ON_TOP is used, don't do this processing 1346 * If INS_ON_TOP is used, don't do this processing
1290 * Need to find the object that in fact blocks view, otherwise 1347 * Need to find the object that in fact blocks view, otherwise
1291 * stacking is a bit odd. 1348 * stacking is a bit odd.
1292 */ 1349 */
1293 if (!(flag & INS_ON_TOP) && 1350 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)) 1351 && ms.flags () & P_BLOCKSVIEW
1352 && (op->face && !faces [op->face].visibility))
1295 { 1353 {
1296 for (last = top; last != floor; last = last->below) 1354 for (last = top; last != floor; last = last->below)
1297 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1355 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1298 break; 1356 break;
1357
1299 /* Check to see if we found the object that blocks view, 1358 /* Check to see if we found the object that blocks view,
1300 * 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
1301 * we can get inserted below this one, which requires we 1360 * we can get inserted below this one, which requires we
1302 * set top to the object below us. 1361 * set top to the object below us.
1303 */ 1362 */
1304 if (last && last->below && last != floor) 1363 if (last && last->below && last != floor)
1305 top = last->below; 1364 top = last->below;
1306 } 1365 }
1307 } /* If objects on this space */ 1366 } /* If objects on this space */
1308 1367
1309 if (flag & INS_MAP_LOAD)
1310 top = GET_MAP_TOP (op->map, op->x, op->y);
1311
1312 if (flag & INS_ABOVE_FLOOR_ONLY) 1368 if (flag & INS_ABOVE_FLOOR_ONLY)
1313 top = floor; 1369 top = floor;
1314 1370
1315 /* Top is the object that our object (op) is going to get inserted above. 1371 /* Top is the object that our object (op) is going to get inserted above.
1316 */ 1372 */
1317 1373
1318 /* First object on this space */ 1374 /* First object on this space */
1319 if (!top) 1375 if (!top)
1320 { 1376 {
1321 op->above = GET_MAP_OB (op->map, op->x, op->y); 1377 op->above = ms.bot;
1322 1378
1323 if (op->above) 1379 if (op->above)
1324 op->above->below = op; 1380 op->above->below = op;
1325 1381
1326 op->below = 0; 1382 op->below = 0;
1327 op->ms ().bot = op; 1383 ms.bot = op;
1328 } 1384 }
1329 else 1385 else
1330 { /* get inserted into the stack above top */ 1386 { /* get inserted into the stack above top */
1331 op->above = top->above; 1387 op->above = top->above;
1332 1388
1336 op->below = top; 1392 op->below = top;
1337 top->above = op; 1393 top->above = op;
1338 } 1394 }
1339 1395
1340 if (!op->above) 1396 if (!op->above)
1341 op->ms ().top = op; 1397 ms.top = op;
1342 } /* else not INS_BELOW_ORIGINATOR */ 1398 } /* else not INS_BELOW_ORIGINATOR */
1343 1399
1344 if (op->type == PLAYER) 1400 if (op->type == PLAYER)
1345 { 1401 {
1346 op->contr->do_los = 1; 1402 op->contr->do_los = 1;
1348 op->map->touch (); 1404 op->map->touch ();
1349 } 1405 }
1350 1406
1351 op->map->dirty = true; 1407 op->map->dirty = true;
1352 1408
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))
1357 if (object *pl = op->ms ().player ()) 1409 if (object *pl = ms.player ())
1358 if (pl->contr->ns)
1359 pl->contr->ns->floorbox_update (); 1410 pl->contr->ns->floorbox_update ();
1360 1411
1361 /* If this object glows, it may affect lighting conditions that are 1412 /* If this object glows, it may affect lighting conditions that are
1362 * visible to others on this map. But update_all_los is really 1413 * 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 1414 * 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 1415 * on the map will get recalculated. The players could very well
1383 * blocked() and wall() work properly), and these flags are updated by 1434 * blocked() and wall() work properly), and these flags are updated by
1384 * update_object(). 1435 * update_object().
1385 */ 1436 */
1386 1437
1387 /* if this is not the head or flag has been passed, don't check walk on status */ 1438 /* 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) 1439 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1389 { 1440 {
1390 if (check_move_on (op, originator)) 1441 if (check_move_on (op, originator))
1391 return 0; 1442 return 0;
1392 1443
1393 /* If we are a multi part object, lets work our way through the check 1444 /* If we are a multi part object, lets work our way through the check
1394 * walk on's. 1445 * walk on's.
1395 */ 1446 */
1396 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1447 for (object *tmp = op->more; tmp; tmp = tmp->more)
1397 if (check_move_on (tmp, originator)) 1448 if (check_move_on (tmp, originator))
1398 return 0; 1449 return 0;
1399 } 1450 }
1400 1451
1401 return op; 1452 return op;
1411 object *tmp, *tmp1; 1462 object *tmp, *tmp1;
1412 1463
1413 /* first search for itself and remove any old instances */ 1464 /* first search for itself and remove any old instances */
1414 1465
1415 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 1466 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1416 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1467 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1417 tmp->destroy (); 1468 tmp->destroy ();
1418 1469
1419 tmp1 = arch_to_object (archetype::find (arch_string)); 1470 tmp1 = arch_to_object (archetype::find (arch_string));
1420 1471
1421 tmp1->x = op->x; 1472 tmp1->x = op->x;
1424} 1475}
1425 1476
1426object * 1477object *
1427object::insert_at (object *where, object *originator, int flags) 1478object::insert_at (object *where, object *originator, int flags)
1428{ 1479{
1429 where->map->insert (this, where->x, where->y, originator, flags); 1480 return where->map->insert (this, where->x, where->y, originator, flags);
1430} 1481}
1431 1482
1432/* 1483/*
1433 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1484 * 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 1485 * is returned contains nr objects, and the remaining parts contains
1474 * the amount of an object. If the amount reaches 0, the object 1525 * the amount of an object. If the amount reaches 0, the object
1475 * is subsequently removed and freed. 1526 * is subsequently removed and freed.
1476 * 1527 *
1477 * Return value: 'op' if something is left, NULL if the amount reached 0 1528 * Return value: 'op' if something is left, NULL if the amount reached 0
1478 */ 1529 */
1479
1480object * 1530object *
1481decrease_ob_nr (object *op, uint32 i) 1531decrease_ob_nr (object *op, uint32 i)
1482{ 1532{
1483 object *tmp; 1533 object *tmp;
1484 1534
1559 1609
1560/* 1610/*
1561 * add_weight(object, weight) adds the specified weight to an object, 1611 * add_weight(object, weight) adds the specified weight to an object,
1562 * and also updates how much the environment(s) is/are carrying. 1612 * and also updates how much the environment(s) is/are carrying.
1563 */ 1613 */
1564
1565void 1614void
1566add_weight (object *op, signed long weight) 1615add_weight (object *op, signed long weight)
1567{ 1616{
1568 while (op != NULL) 1617 while (op != NULL)
1569 { 1618 {
1584 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1633 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1585 free (dump); 1634 free (dump);
1586 return op; 1635 return op;
1587 } 1636 }
1588 1637
1589 if (where->head) 1638 if (where->head_ () != where)
1590 { 1639 {
1591 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n"); 1640 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1592 where = where->head; 1641 where = where->head;
1593 } 1642 }
1594 1643
1595 return where->insert (op); 1644 return where->insert (op);
1596} 1645}
1601 * inside the object environment. 1650 * inside the object environment.
1602 * 1651 *
1603 * The function returns now pointer to inserted item, and return value can 1652 * The function returns now pointer to inserted item, and return value can
1604 * be != op, if items are merged. -Tero 1653 * be != op, if items are merged. -Tero
1605 */ 1654 */
1606
1607object * 1655object *
1608object::insert (object *op) 1656object::insert (object *op)
1609{ 1657{
1610 object *tmp, *otmp;
1611
1612 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1658 if (!QUERY_FLAG (op, FLAG_REMOVED))
1613 op->remove (); 1659 op->remove ();
1614 1660
1615 if (op->more) 1661 if (op->more)
1616 { 1662 {
1618 return op; 1664 return op;
1619 } 1665 }
1620 1666
1621 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1667 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1622 CLEAR_FLAG (op, FLAG_REMOVED); 1668 CLEAR_FLAG (op, FLAG_REMOVED);
1669
1623 if (op->nrof) 1670 if (op->nrof)
1624 { 1671 {
1625 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1672 for (object *tmp = inv; tmp; tmp = tmp->below)
1626 if (object::can_merge (tmp, op)) 1673 if (object::can_merge (tmp, op))
1627 { 1674 {
1628 /* return the original object and remove inserted object 1675 /* return the original object and remove inserted object
1629 (client needs the original object) */ 1676 (client needs the original object) */
1630 tmp->nrof += op->nrof; 1677 tmp->nrof += op->nrof;
1649 add_weight (this, op->weight * op->nrof); 1696 add_weight (this, op->weight * op->nrof);
1650 } 1697 }
1651 else 1698 else
1652 add_weight (this, (op->weight + op->carrying)); 1699 add_weight (this, (op->weight + op->carrying));
1653 1700
1654 otmp = this->in_player (); 1701 if (object *otmp = this->in_player ())
1655 if (otmp && otmp->contr)
1656 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1702 if (otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1657 otmp->update_stats (); 1703 otmp->update_stats ();
1658 1704
1705 op->owner = 0; // its his/hers now. period.
1659 op->map = 0; 1706 op->map = 0;
1660 op->env = this; 1707 op->env = this;
1661 op->above = 0; 1708 op->above = 0;
1662 op->below = 0; 1709 op->below = 0;
1663 op->x = 0, op->y = 0; 1710 op->x = op->y = 0;
1664 1711
1665 /* reset the light list and los of the players on the map */ 1712 /* reset the light list and los of the players on the map */
1666 if ((op->glow_radius != 0) && map) 1713 if (op->glow_radius && map)
1667 { 1714 {
1668#ifdef DEBUG_LIGHTS 1715#ifdef DEBUG_LIGHTS
1669 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1716 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1670#endif /* DEBUG_LIGHTS */ 1717#endif /* DEBUG_LIGHTS */
1671 if (map->darkness) 1718 if (map->darkness)
1771 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1818 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)) 1819 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1773 { 1820 {
1774 1821
1775 float 1822 float
1776 diff = tmp->move_slow_penalty * FABS (op->speed); 1823 diff = tmp->move_slow_penalty * fabs (op->speed);
1777 1824
1778 if (op->type == PLAYER) 1825 if (op->type == PLAYER)
1779 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1826 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))) 1827 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1781 diff /= 4.0; 1828 diff /= 4.0;
1925 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1972 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1926 { 1973 {
1927 CLEAR_FLAG (tmp, flag); 1974 CLEAR_FLAG (tmp, flag);
1928 unflag_inv (tmp, flag); 1975 unflag_inv (tmp, flag);
1929 } 1976 }
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} 1977}
1944 1978
1945/* 1979/*
1946 * find_free_spot(object, map, x, y, start, stop) will search for 1980 * find_free_spot(object, map, x, y, start, stop) will search for
1947 * a spot at the given map and coordinates which will be able to contain 1981 * a spot at the given map and coordinates which will be able to contain
1964 * customized, changed states, etc. 1998 * customized, changed states, etc.
1965 */ 1999 */
1966int 2000int
1967find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 2001find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
1968{ 2002{
2003 int altern[SIZEOFFREE];
1969 int index = 0, flag; 2004 int index = 0, flag;
1970 int altern[SIZEOFFREE];
1971 2005
1972 for (int i = start; i < stop; i++) 2006 for (int i = start; i < stop; i++)
1973 { 2007 {
1974 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2008 mapxy pos (m, x, y); pos.move (i);
1975 if (!flag) 2009
2010 if (!pos.normalise ())
2011 continue;
2012
2013 mapspace &ms = *pos;
2014
2015 if (ms.flags () & P_IS_ALIVE)
2016 continue;
2017
2018 /* However, often
2019 * ob doesn't have any move type (when used to place exits)
2020 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
2021 */
2022 if (ob->move_type == 0 && ms.move_block != MOVE_ALL)
2023 {
1976 altern [index++] = i; 2024 altern [index++] = i;
2025 continue;
2026 }
1977 2027
1978 /* Basically, if we find a wall on a space, we cut down the search size. 2028 /* Basically, if we find a wall on a space, we cut down the search size.
1979 * In this way, we won't return spaces that are on another side of a wall. 2029 * In this way, we won't return spaces that are on another side of a wall.
1980 * This mostly work, but it cuts down the search size in all directions - 2030 * This mostly work, but it cuts down the search size in all directions -
1981 * if the space being examined only has a wall to the north and empty 2031 * if the space being examined only has a wall to the north and empty
1982 * spaces in all the other directions, this will reduce the search space 2032 * spaces in all the other directions, this will reduce the search space
1983 * to only the spaces immediately surrounding the target area, and 2033 * to only the spaces immediately surrounding the target area, and
1984 * won't look 2 spaces south of the target space. 2034 * won't look 2 spaces south of the target space.
1985 */ 2035 */
1986 else if ((flag & P_NO_PASS) && maxfree[i] < stop) 2036 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2037 {
1987 stop = maxfree[i]; 2038 stop = maxfree[i];
2039 continue;
2040 }
2041
2042 /* Note it is intentional that we check ob - the movement type of the
2043 * head of the object should correspond for the entire object.
2044 */
2045 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2046 continue;
2047
2048 altern [index++] = i;
1988 } 2049 }
1989 2050
1990 if (!index) 2051 if (!index)
1991 return -1; 2052 return -1;
1992 2053
1993 return altern[RANDOM () % index]; 2054 return altern [rndm (index)];
1994} 2055}
1995 2056
1996/* 2057/*
1997 * find_first_free_spot(archetype, maptile, x, y) works like 2058 * find_first_free_spot(archetype, maptile, x, y) works like
1998 * find_free_spot(), but it will search max number of squares. 2059 * find_free_spot(), but it will search max number of squares.
2001 */ 2062 */
2002int 2063int
2003find_first_free_spot (const object *ob, maptile *m, int x, int y) 2064find_first_free_spot (const object *ob, maptile *m, int x, int y)
2004{ 2065{
2005 for (int i = 0; i < SIZEOFFREE; i++) 2066 for (int i = 0; i < SIZEOFFREE; i++)
2006 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2067 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2007 return i; 2068 return i;
2008 2069
2009 return -1; 2070 return -1;
2010} 2071}
2011 2072
2019{ 2080{
2020 arr += begin; 2081 arr += begin;
2021 end -= begin; 2082 end -= begin;
2022 2083
2023 while (--end) 2084 while (--end)
2024 swap (arr [end], arr [RANDOM () % (end + 1)]); 2085 swap (arr [end], arr [rndm (end + 1)]);
2025} 2086}
2026 2087
2027/* new function to make monster searching more efficient, and effective! 2088/* new function to make monster searching more efficient, and effective!
2028 * This basically returns a randomized array (in the passed pointer) of 2089 * 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 2090 * the spaces to find monsters. In this way, it won't always look for
2065 object *tmp; 2126 object *tmp;
2066 maptile *mp; 2127 maptile *mp;
2067 2128
2068 MoveType blocked, move_type; 2129 MoveType blocked, move_type;
2069 2130
2070 if (exclude && exclude->head) 2131 if (exclude && exclude->head_ () != exclude)
2071 { 2132 {
2072 exclude = exclude->head; 2133 exclude = exclude->head;
2073 move_type = exclude->move_type; 2134 move_type = exclude->move_type;
2074 } 2135 }
2075 else 2136 else
2098 max = maxfree[i]; 2159 max = maxfree[i];
2099 else if (mflags & P_IS_ALIVE) 2160 else if (mflags & P_IS_ALIVE)
2100 { 2161 {
2101 for (tmp = ms.bot; tmp; tmp = tmp->above) 2162 for (tmp = ms.bot; tmp; tmp = tmp->above)
2102 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2163 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2103 && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2164 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2104 break; 2165 break;
2105 2166
2106 if (tmp) 2167 if (tmp)
2107 return freedir[i]; 2168 return freedir[i];
2108 } 2169 }
2163 2224
2164 return 3; 2225 return 3;
2165} 2226}
2166 2227
2167/* 2228/*
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 2229 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2187 * between two directions (which are expected to be absolute (see absdir()) 2230 * between two directions (which are expected to be absolute (see absdir())
2188 */ 2231 */
2189
2190int 2232int
2191dirdiff (int dir1, int dir2) 2233dirdiff (int dir1, int dir2)
2192{ 2234{
2193 int d; 2235 int d;
2194 2236
2307 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2349 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2308 * core dumps if they do. 2350 * core dumps if they do.
2309 * 2351 *
2310 * Add a check so we can't pick up invisible objects (0.93.8) 2352 * Add a check so we can't pick up invisible objects (0.93.8)
2311 */ 2353 */
2312
2313int 2354int
2314can_pick (const object *who, const object *item) 2355can_pick (const object *who, const object *item)
2315{ 2356{
2316 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2357 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2317 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2358 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2322 * create clone from object to another 2363 * create clone from object to another
2323 */ 2364 */
2324object * 2365object *
2325object_create_clone (object *asrc) 2366object_create_clone (object *asrc)
2326{ 2367{
2327 object *dst = 0, *tmp, *src, *part, *prev, *item; 2368 object *dst = 0, *tmp, *src, *prev, *item;
2328 2369
2329 if (!asrc) 2370 if (!asrc)
2330 return 0; 2371 return 0;
2331 2372
2332 src = asrc;
2333 if (src->head)
2334 src = src->head; 2373 src = asrc->head_ ();
2335 2374
2336 prev = 0; 2375 prev = 0;
2337 for (part = src; part; part = part->more) 2376 for (object *part = src; part; part = part->more)
2338 { 2377 {
2339 tmp = part->clone (); 2378 tmp = part->clone ();
2340 tmp->x -= src->x; 2379 tmp->x -= src->x;
2341 tmp->y -= src->y; 2380 tmp->y -= src->y;
2342 2381
2358 2397
2359 for (item = src->inv; item; item = item->below) 2398 for (item = src->inv; item; item = item->below)
2360 insert_ob_in_ob (object_create_clone (item), dst); 2399 insert_ob_in_ob (object_create_clone (item), dst);
2361 2400
2362 return dst; 2401 return dst;
2363}
2364
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}
2402 2403
2403/* This returns the first object in who's inventory that 2404/* This returns the first object in who's inventory that
2404 * has the same type and subtype match. 2405 * has the same type and subtype match.
2405 * returns NULL if no match. 2406 * returns NULL if no match.
2460 if (link->key == canonical_key) 2461 if (link->key == canonical_key)
2461 return link->value; 2462 return link->value;
2462 2463
2463 return 0; 2464 return 0;
2464} 2465}
2465
2466 2466
2467/* 2467/*
2468 * Updates the canonical_key in op to value. 2468 * Updates the canonical_key in op to value.
2469 * 2469 *
2470 * canonical_key is a shared string (value doesn't have to be). 2470 * canonical_key is a shared string (value doesn't have to be).
2494 /* Basically, if the archetype has this key set, 2494 /* Basically, if the archetype has this key set,
2495 * we need to store the null value so when we save 2495 * we need to store the null value so when we save
2496 * it, we save the empty value so that when we load, 2496 * it, we save the empty value so that when we load,
2497 * we get this value back again. 2497 * we get this value back again.
2498 */ 2498 */
2499 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2499 if (get_ob_key_link (op->arch, canonical_key))
2500 field->value = 0; 2500 field->value = 0;
2501 else 2501 else
2502 { 2502 {
2503 if (last) 2503 if (last)
2504 last->next = field->next; 2504 last->next = field->next;
2573 } 2573 }
2574 else 2574 else
2575 item = item->env; 2575 item = item->env;
2576} 2576}
2577 2577
2578
2579const char * 2578const char *
2580object::flag_desc (char *desc, int len) const 2579object::flag_desc (char *desc, int len) const
2581{ 2580{
2582 char *p = desc; 2581 char *p = desc;
2583 bool first = true; 2582 bool first = true;
2610{ 2609{
2611 char flagdesc[512]; 2610 char flagdesc[512];
2612 char info2[256 * 4]; 2611 char info2[256 * 4];
2613 char *p = info; 2612 char *p = info;
2614 2613
2615 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s%s%s\",flags:[%s],type:%d}", 2614 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2616 count, uuid.seq, 2615 count, uuid.seq,
2617 &name, 2616 &name,
2618 title ? "\",title:" : "", 2617 title ? "\",title:\"" : "",
2619 title ? (const char *)title : "", 2618 title ? (const char *)title : "",
2620 flag_desc (flagdesc, 512), type); 2619 flag_desc (flagdesc, 512), type);
2621 2620
2622 if (env) 2621 if (!this->flag[FLAG_REMOVED] && env)
2623 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2622 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2624 2623
2625 if (map) 2624 if (map)
2626 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y); 2625 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2627 2626
2629} 2628}
2630 2629
2631const char * 2630const char *
2632object::debug_desc () const 2631object::debug_desc () const
2633{ 2632{
2634 static char info[256 * 4]; 2633 static char info[3][256 * 4];
2634 static int info_idx;
2635
2635 return debug_desc (info); 2636 return debug_desc (info [++info_idx % 3]);
2636} 2637}
2637 2638
2638const char * 2639struct region *
2639object::debug_desc2 () const 2640object::region () const
2640{ 2641{
2641 static char info[256 * 4]; 2642 return map ? map->region (x, y)
2642 return debug_desc (info); 2643 : region::default_region ();
2643} 2644}
2644 2645
2646const materialtype_t *
2647object::dominant_material () const
2648{
2649 if (materialtype_t *mt = name_to_material (materialname))
2650 return mt;
2651
2652 return name_to_material (shstr_unknown);
2653}
2654
2655void
2656object::open_container (object *new_container)
2657{
2658 if (container == new_container)
2659 return;
2660
2661 if (object *old_container = container)
2662 {
2663 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2664 return;
2665
2666#if 0
2667 // remove the "Close old_container" object.
2668 if (object *closer = old_container->inv)
2669 if (closer->type == CLOSE_CON)
2670 closer->destroy ();
2671#endif
2672
2673 old_container->flag [FLAG_APPLIED] = 0;
2674 container = 0;
2675
2676 esrv_update_item (UPD_FLAGS, this, old_container);
2677 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2678 play_sound (sound_find ("chest_close"));
2679 }
2680
2681 if (new_container)
2682 {
2683 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2684 return;
2685
2686 // TODO: this does not seem to serve any purpose anymore?
2687#if 0
2688 // insert the "Close Container" object.
2689 if (archetype *closer = new_container->other_arch)
2690 {
2691 object *closer = arch_to_object (new_container->other_arch);
2692 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2693 new_container->insert (closer);
2694 }
2695#endif
2696
2697 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2698
2699 new_container->flag [FLAG_APPLIED] = 1;
2700 container = new_container;
2701
2702 esrv_update_item (UPD_FLAGS, this, new_container);
2703 esrv_send_inventory (this, new_container);
2704 play_sound (sound_find ("chest_open"));
2705 }
2706}
2707
2708object *
2709object::force_find (const shstr name)
2710{
2711 /* cycle through his inventory to look for the MARK we want to
2712 * place
2713 */
2714 for (object *tmp = inv; tmp; tmp = tmp->below)
2715 if (tmp->type == FORCE && tmp->slaying == name)
2716 return splay (tmp);
2717
2718 return 0;
2719}
2720
2721void
2722object::force_add (const shstr name, int duration)
2723{
2724 if (object *force = force_find (name))
2725 force->destroy ();
2726
2727 object *force = get_archetype (FORCE_NAME);
2728
2729 force->slaying = name;
2730 force->stats.food = 1;
2731 force->speed_left = -1.f;
2732
2733 force->set_speed (duration ? 1.f / duration : 0.f);
2734 force->flag [FLAG_IS_USED_UP] = true;
2735 force->flag [FLAG_APPLIED] = true;
2736
2737 insert (force);
2738}
2739
2740void
2741object::play_sound (faceidx sound) const
2742{
2743 if (!sound)
2744 return;
2745
2746 if (flag [FLAG_REMOVED])
2747 return;
2748
2749 if (env)
2750 {
2751 if (object *pl = in_player ())
2752 pl->contr->play_sound (sound);
2753 }
2754 else
2755 map->play_sound (sound, x, y);
2756}
2757

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