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Comparing deliantra/server/common/object.C (file contents):
Revision 1.113 by root, Tue Jan 9 21:32:41 2007 UTC vs.
Revision 1.204 by root, Fri Apr 11 17:01:52 2008 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra 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 * Deliantra 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 21 * The authors can be reached via e-mail to <support@deliantra.net>
22 The authors can be reached via e-mail at <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; 38UUID UUID::cur;
39static UUID uuid; 39static uint64_t seq_next_save;
40const uint64 UUID_SKIP = 1<<19; 40static const uint64 UUID_GAP = 1<<19;
41 41
42objectvec objects; 42objectvec objects;
43activevec actives; 43activevec actives;
44 44
45short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 45short freearr_x[SIZEOFFREE] = {
46 0,
47 0, 1, 1, 1, 0, -1, -1, -1,
48 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
46 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 49 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
47}; 50};
48short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 51short freearr_y[SIZEOFFREE] = {
52 0,
53 -1, -1, 0, 1, 1, 1, 0, -1,
54 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
49 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3 55 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
50}; 56};
51int maxfree[SIZEOFFREE] = { 0, 9, 10, 13, 14, 17, 18, 21, 22, 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 57int maxfree[SIZEOFFREE] = {
58 0,
59 9, 10, 13, 14, 17, 18, 21, 22,
60 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
52 48, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49 61 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
53}; 62};
54int freedir[SIZEOFFREE] = { 63int freedir[SIZEOFFREE] = {
55 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8, 64 0,
65 1, 2, 3, 4, 5, 6, 7, 8,
66 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
56 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8 67 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
57}; 68};
58 69
59static void 70static void
60write_uuid (void) 71write_uuid (uval64 skip, bool sync)
61{ 72{
62 char filename1[MAX_BUF], filename2[MAX_BUF]; 73 CALL_BEGIN (2);
63 74 CALL_ARG_SV (newSVval64 (skip));
64 sprintf (filename1, "%s/uuid", settings.localdir); 75 CALL_ARG_SV (boolSV (sync));
65 sprintf (filename2, "%s/uuid~", settings.localdir); 76 CALL_CALL ("cf::write_uuid", G_DISCARD);
66 77 CALL_END;
67 FILE *fp;
68
69 if (!(fp = fopen (filename2, "w")))
70 {
71 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
72 return;
73 }
74
75 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
76 fclose (fp);
77 rename (filename2, filename1);
78} 78}
79 79
80static void 80static void
81read_uuid (void) 81read_uuid (void)
82{ 82{
83 char filename[MAX_BUF]; 83 char filename[MAX_BUF];
84 84
85 sprintf (filename, "%s/uuid", settings.localdir); 85 sprintf (filename, "%s/uuid", settings.localdir);
86 86
87 seq_next_save = 0;
88
87 FILE *fp; 89 FILE *fp;
88 90
89 if (!(fp = fopen (filename, "r"))) 91 if (!(fp = fopen (filename, "r")))
90 { 92 {
91 if (errno == ENOENT) 93 if (errno == ENOENT)
92 { 94 {
93 LOG (llevInfo, "RESET uid to 1\n"); 95 LOG (llevInfo, "RESET uid to 1\n");
94 uuid.seq = 0; 96 UUID::cur.seq = 0;
95 write_uuid (); 97 write_uuid (UUID_GAP, true);
96 return; 98 return;
97 } 99 }
98 100
99 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename); 101 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
100 _exit (1); 102 _exit (1);
101 } 103 }
102 104
103 int version; 105 UUID::BUF buf;
104 unsigned long long uid; 106 buf[0] = 0;
105 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1) 107 fgets (buf, sizeof (buf), fp);
108
109 if (!UUID::cur.parse (buf))
106 { 110 {
107 LOG (llevError, "FATAL: error reading uid from %s!\n", filename); 111 LOG (llevError, "FATAL: error reading uid from %s (%s)!\n", filename, buf);
108 _exit (1); 112 _exit (1);
109 } 113 }
110 114
111 uuid.seq = uid; 115 LOG (llevDebug, "read UUID: %s\n", UUID::cur.c_str ());
112 write_uuid (); 116
113 LOG (llevDebug, "read UID: %" PRId64 "\n", uid); 117 write_uuid (UUID_GAP, true);
114 fclose (fp); 118 fclose (fp);
115} 119}
116 120
117UUID 121UUID
118gen_uuid () 122UUID::gen ()
119{ 123{
120 UUID uid; 124 UUID uid;
121 125
122 uid.seq = ++uuid.seq; 126 uid.seq = ++cur.seq;
123 127
124 if (!(uuid.seq & (UUID_SKIP - 1))) 128 if (expect_false (cur.seq >= seq_next_save))
125 write_uuid (); 129 {
130 seq_next_save = UUID::cur.seq + (UUID_GAP >> 1);
131 write_uuid (UUID_GAP, false);
132 }
133
126 134
127 return uid; 135 return uid;
128} 136}
129 137
130void 138void
131init_uuid () 139UUID::init ()
132{ 140{
133 read_uuid (); 141 read_uuid ();
134} 142}
135 143
136/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 144/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
254 /* This is really a spellbook check - really, we should 262 /* This is really a spellbook check - really, we should
255 * check all objects in the inventory. 263 * check all objects in the inventory.
256 */ 264 */
257 if (ob1->inv || ob2->inv) 265 if (ob1->inv || ob2->inv)
258 { 266 {
259 /* if one object has inventory but the other doesn't, not equiv */ 267 if (!(ob1->inv && ob2->inv))
260 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 268 return 0; /* inventories differ in length */
261 return 0;
262 269
263 /* Now check to see if the two inventory objects could merge */ 270 if (ob1->inv->below || ob2->inv->below)
271 return 0; /* more than one object in inv */
272
264 if (!object::can_merge (ob1->inv, ob2->inv)) 273 if (!object::can_merge (ob1->inv, ob2->inv))
265 return 0; 274 return 0; /* inventory objexts differ */
266 275
267 /* inventory ok - still need to check rest of this object to see 276 /* inventory ok - still need to check rest of this object to see
268 * if it is valid. 277 * if it is valid.
269 */ 278 */
270 } 279 }
299 return 0; 308 return 0;
300 else if (!compare_ob_value_lists (ob1, ob2)) 309 else if (!compare_ob_value_lists (ob1, ob2))
301 return 0; 310 return 0;
302 } 311 }
303 312
304 //TODO: generate an event or call into perl for additional checks
305 if (ob1->self || ob2->self) 313 if (ob1->self || ob2->self)
306 { 314 {
307 ob1->optimise (); 315 ob1->optimise ();
308 ob2->optimise (); 316 ob2->optimise ();
309 317
310 if (ob1->self || ob2->self) 318 if (ob1->self || ob2->self)
319 {
320 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
321 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
322
323 if (k1 != k2)
311 return 0; 324 return 0;
325 else if (k1 == 0)
326 return 1;
327 else if (!cfperl_can_merge (ob1, ob2))
328 return 0;
329 }
312 } 330 }
313 331
314 /* Everything passes, must be OK. */ 332 /* Everything passes, must be OK. */
315 return 1; 333 return 1;
316} 334}
324sum_weight (object *op) 342sum_weight (object *op)
325{ 343{
326 long sum; 344 long sum;
327 object *inv; 345 object *inv;
328 346
329 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 347 for (sum = 0, inv = op->inv; inv; inv = inv->below)
330 { 348 {
331 if (inv->inv) 349 if (inv->inv)
332 sum_weight (inv); 350 sum_weight (inv);
351
333 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 352 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
334 } 353 }
335 354
336 if (op->type == CONTAINER && op->stats.Str) 355 if (op->type == CONTAINER && op->stats.Str)
337 sum = (sum * (100 - op->stats.Str)) / 100; 356 sum = (sum * (100 - op->stats.Str)) / 100;
357/* 376/*
358 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 377 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
359 * Some error messages. 378 * Some error messages.
360 * The result of the dump is stored in the static global errmsg array. 379 * The result of the dump is stored in the static global errmsg array.
361 */ 380 */
362
363char * 381char *
364dump_object (object *op) 382dump_object (object *op)
365{ 383{
366 if (!op) 384 if (!op)
367 return strdup ("[NULLOBJ]"); 385 return strdup ("[NULLOBJ]");
368 386
369 object_freezer freezer; 387 object_freezer freezer;
370 save_object (freezer, op, 1); 388 op->write (freezer);
371 return freezer.as_string (); 389 return freezer.as_string ();
372} 390}
373 391
374/* 392/*
375 * get_nearest_part(multi-object, object 2) returns the part of the 393 * get_nearest_part(multi-object, object 2) returns the part of the
376 * multi-object 1 which is closest to the second object. 394 * multi-object 1 which is closest to the second object.
377 * If it's not a multi-object, it is returned. 395 * If it's not a multi-object, it is returned.
378 */ 396 */
379
380object * 397object *
381get_nearest_part (object *op, const object *pl) 398get_nearest_part (object *op, const object *pl)
382{ 399{
383 object *tmp, *closest; 400 object *tmp, *closest;
384 int last_dist, i; 401 int last_dist, i;
420 break; 437 break;
421 438
422 return op; 439 return op;
423} 440}
424 441
425void
426free_all_object_data ()
427{
428 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
429}
430
431/* 442/*
432 * Sets the owner and sets the skill and exp pointers to owner's current 443 * Sets the owner and sets the skill and exp pointers to owner's current
433 * skill and experience objects. 444 * skill and experience objects.
445 * ACTUALLY NO! investigate! TODO
434 */ 446 */
435void 447void
436object::set_owner (object *owner) 448object::set_owner (object *owner)
437{ 449{
450 // allow objects which own objects
438 if (!owner) 451 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) 452 while (owner->owner)
449 owner = owner->owner; 453 owner = owner->owner;
454
455 if (flag [FLAG_FREED])
456 {
457 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
458 return;
459 }
450 460
451 this->owner = owner; 461 this->owner = owner;
462}
463
464int
465object::slottype () const
466{
467 if (type == SKILL)
468 {
469 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
470 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
471 }
472 else
473 {
474 if (slot [body_combat].info) return slot_combat;
475 if (slot [body_range ].info) return slot_ranged;
476 }
477
478 return slot_none;
479}
480
481bool
482object::change_weapon (object *ob)
483{
484 if (current_weapon == ob)
485 return true;
486
487 if (chosen_skill)
488 chosen_skill->flag [FLAG_APPLIED] = false;
489
490 current_weapon = ob;
491 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
492
493 if (chosen_skill)
494 chosen_skill->flag [FLAG_APPLIED] = true;
495
496 update_stats ();
497
498 if (ob)
499 {
500 // now check wether any body locations became invalid, in which case
501 // we cannot apply the weapon at the moment.
502 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
503 if (slot[i].used < 0)
504 {
505 current_weapon = chosen_skill = 0;
506 update_stats ();
507
508 new_draw_info_format (NDI_UNIQUE, 0, this,
509 "You try to balance all your items at once, "
510 "but the %s is just too much for your body. "
511 "[You need to unapply some items first.]", &ob->name);
512 return false;
513 }
514
515 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
516 }
517 else
518 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
519
520 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
521 {
522 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
523 &name, ob->debug_desc ());
524 return false;
525 }
526
527 return true;
452} 528}
453 529
454/* Zero the key_values on op, decrementing the shared-string 530/* Zero the key_values on op, decrementing the shared-string
455 * refcounts and freeing the links. 531 * refcounts and freeing the links.
456 */ 532 */
457static void 533static void
458free_key_values (object *op) 534free_key_values (object *op)
459{ 535{
460 for (key_value *i = op->key_values; i != 0;) 536 for (key_value *i = op->key_values; i; )
461 { 537 {
462 key_value *next = i->next; 538 key_value *next = i->next;
463 delete i; 539 delete i;
464 540
465 i = next; 541 i = next;
466 } 542 }
467 543
468 op->key_values = 0; 544 op->key_values = 0;
469} 545}
470 546
471/* 547object &
472 * copy_to first frees everything allocated by the dst object, 548object::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{ 549{
482 bool is_freed = QUERY_FLAG (dst, FLAG_FREED); 550 bool is_freed = flag [FLAG_FREED];
483 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED); 551 bool is_removed = flag [FLAG_REMOVED];
484 552
485 *(object_copy *)dst = *this; 553 *(object_copy *)this = src;
486 554
487 if (is_freed) 555 flag [FLAG_FREED] = is_freed;
488 SET_FLAG (dst, FLAG_FREED); 556 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;
495 557
496 /* Copy over key_values, if any. */ 558 /* Copy over key_values, if any. */
497 if (key_values) 559 if (src.key_values)
498 { 560 {
499 key_value *tail = 0; 561 key_value *tail = 0;
500 key_value *i;
501
502 dst->key_values = 0; 562 key_values = 0;
503 563
504 for (i = key_values; i; i = i->next) 564 for (key_value *i = src.key_values; i; i = i->next)
505 { 565 {
506 key_value *new_link = new key_value; 566 key_value *new_link = new key_value;
507 567
508 new_link->next = 0; 568 new_link->next = 0;
509 new_link->key = i->key; 569 new_link->key = i->key;
510 new_link->value = i->value; 570 new_link->value = i->value;
511 571
512 /* Try and be clever here, too. */ 572 /* Try and be clever here, too. */
513 if (!dst->key_values) 573 if (!key_values)
514 { 574 {
515 dst->key_values = new_link; 575 key_values = new_link;
516 tail = new_link; 576 tail = new_link;
517 } 577 }
518 else 578 else
519 { 579 {
520 tail->next = new_link; 580 tail->next = new_link;
521 tail = new_link; 581 tail = new_link;
522 } 582 }
523 } 583 }
524 } 584 }
585}
586
587/*
588 * copy_to first frees everything allocated by the dst object,
589 * and then copies the contents of itself into the second
590 * object, allocating what needs to be allocated. Basically, any
591 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
592 * if the first object is freed, the pointers in the new object
593 * will point at garbage.
594 */
595void
596object::copy_to (object *dst)
597{
598 *dst = *this;
599
600 if (speed < 0)
601 dst->speed_left -= rndm ();
525 602
526 dst->set_speed (dst->speed); 603 dst->set_speed (dst->speed);
604}
605
606void
607object::instantiate ()
608{
609 if (!uuid.seq) // HACK
610 uuid = UUID::gen ();
611
612 speed_left = -0.1f;
613 /* copy the body_info to the body_used - this is only really
614 * need for monsters, but doesn't hurt to do it for everything.
615 * by doing so, when a monster is created, it has good starting
616 * values for the body_used info, so when items are created
617 * for it, they can be properly equipped.
618 */
619 for (int i = NUM_BODY_LOCATIONS; i--; )
620 slot[i].used = slot[i].info;
621
622 attachable::instantiate ();
527} 623}
528 624
529object * 625object *
530object::clone () 626object::clone ()
531{ 627{
589 * UP_OBJ_FACE: only the objects face has changed. 685 * UP_OBJ_FACE: only the objects face has changed.
590 */ 686 */
591void 687void
592update_object (object *op, int action) 688update_object (object *op, int action)
593{ 689{
594 MoveType move_on, move_off, move_block, move_slow;
595
596 if (op == NULL) 690 if (op == NULL)
597 { 691 {
598 /* this should never happen */ 692 /* this should never happen */
599 LOG (llevDebug, "update_object() called for NULL object.\n"); 693 LOG (llevDebug, "update_object() called for NULL object.\n");
600 return; 694 return;
670 face = blank_face; 764 face = blank_face;
671} 765}
672 766
673object::~object () 767object::~object ()
674{ 768{
769 unlink ();
770
675 free_key_values (this); 771 free_key_values (this);
676} 772}
677 773
678static int object_count; 774static int object_count;
679 775
680void object::link () 776void object::link ()
681{ 777{
682 assert (!index);//D 778 assert (!index);//D
683 uuid = gen_uuid (); 779 uuid = UUID::gen ();
684 count = ++object_count; 780 count = ++object_count;
685 781
686 refcnt_inc (); 782 refcnt_inc ();
687 objects.insert (this); 783 objects.insert (this);
688} 784}
689 785
690void object::unlink () 786void object::unlink ()
691{ 787{
692 assert (index);//D 788 if (!index)
789 return;
790
693 objects.erase (this); 791 objects.erase (this);
694 refcnt_dec (); 792 refcnt_dec ();
695} 793}
696 794
697void 795void
771 * drop on that space. 869 * drop on that space.
772 */ 870 */
773 if (!drop_to_ground 871 if (!drop_to_ground
774 || !map 872 || !map
775 || map->in_memory != MAP_IN_MEMORY 873 || map->in_memory != MAP_IN_MEMORY
874 || map->nodrop
776 || ms ().move_block == MOVE_ALL) 875 || ms ().move_block == MOVE_ALL)
777 { 876 {
778 while (inv) 877 while (inv)
779 { 878 {
780 inv->destroy_inv (drop_to_ground); 879 inv->destroy_inv (drop_to_ground);
834 933
835 if (!freed_map) 934 if (!freed_map)
836 { 935 {
837 freed_map = new maptile; 936 freed_map = new maptile;
838 937
938 freed_map->path = "<freed objects map>";
839 freed_map->name = "/internal/freed_objects_map"; 939 freed_map->name = "/internal/freed_objects_map";
840 freed_map->width = 3; 940 freed_map->width = 3;
841 freed_map->height = 3; 941 freed_map->height = 3;
942 freed_map->nodrop = 1;
842 943
843 freed_map->alloc (); 944 freed_map->alloc ();
844 freed_map->in_memory = MAP_IN_MEMORY; 945 freed_map->in_memory = MAP_IN_MEMORY;
845 } 946 }
846 947
847 map = freed_map; 948 map = freed_map;
848 x = 1; 949 x = 1;
849 y = 1; 950 y = 1;
850 } 951 }
851 952
852 head = 0;
853
854 if (more) 953 if (more)
855 { 954 {
856 more->destroy (); 955 more->destroy ();
857 more = 0; 956 more = 0;
858 } 957 }
859 958
959 head = 0;
960
860 // clear those pointers that likely might have circular references to us 961 // clear those pointers that likely might cause circular references
861 owner = 0; 962 owner = 0;
862 enemy = 0; 963 enemy = 0;
863 attacked_by = 0; 964 attacked_by = 0;
965 current_weapon = 0;
864} 966}
865 967
866void 968void
867object::destroy (bool destroy_inventory) 969object::destroy (bool destroy_inventory)
868{ 970{
869 if (destroyed ()) 971 if (destroyed ())
870 return; 972 return;
871 973
872 if (destroy_inventory) 974 if (destroy_inventory)
873 destroy_inv (false); 975 destroy_inv (false);
976
977 if (is_head ())
978 if (sound_destroy)
979 play_sound (sound_destroy);
980 else if (flag [FLAG_MONSTER])
981 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
874 982
875 attachable::destroy (); 983 attachable::destroy ();
876} 984}
877 985
878/* 986/*
896 * This function removes the object op from the linked list of objects 1004 * 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 1005 * which it is currently tied to. When this function is done, the
898 * object will have no environment. If the object previously had an 1006 * object will have no environment. If the object previously had an
899 * environment, the x and y coordinates will be updated to 1007 * environment, the x and y coordinates will be updated to
900 * the previous environment. 1008 * the previous environment.
901 * Beware: This function is called from the editor as well!
902 */ 1009 */
903void 1010void
904object::remove () 1011object::do_remove ()
905{ 1012{
906 object *tmp, *last = 0; 1013 object *tmp, *last = 0;
907 object *otmp; 1014 object *otmp;
908 1015
909 if (QUERY_FLAG (this, FLAG_REMOVED)) 1016 if (QUERY_FLAG (this, FLAG_REMOVED))
952 } 1059 }
953 else if (map) 1060 else if (map)
954 { 1061 {
955 if (type == PLAYER) 1062 if (type == PLAYER)
956 { 1063 {
1064 // leaving a spot always closes any open container on the ground
1065 if (container && !container->env)
1066 // this causes spurious floorbox updates, but it ensures
1067 // that the CLOSE event is being sent.
1068 close_container ();
1069
957 --map->players; 1070 --map->players;
958 map->touch (); 1071 map->touch ();
959 } 1072 }
960 1073
961 map->dirty = true; 1074 map->dirty = true;
1075 mapspace &ms = this->ms ();
962 1076
963 /* link the object above us */ 1077 /* link the object above us */
964 if (above) 1078 if (above)
965 above->below = below; 1079 above->below = below;
966 else 1080 else
967 map->at (x, y).top = below; /* we were top, set new top */ 1081 ms.top = below; /* we were top, set new top */
968 1082
969 /* Relink the object below us, if there is one */ 1083 /* Relink the object below us, if there is one */
970 if (below) 1084 if (below)
971 below->above = above; 1085 below->above = above;
972 else 1086 else
974 /* Nothing below, which means we need to relink map object for this space 1088 /* 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 1089 * use translated coordinates in case some oddness with map tiling is
976 * evident 1090 * evident
977 */ 1091 */
978 if (GET_MAP_OB (map, x, y) != this) 1092 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); 1093 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 1094
989 map->at (x, y).bot = above; /* goes on above it. */ 1095 ms.bot = above; /* goes on above it. */
990 } 1096 }
991 1097
992 above = 0; 1098 above = 0;
993 below = 0; 1099 below = 0;
994 1100
995 if (map->in_memory == MAP_SAVING) 1101 if (map->in_memory == MAP_SAVING)
996 return; 1102 return;
997 1103
998 int check_walk_off = !flag [FLAG_NO_APPLY]; 1104 int check_walk_off = !flag [FLAG_NO_APPLY];
999 1105
1106 if (object *pl = ms.player ())
1107 {
1108 if (pl->container == this)
1109 /* If a container that the player is currently using somehow gets
1110 * removed (most likely destroyed), update the player view
1111 * appropriately.
1112 */
1113 pl->close_container ();
1114
1115 pl->contr->ns->floorbox_update ();
1116 }
1117
1000 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above) 1118 for (tmp = ms.bot; tmp; tmp = tmp->above)
1001 { 1119 {
1002 /* No point updating the players look faces if he is the object 1120 /* No point updating the players look faces if he is the object
1003 * being removed. 1121 * being removed.
1004 */ 1122 */
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 1123
1022 /* See if object moving off should effect something */ 1124 /* See if object moving off should effect something */
1023 if (check_walk_off 1125 if (check_walk_off
1024 && ((move_type & tmp->move_off) 1126 && ((move_type & tmp->move_off)
1025 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1127 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1028 1130
1029 if (destroyed ()) 1131 if (destroyed ())
1030 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1132 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1031 } 1133 }
1032 1134
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; 1135 last = tmp;
1039 } 1136 }
1040 1137
1041 /* last == NULL if there are no objects on this space */ 1138 /* last == NULL if there are no objects on this space */
1042 //TODO: this makes little sense, why only update the topmost object? 1139 //TODO: this makes little sense, why only update the topmost object?
1062merge_ob (object *op, object *top) 1159merge_ob (object *op, object *top)
1063{ 1160{
1064 if (!op->nrof) 1161 if (!op->nrof)
1065 return 0; 1162 return 0;
1066 1163
1067 if (top) 1164 if (!top)
1068 for (top = op; top && top->above; top = top->above) 1165 for (top = op; top && top->above; top = top->above)
1069 ; 1166 ;
1070 1167
1071 for (; top; top = top->below) 1168 for (; top; top = top->below)
1072 { 1169 {
1085 } 1182 }
1086 1183
1087 return 0; 1184 return 0;
1088} 1185}
1089 1186
1187void
1188object::expand_tail ()
1189{
1190 if (more)
1191 return;
1192
1193 object *prev = this;
1194
1195 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1196 {
1197 object *op = arch_to_object (at);
1198
1199 op->name = name;
1200 op->name_pl = name_pl;
1201 op->title = title;
1202
1203 op->head = this;
1204 prev->more = op;
1205
1206 prev = op;
1207 }
1208}
1209
1090/* 1210/*
1091 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1211 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1092 * job preparing multi-part monsters 1212 * job preparing multi-part monsters.
1093 */ 1213 */
1094object * 1214object *
1095insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1215insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1096{ 1216{
1097 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1217 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1098 { 1218 {
1099 tmp->x = x + tmp->arch->clone.x; 1219 tmp->x = x + tmp->arch->x;
1100 tmp->y = y + tmp->arch->clone.y; 1220 tmp->y = y + tmp->arch->y;
1101 } 1221 }
1102 1222
1103 return insert_ob_in_map (op, m, originator, flag); 1223 return insert_ob_in_map (op, m, originator, flag);
1104} 1224}
1105 1225
1124 * just 'op' otherwise 1244 * just 'op' otherwise
1125 */ 1245 */
1126object * 1246object *
1127insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1247insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1128{ 1248{
1249 assert (!op->flag [FLAG_FREED]);
1250
1129 object *tmp, *top, *floor = NULL; 1251 object *top, *floor = NULL;
1130 sint16 x, y;
1131 1252
1132 if (QUERY_FLAG (op, FLAG_FREED)) 1253 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 1254
1201 /* Ideally, the caller figures this out. However, it complicates a lot 1255 /* 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 1256 * of areas of callers (eg, anything that uses find_free_spot would now
1203 * need extra work 1257 * need extra work
1204 */ 1258 */
1205 op->map = get_map_from_coord (m, &op->x, &op->y); 1259 if (!xy_normalise (m, op->x, op->y))
1206 x = op->x; 1260 {
1207 y = op->y; 1261 op->destroy ();
1262 return 0;
1263 }
1264
1265 if (object *more = op->more)
1266 if (!insert_ob_in_map (more, m, originator, flag))
1267 return 0;
1268
1269 CLEAR_FLAG (op, FLAG_REMOVED);
1270
1271 op->map = m;
1272 mapspace &ms = op->ms ();
1208 1273
1209 /* this has to be done after we translate the coordinates. 1274 /* this has to be done after we translate the coordinates.
1210 */ 1275 */
1211 if (op->nrof && !(flag & INS_NO_MERGE)) 1276 if (op->nrof && !(flag & INS_NO_MERGE))
1212 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above) 1277 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1213 if (object::can_merge (op, tmp)) 1278 if (object::can_merge (op, tmp))
1214 { 1279 {
1215 op->nrof += tmp->nrof; 1280 op->nrof += tmp->nrof;
1216 tmp->destroy (); 1281 tmp->destroy ();
1217 } 1282 }
1234 op->below = originator->below; 1299 op->below = originator->below;
1235 1300
1236 if (op->below) 1301 if (op->below)
1237 op->below->above = op; 1302 op->below->above = op;
1238 else 1303 else
1239 op->ms ().bot = op; 1304 ms.bot = op;
1240 1305
1241 /* since *below* originator, no need to update top */ 1306 /* since *below* originator, no need to update top */
1242 originator->below = op; 1307 originator->below = op;
1243 } 1308 }
1244 else 1309 else
1245 { 1310 {
1311 top = ms.bot;
1312
1246 /* If there are other objects, then */ 1313 /* If there are other objects, then */
1247 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1314 if (top)
1248 { 1315 {
1249 object *last = 0; 1316 object *last = 0;
1250 1317
1251 /* 1318 /*
1252 * If there are multiple objects on this space, we do some trickier handling. 1319 * 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 1325 * 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 1326 * 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 1327 * when lots of spells are cast in one area. Currently, it is presumed
1261 * that flying non pickable objects are spell objects. 1328 * that flying non pickable objects are spell objects.
1262 */ 1329 */
1263 while (top) 1330 for (top = ms.bot; top; top = top->above)
1264 { 1331 {
1265 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1332 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1266 floor = top; 1333 floor = top;
1267 1334
1268 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1335 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; 1338 top = top->below;
1272 break; 1339 break;
1273 } 1340 }
1274 1341
1275 last = top; 1342 last = top;
1276 top = top->above;
1277 } 1343 }
1278 1344
1279 /* Don't want top to be NULL, so set it to the last valid object */ 1345 /* Don't want top to be NULL, so set it to the last valid object */
1280 top = last; 1346 top = last;
1281 1347
1283 * looks like instead of lots of conditions here. 1349 * looks like instead of lots of conditions here.
1284 * makes things faster, and effectively the same result. 1350 * makes things faster, and effectively the same result.
1285 */ 1351 */
1286 1352
1287 /* Have object 'fall below' other objects that block view. 1353 /* Have object 'fall below' other objects that block view.
1288 * Unless those objects are exits, type 66 1354 * Unless those objects are exits.
1289 * If INS_ON_TOP is used, don't do this processing 1355 * If INS_ON_TOP is used, don't do this processing
1290 * Need to find the object that in fact blocks view, otherwise 1356 * Need to find the object that in fact blocks view, otherwise
1291 * stacking is a bit odd. 1357 * stacking is a bit odd.
1292 */ 1358 */
1293 if (!(flag & INS_ON_TOP) && 1359 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)) 1360 && ms.flags () & P_BLOCKSVIEW
1361 && (op->face && !faces [op->face].visibility))
1295 { 1362 {
1296 for (last = top; last != floor; last = last->below) 1363 for (last = top; last != floor; last = last->below)
1297 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1364 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1298 break; 1365 break;
1366
1299 /* Check to see if we found the object that blocks view, 1367 /* Check to see if we found the object that blocks view,
1300 * and make sure we have a below pointer for it so that 1368 * and make sure we have a below pointer for it so that
1301 * we can get inserted below this one, which requires we 1369 * we can get inserted below this one, which requires we
1302 * set top to the object below us. 1370 * set top to the object below us.
1303 */ 1371 */
1304 if (last && last->below && last != floor) 1372 if (last && last->below && last != floor)
1305 top = last->below; 1373 top = last->below;
1306 } 1374 }
1307 } /* If objects on this space */ 1375 } /* If objects on this space */
1308 1376
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) 1377 if (flag & INS_ABOVE_FLOOR_ONLY)
1313 top = floor; 1378 top = floor;
1314 1379
1315 /* Top is the object that our object (op) is going to get inserted above. 1380 /* Top is the object that our object (op) is going to get inserted above.
1316 */ 1381 */
1317 1382
1318 /* First object on this space */ 1383 /* First object on this space */
1319 if (!top) 1384 if (!top)
1320 { 1385 {
1321 op->above = GET_MAP_OB (op->map, op->x, op->y); 1386 op->above = ms.bot;
1322 1387
1323 if (op->above) 1388 if (op->above)
1324 op->above->below = op; 1389 op->above->below = op;
1325 1390
1326 op->below = 0; 1391 op->below = 0;
1327 op->ms ().bot = op; 1392 ms.bot = op;
1328 } 1393 }
1329 else 1394 else
1330 { /* get inserted into the stack above top */ 1395 { /* get inserted into the stack above top */
1331 op->above = top->above; 1396 op->above = top->above;
1332 1397
1336 op->below = top; 1401 op->below = top;
1337 top->above = op; 1402 top->above = op;
1338 } 1403 }
1339 1404
1340 if (!op->above) 1405 if (!op->above)
1341 op->ms ().top = op; 1406 ms.top = op;
1342 } /* else not INS_BELOW_ORIGINATOR */ 1407 } /* else not INS_BELOW_ORIGINATOR */
1343 1408
1344 if (op->type == PLAYER) 1409 if (op->type == PLAYER)
1345 { 1410 {
1346 op->contr->do_los = 1; 1411 op->contr->do_los = 1;
1348 op->map->touch (); 1413 op->map->touch ();
1349 } 1414 }
1350 1415
1351 op->map->dirty = true; 1416 op->map->dirty = true;
1352 1417
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 ()) 1418 if (object *pl = ms.player ())
1358 if (pl->contr->ns)
1359 pl->contr->ns->floorbox_update (); 1419 pl->contr->ns->floorbox_update ();
1360 1420
1361 /* If this object glows, it may affect lighting conditions that are 1421 /* If this object glows, it may affect lighting conditions that are
1362 * visible to others on this map. But update_all_los is really 1422 * 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 1423 * 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 1424 * on the map will get recalculated. The players could very well
1383 * blocked() and wall() work properly), and these flags are updated by 1443 * blocked() and wall() work properly), and these flags are updated by
1384 * update_object(). 1444 * update_object().
1385 */ 1445 */
1386 1446
1387 /* if this is not the head or flag has been passed, don't check walk on status */ 1447 /* 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) 1448 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1389 { 1449 {
1390 if (check_move_on (op, originator)) 1450 if (check_move_on (op, originator))
1391 return 0; 1451 return 0;
1392 1452
1393 /* If we are a multi part object, lets work our way through the check 1453 /* If we are a multi part object, lets work our way through the check
1394 * walk on's. 1454 * walk on's.
1395 */ 1455 */
1396 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1456 for (object *tmp = op->more; tmp; tmp = tmp->more)
1397 if (check_move_on (tmp, originator)) 1457 if (check_move_on (tmp, originator))
1398 return 0; 1458 return 0;
1399 } 1459 }
1400 1460
1401 return op; 1461 return op;
1411 object *tmp, *tmp1; 1471 object *tmp, *tmp1;
1412 1472
1413 /* first search for itself and remove any old instances */ 1473 /* first search for itself and remove any old instances */
1414 1474
1415 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 1475 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1416 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1476 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1417 tmp->destroy (); 1477 tmp->destroy ();
1418 1478
1419 tmp1 = arch_to_object (archetype::find (arch_string)); 1479 tmp1 = arch_to_object (archetype::find (arch_string));
1420 1480
1421 tmp1->x = op->x; 1481 tmp1->x = op->x;
1424} 1484}
1425 1485
1426object * 1486object *
1427object::insert_at (object *where, object *originator, int flags) 1487object::insert_at (object *where, object *originator, int flags)
1428{ 1488{
1429 where->map->insert (this, where->x, where->y, originator, flags); 1489 return where->map->insert (this, where->x, where->y, originator, flags);
1430} 1490}
1431 1491
1432/* 1492/*
1433 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1493 * 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 1494 * is returned contains nr objects, and the remaining parts contains
1474 * the amount of an object. If the amount reaches 0, the object 1534 * the amount of an object. If the amount reaches 0, the object
1475 * is subsequently removed and freed. 1535 * is subsequently removed and freed.
1476 * 1536 *
1477 * Return value: 'op' if something is left, NULL if the amount reached 0 1537 * Return value: 'op' if something is left, NULL if the amount reached 0
1478 */ 1538 */
1479
1480object * 1539object *
1481decrease_ob_nr (object *op, uint32 i) 1540decrease_ob_nr (object *op, uint32 i)
1482{ 1541{
1483 object *tmp; 1542 object *tmp;
1484 1543
1559 1618
1560/* 1619/*
1561 * add_weight(object, weight) adds the specified weight to an object, 1620 * add_weight(object, weight) adds the specified weight to an object,
1562 * and also updates how much the environment(s) is/are carrying. 1621 * and also updates how much the environment(s) is/are carrying.
1563 */ 1622 */
1564
1565void 1623void
1566add_weight (object *op, signed long weight) 1624add_weight (object *op, signed long weight)
1567{ 1625{
1568 while (op != NULL) 1626 while (op != NULL)
1569 { 1627 {
1584 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1642 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1585 free (dump); 1643 free (dump);
1586 return op; 1644 return op;
1587 } 1645 }
1588 1646
1589 if (where->head) 1647 if (where->head_ () != where)
1590 { 1648 {
1591 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n"); 1649 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1592 where = where->head; 1650 where = where->head;
1593 } 1651 }
1594 1652
1595 return where->insert (op); 1653 return where->insert (op);
1596} 1654}
1601 * inside the object environment. 1659 * inside the object environment.
1602 * 1660 *
1603 * The function returns now pointer to inserted item, and return value can 1661 * The function returns now pointer to inserted item, and return value can
1604 * be != op, if items are merged. -Tero 1662 * be != op, if items are merged. -Tero
1605 */ 1663 */
1606
1607object * 1664object *
1608object::insert (object *op) 1665object::insert (object *op)
1609{ 1666{
1610 object *tmp, *otmp;
1611
1612 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1667 if (!QUERY_FLAG (op, FLAG_REMOVED))
1613 op->remove (); 1668 op->remove ();
1614 1669
1615 if (op->more) 1670 if (op->more)
1616 { 1671 {
1618 return op; 1673 return op;
1619 } 1674 }
1620 1675
1621 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1676 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1622 CLEAR_FLAG (op, FLAG_REMOVED); 1677 CLEAR_FLAG (op, FLAG_REMOVED);
1678
1623 if (op->nrof) 1679 if (op->nrof)
1624 { 1680 {
1625 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1681 for (object *tmp = inv; tmp; tmp = tmp->below)
1626 if (object::can_merge (tmp, op)) 1682 if (object::can_merge (tmp, op))
1627 { 1683 {
1628 /* return the original object and remove inserted object 1684 /* return the original object and remove inserted object
1629 (client needs the original object) */ 1685 (client needs the original object) */
1630 tmp->nrof += op->nrof; 1686 tmp->nrof += op->nrof;
1649 add_weight (this, op->weight * op->nrof); 1705 add_weight (this, op->weight * op->nrof);
1650 } 1706 }
1651 else 1707 else
1652 add_weight (this, (op->weight + op->carrying)); 1708 add_weight (this, (op->weight + op->carrying));
1653 1709
1654 otmp = this->in_player (); 1710 if (object *otmp = this->in_player ())
1655 if (otmp && otmp->contr)
1656 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1711 if (otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1657 otmp->update_stats (); 1712 otmp->update_stats ();
1658 1713
1714 op->owner = 0; // its his/hers now. period.
1659 op->map = 0; 1715 op->map = 0;
1660 op->env = this; 1716 op->env = this;
1661 op->above = 0; 1717 op->above = 0;
1662 op->below = 0; 1718 op->below = 0;
1663 op->x = 0, op->y = 0; 1719 op->x = op->y = 0;
1664 1720
1665 /* reset the light list and los of the players on the map */ 1721 /* reset the light list and los of the players on the map */
1666 if ((op->glow_radius != 0) && map) 1722 if (op->glow_radius && map)
1667 { 1723 {
1668#ifdef DEBUG_LIGHTS 1724#ifdef DEBUG_LIGHTS
1669 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1725 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1670#endif /* DEBUG_LIGHTS */ 1726#endif /* DEBUG_LIGHTS */
1671 if (map->darkness) 1727 if (map->darkness)
1771 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1827 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)) 1828 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1773 { 1829 {
1774 1830
1775 float 1831 float
1776 diff = tmp->move_slow_penalty * FABS (op->speed); 1832 diff = tmp->move_slow_penalty * fabs (op->speed);
1777 1833
1778 if (op->type == PLAYER) 1834 if (op->type == PLAYER)
1779 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1835 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))) 1836 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1781 diff /= 4.0; 1837 diff /= 4.0;
1905 * activate recursively a flag on an object inventory 1961 * activate recursively a flag on an object inventory
1906 */ 1962 */
1907void 1963void
1908flag_inv (object *op, int flag) 1964flag_inv (object *op, int flag)
1909{ 1965{
1910 if (op->inv)
1911 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1966 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1912 { 1967 {
1913 SET_FLAG (tmp, flag); 1968 SET_FLAG (tmp, flag);
1914 flag_inv (tmp, flag); 1969 flag_inv (tmp, flag);
1915 } 1970 }
1916} 1971}
1917 1972
1918/* 1973/*
1919 * deactivate recursively a flag on an object inventory 1974 * deactivate recursively a flag on an object inventory
1920 */ 1975 */
1921void 1976void
1922unflag_inv (object *op, int flag) 1977unflag_inv (object *op, int flag)
1923{ 1978{
1924 if (op->inv)
1925 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1979 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1926 { 1980 {
1927 CLEAR_FLAG (tmp, flag); 1981 CLEAR_FLAG (tmp, flag);
1928 unflag_inv (tmp, flag); 1982 unflag_inv (tmp, flag);
1929 } 1983 }
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} 1984}
1944 1985
1945/* 1986/*
1946 * find_free_spot(object, map, x, y, start, stop) will search for 1987 * 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 1988 * a spot at the given map and coordinates which will be able to contain
1949 * to search (see the freearr_x/y[] definition). 1990 * to search (see the freearr_x/y[] definition).
1950 * It returns a random choice among the alternatives found. 1991 * It returns a random choice among the alternatives found.
1951 * start and stop are where to start relative to the free_arr array (1,9 1992 * start and stop are where to start relative to the free_arr array (1,9
1952 * does all 4 immediate directions). This returns the index into the 1993 * does all 4 immediate directions). This returns the index into the
1953 * array of the free spot, -1 if no spot available (dir 0 = x,y) 1994 * array of the free spot, -1 if no spot available (dir 0 = x,y)
1954 * Note - this only checks to see if there is space for the head of the
1955 * object - if it is a multispace object, this should be called for all
1956 * pieces.
1957 * Note2: This function does correctly handle tiled maps, but does not 1995 * Note: This function does correctly handle tiled maps, but does not
1958 * inform the caller. However, insert_ob_in_map will update as 1996 * inform the caller. However, insert_ob_in_map will update as
1959 * necessary, so the caller shouldn't need to do any special work. 1997 * necessary, so the caller shouldn't need to do any special work.
1960 * Note - updated to take an object instead of archetype - this is necessary 1998 * Note - updated to take an object instead of archetype - this is necessary
1961 * because arch_blocked (now ob_blocked) needs to know the movement type 1999 * because arch_blocked (now ob_blocked) needs to know the movement type
1962 * to know if the space in question will block the object. We can't use 2000 * to know if the space in question will block the object. We can't use
1964 * customized, changed states, etc. 2002 * customized, changed states, etc.
1965 */ 2003 */
1966int 2004int
1967find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 2005find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
1968{ 2006{
2007 int altern[SIZEOFFREE];
1969 int index = 0, flag; 2008 int index = 0, flag;
1970 int altern[SIZEOFFREE];
1971 2009
1972 for (int i = start; i < stop; i++) 2010 for (int i = start; i < stop; i++)
1973 { 2011 {
1974 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2012 mapxy pos (m, x, y); pos.move (i);
1975 if (!flag) 2013
2014 if (!pos.normalise ())
2015 continue;
2016
2017 mapspace &ms = *pos;
2018
2019 if (ms.flags () & P_IS_ALIVE)
2020 continue;
2021
2022 /* However, often
2023 * ob doesn't have any move type (when used to place exits)
2024 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
2025 */
2026 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
2027 {
1976 altern [index++] = i; 2028 altern [index++] = i;
2029 continue;
2030 }
1977 2031
1978 /* Basically, if we find a wall on a space, we cut down the search size. 2032 /* 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. 2033 * 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 - 2034 * 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 2035 * 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 2036 * spaces in all the other directions, this will reduce the search space
1983 * to only the spaces immediately surrounding the target area, and 2037 * to only the spaces immediately surrounding the target area, and
1984 * won't look 2 spaces south of the target space. 2038 * won't look 2 spaces south of the target space.
1985 */ 2039 */
1986 else if ((flag & P_NO_PASS) && maxfree[i] < stop) 2040 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2041 {
1987 stop = maxfree[i]; 2042 stop = maxfree[i];
2043 continue;
2044 }
2045
2046 /* Note it is intentional that we check ob - the movement type of the
2047 * head of the object should correspond for the entire object.
2048 */
2049 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2050 continue;
2051
2052 if (ob->blocked (m, pos.x, pos.y))
2053 continue;
2054
2055 altern [index++] = i;
1988 } 2056 }
1989 2057
1990 if (!index) 2058 if (!index)
1991 return -1; 2059 return -1;
1992 2060
1993 return altern[RANDOM () % index]; 2061 return altern [rndm (index)];
1994} 2062}
1995 2063
1996/* 2064/*
1997 * find_first_free_spot(archetype, maptile, x, y) works like 2065 * find_first_free_spot(archetype, maptile, x, y) works like
1998 * find_free_spot(), but it will search max number of squares. 2066 * find_free_spot(), but it will search max number of squares.
2001 */ 2069 */
2002int 2070int
2003find_first_free_spot (const object *ob, maptile *m, int x, int y) 2071find_first_free_spot (const object *ob, maptile *m, int x, int y)
2004{ 2072{
2005 for (int i = 0; i < SIZEOFFREE; i++) 2073 for (int i = 0; i < SIZEOFFREE; i++)
2006 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2074 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2007 return i; 2075 return i;
2008 2076
2009 return -1; 2077 return -1;
2010} 2078}
2011 2079
2019{ 2087{
2020 arr += begin; 2088 arr += begin;
2021 end -= begin; 2089 end -= begin;
2022 2090
2023 while (--end) 2091 while (--end)
2024 swap (arr [end], arr [RANDOM () % (end + 1)]); 2092 swap (arr [end], arr [rndm (end + 1)]);
2025} 2093}
2026 2094
2027/* new function to make monster searching more efficient, and effective! 2095/* new function to make monster searching more efficient, and effective!
2028 * This basically returns a randomized array (in the passed pointer) of 2096 * 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 2097 * the spaces to find monsters. In this way, it won't always look for
2065 object *tmp; 2133 object *tmp;
2066 maptile *mp; 2134 maptile *mp;
2067 2135
2068 MoveType blocked, move_type; 2136 MoveType blocked, move_type;
2069 2137
2070 if (exclude && exclude->head) 2138 if (exclude && exclude->head_ () != exclude)
2071 { 2139 {
2072 exclude = exclude->head; 2140 exclude = exclude->head;
2073 move_type = exclude->move_type; 2141 move_type = exclude->move_type;
2074 } 2142 }
2075 else 2143 else
2098 max = maxfree[i]; 2166 max = maxfree[i];
2099 else if (mflags & P_IS_ALIVE) 2167 else if (mflags & P_IS_ALIVE)
2100 { 2168 {
2101 for (tmp = ms.bot; tmp; tmp = tmp->above) 2169 for (tmp = ms.bot; tmp; tmp = tmp->above)
2102 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2170 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2103 && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2171 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2104 break; 2172 break;
2105 2173
2106 if (tmp) 2174 if (tmp)
2107 return freedir[i]; 2175 return freedir[i];
2108 } 2176 }
2163 2231
2164 return 3; 2232 return 3;
2165} 2233}
2166 2234
2167/* 2235/*
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 2236 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2187 * between two directions (which are expected to be absolute (see absdir()) 2237 * between two directions (which are expected to be absolute (see absdir())
2188 */ 2238 */
2189
2190int 2239int
2191dirdiff (int dir1, int dir2) 2240dirdiff (int dir1, int dir2)
2192{ 2241{
2193 int d; 2242 int d;
2194 2243
2307 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2356 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2308 * core dumps if they do. 2357 * core dumps if they do.
2309 * 2358 *
2310 * Add a check so we can't pick up invisible objects (0.93.8) 2359 * Add a check so we can't pick up invisible objects (0.93.8)
2311 */ 2360 */
2312
2313int 2361int
2314can_pick (const object *who, const object *item) 2362can_pick (const object *who, const object *item)
2315{ 2363{
2316 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2364 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2317 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2365 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2322 * create clone from object to another 2370 * create clone from object to another
2323 */ 2371 */
2324object * 2372object *
2325object_create_clone (object *asrc) 2373object_create_clone (object *asrc)
2326{ 2374{
2327 object *dst = 0, *tmp, *src, *part, *prev, *item; 2375 object *dst = 0, *tmp, *src, *prev, *item;
2328 2376
2329 if (!asrc) 2377 if (!asrc)
2330 return 0; 2378 return 0;
2331 2379
2332 src = asrc;
2333 if (src->head)
2334 src = src->head; 2380 src = asrc->head_ ();
2335 2381
2336 prev = 0; 2382 prev = 0;
2337 for (part = src; part; part = part->more) 2383 for (object *part = src; part; part = part->more)
2338 { 2384 {
2339 tmp = part->clone (); 2385 tmp = part->clone ();
2340 tmp->x -= src->x; 2386 tmp->x -= src->x;
2341 tmp->y -= src->y; 2387 tmp->y -= src->y;
2342 2388
2358 2404
2359 for (item = src->inv; item; item = item->below) 2405 for (item = src->inv; item; item = item->below)
2360 insert_ob_in_ob (object_create_clone (item), dst); 2406 insert_ob_in_ob (object_create_clone (item), dst);
2361 2407
2362 return dst; 2408 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} 2409}
2402 2410
2403/* This returns the first object in who's inventory that 2411/* This returns the first object in who's inventory that
2404 * has the same type and subtype match. 2412 * has the same type and subtype match.
2405 * returns NULL if no match. 2413 * returns NULL if no match.
2460 if (link->key == canonical_key) 2468 if (link->key == canonical_key)
2461 return link->value; 2469 return link->value;
2462 2470
2463 return 0; 2471 return 0;
2464} 2472}
2465
2466 2473
2467/* 2474/*
2468 * Updates the canonical_key in op to value. 2475 * Updates the canonical_key in op to value.
2469 * 2476 *
2470 * canonical_key is a shared string (value doesn't have to be). 2477 * canonical_key is a shared string (value doesn't have to be).
2494 /* Basically, if the archetype has this key set, 2501 /* Basically, if the archetype has this key set,
2495 * we need to store the null value so when we save 2502 * we need to store the null value so when we save
2496 * it, we save the empty value so that when we load, 2503 * it, we save the empty value so that when we load,
2497 * we get this value back again. 2504 * we get this value back again.
2498 */ 2505 */
2499 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2506 if (get_ob_key_link (op->arch, canonical_key))
2500 field->value = 0; 2507 field->value = 0;
2501 else 2508 else
2502 { 2509 {
2503 if (last) 2510 if (last)
2504 last->next = field->next; 2511 last->next = field->next;
2573 } 2580 }
2574 else 2581 else
2575 item = item->env; 2582 item = item->env;
2576} 2583}
2577 2584
2578
2579const char * 2585const char *
2580object::flag_desc (char *desc, int len) const 2586object::flag_desc (char *desc, int len) const
2581{ 2587{
2582 char *p = desc; 2588 char *p = desc;
2583 bool first = true; 2589 bool first = true;
2610{ 2616{
2611 char flagdesc[512]; 2617 char flagdesc[512];
2612 char info2[256 * 4]; 2618 char info2[256 * 4];
2613 char *p = info; 2619 char *p = info;
2614 2620
2615 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s%s%s\",flags:[%s],type:%d}", 2621 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s,flags:[%s],type:%d}",
2616 count, uuid.seq, 2622 count,
2623 uuid.c_str (),
2617 &name, 2624 &name,
2618 title ? "\",title:" : "", 2625 title ? "\",title:\"" : "",
2619 title ? (const char *)title : "", 2626 title ? (const char *)title : "",
2620 flag_desc (flagdesc, 512), type); 2627 flag_desc (flagdesc, 512), type);
2621 2628
2622 if (env) 2629 if (!this->flag[FLAG_REMOVED] && env)
2623 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2630 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2624 2631
2625 if (map) 2632 if (map)
2626 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y); 2633 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2627 2634
2629} 2636}
2630 2637
2631const char * 2638const char *
2632object::debug_desc () const 2639object::debug_desc () const
2633{ 2640{
2634 static char info[256 * 4]; 2641 static char info[3][256 * 4];
2642 static int info_idx;
2643
2635 return debug_desc (info); 2644 return debug_desc (info [++info_idx % 3]);
2636} 2645}
2637 2646
2647struct region *
2648object::region () const
2649{
2650 return map ? map->region (x, y)
2651 : region::default_region ();
2652}
2653
2654const materialtype_t *
2655object::dominant_material () const
2656{
2657 if (materialtype_t *mt = name_to_material (materialname))
2658 return mt;
2659
2660 return name_to_material (shstr_unknown);
2661}
2662
2663void
2664object::open_container (object *new_container)
2665{
2666 if (container == new_container)
2667 return;
2668
2669 if (object *old_container = container)
2670 {
2671 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2672 return;
2673
2674#if 0
2675 // remove the "Close old_container" object.
2676 if (object *closer = old_container->inv)
2677 if (closer->type == CLOSE_CON)
2678 closer->destroy ();
2679#endif
2680
2681 old_container->flag [FLAG_APPLIED] = 0;
2682 container = 0;
2683
2684 esrv_update_item (UPD_FLAGS, this, old_container);
2685 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2686 play_sound (sound_find ("chest_close"));
2687 }
2688
2689 if (new_container)
2690 {
2691 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2692 return;
2693
2694 // TODO: this does not seem to serve any purpose anymore?
2695#if 0
2696 // insert the "Close Container" object.
2697 if (archetype *closer = new_container->other_arch)
2698 {
2699 object *closer = arch_to_object (new_container->other_arch);
2700 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2701 new_container->insert (closer);
2702 }
2703#endif
2704
2705 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2706
2707 new_container->flag [FLAG_APPLIED] = 1;
2708 container = new_container;
2709
2710 esrv_update_item (UPD_FLAGS, this, new_container);
2711 esrv_send_inventory (this, new_container);
2712 play_sound (sound_find ("chest_open"));
2713 }
2714}
2715
2716object *
2717object::force_find (const shstr name)
2718{
2719 /* cycle through his inventory to look for the MARK we want to
2720 * place
2721 */
2722 for (object *tmp = inv; tmp; tmp = tmp->below)
2723 if (tmp->type == FORCE && tmp->slaying == name)
2724 return splay (tmp);
2725
2726 return 0;
2727}
2728
2729void
2730object::force_add (const shstr name, int duration)
2731{
2732 if (object *force = force_find (name))
2733 force->destroy ();
2734
2735 object *force = get_archetype (FORCE_NAME);
2736
2737 force->slaying = name;
2738 force->stats.food = 1;
2739 force->speed_left = -1.f;
2740
2741 force->set_speed (duration ? 1.f / duration : 0.f);
2742 force->flag [FLAG_IS_USED_UP] = true;
2743 force->flag [FLAG_APPLIED] = true;
2744
2745 insert (force);
2746}
2747
2748void
2749object::play_sound (faceidx sound) const
2750{
2751 if (!sound)
2752 return;
2753
2754 if (flag [FLAG_REMOVED])
2755 return;
2756
2757 if (env)
2758 {
2759 if (object *pl = in_player ())
2760 pl->contr->play_sound (sound);
2761 }
2762 else
2763 map->play_sound (sound, x, y);
2764}
2765

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