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Comparing deliantra/server/common/object.C (file contents):
Revision 1.120 by root, Sun Jan 21 21:28:27 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.
21 * 20 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
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. */
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 - rndm ();
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{
675 if (index)
676 unlink (); 769 unlink ();
677 770
678 free_key_values (this); 771 free_key_values (this);
679} 772}
680 773
681static int object_count; 774static int object_count;
682 775
683void object::link () 776void object::link ()
684{ 777{
685 assert (!index);//D 778 assert (!index);//D
686 uuid = gen_uuid (); 779 uuid = UUID::gen ();
687 count = ++object_count; 780 count = ++object_count;
688 781
689 refcnt_inc (); 782 refcnt_inc ();
690 objects.insert (this); 783 objects.insert (this);
691} 784}
692 785
693void object::unlink () 786void object::unlink ()
694{ 787{
695 assert (index);//D 788 if (!index)
789 return;
790
696 objects.erase (this); 791 objects.erase (this);
697 refcnt_dec (); 792 refcnt_dec ();
698} 793}
699 794
700void 795void
774 * drop on that space. 869 * drop on that space.
775 */ 870 */
776 if (!drop_to_ground 871 if (!drop_to_ground
777 || !map 872 || !map
778 || map->in_memory != MAP_IN_MEMORY 873 || map->in_memory != MAP_IN_MEMORY
874 || map->nodrop
779 || ms ().move_block == MOVE_ALL) 875 || ms ().move_block == MOVE_ALL)
780 { 876 {
781 while (inv) 877 while (inv)
782 { 878 {
783 inv->destroy_inv (drop_to_ground); 879 inv->destroy_inv (drop_to_ground);
837 933
838 if (!freed_map) 934 if (!freed_map)
839 { 935 {
840 freed_map = new maptile; 936 freed_map = new maptile;
841 937
938 freed_map->path = "<freed objects map>";
842 freed_map->name = "/internal/freed_objects_map"; 939 freed_map->name = "/internal/freed_objects_map";
843 freed_map->width = 3; 940 freed_map->width = 3;
844 freed_map->height = 3; 941 freed_map->height = 3;
942 freed_map->nodrop = 1;
845 943
846 freed_map->alloc (); 944 freed_map->alloc ();
847 freed_map->in_memory = MAP_IN_MEMORY; 945 freed_map->in_memory = MAP_IN_MEMORY;
848 } 946 }
849 947
850 map = freed_map; 948 map = freed_map;
851 x = 1; 949 x = 1;
852 y = 1; 950 y = 1;
853 } 951 }
854 952
855 head = 0;
856
857 if (more) 953 if (more)
858 { 954 {
859 more->destroy (); 955 more->destroy ();
860 more = 0; 956 more = 0;
861 } 957 }
862 958
959 head = 0;
960
863 // clear those pointers that likely might have circular references to us 961 // clear those pointers that likely might cause circular references
864 owner = 0; 962 owner = 0;
865 enemy = 0; 963 enemy = 0;
866 attacked_by = 0; 964 attacked_by = 0;
965 current_weapon = 0;
867} 966}
868 967
869void 968void
870object::destroy (bool destroy_inventory) 969object::destroy (bool destroy_inventory)
871{ 970{
872 if (destroyed ()) 971 if (destroyed ())
873 return; 972 return;
874 973
875 if (destroy_inventory) 974 if (destroy_inventory)
876 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
877 982
878 attachable::destroy (); 983 attachable::destroy ();
879} 984}
880 985
881/* 986/*
899 * 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
900 * 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
901 * object will have no environment. If the object previously had an 1006 * object will have no environment. If the object previously had an
902 * environment, the x and y coordinates will be updated to 1007 * environment, the x and y coordinates will be updated to
903 * the previous environment. 1008 * the previous environment.
904 * Beware: This function is called from the editor as well!
905 */ 1009 */
906void 1010void
907object::remove_slow () 1011object::do_remove ()
908{ 1012{
909 object *tmp, *last = 0; 1013 object *tmp, *last = 0;
910 object *otmp; 1014 object *otmp;
911 1015
912 if (QUERY_FLAG (this, FLAG_REMOVED)) 1016 if (QUERY_FLAG (this, FLAG_REMOVED))
955 } 1059 }
956 else if (map) 1060 else if (map)
957 { 1061 {
958 if (type == PLAYER) 1062 if (type == PLAYER)
959 { 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
960 --map->players; 1070 --map->players;
961 map->touch (); 1071 map->touch ();
962 } 1072 }
963 1073
964 map->dirty = true; 1074 map->dirty = true;
991 if (map->in_memory == MAP_SAVING) 1101 if (map->in_memory == MAP_SAVING)
992 return; 1102 return;
993 1103
994 int check_walk_off = !flag [FLAG_NO_APPLY]; 1104 int check_walk_off = !flag [FLAG_NO_APPLY];
995 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
996 for (tmp = ms.bot; tmp; tmp = tmp->above) 1118 for (tmp = ms.bot; tmp; tmp = tmp->above)
997 { 1119 {
998 /* 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
999 * being removed. 1121 * being removed.
1000 */ 1122 */
1001
1002 if (tmp->type == PLAYER && tmp != this)
1003 {
1004 /* If a container that the player is currently using somehow gets
1005 * removed (most likely destroyed), update the player view
1006 * appropriately.
1007 */
1008 if (tmp->container == this)
1009 {
1010 flag [FLAG_APPLIED] = 0;
1011 tmp->container = 0;
1012 }
1013
1014 if (tmp->contr->ns)
1015 tmp->contr->ns->floorbox_update ();
1016 }
1017 1123
1018 /* See if object moving off should effect something */ 1124 /* See if object moving off should effect something */
1019 if (check_walk_off 1125 if (check_walk_off
1020 && ((move_type & tmp->move_off) 1126 && ((move_type & tmp->move_off)
1021 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1127 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1024 1130
1025 if (destroyed ()) 1131 if (destroyed ())
1026 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 ());
1027 } 1133 }
1028 1134
1029 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1030 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1031 if (tmp->above == tmp)
1032 tmp->above = 0;
1033
1034 last = tmp; 1135 last = tmp;
1035 } 1136 }
1036 1137
1037 /* last == NULL if there are no objects on this space */ 1138 /* last == NULL if there are no objects on this space */
1038 //TODO: this makes little sense, why only update the topmost object? 1139 //TODO: this makes little sense, why only update the topmost object?
1058merge_ob (object *op, object *top) 1159merge_ob (object *op, object *top)
1059{ 1160{
1060 if (!op->nrof) 1161 if (!op->nrof)
1061 return 0; 1162 return 0;
1062 1163
1063 if (top) 1164 if (!top)
1064 for (top = op; top && top->above; top = top->above) 1165 for (top = op; top && top->above; top = top->above)
1065 ; 1166 ;
1066 1167
1067 for (; top; top = top->below) 1168 for (; top; top = top->below)
1068 { 1169 {
1081 } 1182 }
1082 1183
1083 return 0; 1184 return 0;
1084} 1185}
1085 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
1086/* 1210/*
1087 * same as insert_ob_in_map except it handles separate coordinates and does a clean 1211 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1088 * job preparing multi-part monsters. 1212 * job preparing multi-part monsters.
1089 */ 1213 */
1090object * 1214object *
1091insert_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)
1092{ 1216{
1093 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1217 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1094 { 1218 {
1095 tmp->x = x + tmp->arch->clone.x; 1219 tmp->x = x + tmp->arch->x;
1096 tmp->y = y + tmp->arch->clone.y; 1220 tmp->y = y + tmp->arch->y;
1097 } 1221 }
1098 1222
1099 return insert_ob_in_map (op, m, originator, flag); 1223 return insert_ob_in_map (op, m, originator, flag);
1100} 1224}
1101 1225
1120 * just 'op' otherwise 1244 * just 'op' otherwise
1121 */ 1245 */
1122object * 1246object *
1123insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1247insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1124{ 1248{
1249 assert (!op->flag [FLAG_FREED]);
1250
1125 object *tmp, *top, *floor = NULL; 1251 object *top, *floor = NULL;
1126
1127 if (QUERY_FLAG (op, FLAG_FREED))
1128 {
1129 LOG (llevError, "Trying to insert freed object!\n");
1130 return NULL;
1131 }
1132
1133 if (!QUERY_FLAG (op, FLAG_REMOVED))
1134 LOG (llevError, "Trying to insert already inserted object %s\n", op->debug_desc ());
1135 1252
1136 op->remove (); 1253 op->remove ();
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 (object *more = op->more)
1162 {
1163 if (!insert_ob_in_map (more, m, originator, flag))
1164 {
1165 if (!op->head)
1166 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1167
1168 return 0;
1169 }
1170 }
1171
1172 CLEAR_FLAG (op, FLAG_REMOVED);
1173 1254
1174 /* Ideally, the caller figures this out. However, it complicates a lot 1255 /* Ideally, the caller figures this out. However, it complicates a lot
1175 * 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
1176 * need extra work 1257 * need extra work
1177 */ 1258 */
1178 if (!xy_normalise (m, op->x, op->y)) 1259 if (!xy_normalise (m, op->x, op->y))
1260 {
1261 op->destroy ();
1179 return 0; 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);
1180 1270
1181 op->map = m; 1271 op->map = m;
1182 mapspace &ms = op->ms (); 1272 mapspace &ms = op->ms ();
1183 1273
1184 /* this has to be done after we translate the coordinates. 1274 /* this has to be done after we translate the coordinates.
1185 */ 1275 */
1186 if (op->nrof && !(flag & INS_NO_MERGE)) 1276 if (op->nrof && !(flag & INS_NO_MERGE))
1187 for (tmp = ms.bot; tmp; tmp = tmp->above) 1277 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1188 if (object::can_merge (op, tmp)) 1278 if (object::can_merge (op, tmp))
1189 { 1279 {
1190 op->nrof += tmp->nrof; 1280 op->nrof += tmp->nrof;
1191 tmp->destroy (); 1281 tmp->destroy ();
1192 } 1282 }
1219 else 1309 else
1220 { 1310 {
1221 top = ms.bot; 1311 top = ms.bot;
1222 1312
1223 /* If there are other objects, then */ 1313 /* If there are other objects, then */
1224 if ((!(flag & INS_MAP_LOAD)) && top) 1314 if (top)
1225 { 1315 {
1226 object *last = 0; 1316 object *last = 0;
1227 1317
1228 /* 1318 /*
1229 * 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.
1259 * looks like instead of lots of conditions here. 1349 * looks like instead of lots of conditions here.
1260 * makes things faster, and effectively the same result. 1350 * makes things faster, and effectively the same result.
1261 */ 1351 */
1262 1352
1263 /* Have object 'fall below' other objects that block view. 1353 /* Have object 'fall below' other objects that block view.
1264 * Unless those objects are exits, type 66 1354 * Unless those objects are exits.
1265 * If INS_ON_TOP is used, don't do this processing 1355 * If INS_ON_TOP is used, don't do this processing
1266 * Need to find the object that in fact blocks view, otherwise 1356 * Need to find the object that in fact blocks view, otherwise
1267 * stacking is a bit odd. 1357 * stacking is a bit odd.
1268 */ 1358 */
1269 if (!(flag & INS_ON_TOP) 1359 if (!(flag & INS_ON_TOP)
1270 && ms.flags () & P_BLOCKSVIEW 1360 && ms.flags () & P_BLOCKSVIEW
1271 && (op->face && !op->face->visibility)) 1361 && (op->face && !faces [op->face].visibility))
1272 { 1362 {
1273 for (last = top; last != floor; last = last->below) 1363 for (last = top; last != floor; last = last->below)
1274 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1364 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1275 break; 1365 break;
1276 1366
1282 if (last && last->below && last != floor) 1372 if (last && last->below && last != floor)
1283 top = last->below; 1373 top = last->below;
1284 } 1374 }
1285 } /* If objects on this space */ 1375 } /* If objects on this space */
1286 1376
1287 if (flag & INS_MAP_LOAD)
1288 top = ms.top;
1289
1290 if (flag & INS_ABOVE_FLOOR_ONLY) 1377 if (flag & INS_ABOVE_FLOOR_ONLY)
1291 top = floor; 1378 top = floor;
1292 1379
1293 /* 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.
1294 */ 1381 */
1326 op->map->touch (); 1413 op->map->touch ();
1327 } 1414 }
1328 1415
1329 op->map->dirty = true; 1416 op->map->dirty = true;
1330 1417
1331 /* If we have a floor, we know the player, if any, will be above
1332 * it, so save a few ticks and start from there.
1333 */
1334 if (!(flag & INS_MAP_LOAD))
1335 if (object *pl = ms.player ()) 1418 if (object *pl = ms.player ())
1336 if (pl->contr->ns)
1337 pl->contr->ns->floorbox_update (); 1419 pl->contr->ns->floorbox_update ();
1338 1420
1339 /* If this object glows, it may affect lighting conditions that are 1421 /* If this object glows, it may affect lighting conditions that are
1340 * 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
1341 * 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
1342 * on the map will get recalculated. The players could very well 1424 * on the map will get recalculated. The players could very well
1361 * blocked() and wall() work properly), and these flags are updated by 1443 * blocked() and wall() work properly), and these flags are updated by
1362 * update_object(). 1444 * update_object().
1363 */ 1445 */
1364 1446
1365 /* 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 */
1366 if (!(flag & INS_NO_WALK_ON) && !op->head) 1448 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1367 { 1449 {
1368 if (check_move_on (op, originator)) 1450 if (check_move_on (op, originator))
1369 return 0; 1451 return 0;
1370 1452
1371 /* 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
1372 * walk on's. 1454 * walk on's.
1373 */ 1455 */
1374 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1456 for (object *tmp = op->more; tmp; tmp = tmp->more)
1375 if (check_move_on (tmp, originator)) 1457 if (check_move_on (tmp, originator))
1376 return 0; 1458 return 0;
1377 } 1459 }
1378 1460
1379 return op; 1461 return op;
1389 object *tmp, *tmp1; 1471 object *tmp, *tmp1;
1390 1472
1391 /* first search for itself and remove any old instances */ 1473 /* first search for itself and remove any old instances */
1392 1474
1393 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 1475 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1394 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1476 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1395 tmp->destroy (); 1477 tmp->destroy ();
1396 1478
1397 tmp1 = arch_to_object (archetype::find (arch_string)); 1479 tmp1 = arch_to_object (archetype::find (arch_string));
1398 1480
1399 tmp1->x = op->x; 1481 tmp1->x = op->x;
1402} 1484}
1403 1485
1404object * 1486object *
1405object::insert_at (object *where, object *originator, int flags) 1487object::insert_at (object *where, object *originator, int flags)
1406{ 1488{
1407 where->map->insert (this, where->x, where->y, originator, flags); 1489 return where->map->insert (this, where->x, where->y, originator, flags);
1408} 1490}
1409 1491
1410/* 1492/*
1411 * 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
1412 * is returned contains nr objects, and the remaining parts contains 1494 * is returned contains nr objects, and the remaining parts contains
1452 * 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
1453 * is subsequently removed and freed. 1535 * is subsequently removed and freed.
1454 * 1536 *
1455 * 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
1456 */ 1538 */
1457
1458object * 1539object *
1459decrease_ob_nr (object *op, uint32 i) 1540decrease_ob_nr (object *op, uint32 i)
1460{ 1541{
1461 object *tmp; 1542 object *tmp;
1462 1543
1537 1618
1538/* 1619/*
1539 * add_weight(object, weight) adds the specified weight to an object, 1620 * add_weight(object, weight) adds the specified weight to an object,
1540 * and also updates how much the environment(s) is/are carrying. 1621 * and also updates how much the environment(s) is/are carrying.
1541 */ 1622 */
1542
1543void 1623void
1544add_weight (object *op, signed long weight) 1624add_weight (object *op, signed long weight)
1545{ 1625{
1546 while (op != NULL) 1626 while (op != NULL)
1547 { 1627 {
1562 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);
1563 free (dump); 1643 free (dump);
1564 return op; 1644 return op;
1565 } 1645 }
1566 1646
1567 if (where->head) 1647 if (where->head_ () != where)
1568 { 1648 {
1569 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");
1570 where = where->head; 1650 where = where->head;
1571 } 1651 }
1572 1652
1573 return where->insert (op); 1653 return where->insert (op);
1574} 1654}
1579 * inside the object environment. 1659 * inside the object environment.
1580 * 1660 *
1581 * 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
1582 * be != op, if items are merged. -Tero 1662 * be != op, if items are merged. -Tero
1583 */ 1663 */
1584
1585object * 1664object *
1586object::insert (object *op) 1665object::insert (object *op)
1587{ 1666{
1588 object *tmp, *otmp;
1589
1590 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1667 if (!QUERY_FLAG (op, FLAG_REMOVED))
1591 op->remove (); 1668 op->remove ();
1592 1669
1593 if (op->more) 1670 if (op->more)
1594 { 1671 {
1596 return op; 1673 return op;
1597 } 1674 }
1598 1675
1599 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1676 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1600 CLEAR_FLAG (op, FLAG_REMOVED); 1677 CLEAR_FLAG (op, FLAG_REMOVED);
1678
1601 if (op->nrof) 1679 if (op->nrof)
1602 { 1680 {
1603 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1681 for (object *tmp = inv; tmp; tmp = tmp->below)
1604 if (object::can_merge (tmp, op)) 1682 if (object::can_merge (tmp, op))
1605 { 1683 {
1606 /* return the original object and remove inserted object 1684 /* return the original object and remove inserted object
1607 (client needs the original object) */ 1685 (client needs the original object) */
1608 tmp->nrof += op->nrof; 1686 tmp->nrof += op->nrof;
1627 add_weight (this, op->weight * op->nrof); 1705 add_weight (this, op->weight * op->nrof);
1628 } 1706 }
1629 else 1707 else
1630 add_weight (this, (op->weight + op->carrying)); 1708 add_weight (this, (op->weight + op->carrying));
1631 1709
1632 otmp = this->in_player (); 1710 if (object *otmp = this->in_player ())
1633 if (otmp && otmp->contr)
1634 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1711 if (otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1635 otmp->update_stats (); 1712 otmp->update_stats ();
1636 1713
1714 op->owner = 0; // its his/hers now. period.
1637 op->map = 0; 1715 op->map = 0;
1638 op->env = this; 1716 op->env = this;
1639 op->above = 0; 1717 op->above = 0;
1640 op->below = 0; 1718 op->below = 0;
1641 op->x = 0, op->y = 0; 1719 op->x = op->y = 0;
1642 1720
1643 /* 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 */
1644 if ((op->glow_radius != 0) && map) 1722 if (op->glow_radius && map)
1645 { 1723 {
1646#ifdef DEBUG_LIGHTS 1724#ifdef DEBUG_LIGHTS
1647 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);
1648#endif /* DEBUG_LIGHTS */ 1726#endif /* DEBUG_LIGHTS */
1649 if (map->darkness) 1727 if (map->darkness)
1883 * activate recursively a flag on an object inventory 1961 * activate recursively a flag on an object inventory
1884 */ 1962 */
1885void 1963void
1886flag_inv (object *op, int flag) 1964flag_inv (object *op, int flag)
1887{ 1965{
1888 if (op->inv)
1889 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1966 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1890 { 1967 {
1891 SET_FLAG (tmp, flag); 1968 SET_FLAG (tmp, flag);
1892 flag_inv (tmp, flag); 1969 flag_inv (tmp, flag);
1893 } 1970 }
1894} 1971}
1895 1972
1896/* 1973/*
1897 * deactivate recursively a flag on an object inventory 1974 * deactivate recursively a flag on an object inventory
1898 */ 1975 */
1899void 1976void
1900unflag_inv (object *op, int flag) 1977unflag_inv (object *op, int flag)
1901{ 1978{
1902 if (op->inv)
1903 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1979 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1904 { 1980 {
1905 CLEAR_FLAG (tmp, flag); 1981 CLEAR_FLAG (tmp, flag);
1906 unflag_inv (tmp, flag); 1982 unflag_inv (tmp, flag);
1907 } 1983 }
1908}
1909
1910/*
1911 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1912 * all it's inventory (recursively).
1913 * If checksums are used, a player will get set_cheat called for
1914 * him/her-self and all object carried by a call to this function.
1915 */
1916void
1917set_cheat (object *op)
1918{
1919 SET_FLAG (op, FLAG_WAS_WIZ);
1920 flag_inv (op, FLAG_WAS_WIZ);
1921} 1984}
1922 1985
1923/* 1986/*
1924 * 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
1925 * 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
1927 * to search (see the freearr_x/y[] definition). 1990 * to search (see the freearr_x/y[] definition).
1928 * It returns a random choice among the alternatives found. 1991 * It returns a random choice among the alternatives found.
1929 * 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
1930 * does all 4 immediate directions). This returns the index into the 1993 * does all 4 immediate directions). This returns the index into the
1931 * 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)
1932 * Note - this only checks to see if there is space for the head of the
1933 * object - if it is a multispace object, this should be called for all
1934 * pieces.
1935 * Note2: This function does correctly handle tiled maps, but does not 1995 * Note: This function does correctly handle tiled maps, but does not
1936 * inform the caller. However, insert_ob_in_map will update as 1996 * inform the caller. However, insert_ob_in_map will update as
1937 * 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.
1938 * 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
1939 * 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
1940 * 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
1942 * customized, changed states, etc. 2002 * customized, changed states, etc.
1943 */ 2003 */
1944int 2004int
1945find_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)
1946{ 2006{
2007 int altern[SIZEOFFREE];
1947 int index = 0, flag; 2008 int index = 0, flag;
1948 int altern[SIZEOFFREE];
1949 2009
1950 for (int i = start; i < stop; i++) 2010 for (int i = start; i < stop; i++)
1951 { 2011 {
1952 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2012 mapxy pos (m, x, y); pos.move (i);
1953 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 {
1954 altern [index++] = i; 2028 altern [index++] = i;
2029 continue;
2030 }
1955 2031
1956 /* 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.
1957 * 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.
1958 * 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 -
1959 * 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
1960 * 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
1961 * to only the spaces immediately surrounding the target area, and 2037 * to only the spaces immediately surrounding the target area, and
1962 * won't look 2 spaces south of the target space. 2038 * won't look 2 spaces south of the target space.
1963 */ 2039 */
1964 else if ((flag & P_NO_PASS) && maxfree[i] < stop) 2040 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2041 {
1965 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;
1966 } 2056 }
1967 2057
1968 if (!index) 2058 if (!index)
1969 return -1; 2059 return -1;
1970 2060
1971 return altern[RANDOM () % index]; 2061 return altern [rndm (index)];
1972} 2062}
1973 2063
1974/* 2064/*
1975 * find_first_free_spot(archetype, maptile, x, y) works like 2065 * find_first_free_spot(archetype, maptile, x, y) works like
1976 * find_free_spot(), but it will search max number of squares. 2066 * find_free_spot(), but it will search max number of squares.
1979 */ 2069 */
1980int 2070int
1981find_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)
1982{ 2072{
1983 for (int i = 0; i < SIZEOFFREE; i++) 2073 for (int i = 0; i < SIZEOFFREE; i++)
1984 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]))
1985 return i; 2075 return i;
1986 2076
1987 return -1; 2077 return -1;
1988} 2078}
1989 2079
1997{ 2087{
1998 arr += begin; 2088 arr += begin;
1999 end -= begin; 2089 end -= begin;
2000 2090
2001 while (--end) 2091 while (--end)
2002 swap (arr [end], arr [RANDOM () % (end + 1)]); 2092 swap (arr [end], arr [rndm (end + 1)]);
2003} 2093}
2004 2094
2005/* new function to make monster searching more efficient, and effective! 2095/* new function to make monster searching more efficient, and effective!
2006 * This basically returns a randomized array (in the passed pointer) of 2096 * This basically returns a randomized array (in the passed pointer) of
2007 * 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
2043 object *tmp; 2133 object *tmp;
2044 maptile *mp; 2134 maptile *mp;
2045 2135
2046 MoveType blocked, move_type; 2136 MoveType blocked, move_type;
2047 2137
2048 if (exclude && exclude->head) 2138 if (exclude && exclude->head_ () != exclude)
2049 { 2139 {
2050 exclude = exclude->head; 2140 exclude = exclude->head;
2051 move_type = exclude->move_type; 2141 move_type = exclude->move_type;
2052 } 2142 }
2053 else 2143 else
2076 max = maxfree[i]; 2166 max = maxfree[i];
2077 else if (mflags & P_IS_ALIVE) 2167 else if (mflags & P_IS_ALIVE)
2078 { 2168 {
2079 for (tmp = ms.bot; tmp; tmp = tmp->above) 2169 for (tmp = ms.bot; tmp; tmp = tmp->above)
2080 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2170 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2081 && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2171 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2082 break; 2172 break;
2083 2173
2084 if (tmp) 2174 if (tmp)
2085 return freedir[i]; 2175 return freedir[i];
2086 } 2176 }
2266 * 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
2267 * core dumps if they do. 2357 * core dumps if they do.
2268 * 2358 *
2269 * 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)
2270 */ 2360 */
2271
2272int 2361int
2273can_pick (const object *who, const object *item) 2362can_pick (const object *who, const object *item)
2274{ 2363{
2275 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2364 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2276 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2365 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2281 * create clone from object to another 2370 * create clone from object to another
2282 */ 2371 */
2283object * 2372object *
2284object_create_clone (object *asrc) 2373object_create_clone (object *asrc)
2285{ 2374{
2286 object *dst = 0, *tmp, *src, *part, *prev, *item; 2375 object *dst = 0, *tmp, *src, *prev, *item;
2287 2376
2288 if (!asrc) 2377 if (!asrc)
2289 return 0; 2378 return 0;
2290 2379
2291 src = asrc;
2292 if (src->head)
2293 src = src->head; 2380 src = asrc->head_ ();
2294 2381
2295 prev = 0; 2382 prev = 0;
2296 for (part = src; part; part = part->more) 2383 for (object *part = src; part; part = part->more)
2297 { 2384 {
2298 tmp = part->clone (); 2385 tmp = part->clone ();
2299 tmp->x -= src->x; 2386 tmp->x -= src->x;
2300 tmp->y -= src->y; 2387 tmp->y -= src->y;
2301 2388
2317 2404
2318 for (item = src->inv; item; item = item->below) 2405 for (item = src->inv; item; item = item->below)
2319 insert_ob_in_ob (object_create_clone (item), dst); 2406 insert_ob_in_ob (object_create_clone (item), dst);
2320 2407
2321 return dst; 2408 return dst;
2322}
2323
2324/* GROS - Creates an object using a string representing its content. */
2325/* Basically, we save the content of the string to a temp file, then call */
2326/* load_object on it. I admit it is a highly inefficient way to make things, */
2327/* but it was simple to make and allows reusing the load_object function. */
2328/* Remember not to use load_object_str in a time-critical situation. */
2329/* Also remember that multiparts objects are not supported for now. */
2330object *
2331load_object_str (const char *obstr)
2332{
2333 object *op;
2334 char filename[MAX_BUF];
2335
2336 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2337
2338 FILE *tempfile = fopen (filename, "w");
2339
2340 if (tempfile == NULL)
2341 {
2342 LOG (llevError, "Error - Unable to access load object temp file\n");
2343 return NULL;
2344 }
2345
2346 fprintf (tempfile, obstr);
2347 fclose (tempfile);
2348
2349 op = object::create ();
2350
2351 object_thawer thawer (filename);
2352
2353 if (thawer)
2354 load_object (thawer, op, 0);
2355
2356 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2357 CLEAR_FLAG (op, FLAG_REMOVED);
2358
2359 return op;
2360} 2409}
2361 2410
2362/* This returns the first object in who's inventory that 2411/* This returns the first object in who's inventory that
2363 * has the same type and subtype match. 2412 * has the same type and subtype match.
2364 * returns NULL if no match. 2413 * returns NULL if no match.
2419 if (link->key == canonical_key) 2468 if (link->key == canonical_key)
2420 return link->value; 2469 return link->value;
2421 2470
2422 return 0; 2471 return 0;
2423} 2472}
2424
2425 2473
2426/* 2474/*
2427 * Updates the canonical_key in op to value. 2475 * Updates the canonical_key in op to value.
2428 * 2476 *
2429 * 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).
2453 /* Basically, if the archetype has this key set, 2501 /* Basically, if the archetype has this key set,
2454 * we need to store the null value so when we save 2502 * we need to store the null value so when we save
2455 * it, we save the empty value so that when we load, 2503 * it, we save the empty value so that when we load,
2456 * we get this value back again. 2504 * we get this value back again.
2457 */ 2505 */
2458 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2506 if (get_ob_key_link (op->arch, canonical_key))
2459 field->value = 0; 2507 field->value = 0;
2460 else 2508 else
2461 { 2509 {
2462 if (last) 2510 if (last)
2463 last->next = field->next; 2511 last->next = field->next;
2532 } 2580 }
2533 else 2581 else
2534 item = item->env; 2582 item = item->env;
2535} 2583}
2536 2584
2537
2538const char * 2585const char *
2539object::flag_desc (char *desc, int len) const 2586object::flag_desc (char *desc, int len) const
2540{ 2587{
2541 char *p = desc; 2588 char *p = desc;
2542 bool first = true; 2589 bool first = true;
2569{ 2616{
2570 char flagdesc[512]; 2617 char flagdesc[512];
2571 char info2[256 * 4]; 2618 char info2[256 * 4];
2572 char *p = info; 2619 char *p = info;
2573 2620
2574 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}",
2575 count, uuid.seq, 2622 count,
2623 uuid.c_str (),
2576 &name, 2624 &name,
2577 title ? "\",title:\"" : "", 2625 title ? "\",title:\"" : "",
2578 title ? (const char *)title : "", 2626 title ? (const char *)title : "",
2579 flag_desc (flagdesc, 512), type); 2627 flag_desc (flagdesc, 512), type);
2580 2628
2581 if (env) 2629 if (!this->flag[FLAG_REMOVED] && env)
2582 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2630 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2583 2631
2584 if (map) 2632 if (map)
2585 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);
2586 2634
2588} 2636}
2589 2637
2590const char * 2638const char *
2591object::debug_desc () const 2639object::debug_desc () const
2592{ 2640{
2593 static char info[256 * 4]; 2641 static char info[3][256 * 4];
2642 static int info_idx;
2643
2594 return debug_desc (info); 2644 return debug_desc (info [++info_idx % 3]);
2595} 2645}
2596 2646
2597const char * 2647struct region *
2598object::debug_desc2 () const 2648object::region () const
2599{ 2649{
2600 static char info[256 * 4]; 2650 return map ? map->region (x, y)
2601 return debug_desc (info); 2651 : region::default_region ();
2602} 2652}
2603 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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