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Comparing deliantra/server/common/object.C (file contents):
Revision 1.97 by elmex, Sat Dec 30 21:07:46 2006 UTC vs.
Revision 1.193 by root, Mon Oct 15 17:50:27 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT is free software: you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
22*/ 22 */
23 23
24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
25 sub/add_weight will transcend the environment updating the carrying 25 sub/add_weight will transcend the environment updating the carrying
26 variable. */ 26 variable. */
27#include <global.h> 27#include <global.h>
28#include <stdio.h> 28#include <stdio.h>
29#include <sys/types.h> 29#include <sys/types.h>
30#include <sys/uio.h> 30#include <sys/uio.h>
31#include <object.h> 31#include <object.h>
32#include <funcpoint.h> 32#include <funcpoint.h>
33#include <sproto.h>
33#include <loader.h> 34#include <loader.h>
34 35
35#include <bitset> 36#include <bitset>
36 37
37int nrofallocobjects = 0; 38int nrofallocobjects = 0;
38static UUID uuid; 39static UUID uuid;
39const uint64 UUID_SKIP = 1<<19; 40const uint64 UUID_SKIP = 1<<19;
40 41
41object *active_objects; /* List of active objects that need to be processed */ 42objectvec objects;
43activevec actives;
42 44
43short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 45short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
44 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 46 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
45}; 47};
46short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 48short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
252 /* This is really a spellbook check - really, we should 254 /* This is really a spellbook check - really, we should
253 * check all objects in the inventory. 255 * check all objects in the inventory.
254 */ 256 */
255 if (ob1->inv || ob2->inv) 257 if (ob1->inv || ob2->inv)
256 { 258 {
257 /* if one object has inventory but the other doesn't, not equiv */ 259 if (!(ob1->inv && ob2->inv))
258 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 260 return 0; /* inventories differ in length */
259 return 0;
260 261
261 /* Now check to see if the two inventory objects could merge */ 262 if (ob1->inv->below || ob2->inv->below)
263 return 0; /* more than one object in inv */
264
262 if (!object::can_merge (ob1->inv, ob2->inv)) 265 if (!object::can_merge (ob1->inv, ob2->inv))
263 return 0; 266 return 0; /* inventory objexts differ */
264 267
265 /* inventory ok - still need to check rest of this object to see 268 /* inventory ok - still need to check rest of this object to see
266 * if it is valid. 269 * if it is valid.
267 */ 270 */
268 } 271 }
297 return 0; 300 return 0;
298 else if (!compare_ob_value_lists (ob1, ob2)) 301 else if (!compare_ob_value_lists (ob1, ob2))
299 return 0; 302 return 0;
300 } 303 }
301 304
302 //TODO: generate an event or call into perl for additional checks
303 if (ob1->self || ob2->self) 305 if (ob1->self || ob2->self)
304 { 306 {
305 ob1->optimise (); 307 ob1->optimise ();
306 ob2->optimise (); 308 ob2->optimise ();
307 309
308 if (ob1->self || ob2->self) 310 if (ob1->self || ob2->self)
311 {
312 int k1 = ob1->self ? HvTOTALKEYS (SvRV (ob1->self)) : 0;
313 int k2 = ob2->self ? HvTOTALKEYS (SvRV (ob2->self)) : 0;
314
315 if (k1 != k2)
309 return 0; 316 return 0;
317 else if (k1 == 0)
318 return 1;
319 else if (!cfperl_can_merge (ob1, ob2))
320 return 0;
321 }
310 } 322 }
311 323
312 /* Everything passes, must be OK. */ 324 /* Everything passes, must be OK. */
313 return 1; 325 return 1;
314} 326}
322sum_weight (object *op) 334sum_weight (object *op)
323{ 335{
324 long sum; 336 long sum;
325 object *inv; 337 object *inv;
326 338
327 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 339 for (sum = 0, inv = op->inv; inv; inv = inv->below)
328 { 340 {
329 if (inv->inv) 341 if (inv->inv)
330 sum_weight (inv); 342 sum_weight (inv);
343
331 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 344 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
332 } 345 }
333 346
334 if (op->type == CONTAINER && op->stats.Str) 347 if (op->type == CONTAINER && op->stats.Str)
335 sum = (sum * (100 - op->stats.Str)) / 100; 348 sum = (sum * (100 - op->stats.Str)) / 100;
355/* 368/*
356 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 369 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
357 * Some error messages. 370 * Some error messages.
358 * The result of the dump is stored in the static global errmsg array. 371 * The result of the dump is stored in the static global errmsg array.
359 */ 372 */
360
361char * 373char *
362dump_object (object *op) 374dump_object (object *op)
363{ 375{
364 if (!op) 376 if (!op)
365 return strdup ("[NULLOBJ]"); 377 return strdup ("[NULLOBJ]");
366 378
367 object_freezer freezer; 379 object_freezer freezer;
368 save_object (freezer, op, 1); 380 op->write (freezer);
369 return freezer.as_string (); 381 return freezer.as_string ();
370} 382}
371 383
372/* 384/*
373 * get_nearest_part(multi-object, object 2) returns the part of the 385 * get_nearest_part(multi-object, object 2) returns the part of the
374 * multi-object 1 which is closest to the second object. 386 * multi-object 1 which is closest to the second object.
375 * If it's not a multi-object, it is returned. 387 * If it's not a multi-object, it is returned.
376 */ 388 */
377
378object * 389object *
379get_nearest_part (object *op, const object *pl) 390get_nearest_part (object *op, const object *pl)
380{ 391{
381 object *tmp, *closest; 392 object *tmp, *closest;
382 int last_dist, i; 393 int last_dist, i;
390} 401}
391 402
392/* 403/*
393 * Returns the object which has the count-variable equal to the argument. 404 * Returns the object which has the count-variable equal to the argument.
394 */ 405 */
395
396object * 406object *
397find_object (tag_t i) 407find_object (tag_t i)
398{ 408{
399 for (object *op = object::first; op; op = op->next) 409 for_all_objects (op)
400 if (op->count == i) 410 if (op->count == i)
401 return op; 411 return op;
402 412
403 return 0; 413 return 0;
404} 414}
405 415
406/* 416/*
407 * Returns the first object which has a name equal to the argument. 417 * Returns the first object which has a name equal to the argument.
408 * Used only by the patch command, but not all that useful. 418 * Used only by the patch command, but not all that useful.
409 * Enables features like "patch <name-of-other-player> food 999" 419 * Enables features like "patch <name-of-other-player> food 999"
410 */ 420 */
411
412object * 421object *
413find_object_name (const char *str) 422find_object_name (const char *str)
414{ 423{
415 shstr_cmp str_ (str); 424 shstr_cmp str_ (str);
416 object *op; 425 object *op;
417 426
418 for (op = object::first; op != NULL; op = op->next) 427 for_all_objects (op)
419 if (op->name == str_) 428 if (op->name == str_)
420 break; 429 break;
421 430
422 return op; 431 return op;
423} 432}
429} 438}
430 439
431/* 440/*
432 * Sets the owner and sets the skill and exp pointers to owner's current 441 * Sets the owner and sets the skill and exp pointers to owner's current
433 * skill and experience objects. 442 * skill and experience objects.
443 * ACTUALLY NO! investigate! TODO
434 */ 444 */
435void 445void
436object::set_owner (object *owner) 446object::set_owner (object *owner)
437{ 447{
448 // allow objects which own objects
438 if (!owner) 449 if (owner)
439 return;
440
441 /* next line added to allow objects which own objects */
442 /* Add a check for ownercounts in here, as I got into an endless loop
443 * with the fireball owning a poison cloud which then owned the
444 * fireball. I believe that was caused by one of the objects getting
445 * freed and then another object replacing it. Since the ownercounts
446 * didn't match, this check is valid and I believe that cause is valid.
447 */
448 while (owner->owner) 450 while (owner->owner)
449 owner = owner->owner; 451 owner = owner->owner;
450 452
451 this->owner = owner; 453 this->owner = owner;
454}
455
456int
457object::slottype () const
458{
459 if (type == SKILL)
460 {
461 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
462 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
463 }
464 else
465 {
466 if (slot [body_combat].info) return slot_combat;
467 if (slot [body_range ].info) return slot_ranged;
468 }
469
470 return slot_none;
471}
472
473bool
474object::change_weapon (object *ob)
475{
476 if (current_weapon == ob)
477 return true;
478
479 if (chosen_skill)
480 chosen_skill->flag [FLAG_APPLIED] = false;
481
482 current_weapon = ob;
483 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
484
485 if (chosen_skill)
486 chosen_skill->flag [FLAG_APPLIED] = true;
487
488 update_stats ();
489
490 if (ob)
491 {
492 // now check wether any body locations became invalid, in which case
493 // we cannot apply the weapon at the moment.
494 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
495 if (slot[i].used < 0)
496 {
497 current_weapon = chosen_skill = 0;
498 update_stats ();
499
500 new_draw_info_format (NDI_UNIQUE, 0, this,
501 "You try to balance all your items at once, "
502 "but the %s is just too much for your body. "
503 "[You need to unapply some items first.]", &ob->name);
504 return false;
505 }
506
507 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
508 }
509 else
510 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
511
512 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
513 {
514 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
515 &name, ob->debug_desc ());
516 return false;
517 }
518
519 return true;
452} 520}
453 521
454/* Zero the key_values on op, decrementing the shared-string 522/* Zero the key_values on op, decrementing the shared-string
455 * refcounts and freeing the links. 523 * refcounts and freeing the links.
456 */ 524 */
457static void 525static void
458free_key_values (object *op) 526free_key_values (object *op)
459{ 527{
460 for (key_value *i = op->key_values; i != 0;) 528 for (key_value *i = op->key_values; i; )
461 { 529 {
462 key_value *next = i->next; 530 key_value *next = i->next;
463 delete i; 531 delete i;
464 532
465 i = next; 533 i = next;
466 } 534 }
467 535
468 op->key_values = 0; 536 op->key_values = 0;
469} 537}
470 538
471/* 539object &
472 * copy_to first frees everything allocated by the dst object, 540object::operator =(const object &src)
473 * and then copies the contents of itself into the second
474 * object, allocating what needs to be allocated. Basically, any
475 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
476 * if the first object is freed, the pointers in the new object
477 * will point at garbage.
478 */
479void
480object::copy_to (object *dst)
481{ 541{
482 bool is_freed = QUERY_FLAG (dst, FLAG_FREED); 542 bool is_freed = flag [FLAG_FREED];
483 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED); 543 bool is_removed = flag [FLAG_REMOVED];
484 544
485 *(object_copy *)dst = *this; 545 *(object_copy *)this = src;
486 546
487 if (is_freed) 547 flag [FLAG_FREED] = is_freed;
488 SET_FLAG (dst, FLAG_FREED); 548 flag [FLAG_REMOVED] = is_removed;
489
490 if (is_removed)
491 SET_FLAG (dst, FLAG_REMOVED);
492
493 if (speed < 0)
494 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
495 549
496 /* Copy over key_values, if any. */ 550 /* Copy over key_values, if any. */
497 if (key_values) 551 if (src.key_values)
498 { 552 {
499 key_value *tail = 0; 553 key_value *tail = 0;
500 key_value *i;
501
502 dst->key_values = 0; 554 key_values = 0;
503 555
504 for (i = key_values; i; i = i->next) 556 for (key_value *i = src.key_values; i; i = i->next)
505 { 557 {
506 key_value *new_link = new key_value; 558 key_value *new_link = new key_value;
507 559
508 new_link->next = 0; 560 new_link->next = 0;
509 new_link->key = i->key; 561 new_link->key = i->key;
510 new_link->value = i->value; 562 new_link->value = i->value;
511 563
512 /* Try and be clever here, too. */ 564 /* Try and be clever here, too. */
513 if (!dst->key_values) 565 if (!key_values)
514 { 566 {
515 dst->key_values = new_link; 567 key_values = new_link;
516 tail = new_link; 568 tail = new_link;
517 } 569 }
518 else 570 else
519 { 571 {
520 tail->next = new_link; 572 tail->next = new_link;
521 tail = new_link; 573 tail = new_link;
522 } 574 }
523 } 575 }
524 } 576 }
577}
578
579/*
580 * copy_to first frees everything allocated by the dst object,
581 * and then copies the contents of itself into the second
582 * object, allocating what needs to be allocated. Basically, any
583 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
584 * if the first object is freed, the pointers in the new object
585 * will point at garbage.
586 */
587void
588object::copy_to (object *dst)
589{
590 *dst = *this;
591
592 if (speed < 0)
593 dst->speed_left -= rndm ();
525 594
526 dst->set_speed (dst->speed); 595 dst->set_speed (dst->speed);
596}
597
598void
599object::instantiate ()
600{
601 if (!uuid.seq) // HACK
602 uuid = gen_uuid ();
603
604 speed_left = -0.1f;
605 /* copy the body_info to the body_used - this is only really
606 * need for monsters, but doesn't hurt to do it for everything.
607 * by doing so, when a monster is created, it has good starting
608 * values for the body_used info, so when items are created
609 * for it, they can be properly equipped.
610 */
611 for (int i = NUM_BODY_LOCATIONS; i--; )
612 slot[i].used = slot[i].info;
613
614 attachable::instantiate ();
527} 615}
528 616
529object * 617object *
530object::clone () 618object::clone ()
531{ 619{
564 } 652 }
565 653
566 this->speed = speed; 654 this->speed = speed;
567 655
568 if (has_active_speed ()) 656 if (has_active_speed ())
569 activate (false); 657 activate ();
570 else 658 else
571 deactivate (false); 659 deactivate ();
572} 660}
573 661
574/* 662/*
575 * update_object() updates the the map. 663 * update_object() updates the the map.
576 * It takes into account invisible objects (and represent squares covered 664 * It takes into account invisible objects (and represent squares covered
589 * UP_OBJ_FACE: only the objects face has changed. 677 * UP_OBJ_FACE: only the objects face has changed.
590 */ 678 */
591void 679void
592update_object (object *op, int action) 680update_object (object *op, int action)
593{ 681{
594 MoveType move_on, move_off, move_block, move_slow;
595
596 if (op == NULL) 682 if (op == NULL)
597 { 683 {
598 /* this should never happen */ 684 /* this should never happen */
599 LOG (llevDebug, "update_object() called for NULL object.\n"); 685 LOG (llevDebug, "update_object() called for NULL object.\n");
600 return; 686 return;
624 return; 710 return;
625 } 711 }
626 712
627 mapspace &m = op->ms (); 713 mapspace &m = op->ms ();
628 714
629 if (m.flags_ & P_NEED_UPDATE) 715 if (!(m.flags_ & P_UPTODATE))
630 /* nop */; 716 /* nop */;
631 else if (action == UP_OBJ_INSERT) 717 else if (action == UP_OBJ_INSERT)
632 { 718 {
633 // this is likely overkill, TODO: revisit (schmorp) 719 // this is likely overkill, TODO: revisit (schmorp)
634 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 720 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
643 /* This isn't perfect, but I don't expect a lot of objects to 729 /* This isn't perfect, but I don't expect a lot of objects to
644 * to have move_allow right now. 730 * to have move_allow right now.
645 */ 731 */
646 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 732 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
647 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 733 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
648 m.flags_ = P_NEED_UPDATE; 734 m.flags_ = 0;
649 } 735 }
650 /* if the object is being removed, we can't make intelligent 736 /* if the object is being removed, we can't make intelligent
651 * decisions, because remove_ob can't really pass the object 737 * decisions, because remove_ob can't really pass the object
652 * that is being removed. 738 * that is being removed.
653 */ 739 */
654 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 740 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
655 m.flags_ = P_NEED_UPDATE; 741 m.flags_ = 0;
656 else if (action == UP_OBJ_FACE) 742 else if (action == UP_OBJ_FACE)
657 /* Nothing to do for that case */ ; 743 /* Nothing to do for that case */ ;
658 else 744 else
659 LOG (llevError, "update_object called with invalid action: %d\n", action); 745 LOG (llevError, "update_object called with invalid action: %d\n", action);
660 746
661 if (op->more) 747 if (op->more)
662 update_object (op->more, action); 748 update_object (op->more, action);
663} 749}
664 750
665object::vector object::objects; // not yet used
666object *object::first;
667
668object::object () 751object::object ()
669{ 752{
670 SET_FLAG (this, FLAG_REMOVED); 753 SET_FLAG (this, FLAG_REMOVED);
671 754
672 expmul = 1.0; 755 expmul = 1.0;
673 face = blank_face; 756 face = blank_face;
674} 757}
675 758
676object::~object () 759object::~object ()
677{ 760{
761 unlink ();
762
678 free_key_values (this); 763 free_key_values (this);
679} 764}
680 765
766static int object_count;
767
681void object::link () 768void object::link ()
682{ 769{
683 count = ++ob_count; 770 assert (!index);//D
684 uuid = gen_uuid (); 771 uuid = gen_uuid ();
772 count = ++object_count;
685 773
686 prev = 0; 774 refcnt_inc ();
687 next = object::first; 775 objects.insert (this);
688
689 if (object::first)
690 object::first->prev = this;
691
692 object::first = this;
693} 776}
694 777
695void object::unlink () 778void object::unlink ()
696{ 779{
697 if (this == object::first) 780 if (!index)
698 object::first = next; 781 return;
699 782
700 /* Remove this object from the list of used objects */ 783 objects.erase (this);
701 if (prev) prev->next = next; 784 refcnt_dec ();
702 if (next) next->prev = prev;
703
704 prev = 0;
705 next = 0;
706} 785}
707 786
708void 787void
709object::activate (bool recursive) 788object::activate ()
710{ 789{
790 /* If already on active list, don't do anything */
791 if (active)
792 return;
793
711 if (has_active_speed ()) 794 if (has_active_speed ())
712 { 795 actives.insert (this);
713 /* If already on active list, don't do anything */ 796}
714 if (active_next || active_prev || this == active_objects)
715 return;
716 797
717 /* process_events() expects us to insert the object at the beginning 798void
718 * of the list. */ 799object::activate_recursive ()
719 active_next = active_objects; 800{
801 activate ();
720 802
721 if (active_next)
722 active_next->active_prev = this;
723
724 active_objects = this;
725 }
726
727 if (recursive)
728 for (object *op = inv; op; op = op->above) 803 for (object *op = inv; op; op = op->below)
729 op->activate (1); 804 op->activate_recursive ();
730} 805}
731 806
732/* This function removes object 'op' from the list of active 807/* This function removes object 'op' from the list of active
733 * objects. 808 * objects.
734 * This should only be used for style maps or other such 809 * This should only be used for style maps or other such
736 * in play chewing up cpu time getting processed. 811 * in play chewing up cpu time getting processed.
737 * The reverse of this is to call update_ob_speed, which 812 * The reverse of this is to call update_ob_speed, which
738 * will do the right thing based on the speed of the object. 813 * will do the right thing based on the speed of the object.
739 */ 814 */
740void 815void
741object::deactivate (bool recursive) 816object::deactivate ()
742{ 817{
743 /* If not on the active list, nothing needs to be done */ 818 /* If not on the active list, nothing needs to be done */
744 if (!active_next && !active_prev && this != active_objects) 819 if (!active)
745 return; 820 return;
746 821
747 if (active_prev == 0) 822 actives.erase (this);
748 { 823}
749 active_objects = active_next;
750 if (active_next)
751 active_next->active_prev = 0;
752 }
753 else
754 {
755 active_prev->active_next = active_next;
756 if (active_next)
757 active_next->active_prev = active_prev;
758 }
759 824
760 active_next = 0; 825void
761 active_prev = 0; 826object::deactivate_recursive ()
762 827{
763 if (recursive)
764 for (object *op = inv; op; op = op->above) 828 for (object *op = inv; op; op = op->below)
829 op->deactivate_recursive ();
830
765 op->deactivate (1); 831 deactivate ();
832}
833
834void
835object::set_flag_inv (int flag, int value)
836{
837 for (object *op = inv; op; op = op->below)
838 {
839 op->flag [flag] = value;
840 op->set_flag_inv (flag, value);
841 }
766} 842}
767 843
768/* 844/*
769 * Remove and free all objects in the inventory of the given object. 845 * Remove and free all objects in the inventory of the given object.
770 * object.c ? 846 * object.c ?
785 * drop on that space. 861 * drop on that space.
786 */ 862 */
787 if (!drop_to_ground 863 if (!drop_to_ground
788 || !map 864 || !map
789 || map->in_memory != MAP_IN_MEMORY 865 || map->in_memory != MAP_IN_MEMORY
866 || map->nodrop
790 || ms ().move_block == MOVE_ALL) 867 || ms ().move_block == MOVE_ALL)
791 { 868 {
792 while (inv) 869 while (inv)
793 { 870 {
794 inv->destroy_inv (drop_to_ground); 871 inv->destroy_inv (drop_to_ground);
803 880
804 if (op->flag [FLAG_STARTEQUIP] 881 if (op->flag [FLAG_STARTEQUIP]
805 || op->flag [FLAG_NO_DROP] 882 || op->flag [FLAG_NO_DROP]
806 || op->type == RUNE 883 || op->type == RUNE
807 || op->type == TRAP 884 || op->type == TRAP
808 || op->flag [FLAG_IS_A_TEMPLATE]) 885 || op->flag [FLAG_IS_A_TEMPLATE]
886 || op->flag [FLAG_DESTROY_ON_DEATH])
809 op->destroy (); 887 op->destroy ();
810 else 888 else
811 map->insert (op, x, y); 889 map->insert (op, x, y);
812 } 890 }
813 } 891 }
821} 899}
822 900
823void 901void
824object::do_destroy () 902object::do_destroy ()
825{ 903{
904 attachable::do_destroy ();
905
826 if (flag [FLAG_IS_LINKED]) 906 if (flag [FLAG_IS_LINKED])
827 remove_button_link (this); 907 remove_button_link (this);
828 908
829 if (flag [FLAG_FRIENDLY]) 909 if (flag [FLAG_FRIENDLY])
830 remove_friendly_object (this); 910 remove_friendly_object (this);
831 911
832 if (!flag [FLAG_REMOVED]) 912 if (!flag [FLAG_REMOVED])
833 remove (); 913 remove ();
834 914
835 if (flag [FLAG_FREED]) 915 destroy_inv (true);
836 return;
837 916
838 set_speed (0); 917 deactivate ();
918 unlink ();
839 919
840 flag [FLAG_FREED] = 1; 920 flag [FLAG_FREED] = 1;
841
842 attachable::do_destroy ();
843
844 destroy_inv (true);
845 unlink ();
846 921
847 // hack to ensure that freed objects still have a valid map 922 // hack to ensure that freed objects still have a valid map
848 { 923 {
849 static maptile *freed_map; // freed objects are moved here to avoid crashes 924 static maptile *freed_map; // freed objects are moved here to avoid crashes
850 925
851 if (!freed_map) 926 if (!freed_map)
852 { 927 {
853 freed_map = new maptile; 928 freed_map = new maptile;
854 929
930 freed_map->path = "<freed objects map>";
855 freed_map->name = "/internal/freed_objects_map"; 931 freed_map->name = "/internal/freed_objects_map";
856 freed_map->width = 3; 932 freed_map->width = 3;
857 freed_map->height = 3; 933 freed_map->height = 3;
858 934
859 freed_map->alloc (); 935 freed_map->alloc ();
936 freed_map->in_memory = MAP_IN_MEMORY;
860 } 937 }
861 938
862 map = freed_map; 939 map = freed_map;
863 x = 1; 940 x = 1;
864 y = 1; 941 y = 1;
865 } 942 }
866 943
867 head = 0;
868
869 if (more) 944 if (more)
870 { 945 {
871 more->destroy (); 946 more->destroy ();
872 more = 0; 947 more = 0;
873 } 948 }
874 949
950 head = 0;
951
875 // clear those pointers that likely might have circular references to us 952 // clear those pointers that likely might cause circular references
876 owner = 0; 953 owner = 0;
877 enemy = 0; 954 enemy = 0;
878 attacked_by = 0; 955 attacked_by = 0;
879 956 current_weapon = 0;
880 // only relevant for players(?), but make sure of it anyways
881 contr = 0;
882} 957}
883 958
884void 959void
885object::destroy (bool destroy_inventory) 960object::destroy (bool destroy_inventory)
886{ 961{
887 if (destroyed ()) 962 if (destroyed ())
888 return; 963 return;
889 964
890 if (destroy_inventory) 965 if (destroy_inventory)
891 destroy_inv (false); 966 destroy_inv (false);
967
968 if (is_head ())
969 if (sound_destroy)
970 play_sound (sound_destroy);
971 else if (flag [FLAG_MONSTER])
972 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
892 973
893 attachable::destroy (); 974 attachable::destroy ();
894} 975}
895 976
896/* 977/*
914 * This function removes the object op from the linked list of objects 995 * This function removes the object op from the linked list of objects
915 * which it is currently tied to. When this function is done, the 996 * which it is currently tied to. When this function is done, the
916 * object will have no environment. If the object previously had an 997 * object will have no environment. If the object previously had an
917 * environment, the x and y coordinates will be updated to 998 * environment, the x and y coordinates will be updated to
918 * the previous environment. 999 * the previous environment.
919 * Beware: This function is called from the editor as well!
920 */ 1000 */
921void 1001void
922object::remove () 1002object::do_remove ()
923{ 1003{
924 object *tmp, *last = 0; 1004 object *tmp, *last = 0;
925 object *otmp; 1005 object *otmp;
926 1006
927 if (QUERY_FLAG (this, FLAG_REMOVED)) 1007 if (QUERY_FLAG (this, FLAG_REMOVED))
970 } 1050 }
971 else if (map) 1051 else if (map)
972 { 1052 {
973 if (type == PLAYER) 1053 if (type == PLAYER)
974 { 1054 {
1055 // leaving a spot always closes any open container on the ground
1056 if (container && !container->env)
1057 // this causes spurious floorbox updates, but it ensures
1058 // that the CLOSE event is being sent.
1059 close_container ();
1060
975 --map->players; 1061 --map->players;
976 map->last_access = runtime; 1062 map->touch ();
977 } 1063 }
978 1064
1065 map->dirty = true;
1066 mapspace &ms = this->ms ();
979 1067
980 /* link the object above us */ 1068 /* link the object above us */
981 if (above) 1069 if (above)
982 above->below = below; 1070 above->below = below;
983 else 1071 else
984 map->at (x, y).top = below; /* we were top, set new top */ 1072 ms.top = below; /* we were top, set new top */
985 1073
986 /* Relink the object below us, if there is one */ 1074 /* Relink the object below us, if there is one */
987 if (below) 1075 if (below)
988 below->above = above; 1076 below->above = above;
989 else 1077 else
991 /* Nothing below, which means we need to relink map object for this space 1079 /* Nothing below, which means we need to relink map object for this space
992 * use translated coordinates in case some oddness with map tiling is 1080 * use translated coordinates in case some oddness with map tiling is
993 * evident 1081 * evident
994 */ 1082 */
995 if (GET_MAP_OB (map, x, y) != this) 1083 if (GET_MAP_OB (map, x, y) != this)
996 {
997 char *dump = dump_object (this);
998 LOG (llevError,
999 "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", dump); 1084 LOG (llevError, "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom? %s\n", debug_desc ());
1000 free (dump);
1001 dump = dump_object (GET_MAP_OB (map, x, y));
1002 LOG (llevError, "%s\n", dump);
1003 free (dump);
1004 }
1005 1085
1006 map->at (x, y).bot = above; /* goes on above it. */ 1086 ms.bot = above; /* goes on above it. */
1007 } 1087 }
1008 1088
1009 above = 0; 1089 above = 0;
1010 below = 0; 1090 below = 0;
1011 1091
1012 if (map->in_memory == MAP_SAVING) 1092 if (map->in_memory == MAP_SAVING)
1013 return; 1093 return;
1014 1094
1015 int check_walk_off = !flag [FLAG_NO_APPLY]; 1095 int check_walk_off = !flag [FLAG_NO_APPLY];
1016 1096
1097 if (object *pl = ms.player ())
1098 {
1099 if (pl->container == this)
1100 /* If a container that the player is currently using somehow gets
1101 * removed (most likely destroyed), update the player view
1102 * appropriately.
1103 */
1104 pl->close_container ();
1105
1106 pl->contr->ns->floorbox_update ();
1107 }
1108
1017 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above) 1109 for (tmp = ms.bot; tmp; tmp = tmp->above)
1018 { 1110 {
1019 /* No point updating the players look faces if he is the object 1111 /* No point updating the players look faces if he is the object
1020 * being removed. 1112 * being removed.
1021 */ 1113 */
1022
1023 if (tmp->type == PLAYER && tmp != this)
1024 {
1025 /* If a container that the player is currently using somehow gets
1026 * removed (most likely destroyed), update the player view
1027 * appropriately.
1028 */
1029 if (tmp->container == this)
1030 {
1031 flag [FLAG_APPLIED] = 0;
1032 tmp->container = 0;
1033 }
1034
1035 if (tmp->contr->ns)
1036 tmp->contr->ns->floorbox_update ();
1037 }
1038 1114
1039 /* See if object moving off should effect something */ 1115 /* See if object moving off should effect something */
1040 if (check_walk_off 1116 if (check_walk_off
1041 && ((move_type & tmp->move_off) 1117 && ((move_type & tmp->move_off)
1042 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1118 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1045 1121
1046 if (destroyed ()) 1122 if (destroyed ())
1047 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1123 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1048 } 1124 }
1049 1125
1050 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1051 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1052 if (tmp->above == tmp)
1053 tmp->above = 0;
1054
1055 last = tmp; 1126 last = tmp;
1056 } 1127 }
1057 1128
1058 /* last == NULL if there are no objects on this space */ 1129 /* last == NULL if there are no objects on this space */
1059 //TODO: this makes little sense, why only update the topmost object? 1130 //TODO: this makes little sense, why only update the topmost object?
1060 if (!last) 1131 if (!last)
1061 map->at (x, y).flags_ = P_NEED_UPDATE; 1132 map->at (x, y).flags_ = 0;
1062 else 1133 else
1063 update_object (last, UP_OBJ_REMOVE); 1134 update_object (last, UP_OBJ_REMOVE);
1064 1135
1065 if (flag [FLAG_BLOCKSVIEW] || glow_radius) 1136 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1066 update_all_los (map, x, y); 1137 update_all_los (map, x, y);
1102 } 1173 }
1103 1174
1104 return 0; 1175 return 0;
1105} 1176}
1106 1177
1178void
1179object::expand_tail ()
1180{
1181 if (more)
1182 return;
1183
1184 object *prev = this;
1185
1186 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1187 {
1188 object *op = arch_to_object (at);
1189
1190 op->name = name;
1191 op->name_pl = name_pl;
1192 op->title = title;
1193
1194 op->head = this;
1195 prev->more = op;
1196
1197 prev = op;
1198 }
1199}
1200
1107/* 1201/*
1108 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1202 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1109 * job preparing multi-part monsters 1203 * job preparing multi-part monsters.
1110 */ 1204 */
1111object * 1205object *
1112insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1206insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1113{ 1207{
1114 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1208 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1115 { 1209 {
1116 tmp->x = x + tmp->arch->clone.x; 1210 tmp->x = x + tmp->arch->x;
1117 tmp->y = y + tmp->arch->clone.y; 1211 tmp->y = y + tmp->arch->y;
1118 } 1212 }
1119 1213
1120 return insert_ob_in_map (op, m, originator, flag); 1214 return insert_ob_in_map (op, m, originator, flag);
1121} 1215}
1122 1216
1141 * just 'op' otherwise 1235 * just 'op' otherwise
1142 */ 1236 */
1143object * 1237object *
1144insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1238insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1145{ 1239{
1240 assert (!op->flag [FLAG_FREED]);
1241
1146 object *tmp, *top, *floor = NULL; 1242 object *top, *floor = NULL;
1147 sint16 x, y;
1148 1243
1149 if (QUERY_FLAG (op, FLAG_FREED)) 1244 op->remove ();
1150 {
1151 LOG (llevError, "Trying to insert freed object!\n");
1152 return NULL;
1153 }
1154
1155 if (!m)
1156 {
1157 char *dump = dump_object (op);
1158 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1159 free (dump);
1160 return op;
1161 }
1162
1163 if (out_of_map (m, op->x, op->y))
1164 {
1165 char *dump = dump_object (op);
1166 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1167#ifdef MANY_CORES
1168 /* Better to catch this here, as otherwise the next use of this object
1169 * is likely to cause a crash. Better to find out where it is getting
1170 * improperly inserted.
1171 */
1172 abort ();
1173#endif
1174 free (dump);
1175 return op;
1176 }
1177
1178 if (!QUERY_FLAG (op, FLAG_REMOVED))
1179 {
1180 char *dump = dump_object (op);
1181 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1182 free (dump);
1183 return op;
1184 }
1185
1186 if (op->more)
1187 {
1188 /* The part may be on a different map. */
1189
1190 object *more = op->more;
1191
1192 /* We really need the caller to normalize coordinates - if
1193 * we set the map, that doesn't work if the location is within
1194 * a map and this is straddling an edge. So only if coordinate
1195 * is clear wrong do we normalize it.
1196 */
1197 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1198 more->map = get_map_from_coord (m, &more->x, &more->y);
1199 else if (!more->map)
1200 {
1201 /* For backwards compatibility - when not dealing with tiled maps,
1202 * more->map should always point to the parent.
1203 */
1204 more->map = m;
1205 }
1206
1207 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1208 {
1209 if (!op->head)
1210 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1211
1212 return 0;
1213 }
1214 }
1215
1216 CLEAR_FLAG (op, FLAG_REMOVED);
1217 1245
1218 /* Ideally, the caller figures this out. However, it complicates a lot 1246 /* Ideally, the caller figures this out. However, it complicates a lot
1219 * of areas of callers (eg, anything that uses find_free_spot would now 1247 * of areas of callers (eg, anything that uses find_free_spot would now
1220 * need extra work 1248 * need extra work
1221 */ 1249 */
1222 op->map = get_map_from_coord (m, &op->x, &op->y); 1250 if (!xy_normalise (m, op->x, op->y))
1223 x = op->x; 1251 {
1224 y = op->y; 1252 op->destroy ();
1253 return 0;
1254 }
1255
1256 if (object *more = op->more)
1257 if (!insert_ob_in_map (more, m, originator, flag))
1258 return 0;
1259
1260 CLEAR_FLAG (op, FLAG_REMOVED);
1261
1262 op->map = m;
1263 mapspace &ms = op->ms ();
1225 1264
1226 /* this has to be done after we translate the coordinates. 1265 /* this has to be done after we translate the coordinates.
1227 */ 1266 */
1228 if (op->nrof && !(flag & INS_NO_MERGE)) 1267 if (op->nrof && !(flag & INS_NO_MERGE))
1229 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above) 1268 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1230 if (object::can_merge (op, tmp)) 1269 if (object::can_merge (op, tmp))
1231 { 1270 {
1232 op->nrof += tmp->nrof; 1271 op->nrof += tmp->nrof;
1233 tmp->destroy (); 1272 tmp->destroy ();
1234 } 1273 }
1251 op->below = originator->below; 1290 op->below = originator->below;
1252 1291
1253 if (op->below) 1292 if (op->below)
1254 op->below->above = op; 1293 op->below->above = op;
1255 else 1294 else
1256 op->ms ().bot = op; 1295 ms.bot = op;
1257 1296
1258 /* since *below* originator, no need to update top */ 1297 /* since *below* originator, no need to update top */
1259 originator->below = op; 1298 originator->below = op;
1260 } 1299 }
1261 else 1300 else
1262 { 1301 {
1302 top = ms.bot;
1303
1263 /* If there are other objects, then */ 1304 /* If there are other objects, then */
1264 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1305 if (top)
1265 { 1306 {
1266 object *last = 0; 1307 object *last = 0;
1267 1308
1268 /* 1309 /*
1269 * If there are multiple objects on this space, we do some trickier handling. 1310 * If there are multiple objects on this space, we do some trickier handling.
1275 * once we get to them. This reduces the need to traverse over all of 1316 * once we get to them. This reduces the need to traverse over all of
1276 * them when adding another one - this saves quite a bit of cpu time 1317 * them when adding another one - this saves quite a bit of cpu time
1277 * when lots of spells are cast in one area. Currently, it is presumed 1318 * when lots of spells are cast in one area. Currently, it is presumed
1278 * that flying non pickable objects are spell objects. 1319 * that flying non pickable objects are spell objects.
1279 */ 1320 */
1280 while (top) 1321 for (top = ms.bot; top; top = top->above)
1281 { 1322 {
1282 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1323 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1283 floor = top; 1324 floor = top;
1284 1325
1285 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1326 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1288 top = top->below; 1329 top = top->below;
1289 break; 1330 break;
1290 } 1331 }
1291 1332
1292 last = top; 1333 last = top;
1293 top = top->above;
1294 } 1334 }
1295 1335
1296 /* Don't want top to be NULL, so set it to the last valid object */ 1336 /* Don't want top to be NULL, so set it to the last valid object */
1297 top = last; 1337 top = last;
1298 1338
1300 * looks like instead of lots of conditions here. 1340 * looks like instead of lots of conditions here.
1301 * makes things faster, and effectively the same result. 1341 * makes things faster, and effectively the same result.
1302 */ 1342 */
1303 1343
1304 /* Have object 'fall below' other objects that block view. 1344 /* Have object 'fall below' other objects that block view.
1305 * Unless those objects are exits, type 66 1345 * Unless those objects are exits.
1306 * If INS_ON_TOP is used, don't do this processing 1346 * If INS_ON_TOP is used, don't do this processing
1307 * Need to find the object that in fact blocks view, otherwise 1347 * Need to find the object that in fact blocks view, otherwise
1308 * stacking is a bit odd. 1348 * stacking is a bit odd.
1309 */ 1349 */
1310 if (!(flag & INS_ON_TOP) && 1350 if (!(flag & INS_ON_TOP)
1311 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1351 && ms.flags () & P_BLOCKSVIEW
1352 && (op->face && !faces [op->face].visibility))
1312 { 1353 {
1313 for (last = top; last != floor; last = last->below) 1354 for (last = top; last != floor; last = last->below)
1314 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1355 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1315 break; 1356 break;
1357
1316 /* Check to see if we found the object that blocks view, 1358 /* Check to see if we found the object that blocks view,
1317 * and make sure we have a below pointer for it so that 1359 * and make sure we have a below pointer for it so that
1318 * we can get inserted below this one, which requires we 1360 * we can get inserted below this one, which requires we
1319 * set top to the object below us. 1361 * set top to the object below us.
1320 */ 1362 */
1321 if (last && last->below && last != floor) 1363 if (last && last->below && last != floor)
1322 top = last->below; 1364 top = last->below;
1323 } 1365 }
1324 } /* If objects on this space */ 1366 } /* If objects on this space */
1325 1367
1326 if (flag & INS_MAP_LOAD)
1327 top = GET_MAP_TOP (op->map, op->x, op->y);
1328
1329 if (flag & INS_ABOVE_FLOOR_ONLY) 1368 if (flag & INS_ABOVE_FLOOR_ONLY)
1330 top = floor; 1369 top = floor;
1331 1370
1332 /* Top is the object that our object (op) is going to get inserted above. 1371 /* Top is the object that our object (op) is going to get inserted above.
1333 */ 1372 */
1334 1373
1335 /* First object on this space */ 1374 /* First object on this space */
1336 if (!top) 1375 if (!top)
1337 { 1376 {
1338 op->above = GET_MAP_OB (op->map, op->x, op->y); 1377 op->above = ms.bot;
1339 1378
1340 if (op->above) 1379 if (op->above)
1341 op->above->below = op; 1380 op->above->below = op;
1342 1381
1343 op->below = 0; 1382 op->below = 0;
1344 op->ms ().bot = op; 1383 ms.bot = op;
1345 } 1384 }
1346 else 1385 else
1347 { /* get inserted into the stack above top */ 1386 { /* get inserted into the stack above top */
1348 op->above = top->above; 1387 op->above = top->above;
1349 1388
1353 op->below = top; 1392 op->below = top;
1354 top->above = op; 1393 top->above = op;
1355 } 1394 }
1356 1395
1357 if (!op->above) 1396 if (!op->above)
1358 op->ms ().top = op; 1397 ms.top = op;
1359 } /* else not INS_BELOW_ORIGINATOR */ 1398 } /* else not INS_BELOW_ORIGINATOR */
1360 1399
1361 if (op->type == PLAYER) 1400 if (op->type == PLAYER)
1362 { 1401 {
1363 op->contr->do_los = 1; 1402 op->contr->do_los = 1;
1364 ++op->map->players; 1403 ++op->map->players;
1365 op->map->last_access = runtime; 1404 op->map->touch ();
1366 } 1405 }
1367 1406
1368 /* If we have a floor, we know the player, if any, will be above 1407 op->map->dirty = true;
1369 * it, so save a few ticks and start from there. 1408
1370 */
1371 if (!(flag & INS_MAP_LOAD))
1372 if (object *pl = op->ms ().player ()) 1409 if (object *pl = ms.player ())
1373 if (pl->contr->ns)
1374 pl->contr->ns->floorbox_update (); 1410 pl->contr->ns->floorbox_update ();
1375 1411
1376 /* If this object glows, it may affect lighting conditions that are 1412 /* If this object glows, it may affect lighting conditions that are
1377 * visible to others on this map. But update_all_los is really 1413 * visible to others on this map. But update_all_los is really
1378 * an inefficient way to do this, as it means los for all players 1414 * an inefficient way to do this, as it means los for all players
1379 * on the map will get recalculated. The players could very well 1415 * on the map will get recalculated. The players could very well
1380 * be far away from this change and not affected in any way - 1416 * be far away from this change and not affected in any way -
1381 * this should get redone to only look for players within range, 1417 * this should get redone to only look for players within range,
1382 * or just updating the P_NEED_UPDATE for spaces within this area 1418 * or just updating the P_UPTODATE for spaces within this area
1383 * of effect may be sufficient. 1419 * of effect may be sufficient.
1384 */ 1420 */
1385 if (op->map->darkness && (op->glow_radius != 0)) 1421 if (op->map->darkness && (op->glow_radius != 0))
1386 update_all_los (op->map, op->x, op->y); 1422 update_all_los (op->map, op->x, op->y);
1387 1423
1398 * blocked() and wall() work properly), and these flags are updated by 1434 * blocked() and wall() work properly), and these flags are updated by
1399 * update_object(). 1435 * update_object().
1400 */ 1436 */
1401 1437
1402 /* if this is not the head or flag has been passed, don't check walk on status */ 1438 /* if this is not the head or flag has been passed, don't check walk on status */
1403 if (!(flag & INS_NO_WALK_ON) && !op->head) 1439 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1404 { 1440 {
1405 if (check_move_on (op, originator)) 1441 if (check_move_on (op, originator))
1406 return 0; 1442 return 0;
1407 1443
1408 /* If we are a multi part object, lets work our way through the check 1444 /* If we are a multi part object, lets work our way through the check
1409 * walk on's. 1445 * walk on's.
1410 */ 1446 */
1411 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1447 for (object *tmp = op->more; tmp; tmp = tmp->more)
1412 if (check_move_on (tmp, originator)) 1448 if (check_move_on (tmp, originator))
1413 return 0; 1449 return 0;
1414 } 1450 }
1415 1451
1416 return op; 1452 return op;
1425{ 1461{
1426 object *tmp, *tmp1; 1462 object *tmp, *tmp1;
1427 1463
1428 /* first search for itself and remove any old instances */ 1464 /* first search for itself and remove any old instances */
1429 1465
1430 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1466 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1431 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1467 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1432 tmp->destroy (); 1468 tmp->destroy ();
1433 1469
1434 tmp1 = arch_to_object (archetype::find (arch_string)); 1470 tmp1 = arch_to_object (archetype::find (arch_string));
1435 1471
1436 tmp1->x = op->x; 1472 tmp1->x = op->x;
1439} 1475}
1440 1476
1441object * 1477object *
1442object::insert_at (object *where, object *originator, int flags) 1478object::insert_at (object *where, object *originator, int flags)
1443{ 1479{
1444 where->map->insert (this, where->x, where->y, originator, flags); 1480 return where->map->insert (this, where->x, where->y, originator, flags);
1445} 1481}
1446 1482
1447/* 1483/*
1448 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1484 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1449 * is returned contains nr objects, and the remaining parts contains 1485 * is returned contains nr objects, and the remaining parts contains
1489 * the amount of an object. If the amount reaches 0, the object 1525 * the amount of an object. If the amount reaches 0, the object
1490 * is subsequently removed and freed. 1526 * is subsequently removed and freed.
1491 * 1527 *
1492 * Return value: 'op' if something is left, NULL if the amount reached 0 1528 * Return value: 'op' if something is left, NULL if the amount reached 0
1493 */ 1529 */
1494
1495object * 1530object *
1496decrease_ob_nr (object *op, uint32 i) 1531decrease_ob_nr (object *op, uint32 i)
1497{ 1532{
1498 object *tmp; 1533 object *tmp;
1499 1534
1574 1609
1575/* 1610/*
1576 * add_weight(object, weight) adds the specified weight to an object, 1611 * add_weight(object, weight) adds the specified weight to an object,
1577 * and also updates how much the environment(s) is/are carrying. 1612 * and also updates how much the environment(s) is/are carrying.
1578 */ 1613 */
1579
1580void 1614void
1581add_weight (object *op, signed long weight) 1615add_weight (object *op, signed long weight)
1582{ 1616{
1583 while (op != NULL) 1617 while (op != NULL)
1584 { 1618 {
1599 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1633 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1600 free (dump); 1634 free (dump);
1601 return op; 1635 return op;
1602 } 1636 }
1603 1637
1604 if (where->head) 1638 if (where->head_ () != where)
1605 { 1639 {
1606 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n"); 1640 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1607 where = where->head; 1641 where = where->head;
1608 } 1642 }
1609 1643
1610 return where->insert (op); 1644 return where->insert (op);
1611} 1645}
1616 * inside the object environment. 1650 * inside the object environment.
1617 * 1651 *
1618 * The function returns now pointer to inserted item, and return value can 1652 * The function returns now pointer to inserted item, and return value can
1619 * be != op, if items are merged. -Tero 1653 * be != op, if items are merged. -Tero
1620 */ 1654 */
1621
1622object * 1655object *
1623object::insert (object *op) 1656object::insert (object *op)
1624{ 1657{
1625 object *tmp, *otmp;
1626
1627 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1658 if (!QUERY_FLAG (op, FLAG_REMOVED))
1628 op->remove (); 1659 op->remove ();
1629 1660
1630 if (op->more) 1661 if (op->more)
1631 { 1662 {
1633 return op; 1664 return op;
1634 } 1665 }
1635 1666
1636 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1667 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1637 CLEAR_FLAG (op, FLAG_REMOVED); 1668 CLEAR_FLAG (op, FLAG_REMOVED);
1669
1638 if (op->nrof) 1670 if (op->nrof)
1639 { 1671 {
1640 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1672 for (object *tmp = inv; tmp; tmp = tmp->below)
1641 if (object::can_merge (tmp, op)) 1673 if (object::can_merge (tmp, op))
1642 { 1674 {
1643 /* return the original object and remove inserted object 1675 /* return the original object and remove inserted object
1644 (client needs the original object) */ 1676 (client needs the original object) */
1645 tmp->nrof += op->nrof; 1677 tmp->nrof += op->nrof;
1664 add_weight (this, op->weight * op->nrof); 1696 add_weight (this, op->weight * op->nrof);
1665 } 1697 }
1666 else 1698 else
1667 add_weight (this, (op->weight + op->carrying)); 1699 add_weight (this, (op->weight + op->carrying));
1668 1700
1669 otmp = this->in_player (); 1701 if (object *otmp = this->in_player ())
1670 if (otmp && otmp->contr)
1671 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1702 if (otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1672 otmp->update_stats (); 1703 otmp->update_stats ();
1673 1704
1705 op->owner = 0; // its his/hers now. period.
1674 op->map = 0; 1706 op->map = 0;
1675 op->env = this; 1707 op->env = this;
1676 op->above = 0; 1708 op->above = 0;
1677 op->below = 0; 1709 op->below = 0;
1678 op->x = 0, op->y = 0; 1710 op->x = op->y = 0;
1679 1711
1680 /* reset the light list and los of the players on the map */ 1712 /* reset the light list and los of the players on the map */
1681 if ((op->glow_radius != 0) && map) 1713 if (op->glow_radius && map)
1682 { 1714 {
1683#ifdef DEBUG_LIGHTS 1715#ifdef DEBUG_LIGHTS
1684 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1716 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1685#endif /* DEBUG_LIGHTS */ 1717#endif /* DEBUG_LIGHTS */
1686 if (map->darkness) 1718 if (map->darkness)
1758 1790
1759 /* The objects have to be checked from top to bottom. 1791 /* The objects have to be checked from top to bottom.
1760 * Hence, we first go to the top: 1792 * Hence, we first go to the top:
1761 */ 1793 */
1762 1794
1763 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp && tmp->above; tmp = tmp->above) 1795 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1764 { 1796 {
1765 /* Trim the search when we find the first other spell effect 1797 /* Trim the search when we find the first other spell effect
1766 * this helps performance so that if a space has 50 spell objects, 1798 * this helps performance so that if a space has 50 spell objects,
1767 * we don't need to check all of them. 1799 * we don't need to check all of them.
1768 */ 1800 */
1786 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1818 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1787 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1819 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1788 { 1820 {
1789 1821
1790 float 1822 float
1791 diff = tmp->move_slow_penalty * FABS (op->speed); 1823 diff = tmp->move_slow_penalty * fabs (op->speed);
1792 1824
1793 if (op->type == PLAYER) 1825 if (op->type == PLAYER)
1794 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1826 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1795 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1827 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1796 diff /= 4.0; 1828 diff /= 4.0;
1826 * The first matching object is returned, or NULL if none. 1858 * The first matching object is returned, or NULL if none.
1827 */ 1859 */
1828object * 1860object *
1829present_arch (const archetype *at, maptile *m, int x, int y) 1861present_arch (const archetype *at, maptile *m, int x, int y)
1830{ 1862{
1831 if (m == NULL || out_of_map (m, x, y)) 1863 if (!m || out_of_map (m, x, y))
1832 { 1864 {
1833 LOG (llevError, "Present_arch called outside map.\n"); 1865 LOG (llevError, "Present_arch called outside map.\n");
1834 return NULL; 1866 return NULL;
1835 } 1867 }
1836 1868
1837 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1869 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1838 if (tmp->arch == at) 1870 if (tmp->arch == at)
1839 return tmp; 1871 return tmp;
1840 1872
1841 return NULL; 1873 return NULL;
1842} 1874}
1853 { 1885 {
1854 LOG (llevError, "Present called outside map.\n"); 1886 LOG (llevError, "Present called outside map.\n");
1855 return NULL; 1887 return NULL;
1856 } 1888 }
1857 1889
1858 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1890 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1859 if (tmp->type == type) 1891 if (tmp->type == type)
1860 return tmp; 1892 return tmp;
1861 1893
1862 return NULL; 1894 return NULL;
1863} 1895}
1940 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1972 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1941 { 1973 {
1942 CLEAR_FLAG (tmp, flag); 1974 CLEAR_FLAG (tmp, flag);
1943 unflag_inv (tmp, flag); 1975 unflag_inv (tmp, flag);
1944 } 1976 }
1945}
1946
1947/*
1948 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1949 * all it's inventory (recursively).
1950 * If checksums are used, a player will get set_cheat called for
1951 * him/her-self and all object carried by a call to this function.
1952 */
1953void
1954set_cheat (object *op)
1955{
1956 SET_FLAG (op, FLAG_WAS_WIZ);
1957 flag_inv (op, FLAG_WAS_WIZ);
1958} 1977}
1959 1978
1960/* 1979/*
1961 * find_free_spot(object, map, x, y, start, stop) will search for 1980 * find_free_spot(object, map, x, y, start, stop) will search for
1962 * a spot at the given map and coordinates which will be able to contain 1981 * a spot at the given map and coordinates which will be able to contain
1979 * customized, changed states, etc. 1998 * customized, changed states, etc.
1980 */ 1999 */
1981int 2000int
1982find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 2001find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
1983{ 2002{
2003 int altern[SIZEOFFREE];
1984 int index = 0, flag; 2004 int index = 0, flag;
1985 int altern[SIZEOFFREE];
1986 2005
1987 for (int i = start; i < stop; i++) 2006 for (int i = start; i < stop; i++)
1988 { 2007 {
1989 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2008 mapxy pos (m, x, y); pos.move (i);
1990 if (!flag) 2009
2010 if (!pos.normalise ())
2011 continue;
2012
2013 mapspace &ms = *pos;
2014
2015 if (ms.flags () & P_IS_ALIVE)
2016 continue;
2017
2018 /* However, often
2019 * ob doesn't have any move type (when used to place exits)
2020 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
2021 */
2022 if (ob->move_type == 0 && ms.move_block != MOVE_ALL)
2023 {
1991 altern [index++] = i; 2024 altern [index++] = i;
2025 continue;
2026 }
1992 2027
1993 /* Basically, if we find a wall on a space, we cut down the search size. 2028 /* Basically, if we find a wall on a space, we cut down the search size.
1994 * In this way, we won't return spaces that are on another side of a wall. 2029 * In this way, we won't return spaces that are on another side of a wall.
1995 * This mostly work, but it cuts down the search size in all directions - 2030 * This mostly work, but it cuts down the search size in all directions -
1996 * if the space being examined only has a wall to the north and empty 2031 * if the space being examined only has a wall to the north and empty
1997 * spaces in all the other directions, this will reduce the search space 2032 * spaces in all the other directions, this will reduce the search space
1998 * to only the spaces immediately surrounding the target area, and 2033 * to only the spaces immediately surrounding the target area, and
1999 * won't look 2 spaces south of the target space. 2034 * won't look 2 spaces south of the target space.
2000 */ 2035 */
2001 else if ((flag & P_NO_PASS) && maxfree[i] < stop) 2036 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2037 {
2002 stop = maxfree[i]; 2038 stop = maxfree[i];
2039 continue;
2040 }
2041
2042 /* Note it is intentional that we check ob - the movement type of the
2043 * head of the object should correspond for the entire object.
2044 */
2045 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2046 continue;
2047
2048 altern [index++] = i;
2003 } 2049 }
2004 2050
2005 if (!index) 2051 if (!index)
2006 return -1; 2052 return -1;
2007 2053
2008 return altern[RANDOM () % index]; 2054 return altern [rndm (index)];
2009} 2055}
2010 2056
2011/* 2057/*
2012 * find_first_free_spot(archetype, maptile, x, y) works like 2058 * find_first_free_spot(archetype, maptile, x, y) works like
2013 * find_free_spot(), but it will search max number of squares. 2059 * find_free_spot(), but it will search max number of squares.
2016 */ 2062 */
2017int 2063int
2018find_first_free_spot (const object *ob, maptile *m, int x, int y) 2064find_first_free_spot (const object *ob, maptile *m, int x, int y)
2019{ 2065{
2020 for (int i = 0; i < SIZEOFFREE; i++) 2066 for (int i = 0; i < SIZEOFFREE; i++)
2021 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2067 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2022 return i; 2068 return i;
2023 2069
2024 return -1; 2070 return -1;
2025} 2071}
2026 2072
2034{ 2080{
2035 arr += begin; 2081 arr += begin;
2036 end -= begin; 2082 end -= begin;
2037 2083
2038 while (--end) 2084 while (--end)
2039 swap (arr [end], arr [RANDOM () % (end + 1)]); 2085 swap (arr [end], arr [rndm (end + 1)]);
2040} 2086}
2041 2087
2042/* new function to make monster searching more efficient, and effective! 2088/* new function to make monster searching more efficient, and effective!
2043 * This basically returns a randomized array (in the passed pointer) of 2089 * This basically returns a randomized array (in the passed pointer) of
2044 * the spaces to find monsters. In this way, it won't always look for 2090 * the spaces to find monsters. In this way, it won't always look for
2080 object *tmp; 2126 object *tmp;
2081 maptile *mp; 2127 maptile *mp;
2082 2128
2083 MoveType blocked, move_type; 2129 MoveType blocked, move_type;
2084 2130
2085 if (exclude && exclude->head) 2131 if (exclude && exclude->head_ () != exclude)
2086 { 2132 {
2087 exclude = exclude->head; 2133 exclude = exclude->head;
2088 move_type = exclude->move_type; 2134 move_type = exclude->move_type;
2089 } 2135 }
2090 else 2136 else
2113 max = maxfree[i]; 2159 max = maxfree[i];
2114 else if (mflags & P_IS_ALIVE) 2160 else if (mflags & P_IS_ALIVE)
2115 { 2161 {
2116 for (tmp = ms.bot; tmp; tmp = tmp->above) 2162 for (tmp = ms.bot; tmp; tmp = tmp->above)
2117 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2163 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2118 && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2164 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2119 break; 2165 break;
2120 2166
2121 if (tmp) 2167 if (tmp)
2122 return freedir[i]; 2168 return freedir[i];
2123 } 2169 }
2178 2224
2179 return 3; 2225 return 3;
2180} 2226}
2181 2227
2182/* 2228/*
2183 * absdir(int): Returns a number between 1 and 8, which represent
2184 * the "absolute" direction of a number (it actually takes care of
2185 * "overflow" in previous calculations of a direction).
2186 */
2187
2188int
2189absdir (int d)
2190{
2191 while (d < 1)
2192 d += 8;
2193
2194 while (d > 8)
2195 d -= 8;
2196
2197 return d;
2198}
2199
2200/*
2201 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2229 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2202 * between two directions (which are expected to be absolute (see absdir()) 2230 * between two directions (which are expected to be absolute (see absdir())
2203 */ 2231 */
2204
2205int 2232int
2206dirdiff (int dir1, int dir2) 2233dirdiff (int dir1, int dir2)
2207{ 2234{
2208 int d; 2235 int d;
2209 2236
2322 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2349 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2323 * core dumps if they do. 2350 * core dumps if they do.
2324 * 2351 *
2325 * Add a check so we can't pick up invisible objects (0.93.8) 2352 * Add a check so we can't pick up invisible objects (0.93.8)
2326 */ 2353 */
2327
2328int 2354int
2329can_pick (const object *who, const object *item) 2355can_pick (const object *who, const object *item)
2330{ 2356{
2331 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2357 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2332 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2358 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2337 * create clone from object to another 2363 * create clone from object to another
2338 */ 2364 */
2339object * 2365object *
2340object_create_clone (object *asrc) 2366object_create_clone (object *asrc)
2341{ 2367{
2342 object *dst = 0, *tmp, *src, *part, *prev, *item; 2368 object *dst = 0, *tmp, *src, *prev, *item;
2343 2369
2344 if (!asrc) 2370 if (!asrc)
2345 return 0; 2371 return 0;
2346 2372
2347 src = asrc;
2348 if (src->head)
2349 src = src->head; 2373 src = asrc->head_ ();
2350 2374
2351 prev = 0; 2375 prev = 0;
2352 for (part = src; part; part = part->more) 2376 for (object *part = src; part; part = part->more)
2353 { 2377 {
2354 tmp = part->clone (); 2378 tmp = part->clone ();
2355 tmp->x -= src->x; 2379 tmp->x -= src->x;
2356 tmp->y -= src->y; 2380 tmp->y -= src->y;
2357 2381
2373 2397
2374 for (item = src->inv; item; item = item->below) 2398 for (item = src->inv; item; item = item->below)
2375 insert_ob_in_ob (object_create_clone (item), dst); 2399 insert_ob_in_ob (object_create_clone (item), dst);
2376 2400
2377 return dst; 2401 return dst;
2378}
2379
2380/* GROS - Creates an object using a string representing its content. */
2381/* Basically, we save the content of the string to a temp file, then call */
2382/* load_object on it. I admit it is a highly inefficient way to make things, */
2383/* but it was simple to make and allows reusing the load_object function. */
2384/* Remember not to use load_object_str in a time-critical situation. */
2385/* Also remember that multiparts objects are not supported for now. */
2386object *
2387load_object_str (const char *obstr)
2388{
2389 object *op;
2390 char filename[MAX_BUF];
2391
2392 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2393
2394 FILE *tempfile = fopen (filename, "w");
2395
2396 if (tempfile == NULL)
2397 {
2398 LOG (llevError, "Error - Unable to access load object temp file\n");
2399 return NULL;
2400 }
2401
2402 fprintf (tempfile, obstr);
2403 fclose (tempfile);
2404
2405 op = object::create ();
2406
2407 object_thawer thawer (filename);
2408
2409 if (thawer)
2410 load_object (thawer, op, 0);
2411
2412 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2413 CLEAR_FLAG (op, FLAG_REMOVED);
2414
2415 return op;
2416} 2402}
2417 2403
2418/* This returns the first object in who's inventory that 2404/* This returns the first object in who's inventory that
2419 * has the same type and subtype match. 2405 * has the same type and subtype match.
2420 * returns NULL if no match. 2406 * returns NULL if no match.
2475 if (link->key == canonical_key) 2461 if (link->key == canonical_key)
2476 return link->value; 2462 return link->value;
2477 2463
2478 return 0; 2464 return 0;
2479} 2465}
2480
2481 2466
2482/* 2467/*
2483 * Updates the canonical_key in op to value. 2468 * Updates the canonical_key in op to value.
2484 * 2469 *
2485 * canonical_key is a shared string (value doesn't have to be). 2470 * canonical_key is a shared string (value doesn't have to be).
2509 /* Basically, if the archetype has this key set, 2494 /* Basically, if the archetype has this key set,
2510 * we need to store the null value so when we save 2495 * we need to store the null value so when we save
2511 * it, we save the empty value so that when we load, 2496 * it, we save the empty value so that when we load,
2512 * we get this value back again. 2497 * we get this value back again.
2513 */ 2498 */
2514 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2499 if (get_ob_key_link (op->arch, canonical_key))
2515 field->value = 0; 2500 field->value = 0;
2516 else 2501 else
2517 { 2502 {
2518 if (last) 2503 if (last)
2519 last->next = field->next; 2504 last->next = field->next;
2588 } 2573 }
2589 else 2574 else
2590 item = item->env; 2575 item = item->env;
2591} 2576}
2592 2577
2593
2594const char * 2578const char *
2595object::flag_desc (char *desc, int len) const 2579object::flag_desc (char *desc, int len) const
2596{ 2580{
2597 char *p = desc; 2581 char *p = desc;
2598 bool first = true; 2582 bool first = true;
2599 2583
2584 *p = 0;
2585
2600 for (int i = 0; i < NUM_FLAGS; i++) 2586 for (int i = 0; i < NUM_FLAGS; i++)
2601 { 2587 {
2602 if (len <= 10) // magic constant! 2588 if (len <= 10) // magic constant!
2603 { 2589 {
2604 snprintf (p, len, ",..."); 2590 snprintf (p, len, ",...");
2605 break; 2591 break;
2606 } 2592 }
2607 2593
2608 if (flag[i]) 2594 if (flag [i])
2609 { 2595 {
2610 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i); 2596 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2611 len -= cnt; 2597 len -= cnt;
2612 p += cnt; 2598 p += cnt;
2613 first = false; 2599 first = false;
2615 } 2601 }
2616 2602
2617 return desc; 2603 return desc;
2618} 2604}
2619 2605
2620// return a suitable string describing an objetc in enough detail to find it 2606// return a suitable string describing an object in enough detail to find it
2621const char * 2607const char *
2622object::debug_desc (char *info) const 2608object::debug_desc (char *info) const
2623{ 2609{
2624 char flagdesc[512]; 2610 char flagdesc[512];
2625 char info2[256 * 4]; 2611 char info2[256 * 4];
2626 char *p = info; 2612 char *p = info;
2627 2613
2628 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s%s%s\",flags:[%s],type:%d}", 2614 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2629 count, uuid.seq, 2615 count, uuid.seq,
2630 &name, 2616 &name,
2631 title ? "\",title:" : "", 2617 title ? "\",title:\"" : "",
2632 title ? (const char *)title : "", 2618 title ? (const char *)title : "",
2633 flag_desc (flagdesc, 512), type); 2619 flag_desc (flagdesc, 512), type);
2634 2620
2635 if (env) 2621 if (!this->flag[FLAG_REMOVED] && env)
2636 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2622 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2637 2623
2638 if (map) 2624 if (map)
2639 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y); 2625 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2640 2626
2642} 2628}
2643 2629
2644const char * 2630const char *
2645object::debug_desc () const 2631object::debug_desc () const
2646{ 2632{
2647 static char info[256 * 3]; 2633 static char info[3][256 * 4];
2634 static int info_idx;
2635
2648 return debug_desc (info); 2636 return debug_desc (info [++info_idx % 3]);
2649} 2637}
2650 2638
2639struct region *
2640object::region () const
2641{
2642 return map ? map->region (x, y)
2643 : region::default_region ();
2644}
2645
2646const materialtype_t *
2647object::dominant_material () const
2648{
2649 if (materialtype_t *mt = name_to_material (materialname))
2650 return mt;
2651
2652 return name_to_material (shstr_unknown);
2653}
2654
2655void
2656object::open_container (object *new_container)
2657{
2658 if (container == new_container)
2659 return;
2660
2661 if (object *old_container = container)
2662 {
2663 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2664 return;
2665
2666#if 0
2667 // remove the "Close old_container" object.
2668 if (object *closer = old_container->inv)
2669 if (closer->type == CLOSE_CON)
2670 closer->destroy ();
2671#endif
2672
2673 old_container->flag [FLAG_APPLIED] = 0;
2674 container = 0;
2675
2676 esrv_update_item (UPD_FLAGS, this, old_container);
2677 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2678 play_sound (sound_find ("chest_close"));
2679 }
2680
2681 if (new_container)
2682 {
2683 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2684 return;
2685
2686 // TODO: this does not seem to serve any purpose anymore?
2687#if 0
2688 // insert the "Close Container" object.
2689 if (archetype *closer = new_container->other_arch)
2690 {
2691 object *closer = arch_to_object (new_container->other_arch);
2692 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2693 new_container->insert (closer);
2694 }
2695#endif
2696
2697 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2698
2699 new_container->flag [FLAG_APPLIED] = 1;
2700 container = new_container;
2701
2702 esrv_update_item (UPD_FLAGS, this, new_container);
2703 esrv_send_inventory (this, new_container);
2704 play_sound (sound_find ("chest_open"));
2705 }
2706}
2707
2708object *
2709object::force_find (const shstr name)
2710{
2711 /* cycle through his inventory to look for the MARK we want to
2712 * place
2713 */
2714 for (object *tmp = inv; tmp; tmp = tmp->below)
2715 if (tmp->type == FORCE && tmp->slaying == name)
2716 return splay (tmp);
2717
2718 return 0;
2719}
2720
2721void
2722object::force_add (const shstr name, int duration)
2723{
2724 if (object *force = force_find (name))
2725 force->destroy ();
2726
2727 object *force = get_archetype (FORCE_NAME);
2728
2729 force->slaying = name;
2730 force->stats.food = 1;
2731 force->speed_left = -1.f;
2732
2733 force->set_speed (duration ? 1.f / duration : 0.f);
2734 force->flag [FLAG_IS_USED_UP] = true;
2735 force->flag [FLAG_APPLIED] = true;
2736
2737 insert (force);
2738}
2739
2740void
2741object::play_sound (faceidx sound) const
2742{
2743 if (!sound)
2744 return;
2745
2746 if (flag [FLAG_REMOVED])
2747 return;
2748
2749 if (env)
2750 {
2751 if (object *pl = in_player ())
2752 pl->contr->play_sound (sound);
2753 }
2754 else
2755 map->play_sound (sound, x, y);
2756}
2757

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