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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 1.200 by root, Sun Jan 13 08:55:41 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 (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra 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 * Deliantra 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 to <support@deliantra.net>
21 The authors can be reached via e-mail at <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 (ob1->self) : 0;
313 int k2 = ob2->self ? HvTOTALKEYS (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;
452
453 if (flag [FLAG_FREED])
454 {
455 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
456 return;
457 }
450 458
451 this->owner = owner; 459 this->owner = owner;
460}
461
462int
463object::slottype () const
464{
465 if (type == SKILL)
466 {
467 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
468 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
469 }
470 else
471 {
472 if (slot [body_combat].info) return slot_combat;
473 if (slot [body_range ].info) return slot_ranged;
474 }
475
476 return slot_none;
477}
478
479bool
480object::change_weapon (object *ob)
481{
482 if (current_weapon == ob)
483 return true;
484
485 if (chosen_skill)
486 chosen_skill->flag [FLAG_APPLIED] = false;
487
488 current_weapon = ob;
489 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
490
491 if (chosen_skill)
492 chosen_skill->flag [FLAG_APPLIED] = true;
493
494 update_stats ();
495
496 if (ob)
497 {
498 // now check wether any body locations became invalid, in which case
499 // we cannot apply the weapon at the moment.
500 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
501 if (slot[i].used < 0)
502 {
503 current_weapon = chosen_skill = 0;
504 update_stats ();
505
506 new_draw_info_format (NDI_UNIQUE, 0, this,
507 "You try to balance all your items at once, "
508 "but the %s is just too much for your body. "
509 "[You need to unapply some items first.]", &ob->name);
510 return false;
511 }
512
513 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
514 }
515 else
516 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
517
518 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
519 {
520 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
521 &name, ob->debug_desc ());
522 return false;
523 }
524
525 return true;
452} 526}
453 527
454/* Zero the key_values on op, decrementing the shared-string 528/* Zero the key_values on op, decrementing the shared-string
455 * refcounts and freeing the links. 529 * refcounts and freeing the links.
456 */ 530 */
457static void 531static void
458free_key_values (object *op) 532free_key_values (object *op)
459{ 533{
460 for (key_value *i = op->key_values; i != 0;) 534 for (key_value *i = op->key_values; i; )
461 { 535 {
462 key_value *next = i->next; 536 key_value *next = i->next;
463 delete i; 537 delete i;
464 538
465 i = next; 539 i = next;
466 } 540 }
467 541
468 op->key_values = 0; 542 op->key_values = 0;
469} 543}
470 544
471/* 545object &
472 * copy_to first frees everything allocated by the dst object, 546object::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{ 547{
482 bool is_freed = QUERY_FLAG (dst, FLAG_FREED); 548 bool is_freed = flag [FLAG_FREED];
483 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED); 549 bool is_removed = flag [FLAG_REMOVED];
484 550
485 *(object_copy *)dst = *this; 551 *(object_copy *)this = src;
486 552
487 if (is_freed) 553 flag [FLAG_FREED] = is_freed;
488 SET_FLAG (dst, FLAG_FREED); 554 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;
495 555
496 /* Copy over key_values, if any. */ 556 /* Copy over key_values, if any. */
497 if (key_values) 557 if (src.key_values)
498 { 558 {
499 key_value *tail = 0; 559 key_value *tail = 0;
500 key_value *i;
501
502 dst->key_values = 0; 560 key_values = 0;
503 561
504 for (i = key_values; i; i = i->next) 562 for (key_value *i = src.key_values; i; i = i->next)
505 { 563 {
506 key_value *new_link = new key_value; 564 key_value *new_link = new key_value;
507 565
508 new_link->next = 0; 566 new_link->next = 0;
509 new_link->key = i->key; 567 new_link->key = i->key;
510 new_link->value = i->value; 568 new_link->value = i->value;
511 569
512 /* Try and be clever here, too. */ 570 /* Try and be clever here, too. */
513 if (!dst->key_values) 571 if (!key_values)
514 { 572 {
515 dst->key_values = new_link; 573 key_values = new_link;
516 tail = new_link; 574 tail = new_link;
517 } 575 }
518 else 576 else
519 { 577 {
520 tail->next = new_link; 578 tail->next = new_link;
521 tail = new_link; 579 tail = new_link;
522 } 580 }
523 } 581 }
524 } 582 }
583}
584
585/*
586 * copy_to first frees everything allocated by the dst object,
587 * and then copies the contents of itself into the second
588 * object, allocating what needs to be allocated. Basically, any
589 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
590 * if the first object is freed, the pointers in the new object
591 * will point at garbage.
592 */
593void
594object::copy_to (object *dst)
595{
596 *dst = *this;
597
598 if (speed < 0)
599 dst->speed_left -= rndm ();
525 600
526 dst->set_speed (dst->speed); 601 dst->set_speed (dst->speed);
602}
603
604void
605object::instantiate ()
606{
607 if (!uuid.seq) // HACK
608 uuid = gen_uuid ();
609
610 speed_left = -0.1f;
611 /* copy the body_info to the body_used - this is only really
612 * need for monsters, but doesn't hurt to do it for everything.
613 * by doing so, when a monster is created, it has good starting
614 * values for the body_used info, so when items are created
615 * for it, they can be properly equipped.
616 */
617 for (int i = NUM_BODY_LOCATIONS; i--; )
618 slot[i].used = slot[i].info;
619
620 attachable::instantiate ();
527} 621}
528 622
529object * 623object *
530object::clone () 624object::clone ()
531{ 625{
564 } 658 }
565 659
566 this->speed = speed; 660 this->speed = speed;
567 661
568 if (has_active_speed ()) 662 if (has_active_speed ())
569 activate (false); 663 activate ();
570 else 664 else
571 deactivate (false); 665 deactivate ();
572} 666}
573 667
574/* 668/*
575 * update_object() updates the the map. 669 * update_object() updates the the map.
576 * It takes into account invisible objects (and represent squares covered 670 * It takes into account invisible objects (and represent squares covered
589 * UP_OBJ_FACE: only the objects face has changed. 683 * UP_OBJ_FACE: only the objects face has changed.
590 */ 684 */
591void 685void
592update_object (object *op, int action) 686update_object (object *op, int action)
593{ 687{
594 MoveType move_on, move_off, move_block, move_slow;
595
596 if (op == NULL) 688 if (op == NULL)
597 { 689 {
598 /* this should never happen */ 690 /* this should never happen */
599 LOG (llevDebug, "update_object() called for NULL object.\n"); 691 LOG (llevDebug, "update_object() called for NULL object.\n");
600 return; 692 return;
624 return; 716 return;
625 } 717 }
626 718
627 mapspace &m = op->ms (); 719 mapspace &m = op->ms ();
628 720
629 if (m.flags_ & P_NEED_UPDATE) 721 if (!(m.flags_ & P_UPTODATE))
630 /* nop */; 722 /* nop */;
631 else if (action == UP_OBJ_INSERT) 723 else if (action == UP_OBJ_INSERT)
632 { 724 {
633 // this is likely overkill, TODO: revisit (schmorp) 725 // this is likely overkill, TODO: revisit (schmorp)
634 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 726 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 735 /* This isn't perfect, but I don't expect a lot of objects to
644 * to have move_allow right now. 736 * to have move_allow right now.
645 */ 737 */
646 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 738 || ((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) 739 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
648 m.flags_ = P_NEED_UPDATE; 740 m.flags_ = 0;
649 } 741 }
650 /* if the object is being removed, we can't make intelligent 742 /* if the object is being removed, we can't make intelligent
651 * decisions, because remove_ob can't really pass the object 743 * decisions, because remove_ob can't really pass the object
652 * that is being removed. 744 * that is being removed.
653 */ 745 */
654 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 746 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
655 m.flags_ = P_NEED_UPDATE; 747 m.flags_ = 0;
656 else if (action == UP_OBJ_FACE) 748 else if (action == UP_OBJ_FACE)
657 /* Nothing to do for that case */ ; 749 /* Nothing to do for that case */ ;
658 else 750 else
659 LOG (llevError, "update_object called with invalid action: %d\n", action); 751 LOG (llevError, "update_object called with invalid action: %d\n", action);
660 752
661 if (op->more) 753 if (op->more)
662 update_object (op->more, action); 754 update_object (op->more, action);
663} 755}
664 756
665object::vector object::objects; // not yet used
666object *object::first;
667
668object::object () 757object::object ()
669{ 758{
670 SET_FLAG (this, FLAG_REMOVED); 759 SET_FLAG (this, FLAG_REMOVED);
671 760
672 expmul = 1.0; 761 expmul = 1.0;
673 face = blank_face; 762 face = blank_face;
674} 763}
675 764
676object::~object () 765object::~object ()
677{ 766{
767 unlink ();
768
678 free_key_values (this); 769 free_key_values (this);
679} 770}
680 771
772static int object_count;
773
681void object::link () 774void object::link ()
682{ 775{
683 count = ++ob_count; 776 assert (!index);//D
684 uuid = gen_uuid (); 777 uuid = gen_uuid ();
778 count = ++object_count;
685 779
686 prev = 0; 780 refcnt_inc ();
687 next = object::first; 781 objects.insert (this);
688
689 if (object::first)
690 object::first->prev = this;
691
692 object::first = this;
693} 782}
694 783
695void object::unlink () 784void object::unlink ()
696{ 785{
697 if (this == object::first) 786 if (!index)
698 object::first = next; 787 return;
699 788
700 /* Remove this object from the list of used objects */ 789 objects.erase (this);
701 if (prev) prev->next = next; 790 refcnt_dec ();
702 if (next) next->prev = prev;
703
704 prev = 0;
705 next = 0;
706} 791}
707 792
708void 793void
709object::activate (bool recursive) 794object::activate ()
710{ 795{
796 /* If already on active list, don't do anything */
797 if (active)
798 return;
799
711 if (has_active_speed ()) 800 if (has_active_speed ())
712 { 801 actives.insert (this);
713 /* If already on active list, don't do anything */ 802}
714 if (active_next || active_prev || this == active_objects)
715 return;
716 803
717 /* process_events() expects us to insert the object at the beginning 804void
718 * of the list. */ 805object::activate_recursive ()
719 active_next = active_objects; 806{
807 activate ();
720 808
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) 809 for (object *op = inv; op; op = op->below)
729 op->activate (1); 810 op->activate_recursive ();
730} 811}
731 812
732/* This function removes object 'op' from the list of active 813/* This function removes object 'op' from the list of active
733 * objects. 814 * objects.
734 * This should only be used for style maps or other such 815 * This should only be used for style maps or other such
736 * in play chewing up cpu time getting processed. 817 * in play chewing up cpu time getting processed.
737 * The reverse of this is to call update_ob_speed, which 818 * The reverse of this is to call update_ob_speed, which
738 * will do the right thing based on the speed of the object. 819 * will do the right thing based on the speed of the object.
739 */ 820 */
740void 821void
741object::deactivate (bool recursive) 822object::deactivate ()
742{ 823{
743 /* If not on the active list, nothing needs to be done */ 824 /* If not on the active list, nothing needs to be done */
744 if (!active_next && !active_prev && this != active_objects) 825 if (!active)
745 return; 826 return;
746 827
747 if (active_prev == 0) 828 actives.erase (this);
748 { 829}
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 }
759 830
760 active_next = 0; 831void
761 active_prev = 0; 832object::deactivate_recursive ()
762 833{
763 if (recursive)
764 for (object *op = inv; op; op = op->above) 834 for (object *op = inv; op; op = op->below)
835 op->deactivate_recursive ();
836
765 op->deactivate (1); 837 deactivate ();
838}
839
840void
841object::set_flag_inv (int flag, int value)
842{
843 for (object *op = inv; op; op = op->below)
844 {
845 op->flag [flag] = value;
846 op->set_flag_inv (flag, value);
847 }
766} 848}
767 849
768/* 850/*
769 * Remove and free all objects in the inventory of the given object. 851 * Remove and free all objects in the inventory of the given object.
770 * object.c ? 852 * object.c ?
785 * drop on that space. 867 * drop on that space.
786 */ 868 */
787 if (!drop_to_ground 869 if (!drop_to_ground
788 || !map 870 || !map
789 || map->in_memory != MAP_IN_MEMORY 871 || map->in_memory != MAP_IN_MEMORY
872 || map->nodrop
790 || ms ().move_block == MOVE_ALL) 873 || ms ().move_block == MOVE_ALL)
791 { 874 {
792 while (inv) 875 while (inv)
793 { 876 {
794 inv->destroy_inv (drop_to_ground); 877 inv->destroy_inv (drop_to_ground);
803 886
804 if (op->flag [FLAG_STARTEQUIP] 887 if (op->flag [FLAG_STARTEQUIP]
805 || op->flag [FLAG_NO_DROP] 888 || op->flag [FLAG_NO_DROP]
806 || op->type == RUNE 889 || op->type == RUNE
807 || op->type == TRAP 890 || op->type == TRAP
808 || op->flag [FLAG_IS_A_TEMPLATE]) 891 || op->flag [FLAG_IS_A_TEMPLATE]
892 || op->flag [FLAG_DESTROY_ON_DEATH])
809 op->destroy (); 893 op->destroy ();
810 else 894 else
811 map->insert (op, x, y); 895 map->insert (op, x, y);
812 } 896 }
813 } 897 }
821} 905}
822 906
823void 907void
824object::do_destroy () 908object::do_destroy ()
825{ 909{
910 attachable::do_destroy ();
911
826 if (flag [FLAG_IS_LINKED]) 912 if (flag [FLAG_IS_LINKED])
827 remove_button_link (this); 913 remove_button_link (this);
828 914
829 if (flag [FLAG_FRIENDLY]) 915 if (flag [FLAG_FRIENDLY])
830 remove_friendly_object (this); 916 remove_friendly_object (this);
831 917
832 if (!flag [FLAG_REMOVED]) 918 if (!flag [FLAG_REMOVED])
833 remove (); 919 remove ();
834 920
835 if (flag [FLAG_FREED]) 921 destroy_inv (true);
836 return;
837 922
838 set_speed (0); 923 deactivate ();
924 unlink ();
839 925
840 flag [FLAG_FREED] = 1; 926 flag [FLAG_FREED] = 1;
841
842 attachable::do_destroy ();
843
844 destroy_inv (true);
845 unlink ();
846 927
847 // hack to ensure that freed objects still have a valid map 928 // hack to ensure that freed objects still have a valid map
848 { 929 {
849 static maptile *freed_map; // freed objects are moved here to avoid crashes 930 static maptile *freed_map; // freed objects are moved here to avoid crashes
850 931
851 if (!freed_map) 932 if (!freed_map)
852 { 933 {
853 freed_map = new maptile; 934 freed_map = new maptile;
854 935
936 freed_map->path = "<freed objects map>";
855 freed_map->name = "/internal/freed_objects_map"; 937 freed_map->name = "/internal/freed_objects_map";
856 freed_map->width = 3; 938 freed_map->width = 3;
857 freed_map->height = 3; 939 freed_map->height = 3;
858 940
859 freed_map->alloc (); 941 freed_map->alloc ();
942 freed_map->in_memory = MAP_IN_MEMORY;
860 } 943 }
861 944
862 map = freed_map; 945 map = freed_map;
863 x = 1; 946 x = 1;
864 y = 1; 947 y = 1;
865 } 948 }
866 949
867 head = 0;
868
869 if (more) 950 if (more)
870 { 951 {
871 more->destroy (); 952 more->destroy ();
872 more = 0; 953 more = 0;
873 } 954 }
874 955
956 head = 0;
957
875 // clear those pointers that likely might have circular references to us 958 // clear those pointers that likely might cause circular references
876 owner = 0; 959 owner = 0;
877 enemy = 0; 960 enemy = 0;
878 attacked_by = 0; 961 attacked_by = 0;
879 962 current_weapon = 0;
880 // only relevant for players(?), but make sure of it anyways
881 contr = 0;
882} 963}
883 964
884void 965void
885object::destroy (bool destroy_inventory) 966object::destroy (bool destroy_inventory)
886{ 967{
887 if (destroyed ()) 968 if (destroyed ())
888 return; 969 return;
889 970
890 if (destroy_inventory) 971 if (destroy_inventory)
891 destroy_inv (false); 972 destroy_inv (false);
973
974 if (is_head ())
975 if (sound_destroy)
976 play_sound (sound_destroy);
977 else if (flag [FLAG_MONSTER])
978 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
892 979
893 attachable::destroy (); 980 attachable::destroy ();
894} 981}
895 982
896/* 983/*
914 * This function removes the object op from the linked list of objects 1001 * 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 1002 * which it is currently tied to. When this function is done, the
916 * object will have no environment. If the object previously had an 1003 * object will have no environment. If the object previously had an
917 * environment, the x and y coordinates will be updated to 1004 * environment, the x and y coordinates will be updated to
918 * the previous environment. 1005 * the previous environment.
919 * Beware: This function is called from the editor as well!
920 */ 1006 */
921void 1007void
922object::remove () 1008object::do_remove ()
923{ 1009{
924 object *tmp, *last = 0; 1010 object *tmp, *last = 0;
925 object *otmp; 1011 object *otmp;
926 1012
927 if (QUERY_FLAG (this, FLAG_REMOVED)) 1013 if (QUERY_FLAG (this, FLAG_REMOVED))
970 } 1056 }
971 else if (map) 1057 else if (map)
972 { 1058 {
973 if (type == PLAYER) 1059 if (type == PLAYER)
974 { 1060 {
1061 // leaving a spot always closes any open container on the ground
1062 if (container && !container->env)
1063 // this causes spurious floorbox updates, but it ensures
1064 // that the CLOSE event is being sent.
1065 close_container ();
1066
975 --map->players; 1067 --map->players;
976 map->last_access = runtime; 1068 map->touch ();
977 } 1069 }
978 1070
1071 map->dirty = true;
1072 mapspace &ms = this->ms ();
979 1073
980 /* link the object above us */ 1074 /* link the object above us */
981 if (above) 1075 if (above)
982 above->below = below; 1076 above->below = below;
983 else 1077 else
984 map->at (x, y).top = below; /* we were top, set new top */ 1078 ms.top = below; /* we were top, set new top */
985 1079
986 /* Relink the object below us, if there is one */ 1080 /* Relink the object below us, if there is one */
987 if (below) 1081 if (below)
988 below->above = above; 1082 below->above = above;
989 else 1083 else
991 /* Nothing below, which means we need to relink map object for this space 1085 /* 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 1086 * use translated coordinates in case some oddness with map tiling is
993 * evident 1087 * evident
994 */ 1088 */
995 if (GET_MAP_OB (map, x, y) != this) 1089 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); 1090 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 1091
1006 map->at (x, y).bot = above; /* goes on above it. */ 1092 ms.bot = above; /* goes on above it. */
1007 } 1093 }
1008 1094
1009 above = 0; 1095 above = 0;
1010 below = 0; 1096 below = 0;
1011 1097
1012 if (map->in_memory == MAP_SAVING) 1098 if (map->in_memory == MAP_SAVING)
1013 return; 1099 return;
1014 1100
1015 int check_walk_off = !flag [FLAG_NO_APPLY]; 1101 int check_walk_off = !flag [FLAG_NO_APPLY];
1016 1102
1103 if (object *pl = ms.player ())
1104 {
1105 if (pl->container == this)
1106 /* If a container that the player is currently using somehow gets
1107 * removed (most likely destroyed), update the player view
1108 * appropriately.
1109 */
1110 pl->close_container ();
1111
1112 pl->contr->ns->floorbox_update ();
1113 }
1114
1017 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above) 1115 for (tmp = ms.bot; tmp; tmp = tmp->above)
1018 { 1116 {
1019 /* No point updating the players look faces if he is the object 1117 /* No point updating the players look faces if he is the object
1020 * being removed. 1118 * being removed.
1021 */ 1119 */
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 1120
1039 /* See if object moving off should effect something */ 1121 /* See if object moving off should effect something */
1040 if (check_walk_off 1122 if (check_walk_off
1041 && ((move_type & tmp->move_off) 1123 && ((move_type & tmp->move_off)
1042 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1124 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1045 1127
1046 if (destroyed ()) 1128 if (destroyed ())
1047 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1129 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1048 } 1130 }
1049 1131
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; 1132 last = tmp;
1056 } 1133 }
1057 1134
1058 /* last == NULL if there are no objects on this space */ 1135 /* last == NULL if there are no objects on this space */
1059 //TODO: this makes little sense, why only update the topmost object? 1136 //TODO: this makes little sense, why only update the topmost object?
1060 if (!last) 1137 if (!last)
1061 map->at (x, y).flags_ = P_NEED_UPDATE; 1138 map->at (x, y).flags_ = 0;
1062 else 1139 else
1063 update_object (last, UP_OBJ_REMOVE); 1140 update_object (last, UP_OBJ_REMOVE);
1064 1141
1065 if (flag [FLAG_BLOCKSVIEW] || glow_radius) 1142 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1066 update_all_los (map, x, y); 1143 update_all_los (map, x, y);
1079merge_ob (object *op, object *top) 1156merge_ob (object *op, object *top)
1080{ 1157{
1081 if (!op->nrof) 1158 if (!op->nrof)
1082 return 0; 1159 return 0;
1083 1160
1084 if (top) 1161 if (!top)
1085 for (top = op; top && top->above; top = top->above) 1162 for (top = op; top && top->above; top = top->above)
1086 ; 1163 ;
1087 1164
1088 for (; top; top = top->below) 1165 for (; top; top = top->below)
1089 { 1166 {
1102 } 1179 }
1103 1180
1104 return 0; 1181 return 0;
1105} 1182}
1106 1183
1184void
1185object::expand_tail ()
1186{
1187 if (more)
1188 return;
1189
1190 object *prev = this;
1191
1192 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1193 {
1194 object *op = arch_to_object (at);
1195
1196 op->name = name;
1197 op->name_pl = name_pl;
1198 op->title = title;
1199
1200 op->head = this;
1201 prev->more = op;
1202
1203 prev = op;
1204 }
1205}
1206
1107/* 1207/*
1108 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1208 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1109 * job preparing multi-part monsters 1209 * job preparing multi-part monsters.
1110 */ 1210 */
1111object * 1211object *
1112insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1212insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1113{ 1213{
1114 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1214 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1115 { 1215 {
1116 tmp->x = x + tmp->arch->clone.x; 1216 tmp->x = x + tmp->arch->x;
1117 tmp->y = y + tmp->arch->clone.y; 1217 tmp->y = y + tmp->arch->y;
1118 } 1218 }
1119 1219
1120 return insert_ob_in_map (op, m, originator, flag); 1220 return insert_ob_in_map (op, m, originator, flag);
1121} 1221}
1122 1222
1141 * just 'op' otherwise 1241 * just 'op' otherwise
1142 */ 1242 */
1143object * 1243object *
1144insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1244insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1145{ 1245{
1246 assert (!op->flag [FLAG_FREED]);
1247
1146 object *tmp, *top, *floor = NULL; 1248 object *top, *floor = NULL;
1147 sint16 x, y;
1148 1249
1149 if (QUERY_FLAG (op, FLAG_FREED)) 1250 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 1251
1218 /* Ideally, the caller figures this out. However, it complicates a lot 1252 /* 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 1253 * of areas of callers (eg, anything that uses find_free_spot would now
1220 * need extra work 1254 * need extra work
1221 */ 1255 */
1222 op->map = get_map_from_coord (m, &op->x, &op->y); 1256 if (!xy_normalise (m, op->x, op->y))
1223 x = op->x; 1257 {
1224 y = op->y; 1258 op->destroy ();
1259 return 0;
1260 }
1261
1262 if (object *more = op->more)
1263 if (!insert_ob_in_map (more, m, originator, flag))
1264 return 0;
1265
1266 CLEAR_FLAG (op, FLAG_REMOVED);
1267
1268 op->map = m;
1269 mapspace &ms = op->ms ();
1225 1270
1226 /* this has to be done after we translate the coordinates. 1271 /* this has to be done after we translate the coordinates.
1227 */ 1272 */
1228 if (op->nrof && !(flag & INS_NO_MERGE)) 1273 if (op->nrof && !(flag & INS_NO_MERGE))
1229 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above) 1274 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1230 if (object::can_merge (op, tmp)) 1275 if (object::can_merge (op, tmp))
1231 { 1276 {
1232 op->nrof += tmp->nrof; 1277 op->nrof += tmp->nrof;
1233 tmp->destroy (); 1278 tmp->destroy ();
1234 } 1279 }
1251 op->below = originator->below; 1296 op->below = originator->below;
1252 1297
1253 if (op->below) 1298 if (op->below)
1254 op->below->above = op; 1299 op->below->above = op;
1255 else 1300 else
1256 op->ms ().bot = op; 1301 ms.bot = op;
1257 1302
1258 /* since *below* originator, no need to update top */ 1303 /* since *below* originator, no need to update top */
1259 originator->below = op; 1304 originator->below = op;
1260 } 1305 }
1261 else 1306 else
1262 { 1307 {
1308 top = ms.bot;
1309
1263 /* If there are other objects, then */ 1310 /* If there are other objects, then */
1264 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1311 if (top)
1265 { 1312 {
1266 object *last = 0; 1313 object *last = 0;
1267 1314
1268 /* 1315 /*
1269 * If there are multiple objects on this space, we do some trickier handling. 1316 * 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 1322 * 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 1323 * 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 1324 * when lots of spells are cast in one area. Currently, it is presumed
1278 * that flying non pickable objects are spell objects. 1325 * that flying non pickable objects are spell objects.
1279 */ 1326 */
1280 while (top) 1327 for (top = ms.bot; top; top = top->above)
1281 { 1328 {
1282 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1329 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1283 floor = top; 1330 floor = top;
1284 1331
1285 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1332 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; 1335 top = top->below;
1289 break; 1336 break;
1290 } 1337 }
1291 1338
1292 last = top; 1339 last = top;
1293 top = top->above;
1294 } 1340 }
1295 1341
1296 /* Don't want top to be NULL, so set it to the last valid object */ 1342 /* Don't want top to be NULL, so set it to the last valid object */
1297 top = last; 1343 top = last;
1298 1344
1300 * looks like instead of lots of conditions here. 1346 * looks like instead of lots of conditions here.
1301 * makes things faster, and effectively the same result. 1347 * makes things faster, and effectively the same result.
1302 */ 1348 */
1303 1349
1304 /* Have object 'fall below' other objects that block view. 1350 /* Have object 'fall below' other objects that block view.
1305 * Unless those objects are exits, type 66 1351 * Unless those objects are exits.
1306 * If INS_ON_TOP is used, don't do this processing 1352 * If INS_ON_TOP is used, don't do this processing
1307 * Need to find the object that in fact blocks view, otherwise 1353 * Need to find the object that in fact blocks view, otherwise
1308 * stacking is a bit odd. 1354 * stacking is a bit odd.
1309 */ 1355 */
1310 if (!(flag & INS_ON_TOP) && 1356 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)) 1357 && ms.flags () & P_BLOCKSVIEW
1358 && (op->face && !faces [op->face].visibility))
1312 { 1359 {
1313 for (last = top; last != floor; last = last->below) 1360 for (last = top; last != floor; last = last->below)
1314 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1361 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1315 break; 1362 break;
1363
1316 /* Check to see if we found the object that blocks view, 1364 /* Check to see if we found the object that blocks view,
1317 * and make sure we have a below pointer for it so that 1365 * and make sure we have a below pointer for it so that
1318 * we can get inserted below this one, which requires we 1366 * we can get inserted below this one, which requires we
1319 * set top to the object below us. 1367 * set top to the object below us.
1320 */ 1368 */
1321 if (last && last->below && last != floor) 1369 if (last && last->below && last != floor)
1322 top = last->below; 1370 top = last->below;
1323 } 1371 }
1324 } /* If objects on this space */ 1372 } /* If objects on this space */
1325 1373
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) 1374 if (flag & INS_ABOVE_FLOOR_ONLY)
1330 top = floor; 1375 top = floor;
1331 1376
1332 /* Top is the object that our object (op) is going to get inserted above. 1377 /* Top is the object that our object (op) is going to get inserted above.
1333 */ 1378 */
1334 1379
1335 /* First object on this space */ 1380 /* First object on this space */
1336 if (!top) 1381 if (!top)
1337 { 1382 {
1338 op->above = GET_MAP_OB (op->map, op->x, op->y); 1383 op->above = ms.bot;
1339 1384
1340 if (op->above) 1385 if (op->above)
1341 op->above->below = op; 1386 op->above->below = op;
1342 1387
1343 op->below = 0; 1388 op->below = 0;
1344 op->ms ().bot = op; 1389 ms.bot = op;
1345 } 1390 }
1346 else 1391 else
1347 { /* get inserted into the stack above top */ 1392 { /* get inserted into the stack above top */
1348 op->above = top->above; 1393 op->above = top->above;
1349 1394
1353 op->below = top; 1398 op->below = top;
1354 top->above = op; 1399 top->above = op;
1355 } 1400 }
1356 1401
1357 if (!op->above) 1402 if (!op->above)
1358 op->ms ().top = op; 1403 ms.top = op;
1359 } /* else not INS_BELOW_ORIGINATOR */ 1404 } /* else not INS_BELOW_ORIGINATOR */
1360 1405
1361 if (op->type == PLAYER) 1406 if (op->type == PLAYER)
1362 { 1407 {
1363 op->contr->do_los = 1; 1408 op->contr->do_los = 1;
1364 ++op->map->players; 1409 ++op->map->players;
1365 op->map->last_access = runtime; 1410 op->map->touch ();
1366 } 1411 }
1367 1412
1368 /* If we have a floor, we know the player, if any, will be above 1413 op->map->dirty = true;
1369 * it, so save a few ticks and start from there. 1414
1370 */
1371 if (!(flag & INS_MAP_LOAD))
1372 if (object *pl = op->ms ().player ()) 1415 if (object *pl = ms.player ())
1373 if (pl->contr->ns)
1374 pl->contr->ns->floorbox_update (); 1416 pl->contr->ns->floorbox_update ();
1375 1417
1376 /* If this object glows, it may affect lighting conditions that are 1418 /* If this object glows, it may affect lighting conditions that are
1377 * visible to others on this map. But update_all_los is really 1419 * 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 1420 * 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 1421 * on the map will get recalculated. The players could very well
1380 * be far away from this change and not affected in any way - 1422 * be far away from this change and not affected in any way -
1381 * this should get redone to only look for players within range, 1423 * this should get redone to only look for players within range,
1382 * or just updating the P_NEED_UPDATE for spaces within this area 1424 * or just updating the P_UPTODATE for spaces within this area
1383 * of effect may be sufficient. 1425 * of effect may be sufficient.
1384 */ 1426 */
1385 if (op->map->darkness && (op->glow_radius != 0)) 1427 if (op->map->darkness && (op->glow_radius != 0))
1386 update_all_los (op->map, op->x, op->y); 1428 update_all_los (op->map, op->x, op->y);
1387 1429
1398 * blocked() and wall() work properly), and these flags are updated by 1440 * blocked() and wall() work properly), and these flags are updated by
1399 * update_object(). 1441 * update_object().
1400 */ 1442 */
1401 1443
1402 /* if this is not the head or flag has been passed, don't check walk on status */ 1444 /* 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) 1445 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1404 { 1446 {
1405 if (check_move_on (op, originator)) 1447 if (check_move_on (op, originator))
1406 return 0; 1448 return 0;
1407 1449
1408 /* If we are a multi part object, lets work our way through the check 1450 /* If we are a multi part object, lets work our way through the check
1409 * walk on's. 1451 * walk on's.
1410 */ 1452 */
1411 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1453 for (object *tmp = op->more; tmp; tmp = tmp->more)
1412 if (check_move_on (tmp, originator)) 1454 if (check_move_on (tmp, originator))
1413 return 0; 1455 return 0;
1414 } 1456 }
1415 1457
1416 return op; 1458 return op;
1425{ 1467{
1426 object *tmp, *tmp1; 1468 object *tmp, *tmp1;
1427 1469
1428 /* first search for itself and remove any old instances */ 1470 /* first search for itself and remove any old instances */
1429 1471
1430 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1472 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1431 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1473 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1432 tmp->destroy (); 1474 tmp->destroy ();
1433 1475
1434 tmp1 = arch_to_object (archetype::find (arch_string)); 1476 tmp1 = arch_to_object (archetype::find (arch_string));
1435 1477
1436 tmp1->x = op->x; 1478 tmp1->x = op->x;
1439} 1481}
1440 1482
1441object * 1483object *
1442object::insert_at (object *where, object *originator, int flags) 1484object::insert_at (object *where, object *originator, int flags)
1443{ 1485{
1444 where->map->insert (this, where->x, where->y, originator, flags); 1486 return where->map->insert (this, where->x, where->y, originator, flags);
1445} 1487}
1446 1488
1447/* 1489/*
1448 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1490 * 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 1491 * is returned contains nr objects, and the remaining parts contains
1489 * the amount of an object. If the amount reaches 0, the object 1531 * the amount of an object. If the amount reaches 0, the object
1490 * is subsequently removed and freed. 1532 * is subsequently removed and freed.
1491 * 1533 *
1492 * Return value: 'op' if something is left, NULL if the amount reached 0 1534 * Return value: 'op' if something is left, NULL if the amount reached 0
1493 */ 1535 */
1494
1495object * 1536object *
1496decrease_ob_nr (object *op, uint32 i) 1537decrease_ob_nr (object *op, uint32 i)
1497{ 1538{
1498 object *tmp; 1539 object *tmp;
1499 1540
1574 1615
1575/* 1616/*
1576 * add_weight(object, weight) adds the specified weight to an object, 1617 * add_weight(object, weight) adds the specified weight to an object,
1577 * and also updates how much the environment(s) is/are carrying. 1618 * and also updates how much the environment(s) is/are carrying.
1578 */ 1619 */
1579
1580void 1620void
1581add_weight (object *op, signed long weight) 1621add_weight (object *op, signed long weight)
1582{ 1622{
1583 while (op != NULL) 1623 while (op != NULL)
1584 { 1624 {
1599 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1639 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1600 free (dump); 1640 free (dump);
1601 return op; 1641 return op;
1602 } 1642 }
1603 1643
1604 if (where->head) 1644 if (where->head_ () != where)
1605 { 1645 {
1606 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n"); 1646 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1607 where = where->head; 1647 where = where->head;
1608 } 1648 }
1609 1649
1610 return where->insert (op); 1650 return where->insert (op);
1611} 1651}
1616 * inside the object environment. 1656 * inside the object environment.
1617 * 1657 *
1618 * The function returns now pointer to inserted item, and return value can 1658 * The function returns now pointer to inserted item, and return value can
1619 * be != op, if items are merged. -Tero 1659 * be != op, if items are merged. -Tero
1620 */ 1660 */
1621
1622object * 1661object *
1623object::insert (object *op) 1662object::insert (object *op)
1624{ 1663{
1625 object *tmp, *otmp;
1626
1627 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1664 if (!QUERY_FLAG (op, FLAG_REMOVED))
1628 op->remove (); 1665 op->remove ();
1629 1666
1630 if (op->more) 1667 if (op->more)
1631 { 1668 {
1633 return op; 1670 return op;
1634 } 1671 }
1635 1672
1636 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1673 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1637 CLEAR_FLAG (op, FLAG_REMOVED); 1674 CLEAR_FLAG (op, FLAG_REMOVED);
1675
1638 if (op->nrof) 1676 if (op->nrof)
1639 { 1677 {
1640 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1678 for (object *tmp = inv; tmp; tmp = tmp->below)
1641 if (object::can_merge (tmp, op)) 1679 if (object::can_merge (tmp, op))
1642 { 1680 {
1643 /* return the original object and remove inserted object 1681 /* return the original object and remove inserted object
1644 (client needs the original object) */ 1682 (client needs the original object) */
1645 tmp->nrof += op->nrof; 1683 tmp->nrof += op->nrof;
1664 add_weight (this, op->weight * op->nrof); 1702 add_weight (this, op->weight * op->nrof);
1665 } 1703 }
1666 else 1704 else
1667 add_weight (this, (op->weight + op->carrying)); 1705 add_weight (this, (op->weight + op->carrying));
1668 1706
1669 otmp = this->in_player (); 1707 if (object *otmp = this->in_player ())
1670 if (otmp && otmp->contr)
1671 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1708 if (otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1672 otmp->update_stats (); 1709 otmp->update_stats ();
1673 1710
1711 op->owner = 0; // its his/hers now. period.
1674 op->map = 0; 1712 op->map = 0;
1675 op->env = this; 1713 op->env = this;
1676 op->above = 0; 1714 op->above = 0;
1677 op->below = 0; 1715 op->below = 0;
1678 op->x = 0, op->y = 0; 1716 op->x = op->y = 0;
1679 1717
1680 /* reset the light list and los of the players on the map */ 1718 /* reset the light list and los of the players on the map */
1681 if ((op->glow_radius != 0) && map) 1719 if (op->glow_radius && map)
1682 { 1720 {
1683#ifdef DEBUG_LIGHTS 1721#ifdef DEBUG_LIGHTS
1684 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1722 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1685#endif /* DEBUG_LIGHTS */ 1723#endif /* DEBUG_LIGHTS */
1686 if (map->darkness) 1724 if (map->darkness)
1758 1796
1759 /* The objects have to be checked from top to bottom. 1797 /* The objects have to be checked from top to bottom.
1760 * Hence, we first go to the top: 1798 * Hence, we first go to the top:
1761 */ 1799 */
1762 1800
1763 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp && tmp->above; tmp = tmp->above) 1801 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1764 { 1802 {
1765 /* Trim the search when we find the first other spell effect 1803 /* Trim the search when we find the first other spell effect
1766 * this helps performance so that if a space has 50 spell objects, 1804 * this helps performance so that if a space has 50 spell objects,
1767 * we don't need to check all of them. 1805 * we don't need to check all of them.
1768 */ 1806 */
1786 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1824 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)) 1825 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1788 { 1826 {
1789 1827
1790 float 1828 float
1791 diff = tmp->move_slow_penalty * FABS (op->speed); 1829 diff = tmp->move_slow_penalty * fabs (op->speed);
1792 1830
1793 if (op->type == PLAYER) 1831 if (op->type == PLAYER)
1794 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1832 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))) 1833 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1796 diff /= 4.0; 1834 diff /= 4.0;
1826 * The first matching object is returned, or NULL if none. 1864 * The first matching object is returned, or NULL if none.
1827 */ 1865 */
1828object * 1866object *
1829present_arch (const archetype *at, maptile *m, int x, int y) 1867present_arch (const archetype *at, maptile *m, int x, int y)
1830{ 1868{
1831 if (m == NULL || out_of_map (m, x, y)) 1869 if (!m || out_of_map (m, x, y))
1832 { 1870 {
1833 LOG (llevError, "Present_arch called outside map.\n"); 1871 LOG (llevError, "Present_arch called outside map.\n");
1834 return NULL; 1872 return NULL;
1835 } 1873 }
1836 1874
1837 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1875 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1838 if (tmp->arch == at) 1876 if (tmp->arch == at)
1839 return tmp; 1877 return tmp;
1840 1878
1841 return NULL; 1879 return NULL;
1842} 1880}
1853 { 1891 {
1854 LOG (llevError, "Present called outside map.\n"); 1892 LOG (llevError, "Present called outside map.\n");
1855 return NULL; 1893 return NULL;
1856 } 1894 }
1857 1895
1858 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1896 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1859 if (tmp->type == type) 1897 if (tmp->type == type)
1860 return tmp; 1898 return tmp;
1861 1899
1862 return NULL; 1900 return NULL;
1863} 1901}
1920 * activate recursively a flag on an object inventory 1958 * activate recursively a flag on an object inventory
1921 */ 1959 */
1922void 1960void
1923flag_inv (object *op, int flag) 1961flag_inv (object *op, int flag)
1924{ 1962{
1925 if (op->inv)
1926 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1963 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1927 { 1964 {
1928 SET_FLAG (tmp, flag); 1965 SET_FLAG (tmp, flag);
1929 flag_inv (tmp, flag); 1966 flag_inv (tmp, flag);
1930 } 1967 }
1931} 1968}
1932 1969
1933/* 1970/*
1934 * deactivate recursively a flag on an object inventory 1971 * deactivate recursively a flag on an object inventory
1935 */ 1972 */
1936void 1973void
1937unflag_inv (object *op, int flag) 1974unflag_inv (object *op, int flag)
1938{ 1975{
1939 if (op->inv)
1940 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1976 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1941 { 1977 {
1942 CLEAR_FLAG (tmp, flag); 1978 CLEAR_FLAG (tmp, flag);
1943 unflag_inv (tmp, flag); 1979 unflag_inv (tmp, flag);
1944 } 1980 }
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} 1981}
1959 1982
1960/* 1983/*
1961 * find_free_spot(object, map, x, y, start, stop) will search for 1984 * 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 1985 * a spot at the given map and coordinates which will be able to contain
1964 * to search (see the freearr_x/y[] definition). 1987 * to search (see the freearr_x/y[] definition).
1965 * It returns a random choice among the alternatives found. 1988 * It returns a random choice among the alternatives found.
1966 * start and stop are where to start relative to the free_arr array (1,9 1989 * start and stop are where to start relative to the free_arr array (1,9
1967 * does all 4 immediate directions). This returns the index into the 1990 * does all 4 immediate directions). This returns the index into the
1968 * array of the free spot, -1 if no spot available (dir 0 = x,y) 1991 * array of the free spot, -1 if no spot available (dir 0 = x,y)
1969 * Note - this only checks to see if there is space for the head of the
1970 * object - if it is a multispace object, this should be called for all
1971 * pieces.
1972 * Note2: This function does correctly handle tiled maps, but does not 1992 * Note: This function does correctly handle tiled maps, but does not
1973 * inform the caller. However, insert_ob_in_map will update as 1993 * inform the caller. However, insert_ob_in_map will update as
1974 * necessary, so the caller shouldn't need to do any special work. 1994 * necessary, so the caller shouldn't need to do any special work.
1975 * Note - updated to take an object instead of archetype - this is necessary 1995 * Note - updated to take an object instead of archetype - this is necessary
1976 * because arch_blocked (now ob_blocked) needs to know the movement type 1996 * because arch_blocked (now ob_blocked) needs to know the movement type
1977 * to know if the space in question will block the object. We can't use 1997 * to know if the space in question will block the object. We can't use
1979 * customized, changed states, etc. 1999 * customized, changed states, etc.
1980 */ 2000 */
1981int 2001int
1982find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 2002find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
1983{ 2003{
2004 int altern[SIZEOFFREE];
1984 int index = 0, flag; 2005 int index = 0, flag;
1985 int altern[SIZEOFFREE];
1986 2006
1987 for (int i = start; i < stop; i++) 2007 for (int i = start; i < stop; i++)
1988 { 2008 {
1989 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2009 mapxy pos (m, x, y); pos.move (i);
1990 if (!flag) 2010
2011 if (!pos.normalise ())
2012 continue;
2013
2014 mapspace &ms = *pos;
2015
2016 if (ms.flags () & P_IS_ALIVE)
2017 continue;
2018
2019 /* However, often
2020 * ob doesn't have any move type (when used to place exits)
2021 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
2022 */
2023 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
2024 {
1991 altern [index++] = i; 2025 altern [index++] = i;
2026 continue;
2027 }
1992 2028
1993 /* Basically, if we find a wall on a space, we cut down the search size. 2029 /* 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. 2030 * 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 - 2031 * 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 2032 * 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 2033 * spaces in all the other directions, this will reduce the search space
1998 * to only the spaces immediately surrounding the target area, and 2034 * to only the spaces immediately surrounding the target area, and
1999 * won't look 2 spaces south of the target space. 2035 * won't look 2 spaces south of the target space.
2000 */ 2036 */
2001 else if ((flag & P_NO_PASS) && maxfree[i] < stop) 2037 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2038 {
2002 stop = maxfree[i]; 2039 stop = maxfree[i];
2040 continue;
2041 }
2042
2043 /* Note it is intentional that we check ob - the movement type of the
2044 * head of the object should correspond for the entire object.
2045 */
2046 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2047 continue;
2048
2049 if (ob->blocked (m, pos.x, pos.y))
2050 continue;
2051
2052 altern [index++] = i;
2003 } 2053 }
2004 2054
2005 if (!index) 2055 if (!index)
2006 return -1; 2056 return -1;
2007 2057
2008 return altern[RANDOM () % index]; 2058 return altern [rndm (index)];
2009} 2059}
2010 2060
2011/* 2061/*
2012 * find_first_free_spot(archetype, maptile, x, y) works like 2062 * find_first_free_spot(archetype, maptile, x, y) works like
2013 * find_free_spot(), but it will search max number of squares. 2063 * find_free_spot(), but it will search max number of squares.
2016 */ 2066 */
2017int 2067int
2018find_first_free_spot (const object *ob, maptile *m, int x, int y) 2068find_first_free_spot (const object *ob, maptile *m, int x, int y)
2019{ 2069{
2020 for (int i = 0; i < SIZEOFFREE; i++) 2070 for (int i = 0; i < SIZEOFFREE; i++)
2021 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2071 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2022 return i; 2072 return i;
2023 2073
2024 return -1; 2074 return -1;
2025} 2075}
2026 2076
2034{ 2084{
2035 arr += begin; 2085 arr += begin;
2036 end -= begin; 2086 end -= begin;
2037 2087
2038 while (--end) 2088 while (--end)
2039 swap (arr [end], arr [RANDOM () % (end + 1)]); 2089 swap (arr [end], arr [rndm (end + 1)]);
2040} 2090}
2041 2091
2042/* new function to make monster searching more efficient, and effective! 2092/* new function to make monster searching more efficient, and effective!
2043 * This basically returns a randomized array (in the passed pointer) of 2093 * 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 2094 * the spaces to find monsters. In this way, it won't always look for
2080 object *tmp; 2130 object *tmp;
2081 maptile *mp; 2131 maptile *mp;
2082 2132
2083 MoveType blocked, move_type; 2133 MoveType blocked, move_type;
2084 2134
2085 if (exclude && exclude->head) 2135 if (exclude && exclude->head_ () != exclude)
2086 { 2136 {
2087 exclude = exclude->head; 2137 exclude = exclude->head;
2088 move_type = exclude->move_type; 2138 move_type = exclude->move_type;
2089 } 2139 }
2090 else 2140 else
2113 max = maxfree[i]; 2163 max = maxfree[i];
2114 else if (mflags & P_IS_ALIVE) 2164 else if (mflags & P_IS_ALIVE)
2115 { 2165 {
2116 for (tmp = ms.bot; tmp; tmp = tmp->above) 2166 for (tmp = ms.bot; tmp; tmp = tmp->above)
2117 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2167 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2118 && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2168 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2119 break; 2169 break;
2120 2170
2121 if (tmp) 2171 if (tmp)
2122 return freedir[i]; 2172 return freedir[i];
2123 } 2173 }
2178 2228
2179 return 3; 2229 return 3;
2180} 2230}
2181 2231
2182/* 2232/*
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 2233 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2202 * between two directions (which are expected to be absolute (see absdir()) 2234 * between two directions (which are expected to be absolute (see absdir())
2203 */ 2235 */
2204
2205int 2236int
2206dirdiff (int dir1, int dir2) 2237dirdiff (int dir1, int dir2)
2207{ 2238{
2208 int d; 2239 int d;
2209 2240
2322 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2353 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2323 * core dumps if they do. 2354 * core dumps if they do.
2324 * 2355 *
2325 * Add a check so we can't pick up invisible objects (0.93.8) 2356 * Add a check so we can't pick up invisible objects (0.93.8)
2326 */ 2357 */
2327
2328int 2358int
2329can_pick (const object *who, const object *item) 2359can_pick (const object *who, const object *item)
2330{ 2360{
2331 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2361 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2332 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2362 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2337 * create clone from object to another 2367 * create clone from object to another
2338 */ 2368 */
2339object * 2369object *
2340object_create_clone (object *asrc) 2370object_create_clone (object *asrc)
2341{ 2371{
2342 object *dst = 0, *tmp, *src, *part, *prev, *item; 2372 object *dst = 0, *tmp, *src, *prev, *item;
2343 2373
2344 if (!asrc) 2374 if (!asrc)
2345 return 0; 2375 return 0;
2346 2376
2347 src = asrc;
2348 if (src->head)
2349 src = src->head; 2377 src = asrc->head_ ();
2350 2378
2351 prev = 0; 2379 prev = 0;
2352 for (part = src; part; part = part->more) 2380 for (object *part = src; part; part = part->more)
2353 { 2381 {
2354 tmp = part->clone (); 2382 tmp = part->clone ();
2355 tmp->x -= src->x; 2383 tmp->x -= src->x;
2356 tmp->y -= src->y; 2384 tmp->y -= src->y;
2357 2385
2373 2401
2374 for (item = src->inv; item; item = item->below) 2402 for (item = src->inv; item; item = item->below)
2375 insert_ob_in_ob (object_create_clone (item), dst); 2403 insert_ob_in_ob (object_create_clone (item), dst);
2376 2404
2377 return dst; 2405 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} 2406}
2417 2407
2418/* This returns the first object in who's inventory that 2408/* This returns the first object in who's inventory that
2419 * has the same type and subtype match. 2409 * has the same type and subtype match.
2420 * returns NULL if no match. 2410 * returns NULL if no match.
2475 if (link->key == canonical_key) 2465 if (link->key == canonical_key)
2476 return link->value; 2466 return link->value;
2477 2467
2478 return 0; 2468 return 0;
2479} 2469}
2480
2481 2470
2482/* 2471/*
2483 * Updates the canonical_key in op to value. 2472 * Updates the canonical_key in op to value.
2484 * 2473 *
2485 * canonical_key is a shared string (value doesn't have to be). 2474 * canonical_key is a shared string (value doesn't have to be).
2509 /* Basically, if the archetype has this key set, 2498 /* Basically, if the archetype has this key set,
2510 * we need to store the null value so when we save 2499 * we need to store the null value so when we save
2511 * it, we save the empty value so that when we load, 2500 * it, we save the empty value so that when we load,
2512 * we get this value back again. 2501 * we get this value back again.
2513 */ 2502 */
2514 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2503 if (get_ob_key_link (op->arch, canonical_key))
2515 field->value = 0; 2504 field->value = 0;
2516 else 2505 else
2517 { 2506 {
2518 if (last) 2507 if (last)
2519 last->next = field->next; 2508 last->next = field->next;
2588 } 2577 }
2589 else 2578 else
2590 item = item->env; 2579 item = item->env;
2591} 2580}
2592 2581
2593
2594const char * 2582const char *
2595object::flag_desc (char *desc, int len) const 2583object::flag_desc (char *desc, int len) const
2596{ 2584{
2597 char *p = desc; 2585 char *p = desc;
2598 bool first = true; 2586 bool first = true;
2599 2587
2588 *p = 0;
2589
2600 for (int i = 0; i < NUM_FLAGS; i++) 2590 for (int i = 0; i < NUM_FLAGS; i++)
2601 { 2591 {
2602 if (len <= 10) // magic constant! 2592 if (len <= 10) // magic constant!
2603 { 2593 {
2604 snprintf (p, len, ",..."); 2594 snprintf (p, len, ",...");
2605 break; 2595 break;
2606 } 2596 }
2607 2597
2608 if (flag[i]) 2598 if (flag [i])
2609 { 2599 {
2610 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i); 2600 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2611 len -= cnt; 2601 len -= cnt;
2612 p += cnt; 2602 p += cnt;
2613 first = false; 2603 first = false;
2615 } 2605 }
2616 2606
2617 return desc; 2607 return desc;
2618} 2608}
2619 2609
2620// return a suitable string describing an objetc in enough detail to find it 2610// return a suitable string describing an object in enough detail to find it
2621const char * 2611const char *
2622object::debug_desc (char *info) const 2612object::debug_desc (char *info) const
2623{ 2613{
2624 char flagdesc[512]; 2614 char flagdesc[512];
2625 char info2[256 * 4]; 2615 char info2[256 * 4];
2626 char *p = info; 2616 char *p = info;
2627 2617
2628 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s%s%s\",flags:[%s],type:%d}", 2618 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2629 count, uuid.seq, 2619 count, uuid.seq,
2630 &name, 2620 &name,
2631 title ? "\",title:" : "", 2621 title ? "\",title:\"" : "",
2632 title ? (const char *)title : "", 2622 title ? (const char *)title : "",
2633 flag_desc (flagdesc, 512), type); 2623 flag_desc (flagdesc, 512), type);
2634 2624
2635 if (env) 2625 if (!this->flag[FLAG_REMOVED] && env)
2636 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2626 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2637 2627
2638 if (map) 2628 if (map)
2639 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y); 2629 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2640 2630
2642} 2632}
2643 2633
2644const char * 2634const char *
2645object::debug_desc () const 2635object::debug_desc () const
2646{ 2636{
2647 static char info[256 * 3]; 2637 static char info[3][256 * 4];
2638 static int info_idx;
2639
2648 return debug_desc (info); 2640 return debug_desc (info [++info_idx % 3]);
2649} 2641}
2650 2642
2643struct region *
2644object::region () const
2645{
2646 return map ? map->region (x, y)
2647 : region::default_region ();
2648}
2649
2650const materialtype_t *
2651object::dominant_material () const
2652{
2653 if (materialtype_t *mt = name_to_material (materialname))
2654 return mt;
2655
2656 return name_to_material (shstr_unknown);
2657}
2658
2659void
2660object::open_container (object *new_container)
2661{
2662 if (container == new_container)
2663 return;
2664
2665 if (object *old_container = container)
2666 {
2667 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2668 return;
2669
2670#if 0
2671 // remove the "Close old_container" object.
2672 if (object *closer = old_container->inv)
2673 if (closer->type == CLOSE_CON)
2674 closer->destroy ();
2675#endif
2676
2677 old_container->flag [FLAG_APPLIED] = 0;
2678 container = 0;
2679
2680 esrv_update_item (UPD_FLAGS, this, old_container);
2681 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2682 play_sound (sound_find ("chest_close"));
2683 }
2684
2685 if (new_container)
2686 {
2687 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2688 return;
2689
2690 // TODO: this does not seem to serve any purpose anymore?
2691#if 0
2692 // insert the "Close Container" object.
2693 if (archetype *closer = new_container->other_arch)
2694 {
2695 object *closer = arch_to_object (new_container->other_arch);
2696 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2697 new_container->insert (closer);
2698 }
2699#endif
2700
2701 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2702
2703 new_container->flag [FLAG_APPLIED] = 1;
2704 container = new_container;
2705
2706 esrv_update_item (UPD_FLAGS, this, new_container);
2707 esrv_send_inventory (this, new_container);
2708 play_sound (sound_find ("chest_open"));
2709 }
2710}
2711
2712object *
2713object::force_find (const shstr name)
2714{
2715 /* cycle through his inventory to look for the MARK we want to
2716 * place
2717 */
2718 for (object *tmp = inv; tmp; tmp = tmp->below)
2719 if (tmp->type == FORCE && tmp->slaying == name)
2720 return splay (tmp);
2721
2722 return 0;
2723}
2724
2725void
2726object::force_add (const shstr name, int duration)
2727{
2728 if (object *force = force_find (name))
2729 force->destroy ();
2730
2731 object *force = get_archetype (FORCE_NAME);
2732
2733 force->slaying = name;
2734 force->stats.food = 1;
2735 force->speed_left = -1.f;
2736
2737 force->set_speed (duration ? 1.f / duration : 0.f);
2738 force->flag [FLAG_IS_USED_UP] = true;
2739 force->flag [FLAG_APPLIED] = true;
2740
2741 insert (force);
2742}
2743
2744void
2745object::play_sound (faceidx sound) const
2746{
2747 if (!sound)
2748 return;
2749
2750 if (flag [FLAG_REMOVED])
2751 return;
2752
2753 if (env)
2754 {
2755 if (object *pl = in_player ())
2756 pl->contr->play_sound (sound);
2757 }
2758 else
2759 map->play_sound (sound, x, y);
2760}
2761

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