ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/common/object.C
(Generate patch)

Comparing deliantra/server/common/object.C (file contents):
Revision 1.75 by root, Wed Dec 20 11:36:38 2006 UTC vs.
Revision 1.203 by root, Fri Apr 11 13:59:05 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; 38UUID UUID::cur;
38static UUID uuid;
39const uint64 UUID_SKIP = 1<<19; 39static const uint64 UUID_SKIP = 1<<19;
40 40
41object *active_objects; /* List of active objects that need to be processed */ 41objectvec objects;
42activevec actives;
42 43
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, 44short freearr_x[SIZEOFFREE] = {
45 0,
46 0, 1, 1, 1, 0, -1, -1, -1,
47 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 48 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}; 49};
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, 50short freearr_y[SIZEOFFREE] = {
51 0,
52 -1, -1, 0, 1, 1, 1, 0, -1,
53 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
47 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3 54 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
48}; 55};
49int maxfree[SIZEOFFREE] = { 0, 9, 10, 13, 14, 17, 18, 21, 22, 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 56int maxfree[SIZEOFFREE] = {
57 0,
58 9, 10, 13, 14, 17, 18, 21, 22,
59 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
50 48, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49 60 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
51}; 61};
52int freedir[SIZEOFFREE] = { 62int freedir[SIZEOFFREE] = {
53 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8, 63 0,
64 1, 2, 3, 4, 5, 6, 7, 8,
65 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
54 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8 66 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
55}; 67};
56 68
57static void 69static void
58write_uuid (void) 70write_uuid (uval64 skip, bool sync)
59{ 71{
60 char filename1[MAX_BUF], filename2[MAX_BUF]; 72 CALL_BEGIN (2);
61 73 CALL_ARG_SV (newSVval64 (skip));
62 sprintf (filename1, "%s/uuid", settings.localdir); 74 CALL_ARG_SV (boolSV (sync));
63 sprintf (filename2, "%s/uuid~", settings.localdir); 75 CALL_CALL ("cf::write_uuid", G_DISCARD);
64 76 CALL_END;
65 FILE *fp;
66
67 if (!(fp = fopen (filename2, "w")))
68 {
69 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
70 return;
71 }
72
73 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
74 fclose (fp);
75 rename (filename2, filename1);
76} 77}
77 78
78static void 79static void
79read_uuid (void) 80read_uuid (void)
80{ 81{
87 if (!(fp = fopen (filename, "r"))) 88 if (!(fp = fopen (filename, "r")))
88 { 89 {
89 if (errno == ENOENT) 90 if (errno == ENOENT)
90 { 91 {
91 LOG (llevInfo, "RESET uid to 1\n"); 92 LOG (llevInfo, "RESET uid to 1\n");
92 uuid.seq = 0; 93 UUID::cur.seq = 0;
93 write_uuid (); 94 write_uuid (UUID_SKIP, true);
94 return; 95 return;
95 } 96 }
96 97
97 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename); 98 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
98 _exit (1); 99 _exit (1);
99 } 100 }
100 101
101 int version; 102 UUID::BUF buf;
102 unsigned long long uid; 103 buf[0] = 0;
103 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1) 104 fgets (buf, sizeof (buf), fp);
105
106 if (!UUID::cur.parse (buf))
104 { 107 {
105 LOG (llevError, "FATAL: error reading uid from %s!\n", filename); 108 LOG (llevError, "FATAL: error reading uid from %s (%s)!\n", filename, buf);
106 _exit (1); 109 _exit (1);
107 } 110 }
108 111
109 uuid.seq = uid; 112 LOG (llevDebug, "read UUID: %s\n", UUID::cur.c_str ());
110 write_uuid (); 113
111 LOG (llevDebug, "read UID: %" PRId64 "\n", uid); 114 write_uuid (UUID_SKIP, true);
112 fclose (fp); 115 fclose (fp);
113} 116}
114 117
115UUID 118UUID
116gen_uuid () 119UUID::gen ()
117{ 120{
118 UUID uid; 121 UUID uid;
119 122
120 uid.seq = ++uuid.seq; 123 uid.seq = ++cur.seq;
121 124
122 if (!(uuid.seq & (UUID_SKIP - 1))) 125 if (expect_false (!(cur.seq & (UUID_SKIP - 1))))
123 write_uuid (); 126 write_uuid (UUID_SKIP, false);
124 127
125 return uid; 128 return uid;
126} 129}
127 130
128void 131void
129init_uuid () 132UUID::init ()
130{ 133{
131 read_uuid (); 134 read_uuid ();
132} 135}
133 136
134/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 137/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
141 * objects with lists are rare, and lists stay short. If not, use a 144 * objects with lists are rare, and lists stay short. If not, use a
142 * different structure or at least keep the lists sorted... 145 * different structure or at least keep the lists sorted...
143 */ 146 */
144 147
145 /* For each field in wants, */ 148 /* For each field in wants, */
146 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) 149 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
147 { 150 {
148 key_value *has_field; 151 key_value *has_field;
149 152
150 /* Look for a field in has with the same key. */ 153 /* Look for a field in has with the same key. */
151 has_field = get_ob_key_link (has, wants_field->key); 154 has_field = get_ob_key_link (has, wants_field->key);
190 * Check nrof variable *before* calling can_merge() 193 * Check nrof variable *before* calling can_merge()
191 * 194 *
192 * Improvements made with merge: Better checking on potion, and also 195 * Improvements made with merge: Better checking on potion, and also
193 * check weight 196 * check weight
194 */ 197 */
195
196bool object::can_merge_slow (object *ob1, object *ob2) 198bool object::can_merge_slow (object *ob1, object *ob2)
197{ 199{
198 /* A couple quicksanity checks */ 200 /* A couple quicksanity checks */
199 if (ob1 == ob2 201 if (ob1 == ob2
200 || ob1->type != ob2->type 202 || ob1->type != ob2->type
221 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 223 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
222 224
223 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 225 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
224 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 226 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
225 227
226 if ((ob1->flags ^ ob2->flags).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any () 228 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
227 || ob1->arch != ob2->arch 229 || ob1->arch != ob2->arch
228 || ob1->name != ob2->name 230 || ob1->name != ob2->name
229 || ob1->title != ob2->title 231 || ob1->title != ob2->title
230 || ob1->msg != ob2->msg 232 || ob1->msg != ob2->msg
231 || ob1->weight != ob2->weight 233 || ob1->weight != ob2->weight
253 /* This is really a spellbook check - really, we should 255 /* This is really a spellbook check - really, we should
254 * check all objects in the inventory. 256 * check all objects in the inventory.
255 */ 257 */
256 if (ob1->inv || ob2->inv) 258 if (ob1->inv || ob2->inv)
257 { 259 {
258 /* if one object has inventory but the other doesn't, not equiv */ 260 if (!(ob1->inv && ob2->inv))
259 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 261 return 0; /* inventories differ in length */
260 return 0;
261 262
262 /* Now check to see if the two inventory objects could merge */ 263 if (ob1->inv->below || ob2->inv->below)
264 return 0; /* more than one object in inv */
265
263 if (!object::can_merge (ob1->inv, ob2->inv)) 266 if (!object::can_merge (ob1->inv, ob2->inv))
264 return 0; 267 return 0; /* inventory objexts differ */
265 268
266 /* inventory ok - still need to check rest of this object to see 269 /* inventory ok - still need to check rest of this object to see
267 * if it is valid. 270 * if it is valid.
268 */ 271 */
269 } 272 }
277 280
278 /* Note sure why the following is the case - either the object has to 281 /* Note sure why the following is the case - either the object has to
279 * be animated or have a very low speed. Is this an attempted monster 282 * be animated or have a very low speed. Is this an attempted monster
280 * check? 283 * check?
281 */ 284 */
282 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 285 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
283 return 0; 286 return 0;
284 287
285 switch (ob1->type) 288 switch (ob1->type)
286 { 289 {
287 case SCROLL: 290 case SCROLL:
298 return 0; 301 return 0;
299 else if (!compare_ob_value_lists (ob1, ob2)) 302 else if (!compare_ob_value_lists (ob1, ob2))
300 return 0; 303 return 0;
301 } 304 }
302 305
303 //TODO: generate an event or call into perl for additional checks
304 if (ob1->self || ob2->self) 306 if (ob1->self || ob2->self)
305 { 307 {
306 ob1->optimise (); 308 ob1->optimise ();
307 ob2->optimise (); 309 ob2->optimise ();
308 310
309 if (ob1->self || ob2->self) 311 if (ob1->self || ob2->self)
312 {
313 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
314 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
315
316 if (k1 != k2)
310 return 0; 317 return 0;
318 else if (k1 == 0)
319 return 1;
320 else if (!cfperl_can_merge (ob1, ob2))
321 return 0;
322 }
311 } 323 }
312 324
313 /* Everything passes, must be OK. */ 325 /* Everything passes, must be OK. */
314 return 1; 326 return 1;
315} 327}
323sum_weight (object *op) 335sum_weight (object *op)
324{ 336{
325 long sum; 337 long sum;
326 object *inv; 338 object *inv;
327 339
328 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 340 for (sum = 0, inv = op->inv; inv; inv = inv->below)
329 { 341 {
330 if (inv->inv) 342 if (inv->inv)
331 sum_weight (inv); 343 sum_weight (inv);
344
332 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 345 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
333 } 346 }
334 347
335 if (op->type == CONTAINER && op->stats.Str) 348 if (op->type == CONTAINER && op->stats.Str)
336 sum = (sum * (100 - op->stats.Str)) / 100; 349 sum = (sum * (100 - op->stats.Str)) / 100;
356/* 369/*
357 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 370 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
358 * Some error messages. 371 * Some error messages.
359 * The result of the dump is stored in the static global errmsg array. 372 * The result of the dump is stored in the static global errmsg array.
360 */ 373 */
361
362char * 374char *
363dump_object (object *op) 375dump_object (object *op)
364{ 376{
365 if (!op) 377 if (!op)
366 return strdup ("[NULLOBJ]"); 378 return strdup ("[NULLOBJ]");
367 379
368 object_freezer freezer; 380 object_freezer freezer;
369 save_object (freezer, op, 3); 381 op->write (freezer);
370 return freezer.as_string (); 382 return freezer.as_string ();
371} 383}
372 384
373/* 385/*
374 * get_nearest_part(multi-object, object 2) returns the part of the 386 * get_nearest_part(multi-object, object 2) returns the part of the
375 * multi-object 1 which is closest to the second object. 387 * multi-object 1 which is closest to the second object.
376 * If it's not a multi-object, it is returned. 388 * If it's not a multi-object, it is returned.
377 */ 389 */
378
379object * 390object *
380get_nearest_part (object *op, const object *pl) 391get_nearest_part (object *op, const object *pl)
381{ 392{
382 object *tmp, *closest; 393 object *tmp, *closest;
383 int last_dist, i; 394 int last_dist, i;
391} 402}
392 403
393/* 404/*
394 * Returns the object which has the count-variable equal to the argument. 405 * Returns the object which has the count-variable equal to the argument.
395 */ 406 */
396
397object * 407object *
398find_object (tag_t i) 408find_object (tag_t i)
399{ 409{
400 for (object *op = object::first; op; op = op->next) 410 for_all_objects (op)
401 if (op->count == i) 411 if (op->count == i)
402 return op; 412 return op;
403 413
404 return 0; 414 return 0;
405} 415}
406 416
407/* 417/*
408 * Returns the first object which has a name equal to the argument. 418 * Returns the first object which has a name equal to the argument.
409 * Used only by the patch command, but not all that useful. 419 * Used only by the patch command, but not all that useful.
410 * Enables features like "patch <name-of-other-player> food 999" 420 * Enables features like "patch <name-of-other-player> food 999"
411 */ 421 */
412
413object * 422object *
414find_object_name (const char *str) 423find_object_name (const char *str)
415{ 424{
416 shstr_cmp str_ (str); 425 shstr_cmp str_ (str);
417 object *op; 426 object *op;
418 427
419 for (op = object::first; op != NULL; op = op->next) 428 for_all_objects (op)
420 if (op->name == str_) 429 if (op->name == str_)
421 break; 430 break;
422 431
423 return op; 432 return op;
424} 433}
425 434
426void
427free_all_object_data ()
428{
429 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
430}
431
432/* 435/*
433 * Sets the owner and sets the skill and exp pointers to owner's current 436 * Sets the owner and sets the skill and exp pointers to owner's current
434 * skill and experience objects. 437 * skill and experience objects.
438 * ACTUALLY NO! investigate! TODO
435 */ 439 */
436void 440void
437object::set_owner (object *owner) 441object::set_owner (object *owner)
438{ 442{
443 // allow objects which own objects
439 if (!owner) 444 if (owner)
440 return;
441
442 /* next line added to allow objects which own objects */
443 /* Add a check for ownercounts in here, as I got into an endless loop
444 * with the fireball owning a poison cloud which then owned the
445 * fireball. I believe that was caused by one of the objects getting
446 * freed and then another object replacing it. Since the ownercounts
447 * didn't match, this check is valid and I believe that cause is valid.
448 */
449 while (owner->owner) 445 while (owner->owner)
450 owner = owner->owner; 446 owner = owner->owner;
447
448 if (flag [FLAG_FREED])
449 {
450 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
451 return;
452 }
451 453
452 this->owner = owner; 454 this->owner = owner;
455}
456
457int
458object::slottype () const
459{
460 if (type == SKILL)
461 {
462 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
463 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
464 }
465 else
466 {
467 if (slot [body_combat].info) return slot_combat;
468 if (slot [body_range ].info) return slot_ranged;
469 }
470
471 return slot_none;
472}
473
474bool
475object::change_weapon (object *ob)
476{
477 if (current_weapon == ob)
478 return true;
479
480 if (chosen_skill)
481 chosen_skill->flag [FLAG_APPLIED] = false;
482
483 current_weapon = ob;
484 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
485
486 if (chosen_skill)
487 chosen_skill->flag [FLAG_APPLIED] = true;
488
489 update_stats ();
490
491 if (ob)
492 {
493 // now check wether any body locations became invalid, in which case
494 // we cannot apply the weapon at the moment.
495 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
496 if (slot[i].used < 0)
497 {
498 current_weapon = chosen_skill = 0;
499 update_stats ();
500
501 new_draw_info_format (NDI_UNIQUE, 0, this,
502 "You try to balance all your items at once, "
503 "but the %s is just too much for your body. "
504 "[You need to unapply some items first.]", &ob->name);
505 return false;
506 }
507
508 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
509 }
510 else
511 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
512
513 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
514 {
515 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
516 &name, ob->debug_desc ());
517 return false;
518 }
519
520 return true;
453} 521}
454 522
455/* Zero the key_values on op, decrementing the shared-string 523/* Zero the key_values on op, decrementing the shared-string
456 * refcounts and freeing the links. 524 * refcounts and freeing the links.
457 */ 525 */
458static void 526static void
459free_key_values (object *op) 527free_key_values (object *op)
460{ 528{
461 for (key_value *i = op->key_values; i != 0;) 529 for (key_value *i = op->key_values; i; )
462 { 530 {
463 key_value *next = i->next; 531 key_value *next = i->next;
464 delete i; 532 delete i;
465 533
466 i = next; 534 i = next;
467 } 535 }
468 536
469 op->key_values = 0; 537 op->key_values = 0;
470} 538}
471 539
472void object::clear () 540object &
541object::operator =(const object &src)
473{ 542{
474 attachable_base::clear (); 543 bool is_freed = flag [FLAG_FREED];
544 bool is_removed = flag [FLAG_REMOVED];
475 545
476 free_key_values (this);
477
478 owner = 0;
479 name = 0;
480 name_pl = 0;
481 title = 0;
482 race = 0;
483 slaying = 0;
484 skill = 0;
485 msg = 0;
486 lore = 0;
487 custom_name = 0;
488 materialname = 0;
489 contr = 0;
490 below = 0;
491 above = 0;
492 inv = 0;
493 container = 0;
494 env = 0;
495 more = 0;
496 head = 0;
497 map = 0;
498 active_next = 0;
499 active_prev = 0;
500
501 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
502
503 SET_FLAG (this, FLAG_REMOVED);
504
505 /* What is not cleared is next, prev, and count */
506
507 expmul = 1.0;
508 face = blank_face;
509
510 if (settings.casting_time)
511 casting_time = -1;
512}
513
514/*
515 * copy_to first frees everything allocated by the dst object,
516 * and then copies the contents of itself into the second
517 * object, allocating what needs to be allocated. Basically, any
518 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
519 * if the first object is freed, the pointers in the new object
520 * will point at garbage.
521 */
522void
523object::copy_to (object *dst)
524{
525 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
526 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
527
528 *(object_copy *)dst = *this; 546 *(object_copy *)this = src;
529 *(object_pod *)dst = *this;
530 547
531 if (self || cb) 548 flag [FLAG_FREED] = is_freed;
532 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (dst)); 549 flag [FLAG_REMOVED] = is_removed;
533
534 if (is_freed)
535 SET_FLAG (dst, FLAG_FREED);
536
537 if (is_removed)
538 SET_FLAG (dst, FLAG_REMOVED);
539
540 if (speed < 0)
541 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
542 550
543 /* Copy over key_values, if any. */ 551 /* Copy over key_values, if any. */
544 if (key_values) 552 if (src.key_values)
545 { 553 {
546 key_value *tail = 0; 554 key_value *tail = 0;
547 key_value *i;
548
549 dst->key_values = 0; 555 key_values = 0;
550 556
551 for (i = key_values; i; i = i->next) 557 for (key_value *i = src.key_values; i; i = i->next)
552 { 558 {
553 key_value *new_link = new key_value; 559 key_value *new_link = new key_value;
554 560
555 new_link->next = 0; 561 new_link->next = 0;
556 new_link->key = i->key; 562 new_link->key = i->key;
557 new_link->value = i->value; 563 new_link->value = i->value;
558 564
559 /* Try and be clever here, too. */ 565 /* Try and be clever here, too. */
560 if (!dst->key_values) 566 if (!key_values)
561 { 567 {
562 dst->key_values = new_link; 568 key_values = new_link;
563 tail = new_link; 569 tail = new_link;
564 } 570 }
565 else 571 else
566 { 572 {
567 tail->next = new_link; 573 tail->next = new_link;
568 tail = new_link; 574 tail = new_link;
569 } 575 }
570 } 576 }
571 } 577 }
578}
572 579
573 update_ob_speed (dst); 580/*
581 * copy_to first frees everything allocated by the dst object,
582 * and then copies the contents of itself into the second
583 * object, allocating what needs to be allocated. Basically, any
584 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
585 * if the first object is freed, the pointers in the new object
586 * will point at garbage.
587 */
588void
589object::copy_to (object *dst)
590{
591 *dst = *this;
592
593 if (speed < 0)
594 dst->speed_left -= rndm ();
595
596 dst->set_speed (dst->speed);
597}
598
599void
600object::instantiate ()
601{
602 if (!uuid.seq) // HACK
603 uuid = UUID::gen ();
604
605 speed_left = -0.1f;
606 /* copy the body_info to the body_used - this is only really
607 * need for monsters, but doesn't hurt to do it for everything.
608 * by doing so, when a monster is created, it has good starting
609 * values for the body_used info, so when items are created
610 * for it, they can be properly equipped.
611 */
612 for (int i = NUM_BODY_LOCATIONS; i--; )
613 slot[i].used = slot[i].info;
614
615 attachable::instantiate ();
574} 616}
575 617
576object * 618object *
577object::clone () 619object::clone ()
578{ 620{
584/* 626/*
585 * If an object with the IS_TURNABLE() flag needs to be turned due 627 * If an object with the IS_TURNABLE() flag needs to be turned due
586 * to the closest player being on the other side, this function can 628 * to the closest player being on the other side, this function can
587 * be called to update the face variable, _and_ how it looks on the map. 629 * be called to update the face variable, _and_ how it looks on the map.
588 */ 630 */
589
590void 631void
591update_turn_face (object *op) 632update_turn_face (object *op)
592{ 633{
593 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 634 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
594 return; 635 return;
636
595 SET_ANIMATION (op, op->direction); 637 SET_ANIMATION (op, op->direction);
596 update_object (op, UP_OBJ_FACE); 638 update_object (op, UP_OBJ_FACE);
597} 639}
598 640
599/* 641/*
600 * Updates the speed of an object. If the speed changes from 0 to another 642 * Updates the speed of an object. If the speed changes from 0 to another
601 * value, or vice versa, then add/remove the object from the active list. 643 * value, or vice versa, then add/remove the object from the active list.
602 * This function needs to be called whenever the speed of an object changes. 644 * This function needs to be called whenever the speed of an object changes.
603 */ 645 */
604void 646void
605update_ob_speed (object *op) 647object::set_speed (float speed)
606{ 648{
607 extern int arch_init; 649 if (flag [FLAG_FREED] && speed)
608
609 /* No reason putting the archetypes objects on the speed list,
610 * since they never really need to be updated.
611 */
612
613 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
614 { 650 {
615 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 651 LOG (llevError, "Object %s is freed but has speed.\n", &name);
616#ifdef MANY_CORES
617 abort ();
618#else
619 op->speed = 0; 652 speed = 0;
620#endif
621 }
622
623 if (arch_init)
624 return;
625
626 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
627 { 653 }
628 /* If already on active list, don't do anything */
629 if (op->active_next || op->active_prev || op == active_objects)
630 return;
631 654
632 /* process_events() expects us to insert the object at the beginning 655 this->speed = speed;
633 * of the list. */
634 op->active_next = active_objects;
635 656
636 if (op->active_next != NULL) 657 if (has_active_speed ())
637 op->active_next->active_prev = op; 658 activate ();
638
639 active_objects = op;
640 }
641 else 659 else
642 { 660 deactivate ();
643 /* If not on the active list, nothing needs to be done */
644 if (!op->active_next && !op->active_prev && op != active_objects)
645 return;
646
647 if (op->active_prev == NULL)
648 {
649 active_objects = op->active_next;
650
651 if (op->active_next != NULL)
652 op->active_next->active_prev = NULL;
653 }
654 else
655 {
656 op->active_prev->active_next = op->active_next;
657
658 if (op->active_next)
659 op->active_next->active_prev = op->active_prev;
660 }
661
662 op->active_next = NULL;
663 op->active_prev = NULL;
664 }
665}
666
667/* This function removes object 'op' from the list of active
668 * objects.
669 * This should only be used for style maps or other such
670 * reference maps where you don't want an object that isn't
671 * in play chewing up cpu time getting processed.
672 * The reverse of this is to call update_ob_speed, which
673 * will do the right thing based on the speed of the object.
674 */
675void
676remove_from_active_list (object *op)
677{
678 /* If not on the active list, nothing needs to be done */
679 if (!op->active_next && !op->active_prev && op != active_objects)
680 return;
681
682 if (op->active_prev == NULL)
683 {
684 active_objects = op->active_next;
685 if (op->active_next != NULL)
686 op->active_next->active_prev = NULL;
687 }
688 else
689 {
690 op->active_prev->active_next = op->active_next;
691 if (op->active_next)
692 op->active_next->active_prev = op->active_prev;
693 }
694 op->active_next = NULL;
695 op->active_prev = NULL;
696} 661}
697 662
698/* 663/*
699 * update_object() updates the the map. 664 * update_object() updates the the map.
700 * It takes into account invisible objects (and represent squares covered 665 * It takes into account invisible objects (and represent squares covered
713 * UP_OBJ_FACE: only the objects face has changed. 678 * UP_OBJ_FACE: only the objects face has changed.
714 */ 679 */
715void 680void
716update_object (object *op, int action) 681update_object (object *op, int action)
717{ 682{
718 MoveType move_on, move_off, move_block, move_slow;
719
720 if (op == NULL) 683 if (op == NULL)
721 { 684 {
722 /* this should never happen */ 685 /* this should never happen */
723 LOG (llevDebug, "update_object() called for NULL object.\n"); 686 LOG (llevDebug, "update_object() called for NULL object.\n");
724 return; 687 return;
737 */ 700 */
738 if (!op->map || op->map->in_memory == MAP_SAVING) 701 if (!op->map || op->map->in_memory == MAP_SAVING)
739 return; 702 return;
740 703
741 /* make sure the object is within map boundaries */ 704 /* make sure the object is within map boundaries */
742 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map)) 705 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
743 { 706 {
744 LOG (llevError, "update_object() called for object out of map!\n"); 707 LOG (llevError, "update_object() called for object out of map!\n");
745#ifdef MANY_CORES 708#ifdef MANY_CORES
746 abort (); 709 abort ();
747#endif 710#endif
748 return; 711 return;
749 } 712 }
750 713
751 mapspace &m = op->map->at (op->x, op->y); 714 mapspace &m = op->ms ();
752 715
753 if (m.flags_ & P_NEED_UPDATE) 716 if (!(m.flags_ & P_UPTODATE))
754 /* nop */; 717 /* nop */;
755 else if (action == UP_OBJ_INSERT) 718 else if (action == UP_OBJ_INSERT)
756 { 719 {
757 // this is likely overkill, TODO: revisit (schmorp) 720 // this is likely overkill, TODO: revisit (schmorp)
758 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 721 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
767 /* This isn't perfect, but I don't expect a lot of objects to 730 /* This isn't perfect, but I don't expect a lot of objects to
768 * to have move_allow right now. 731 * to have move_allow right now.
769 */ 732 */
770 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 733 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
771 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 734 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
772 m.flags_ = P_NEED_UPDATE; 735 m.flags_ = 0;
773 } 736 }
774 /* if the object is being removed, we can't make intelligent 737 /* if the object is being removed, we can't make intelligent
775 * decisions, because remove_ob can't really pass the object 738 * decisions, because remove_ob can't really pass the object
776 * that is being removed. 739 * that is being removed.
777 */ 740 */
778 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 741 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
779 m.flags_ = P_NEED_UPDATE; 742 m.flags_ = 0;
780 else if (action == UP_OBJ_FACE) 743 else if (action == UP_OBJ_FACE)
781 /* Nothing to do for that case */ ; 744 /* Nothing to do for that case */ ;
782 else 745 else
783 LOG (llevError, "update_object called with invalid action: %d\n", action); 746 LOG (llevError, "update_object called with invalid action: %d\n", action);
784 747
785 if (op->more) 748 if (op->more)
786 update_object (op->more, action); 749 update_object (op->more, action);
787} 750}
788 751
789object::vector object::mortals;
790object::vector object::objects; // not yet used
791object *object::first;
792
793void object::free_mortals ()
794{
795 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
796 if ((*i)->refcnt)
797 ++i; // further delay freeing
798 else
799 {
800 delete *i;
801 mortals.erase (i);
802 }
803}
804
805object::object () 752object::object ()
806{ 753{
807 SET_FLAG (this, FLAG_REMOVED); 754 SET_FLAG (this, FLAG_REMOVED);
808 755
809 expmul = 1.0; 756 expmul = 1.0;
810 face = blank_face; 757 face = blank_face;
811} 758}
812 759
813object::~object () 760object::~object ()
814{ 761{
762 unlink ();
763
815 free_key_values (this); 764 free_key_values (this);
816} 765}
817 766
767static int object_count;
768
818void object::link () 769void object::link ()
819{ 770{
771 assert (!index);//D
772 uuid = UUID::gen ();
820 count = ++ob_count; 773 count = ++object_count;
821 uuid = gen_uuid ();
822 774
823 prev = 0; 775 refcnt_inc ();
824 next = object::first; 776 objects.insert (this);
825
826 if (object::first)
827 object::first->prev = this;
828
829 object::first = this;
830} 777}
831 778
832void object::unlink () 779void object::unlink ()
833{ 780{
834 if (this == object::first) 781 if (!index)
835 object::first = next; 782 return;
836 783
837 /* Remove this object from the list of used objects */ 784 objects.erase (this);
838 if (prev) prev->next = next; 785 refcnt_dec ();
839 if (next) next->prev = prev; 786}
840 787
841 prev = 0; 788void
842 next = 0; 789object::activate ()
790{
791 /* If already on active list, don't do anything */
792 if (active)
793 return;
794
795 if (has_active_speed ())
796 actives.insert (this);
797}
798
799void
800object::activate_recursive ()
801{
802 activate ();
803
804 for (object *op = inv; op; op = op->below)
805 op->activate_recursive ();
806}
807
808/* This function removes object 'op' from the list of active
809 * objects.
810 * This should only be used for style maps or other such
811 * reference maps where you don't want an object that isn't
812 * in play chewing up cpu time getting processed.
813 * The reverse of this is to call update_ob_speed, which
814 * will do the right thing based on the speed of the object.
815 */
816void
817object::deactivate ()
818{
819 /* If not on the active list, nothing needs to be done */
820 if (!active)
821 return;
822
823 actives.erase (this);
824}
825
826void
827object::deactivate_recursive ()
828{
829 for (object *op = inv; op; op = op->below)
830 op->deactivate_recursive ();
831
832 deactivate ();
833}
834
835void
836object::set_flag_inv (int flag, int value)
837{
838 for (object *op = inv; op; op = op->below)
839 {
840 op->flag [flag] = value;
841 op->set_flag_inv (flag, value);
842 }
843}
844
845/*
846 * Remove and free all objects in the inventory of the given object.
847 * object.c ?
848 */
849void
850object::destroy_inv (bool drop_to_ground)
851{
852 // need to check first, because the checks below might segfault
853 // as we might be on an invalid mapspace and crossfire code
854 // is too buggy to ensure that the inventory is empty.
855 // corollary: if you create arrows etc. with stuff in tis inventory,
856 // cf will crash below with off-map x and y
857 if (!inv)
858 return;
859
860 /* Only if the space blocks everything do we not process -
861 * if some form of movement is allowed, let objects
862 * drop on that space.
863 */
864 if (!drop_to_ground
865 || !map
866 || map->in_memory != MAP_IN_MEMORY
867 || map->nodrop
868 || ms ().move_block == MOVE_ALL)
869 {
870 while (inv)
871 {
872 inv->destroy_inv (drop_to_ground);
873 inv->destroy ();
874 }
875 }
876 else
877 { /* Put objects in inventory onto this space */
878 while (inv)
879 {
880 object *op = inv;
881
882 if (op->flag [FLAG_STARTEQUIP]
883 || op->flag [FLAG_NO_DROP]
884 || op->type == RUNE
885 || op->type == TRAP
886 || op->flag [FLAG_IS_A_TEMPLATE]
887 || op->flag [FLAG_DESTROY_ON_DEATH])
888 op->destroy ();
889 else
890 map->insert (op, x, y);
891 }
892 }
843} 893}
844 894
845object *object::create () 895object *object::create ()
846{ 896{
847 object *op = new object; 897 object *op = new object;
848 op->link (); 898 op->link ();
849 return op; 899 return op;
850} 900}
851 901
852/* 902void
853 * free_object() frees everything allocated by an object, removes 903object::do_destroy ()
854 * it from the list of used objects, and puts it on the list of
855 * free objects. The IS_FREED() flag is set in the object.
856 * The object must have been removed by remove_ob() first for
857 * this function to succeed.
858 *
859 * If destroy_inventory is set, free inventory as well. Else drop items in
860 * inventory to the ground.
861 */
862void object::destroy (bool destroy_inventory)
863{ 904{
864 if (QUERY_FLAG (this, FLAG_FREED)) 905 attachable::do_destroy ();
865 return;
866 906
867 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 907 if (flag [FLAG_IS_LINKED])
908 remove_button_link (this);
909
910 if (flag [FLAG_FRIENDLY])
868 remove_friendly_object (this); 911 remove_friendly_object (this);
869 912
870 if (!QUERY_FLAG (this, FLAG_REMOVED)) 913 if (!flag [FLAG_REMOVED])
871 remove (); 914 remove ();
872 915
873 SET_FLAG (this, FLAG_FREED); 916 destroy_inv (true);
874 917
875 if (more) 918 deactivate ();
876 { 919 unlink ();
877 more->destroy (destroy_inventory);
878 more = 0;
879 }
880 920
881 if (inv) 921 flag [FLAG_FREED] = 1;
882 {
883 /* Only if the space blocks everything do we not process -
884 * if some form of movement is allowed, let objects
885 * drop on that space.
886 */
887 if (destroy_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
888 {
889 object *op = inv;
890
891 while (op)
892 {
893 object *tmp = op->below;
894 op->destroy (destroy_inventory);
895 op = tmp;
896 }
897 }
898 else
899 { /* Put objects in inventory onto this space */
900 object *op = inv;
901
902 while (op)
903 {
904 object *tmp = op->below;
905
906 op->remove ();
907
908 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
909 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
910 op->destroy ();
911 else
912 {
913 op->x = x;
914 op->y = y;
915 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
916 }
917
918 op = tmp;
919 }
920 }
921 }
922 922
923 // hack to ensure that freed objects still have a valid map 923 // hack to ensure that freed objects still have a valid map
924 { 924 {
925 static maptile *freed_map; // freed objects are moved here to avoid crashes 925 static maptile *freed_map; // freed objects are moved here to avoid crashes
926 926
927 if (!freed_map) 927 if (!freed_map)
928 { 928 {
929 freed_map = new maptile; 929 freed_map = new maptile;
930 930
931 freed_map->path = "<freed objects map>";
931 freed_map->name = "/internal/freed_objects_map"; 932 freed_map->name = "/internal/freed_objects_map";
932 freed_map->width = 3; 933 freed_map->width = 3;
933 freed_map->height = 3; 934 freed_map->height = 3;
935 freed_map->nodrop = 1;
934 936
935 freed_map->allocate (); 937 freed_map->alloc ();
938 freed_map->in_memory = MAP_IN_MEMORY;
936 } 939 }
937 940
938 map = freed_map; 941 map = freed_map;
939 x = 1; 942 x = 1;
940 y = 1; 943 y = 1;
941 } 944 }
942 945
946 if (more)
947 {
948 more->destroy ();
949 more = 0;
950 }
951
952 head = 0;
953
943 // clear those pointers that likely might have circular references to us 954 // clear those pointers that likely might cause circular references
944 owner = 0; 955 owner = 0;
945 enemy = 0; 956 enemy = 0;
946 attacked_by = 0; 957 attacked_by = 0;
958 current_weapon = 0;
959}
947 960
948 // only relevant for players(?), but make sure of it anyways 961void
949 contr = 0; 962object::destroy (bool destroy_inventory)
963{
964 if (destroyed ())
965 return;
950 966
951 /* Remove object from the active list */ 967 if (destroy_inventory)
952 speed = 0; 968 destroy_inv (false);
953 update_ob_speed (this);
954 969
955 unlink (); 970 if (is_head ())
971 if (sound_destroy)
972 play_sound (sound_destroy);
973 else if (flag [FLAG_MONSTER])
974 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
956 975
957 mortals.push_back (this); 976 attachable::destroy ();
958} 977}
959 978
960/* 979/*
961 * sub_weight() recursively (outwards) subtracts a number from the 980 * sub_weight() recursively (outwards) subtracts a number from the
962 * weight of an object (and what is carried by it's environment(s)). 981 * weight of an object (and what is carried by it's environment(s)).
978 * This function removes the object op from the linked list of objects 997 * This function removes the object op from the linked list of objects
979 * which it is currently tied to. When this function is done, the 998 * which it is currently tied to. When this function is done, the
980 * object will have no environment. If the object previously had an 999 * object will have no environment. If the object previously had an
981 * environment, the x and y coordinates will be updated to 1000 * environment, the x and y coordinates will be updated to
982 * the previous environment. 1001 * the previous environment.
983 * Beware: This function is called from the editor as well!
984 */ 1002 */
985void 1003void
986object::remove () 1004object::do_remove ()
987{ 1005{
988 object *tmp, *last = 0; 1006 object *tmp, *last = 0;
989 object *otmp; 1007 object *otmp;
990 1008
991 int check_walk_off;
992
993 if (QUERY_FLAG (this, FLAG_REMOVED)) 1009 if (QUERY_FLAG (this, FLAG_REMOVED))
994 return; 1010 return;
995 1011
996 SET_FLAG (this, FLAG_REMOVED); 1012 SET_FLAG (this, FLAG_REMOVED);
1013 INVOKE_OBJECT (REMOVE, this);
997 1014
998 if (more) 1015 if (more)
999 more->remove (); 1016 more->remove ();
1000 1017
1001 /* 1018 /*
1012 /* NO_FIX_PLAYER is set when a great many changes are being 1029 /* NO_FIX_PLAYER is set when a great many changes are being
1013 * made to players inventory. If set, avoiding the call 1030 * made to players inventory. If set, avoiding the call
1014 * to save cpu time. 1031 * to save cpu time.
1015 */ 1032 */
1016 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1033 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1017 fix_player (otmp); 1034 otmp->update_stats ();
1018 1035
1019 if (above != NULL) 1036 if (above)
1020 above->below = below; 1037 above->below = below;
1021 else 1038 else
1022 env->inv = below; 1039 env->inv = below;
1023 1040
1024 if (below != NULL) 1041 if (below)
1025 below->above = above; 1042 below->above = above;
1026 1043
1027 /* we set up values so that it could be inserted into 1044 /* we set up values so that it could be inserted into
1028 * the map, but we don't actually do that - it is up 1045 * the map, but we don't actually do that - it is up
1029 * to the caller to decide what we want to do. 1046 * to the caller to decide what we want to do.
1033 above = 0, below = 0; 1050 above = 0, below = 0;
1034 env = 0; 1051 env = 0;
1035 } 1052 }
1036 else if (map) 1053 else if (map)
1037 { 1054 {
1038 /* Re did the following section of code - it looks like it had 1055 if (type == PLAYER)
1039 * lots of logic for things we no longer care about
1040 */ 1056 {
1057 // leaving a spot always closes any open container on the ground
1058 if (container && !container->env)
1059 // this causes spurious floorbox updates, but it ensures
1060 // that the CLOSE event is being sent.
1061 close_container ();
1062
1063 --map->players;
1064 map->touch ();
1065 }
1066
1067 map->dirty = true;
1068 mapspace &ms = this->ms ();
1041 1069
1042 /* link the object above us */ 1070 /* link the object above us */
1043 if (above) 1071 if (above)
1044 above->below = below; 1072 above->below = below;
1045 else 1073 else
1046 map->at (x, y).top = below; /* we were top, set new top */ 1074 ms.top = below; /* we were top, set new top */
1047 1075
1048 /* Relink the object below us, if there is one */ 1076 /* Relink the object below us, if there is one */
1049 if (below) 1077 if (below)
1050 below->above = above; 1078 below->above = above;
1051 else 1079 else
1053 /* Nothing below, which means we need to relink map object for this space 1081 /* Nothing below, which means we need to relink map object for this space
1054 * use translated coordinates in case some oddness with map tiling is 1082 * use translated coordinates in case some oddness with map tiling is
1055 * evident 1083 * evident
1056 */ 1084 */
1057 if (GET_MAP_OB (map, x, y) != this) 1085 if (GET_MAP_OB (map, x, y) != this)
1058 {
1059 char *dump = dump_object (this);
1060 LOG (llevError,
1061 "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); 1086 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 ());
1062 free (dump);
1063 dump = dump_object (GET_MAP_OB (map, x, y));
1064 LOG (llevError, "%s\n", dump);
1065 free (dump);
1066 }
1067 1087
1068 map->at (x, y).bottom = above; /* goes on above it. */ 1088 ms.bot = above; /* goes on above it. */
1069 } 1089 }
1070 1090
1071 above = 0; 1091 above = 0;
1072 below = 0; 1092 below = 0;
1073 1093
1074 if (map->in_memory == MAP_SAVING) 1094 if (map->in_memory == MAP_SAVING)
1075 return; 1095 return;
1076 1096
1077 check_walk_off = !QUERY_FLAG (this, FLAG_NO_APPLY); 1097 int check_walk_off = !flag [FLAG_NO_APPLY];
1078 1098
1099 if (object *pl = ms.player ())
1100 {
1101 if (pl->container == this)
1102 /* If a container that the player is currently using somehow gets
1103 * removed (most likely destroyed), update the player view
1104 * appropriately.
1105 */
1106 pl->close_container ();
1107
1108 pl->contr->ns->floorbox_update ();
1109 }
1110
1079 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) 1111 for (tmp = ms.bot; tmp; tmp = tmp->above)
1080 { 1112 {
1081 /* No point updating the players look faces if he is the object 1113 /* No point updating the players look faces if he is the object
1082 * being removed. 1114 * being removed.
1083 */ 1115 */
1084 1116
1085 if (tmp->type == PLAYER && tmp != this)
1086 {
1087 /* If a container that the player is currently using somehow gets
1088 * removed (most likely destroyed), update the player view
1089 * appropriately.
1090 */
1091 if (tmp->container == this)
1092 {
1093 CLEAR_FLAG (this, FLAG_APPLIED);
1094 tmp->container = 0;
1095 }
1096
1097 tmp->contr->socket->floorbox_update ();
1098 }
1099
1100 /* See if player moving off should effect something */ 1117 /* See if object moving off should effect something */
1101 if (check_walk_off 1118 if (check_walk_off
1102 && ((move_type & tmp->move_off) 1119 && ((move_type & tmp->move_off)
1103 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1120 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1104 { 1121 {
1105 move_apply (tmp, this, 0); 1122 move_apply (tmp, this, 0);
1106 1123
1107 if (destroyed ()) 1124 if (destroyed ())
1108 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1125 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1109 } 1126 }
1110 1127
1111 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1112
1113 if (tmp->above == tmp)
1114 tmp->above = 0;
1115
1116 last = tmp; 1128 last = tmp;
1117 } 1129 }
1118 1130
1119 /* last == NULL of there are no objects on this space */ 1131 /* last == NULL if there are no objects on this space */
1132 //TODO: this makes little sense, why only update the topmost object?
1120 if (!last) 1133 if (!last)
1121 map->at (x, y).flags_ = P_NEED_UPDATE; 1134 map->at (x, y).flags_ = 0;
1122 else 1135 else
1123 update_object (last, UP_OBJ_REMOVE); 1136 update_object (last, UP_OBJ_REMOVE);
1124 1137
1125 if (QUERY_FLAG (this, FLAG_BLOCKSVIEW) || glow_radius) 1138 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1126 update_all_los (map, x, y); 1139 update_all_los (map, x, y);
1127 } 1140 }
1128} 1141}
1129 1142
1130/* 1143/*
1139merge_ob (object *op, object *top) 1152merge_ob (object *op, object *top)
1140{ 1153{
1141 if (!op->nrof) 1154 if (!op->nrof)
1142 return 0; 1155 return 0;
1143 1156
1144 if (top == NULL) 1157 if (!top)
1145 for (top = op; top != NULL && top->above != NULL; top = top->above); 1158 for (top = op; top && top->above; top = top->above)
1159 ;
1146 1160
1147 for (; top != NULL; top = top->below) 1161 for (; top; top = top->below)
1148 { 1162 {
1149 if (top == op) 1163 if (top == op)
1150 continue; 1164 continue;
1151 1165
1152 if (object::can_merge (op, top)) 1166 if (object::can_merge (op, top))
1161 } 1175 }
1162 1176
1163 return 0; 1177 return 0;
1164} 1178}
1165 1179
1180void
1181object::expand_tail ()
1182{
1183 if (more)
1184 return;
1185
1186 object *prev = this;
1187
1188 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1189 {
1190 object *op = arch_to_object (at);
1191
1192 op->name = name;
1193 op->name_pl = name_pl;
1194 op->title = title;
1195
1196 op->head = this;
1197 prev->more = op;
1198
1199 prev = op;
1200 }
1201}
1202
1166/* 1203/*
1167 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1204 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1168 * job preparing multi-part monsters 1205 * job preparing multi-part monsters.
1169 */ 1206 */
1170object * 1207object *
1171insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1208insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1172{ 1209{
1173 object *tmp;
1174
1175 if (op->head)
1176 op = op->head;
1177
1178 for (tmp = op; tmp; tmp = tmp->more) 1210 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1179 { 1211 {
1180 tmp->x = x + tmp->arch->clone.x; 1212 tmp->x = x + tmp->arch->x;
1181 tmp->y = y + tmp->arch->clone.y; 1213 tmp->y = y + tmp->arch->y;
1182 } 1214 }
1183 1215
1184 return insert_ob_in_map (op, m, originator, flag); 1216 return insert_ob_in_map (op, m, originator, flag);
1185} 1217}
1186 1218
1202 * Return value: 1234 * Return value:
1203 * new object if 'op' was merged with other object 1235 * new object if 'op' was merged with other object
1204 * NULL if 'op' was destroyed 1236 * NULL if 'op' was destroyed
1205 * just 'op' otherwise 1237 * just 'op' otherwise
1206 */ 1238 */
1207
1208object * 1239object *
1209insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1240insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1210{ 1241{
1242 assert (!op->flag [FLAG_FREED]);
1243
1211 object *tmp, *top, *floor = NULL; 1244 object *top, *floor = NULL;
1212 sint16 x, y;
1213 1245
1214 if (QUERY_FLAG (op, FLAG_FREED)) 1246 op->remove ();
1215 {
1216 LOG (llevError, "Trying to insert freed object!\n");
1217 return NULL;
1218 }
1219
1220 if (m == NULL)
1221 {
1222 char *dump = dump_object (op);
1223 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1224 free (dump);
1225 return op;
1226 }
1227
1228 if (out_of_map (m, op->x, op->y))
1229 {
1230 char *dump = dump_object (op);
1231 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1232#ifdef MANY_CORES
1233 /* Better to catch this here, as otherwise the next use of this object
1234 * is likely to cause a crash. Better to find out where it is getting
1235 * improperly inserted.
1236 */
1237 abort ();
1238#endif
1239 free (dump);
1240 return op;
1241 }
1242
1243 if (!QUERY_FLAG (op, FLAG_REMOVED))
1244 {
1245 char *dump = dump_object (op);
1246 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1247 free (dump);
1248 return op;
1249 }
1250
1251 if (op->more != NULL)
1252 {
1253 /* The part may be on a different map. */
1254
1255 object *more = op->more;
1256
1257 /* We really need the caller to normalize coordinates - if
1258 * we set the map, that doesn't work if the location is within
1259 * a map and this is straddling an edge. So only if coordinate
1260 * is clear wrong do we normalize it.
1261 */
1262 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1263 more->map = get_map_from_coord (m, &more->x, &more->y);
1264 else if (!more->map)
1265 {
1266 /* For backwards compatibility - when not dealing with tiled maps,
1267 * more->map should always point to the parent.
1268 */
1269 more->map = m;
1270 }
1271
1272 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1273 {
1274 if (!op->head)
1275 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1276
1277 return NULL;
1278 }
1279 }
1280
1281 CLEAR_FLAG (op, FLAG_REMOVED);
1282 1247
1283 /* Ideally, the caller figures this out. However, it complicates a lot 1248 /* Ideally, the caller figures this out. However, it complicates a lot
1284 * of areas of callers (eg, anything that uses find_free_spot would now 1249 * of areas of callers (eg, anything that uses find_free_spot would now
1285 * need extra work 1250 * need extra work
1286 */ 1251 */
1287 op->map = get_map_from_coord (m, &op->x, &op->y); 1252 if (!xy_normalise (m, op->x, op->y))
1288 x = op->x; 1253 {
1289 y = op->y; 1254 op->destroy ();
1255 return 0;
1256 }
1257
1258 if (object *more = op->more)
1259 if (!insert_ob_in_map (more, m, originator, flag))
1260 return 0;
1261
1262 CLEAR_FLAG (op, FLAG_REMOVED);
1263
1264 op->map = m;
1265 mapspace &ms = op->ms ();
1290 1266
1291 /* this has to be done after we translate the coordinates. 1267 /* this has to be done after we translate the coordinates.
1292 */ 1268 */
1293 if (op->nrof && !(flag & INS_NO_MERGE)) 1269 if (op->nrof && !(flag & INS_NO_MERGE))
1294 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1270 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1295 if (object::can_merge (op, tmp)) 1271 if (object::can_merge (op, tmp))
1296 { 1272 {
1297 op->nrof += tmp->nrof; 1273 op->nrof += tmp->nrof;
1298 tmp->destroy (); 1274 tmp->destroy ();
1299 } 1275 }
1316 op->below = originator->below; 1292 op->below = originator->below;
1317 1293
1318 if (op->below) 1294 if (op->below)
1319 op->below->above = op; 1295 op->below->above = op;
1320 else 1296 else
1321 op->map->at (op->x, op->y).bottom = op; 1297 ms.bot = op;
1322 1298
1323 /* since *below* originator, no need to update top */ 1299 /* since *below* originator, no need to update top */
1324 originator->below = op; 1300 originator->below = op;
1325 } 1301 }
1326 else 1302 else
1327 { 1303 {
1304 top = ms.bot;
1305
1328 /* If there are other objects, then */ 1306 /* If there are other objects, then */
1329 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1307 if (top)
1330 { 1308 {
1331 object *last = NULL; 1309 object *last = 0;
1332 1310
1333 /* 1311 /*
1334 * If there are multiple objects on this space, we do some trickier handling. 1312 * If there are multiple objects on this space, we do some trickier handling.
1335 * We've already dealt with merging if appropriate. 1313 * We've already dealt with merging if appropriate.
1336 * Generally, we want to put the new object on top. But if 1314 * Generally, we want to put the new object on top. But if
1340 * once we get to them. This reduces the need to traverse over all of 1318 * once we get to them. This reduces the need to traverse over all of
1341 * them when adding another one - this saves quite a bit of cpu time 1319 * them when adding another one - this saves quite a bit of cpu time
1342 * when lots of spells are cast in one area. Currently, it is presumed 1320 * when lots of spells are cast in one area. Currently, it is presumed
1343 * that flying non pickable objects are spell objects. 1321 * that flying non pickable objects are spell objects.
1344 */ 1322 */
1345 1323 for (top = ms.bot; top; top = top->above)
1346 while (top != NULL)
1347 { 1324 {
1348 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1325 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1349 floor = top; 1326 floor = top;
1350 1327
1351 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1328 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1354 top = top->below; 1331 top = top->below;
1355 break; 1332 break;
1356 } 1333 }
1357 1334
1358 last = top; 1335 last = top;
1359 top = top->above;
1360 } 1336 }
1361 1337
1362 /* Don't want top to be NULL, so set it to the last valid object */ 1338 /* Don't want top to be NULL, so set it to the last valid object */
1363 top = last; 1339 top = last;
1364 1340
1366 * looks like instead of lots of conditions here. 1342 * looks like instead of lots of conditions here.
1367 * makes things faster, and effectively the same result. 1343 * makes things faster, and effectively the same result.
1368 */ 1344 */
1369 1345
1370 /* Have object 'fall below' other objects that block view. 1346 /* Have object 'fall below' other objects that block view.
1371 * Unless those objects are exits, type 66 1347 * Unless those objects are exits.
1372 * If INS_ON_TOP is used, don't do this processing 1348 * If INS_ON_TOP is used, don't do this processing
1373 * Need to find the object that in fact blocks view, otherwise 1349 * Need to find the object that in fact blocks view, otherwise
1374 * stacking is a bit odd. 1350 * stacking is a bit odd.
1375 */ 1351 */
1376 if (!(flag & INS_ON_TOP) && 1352 if (!(flag & INS_ON_TOP)
1377 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1353 && ms.flags () & P_BLOCKSVIEW
1354 && (op->face && !faces [op->face].visibility))
1378 { 1355 {
1379 for (last = top; last != floor; last = last->below) 1356 for (last = top; last != floor; last = last->below)
1380 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1357 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1381 break; 1358 break;
1359
1382 /* Check to see if we found the object that blocks view, 1360 /* Check to see if we found the object that blocks view,
1383 * and make sure we have a below pointer for it so that 1361 * and make sure we have a below pointer for it so that
1384 * we can get inserted below this one, which requires we 1362 * we can get inserted below this one, which requires we
1385 * set top to the object below us. 1363 * set top to the object below us.
1386 */ 1364 */
1387 if (last && last->below && last != floor) 1365 if (last && last->below && last != floor)
1388 top = last->below; 1366 top = last->below;
1389 } 1367 }
1390 } /* If objects on this space */ 1368 } /* If objects on this space */
1391 1369
1392 if (flag & INS_MAP_LOAD)
1393 top = GET_MAP_TOP (op->map, op->x, op->y);
1394
1395 if (flag & INS_ABOVE_FLOOR_ONLY) 1370 if (flag & INS_ABOVE_FLOOR_ONLY)
1396 top = floor; 1371 top = floor;
1397 1372
1398 /* Top is the object that our object (op) is going to get inserted above. 1373 /* Top is the object that our object (op) is going to get inserted above.
1399 */ 1374 */
1400 1375
1401 /* First object on this space */ 1376 /* First object on this space */
1402 if (!top) 1377 if (!top)
1403 { 1378 {
1404 op->above = GET_MAP_OB (op->map, op->x, op->y); 1379 op->above = ms.bot;
1405 1380
1406 if (op->above) 1381 if (op->above)
1407 op->above->below = op; 1382 op->above->below = op;
1408 1383
1409 op->below = NULL; 1384 op->below = 0;
1410 op->map->at (op->x, op->y).bottom = op; 1385 ms.bot = op;
1411 } 1386 }
1412 else 1387 else
1413 { /* get inserted into the stack above top */ 1388 { /* get inserted into the stack above top */
1414 op->above = top->above; 1389 op->above = top->above;
1415 1390
1418 1393
1419 op->below = top; 1394 op->below = top;
1420 top->above = op; 1395 top->above = op;
1421 } 1396 }
1422 1397
1423 if (op->above == NULL) 1398 if (!op->above)
1424 op->map->at (op->x, op->y).top = op; 1399 ms.top = op;
1425 } /* else not INS_BELOW_ORIGINATOR */ 1400 } /* else not INS_BELOW_ORIGINATOR */
1426 1401
1427 if (op->type == PLAYER) 1402 if (op->type == PLAYER)
1403 {
1428 op->contr->do_los = 1; 1404 op->contr->do_los = 1;
1405 ++op->map->players;
1406 op->map->touch ();
1407 }
1429 1408
1430 /* If we have a floor, we know the player, if any, will be above 1409 op->map->dirty = true;
1431 * it, so save a few ticks and start from there. 1410
1432 */ 1411 if (object *pl = ms.player ())
1433 if (!(flag & INS_MAP_LOAD))
1434 if (object *pl = op->map->at (op->x, op->y).player ())
1435 pl->contr->socket->floorbox_update (); 1412 pl->contr->ns->floorbox_update ();
1436 1413
1437 /* If this object glows, it may affect lighting conditions that are 1414 /* If this object glows, it may affect lighting conditions that are
1438 * visible to others on this map. But update_all_los is really 1415 * visible to others on this map. But update_all_los is really
1439 * an inefficient way to do this, as it means los for all players 1416 * an inefficient way to do this, as it means los for all players
1440 * on the map will get recalculated. The players could very well 1417 * on the map will get recalculated. The players could very well
1441 * be far away from this change and not affected in any way - 1418 * be far away from this change and not affected in any way -
1442 * this should get redone to only look for players within range, 1419 * this should get redone to only look for players within range,
1443 * or just updating the P_NEED_UPDATE for spaces within this area 1420 * or just updating the P_UPTODATE for spaces within this area
1444 * of effect may be sufficient. 1421 * of effect may be sufficient.
1445 */ 1422 */
1446 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1423 if (op->map->darkness && (op->glow_radius != 0))
1447 update_all_los (op->map, op->x, op->y); 1424 update_all_los (op->map, op->x, op->y);
1448 1425
1449 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1426 /* updates flags (blocked, alive, no magic, etc) for this map space */
1450 update_object (op, UP_OBJ_INSERT); 1427 update_object (op, UP_OBJ_INSERT);
1428
1429 INVOKE_OBJECT (INSERT, op);
1451 1430
1452 /* Don't know if moving this to the end will break anything. However, 1431 /* Don't know if moving this to the end will break anything. However,
1453 * we want to have floorbox_update called before calling this. 1432 * we want to have floorbox_update called before calling this.
1454 * 1433 *
1455 * check_move_on() must be after this because code called from 1434 * check_move_on() must be after this because code called from
1457 * blocked() and wall() work properly), and these flags are updated by 1436 * blocked() and wall() work properly), and these flags are updated by
1458 * update_object(). 1437 * update_object().
1459 */ 1438 */
1460 1439
1461 /* if this is not the head or flag has been passed, don't check walk on status */ 1440 /* if this is not the head or flag has been passed, don't check walk on status */
1462 if (!(flag & INS_NO_WALK_ON) && !op->head) 1441 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1463 { 1442 {
1464 if (check_move_on (op, originator)) 1443 if (check_move_on (op, originator))
1465 return NULL; 1444 return 0;
1466 1445
1467 /* If we are a multi part object, lets work our way through the check 1446 /* If we are a multi part object, lets work our way through the check
1468 * walk on's. 1447 * walk on's.
1469 */ 1448 */
1470 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1449 for (object *tmp = op->more; tmp; tmp = tmp->more)
1471 if (check_move_on (tmp, originator)) 1450 if (check_move_on (tmp, originator))
1472 return NULL; 1451 return 0;
1473 } 1452 }
1474 1453
1475 return op; 1454 return op;
1476} 1455}
1477 1456
1484{ 1463{
1485 object *tmp, *tmp1; 1464 object *tmp, *tmp1;
1486 1465
1487 /* first search for itself and remove any old instances */ 1466 /* first search for itself and remove any old instances */
1488 1467
1489 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1468 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1490 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1469 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1491 tmp->destroy (); 1470 tmp->destroy ();
1492 1471
1493 tmp1 = arch_to_object (archetype::find (arch_string)); 1472 tmp1 = arch_to_object (archetype::find (arch_string));
1494 1473
1495 tmp1->x = op->x; 1474 tmp1->x = op->x;
1496 tmp1->y = op->y; 1475 tmp1->y = op->y;
1497 insert_ob_in_map (tmp1, op->map, op, 0); 1476 insert_ob_in_map (tmp1, op->map, op, 0);
1477}
1478
1479object *
1480object::insert_at (object *where, object *originator, int flags)
1481{
1482 return where->map->insert (this, where->x, where->y, originator, flags);
1498} 1483}
1499 1484
1500/* 1485/*
1501 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1486 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1502 * is returned contains nr objects, and the remaining parts contains 1487 * is returned contains nr objects, and the remaining parts contains
1503 * the rest (or is removed and freed if that number is 0). 1488 * the rest (or is removed and freed if that number is 0).
1504 * On failure, NULL is returned, and the reason put into the 1489 * On failure, NULL is returned, and the reason put into the
1505 * global static errmsg array. 1490 * global static errmsg array.
1506 */ 1491 */
1507
1508object * 1492object *
1509get_split_ob (object *orig_ob, uint32 nr) 1493get_split_ob (object *orig_ob, uint32 nr)
1510{ 1494{
1511 object *newob; 1495 object *newob;
1512 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1496 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1543 * the amount of an object. If the amount reaches 0, the object 1527 * the amount of an object. If the amount reaches 0, the object
1544 * is subsequently removed and freed. 1528 * is subsequently removed and freed.
1545 * 1529 *
1546 * Return value: 'op' if something is left, NULL if the amount reached 0 1530 * Return value: 'op' if something is left, NULL if the amount reached 0
1547 */ 1531 */
1548
1549object * 1532object *
1550decrease_ob_nr (object *op, uint32 i) 1533decrease_ob_nr (object *op, uint32 i)
1551{ 1534{
1552 object *tmp; 1535 object *tmp;
1553 player *pl;
1554 1536
1555 if (i == 0) /* objects with op->nrof require this check */ 1537 if (i == 0) /* objects with op->nrof require this check */
1556 return op; 1538 return op;
1557 1539
1558 if (i > op->nrof) 1540 if (i > op->nrof)
1571 * IMO, searching through all the players will mostly 1553 * IMO, searching through all the players will mostly
1572 * likely be quicker than following op->env to the map, 1554 * likely be quicker than following op->env to the map,
1573 * and then searching the map for a player. 1555 * and then searching the map for a player.
1574 */ 1556 */
1575 if (!tmp) 1557 if (!tmp)
1576 { 1558 for_all_players (pl)
1577 for (pl = first_player; pl; pl = pl->next)
1578 if (pl->ob->container == op->env) 1559 if (pl->ob->container == op->env)
1579 { 1560 {
1580 tmp = pl->ob; 1561 tmp = pl->ob;
1581 break; 1562 break;
1582 } 1563 }
1583 }
1584 1564
1585 if (i < op->nrof) 1565 if (i < op->nrof)
1586 { 1566 {
1587 sub_weight (op->env, op->weight * i); 1567 sub_weight (op->env, op->weight * i);
1588 op->nrof -= i; 1568 op->nrof -= i;
1631 1611
1632/* 1612/*
1633 * add_weight(object, weight) adds the specified weight to an object, 1613 * add_weight(object, weight) adds the specified weight to an object,
1634 * and also updates how much the environment(s) is/are carrying. 1614 * and also updates how much the environment(s) is/are carrying.
1635 */ 1615 */
1636
1637void 1616void
1638add_weight (object *op, signed long weight) 1617add_weight (object *op, signed long weight)
1639{ 1618{
1640 while (op != NULL) 1619 while (op != NULL)
1641 { 1620 {
1656 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1635 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1657 free (dump); 1636 free (dump);
1658 return op; 1637 return op;
1659 } 1638 }
1660 1639
1661 if (where->head) 1640 if (where->head_ () != where)
1662 { 1641 {
1663 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n"); 1642 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1664 where = where->head; 1643 where = where->head;
1665 } 1644 }
1666 1645
1667 return where->insert (op); 1646 return where->insert (op);
1668} 1647}
1673 * inside the object environment. 1652 * inside the object environment.
1674 * 1653 *
1675 * The function returns now pointer to inserted item, and return value can 1654 * The function returns now pointer to inserted item, and return value can
1676 * be != op, if items are merged. -Tero 1655 * be != op, if items are merged. -Tero
1677 */ 1656 */
1678
1679object * 1657object *
1680object::insert (object *op) 1658object::insert (object *op)
1681{ 1659{
1682 object *tmp, *otmp;
1683
1684 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1660 if (!QUERY_FLAG (op, FLAG_REMOVED))
1685 op->remove (); 1661 op->remove ();
1686 1662
1687 if (op->more) 1663 if (op->more)
1688 { 1664 {
1690 return op; 1666 return op;
1691 } 1667 }
1692 1668
1693 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1669 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1694 CLEAR_FLAG (op, FLAG_REMOVED); 1670 CLEAR_FLAG (op, FLAG_REMOVED);
1671
1695 if (op->nrof) 1672 if (op->nrof)
1696 { 1673 {
1697 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1674 for (object *tmp = inv; tmp; tmp = tmp->below)
1698 if (object::can_merge (tmp, op)) 1675 if (object::can_merge (tmp, op))
1699 { 1676 {
1700 /* return the original object and remove inserted object 1677 /* return the original object and remove inserted object
1701 (client needs the original object) */ 1678 (client needs the original object) */
1702 tmp->nrof += op->nrof; 1679 tmp->nrof += op->nrof;
1721 add_weight (this, op->weight * op->nrof); 1698 add_weight (this, op->weight * op->nrof);
1722 } 1699 }
1723 else 1700 else
1724 add_weight (this, (op->weight + op->carrying)); 1701 add_weight (this, (op->weight + op->carrying));
1725 1702
1726 otmp = this->in_player (); 1703 if (object *otmp = this->in_player ())
1727 if (otmp && otmp->contr)
1728 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1704 if (otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1729 fix_player (otmp); 1705 otmp->update_stats ();
1730 1706
1707 op->owner = 0; // its his/hers now. period.
1731 op->map = 0; 1708 op->map = 0;
1732 op->env = this; 1709 op->env = this;
1733 op->above = 0; 1710 op->above = 0;
1734 op->below = 0; 1711 op->below = 0;
1735 op->x = 0, op->y = 0; 1712 op->x = op->y = 0;
1736 1713
1737 /* reset the light list and los of the players on the map */ 1714 /* reset the light list and los of the players on the map */
1738 if ((op->glow_radius != 0) && map) 1715 if (op->glow_radius && map)
1739 { 1716 {
1740#ifdef DEBUG_LIGHTS 1717#ifdef DEBUG_LIGHTS
1741 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1718 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1742#endif /* DEBUG_LIGHTS */ 1719#endif /* DEBUG_LIGHTS */
1743 if (MAP_DARKNESS (map)) 1720 if (map->darkness)
1744 update_all_los (map, x, y); 1721 update_all_los (map, x, y);
1745 } 1722 }
1746 1723
1747 /* Client has no idea of ordering so lets not bother ordering it here. 1724 /* Client has no idea of ordering so lets not bother ordering it here.
1748 * It sure simplifies this function... 1725 * It sure simplifies this function...
1753 { 1730 {
1754 op->below = inv; 1731 op->below = inv;
1755 op->below->above = op; 1732 op->below->above = op;
1756 inv = op; 1733 inv = op;
1757 } 1734 }
1735
1736 INVOKE_OBJECT (INSERT, this);
1758 1737
1759 return op; 1738 return op;
1760} 1739}
1761 1740
1762/* 1741/*
1777 * 1756 *
1778 * MSW 2001-07-08: Check all objects on space, not just those below 1757 * MSW 2001-07-08: Check all objects on space, not just those below
1779 * object being inserted. insert_ob_in_map may not put new objects 1758 * object being inserted. insert_ob_in_map may not put new objects
1780 * on top. 1759 * on top.
1781 */ 1760 */
1782
1783int 1761int
1784check_move_on (object *op, object *originator) 1762check_move_on (object *op, object *originator)
1785{ 1763{
1786 object *tmp; 1764 object *tmp;
1787 maptile *m = op->map; 1765 maptile *m = op->map;
1814 1792
1815 /* The objects have to be checked from top to bottom. 1793 /* The objects have to be checked from top to bottom.
1816 * Hence, we first go to the top: 1794 * Hence, we first go to the top:
1817 */ 1795 */
1818 1796
1819 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1797 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1820 { 1798 {
1821 /* Trim the search when we find the first other spell effect 1799 /* Trim the search when we find the first other spell effect
1822 * this helps performance so that if a space has 50 spell objects, 1800 * this helps performance so that if a space has 50 spell objects,
1823 * we don't need to check all of them. 1801 * we don't need to check all of them.
1824 */ 1802 */
1842 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1820 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1843 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1821 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1844 { 1822 {
1845 1823
1846 float 1824 float
1847 diff = tmp->move_slow_penalty * FABS (op->speed); 1825 diff = tmp->move_slow_penalty * fabs (op->speed);
1848 1826
1849 if (op->type == PLAYER) 1827 if (op->type == PLAYER)
1850 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1828 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1851 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1829 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1852 diff /= 4.0; 1830 diff /= 4.0;
1879/* 1857/*
1880 * present_arch(arch, map, x, y) searches for any objects with 1858 * present_arch(arch, map, x, y) searches for any objects with
1881 * a matching archetype at the given map and coordinates. 1859 * a matching archetype at the given map and coordinates.
1882 * The first matching object is returned, or NULL if none. 1860 * The first matching object is returned, or NULL if none.
1883 */ 1861 */
1884
1885object * 1862object *
1886present_arch (const archetype *at, maptile *m, int x, int y) 1863present_arch (const archetype *at, maptile *m, int x, int y)
1887{ 1864{
1888 object *
1889 tmp;
1890
1891 if (m == NULL || out_of_map (m, x, y)) 1865 if (!m || out_of_map (m, x, y))
1892 { 1866 {
1893 LOG (llevError, "Present_arch called outside map.\n"); 1867 LOG (llevError, "Present_arch called outside map.\n");
1894 return NULL; 1868 return NULL;
1895 } 1869 }
1896 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1870
1871 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1897 if (tmp->arch == at) 1872 if (tmp->arch == at)
1898 return tmp; 1873 return tmp;
1874
1899 return NULL; 1875 return NULL;
1900} 1876}
1901 1877
1902/* 1878/*
1903 * present(type, map, x, y) searches for any objects with 1879 * present(type, map, x, y) searches for any objects with
1904 * a matching type variable at the given map and coordinates. 1880 * a matching type variable at the given map and coordinates.
1905 * The first matching object is returned, or NULL if none. 1881 * The first matching object is returned, or NULL if none.
1906 */ 1882 */
1907
1908object * 1883object *
1909present (unsigned char type, maptile *m, int x, int y) 1884present (unsigned char type, maptile *m, int x, int y)
1910{ 1885{
1911 object *
1912 tmp;
1913
1914 if (out_of_map (m, x, y)) 1886 if (out_of_map (m, x, y))
1915 { 1887 {
1916 LOG (llevError, "Present called outside map.\n"); 1888 LOG (llevError, "Present called outside map.\n");
1917 return NULL; 1889 return NULL;
1918 } 1890 }
1919 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1891
1892 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1920 if (tmp->type == type) 1893 if (tmp->type == type)
1921 return tmp; 1894 return tmp;
1895
1922 return NULL; 1896 return NULL;
1923} 1897}
1924 1898
1925/* 1899/*
1926 * present_in_ob(type, object) searches for any objects with 1900 * present_in_ob(type, object) searches for any objects with
1927 * a matching type variable in the inventory of the given object. 1901 * a matching type variable in the inventory of the given object.
1928 * The first matching object is returned, or NULL if none. 1902 * The first matching object is returned, or NULL if none.
1929 */ 1903 */
1930
1931object * 1904object *
1932present_in_ob (unsigned char type, const object *op) 1905present_in_ob (unsigned char type, const object *op)
1933{ 1906{
1934 object *
1935 tmp;
1936
1937 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1907 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1938 if (tmp->type == type) 1908 if (tmp->type == type)
1939 return tmp; 1909 return tmp;
1910
1940 return NULL; 1911 return NULL;
1941} 1912}
1942 1913
1943/* 1914/*
1944 * present_in_ob (type, str, object) searches for any objects with 1915 * present_in_ob (type, str, object) searches for any objects with
1952 * str is the string to match against. Note that we match against 1923 * str is the string to match against. Note that we match against
1953 * the object name, not the archetype name. this is so that the 1924 * the object name, not the archetype name. this is so that the
1954 * spell code can use one object type (force), but change it's name 1925 * spell code can use one object type (force), but change it's name
1955 * to be unique. 1926 * to be unique.
1956 */ 1927 */
1957
1958object * 1928object *
1959present_in_ob_by_name (int type, const char *str, const object *op) 1929present_in_ob_by_name (int type, const char *str, const object *op)
1960{ 1930{
1961 object *
1962 tmp;
1963
1964 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1931 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1965 {
1966 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1932 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1967 return tmp; 1933 return tmp;
1968 } 1934
1969 return NULL; 1935 return 0;
1970} 1936}
1971 1937
1972/* 1938/*
1973 * present_arch_in_ob(archetype, object) searches for any objects with 1939 * present_arch_in_ob(archetype, object) searches for any objects with
1974 * a matching archetype in the inventory of the given object. 1940 * a matching archetype in the inventory of the given object.
1975 * The first matching object is returned, or NULL if none. 1941 * The first matching object is returned, or NULL if none.
1976 */ 1942 */
1977
1978object * 1943object *
1979present_arch_in_ob (const archetype *at, const object *op) 1944present_arch_in_ob (const archetype *at, const object *op)
1980{ 1945{
1981 object *
1982 tmp;
1983
1984 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1946 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1985 if (tmp->arch == at) 1947 if (tmp->arch == at)
1986 return tmp; 1948 return tmp;
1949
1987 return NULL; 1950 return NULL;
1988} 1951}
1989 1952
1990/* 1953/*
1991 * activate recursively a flag on an object inventory 1954 * activate recursively a flag on an object inventory
1992 */ 1955 */
1993void 1956void
1994flag_inv (object *op, int flag) 1957flag_inv (object *op, int flag)
1995{ 1958{
1996 object *
1997 tmp;
1998
1999 if (op->inv)
2000 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1959 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2001 { 1960 {
2002 SET_FLAG (tmp, flag); 1961 SET_FLAG (tmp, flag);
2003 flag_inv (tmp, flag); 1962 flag_inv (tmp, flag);
2004 } 1963 }
2005} /* 1964}
1965
1966/*
2006 * desactivate recursively a flag on an object inventory 1967 * deactivate recursively a flag on an object inventory
2007 */ 1968 */
2008void 1969void
2009unflag_inv (object *op, int flag) 1970unflag_inv (object *op, int flag)
2010{ 1971{
2011 object *
2012 tmp;
2013
2014 if (op->inv)
2015 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1972 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2016 { 1973 {
2017 CLEAR_FLAG (tmp, flag); 1974 CLEAR_FLAG (tmp, flag);
2018 unflag_inv (tmp, flag); 1975 unflag_inv (tmp, flag);
2019 } 1976 }
2020}
2021
2022/*
2023 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2024 * all it's inventory (recursively).
2025 * If checksums are used, a player will get set_cheat called for
2026 * him/her-self and all object carried by a call to this function.
2027 */
2028
2029void
2030set_cheat (object *op)
2031{
2032 SET_FLAG (op, FLAG_WAS_WIZ);
2033 flag_inv (op, FLAG_WAS_WIZ);
2034} 1977}
2035 1978
2036/* 1979/*
2037 * 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
2038 * 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
2040 * to search (see the freearr_x/y[] definition). 1983 * to search (see the freearr_x/y[] definition).
2041 * It returns a random choice among the alternatives found. 1984 * It returns a random choice among the alternatives found.
2042 * start and stop are where to start relative to the free_arr array (1,9 1985 * start and stop are where to start relative to the free_arr array (1,9
2043 * does all 4 immediate directions). This returns the index into the 1986 * does all 4 immediate directions). This returns the index into the
2044 * array of the free spot, -1 if no spot available (dir 0 = x,y) 1987 * array of the free spot, -1 if no spot available (dir 0 = x,y)
2045 * Note - this only checks to see if there is space for the head of the
2046 * object - if it is a multispace object, this should be called for all
2047 * pieces.
2048 * Note2: This function does correctly handle tiled maps, but does not 1988 * Note: This function does correctly handle tiled maps, but does not
2049 * inform the caller. However, insert_ob_in_map will update as 1989 * inform the caller. However, insert_ob_in_map will update as
2050 * necessary, so the caller shouldn't need to do any special work. 1990 * necessary, so the caller shouldn't need to do any special work.
2051 * Note - updated to take an object instead of archetype - this is necessary 1991 * Note - updated to take an object instead of archetype - this is necessary
2052 * because arch_blocked (now ob_blocked) needs to know the movement type 1992 * because arch_blocked (now ob_blocked) needs to know the movement type
2053 * to know if the space in question will block the object. We can't use 1993 * to know if the space in question will block the object. We can't use
2054 * the archetype because that isn't correct if the monster has been 1994 * the archetype because that isn't correct if the monster has been
2055 * customized, changed states, etc. 1995 * customized, changed states, etc.
2056 */ 1996 */
2057
2058int 1997int
2059find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 1998find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2060{ 1999{
2061 int
2062 i,
2063 index = 0, flag;
2064 static int
2065 altern[SIZEOFFREE]; 2000 int altern[SIZEOFFREE];
2001 int index = 0, flag;
2066 2002
2067 for (i = start; i < stop; i++) 2003 for (int i = start; i < stop; i++)
2068 { 2004 {
2069 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2005 mapxy pos (m, x, y); pos.move (i);
2070 if (!flag) 2006
2007 if (!pos.normalise ())
2008 continue;
2009
2010 mapspace &ms = *pos;
2011
2012 if (ms.flags () & P_IS_ALIVE)
2013 continue;
2014
2015 /* However, often
2016 * ob doesn't have any move type (when used to place exits)
2017 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
2018 */
2019 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
2020 {
2071 altern[index++] = i; 2021 altern [index++] = i;
2022 continue;
2023 }
2072 2024
2073 /* Basically, if we find a wall on a space, we cut down the search size. 2025 /* Basically, if we find a wall on a space, we cut down the search size.
2074 * In this way, we won't return spaces that are on another side of a wall. 2026 * In this way, we won't return spaces that are on another side of a wall.
2075 * This mostly work, but it cuts down the search size in all directions - 2027 * This mostly work, but it cuts down the search size in all directions -
2076 * if the space being examined only has a wall to the north and empty 2028 * if the space being examined only has a wall to the north and empty
2077 * spaces in all the other directions, this will reduce the search space 2029 * spaces in all the other directions, this will reduce the search space
2078 * to only the spaces immediately surrounding the target area, and 2030 * to only the spaces immediately surrounding the target area, and
2079 * won't look 2 spaces south of the target space. 2031 * won't look 2 spaces south of the target space.
2080 */ 2032 */
2081 else if ((flag & P_NO_PASS) && maxfree[i] < stop) 2033 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2034 {
2082 stop = maxfree[i]; 2035 stop = maxfree[i];
2036 continue;
2037 }
2038
2039 /* Note it is intentional that we check ob - the movement type of the
2040 * head of the object should correspond for the entire object.
2041 */
2042 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2043 continue;
2044
2045 if (ob->blocked (m, pos.x, pos.y))
2046 continue;
2047
2048 altern [index++] = i;
2083 } 2049 }
2084 2050
2085 if (!index) 2051 if (!index)
2086 return -1; 2052 return -1;
2087 2053
2088 return altern[RANDOM () % index]; 2054 return altern [rndm (index)];
2089} 2055}
2090 2056
2091/* 2057/*
2092 * find_first_free_spot(archetype, maptile, x, y) works like 2058 * find_first_free_spot(archetype, maptile, x, y) works like
2093 * find_free_spot(), but it will search max number of squares. 2059 * find_free_spot(), but it will search max number of squares.
2094 * But it will return the first available spot, not a random choice. 2060 * But it will return the first available spot, not a random choice.
2095 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2061 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2096 */ 2062 */
2097
2098int 2063int
2099find_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)
2100{ 2065{
2101 int
2102 i;
2103
2104 for (i = 0; i < SIZEOFFREE; i++) 2066 for (int i = 0; i < SIZEOFFREE; i++)
2105 {
2106 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]))
2107 return i; 2068 return i;
2108 } 2069
2109 return -1; 2070 return -1;
2110} 2071}
2111 2072
2112/* 2073/*
2113 * The function permute(arr, begin, end) randomly reorders the array 2074 * The function permute(arr, begin, end) randomly reorders the array
2114 * arr[begin..end-1]. 2075 * arr[begin..end-1].
2076 * now uses a fisher-yates shuffle, old permute was broken
2115 */ 2077 */
2116static void 2078static void
2117permute (int *arr, int begin, int end) 2079permute (int *arr, int begin, int end)
2118{ 2080{
2119 int 2081 arr += begin;
2120 i,
2121 j,
2122 tmp,
2123 len;
2124
2125 len = end - begin; 2082 end -= begin;
2126 for (i = begin; i < end; i++)
2127 {
2128 j = begin + RANDOM () % len;
2129 2083
2130 tmp = arr[i]; 2084 while (--end)
2131 arr[i] = arr[j]; 2085 swap (arr [end], arr [rndm (end + 1)]);
2132 arr[j] = tmp;
2133 }
2134} 2086}
2135 2087
2136/* new function to make monster searching more efficient, and effective! 2088/* new function to make monster searching more efficient, and effective!
2137 * This basically returns a randomized array (in the passed pointer) of 2089 * This basically returns a randomized array (in the passed pointer) of
2138 * 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
2141 * the 3x3 area will be searched, just not in a predictable order. 2093 * the 3x3 area will be searched, just not in a predictable order.
2142 */ 2094 */
2143void 2095void
2144get_search_arr (int *search_arr) 2096get_search_arr (int *search_arr)
2145{ 2097{
2146 int 2098 int i;
2147 i;
2148 2099
2149 for (i = 0; i < SIZEOFFREE; i++) 2100 for (i = 0; i < SIZEOFFREE; i++)
2150 {
2151 search_arr[i] = i; 2101 search_arr[i] = i;
2152 }
2153 2102
2154 permute (search_arr, 1, SIZEOFFREE1 + 1); 2103 permute (search_arr, 1, SIZEOFFREE1 + 1);
2155 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2104 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2156 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2105 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2157} 2106}
2166 * Perhaps incorrectly, but I'm making the assumption that exclude 2115 * Perhaps incorrectly, but I'm making the assumption that exclude
2167 * is actually want is going to try and move there. We need this info 2116 * is actually want is going to try and move there. We need this info
2168 * because we have to know what movement the thing looking to move 2117 * because we have to know what movement the thing looking to move
2169 * there is capable of. 2118 * there is capable of.
2170 */ 2119 */
2171
2172int 2120int
2173find_dir (maptile *m, int x, int y, object *exclude) 2121find_dir (maptile *m, int x, int y, object *exclude)
2174{ 2122{
2175 int
2176 i,
2177 max = SIZEOFFREE, mflags; 2123 int i, max = SIZEOFFREE, mflags;
2178 2124
2179 sint16 nx, ny; 2125 sint16 nx, ny;
2180 object * 2126 object *tmp;
2181 tmp;
2182 maptile * 2127 maptile *mp;
2183 mp;
2184 2128
2185 MoveType blocked, move_type; 2129 MoveType blocked, move_type;
2186 2130
2187 if (exclude && exclude->head) 2131 if (exclude && exclude->head_ () != exclude)
2188 { 2132 {
2189 exclude = exclude->head; 2133 exclude = exclude->head;
2190 move_type = exclude->move_type; 2134 move_type = exclude->move_type;
2191 } 2135 }
2192 else 2136 else
2205 2149
2206 if (mflags & P_OUT_OF_MAP) 2150 if (mflags & P_OUT_OF_MAP)
2207 max = maxfree[i]; 2151 max = maxfree[i];
2208 else 2152 else
2209 { 2153 {
2210 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2154 mapspace &ms = mp->at (nx, ny);
2155
2156 blocked = ms.move_block;
2211 2157
2212 if ((move_type & blocked) == move_type) 2158 if ((move_type & blocked) == move_type)
2213 max = maxfree[i]; 2159 max = maxfree[i];
2214 else if (mflags & P_IS_ALIVE) 2160 else if (mflags & P_IS_ALIVE)
2215 { 2161 {
2216 for (tmp = GET_MAP_OB (mp, nx, ny); tmp; tmp = tmp->above) 2162 for (tmp = ms.bot; tmp; tmp = tmp->above)
2217 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2163 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2164 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2218 break; 2165 break;
2219 2166
2220 if (tmp) 2167 if (tmp)
2221 return freedir[i]; 2168 return freedir[i];
2222 } 2169 }
2228 2175
2229/* 2176/*
2230 * distance(object 1, object 2) will return the square of the 2177 * distance(object 1, object 2) will return the square of the
2231 * distance between the two given objects. 2178 * distance between the two given objects.
2232 */ 2179 */
2233
2234int 2180int
2235distance (const object *ob1, const object *ob2) 2181distance (const object *ob1, const object *ob2)
2236{ 2182{
2237 int i;
2238
2239 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2183 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2240 return i;
2241} 2184}
2242 2185
2243/* 2186/*
2244 * find_dir_2(delta-x,delta-y) will return a direction in which 2187 * find_dir_2(delta-x,delta-y) will return a direction in which
2245 * an object which has subtracted the x and y coordinates of another 2188 * an object which has subtracted the x and y coordinates of another
2246 * object, needs to travel toward it. 2189 * object, needs to travel toward it.
2247 */ 2190 */
2248
2249int 2191int
2250find_dir_2 (int x, int y) 2192find_dir_2 (int x, int y)
2251{ 2193{
2252 int q; 2194 int q;
2253 2195
2282 2224
2283 return 3; 2225 return 3;
2284} 2226}
2285 2227
2286/* 2228/*
2287 * absdir(int): Returns a number between 1 and 8, which represent
2288 * the "absolute" direction of a number (it actually takes care of
2289 * "overflow" in previous calculations of a direction).
2290 */
2291
2292int
2293absdir (int d)
2294{
2295 while (d < 1)
2296 d += 8;
2297 while (d > 8)
2298 d -= 8;
2299 return d;
2300}
2301
2302/*
2303 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2229 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2304 * between two directions (which are expected to be absolute (see absdir()) 2230 * between two directions (which are expected to be absolute (see absdir())
2305 */ 2231 */
2306
2307int 2232int
2308dirdiff (int dir1, int dir2) 2233dirdiff (int dir1, int dir2)
2309{ 2234{
2310 int 2235 int d;
2311 d;
2312 2236
2313 d = abs (dir1 - dir2); 2237 d = abs (dir1 - dir2);
2314 if (d > 4) 2238 if (d > 4)
2315 d = 8 - d; 2239 d = 8 - d;
2240
2316 return d; 2241 return d;
2317} 2242}
2318 2243
2319/* peterm: 2244/* peterm:
2320 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2245 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2323 * This basically means that if direction is 15, then it could either go 2248 * This basically means that if direction is 15, then it could either go
2324 * direction 4, 14, or 16 to get back to where we are. 2249 * direction 4, 14, or 16 to get back to where we are.
2325 * Moved from spell_util.c to object.c with the other related direction 2250 * Moved from spell_util.c to object.c with the other related direction
2326 * functions. 2251 * functions.
2327 */ 2252 */
2328
2329int
2330 reduction_dir[SIZEOFFREE][3] = { 2253int reduction_dir[SIZEOFFREE][3] = {
2331 {0, 0, 0}, /* 0 */ 2254 {0, 0, 0}, /* 0 */
2332 {0, 0, 0}, /* 1 */ 2255 {0, 0, 0}, /* 1 */
2333 {0, 0, 0}, /* 2 */ 2256 {0, 0, 0}, /* 2 */
2334 {0, 0, 0}, /* 3 */ 2257 {0, 0, 0}, /* 3 */
2335 {0, 0, 0}, /* 4 */ 2258 {0, 0, 0}, /* 4 */
2426 * 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
2427 * core dumps if they do. 2350 * core dumps if they do.
2428 * 2351 *
2429 * 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)
2430 */ 2353 */
2431
2432int 2354int
2433can_pick (const object *who, const object *item) 2355can_pick (const object *who, const object *item)
2434{ 2356{
2435 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2357 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2436 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2358 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2441 * create clone from object to another 2363 * create clone from object to another
2442 */ 2364 */
2443object * 2365object *
2444object_create_clone (object *asrc) 2366object_create_clone (object *asrc)
2445{ 2367{
2446 object *dst = 0, *tmp, *src, *part, *prev, *item; 2368 object *dst = 0, *tmp, *src, *prev, *item;
2447 2369
2448 if (!asrc) 2370 if (!asrc)
2449 return 0; 2371 return 0;
2450 2372
2451 src = asrc;
2452 if (src->head)
2453 src = src->head; 2373 src = asrc->head_ ();
2454 2374
2455 prev = 0; 2375 prev = 0;
2456 for (part = src; part; part = part->more) 2376 for (object *part = src; part; part = part->more)
2457 { 2377 {
2458 tmp = part->clone (); 2378 tmp = part->clone ();
2459 tmp->x -= src->x; 2379 tmp->x -= src->x;
2460 tmp->y -= src->y; 2380 tmp->y -= src->y;
2461 2381
2479 insert_ob_in_ob (object_create_clone (item), dst); 2399 insert_ob_in_ob (object_create_clone (item), dst);
2480 2400
2481 return dst; 2401 return dst;
2482} 2402}
2483 2403
2484/* GROS - Creates an object using a string representing its content. */
2485/* Basically, we save the content of the string to a temp file, then call */
2486/* load_object on it. I admit it is a highly inefficient way to make things, */
2487/* but it was simple to make and allows reusing the load_object function. */
2488/* Remember not to use load_object_str in a time-critical situation. */
2489/* Also remember that multiparts objects are not supported for now. */
2490
2491object *
2492load_object_str (const char *obstr)
2493{
2494 object *op;
2495 char filename[MAX_BUF];
2496
2497 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2498
2499 FILE *tempfile = fopen (filename, "w");
2500
2501 if (tempfile == NULL)
2502 {
2503 LOG (llevError, "Error - Unable to access load object temp file\n");
2504 return NULL;
2505 }
2506
2507 fprintf (tempfile, obstr);
2508 fclose (tempfile);
2509
2510 op = object::create ();
2511
2512 object_thawer thawer (filename);
2513
2514 if (thawer)
2515 load_object (thawer, op, 0);
2516
2517 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2518 CLEAR_FLAG (op, FLAG_REMOVED);
2519
2520 return op;
2521}
2522
2523/* This returns the first object in who's inventory that 2404/* This returns the first object in who's inventory that
2524 * has the same type and subtype match. 2405 * has the same type and subtype match.
2525 * returns NULL if no match. 2406 * returns NULL if no match.
2526 */ 2407 */
2527object * 2408object *
2528find_obj_by_type_subtype (const object *who, int type, int subtype) 2409find_obj_by_type_subtype (const object *who, int type, int subtype)
2529{ 2410{
2530 object *tmp;
2531
2532 for (tmp = who->inv; tmp; tmp = tmp->below) 2411 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2533 if (tmp->type == type && tmp->subtype == subtype) 2412 if (tmp->type == type && tmp->subtype == subtype)
2534 return tmp; 2413 return tmp;
2535 2414
2536 return NULL; 2415 return 0;
2537} 2416}
2538 2417
2539/* If ob has a field named key, return the link from the list, 2418/* If ob has a field named key, return the link from the list,
2540 * otherwise return NULL. 2419 * otherwise return NULL.
2541 * 2420 *
2543 * do the desired thing. 2422 * do the desired thing.
2544 */ 2423 */
2545key_value * 2424key_value *
2546get_ob_key_link (const object *ob, const char *key) 2425get_ob_key_link (const object *ob, const char *key)
2547{ 2426{
2548 key_value *link;
2549
2550 for (link = ob->key_values; link != NULL; link = link->next) 2427 for (key_value *link = ob->key_values; link; link = link->next)
2551 if (link->key == key) 2428 if (link->key == key)
2552 return link; 2429 return link;
2553 2430
2554 return NULL; 2431 return 0;
2555} 2432}
2556 2433
2557/* 2434/*
2558 * Returns the value of op has an extra_field for key, or NULL. 2435 * Returns the value of op has an extra_field for key, or NULL.
2559 * 2436 *
2584 if (link->key == canonical_key) 2461 if (link->key == canonical_key)
2585 return link->value; 2462 return link->value;
2586 2463
2587 return 0; 2464 return 0;
2588} 2465}
2589
2590 2466
2591/* 2467/*
2592 * Updates the canonical_key in op to value. 2468 * Updates the canonical_key in op to value.
2593 * 2469 *
2594 * 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).
2599 * Returns TRUE on success. 2475 * Returns TRUE on success.
2600 */ 2476 */
2601int 2477int
2602set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) 2478set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2603{ 2479{
2604 key_value *
2605 field = NULL, *last = NULL; 2480 key_value *field = NULL, *last = NULL;
2606 2481
2607 for (field = op->key_values; field != NULL; field = field->next) 2482 for (field = op->key_values; field != NULL; field = field->next)
2608 { 2483 {
2609 if (field->key != canonical_key) 2484 if (field->key != canonical_key)
2610 { 2485 {
2619 /* Basically, if the archetype has this key set, 2494 /* Basically, if the archetype has this key set,
2620 * we need to store the null value so when we save 2495 * we need to store the null value so when we save
2621 * it, we save the empty value so that when we load, 2496 * it, we save the empty value so that when we load,
2622 * we get this value back again. 2497 * we get this value back again.
2623 */ 2498 */
2624 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2499 if (get_ob_key_link (op->arch, canonical_key))
2625 field->value = 0; 2500 field->value = 0;
2626 else 2501 else
2627 { 2502 {
2628 if (last) 2503 if (last)
2629 last->next = field->next; 2504 last->next = field->next;
2638 /* IF we get here, key doesn't exist */ 2513 /* IF we get here, key doesn't exist */
2639 2514
2640 /* No field, we'll have to add it. */ 2515 /* No field, we'll have to add it. */
2641 2516
2642 if (!add_key) 2517 if (!add_key)
2643 {
2644 return FALSE; 2518 return FALSE;
2645 } 2519
2646 /* There isn't any good reason to store a null 2520 /* There isn't any good reason to store a null
2647 * value in the key/value list. If the archetype has 2521 * value in the key/value list. If the archetype has
2648 * this key, then we should also have it, so shouldn't 2522 * this key, then we should also have it, so shouldn't
2649 * be here. If user wants to store empty strings, 2523 * be here. If user wants to store empty strings,
2650 * should pass in "" 2524 * should pass in ""
2699 } 2573 }
2700 else 2574 else
2701 item = item->env; 2575 item = item->env;
2702} 2576}
2703 2577
2578const char *
2579object::flag_desc (char *desc, int len) const
2580{
2581 char *p = desc;
2582 bool first = true;
2583
2584 *p = 0;
2585
2586 for (int i = 0; i < NUM_FLAGS; i++)
2587 {
2588 if (len <= 10) // magic constant!
2589 {
2590 snprintf (p, len, ",...");
2591 break;
2592 }
2593
2594 if (flag [i])
2595 {
2596 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2597 len -= cnt;
2598 p += cnt;
2599 first = false;
2600 }
2601 }
2602
2603 return desc;
2604}
2605
2704// 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
2705const char * 2607const char *
2706object::debug_desc (char *info) const 2608object::debug_desc (char *info) const
2707{ 2609{
2610 char flagdesc[512];
2708 char info2[256 * 3]; 2611 char info2[256 * 4];
2709 char *p = info; 2612 char *p = info;
2710 2613
2711 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2614 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s,flags:[%s],type:%d}",
2712 count, 2615 count,
2616 uuid.c_str (),
2713 &name, 2617 &name,
2714 title ? " " : "", 2618 title ? "\",title:\"" : "",
2715 title ? (const char *)title : ""); 2619 title ? (const char *)title : "",
2620 flag_desc (flagdesc, 512), type);
2716 2621
2717 if (env) 2622 if (!this->flag[FLAG_REMOVED] && env)
2718 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2623 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2719 2624
2720 if (map) 2625 if (map)
2721 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2626 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2722 2627
2723 return info; 2628 return info;
2724} 2629}
2725 2630
2726const char * 2631const char *
2727object::debug_desc () const 2632object::debug_desc () const
2728{ 2633{
2729 static char info[256 * 3]; 2634 static char info[3][256 * 4];
2635 static int info_idx;
2636
2730 return debug_desc (info); 2637 return debug_desc (info [++info_idx % 3]);
2731} 2638}
2732 2639
2640struct region *
2641object::region () const
2642{
2643 return map ? map->region (x, y)
2644 : region::default_region ();
2645}
2646
2647const materialtype_t *
2648object::dominant_material () const
2649{
2650 if (materialtype_t *mt = name_to_material (materialname))
2651 return mt;
2652
2653 return name_to_material (shstr_unknown);
2654}
2655
2656void
2657object::open_container (object *new_container)
2658{
2659 if (container == new_container)
2660 return;
2661
2662 if (object *old_container = container)
2663 {
2664 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2665 return;
2666
2667#if 0
2668 // remove the "Close old_container" object.
2669 if (object *closer = old_container->inv)
2670 if (closer->type == CLOSE_CON)
2671 closer->destroy ();
2672#endif
2673
2674 old_container->flag [FLAG_APPLIED] = 0;
2675 container = 0;
2676
2677 esrv_update_item (UPD_FLAGS, this, old_container);
2678 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2679 play_sound (sound_find ("chest_close"));
2680 }
2681
2682 if (new_container)
2683 {
2684 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2685 return;
2686
2687 // TODO: this does not seem to serve any purpose anymore?
2688#if 0
2689 // insert the "Close Container" object.
2690 if (archetype *closer = new_container->other_arch)
2691 {
2692 object *closer = arch_to_object (new_container->other_arch);
2693 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2694 new_container->insert (closer);
2695 }
2696#endif
2697
2698 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2699
2700 new_container->flag [FLAG_APPLIED] = 1;
2701 container = new_container;
2702
2703 esrv_update_item (UPD_FLAGS, this, new_container);
2704 esrv_send_inventory (this, new_container);
2705 play_sound (sound_find ("chest_open"));
2706 }
2707}
2708
2709object *
2710object::force_find (const shstr name)
2711{
2712 /* cycle through his inventory to look for the MARK we want to
2713 * place
2714 */
2715 for (object *tmp = inv; tmp; tmp = tmp->below)
2716 if (tmp->type == FORCE && tmp->slaying == name)
2717 return splay (tmp);
2718
2719 return 0;
2720}
2721
2722void
2723object::force_add (const shstr name, int duration)
2724{
2725 if (object *force = force_find (name))
2726 force->destroy ();
2727
2728 object *force = get_archetype (FORCE_NAME);
2729
2730 force->slaying = name;
2731 force->stats.food = 1;
2732 force->speed_left = -1.f;
2733
2734 force->set_speed (duration ? 1.f / duration : 0.f);
2735 force->flag [FLAG_IS_USED_UP] = true;
2736 force->flag [FLAG_APPLIED] = true;
2737
2738 insert (force);
2739}
2740
2741void
2742object::play_sound (faceidx sound) const
2743{
2744 if (!sound)
2745 return;
2746
2747 if (flag [FLAG_REMOVED])
2748 return;
2749
2750 if (env)
2751 {
2752 if (object *pl = in_player ())
2753 pl->contr->play_sound (sound);
2754 }
2755 else
2756 map->play_sound (sound, x, y);
2757}
2758

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines