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Comparing deliantra/server/common/object.C (file contents):
Revision 1.86 by root, Tue Dec 26 08:17:58 2006 UTC vs.
Revision 1.197 by root, Wed Oct 17 22:04:31 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT is free software: you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
22*/ 22 */
23 23
24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
25 sub/add_weight will transcend the environment updating the carrying 25 sub/add_weight will transcend the environment updating the carrying
26 variable. */ 26 variable. */
27#include <global.h> 27#include <global.h>
28#include <stdio.h> 28#include <stdio.h>
29#include <sys/types.h> 29#include <sys/types.h>
30#include <sys/uio.h> 30#include <sys/uio.h>
31#include <object.h> 31#include <object.h>
32#include <funcpoint.h> 32#include <funcpoint.h>
33#include <sproto.h>
33#include <loader.h> 34#include <loader.h>
34 35
35#include <bitset> 36#include <bitset>
36 37
37int nrofallocobjects = 0; 38int nrofallocobjects = 0;
38static UUID uuid; 39static UUID uuid;
39const uint64 UUID_SKIP = 1<<19; 40const uint64 UUID_SKIP = 1<<19;
40 41
41object *active_objects; /* List of active objects that need to be processed */ 42objectvec objects;
43activevec actives;
42 44
43short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 45short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
44 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 46 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
45}; 47};
46short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 48short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
190 * Check nrof variable *before* calling can_merge() 192 * Check nrof variable *before* calling can_merge()
191 * 193 *
192 * Improvements made with merge: Better checking on potion, and also 194 * Improvements made with merge: Better checking on potion, and also
193 * check weight 195 * check weight
194 */ 196 */
195
196bool object::can_merge_slow (object *ob1, object *ob2) 197bool object::can_merge_slow (object *ob1, object *ob2)
197{ 198{
198 /* A couple quicksanity checks */ 199 /* A couple quicksanity checks */
199 if (ob1 == ob2 200 if (ob1 == ob2
200 || ob1->type != ob2->type 201 || ob1->type != ob2->type
253 /* This is really a spellbook check - really, we should 254 /* This is really a spellbook check - really, we should
254 * check all objects in the inventory. 255 * check all objects in the inventory.
255 */ 256 */
256 if (ob1->inv || ob2->inv) 257 if (ob1->inv || ob2->inv)
257 { 258 {
258 /* if one object has inventory but the other doesn't, not equiv */ 259 if (!(ob1->inv && ob2->inv))
259 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 260 return 0; /* inventories differ in length */
260 return 0;
261 261
262 /* Now check to see if the two inventory objects could merge */ 262 if (ob1->inv->below || ob2->inv->below)
263 return 0; /* more than one object in inv */
264
263 if (!object::can_merge (ob1->inv, ob2->inv)) 265 if (!object::can_merge (ob1->inv, ob2->inv))
264 return 0; 266 return 0; /* inventory objexts differ */
265 267
266 /* inventory ok - still need to check rest of this object to see 268 /* inventory ok - still need to check rest of this object to see
267 * if it is valid. 269 * if it is valid.
268 */ 270 */
269 } 271 }
277 279
278 /* Note sure why the following is the case - either the object has to 280 /* 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 281 * be animated or have a very low speed. Is this an attempted monster
280 * check? 282 * check?
281 */ 283 */
282 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 284 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
283 return 0; 285 return 0;
284 286
285 switch (ob1->type) 287 switch (ob1->type)
286 { 288 {
287 case SCROLL: 289 case SCROLL:
298 return 0; 300 return 0;
299 else if (!compare_ob_value_lists (ob1, ob2)) 301 else if (!compare_ob_value_lists (ob1, ob2))
300 return 0; 302 return 0;
301 } 303 }
302 304
303 //TODO: generate an event or call into perl for additional checks
304 if (ob1->self || ob2->self) 305 if (ob1->self || ob2->self)
305 { 306 {
306 ob1->optimise (); 307 ob1->optimise ();
307 ob2->optimise (); 308 ob2->optimise ();
308 309
309 if (ob1->self || ob2->self) 310 if (ob1->self || ob2->self)
311 {
312 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
313 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
314
315 if (k1 != k2)
310 return 0; 316 return 0;
317 else if (k1 == 0)
318 return 1;
319 else if (!cfperl_can_merge (ob1, ob2))
320 return 0;
321 }
311 } 322 }
312 323
313 /* Everything passes, must be OK. */ 324 /* Everything passes, must be OK. */
314 return 1; 325 return 1;
315} 326}
323sum_weight (object *op) 334sum_weight (object *op)
324{ 335{
325 long sum; 336 long sum;
326 object *inv; 337 object *inv;
327 338
328 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 339 for (sum = 0, inv = op->inv; inv; inv = inv->below)
329 { 340 {
330 if (inv->inv) 341 if (inv->inv)
331 sum_weight (inv); 342 sum_weight (inv);
343
332 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 344 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
333 } 345 }
334 346
335 if (op->type == CONTAINER && op->stats.Str) 347 if (op->type == CONTAINER && op->stats.Str)
336 sum = (sum * (100 - op->stats.Str)) / 100; 348 sum = (sum * (100 - op->stats.Str)) / 100;
356/* 368/*
357 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 369 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
358 * Some error messages. 370 * Some error messages.
359 * The result of the dump is stored in the static global errmsg array. 371 * The result of the dump is stored in the static global errmsg array.
360 */ 372 */
361
362char * 373char *
363dump_object (object *op) 374dump_object (object *op)
364{ 375{
365 if (!op) 376 if (!op)
366 return strdup ("[NULLOBJ]"); 377 return strdup ("[NULLOBJ]");
367 378
368 object_freezer freezer; 379 object_freezer freezer;
369 save_object (freezer, op, 1); 380 op->write (freezer);
370 return freezer.as_string (); 381 return freezer.as_string ();
371} 382}
372 383
373/* 384/*
374 * get_nearest_part(multi-object, object 2) returns the part of the 385 * get_nearest_part(multi-object, object 2) returns the part of the
375 * multi-object 1 which is closest to the second object. 386 * multi-object 1 which is closest to the second object.
376 * If it's not a multi-object, it is returned. 387 * If it's not a multi-object, it is returned.
377 */ 388 */
378
379object * 389object *
380get_nearest_part (object *op, const object *pl) 390get_nearest_part (object *op, const object *pl)
381{ 391{
382 object *tmp, *closest; 392 object *tmp, *closest;
383 int last_dist, i; 393 int last_dist, i;
391} 401}
392 402
393/* 403/*
394 * Returns the object which has the count-variable equal to the argument. 404 * Returns the object which has the count-variable equal to the argument.
395 */ 405 */
396
397object * 406object *
398find_object (tag_t i) 407find_object (tag_t i)
399{ 408{
400 for (object *op = object::first; op; op = op->next) 409 for_all_objects (op)
401 if (op->count == i) 410 if (op->count == i)
402 return op; 411 return op;
403 412
404 return 0; 413 return 0;
405} 414}
406 415
407/* 416/*
408 * Returns the first object which has a name equal to the argument. 417 * Returns the first object which has a name equal to the argument.
409 * Used only by the patch command, but not all that useful. 418 * Used only by the patch command, but not all that useful.
410 * Enables features like "patch <name-of-other-player> food 999" 419 * Enables features like "patch <name-of-other-player> food 999"
411 */ 420 */
412
413object * 421object *
414find_object_name (const char *str) 422find_object_name (const char *str)
415{ 423{
416 shstr_cmp str_ (str); 424 shstr_cmp str_ (str);
417 object *op; 425 object *op;
418 426
419 for (op = object::first; op != NULL; op = op->next) 427 for_all_objects (op)
420 if (op->name == str_) 428 if (op->name == str_)
421 break; 429 break;
422 430
423 return op; 431 return op;
424} 432}
430} 438}
431 439
432/* 440/*
433 * Sets the owner and sets the skill and exp pointers to owner's current 441 * Sets the owner and sets the skill and exp pointers to owner's current
434 * skill and experience objects. 442 * skill and experience objects.
443 * ACTUALLY NO! investigate! TODO
435 */ 444 */
436void 445void
437object::set_owner (object *owner) 446object::set_owner (object *owner)
438{ 447{
448 // allow objects which own objects
439 if (!owner) 449 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) 450 while (owner->owner)
450 owner = owner->owner; 451 owner = owner->owner;
451 452
452 this->owner = owner; 453 this->owner = owner;
454}
455
456int
457object::slottype () const
458{
459 if (type == SKILL)
460 {
461 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
462 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
463 }
464 else
465 {
466 if (slot [body_combat].info) return slot_combat;
467 if (slot [body_range ].info) return slot_ranged;
468 }
469
470 return slot_none;
471}
472
473bool
474object::change_weapon (object *ob)
475{
476 if (current_weapon == ob)
477 return true;
478
479 if (chosen_skill)
480 chosen_skill->flag [FLAG_APPLIED] = false;
481
482 current_weapon = ob;
483 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
484
485 if (chosen_skill)
486 chosen_skill->flag [FLAG_APPLIED] = true;
487
488 update_stats ();
489
490 if (ob)
491 {
492 // now check wether any body locations became invalid, in which case
493 // we cannot apply the weapon at the moment.
494 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
495 if (slot[i].used < 0)
496 {
497 current_weapon = chosen_skill = 0;
498 update_stats ();
499
500 new_draw_info_format (NDI_UNIQUE, 0, this,
501 "You try to balance all your items at once, "
502 "but the %s is just too much for your body. "
503 "[You need to unapply some items first.]", &ob->name);
504 return false;
505 }
506
507 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
508 }
509 else
510 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
511
512 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
513 {
514 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
515 &name, ob->debug_desc ());
516 return false;
517 }
518
519 return true;
453} 520}
454 521
455/* Zero the key_values on op, decrementing the shared-string 522/* Zero the key_values on op, decrementing the shared-string
456 * refcounts and freeing the links. 523 * refcounts and freeing the links.
457 */ 524 */
458static void 525static void
459free_key_values (object *op) 526free_key_values (object *op)
460{ 527{
461 for (key_value *i = op->key_values; i != 0;) 528 for (key_value *i = op->key_values; i; )
462 { 529 {
463 key_value *next = i->next; 530 key_value *next = i->next;
464 delete i; 531 delete i;
465 532
466 i = next; 533 i = next;
467 } 534 }
468 535
469 op->key_values = 0; 536 op->key_values = 0;
470} 537}
471 538
472/* 539object &
473 * copy_to first frees everything allocated by the dst object, 540object::operator =(const object &src)
474 * and then copies the contents of itself into the second
475 * object, allocating what needs to be allocated. Basically, any
476 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
477 * if the first object is freed, the pointers in the new object
478 * will point at garbage.
479 */
480void
481object::copy_to (object *dst)
482{ 541{
483 bool is_freed = QUERY_FLAG (dst, FLAG_FREED); 542 bool is_freed = flag [FLAG_FREED];
484 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED); 543 bool is_removed = flag [FLAG_REMOVED];
485 544
486 *(object_copy *)dst = *this; 545 *(object_copy *)this = src;
487 546
488 if (is_freed) 547 flag [FLAG_FREED] = is_freed;
489 SET_FLAG (dst, FLAG_FREED); 548 flag [FLAG_REMOVED] = is_removed;
490
491 if (is_removed)
492 SET_FLAG (dst, FLAG_REMOVED);
493
494 if (speed < 0)
495 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
496 549
497 /* Copy over key_values, if any. */ 550 /* Copy over key_values, if any. */
498 if (key_values) 551 if (src.key_values)
499 { 552 {
500 key_value *tail = 0; 553 key_value *tail = 0;
501 key_value *i;
502
503 dst->key_values = 0; 554 key_values = 0;
504 555
505 for (i = key_values; i; i = i->next) 556 for (key_value *i = src.key_values; i; i = i->next)
506 { 557 {
507 key_value *new_link = new key_value; 558 key_value *new_link = new key_value;
508 559
509 new_link->next = 0; 560 new_link->next = 0;
510 new_link->key = i->key; 561 new_link->key = i->key;
511 new_link->value = i->value; 562 new_link->value = i->value;
512 563
513 /* Try and be clever here, too. */ 564 /* Try and be clever here, too. */
514 if (!dst->key_values) 565 if (!key_values)
515 { 566 {
516 dst->key_values = new_link; 567 key_values = new_link;
517 tail = new_link; 568 tail = new_link;
518 } 569 }
519 else 570 else
520 { 571 {
521 tail->next = new_link; 572 tail->next = new_link;
522 tail = new_link; 573 tail = new_link;
523 } 574 }
524 } 575 }
525 } 576 }
577}
526 578
527 update_ob_speed (dst); 579/*
580 * copy_to first frees everything allocated by the dst object,
581 * and then copies the contents of itself into the second
582 * object, allocating what needs to be allocated. Basically, any
583 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
584 * if the first object is freed, the pointers in the new object
585 * will point at garbage.
586 */
587void
588object::copy_to (object *dst)
589{
590 *dst = *this;
591
592 if (speed < 0)
593 dst->speed_left -= rndm ();
594
595 dst->set_speed (dst->speed);
596}
597
598void
599object::instantiate ()
600{
601 if (!uuid.seq) // HACK
602 uuid = gen_uuid ();
603
604 speed_left = -0.1f;
605 /* copy the body_info to the body_used - this is only really
606 * need for monsters, but doesn't hurt to do it for everything.
607 * by doing so, when a monster is created, it has good starting
608 * values for the body_used info, so when items are created
609 * for it, they can be properly equipped.
610 */
611 for (int i = NUM_BODY_LOCATIONS; i--; )
612 slot[i].used = slot[i].info;
613
614 attachable::instantiate ();
528} 615}
529 616
530object * 617object *
531object::clone () 618object::clone ()
532{ 619{
538/* 625/*
539 * If an object with the IS_TURNABLE() flag needs to be turned due 626 * If an object with the IS_TURNABLE() flag needs to be turned due
540 * to the closest player being on the other side, this function can 627 * to the closest player being on the other side, this function can
541 * be called to update the face variable, _and_ how it looks on the map. 628 * be called to update the face variable, _and_ how it looks on the map.
542 */ 629 */
543
544void 630void
545update_turn_face (object *op) 631update_turn_face (object *op)
546{ 632{
547 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 633 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
548 return; 634 return;
635
549 SET_ANIMATION (op, op->direction); 636 SET_ANIMATION (op, op->direction);
550 update_object (op, UP_OBJ_FACE); 637 update_object (op, UP_OBJ_FACE);
551} 638}
552 639
553/* 640/*
554 * Updates the speed of an object. If the speed changes from 0 to another 641 * Updates the speed of an object. If the speed changes from 0 to another
555 * value, or vice versa, then add/remove the object from the active list. 642 * value, or vice versa, then add/remove the object from the active list.
556 * This function needs to be called whenever the speed of an object changes. 643 * This function needs to be called whenever the speed of an object changes.
557 */ 644 */
558void 645void
559update_ob_speed (object *op) 646object::set_speed (float speed)
560{ 647{
561 extern int arch_init; 648 if (flag [FLAG_FREED] && speed)
562
563 /* No reason putting the archetypes objects on the speed list,
564 * since they never really need to be updated.
565 */
566 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
567 { 649 {
568 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 650 LOG (llevError, "Object %s is freed but has speed.\n", &name);
569 op->speed = 0; 651 speed = 0;
570 }
571
572 if (arch_init)
573 return;
574
575 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
576 { 652 }
577 /* If already on active list, don't do anything */
578 if (op->active_next || op->active_prev || op == active_objects)
579 return;
580 653
581 /* process_events() expects us to insert the object at the beginning 654 this->speed = speed;
582 * of the list. */
583 op->active_next = active_objects;
584 655
585 if (op->active_next != NULL) 656 if (has_active_speed ())
586 op->active_next->active_prev = op; 657 activate ();
587
588 active_objects = op;
589 }
590 else 658 else
591 { 659 deactivate ();
592 /* If not on the active list, nothing needs to be done */
593 if (!op->active_next && !op->active_prev && op != active_objects)
594 return;
595
596 if (op->active_prev == NULL)
597 {
598 active_objects = op->active_next;
599
600 if (op->active_next != NULL)
601 op->active_next->active_prev = NULL;
602 }
603 else
604 {
605 op->active_prev->active_next = op->active_next;
606
607 if (op->active_next)
608 op->active_next->active_prev = op->active_prev;
609 }
610
611 op->active_next = NULL;
612 op->active_prev = NULL;
613 }
614}
615
616/* This function removes object 'op' from the list of active
617 * objects.
618 * This should only be used for style maps or other such
619 * reference maps where you don't want an object that isn't
620 * in play chewing up cpu time getting processed.
621 * The reverse of this is to call update_ob_speed, which
622 * will do the right thing based on the speed of the object.
623 */
624void
625remove_from_active_list (object *op)
626{
627 /* If not on the active list, nothing needs to be done */
628 if (!op->active_next && !op->active_prev && op != active_objects)
629 return;
630
631 if (op->active_prev == NULL)
632 {
633 active_objects = op->active_next;
634 if (op->active_next != NULL)
635 op->active_next->active_prev = NULL;
636 }
637 else
638 {
639 op->active_prev->active_next = op->active_next;
640 if (op->active_next)
641 op->active_next->active_prev = op->active_prev;
642 }
643 op->active_next = NULL;
644 op->active_prev = NULL;
645} 660}
646 661
647/* 662/*
648 * update_object() updates the the map. 663 * update_object() updates the the map.
649 * It takes into account invisible objects (and represent squares covered 664 * It takes into account invisible objects (and represent squares covered
662 * UP_OBJ_FACE: only the objects face has changed. 677 * UP_OBJ_FACE: only the objects face has changed.
663 */ 678 */
664void 679void
665update_object (object *op, int action) 680update_object (object *op, int action)
666{ 681{
667 MoveType move_on, move_off, move_block, move_slow;
668
669 if (op == NULL) 682 if (op == NULL)
670 { 683 {
671 /* this should never happen */ 684 /* this should never happen */
672 LOG (llevDebug, "update_object() called for NULL object.\n"); 685 LOG (llevDebug, "update_object() called for NULL object.\n");
673 return; 686 return;
697 return; 710 return;
698 } 711 }
699 712
700 mapspace &m = op->ms (); 713 mapspace &m = op->ms ();
701 714
702 if (m.flags_ & P_NEED_UPDATE) 715 if (!(m.flags_ & P_UPTODATE))
703 /* nop */; 716 /* nop */;
704 else if (action == UP_OBJ_INSERT) 717 else if (action == UP_OBJ_INSERT)
705 { 718 {
706 // this is likely overkill, TODO: revisit (schmorp) 719 // this is likely overkill, TODO: revisit (schmorp)
707 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 720 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
716 /* This isn't perfect, but I don't expect a lot of objects to 729 /* This isn't perfect, but I don't expect a lot of objects to
717 * to have move_allow right now. 730 * to have move_allow right now.
718 */ 731 */
719 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 732 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
720 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 733 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
721 m.flags_ = P_NEED_UPDATE; 734 m.flags_ = 0;
722 } 735 }
723 /* if the object is being removed, we can't make intelligent 736 /* if the object is being removed, we can't make intelligent
724 * decisions, because remove_ob can't really pass the object 737 * decisions, because remove_ob can't really pass the object
725 * that is being removed. 738 * that is being removed.
726 */ 739 */
727 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 740 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
728 m.flags_ = P_NEED_UPDATE; 741 m.flags_ = 0;
729 else if (action == UP_OBJ_FACE) 742 else if (action == UP_OBJ_FACE)
730 /* Nothing to do for that case */ ; 743 /* Nothing to do for that case */ ;
731 else 744 else
732 LOG (llevError, "update_object called with invalid action: %d\n", action); 745 LOG (llevError, "update_object called with invalid action: %d\n", action);
733 746
734 if (op->more) 747 if (op->more)
735 update_object (op->more, action); 748 update_object (op->more, action);
736} 749}
737 750
738object::vector object::objects; // not yet used
739object *object::first;
740
741object::object () 751object::object ()
742{ 752{
743 SET_FLAG (this, FLAG_REMOVED); 753 SET_FLAG (this, FLAG_REMOVED);
744 754
745 expmul = 1.0; 755 expmul = 1.0;
746 face = blank_face; 756 face = blank_face;
747} 757}
748 758
749object::~object () 759object::~object ()
750{ 760{
761 unlink ();
762
751 free_key_values (this); 763 free_key_values (this);
752} 764}
753 765
766static int object_count;
767
754void object::link () 768void object::link ()
755{ 769{
756 count = ++ob_count; 770 assert (!index);//D
757 uuid = gen_uuid (); 771 uuid = gen_uuid ();
772 count = ++object_count;
758 773
759 prev = 0; 774 refcnt_inc ();
760 next = object::first; 775 objects.insert (this);
761
762 if (object::first)
763 object::first->prev = this;
764
765 object::first = this;
766} 776}
767 777
768void object::unlink () 778void object::unlink ()
769{ 779{
770 if (this == object::first) 780 if (!index)
771 object::first = next; 781 return;
772 782
773 /* Remove this object from the list of used objects */ 783 objects.erase (this);
774 if (prev) prev->next = next; 784 refcnt_dec ();
775 if (next) next->prev = prev; 785}
776 786
777 prev = 0; 787void
778 next = 0; 788object::activate ()
789{
790 /* If already on active list, don't do anything */
791 if (active)
792 return;
793
794 if (has_active_speed ())
795 actives.insert (this);
796}
797
798void
799object::activate_recursive ()
800{
801 activate ();
802
803 for (object *op = inv; op; op = op->below)
804 op->activate_recursive ();
805}
806
807/* This function removes object 'op' from the list of active
808 * objects.
809 * This should only be used for style maps or other such
810 * reference maps where you don't want an object that isn't
811 * in play chewing up cpu time getting processed.
812 * The reverse of this is to call update_ob_speed, which
813 * will do the right thing based on the speed of the object.
814 */
815void
816object::deactivate ()
817{
818 /* If not on the active list, nothing needs to be done */
819 if (!active)
820 return;
821
822 actives.erase (this);
823}
824
825void
826object::deactivate_recursive ()
827{
828 for (object *op = inv; op; op = op->below)
829 op->deactivate_recursive ();
830
831 deactivate ();
832}
833
834void
835object::set_flag_inv (int flag, int value)
836{
837 for (object *op = inv; op; op = op->below)
838 {
839 op->flag [flag] = value;
840 op->set_flag_inv (flag, value);
841 }
842}
843
844/*
845 * Remove and free all objects in the inventory of the given object.
846 * object.c ?
847 */
848void
849object::destroy_inv (bool drop_to_ground)
850{
851 // need to check first, because the checks below might segfault
852 // as we might be on an invalid mapspace and crossfire code
853 // is too buggy to ensure that the inventory is empty.
854 // corollary: if you create arrows etc. with stuff in tis inventory,
855 // cf will crash below with off-map x and y
856 if (!inv)
857 return;
858
859 /* Only if the space blocks everything do we not process -
860 * if some form of movement is allowed, let objects
861 * drop on that space.
862 */
863 if (!drop_to_ground
864 || !map
865 || map->in_memory != MAP_IN_MEMORY
866 || map->nodrop
867 || ms ().move_block == MOVE_ALL)
868 {
869 while (inv)
870 {
871 inv->destroy_inv (drop_to_ground);
872 inv->destroy ();
873 }
874 }
875 else
876 { /* Put objects in inventory onto this space */
877 while (inv)
878 {
879 object *op = inv;
880
881 if (op->flag [FLAG_STARTEQUIP]
882 || op->flag [FLAG_NO_DROP]
883 || op->type == RUNE
884 || op->type == TRAP
885 || op->flag [FLAG_IS_A_TEMPLATE]
886 || op->flag [FLAG_DESTROY_ON_DEATH])
887 op->destroy ();
888 else
889 map->insert (op, x, y);
890 }
891 }
779} 892}
780 893
781object *object::create () 894object *object::create ()
782{ 895{
783 object *op = new object; 896 object *op = new object;
784 op->link (); 897 op->link ();
785 return op; 898 return op;
786} 899}
787 900
788/*
789 * free_object() frees everything allocated by an object, removes
790 * it from the list of used objects, and puts it on the list of
791 * free objects. The IS_FREED() flag is set in the object.
792 * The object must have been removed by remove_ob() first for
793 * this function to succeed.
794 *
795 * If destroy_inventory is set, free inventory as well. Else drop items in
796 * inventory to the ground.
797 */
798void 901void
799object::do_destroy () 902object::do_destroy ()
800{ 903{
801 attachable::do_destroy (); 904 attachable::do_destroy ();
802 905
807 remove_friendly_object (this); 910 remove_friendly_object (this);
808 911
809 if (!flag [FLAG_REMOVED]) 912 if (!flag [FLAG_REMOVED])
810 remove (); 913 remove ();
811 914
812 if (flag [FLAG_FREED]) 915 destroy_inv (true);
813 return; 916
917 deactivate ();
918 unlink ();
814 919
815 flag [FLAG_FREED] = 1; 920 flag [FLAG_FREED] = 1;
816 921
817 // hack to ensure that freed objects still have a valid map 922 // hack to ensure that freed objects still have a valid map
818 { 923 {
820 925
821 if (!freed_map) 926 if (!freed_map)
822 { 927 {
823 freed_map = new maptile; 928 freed_map = new maptile;
824 929
930 freed_map->path = "<freed objects map>";
825 freed_map->name = "/internal/freed_objects_map"; 931 freed_map->name = "/internal/freed_objects_map";
826 freed_map->width = 3; 932 freed_map->width = 3;
827 freed_map->height = 3; 933 freed_map->height = 3;
828 934
829 freed_map->allocate (); 935 freed_map->alloc ();
936 freed_map->in_memory = MAP_IN_MEMORY;
830 } 937 }
831 938
832 map = freed_map; 939 map = freed_map;
833 x = 1; 940 x = 1;
834 y = 1; 941 y = 1;
835 } 942 }
836 943
944 if (more)
945 {
946 more->destroy ();
837 more = 0; 947 more = 0;
948 }
949
838 head = 0; 950 head = 0;
839 inv = 0;
840 951
841 // clear those pointers that likely might have circular references to us 952 // clear those pointers that likely might cause circular references
842 owner = 0; 953 owner = 0;
843 enemy = 0; 954 enemy = 0;
844 attacked_by = 0; 955 attacked_by = 0;
845 956 current_weapon = 0;
846 // only relevant for players(?), but make sure of it anyways
847 contr = 0;
848
849 /* Remove object from the active list */
850 speed = 0;
851 update_ob_speed (this);
852
853 unlink ();
854}
855
856/*
857 * Remove and free all objects in the inventory of the given object.
858 * object.c ?
859 */
860void
861object::destroy_inv (bool drop_to_ground)
862{
863 if (!inv)
864 return;
865
866 /* Only if the space blocks everything do we not process -
867 * if some form of movement is allowed, let objects
868 * drop on that space.
869 */
870 if (!drop_to_ground || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
871 {
872 while (inv)
873 {
874 inv->destroy_inv (drop_to_ground);
875 inv->destroy ();
876 }
877 }
878 else
879 { /* Put objects in inventory onto this space */
880 while (inv)
881 {
882 object *op = inv;
883
884 if (op->flag [FLAG_STARTEQUIP]
885 || op->flag [FLAG_NO_DROP]
886 || op->type == RUNE
887 || op->type == TRAP
888 || op->flag [FLAG_IS_A_TEMPLATE])
889 op->destroy ();
890 else
891 {
892 op->remove ();
893 op->x = x;
894 op->y = y;
895 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
896 }
897 }
898 }
899} 957}
900 958
901void 959void
902object::destroy (bool destroy_inventory) 960object::destroy (bool destroy_inventory)
903{ 961{
904 if (destroyed ()) 962 if (destroyed ())
905 return; 963 return;
906 964
907 if (more)
908 {
909 //TODO: non-head objects must not have inventory
910 more->destroy (destroy_inventory);
911 more = 0;
912 }
913
914 if (destroy_inventory) 965 if (destroy_inventory)
915 destroy_inv (true); 966 destroy_inv (false);
967
968 if (is_head ())
969 if (sound_destroy)
970 play_sound (sound_destroy);
971 else if (flag [FLAG_MONSTER])
972 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
916 973
917 attachable::destroy (); 974 attachable::destroy ();
918} 975}
919 976
920/* 977/*
938 * This function removes the object op from the linked list of objects 995 * This function removes the object op from the linked list of objects
939 * which it is currently tied to. When this function is done, the 996 * which it is currently tied to. When this function is done, the
940 * object will have no environment. If the object previously had an 997 * object will have no environment. If the object previously had an
941 * environment, the x and y coordinates will be updated to 998 * environment, the x and y coordinates will be updated to
942 * the previous environment. 999 * the previous environment.
943 * Beware: This function is called from the editor as well!
944 */ 1000 */
945void 1001void
946object::remove () 1002object::do_remove ()
947{ 1003{
948 object *tmp, *last = 0; 1004 object *tmp, *last = 0;
949 object *otmp; 1005 object *otmp;
950 1006
951 if (QUERY_FLAG (this, FLAG_REMOVED)) 1007 if (QUERY_FLAG (this, FLAG_REMOVED))
973 * to save cpu time. 1029 * to save cpu time.
974 */ 1030 */
975 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1031 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
976 otmp->update_stats (); 1032 otmp->update_stats ();
977 1033
978 if (above != NULL) 1034 if (above)
979 above->below = below; 1035 above->below = below;
980 else 1036 else
981 env->inv = below; 1037 env->inv = below;
982 1038
983 if (below != NULL) 1039 if (below)
984 below->above = above; 1040 below->above = above;
985 1041
986 /* we set up values so that it could be inserted into 1042 /* we set up values so that it could be inserted into
987 * the map, but we don't actually do that - it is up 1043 * the map, but we don't actually do that - it is up
988 * to the caller to decide what we want to do. 1044 * to the caller to decide what we want to do.
992 above = 0, below = 0; 1048 above = 0, below = 0;
993 env = 0; 1049 env = 0;
994 } 1050 }
995 else if (map) 1051 else if (map)
996 { 1052 {
997 /* Re did the following section of code - it looks like it had 1053 if (type == PLAYER)
998 * lots of logic for things we no longer care about
999 */ 1054 {
1055 // leaving a spot always closes any open container on the ground
1056 if (container && !container->env)
1057 // this causes spurious floorbox updates, but it ensures
1058 // that the CLOSE event is being sent.
1059 close_container ();
1060
1061 --map->players;
1062 map->touch ();
1063 }
1064
1065 map->dirty = true;
1066 mapspace &ms = this->ms ();
1000 1067
1001 /* link the object above us */ 1068 /* link the object above us */
1002 if (above) 1069 if (above)
1003 above->below = below; 1070 above->below = below;
1004 else 1071 else
1005 map->at (x, y).top = below; /* we were top, set new top */ 1072 ms.top = below; /* we were top, set new top */
1006 1073
1007 /* Relink the object below us, if there is one */ 1074 /* Relink the object below us, if there is one */
1008 if (below) 1075 if (below)
1009 below->above = above; 1076 below->above = above;
1010 else 1077 else
1012 /* Nothing below, which means we need to relink map object for this space 1079 /* Nothing below, which means we need to relink map object for this space
1013 * use translated coordinates in case some oddness with map tiling is 1080 * use translated coordinates in case some oddness with map tiling is
1014 * evident 1081 * evident
1015 */ 1082 */
1016 if (GET_MAP_OB (map, x, y) != this) 1083 if (GET_MAP_OB (map, x, y) != this)
1017 {
1018 char *dump = dump_object (this);
1019 LOG (llevError,
1020 "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", dump); 1084 LOG (llevError, "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom? %s\n", debug_desc ());
1021 free (dump);
1022 dump = dump_object (GET_MAP_OB (map, x, y));
1023 LOG (llevError, "%s\n", dump);
1024 free (dump);
1025 }
1026 1085
1027 map->at (x, y).bot = above; /* goes on above it. */ 1086 ms.bot = above; /* goes on above it. */
1028 } 1087 }
1029 1088
1030 above = 0; 1089 above = 0;
1031 below = 0; 1090 below = 0;
1032 1091
1033 if (map->in_memory == MAP_SAVING) 1092 if (map->in_memory == MAP_SAVING)
1034 return; 1093 return;
1035 1094
1036 int check_walk_off = !flag [FLAG_NO_APPLY]; 1095 int check_walk_off = !flag [FLAG_NO_APPLY];
1037 1096
1097 if (object *pl = ms.player ())
1098 {
1099 if (pl->container == this)
1100 /* If a container that the player is currently using somehow gets
1101 * removed (most likely destroyed), update the player view
1102 * appropriately.
1103 */
1104 pl->close_container ();
1105
1106 pl->contr->ns->floorbox_update ();
1107 }
1108
1038 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) 1109 for (tmp = ms.bot; tmp; tmp = tmp->above)
1039 { 1110 {
1040 /* No point updating the players look faces if he is the object 1111 /* No point updating the players look faces if he is the object
1041 * being removed. 1112 * being removed.
1042 */ 1113 */
1043 1114
1044 if (tmp->type == PLAYER && tmp != this)
1045 {
1046 /* If a container that the player is currently using somehow gets
1047 * removed (most likely destroyed), update the player view
1048 * appropriately.
1049 */
1050 if (tmp->container == this)
1051 {
1052 flag [FLAG_APPLIED] = 0;
1053 tmp->container = 0;
1054 }
1055
1056 if (tmp->contr->ns)
1057 tmp->contr->ns->floorbox_update ();
1058 }
1059
1060 /* See if player moving off should effect something */ 1115 /* See if object moving off should effect something */
1061 if (check_walk_off 1116 if (check_walk_off
1062 && ((move_type & tmp->move_off) 1117 && ((move_type & tmp->move_off)
1063 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1118 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1064 { 1119 {
1065 move_apply (tmp, this, 0); 1120 move_apply (tmp, this, 0);
1066 1121
1067 if (destroyed ()) 1122 if (destroyed ())
1068 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1123 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1069 } 1124 }
1070 1125
1071 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1072
1073 if (tmp->above == tmp)
1074 tmp->above = 0;
1075
1076 last = tmp; 1126 last = tmp;
1077 } 1127 }
1078 1128
1079 /* last == NULL of there are no objects on this space */ 1129 /* last == NULL if there are no objects on this space */
1130 //TODO: this makes little sense, why only update the topmost object?
1080 if (!last) 1131 if (!last)
1081 map->at (x, y).flags_ = P_NEED_UPDATE; 1132 map->at (x, y).flags_ = 0;
1082 else 1133 else
1083 update_object (last, UP_OBJ_REMOVE); 1134 update_object (last, UP_OBJ_REMOVE);
1084 1135
1085 if (flag [FLAG_BLOCKSVIEW] || glow_radius) 1136 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1086 update_all_los (map, x, y); 1137 update_all_los (map, x, y);
1099merge_ob (object *op, object *top) 1150merge_ob (object *op, object *top)
1100{ 1151{
1101 if (!op->nrof) 1152 if (!op->nrof)
1102 return 0; 1153 return 0;
1103 1154
1104 if (top) 1155 if (!top)
1105 for (top = op; top && top->above; top = top->above) 1156 for (top = op; top && top->above; top = top->above)
1106 ; 1157 ;
1107 1158
1108 for (; top; top = top->below) 1159 for (; top; top = top->below)
1109 { 1160 {
1122 } 1173 }
1123 1174
1124 return 0; 1175 return 0;
1125} 1176}
1126 1177
1178void
1179object::expand_tail ()
1180{
1181 if (more)
1182 return;
1183
1184 object *prev = this;
1185
1186 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1187 {
1188 object *op = arch_to_object (at);
1189
1190 op->name = name;
1191 op->name_pl = name_pl;
1192 op->title = title;
1193
1194 op->head = this;
1195 prev->more = op;
1196
1197 prev = op;
1198 }
1199}
1200
1127/* 1201/*
1128 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1202 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1129 * job preparing multi-part monsters 1203 * job preparing multi-part monsters.
1130 */ 1204 */
1131object * 1205object *
1132insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1206insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1133{ 1207{
1134 object *tmp;
1135
1136 if (op->head)
1137 op = op->head;
1138
1139 for (tmp = op; tmp; tmp = tmp->more) 1208 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1140 { 1209 {
1141 tmp->x = x + tmp->arch->clone.x; 1210 tmp->x = x + tmp->arch->x;
1142 tmp->y = y + tmp->arch->clone.y; 1211 tmp->y = y + tmp->arch->y;
1143 } 1212 }
1144 1213
1145 return insert_ob_in_map (op, m, originator, flag); 1214 return insert_ob_in_map (op, m, originator, flag);
1146} 1215}
1147 1216
1166 * just 'op' otherwise 1235 * just 'op' otherwise
1167 */ 1236 */
1168object * 1237object *
1169insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1238insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1170{ 1239{
1240 assert (!op->flag [FLAG_FREED]);
1241
1171 object *tmp, *top, *floor = NULL; 1242 object *top, *floor = NULL;
1172 sint16 x, y;
1173 1243
1174 if (QUERY_FLAG (op, FLAG_FREED)) 1244 op->remove ();
1175 {
1176 LOG (llevError, "Trying to insert freed object!\n");
1177 return NULL;
1178 }
1179
1180 if (m == NULL)
1181 {
1182 char *dump = dump_object (op);
1183 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1184 free (dump);
1185 return op;
1186 }
1187
1188 if (out_of_map (m, op->x, op->y))
1189 {
1190 char *dump = dump_object (op);
1191 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1192#ifdef MANY_CORES
1193 /* Better to catch this here, as otherwise the next use of this object
1194 * is likely to cause a crash. Better to find out where it is getting
1195 * improperly inserted.
1196 */
1197 abort ();
1198#endif
1199 free (dump);
1200 return op;
1201 }
1202
1203 if (!QUERY_FLAG (op, FLAG_REMOVED))
1204 {
1205 char *dump = dump_object (op);
1206 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1207 free (dump);
1208 return op;
1209 }
1210
1211 if (op->more)
1212 {
1213 /* The part may be on a different map. */
1214
1215 object *more = op->more;
1216
1217 /* We really need the caller to normalize coordinates - if
1218 * we set the map, that doesn't work if the location is within
1219 * a map and this is straddling an edge. So only if coordinate
1220 * is clear wrong do we normalize it.
1221 */
1222 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1223 more->map = get_map_from_coord (m, &more->x, &more->y);
1224 else if (!more->map)
1225 {
1226 /* For backwards compatibility - when not dealing with tiled maps,
1227 * more->map should always point to the parent.
1228 */
1229 more->map = m;
1230 }
1231
1232 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1233 {
1234 if (!op->head)
1235 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1236
1237 return 0;
1238 }
1239 }
1240
1241 CLEAR_FLAG (op, FLAG_REMOVED);
1242 1245
1243 /* Ideally, the caller figures this out. However, it complicates a lot 1246 /* Ideally, the caller figures this out. However, it complicates a lot
1244 * of areas of callers (eg, anything that uses find_free_spot would now 1247 * of areas of callers (eg, anything that uses find_free_spot would now
1245 * need extra work 1248 * need extra work
1246 */ 1249 */
1247 op->map = get_map_from_coord (m, &op->x, &op->y); 1250 if (!xy_normalise (m, op->x, op->y))
1248 x = op->x; 1251 {
1249 y = op->y; 1252 op->destroy ();
1253 return 0;
1254 }
1255
1256 if (object *more = op->more)
1257 if (!insert_ob_in_map (more, m, originator, flag))
1258 return 0;
1259
1260 CLEAR_FLAG (op, FLAG_REMOVED);
1261
1262 op->map = m;
1263 mapspace &ms = op->ms ();
1250 1264
1251 /* this has to be done after we translate the coordinates. 1265 /* this has to be done after we translate the coordinates.
1252 */ 1266 */
1253 if (op->nrof && !(flag & INS_NO_MERGE)) 1267 if (op->nrof && !(flag & INS_NO_MERGE))
1254 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1268 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1255 if (object::can_merge (op, tmp)) 1269 if (object::can_merge (op, tmp))
1256 { 1270 {
1257 op->nrof += tmp->nrof; 1271 op->nrof += tmp->nrof;
1258 tmp->destroy (); 1272 tmp->destroy ();
1259 } 1273 }
1276 op->below = originator->below; 1290 op->below = originator->below;
1277 1291
1278 if (op->below) 1292 if (op->below)
1279 op->below->above = op; 1293 op->below->above = op;
1280 else 1294 else
1281 op->ms ().bot = op; 1295 ms.bot = op;
1282 1296
1283 /* since *below* originator, no need to update top */ 1297 /* since *below* originator, no need to update top */
1284 originator->below = op; 1298 originator->below = op;
1285 } 1299 }
1286 else 1300 else
1287 { 1301 {
1302 top = ms.bot;
1303
1288 /* If there are other objects, then */ 1304 /* If there are other objects, then */
1289 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1305 if (top)
1290 { 1306 {
1291 object *last = NULL; 1307 object *last = 0;
1292 1308
1293 /* 1309 /*
1294 * If there are multiple objects on this space, we do some trickier handling. 1310 * If there are multiple objects on this space, we do some trickier handling.
1295 * We've already dealt with merging if appropriate. 1311 * We've already dealt with merging if appropriate.
1296 * Generally, we want to put the new object on top. But if 1312 * Generally, we want to put the new object on top. But if
1300 * once we get to them. This reduces the need to traverse over all of 1316 * once we get to them. This reduces the need to traverse over all of
1301 * them when adding another one - this saves quite a bit of cpu time 1317 * them when adding another one - this saves quite a bit of cpu time
1302 * when lots of spells are cast in one area. Currently, it is presumed 1318 * when lots of spells are cast in one area. Currently, it is presumed
1303 * that flying non pickable objects are spell objects. 1319 * that flying non pickable objects are spell objects.
1304 */ 1320 */
1305 1321 for (top = ms.bot; top; top = top->above)
1306 while (top != NULL)
1307 { 1322 {
1308 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1323 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1309 floor = top; 1324 floor = top;
1310 1325
1311 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1326 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1314 top = top->below; 1329 top = top->below;
1315 break; 1330 break;
1316 } 1331 }
1317 1332
1318 last = top; 1333 last = top;
1319 top = top->above;
1320 } 1334 }
1321 1335
1322 /* Don't want top to be NULL, so set it to the last valid object */ 1336 /* Don't want top to be NULL, so set it to the last valid object */
1323 top = last; 1337 top = last;
1324 1338
1326 * looks like instead of lots of conditions here. 1340 * looks like instead of lots of conditions here.
1327 * makes things faster, and effectively the same result. 1341 * makes things faster, and effectively the same result.
1328 */ 1342 */
1329 1343
1330 /* Have object 'fall below' other objects that block view. 1344 /* Have object 'fall below' other objects that block view.
1331 * Unless those objects are exits, type 66 1345 * Unless those objects are exits.
1332 * If INS_ON_TOP is used, don't do this processing 1346 * If INS_ON_TOP is used, don't do this processing
1333 * Need to find the object that in fact blocks view, otherwise 1347 * Need to find the object that in fact blocks view, otherwise
1334 * stacking is a bit odd. 1348 * stacking is a bit odd.
1335 */ 1349 */
1336 if (!(flag & INS_ON_TOP) && 1350 if (!(flag & INS_ON_TOP)
1337 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1351 && ms.flags () & P_BLOCKSVIEW
1352 && (op->face && !faces [op->face].visibility))
1338 { 1353 {
1339 for (last = top; last != floor; last = last->below) 1354 for (last = top; last != floor; last = last->below)
1340 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1355 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1341 break; 1356 break;
1357
1342 /* Check to see if we found the object that blocks view, 1358 /* Check to see if we found the object that blocks view,
1343 * and make sure we have a below pointer for it so that 1359 * and make sure we have a below pointer for it so that
1344 * we can get inserted below this one, which requires we 1360 * we can get inserted below this one, which requires we
1345 * set top to the object below us. 1361 * set top to the object below us.
1346 */ 1362 */
1347 if (last && last->below && last != floor) 1363 if (last && last->below && last != floor)
1348 top = last->below; 1364 top = last->below;
1349 } 1365 }
1350 } /* If objects on this space */ 1366 } /* If objects on this space */
1351 1367
1352 if (flag & INS_MAP_LOAD)
1353 top = GET_MAP_TOP (op->map, op->x, op->y);
1354
1355 if (flag & INS_ABOVE_FLOOR_ONLY) 1368 if (flag & INS_ABOVE_FLOOR_ONLY)
1356 top = floor; 1369 top = floor;
1357 1370
1358 /* Top is the object that our object (op) is going to get inserted above. 1371 /* Top is the object that our object (op) is going to get inserted above.
1359 */ 1372 */
1360 1373
1361 /* First object on this space */ 1374 /* First object on this space */
1362 if (!top) 1375 if (!top)
1363 { 1376 {
1364 op->above = GET_MAP_OB (op->map, op->x, op->y); 1377 op->above = ms.bot;
1365 1378
1366 if (op->above) 1379 if (op->above)
1367 op->above->below = op; 1380 op->above->below = op;
1368 1381
1369 op->below = NULL; 1382 op->below = 0;
1370 op->ms ().bot = op; 1383 ms.bot = op;
1371 } 1384 }
1372 else 1385 else
1373 { /* get inserted into the stack above top */ 1386 { /* get inserted into the stack above top */
1374 op->above = top->above; 1387 op->above = top->above;
1375 1388
1378 1391
1379 op->below = top; 1392 op->below = top;
1380 top->above = op; 1393 top->above = op;
1381 } 1394 }
1382 1395
1383 if (op->above == NULL) 1396 if (!op->above)
1384 op->ms ().top = op; 1397 ms.top = op;
1385 } /* else not INS_BELOW_ORIGINATOR */ 1398 } /* else not INS_BELOW_ORIGINATOR */
1386 1399
1387 if (op->type == PLAYER) 1400 if (op->type == PLAYER)
1401 {
1388 op->contr->do_los = 1; 1402 op->contr->do_los = 1;
1403 ++op->map->players;
1404 op->map->touch ();
1405 }
1389 1406
1390 /* If we have a floor, we know the player, if any, will be above 1407 op->map->dirty = true;
1391 * it, so save a few ticks and start from there. 1408
1392 */
1393 if (!(flag & INS_MAP_LOAD))
1394 if (object *pl = op->ms ().player ()) 1409 if (object *pl = ms.player ())
1395 if (pl->contr->ns)
1396 pl->contr->ns->floorbox_update (); 1410 pl->contr->ns->floorbox_update ();
1397 1411
1398 /* If this object glows, it may affect lighting conditions that are 1412 /* If this object glows, it may affect lighting conditions that are
1399 * visible to others on this map. But update_all_los is really 1413 * visible to others on this map. But update_all_los is really
1400 * an inefficient way to do this, as it means los for all players 1414 * an inefficient way to do this, as it means los for all players
1401 * on the map will get recalculated. The players could very well 1415 * on the map will get recalculated. The players could very well
1402 * be far away from this change and not affected in any way - 1416 * be far away from this change and not affected in any way -
1403 * this should get redone to only look for players within range, 1417 * this should get redone to only look for players within range,
1404 * or just updating the P_NEED_UPDATE for spaces within this area 1418 * or just updating the P_UPTODATE for spaces within this area
1405 * of effect may be sufficient. 1419 * of effect may be sufficient.
1406 */ 1420 */
1407 if (op->map->darkness && (op->glow_radius != 0)) 1421 if (op->map->darkness && (op->glow_radius != 0))
1408 update_all_los (op->map, op->x, op->y); 1422 update_all_los (op->map, op->x, op->y);
1409 1423
1420 * blocked() and wall() work properly), and these flags are updated by 1434 * blocked() and wall() work properly), and these flags are updated by
1421 * update_object(). 1435 * update_object().
1422 */ 1436 */
1423 1437
1424 /* if this is not the head or flag has been passed, don't check walk on status */ 1438 /* if this is not the head or flag has been passed, don't check walk on status */
1425 if (!(flag & INS_NO_WALK_ON) && !op->head) 1439 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1426 { 1440 {
1427 if (check_move_on (op, originator)) 1441 if (check_move_on (op, originator))
1428 return 0; 1442 return 0;
1429 1443
1430 /* If we are a multi part object, lets work our way through the check 1444 /* If we are a multi part object, lets work our way through the check
1431 * walk on's. 1445 * walk on's.
1432 */ 1446 */
1433 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1447 for (object *tmp = op->more; tmp; tmp = tmp->more)
1434 if (check_move_on (tmp, originator)) 1448 if (check_move_on (tmp, originator))
1435 return 0; 1449 return 0;
1436 } 1450 }
1437 1451
1438 return op; 1452 return op;
1447{ 1461{
1448 object *tmp, *tmp1; 1462 object *tmp, *tmp1;
1449 1463
1450 /* first search for itself and remove any old instances */ 1464 /* first search for itself and remove any old instances */
1451 1465
1452 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1466 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1453 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1467 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1454 tmp->destroy (); 1468 tmp->destroy ();
1455 1469
1456 tmp1 = arch_to_object (archetype::find (arch_string)); 1470 tmp1 = arch_to_object (archetype::find (arch_string));
1457 1471
1458 tmp1->x = op->x; 1472 tmp1->x = op->x;
1459 tmp1->y = op->y; 1473 tmp1->y = op->y;
1460 insert_ob_in_map (tmp1, op->map, op, 0); 1474 insert_ob_in_map (tmp1, op->map, op, 0);
1475}
1476
1477object *
1478object::insert_at (object *where, object *originator, int flags)
1479{
1480 return where->map->insert (this, where->x, where->y, originator, flags);
1461} 1481}
1462 1482
1463/* 1483/*
1464 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1484 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1465 * is returned contains nr objects, and the remaining parts contains 1485 * is returned contains nr objects, and the remaining parts contains
1466 * the rest (or is removed and freed if that number is 0). 1486 * the rest (or is removed and freed if that number is 0).
1467 * On failure, NULL is returned, and the reason put into the 1487 * On failure, NULL is returned, and the reason put into the
1468 * global static errmsg array. 1488 * global static errmsg array.
1469 */ 1489 */
1470
1471object * 1490object *
1472get_split_ob (object *orig_ob, uint32 nr) 1491get_split_ob (object *orig_ob, uint32 nr)
1473{ 1492{
1474 object *newob; 1493 object *newob;
1475 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1494 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1506 * the amount of an object. If the amount reaches 0, the object 1525 * the amount of an object. If the amount reaches 0, the object
1507 * is subsequently removed and freed. 1526 * is subsequently removed and freed.
1508 * 1527 *
1509 * Return value: 'op' if something is left, NULL if the amount reached 0 1528 * Return value: 'op' if something is left, NULL if the amount reached 0
1510 */ 1529 */
1511
1512object * 1530object *
1513decrease_ob_nr (object *op, uint32 i) 1531decrease_ob_nr (object *op, uint32 i)
1514{ 1532{
1515 object *tmp; 1533 object *tmp;
1516 1534
1591 1609
1592/* 1610/*
1593 * add_weight(object, weight) adds the specified weight to an object, 1611 * add_weight(object, weight) adds the specified weight to an object,
1594 * and also updates how much the environment(s) is/are carrying. 1612 * and also updates how much the environment(s) is/are carrying.
1595 */ 1613 */
1596
1597void 1614void
1598add_weight (object *op, signed long weight) 1615add_weight (object *op, signed long weight)
1599{ 1616{
1600 while (op != NULL) 1617 while (op != NULL)
1601 { 1618 {
1616 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1633 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1617 free (dump); 1634 free (dump);
1618 return op; 1635 return op;
1619 } 1636 }
1620 1637
1621 if (where->head) 1638 if (where->head_ () != where)
1622 { 1639 {
1623 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n"); 1640 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1624 where = where->head; 1641 where = where->head;
1625 } 1642 }
1626 1643
1627 return where->insert (op); 1644 return where->insert (op);
1628} 1645}
1633 * inside the object environment. 1650 * inside the object environment.
1634 * 1651 *
1635 * The function returns now pointer to inserted item, and return value can 1652 * The function returns now pointer to inserted item, and return value can
1636 * be != op, if items are merged. -Tero 1653 * be != op, if items are merged. -Tero
1637 */ 1654 */
1638
1639object * 1655object *
1640object::insert (object *op) 1656object::insert (object *op)
1641{ 1657{
1642 object *tmp, *otmp;
1643
1644 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1658 if (!QUERY_FLAG (op, FLAG_REMOVED))
1645 op->remove (); 1659 op->remove ();
1646 1660
1647 if (op->more) 1661 if (op->more)
1648 { 1662 {
1650 return op; 1664 return op;
1651 } 1665 }
1652 1666
1653 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1667 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1654 CLEAR_FLAG (op, FLAG_REMOVED); 1668 CLEAR_FLAG (op, FLAG_REMOVED);
1669
1655 if (op->nrof) 1670 if (op->nrof)
1656 { 1671 {
1657 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1672 for (object *tmp = inv; tmp; tmp = tmp->below)
1658 if (object::can_merge (tmp, op)) 1673 if (object::can_merge (tmp, op))
1659 { 1674 {
1660 /* return the original object and remove inserted object 1675 /* return the original object and remove inserted object
1661 (client needs the original object) */ 1676 (client needs the original object) */
1662 tmp->nrof += op->nrof; 1677 tmp->nrof += op->nrof;
1681 add_weight (this, op->weight * op->nrof); 1696 add_weight (this, op->weight * op->nrof);
1682 } 1697 }
1683 else 1698 else
1684 add_weight (this, (op->weight + op->carrying)); 1699 add_weight (this, (op->weight + op->carrying));
1685 1700
1686 otmp = this->in_player (); 1701 if (object *otmp = this->in_player ())
1687 if (otmp && otmp->contr)
1688 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1702 if (otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1689 otmp->update_stats (); 1703 otmp->update_stats ();
1690 1704
1705 op->owner = 0; // its his/hers now. period.
1691 op->map = 0; 1706 op->map = 0;
1692 op->env = this; 1707 op->env = this;
1693 op->above = 0; 1708 op->above = 0;
1694 op->below = 0; 1709 op->below = 0;
1695 op->x = 0, op->y = 0; 1710 op->x = op->y = 0;
1696 1711
1697 /* reset the light list and los of the players on the map */ 1712 /* reset the light list and los of the players on the map */
1698 if ((op->glow_radius != 0) && map) 1713 if (op->glow_radius && map)
1699 { 1714 {
1700#ifdef DEBUG_LIGHTS 1715#ifdef DEBUG_LIGHTS
1701 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1716 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1702#endif /* DEBUG_LIGHTS */ 1717#endif /* DEBUG_LIGHTS */
1703 if (map->darkness) 1718 if (map->darkness)
1739 * 1754 *
1740 * MSW 2001-07-08: Check all objects on space, not just those below 1755 * MSW 2001-07-08: Check all objects on space, not just those below
1741 * object being inserted. insert_ob_in_map may not put new objects 1756 * object being inserted. insert_ob_in_map may not put new objects
1742 * on top. 1757 * on top.
1743 */ 1758 */
1744
1745int 1759int
1746check_move_on (object *op, object *originator) 1760check_move_on (object *op, object *originator)
1747{ 1761{
1748 object *tmp; 1762 object *tmp;
1749 maptile *m = op->map; 1763 maptile *m = op->map;
1776 1790
1777 /* The objects have to be checked from top to bottom. 1791 /* The objects have to be checked from top to bottom.
1778 * Hence, we first go to the top: 1792 * Hence, we first go to the top:
1779 */ 1793 */
1780 1794
1781 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp && tmp->above; tmp = tmp->above) 1795 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1782 { 1796 {
1783 /* Trim the search when we find the first other spell effect 1797 /* Trim the search when we find the first other spell effect
1784 * this helps performance so that if a space has 50 spell objects, 1798 * this helps performance so that if a space has 50 spell objects,
1785 * we don't need to check all of them. 1799 * we don't need to check all of them.
1786 */ 1800 */
1804 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1818 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1805 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1819 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1806 { 1820 {
1807 1821
1808 float 1822 float
1809 diff = tmp->move_slow_penalty * FABS (op->speed); 1823 diff = tmp->move_slow_penalty * fabs (op->speed);
1810 1824
1811 if (op->type == PLAYER) 1825 if (op->type == PLAYER)
1812 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1826 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1813 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1827 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1814 diff /= 4.0; 1828 diff /= 4.0;
1844 * The first matching object is returned, or NULL if none. 1858 * The first matching object is returned, or NULL if none.
1845 */ 1859 */
1846object * 1860object *
1847present_arch (const archetype *at, maptile *m, int x, int y) 1861present_arch (const archetype *at, maptile *m, int x, int y)
1848{ 1862{
1849 if (m == NULL || out_of_map (m, x, y)) 1863 if (!m || out_of_map (m, x, y))
1850 { 1864 {
1851 LOG (llevError, "Present_arch called outside map.\n"); 1865 LOG (llevError, "Present_arch called outside map.\n");
1852 return NULL; 1866 return NULL;
1853 } 1867 }
1854 1868
1855 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1869 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1856 if (tmp->arch == at) 1870 if (tmp->arch == at)
1857 return tmp; 1871 return tmp;
1858 1872
1859 return NULL; 1873 return NULL;
1860} 1874}
1871 { 1885 {
1872 LOG (llevError, "Present called outside map.\n"); 1886 LOG (llevError, "Present called outside map.\n");
1873 return NULL; 1887 return NULL;
1874 } 1888 }
1875 1889
1876 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1890 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1877 if (tmp->type == type) 1891 if (tmp->type == type)
1878 return tmp; 1892 return tmp;
1879 1893
1880 return NULL; 1894 return NULL;
1881} 1895}
1938 * activate recursively a flag on an object inventory 1952 * activate recursively a flag on an object inventory
1939 */ 1953 */
1940void 1954void
1941flag_inv (object *op, int flag) 1955flag_inv (object *op, int flag)
1942{ 1956{
1943 if (op->inv)
1944 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1957 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1945 { 1958 {
1946 SET_FLAG (tmp, flag); 1959 SET_FLAG (tmp, flag);
1947 flag_inv (tmp, flag); 1960 flag_inv (tmp, flag);
1948 } 1961 }
1949} 1962}
1950 1963
1951/* 1964/*
1952 * deactivate recursively a flag on an object inventory 1965 * deactivate recursively a flag on an object inventory
1953 */ 1966 */
1954void 1967void
1955unflag_inv (object *op, int flag) 1968unflag_inv (object *op, int flag)
1956{ 1969{
1957 if (op->inv)
1958 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1970 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1959 { 1971 {
1960 CLEAR_FLAG (tmp, flag); 1972 CLEAR_FLAG (tmp, flag);
1961 unflag_inv (tmp, flag); 1973 unflag_inv (tmp, flag);
1962 } 1974 }
1963}
1964
1965/*
1966 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1967 * all it's inventory (recursively).
1968 * If checksums are used, a player will get set_cheat called for
1969 * him/her-self and all object carried by a call to this function.
1970 */
1971void
1972set_cheat (object *op)
1973{
1974 SET_FLAG (op, FLAG_WAS_WIZ);
1975 flag_inv (op, FLAG_WAS_WIZ);
1976} 1975}
1977 1976
1978/* 1977/*
1979 * find_free_spot(object, map, x, y, start, stop) will search for 1978 * find_free_spot(object, map, x, y, start, stop) will search for
1980 * a spot at the given map and coordinates which will be able to contain 1979 * a spot at the given map and coordinates which will be able to contain
1982 * to search (see the freearr_x/y[] definition). 1981 * to search (see the freearr_x/y[] definition).
1983 * It returns a random choice among the alternatives found. 1982 * It returns a random choice among the alternatives found.
1984 * start and stop are where to start relative to the free_arr array (1,9 1983 * start and stop are where to start relative to the free_arr array (1,9
1985 * does all 4 immediate directions). This returns the index into the 1984 * does all 4 immediate directions). This returns the index into the
1986 * array of the free spot, -1 if no spot available (dir 0 = x,y) 1985 * array of the free spot, -1 if no spot available (dir 0 = x,y)
1987 * Note - this only checks to see if there is space for the head of the
1988 * object - if it is a multispace object, this should be called for all
1989 * pieces.
1990 * Note2: This function does correctly handle tiled maps, but does not 1986 * Note: This function does correctly handle tiled maps, but does not
1991 * inform the caller. However, insert_ob_in_map will update as 1987 * inform the caller. However, insert_ob_in_map will update as
1992 * necessary, so the caller shouldn't need to do any special work. 1988 * necessary, so the caller shouldn't need to do any special work.
1993 * Note - updated to take an object instead of archetype - this is necessary 1989 * Note - updated to take an object instead of archetype - this is necessary
1994 * because arch_blocked (now ob_blocked) needs to know the movement type 1990 * because arch_blocked (now ob_blocked) needs to know the movement type
1995 * to know if the space in question will block the object. We can't use 1991 * to know if the space in question will block the object. We can't use
1997 * customized, changed states, etc. 1993 * customized, changed states, etc.
1998 */ 1994 */
1999int 1995int
2000find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 1996find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2001{ 1997{
1998 int altern[SIZEOFFREE];
2002 int index = 0, flag; 1999 int index = 0, flag;
2003 int altern[SIZEOFFREE];
2004 2000
2005 for (int i = start; i < stop; i++) 2001 for (int i = start; i < stop; i++)
2006 { 2002 {
2007 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2003 mapxy pos (m, x, y); pos.move (i);
2008 if (!flag) 2004
2005 if (!pos.normalise ())
2006 continue;
2007
2008 mapspace &ms = *pos;
2009
2010 if (ms.flags () & P_IS_ALIVE)
2011 continue;
2012
2013 /* However, often
2014 * ob doesn't have any move type (when used to place exits)
2015 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
2016 */
2017 if (ob->move_type == 0 && ms.move_block != MOVE_ALL)
2018 {
2009 altern [index++] = i; 2019 altern [index++] = i;
2020 continue;
2021 }
2010 2022
2011 /* Basically, if we find a wall on a space, we cut down the search size. 2023 /* Basically, if we find a wall on a space, we cut down the search size.
2012 * In this way, we won't return spaces that are on another side of a wall. 2024 * In this way, we won't return spaces that are on another side of a wall.
2013 * This mostly work, but it cuts down the search size in all directions - 2025 * This mostly work, but it cuts down the search size in all directions -
2014 * if the space being examined only has a wall to the north and empty 2026 * if the space being examined only has a wall to the north and empty
2015 * spaces in all the other directions, this will reduce the search space 2027 * spaces in all the other directions, this will reduce the search space
2016 * to only the spaces immediately surrounding the target area, and 2028 * to only the spaces immediately surrounding the target area, and
2017 * won't look 2 spaces south of the target space. 2029 * won't look 2 spaces south of the target space.
2018 */ 2030 */
2019 else if ((flag & P_NO_PASS) && maxfree[i] < stop) 2031 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2032 {
2020 stop = maxfree[i]; 2033 stop = maxfree[i];
2034 continue;
2035 }
2036
2037 /* Note it is intentional that we check ob - the movement type of the
2038 * head of the object should correspond for the entire object.
2039 */
2040 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2041 continue;
2042
2043 if (ob->blocked (m, pos.x, pos.y))
2044 continue;
2045
2046 altern [index++] = i;
2021 } 2047 }
2022 2048
2023 if (!index) 2049 if (!index)
2024 return -1; 2050 return -1;
2025 2051
2026 return altern[RANDOM () % index]; 2052 return altern [rndm (index)];
2027} 2053}
2028 2054
2029/* 2055/*
2030 * find_first_free_spot(archetype, maptile, x, y) works like 2056 * find_first_free_spot(archetype, maptile, x, y) works like
2031 * find_free_spot(), but it will search max number of squares. 2057 * find_free_spot(), but it will search max number of squares.
2034 */ 2060 */
2035int 2061int
2036find_first_free_spot (const object *ob, maptile *m, int x, int y) 2062find_first_free_spot (const object *ob, maptile *m, int x, int y)
2037{ 2063{
2038 for (int i = 0; i < SIZEOFFREE; i++) 2064 for (int i = 0; i < SIZEOFFREE; i++)
2039 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2065 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2040 return i; 2066 return i;
2041 2067
2042 return -1; 2068 return -1;
2043} 2069}
2044 2070
2052{ 2078{
2053 arr += begin; 2079 arr += begin;
2054 end -= begin; 2080 end -= begin;
2055 2081
2056 while (--end) 2082 while (--end)
2057 swap (arr [end], arr [RANDOM () % (end + 1)]); 2083 swap (arr [end], arr [rndm (end + 1)]);
2058} 2084}
2059 2085
2060/* new function to make monster searching more efficient, and effective! 2086/* new function to make monster searching more efficient, and effective!
2061 * This basically returns a randomized array (in the passed pointer) of 2087 * This basically returns a randomized array (in the passed pointer) of
2062 * the spaces to find monsters. In this way, it won't always look for 2088 * the spaces to find monsters. In this way, it won't always look for
2098 object *tmp; 2124 object *tmp;
2099 maptile *mp; 2125 maptile *mp;
2100 2126
2101 MoveType blocked, move_type; 2127 MoveType blocked, move_type;
2102 2128
2103 if (exclude && exclude->head) 2129 if (exclude && exclude->head_ () != exclude)
2104 { 2130 {
2105 exclude = exclude->head; 2131 exclude = exclude->head;
2106 move_type = exclude->move_type; 2132 move_type = exclude->move_type;
2107 } 2133 }
2108 else 2134 else
2131 max = maxfree[i]; 2157 max = maxfree[i];
2132 else if (mflags & P_IS_ALIVE) 2158 else if (mflags & P_IS_ALIVE)
2133 { 2159 {
2134 for (tmp = ms.bot; tmp; tmp = tmp->above) 2160 for (tmp = ms.bot; tmp; tmp = tmp->above)
2135 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2161 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2136 && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2162 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2137 break; 2163 break;
2138 2164
2139 if (tmp) 2165 if (tmp)
2140 return freedir[i]; 2166 return freedir[i];
2141 } 2167 }
2196 2222
2197 return 3; 2223 return 3;
2198} 2224}
2199 2225
2200/* 2226/*
2201 * absdir(int): Returns a number between 1 and 8, which represent
2202 * the "absolute" direction of a number (it actually takes care of
2203 * "overflow" in previous calculations of a direction).
2204 */
2205
2206int
2207absdir (int d)
2208{
2209 while (d < 1)
2210 d += 8;
2211
2212 while (d > 8)
2213 d -= 8;
2214
2215 return d;
2216}
2217
2218/*
2219 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2227 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2220 * between two directions (which are expected to be absolute (see absdir()) 2228 * between two directions (which are expected to be absolute (see absdir())
2221 */ 2229 */
2222
2223int 2230int
2224dirdiff (int dir1, int dir2) 2231dirdiff (int dir1, int dir2)
2225{ 2232{
2226 int d; 2233 int d;
2227 2234
2340 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2347 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2341 * core dumps if they do. 2348 * core dumps if they do.
2342 * 2349 *
2343 * Add a check so we can't pick up invisible objects (0.93.8) 2350 * Add a check so we can't pick up invisible objects (0.93.8)
2344 */ 2351 */
2345
2346int 2352int
2347can_pick (const object *who, const object *item) 2353can_pick (const object *who, const object *item)
2348{ 2354{
2349 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2355 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2350 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2356 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2355 * create clone from object to another 2361 * create clone from object to another
2356 */ 2362 */
2357object * 2363object *
2358object_create_clone (object *asrc) 2364object_create_clone (object *asrc)
2359{ 2365{
2360 object *dst = 0, *tmp, *src, *part, *prev, *item; 2366 object *dst = 0, *tmp, *src, *prev, *item;
2361 2367
2362 if (!asrc) 2368 if (!asrc)
2363 return 0; 2369 return 0;
2364 2370
2365 src = asrc;
2366 if (src->head)
2367 src = src->head; 2371 src = asrc->head_ ();
2368 2372
2369 prev = 0; 2373 prev = 0;
2370 for (part = src; part; part = part->more) 2374 for (object *part = src; part; part = part->more)
2371 { 2375 {
2372 tmp = part->clone (); 2376 tmp = part->clone ();
2373 tmp->x -= src->x; 2377 tmp->x -= src->x;
2374 tmp->y -= src->y; 2378 tmp->y -= src->y;
2375 2379
2391 2395
2392 for (item = src->inv; item; item = item->below) 2396 for (item = src->inv; item; item = item->below)
2393 insert_ob_in_ob (object_create_clone (item), dst); 2397 insert_ob_in_ob (object_create_clone (item), dst);
2394 2398
2395 return dst; 2399 return dst;
2396}
2397
2398/* GROS - Creates an object using a string representing its content. */
2399/* Basically, we save the content of the string to a temp file, then call */
2400/* load_object on it. I admit it is a highly inefficient way to make things, */
2401/* but it was simple to make and allows reusing the load_object function. */
2402/* Remember not to use load_object_str in a time-critical situation. */
2403/* Also remember that multiparts objects are not supported for now. */
2404object *
2405load_object_str (const char *obstr)
2406{
2407 object *op;
2408 char filename[MAX_BUF];
2409
2410 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2411
2412 FILE *tempfile = fopen (filename, "w");
2413
2414 if (tempfile == NULL)
2415 {
2416 LOG (llevError, "Error - Unable to access load object temp file\n");
2417 return NULL;
2418 }
2419
2420 fprintf (tempfile, obstr);
2421 fclose (tempfile);
2422
2423 op = object::create ();
2424
2425 object_thawer thawer (filename);
2426
2427 if (thawer)
2428 load_object (thawer, op, 0);
2429
2430 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2431 CLEAR_FLAG (op, FLAG_REMOVED);
2432
2433 return op;
2434} 2400}
2435 2401
2436/* This returns the first object in who's inventory that 2402/* This returns the first object in who's inventory that
2437 * has the same type and subtype match. 2403 * has the same type and subtype match.
2438 * returns NULL if no match. 2404 * returns NULL if no match.
2493 if (link->key == canonical_key) 2459 if (link->key == canonical_key)
2494 return link->value; 2460 return link->value;
2495 2461
2496 return 0; 2462 return 0;
2497} 2463}
2498
2499 2464
2500/* 2465/*
2501 * Updates the canonical_key in op to value. 2466 * Updates the canonical_key in op to value.
2502 * 2467 *
2503 * canonical_key is a shared string (value doesn't have to be). 2468 * canonical_key is a shared string (value doesn't have to be).
2527 /* Basically, if the archetype has this key set, 2492 /* Basically, if the archetype has this key set,
2528 * we need to store the null value so when we save 2493 * we need to store the null value so when we save
2529 * it, we save the empty value so that when we load, 2494 * it, we save the empty value so that when we load,
2530 * we get this value back again. 2495 * we get this value back again.
2531 */ 2496 */
2532 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2497 if (get_ob_key_link (op->arch, canonical_key))
2533 field->value = 0; 2498 field->value = 0;
2534 else 2499 else
2535 { 2500 {
2536 if (last) 2501 if (last)
2537 last->next = field->next; 2502 last->next = field->next;
2606 } 2571 }
2607 else 2572 else
2608 item = item->env; 2573 item = item->env;
2609} 2574}
2610 2575
2576const char *
2577object::flag_desc (char *desc, int len) const
2578{
2579 char *p = desc;
2580 bool first = true;
2581
2582 *p = 0;
2583
2584 for (int i = 0; i < NUM_FLAGS; i++)
2585 {
2586 if (len <= 10) // magic constant!
2587 {
2588 snprintf (p, len, ",...");
2589 break;
2590 }
2591
2592 if (flag [i])
2593 {
2594 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2595 len -= cnt;
2596 p += cnt;
2597 first = false;
2598 }
2599 }
2600
2601 return desc;
2602}
2603
2611// return a suitable string describing an objetc in enough detail to find it 2604// return a suitable string describing an object in enough detail to find it
2612const char * 2605const char *
2613object::debug_desc (char *info) const 2606object::debug_desc (char *info) const
2614{ 2607{
2608 char flagdesc[512];
2615 char info2[256 * 3]; 2609 char info2[256 * 4];
2616 char *p = info; 2610 char *p = info;
2617 2611
2618 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2612 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2619 count, 2613 count, uuid.seq,
2620 &name, 2614 &name,
2621 title ? " " : "", 2615 title ? "\",title:\"" : "",
2622 title ? (const char *)title : ""); 2616 title ? (const char *)title : "",
2617 flag_desc (flagdesc, 512), type);
2623 2618
2624 if (env) 2619 if (!this->flag[FLAG_REMOVED] && env)
2625 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2620 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2626 2621
2627 if (map) 2622 if (map)
2628 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2623 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2629 2624
2630 return info; 2625 return info;
2631} 2626}
2632 2627
2633const char * 2628const char *
2634object::debug_desc () const 2629object::debug_desc () const
2635{ 2630{
2636 static char info[256 * 3]; 2631 static char info[3][256 * 4];
2632 static int info_idx;
2633
2637 return debug_desc (info); 2634 return debug_desc (info [++info_idx % 3]);
2638} 2635}
2639 2636
2637struct region *
2638object::region () const
2639{
2640 return map ? map->region (x, y)
2641 : region::default_region ();
2642}
2643
2644const materialtype_t *
2645object::dominant_material () const
2646{
2647 if (materialtype_t *mt = name_to_material (materialname))
2648 return mt;
2649
2650 return name_to_material (shstr_unknown);
2651}
2652
2653void
2654object::open_container (object *new_container)
2655{
2656 if (container == new_container)
2657 return;
2658
2659 if (object *old_container = container)
2660 {
2661 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2662 return;
2663
2664#if 0
2665 // remove the "Close old_container" object.
2666 if (object *closer = old_container->inv)
2667 if (closer->type == CLOSE_CON)
2668 closer->destroy ();
2669#endif
2670
2671 old_container->flag [FLAG_APPLIED] = 0;
2672 container = 0;
2673
2674 esrv_update_item (UPD_FLAGS, this, old_container);
2675 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2676 play_sound (sound_find ("chest_close"));
2677 }
2678
2679 if (new_container)
2680 {
2681 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2682 return;
2683
2684 // TODO: this does not seem to serve any purpose anymore?
2685#if 0
2686 // insert the "Close Container" object.
2687 if (archetype *closer = new_container->other_arch)
2688 {
2689 object *closer = arch_to_object (new_container->other_arch);
2690 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2691 new_container->insert (closer);
2692 }
2693#endif
2694
2695 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2696
2697 new_container->flag [FLAG_APPLIED] = 1;
2698 container = new_container;
2699
2700 esrv_update_item (UPD_FLAGS, this, new_container);
2701 esrv_send_inventory (this, new_container);
2702 play_sound (sound_find ("chest_open"));
2703 }
2704}
2705
2706object *
2707object::force_find (const shstr name)
2708{
2709 /* cycle through his inventory to look for the MARK we want to
2710 * place
2711 */
2712 for (object *tmp = inv; tmp; tmp = tmp->below)
2713 if (tmp->type == FORCE && tmp->slaying == name)
2714 return splay (tmp);
2715
2716 return 0;
2717}
2718
2719void
2720object::force_add (const shstr name, int duration)
2721{
2722 if (object *force = force_find (name))
2723 force->destroy ();
2724
2725 object *force = get_archetype (FORCE_NAME);
2726
2727 force->slaying = name;
2728 force->stats.food = 1;
2729 force->speed_left = -1.f;
2730
2731 force->set_speed (duration ? 1.f / duration : 0.f);
2732 force->flag [FLAG_IS_USED_UP] = true;
2733 force->flag [FLAG_APPLIED] = true;
2734
2735 insert (force);
2736}
2737
2738void
2739object::play_sound (faceidx sound) const
2740{
2741 if (!sound)
2742 return;
2743
2744 if (flag [FLAG_REMOVED])
2745 return;
2746
2747 if (env)
2748 {
2749 if (object *pl = in_player ())
2750 pl->contr->play_sound (sound);
2751 }
2752 else
2753 map->play_sound (sound, x, y);
2754}
2755

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