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Comparing deliantra/server/common/object.C (file contents):
Revision 1.84 by root, Mon Dec 25 14:54:44 2006 UTC vs.
Revision 1.183 by root, Mon Aug 20 19:13:10 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,
141 * objects with lists are rare, and lists stay short. If not, use a 143 * objects with lists are rare, and lists stay short. If not, use a
142 * different structure or at least keep the lists sorted... 144 * different structure or at least keep the lists sorted...
143 */ 145 */
144 146
145 /* For each field in wants, */ 147 /* For each field in wants, */
146 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) 148 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
147 { 149 {
148 key_value *has_field; 150 key_value *has_field;
149 151
150 /* Look for a field in has with the same key. */ 152 /* Look for a field in has with the same key. */
151 has_field = get_ob_key_link (has, wants_field->key); 153 has_field = get_ob_key_link (has, wants_field->key);
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
277 278
278 /* Note sure why the following is the case - either the object has to 279 /* 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 280 * be animated or have a very low speed. Is this an attempted monster
280 * check? 281 * check?
281 */ 282 */
282 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 283 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
283 return 0; 284 return 0;
284 285
285 switch (ob1->type) 286 switch (ob1->type)
286 { 287 {
287 case SCROLL: 288 case SCROLL:
298 return 0; 299 return 0;
299 else if (!compare_ob_value_lists (ob1, ob2)) 300 else if (!compare_ob_value_lists (ob1, ob2))
300 return 0; 301 return 0;
301 } 302 }
302 303
303 //TODO: generate an event or call into perl for additional checks
304 if (ob1->self || ob2->self) 304 if (ob1->self || ob2->self)
305 { 305 {
306 ob1->optimise (); 306 ob1->optimise ();
307 ob2->optimise (); 307 ob2->optimise ();
308 308
309 if (ob1->self || ob2->self) 309 if (ob1->self || ob2->self)
310 if (!cfperl_can_merge (ob1, ob2))
310 return 0; 311 return 0;
311 } 312 }
312 313
313 /* Everything passes, must be OK. */ 314 /* Everything passes, must be OK. */
314 return 1; 315 return 1;
315} 316}
323sum_weight (object *op) 324sum_weight (object *op)
324{ 325{
325 long sum; 326 long sum;
326 object *inv; 327 object *inv;
327 328
328 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 329 for (sum = 0, inv = op->inv; inv; inv = inv->below)
329 { 330 {
330 if (inv->inv) 331 if (inv->inv)
331 sum_weight (inv); 332 sum_weight (inv);
333
332 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 334 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
333 } 335 }
334 336
335 if (op->type == CONTAINER && op->stats.Str) 337 if (op->type == CONTAINER && op->stats.Str)
336 sum = (sum * (100 - op->stats.Str)) / 100; 338 sum = (sum * (100 - op->stats.Str)) / 100;
356/* 358/*
357 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 359 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
358 * Some error messages. 360 * Some error messages.
359 * The result of the dump is stored in the static global errmsg array. 361 * The result of the dump is stored in the static global errmsg array.
360 */ 362 */
361
362char * 363char *
363dump_object (object *op) 364dump_object (object *op)
364{ 365{
365 if (!op) 366 if (!op)
366 return strdup ("[NULLOBJ]"); 367 return strdup ("[NULLOBJ]");
367 368
368 object_freezer freezer; 369 object_freezer freezer;
369 save_object (freezer, op, 3); 370 op->write (freezer);
370 return freezer.as_string (); 371 return freezer.as_string ();
371} 372}
372 373
373/* 374/*
374 * get_nearest_part(multi-object, object 2) returns the part of the 375 * get_nearest_part(multi-object, object 2) returns the part of the
391} 392}
392 393
393/* 394/*
394 * Returns the object which has the count-variable equal to the argument. 395 * Returns the object which has the count-variable equal to the argument.
395 */ 396 */
396
397object * 397object *
398find_object (tag_t i) 398find_object (tag_t i)
399{ 399{
400 for (object *op = object::first; op; op = op->next) 400 for_all_objects (op)
401 if (op->count == i) 401 if (op->count == i)
402 return op; 402 return op;
403 403
404 return 0; 404 return 0;
405} 405}
406 406
407/* 407/*
408 * Returns the first object which has a name equal to the argument. 408 * Returns the first object which has a name equal to the argument.
409 * Used only by the patch command, but not all that useful. 409 * Used only by the patch command, but not all that useful.
410 * Enables features like "patch <name-of-other-player> food 999" 410 * Enables features like "patch <name-of-other-player> food 999"
411 */ 411 */
412
413object * 412object *
414find_object_name (const char *str) 413find_object_name (const char *str)
415{ 414{
416 shstr_cmp str_ (str); 415 shstr_cmp str_ (str);
417 object *op; 416 object *op;
418 417
419 for (op = object::first; op != NULL; op = op->next) 418 for_all_objects (op)
420 if (op->name == str_) 419 if (op->name == str_)
421 break; 420 break;
422 421
423 return op; 422 return op;
424} 423}
430} 429}
431 430
432/* 431/*
433 * Sets the owner and sets the skill and exp pointers to owner's current 432 * Sets the owner and sets the skill and exp pointers to owner's current
434 * skill and experience objects. 433 * skill and experience objects.
434 * ACTUALLY NO! investigate! TODO
435 */ 435 */
436void 436void
437object::set_owner (object *owner) 437object::set_owner (object *owner)
438{ 438{
439 // allow objects which own objects
439 if (!owner) 440 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) 441 while (owner->owner)
450 owner = owner->owner; 442 owner = owner->owner;
451 443
452 this->owner = owner; 444 this->owner = owner;
445}
446
447int
448object::slottype () const
449{
450 if (type == SKILL)
451 {
452 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
453 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
454 }
455 else
456 {
457 if (slot [body_combat].info) return slot_combat;
458 if (slot [body_range ].info) return slot_ranged;
459 }
460
461 return slot_none;
462}
463
464bool
465object::change_weapon (object *ob)
466{
467 if (current_weapon == ob)
468 return true;
469
470 if (chosen_skill)
471 chosen_skill->flag [FLAG_APPLIED] = false;
472
473 current_weapon = ob;
474 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
475
476 if (chosen_skill)
477 chosen_skill->flag [FLAG_APPLIED] = true;
478
479 update_stats ();
480
481 if (ob)
482 {
483 // now check wether any body locations became invalid, in which case
484 // we cannot apply the weapon at the moment.
485 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
486 if (slot[i].used < 0)
487 {
488 current_weapon = chosen_skill = 0;
489 update_stats ();
490
491 new_draw_info_format (NDI_UNIQUE, 0, this,
492 "You try to balance all your items at once, "
493 "but the %s is just too much for your body. "
494 "[You need to unapply some items first.]", &ob->name);
495 return false;
496 }
497
498 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
499 }
500 else
501 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
502
503 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
504 {
505 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
506 &name, ob->debug_desc ());
507 return false;
508 }
509
510 return true;
453} 511}
454 512
455/* Zero the key_values on op, decrementing the shared-string 513/* Zero the key_values on op, decrementing the shared-string
456 * refcounts and freeing the links. 514 * refcounts and freeing the links.
457 */ 515 */
458static void 516static void
459free_key_values (object *op) 517free_key_values (object *op)
460{ 518{
461 for (key_value *i = op->key_values; i != 0;) 519 for (key_value *i = op->key_values; i; )
462 { 520 {
463 key_value *next = i->next; 521 key_value *next = i->next;
464 delete i; 522 delete i;
465 523
466 i = next; 524 i = next;
467 } 525 }
468 526
469 op->key_values = 0; 527 op->key_values = 0;
470} 528}
471 529
472/* 530object &
473 * copy_to first frees everything allocated by the dst object, 531object::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{ 532{
483 bool is_freed = QUERY_FLAG (dst, FLAG_FREED); 533 bool is_freed = flag [FLAG_FREED];
484 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED); 534 bool is_removed = flag [FLAG_REMOVED];
485 535
486 *(object_copy *)dst = *this; 536 *(object_copy *)this = src;
487 537
488 if (is_freed) 538 flag [FLAG_FREED] = is_freed;
489 SET_FLAG (dst, FLAG_FREED); 539 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;
496 540
497 /* Copy over key_values, if any. */ 541 /* Copy over key_values, if any. */
498 if (key_values) 542 if (src.key_values)
499 { 543 {
500 key_value *tail = 0; 544 key_value *tail = 0;
501 key_value *i;
502
503 dst->key_values = 0; 545 key_values = 0;
504 546
505 for (i = key_values; i; i = i->next) 547 for (key_value *i = src.key_values; i; i = i->next)
506 { 548 {
507 key_value *new_link = new key_value; 549 key_value *new_link = new key_value;
508 550
509 new_link->next = 0; 551 new_link->next = 0;
510 new_link->key = i->key; 552 new_link->key = i->key;
511 new_link->value = i->value; 553 new_link->value = i->value;
512 554
513 /* Try and be clever here, too. */ 555 /* Try and be clever here, too. */
514 if (!dst->key_values) 556 if (!key_values)
515 { 557 {
516 dst->key_values = new_link; 558 key_values = new_link;
517 tail = new_link; 559 tail = new_link;
518 } 560 }
519 else 561 else
520 { 562 {
521 tail->next = new_link; 563 tail->next = new_link;
522 tail = new_link; 564 tail = new_link;
523 } 565 }
524 } 566 }
525 } 567 }
568}
526 569
527 update_ob_speed (dst); 570/*
571 * copy_to first frees everything allocated by the dst object,
572 * and then copies the contents of itself into the second
573 * object, allocating what needs to be allocated. Basically, any
574 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
575 * if the first object is freed, the pointers in the new object
576 * will point at garbage.
577 */
578void
579object::copy_to (object *dst)
580{
581 *dst = *this;
582
583 if (speed < 0)
584 dst->speed_left = speed_left - rndm ();
585
586 dst->set_speed (dst->speed);
587}
588
589void
590object::instantiate ()
591{
592 if (!uuid.seq) // HACK
593 uuid = gen_uuid ();
594
595 speed_left = -0.1f;
596 /* copy the body_info to the body_used - this is only really
597 * need for monsters, but doesn't hurt to do it for everything.
598 * by doing so, when a monster is created, it has good starting
599 * values for the body_used info, so when items are created
600 * for it, they can be properly equipped.
601 */
602 for (int i = NUM_BODY_LOCATIONS; i--; )
603 slot[i].used = slot[i].info;
604
605 attachable::instantiate ();
528} 606}
529 607
530object * 608object *
531object::clone () 609object::clone ()
532{ 610{
538/* 616/*
539 * If an object with the IS_TURNABLE() flag needs to be turned due 617 * 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 618 * 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. 619 * be called to update the face variable, _and_ how it looks on the map.
542 */ 620 */
543
544void 621void
545update_turn_face (object *op) 622update_turn_face (object *op)
546{ 623{
547 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 624 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
548 return; 625 return;
626
549 SET_ANIMATION (op, op->direction); 627 SET_ANIMATION (op, op->direction);
550 update_object (op, UP_OBJ_FACE); 628 update_object (op, UP_OBJ_FACE);
551} 629}
552 630
553/* 631/*
554 * Updates the speed of an object. If the speed changes from 0 to another 632 * 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. 633 * 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. 634 * This function needs to be called whenever the speed of an object changes.
557 */ 635 */
558void 636void
559update_ob_speed (object *op) 637object::set_speed (float speed)
560{ 638{
561 extern int arch_init; 639 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
567 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
568 { 640 {
569 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 641 LOG (llevError, "Object %s is freed but has speed.\n", &name);
570#ifdef MANY_CORES
571 abort ();
572#else
573 op->speed = 0; 642 speed = 0;
574#endif
575 }
576
577 if (arch_init)
578 return;
579
580 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
581 { 643 }
582 /* If already on active list, don't do anything */
583 if (op->active_next || op->active_prev || op == active_objects)
584 return;
585 644
586 /* process_events() expects us to insert the object at the beginning 645 this->speed = speed;
587 * of the list. */
588 op->active_next = active_objects;
589 646
590 if (op->active_next != NULL) 647 if (has_active_speed ())
591 op->active_next->active_prev = op; 648 activate ();
592
593 active_objects = op;
594 }
595 else 649 else
596 { 650 deactivate ();
597 /* If not on the active list, nothing needs to be done */
598 if (!op->active_next && !op->active_prev && op != active_objects)
599 return;
600
601 if (op->active_prev == NULL)
602 {
603 active_objects = op->active_next;
604
605 if (op->active_next != NULL)
606 op->active_next->active_prev = NULL;
607 }
608 else
609 {
610 op->active_prev->active_next = op->active_next;
611
612 if (op->active_next)
613 op->active_next->active_prev = op->active_prev;
614 }
615
616 op->active_next = NULL;
617 op->active_prev = NULL;
618 }
619}
620
621/* This function removes object 'op' from the list of active
622 * objects.
623 * This should only be used for style maps or other such
624 * reference maps where you don't want an object that isn't
625 * in play chewing up cpu time getting processed.
626 * The reverse of this is to call update_ob_speed, which
627 * will do the right thing based on the speed of the object.
628 */
629void
630remove_from_active_list (object *op)
631{
632 /* If not on the active list, nothing needs to be done */
633 if (!op->active_next && !op->active_prev && op != active_objects)
634 return;
635
636 if (op->active_prev == NULL)
637 {
638 active_objects = op->active_next;
639 if (op->active_next != NULL)
640 op->active_next->active_prev = NULL;
641 }
642 else
643 {
644 op->active_prev->active_next = op->active_next;
645 if (op->active_next)
646 op->active_next->active_prev = op->active_prev;
647 }
648 op->active_next = NULL;
649 op->active_prev = NULL;
650} 651}
651 652
652/* 653/*
653 * update_object() updates the the map. 654 * update_object() updates the the map.
654 * It takes into account invisible objects (and represent squares covered 655 * It takes into account invisible objects (and represent squares covered
667 * UP_OBJ_FACE: only the objects face has changed. 668 * UP_OBJ_FACE: only the objects face has changed.
668 */ 669 */
669void 670void
670update_object (object *op, int action) 671update_object (object *op, int action)
671{ 672{
672 MoveType move_on, move_off, move_block, move_slow;
673
674 if (op == NULL) 673 if (op == NULL)
675 { 674 {
676 /* this should never happen */ 675 /* this should never happen */
677 LOG (llevDebug, "update_object() called for NULL object.\n"); 676 LOG (llevDebug, "update_object() called for NULL object.\n");
678 return; 677 return;
702 return; 701 return;
703 } 702 }
704 703
705 mapspace &m = op->ms (); 704 mapspace &m = op->ms ();
706 705
707 if (m.flags_ & P_NEED_UPDATE) 706 if (!(m.flags_ & P_UPTODATE))
708 /* nop */; 707 /* nop */;
709 else if (action == UP_OBJ_INSERT) 708 else if (action == UP_OBJ_INSERT)
710 { 709 {
711 // this is likely overkill, TODO: revisit (schmorp) 710 // this is likely overkill, TODO: revisit (schmorp)
712 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 711 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
721 /* This isn't perfect, but I don't expect a lot of objects to 720 /* This isn't perfect, but I don't expect a lot of objects to
722 * to have move_allow right now. 721 * to have move_allow right now.
723 */ 722 */
724 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 723 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
725 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 724 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
726 m.flags_ = P_NEED_UPDATE; 725 m.flags_ = 0;
727 } 726 }
728 /* if the object is being removed, we can't make intelligent 727 /* if the object is being removed, we can't make intelligent
729 * decisions, because remove_ob can't really pass the object 728 * decisions, because remove_ob can't really pass the object
730 * that is being removed. 729 * that is being removed.
731 */ 730 */
732 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 731 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
733 m.flags_ = P_NEED_UPDATE; 732 m.flags_ = 0;
734 else if (action == UP_OBJ_FACE) 733 else if (action == UP_OBJ_FACE)
735 /* Nothing to do for that case */ ; 734 /* Nothing to do for that case */ ;
736 else 735 else
737 LOG (llevError, "update_object called with invalid action: %d\n", action); 736 LOG (llevError, "update_object called with invalid action: %d\n", action);
738 737
739 if (op->more) 738 if (op->more)
740 update_object (op->more, action); 739 update_object (op->more, action);
741} 740}
742 741
743object::vector object::objects; // not yet used
744object *object::first;
745
746object::object () 742object::object ()
747{ 743{
748 SET_FLAG (this, FLAG_REMOVED); 744 SET_FLAG (this, FLAG_REMOVED);
749 745
750 expmul = 1.0; 746 expmul = 1.0;
751 face = blank_face; 747 face = blank_face;
752} 748}
753 749
754object::~object () 750object::~object ()
755{ 751{
752 unlink ();
753
756 free_key_values (this); 754 free_key_values (this);
757} 755}
758 756
757static int object_count;
758
759void object::link () 759void object::link ()
760{ 760{
761 count = ++ob_count; 761 assert (!index);//D
762 uuid = gen_uuid (); 762 uuid = gen_uuid ();
763 count = ++object_count;
763 764
764 prev = 0; 765 refcnt_inc ();
765 next = object::first; 766 objects.insert (this);
766
767 if (object::first)
768 object::first->prev = this;
769
770 object::first = this;
771} 767}
772 768
773void object::unlink () 769void object::unlink ()
774{ 770{
775 if (this == object::first) 771 if (!index)
776 object::first = next;
777
778 /* Remove this object from the list of used objects */
779 if (prev) prev->next = next;
780 if (next) next->prev = prev;
781
782 prev = 0;
783 next = 0;
784}
785
786object *object::create ()
787{
788 object *op = new object;
789 op->link ();
790 return op; 772 return;
791}
792 773
793/* 774 objects.erase (this);
794 * free_object() frees everything allocated by an object, removes 775 refcnt_dec ();
795 * it from the list of used objects, and puts it on the list of 776}
796 * free objects. The IS_FREED() flag is set in the object. 777
797 * The object must have been removed by remove_ob() first for
798 * this function to succeed.
799 *
800 * If destroy_inventory is set, free inventory as well. Else drop items in
801 * inventory to the ground.
802 */
803void 778void
804object::do_destroy () 779object::activate ()
805{ 780{
806 attachable::do_destroy (); 781 /* If already on active list, don't do anything */
807 782 if (active)
808 if (flag [FLAG_IS_LINKED])
809 remove_button_link (this);
810
811 if (flag [FLAG_FRIENDLY])
812 remove_friendly_object (this);
813
814 if (!flag [FLAG_REMOVED])
815 remove ();
816
817 if (flag [FLAG_FREED])
818 return; 783 return;
819 784
820 flag [FLAG_FREED] = 1; 785 if (has_active_speed ())
786 actives.insert (this);
787}
821 788
822 // hack to ensure that freed objects still have a valid map 789void
823 { 790object::activate_recursive ()
824 static maptile *freed_map; // freed objects are moved here to avoid crashes 791{
792 activate ();
825 793
826 if (!freed_map) 794 for (object *op = inv; op; op = op->below)
795 op->activate_recursive ();
796}
797
798/* This function removes object 'op' from the list of active
799 * objects.
800 * This should only be used for style maps or other such
801 * reference maps where you don't want an object that isn't
802 * in play chewing up cpu time getting processed.
803 * The reverse of this is to call update_ob_speed, which
804 * will do the right thing based on the speed of the object.
805 */
806void
807object::deactivate ()
808{
809 /* If not on the active list, nothing needs to be done */
810 if (!active)
811 return;
812
813 actives.erase (this);
814}
815
816void
817object::deactivate_recursive ()
818{
819 for (object *op = inv; op; op = op->below)
820 op->deactivate_recursive ();
821
822 deactivate ();
823}
824
825void
826object::set_flag_inv (int flag, int value)
827{
828 for (object *op = inv; op; op = op->below)
827 { 829 {
828 freed_map = new maptile; 830 op->flag [flag] = value;
829 831 op->set_flag_inv (flag, value);
830 freed_map->name = "/internal/freed_objects_map";
831 freed_map->width = 3;
832 freed_map->height = 3;
833
834 freed_map->allocate ();
835 } 832 }
836
837 map = freed_map;
838 x = 1;
839 y = 1;
840 }
841
842 more = 0;
843 head = 0;
844 inv = 0;
845
846 // clear those pointers that likely might have circular references to us
847 owner = 0;
848 enemy = 0;
849 attacked_by = 0;
850
851 // only relevant for players(?), but make sure of it anyways
852 contr = 0;
853
854 /* Remove object from the active list */
855 speed = 0;
856 update_ob_speed (this);
857
858 unlink ();
859} 833}
860 834
861/* 835/*
862 * Remove and free all objects in the inventory of the given object. 836 * Remove and free all objects in the inventory of the given object.
863 * object.c ? 837 * object.c ?
864 */ 838 */
865void 839void
866object::destroy_inv (bool drop_to_ground) 840object::destroy_inv (bool drop_to_ground)
867{ 841{
842 // need to check first, because the checks below might segfault
843 // as we might be on an invalid mapspace and crossfire code
844 // is too buggy to ensure that the inventory is empty.
845 // corollary: if you create arrows etc. with stuff in tis inventory,
846 // cf will crash below with off-map x and y
868 if (!inv) 847 if (!inv)
869 return; 848 return;
870 849
871 /* Only if the space blocks everything do we not process - 850 /* Only if the space blocks everything do we not process -
872 * if some form of movement is allowed, let objects 851 * if some form of movement is allowed, let objects
873 * drop on that space. 852 * drop on that space.
874 */ 853 */
875 if (!drop_to_ground || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL) 854 if (!drop_to_ground
855 || !map
856 || map->in_memory != MAP_IN_MEMORY
857 || map->nodrop
858 || ms ().move_block == MOVE_ALL)
876 { 859 {
877 while (inv) 860 while (inv)
878 { 861 {
879 inv->destroy_inv (drop_to_ground); 862 inv->destroy_inv (drop_to_ground);
880 inv->destroy (); 863 inv->destroy ();
888 871
889 if (op->flag [FLAG_STARTEQUIP] 872 if (op->flag [FLAG_STARTEQUIP]
890 || op->flag [FLAG_NO_DROP] 873 || op->flag [FLAG_NO_DROP]
891 || op->type == RUNE 874 || op->type == RUNE
892 || op->type == TRAP 875 || op->type == TRAP
893 || op->flag [FLAG_IS_A_TEMPLATE]) 876 || op->flag [FLAG_IS_A_TEMPLATE]
877 || op->flag [FLAG_DESTROY_ON_DEATH])
894 op->destroy (); 878 op->destroy ();
895 else 879 else
896 { 880 map->insert (op, x, y);
897 op->remove ();
898 op->x = x;
899 op->y = y;
900 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
901 }
902 } 881 }
903 } 882 }
883}
884
885object *object::create ()
886{
887 object *op = new object;
888 op->link ();
889 return op;
890}
891
892void
893object::do_destroy ()
894{
895 attachable::do_destroy ();
896
897 if (flag [FLAG_IS_LINKED])
898 remove_button_link (this);
899
900 if (flag [FLAG_FRIENDLY])
901 remove_friendly_object (this);
902
903 if (!flag [FLAG_REMOVED])
904 remove ();
905
906 destroy_inv (true);
907
908 deactivate ();
909 unlink ();
910
911 flag [FLAG_FREED] = 1;
912
913 // hack to ensure that freed objects still have a valid map
914 {
915 static maptile *freed_map; // freed objects are moved here to avoid crashes
916
917 if (!freed_map)
918 {
919 freed_map = new maptile;
920
921 freed_map->name = "/internal/freed_objects_map";
922 freed_map->width = 3;
923 freed_map->height = 3;
924
925 freed_map->alloc ();
926 freed_map->in_memory = MAP_IN_MEMORY;
927 }
928
929 map = freed_map;
930 x = 1;
931 y = 1;
932 }
933
934 if (more)
935 {
936 more->destroy ();
937 more = 0;
938 }
939
940 head = 0;
941
942 // clear those pointers that likely might cause circular references
943 owner = 0;
944 enemy = 0;
945 attacked_by = 0;
946 current_weapon = 0;
904} 947}
905 948
906void 949void
907object::destroy (bool destroy_inventory) 950object::destroy (bool destroy_inventory)
908{ 951{
909 if (destroyed ()) 952 if (destroyed ())
910 return; 953 return;
911 954
912 if (more)
913 {
914 //TODO: non-head objects must not have inventory
915 more->destroy (destroy_inventory);
916 more = 0;
917 }
918
919 if (destroy_inventory) 955 if (destroy_inventory)
920 destroy_inv (true); 956 destroy_inv (false);
957
958 if (is_head ())
959 if (sound_destroy)
960 play_sound (sound_destroy);
961 else if (flag [FLAG_MONSTER])
962 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
921 963
922 attachable::destroy (); 964 attachable::destroy ();
923} 965}
924 966
925/* 967/*
943 * This function removes the object op from the linked list of objects 985 * This function removes the object op from the linked list of objects
944 * which it is currently tied to. When this function is done, the 986 * which it is currently tied to. When this function is done, the
945 * object will have no environment. If the object previously had an 987 * object will have no environment. If the object previously had an
946 * environment, the x and y coordinates will be updated to 988 * environment, the x and y coordinates will be updated to
947 * the previous environment. 989 * the previous environment.
948 * Beware: This function is called from the editor as well!
949 */ 990 */
950void 991void
951object::remove () 992object::do_remove ()
952{ 993{
953 object *tmp, *last = 0; 994 object *tmp, *last = 0;
954 object *otmp; 995 object *otmp;
955 996
956 if (QUERY_FLAG (this, FLAG_REMOVED)) 997 if (QUERY_FLAG (this, FLAG_REMOVED))
978 * to save cpu time. 1019 * to save cpu time.
979 */ 1020 */
980 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1021 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
981 otmp->update_stats (); 1022 otmp->update_stats ();
982 1023
983 if (above != NULL) 1024 if (above)
984 above->below = below; 1025 above->below = below;
985 else 1026 else
986 env->inv = below; 1027 env->inv = below;
987 1028
988 if (below != NULL) 1029 if (below)
989 below->above = above; 1030 below->above = above;
990 1031
991 /* we set up values so that it could be inserted into 1032 /* we set up values so that it could be inserted into
992 * the map, but we don't actually do that - it is up 1033 * the map, but we don't actually do that - it is up
993 * to the caller to decide what we want to do. 1034 * to the caller to decide what we want to do.
997 above = 0, below = 0; 1038 above = 0, below = 0;
998 env = 0; 1039 env = 0;
999 } 1040 }
1000 else if (map) 1041 else if (map)
1001 { 1042 {
1002 /* Re did the following section of code - it looks like it had 1043 if (type == PLAYER)
1003 * lots of logic for things we no longer care about
1004 */ 1044 {
1045 // leaving a spot always closes any open container on the ground
1046 if (container && !container->env)
1047 // this causes spurious floorbox updates, but it ensures
1048 // that the CLOSE event is being sent.
1049 close_container ();
1050
1051 --map->players;
1052 map->touch ();
1053 }
1054
1055 map->dirty = true;
1056 mapspace &ms = this->ms ();
1005 1057
1006 /* link the object above us */ 1058 /* link the object above us */
1007 if (above) 1059 if (above)
1008 above->below = below; 1060 above->below = below;
1009 else 1061 else
1010 map->at (x, y).top = below; /* we were top, set new top */ 1062 ms.top = below; /* we were top, set new top */
1011 1063
1012 /* Relink the object below us, if there is one */ 1064 /* Relink the object below us, if there is one */
1013 if (below) 1065 if (below)
1014 below->above = above; 1066 below->above = above;
1015 else 1067 else
1017 /* Nothing below, which means we need to relink map object for this space 1069 /* Nothing below, which means we need to relink map object for this space
1018 * use translated coordinates in case some oddness with map tiling is 1070 * use translated coordinates in case some oddness with map tiling is
1019 * evident 1071 * evident
1020 */ 1072 */
1021 if (GET_MAP_OB (map, x, y) != this) 1073 if (GET_MAP_OB (map, x, y) != this)
1022 {
1023 char *dump = dump_object (this);
1024 LOG (llevError,
1025 "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); 1074 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 ());
1026 free (dump);
1027 dump = dump_object (GET_MAP_OB (map, x, y));
1028 LOG (llevError, "%s\n", dump);
1029 free (dump);
1030 }
1031 1075
1032 map->at (x, y).bot = above; /* goes on above it. */ 1076 ms.bot = above; /* goes on above it. */
1033 } 1077 }
1034 1078
1035 above = 0; 1079 above = 0;
1036 below = 0; 1080 below = 0;
1037 1081
1038 if (map->in_memory == MAP_SAVING) 1082 if (map->in_memory == MAP_SAVING)
1039 return; 1083 return;
1040 1084
1041 int check_walk_off = !flag [FLAG_NO_APPLY]; 1085 int check_walk_off = !flag [FLAG_NO_APPLY];
1042 1086
1087 if (object *pl = ms.player ())
1088 {
1089 if (pl->container == this)
1090 /* If a container that the player is currently using somehow gets
1091 * removed (most likely destroyed), update the player view
1092 * appropriately.
1093 */
1094 pl->close_container ();
1095
1096 pl->contr->ns->floorbox_update ();
1097 }
1098
1043 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) 1099 for (tmp = ms.bot; tmp; tmp = tmp->above)
1044 { 1100 {
1045 /* No point updating the players look faces if he is the object 1101 /* No point updating the players look faces if he is the object
1046 * being removed. 1102 * being removed.
1047 */ 1103 */
1048 1104
1049 if (tmp->type == PLAYER && tmp != this)
1050 {
1051 /* If a container that the player is currently using somehow gets
1052 * removed (most likely destroyed), update the player view
1053 * appropriately.
1054 */
1055 if (tmp->container == this)
1056 {
1057 flag [FLAG_APPLIED] = 0;
1058 tmp->container = 0;
1059 }
1060
1061 if (tmp->contr->ns)
1062 tmp->contr->ns->floorbox_update ();
1063 }
1064
1065 /* See if player moving off should effect something */ 1105 /* See if object moving off should effect something */
1066 if (check_walk_off 1106 if (check_walk_off
1067 && ((move_type & tmp->move_off) 1107 && ((move_type & tmp->move_off)
1068 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1108 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1069 { 1109 {
1070 move_apply (tmp, this, 0); 1110 move_apply (tmp, this, 0);
1071 1111
1072 if (destroyed ()) 1112 if (destroyed ())
1073 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1113 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1074 } 1114 }
1075 1115
1076 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1077
1078 if (tmp->above == tmp)
1079 tmp->above = 0;
1080
1081 last = tmp; 1116 last = tmp;
1082 } 1117 }
1083 1118
1084 /* last == NULL of there are no objects on this space */ 1119 /* last == NULL if there are no objects on this space */
1120 //TODO: this makes little sense, why only update the topmost object?
1085 if (!last) 1121 if (!last)
1086 map->at (x, y).flags_ = P_NEED_UPDATE; 1122 map->at (x, y).flags_ = 0;
1087 else 1123 else
1088 update_object (last, UP_OBJ_REMOVE); 1124 update_object (last, UP_OBJ_REMOVE);
1089 1125
1090 if (flag [FLAG_BLOCKSVIEW] || glow_radius) 1126 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1091 update_all_los (map, x, y); 1127 update_all_los (map, x, y);
1127 } 1163 }
1128 1164
1129 return 0; 1165 return 0;
1130} 1166}
1131 1167
1168void
1169object::expand_tail ()
1170{
1171 if (more)
1172 return;
1173
1174 object *prev = this;
1175
1176 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1177 {
1178 object *op = arch_to_object (at);
1179
1180 op->name = name;
1181 op->name_pl = name_pl;
1182 op->title = title;
1183
1184 op->head = this;
1185 prev->more = op;
1186
1187 prev = op;
1188 }
1189}
1190
1132/* 1191/*
1133 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1192 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1134 * job preparing multi-part monsters 1193 * job preparing multi-part monsters.
1135 */ 1194 */
1136object * 1195object *
1137insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1196insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1138{ 1197{
1139 object *tmp;
1140
1141 if (op->head)
1142 op = op->head;
1143
1144 for (tmp = op; tmp; tmp = tmp->more) 1198 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1145 { 1199 {
1146 tmp->x = x + tmp->arch->clone.x; 1200 tmp->x = x + tmp->arch->x;
1147 tmp->y = y + tmp->arch->clone.y; 1201 tmp->y = y + tmp->arch->y;
1148 } 1202 }
1149 1203
1150 return insert_ob_in_map (op, m, originator, flag); 1204 return insert_ob_in_map (op, m, originator, flag);
1151} 1205}
1152 1206
1171 * just 'op' otherwise 1225 * just 'op' otherwise
1172 */ 1226 */
1173object * 1227object *
1174insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1228insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1175{ 1229{
1230 assert (!op->flag [FLAG_FREED]);
1231
1176 object *tmp, *top, *floor = NULL; 1232 object *top, *floor = NULL;
1177 sint16 x, y;
1178 1233
1179 if (QUERY_FLAG (op, FLAG_FREED)) 1234 op->remove ();
1180 {
1181 LOG (llevError, "Trying to insert freed object!\n");
1182 return NULL;
1183 }
1184
1185 if (m == NULL)
1186 {
1187 char *dump = dump_object (op);
1188 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1189 free (dump);
1190 return op;
1191 }
1192 1235
1193 if (out_of_map (m, op->x, op->y)) 1236 if (out_of_map (m, op->x, op->y))
1194 { 1237 {
1195 char *dump = dump_object (op);
1196 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump); 1238 LOG (llevError, "Trying to insert object outside the map.\n%s\n", op->debug_desc ());
1197#ifdef MANY_CORES 1239#ifdef MANY_CORES
1198 /* Better to catch this here, as otherwise the next use of this object 1240 /* Better to catch this here, as otherwise the next use of this object
1199 * is likely to cause a crash. Better to find out where it is getting 1241 * is likely to cause a crash. Better to find out where it is getting
1200 * improperly inserted. 1242 * improperly inserted.
1201 */ 1243 */
1202 abort (); 1244 abort ();
1203#endif 1245#endif
1204 free (dump);
1205 return op; 1246 return op;
1206 } 1247 }
1207 1248
1208 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1249 if (object *more = op->more)
1209 { 1250 if (!insert_ob_in_map (more, m, originator, flag))
1210 char *dump = dump_object (op);
1211 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1212 free (dump);
1213 return op; 1251 return 0;
1214 }
1215
1216 if (op->more)
1217 {
1218 /* The part may be on a different map. */
1219
1220 object *more = op->more;
1221
1222 /* We really need the caller to normalize coordinates - if
1223 * we set the map, that doesn't work if the location is within
1224 * a map and this is straddling an edge. So only if coordinate
1225 * is clear wrong do we normalize it.
1226 */
1227 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1228 more->map = get_map_from_coord (m, &more->x, &more->y);
1229 else if (!more->map)
1230 {
1231 /* For backwards compatibility - when not dealing with tiled maps,
1232 * more->map should always point to the parent.
1233 */
1234 more->map = m;
1235 }
1236
1237 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1238 {
1239 if (!op->head)
1240 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1241
1242 return 0;
1243 }
1244 }
1245 1252
1246 CLEAR_FLAG (op, FLAG_REMOVED); 1253 CLEAR_FLAG (op, FLAG_REMOVED);
1247 1254
1248 /* Ideally, the caller figures this out. However, it complicates a lot 1255 /* Ideally, the caller figures this out. However, it complicates a lot
1249 * of areas of callers (eg, anything that uses find_free_spot would now 1256 * of areas of callers (eg, anything that uses find_free_spot would now
1250 * need extra work 1257 * need extra work
1251 */ 1258 */
1252 op->map = get_map_from_coord (m, &op->x, &op->y); 1259 if (!xy_normalise (m, op->x, op->y))
1253 x = op->x; 1260 return 0;
1254 y = op->y; 1261
1262 op->map = m;
1263 mapspace &ms = op->ms ();
1255 1264
1256 /* this has to be done after we translate the coordinates. 1265 /* this has to be done after we translate the coordinates.
1257 */ 1266 */
1258 if (op->nrof && !(flag & INS_NO_MERGE)) 1267 if (op->nrof && !(flag & INS_NO_MERGE))
1259 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1268 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1260 if (object::can_merge (op, tmp)) 1269 if (object::can_merge (op, tmp))
1261 { 1270 {
1262 op->nrof += tmp->nrof; 1271 op->nrof += tmp->nrof;
1263 tmp->destroy (); 1272 tmp->destroy ();
1264 } 1273 }
1281 op->below = originator->below; 1290 op->below = originator->below;
1282 1291
1283 if (op->below) 1292 if (op->below)
1284 op->below->above = op; 1293 op->below->above = op;
1285 else 1294 else
1286 op->ms ().bot = op; 1295 ms.bot = op;
1287 1296
1288 /* since *below* originator, no need to update top */ 1297 /* since *below* originator, no need to update top */
1289 originator->below = op; 1298 originator->below = op;
1290 } 1299 }
1291 else 1300 else
1292 { 1301 {
1302 top = ms.bot;
1303
1293 /* If there are other objects, then */ 1304 /* If there are other objects, then */
1294 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1305 if ((!(flag & INS_MAP_LOAD)) && top)
1295 { 1306 {
1296 object *last = NULL; 1307 object *last = 0;
1297 1308
1298 /* 1309 /*
1299 * 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.
1300 * We've already dealt with merging if appropriate. 1311 * We've already dealt with merging if appropriate.
1301 * 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
1305 * 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
1306 * 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
1307 * 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
1308 * that flying non pickable objects are spell objects. 1319 * that flying non pickable objects are spell objects.
1309 */ 1320 */
1310 1321 for (top = ms.bot; top; top = top->above)
1311 while (top != NULL)
1312 { 1322 {
1313 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))
1314 floor = top; 1324 floor = top;
1315 1325
1316 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))
1319 top = top->below; 1329 top = top->below;
1320 break; 1330 break;
1321 } 1331 }
1322 1332
1323 last = top; 1333 last = top;
1324 top = top->above;
1325 } 1334 }
1326 1335
1327 /* 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 */
1328 top = last; 1337 top = last;
1329 1338
1331 * looks like instead of lots of conditions here. 1340 * looks like instead of lots of conditions here.
1332 * makes things faster, and effectively the same result. 1341 * makes things faster, and effectively the same result.
1333 */ 1342 */
1334 1343
1335 /* Have object 'fall below' other objects that block view. 1344 /* Have object 'fall below' other objects that block view.
1336 * Unless those objects are exits, type 66 1345 * Unless those objects are exits.
1337 * If INS_ON_TOP is used, don't do this processing 1346 * If INS_ON_TOP is used, don't do this processing
1338 * Need to find the object that in fact blocks view, otherwise 1347 * Need to find the object that in fact blocks view, otherwise
1339 * stacking is a bit odd. 1348 * stacking is a bit odd.
1340 */ 1349 */
1341 if (!(flag & INS_ON_TOP) && 1350 if (!(flag & INS_ON_TOP)
1342 (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))
1343 { 1353 {
1344 for (last = top; last != floor; last = last->below) 1354 for (last = top; last != floor; last = last->below)
1345 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1355 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1346 break; 1356 break;
1357
1347 /* Check to see if we found the object that blocks view, 1358 /* Check to see if we found the object that blocks view,
1348 * 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
1349 * we can get inserted below this one, which requires we 1360 * we can get inserted below this one, which requires we
1350 * set top to the object below us. 1361 * set top to the object below us.
1351 */ 1362 */
1352 if (last && last->below && last != floor) 1363 if (last && last->below && last != floor)
1353 top = last->below; 1364 top = last->below;
1354 } 1365 }
1355 } /* If objects on this space */ 1366 } /* If objects on this space */
1356
1357 if (flag & INS_MAP_LOAD) 1367 if (flag & INS_MAP_LOAD)
1358 top = GET_MAP_TOP (op->map, op->x, op->y); 1368 top = ms.top;
1359 1369
1360 if (flag & INS_ABOVE_FLOOR_ONLY) 1370 if (flag & INS_ABOVE_FLOOR_ONLY)
1361 top = floor; 1371 top = floor;
1362 1372
1363 /* 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.
1364 */ 1374 */
1365 1375
1366 /* First object on this space */ 1376 /* First object on this space */
1367 if (!top) 1377 if (!top)
1368 { 1378 {
1369 op->above = GET_MAP_OB (op->map, op->x, op->y); 1379 op->above = ms.bot;
1370 1380
1371 if (op->above) 1381 if (op->above)
1372 op->above->below = op; 1382 op->above->below = op;
1373 1383
1374 op->below = NULL; 1384 op->below = 0;
1375 op->ms ().bot = op; 1385 ms.bot = op;
1376 } 1386 }
1377 else 1387 else
1378 { /* get inserted into the stack above top */ 1388 { /* get inserted into the stack above top */
1379 op->above = top->above; 1389 op->above = top->above;
1380 1390
1383 1393
1384 op->below = top; 1394 op->below = top;
1385 top->above = op; 1395 top->above = op;
1386 } 1396 }
1387 1397
1388 if (op->above == NULL) 1398 if (!op->above)
1389 op->ms ().top = op; 1399 ms.top = op;
1390 } /* else not INS_BELOW_ORIGINATOR */ 1400 } /* else not INS_BELOW_ORIGINATOR */
1391 1401
1392 if (op->type == PLAYER) 1402 if (op->type == PLAYER)
1403 {
1393 op->contr->do_los = 1; 1404 op->contr->do_los = 1;
1405 ++op->map->players;
1406 op->map->touch ();
1407 }
1394 1408
1395 /* If we have a floor, we know the player, if any, will be above 1409 op->map->dirty = true;
1396 * it, so save a few ticks and start from there. 1410
1397 */
1398 if (!(flag & INS_MAP_LOAD)) 1411 if (!(flag & INS_MAP_LOAD))
1399 if (object *pl = op->ms ().player ()) 1412 if (object *pl = ms.player ())
1400 if (pl->contr->ns)
1401 pl->contr->ns->floorbox_update (); 1413 pl->contr->ns->floorbox_update ();
1402 1414
1403 /* If this object glows, it may affect lighting conditions that are 1415 /* If this object glows, it may affect lighting conditions that are
1404 * visible to others on this map. But update_all_los is really 1416 * visible to others on this map. But update_all_los is really
1405 * an inefficient way to do this, as it means los for all players 1417 * an inefficient way to do this, as it means los for all players
1406 * on the map will get recalculated. The players could very well 1418 * on the map will get recalculated. The players could very well
1407 * be far away from this change and not affected in any way - 1419 * be far away from this change and not affected in any way -
1408 * this should get redone to only look for players within range, 1420 * this should get redone to only look for players within range,
1409 * or just updating the P_NEED_UPDATE for spaces within this area 1421 * or just updating the P_UPTODATE for spaces within this area
1410 * of effect may be sufficient. 1422 * of effect may be sufficient.
1411 */ 1423 */
1412 if (op->map->darkness && (op->glow_radius != 0)) 1424 if (op->map->darkness && (op->glow_radius != 0))
1413 update_all_los (op->map, op->x, op->y); 1425 update_all_los (op->map, op->x, op->y);
1414 1426
1425 * blocked() and wall() work properly), and these flags are updated by 1437 * blocked() and wall() work properly), and these flags are updated by
1426 * update_object(). 1438 * update_object().
1427 */ 1439 */
1428 1440
1429 /* if this is not the head or flag has been passed, don't check walk on status */ 1441 /* if this is not the head or flag has been passed, don't check walk on status */
1430 if (!(flag & INS_NO_WALK_ON) && !op->head) 1442 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1431 { 1443 {
1432 if (check_move_on (op, originator)) 1444 if (check_move_on (op, originator))
1433 return 0; 1445 return 0;
1434 1446
1435 /* If we are a multi part object, lets work our way through the check 1447 /* If we are a multi part object, lets work our way through the check
1436 * walk on's. 1448 * walk on's.
1437 */ 1449 */
1438 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1450 for (object *tmp = op->more; tmp; tmp = tmp->more)
1439 if (check_move_on (tmp, originator)) 1451 if (check_move_on (tmp, originator))
1440 return 0; 1452 return 0;
1441 } 1453 }
1442 1454
1443 return op; 1455 return op;
1452{ 1464{
1453 object *tmp, *tmp1; 1465 object *tmp, *tmp1;
1454 1466
1455 /* first search for itself and remove any old instances */ 1467 /* first search for itself and remove any old instances */
1456 1468
1457 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1469 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1458 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1470 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1459 tmp->destroy (); 1471 tmp->destroy ();
1460 1472
1461 tmp1 = arch_to_object (archetype::find (arch_string)); 1473 tmp1 = arch_to_object (archetype::find (arch_string));
1462 1474
1463 tmp1->x = op->x; 1475 tmp1->x = op->x;
1464 tmp1->y = op->y; 1476 tmp1->y = op->y;
1465 insert_ob_in_map (tmp1, op->map, op, 0); 1477 insert_ob_in_map (tmp1, op->map, op, 0);
1478}
1479
1480object *
1481object::insert_at (object *where, object *originator, int flags)
1482{
1483 return where->map->insert (this, where->x, where->y, originator, flags);
1466} 1484}
1467 1485
1468/* 1486/*
1469 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1487 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1470 * is returned contains nr objects, and the remaining parts contains 1488 * is returned contains nr objects, and the remaining parts contains
1471 * the rest (or is removed and freed if that number is 0). 1489 * the rest (or is removed and freed if that number is 0).
1472 * On failure, NULL is returned, and the reason put into the 1490 * On failure, NULL is returned, and the reason put into the
1473 * global static errmsg array. 1491 * global static errmsg array.
1474 */ 1492 */
1475
1476object * 1493object *
1477get_split_ob (object *orig_ob, uint32 nr) 1494get_split_ob (object *orig_ob, uint32 nr)
1478{ 1495{
1479 object *newob; 1496 object *newob;
1480 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1497 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1511 * the amount of an object. If the amount reaches 0, the object 1528 * the amount of an object. If the amount reaches 0, the object
1512 * is subsequently removed and freed. 1529 * is subsequently removed and freed.
1513 * 1530 *
1514 * Return value: 'op' if something is left, NULL if the amount reached 0 1531 * Return value: 'op' if something is left, NULL if the amount reached 0
1515 */ 1532 */
1516
1517object * 1533object *
1518decrease_ob_nr (object *op, uint32 i) 1534decrease_ob_nr (object *op, uint32 i)
1519{ 1535{
1520 object *tmp; 1536 object *tmp;
1521 1537
1596 1612
1597/* 1613/*
1598 * add_weight(object, weight) adds the specified weight to an object, 1614 * add_weight(object, weight) adds the specified weight to an object,
1599 * and also updates how much the environment(s) is/are carrying. 1615 * and also updates how much the environment(s) is/are carrying.
1600 */ 1616 */
1601
1602void 1617void
1603add_weight (object *op, signed long weight) 1618add_weight (object *op, signed long weight)
1604{ 1619{
1605 while (op != NULL) 1620 while (op != NULL)
1606 { 1621 {
1621 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1636 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1622 free (dump); 1637 free (dump);
1623 return op; 1638 return op;
1624 } 1639 }
1625 1640
1626 if (where->head) 1641 if (where->head_ () != where)
1627 { 1642 {
1628 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n"); 1643 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1629 where = where->head; 1644 where = where->head;
1630 } 1645 }
1631 1646
1632 return where->insert (op); 1647 return where->insert (op);
1633} 1648}
1638 * inside the object environment. 1653 * inside the object environment.
1639 * 1654 *
1640 * The function returns now pointer to inserted item, and return value can 1655 * The function returns now pointer to inserted item, and return value can
1641 * be != op, if items are merged. -Tero 1656 * be != op, if items are merged. -Tero
1642 */ 1657 */
1643
1644object * 1658object *
1645object::insert (object *op) 1659object::insert (object *op)
1646{ 1660{
1647 object *tmp, *otmp;
1648
1649 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1661 if (!QUERY_FLAG (op, FLAG_REMOVED))
1650 op->remove (); 1662 op->remove ();
1651 1663
1652 if (op->more) 1664 if (op->more)
1653 { 1665 {
1655 return op; 1667 return op;
1656 } 1668 }
1657 1669
1658 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1670 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1659 CLEAR_FLAG (op, FLAG_REMOVED); 1671 CLEAR_FLAG (op, FLAG_REMOVED);
1672
1660 if (op->nrof) 1673 if (op->nrof)
1661 { 1674 {
1662 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1675 for (object *tmp = inv; tmp; tmp = tmp->below)
1663 if (object::can_merge (tmp, op)) 1676 if (object::can_merge (tmp, op))
1664 { 1677 {
1665 /* return the original object and remove inserted object 1678 /* return the original object and remove inserted object
1666 (client needs the original object) */ 1679 (client needs the original object) */
1667 tmp->nrof += op->nrof; 1680 tmp->nrof += op->nrof;
1686 add_weight (this, op->weight * op->nrof); 1699 add_weight (this, op->weight * op->nrof);
1687 } 1700 }
1688 else 1701 else
1689 add_weight (this, (op->weight + op->carrying)); 1702 add_weight (this, (op->weight + op->carrying));
1690 1703
1691 otmp = this->in_player (); 1704 if (object *otmp = this->in_player ())
1692 if (otmp && otmp->contr)
1693 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1705 if (otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1694 otmp->update_stats (); 1706 otmp->update_stats ();
1695 1707
1708 op->owner = 0; // its his/hers now. period.
1696 op->map = 0; 1709 op->map = 0;
1697 op->env = this; 1710 op->env = this;
1698 op->above = 0; 1711 op->above = 0;
1699 op->below = 0; 1712 op->below = 0;
1700 op->x = 0, op->y = 0; 1713 op->x = op->y = 0;
1701 1714
1702 /* reset the light list and los of the players on the map */ 1715 /* reset the light list and los of the players on the map */
1703 if ((op->glow_radius != 0) && map) 1716 if (op->glow_radius && map)
1704 { 1717 {
1705#ifdef DEBUG_LIGHTS 1718#ifdef DEBUG_LIGHTS
1706 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1719 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1707#endif /* DEBUG_LIGHTS */ 1720#endif /* DEBUG_LIGHTS */
1708 if (map->darkness) 1721 if (map->darkness)
1744 * 1757 *
1745 * MSW 2001-07-08: Check all objects on space, not just those below 1758 * MSW 2001-07-08: Check all objects on space, not just those below
1746 * object being inserted. insert_ob_in_map may not put new objects 1759 * object being inserted. insert_ob_in_map may not put new objects
1747 * on top. 1760 * on top.
1748 */ 1761 */
1749
1750int 1762int
1751check_move_on (object *op, object *originator) 1763check_move_on (object *op, object *originator)
1752{ 1764{
1753 object *tmp; 1765 object *tmp;
1754 maptile *m = op->map; 1766 maptile *m = op->map;
1781 1793
1782 /* The objects have to be checked from top to bottom. 1794 /* The objects have to be checked from top to bottom.
1783 * Hence, we first go to the top: 1795 * Hence, we first go to the top:
1784 */ 1796 */
1785 1797
1786 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp && tmp->above; tmp = tmp->above) 1798 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1787 { 1799 {
1788 /* Trim the search when we find the first other spell effect 1800 /* Trim the search when we find the first other spell effect
1789 * this helps performance so that if a space has 50 spell objects, 1801 * this helps performance so that if a space has 50 spell objects,
1790 * we don't need to check all of them. 1802 * we don't need to check all of them.
1791 */ 1803 */
1809 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1821 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1810 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1822 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1811 { 1823 {
1812 1824
1813 float 1825 float
1814 diff = tmp->move_slow_penalty * FABS (op->speed); 1826 diff = tmp->move_slow_penalty * fabs (op->speed);
1815 1827
1816 if (op->type == PLAYER) 1828 if (op->type == PLAYER)
1817 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1829 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1818 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1830 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1819 diff /= 4.0; 1831 diff /= 4.0;
1849 * The first matching object is returned, or NULL if none. 1861 * The first matching object is returned, or NULL if none.
1850 */ 1862 */
1851object * 1863object *
1852present_arch (const archetype *at, maptile *m, int x, int y) 1864present_arch (const archetype *at, maptile *m, int x, int y)
1853{ 1865{
1854 if (m == NULL || out_of_map (m, x, y)) 1866 if (!m || out_of_map (m, x, y))
1855 { 1867 {
1856 LOG (llevError, "Present_arch called outside map.\n"); 1868 LOG (llevError, "Present_arch called outside map.\n");
1857 return NULL; 1869 return NULL;
1858 } 1870 }
1859 1871
1860 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1872 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1861 if (tmp->arch == at) 1873 if (tmp->arch == at)
1862 return tmp; 1874 return tmp;
1863 1875
1864 return NULL; 1876 return NULL;
1865} 1877}
1876 { 1888 {
1877 LOG (llevError, "Present called outside map.\n"); 1889 LOG (llevError, "Present called outside map.\n");
1878 return NULL; 1890 return NULL;
1879 } 1891 }
1880 1892
1881 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1893 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1882 if (tmp->type == type) 1894 if (tmp->type == type)
1883 return tmp; 1895 return tmp;
1884 1896
1885 return NULL; 1897 return NULL;
1886} 1898}
1963 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1975 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1964 { 1976 {
1965 CLEAR_FLAG (tmp, flag); 1977 CLEAR_FLAG (tmp, flag);
1966 unflag_inv (tmp, flag); 1978 unflag_inv (tmp, flag);
1967 } 1979 }
1968}
1969
1970/*
1971 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1972 * all it's inventory (recursively).
1973 * If checksums are used, a player will get set_cheat called for
1974 * him/her-self and all object carried by a call to this function.
1975 */
1976void
1977set_cheat (object *op)
1978{
1979 SET_FLAG (op, FLAG_WAS_WIZ);
1980 flag_inv (op, FLAG_WAS_WIZ);
1981} 1980}
1982 1981
1983/* 1982/*
1984 * find_free_spot(object, map, x, y, start, stop) will search for 1983 * find_free_spot(object, map, x, y, start, stop) will search for
1985 * a spot at the given map and coordinates which will be able to contain 1984 * a spot at the given map and coordinates which will be able to contain
2026 } 2025 }
2027 2026
2028 if (!index) 2027 if (!index)
2029 return -1; 2028 return -1;
2030 2029
2031 return altern[RANDOM () % index]; 2030 return altern [rndm (index)];
2032} 2031}
2033 2032
2034/* 2033/*
2035 * find_first_free_spot(archetype, maptile, x, y) works like 2034 * find_first_free_spot(archetype, maptile, x, y) works like
2036 * find_free_spot(), but it will search max number of squares. 2035 * find_free_spot(), but it will search max number of squares.
2057{ 2056{
2058 arr += begin; 2057 arr += begin;
2059 end -= begin; 2058 end -= begin;
2060 2059
2061 while (--end) 2060 while (--end)
2062 swap (arr [end], arr [RANDOM () % (end + 1)]); 2061 swap (arr [end], arr [rndm (end + 1)]);
2063} 2062}
2064 2063
2065/* new function to make monster searching more efficient, and effective! 2064/* new function to make monster searching more efficient, and effective!
2066 * This basically returns a randomized array (in the passed pointer) of 2065 * This basically returns a randomized array (in the passed pointer) of
2067 * the spaces to find monsters. In this way, it won't always look for 2066 * the spaces to find monsters. In this way, it won't always look for
2103 object *tmp; 2102 object *tmp;
2104 maptile *mp; 2103 maptile *mp;
2105 2104
2106 MoveType blocked, move_type; 2105 MoveType blocked, move_type;
2107 2106
2108 if (exclude && exclude->head) 2107 if (exclude && exclude->head_ () != exclude)
2109 { 2108 {
2110 exclude = exclude->head; 2109 exclude = exclude->head;
2111 move_type = exclude->move_type; 2110 move_type = exclude->move_type;
2112 } 2111 }
2113 else 2112 else
2136 max = maxfree[i]; 2135 max = maxfree[i];
2137 else if (mflags & P_IS_ALIVE) 2136 else if (mflags & P_IS_ALIVE)
2138 { 2137 {
2139 for (tmp = ms.bot; tmp; tmp = tmp->above) 2138 for (tmp = ms.bot; tmp; tmp = tmp->above)
2140 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2139 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2141 && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2140 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2142 break; 2141 break;
2143 2142
2144 if (tmp) 2143 if (tmp)
2145 return freedir[i]; 2144 return freedir[i];
2146 } 2145 }
2201 2200
2202 return 3; 2201 return 3;
2203} 2202}
2204 2203
2205/* 2204/*
2206 * absdir(int): Returns a number between 1 and 8, which represent
2207 * the "absolute" direction of a number (it actually takes care of
2208 * "overflow" in previous calculations of a direction).
2209 */
2210
2211int
2212absdir (int d)
2213{
2214 while (d < 1)
2215 d += 8;
2216
2217 while (d > 8)
2218 d -= 8;
2219
2220 return d;
2221}
2222
2223/*
2224 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2205 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2225 * between two directions (which are expected to be absolute (see absdir()) 2206 * between two directions (which are expected to be absolute (see absdir())
2226 */ 2207 */
2227
2228int 2208int
2229dirdiff (int dir1, int dir2) 2209dirdiff (int dir1, int dir2)
2230{ 2210{
2231 int d; 2211 int d;
2232 2212
2345 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2325 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2346 * core dumps if they do. 2326 * core dumps if they do.
2347 * 2327 *
2348 * Add a check so we can't pick up invisible objects (0.93.8) 2328 * Add a check so we can't pick up invisible objects (0.93.8)
2349 */ 2329 */
2350
2351int 2330int
2352can_pick (const object *who, const object *item) 2331can_pick (const object *who, const object *item)
2353{ 2332{
2354 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2333 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2355 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2334 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2360 * create clone from object to another 2339 * create clone from object to another
2361 */ 2340 */
2362object * 2341object *
2363object_create_clone (object *asrc) 2342object_create_clone (object *asrc)
2364{ 2343{
2365 object *dst = 0, *tmp, *src, *part, *prev, *item; 2344 object *dst = 0, *tmp, *src, *prev, *item;
2366 2345
2367 if (!asrc) 2346 if (!asrc)
2368 return 0; 2347 return 0;
2369 2348
2370 src = asrc;
2371 if (src->head)
2372 src = src->head; 2349 src = asrc->head_ ();
2373 2350
2374 prev = 0; 2351 prev = 0;
2375 for (part = src; part; part = part->more) 2352 for (object *part = src; part; part = part->more)
2376 { 2353 {
2377 tmp = part->clone (); 2354 tmp = part->clone ();
2378 tmp->x -= src->x; 2355 tmp->x -= src->x;
2379 tmp->y -= src->y; 2356 tmp->y -= src->y;
2380 2357
2398 insert_ob_in_ob (object_create_clone (item), dst); 2375 insert_ob_in_ob (object_create_clone (item), dst);
2399 2376
2400 return dst; 2377 return dst;
2401} 2378}
2402 2379
2403/* GROS - Creates an object using a string representing its content. */
2404/* Basically, we save the content of the string to a temp file, then call */
2405/* load_object on it. I admit it is a highly inefficient way to make things, */
2406/* but it was simple to make and allows reusing the load_object function. */
2407/* Remember not to use load_object_str in a time-critical situation. */
2408/* Also remember that multiparts objects are not supported for now. */
2409object *
2410load_object_str (const char *obstr)
2411{
2412 object *op;
2413 char filename[MAX_BUF];
2414
2415 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2416
2417 FILE *tempfile = fopen (filename, "w");
2418
2419 if (tempfile == NULL)
2420 {
2421 LOG (llevError, "Error - Unable to access load object temp file\n");
2422 return NULL;
2423 }
2424
2425 fprintf (tempfile, obstr);
2426 fclose (tempfile);
2427
2428 op = object::create ();
2429
2430 object_thawer thawer (filename);
2431
2432 if (thawer)
2433 load_object (thawer, op, 0);
2434
2435 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2436 CLEAR_FLAG (op, FLAG_REMOVED);
2437
2438 return op;
2439}
2440
2441/* This returns the first object in who's inventory that 2380/* This returns the first object in who's inventory that
2442 * has the same type and subtype match. 2381 * has the same type and subtype match.
2443 * returns NULL if no match. 2382 * returns NULL if no match.
2444 */ 2383 */
2445object * 2384object *
2498 if (link->key == canonical_key) 2437 if (link->key == canonical_key)
2499 return link->value; 2438 return link->value;
2500 2439
2501 return 0; 2440 return 0;
2502} 2441}
2503
2504 2442
2505/* 2443/*
2506 * Updates the canonical_key in op to value. 2444 * Updates the canonical_key in op to value.
2507 * 2445 *
2508 * canonical_key is a shared string (value doesn't have to be). 2446 * canonical_key is a shared string (value doesn't have to be).
2532 /* Basically, if the archetype has this key set, 2470 /* Basically, if the archetype has this key set,
2533 * we need to store the null value so when we save 2471 * we need to store the null value so when we save
2534 * it, we save the empty value so that when we load, 2472 * it, we save the empty value so that when we load,
2535 * we get this value back again. 2473 * we get this value back again.
2536 */ 2474 */
2537 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2475 if (get_ob_key_link (op->arch, canonical_key))
2538 field->value = 0; 2476 field->value = 0;
2539 else 2477 else
2540 { 2478 {
2541 if (last) 2479 if (last)
2542 last->next = field->next; 2480 last->next = field->next;
2611 } 2549 }
2612 else 2550 else
2613 item = item->env; 2551 item = item->env;
2614} 2552}
2615 2553
2554const char *
2555object::flag_desc (char *desc, int len) const
2556{
2557 char *p = desc;
2558 bool first = true;
2559
2560 *p = 0;
2561
2562 for (int i = 0; i < NUM_FLAGS; i++)
2563 {
2564 if (len <= 10) // magic constant!
2565 {
2566 snprintf (p, len, ",...");
2567 break;
2568 }
2569
2570 if (flag [i])
2571 {
2572 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2573 len -= cnt;
2574 p += cnt;
2575 first = false;
2576 }
2577 }
2578
2579 return desc;
2580}
2581
2616// return a suitable string describing an objetc in enough detail to find it 2582// return a suitable string describing an object in enough detail to find it
2617const char * 2583const char *
2618object::debug_desc (char *info) const 2584object::debug_desc (char *info) const
2619{ 2585{
2586 char flagdesc[512];
2620 char info2[256 * 3]; 2587 char info2[256 * 4];
2621 char *p = info; 2588 char *p = info;
2622 2589
2623 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2590 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2624 count, 2591 count, uuid.seq,
2625 &name, 2592 &name,
2626 title ? " " : "", 2593 title ? "\",title:\"" : "",
2627 title ? (const char *)title : ""); 2594 title ? (const char *)title : "",
2595 flag_desc (flagdesc, 512), type);
2628 2596
2629 if (env) 2597 if (!this->flag[FLAG_REMOVED] && env)
2630 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2598 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2631 2599
2632 if (map) 2600 if (map)
2633 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2601 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2634 2602
2635 return info; 2603 return info;
2636} 2604}
2637 2605
2638const char * 2606const char *
2639object::debug_desc () const 2607object::debug_desc () const
2640{ 2608{
2641 static char info[256 * 3]; 2609 static char info[3][256 * 4];
2610 static int info_idx;
2611
2642 return debug_desc (info); 2612 return debug_desc (info [++info_idx % 3]);
2643} 2613}
2644 2614
2615struct region *
2616object::region () const
2617{
2618 return map ? map->region (x, y)
2619 : region::default_region ();
2620}
2621
2622const materialtype_t *
2623object::dominant_material () const
2624{
2625 if (materialtype_t *mt = name_to_material (materialname))
2626 return mt;
2627
2628 return name_to_material (shstr_unknown);
2629}
2630
2631void
2632object::open_container (object *new_container)
2633{
2634 if (container == new_container)
2635 return;
2636
2637 if (object *old_container = container)
2638 {
2639 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2640 return;
2641
2642#if 0
2643 // remove the "Close old_container" object.
2644 if (object *closer = old_container->inv)
2645 if (closer->type == CLOSE_CON)
2646 closer->destroy ();
2647#endif
2648
2649 old_container->flag [FLAG_APPLIED] = 0;
2650 container = 0;
2651
2652 esrv_update_item (UPD_FLAGS, this, old_container);
2653 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2654 play_sound (sound_find ("chest_close"));
2655 }
2656
2657 if (new_container)
2658 {
2659 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2660 return;
2661
2662 // TODO: this does not seem to serve any purpose anymore?
2663#if 0
2664 // insert the "Close Container" object.
2665 if (archetype *closer = new_container->other_arch)
2666 {
2667 object *closer = arch_to_object (new_container->other_arch);
2668 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2669 new_container->insert (closer);
2670 }
2671#endif
2672
2673 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2674
2675 new_container->flag [FLAG_APPLIED] = 1;
2676 container = new_container;
2677
2678 esrv_update_item (UPD_FLAGS, this, new_container);
2679 esrv_send_inventory (this, new_container);
2680 play_sound (sound_find ("chest_open"));
2681 }
2682}
2683
2684object *
2685object::force_find (const shstr name)
2686{
2687 /* cycle through his inventory to look for the MARK we want to
2688 * place
2689 */
2690 for (object *tmp = inv; tmp; tmp = tmp->below)
2691 if (tmp->type == FORCE && tmp->slaying == name)
2692 return splay (tmp);
2693
2694 return 0;
2695}
2696
2697void
2698object::force_add (const shstr name, int duration)
2699{
2700 if (object *force = force_find (name))
2701 force->destroy ();
2702
2703 object *force = get_archetype (FORCE_NAME);
2704
2705 force->slaying = name;
2706 force->stats.food = 1;
2707 force->speed_left = -1.f;
2708
2709 force->set_speed (duration ? 1.f / duration : 0.f);
2710 force->flag [FLAG_IS_USED_UP] = true;
2711 force->flag [FLAG_APPLIED] = true;
2712
2713 insert (force);
2714}
2715
2716void
2717object::play_sound (faceidx sound) const
2718{
2719 if (!sound)
2720 return;
2721
2722 if (flag [FLAG_REMOVED])
2723 return;
2724
2725 if (env)
2726 {
2727 if (object *pl = in_player ())
2728 pl->contr->play_sound (sound);
2729 }
2730 else
2731 map->play_sound (sound, x, y);
2732}
2733

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