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(Generate patch)

Comparing deliantra/server/common/object.C (file contents):
Revision 1.68 by root, Mon Dec 18 02:35:00 2006 UTC vs.
Revision 1.172 by root, Wed Aug 1 20:44:11 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
221 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 222 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
222 223
223 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 224 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
224 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 225 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
225 226
226
227 if ((ob1->flags ^ ob2->flags).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any () 227 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
228 || ob1->arch != ob2->arch 228 || ob1->arch != ob2->arch
229 || ob1->name != ob2->name 229 || ob1->name != ob2->name
230 || ob1->title != ob2->title 230 || ob1->title != ob2->title
231 || ob1->msg != ob2->msg 231 || ob1->msg != ob2->msg
232 || ob1->weight != ob2->weight 232 || ob1->weight != ob2->weight
278 278
279 /* 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
280 * 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
281 * check? 281 * check?
282 */ 282 */
283 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 283 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
284 return 0; 284 return 0;
285 285
286 switch (ob1->type) 286 switch (ob1->type)
287 { 287 {
288 case SCROLL: 288 case SCROLL:
299 return 0; 299 return 0;
300 else if (!compare_ob_value_lists (ob1, ob2)) 300 else if (!compare_ob_value_lists (ob1, ob2))
301 return 0; 301 return 0;
302 } 302 }
303 303
304 //TODO: generate an event or call into perl for additional checks
305 if (ob1->self || ob2->self) 304 if (ob1->self || ob2->self)
306 { 305 {
307 ob1->optimise (); 306 ob1->optimise ();
308 ob2->optimise (); 307 ob2->optimise ();
309 308
310 if (ob1->self || ob2->self) 309 if (ob1->self || ob2->self)
310 if (!cfperl_can_merge (ob1, ob2))
311 return 0; 311 return 0;
312 } 312 }
313 313
314 /* Everything passes, must be OK. */ 314 /* Everything passes, must be OK. */
315 return 1; 315 return 1;
316} 316}
324sum_weight (object *op) 324sum_weight (object *op)
325{ 325{
326 long sum; 326 long sum;
327 object *inv; 327 object *inv;
328 328
329 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 329 for (sum = 0, inv = op->inv; inv; inv = inv->below)
330 { 330 {
331 if (inv->inv) 331 if (inv->inv)
332 sum_weight (inv); 332 sum_weight (inv);
333
333 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 334 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
334 } 335 }
335 336
336 if (op->type == CONTAINER && op->stats.Str) 337 if (op->type == CONTAINER && op->stats.Str)
337 sum = (sum * (100 - op->stats.Str)) / 100; 338 sum = (sum * (100 - op->stats.Str)) / 100;
353 op = op->env; 354 op = op->env;
354 return op; 355 return op;
355} 356}
356 357
357/* 358/*
358 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
359 * a better check. We basically keeping traversing up until we can't
360 * or find a player.
361 */
362
363object *
364is_player_inv (object *op)
365{
366 for (; op != NULL && op->type != PLAYER; op = op->env)
367 if (op->env == op)
368 op->env = NULL;
369 return op;
370}
371
372/*
373 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 359 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
374 * Some error messages. 360 * Some error messages.
375 * 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.
376 */ 362 */
377
378char * 363char *
379dump_object (object *op) 364dump_object (object *op)
380{ 365{
381 if (!op) 366 if (!op)
382 return strdup ("[NULLOBJ]"); 367 return strdup ("[NULLOBJ]");
383 368
384 object_freezer freezer; 369 object_freezer freezer;
385 save_object (freezer, op, 3); 370 op->write (freezer);
386 return freezer.as_string (); 371 return freezer.as_string ();
387} 372}
388 373
389/* 374/*
390 * 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
407} 392}
408 393
409/* 394/*
410 * 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.
411 */ 396 */
412
413object * 397object *
414find_object (tag_t i) 398find_object (tag_t i)
415{ 399{
416 for (object *op = object::first; op; op = op->next) 400 for_all_objects (op)
417 if (op->count == i) 401 if (op->count == i)
418 return op; 402 return op;
419 403
420 return 0; 404 return 0;
421} 405}
422 406
423/* 407/*
424 * 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.
425 * Used only by the patch command, but not all that useful. 409 * Used only by the patch command, but not all that useful.
426 * Enables features like "patch <name-of-other-player> food 999" 410 * Enables features like "patch <name-of-other-player> food 999"
427 */ 411 */
428
429object * 412object *
430find_object_name (const char *str) 413find_object_name (const char *str)
431{ 414{
432 shstr_cmp str_ (str); 415 shstr_cmp str_ (str);
433 object *op; 416 object *op;
434 417
435 for (op = object::first; op != NULL; op = op->next) 418 for_all_objects (op)
436 if (op->name == str_) 419 if (op->name == str_)
437 break; 420 break;
438 421
439 return op; 422 return op;
440} 423}
466 owner = owner->owner; 449 owner = owner->owner;
467 450
468 this->owner = owner; 451 this->owner = owner;
469} 452}
470 453
454int
455object::slottype () const
456{
457 if (type == SKILL)
458 {
459 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
460 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
461 }
462 else
463 {
464 if (slot [body_combat].info) return slot_combat;
465 if (slot [body_range ].info) return slot_ranged;
466 }
467
468 return slot_none;
469}
470
471bool
472object::change_weapon (object *ob)
473{
474 if (current_weapon == ob)
475 return true;
476
477 if (chosen_skill)
478 chosen_skill->flag [FLAG_APPLIED] = false;
479
480 current_weapon = ob;
481 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
482
483 if (chosen_skill)
484 chosen_skill->flag [FLAG_APPLIED] = true;
485
486 update_stats ();
487
488 if (ob)
489 {
490 // now check wether any body locations became invalid, in which case
491 // we cannot apply the weapon at the moment.
492 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
493 if (slot[i].used < 0)
494 {
495 current_weapon = chosen_skill = 0;
496 update_stats ();
497
498 new_draw_info_format (NDI_UNIQUE, 0, this,
499 "You try to balance all your items at once, "
500 "but the %s is just too much for your body. "
501 "[You need to unapply some items first.]", &ob->name);
502 return false;
503 }
504
505 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
506 }
507 else
508 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
509
510 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
511 {
512 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
513 &name, ob->debug_desc ());
514 return false;
515 }
516
517 return true;
518}
519
471/* Zero the key_values on op, decrementing the shared-string 520/* Zero the key_values on op, decrementing the shared-string
472 * refcounts and freeing the links. 521 * refcounts and freeing the links.
473 */ 522 */
474static void 523static void
475free_key_values (object *op) 524free_key_values (object *op)
476{ 525{
477 for (key_value *i = op->key_values; i != 0;) 526 for (key_value *i = op->key_values; i; )
478 { 527 {
479 key_value *next = i->next; 528 key_value *next = i->next;
480 delete i; 529 delete i;
481 530
482 i = next; 531 i = next;
483 } 532 }
484 533
485 op->key_values = 0; 534 op->key_values = 0;
486} 535}
487 536
488void object::clear () 537object &
538object::operator =(const object &src)
489{ 539{
490 attachable_base::clear (); 540 bool is_freed = flag [FLAG_FREED];
541 bool is_removed = flag [FLAG_REMOVED];
491 542
492 free_key_values (this);
493
494 owner = 0;
495 name = 0;
496 name_pl = 0;
497 title = 0;
498 race = 0;
499 slaying = 0;
500 skill = 0;
501 msg = 0;
502 lore = 0;
503 custom_name = 0;
504 materialname = 0;
505 contr = 0;
506 below = 0;
507 above = 0;
508 inv = 0;
509 container = 0;
510 env = 0;
511 more = 0;
512 head = 0;
513 map = 0;
514 active_next = 0;
515 active_prev = 0;
516
517 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
518
519 SET_FLAG (this, FLAG_REMOVED);
520
521 /* What is not cleared is next, prev, and count */
522
523 expmul = 1.0;
524 face = blank_face;
525
526 if (settings.casting_time)
527 casting_time = -1;
528}
529
530/*
531 * copy_to first frees everything allocated by the dst object,
532 * and then copies the contents of itself into the second
533 * object, allocating what needs to be allocated. Basically, any
534 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
535 * if the first object is freed, the pointers in the new object
536 * will point at garbage.
537 */
538void
539object::copy_to (object *dst)
540{
541 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
542 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
543
544 *(object_copy *)dst = *this; 543 *(object_copy *)this = src;
545 *(object_pod *)dst = *this;
546 544
547 if (self || cb) 545 flag [FLAG_FREED] = is_freed;
548 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (dst)); 546 flag [FLAG_REMOVED] = is_removed;
549
550 if (is_freed)
551 SET_FLAG (dst, FLAG_FREED);
552
553 if (is_removed)
554 SET_FLAG (dst, FLAG_REMOVED);
555
556 if (speed < 0)
557 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
558 547
559 /* Copy over key_values, if any. */ 548 /* Copy over key_values, if any. */
560 if (key_values) 549 if (src.key_values)
561 { 550 {
562 key_value *tail = 0; 551 key_value *tail = 0;
563 key_value *i;
564
565 dst->key_values = 0; 552 key_values = 0;
566 553
567 for (i = key_values; i; i = i->next) 554 for (key_value *i = src.key_values; i; i = i->next)
568 { 555 {
569 key_value *new_link = new key_value; 556 key_value *new_link = new key_value;
570 557
571 new_link->next = 0; 558 new_link->next = 0;
572 new_link->key = i->key; 559 new_link->key = i->key;
573 new_link->value = i->value; 560 new_link->value = i->value;
574 561
575 /* Try and be clever here, too. */ 562 /* Try and be clever here, too. */
576 if (!dst->key_values) 563 if (!key_values)
577 { 564 {
578 dst->key_values = new_link; 565 key_values = new_link;
579 tail = new_link; 566 tail = new_link;
580 } 567 }
581 else 568 else
582 { 569 {
583 tail->next = new_link; 570 tail->next = new_link;
584 tail = new_link; 571 tail = new_link;
585 } 572 }
586 } 573 }
587 } 574 }
575}
588 576
589 update_ob_speed (dst); 577/*
578 * copy_to first frees everything allocated by the dst object,
579 * and then copies the contents of itself into the second
580 * object, allocating what needs to be allocated. Basically, any
581 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
582 * if the first object is freed, the pointers in the new object
583 * will point at garbage.
584 */
585void
586object::copy_to (object *dst)
587{
588 *dst = *this;
589
590 if (speed < 0)
591 dst->speed_left = speed_left - rndm ();
592
593 dst->set_speed (dst->speed);
594}
595
596void
597object::instantiate ()
598{
599 if (!uuid.seq) // HACK
600 uuid = gen_uuid ();
601
602 speed_left = -0.1f;
603 /* copy the body_info to the body_used - this is only really
604 * need for monsters, but doesn't hurt to do it for everything.
605 * by doing so, when a monster is created, it has good starting
606 * values for the body_used info, so when items are created
607 * for it, they can be properly equipped.
608 */
609 for (int i = NUM_BODY_LOCATIONS; i--; )
610 slot[i].used = slot[i].info;
611
612 attachable::instantiate ();
590} 613}
591 614
592object * 615object *
593object::clone () 616object::clone ()
594{ 617{
600/* 623/*
601 * If an object with the IS_TURNABLE() flag needs to be turned due 624 * If an object with the IS_TURNABLE() flag needs to be turned due
602 * to the closest player being on the other side, this function can 625 * to the closest player being on the other side, this function can
603 * be called to update the face variable, _and_ how it looks on the map. 626 * be called to update the face variable, _and_ how it looks on the map.
604 */ 627 */
605
606void 628void
607update_turn_face (object *op) 629update_turn_face (object *op)
608{ 630{
609 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 631 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
610 return; 632 return;
633
611 SET_ANIMATION (op, op->direction); 634 SET_ANIMATION (op, op->direction);
612 update_object (op, UP_OBJ_FACE); 635 update_object (op, UP_OBJ_FACE);
613} 636}
614 637
615/* 638/*
616 * Updates the speed of an object. If the speed changes from 0 to another 639 * Updates the speed of an object. If the speed changes from 0 to another
617 * value, or vice versa, then add/remove the object from the active list. 640 * value, or vice versa, then add/remove the object from the active list.
618 * This function needs to be called whenever the speed of an object changes. 641 * This function needs to be called whenever the speed of an object changes.
619 */ 642 */
620void 643void
621update_ob_speed (object *op) 644object::set_speed (float speed)
622{ 645{
623 extern int arch_init; 646 if (flag [FLAG_FREED] && speed)
624
625 /* No reason putting the archetypes objects on the speed list,
626 * since they never really need to be updated.
627 */
628
629 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
630 { 647 {
631 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 648 LOG (llevError, "Object %s is freed but has speed.\n", &name);
632#ifdef MANY_CORES
633 abort ();
634#else
635 op->speed = 0; 649 speed = 0;
636#endif
637 }
638
639 if (arch_init)
640 return;
641
642 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
643 { 650 }
644 /* If already on active list, don't do anything */
645 if (op->active_next || op->active_prev || op == active_objects)
646 return;
647 651
648 /* process_events() expects us to insert the object at the beginning 652 this->speed = speed;
649 * of the list. */
650 op->active_next = active_objects;
651 653
652 if (op->active_next != NULL) 654 if (has_active_speed ())
653 op->active_next->active_prev = op; 655 activate ();
654
655 active_objects = op;
656 }
657 else 656 else
658 { 657 deactivate ();
659 /* If not on the active list, nothing needs to be done */
660 if (!op->active_next && !op->active_prev && op != active_objects)
661 return;
662
663 if (op->active_prev == NULL)
664 {
665 active_objects = op->active_next;
666
667 if (op->active_next != NULL)
668 op->active_next->active_prev = NULL;
669 }
670 else
671 {
672 op->active_prev->active_next = op->active_next;
673
674 if (op->active_next)
675 op->active_next->active_prev = op->active_prev;
676 }
677
678 op->active_next = NULL;
679 op->active_prev = NULL;
680 }
681} 658}
682 659
683/* This function removes object 'op' from the list of active
684 * objects.
685 * This should only be used for style maps or other such
686 * reference maps where you don't want an object that isn't
687 * in play chewing up cpu time getting processed.
688 * The reverse of this is to call update_ob_speed, which
689 * will do the right thing based on the speed of the object.
690 */
691void
692remove_from_active_list (object *op)
693{
694 /* If not on the active list, nothing needs to be done */
695 if (!op->active_next && !op->active_prev && op != active_objects)
696 return;
697
698 if (op->active_prev == NULL)
699 {
700 active_objects = op->active_next;
701 if (op->active_next != NULL)
702 op->active_next->active_prev = NULL;
703 }
704 else
705 {
706 op->active_prev->active_next = op->active_next;
707 if (op->active_next)
708 op->active_next->active_prev = op->active_prev;
709 }
710 op->active_next = NULL;
711 op->active_prev = NULL;
712}
713
714/* 660/*
715 * update_object() updates the array which represents the map. 661 * update_object() updates the the map.
716 * It takes into account invisible objects (and represent squares covered 662 * It takes into account invisible objects (and represent squares covered
717 * by invisible objects by whatever is below them (unless it's another 663 * by invisible objects by whatever is below them (unless it's another
718 * invisible object, etc...) 664 * invisible object, etc...)
719 * If the object being updated is beneath a player, the look-window 665 * If the object being updated is beneath a player, the look-window
720 * of that player is updated (this might be a suboptimal way of 666 * of that player is updated (this might be a suboptimal way of
721 * updating that window, though, since update_object() is called _often_) 667 * updating that window, though, since update_object() is called _often_)
722 * 668 *
723 * action is a hint of what the caller believes need to be done. 669 * action is a hint of what the caller believes need to be done.
724 * For example, if the only thing that has changed is the face (due to
725 * an animation), we don't need to call update_position until that actually
726 * comes into view of a player. OTOH, many other things, like addition/removal
727 * of walls or living creatures may need us to update the flags now.
728 * current action are: 670 * current action are:
729 * UP_OBJ_INSERT: op was inserted 671 * UP_OBJ_INSERT: op was inserted
730 * UP_OBJ_REMOVE: op was removed 672 * UP_OBJ_REMOVE: op was removed
731 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 673 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
732 * as that is easier than trying to look at what may have changed. 674 * as that is easier than trying to look at what may have changed.
733 * UP_OBJ_FACE: only the objects face has changed. 675 * UP_OBJ_FACE: only the objects face has changed.
734 */ 676 */
735
736void 677void
737update_object (object *op, int action) 678update_object (object *op, int action)
738{ 679{
739 int update_now = 0, flags;
740 MoveType move_on, move_off, move_block, move_slow;
741
742 if (op == NULL) 680 if (op == NULL)
743 { 681 {
744 /* this should never happen */ 682 /* this should never happen */
745 LOG (llevDebug, "update_object() called for NULL object.\n"); 683 LOG (llevDebug, "update_object() called for NULL object.\n");
746 return; 684 return;
747 } 685 }
748 686
749 if (op->env != NULL) 687 if (op->env)
750 { 688 {
751 /* Animation is currently handled by client, so nothing 689 /* Animation is currently handled by client, so nothing
752 * to do in this case. 690 * to do in this case.
753 */ 691 */
754 return; 692 return;
759 */ 697 */
760 if (!op->map || op->map->in_memory == MAP_SAVING) 698 if (!op->map || op->map->in_memory == MAP_SAVING)
761 return; 699 return;
762 700
763 /* make sure the object is within map boundaries */ 701 /* make sure the object is within map boundaries */
764 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map)) 702 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
765 { 703 {
766 LOG (llevError, "update_object() called for object out of map!\n"); 704 LOG (llevError, "update_object() called for object out of map!\n");
767#ifdef MANY_CORES 705#ifdef MANY_CORES
768 abort (); 706 abort ();
769#endif 707#endif
770 return; 708 return;
771 } 709 }
772 710
773 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 711 mapspace &m = op->ms ();
774 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
775 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
776 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
777 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
778 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
779 712
713 if (!(m.flags_ & P_UPTODATE))
714 /* nop */;
780 if (action == UP_OBJ_INSERT) 715 else if (action == UP_OBJ_INSERT)
781 { 716 {
717 // this is likely overkill, TODO: revisit (schmorp)
782 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 718 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
783 update_now = 1;
784
785 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 719 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
786 update_now = 1; 720 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
787 721 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
722 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
788 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 723 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
789 update_now = 1;
790
791 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
792 update_now = 1;
793
794 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
795 update_now = 1;
796
797 if ((move_on | op->move_on) != move_on) 724 || (m.move_on | op->move_on ) != m.move_on
798 update_now = 1;
799
800 if ((move_off | op->move_off) != move_off) 725 || (m.move_off | op->move_off ) != m.move_off
801 update_now = 1; 726 || (m.move_slow | op->move_slow) != m.move_slow
802
803 /* This isn't perfect, but I don't expect a lot of objects to 727 /* This isn't perfect, but I don't expect a lot of objects to
804 * to have move_allow right now. 728 * to have move_allow right now.
805 */ 729 */
806 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 730 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
807 update_now = 1; 731 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
808 732 m.flags_ = 0;
809 if ((move_slow | op->move_slow) != move_slow)
810 update_now = 1;
811 } 733 }
812
813 /* if the object is being removed, we can't make intelligent 734 /* if the object is being removed, we can't make intelligent
814 * decisions, because remove_ob can't really pass the object 735 * decisions, because remove_ob can't really pass the object
815 * that is being removed. 736 * that is being removed.
816 */ 737 */
817 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 738 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
818 update_now = 1; 739 m.flags_ = 0;
819 else if (action == UP_OBJ_FACE) 740 else if (action == UP_OBJ_FACE)
820 /* Nothing to do for that case */ ; 741 /* Nothing to do for that case */ ;
821 else 742 else
822 LOG (llevError, "update_object called with invalid action: %d\n", action); 743 LOG (llevError, "update_object called with invalid action: %d\n", action);
823 744
824 if (update_now)
825 {
826 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
827 update_position (op->map, op->x, op->y);
828 }
829
830 if (op->more != NULL) 745 if (op->more)
831 update_object (op->more, action); 746 update_object (op->more, action);
832}
833
834object::vector object::mortals;
835object::vector object::objects; // not yet used
836object *object::first;
837
838void object::free_mortals ()
839{
840 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
841 if ((*i)->refcnt)
842 ++i; // further delay freeing
843 else
844 {
845 delete *i;
846 mortals.erase (i);
847 }
848} 747}
849 748
850object::object () 749object::object ()
851{ 750{
852 SET_FLAG (this, FLAG_REMOVED); 751 SET_FLAG (this, FLAG_REMOVED);
855 face = blank_face; 754 face = blank_face;
856} 755}
857 756
858object::~object () 757object::~object ()
859{ 758{
759 unlink ();
760
860 free_key_values (this); 761 free_key_values (this);
861} 762}
862 763
764static int object_count;
765
863void object::link () 766void object::link ()
864{ 767{
865 count = ++ob_count; 768 assert (!index);//D
866 uuid = gen_uuid (); 769 uuid = gen_uuid ();
770 count = ++object_count;
867 771
868 prev = 0; 772 refcnt_inc ();
869 next = object::first; 773 objects.insert (this);
870
871 if (object::first)
872 object::first->prev = this;
873
874 object::first = this;
875} 774}
876 775
877void object::unlink () 776void object::unlink ()
878{ 777{
879 if (this == object::first) 778 if (!index)
880 object::first = next; 779 return;
881 780
882 /* Remove this object from the list of used objects */ 781 objects.erase (this);
883 if (prev) prev->next = next; 782 refcnt_dec ();
884 if (next) next->prev = prev; 783}
885 784
886 prev = 0; 785void
887 next = 0; 786object::activate ()
787{
788 /* If already on active list, don't do anything */
789 if (active)
790 return;
791
792 if (has_active_speed ())
793 actives.insert (this);
794}
795
796void
797object::activate_recursive ()
798{
799 activate ();
800
801 for (object *op = inv; op; op = op->below)
802 op->activate_recursive ();
803}
804
805/* This function removes object 'op' from the list of active
806 * objects.
807 * This should only be used for style maps or other such
808 * reference maps where you don't want an object that isn't
809 * in play chewing up cpu time getting processed.
810 * The reverse of this is to call update_ob_speed, which
811 * will do the right thing based on the speed of the object.
812 */
813void
814object::deactivate ()
815{
816 /* If not on the active list, nothing needs to be done */
817 if (!active)
818 return;
819
820 actives.erase (this);
821}
822
823void
824object::deactivate_recursive ()
825{
826 for (object *op = inv; op; op = op->below)
827 op->deactivate_recursive ();
828
829 deactivate ();
830}
831
832void
833object::set_flag_inv (int flag, int value)
834{
835 for (object *op = inv; op; op = op->below)
836 {
837 op->flag [flag] = value;
838 op->set_flag_inv (flag, value);
839 }
840}
841
842/*
843 * Remove and free all objects in the inventory of the given object.
844 * object.c ?
845 */
846void
847object::destroy_inv (bool drop_to_ground)
848{
849 // need to check first, because the checks below might segfault
850 // as we might be on an invalid mapspace and crossfire code
851 // is too buggy to ensure that the inventory is empty.
852 // corollary: if you create arrows etc. with stuff in tis inventory,
853 // cf will crash below with off-map x and y
854 if (!inv)
855 return;
856
857 /* Only if the space blocks everything do we not process -
858 * if some form of movement is allowed, let objects
859 * drop on that space.
860 */
861 if (!drop_to_ground
862 || !map
863 || map->in_memory != MAP_IN_MEMORY
864 || map->nodrop
865 || ms ().move_block == MOVE_ALL)
866 {
867 while (inv)
868 {
869 inv->destroy_inv (drop_to_ground);
870 inv->destroy ();
871 }
872 }
873 else
874 { /* Put objects in inventory onto this space */
875 while (inv)
876 {
877 object *op = inv;
878
879 if (op->flag [FLAG_STARTEQUIP]
880 || op->flag [FLAG_NO_DROP]
881 || op->type == RUNE
882 || op->type == TRAP
883 || op->flag [FLAG_IS_A_TEMPLATE]
884 || op->flag [FLAG_DESTROY_ON_DEATH])
885 op->destroy ();
886 else
887 map->insert (op, x, y);
888 }
889 }
888} 890}
889 891
890object *object::create () 892object *object::create ()
891{ 893{
892 object *op = new object; 894 object *op = new object;
893 op->link (); 895 op->link ();
894 return op; 896 return op;
895} 897}
896 898
897/* 899void
898 * free_object() frees everything allocated by an object, removes 900object::do_destroy ()
899 * it from the list of used objects, and puts it on the list of
900 * free objects. The IS_FREED() flag is set in the object.
901 * The object must have been removed by remove_ob() first for
902 * this function to succeed.
903 *
904 * If destroy_inventory is set, free inventory as well. Else drop items in
905 * inventory to the ground.
906 */
907void object::destroy (bool destroy_inventory)
908{ 901{
909 if (QUERY_FLAG (this, FLAG_FREED)) 902 attachable::do_destroy ();
910 return;
911 903
912 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 904 if (flag [FLAG_IS_LINKED])
905 remove_button_link (this);
906
907 if (flag [FLAG_FRIENDLY])
913 remove_friendly_object (this); 908 remove_friendly_object (this);
914 909
915 if (!QUERY_FLAG (this, FLAG_REMOVED)) 910 if (!flag [FLAG_REMOVED])
916 remove (); 911 remove ();
917 912
918 SET_FLAG (this, FLAG_FREED); 913 destroy_inv (true);
919 914
920 if (more) 915 deactivate ();
921 { 916 unlink ();
922 more->destroy (destroy_inventory);
923 more = 0;
924 }
925 917
926 if (inv) 918 flag [FLAG_FREED] = 1;
927 {
928 /* Only if the space blocks everything do we not process -
929 * if some form of movement is allowed, let objects
930 * drop on that space.
931 */
932 if (destroy_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
933 {
934 object *op = inv;
935
936 while (op)
937 {
938 object *tmp = op->below;
939 op->destroy (destroy_inventory);
940 op = tmp;
941 }
942 }
943 else
944 { /* Put objects in inventory onto this space */
945 object *op = inv;
946
947 while (op)
948 {
949 object *tmp = op->below;
950
951 op->remove ();
952
953 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
954 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
955 op->destroy ();
956 else
957 {
958 op->x = x;
959 op->y = y;
960 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
961 }
962
963 op = tmp;
964 }
965 }
966 }
967 919
968 // hack to ensure that freed objects still have a valid map 920 // hack to ensure that freed objects still have a valid map
969 { 921 {
970 static maptile *freed_map; // freed objects are moved here to avoid crashes 922 static maptile *freed_map; // freed objects are moved here to avoid crashes
971 923
975 927
976 freed_map->name = "/internal/freed_objects_map"; 928 freed_map->name = "/internal/freed_objects_map";
977 freed_map->width = 3; 929 freed_map->width = 3;
978 freed_map->height = 3; 930 freed_map->height = 3;
979 931
980 freed_map->allocate (); 932 freed_map->alloc ();
933 freed_map->in_memory = MAP_IN_MEMORY;
981 } 934 }
982 935
983 map = freed_map; 936 map = freed_map;
984 x = 1; 937 x = 1;
985 y = 1; 938 y = 1;
986 } 939 }
987 940
941 if (more)
942 {
943 more->destroy ();
944 more = 0;
945 }
946
947 head = 0;
948
988 // clear those pointers that likely might have circular references to us 949 // clear those pointers that likely might cause circular references
989 owner = 0; 950 owner = 0;
990 enemy = 0; 951 enemy = 0;
991 attacked_by = 0; 952 attacked_by = 0;
953 current_weapon = 0;
954}
992 955
993 // only relevant for players(?), but make sure of it anyways 956void
994 contr = 0; 957object::destroy (bool destroy_inventory)
958{
959 if (destroyed ())
960 return;
995 961
996 /* Remove object from the active list */ 962 if (destroy_inventory)
997 speed = 0; 963 destroy_inv (false);
998 update_ob_speed (this);
999 964
1000 unlink (); 965 if (sound_destroy)
966 play_sound (sound_destroy);
967 else if (flag [FLAG_MONSTER])
968 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
1001 969
1002 mortals.push_back (this); 970 attachable::destroy ();
1003} 971}
1004 972
1005/* 973/*
1006 * sub_weight() recursively (outwards) subtracts a number from the 974 * sub_weight() recursively (outwards) subtracts a number from the
1007 * weight of an object (and what is carried by it's environment(s)). 975 * weight of an object (and what is carried by it's environment(s)).
1023 * This function removes the object op from the linked list of objects 991 * This function removes the object op from the linked list of objects
1024 * which it is currently tied to. When this function is done, the 992 * which it is currently tied to. When this function is done, the
1025 * object will have no environment. If the object previously had an 993 * object will have no environment. If the object previously had an
1026 * environment, the x and y coordinates will be updated to 994 * environment, the x and y coordinates will be updated to
1027 * the previous environment. 995 * the previous environment.
1028 * Beware: This function is called from the editor as well!
1029 */ 996 */
1030void 997void
1031object::remove () 998object::do_remove ()
1032{ 999{
1033 object *tmp, *last = 0; 1000 object *tmp, *last = 0;
1034 object *otmp; 1001 object *otmp;
1035 1002
1036 int check_walk_off;
1037
1038 if (QUERY_FLAG (this, FLAG_REMOVED)) 1003 if (QUERY_FLAG (this, FLAG_REMOVED))
1039 return; 1004 return;
1040 1005
1041 SET_FLAG (this, FLAG_REMOVED); 1006 SET_FLAG (this, FLAG_REMOVED);
1007 INVOKE_OBJECT (REMOVE, this);
1042 1008
1043 if (more) 1009 if (more)
1044 more->remove (); 1010 more->remove ();
1045 1011
1046 /* 1012 /*
1056 1022
1057 /* NO_FIX_PLAYER is set when a great many changes are being 1023 /* NO_FIX_PLAYER is set when a great many changes are being
1058 * made to players inventory. If set, avoiding the call 1024 * made to players inventory. If set, avoiding the call
1059 * to save cpu time. 1025 * to save cpu time.
1060 */ 1026 */
1061 if ((otmp = is_player_inv (env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1027 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1062 fix_player (otmp); 1028 otmp->update_stats ();
1063 1029
1064 if (above != NULL) 1030 if (above)
1065 above->below = below; 1031 above->below = below;
1066 else 1032 else
1067 env->inv = below; 1033 env->inv = below;
1068 1034
1069 if (below != NULL) 1035 if (below)
1070 below->above = above; 1036 below->above = above;
1071 1037
1072 /* we set up values so that it could be inserted into 1038 /* we set up values so that it could be inserted into
1073 * the map, but we don't actually do that - it is up 1039 * the map, but we don't actually do that - it is up
1074 * to the caller to decide what we want to do. 1040 * to the caller to decide what we want to do.
1078 above = 0, below = 0; 1044 above = 0, below = 0;
1079 env = 0; 1045 env = 0;
1080 } 1046 }
1081 else if (map) 1047 else if (map)
1082 { 1048 {
1083 /* Re did the following section of code - it looks like it had 1049 if (type == PLAYER)
1084 * lots of logic for things we no longer care about
1085 */ 1050 {
1051 // leaving a spot always closes any open container on the ground
1052 if (container && !container->env)
1053 // this causes spurious floorbox updates, but it ensures
1054 // that the CLOSE event is being sent.
1055 close_container ();
1056
1057 --map->players;
1058 map->touch ();
1059 }
1060
1061 map->dirty = true;
1062 mapspace &ms = this->ms ();
1086 1063
1087 /* link the object above us */ 1064 /* link the object above us */
1088 if (above) 1065 if (above)
1089 above->below = below; 1066 above->below = below;
1090 else 1067 else
1091 SET_MAP_TOP (map, x, y, below); /* we were top, set new top */ 1068 ms.top = below; /* we were top, set new top */
1092 1069
1093 /* Relink the object below us, if there is one */ 1070 /* Relink the object below us, if there is one */
1094 if (below) 1071 if (below)
1095 below->above = above; 1072 below->above = above;
1096 else 1073 else
1098 /* Nothing below, which means we need to relink map object for this space 1075 /* Nothing below, which means we need to relink map object for this space
1099 * use translated coordinates in case some oddness with map tiling is 1076 * use translated coordinates in case some oddness with map tiling is
1100 * evident 1077 * evident
1101 */ 1078 */
1102 if (GET_MAP_OB (map, x, y) != this) 1079 if (GET_MAP_OB (map, x, y) != this)
1103 {
1104 char *dump = dump_object (this);
1105 LOG (llevError,
1106 "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); 1080 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 ());
1107 free (dump);
1108 dump = dump_object (GET_MAP_OB (map, x, y));
1109 LOG (llevError, "%s\n", dump);
1110 free (dump);
1111 }
1112 1081
1113 SET_MAP_OB (map, x, y, above); /* goes on above it. */ 1082 ms.bot = above; /* goes on above it. */
1114 } 1083 }
1115 1084
1116 above = 0; 1085 above = 0;
1117 below = 0; 1086 below = 0;
1118 1087
1119 if (map->in_memory == MAP_SAVING) 1088 if (map->in_memory == MAP_SAVING)
1120 return; 1089 return;
1121 1090
1122 check_walk_off = !QUERY_FLAG (this, FLAG_NO_APPLY); 1091 int check_walk_off = !flag [FLAG_NO_APPLY];
1123 1092
1124 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) 1093 for (tmp = ms.bot; tmp; tmp = tmp->above)
1125 { 1094 {
1126 /* No point updating the players look faces if he is the object 1095 /* No point updating the players look faces if he is the object
1127 * being removed. 1096 * being removed.
1128 */ 1097 */
1129 1098
1133 * removed (most likely destroyed), update the player view 1102 * removed (most likely destroyed), update the player view
1134 * appropriately. 1103 * appropriately.
1135 */ 1104 */
1136 if (tmp->container == this) 1105 if (tmp->container == this)
1137 { 1106 {
1138 CLEAR_FLAG (this, FLAG_APPLIED); 1107 flag [FLAG_APPLIED] = 0;
1139 tmp->container = 0; 1108 tmp->container = 0;
1140 } 1109 }
1141 1110
1142 tmp->contr->socket->update_look = 1; 1111 if (tmp->contr->ns)
1112 tmp->contr->ns->floorbox_update ();
1143 } 1113 }
1144 1114
1145 /* See if player moving off should effect something */ 1115 /* See if object moving off should effect something */
1146 if (check_walk_off 1116 if (check_walk_off
1147 && ((move_type & tmp->move_off) 1117 && ((move_type & tmp->move_off)
1148 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1118 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1149 { 1119 {
1150 move_apply (tmp, this, 0); 1120 move_apply (tmp, this, 0);
1151 1121
1152 if (destroyed ()) 1122 if (destroyed ())
1153 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 ());
1154 } 1124 }
1155 1125
1156 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1157
1158 if (tmp->above == tmp)
1159 tmp->above = 0;
1160
1161 last = tmp; 1126 last = tmp;
1162 } 1127 }
1163 1128
1164 /* 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?
1165 if (!last) 1131 if (!last)
1166 { 1132 map->at (x, y).flags_ = 0;
1167 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1168 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1169 * those out anyways, and if there are any flags set right now, they won't
1170 * be correct anyways.
1171 */
1172 SET_MAP_FLAGS (map, x, y, P_NEED_UPDATE);
1173 update_position (map, x, y);
1174 }
1175 else 1133 else
1176 update_object (last, UP_OBJ_REMOVE); 1134 update_object (last, UP_OBJ_REMOVE);
1177 1135
1178 if (QUERY_FLAG (this, FLAG_BLOCKSVIEW) || glow_radius) 1136 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1179 update_all_los (map, x, y); 1137 update_all_los (map, x, y);
1180 } 1138 }
1181} 1139}
1182 1140
1183/* 1141/*
1192merge_ob (object *op, object *top) 1150merge_ob (object *op, object *top)
1193{ 1151{
1194 if (!op->nrof) 1152 if (!op->nrof)
1195 return 0; 1153 return 0;
1196 1154
1197 if (top == NULL) 1155 if (top)
1198 for (top = op; top != NULL && top->above != NULL; top = top->above); 1156 for (top = op; top && top->above; top = top->above)
1157 ;
1199 1158
1200 for (; top != NULL; top = top->below) 1159 for (; top; top = top->below)
1201 { 1160 {
1202 if (top == op) 1161 if (top == op)
1203 continue; 1162 continue;
1204 1163
1205 if (object::can_merge (op, top)) 1164 if (object::can_merge (op, top))
1214 } 1173 }
1215 1174
1216 return 0; 1175 return 0;
1217} 1176}
1218 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
1219/* 1201/*
1220 * 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
1221 * job preparing multi-part monsters 1203 * job preparing multi-part monsters.
1222 */ 1204 */
1223object * 1205object *
1224insert_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)
1225{ 1207{
1226 object *tmp;
1227
1228 if (op->head)
1229 op = op->head;
1230
1231 for (tmp = op; tmp; tmp = tmp->more) 1208 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1232 { 1209 {
1233 tmp->x = x + tmp->arch->clone.x; 1210 tmp->x = x + tmp->arch->x;
1234 tmp->y = y + tmp->arch->clone.y; 1211 tmp->y = y + tmp->arch->y;
1235 } 1212 }
1236 1213
1237 return insert_ob_in_map (op, m, originator, flag); 1214 return insert_ob_in_map (op, m, originator, flag);
1238} 1215}
1239 1216
1255 * Return value: 1232 * Return value:
1256 * new object if 'op' was merged with other object 1233 * new object if 'op' was merged with other object
1257 * NULL if 'op' was destroyed 1234 * NULL if 'op' was destroyed
1258 * just 'op' otherwise 1235 * just 'op' otherwise
1259 */ 1236 */
1260
1261object * 1237object *
1262insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1238insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1263{ 1239{
1240 assert (!op->flag [FLAG_FREED]);
1241
1264 object *tmp, *top, *floor = NULL; 1242 object *top, *floor = NULL;
1265 sint16 x, y;
1266 1243
1267 if (QUERY_FLAG (op, FLAG_FREED)) 1244 op->remove ();
1268 {
1269 LOG (llevError, "Trying to insert freed object!\n");
1270 return NULL;
1271 }
1272 1245
1273 if (m == NULL) 1246#if 0
1274 { 1247 if (!m->active != !op->active)
1275 char *dump = dump_object (op); 1248 if (m->active)
1276 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump); 1249 op->activate_recursive ();
1277 free (dump); 1250 else
1278 return op; 1251 op->deactivate_recursive ();
1279 } 1252#endif
1280 1253
1281 if (out_of_map (m, op->x, op->y)) 1254 if (out_of_map (m, op->x, op->y))
1282 { 1255 {
1283 char *dump = dump_object (op);
1284 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump); 1256 LOG (llevError, "Trying to insert object outside the map.\n%s\n", op->debug_desc ());
1285#ifdef MANY_CORES 1257#ifdef MANY_CORES
1286 /* Better to catch this here, as otherwise the next use of this object 1258 /* Better to catch this here, as otherwise the next use of this object
1287 * is likely to cause a crash. Better to find out where it is getting 1259 * is likely to cause a crash. Better to find out where it is getting
1288 * improperly inserted. 1260 * improperly inserted.
1289 */ 1261 */
1290 abort (); 1262 abort ();
1291#endif 1263#endif
1292 free (dump);
1293 return op; 1264 return op;
1294 } 1265 }
1295 1266
1296 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1267 if (object *more = op->more)
1297 { 1268 if (!insert_ob_in_map (more, m, originator, flag))
1298 char *dump = dump_object (op);
1299 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1300 free (dump);
1301 return op; 1269 return 0;
1302 }
1303
1304 if (op->more != NULL)
1305 {
1306 /* The part may be on a different map. */
1307
1308 object *more = op->more;
1309
1310 /* We really need the caller to normalize coordinates - if
1311 * we set the map, that doesn't work if the location is within
1312 * a map and this is straddling an edge. So only if coordinate
1313 * is clear wrong do we normalize it.
1314 */
1315 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1316 more->map = get_map_from_coord (m, &more->x, &more->y);
1317 else if (!more->map)
1318 {
1319 /* For backwards compatibility - when not dealing with tiled maps,
1320 * more->map should always point to the parent.
1321 */
1322 more->map = m;
1323 }
1324
1325 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1326 {
1327 if (!op->head)
1328 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1329
1330 return NULL;
1331 }
1332 }
1333 1270
1334 CLEAR_FLAG (op, FLAG_REMOVED); 1271 CLEAR_FLAG (op, FLAG_REMOVED);
1335 1272
1336 /* Ideally, the caller figures this out. However, it complicates a lot 1273 /* Ideally, the caller figures this out. However, it complicates a lot
1337 * of areas of callers (eg, anything that uses find_free_spot would now 1274 * of areas of callers (eg, anything that uses find_free_spot would now
1338 * need extra work 1275 * need extra work
1339 */ 1276 */
1340 op->map = get_map_from_coord (m, &op->x, &op->y); 1277 if (!xy_normalise (m, op->x, op->y))
1341 x = op->x; 1278 return 0;
1342 y = op->y; 1279
1280 op->map = m;
1281 mapspace &ms = op->ms ();
1343 1282
1344 /* this has to be done after we translate the coordinates. 1283 /* this has to be done after we translate the coordinates.
1345 */ 1284 */
1346 if (op->nrof && !(flag & INS_NO_MERGE)) 1285 if (op->nrof && !(flag & INS_NO_MERGE))
1347 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1286 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1348 if (object::can_merge (op, tmp)) 1287 if (object::can_merge (op, tmp))
1349 { 1288 {
1350 op->nrof += tmp->nrof; 1289 op->nrof += tmp->nrof;
1351 tmp->destroy (); 1290 tmp->destroy ();
1352 } 1291 }
1369 op->below = originator->below; 1308 op->below = originator->below;
1370 1309
1371 if (op->below) 1310 if (op->below)
1372 op->below->above = op; 1311 op->below->above = op;
1373 else 1312 else
1374 SET_MAP_OB (op->map, op->x, op->y, op); 1313 ms.bot = op;
1375 1314
1376 /* since *below* originator, no need to update top */ 1315 /* since *below* originator, no need to update top */
1377 originator->below = op; 1316 originator->below = op;
1378 } 1317 }
1379 else 1318 else
1380 { 1319 {
1320 top = ms.bot;
1321
1381 /* If there are other objects, then */ 1322 /* If there are other objects, then */
1382 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1323 if ((!(flag & INS_MAP_LOAD)) && top)
1383 { 1324 {
1384 object *last = NULL; 1325 object *last = 0;
1385 1326
1386 /* 1327 /*
1387 * If there are multiple objects on this space, we do some trickier handling. 1328 * If there are multiple objects on this space, we do some trickier handling.
1388 * We've already dealt with merging if appropriate. 1329 * We've already dealt with merging if appropriate.
1389 * Generally, we want to put the new object on top. But if 1330 * Generally, we want to put the new object on top. But if
1393 * once we get to them. This reduces the need to traverse over all of 1334 * once we get to them. This reduces the need to traverse over all of
1394 * them when adding another one - this saves quite a bit of cpu time 1335 * them when adding another one - this saves quite a bit of cpu time
1395 * when lots of spells are cast in one area. Currently, it is presumed 1336 * when lots of spells are cast in one area. Currently, it is presumed
1396 * that flying non pickable objects are spell objects. 1337 * that flying non pickable objects are spell objects.
1397 */ 1338 */
1398 1339 for (top = ms.bot; top; top = top->above)
1399 while (top != NULL)
1400 { 1340 {
1401 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1341 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1402 floor = top; 1342 floor = top;
1403 1343
1404 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1344 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1407 top = top->below; 1347 top = top->below;
1408 break; 1348 break;
1409 } 1349 }
1410 1350
1411 last = top; 1351 last = top;
1412 top = top->above;
1413 } 1352 }
1414 1353
1415 /* Don't want top to be NULL, so set it to the last valid object */ 1354 /* Don't want top to be NULL, so set it to the last valid object */
1416 top = last; 1355 top = last;
1417 1356
1419 * looks like instead of lots of conditions here. 1358 * looks like instead of lots of conditions here.
1420 * makes things faster, and effectively the same result. 1359 * makes things faster, and effectively the same result.
1421 */ 1360 */
1422 1361
1423 /* Have object 'fall below' other objects that block view. 1362 /* Have object 'fall below' other objects that block view.
1424 * Unless those objects are exits, type 66 1363 * Unless those objects are exits.
1425 * If INS_ON_TOP is used, don't do this processing 1364 * If INS_ON_TOP is used, don't do this processing
1426 * Need to find the object that in fact blocks view, otherwise 1365 * Need to find the object that in fact blocks view, otherwise
1427 * stacking is a bit odd. 1366 * stacking is a bit odd.
1428 */ 1367 */
1429 if (!(flag & INS_ON_TOP) && 1368 if (!(flag & INS_ON_TOP)
1430 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1369 && ms.flags () & P_BLOCKSVIEW
1370 && (op->face && !faces [op->face].visibility))
1431 { 1371 {
1432 for (last = top; last != floor; last = last->below) 1372 for (last = top; last != floor; last = last->below)
1433 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1373 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1434 break; 1374 break;
1375
1435 /* Check to see if we found the object that blocks view, 1376 /* Check to see if we found the object that blocks view,
1436 * and make sure we have a below pointer for it so that 1377 * and make sure we have a below pointer for it so that
1437 * we can get inserted below this one, which requires we 1378 * we can get inserted below this one, which requires we
1438 * set top to the object below us. 1379 * set top to the object below us.
1439 */ 1380 */
1440 if (last && last->below && last != floor) 1381 if (last && last->below && last != floor)
1441 top = last->below; 1382 top = last->below;
1442 } 1383 }
1443 } /* If objects on this space */ 1384 } /* If objects on this space */
1444
1445 if (flag & INS_MAP_LOAD) 1385 if (flag & INS_MAP_LOAD)
1446 top = GET_MAP_TOP (op->map, op->x, op->y); 1386 top = ms.top;
1447 1387
1448 if (flag & INS_ABOVE_FLOOR_ONLY) 1388 if (flag & INS_ABOVE_FLOOR_ONLY)
1449 top = floor; 1389 top = floor;
1450 1390
1451 /* Top is the object that our object (op) is going to get inserted above. 1391 /* Top is the object that our object (op) is going to get inserted above.
1452 */ 1392 */
1453 1393
1454 /* First object on this space */ 1394 /* First object on this space */
1455 if (!top) 1395 if (!top)
1456 { 1396 {
1457 op->above = GET_MAP_OB (op->map, op->x, op->y); 1397 op->above = ms.bot;
1458 1398
1459 if (op->above) 1399 if (op->above)
1460 op->above->below = op; 1400 op->above->below = op;
1461 1401
1462 op->below = NULL; 1402 op->below = 0;
1463 SET_MAP_OB (op->map, op->x, op->y, op); 1403 ms.bot = op;
1464 } 1404 }
1465 else 1405 else
1466 { /* get inserted into the stack above top */ 1406 { /* get inserted into the stack above top */
1467 op->above = top->above; 1407 op->above = top->above;
1468 1408
1471 1411
1472 op->below = top; 1412 op->below = top;
1473 top->above = op; 1413 top->above = op;
1474 } 1414 }
1475 1415
1476 if (op->above == NULL) 1416 if (!op->above)
1477 SET_MAP_TOP (op->map, op->x, op->y, op); 1417 ms.top = op;
1478 } /* else not INS_BELOW_ORIGINATOR */ 1418 } /* else not INS_BELOW_ORIGINATOR */
1479 1419
1480 if (op->type == PLAYER) 1420 if (op->type == PLAYER)
1421 {
1481 op->contr->do_los = 1; 1422 op->contr->do_los = 1;
1423 ++op->map->players;
1424 op->map->touch ();
1425 }
1426
1427 op->map->dirty = true;
1482 1428
1483 /* If we have a floor, we know the player, if any, will be above 1429 /* If we have a floor, we know the player, if any, will be above
1484 * it, so save a few ticks and start from there. 1430 * it, so save a few ticks and start from there.
1485 */ 1431 */
1486 if (!(flag & INS_MAP_LOAD)) 1432 if (!(flag & INS_MAP_LOAD))
1487 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1433 if (object *pl = ms.player ())
1488 if (tmp->type == PLAYER) 1434 if (pl->contr->ns)
1489 tmp->contr->socket->update_look = 1; 1435 pl->contr->ns->floorbox_update ();
1490 1436
1491 /* If this object glows, it may affect lighting conditions that are 1437 /* If this object glows, it may affect lighting conditions that are
1492 * visible to others on this map. But update_all_los is really 1438 * visible to others on this map. But update_all_los is really
1493 * an inefficient way to do this, as it means los for all players 1439 * an inefficient way to do this, as it means los for all players
1494 * on the map will get recalculated. The players could very well 1440 * on the map will get recalculated. The players could very well
1495 * be far away from this change and not affected in any way - 1441 * be far away from this change and not affected in any way -
1496 * this should get redone to only look for players within range, 1442 * this should get redone to only look for players within range,
1497 * or just updating the P_NEED_UPDATE for spaces within this area 1443 * or just updating the P_UPTODATE for spaces within this area
1498 * of effect may be sufficient. 1444 * of effect may be sufficient.
1499 */ 1445 */
1500 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1446 if (op->map->darkness && (op->glow_radius != 0))
1501 update_all_los (op->map, op->x, op->y); 1447 update_all_los (op->map, op->x, op->y);
1502 1448
1503 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1449 /* updates flags (blocked, alive, no magic, etc) for this map space */
1504 update_object (op, UP_OBJ_INSERT); 1450 update_object (op, UP_OBJ_INSERT);
1505 1451
1452 INVOKE_OBJECT (INSERT, op);
1453
1506 /* Don't know if moving this to the end will break anything. However, 1454 /* Don't know if moving this to the end will break anything. However,
1507 * we want to have update_look set above before calling this. 1455 * we want to have floorbox_update called before calling this.
1508 * 1456 *
1509 * check_move_on() must be after this because code called from 1457 * check_move_on() must be after this because code called from
1510 * check_move_on() depends on correct map flags (so functions like 1458 * check_move_on() depends on correct map flags (so functions like
1511 * blocked() and wall() work properly), and these flags are updated by 1459 * blocked() and wall() work properly), and these flags are updated by
1512 * update_object(). 1460 * update_object().
1513 */ 1461 */
1514 1462
1515 /* if this is not the head or flag has been passed, don't check walk on status */ 1463 /* if this is not the head or flag has been passed, don't check walk on status */
1516 if (!(flag & INS_NO_WALK_ON) && !op->head) 1464 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1517 { 1465 {
1518 if (check_move_on (op, originator)) 1466 if (check_move_on (op, originator))
1519 return NULL; 1467 return 0;
1520 1468
1521 /* If we are a multi part object, lets work our way through the check 1469 /* If we are a multi part object, lets work our way through the check
1522 * walk on's. 1470 * walk on's.
1523 */ 1471 */
1524 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1472 for (object *tmp = op->more; tmp; tmp = tmp->more)
1525 if (check_move_on (tmp, originator)) 1473 if (check_move_on (tmp, originator))
1526 return NULL; 1474 return 0;
1527 } 1475 }
1528 1476
1529 return op; 1477 return op;
1530} 1478}
1531 1479
1532/* this function inserts an object in the map, but if it 1480/* this function inserts an object in the map, but if it
1533 * finds an object of its own type, it'll remove that one first. 1481 * finds an object of its own type, it'll remove that one first.
1534 * op is the object to insert it under: supplies x and the map. 1482 * op is the object to insert it under: supplies x and the map.
1535 */ 1483 */
1536void 1484void
1537replace_insert_ob_in_map (const char *arch_string, object *op) 1485replace_insert_ob_in_map (const char *arch_string, object *op)
1538{ 1486{
1539 object * 1487 object *tmp, *tmp1;
1540 tmp;
1541 object *
1542 tmp1;
1543 1488
1544 /* first search for itself and remove any old instances */ 1489 /* first search for itself and remove any old instances */
1545 1490
1546 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1491 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1547 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1492 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1548 tmp->destroy (); 1493 tmp->destroy ();
1549 1494
1550 tmp1 = arch_to_object (archetype::find (arch_string)); 1495 tmp1 = arch_to_object (archetype::find (arch_string));
1551 1496
1552 tmp1->x = op->x; 1497 tmp1->x = op->x;
1553 tmp1->y = op->y; 1498 tmp1->y = op->y;
1554 insert_ob_in_map (tmp1, op->map, op, 0); 1499 insert_ob_in_map (tmp1, op->map, op, 0);
1500}
1501
1502object *
1503object::insert_at (object *where, object *originator, int flags)
1504{
1505 return where->map->insert (this, where->x, where->y, originator, flags);
1555} 1506}
1556 1507
1557/* 1508/*
1558 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1509 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1559 * is returned contains nr objects, and the remaining parts contains 1510 * is returned contains nr objects, and the remaining parts contains
1560 * the rest (or is removed and freed if that number is 0). 1511 * the rest (or is removed and freed if that number is 0).
1561 * On failure, NULL is returned, and the reason put into the 1512 * On failure, NULL is returned, and the reason put into the
1562 * global static errmsg array. 1513 * global static errmsg array.
1563 */ 1514 */
1564
1565object * 1515object *
1566get_split_ob (object *orig_ob, uint32 nr) 1516get_split_ob (object *orig_ob, uint32 nr)
1567{ 1517{
1568 object *newob; 1518 object *newob;
1569 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1519 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1600 * the amount of an object. If the amount reaches 0, the object 1550 * the amount of an object. If the amount reaches 0, the object
1601 * is subsequently removed and freed. 1551 * is subsequently removed and freed.
1602 * 1552 *
1603 * Return value: 'op' if something is left, NULL if the amount reached 0 1553 * Return value: 'op' if something is left, NULL if the amount reached 0
1604 */ 1554 */
1605
1606object * 1555object *
1607decrease_ob_nr (object *op, uint32 i) 1556decrease_ob_nr (object *op, uint32 i)
1608{ 1557{
1609 object *tmp; 1558 object *tmp;
1610 player *pl;
1611 1559
1612 if (i == 0) /* objects with op->nrof require this check */ 1560 if (i == 0) /* objects with op->nrof require this check */
1613 return op; 1561 return op;
1614 1562
1615 if (i > op->nrof) 1563 if (i > op->nrof)
1616 i = op->nrof; 1564 i = op->nrof;
1617 1565
1618 if (QUERY_FLAG (op, FLAG_REMOVED)) 1566 if (QUERY_FLAG (op, FLAG_REMOVED))
1619 op->nrof -= i; 1567 op->nrof -= i;
1620 else if (op->env != NULL) 1568 else if (op->env)
1621 { 1569 {
1622 /* is this object in the players inventory, or sub container 1570 /* is this object in the players inventory, or sub container
1623 * therein? 1571 * therein?
1624 */ 1572 */
1625 tmp = is_player_inv (op->env); 1573 tmp = op->in_player ();
1626 /* nope. Is this a container the player has opened? 1574 /* nope. Is this a container the player has opened?
1627 * If so, set tmp to that player. 1575 * If so, set tmp to that player.
1628 * IMO, searching through all the players will mostly 1576 * IMO, searching through all the players will mostly
1629 * likely be quicker than following op->env to the map, 1577 * likely be quicker than following op->env to the map,
1630 * and then searching the map for a player. 1578 * and then searching the map for a player.
1631 */ 1579 */
1632 if (!tmp) 1580 if (!tmp)
1633 { 1581 for_all_players (pl)
1634 for (pl = first_player; pl; pl = pl->next)
1635 if (pl->ob->container == op->env) 1582 if (pl->ob->container == op->env)
1583 {
1584 tmp = pl->ob;
1636 break; 1585 break;
1637 if (pl)
1638 tmp = pl->ob;
1639 else
1640 tmp = NULL;
1641 } 1586 }
1642 1587
1643 if (i < op->nrof) 1588 if (i < op->nrof)
1644 { 1589 {
1645 sub_weight (op->env, op->weight * i); 1590 sub_weight (op->env, op->weight * i);
1646 op->nrof -= i; 1591 op->nrof -= i;
1647 if (tmp) 1592 if (tmp)
1648 {
1649 esrv_send_item (tmp, op); 1593 esrv_send_item (tmp, op);
1650 }
1651 } 1594 }
1652 else 1595 else
1653 { 1596 {
1654 op->remove (); 1597 op->remove ();
1655 op->nrof = 0; 1598 op->nrof = 0;
1656 if (tmp) 1599 if (tmp)
1657 {
1658 esrv_del_item (tmp->contr, op->count); 1600 esrv_del_item (tmp->contr, op->count);
1659 }
1660 } 1601 }
1661 } 1602 }
1662 else 1603 else
1663 { 1604 {
1664 object *above = op->above; 1605 object *above = op->above;
1670 op->remove (); 1611 op->remove ();
1671 op->nrof = 0; 1612 op->nrof = 0;
1672 } 1613 }
1673 1614
1674 /* Since we just removed op, op->above is null */ 1615 /* Since we just removed op, op->above is null */
1675 for (tmp = above; tmp != NULL; tmp = tmp->above) 1616 for (tmp = above; tmp; tmp = tmp->above)
1676 if (tmp->type == PLAYER) 1617 if (tmp->type == PLAYER)
1677 { 1618 {
1678 if (op->nrof) 1619 if (op->nrof)
1679 esrv_send_item (tmp, op); 1620 esrv_send_item (tmp, op);
1680 else 1621 else
1685 if (op->nrof) 1626 if (op->nrof)
1686 return op; 1627 return op;
1687 else 1628 else
1688 { 1629 {
1689 op->destroy (); 1630 op->destroy ();
1690 return NULL; 1631 return 0;
1691 } 1632 }
1692} 1633}
1693 1634
1694/* 1635/*
1695 * add_weight(object, weight) adds the specified weight to an object, 1636 * add_weight(object, weight) adds the specified weight to an object,
1696 * and also updates how much the environment(s) is/are carrying. 1637 * and also updates how much the environment(s) is/are carrying.
1697 */ 1638 */
1698
1699void 1639void
1700add_weight (object *op, signed long weight) 1640add_weight (object *op, signed long weight)
1701{ 1641{
1702 while (op != NULL) 1642 while (op != NULL)
1703 { 1643 {
1718 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1658 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1719 free (dump); 1659 free (dump);
1720 return op; 1660 return op;
1721 } 1661 }
1722 1662
1723 if (where->head) 1663 if (where->head_ () != where)
1724 { 1664 {
1725 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n"); 1665 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1726 where = where->head; 1666 where = where->head;
1727 } 1667 }
1728 1668
1729 return where->insert (op); 1669 return where->insert (op);
1730} 1670}
1735 * inside the object environment. 1675 * inside the object environment.
1736 * 1676 *
1737 * The function returns now pointer to inserted item, and return value can 1677 * The function returns now pointer to inserted item, and return value can
1738 * be != op, if items are merged. -Tero 1678 * be != op, if items are merged. -Tero
1739 */ 1679 */
1740
1741object * 1680object *
1742object::insert (object *op) 1681object::insert (object *op)
1743{ 1682{
1744 object *tmp, *otmp; 1683 object *tmp, *otmp;
1745 1684
1783 add_weight (this, op->weight * op->nrof); 1722 add_weight (this, op->weight * op->nrof);
1784 } 1723 }
1785 else 1724 else
1786 add_weight (this, (op->weight + op->carrying)); 1725 add_weight (this, (op->weight + op->carrying));
1787 1726
1788 otmp = is_player_inv (this); 1727 otmp = this->in_player ();
1789 if (otmp && otmp->contr) 1728 if (otmp && otmp->contr)
1790 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1729 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1791 fix_player (otmp); 1730 otmp->update_stats ();
1792 1731
1793 op->map = NULL; 1732 op->map = 0;
1794 op->env = this; 1733 op->env = this;
1795 op->above = NULL; 1734 op->above = 0;
1796 op->below = NULL; 1735 op->below = 0;
1797 op->x = 0, op->y = 0; 1736 op->x = 0, op->y = 0;
1798 1737
1799 /* reset the light list and los of the players on the map */ 1738 /* reset the light list and los of the players on the map */
1800 if ((op->glow_radius != 0) && map) 1739 if ((op->glow_radius != 0) && map)
1801 { 1740 {
1802#ifdef DEBUG_LIGHTS 1741#ifdef DEBUG_LIGHTS
1803 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1742 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1804#endif /* DEBUG_LIGHTS */ 1743#endif /* DEBUG_LIGHTS */
1805 if (MAP_DARKNESS (map)) 1744 if (map->darkness)
1806 update_all_los (map, x, y); 1745 update_all_los (map, x, y);
1807 } 1746 }
1808 1747
1809 /* Client has no idea of ordering so lets not bother ordering it here. 1748 /* Client has no idea of ordering so lets not bother ordering it here.
1810 * It sure simplifies this function... 1749 * It sure simplifies this function...
1815 { 1754 {
1816 op->below = inv; 1755 op->below = inv;
1817 op->below->above = op; 1756 op->below->above = op;
1818 inv = op; 1757 inv = op;
1819 } 1758 }
1759
1760 INVOKE_OBJECT (INSERT, this);
1820 1761
1821 return op; 1762 return op;
1822} 1763}
1823 1764
1824/* 1765/*
1839 * 1780 *
1840 * MSW 2001-07-08: Check all objects on space, not just those below 1781 * MSW 2001-07-08: Check all objects on space, not just those below
1841 * object being inserted. insert_ob_in_map may not put new objects 1782 * object being inserted. insert_ob_in_map may not put new objects
1842 * on top. 1783 * on top.
1843 */ 1784 */
1844
1845int 1785int
1846check_move_on (object *op, object *originator) 1786check_move_on (object *op, object *originator)
1847{ 1787{
1848 object *tmp; 1788 object *tmp;
1849 maptile *m = op->map; 1789 maptile *m = op->map;
1876 1816
1877 /* The objects have to be checked from top to bottom. 1817 /* The objects have to be checked from top to bottom.
1878 * Hence, we first go to the top: 1818 * Hence, we first go to the top:
1879 */ 1819 */
1880 1820
1881 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1821 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1882 { 1822 {
1883 /* Trim the search when we find the first other spell effect 1823 /* Trim the search when we find the first other spell effect
1884 * this helps performance so that if a space has 50 spell objects, 1824 * this helps performance so that if a space has 50 spell objects,
1885 * we don't need to check all of them. 1825 * we don't need to check all of them.
1886 */ 1826 */
1904 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1844 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1905 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1845 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1906 { 1846 {
1907 1847
1908 float 1848 float
1909 diff = tmp->move_slow_penalty * FABS (op->speed); 1849 diff = tmp->move_slow_penalty * fabs (op->speed);
1910 1850
1911 if (op->type == PLAYER) 1851 if (op->type == PLAYER)
1912 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1852 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1913 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1853 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1914 diff /= 4.0; 1854 diff /= 4.0;
1941/* 1881/*
1942 * present_arch(arch, map, x, y) searches for any objects with 1882 * present_arch(arch, map, x, y) searches for any objects with
1943 * a matching archetype at the given map and coordinates. 1883 * a matching archetype at the given map and coordinates.
1944 * The first matching object is returned, or NULL if none. 1884 * The first matching object is returned, or NULL if none.
1945 */ 1885 */
1946
1947object * 1886object *
1948present_arch (const archetype *at, maptile *m, int x, int y) 1887present_arch (const archetype *at, maptile *m, int x, int y)
1949{ 1888{
1950 object *
1951 tmp;
1952
1953 if (m == NULL || out_of_map (m, x, y)) 1889 if (!m || out_of_map (m, x, y))
1954 { 1890 {
1955 LOG (llevError, "Present_arch called outside map.\n"); 1891 LOG (llevError, "Present_arch called outside map.\n");
1956 return NULL; 1892 return NULL;
1957 } 1893 }
1958 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1894
1895 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1959 if (tmp->arch == at) 1896 if (tmp->arch == at)
1960 return tmp; 1897 return tmp;
1898
1961 return NULL; 1899 return NULL;
1962} 1900}
1963 1901
1964/* 1902/*
1965 * present(type, map, x, y) searches for any objects with 1903 * present(type, map, x, y) searches for any objects with
1966 * a matching type variable at the given map and coordinates. 1904 * a matching type variable at the given map and coordinates.
1967 * The first matching object is returned, or NULL if none. 1905 * The first matching object is returned, or NULL if none.
1968 */ 1906 */
1969
1970object * 1907object *
1971present (unsigned char type, maptile *m, int x, int y) 1908present (unsigned char type, maptile *m, int x, int y)
1972{ 1909{
1973 object *
1974 tmp;
1975
1976 if (out_of_map (m, x, y)) 1910 if (out_of_map (m, x, y))
1977 { 1911 {
1978 LOG (llevError, "Present called outside map.\n"); 1912 LOG (llevError, "Present called outside map.\n");
1979 return NULL; 1913 return NULL;
1980 } 1914 }
1981 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1915
1916 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1982 if (tmp->type == type) 1917 if (tmp->type == type)
1983 return tmp; 1918 return tmp;
1919
1984 return NULL; 1920 return NULL;
1985} 1921}
1986 1922
1987/* 1923/*
1988 * present_in_ob(type, object) searches for any objects with 1924 * present_in_ob(type, object) searches for any objects with
1989 * a matching type variable in the inventory of the given object. 1925 * a matching type variable in the inventory of the given object.
1990 * The first matching object is returned, or NULL if none. 1926 * The first matching object is returned, or NULL if none.
1991 */ 1927 */
1992
1993object * 1928object *
1994present_in_ob (unsigned char type, const object *op) 1929present_in_ob (unsigned char type, const object *op)
1995{ 1930{
1996 object *
1997 tmp;
1998
1999 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1931 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2000 if (tmp->type == type) 1932 if (tmp->type == type)
2001 return tmp; 1933 return tmp;
1934
2002 return NULL; 1935 return NULL;
2003} 1936}
2004 1937
2005/* 1938/*
2006 * present_in_ob (type, str, object) searches for any objects with 1939 * present_in_ob (type, str, object) searches for any objects with
2014 * str is the string to match against. Note that we match against 1947 * str is the string to match against. Note that we match against
2015 * the object name, not the archetype name. this is so that the 1948 * the object name, not the archetype name. this is so that the
2016 * spell code can use one object type (force), but change it's name 1949 * spell code can use one object type (force), but change it's name
2017 * to be unique. 1950 * to be unique.
2018 */ 1951 */
2019
2020object * 1952object *
2021present_in_ob_by_name (int type, const char *str, const object *op) 1953present_in_ob_by_name (int type, const char *str, const object *op)
2022{ 1954{
2023 object *
2024 tmp;
2025
2026 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1955 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2027 {
2028 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1956 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2029 return tmp; 1957 return tmp;
2030 } 1958
2031 return NULL; 1959 return 0;
2032} 1960}
2033 1961
2034/* 1962/*
2035 * present_arch_in_ob(archetype, object) searches for any objects with 1963 * present_arch_in_ob(archetype, object) searches for any objects with
2036 * a matching archetype in the inventory of the given object. 1964 * a matching archetype in the inventory of the given object.
2037 * The first matching object is returned, or NULL if none. 1965 * The first matching object is returned, or NULL if none.
2038 */ 1966 */
2039
2040object * 1967object *
2041present_arch_in_ob (const archetype *at, const object *op) 1968present_arch_in_ob (const archetype *at, const object *op)
2042{ 1969{
2043 object *
2044 tmp;
2045
2046 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1970 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2047 if (tmp->arch == at) 1971 if (tmp->arch == at)
2048 return tmp; 1972 return tmp;
1973
2049 return NULL; 1974 return NULL;
2050} 1975}
2051 1976
2052/* 1977/*
2053 * activate recursively a flag on an object inventory 1978 * activate recursively a flag on an object inventory
2054 */ 1979 */
2055void 1980void
2056flag_inv (object *op, int flag) 1981flag_inv (object *op, int flag)
2057{ 1982{
2058 object *
2059 tmp;
2060
2061 if (op->inv) 1983 if (op->inv)
2062 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1984 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2063 { 1985 {
2064 SET_FLAG (tmp, flag); 1986 SET_FLAG (tmp, flag);
2065 flag_inv (tmp, flag); 1987 flag_inv (tmp, flag);
2066 } 1988 }
2067} /* 1989}
1990
1991/*
2068 * desactivate recursively a flag on an object inventory 1992 * deactivate recursively a flag on an object inventory
2069 */ 1993 */
2070void 1994void
2071unflag_inv (object *op, int flag) 1995unflag_inv (object *op, int flag)
2072{ 1996{
2073 object *
2074 tmp;
2075
2076 if (op->inv) 1997 if (op->inv)
2077 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1998 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2078 { 1999 {
2079 CLEAR_FLAG (tmp, flag); 2000 CLEAR_FLAG (tmp, flag);
2080 unflag_inv (tmp, flag); 2001 unflag_inv (tmp, flag);
2081 } 2002 }
2082}
2083
2084/*
2085 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2086 * all it's inventory (recursively).
2087 * If checksums are used, a player will get set_cheat called for
2088 * him/her-self and all object carried by a call to this function.
2089 */
2090
2091void
2092set_cheat (object *op)
2093{
2094 SET_FLAG (op, FLAG_WAS_WIZ);
2095 flag_inv (op, FLAG_WAS_WIZ);
2096} 2003}
2097 2004
2098/* 2005/*
2099 * find_free_spot(object, map, x, y, start, stop) will search for 2006 * find_free_spot(object, map, x, y, start, stop) will search for
2100 * a spot at the given map and coordinates which will be able to contain 2007 * a spot at the given map and coordinates which will be able to contain
2114 * because arch_blocked (now ob_blocked) needs to know the movement type 2021 * because arch_blocked (now ob_blocked) needs to know the movement type
2115 * to know if the space in question will block the object. We can't use 2022 * to know if the space in question will block the object. We can't use
2116 * the archetype because that isn't correct if the monster has been 2023 * the archetype because that isn't correct if the monster has been
2117 * customized, changed states, etc. 2024 * customized, changed states, etc.
2118 */ 2025 */
2119
2120int 2026int
2121find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 2027find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2122{ 2028{
2123 int
2124 i,
2125 index = 0, flag; 2029 int index = 0, flag;
2126 static int
2127 altern[SIZEOFFREE]; 2030 int altern[SIZEOFFREE];
2128 2031
2129 for (i = start; i < stop; i++) 2032 for (int i = start; i < stop; i++)
2130 { 2033 {
2131 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2034 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2132 if (!flag) 2035 if (!flag)
2133 altern[index++] = i; 2036 altern [index++] = i;
2134 2037
2135 /* Basically, if we find a wall on a space, we cut down the search size. 2038 /* Basically, if we find a wall on a space, we cut down the search size.
2136 * In this way, we won't return spaces that are on another side of a wall. 2039 * In this way, we won't return spaces that are on another side of a wall.
2137 * This mostly work, but it cuts down the search size in all directions - 2040 * This mostly work, but it cuts down the search size in all directions -
2138 * if the space being examined only has a wall to the north and empty 2041 * if the space being examined only has a wall to the north and empty
2139 * spaces in all the other directions, this will reduce the search space 2042 * spaces in all the other directions, this will reduce the search space
2140 * to only the spaces immediately surrounding the target area, and 2043 * to only the spaces immediately surrounding the target area, and
2141 * won't look 2 spaces south of the target space. 2044 * won't look 2 spaces south of the target space.
2142 */ 2045 */
2143 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 2046 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2144 stop = maxfree[i]; 2047 stop = maxfree[i];
2145 } 2048 }
2049
2146 if (!index) 2050 if (!index)
2147 return -1; 2051 return -1;
2052
2148 return altern[RANDOM () % index]; 2053 return altern [rndm (index)];
2149} 2054}
2150 2055
2151/* 2056/*
2152 * find_first_free_spot(archetype, maptile, x, y) works like 2057 * find_first_free_spot(archetype, maptile, x, y) works like
2153 * find_free_spot(), but it will search max number of squares. 2058 * find_free_spot(), but it will search max number of squares.
2154 * But it will return the first available spot, not a random choice. 2059 * But it will return the first available spot, not a random choice.
2155 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2060 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2156 */ 2061 */
2157
2158int 2062int
2159find_first_free_spot (const object *ob, maptile *m, int x, int y) 2063find_first_free_spot (const object *ob, maptile *m, int x, int y)
2160{ 2064{
2161 int
2162 i;
2163
2164 for (i = 0; i < SIZEOFFREE; i++) 2065 for (int i = 0; i < SIZEOFFREE; i++)
2165 {
2166 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2066 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2167 return i; 2067 return i;
2168 } 2068
2169 return -1; 2069 return -1;
2170} 2070}
2171 2071
2172/* 2072/*
2173 * The function permute(arr, begin, end) randomly reorders the array 2073 * The function permute(arr, begin, end) randomly reorders the array
2174 * arr[begin..end-1]. 2074 * arr[begin..end-1].
2075 * now uses a fisher-yates shuffle, old permute was broken
2175 */ 2076 */
2176static void 2077static void
2177permute (int *arr, int begin, int end) 2078permute (int *arr, int begin, int end)
2178{ 2079{
2179 int 2080 arr += begin;
2180 i,
2181 j,
2182 tmp,
2183 len;
2184
2185 len = end - begin; 2081 end -= begin;
2186 for (i = begin; i < end; i++)
2187 {
2188 j = begin + RANDOM () % len;
2189 2082
2190 tmp = arr[i]; 2083 while (--end)
2191 arr[i] = arr[j]; 2084 swap (arr [end], arr [rndm (end + 1)]);
2192 arr[j] = tmp;
2193 }
2194} 2085}
2195 2086
2196/* new function to make monster searching more efficient, and effective! 2087/* new function to make monster searching more efficient, and effective!
2197 * This basically returns a randomized array (in the passed pointer) of 2088 * This basically returns a randomized array (in the passed pointer) of
2198 * the spaces to find monsters. In this way, it won't always look for 2089 * the spaces to find monsters. In this way, it won't always look for
2201 * the 3x3 area will be searched, just not in a predictable order. 2092 * the 3x3 area will be searched, just not in a predictable order.
2202 */ 2093 */
2203void 2094void
2204get_search_arr (int *search_arr) 2095get_search_arr (int *search_arr)
2205{ 2096{
2206 int 2097 int i;
2207 i;
2208 2098
2209 for (i = 0; i < SIZEOFFREE; i++) 2099 for (i = 0; i < SIZEOFFREE; i++)
2210 {
2211 search_arr[i] = i; 2100 search_arr[i] = i;
2212 }
2213 2101
2214 permute (search_arr, 1, SIZEOFFREE1 + 1); 2102 permute (search_arr, 1, SIZEOFFREE1 + 1);
2215 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2103 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2216 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2104 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2217} 2105}
2226 * Perhaps incorrectly, but I'm making the assumption that exclude 2114 * Perhaps incorrectly, but I'm making the assumption that exclude
2227 * is actually want is going to try and move there. We need this info 2115 * is actually want is going to try and move there. We need this info
2228 * because we have to know what movement the thing looking to move 2116 * because we have to know what movement the thing looking to move
2229 * there is capable of. 2117 * there is capable of.
2230 */ 2118 */
2231
2232int 2119int
2233find_dir (maptile *m, int x, int y, object *exclude) 2120find_dir (maptile *m, int x, int y, object *exclude)
2234{ 2121{
2235 int
2236 i,
2237 max = SIZEOFFREE, mflags; 2122 int i, max = SIZEOFFREE, mflags;
2238 2123
2239 sint16 nx, ny; 2124 sint16 nx, ny;
2240 object * 2125 object *tmp;
2241 tmp;
2242 maptile * 2126 maptile *mp;
2243 mp;
2244 2127
2245 MoveType blocked, move_type; 2128 MoveType blocked, move_type;
2246 2129
2247 if (exclude && exclude->head) 2130 if (exclude && exclude->head_ () != exclude)
2248 { 2131 {
2249 exclude = exclude->head; 2132 exclude = exclude->head;
2250 move_type = exclude->move_type; 2133 move_type = exclude->move_type;
2251 } 2134 }
2252 else 2135 else
2260 mp = m; 2143 mp = m;
2261 nx = x + freearr_x[i]; 2144 nx = x + freearr_x[i];
2262 ny = y + freearr_y[i]; 2145 ny = y + freearr_y[i];
2263 2146
2264 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2147 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2148
2265 if (mflags & P_OUT_OF_MAP) 2149 if (mflags & P_OUT_OF_MAP)
2266 {
2267 max = maxfree[i]; 2150 max = maxfree[i];
2268 }
2269 else 2151 else
2270 { 2152 {
2271 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2153 mapspace &ms = mp->at (nx, ny);
2154
2155 blocked = ms.move_block;
2272 2156
2273 if ((move_type & blocked) == move_type) 2157 if ((move_type & blocked) == move_type)
2274 {
2275 max = maxfree[i]; 2158 max = maxfree[i];
2276 }
2277 else if (mflags & P_IS_ALIVE) 2159 else if (mflags & P_IS_ALIVE)
2278 { 2160 {
2279 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2161 for (tmp = ms.bot; tmp; tmp = tmp->above)
2280 { 2162 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2281 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2163 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2282 {
2283 break; 2164 break;
2284 } 2165
2285 }
2286 if (tmp) 2166 if (tmp)
2287 {
2288 return freedir[i]; 2167 return freedir[i];
2289 }
2290 } 2168 }
2291 } 2169 }
2292 } 2170 }
2171
2293 return 0; 2172 return 0;
2294} 2173}
2295 2174
2296/* 2175/*
2297 * distance(object 1, object 2) will return the square of the 2176 * distance(object 1, object 2) will return the square of the
2298 * distance between the two given objects. 2177 * distance between the two given objects.
2299 */ 2178 */
2300
2301int 2179int
2302distance (const object *ob1, const object *ob2) 2180distance (const object *ob1, const object *ob2)
2303{ 2181{
2304 int
2305 i;
2306
2307 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2182 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2308 return i;
2309} 2183}
2310 2184
2311/* 2185/*
2312 * find_dir_2(delta-x,delta-y) will return a direction in which 2186 * find_dir_2(delta-x,delta-y) will return a direction in which
2313 * an object which has subtracted the x and y coordinates of another 2187 * an object which has subtracted the x and y coordinates of another
2314 * object, needs to travel toward it. 2188 * object, needs to travel toward it.
2315 */ 2189 */
2316
2317int 2190int
2318find_dir_2 (int x, int y) 2191find_dir_2 (int x, int y)
2319{ 2192{
2320 int 2193 int q;
2321 q;
2322 2194
2323 if (y) 2195 if (y)
2324 q = x * 100 / y; 2196 q = x * 100 / y;
2325 else if (x) 2197 else if (x)
2326 q = -300 * x; 2198 q = -300 * x;
2351 2223
2352 return 3; 2224 return 3;
2353} 2225}
2354 2226
2355/* 2227/*
2356 * absdir(int): Returns a number between 1 and 8, which represent
2357 * the "absolute" direction of a number (it actually takes care of
2358 * "overflow" in previous calculations of a direction).
2359 */
2360
2361int
2362absdir (int d)
2363{
2364 while (d < 1)
2365 d += 8;
2366 while (d > 8)
2367 d -= 8;
2368 return d;
2369}
2370
2371/*
2372 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2228 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2373 * between two directions (which are expected to be absolute (see absdir()) 2229 * between two directions (which are expected to be absolute (see absdir())
2374 */ 2230 */
2375
2376int 2231int
2377dirdiff (int dir1, int dir2) 2232dirdiff (int dir1, int dir2)
2378{ 2233{
2379 int 2234 int d;
2380 d;
2381 2235
2382 d = abs (dir1 - dir2); 2236 d = abs (dir1 - dir2);
2383 if (d > 4) 2237 if (d > 4)
2384 d = 8 - d; 2238 d = 8 - d;
2239
2385 return d; 2240 return d;
2386} 2241}
2387 2242
2388/* peterm: 2243/* peterm:
2389 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2244 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2392 * This basically means that if direction is 15, then it could either go 2247 * This basically means that if direction is 15, then it could either go
2393 * direction 4, 14, or 16 to get back to where we are. 2248 * direction 4, 14, or 16 to get back to where we are.
2394 * Moved from spell_util.c to object.c with the other related direction 2249 * Moved from spell_util.c to object.c with the other related direction
2395 * functions. 2250 * functions.
2396 */ 2251 */
2397
2398int
2399 reduction_dir[SIZEOFFREE][3] = { 2252int reduction_dir[SIZEOFFREE][3] = {
2400 {0, 0, 0}, /* 0 */ 2253 {0, 0, 0}, /* 0 */
2401 {0, 0, 0}, /* 1 */ 2254 {0, 0, 0}, /* 1 */
2402 {0, 0, 0}, /* 2 */ 2255 {0, 0, 0}, /* 2 */
2403 {0, 0, 0}, /* 3 */ 2256 {0, 0, 0}, /* 3 */
2404 {0, 0, 0}, /* 4 */ 2257 {0, 0, 0}, /* 4 */
2452 * find a path to that monster that we found. If not, 2305 * find a path to that monster that we found. If not,
2453 * we don't bother going toward it. Returns 1 if we 2306 * we don't bother going toward it. Returns 1 if we
2454 * can see a direct way to get it 2307 * can see a direct way to get it
2455 * Modified to be map tile aware -.MSW 2308 * Modified to be map tile aware -.MSW
2456 */ 2309 */
2457
2458
2459int 2310int
2460can_see_monsterP (maptile *m, int x, int y, int dir) 2311can_see_monsterP (maptile *m, int x, int y, int dir)
2461{ 2312{
2462 sint16 dx, dy; 2313 sint16 dx, dy;
2463 int
2464 mflags; 2314 int mflags;
2465 2315
2466 if (dir < 0) 2316 if (dir < 0)
2467 return 0; /* exit condition: invalid direction */ 2317 return 0; /* exit condition: invalid direction */
2468 2318
2469 dx = x + freearr_x[dir]; 2319 dx = x + freearr_x[dir];
2482 return 0; 2332 return 0;
2483 2333
2484 /* yes, can see. */ 2334 /* yes, can see. */
2485 if (dir < 9) 2335 if (dir < 9)
2486 return 1; 2336 return 1;
2337
2487 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2338 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2488 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]); 2339 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2340 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2489} 2341}
2490
2491
2492 2342
2493/* 2343/*
2494 * can_pick(picker, item): finds out if an object is possible to be 2344 * can_pick(picker, item): finds out if an object is possible to be
2495 * picked up by the picker. Returnes 1 if it can be 2345 * picked up by the picker. Returnes 1 if it can be
2496 * picked up, otherwise 0. 2346 * picked up, otherwise 0.
2507 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2357 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2508 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2358 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2509 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2359 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2510} 2360}
2511 2361
2512
2513/* 2362/*
2514 * create clone from object to another 2363 * create clone from object to another
2515 */ 2364 */
2516object * 2365object *
2517object_create_clone (object *asrc) 2366object_create_clone (object *asrc)
2518{ 2367{
2519 object *dst = 0, *tmp, *src, *part, *prev, *item; 2368 object *dst = 0, *tmp, *src, *prev, *item;
2520 2369
2521 if (!asrc) 2370 if (!asrc)
2522 return 0; 2371 return 0;
2523 2372
2524 src = asrc;
2525 if (src->head)
2526 src = src->head; 2373 src = asrc->head_ ();
2527 2374
2528 prev = 0; 2375 prev = 0;
2529 for (part = src; part; part = part->more) 2376 for (object *part = src; part; part = part->more)
2530 { 2377 {
2531 tmp = part->clone (); 2378 tmp = part->clone ();
2532 tmp->x -= src->x; 2379 tmp->x -= src->x;
2533 tmp->y -= src->y; 2380 tmp->y -= src->y;
2534 2381
2536 { 2383 {
2537 dst = tmp; 2384 dst = tmp;
2538 tmp->head = 0; 2385 tmp->head = 0;
2539 } 2386 }
2540 else 2387 else
2541 {
2542 tmp->head = dst; 2388 tmp->head = dst;
2543 }
2544 2389
2545 tmp->more = 0; 2390 tmp->more = 0;
2546 2391
2547 if (prev) 2392 if (prev)
2548 prev->more = tmp; 2393 prev->more = tmp;
2552 2397
2553 for (item = src->inv; item; item = item->below) 2398 for (item = src->inv; item; item = item->below)
2554 insert_ob_in_ob (object_create_clone (item), dst); 2399 insert_ob_in_ob (object_create_clone (item), dst);
2555 2400
2556 return dst; 2401 return dst;
2557}
2558
2559/* GROS - Creates an object using a string representing its content. */
2560/* Basically, we save the content of the string to a temp file, then call */
2561/* load_object on it. I admit it is a highly inefficient way to make things, */
2562/* but it was simple to make and allows reusing the load_object function. */
2563/* Remember not to use load_object_str in a time-critical situation. */
2564/* Also remember that multiparts objects are not supported for now. */
2565
2566object *
2567load_object_str (const char *obstr)
2568{
2569 object *op;
2570 char filename[MAX_BUF];
2571
2572 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2573
2574 FILE *tempfile = fopen (filename, "w");
2575
2576 if (tempfile == NULL)
2577 {
2578 LOG (llevError, "Error - Unable to access load object temp file\n");
2579 return NULL;
2580 }
2581
2582 fprintf (tempfile, obstr);
2583 fclose (tempfile);
2584
2585 op = object::create ();
2586
2587 object_thawer thawer (filename);
2588
2589 if (thawer)
2590 load_object (thawer, op, 0);
2591
2592 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2593 CLEAR_FLAG (op, FLAG_REMOVED);
2594
2595 return op;
2596} 2402}
2597 2403
2598/* This returns the first object in who's inventory that 2404/* This returns the first object in who's inventory that
2599 * has the same type and subtype match. 2405 * has the same type and subtype match.
2600 * returns NULL if no match. 2406 * returns NULL if no match.
2601 */ 2407 */
2602object * 2408object *
2603find_obj_by_type_subtype (const object *who, int type, int subtype) 2409find_obj_by_type_subtype (const object *who, int type, int subtype)
2604{ 2410{
2605 object *tmp;
2606
2607 for (tmp = who->inv; tmp; tmp = tmp->below) 2411 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2608 if (tmp->type == type && tmp->subtype == subtype) 2412 if (tmp->type == type && tmp->subtype == subtype)
2609 return tmp; 2413 return tmp;
2610 2414
2611 return NULL; 2415 return 0;
2612} 2416}
2613 2417
2614/* If ob has a field named key, return the link from the list, 2418/* If ob has a field named key, return the link from the list,
2615 * otherwise return NULL. 2419 * otherwise return NULL.
2616 * 2420 *
2618 * do the desired thing. 2422 * do the desired thing.
2619 */ 2423 */
2620key_value * 2424key_value *
2621get_ob_key_link (const object *ob, const char *key) 2425get_ob_key_link (const object *ob, const char *key)
2622{ 2426{
2623 key_value *link;
2624
2625 for (link = ob->key_values; link != NULL; link = link->next) 2427 for (key_value *link = ob->key_values; link; link = link->next)
2626 if (link->key == key) 2428 if (link->key == key)
2627 return link; 2429 return link;
2628 2430
2629 return NULL; 2431 return 0;
2630} 2432}
2631 2433
2632/* 2434/*
2633 * Returns the value of op has an extra_field for key, or NULL. 2435 * Returns the value of op has an extra_field for key, or NULL.
2634 * 2436 *
2659 if (link->key == canonical_key) 2461 if (link->key == canonical_key)
2660 return link->value; 2462 return link->value;
2661 2463
2662 return 0; 2464 return 0;
2663} 2465}
2664
2665 2466
2666/* 2467/*
2667 * Updates the canonical_key in op to value. 2468 * Updates the canonical_key in op to value.
2668 * 2469 *
2669 * canonical_key is a shared string (value doesn't have to be). 2470 * canonical_key is a shared string (value doesn't have to be).
2674 * Returns TRUE on success. 2475 * Returns TRUE on success.
2675 */ 2476 */
2676int 2477int
2677set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) 2478set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2678{ 2479{
2679 key_value *
2680 field = NULL, *last = NULL; 2480 key_value *field = NULL, *last = NULL;
2681 2481
2682 for (field = op->key_values; field != NULL; field = field->next) 2482 for (field = op->key_values; field != NULL; field = field->next)
2683 { 2483 {
2684 if (field->key != canonical_key) 2484 if (field->key != canonical_key)
2685 { 2485 {
2694 /* Basically, if the archetype has this key set, 2494 /* Basically, if the archetype has this key set,
2695 * we need to store the null value so when we save 2495 * we need to store the null value so when we save
2696 * it, we save the empty value so that when we load, 2496 * it, we save the empty value so that when we load,
2697 * we get this value back again. 2497 * we get this value back again.
2698 */ 2498 */
2699 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2499 if (get_ob_key_link (op->arch, canonical_key))
2700 field->value = 0; 2500 field->value = 0;
2701 else 2501 else
2702 { 2502 {
2703 if (last) 2503 if (last)
2704 last->next = field->next; 2504 last->next = field->next;
2713 /* IF we get here, key doesn't exist */ 2513 /* IF we get here, key doesn't exist */
2714 2514
2715 /* No field, we'll have to add it. */ 2515 /* No field, we'll have to add it. */
2716 2516
2717 if (!add_key) 2517 if (!add_key)
2718 {
2719 return FALSE; 2518 return FALSE;
2720 } 2519
2721 /* There isn't any good reason to store a null 2520 /* There isn't any good reason to store a null
2722 * value in the key/value list. If the archetype has 2521 * value in the key/value list. If the archetype has
2723 * this key, then we should also have it, so shouldn't 2522 * this key, then we should also have it, so shouldn't
2724 * be here. If user wants to store empty strings, 2523 * be here. If user wants to store empty strings,
2725 * should pass in "" 2524 * should pass in ""
2774 } 2573 }
2775 else 2574 else
2776 item = item->env; 2575 item = item->env;
2777} 2576}
2778 2577
2578const char *
2579object::flag_desc (char *desc, int len) const
2580{
2581 char *p = desc;
2582 bool first = true;
2583
2584 *p = 0;
2585
2586 for (int i = 0; i < NUM_FLAGS; i++)
2587 {
2588 if (len <= 10) // magic constant!
2589 {
2590 snprintf (p, len, ",...");
2591 break;
2592 }
2593
2594 if (flag [i])
2595 {
2596 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2597 len -= cnt;
2598 p += cnt;
2599 first = false;
2600 }
2601 }
2602
2603 return desc;
2604}
2605
2779// return a suitable string describing an objetc in enough detail to find it 2606// return a suitable string describing an object in enough detail to find it
2780const char * 2607const char *
2781object::debug_desc (char *info) const 2608object::debug_desc (char *info) const
2782{ 2609{
2610 char flagdesc[512];
2783 char info2[256 * 3]; 2611 char info2[256 * 4];
2784 char *p = info; 2612 char *p = info;
2785 2613
2786 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2614 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2787 count, 2615 count, uuid.seq,
2788 &name, 2616 &name,
2789 title ? " " : "", 2617 title ? "\",title:\"" : "",
2790 title ? (const char *)title : ""); 2618 title ? (const char *)title : "",
2619 flag_desc (flagdesc, 512), type);
2791 2620
2792 if (env) 2621 if (env)
2793 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2622 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2794 2623
2795 if (map) 2624 if (map)
2796 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2625 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2797 2626
2798 return info; 2627 return info;
2799} 2628}
2800 2629
2801const char * 2630const char *
2802object::debug_desc () const 2631object::debug_desc () const
2803{ 2632{
2804 static char info[256 * 3]; 2633 static char info[3][256 * 4];
2634 static int info_idx;
2635
2805 return debug_desc (info); 2636 return debug_desc (info [++info_idx % 3]);
2806} 2637}
2807 2638
2639struct region *
2640object::region () const
2641{
2642 return map ? map->region (x, y)
2643 : region::default_region ();
2644}
2645
2646const materialtype_t *
2647object::dominant_material () const
2648{
2649 if (materialtype_t *mt = name_to_material (materialname))
2650 return mt;
2651
2652 return name_to_material (shstr_unknown);
2653}
2654
2655void
2656object::open_container (object *new_container)
2657{
2658 if (container == new_container)
2659 return;
2660
2661 if (object *old_container = container)
2662 {
2663 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2664 return;
2665
2666#if 0
2667 // remove the "Close old_container" object.
2668 if (object *closer = old_container->inv)
2669 if (closer->type == CLOSE_CON)
2670 closer->destroy ();
2671#endif
2672
2673 old_container->flag [FLAG_APPLIED] = 0;
2674 container = 0;
2675
2676 esrv_update_item (UPD_FLAGS, this, old_container);
2677 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2678 }
2679
2680 if (new_container)
2681 {
2682 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2683 return;
2684
2685 // TODO: this does not seem to serve any purpose anymore?
2686#if 0
2687 // insert the "Close Container" object.
2688 if (archetype *closer = new_container->other_arch)
2689 {
2690 object *closer = arch_to_object (new_container->other_arch);
2691 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2692 new_container->insert (closer);
2693 }
2694#endif
2695
2696 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2697
2698 new_container->flag [FLAG_APPLIED] = 1;
2699 container = new_container;
2700
2701 esrv_update_item (UPD_FLAGS, this, new_container);
2702 esrv_send_inventory (this, new_container);
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

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