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Comparing deliantra/server/common/object.C (file contents):
Revision 1.69 by root, Mon Dec 18 03:00:02 2006 UTC vs.
Revision 1.177 by root, Sun Aug 12 13:10:00 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 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 ()
227 || ob1->arch != ob2->arch 228 || ob1->arch != ob2->arch
228 || ob1->name != ob2->name 229 || ob1->name != ob2->name
229 || ob1->title != ob2->title 230 || ob1->title != ob2->title
230 || ob1->msg != ob2->msg 231 || ob1->msg != ob2->msg
231 || ob1->weight != ob2->weight 232 || ob1->weight != ob2->weight
277 278
278 /* Note sure why the following is the case - either the object has to 279 /* Note sure why the following is the case - either the object has to
279 * be animated or have a very low speed. Is this an attempted monster 280 * be animated or have a very low speed. Is this an attempted monster
280 * check? 281 * check?
281 */ 282 */
282 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 283 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
283 return 0; 284 return 0;
284 285
285 switch (ob1->type) 286 switch (ob1->type)
286 { 287 {
287 case SCROLL: 288 case SCROLL:
298 return 0; 299 return 0;
299 else if (!compare_ob_value_lists (ob1, ob2)) 300 else if (!compare_ob_value_lists (ob1, ob2))
300 return 0; 301 return 0;
301 } 302 }
302 303
303 //TODO: generate an event or call into perl for additional checks
304 if (ob1->self || ob2->self) 304 if (ob1->self || ob2->self)
305 { 305 {
306 ob1->optimise (); 306 ob1->optimise ();
307 ob2->optimise (); 307 ob2->optimise ();
308 308
309 if (ob1->self || ob2->self) 309 if (ob1->self || ob2->self)
310 if (!cfperl_can_merge (ob1, ob2))
310 return 0; 311 return 0;
311 } 312 }
312 313
313 /* Everything passes, must be OK. */ 314 /* Everything passes, must be OK. */
314 return 1; 315 return 1;
315} 316}
323sum_weight (object *op) 324sum_weight (object *op)
324{ 325{
325 long sum; 326 long sum;
326 object *inv; 327 object *inv;
327 328
328 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 329 for (sum = 0, inv = op->inv; inv; inv = inv->below)
329 { 330 {
330 if (inv->inv) 331 if (inv->inv)
331 sum_weight (inv); 332 sum_weight (inv);
333
332 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 334 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
333 } 335 }
334 336
335 if (op->type == CONTAINER && op->stats.Str) 337 if (op->type == CONTAINER && op->stats.Str)
336 sum = (sum * (100 - op->stats.Str)) / 100; 338 sum = (sum * (100 - op->stats.Str)) / 100;
352 op = op->env; 354 op = op->env;
353 return op; 355 return op;
354} 356}
355 357
356/* 358/*
357 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
358 * a better check. We basically keeping traversing up until we can't
359 * or find a player.
360 */
361
362object *
363is_player_inv (object *op)
364{
365 for (; op != NULL && op->type != PLAYER; op = op->env)
366 if (op->env == op)
367 op->env = NULL;
368 return op;
369}
370
371/*
372 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 359 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
373 * Some error messages. 360 * Some error messages.
374 * 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.
375 */ 362 */
376
377char * 363char *
378dump_object (object *op) 364dump_object (object *op)
379{ 365{
380 if (!op) 366 if (!op)
381 return strdup ("[NULLOBJ]"); 367 return strdup ("[NULLOBJ]");
382 368
383 object_freezer freezer; 369 object_freezer freezer;
384 save_object (freezer, op, 3); 370 op->write (freezer);
385 return freezer.as_string (); 371 return freezer.as_string ();
386} 372}
387 373
388/* 374/*
389 * 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
406} 392}
407 393
408/* 394/*
409 * 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.
410 */ 396 */
411
412object * 397object *
413find_object (tag_t i) 398find_object (tag_t i)
414{ 399{
415 for (object *op = object::first; op; op = op->next) 400 for_all_objects (op)
416 if (op->count == i) 401 if (op->count == i)
417 return op; 402 return op;
418 403
419 return 0; 404 return 0;
420} 405}
421 406
422/* 407/*
423 * 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.
424 * Used only by the patch command, but not all that useful. 409 * Used only by the patch command, but not all that useful.
425 * Enables features like "patch <name-of-other-player> food 999" 410 * Enables features like "patch <name-of-other-player> food 999"
426 */ 411 */
427
428object * 412object *
429find_object_name (const char *str) 413find_object_name (const char *str)
430{ 414{
431 shstr_cmp str_ (str); 415 shstr_cmp str_ (str);
432 object *op; 416 object *op;
433 417
434 for (op = object::first; op != NULL; op = op->next) 418 for_all_objects (op)
435 if (op->name == str_) 419 if (op->name == str_)
436 break; 420 break;
437 421
438 return op; 422 return op;
439} 423}
465 owner = owner->owner; 449 owner = owner->owner;
466 450
467 this->owner = owner; 451 this->owner = owner;
468} 452}
469 453
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
470/* Zero the key_values on op, decrementing the shared-string 520/* Zero the key_values on op, decrementing the shared-string
471 * refcounts and freeing the links. 521 * refcounts and freeing the links.
472 */ 522 */
473static void 523static void
474free_key_values (object *op) 524free_key_values (object *op)
475{ 525{
476 for (key_value *i = op->key_values; i != 0;) 526 for (key_value *i = op->key_values; i; )
477 { 527 {
478 key_value *next = i->next; 528 key_value *next = i->next;
479 delete i; 529 delete i;
480 530
481 i = next; 531 i = next;
482 } 532 }
483 533
484 op->key_values = 0; 534 op->key_values = 0;
485} 535}
486 536
487void object::clear () 537object &
538object::operator =(const object &src)
488{ 539{
489 attachable_base::clear (); 540 bool is_freed = flag [FLAG_FREED];
541 bool is_removed = flag [FLAG_REMOVED];
490 542
491 free_key_values (this);
492
493 owner = 0;
494 name = 0;
495 name_pl = 0;
496 title = 0;
497 race = 0;
498 slaying = 0;
499 skill = 0;
500 msg = 0;
501 lore = 0;
502 custom_name = 0;
503 materialname = 0;
504 contr = 0;
505 below = 0;
506 above = 0;
507 inv = 0;
508 container = 0;
509 env = 0;
510 more = 0;
511 head = 0;
512 map = 0;
513 active_next = 0;
514 active_prev = 0;
515
516 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
517
518 SET_FLAG (this, FLAG_REMOVED);
519
520 /* What is not cleared is next, prev, and count */
521
522 expmul = 1.0;
523 face = blank_face;
524
525 if (settings.casting_time)
526 casting_time = -1;
527}
528
529/*
530 * copy_to first frees everything allocated by the dst object,
531 * and then copies the contents of itself into the second
532 * object, allocating what needs to be allocated. Basically, any
533 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
534 * if the first object is freed, the pointers in the new object
535 * will point at garbage.
536 */
537void
538object::copy_to (object *dst)
539{
540 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
541 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
542
543 *(object_copy *)dst = *this; 543 *(object_copy *)this = src;
544 *(object_pod *)dst = *this;
545 544
546 if (self || cb) 545 flag [FLAG_FREED] = is_freed;
547 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (dst)); 546 flag [FLAG_REMOVED] = is_removed;
548
549 if (is_freed)
550 SET_FLAG (dst, FLAG_FREED);
551
552 if (is_removed)
553 SET_FLAG (dst, FLAG_REMOVED);
554
555 if (speed < 0)
556 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
557 547
558 /* Copy over key_values, if any. */ 548 /* Copy over key_values, if any. */
559 if (key_values) 549 if (src.key_values)
560 { 550 {
561 key_value *tail = 0; 551 key_value *tail = 0;
562 key_value *i;
563
564 dst->key_values = 0; 552 key_values = 0;
565 553
566 for (i = key_values; i; i = i->next) 554 for (key_value *i = src.key_values; i; i = i->next)
567 { 555 {
568 key_value *new_link = new key_value; 556 key_value *new_link = new key_value;
569 557
570 new_link->next = 0; 558 new_link->next = 0;
571 new_link->key = i->key; 559 new_link->key = i->key;
572 new_link->value = i->value; 560 new_link->value = i->value;
573 561
574 /* Try and be clever here, too. */ 562 /* Try and be clever here, too. */
575 if (!dst->key_values) 563 if (!key_values)
576 { 564 {
577 dst->key_values = new_link; 565 key_values = new_link;
578 tail = new_link; 566 tail = new_link;
579 } 567 }
580 else 568 else
581 { 569 {
582 tail->next = new_link; 570 tail->next = new_link;
583 tail = new_link; 571 tail = new_link;
584 } 572 }
585 } 573 }
586 } 574 }
575}
587 576
588 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 ();
589} 613}
590 614
591object * 615object *
592object::clone () 616object::clone ()
593{ 617{
599/* 623/*
600 * 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
601 * 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
602 * 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.
603 */ 627 */
604
605void 628void
606update_turn_face (object *op) 629update_turn_face (object *op)
607{ 630{
608 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 631 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
609 return; 632 return;
633
610 SET_ANIMATION (op, op->direction); 634 SET_ANIMATION (op, op->direction);
611 update_object (op, UP_OBJ_FACE); 635 update_object (op, UP_OBJ_FACE);
612} 636}
613 637
614/* 638/*
615 * 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
616 * 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.
617 * 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.
618 */ 642 */
619void 643void
620update_ob_speed (object *op) 644object::set_speed (float speed)
621{ 645{
622 extern int arch_init; 646 if (flag [FLAG_FREED] && speed)
623
624 /* No reason putting the archetypes objects on the speed list,
625 * since they never really need to be updated.
626 */
627
628 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
629 { 647 {
630 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 648 LOG (llevError, "Object %s is freed but has speed.\n", &name);
631#ifdef MANY_CORES
632 abort ();
633#else
634 op->speed = 0; 649 speed = 0;
635#endif
636 }
637
638 if (arch_init)
639 return;
640
641 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
642 { 650 }
643 /* If already on active list, don't do anything */
644 if (op->active_next || op->active_prev || op == active_objects)
645 return;
646 651
647 /* process_events() expects us to insert the object at the beginning 652 this->speed = speed;
648 * of the list. */
649 op->active_next = active_objects;
650 653
651 if (op->active_next != NULL) 654 if (has_active_speed ())
652 op->active_next->active_prev = op; 655 activate ();
653
654 active_objects = op;
655 }
656 else 656 else
657 { 657 deactivate ();
658 /* If not on the active list, nothing needs to be done */
659 if (!op->active_next && !op->active_prev && op != active_objects)
660 return;
661
662 if (op->active_prev == NULL)
663 {
664 active_objects = op->active_next;
665
666 if (op->active_next != NULL)
667 op->active_next->active_prev = NULL;
668 }
669 else
670 {
671 op->active_prev->active_next = op->active_next;
672
673 if (op->active_next)
674 op->active_next->active_prev = op->active_prev;
675 }
676
677 op->active_next = NULL;
678 op->active_prev = NULL;
679 }
680} 658}
681 659
682/* This function removes object 'op' from the list of active
683 * objects.
684 * This should only be used for style maps or other such
685 * reference maps where you don't want an object that isn't
686 * in play chewing up cpu time getting processed.
687 * The reverse of this is to call update_ob_speed, which
688 * will do the right thing based on the speed of the object.
689 */
690void
691remove_from_active_list (object *op)
692{
693 /* If not on the active list, nothing needs to be done */
694 if (!op->active_next && !op->active_prev && op != active_objects)
695 return;
696
697 if (op->active_prev == NULL)
698 {
699 active_objects = op->active_next;
700 if (op->active_next != NULL)
701 op->active_next->active_prev = NULL;
702 }
703 else
704 {
705 op->active_prev->active_next = op->active_next;
706 if (op->active_next)
707 op->active_next->active_prev = op->active_prev;
708 }
709 op->active_next = NULL;
710 op->active_prev = NULL;
711}
712
713/* 660/*
714 * update_object() updates the array which represents the map. 661 * update_object() updates the the map.
715 * It takes into account invisible objects (and represent squares covered 662 * It takes into account invisible objects (and represent squares covered
716 * 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
717 * invisible object, etc...) 664 * invisible object, etc...)
718 * 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
719 * 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
720 * updating that window, though, since update_object() is called _often_) 667 * updating that window, though, since update_object() is called _often_)
721 * 668 *
722 * 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.
723 * For example, if the only thing that has changed is the face (due to
724 * an animation), we don't need to call update_position until that actually
725 * comes into view of a player. OTOH, many other things, like addition/removal
726 * of walls or living creatures may need us to update the flags now.
727 * current action are: 670 * current action are:
728 * UP_OBJ_INSERT: op was inserted 671 * UP_OBJ_INSERT: op was inserted
729 * UP_OBJ_REMOVE: op was removed 672 * UP_OBJ_REMOVE: op was removed
730 * 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
731 * 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.
732 * UP_OBJ_FACE: only the objects face has changed. 675 * UP_OBJ_FACE: only the objects face has changed.
733 */ 676 */
734
735void 677void
736update_object (object *op, int action) 678update_object (object *op, int action)
737{ 679{
738 int update_now = 0, flags;
739 MoveType move_on, move_off, move_block, move_slow;
740
741 if (op == NULL) 680 if (op == NULL)
742 { 681 {
743 /* this should never happen */ 682 /* this should never happen */
744 LOG (llevDebug, "update_object() called for NULL object.\n"); 683 LOG (llevDebug, "update_object() called for NULL object.\n");
745 return; 684 return;
746 } 685 }
747 686
748 if (op->env != NULL) 687 if (op->env)
749 { 688 {
750 /* Animation is currently handled by client, so nothing 689 /* Animation is currently handled by client, so nothing
751 * to do in this case. 690 * to do in this case.
752 */ 691 */
753 return; 692 return;
758 */ 697 */
759 if (!op->map || op->map->in_memory == MAP_SAVING) 698 if (!op->map || op->map->in_memory == MAP_SAVING)
760 return; 699 return;
761 700
762 /* make sure the object is within map boundaries */ 701 /* make sure the object is within map boundaries */
763 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)
764 { 703 {
765 LOG (llevError, "update_object() called for object out of map!\n"); 704 LOG (llevError, "update_object() called for object out of map!\n");
766#ifdef MANY_CORES 705#ifdef MANY_CORES
767 abort (); 706 abort ();
768#endif 707#endif
769 return; 708 return;
770 } 709 }
771 710
772 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 711 mapspace &m = op->ms ();
773 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
774 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
775 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
776 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
777 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
778 712
713 if (!(m.flags_ & P_UPTODATE))
714 /* nop */;
779 if (action == UP_OBJ_INSERT) 715 else if (action == UP_OBJ_INSERT)
780 { 716 {
717 // this is likely overkill, TODO: revisit (schmorp)
781 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 718 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
782 update_now = 1;
783
784 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 719 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
785 update_now = 1; 720 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
786 721 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
722 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
787 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 723 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
788 update_now = 1;
789
790 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
791 update_now = 1;
792
793 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
794 update_now = 1;
795
796 if ((move_on | op->move_on) != move_on) 724 || (m.move_on | op->move_on ) != m.move_on
797 update_now = 1;
798
799 if ((move_off | op->move_off) != move_off) 725 || (m.move_off | op->move_off ) != m.move_off
800 update_now = 1; 726 || (m.move_slow | op->move_slow) != m.move_slow
801
802 /* 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
803 * to have move_allow right now. 728 * to have move_allow right now.
804 */ 729 */
805 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 730 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
806 update_now = 1; 731 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
807 732 m.flags_ = 0;
808 if ((move_slow | op->move_slow) != move_slow)
809 update_now = 1;
810 } 733 }
811
812 /* if the object is being removed, we can't make intelligent 734 /* if the object is being removed, we can't make intelligent
813 * decisions, because remove_ob can't really pass the object 735 * decisions, because remove_ob can't really pass the object
814 * that is being removed. 736 * that is being removed.
815 */ 737 */
816 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 738 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
817 update_now = 1; 739 m.flags_ = 0;
818 else if (action == UP_OBJ_FACE) 740 else if (action == UP_OBJ_FACE)
819 /* Nothing to do for that case */ ; 741 /* Nothing to do for that case */ ;
820 else 742 else
821 LOG (llevError, "update_object called with invalid action: %d\n", action); 743 LOG (llevError, "update_object called with invalid action: %d\n", action);
822 744
823 if (update_now)
824 {
825 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
826 update_position (op->map, op->x, op->y);
827 }
828
829 if (op->more != NULL) 745 if (op->more)
830 update_object (op->more, action); 746 update_object (op->more, action);
831}
832
833object::vector object::mortals;
834object::vector object::objects; // not yet used
835object *object::first;
836
837void object::free_mortals ()
838{
839 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
840 if ((*i)->refcnt)
841 ++i; // further delay freeing
842 else
843 {
844 delete *i;
845 mortals.erase (i);
846 }
847} 747}
848 748
849object::object () 749object::object ()
850{ 750{
851 SET_FLAG (this, FLAG_REMOVED); 751 SET_FLAG (this, FLAG_REMOVED);
854 face = blank_face; 754 face = blank_face;
855} 755}
856 756
857object::~object () 757object::~object ()
858{ 758{
759 unlink ();
760
859 free_key_values (this); 761 free_key_values (this);
860} 762}
861 763
764static int object_count;
765
862void object::link () 766void object::link ()
863{ 767{
864 count = ++ob_count; 768 assert (!index);//D
865 uuid = gen_uuid (); 769 uuid = gen_uuid ();
770 count = ++object_count;
866 771
867 prev = 0; 772 refcnt_inc ();
868 next = object::first; 773 objects.insert (this);
869
870 if (object::first)
871 object::first->prev = this;
872
873 object::first = this;
874} 774}
875 775
876void object::unlink () 776void object::unlink ()
877{ 777{
878 if (this == object::first) 778 if (!index)
879 object::first = next; 779 return;
880 780
881 /* Remove this object from the list of used objects */ 781 objects.erase (this);
882 if (prev) prev->next = next; 782 refcnt_dec ();
883 if (next) next->prev = prev; 783}
884 784
885 prev = 0; 785void
886 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 }
887} 890}
888 891
889object *object::create () 892object *object::create ()
890{ 893{
891 object *op = new object; 894 object *op = new object;
892 op->link (); 895 op->link ();
893 return op; 896 return op;
894} 897}
895 898
896/* 899void
897 * free_object() frees everything allocated by an object, removes 900object::do_destroy ()
898 * it from the list of used objects, and puts it on the list of
899 * free objects. The IS_FREED() flag is set in the object.
900 * The object must have been removed by remove_ob() first for
901 * this function to succeed.
902 *
903 * If destroy_inventory is set, free inventory as well. Else drop items in
904 * inventory to the ground.
905 */
906void object::destroy (bool destroy_inventory)
907{ 901{
908 if (QUERY_FLAG (this, FLAG_FREED)) 902 attachable::do_destroy ();
909 return;
910 903
911 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 904 if (flag [FLAG_IS_LINKED])
905 remove_button_link (this);
906
907 if (flag [FLAG_FRIENDLY])
912 remove_friendly_object (this); 908 remove_friendly_object (this);
913 909
914 if (!QUERY_FLAG (this, FLAG_REMOVED)) 910 if (!flag [FLAG_REMOVED])
915 remove (); 911 remove ();
916 912
917 SET_FLAG (this, FLAG_FREED); 913 destroy_inv (true);
918 914
919 if (more) 915 deactivate ();
920 { 916 unlink ();
921 more->destroy (destroy_inventory);
922 more = 0;
923 }
924 917
925 if (inv) 918 flag [FLAG_FREED] = 1;
926 {
927 /* Only if the space blocks everything do we not process -
928 * if some form of movement is allowed, let objects
929 * drop on that space.
930 */
931 if (destroy_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
932 {
933 object *op = inv;
934
935 while (op)
936 {
937 object *tmp = op->below;
938 op->destroy (destroy_inventory);
939 op = tmp;
940 }
941 }
942 else
943 { /* Put objects in inventory onto this space */
944 object *op = inv;
945
946 while (op)
947 {
948 object *tmp = op->below;
949
950 op->remove ();
951
952 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
953 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
954 op->destroy ();
955 else
956 {
957 op->x = x;
958 op->y = y;
959 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
960 }
961
962 op = tmp;
963 }
964 }
965 }
966 919
967 // hack to ensure that freed objects still have a valid map 920 // hack to ensure that freed objects still have a valid map
968 { 921 {
969 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
970 923
974 927
975 freed_map->name = "/internal/freed_objects_map"; 928 freed_map->name = "/internal/freed_objects_map";
976 freed_map->width = 3; 929 freed_map->width = 3;
977 freed_map->height = 3; 930 freed_map->height = 3;
978 931
979 freed_map->allocate (); 932 freed_map->alloc ();
933 freed_map->in_memory = MAP_IN_MEMORY;
980 } 934 }
981 935
982 map = freed_map; 936 map = freed_map;
983 x = 1; 937 x = 1;
984 y = 1; 938 y = 1;
985 } 939 }
986 940
941 if (more)
942 {
943 more->destroy ();
944 more = 0;
945 }
946
947 head = 0;
948
987 // clear those pointers that likely might have circular references to us 949 // clear those pointers that likely might cause circular references
988 owner = 0; 950 owner = 0;
989 enemy = 0; 951 enemy = 0;
990 attacked_by = 0; 952 attacked_by = 0;
953 current_weapon = 0;
954}
991 955
992 // only relevant for players(?), but make sure of it anyways 956void
993 contr = 0; 957object::destroy (bool destroy_inventory)
958{
959 if (destroyed ())
960 return;
994 961
995 /* Remove object from the active list */ 962 if (destroy_inventory)
996 speed = 0; 963 destroy_inv (false);
997 update_ob_speed (this);
998 964
999 unlink (); 965 if (is_head ())
966 if (sound_destroy)
967 play_sound (sound_destroy);
968 else if (flag [FLAG_MONSTER])
969 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
1000 970
1001 mortals.push_back (this); 971 attachable::destroy ();
1002} 972}
1003 973
1004/* 974/*
1005 * sub_weight() recursively (outwards) subtracts a number from the 975 * sub_weight() recursively (outwards) subtracts a number from the
1006 * weight of an object (and what is carried by it's environment(s)). 976 * weight of an object (and what is carried by it's environment(s)).
1022 * This function removes the object op from the linked list of objects 992 * This function removes the object op from the linked list of objects
1023 * which it is currently tied to. When this function is done, the 993 * which it is currently tied to. When this function is done, the
1024 * object will have no environment. If the object previously had an 994 * object will have no environment. If the object previously had an
1025 * environment, the x and y coordinates will be updated to 995 * environment, the x and y coordinates will be updated to
1026 * the previous environment. 996 * the previous environment.
1027 * Beware: This function is called from the editor as well!
1028 */ 997 */
1029void 998void
1030object::remove () 999object::do_remove ()
1031{ 1000{
1032 object *tmp, *last = 0; 1001 object *tmp, *last = 0;
1033 object *otmp; 1002 object *otmp;
1034 1003
1035 int check_walk_off;
1036
1037 if (QUERY_FLAG (this, FLAG_REMOVED)) 1004 if (QUERY_FLAG (this, FLAG_REMOVED))
1038 return; 1005 return;
1039 1006
1040 SET_FLAG (this, FLAG_REMOVED); 1007 SET_FLAG (this, FLAG_REMOVED);
1008 INVOKE_OBJECT (REMOVE, this);
1041 1009
1042 if (more) 1010 if (more)
1043 more->remove (); 1011 more->remove ();
1044 1012
1045 /* 1013 /*
1055 1023
1056 /* NO_FIX_PLAYER is set when a great many changes are being 1024 /* NO_FIX_PLAYER is set when a great many changes are being
1057 * made to players inventory. If set, avoiding the call 1025 * made to players inventory. If set, avoiding the call
1058 * to save cpu time. 1026 * to save cpu time.
1059 */ 1027 */
1060 if ((otmp = is_player_inv (env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1028 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1061 fix_player (otmp); 1029 otmp->update_stats ();
1062 1030
1063 if (above != NULL) 1031 if (above)
1064 above->below = below; 1032 above->below = below;
1065 else 1033 else
1066 env->inv = below; 1034 env->inv = below;
1067 1035
1068 if (below != NULL) 1036 if (below)
1069 below->above = above; 1037 below->above = above;
1070 1038
1071 /* we set up values so that it could be inserted into 1039 /* we set up values so that it could be inserted into
1072 * the map, but we don't actually do that - it is up 1040 * the map, but we don't actually do that - it is up
1073 * to the caller to decide what we want to do. 1041 * to the caller to decide what we want to do.
1077 above = 0, below = 0; 1045 above = 0, below = 0;
1078 env = 0; 1046 env = 0;
1079 } 1047 }
1080 else if (map) 1048 else if (map)
1081 { 1049 {
1082 /* Re did the following section of code - it looks like it had 1050 if (type == PLAYER)
1083 * lots of logic for things we no longer care about
1084 */ 1051 {
1052 // leaving a spot always closes any open container on the ground
1053 if (container && !container->env)
1054 // this causes spurious floorbox updates, but it ensures
1055 // that the CLOSE event is being sent.
1056 close_container ();
1057
1058 --map->players;
1059 map->touch ();
1060 }
1061
1062 map->dirty = true;
1063 mapspace &ms = this->ms ();
1085 1064
1086 /* link the object above us */ 1065 /* link the object above us */
1087 if (above) 1066 if (above)
1088 above->below = below; 1067 above->below = below;
1089 else 1068 else
1090 SET_MAP_TOP (map, x, y, below); /* we were top, set new top */ 1069 ms.top = below; /* we were top, set new top */
1091 1070
1092 /* Relink the object below us, if there is one */ 1071 /* Relink the object below us, if there is one */
1093 if (below) 1072 if (below)
1094 below->above = above; 1073 below->above = above;
1095 else 1074 else
1097 /* Nothing below, which means we need to relink map object for this space 1076 /* Nothing below, which means we need to relink map object for this space
1098 * use translated coordinates in case some oddness with map tiling is 1077 * use translated coordinates in case some oddness with map tiling is
1099 * evident 1078 * evident
1100 */ 1079 */
1101 if (GET_MAP_OB (map, x, y) != this) 1080 if (GET_MAP_OB (map, x, y) != this)
1102 {
1103 char *dump = dump_object (this);
1104 LOG (llevError,
1105 "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); 1081 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 ());
1106 free (dump);
1107 dump = dump_object (GET_MAP_OB (map, x, y));
1108 LOG (llevError, "%s\n", dump);
1109 free (dump);
1110 }
1111 1082
1112 SET_MAP_OB (map, x, y, above); /* goes on above it. */ 1083 ms.bot = above; /* goes on above it. */
1113 } 1084 }
1114 1085
1115 above = 0; 1086 above = 0;
1116 below = 0; 1087 below = 0;
1117 1088
1118 if (map->in_memory == MAP_SAVING) 1089 if (map->in_memory == MAP_SAVING)
1119 return; 1090 return;
1120 1091
1121 check_walk_off = !QUERY_FLAG (this, FLAG_NO_APPLY); 1092 int check_walk_off = !flag [FLAG_NO_APPLY];
1122 1093
1094 if (object *pl = ms.player ())
1095 {
1096 if (pl->container == this)
1097 /* If a container that the player is currently using somehow gets
1098 * removed (most likely destroyed), update the player view
1099 * appropriately.
1100 */
1101 pl->close_container ();
1102
1103 pl->contr->ns->floorbox_update ();
1104 }
1105
1123 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) 1106 for (tmp = ms.bot; tmp; tmp = tmp->above)
1124 { 1107 {
1125 /* No point updating the players look faces if he is the object 1108 /* No point updating the players look faces if he is the object
1126 * being removed. 1109 * being removed.
1127 */ 1110 */
1128 1111
1129 if (tmp->type == PLAYER && tmp != this)
1130 {
1131 /* If a container that the player is currently using somehow gets
1132 * removed (most likely destroyed), update the player view
1133 * appropriately.
1134 */
1135 if (tmp->container == this)
1136 {
1137 CLEAR_FLAG (this, FLAG_APPLIED);
1138 tmp->container = 0;
1139 }
1140
1141 tmp->contr->socket->update_look = 1;
1142 }
1143
1144 /* See if player moving off should effect something */ 1112 /* See if object moving off should effect something */
1145 if (check_walk_off 1113 if (check_walk_off
1146 && ((move_type & tmp->move_off) 1114 && ((move_type & tmp->move_off)
1147 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1115 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1148 { 1116 {
1149 move_apply (tmp, this, 0); 1117 move_apply (tmp, this, 0);
1150 1118
1151 if (destroyed ()) 1119 if (destroyed ())
1152 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1120 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1153 } 1121 }
1154 1122
1155 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1156
1157 if (tmp->above == tmp)
1158 tmp->above = 0;
1159
1160 last = tmp; 1123 last = tmp;
1161 } 1124 }
1162 1125
1163 /* last == NULL of there are no objects on this space */ 1126 /* last == NULL if there are no objects on this space */
1127 //TODO: this makes little sense, why only update the topmost object?
1164 if (!last) 1128 if (!last)
1165 { 1129 map->at (x, y).flags_ = 0;
1166 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1167 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1168 * those out anyways, and if there are any flags set right now, they won't
1169 * be correct anyways.
1170 */
1171 SET_MAP_FLAGS (map, x, y, P_NEED_UPDATE);
1172 update_position (map, x, y);
1173 }
1174 else 1130 else
1175 update_object (last, UP_OBJ_REMOVE); 1131 update_object (last, UP_OBJ_REMOVE);
1176 1132
1177 if (QUERY_FLAG (this, FLAG_BLOCKSVIEW) || glow_radius) 1133 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1178 update_all_los (map, x, y); 1134 update_all_los (map, x, y);
1179 } 1135 }
1180} 1136}
1181 1137
1182/* 1138/*
1191merge_ob (object *op, object *top) 1147merge_ob (object *op, object *top)
1192{ 1148{
1193 if (!op->nrof) 1149 if (!op->nrof)
1194 return 0; 1150 return 0;
1195 1151
1196 if (top == NULL) 1152 if (top)
1197 for (top = op; top != NULL && top->above != NULL; top = top->above); 1153 for (top = op; top && top->above; top = top->above)
1154 ;
1198 1155
1199 for (; top != NULL; top = top->below) 1156 for (; top; top = top->below)
1200 { 1157 {
1201 if (top == op) 1158 if (top == op)
1202 continue; 1159 continue;
1203 1160
1204 if (object::can_merge (op, top)) 1161 if (object::can_merge (op, top))
1213 } 1170 }
1214 1171
1215 return 0; 1172 return 0;
1216} 1173}
1217 1174
1175void
1176object::expand_tail ()
1177{
1178 if (more)
1179 return;
1180
1181 object *prev = this;
1182
1183 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1184 {
1185 object *op = arch_to_object (at);
1186
1187 op->name = name;
1188 op->name_pl = name_pl;
1189 op->title = title;
1190
1191 op->head = this;
1192 prev->more = op;
1193
1194 prev = op;
1195 }
1196}
1197
1218/* 1198/*
1219 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1199 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1220 * job preparing multi-part monsters 1200 * job preparing multi-part monsters.
1221 */ 1201 */
1222object * 1202object *
1223insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1203insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1224{ 1204{
1225 object *tmp;
1226
1227 if (op->head)
1228 op = op->head;
1229
1230 for (tmp = op; tmp; tmp = tmp->more) 1205 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1231 { 1206 {
1232 tmp->x = x + tmp->arch->clone.x; 1207 tmp->x = x + tmp->arch->x;
1233 tmp->y = y + tmp->arch->clone.y; 1208 tmp->y = y + tmp->arch->y;
1234 } 1209 }
1235 1210
1236 return insert_ob_in_map (op, m, originator, flag); 1211 return insert_ob_in_map (op, m, originator, flag);
1237} 1212}
1238 1213
1254 * Return value: 1229 * Return value:
1255 * new object if 'op' was merged with other object 1230 * new object if 'op' was merged with other object
1256 * NULL if 'op' was destroyed 1231 * NULL if 'op' was destroyed
1257 * just 'op' otherwise 1232 * just 'op' otherwise
1258 */ 1233 */
1259
1260object * 1234object *
1261insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1235insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1262{ 1236{
1237 assert (!op->flag [FLAG_FREED]);
1238
1263 object *tmp, *top, *floor = NULL; 1239 object *top, *floor = NULL;
1264 sint16 x, y;
1265 1240
1266 if (QUERY_FLAG (op, FLAG_FREED)) 1241 op->remove ();
1267 {
1268 LOG (llevError, "Trying to insert freed object!\n");
1269 return NULL;
1270 }
1271 1242
1272 if (m == NULL) 1243#if 0
1273 { 1244 if (!m->active != !op->active)
1274 char *dump = dump_object (op); 1245 if (m->active)
1275 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump); 1246 op->activate_recursive ();
1276 free (dump); 1247 else
1277 return op; 1248 op->deactivate_recursive ();
1278 } 1249#endif
1279 1250
1280 if (out_of_map (m, op->x, op->y)) 1251 if (out_of_map (m, op->x, op->y))
1281 { 1252 {
1282 char *dump = dump_object (op);
1283 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump); 1253 LOG (llevError, "Trying to insert object outside the map.\n%s\n", op->debug_desc ());
1284#ifdef MANY_CORES 1254#ifdef MANY_CORES
1285 /* Better to catch this here, as otherwise the next use of this object 1255 /* Better to catch this here, as otherwise the next use of this object
1286 * is likely to cause a crash. Better to find out where it is getting 1256 * is likely to cause a crash. Better to find out where it is getting
1287 * improperly inserted. 1257 * improperly inserted.
1288 */ 1258 */
1289 abort (); 1259 abort ();
1290#endif 1260#endif
1291 free (dump);
1292 return op; 1261 return op;
1293 } 1262 }
1294 1263
1295 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1264 if (object *more = op->more)
1296 { 1265 if (!insert_ob_in_map (more, m, originator, flag))
1297 char *dump = dump_object (op);
1298 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1299 free (dump);
1300 return op; 1266 return 0;
1301 }
1302
1303 if (op->more != NULL)
1304 {
1305 /* The part may be on a different map. */
1306
1307 object *more = op->more;
1308
1309 /* We really need the caller to normalize coordinates - if
1310 * we set the map, that doesn't work if the location is within
1311 * a map and this is straddling an edge. So only if coordinate
1312 * is clear wrong do we normalize it.
1313 */
1314 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1315 more->map = get_map_from_coord (m, &more->x, &more->y);
1316 else if (!more->map)
1317 {
1318 /* For backwards compatibility - when not dealing with tiled maps,
1319 * more->map should always point to the parent.
1320 */
1321 more->map = m;
1322 }
1323
1324 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1325 {
1326 if (!op->head)
1327 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1328
1329 return NULL;
1330 }
1331 }
1332 1267
1333 CLEAR_FLAG (op, FLAG_REMOVED); 1268 CLEAR_FLAG (op, FLAG_REMOVED);
1334 1269
1335 /* Ideally, the caller figures this out. However, it complicates a lot 1270 /* Ideally, the caller figures this out. However, it complicates a lot
1336 * of areas of callers (eg, anything that uses find_free_spot would now 1271 * of areas of callers (eg, anything that uses find_free_spot would now
1337 * need extra work 1272 * need extra work
1338 */ 1273 */
1339 op->map = get_map_from_coord (m, &op->x, &op->y); 1274 if (!xy_normalise (m, op->x, op->y))
1340 x = op->x; 1275 return 0;
1341 y = op->y; 1276
1277 op->map = m;
1278 mapspace &ms = op->ms ();
1342 1279
1343 /* this has to be done after we translate the coordinates. 1280 /* this has to be done after we translate the coordinates.
1344 */ 1281 */
1345 if (op->nrof && !(flag & INS_NO_MERGE)) 1282 if (op->nrof && !(flag & INS_NO_MERGE))
1346 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1283 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1347 if (object::can_merge (op, tmp)) 1284 if (object::can_merge (op, tmp))
1348 { 1285 {
1349 op->nrof += tmp->nrof; 1286 op->nrof += tmp->nrof;
1350 tmp->destroy (); 1287 tmp->destroy ();
1351 } 1288 }
1368 op->below = originator->below; 1305 op->below = originator->below;
1369 1306
1370 if (op->below) 1307 if (op->below)
1371 op->below->above = op; 1308 op->below->above = op;
1372 else 1309 else
1373 SET_MAP_OB (op->map, op->x, op->y, op); 1310 ms.bot = op;
1374 1311
1375 /* since *below* originator, no need to update top */ 1312 /* since *below* originator, no need to update top */
1376 originator->below = op; 1313 originator->below = op;
1377 } 1314 }
1378 else 1315 else
1379 { 1316 {
1317 top = ms.bot;
1318
1380 /* If there are other objects, then */ 1319 /* If there are other objects, then */
1381 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1320 if ((!(flag & INS_MAP_LOAD)) && top)
1382 { 1321 {
1383 object *last = NULL; 1322 object *last = 0;
1384 1323
1385 /* 1324 /*
1386 * If there are multiple objects on this space, we do some trickier handling. 1325 * If there are multiple objects on this space, we do some trickier handling.
1387 * We've already dealt with merging if appropriate. 1326 * We've already dealt with merging if appropriate.
1388 * Generally, we want to put the new object on top. But if 1327 * Generally, we want to put the new object on top. But if
1392 * once we get to them. This reduces the need to traverse over all of 1331 * once we get to them. This reduces the need to traverse over all of
1393 * them when adding another one - this saves quite a bit of cpu time 1332 * them when adding another one - this saves quite a bit of cpu time
1394 * when lots of spells are cast in one area. Currently, it is presumed 1333 * when lots of spells are cast in one area. Currently, it is presumed
1395 * that flying non pickable objects are spell objects. 1334 * that flying non pickable objects are spell objects.
1396 */ 1335 */
1397 1336 for (top = ms.bot; top; top = top->above)
1398 while (top != NULL)
1399 { 1337 {
1400 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1338 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1401 floor = top; 1339 floor = top;
1402 1340
1403 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1341 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1406 top = top->below; 1344 top = top->below;
1407 break; 1345 break;
1408 } 1346 }
1409 1347
1410 last = top; 1348 last = top;
1411 top = top->above;
1412 } 1349 }
1413 1350
1414 /* Don't want top to be NULL, so set it to the last valid object */ 1351 /* Don't want top to be NULL, so set it to the last valid object */
1415 top = last; 1352 top = last;
1416 1353
1418 * looks like instead of lots of conditions here. 1355 * looks like instead of lots of conditions here.
1419 * makes things faster, and effectively the same result. 1356 * makes things faster, and effectively the same result.
1420 */ 1357 */
1421 1358
1422 /* Have object 'fall below' other objects that block view. 1359 /* Have object 'fall below' other objects that block view.
1423 * Unless those objects are exits, type 66 1360 * Unless those objects are exits.
1424 * If INS_ON_TOP is used, don't do this processing 1361 * If INS_ON_TOP is used, don't do this processing
1425 * Need to find the object that in fact blocks view, otherwise 1362 * Need to find the object that in fact blocks view, otherwise
1426 * stacking is a bit odd. 1363 * stacking is a bit odd.
1427 */ 1364 */
1428 if (!(flag & INS_ON_TOP) && 1365 if (!(flag & INS_ON_TOP)
1429 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1366 && ms.flags () & P_BLOCKSVIEW
1367 && (op->face && !faces [op->face].visibility))
1430 { 1368 {
1431 for (last = top; last != floor; last = last->below) 1369 for (last = top; last != floor; last = last->below)
1432 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1370 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1433 break; 1371 break;
1372
1434 /* Check to see if we found the object that blocks view, 1373 /* Check to see if we found the object that blocks view,
1435 * and make sure we have a below pointer for it so that 1374 * and make sure we have a below pointer for it so that
1436 * we can get inserted below this one, which requires we 1375 * we can get inserted below this one, which requires we
1437 * set top to the object below us. 1376 * set top to the object below us.
1438 */ 1377 */
1439 if (last && last->below && last != floor) 1378 if (last && last->below && last != floor)
1440 top = last->below; 1379 top = last->below;
1441 } 1380 }
1442 } /* If objects on this space */ 1381 } /* If objects on this space */
1443
1444 if (flag & INS_MAP_LOAD) 1382 if (flag & INS_MAP_LOAD)
1445 top = GET_MAP_TOP (op->map, op->x, op->y); 1383 top = ms.top;
1446 1384
1447 if (flag & INS_ABOVE_FLOOR_ONLY) 1385 if (flag & INS_ABOVE_FLOOR_ONLY)
1448 top = floor; 1386 top = floor;
1449 1387
1450 /* Top is the object that our object (op) is going to get inserted above. 1388 /* Top is the object that our object (op) is going to get inserted above.
1451 */ 1389 */
1452 1390
1453 /* First object on this space */ 1391 /* First object on this space */
1454 if (!top) 1392 if (!top)
1455 { 1393 {
1456 op->above = GET_MAP_OB (op->map, op->x, op->y); 1394 op->above = ms.bot;
1457 1395
1458 if (op->above) 1396 if (op->above)
1459 op->above->below = op; 1397 op->above->below = op;
1460 1398
1461 op->below = NULL; 1399 op->below = 0;
1462 SET_MAP_OB (op->map, op->x, op->y, op); 1400 ms.bot = op;
1463 } 1401 }
1464 else 1402 else
1465 { /* get inserted into the stack above top */ 1403 { /* get inserted into the stack above top */
1466 op->above = top->above; 1404 op->above = top->above;
1467 1405
1470 1408
1471 op->below = top; 1409 op->below = top;
1472 top->above = op; 1410 top->above = op;
1473 } 1411 }
1474 1412
1475 if (op->above == NULL) 1413 if (!op->above)
1476 SET_MAP_TOP (op->map, op->x, op->y, op); 1414 ms.top = op;
1477 } /* else not INS_BELOW_ORIGINATOR */ 1415 } /* else not INS_BELOW_ORIGINATOR */
1478 1416
1479 if (op->type == PLAYER) 1417 if (op->type == PLAYER)
1418 {
1480 op->contr->do_los = 1; 1419 op->contr->do_los = 1;
1420 ++op->map->players;
1421 op->map->touch ();
1422 }
1423
1424 op->map->dirty = true;
1481 1425
1482 /* If we have a floor, we know the player, if any, will be above 1426 /* If we have a floor, we know the player, if any, will be above
1483 * it, so save a few ticks and start from there. 1427 * it, so save a few ticks and start from there.
1484 */ 1428 */
1485 if (!(flag & INS_MAP_LOAD)) 1429 if (!(flag & INS_MAP_LOAD))
1486 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1430 if (object *pl = ms.player ())
1487 if (tmp->type == PLAYER) 1431 pl->contr->ns->floorbox_update ();
1488 tmp->contr->socket->update_look = 1;
1489 1432
1490 /* If this object glows, it may affect lighting conditions that are 1433 /* If this object glows, it may affect lighting conditions that are
1491 * visible to others on this map. But update_all_los is really 1434 * visible to others on this map. But update_all_los is really
1492 * an inefficient way to do this, as it means los for all players 1435 * an inefficient way to do this, as it means los for all players
1493 * on the map will get recalculated. The players could very well 1436 * on the map will get recalculated. The players could very well
1494 * be far away from this change and not affected in any way - 1437 * be far away from this change and not affected in any way -
1495 * this should get redone to only look for players within range, 1438 * this should get redone to only look for players within range,
1496 * or just updating the P_NEED_UPDATE for spaces within this area 1439 * or just updating the P_UPTODATE for spaces within this area
1497 * of effect may be sufficient. 1440 * of effect may be sufficient.
1498 */ 1441 */
1499 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1442 if (op->map->darkness && (op->glow_radius != 0))
1500 update_all_los (op->map, op->x, op->y); 1443 update_all_los (op->map, op->x, op->y);
1501 1444
1502 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1445 /* updates flags (blocked, alive, no magic, etc) for this map space */
1503 update_object (op, UP_OBJ_INSERT); 1446 update_object (op, UP_OBJ_INSERT);
1504 1447
1448 INVOKE_OBJECT (INSERT, op);
1449
1505 /* Don't know if moving this to the end will break anything. However, 1450 /* Don't know if moving this to the end will break anything. However,
1506 * we want to have update_look set above before calling this. 1451 * we want to have floorbox_update called before calling this.
1507 * 1452 *
1508 * check_move_on() must be after this because code called from 1453 * check_move_on() must be after this because code called from
1509 * check_move_on() depends on correct map flags (so functions like 1454 * check_move_on() depends on correct map flags (so functions like
1510 * blocked() and wall() work properly), and these flags are updated by 1455 * blocked() and wall() work properly), and these flags are updated by
1511 * update_object(). 1456 * update_object().
1512 */ 1457 */
1513 1458
1514 /* if this is not the head or flag has been passed, don't check walk on status */ 1459 /* if this is not the head or flag has been passed, don't check walk on status */
1515 if (!(flag & INS_NO_WALK_ON) && !op->head) 1460 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1516 { 1461 {
1517 if (check_move_on (op, originator)) 1462 if (check_move_on (op, originator))
1518 return NULL; 1463 return 0;
1519 1464
1520 /* If we are a multi part object, lets work our way through the check 1465 /* If we are a multi part object, lets work our way through the check
1521 * walk on's. 1466 * walk on's.
1522 */ 1467 */
1523 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1468 for (object *tmp = op->more; tmp; tmp = tmp->more)
1524 if (check_move_on (tmp, originator)) 1469 if (check_move_on (tmp, originator))
1525 return NULL; 1470 return 0;
1526 } 1471 }
1527 1472
1528 return op; 1473 return op;
1529} 1474}
1530 1475
1531/* this function inserts an object in the map, but if it 1476/* this function inserts an object in the map, but if it
1532 * finds an object of its own type, it'll remove that one first. 1477 * finds an object of its own type, it'll remove that one first.
1533 * op is the object to insert it under: supplies x and the map. 1478 * op is the object to insert it under: supplies x and the map.
1534 */ 1479 */
1535void 1480void
1536replace_insert_ob_in_map (const char *arch_string, object *op) 1481replace_insert_ob_in_map (const char *arch_string, object *op)
1537{ 1482{
1538 object * 1483 object *tmp, *tmp1;
1539 tmp;
1540 object *
1541 tmp1;
1542 1484
1543 /* first search for itself and remove any old instances */ 1485 /* first search for itself and remove any old instances */
1544 1486
1545 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1487 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1546 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1488 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1547 tmp->destroy (); 1489 tmp->destroy ();
1548 1490
1549 tmp1 = arch_to_object (archetype::find (arch_string)); 1491 tmp1 = arch_to_object (archetype::find (arch_string));
1550 1492
1551 tmp1->x = op->x; 1493 tmp1->x = op->x;
1552 tmp1->y = op->y; 1494 tmp1->y = op->y;
1553 insert_ob_in_map (tmp1, op->map, op, 0); 1495 insert_ob_in_map (tmp1, op->map, op, 0);
1496}
1497
1498object *
1499object::insert_at (object *where, object *originator, int flags)
1500{
1501 return where->map->insert (this, where->x, where->y, originator, flags);
1554} 1502}
1555 1503
1556/* 1504/*
1557 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1505 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1558 * is returned contains nr objects, and the remaining parts contains 1506 * is returned contains nr objects, and the remaining parts contains
1559 * the rest (or is removed and freed if that number is 0). 1507 * the rest (or is removed and freed if that number is 0).
1560 * On failure, NULL is returned, and the reason put into the 1508 * On failure, NULL is returned, and the reason put into the
1561 * global static errmsg array. 1509 * global static errmsg array.
1562 */ 1510 */
1563
1564object * 1511object *
1565get_split_ob (object *orig_ob, uint32 nr) 1512get_split_ob (object *orig_ob, uint32 nr)
1566{ 1513{
1567 object *newob; 1514 object *newob;
1568 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1515 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1599 * the amount of an object. If the amount reaches 0, the object 1546 * the amount of an object. If the amount reaches 0, the object
1600 * is subsequently removed and freed. 1547 * is subsequently removed and freed.
1601 * 1548 *
1602 * Return value: 'op' if something is left, NULL if the amount reached 0 1549 * Return value: 'op' if something is left, NULL if the amount reached 0
1603 */ 1550 */
1604
1605object * 1551object *
1606decrease_ob_nr (object *op, uint32 i) 1552decrease_ob_nr (object *op, uint32 i)
1607{ 1553{
1608 object *tmp; 1554 object *tmp;
1609 player *pl;
1610 1555
1611 if (i == 0) /* objects with op->nrof require this check */ 1556 if (i == 0) /* objects with op->nrof require this check */
1612 return op; 1557 return op;
1613 1558
1614 if (i > op->nrof) 1559 if (i > op->nrof)
1615 i = op->nrof; 1560 i = op->nrof;
1616 1561
1617 if (QUERY_FLAG (op, FLAG_REMOVED)) 1562 if (QUERY_FLAG (op, FLAG_REMOVED))
1618 op->nrof -= i; 1563 op->nrof -= i;
1619 else if (op->env != NULL) 1564 else if (op->env)
1620 { 1565 {
1621 /* is this object in the players inventory, or sub container 1566 /* is this object in the players inventory, or sub container
1622 * therein? 1567 * therein?
1623 */ 1568 */
1624 tmp = is_player_inv (op->env); 1569 tmp = op->in_player ();
1625 /* nope. Is this a container the player has opened? 1570 /* nope. Is this a container the player has opened?
1626 * If so, set tmp to that player. 1571 * If so, set tmp to that player.
1627 * IMO, searching through all the players will mostly 1572 * IMO, searching through all the players will mostly
1628 * likely be quicker than following op->env to the map, 1573 * likely be quicker than following op->env to the map,
1629 * and then searching the map for a player. 1574 * and then searching the map for a player.
1630 */ 1575 */
1631 if (!tmp) 1576 if (!tmp)
1632 { 1577 for_all_players (pl)
1633 for (pl = first_player; pl; pl = pl->next)
1634 if (pl->ob->container == op->env) 1578 if (pl->ob->container == op->env)
1579 {
1580 tmp = pl->ob;
1635 break; 1581 break;
1636 if (pl)
1637 tmp = pl->ob;
1638 else
1639 tmp = NULL;
1640 } 1582 }
1641 1583
1642 if (i < op->nrof) 1584 if (i < op->nrof)
1643 { 1585 {
1644 sub_weight (op->env, op->weight * i); 1586 sub_weight (op->env, op->weight * i);
1645 op->nrof -= i; 1587 op->nrof -= i;
1646 if (tmp) 1588 if (tmp)
1647 {
1648 esrv_send_item (tmp, op); 1589 esrv_send_item (tmp, op);
1649 }
1650 } 1590 }
1651 else 1591 else
1652 { 1592 {
1653 op->remove (); 1593 op->remove ();
1654 op->nrof = 0; 1594 op->nrof = 0;
1655 if (tmp) 1595 if (tmp)
1656 {
1657 esrv_del_item (tmp->contr, op->count); 1596 esrv_del_item (tmp->contr, op->count);
1658 }
1659 } 1597 }
1660 } 1598 }
1661 else 1599 else
1662 { 1600 {
1663 object *above = op->above; 1601 object *above = op->above;
1669 op->remove (); 1607 op->remove ();
1670 op->nrof = 0; 1608 op->nrof = 0;
1671 } 1609 }
1672 1610
1673 /* Since we just removed op, op->above is null */ 1611 /* Since we just removed op, op->above is null */
1674 for (tmp = above; tmp != NULL; tmp = tmp->above) 1612 for (tmp = above; tmp; tmp = tmp->above)
1675 if (tmp->type == PLAYER) 1613 if (tmp->type == PLAYER)
1676 { 1614 {
1677 if (op->nrof) 1615 if (op->nrof)
1678 esrv_send_item (tmp, op); 1616 esrv_send_item (tmp, op);
1679 else 1617 else
1684 if (op->nrof) 1622 if (op->nrof)
1685 return op; 1623 return op;
1686 else 1624 else
1687 { 1625 {
1688 op->destroy (); 1626 op->destroy ();
1689 return NULL; 1627 return 0;
1690 } 1628 }
1691} 1629}
1692 1630
1693/* 1631/*
1694 * add_weight(object, weight) adds the specified weight to an object, 1632 * add_weight(object, weight) adds the specified weight to an object,
1695 * and also updates how much the environment(s) is/are carrying. 1633 * and also updates how much the environment(s) is/are carrying.
1696 */ 1634 */
1697
1698void 1635void
1699add_weight (object *op, signed long weight) 1636add_weight (object *op, signed long weight)
1700{ 1637{
1701 while (op != NULL) 1638 while (op != NULL)
1702 { 1639 {
1717 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1654 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1718 free (dump); 1655 free (dump);
1719 return op; 1656 return op;
1720 } 1657 }
1721 1658
1722 if (where->head) 1659 if (where->head_ () != where)
1723 { 1660 {
1724 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n"); 1661 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1725 where = where->head; 1662 where = where->head;
1726 } 1663 }
1727 1664
1728 return where->insert (op); 1665 return where->insert (op);
1729} 1666}
1734 * inside the object environment. 1671 * inside the object environment.
1735 * 1672 *
1736 * The function returns now pointer to inserted item, and return value can 1673 * The function returns now pointer to inserted item, and return value can
1737 * be != op, if items are merged. -Tero 1674 * be != op, if items are merged. -Tero
1738 */ 1675 */
1739
1740object * 1676object *
1741object::insert (object *op) 1677object::insert (object *op)
1742{ 1678{
1743 object *tmp, *otmp; 1679 object *tmp, *otmp;
1744 1680
1782 add_weight (this, op->weight * op->nrof); 1718 add_weight (this, op->weight * op->nrof);
1783 } 1719 }
1784 else 1720 else
1785 add_weight (this, (op->weight + op->carrying)); 1721 add_weight (this, (op->weight + op->carrying));
1786 1722
1787 otmp = is_player_inv (this); 1723 otmp = this->in_player ();
1788 if (otmp && otmp->contr) 1724 if (otmp && otmp->contr)
1789 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1725 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1790 fix_player (otmp); 1726 otmp->update_stats ();
1791 1727
1792 op->map = NULL; 1728 op->map = 0;
1793 op->env = this; 1729 op->env = this;
1794 op->above = NULL; 1730 op->above = 0;
1795 op->below = NULL; 1731 op->below = 0;
1796 op->x = 0, op->y = 0; 1732 op->x = 0, op->y = 0;
1797 1733
1798 /* reset the light list and los of the players on the map */ 1734 /* reset the light list and los of the players on the map */
1799 if ((op->glow_radius != 0) && map) 1735 if ((op->glow_radius != 0) && map)
1800 { 1736 {
1801#ifdef DEBUG_LIGHTS 1737#ifdef DEBUG_LIGHTS
1802 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1738 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1803#endif /* DEBUG_LIGHTS */ 1739#endif /* DEBUG_LIGHTS */
1804 if (MAP_DARKNESS (map)) 1740 if (map->darkness)
1805 update_all_los (map, x, y); 1741 update_all_los (map, x, y);
1806 } 1742 }
1807 1743
1808 /* Client has no idea of ordering so lets not bother ordering it here. 1744 /* Client has no idea of ordering so lets not bother ordering it here.
1809 * It sure simplifies this function... 1745 * It sure simplifies this function...
1814 { 1750 {
1815 op->below = inv; 1751 op->below = inv;
1816 op->below->above = op; 1752 op->below->above = op;
1817 inv = op; 1753 inv = op;
1818 } 1754 }
1755
1756 INVOKE_OBJECT (INSERT, this);
1819 1757
1820 return op; 1758 return op;
1821} 1759}
1822 1760
1823/* 1761/*
1838 * 1776 *
1839 * MSW 2001-07-08: Check all objects on space, not just those below 1777 * MSW 2001-07-08: Check all objects on space, not just those below
1840 * object being inserted. insert_ob_in_map may not put new objects 1778 * object being inserted. insert_ob_in_map may not put new objects
1841 * on top. 1779 * on top.
1842 */ 1780 */
1843
1844int 1781int
1845check_move_on (object *op, object *originator) 1782check_move_on (object *op, object *originator)
1846{ 1783{
1847 object *tmp; 1784 object *tmp;
1848 maptile *m = op->map; 1785 maptile *m = op->map;
1875 1812
1876 /* The objects have to be checked from top to bottom. 1813 /* The objects have to be checked from top to bottom.
1877 * Hence, we first go to the top: 1814 * Hence, we first go to the top:
1878 */ 1815 */
1879 1816
1880 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1817 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1881 { 1818 {
1882 /* Trim the search when we find the first other spell effect 1819 /* Trim the search when we find the first other spell effect
1883 * this helps performance so that if a space has 50 spell objects, 1820 * this helps performance so that if a space has 50 spell objects,
1884 * we don't need to check all of them. 1821 * we don't need to check all of them.
1885 */ 1822 */
1903 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1840 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1904 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1841 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1905 { 1842 {
1906 1843
1907 float 1844 float
1908 diff = tmp->move_slow_penalty * FABS (op->speed); 1845 diff = tmp->move_slow_penalty * fabs (op->speed);
1909 1846
1910 if (op->type == PLAYER) 1847 if (op->type == PLAYER)
1911 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1848 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1912 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1849 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1913 diff /= 4.0; 1850 diff /= 4.0;
1940/* 1877/*
1941 * present_arch(arch, map, x, y) searches for any objects with 1878 * present_arch(arch, map, x, y) searches for any objects with
1942 * a matching archetype at the given map and coordinates. 1879 * a matching archetype at the given map and coordinates.
1943 * The first matching object is returned, or NULL if none. 1880 * The first matching object is returned, or NULL if none.
1944 */ 1881 */
1945
1946object * 1882object *
1947present_arch (const archetype *at, maptile *m, int x, int y) 1883present_arch (const archetype *at, maptile *m, int x, int y)
1948{ 1884{
1949 object *
1950 tmp;
1951
1952 if (m == NULL || out_of_map (m, x, y)) 1885 if (!m || out_of_map (m, x, y))
1953 { 1886 {
1954 LOG (llevError, "Present_arch called outside map.\n"); 1887 LOG (llevError, "Present_arch called outside map.\n");
1955 return NULL; 1888 return NULL;
1956 } 1889 }
1957 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1890
1891 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1958 if (tmp->arch == at) 1892 if (tmp->arch == at)
1959 return tmp; 1893 return tmp;
1894
1960 return NULL; 1895 return NULL;
1961} 1896}
1962 1897
1963/* 1898/*
1964 * present(type, map, x, y) searches for any objects with 1899 * present(type, map, x, y) searches for any objects with
1965 * a matching type variable at the given map and coordinates. 1900 * a matching type variable at the given map and coordinates.
1966 * The first matching object is returned, or NULL if none. 1901 * The first matching object is returned, or NULL if none.
1967 */ 1902 */
1968
1969object * 1903object *
1970present (unsigned char type, maptile *m, int x, int y) 1904present (unsigned char type, maptile *m, int x, int y)
1971{ 1905{
1972 object *
1973 tmp;
1974
1975 if (out_of_map (m, x, y)) 1906 if (out_of_map (m, x, y))
1976 { 1907 {
1977 LOG (llevError, "Present called outside map.\n"); 1908 LOG (llevError, "Present called outside map.\n");
1978 return NULL; 1909 return NULL;
1979 } 1910 }
1980 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1911
1912 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1981 if (tmp->type == type) 1913 if (tmp->type == type)
1982 return tmp; 1914 return tmp;
1915
1983 return NULL; 1916 return NULL;
1984} 1917}
1985 1918
1986/* 1919/*
1987 * present_in_ob(type, object) searches for any objects with 1920 * present_in_ob(type, object) searches for any objects with
1988 * a matching type variable in the inventory of the given object. 1921 * a matching type variable in the inventory of the given object.
1989 * The first matching object is returned, or NULL if none. 1922 * The first matching object is returned, or NULL if none.
1990 */ 1923 */
1991
1992object * 1924object *
1993present_in_ob (unsigned char type, const object *op) 1925present_in_ob (unsigned char type, const object *op)
1994{ 1926{
1995 object *
1996 tmp;
1997
1998 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1927 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1999 if (tmp->type == type) 1928 if (tmp->type == type)
2000 return tmp; 1929 return tmp;
1930
2001 return NULL; 1931 return NULL;
2002} 1932}
2003 1933
2004/* 1934/*
2005 * present_in_ob (type, str, object) searches for any objects with 1935 * present_in_ob (type, str, object) searches for any objects with
2013 * str is the string to match against. Note that we match against 1943 * str is the string to match against. Note that we match against
2014 * the object name, not the archetype name. this is so that the 1944 * the object name, not the archetype name. this is so that the
2015 * spell code can use one object type (force), but change it's name 1945 * spell code can use one object type (force), but change it's name
2016 * to be unique. 1946 * to be unique.
2017 */ 1947 */
2018
2019object * 1948object *
2020present_in_ob_by_name (int type, const char *str, const object *op) 1949present_in_ob_by_name (int type, const char *str, const object *op)
2021{ 1950{
2022 object *
2023 tmp;
2024
2025 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1951 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2026 {
2027 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1952 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2028 return tmp; 1953 return tmp;
2029 } 1954
2030 return NULL; 1955 return 0;
2031} 1956}
2032 1957
2033/* 1958/*
2034 * present_arch_in_ob(archetype, object) searches for any objects with 1959 * present_arch_in_ob(archetype, object) searches for any objects with
2035 * a matching archetype in the inventory of the given object. 1960 * a matching archetype in the inventory of the given object.
2036 * The first matching object is returned, or NULL if none. 1961 * The first matching object is returned, or NULL if none.
2037 */ 1962 */
2038
2039object * 1963object *
2040present_arch_in_ob (const archetype *at, const object *op) 1964present_arch_in_ob (const archetype *at, const object *op)
2041{ 1965{
2042 object *
2043 tmp;
2044
2045 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1966 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2046 if (tmp->arch == at) 1967 if (tmp->arch == at)
2047 return tmp; 1968 return tmp;
1969
2048 return NULL; 1970 return NULL;
2049} 1971}
2050 1972
2051/* 1973/*
2052 * activate recursively a flag on an object inventory 1974 * activate recursively a flag on an object inventory
2053 */ 1975 */
2054void 1976void
2055flag_inv (object *op, int flag) 1977flag_inv (object *op, int flag)
2056{ 1978{
2057 object *
2058 tmp;
2059
2060 if (op->inv) 1979 if (op->inv)
2061 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1980 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2062 { 1981 {
2063 SET_FLAG (tmp, flag); 1982 SET_FLAG (tmp, flag);
2064 flag_inv (tmp, flag); 1983 flag_inv (tmp, flag);
2065 } 1984 }
2066} /* 1985}
1986
1987/*
2067 * desactivate recursively a flag on an object inventory 1988 * deactivate recursively a flag on an object inventory
2068 */ 1989 */
2069void 1990void
2070unflag_inv (object *op, int flag) 1991unflag_inv (object *op, int flag)
2071{ 1992{
2072 object *
2073 tmp;
2074
2075 if (op->inv) 1993 if (op->inv)
2076 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1994 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2077 { 1995 {
2078 CLEAR_FLAG (tmp, flag); 1996 CLEAR_FLAG (tmp, flag);
2079 unflag_inv (tmp, flag); 1997 unflag_inv (tmp, flag);
2080 } 1998 }
2081}
2082
2083/*
2084 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2085 * all it's inventory (recursively).
2086 * If checksums are used, a player will get set_cheat called for
2087 * him/her-self and all object carried by a call to this function.
2088 */
2089
2090void
2091set_cheat (object *op)
2092{
2093 SET_FLAG (op, FLAG_WAS_WIZ);
2094 flag_inv (op, FLAG_WAS_WIZ);
2095} 1999}
2096 2000
2097/* 2001/*
2098 * find_free_spot(object, map, x, y, start, stop) will search for 2002 * find_free_spot(object, map, x, y, start, stop) will search for
2099 * a spot at the given map and coordinates which will be able to contain 2003 * a spot at the given map and coordinates which will be able to contain
2113 * because arch_blocked (now ob_blocked) needs to know the movement type 2017 * because arch_blocked (now ob_blocked) needs to know the movement type
2114 * to know if the space in question will block the object. We can't use 2018 * to know if the space in question will block the object. We can't use
2115 * the archetype because that isn't correct if the monster has been 2019 * the archetype because that isn't correct if the monster has been
2116 * customized, changed states, etc. 2020 * customized, changed states, etc.
2117 */ 2021 */
2118
2119int 2022int
2120find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 2023find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2121{ 2024{
2122 int
2123 i,
2124 index = 0, flag; 2025 int index = 0, flag;
2125 static int
2126 altern[SIZEOFFREE]; 2026 int altern[SIZEOFFREE];
2127 2027
2128 for (i = start; i < stop; i++) 2028 for (int i = start; i < stop; i++)
2129 { 2029 {
2130 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2030 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2131 if (!flag) 2031 if (!flag)
2132 altern[index++] = i; 2032 altern [index++] = i;
2133 2033
2134 /* Basically, if we find a wall on a space, we cut down the search size. 2034 /* Basically, if we find a wall on a space, we cut down the search size.
2135 * In this way, we won't return spaces that are on another side of a wall. 2035 * In this way, we won't return spaces that are on another side of a wall.
2136 * This mostly work, but it cuts down the search size in all directions - 2036 * This mostly work, but it cuts down the search size in all directions -
2137 * if the space being examined only has a wall to the north and empty 2037 * if the space being examined only has a wall to the north and empty
2138 * spaces in all the other directions, this will reduce the search space 2038 * spaces in all the other directions, this will reduce the search space
2139 * to only the spaces immediately surrounding the target area, and 2039 * to only the spaces immediately surrounding the target area, and
2140 * won't look 2 spaces south of the target space. 2040 * won't look 2 spaces south of the target space.
2141 */ 2041 */
2142 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 2042 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2143 stop = maxfree[i]; 2043 stop = maxfree[i];
2144 } 2044 }
2045
2145 if (!index) 2046 if (!index)
2146 return -1; 2047 return -1;
2048
2147 return altern[RANDOM () % index]; 2049 return altern [rndm (index)];
2148} 2050}
2149 2051
2150/* 2052/*
2151 * find_first_free_spot(archetype, maptile, x, y) works like 2053 * find_first_free_spot(archetype, maptile, x, y) works like
2152 * find_free_spot(), but it will search max number of squares. 2054 * find_free_spot(), but it will search max number of squares.
2153 * But it will return the first available spot, not a random choice. 2055 * But it will return the first available spot, not a random choice.
2154 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2056 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2155 */ 2057 */
2156
2157int 2058int
2158find_first_free_spot (const object *ob, maptile *m, int x, int y) 2059find_first_free_spot (const object *ob, maptile *m, int x, int y)
2159{ 2060{
2160 int
2161 i;
2162
2163 for (i = 0; i < SIZEOFFREE; i++) 2061 for (int i = 0; i < SIZEOFFREE; i++)
2164 {
2165 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2062 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2166 return i; 2063 return i;
2167 } 2064
2168 return -1; 2065 return -1;
2169} 2066}
2170 2067
2171/* 2068/*
2172 * The function permute(arr, begin, end) randomly reorders the array 2069 * The function permute(arr, begin, end) randomly reorders the array
2173 * arr[begin..end-1]. 2070 * arr[begin..end-1].
2071 * now uses a fisher-yates shuffle, old permute was broken
2174 */ 2072 */
2175static void 2073static void
2176permute (int *arr, int begin, int end) 2074permute (int *arr, int begin, int end)
2177{ 2075{
2178 int 2076 arr += begin;
2179 i,
2180 j,
2181 tmp,
2182 len;
2183
2184 len = end - begin; 2077 end -= begin;
2185 for (i = begin; i < end; i++)
2186 {
2187 j = begin + RANDOM () % len;
2188 2078
2189 tmp = arr[i]; 2079 while (--end)
2190 arr[i] = arr[j]; 2080 swap (arr [end], arr [rndm (end + 1)]);
2191 arr[j] = tmp;
2192 }
2193} 2081}
2194 2082
2195/* new function to make monster searching more efficient, and effective! 2083/* new function to make monster searching more efficient, and effective!
2196 * This basically returns a randomized array (in the passed pointer) of 2084 * This basically returns a randomized array (in the passed pointer) of
2197 * the spaces to find monsters. In this way, it won't always look for 2085 * the spaces to find monsters. In this way, it won't always look for
2200 * the 3x3 area will be searched, just not in a predictable order. 2088 * the 3x3 area will be searched, just not in a predictable order.
2201 */ 2089 */
2202void 2090void
2203get_search_arr (int *search_arr) 2091get_search_arr (int *search_arr)
2204{ 2092{
2205 int 2093 int i;
2206 i;
2207 2094
2208 for (i = 0; i < SIZEOFFREE; i++) 2095 for (i = 0; i < SIZEOFFREE; i++)
2209 {
2210 search_arr[i] = i; 2096 search_arr[i] = i;
2211 }
2212 2097
2213 permute (search_arr, 1, SIZEOFFREE1 + 1); 2098 permute (search_arr, 1, SIZEOFFREE1 + 1);
2214 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2099 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2215 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2100 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2216} 2101}
2225 * Perhaps incorrectly, but I'm making the assumption that exclude 2110 * Perhaps incorrectly, but I'm making the assumption that exclude
2226 * is actually want is going to try and move there. We need this info 2111 * is actually want is going to try and move there. We need this info
2227 * because we have to know what movement the thing looking to move 2112 * because we have to know what movement the thing looking to move
2228 * there is capable of. 2113 * there is capable of.
2229 */ 2114 */
2230
2231int 2115int
2232find_dir (maptile *m, int x, int y, object *exclude) 2116find_dir (maptile *m, int x, int y, object *exclude)
2233{ 2117{
2234 int
2235 i,
2236 max = SIZEOFFREE, mflags; 2118 int i, max = SIZEOFFREE, mflags;
2237 2119
2238 sint16 nx, ny; 2120 sint16 nx, ny;
2239 object * 2121 object *tmp;
2240 tmp;
2241 maptile * 2122 maptile *mp;
2242 mp;
2243 2123
2244 MoveType blocked, move_type; 2124 MoveType blocked, move_type;
2245 2125
2246 if (exclude && exclude->head) 2126 if (exclude && exclude->head_ () != exclude)
2247 { 2127 {
2248 exclude = exclude->head; 2128 exclude = exclude->head;
2249 move_type = exclude->move_type; 2129 move_type = exclude->move_type;
2250 } 2130 }
2251 else 2131 else
2259 mp = m; 2139 mp = m;
2260 nx = x + freearr_x[i]; 2140 nx = x + freearr_x[i];
2261 ny = y + freearr_y[i]; 2141 ny = y + freearr_y[i];
2262 2142
2263 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2143 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2144
2264 if (mflags & P_OUT_OF_MAP) 2145 if (mflags & P_OUT_OF_MAP)
2265 {
2266 max = maxfree[i]; 2146 max = maxfree[i];
2267 }
2268 else 2147 else
2269 { 2148 {
2270 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2149 mapspace &ms = mp->at (nx, ny);
2150
2151 blocked = ms.move_block;
2271 2152
2272 if ((move_type & blocked) == move_type) 2153 if ((move_type & blocked) == move_type)
2273 {
2274 max = maxfree[i]; 2154 max = maxfree[i];
2275 }
2276 else if (mflags & P_IS_ALIVE) 2155 else if (mflags & P_IS_ALIVE)
2277 { 2156 {
2278 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2157 for (tmp = ms.bot; tmp; tmp = tmp->above)
2279 { 2158 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2280 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2159 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2281 {
2282 break; 2160 break;
2283 } 2161
2284 }
2285 if (tmp) 2162 if (tmp)
2286 {
2287 return freedir[i]; 2163 return freedir[i];
2288 }
2289 } 2164 }
2290 } 2165 }
2291 } 2166 }
2167
2292 return 0; 2168 return 0;
2293} 2169}
2294 2170
2295/* 2171/*
2296 * distance(object 1, object 2) will return the square of the 2172 * distance(object 1, object 2) will return the square of the
2297 * distance between the two given objects. 2173 * distance between the two given objects.
2298 */ 2174 */
2299
2300int 2175int
2301distance (const object *ob1, const object *ob2) 2176distance (const object *ob1, const object *ob2)
2302{ 2177{
2303 int
2304 i;
2305
2306 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2178 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2307 return i;
2308} 2179}
2309 2180
2310/* 2181/*
2311 * find_dir_2(delta-x,delta-y) will return a direction in which 2182 * find_dir_2(delta-x,delta-y) will return a direction in which
2312 * an object which has subtracted the x and y coordinates of another 2183 * an object which has subtracted the x and y coordinates of another
2313 * object, needs to travel toward it. 2184 * object, needs to travel toward it.
2314 */ 2185 */
2315
2316int 2186int
2317find_dir_2 (int x, int y) 2187find_dir_2 (int x, int y)
2318{ 2188{
2319 int 2189 int q;
2320 q;
2321 2190
2322 if (y) 2191 if (y)
2323 q = x * 100 / y; 2192 q = x * 100 / y;
2324 else if (x) 2193 else if (x)
2325 q = -300 * x; 2194 q = -300 * x;
2350 2219
2351 return 3; 2220 return 3;
2352} 2221}
2353 2222
2354/* 2223/*
2355 * absdir(int): Returns a number between 1 and 8, which represent
2356 * the "absolute" direction of a number (it actually takes care of
2357 * "overflow" in previous calculations of a direction).
2358 */
2359
2360int
2361absdir (int d)
2362{
2363 while (d < 1)
2364 d += 8;
2365 while (d > 8)
2366 d -= 8;
2367 return d;
2368}
2369
2370/*
2371 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2224 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2372 * between two directions (which are expected to be absolute (see absdir()) 2225 * between two directions (which are expected to be absolute (see absdir())
2373 */ 2226 */
2374
2375int 2227int
2376dirdiff (int dir1, int dir2) 2228dirdiff (int dir1, int dir2)
2377{ 2229{
2378 int 2230 int d;
2379 d;
2380 2231
2381 d = abs (dir1 - dir2); 2232 d = abs (dir1 - dir2);
2382 if (d > 4) 2233 if (d > 4)
2383 d = 8 - d; 2234 d = 8 - d;
2235
2384 return d; 2236 return d;
2385} 2237}
2386 2238
2387/* peterm: 2239/* peterm:
2388 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2240 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2391 * This basically means that if direction is 15, then it could either go 2243 * This basically means that if direction is 15, then it could either go
2392 * direction 4, 14, or 16 to get back to where we are. 2244 * direction 4, 14, or 16 to get back to where we are.
2393 * Moved from spell_util.c to object.c with the other related direction 2245 * Moved from spell_util.c to object.c with the other related direction
2394 * functions. 2246 * functions.
2395 */ 2247 */
2396
2397int
2398 reduction_dir[SIZEOFFREE][3] = { 2248int reduction_dir[SIZEOFFREE][3] = {
2399 {0, 0, 0}, /* 0 */ 2249 {0, 0, 0}, /* 0 */
2400 {0, 0, 0}, /* 1 */ 2250 {0, 0, 0}, /* 1 */
2401 {0, 0, 0}, /* 2 */ 2251 {0, 0, 0}, /* 2 */
2402 {0, 0, 0}, /* 3 */ 2252 {0, 0, 0}, /* 3 */
2403 {0, 0, 0}, /* 4 */ 2253 {0, 0, 0}, /* 4 */
2451 * find a path to that monster that we found. If not, 2301 * find a path to that monster that we found. If not,
2452 * we don't bother going toward it. Returns 1 if we 2302 * we don't bother going toward it. Returns 1 if we
2453 * can see a direct way to get it 2303 * can see a direct way to get it
2454 * Modified to be map tile aware -.MSW 2304 * Modified to be map tile aware -.MSW
2455 */ 2305 */
2456
2457
2458int 2306int
2459can_see_monsterP (maptile *m, int x, int y, int dir) 2307can_see_monsterP (maptile *m, int x, int y, int dir)
2460{ 2308{
2461 sint16 dx, dy; 2309 sint16 dx, dy;
2462 int
2463 mflags; 2310 int mflags;
2464 2311
2465 if (dir < 0) 2312 if (dir < 0)
2466 return 0; /* exit condition: invalid direction */ 2313 return 0; /* exit condition: invalid direction */
2467 2314
2468 dx = x + freearr_x[dir]; 2315 dx = x + freearr_x[dir];
2481 return 0; 2328 return 0;
2482 2329
2483 /* yes, can see. */ 2330 /* yes, can see. */
2484 if (dir < 9) 2331 if (dir < 9)
2485 return 1; 2332 return 1;
2333
2486 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2334 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2487 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]); 2335 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2336 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2488} 2337}
2489
2490
2491 2338
2492/* 2339/*
2493 * can_pick(picker, item): finds out if an object is possible to be 2340 * can_pick(picker, item): finds out if an object is possible to be
2494 * picked up by the picker. Returnes 1 if it can be 2341 * picked up by the picker. Returnes 1 if it can be
2495 * picked up, otherwise 0. 2342 * picked up, otherwise 0.
2497 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2344 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2498 * core dumps if they do. 2345 * core dumps if they do.
2499 * 2346 *
2500 * Add a check so we can't pick up invisible objects (0.93.8) 2347 * Add a check so we can't pick up invisible objects (0.93.8)
2501 */ 2348 */
2502
2503int 2349int
2504can_pick (const object *who, const object *item) 2350can_pick (const object *who, const object *item)
2505{ 2351{
2506 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2352 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2507 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2353 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2508 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2354 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2509} 2355}
2510 2356
2511
2512/* 2357/*
2513 * create clone from object to another 2358 * create clone from object to another
2514 */ 2359 */
2515object * 2360object *
2516object_create_clone (object *asrc) 2361object_create_clone (object *asrc)
2517{ 2362{
2518 object *dst = 0, *tmp, *src, *part, *prev, *item; 2363 object *dst = 0, *tmp, *src, *prev, *item;
2519 2364
2520 if (!asrc) 2365 if (!asrc)
2521 return 0; 2366 return 0;
2522 2367
2523 src = asrc;
2524 if (src->head)
2525 src = src->head; 2368 src = asrc->head_ ();
2526 2369
2527 prev = 0; 2370 prev = 0;
2528 for (part = src; part; part = part->more) 2371 for (object *part = src; part; part = part->more)
2529 { 2372 {
2530 tmp = part->clone (); 2373 tmp = part->clone ();
2531 tmp->x -= src->x; 2374 tmp->x -= src->x;
2532 tmp->y -= src->y; 2375 tmp->y -= src->y;
2533 2376
2535 { 2378 {
2536 dst = tmp; 2379 dst = tmp;
2537 tmp->head = 0; 2380 tmp->head = 0;
2538 } 2381 }
2539 else 2382 else
2540 {
2541 tmp->head = dst; 2383 tmp->head = dst;
2542 }
2543 2384
2544 tmp->more = 0; 2385 tmp->more = 0;
2545 2386
2546 if (prev) 2387 if (prev)
2547 prev->more = tmp; 2388 prev->more = tmp;
2551 2392
2552 for (item = src->inv; item; item = item->below) 2393 for (item = src->inv; item; item = item->below)
2553 insert_ob_in_ob (object_create_clone (item), dst); 2394 insert_ob_in_ob (object_create_clone (item), dst);
2554 2395
2555 return dst; 2396 return dst;
2556}
2557
2558/* GROS - Creates an object using a string representing its content. */
2559/* Basically, we save the content of the string to a temp file, then call */
2560/* load_object on it. I admit it is a highly inefficient way to make things, */
2561/* but it was simple to make and allows reusing the load_object function. */
2562/* Remember not to use load_object_str in a time-critical situation. */
2563/* Also remember that multiparts objects are not supported for now. */
2564
2565object *
2566load_object_str (const char *obstr)
2567{
2568 object *op;
2569 char filename[MAX_BUF];
2570
2571 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2572
2573 FILE *tempfile = fopen (filename, "w");
2574
2575 if (tempfile == NULL)
2576 {
2577 LOG (llevError, "Error - Unable to access load object temp file\n");
2578 return NULL;
2579 }
2580
2581 fprintf (tempfile, obstr);
2582 fclose (tempfile);
2583
2584 op = object::create ();
2585
2586 object_thawer thawer (filename);
2587
2588 if (thawer)
2589 load_object (thawer, op, 0);
2590
2591 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2592 CLEAR_FLAG (op, FLAG_REMOVED);
2593
2594 return op;
2595} 2397}
2596 2398
2597/* This returns the first object in who's inventory that 2399/* This returns the first object in who's inventory that
2598 * has the same type and subtype match. 2400 * has the same type and subtype match.
2599 * returns NULL if no match. 2401 * returns NULL if no match.
2600 */ 2402 */
2601object * 2403object *
2602find_obj_by_type_subtype (const object *who, int type, int subtype) 2404find_obj_by_type_subtype (const object *who, int type, int subtype)
2603{ 2405{
2604 object *tmp;
2605
2606 for (tmp = who->inv; tmp; tmp = tmp->below) 2406 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2607 if (tmp->type == type && tmp->subtype == subtype) 2407 if (tmp->type == type && tmp->subtype == subtype)
2608 return tmp; 2408 return tmp;
2609 2409
2610 return NULL; 2410 return 0;
2611} 2411}
2612 2412
2613/* If ob has a field named key, return the link from the list, 2413/* If ob has a field named key, return the link from the list,
2614 * otherwise return NULL. 2414 * otherwise return NULL.
2615 * 2415 *
2617 * do the desired thing. 2417 * do the desired thing.
2618 */ 2418 */
2619key_value * 2419key_value *
2620get_ob_key_link (const object *ob, const char *key) 2420get_ob_key_link (const object *ob, const char *key)
2621{ 2421{
2622 key_value *link;
2623
2624 for (link = ob->key_values; link != NULL; link = link->next) 2422 for (key_value *link = ob->key_values; link; link = link->next)
2625 if (link->key == key) 2423 if (link->key == key)
2626 return link; 2424 return link;
2627 2425
2628 return NULL; 2426 return 0;
2629} 2427}
2630 2428
2631/* 2429/*
2632 * Returns the value of op has an extra_field for key, or NULL. 2430 * Returns the value of op has an extra_field for key, or NULL.
2633 * 2431 *
2658 if (link->key == canonical_key) 2456 if (link->key == canonical_key)
2659 return link->value; 2457 return link->value;
2660 2458
2661 return 0; 2459 return 0;
2662} 2460}
2663
2664 2461
2665/* 2462/*
2666 * Updates the canonical_key in op to value. 2463 * Updates the canonical_key in op to value.
2667 * 2464 *
2668 * canonical_key is a shared string (value doesn't have to be). 2465 * canonical_key is a shared string (value doesn't have to be).
2673 * Returns TRUE on success. 2470 * Returns TRUE on success.
2674 */ 2471 */
2675int 2472int
2676set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) 2473set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2677{ 2474{
2678 key_value *
2679 field = NULL, *last = NULL; 2475 key_value *field = NULL, *last = NULL;
2680 2476
2681 for (field = op->key_values; field != NULL; field = field->next) 2477 for (field = op->key_values; field != NULL; field = field->next)
2682 { 2478 {
2683 if (field->key != canonical_key) 2479 if (field->key != canonical_key)
2684 { 2480 {
2693 /* Basically, if the archetype has this key set, 2489 /* Basically, if the archetype has this key set,
2694 * we need to store the null value so when we save 2490 * we need to store the null value so when we save
2695 * it, we save the empty value so that when we load, 2491 * it, we save the empty value so that when we load,
2696 * we get this value back again. 2492 * we get this value back again.
2697 */ 2493 */
2698 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2494 if (get_ob_key_link (op->arch, canonical_key))
2699 field->value = 0; 2495 field->value = 0;
2700 else 2496 else
2701 { 2497 {
2702 if (last) 2498 if (last)
2703 last->next = field->next; 2499 last->next = field->next;
2712 /* IF we get here, key doesn't exist */ 2508 /* IF we get here, key doesn't exist */
2713 2509
2714 /* No field, we'll have to add it. */ 2510 /* No field, we'll have to add it. */
2715 2511
2716 if (!add_key) 2512 if (!add_key)
2717 {
2718 return FALSE; 2513 return FALSE;
2719 } 2514
2720 /* There isn't any good reason to store a null 2515 /* There isn't any good reason to store a null
2721 * value in the key/value list. If the archetype has 2516 * value in the key/value list. If the archetype has
2722 * this key, then we should also have it, so shouldn't 2517 * this key, then we should also have it, so shouldn't
2723 * be here. If user wants to store empty strings, 2518 * be here. If user wants to store empty strings,
2724 * should pass in "" 2519 * should pass in ""
2773 } 2568 }
2774 else 2569 else
2775 item = item->env; 2570 item = item->env;
2776} 2571}
2777 2572
2573const char *
2574object::flag_desc (char *desc, int len) const
2575{
2576 char *p = desc;
2577 bool first = true;
2578
2579 *p = 0;
2580
2581 for (int i = 0; i < NUM_FLAGS; i++)
2582 {
2583 if (len <= 10) // magic constant!
2584 {
2585 snprintf (p, len, ",...");
2586 break;
2587 }
2588
2589 if (flag [i])
2590 {
2591 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2592 len -= cnt;
2593 p += cnt;
2594 first = false;
2595 }
2596 }
2597
2598 return desc;
2599}
2600
2778// return a suitable string describing an objetc in enough detail to find it 2601// return a suitable string describing an object in enough detail to find it
2779const char * 2602const char *
2780object::debug_desc (char *info) const 2603object::debug_desc (char *info) const
2781{ 2604{
2605 char flagdesc[512];
2782 char info2[256 * 3]; 2606 char info2[256 * 4];
2783 char *p = info; 2607 char *p = info;
2784 2608
2785 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2609 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2786 count, 2610 count, uuid.seq,
2787 &name, 2611 &name,
2788 title ? " " : "", 2612 title ? "\",title:\"" : "",
2789 title ? (const char *)title : ""); 2613 title ? (const char *)title : "",
2614 flag_desc (flagdesc, 512), type);
2790 2615
2791 if (env) 2616 if (env)
2792 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2617 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2793 2618
2794 if (map) 2619 if (map)
2795 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2620 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2796 2621
2797 return info; 2622 return info;
2798} 2623}
2799 2624
2800const char * 2625const char *
2801object::debug_desc () const 2626object::debug_desc () const
2802{ 2627{
2803 static char info[256 * 3]; 2628 static char info[3][256 * 4];
2629 static int info_idx;
2630
2804 return debug_desc (info); 2631 return debug_desc (info [++info_idx % 3]);
2805} 2632}
2806 2633
2634struct region *
2635object::region () const
2636{
2637 return map ? map->region (x, y)
2638 : region::default_region ();
2639}
2640
2641const materialtype_t *
2642object::dominant_material () const
2643{
2644 if (materialtype_t *mt = name_to_material (materialname))
2645 return mt;
2646
2647 return name_to_material (shstr_unknown);
2648}
2649
2650void
2651object::open_container (object *new_container)
2652{
2653 if (container == new_container)
2654 return;
2655
2656 if (object *old_container = container)
2657 {
2658 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2659 return;
2660
2661#if 0
2662 // remove the "Close old_container" object.
2663 if (object *closer = old_container->inv)
2664 if (closer->type == CLOSE_CON)
2665 closer->destroy ();
2666#endif
2667
2668 old_container->flag [FLAG_APPLIED] = 0;
2669 container = 0;
2670
2671 esrv_update_item (UPD_FLAGS, this, old_container);
2672 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2673 play_sound (sound_find ("chest_close"));
2674 }
2675
2676 if (new_container)
2677 {
2678 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2679 return;
2680
2681 // TODO: this does not seem to serve any purpose anymore?
2682#if 0
2683 // insert the "Close Container" object.
2684 if (archetype *closer = new_container->other_arch)
2685 {
2686 object *closer = arch_to_object (new_container->other_arch);
2687 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2688 new_container->insert (closer);
2689 }
2690#endif
2691
2692 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2693
2694 new_container->flag [FLAG_APPLIED] = 1;
2695 container = new_container;
2696
2697 esrv_update_item (UPD_FLAGS, this, new_container);
2698 esrv_send_inventory (this, new_container);
2699 play_sound (sound_find ("chest_open"));
2700 }
2701}
2702
2703object *
2704object::force_find (const shstr name)
2705{
2706 /* cycle through his inventory to look for the MARK we want to
2707 * place
2708 */
2709 for (object *tmp = inv; tmp; tmp = tmp->below)
2710 if (tmp->type == FORCE && tmp->slaying == name)
2711 return splay (tmp);
2712
2713 return 0;
2714}
2715
2716void
2717object::force_add (const shstr name, int duration)
2718{
2719 if (object *force = force_find (name))
2720 force->destroy ();
2721
2722 object *force = get_archetype (FORCE_NAME);
2723
2724 force->slaying = name;
2725 force->stats.food = 1;
2726 force->speed_left = -1.f;
2727
2728 force->set_speed (duration ? 1.f / duration : 0.f);
2729 force->flag [FLAG_IS_USED_UP] = true;
2730 force->flag [FLAG_APPLIED] = true;
2731
2732 insert (force);
2733}
2734

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