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Comparing deliantra/server/common/object.C (file contents):
Revision 1.83 by root, Mon Dec 25 14:43:22 2006 UTC vs.
Revision 1.194 by root, Tue Oct 16 00:30:24 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
253 /* This is really a spellbook check - really, we should 254 /* This is really a spellbook check - really, we should
254 * check all objects in the inventory. 255 * check all objects in the inventory.
255 */ 256 */
256 if (ob1->inv || ob2->inv) 257 if (ob1->inv || ob2->inv)
257 { 258 {
258 /* if one object has inventory but the other doesn't, not equiv */ 259 if (!(ob1->inv && ob2->inv))
259 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 260 return 0; /* inventories differ in length */
260 return 0;
261 261
262 /* Now check to see if the two inventory objects could merge */ 262 if (ob1->inv->below || ob2->inv->below)
263 return 0; /* more than one object in inv */
264
263 if (!object::can_merge (ob1->inv, ob2->inv)) 265 if (!object::can_merge (ob1->inv, ob2->inv))
264 return 0; 266 return 0; /* inventory objexts differ */
265 267
266 /* inventory ok - still need to check rest of this object to see 268 /* inventory ok - still need to check rest of this object to see
267 * if it is valid. 269 * if it is valid.
268 */ 270 */
269 } 271 }
277 279
278 /* Note sure why the following is the case - either the object has to 280 /* Note sure why the following is the case - either the object has to
279 * be animated or have a very low speed. Is this an attempted monster 281 * be animated or have a very low speed. Is this an attempted monster
280 * check? 282 * check?
281 */ 283 */
282 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 284 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
283 return 0; 285 return 0;
284 286
285 switch (ob1->type) 287 switch (ob1->type)
286 { 288 {
287 case SCROLL: 289 case SCROLL:
298 return 0; 300 return 0;
299 else if (!compare_ob_value_lists (ob1, ob2)) 301 else if (!compare_ob_value_lists (ob1, ob2))
300 return 0; 302 return 0;
301 } 303 }
302 304
303 //TODO: generate an event or call into perl for additional checks
304 if (ob1->self || ob2->self) 305 if (ob1->self || ob2->self)
305 { 306 {
306 ob1->optimise (); 307 ob1->optimise ();
307 ob2->optimise (); 308 ob2->optimise ();
308 309
309 if (ob1->self || ob2->self) 310 if (ob1->self || ob2->self)
311 {
312 int k1 = ob1->self ? HvTOTALKEYS (SvRV (ob1->self)) : 0;
313 int k2 = ob2->self ? HvTOTALKEYS (SvRV (ob2->self)) : 0;
314
315 if (k1 != k2)
310 return 0; 316 return 0;
317 else if (k1 == 0)
318 return 1;
319 else if (!cfperl_can_merge (ob1, ob2))
320 return 0;
321 }
311 } 322 }
312 323
313 /* Everything passes, must be OK. */ 324 /* Everything passes, must be OK. */
314 return 1; 325 return 1;
315} 326}
323sum_weight (object *op) 334sum_weight (object *op)
324{ 335{
325 long sum; 336 long sum;
326 object *inv; 337 object *inv;
327 338
328 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 339 for (sum = 0, inv = op->inv; inv; inv = inv->below)
329 { 340 {
330 if (inv->inv) 341 if (inv->inv)
331 sum_weight (inv); 342 sum_weight (inv);
343
332 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 344 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
333 } 345 }
334 346
335 if (op->type == CONTAINER && op->stats.Str) 347 if (op->type == CONTAINER && op->stats.Str)
336 sum = (sum * (100 - op->stats.Str)) / 100; 348 sum = (sum * (100 - op->stats.Str)) / 100;
356/* 368/*
357 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 369 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
358 * Some error messages. 370 * Some error messages.
359 * The result of the dump is stored in the static global errmsg array. 371 * The result of the dump is stored in the static global errmsg array.
360 */ 372 */
361
362char * 373char *
363dump_object (object *op) 374dump_object (object *op)
364{ 375{
365 if (!op) 376 if (!op)
366 return strdup ("[NULLOBJ]"); 377 return strdup ("[NULLOBJ]");
367 378
368 object_freezer freezer; 379 object_freezer freezer;
369 save_object (freezer, op, 3); 380 op->write (freezer);
370 return freezer.as_string (); 381 return freezer.as_string ();
371} 382}
372 383
373/* 384/*
374 * get_nearest_part(multi-object, object 2) returns the part of the 385 * get_nearest_part(multi-object, object 2) returns the part of the
375 * multi-object 1 which is closest to the second object. 386 * multi-object 1 which is closest to the second object.
376 * If it's not a multi-object, it is returned. 387 * If it's not a multi-object, it is returned.
377 */ 388 */
378
379object * 389object *
380get_nearest_part (object *op, const object *pl) 390get_nearest_part (object *op, const object *pl)
381{ 391{
382 object *tmp, *closest; 392 object *tmp, *closest;
383 int last_dist, i; 393 int last_dist, i;
391} 401}
392 402
393/* 403/*
394 * Returns the object which has the count-variable equal to the argument. 404 * Returns the object which has the count-variable equal to the argument.
395 */ 405 */
396
397object * 406object *
398find_object (tag_t i) 407find_object (tag_t i)
399{ 408{
400 for (object *op = object::first; op; op = op->next) 409 for_all_objects (op)
401 if (op->count == i) 410 if (op->count == i)
402 return op; 411 return op;
403 412
404 return 0; 413 return 0;
405} 414}
406 415
407/* 416/*
408 * Returns the first object which has a name equal to the argument. 417 * Returns the first object which has a name equal to the argument.
409 * Used only by the patch command, but not all that useful. 418 * Used only by the patch command, but not all that useful.
410 * Enables features like "patch <name-of-other-player> food 999" 419 * Enables features like "patch <name-of-other-player> food 999"
411 */ 420 */
412
413object * 421object *
414find_object_name (const char *str) 422find_object_name (const char *str)
415{ 423{
416 shstr_cmp str_ (str); 424 shstr_cmp str_ (str);
417 object *op; 425 object *op;
418 426
419 for (op = object::first; op != NULL; op = op->next) 427 for_all_objects (op)
420 if (op->name == str_) 428 if (op->name == str_)
421 break; 429 break;
422 430
423 return op; 431 return op;
424} 432}
430} 438}
431 439
432/* 440/*
433 * Sets the owner and sets the skill and exp pointers to owner's current 441 * Sets the owner and sets the skill and exp pointers to owner's current
434 * skill and experience objects. 442 * skill and experience objects.
443 * ACTUALLY NO! investigate! TODO
435 */ 444 */
436void 445void
437object::set_owner (object *owner) 446object::set_owner (object *owner)
438{ 447{
448 // allow objects which own objects
439 if (!owner) 449 if (owner)
440 return;
441
442 /* next line added to allow objects which own objects */
443 /* Add a check for ownercounts in here, as I got into an endless loop
444 * with the fireball owning a poison cloud which then owned the
445 * fireball. I believe that was caused by one of the objects getting
446 * freed and then another object replacing it. Since the ownercounts
447 * didn't match, this check is valid and I believe that cause is valid.
448 */
449 while (owner->owner) 450 while (owner->owner)
450 owner = owner->owner; 451 owner = owner->owner;
451 452
452 this->owner = owner; 453 this->owner = owner;
454}
455
456int
457object::slottype () const
458{
459 if (type == SKILL)
460 {
461 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
462 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
463 }
464 else
465 {
466 if (slot [body_combat].info) return slot_combat;
467 if (slot [body_range ].info) return slot_ranged;
468 }
469
470 return slot_none;
471}
472
473bool
474object::change_weapon (object *ob)
475{
476 if (current_weapon == ob)
477 return true;
478
479 if (chosen_skill)
480 chosen_skill->flag [FLAG_APPLIED] = false;
481
482 current_weapon = ob;
483 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
484
485 if (chosen_skill)
486 chosen_skill->flag [FLAG_APPLIED] = true;
487
488 update_stats ();
489
490 if (ob)
491 {
492 // now check wether any body locations became invalid, in which case
493 // we cannot apply the weapon at the moment.
494 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
495 if (slot[i].used < 0)
496 {
497 current_weapon = chosen_skill = 0;
498 update_stats ();
499
500 new_draw_info_format (NDI_UNIQUE, 0, this,
501 "You try to balance all your items at once, "
502 "but the %s is just too much for your body. "
503 "[You need to unapply some items first.]", &ob->name);
504 return false;
505 }
506
507 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
508 }
509 else
510 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
511
512 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
513 {
514 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
515 &name, ob->debug_desc ());
516 return false;
517 }
518
519 return true;
453} 520}
454 521
455/* Zero the key_values on op, decrementing the shared-string 522/* Zero the key_values on op, decrementing the shared-string
456 * refcounts and freeing the links. 523 * refcounts and freeing the links.
457 */ 524 */
458static void 525static void
459free_key_values (object *op) 526free_key_values (object *op)
460{ 527{
461 for (key_value *i = op->key_values; i != 0;) 528 for (key_value *i = op->key_values; i; )
462 { 529 {
463 key_value *next = i->next; 530 key_value *next = i->next;
464 delete i; 531 delete i;
465 532
466 i = next; 533 i = next;
467 } 534 }
468 535
469 op->key_values = 0; 536 op->key_values = 0;
470} 537}
471 538
472/* 539object &
473 * copy_to first frees everything allocated by the dst object, 540object::operator =(const object &src)
474 * and then copies the contents of itself into the second
475 * object, allocating what needs to be allocated. Basically, any
476 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
477 * if the first object is freed, the pointers in the new object
478 * will point at garbage.
479 */
480void
481object::copy_to (object *dst)
482{ 541{
483 bool is_freed = QUERY_FLAG (dst, FLAG_FREED); 542 bool is_freed = flag [FLAG_FREED];
484 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED); 543 bool is_removed = flag [FLAG_REMOVED];
485 544
486 *(object_copy *)dst = *this; 545 *(object_copy *)this = src;
487 546
488 if (is_freed) 547 flag [FLAG_FREED] = is_freed;
489 SET_FLAG (dst, FLAG_FREED); 548 flag [FLAG_REMOVED] = is_removed;
490
491 if (is_removed)
492 SET_FLAG (dst, FLAG_REMOVED);
493
494 if (speed < 0)
495 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
496 549
497 /* Copy over key_values, if any. */ 550 /* Copy over key_values, if any. */
498 if (key_values) 551 if (src.key_values)
499 { 552 {
500 key_value *tail = 0; 553 key_value *tail = 0;
501 key_value *i;
502
503 dst->key_values = 0; 554 key_values = 0;
504 555
505 for (i = key_values; i; i = i->next) 556 for (key_value *i = src.key_values; i; i = i->next)
506 { 557 {
507 key_value *new_link = new key_value; 558 key_value *new_link = new key_value;
508 559
509 new_link->next = 0; 560 new_link->next = 0;
510 new_link->key = i->key; 561 new_link->key = i->key;
511 new_link->value = i->value; 562 new_link->value = i->value;
512 563
513 /* Try and be clever here, too. */ 564 /* Try and be clever here, too. */
514 if (!dst->key_values) 565 if (!key_values)
515 { 566 {
516 dst->key_values = new_link; 567 key_values = new_link;
517 tail = new_link; 568 tail = new_link;
518 } 569 }
519 else 570 else
520 { 571 {
521 tail->next = new_link; 572 tail->next = new_link;
522 tail = new_link; 573 tail = new_link;
523 } 574 }
524 } 575 }
525 } 576 }
577}
526 578
527 update_ob_speed (dst); 579/*
580 * copy_to first frees everything allocated by the dst object,
581 * and then copies the contents of itself into the second
582 * object, allocating what needs to be allocated. Basically, any
583 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
584 * if the first object is freed, the pointers in the new object
585 * will point at garbage.
586 */
587void
588object::copy_to (object *dst)
589{
590 *dst = *this;
591
592 if (speed < 0)
593 dst->speed_left -= rndm ();
594
595 dst->set_speed (dst->speed);
596}
597
598void
599object::instantiate ()
600{
601 if (!uuid.seq) // HACK
602 uuid = gen_uuid ();
603
604 speed_left = -0.1f;
605 /* copy the body_info to the body_used - this is only really
606 * need for monsters, but doesn't hurt to do it for everything.
607 * by doing so, when a monster is created, it has good starting
608 * values for the body_used info, so when items are created
609 * for it, they can be properly equipped.
610 */
611 for (int i = NUM_BODY_LOCATIONS; i--; )
612 slot[i].used = slot[i].info;
613
614 attachable::instantiate ();
528} 615}
529 616
530object * 617object *
531object::clone () 618object::clone ()
532{ 619{
538/* 625/*
539 * If an object with the IS_TURNABLE() flag needs to be turned due 626 * If an object with the IS_TURNABLE() flag needs to be turned due
540 * to the closest player being on the other side, this function can 627 * to the closest player being on the other side, this function can
541 * be called to update the face variable, _and_ how it looks on the map. 628 * be called to update the face variable, _and_ how it looks on the map.
542 */ 629 */
543
544void 630void
545update_turn_face (object *op) 631update_turn_face (object *op)
546{ 632{
547 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 633 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
548 return; 634 return;
635
549 SET_ANIMATION (op, op->direction); 636 SET_ANIMATION (op, op->direction);
550 update_object (op, UP_OBJ_FACE); 637 update_object (op, UP_OBJ_FACE);
551} 638}
552 639
553/* 640/*
554 * Updates the speed of an object. If the speed changes from 0 to another 641 * Updates the speed of an object. If the speed changes from 0 to another
555 * value, or vice versa, then add/remove the object from the active list. 642 * value, or vice versa, then add/remove the object from the active list.
556 * This function needs to be called whenever the speed of an object changes. 643 * This function needs to be called whenever the speed of an object changes.
557 */ 644 */
558void 645void
559update_ob_speed (object *op) 646object::set_speed (float speed)
560{ 647{
561 extern int arch_init; 648 if (flag [FLAG_FREED] && speed)
562
563 /* No reason putting the archetypes objects on the speed list,
564 * since they never really need to be updated.
565 */
566
567 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
568 { 649 {
569 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 650 LOG (llevError, "Object %s is freed but has speed.\n", &name);
570#ifdef MANY_CORES
571 abort ();
572#else
573 op->speed = 0; 651 speed = 0;
574#endif
575 }
576
577 if (arch_init)
578 return;
579
580 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
581 { 652 }
582 /* If already on active list, don't do anything */
583 if (op->active_next || op->active_prev || op == active_objects)
584 return;
585 653
586 /* process_events() expects us to insert the object at the beginning 654 this->speed = speed;
587 * of the list. */
588 op->active_next = active_objects;
589 655
590 if (op->active_next != NULL) 656 if (has_active_speed ())
591 op->active_next->active_prev = op; 657 activate ();
592
593 active_objects = op;
594 }
595 else 658 else
596 { 659 deactivate ();
597 /* If not on the active list, nothing needs to be done */
598 if (!op->active_next && !op->active_prev && op != active_objects)
599 return;
600
601 if (op->active_prev == NULL)
602 {
603 active_objects = op->active_next;
604
605 if (op->active_next != NULL)
606 op->active_next->active_prev = NULL;
607 }
608 else
609 {
610 op->active_prev->active_next = op->active_next;
611
612 if (op->active_next)
613 op->active_next->active_prev = op->active_prev;
614 }
615
616 op->active_next = NULL;
617 op->active_prev = NULL;
618 }
619}
620
621/* This function removes object 'op' from the list of active
622 * objects.
623 * This should only be used for style maps or other such
624 * reference maps where you don't want an object that isn't
625 * in play chewing up cpu time getting processed.
626 * The reverse of this is to call update_ob_speed, which
627 * will do the right thing based on the speed of the object.
628 */
629void
630remove_from_active_list (object *op)
631{
632 /* If not on the active list, nothing needs to be done */
633 if (!op->active_next && !op->active_prev && op != active_objects)
634 return;
635
636 if (op->active_prev == NULL)
637 {
638 active_objects = op->active_next;
639 if (op->active_next != NULL)
640 op->active_next->active_prev = NULL;
641 }
642 else
643 {
644 op->active_prev->active_next = op->active_next;
645 if (op->active_next)
646 op->active_next->active_prev = op->active_prev;
647 }
648 op->active_next = NULL;
649 op->active_prev = NULL;
650} 660}
651 661
652/* 662/*
653 * update_object() updates the the map. 663 * update_object() updates the the map.
654 * It takes into account invisible objects (and represent squares covered 664 * It takes into account invisible objects (and represent squares covered
667 * UP_OBJ_FACE: only the objects face has changed. 677 * UP_OBJ_FACE: only the objects face has changed.
668 */ 678 */
669void 679void
670update_object (object *op, int action) 680update_object (object *op, int action)
671{ 681{
672 MoveType move_on, move_off, move_block, move_slow;
673
674 if (op == NULL) 682 if (op == NULL)
675 { 683 {
676 /* this should never happen */ 684 /* this should never happen */
677 LOG (llevDebug, "update_object() called for NULL object.\n"); 685 LOG (llevDebug, "update_object() called for NULL object.\n");
678 return; 686 return;
702 return; 710 return;
703 } 711 }
704 712
705 mapspace &m = op->ms (); 713 mapspace &m = op->ms ();
706 714
707 if (m.flags_ & P_NEED_UPDATE) 715 if (!(m.flags_ & P_UPTODATE))
708 /* nop */; 716 /* nop */;
709 else if (action == UP_OBJ_INSERT) 717 else if (action == UP_OBJ_INSERT)
710 { 718 {
711 // this is likely overkill, TODO: revisit (schmorp) 719 // this is likely overkill, TODO: revisit (schmorp)
712 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 720 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
721 /* This isn't perfect, but I don't expect a lot of objects to 729 /* This isn't perfect, but I don't expect a lot of objects to
722 * to have move_allow right now. 730 * to have move_allow right now.
723 */ 731 */
724 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 732 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
725 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 733 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
726 m.flags_ = P_NEED_UPDATE; 734 m.flags_ = 0;
727 } 735 }
728 /* if the object is being removed, we can't make intelligent 736 /* if the object is being removed, we can't make intelligent
729 * decisions, because remove_ob can't really pass the object 737 * decisions, because remove_ob can't really pass the object
730 * that is being removed. 738 * that is being removed.
731 */ 739 */
732 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 740 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
733 m.flags_ = P_NEED_UPDATE; 741 m.flags_ = 0;
734 else if (action == UP_OBJ_FACE) 742 else if (action == UP_OBJ_FACE)
735 /* Nothing to do for that case */ ; 743 /* Nothing to do for that case */ ;
736 else 744 else
737 LOG (llevError, "update_object called with invalid action: %d\n", action); 745 LOG (llevError, "update_object called with invalid action: %d\n", action);
738 746
739 if (op->more) 747 if (op->more)
740 update_object (op->more, action); 748 update_object (op->more, action);
741} 749}
742 750
743object::vector object::objects; // not yet used
744object *object::first;
745
746object::object () 751object::object ()
747{ 752{
748 SET_FLAG (this, FLAG_REMOVED); 753 SET_FLAG (this, FLAG_REMOVED);
749 754
750 expmul = 1.0; 755 expmul = 1.0;
751 face = blank_face; 756 face = blank_face;
752} 757}
753 758
754object::~object () 759object::~object ()
755{ 760{
761 unlink ();
762
756 free_key_values (this); 763 free_key_values (this);
757} 764}
758 765
766static int object_count;
767
759void object::link () 768void object::link ()
760{ 769{
761 count = ++ob_count; 770 assert (!index);//D
762 uuid = gen_uuid (); 771 uuid = gen_uuid ();
772 count = ++object_count;
763 773
764 prev = 0; 774 refcnt_inc ();
765 next = object::first; 775 objects.insert (this);
766
767 if (object::first)
768 object::first->prev = this;
769
770 object::first = this;
771} 776}
772 777
773void object::unlink () 778void object::unlink ()
774{ 779{
775 if (this == object::first) 780 if (!index)
776 object::first = next; 781 return;
777 782
778 /* Remove this object from the list of used objects */ 783 objects.erase (this);
779 if (prev) prev->next = next; 784 refcnt_dec ();
780 if (next) next->prev = prev; 785}
781 786
782 prev = 0; 787void
783 next = 0; 788object::activate ()
789{
790 /* If already on active list, don't do anything */
791 if (active)
792 return;
793
794 if (has_active_speed ())
795 actives.insert (this);
796}
797
798void
799object::activate_recursive ()
800{
801 activate ();
802
803 for (object *op = inv; op; op = op->below)
804 op->activate_recursive ();
805}
806
807/* This function removes object 'op' from the list of active
808 * objects.
809 * This should only be used for style maps or other such
810 * reference maps where you don't want an object that isn't
811 * in play chewing up cpu time getting processed.
812 * The reverse of this is to call update_ob_speed, which
813 * will do the right thing based on the speed of the object.
814 */
815void
816object::deactivate ()
817{
818 /* If not on the active list, nothing needs to be done */
819 if (!active)
820 return;
821
822 actives.erase (this);
823}
824
825void
826object::deactivate_recursive ()
827{
828 for (object *op = inv; op; op = op->below)
829 op->deactivate_recursive ();
830
831 deactivate ();
832}
833
834void
835object::set_flag_inv (int flag, int value)
836{
837 for (object *op = inv; op; op = op->below)
838 {
839 op->flag [flag] = value;
840 op->set_flag_inv (flag, value);
841 }
842}
843
844/*
845 * Remove and free all objects in the inventory of the given object.
846 * object.c ?
847 */
848void
849object::destroy_inv (bool drop_to_ground)
850{
851 // need to check first, because the checks below might segfault
852 // as we might be on an invalid mapspace and crossfire code
853 // is too buggy to ensure that the inventory is empty.
854 // corollary: if you create arrows etc. with stuff in tis inventory,
855 // cf will crash below with off-map x and y
856 if (!inv)
857 return;
858
859 /* Only if the space blocks everything do we not process -
860 * if some form of movement is allowed, let objects
861 * drop on that space.
862 */
863 if (!drop_to_ground
864 || !map
865 || map->in_memory != MAP_IN_MEMORY
866 || map->nodrop
867 || ms ().move_block == MOVE_ALL)
868 {
869 while (inv)
870 {
871 inv->destroy_inv (drop_to_ground);
872 inv->destroy ();
873 }
874 }
875 else
876 { /* Put objects in inventory onto this space */
877 while (inv)
878 {
879 object *op = inv;
880
881 if (op->flag [FLAG_STARTEQUIP]
882 || op->flag [FLAG_NO_DROP]
883 || op->type == RUNE
884 || op->type == TRAP
885 || op->flag [FLAG_IS_A_TEMPLATE]
886 || op->flag [FLAG_DESTROY_ON_DEATH])
887 op->destroy ();
888 else
889 map->insert (op, x, y);
890 }
891 }
784} 892}
785 893
786object *object::create () 894object *object::create ()
787{ 895{
788 object *op = new object; 896 object *op = new object;
789 op->link (); 897 op->link ();
790 return op; 898 return op;
791} 899}
792 900
793/*
794 * free_object() frees everything allocated by an object, removes
795 * it from the list of used objects, and puts it on the list of
796 * free objects. The IS_FREED() flag is set in the object.
797 * The object must have been removed by remove_ob() first for
798 * this function to succeed.
799 *
800 * If destroy_inventory is set, free inventory as well. Else drop items in
801 * inventory to the ground.
802 */
803void 901void
804object::do_destroy () 902object::do_destroy ()
805{ 903{
806 attachable::do_destroy (); 904 attachable::do_destroy ();
807 905
812 remove_friendly_object (this); 910 remove_friendly_object (this);
813 911
814 if (!flag [FLAG_REMOVED]) 912 if (!flag [FLAG_REMOVED])
815 remove (); 913 remove ();
816 914
817 if (flag [FLAG_FREED]) 915 destroy_inv (true);
818 return; 916
917 deactivate ();
918 unlink ();
819 919
820 flag [FLAG_FREED] = 1; 920 flag [FLAG_FREED] = 1;
821 921
822 // hack to ensure that freed objects still have a valid map 922 // hack to ensure that freed objects still have a valid map
823 { 923 {
825 925
826 if (!freed_map) 926 if (!freed_map)
827 { 927 {
828 freed_map = new maptile; 928 freed_map = new maptile;
829 929
930 freed_map->path = "<freed objects map>";
830 freed_map->name = "/internal/freed_objects_map"; 931 freed_map->name = "/internal/freed_objects_map";
831 freed_map->width = 3; 932 freed_map->width = 3;
832 freed_map->height = 3; 933 freed_map->height = 3;
833 934
834 freed_map->allocate (); 935 freed_map->alloc ();
936 freed_map->in_memory = MAP_IN_MEMORY;
835 } 937 }
836 938
837 map = freed_map; 939 map = freed_map;
838 x = 1; 940 x = 1;
839 y = 1; 941 y = 1;
840 } 942 }
841 943
944 if (more)
945 {
946 more->destroy ();
842 more = 0; 947 more = 0;
948 }
949
843 head = 0; 950 head = 0;
844 inv = 0;
845 951
846 // clear those pointers that likely might have circular references to us 952 // clear those pointers that likely might cause circular references
847 owner = 0; 953 owner = 0;
848 enemy = 0; 954 enemy = 0;
849 attacked_by = 0; 955 attacked_by = 0;
850 956 current_weapon = 0;
851 // only relevant for players(?), but make sure of it anyways
852 contr = 0;
853
854 /* Remove object from the active list */
855 speed = 0;
856 update_ob_speed (this);
857
858 unlink ();
859}
860
861/*
862 * Remove and free all objects in the inventory of the given object.
863 * object.c ?
864 */
865void
866object::destroy_inv (bool drop_to_ground)
867{
868 if (!inv)
869 return;
870
871 /* Only if the space blocks everything do we not process -
872 * if some form of movement is allowed, let objects
873 * drop on that space.
874 */
875 if (!drop_to_ground || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
876 {
877 while (inv)
878 {
879 inv->destroy_inv (drop_to_ground);
880 inv->destroy ();
881 }
882 }
883 else
884 { /* Put objects in inventory onto this space */
885 while (inv)
886 {
887 object *op = inv;
888
889 if (op->flag [FLAG_STARTEQUIP]
890 || op->flag [FLAG_NO_DROP]
891 || op->type == RUNE
892 || op->type == TRAP
893 || op->flag [FLAG_IS_A_TEMPLATE])
894 op->destroy ();
895 else
896 {
897 op->remove ();
898 op->x = x;
899 op->y = y;
900 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
901 }
902 }
903 }
904} 957}
905 958
906void 959void
907object::destroy (bool destroy_inventory) 960object::destroy (bool destroy_inventory)
908{ 961{
909 if (destroyed ()) 962 if (destroyed ())
910 return; 963 return;
911 964
912 if (more)
913 {
914 //TODO: non-head objects must not have inventory
915 more->destroy (destroy_inventory);
916 more = 0;
917 }
918
919 if (destroy_inventory) 965 if (destroy_inventory)
920 destroy_inv (true); 966 destroy_inv (false);
967
968 if (is_head ())
969 if (sound_destroy)
970 play_sound (sound_destroy);
971 else if (flag [FLAG_MONSTER])
972 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
921 973
922 attachable::destroy (); 974 attachable::destroy ();
923} 975}
924 976
925/* 977/*
943 * This function removes the object op from the linked list of objects 995 * This function removes the object op from the linked list of objects
944 * which it is currently tied to. When this function is done, the 996 * which it is currently tied to. When this function is done, the
945 * object will have no environment. If the object previously had an 997 * object will have no environment. If the object previously had an
946 * environment, the x and y coordinates will be updated to 998 * environment, the x and y coordinates will be updated to
947 * the previous environment. 999 * the previous environment.
948 * Beware: This function is called from the editor as well!
949 */ 1000 */
950void 1001void
951object::remove () 1002object::do_remove ()
952{ 1003{
953 object *tmp, *last = 0; 1004 object *tmp, *last = 0;
954 object *otmp; 1005 object *otmp;
955 1006
956 if (QUERY_FLAG (this, FLAG_REMOVED)) 1007 if (QUERY_FLAG (this, FLAG_REMOVED))
978 * to save cpu time. 1029 * to save cpu time.
979 */ 1030 */
980 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1031 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
981 otmp->update_stats (); 1032 otmp->update_stats ();
982 1033
983 if (above != NULL) 1034 if (above)
984 above->below = below; 1035 above->below = below;
985 else 1036 else
986 env->inv = below; 1037 env->inv = below;
987 1038
988 if (below != NULL) 1039 if (below)
989 below->above = above; 1040 below->above = above;
990 1041
991 /* we set up values so that it could be inserted into 1042 /* we set up values so that it could be inserted into
992 * the map, but we don't actually do that - it is up 1043 * the map, but we don't actually do that - it is up
993 * to the caller to decide what we want to do. 1044 * to the caller to decide what we want to do.
997 above = 0, below = 0; 1048 above = 0, below = 0;
998 env = 0; 1049 env = 0;
999 } 1050 }
1000 else if (map) 1051 else if (map)
1001 { 1052 {
1002 /* Re did the following section of code - it looks like it had 1053 if (type == PLAYER)
1003 * lots of logic for things we no longer care about
1004 */ 1054 {
1055 // leaving a spot always closes any open container on the ground
1056 if (container && !container->env)
1057 // this causes spurious floorbox updates, but it ensures
1058 // that the CLOSE event is being sent.
1059 close_container ();
1060
1061 --map->players;
1062 map->touch ();
1063 }
1064
1065 map->dirty = true;
1066 mapspace &ms = this->ms ();
1005 1067
1006 /* link the object above us */ 1068 /* link the object above us */
1007 if (above) 1069 if (above)
1008 above->below = below; 1070 above->below = below;
1009 else 1071 else
1010 map->at (x, y).top = below; /* we were top, set new top */ 1072 ms.top = below; /* we were top, set new top */
1011 1073
1012 /* Relink the object below us, if there is one */ 1074 /* Relink the object below us, if there is one */
1013 if (below) 1075 if (below)
1014 below->above = above; 1076 below->above = above;
1015 else 1077 else
1017 /* Nothing below, which means we need to relink map object for this space 1079 /* Nothing below, which means we need to relink map object for this space
1018 * use translated coordinates in case some oddness with map tiling is 1080 * use translated coordinates in case some oddness with map tiling is
1019 * evident 1081 * evident
1020 */ 1082 */
1021 if (GET_MAP_OB (map, x, y) != this) 1083 if (GET_MAP_OB (map, x, y) != this)
1022 {
1023 char *dump = dump_object (this);
1024 LOG (llevError,
1025 "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", dump); 1084 LOG (llevError, "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom? %s\n", debug_desc ());
1026 free (dump);
1027 dump = dump_object (GET_MAP_OB (map, x, y));
1028 LOG (llevError, "%s\n", dump);
1029 free (dump);
1030 }
1031 1085
1032 map->at (x, y).bottom = above; /* goes on above it. */ 1086 ms.bot = above; /* goes on above it. */
1033 } 1087 }
1034 1088
1035 above = 0; 1089 above = 0;
1036 below = 0; 1090 below = 0;
1037 1091
1038 if (map->in_memory == MAP_SAVING) 1092 if (map->in_memory == MAP_SAVING)
1039 return; 1093 return;
1040 1094
1041 int check_walk_off = !flag [FLAG_NO_APPLY]; 1095 int check_walk_off = !flag [FLAG_NO_APPLY];
1042 1096
1097 if (object *pl = ms.player ())
1098 {
1099 if (pl->container == this)
1100 /* If a container that the player is currently using somehow gets
1101 * removed (most likely destroyed), update the player view
1102 * appropriately.
1103 */
1104 pl->close_container ();
1105
1106 pl->contr->ns->floorbox_update ();
1107 }
1108
1043 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) 1109 for (tmp = ms.bot; tmp; tmp = tmp->above)
1044 { 1110 {
1045 /* No point updating the players look faces if he is the object 1111 /* No point updating the players look faces if he is the object
1046 * being removed. 1112 * being removed.
1047 */ 1113 */
1048 1114
1049 if (tmp->type == PLAYER && tmp != this)
1050 {
1051 /* If a container that the player is currently using somehow gets
1052 * removed (most likely destroyed), update the player view
1053 * appropriately.
1054 */
1055 if (tmp->container == this)
1056 {
1057 flag [FLAG_APPLIED] = 0;
1058 tmp->container = 0;
1059 }
1060
1061 if (tmp->contr->ns)
1062 tmp->contr->ns->floorbox_update ();
1063 }
1064
1065 /* See if player moving off should effect something */ 1115 /* See if object moving off should effect something */
1066 if (check_walk_off 1116 if (check_walk_off
1067 && ((move_type & tmp->move_off) 1117 && ((move_type & tmp->move_off)
1068 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1118 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1069 { 1119 {
1070 move_apply (tmp, this, 0); 1120 move_apply (tmp, this, 0);
1071 1121
1072 if (destroyed ()) 1122 if (destroyed ())
1073 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1123 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1074 } 1124 }
1075 1125
1076 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1077
1078 if (tmp->above == tmp)
1079 tmp->above = 0;
1080
1081 last = tmp; 1126 last = tmp;
1082 } 1127 }
1083 1128
1084 /* last == NULL of there are no objects on this space */ 1129 /* last == NULL if there are no objects on this space */
1130 //TODO: this makes little sense, why only update the topmost object?
1085 if (!last) 1131 if (!last)
1086 map->at (x, y).flags_ = P_NEED_UPDATE; 1132 map->at (x, y).flags_ = 0;
1087 else 1133 else
1088 update_object (last, UP_OBJ_REMOVE); 1134 update_object (last, UP_OBJ_REMOVE);
1089 1135
1090 if (flag [FLAG_BLOCKSVIEW] || glow_radius) 1136 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1091 update_all_los (map, x, y); 1137 update_all_los (map, x, y);
1104merge_ob (object *op, object *top) 1150merge_ob (object *op, object *top)
1105{ 1151{
1106 if (!op->nrof) 1152 if (!op->nrof)
1107 return 0; 1153 return 0;
1108 1154
1109 if (top) 1155 if (!top)
1110 for (top = op; top && top->above; top = top->above) 1156 for (top = op; top && top->above; top = top->above)
1111 ; 1157 ;
1112 1158
1113 for (; top; top = top->below) 1159 for (; top; top = top->below)
1114 { 1160 {
1127 } 1173 }
1128 1174
1129 return 0; 1175 return 0;
1130} 1176}
1131 1177
1178void
1179object::expand_tail ()
1180{
1181 if (more)
1182 return;
1183
1184 object *prev = this;
1185
1186 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1187 {
1188 object *op = arch_to_object (at);
1189
1190 op->name = name;
1191 op->name_pl = name_pl;
1192 op->title = title;
1193
1194 op->head = this;
1195 prev->more = op;
1196
1197 prev = op;
1198 }
1199}
1200
1132/* 1201/*
1133 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1202 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1134 * job preparing multi-part monsters 1203 * job preparing multi-part monsters.
1135 */ 1204 */
1136object * 1205object *
1137insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1206insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1138{ 1207{
1139 object *tmp;
1140
1141 if (op->head)
1142 op = op->head;
1143
1144 for (tmp = op; tmp; tmp = tmp->more) 1208 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1145 { 1209 {
1146 tmp->x = x + tmp->arch->clone.x; 1210 tmp->x = x + tmp->arch->x;
1147 tmp->y = y + tmp->arch->clone.y; 1211 tmp->y = y + tmp->arch->y;
1148 } 1212 }
1149 1213
1150 return insert_ob_in_map (op, m, originator, flag); 1214 return insert_ob_in_map (op, m, originator, flag);
1151} 1215}
1152 1216
1171 * just 'op' otherwise 1235 * just 'op' otherwise
1172 */ 1236 */
1173object * 1237object *
1174insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1238insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1175{ 1239{
1240 assert (!op->flag [FLAG_FREED]);
1241
1176 object *tmp, *top, *floor = NULL; 1242 object *top, *floor = NULL;
1177 sint16 x, y;
1178 1243
1179 if (QUERY_FLAG (op, FLAG_FREED)) 1244 op->remove ();
1180 {
1181 LOG (llevError, "Trying to insert freed object!\n");
1182 return NULL;
1183 }
1184
1185 if (m == NULL)
1186 {
1187 char *dump = dump_object (op);
1188 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1189 free (dump);
1190 return op;
1191 }
1192
1193 if (out_of_map (m, op->x, op->y))
1194 {
1195 char *dump = dump_object (op);
1196 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1197#ifdef MANY_CORES
1198 /* Better to catch this here, as otherwise the next use of this object
1199 * is likely to cause a crash. Better to find out where it is getting
1200 * improperly inserted.
1201 */
1202 abort ();
1203#endif
1204 free (dump);
1205 return op;
1206 }
1207
1208 if (!QUERY_FLAG (op, FLAG_REMOVED))
1209 {
1210 char *dump = dump_object (op);
1211 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1212 free (dump);
1213 return op;
1214 }
1215
1216 if (op->more)
1217 {
1218 /* The part may be on a different map. */
1219
1220 object *more = op->more;
1221
1222 /* We really need the caller to normalize coordinates - if
1223 * we set the map, that doesn't work if the location is within
1224 * a map and this is straddling an edge. So only if coordinate
1225 * is clear wrong do we normalize it.
1226 */
1227 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1228 more->map = get_map_from_coord (m, &more->x, &more->y);
1229 else if (!more->map)
1230 {
1231 /* For backwards compatibility - when not dealing with tiled maps,
1232 * more->map should always point to the parent.
1233 */
1234 more->map = m;
1235 }
1236
1237 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1238 {
1239 if (!op->head)
1240 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1241
1242 return 0;
1243 }
1244 }
1245
1246 CLEAR_FLAG (op, FLAG_REMOVED);
1247 1245
1248 /* Ideally, the caller figures this out. However, it complicates a lot 1246 /* Ideally, the caller figures this out. However, it complicates a lot
1249 * of areas of callers (eg, anything that uses find_free_spot would now 1247 * of areas of callers (eg, anything that uses find_free_spot would now
1250 * need extra work 1248 * need extra work
1251 */ 1249 */
1252 op->map = get_map_from_coord (m, &op->x, &op->y); 1250 if (!xy_normalise (m, op->x, op->y))
1253 x = op->x; 1251 {
1254 y = op->y; 1252 op->destroy ();
1253 return 0;
1254 }
1255
1256 if (object *more = op->more)
1257 if (!insert_ob_in_map (more, m, originator, flag))
1258 return 0;
1259
1260 CLEAR_FLAG (op, FLAG_REMOVED);
1261
1262 op->map = m;
1263 mapspace &ms = op->ms ();
1255 1264
1256 /* this has to be done after we translate the coordinates. 1265 /* this has to be done after we translate the coordinates.
1257 */ 1266 */
1258 if (op->nrof && !(flag & INS_NO_MERGE)) 1267 if (op->nrof && !(flag & INS_NO_MERGE))
1259 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1268 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1260 if (object::can_merge (op, tmp)) 1269 if (object::can_merge (op, tmp))
1261 { 1270 {
1262 op->nrof += tmp->nrof; 1271 op->nrof += tmp->nrof;
1263 tmp->destroy (); 1272 tmp->destroy ();
1264 } 1273 }
1281 op->below = originator->below; 1290 op->below = originator->below;
1282 1291
1283 if (op->below) 1292 if (op->below)
1284 op->below->above = op; 1293 op->below->above = op;
1285 else 1294 else
1286 op->ms ().bottom = op; 1295 ms.bot = op;
1287 1296
1288 /* since *below* originator, no need to update top */ 1297 /* since *below* originator, no need to update top */
1289 originator->below = op; 1298 originator->below = op;
1290 } 1299 }
1291 else 1300 else
1292 { 1301 {
1302 top = ms.bot;
1303
1293 /* If there are other objects, then */ 1304 /* If there are other objects, then */
1294 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1305 if (top)
1295 { 1306 {
1296 object *last = NULL; 1307 object *last = 0;
1297 1308
1298 /* 1309 /*
1299 * If there are multiple objects on this space, we do some trickier handling. 1310 * If there are multiple objects on this space, we do some trickier handling.
1300 * We've already dealt with merging if appropriate. 1311 * We've already dealt with merging if appropriate.
1301 * Generally, we want to put the new object on top. But if 1312 * Generally, we want to put the new object on top. But if
1305 * once we get to them. This reduces the need to traverse over all of 1316 * once we get to them. This reduces the need to traverse over all of
1306 * them when adding another one - this saves quite a bit of cpu time 1317 * them when adding another one - this saves quite a bit of cpu time
1307 * when lots of spells are cast in one area. Currently, it is presumed 1318 * when lots of spells are cast in one area. Currently, it is presumed
1308 * that flying non pickable objects are spell objects. 1319 * that flying non pickable objects are spell objects.
1309 */ 1320 */
1310 1321 for (top = ms.bot; top; top = top->above)
1311 while (top != NULL)
1312 { 1322 {
1313 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1323 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1314 floor = top; 1324 floor = top;
1315 1325
1316 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1326 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1319 top = top->below; 1329 top = top->below;
1320 break; 1330 break;
1321 } 1331 }
1322 1332
1323 last = top; 1333 last = top;
1324 top = top->above;
1325 } 1334 }
1326 1335
1327 /* Don't want top to be NULL, so set it to the last valid object */ 1336 /* Don't want top to be NULL, so set it to the last valid object */
1328 top = last; 1337 top = last;
1329 1338
1331 * looks like instead of lots of conditions here. 1340 * looks like instead of lots of conditions here.
1332 * makes things faster, and effectively the same result. 1341 * makes things faster, and effectively the same result.
1333 */ 1342 */
1334 1343
1335 /* Have object 'fall below' other objects that block view. 1344 /* Have object 'fall below' other objects that block view.
1336 * Unless those objects are exits, type 66 1345 * Unless those objects are exits.
1337 * If INS_ON_TOP is used, don't do this processing 1346 * If INS_ON_TOP is used, don't do this processing
1338 * Need to find the object that in fact blocks view, otherwise 1347 * Need to find the object that in fact blocks view, otherwise
1339 * stacking is a bit odd. 1348 * stacking is a bit odd.
1340 */ 1349 */
1341 if (!(flag & INS_ON_TOP) && 1350 if (!(flag & INS_ON_TOP)
1342 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1351 && ms.flags () & P_BLOCKSVIEW
1352 && (op->face && !faces [op->face].visibility))
1343 { 1353 {
1344 for (last = top; last != floor; last = last->below) 1354 for (last = top; last != floor; last = last->below)
1345 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1355 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1346 break; 1356 break;
1357
1347 /* Check to see if we found the object that blocks view, 1358 /* Check to see if we found the object that blocks view,
1348 * and make sure we have a below pointer for it so that 1359 * and make sure we have a below pointer for it so that
1349 * we can get inserted below this one, which requires we 1360 * we can get inserted below this one, which requires we
1350 * set top to the object below us. 1361 * set top to the object below us.
1351 */ 1362 */
1352 if (last && last->below && last != floor) 1363 if (last && last->below && last != floor)
1353 top = last->below; 1364 top = last->below;
1354 } 1365 }
1355 } /* If objects on this space */ 1366 } /* If objects on this space */
1356 1367
1357 if (flag & INS_MAP_LOAD)
1358 top = GET_MAP_TOP (op->map, op->x, op->y);
1359
1360 if (flag & INS_ABOVE_FLOOR_ONLY) 1368 if (flag & INS_ABOVE_FLOOR_ONLY)
1361 top = floor; 1369 top = floor;
1362 1370
1363 /* Top is the object that our object (op) is going to get inserted above. 1371 /* Top is the object that our object (op) is going to get inserted above.
1364 */ 1372 */
1365 1373
1366 /* First object on this space */ 1374 /* First object on this space */
1367 if (!top) 1375 if (!top)
1368 { 1376 {
1369 op->above = GET_MAP_OB (op->map, op->x, op->y); 1377 op->above = ms.bot;
1370 1378
1371 if (op->above) 1379 if (op->above)
1372 op->above->below = op; 1380 op->above->below = op;
1373 1381
1374 op->below = NULL; 1382 op->below = 0;
1375 op->ms ().bottom = op; 1383 ms.bot = op;
1376 } 1384 }
1377 else 1385 else
1378 { /* get inserted into the stack above top */ 1386 { /* get inserted into the stack above top */
1379 op->above = top->above; 1387 op->above = top->above;
1380 1388
1383 1391
1384 op->below = top; 1392 op->below = top;
1385 top->above = op; 1393 top->above = op;
1386 } 1394 }
1387 1395
1388 if (op->above == NULL) 1396 if (!op->above)
1389 op->ms ().top = op; 1397 ms.top = op;
1390 } /* else not INS_BELOW_ORIGINATOR */ 1398 } /* else not INS_BELOW_ORIGINATOR */
1391 1399
1392 if (op->type == PLAYER) 1400 if (op->type == PLAYER)
1401 {
1393 op->contr->do_los = 1; 1402 op->contr->do_los = 1;
1403 ++op->map->players;
1404 op->map->touch ();
1405 }
1394 1406
1395 /* If we have a floor, we know the player, if any, will be above 1407 op->map->dirty = true;
1396 * it, so save a few ticks and start from there. 1408
1397 */
1398 if (!(flag & INS_MAP_LOAD))
1399 if (object *pl = op->ms ().player ()) 1409 if (object *pl = ms.player ())
1400 if (pl->contr->ns)
1401 pl->contr->ns->floorbox_update (); 1410 pl->contr->ns->floorbox_update ();
1402 1411
1403 /* If this object glows, it may affect lighting conditions that are 1412 /* If this object glows, it may affect lighting conditions that are
1404 * visible to others on this map. But update_all_los is really 1413 * visible to others on this map. But update_all_los is really
1405 * an inefficient way to do this, as it means los for all players 1414 * an inefficient way to do this, as it means los for all players
1406 * on the map will get recalculated. The players could very well 1415 * on the map will get recalculated. The players could very well
1407 * be far away from this change and not affected in any way - 1416 * be far away from this change and not affected in any way -
1408 * this should get redone to only look for players within range, 1417 * this should get redone to only look for players within range,
1409 * or just updating the P_NEED_UPDATE for spaces within this area 1418 * or just updating the P_UPTODATE for spaces within this area
1410 * of effect may be sufficient. 1419 * of effect may be sufficient.
1411 */ 1420 */
1412 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1421 if (op->map->darkness && (op->glow_radius != 0))
1413 update_all_los (op->map, op->x, op->y); 1422 update_all_los (op->map, op->x, op->y);
1414 1423
1415 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1424 /* updates flags (blocked, alive, no magic, etc) for this map space */
1416 update_object (op, UP_OBJ_INSERT); 1425 update_object (op, UP_OBJ_INSERT);
1417 1426
1425 * blocked() and wall() work properly), and these flags are updated by 1434 * blocked() and wall() work properly), and these flags are updated by
1426 * update_object(). 1435 * update_object().
1427 */ 1436 */
1428 1437
1429 /* if this is not the head or flag has been passed, don't check walk on status */ 1438 /* if this is not the head or flag has been passed, don't check walk on status */
1430 if (!(flag & INS_NO_WALK_ON) && !op->head) 1439 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1431 { 1440 {
1432 if (check_move_on (op, originator)) 1441 if (check_move_on (op, originator))
1433 return 0; 1442 return 0;
1434 1443
1435 /* If we are a multi part object, lets work our way through the check 1444 /* If we are a multi part object, lets work our way through the check
1436 * walk on's. 1445 * walk on's.
1437 */ 1446 */
1438 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1447 for (object *tmp = op->more; tmp; tmp = tmp->more)
1439 if (check_move_on (tmp, originator)) 1448 if (check_move_on (tmp, originator))
1440 return 0; 1449 return 0;
1441 } 1450 }
1442 1451
1443 return op; 1452 return op;
1452{ 1461{
1453 object *tmp, *tmp1; 1462 object *tmp, *tmp1;
1454 1463
1455 /* first search for itself and remove any old instances */ 1464 /* first search for itself and remove any old instances */
1456 1465
1457 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1466 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1458 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1467 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1459 tmp->destroy (); 1468 tmp->destroy ();
1460 1469
1461 tmp1 = arch_to_object (archetype::find (arch_string)); 1470 tmp1 = arch_to_object (archetype::find (arch_string));
1462 1471
1463 tmp1->x = op->x; 1472 tmp1->x = op->x;
1464 tmp1->y = op->y; 1473 tmp1->y = op->y;
1465 insert_ob_in_map (tmp1, op->map, op, 0); 1474 insert_ob_in_map (tmp1, op->map, op, 0);
1475}
1476
1477object *
1478object::insert_at (object *where, object *originator, int flags)
1479{
1480 return where->map->insert (this, where->x, where->y, originator, flags);
1466} 1481}
1467 1482
1468/* 1483/*
1469 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1484 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1470 * is returned contains nr objects, and the remaining parts contains 1485 * is returned contains nr objects, and the remaining parts contains
1471 * the rest (or is removed and freed if that number is 0). 1486 * the rest (or is removed and freed if that number is 0).
1472 * On failure, NULL is returned, and the reason put into the 1487 * On failure, NULL is returned, and the reason put into the
1473 * global static errmsg array. 1488 * global static errmsg array.
1474 */ 1489 */
1475
1476object * 1490object *
1477get_split_ob (object *orig_ob, uint32 nr) 1491get_split_ob (object *orig_ob, uint32 nr)
1478{ 1492{
1479 object *newob; 1493 object *newob;
1480 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1494 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1511 * the amount of an object. If the amount reaches 0, the object 1525 * the amount of an object. If the amount reaches 0, the object
1512 * is subsequently removed and freed. 1526 * is subsequently removed and freed.
1513 * 1527 *
1514 * Return value: 'op' if something is left, NULL if the amount reached 0 1528 * Return value: 'op' if something is left, NULL if the amount reached 0
1515 */ 1529 */
1516
1517object * 1530object *
1518decrease_ob_nr (object *op, uint32 i) 1531decrease_ob_nr (object *op, uint32 i)
1519{ 1532{
1520 object *tmp; 1533 object *tmp;
1521 1534
1596 1609
1597/* 1610/*
1598 * add_weight(object, weight) adds the specified weight to an object, 1611 * add_weight(object, weight) adds the specified weight to an object,
1599 * and also updates how much the environment(s) is/are carrying. 1612 * and also updates how much the environment(s) is/are carrying.
1600 */ 1613 */
1601
1602void 1614void
1603add_weight (object *op, signed long weight) 1615add_weight (object *op, signed long weight)
1604{ 1616{
1605 while (op != NULL) 1617 while (op != NULL)
1606 { 1618 {
1621 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1633 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1622 free (dump); 1634 free (dump);
1623 return op; 1635 return op;
1624 } 1636 }
1625 1637
1626 if (where->head) 1638 if (where->head_ () != where)
1627 { 1639 {
1628 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n"); 1640 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1629 where = where->head; 1641 where = where->head;
1630 } 1642 }
1631 1643
1632 return where->insert (op); 1644 return where->insert (op);
1633} 1645}
1638 * inside the object environment. 1650 * inside the object environment.
1639 * 1651 *
1640 * The function returns now pointer to inserted item, and return value can 1652 * The function returns now pointer to inserted item, and return value can
1641 * be != op, if items are merged. -Tero 1653 * be != op, if items are merged. -Tero
1642 */ 1654 */
1643
1644object * 1655object *
1645object::insert (object *op) 1656object::insert (object *op)
1646{ 1657{
1647 object *tmp, *otmp;
1648
1649 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1658 if (!QUERY_FLAG (op, FLAG_REMOVED))
1650 op->remove (); 1659 op->remove ();
1651 1660
1652 if (op->more) 1661 if (op->more)
1653 { 1662 {
1655 return op; 1664 return op;
1656 } 1665 }
1657 1666
1658 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1667 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1659 CLEAR_FLAG (op, FLAG_REMOVED); 1668 CLEAR_FLAG (op, FLAG_REMOVED);
1669
1660 if (op->nrof) 1670 if (op->nrof)
1661 { 1671 {
1662 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1672 for (object *tmp = inv; tmp; tmp = tmp->below)
1663 if (object::can_merge (tmp, op)) 1673 if (object::can_merge (tmp, op))
1664 { 1674 {
1665 /* return the original object and remove inserted object 1675 /* return the original object and remove inserted object
1666 (client needs the original object) */ 1676 (client needs the original object) */
1667 tmp->nrof += op->nrof; 1677 tmp->nrof += op->nrof;
1686 add_weight (this, op->weight * op->nrof); 1696 add_weight (this, op->weight * op->nrof);
1687 } 1697 }
1688 else 1698 else
1689 add_weight (this, (op->weight + op->carrying)); 1699 add_weight (this, (op->weight + op->carrying));
1690 1700
1691 otmp = this->in_player (); 1701 if (object *otmp = this->in_player ())
1692 if (otmp && otmp->contr)
1693 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1702 if (otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1694 otmp->update_stats (); 1703 otmp->update_stats ();
1695 1704
1705 op->owner = 0; // its his/hers now. period.
1696 op->map = 0; 1706 op->map = 0;
1697 op->env = this; 1707 op->env = this;
1698 op->above = 0; 1708 op->above = 0;
1699 op->below = 0; 1709 op->below = 0;
1700 op->x = 0, op->y = 0; 1710 op->x = op->y = 0;
1701 1711
1702 /* reset the light list and los of the players on the map */ 1712 /* reset the light list and los of the players on the map */
1703 if ((op->glow_radius != 0) && map) 1713 if (op->glow_radius && map)
1704 { 1714 {
1705#ifdef DEBUG_LIGHTS 1715#ifdef DEBUG_LIGHTS
1706 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1716 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1707#endif /* DEBUG_LIGHTS */ 1717#endif /* DEBUG_LIGHTS */
1708 if (MAP_DARKNESS (map)) 1718 if (map->darkness)
1709 update_all_los (map, x, y); 1719 update_all_los (map, x, y);
1710 } 1720 }
1711 1721
1712 /* Client has no idea of ordering so lets not bother ordering it here. 1722 /* Client has no idea of ordering so lets not bother ordering it here.
1713 * It sure simplifies this function... 1723 * It sure simplifies this function...
1744 * 1754 *
1745 * MSW 2001-07-08: Check all objects on space, not just those below 1755 * MSW 2001-07-08: Check all objects on space, not just those below
1746 * object being inserted. insert_ob_in_map may not put new objects 1756 * object being inserted. insert_ob_in_map may not put new objects
1747 * on top. 1757 * on top.
1748 */ 1758 */
1749
1750int 1759int
1751check_move_on (object *op, object *originator) 1760check_move_on (object *op, object *originator)
1752{ 1761{
1753 object *tmp; 1762 object *tmp;
1754 maptile *m = op->map; 1763 maptile *m = op->map;
1781 1790
1782 /* The objects have to be checked from top to bottom. 1791 /* The objects have to be checked from top to bottom.
1783 * Hence, we first go to the top: 1792 * Hence, we first go to the top:
1784 */ 1793 */
1785 1794
1786 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1795 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1787 { 1796 {
1788 /* Trim the search when we find the first other spell effect 1797 /* Trim the search when we find the first other spell effect
1789 * this helps performance so that if a space has 50 spell objects, 1798 * this helps performance so that if a space has 50 spell objects,
1790 * we don't need to check all of them. 1799 * we don't need to check all of them.
1791 */ 1800 */
1809 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1818 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1810 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1819 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1811 { 1820 {
1812 1821
1813 float 1822 float
1814 diff = tmp->move_slow_penalty * FABS (op->speed); 1823 diff = tmp->move_slow_penalty * fabs (op->speed);
1815 1824
1816 if (op->type == PLAYER) 1825 if (op->type == PLAYER)
1817 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1826 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1818 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1827 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1819 diff /= 4.0; 1828 diff /= 4.0;
1846/* 1855/*
1847 * present_arch(arch, map, x, y) searches for any objects with 1856 * present_arch(arch, map, x, y) searches for any objects with
1848 * a matching archetype at the given map and coordinates. 1857 * a matching archetype at the given map and coordinates.
1849 * The first matching object is returned, or NULL if none. 1858 * The first matching object is returned, or NULL if none.
1850 */ 1859 */
1851
1852object * 1860object *
1853present_arch (const archetype *at, maptile *m, int x, int y) 1861present_arch (const archetype *at, maptile *m, int x, int y)
1854{ 1862{
1855 object *
1856 tmp;
1857
1858 if (m == NULL || out_of_map (m, x, y)) 1863 if (!m || out_of_map (m, x, y))
1859 { 1864 {
1860 LOG (llevError, "Present_arch called outside map.\n"); 1865 LOG (llevError, "Present_arch called outside map.\n");
1861 return NULL; 1866 return NULL;
1862 } 1867 }
1863 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1868
1869 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1864 if (tmp->arch == at) 1870 if (tmp->arch == at)
1865 return tmp; 1871 return tmp;
1872
1866 return NULL; 1873 return NULL;
1867} 1874}
1868 1875
1869/* 1876/*
1870 * present(type, map, x, y) searches for any objects with 1877 * present(type, map, x, y) searches for any objects with
1871 * a matching type variable at the given map and coordinates. 1878 * a matching type variable at the given map and coordinates.
1872 * The first matching object is returned, or NULL if none. 1879 * The first matching object is returned, or NULL if none.
1873 */ 1880 */
1874
1875object * 1881object *
1876present (unsigned char type, maptile *m, int x, int y) 1882present (unsigned char type, maptile *m, int x, int y)
1877{ 1883{
1878 object *
1879 tmp;
1880
1881 if (out_of_map (m, x, y)) 1884 if (out_of_map (m, x, y))
1882 { 1885 {
1883 LOG (llevError, "Present called outside map.\n"); 1886 LOG (llevError, "Present called outside map.\n");
1884 return NULL; 1887 return NULL;
1885 } 1888 }
1886 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1889
1890 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1887 if (tmp->type == type) 1891 if (tmp->type == type)
1888 return tmp; 1892 return tmp;
1893
1889 return NULL; 1894 return NULL;
1890} 1895}
1891 1896
1892/* 1897/*
1893 * present_in_ob(type, object) searches for any objects with 1898 * present_in_ob(type, object) searches for any objects with
1894 * a matching type variable in the inventory of the given object. 1899 * a matching type variable in the inventory of the given object.
1895 * The first matching object is returned, or NULL if none. 1900 * The first matching object is returned, or NULL if none.
1896 */ 1901 */
1897
1898object * 1902object *
1899present_in_ob (unsigned char type, const object *op) 1903present_in_ob (unsigned char type, const object *op)
1900{ 1904{
1901 object *
1902 tmp;
1903
1904 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1905 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1905 if (tmp->type == type) 1906 if (tmp->type == type)
1906 return tmp; 1907 return tmp;
1908
1907 return NULL; 1909 return NULL;
1908} 1910}
1909 1911
1910/* 1912/*
1911 * present_in_ob (type, str, object) searches for any objects with 1913 * present_in_ob (type, str, object) searches for any objects with
1922 * to be unique. 1924 * to be unique.
1923 */ 1925 */
1924object * 1926object *
1925present_in_ob_by_name (int type, const char *str, const object *op) 1927present_in_ob_by_name (int type, const char *str, const object *op)
1926{ 1928{
1927 object *tmp;
1928
1929 for (tmp = op->inv; tmp; tmp = tmp->below) 1929 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1930 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1930 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1931 return tmp; 1931 return tmp;
1932 1932
1933 return 0; 1933 return 0;
1934} 1934}
1972 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1972 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1973 { 1973 {
1974 CLEAR_FLAG (tmp, flag); 1974 CLEAR_FLAG (tmp, flag);
1975 unflag_inv (tmp, flag); 1975 unflag_inv (tmp, flag);
1976 } 1976 }
1977}
1978
1979/*
1980 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1981 * all it's inventory (recursively).
1982 * If checksums are used, a player will get set_cheat called for
1983 * him/her-self and all object carried by a call to this function.
1984 */
1985void
1986set_cheat (object *op)
1987{
1988 SET_FLAG (op, FLAG_WAS_WIZ);
1989 flag_inv (op, FLAG_WAS_WIZ);
1990} 1977}
1991 1978
1992/* 1979/*
1993 * find_free_spot(object, map, x, y, start, stop) will search for 1980 * find_free_spot(object, map, x, y, start, stop) will search for
1994 * a spot at the given map and coordinates which will be able to contain 1981 * a spot at the given map and coordinates which will be able to contain
2011 * customized, changed states, etc. 1998 * customized, changed states, etc.
2012 */ 1999 */
2013int 2000int
2014find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 2001find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2015{ 2002{
2003 int altern[SIZEOFFREE];
2016 int index = 0, flag; 2004 int index = 0, flag;
2017 int altern[SIZEOFFREE];
2018 2005
2019 for (int i = start; i < stop; i++) 2006 for (int i = start; i < stop; i++)
2020 { 2007 {
2021 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2008 mapxy pos (m, x, y); pos.move (i);
2022 if (!flag) 2009
2010 if (!pos.normalise ())
2011 continue;
2012
2013 mapspace &ms = *pos;
2014
2015 if (ms.flags () & P_IS_ALIVE)
2016 continue;
2017
2018 /* However, often
2019 * ob doesn't have any move type (when used to place exits)
2020 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
2021 */
2022 if (ob->move_type == 0 && ms.move_block != MOVE_ALL)
2023 {
2023 altern [index++] = i; 2024 altern [index++] = i;
2025 continue;
2026 }
2024 2027
2025 /* Basically, if we find a wall on a space, we cut down the search size. 2028 /* Basically, if we find a wall on a space, we cut down the search size.
2026 * In this way, we won't return spaces that are on another side of a wall. 2029 * In this way, we won't return spaces that are on another side of a wall.
2027 * This mostly work, but it cuts down the search size in all directions - 2030 * This mostly work, but it cuts down the search size in all directions -
2028 * if the space being examined only has a wall to the north and empty 2031 * if the space being examined only has a wall to the north and empty
2029 * spaces in all the other directions, this will reduce the search space 2032 * spaces in all the other directions, this will reduce the search space
2030 * to only the spaces immediately surrounding the target area, and 2033 * to only the spaces immediately surrounding the target area, and
2031 * won't look 2 spaces south of the target space. 2034 * won't look 2 spaces south of the target space.
2032 */ 2035 */
2033 else if ((flag & P_NO_PASS) && maxfree[i] < stop) 2036 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2037 {
2034 stop = maxfree[i]; 2038 stop = maxfree[i];
2039 continue;
2040 }
2041
2042 /* Note it is intentional that we check ob - the movement type of the
2043 * head of the object should correspond for the entire object.
2044 */
2045 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2046 continue;
2047
2048 altern [index++] = i;
2035 } 2049 }
2036 2050
2037 if (!index) 2051 if (!index)
2038 return -1; 2052 return -1;
2039 2053
2040 return altern[RANDOM () % index]; 2054 return altern [rndm (index)];
2041} 2055}
2042 2056
2043/* 2057/*
2044 * find_first_free_spot(archetype, maptile, x, y) works like 2058 * find_first_free_spot(archetype, maptile, x, y) works like
2045 * find_free_spot(), but it will search max number of squares. 2059 * find_free_spot(), but it will search max number of squares.
2048 */ 2062 */
2049int 2063int
2050find_first_free_spot (const object *ob, maptile *m, int x, int y) 2064find_first_free_spot (const object *ob, maptile *m, int x, int y)
2051{ 2065{
2052 for (int i = 0; i < SIZEOFFREE; i++) 2066 for (int i = 0; i < SIZEOFFREE; i++)
2053 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2067 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2054 return i; 2068 return i;
2055 2069
2056 return -1; 2070 return -1;
2057} 2071}
2058 2072
2066{ 2080{
2067 arr += begin; 2081 arr += begin;
2068 end -= begin; 2082 end -= begin;
2069 2083
2070 while (--end) 2084 while (--end)
2071 swap (arr [end], arr [RANDOM () % (end + 1)]); 2085 swap (arr [end], arr [rndm (end + 1)]);
2072} 2086}
2073 2087
2074/* new function to make monster searching more efficient, and effective! 2088/* new function to make monster searching more efficient, and effective!
2075 * This basically returns a randomized array (in the passed pointer) of 2089 * This basically returns a randomized array (in the passed pointer) of
2076 * the spaces to find monsters. In this way, it won't always look for 2090 * the spaces to find monsters. In this way, it won't always look for
2112 object *tmp; 2126 object *tmp;
2113 maptile *mp; 2127 maptile *mp;
2114 2128
2115 MoveType blocked, move_type; 2129 MoveType blocked, move_type;
2116 2130
2117 if (exclude && exclude->head) 2131 if (exclude && exclude->head_ () != exclude)
2118 { 2132 {
2119 exclude = exclude->head; 2133 exclude = exclude->head;
2120 move_type = exclude->move_type; 2134 move_type = exclude->move_type;
2121 } 2135 }
2122 else 2136 else
2143 2157
2144 if ((move_type & blocked) == move_type) 2158 if ((move_type & blocked) == move_type)
2145 max = maxfree[i]; 2159 max = maxfree[i];
2146 else if (mflags & P_IS_ALIVE) 2160 else if (mflags & P_IS_ALIVE)
2147 { 2161 {
2148 for (tmp = ms.bottom; tmp; tmp = tmp->above) 2162 for (tmp = ms.bot; tmp; tmp = tmp->above)
2149 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2163 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2150 && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2164 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2151 break; 2165 break;
2152 2166
2153 if (tmp) 2167 if (tmp)
2154 return freedir[i]; 2168 return freedir[i];
2155 } 2169 }
2210 2224
2211 return 3; 2225 return 3;
2212} 2226}
2213 2227
2214/* 2228/*
2215 * absdir(int): Returns a number between 1 and 8, which represent
2216 * the "absolute" direction of a number (it actually takes care of
2217 * "overflow" in previous calculations of a direction).
2218 */
2219
2220int
2221absdir (int d)
2222{
2223 while (d < 1)
2224 d += 8;
2225
2226 while (d > 8)
2227 d -= 8;
2228
2229 return d;
2230}
2231
2232/*
2233 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2229 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2234 * between two directions (which are expected to be absolute (see absdir()) 2230 * between two directions (which are expected to be absolute (see absdir())
2235 */ 2231 */
2236
2237int 2232int
2238dirdiff (int dir1, int dir2) 2233dirdiff (int dir1, int dir2)
2239{ 2234{
2240 int d; 2235 int d;
2241 2236
2354 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2349 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2355 * core dumps if they do. 2350 * core dumps if they do.
2356 * 2351 *
2357 * Add a check so we can't pick up invisible objects (0.93.8) 2352 * Add a check so we can't pick up invisible objects (0.93.8)
2358 */ 2353 */
2359
2360int 2354int
2361can_pick (const object *who, const object *item) 2355can_pick (const object *who, const object *item)
2362{ 2356{
2363 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2357 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2364 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2358 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2369 * create clone from object to another 2363 * create clone from object to another
2370 */ 2364 */
2371object * 2365object *
2372object_create_clone (object *asrc) 2366object_create_clone (object *asrc)
2373{ 2367{
2374 object *dst = 0, *tmp, *src, *part, *prev, *item; 2368 object *dst = 0, *tmp, *src, *prev, *item;
2375 2369
2376 if (!asrc) 2370 if (!asrc)
2377 return 0; 2371 return 0;
2378 2372
2379 src = asrc;
2380 if (src->head)
2381 src = src->head; 2373 src = asrc->head_ ();
2382 2374
2383 prev = 0; 2375 prev = 0;
2384 for (part = src; part; part = part->more) 2376 for (object *part = src; part; part = part->more)
2385 { 2377 {
2386 tmp = part->clone (); 2378 tmp = part->clone ();
2387 tmp->x -= src->x; 2379 tmp->x -= src->x;
2388 tmp->y -= src->y; 2380 tmp->y -= src->y;
2389 2381
2405 2397
2406 for (item = src->inv; item; item = item->below) 2398 for (item = src->inv; item; item = item->below)
2407 insert_ob_in_ob (object_create_clone (item), dst); 2399 insert_ob_in_ob (object_create_clone (item), dst);
2408 2400
2409 return dst; 2401 return dst;
2410}
2411
2412/* GROS - Creates an object using a string representing its content. */
2413/* Basically, we save the content of the string to a temp file, then call */
2414/* load_object on it. I admit it is a highly inefficient way to make things, */
2415/* but it was simple to make and allows reusing the load_object function. */
2416/* Remember not to use load_object_str in a time-critical situation. */
2417/* Also remember that multiparts objects are not supported for now. */
2418object *
2419load_object_str (const char *obstr)
2420{
2421 object *op;
2422 char filename[MAX_BUF];
2423
2424 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2425
2426 FILE *tempfile = fopen (filename, "w");
2427
2428 if (tempfile == NULL)
2429 {
2430 LOG (llevError, "Error - Unable to access load object temp file\n");
2431 return NULL;
2432 }
2433
2434 fprintf (tempfile, obstr);
2435 fclose (tempfile);
2436
2437 op = object::create ();
2438
2439 object_thawer thawer (filename);
2440
2441 if (thawer)
2442 load_object (thawer, op, 0);
2443
2444 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2445 CLEAR_FLAG (op, FLAG_REMOVED);
2446
2447 return op;
2448} 2402}
2449 2403
2450/* This returns the first object in who's inventory that 2404/* This returns the first object in who's inventory that
2451 * has the same type and subtype match. 2405 * has the same type and subtype match.
2452 * returns NULL if no match. 2406 * returns NULL if no match.
2507 if (link->key == canonical_key) 2461 if (link->key == canonical_key)
2508 return link->value; 2462 return link->value;
2509 2463
2510 return 0; 2464 return 0;
2511} 2465}
2512
2513 2466
2514/* 2467/*
2515 * Updates the canonical_key in op to value. 2468 * Updates the canonical_key in op to value.
2516 * 2469 *
2517 * canonical_key is a shared string (value doesn't have to be). 2470 * canonical_key is a shared string (value doesn't have to be).
2541 /* Basically, if the archetype has this key set, 2494 /* Basically, if the archetype has this key set,
2542 * we need to store the null value so when we save 2495 * we need to store the null value so when we save
2543 * it, we save the empty value so that when we load, 2496 * it, we save the empty value so that when we load,
2544 * we get this value back again. 2497 * we get this value back again.
2545 */ 2498 */
2546 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2499 if (get_ob_key_link (op->arch, canonical_key))
2547 field->value = 0; 2500 field->value = 0;
2548 else 2501 else
2549 { 2502 {
2550 if (last) 2503 if (last)
2551 last->next = field->next; 2504 last->next = field->next;
2620 } 2573 }
2621 else 2574 else
2622 item = item->env; 2575 item = item->env;
2623} 2576}
2624 2577
2578const char *
2579object::flag_desc (char *desc, int len) const
2580{
2581 char *p = desc;
2582 bool first = true;
2583
2584 *p = 0;
2585
2586 for (int i = 0; i < NUM_FLAGS; i++)
2587 {
2588 if (len <= 10) // magic constant!
2589 {
2590 snprintf (p, len, ",...");
2591 break;
2592 }
2593
2594 if (flag [i])
2595 {
2596 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2597 len -= cnt;
2598 p += cnt;
2599 first = false;
2600 }
2601 }
2602
2603 return desc;
2604}
2605
2625// return a suitable string describing an objetc in enough detail to find it 2606// return a suitable string describing an object in enough detail to find it
2626const char * 2607const char *
2627object::debug_desc (char *info) const 2608object::debug_desc (char *info) const
2628{ 2609{
2610 char flagdesc[512];
2629 char info2[256 * 3]; 2611 char info2[256 * 4];
2630 char *p = info; 2612 char *p = info;
2631 2613
2632 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2614 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2633 count, 2615 count, uuid.seq,
2634 &name, 2616 &name,
2635 title ? " " : "", 2617 title ? "\",title:\"" : "",
2636 title ? (const char *)title : ""); 2618 title ? (const char *)title : "",
2619 flag_desc (flagdesc, 512), type);
2637 2620
2638 if (env) 2621 if (!this->flag[FLAG_REMOVED] && env)
2639 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2622 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2640 2623
2641 if (map) 2624 if (map)
2642 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2625 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2643 2626
2644 return info; 2627 return info;
2645} 2628}
2646 2629
2647const char * 2630const char *
2648object::debug_desc () const 2631object::debug_desc () const
2649{ 2632{
2650 static char info[256 * 3]; 2633 static char info[3][256 * 4];
2634 static int info_idx;
2635
2651 return debug_desc (info); 2636 return debug_desc (info [++info_idx % 3]);
2652} 2637}
2653 2638
2639struct region *
2640object::region () const
2641{
2642 return map ? map->region (x, y)
2643 : region::default_region ();
2644}
2645
2646const materialtype_t *
2647object::dominant_material () const
2648{
2649 if (materialtype_t *mt = name_to_material (materialname))
2650 return mt;
2651
2652 return name_to_material (shstr_unknown);
2653}
2654
2655void
2656object::open_container (object *new_container)
2657{
2658 if (container == new_container)
2659 return;
2660
2661 if (object *old_container = container)
2662 {
2663 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2664 return;
2665
2666#if 0
2667 // remove the "Close old_container" object.
2668 if (object *closer = old_container->inv)
2669 if (closer->type == CLOSE_CON)
2670 closer->destroy ();
2671#endif
2672
2673 old_container->flag [FLAG_APPLIED] = 0;
2674 container = 0;
2675
2676 esrv_update_item (UPD_FLAGS, this, old_container);
2677 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2678 play_sound (sound_find ("chest_close"));
2679 }
2680
2681 if (new_container)
2682 {
2683 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2684 return;
2685
2686 // TODO: this does not seem to serve any purpose anymore?
2687#if 0
2688 // insert the "Close Container" object.
2689 if (archetype *closer = new_container->other_arch)
2690 {
2691 object *closer = arch_to_object (new_container->other_arch);
2692 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2693 new_container->insert (closer);
2694 }
2695#endif
2696
2697 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2698
2699 new_container->flag [FLAG_APPLIED] = 1;
2700 container = new_container;
2701
2702 esrv_update_item (UPD_FLAGS, this, new_container);
2703 esrv_send_inventory (this, new_container);
2704 play_sound (sound_find ("chest_open"));
2705 }
2706}
2707
2708object *
2709object::force_find (const shstr name)
2710{
2711 /* cycle through his inventory to look for the MARK we want to
2712 * place
2713 */
2714 for (object *tmp = inv; tmp; tmp = tmp->below)
2715 if (tmp->type == FORCE && tmp->slaying == name)
2716 return splay (tmp);
2717
2718 return 0;
2719}
2720
2721void
2722object::force_add (const shstr name, int duration)
2723{
2724 if (object *force = force_find (name))
2725 force->destroy ();
2726
2727 object *force = get_archetype (FORCE_NAME);
2728
2729 force->slaying = name;
2730 force->stats.food = 1;
2731 force->speed_left = -1.f;
2732
2733 force->set_speed (duration ? 1.f / duration : 0.f);
2734 force->flag [FLAG_IS_USED_UP] = true;
2735 force->flag [FLAG_APPLIED] = true;
2736
2737 insert (force);
2738}
2739
2740void
2741object::play_sound (faceidx sound) const
2742{
2743 if (!sound)
2744 return;
2745
2746 if (flag [FLAG_REMOVED])
2747 return;
2748
2749 if (env)
2750 {
2751 if (object *pl = in_player ())
2752 pl->contr->play_sound (sound);
2753 }
2754 else
2755 map->play_sound (sound, x, y);
2756}
2757

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