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Comparing deliantra/server/common/object.C (file contents):
Revision 1.80 by root, Sat Dec 23 06:41:39 2006 UTC vs.
Revision 1.200 by root, Sun Jan 13 08:55:41 2008 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra 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 * Deliantra 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 to <support@deliantra.net>
21 The authors can be reached via e-mail at <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 (ob1->self) : 0;
313 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
314
315 if (k1 != k2)
310 return 0; 316 return 0;
317 else if (k1 == 0)
318 return 1;
319 else if (!cfperl_can_merge (ob1, ob2))
320 return 0;
321 }
311 } 322 }
312 323
313 /* Everything passes, must be OK. */ 324 /* Everything passes, must be OK. */
314 return 1; 325 return 1;
315} 326}
323sum_weight (object *op) 334sum_weight (object *op)
324{ 335{
325 long sum; 336 long sum;
326 object *inv; 337 object *inv;
327 338
328 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 339 for (sum = 0, inv = op->inv; inv; inv = inv->below)
329 { 340 {
330 if (inv->inv) 341 if (inv->inv)
331 sum_weight (inv); 342 sum_weight (inv);
343
332 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 344 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
333 } 345 }
334 346
335 if (op->type == CONTAINER && op->stats.Str) 347 if (op->type == CONTAINER && op->stats.Str)
336 sum = (sum * (100 - op->stats.Str)) / 100; 348 sum = (sum * (100 - op->stats.Str)) / 100;
356/* 368/*
357 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 369 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
358 * Some error messages. 370 * Some error messages.
359 * The result of the dump is stored in the static global errmsg array. 371 * The result of the dump is stored in the static global errmsg array.
360 */ 372 */
361
362char * 373char *
363dump_object (object *op) 374dump_object (object *op)
364{ 375{
365 if (!op) 376 if (!op)
366 return strdup ("[NULLOBJ]"); 377 return strdup ("[NULLOBJ]");
367 378
368 object_freezer freezer; 379 object_freezer freezer;
369 save_object (freezer, op, 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;
452
453 if (flag [FLAG_FREED])
454 {
455 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
456 return;
457 }
451 458
452 this->owner = owner; 459 this->owner = owner;
460}
461
462int
463object::slottype () const
464{
465 if (type == SKILL)
466 {
467 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
468 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
469 }
470 else
471 {
472 if (slot [body_combat].info) return slot_combat;
473 if (slot [body_range ].info) return slot_ranged;
474 }
475
476 return slot_none;
477}
478
479bool
480object::change_weapon (object *ob)
481{
482 if (current_weapon == ob)
483 return true;
484
485 if (chosen_skill)
486 chosen_skill->flag [FLAG_APPLIED] = false;
487
488 current_weapon = ob;
489 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
490
491 if (chosen_skill)
492 chosen_skill->flag [FLAG_APPLIED] = true;
493
494 update_stats ();
495
496 if (ob)
497 {
498 // now check wether any body locations became invalid, in which case
499 // we cannot apply the weapon at the moment.
500 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
501 if (slot[i].used < 0)
502 {
503 current_weapon = chosen_skill = 0;
504 update_stats ();
505
506 new_draw_info_format (NDI_UNIQUE, 0, this,
507 "You try to balance all your items at once, "
508 "but the %s is just too much for your body. "
509 "[You need to unapply some items first.]", &ob->name);
510 return false;
511 }
512
513 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
514 }
515 else
516 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
517
518 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
519 {
520 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
521 &name, ob->debug_desc ());
522 return false;
523 }
524
525 return true;
453} 526}
454 527
455/* Zero the key_values on op, decrementing the shared-string 528/* Zero the key_values on op, decrementing the shared-string
456 * refcounts and freeing the links. 529 * refcounts and freeing the links.
457 */ 530 */
458static void 531static void
459free_key_values (object *op) 532free_key_values (object *op)
460{ 533{
461 for (key_value *i = op->key_values; i != 0;) 534 for (key_value *i = op->key_values; i; )
462 { 535 {
463 key_value *next = i->next; 536 key_value *next = i->next;
464 delete i; 537 delete i;
465 538
466 i = next; 539 i = next;
467 } 540 }
468 541
469 op->key_values = 0; 542 op->key_values = 0;
470} 543}
471 544
472/* 545object &
473 * copy_to first frees everything allocated by the dst object, 546object::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{ 547{
483 bool is_freed = QUERY_FLAG (dst, FLAG_FREED); 548 bool is_freed = flag [FLAG_FREED];
484 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED); 549 bool is_removed = flag [FLAG_REMOVED];
485 550
486 *(object_copy *)dst = *this; 551 *(object_copy *)this = src;
487 552
488 if (self || cb) 553 flag [FLAG_FREED] = is_freed;
489 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (dst)); 554 flag [FLAG_REMOVED] = is_removed;
490
491 if (is_freed)
492 SET_FLAG (dst, FLAG_FREED);
493
494 if (is_removed)
495 SET_FLAG (dst, FLAG_REMOVED);
496
497 if (speed < 0)
498 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
499 555
500 /* Copy over key_values, if any. */ 556 /* Copy over key_values, if any. */
501 if (key_values) 557 if (src.key_values)
502 { 558 {
503 key_value *tail = 0; 559 key_value *tail = 0;
504 key_value *i;
505
506 dst->key_values = 0; 560 key_values = 0;
507 561
508 for (i = key_values; i; i = i->next) 562 for (key_value *i = src.key_values; i; i = i->next)
509 { 563 {
510 key_value *new_link = new key_value; 564 key_value *new_link = new key_value;
511 565
512 new_link->next = 0; 566 new_link->next = 0;
513 new_link->key = i->key; 567 new_link->key = i->key;
514 new_link->value = i->value; 568 new_link->value = i->value;
515 569
516 /* Try and be clever here, too. */ 570 /* Try and be clever here, too. */
517 if (!dst->key_values) 571 if (!key_values)
518 { 572 {
519 dst->key_values = new_link; 573 key_values = new_link;
520 tail = new_link; 574 tail = new_link;
521 } 575 }
522 else 576 else
523 { 577 {
524 tail->next = new_link; 578 tail->next = new_link;
525 tail = new_link; 579 tail = new_link;
526 } 580 }
527 } 581 }
528 } 582 }
583}
529 584
530 update_ob_speed (dst); 585/*
586 * copy_to first frees everything allocated by the dst object,
587 * and then copies the contents of itself into the second
588 * object, allocating what needs to be allocated. Basically, any
589 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
590 * if the first object is freed, the pointers in the new object
591 * will point at garbage.
592 */
593void
594object::copy_to (object *dst)
595{
596 *dst = *this;
597
598 if (speed < 0)
599 dst->speed_left -= rndm ();
600
601 dst->set_speed (dst->speed);
602}
603
604void
605object::instantiate ()
606{
607 if (!uuid.seq) // HACK
608 uuid = gen_uuid ();
609
610 speed_left = -0.1f;
611 /* copy the body_info to the body_used - this is only really
612 * need for monsters, but doesn't hurt to do it for everything.
613 * by doing so, when a monster is created, it has good starting
614 * values for the body_used info, so when items are created
615 * for it, they can be properly equipped.
616 */
617 for (int i = NUM_BODY_LOCATIONS; i--; )
618 slot[i].used = slot[i].info;
619
620 attachable::instantiate ();
531} 621}
532 622
533object * 623object *
534object::clone () 624object::clone ()
535{ 625{
541/* 631/*
542 * If an object with the IS_TURNABLE() flag needs to be turned due 632 * If an object with the IS_TURNABLE() flag needs to be turned due
543 * to the closest player being on the other side, this function can 633 * to the closest player being on the other side, this function can
544 * be called to update the face variable, _and_ how it looks on the map. 634 * be called to update the face variable, _and_ how it looks on the map.
545 */ 635 */
546
547void 636void
548update_turn_face (object *op) 637update_turn_face (object *op)
549{ 638{
550 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 639 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
551 return; 640 return;
641
552 SET_ANIMATION (op, op->direction); 642 SET_ANIMATION (op, op->direction);
553 update_object (op, UP_OBJ_FACE); 643 update_object (op, UP_OBJ_FACE);
554} 644}
555 645
556/* 646/*
557 * Updates the speed of an object. If the speed changes from 0 to another 647 * Updates the speed of an object. If the speed changes from 0 to another
558 * value, or vice versa, then add/remove the object from the active list. 648 * value, or vice versa, then add/remove the object from the active list.
559 * This function needs to be called whenever the speed of an object changes. 649 * This function needs to be called whenever the speed of an object changes.
560 */ 650 */
561void 651void
562update_ob_speed (object *op) 652object::set_speed (float speed)
563{ 653{
564 extern int arch_init; 654 if (flag [FLAG_FREED] && speed)
565
566 /* No reason putting the archetypes objects on the speed list,
567 * since they never really need to be updated.
568 */
569
570 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
571 { 655 {
572 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 656 LOG (llevError, "Object %s is freed but has speed.\n", &name);
573#ifdef MANY_CORES
574 abort ();
575#else
576 op->speed = 0; 657 speed = 0;
577#endif
578 }
579
580 if (arch_init)
581 return;
582
583 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
584 { 658 }
585 /* If already on active list, don't do anything */
586 if (op->active_next || op->active_prev || op == active_objects)
587 return;
588 659
589 /* process_events() expects us to insert the object at the beginning 660 this->speed = speed;
590 * of the list. */
591 op->active_next = active_objects;
592 661
593 if (op->active_next != NULL) 662 if (has_active_speed ())
594 op->active_next->active_prev = op; 663 activate ();
595
596 active_objects = op;
597 }
598 else 664 else
599 { 665 deactivate ();
600 /* If not on the active list, nothing needs to be done */
601 if (!op->active_next && !op->active_prev && op != active_objects)
602 return;
603
604 if (op->active_prev == NULL)
605 {
606 active_objects = op->active_next;
607
608 if (op->active_next != NULL)
609 op->active_next->active_prev = NULL;
610 }
611 else
612 {
613 op->active_prev->active_next = op->active_next;
614
615 if (op->active_next)
616 op->active_next->active_prev = op->active_prev;
617 }
618
619 op->active_next = NULL;
620 op->active_prev = NULL;
621 }
622}
623
624/* This function removes object 'op' from the list of active
625 * objects.
626 * This should only be used for style maps or other such
627 * reference maps where you don't want an object that isn't
628 * in play chewing up cpu time getting processed.
629 * The reverse of this is to call update_ob_speed, which
630 * will do the right thing based on the speed of the object.
631 */
632void
633remove_from_active_list (object *op)
634{
635 /* If not on the active list, nothing needs to be done */
636 if (!op->active_next && !op->active_prev && op != active_objects)
637 return;
638
639 if (op->active_prev == NULL)
640 {
641 active_objects = op->active_next;
642 if (op->active_next != NULL)
643 op->active_next->active_prev = NULL;
644 }
645 else
646 {
647 op->active_prev->active_next = op->active_next;
648 if (op->active_next)
649 op->active_next->active_prev = op->active_prev;
650 }
651 op->active_next = NULL;
652 op->active_prev = NULL;
653} 666}
654 667
655/* 668/*
656 * update_object() updates the the map. 669 * update_object() updates the the map.
657 * It takes into account invisible objects (and represent squares covered 670 * It takes into account invisible objects (and represent squares covered
670 * UP_OBJ_FACE: only the objects face has changed. 683 * UP_OBJ_FACE: only the objects face has changed.
671 */ 684 */
672void 685void
673update_object (object *op, int action) 686update_object (object *op, int action)
674{ 687{
675 MoveType move_on, move_off, move_block, move_slow;
676
677 if (op == NULL) 688 if (op == NULL)
678 { 689 {
679 /* this should never happen */ 690 /* this should never happen */
680 LOG (llevDebug, "update_object() called for NULL object.\n"); 691 LOG (llevDebug, "update_object() called for NULL object.\n");
681 return; 692 return;
694 */ 705 */
695 if (!op->map || op->map->in_memory == MAP_SAVING) 706 if (!op->map || op->map->in_memory == MAP_SAVING)
696 return; 707 return;
697 708
698 /* make sure the object is within map boundaries */ 709 /* make sure the object is within map boundaries */
699 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map)) 710 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
700 { 711 {
701 LOG (llevError, "update_object() called for object out of map!\n"); 712 LOG (llevError, "update_object() called for object out of map!\n");
702#ifdef MANY_CORES 713#ifdef MANY_CORES
703 abort (); 714 abort ();
704#endif 715#endif
705 return; 716 return;
706 } 717 }
707 718
708 mapspace &m = op->ms (); 719 mapspace &m = op->ms ();
709 720
710 if (m.flags_ & P_NEED_UPDATE) 721 if (!(m.flags_ & P_UPTODATE))
711 /* nop */; 722 /* nop */;
712 else if (action == UP_OBJ_INSERT) 723 else if (action == UP_OBJ_INSERT)
713 { 724 {
714 // this is likely overkill, TODO: revisit (schmorp) 725 // this is likely overkill, TODO: revisit (schmorp)
715 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 726 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
724 /* This isn't perfect, but I don't expect a lot of objects to 735 /* This isn't perfect, but I don't expect a lot of objects to
725 * to have move_allow right now. 736 * to have move_allow right now.
726 */ 737 */
727 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 738 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
728 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 739 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
729 m.flags_ = P_NEED_UPDATE; 740 m.flags_ = 0;
730 } 741 }
731 /* if the object is being removed, we can't make intelligent 742 /* if the object is being removed, we can't make intelligent
732 * decisions, because remove_ob can't really pass the object 743 * decisions, because remove_ob can't really pass the object
733 * that is being removed. 744 * that is being removed.
734 */ 745 */
735 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 746 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
736 m.flags_ = P_NEED_UPDATE; 747 m.flags_ = 0;
737 else if (action == UP_OBJ_FACE) 748 else if (action == UP_OBJ_FACE)
738 /* Nothing to do for that case */ ; 749 /* Nothing to do for that case */ ;
739 else 750 else
740 LOG (llevError, "update_object called with invalid action: %d\n", action); 751 LOG (llevError, "update_object called with invalid action: %d\n", action);
741 752
742 if (op->more) 753 if (op->more)
743 update_object (op->more, action); 754 update_object (op->more, action);
744} 755}
745 756
746object::vector object::mortals;
747object::vector object::objects; // not yet used
748object *object::first;
749
750void object::free_mortals ()
751{
752 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
753 if ((*i)->refcnt)
754 ++i; // further delay freeing
755 else
756 {
757 delete *i;
758 mortals.erase (i);
759 }
760}
761
762object::object () 757object::object ()
763{ 758{
764 SET_FLAG (this, FLAG_REMOVED); 759 SET_FLAG (this, FLAG_REMOVED);
765 760
766 expmul = 1.0; 761 expmul = 1.0;
767 face = blank_face; 762 face = blank_face;
768} 763}
769 764
770object::~object () 765object::~object ()
771{ 766{
767 unlink ();
768
772 free_key_values (this); 769 free_key_values (this);
773} 770}
774 771
772static int object_count;
773
775void object::link () 774void object::link ()
776{ 775{
777 count = ++ob_count; 776 assert (!index);//D
778 uuid = gen_uuid (); 777 uuid = gen_uuid ();
778 count = ++object_count;
779 779
780 prev = 0; 780 refcnt_inc ();
781 next = object::first; 781 objects.insert (this);
782
783 if (object::first)
784 object::first->prev = this;
785
786 object::first = this;
787} 782}
788 783
789void object::unlink () 784void object::unlink ()
790{ 785{
791 if (this == object::first) 786 if (!index)
792 object::first = next; 787 return;
793 788
794 /* Remove this object from the list of used objects */ 789 objects.erase (this);
795 if (prev) prev->next = next; 790 refcnt_dec ();
796 if (next) next->prev = prev; 791}
797 792
798 prev = 0; 793void
799 next = 0; 794object::activate ()
795{
796 /* If already on active list, don't do anything */
797 if (active)
798 return;
799
800 if (has_active_speed ())
801 actives.insert (this);
802}
803
804void
805object::activate_recursive ()
806{
807 activate ();
808
809 for (object *op = inv; op; op = op->below)
810 op->activate_recursive ();
811}
812
813/* This function removes object 'op' from the list of active
814 * objects.
815 * This should only be used for style maps or other such
816 * reference maps where you don't want an object that isn't
817 * in play chewing up cpu time getting processed.
818 * The reverse of this is to call update_ob_speed, which
819 * will do the right thing based on the speed of the object.
820 */
821void
822object::deactivate ()
823{
824 /* If not on the active list, nothing needs to be done */
825 if (!active)
826 return;
827
828 actives.erase (this);
829}
830
831void
832object::deactivate_recursive ()
833{
834 for (object *op = inv; op; op = op->below)
835 op->deactivate_recursive ();
836
837 deactivate ();
838}
839
840void
841object::set_flag_inv (int flag, int value)
842{
843 for (object *op = inv; op; op = op->below)
844 {
845 op->flag [flag] = value;
846 op->set_flag_inv (flag, value);
847 }
848}
849
850/*
851 * Remove and free all objects in the inventory of the given object.
852 * object.c ?
853 */
854void
855object::destroy_inv (bool drop_to_ground)
856{
857 // need to check first, because the checks below might segfault
858 // as we might be on an invalid mapspace and crossfire code
859 // is too buggy to ensure that the inventory is empty.
860 // corollary: if you create arrows etc. with stuff in tis inventory,
861 // cf will crash below with off-map x and y
862 if (!inv)
863 return;
864
865 /* Only if the space blocks everything do we not process -
866 * if some form of movement is allowed, let objects
867 * drop on that space.
868 */
869 if (!drop_to_ground
870 || !map
871 || map->in_memory != MAP_IN_MEMORY
872 || map->nodrop
873 || ms ().move_block == MOVE_ALL)
874 {
875 while (inv)
876 {
877 inv->destroy_inv (drop_to_ground);
878 inv->destroy ();
879 }
880 }
881 else
882 { /* Put objects in inventory onto this space */
883 while (inv)
884 {
885 object *op = inv;
886
887 if (op->flag [FLAG_STARTEQUIP]
888 || op->flag [FLAG_NO_DROP]
889 || op->type == RUNE
890 || op->type == TRAP
891 || op->flag [FLAG_IS_A_TEMPLATE]
892 || op->flag [FLAG_DESTROY_ON_DEATH])
893 op->destroy ();
894 else
895 map->insert (op, x, y);
896 }
897 }
800} 898}
801 899
802object *object::create () 900object *object::create ()
803{ 901{
804 object *op = new object; 902 object *op = new object;
805 op->link (); 903 op->link ();
806 return op; 904 return op;
807} 905}
808 906
809/* 907void
810 * free_object() frees everything allocated by an object, removes 908object::do_destroy ()
811 * it from the list of used objects, and puts it on the list of
812 * free objects. The IS_FREED() flag is set in the object.
813 * The object must have been removed by remove_ob() first for
814 * this function to succeed.
815 *
816 * If destroy_inventory is set, free inventory as well. Else drop items in
817 * inventory to the ground.
818 */
819void object::destroy (bool destroy_inventory)
820{ 909{
821 if (QUERY_FLAG (this, FLAG_FREED)) 910 attachable::do_destroy ();
822 return;
823 911
824 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 912 if (flag [FLAG_IS_LINKED])
913 remove_button_link (this);
914
915 if (flag [FLAG_FRIENDLY])
825 remove_friendly_object (this); 916 remove_friendly_object (this);
826 917
827 if (!QUERY_FLAG (this, FLAG_REMOVED)) 918 if (!flag [FLAG_REMOVED])
828 remove (); 919 remove ();
829 920
830 SET_FLAG (this, FLAG_FREED); 921 destroy_inv (true);
831 922
832 if (more) 923 deactivate ();
833 { 924 unlink ();
834 more->destroy (destroy_inventory);
835 more = 0;
836 }
837 925
838 if (inv) 926 flag [FLAG_FREED] = 1;
839 {
840 /* Only if the space blocks everything do we not process -
841 * if some form of movement is allowed, let objects
842 * drop on that space.
843 */
844 if (destroy_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
845 {
846 object *op = inv;
847
848 while (op)
849 {
850 object *tmp = op->below;
851 op->destroy (destroy_inventory);
852 op = tmp;
853 }
854 }
855 else
856 { /* Put objects in inventory onto this space */
857 object *op = inv;
858
859 while (op)
860 {
861 object *tmp = op->below;
862
863 op->remove ();
864
865 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
866 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
867 op->destroy ();
868 else
869 {
870 op->x = x;
871 op->y = y;
872 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
873 }
874
875 op = tmp;
876 }
877 }
878 }
879 927
880 // hack to ensure that freed objects still have a valid map 928 // hack to ensure that freed objects still have a valid map
881 { 929 {
882 static maptile *freed_map; // freed objects are moved here to avoid crashes 930 static maptile *freed_map; // freed objects are moved here to avoid crashes
883 931
884 if (!freed_map) 932 if (!freed_map)
885 { 933 {
886 freed_map = new maptile; 934 freed_map = new maptile;
887 935
936 freed_map->path = "<freed objects map>";
888 freed_map->name = "/internal/freed_objects_map"; 937 freed_map->name = "/internal/freed_objects_map";
889 freed_map->width = 3; 938 freed_map->width = 3;
890 freed_map->height = 3; 939 freed_map->height = 3;
891 940
892 freed_map->allocate (); 941 freed_map->alloc ();
942 freed_map->in_memory = MAP_IN_MEMORY;
893 } 943 }
894 944
895 map = freed_map; 945 map = freed_map;
896 x = 1; 946 x = 1;
897 y = 1; 947 y = 1;
898 } 948 }
899 949
950 if (more)
951 {
952 more->destroy ();
953 more = 0;
954 }
955
956 head = 0;
957
900 // clear those pointers that likely might have circular references to us 958 // clear those pointers that likely might cause circular references
901 owner = 0; 959 owner = 0;
902 enemy = 0; 960 enemy = 0;
903 attacked_by = 0; 961 attacked_by = 0;
962 current_weapon = 0;
963}
904 964
905 // only relevant for players(?), but make sure of it anyways 965void
906 contr = 0; 966object::destroy (bool destroy_inventory)
967{
968 if (destroyed ())
969 return;
907 970
908 /* Remove object from the active list */ 971 if (destroy_inventory)
909 speed = 0; 972 destroy_inv (false);
910 update_ob_speed (this);
911 973
912 unlink (); 974 if (is_head ())
975 if (sound_destroy)
976 play_sound (sound_destroy);
977 else if (flag [FLAG_MONSTER])
978 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
913 979
914 mortals.push_back (this); 980 attachable::destroy ();
915} 981}
916 982
917/* 983/*
918 * sub_weight() recursively (outwards) subtracts a number from the 984 * sub_weight() recursively (outwards) subtracts a number from the
919 * weight of an object (and what is carried by it's environment(s)). 985 * weight of an object (and what is carried by it's environment(s)).
935 * This function removes the object op from the linked list of objects 1001 * This function removes the object op from the linked list of objects
936 * which it is currently tied to. When this function is done, the 1002 * which it is currently tied to. When this function is done, the
937 * object will have no environment. If the object previously had an 1003 * object will have no environment. If the object previously had an
938 * environment, the x and y coordinates will be updated to 1004 * environment, the x and y coordinates will be updated to
939 * the previous environment. 1005 * the previous environment.
940 * Beware: This function is called from the editor as well!
941 */ 1006 */
942void 1007void
943object::remove () 1008object::do_remove ()
944{ 1009{
945 object *tmp, *last = 0; 1010 object *tmp, *last = 0;
946 object *otmp; 1011 object *otmp;
947 1012
948 int check_walk_off;
949
950 if (QUERY_FLAG (this, FLAG_REMOVED)) 1013 if (QUERY_FLAG (this, FLAG_REMOVED))
951 return; 1014 return;
952 1015
953 SET_FLAG (this, FLAG_REMOVED); 1016 SET_FLAG (this, FLAG_REMOVED);
1017 INVOKE_OBJECT (REMOVE, this);
954 1018
955 if (more) 1019 if (more)
956 more->remove (); 1020 more->remove ();
957 1021
958 /* 1022 /*
971 * to save cpu time. 1035 * to save cpu time.
972 */ 1036 */
973 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1037 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
974 otmp->update_stats (); 1038 otmp->update_stats ();
975 1039
976 if (above != NULL) 1040 if (above)
977 above->below = below; 1041 above->below = below;
978 else 1042 else
979 env->inv = below; 1043 env->inv = below;
980 1044
981 if (below != NULL) 1045 if (below)
982 below->above = above; 1046 below->above = above;
983 1047
984 /* we set up values so that it could be inserted into 1048 /* we set up values so that it could be inserted into
985 * the map, but we don't actually do that - it is up 1049 * the map, but we don't actually do that - it is up
986 * to the caller to decide what we want to do. 1050 * to the caller to decide what we want to do.
990 above = 0, below = 0; 1054 above = 0, below = 0;
991 env = 0; 1055 env = 0;
992 } 1056 }
993 else if (map) 1057 else if (map)
994 { 1058 {
995 /* Re did the following section of code - it looks like it had 1059 if (type == PLAYER)
996 * lots of logic for things we no longer care about
997 */ 1060 {
1061 // leaving a spot always closes any open container on the ground
1062 if (container && !container->env)
1063 // this causes spurious floorbox updates, but it ensures
1064 // that the CLOSE event is being sent.
1065 close_container ();
1066
1067 --map->players;
1068 map->touch ();
1069 }
1070
1071 map->dirty = true;
1072 mapspace &ms = this->ms ();
998 1073
999 /* link the object above us */ 1074 /* link the object above us */
1000 if (above) 1075 if (above)
1001 above->below = below; 1076 above->below = below;
1002 else 1077 else
1003 map->at (x, y).top = below; /* we were top, set new top */ 1078 ms.top = below; /* we were top, set new top */
1004 1079
1005 /* Relink the object below us, if there is one */ 1080 /* Relink the object below us, if there is one */
1006 if (below) 1081 if (below)
1007 below->above = above; 1082 below->above = above;
1008 else 1083 else
1010 /* Nothing below, which means we need to relink map object for this space 1085 /* Nothing below, which means we need to relink map object for this space
1011 * use translated coordinates in case some oddness with map tiling is 1086 * use translated coordinates in case some oddness with map tiling is
1012 * evident 1087 * evident
1013 */ 1088 */
1014 if (GET_MAP_OB (map, x, y) != this) 1089 if (GET_MAP_OB (map, x, y) != this)
1015 {
1016 char *dump = dump_object (this);
1017 LOG (llevError,
1018 "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); 1090 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 ());
1019 free (dump);
1020 dump = dump_object (GET_MAP_OB (map, x, y));
1021 LOG (llevError, "%s\n", dump);
1022 free (dump);
1023 }
1024 1091
1025 map->at (x, y).bottom = above; /* goes on above it. */ 1092 ms.bot = above; /* goes on above it. */
1026 } 1093 }
1027 1094
1028 above = 0; 1095 above = 0;
1029 below = 0; 1096 below = 0;
1030 1097
1031 if (map->in_memory == MAP_SAVING) 1098 if (map->in_memory == MAP_SAVING)
1032 return; 1099 return;
1033 1100
1034 check_walk_off = !QUERY_FLAG (this, FLAG_NO_APPLY); 1101 int check_walk_off = !flag [FLAG_NO_APPLY];
1035 1102
1103 if (object *pl = ms.player ())
1104 {
1105 if (pl->container == this)
1106 /* If a container that the player is currently using somehow gets
1107 * removed (most likely destroyed), update the player view
1108 * appropriately.
1109 */
1110 pl->close_container ();
1111
1112 pl->contr->ns->floorbox_update ();
1113 }
1114
1036 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) 1115 for (tmp = ms.bot; tmp; tmp = tmp->above)
1037 { 1116 {
1038 /* No point updating the players look faces if he is the object 1117 /* No point updating the players look faces if he is the object
1039 * being removed. 1118 * being removed.
1040 */ 1119 */
1041 1120
1042 if (tmp->type == PLAYER && tmp != this)
1043 {
1044 /* If a container that the player is currently using somehow gets
1045 * removed (most likely destroyed), update the player view
1046 * appropriately.
1047 */
1048 if (tmp->container == this)
1049 {
1050 CLEAR_FLAG (this, FLAG_APPLIED);
1051 tmp->container = 0;
1052 }
1053
1054 tmp->contr->ns->floorbox_update ();
1055 }
1056
1057 /* See if player moving off should effect something */ 1121 /* See if object moving off should effect something */
1058 if (check_walk_off 1122 if (check_walk_off
1059 && ((move_type & tmp->move_off) 1123 && ((move_type & tmp->move_off)
1060 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1124 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1061 { 1125 {
1062 move_apply (tmp, this, 0); 1126 move_apply (tmp, this, 0);
1063 1127
1064 if (destroyed ()) 1128 if (destroyed ())
1065 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1129 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1066 } 1130 }
1067 1131
1068 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1069
1070 if (tmp->above == tmp)
1071 tmp->above = 0;
1072
1073 last = tmp; 1132 last = tmp;
1074 } 1133 }
1075 1134
1076 /* last == NULL of there are no objects on this space */ 1135 /* last == NULL if there are no objects on this space */
1136 //TODO: this makes little sense, why only update the topmost object?
1077 if (!last) 1137 if (!last)
1078 map->at (x, y).flags_ = P_NEED_UPDATE; 1138 map->at (x, y).flags_ = 0;
1079 else 1139 else
1080 update_object (last, UP_OBJ_REMOVE); 1140 update_object (last, UP_OBJ_REMOVE);
1081 1141
1082 if (QUERY_FLAG (this, FLAG_BLOCKSVIEW) || glow_radius) 1142 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1083 update_all_los (map, x, y); 1143 update_all_los (map, x, y);
1084 } 1144 }
1085} 1145}
1086 1146
1087/* 1147/*
1096merge_ob (object *op, object *top) 1156merge_ob (object *op, object *top)
1097{ 1157{
1098 if (!op->nrof) 1158 if (!op->nrof)
1099 return 0; 1159 return 0;
1100 1160
1101 if (top == NULL) 1161 if (!top)
1102 for (top = op; top != NULL && top->above != NULL; top = top->above); 1162 for (top = op; top && top->above; top = top->above)
1163 ;
1103 1164
1104 for (; top != NULL; top = top->below) 1165 for (; top; top = top->below)
1105 { 1166 {
1106 if (top == op) 1167 if (top == op)
1107 continue; 1168 continue;
1108 1169
1109 if (object::can_merge (op, top)) 1170 if (object::can_merge (op, top))
1118 } 1179 }
1119 1180
1120 return 0; 1181 return 0;
1121} 1182}
1122 1183
1184void
1185object::expand_tail ()
1186{
1187 if (more)
1188 return;
1189
1190 object *prev = this;
1191
1192 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1193 {
1194 object *op = arch_to_object (at);
1195
1196 op->name = name;
1197 op->name_pl = name_pl;
1198 op->title = title;
1199
1200 op->head = this;
1201 prev->more = op;
1202
1203 prev = op;
1204 }
1205}
1206
1123/* 1207/*
1124 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1208 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1125 * job preparing multi-part monsters 1209 * job preparing multi-part monsters.
1126 */ 1210 */
1127object * 1211object *
1128insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1212insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1129{ 1213{
1130 object *tmp;
1131
1132 if (op->head)
1133 op = op->head;
1134
1135 for (tmp = op; tmp; tmp = tmp->more) 1214 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1136 { 1215 {
1137 tmp->x = x + tmp->arch->clone.x; 1216 tmp->x = x + tmp->arch->x;
1138 tmp->y = y + tmp->arch->clone.y; 1217 tmp->y = y + tmp->arch->y;
1139 } 1218 }
1140 1219
1141 return insert_ob_in_map (op, m, originator, flag); 1220 return insert_ob_in_map (op, m, originator, flag);
1142} 1221}
1143 1222
1159 * Return value: 1238 * Return value:
1160 * new object if 'op' was merged with other object 1239 * new object if 'op' was merged with other object
1161 * NULL if 'op' was destroyed 1240 * NULL if 'op' was destroyed
1162 * just 'op' otherwise 1241 * just 'op' otherwise
1163 */ 1242 */
1164
1165object * 1243object *
1166insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1244insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1167{ 1245{
1246 assert (!op->flag [FLAG_FREED]);
1247
1168 object *tmp, *top, *floor = NULL; 1248 object *top, *floor = NULL;
1169 sint16 x, y;
1170 1249
1171 if (QUERY_FLAG (op, FLAG_FREED)) 1250 op->remove ();
1172 {
1173 LOG (llevError, "Trying to insert freed object!\n");
1174 return NULL;
1175 }
1176
1177 if (m == NULL)
1178 {
1179 char *dump = dump_object (op);
1180 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1181 free (dump);
1182 return op;
1183 }
1184
1185 if (out_of_map (m, op->x, op->y))
1186 {
1187 char *dump = dump_object (op);
1188 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1189#ifdef MANY_CORES
1190 /* Better to catch this here, as otherwise the next use of this object
1191 * is likely to cause a crash. Better to find out where it is getting
1192 * improperly inserted.
1193 */
1194 abort ();
1195#endif
1196 free (dump);
1197 return op;
1198 }
1199
1200 if (!QUERY_FLAG (op, FLAG_REMOVED))
1201 {
1202 char *dump = dump_object (op);
1203 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1204 free (dump);
1205 return op;
1206 }
1207
1208 if (op->more != NULL)
1209 {
1210 /* The part may be on a different map. */
1211
1212 object *more = op->more;
1213
1214 /* We really need the caller to normalize coordinates - if
1215 * we set the map, that doesn't work if the location is within
1216 * a map and this is straddling an edge. So only if coordinate
1217 * is clear wrong do we normalize it.
1218 */
1219 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1220 more->map = get_map_from_coord (m, &more->x, &more->y);
1221 else if (!more->map)
1222 {
1223 /* For backwards compatibility - when not dealing with tiled maps,
1224 * more->map should always point to the parent.
1225 */
1226 more->map = m;
1227 }
1228
1229 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1230 {
1231 if (!op->head)
1232 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1233
1234 return NULL;
1235 }
1236 }
1237
1238 CLEAR_FLAG (op, FLAG_REMOVED);
1239 1251
1240 /* Ideally, the caller figures this out. However, it complicates a lot 1252 /* Ideally, the caller figures this out. However, it complicates a lot
1241 * of areas of callers (eg, anything that uses find_free_spot would now 1253 * of areas of callers (eg, anything that uses find_free_spot would now
1242 * need extra work 1254 * need extra work
1243 */ 1255 */
1244 op->map = get_map_from_coord (m, &op->x, &op->y); 1256 if (!xy_normalise (m, op->x, op->y))
1245 x = op->x; 1257 {
1246 y = op->y; 1258 op->destroy ();
1259 return 0;
1260 }
1261
1262 if (object *more = op->more)
1263 if (!insert_ob_in_map (more, m, originator, flag))
1264 return 0;
1265
1266 CLEAR_FLAG (op, FLAG_REMOVED);
1267
1268 op->map = m;
1269 mapspace &ms = op->ms ();
1247 1270
1248 /* this has to be done after we translate the coordinates. 1271 /* this has to be done after we translate the coordinates.
1249 */ 1272 */
1250 if (op->nrof && !(flag & INS_NO_MERGE)) 1273 if (op->nrof && !(flag & INS_NO_MERGE))
1251 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1274 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1252 if (object::can_merge (op, tmp)) 1275 if (object::can_merge (op, tmp))
1253 { 1276 {
1254 op->nrof += tmp->nrof; 1277 op->nrof += tmp->nrof;
1255 tmp->destroy (); 1278 tmp->destroy ();
1256 } 1279 }
1273 op->below = originator->below; 1296 op->below = originator->below;
1274 1297
1275 if (op->below) 1298 if (op->below)
1276 op->below->above = op; 1299 op->below->above = op;
1277 else 1300 else
1278 op->ms ().bottom = op; 1301 ms.bot = op;
1279 1302
1280 /* since *below* originator, no need to update top */ 1303 /* since *below* originator, no need to update top */
1281 originator->below = op; 1304 originator->below = op;
1282 } 1305 }
1283 else 1306 else
1284 { 1307 {
1308 top = ms.bot;
1309
1285 /* If there are other objects, then */ 1310 /* If there are other objects, then */
1286 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1311 if (top)
1287 { 1312 {
1288 object *last = NULL; 1313 object *last = 0;
1289 1314
1290 /* 1315 /*
1291 * If there are multiple objects on this space, we do some trickier handling. 1316 * If there are multiple objects on this space, we do some trickier handling.
1292 * We've already dealt with merging if appropriate. 1317 * We've already dealt with merging if appropriate.
1293 * Generally, we want to put the new object on top. But if 1318 * Generally, we want to put the new object on top. But if
1297 * once we get to them. This reduces the need to traverse over all of 1322 * once we get to them. This reduces the need to traverse over all of
1298 * them when adding another one - this saves quite a bit of cpu time 1323 * them when adding another one - this saves quite a bit of cpu time
1299 * when lots of spells are cast in one area. Currently, it is presumed 1324 * when lots of spells are cast in one area. Currently, it is presumed
1300 * that flying non pickable objects are spell objects. 1325 * that flying non pickable objects are spell objects.
1301 */ 1326 */
1302 1327 for (top = ms.bot; top; top = top->above)
1303 while (top != NULL)
1304 { 1328 {
1305 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1329 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1306 floor = top; 1330 floor = top;
1307 1331
1308 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1332 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1311 top = top->below; 1335 top = top->below;
1312 break; 1336 break;
1313 } 1337 }
1314 1338
1315 last = top; 1339 last = top;
1316 top = top->above;
1317 } 1340 }
1318 1341
1319 /* Don't want top to be NULL, so set it to the last valid object */ 1342 /* Don't want top to be NULL, so set it to the last valid object */
1320 top = last; 1343 top = last;
1321 1344
1323 * looks like instead of lots of conditions here. 1346 * looks like instead of lots of conditions here.
1324 * makes things faster, and effectively the same result. 1347 * makes things faster, and effectively the same result.
1325 */ 1348 */
1326 1349
1327 /* Have object 'fall below' other objects that block view. 1350 /* Have object 'fall below' other objects that block view.
1328 * Unless those objects are exits, type 66 1351 * Unless those objects are exits.
1329 * If INS_ON_TOP is used, don't do this processing 1352 * If INS_ON_TOP is used, don't do this processing
1330 * Need to find the object that in fact blocks view, otherwise 1353 * Need to find the object that in fact blocks view, otherwise
1331 * stacking is a bit odd. 1354 * stacking is a bit odd.
1332 */ 1355 */
1333 if (!(flag & INS_ON_TOP) && 1356 if (!(flag & INS_ON_TOP)
1334 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1357 && ms.flags () & P_BLOCKSVIEW
1358 && (op->face && !faces [op->face].visibility))
1335 { 1359 {
1336 for (last = top; last != floor; last = last->below) 1360 for (last = top; last != floor; last = last->below)
1337 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1361 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1338 break; 1362 break;
1363
1339 /* Check to see if we found the object that blocks view, 1364 /* Check to see if we found the object that blocks view,
1340 * and make sure we have a below pointer for it so that 1365 * and make sure we have a below pointer for it so that
1341 * we can get inserted below this one, which requires we 1366 * we can get inserted below this one, which requires we
1342 * set top to the object below us. 1367 * set top to the object below us.
1343 */ 1368 */
1344 if (last && last->below && last != floor) 1369 if (last && last->below && last != floor)
1345 top = last->below; 1370 top = last->below;
1346 } 1371 }
1347 } /* If objects on this space */ 1372 } /* If objects on this space */
1348 1373
1349 if (flag & INS_MAP_LOAD)
1350 top = GET_MAP_TOP (op->map, op->x, op->y);
1351
1352 if (flag & INS_ABOVE_FLOOR_ONLY) 1374 if (flag & INS_ABOVE_FLOOR_ONLY)
1353 top = floor; 1375 top = floor;
1354 1376
1355 /* Top is the object that our object (op) is going to get inserted above. 1377 /* Top is the object that our object (op) is going to get inserted above.
1356 */ 1378 */
1357 1379
1358 /* First object on this space */ 1380 /* First object on this space */
1359 if (!top) 1381 if (!top)
1360 { 1382 {
1361 op->above = GET_MAP_OB (op->map, op->x, op->y); 1383 op->above = ms.bot;
1362 1384
1363 if (op->above) 1385 if (op->above)
1364 op->above->below = op; 1386 op->above->below = op;
1365 1387
1366 op->below = NULL; 1388 op->below = 0;
1367 op->ms ().bottom = op; 1389 ms.bot = op;
1368 } 1390 }
1369 else 1391 else
1370 { /* get inserted into the stack above top */ 1392 { /* get inserted into the stack above top */
1371 op->above = top->above; 1393 op->above = top->above;
1372 1394
1375 1397
1376 op->below = top; 1398 op->below = top;
1377 top->above = op; 1399 top->above = op;
1378 } 1400 }
1379 1401
1380 if (op->above == NULL) 1402 if (!op->above)
1381 op->ms ().top = op; 1403 ms.top = op;
1382 } /* else not INS_BELOW_ORIGINATOR */ 1404 } /* else not INS_BELOW_ORIGINATOR */
1383 1405
1384 if (op->type == PLAYER) 1406 if (op->type == PLAYER)
1407 {
1385 op->contr->do_los = 1; 1408 op->contr->do_los = 1;
1409 ++op->map->players;
1410 op->map->touch ();
1411 }
1386 1412
1387 /* If we have a floor, we know the player, if any, will be above 1413 op->map->dirty = true;
1388 * it, so save a few ticks and start from there. 1414
1389 */
1390 if (!(flag & INS_MAP_LOAD))
1391 if (object *pl = op->ms ().player ()) 1415 if (object *pl = ms.player ())
1392 pl->contr->ns->floorbox_update (); 1416 pl->contr->ns->floorbox_update ();
1393 1417
1394 /* If this object glows, it may affect lighting conditions that are 1418 /* If this object glows, it may affect lighting conditions that are
1395 * visible to others on this map. But update_all_los is really 1419 * visible to others on this map. But update_all_los is really
1396 * an inefficient way to do this, as it means los for all players 1420 * an inefficient way to do this, as it means los for all players
1397 * on the map will get recalculated. The players could very well 1421 * on the map will get recalculated. The players could very well
1398 * be far away from this change and not affected in any way - 1422 * be far away from this change and not affected in any way -
1399 * this should get redone to only look for players within range, 1423 * this should get redone to only look for players within range,
1400 * or just updating the P_NEED_UPDATE for spaces within this area 1424 * or just updating the P_UPTODATE for spaces within this area
1401 * of effect may be sufficient. 1425 * of effect may be sufficient.
1402 */ 1426 */
1403 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1427 if (op->map->darkness && (op->glow_radius != 0))
1404 update_all_los (op->map, op->x, op->y); 1428 update_all_los (op->map, op->x, op->y);
1405 1429
1406 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1430 /* updates flags (blocked, alive, no magic, etc) for this map space */
1407 update_object (op, UP_OBJ_INSERT); 1431 update_object (op, UP_OBJ_INSERT);
1432
1433 INVOKE_OBJECT (INSERT, op);
1408 1434
1409 /* Don't know if moving this to the end will break anything. However, 1435 /* Don't know if moving this to the end will break anything. However,
1410 * we want to have floorbox_update called before calling this. 1436 * we want to have floorbox_update called before calling this.
1411 * 1437 *
1412 * check_move_on() must be after this because code called from 1438 * check_move_on() must be after this because code called from
1414 * blocked() and wall() work properly), and these flags are updated by 1440 * blocked() and wall() work properly), and these flags are updated by
1415 * update_object(). 1441 * update_object().
1416 */ 1442 */
1417 1443
1418 /* if this is not the head or flag has been passed, don't check walk on status */ 1444 /* if this is not the head or flag has been passed, don't check walk on status */
1419 if (!(flag & INS_NO_WALK_ON) && !op->head) 1445 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1420 { 1446 {
1421 if (check_move_on (op, originator)) 1447 if (check_move_on (op, originator))
1422 return NULL; 1448 return 0;
1423 1449
1424 /* If we are a multi part object, lets work our way through the check 1450 /* If we are a multi part object, lets work our way through the check
1425 * walk on's. 1451 * walk on's.
1426 */ 1452 */
1427 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1453 for (object *tmp = op->more; tmp; tmp = tmp->more)
1428 if (check_move_on (tmp, originator)) 1454 if (check_move_on (tmp, originator))
1429 return NULL; 1455 return 0;
1430 } 1456 }
1431 1457
1432 return op; 1458 return op;
1433} 1459}
1434 1460
1441{ 1467{
1442 object *tmp, *tmp1; 1468 object *tmp, *tmp1;
1443 1469
1444 /* first search for itself and remove any old instances */ 1470 /* first search for itself and remove any old instances */
1445 1471
1446 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1472 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1447 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1473 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1448 tmp->destroy (); 1474 tmp->destroy ();
1449 1475
1450 tmp1 = arch_to_object (archetype::find (arch_string)); 1476 tmp1 = arch_to_object (archetype::find (arch_string));
1451 1477
1452 tmp1->x = op->x; 1478 tmp1->x = op->x;
1453 tmp1->y = op->y; 1479 tmp1->y = op->y;
1454 insert_ob_in_map (tmp1, op->map, op, 0); 1480 insert_ob_in_map (tmp1, op->map, op, 0);
1481}
1482
1483object *
1484object::insert_at (object *where, object *originator, int flags)
1485{
1486 return where->map->insert (this, where->x, where->y, originator, flags);
1455} 1487}
1456 1488
1457/* 1489/*
1458 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1490 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1459 * is returned contains nr objects, and the remaining parts contains 1491 * is returned contains nr objects, and the remaining parts contains
1460 * the rest (or is removed and freed if that number is 0). 1492 * the rest (or is removed and freed if that number is 0).
1461 * On failure, NULL is returned, and the reason put into the 1493 * On failure, NULL is returned, and the reason put into the
1462 * global static errmsg array. 1494 * global static errmsg array.
1463 */ 1495 */
1464
1465object * 1496object *
1466get_split_ob (object *orig_ob, uint32 nr) 1497get_split_ob (object *orig_ob, uint32 nr)
1467{ 1498{
1468 object *newob; 1499 object *newob;
1469 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1500 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1500 * the amount of an object. If the amount reaches 0, the object 1531 * the amount of an object. If the amount reaches 0, the object
1501 * is subsequently removed and freed. 1532 * is subsequently removed and freed.
1502 * 1533 *
1503 * Return value: 'op' if something is left, NULL if the amount reached 0 1534 * Return value: 'op' if something is left, NULL if the amount reached 0
1504 */ 1535 */
1505
1506object * 1536object *
1507decrease_ob_nr (object *op, uint32 i) 1537decrease_ob_nr (object *op, uint32 i)
1508{ 1538{
1509 object *tmp; 1539 object *tmp;
1510 player *pl;
1511 1540
1512 if (i == 0) /* objects with op->nrof require this check */ 1541 if (i == 0) /* objects with op->nrof require this check */
1513 return op; 1542 return op;
1514 1543
1515 if (i > op->nrof) 1544 if (i > op->nrof)
1528 * IMO, searching through all the players will mostly 1557 * IMO, searching through all the players will mostly
1529 * likely be quicker than following op->env to the map, 1558 * likely be quicker than following op->env to the map,
1530 * and then searching the map for a player. 1559 * and then searching the map for a player.
1531 */ 1560 */
1532 if (!tmp) 1561 if (!tmp)
1533 { 1562 for_all_players (pl)
1534 for (pl = first_player; pl; pl = pl->next)
1535 if (pl->ob->container == op->env) 1563 if (pl->ob->container == op->env)
1536 { 1564 {
1537 tmp = pl->ob; 1565 tmp = pl->ob;
1538 break; 1566 break;
1539 } 1567 }
1540 }
1541 1568
1542 if (i < op->nrof) 1569 if (i < op->nrof)
1543 { 1570 {
1544 sub_weight (op->env, op->weight * i); 1571 sub_weight (op->env, op->weight * i);
1545 op->nrof -= i; 1572 op->nrof -= i;
1588 1615
1589/* 1616/*
1590 * add_weight(object, weight) adds the specified weight to an object, 1617 * add_weight(object, weight) adds the specified weight to an object,
1591 * and also updates how much the environment(s) is/are carrying. 1618 * and also updates how much the environment(s) is/are carrying.
1592 */ 1619 */
1593
1594void 1620void
1595add_weight (object *op, signed long weight) 1621add_weight (object *op, signed long weight)
1596{ 1622{
1597 while (op != NULL) 1623 while (op != NULL)
1598 { 1624 {
1613 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1639 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1614 free (dump); 1640 free (dump);
1615 return op; 1641 return op;
1616 } 1642 }
1617 1643
1618 if (where->head) 1644 if (where->head_ () != where)
1619 { 1645 {
1620 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n"); 1646 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1621 where = where->head; 1647 where = where->head;
1622 } 1648 }
1623 1649
1624 return where->insert (op); 1650 return where->insert (op);
1625} 1651}
1630 * inside the object environment. 1656 * inside the object environment.
1631 * 1657 *
1632 * The function returns now pointer to inserted item, and return value can 1658 * The function returns now pointer to inserted item, and return value can
1633 * be != op, if items are merged. -Tero 1659 * be != op, if items are merged. -Tero
1634 */ 1660 */
1635
1636object * 1661object *
1637object::insert (object *op) 1662object::insert (object *op)
1638{ 1663{
1639 object *tmp, *otmp;
1640
1641 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1664 if (!QUERY_FLAG (op, FLAG_REMOVED))
1642 op->remove (); 1665 op->remove ();
1643 1666
1644 if (op->more) 1667 if (op->more)
1645 { 1668 {
1647 return op; 1670 return op;
1648 } 1671 }
1649 1672
1650 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1673 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1651 CLEAR_FLAG (op, FLAG_REMOVED); 1674 CLEAR_FLAG (op, FLAG_REMOVED);
1675
1652 if (op->nrof) 1676 if (op->nrof)
1653 { 1677 {
1654 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1678 for (object *tmp = inv; tmp; tmp = tmp->below)
1655 if (object::can_merge (tmp, op)) 1679 if (object::can_merge (tmp, op))
1656 { 1680 {
1657 /* return the original object and remove inserted object 1681 /* return the original object and remove inserted object
1658 (client needs the original object) */ 1682 (client needs the original object) */
1659 tmp->nrof += op->nrof; 1683 tmp->nrof += op->nrof;
1678 add_weight (this, op->weight * op->nrof); 1702 add_weight (this, op->weight * op->nrof);
1679 } 1703 }
1680 else 1704 else
1681 add_weight (this, (op->weight + op->carrying)); 1705 add_weight (this, (op->weight + op->carrying));
1682 1706
1683 otmp = this->in_player (); 1707 if (object *otmp = this->in_player ())
1684 if (otmp && otmp->contr)
1685 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1708 if (otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1686 otmp->update_stats (); 1709 otmp->update_stats ();
1687 1710
1711 op->owner = 0; // its his/hers now. period.
1688 op->map = 0; 1712 op->map = 0;
1689 op->env = this; 1713 op->env = this;
1690 op->above = 0; 1714 op->above = 0;
1691 op->below = 0; 1715 op->below = 0;
1692 op->x = 0, op->y = 0; 1716 op->x = op->y = 0;
1693 1717
1694 /* reset the light list and los of the players on the map */ 1718 /* reset the light list and los of the players on the map */
1695 if ((op->glow_radius != 0) && map) 1719 if (op->glow_radius && map)
1696 { 1720 {
1697#ifdef DEBUG_LIGHTS 1721#ifdef DEBUG_LIGHTS
1698 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1722 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1699#endif /* DEBUG_LIGHTS */ 1723#endif /* DEBUG_LIGHTS */
1700 if (MAP_DARKNESS (map)) 1724 if (map->darkness)
1701 update_all_los (map, x, y); 1725 update_all_los (map, x, y);
1702 } 1726 }
1703 1727
1704 /* Client has no idea of ordering so lets not bother ordering it here. 1728 /* Client has no idea of ordering so lets not bother ordering it here.
1705 * It sure simplifies this function... 1729 * It sure simplifies this function...
1710 { 1734 {
1711 op->below = inv; 1735 op->below = inv;
1712 op->below->above = op; 1736 op->below->above = op;
1713 inv = op; 1737 inv = op;
1714 } 1738 }
1739
1740 INVOKE_OBJECT (INSERT, this);
1715 1741
1716 return op; 1742 return op;
1717} 1743}
1718 1744
1719/* 1745/*
1734 * 1760 *
1735 * MSW 2001-07-08: Check all objects on space, not just those below 1761 * MSW 2001-07-08: Check all objects on space, not just those below
1736 * object being inserted. insert_ob_in_map may not put new objects 1762 * object being inserted. insert_ob_in_map may not put new objects
1737 * on top. 1763 * on top.
1738 */ 1764 */
1739
1740int 1765int
1741check_move_on (object *op, object *originator) 1766check_move_on (object *op, object *originator)
1742{ 1767{
1743 object *tmp; 1768 object *tmp;
1744 maptile *m = op->map; 1769 maptile *m = op->map;
1771 1796
1772 /* The objects have to be checked from top to bottom. 1797 /* The objects have to be checked from top to bottom.
1773 * Hence, we first go to the top: 1798 * Hence, we first go to the top:
1774 */ 1799 */
1775 1800
1776 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1801 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1777 { 1802 {
1778 /* Trim the search when we find the first other spell effect 1803 /* Trim the search when we find the first other spell effect
1779 * this helps performance so that if a space has 50 spell objects, 1804 * this helps performance so that if a space has 50 spell objects,
1780 * we don't need to check all of them. 1805 * we don't need to check all of them.
1781 */ 1806 */
1799 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1824 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1800 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1825 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1801 { 1826 {
1802 1827
1803 float 1828 float
1804 diff = tmp->move_slow_penalty * FABS (op->speed); 1829 diff = tmp->move_slow_penalty * fabs (op->speed);
1805 1830
1806 if (op->type == PLAYER) 1831 if (op->type == PLAYER)
1807 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1832 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1808 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1833 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1809 diff /= 4.0; 1834 diff /= 4.0;
1836/* 1861/*
1837 * present_arch(arch, map, x, y) searches for any objects with 1862 * present_arch(arch, map, x, y) searches for any objects with
1838 * a matching archetype at the given map and coordinates. 1863 * a matching archetype at the given map and coordinates.
1839 * The first matching object is returned, or NULL if none. 1864 * The first matching object is returned, or NULL if none.
1840 */ 1865 */
1841
1842object * 1866object *
1843present_arch (const archetype *at, maptile *m, int x, int y) 1867present_arch (const archetype *at, maptile *m, int x, int y)
1844{ 1868{
1845 object *
1846 tmp;
1847
1848 if (m == NULL || out_of_map (m, x, y)) 1869 if (!m || out_of_map (m, x, y))
1849 { 1870 {
1850 LOG (llevError, "Present_arch called outside map.\n"); 1871 LOG (llevError, "Present_arch called outside map.\n");
1851 return NULL; 1872 return NULL;
1852 } 1873 }
1853 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1874
1875 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1854 if (tmp->arch == at) 1876 if (tmp->arch == at)
1855 return tmp; 1877 return tmp;
1878
1856 return NULL; 1879 return NULL;
1857} 1880}
1858 1881
1859/* 1882/*
1860 * present(type, map, x, y) searches for any objects with 1883 * present(type, map, x, y) searches for any objects with
1861 * a matching type variable at the given map and coordinates. 1884 * a matching type variable at the given map and coordinates.
1862 * The first matching object is returned, or NULL if none. 1885 * The first matching object is returned, or NULL if none.
1863 */ 1886 */
1864
1865object * 1887object *
1866present (unsigned char type, maptile *m, int x, int y) 1888present (unsigned char type, maptile *m, int x, int y)
1867{ 1889{
1868 object *
1869 tmp;
1870
1871 if (out_of_map (m, x, y)) 1890 if (out_of_map (m, x, y))
1872 { 1891 {
1873 LOG (llevError, "Present called outside map.\n"); 1892 LOG (llevError, "Present called outside map.\n");
1874 return NULL; 1893 return NULL;
1875 } 1894 }
1876 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1895
1896 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1877 if (tmp->type == type) 1897 if (tmp->type == type)
1878 return tmp; 1898 return tmp;
1899
1879 return NULL; 1900 return NULL;
1880} 1901}
1881 1902
1882/* 1903/*
1883 * present_in_ob(type, object) searches for any objects with 1904 * present_in_ob(type, object) searches for any objects with
1884 * a matching type variable in the inventory of the given object. 1905 * a matching type variable in the inventory of the given object.
1885 * The first matching object is returned, or NULL if none. 1906 * The first matching object is returned, or NULL if none.
1886 */ 1907 */
1887
1888object * 1908object *
1889present_in_ob (unsigned char type, const object *op) 1909present_in_ob (unsigned char type, const object *op)
1890{ 1910{
1891 object *
1892 tmp;
1893
1894 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1911 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1895 if (tmp->type == type) 1912 if (tmp->type == type)
1896 return tmp; 1913 return tmp;
1914
1897 return NULL; 1915 return NULL;
1898} 1916}
1899 1917
1900/* 1918/*
1901 * present_in_ob (type, str, object) searches for any objects with 1919 * present_in_ob (type, str, object) searches for any objects with
1909 * str is the string to match against. Note that we match against 1927 * str is the string to match against. Note that we match against
1910 * the object name, not the archetype name. this is so that the 1928 * the object name, not the archetype name. this is so that the
1911 * spell code can use one object type (force), but change it's name 1929 * spell code can use one object type (force), but change it's name
1912 * to be unique. 1930 * to be unique.
1913 */ 1931 */
1914
1915object * 1932object *
1916present_in_ob_by_name (int type, const char *str, const object *op) 1933present_in_ob_by_name (int type, const char *str, const object *op)
1917{ 1934{
1918 object *
1919 tmp;
1920
1921 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1935 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1922 {
1923 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1936 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1924 return tmp; 1937 return tmp;
1925 } 1938
1926 return NULL; 1939 return 0;
1927} 1940}
1928 1941
1929/* 1942/*
1930 * present_arch_in_ob(archetype, object) searches for any objects with 1943 * present_arch_in_ob(archetype, object) searches for any objects with
1931 * a matching archetype in the inventory of the given object. 1944 * a matching archetype in the inventory of the given object.
1932 * The first matching object is returned, or NULL if none. 1945 * The first matching object is returned, or NULL if none.
1933 */ 1946 */
1934
1935object * 1947object *
1936present_arch_in_ob (const archetype *at, const object *op) 1948present_arch_in_ob (const archetype *at, const object *op)
1937{ 1949{
1938 object *
1939 tmp;
1940
1941 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1950 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1942 if (tmp->arch == at) 1951 if (tmp->arch == at)
1943 return tmp; 1952 return tmp;
1953
1944 return NULL; 1954 return NULL;
1945} 1955}
1946 1956
1947/* 1957/*
1948 * activate recursively a flag on an object inventory 1958 * activate recursively a flag on an object inventory
1949 */ 1959 */
1950void 1960void
1951flag_inv (object *op, int flag) 1961flag_inv (object *op, int flag)
1952{ 1962{
1953 object *
1954 tmp;
1955
1956 if (op->inv)
1957 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1963 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1958 { 1964 {
1959 SET_FLAG (tmp, flag); 1965 SET_FLAG (tmp, flag);
1960 flag_inv (tmp, flag); 1966 flag_inv (tmp, flag);
1961 } 1967 }
1962} /* 1968}
1969
1970/*
1963 * desactivate recursively a flag on an object inventory 1971 * deactivate recursively a flag on an object inventory
1964 */ 1972 */
1965void 1973void
1966unflag_inv (object *op, int flag) 1974unflag_inv (object *op, int flag)
1967{ 1975{
1968 object *
1969 tmp;
1970
1971 if (op->inv)
1972 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1976 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1973 { 1977 {
1974 CLEAR_FLAG (tmp, flag); 1978 CLEAR_FLAG (tmp, flag);
1975 unflag_inv (tmp, flag); 1979 unflag_inv (tmp, flag);
1976 } 1980 }
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 */
1985
1986void
1987set_cheat (object *op)
1988{
1989 SET_FLAG (op, FLAG_WAS_WIZ);
1990 flag_inv (op, FLAG_WAS_WIZ);
1991} 1981}
1992 1982
1993/* 1983/*
1994 * find_free_spot(object, map, x, y, start, stop) will search for 1984 * find_free_spot(object, map, x, y, start, stop) will search for
1995 * a spot at the given map and coordinates which will be able to contain 1985 * a spot at the given map and coordinates which will be able to contain
1997 * to search (see the freearr_x/y[] definition). 1987 * to search (see the freearr_x/y[] definition).
1998 * It returns a random choice among the alternatives found. 1988 * It returns a random choice among the alternatives found.
1999 * start and stop are where to start relative to the free_arr array (1,9 1989 * start and stop are where to start relative to the free_arr array (1,9
2000 * does all 4 immediate directions). This returns the index into the 1990 * does all 4 immediate directions). This returns the index into the
2001 * array of the free spot, -1 if no spot available (dir 0 = x,y) 1991 * array of the free spot, -1 if no spot available (dir 0 = x,y)
2002 * Note - this only checks to see if there is space for the head of the
2003 * object - if it is a multispace object, this should be called for all
2004 * pieces.
2005 * Note2: This function does correctly handle tiled maps, but does not 1992 * Note: This function does correctly handle tiled maps, but does not
2006 * inform the caller. However, insert_ob_in_map will update as 1993 * inform the caller. However, insert_ob_in_map will update as
2007 * necessary, so the caller shouldn't need to do any special work. 1994 * necessary, so the caller shouldn't need to do any special work.
2008 * Note - updated to take an object instead of archetype - this is necessary 1995 * Note - updated to take an object instead of archetype - this is necessary
2009 * because arch_blocked (now ob_blocked) needs to know the movement type 1996 * because arch_blocked (now ob_blocked) needs to know the movement type
2010 * to know if the space in question will block the object. We can't use 1997 * to know if the space in question will block the object. We can't use
2011 * the archetype because that isn't correct if the monster has been 1998 * the archetype because that isn't correct if the monster has been
2012 * customized, changed states, etc. 1999 * customized, changed states, etc.
2013 */ 2000 */
2014
2015int 2001int
2016find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 2002find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2017{ 2003{
2018 int
2019 i,
2020 index = 0, flag;
2021 static int
2022 altern[SIZEOFFREE]; 2004 int altern[SIZEOFFREE];
2005 int index = 0, flag;
2023 2006
2024 for (i = start; i < stop; i++) 2007 for (int i = start; i < stop; i++)
2025 { 2008 {
2026 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2009 mapxy pos (m, x, y); pos.move (i);
2027 if (!flag) 2010
2011 if (!pos.normalise ())
2012 continue;
2013
2014 mapspace &ms = *pos;
2015
2016 if (ms.flags () & P_IS_ALIVE)
2017 continue;
2018
2019 /* However, often
2020 * ob doesn't have any move type (when used to place exits)
2021 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
2022 */
2023 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
2024 {
2028 altern[index++] = i; 2025 altern [index++] = i;
2026 continue;
2027 }
2029 2028
2030 /* Basically, if we find a wall on a space, we cut down the search size. 2029 /* Basically, if we find a wall on a space, we cut down the search size.
2031 * In this way, we won't return spaces that are on another side of a wall. 2030 * In this way, we won't return spaces that are on another side of a wall.
2032 * This mostly work, but it cuts down the search size in all directions - 2031 * This mostly work, but it cuts down the search size in all directions -
2033 * if the space being examined only has a wall to the north and empty 2032 * if the space being examined only has a wall to the north and empty
2034 * spaces in all the other directions, this will reduce the search space 2033 * spaces in all the other directions, this will reduce the search space
2035 * to only the spaces immediately surrounding the target area, and 2034 * to only the spaces immediately surrounding the target area, and
2036 * won't look 2 spaces south of the target space. 2035 * won't look 2 spaces south of the target space.
2037 */ 2036 */
2038 else if ((flag & P_NO_PASS) && maxfree[i] < stop) 2037 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2038 {
2039 stop = maxfree[i]; 2039 stop = maxfree[i];
2040 continue;
2041 }
2042
2043 /* Note it is intentional that we check ob - the movement type of the
2044 * head of the object should correspond for the entire object.
2045 */
2046 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2047 continue;
2048
2049 if (ob->blocked (m, pos.x, pos.y))
2050 continue;
2051
2052 altern [index++] = i;
2040 } 2053 }
2041 2054
2042 if (!index) 2055 if (!index)
2043 return -1; 2056 return -1;
2044 2057
2045 return altern[RANDOM () % index]; 2058 return altern [rndm (index)];
2046} 2059}
2047 2060
2048/* 2061/*
2049 * find_first_free_spot(archetype, maptile, x, y) works like 2062 * find_first_free_spot(archetype, maptile, x, y) works like
2050 * find_free_spot(), but it will search max number of squares. 2063 * find_free_spot(), but it will search max number of squares.
2051 * But it will return the first available spot, not a random choice. 2064 * But it will return the first available spot, not a random choice.
2052 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2065 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2053 */ 2066 */
2054
2055int 2067int
2056find_first_free_spot (const object *ob, maptile *m, int x, int y) 2068find_first_free_spot (const object *ob, maptile *m, int x, int y)
2057{ 2069{
2058 int
2059 i;
2060
2061 for (i = 0; i < SIZEOFFREE; i++) 2070 for (int i = 0; i < SIZEOFFREE; i++)
2062 {
2063 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2071 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2064 return i; 2072 return i;
2065 } 2073
2066 return -1; 2074 return -1;
2067} 2075}
2068 2076
2069/* 2077/*
2070 * The function permute(arr, begin, end) randomly reorders the array 2078 * The function permute(arr, begin, end) randomly reorders the array
2071 * arr[begin..end-1]. 2079 * arr[begin..end-1].
2080 * now uses a fisher-yates shuffle, old permute was broken
2072 */ 2081 */
2073static void 2082static void
2074permute (int *arr, int begin, int end) 2083permute (int *arr, int begin, int end)
2075{ 2084{
2076 int 2085 arr += begin;
2077 i,
2078 j,
2079 tmp,
2080 len;
2081
2082 len = end - begin; 2086 end -= begin;
2083 for (i = begin; i < end; i++)
2084 {
2085 j = begin + RANDOM () % len;
2086 2087
2087 tmp = arr[i]; 2088 while (--end)
2088 arr[i] = arr[j]; 2089 swap (arr [end], arr [rndm (end + 1)]);
2089 arr[j] = tmp;
2090 }
2091} 2090}
2092 2091
2093/* new function to make monster searching more efficient, and effective! 2092/* new function to make monster searching more efficient, and effective!
2094 * This basically returns a randomized array (in the passed pointer) of 2093 * This basically returns a randomized array (in the passed pointer) of
2095 * the spaces to find monsters. In this way, it won't always look for 2094 * the spaces to find monsters. In this way, it won't always look for
2098 * the 3x3 area will be searched, just not in a predictable order. 2097 * the 3x3 area will be searched, just not in a predictable order.
2099 */ 2098 */
2100void 2099void
2101get_search_arr (int *search_arr) 2100get_search_arr (int *search_arr)
2102{ 2101{
2103 int 2102 int i;
2104 i;
2105 2103
2106 for (i = 0; i < SIZEOFFREE; i++) 2104 for (i = 0; i < SIZEOFFREE; i++)
2107 {
2108 search_arr[i] = i; 2105 search_arr[i] = i;
2109 }
2110 2106
2111 permute (search_arr, 1, SIZEOFFREE1 + 1); 2107 permute (search_arr, 1, SIZEOFFREE1 + 1);
2112 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2108 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2113 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2109 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2114} 2110}
2123 * Perhaps incorrectly, but I'm making the assumption that exclude 2119 * Perhaps incorrectly, but I'm making the assumption that exclude
2124 * is actually want is going to try and move there. We need this info 2120 * is actually want is going to try and move there. We need this info
2125 * because we have to know what movement the thing looking to move 2121 * because we have to know what movement the thing looking to move
2126 * there is capable of. 2122 * there is capable of.
2127 */ 2123 */
2128
2129int 2124int
2130find_dir (maptile *m, int x, int y, object *exclude) 2125find_dir (maptile *m, int x, int y, object *exclude)
2131{ 2126{
2132 int
2133 i,
2134 max = SIZEOFFREE, mflags; 2127 int i, max = SIZEOFFREE, mflags;
2135 2128
2136 sint16 nx, ny; 2129 sint16 nx, ny;
2137 object * 2130 object *tmp;
2138 tmp;
2139 maptile * 2131 maptile *mp;
2140 mp;
2141 2132
2142 MoveType blocked, move_type; 2133 MoveType blocked, move_type;
2143 2134
2144 if (exclude && exclude->head) 2135 if (exclude && exclude->head_ () != exclude)
2145 { 2136 {
2146 exclude = exclude->head; 2137 exclude = exclude->head;
2147 move_type = exclude->move_type; 2138 move_type = exclude->move_type;
2148 } 2139 }
2149 else 2140 else
2162 2153
2163 if (mflags & P_OUT_OF_MAP) 2154 if (mflags & P_OUT_OF_MAP)
2164 max = maxfree[i]; 2155 max = maxfree[i];
2165 else 2156 else
2166 { 2157 {
2167 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2158 mapspace &ms = mp->at (nx, ny);
2159
2160 blocked = ms.move_block;
2168 2161
2169 if ((move_type & blocked) == move_type) 2162 if ((move_type & blocked) == move_type)
2170 max = maxfree[i]; 2163 max = maxfree[i];
2171 else if (mflags & P_IS_ALIVE) 2164 else if (mflags & P_IS_ALIVE)
2172 { 2165 {
2173 for (tmp = GET_MAP_OB (mp, nx, ny); tmp; tmp = tmp->above) 2166 for (tmp = ms.bot; tmp; tmp = tmp->above)
2174 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2167 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2168 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2175 break; 2169 break;
2176 2170
2177 if (tmp) 2171 if (tmp)
2178 return freedir[i]; 2172 return freedir[i];
2179 } 2173 }
2185 2179
2186/* 2180/*
2187 * distance(object 1, object 2) will return the square of the 2181 * distance(object 1, object 2) will return the square of the
2188 * distance between the two given objects. 2182 * distance between the two given objects.
2189 */ 2183 */
2190
2191int 2184int
2192distance (const object *ob1, const object *ob2) 2185distance (const object *ob1, const object *ob2)
2193{ 2186{
2194 int i;
2195
2196 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2187 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2197 return i;
2198} 2188}
2199 2189
2200/* 2190/*
2201 * find_dir_2(delta-x,delta-y) will return a direction in which 2191 * find_dir_2(delta-x,delta-y) will return a direction in which
2202 * an object which has subtracted the x and y coordinates of another 2192 * an object which has subtracted the x and y coordinates of another
2203 * object, needs to travel toward it. 2193 * object, needs to travel toward it.
2204 */ 2194 */
2205
2206int 2195int
2207find_dir_2 (int x, int y) 2196find_dir_2 (int x, int y)
2208{ 2197{
2209 int q; 2198 int q;
2210 2199
2239 2228
2240 return 3; 2229 return 3;
2241} 2230}
2242 2231
2243/* 2232/*
2244 * absdir(int): Returns a number between 1 and 8, which represent
2245 * the "absolute" direction of a number (it actually takes care of
2246 * "overflow" in previous calculations of a direction).
2247 */
2248
2249int
2250absdir (int d)
2251{
2252 while (d < 1)
2253 d += 8;
2254 while (d > 8)
2255 d -= 8;
2256 return d;
2257}
2258
2259/*
2260 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2233 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2261 * between two directions (which are expected to be absolute (see absdir()) 2234 * between two directions (which are expected to be absolute (see absdir())
2262 */ 2235 */
2263
2264int 2236int
2265dirdiff (int dir1, int dir2) 2237dirdiff (int dir1, int dir2)
2266{ 2238{
2267 int 2239 int d;
2268 d;
2269 2240
2270 d = abs (dir1 - dir2); 2241 d = abs (dir1 - dir2);
2271 if (d > 4) 2242 if (d > 4)
2272 d = 8 - d; 2243 d = 8 - d;
2244
2273 return d; 2245 return d;
2274} 2246}
2275 2247
2276/* peterm: 2248/* peterm:
2277 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2249 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2280 * This basically means that if direction is 15, then it could either go 2252 * This basically means that if direction is 15, then it could either go
2281 * direction 4, 14, or 16 to get back to where we are. 2253 * direction 4, 14, or 16 to get back to where we are.
2282 * Moved from spell_util.c to object.c with the other related direction 2254 * Moved from spell_util.c to object.c with the other related direction
2283 * functions. 2255 * functions.
2284 */ 2256 */
2285
2286int
2287 reduction_dir[SIZEOFFREE][3] = { 2257int reduction_dir[SIZEOFFREE][3] = {
2288 {0, 0, 0}, /* 0 */ 2258 {0, 0, 0}, /* 0 */
2289 {0, 0, 0}, /* 1 */ 2259 {0, 0, 0}, /* 1 */
2290 {0, 0, 0}, /* 2 */ 2260 {0, 0, 0}, /* 2 */
2291 {0, 0, 0}, /* 3 */ 2261 {0, 0, 0}, /* 3 */
2292 {0, 0, 0}, /* 4 */ 2262 {0, 0, 0}, /* 4 */
2383 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2353 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2384 * core dumps if they do. 2354 * core dumps if they do.
2385 * 2355 *
2386 * Add a check so we can't pick up invisible objects (0.93.8) 2356 * Add a check so we can't pick up invisible objects (0.93.8)
2387 */ 2357 */
2388
2389int 2358int
2390can_pick (const object *who, const object *item) 2359can_pick (const object *who, const object *item)
2391{ 2360{
2392 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2361 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2393 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2362 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2398 * create clone from object to another 2367 * create clone from object to another
2399 */ 2368 */
2400object * 2369object *
2401object_create_clone (object *asrc) 2370object_create_clone (object *asrc)
2402{ 2371{
2403 object *dst = 0, *tmp, *src, *part, *prev, *item; 2372 object *dst = 0, *tmp, *src, *prev, *item;
2404 2373
2405 if (!asrc) 2374 if (!asrc)
2406 return 0; 2375 return 0;
2407 2376
2408 src = asrc;
2409 if (src->head)
2410 src = src->head; 2377 src = asrc->head_ ();
2411 2378
2412 prev = 0; 2379 prev = 0;
2413 for (part = src; part; part = part->more) 2380 for (object *part = src; part; part = part->more)
2414 { 2381 {
2415 tmp = part->clone (); 2382 tmp = part->clone ();
2416 tmp->x -= src->x; 2383 tmp->x -= src->x;
2417 tmp->y -= src->y; 2384 tmp->y -= src->y;
2418 2385
2436 insert_ob_in_ob (object_create_clone (item), dst); 2403 insert_ob_in_ob (object_create_clone (item), dst);
2437 2404
2438 return dst; 2405 return dst;
2439} 2406}
2440 2407
2441/* GROS - Creates an object using a string representing its content. */
2442/* Basically, we save the content of the string to a temp file, then call */
2443/* load_object on it. I admit it is a highly inefficient way to make things, */
2444/* but it was simple to make and allows reusing the load_object function. */
2445/* Remember not to use load_object_str in a time-critical situation. */
2446/* Also remember that multiparts objects are not supported for now. */
2447
2448object *
2449load_object_str (const char *obstr)
2450{
2451 object *op;
2452 char filename[MAX_BUF];
2453
2454 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2455
2456 FILE *tempfile = fopen (filename, "w");
2457
2458 if (tempfile == NULL)
2459 {
2460 LOG (llevError, "Error - Unable to access load object temp file\n");
2461 return NULL;
2462 }
2463
2464 fprintf (tempfile, obstr);
2465 fclose (tempfile);
2466
2467 op = object::create ();
2468
2469 object_thawer thawer (filename);
2470
2471 if (thawer)
2472 load_object (thawer, op, 0);
2473
2474 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2475 CLEAR_FLAG (op, FLAG_REMOVED);
2476
2477 return op;
2478}
2479
2480/* This returns the first object in who's inventory that 2408/* This returns the first object in who's inventory that
2481 * has the same type and subtype match. 2409 * has the same type and subtype match.
2482 * returns NULL if no match. 2410 * returns NULL if no match.
2483 */ 2411 */
2484object * 2412object *
2485find_obj_by_type_subtype (const object *who, int type, int subtype) 2413find_obj_by_type_subtype (const object *who, int type, int subtype)
2486{ 2414{
2487 object *tmp;
2488
2489 for (tmp = who->inv; tmp; tmp = tmp->below) 2415 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2490 if (tmp->type == type && tmp->subtype == subtype) 2416 if (tmp->type == type && tmp->subtype == subtype)
2491 return tmp; 2417 return tmp;
2492 2418
2493 return NULL; 2419 return 0;
2494} 2420}
2495 2421
2496/* If ob has a field named key, return the link from the list, 2422/* If ob has a field named key, return the link from the list,
2497 * otherwise return NULL. 2423 * otherwise return NULL.
2498 * 2424 *
2500 * do the desired thing. 2426 * do the desired thing.
2501 */ 2427 */
2502key_value * 2428key_value *
2503get_ob_key_link (const object *ob, const char *key) 2429get_ob_key_link (const object *ob, const char *key)
2504{ 2430{
2505 key_value *link;
2506
2507 for (link = ob->key_values; link != NULL; link = link->next) 2431 for (key_value *link = ob->key_values; link; link = link->next)
2508 if (link->key == key) 2432 if (link->key == key)
2509 return link; 2433 return link;
2510 2434
2511 return NULL; 2435 return 0;
2512} 2436}
2513 2437
2514/* 2438/*
2515 * Returns the value of op has an extra_field for key, or NULL. 2439 * Returns the value of op has an extra_field for key, or NULL.
2516 * 2440 *
2541 if (link->key == canonical_key) 2465 if (link->key == canonical_key)
2542 return link->value; 2466 return link->value;
2543 2467
2544 return 0; 2468 return 0;
2545} 2469}
2546
2547 2470
2548/* 2471/*
2549 * Updates the canonical_key in op to value. 2472 * Updates the canonical_key in op to value.
2550 * 2473 *
2551 * canonical_key is a shared string (value doesn't have to be). 2474 * canonical_key is a shared string (value doesn't have to be).
2556 * Returns TRUE on success. 2479 * Returns TRUE on success.
2557 */ 2480 */
2558int 2481int
2559set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) 2482set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2560{ 2483{
2561 key_value *
2562 field = NULL, *last = NULL; 2484 key_value *field = NULL, *last = NULL;
2563 2485
2564 for (field = op->key_values; field != NULL; field = field->next) 2486 for (field = op->key_values; field != NULL; field = field->next)
2565 { 2487 {
2566 if (field->key != canonical_key) 2488 if (field->key != canonical_key)
2567 { 2489 {
2576 /* Basically, if the archetype has this key set, 2498 /* Basically, if the archetype has this key set,
2577 * we need to store the null value so when we save 2499 * we need to store the null value so when we save
2578 * it, we save the empty value so that when we load, 2500 * it, we save the empty value so that when we load,
2579 * we get this value back again. 2501 * we get this value back again.
2580 */ 2502 */
2581 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2503 if (get_ob_key_link (op->arch, canonical_key))
2582 field->value = 0; 2504 field->value = 0;
2583 else 2505 else
2584 { 2506 {
2585 if (last) 2507 if (last)
2586 last->next = field->next; 2508 last->next = field->next;
2595 /* IF we get here, key doesn't exist */ 2517 /* IF we get here, key doesn't exist */
2596 2518
2597 /* No field, we'll have to add it. */ 2519 /* No field, we'll have to add it. */
2598 2520
2599 if (!add_key) 2521 if (!add_key)
2600 {
2601 return FALSE; 2522 return FALSE;
2602 } 2523
2603 /* There isn't any good reason to store a null 2524 /* There isn't any good reason to store a null
2604 * value in the key/value list. If the archetype has 2525 * value in the key/value list. If the archetype has
2605 * this key, then we should also have it, so shouldn't 2526 * this key, then we should also have it, so shouldn't
2606 * be here. If user wants to store empty strings, 2527 * be here. If user wants to store empty strings,
2607 * should pass in "" 2528 * should pass in ""
2656 } 2577 }
2657 else 2578 else
2658 item = item->env; 2579 item = item->env;
2659} 2580}
2660 2581
2582const char *
2583object::flag_desc (char *desc, int len) const
2584{
2585 char *p = desc;
2586 bool first = true;
2587
2588 *p = 0;
2589
2590 for (int i = 0; i < NUM_FLAGS; i++)
2591 {
2592 if (len <= 10) // magic constant!
2593 {
2594 snprintf (p, len, ",...");
2595 break;
2596 }
2597
2598 if (flag [i])
2599 {
2600 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2601 len -= cnt;
2602 p += cnt;
2603 first = false;
2604 }
2605 }
2606
2607 return desc;
2608}
2609
2661// return a suitable string describing an objetc in enough detail to find it 2610// return a suitable string describing an object in enough detail to find it
2662const char * 2611const char *
2663object::debug_desc (char *info) const 2612object::debug_desc (char *info) const
2664{ 2613{
2614 char flagdesc[512];
2665 char info2[256 * 3]; 2615 char info2[256 * 4];
2666 char *p = info; 2616 char *p = info;
2667 2617
2668 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2618 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2669 count, 2619 count, uuid.seq,
2670 &name, 2620 &name,
2671 title ? " " : "", 2621 title ? "\",title:\"" : "",
2672 title ? (const char *)title : ""); 2622 title ? (const char *)title : "",
2623 flag_desc (flagdesc, 512), type);
2673 2624
2674 if (env) 2625 if (!this->flag[FLAG_REMOVED] && env)
2675 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2626 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2676 2627
2677 if (map) 2628 if (map)
2678 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2629 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2679 2630
2680 return info; 2631 return info;
2681} 2632}
2682 2633
2683const char * 2634const char *
2684object::debug_desc () const 2635object::debug_desc () const
2685{ 2636{
2686 static char info[256 * 3]; 2637 static char info[3][256 * 4];
2638 static int info_idx;
2639
2687 return debug_desc (info); 2640 return debug_desc (info [++info_idx % 3]);
2688} 2641}
2689 2642
2643struct region *
2644object::region () const
2645{
2646 return map ? map->region (x, y)
2647 : region::default_region ();
2648}
2649
2650const materialtype_t *
2651object::dominant_material () const
2652{
2653 if (materialtype_t *mt = name_to_material (materialname))
2654 return mt;
2655
2656 return name_to_material (shstr_unknown);
2657}
2658
2659void
2660object::open_container (object *new_container)
2661{
2662 if (container == new_container)
2663 return;
2664
2665 if (object *old_container = container)
2666 {
2667 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2668 return;
2669
2670#if 0
2671 // remove the "Close old_container" object.
2672 if (object *closer = old_container->inv)
2673 if (closer->type == CLOSE_CON)
2674 closer->destroy ();
2675#endif
2676
2677 old_container->flag [FLAG_APPLIED] = 0;
2678 container = 0;
2679
2680 esrv_update_item (UPD_FLAGS, this, old_container);
2681 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2682 play_sound (sound_find ("chest_close"));
2683 }
2684
2685 if (new_container)
2686 {
2687 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2688 return;
2689
2690 // TODO: this does not seem to serve any purpose anymore?
2691#if 0
2692 // insert the "Close Container" object.
2693 if (archetype *closer = new_container->other_arch)
2694 {
2695 object *closer = arch_to_object (new_container->other_arch);
2696 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2697 new_container->insert (closer);
2698 }
2699#endif
2700
2701 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2702
2703 new_container->flag [FLAG_APPLIED] = 1;
2704 container = new_container;
2705
2706 esrv_update_item (UPD_FLAGS, this, new_container);
2707 esrv_send_inventory (this, new_container);
2708 play_sound (sound_find ("chest_open"));
2709 }
2710}
2711
2712object *
2713object::force_find (const shstr name)
2714{
2715 /* cycle through his inventory to look for the MARK we want to
2716 * place
2717 */
2718 for (object *tmp = inv; tmp; tmp = tmp->below)
2719 if (tmp->type == FORCE && tmp->slaying == name)
2720 return splay (tmp);
2721
2722 return 0;
2723}
2724
2725void
2726object::force_add (const shstr name, int duration)
2727{
2728 if (object *force = force_find (name))
2729 force->destroy ();
2730
2731 object *force = get_archetype (FORCE_NAME);
2732
2733 force->slaying = name;
2734 force->stats.food = 1;
2735 force->speed_left = -1.f;
2736
2737 force->set_speed (duration ? 1.f / duration : 0.f);
2738 force->flag [FLAG_IS_USED_UP] = true;
2739 force->flag [FLAG_APPLIED] = true;
2740
2741 insert (force);
2742}
2743
2744void
2745object::play_sound (faceidx sound) const
2746{
2747 if (!sound)
2748 return;
2749
2750 if (flag [FLAG_REMOVED])
2751 return;
2752
2753 if (env)
2754 {
2755 if (object *pl = in_player ())
2756 pl->contr->play_sound (sound);
2757 }
2758 else
2759 map->play_sound (sound, x, y);
2760}
2761

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