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Comparing deliantra/server/common/object.C (file contents):
Revision 1.86 by root, Tue Dec 26 08:17:58 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,
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, 1); 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 (is_freed) 553 flag [FLAG_FREED] = is_freed;
489 SET_FLAG (dst, FLAG_FREED); 554 flag [FLAG_REMOVED] = is_removed;
490
491 if (is_removed)
492 SET_FLAG (dst, FLAG_REMOVED);
493
494 if (speed < 0)
495 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
496 555
497 /* Copy over key_values, if any. */ 556 /* Copy over key_values, if any. */
498 if (key_values) 557 if (src.key_values)
499 { 558 {
500 key_value *tail = 0; 559 key_value *tail = 0;
501 key_value *i;
502
503 dst->key_values = 0; 560 key_values = 0;
504 561
505 for (i = key_values; i; i = i->next) 562 for (key_value *i = src.key_values; i; i = i->next)
506 { 563 {
507 key_value *new_link = new key_value; 564 key_value *new_link = new key_value;
508 565
509 new_link->next = 0; 566 new_link->next = 0;
510 new_link->key = i->key; 567 new_link->key = i->key;
511 new_link->value = i->value; 568 new_link->value = i->value;
512 569
513 /* Try and be clever here, too. */ 570 /* Try and be clever here, too. */
514 if (!dst->key_values) 571 if (!key_values)
515 { 572 {
516 dst->key_values = new_link; 573 key_values = new_link;
517 tail = new_link; 574 tail = new_link;
518 } 575 }
519 else 576 else
520 { 577 {
521 tail->next = new_link; 578 tail->next = new_link;
522 tail = new_link; 579 tail = new_link;
523 } 580 }
524 } 581 }
525 } 582 }
583}
526 584
527 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 ();
528} 621}
529 622
530object * 623object *
531object::clone () 624object::clone ()
532{ 625{
538/* 631/*
539 * 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
540 * 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
541 * 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.
542 */ 635 */
543
544void 636void
545update_turn_face (object *op) 637update_turn_face (object *op)
546{ 638{
547 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 639 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
548 return; 640 return;
641
549 SET_ANIMATION (op, op->direction); 642 SET_ANIMATION (op, op->direction);
550 update_object (op, UP_OBJ_FACE); 643 update_object (op, UP_OBJ_FACE);
551} 644}
552 645
553/* 646/*
554 * 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
555 * 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.
556 * 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.
557 */ 650 */
558void 651void
559update_ob_speed (object *op) 652object::set_speed (float speed)
560{ 653{
561 extern int arch_init; 654 if (flag [FLAG_FREED] && speed)
562
563 /* No reason putting the archetypes objects on the speed list,
564 * since they never really need to be updated.
565 */
566 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
567 { 655 {
568 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 656 LOG (llevError, "Object %s is freed but has speed.\n", &name);
569 op->speed = 0; 657 speed = 0;
570 }
571
572 if (arch_init)
573 return;
574
575 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
576 { 658 }
577 /* If already on active list, don't do anything */
578 if (op->active_next || op->active_prev || op == active_objects)
579 return;
580 659
581 /* process_events() expects us to insert the object at the beginning 660 this->speed = speed;
582 * of the list. */
583 op->active_next = active_objects;
584 661
585 if (op->active_next != NULL) 662 if (has_active_speed ())
586 op->active_next->active_prev = op; 663 activate ();
587
588 active_objects = op;
589 }
590 else 664 else
591 { 665 deactivate ();
592 /* If not on the active list, nothing needs to be done */
593 if (!op->active_next && !op->active_prev && op != active_objects)
594 return;
595
596 if (op->active_prev == NULL)
597 {
598 active_objects = op->active_next;
599
600 if (op->active_next != NULL)
601 op->active_next->active_prev = NULL;
602 }
603 else
604 {
605 op->active_prev->active_next = op->active_next;
606
607 if (op->active_next)
608 op->active_next->active_prev = op->active_prev;
609 }
610
611 op->active_next = NULL;
612 op->active_prev = NULL;
613 }
614}
615
616/* This function removes object 'op' from the list of active
617 * objects.
618 * This should only be used for style maps or other such
619 * reference maps where you don't want an object that isn't
620 * in play chewing up cpu time getting processed.
621 * The reverse of this is to call update_ob_speed, which
622 * will do the right thing based on the speed of the object.
623 */
624void
625remove_from_active_list (object *op)
626{
627 /* If not on the active list, nothing needs to be done */
628 if (!op->active_next && !op->active_prev && op != active_objects)
629 return;
630
631 if (op->active_prev == NULL)
632 {
633 active_objects = op->active_next;
634 if (op->active_next != NULL)
635 op->active_next->active_prev = NULL;
636 }
637 else
638 {
639 op->active_prev->active_next = op->active_next;
640 if (op->active_next)
641 op->active_next->active_prev = op->active_prev;
642 }
643 op->active_next = NULL;
644 op->active_prev = NULL;
645} 666}
646 667
647/* 668/*
648 * update_object() updates the the map. 669 * update_object() updates the the map.
649 * It takes into account invisible objects (and represent squares covered 670 * It takes into account invisible objects (and represent squares covered
662 * UP_OBJ_FACE: only the objects face has changed. 683 * UP_OBJ_FACE: only the objects face has changed.
663 */ 684 */
664void 685void
665update_object (object *op, int action) 686update_object (object *op, int action)
666{ 687{
667 MoveType move_on, move_off, move_block, move_slow;
668
669 if (op == NULL) 688 if (op == NULL)
670 { 689 {
671 /* this should never happen */ 690 /* this should never happen */
672 LOG (llevDebug, "update_object() called for NULL object.\n"); 691 LOG (llevDebug, "update_object() called for NULL object.\n");
673 return; 692 return;
697 return; 716 return;
698 } 717 }
699 718
700 mapspace &m = op->ms (); 719 mapspace &m = op->ms ();
701 720
702 if (m.flags_ & P_NEED_UPDATE) 721 if (!(m.flags_ & P_UPTODATE))
703 /* nop */; 722 /* nop */;
704 else if (action == UP_OBJ_INSERT) 723 else if (action == UP_OBJ_INSERT)
705 { 724 {
706 // this is likely overkill, TODO: revisit (schmorp) 725 // this is likely overkill, TODO: revisit (schmorp)
707 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 726 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
716 /* 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
717 * to have move_allow right now. 736 * to have move_allow right now.
718 */ 737 */
719 || ((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
720 || 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)
721 m.flags_ = P_NEED_UPDATE; 740 m.flags_ = 0;
722 } 741 }
723 /* if the object is being removed, we can't make intelligent 742 /* if the object is being removed, we can't make intelligent
724 * decisions, because remove_ob can't really pass the object 743 * decisions, because remove_ob can't really pass the object
725 * that is being removed. 744 * that is being removed.
726 */ 745 */
727 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 746 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
728 m.flags_ = P_NEED_UPDATE; 747 m.flags_ = 0;
729 else if (action == UP_OBJ_FACE) 748 else if (action == UP_OBJ_FACE)
730 /* Nothing to do for that case */ ; 749 /* Nothing to do for that case */ ;
731 else 750 else
732 LOG (llevError, "update_object called with invalid action: %d\n", action); 751 LOG (llevError, "update_object called with invalid action: %d\n", action);
733 752
734 if (op->more) 753 if (op->more)
735 update_object (op->more, action); 754 update_object (op->more, action);
736} 755}
737 756
738object::vector object::objects; // not yet used
739object *object::first;
740
741object::object () 757object::object ()
742{ 758{
743 SET_FLAG (this, FLAG_REMOVED); 759 SET_FLAG (this, FLAG_REMOVED);
744 760
745 expmul = 1.0; 761 expmul = 1.0;
746 face = blank_face; 762 face = blank_face;
747} 763}
748 764
749object::~object () 765object::~object ()
750{ 766{
767 unlink ();
768
751 free_key_values (this); 769 free_key_values (this);
752} 770}
753 771
772static int object_count;
773
754void object::link () 774void object::link ()
755{ 775{
756 count = ++ob_count; 776 assert (!index);//D
757 uuid = gen_uuid (); 777 uuid = gen_uuid ();
778 count = ++object_count;
758 779
759 prev = 0; 780 refcnt_inc ();
760 next = object::first; 781 objects.insert (this);
761
762 if (object::first)
763 object::first->prev = this;
764
765 object::first = this;
766} 782}
767 783
768void object::unlink () 784void object::unlink ()
769{ 785{
770 if (this == object::first) 786 if (!index)
771 object::first = next; 787 return;
772 788
773 /* Remove this object from the list of used objects */ 789 objects.erase (this);
774 if (prev) prev->next = next; 790 refcnt_dec ();
775 if (next) next->prev = prev; 791}
776 792
777 prev = 0; 793void
778 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 }
779} 898}
780 899
781object *object::create () 900object *object::create ()
782{ 901{
783 object *op = new object; 902 object *op = new object;
784 op->link (); 903 op->link ();
785 return op; 904 return op;
786} 905}
787 906
788/*
789 * free_object() frees everything allocated by an object, removes
790 * it from the list of used objects, and puts it on the list of
791 * free objects. The IS_FREED() flag is set in the object.
792 * The object must have been removed by remove_ob() first for
793 * this function to succeed.
794 *
795 * If destroy_inventory is set, free inventory as well. Else drop items in
796 * inventory to the ground.
797 */
798void 907void
799object::do_destroy () 908object::do_destroy ()
800{ 909{
801 attachable::do_destroy (); 910 attachable::do_destroy ();
802 911
807 remove_friendly_object (this); 916 remove_friendly_object (this);
808 917
809 if (!flag [FLAG_REMOVED]) 918 if (!flag [FLAG_REMOVED])
810 remove (); 919 remove ();
811 920
812 if (flag [FLAG_FREED]) 921 destroy_inv (true);
813 return; 922
923 deactivate ();
924 unlink ();
814 925
815 flag [FLAG_FREED] = 1; 926 flag [FLAG_FREED] = 1;
816 927
817 // hack to ensure that freed objects still have a valid map 928 // hack to ensure that freed objects still have a valid map
818 { 929 {
820 931
821 if (!freed_map) 932 if (!freed_map)
822 { 933 {
823 freed_map = new maptile; 934 freed_map = new maptile;
824 935
936 freed_map->path = "<freed objects map>";
825 freed_map->name = "/internal/freed_objects_map"; 937 freed_map->name = "/internal/freed_objects_map";
826 freed_map->width = 3; 938 freed_map->width = 3;
827 freed_map->height = 3; 939 freed_map->height = 3;
828 940
829 freed_map->allocate (); 941 freed_map->alloc ();
942 freed_map->in_memory = MAP_IN_MEMORY;
830 } 943 }
831 944
832 map = freed_map; 945 map = freed_map;
833 x = 1; 946 x = 1;
834 y = 1; 947 y = 1;
835 } 948 }
836 949
950 if (more)
951 {
952 more->destroy ();
837 more = 0; 953 more = 0;
954 }
955
838 head = 0; 956 head = 0;
839 inv = 0;
840 957
841 // clear those pointers that likely might have circular references to us 958 // clear those pointers that likely might cause circular references
842 owner = 0; 959 owner = 0;
843 enemy = 0; 960 enemy = 0;
844 attacked_by = 0; 961 attacked_by = 0;
845 962 current_weapon = 0;
846 // only relevant for players(?), but make sure of it anyways
847 contr = 0;
848
849 /* Remove object from the active list */
850 speed = 0;
851 update_ob_speed (this);
852
853 unlink ();
854}
855
856/*
857 * Remove and free all objects in the inventory of the given object.
858 * object.c ?
859 */
860void
861object::destroy_inv (bool drop_to_ground)
862{
863 if (!inv)
864 return;
865
866 /* Only if the space blocks everything do we not process -
867 * if some form of movement is allowed, let objects
868 * drop on that space.
869 */
870 if (!drop_to_ground || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
871 {
872 while (inv)
873 {
874 inv->destroy_inv (drop_to_ground);
875 inv->destroy ();
876 }
877 }
878 else
879 { /* Put objects in inventory onto this space */
880 while (inv)
881 {
882 object *op = inv;
883
884 if (op->flag [FLAG_STARTEQUIP]
885 || op->flag [FLAG_NO_DROP]
886 || op->type == RUNE
887 || op->type == TRAP
888 || op->flag [FLAG_IS_A_TEMPLATE])
889 op->destroy ();
890 else
891 {
892 op->remove ();
893 op->x = x;
894 op->y = y;
895 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
896 }
897 }
898 }
899} 963}
900 964
901void 965void
902object::destroy (bool destroy_inventory) 966object::destroy (bool destroy_inventory)
903{ 967{
904 if (destroyed ()) 968 if (destroyed ())
905 return; 969 return;
906 970
907 if (more)
908 {
909 //TODO: non-head objects must not have inventory
910 more->destroy (destroy_inventory);
911 more = 0;
912 }
913
914 if (destroy_inventory) 971 if (destroy_inventory)
915 destroy_inv (true); 972 destroy_inv (false);
973
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
916 979
917 attachable::destroy (); 980 attachable::destroy ();
918} 981}
919 982
920/* 983/*
938 * 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
939 * 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
940 * object will have no environment. If the object previously had an 1003 * object will have no environment. If the object previously had an
941 * environment, the x and y coordinates will be updated to 1004 * environment, the x and y coordinates will be updated to
942 * the previous environment. 1005 * the previous environment.
943 * Beware: This function is called from the editor as well!
944 */ 1006 */
945void 1007void
946object::remove () 1008object::do_remove ()
947{ 1009{
948 object *tmp, *last = 0; 1010 object *tmp, *last = 0;
949 object *otmp; 1011 object *otmp;
950 1012
951 if (QUERY_FLAG (this, FLAG_REMOVED)) 1013 if (QUERY_FLAG (this, FLAG_REMOVED))
973 * to save cpu time. 1035 * to save cpu time.
974 */ 1036 */
975 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))
976 otmp->update_stats (); 1038 otmp->update_stats ();
977 1039
978 if (above != NULL) 1040 if (above)
979 above->below = below; 1041 above->below = below;
980 else 1042 else
981 env->inv = below; 1043 env->inv = below;
982 1044
983 if (below != NULL) 1045 if (below)
984 below->above = above; 1046 below->above = above;
985 1047
986 /* we set up values so that it could be inserted into 1048 /* we set up values so that it could be inserted into
987 * 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
988 * to the caller to decide what we want to do. 1050 * to the caller to decide what we want to do.
992 above = 0, below = 0; 1054 above = 0, below = 0;
993 env = 0; 1055 env = 0;
994 } 1056 }
995 else if (map) 1057 else if (map)
996 { 1058 {
997 /* Re did the following section of code - it looks like it had 1059 if (type == PLAYER)
998 * lots of logic for things we no longer care about
999 */ 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 ();
1000 1073
1001 /* link the object above us */ 1074 /* link the object above us */
1002 if (above) 1075 if (above)
1003 above->below = below; 1076 above->below = below;
1004 else 1077 else
1005 map->at (x, y).top = below; /* we were top, set new top */ 1078 ms.top = below; /* we were top, set new top */
1006 1079
1007 /* Relink the object below us, if there is one */ 1080 /* Relink the object below us, if there is one */
1008 if (below) 1081 if (below)
1009 below->above = above; 1082 below->above = above;
1010 else 1083 else
1012 /* 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
1013 * use translated coordinates in case some oddness with map tiling is 1086 * use translated coordinates in case some oddness with map tiling is
1014 * evident 1087 * evident
1015 */ 1088 */
1016 if (GET_MAP_OB (map, x, y) != this) 1089 if (GET_MAP_OB (map, x, y) != this)
1017 {
1018 char *dump = dump_object (this);
1019 LOG (llevError,
1020 "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 ());
1021 free (dump);
1022 dump = dump_object (GET_MAP_OB (map, x, y));
1023 LOG (llevError, "%s\n", dump);
1024 free (dump);
1025 }
1026 1091
1027 map->at (x, y).bot = above; /* goes on above it. */ 1092 ms.bot = above; /* goes on above it. */
1028 } 1093 }
1029 1094
1030 above = 0; 1095 above = 0;
1031 below = 0; 1096 below = 0;
1032 1097
1033 if (map->in_memory == MAP_SAVING) 1098 if (map->in_memory == MAP_SAVING)
1034 return; 1099 return;
1035 1100
1036 int check_walk_off = !flag [FLAG_NO_APPLY]; 1101 int check_walk_off = !flag [FLAG_NO_APPLY];
1037 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
1038 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) 1115 for (tmp = ms.bot; tmp; tmp = tmp->above)
1039 { 1116 {
1040 /* 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
1041 * being removed. 1118 * being removed.
1042 */ 1119 */
1043 1120
1044 if (tmp->type == PLAYER && tmp != this)
1045 {
1046 /* If a container that the player is currently using somehow gets
1047 * removed (most likely destroyed), update the player view
1048 * appropriately.
1049 */
1050 if (tmp->container == this)
1051 {
1052 flag [FLAG_APPLIED] = 0;
1053 tmp->container = 0;
1054 }
1055
1056 if (tmp->contr->ns)
1057 tmp->contr->ns->floorbox_update ();
1058 }
1059
1060 /* See if player moving off should effect something */ 1121 /* See if object moving off should effect something */
1061 if (check_walk_off 1122 if (check_walk_off
1062 && ((move_type & tmp->move_off) 1123 && ((move_type & tmp->move_off)
1063 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1124 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1064 { 1125 {
1065 move_apply (tmp, this, 0); 1126 move_apply (tmp, this, 0);
1066 1127
1067 if (destroyed ()) 1128 if (destroyed ())
1068 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 ());
1069 } 1130 }
1070 1131
1071 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1072
1073 if (tmp->above == tmp)
1074 tmp->above = 0;
1075
1076 last = tmp; 1132 last = tmp;
1077 } 1133 }
1078 1134
1079 /* 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?
1080 if (!last) 1137 if (!last)
1081 map->at (x, y).flags_ = P_NEED_UPDATE; 1138 map->at (x, y).flags_ = 0;
1082 else 1139 else
1083 update_object (last, UP_OBJ_REMOVE); 1140 update_object (last, UP_OBJ_REMOVE);
1084 1141
1085 if (flag [FLAG_BLOCKSVIEW] || glow_radius) 1142 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1086 update_all_los (map, x, y); 1143 update_all_los (map, x, y);
1099merge_ob (object *op, object *top) 1156merge_ob (object *op, object *top)
1100{ 1157{
1101 if (!op->nrof) 1158 if (!op->nrof)
1102 return 0; 1159 return 0;
1103 1160
1104 if (top) 1161 if (!top)
1105 for (top = op; top && top->above; top = top->above) 1162 for (top = op; top && top->above; top = top->above)
1106 ; 1163 ;
1107 1164
1108 for (; top; top = top->below) 1165 for (; top; top = top->below)
1109 { 1166 {
1122 } 1179 }
1123 1180
1124 return 0; 1181 return 0;
1125} 1182}
1126 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
1127/* 1207/*
1128 * 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
1129 * job preparing multi-part monsters 1209 * job preparing multi-part monsters.
1130 */ 1210 */
1131object * 1211object *
1132insert_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)
1133{ 1213{
1134 object *tmp;
1135
1136 if (op->head)
1137 op = op->head;
1138
1139 for (tmp = op; tmp; tmp = tmp->more) 1214 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1140 { 1215 {
1141 tmp->x = x + tmp->arch->clone.x; 1216 tmp->x = x + tmp->arch->x;
1142 tmp->y = y + tmp->arch->clone.y; 1217 tmp->y = y + tmp->arch->y;
1143 } 1218 }
1144 1219
1145 return insert_ob_in_map (op, m, originator, flag); 1220 return insert_ob_in_map (op, m, originator, flag);
1146} 1221}
1147 1222
1166 * just 'op' otherwise 1241 * just 'op' otherwise
1167 */ 1242 */
1168object * 1243object *
1169insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1244insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1170{ 1245{
1246 assert (!op->flag [FLAG_FREED]);
1247
1171 object *tmp, *top, *floor = NULL; 1248 object *top, *floor = NULL;
1172 sint16 x, y;
1173 1249
1174 if (QUERY_FLAG (op, FLAG_FREED)) 1250 op->remove ();
1175 {
1176 LOG (llevError, "Trying to insert freed object!\n");
1177 return NULL;
1178 }
1179
1180 if (m == NULL)
1181 {
1182 char *dump = dump_object (op);
1183 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1184 free (dump);
1185 return op;
1186 }
1187
1188 if (out_of_map (m, op->x, op->y))
1189 {
1190 char *dump = dump_object (op);
1191 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1192#ifdef MANY_CORES
1193 /* Better to catch this here, as otherwise the next use of this object
1194 * is likely to cause a crash. Better to find out where it is getting
1195 * improperly inserted.
1196 */
1197 abort ();
1198#endif
1199 free (dump);
1200 return op;
1201 }
1202
1203 if (!QUERY_FLAG (op, FLAG_REMOVED))
1204 {
1205 char *dump = dump_object (op);
1206 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1207 free (dump);
1208 return op;
1209 }
1210
1211 if (op->more)
1212 {
1213 /* The part may be on a different map. */
1214
1215 object *more = op->more;
1216
1217 /* We really need the caller to normalize coordinates - if
1218 * we set the map, that doesn't work if the location is within
1219 * a map and this is straddling an edge. So only if coordinate
1220 * is clear wrong do we normalize it.
1221 */
1222 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1223 more->map = get_map_from_coord (m, &more->x, &more->y);
1224 else if (!more->map)
1225 {
1226 /* For backwards compatibility - when not dealing with tiled maps,
1227 * more->map should always point to the parent.
1228 */
1229 more->map = m;
1230 }
1231
1232 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1233 {
1234 if (!op->head)
1235 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1236
1237 return 0;
1238 }
1239 }
1240
1241 CLEAR_FLAG (op, FLAG_REMOVED);
1242 1251
1243 /* Ideally, the caller figures this out. However, it complicates a lot 1252 /* Ideally, the caller figures this out. However, it complicates a lot
1244 * 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
1245 * need extra work 1254 * need extra work
1246 */ 1255 */
1247 op->map = get_map_from_coord (m, &op->x, &op->y); 1256 if (!xy_normalise (m, op->x, op->y))
1248 x = op->x; 1257 {
1249 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 ();
1250 1270
1251 /* this has to be done after we translate the coordinates. 1271 /* this has to be done after we translate the coordinates.
1252 */ 1272 */
1253 if (op->nrof && !(flag & INS_NO_MERGE)) 1273 if (op->nrof && !(flag & INS_NO_MERGE))
1254 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1274 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1255 if (object::can_merge (op, tmp)) 1275 if (object::can_merge (op, tmp))
1256 { 1276 {
1257 op->nrof += tmp->nrof; 1277 op->nrof += tmp->nrof;
1258 tmp->destroy (); 1278 tmp->destroy ();
1259 } 1279 }
1276 op->below = originator->below; 1296 op->below = originator->below;
1277 1297
1278 if (op->below) 1298 if (op->below)
1279 op->below->above = op; 1299 op->below->above = op;
1280 else 1300 else
1281 op->ms ().bot = op; 1301 ms.bot = op;
1282 1302
1283 /* since *below* originator, no need to update top */ 1303 /* since *below* originator, no need to update top */
1284 originator->below = op; 1304 originator->below = op;
1285 } 1305 }
1286 else 1306 else
1287 { 1307 {
1308 top = ms.bot;
1309
1288 /* If there are other objects, then */ 1310 /* If there are other objects, then */
1289 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1311 if (top)
1290 { 1312 {
1291 object *last = NULL; 1313 object *last = 0;
1292 1314
1293 /* 1315 /*
1294 * 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.
1295 * We've already dealt with merging if appropriate. 1317 * We've already dealt with merging if appropriate.
1296 * 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
1300 * 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
1301 * 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
1302 * 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
1303 * that flying non pickable objects are spell objects. 1325 * that flying non pickable objects are spell objects.
1304 */ 1326 */
1305 1327 for (top = ms.bot; top; top = top->above)
1306 while (top != NULL)
1307 { 1328 {
1308 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))
1309 floor = top; 1330 floor = top;
1310 1331
1311 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))
1314 top = top->below; 1335 top = top->below;
1315 break; 1336 break;
1316 } 1337 }
1317 1338
1318 last = top; 1339 last = top;
1319 top = top->above;
1320 } 1340 }
1321 1341
1322 /* 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 */
1323 top = last; 1343 top = last;
1324 1344
1326 * looks like instead of lots of conditions here. 1346 * looks like instead of lots of conditions here.
1327 * makes things faster, and effectively the same result. 1347 * makes things faster, and effectively the same result.
1328 */ 1348 */
1329 1349
1330 /* Have object 'fall below' other objects that block view. 1350 /* Have object 'fall below' other objects that block view.
1331 * Unless those objects are exits, type 66 1351 * Unless those objects are exits.
1332 * If INS_ON_TOP is used, don't do this processing 1352 * If INS_ON_TOP is used, don't do this processing
1333 * Need to find the object that in fact blocks view, otherwise 1353 * Need to find the object that in fact blocks view, otherwise
1334 * stacking is a bit odd. 1354 * stacking is a bit odd.
1335 */ 1355 */
1336 if (!(flag & INS_ON_TOP) && 1356 if (!(flag & INS_ON_TOP)
1337 (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))
1338 { 1359 {
1339 for (last = top; last != floor; last = last->below) 1360 for (last = top; last != floor; last = last->below)
1340 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1361 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1341 break; 1362 break;
1363
1342 /* Check to see if we found the object that blocks view, 1364 /* Check to see if we found the object that blocks view,
1343 * 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
1344 * we can get inserted below this one, which requires we 1366 * we can get inserted below this one, which requires we
1345 * set top to the object below us. 1367 * set top to the object below us.
1346 */ 1368 */
1347 if (last && last->below && last != floor) 1369 if (last && last->below && last != floor)
1348 top = last->below; 1370 top = last->below;
1349 } 1371 }
1350 } /* If objects on this space */ 1372 } /* If objects on this space */
1351 1373
1352 if (flag & INS_MAP_LOAD)
1353 top = GET_MAP_TOP (op->map, op->x, op->y);
1354
1355 if (flag & INS_ABOVE_FLOOR_ONLY) 1374 if (flag & INS_ABOVE_FLOOR_ONLY)
1356 top = floor; 1375 top = floor;
1357 1376
1358 /* 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.
1359 */ 1378 */
1360 1379
1361 /* First object on this space */ 1380 /* First object on this space */
1362 if (!top) 1381 if (!top)
1363 { 1382 {
1364 op->above = GET_MAP_OB (op->map, op->x, op->y); 1383 op->above = ms.bot;
1365 1384
1366 if (op->above) 1385 if (op->above)
1367 op->above->below = op; 1386 op->above->below = op;
1368 1387
1369 op->below = NULL; 1388 op->below = 0;
1370 op->ms ().bot = op; 1389 ms.bot = op;
1371 } 1390 }
1372 else 1391 else
1373 { /* get inserted into the stack above top */ 1392 { /* get inserted into the stack above top */
1374 op->above = top->above; 1393 op->above = top->above;
1375 1394
1378 1397
1379 op->below = top; 1398 op->below = top;
1380 top->above = op; 1399 top->above = op;
1381 } 1400 }
1382 1401
1383 if (op->above == NULL) 1402 if (!op->above)
1384 op->ms ().top = op; 1403 ms.top = op;
1385 } /* else not INS_BELOW_ORIGINATOR */ 1404 } /* else not INS_BELOW_ORIGINATOR */
1386 1405
1387 if (op->type == PLAYER) 1406 if (op->type == PLAYER)
1407 {
1388 op->contr->do_los = 1; 1408 op->contr->do_los = 1;
1409 ++op->map->players;
1410 op->map->touch ();
1411 }
1389 1412
1390 /* If we have a floor, we know the player, if any, will be above 1413 op->map->dirty = true;
1391 * it, so save a few ticks and start from there. 1414
1392 */
1393 if (!(flag & INS_MAP_LOAD))
1394 if (object *pl = op->ms ().player ()) 1415 if (object *pl = ms.player ())
1395 if (pl->contr->ns)
1396 pl->contr->ns->floorbox_update (); 1416 pl->contr->ns->floorbox_update ();
1397 1417
1398 /* If this object glows, it may affect lighting conditions that are 1418 /* If this object glows, it may affect lighting conditions that are
1399 * 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
1400 * 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
1401 * on the map will get recalculated. The players could very well 1421 * on the map will get recalculated. The players could very well
1402 * 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 -
1403 * this should get redone to only look for players within range, 1423 * this should get redone to only look for players within range,
1404 * or just updating the P_NEED_UPDATE for spaces within this area 1424 * or just updating the P_UPTODATE for spaces within this area
1405 * of effect may be sufficient. 1425 * of effect may be sufficient.
1406 */ 1426 */
1407 if (op->map->darkness && (op->glow_radius != 0)) 1427 if (op->map->darkness && (op->glow_radius != 0))
1408 update_all_los (op->map, op->x, op->y); 1428 update_all_los (op->map, op->x, op->y);
1409 1429
1420 * blocked() and wall() work properly), and these flags are updated by 1440 * blocked() and wall() work properly), and these flags are updated by
1421 * update_object(). 1441 * update_object().
1422 */ 1442 */
1423 1443
1424 /* 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 */
1425 if (!(flag & INS_NO_WALK_ON) && !op->head) 1445 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1426 { 1446 {
1427 if (check_move_on (op, originator)) 1447 if (check_move_on (op, originator))
1428 return 0; 1448 return 0;
1429 1449
1430 /* 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
1431 * walk on's. 1451 * walk on's.
1432 */ 1452 */
1433 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1453 for (object *tmp = op->more; tmp; tmp = tmp->more)
1434 if (check_move_on (tmp, originator)) 1454 if (check_move_on (tmp, originator))
1435 return 0; 1455 return 0;
1436 } 1456 }
1437 1457
1438 return op; 1458 return op;
1447{ 1467{
1448 object *tmp, *tmp1; 1468 object *tmp, *tmp1;
1449 1469
1450 /* first search for itself and remove any old instances */ 1470 /* first search for itself and remove any old instances */
1451 1471
1452 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)
1453 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1473 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1454 tmp->destroy (); 1474 tmp->destroy ();
1455 1475
1456 tmp1 = arch_to_object (archetype::find (arch_string)); 1476 tmp1 = arch_to_object (archetype::find (arch_string));
1457 1477
1458 tmp1->x = op->x; 1478 tmp1->x = op->x;
1459 tmp1->y = op->y; 1479 tmp1->y = op->y;
1460 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);
1461} 1487}
1462 1488
1463/* 1489/*
1464 * 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
1465 * is returned contains nr objects, and the remaining parts contains 1491 * is returned contains nr objects, and the remaining parts contains
1466 * 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).
1467 * On failure, NULL is returned, and the reason put into the 1493 * On failure, NULL is returned, and the reason put into the
1468 * global static errmsg array. 1494 * global static errmsg array.
1469 */ 1495 */
1470
1471object * 1496object *
1472get_split_ob (object *orig_ob, uint32 nr) 1497get_split_ob (object *orig_ob, uint32 nr)
1473{ 1498{
1474 object *newob; 1499 object *newob;
1475 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1500 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1506 * 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
1507 * is subsequently removed and freed. 1532 * is subsequently removed and freed.
1508 * 1533 *
1509 * 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
1510 */ 1535 */
1511
1512object * 1536object *
1513decrease_ob_nr (object *op, uint32 i) 1537decrease_ob_nr (object *op, uint32 i)
1514{ 1538{
1515 object *tmp; 1539 object *tmp;
1516 1540
1591 1615
1592/* 1616/*
1593 * add_weight(object, weight) adds the specified weight to an object, 1617 * add_weight(object, weight) adds the specified weight to an object,
1594 * and also updates how much the environment(s) is/are carrying. 1618 * and also updates how much the environment(s) is/are carrying.
1595 */ 1619 */
1596
1597void 1620void
1598add_weight (object *op, signed long weight) 1621add_weight (object *op, signed long weight)
1599{ 1622{
1600 while (op != NULL) 1623 while (op != NULL)
1601 { 1624 {
1616 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);
1617 free (dump); 1640 free (dump);
1618 return op; 1641 return op;
1619 } 1642 }
1620 1643
1621 if (where->head) 1644 if (where->head_ () != where)
1622 { 1645 {
1623 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");
1624 where = where->head; 1647 where = where->head;
1625 } 1648 }
1626 1649
1627 return where->insert (op); 1650 return where->insert (op);
1628} 1651}
1633 * inside the object environment. 1656 * inside the object environment.
1634 * 1657 *
1635 * 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
1636 * be != op, if items are merged. -Tero 1659 * be != op, if items are merged. -Tero
1637 */ 1660 */
1638
1639object * 1661object *
1640object::insert (object *op) 1662object::insert (object *op)
1641{ 1663{
1642 object *tmp, *otmp;
1643
1644 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1664 if (!QUERY_FLAG (op, FLAG_REMOVED))
1645 op->remove (); 1665 op->remove ();
1646 1666
1647 if (op->more) 1667 if (op->more)
1648 { 1668 {
1650 return op; 1670 return op;
1651 } 1671 }
1652 1672
1653 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1673 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1654 CLEAR_FLAG (op, FLAG_REMOVED); 1674 CLEAR_FLAG (op, FLAG_REMOVED);
1675
1655 if (op->nrof) 1676 if (op->nrof)
1656 { 1677 {
1657 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1678 for (object *tmp = inv; tmp; tmp = tmp->below)
1658 if (object::can_merge (tmp, op)) 1679 if (object::can_merge (tmp, op))
1659 { 1680 {
1660 /* return the original object and remove inserted object 1681 /* return the original object and remove inserted object
1661 (client needs the original object) */ 1682 (client needs the original object) */
1662 tmp->nrof += op->nrof; 1683 tmp->nrof += op->nrof;
1681 add_weight (this, op->weight * op->nrof); 1702 add_weight (this, op->weight * op->nrof);
1682 } 1703 }
1683 else 1704 else
1684 add_weight (this, (op->weight + op->carrying)); 1705 add_weight (this, (op->weight + op->carrying));
1685 1706
1686 otmp = this->in_player (); 1707 if (object *otmp = this->in_player ())
1687 if (otmp && otmp->contr)
1688 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1708 if (otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1689 otmp->update_stats (); 1709 otmp->update_stats ();
1690 1710
1711 op->owner = 0; // its his/hers now. period.
1691 op->map = 0; 1712 op->map = 0;
1692 op->env = this; 1713 op->env = this;
1693 op->above = 0; 1714 op->above = 0;
1694 op->below = 0; 1715 op->below = 0;
1695 op->x = 0, op->y = 0; 1716 op->x = op->y = 0;
1696 1717
1697 /* 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 */
1698 if ((op->glow_radius != 0) && map) 1719 if (op->glow_radius && map)
1699 { 1720 {
1700#ifdef DEBUG_LIGHTS 1721#ifdef DEBUG_LIGHTS
1701 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);
1702#endif /* DEBUG_LIGHTS */ 1723#endif /* DEBUG_LIGHTS */
1703 if (map->darkness) 1724 if (map->darkness)
1739 * 1760 *
1740 * 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
1741 * 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
1742 * on top. 1763 * on top.
1743 */ 1764 */
1744
1745int 1765int
1746check_move_on (object *op, object *originator) 1766check_move_on (object *op, object *originator)
1747{ 1767{
1748 object *tmp; 1768 object *tmp;
1749 maptile *m = op->map; 1769 maptile *m = op->map;
1776 1796
1777 /* The objects have to be checked from top to bottom. 1797 /* The objects have to be checked from top to bottom.
1778 * Hence, we first go to the top: 1798 * Hence, we first go to the top:
1779 */ 1799 */
1780 1800
1781 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp && tmp->above; tmp = tmp->above) 1801 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1782 { 1802 {
1783 /* Trim the search when we find the first other spell effect 1803 /* Trim the search when we find the first other spell effect
1784 * 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,
1785 * we don't need to check all of them. 1805 * we don't need to check all of them.
1786 */ 1806 */
1804 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1824 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1805 ((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))
1806 { 1826 {
1807 1827
1808 float 1828 float
1809 diff = tmp->move_slow_penalty * FABS (op->speed); 1829 diff = tmp->move_slow_penalty * fabs (op->speed);
1810 1830
1811 if (op->type == PLAYER) 1831 if (op->type == PLAYER)
1812 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)) ||
1813 (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)))
1814 diff /= 4.0; 1834 diff /= 4.0;
1844 * The first matching object is returned, or NULL if none. 1864 * The first matching object is returned, or NULL if none.
1845 */ 1865 */
1846object * 1866object *
1847present_arch (const archetype *at, maptile *m, int x, int y) 1867present_arch (const archetype *at, maptile *m, int x, int y)
1848{ 1868{
1849 if (m == NULL || out_of_map (m, x, y)) 1869 if (!m || out_of_map (m, x, y))
1850 { 1870 {
1851 LOG (llevError, "Present_arch called outside map.\n"); 1871 LOG (llevError, "Present_arch called outside map.\n");
1852 return NULL; 1872 return NULL;
1853 } 1873 }
1854 1874
1855 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1875 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1856 if (tmp->arch == at) 1876 if (tmp->arch == at)
1857 return tmp; 1877 return tmp;
1858 1878
1859 return NULL; 1879 return NULL;
1860} 1880}
1871 { 1891 {
1872 LOG (llevError, "Present called outside map.\n"); 1892 LOG (llevError, "Present called outside map.\n");
1873 return NULL; 1893 return NULL;
1874 } 1894 }
1875 1895
1876 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 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;
1879 1899
1880 return NULL; 1900 return NULL;
1881} 1901}
1938 * activate recursively a flag on an object inventory 1958 * activate recursively a flag on an object inventory
1939 */ 1959 */
1940void 1960void
1941flag_inv (object *op, int flag) 1961flag_inv (object *op, int flag)
1942{ 1962{
1943 if (op->inv)
1944 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1963 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1945 { 1964 {
1946 SET_FLAG (tmp, flag); 1965 SET_FLAG (tmp, flag);
1947 flag_inv (tmp, flag); 1966 flag_inv (tmp, flag);
1948 } 1967 }
1949} 1968}
1950 1969
1951/* 1970/*
1952 * deactivate recursively a flag on an object inventory 1971 * deactivate recursively a flag on an object inventory
1953 */ 1972 */
1954void 1973void
1955unflag_inv (object *op, int flag) 1974unflag_inv (object *op, int flag)
1956{ 1975{
1957 if (op->inv)
1958 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1976 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1959 { 1977 {
1960 CLEAR_FLAG (tmp, flag); 1978 CLEAR_FLAG (tmp, flag);
1961 unflag_inv (tmp, flag); 1979 unflag_inv (tmp, flag);
1962 } 1980 }
1963}
1964
1965/*
1966 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1967 * all it's inventory (recursively).
1968 * If checksums are used, a player will get set_cheat called for
1969 * him/her-self and all object carried by a call to this function.
1970 */
1971void
1972set_cheat (object *op)
1973{
1974 SET_FLAG (op, FLAG_WAS_WIZ);
1975 flag_inv (op, FLAG_WAS_WIZ);
1976} 1981}
1977 1982
1978/* 1983/*
1979 * 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
1980 * 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
1982 * to search (see the freearr_x/y[] definition). 1987 * to search (see the freearr_x/y[] definition).
1983 * It returns a random choice among the alternatives found. 1988 * It returns a random choice among the alternatives found.
1984 * 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
1985 * does all 4 immediate directions). This returns the index into the 1990 * does all 4 immediate directions). This returns the index into the
1986 * 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)
1987 * Note - this only checks to see if there is space for the head of the
1988 * object - if it is a multispace object, this should be called for all
1989 * pieces.
1990 * Note2: This function does correctly handle tiled maps, but does not 1992 * Note: This function does correctly handle tiled maps, but does not
1991 * inform the caller. However, insert_ob_in_map will update as 1993 * inform the caller. However, insert_ob_in_map will update as
1992 * 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.
1993 * 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
1994 * 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
1995 * 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
1997 * customized, changed states, etc. 1999 * customized, changed states, etc.
1998 */ 2000 */
1999int 2001int
2000find_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)
2001{ 2003{
2004 int altern[SIZEOFFREE];
2002 int index = 0, flag; 2005 int index = 0, flag;
2003 int altern[SIZEOFFREE];
2004 2006
2005 for (int i = start; i < stop; i++) 2007 for (int i = start; i < stop; i++)
2006 { 2008 {
2007 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2009 mapxy pos (m, x, y); pos.move (i);
2008 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 {
2009 altern [index++] = i; 2025 altern [index++] = i;
2026 continue;
2027 }
2010 2028
2011 /* 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.
2012 * 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.
2013 * 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 -
2014 * 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
2015 * 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
2016 * to only the spaces immediately surrounding the target area, and 2034 * to only the spaces immediately surrounding the target area, and
2017 * won't look 2 spaces south of the target space. 2035 * won't look 2 spaces south of the target space.
2018 */ 2036 */
2019 else if ((flag & P_NO_PASS) && maxfree[i] < stop) 2037 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2038 {
2020 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;
2021 } 2053 }
2022 2054
2023 if (!index) 2055 if (!index)
2024 return -1; 2056 return -1;
2025 2057
2026 return altern[RANDOM () % index]; 2058 return altern [rndm (index)];
2027} 2059}
2028 2060
2029/* 2061/*
2030 * find_first_free_spot(archetype, maptile, x, y) works like 2062 * find_first_free_spot(archetype, maptile, x, y) works like
2031 * find_free_spot(), but it will search max number of squares. 2063 * find_free_spot(), but it will search max number of squares.
2034 */ 2066 */
2035int 2067int
2036find_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)
2037{ 2069{
2038 for (int i = 0; i < SIZEOFFREE; i++) 2070 for (int i = 0; i < SIZEOFFREE; i++)
2039 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]))
2040 return i; 2072 return i;
2041 2073
2042 return -1; 2074 return -1;
2043} 2075}
2044 2076
2052{ 2084{
2053 arr += begin; 2085 arr += begin;
2054 end -= begin; 2086 end -= begin;
2055 2087
2056 while (--end) 2088 while (--end)
2057 swap (arr [end], arr [RANDOM () % (end + 1)]); 2089 swap (arr [end], arr [rndm (end + 1)]);
2058} 2090}
2059 2091
2060/* new function to make monster searching more efficient, and effective! 2092/* new function to make monster searching more efficient, and effective!
2061 * This basically returns a randomized array (in the passed pointer) of 2093 * This basically returns a randomized array (in the passed pointer) of
2062 * 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 object *tmp; 2130 object *tmp;
2099 maptile *mp; 2131 maptile *mp;
2100 2132
2101 MoveType blocked, move_type; 2133 MoveType blocked, move_type;
2102 2134
2103 if (exclude && exclude->head) 2135 if (exclude && exclude->head_ () != exclude)
2104 { 2136 {
2105 exclude = exclude->head; 2137 exclude = exclude->head;
2106 move_type = exclude->move_type; 2138 move_type = exclude->move_type;
2107 } 2139 }
2108 else 2140 else
2131 max = maxfree[i]; 2163 max = maxfree[i];
2132 else if (mflags & P_IS_ALIVE) 2164 else if (mflags & P_IS_ALIVE)
2133 { 2165 {
2134 for (tmp = ms.bot; tmp; tmp = tmp->above) 2166 for (tmp = ms.bot; tmp; tmp = tmp->above)
2135 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2167 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2136 && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2168 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2137 break; 2169 break;
2138 2170
2139 if (tmp) 2171 if (tmp)
2140 return freedir[i]; 2172 return freedir[i];
2141 } 2173 }
2196 2228
2197 return 3; 2229 return 3;
2198} 2230}
2199 2231
2200/* 2232/*
2201 * absdir(int): Returns a number between 1 and 8, which represent
2202 * the "absolute" direction of a number (it actually takes care of
2203 * "overflow" in previous calculations of a direction).
2204 */
2205
2206int
2207absdir (int d)
2208{
2209 while (d < 1)
2210 d += 8;
2211
2212 while (d > 8)
2213 d -= 8;
2214
2215 return d;
2216}
2217
2218/*
2219 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2233 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2220 * between two directions (which are expected to be absolute (see absdir()) 2234 * between two directions (which are expected to be absolute (see absdir())
2221 */ 2235 */
2222
2223int 2236int
2224dirdiff (int dir1, int dir2) 2237dirdiff (int dir1, int dir2)
2225{ 2238{
2226 int d; 2239 int d;
2227 2240
2340 * 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
2341 * core dumps if they do. 2354 * core dumps if they do.
2342 * 2355 *
2343 * 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)
2344 */ 2357 */
2345
2346int 2358int
2347can_pick (const object *who, const object *item) 2359can_pick (const object *who, const object *item)
2348{ 2360{
2349 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2361 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2350 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2362 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2355 * create clone from object to another 2367 * create clone from object to another
2356 */ 2368 */
2357object * 2369object *
2358object_create_clone (object *asrc) 2370object_create_clone (object *asrc)
2359{ 2371{
2360 object *dst = 0, *tmp, *src, *part, *prev, *item; 2372 object *dst = 0, *tmp, *src, *prev, *item;
2361 2373
2362 if (!asrc) 2374 if (!asrc)
2363 return 0; 2375 return 0;
2364 2376
2365 src = asrc;
2366 if (src->head)
2367 src = src->head; 2377 src = asrc->head_ ();
2368 2378
2369 prev = 0; 2379 prev = 0;
2370 for (part = src; part; part = part->more) 2380 for (object *part = src; part; part = part->more)
2371 { 2381 {
2372 tmp = part->clone (); 2382 tmp = part->clone ();
2373 tmp->x -= src->x; 2383 tmp->x -= src->x;
2374 tmp->y -= src->y; 2384 tmp->y -= src->y;
2375 2385
2391 2401
2392 for (item = src->inv; item; item = item->below) 2402 for (item = src->inv; item; item = item->below)
2393 insert_ob_in_ob (object_create_clone (item), dst); 2403 insert_ob_in_ob (object_create_clone (item), dst);
2394 2404
2395 return dst; 2405 return dst;
2396}
2397
2398/* GROS - Creates an object using a string representing its content. */
2399/* Basically, we save the content of the string to a temp file, then call */
2400/* load_object on it. I admit it is a highly inefficient way to make things, */
2401/* but it was simple to make and allows reusing the load_object function. */
2402/* Remember not to use load_object_str in a time-critical situation. */
2403/* Also remember that multiparts objects are not supported for now. */
2404object *
2405load_object_str (const char *obstr)
2406{
2407 object *op;
2408 char filename[MAX_BUF];
2409
2410 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2411
2412 FILE *tempfile = fopen (filename, "w");
2413
2414 if (tempfile == NULL)
2415 {
2416 LOG (llevError, "Error - Unable to access load object temp file\n");
2417 return NULL;
2418 }
2419
2420 fprintf (tempfile, obstr);
2421 fclose (tempfile);
2422
2423 op = object::create ();
2424
2425 object_thawer thawer (filename);
2426
2427 if (thawer)
2428 load_object (thawer, op, 0);
2429
2430 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2431 CLEAR_FLAG (op, FLAG_REMOVED);
2432
2433 return op;
2434} 2406}
2435 2407
2436/* This returns the first object in who's inventory that 2408/* This returns the first object in who's inventory that
2437 * has the same type and subtype match. 2409 * has the same type and subtype match.
2438 * returns NULL if no match. 2410 * returns NULL if no match.
2493 if (link->key == canonical_key) 2465 if (link->key == canonical_key)
2494 return link->value; 2466 return link->value;
2495 2467
2496 return 0; 2468 return 0;
2497} 2469}
2498
2499 2470
2500/* 2471/*
2501 * Updates the canonical_key in op to value. 2472 * Updates the canonical_key in op to value.
2502 * 2473 *
2503 * 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).
2527 /* Basically, if the archetype has this key set, 2498 /* Basically, if the archetype has this key set,
2528 * we need to store the null value so when we save 2499 * we need to store the null value so when we save
2529 * it, we save the empty value so that when we load, 2500 * it, we save the empty value so that when we load,
2530 * we get this value back again. 2501 * we get this value back again.
2531 */ 2502 */
2532 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2503 if (get_ob_key_link (op->arch, canonical_key))
2533 field->value = 0; 2504 field->value = 0;
2534 else 2505 else
2535 { 2506 {
2536 if (last) 2507 if (last)
2537 last->next = field->next; 2508 last->next = field->next;
2606 } 2577 }
2607 else 2578 else
2608 item = item->env; 2579 item = item->env;
2609} 2580}
2610 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
2611// 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
2612const char * 2611const char *
2613object::debug_desc (char *info) const 2612object::debug_desc (char *info) const
2614{ 2613{
2614 char flagdesc[512];
2615 char info2[256 * 3]; 2615 char info2[256 * 4];
2616 char *p = info; 2616 char *p = info;
2617 2617
2618 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}",
2619 count, 2619 count, uuid.seq,
2620 &name, 2620 &name,
2621 title ? " " : "", 2621 title ? "\",title:\"" : "",
2622 title ? (const char *)title : ""); 2622 title ? (const char *)title : "",
2623 flag_desc (flagdesc, 512), type);
2623 2624
2624 if (env) 2625 if (!this->flag[FLAG_REMOVED] && env)
2625 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2626 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2626 2627
2627 if (map) 2628 if (map)
2628 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);
2629 2630
2630 return info; 2631 return info;
2631} 2632}
2632 2633
2633const char * 2634const char *
2634object::debug_desc () const 2635object::debug_desc () const
2635{ 2636{
2636 static char info[256 * 3]; 2637 static char info[3][256 * 4];
2638 static int info_idx;
2639
2637 return debug_desc (info); 2640 return debug_desc (info [++info_idx % 3]);
2638} 2641}
2639 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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