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Comparing deliantra/server/common/object.C (file contents):
Revision 1.79 by root, Sat Dec 23 06:30:49 2006 UTC vs.
Revision 1.202 by root, Thu Apr 10 15:35:15 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; 38UUID UUID::cur;
38static UUID uuid;
39const uint64 UUID_SKIP = 1<<19; 39static const uint64 UUID_SKIP = 1<<19;
40 40
41object *active_objects; /* List of active objects that need to be processed */ 41objectvec objects;
42activevec actives;
42 43
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, 44short 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 45 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}; 46};
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, 47short 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,
68 { 69 {
69 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2); 70 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
70 return; 71 return;
71 } 72 }
72 73
73 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2); 74 fprintf (fp, "<1,%llx>\n", (unsigned long long)UUID::cur.seq + UUID_SKIP * 2);
74 fclose (fp); 75 fclose (fp);
75 rename (filename2, filename1); 76 rename (filename2, filename1);
76} 77}
77 78
78static void 79static void
87 if (!(fp = fopen (filename, "r"))) 88 if (!(fp = fopen (filename, "r")))
88 { 89 {
89 if (errno == ENOENT) 90 if (errno == ENOENT)
90 { 91 {
91 LOG (llevInfo, "RESET uid to 1\n"); 92 LOG (llevInfo, "RESET uid to 1\n");
92 uuid.seq = 0; 93 UUID::cur.seq = 0;
93 write_uuid (); 94 write_uuid ();
94 return; 95 return;
95 } 96 }
96 97
97 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename); 98 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
104 { 105 {
105 LOG (llevError, "FATAL: error reading uid from %s!\n", filename); 106 LOG (llevError, "FATAL: error reading uid from %s!\n", filename);
106 _exit (1); 107 _exit (1);
107 } 108 }
108 109
109 uuid.seq = uid; 110 UUID::cur.seq = uid;
110 write_uuid (); 111 write_uuid ();
111 LOG (llevDebug, "read UID: %" PRId64 "\n", uid); 112 LOG (llevDebug, "read UID: %" PRId64 "\n", uid);
112 fclose (fp); 113 fclose (fp);
113} 114}
114 115
115UUID 116UUID
116gen_uuid () 117UUID::gen ()
117{ 118{
118 UUID uid; 119 UUID uid;
119 120
120 uid.seq = ++uuid.seq; 121 uid.seq = ++cur.seq;
121 122
122 if (!(uuid.seq & (UUID_SKIP - 1))) 123 if (!(cur.seq & (UUID_SKIP - 1)))
123 write_uuid (); 124 write_uuid ();
124 125
125 return uid; 126 return uid;
126} 127}
127 128
128void 129void
129init_uuid () 130UUID::init ()
130{ 131{
131 read_uuid (); 132 read_uuid ();
132} 133}
133 134
134/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 135/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
141 * objects with lists are rare, and lists stay short. If not, use a 142 * objects with lists are rare, and lists stay short. If not, use a
142 * different structure or at least keep the lists sorted... 143 * different structure or at least keep the lists sorted...
143 */ 144 */
144 145
145 /* For each field in wants, */ 146 /* For each field in wants, */
146 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) 147 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
147 { 148 {
148 key_value *has_field; 149 key_value *has_field;
149 150
150 /* Look for a field in has with the same key. */ 151 /* Look for a field in has with the same key. */
151 has_field = get_ob_key_link (has, wants_field->key); 152 has_field = get_ob_key_link (has, wants_field->key);
190 * Check nrof variable *before* calling can_merge() 191 * Check nrof variable *before* calling can_merge()
191 * 192 *
192 * Improvements made with merge: Better checking on potion, and also 193 * Improvements made with merge: Better checking on potion, and also
193 * check weight 194 * check weight
194 */ 195 */
195
196bool object::can_merge_slow (object *ob1, object *ob2) 196bool object::can_merge_slow (object *ob1, object *ob2)
197{ 197{
198 /* A couple quicksanity checks */ 198 /* A couple quicksanity checks */
199 if (ob1 == ob2 199 if (ob1 == ob2
200 || ob1->type != ob2->type 200 || ob1->type != ob2->type
221 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 221 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
222 222
223 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 223 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
224 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 224 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
225 225
226 if ((ob1->flags ^ ob2->flags).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any () 226 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
227 || ob1->arch != ob2->arch 227 || ob1->arch != ob2->arch
228 || ob1->name != ob2->name 228 || ob1->name != ob2->name
229 || ob1->title != ob2->title 229 || ob1->title != ob2->title
230 || ob1->msg != ob2->msg 230 || ob1->msg != ob2->msg
231 || ob1->weight != ob2->weight 231 || ob1->weight != ob2->weight
253 /* This is really a spellbook check - really, we should 253 /* This is really a spellbook check - really, we should
254 * check all objects in the inventory. 254 * check all objects in the inventory.
255 */ 255 */
256 if (ob1->inv || ob2->inv) 256 if (ob1->inv || ob2->inv)
257 { 257 {
258 /* if one object has inventory but the other doesn't, not equiv */ 258 if (!(ob1->inv && ob2->inv))
259 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 259 return 0; /* inventories differ in length */
260 return 0;
261 260
262 /* Now check to see if the two inventory objects could merge */ 261 if (ob1->inv->below || ob2->inv->below)
262 return 0; /* more than one object in inv */
263
263 if (!object::can_merge (ob1->inv, ob2->inv)) 264 if (!object::can_merge (ob1->inv, ob2->inv))
264 return 0; 265 return 0; /* inventory objexts differ */
265 266
266 /* inventory ok - still need to check rest of this object to see 267 /* inventory ok - still need to check rest of this object to see
267 * if it is valid. 268 * if it is valid.
268 */ 269 */
269 } 270 }
277 278
278 /* Note sure why the following is the case - either the object has to 279 /* Note sure why the following is the case - either the object has to
279 * be animated or have a very low speed. Is this an attempted monster 280 * be animated or have a very low speed. Is this an attempted monster
280 * check? 281 * check?
281 */ 282 */
282 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 283 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
283 return 0; 284 return 0;
284 285
285 switch (ob1->type) 286 switch (ob1->type)
286 { 287 {
287 case SCROLL: 288 case SCROLL:
298 return 0; 299 return 0;
299 else if (!compare_ob_value_lists (ob1, ob2)) 300 else if (!compare_ob_value_lists (ob1, ob2))
300 return 0; 301 return 0;
301 } 302 }
302 303
303 //TODO: generate an event or call into perl for additional checks
304 if (ob1->self || ob2->self) 304 if (ob1->self || ob2->self)
305 { 305 {
306 ob1->optimise (); 306 ob1->optimise ();
307 ob2->optimise (); 307 ob2->optimise ();
308 308
309 if (ob1->self || ob2->self) 309 if (ob1->self || ob2->self)
310 {
311 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
312 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
313
314 if (k1 != k2)
310 return 0; 315 return 0;
316 else if (k1 == 0)
317 return 1;
318 else if (!cfperl_can_merge (ob1, ob2))
319 return 0;
320 }
311 } 321 }
312 322
313 /* Everything passes, must be OK. */ 323 /* Everything passes, must be OK. */
314 return 1; 324 return 1;
315} 325}
323sum_weight (object *op) 333sum_weight (object *op)
324{ 334{
325 long sum; 335 long sum;
326 object *inv; 336 object *inv;
327 337
328 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 338 for (sum = 0, inv = op->inv; inv; inv = inv->below)
329 { 339 {
330 if (inv->inv) 340 if (inv->inv)
331 sum_weight (inv); 341 sum_weight (inv);
342
332 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 343 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
333 } 344 }
334 345
335 if (op->type == CONTAINER && op->stats.Str) 346 if (op->type == CONTAINER && op->stats.Str)
336 sum = (sum * (100 - op->stats.Str)) / 100; 347 sum = (sum * (100 - op->stats.Str)) / 100;
356/* 367/*
357 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 368 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
358 * Some error messages. 369 * Some error messages.
359 * The result of the dump is stored in the static global errmsg array. 370 * The result of the dump is stored in the static global errmsg array.
360 */ 371 */
361
362char * 372char *
363dump_object (object *op) 373dump_object (object *op)
364{ 374{
365 if (!op) 375 if (!op)
366 return strdup ("[NULLOBJ]"); 376 return strdup ("[NULLOBJ]");
367 377
368 object_freezer freezer; 378 object_freezer freezer;
369 save_object (freezer, op, 3); 379 op->write (freezer);
370 return freezer.as_string (); 380 return freezer.as_string ();
371} 381}
372 382
373/* 383/*
374 * get_nearest_part(multi-object, object 2) returns the part of the 384 * get_nearest_part(multi-object, object 2) returns the part of the
375 * multi-object 1 which is closest to the second object. 385 * multi-object 1 which is closest to the second object.
376 * If it's not a multi-object, it is returned. 386 * If it's not a multi-object, it is returned.
377 */ 387 */
378
379object * 388object *
380get_nearest_part (object *op, const object *pl) 389get_nearest_part (object *op, const object *pl)
381{ 390{
382 object *tmp, *closest; 391 object *tmp, *closest;
383 int last_dist, i; 392 int last_dist, i;
391} 400}
392 401
393/* 402/*
394 * Returns the object which has the count-variable equal to the argument. 403 * Returns the object which has the count-variable equal to the argument.
395 */ 404 */
396
397object * 405object *
398find_object (tag_t i) 406find_object (tag_t i)
399{ 407{
400 for (object *op = object::first; op; op = op->next) 408 for_all_objects (op)
401 if (op->count == i) 409 if (op->count == i)
402 return op; 410 return op;
403 411
404 return 0; 412 return 0;
405} 413}
406 414
407/* 415/*
408 * Returns the first object which has a name equal to the argument. 416 * Returns the first object which has a name equal to the argument.
409 * Used only by the patch command, but not all that useful. 417 * Used only by the patch command, but not all that useful.
410 * Enables features like "patch <name-of-other-player> food 999" 418 * Enables features like "patch <name-of-other-player> food 999"
411 */ 419 */
412
413object * 420object *
414find_object_name (const char *str) 421find_object_name (const char *str)
415{ 422{
416 shstr_cmp str_ (str); 423 shstr_cmp str_ (str);
417 object *op; 424 object *op;
418 425
419 for (op = object::first; op != NULL; op = op->next) 426 for_all_objects (op)
420 if (op->name == str_) 427 if (op->name == str_)
421 break; 428 break;
422 429
423 return op; 430 return op;
424} 431}
425 432
426void
427free_all_object_data ()
428{
429 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
430}
431
432/* 433/*
433 * Sets the owner and sets the skill and exp pointers to owner's current 434 * Sets the owner and sets the skill and exp pointers to owner's current
434 * skill and experience objects. 435 * skill and experience objects.
436 * ACTUALLY NO! investigate! TODO
435 */ 437 */
436void 438void
437object::set_owner (object *owner) 439object::set_owner (object *owner)
438{ 440{
441 // allow objects which own objects
439 if (!owner) 442 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) 443 while (owner->owner)
450 owner = owner->owner; 444 owner = owner->owner;
445
446 if (flag [FLAG_FREED])
447 {
448 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
449 return;
450 }
451 451
452 this->owner = owner; 452 this->owner = owner;
453}
454
455int
456object::slottype () const
457{
458 if (type == SKILL)
459 {
460 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
461 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
462 }
463 else
464 {
465 if (slot [body_combat].info) return slot_combat;
466 if (slot [body_range ].info) return slot_ranged;
467 }
468
469 return slot_none;
470}
471
472bool
473object::change_weapon (object *ob)
474{
475 if (current_weapon == ob)
476 return true;
477
478 if (chosen_skill)
479 chosen_skill->flag [FLAG_APPLIED] = false;
480
481 current_weapon = ob;
482 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
483
484 if (chosen_skill)
485 chosen_skill->flag [FLAG_APPLIED] = true;
486
487 update_stats ();
488
489 if (ob)
490 {
491 // now check wether any body locations became invalid, in which case
492 // we cannot apply the weapon at the moment.
493 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
494 if (slot[i].used < 0)
495 {
496 current_weapon = chosen_skill = 0;
497 update_stats ();
498
499 new_draw_info_format (NDI_UNIQUE, 0, this,
500 "You try to balance all your items at once, "
501 "but the %s is just too much for your body. "
502 "[You need to unapply some items first.]", &ob->name);
503 return false;
504 }
505
506 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
507 }
508 else
509 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
510
511 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
512 {
513 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
514 &name, ob->debug_desc ());
515 return false;
516 }
517
518 return true;
453} 519}
454 520
455/* Zero the key_values on op, decrementing the shared-string 521/* Zero the key_values on op, decrementing the shared-string
456 * refcounts and freeing the links. 522 * refcounts and freeing the links.
457 */ 523 */
458static void 524static void
459free_key_values (object *op) 525free_key_values (object *op)
460{ 526{
461 for (key_value *i = op->key_values; i != 0;) 527 for (key_value *i = op->key_values; i; )
462 { 528 {
463 key_value *next = i->next; 529 key_value *next = i->next;
464 delete i; 530 delete i;
465 531
466 i = next; 532 i = next;
467 } 533 }
468 534
469 op->key_values = 0; 535 op->key_values = 0;
470} 536}
471 537
472/* 538object &
473 * copy_to first frees everything allocated by the dst object, 539object::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{ 540{
483 bool is_freed = QUERY_FLAG (dst, FLAG_FREED); 541 bool is_freed = flag [FLAG_FREED];
484 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED); 542 bool is_removed = flag [FLAG_REMOVED];
485 543
486 *(object_copy *)dst = *this; 544 *(object_copy *)this = src;
487 545
488 if (self || cb) 546 flag [FLAG_FREED] = is_freed;
489 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (dst)); 547 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;
499 548
500 /* Copy over key_values, if any. */ 549 /* Copy over key_values, if any. */
501 if (key_values) 550 if (src.key_values)
502 { 551 {
503 key_value *tail = 0; 552 key_value *tail = 0;
504 key_value *i;
505
506 dst->key_values = 0; 553 key_values = 0;
507 554
508 for (i = key_values; i; i = i->next) 555 for (key_value *i = src.key_values; i; i = i->next)
509 { 556 {
510 key_value *new_link = new key_value; 557 key_value *new_link = new key_value;
511 558
512 new_link->next = 0; 559 new_link->next = 0;
513 new_link->key = i->key; 560 new_link->key = i->key;
514 new_link->value = i->value; 561 new_link->value = i->value;
515 562
516 /* Try and be clever here, too. */ 563 /* Try and be clever here, too. */
517 if (!dst->key_values) 564 if (!key_values)
518 { 565 {
519 dst->key_values = new_link; 566 key_values = new_link;
520 tail = new_link; 567 tail = new_link;
521 } 568 }
522 else 569 else
523 { 570 {
524 tail->next = new_link; 571 tail->next = new_link;
525 tail = new_link; 572 tail = new_link;
526 } 573 }
527 } 574 }
528 } 575 }
576}
529 577
530 update_ob_speed (dst); 578/*
579 * copy_to first frees everything allocated by the dst object,
580 * and then copies the contents of itself into the second
581 * object, allocating what needs to be allocated. Basically, any
582 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
583 * if the first object is freed, the pointers in the new object
584 * will point at garbage.
585 */
586void
587object::copy_to (object *dst)
588{
589 *dst = *this;
590
591 if (speed < 0)
592 dst->speed_left -= rndm ();
593
594 dst->set_speed (dst->speed);
595}
596
597void
598object::instantiate ()
599{
600 if (!uuid.seq) // HACK
601 uuid = UUID::gen ();
602
603 speed_left = -0.1f;
604 /* copy the body_info to the body_used - this is only really
605 * need for monsters, but doesn't hurt to do it for everything.
606 * by doing so, when a monster is created, it has good starting
607 * values for the body_used info, so when items are created
608 * for it, they can be properly equipped.
609 */
610 for (int i = NUM_BODY_LOCATIONS; i--; )
611 slot[i].used = slot[i].info;
612
613 attachable::instantiate ();
531} 614}
532 615
533object * 616object *
534object::clone () 617object::clone ()
535{ 618{
541/* 624/*
542 * If an object with the IS_TURNABLE() flag needs to be turned due 625 * 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 626 * 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. 627 * be called to update the face variable, _and_ how it looks on the map.
545 */ 628 */
546
547void 629void
548update_turn_face (object *op) 630update_turn_face (object *op)
549{ 631{
550 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 632 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
551 return; 633 return;
634
552 SET_ANIMATION (op, op->direction); 635 SET_ANIMATION (op, op->direction);
553 update_object (op, UP_OBJ_FACE); 636 update_object (op, UP_OBJ_FACE);
554} 637}
555 638
556/* 639/*
557 * Updates the speed of an object. If the speed changes from 0 to another 640 * 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. 641 * 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. 642 * This function needs to be called whenever the speed of an object changes.
560 */ 643 */
561void 644void
562update_ob_speed (object *op) 645object::set_speed (float speed)
563{ 646{
564 extern int arch_init; 647 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 { 648 {
572 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 649 LOG (llevError, "Object %s is freed but has speed.\n", &name);
573#ifdef MANY_CORES
574 abort ();
575#else
576 op->speed = 0; 650 speed = 0;
577#endif
578 }
579
580 if (arch_init)
581 return;
582
583 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
584 { 651 }
585 /* If already on active list, don't do anything */
586 if (op->active_next || op->active_prev || op == active_objects)
587 return;
588 652
589 /* process_events() expects us to insert the object at the beginning 653 this->speed = speed;
590 * of the list. */
591 op->active_next = active_objects;
592 654
593 if (op->active_next != NULL) 655 if (has_active_speed ())
594 op->active_next->active_prev = op; 656 activate ();
595
596 active_objects = op;
597 }
598 else 657 else
599 { 658 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} 659}
654 660
655/* 661/*
656 * update_object() updates the the map. 662 * update_object() updates the the map.
657 * It takes into account invisible objects (and represent squares covered 663 * It takes into account invisible objects (and represent squares covered
670 * UP_OBJ_FACE: only the objects face has changed. 676 * UP_OBJ_FACE: only the objects face has changed.
671 */ 677 */
672void 678void
673update_object (object *op, int action) 679update_object (object *op, int action)
674{ 680{
675 MoveType move_on, move_off, move_block, move_slow;
676
677 if (op == NULL) 681 if (op == NULL)
678 { 682 {
679 /* this should never happen */ 683 /* this should never happen */
680 LOG (llevDebug, "update_object() called for NULL object.\n"); 684 LOG (llevDebug, "update_object() called for NULL object.\n");
681 return; 685 return;
694 */ 698 */
695 if (!op->map || op->map->in_memory == MAP_SAVING) 699 if (!op->map || op->map->in_memory == MAP_SAVING)
696 return; 700 return;
697 701
698 /* make sure the object is within map boundaries */ 702 /* 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)) 703 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
700 { 704 {
701 LOG (llevError, "update_object() called for object out of map!\n"); 705 LOG (llevError, "update_object() called for object out of map!\n");
702#ifdef MANY_CORES 706#ifdef MANY_CORES
703 abort (); 707 abort ();
704#endif 708#endif
705 return; 709 return;
706 } 710 }
707 711
708 mapspace &m = op->ms (); 712 mapspace &m = op->ms ();
709 713
710 if (m.flags_ & P_NEED_UPDATE) 714 if (!(m.flags_ & P_UPTODATE))
711 /* nop */; 715 /* nop */;
712 else if (action == UP_OBJ_INSERT) 716 else if (action == UP_OBJ_INSERT)
713 { 717 {
714 // this is likely overkill, TODO: revisit (schmorp) 718 // this is likely overkill, TODO: revisit (schmorp)
715 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 719 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 728 /* This isn't perfect, but I don't expect a lot of objects to
725 * to have move_allow right now. 729 * to have move_allow right now.
726 */ 730 */
727 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 731 || ((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) 732 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
729 m.flags_ = P_NEED_UPDATE; 733 m.flags_ = 0;
730 } 734 }
731 /* if the object is being removed, we can't make intelligent 735 /* if the object is being removed, we can't make intelligent
732 * decisions, because remove_ob can't really pass the object 736 * decisions, because remove_ob can't really pass the object
733 * that is being removed. 737 * that is being removed.
734 */ 738 */
735 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 739 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
736 m.flags_ = P_NEED_UPDATE; 740 m.flags_ = 0;
737 else if (action == UP_OBJ_FACE) 741 else if (action == UP_OBJ_FACE)
738 /* Nothing to do for that case */ ; 742 /* Nothing to do for that case */ ;
739 else 743 else
740 LOG (llevError, "update_object called with invalid action: %d\n", action); 744 LOG (llevError, "update_object called with invalid action: %d\n", action);
741 745
742 if (op->more) 746 if (op->more)
743 update_object (op->more, action); 747 update_object (op->more, action);
744} 748}
745 749
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 () 750object::object ()
763{ 751{
764 SET_FLAG (this, FLAG_REMOVED); 752 SET_FLAG (this, FLAG_REMOVED);
765 753
766 expmul = 1.0; 754 expmul = 1.0;
767 face = blank_face; 755 face = blank_face;
768} 756}
769 757
770object::~object () 758object::~object ()
771{ 759{
760 unlink ();
761
772 free_key_values (this); 762 free_key_values (this);
773} 763}
774 764
765static int object_count;
766
775void object::link () 767void object::link ()
776{ 768{
769 assert (!index);//D
770 uuid = UUID::gen ();
777 count = ++ob_count; 771 count = ++object_count;
778 uuid = gen_uuid ();
779 772
780 prev = 0; 773 refcnt_inc ();
781 next = object::first; 774 objects.insert (this);
782
783 if (object::first)
784 object::first->prev = this;
785
786 object::first = this;
787} 775}
788 776
789void object::unlink () 777void object::unlink ()
790{ 778{
791 if (this == object::first) 779 if (!index)
792 object::first = next; 780 return;
793 781
794 /* Remove this object from the list of used objects */ 782 objects.erase (this);
795 if (prev) prev->next = next; 783 refcnt_dec ();
796 if (next) next->prev = prev; 784}
797 785
798 prev = 0; 786void
799 next = 0; 787object::activate ()
788{
789 /* If already on active list, don't do anything */
790 if (active)
791 return;
792
793 if (has_active_speed ())
794 actives.insert (this);
795}
796
797void
798object::activate_recursive ()
799{
800 activate ();
801
802 for (object *op = inv; op; op = op->below)
803 op->activate_recursive ();
804}
805
806/* This function removes object 'op' from the list of active
807 * objects.
808 * This should only be used for style maps or other such
809 * reference maps where you don't want an object that isn't
810 * in play chewing up cpu time getting processed.
811 * The reverse of this is to call update_ob_speed, which
812 * will do the right thing based on the speed of the object.
813 */
814void
815object::deactivate ()
816{
817 /* If not on the active list, nothing needs to be done */
818 if (!active)
819 return;
820
821 actives.erase (this);
822}
823
824void
825object::deactivate_recursive ()
826{
827 for (object *op = inv; op; op = op->below)
828 op->deactivate_recursive ();
829
830 deactivate ();
831}
832
833void
834object::set_flag_inv (int flag, int value)
835{
836 for (object *op = inv; op; op = op->below)
837 {
838 op->flag [flag] = value;
839 op->set_flag_inv (flag, value);
840 }
841}
842
843/*
844 * Remove and free all objects in the inventory of the given object.
845 * object.c ?
846 */
847void
848object::destroy_inv (bool drop_to_ground)
849{
850 // need to check first, because the checks below might segfault
851 // as we might be on an invalid mapspace and crossfire code
852 // is too buggy to ensure that the inventory is empty.
853 // corollary: if you create arrows etc. with stuff in tis inventory,
854 // cf will crash below with off-map x and y
855 if (!inv)
856 return;
857
858 /* Only if the space blocks everything do we not process -
859 * if some form of movement is allowed, let objects
860 * drop on that space.
861 */
862 if (!drop_to_ground
863 || !map
864 || map->in_memory != MAP_IN_MEMORY
865 || map->nodrop
866 || ms ().move_block == MOVE_ALL)
867 {
868 while (inv)
869 {
870 inv->destroy_inv (drop_to_ground);
871 inv->destroy ();
872 }
873 }
874 else
875 { /* Put objects in inventory onto this space */
876 while (inv)
877 {
878 object *op = inv;
879
880 if (op->flag [FLAG_STARTEQUIP]
881 || op->flag [FLAG_NO_DROP]
882 || op->type == RUNE
883 || op->type == TRAP
884 || op->flag [FLAG_IS_A_TEMPLATE]
885 || op->flag [FLAG_DESTROY_ON_DEATH])
886 op->destroy ();
887 else
888 map->insert (op, x, y);
889 }
890 }
800} 891}
801 892
802object *object::create () 893object *object::create ()
803{ 894{
804 object *op = new object; 895 object *op = new object;
805 op->link (); 896 op->link ();
806 return op; 897 return op;
807} 898}
808 899
809/* 900void
810 * free_object() frees everything allocated by an object, removes 901object::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{ 902{
821 if (QUERY_FLAG (this, FLAG_FREED)) 903 attachable::do_destroy ();
822 return;
823 904
824 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 905 if (flag [FLAG_IS_LINKED])
906 remove_button_link (this);
907
908 if (flag [FLAG_FRIENDLY])
825 remove_friendly_object (this); 909 remove_friendly_object (this);
826 910
827 if (!QUERY_FLAG (this, FLAG_REMOVED)) 911 if (!flag [FLAG_REMOVED])
828 remove (); 912 remove ();
829 913
830 SET_FLAG (this, FLAG_FREED); 914 destroy_inv (true);
831 915
832 if (more) 916 deactivate ();
833 { 917 unlink ();
834 more->destroy (destroy_inventory);
835 more = 0;
836 }
837 918
838 if (inv) 919 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 }
879 920
880 // hack to ensure that freed objects still have a valid map 921 // hack to ensure that freed objects still have a valid map
881 { 922 {
882 static maptile *freed_map; // freed objects are moved here to avoid crashes 923 static maptile *freed_map; // freed objects are moved here to avoid crashes
883 924
884 if (!freed_map) 925 if (!freed_map)
885 { 926 {
886 freed_map = new maptile; 927 freed_map = new maptile;
887 928
929 freed_map->path = "<freed objects map>";
888 freed_map->name = "/internal/freed_objects_map"; 930 freed_map->name = "/internal/freed_objects_map";
889 freed_map->width = 3; 931 freed_map->width = 3;
890 freed_map->height = 3; 932 freed_map->height = 3;
933 freed_map->nodrop = 1;
891 934
892 freed_map->allocate (); 935 freed_map->alloc ();
936 freed_map->in_memory = MAP_IN_MEMORY;
893 } 937 }
894 938
895 map = freed_map; 939 map = freed_map;
896 x = 1; 940 x = 1;
897 y = 1; 941 y = 1;
898 } 942 }
899 943
944 if (more)
945 {
946 more->destroy ();
947 more = 0;
948 }
949
950 head = 0;
951
900 // clear those pointers that likely might have circular references to us 952 // clear those pointers that likely might cause circular references
901 owner = 0; 953 owner = 0;
902 enemy = 0; 954 enemy = 0;
903 attacked_by = 0; 955 attacked_by = 0;
956 current_weapon = 0;
957}
904 958
905 // only relevant for players(?), but make sure of it anyways 959void
906 contr = 0; 960object::destroy (bool destroy_inventory)
961{
962 if (destroyed ())
963 return;
907 964
908 /* Remove object from the active list */ 965 if (destroy_inventory)
909 speed = 0; 966 destroy_inv (false);
910 update_ob_speed (this);
911 967
912 unlink (); 968 if (is_head ())
969 if (sound_destroy)
970 play_sound (sound_destroy);
971 else if (flag [FLAG_MONSTER])
972 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
913 973
914 mortals.push_back (this); 974 attachable::destroy ();
915} 975}
916 976
917/* 977/*
918 * sub_weight() recursively (outwards) subtracts a number from the 978 * sub_weight() recursively (outwards) subtracts a number from the
919 * weight of an object (and what is carried by it's environment(s)). 979 * 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 995 * 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 996 * which it is currently tied to. When this function is done, the
937 * object will have no environment. If the object previously had an 997 * object will have no environment. If the object previously had an
938 * environment, the x and y coordinates will be updated to 998 * environment, the x and y coordinates will be updated to
939 * the previous environment. 999 * the previous environment.
940 * Beware: This function is called from the editor as well!
941 */ 1000 */
942void 1001void
943object::remove () 1002object::do_remove ()
944{ 1003{
945 object *tmp, *last = 0; 1004 object *tmp, *last = 0;
946 object *otmp; 1005 object *otmp;
947 1006
948 int check_walk_off;
949
950 if (QUERY_FLAG (this, FLAG_REMOVED)) 1007 if (QUERY_FLAG (this, FLAG_REMOVED))
951 return; 1008 return;
952 1009
953 SET_FLAG (this, FLAG_REMOVED); 1010 SET_FLAG (this, FLAG_REMOVED);
1011 INVOKE_OBJECT (REMOVE, this);
954 1012
955 if (more) 1013 if (more)
956 more->remove (); 1014 more->remove ();
957 1015
958 /* 1016 /*
971 * to save cpu time. 1029 * to save cpu time.
972 */ 1030 */
973 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1031 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
974 otmp->update_stats (); 1032 otmp->update_stats ();
975 1033
976 if (above != NULL) 1034 if (above)
977 above->below = below; 1035 above->below = below;
978 else 1036 else
979 env->inv = below; 1037 env->inv = below;
980 1038
981 if (below != NULL) 1039 if (below)
982 below->above = above; 1040 below->above = above;
983 1041
984 /* we set up values so that it could be inserted into 1042 /* we set up values so that it could be inserted into
985 * the map, but we don't actually do that - it is up 1043 * the map, but we don't actually do that - it is up
986 * to the caller to decide what we want to do. 1044 * to the caller to decide what we want to do.
990 above = 0, below = 0; 1048 above = 0, below = 0;
991 env = 0; 1049 env = 0;
992 } 1050 }
993 else if (map) 1051 else if (map)
994 { 1052 {
995 /* Re did the following section of code - it looks like it had 1053 if (type == PLAYER)
996 * lots of logic for things we no longer care about
997 */ 1054 {
1055 // leaving a spot always closes any open container on the ground
1056 if (container && !container->env)
1057 // this causes spurious floorbox updates, but it ensures
1058 // that the CLOSE event is being sent.
1059 close_container ();
1060
1061 --map->players;
1062 map->touch ();
1063 }
1064
1065 map->dirty = true;
1066 mapspace &ms = this->ms ();
998 1067
999 /* link the object above us */ 1068 /* link the object above us */
1000 if (above) 1069 if (above)
1001 above->below = below; 1070 above->below = below;
1002 else 1071 else
1003 map->at (x, y).top = below; /* we were top, set new top */ 1072 ms.top = below; /* we were top, set new top */
1004 1073
1005 /* Relink the object below us, if there is one */ 1074 /* Relink the object below us, if there is one */
1006 if (below) 1075 if (below)
1007 below->above = above; 1076 below->above = above;
1008 else 1077 else
1010 /* Nothing below, which means we need to relink map object for this space 1079 /* Nothing below, which means we need to relink map object for this space
1011 * use translated coordinates in case some oddness with map tiling is 1080 * use translated coordinates in case some oddness with map tiling is
1012 * evident 1081 * evident
1013 */ 1082 */
1014 if (GET_MAP_OB (map, x, y) != this) 1083 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); 1084 LOG (llevError, "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom? %s\n", debug_desc ());
1019 free (dump);
1020 dump = dump_object (GET_MAP_OB (map, x, y));
1021 LOG (llevError, "%s\n", dump);
1022 free (dump);
1023 }
1024 1085
1025 map->at (x, y).bottom = above; /* goes on above it. */ 1086 ms.bot = above; /* goes on above it. */
1026 } 1087 }
1027 1088
1028 above = 0; 1089 above = 0;
1029 below = 0; 1090 below = 0;
1030 1091
1031 if (map->in_memory == MAP_SAVING) 1092 if (map->in_memory == MAP_SAVING)
1032 return; 1093 return;
1033 1094
1034 check_walk_off = !QUERY_FLAG (this, FLAG_NO_APPLY); 1095 int check_walk_off = !flag [FLAG_NO_APPLY];
1035 1096
1097 if (object *pl = ms.player ())
1098 {
1099 if (pl->container == this)
1100 /* If a container that the player is currently using somehow gets
1101 * removed (most likely destroyed), update the player view
1102 * appropriately.
1103 */
1104 pl->close_container ();
1105
1106 pl->contr->ns->floorbox_update ();
1107 }
1108
1036 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) 1109 for (tmp = ms.bot; tmp; tmp = tmp->above)
1037 { 1110 {
1038 /* No point updating the players look faces if he is the object 1111 /* No point updating the players look faces if he is the object
1039 * being removed. 1112 * being removed.
1040 */ 1113 */
1041 1114
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 */ 1115 /* See if object moving off should effect something */
1058 if (check_walk_off 1116 if (check_walk_off
1059 && ((move_type & tmp->move_off) 1117 && ((move_type & tmp->move_off)
1060 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1118 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1061 { 1119 {
1062 move_apply (tmp, this, 0); 1120 move_apply (tmp, this, 0);
1063 1121
1064 if (destroyed ()) 1122 if (destroyed ())
1065 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1123 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1066 } 1124 }
1067 1125
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; 1126 last = tmp;
1074 } 1127 }
1075 1128
1076 /* last == NULL of there are no objects on this space */ 1129 /* last == NULL if there are no objects on this space */
1130 //TODO: this makes little sense, why only update the topmost object?
1077 if (!last) 1131 if (!last)
1078 map->at (x, y).flags_ = P_NEED_UPDATE; 1132 map->at (x, y).flags_ = 0;
1079 else 1133 else
1080 update_object (last, UP_OBJ_REMOVE); 1134 update_object (last, UP_OBJ_REMOVE);
1081 1135
1082 if (QUERY_FLAG (this, FLAG_BLOCKSVIEW) || glow_radius) 1136 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1083 update_all_los (map, x, y); 1137 update_all_los (map, x, y);
1084 } 1138 }
1085} 1139}
1086 1140
1087/* 1141/*
1096merge_ob (object *op, object *top) 1150merge_ob (object *op, object *top)
1097{ 1151{
1098 if (!op->nrof) 1152 if (!op->nrof)
1099 return 0; 1153 return 0;
1100 1154
1101 if (top == NULL) 1155 if (!top)
1102 for (top = op; top != NULL && top->above != NULL; top = top->above); 1156 for (top = op; top && top->above; top = top->above)
1157 ;
1103 1158
1104 for (; top != NULL; top = top->below) 1159 for (; top; top = top->below)
1105 { 1160 {
1106 if (top == op) 1161 if (top == op)
1107 continue; 1162 continue;
1108 1163
1109 if (object::can_merge (op, top)) 1164 if (object::can_merge (op, top))
1118 } 1173 }
1119 1174
1120 return 0; 1175 return 0;
1121} 1176}
1122 1177
1178void
1179object::expand_tail ()
1180{
1181 if (more)
1182 return;
1183
1184 object *prev = this;
1185
1186 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1187 {
1188 object *op = arch_to_object (at);
1189
1190 op->name = name;
1191 op->name_pl = name_pl;
1192 op->title = title;
1193
1194 op->head = this;
1195 prev->more = op;
1196
1197 prev = op;
1198 }
1199}
1200
1123/* 1201/*
1124 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1202 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1125 * job preparing multi-part monsters 1203 * job preparing multi-part monsters.
1126 */ 1204 */
1127object * 1205object *
1128insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1206insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1129{ 1207{
1130 object *tmp;
1131
1132 if (op->head)
1133 op = op->head;
1134
1135 for (tmp = op; tmp; tmp = tmp->more) 1208 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1136 { 1209 {
1137 tmp->x = x + tmp->arch->clone.x; 1210 tmp->x = x + tmp->arch->x;
1138 tmp->y = y + tmp->arch->clone.y; 1211 tmp->y = y + tmp->arch->y;
1139 } 1212 }
1140 1213
1141 return insert_ob_in_map (op, m, originator, flag); 1214 return insert_ob_in_map (op, m, originator, flag);
1142} 1215}
1143 1216
1159 * Return value: 1232 * Return value:
1160 * new object if 'op' was merged with other object 1233 * new object if 'op' was merged with other object
1161 * NULL if 'op' was destroyed 1234 * NULL if 'op' was destroyed
1162 * just 'op' otherwise 1235 * just 'op' otherwise
1163 */ 1236 */
1164
1165object * 1237object *
1166insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1238insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1167{ 1239{
1240 assert (!op->flag [FLAG_FREED]);
1241
1168 object *tmp, *top, *floor = NULL; 1242 object *top, *floor = NULL;
1169 sint16 x, y;
1170 1243
1171 if (QUERY_FLAG (op, FLAG_FREED)) 1244 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 1245
1240 /* Ideally, the caller figures this out. However, it complicates a lot 1246 /* 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 1247 * of areas of callers (eg, anything that uses find_free_spot would now
1242 * need extra work 1248 * need extra work
1243 */ 1249 */
1244 op->map = get_map_from_coord (m, &op->x, &op->y); 1250 if (!xy_normalise (m, op->x, op->y))
1245 x = op->x; 1251 {
1246 y = op->y; 1252 op->destroy ();
1253 return 0;
1254 }
1255
1256 if (object *more = op->more)
1257 if (!insert_ob_in_map (more, m, originator, flag))
1258 return 0;
1259
1260 CLEAR_FLAG (op, FLAG_REMOVED);
1261
1262 op->map = m;
1263 mapspace &ms = op->ms ();
1247 1264
1248 /* this has to be done after we translate the coordinates. 1265 /* this has to be done after we translate the coordinates.
1249 */ 1266 */
1250 if (op->nrof && !(flag & INS_NO_MERGE)) 1267 if (op->nrof && !(flag & INS_NO_MERGE))
1251 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1268 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1252 if (object::can_merge (op, tmp)) 1269 if (object::can_merge (op, tmp))
1253 { 1270 {
1254 op->nrof += tmp->nrof; 1271 op->nrof += tmp->nrof;
1255 tmp->destroy (); 1272 tmp->destroy ();
1256 } 1273 }
1273 op->below = originator->below; 1290 op->below = originator->below;
1274 1291
1275 if (op->below) 1292 if (op->below)
1276 op->below->above = op; 1293 op->below->above = op;
1277 else 1294 else
1278 op->ms ().bottom = op; 1295 ms.bot = op;
1279 1296
1280 /* since *below* originator, no need to update top */ 1297 /* since *below* originator, no need to update top */
1281 originator->below = op; 1298 originator->below = op;
1282 } 1299 }
1283 else 1300 else
1284 { 1301 {
1302 top = ms.bot;
1303
1285 /* If there are other objects, then */ 1304 /* If there are other objects, then */
1286 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1305 if (top)
1287 { 1306 {
1288 object *last = NULL; 1307 object *last = 0;
1289 1308
1290 /* 1309 /*
1291 * If there are multiple objects on this space, we do some trickier handling. 1310 * If there are multiple objects on this space, we do some trickier handling.
1292 * We've already dealt with merging if appropriate. 1311 * We've already dealt with merging if appropriate.
1293 * Generally, we want to put the new object on top. But if 1312 * Generally, we want to put the new object on top. But if
1297 * once we get to them. This reduces the need to traverse over all of 1316 * once we get to them. This reduces the need to traverse over all of
1298 * them when adding another one - this saves quite a bit of cpu time 1317 * them when adding another one - this saves quite a bit of cpu time
1299 * when lots of spells are cast in one area. Currently, it is presumed 1318 * when lots of spells are cast in one area. Currently, it is presumed
1300 * that flying non pickable objects are spell objects. 1319 * that flying non pickable objects are spell objects.
1301 */ 1320 */
1302 1321 for (top = ms.bot; top; top = top->above)
1303 while (top != NULL)
1304 { 1322 {
1305 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1323 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1306 floor = top; 1324 floor = top;
1307 1325
1308 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1326 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1311 top = top->below; 1329 top = top->below;
1312 break; 1330 break;
1313 } 1331 }
1314 1332
1315 last = top; 1333 last = top;
1316 top = top->above;
1317 } 1334 }
1318 1335
1319 /* Don't want top to be NULL, so set it to the last valid object */ 1336 /* Don't want top to be NULL, so set it to the last valid object */
1320 top = last; 1337 top = last;
1321 1338
1323 * looks like instead of lots of conditions here. 1340 * looks like instead of lots of conditions here.
1324 * makes things faster, and effectively the same result. 1341 * makes things faster, and effectively the same result.
1325 */ 1342 */
1326 1343
1327 /* Have object 'fall below' other objects that block view. 1344 /* Have object 'fall below' other objects that block view.
1328 * Unless those objects are exits, type 66 1345 * Unless those objects are exits.
1329 * If INS_ON_TOP is used, don't do this processing 1346 * If INS_ON_TOP is used, don't do this processing
1330 * Need to find the object that in fact blocks view, otherwise 1347 * Need to find the object that in fact blocks view, otherwise
1331 * stacking is a bit odd. 1348 * stacking is a bit odd.
1332 */ 1349 */
1333 if (!(flag & INS_ON_TOP) && 1350 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)) 1351 && ms.flags () & P_BLOCKSVIEW
1352 && (op->face && !faces [op->face].visibility))
1335 { 1353 {
1336 for (last = top; last != floor; last = last->below) 1354 for (last = top; last != floor; last = last->below)
1337 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1355 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1338 break; 1356 break;
1357
1339 /* Check to see if we found the object that blocks view, 1358 /* Check to see if we found the object that blocks view,
1340 * and make sure we have a below pointer for it so that 1359 * and make sure we have a below pointer for it so that
1341 * we can get inserted below this one, which requires we 1360 * we can get inserted below this one, which requires we
1342 * set top to the object below us. 1361 * set top to the object below us.
1343 */ 1362 */
1344 if (last && last->below && last != floor) 1363 if (last && last->below && last != floor)
1345 top = last->below; 1364 top = last->below;
1346 } 1365 }
1347 } /* If objects on this space */ 1366 } /* If objects on this space */
1348 1367
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) 1368 if (flag & INS_ABOVE_FLOOR_ONLY)
1353 top = floor; 1369 top = floor;
1354 1370
1355 /* Top is the object that our object (op) is going to get inserted above. 1371 /* Top is the object that our object (op) is going to get inserted above.
1356 */ 1372 */
1357 1373
1358 /* First object on this space */ 1374 /* First object on this space */
1359 if (!top) 1375 if (!top)
1360 { 1376 {
1361 op->above = GET_MAP_OB (op->map, op->x, op->y); 1377 op->above = ms.bot;
1362 1378
1363 if (op->above) 1379 if (op->above)
1364 op->above->below = op; 1380 op->above->below = op;
1365 1381
1366 op->below = NULL; 1382 op->below = 0;
1367 op->ms ().bottom = op; 1383 ms.bot = op;
1368 } 1384 }
1369 else 1385 else
1370 { /* get inserted into the stack above top */ 1386 { /* get inserted into the stack above top */
1371 op->above = top->above; 1387 op->above = top->above;
1372 1388
1375 1391
1376 op->below = top; 1392 op->below = top;
1377 top->above = op; 1393 top->above = op;
1378 } 1394 }
1379 1395
1380 if (op->above == NULL) 1396 if (!op->above)
1381 op->ms ().top = op; 1397 ms.top = op;
1382 } /* else not INS_BELOW_ORIGINATOR */ 1398 } /* else not INS_BELOW_ORIGINATOR */
1383 1399
1384 if (op->type == PLAYER) 1400 if (op->type == PLAYER)
1401 {
1385 op->contr->do_los = 1; 1402 op->contr->do_los = 1;
1403 ++op->map->players;
1404 op->map->touch ();
1405 }
1386 1406
1387 /* If we have a floor, we know the player, if any, will be above 1407 op->map->dirty = true;
1388 * it, so save a few ticks and start from there. 1408
1389 */
1390 if (!(flag & INS_MAP_LOAD))
1391 if (object *pl = op->ms ().player ()) 1409 if (object *pl = ms.player ())
1392 pl->contr->ns->floorbox_update (); 1410 pl->contr->ns->floorbox_update ();
1393 1411
1394 /* If this object glows, it may affect lighting conditions that are 1412 /* If this object glows, it may affect lighting conditions that are
1395 * visible to others on this map. But update_all_los is really 1413 * visible to others on this map. But update_all_los is really
1396 * an inefficient way to do this, as it means los for all players 1414 * an inefficient way to do this, as it means los for all players
1397 * on the map will get recalculated. The players could very well 1415 * on the map will get recalculated. The players could very well
1398 * be far away from this change and not affected in any way - 1416 * be far away from this change and not affected in any way -
1399 * this should get redone to only look for players within range, 1417 * this should get redone to only look for players within range,
1400 * or just updating the P_NEED_UPDATE for spaces within this area 1418 * or just updating the P_UPTODATE for spaces within this area
1401 * of effect may be sufficient. 1419 * of effect may be sufficient.
1402 */ 1420 */
1403 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1421 if (op->map->darkness && (op->glow_radius != 0))
1404 update_all_los (op->map, op->x, op->y); 1422 update_all_los (op->map, op->x, op->y);
1405 1423
1406 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1424 /* updates flags (blocked, alive, no magic, etc) for this map space */
1407 update_object (op, UP_OBJ_INSERT); 1425 update_object (op, UP_OBJ_INSERT);
1426
1427 INVOKE_OBJECT (INSERT, op);
1408 1428
1409 /* Don't know if moving this to the end will break anything. However, 1429 /* Don't know if moving this to the end will break anything. However,
1410 * we want to have floorbox_update called before calling this. 1430 * we want to have floorbox_update called before calling this.
1411 * 1431 *
1412 * check_move_on() must be after this because code called from 1432 * check_move_on() must be after this because code called from
1414 * blocked() and wall() work properly), and these flags are updated by 1434 * blocked() and wall() work properly), and these flags are updated by
1415 * update_object(). 1435 * update_object().
1416 */ 1436 */
1417 1437
1418 /* if this is not the head or flag has been passed, don't check walk on status */ 1438 /* if this is not the head or flag has been passed, don't check walk on status */
1419 if (!(flag & INS_NO_WALK_ON) && !op->head) 1439 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1420 { 1440 {
1421 if (check_move_on (op, originator)) 1441 if (check_move_on (op, originator))
1422 return NULL; 1442 return 0;
1423 1443
1424 /* If we are a multi part object, lets work our way through the check 1444 /* If we are a multi part object, lets work our way through the check
1425 * walk on's. 1445 * walk on's.
1426 */ 1446 */
1427 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1447 for (object *tmp = op->more; tmp; tmp = tmp->more)
1428 if (check_move_on (tmp, originator)) 1448 if (check_move_on (tmp, originator))
1429 return NULL; 1449 return 0;
1430 } 1450 }
1431 1451
1432 return op; 1452 return op;
1433} 1453}
1434 1454
1441{ 1461{
1442 object *tmp, *tmp1; 1462 object *tmp, *tmp1;
1443 1463
1444 /* first search for itself and remove any old instances */ 1464 /* first search for itself and remove any old instances */
1445 1465
1446 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1466 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1447 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1467 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1448 tmp->destroy (); 1468 tmp->destroy ();
1449 1469
1450 tmp1 = arch_to_object (archetype::find (arch_string)); 1470 tmp1 = arch_to_object (archetype::find (arch_string));
1451 1471
1452 tmp1->x = op->x; 1472 tmp1->x = op->x;
1453 tmp1->y = op->y; 1473 tmp1->y = op->y;
1454 insert_ob_in_map (tmp1, op->map, op, 0); 1474 insert_ob_in_map (tmp1, op->map, op, 0);
1475}
1476
1477object *
1478object::insert_at (object *where, object *originator, int flags)
1479{
1480 return where->map->insert (this, where->x, where->y, originator, flags);
1455} 1481}
1456 1482
1457/* 1483/*
1458 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1484 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1459 * is returned contains nr objects, and the remaining parts contains 1485 * is returned contains nr objects, and the remaining parts contains
1460 * the rest (or is removed and freed if that number is 0). 1486 * the rest (or is removed and freed if that number is 0).
1461 * On failure, NULL is returned, and the reason put into the 1487 * On failure, NULL is returned, and the reason put into the
1462 * global static errmsg array. 1488 * global static errmsg array.
1463 */ 1489 */
1464
1465object * 1490object *
1466get_split_ob (object *orig_ob, uint32 nr) 1491get_split_ob (object *orig_ob, uint32 nr)
1467{ 1492{
1468 object *newob; 1493 object *newob;
1469 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1494 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1500 * the amount of an object. If the amount reaches 0, the object 1525 * the amount of an object. If the amount reaches 0, the object
1501 * is subsequently removed and freed. 1526 * is subsequently removed and freed.
1502 * 1527 *
1503 * Return value: 'op' if something is left, NULL if the amount reached 0 1528 * Return value: 'op' if something is left, NULL if the amount reached 0
1504 */ 1529 */
1505
1506object * 1530object *
1507decrease_ob_nr (object *op, uint32 i) 1531decrease_ob_nr (object *op, uint32 i)
1508{ 1532{
1509 object *tmp; 1533 object *tmp;
1510 player *pl;
1511 1534
1512 if (i == 0) /* objects with op->nrof require this check */ 1535 if (i == 0) /* objects with op->nrof require this check */
1513 return op; 1536 return op;
1514 1537
1515 if (i > op->nrof) 1538 if (i > op->nrof)
1528 * IMO, searching through all the players will mostly 1551 * IMO, searching through all the players will mostly
1529 * likely be quicker than following op->env to the map, 1552 * likely be quicker than following op->env to the map,
1530 * and then searching the map for a player. 1553 * and then searching the map for a player.
1531 */ 1554 */
1532 if (!tmp) 1555 if (!tmp)
1533 { 1556 for_all_players (pl)
1534 for (pl = first_player; pl; pl = pl->next)
1535 if (pl->ob->container == op->env) 1557 if (pl->ob->container == op->env)
1536 { 1558 {
1537 tmp = pl->ob; 1559 tmp = pl->ob;
1538 break; 1560 break;
1539 } 1561 }
1540 }
1541 1562
1542 if (i < op->nrof) 1563 if (i < op->nrof)
1543 { 1564 {
1544 sub_weight (op->env, op->weight * i); 1565 sub_weight (op->env, op->weight * i);
1545 op->nrof -= i; 1566 op->nrof -= i;
1588 1609
1589/* 1610/*
1590 * add_weight(object, weight) adds the specified weight to an object, 1611 * add_weight(object, weight) adds the specified weight to an object,
1591 * and also updates how much the environment(s) is/are carrying. 1612 * and also updates how much the environment(s) is/are carrying.
1592 */ 1613 */
1593
1594void 1614void
1595add_weight (object *op, signed long weight) 1615add_weight (object *op, signed long weight)
1596{ 1616{
1597 while (op != NULL) 1617 while (op != NULL)
1598 { 1618 {
1613 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1633 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1614 free (dump); 1634 free (dump);
1615 return op; 1635 return op;
1616 } 1636 }
1617 1637
1618 if (where->head) 1638 if (where->head_ () != where)
1619 { 1639 {
1620 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n"); 1640 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1621 where = where->head; 1641 where = where->head;
1622 } 1642 }
1623 1643
1624 return where->insert (op); 1644 return where->insert (op);
1625} 1645}
1630 * inside the object environment. 1650 * inside the object environment.
1631 * 1651 *
1632 * The function returns now pointer to inserted item, and return value can 1652 * The function returns now pointer to inserted item, and return value can
1633 * be != op, if items are merged. -Tero 1653 * be != op, if items are merged. -Tero
1634 */ 1654 */
1635
1636object * 1655object *
1637object::insert (object *op) 1656object::insert (object *op)
1638{ 1657{
1639 object *tmp, *otmp;
1640
1641 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1658 if (!QUERY_FLAG (op, FLAG_REMOVED))
1642 op->remove (); 1659 op->remove ();
1643 1660
1644 if (op->more) 1661 if (op->more)
1645 { 1662 {
1647 return op; 1664 return op;
1648 } 1665 }
1649 1666
1650 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1667 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1651 CLEAR_FLAG (op, FLAG_REMOVED); 1668 CLEAR_FLAG (op, FLAG_REMOVED);
1669
1652 if (op->nrof) 1670 if (op->nrof)
1653 { 1671 {
1654 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1672 for (object *tmp = inv; tmp; tmp = tmp->below)
1655 if (object::can_merge (tmp, op)) 1673 if (object::can_merge (tmp, op))
1656 { 1674 {
1657 /* return the original object and remove inserted object 1675 /* return the original object and remove inserted object
1658 (client needs the original object) */ 1676 (client needs the original object) */
1659 tmp->nrof += op->nrof; 1677 tmp->nrof += op->nrof;
1678 add_weight (this, op->weight * op->nrof); 1696 add_weight (this, op->weight * op->nrof);
1679 } 1697 }
1680 else 1698 else
1681 add_weight (this, (op->weight + op->carrying)); 1699 add_weight (this, (op->weight + op->carrying));
1682 1700
1683 otmp = this->in_player (); 1701 if (object *otmp = this->in_player ())
1684 if (otmp && otmp->contr)
1685 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1702 if (otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1686 otmp->update_stats (); 1703 otmp->update_stats ();
1687 1704
1705 op->owner = 0; // its his/hers now. period.
1688 op->map = 0; 1706 op->map = 0;
1689 op->env = this; 1707 op->env = this;
1690 op->above = 0; 1708 op->above = 0;
1691 op->below = 0; 1709 op->below = 0;
1692 op->x = 0, op->y = 0; 1710 op->x = op->y = 0;
1693 1711
1694 /* reset the light list and los of the players on the map */ 1712 /* reset the light list and los of the players on the map */
1695 if ((op->glow_radius != 0) && map) 1713 if (op->glow_radius && map)
1696 { 1714 {
1697#ifdef DEBUG_LIGHTS 1715#ifdef DEBUG_LIGHTS
1698 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1716 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1699#endif /* DEBUG_LIGHTS */ 1717#endif /* DEBUG_LIGHTS */
1700 if (MAP_DARKNESS (map)) 1718 if (map->darkness)
1701 update_all_los (map, x, y); 1719 update_all_los (map, x, y);
1702 } 1720 }
1703 1721
1704 /* Client has no idea of ordering so lets not bother ordering it here. 1722 /* Client has no idea of ordering so lets not bother ordering it here.
1705 * It sure simplifies this function... 1723 * It sure simplifies this function...
1710 { 1728 {
1711 op->below = inv; 1729 op->below = inv;
1712 op->below->above = op; 1730 op->below->above = op;
1713 inv = op; 1731 inv = op;
1714 } 1732 }
1733
1734 INVOKE_OBJECT (INSERT, this);
1715 1735
1716 return op; 1736 return op;
1717} 1737}
1718 1738
1719/* 1739/*
1734 * 1754 *
1735 * MSW 2001-07-08: Check all objects on space, not just those below 1755 * MSW 2001-07-08: Check all objects on space, not just those below
1736 * object being inserted. insert_ob_in_map may not put new objects 1756 * object being inserted. insert_ob_in_map may not put new objects
1737 * on top. 1757 * on top.
1738 */ 1758 */
1739
1740int 1759int
1741check_move_on (object *op, object *originator) 1760check_move_on (object *op, object *originator)
1742{ 1761{
1743 object *tmp; 1762 object *tmp;
1744 maptile *m = op->map; 1763 maptile *m = op->map;
1771 1790
1772 /* The objects have to be checked from top to bottom. 1791 /* The objects have to be checked from top to bottom.
1773 * Hence, we first go to the top: 1792 * Hence, we first go to the top:
1774 */ 1793 */
1775 1794
1776 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1795 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1777 { 1796 {
1778 /* Trim the search when we find the first other spell effect 1797 /* Trim the search when we find the first other spell effect
1779 * this helps performance so that if a space has 50 spell objects, 1798 * this helps performance so that if a space has 50 spell objects,
1780 * we don't need to check all of them. 1799 * we don't need to check all of them.
1781 */ 1800 */
1799 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1818 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)) 1819 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1801 { 1820 {
1802 1821
1803 float 1822 float
1804 diff = tmp->move_slow_penalty * FABS (op->speed); 1823 diff = tmp->move_slow_penalty * fabs (op->speed);
1805 1824
1806 if (op->type == PLAYER) 1825 if (op->type == PLAYER)
1807 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1826 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1808 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1827 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1809 diff /= 4.0; 1828 diff /= 4.0;
1836/* 1855/*
1837 * present_arch(arch, map, x, y) searches for any objects with 1856 * present_arch(arch, map, x, y) searches for any objects with
1838 * a matching archetype at the given map and coordinates. 1857 * a matching archetype at the given map and coordinates.
1839 * The first matching object is returned, or NULL if none. 1858 * The first matching object is returned, or NULL if none.
1840 */ 1859 */
1841
1842object * 1860object *
1843present_arch (const archetype *at, maptile *m, int x, int y) 1861present_arch (const archetype *at, maptile *m, int x, int y)
1844{ 1862{
1845 object *
1846 tmp;
1847
1848 if (m == NULL || out_of_map (m, x, y)) 1863 if (!m || out_of_map (m, x, y))
1849 { 1864 {
1850 LOG (llevError, "Present_arch called outside map.\n"); 1865 LOG (llevError, "Present_arch called outside map.\n");
1851 return NULL; 1866 return NULL;
1852 } 1867 }
1853 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1868
1869 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1854 if (tmp->arch == at) 1870 if (tmp->arch == at)
1855 return tmp; 1871 return tmp;
1872
1856 return NULL; 1873 return NULL;
1857} 1874}
1858 1875
1859/* 1876/*
1860 * present(type, map, x, y) searches for any objects with 1877 * present(type, map, x, y) searches for any objects with
1861 * a matching type variable at the given map and coordinates. 1878 * a matching type variable at the given map and coordinates.
1862 * The first matching object is returned, or NULL if none. 1879 * The first matching object is returned, or NULL if none.
1863 */ 1880 */
1864
1865object * 1881object *
1866present (unsigned char type, maptile *m, int x, int y) 1882present (unsigned char type, maptile *m, int x, int y)
1867{ 1883{
1868 object *
1869 tmp;
1870
1871 if (out_of_map (m, x, y)) 1884 if (out_of_map (m, x, y))
1872 { 1885 {
1873 LOG (llevError, "Present called outside map.\n"); 1886 LOG (llevError, "Present called outside map.\n");
1874 return NULL; 1887 return NULL;
1875 } 1888 }
1876 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1889
1890 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1877 if (tmp->type == type) 1891 if (tmp->type == type)
1878 return tmp; 1892 return tmp;
1893
1879 return NULL; 1894 return NULL;
1880} 1895}
1881 1896
1882/* 1897/*
1883 * present_in_ob(type, object) searches for any objects with 1898 * present_in_ob(type, object) searches for any objects with
1884 * a matching type variable in the inventory of the given object. 1899 * a matching type variable in the inventory of the given object.
1885 * The first matching object is returned, or NULL if none. 1900 * The first matching object is returned, or NULL if none.
1886 */ 1901 */
1887
1888object * 1902object *
1889present_in_ob (unsigned char type, const object *op) 1903present_in_ob (unsigned char type, const object *op)
1890{ 1904{
1891 object *
1892 tmp;
1893
1894 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1905 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1895 if (tmp->type == type) 1906 if (tmp->type == type)
1896 return tmp; 1907 return tmp;
1908
1897 return NULL; 1909 return NULL;
1898} 1910}
1899 1911
1900/* 1912/*
1901 * present_in_ob (type, str, object) searches for any objects with 1913 * present_in_ob (type, str, object) searches for any objects with
1909 * str is the string to match against. Note that we match against 1921 * 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 1922 * 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 1923 * spell code can use one object type (force), but change it's name
1912 * to be unique. 1924 * to be unique.
1913 */ 1925 */
1914
1915object * 1926object *
1916present_in_ob_by_name (int type, const char *str, const object *op) 1927present_in_ob_by_name (int type, const char *str, const object *op)
1917{ 1928{
1918 object *
1919 tmp;
1920
1921 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1929 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1922 {
1923 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1930 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1924 return tmp; 1931 return tmp;
1925 } 1932
1926 return NULL; 1933 return 0;
1927} 1934}
1928 1935
1929/* 1936/*
1930 * present_arch_in_ob(archetype, object) searches for any objects with 1937 * present_arch_in_ob(archetype, object) searches for any objects with
1931 * a matching archetype in the inventory of the given object. 1938 * a matching archetype in the inventory of the given object.
1932 * The first matching object is returned, or NULL if none. 1939 * The first matching object is returned, or NULL if none.
1933 */ 1940 */
1934
1935object * 1941object *
1936present_arch_in_ob (const archetype *at, const object *op) 1942present_arch_in_ob (const archetype *at, const object *op)
1937{ 1943{
1938 object *
1939 tmp;
1940
1941 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1944 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1942 if (tmp->arch == at) 1945 if (tmp->arch == at)
1943 return tmp; 1946 return tmp;
1947
1944 return NULL; 1948 return NULL;
1945} 1949}
1946 1950
1947/* 1951/*
1948 * activate recursively a flag on an object inventory 1952 * activate recursively a flag on an object inventory
1949 */ 1953 */
1950void 1954void
1951flag_inv (object *op, int flag) 1955flag_inv (object *op, int flag)
1952{ 1956{
1953 object *
1954 tmp;
1955
1956 if (op->inv)
1957 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1957 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1958 { 1958 {
1959 SET_FLAG (tmp, flag); 1959 SET_FLAG (tmp, flag);
1960 flag_inv (tmp, flag); 1960 flag_inv (tmp, flag);
1961 } 1961 }
1962} /* 1962}
1963
1964/*
1963 * desactivate recursively a flag on an object inventory 1965 * deactivate recursively a flag on an object inventory
1964 */ 1966 */
1965void 1967void
1966unflag_inv (object *op, int flag) 1968unflag_inv (object *op, int flag)
1967{ 1969{
1968 object *
1969 tmp;
1970
1971 if (op->inv)
1972 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1970 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1973 { 1971 {
1974 CLEAR_FLAG (tmp, flag); 1972 CLEAR_FLAG (tmp, flag);
1975 unflag_inv (tmp, flag); 1973 unflag_inv (tmp, flag);
1976 } 1974 }
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} 1975}
1992 1976
1993/* 1977/*
1994 * find_free_spot(object, map, x, y, start, stop) will search for 1978 * 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 1979 * a spot at the given map and coordinates which will be able to contain
1997 * to search (see the freearr_x/y[] definition). 1981 * to search (see the freearr_x/y[] definition).
1998 * It returns a random choice among the alternatives found. 1982 * 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 1983 * 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 1984 * 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) 1985 * 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 1986 * Note: This function does correctly handle tiled maps, but does not
2006 * inform the caller. However, insert_ob_in_map will update as 1987 * inform the caller. However, insert_ob_in_map will update as
2007 * necessary, so the caller shouldn't need to do any special work. 1988 * 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 1989 * 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 1990 * 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 1991 * 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 1992 * the archetype because that isn't correct if the monster has been
2012 * customized, changed states, etc. 1993 * customized, changed states, etc.
2013 */ 1994 */
2014
2015int 1995int
2016find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 1996find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2017{ 1997{
2018 int
2019 i,
2020 index = 0, flag;
2021 static int
2022 altern[SIZEOFFREE]; 1998 int altern[SIZEOFFREE];
1999 int index = 0, flag;
2023 2000
2024 for (i = start; i < stop; i++) 2001 for (int i = start; i < stop; i++)
2025 { 2002 {
2026 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2003 mapxy pos (m, x, y); pos.move (i);
2027 if (!flag) 2004
2005 if (!pos.normalise ())
2006 continue;
2007
2008 mapspace &ms = *pos;
2009
2010 if (ms.flags () & P_IS_ALIVE)
2011 continue;
2012
2013 /* However, often
2014 * ob doesn't have any move type (when used to place exits)
2015 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
2016 */
2017 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
2018 {
2028 altern[index++] = i; 2019 altern [index++] = i;
2020 continue;
2021 }
2029 2022
2030 /* Basically, if we find a wall on a space, we cut down the search size. 2023 /* 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. 2024 * 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 - 2025 * 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 2026 * 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 2027 * spaces in all the other directions, this will reduce the search space
2035 * to only the spaces immediately surrounding the target area, and 2028 * to only the spaces immediately surrounding the target area, and
2036 * won't look 2 spaces south of the target space. 2029 * won't look 2 spaces south of the target space.
2037 */ 2030 */
2038 else if ((flag & P_NO_PASS) && maxfree[i] < stop) 2031 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2032 {
2039 stop = maxfree[i]; 2033 stop = maxfree[i];
2034 continue;
2035 }
2036
2037 /* Note it is intentional that we check ob - the movement type of the
2038 * head of the object should correspond for the entire object.
2039 */
2040 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2041 continue;
2042
2043 if (ob->blocked (m, pos.x, pos.y))
2044 continue;
2045
2046 altern [index++] = i;
2040 } 2047 }
2041 2048
2042 if (!index) 2049 if (!index)
2043 return -1; 2050 return -1;
2044 2051
2045 return altern[RANDOM () % index]; 2052 return altern [rndm (index)];
2046} 2053}
2047 2054
2048/* 2055/*
2049 * find_first_free_spot(archetype, maptile, x, y) works like 2056 * find_first_free_spot(archetype, maptile, x, y) works like
2050 * find_free_spot(), but it will search max number of squares. 2057 * find_free_spot(), but it will search max number of squares.
2051 * But it will return the first available spot, not a random choice. 2058 * 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. 2059 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2053 */ 2060 */
2054
2055int 2061int
2056find_first_free_spot (const object *ob, maptile *m, int x, int y) 2062find_first_free_spot (const object *ob, maptile *m, int x, int y)
2057{ 2063{
2058 int
2059 i;
2060
2061 for (i = 0; i < SIZEOFFREE; i++) 2064 for (int i = 0; i < SIZEOFFREE; i++)
2062 {
2063 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2065 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2064 return i; 2066 return i;
2065 } 2067
2066 return -1; 2068 return -1;
2067} 2069}
2068 2070
2069/* 2071/*
2070 * The function permute(arr, begin, end) randomly reorders the array 2072 * The function permute(arr, begin, end) randomly reorders the array
2071 * arr[begin..end-1]. 2073 * arr[begin..end-1].
2074 * now uses a fisher-yates shuffle, old permute was broken
2072 */ 2075 */
2073static void 2076static void
2074permute (int *arr, int begin, int end) 2077permute (int *arr, int begin, int end)
2075{ 2078{
2076 int 2079 arr += begin;
2077 i,
2078 j,
2079 tmp,
2080 len;
2081
2082 len = end - begin; 2080 end -= begin;
2083 for (i = begin; i < end; i++)
2084 {
2085 j = begin + RANDOM () % len;
2086 2081
2087 tmp = arr[i]; 2082 while (--end)
2088 arr[i] = arr[j]; 2083 swap (arr [end], arr [rndm (end + 1)]);
2089 arr[j] = tmp;
2090 }
2091} 2084}
2092 2085
2093/* new function to make monster searching more efficient, and effective! 2086/* new function to make monster searching more efficient, and effective!
2094 * This basically returns a randomized array (in the passed pointer) of 2087 * 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 2088 * 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. 2091 * the 3x3 area will be searched, just not in a predictable order.
2099 */ 2092 */
2100void 2093void
2101get_search_arr (int *search_arr) 2094get_search_arr (int *search_arr)
2102{ 2095{
2103 int 2096 int i;
2104 i;
2105 2097
2106 for (i = 0; i < SIZEOFFREE; i++) 2098 for (i = 0; i < SIZEOFFREE; i++)
2107 {
2108 search_arr[i] = i; 2099 search_arr[i] = i;
2109 }
2110 2100
2111 permute (search_arr, 1, SIZEOFFREE1 + 1); 2101 permute (search_arr, 1, SIZEOFFREE1 + 1);
2112 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2102 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2113 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2103 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2114} 2104}
2123 * Perhaps incorrectly, but I'm making the assumption that exclude 2113 * 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 2114 * 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 2115 * because we have to know what movement the thing looking to move
2126 * there is capable of. 2116 * there is capable of.
2127 */ 2117 */
2128
2129int 2118int
2130find_dir (maptile *m, int x, int y, object *exclude) 2119find_dir (maptile *m, int x, int y, object *exclude)
2131{ 2120{
2132 int
2133 i,
2134 max = SIZEOFFREE, mflags; 2121 int i, max = SIZEOFFREE, mflags;
2135 2122
2136 sint16 nx, ny; 2123 sint16 nx, ny;
2137 object * 2124 object *tmp;
2138 tmp;
2139 maptile * 2125 maptile *mp;
2140 mp;
2141 2126
2142 MoveType blocked, move_type; 2127 MoveType blocked, move_type;
2143 2128
2144 if (exclude && exclude->head) 2129 if (exclude && exclude->head_ () != exclude)
2145 { 2130 {
2146 exclude = exclude->head; 2131 exclude = exclude->head;
2147 move_type = exclude->move_type; 2132 move_type = exclude->move_type;
2148 } 2133 }
2149 else 2134 else
2162 2147
2163 if (mflags & P_OUT_OF_MAP) 2148 if (mflags & P_OUT_OF_MAP)
2164 max = maxfree[i]; 2149 max = maxfree[i];
2165 else 2150 else
2166 { 2151 {
2167 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2152 mapspace &ms = mp->at (nx, ny);
2153
2154 blocked = ms.move_block;
2168 2155
2169 if ((move_type & blocked) == move_type) 2156 if ((move_type & blocked) == move_type)
2170 max = maxfree[i]; 2157 max = maxfree[i];
2171 else if (mflags & P_IS_ALIVE) 2158 else if (mflags & P_IS_ALIVE)
2172 { 2159 {
2173 for (tmp = GET_MAP_OB (mp, nx, ny); tmp; tmp = tmp->above) 2160 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))) 2161 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2162 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2175 break; 2163 break;
2176 2164
2177 if (tmp) 2165 if (tmp)
2178 return freedir[i]; 2166 return freedir[i];
2179 } 2167 }
2185 2173
2186/* 2174/*
2187 * distance(object 1, object 2) will return the square of the 2175 * distance(object 1, object 2) will return the square of the
2188 * distance between the two given objects. 2176 * distance between the two given objects.
2189 */ 2177 */
2190
2191int 2178int
2192distance (const object *ob1, const object *ob2) 2179distance (const object *ob1, const object *ob2)
2193{ 2180{
2194 int i;
2195
2196 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2181 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2197 return i;
2198} 2182}
2199 2183
2200/* 2184/*
2201 * find_dir_2(delta-x,delta-y) will return a direction in which 2185 * 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 2186 * an object which has subtracted the x and y coordinates of another
2203 * object, needs to travel toward it. 2187 * object, needs to travel toward it.
2204 */ 2188 */
2205
2206int 2189int
2207find_dir_2 (int x, int y) 2190find_dir_2 (int x, int y)
2208{ 2191{
2209 int q; 2192 int q;
2210 2193
2239 2222
2240 return 3; 2223 return 3;
2241} 2224}
2242 2225
2243/* 2226/*
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 2227 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2261 * between two directions (which are expected to be absolute (see absdir()) 2228 * between two directions (which are expected to be absolute (see absdir())
2262 */ 2229 */
2263
2264int 2230int
2265dirdiff (int dir1, int dir2) 2231dirdiff (int dir1, int dir2)
2266{ 2232{
2267 int 2233 int d;
2268 d;
2269 2234
2270 d = abs (dir1 - dir2); 2235 d = abs (dir1 - dir2);
2271 if (d > 4) 2236 if (d > 4)
2272 d = 8 - d; 2237 d = 8 - d;
2238
2273 return d; 2239 return d;
2274} 2240}
2275 2241
2276/* peterm: 2242/* peterm:
2277 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2243 * 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 2246 * 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. 2247 * 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 2248 * Moved from spell_util.c to object.c with the other related direction
2283 * functions. 2249 * functions.
2284 */ 2250 */
2285
2286int
2287 reduction_dir[SIZEOFFREE][3] = { 2251int reduction_dir[SIZEOFFREE][3] = {
2288 {0, 0, 0}, /* 0 */ 2252 {0, 0, 0}, /* 0 */
2289 {0, 0, 0}, /* 1 */ 2253 {0, 0, 0}, /* 1 */
2290 {0, 0, 0}, /* 2 */ 2254 {0, 0, 0}, /* 2 */
2291 {0, 0, 0}, /* 3 */ 2255 {0, 0, 0}, /* 3 */
2292 {0, 0, 0}, /* 4 */ 2256 {0, 0, 0}, /* 4 */
2383 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2347 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2384 * core dumps if they do. 2348 * core dumps if they do.
2385 * 2349 *
2386 * Add a check so we can't pick up invisible objects (0.93.8) 2350 * Add a check so we can't pick up invisible objects (0.93.8)
2387 */ 2351 */
2388
2389int 2352int
2390can_pick (const object *who, const object *item) 2353can_pick (const object *who, const object *item)
2391{ 2354{
2392 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2355 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2393 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2356 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2398 * create clone from object to another 2361 * create clone from object to another
2399 */ 2362 */
2400object * 2363object *
2401object_create_clone (object *asrc) 2364object_create_clone (object *asrc)
2402{ 2365{
2403 object *dst = 0, *tmp, *src, *part, *prev, *item; 2366 object *dst = 0, *tmp, *src, *prev, *item;
2404 2367
2405 if (!asrc) 2368 if (!asrc)
2406 return 0; 2369 return 0;
2407 2370
2408 src = asrc;
2409 if (src->head)
2410 src = src->head; 2371 src = asrc->head_ ();
2411 2372
2412 prev = 0; 2373 prev = 0;
2413 for (part = src; part; part = part->more) 2374 for (object *part = src; part; part = part->more)
2414 { 2375 {
2415 tmp = part->clone (); 2376 tmp = part->clone ();
2416 tmp->x -= src->x; 2377 tmp->x -= src->x;
2417 tmp->y -= src->y; 2378 tmp->y -= src->y;
2418 2379
2436 insert_ob_in_ob (object_create_clone (item), dst); 2397 insert_ob_in_ob (object_create_clone (item), dst);
2437 2398
2438 return dst; 2399 return dst;
2439} 2400}
2440 2401
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 2402/* This returns the first object in who's inventory that
2481 * has the same type and subtype match. 2403 * has the same type and subtype match.
2482 * returns NULL if no match. 2404 * returns NULL if no match.
2483 */ 2405 */
2484object * 2406object *
2485find_obj_by_type_subtype (const object *who, int type, int subtype) 2407find_obj_by_type_subtype (const object *who, int type, int subtype)
2486{ 2408{
2487 object *tmp;
2488
2489 for (tmp = who->inv; tmp; tmp = tmp->below) 2409 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2490 if (tmp->type == type && tmp->subtype == subtype) 2410 if (tmp->type == type && tmp->subtype == subtype)
2491 return tmp; 2411 return tmp;
2492 2412
2493 return NULL; 2413 return 0;
2494} 2414}
2495 2415
2496/* If ob has a field named key, return the link from the list, 2416/* If ob has a field named key, return the link from the list,
2497 * otherwise return NULL. 2417 * otherwise return NULL.
2498 * 2418 *
2500 * do the desired thing. 2420 * do the desired thing.
2501 */ 2421 */
2502key_value * 2422key_value *
2503get_ob_key_link (const object *ob, const char *key) 2423get_ob_key_link (const object *ob, const char *key)
2504{ 2424{
2505 key_value *link;
2506
2507 for (link = ob->key_values; link != NULL; link = link->next) 2425 for (key_value *link = ob->key_values; link; link = link->next)
2508 if (link->key == key) 2426 if (link->key == key)
2509 return link; 2427 return link;
2510 2428
2511 return NULL; 2429 return 0;
2512} 2430}
2513 2431
2514/* 2432/*
2515 * Returns the value of op has an extra_field for key, or NULL. 2433 * Returns the value of op has an extra_field for key, or NULL.
2516 * 2434 *
2541 if (link->key == canonical_key) 2459 if (link->key == canonical_key)
2542 return link->value; 2460 return link->value;
2543 2461
2544 return 0; 2462 return 0;
2545} 2463}
2546
2547 2464
2548/* 2465/*
2549 * Updates the canonical_key in op to value. 2466 * Updates the canonical_key in op to value.
2550 * 2467 *
2551 * canonical_key is a shared string (value doesn't have to be). 2468 * canonical_key is a shared string (value doesn't have to be).
2556 * Returns TRUE on success. 2473 * Returns TRUE on success.
2557 */ 2474 */
2558int 2475int
2559set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) 2476set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2560{ 2477{
2561 key_value *
2562 field = NULL, *last = NULL; 2478 key_value *field = NULL, *last = NULL;
2563 2479
2564 for (field = op->key_values; field != NULL; field = field->next) 2480 for (field = op->key_values; field != NULL; field = field->next)
2565 { 2481 {
2566 if (field->key != canonical_key) 2482 if (field->key != canonical_key)
2567 { 2483 {
2576 /* Basically, if the archetype has this key set, 2492 /* Basically, if the archetype has this key set,
2577 * we need to store the null value so when we save 2493 * we need to store the null value so when we save
2578 * it, we save the empty value so that when we load, 2494 * it, we save the empty value so that when we load,
2579 * we get this value back again. 2495 * we get this value back again.
2580 */ 2496 */
2581 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2497 if (get_ob_key_link (op->arch, canonical_key))
2582 field->value = 0; 2498 field->value = 0;
2583 else 2499 else
2584 { 2500 {
2585 if (last) 2501 if (last)
2586 last->next = field->next; 2502 last->next = field->next;
2595 /* IF we get here, key doesn't exist */ 2511 /* IF we get here, key doesn't exist */
2596 2512
2597 /* No field, we'll have to add it. */ 2513 /* No field, we'll have to add it. */
2598 2514
2599 if (!add_key) 2515 if (!add_key)
2600 {
2601 return FALSE; 2516 return FALSE;
2602 } 2517
2603 /* There isn't any good reason to store a null 2518 /* There isn't any good reason to store a null
2604 * value in the key/value list. If the archetype has 2519 * value in the key/value list. If the archetype has
2605 * this key, then we should also have it, so shouldn't 2520 * this key, then we should also have it, so shouldn't
2606 * be here. If user wants to store empty strings, 2521 * be here. If user wants to store empty strings,
2607 * should pass in "" 2522 * should pass in ""
2656 } 2571 }
2657 else 2572 else
2658 item = item->env; 2573 item = item->env;
2659} 2574}
2660 2575
2576const char *
2577object::flag_desc (char *desc, int len) const
2578{
2579 char *p = desc;
2580 bool first = true;
2581
2582 *p = 0;
2583
2584 for (int i = 0; i < NUM_FLAGS; i++)
2585 {
2586 if (len <= 10) // magic constant!
2587 {
2588 snprintf (p, len, ",...");
2589 break;
2590 }
2591
2592 if (flag [i])
2593 {
2594 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2595 len -= cnt;
2596 p += cnt;
2597 first = false;
2598 }
2599 }
2600
2601 return desc;
2602}
2603
2661// return a suitable string describing an objetc in enough detail to find it 2604// return a suitable string describing an object in enough detail to find it
2662const char * 2605const char *
2663object::debug_desc (char *info) const 2606object::debug_desc (char *info) const
2664{ 2607{
2608 char flagdesc[512];
2665 char info2[256 * 3]; 2609 char info2[256 * 4];
2666 char *p = info; 2610 char *p = info;
2667 2611
2668 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2612 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2669 count, 2613 count, uuid.seq,
2670 &name, 2614 &name,
2671 title ? " " : "", 2615 title ? "\",title:\"" : "",
2672 title ? (const char *)title : ""); 2616 title ? (const char *)title : "",
2617 flag_desc (flagdesc, 512), type);
2673 2618
2674 if (env) 2619 if (!this->flag[FLAG_REMOVED] && env)
2675 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2620 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2676 2621
2677 if (map) 2622 if (map)
2678 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2623 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2679 2624
2680 return info; 2625 return info;
2681} 2626}
2682 2627
2683const char * 2628const char *
2684object::debug_desc () const 2629object::debug_desc () const
2685{ 2630{
2686 static char info[256 * 3]; 2631 static char info[3][256 * 4];
2632 static int info_idx;
2633
2687 return debug_desc (info); 2634 return debug_desc (info [++info_idx % 3]);
2688} 2635}
2689 2636
2637struct region *
2638object::region () const
2639{
2640 return map ? map->region (x, y)
2641 : region::default_region ();
2642}
2643
2644const materialtype_t *
2645object::dominant_material () const
2646{
2647 if (materialtype_t *mt = name_to_material (materialname))
2648 return mt;
2649
2650 return name_to_material (shstr_unknown);
2651}
2652
2653void
2654object::open_container (object *new_container)
2655{
2656 if (container == new_container)
2657 return;
2658
2659 if (object *old_container = container)
2660 {
2661 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2662 return;
2663
2664#if 0
2665 // remove the "Close old_container" object.
2666 if (object *closer = old_container->inv)
2667 if (closer->type == CLOSE_CON)
2668 closer->destroy ();
2669#endif
2670
2671 old_container->flag [FLAG_APPLIED] = 0;
2672 container = 0;
2673
2674 esrv_update_item (UPD_FLAGS, this, old_container);
2675 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2676 play_sound (sound_find ("chest_close"));
2677 }
2678
2679 if (new_container)
2680 {
2681 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2682 return;
2683
2684 // TODO: this does not seem to serve any purpose anymore?
2685#if 0
2686 // insert the "Close Container" object.
2687 if (archetype *closer = new_container->other_arch)
2688 {
2689 object *closer = arch_to_object (new_container->other_arch);
2690 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2691 new_container->insert (closer);
2692 }
2693#endif
2694
2695 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2696
2697 new_container->flag [FLAG_APPLIED] = 1;
2698 container = new_container;
2699
2700 esrv_update_item (UPD_FLAGS, this, new_container);
2701 esrv_send_inventory (this, new_container);
2702 play_sound (sound_find ("chest_open"));
2703 }
2704}
2705
2706object *
2707object::force_find (const shstr name)
2708{
2709 /* cycle through his inventory to look for the MARK we want to
2710 * place
2711 */
2712 for (object *tmp = inv; tmp; tmp = tmp->below)
2713 if (tmp->type == FORCE && tmp->slaying == name)
2714 return splay (tmp);
2715
2716 return 0;
2717}
2718
2719void
2720object::force_add (const shstr name, int duration)
2721{
2722 if (object *force = force_find (name))
2723 force->destroy ();
2724
2725 object *force = get_archetype (FORCE_NAME);
2726
2727 force->slaying = name;
2728 force->stats.food = 1;
2729 force->speed_left = -1.f;
2730
2731 force->set_speed (duration ? 1.f / duration : 0.f);
2732 force->flag [FLAG_IS_USED_UP] = true;
2733 force->flag [FLAG_APPLIED] = true;
2734
2735 insert (force);
2736}
2737
2738void
2739object::play_sound (faceidx sound) const
2740{
2741 if (!sound)
2742 return;
2743
2744 if (flag [FLAG_REMOVED])
2745 return;
2746
2747 if (env)
2748 {
2749 if (object *pl = in_player ())
2750 pl->contr->play_sound (sound);
2751 }
2752 else
2753 map->play_sound (sound, x, y);
2754}
2755

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