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Comparing deliantra/server/common/object.C (file contents):
Revision 1.96 by root, Sat Dec 30 10:16:10 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. */
252 /* This is really a spellbook check - really, we should 253 /* This is really a spellbook check - really, we should
253 * check all objects in the inventory. 254 * check all objects in the inventory.
254 */ 255 */
255 if (ob1->inv || ob2->inv) 256 if (ob1->inv || ob2->inv)
256 { 257 {
257 /* if one object has inventory but the other doesn't, not equiv */ 258 if (!(ob1->inv && ob2->inv))
258 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 259 return 0; /* inventories differ in length */
259 return 0;
260 260
261 /* 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
262 if (!object::can_merge (ob1->inv, ob2->inv)) 264 if (!object::can_merge (ob1->inv, ob2->inv))
263 return 0; 265 return 0; /* inventory objexts differ */
264 266
265 /* 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
266 * if it is valid. 268 * if it is valid.
267 */ 269 */
268 } 270 }
276 278
277 /* 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
278 * 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
279 * check? 281 * check?
280 */ 282 */
281 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 283 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
282 return 0; 284 return 0;
283 285
284 switch (ob1->type) 286 switch (ob1->type)
285 { 287 {
286 case SCROLL: 288 case SCROLL:
297 return 0; 299 return 0;
298 else if (!compare_ob_value_lists (ob1, ob2)) 300 else if (!compare_ob_value_lists (ob1, ob2))
299 return 0; 301 return 0;
300 } 302 }
301 303
302 //TODO: generate an event or call into perl for additional checks
303 if (ob1->self || ob2->self) 304 if (ob1->self || ob2->self)
304 { 305 {
305 ob1->optimise (); 306 ob1->optimise ();
306 ob2->optimise (); 307 ob2->optimise ();
307 308
308 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)
309 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 }
310 } 321 }
311 322
312 /* Everything passes, must be OK. */ 323 /* Everything passes, must be OK. */
313 return 1; 324 return 1;
314} 325}
322sum_weight (object *op) 333sum_weight (object *op)
323{ 334{
324 long sum; 335 long sum;
325 object *inv; 336 object *inv;
326 337
327 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 338 for (sum = 0, inv = op->inv; inv; inv = inv->below)
328 { 339 {
329 if (inv->inv) 340 if (inv->inv)
330 sum_weight (inv); 341 sum_weight (inv);
342
331 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 343 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
332 } 344 }
333 345
334 if (op->type == CONTAINER && op->stats.Str) 346 if (op->type == CONTAINER && op->stats.Str)
335 sum = (sum * (100 - op->stats.Str)) / 100; 347 sum = (sum * (100 - op->stats.Str)) / 100;
355/* 367/*
356 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 368 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
357 * Some error messages. 369 * Some error messages.
358 * 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.
359 */ 371 */
360
361char * 372char *
362dump_object (object *op) 373dump_object (object *op)
363{ 374{
364 if (!op) 375 if (!op)
365 return strdup ("[NULLOBJ]"); 376 return strdup ("[NULLOBJ]");
366 377
367 object_freezer freezer; 378 object_freezer freezer;
368 save_object (freezer, op, 1); 379 op->write (freezer);
369 return freezer.as_string (); 380 return freezer.as_string ();
370} 381}
371 382
372/* 383/*
373 * 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
374 * multi-object 1 which is closest to the second object. 385 * multi-object 1 which is closest to the second object.
375 * If it's not a multi-object, it is returned. 386 * If it's not a multi-object, it is returned.
376 */ 387 */
377
378object * 388object *
379get_nearest_part (object *op, const object *pl) 389get_nearest_part (object *op, const object *pl)
380{ 390{
381 object *tmp, *closest; 391 object *tmp, *closest;
382 int last_dist, i; 392 int last_dist, i;
390} 400}
391 401
392/* 402/*
393 * 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.
394 */ 404 */
395
396object * 405object *
397find_object (tag_t i) 406find_object (tag_t i)
398{ 407{
399 for (object *op = object::first; op; op = op->next) 408 for_all_objects (op)
400 if (op->count == i) 409 if (op->count == i)
401 return op; 410 return op;
402 411
403 return 0; 412 return 0;
404} 413}
405 414
406/* 415/*
407 * 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.
408 * Used only by the patch command, but not all that useful. 417 * Used only by the patch command, but not all that useful.
409 * Enables features like "patch <name-of-other-player> food 999" 418 * Enables features like "patch <name-of-other-player> food 999"
410 */ 419 */
411
412object * 420object *
413find_object_name (const char *str) 421find_object_name (const char *str)
414{ 422{
415 shstr_cmp str_ (str); 423 shstr_cmp str_ (str);
416 object *op; 424 object *op;
417 425
418 for (op = object::first; op != NULL; op = op->next) 426 for_all_objects (op)
419 if (op->name == str_) 427 if (op->name == str_)
420 break; 428 break;
421 429
422 return op; 430 return op;
423} 431}
424 432
425void
426free_all_object_data ()
427{
428 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
429}
430
431/* 433/*
432 * 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
433 * skill and experience objects. 435 * skill and experience objects.
436 * ACTUALLY NO! investigate! TODO
434 */ 437 */
435void 438void
436object::set_owner (object *owner) 439object::set_owner (object *owner)
437{ 440{
441 // allow objects which own objects
438 if (!owner) 442 if (owner)
439 return;
440
441 /* next line added to allow objects which own objects */
442 /* Add a check for ownercounts in here, as I got into an endless loop
443 * with the fireball owning a poison cloud which then owned the
444 * fireball. I believe that was caused by one of the objects getting
445 * freed and then another object replacing it. Since the ownercounts
446 * didn't match, this check is valid and I believe that cause is valid.
447 */
448 while (owner->owner) 443 while (owner->owner)
449 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 }
450 451
451 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;
452} 519}
453 520
454/* Zero the key_values on op, decrementing the shared-string 521/* Zero the key_values on op, decrementing the shared-string
455 * refcounts and freeing the links. 522 * refcounts and freeing the links.
456 */ 523 */
457static void 524static void
458free_key_values (object *op) 525free_key_values (object *op)
459{ 526{
460 for (key_value *i = op->key_values; i != 0;) 527 for (key_value *i = op->key_values; i; )
461 { 528 {
462 key_value *next = i->next; 529 key_value *next = i->next;
463 delete i; 530 delete i;
464 531
465 i = next; 532 i = next;
466 } 533 }
467 534
468 op->key_values = 0; 535 op->key_values = 0;
469} 536}
470 537
471/* 538object &
472 * copy_to first frees everything allocated by the dst object, 539object::operator =(const object &src)
473 * and then copies the contents of itself into the second
474 * object, allocating what needs to be allocated. Basically, any
475 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
476 * if the first object is freed, the pointers in the new object
477 * will point at garbage.
478 */
479void
480object::copy_to (object *dst)
481{ 540{
482 bool is_freed = QUERY_FLAG (dst, FLAG_FREED); 541 bool is_freed = flag [FLAG_FREED];
483 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED); 542 bool is_removed = flag [FLAG_REMOVED];
484 543
485 *(object_copy *)dst = *this; 544 *(object_copy *)this = src;
486 545
487 if (is_freed) 546 flag [FLAG_FREED] = is_freed;
488 SET_FLAG (dst, FLAG_FREED); 547 flag [FLAG_REMOVED] = is_removed;
489
490 if (is_removed)
491 SET_FLAG (dst, FLAG_REMOVED);
492
493 if (speed < 0)
494 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
495 548
496 /* Copy over key_values, if any. */ 549 /* Copy over key_values, if any. */
497 if (key_values) 550 if (src.key_values)
498 { 551 {
499 key_value *tail = 0; 552 key_value *tail = 0;
500 key_value *i;
501
502 dst->key_values = 0; 553 key_values = 0;
503 554
504 for (i = key_values; i; i = i->next) 555 for (key_value *i = src.key_values; i; i = i->next)
505 { 556 {
506 key_value *new_link = new key_value; 557 key_value *new_link = new key_value;
507 558
508 new_link->next = 0; 559 new_link->next = 0;
509 new_link->key = i->key; 560 new_link->key = i->key;
510 new_link->value = i->value; 561 new_link->value = i->value;
511 562
512 /* Try and be clever here, too. */ 563 /* Try and be clever here, too. */
513 if (!dst->key_values) 564 if (!key_values)
514 { 565 {
515 dst->key_values = new_link; 566 key_values = new_link;
516 tail = new_link; 567 tail = new_link;
517 } 568 }
518 else 569 else
519 { 570 {
520 tail->next = new_link; 571 tail->next = new_link;
521 tail = new_link; 572 tail = new_link;
522 } 573 }
523 } 574 }
524 } 575 }
576}
577
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 ();
525 593
526 dst->set_speed (dst->speed); 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 ();
527} 614}
528 615
529object * 616object *
530object::clone () 617object::clone ()
531{ 618{
563 speed = 0; 650 speed = 0;
564 } 651 }
565 652
566 this->speed = speed; 653 this->speed = speed;
567 654
568 if (FABS (speed) > MIN_ACTIVE_SPEED) 655 if (has_active_speed ())
569 { 656 activate ();
570 /* If already on active list, don't do anything */
571 if (active_next || active_prev || this == active_objects)
572 return;
573
574 /* process_events() expects us to insert the object at the beginning
575 * of the list. */
576 active_next = active_objects;
577
578 if (active_next)
579 active_next->active_prev = this;
580
581 active_objects = this;
582 }
583 else 657 else
584 { 658 deactivate ();
585 /* If not on the active list, nothing needs to be done */
586 if (!active_next && !active_prev && this != active_objects)
587 return;
588
589 if (!active_prev)
590 {
591 active_objects = active_next;
592
593 if (active_next)
594 active_next->active_prev = 0;
595 }
596 else
597 {
598 active_prev->active_next = active_next;
599
600 if (active_next)
601 active_next->active_prev = active_prev;
602 }
603
604 active_next = 0;
605 active_prev = 0;
606 }
607} 659}
608 660
609/* 661/*
610 * update_object() updates the the map. 662 * update_object() updates the the map.
611 * It takes into account invisible objects (and represent squares covered 663 * It takes into account invisible objects (and represent squares covered
624 * UP_OBJ_FACE: only the objects face has changed. 676 * UP_OBJ_FACE: only the objects face has changed.
625 */ 677 */
626void 678void
627update_object (object *op, int action) 679update_object (object *op, int action)
628{ 680{
629 MoveType move_on, move_off, move_block, move_slow;
630
631 if (op == NULL) 681 if (op == NULL)
632 { 682 {
633 /* this should never happen */ 683 /* this should never happen */
634 LOG (llevDebug, "update_object() called for NULL object.\n"); 684 LOG (llevDebug, "update_object() called for NULL object.\n");
635 return; 685 return;
659 return; 709 return;
660 } 710 }
661 711
662 mapspace &m = op->ms (); 712 mapspace &m = op->ms ();
663 713
664 if (m.flags_ & P_NEED_UPDATE) 714 if (!(m.flags_ & P_UPTODATE))
665 /* nop */; 715 /* nop */;
666 else if (action == UP_OBJ_INSERT) 716 else if (action == UP_OBJ_INSERT)
667 { 717 {
668 // this is likely overkill, TODO: revisit (schmorp) 718 // this is likely overkill, TODO: revisit (schmorp)
669 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 719 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
678 /* 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
679 * to have move_allow right now. 729 * to have move_allow right now.
680 */ 730 */
681 || ((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
682 || 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)
683 m.flags_ = P_NEED_UPDATE; 733 m.flags_ = 0;
684 } 734 }
685 /* if the object is being removed, we can't make intelligent 735 /* if the object is being removed, we can't make intelligent
686 * decisions, because remove_ob can't really pass the object 736 * decisions, because remove_ob can't really pass the object
687 * that is being removed. 737 * that is being removed.
688 */ 738 */
689 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 739 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
690 m.flags_ = P_NEED_UPDATE; 740 m.flags_ = 0;
691 else if (action == UP_OBJ_FACE) 741 else if (action == UP_OBJ_FACE)
692 /* Nothing to do for that case */ ; 742 /* Nothing to do for that case */ ;
693 else 743 else
694 LOG (llevError, "update_object called with invalid action: %d\n", action); 744 LOG (llevError, "update_object called with invalid action: %d\n", action);
695 745
696 if (op->more) 746 if (op->more)
697 update_object (op->more, action); 747 update_object (op->more, action);
698} 748}
699 749
700object::vector object::objects; // not yet used
701object *object::first;
702
703object::object () 750object::object ()
704{ 751{
705 SET_FLAG (this, FLAG_REMOVED); 752 SET_FLAG (this, FLAG_REMOVED);
706 753
707 expmul = 1.0; 754 expmul = 1.0;
708 face = blank_face; 755 face = blank_face;
709} 756}
710 757
711object::~object () 758object::~object ()
712{ 759{
760 unlink ();
761
713 free_key_values (this); 762 free_key_values (this);
714} 763}
715 764
765static int object_count;
766
716void object::link () 767void object::link ()
717{ 768{
769 assert (!index);//D
770 uuid = UUID::gen ();
718 count = ++ob_count; 771 count = ++object_count;
719 uuid = gen_uuid ();
720 772
721 prev = 0; 773 refcnt_inc ();
722 next = object::first; 774 objects.insert (this);
723
724 if (object::first)
725 object::first->prev = this;
726
727 object::first = this;
728} 775}
729 776
730void object::unlink () 777void object::unlink ()
731{ 778{
732 if (this == object::first) 779 if (!index)
733 object::first = next; 780 return;
734 781
735 /* Remove this object from the list of used objects */ 782 objects.erase (this);
736 if (prev) prev->next = next; 783 refcnt_dec ();
737 if (next) next->prev = prev;
738
739 prev = 0;
740 next = 0;
741} 784}
742 785
743void 786void
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
744object::activate (bool recursive) 798object::activate_recursive ()
745{ 799{
746 // uh, hack 800 activate ();
747 set_speed (speed);
748 801
749 if (recursive)
750 for (object *op = inv; op; op = op->above) 802 for (object *op = inv; op; op = op->below)
751 op->activate (1); 803 op->activate_recursive ();
752} 804}
753 805
754/* This function removes object 'op' from the list of active 806/* This function removes object 'op' from the list of active
755 * objects. 807 * objects.
756 * This should only be used for style maps or other such 808 * This should only be used for style maps or other such
758 * in play chewing up cpu time getting processed. 810 * in play chewing up cpu time getting processed.
759 * The reverse of this is to call update_ob_speed, which 811 * The reverse of this is to call update_ob_speed, which
760 * will do the right thing based on the speed of the object. 812 * will do the right thing based on the speed of the object.
761 */ 813 */
762void 814void
763object::deactivate (bool recursive) 815object::deactivate ()
764{ 816{
765 /* If not on the active list, nothing needs to be done */ 817 /* If not on the active list, nothing needs to be done */
766 if (!active_next && !active_prev && this != active_objects) 818 if (!active)
767 return; 819 return;
768 820
769 if (active_prev == 0) 821 actives.erase (this);
770 { 822}
771 active_objects = active_next;
772 if (active_next)
773 active_next->active_prev = 0;
774 }
775 else
776 {
777 active_prev->active_next = active_next;
778 if (active_next)
779 active_next->active_prev = active_prev;
780 }
781 823
782 active_next = 0; 824void
783 active_prev = 0; 825object::deactivate_recursive ()
784 826{
785 if (recursive)
786 for (object *op = inv; op; op = op->above) 827 for (object *op = inv; op; op = op->below)
828 op->deactivate_recursive ();
829
787 op->deactivate (1); 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 }
788} 841}
789 842
790/* 843/*
791 * Remove and free all objects in the inventory of the given object. 844 * Remove and free all objects in the inventory of the given object.
792 * object.c ? 845 * object.c ?
807 * drop on that space. 860 * drop on that space.
808 */ 861 */
809 if (!drop_to_ground 862 if (!drop_to_ground
810 || !map 863 || !map
811 || map->in_memory != MAP_IN_MEMORY 864 || map->in_memory != MAP_IN_MEMORY
865 || map->nodrop
812 || ms ().move_block == MOVE_ALL) 866 || ms ().move_block == MOVE_ALL)
813 { 867 {
814 while (inv) 868 while (inv)
815 { 869 {
816 inv->destroy_inv (drop_to_ground); 870 inv->destroy_inv (drop_to_ground);
825 879
826 if (op->flag [FLAG_STARTEQUIP] 880 if (op->flag [FLAG_STARTEQUIP]
827 || op->flag [FLAG_NO_DROP] 881 || op->flag [FLAG_NO_DROP]
828 || op->type == RUNE 882 || op->type == RUNE
829 || op->type == TRAP 883 || op->type == TRAP
830 || op->flag [FLAG_IS_A_TEMPLATE]) 884 || op->flag [FLAG_IS_A_TEMPLATE]
885 || op->flag [FLAG_DESTROY_ON_DEATH])
831 op->destroy (); 886 op->destroy ();
832 else 887 else
833 map->insert (op, x, y); 888 map->insert (op, x, y);
834 } 889 }
835 } 890 }
843} 898}
844 899
845void 900void
846object::do_destroy () 901object::do_destroy ()
847{ 902{
903 attachable::do_destroy ();
904
848 if (flag [FLAG_IS_LINKED]) 905 if (flag [FLAG_IS_LINKED])
849 remove_button_link (this); 906 remove_button_link (this);
850 907
851 if (flag [FLAG_FRIENDLY]) 908 if (flag [FLAG_FRIENDLY])
852 remove_friendly_object (this); 909 remove_friendly_object (this);
853 910
854 if (!flag [FLAG_REMOVED]) 911 if (!flag [FLAG_REMOVED])
855 remove (); 912 remove ();
856 913
857 if (flag [FLAG_FREED]) 914 destroy_inv (true);
858 return;
859 915
860 set_speed (0); 916 deactivate ();
917 unlink ();
861 918
862 flag [FLAG_FREED] = 1; 919 flag [FLAG_FREED] = 1;
863
864 attachable::do_destroy ();
865
866 destroy_inv (true);
867 unlink ();
868 920
869 // hack to ensure that freed objects still have a valid map 921 // hack to ensure that freed objects still have a valid map
870 { 922 {
871 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
872 924
873 if (!freed_map) 925 if (!freed_map)
874 { 926 {
875 freed_map = new maptile; 927 freed_map = new maptile;
876 928
929 freed_map->path = "<freed objects map>";
877 freed_map->name = "/internal/freed_objects_map"; 930 freed_map->name = "/internal/freed_objects_map";
878 freed_map->width = 3; 931 freed_map->width = 3;
879 freed_map->height = 3; 932 freed_map->height = 3;
933 freed_map->nodrop = 1;
880 934
881 freed_map->alloc (); 935 freed_map->alloc ();
936 freed_map->in_memory = MAP_IN_MEMORY;
882 } 937 }
883 938
884 map = freed_map; 939 map = freed_map;
885 x = 1; 940 x = 1;
886 y = 1; 941 y = 1;
887 } 942 }
888 943
889 head = 0;
890
891 if (more) 944 if (more)
892 { 945 {
893 more->destroy (); 946 more->destroy ();
894 more = 0; 947 more = 0;
895 } 948 }
896 949
950 head = 0;
951
897 // clear those pointers that likely might have circular references to us 952 // clear those pointers that likely might cause circular references
898 owner = 0; 953 owner = 0;
899 enemy = 0; 954 enemy = 0;
900 attacked_by = 0; 955 attacked_by = 0;
901 956 current_weapon = 0;
902 // only relevant for players(?), but make sure of it anyways
903 contr = 0;
904} 957}
905 958
906void 959void
907object::destroy (bool destroy_inventory) 960object::destroy (bool destroy_inventory)
908{ 961{
909 if (destroyed ()) 962 if (destroyed ())
910 return; 963 return;
911 964
912 if (destroy_inventory) 965 if (destroy_inventory)
913 destroy_inv (false); 966 destroy_inv (false);
967
968 if (is_head ())
969 if (sound_destroy)
970 play_sound (sound_destroy);
971 else if (flag [FLAG_MONSTER])
972 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
914 973
915 attachable::destroy (); 974 attachable::destroy ();
916} 975}
917 976
918/* 977/*
936 * 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
937 * 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
938 * object will have no environment. If the object previously had an 997 * object will have no environment. If the object previously had an
939 * environment, the x and y coordinates will be updated to 998 * environment, the x and y coordinates will be updated to
940 * the previous environment. 999 * the previous environment.
941 * Beware: This function is called from the editor as well!
942 */ 1000 */
943void 1001void
944object::remove () 1002object::do_remove ()
945{ 1003{
946 object *tmp, *last = 0; 1004 object *tmp, *last = 0;
947 object *otmp; 1005 object *otmp;
948 1006
949 if (QUERY_FLAG (this, FLAG_REMOVED)) 1007 if (QUERY_FLAG (this, FLAG_REMOVED))
992 } 1050 }
993 else if (map) 1051 else if (map)
994 { 1052 {
995 if (type == PLAYER) 1053 if (type == PLAYER)
996 { 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
997 --map->players; 1061 --map->players;
998 map->last_access = runtime; 1062 map->touch ();
999 } 1063 }
1000 1064
1065 map->dirty = true;
1066 mapspace &ms = this->ms ();
1001 1067
1002 /* link the object above us */ 1068 /* link the object above us */
1003 if (above) 1069 if (above)
1004 above->below = below; 1070 above->below = below;
1005 else 1071 else
1006 map->at (x, y).top = below; /* we were top, set new top */ 1072 ms.top = below; /* we were top, set new top */
1007 1073
1008 /* Relink the object below us, if there is one */ 1074 /* Relink the object below us, if there is one */
1009 if (below) 1075 if (below)
1010 below->above = above; 1076 below->above = above;
1011 else 1077 else
1013 /* 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
1014 * use translated coordinates in case some oddness with map tiling is 1080 * use translated coordinates in case some oddness with map tiling is
1015 * evident 1081 * evident
1016 */ 1082 */
1017 if (GET_MAP_OB (map, x, y) != this) 1083 if (GET_MAP_OB (map, x, y) != this)
1018 {
1019 char *dump = dump_object (this);
1020 LOG (llevError,
1021 "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 ());
1022 free (dump);
1023 dump = dump_object (GET_MAP_OB (map, x, y));
1024 LOG (llevError, "%s\n", dump);
1025 free (dump);
1026 }
1027 1085
1028 map->at (x, y).bot = above; /* goes on above it. */ 1086 ms.bot = above; /* goes on above it. */
1029 } 1087 }
1030 1088
1031 above = 0; 1089 above = 0;
1032 below = 0; 1090 below = 0;
1033 1091
1034 if (map->in_memory == MAP_SAVING) 1092 if (map->in_memory == MAP_SAVING)
1035 return; 1093 return;
1036 1094
1037 int check_walk_off = !flag [FLAG_NO_APPLY]; 1095 int check_walk_off = !flag [FLAG_NO_APPLY];
1038 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
1039 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above) 1109 for (tmp = ms.bot; tmp; tmp = tmp->above)
1040 { 1110 {
1041 /* 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
1042 * being removed. 1112 * being removed.
1043 */ 1113 */
1044
1045 if (tmp->type == PLAYER && tmp != this)
1046 {
1047 /* If a container that the player is currently using somehow gets
1048 * removed (most likely destroyed), update the player view
1049 * appropriately.
1050 */
1051 if (tmp->container == this)
1052 {
1053 flag [FLAG_APPLIED] = 0;
1054 tmp->container = 0;
1055 }
1056
1057 if (tmp->contr->ns)
1058 tmp->contr->ns->floorbox_update ();
1059 }
1060 1114
1061 /* See if object moving off should effect something */ 1115 /* See if object moving off should effect something */
1062 if (check_walk_off 1116 if (check_walk_off
1063 && ((move_type & tmp->move_off) 1117 && ((move_type & tmp->move_off)
1064 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1118 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1067 1121
1068 if (destroyed ()) 1122 if (destroyed ())
1069 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 ());
1070 } 1124 }
1071 1125
1072 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1073 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1074 if (tmp->above == tmp)
1075 tmp->above = 0;
1076
1077 last = tmp; 1126 last = tmp;
1078 } 1127 }
1079 1128
1080 /* last == NULL if there are no objects on this space */ 1129 /* last == NULL if there are no objects on this space */
1081 //TODO: this makes little sense, why only update the topmost object? 1130 //TODO: this makes little sense, why only update the topmost object?
1082 if (!last) 1131 if (!last)
1083 map->at (x, y).flags_ = P_NEED_UPDATE; 1132 map->at (x, y).flags_ = 0;
1084 else 1133 else
1085 update_object (last, UP_OBJ_REMOVE); 1134 update_object (last, UP_OBJ_REMOVE);
1086 1135
1087 if (flag [FLAG_BLOCKSVIEW] || glow_radius) 1136 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1088 update_all_los (map, x, y); 1137 update_all_los (map, x, y);
1101merge_ob (object *op, object *top) 1150merge_ob (object *op, object *top)
1102{ 1151{
1103 if (!op->nrof) 1152 if (!op->nrof)
1104 return 0; 1153 return 0;
1105 1154
1106 if (top) 1155 if (!top)
1107 for (top = op; top && top->above; top = top->above) 1156 for (top = op; top && top->above; top = top->above)
1108 ; 1157 ;
1109 1158
1110 for (; top; top = top->below) 1159 for (; top; top = top->below)
1111 { 1160 {
1124 } 1173 }
1125 1174
1126 return 0; 1175 return 0;
1127} 1176}
1128 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
1129/* 1201/*
1130 * 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
1131 * job preparing multi-part monsters 1203 * job preparing multi-part monsters.
1132 */ 1204 */
1133object * 1205object *
1134insert_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)
1135{ 1207{
1136 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1208 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1137 { 1209 {
1138 tmp->x = x + tmp->arch->clone.x; 1210 tmp->x = x + tmp->arch->x;
1139 tmp->y = y + tmp->arch->clone.y; 1211 tmp->y = y + tmp->arch->y;
1140 } 1212 }
1141 1213
1142 return insert_ob_in_map (op, m, originator, flag); 1214 return insert_ob_in_map (op, m, originator, flag);
1143} 1215}
1144 1216
1163 * just 'op' otherwise 1235 * just 'op' otherwise
1164 */ 1236 */
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)
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)
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 0;
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; 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 ().bot = 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 = 0; 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.
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 while (top) 1321 for (top = ms.bot; top; top = top->above)
1303 { 1322 {
1304 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))
1305 floor = top; 1324 floor = top;
1306 1325
1307 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))
1310 top = top->below; 1329 top = top->below;
1311 break; 1330 break;
1312 } 1331 }
1313 1332
1314 last = top; 1333 last = top;
1315 top = top->above;
1316 } 1334 }
1317 1335
1318 /* 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 */
1319 top = last; 1337 top = last;
1320 1338
1322 * looks like instead of lots of conditions here. 1340 * looks like instead of lots of conditions here.
1323 * makes things faster, and effectively the same result. 1341 * makes things faster, and effectively the same result.
1324 */ 1342 */
1325 1343
1326 /* Have object 'fall below' other objects that block view. 1344 /* Have object 'fall below' other objects that block view.
1327 * Unless those objects are exits, type 66 1345 * Unless those objects are exits.
1328 * If INS_ON_TOP is used, don't do this processing 1346 * If INS_ON_TOP is used, don't do this processing
1329 * Need to find the object that in fact blocks view, otherwise 1347 * Need to find the object that in fact blocks view, otherwise
1330 * stacking is a bit odd. 1348 * stacking is a bit odd.
1331 */ 1349 */
1332 if (!(flag & INS_ON_TOP) && 1350 if (!(flag & INS_ON_TOP)
1333 (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))
1334 { 1353 {
1335 for (last = top; last != floor; last = last->below) 1354 for (last = top; last != floor; last = last->below)
1336 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1355 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1337 break; 1356 break;
1357
1338 /* Check to see if we found the object that blocks view, 1358 /* Check to see if we found the object that blocks view,
1339 * 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
1340 * we can get inserted below this one, which requires we 1360 * we can get inserted below this one, which requires we
1341 * set top to the object below us. 1361 * set top to the object below us.
1342 */ 1362 */
1343 if (last && last->below && last != floor) 1363 if (last && last->below && last != floor)
1344 top = last->below; 1364 top = last->below;
1345 } 1365 }
1346 } /* If objects on this space */ 1366 } /* If objects on this space */
1347 1367
1348 if (flag & INS_MAP_LOAD)
1349 top = GET_MAP_TOP (op->map, op->x, op->y);
1350
1351 if (flag & INS_ABOVE_FLOOR_ONLY) 1368 if (flag & INS_ABOVE_FLOOR_ONLY)
1352 top = floor; 1369 top = floor;
1353 1370
1354 /* 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.
1355 */ 1372 */
1356 1373
1357 /* First object on this space */ 1374 /* First object on this space */
1358 if (!top) 1375 if (!top)
1359 { 1376 {
1360 op->above = GET_MAP_OB (op->map, op->x, op->y); 1377 op->above = ms.bot;
1361 1378
1362 if (op->above) 1379 if (op->above)
1363 op->above->below = op; 1380 op->above->below = op;
1364 1381
1365 op->below = 0; 1382 op->below = 0;
1366 op->ms ().bot = op; 1383 ms.bot = op;
1367 } 1384 }
1368 else 1385 else
1369 { /* get inserted into the stack above top */ 1386 { /* get inserted into the stack above top */
1370 op->above = top->above; 1387 op->above = top->above;
1371 1388
1375 op->below = top; 1392 op->below = top;
1376 top->above = op; 1393 top->above = op;
1377 } 1394 }
1378 1395
1379 if (!op->above) 1396 if (!op->above)
1380 op->ms ().top = op; 1397 ms.top = op;
1381 } /* else not INS_BELOW_ORIGINATOR */ 1398 } /* else not INS_BELOW_ORIGINATOR */
1382 1399
1383 if (op->type == PLAYER) 1400 if (op->type == PLAYER)
1384 { 1401 {
1385 op->contr->do_los = 1; 1402 op->contr->do_los = 1;
1386 ++op->map->players; 1403 ++op->map->players;
1387 op->map->last_access = runtime; 1404 op->map->touch ();
1388 } 1405 }
1389 1406
1390 /* If we have a floor, we know the player, if any, will be above 1407 op->map->dirty = true;
1391 * it, so save a few ticks and start from there. 1408
1392 */
1393 if (!(flag & INS_MAP_LOAD))
1394 if (object *pl = op->ms ().player ()) 1409 if (object *pl = ms.player ())
1395 if (pl->contr->ns)
1396 pl->contr->ns->floorbox_update (); 1410 pl->contr->ns->floorbox_update ();
1397 1411
1398 /* If this object glows, it may affect lighting conditions that are 1412 /* If this object glows, it may affect lighting conditions that are
1399 * 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
1400 * 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
1401 * on the map will get recalculated. The players could very well 1415 * on the map will get recalculated. The players could very well
1402 * 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 -
1403 * this should get redone to only look for players within range, 1417 * this should get redone to only look for players within range,
1404 * or just updating the P_NEED_UPDATE for spaces within this area 1418 * or just updating the P_UPTODATE for spaces within this area
1405 * of effect may be sufficient. 1419 * of effect may be sufficient.
1406 */ 1420 */
1407 if (op->map->darkness && (op->glow_radius != 0)) 1421 if (op->map->darkness && (op->glow_radius != 0))
1408 update_all_los (op->map, op->x, op->y); 1422 update_all_los (op->map, op->x, op->y);
1409 1423
1420 * blocked() and wall() work properly), and these flags are updated by 1434 * blocked() and wall() work properly), and these flags are updated by
1421 * update_object(). 1435 * update_object().
1422 */ 1436 */
1423 1437
1424 /* 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 */
1425 if (!(flag & INS_NO_WALK_ON) && !op->head) 1439 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1426 { 1440 {
1427 if (check_move_on (op, originator)) 1441 if (check_move_on (op, originator))
1428 return 0; 1442 return 0;
1429 1443
1430 /* 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
1431 * walk on's. 1445 * walk on's.
1432 */ 1446 */
1433 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1447 for (object *tmp = op->more; tmp; tmp = tmp->more)
1434 if (check_move_on (tmp, originator)) 1448 if (check_move_on (tmp, originator))
1435 return 0; 1449 return 0;
1436 } 1450 }
1437 1451
1438 return op; 1452 return op;
1447{ 1461{
1448 object *tmp, *tmp1; 1462 object *tmp, *tmp1;
1449 1463
1450 /* first search for itself and remove any old instances */ 1464 /* first search for itself and remove any old instances */
1451 1465
1452 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)
1453 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1467 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1454 tmp->destroy (); 1468 tmp->destroy ();
1455 1469
1456 tmp1 = arch_to_object (archetype::find (arch_string)); 1470 tmp1 = arch_to_object (archetype::find (arch_string));
1457 1471
1458 tmp1->x = op->x; 1472 tmp1->x = op->x;
1461} 1475}
1462 1476
1463object * 1477object *
1464object::insert_at (object *where, object *originator, int flags) 1478object::insert_at (object *where, object *originator, int flags)
1465{ 1479{
1466 where->map->insert (this, where->x, where->y, originator, flags); 1480 return where->map->insert (this, where->x, where->y, originator, flags);
1467} 1481}
1468 1482
1469/* 1483/*
1470 * 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
1471 * is returned contains nr objects, and the remaining parts contains 1485 * is returned contains nr objects, and the remaining parts contains
1511 * the amount of an object. If the amount reaches 0, the object 1525 * the amount of an object. If the amount reaches 0, the object
1512 * is subsequently removed and freed. 1526 * is subsequently removed and freed.
1513 * 1527 *
1514 * Return value: 'op' if something is left, NULL if the amount reached 0 1528 * Return value: 'op' if something is left, NULL if the amount reached 0
1515 */ 1529 */
1516
1517object * 1530object *
1518decrease_ob_nr (object *op, uint32 i) 1531decrease_ob_nr (object *op, uint32 i)
1519{ 1532{
1520 object *tmp; 1533 object *tmp;
1521 1534
1596 1609
1597/* 1610/*
1598 * add_weight(object, weight) adds the specified weight to an object, 1611 * add_weight(object, weight) adds the specified weight to an object,
1599 * and also updates how much the environment(s) is/are carrying. 1612 * and also updates how much the environment(s) is/are carrying.
1600 */ 1613 */
1601
1602void 1614void
1603add_weight (object *op, signed long weight) 1615add_weight (object *op, signed long weight)
1604{ 1616{
1605 while (op != NULL) 1617 while (op != NULL)
1606 { 1618 {
1621 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1633 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1622 free (dump); 1634 free (dump);
1623 return op; 1635 return op;
1624 } 1636 }
1625 1637
1626 if (where->head) 1638 if (where->head_ () != where)
1627 { 1639 {
1628 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n"); 1640 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1629 where = where->head; 1641 where = where->head;
1630 } 1642 }
1631 1643
1632 return where->insert (op); 1644 return where->insert (op);
1633} 1645}
1638 * inside the object environment. 1650 * inside the object environment.
1639 * 1651 *
1640 * The function returns now pointer to inserted item, and return value can 1652 * The function returns now pointer to inserted item, and return value can
1641 * be != op, if items are merged. -Tero 1653 * be != op, if items are merged. -Tero
1642 */ 1654 */
1643
1644object * 1655object *
1645object::insert (object *op) 1656object::insert (object *op)
1646{ 1657{
1647 object *tmp, *otmp;
1648
1649 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1658 if (!QUERY_FLAG (op, FLAG_REMOVED))
1650 op->remove (); 1659 op->remove ();
1651 1660
1652 if (op->more) 1661 if (op->more)
1653 { 1662 {
1655 return op; 1664 return op;
1656 } 1665 }
1657 1666
1658 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1667 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1659 CLEAR_FLAG (op, FLAG_REMOVED); 1668 CLEAR_FLAG (op, FLAG_REMOVED);
1669
1660 if (op->nrof) 1670 if (op->nrof)
1661 { 1671 {
1662 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1672 for (object *tmp = inv; tmp; tmp = tmp->below)
1663 if (object::can_merge (tmp, op)) 1673 if (object::can_merge (tmp, op))
1664 { 1674 {
1665 /* return the original object and remove inserted object 1675 /* return the original object and remove inserted object
1666 (client needs the original object) */ 1676 (client needs the original object) */
1667 tmp->nrof += op->nrof; 1677 tmp->nrof += op->nrof;
1686 add_weight (this, op->weight * op->nrof); 1696 add_weight (this, op->weight * op->nrof);
1687 } 1697 }
1688 else 1698 else
1689 add_weight (this, (op->weight + op->carrying)); 1699 add_weight (this, (op->weight + op->carrying));
1690 1700
1691 otmp = this->in_player (); 1701 if (object *otmp = this->in_player ())
1692 if (otmp && otmp->contr)
1693 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1702 if (otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1694 otmp->update_stats (); 1703 otmp->update_stats ();
1695 1704
1705 op->owner = 0; // its his/hers now. period.
1696 op->map = 0; 1706 op->map = 0;
1697 op->env = this; 1707 op->env = this;
1698 op->above = 0; 1708 op->above = 0;
1699 op->below = 0; 1709 op->below = 0;
1700 op->x = 0, op->y = 0; 1710 op->x = op->y = 0;
1701 1711
1702 /* reset the light list and los of the players on the map */ 1712 /* reset the light list and los of the players on the map */
1703 if ((op->glow_radius != 0) && map) 1713 if (op->glow_radius && map)
1704 { 1714 {
1705#ifdef DEBUG_LIGHTS 1715#ifdef DEBUG_LIGHTS
1706 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1716 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1707#endif /* DEBUG_LIGHTS */ 1717#endif /* DEBUG_LIGHTS */
1708 if (map->darkness) 1718 if (map->darkness)
1780 1790
1781 /* The objects have to be checked from top to bottom. 1791 /* The objects have to be checked from top to bottom.
1782 * Hence, we first go to the top: 1792 * Hence, we first go to the top:
1783 */ 1793 */
1784 1794
1785 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp && tmp->above; tmp = tmp->above) 1795 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1786 { 1796 {
1787 /* Trim the search when we find the first other spell effect 1797 /* Trim the search when we find the first other spell effect
1788 * 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,
1789 * we don't need to check all of them. 1799 * we don't need to check all of them.
1790 */ 1800 */
1808 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1818 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1809 ((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))
1810 { 1820 {
1811 1821
1812 float 1822 float
1813 diff = tmp->move_slow_penalty * FABS (op->speed); 1823 diff = tmp->move_slow_penalty * fabs (op->speed);
1814 1824
1815 if (op->type == PLAYER) 1825 if (op->type == PLAYER)
1816 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)) ||
1817 (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)))
1818 diff /= 4.0; 1828 diff /= 4.0;
1848 * The first matching object is returned, or NULL if none. 1858 * The first matching object is returned, or NULL if none.
1849 */ 1859 */
1850object * 1860object *
1851present_arch (const archetype *at, maptile *m, int x, int y) 1861present_arch (const archetype *at, maptile *m, int x, int y)
1852{ 1862{
1853 if (m == NULL || out_of_map (m, x, y)) 1863 if (!m || out_of_map (m, x, y))
1854 { 1864 {
1855 LOG (llevError, "Present_arch called outside map.\n"); 1865 LOG (llevError, "Present_arch called outside map.\n");
1856 return NULL; 1866 return NULL;
1857 } 1867 }
1858 1868
1859 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1869 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1860 if (tmp->arch == at) 1870 if (tmp->arch == at)
1861 return tmp; 1871 return tmp;
1862 1872
1863 return NULL; 1873 return NULL;
1864} 1874}
1875 { 1885 {
1876 LOG (llevError, "Present called outside map.\n"); 1886 LOG (llevError, "Present called outside map.\n");
1877 return NULL; 1887 return NULL;
1878 } 1888 }
1879 1889
1880 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1890 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1881 if (tmp->type == type) 1891 if (tmp->type == type)
1882 return tmp; 1892 return tmp;
1883 1893
1884 return NULL; 1894 return NULL;
1885} 1895}
1942 * activate recursively a flag on an object inventory 1952 * activate recursively a flag on an object inventory
1943 */ 1953 */
1944void 1954void
1945flag_inv (object *op, int flag) 1955flag_inv (object *op, int flag)
1946{ 1956{
1947 if (op->inv)
1948 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1957 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1949 { 1958 {
1950 SET_FLAG (tmp, flag); 1959 SET_FLAG (tmp, flag);
1951 flag_inv (tmp, flag); 1960 flag_inv (tmp, flag);
1952 } 1961 }
1953} 1962}
1954 1963
1955/* 1964/*
1956 * deactivate recursively a flag on an object inventory 1965 * deactivate recursively a flag on an object inventory
1957 */ 1966 */
1958void 1967void
1959unflag_inv (object *op, int flag) 1968unflag_inv (object *op, int flag)
1960{ 1969{
1961 if (op->inv)
1962 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1970 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1963 { 1971 {
1964 CLEAR_FLAG (tmp, flag); 1972 CLEAR_FLAG (tmp, flag);
1965 unflag_inv (tmp, flag); 1973 unflag_inv (tmp, flag);
1966 } 1974 }
1967}
1968
1969/*
1970 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1971 * all it's inventory (recursively).
1972 * If checksums are used, a player will get set_cheat called for
1973 * him/her-self and all object carried by a call to this function.
1974 */
1975void
1976set_cheat (object *op)
1977{
1978 SET_FLAG (op, FLAG_WAS_WIZ);
1979 flag_inv (op, FLAG_WAS_WIZ);
1980} 1975}
1981 1976
1982/* 1977/*
1983 * 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
1984 * 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
1986 * to search (see the freearr_x/y[] definition). 1981 * to search (see the freearr_x/y[] definition).
1987 * It returns a random choice among the alternatives found. 1982 * It returns a random choice among the alternatives found.
1988 * 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
1989 * does all 4 immediate directions). This returns the index into the 1984 * does all 4 immediate directions). This returns the index into the
1990 * 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)
1991 * Note - this only checks to see if there is space for the head of the
1992 * object - if it is a multispace object, this should be called for all
1993 * pieces.
1994 * Note2: This function does correctly handle tiled maps, but does not 1986 * Note: This function does correctly handle tiled maps, but does not
1995 * inform the caller. However, insert_ob_in_map will update as 1987 * inform the caller. However, insert_ob_in_map will update as
1996 * 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.
1997 * 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
1998 * 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
1999 * 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
2001 * customized, changed states, etc. 1993 * customized, changed states, etc.
2002 */ 1994 */
2003int 1995int
2004find_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)
2005{ 1997{
1998 int altern[SIZEOFFREE];
2006 int index = 0, flag; 1999 int index = 0, flag;
2007 int altern[SIZEOFFREE];
2008 2000
2009 for (int i = start; i < stop; i++) 2001 for (int i = start; i < stop; i++)
2010 { 2002 {
2011 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2003 mapxy pos (m, x, y); pos.move (i);
2012 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 {
2013 altern [index++] = i; 2019 altern [index++] = i;
2020 continue;
2021 }
2014 2022
2015 /* 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.
2016 * 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.
2017 * 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 -
2018 * 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
2019 * 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
2020 * to only the spaces immediately surrounding the target area, and 2028 * to only the spaces immediately surrounding the target area, and
2021 * won't look 2 spaces south of the target space. 2029 * won't look 2 spaces south of the target space.
2022 */ 2030 */
2023 else if ((flag & P_NO_PASS) && maxfree[i] < stop) 2031 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2032 {
2024 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;
2025 } 2047 }
2026 2048
2027 if (!index) 2049 if (!index)
2028 return -1; 2050 return -1;
2029 2051
2030 return altern[RANDOM () % index]; 2052 return altern [rndm (index)];
2031} 2053}
2032 2054
2033/* 2055/*
2034 * find_first_free_spot(archetype, maptile, x, y) works like 2056 * find_first_free_spot(archetype, maptile, x, y) works like
2035 * find_free_spot(), but it will search max number of squares. 2057 * find_free_spot(), but it will search max number of squares.
2038 */ 2060 */
2039int 2061int
2040find_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)
2041{ 2063{
2042 for (int i = 0; i < SIZEOFFREE; i++) 2064 for (int i = 0; i < SIZEOFFREE; i++)
2043 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]))
2044 return i; 2066 return i;
2045 2067
2046 return -1; 2068 return -1;
2047} 2069}
2048 2070
2056{ 2078{
2057 arr += begin; 2079 arr += begin;
2058 end -= begin; 2080 end -= begin;
2059 2081
2060 while (--end) 2082 while (--end)
2061 swap (arr [end], arr [RANDOM () % (end + 1)]); 2083 swap (arr [end], arr [rndm (end + 1)]);
2062} 2084}
2063 2085
2064/* new function to make monster searching more efficient, and effective! 2086/* new function to make monster searching more efficient, and effective!
2065 * This basically returns a randomized array (in the passed pointer) of 2087 * This basically returns a randomized array (in the passed pointer) of
2066 * 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
2102 object *tmp; 2124 object *tmp;
2103 maptile *mp; 2125 maptile *mp;
2104 2126
2105 MoveType blocked, move_type; 2127 MoveType blocked, move_type;
2106 2128
2107 if (exclude && exclude->head) 2129 if (exclude && exclude->head_ () != exclude)
2108 { 2130 {
2109 exclude = exclude->head; 2131 exclude = exclude->head;
2110 move_type = exclude->move_type; 2132 move_type = exclude->move_type;
2111 } 2133 }
2112 else 2134 else
2135 max = maxfree[i]; 2157 max = maxfree[i];
2136 else if (mflags & P_IS_ALIVE) 2158 else if (mflags & P_IS_ALIVE)
2137 { 2159 {
2138 for (tmp = ms.bot; tmp; tmp = tmp->above) 2160 for (tmp = ms.bot; tmp; tmp = tmp->above)
2139 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2161 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2140 && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2162 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2141 break; 2163 break;
2142 2164
2143 if (tmp) 2165 if (tmp)
2144 return freedir[i]; 2166 return freedir[i];
2145 } 2167 }
2200 2222
2201 return 3; 2223 return 3;
2202} 2224}
2203 2225
2204/* 2226/*
2205 * absdir(int): Returns a number between 1 and 8, which represent
2206 * the "absolute" direction of a number (it actually takes care of
2207 * "overflow" in previous calculations of a direction).
2208 */
2209
2210int
2211absdir (int d)
2212{
2213 while (d < 1)
2214 d += 8;
2215
2216 while (d > 8)
2217 d -= 8;
2218
2219 return d;
2220}
2221
2222/*
2223 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2227 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2224 * between two directions (which are expected to be absolute (see absdir()) 2228 * between two directions (which are expected to be absolute (see absdir())
2225 */ 2229 */
2226
2227int 2230int
2228dirdiff (int dir1, int dir2) 2231dirdiff (int dir1, int dir2)
2229{ 2232{
2230 int d; 2233 int d;
2231 2234
2344 * 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
2345 * core dumps if they do. 2348 * core dumps if they do.
2346 * 2349 *
2347 * 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)
2348 */ 2351 */
2349
2350int 2352int
2351can_pick (const object *who, const object *item) 2353can_pick (const object *who, const object *item)
2352{ 2354{
2353 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2355 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2354 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2356 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2359 * create clone from object to another 2361 * create clone from object to another
2360 */ 2362 */
2361object * 2363object *
2362object_create_clone (object *asrc) 2364object_create_clone (object *asrc)
2363{ 2365{
2364 object *dst = 0, *tmp, *src, *part, *prev, *item; 2366 object *dst = 0, *tmp, *src, *prev, *item;
2365 2367
2366 if (!asrc) 2368 if (!asrc)
2367 return 0; 2369 return 0;
2368 2370
2369 src = asrc;
2370 if (src->head)
2371 src = src->head; 2371 src = asrc->head_ ();
2372 2372
2373 prev = 0; 2373 prev = 0;
2374 for (part = src; part; part = part->more) 2374 for (object *part = src; part; part = part->more)
2375 { 2375 {
2376 tmp = part->clone (); 2376 tmp = part->clone ();
2377 tmp->x -= src->x; 2377 tmp->x -= src->x;
2378 tmp->y -= src->y; 2378 tmp->y -= src->y;
2379 2379
2395 2395
2396 for (item = src->inv; item; item = item->below) 2396 for (item = src->inv; item; item = item->below)
2397 insert_ob_in_ob (object_create_clone (item), dst); 2397 insert_ob_in_ob (object_create_clone (item), dst);
2398 2398
2399 return dst; 2399 return dst;
2400}
2401
2402/* GROS - Creates an object using a string representing its content. */
2403/* Basically, we save the content of the string to a temp file, then call */
2404/* load_object on it. I admit it is a highly inefficient way to make things, */
2405/* but it was simple to make and allows reusing the load_object function. */
2406/* Remember not to use load_object_str in a time-critical situation. */
2407/* Also remember that multiparts objects are not supported for now. */
2408object *
2409load_object_str (const char *obstr)
2410{
2411 object *op;
2412 char filename[MAX_BUF];
2413
2414 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2415
2416 FILE *tempfile = fopen (filename, "w");
2417
2418 if (tempfile == NULL)
2419 {
2420 LOG (llevError, "Error - Unable to access load object temp file\n");
2421 return NULL;
2422 }
2423
2424 fprintf (tempfile, obstr);
2425 fclose (tempfile);
2426
2427 op = object::create ();
2428
2429 object_thawer thawer (filename);
2430
2431 if (thawer)
2432 load_object (thawer, op, 0);
2433
2434 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2435 CLEAR_FLAG (op, FLAG_REMOVED);
2436
2437 return op;
2438} 2400}
2439 2401
2440/* This returns the first object in who's inventory that 2402/* This returns the first object in who's inventory that
2441 * has the same type and subtype match. 2403 * has the same type and subtype match.
2442 * returns NULL if no match. 2404 * returns NULL if no match.
2497 if (link->key == canonical_key) 2459 if (link->key == canonical_key)
2498 return link->value; 2460 return link->value;
2499 2461
2500 return 0; 2462 return 0;
2501} 2463}
2502
2503 2464
2504/* 2465/*
2505 * Updates the canonical_key in op to value. 2466 * Updates the canonical_key in op to value.
2506 * 2467 *
2507 * 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).
2531 /* Basically, if the archetype has this key set, 2492 /* Basically, if the archetype has this key set,
2532 * we need to store the null value so when we save 2493 * we need to store the null value so when we save
2533 * it, we save the empty value so that when we load, 2494 * it, we save the empty value so that when we load,
2534 * we get this value back again. 2495 * we get this value back again.
2535 */ 2496 */
2536 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2497 if (get_ob_key_link (op->arch, canonical_key))
2537 field->value = 0; 2498 field->value = 0;
2538 else 2499 else
2539 { 2500 {
2540 if (last) 2501 if (last)
2541 last->next = field->next; 2502 last->next = field->next;
2610 } 2571 }
2611 else 2572 else
2612 item = item->env; 2573 item = item->env;
2613} 2574}
2614 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
2615// 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
2616const char * 2605const char *
2617object::debug_desc (char *info) const 2606object::debug_desc (char *info) const
2618{ 2607{
2608 char flagdesc[512];
2619 char info2[256 * 3]; 2609 char info2[256 * 4];
2620 char *p = info; 2610 char *p = info;
2621 2611
2622 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}",
2623 count, 2613 count, uuid.seq,
2624 &name, 2614 &name,
2625 title ? " " : "", 2615 title ? "\",title:\"" : "",
2626 title ? (const char *)title : ""); 2616 title ? (const char *)title : "",
2617 flag_desc (flagdesc, 512), type);
2627 2618
2628 if (env) 2619 if (!this->flag[FLAG_REMOVED] && env)
2629 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2620 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2630 2621
2631 if (map) 2622 if (map)
2632 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);
2633 2624
2635} 2626}
2636 2627
2637const char * 2628const char *
2638object::debug_desc () const 2629object::debug_desc () const
2639{ 2630{
2640 static char info[256 * 3]; 2631 static char info[3][256 * 4];
2632 static int info_idx;
2633
2641 return debug_desc (info); 2634 return debug_desc (info [++info_idx % 3]);
2642} 2635}
2643 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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