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Comparing deliantra/server/common/object.C (file contents):
Revision 1.62 by root, Mon Dec 11 23:35:37 2006 UTC vs.
Revision 1.203 by root, Fri Apr 11 13:59:05 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
35int nrofallocobjects = 0; 36#include <bitset>
36static UUID uuid; 37
38UUID UUID::cur;
37const uint64 UUID_SKIP = 1<<19; 39static const uint64 UUID_SKIP = 1<<19;
38 40
39object *active_objects; /* List of active objects that need to be processed */ 41objectvec objects;
42activevec actives;
40 43
41short 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] = {
45 0,
46 0, 1, 1, 1, 0, -1, -1, -1,
47 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
42 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 48 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
43}; 49};
44short 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, 50short freearr_y[SIZEOFFREE] = {
51 0,
52 -1, -1, 0, 1, 1, 1, 0, -1,
53 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
45 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3 54 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
46}; 55};
47int maxfree[SIZEOFFREE] = { 0, 9, 10, 13, 14, 17, 18, 21, 22, 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 56int maxfree[SIZEOFFREE] = {
57 0,
58 9, 10, 13, 14, 17, 18, 21, 22,
59 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
48 48, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49 60 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
49}; 61};
50int freedir[SIZEOFFREE] = { 62int freedir[SIZEOFFREE] = {
51 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8, 63 0,
64 1, 2, 3, 4, 5, 6, 7, 8,
65 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
52 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8 66 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
53}; 67};
54 68
55static void 69static void
56write_uuid (void) 70write_uuid (uval64 skip, bool sync)
57{ 71{
58 char filename1[MAX_BUF], filename2[MAX_BUF]; 72 CALL_BEGIN (2);
59 73 CALL_ARG_SV (newSVval64 (skip));
60 sprintf (filename1, "%s/uuid", settings.localdir); 74 CALL_ARG_SV (boolSV (sync));
61 sprintf (filename2, "%s/uuid~", settings.localdir); 75 CALL_CALL ("cf::write_uuid", G_DISCARD);
62 76 CALL_END;
63 FILE *fp;
64
65 if (!(fp = fopen (filename2, "w")))
66 {
67 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
68 return;
69 }
70
71 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
72 fclose (fp);
73 rename (filename2, filename1);
74} 77}
75 78
76static void 79static void
77read_uuid (void) 80read_uuid (void)
78{ 81{
85 if (!(fp = fopen (filename, "r"))) 88 if (!(fp = fopen (filename, "r")))
86 { 89 {
87 if (errno == ENOENT) 90 if (errno == ENOENT)
88 { 91 {
89 LOG (llevInfo, "RESET uid to 1\n"); 92 LOG (llevInfo, "RESET uid to 1\n");
90 uuid.seq = 0; 93 UUID::cur.seq = 0;
91 write_uuid (); 94 write_uuid (UUID_SKIP, true);
92 return; 95 return;
93 } 96 }
94 97
95 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename); 98 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
96 _exit (1); 99 _exit (1);
97 } 100 }
98 101
99 int version; 102 UUID::BUF buf;
100 unsigned long long uid; 103 buf[0] = 0;
101 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1) 104 fgets (buf, sizeof (buf), fp);
105
106 if (!UUID::cur.parse (buf))
102 { 107 {
103 LOG (llevError, "FATAL: error reading uid from %s!\n", filename); 108 LOG (llevError, "FATAL: error reading uid from %s (%s)!\n", filename, buf);
104 _exit (1); 109 _exit (1);
105 } 110 }
106 111
107 uuid.seq = uid; 112 LOG (llevDebug, "read UUID: %s\n", UUID::cur.c_str ());
108 write_uuid (); 113
109 LOG (llevDebug, "read UID: %" PRId64 "\n", uid); 114 write_uuid (UUID_SKIP, true);
110 fclose (fp); 115 fclose (fp);
111} 116}
112 117
113UUID 118UUID
114gen_uuid () 119UUID::gen ()
115{ 120{
116 UUID uid; 121 UUID uid;
117 122
118 uid.seq = ++uuid.seq; 123 uid.seq = ++cur.seq;
119 124
120 if (!(uuid.seq & (UUID_SKIP - 1))) 125 if (expect_false (!(cur.seq & (UUID_SKIP - 1))))
121 write_uuid (); 126 write_uuid (UUID_SKIP, false);
122 127
123 return uid; 128 return uid;
124} 129}
125 130
126void 131void
127init_uuid () 132UUID::init ()
128{ 133{
129 read_uuid (); 134 read_uuid ();
130} 135}
131 136
132/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 137/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
139 * objects with lists are rare, and lists stay short. If not, use a 144 * objects with lists are rare, and lists stay short. If not, use a
140 * different structure or at least keep the lists sorted... 145 * different structure or at least keep the lists sorted...
141 */ 146 */
142 147
143 /* For each field in wants, */ 148 /* For each field in wants, */
144 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) 149 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
145 { 150 {
146 key_value *has_field; 151 key_value *has_field;
147 152
148 /* Look for a field in has with the same key. */ 153 /* Look for a field in has with the same key. */
149 has_field = get_ob_key_link (has, wants_field->key); 154 has_field = get_ob_key_link (has, wants_field->key);
183 * 188 *
184 * Note that this function appears a lot longer than the macro it 189 * Note that this function appears a lot longer than the macro it
185 * replaces - this is mostly for clarity - a decent compiler should hopefully 190 * replaces - this is mostly for clarity - a decent compiler should hopefully
186 * reduce this to the same efficiency. 191 * reduce this to the same efficiency.
187 * 192 *
188 * Check nrof variable *before* calling CAN_MERGE() 193 * Check nrof variable *before* calling can_merge()
189 * 194 *
190 * Improvements made with merge: Better checking on potion, and also 195 * Improvements made with merge: Better checking on potion, and also
191 * check weight 196 * check weight
192 */ 197 */
193
194bool object::can_merge (object *ob1, object *ob2) 198bool object::can_merge_slow (object *ob1, object *ob2)
195{ 199{
196 /* A couple quicksanity checks */ 200 /* A couple quicksanity checks */
197 if ((ob1 == ob2) || (ob1->type != ob2->type)) 201 if (ob1 == ob2
202 || ob1->type != ob2->type
203 || ob1->speed != ob2->speed
204 || ob1->value != ob2->value
205 || ob1->name != ob2->name)
198 return 0; 206 return 0;
199 207
200 if (ob1->speed != ob2->speed) 208 //TODO: this ain't working well, use nicer and correct overflow check
201 return 0;
202
203 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 209 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
204 * value could not be stored in a sint32 (which unfortunately sometimes is 210 * value could not be stored in a sint32 (which unfortunately sometimes is
205 * used to store nrof). 211 * used to store nrof).
206 */ 212 */
207 if (ob1->nrof + ob2->nrof >= 1UL << 31) 213 if (ob1->nrof + ob2->nrof >= 1UL << 31)
217 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 223 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
218 224
219 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 225 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
220 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 226 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
221 227
222 228 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
223 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something 229 || ob1->arch != ob2->arch
224 * being locked in inventory should prevent merging.
225 * 0x4 in flags3 is CLIENT_SENT
226 */
227 if ((ob1->arch != ob2->arch) ||
228 (ob1->flags[0] != ob2->flags[0]) ||
229 (ob1->flags[1] != ob2->flags[1]) ||
230 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
231 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
232 (ob1->name != ob2->name) || 230 || ob1->name != ob2->name
233 (ob1->title != ob2->title) || 231 || ob1->title != ob2->title
234 (ob1->msg != ob2->msg) || 232 || ob1->msg != ob2->msg
235 (ob1->weight != ob2->weight) || 233 || ob1->weight != ob2->weight
236 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) || 234 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
237 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) || 235 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
238 (ob1->attacktype != ob2->attacktype) || 236 || ob1->attacktype != ob2->attacktype
239 (ob1->magic != ob2->magic) || 237 || ob1->magic != ob2->magic
240 (ob1->slaying != ob2->slaying) || 238 || ob1->slaying != ob2->slaying
241 (ob1->skill != ob2->skill) || 239 || ob1->skill != ob2->skill
242 (ob1->value != ob2->value) || 240 || ob1->value != ob2->value
243 (ob1->animation_id != ob2->animation_id) || 241 || ob1->animation_id != ob2->animation_id
244 (ob1->client_type != ob2->client_type) || 242 || ob1->client_type != ob2->client_type
245 (ob1->materialname != ob2->materialname) || 243 || ob1->materialname != ob2->materialname
246 (ob1->lore != ob2->lore) || 244 || ob1->lore != ob2->lore
247 (ob1->subtype != ob2->subtype) || 245 || ob1->subtype != ob2->subtype
248 (ob1->move_type != ob2->move_type) || 246 || ob1->move_type != ob2->move_type
249 (ob1->move_block != ob2->move_block) || 247 || ob1->move_block != ob2->move_block
250 (ob1->move_allow != ob2->move_allow) || 248 || ob1->move_allow != ob2->move_allow
251 (ob1->move_on != ob2->move_on) || 249 || ob1->move_on != ob2->move_on
252 (ob1->move_off != ob2->move_off) || (ob1->move_slow != ob2->move_slow) || (ob1->move_slow_penalty != ob2->move_slow_penalty)) 250 || ob1->move_off != ob2->move_off
251 || ob1->move_slow != ob2->move_slow
252 || ob1->move_slow_penalty != ob2->move_slow_penalty)
253 return 0; 253 return 0;
254 254
255 /* This is really a spellbook check - really, we should 255 /* This is really a spellbook check - really, we should
256 * check all objects in the inventory. 256 * check all objects in the inventory.
257 */ 257 */
258 if (ob1->inv || ob2->inv) 258 if (ob1->inv || ob2->inv)
259 { 259 {
260 /* if one object has inventory but the other doesn't, not equiv */
261 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
262 return 0;
263
264 /* Now check to see if the two inventory objects could merge */
265 if (!CAN_MERGE (ob1->inv, ob2->inv)) 260 if (!(ob1->inv && ob2->inv))
266 return 0; 261 return 0; /* inventories differ in length */
262
263 if (ob1->inv->below || ob2->inv->below)
264 return 0; /* more than one object in inv */
265
266 if (!object::can_merge (ob1->inv, ob2->inv))
267 return 0; /* inventory objexts differ */
267 268
268 /* inventory ok - still need to check rest of this object to see 269 /* inventory ok - still need to check rest of this object to see
269 * if it is valid. 270 * if it is valid.
270 */ 271 */
271 } 272 }
279 280
280 /* Note sure why the following is the case - either the object has to 281 /* Note sure why the following is the case - either the object has to
281 * be animated or have a very low speed. Is this an attempted monster 282 * be animated or have a very low speed. Is this an attempted monster
282 * check? 283 * check?
283 */ 284 */
284 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 285 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
285 return 0; 286 return 0;
286 287
287 switch (ob1->type) 288 switch (ob1->type)
288 { 289 {
289 case SCROLL: 290 case SCROLL:
300 return 0; 301 return 0;
301 else if (!compare_ob_value_lists (ob1, ob2)) 302 else if (!compare_ob_value_lists (ob1, ob2))
302 return 0; 303 return 0;
303 } 304 }
304 305
305 //TODO: generate an event or call into perl for additional checks
306 if (ob1->self || ob2->self) 306 if (ob1->self || ob2->self)
307 { 307 {
308 ob1->optimise (); 308 ob1->optimise ();
309 ob2->optimise (); 309 ob2->optimise ();
310 310
311 if (ob1->self || ob2->self) 311 if (ob1->self || ob2->self)
312 {
313 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
314 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
315
316 if (k1 != k2)
312 return 0; 317 return 0;
318 else if (k1 == 0)
319 return 1;
320 else if (!cfperl_can_merge (ob1, ob2))
321 return 0;
322 }
313 } 323 }
314 324
315 /* Everything passes, must be OK. */ 325 /* Everything passes, must be OK. */
316 return 1; 326 return 1;
317} 327}
325sum_weight (object *op) 335sum_weight (object *op)
326{ 336{
327 long sum; 337 long sum;
328 object *inv; 338 object *inv;
329 339
330 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 340 for (sum = 0, inv = op->inv; inv; inv = inv->below)
331 { 341 {
332 if (inv->inv) 342 if (inv->inv)
333 sum_weight (inv); 343 sum_weight (inv);
344
334 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 345 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
335 } 346 }
336 347
337 if (op->type == CONTAINER && op->stats.Str) 348 if (op->type == CONTAINER && op->stats.Str)
338 sum = (sum * (100 - op->stats.Str)) / 100; 349 sum = (sum * (100 - op->stats.Str)) / 100;
354 op = op->env; 365 op = op->env;
355 return op; 366 return op;
356} 367}
357 368
358/* 369/*
359 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
360 * a better check. We basically keeping traversing up until we can't
361 * or find a player.
362 */
363
364object *
365is_player_inv (object *op)
366{
367 for (; op != NULL && op->type != PLAYER; op = op->env)
368 if (op->env == op)
369 op->env = NULL;
370 return op;
371}
372
373/*
374 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 370 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
375 * Some error messages. 371 * Some error messages.
376 * The result of the dump is stored in the static global errmsg array. 372 * The result of the dump is stored in the static global errmsg array.
377 */ 373 */
378
379char * 374char *
380dump_object (object *op) 375dump_object (object *op)
381{ 376{
382 if (!op) 377 if (!op)
383 return strdup ("[NULLOBJ]"); 378 return strdup ("[NULLOBJ]");
384 379
385 object_freezer freezer; 380 object_freezer freezer;
386 save_object (freezer, op, 3); 381 op->write (freezer);
387 return freezer.as_string (); 382 return freezer.as_string ();
388} 383}
389 384
390/* 385/*
391 * get_nearest_part(multi-object, object 2) returns the part of the 386 * get_nearest_part(multi-object, object 2) returns the part of the
392 * multi-object 1 which is closest to the second object. 387 * multi-object 1 which is closest to the second object.
393 * If it's not a multi-object, it is returned. 388 * If it's not a multi-object, it is returned.
394 */ 389 */
395
396object * 390object *
397get_nearest_part (object *op, const object *pl) 391get_nearest_part (object *op, const object *pl)
398{ 392{
399 object *tmp, *closest; 393 object *tmp, *closest;
400 int last_dist, i; 394 int last_dist, i;
408} 402}
409 403
410/* 404/*
411 * Returns the object which has the count-variable equal to the argument. 405 * Returns the object which has the count-variable equal to the argument.
412 */ 406 */
413
414object * 407object *
415find_object (tag_t i) 408find_object (tag_t i)
416{ 409{
417 for (object *op = object::first; op; op = op->next) 410 for_all_objects (op)
418 if (op->count == i) 411 if (op->count == i)
419 return op; 412 return op;
420 413
421 return 0; 414 return 0;
422} 415}
423 416
424/* 417/*
425 * Returns the first object which has a name equal to the argument. 418 * Returns the first object which has a name equal to the argument.
426 * Used only by the patch command, but not all that useful. 419 * Used only by the patch command, but not all that useful.
427 * Enables features like "patch <name-of-other-player> food 999" 420 * Enables features like "patch <name-of-other-player> food 999"
428 */ 421 */
429
430object * 422object *
431find_object_name (const char *str) 423find_object_name (const char *str)
432{ 424{
433 shstr_cmp str_ (str); 425 shstr_cmp str_ (str);
434 object *op; 426 object *op;
435 427
436 for (op = object::first; op != NULL; op = op->next) 428 for_all_objects (op)
437 if (op->name == str_) 429 if (op->name == str_)
438 break; 430 break;
439 431
440 return op; 432 return op;
441} 433}
442 434
443void
444free_all_object_data ()
445{
446 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
447}
448
449/* 435/*
450 * Sets the owner and sets the skill and exp pointers to owner's current 436 * Sets the owner and sets the skill and exp pointers to owner's current
451 * skill and experience objects. 437 * skill and experience objects.
438 * ACTUALLY NO! investigate! TODO
452 */ 439 */
453void 440void
454object::set_owner (object *owner) 441object::set_owner (object *owner)
455{ 442{
443 // allow objects which own objects
456 if (!owner) 444 if (owner)
457 return;
458
459 /* next line added to allow objects which own objects */
460 /* Add a check for ownercounts in here, as I got into an endless loop
461 * with the fireball owning a poison cloud which then owned the
462 * fireball. I believe that was caused by one of the objects getting
463 * freed and then another object replacing it. Since the ownercounts
464 * didn't match, this check is valid and I believe that cause is valid.
465 */
466 while (owner->owner) 445 while (owner->owner)
467 owner = owner->owner; 446 owner = owner->owner;
447
448 if (flag [FLAG_FREED])
449 {
450 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
451 return;
452 }
468 453
469 this->owner = owner; 454 this->owner = owner;
455}
456
457int
458object::slottype () const
459{
460 if (type == SKILL)
461 {
462 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
463 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
464 }
465 else
466 {
467 if (slot [body_combat].info) return slot_combat;
468 if (slot [body_range ].info) return slot_ranged;
469 }
470
471 return slot_none;
472}
473
474bool
475object::change_weapon (object *ob)
476{
477 if (current_weapon == ob)
478 return true;
479
480 if (chosen_skill)
481 chosen_skill->flag [FLAG_APPLIED] = false;
482
483 current_weapon = ob;
484 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
485
486 if (chosen_skill)
487 chosen_skill->flag [FLAG_APPLIED] = true;
488
489 update_stats ();
490
491 if (ob)
492 {
493 // now check wether any body locations became invalid, in which case
494 // we cannot apply the weapon at the moment.
495 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
496 if (slot[i].used < 0)
497 {
498 current_weapon = chosen_skill = 0;
499 update_stats ();
500
501 new_draw_info_format (NDI_UNIQUE, 0, this,
502 "You try to balance all your items at once, "
503 "but the %s is just too much for your body. "
504 "[You need to unapply some items first.]", &ob->name);
505 return false;
506 }
507
508 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
509 }
510 else
511 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
512
513 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
514 {
515 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
516 &name, ob->debug_desc ());
517 return false;
518 }
519
520 return true;
470} 521}
471 522
472/* Zero the key_values on op, decrementing the shared-string 523/* Zero the key_values on op, decrementing the shared-string
473 * refcounts and freeing the links. 524 * refcounts and freeing the links.
474 */ 525 */
475static void 526static void
476free_key_values (object *op) 527free_key_values (object *op)
477{ 528{
478 for (key_value *i = op->key_values; i != 0;) 529 for (key_value *i = op->key_values; i; )
479 { 530 {
480 key_value *next = i->next; 531 key_value *next = i->next;
481 delete i; 532 delete i;
482 533
483 i = next; 534 i = next;
484 } 535 }
485 536
486 op->key_values = 0; 537 op->key_values = 0;
487} 538}
488 539
489void object::clear () 540object &
541object::operator =(const object &src)
490{ 542{
491 attachable_base::clear (); 543 bool is_freed = flag [FLAG_FREED];
544 bool is_removed = flag [FLAG_REMOVED];
492 545
493 free_key_values (this); 546 *(object_copy *)this = src;
494 547
495 owner = 0; 548 flag [FLAG_FREED] = is_freed;
496 name = 0; 549 flag [FLAG_REMOVED] = is_removed;
497 name_pl = 0;
498 title = 0;
499 race = 0;
500 slaying = 0;
501 skill = 0;
502 msg = 0;
503 lore = 0;
504 custom_name = 0;
505 materialname = 0;
506 contr = 0;
507 below = 0;
508 above = 0;
509 inv = 0;
510 container = 0;
511 env = 0;
512 more = 0;
513 head = 0;
514 map = 0;
515 active_next = 0;
516 active_prev = 0;
517
518 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
519
520 SET_FLAG (this, FLAG_REMOVED);
521
522 /* What is not cleared is next, prev, and count */
523
524 expmul = 1.0;
525 face = blank_face;
526
527 if (settings.casting_time)
528 casting_time = -1;
529}
530
531void object::clone (object *destination)
532{
533 *(object_copy *)destination = *this;
534 *(object_pod *)destination = *this;
535
536 if (self || cb)
537 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
538}
539
540/*
541 * copy object first frees everything allocated by the second object,
542 * and then copies the contends of the first object into the second
543 * object, allocating what needs to be allocated. Basically, any
544 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
545 * if the first object is freed, the pointers in the new object
546 * will point at garbage.
547 */
548void
549copy_object (object *op2, object *op)
550{
551 bool is_freed = QUERY_FLAG (op, FLAG_FREED);
552 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED);
553
554 op2->clone (op);
555
556 if (is_freed)
557 SET_FLAG (op, FLAG_FREED);
558
559 if (is_removed)
560 SET_FLAG (op, FLAG_REMOVED);
561
562 if (op2->speed < 0)
563 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0;
564 550
565 /* Copy over key_values, if any. */ 551 /* Copy over key_values, if any. */
566 if (op2->key_values) 552 if (src.key_values)
567 { 553 {
568 key_value *tail = 0; 554 key_value *tail = 0;
569 key_value *i;
570
571 op->key_values = 0; 555 key_values = 0;
572 556
573 for (i = op2->key_values; i; i = i->next) 557 for (key_value *i = src.key_values; i; i = i->next)
574 { 558 {
575 key_value *new_link = new key_value; 559 key_value *new_link = new key_value;
576 560
577 new_link->next = 0; 561 new_link->next = 0;
578 new_link->key = i->key; 562 new_link->key = i->key;
579 new_link->value = i->value; 563 new_link->value = i->value;
580 564
581 /* Try and be clever here, too. */ 565 /* Try and be clever here, too. */
582 if (!op->key_values) 566 if (!key_values)
583 { 567 {
584 op->key_values = new_link; 568 key_values = new_link;
585 tail = new_link; 569 tail = new_link;
586 } 570 }
587 else 571 else
588 { 572 {
589 tail->next = new_link; 573 tail->next = new_link;
590 tail = new_link; 574 tail = new_link;
591 } 575 }
592 } 576 }
593 } 577 }
578}
594 579
595 update_ob_speed (op); 580/*
581 * copy_to first frees everything allocated by the dst object,
582 * and then copies the contents of itself into the second
583 * object, allocating what needs to be allocated. Basically, any
584 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
585 * if the first object is freed, the pointers in the new object
586 * will point at garbage.
587 */
588void
589object::copy_to (object *dst)
590{
591 *dst = *this;
592
593 if (speed < 0)
594 dst->speed_left -= rndm ();
595
596 dst->set_speed (dst->speed);
597}
598
599void
600object::instantiate ()
601{
602 if (!uuid.seq) // HACK
603 uuid = UUID::gen ();
604
605 speed_left = -0.1f;
606 /* copy the body_info to the body_used - this is only really
607 * need for monsters, but doesn't hurt to do it for everything.
608 * by doing so, when a monster is created, it has good starting
609 * values for the body_used info, so when items are created
610 * for it, they can be properly equipped.
611 */
612 for (int i = NUM_BODY_LOCATIONS; i--; )
613 slot[i].used = slot[i].info;
614
615 attachable::instantiate ();
616}
617
618object *
619object::clone ()
620{
621 object *neu = create ();
622 copy_to (neu);
623 return neu;
596} 624}
597 625
598/* 626/*
599 * If an object with the IS_TURNABLE() flag needs to be turned due 627 * If an object with the IS_TURNABLE() flag needs to be turned due
600 * to the closest player being on the other side, this function can 628 * to the closest player being on the other side, this function can
601 * be called to update the face variable, _and_ how it looks on the map. 629 * be called to update the face variable, _and_ how it looks on the map.
602 */ 630 */
603
604void 631void
605update_turn_face (object *op) 632update_turn_face (object *op)
606{ 633{
607 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 634 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
608 return; 635 return;
636
609 SET_ANIMATION (op, op->direction); 637 SET_ANIMATION (op, op->direction);
610 update_object (op, UP_OBJ_FACE); 638 update_object (op, UP_OBJ_FACE);
611} 639}
612 640
613/* 641/*
614 * Updates the speed of an object. If the speed changes from 0 to another 642 * Updates the speed of an object. If the speed changes from 0 to another
615 * value, or vice versa, then add/remove the object from the active list. 643 * value, or vice versa, then add/remove the object from the active list.
616 * This function needs to be called whenever the speed of an object changes. 644 * This function needs to be called whenever the speed of an object changes.
617 */ 645 */
618void 646void
619update_ob_speed (object *op) 647object::set_speed (float speed)
620{ 648{
621 extern int arch_init; 649 if (flag [FLAG_FREED] && speed)
622
623 /* No reason putting the archetypes objects on the speed list,
624 * since they never really need to be updated.
625 */
626
627 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
628 { 650 {
629 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 651 LOG (llevError, "Object %s is freed but has speed.\n", &name);
630#ifdef MANY_CORES
631 abort ();
632#else
633 op->speed = 0; 652 speed = 0;
634#endif
635 }
636
637 if (arch_init)
638 return;
639
640 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
641 { 653 }
642 /* If already on active list, don't do anything */
643 if (op->active_next || op->active_prev || op == active_objects)
644 return;
645 654
646 /* process_events() expects us to insert the object at the beginning 655 this->speed = speed;
647 * of the list. */
648 op->active_next = active_objects;
649 656
650 if (op->active_next != NULL) 657 if (has_active_speed ())
651 op->active_next->active_prev = op; 658 activate ();
652
653 active_objects = op;
654 }
655 else 659 else
656 { 660 deactivate ();
657 /* If not on the active list, nothing needs to be done */
658 if (!op->active_next && !op->active_prev && op != active_objects)
659 return;
660
661 if (op->active_prev == NULL)
662 {
663 active_objects = op->active_next;
664
665 if (op->active_next != NULL)
666 op->active_next->active_prev = NULL;
667 }
668 else
669 {
670 op->active_prev->active_next = op->active_next;
671
672 if (op->active_next)
673 op->active_next->active_prev = op->active_prev;
674 }
675
676 op->active_next = NULL;
677 op->active_prev = NULL;
678 }
679} 661}
680 662
681/* This function removes object 'op' from the list of active
682 * objects.
683 * This should only be used for style maps or other such
684 * reference maps where you don't want an object that isn't
685 * in play chewing up cpu time getting processed.
686 * The reverse of this is to call update_ob_speed, which
687 * will do the right thing based on the speed of the object.
688 */
689void
690remove_from_active_list (object *op)
691{
692 /* If not on the active list, nothing needs to be done */
693 if (!op->active_next && !op->active_prev && op != active_objects)
694 return;
695
696 if (op->active_prev == NULL)
697 {
698 active_objects = op->active_next;
699 if (op->active_next != NULL)
700 op->active_next->active_prev = NULL;
701 }
702 else
703 {
704 op->active_prev->active_next = op->active_next;
705 if (op->active_next)
706 op->active_next->active_prev = op->active_prev;
707 }
708 op->active_next = NULL;
709 op->active_prev = NULL;
710}
711
712/* 663/*
713 * update_object() updates the array which represents the map. 664 * update_object() updates the the map.
714 * It takes into account invisible objects (and represent squares covered 665 * It takes into account invisible objects (and represent squares covered
715 * by invisible objects by whatever is below them (unless it's another 666 * by invisible objects by whatever is below them (unless it's another
716 * invisible object, etc...) 667 * invisible object, etc...)
717 * If the object being updated is beneath a player, the look-window 668 * If the object being updated is beneath a player, the look-window
718 * of that player is updated (this might be a suboptimal way of 669 * of that player is updated (this might be a suboptimal way of
719 * updating that window, though, since update_object() is called _often_) 670 * updating that window, though, since update_object() is called _often_)
720 * 671 *
721 * action is a hint of what the caller believes need to be done. 672 * action is a hint of what the caller believes need to be done.
722 * For example, if the only thing that has changed is the face (due to
723 * an animation), we don't need to call update_position until that actually
724 * comes into view of a player. OTOH, many other things, like addition/removal
725 * of walls or living creatures may need us to update the flags now.
726 * current action are: 673 * current action are:
727 * UP_OBJ_INSERT: op was inserted 674 * UP_OBJ_INSERT: op was inserted
728 * UP_OBJ_REMOVE: op was removed 675 * UP_OBJ_REMOVE: op was removed
729 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 676 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
730 * as that is easier than trying to look at what may have changed. 677 * as that is easier than trying to look at what may have changed.
731 * UP_OBJ_FACE: only the objects face has changed. 678 * UP_OBJ_FACE: only the objects face has changed.
732 */ 679 */
733
734void 680void
735update_object (object *op, int action) 681update_object (object *op, int action)
736{ 682{
737 int update_now = 0, flags;
738 MoveType move_on, move_off, move_block, move_slow;
739
740 if (op == NULL) 683 if (op == NULL)
741 { 684 {
742 /* this should never happen */ 685 /* this should never happen */
743 LOG (llevDebug, "update_object() called for NULL object.\n"); 686 LOG (llevDebug, "update_object() called for NULL object.\n");
744 return; 687 return;
745 } 688 }
746 689
747 if (op->env != NULL) 690 if (op->env)
748 { 691 {
749 /* Animation is currently handled by client, so nothing 692 /* Animation is currently handled by client, so nothing
750 * to do in this case. 693 * to do in this case.
751 */ 694 */
752 return; 695 return;
757 */ 700 */
758 if (!op->map || op->map->in_memory == MAP_SAVING) 701 if (!op->map || op->map->in_memory == MAP_SAVING)
759 return; 702 return;
760 703
761 /* make sure the object is within map boundaries */ 704 /* make sure the object is within map boundaries */
762 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map)) 705 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
763 { 706 {
764 LOG (llevError, "update_object() called for object out of map!\n"); 707 LOG (llevError, "update_object() called for object out of map!\n");
765#ifdef MANY_CORES 708#ifdef MANY_CORES
766 abort (); 709 abort ();
767#endif 710#endif
768 return; 711 return;
769 } 712 }
770 713
771 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 714 mapspace &m = op->ms ();
772 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
773 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
774 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
775 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
776 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
777 715
716 if (!(m.flags_ & P_UPTODATE))
717 /* nop */;
778 if (action == UP_OBJ_INSERT) 718 else if (action == UP_OBJ_INSERT)
779 { 719 {
720 // this is likely overkill, TODO: revisit (schmorp)
780 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 721 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
781 update_now = 1;
782
783 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 722 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
784 update_now = 1; 723 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
785 724 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
725 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
786 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 726 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
787 update_now = 1;
788
789 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
790 update_now = 1;
791
792 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
793 update_now = 1;
794
795 if ((move_on | op->move_on) != move_on) 727 || (m.move_on | op->move_on ) != m.move_on
796 update_now = 1;
797
798 if ((move_off | op->move_off) != move_off) 728 || (m.move_off | op->move_off ) != m.move_off
799 update_now = 1; 729 || (m.move_slow | op->move_slow) != m.move_slow
800
801 /* This isn't perfect, but I don't expect a lot of objects to 730 /* This isn't perfect, but I don't expect a lot of objects to
802 * to have move_allow right now. 731 * to have move_allow right now.
803 */ 732 */
804 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 733 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
805 update_now = 1; 734 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
806 735 m.flags_ = 0;
807 if ((move_slow | op->move_slow) != move_slow)
808 update_now = 1;
809 } 736 }
810
811 /* if the object is being removed, we can't make intelligent 737 /* if the object is being removed, we can't make intelligent
812 * decisions, because remove_ob can't really pass the object 738 * decisions, because remove_ob can't really pass the object
813 * that is being removed. 739 * that is being removed.
814 */ 740 */
815 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 741 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
816 update_now = 1; 742 m.flags_ = 0;
817 else if (action == UP_OBJ_FACE) 743 else if (action == UP_OBJ_FACE)
818 /* Nothing to do for that case */ ; 744 /* Nothing to do for that case */ ;
819 else 745 else
820 LOG (llevError, "update_object called with invalid action: %d\n", action); 746 LOG (llevError, "update_object called with invalid action: %d\n", action);
821 747
822 if (update_now)
823 {
824 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
825 update_position (op->map, op->x, op->y);
826 }
827
828 if (op->more != NULL) 748 if (op->more)
829 update_object (op->more, action); 749 update_object (op->more, action);
830}
831
832object::vector object::mortals;
833object::vector object::objects; // not yet used
834object *object::first;
835
836void object::free_mortals ()
837{
838 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
839 if ((*i)->refcnt)
840 ++i; // further delay freeing
841 else
842 {
843 delete *i;
844 mortals.erase (i);
845 }
846} 750}
847 751
848object::object () 752object::object ()
849{ 753{
850 SET_FLAG (this, FLAG_REMOVED); 754 SET_FLAG (this, FLAG_REMOVED);
853 face = blank_face; 757 face = blank_face;
854} 758}
855 759
856object::~object () 760object::~object ()
857{ 761{
762 unlink ();
763
858 free_key_values (this); 764 free_key_values (this);
859} 765}
860 766
767static int object_count;
768
861void object::link () 769void object::link ()
862{ 770{
771 assert (!index);//D
772 uuid = UUID::gen ();
863 count = ++ob_count; 773 count = ++object_count;
864 uuid = gen_uuid ();
865 774
866 prev = 0; 775 refcnt_inc ();
867 next = object::first; 776 objects.insert (this);
868
869 if (object::first)
870 object::first->prev = this;
871
872 object::first = this;
873} 777}
874 778
875void object::unlink () 779void object::unlink ()
876{ 780{
877 if (this == object::first) 781 if (!index)
878 object::first = next; 782 return;
879 783
880 /* Remove this object from the list of used objects */ 784 objects.erase (this);
881 if (prev) prev->next = next; 785 refcnt_dec ();
882 if (next) next->prev = prev; 786}
883 787
884 prev = 0; 788void
885 next = 0; 789object::activate ()
790{
791 /* If already on active list, don't do anything */
792 if (active)
793 return;
794
795 if (has_active_speed ())
796 actives.insert (this);
797}
798
799void
800object::activate_recursive ()
801{
802 activate ();
803
804 for (object *op = inv; op; op = op->below)
805 op->activate_recursive ();
806}
807
808/* This function removes object 'op' from the list of active
809 * objects.
810 * This should only be used for style maps or other such
811 * reference maps where you don't want an object that isn't
812 * in play chewing up cpu time getting processed.
813 * The reverse of this is to call update_ob_speed, which
814 * will do the right thing based on the speed of the object.
815 */
816void
817object::deactivate ()
818{
819 /* If not on the active list, nothing needs to be done */
820 if (!active)
821 return;
822
823 actives.erase (this);
824}
825
826void
827object::deactivate_recursive ()
828{
829 for (object *op = inv; op; op = op->below)
830 op->deactivate_recursive ();
831
832 deactivate ();
833}
834
835void
836object::set_flag_inv (int flag, int value)
837{
838 for (object *op = inv; op; op = op->below)
839 {
840 op->flag [flag] = value;
841 op->set_flag_inv (flag, value);
842 }
843}
844
845/*
846 * Remove and free all objects in the inventory of the given object.
847 * object.c ?
848 */
849void
850object::destroy_inv (bool drop_to_ground)
851{
852 // need to check first, because the checks below might segfault
853 // as we might be on an invalid mapspace and crossfire code
854 // is too buggy to ensure that the inventory is empty.
855 // corollary: if you create arrows etc. with stuff in tis inventory,
856 // cf will crash below with off-map x and y
857 if (!inv)
858 return;
859
860 /* Only if the space blocks everything do we not process -
861 * if some form of movement is allowed, let objects
862 * drop on that space.
863 */
864 if (!drop_to_ground
865 || !map
866 || map->in_memory != MAP_IN_MEMORY
867 || map->nodrop
868 || ms ().move_block == MOVE_ALL)
869 {
870 while (inv)
871 {
872 inv->destroy_inv (drop_to_ground);
873 inv->destroy ();
874 }
875 }
876 else
877 { /* Put objects in inventory onto this space */
878 while (inv)
879 {
880 object *op = inv;
881
882 if (op->flag [FLAG_STARTEQUIP]
883 || op->flag [FLAG_NO_DROP]
884 || op->type == RUNE
885 || op->type == TRAP
886 || op->flag [FLAG_IS_A_TEMPLATE]
887 || op->flag [FLAG_DESTROY_ON_DEATH])
888 op->destroy ();
889 else
890 map->insert (op, x, y);
891 }
892 }
886} 893}
887 894
888object *object::create () 895object *object::create ()
889{ 896{
890 object *op = new object; 897 object *op = new object;
891 op->link (); 898 op->link ();
892 return op; 899 return op;
893} 900}
894 901
895/* 902void
896 * free_object() frees everything allocated by an object, removes 903object::do_destroy ()
897 * it from the list of used objects, and puts it on the list of
898 * free objects. The IS_FREED() flag is set in the object.
899 * The object must have been removed by remove_ob() first for
900 * this function to succeed.
901 *
902 * If destroy_inventory is set, free inventory as well. Else drop items in
903 * inventory to the ground.
904 */
905void object::destroy (bool destroy_inventory)
906{ 904{
907 if (QUERY_FLAG (this, FLAG_FREED)) 905 attachable::do_destroy ();
908 return;
909 906
910 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 907 if (flag [FLAG_IS_LINKED])
908 remove_button_link (this);
909
910 if (flag [FLAG_FRIENDLY])
911 remove_friendly_object (this); 911 remove_friendly_object (this);
912 912
913 if (!QUERY_FLAG (this, FLAG_REMOVED)) 913 if (!flag [FLAG_REMOVED])
914 remove_ob (this); 914 remove ();
915 915
916 SET_FLAG (this, FLAG_FREED); 916 destroy_inv (true);
917 917
918 if (more) 918 deactivate ();
919 { 919 unlink ();
920 more->destroy (destroy_inventory);
921 more = 0;
922 }
923 920
924 if (inv) 921 flag [FLAG_FREED] = 1;
925 {
926 /* Only if the space blocks everything do we not process -
927 * if some form of movement is allowed, let objects
928 * drop on that space.
929 */
930 if (destroy_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
931 {
932 object *op = inv;
933
934 while (op)
935 {
936 object *tmp = op->below;
937 op->destroy (destroy_inventory);
938 op = tmp;
939 }
940 }
941 else
942 { /* Put objects in inventory onto this space */
943 object *op = inv;
944
945 while (op)
946 {
947 object *tmp = op->below;
948
949 remove_ob (op);
950
951 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
952 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
953 free_object (op);
954 else
955 {
956 op->x = x;
957 op->y = y;
958 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
959 }
960
961 op = tmp;
962 }
963 }
964 }
965 922
966 // hack to ensure that freed objects still have a valid map 923 // hack to ensure that freed objects still have a valid map
967 { 924 {
968 static maptile *freed_map; // freed objects are moved here to avoid crashes 925 static maptile *freed_map; // freed objects are moved here to avoid crashes
969 926
970 if (!freed_map) 927 if (!freed_map)
971 { 928 {
972 freed_map = new maptile; 929 freed_map = new maptile;
973 930
931 freed_map->path = "<freed objects map>";
974 freed_map->name = "/internal/freed_objects_map"; 932 freed_map->name = "/internal/freed_objects_map";
975 freed_map->width = 3; 933 freed_map->width = 3;
976 freed_map->height = 3; 934 freed_map->height = 3;
935 freed_map->nodrop = 1;
977 936
978 freed_map->allocate (); 937 freed_map->alloc ();
938 freed_map->in_memory = MAP_IN_MEMORY;
979 } 939 }
980 940
981 map = freed_map; 941 map = freed_map;
982 x = 1; 942 x = 1;
983 y = 1; 943 y = 1;
984 } 944 }
985 945
946 if (more)
947 {
948 more->destroy ();
949 more = 0;
950 }
951
952 head = 0;
953
986 // clear those pointers that likely might have circular references to us 954 // clear those pointers that likely might cause circular references
987 owner = 0; 955 owner = 0;
988 enemy = 0; 956 enemy = 0;
989 attacked_by = 0; 957 attacked_by = 0;
958 current_weapon = 0;
959}
990 960
991 // only relevant for players(?), but make sure of it anyways 961void
992 contr = 0; 962object::destroy (bool destroy_inventory)
963{
964 if (destroyed ())
965 return;
993 966
994 /* Remove object from the active list */ 967 if (destroy_inventory)
995 speed = 0; 968 destroy_inv (false);
996 update_ob_speed (this);
997 969
998 unlink (); 970 if (is_head ())
971 if (sound_destroy)
972 play_sound (sound_destroy);
973 else if (flag [FLAG_MONSTER])
974 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
999 975
1000 mortals.push_back (this); 976 attachable::destroy ();
1001} 977}
1002 978
1003/* 979/*
1004 * sub_weight() recursively (outwards) subtracts a number from the 980 * sub_weight() recursively (outwards) subtracts a number from the
1005 * weight of an object (and what is carried by it's environment(s)). 981 * weight of an object (and what is carried by it's environment(s)).
1015 op->carrying -= weight; 991 op->carrying -= weight;
1016 op = op->env; 992 op = op->env;
1017 } 993 }
1018} 994}
1019 995
1020/* remove_ob(op): 996/* op->remove ():
1021 * This function removes the object op from the linked list of objects 997 * This function removes the object op from the linked list of objects
1022 * which it is currently tied to. When this function is done, the 998 * which it is currently tied to. When this function is done, the
1023 * object will have no environment. If the object previously had an 999 * object will have no environment. If the object previously had an
1024 * environment, the x and y coordinates will be updated to 1000 * environment, the x and y coordinates will be updated to
1025 * the previous environment. 1001 * the previous environment.
1026 * Beware: This function is called from the editor as well!
1027 */ 1002 */
1028void 1003void
1029object::remove () 1004object::do_remove ()
1030{ 1005{
1031 object *tmp, *last = 0; 1006 object *tmp, *last = 0;
1032 object *otmp; 1007 object *otmp;
1033 1008
1034 int check_walk_off;
1035
1036 if (QUERY_FLAG (this, FLAG_REMOVED)) 1009 if (QUERY_FLAG (this, FLAG_REMOVED))
1037 return; 1010 return;
1038 1011
1039 SET_FLAG (this, FLAG_REMOVED); 1012 SET_FLAG (this, FLAG_REMOVED);
1013 INVOKE_OBJECT (REMOVE, this);
1040 1014
1041 if (more) 1015 if (more)
1042 more->remove (); 1016 more->remove ();
1043 1017
1044 /* 1018 /*
1054 1028
1055 /* NO_FIX_PLAYER is set when a great many changes are being 1029 /* NO_FIX_PLAYER is set when a great many changes are being
1056 * made to players inventory. If set, avoiding the call 1030 * made to players inventory. If set, avoiding the call
1057 * to save cpu time. 1031 * to save cpu time.
1058 */ 1032 */
1059 if ((otmp = is_player_inv (env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1033 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1060 fix_player (otmp); 1034 otmp->update_stats ();
1061 1035
1062 if (above != NULL) 1036 if (above)
1063 above->below = below; 1037 above->below = below;
1064 else 1038 else
1065 env->inv = below; 1039 env->inv = below;
1066 1040
1067 if (below != NULL) 1041 if (below)
1068 below->above = above; 1042 below->above = above;
1069 1043
1070 /* we set up values so that it could be inserted into 1044 /* we set up values so that it could be inserted into
1071 * the map, but we don't actually do that - it is up 1045 * the map, but we don't actually do that - it is up
1072 * to the caller to decide what we want to do. 1046 * to the caller to decide what we want to do.
1076 above = 0, below = 0; 1050 above = 0, below = 0;
1077 env = 0; 1051 env = 0;
1078 } 1052 }
1079 else if (map) 1053 else if (map)
1080 { 1054 {
1081 /* Re did the following section of code - it looks like it had 1055 if (type == PLAYER)
1082 * lots of logic for things we no longer care about
1083 */ 1056 {
1057 // leaving a spot always closes any open container on the ground
1058 if (container && !container->env)
1059 // this causes spurious floorbox updates, but it ensures
1060 // that the CLOSE event is being sent.
1061 close_container ();
1062
1063 --map->players;
1064 map->touch ();
1065 }
1066
1067 map->dirty = true;
1068 mapspace &ms = this->ms ();
1084 1069
1085 /* link the object above us */ 1070 /* link the object above us */
1086 if (above) 1071 if (above)
1087 above->below = below; 1072 above->below = below;
1088 else 1073 else
1089 SET_MAP_TOP (map, x, y, below); /* we were top, set new top */ 1074 ms.top = below; /* we were top, set new top */
1090 1075
1091 /* Relink the object below us, if there is one */ 1076 /* Relink the object below us, if there is one */
1092 if (below) 1077 if (below)
1093 below->above = above; 1078 below->above = above;
1094 else 1079 else
1096 /* Nothing below, which means we need to relink map object for this space 1081 /* Nothing below, which means we need to relink map object for this space
1097 * use translated coordinates in case some oddness with map tiling is 1082 * use translated coordinates in case some oddness with map tiling is
1098 * evident 1083 * evident
1099 */ 1084 */
1100 if (GET_MAP_OB (map, x, y) != this) 1085 if (GET_MAP_OB (map, x, y) != this)
1101 {
1102 char *dump = dump_object (this);
1103 LOG (llevError,
1104 "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); 1086 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 ());
1105 free (dump);
1106 dump = dump_object (GET_MAP_OB (map, x, y));
1107 LOG (llevError, "%s\n", dump);
1108 free (dump);
1109 }
1110 1087
1111 SET_MAP_OB (map, x, y, above); /* goes on above it. */ 1088 ms.bot = above; /* goes on above it. */
1112 } 1089 }
1113 1090
1114 above = 0; 1091 above = 0;
1115 below = 0; 1092 below = 0;
1116 1093
1117 if (map->in_memory == MAP_SAVING) 1094 if (map->in_memory == MAP_SAVING)
1118 return; 1095 return;
1119 1096
1120 check_walk_off = !QUERY_FLAG (this, FLAG_NO_APPLY); 1097 int check_walk_off = !flag [FLAG_NO_APPLY];
1121 1098
1099 if (object *pl = ms.player ())
1100 {
1101 if (pl->container == this)
1102 /* If a container that the player is currently using somehow gets
1103 * removed (most likely destroyed), update the player view
1104 * appropriately.
1105 */
1106 pl->close_container ();
1107
1108 pl->contr->ns->floorbox_update ();
1109 }
1110
1122 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) 1111 for (tmp = ms.bot; tmp; tmp = tmp->above)
1123 { 1112 {
1124 /* No point updating the players look faces if he is the object 1113 /* No point updating the players look faces if he is the object
1125 * being removed. 1114 * being removed.
1126 */ 1115 */
1127 1116
1128 if (tmp->type == PLAYER && tmp != this)
1129 {
1130 /* If a container that the player is currently using somehow gets
1131 * removed (most likely destroyed), update the player view
1132 * appropriately.
1133 */
1134 if (tmp->container == this)
1135 {
1136 CLEAR_FLAG (this, FLAG_APPLIED);
1137 tmp->container = 0;
1138 }
1139
1140 tmp->contr->socket.update_look = 1;
1141 }
1142
1143 /* See if player moving off should effect something */ 1117 /* See if object moving off should effect something */
1144 if (check_walk_off 1118 if (check_walk_off
1145 && ((move_type & tmp->move_off) 1119 && ((move_type & tmp->move_off)
1146 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1120 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1147 { 1121 {
1148 move_apply (tmp, this, 0); 1122 move_apply (tmp, this, 0);
1149 1123
1150 if (destroyed ()) 1124 if (destroyed ())
1151 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1125 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1152 } 1126 }
1153 1127
1154 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1155
1156 if (tmp->above == tmp)
1157 tmp->above = 0;
1158
1159 last = tmp; 1128 last = tmp;
1160 } 1129 }
1161 1130
1162 /* last == NULL of there are no objects on this space */ 1131 /* last == NULL if there are no objects on this space */
1132 //TODO: this makes little sense, why only update the topmost object?
1163 if (!last) 1133 if (!last)
1164 { 1134 map->at (x, y).flags_ = 0;
1165 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1166 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1167 * those out anyways, and if there are any flags set right now, they won't
1168 * be correct anyways.
1169 */
1170 SET_MAP_FLAGS (map, x, y, P_NEED_UPDATE);
1171 update_position (map, x, y);
1172 }
1173 else 1135 else
1174 update_object (last, UP_OBJ_REMOVE); 1136 update_object (last, UP_OBJ_REMOVE);
1175 1137
1176 if (QUERY_FLAG (this, FLAG_BLOCKSVIEW) || glow_radius) 1138 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1177 update_all_los (map, x, y); 1139 update_all_los (map, x, y);
1178 } 1140 }
1179} 1141}
1180 1142
1181/* 1143/*
1190merge_ob (object *op, object *top) 1152merge_ob (object *op, object *top)
1191{ 1153{
1192 if (!op->nrof) 1154 if (!op->nrof)
1193 return 0; 1155 return 0;
1194 1156
1195 if (top == NULL) 1157 if (!top)
1196 for (top = op; top != NULL && top->above != NULL; top = top->above); 1158 for (top = op; top && top->above; top = top->above)
1159 ;
1197 1160
1198 for (; top != NULL; top = top->below) 1161 for (; top; top = top->below)
1199 { 1162 {
1200 if (top == op) 1163 if (top == op)
1201 continue; 1164 continue;
1202 if (CAN_MERGE (op, top)) 1165
1166 if (object::can_merge (op, top))
1203 { 1167 {
1204 top->nrof += op->nrof; 1168 top->nrof += op->nrof;
1205 1169
1206/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1170/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1207 op->weight = 0; /* Don't want any adjustements now */ 1171 op->weight = 0; /* Don't want any adjustements now */
1208 remove_ob (op); 1172 op->destroy ();
1209 free_object (op);
1210 return top; 1173 return top;
1211 } 1174 }
1212 } 1175 }
1213 1176
1214 return 0; 1177 return 0;
1215} 1178}
1216 1179
1180void
1181object::expand_tail ()
1182{
1183 if (more)
1184 return;
1185
1186 object *prev = this;
1187
1188 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1189 {
1190 object *op = arch_to_object (at);
1191
1192 op->name = name;
1193 op->name_pl = name_pl;
1194 op->title = title;
1195
1196 op->head = this;
1197 prev->more = op;
1198
1199 prev = op;
1200 }
1201}
1202
1217/* 1203/*
1218 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1204 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1219 * job preparing multi-part monsters 1205 * job preparing multi-part monsters.
1220 */ 1206 */
1221object * 1207object *
1222insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1208insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1223{ 1209{
1224 object *tmp;
1225
1226 if (op->head)
1227 op = op->head;
1228
1229 for (tmp = op; tmp; tmp = tmp->more) 1210 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1230 { 1211 {
1231 tmp->x = x + tmp->arch->clone.x; 1212 tmp->x = x + tmp->arch->x;
1232 tmp->y = y + tmp->arch->clone.y; 1213 tmp->y = y + tmp->arch->y;
1233 } 1214 }
1234 1215
1235 return insert_ob_in_map (op, m, originator, flag); 1216 return insert_ob_in_map (op, m, originator, flag);
1236} 1217}
1237 1218
1253 * Return value: 1234 * Return value:
1254 * new object if 'op' was merged with other object 1235 * new object if 'op' was merged with other object
1255 * NULL if 'op' was destroyed 1236 * NULL if 'op' was destroyed
1256 * just 'op' otherwise 1237 * just 'op' otherwise
1257 */ 1238 */
1258
1259object * 1239object *
1260insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1240insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1261{ 1241{
1242 assert (!op->flag [FLAG_FREED]);
1243
1262 object *tmp, *top, *floor = NULL; 1244 object *top, *floor = NULL;
1263 sint16 x, y;
1264 1245
1265 if (QUERY_FLAG (op, FLAG_FREED)) 1246 op->remove ();
1266 {
1267 LOG (llevError, "Trying to insert freed object!\n");
1268 return NULL;
1269 }
1270
1271 if (m == NULL)
1272 {
1273 char *dump = dump_object (op);
1274 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1275 free (dump);
1276 return op;
1277 }
1278
1279 if (out_of_map (m, op->x, op->y))
1280 {
1281 char *dump = dump_object (op);
1282 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1283#ifdef MANY_CORES
1284 /* Better to catch this here, as otherwise the next use of this object
1285 * is likely to cause a crash. Better to find out where it is getting
1286 * improperly inserted.
1287 */
1288 abort ();
1289#endif
1290 free (dump);
1291 return op;
1292 }
1293
1294 if (!QUERY_FLAG (op, FLAG_REMOVED))
1295 {
1296 char *dump = dump_object (op);
1297 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1298 free (dump);
1299 return op;
1300 }
1301
1302 if (op->more != NULL)
1303 {
1304 /* The part may be on a different map. */
1305
1306 object *more = op->more;
1307
1308 /* We really need the caller to normalize coordinates - if
1309 * we set the map, that doesn't work if the location is within
1310 * a map and this is straddling an edge. So only if coordinate
1311 * is clear wrong do we normalize it.
1312 */
1313 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1314 more->map = get_map_from_coord (m, &more->x, &more->y);
1315 else if (!more->map)
1316 {
1317 /* For backwards compatibility - when not dealing with tiled maps,
1318 * more->map should always point to the parent.
1319 */
1320 more->map = m;
1321 }
1322
1323 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1324 {
1325 if (!op->head)
1326 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1327
1328 return NULL;
1329 }
1330 }
1331
1332 CLEAR_FLAG (op, FLAG_REMOVED);
1333 1247
1334 /* Ideally, the caller figures this out. However, it complicates a lot 1248 /* Ideally, the caller figures this out. However, it complicates a lot
1335 * of areas of callers (eg, anything that uses find_free_spot would now 1249 * of areas of callers (eg, anything that uses find_free_spot would now
1336 * need extra work 1250 * need extra work
1337 */ 1251 */
1338 op->map = get_map_from_coord (m, &op->x, &op->y); 1252 if (!xy_normalise (m, op->x, op->y))
1339 x = op->x; 1253 {
1340 y = op->y; 1254 op->destroy ();
1255 return 0;
1256 }
1257
1258 if (object *more = op->more)
1259 if (!insert_ob_in_map (more, m, originator, flag))
1260 return 0;
1261
1262 CLEAR_FLAG (op, FLAG_REMOVED);
1263
1264 op->map = m;
1265 mapspace &ms = op->ms ();
1341 1266
1342 /* this has to be done after we translate the coordinates. 1267 /* this has to be done after we translate the coordinates.
1343 */ 1268 */
1344 if (op->nrof && !(flag & INS_NO_MERGE)) 1269 if (op->nrof && !(flag & INS_NO_MERGE))
1345 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1270 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1346 if (CAN_MERGE (op, tmp)) 1271 if (object::can_merge (op, tmp))
1347 { 1272 {
1348 op->nrof += tmp->nrof; 1273 op->nrof += tmp->nrof;
1349 remove_ob (tmp); 1274 tmp->destroy ();
1350 free_object (tmp);
1351 } 1275 }
1352 1276
1353 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1277 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1354 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1278 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1355 1279
1368 op->below = originator->below; 1292 op->below = originator->below;
1369 1293
1370 if (op->below) 1294 if (op->below)
1371 op->below->above = op; 1295 op->below->above = op;
1372 else 1296 else
1373 SET_MAP_OB (op->map, op->x, op->y, op); 1297 ms.bot = op;
1374 1298
1375 /* since *below* originator, no need to update top */ 1299 /* since *below* originator, no need to update top */
1376 originator->below = op; 1300 originator->below = op;
1377 } 1301 }
1378 else 1302 else
1379 { 1303 {
1304 top = ms.bot;
1305
1380 /* If there are other objects, then */ 1306 /* If there are other objects, then */
1381 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1307 if (top)
1382 { 1308 {
1383 object *last = NULL; 1309 object *last = 0;
1384 1310
1385 /* 1311 /*
1386 * If there are multiple objects on this space, we do some trickier handling. 1312 * If there are multiple objects on this space, we do some trickier handling.
1387 * We've already dealt with merging if appropriate. 1313 * We've already dealt with merging if appropriate.
1388 * Generally, we want to put the new object on top. But if 1314 * Generally, we want to put the new object on top. But if
1392 * once we get to them. This reduces the need to traverse over all of 1318 * once we get to them. This reduces the need to traverse over all of
1393 * them when adding another one - this saves quite a bit of cpu time 1319 * them when adding another one - this saves quite a bit of cpu time
1394 * when lots of spells are cast in one area. Currently, it is presumed 1320 * when lots of spells are cast in one area. Currently, it is presumed
1395 * that flying non pickable objects are spell objects. 1321 * that flying non pickable objects are spell objects.
1396 */ 1322 */
1397 1323 for (top = ms.bot; top; top = top->above)
1398 while (top != NULL)
1399 { 1324 {
1400 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1325 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1401 floor = top; 1326 floor = top;
1402 1327
1403 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1328 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1406 top = top->below; 1331 top = top->below;
1407 break; 1332 break;
1408 } 1333 }
1409 1334
1410 last = top; 1335 last = top;
1411 top = top->above;
1412 } 1336 }
1413 1337
1414 /* Don't want top to be NULL, so set it to the last valid object */ 1338 /* Don't want top to be NULL, so set it to the last valid object */
1415 top = last; 1339 top = last;
1416 1340
1418 * looks like instead of lots of conditions here. 1342 * looks like instead of lots of conditions here.
1419 * makes things faster, and effectively the same result. 1343 * makes things faster, and effectively the same result.
1420 */ 1344 */
1421 1345
1422 /* Have object 'fall below' other objects that block view. 1346 /* Have object 'fall below' other objects that block view.
1423 * Unless those objects are exits, type 66 1347 * Unless those objects are exits.
1424 * If INS_ON_TOP is used, don't do this processing 1348 * If INS_ON_TOP is used, don't do this processing
1425 * Need to find the object that in fact blocks view, otherwise 1349 * Need to find the object that in fact blocks view, otherwise
1426 * stacking is a bit odd. 1350 * stacking is a bit odd.
1427 */ 1351 */
1428 if (!(flag & INS_ON_TOP) && 1352 if (!(flag & INS_ON_TOP)
1429 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1353 && ms.flags () & P_BLOCKSVIEW
1354 && (op->face && !faces [op->face].visibility))
1430 { 1355 {
1431 for (last = top; last != floor; last = last->below) 1356 for (last = top; last != floor; last = last->below)
1432 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1357 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1433 break; 1358 break;
1359
1434 /* Check to see if we found the object that blocks view, 1360 /* Check to see if we found the object that blocks view,
1435 * and make sure we have a below pointer for it so that 1361 * and make sure we have a below pointer for it so that
1436 * we can get inserted below this one, which requires we 1362 * we can get inserted below this one, which requires we
1437 * set top to the object below us. 1363 * set top to the object below us.
1438 */ 1364 */
1439 if (last && last->below && last != floor) 1365 if (last && last->below && last != floor)
1440 top = last->below; 1366 top = last->below;
1441 } 1367 }
1442 } /* If objects on this space */ 1368 } /* If objects on this space */
1443 1369
1444 if (flag & INS_MAP_LOAD)
1445 top = GET_MAP_TOP (op->map, op->x, op->y);
1446
1447 if (flag & INS_ABOVE_FLOOR_ONLY) 1370 if (flag & INS_ABOVE_FLOOR_ONLY)
1448 top = floor; 1371 top = floor;
1449 1372
1450 /* Top is the object that our object (op) is going to get inserted above. 1373 /* Top is the object that our object (op) is going to get inserted above.
1451 */ 1374 */
1452 1375
1453 /* First object on this space */ 1376 /* First object on this space */
1454 if (!top) 1377 if (!top)
1455 { 1378 {
1456 op->above = GET_MAP_OB (op->map, op->x, op->y); 1379 op->above = ms.bot;
1457 1380
1458 if (op->above) 1381 if (op->above)
1459 op->above->below = op; 1382 op->above->below = op;
1460 1383
1461 op->below = NULL; 1384 op->below = 0;
1462 SET_MAP_OB (op->map, op->x, op->y, op); 1385 ms.bot = op;
1463 } 1386 }
1464 else 1387 else
1465 { /* get inserted into the stack above top */ 1388 { /* get inserted into the stack above top */
1466 op->above = top->above; 1389 op->above = top->above;
1467 1390
1470 1393
1471 op->below = top; 1394 op->below = top;
1472 top->above = op; 1395 top->above = op;
1473 } 1396 }
1474 1397
1475 if (op->above == NULL) 1398 if (!op->above)
1476 SET_MAP_TOP (op->map, op->x, op->y, op); 1399 ms.top = op;
1477 } /* else not INS_BELOW_ORIGINATOR */ 1400 } /* else not INS_BELOW_ORIGINATOR */
1478 1401
1479 if (op->type == PLAYER) 1402 if (op->type == PLAYER)
1403 {
1480 op->contr->do_los = 1; 1404 op->contr->do_los = 1;
1405 ++op->map->players;
1406 op->map->touch ();
1407 }
1481 1408
1482 /* If we have a floor, we know the player, if any, will be above 1409 op->map->dirty = true;
1483 * it, so save a few ticks and start from there. 1410
1484 */ 1411 if (object *pl = ms.player ())
1485 if (!(flag & INS_MAP_LOAD)) 1412 pl->contr->ns->floorbox_update ();
1486 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1487 if (tmp->type == PLAYER)
1488 tmp->contr->socket.update_look = 1;
1489 1413
1490 /* If this object glows, it may affect lighting conditions that are 1414 /* If this object glows, it may affect lighting conditions that are
1491 * visible to others on this map. But update_all_los is really 1415 * visible to others on this map. But update_all_los is really
1492 * an inefficient way to do this, as it means los for all players 1416 * an inefficient way to do this, as it means los for all players
1493 * on the map will get recalculated. The players could very well 1417 * on the map will get recalculated. The players could very well
1494 * be far away from this change and not affected in any way - 1418 * be far away from this change and not affected in any way -
1495 * this should get redone to only look for players within range, 1419 * this should get redone to only look for players within range,
1496 * or just updating the P_NEED_UPDATE for spaces within this area 1420 * or just updating the P_UPTODATE for spaces within this area
1497 * of effect may be sufficient. 1421 * of effect may be sufficient.
1498 */ 1422 */
1499 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1423 if (op->map->darkness && (op->glow_radius != 0))
1500 update_all_los (op->map, op->x, op->y); 1424 update_all_los (op->map, op->x, op->y);
1501 1425
1502 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1426 /* updates flags (blocked, alive, no magic, etc) for this map space */
1503 update_object (op, UP_OBJ_INSERT); 1427 update_object (op, UP_OBJ_INSERT);
1504 1428
1429 INVOKE_OBJECT (INSERT, op);
1430
1505 /* Don't know if moving this to the end will break anything. However, 1431 /* Don't know if moving this to the end will break anything. However,
1506 * we want to have update_look set above before calling this. 1432 * we want to have floorbox_update called before calling this.
1507 * 1433 *
1508 * check_move_on() must be after this because code called from 1434 * check_move_on() must be after this because code called from
1509 * check_move_on() depends on correct map flags (so functions like 1435 * check_move_on() depends on correct map flags (so functions like
1510 * blocked() and wall() work properly), and these flags are updated by 1436 * blocked() and wall() work properly), and these flags are updated by
1511 * update_object(). 1437 * update_object().
1512 */ 1438 */
1513 1439
1514 /* if this is not the head or flag has been passed, don't check walk on status */ 1440 /* if this is not the head or flag has been passed, don't check walk on status */
1515 if (!(flag & INS_NO_WALK_ON) && !op->head) 1441 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1516 { 1442 {
1517 if (check_move_on (op, originator)) 1443 if (check_move_on (op, originator))
1518 return NULL; 1444 return 0;
1519 1445
1520 /* If we are a multi part object, lets work our way through the check 1446 /* If we are a multi part object, lets work our way through the check
1521 * walk on's. 1447 * walk on's.
1522 */ 1448 */
1523 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1449 for (object *tmp = op->more; tmp; tmp = tmp->more)
1524 if (check_move_on (tmp, originator)) 1450 if (check_move_on (tmp, originator))
1525 return NULL; 1451 return 0;
1526 } 1452 }
1527 1453
1528 return op; 1454 return op;
1529} 1455}
1530 1456
1531/* this function inserts an object in the map, but if it 1457/* this function inserts an object in the map, but if it
1532 * finds an object of its own type, it'll remove that one first. 1458 * finds an object of its own type, it'll remove that one first.
1533 * op is the object to insert it under: supplies x and the map. 1459 * op is the object to insert it under: supplies x and the map.
1534 */ 1460 */
1535void 1461void
1536replace_insert_ob_in_map (const char *arch_string, object *op) 1462replace_insert_ob_in_map (const char *arch_string, object *op)
1537{ 1463{
1538 object * 1464 object *tmp, *tmp1;
1539 tmp;
1540 object *
1541 tmp1;
1542 1465
1543 /* first search for itself and remove any old instances */ 1466 /* first search for itself and remove any old instances */
1544 1467
1545 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1468 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1546 {
1547 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1469 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1548 { 1470 tmp->destroy ();
1549 remove_ob (tmp);
1550 free_object (tmp);
1551 }
1552 }
1553 1471
1554 tmp1 = arch_to_object (archetype::find (arch_string)); 1472 tmp1 = arch_to_object (archetype::find (arch_string));
1555 1473
1556 tmp1->x = op->x; 1474 tmp1->x = op->x;
1557 tmp1->y = op->y; 1475 tmp1->y = op->y;
1558 insert_ob_in_map (tmp1, op->map, op, 0); 1476 insert_ob_in_map (tmp1, op->map, op, 0);
1477}
1478
1479object *
1480object::insert_at (object *where, object *originator, int flags)
1481{
1482 return where->map->insert (this, where->x, where->y, originator, flags);
1559} 1483}
1560 1484
1561/* 1485/*
1562 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1486 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1563 * is returned contains nr objects, and the remaining parts contains 1487 * is returned contains nr objects, and the remaining parts contains
1564 * the rest (or is removed and freed if that number is 0). 1488 * the rest (or is removed and freed if that number is 0).
1565 * On failure, NULL is returned, and the reason put into the 1489 * On failure, NULL is returned, and the reason put into the
1566 * global static errmsg array. 1490 * global static errmsg array.
1567 */ 1491 */
1568
1569object * 1492object *
1570get_split_ob (object *orig_ob, uint32 nr) 1493get_split_ob (object *orig_ob, uint32 nr)
1571{ 1494{
1572 object * 1495 object *newob;
1573 newob;
1574 int
1575 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1496 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1576 1497
1577 if (orig_ob->nrof < nr) 1498 if (orig_ob->nrof < nr)
1578 { 1499 {
1579 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name); 1500 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1580 return NULL; 1501 return NULL;
1581 } 1502 }
1582 1503
1583 newob = object_create_clone (orig_ob); 1504 newob = object_create_clone (orig_ob);
1584 1505
1585 if ((orig_ob->nrof -= nr) < 1) 1506 if ((orig_ob->nrof -= nr) < 1)
1586 { 1507 orig_ob->destroy (1);
1587 if (!is_removed)
1588 remove_ob (orig_ob);
1589 free_object2 (orig_ob, 1);
1590 }
1591 else if (!is_removed) 1508 else if (!is_removed)
1592 { 1509 {
1593 if (orig_ob->env != NULL) 1510 if (orig_ob->env != NULL)
1594 sub_weight (orig_ob->env, orig_ob->weight * nr); 1511 sub_weight (orig_ob->env, orig_ob->weight * nr);
1595 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY) 1512 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1610 * the amount of an object. If the amount reaches 0, the object 1527 * the amount of an object. If the amount reaches 0, the object
1611 * is subsequently removed and freed. 1528 * is subsequently removed and freed.
1612 * 1529 *
1613 * Return value: 'op' if something is left, NULL if the amount reached 0 1530 * Return value: 'op' if something is left, NULL if the amount reached 0
1614 */ 1531 */
1615
1616object * 1532object *
1617decrease_ob_nr (object *op, uint32 i) 1533decrease_ob_nr (object *op, uint32 i)
1618{ 1534{
1619 object *tmp; 1535 object *tmp;
1620 player *pl;
1621 1536
1622 if (i == 0) /* objects with op->nrof require this check */ 1537 if (i == 0) /* objects with op->nrof require this check */
1623 return op; 1538 return op;
1624 1539
1625 if (i > op->nrof) 1540 if (i > op->nrof)
1626 i = op->nrof; 1541 i = op->nrof;
1627 1542
1628 if (QUERY_FLAG (op, FLAG_REMOVED)) 1543 if (QUERY_FLAG (op, FLAG_REMOVED))
1629 op->nrof -= i; 1544 op->nrof -= i;
1630 else if (op->env != NULL) 1545 else if (op->env)
1631 { 1546 {
1632 /* is this object in the players inventory, or sub container 1547 /* is this object in the players inventory, or sub container
1633 * therein? 1548 * therein?
1634 */ 1549 */
1635 tmp = is_player_inv (op->env); 1550 tmp = op->in_player ();
1636 /* nope. Is this a container the player has opened? 1551 /* nope. Is this a container the player has opened?
1637 * If so, set tmp to that player. 1552 * If so, set tmp to that player.
1638 * IMO, searching through all the players will mostly 1553 * IMO, searching through all the players will mostly
1639 * likely be quicker than following op->env to the map, 1554 * likely be quicker than following op->env to the map,
1640 * and then searching the map for a player. 1555 * and then searching the map for a player.
1641 */ 1556 */
1642 if (!tmp) 1557 if (!tmp)
1643 { 1558 for_all_players (pl)
1644 for (pl = first_player; pl; pl = pl->next)
1645 if (pl->ob->container == op->env) 1559 if (pl->ob->container == op->env)
1560 {
1561 tmp = pl->ob;
1646 break; 1562 break;
1647 if (pl)
1648 tmp = pl->ob;
1649 else
1650 tmp = NULL;
1651 } 1563 }
1652 1564
1653 if (i < op->nrof) 1565 if (i < op->nrof)
1654 { 1566 {
1655 sub_weight (op->env, op->weight * i); 1567 sub_weight (op->env, op->weight * i);
1656 op->nrof -= i; 1568 op->nrof -= i;
1657 if (tmp) 1569 if (tmp)
1658 {
1659 esrv_send_item (tmp, op); 1570 esrv_send_item (tmp, op);
1660 }
1661 } 1571 }
1662 else 1572 else
1663 { 1573 {
1664 remove_ob (op); 1574 op->remove ();
1665 op->nrof = 0; 1575 op->nrof = 0;
1666 if (tmp) 1576 if (tmp)
1667 {
1668 esrv_del_item (tmp->contr, op->count); 1577 esrv_del_item (tmp->contr, op->count);
1669 }
1670 } 1578 }
1671 } 1579 }
1672 else 1580 else
1673 { 1581 {
1674 object *above = op->above; 1582 object *above = op->above;
1675 1583
1676 if (i < op->nrof) 1584 if (i < op->nrof)
1677 op->nrof -= i; 1585 op->nrof -= i;
1678 else 1586 else
1679 { 1587 {
1680 remove_ob (op); 1588 op->remove ();
1681 op->nrof = 0; 1589 op->nrof = 0;
1682 } 1590 }
1683 1591
1684 /* Since we just removed op, op->above is null */ 1592 /* Since we just removed op, op->above is null */
1685 for (tmp = above; tmp != NULL; tmp = tmp->above) 1593 for (tmp = above; tmp; tmp = tmp->above)
1686 if (tmp->type == PLAYER) 1594 if (tmp->type == PLAYER)
1687 { 1595 {
1688 if (op->nrof) 1596 if (op->nrof)
1689 esrv_send_item (tmp, op); 1597 esrv_send_item (tmp, op);
1690 else 1598 else
1694 1602
1695 if (op->nrof) 1603 if (op->nrof)
1696 return op; 1604 return op;
1697 else 1605 else
1698 { 1606 {
1699 free_object (op); 1607 op->destroy ();
1700 return NULL; 1608 return 0;
1701 } 1609 }
1702} 1610}
1703 1611
1704/* 1612/*
1705 * add_weight(object, weight) adds the specified weight to an object, 1613 * add_weight(object, weight) adds the specified weight to an object,
1706 * and also updates how much the environment(s) is/are carrying. 1614 * and also updates how much the environment(s) is/are carrying.
1707 */ 1615 */
1708
1709void 1616void
1710add_weight (object *op, signed long weight) 1617add_weight (object *op, signed long weight)
1711{ 1618{
1712 while (op != NULL) 1619 while (op != NULL)
1713 { 1620 {
1728 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1635 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1729 free (dump); 1636 free (dump);
1730 return op; 1637 return op;
1731 } 1638 }
1732 1639
1733 if (where->head) 1640 if (where->head_ () != where)
1734 { 1641 {
1735 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n"); 1642 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1736 where = where->head; 1643 where = where->head;
1737 } 1644 }
1738 1645
1739 return where->insert (op); 1646 return where->insert (op);
1740} 1647}
1745 * inside the object environment. 1652 * inside the object environment.
1746 * 1653 *
1747 * The function returns now pointer to inserted item, and return value can 1654 * The function returns now pointer to inserted item, and return value can
1748 * be != op, if items are merged. -Tero 1655 * be != op, if items are merged. -Tero
1749 */ 1656 */
1750
1751object * 1657object *
1752object::insert (object *op) 1658object::insert (object *op)
1753{ 1659{
1754 object *tmp, *otmp;
1755
1756 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1660 if (!QUERY_FLAG (op, FLAG_REMOVED))
1757 op->remove (); 1661 op->remove ();
1758 1662
1759 if (op->more) 1663 if (op->more)
1760 { 1664 {
1762 return op; 1666 return op;
1763 } 1667 }
1764 1668
1765 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1669 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1766 CLEAR_FLAG (op, FLAG_REMOVED); 1670 CLEAR_FLAG (op, FLAG_REMOVED);
1671
1767 if (op->nrof) 1672 if (op->nrof)
1768 { 1673 {
1769 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1674 for (object *tmp = inv; tmp; tmp = tmp->below)
1770 if (CAN_MERGE (tmp, op)) 1675 if (object::can_merge (tmp, op))
1771 { 1676 {
1772 /* return the original object and remove inserted object 1677 /* return the original object and remove inserted object
1773 (client needs the original object) */ 1678 (client needs the original object) */
1774 tmp->nrof += op->nrof; 1679 tmp->nrof += op->nrof;
1775 /* Weight handling gets pretty funky. Since we are adding to 1680 /* Weight handling gets pretty funky. Since we are adding to
1793 add_weight (this, op->weight * op->nrof); 1698 add_weight (this, op->weight * op->nrof);
1794 } 1699 }
1795 else 1700 else
1796 add_weight (this, (op->weight + op->carrying)); 1701 add_weight (this, (op->weight + op->carrying));
1797 1702
1798 otmp = is_player_inv (this); 1703 if (object *otmp = this->in_player ())
1799 if (otmp && otmp->contr)
1800 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1704 if (otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1801 fix_player (otmp); 1705 otmp->update_stats ();
1802 1706
1707 op->owner = 0; // its his/hers now. period.
1803 op->map = NULL; 1708 op->map = 0;
1804 op->env = this; 1709 op->env = this;
1805 op->above = NULL; 1710 op->above = 0;
1806 op->below = NULL; 1711 op->below = 0;
1807 op->x = 0, op->y = 0; 1712 op->x = op->y = 0;
1808 1713
1809 /* reset the light list and los of the players on the map */ 1714 /* reset the light list and los of the players on the map */
1810 if ((op->glow_radius != 0) && map) 1715 if (op->glow_radius && map)
1811 { 1716 {
1812#ifdef DEBUG_LIGHTS 1717#ifdef DEBUG_LIGHTS
1813 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1718 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1814#endif /* DEBUG_LIGHTS */ 1719#endif /* DEBUG_LIGHTS */
1815 if (MAP_DARKNESS (map)) 1720 if (map->darkness)
1816 update_all_los (map, x, y); 1721 update_all_los (map, x, y);
1817 } 1722 }
1818 1723
1819 /* Client has no idea of ordering so lets not bother ordering it here. 1724 /* Client has no idea of ordering so lets not bother ordering it here.
1820 * It sure simplifies this function... 1725 * It sure simplifies this function...
1825 { 1730 {
1826 op->below = inv; 1731 op->below = inv;
1827 op->below->above = op; 1732 op->below->above = op;
1828 inv = op; 1733 inv = op;
1829 } 1734 }
1735
1736 INVOKE_OBJECT (INSERT, this);
1830 1737
1831 return op; 1738 return op;
1832} 1739}
1833 1740
1834/* 1741/*
1849 * 1756 *
1850 * MSW 2001-07-08: Check all objects on space, not just those below 1757 * MSW 2001-07-08: Check all objects on space, not just those below
1851 * object being inserted. insert_ob_in_map may not put new objects 1758 * object being inserted. insert_ob_in_map may not put new objects
1852 * on top. 1759 * on top.
1853 */ 1760 */
1854
1855int 1761int
1856check_move_on (object *op, object *originator) 1762check_move_on (object *op, object *originator)
1857{ 1763{
1858 object *tmp; 1764 object *tmp;
1859 maptile *m = op->map; 1765 maptile *m = op->map;
1886 1792
1887 /* The objects have to be checked from top to bottom. 1793 /* The objects have to be checked from top to bottom.
1888 * Hence, we first go to the top: 1794 * Hence, we first go to the top:
1889 */ 1795 */
1890 1796
1891 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1797 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1892 { 1798 {
1893 /* Trim the search when we find the first other spell effect 1799 /* Trim the search when we find the first other spell effect
1894 * this helps performance so that if a space has 50 spell objects, 1800 * this helps performance so that if a space has 50 spell objects,
1895 * we don't need to check all of them. 1801 * we don't need to check all of them.
1896 */ 1802 */
1914 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1820 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1915 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1821 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1916 { 1822 {
1917 1823
1918 float 1824 float
1919 diff = tmp->move_slow_penalty * FABS (op->speed); 1825 diff = tmp->move_slow_penalty * fabs (op->speed);
1920 1826
1921 if (op->type == PLAYER) 1827 if (op->type == PLAYER)
1922 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1828 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1923 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1829 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1924 diff /= 4.0; 1830 diff /= 4.0;
1951/* 1857/*
1952 * present_arch(arch, map, x, y) searches for any objects with 1858 * present_arch(arch, map, x, y) searches for any objects with
1953 * a matching archetype at the given map and coordinates. 1859 * a matching archetype at the given map and coordinates.
1954 * The first matching object is returned, or NULL if none. 1860 * The first matching object is returned, or NULL if none.
1955 */ 1861 */
1956
1957object * 1862object *
1958present_arch (const archetype *at, maptile *m, int x, int y) 1863present_arch (const archetype *at, maptile *m, int x, int y)
1959{ 1864{
1960 object *
1961 tmp;
1962
1963 if (m == NULL || out_of_map (m, x, y)) 1865 if (!m || out_of_map (m, x, y))
1964 { 1866 {
1965 LOG (llevError, "Present_arch called outside map.\n"); 1867 LOG (llevError, "Present_arch called outside map.\n");
1966 return NULL; 1868 return NULL;
1967 } 1869 }
1968 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1870
1871 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1969 if (tmp->arch == at) 1872 if (tmp->arch == at)
1970 return tmp; 1873 return tmp;
1874
1971 return NULL; 1875 return NULL;
1972} 1876}
1973 1877
1974/* 1878/*
1975 * present(type, map, x, y) searches for any objects with 1879 * present(type, map, x, y) searches for any objects with
1976 * a matching type variable at the given map and coordinates. 1880 * a matching type variable at the given map and coordinates.
1977 * The first matching object is returned, or NULL if none. 1881 * The first matching object is returned, or NULL if none.
1978 */ 1882 */
1979
1980object * 1883object *
1981present (unsigned char type, maptile *m, int x, int y) 1884present (unsigned char type, maptile *m, int x, int y)
1982{ 1885{
1983 object *
1984 tmp;
1985
1986 if (out_of_map (m, x, y)) 1886 if (out_of_map (m, x, y))
1987 { 1887 {
1988 LOG (llevError, "Present called outside map.\n"); 1888 LOG (llevError, "Present called outside map.\n");
1989 return NULL; 1889 return NULL;
1990 } 1890 }
1991 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1891
1892 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1992 if (tmp->type == type) 1893 if (tmp->type == type)
1993 return tmp; 1894 return tmp;
1895
1994 return NULL; 1896 return NULL;
1995} 1897}
1996 1898
1997/* 1899/*
1998 * present_in_ob(type, object) searches for any objects with 1900 * present_in_ob(type, object) searches for any objects with
1999 * a matching type variable in the inventory of the given object. 1901 * a matching type variable in the inventory of the given object.
2000 * The first matching object is returned, or NULL if none. 1902 * The first matching object is returned, or NULL if none.
2001 */ 1903 */
2002
2003object * 1904object *
2004present_in_ob (unsigned char type, const object *op) 1905present_in_ob (unsigned char type, const object *op)
2005{ 1906{
2006 object *
2007 tmp;
2008
2009 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1907 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2010 if (tmp->type == type) 1908 if (tmp->type == type)
2011 return tmp; 1909 return tmp;
1910
2012 return NULL; 1911 return NULL;
2013} 1912}
2014 1913
2015/* 1914/*
2016 * present_in_ob (type, str, object) searches for any objects with 1915 * present_in_ob (type, str, object) searches for any objects with
2024 * str is the string to match against. Note that we match against 1923 * str is the string to match against. Note that we match against
2025 * the object name, not the archetype name. this is so that the 1924 * the object name, not the archetype name. this is so that the
2026 * spell code can use one object type (force), but change it's name 1925 * spell code can use one object type (force), but change it's name
2027 * to be unique. 1926 * to be unique.
2028 */ 1927 */
2029
2030object * 1928object *
2031present_in_ob_by_name (int type, const char *str, const object *op) 1929present_in_ob_by_name (int type, const char *str, const object *op)
2032{ 1930{
2033 object *
2034 tmp;
2035
2036 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1931 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2037 {
2038 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1932 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2039 return tmp; 1933 return tmp;
2040 } 1934
2041 return NULL; 1935 return 0;
2042} 1936}
2043 1937
2044/* 1938/*
2045 * present_arch_in_ob(archetype, object) searches for any objects with 1939 * present_arch_in_ob(archetype, object) searches for any objects with
2046 * a matching archetype in the inventory of the given object. 1940 * a matching archetype in the inventory of the given object.
2047 * The first matching object is returned, or NULL if none. 1941 * The first matching object is returned, or NULL if none.
2048 */ 1942 */
2049
2050object * 1943object *
2051present_arch_in_ob (const archetype *at, const object *op) 1944present_arch_in_ob (const archetype *at, const object *op)
2052{ 1945{
2053 object *
2054 tmp;
2055
2056 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1946 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2057 if (tmp->arch == at) 1947 if (tmp->arch == at)
2058 return tmp; 1948 return tmp;
1949
2059 return NULL; 1950 return NULL;
2060} 1951}
2061 1952
2062/* 1953/*
2063 * activate recursively a flag on an object inventory 1954 * activate recursively a flag on an object inventory
2064 */ 1955 */
2065void 1956void
2066flag_inv (object *op, int flag) 1957flag_inv (object *op, int flag)
2067{ 1958{
2068 object *
2069 tmp;
2070
2071 if (op->inv)
2072 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1959 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2073 { 1960 {
2074 SET_FLAG (tmp, flag); 1961 SET_FLAG (tmp, flag);
2075 flag_inv (tmp, flag); 1962 flag_inv (tmp, flag);
2076 } 1963 }
2077} /* 1964}
1965
1966/*
2078 * desactivate recursively a flag on an object inventory 1967 * deactivate recursively a flag on an object inventory
2079 */ 1968 */
2080void 1969void
2081unflag_inv (object *op, int flag) 1970unflag_inv (object *op, int flag)
2082{ 1971{
2083 object *
2084 tmp;
2085
2086 if (op->inv)
2087 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1972 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2088 { 1973 {
2089 CLEAR_FLAG (tmp, flag); 1974 CLEAR_FLAG (tmp, flag);
2090 unflag_inv (tmp, flag); 1975 unflag_inv (tmp, flag);
2091 } 1976 }
2092}
2093
2094/*
2095 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2096 * all it's inventory (recursively).
2097 * If checksums are used, a player will get set_cheat called for
2098 * him/her-self and all object carried by a call to this function.
2099 */
2100
2101void
2102set_cheat (object *op)
2103{
2104 SET_FLAG (op, FLAG_WAS_WIZ);
2105 flag_inv (op, FLAG_WAS_WIZ);
2106} 1977}
2107 1978
2108/* 1979/*
2109 * find_free_spot(object, map, x, y, start, stop) will search for 1980 * find_free_spot(object, map, x, y, start, stop) will search for
2110 * a spot at the given map and coordinates which will be able to contain 1981 * a spot at the given map and coordinates which will be able to contain
2112 * to search (see the freearr_x/y[] definition). 1983 * to search (see the freearr_x/y[] definition).
2113 * It returns a random choice among the alternatives found. 1984 * It returns a random choice among the alternatives found.
2114 * start and stop are where to start relative to the free_arr array (1,9 1985 * start and stop are where to start relative to the free_arr array (1,9
2115 * does all 4 immediate directions). This returns the index into the 1986 * does all 4 immediate directions). This returns the index into the
2116 * array of the free spot, -1 if no spot available (dir 0 = x,y) 1987 * array of the free spot, -1 if no spot available (dir 0 = x,y)
2117 * Note - this only checks to see if there is space for the head of the
2118 * object - if it is a multispace object, this should be called for all
2119 * pieces.
2120 * Note2: This function does correctly handle tiled maps, but does not 1988 * Note: This function does correctly handle tiled maps, but does not
2121 * inform the caller. However, insert_ob_in_map will update as 1989 * inform the caller. However, insert_ob_in_map will update as
2122 * necessary, so the caller shouldn't need to do any special work. 1990 * necessary, so the caller shouldn't need to do any special work.
2123 * Note - updated to take an object instead of archetype - this is necessary 1991 * Note - updated to take an object instead of archetype - this is necessary
2124 * because arch_blocked (now ob_blocked) needs to know the movement type 1992 * because arch_blocked (now ob_blocked) needs to know the movement type
2125 * to know if the space in question will block the object. We can't use 1993 * to know if the space in question will block the object. We can't use
2126 * the archetype because that isn't correct if the monster has been 1994 * the archetype because that isn't correct if the monster has been
2127 * customized, changed states, etc. 1995 * customized, changed states, etc.
2128 */ 1996 */
2129
2130int 1997int
2131find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 1998find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2132{ 1999{
2133 int
2134 i,
2135 index = 0, flag;
2136 static int
2137 altern[SIZEOFFREE]; 2000 int altern[SIZEOFFREE];
2001 int index = 0, flag;
2138 2002
2139 for (i = start; i < stop; i++) 2003 for (int i = start; i < stop; i++)
2140 { 2004 {
2141 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2005 mapxy pos (m, x, y); pos.move (i);
2142 if (!flag) 2006
2007 if (!pos.normalise ())
2008 continue;
2009
2010 mapspace &ms = *pos;
2011
2012 if (ms.flags () & P_IS_ALIVE)
2013 continue;
2014
2015 /* However, often
2016 * ob doesn't have any move type (when used to place exits)
2017 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
2018 */
2019 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
2020 {
2143 altern[index++] = i; 2021 altern [index++] = i;
2022 continue;
2023 }
2144 2024
2145 /* Basically, if we find a wall on a space, we cut down the search size. 2025 /* Basically, if we find a wall on a space, we cut down the search size.
2146 * In this way, we won't return spaces that are on another side of a wall. 2026 * In this way, we won't return spaces that are on another side of a wall.
2147 * This mostly work, but it cuts down the search size in all directions - 2027 * This mostly work, but it cuts down the search size in all directions -
2148 * if the space being examined only has a wall to the north and empty 2028 * if the space being examined only has a wall to the north and empty
2149 * spaces in all the other directions, this will reduce the search space 2029 * spaces in all the other directions, this will reduce the search space
2150 * to only the spaces immediately surrounding the target area, and 2030 * to only the spaces immediately surrounding the target area, and
2151 * won't look 2 spaces south of the target space. 2031 * won't look 2 spaces south of the target space.
2152 */ 2032 */
2153 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 2033 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2034 {
2154 stop = maxfree[i]; 2035 stop = maxfree[i];
2036 continue;
2037 }
2038
2039 /* Note it is intentional that we check ob - the movement type of the
2040 * head of the object should correspond for the entire object.
2041 */
2042 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2043 continue;
2044
2045 if (ob->blocked (m, pos.x, pos.y))
2046 continue;
2047
2048 altern [index++] = i;
2155 } 2049 }
2050
2156 if (!index) 2051 if (!index)
2157 return -1; 2052 return -1;
2053
2158 return altern[RANDOM () % index]; 2054 return altern [rndm (index)];
2159} 2055}
2160 2056
2161/* 2057/*
2162 * find_first_free_spot(archetype, maptile, x, y) works like 2058 * find_first_free_spot(archetype, maptile, x, y) works like
2163 * find_free_spot(), but it will search max number of squares. 2059 * find_free_spot(), but it will search max number of squares.
2164 * But it will return the first available spot, not a random choice. 2060 * But it will return the first available spot, not a random choice.
2165 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2061 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2166 */ 2062 */
2167
2168int 2063int
2169find_first_free_spot (const object *ob, maptile *m, int x, int y) 2064find_first_free_spot (const object *ob, maptile *m, int x, int y)
2170{ 2065{
2171 int
2172 i;
2173
2174 for (i = 0; i < SIZEOFFREE; i++) 2066 for (int i = 0; i < SIZEOFFREE; i++)
2175 {
2176 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2067 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2177 return i; 2068 return i;
2178 } 2069
2179 return -1; 2070 return -1;
2180} 2071}
2181 2072
2182/* 2073/*
2183 * The function permute(arr, begin, end) randomly reorders the array 2074 * The function permute(arr, begin, end) randomly reorders the array
2184 * arr[begin..end-1]. 2075 * arr[begin..end-1].
2076 * now uses a fisher-yates shuffle, old permute was broken
2185 */ 2077 */
2186static void 2078static void
2187permute (int *arr, int begin, int end) 2079permute (int *arr, int begin, int end)
2188{ 2080{
2189 int 2081 arr += begin;
2190 i,
2191 j,
2192 tmp,
2193 len;
2194
2195 len = end - begin; 2082 end -= begin;
2196 for (i = begin; i < end; i++)
2197 {
2198 j = begin + RANDOM () % len;
2199 2083
2200 tmp = arr[i]; 2084 while (--end)
2201 arr[i] = arr[j]; 2085 swap (arr [end], arr [rndm (end + 1)]);
2202 arr[j] = tmp;
2203 }
2204} 2086}
2205 2087
2206/* new function to make monster searching more efficient, and effective! 2088/* new function to make monster searching more efficient, and effective!
2207 * This basically returns a randomized array (in the passed pointer) of 2089 * This basically returns a randomized array (in the passed pointer) of
2208 * the spaces to find monsters. In this way, it won't always look for 2090 * the spaces to find monsters. In this way, it won't always look for
2211 * the 3x3 area will be searched, just not in a predictable order. 2093 * the 3x3 area will be searched, just not in a predictable order.
2212 */ 2094 */
2213void 2095void
2214get_search_arr (int *search_arr) 2096get_search_arr (int *search_arr)
2215{ 2097{
2216 int 2098 int i;
2217 i;
2218 2099
2219 for (i = 0; i < SIZEOFFREE; i++) 2100 for (i = 0; i < SIZEOFFREE; i++)
2220 {
2221 search_arr[i] = i; 2101 search_arr[i] = i;
2222 }
2223 2102
2224 permute (search_arr, 1, SIZEOFFREE1 + 1); 2103 permute (search_arr, 1, SIZEOFFREE1 + 1);
2225 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2104 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2226 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2105 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2227} 2106}
2236 * Perhaps incorrectly, but I'm making the assumption that exclude 2115 * Perhaps incorrectly, but I'm making the assumption that exclude
2237 * is actually want is going to try and move there. We need this info 2116 * is actually want is going to try and move there. We need this info
2238 * because we have to know what movement the thing looking to move 2117 * because we have to know what movement the thing looking to move
2239 * there is capable of. 2118 * there is capable of.
2240 */ 2119 */
2241
2242int 2120int
2243find_dir (maptile *m, int x, int y, object *exclude) 2121find_dir (maptile *m, int x, int y, object *exclude)
2244{ 2122{
2245 int
2246 i,
2247 max = SIZEOFFREE, mflags; 2123 int i, max = SIZEOFFREE, mflags;
2248 2124
2249 sint16 nx, ny; 2125 sint16 nx, ny;
2250 object * 2126 object *tmp;
2251 tmp;
2252 maptile * 2127 maptile *mp;
2253 mp;
2254 2128
2255 MoveType blocked, move_type; 2129 MoveType blocked, move_type;
2256 2130
2257 if (exclude && exclude->head) 2131 if (exclude && exclude->head_ () != exclude)
2258 { 2132 {
2259 exclude = exclude->head; 2133 exclude = exclude->head;
2260 move_type = exclude->move_type; 2134 move_type = exclude->move_type;
2261 } 2135 }
2262 else 2136 else
2270 mp = m; 2144 mp = m;
2271 nx = x + freearr_x[i]; 2145 nx = x + freearr_x[i];
2272 ny = y + freearr_y[i]; 2146 ny = y + freearr_y[i];
2273 2147
2274 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2148 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2149
2275 if (mflags & P_OUT_OF_MAP) 2150 if (mflags & P_OUT_OF_MAP)
2276 {
2277 max = maxfree[i]; 2151 max = maxfree[i];
2278 }
2279 else 2152 else
2280 { 2153 {
2281 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2154 mapspace &ms = mp->at (nx, ny);
2155
2156 blocked = ms.move_block;
2282 2157
2283 if ((move_type & blocked) == move_type) 2158 if ((move_type & blocked) == move_type)
2284 {
2285 max = maxfree[i]; 2159 max = maxfree[i];
2286 }
2287 else if (mflags & P_IS_ALIVE) 2160 else if (mflags & P_IS_ALIVE)
2288 { 2161 {
2289 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2162 for (tmp = ms.bot; tmp; tmp = tmp->above)
2290 { 2163 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2291 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2164 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2292 {
2293 break; 2165 break;
2294 } 2166
2295 }
2296 if (tmp) 2167 if (tmp)
2297 {
2298 return freedir[i]; 2168 return freedir[i];
2299 }
2300 } 2169 }
2301 } 2170 }
2302 } 2171 }
2172
2303 return 0; 2173 return 0;
2304} 2174}
2305 2175
2306/* 2176/*
2307 * distance(object 1, object 2) will return the square of the 2177 * distance(object 1, object 2) will return the square of the
2308 * distance between the two given objects. 2178 * distance between the two given objects.
2309 */ 2179 */
2310
2311int 2180int
2312distance (const object *ob1, const object *ob2) 2181distance (const object *ob1, const object *ob2)
2313{ 2182{
2314 int
2315 i;
2316
2317 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2183 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2318 return i;
2319} 2184}
2320 2185
2321/* 2186/*
2322 * find_dir_2(delta-x,delta-y) will return a direction in which 2187 * find_dir_2(delta-x,delta-y) will return a direction in which
2323 * an object which has subtracted the x and y coordinates of another 2188 * an object which has subtracted the x and y coordinates of another
2324 * object, needs to travel toward it. 2189 * object, needs to travel toward it.
2325 */ 2190 */
2326
2327int 2191int
2328find_dir_2 (int x, int y) 2192find_dir_2 (int x, int y)
2329{ 2193{
2330 int 2194 int q;
2331 q;
2332 2195
2333 if (y) 2196 if (y)
2334 q = x * 100 / y; 2197 q = x * 100 / y;
2335 else if (x) 2198 else if (x)
2336 q = -300 * x; 2199 q = -300 * x;
2361 2224
2362 return 3; 2225 return 3;
2363} 2226}
2364 2227
2365/* 2228/*
2366 * absdir(int): Returns a number between 1 and 8, which represent
2367 * the "absolute" direction of a number (it actually takes care of
2368 * "overflow" in previous calculations of a direction).
2369 */
2370
2371int
2372absdir (int d)
2373{
2374 while (d < 1)
2375 d += 8;
2376 while (d > 8)
2377 d -= 8;
2378 return d;
2379}
2380
2381/*
2382 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2229 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2383 * between two directions (which are expected to be absolute (see absdir()) 2230 * between two directions (which are expected to be absolute (see absdir())
2384 */ 2231 */
2385
2386int 2232int
2387dirdiff (int dir1, int dir2) 2233dirdiff (int dir1, int dir2)
2388{ 2234{
2389 int 2235 int d;
2390 d;
2391 2236
2392 d = abs (dir1 - dir2); 2237 d = abs (dir1 - dir2);
2393 if (d > 4) 2238 if (d > 4)
2394 d = 8 - d; 2239 d = 8 - d;
2240
2395 return d; 2241 return d;
2396} 2242}
2397 2243
2398/* peterm: 2244/* peterm:
2399 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2245 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2402 * This basically means that if direction is 15, then it could either go 2248 * This basically means that if direction is 15, then it could either go
2403 * direction 4, 14, or 16 to get back to where we are. 2249 * direction 4, 14, or 16 to get back to where we are.
2404 * Moved from spell_util.c to object.c with the other related direction 2250 * Moved from spell_util.c to object.c with the other related direction
2405 * functions. 2251 * functions.
2406 */ 2252 */
2407
2408int
2409 reduction_dir[SIZEOFFREE][3] = { 2253int reduction_dir[SIZEOFFREE][3] = {
2410 {0, 0, 0}, /* 0 */ 2254 {0, 0, 0}, /* 0 */
2411 {0, 0, 0}, /* 1 */ 2255 {0, 0, 0}, /* 1 */
2412 {0, 0, 0}, /* 2 */ 2256 {0, 0, 0}, /* 2 */
2413 {0, 0, 0}, /* 3 */ 2257 {0, 0, 0}, /* 3 */
2414 {0, 0, 0}, /* 4 */ 2258 {0, 0, 0}, /* 4 */
2462 * find a path to that monster that we found. If not, 2306 * find a path to that monster that we found. If not,
2463 * we don't bother going toward it. Returns 1 if we 2307 * we don't bother going toward it. Returns 1 if we
2464 * can see a direct way to get it 2308 * can see a direct way to get it
2465 * Modified to be map tile aware -.MSW 2309 * Modified to be map tile aware -.MSW
2466 */ 2310 */
2467
2468
2469int 2311int
2470can_see_monsterP (maptile *m, int x, int y, int dir) 2312can_see_monsterP (maptile *m, int x, int y, int dir)
2471{ 2313{
2472 sint16 dx, dy; 2314 sint16 dx, dy;
2473 int
2474 mflags; 2315 int mflags;
2475 2316
2476 if (dir < 0) 2317 if (dir < 0)
2477 return 0; /* exit condition: invalid direction */ 2318 return 0; /* exit condition: invalid direction */
2478 2319
2479 dx = x + freearr_x[dir]; 2320 dx = x + freearr_x[dir];
2492 return 0; 2333 return 0;
2493 2334
2494 /* yes, can see. */ 2335 /* yes, can see. */
2495 if (dir < 9) 2336 if (dir < 9)
2496 return 1; 2337 return 1;
2338
2497 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2339 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2498 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]); 2340 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2341 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2499} 2342}
2500
2501
2502 2343
2503/* 2344/*
2504 * can_pick(picker, item): finds out if an object is possible to be 2345 * can_pick(picker, item): finds out if an object is possible to be
2505 * picked up by the picker. Returnes 1 if it can be 2346 * picked up by the picker. Returnes 1 if it can be
2506 * picked up, otherwise 0. 2347 * picked up, otherwise 0.
2508 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2349 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2509 * core dumps if they do. 2350 * core dumps if they do.
2510 * 2351 *
2511 * Add a check so we can't pick up invisible objects (0.93.8) 2352 * Add a check so we can't pick up invisible objects (0.93.8)
2512 */ 2353 */
2513
2514int 2354int
2515can_pick (const object *who, const object *item) 2355can_pick (const object *who, const object *item)
2516{ 2356{
2517 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2357 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2518 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2358 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2519 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2359 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2520} 2360}
2521 2361
2522
2523/* 2362/*
2524 * create clone from object to another 2363 * create clone from object to another
2525 */ 2364 */
2526object * 2365object *
2527object_create_clone (object *asrc) 2366object_create_clone (object *asrc)
2528{ 2367{
2529 object *dst = 0, *tmp, *src, *part, *prev, *item; 2368 object *dst = 0, *tmp, *src, *prev, *item;
2530 2369
2531 if (!asrc) 2370 if (!asrc)
2532 return 0; 2371 return 0;
2533 2372
2534 src = asrc;
2535 if (src->head)
2536 src = src->head; 2373 src = asrc->head_ ();
2537 2374
2538 prev = 0; 2375 prev = 0;
2539 for (part = src; part; part = part->more) 2376 for (object *part = src; part; part = part->more)
2540 { 2377 {
2541 tmp = get_object (); 2378 tmp = part->clone ();
2542 copy_object (part, tmp);
2543 tmp->x -= src->x; 2379 tmp->x -= src->x;
2544 tmp->y -= src->y; 2380 tmp->y -= src->y;
2545 2381
2546 if (!part->head) 2382 if (!part->head)
2547 { 2383 {
2548 dst = tmp; 2384 dst = tmp;
2549 tmp->head = 0; 2385 tmp->head = 0;
2550 } 2386 }
2551 else 2387 else
2552 {
2553 tmp->head = dst; 2388 tmp->head = dst;
2554 }
2555 2389
2556 tmp->more = 0; 2390 tmp->more = 0;
2557 2391
2558 if (prev) 2392 if (prev)
2559 prev->more = tmp; 2393 prev->more = tmp;
2563 2397
2564 for (item = src->inv; item; item = item->below) 2398 for (item = src->inv; item; item = item->below)
2565 insert_ob_in_ob (object_create_clone (item), dst); 2399 insert_ob_in_ob (object_create_clone (item), dst);
2566 2400
2567 return dst; 2401 return dst;
2568}
2569
2570/* GROS - Creates an object using a string representing its content. */
2571/* Basically, we save the content of the string to a temp file, then call */
2572/* load_object on it. I admit it is a highly inefficient way to make things, */
2573/* but it was simple to make and allows reusing the load_object function. */
2574/* Remember not to use load_object_str in a time-critical situation. */
2575/* Also remember that multiparts objects are not supported for now. */
2576
2577object *
2578load_object_str (const char *obstr)
2579{
2580 object *op;
2581 char filename[MAX_BUF];
2582
2583 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2584
2585 FILE *tempfile = fopen (filename, "w");
2586
2587 if (tempfile == NULL)
2588 {
2589 LOG (llevError, "Error - Unable to access load object temp file\n");
2590 return NULL;
2591 }
2592
2593 fprintf (tempfile, obstr);
2594 fclose (tempfile);
2595
2596 op = get_object ();
2597
2598 object_thawer thawer (filename);
2599
2600 if (thawer)
2601 load_object (thawer, op, 0);
2602
2603 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2604 CLEAR_FLAG (op, FLAG_REMOVED);
2605
2606 return op;
2607} 2402}
2608 2403
2609/* This returns the first object in who's inventory that 2404/* This returns the first object in who's inventory that
2610 * has the same type and subtype match. 2405 * has the same type and subtype match.
2611 * returns NULL if no match. 2406 * returns NULL if no match.
2612 */ 2407 */
2613object * 2408object *
2614find_obj_by_type_subtype (const object *who, int type, int subtype) 2409find_obj_by_type_subtype (const object *who, int type, int subtype)
2615{ 2410{
2616 object *tmp;
2617
2618 for (tmp = who->inv; tmp; tmp = tmp->below) 2411 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2619 if (tmp->type == type && tmp->subtype == subtype) 2412 if (tmp->type == type && tmp->subtype == subtype)
2620 return tmp; 2413 return tmp;
2621 2414
2622 return NULL; 2415 return 0;
2623} 2416}
2624 2417
2625/* If ob has a field named key, return the link from the list, 2418/* If ob has a field named key, return the link from the list,
2626 * otherwise return NULL. 2419 * otherwise return NULL.
2627 * 2420 *
2629 * do the desired thing. 2422 * do the desired thing.
2630 */ 2423 */
2631key_value * 2424key_value *
2632get_ob_key_link (const object *ob, const char *key) 2425get_ob_key_link (const object *ob, const char *key)
2633{ 2426{
2634 key_value *link;
2635
2636 for (link = ob->key_values; link != NULL; link = link->next) 2427 for (key_value *link = ob->key_values; link; link = link->next)
2637 if (link->key == key) 2428 if (link->key == key)
2638 return link; 2429 return link;
2639 2430
2640 return NULL; 2431 return 0;
2641} 2432}
2642 2433
2643/* 2434/*
2644 * Returns the value of op has an extra_field for key, or NULL. 2435 * Returns the value of op has an extra_field for key, or NULL.
2645 * 2436 *
2670 if (link->key == canonical_key) 2461 if (link->key == canonical_key)
2671 return link->value; 2462 return link->value;
2672 2463
2673 return 0; 2464 return 0;
2674} 2465}
2675
2676 2466
2677/* 2467/*
2678 * Updates the canonical_key in op to value. 2468 * Updates the canonical_key in op to value.
2679 * 2469 *
2680 * canonical_key is a shared string (value doesn't have to be). 2470 * canonical_key is a shared string (value doesn't have to be).
2685 * Returns TRUE on success. 2475 * Returns TRUE on success.
2686 */ 2476 */
2687int 2477int
2688set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) 2478set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2689{ 2479{
2690 key_value *
2691 field = NULL, *last = NULL; 2480 key_value *field = NULL, *last = NULL;
2692 2481
2693 for (field = op->key_values; field != NULL; field = field->next) 2482 for (field = op->key_values; field != NULL; field = field->next)
2694 { 2483 {
2695 if (field->key != canonical_key) 2484 if (field->key != canonical_key)
2696 { 2485 {
2705 /* Basically, if the archetype has this key set, 2494 /* Basically, if the archetype has this key set,
2706 * we need to store the null value so when we save 2495 * we need to store the null value so when we save
2707 * it, we save the empty value so that when we load, 2496 * it, we save the empty value so that when we load,
2708 * we get this value back again. 2497 * we get this value back again.
2709 */ 2498 */
2710 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2499 if (get_ob_key_link (op->arch, canonical_key))
2711 field->value = 0; 2500 field->value = 0;
2712 else 2501 else
2713 { 2502 {
2714 if (last) 2503 if (last)
2715 last->next = field->next; 2504 last->next = field->next;
2724 /* IF we get here, key doesn't exist */ 2513 /* IF we get here, key doesn't exist */
2725 2514
2726 /* No field, we'll have to add it. */ 2515 /* No field, we'll have to add it. */
2727 2516
2728 if (!add_key) 2517 if (!add_key)
2729 {
2730 return FALSE; 2518 return FALSE;
2731 } 2519
2732 /* There isn't any good reason to store a null 2520 /* There isn't any good reason to store a null
2733 * value in the key/value list. If the archetype has 2521 * value in the key/value list. If the archetype has
2734 * this key, then we should also have it, so shouldn't 2522 * this key, then we should also have it, so shouldn't
2735 * be here. If user wants to store empty strings, 2523 * be here. If user wants to store empty strings,
2736 * should pass in "" 2524 * should pass in ""
2785 } 2573 }
2786 else 2574 else
2787 item = item->env; 2575 item = item->env;
2788} 2576}
2789 2577
2578const char *
2579object::flag_desc (char *desc, int len) const
2580{
2581 char *p = desc;
2582 bool first = true;
2583
2584 *p = 0;
2585
2586 for (int i = 0; i < NUM_FLAGS; i++)
2587 {
2588 if (len <= 10) // magic constant!
2589 {
2590 snprintf (p, len, ",...");
2591 break;
2592 }
2593
2594 if (flag [i])
2595 {
2596 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2597 len -= cnt;
2598 p += cnt;
2599 first = false;
2600 }
2601 }
2602
2603 return desc;
2604}
2605
2790// return a suitable string describing an objetc in enough detail to find it 2606// return a suitable string describing an object in enough detail to find it
2791const char * 2607const char *
2792object::debug_desc (char *info) const 2608object::debug_desc (char *info) const
2793{ 2609{
2610 char flagdesc[512];
2794 char info2[256 * 3]; 2611 char info2[256 * 4];
2795 char *p = info; 2612 char *p = info;
2796 2613
2797 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2614 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s,flags:[%s],type:%d}",
2798 count, 2615 count,
2616 uuid.c_str (),
2799 &name, 2617 &name,
2800 title ? " " : "", 2618 title ? "\",title:\"" : "",
2801 title ? (const char *)title : ""); 2619 title ? (const char *)title : "",
2620 flag_desc (flagdesc, 512), type);
2802 2621
2803 if (env) 2622 if (!this->flag[FLAG_REMOVED] && env)
2804 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2623 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2805 2624
2806 if (map) 2625 if (map)
2807 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2626 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2808 2627
2809 return info; 2628 return info;
2810} 2629}
2811 2630
2812const char * 2631const char *
2813object::debug_desc () const 2632object::debug_desc () const
2814{ 2633{
2815 static char info[256 * 3]; 2634 static char info[3][256 * 4];
2635 static int info_idx;
2636
2816 return debug_desc (info); 2637 return debug_desc (info [++info_idx % 3]);
2817} 2638}
2818 2639
2640struct region *
2641object::region () const
2642{
2643 return map ? map->region (x, y)
2644 : region::default_region ();
2645}
2646
2647const materialtype_t *
2648object::dominant_material () const
2649{
2650 if (materialtype_t *mt = name_to_material (materialname))
2651 return mt;
2652
2653 return name_to_material (shstr_unknown);
2654}
2655
2656void
2657object::open_container (object *new_container)
2658{
2659 if (container == new_container)
2660 return;
2661
2662 if (object *old_container = container)
2663 {
2664 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2665 return;
2666
2667#if 0
2668 // remove the "Close old_container" object.
2669 if (object *closer = old_container->inv)
2670 if (closer->type == CLOSE_CON)
2671 closer->destroy ();
2672#endif
2673
2674 old_container->flag [FLAG_APPLIED] = 0;
2675 container = 0;
2676
2677 esrv_update_item (UPD_FLAGS, this, old_container);
2678 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2679 play_sound (sound_find ("chest_close"));
2680 }
2681
2682 if (new_container)
2683 {
2684 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2685 return;
2686
2687 // TODO: this does not seem to serve any purpose anymore?
2688#if 0
2689 // insert the "Close Container" object.
2690 if (archetype *closer = new_container->other_arch)
2691 {
2692 object *closer = arch_to_object (new_container->other_arch);
2693 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2694 new_container->insert (closer);
2695 }
2696#endif
2697
2698 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2699
2700 new_container->flag [FLAG_APPLIED] = 1;
2701 container = new_container;
2702
2703 esrv_update_item (UPD_FLAGS, this, new_container);
2704 esrv_send_inventory (this, new_container);
2705 play_sound (sound_find ("chest_open"));
2706 }
2707}
2708
2709object *
2710object::force_find (const shstr name)
2711{
2712 /* cycle through his inventory to look for the MARK we want to
2713 * place
2714 */
2715 for (object *tmp = inv; tmp; tmp = tmp->below)
2716 if (tmp->type == FORCE && tmp->slaying == name)
2717 return splay (tmp);
2718
2719 return 0;
2720}
2721
2722void
2723object::force_add (const shstr name, int duration)
2724{
2725 if (object *force = force_find (name))
2726 force->destroy ();
2727
2728 object *force = get_archetype (FORCE_NAME);
2729
2730 force->slaying = name;
2731 force->stats.food = 1;
2732 force->speed_left = -1.f;
2733
2734 force->set_speed (duration ? 1.f / duration : 0.f);
2735 force->flag [FLAG_IS_USED_UP] = true;
2736 force->flag [FLAG_APPLIED] = true;
2737
2738 insert (force);
2739}
2740
2741void
2742object::play_sound (faceidx sound) const
2743{
2744 if (!sound)
2745 return;
2746
2747 if (flag [FLAG_REMOVED])
2748 return;
2749
2750 if (env)
2751 {
2752 if (object *pl = in_player ())
2753 pl->contr->play_sound (sound);
2754 }
2755 else
2756 map->play_sound (sound, x, y);
2757}
2758

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