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Comparing deliantra/server/common/object.C (file contents):
Revision 1.86 by root, Tue Dec 26 08:17:58 2006 UTC vs.
Revision 1.203 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
35#include <bitset> 36#include <bitset>
36 37
37int nrofallocobjects = 0; 38UUID UUID::cur;
38static UUID uuid;
39const uint64 UUID_SKIP = 1<<19; 39static const uint64 UUID_SKIP = 1<<19;
40 40
41object *active_objects; /* List of active objects that need to be processed */ 41objectvec objects;
42activevec actives;
42 43
43short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 44short freearr_x[SIZEOFFREE] = {
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,
44 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 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
45}; 49};
46short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 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,
47 -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
48}; 55};
49int 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,
50 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
51}; 61};
52int freedir[SIZEOFFREE] = { 62int freedir[SIZEOFFREE] = {
53 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,
54 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
55}; 67};
56 68
57static void 69static void
58write_uuid (void) 70write_uuid (uval64 skip, bool sync)
59{ 71{
60 char filename1[MAX_BUF], filename2[MAX_BUF]; 72 CALL_BEGIN (2);
61 73 CALL_ARG_SV (newSVval64 (skip));
62 sprintf (filename1, "%s/uuid", settings.localdir); 74 CALL_ARG_SV (boolSV (sync));
63 sprintf (filename2, "%s/uuid~", settings.localdir); 75 CALL_CALL ("cf::write_uuid", G_DISCARD);
64 76 CALL_END;
65 FILE *fp;
66
67 if (!(fp = fopen (filename2, "w")))
68 {
69 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
70 return;
71 }
72
73 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
74 fclose (fp);
75 rename (filename2, filename1);
76} 77}
77 78
78static void 79static void
79read_uuid (void) 80read_uuid (void)
80{ 81{
87 if (!(fp = fopen (filename, "r"))) 88 if (!(fp = fopen (filename, "r")))
88 { 89 {
89 if (errno == ENOENT) 90 if (errno == ENOENT)
90 { 91 {
91 LOG (llevInfo, "RESET uid to 1\n"); 92 LOG (llevInfo, "RESET uid to 1\n");
92 uuid.seq = 0; 93 UUID::cur.seq = 0;
93 write_uuid (); 94 write_uuid (UUID_SKIP, true);
94 return; 95 return;
95 } 96 }
96 97
97 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename); 98 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
98 _exit (1); 99 _exit (1);
99 } 100 }
100 101
101 int version; 102 UUID::BUF buf;
102 unsigned long long uid; 103 buf[0] = 0;
103 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1) 104 fgets (buf, sizeof (buf), fp);
105
106 if (!UUID::cur.parse (buf))
104 { 107 {
105 LOG (llevError, "FATAL: error reading uid from %s!\n", filename); 108 LOG (llevError, "FATAL: error reading uid from %s (%s)!\n", filename, buf);
106 _exit (1); 109 _exit (1);
107 } 110 }
108 111
109 uuid.seq = uid; 112 LOG (llevDebug, "read UUID: %s\n", UUID::cur.c_str ());
110 write_uuid (); 113
111 LOG (llevDebug, "read UID: %" PRId64 "\n", uid); 114 write_uuid (UUID_SKIP, true);
112 fclose (fp); 115 fclose (fp);
113} 116}
114 117
115UUID 118UUID
116gen_uuid () 119UUID::gen ()
117{ 120{
118 UUID uid; 121 UUID uid;
119 122
120 uid.seq = ++uuid.seq; 123 uid.seq = ++cur.seq;
121 124
122 if (!(uuid.seq & (UUID_SKIP - 1))) 125 if (expect_false (!(cur.seq & (UUID_SKIP - 1))))
123 write_uuid (); 126 write_uuid (UUID_SKIP, false);
124 127
125 return uid; 128 return uid;
126} 129}
127 130
128void 131void
129init_uuid () 132UUID::init ()
130{ 133{
131 read_uuid (); 134 read_uuid ();
132} 135}
133 136
134/* 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. */
190 * Check nrof variable *before* calling can_merge() 193 * Check nrof variable *before* calling can_merge()
191 * 194 *
192 * Improvements made with merge: Better checking on potion, and also 195 * Improvements made with merge: Better checking on potion, and also
193 * check weight 196 * check weight
194 */ 197 */
195
196bool object::can_merge_slow (object *ob1, object *ob2) 198bool object::can_merge_slow (object *ob1, object *ob2)
197{ 199{
198 /* A couple quicksanity checks */ 200 /* A couple quicksanity checks */
199 if (ob1 == ob2 201 if (ob1 == ob2
200 || ob1->type != ob2->type 202 || ob1->type != ob2->type
253 /* This is really a spellbook check - really, we should 255 /* This is really a spellbook check - really, we should
254 * check all objects in the inventory. 256 * check all objects in the inventory.
255 */ 257 */
256 if (ob1->inv || ob2->inv) 258 if (ob1->inv || ob2->inv)
257 { 259 {
258 /* if one object has inventory but the other doesn't, not equiv */ 260 if (!(ob1->inv && ob2->inv))
259 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 261 return 0; /* inventories differ in length */
260 return 0;
261 262
262 /* Now check to see if the two inventory objects could merge */ 263 if (ob1->inv->below || ob2->inv->below)
264 return 0; /* more than one object in inv */
265
263 if (!object::can_merge (ob1->inv, ob2->inv)) 266 if (!object::can_merge (ob1->inv, ob2->inv))
264 return 0; 267 return 0; /* inventory objexts differ */
265 268
266 /* 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
267 * if it is valid. 270 * if it is valid.
268 */ 271 */
269 } 272 }
277 280
278 /* 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
279 * 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
280 * check? 283 * check?
281 */ 284 */
282 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 285 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
283 return 0; 286 return 0;
284 287
285 switch (ob1->type) 288 switch (ob1->type)
286 { 289 {
287 case SCROLL: 290 case SCROLL:
298 return 0; 301 return 0;
299 else if (!compare_ob_value_lists (ob1, ob2)) 302 else if (!compare_ob_value_lists (ob1, ob2))
300 return 0; 303 return 0;
301 } 304 }
302 305
303 //TODO: generate an event or call into perl for additional checks
304 if (ob1->self || ob2->self) 306 if (ob1->self || ob2->self)
305 { 307 {
306 ob1->optimise (); 308 ob1->optimise ();
307 ob2->optimise (); 309 ob2->optimise ();
308 310
309 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)
310 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 }
311 } 323 }
312 324
313 /* Everything passes, must be OK. */ 325 /* Everything passes, must be OK. */
314 return 1; 326 return 1;
315} 327}
323sum_weight (object *op) 335sum_weight (object *op)
324{ 336{
325 long sum; 337 long sum;
326 object *inv; 338 object *inv;
327 339
328 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 340 for (sum = 0, inv = op->inv; inv; inv = inv->below)
329 { 341 {
330 if (inv->inv) 342 if (inv->inv)
331 sum_weight (inv); 343 sum_weight (inv);
344
332 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 345 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
333 } 346 }
334 347
335 if (op->type == CONTAINER && op->stats.Str) 348 if (op->type == CONTAINER && op->stats.Str)
336 sum = (sum * (100 - op->stats.Str)) / 100; 349 sum = (sum * (100 - op->stats.Str)) / 100;
356/* 369/*
357 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 370 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
358 * Some error messages. 371 * Some error messages.
359 * 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.
360 */ 373 */
361
362char * 374char *
363dump_object (object *op) 375dump_object (object *op)
364{ 376{
365 if (!op) 377 if (!op)
366 return strdup ("[NULLOBJ]"); 378 return strdup ("[NULLOBJ]");
367 379
368 object_freezer freezer; 380 object_freezer freezer;
369 save_object (freezer, op, 1); 381 op->write (freezer);
370 return freezer.as_string (); 382 return freezer.as_string ();
371} 383}
372 384
373/* 385/*
374 * 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
375 * multi-object 1 which is closest to the second object. 387 * multi-object 1 which is closest to the second object.
376 * If it's not a multi-object, it is returned. 388 * If it's not a multi-object, it is returned.
377 */ 389 */
378
379object * 390object *
380get_nearest_part (object *op, const object *pl) 391get_nearest_part (object *op, const object *pl)
381{ 392{
382 object *tmp, *closest; 393 object *tmp, *closest;
383 int last_dist, i; 394 int last_dist, i;
391} 402}
392 403
393/* 404/*
394 * 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.
395 */ 406 */
396
397object * 407object *
398find_object (tag_t i) 408find_object (tag_t i)
399{ 409{
400 for (object *op = object::first; op; op = op->next) 410 for_all_objects (op)
401 if (op->count == i) 411 if (op->count == i)
402 return op; 412 return op;
403 413
404 return 0; 414 return 0;
405} 415}
406 416
407/* 417/*
408 * 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.
409 * Used only by the patch command, but not all that useful. 419 * Used only by the patch command, but not all that useful.
410 * Enables features like "patch <name-of-other-player> food 999" 420 * Enables features like "patch <name-of-other-player> food 999"
411 */ 421 */
412
413object * 422object *
414find_object_name (const char *str) 423find_object_name (const char *str)
415{ 424{
416 shstr_cmp str_ (str); 425 shstr_cmp str_ (str);
417 object *op; 426 object *op;
418 427
419 for (op = object::first; op != NULL; op = op->next) 428 for_all_objects (op)
420 if (op->name == str_) 429 if (op->name == str_)
421 break; 430 break;
422 431
423 return op; 432 return op;
424} 433}
425 434
426void
427free_all_object_data ()
428{
429 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
430}
431
432/* 435/*
433 * 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
434 * skill and experience objects. 437 * skill and experience objects.
438 * ACTUALLY NO! investigate! TODO
435 */ 439 */
436void 440void
437object::set_owner (object *owner) 441object::set_owner (object *owner)
438{ 442{
443 // allow objects which own objects
439 if (!owner) 444 if (owner)
440 return;
441
442 /* next line added to allow objects which own objects */
443 /* Add a check for ownercounts in here, as I got into an endless loop
444 * with the fireball owning a poison cloud which then owned the
445 * fireball. I believe that was caused by one of the objects getting
446 * freed and then another object replacing it. Since the ownercounts
447 * didn't match, this check is valid and I believe that cause is valid.
448 */
449 while (owner->owner) 445 while (owner->owner)
450 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 }
451 453
452 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;
453} 521}
454 522
455/* Zero the key_values on op, decrementing the shared-string 523/* Zero the key_values on op, decrementing the shared-string
456 * refcounts and freeing the links. 524 * refcounts and freeing the links.
457 */ 525 */
458static void 526static void
459free_key_values (object *op) 527free_key_values (object *op)
460{ 528{
461 for (key_value *i = op->key_values; i != 0;) 529 for (key_value *i = op->key_values; i; )
462 { 530 {
463 key_value *next = i->next; 531 key_value *next = i->next;
464 delete i; 532 delete i;
465 533
466 i = next; 534 i = next;
467 } 535 }
468 536
469 op->key_values = 0; 537 op->key_values = 0;
470} 538}
471 539
472/* 540object &
473 * copy_to first frees everything allocated by the dst object, 541object::operator =(const object &src)
474 * and then copies the contents of itself into the second
475 * object, allocating what needs to be allocated. Basically, any
476 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
477 * if the first object is freed, the pointers in the new object
478 * will point at garbage.
479 */
480void
481object::copy_to (object *dst)
482{ 542{
483 bool is_freed = QUERY_FLAG (dst, FLAG_FREED); 543 bool is_freed = flag [FLAG_FREED];
484 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED); 544 bool is_removed = flag [FLAG_REMOVED];
485 545
486 *(object_copy *)dst = *this; 546 *(object_copy *)this = src;
487 547
488 if (is_freed) 548 flag [FLAG_FREED] = is_freed;
489 SET_FLAG (dst, FLAG_FREED); 549 flag [FLAG_REMOVED] = is_removed;
490
491 if (is_removed)
492 SET_FLAG (dst, FLAG_REMOVED);
493
494 if (speed < 0)
495 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
496 550
497 /* Copy over key_values, if any. */ 551 /* Copy over key_values, if any. */
498 if (key_values) 552 if (src.key_values)
499 { 553 {
500 key_value *tail = 0; 554 key_value *tail = 0;
501 key_value *i;
502
503 dst->key_values = 0; 555 key_values = 0;
504 556
505 for (i = key_values; i; i = i->next) 557 for (key_value *i = src.key_values; i; i = i->next)
506 { 558 {
507 key_value *new_link = new key_value; 559 key_value *new_link = new key_value;
508 560
509 new_link->next = 0; 561 new_link->next = 0;
510 new_link->key = i->key; 562 new_link->key = i->key;
511 new_link->value = i->value; 563 new_link->value = i->value;
512 564
513 /* Try and be clever here, too. */ 565 /* Try and be clever here, too. */
514 if (!dst->key_values) 566 if (!key_values)
515 { 567 {
516 dst->key_values = new_link; 568 key_values = new_link;
517 tail = new_link; 569 tail = new_link;
518 } 570 }
519 else 571 else
520 { 572 {
521 tail->next = new_link; 573 tail->next = new_link;
522 tail = new_link; 574 tail = new_link;
523 } 575 }
524 } 576 }
525 } 577 }
578}
526 579
527 update_ob_speed (dst); 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 ();
528} 616}
529 617
530object * 618object *
531object::clone () 619object::clone ()
532{ 620{
538/* 626/*
539 * 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
540 * 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
541 * 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.
542 */ 630 */
543
544void 631void
545update_turn_face (object *op) 632update_turn_face (object *op)
546{ 633{
547 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 634 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
548 return; 635 return;
636
549 SET_ANIMATION (op, op->direction); 637 SET_ANIMATION (op, op->direction);
550 update_object (op, UP_OBJ_FACE); 638 update_object (op, UP_OBJ_FACE);
551} 639}
552 640
553/* 641/*
554 * 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
555 * 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.
556 * 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.
557 */ 645 */
558void 646void
559update_ob_speed (object *op) 647object::set_speed (float speed)
560{ 648{
561 extern int arch_init; 649 if (flag [FLAG_FREED] && speed)
562
563 /* No reason putting the archetypes objects on the speed list,
564 * since they never really need to be updated.
565 */
566 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
567 { 650 {
568 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 651 LOG (llevError, "Object %s is freed but has speed.\n", &name);
569 op->speed = 0; 652 speed = 0;
570 }
571
572 if (arch_init)
573 return;
574
575 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
576 { 653 }
577 /* If already on active list, don't do anything */
578 if (op->active_next || op->active_prev || op == active_objects)
579 return;
580 654
581 /* process_events() expects us to insert the object at the beginning 655 this->speed = speed;
582 * of the list. */
583 op->active_next = active_objects;
584 656
585 if (op->active_next != NULL) 657 if (has_active_speed ())
586 op->active_next->active_prev = op; 658 activate ();
587
588 active_objects = op;
589 }
590 else 659 else
591 { 660 deactivate ();
592 /* If not on the active list, nothing needs to be done */
593 if (!op->active_next && !op->active_prev && op != active_objects)
594 return;
595
596 if (op->active_prev == NULL)
597 {
598 active_objects = op->active_next;
599
600 if (op->active_next != NULL)
601 op->active_next->active_prev = NULL;
602 }
603 else
604 {
605 op->active_prev->active_next = op->active_next;
606
607 if (op->active_next)
608 op->active_next->active_prev = op->active_prev;
609 }
610
611 op->active_next = NULL;
612 op->active_prev = NULL;
613 }
614}
615
616/* This function removes object 'op' from the list of active
617 * objects.
618 * This should only be used for style maps or other such
619 * reference maps where you don't want an object that isn't
620 * in play chewing up cpu time getting processed.
621 * The reverse of this is to call update_ob_speed, which
622 * will do the right thing based on the speed of the object.
623 */
624void
625remove_from_active_list (object *op)
626{
627 /* If not on the active list, nothing needs to be done */
628 if (!op->active_next && !op->active_prev && op != active_objects)
629 return;
630
631 if (op->active_prev == NULL)
632 {
633 active_objects = op->active_next;
634 if (op->active_next != NULL)
635 op->active_next->active_prev = NULL;
636 }
637 else
638 {
639 op->active_prev->active_next = op->active_next;
640 if (op->active_next)
641 op->active_next->active_prev = op->active_prev;
642 }
643 op->active_next = NULL;
644 op->active_prev = NULL;
645} 661}
646 662
647/* 663/*
648 * update_object() updates the the map. 664 * update_object() updates the the map.
649 * It takes into account invisible objects (and represent squares covered 665 * It takes into account invisible objects (and represent squares covered
662 * UP_OBJ_FACE: only the objects face has changed. 678 * UP_OBJ_FACE: only the objects face has changed.
663 */ 679 */
664void 680void
665update_object (object *op, int action) 681update_object (object *op, int action)
666{ 682{
667 MoveType move_on, move_off, move_block, move_slow;
668
669 if (op == NULL) 683 if (op == NULL)
670 { 684 {
671 /* this should never happen */ 685 /* this should never happen */
672 LOG (llevDebug, "update_object() called for NULL object.\n"); 686 LOG (llevDebug, "update_object() called for NULL object.\n");
673 return; 687 return;
697 return; 711 return;
698 } 712 }
699 713
700 mapspace &m = op->ms (); 714 mapspace &m = op->ms ();
701 715
702 if (m.flags_ & P_NEED_UPDATE) 716 if (!(m.flags_ & P_UPTODATE))
703 /* nop */; 717 /* nop */;
704 else if (action == UP_OBJ_INSERT) 718 else if (action == UP_OBJ_INSERT)
705 { 719 {
706 // this is likely overkill, TODO: revisit (schmorp) 720 // this is likely overkill, TODO: revisit (schmorp)
707 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 721 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
716 /* This isn't perfect, but I don't expect a lot of objects to 730 /* This isn't perfect, but I don't expect a lot of objects to
717 * to have move_allow right now. 731 * to have move_allow right now.
718 */ 732 */
719 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 733 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
720 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 734 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
721 m.flags_ = P_NEED_UPDATE; 735 m.flags_ = 0;
722 } 736 }
723 /* if the object is being removed, we can't make intelligent 737 /* if the object is being removed, we can't make intelligent
724 * decisions, because remove_ob can't really pass the object 738 * decisions, because remove_ob can't really pass the object
725 * that is being removed. 739 * that is being removed.
726 */ 740 */
727 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 741 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
728 m.flags_ = P_NEED_UPDATE; 742 m.flags_ = 0;
729 else if (action == UP_OBJ_FACE) 743 else if (action == UP_OBJ_FACE)
730 /* Nothing to do for that case */ ; 744 /* Nothing to do for that case */ ;
731 else 745 else
732 LOG (llevError, "update_object called with invalid action: %d\n", action); 746 LOG (llevError, "update_object called with invalid action: %d\n", action);
733 747
734 if (op->more) 748 if (op->more)
735 update_object (op->more, action); 749 update_object (op->more, action);
736} 750}
737 751
738object::vector object::objects; // not yet used
739object *object::first;
740
741object::object () 752object::object ()
742{ 753{
743 SET_FLAG (this, FLAG_REMOVED); 754 SET_FLAG (this, FLAG_REMOVED);
744 755
745 expmul = 1.0; 756 expmul = 1.0;
746 face = blank_face; 757 face = blank_face;
747} 758}
748 759
749object::~object () 760object::~object ()
750{ 761{
762 unlink ();
763
751 free_key_values (this); 764 free_key_values (this);
752} 765}
753 766
767static int object_count;
768
754void object::link () 769void object::link ()
755{ 770{
771 assert (!index);//D
772 uuid = UUID::gen ();
756 count = ++ob_count; 773 count = ++object_count;
757 uuid = gen_uuid ();
758 774
759 prev = 0; 775 refcnt_inc ();
760 next = object::first; 776 objects.insert (this);
761
762 if (object::first)
763 object::first->prev = this;
764
765 object::first = this;
766} 777}
767 778
768void object::unlink () 779void object::unlink ()
769{ 780{
770 if (this == object::first) 781 if (!index)
771 object::first = next; 782 return;
772 783
773 /* Remove this object from the list of used objects */ 784 objects.erase (this);
774 if (prev) prev->next = next; 785 refcnt_dec ();
775 if (next) next->prev = prev; 786}
776 787
777 prev = 0; 788void
778 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 }
779} 893}
780 894
781object *object::create () 895object *object::create ()
782{ 896{
783 object *op = new object; 897 object *op = new object;
784 op->link (); 898 op->link ();
785 return op; 899 return op;
786} 900}
787 901
788/*
789 * free_object() frees everything allocated by an object, removes
790 * it from the list of used objects, and puts it on the list of
791 * free objects. The IS_FREED() flag is set in the object.
792 * The object must have been removed by remove_ob() first for
793 * this function to succeed.
794 *
795 * If destroy_inventory is set, free inventory as well. Else drop items in
796 * inventory to the ground.
797 */
798void 902void
799object::do_destroy () 903object::do_destroy ()
800{ 904{
801 attachable::do_destroy (); 905 attachable::do_destroy ();
802 906
807 remove_friendly_object (this); 911 remove_friendly_object (this);
808 912
809 if (!flag [FLAG_REMOVED]) 913 if (!flag [FLAG_REMOVED])
810 remove (); 914 remove ();
811 915
812 if (flag [FLAG_FREED]) 916 destroy_inv (true);
813 return; 917
918 deactivate ();
919 unlink ();
814 920
815 flag [FLAG_FREED] = 1; 921 flag [FLAG_FREED] = 1;
816 922
817 // hack to ensure that freed objects still have a valid map 923 // hack to ensure that freed objects still have a valid map
818 { 924 {
820 926
821 if (!freed_map) 927 if (!freed_map)
822 { 928 {
823 freed_map = new maptile; 929 freed_map = new maptile;
824 930
931 freed_map->path = "<freed objects map>";
825 freed_map->name = "/internal/freed_objects_map"; 932 freed_map->name = "/internal/freed_objects_map";
826 freed_map->width = 3; 933 freed_map->width = 3;
827 freed_map->height = 3; 934 freed_map->height = 3;
935 freed_map->nodrop = 1;
828 936
829 freed_map->allocate (); 937 freed_map->alloc ();
938 freed_map->in_memory = MAP_IN_MEMORY;
830 } 939 }
831 940
832 map = freed_map; 941 map = freed_map;
833 x = 1; 942 x = 1;
834 y = 1; 943 y = 1;
835 } 944 }
836 945
946 if (more)
947 {
948 more->destroy ();
837 more = 0; 949 more = 0;
950 }
951
838 head = 0; 952 head = 0;
839 inv = 0;
840 953
841 // clear those pointers that likely might have circular references to us 954 // clear those pointers that likely might cause circular references
842 owner = 0; 955 owner = 0;
843 enemy = 0; 956 enemy = 0;
844 attacked_by = 0; 957 attacked_by = 0;
845 958 current_weapon = 0;
846 // only relevant for players(?), but make sure of it anyways
847 contr = 0;
848
849 /* Remove object from the active list */
850 speed = 0;
851 update_ob_speed (this);
852
853 unlink ();
854}
855
856/*
857 * Remove and free all objects in the inventory of the given object.
858 * object.c ?
859 */
860void
861object::destroy_inv (bool drop_to_ground)
862{
863 if (!inv)
864 return;
865
866 /* Only if the space blocks everything do we not process -
867 * if some form of movement is allowed, let objects
868 * drop on that space.
869 */
870 if (!drop_to_ground || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
871 {
872 while (inv)
873 {
874 inv->destroy_inv (drop_to_ground);
875 inv->destroy ();
876 }
877 }
878 else
879 { /* Put objects in inventory onto this space */
880 while (inv)
881 {
882 object *op = inv;
883
884 if (op->flag [FLAG_STARTEQUIP]
885 || op->flag [FLAG_NO_DROP]
886 || op->type == RUNE
887 || op->type == TRAP
888 || op->flag [FLAG_IS_A_TEMPLATE])
889 op->destroy ();
890 else
891 {
892 op->remove ();
893 op->x = x;
894 op->y = y;
895 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
896 }
897 }
898 }
899} 959}
900 960
901void 961void
902object::destroy (bool destroy_inventory) 962object::destroy (bool destroy_inventory)
903{ 963{
904 if (destroyed ()) 964 if (destroyed ())
905 return; 965 return;
906 966
907 if (more)
908 {
909 //TODO: non-head objects must not have inventory
910 more->destroy (destroy_inventory);
911 more = 0;
912 }
913
914 if (destroy_inventory) 967 if (destroy_inventory)
915 destroy_inv (true); 968 destroy_inv (false);
969
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
916 975
917 attachable::destroy (); 976 attachable::destroy ();
918} 977}
919 978
920/* 979/*
938 * 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
939 * 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
940 * object will have no environment. If the object previously had an 999 * object will have no environment. If the object previously had an
941 * environment, the x and y coordinates will be updated to 1000 * environment, the x and y coordinates will be updated to
942 * the previous environment. 1001 * the previous environment.
943 * Beware: This function is called from the editor as well!
944 */ 1002 */
945void 1003void
946object::remove () 1004object::do_remove ()
947{ 1005{
948 object *tmp, *last = 0; 1006 object *tmp, *last = 0;
949 object *otmp; 1007 object *otmp;
950 1008
951 if (QUERY_FLAG (this, FLAG_REMOVED)) 1009 if (QUERY_FLAG (this, FLAG_REMOVED))
973 * to save cpu time. 1031 * to save cpu time.
974 */ 1032 */
975 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1033 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
976 otmp->update_stats (); 1034 otmp->update_stats ();
977 1035
978 if (above != NULL) 1036 if (above)
979 above->below = below; 1037 above->below = below;
980 else 1038 else
981 env->inv = below; 1039 env->inv = below;
982 1040
983 if (below != NULL) 1041 if (below)
984 below->above = above; 1042 below->above = above;
985 1043
986 /* we set up values so that it could be inserted into 1044 /* we set up values so that it could be inserted into
987 * 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
988 * to the caller to decide what we want to do. 1046 * to the caller to decide what we want to do.
992 above = 0, below = 0; 1050 above = 0, below = 0;
993 env = 0; 1051 env = 0;
994 } 1052 }
995 else if (map) 1053 else if (map)
996 { 1054 {
997 /* Re did the following section of code - it looks like it had 1055 if (type == PLAYER)
998 * lots of logic for things we no longer care about
999 */ 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 ();
1000 1069
1001 /* link the object above us */ 1070 /* link the object above us */
1002 if (above) 1071 if (above)
1003 above->below = below; 1072 above->below = below;
1004 else 1073 else
1005 map->at (x, y).top = below; /* we were top, set new top */ 1074 ms.top = below; /* we were top, set new top */
1006 1075
1007 /* Relink the object below us, if there is one */ 1076 /* Relink the object below us, if there is one */
1008 if (below) 1077 if (below)
1009 below->above = above; 1078 below->above = above;
1010 else 1079 else
1012 /* 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
1013 * use translated coordinates in case some oddness with map tiling is 1082 * use translated coordinates in case some oddness with map tiling is
1014 * evident 1083 * evident
1015 */ 1084 */
1016 if (GET_MAP_OB (map, x, y) != this) 1085 if (GET_MAP_OB (map, x, y) != this)
1017 {
1018 char *dump = dump_object (this);
1019 LOG (llevError,
1020 "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", dump); 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 ());
1021 free (dump);
1022 dump = dump_object (GET_MAP_OB (map, x, y));
1023 LOG (llevError, "%s\n", dump);
1024 free (dump);
1025 }
1026 1087
1027 map->at (x, y).bot = above; /* goes on above it. */ 1088 ms.bot = above; /* goes on above it. */
1028 } 1089 }
1029 1090
1030 above = 0; 1091 above = 0;
1031 below = 0; 1092 below = 0;
1032 1093
1033 if (map->in_memory == MAP_SAVING) 1094 if (map->in_memory == MAP_SAVING)
1034 return; 1095 return;
1035 1096
1036 int check_walk_off = !flag [FLAG_NO_APPLY]; 1097 int check_walk_off = !flag [FLAG_NO_APPLY];
1037 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
1038 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) 1111 for (tmp = ms.bot; tmp; tmp = tmp->above)
1039 { 1112 {
1040 /* 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
1041 * being removed. 1114 * being removed.
1042 */ 1115 */
1043 1116
1044 if (tmp->type == PLAYER && tmp != this)
1045 {
1046 /* If a container that the player is currently using somehow gets
1047 * removed (most likely destroyed), update the player view
1048 * appropriately.
1049 */
1050 if (tmp->container == this)
1051 {
1052 flag [FLAG_APPLIED] = 0;
1053 tmp->container = 0;
1054 }
1055
1056 if (tmp->contr->ns)
1057 tmp->contr->ns->floorbox_update ();
1058 }
1059
1060 /* See if player moving off should effect something */ 1117 /* See if object moving off should effect something */
1061 if (check_walk_off 1118 if (check_walk_off
1062 && ((move_type & tmp->move_off) 1119 && ((move_type & tmp->move_off)
1063 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1120 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1064 { 1121 {
1065 move_apply (tmp, this, 0); 1122 move_apply (tmp, this, 0);
1066 1123
1067 if (destroyed ()) 1124 if (destroyed ())
1068 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 ());
1069 } 1126 }
1070 1127
1071 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1072
1073 if (tmp->above == tmp)
1074 tmp->above = 0;
1075
1076 last = tmp; 1128 last = tmp;
1077 } 1129 }
1078 1130
1079 /* 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?
1080 if (!last) 1133 if (!last)
1081 map->at (x, y).flags_ = P_NEED_UPDATE; 1134 map->at (x, y).flags_ = 0;
1082 else 1135 else
1083 update_object (last, UP_OBJ_REMOVE); 1136 update_object (last, UP_OBJ_REMOVE);
1084 1137
1085 if (flag [FLAG_BLOCKSVIEW] || glow_radius) 1138 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1086 update_all_los (map, x, y); 1139 update_all_los (map, x, y);
1099merge_ob (object *op, object *top) 1152merge_ob (object *op, object *top)
1100{ 1153{
1101 if (!op->nrof) 1154 if (!op->nrof)
1102 return 0; 1155 return 0;
1103 1156
1104 if (top) 1157 if (!top)
1105 for (top = op; top && top->above; top = top->above) 1158 for (top = op; top && top->above; top = top->above)
1106 ; 1159 ;
1107 1160
1108 for (; top; top = top->below) 1161 for (; top; top = top->below)
1109 { 1162 {
1122 } 1175 }
1123 1176
1124 return 0; 1177 return 0;
1125} 1178}
1126 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
1127/* 1203/*
1128 * 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
1129 * job preparing multi-part monsters 1205 * job preparing multi-part monsters.
1130 */ 1206 */
1131object * 1207object *
1132insert_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)
1133{ 1209{
1134 object *tmp;
1135
1136 if (op->head)
1137 op = op->head;
1138
1139 for (tmp = op; tmp; tmp = tmp->more) 1210 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1140 { 1211 {
1141 tmp->x = x + tmp->arch->clone.x; 1212 tmp->x = x + tmp->arch->x;
1142 tmp->y = y + tmp->arch->clone.y; 1213 tmp->y = y + tmp->arch->y;
1143 } 1214 }
1144 1215
1145 return insert_ob_in_map (op, m, originator, flag); 1216 return insert_ob_in_map (op, m, originator, flag);
1146} 1217}
1147 1218
1166 * just 'op' otherwise 1237 * just 'op' otherwise
1167 */ 1238 */
1168object * 1239object *
1169insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1240insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1170{ 1241{
1242 assert (!op->flag [FLAG_FREED]);
1243
1171 object *tmp, *top, *floor = NULL; 1244 object *top, *floor = NULL;
1172 sint16 x, y;
1173 1245
1174 if (QUERY_FLAG (op, FLAG_FREED)) 1246 op->remove ();
1175 {
1176 LOG (llevError, "Trying to insert freed object!\n");
1177 return NULL;
1178 }
1179
1180 if (m == NULL)
1181 {
1182 char *dump = dump_object (op);
1183 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1184 free (dump);
1185 return op;
1186 }
1187
1188 if (out_of_map (m, op->x, op->y))
1189 {
1190 char *dump = dump_object (op);
1191 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1192#ifdef MANY_CORES
1193 /* Better to catch this here, as otherwise the next use of this object
1194 * is likely to cause a crash. Better to find out where it is getting
1195 * improperly inserted.
1196 */
1197 abort ();
1198#endif
1199 free (dump);
1200 return op;
1201 }
1202
1203 if (!QUERY_FLAG (op, FLAG_REMOVED))
1204 {
1205 char *dump = dump_object (op);
1206 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1207 free (dump);
1208 return op;
1209 }
1210
1211 if (op->more)
1212 {
1213 /* The part may be on a different map. */
1214
1215 object *more = op->more;
1216
1217 /* We really need the caller to normalize coordinates - if
1218 * we set the map, that doesn't work if the location is within
1219 * a map and this is straddling an edge. So only if coordinate
1220 * is clear wrong do we normalize it.
1221 */
1222 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1223 more->map = get_map_from_coord (m, &more->x, &more->y);
1224 else if (!more->map)
1225 {
1226 /* For backwards compatibility - when not dealing with tiled maps,
1227 * more->map should always point to the parent.
1228 */
1229 more->map = m;
1230 }
1231
1232 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1233 {
1234 if (!op->head)
1235 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1236
1237 return 0;
1238 }
1239 }
1240
1241 CLEAR_FLAG (op, FLAG_REMOVED);
1242 1247
1243 /* Ideally, the caller figures this out. However, it complicates a lot 1248 /* Ideally, the caller figures this out. However, it complicates a lot
1244 * of areas of callers (eg, anything that uses find_free_spot would now 1249 * of areas of callers (eg, anything that uses find_free_spot would now
1245 * need extra work 1250 * need extra work
1246 */ 1251 */
1247 op->map = get_map_from_coord (m, &op->x, &op->y); 1252 if (!xy_normalise (m, op->x, op->y))
1248 x = op->x; 1253 {
1249 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 ();
1250 1266
1251 /* this has to be done after we translate the coordinates. 1267 /* this has to be done after we translate the coordinates.
1252 */ 1268 */
1253 if (op->nrof && !(flag & INS_NO_MERGE)) 1269 if (op->nrof && !(flag & INS_NO_MERGE))
1254 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1270 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1255 if (object::can_merge (op, tmp)) 1271 if (object::can_merge (op, tmp))
1256 { 1272 {
1257 op->nrof += tmp->nrof; 1273 op->nrof += tmp->nrof;
1258 tmp->destroy (); 1274 tmp->destroy ();
1259 } 1275 }
1276 op->below = originator->below; 1292 op->below = originator->below;
1277 1293
1278 if (op->below) 1294 if (op->below)
1279 op->below->above = op; 1295 op->below->above = op;
1280 else 1296 else
1281 op->ms ().bot = op; 1297 ms.bot = op;
1282 1298
1283 /* since *below* originator, no need to update top */ 1299 /* since *below* originator, no need to update top */
1284 originator->below = op; 1300 originator->below = op;
1285 } 1301 }
1286 else 1302 else
1287 { 1303 {
1304 top = ms.bot;
1305
1288 /* If there are other objects, then */ 1306 /* If there are other objects, then */
1289 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1307 if (top)
1290 { 1308 {
1291 object *last = NULL; 1309 object *last = 0;
1292 1310
1293 /* 1311 /*
1294 * 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.
1295 * We've already dealt with merging if appropriate. 1313 * We've already dealt with merging if appropriate.
1296 * 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
1300 * 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
1301 * 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
1302 * 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
1303 * that flying non pickable objects are spell objects. 1321 * that flying non pickable objects are spell objects.
1304 */ 1322 */
1305 1323 for (top = ms.bot; top; top = top->above)
1306 while (top != NULL)
1307 { 1324 {
1308 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))
1309 floor = top; 1326 floor = top;
1310 1327
1311 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))
1314 top = top->below; 1331 top = top->below;
1315 break; 1332 break;
1316 } 1333 }
1317 1334
1318 last = top; 1335 last = top;
1319 top = top->above;
1320 } 1336 }
1321 1337
1322 /* 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 */
1323 top = last; 1339 top = last;
1324 1340
1326 * looks like instead of lots of conditions here. 1342 * looks like instead of lots of conditions here.
1327 * makes things faster, and effectively the same result. 1343 * makes things faster, and effectively the same result.
1328 */ 1344 */
1329 1345
1330 /* Have object 'fall below' other objects that block view. 1346 /* Have object 'fall below' other objects that block view.
1331 * Unless those objects are exits, type 66 1347 * Unless those objects are exits.
1332 * If INS_ON_TOP is used, don't do this processing 1348 * If INS_ON_TOP is used, don't do this processing
1333 * Need to find the object that in fact blocks view, otherwise 1349 * Need to find the object that in fact blocks view, otherwise
1334 * stacking is a bit odd. 1350 * stacking is a bit odd.
1335 */ 1351 */
1336 if (!(flag & INS_ON_TOP) && 1352 if (!(flag & INS_ON_TOP)
1337 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1353 && ms.flags () & P_BLOCKSVIEW
1354 && (op->face && !faces [op->face].visibility))
1338 { 1355 {
1339 for (last = top; last != floor; last = last->below) 1356 for (last = top; last != floor; last = last->below)
1340 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1357 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1341 break; 1358 break;
1359
1342 /* Check to see if we found the object that blocks view, 1360 /* Check to see if we found the object that blocks view,
1343 * 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
1344 * we can get inserted below this one, which requires we 1362 * we can get inserted below this one, which requires we
1345 * set top to the object below us. 1363 * set top to the object below us.
1346 */ 1364 */
1347 if (last && last->below && last != floor) 1365 if (last && last->below && last != floor)
1348 top = last->below; 1366 top = last->below;
1349 } 1367 }
1350 } /* If objects on this space */ 1368 } /* If objects on this space */
1351 1369
1352 if (flag & INS_MAP_LOAD)
1353 top = GET_MAP_TOP (op->map, op->x, op->y);
1354
1355 if (flag & INS_ABOVE_FLOOR_ONLY) 1370 if (flag & INS_ABOVE_FLOOR_ONLY)
1356 top = floor; 1371 top = floor;
1357 1372
1358 /* 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.
1359 */ 1374 */
1360 1375
1361 /* First object on this space */ 1376 /* First object on this space */
1362 if (!top) 1377 if (!top)
1363 { 1378 {
1364 op->above = GET_MAP_OB (op->map, op->x, op->y); 1379 op->above = ms.bot;
1365 1380
1366 if (op->above) 1381 if (op->above)
1367 op->above->below = op; 1382 op->above->below = op;
1368 1383
1369 op->below = NULL; 1384 op->below = 0;
1370 op->ms ().bot = op; 1385 ms.bot = op;
1371 } 1386 }
1372 else 1387 else
1373 { /* get inserted into the stack above top */ 1388 { /* get inserted into the stack above top */
1374 op->above = top->above; 1389 op->above = top->above;
1375 1390
1378 1393
1379 op->below = top; 1394 op->below = top;
1380 top->above = op; 1395 top->above = op;
1381 } 1396 }
1382 1397
1383 if (op->above == NULL) 1398 if (!op->above)
1384 op->ms ().top = op; 1399 ms.top = op;
1385 } /* else not INS_BELOW_ORIGINATOR */ 1400 } /* else not INS_BELOW_ORIGINATOR */
1386 1401
1387 if (op->type == PLAYER) 1402 if (op->type == PLAYER)
1403 {
1388 op->contr->do_los = 1; 1404 op->contr->do_los = 1;
1405 ++op->map->players;
1406 op->map->touch ();
1407 }
1389 1408
1390 /* If we have a floor, we know the player, if any, will be above 1409 op->map->dirty = true;
1391 * it, so save a few ticks and start from there. 1410
1392 */
1393 if (!(flag & INS_MAP_LOAD))
1394 if (object *pl = op->ms ().player ()) 1411 if (object *pl = ms.player ())
1395 if (pl->contr->ns)
1396 pl->contr->ns->floorbox_update (); 1412 pl->contr->ns->floorbox_update ();
1397 1413
1398 /* If this object glows, it may affect lighting conditions that are 1414 /* If this object glows, it may affect lighting conditions that are
1399 * 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
1400 * 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
1401 * on the map will get recalculated. The players could very well 1417 * on the map will get recalculated. The players could very well
1402 * 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 -
1403 * this should get redone to only look for players within range, 1419 * this should get redone to only look for players within range,
1404 * or just updating the P_NEED_UPDATE for spaces within this area 1420 * or just updating the P_UPTODATE for spaces within this area
1405 * of effect may be sufficient. 1421 * of effect may be sufficient.
1406 */ 1422 */
1407 if (op->map->darkness && (op->glow_radius != 0)) 1423 if (op->map->darkness && (op->glow_radius != 0))
1408 update_all_los (op->map, op->x, op->y); 1424 update_all_los (op->map, op->x, op->y);
1409 1425
1420 * blocked() and wall() work properly), and these flags are updated by 1436 * blocked() and wall() work properly), and these flags are updated by
1421 * update_object(). 1437 * update_object().
1422 */ 1438 */
1423 1439
1424 /* 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 */
1425 if (!(flag & INS_NO_WALK_ON) && !op->head) 1441 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1426 { 1442 {
1427 if (check_move_on (op, originator)) 1443 if (check_move_on (op, originator))
1428 return 0; 1444 return 0;
1429 1445
1430 /* 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
1431 * walk on's. 1447 * walk on's.
1432 */ 1448 */
1433 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1449 for (object *tmp = op->more; tmp; tmp = tmp->more)
1434 if (check_move_on (tmp, originator)) 1450 if (check_move_on (tmp, originator))
1435 return 0; 1451 return 0;
1436 } 1452 }
1437 1453
1438 return op; 1454 return op;
1447{ 1463{
1448 object *tmp, *tmp1; 1464 object *tmp, *tmp1;
1449 1465
1450 /* first search for itself and remove any old instances */ 1466 /* first search for itself and remove any old instances */
1451 1467
1452 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)
1453 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1469 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1454 tmp->destroy (); 1470 tmp->destroy ();
1455 1471
1456 tmp1 = arch_to_object (archetype::find (arch_string)); 1472 tmp1 = arch_to_object (archetype::find (arch_string));
1457 1473
1458 tmp1->x = op->x; 1474 tmp1->x = op->x;
1459 tmp1->y = op->y; 1475 tmp1->y = op->y;
1460 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);
1461} 1483}
1462 1484
1463/* 1485/*
1464 * 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
1465 * is returned contains nr objects, and the remaining parts contains 1487 * is returned contains nr objects, and the remaining parts contains
1466 * 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).
1467 * On failure, NULL is returned, and the reason put into the 1489 * On failure, NULL is returned, and the reason put into the
1468 * global static errmsg array. 1490 * global static errmsg array.
1469 */ 1491 */
1470
1471object * 1492object *
1472get_split_ob (object *orig_ob, uint32 nr) 1493get_split_ob (object *orig_ob, uint32 nr)
1473{ 1494{
1474 object *newob; 1495 object *newob;
1475 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1496 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1506 * 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
1507 * is subsequently removed and freed. 1528 * is subsequently removed and freed.
1508 * 1529 *
1509 * 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
1510 */ 1531 */
1511
1512object * 1532object *
1513decrease_ob_nr (object *op, uint32 i) 1533decrease_ob_nr (object *op, uint32 i)
1514{ 1534{
1515 object *tmp; 1535 object *tmp;
1516 1536
1591 1611
1592/* 1612/*
1593 * add_weight(object, weight) adds the specified weight to an object, 1613 * add_weight(object, weight) adds the specified weight to an object,
1594 * and also updates how much the environment(s) is/are carrying. 1614 * and also updates how much the environment(s) is/are carrying.
1595 */ 1615 */
1596
1597void 1616void
1598add_weight (object *op, signed long weight) 1617add_weight (object *op, signed long weight)
1599{ 1618{
1600 while (op != NULL) 1619 while (op != NULL)
1601 { 1620 {
1616 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);
1617 free (dump); 1636 free (dump);
1618 return op; 1637 return op;
1619 } 1638 }
1620 1639
1621 if (where->head) 1640 if (where->head_ () != where)
1622 { 1641 {
1623 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");
1624 where = where->head; 1643 where = where->head;
1625 } 1644 }
1626 1645
1627 return where->insert (op); 1646 return where->insert (op);
1628} 1647}
1633 * inside the object environment. 1652 * inside the object environment.
1634 * 1653 *
1635 * 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
1636 * be != op, if items are merged. -Tero 1655 * be != op, if items are merged. -Tero
1637 */ 1656 */
1638
1639object * 1657object *
1640object::insert (object *op) 1658object::insert (object *op)
1641{ 1659{
1642 object *tmp, *otmp;
1643
1644 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1660 if (!QUERY_FLAG (op, FLAG_REMOVED))
1645 op->remove (); 1661 op->remove ();
1646 1662
1647 if (op->more) 1663 if (op->more)
1648 { 1664 {
1650 return op; 1666 return op;
1651 } 1667 }
1652 1668
1653 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1669 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1654 CLEAR_FLAG (op, FLAG_REMOVED); 1670 CLEAR_FLAG (op, FLAG_REMOVED);
1671
1655 if (op->nrof) 1672 if (op->nrof)
1656 { 1673 {
1657 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1674 for (object *tmp = inv; tmp; tmp = tmp->below)
1658 if (object::can_merge (tmp, op)) 1675 if (object::can_merge (tmp, op))
1659 { 1676 {
1660 /* return the original object and remove inserted object 1677 /* return the original object and remove inserted object
1661 (client needs the original object) */ 1678 (client needs the original object) */
1662 tmp->nrof += op->nrof; 1679 tmp->nrof += op->nrof;
1681 add_weight (this, op->weight * op->nrof); 1698 add_weight (this, op->weight * op->nrof);
1682 } 1699 }
1683 else 1700 else
1684 add_weight (this, (op->weight + op->carrying)); 1701 add_weight (this, (op->weight + op->carrying));
1685 1702
1686 otmp = this->in_player (); 1703 if (object *otmp = this->in_player ())
1687 if (otmp && otmp->contr)
1688 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1704 if (otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1689 otmp->update_stats (); 1705 otmp->update_stats ();
1690 1706
1707 op->owner = 0; // its his/hers now. period.
1691 op->map = 0; 1708 op->map = 0;
1692 op->env = this; 1709 op->env = this;
1693 op->above = 0; 1710 op->above = 0;
1694 op->below = 0; 1711 op->below = 0;
1695 op->x = 0, op->y = 0; 1712 op->x = op->y = 0;
1696 1713
1697 /* 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 */
1698 if ((op->glow_radius != 0) && map) 1715 if (op->glow_radius && map)
1699 { 1716 {
1700#ifdef DEBUG_LIGHTS 1717#ifdef DEBUG_LIGHTS
1701 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);
1702#endif /* DEBUG_LIGHTS */ 1719#endif /* DEBUG_LIGHTS */
1703 if (map->darkness) 1720 if (map->darkness)
1739 * 1756 *
1740 * 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
1741 * 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
1742 * on top. 1759 * on top.
1743 */ 1760 */
1744
1745int 1761int
1746check_move_on (object *op, object *originator) 1762check_move_on (object *op, object *originator)
1747{ 1763{
1748 object *tmp; 1764 object *tmp;
1749 maptile *m = op->map; 1765 maptile *m = op->map;
1776 1792
1777 /* The objects have to be checked from top to bottom. 1793 /* The objects have to be checked from top to bottom.
1778 * Hence, we first go to the top: 1794 * Hence, we first go to the top:
1779 */ 1795 */
1780 1796
1781 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp && tmp->above; tmp = tmp->above) 1797 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1782 { 1798 {
1783 /* Trim the search when we find the first other spell effect 1799 /* Trim the search when we find the first other spell effect
1784 * 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,
1785 * we don't need to check all of them. 1801 * we don't need to check all of them.
1786 */ 1802 */
1804 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1820 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1805 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1821 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1806 { 1822 {
1807 1823
1808 float 1824 float
1809 diff = tmp->move_slow_penalty * FABS (op->speed); 1825 diff = tmp->move_slow_penalty * fabs (op->speed);
1810 1826
1811 if (op->type == PLAYER) 1827 if (op->type == PLAYER)
1812 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)) ||
1813 (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)))
1814 diff /= 4.0; 1830 diff /= 4.0;
1844 * The first matching object is returned, or NULL if none. 1860 * The first matching object is returned, or NULL if none.
1845 */ 1861 */
1846object * 1862object *
1847present_arch (const archetype *at, maptile *m, int x, int y) 1863present_arch (const archetype *at, maptile *m, int x, int y)
1848{ 1864{
1849 if (m == NULL || out_of_map (m, x, y)) 1865 if (!m || out_of_map (m, x, y))
1850 { 1866 {
1851 LOG (llevError, "Present_arch called outside map.\n"); 1867 LOG (llevError, "Present_arch called outside map.\n");
1852 return NULL; 1868 return NULL;
1853 } 1869 }
1854 1870
1855 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1871 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1856 if (tmp->arch == at) 1872 if (tmp->arch == at)
1857 return tmp; 1873 return tmp;
1858 1874
1859 return NULL; 1875 return NULL;
1860} 1876}
1871 { 1887 {
1872 LOG (llevError, "Present called outside map.\n"); 1888 LOG (llevError, "Present called outside map.\n");
1873 return NULL; 1889 return NULL;
1874 } 1890 }
1875 1891
1876 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1892 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1877 if (tmp->type == type) 1893 if (tmp->type == type)
1878 return tmp; 1894 return tmp;
1879 1895
1880 return NULL; 1896 return NULL;
1881} 1897}
1938 * activate recursively a flag on an object inventory 1954 * activate recursively a flag on an object inventory
1939 */ 1955 */
1940void 1956void
1941flag_inv (object *op, int flag) 1957flag_inv (object *op, int flag)
1942{ 1958{
1943 if (op->inv)
1944 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1959 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1945 { 1960 {
1946 SET_FLAG (tmp, flag); 1961 SET_FLAG (tmp, flag);
1947 flag_inv (tmp, flag); 1962 flag_inv (tmp, flag);
1948 } 1963 }
1949} 1964}
1950 1965
1951/* 1966/*
1952 * deactivate recursively a flag on an object inventory 1967 * deactivate recursively a flag on an object inventory
1953 */ 1968 */
1954void 1969void
1955unflag_inv (object *op, int flag) 1970unflag_inv (object *op, int flag)
1956{ 1971{
1957 if (op->inv)
1958 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1972 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1959 { 1973 {
1960 CLEAR_FLAG (tmp, flag); 1974 CLEAR_FLAG (tmp, flag);
1961 unflag_inv (tmp, flag); 1975 unflag_inv (tmp, flag);
1962 } 1976 }
1963}
1964
1965/*
1966 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1967 * all it's inventory (recursively).
1968 * If checksums are used, a player will get set_cheat called for
1969 * him/her-self and all object carried by a call to this function.
1970 */
1971void
1972set_cheat (object *op)
1973{
1974 SET_FLAG (op, FLAG_WAS_WIZ);
1975 flag_inv (op, FLAG_WAS_WIZ);
1976} 1977}
1977 1978
1978/* 1979/*
1979 * 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
1980 * 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
1982 * to search (see the freearr_x/y[] definition). 1983 * to search (see the freearr_x/y[] definition).
1983 * It returns a random choice among the alternatives found. 1984 * It returns a random choice among the alternatives found.
1984 * start and stop are where to start relative to the free_arr array (1,9 1985 * start and stop are where to start relative to the free_arr array (1,9
1985 * does all 4 immediate directions). This returns the index into the 1986 * does all 4 immediate directions). This returns the index into the
1986 * array of the free spot, -1 if no spot available (dir 0 = x,y) 1987 * array of the free spot, -1 if no spot available (dir 0 = x,y)
1987 * Note - this only checks to see if there is space for the head of the
1988 * object - if it is a multispace object, this should be called for all
1989 * pieces.
1990 * Note2: This function does correctly handle tiled maps, but does not 1988 * Note: This function does correctly handle tiled maps, but does not
1991 * inform the caller. However, insert_ob_in_map will update as 1989 * inform the caller. However, insert_ob_in_map will update as
1992 * 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.
1993 * 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
1994 * 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
1995 * 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
1997 * customized, changed states, etc. 1995 * customized, changed states, etc.
1998 */ 1996 */
1999int 1997int
2000find_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)
2001{ 1999{
2000 int altern[SIZEOFFREE];
2002 int index = 0, flag; 2001 int index = 0, flag;
2003 int altern[SIZEOFFREE];
2004 2002
2005 for (int i = start; i < stop; i++) 2003 for (int i = start; i < stop; i++)
2006 { 2004 {
2007 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2005 mapxy pos (m, x, y); pos.move (i);
2008 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 {
2009 altern [index++] = i; 2021 altern [index++] = i;
2022 continue;
2023 }
2010 2024
2011 /* 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.
2012 * 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.
2013 * 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 -
2014 * 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
2015 * 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
2016 * to only the spaces immediately surrounding the target area, and 2030 * to only the spaces immediately surrounding the target area, and
2017 * won't look 2 spaces south of the target space. 2031 * won't look 2 spaces south of the target space.
2018 */ 2032 */
2019 else if ((flag & P_NO_PASS) && maxfree[i] < stop) 2033 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2034 {
2020 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;
2021 } 2049 }
2022 2050
2023 if (!index) 2051 if (!index)
2024 return -1; 2052 return -1;
2025 2053
2026 return altern[RANDOM () % index]; 2054 return altern [rndm (index)];
2027} 2055}
2028 2056
2029/* 2057/*
2030 * find_first_free_spot(archetype, maptile, x, y) works like 2058 * find_first_free_spot(archetype, maptile, x, y) works like
2031 * find_free_spot(), but it will search max number of squares. 2059 * find_free_spot(), but it will search max number of squares.
2034 */ 2062 */
2035int 2063int
2036find_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)
2037{ 2065{
2038 for (int i = 0; i < SIZEOFFREE; i++) 2066 for (int i = 0; i < SIZEOFFREE; i++)
2039 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]))
2040 return i; 2068 return i;
2041 2069
2042 return -1; 2070 return -1;
2043} 2071}
2044 2072
2052{ 2080{
2053 arr += begin; 2081 arr += begin;
2054 end -= begin; 2082 end -= begin;
2055 2083
2056 while (--end) 2084 while (--end)
2057 swap (arr [end], arr [RANDOM () % (end + 1)]); 2085 swap (arr [end], arr [rndm (end + 1)]);
2058} 2086}
2059 2087
2060/* new function to make monster searching more efficient, and effective! 2088/* new function to make monster searching more efficient, and effective!
2061 * This basically returns a randomized array (in the passed pointer) of 2089 * This basically returns a randomized array (in the passed pointer) of
2062 * the spaces to find monsters. In this way, it won't always look for 2090 * the spaces to find monsters. In this way, it won't always look for
2098 object *tmp; 2126 object *tmp;
2099 maptile *mp; 2127 maptile *mp;
2100 2128
2101 MoveType blocked, move_type; 2129 MoveType blocked, move_type;
2102 2130
2103 if (exclude && exclude->head) 2131 if (exclude && exclude->head_ () != exclude)
2104 { 2132 {
2105 exclude = exclude->head; 2133 exclude = exclude->head;
2106 move_type = exclude->move_type; 2134 move_type = exclude->move_type;
2107 } 2135 }
2108 else 2136 else
2131 max = maxfree[i]; 2159 max = maxfree[i];
2132 else if (mflags & P_IS_ALIVE) 2160 else if (mflags & P_IS_ALIVE)
2133 { 2161 {
2134 for (tmp = ms.bot; tmp; tmp = tmp->above) 2162 for (tmp = ms.bot; tmp; tmp = tmp->above)
2135 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2163 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2136 && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2164 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2137 break; 2165 break;
2138 2166
2139 if (tmp) 2167 if (tmp)
2140 return freedir[i]; 2168 return freedir[i];
2141 } 2169 }
2196 2224
2197 return 3; 2225 return 3;
2198} 2226}
2199 2227
2200/* 2228/*
2201 * absdir(int): Returns a number between 1 and 8, which represent
2202 * the "absolute" direction of a number (it actually takes care of
2203 * "overflow" in previous calculations of a direction).
2204 */
2205
2206int
2207absdir (int d)
2208{
2209 while (d < 1)
2210 d += 8;
2211
2212 while (d > 8)
2213 d -= 8;
2214
2215 return d;
2216}
2217
2218/*
2219 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2229 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2220 * between two directions (which are expected to be absolute (see absdir()) 2230 * between two directions (which are expected to be absolute (see absdir())
2221 */ 2231 */
2222
2223int 2232int
2224dirdiff (int dir1, int dir2) 2233dirdiff (int dir1, int dir2)
2225{ 2234{
2226 int d; 2235 int d;
2227 2236
2340 * 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
2341 * core dumps if they do. 2350 * core dumps if they do.
2342 * 2351 *
2343 * 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)
2344 */ 2353 */
2345
2346int 2354int
2347can_pick (const object *who, const object *item) 2355can_pick (const object *who, const object *item)
2348{ 2356{
2349 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2357 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2350 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2358 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2355 * create clone from object to another 2363 * create clone from object to another
2356 */ 2364 */
2357object * 2365object *
2358object_create_clone (object *asrc) 2366object_create_clone (object *asrc)
2359{ 2367{
2360 object *dst = 0, *tmp, *src, *part, *prev, *item; 2368 object *dst = 0, *tmp, *src, *prev, *item;
2361 2369
2362 if (!asrc) 2370 if (!asrc)
2363 return 0; 2371 return 0;
2364 2372
2365 src = asrc;
2366 if (src->head)
2367 src = src->head; 2373 src = asrc->head_ ();
2368 2374
2369 prev = 0; 2375 prev = 0;
2370 for (part = src; part; part = part->more) 2376 for (object *part = src; part; part = part->more)
2371 { 2377 {
2372 tmp = part->clone (); 2378 tmp = part->clone ();
2373 tmp->x -= src->x; 2379 tmp->x -= src->x;
2374 tmp->y -= src->y; 2380 tmp->y -= src->y;
2375 2381
2391 2397
2392 for (item = src->inv; item; item = item->below) 2398 for (item = src->inv; item; item = item->below)
2393 insert_ob_in_ob (object_create_clone (item), dst); 2399 insert_ob_in_ob (object_create_clone (item), dst);
2394 2400
2395 return dst; 2401 return dst;
2396}
2397
2398/* GROS - Creates an object using a string representing its content. */
2399/* Basically, we save the content of the string to a temp file, then call */
2400/* load_object on it. I admit it is a highly inefficient way to make things, */
2401/* but it was simple to make and allows reusing the load_object function. */
2402/* Remember not to use load_object_str in a time-critical situation. */
2403/* Also remember that multiparts objects are not supported for now. */
2404object *
2405load_object_str (const char *obstr)
2406{
2407 object *op;
2408 char filename[MAX_BUF];
2409
2410 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2411
2412 FILE *tempfile = fopen (filename, "w");
2413
2414 if (tempfile == NULL)
2415 {
2416 LOG (llevError, "Error - Unable to access load object temp file\n");
2417 return NULL;
2418 }
2419
2420 fprintf (tempfile, obstr);
2421 fclose (tempfile);
2422
2423 op = object::create ();
2424
2425 object_thawer thawer (filename);
2426
2427 if (thawer)
2428 load_object (thawer, op, 0);
2429
2430 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2431 CLEAR_FLAG (op, FLAG_REMOVED);
2432
2433 return op;
2434} 2402}
2435 2403
2436/* This returns the first object in who's inventory that 2404/* This returns the first object in who's inventory that
2437 * has the same type and subtype match. 2405 * has the same type and subtype match.
2438 * returns NULL if no match. 2406 * returns NULL if no match.
2493 if (link->key == canonical_key) 2461 if (link->key == canonical_key)
2494 return link->value; 2462 return link->value;
2495 2463
2496 return 0; 2464 return 0;
2497} 2465}
2498
2499 2466
2500/* 2467/*
2501 * Updates the canonical_key in op to value. 2468 * Updates the canonical_key in op to value.
2502 * 2469 *
2503 * 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).
2527 /* Basically, if the archetype has this key set, 2494 /* Basically, if the archetype has this key set,
2528 * we need to store the null value so when we save 2495 * we need to store the null value so when we save
2529 * it, we save the empty value so that when we load, 2496 * it, we save the empty value so that when we load,
2530 * we get this value back again. 2497 * we get this value back again.
2531 */ 2498 */
2532 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2499 if (get_ob_key_link (op->arch, canonical_key))
2533 field->value = 0; 2500 field->value = 0;
2534 else 2501 else
2535 { 2502 {
2536 if (last) 2503 if (last)
2537 last->next = field->next; 2504 last->next = field->next;
2606 } 2573 }
2607 else 2574 else
2608 item = item->env; 2575 item = item->env;
2609} 2576}
2610 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
2611// 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
2612const char * 2607const char *
2613object::debug_desc (char *info) const 2608object::debug_desc (char *info) const
2614{ 2609{
2610 char flagdesc[512];
2615 char info2[256 * 3]; 2611 char info2[256 * 4];
2616 char *p = info; 2612 char *p = info;
2617 2613
2618 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}",
2619 count, 2615 count,
2616 uuid.c_str (),
2620 &name, 2617 &name,
2621 title ? " " : "", 2618 title ? "\",title:\"" : "",
2622 title ? (const char *)title : ""); 2619 title ? (const char *)title : "",
2620 flag_desc (flagdesc, 512), type);
2623 2621
2624 if (env) 2622 if (!this->flag[FLAG_REMOVED] && env)
2625 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2623 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2626 2624
2627 if (map) 2625 if (map)
2628 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);
2629 2627
2630 return info; 2628 return info;
2631} 2629}
2632 2630
2633const char * 2631const char *
2634object::debug_desc () const 2632object::debug_desc () const
2635{ 2633{
2636 static char info[256 * 3]; 2634 static char info[3][256 * 4];
2635 static int info_idx;
2636
2637 return debug_desc (info); 2637 return debug_desc (info [++info_idx % 3]);
2638} 2638}
2639 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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