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Comparing deliantra/server/common/object.C (file contents):
Revision 1.81 by root, Sat Dec 23 13:56:25 2006 UTC vs.
Revision 1.204 by root, Fri Apr 11 17:01:52 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; 39static uint64_t seq_next_save;
39const uint64 UUID_SKIP = 1<<19; 40static const uint64 UUID_GAP = 1<<19;
40 41
41object *active_objects; /* List of active objects that need to be processed */ 42objectvec objects;
43activevec actives;
42 44
43short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 45short freearr_x[SIZEOFFREE] = {
46 0,
47 0, 1, 1, 1, 0, -1, -1, -1,
48 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 49 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}; 50};
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, 51short freearr_y[SIZEOFFREE] = {
52 0,
53 -1, -1, 0, 1, 1, 1, 0, -1,
54 -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 55 -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}; 56};
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, 57int maxfree[SIZEOFFREE] = {
58 0,
59 9, 10, 13, 14, 17, 18, 21, 22,
60 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 61 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}; 62};
52int freedir[SIZEOFFREE] = { 63int 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, 64 0,
65 1, 2, 3, 4, 5, 6, 7, 8,
66 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 67 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}; 68};
56 69
57static void 70static void
58write_uuid (void) 71write_uuid (uval64 skip, bool sync)
59{ 72{
60 char filename1[MAX_BUF], filename2[MAX_BUF]; 73 CALL_BEGIN (2);
61 74 CALL_ARG_SV (newSVval64 (skip));
62 sprintf (filename1, "%s/uuid", settings.localdir); 75 CALL_ARG_SV (boolSV (sync));
63 sprintf (filename2, "%s/uuid~", settings.localdir); 76 CALL_CALL ("cf::write_uuid", G_DISCARD);
64 77 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} 78}
77 79
78static void 80static void
79read_uuid (void) 81read_uuid (void)
80{ 82{
81 char filename[MAX_BUF]; 83 char filename[MAX_BUF];
82 84
83 sprintf (filename, "%s/uuid", settings.localdir); 85 sprintf (filename, "%s/uuid", settings.localdir);
84 86
87 seq_next_save = 0;
88
85 FILE *fp; 89 FILE *fp;
86 90
87 if (!(fp = fopen (filename, "r"))) 91 if (!(fp = fopen (filename, "r")))
88 { 92 {
89 if (errno == ENOENT) 93 if (errno == ENOENT)
90 { 94 {
91 LOG (llevInfo, "RESET uid to 1\n"); 95 LOG (llevInfo, "RESET uid to 1\n");
92 uuid.seq = 0; 96 UUID::cur.seq = 0;
93 write_uuid (); 97 write_uuid (UUID_GAP, true);
94 return; 98 return;
95 } 99 }
96 100
97 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename); 101 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
98 _exit (1); 102 _exit (1);
99 } 103 }
100 104
101 int version; 105 UUID::BUF buf;
102 unsigned long long uid; 106 buf[0] = 0;
103 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1) 107 fgets (buf, sizeof (buf), fp);
108
109 if (!UUID::cur.parse (buf))
104 { 110 {
105 LOG (llevError, "FATAL: error reading uid from %s!\n", filename); 111 LOG (llevError, "FATAL: error reading uid from %s (%s)!\n", filename, buf);
106 _exit (1); 112 _exit (1);
107 } 113 }
108 114
109 uuid.seq = uid; 115 LOG (llevDebug, "read UUID: %s\n", UUID::cur.c_str ());
110 write_uuid (); 116
111 LOG (llevDebug, "read UID: %" PRId64 "\n", uid); 117 write_uuid (UUID_GAP, true);
112 fclose (fp); 118 fclose (fp);
113} 119}
114 120
115UUID 121UUID
116gen_uuid () 122UUID::gen ()
117{ 123{
118 UUID uid; 124 UUID uid;
119 125
120 uid.seq = ++uuid.seq; 126 uid.seq = ++cur.seq;
121 127
122 if (!(uuid.seq & (UUID_SKIP - 1))) 128 if (expect_false (cur.seq >= seq_next_save))
123 write_uuid (); 129 {
130 seq_next_save = UUID::cur.seq + (UUID_GAP >> 1);
131 write_uuid (UUID_GAP, false);
132 }
133
124 134
125 return uid; 135 return uid;
126} 136}
127 137
128void 138void
129init_uuid () 139UUID::init ()
130{ 140{
131 read_uuid (); 141 read_uuid ();
132} 142}
133 143
134/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 144/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
141 * objects with lists are rare, and lists stay short. If not, use a 151 * objects with lists are rare, and lists stay short. If not, use a
142 * different structure or at least keep the lists sorted... 152 * different structure or at least keep the lists sorted...
143 */ 153 */
144 154
145 /* For each field in wants, */ 155 /* For each field in wants, */
146 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) 156 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
147 { 157 {
148 key_value *has_field; 158 key_value *has_field;
149 159
150 /* Look for a field in has with the same key. */ 160 /* Look for a field in has with the same key. */
151 has_field = get_ob_key_link (has, wants_field->key); 161 has_field = get_ob_key_link (has, wants_field->key);
190 * Check nrof variable *before* calling can_merge() 200 * Check nrof variable *before* calling can_merge()
191 * 201 *
192 * Improvements made with merge: Better checking on potion, and also 202 * Improvements made with merge: Better checking on potion, and also
193 * check weight 203 * check weight
194 */ 204 */
195
196bool object::can_merge_slow (object *ob1, object *ob2) 205bool object::can_merge_slow (object *ob1, object *ob2)
197{ 206{
198 /* A couple quicksanity checks */ 207 /* A couple quicksanity checks */
199 if (ob1 == ob2 208 if (ob1 == ob2
200 || ob1->type != ob2->type 209 || ob1->type != ob2->type
253 /* This is really a spellbook check - really, we should 262 /* This is really a spellbook check - really, we should
254 * check all objects in the inventory. 263 * check all objects in the inventory.
255 */ 264 */
256 if (ob1->inv || ob2->inv) 265 if (ob1->inv || ob2->inv)
257 { 266 {
258 /* if one object has inventory but the other doesn't, not equiv */ 267 if (!(ob1->inv && ob2->inv))
259 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 268 return 0; /* inventories differ in length */
260 return 0;
261 269
262 /* Now check to see if the two inventory objects could merge */ 270 if (ob1->inv->below || ob2->inv->below)
271 return 0; /* more than one object in inv */
272
263 if (!object::can_merge (ob1->inv, ob2->inv)) 273 if (!object::can_merge (ob1->inv, ob2->inv))
264 return 0; 274 return 0; /* inventory objexts differ */
265 275
266 /* inventory ok - still need to check rest of this object to see 276 /* inventory ok - still need to check rest of this object to see
267 * if it is valid. 277 * if it is valid.
268 */ 278 */
269 } 279 }
277 287
278 /* Note sure why the following is the case - either the object has to 288 /* 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 289 * be animated or have a very low speed. Is this an attempted monster
280 * check? 290 * check?
281 */ 291 */
282 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 292 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
283 return 0; 293 return 0;
284 294
285 switch (ob1->type) 295 switch (ob1->type)
286 { 296 {
287 case SCROLL: 297 case SCROLL:
298 return 0; 308 return 0;
299 else if (!compare_ob_value_lists (ob1, ob2)) 309 else if (!compare_ob_value_lists (ob1, ob2))
300 return 0; 310 return 0;
301 } 311 }
302 312
303 //TODO: generate an event or call into perl for additional checks
304 if (ob1->self || ob2->self) 313 if (ob1->self || ob2->self)
305 { 314 {
306 ob1->optimise (); 315 ob1->optimise ();
307 ob2->optimise (); 316 ob2->optimise ();
308 317
309 if (ob1->self || ob2->self) 318 if (ob1->self || ob2->self)
319 {
320 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
321 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
322
323 if (k1 != k2)
310 return 0; 324 return 0;
325 else if (k1 == 0)
326 return 1;
327 else if (!cfperl_can_merge (ob1, ob2))
328 return 0;
329 }
311 } 330 }
312 331
313 /* Everything passes, must be OK. */ 332 /* Everything passes, must be OK. */
314 return 1; 333 return 1;
315} 334}
323sum_weight (object *op) 342sum_weight (object *op)
324{ 343{
325 long sum; 344 long sum;
326 object *inv; 345 object *inv;
327 346
328 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 347 for (sum = 0, inv = op->inv; inv; inv = inv->below)
329 { 348 {
330 if (inv->inv) 349 if (inv->inv)
331 sum_weight (inv); 350 sum_weight (inv);
351
332 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 352 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
333 } 353 }
334 354
335 if (op->type == CONTAINER && op->stats.Str) 355 if (op->type == CONTAINER && op->stats.Str)
336 sum = (sum * (100 - op->stats.Str)) / 100; 356 sum = (sum * (100 - op->stats.Str)) / 100;
356/* 376/*
357 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 377 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
358 * Some error messages. 378 * Some error messages.
359 * The result of the dump is stored in the static global errmsg array. 379 * The result of the dump is stored in the static global errmsg array.
360 */ 380 */
361
362char * 381char *
363dump_object (object *op) 382dump_object (object *op)
364{ 383{
365 if (!op) 384 if (!op)
366 return strdup ("[NULLOBJ]"); 385 return strdup ("[NULLOBJ]");
367 386
368 object_freezer freezer; 387 object_freezer freezer;
369 save_object (freezer, op, 3); 388 op->write (freezer);
370 return freezer.as_string (); 389 return freezer.as_string ();
371} 390}
372 391
373/* 392/*
374 * get_nearest_part(multi-object, object 2) returns the part of the 393 * get_nearest_part(multi-object, object 2) returns the part of the
375 * multi-object 1 which is closest to the second object. 394 * multi-object 1 which is closest to the second object.
376 * If it's not a multi-object, it is returned. 395 * If it's not a multi-object, it is returned.
377 */ 396 */
378
379object * 397object *
380get_nearest_part (object *op, const object *pl) 398get_nearest_part (object *op, const object *pl)
381{ 399{
382 object *tmp, *closest; 400 object *tmp, *closest;
383 int last_dist, i; 401 int last_dist, i;
391} 409}
392 410
393/* 411/*
394 * Returns the object which has the count-variable equal to the argument. 412 * Returns the object which has the count-variable equal to the argument.
395 */ 413 */
396
397object * 414object *
398find_object (tag_t i) 415find_object (tag_t i)
399{ 416{
400 for (object *op = object::first; op; op = op->next) 417 for_all_objects (op)
401 if (op->count == i) 418 if (op->count == i)
402 return op; 419 return op;
403 420
404 return 0; 421 return 0;
405} 422}
406 423
407/* 424/*
408 * Returns the first object which has a name equal to the argument. 425 * Returns the first object which has a name equal to the argument.
409 * Used only by the patch command, but not all that useful. 426 * Used only by the patch command, but not all that useful.
410 * Enables features like "patch <name-of-other-player> food 999" 427 * Enables features like "patch <name-of-other-player> food 999"
411 */ 428 */
412
413object * 429object *
414find_object_name (const char *str) 430find_object_name (const char *str)
415{ 431{
416 shstr_cmp str_ (str); 432 shstr_cmp str_ (str);
417 object *op; 433 object *op;
418 434
419 for (op = object::first; op != NULL; op = op->next) 435 for_all_objects (op)
420 if (op->name == str_) 436 if (op->name == str_)
421 break; 437 break;
422 438
423 return op; 439 return op;
424} 440}
425 441
426void
427free_all_object_data ()
428{
429 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
430}
431
432/* 442/*
433 * Sets the owner and sets the skill and exp pointers to owner's current 443 * Sets the owner and sets the skill and exp pointers to owner's current
434 * skill and experience objects. 444 * skill and experience objects.
445 * ACTUALLY NO! investigate! TODO
435 */ 446 */
436void 447void
437object::set_owner (object *owner) 448object::set_owner (object *owner)
438{ 449{
450 // allow objects which own objects
439 if (!owner) 451 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) 452 while (owner->owner)
450 owner = owner->owner; 453 owner = owner->owner;
454
455 if (flag [FLAG_FREED])
456 {
457 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
458 return;
459 }
451 460
452 this->owner = owner; 461 this->owner = owner;
462}
463
464int
465object::slottype () const
466{
467 if (type == SKILL)
468 {
469 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
470 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
471 }
472 else
473 {
474 if (slot [body_combat].info) return slot_combat;
475 if (slot [body_range ].info) return slot_ranged;
476 }
477
478 return slot_none;
479}
480
481bool
482object::change_weapon (object *ob)
483{
484 if (current_weapon == ob)
485 return true;
486
487 if (chosen_skill)
488 chosen_skill->flag [FLAG_APPLIED] = false;
489
490 current_weapon = ob;
491 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
492
493 if (chosen_skill)
494 chosen_skill->flag [FLAG_APPLIED] = true;
495
496 update_stats ();
497
498 if (ob)
499 {
500 // now check wether any body locations became invalid, in which case
501 // we cannot apply the weapon at the moment.
502 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
503 if (slot[i].used < 0)
504 {
505 current_weapon = chosen_skill = 0;
506 update_stats ();
507
508 new_draw_info_format (NDI_UNIQUE, 0, this,
509 "You try to balance all your items at once, "
510 "but the %s is just too much for your body. "
511 "[You need to unapply some items first.]", &ob->name);
512 return false;
513 }
514
515 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
516 }
517 else
518 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
519
520 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
521 {
522 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
523 &name, ob->debug_desc ());
524 return false;
525 }
526
527 return true;
453} 528}
454 529
455/* Zero the key_values on op, decrementing the shared-string 530/* Zero the key_values on op, decrementing the shared-string
456 * refcounts and freeing the links. 531 * refcounts and freeing the links.
457 */ 532 */
458static void 533static void
459free_key_values (object *op) 534free_key_values (object *op)
460{ 535{
461 for (key_value *i = op->key_values; i != 0;) 536 for (key_value *i = op->key_values; i; )
462 { 537 {
463 key_value *next = i->next; 538 key_value *next = i->next;
464 delete i; 539 delete i;
465 540
466 i = next; 541 i = next;
467 } 542 }
468 543
469 op->key_values = 0; 544 op->key_values = 0;
470} 545}
471 546
472/* 547object &
473 * copy_to first frees everything allocated by the dst object, 548object::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{ 549{
483 bool is_freed = QUERY_FLAG (dst, FLAG_FREED); 550 bool is_freed = flag [FLAG_FREED];
484 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED); 551 bool is_removed = flag [FLAG_REMOVED];
485 552
486 *(object_copy *)dst = *this; 553 *(object_copy *)this = src;
487 554
488 if (self || cb) 555 flag [FLAG_FREED] = is_freed;
489 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (dst)); 556 flag [FLAG_REMOVED] = is_removed;
490
491 if (is_freed)
492 SET_FLAG (dst, FLAG_FREED);
493
494 if (is_removed)
495 SET_FLAG (dst, FLAG_REMOVED);
496
497 if (speed < 0)
498 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
499 557
500 /* Copy over key_values, if any. */ 558 /* Copy over key_values, if any. */
501 if (key_values) 559 if (src.key_values)
502 { 560 {
503 key_value *tail = 0; 561 key_value *tail = 0;
504 key_value *i;
505
506 dst->key_values = 0; 562 key_values = 0;
507 563
508 for (i = key_values; i; i = i->next) 564 for (key_value *i = src.key_values; i; i = i->next)
509 { 565 {
510 key_value *new_link = new key_value; 566 key_value *new_link = new key_value;
511 567
512 new_link->next = 0; 568 new_link->next = 0;
513 new_link->key = i->key; 569 new_link->key = i->key;
514 new_link->value = i->value; 570 new_link->value = i->value;
515 571
516 /* Try and be clever here, too. */ 572 /* Try and be clever here, too. */
517 if (!dst->key_values) 573 if (!key_values)
518 { 574 {
519 dst->key_values = new_link; 575 key_values = new_link;
520 tail = new_link; 576 tail = new_link;
521 } 577 }
522 else 578 else
523 { 579 {
524 tail->next = new_link; 580 tail->next = new_link;
525 tail = new_link; 581 tail = new_link;
526 } 582 }
527 } 583 }
528 } 584 }
585}
529 586
530 update_ob_speed (dst); 587/*
588 * copy_to first frees everything allocated by the dst object,
589 * and then copies the contents of itself into the second
590 * object, allocating what needs to be allocated. Basically, any
591 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
592 * if the first object is freed, the pointers in the new object
593 * will point at garbage.
594 */
595void
596object::copy_to (object *dst)
597{
598 *dst = *this;
599
600 if (speed < 0)
601 dst->speed_left -= rndm ();
602
603 dst->set_speed (dst->speed);
604}
605
606void
607object::instantiate ()
608{
609 if (!uuid.seq) // HACK
610 uuid = UUID::gen ();
611
612 speed_left = -0.1f;
613 /* copy the body_info to the body_used - this is only really
614 * need for monsters, but doesn't hurt to do it for everything.
615 * by doing so, when a monster is created, it has good starting
616 * values for the body_used info, so when items are created
617 * for it, they can be properly equipped.
618 */
619 for (int i = NUM_BODY_LOCATIONS; i--; )
620 slot[i].used = slot[i].info;
621
622 attachable::instantiate ();
531} 623}
532 624
533object * 625object *
534object::clone () 626object::clone ()
535{ 627{
541/* 633/*
542 * If an object with the IS_TURNABLE() flag needs to be turned due 634 * If an object with the IS_TURNABLE() flag needs to be turned due
543 * to the closest player being on the other side, this function can 635 * to the closest player being on the other side, this function can
544 * be called to update the face variable, _and_ how it looks on the map. 636 * be called to update the face variable, _and_ how it looks on the map.
545 */ 637 */
546
547void 638void
548update_turn_face (object *op) 639update_turn_face (object *op)
549{ 640{
550 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 641 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
551 return; 642 return;
643
552 SET_ANIMATION (op, op->direction); 644 SET_ANIMATION (op, op->direction);
553 update_object (op, UP_OBJ_FACE); 645 update_object (op, UP_OBJ_FACE);
554} 646}
555 647
556/* 648/*
557 * Updates the speed of an object. If the speed changes from 0 to another 649 * Updates the speed of an object. If the speed changes from 0 to another
558 * value, or vice versa, then add/remove the object from the active list. 650 * value, or vice versa, then add/remove the object from the active list.
559 * This function needs to be called whenever the speed of an object changes. 651 * This function needs to be called whenever the speed of an object changes.
560 */ 652 */
561void 653void
562update_ob_speed (object *op) 654object::set_speed (float speed)
563{ 655{
564 extern int arch_init; 656 if (flag [FLAG_FREED] && speed)
565
566 /* No reason putting the archetypes objects on the speed list,
567 * since they never really need to be updated.
568 */
569
570 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
571 { 657 {
572 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 658 LOG (llevError, "Object %s is freed but has speed.\n", &name);
573#ifdef MANY_CORES
574 abort ();
575#else
576 op->speed = 0; 659 speed = 0;
577#endif
578 }
579
580 if (arch_init)
581 return;
582
583 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
584 { 660 }
585 /* If already on active list, don't do anything */
586 if (op->active_next || op->active_prev || op == active_objects)
587 return;
588 661
589 /* process_events() expects us to insert the object at the beginning 662 this->speed = speed;
590 * of the list. */
591 op->active_next = active_objects;
592 663
593 if (op->active_next != NULL) 664 if (has_active_speed ())
594 op->active_next->active_prev = op; 665 activate ();
595
596 active_objects = op;
597 }
598 else 666 else
599 { 667 deactivate ();
600 /* If not on the active list, nothing needs to be done */
601 if (!op->active_next && !op->active_prev && op != active_objects)
602 return;
603
604 if (op->active_prev == NULL)
605 {
606 active_objects = op->active_next;
607
608 if (op->active_next != NULL)
609 op->active_next->active_prev = NULL;
610 }
611 else
612 {
613 op->active_prev->active_next = op->active_next;
614
615 if (op->active_next)
616 op->active_next->active_prev = op->active_prev;
617 }
618
619 op->active_next = NULL;
620 op->active_prev = NULL;
621 }
622}
623
624/* This function removes object 'op' from the list of active
625 * objects.
626 * This should only be used for style maps or other such
627 * reference maps where you don't want an object that isn't
628 * in play chewing up cpu time getting processed.
629 * The reverse of this is to call update_ob_speed, which
630 * will do the right thing based on the speed of the object.
631 */
632void
633remove_from_active_list (object *op)
634{
635 /* If not on the active list, nothing needs to be done */
636 if (!op->active_next && !op->active_prev && op != active_objects)
637 return;
638
639 if (op->active_prev == NULL)
640 {
641 active_objects = op->active_next;
642 if (op->active_next != NULL)
643 op->active_next->active_prev = NULL;
644 }
645 else
646 {
647 op->active_prev->active_next = op->active_next;
648 if (op->active_next)
649 op->active_next->active_prev = op->active_prev;
650 }
651 op->active_next = NULL;
652 op->active_prev = NULL;
653} 668}
654 669
655/* 670/*
656 * update_object() updates the the map. 671 * update_object() updates the the map.
657 * It takes into account invisible objects (and represent squares covered 672 * It takes into account invisible objects (and represent squares covered
670 * UP_OBJ_FACE: only the objects face has changed. 685 * UP_OBJ_FACE: only the objects face has changed.
671 */ 686 */
672void 687void
673update_object (object *op, int action) 688update_object (object *op, int action)
674{ 689{
675 MoveType move_on, move_off, move_block, move_slow;
676
677 if (op == NULL) 690 if (op == NULL)
678 { 691 {
679 /* this should never happen */ 692 /* this should never happen */
680 LOG (llevDebug, "update_object() called for NULL object.\n"); 693 LOG (llevDebug, "update_object() called for NULL object.\n");
681 return; 694 return;
694 */ 707 */
695 if (!op->map || op->map->in_memory == MAP_SAVING) 708 if (!op->map || op->map->in_memory == MAP_SAVING)
696 return; 709 return;
697 710
698 /* make sure the object is within map boundaries */ 711 /* make sure the object is within map boundaries */
699 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map)) 712 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
700 { 713 {
701 LOG (llevError, "update_object() called for object out of map!\n"); 714 LOG (llevError, "update_object() called for object out of map!\n");
702#ifdef MANY_CORES 715#ifdef MANY_CORES
703 abort (); 716 abort ();
704#endif 717#endif
705 return; 718 return;
706 } 719 }
707 720
708 mapspace &m = op->ms (); 721 mapspace &m = op->ms ();
709 722
710 if (m.flags_ & P_NEED_UPDATE) 723 if (!(m.flags_ & P_UPTODATE))
711 /* nop */; 724 /* nop */;
712 else if (action == UP_OBJ_INSERT) 725 else if (action == UP_OBJ_INSERT)
713 { 726 {
714 // this is likely overkill, TODO: revisit (schmorp) 727 // this is likely overkill, TODO: revisit (schmorp)
715 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 728 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
724 /* This isn't perfect, but I don't expect a lot of objects to 737 /* This isn't perfect, but I don't expect a lot of objects to
725 * to have move_allow right now. 738 * to have move_allow right now.
726 */ 739 */
727 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 740 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
728 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 741 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
729 m.flags_ = P_NEED_UPDATE; 742 m.flags_ = 0;
730 } 743 }
731 /* if the object is being removed, we can't make intelligent 744 /* if the object is being removed, we can't make intelligent
732 * decisions, because remove_ob can't really pass the object 745 * decisions, because remove_ob can't really pass the object
733 * that is being removed. 746 * that is being removed.
734 */ 747 */
735 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 748 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
736 m.flags_ = P_NEED_UPDATE; 749 m.flags_ = 0;
737 else if (action == UP_OBJ_FACE) 750 else if (action == UP_OBJ_FACE)
738 /* Nothing to do for that case */ ; 751 /* Nothing to do for that case */ ;
739 else 752 else
740 LOG (llevError, "update_object called with invalid action: %d\n", action); 753 LOG (llevError, "update_object called with invalid action: %d\n", action);
741 754
742 if (op->more) 755 if (op->more)
743 update_object (op->more, action); 756 update_object (op->more, action);
744} 757}
745 758
746object::vector object::mortals;
747object::vector object::objects; // not yet used
748object *object::first;
749
750void object::free_mortals ()
751{
752 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
753 if ((*i)->refcnt)
754 ++i; // further delay freeing
755 else
756 {
757 delete *i;
758 mortals.erase (i);
759 }
760}
761
762object::object () 759object::object ()
763{ 760{
764 SET_FLAG (this, FLAG_REMOVED); 761 SET_FLAG (this, FLAG_REMOVED);
765 762
766 expmul = 1.0; 763 expmul = 1.0;
767 face = blank_face; 764 face = blank_face;
768} 765}
769 766
770object::~object () 767object::~object ()
771{ 768{
769 unlink ();
770
772 free_key_values (this); 771 free_key_values (this);
773} 772}
774 773
774static int object_count;
775
775void object::link () 776void object::link ()
776{ 777{
778 assert (!index);//D
779 uuid = UUID::gen ();
777 count = ++ob_count; 780 count = ++object_count;
778 uuid = gen_uuid ();
779 781
780 prev = 0; 782 refcnt_inc ();
781 next = object::first; 783 objects.insert (this);
782
783 if (object::first)
784 object::first->prev = this;
785
786 object::first = this;
787} 784}
788 785
789void object::unlink () 786void object::unlink ()
790{ 787{
791 if (this == object::first) 788 if (!index)
792 object::first = next; 789 return;
793 790
794 /* Remove this object from the list of used objects */ 791 objects.erase (this);
795 if (prev) prev->next = next; 792 refcnt_dec ();
796 if (next) next->prev = prev; 793}
797 794
798 prev = 0; 795void
799 next = 0; 796object::activate ()
797{
798 /* If already on active list, don't do anything */
799 if (active)
800 return;
801
802 if (has_active_speed ())
803 actives.insert (this);
804}
805
806void
807object::activate_recursive ()
808{
809 activate ();
810
811 for (object *op = inv; op; op = op->below)
812 op->activate_recursive ();
813}
814
815/* This function removes object 'op' from the list of active
816 * objects.
817 * This should only be used for style maps or other such
818 * reference maps where you don't want an object that isn't
819 * in play chewing up cpu time getting processed.
820 * The reverse of this is to call update_ob_speed, which
821 * will do the right thing based on the speed of the object.
822 */
823void
824object::deactivate ()
825{
826 /* If not on the active list, nothing needs to be done */
827 if (!active)
828 return;
829
830 actives.erase (this);
831}
832
833void
834object::deactivate_recursive ()
835{
836 for (object *op = inv; op; op = op->below)
837 op->deactivate_recursive ();
838
839 deactivate ();
840}
841
842void
843object::set_flag_inv (int flag, int value)
844{
845 for (object *op = inv; op; op = op->below)
846 {
847 op->flag [flag] = value;
848 op->set_flag_inv (flag, value);
849 }
850}
851
852/*
853 * Remove and free all objects in the inventory of the given object.
854 * object.c ?
855 */
856void
857object::destroy_inv (bool drop_to_ground)
858{
859 // need to check first, because the checks below might segfault
860 // as we might be on an invalid mapspace and crossfire code
861 // is too buggy to ensure that the inventory is empty.
862 // corollary: if you create arrows etc. with stuff in tis inventory,
863 // cf will crash below with off-map x and y
864 if (!inv)
865 return;
866
867 /* Only if the space blocks everything do we not process -
868 * if some form of movement is allowed, let objects
869 * drop on that space.
870 */
871 if (!drop_to_ground
872 || !map
873 || map->in_memory != MAP_IN_MEMORY
874 || map->nodrop
875 || ms ().move_block == MOVE_ALL)
876 {
877 while (inv)
878 {
879 inv->destroy_inv (drop_to_ground);
880 inv->destroy ();
881 }
882 }
883 else
884 { /* Put objects in inventory onto this space */
885 while (inv)
886 {
887 object *op = inv;
888
889 if (op->flag [FLAG_STARTEQUIP]
890 || op->flag [FLAG_NO_DROP]
891 || op->type == RUNE
892 || op->type == TRAP
893 || op->flag [FLAG_IS_A_TEMPLATE]
894 || op->flag [FLAG_DESTROY_ON_DEATH])
895 op->destroy ();
896 else
897 map->insert (op, x, y);
898 }
899 }
800} 900}
801 901
802object *object::create () 902object *object::create ()
803{ 903{
804 object *op = new object; 904 object *op = new object;
805 op->link (); 905 op->link ();
806 return op; 906 return op;
807} 907}
808 908
809/* 909void
810 * free_object() frees everything allocated by an object, removes 910object::do_destroy ()
811 * it from the list of used objects, and puts it on the list of
812 * free objects. The IS_FREED() flag is set in the object.
813 * The object must have been removed by remove_ob() first for
814 * this function to succeed.
815 *
816 * If destroy_inventory is set, free inventory as well. Else drop items in
817 * inventory to the ground.
818 */
819void object::destroy (bool destroy_inventory)
820{ 911{
821 if (QUERY_FLAG (this, FLAG_FREED)) 912 attachable::do_destroy ();
822 return;
823 913
824 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 914 if (flag [FLAG_IS_LINKED])
915 remove_button_link (this);
916
917 if (flag [FLAG_FRIENDLY])
825 remove_friendly_object (this); 918 remove_friendly_object (this);
826 919
827 if (!QUERY_FLAG (this, FLAG_REMOVED)) 920 if (!flag [FLAG_REMOVED])
828 remove (); 921 remove ();
829 922
830 SET_FLAG (this, FLAG_FREED); 923 destroy_inv (true);
831 924
832 if (more) 925 deactivate ();
833 { 926 unlink ();
834 more->destroy (destroy_inventory);
835 more = 0;
836 }
837 927
838 if (inv) 928 flag [FLAG_FREED] = 1;
839 {
840 /* Only if the space blocks everything do we not process -
841 * if some form of movement is allowed, let objects
842 * drop on that space.
843 */
844 if (destroy_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
845 {
846 object *op = inv;
847
848 while (op)
849 {
850 object *tmp = op->below;
851 op->destroy (destroy_inventory);
852 op = tmp;
853 }
854 }
855 else
856 { /* Put objects in inventory onto this space */
857 object *op = inv;
858
859 while (op)
860 {
861 object *tmp = op->below;
862
863 op->remove ();
864
865 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
866 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
867 op->destroy ();
868 else
869 {
870 op->x = x;
871 op->y = y;
872 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
873 }
874
875 op = tmp;
876 }
877 }
878 }
879 929
880 // hack to ensure that freed objects still have a valid map 930 // hack to ensure that freed objects still have a valid map
881 { 931 {
882 static maptile *freed_map; // freed objects are moved here to avoid crashes 932 static maptile *freed_map; // freed objects are moved here to avoid crashes
883 933
884 if (!freed_map) 934 if (!freed_map)
885 { 935 {
886 freed_map = new maptile; 936 freed_map = new maptile;
887 937
938 freed_map->path = "<freed objects map>";
888 freed_map->name = "/internal/freed_objects_map"; 939 freed_map->name = "/internal/freed_objects_map";
889 freed_map->width = 3; 940 freed_map->width = 3;
890 freed_map->height = 3; 941 freed_map->height = 3;
942 freed_map->nodrop = 1;
891 943
892 freed_map->allocate (); 944 freed_map->alloc ();
945 freed_map->in_memory = MAP_IN_MEMORY;
893 } 946 }
894 947
895 map = freed_map; 948 map = freed_map;
896 x = 1; 949 x = 1;
897 y = 1; 950 y = 1;
898 } 951 }
899 952
953 if (more)
954 {
955 more->destroy ();
956 more = 0;
957 }
958
959 head = 0;
960
900 // clear those pointers that likely might have circular references to us 961 // clear those pointers that likely might cause circular references
901 owner = 0; 962 owner = 0;
902 enemy = 0; 963 enemy = 0;
903 attacked_by = 0; 964 attacked_by = 0;
965 current_weapon = 0;
966}
904 967
905 // only relevant for players(?), but make sure of it anyways 968void
906 contr = 0; 969object::destroy (bool destroy_inventory)
970{
971 if (destroyed ())
972 return;
907 973
908 /* Remove object from the active list */ 974 if (destroy_inventory)
909 speed = 0; 975 destroy_inv (false);
910 update_ob_speed (this);
911 976
912 unlink (); 977 if (is_head ())
978 if (sound_destroy)
979 play_sound (sound_destroy);
980 else if (flag [FLAG_MONSTER])
981 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
913 982
914 mortals.push_back (this); 983 attachable::destroy ();
915} 984}
916 985
917/* 986/*
918 * sub_weight() recursively (outwards) subtracts a number from the 987 * sub_weight() recursively (outwards) subtracts a number from the
919 * weight of an object (and what is carried by it's environment(s)). 988 * weight of an object (and what is carried by it's environment(s)).
935 * This function removes the object op from the linked list of objects 1004 * This function removes the object op from the linked list of objects
936 * which it is currently tied to. When this function is done, the 1005 * which it is currently tied to. When this function is done, the
937 * object will have no environment. If the object previously had an 1006 * object will have no environment. If the object previously had an
938 * environment, the x and y coordinates will be updated to 1007 * environment, the x and y coordinates will be updated to
939 * the previous environment. 1008 * the previous environment.
940 * Beware: This function is called from the editor as well!
941 */ 1009 */
942void 1010void
943object::remove () 1011object::do_remove ()
944{ 1012{
945 object *tmp, *last = 0; 1013 object *tmp, *last = 0;
946 object *otmp; 1014 object *otmp;
947 1015
948 int check_walk_off;
949
950 if (QUERY_FLAG (this, FLAG_REMOVED)) 1016 if (QUERY_FLAG (this, FLAG_REMOVED))
951 return; 1017 return;
952 1018
953 SET_FLAG (this, FLAG_REMOVED); 1019 SET_FLAG (this, FLAG_REMOVED);
1020 INVOKE_OBJECT (REMOVE, this);
954 1021
955 if (more) 1022 if (more)
956 more->remove (); 1023 more->remove ();
957 1024
958 /* 1025 /*
971 * to save cpu time. 1038 * to save cpu time.
972 */ 1039 */
973 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1040 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
974 otmp->update_stats (); 1041 otmp->update_stats ();
975 1042
976 if (above != NULL) 1043 if (above)
977 above->below = below; 1044 above->below = below;
978 else 1045 else
979 env->inv = below; 1046 env->inv = below;
980 1047
981 if (below != NULL) 1048 if (below)
982 below->above = above; 1049 below->above = above;
983 1050
984 /* we set up values so that it could be inserted into 1051 /* we set up values so that it could be inserted into
985 * the map, but we don't actually do that - it is up 1052 * the map, but we don't actually do that - it is up
986 * to the caller to decide what we want to do. 1053 * to the caller to decide what we want to do.
990 above = 0, below = 0; 1057 above = 0, below = 0;
991 env = 0; 1058 env = 0;
992 } 1059 }
993 else if (map) 1060 else if (map)
994 { 1061 {
995 /* Re did the following section of code - it looks like it had 1062 if (type == PLAYER)
996 * lots of logic for things we no longer care about
997 */ 1063 {
1064 // leaving a spot always closes any open container on the ground
1065 if (container && !container->env)
1066 // this causes spurious floorbox updates, but it ensures
1067 // that the CLOSE event is being sent.
1068 close_container ();
1069
1070 --map->players;
1071 map->touch ();
1072 }
1073
1074 map->dirty = true;
1075 mapspace &ms = this->ms ();
998 1076
999 /* link the object above us */ 1077 /* link the object above us */
1000 if (above) 1078 if (above)
1001 above->below = below; 1079 above->below = below;
1002 else 1080 else
1003 map->at (x, y).top = below; /* we were top, set new top */ 1081 ms.top = below; /* we were top, set new top */
1004 1082
1005 /* Relink the object below us, if there is one */ 1083 /* Relink the object below us, if there is one */
1006 if (below) 1084 if (below)
1007 below->above = above; 1085 below->above = above;
1008 else 1086 else
1010 /* Nothing below, which means we need to relink map object for this space 1088 /* Nothing below, which means we need to relink map object for this space
1011 * use translated coordinates in case some oddness with map tiling is 1089 * use translated coordinates in case some oddness with map tiling is
1012 * evident 1090 * evident
1013 */ 1091 */
1014 if (GET_MAP_OB (map, x, y) != this) 1092 if (GET_MAP_OB (map, x, y) != this)
1015 {
1016 char *dump = dump_object (this);
1017 LOG (llevError,
1018 "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", dump); 1093 LOG (llevError, "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom? %s\n", debug_desc ());
1019 free (dump);
1020 dump = dump_object (GET_MAP_OB (map, x, y));
1021 LOG (llevError, "%s\n", dump);
1022 free (dump);
1023 }
1024 1094
1025 map->at (x, y).bottom = above; /* goes on above it. */ 1095 ms.bot = above; /* goes on above it. */
1026 } 1096 }
1027 1097
1028 above = 0; 1098 above = 0;
1029 below = 0; 1099 below = 0;
1030 1100
1031 if (map->in_memory == MAP_SAVING) 1101 if (map->in_memory == MAP_SAVING)
1032 return; 1102 return;
1033 1103
1034 check_walk_off = !QUERY_FLAG (this, FLAG_NO_APPLY); 1104 int check_walk_off = !flag [FLAG_NO_APPLY];
1035 1105
1106 if (object *pl = ms.player ())
1107 {
1108 if (pl->container == this)
1109 /* If a container that the player is currently using somehow gets
1110 * removed (most likely destroyed), update the player view
1111 * appropriately.
1112 */
1113 pl->close_container ();
1114
1115 pl->contr->ns->floorbox_update ();
1116 }
1117
1036 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) 1118 for (tmp = ms.bot; tmp; tmp = tmp->above)
1037 { 1119 {
1038 /* No point updating the players look faces if he is the object 1120 /* No point updating the players look faces if he is the object
1039 * being removed. 1121 * being removed.
1040 */ 1122 */
1041 1123
1042 if (tmp->type == PLAYER && tmp != this)
1043 {
1044 /* If a container that the player is currently using somehow gets
1045 * removed (most likely destroyed), update the player view
1046 * appropriately.
1047 */
1048 if (tmp->container == this)
1049 {
1050 CLEAR_FLAG (this, FLAG_APPLIED);
1051 tmp->container = 0;
1052 }
1053
1054 tmp->contr->ns->floorbox_update ();
1055 }
1056
1057 /* See if player moving off should effect something */ 1124 /* See if object moving off should effect something */
1058 if (check_walk_off 1125 if (check_walk_off
1059 && ((move_type & tmp->move_off) 1126 && ((move_type & tmp->move_off)
1060 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1127 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1061 { 1128 {
1062 move_apply (tmp, this, 0); 1129 move_apply (tmp, this, 0);
1063 1130
1064 if (destroyed ()) 1131 if (destroyed ())
1065 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1132 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1066 } 1133 }
1067 1134
1068 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1069
1070 if (tmp->above == tmp)
1071 tmp->above = 0;
1072
1073 last = tmp; 1135 last = tmp;
1074 } 1136 }
1075 1137
1076 /* last == NULL of there are no objects on this space */ 1138 /* last == NULL if there are no objects on this space */
1139 //TODO: this makes little sense, why only update the topmost object?
1077 if (!last) 1140 if (!last)
1078 map->at (x, y).flags_ = P_NEED_UPDATE; 1141 map->at (x, y).flags_ = 0;
1079 else 1142 else
1080 update_object (last, UP_OBJ_REMOVE); 1143 update_object (last, UP_OBJ_REMOVE);
1081 1144
1082 if (QUERY_FLAG (this, FLAG_BLOCKSVIEW) || glow_radius) 1145 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1083 update_all_los (map, x, y); 1146 update_all_los (map, x, y);
1084 } 1147 }
1085} 1148}
1086 1149
1087/* 1150/*
1096merge_ob (object *op, object *top) 1159merge_ob (object *op, object *top)
1097{ 1160{
1098 if (!op->nrof) 1161 if (!op->nrof)
1099 return 0; 1162 return 0;
1100 1163
1101 if (top == NULL) 1164 if (!top)
1102 for (top = op; top != NULL && top->above != NULL; top = top->above); 1165 for (top = op; top && top->above; top = top->above)
1166 ;
1103 1167
1104 for (; top != NULL; top = top->below) 1168 for (; top; top = top->below)
1105 { 1169 {
1106 if (top == op) 1170 if (top == op)
1107 continue; 1171 continue;
1108 1172
1109 if (object::can_merge (op, top)) 1173 if (object::can_merge (op, top))
1118 } 1182 }
1119 1183
1120 return 0; 1184 return 0;
1121} 1185}
1122 1186
1187void
1188object::expand_tail ()
1189{
1190 if (more)
1191 return;
1192
1193 object *prev = this;
1194
1195 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1196 {
1197 object *op = arch_to_object (at);
1198
1199 op->name = name;
1200 op->name_pl = name_pl;
1201 op->title = title;
1202
1203 op->head = this;
1204 prev->more = op;
1205
1206 prev = op;
1207 }
1208}
1209
1123/* 1210/*
1124 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1211 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1125 * job preparing multi-part monsters 1212 * job preparing multi-part monsters.
1126 */ 1213 */
1127object * 1214object *
1128insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1215insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1129{ 1216{
1130 object *tmp;
1131
1132 if (op->head)
1133 op = op->head;
1134
1135 for (tmp = op; tmp; tmp = tmp->more) 1217 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1136 { 1218 {
1137 tmp->x = x + tmp->arch->clone.x; 1219 tmp->x = x + tmp->arch->x;
1138 tmp->y = y + tmp->arch->clone.y; 1220 tmp->y = y + tmp->arch->y;
1139 } 1221 }
1140 1222
1141 return insert_ob_in_map (op, m, originator, flag); 1223 return insert_ob_in_map (op, m, originator, flag);
1142} 1224}
1143 1225
1159 * Return value: 1241 * Return value:
1160 * new object if 'op' was merged with other object 1242 * new object if 'op' was merged with other object
1161 * NULL if 'op' was destroyed 1243 * NULL if 'op' was destroyed
1162 * just 'op' otherwise 1244 * just 'op' otherwise
1163 */ 1245 */
1164
1165object * 1246object *
1166insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1247insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1167{ 1248{
1249 assert (!op->flag [FLAG_FREED]);
1250
1168 object *tmp, *top, *floor = NULL; 1251 object *top, *floor = NULL;
1169 sint16 x, y;
1170 1252
1171 if (QUERY_FLAG (op, FLAG_FREED)) 1253 op->remove ();
1172 {
1173 LOG (llevError, "Trying to insert freed object!\n");
1174 return NULL;
1175 }
1176
1177 if (m == NULL)
1178 {
1179 char *dump = dump_object (op);
1180 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1181 free (dump);
1182 return op;
1183 }
1184
1185 if (out_of_map (m, op->x, op->y))
1186 {
1187 char *dump = dump_object (op);
1188 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1189#ifdef MANY_CORES
1190 /* Better to catch this here, as otherwise the next use of this object
1191 * is likely to cause a crash. Better to find out where it is getting
1192 * improperly inserted.
1193 */
1194 abort ();
1195#endif
1196 free (dump);
1197 return op;
1198 }
1199
1200 if (!QUERY_FLAG (op, FLAG_REMOVED))
1201 {
1202 char *dump = dump_object (op);
1203 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1204 free (dump);
1205 return op;
1206 }
1207
1208 if (op->more != NULL)
1209 {
1210 /* The part may be on a different map. */
1211
1212 object *more = op->more;
1213
1214 /* We really need the caller to normalize coordinates - if
1215 * we set the map, that doesn't work if the location is within
1216 * a map and this is straddling an edge. So only if coordinate
1217 * is clear wrong do we normalize it.
1218 */
1219 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1220 more->map = get_map_from_coord (m, &more->x, &more->y);
1221 else if (!more->map)
1222 {
1223 /* For backwards compatibility - when not dealing with tiled maps,
1224 * more->map should always point to the parent.
1225 */
1226 more->map = m;
1227 }
1228
1229 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1230 {
1231 if (!op->head)
1232 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1233
1234 return NULL;
1235 }
1236 }
1237
1238 CLEAR_FLAG (op, FLAG_REMOVED);
1239 1254
1240 /* Ideally, the caller figures this out. However, it complicates a lot 1255 /* Ideally, the caller figures this out. However, it complicates a lot
1241 * of areas of callers (eg, anything that uses find_free_spot would now 1256 * of areas of callers (eg, anything that uses find_free_spot would now
1242 * need extra work 1257 * need extra work
1243 */ 1258 */
1244 op->map = get_map_from_coord (m, &op->x, &op->y); 1259 if (!xy_normalise (m, op->x, op->y))
1245 x = op->x; 1260 {
1246 y = op->y; 1261 op->destroy ();
1262 return 0;
1263 }
1264
1265 if (object *more = op->more)
1266 if (!insert_ob_in_map (more, m, originator, flag))
1267 return 0;
1268
1269 CLEAR_FLAG (op, FLAG_REMOVED);
1270
1271 op->map = m;
1272 mapspace &ms = op->ms ();
1247 1273
1248 /* this has to be done after we translate the coordinates. 1274 /* this has to be done after we translate the coordinates.
1249 */ 1275 */
1250 if (op->nrof && !(flag & INS_NO_MERGE)) 1276 if (op->nrof && !(flag & INS_NO_MERGE))
1251 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1277 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1252 if (object::can_merge (op, tmp)) 1278 if (object::can_merge (op, tmp))
1253 { 1279 {
1254 op->nrof += tmp->nrof; 1280 op->nrof += tmp->nrof;
1255 tmp->destroy (); 1281 tmp->destroy ();
1256 } 1282 }
1273 op->below = originator->below; 1299 op->below = originator->below;
1274 1300
1275 if (op->below) 1301 if (op->below)
1276 op->below->above = op; 1302 op->below->above = op;
1277 else 1303 else
1278 op->ms ().bottom = op; 1304 ms.bot = op;
1279 1305
1280 /* since *below* originator, no need to update top */ 1306 /* since *below* originator, no need to update top */
1281 originator->below = op; 1307 originator->below = op;
1282 } 1308 }
1283 else 1309 else
1284 { 1310 {
1311 top = ms.bot;
1312
1285 /* If there are other objects, then */ 1313 /* If there are other objects, then */
1286 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1314 if (top)
1287 { 1315 {
1288 object *last = NULL; 1316 object *last = 0;
1289 1317
1290 /* 1318 /*
1291 * If there are multiple objects on this space, we do some trickier handling. 1319 * If there are multiple objects on this space, we do some trickier handling.
1292 * We've already dealt with merging if appropriate. 1320 * We've already dealt with merging if appropriate.
1293 * Generally, we want to put the new object on top. But if 1321 * Generally, we want to put the new object on top. But if
1297 * once we get to them. This reduces the need to traverse over all of 1325 * once we get to them. This reduces the need to traverse over all of
1298 * them when adding another one - this saves quite a bit of cpu time 1326 * them when adding another one - this saves quite a bit of cpu time
1299 * when lots of spells are cast in one area. Currently, it is presumed 1327 * when lots of spells are cast in one area. Currently, it is presumed
1300 * that flying non pickable objects are spell objects. 1328 * that flying non pickable objects are spell objects.
1301 */ 1329 */
1302 1330 for (top = ms.bot; top; top = top->above)
1303 while (top != NULL)
1304 { 1331 {
1305 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1332 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1306 floor = top; 1333 floor = top;
1307 1334
1308 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1335 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1311 top = top->below; 1338 top = top->below;
1312 break; 1339 break;
1313 } 1340 }
1314 1341
1315 last = top; 1342 last = top;
1316 top = top->above;
1317 } 1343 }
1318 1344
1319 /* Don't want top to be NULL, so set it to the last valid object */ 1345 /* Don't want top to be NULL, so set it to the last valid object */
1320 top = last; 1346 top = last;
1321 1347
1323 * looks like instead of lots of conditions here. 1349 * looks like instead of lots of conditions here.
1324 * makes things faster, and effectively the same result. 1350 * makes things faster, and effectively the same result.
1325 */ 1351 */
1326 1352
1327 /* Have object 'fall below' other objects that block view. 1353 /* Have object 'fall below' other objects that block view.
1328 * Unless those objects are exits, type 66 1354 * Unless those objects are exits.
1329 * If INS_ON_TOP is used, don't do this processing 1355 * If INS_ON_TOP is used, don't do this processing
1330 * Need to find the object that in fact blocks view, otherwise 1356 * Need to find the object that in fact blocks view, otherwise
1331 * stacking is a bit odd. 1357 * stacking is a bit odd.
1332 */ 1358 */
1333 if (!(flag & INS_ON_TOP) && 1359 if (!(flag & INS_ON_TOP)
1334 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1360 && ms.flags () & P_BLOCKSVIEW
1361 && (op->face && !faces [op->face].visibility))
1335 { 1362 {
1336 for (last = top; last != floor; last = last->below) 1363 for (last = top; last != floor; last = last->below)
1337 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1364 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1338 break; 1365 break;
1366
1339 /* Check to see if we found the object that blocks view, 1367 /* Check to see if we found the object that blocks view,
1340 * and make sure we have a below pointer for it so that 1368 * and make sure we have a below pointer for it so that
1341 * we can get inserted below this one, which requires we 1369 * we can get inserted below this one, which requires we
1342 * set top to the object below us. 1370 * set top to the object below us.
1343 */ 1371 */
1344 if (last && last->below && last != floor) 1372 if (last && last->below && last != floor)
1345 top = last->below; 1373 top = last->below;
1346 } 1374 }
1347 } /* If objects on this space */ 1375 } /* If objects on this space */
1348 1376
1349 if (flag & INS_MAP_LOAD)
1350 top = GET_MAP_TOP (op->map, op->x, op->y);
1351
1352 if (flag & INS_ABOVE_FLOOR_ONLY) 1377 if (flag & INS_ABOVE_FLOOR_ONLY)
1353 top = floor; 1378 top = floor;
1354 1379
1355 /* Top is the object that our object (op) is going to get inserted above. 1380 /* Top is the object that our object (op) is going to get inserted above.
1356 */ 1381 */
1357 1382
1358 /* First object on this space */ 1383 /* First object on this space */
1359 if (!top) 1384 if (!top)
1360 { 1385 {
1361 op->above = GET_MAP_OB (op->map, op->x, op->y); 1386 op->above = ms.bot;
1362 1387
1363 if (op->above) 1388 if (op->above)
1364 op->above->below = op; 1389 op->above->below = op;
1365 1390
1366 op->below = NULL; 1391 op->below = 0;
1367 op->ms ().bottom = op; 1392 ms.bot = op;
1368 } 1393 }
1369 else 1394 else
1370 { /* get inserted into the stack above top */ 1395 { /* get inserted into the stack above top */
1371 op->above = top->above; 1396 op->above = top->above;
1372 1397
1375 1400
1376 op->below = top; 1401 op->below = top;
1377 top->above = op; 1402 top->above = op;
1378 } 1403 }
1379 1404
1380 if (op->above == NULL) 1405 if (!op->above)
1381 op->ms ().top = op; 1406 ms.top = op;
1382 } /* else not INS_BELOW_ORIGINATOR */ 1407 } /* else not INS_BELOW_ORIGINATOR */
1383 1408
1384 if (op->type == PLAYER) 1409 if (op->type == PLAYER)
1410 {
1385 op->contr->do_los = 1; 1411 op->contr->do_los = 1;
1412 ++op->map->players;
1413 op->map->touch ();
1414 }
1386 1415
1387 /* If we have a floor, we know the player, if any, will be above 1416 op->map->dirty = true;
1388 * it, so save a few ticks and start from there. 1417
1389 */
1390 if (!(flag & INS_MAP_LOAD))
1391 if (object *pl = op->ms ().player ()) 1418 if (object *pl = ms.player ())
1392 pl->contr->ns->floorbox_update (); 1419 pl->contr->ns->floorbox_update ();
1393 1420
1394 /* If this object glows, it may affect lighting conditions that are 1421 /* If this object glows, it may affect lighting conditions that are
1395 * visible to others on this map. But update_all_los is really 1422 * visible to others on this map. But update_all_los is really
1396 * an inefficient way to do this, as it means los for all players 1423 * an inefficient way to do this, as it means los for all players
1397 * on the map will get recalculated. The players could very well 1424 * on the map will get recalculated. The players could very well
1398 * be far away from this change and not affected in any way - 1425 * be far away from this change and not affected in any way -
1399 * this should get redone to only look for players within range, 1426 * this should get redone to only look for players within range,
1400 * or just updating the P_NEED_UPDATE for spaces within this area 1427 * or just updating the P_UPTODATE for spaces within this area
1401 * of effect may be sufficient. 1428 * of effect may be sufficient.
1402 */ 1429 */
1403 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1430 if (op->map->darkness && (op->glow_radius != 0))
1404 update_all_los (op->map, op->x, op->y); 1431 update_all_los (op->map, op->x, op->y);
1405 1432
1406 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1433 /* updates flags (blocked, alive, no magic, etc) for this map space */
1407 update_object (op, UP_OBJ_INSERT); 1434 update_object (op, UP_OBJ_INSERT);
1435
1436 INVOKE_OBJECT (INSERT, op);
1408 1437
1409 /* Don't know if moving this to the end will break anything. However, 1438 /* Don't know if moving this to the end will break anything. However,
1410 * we want to have floorbox_update called before calling this. 1439 * we want to have floorbox_update called before calling this.
1411 * 1440 *
1412 * check_move_on() must be after this because code called from 1441 * check_move_on() must be after this because code called from
1414 * blocked() and wall() work properly), and these flags are updated by 1443 * blocked() and wall() work properly), and these flags are updated by
1415 * update_object(). 1444 * update_object().
1416 */ 1445 */
1417 1446
1418 /* if this is not the head or flag has been passed, don't check walk on status */ 1447 /* if this is not the head or flag has been passed, don't check walk on status */
1419 if (!(flag & INS_NO_WALK_ON) && !op->head) 1448 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1420 { 1449 {
1421 if (check_move_on (op, originator)) 1450 if (check_move_on (op, originator))
1422 return NULL; 1451 return 0;
1423 1452
1424 /* If we are a multi part object, lets work our way through the check 1453 /* If we are a multi part object, lets work our way through the check
1425 * walk on's. 1454 * walk on's.
1426 */ 1455 */
1427 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1456 for (object *tmp = op->more; tmp; tmp = tmp->more)
1428 if (check_move_on (tmp, originator)) 1457 if (check_move_on (tmp, originator))
1429 return NULL; 1458 return 0;
1430 } 1459 }
1431 1460
1432 return op; 1461 return op;
1433} 1462}
1434 1463
1441{ 1470{
1442 object *tmp, *tmp1; 1471 object *tmp, *tmp1;
1443 1472
1444 /* first search for itself and remove any old instances */ 1473 /* first search for itself and remove any old instances */
1445 1474
1446 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1475 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1447 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1476 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1448 tmp->destroy (); 1477 tmp->destroy ();
1449 1478
1450 tmp1 = arch_to_object (archetype::find (arch_string)); 1479 tmp1 = arch_to_object (archetype::find (arch_string));
1451 1480
1452 tmp1->x = op->x; 1481 tmp1->x = op->x;
1453 tmp1->y = op->y; 1482 tmp1->y = op->y;
1454 insert_ob_in_map (tmp1, op->map, op, 0); 1483 insert_ob_in_map (tmp1, op->map, op, 0);
1484}
1485
1486object *
1487object::insert_at (object *where, object *originator, int flags)
1488{
1489 return where->map->insert (this, where->x, where->y, originator, flags);
1455} 1490}
1456 1491
1457/* 1492/*
1458 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1493 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1459 * is returned contains nr objects, and the remaining parts contains 1494 * is returned contains nr objects, and the remaining parts contains
1460 * the rest (or is removed and freed if that number is 0). 1495 * the rest (or is removed and freed if that number is 0).
1461 * On failure, NULL is returned, and the reason put into the 1496 * On failure, NULL is returned, and the reason put into the
1462 * global static errmsg array. 1497 * global static errmsg array.
1463 */ 1498 */
1464
1465object * 1499object *
1466get_split_ob (object *orig_ob, uint32 nr) 1500get_split_ob (object *orig_ob, uint32 nr)
1467{ 1501{
1468 object *newob; 1502 object *newob;
1469 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1503 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1500 * the amount of an object. If the amount reaches 0, the object 1534 * the amount of an object. If the amount reaches 0, the object
1501 * is subsequently removed and freed. 1535 * is subsequently removed and freed.
1502 * 1536 *
1503 * Return value: 'op' if something is left, NULL if the amount reached 0 1537 * Return value: 'op' if something is left, NULL if the amount reached 0
1504 */ 1538 */
1505
1506object * 1539object *
1507decrease_ob_nr (object *op, uint32 i) 1540decrease_ob_nr (object *op, uint32 i)
1508{ 1541{
1509 object *tmp; 1542 object *tmp;
1510 1543
1585 1618
1586/* 1619/*
1587 * add_weight(object, weight) adds the specified weight to an object, 1620 * add_weight(object, weight) adds the specified weight to an object,
1588 * and also updates how much the environment(s) is/are carrying. 1621 * and also updates how much the environment(s) is/are carrying.
1589 */ 1622 */
1590
1591void 1623void
1592add_weight (object *op, signed long weight) 1624add_weight (object *op, signed long weight)
1593{ 1625{
1594 while (op != NULL) 1626 while (op != NULL)
1595 { 1627 {
1610 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1642 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1611 free (dump); 1643 free (dump);
1612 return op; 1644 return op;
1613 } 1645 }
1614 1646
1615 if (where->head) 1647 if (where->head_ () != where)
1616 { 1648 {
1617 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n"); 1649 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1618 where = where->head; 1650 where = where->head;
1619 } 1651 }
1620 1652
1621 return where->insert (op); 1653 return where->insert (op);
1622} 1654}
1627 * inside the object environment. 1659 * inside the object environment.
1628 * 1660 *
1629 * The function returns now pointer to inserted item, and return value can 1661 * The function returns now pointer to inserted item, and return value can
1630 * be != op, if items are merged. -Tero 1662 * be != op, if items are merged. -Tero
1631 */ 1663 */
1632
1633object * 1664object *
1634object::insert (object *op) 1665object::insert (object *op)
1635{ 1666{
1636 object *tmp, *otmp;
1637
1638 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1667 if (!QUERY_FLAG (op, FLAG_REMOVED))
1639 op->remove (); 1668 op->remove ();
1640 1669
1641 if (op->more) 1670 if (op->more)
1642 { 1671 {
1644 return op; 1673 return op;
1645 } 1674 }
1646 1675
1647 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1676 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1648 CLEAR_FLAG (op, FLAG_REMOVED); 1677 CLEAR_FLAG (op, FLAG_REMOVED);
1678
1649 if (op->nrof) 1679 if (op->nrof)
1650 { 1680 {
1651 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1681 for (object *tmp = inv; tmp; tmp = tmp->below)
1652 if (object::can_merge (tmp, op)) 1682 if (object::can_merge (tmp, op))
1653 { 1683 {
1654 /* return the original object and remove inserted object 1684 /* return the original object and remove inserted object
1655 (client needs the original object) */ 1685 (client needs the original object) */
1656 tmp->nrof += op->nrof; 1686 tmp->nrof += op->nrof;
1675 add_weight (this, op->weight * op->nrof); 1705 add_weight (this, op->weight * op->nrof);
1676 } 1706 }
1677 else 1707 else
1678 add_weight (this, (op->weight + op->carrying)); 1708 add_weight (this, (op->weight + op->carrying));
1679 1709
1680 otmp = this->in_player (); 1710 if (object *otmp = this->in_player ())
1681 if (otmp && otmp->contr)
1682 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1711 if (otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1683 otmp->update_stats (); 1712 otmp->update_stats ();
1684 1713
1714 op->owner = 0; // its his/hers now. period.
1685 op->map = 0; 1715 op->map = 0;
1686 op->env = this; 1716 op->env = this;
1687 op->above = 0; 1717 op->above = 0;
1688 op->below = 0; 1718 op->below = 0;
1689 op->x = 0, op->y = 0; 1719 op->x = op->y = 0;
1690 1720
1691 /* reset the light list and los of the players on the map */ 1721 /* reset the light list and los of the players on the map */
1692 if ((op->glow_radius != 0) && map) 1722 if (op->glow_radius && map)
1693 { 1723 {
1694#ifdef DEBUG_LIGHTS 1724#ifdef DEBUG_LIGHTS
1695 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1725 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1696#endif /* DEBUG_LIGHTS */ 1726#endif /* DEBUG_LIGHTS */
1697 if (MAP_DARKNESS (map)) 1727 if (map->darkness)
1698 update_all_los (map, x, y); 1728 update_all_los (map, x, y);
1699 } 1729 }
1700 1730
1701 /* Client has no idea of ordering so lets not bother ordering it here. 1731 /* Client has no idea of ordering so lets not bother ordering it here.
1702 * It sure simplifies this function... 1732 * It sure simplifies this function...
1707 { 1737 {
1708 op->below = inv; 1738 op->below = inv;
1709 op->below->above = op; 1739 op->below->above = op;
1710 inv = op; 1740 inv = op;
1711 } 1741 }
1742
1743 INVOKE_OBJECT (INSERT, this);
1712 1744
1713 return op; 1745 return op;
1714} 1746}
1715 1747
1716/* 1748/*
1731 * 1763 *
1732 * MSW 2001-07-08: Check all objects on space, not just those below 1764 * MSW 2001-07-08: Check all objects on space, not just those below
1733 * object being inserted. insert_ob_in_map may not put new objects 1765 * object being inserted. insert_ob_in_map may not put new objects
1734 * on top. 1766 * on top.
1735 */ 1767 */
1736
1737int 1768int
1738check_move_on (object *op, object *originator) 1769check_move_on (object *op, object *originator)
1739{ 1770{
1740 object *tmp; 1771 object *tmp;
1741 maptile *m = op->map; 1772 maptile *m = op->map;
1768 1799
1769 /* The objects have to be checked from top to bottom. 1800 /* The objects have to be checked from top to bottom.
1770 * Hence, we first go to the top: 1801 * Hence, we first go to the top:
1771 */ 1802 */
1772 1803
1773 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1804 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1774 { 1805 {
1775 /* Trim the search when we find the first other spell effect 1806 /* Trim the search when we find the first other spell effect
1776 * this helps performance so that if a space has 50 spell objects, 1807 * this helps performance so that if a space has 50 spell objects,
1777 * we don't need to check all of them. 1808 * we don't need to check all of them.
1778 */ 1809 */
1796 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1827 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1797 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1828 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1798 { 1829 {
1799 1830
1800 float 1831 float
1801 diff = tmp->move_slow_penalty * FABS (op->speed); 1832 diff = tmp->move_slow_penalty * fabs (op->speed);
1802 1833
1803 if (op->type == PLAYER) 1834 if (op->type == PLAYER)
1804 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1835 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1805 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1836 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1806 diff /= 4.0; 1837 diff /= 4.0;
1833/* 1864/*
1834 * present_arch(arch, map, x, y) searches for any objects with 1865 * present_arch(arch, map, x, y) searches for any objects with
1835 * a matching archetype at the given map and coordinates. 1866 * a matching archetype at the given map and coordinates.
1836 * The first matching object is returned, or NULL if none. 1867 * The first matching object is returned, or NULL if none.
1837 */ 1868 */
1838
1839object * 1869object *
1840present_arch (const archetype *at, maptile *m, int x, int y) 1870present_arch (const archetype *at, maptile *m, int x, int y)
1841{ 1871{
1842 object *
1843 tmp;
1844
1845 if (m == NULL || out_of_map (m, x, y)) 1872 if (!m || out_of_map (m, x, y))
1846 { 1873 {
1847 LOG (llevError, "Present_arch called outside map.\n"); 1874 LOG (llevError, "Present_arch called outside map.\n");
1848 return NULL; 1875 return NULL;
1849 } 1876 }
1850 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1877
1878 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1851 if (tmp->arch == at) 1879 if (tmp->arch == at)
1852 return tmp; 1880 return tmp;
1881
1853 return NULL; 1882 return NULL;
1854} 1883}
1855 1884
1856/* 1885/*
1857 * present(type, map, x, y) searches for any objects with 1886 * present(type, map, x, y) searches for any objects with
1858 * a matching type variable at the given map and coordinates. 1887 * a matching type variable at the given map and coordinates.
1859 * The first matching object is returned, or NULL if none. 1888 * The first matching object is returned, or NULL if none.
1860 */ 1889 */
1861
1862object * 1890object *
1863present (unsigned char type, maptile *m, int x, int y) 1891present (unsigned char type, maptile *m, int x, int y)
1864{ 1892{
1865 object *
1866 tmp;
1867
1868 if (out_of_map (m, x, y)) 1893 if (out_of_map (m, x, y))
1869 { 1894 {
1870 LOG (llevError, "Present called outside map.\n"); 1895 LOG (llevError, "Present called outside map.\n");
1871 return NULL; 1896 return NULL;
1872 } 1897 }
1873 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1898
1899 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1874 if (tmp->type == type) 1900 if (tmp->type == type)
1875 return tmp; 1901 return tmp;
1902
1876 return NULL; 1903 return NULL;
1877} 1904}
1878 1905
1879/* 1906/*
1880 * present_in_ob(type, object) searches for any objects with 1907 * present_in_ob(type, object) searches for any objects with
1881 * a matching type variable in the inventory of the given object. 1908 * a matching type variable in the inventory of the given object.
1882 * The first matching object is returned, or NULL if none. 1909 * The first matching object is returned, or NULL if none.
1883 */ 1910 */
1884
1885object * 1911object *
1886present_in_ob (unsigned char type, const object *op) 1912present_in_ob (unsigned char type, const object *op)
1887{ 1913{
1888 object *
1889 tmp;
1890
1891 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1914 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1892 if (tmp->type == type) 1915 if (tmp->type == type)
1893 return tmp; 1916 return tmp;
1917
1894 return NULL; 1918 return NULL;
1895} 1919}
1896 1920
1897/* 1921/*
1898 * present_in_ob (type, str, object) searches for any objects with 1922 * present_in_ob (type, str, object) searches for any objects with
1906 * str is the string to match against. Note that we match against 1930 * str is the string to match against. Note that we match against
1907 * the object name, not the archetype name. this is so that the 1931 * the object name, not the archetype name. this is so that the
1908 * spell code can use one object type (force), but change it's name 1932 * spell code can use one object type (force), but change it's name
1909 * to be unique. 1933 * to be unique.
1910 */ 1934 */
1911
1912object * 1935object *
1913present_in_ob_by_name (int type, const char *str, const object *op) 1936present_in_ob_by_name (int type, const char *str, const object *op)
1914{ 1937{
1915 object *
1916 tmp;
1917
1918 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1938 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1919 {
1920 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1939 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1921 return tmp; 1940 return tmp;
1922 } 1941
1923 return NULL; 1942 return 0;
1924} 1943}
1925 1944
1926/* 1945/*
1927 * present_arch_in_ob(archetype, object) searches for any objects with 1946 * present_arch_in_ob(archetype, object) searches for any objects with
1928 * a matching archetype in the inventory of the given object. 1947 * a matching archetype in the inventory of the given object.
1929 * The first matching object is returned, or NULL if none. 1948 * The first matching object is returned, or NULL if none.
1930 */ 1949 */
1931
1932object * 1950object *
1933present_arch_in_ob (const archetype *at, const object *op) 1951present_arch_in_ob (const archetype *at, const object *op)
1934{ 1952{
1935 object *
1936 tmp;
1937
1938 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1953 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1939 if (tmp->arch == at) 1954 if (tmp->arch == at)
1940 return tmp; 1955 return tmp;
1956
1941 return NULL; 1957 return NULL;
1942} 1958}
1943 1959
1944/* 1960/*
1945 * activate recursively a flag on an object inventory 1961 * activate recursively a flag on an object inventory
1946 */ 1962 */
1947void 1963void
1948flag_inv (object *op, int flag) 1964flag_inv (object *op, int flag)
1949{ 1965{
1950 object *
1951 tmp;
1952
1953 if (op->inv)
1954 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1966 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1955 { 1967 {
1956 SET_FLAG (tmp, flag); 1968 SET_FLAG (tmp, flag);
1957 flag_inv (tmp, flag); 1969 flag_inv (tmp, flag);
1958 } 1970 }
1959} /* 1971}
1972
1973/*
1960 * desactivate recursively a flag on an object inventory 1974 * deactivate recursively a flag on an object inventory
1961 */ 1975 */
1962void 1976void
1963unflag_inv (object *op, int flag) 1977unflag_inv (object *op, int flag)
1964{ 1978{
1965 object *
1966 tmp;
1967
1968 if (op->inv)
1969 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1979 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1970 { 1980 {
1971 CLEAR_FLAG (tmp, flag); 1981 CLEAR_FLAG (tmp, flag);
1972 unflag_inv (tmp, flag); 1982 unflag_inv (tmp, flag);
1973 } 1983 }
1974}
1975
1976/*
1977 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1978 * all it's inventory (recursively).
1979 * If checksums are used, a player will get set_cheat called for
1980 * him/her-self and all object carried by a call to this function.
1981 */
1982
1983void
1984set_cheat (object *op)
1985{
1986 SET_FLAG (op, FLAG_WAS_WIZ);
1987 flag_inv (op, FLAG_WAS_WIZ);
1988} 1984}
1989 1985
1990/* 1986/*
1991 * find_free_spot(object, map, x, y, start, stop) will search for 1987 * find_free_spot(object, map, x, y, start, stop) will search for
1992 * a spot at the given map and coordinates which will be able to contain 1988 * a spot at the given map and coordinates which will be able to contain
1994 * to search (see the freearr_x/y[] definition). 1990 * to search (see the freearr_x/y[] definition).
1995 * It returns a random choice among the alternatives found. 1991 * It returns a random choice among the alternatives found.
1996 * start and stop are where to start relative to the free_arr array (1,9 1992 * start and stop are where to start relative to the free_arr array (1,9
1997 * does all 4 immediate directions). This returns the index into the 1993 * does all 4 immediate directions). This returns the index into the
1998 * array of the free spot, -1 if no spot available (dir 0 = x,y) 1994 * array of the free spot, -1 if no spot available (dir 0 = x,y)
1999 * Note - this only checks to see if there is space for the head of the
2000 * object - if it is a multispace object, this should be called for all
2001 * pieces.
2002 * Note2: This function does correctly handle tiled maps, but does not 1995 * Note: This function does correctly handle tiled maps, but does not
2003 * inform the caller. However, insert_ob_in_map will update as 1996 * inform the caller. However, insert_ob_in_map will update as
2004 * necessary, so the caller shouldn't need to do any special work. 1997 * necessary, so the caller shouldn't need to do any special work.
2005 * Note - updated to take an object instead of archetype - this is necessary 1998 * Note - updated to take an object instead of archetype - this is necessary
2006 * because arch_blocked (now ob_blocked) needs to know the movement type 1999 * because arch_blocked (now ob_blocked) needs to know the movement type
2007 * to know if the space in question will block the object. We can't use 2000 * to know if the space in question will block the object. We can't use
2008 * the archetype because that isn't correct if the monster has been 2001 * the archetype because that isn't correct if the monster has been
2009 * customized, changed states, etc. 2002 * customized, changed states, etc.
2010 */ 2003 */
2011
2012int 2004int
2013find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 2005find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2014{ 2006{
2015 int
2016 i,
2017 index = 0, flag;
2018 static int
2019 altern[SIZEOFFREE]; 2007 int altern[SIZEOFFREE];
2008 int index = 0, flag;
2020 2009
2021 for (i = start; i < stop; i++) 2010 for (int i = start; i < stop; i++)
2022 { 2011 {
2023 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2012 mapxy pos (m, x, y); pos.move (i);
2024 if (!flag) 2013
2014 if (!pos.normalise ())
2015 continue;
2016
2017 mapspace &ms = *pos;
2018
2019 if (ms.flags () & P_IS_ALIVE)
2020 continue;
2021
2022 /* However, often
2023 * ob doesn't have any move type (when used to place exits)
2024 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
2025 */
2026 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
2027 {
2025 altern[index++] = i; 2028 altern [index++] = i;
2029 continue;
2030 }
2026 2031
2027 /* Basically, if we find a wall on a space, we cut down the search size. 2032 /* Basically, if we find a wall on a space, we cut down the search size.
2028 * In this way, we won't return spaces that are on another side of a wall. 2033 * In this way, we won't return spaces that are on another side of a wall.
2029 * This mostly work, but it cuts down the search size in all directions - 2034 * This mostly work, but it cuts down the search size in all directions -
2030 * if the space being examined only has a wall to the north and empty 2035 * if the space being examined only has a wall to the north and empty
2031 * spaces in all the other directions, this will reduce the search space 2036 * spaces in all the other directions, this will reduce the search space
2032 * to only the spaces immediately surrounding the target area, and 2037 * to only the spaces immediately surrounding the target area, and
2033 * won't look 2 spaces south of the target space. 2038 * won't look 2 spaces south of the target space.
2034 */ 2039 */
2035 else if ((flag & P_NO_PASS) && maxfree[i] < stop) 2040 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2041 {
2036 stop = maxfree[i]; 2042 stop = maxfree[i];
2043 continue;
2044 }
2045
2046 /* Note it is intentional that we check ob - the movement type of the
2047 * head of the object should correspond for the entire object.
2048 */
2049 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2050 continue;
2051
2052 if (ob->blocked (m, pos.x, pos.y))
2053 continue;
2054
2055 altern [index++] = i;
2037 } 2056 }
2038 2057
2039 if (!index) 2058 if (!index)
2040 return -1; 2059 return -1;
2041 2060
2042 return altern[RANDOM () % index]; 2061 return altern [rndm (index)];
2043} 2062}
2044 2063
2045/* 2064/*
2046 * find_first_free_spot(archetype, maptile, x, y) works like 2065 * find_first_free_spot(archetype, maptile, x, y) works like
2047 * find_free_spot(), but it will search max number of squares. 2066 * find_free_spot(), but it will search max number of squares.
2048 * But it will return the first available spot, not a random choice. 2067 * But it will return the first available spot, not a random choice.
2049 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2068 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2050 */ 2069 */
2051
2052int 2070int
2053find_first_free_spot (const object *ob, maptile *m, int x, int y) 2071find_first_free_spot (const object *ob, maptile *m, int x, int y)
2054{ 2072{
2055 int
2056 i;
2057
2058 for (i = 0; i < SIZEOFFREE; i++) 2073 for (int i = 0; i < SIZEOFFREE; i++)
2059 {
2060 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2074 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2061 return i; 2075 return i;
2062 } 2076
2063 return -1; 2077 return -1;
2064} 2078}
2065 2079
2066/* 2080/*
2067 * The function permute(arr, begin, end) randomly reorders the array 2081 * The function permute(arr, begin, end) randomly reorders the array
2068 * arr[begin..end-1]. 2082 * arr[begin..end-1].
2083 * now uses a fisher-yates shuffle, old permute was broken
2069 */ 2084 */
2070static void 2085static void
2071permute (int *arr, int begin, int end) 2086permute (int *arr, int begin, int end)
2072{ 2087{
2073 int 2088 arr += begin;
2074 i,
2075 j,
2076 tmp,
2077 len;
2078
2079 len = end - begin; 2089 end -= begin;
2080 for (i = begin; i < end; i++)
2081 {
2082 j = begin + RANDOM () % len;
2083 2090
2084 tmp = arr[i]; 2091 while (--end)
2085 arr[i] = arr[j]; 2092 swap (arr [end], arr [rndm (end + 1)]);
2086 arr[j] = tmp;
2087 }
2088} 2093}
2089 2094
2090/* new function to make monster searching more efficient, and effective! 2095/* new function to make monster searching more efficient, and effective!
2091 * This basically returns a randomized array (in the passed pointer) of 2096 * This basically returns a randomized array (in the passed pointer) of
2092 * the spaces to find monsters. In this way, it won't always look for 2097 * the spaces to find monsters. In this way, it won't always look for
2095 * the 3x3 area will be searched, just not in a predictable order. 2100 * the 3x3 area will be searched, just not in a predictable order.
2096 */ 2101 */
2097void 2102void
2098get_search_arr (int *search_arr) 2103get_search_arr (int *search_arr)
2099{ 2104{
2100 int 2105 int i;
2101 i;
2102 2106
2103 for (i = 0; i < SIZEOFFREE; i++) 2107 for (i = 0; i < SIZEOFFREE; i++)
2104 {
2105 search_arr[i] = i; 2108 search_arr[i] = i;
2106 }
2107 2109
2108 permute (search_arr, 1, SIZEOFFREE1 + 1); 2110 permute (search_arr, 1, SIZEOFFREE1 + 1);
2109 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2111 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2110 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2112 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2111} 2113}
2120 * Perhaps incorrectly, but I'm making the assumption that exclude 2122 * Perhaps incorrectly, but I'm making the assumption that exclude
2121 * is actually want is going to try and move there. We need this info 2123 * is actually want is going to try and move there. We need this info
2122 * because we have to know what movement the thing looking to move 2124 * because we have to know what movement the thing looking to move
2123 * there is capable of. 2125 * there is capable of.
2124 */ 2126 */
2125
2126int 2127int
2127find_dir (maptile *m, int x, int y, object *exclude) 2128find_dir (maptile *m, int x, int y, object *exclude)
2128{ 2129{
2129 int
2130 i,
2131 max = SIZEOFFREE, mflags; 2130 int i, max = SIZEOFFREE, mflags;
2132 2131
2133 sint16 nx, ny; 2132 sint16 nx, ny;
2134 object * 2133 object *tmp;
2135 tmp;
2136 maptile * 2134 maptile *mp;
2137 mp;
2138 2135
2139 MoveType blocked, move_type; 2136 MoveType blocked, move_type;
2140 2137
2141 if (exclude && exclude->head) 2138 if (exclude && exclude->head_ () != exclude)
2142 { 2139 {
2143 exclude = exclude->head; 2140 exclude = exclude->head;
2144 move_type = exclude->move_type; 2141 move_type = exclude->move_type;
2145 } 2142 }
2146 else 2143 else
2159 2156
2160 if (mflags & P_OUT_OF_MAP) 2157 if (mflags & P_OUT_OF_MAP)
2161 max = maxfree[i]; 2158 max = maxfree[i];
2162 else 2159 else
2163 { 2160 {
2164 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2161 mapspace &ms = mp->at (nx, ny);
2162
2163 blocked = ms.move_block;
2165 2164
2166 if ((move_type & blocked) == move_type) 2165 if ((move_type & blocked) == move_type)
2167 max = maxfree[i]; 2166 max = maxfree[i];
2168 else if (mflags & P_IS_ALIVE) 2167 else if (mflags & P_IS_ALIVE)
2169 { 2168 {
2170 for (tmp = GET_MAP_OB (mp, nx, ny); tmp; tmp = tmp->above) 2169 for (tmp = ms.bot; tmp; tmp = tmp->above)
2171 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2170 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2171 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2172 break; 2172 break;
2173 2173
2174 if (tmp) 2174 if (tmp)
2175 return freedir[i]; 2175 return freedir[i];
2176 } 2176 }
2182 2182
2183/* 2183/*
2184 * distance(object 1, object 2) will return the square of the 2184 * distance(object 1, object 2) will return the square of the
2185 * distance between the two given objects. 2185 * distance between the two given objects.
2186 */ 2186 */
2187
2188int 2187int
2189distance (const object *ob1, const object *ob2) 2188distance (const object *ob1, const object *ob2)
2190{ 2189{
2191 int i;
2192
2193 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2190 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2194 return i;
2195} 2191}
2196 2192
2197/* 2193/*
2198 * find_dir_2(delta-x,delta-y) will return a direction in which 2194 * find_dir_2(delta-x,delta-y) will return a direction in which
2199 * an object which has subtracted the x and y coordinates of another 2195 * an object which has subtracted the x and y coordinates of another
2200 * object, needs to travel toward it. 2196 * object, needs to travel toward it.
2201 */ 2197 */
2202
2203int 2198int
2204find_dir_2 (int x, int y) 2199find_dir_2 (int x, int y)
2205{ 2200{
2206 int q; 2201 int q;
2207 2202
2236 2231
2237 return 3; 2232 return 3;
2238} 2233}
2239 2234
2240/* 2235/*
2241 * absdir(int): Returns a number between 1 and 8, which represent
2242 * the "absolute" direction of a number (it actually takes care of
2243 * "overflow" in previous calculations of a direction).
2244 */
2245
2246int
2247absdir (int d)
2248{
2249 while (d < 1)
2250 d += 8;
2251 while (d > 8)
2252 d -= 8;
2253 return d;
2254}
2255
2256/*
2257 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2236 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2258 * between two directions (which are expected to be absolute (see absdir()) 2237 * between two directions (which are expected to be absolute (see absdir())
2259 */ 2238 */
2260
2261int 2239int
2262dirdiff (int dir1, int dir2) 2240dirdiff (int dir1, int dir2)
2263{ 2241{
2264 int 2242 int d;
2265 d;
2266 2243
2267 d = abs (dir1 - dir2); 2244 d = abs (dir1 - dir2);
2268 if (d > 4) 2245 if (d > 4)
2269 d = 8 - d; 2246 d = 8 - d;
2247
2270 return d; 2248 return d;
2271} 2249}
2272 2250
2273/* peterm: 2251/* peterm:
2274 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2252 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2277 * This basically means that if direction is 15, then it could either go 2255 * This basically means that if direction is 15, then it could either go
2278 * direction 4, 14, or 16 to get back to where we are. 2256 * direction 4, 14, or 16 to get back to where we are.
2279 * Moved from spell_util.c to object.c with the other related direction 2257 * Moved from spell_util.c to object.c with the other related direction
2280 * functions. 2258 * functions.
2281 */ 2259 */
2282
2283int
2284 reduction_dir[SIZEOFFREE][3] = { 2260int reduction_dir[SIZEOFFREE][3] = {
2285 {0, 0, 0}, /* 0 */ 2261 {0, 0, 0}, /* 0 */
2286 {0, 0, 0}, /* 1 */ 2262 {0, 0, 0}, /* 1 */
2287 {0, 0, 0}, /* 2 */ 2263 {0, 0, 0}, /* 2 */
2288 {0, 0, 0}, /* 3 */ 2264 {0, 0, 0}, /* 3 */
2289 {0, 0, 0}, /* 4 */ 2265 {0, 0, 0}, /* 4 */
2380 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2356 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2381 * core dumps if they do. 2357 * core dumps if they do.
2382 * 2358 *
2383 * Add a check so we can't pick up invisible objects (0.93.8) 2359 * Add a check so we can't pick up invisible objects (0.93.8)
2384 */ 2360 */
2385
2386int 2361int
2387can_pick (const object *who, const object *item) 2362can_pick (const object *who, const object *item)
2388{ 2363{
2389 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2364 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2390 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2365 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2395 * create clone from object to another 2370 * create clone from object to another
2396 */ 2371 */
2397object * 2372object *
2398object_create_clone (object *asrc) 2373object_create_clone (object *asrc)
2399{ 2374{
2400 object *dst = 0, *tmp, *src, *part, *prev, *item; 2375 object *dst = 0, *tmp, *src, *prev, *item;
2401 2376
2402 if (!asrc) 2377 if (!asrc)
2403 return 0; 2378 return 0;
2404 2379
2405 src = asrc;
2406 if (src->head)
2407 src = src->head; 2380 src = asrc->head_ ();
2408 2381
2409 prev = 0; 2382 prev = 0;
2410 for (part = src; part; part = part->more) 2383 for (object *part = src; part; part = part->more)
2411 { 2384 {
2412 tmp = part->clone (); 2385 tmp = part->clone ();
2413 tmp->x -= src->x; 2386 tmp->x -= src->x;
2414 tmp->y -= src->y; 2387 tmp->y -= src->y;
2415 2388
2433 insert_ob_in_ob (object_create_clone (item), dst); 2406 insert_ob_in_ob (object_create_clone (item), dst);
2434 2407
2435 return dst; 2408 return dst;
2436} 2409}
2437 2410
2438/* GROS - Creates an object using a string representing its content. */
2439/* Basically, we save the content of the string to a temp file, then call */
2440/* load_object on it. I admit it is a highly inefficient way to make things, */
2441/* but it was simple to make and allows reusing the load_object function. */
2442/* Remember not to use load_object_str in a time-critical situation. */
2443/* Also remember that multiparts objects are not supported for now. */
2444
2445object *
2446load_object_str (const char *obstr)
2447{
2448 object *op;
2449 char filename[MAX_BUF];
2450
2451 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2452
2453 FILE *tempfile = fopen (filename, "w");
2454
2455 if (tempfile == NULL)
2456 {
2457 LOG (llevError, "Error - Unable to access load object temp file\n");
2458 return NULL;
2459 }
2460
2461 fprintf (tempfile, obstr);
2462 fclose (tempfile);
2463
2464 op = object::create ();
2465
2466 object_thawer thawer (filename);
2467
2468 if (thawer)
2469 load_object (thawer, op, 0);
2470
2471 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2472 CLEAR_FLAG (op, FLAG_REMOVED);
2473
2474 return op;
2475}
2476
2477/* This returns the first object in who's inventory that 2411/* This returns the first object in who's inventory that
2478 * has the same type and subtype match. 2412 * has the same type and subtype match.
2479 * returns NULL if no match. 2413 * returns NULL if no match.
2480 */ 2414 */
2481object * 2415object *
2482find_obj_by_type_subtype (const object *who, int type, int subtype) 2416find_obj_by_type_subtype (const object *who, int type, int subtype)
2483{ 2417{
2484 object *tmp;
2485
2486 for (tmp = who->inv; tmp; tmp = tmp->below) 2418 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2487 if (tmp->type == type && tmp->subtype == subtype) 2419 if (tmp->type == type && tmp->subtype == subtype)
2488 return tmp; 2420 return tmp;
2489 2421
2490 return NULL; 2422 return 0;
2491} 2423}
2492 2424
2493/* If ob has a field named key, return the link from the list, 2425/* If ob has a field named key, return the link from the list,
2494 * otherwise return NULL. 2426 * otherwise return NULL.
2495 * 2427 *
2497 * do the desired thing. 2429 * do the desired thing.
2498 */ 2430 */
2499key_value * 2431key_value *
2500get_ob_key_link (const object *ob, const char *key) 2432get_ob_key_link (const object *ob, const char *key)
2501{ 2433{
2502 key_value *link;
2503
2504 for (link = ob->key_values; link != NULL; link = link->next) 2434 for (key_value *link = ob->key_values; link; link = link->next)
2505 if (link->key == key) 2435 if (link->key == key)
2506 return link; 2436 return link;
2507 2437
2508 return NULL; 2438 return 0;
2509} 2439}
2510 2440
2511/* 2441/*
2512 * Returns the value of op has an extra_field for key, or NULL. 2442 * Returns the value of op has an extra_field for key, or NULL.
2513 * 2443 *
2538 if (link->key == canonical_key) 2468 if (link->key == canonical_key)
2539 return link->value; 2469 return link->value;
2540 2470
2541 return 0; 2471 return 0;
2542} 2472}
2543
2544 2473
2545/* 2474/*
2546 * Updates the canonical_key in op to value. 2475 * Updates the canonical_key in op to value.
2547 * 2476 *
2548 * canonical_key is a shared string (value doesn't have to be). 2477 * canonical_key is a shared string (value doesn't have to be).
2553 * Returns TRUE on success. 2482 * Returns TRUE on success.
2554 */ 2483 */
2555int 2484int
2556set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) 2485set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2557{ 2486{
2558 key_value *
2559 field = NULL, *last = NULL; 2487 key_value *field = NULL, *last = NULL;
2560 2488
2561 for (field = op->key_values; field != NULL; field = field->next) 2489 for (field = op->key_values; field != NULL; field = field->next)
2562 { 2490 {
2563 if (field->key != canonical_key) 2491 if (field->key != canonical_key)
2564 { 2492 {
2573 /* Basically, if the archetype has this key set, 2501 /* Basically, if the archetype has this key set,
2574 * we need to store the null value so when we save 2502 * we need to store the null value so when we save
2575 * it, we save the empty value so that when we load, 2503 * it, we save the empty value so that when we load,
2576 * we get this value back again. 2504 * we get this value back again.
2577 */ 2505 */
2578 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2506 if (get_ob_key_link (op->arch, canonical_key))
2579 field->value = 0; 2507 field->value = 0;
2580 else 2508 else
2581 { 2509 {
2582 if (last) 2510 if (last)
2583 last->next = field->next; 2511 last->next = field->next;
2592 /* IF we get here, key doesn't exist */ 2520 /* IF we get here, key doesn't exist */
2593 2521
2594 /* No field, we'll have to add it. */ 2522 /* No field, we'll have to add it. */
2595 2523
2596 if (!add_key) 2524 if (!add_key)
2597 {
2598 return FALSE; 2525 return FALSE;
2599 } 2526
2600 /* There isn't any good reason to store a null 2527 /* There isn't any good reason to store a null
2601 * value in the key/value list. If the archetype has 2528 * value in the key/value list. If the archetype has
2602 * this key, then we should also have it, so shouldn't 2529 * this key, then we should also have it, so shouldn't
2603 * be here. If user wants to store empty strings, 2530 * be here. If user wants to store empty strings,
2604 * should pass in "" 2531 * should pass in ""
2653 } 2580 }
2654 else 2581 else
2655 item = item->env; 2582 item = item->env;
2656} 2583}
2657 2584
2585const char *
2586object::flag_desc (char *desc, int len) const
2587{
2588 char *p = desc;
2589 bool first = true;
2590
2591 *p = 0;
2592
2593 for (int i = 0; i < NUM_FLAGS; i++)
2594 {
2595 if (len <= 10) // magic constant!
2596 {
2597 snprintf (p, len, ",...");
2598 break;
2599 }
2600
2601 if (flag [i])
2602 {
2603 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2604 len -= cnt;
2605 p += cnt;
2606 first = false;
2607 }
2608 }
2609
2610 return desc;
2611}
2612
2658// return a suitable string describing an objetc in enough detail to find it 2613// return a suitable string describing an object in enough detail to find it
2659const char * 2614const char *
2660object::debug_desc (char *info) const 2615object::debug_desc (char *info) const
2661{ 2616{
2617 char flagdesc[512];
2662 char info2[256 * 3]; 2618 char info2[256 * 4];
2663 char *p = info; 2619 char *p = info;
2664 2620
2665 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2621 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s,flags:[%s],type:%d}",
2666 count, 2622 count,
2623 uuid.c_str (),
2667 &name, 2624 &name,
2668 title ? " " : "", 2625 title ? "\",title:\"" : "",
2669 title ? (const char *)title : ""); 2626 title ? (const char *)title : "",
2627 flag_desc (flagdesc, 512), type);
2670 2628
2671 if (env) 2629 if (!this->flag[FLAG_REMOVED] && env)
2672 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2630 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2673 2631
2674 if (map) 2632 if (map)
2675 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2633 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2676 2634
2677 return info; 2635 return info;
2678} 2636}
2679 2637
2680const char * 2638const char *
2681object::debug_desc () const 2639object::debug_desc () const
2682{ 2640{
2683 static char info[256 * 3]; 2641 static char info[3][256 * 4];
2642 static int info_idx;
2643
2684 return debug_desc (info); 2644 return debug_desc (info [++info_idx % 3]);
2685} 2645}
2686 2646
2647struct region *
2648object::region () const
2649{
2650 return map ? map->region (x, y)
2651 : region::default_region ();
2652}
2653
2654const materialtype_t *
2655object::dominant_material () const
2656{
2657 if (materialtype_t *mt = name_to_material (materialname))
2658 return mt;
2659
2660 return name_to_material (shstr_unknown);
2661}
2662
2663void
2664object::open_container (object *new_container)
2665{
2666 if (container == new_container)
2667 return;
2668
2669 if (object *old_container = container)
2670 {
2671 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2672 return;
2673
2674#if 0
2675 // remove the "Close old_container" object.
2676 if (object *closer = old_container->inv)
2677 if (closer->type == CLOSE_CON)
2678 closer->destroy ();
2679#endif
2680
2681 old_container->flag [FLAG_APPLIED] = 0;
2682 container = 0;
2683
2684 esrv_update_item (UPD_FLAGS, this, old_container);
2685 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2686 play_sound (sound_find ("chest_close"));
2687 }
2688
2689 if (new_container)
2690 {
2691 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2692 return;
2693
2694 // TODO: this does not seem to serve any purpose anymore?
2695#if 0
2696 // insert the "Close Container" object.
2697 if (archetype *closer = new_container->other_arch)
2698 {
2699 object *closer = arch_to_object (new_container->other_arch);
2700 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2701 new_container->insert (closer);
2702 }
2703#endif
2704
2705 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2706
2707 new_container->flag [FLAG_APPLIED] = 1;
2708 container = new_container;
2709
2710 esrv_update_item (UPD_FLAGS, this, new_container);
2711 esrv_send_inventory (this, new_container);
2712 play_sound (sound_find ("chest_open"));
2713 }
2714}
2715
2716object *
2717object::force_find (const shstr name)
2718{
2719 /* cycle through his inventory to look for the MARK we want to
2720 * place
2721 */
2722 for (object *tmp = inv; tmp; tmp = tmp->below)
2723 if (tmp->type == FORCE && tmp->slaying == name)
2724 return splay (tmp);
2725
2726 return 0;
2727}
2728
2729void
2730object::force_add (const shstr name, int duration)
2731{
2732 if (object *force = force_find (name))
2733 force->destroy ();
2734
2735 object *force = get_archetype (FORCE_NAME);
2736
2737 force->slaying = name;
2738 force->stats.food = 1;
2739 force->speed_left = -1.f;
2740
2741 force->set_speed (duration ? 1.f / duration : 0.f);
2742 force->flag [FLAG_IS_USED_UP] = true;
2743 force->flag [FLAG_APPLIED] = true;
2744
2745 insert (force);
2746}
2747
2748void
2749object::play_sound (faceidx sound) const
2750{
2751 if (!sound)
2752 return;
2753
2754 if (flag [FLAG_REMOVED])
2755 return;
2756
2757 if (env)
2758 {
2759 if (object *pl = in_player ())
2760 pl->contr->play_sound (sound);
2761 }
2762 else
2763 map->play_sound (sound, x, y);
2764}
2765

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