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Comparing deliantra/server/common/object.C (file contents):
Revision 1.93 by root, Tue Dec 26 20:04:09 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. */
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, 1); 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 (is_freed) 555 flag [FLAG_FREED] = is_freed;
489 SET_FLAG (dst, FLAG_FREED); 556 flag [FLAG_REMOVED] = is_removed;
490
491 if (is_removed)
492 SET_FLAG (dst, FLAG_REMOVED);
493
494 if (speed < 0)
495 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
496 557
497 /* Copy over key_values, if any. */ 558 /* Copy over key_values, if any. */
498 if (key_values) 559 if (src.key_values)
499 { 560 {
500 key_value *tail = 0; 561 key_value *tail = 0;
501 key_value *i;
502
503 dst->key_values = 0; 562 key_values = 0;
504 563
505 for (i = key_values; i; i = i->next) 564 for (key_value *i = src.key_values; i; i = i->next)
506 { 565 {
507 key_value *new_link = new key_value; 566 key_value *new_link = new key_value;
508 567
509 new_link->next = 0; 568 new_link->next = 0;
510 new_link->key = i->key; 569 new_link->key = i->key;
511 new_link->value = i->value; 570 new_link->value = i->value;
512 571
513 /* Try and be clever here, too. */ 572 /* Try and be clever here, too. */
514 if (!dst->key_values) 573 if (!key_values)
515 { 574 {
516 dst->key_values = new_link; 575 key_values = new_link;
517 tail = new_link; 576 tail = new_link;
518 } 577 }
519 else 578 else
520 { 579 {
521 tail->next = new_link; 580 tail->next = new_link;
522 tail = new_link; 581 tail = new_link;
523 } 582 }
524 } 583 }
525 } 584 }
585}
586
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 ();
526 602
527 dst->set_speed (dst->speed); 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 ();
528} 623}
529 624
530object * 625object *
531object::clone () 626object::clone ()
532{ 627{
538/* 633/*
539 * 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
540 * 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
541 * 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.
542 */ 637 */
543
544void 638void
545update_turn_face (object *op) 639update_turn_face (object *op)
546{ 640{
547 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 641 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
548 return; 642 return;
643
549 SET_ANIMATION (op, op->direction); 644 SET_ANIMATION (op, op->direction);
550 update_object (op, UP_OBJ_FACE); 645 update_object (op, UP_OBJ_FACE);
551} 646}
552 647
553/* 648/*
556 * 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.
557 */ 652 */
558void 653void
559object::set_speed (float speed) 654object::set_speed (float speed)
560{ 655{
561 extern int arch_init;
562
563 /* No reason putting the archetypes objects on the speed list,
564 * since they never really need to be updated.
565 */
566 if (flag [FLAG_FREED] && speed) 656 if (flag [FLAG_FREED] && speed)
567 { 657 {
568 LOG (llevError, "Object %s is freed but has speed.\n", &name); 658 LOG (llevError, "Object %s is freed but has speed.\n", &name);
569 speed = 0; 659 speed = 0;
570 } 660 }
571 661
572 this->speed = speed; 662 this->speed = speed;
573 663
574 if (arch_init) 664 if (has_active_speed ())
575 return; 665 activate ();
576
577 if (FABS (speed) > MIN_ACTIVE_SPEED)
578 {
579 /* If already on active list, don't do anything */
580 if (active_next || active_prev || this == active_objects)
581 return;
582
583 /* process_events() expects us to insert the object at the beginning
584 * of the list. */
585 active_next = active_objects;
586
587 if (active_next)
588 active_next->active_prev = this;
589
590 active_objects = this;
591 }
592 else 666 else
593 { 667 deactivate ();
594 /* If not on the active list, nothing needs to be done */
595 if (!active_next && !active_prev && this != active_objects)
596 return;
597
598 if (!active_prev)
599 {
600 active_objects = active_next;
601
602 if (active_next)
603 active_next->active_prev = 0;
604 }
605 else
606 {
607 active_prev->active_next = active_next;
608
609 if (active_next)
610 active_next->active_prev = active_prev;
611 }
612
613 active_next = 0;
614 active_prev = 0;
615 }
616}
617
618/* This function removes object 'op' from the list of active
619 * objects.
620 * This should only be used for style maps or other such
621 * reference maps where you don't want an object that isn't
622 * in play chewing up cpu time getting processed.
623 * The reverse of this is to call update_ob_speed, which
624 * will do the right thing based on the speed of the object.
625 */
626void
627remove_from_active_list (object *op)
628{
629 /* If not on the active list, nothing needs to be done */
630 if (!op->active_next && !op->active_prev && op != active_objects)
631 return;
632
633 if (op->active_prev == NULL)
634 {
635 active_objects = op->active_next;
636 if (op->active_next != NULL)
637 op->active_next->active_prev = NULL;
638 }
639 else
640 {
641 op->active_prev->active_next = op->active_next;
642 if (op->active_next)
643 op->active_next->active_prev = op->active_prev;
644 }
645 op->active_next = NULL;
646 op->active_prev = NULL;
647} 668}
648 669
649/* 670/*
650 * update_object() updates the the map. 671 * update_object() updates the the map.
651 * It takes into account invisible objects (and represent squares covered 672 * It takes into account invisible objects (and represent squares covered
664 * UP_OBJ_FACE: only the objects face has changed. 685 * UP_OBJ_FACE: only the objects face has changed.
665 */ 686 */
666void 687void
667update_object (object *op, int action) 688update_object (object *op, int action)
668{ 689{
669 MoveType move_on, move_off, move_block, move_slow;
670
671 if (op == NULL) 690 if (op == NULL)
672 { 691 {
673 /* this should never happen */ 692 /* this should never happen */
674 LOG (llevDebug, "update_object() called for NULL object.\n"); 693 LOG (llevDebug, "update_object() called for NULL object.\n");
675 return; 694 return;
699 return; 718 return;
700 } 719 }
701 720
702 mapspace &m = op->ms (); 721 mapspace &m = op->ms ();
703 722
704 if (m.flags_ & P_NEED_UPDATE) 723 if (!(m.flags_ & P_UPTODATE))
705 /* nop */; 724 /* nop */;
706 else if (action == UP_OBJ_INSERT) 725 else if (action == UP_OBJ_INSERT)
707 { 726 {
708 // this is likely overkill, TODO: revisit (schmorp) 727 // this is likely overkill, TODO: revisit (schmorp)
709 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 728 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
718 /* 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
719 * to have move_allow right now. 738 * to have move_allow right now.
720 */ 739 */
721 || ((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
722 || 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)
723 m.flags_ = P_NEED_UPDATE; 742 m.flags_ = 0;
724 } 743 }
725 /* if the object is being removed, we can't make intelligent 744 /* if the object is being removed, we can't make intelligent
726 * decisions, because remove_ob can't really pass the object 745 * decisions, because remove_ob can't really pass the object
727 * that is being removed. 746 * that is being removed.
728 */ 747 */
729 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 748 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
730 m.flags_ = P_NEED_UPDATE; 749 m.flags_ = 0;
731 else if (action == UP_OBJ_FACE) 750 else if (action == UP_OBJ_FACE)
732 /* Nothing to do for that case */ ; 751 /* Nothing to do for that case */ ;
733 else 752 else
734 LOG (llevError, "update_object called with invalid action: %d\n", action); 753 LOG (llevError, "update_object called with invalid action: %d\n", action);
735 754
736 if (op->more) 755 if (op->more)
737 update_object (op->more, action); 756 update_object (op->more, action);
738} 757}
739 758
740object::vector object::objects; // not yet used
741object *object::first;
742
743object::object () 759object::object ()
744{ 760{
745 SET_FLAG (this, FLAG_REMOVED); 761 SET_FLAG (this, FLAG_REMOVED);
746 762
747 expmul = 1.0; 763 expmul = 1.0;
748 face = blank_face; 764 face = blank_face;
749} 765}
750 766
751object::~object () 767object::~object ()
752{ 768{
769 unlink ();
770
753 free_key_values (this); 771 free_key_values (this);
754} 772}
755 773
774static int object_count;
775
756void object::link () 776void object::link ()
757{ 777{
778 assert (!index);//D
779 uuid = UUID::gen ();
758 count = ++ob_count; 780 count = ++object_count;
759 uuid = gen_uuid ();
760 781
761 prev = 0; 782 refcnt_inc ();
762 next = object::first; 783 objects.insert (this);
763
764 if (object::first)
765 object::first->prev = this;
766
767 object::first = this;
768} 784}
769 785
770void object::unlink () 786void object::unlink ()
771{ 787{
772 if (this == object::first) 788 if (!index)
773 object::first = next; 789 return;
774 790
775 /* Remove this object from the list of used objects */ 791 objects.erase (this);
776 if (prev) prev->next = next; 792 refcnt_dec ();
777 if (next) next->prev = prev; 793}
778 794
779 prev = 0; 795void
780 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 }
781} 850}
782 851
783/* 852/*
784 * Remove and free all objects in the inventory of the given object. 853 * Remove and free all objects in the inventory of the given object.
785 * object.c ? 854 * object.c ?
786 */ 855 */
787void 856void
788object::destroy_inv (bool drop_to_ground) 857object::destroy_inv (bool drop_to_ground)
789{ 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
790 /* Only if the space blocks everything do we not process - 867 /* Only if the space blocks everything do we not process -
791 * if some form of movement is allowed, let objects 868 * if some form of movement is allowed, let objects
792 * drop on that space. 869 * drop on that space.
793 */ 870 */
794 if (!drop_to_ground 871 if (!drop_to_ground
795 || !map 872 || !map
796 || map->in_memory != MAP_IN_MEMORY 873 || map->in_memory != MAP_IN_MEMORY
874 || map->nodrop
797 || map->at (x, y).move_block == MOVE_ALL) 875 || ms ().move_block == MOVE_ALL)
798 { 876 {
799 while (inv) 877 while (inv)
800 { 878 {
801 inv->destroy_inv (drop_to_ground); 879 inv->destroy_inv (drop_to_ground);
802 inv->destroy (); 880 inv->destroy ();
810 888
811 if (op->flag [FLAG_STARTEQUIP] 889 if (op->flag [FLAG_STARTEQUIP]
812 || op->flag [FLAG_NO_DROP] 890 || op->flag [FLAG_NO_DROP]
813 || op->type == RUNE 891 || op->type == RUNE
814 || op->type == TRAP 892 || op->type == TRAP
815 || op->flag [FLAG_IS_A_TEMPLATE]) 893 || op->flag [FLAG_IS_A_TEMPLATE]
894 || op->flag [FLAG_DESTROY_ON_DEATH])
816 op->destroy (); 895 op->destroy ();
817 else 896 else
818 map->insert (op, x, y); 897 map->insert (op, x, y);
819 } 898 }
820 } 899 }
828} 907}
829 908
830void 909void
831object::do_destroy () 910object::do_destroy ()
832{ 911{
912 attachable::do_destroy ();
913
833 if (flag [FLAG_IS_LINKED]) 914 if (flag [FLAG_IS_LINKED])
834 remove_button_link (this); 915 remove_button_link (this);
835 916
836 if (flag [FLAG_FRIENDLY]) 917 if (flag [FLAG_FRIENDLY])
837 remove_friendly_object (this); 918 remove_friendly_object (this);
838 919
839 if (!flag [FLAG_REMOVED]) 920 if (!flag [FLAG_REMOVED])
840 remove (); 921 remove ();
841 922
842 if (flag [FLAG_FREED]) 923 destroy_inv (true);
843 return;
844 924
845 set_speed (0); 925 deactivate ();
926 unlink ();
846 927
847 flag [FLAG_FREED] = 1; 928 flag [FLAG_FREED] = 1;
848
849 attachable::do_destroy ();
850
851 destroy_inv (true);
852 unlink ();
853 929
854 // hack to ensure that freed objects still have a valid map 930 // hack to ensure that freed objects still have a valid map
855 { 931 {
856 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
857 933
858 if (!freed_map) 934 if (!freed_map)
859 { 935 {
860 freed_map = new maptile; 936 freed_map = new maptile;
861 937
938 freed_map->path = "<freed objects map>";
862 freed_map->name = "/internal/freed_objects_map"; 939 freed_map->name = "/internal/freed_objects_map";
863 freed_map->width = 3; 940 freed_map->width = 3;
864 freed_map->height = 3; 941 freed_map->height = 3;
942 freed_map->nodrop = 1;
865 943
866 freed_map->allocate (); 944 freed_map->alloc ();
945 freed_map->in_memory = MAP_IN_MEMORY;
867 } 946 }
868 947
869 map = freed_map; 948 map = freed_map;
870 x = 1; 949 x = 1;
871 y = 1; 950 y = 1;
872 } 951 }
873 952
874 head = 0;
875
876 if (more) 953 if (more)
877 { 954 {
878 more->destroy (); 955 more->destroy ();
879 more = 0; 956 more = 0;
880 } 957 }
881 958
959 head = 0;
960
882 // clear those pointers that likely might have circular references to us 961 // clear those pointers that likely might cause circular references
883 owner = 0; 962 owner = 0;
884 enemy = 0; 963 enemy = 0;
885 attacked_by = 0; 964 attacked_by = 0;
886 965 current_weapon = 0;
887 // only relevant for players(?), but make sure of it anyways
888 contr = 0;
889} 966}
890 967
891void 968void
892object::destroy (bool destroy_inventory) 969object::destroy (bool destroy_inventory)
893{ 970{
894 if (destroyed ()) 971 if (destroyed ())
895 return; 972 return;
896 973
897 if (destroy_inventory) 974 if (destroy_inventory)
898 destroy_inv (false); 975 destroy_inv (false);
976
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
899 982
900 attachable::destroy (); 983 attachable::destroy ();
901} 984}
902 985
903/* 986/*
921 * 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
922 * 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
923 * object will have no environment. If the object previously had an 1006 * object will have no environment. If the object previously had an
924 * environment, the x and y coordinates will be updated to 1007 * environment, the x and y coordinates will be updated to
925 * the previous environment. 1008 * the previous environment.
926 * Beware: This function is called from the editor as well!
927 */ 1009 */
928void 1010void
929object::remove () 1011object::do_remove ()
930{ 1012{
931 object *tmp, *last = 0; 1013 object *tmp, *last = 0;
932 object *otmp; 1014 object *otmp;
933 1015
934 if (QUERY_FLAG (this, FLAG_REMOVED)) 1016 if (QUERY_FLAG (this, FLAG_REMOVED))
956 * to save cpu time. 1038 * to save cpu time.
957 */ 1039 */
958 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))
959 otmp->update_stats (); 1041 otmp->update_stats ();
960 1042
961 if (above != NULL) 1043 if (above)
962 above->below = below; 1044 above->below = below;
963 else 1045 else
964 env->inv = below; 1046 env->inv = below;
965 1047
966 if (below != NULL) 1048 if (below)
967 below->above = above; 1049 below->above = above;
968 1050
969 /* we set up values so that it could be inserted into 1051 /* we set up values so that it could be inserted into
970 * 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
971 * to the caller to decide what we want to do. 1053 * to the caller to decide what we want to do.
975 above = 0, below = 0; 1057 above = 0, below = 0;
976 env = 0; 1058 env = 0;
977 } 1059 }
978 else if (map) 1060 else if (map)
979 { 1061 {
980 /* Re did the following section of code - it looks like it had 1062 if (type == PLAYER)
981 * lots of logic for things we no longer care about
982 */ 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 ();
983 1076
984 /* link the object above us */ 1077 /* link the object above us */
985 if (above) 1078 if (above)
986 above->below = below; 1079 above->below = below;
987 else 1080 else
988 map->at (x, y).top = below; /* we were top, set new top */ 1081 ms.top = below; /* we were top, set new top */
989 1082
990 /* Relink the object below us, if there is one */ 1083 /* Relink the object below us, if there is one */
991 if (below) 1084 if (below)
992 below->above = above; 1085 below->above = above;
993 else 1086 else
995 /* 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
996 * use translated coordinates in case some oddness with map tiling is 1089 * use translated coordinates in case some oddness with map tiling is
997 * evident 1090 * evident
998 */ 1091 */
999 if (GET_MAP_OB (map, x, y) != this) 1092 if (GET_MAP_OB (map, x, y) != this)
1000 {
1001 char *dump = dump_object (this);
1002 LOG (llevError,
1003 "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 ());
1004 free (dump);
1005 dump = dump_object (GET_MAP_OB (map, x, y));
1006 LOG (llevError, "%s\n", dump);
1007 free (dump);
1008 }
1009 1094
1010 map->at (x, y).bot = above; /* goes on above it. */ 1095 ms.bot = above; /* goes on above it. */
1011 } 1096 }
1012 1097
1013 above = 0; 1098 above = 0;
1014 below = 0; 1099 below = 0;
1015 1100
1016 if (map->in_memory == MAP_SAVING) 1101 if (map->in_memory == MAP_SAVING)
1017 return; 1102 return;
1018 1103
1019 int check_walk_off = !flag [FLAG_NO_APPLY]; 1104 int check_walk_off = !flag [FLAG_NO_APPLY];
1020 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
1021 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above) 1118 for (tmp = ms.bot; tmp; tmp = tmp->above)
1022 { 1119 {
1023 /* 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
1024 * being removed. 1121 * being removed.
1025 */ 1122 */
1026 1123
1027 if (tmp->type == PLAYER && tmp != this)
1028 {
1029 /* If a container that the player is currently using somehow gets
1030 * removed (most likely destroyed), update the player view
1031 * appropriately.
1032 */
1033 if (tmp->container == this)
1034 {
1035 flag [FLAG_APPLIED] = 0;
1036 tmp->container = 0;
1037 }
1038
1039 if (tmp->contr->ns)
1040 tmp->contr->ns->floorbox_update ();
1041 }
1042
1043 /* See if player moving off should effect something */ 1124 /* See if object moving off should effect something */
1044 if (check_walk_off 1125 if (check_walk_off
1045 && ((move_type & tmp->move_off) 1126 && ((move_type & tmp->move_off)
1046 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1127 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1047 { 1128 {
1048 move_apply (tmp, this, 0); 1129 move_apply (tmp, this, 0);
1049 1130
1050 if (destroyed ()) 1131 if (destroyed ())
1051 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 ());
1052 } 1133 }
1053 1134
1054 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1055
1056 if (tmp->above == tmp)
1057 tmp->above = 0;
1058
1059 last = tmp; 1135 last = tmp;
1060 } 1136 }
1061 1137
1062 /* 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?
1063 if (!last) 1140 if (!last)
1064 map->at (x, y).flags_ = P_NEED_UPDATE; 1141 map->at (x, y).flags_ = 0;
1065 else 1142 else
1066 update_object (last, UP_OBJ_REMOVE); 1143 update_object (last, UP_OBJ_REMOVE);
1067 1144
1068 if (flag [FLAG_BLOCKSVIEW] || glow_radius) 1145 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1069 update_all_los (map, x, y); 1146 update_all_los (map, x, y);
1082merge_ob (object *op, object *top) 1159merge_ob (object *op, object *top)
1083{ 1160{
1084 if (!op->nrof) 1161 if (!op->nrof)
1085 return 0; 1162 return 0;
1086 1163
1087 if (top) 1164 if (!top)
1088 for (top = op; top && top->above; top = top->above) 1165 for (top = op; top && top->above; top = top->above)
1089 ; 1166 ;
1090 1167
1091 for (; top; top = top->below) 1168 for (; top; top = top->below)
1092 { 1169 {
1105 } 1182 }
1106 1183
1107 return 0; 1184 return 0;
1108} 1185}
1109 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
1110/* 1210/*
1111 * 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
1112 * job preparing multi-part monsters 1212 * job preparing multi-part monsters.
1113 */ 1213 */
1114object * 1214object *
1115insert_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)
1116{ 1216{
1117 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1217 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1118 { 1218 {
1119 tmp->x = x + tmp->arch->clone.x; 1219 tmp->x = x + tmp->arch->x;
1120 tmp->y = y + tmp->arch->clone.y; 1220 tmp->y = y + tmp->arch->y;
1121 } 1221 }
1122 1222
1123 return insert_ob_in_map (op, m, originator, flag); 1223 return insert_ob_in_map (op, m, originator, flag);
1124} 1224}
1125 1225
1144 * just 'op' otherwise 1244 * just 'op' otherwise
1145 */ 1245 */
1146object * 1246object *
1147insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1247insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1148{ 1248{
1249 assert (!op->flag [FLAG_FREED]);
1250
1149 object *tmp, *top, *floor = NULL; 1251 object *top, *floor = NULL;
1150 sint16 x, y;
1151 1252
1152 if (QUERY_FLAG (op, FLAG_FREED)) 1253 op->remove ();
1153 {
1154 LOG (llevError, "Trying to insert freed object!\n");
1155 return NULL;
1156 }
1157
1158 if (m == NULL)
1159 {
1160 char *dump = dump_object (op);
1161 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1162 free (dump);
1163 return op;
1164 }
1165
1166 if (out_of_map (m, op->x, op->y))
1167 {
1168 char *dump = dump_object (op);
1169 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1170#ifdef MANY_CORES
1171 /* Better to catch this here, as otherwise the next use of this object
1172 * is likely to cause a crash. Better to find out where it is getting
1173 * improperly inserted.
1174 */
1175 abort ();
1176#endif
1177 free (dump);
1178 return op;
1179 }
1180
1181 if (!QUERY_FLAG (op, FLAG_REMOVED))
1182 {
1183 char *dump = dump_object (op);
1184 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1185 free (dump);
1186 return op;
1187 }
1188
1189 if (op->more)
1190 {
1191 /* The part may be on a different map. */
1192
1193 object *more = op->more;
1194
1195 /* We really need the caller to normalize coordinates - if
1196 * we set the map, that doesn't work if the location is within
1197 * a map and this is straddling an edge. So only if coordinate
1198 * is clear wrong do we normalize it.
1199 */
1200 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1201 more->map = get_map_from_coord (m, &more->x, &more->y);
1202 else if (!more->map)
1203 {
1204 /* For backwards compatibility - when not dealing with tiled maps,
1205 * more->map should always point to the parent.
1206 */
1207 more->map = m;
1208 }
1209
1210 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1211 {
1212 if (!op->head)
1213 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1214
1215 return 0;
1216 }
1217 }
1218
1219 CLEAR_FLAG (op, FLAG_REMOVED);
1220 1254
1221 /* Ideally, the caller figures this out. However, it complicates a lot 1255 /* Ideally, the caller figures this out. However, it complicates a lot
1222 * 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
1223 * need extra work 1257 * need extra work
1224 */ 1258 */
1225 op->map = get_map_from_coord (m, &op->x, &op->y); 1259 if (!xy_normalise (m, op->x, op->y))
1226 x = op->x; 1260 {
1227 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 ();
1228 1273
1229 /* this has to be done after we translate the coordinates. 1274 /* this has to be done after we translate the coordinates.
1230 */ 1275 */
1231 if (op->nrof && !(flag & INS_NO_MERGE)) 1276 if (op->nrof && !(flag & INS_NO_MERGE))
1232 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1277 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1233 if (object::can_merge (op, tmp)) 1278 if (object::can_merge (op, tmp))
1234 { 1279 {
1235 op->nrof += tmp->nrof; 1280 op->nrof += tmp->nrof;
1236 tmp->destroy (); 1281 tmp->destroy ();
1237 } 1282 }
1254 op->below = originator->below; 1299 op->below = originator->below;
1255 1300
1256 if (op->below) 1301 if (op->below)
1257 op->below->above = op; 1302 op->below->above = op;
1258 else 1303 else
1259 op->ms ().bot = op; 1304 ms.bot = op;
1260 1305
1261 /* since *below* originator, no need to update top */ 1306 /* since *below* originator, no need to update top */
1262 originator->below = op; 1307 originator->below = op;
1263 } 1308 }
1264 else 1309 else
1265 { 1310 {
1311 top = ms.bot;
1312
1266 /* If there are other objects, then */ 1313 /* If there are other objects, then */
1267 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1314 if (top)
1268 { 1315 {
1269 object *last = NULL; 1316 object *last = 0;
1270 1317
1271 /* 1318 /*
1272 * 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.
1273 * We've already dealt with merging if appropriate. 1320 * We've already dealt with merging if appropriate.
1274 * 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
1278 * 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
1279 * 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
1280 * 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
1281 * that flying non pickable objects are spell objects. 1328 * that flying non pickable objects are spell objects.
1282 */ 1329 */
1283 1330 for (top = ms.bot; top; top = top->above)
1284 while (top != NULL)
1285 { 1331 {
1286 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))
1287 floor = top; 1333 floor = top;
1288 1334
1289 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))
1292 top = top->below; 1338 top = top->below;
1293 break; 1339 break;
1294 } 1340 }
1295 1341
1296 last = top; 1342 last = top;
1297 top = top->above;
1298 } 1343 }
1299 1344
1300 /* 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 */
1301 top = last; 1346 top = last;
1302 1347
1304 * looks like instead of lots of conditions here. 1349 * looks like instead of lots of conditions here.
1305 * makes things faster, and effectively the same result. 1350 * makes things faster, and effectively the same result.
1306 */ 1351 */
1307 1352
1308 /* Have object 'fall below' other objects that block view. 1353 /* Have object 'fall below' other objects that block view.
1309 * Unless those objects are exits, type 66 1354 * Unless those objects are exits.
1310 * If INS_ON_TOP is used, don't do this processing 1355 * If INS_ON_TOP is used, don't do this processing
1311 * Need to find the object that in fact blocks view, otherwise 1356 * Need to find the object that in fact blocks view, otherwise
1312 * stacking is a bit odd. 1357 * stacking is a bit odd.
1313 */ 1358 */
1314 if (!(flag & INS_ON_TOP) && 1359 if (!(flag & INS_ON_TOP)
1315 (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))
1316 { 1362 {
1317 for (last = top; last != floor; last = last->below) 1363 for (last = top; last != floor; last = last->below)
1318 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1364 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1319 break; 1365 break;
1366
1320 /* Check to see if we found the object that blocks view, 1367 /* Check to see if we found the object that blocks view,
1321 * 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
1322 * we can get inserted below this one, which requires we 1369 * we can get inserted below this one, which requires we
1323 * set top to the object below us. 1370 * set top to the object below us.
1324 */ 1371 */
1325 if (last && last->below && last != floor) 1372 if (last && last->below && last != floor)
1326 top = last->below; 1373 top = last->below;
1327 } 1374 }
1328 } /* If objects on this space */ 1375 } /* If objects on this space */
1329 1376
1330 if (flag & INS_MAP_LOAD)
1331 top = GET_MAP_TOP (op->map, op->x, op->y);
1332
1333 if (flag & INS_ABOVE_FLOOR_ONLY) 1377 if (flag & INS_ABOVE_FLOOR_ONLY)
1334 top = floor; 1378 top = floor;
1335 1379
1336 /* 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.
1337 */ 1381 */
1338 1382
1339 /* First object on this space */ 1383 /* First object on this space */
1340 if (!top) 1384 if (!top)
1341 { 1385 {
1342 op->above = GET_MAP_OB (op->map, op->x, op->y); 1386 op->above = ms.bot;
1343 1387
1344 if (op->above) 1388 if (op->above)
1345 op->above->below = op; 1389 op->above->below = op;
1346 1390
1347 op->below = NULL; 1391 op->below = 0;
1348 op->ms ().bot = op; 1392 ms.bot = op;
1349 } 1393 }
1350 else 1394 else
1351 { /* get inserted into the stack above top */ 1395 { /* get inserted into the stack above top */
1352 op->above = top->above; 1396 op->above = top->above;
1353 1397
1356 1400
1357 op->below = top; 1401 op->below = top;
1358 top->above = op; 1402 top->above = op;
1359 } 1403 }
1360 1404
1361 if (op->above == NULL) 1405 if (!op->above)
1362 op->ms ().top = op; 1406 ms.top = op;
1363 } /* else not INS_BELOW_ORIGINATOR */ 1407 } /* else not INS_BELOW_ORIGINATOR */
1364 1408
1365 if (op->type == PLAYER) 1409 if (op->type == PLAYER)
1410 {
1366 op->contr->do_los = 1; 1411 op->contr->do_los = 1;
1412 ++op->map->players;
1413 op->map->touch ();
1414 }
1367 1415
1368 /* If we have a floor, we know the player, if any, will be above 1416 op->map->dirty = true;
1369 * it, so save a few ticks and start from there. 1417
1370 */
1371 if (!(flag & INS_MAP_LOAD))
1372 if (object *pl = op->ms ().player ()) 1418 if (object *pl = ms.player ())
1373 if (pl->contr->ns)
1374 pl->contr->ns->floorbox_update (); 1419 pl->contr->ns->floorbox_update ();
1375 1420
1376 /* If this object glows, it may affect lighting conditions that are 1421 /* If this object glows, it may affect lighting conditions that are
1377 * 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
1378 * 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
1379 * on the map will get recalculated. The players could very well 1424 * on the map will get recalculated. The players could very well
1380 * 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 -
1381 * this should get redone to only look for players within range, 1426 * this should get redone to only look for players within range,
1382 * or just updating the P_NEED_UPDATE for spaces within this area 1427 * or just updating the P_UPTODATE for spaces within this area
1383 * of effect may be sufficient. 1428 * of effect may be sufficient.
1384 */ 1429 */
1385 if (op->map->darkness && (op->glow_radius != 0)) 1430 if (op->map->darkness && (op->glow_radius != 0))
1386 update_all_los (op->map, op->x, op->y); 1431 update_all_los (op->map, op->x, op->y);
1387 1432
1398 * blocked() and wall() work properly), and these flags are updated by 1443 * blocked() and wall() work properly), and these flags are updated by
1399 * update_object(). 1444 * update_object().
1400 */ 1445 */
1401 1446
1402 /* 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 */
1403 if (!(flag & INS_NO_WALK_ON) && !op->head) 1448 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1404 { 1449 {
1405 if (check_move_on (op, originator)) 1450 if (check_move_on (op, originator))
1406 return 0; 1451 return 0;
1407 1452
1408 /* 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
1409 * walk on's. 1454 * walk on's.
1410 */ 1455 */
1411 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1456 for (object *tmp = op->more; tmp; tmp = tmp->more)
1412 if (check_move_on (tmp, originator)) 1457 if (check_move_on (tmp, originator))
1413 return 0; 1458 return 0;
1414 } 1459 }
1415 1460
1416 return op; 1461 return op;
1425{ 1470{
1426 object *tmp, *tmp1; 1471 object *tmp, *tmp1;
1427 1472
1428 /* first search for itself and remove any old instances */ 1473 /* first search for itself and remove any old instances */
1429 1474
1430 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)
1431 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1476 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1432 tmp->destroy (); 1477 tmp->destroy ();
1433 1478
1434 tmp1 = arch_to_object (archetype::find (arch_string)); 1479 tmp1 = arch_to_object (archetype::find (arch_string));
1435 1480
1436 tmp1->x = op->x; 1481 tmp1->x = op->x;
1439} 1484}
1440 1485
1441object * 1486object *
1442object::insert_at (object *where, object *originator, int flags) 1487object::insert_at (object *where, object *originator, int flags)
1443{ 1488{
1444 where->map->insert (this, where->x, where->y, originator, flags); 1489 return where->map->insert (this, where->x, where->y, originator, flags);
1445} 1490}
1446 1491
1447/* 1492/*
1448 * 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
1449 * is returned contains nr objects, and the remaining parts contains 1494 * is returned contains nr objects, and the remaining parts contains
1489 * 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
1490 * is subsequently removed and freed. 1535 * is subsequently removed and freed.
1491 * 1536 *
1492 * 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
1493 */ 1538 */
1494
1495object * 1539object *
1496decrease_ob_nr (object *op, uint32 i) 1540decrease_ob_nr (object *op, uint32 i)
1497{ 1541{
1498 object *tmp; 1542 object *tmp;
1499 1543
1574 1618
1575/* 1619/*
1576 * add_weight(object, weight) adds the specified weight to an object, 1620 * add_weight(object, weight) adds the specified weight to an object,
1577 * and also updates how much the environment(s) is/are carrying. 1621 * and also updates how much the environment(s) is/are carrying.
1578 */ 1622 */
1579
1580void 1623void
1581add_weight (object *op, signed long weight) 1624add_weight (object *op, signed long weight)
1582{ 1625{
1583 while (op != NULL) 1626 while (op != NULL)
1584 { 1627 {
1599 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);
1600 free (dump); 1643 free (dump);
1601 return op; 1644 return op;
1602 } 1645 }
1603 1646
1604 if (where->head) 1647 if (where->head_ () != where)
1605 { 1648 {
1606 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");
1607 where = where->head; 1650 where = where->head;
1608 } 1651 }
1609 1652
1610 return where->insert (op); 1653 return where->insert (op);
1611} 1654}
1616 * inside the object environment. 1659 * inside the object environment.
1617 * 1660 *
1618 * 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
1619 * be != op, if items are merged. -Tero 1662 * be != op, if items are merged. -Tero
1620 */ 1663 */
1621
1622object * 1664object *
1623object::insert (object *op) 1665object::insert (object *op)
1624{ 1666{
1625 object *tmp, *otmp;
1626
1627 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1667 if (!QUERY_FLAG (op, FLAG_REMOVED))
1628 op->remove (); 1668 op->remove ();
1629 1669
1630 if (op->more) 1670 if (op->more)
1631 { 1671 {
1633 return op; 1673 return op;
1634 } 1674 }
1635 1675
1636 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1676 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1637 CLEAR_FLAG (op, FLAG_REMOVED); 1677 CLEAR_FLAG (op, FLAG_REMOVED);
1678
1638 if (op->nrof) 1679 if (op->nrof)
1639 { 1680 {
1640 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1681 for (object *tmp = inv; tmp; tmp = tmp->below)
1641 if (object::can_merge (tmp, op)) 1682 if (object::can_merge (tmp, op))
1642 { 1683 {
1643 /* return the original object and remove inserted object 1684 /* return the original object and remove inserted object
1644 (client needs the original object) */ 1685 (client needs the original object) */
1645 tmp->nrof += op->nrof; 1686 tmp->nrof += op->nrof;
1664 add_weight (this, op->weight * op->nrof); 1705 add_weight (this, op->weight * op->nrof);
1665 } 1706 }
1666 else 1707 else
1667 add_weight (this, (op->weight + op->carrying)); 1708 add_weight (this, (op->weight + op->carrying));
1668 1709
1669 otmp = this->in_player (); 1710 if (object *otmp = this->in_player ())
1670 if (otmp && otmp->contr)
1671 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1711 if (otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1672 otmp->update_stats (); 1712 otmp->update_stats ();
1673 1713
1714 op->owner = 0; // its his/hers now. period.
1674 op->map = 0; 1715 op->map = 0;
1675 op->env = this; 1716 op->env = this;
1676 op->above = 0; 1717 op->above = 0;
1677 op->below = 0; 1718 op->below = 0;
1678 op->x = 0, op->y = 0; 1719 op->x = op->y = 0;
1679 1720
1680 /* 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 */
1681 if ((op->glow_radius != 0) && map) 1722 if (op->glow_radius && map)
1682 { 1723 {
1683#ifdef DEBUG_LIGHTS 1724#ifdef DEBUG_LIGHTS
1684 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);
1685#endif /* DEBUG_LIGHTS */ 1726#endif /* DEBUG_LIGHTS */
1686 if (map->darkness) 1727 if (map->darkness)
1758 1799
1759 /* The objects have to be checked from top to bottom. 1800 /* The objects have to be checked from top to bottom.
1760 * Hence, we first go to the top: 1801 * Hence, we first go to the top:
1761 */ 1802 */
1762 1803
1763 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp && tmp->above; tmp = tmp->above) 1804 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1764 { 1805 {
1765 /* Trim the search when we find the first other spell effect 1806 /* Trim the search when we find the first other spell effect
1766 * 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,
1767 * we don't need to check all of them. 1808 * we don't need to check all of them.
1768 */ 1809 */
1786 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1827 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1787 ((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))
1788 { 1829 {
1789 1830
1790 float 1831 float
1791 diff = tmp->move_slow_penalty * FABS (op->speed); 1832 diff = tmp->move_slow_penalty * fabs (op->speed);
1792 1833
1793 if (op->type == PLAYER) 1834 if (op->type == PLAYER)
1794 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)) ||
1795 (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)))
1796 diff /= 4.0; 1837 diff /= 4.0;
1826 * The first matching object is returned, or NULL if none. 1867 * The first matching object is returned, or NULL if none.
1827 */ 1868 */
1828object * 1869object *
1829present_arch (const archetype *at, maptile *m, int x, int y) 1870present_arch (const archetype *at, maptile *m, int x, int y)
1830{ 1871{
1831 if (m == NULL || out_of_map (m, x, y)) 1872 if (!m || out_of_map (m, x, y))
1832 { 1873 {
1833 LOG (llevError, "Present_arch called outside map.\n"); 1874 LOG (llevError, "Present_arch called outside map.\n");
1834 return NULL; 1875 return NULL;
1835 } 1876 }
1836 1877
1837 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1878 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1838 if (tmp->arch == at) 1879 if (tmp->arch == at)
1839 return tmp; 1880 return tmp;
1840 1881
1841 return NULL; 1882 return NULL;
1842} 1883}
1853 { 1894 {
1854 LOG (llevError, "Present called outside map.\n"); 1895 LOG (llevError, "Present called outside map.\n");
1855 return NULL; 1896 return NULL;
1856 } 1897 }
1857 1898
1858 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1899 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1859 if (tmp->type == type) 1900 if (tmp->type == type)
1860 return tmp; 1901 return tmp;
1861 1902
1862 return NULL; 1903 return NULL;
1863} 1904}
1920 * activate recursively a flag on an object inventory 1961 * activate recursively a flag on an object inventory
1921 */ 1962 */
1922void 1963void
1923flag_inv (object *op, int flag) 1964flag_inv (object *op, int flag)
1924{ 1965{
1925 if (op->inv)
1926 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1966 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1927 { 1967 {
1928 SET_FLAG (tmp, flag); 1968 SET_FLAG (tmp, flag);
1929 flag_inv (tmp, flag); 1969 flag_inv (tmp, flag);
1930 } 1970 }
1931} 1971}
1932 1972
1933/* 1973/*
1934 * deactivate recursively a flag on an object inventory 1974 * deactivate recursively a flag on an object inventory
1935 */ 1975 */
1936void 1976void
1937unflag_inv (object *op, int flag) 1977unflag_inv (object *op, int flag)
1938{ 1978{
1939 if (op->inv)
1940 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1979 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1941 { 1980 {
1942 CLEAR_FLAG (tmp, flag); 1981 CLEAR_FLAG (tmp, flag);
1943 unflag_inv (tmp, flag); 1982 unflag_inv (tmp, flag);
1944 } 1983 }
1945}
1946
1947/*
1948 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1949 * all it's inventory (recursively).
1950 * If checksums are used, a player will get set_cheat called for
1951 * him/her-self and all object carried by a call to this function.
1952 */
1953void
1954set_cheat (object *op)
1955{
1956 SET_FLAG (op, FLAG_WAS_WIZ);
1957 flag_inv (op, FLAG_WAS_WIZ);
1958} 1984}
1959 1985
1960/* 1986/*
1961 * 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
1962 * 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
1964 * to search (see the freearr_x/y[] definition). 1990 * to search (see the freearr_x/y[] definition).
1965 * It returns a random choice among the alternatives found. 1991 * It returns a random choice among the alternatives found.
1966 * 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
1967 * does all 4 immediate directions). This returns the index into the 1993 * does all 4 immediate directions). This returns the index into the
1968 * 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)
1969 * Note - this only checks to see if there is space for the head of the
1970 * object - if it is a multispace object, this should be called for all
1971 * pieces.
1972 * Note2: This function does correctly handle tiled maps, but does not 1995 * Note: This function does correctly handle tiled maps, but does not
1973 * inform the caller. However, insert_ob_in_map will update as 1996 * inform the caller. However, insert_ob_in_map will update as
1974 * 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.
1975 * 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
1976 * 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
1977 * 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
1979 * customized, changed states, etc. 2002 * customized, changed states, etc.
1980 */ 2003 */
1981int 2004int
1982find_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)
1983{ 2006{
2007 int altern[SIZEOFFREE];
1984 int index = 0, flag; 2008 int index = 0, flag;
1985 int altern[SIZEOFFREE];
1986 2009
1987 for (int i = start; i < stop; i++) 2010 for (int i = start; i < stop; i++)
1988 { 2011 {
1989 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2012 mapxy pos (m, x, y); pos.move (i);
1990 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 {
1991 altern [index++] = i; 2028 altern [index++] = i;
2029 continue;
2030 }
1992 2031
1993 /* 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.
1994 * 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.
1995 * 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 -
1996 * 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
1997 * 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
1998 * to only the spaces immediately surrounding the target area, and 2037 * to only the spaces immediately surrounding the target area, and
1999 * won't look 2 spaces south of the target space. 2038 * won't look 2 spaces south of the target space.
2000 */ 2039 */
2001 else if ((flag & P_NO_PASS) && maxfree[i] < stop) 2040 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2041 {
2002 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;
2003 } 2056 }
2004 2057
2005 if (!index) 2058 if (!index)
2006 return -1; 2059 return -1;
2007 2060
2008 return altern[RANDOM () % index]; 2061 return altern [rndm (index)];
2009} 2062}
2010 2063
2011/* 2064/*
2012 * find_first_free_spot(archetype, maptile, x, y) works like 2065 * find_first_free_spot(archetype, maptile, x, y) works like
2013 * find_free_spot(), but it will search max number of squares. 2066 * find_free_spot(), but it will search max number of squares.
2016 */ 2069 */
2017int 2070int
2018find_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)
2019{ 2072{
2020 for (int i = 0; i < SIZEOFFREE; i++) 2073 for (int i = 0; i < SIZEOFFREE; i++)
2021 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]))
2022 return i; 2075 return i;
2023 2076
2024 return -1; 2077 return -1;
2025} 2078}
2026 2079
2034{ 2087{
2035 arr += begin; 2088 arr += begin;
2036 end -= begin; 2089 end -= begin;
2037 2090
2038 while (--end) 2091 while (--end)
2039 swap (arr [end], arr [RANDOM () % (end + 1)]); 2092 swap (arr [end], arr [rndm (end + 1)]);
2040} 2093}
2041 2094
2042/* new function to make monster searching more efficient, and effective! 2095/* new function to make monster searching more efficient, and effective!
2043 * This basically returns a randomized array (in the passed pointer) of 2096 * This basically returns a randomized array (in the passed pointer) of
2044 * 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
2080 object *tmp; 2133 object *tmp;
2081 maptile *mp; 2134 maptile *mp;
2082 2135
2083 MoveType blocked, move_type; 2136 MoveType blocked, move_type;
2084 2137
2085 if (exclude && exclude->head) 2138 if (exclude && exclude->head_ () != exclude)
2086 { 2139 {
2087 exclude = exclude->head; 2140 exclude = exclude->head;
2088 move_type = exclude->move_type; 2141 move_type = exclude->move_type;
2089 } 2142 }
2090 else 2143 else
2113 max = maxfree[i]; 2166 max = maxfree[i];
2114 else if (mflags & P_IS_ALIVE) 2167 else if (mflags & P_IS_ALIVE)
2115 { 2168 {
2116 for (tmp = ms.bot; tmp; tmp = tmp->above) 2169 for (tmp = ms.bot; tmp; tmp = tmp->above)
2117 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2170 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2118 && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2171 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2119 break; 2172 break;
2120 2173
2121 if (tmp) 2174 if (tmp)
2122 return freedir[i]; 2175 return freedir[i];
2123 } 2176 }
2178 2231
2179 return 3; 2232 return 3;
2180} 2233}
2181 2234
2182/* 2235/*
2183 * absdir(int): Returns a number between 1 and 8, which represent
2184 * the "absolute" direction of a number (it actually takes care of
2185 * "overflow" in previous calculations of a direction).
2186 */
2187
2188int
2189absdir (int d)
2190{
2191 while (d < 1)
2192 d += 8;
2193
2194 while (d > 8)
2195 d -= 8;
2196
2197 return d;
2198}
2199
2200/*
2201 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2236 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2202 * between two directions (which are expected to be absolute (see absdir()) 2237 * between two directions (which are expected to be absolute (see absdir())
2203 */ 2238 */
2204
2205int 2239int
2206dirdiff (int dir1, int dir2) 2240dirdiff (int dir1, int dir2)
2207{ 2241{
2208 int d; 2242 int d;
2209 2243
2322 * 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
2323 * core dumps if they do. 2357 * core dumps if they do.
2324 * 2358 *
2325 * 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)
2326 */ 2360 */
2327
2328int 2361int
2329can_pick (const object *who, const object *item) 2362can_pick (const object *who, const object *item)
2330{ 2363{
2331 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2364 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2332 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2365 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2337 * create clone from object to another 2370 * create clone from object to another
2338 */ 2371 */
2339object * 2372object *
2340object_create_clone (object *asrc) 2373object_create_clone (object *asrc)
2341{ 2374{
2342 object *dst = 0, *tmp, *src, *part, *prev, *item; 2375 object *dst = 0, *tmp, *src, *prev, *item;
2343 2376
2344 if (!asrc) 2377 if (!asrc)
2345 return 0; 2378 return 0;
2346 2379
2347 src = asrc;
2348 if (src->head)
2349 src = src->head; 2380 src = asrc->head_ ();
2350 2381
2351 prev = 0; 2382 prev = 0;
2352 for (part = src; part; part = part->more) 2383 for (object *part = src; part; part = part->more)
2353 { 2384 {
2354 tmp = part->clone (); 2385 tmp = part->clone ();
2355 tmp->x -= src->x; 2386 tmp->x -= src->x;
2356 tmp->y -= src->y; 2387 tmp->y -= src->y;
2357 2388
2373 2404
2374 for (item = src->inv; item; item = item->below) 2405 for (item = src->inv; item; item = item->below)
2375 insert_ob_in_ob (object_create_clone (item), dst); 2406 insert_ob_in_ob (object_create_clone (item), dst);
2376 2407
2377 return dst; 2408 return dst;
2378}
2379
2380/* GROS - Creates an object using a string representing its content. */
2381/* Basically, we save the content of the string to a temp file, then call */
2382/* load_object on it. I admit it is a highly inefficient way to make things, */
2383/* but it was simple to make and allows reusing the load_object function. */
2384/* Remember not to use load_object_str in a time-critical situation. */
2385/* Also remember that multiparts objects are not supported for now. */
2386object *
2387load_object_str (const char *obstr)
2388{
2389 object *op;
2390 char filename[MAX_BUF];
2391
2392 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2393
2394 FILE *tempfile = fopen (filename, "w");
2395
2396 if (tempfile == NULL)
2397 {
2398 LOG (llevError, "Error - Unable to access load object temp file\n");
2399 return NULL;
2400 }
2401
2402 fprintf (tempfile, obstr);
2403 fclose (tempfile);
2404
2405 op = object::create ();
2406
2407 object_thawer thawer (filename);
2408
2409 if (thawer)
2410 load_object (thawer, op, 0);
2411
2412 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2413 CLEAR_FLAG (op, FLAG_REMOVED);
2414
2415 return op;
2416} 2409}
2417 2410
2418/* This returns the first object in who's inventory that 2411/* This returns the first object in who's inventory that
2419 * has the same type and subtype match. 2412 * has the same type and subtype match.
2420 * returns NULL if no match. 2413 * returns NULL if no match.
2475 if (link->key == canonical_key) 2468 if (link->key == canonical_key)
2476 return link->value; 2469 return link->value;
2477 2470
2478 return 0; 2471 return 0;
2479} 2472}
2480
2481 2473
2482/* 2474/*
2483 * Updates the canonical_key in op to value. 2475 * Updates the canonical_key in op to value.
2484 * 2476 *
2485 * 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).
2509 /* Basically, if the archetype has this key set, 2501 /* Basically, if the archetype has this key set,
2510 * we need to store the null value so when we save 2502 * we need to store the null value so when we save
2511 * it, we save the empty value so that when we load, 2503 * it, we save the empty value so that when we load,
2512 * we get this value back again. 2504 * we get this value back again.
2513 */ 2505 */
2514 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2506 if (get_ob_key_link (op->arch, canonical_key))
2515 field->value = 0; 2507 field->value = 0;
2516 else 2508 else
2517 { 2509 {
2518 if (last) 2510 if (last)
2519 last->next = field->next; 2511 last->next = field->next;
2588 } 2580 }
2589 else 2581 else
2590 item = item->env; 2582 item = item->env;
2591} 2583}
2592 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
2593// 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
2594const char * 2614const char *
2595object::debug_desc (char *info) const 2615object::debug_desc (char *info) const
2596{ 2616{
2617 char flagdesc[512];
2597 char info2[256 * 3]; 2618 char info2[256 * 4];
2598 char *p = info; 2619 char *p = info;
2599 2620
2600 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}",
2601 count, 2622 count,
2623 uuid.c_str (),
2602 &name, 2624 &name,
2603 title ? " " : "", 2625 title ? "\",title:\"" : "",
2604 title ? (const char *)title : ""); 2626 title ? (const char *)title : "",
2627 flag_desc (flagdesc, 512), type);
2605 2628
2606 if (env) 2629 if (!this->flag[FLAG_REMOVED] && env)
2607 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2630 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2608 2631
2609 if (map) 2632 if (map)
2610 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);
2611 2634
2612 return info; 2635 return info;
2613} 2636}
2614 2637
2615const char * 2638const char *
2616object::debug_desc () const 2639object::debug_desc () const
2617{ 2640{
2618 static char info[256 * 3]; 2641 static char info[3][256 * 4];
2642 static int info_idx;
2643
2619 return debug_desc (info); 2644 return debug_desc (info [++info_idx % 3]);
2620} 2645}
2621 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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