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Comparing deliantra/server/common/object.C (file contents):
Revision 1.73 by root, Wed Dec 20 01:19:11 2006 UTC vs.
Revision 1.169 by root, Wed Aug 1 01:07:42 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT 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 * Crossfire TRT 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 at <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <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; 38int nrofallocobjects = 0;
38static UUID uuid; 39static UUID uuid;
39const uint64 UUID_SKIP = 1<<19; 40const uint64 UUID_SKIP = 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] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
44 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 46 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}; 47};
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, 48short 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,
141 * objects with lists are rare, and lists stay short. If not, use a 143 * objects with lists are rare, and lists stay short. If not, use a
142 * different structure or at least keep the lists sorted... 144 * different structure or at least keep the lists sorted...
143 */ 145 */
144 146
145 /* For each field in wants, */ 147 /* For each field in wants, */
146 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) 148 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
147 { 149 {
148 key_value *has_field; 150 key_value *has_field;
149 151
150 /* Look for a field in has with the same key. */ 152 /* Look for a field in has with the same key. */
151 has_field = get_ob_key_link (has, wants_field->key); 153 has_field = get_ob_key_link (has, wants_field->key);
190 * Check nrof variable *before* calling can_merge() 192 * Check nrof variable *before* calling can_merge()
191 * 193 *
192 * Improvements made with merge: Better checking on potion, and also 194 * Improvements made with merge: Better checking on potion, and also
193 * check weight 195 * check weight
194 */ 196 */
195
196bool object::can_merge_slow (object *ob1, object *ob2) 197bool object::can_merge_slow (object *ob1, object *ob2)
197{ 198{
198 /* A couple quicksanity checks */ 199 /* A couple quicksanity checks */
199 if (ob1 == ob2 200 if (ob1 == ob2
200 || ob1->type != ob2->type 201 || ob1->type != ob2->type
221 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 222 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
222 223
223 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 224 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
224 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 225 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
225 226
226 if ((ob1->flags ^ ob2->flags).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any () 227 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
227 || ob1->arch != ob2->arch 228 || ob1->arch != ob2->arch
228 || ob1->name != ob2->name 229 || ob1->name != ob2->name
229 || ob1->title != ob2->title 230 || ob1->title != ob2->title
230 || ob1->msg != ob2->msg 231 || ob1->msg != ob2->msg
231 || ob1->weight != ob2->weight 232 || ob1->weight != ob2->weight
277 278
278 /* Note sure why the following is the case - either the object has to 279 /* Note sure why the following is the case - either the object has to
279 * be animated or have a very low speed. Is this an attempted monster 280 * be animated or have a very low speed. Is this an attempted monster
280 * check? 281 * check?
281 */ 282 */
282 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 283 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
283 return 0; 284 return 0;
284 285
285 switch (ob1->type) 286 switch (ob1->type)
286 { 287 {
287 case SCROLL: 288 case SCROLL:
298 return 0; 299 return 0;
299 else if (!compare_ob_value_lists (ob1, ob2)) 300 else if (!compare_ob_value_lists (ob1, ob2))
300 return 0; 301 return 0;
301 } 302 }
302 303
303 //TODO: generate an event or call into perl for additional checks
304 if (ob1->self || ob2->self) 304 if (ob1->self || ob2->self)
305 { 305 {
306 ob1->optimise (); 306 ob1->optimise ();
307 ob2->optimise (); 307 ob2->optimise ();
308 308
309 if (ob1->self || ob2->self) 309 if (ob1->self || ob2->self)
310 if (!cfperl_can_merge (ob1, ob2))
310 return 0; 311 return 0;
311 } 312 }
312 313
313 /* Everything passes, must be OK. */ 314 /* Everything passes, must be OK. */
314 return 1; 315 return 1;
315} 316}
323sum_weight (object *op) 324sum_weight (object *op)
324{ 325{
325 long sum; 326 long sum;
326 object *inv; 327 object *inv;
327 328
328 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 329 for (sum = 0, inv = op->inv; inv; inv = inv->below)
329 { 330 {
330 if (inv->inv) 331 if (inv->inv)
331 sum_weight (inv); 332 sum_weight (inv);
333
332 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 334 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
333 } 335 }
334 336
335 if (op->type == CONTAINER && op->stats.Str) 337 if (op->type == CONTAINER && op->stats.Str)
336 sum = (sum * (100 - op->stats.Str)) / 100; 338 sum = (sum * (100 - op->stats.Str)) / 100;
352 op = op->env; 354 op = op->env;
353 return op; 355 return op;
354} 356}
355 357
356/* 358/*
357 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
358 * a better check. We basically keeping traversing up until we can't
359 * or find a player.
360 */
361
362object *
363is_player_inv (object *op)
364{
365 for (; op != NULL && op->type != PLAYER; op = op->env)
366 if (op->env == op)
367 op->env = NULL;
368 return op;
369}
370
371/*
372 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 359 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
373 * Some error messages. 360 * Some error messages.
374 * The result of the dump is stored in the static global errmsg array. 361 * The result of the dump is stored in the static global errmsg array.
375 */ 362 */
376
377char * 363char *
378dump_object (object *op) 364dump_object (object *op)
379{ 365{
380 if (!op) 366 if (!op)
381 return strdup ("[NULLOBJ]"); 367 return strdup ("[NULLOBJ]");
382 368
383 object_freezer freezer; 369 object_freezer freezer;
384 save_object (freezer, op, 3); 370 op->write (freezer);
385 return freezer.as_string (); 371 return freezer.as_string ();
386} 372}
387 373
388/* 374/*
389 * get_nearest_part(multi-object, object 2) returns the part of the 375 * get_nearest_part(multi-object, object 2) returns the part of the
406} 392}
407 393
408/* 394/*
409 * Returns the object which has the count-variable equal to the argument. 395 * Returns the object which has the count-variable equal to the argument.
410 */ 396 */
411
412object * 397object *
413find_object (tag_t i) 398find_object (tag_t i)
414{ 399{
415 for (object *op = object::first; op; op = op->next) 400 for_all_objects (op)
416 if (op->count == i) 401 if (op->count == i)
417 return op; 402 return op;
418 403
419 return 0; 404 return 0;
420} 405}
421 406
422/* 407/*
423 * Returns the first object which has a name equal to the argument. 408 * Returns the first object which has a name equal to the argument.
424 * Used only by the patch command, but not all that useful. 409 * Used only by the patch command, but not all that useful.
425 * Enables features like "patch <name-of-other-player> food 999" 410 * Enables features like "patch <name-of-other-player> food 999"
426 */ 411 */
427
428object * 412object *
429find_object_name (const char *str) 413find_object_name (const char *str)
430{ 414{
431 shstr_cmp str_ (str); 415 shstr_cmp str_ (str);
432 object *op; 416 object *op;
433 417
434 for (op = object::first; op != NULL; op = op->next) 418 for_all_objects (op)
435 if (op->name == str_) 419 if (op->name == str_)
436 break; 420 break;
437 421
438 return op; 422 return op;
439} 423}
465 owner = owner->owner; 449 owner = owner->owner;
466 450
467 this->owner = owner; 451 this->owner = owner;
468} 452}
469 453
454int
455object::slottype () const
456{
457 if (type == SKILL)
458 {
459 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
460 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
461 }
462 else
463 {
464 if (slot [body_combat].info) return slot_combat;
465 if (slot [body_range ].info) return slot_ranged;
466 }
467
468 return slot_none;
469}
470
471bool
472object::change_weapon (object *ob)
473{
474 if (current_weapon == ob)
475 return true;
476
477 if (chosen_skill)
478 chosen_skill->flag [FLAG_APPLIED] = false;
479
480 current_weapon = ob;
481 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
482
483 if (chosen_skill)
484 chosen_skill->flag [FLAG_APPLIED] = true;
485
486 update_stats ();
487
488 if (ob)
489 {
490 // now check wether any body locations became invalid, in which case
491 // we cannot apply the weapon at the moment.
492 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
493 if (slot[i].used < 0)
494 {
495 current_weapon = chosen_skill = 0;
496 update_stats ();
497
498 new_draw_info_format (NDI_UNIQUE, 0, this,
499 "You try to balance all your items at once, "
500 "but the %s is just too much for your body. "
501 "[You need to unapply some items first.]", &ob->name);
502 return false;
503 }
504
505 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
506 }
507 else
508 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
509
510 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
511 {
512 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
513 &name, ob->debug_desc ());
514 return false;
515 }
516
517 return true;
518}
519
470/* Zero the key_values on op, decrementing the shared-string 520/* Zero the key_values on op, decrementing the shared-string
471 * refcounts and freeing the links. 521 * refcounts and freeing the links.
472 */ 522 */
473static void 523static void
474free_key_values (object *op) 524free_key_values (object *op)
475{ 525{
476 for (key_value *i = op->key_values; i != 0;) 526 for (key_value *i = op->key_values; i; )
477 { 527 {
478 key_value *next = i->next; 528 key_value *next = i->next;
479 delete i; 529 delete i;
480 530
481 i = next; 531 i = next;
482 } 532 }
483 533
484 op->key_values = 0; 534 op->key_values = 0;
485} 535}
486 536
487void object::clear () 537object &
538object::operator =(const object &src)
488{ 539{
489 attachable_base::clear (); 540 bool is_freed = flag [FLAG_FREED];
541 bool is_removed = flag [FLAG_REMOVED];
490 542
491 free_key_values (this);
492
493 owner = 0;
494 name = 0;
495 name_pl = 0;
496 title = 0;
497 race = 0;
498 slaying = 0;
499 skill = 0;
500 msg = 0;
501 lore = 0;
502 custom_name = 0;
503 materialname = 0;
504 contr = 0;
505 below = 0;
506 above = 0;
507 inv = 0;
508 container = 0;
509 env = 0;
510 more = 0;
511 head = 0;
512 map = 0;
513 active_next = 0;
514 active_prev = 0;
515
516 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
517
518 SET_FLAG (this, FLAG_REMOVED);
519
520 /* What is not cleared is next, prev, and count */
521
522 expmul = 1.0;
523 face = blank_face;
524
525 if (settings.casting_time)
526 casting_time = -1;
527}
528
529/*
530 * copy_to first frees everything allocated by the dst object,
531 * and then copies the contents of itself into the second
532 * object, allocating what needs to be allocated. Basically, any
533 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
534 * if the first object is freed, the pointers in the new object
535 * will point at garbage.
536 */
537void
538object::copy_to (object *dst)
539{
540 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
541 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
542
543 *(object_copy *)dst = *this; 543 *(object_copy *)this = src;
544 *(object_pod *)dst = *this;
545 544
546 if (self || cb) 545 flag [FLAG_FREED] = is_freed;
547 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (dst)); 546 flag [FLAG_REMOVED] = is_removed;
548
549 if (is_freed)
550 SET_FLAG (dst, FLAG_FREED);
551
552 if (is_removed)
553 SET_FLAG (dst, FLAG_REMOVED);
554
555 if (speed < 0)
556 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
557 547
558 /* Copy over key_values, if any. */ 548 /* Copy over key_values, if any. */
559 if (key_values) 549 if (src.key_values)
560 { 550 {
561 key_value *tail = 0; 551 key_value *tail = 0;
562 key_value *i;
563
564 dst->key_values = 0; 552 key_values = 0;
565 553
566 for (i = key_values; i; i = i->next) 554 for (key_value *i = src.key_values; i; i = i->next)
567 { 555 {
568 key_value *new_link = new key_value; 556 key_value *new_link = new key_value;
569 557
570 new_link->next = 0; 558 new_link->next = 0;
571 new_link->key = i->key; 559 new_link->key = i->key;
572 new_link->value = i->value; 560 new_link->value = i->value;
573 561
574 /* Try and be clever here, too. */ 562 /* Try and be clever here, too. */
575 if (!dst->key_values) 563 if (!key_values)
576 { 564 {
577 dst->key_values = new_link; 565 key_values = new_link;
578 tail = new_link; 566 tail = new_link;
579 } 567 }
580 else 568 else
581 { 569 {
582 tail->next = new_link; 570 tail->next = new_link;
583 tail = new_link; 571 tail = new_link;
584 } 572 }
585 } 573 }
586 } 574 }
575}
587 576
588 update_ob_speed (dst); 577/*
578 * copy_to first frees everything allocated by the dst object,
579 * and then copies the contents of itself into the second
580 * object, allocating what needs to be allocated. Basically, any
581 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
582 * if the first object is freed, the pointers in the new object
583 * will point at garbage.
584 */
585void
586object::copy_to (object *dst)
587{
588 *dst = *this;
589
590 if (speed < 0)
591 dst->speed_left = speed_left - rndm ();
592
593 dst->set_speed (dst->speed);
594}
595
596void
597object::instantiate ()
598{
599 if (!uuid.seq) // HACK
600 uuid = gen_uuid ();
601
602 speed_left = -0.1f;
603 /* copy the body_info to the body_used - this is only really
604 * need for monsters, but doesn't hurt to do it for everything.
605 * by doing so, when a monster is created, it has good starting
606 * values for the body_used info, so when items are created
607 * for it, they can be properly equipped.
608 */
609 for (int i = NUM_BODY_LOCATIONS; i--; )
610 slot[i].used = slot[i].info;
611
612 attachable::instantiate ();
589} 613}
590 614
591object * 615object *
592object::clone () 616object::clone ()
593{ 617{
599/* 623/*
600 * If an object with the IS_TURNABLE() flag needs to be turned due 624 * If an object with the IS_TURNABLE() flag needs to be turned due
601 * to the closest player being on the other side, this function can 625 * to the closest player being on the other side, this function can
602 * be called to update the face variable, _and_ how it looks on the map. 626 * be called to update the face variable, _and_ how it looks on the map.
603 */ 627 */
604
605void 628void
606update_turn_face (object *op) 629update_turn_face (object *op)
607{ 630{
608 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 631 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
609 return; 632 return;
633
610 SET_ANIMATION (op, op->direction); 634 SET_ANIMATION (op, op->direction);
611 update_object (op, UP_OBJ_FACE); 635 update_object (op, UP_OBJ_FACE);
612} 636}
613 637
614/* 638/*
615 * Updates the speed of an object. If the speed changes from 0 to another 639 * Updates the speed of an object. If the speed changes from 0 to another
616 * value, or vice versa, then add/remove the object from the active list. 640 * value, or vice versa, then add/remove the object from the active list.
617 * This function needs to be called whenever the speed of an object changes. 641 * This function needs to be called whenever the speed of an object changes.
618 */ 642 */
619void 643void
620update_ob_speed (object *op) 644object::set_speed (float speed)
621{ 645{
622 extern int arch_init; 646 if (flag [FLAG_FREED] && speed)
623
624 /* No reason putting the archetypes objects on the speed list,
625 * since they never really need to be updated.
626 */
627
628 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
629 { 647 {
630 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 648 LOG (llevError, "Object %s is freed but has speed.\n", &name);
631#ifdef MANY_CORES
632 abort ();
633#else
634 op->speed = 0; 649 speed = 0;
635#endif
636 }
637
638 if (arch_init)
639 return;
640
641 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
642 { 650 }
643 /* If already on active list, don't do anything */
644 if (op->active_next || op->active_prev || op == active_objects)
645 return;
646 651
647 /* process_events() expects us to insert the object at the beginning 652 this->speed = speed;
648 * of the list. */
649 op->active_next = active_objects;
650 653
651 if (op->active_next != NULL) 654 if (has_active_speed ())
652 op->active_next->active_prev = op; 655 activate ();
653
654 active_objects = op;
655 }
656 else 656 else
657 { 657 deactivate ();
658 /* If not on the active list, nothing needs to be done */
659 if (!op->active_next && !op->active_prev && op != active_objects)
660 return;
661
662 if (op->active_prev == NULL)
663 {
664 active_objects = op->active_next;
665
666 if (op->active_next != NULL)
667 op->active_next->active_prev = NULL;
668 }
669 else
670 {
671 op->active_prev->active_next = op->active_next;
672
673 if (op->active_next)
674 op->active_next->active_prev = op->active_prev;
675 }
676
677 op->active_next = NULL;
678 op->active_prev = NULL;
679 }
680} 658}
681 659
682/* This function removes object 'op' from the list of active
683 * objects.
684 * This should only be used for style maps or other such
685 * reference maps where you don't want an object that isn't
686 * in play chewing up cpu time getting processed.
687 * The reverse of this is to call update_ob_speed, which
688 * will do the right thing based on the speed of the object.
689 */
690void
691remove_from_active_list (object *op)
692{
693 /* If not on the active list, nothing needs to be done */
694 if (!op->active_next && !op->active_prev && op != active_objects)
695 return;
696
697 if (op->active_prev == NULL)
698 {
699 active_objects = op->active_next;
700 if (op->active_next != NULL)
701 op->active_next->active_prev = NULL;
702 }
703 else
704 {
705 op->active_prev->active_next = op->active_next;
706 if (op->active_next)
707 op->active_next->active_prev = op->active_prev;
708 }
709 op->active_next = NULL;
710 op->active_prev = NULL;
711}
712
713/* 660/*
714 * update_object() updates the array which represents the map. 661 * update_object() updates the the map.
715 * It takes into account invisible objects (and represent squares covered 662 * It takes into account invisible objects (and represent squares covered
716 * by invisible objects by whatever is below them (unless it's another 663 * by invisible objects by whatever is below them (unless it's another
717 * invisible object, etc...) 664 * invisible object, etc...)
718 * If the object being updated is beneath a player, the look-window 665 * If the object being updated is beneath a player, the look-window
719 * of that player is updated (this might be a suboptimal way of 666 * of that player is updated (this might be a suboptimal way of
720 * updating that window, though, since update_object() is called _often_) 667 * updating that window, though, since update_object() is called _often_)
721 * 668 *
722 * action is a hint of what the caller believes need to be done. 669 * action is a hint of what the caller believes need to be done.
723 * For example, if the only thing that has changed is the face (due to
724 * an animation), we don't need to call update_position until that actually
725 * comes into view of a player. OTOH, many other things, like addition/removal
726 * of walls or living creatures may need us to update the flags now.
727 * current action are: 670 * current action are:
728 * UP_OBJ_INSERT: op was inserted 671 * UP_OBJ_INSERT: op was inserted
729 * UP_OBJ_REMOVE: op was removed 672 * UP_OBJ_REMOVE: op was removed
730 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 673 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
731 * as that is easier than trying to look at what may have changed. 674 * as that is easier than trying to look at what may have changed.
732 * UP_OBJ_FACE: only the objects face has changed. 675 * UP_OBJ_FACE: only the objects face has changed.
733 */ 676 */
734
735void 677void
736update_object (object *op, int action) 678update_object (object *op, int action)
737{ 679{
738 int update_now = 0, flags;
739 MoveType move_on, move_off, move_block, move_slow;
740
741 if (op == NULL) 680 if (op == NULL)
742 { 681 {
743 /* this should never happen */ 682 /* this should never happen */
744 LOG (llevDebug, "update_object() called for NULL object.\n"); 683 LOG (llevDebug, "update_object() called for NULL object.\n");
745 return; 684 return;
746 } 685 }
747 686
748 if (op->env != NULL) 687 if (op->env)
749 { 688 {
750 /* Animation is currently handled by client, so nothing 689 /* Animation is currently handled by client, so nothing
751 * to do in this case. 690 * to do in this case.
752 */ 691 */
753 return; 692 return;
758 */ 697 */
759 if (!op->map || op->map->in_memory == MAP_SAVING) 698 if (!op->map || op->map->in_memory == MAP_SAVING)
760 return; 699 return;
761 700
762 /* make sure the object is within map boundaries */ 701 /* make sure the object is within map boundaries */
763 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map)) 702 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
764 { 703 {
765 LOG (llevError, "update_object() called for object out of map!\n"); 704 LOG (llevError, "update_object() called for object out of map!\n");
766#ifdef MANY_CORES 705#ifdef MANY_CORES
767 abort (); 706 abort ();
768#endif 707#endif
769 return; 708 return;
770 } 709 }
771 710
772 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 711 mapspace &m = op->ms ();
773 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
774 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
775 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
776 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
777 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
778 712
713 if (!(m.flags_ & P_UPTODATE))
714 /* nop */;
779 if (action == UP_OBJ_INSERT) 715 else if (action == UP_OBJ_INSERT)
780 { 716 {
717 // this is likely overkill, TODO: revisit (schmorp)
781 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 718 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
782 update_now = 1;
783
784 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 719 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
785 update_now = 1; 720 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
786 721 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
722 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
787 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 723 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
788 update_now = 1;
789
790 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
791 update_now = 1;
792
793 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
794 update_now = 1;
795
796 if ((move_on | op->move_on) != move_on) 724 || (m.move_on | op->move_on ) != m.move_on
797 update_now = 1;
798
799 if ((move_off | op->move_off) != move_off) 725 || (m.move_off | op->move_off ) != m.move_off
800 update_now = 1; 726 || (m.move_slow | op->move_slow) != m.move_slow
801
802 /* This isn't perfect, but I don't expect a lot of objects to 727 /* This isn't perfect, but I don't expect a lot of objects to
803 * to have move_allow right now. 728 * to have move_allow right now.
804 */ 729 */
805 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 730 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
806 update_now = 1; 731 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
807 732 m.flags_ = 0;
808 if ((move_slow | op->move_slow) != move_slow)
809 update_now = 1;
810 } 733 }
811
812 /* if the object is being removed, we can't make intelligent 734 /* if the object is being removed, we can't make intelligent
813 * decisions, because remove_ob can't really pass the object 735 * decisions, because remove_ob can't really pass the object
814 * that is being removed. 736 * that is being removed.
815 */ 737 */
816 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 738 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
817 update_now = 1; 739 m.flags_ = 0;
818 else if (action == UP_OBJ_FACE) 740 else if (action == UP_OBJ_FACE)
819 /* Nothing to do for that case */ ; 741 /* Nothing to do for that case */ ;
820 else 742 else
821 LOG (llevError, "update_object called with invalid action: %d\n", action); 743 LOG (llevError, "update_object called with invalid action: %d\n", action);
822 744
823 if (update_now)
824 {
825 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
826 update_position (op->map, op->x, op->y);
827 }
828
829 if (op->more != NULL) 745 if (op->more)
830 update_object (op->more, action); 746 update_object (op->more, action);
831}
832
833object::vector object::mortals;
834object::vector object::objects; // not yet used
835object *object::first;
836
837void object::free_mortals ()
838{
839 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
840 if ((*i)->refcnt)
841 ++i; // further delay freeing
842 else
843 {
844 delete *i;
845 mortals.erase (i);
846 }
847} 747}
848 748
849object::object () 749object::object ()
850{ 750{
851 SET_FLAG (this, FLAG_REMOVED); 751 SET_FLAG (this, FLAG_REMOVED);
854 face = blank_face; 754 face = blank_face;
855} 755}
856 756
857object::~object () 757object::~object ()
858{ 758{
759 unlink ();
760
859 free_key_values (this); 761 free_key_values (this);
860} 762}
861 763
764static int object_count;
765
862void object::link () 766void object::link ()
863{ 767{
864 count = ++ob_count; 768 assert (!index);//D
865 uuid = gen_uuid (); 769 uuid = gen_uuid ();
770 count = ++object_count;
866 771
867 prev = 0; 772 refcnt_inc ();
868 next = object::first; 773 objects.insert (this);
869
870 if (object::first)
871 object::first->prev = this;
872
873 object::first = this;
874} 774}
875 775
876void object::unlink () 776void object::unlink ()
877{ 777{
878 if (this == object::first) 778 if (!index)
879 object::first = next; 779 return;
880 780
881 /* Remove this object from the list of used objects */ 781 objects.erase (this);
882 if (prev) prev->next = next; 782 refcnt_dec ();
883 if (next) next->prev = prev; 783}
884 784
885 prev = 0; 785void
886 next = 0; 786object::activate ()
787{
788 /* If already on active list, don't do anything */
789 if (active)
790 return;
791
792 if (has_active_speed ())
793 actives.insert (this);
794}
795
796void
797object::activate_recursive ()
798{
799 activate ();
800
801 for (object *op = inv; op; op = op->below)
802 op->activate_recursive ();
803}
804
805/* This function removes object 'op' from the list of active
806 * objects.
807 * This should only be used for style maps or other such
808 * reference maps where you don't want an object that isn't
809 * in play chewing up cpu time getting processed.
810 * The reverse of this is to call update_ob_speed, which
811 * will do the right thing based on the speed of the object.
812 */
813void
814object::deactivate ()
815{
816 /* If not on the active list, nothing needs to be done */
817 if (!active)
818 return;
819
820 actives.erase (this);
821}
822
823void
824object::deactivate_recursive ()
825{
826 for (object *op = inv; op; op = op->below)
827 op->deactivate_recursive ();
828
829 deactivate ();
830}
831
832void
833object::set_flag_inv (int flag, int value)
834{
835 for (object *op = inv; op; op = op->below)
836 {
837 op->flag [flag] = value;
838 op->set_flag_inv (flag, value);
839 }
840}
841
842/*
843 * Remove and free all objects in the inventory of the given object.
844 * object.c ?
845 */
846void
847object::destroy_inv (bool drop_to_ground)
848{
849 // need to check first, because the checks below might segfault
850 // as we might be on an invalid mapspace and crossfire code
851 // is too buggy to ensure that the inventory is empty.
852 // corollary: if you create arrows etc. with stuff in tis inventory,
853 // cf will crash below with off-map x and y
854 if (!inv)
855 return;
856
857 /* Only if the space blocks everything do we not process -
858 * if some form of movement is allowed, let objects
859 * drop on that space.
860 */
861 if (!drop_to_ground
862 || !map
863 || map->in_memory != MAP_IN_MEMORY
864 || map->nodrop
865 || ms ().move_block == MOVE_ALL)
866 {
867 while (inv)
868 {
869 inv->destroy_inv (drop_to_ground);
870 inv->destroy ();
871 }
872 }
873 else
874 { /* Put objects in inventory onto this space */
875 while (inv)
876 {
877 object *op = inv;
878
879 if (op->flag [FLAG_STARTEQUIP]
880 || op->flag [FLAG_NO_DROP]
881 || op->type == RUNE
882 || op->type == TRAP
883 || op->flag [FLAG_IS_A_TEMPLATE]
884 || op->flag [FLAG_DESTROY_ON_DEATH])
885 op->destroy ();
886 else
887 map->insert (op, x, y);
888 }
889 }
887} 890}
888 891
889object *object::create () 892object *object::create ()
890{ 893{
891 object *op = new object; 894 object *op = new object;
892 op->link (); 895 op->link ();
893 return op; 896 return op;
894} 897}
895 898
896/* 899void
897 * free_object() frees everything allocated by an object, removes 900object::do_destroy ()
898 * it from the list of used objects, and puts it on the list of
899 * free objects. The IS_FREED() flag is set in the object.
900 * The object must have been removed by remove_ob() first for
901 * this function to succeed.
902 *
903 * If destroy_inventory is set, free inventory as well. Else drop items in
904 * inventory to the ground.
905 */
906void object::destroy (bool destroy_inventory)
907{ 901{
908 if (QUERY_FLAG (this, FLAG_FREED)) 902 attachable::do_destroy ();
909 return;
910 903
911 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 904 if (flag [FLAG_IS_LINKED])
905 remove_button_link (this);
906
907 if (flag [FLAG_FRIENDLY])
912 remove_friendly_object (this); 908 remove_friendly_object (this);
913 909
914 if (!QUERY_FLAG (this, FLAG_REMOVED)) 910 if (!flag [FLAG_REMOVED])
915 remove (); 911 remove ();
916 912
917 SET_FLAG (this, FLAG_FREED); 913 destroy_inv (true);
918 914
919 if (more) 915 deactivate ();
920 { 916 unlink ();
921 more->destroy (destroy_inventory);
922 more = 0;
923 }
924 917
925 if (inv) 918 flag [FLAG_FREED] = 1;
926 {
927 /* Only if the space blocks everything do we not process -
928 * if some form of movement is allowed, let objects
929 * drop on that space.
930 */
931 if (destroy_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
932 {
933 object *op = inv;
934
935 while (op)
936 {
937 object *tmp = op->below;
938 op->destroy (destroy_inventory);
939 op = tmp;
940 }
941 }
942 else
943 { /* Put objects in inventory onto this space */
944 object *op = inv;
945
946 while (op)
947 {
948 object *tmp = op->below;
949
950 op->remove ();
951
952 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
953 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
954 op->destroy ();
955 else
956 {
957 op->x = x;
958 op->y = y;
959 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
960 }
961
962 op = tmp;
963 }
964 }
965 }
966 919
967 // hack to ensure that freed objects still have a valid map 920 // hack to ensure that freed objects still have a valid map
968 { 921 {
969 static maptile *freed_map; // freed objects are moved here to avoid crashes 922 static maptile *freed_map; // freed objects are moved here to avoid crashes
970 923
974 927
975 freed_map->name = "/internal/freed_objects_map"; 928 freed_map->name = "/internal/freed_objects_map";
976 freed_map->width = 3; 929 freed_map->width = 3;
977 freed_map->height = 3; 930 freed_map->height = 3;
978 931
979 freed_map->allocate (); 932 freed_map->alloc ();
933 freed_map->in_memory = MAP_IN_MEMORY;
980 } 934 }
981 935
982 map = freed_map; 936 map = freed_map;
983 x = 1; 937 x = 1;
984 y = 1; 938 y = 1;
985 } 939 }
986 940
941 if (more)
942 {
943 more->destroy ();
944 more = 0;
945 }
946
947 head = 0;
948
987 // clear those pointers that likely might have circular references to us 949 // clear those pointers that likely might cause circular references
988 owner = 0; 950 owner = 0;
989 enemy = 0; 951 enemy = 0;
990 attacked_by = 0; 952 attacked_by = 0;
953 current_weapon = 0;
954}
991 955
992 // only relevant for players(?), but make sure of it anyways 956void
993 contr = 0; 957object::destroy (bool destroy_inventory)
958{
959 if (destroyed ())
960 return;
994 961
995 /* Remove object from the active list */ 962 if (destroy_inventory)
996 speed = 0; 963 destroy_inv (false);
997 update_ob_speed (this);
998 964
999 unlink (); 965 play_sound (sound_die);
1000 966
1001 mortals.push_back (this); 967 attachable::destroy ();
1002} 968}
1003 969
1004/* 970/*
1005 * sub_weight() recursively (outwards) subtracts a number from the 971 * sub_weight() recursively (outwards) subtracts a number from the
1006 * weight of an object (and what is carried by it's environment(s)). 972 * weight of an object (and what is carried by it's environment(s)).
1022 * This function removes the object op from the linked list of objects 988 * This function removes the object op from the linked list of objects
1023 * which it is currently tied to. When this function is done, the 989 * which it is currently tied to. When this function is done, the
1024 * object will have no environment. If the object previously had an 990 * object will have no environment. If the object previously had an
1025 * environment, the x and y coordinates will be updated to 991 * environment, the x and y coordinates will be updated to
1026 * the previous environment. 992 * the previous environment.
1027 * Beware: This function is called from the editor as well!
1028 */ 993 */
1029void 994void
1030object::remove () 995object::do_remove ()
1031{ 996{
1032 object *tmp, *last = 0; 997 object *tmp, *last = 0;
1033 object *otmp; 998 object *otmp;
1034 999
1035 int check_walk_off;
1036
1037 if (QUERY_FLAG (this, FLAG_REMOVED)) 1000 if (QUERY_FLAG (this, FLAG_REMOVED))
1038 return; 1001 return;
1039 1002
1040 SET_FLAG (this, FLAG_REMOVED); 1003 SET_FLAG (this, FLAG_REMOVED);
1004 INVOKE_OBJECT (REMOVE, this);
1041 1005
1042 if (more) 1006 if (more)
1043 more->remove (); 1007 more->remove ();
1044 1008
1045 /* 1009 /*
1055 1019
1056 /* NO_FIX_PLAYER is set when a great many changes are being 1020 /* NO_FIX_PLAYER is set when a great many changes are being
1057 * made to players inventory. If set, avoiding the call 1021 * made to players inventory. If set, avoiding the call
1058 * to save cpu time. 1022 * to save cpu time.
1059 */ 1023 */
1060 if ((otmp = is_player_inv (env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1024 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1061 fix_player (otmp); 1025 otmp->update_stats ();
1062 1026
1063 if (above != NULL) 1027 if (above)
1064 above->below = below; 1028 above->below = below;
1065 else 1029 else
1066 env->inv = below; 1030 env->inv = below;
1067 1031
1068 if (below != NULL) 1032 if (below)
1069 below->above = above; 1033 below->above = above;
1070 1034
1071 /* we set up values so that it could be inserted into 1035 /* we set up values so that it could be inserted into
1072 * the map, but we don't actually do that - it is up 1036 * the map, but we don't actually do that - it is up
1073 * to the caller to decide what we want to do. 1037 * to the caller to decide what we want to do.
1077 above = 0, below = 0; 1041 above = 0, below = 0;
1078 env = 0; 1042 env = 0;
1079 } 1043 }
1080 else if (map) 1044 else if (map)
1081 { 1045 {
1082 /* Re did the following section of code - it looks like it had 1046 if (type == PLAYER)
1083 * lots of logic for things we no longer care about
1084 */ 1047 {
1048 // leaving a spot always closes any open container on the ground
1049 if (container && !container->env)
1050 // this causes spurious floorbox updates, but it ensures
1051 // that the CLOSE event is being sent.
1052 close_container ();
1053
1054 --map->players;
1055 map->touch ();
1056 }
1057
1058 map->dirty = true;
1059 mapspace &ms = this->ms ();
1085 1060
1086 /* link the object above us */ 1061 /* link the object above us */
1087 if (above) 1062 if (above)
1088 above->below = below; 1063 above->below = below;
1089 else 1064 else
1090 SET_MAP_TOP (map, x, y, below); /* we were top, set new top */ 1065 ms.top = below; /* we were top, set new top */
1091 1066
1092 /* Relink the object below us, if there is one */ 1067 /* Relink the object below us, if there is one */
1093 if (below) 1068 if (below)
1094 below->above = above; 1069 below->above = above;
1095 else 1070 else
1097 /* Nothing below, which means we need to relink map object for this space 1072 /* Nothing below, which means we need to relink map object for this space
1098 * use translated coordinates in case some oddness with map tiling is 1073 * use translated coordinates in case some oddness with map tiling is
1099 * evident 1074 * evident
1100 */ 1075 */
1101 if (GET_MAP_OB (map, x, y) != this) 1076 if (GET_MAP_OB (map, x, y) != this)
1102 {
1103 char *dump = dump_object (this);
1104 LOG (llevError,
1105 "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); 1077 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 ());
1106 free (dump);
1107 dump = dump_object (GET_MAP_OB (map, x, y));
1108 LOG (llevError, "%s\n", dump);
1109 free (dump);
1110 }
1111 1078
1112 SET_MAP_OB (map, x, y, above); /* goes on above it. */ 1079 ms.bot = above; /* goes on above it. */
1113 } 1080 }
1114 1081
1115 above = 0; 1082 above = 0;
1116 below = 0; 1083 below = 0;
1117 1084
1118 if (map->in_memory == MAP_SAVING) 1085 if (map->in_memory == MAP_SAVING)
1119 return; 1086 return;
1120 1087
1121 check_walk_off = !QUERY_FLAG (this, FLAG_NO_APPLY); 1088 int check_walk_off = !flag [FLAG_NO_APPLY];
1122 1089
1123 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) 1090 for (tmp = ms.bot; tmp; tmp = tmp->above)
1124 { 1091 {
1125 /* No point updating the players look faces if he is the object 1092 /* No point updating the players look faces if he is the object
1126 * being removed. 1093 * being removed.
1127 */ 1094 */
1128 1095
1132 * removed (most likely destroyed), update the player view 1099 * removed (most likely destroyed), update the player view
1133 * appropriately. 1100 * appropriately.
1134 */ 1101 */
1135 if (tmp->container == this) 1102 if (tmp->container == this)
1136 { 1103 {
1137 CLEAR_FLAG (this, FLAG_APPLIED); 1104 flag [FLAG_APPLIED] = 0;
1138 tmp->container = 0; 1105 tmp->container = 0;
1139 } 1106 }
1140 1107
1108 if (tmp->contr->ns)
1141 tmp->contr->socket->floorbox_update (); 1109 tmp->contr->ns->floorbox_update ();
1142 } 1110 }
1143 1111
1144 /* See if player moving off should effect something */ 1112 /* See if object moving off should effect something */
1145 if (check_walk_off 1113 if (check_walk_off
1146 && ((move_type & tmp->move_off) 1114 && ((move_type & tmp->move_off)
1147 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1115 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1148 { 1116 {
1149 move_apply (tmp, this, 0); 1117 move_apply (tmp, this, 0);
1150 1118
1151 if (destroyed ()) 1119 if (destroyed ())
1152 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1120 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1153 } 1121 }
1154 1122
1155 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1156
1157 if (tmp->above == tmp)
1158 tmp->above = 0;
1159
1160 last = tmp; 1123 last = tmp;
1161 } 1124 }
1162 1125
1163 /* last == NULL of there are no objects on this space */ 1126 /* last == NULL if there are no objects on this space */
1127 //TODO: this makes little sense, why only update the topmost object?
1164 if (!last) 1128 if (!last)
1165 { 1129 map->at (x, y).flags_ = 0;
1166 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1167 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1168 * those out anyways, and if there are any flags set right now, they won't
1169 * be correct anyways.
1170 */
1171 SET_MAP_FLAGS (map, x, y, P_NEED_UPDATE);
1172 update_position (map, x, y);
1173 }
1174 else 1130 else
1175 update_object (last, UP_OBJ_REMOVE); 1131 update_object (last, UP_OBJ_REMOVE);
1176 1132
1177 if (QUERY_FLAG (this, FLAG_BLOCKSVIEW) || glow_radius) 1133 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1178 update_all_los (map, x, y); 1134 update_all_los (map, x, y);
1179 } 1135 }
1180} 1136}
1181 1137
1182/* 1138/*
1191merge_ob (object *op, object *top) 1147merge_ob (object *op, object *top)
1192{ 1148{
1193 if (!op->nrof) 1149 if (!op->nrof)
1194 return 0; 1150 return 0;
1195 1151
1196 if (top == NULL) 1152 if (top)
1197 for (top = op; top != NULL && top->above != NULL; top = top->above); 1153 for (top = op; top && top->above; top = top->above)
1154 ;
1198 1155
1199 for (; top != NULL; top = top->below) 1156 for (; top; top = top->below)
1200 { 1157 {
1201 if (top == op) 1158 if (top == op)
1202 continue; 1159 continue;
1203 1160
1204 if (object::can_merge (op, top)) 1161 if (object::can_merge (op, top))
1213 } 1170 }
1214 1171
1215 return 0; 1172 return 0;
1216} 1173}
1217 1174
1175void
1176object::expand_tail ()
1177{
1178 if (more)
1179 return;
1180
1181 object *prev = this;
1182
1183 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1184 {
1185 object *op = arch_to_object (at);
1186
1187 op->name = name;
1188 op->name_pl = name_pl;
1189 op->title = title;
1190
1191 op->head = this;
1192 prev->more = op;
1193
1194 prev = op;
1195 }
1196}
1197
1218/* 1198/*
1219 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1199 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1220 * job preparing multi-part monsters 1200 * job preparing multi-part monsters.
1221 */ 1201 */
1222object * 1202object *
1223insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1203insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1224{ 1204{
1225 object *tmp;
1226
1227 if (op->head)
1228 op = op->head;
1229
1230 for (tmp = op; tmp; tmp = tmp->more) 1205 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1231 { 1206 {
1232 tmp->x = x + tmp->arch->clone.x; 1207 tmp->x = x + tmp->arch->x;
1233 tmp->y = y + tmp->arch->clone.y; 1208 tmp->y = y + tmp->arch->y;
1234 } 1209 }
1235 1210
1236 return insert_ob_in_map (op, m, originator, flag); 1211 return insert_ob_in_map (op, m, originator, flag);
1237} 1212}
1238 1213
1254 * Return value: 1229 * Return value:
1255 * new object if 'op' was merged with other object 1230 * new object if 'op' was merged with other object
1256 * NULL if 'op' was destroyed 1231 * NULL if 'op' was destroyed
1257 * just 'op' otherwise 1232 * just 'op' otherwise
1258 */ 1233 */
1259
1260object * 1234object *
1261insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1235insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1262{ 1236{
1237 assert (!op->flag [FLAG_FREED]);
1238
1263 object *tmp, *top, *floor = NULL; 1239 object *top, *floor = NULL;
1264 sint16 x, y;
1265 1240
1266 if (QUERY_FLAG (op, FLAG_FREED)) 1241 op->remove ();
1267 {
1268 LOG (llevError, "Trying to insert freed object!\n");
1269 return NULL;
1270 }
1271 1242
1272 if (m == NULL) 1243#if 0
1273 { 1244 if (!m->active != !op->active)
1274 char *dump = dump_object (op); 1245 if (m->active)
1275 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump); 1246 op->activate_recursive ();
1276 free (dump); 1247 else
1277 return op; 1248 op->deactivate_recursive ();
1278 } 1249#endif
1279 1250
1280 if (out_of_map (m, op->x, op->y)) 1251 if (out_of_map (m, op->x, op->y))
1281 { 1252 {
1282 char *dump = dump_object (op);
1283 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump); 1253 LOG (llevError, "Trying to insert object outside the map.\n%s\n", op->debug_desc ());
1284#ifdef MANY_CORES 1254#ifdef MANY_CORES
1285 /* Better to catch this here, as otherwise the next use of this object 1255 /* Better to catch this here, as otherwise the next use of this object
1286 * is likely to cause a crash. Better to find out where it is getting 1256 * is likely to cause a crash. Better to find out where it is getting
1287 * improperly inserted. 1257 * improperly inserted.
1288 */ 1258 */
1289 abort (); 1259 abort ();
1290#endif 1260#endif
1291 free (dump);
1292 return op; 1261 return op;
1293 } 1262 }
1294 1263
1295 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1264 if (object *more = op->more)
1296 { 1265 if (!insert_ob_in_map (more, m, originator, flag))
1297 char *dump = dump_object (op);
1298 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1299 free (dump);
1300 return op; 1266 return 0;
1301 }
1302
1303 if (op->more != NULL)
1304 {
1305 /* The part may be on a different map. */
1306
1307 object *more = op->more;
1308
1309 /* We really need the caller to normalize coordinates - if
1310 * we set the map, that doesn't work if the location is within
1311 * a map and this is straddling an edge. So only if coordinate
1312 * is clear wrong do we normalize it.
1313 */
1314 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1315 more->map = get_map_from_coord (m, &more->x, &more->y);
1316 else if (!more->map)
1317 {
1318 /* For backwards compatibility - when not dealing with tiled maps,
1319 * more->map should always point to the parent.
1320 */
1321 more->map = m;
1322 }
1323
1324 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1325 {
1326 if (!op->head)
1327 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1328
1329 return NULL;
1330 }
1331 }
1332 1267
1333 CLEAR_FLAG (op, FLAG_REMOVED); 1268 CLEAR_FLAG (op, FLAG_REMOVED);
1334 1269
1335 /* Ideally, the caller figures this out. However, it complicates a lot 1270 /* Ideally, the caller figures this out. However, it complicates a lot
1336 * of areas of callers (eg, anything that uses find_free_spot would now 1271 * of areas of callers (eg, anything that uses find_free_spot would now
1337 * need extra work 1272 * need extra work
1338 */ 1273 */
1339 op->map = get_map_from_coord (m, &op->x, &op->y); 1274 if (!xy_normalise (m, op->x, op->y))
1340 x = op->x; 1275 return 0;
1341 y = op->y; 1276
1277 op->map = m;
1278 mapspace &ms = op->ms ();
1342 1279
1343 /* this has to be done after we translate the coordinates. 1280 /* this has to be done after we translate the coordinates.
1344 */ 1281 */
1345 if (op->nrof && !(flag & INS_NO_MERGE)) 1282 if (op->nrof && !(flag & INS_NO_MERGE))
1346 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1283 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1347 if (object::can_merge (op, tmp)) 1284 if (object::can_merge (op, tmp))
1348 { 1285 {
1349 op->nrof += tmp->nrof; 1286 op->nrof += tmp->nrof;
1350 tmp->destroy (); 1287 tmp->destroy ();
1351 } 1288 }
1368 op->below = originator->below; 1305 op->below = originator->below;
1369 1306
1370 if (op->below) 1307 if (op->below)
1371 op->below->above = op; 1308 op->below->above = op;
1372 else 1309 else
1373 SET_MAP_OB (op->map, op->x, op->y, op); 1310 ms.bot = op;
1374 1311
1375 /* since *below* originator, no need to update top */ 1312 /* since *below* originator, no need to update top */
1376 originator->below = op; 1313 originator->below = op;
1377 } 1314 }
1378 else 1315 else
1379 { 1316 {
1317 top = ms.bot;
1318
1380 /* If there are other objects, then */ 1319 /* If there are other objects, then */
1381 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1320 if ((!(flag & INS_MAP_LOAD)) && top)
1382 { 1321 {
1383 object *last = NULL; 1322 object *last = 0;
1384 1323
1385 /* 1324 /*
1386 * If there are multiple objects on this space, we do some trickier handling. 1325 * If there are multiple objects on this space, we do some trickier handling.
1387 * We've already dealt with merging if appropriate. 1326 * We've already dealt with merging if appropriate.
1388 * Generally, we want to put the new object on top. But if 1327 * Generally, we want to put the new object on top. But if
1392 * once we get to them. This reduces the need to traverse over all of 1331 * once we get to them. This reduces the need to traverse over all of
1393 * them when adding another one - this saves quite a bit of cpu time 1332 * them when adding another one - this saves quite a bit of cpu time
1394 * when lots of spells are cast in one area. Currently, it is presumed 1333 * when lots of spells are cast in one area. Currently, it is presumed
1395 * that flying non pickable objects are spell objects. 1334 * that flying non pickable objects are spell objects.
1396 */ 1335 */
1397 1336 for (top = ms.bot; top; top = top->above)
1398 while (top != NULL)
1399 { 1337 {
1400 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1338 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1401 floor = top; 1339 floor = top;
1402 1340
1403 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1341 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1406 top = top->below; 1344 top = top->below;
1407 break; 1345 break;
1408 } 1346 }
1409 1347
1410 last = top; 1348 last = top;
1411 top = top->above;
1412 } 1349 }
1413 1350
1414 /* Don't want top to be NULL, so set it to the last valid object */ 1351 /* Don't want top to be NULL, so set it to the last valid object */
1415 top = last; 1352 top = last;
1416 1353
1418 * looks like instead of lots of conditions here. 1355 * looks like instead of lots of conditions here.
1419 * makes things faster, and effectively the same result. 1356 * makes things faster, and effectively the same result.
1420 */ 1357 */
1421 1358
1422 /* Have object 'fall below' other objects that block view. 1359 /* Have object 'fall below' other objects that block view.
1423 * Unless those objects are exits, type 66 1360 * Unless those objects are exits.
1424 * If INS_ON_TOP is used, don't do this processing 1361 * If INS_ON_TOP is used, don't do this processing
1425 * Need to find the object that in fact blocks view, otherwise 1362 * Need to find the object that in fact blocks view, otherwise
1426 * stacking is a bit odd. 1363 * stacking is a bit odd.
1427 */ 1364 */
1428 if (!(flag & INS_ON_TOP) && 1365 if (!(flag & INS_ON_TOP)
1429 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1366 && ms.flags () & P_BLOCKSVIEW
1367 && (op->face && !faces [op->face].visibility))
1430 { 1368 {
1431 for (last = top; last != floor; last = last->below) 1369 for (last = top; last != floor; last = last->below)
1432 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1370 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1433 break; 1371 break;
1372
1434 /* Check to see if we found the object that blocks view, 1373 /* Check to see if we found the object that blocks view,
1435 * and make sure we have a below pointer for it so that 1374 * and make sure we have a below pointer for it so that
1436 * we can get inserted below this one, which requires we 1375 * we can get inserted below this one, which requires we
1437 * set top to the object below us. 1376 * set top to the object below us.
1438 */ 1377 */
1439 if (last && last->below && last != floor) 1378 if (last && last->below && last != floor)
1440 top = last->below; 1379 top = last->below;
1441 } 1380 }
1442 } /* If objects on this space */ 1381 } /* If objects on this space */
1443
1444 if (flag & INS_MAP_LOAD) 1382 if (flag & INS_MAP_LOAD)
1445 top = GET_MAP_TOP (op->map, op->x, op->y); 1383 top = ms.top;
1446 1384
1447 if (flag & INS_ABOVE_FLOOR_ONLY) 1385 if (flag & INS_ABOVE_FLOOR_ONLY)
1448 top = floor; 1386 top = floor;
1449 1387
1450 /* Top is the object that our object (op) is going to get inserted above. 1388 /* Top is the object that our object (op) is going to get inserted above.
1451 */ 1389 */
1452 1390
1453 /* First object on this space */ 1391 /* First object on this space */
1454 if (!top) 1392 if (!top)
1455 { 1393 {
1456 op->above = GET_MAP_OB (op->map, op->x, op->y); 1394 op->above = ms.bot;
1457 1395
1458 if (op->above) 1396 if (op->above)
1459 op->above->below = op; 1397 op->above->below = op;
1460 1398
1461 op->below = NULL; 1399 op->below = 0;
1462 SET_MAP_OB (op->map, op->x, op->y, op); 1400 ms.bot = op;
1463 } 1401 }
1464 else 1402 else
1465 { /* get inserted into the stack above top */ 1403 { /* get inserted into the stack above top */
1466 op->above = top->above; 1404 op->above = top->above;
1467 1405
1470 1408
1471 op->below = top; 1409 op->below = top;
1472 top->above = op; 1410 top->above = op;
1473 } 1411 }
1474 1412
1475 if (op->above == NULL) 1413 if (!op->above)
1476 SET_MAP_TOP (op->map, op->x, op->y, op); 1414 ms.top = op;
1477 } /* else not INS_BELOW_ORIGINATOR */ 1415 } /* else not INS_BELOW_ORIGINATOR */
1478 1416
1479 if (op->type == PLAYER) 1417 if (op->type == PLAYER)
1418 {
1480 op->contr->do_los = 1; 1419 op->contr->do_los = 1;
1420 ++op->map->players;
1421 op->map->touch ();
1422 }
1423
1424 op->map->dirty = true;
1481 1425
1482 /* If we have a floor, we know the player, if any, will be above 1426 /* If we have a floor, we know the player, if any, will be above
1483 * it, so save a few ticks and start from there. 1427 * it, so save a few ticks and start from there.
1484 */ 1428 */
1485 if (!(flag & INS_MAP_LOAD)) 1429 if (!(flag & INS_MAP_LOAD))
1486 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1430 if (object *pl = ms.player ())
1487 if (tmp->type == PLAYER) 1431 if (pl->contr->ns)
1488 tmp->contr->socket->floorbox_update (); 1432 pl->contr->ns->floorbox_update ();
1489 1433
1490 /* If this object glows, it may affect lighting conditions that are 1434 /* If this object glows, it may affect lighting conditions that are
1491 * visible to others on this map. But update_all_los is really 1435 * visible to others on this map. But update_all_los is really
1492 * an inefficient way to do this, as it means los for all players 1436 * an inefficient way to do this, as it means los for all players
1493 * on the map will get recalculated. The players could very well 1437 * on the map will get recalculated. The players could very well
1494 * be far away from this change and not affected in any way - 1438 * be far away from this change and not affected in any way -
1495 * this should get redone to only look for players within range, 1439 * this should get redone to only look for players within range,
1496 * or just updating the P_NEED_UPDATE for spaces within this area 1440 * or just updating the P_UPTODATE for spaces within this area
1497 * of effect may be sufficient. 1441 * of effect may be sufficient.
1498 */ 1442 */
1499 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1443 if (op->map->darkness && (op->glow_radius != 0))
1500 update_all_los (op->map, op->x, op->y); 1444 update_all_los (op->map, op->x, op->y);
1501 1445
1502 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1446 /* updates flags (blocked, alive, no magic, etc) for this map space */
1503 update_object (op, UP_OBJ_INSERT); 1447 update_object (op, UP_OBJ_INSERT);
1448
1449 INVOKE_OBJECT (INSERT, op);
1504 1450
1505 /* Don't know if moving this to the end will break anything. However, 1451 /* Don't know if moving this to the end will break anything. However,
1506 * we want to have floorbox_update called before calling this. 1452 * we want to have floorbox_update called before calling this.
1507 * 1453 *
1508 * check_move_on() must be after this because code called from 1454 * check_move_on() must be after this because code called from
1510 * blocked() and wall() work properly), and these flags are updated by 1456 * blocked() and wall() work properly), and these flags are updated by
1511 * update_object(). 1457 * update_object().
1512 */ 1458 */
1513 1459
1514 /* if this is not the head or flag has been passed, don't check walk on status */ 1460 /* if this is not the head or flag has been passed, don't check walk on status */
1515 if (!(flag & INS_NO_WALK_ON) && !op->head) 1461 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1516 { 1462 {
1517 if (check_move_on (op, originator)) 1463 if (check_move_on (op, originator))
1518 return NULL; 1464 return 0;
1519 1465
1520 /* If we are a multi part object, lets work our way through the check 1466 /* If we are a multi part object, lets work our way through the check
1521 * walk on's. 1467 * walk on's.
1522 */ 1468 */
1523 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1469 for (object *tmp = op->more; tmp; tmp = tmp->more)
1524 if (check_move_on (tmp, originator)) 1470 if (check_move_on (tmp, originator))
1525 return NULL; 1471 return 0;
1526 } 1472 }
1527 1473
1528 return op; 1474 return op;
1529} 1475}
1530 1476
1531/* this function inserts an object in the map, but if it 1477/* this function inserts an object in the map, but if it
1532 * finds an object of its own type, it'll remove that one first. 1478 * finds an object of its own type, it'll remove that one first.
1533 * op is the object to insert it under: supplies x and the map. 1479 * op is the object to insert it under: supplies x and the map.
1534 */ 1480 */
1535void 1481void
1536replace_insert_ob_in_map (const char *arch_string, object *op) 1482replace_insert_ob_in_map (const char *arch_string, object *op)
1537{ 1483{
1538 object * 1484 object *tmp, *tmp1;
1539 tmp;
1540 object *
1541 tmp1;
1542 1485
1543 /* first search for itself and remove any old instances */ 1486 /* first search for itself and remove any old instances */
1544 1487
1545 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1488 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1546 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1489 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1547 tmp->destroy (); 1490 tmp->destroy ();
1548 1491
1549 tmp1 = arch_to_object (archetype::find (arch_string)); 1492 tmp1 = arch_to_object (archetype::find (arch_string));
1550 1493
1551 tmp1->x = op->x; 1494 tmp1->x = op->x;
1552 tmp1->y = op->y; 1495 tmp1->y = op->y;
1553 insert_ob_in_map (tmp1, op->map, op, 0); 1496 insert_ob_in_map (tmp1, op->map, op, 0);
1497}
1498
1499object *
1500object::insert_at (object *where, object *originator, int flags)
1501{
1502 return where->map->insert (this, where->x, where->y, originator, flags);
1554} 1503}
1555 1504
1556/* 1505/*
1557 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1506 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1558 * is returned contains nr objects, and the remaining parts contains 1507 * is returned contains nr objects, and the remaining parts contains
1559 * the rest (or is removed and freed if that number is 0). 1508 * the rest (or is removed and freed if that number is 0).
1560 * On failure, NULL is returned, and the reason put into the 1509 * On failure, NULL is returned, and the reason put into the
1561 * global static errmsg array. 1510 * global static errmsg array.
1562 */ 1511 */
1563
1564object * 1512object *
1565get_split_ob (object *orig_ob, uint32 nr) 1513get_split_ob (object *orig_ob, uint32 nr)
1566{ 1514{
1567 object *newob; 1515 object *newob;
1568 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1516 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1599 * the amount of an object. If the amount reaches 0, the object 1547 * the amount of an object. If the amount reaches 0, the object
1600 * is subsequently removed and freed. 1548 * is subsequently removed and freed.
1601 * 1549 *
1602 * Return value: 'op' if something is left, NULL if the amount reached 0 1550 * Return value: 'op' if something is left, NULL if the amount reached 0
1603 */ 1551 */
1604
1605object * 1552object *
1606decrease_ob_nr (object *op, uint32 i) 1553decrease_ob_nr (object *op, uint32 i)
1607{ 1554{
1608 object *tmp; 1555 object *tmp;
1609 player *pl;
1610 1556
1611 if (i == 0) /* objects with op->nrof require this check */ 1557 if (i == 0) /* objects with op->nrof require this check */
1612 return op; 1558 return op;
1613 1559
1614 if (i > op->nrof) 1560 if (i > op->nrof)
1619 else if (op->env) 1565 else if (op->env)
1620 { 1566 {
1621 /* is this object in the players inventory, or sub container 1567 /* is this object in the players inventory, or sub container
1622 * therein? 1568 * therein?
1623 */ 1569 */
1624 tmp = is_player_inv (op->env); 1570 tmp = op->in_player ();
1625 /* nope. Is this a container the player has opened? 1571 /* nope. Is this a container the player has opened?
1626 * If so, set tmp to that player. 1572 * If so, set tmp to that player.
1627 * IMO, searching through all the players will mostly 1573 * IMO, searching through all the players will mostly
1628 * likely be quicker than following op->env to the map, 1574 * likely be quicker than following op->env to the map,
1629 * and then searching the map for a player. 1575 * and then searching the map for a player.
1630 */ 1576 */
1631 if (!tmp) 1577 if (!tmp)
1632 { 1578 for_all_players (pl)
1633 for (pl = first_player; pl; pl = pl->next)
1634 if (pl->ob->container == op->env) 1579 if (pl->ob->container == op->env)
1635 { 1580 {
1636 tmp = pl->ob; 1581 tmp = pl->ob;
1637 break; 1582 break;
1638 } 1583 }
1639 }
1640 1584
1641 if (i < op->nrof) 1585 if (i < op->nrof)
1642 { 1586 {
1643 sub_weight (op->env, op->weight * i); 1587 sub_weight (op->env, op->weight * i);
1644 op->nrof -= i; 1588 op->nrof -= i;
1687 1631
1688/* 1632/*
1689 * add_weight(object, weight) adds the specified weight to an object, 1633 * add_weight(object, weight) adds the specified weight to an object,
1690 * and also updates how much the environment(s) is/are carrying. 1634 * and also updates how much the environment(s) is/are carrying.
1691 */ 1635 */
1692
1693void 1636void
1694add_weight (object *op, signed long weight) 1637add_weight (object *op, signed long weight)
1695{ 1638{
1696 while (op != NULL) 1639 while (op != NULL)
1697 { 1640 {
1712 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1655 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1713 free (dump); 1656 free (dump);
1714 return op; 1657 return op;
1715 } 1658 }
1716 1659
1717 if (where->head) 1660 if (where->head_ () != where)
1718 { 1661 {
1719 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n"); 1662 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1720 where = where->head; 1663 where = where->head;
1721 } 1664 }
1722 1665
1723 return where->insert (op); 1666 return where->insert (op);
1724} 1667}
1729 * inside the object environment. 1672 * inside the object environment.
1730 * 1673 *
1731 * The function returns now pointer to inserted item, and return value can 1674 * The function returns now pointer to inserted item, and return value can
1732 * be != op, if items are merged. -Tero 1675 * be != op, if items are merged. -Tero
1733 */ 1676 */
1734
1735object * 1677object *
1736object::insert (object *op) 1678object::insert (object *op)
1737{ 1679{
1738 object *tmp, *otmp; 1680 object *tmp, *otmp;
1739 1681
1777 add_weight (this, op->weight * op->nrof); 1719 add_weight (this, op->weight * op->nrof);
1778 } 1720 }
1779 else 1721 else
1780 add_weight (this, (op->weight + op->carrying)); 1722 add_weight (this, (op->weight + op->carrying));
1781 1723
1782 otmp = is_player_inv (this); 1724 otmp = this->in_player ();
1783 if (otmp && otmp->contr) 1725 if (otmp && otmp->contr)
1784 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1726 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1785 fix_player (otmp); 1727 otmp->update_stats ();
1786 1728
1787 op->map = NULL; 1729 op->map = 0;
1788 op->env = this; 1730 op->env = this;
1789 op->above = NULL; 1731 op->above = 0;
1790 op->below = NULL; 1732 op->below = 0;
1791 op->x = 0, op->y = 0; 1733 op->x = 0, op->y = 0;
1792 1734
1793 /* reset the light list and los of the players on the map */ 1735 /* reset the light list and los of the players on the map */
1794 if ((op->glow_radius != 0) && map) 1736 if ((op->glow_radius != 0) && map)
1795 { 1737 {
1796#ifdef DEBUG_LIGHTS 1738#ifdef DEBUG_LIGHTS
1797 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1739 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1798#endif /* DEBUG_LIGHTS */ 1740#endif /* DEBUG_LIGHTS */
1799 if (MAP_DARKNESS (map)) 1741 if (map->darkness)
1800 update_all_los (map, x, y); 1742 update_all_los (map, x, y);
1801 } 1743 }
1802 1744
1803 /* Client has no idea of ordering so lets not bother ordering it here. 1745 /* Client has no idea of ordering so lets not bother ordering it here.
1804 * It sure simplifies this function... 1746 * It sure simplifies this function...
1809 { 1751 {
1810 op->below = inv; 1752 op->below = inv;
1811 op->below->above = op; 1753 op->below->above = op;
1812 inv = op; 1754 inv = op;
1813 } 1755 }
1756
1757 INVOKE_OBJECT (INSERT, this);
1814 1758
1815 return op; 1759 return op;
1816} 1760}
1817 1761
1818/* 1762/*
1833 * 1777 *
1834 * MSW 2001-07-08: Check all objects on space, not just those below 1778 * MSW 2001-07-08: Check all objects on space, not just those below
1835 * object being inserted. insert_ob_in_map may not put new objects 1779 * object being inserted. insert_ob_in_map may not put new objects
1836 * on top. 1780 * on top.
1837 */ 1781 */
1838
1839int 1782int
1840check_move_on (object *op, object *originator) 1783check_move_on (object *op, object *originator)
1841{ 1784{
1842 object *tmp; 1785 object *tmp;
1843 maptile *m = op->map; 1786 maptile *m = op->map;
1870 1813
1871 /* The objects have to be checked from top to bottom. 1814 /* The objects have to be checked from top to bottom.
1872 * Hence, we first go to the top: 1815 * Hence, we first go to the top:
1873 */ 1816 */
1874 1817
1875 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1818 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1876 { 1819 {
1877 /* Trim the search when we find the first other spell effect 1820 /* Trim the search when we find the first other spell effect
1878 * this helps performance so that if a space has 50 spell objects, 1821 * this helps performance so that if a space has 50 spell objects,
1879 * we don't need to check all of them. 1822 * we don't need to check all of them.
1880 */ 1823 */
1898 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1841 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1899 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1842 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1900 { 1843 {
1901 1844
1902 float 1845 float
1903 diff = tmp->move_slow_penalty * FABS (op->speed); 1846 diff = tmp->move_slow_penalty * fabs (op->speed);
1904 1847
1905 if (op->type == PLAYER) 1848 if (op->type == PLAYER)
1906 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1849 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1907 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1850 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1908 diff /= 4.0; 1851 diff /= 4.0;
1935/* 1878/*
1936 * present_arch(arch, map, x, y) searches for any objects with 1879 * present_arch(arch, map, x, y) searches for any objects with
1937 * a matching archetype at the given map and coordinates. 1880 * a matching archetype at the given map and coordinates.
1938 * The first matching object is returned, or NULL if none. 1881 * The first matching object is returned, or NULL if none.
1939 */ 1882 */
1940
1941object * 1883object *
1942present_arch (const archetype *at, maptile *m, int x, int y) 1884present_arch (const archetype *at, maptile *m, int x, int y)
1943{ 1885{
1944 object *
1945 tmp;
1946
1947 if (m == NULL || out_of_map (m, x, y)) 1886 if (!m || out_of_map (m, x, y))
1948 { 1887 {
1949 LOG (llevError, "Present_arch called outside map.\n"); 1888 LOG (llevError, "Present_arch called outside map.\n");
1950 return NULL; 1889 return NULL;
1951 } 1890 }
1952 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1891
1892 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1953 if (tmp->arch == at) 1893 if (tmp->arch == at)
1954 return tmp; 1894 return tmp;
1895
1955 return NULL; 1896 return NULL;
1956} 1897}
1957 1898
1958/* 1899/*
1959 * present(type, map, x, y) searches for any objects with 1900 * present(type, map, x, y) searches for any objects with
1960 * a matching type variable at the given map and coordinates. 1901 * a matching type variable at the given map and coordinates.
1961 * The first matching object is returned, or NULL if none. 1902 * The first matching object is returned, or NULL if none.
1962 */ 1903 */
1963
1964object * 1904object *
1965present (unsigned char type, maptile *m, int x, int y) 1905present (unsigned char type, maptile *m, int x, int y)
1966{ 1906{
1967 object *
1968 tmp;
1969
1970 if (out_of_map (m, x, y)) 1907 if (out_of_map (m, x, y))
1971 { 1908 {
1972 LOG (llevError, "Present called outside map.\n"); 1909 LOG (llevError, "Present called outside map.\n");
1973 return NULL; 1910 return NULL;
1974 } 1911 }
1975 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1912
1913 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1976 if (tmp->type == type) 1914 if (tmp->type == type)
1977 return tmp; 1915 return tmp;
1916
1978 return NULL; 1917 return NULL;
1979} 1918}
1980 1919
1981/* 1920/*
1982 * present_in_ob(type, object) searches for any objects with 1921 * present_in_ob(type, object) searches for any objects with
1983 * a matching type variable in the inventory of the given object. 1922 * a matching type variable in the inventory of the given object.
1984 * The first matching object is returned, or NULL if none. 1923 * The first matching object is returned, or NULL if none.
1985 */ 1924 */
1986
1987object * 1925object *
1988present_in_ob (unsigned char type, const object *op) 1926present_in_ob (unsigned char type, const object *op)
1989{ 1927{
1990 object *
1991 tmp;
1992
1993 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1928 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1994 if (tmp->type == type) 1929 if (tmp->type == type)
1995 return tmp; 1930 return tmp;
1931
1996 return NULL; 1932 return NULL;
1997} 1933}
1998 1934
1999/* 1935/*
2000 * present_in_ob (type, str, object) searches for any objects with 1936 * present_in_ob (type, str, object) searches for any objects with
2008 * str is the string to match against. Note that we match against 1944 * str is the string to match against. Note that we match against
2009 * the object name, not the archetype name. this is so that the 1945 * the object name, not the archetype name. this is so that the
2010 * spell code can use one object type (force), but change it's name 1946 * spell code can use one object type (force), but change it's name
2011 * to be unique. 1947 * to be unique.
2012 */ 1948 */
2013
2014object * 1949object *
2015present_in_ob_by_name (int type, const char *str, const object *op) 1950present_in_ob_by_name (int type, const char *str, const object *op)
2016{ 1951{
2017 object *
2018 tmp;
2019
2020 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1952 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2021 {
2022 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1953 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2023 return tmp; 1954 return tmp;
2024 } 1955
2025 return NULL; 1956 return 0;
2026} 1957}
2027 1958
2028/* 1959/*
2029 * present_arch_in_ob(archetype, object) searches for any objects with 1960 * present_arch_in_ob(archetype, object) searches for any objects with
2030 * a matching archetype in the inventory of the given object. 1961 * a matching archetype in the inventory of the given object.
2031 * The first matching object is returned, or NULL if none. 1962 * The first matching object is returned, or NULL if none.
2032 */ 1963 */
2033
2034object * 1964object *
2035present_arch_in_ob (const archetype *at, const object *op) 1965present_arch_in_ob (const archetype *at, const object *op)
2036{ 1966{
2037 object *
2038 tmp;
2039
2040 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1967 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2041 if (tmp->arch == at) 1968 if (tmp->arch == at)
2042 return tmp; 1969 return tmp;
1970
2043 return NULL; 1971 return NULL;
2044} 1972}
2045 1973
2046/* 1974/*
2047 * activate recursively a flag on an object inventory 1975 * activate recursively a flag on an object inventory
2048 */ 1976 */
2049void 1977void
2050flag_inv (object *op, int flag) 1978flag_inv (object *op, int flag)
2051{ 1979{
2052 object *
2053 tmp;
2054
2055 if (op->inv) 1980 if (op->inv)
2056 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1981 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2057 { 1982 {
2058 SET_FLAG (tmp, flag); 1983 SET_FLAG (tmp, flag);
2059 flag_inv (tmp, flag); 1984 flag_inv (tmp, flag);
2060 } 1985 }
2061} /* 1986}
1987
1988/*
2062 * desactivate recursively a flag on an object inventory 1989 * deactivate recursively a flag on an object inventory
2063 */ 1990 */
2064void 1991void
2065unflag_inv (object *op, int flag) 1992unflag_inv (object *op, int flag)
2066{ 1993{
2067 object *
2068 tmp;
2069
2070 if (op->inv) 1994 if (op->inv)
2071 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1995 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2072 { 1996 {
2073 CLEAR_FLAG (tmp, flag); 1997 CLEAR_FLAG (tmp, flag);
2074 unflag_inv (tmp, flag); 1998 unflag_inv (tmp, flag);
2075 } 1999 }
2076}
2077
2078/*
2079 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2080 * all it's inventory (recursively).
2081 * If checksums are used, a player will get set_cheat called for
2082 * him/her-self and all object carried by a call to this function.
2083 */
2084
2085void
2086set_cheat (object *op)
2087{
2088 SET_FLAG (op, FLAG_WAS_WIZ);
2089 flag_inv (op, FLAG_WAS_WIZ);
2090} 2000}
2091 2001
2092/* 2002/*
2093 * find_free_spot(object, map, x, y, start, stop) will search for 2003 * find_free_spot(object, map, x, y, start, stop) will search for
2094 * a spot at the given map and coordinates which will be able to contain 2004 * a spot at the given map and coordinates which will be able to contain
2108 * because arch_blocked (now ob_blocked) needs to know the movement type 2018 * because arch_blocked (now ob_blocked) needs to know the movement type
2109 * to know if the space in question will block the object. We can't use 2019 * to know if the space in question will block the object. We can't use
2110 * the archetype because that isn't correct if the monster has been 2020 * the archetype because that isn't correct if the monster has been
2111 * customized, changed states, etc. 2021 * customized, changed states, etc.
2112 */ 2022 */
2113
2114int 2023int
2115find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 2024find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2116{ 2025{
2117 int
2118 i,
2119 index = 0, flag; 2026 int index = 0, flag;
2120 static int
2121 altern[SIZEOFFREE]; 2027 int altern[SIZEOFFREE];
2122 2028
2123 for (i = start; i < stop; i++) 2029 for (int i = start; i < stop; i++)
2124 { 2030 {
2125 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2031 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2126 if (!flag) 2032 if (!flag)
2127 altern[index++] = i; 2033 altern [index++] = i;
2128 2034
2129 /* Basically, if we find a wall on a space, we cut down the search size. 2035 /* Basically, if we find a wall on a space, we cut down the search size.
2130 * In this way, we won't return spaces that are on another side of a wall. 2036 * In this way, we won't return spaces that are on another side of a wall.
2131 * This mostly work, but it cuts down the search size in all directions - 2037 * This mostly work, but it cuts down the search size in all directions -
2132 * if the space being examined only has a wall to the north and empty 2038 * if the space being examined only has a wall to the north and empty
2133 * spaces in all the other directions, this will reduce the search space 2039 * spaces in all the other directions, this will reduce the search space
2134 * to only the spaces immediately surrounding the target area, and 2040 * to only the spaces immediately surrounding the target area, and
2135 * won't look 2 spaces south of the target space. 2041 * won't look 2 spaces south of the target space.
2136 */ 2042 */
2137 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 2043 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2138 stop = maxfree[i]; 2044 stop = maxfree[i];
2139 } 2045 }
2046
2140 if (!index) 2047 if (!index)
2141 return -1; 2048 return -1;
2049
2142 return altern[RANDOM () % index]; 2050 return altern [rndm (index)];
2143} 2051}
2144 2052
2145/* 2053/*
2146 * find_first_free_spot(archetype, maptile, x, y) works like 2054 * find_first_free_spot(archetype, maptile, x, y) works like
2147 * find_free_spot(), but it will search max number of squares. 2055 * find_free_spot(), but it will search max number of squares.
2148 * But it will return the first available spot, not a random choice. 2056 * But it will return the first available spot, not a random choice.
2149 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2057 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2150 */ 2058 */
2151
2152int 2059int
2153find_first_free_spot (const object *ob, maptile *m, int x, int y) 2060find_first_free_spot (const object *ob, maptile *m, int x, int y)
2154{ 2061{
2155 int
2156 i;
2157
2158 for (i = 0; i < SIZEOFFREE; i++) 2062 for (int i = 0; i < SIZEOFFREE; i++)
2159 {
2160 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2063 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2161 return i; 2064 return i;
2162 } 2065
2163 return -1; 2066 return -1;
2164} 2067}
2165 2068
2166/* 2069/*
2167 * The function permute(arr, begin, end) randomly reorders the array 2070 * The function permute(arr, begin, end) randomly reorders the array
2168 * arr[begin..end-1]. 2071 * arr[begin..end-1].
2072 * now uses a fisher-yates shuffle, old permute was broken
2169 */ 2073 */
2170static void 2074static void
2171permute (int *arr, int begin, int end) 2075permute (int *arr, int begin, int end)
2172{ 2076{
2173 int 2077 arr += begin;
2174 i,
2175 j,
2176 tmp,
2177 len;
2178
2179 len = end - begin; 2078 end -= begin;
2180 for (i = begin; i < end; i++)
2181 {
2182 j = begin + RANDOM () % len;
2183 2079
2184 tmp = arr[i]; 2080 while (--end)
2185 arr[i] = arr[j]; 2081 swap (arr [end], arr [rndm (end + 1)]);
2186 arr[j] = tmp;
2187 }
2188} 2082}
2189 2083
2190/* new function to make monster searching more efficient, and effective! 2084/* new function to make monster searching more efficient, and effective!
2191 * This basically returns a randomized array (in the passed pointer) of 2085 * This basically returns a randomized array (in the passed pointer) of
2192 * the spaces to find monsters. In this way, it won't always look for 2086 * the spaces to find monsters. In this way, it won't always look for
2195 * the 3x3 area will be searched, just not in a predictable order. 2089 * the 3x3 area will be searched, just not in a predictable order.
2196 */ 2090 */
2197void 2091void
2198get_search_arr (int *search_arr) 2092get_search_arr (int *search_arr)
2199{ 2093{
2200 int 2094 int i;
2201 i;
2202 2095
2203 for (i = 0; i < SIZEOFFREE; i++) 2096 for (i = 0; i < SIZEOFFREE; i++)
2204 {
2205 search_arr[i] = i; 2097 search_arr[i] = i;
2206 }
2207 2098
2208 permute (search_arr, 1, SIZEOFFREE1 + 1); 2099 permute (search_arr, 1, SIZEOFFREE1 + 1);
2209 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2100 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2210 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2101 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2211} 2102}
2220 * Perhaps incorrectly, but I'm making the assumption that exclude 2111 * Perhaps incorrectly, but I'm making the assumption that exclude
2221 * is actually want is going to try and move there. We need this info 2112 * is actually want is going to try and move there. We need this info
2222 * because we have to know what movement the thing looking to move 2113 * because we have to know what movement the thing looking to move
2223 * there is capable of. 2114 * there is capable of.
2224 */ 2115 */
2225
2226int 2116int
2227find_dir (maptile *m, int x, int y, object *exclude) 2117find_dir (maptile *m, int x, int y, object *exclude)
2228{ 2118{
2229 int
2230 i,
2231 max = SIZEOFFREE, mflags; 2119 int i, max = SIZEOFFREE, mflags;
2232 2120
2233 sint16 nx, ny; 2121 sint16 nx, ny;
2234 object * 2122 object *tmp;
2235 tmp;
2236 maptile * 2123 maptile *mp;
2237 mp;
2238 2124
2239 MoveType blocked, move_type; 2125 MoveType blocked, move_type;
2240 2126
2241 if (exclude && exclude->head) 2127 if (exclude && exclude->head_ () != exclude)
2242 { 2128 {
2243 exclude = exclude->head; 2129 exclude = exclude->head;
2244 move_type = exclude->move_type; 2130 move_type = exclude->move_type;
2245 } 2131 }
2246 else 2132 else
2254 mp = m; 2140 mp = m;
2255 nx = x + freearr_x[i]; 2141 nx = x + freearr_x[i];
2256 ny = y + freearr_y[i]; 2142 ny = y + freearr_y[i];
2257 2143
2258 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2144 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2145
2259 if (mflags & P_OUT_OF_MAP) 2146 if (mflags & P_OUT_OF_MAP)
2260 {
2261 max = maxfree[i]; 2147 max = maxfree[i];
2262 }
2263 else 2148 else
2264 { 2149 {
2265 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2150 mapspace &ms = mp->at (nx, ny);
2151
2152 blocked = ms.move_block;
2266 2153
2267 if ((move_type & blocked) == move_type) 2154 if ((move_type & blocked) == move_type)
2268 {
2269 max = maxfree[i]; 2155 max = maxfree[i];
2270 }
2271 else if (mflags & P_IS_ALIVE) 2156 else if (mflags & P_IS_ALIVE)
2272 { 2157 {
2273 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2158 for (tmp = ms.bot; tmp; tmp = tmp->above)
2274 { 2159 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2275 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2160 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2276 {
2277 break; 2161 break;
2278 } 2162
2279 }
2280 if (tmp) 2163 if (tmp)
2281 {
2282 return freedir[i]; 2164 return freedir[i];
2283 }
2284 } 2165 }
2285 } 2166 }
2286 } 2167 }
2168
2287 return 0; 2169 return 0;
2288} 2170}
2289 2171
2290/* 2172/*
2291 * distance(object 1, object 2) will return the square of the 2173 * distance(object 1, object 2) will return the square of the
2292 * distance between the two given objects. 2174 * distance between the two given objects.
2293 */ 2175 */
2294
2295int 2176int
2296distance (const object *ob1, const object *ob2) 2177distance (const object *ob1, const object *ob2)
2297{ 2178{
2298 int
2299 i;
2300
2301 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2179 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2302 return i;
2303} 2180}
2304 2181
2305/* 2182/*
2306 * find_dir_2(delta-x,delta-y) will return a direction in which 2183 * find_dir_2(delta-x,delta-y) will return a direction in which
2307 * an object which has subtracted the x and y coordinates of another 2184 * an object which has subtracted the x and y coordinates of another
2308 * object, needs to travel toward it. 2185 * object, needs to travel toward it.
2309 */ 2186 */
2310
2311int 2187int
2312find_dir_2 (int x, int y) 2188find_dir_2 (int x, int y)
2313{ 2189{
2314 int 2190 int q;
2315 q;
2316 2191
2317 if (y) 2192 if (y)
2318 q = x * 100 / y; 2193 q = x * 100 / y;
2319 else if (x) 2194 else if (x)
2320 q = -300 * x; 2195 q = -300 * x;
2345 2220
2346 return 3; 2221 return 3;
2347} 2222}
2348 2223
2349/* 2224/*
2350 * absdir(int): Returns a number between 1 and 8, which represent
2351 * the "absolute" direction of a number (it actually takes care of
2352 * "overflow" in previous calculations of a direction).
2353 */
2354
2355int
2356absdir (int d)
2357{
2358 while (d < 1)
2359 d += 8;
2360 while (d > 8)
2361 d -= 8;
2362 return d;
2363}
2364
2365/*
2366 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2225 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2367 * between two directions (which are expected to be absolute (see absdir()) 2226 * between two directions (which are expected to be absolute (see absdir())
2368 */ 2227 */
2369
2370int 2228int
2371dirdiff (int dir1, int dir2) 2229dirdiff (int dir1, int dir2)
2372{ 2230{
2373 int 2231 int d;
2374 d;
2375 2232
2376 d = abs (dir1 - dir2); 2233 d = abs (dir1 - dir2);
2377 if (d > 4) 2234 if (d > 4)
2378 d = 8 - d; 2235 d = 8 - d;
2236
2379 return d; 2237 return d;
2380} 2238}
2381 2239
2382/* peterm: 2240/* peterm:
2383 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2241 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2386 * This basically means that if direction is 15, then it could either go 2244 * This basically means that if direction is 15, then it could either go
2387 * direction 4, 14, or 16 to get back to where we are. 2245 * direction 4, 14, or 16 to get back to where we are.
2388 * Moved from spell_util.c to object.c with the other related direction 2246 * Moved from spell_util.c to object.c with the other related direction
2389 * functions. 2247 * functions.
2390 */ 2248 */
2391
2392int
2393 reduction_dir[SIZEOFFREE][3] = { 2249int reduction_dir[SIZEOFFREE][3] = {
2394 {0, 0, 0}, /* 0 */ 2250 {0, 0, 0}, /* 0 */
2395 {0, 0, 0}, /* 1 */ 2251 {0, 0, 0}, /* 1 */
2396 {0, 0, 0}, /* 2 */ 2252 {0, 0, 0}, /* 2 */
2397 {0, 0, 0}, /* 3 */ 2253 {0, 0, 0}, /* 3 */
2398 {0, 0, 0}, /* 4 */ 2254 {0, 0, 0}, /* 4 */
2446 * find a path to that monster that we found. If not, 2302 * find a path to that monster that we found. If not,
2447 * we don't bother going toward it. Returns 1 if we 2303 * we don't bother going toward it. Returns 1 if we
2448 * can see a direct way to get it 2304 * can see a direct way to get it
2449 * Modified to be map tile aware -.MSW 2305 * Modified to be map tile aware -.MSW
2450 */ 2306 */
2451
2452
2453int 2307int
2454can_see_monsterP (maptile *m, int x, int y, int dir) 2308can_see_monsterP (maptile *m, int x, int y, int dir)
2455{ 2309{
2456 sint16 dx, dy; 2310 sint16 dx, dy;
2457 int
2458 mflags; 2311 int mflags;
2459 2312
2460 if (dir < 0) 2313 if (dir < 0)
2461 return 0; /* exit condition: invalid direction */ 2314 return 0; /* exit condition: invalid direction */
2462 2315
2463 dx = x + freearr_x[dir]; 2316 dx = x + freearr_x[dir];
2476 return 0; 2329 return 0;
2477 2330
2478 /* yes, can see. */ 2331 /* yes, can see. */
2479 if (dir < 9) 2332 if (dir < 9)
2480 return 1; 2333 return 1;
2334
2481 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2335 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2482 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]); 2336 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2337 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2483} 2338}
2484
2485
2486 2339
2487/* 2340/*
2488 * can_pick(picker, item): finds out if an object is possible to be 2341 * can_pick(picker, item): finds out if an object is possible to be
2489 * picked up by the picker. Returnes 1 if it can be 2342 * picked up by the picker. Returnes 1 if it can be
2490 * picked up, otherwise 0. 2343 * picked up, otherwise 0.
2501 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2354 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2502 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2355 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2503 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2356 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2504} 2357}
2505 2358
2506
2507/* 2359/*
2508 * create clone from object to another 2360 * create clone from object to another
2509 */ 2361 */
2510object * 2362object *
2511object_create_clone (object *asrc) 2363object_create_clone (object *asrc)
2512{ 2364{
2513 object *dst = 0, *tmp, *src, *part, *prev, *item; 2365 object *dst = 0, *tmp, *src, *prev, *item;
2514 2366
2515 if (!asrc) 2367 if (!asrc)
2516 return 0; 2368 return 0;
2517 2369
2518 src = asrc;
2519 if (src->head)
2520 src = src->head; 2370 src = asrc->head_ ();
2521 2371
2522 prev = 0; 2372 prev = 0;
2523 for (part = src; part; part = part->more) 2373 for (object *part = src; part; part = part->more)
2524 { 2374 {
2525 tmp = part->clone (); 2375 tmp = part->clone ();
2526 tmp->x -= src->x; 2376 tmp->x -= src->x;
2527 tmp->y -= src->y; 2377 tmp->y -= src->y;
2528 2378
2530 { 2380 {
2531 dst = tmp; 2381 dst = tmp;
2532 tmp->head = 0; 2382 tmp->head = 0;
2533 } 2383 }
2534 else 2384 else
2535 {
2536 tmp->head = dst; 2385 tmp->head = dst;
2537 }
2538 2386
2539 tmp->more = 0; 2387 tmp->more = 0;
2540 2388
2541 if (prev) 2389 if (prev)
2542 prev->more = tmp; 2390 prev->more = tmp;
2546 2394
2547 for (item = src->inv; item; item = item->below) 2395 for (item = src->inv; item; item = item->below)
2548 insert_ob_in_ob (object_create_clone (item), dst); 2396 insert_ob_in_ob (object_create_clone (item), dst);
2549 2397
2550 return dst; 2398 return dst;
2551}
2552
2553/* GROS - Creates an object using a string representing its content. */
2554/* Basically, we save the content of the string to a temp file, then call */
2555/* load_object on it. I admit it is a highly inefficient way to make things, */
2556/* but it was simple to make and allows reusing the load_object function. */
2557/* Remember not to use load_object_str in a time-critical situation. */
2558/* Also remember that multiparts objects are not supported for now. */
2559
2560object *
2561load_object_str (const char *obstr)
2562{
2563 object *op;
2564 char filename[MAX_BUF];
2565
2566 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2567
2568 FILE *tempfile = fopen (filename, "w");
2569
2570 if (tempfile == NULL)
2571 {
2572 LOG (llevError, "Error - Unable to access load object temp file\n");
2573 return NULL;
2574 }
2575
2576 fprintf (tempfile, obstr);
2577 fclose (tempfile);
2578
2579 op = object::create ();
2580
2581 object_thawer thawer (filename);
2582
2583 if (thawer)
2584 load_object (thawer, op, 0);
2585
2586 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2587 CLEAR_FLAG (op, FLAG_REMOVED);
2588
2589 return op;
2590} 2399}
2591 2400
2592/* This returns the first object in who's inventory that 2401/* This returns the first object in who's inventory that
2593 * has the same type and subtype match. 2402 * has the same type and subtype match.
2594 * returns NULL if no match. 2403 * returns NULL if no match.
2595 */ 2404 */
2596object * 2405object *
2597find_obj_by_type_subtype (const object *who, int type, int subtype) 2406find_obj_by_type_subtype (const object *who, int type, int subtype)
2598{ 2407{
2599 object *tmp;
2600
2601 for (tmp = who->inv; tmp; tmp = tmp->below) 2408 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2602 if (tmp->type == type && tmp->subtype == subtype) 2409 if (tmp->type == type && tmp->subtype == subtype)
2603 return tmp; 2410 return tmp;
2604 2411
2605 return NULL; 2412 return 0;
2606} 2413}
2607 2414
2608/* If ob has a field named key, return the link from the list, 2415/* If ob has a field named key, return the link from the list,
2609 * otherwise return NULL. 2416 * otherwise return NULL.
2610 * 2417 *
2612 * do the desired thing. 2419 * do the desired thing.
2613 */ 2420 */
2614key_value * 2421key_value *
2615get_ob_key_link (const object *ob, const char *key) 2422get_ob_key_link (const object *ob, const char *key)
2616{ 2423{
2617 key_value *link;
2618
2619 for (link = ob->key_values; link != NULL; link = link->next) 2424 for (key_value *link = ob->key_values; link; link = link->next)
2620 if (link->key == key) 2425 if (link->key == key)
2621 return link; 2426 return link;
2622 2427
2623 return NULL; 2428 return 0;
2624} 2429}
2625 2430
2626/* 2431/*
2627 * Returns the value of op has an extra_field for key, or NULL. 2432 * Returns the value of op has an extra_field for key, or NULL.
2628 * 2433 *
2653 if (link->key == canonical_key) 2458 if (link->key == canonical_key)
2654 return link->value; 2459 return link->value;
2655 2460
2656 return 0; 2461 return 0;
2657} 2462}
2658
2659 2463
2660/* 2464/*
2661 * Updates the canonical_key in op to value. 2465 * Updates the canonical_key in op to value.
2662 * 2466 *
2663 * canonical_key is a shared string (value doesn't have to be). 2467 * canonical_key is a shared string (value doesn't have to be).
2668 * Returns TRUE on success. 2472 * Returns TRUE on success.
2669 */ 2473 */
2670int 2474int
2671set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) 2475set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2672{ 2476{
2673 key_value *
2674 field = NULL, *last = NULL; 2477 key_value *field = NULL, *last = NULL;
2675 2478
2676 for (field = op->key_values; field != NULL; field = field->next) 2479 for (field = op->key_values; field != NULL; field = field->next)
2677 { 2480 {
2678 if (field->key != canonical_key) 2481 if (field->key != canonical_key)
2679 { 2482 {
2688 /* Basically, if the archetype has this key set, 2491 /* Basically, if the archetype has this key set,
2689 * we need to store the null value so when we save 2492 * we need to store the null value so when we save
2690 * it, we save the empty value so that when we load, 2493 * it, we save the empty value so that when we load,
2691 * we get this value back again. 2494 * we get this value back again.
2692 */ 2495 */
2693 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2496 if (get_ob_key_link (op->arch, canonical_key))
2694 field->value = 0; 2497 field->value = 0;
2695 else 2498 else
2696 { 2499 {
2697 if (last) 2500 if (last)
2698 last->next = field->next; 2501 last->next = field->next;
2707 /* IF we get here, key doesn't exist */ 2510 /* IF we get here, key doesn't exist */
2708 2511
2709 /* No field, we'll have to add it. */ 2512 /* No field, we'll have to add it. */
2710 2513
2711 if (!add_key) 2514 if (!add_key)
2712 {
2713 return FALSE; 2515 return FALSE;
2714 } 2516
2715 /* There isn't any good reason to store a null 2517 /* There isn't any good reason to store a null
2716 * value in the key/value list. If the archetype has 2518 * value in the key/value list. If the archetype has
2717 * this key, then we should also have it, so shouldn't 2519 * this key, then we should also have it, so shouldn't
2718 * be here. If user wants to store empty strings, 2520 * be here. If user wants to store empty strings,
2719 * should pass in "" 2521 * should pass in ""
2768 } 2570 }
2769 else 2571 else
2770 item = item->env; 2572 item = item->env;
2771} 2573}
2772 2574
2575const char *
2576object::flag_desc (char *desc, int len) const
2577{
2578 char *p = desc;
2579 bool first = true;
2580
2581 *p = 0;
2582
2583 for (int i = 0; i < NUM_FLAGS; i++)
2584 {
2585 if (len <= 10) // magic constant!
2586 {
2587 snprintf (p, len, ",...");
2588 break;
2589 }
2590
2591 if (flag [i])
2592 {
2593 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2594 len -= cnt;
2595 p += cnt;
2596 first = false;
2597 }
2598 }
2599
2600 return desc;
2601}
2602
2773// return a suitable string describing an objetc in enough detail to find it 2603// return a suitable string describing an object in enough detail to find it
2774const char * 2604const char *
2775object::debug_desc (char *info) const 2605object::debug_desc (char *info) const
2776{ 2606{
2607 char flagdesc[512];
2777 char info2[256 * 3]; 2608 char info2[256 * 4];
2778 char *p = info; 2609 char *p = info;
2779 2610
2780 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2611 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2781 count, 2612 count, uuid.seq,
2782 &name, 2613 &name,
2783 title ? " " : "", 2614 title ? "\",title:\"" : "",
2784 title ? (const char *)title : ""); 2615 title ? (const char *)title : "",
2616 flag_desc (flagdesc, 512), type);
2785 2617
2786 if (env) 2618 if (env)
2787 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2619 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2788 2620
2789 if (map) 2621 if (map)
2790 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2622 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2791 2623
2792 return info; 2624 return info;
2793} 2625}
2794 2626
2795const char * 2627const char *
2796object::debug_desc () const 2628object::debug_desc () const
2797{ 2629{
2798 static char info[256 * 3]; 2630 static char info[3][256 * 4];
2631 static int info_idx;
2632
2799 return debug_desc (info); 2633 return debug_desc (info [++info_idx % 3]);
2800} 2634}
2801 2635
2636struct region *
2637object::region () const
2638{
2639 return map ? map->region (x, y)
2640 : region::default_region ();
2641}
2642
2643const materialtype_t *
2644object::dominant_material () const
2645{
2646 if (materialtype_t *mt = name_to_material (materialname))
2647 return mt;
2648
2649 return name_to_material (shstr_unknown);
2650}
2651
2652void
2653object::open_container (object *new_container)
2654{
2655 if (container == new_container)
2656 return;
2657
2658 if (object *old_container = container)
2659 {
2660 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2661 return;
2662
2663#if 0
2664 // remove the "Close old_container" object.
2665 if (object *closer = old_container->inv)
2666 if (closer->type == CLOSE_CON)
2667 closer->destroy ();
2668#endif
2669
2670 old_container->flag [FLAG_APPLIED] = 0;
2671 container = 0;
2672
2673 esrv_update_item (UPD_FLAGS, this, old_container);
2674 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2675 }
2676
2677 if (new_container)
2678 {
2679 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2680 return;
2681
2682 // TODO: this does not seem to serve any purpose anymore?
2683#if 0
2684 // insert the "Close Container" object.
2685 if (archetype *closer = new_container->other_arch)
2686 {
2687 object *closer = arch_to_object (new_container->other_arch);
2688 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2689 new_container->insert (closer);
2690 }
2691#endif
2692
2693 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2694
2695 new_container->flag [FLAG_APPLIED] = 1;
2696 container = new_container;
2697
2698 esrv_update_item (UPD_FLAGS, this, new_container);
2699 esrv_send_inventory (this, new_container);
2700 }
2701}
2702
2703object *
2704object::force_find (const shstr name)
2705{
2706 /* cycle through his inventory to look for the MARK we want to
2707 * place
2708 */
2709 for (object *tmp = inv; tmp; tmp = tmp->below)
2710 if (tmp->type == FORCE && tmp->slaying == name)
2711 return splay (tmp);
2712
2713 return 0;
2714}
2715
2716void
2717object::force_add (const shstr name, int duration)
2718{
2719 if (object *force = force_find (name))
2720 force->destroy ();
2721
2722 object *force = get_archetype (FORCE_NAME);
2723
2724 force->slaying = name;
2725 force->stats.food = 1;
2726 force->speed_left = -1.f;
2727
2728 force->set_speed (duration ? 1.f / duration : 0.f);
2729 force->flag [FLAG_IS_USED_UP] = true;
2730 force->flag [FLAG_APPLIED] = true;
2731
2732 insert (force);
2733}
2734
2735void
2736object::play_sound (faceidx sound) const
2737{
2738 if (map)
2739 map->play_sound (sound, x, y);
2740}

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