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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 1.189 by root, Thu Sep 13 16:23:01 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
390 * multi-object 1 which is closest to the second object. 376 * multi-object 1 which is closest to the second object.
391 * If it's not a multi-object, it is returned. 377 * If it's not a multi-object, it is returned.
392 */ 378 */
393
394object * 379object *
395get_nearest_part (object *op, const object *pl) 380get_nearest_part (object *op, const object *pl)
396{ 381{
397 object *tmp, *closest; 382 object *tmp, *closest;
398 int last_dist, i; 383 int last_dist, i;
406} 391}
407 392
408/* 393/*
409 * Returns the object which has the count-variable equal to the argument. 394 * Returns the object which has the count-variable equal to the argument.
410 */ 395 */
411
412object * 396object *
413find_object (tag_t i) 397find_object (tag_t i)
414{ 398{
415 for (object *op = object::first; op; op = op->next) 399 for_all_objects (op)
416 if (op->count == i) 400 if (op->count == i)
417 return op; 401 return op;
418 402
419 return 0; 403 return 0;
420} 404}
421 405
422/* 406/*
423 * Returns the first object which has a name equal to the argument. 407 * Returns the first object which has a name equal to the argument.
424 * Used only by the patch command, but not all that useful. 408 * Used only by the patch command, but not all that useful.
425 * Enables features like "patch <name-of-other-player> food 999" 409 * Enables features like "patch <name-of-other-player> food 999"
426 */ 410 */
427
428object * 411object *
429find_object_name (const char *str) 412find_object_name (const char *str)
430{ 413{
431 shstr_cmp str_ (str); 414 shstr_cmp str_ (str);
432 object *op; 415 object *op;
433 416
434 for (op = object::first; op != NULL; op = op->next) 417 for_all_objects (op)
435 if (op->name == str_) 418 if (op->name == str_)
436 break; 419 break;
437 420
438 return op; 421 return op;
439} 422}
445} 428}
446 429
447/* 430/*
448 * Sets the owner and sets the skill and exp pointers to owner's current 431 * Sets the owner and sets the skill and exp pointers to owner's current
449 * skill and experience objects. 432 * skill and experience objects.
433 * ACTUALLY NO! investigate! TODO
450 */ 434 */
451void 435void
452object::set_owner (object *owner) 436object::set_owner (object *owner)
453{ 437{
438 // allow objects which own objects
454 if (!owner) 439 if (owner)
455 return;
456
457 /* next line added to allow objects which own objects */
458 /* Add a check for ownercounts in here, as I got into an endless loop
459 * with the fireball owning a poison cloud which then owned the
460 * fireball. I believe that was caused by one of the objects getting
461 * freed and then another object replacing it. Since the ownercounts
462 * didn't match, this check is valid and I believe that cause is valid.
463 */
464 while (owner->owner) 440 while (owner->owner)
465 owner = owner->owner; 441 owner = owner->owner;
466 442
467 this->owner = owner; 443 this->owner = owner;
444}
445
446int
447object::slottype () const
448{
449 if (type == SKILL)
450 {
451 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
452 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
453 }
454 else
455 {
456 if (slot [body_combat].info) return slot_combat;
457 if (slot [body_range ].info) return slot_ranged;
458 }
459
460 return slot_none;
461}
462
463bool
464object::change_weapon (object *ob)
465{
466 if (current_weapon == ob)
467 return true;
468
469 if (chosen_skill)
470 chosen_skill->flag [FLAG_APPLIED] = false;
471
472 current_weapon = ob;
473 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
474
475 if (chosen_skill)
476 chosen_skill->flag [FLAG_APPLIED] = true;
477
478 update_stats ();
479
480 if (ob)
481 {
482 // now check wether any body locations became invalid, in which case
483 // we cannot apply the weapon at the moment.
484 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
485 if (slot[i].used < 0)
486 {
487 current_weapon = chosen_skill = 0;
488 update_stats ();
489
490 new_draw_info_format (NDI_UNIQUE, 0, this,
491 "You try to balance all your items at once, "
492 "but the %s is just too much for your body. "
493 "[You need to unapply some items first.]", &ob->name);
494 return false;
495 }
496
497 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
498 }
499 else
500 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
501
502 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
503 {
504 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
505 &name, ob->debug_desc ());
506 return false;
507 }
508
509 return true;
468} 510}
469 511
470/* Zero the key_values on op, decrementing the shared-string 512/* Zero the key_values on op, decrementing the shared-string
471 * refcounts and freeing the links. 513 * refcounts and freeing the links.
472 */ 514 */
473static void 515static void
474free_key_values (object *op) 516free_key_values (object *op)
475{ 517{
476 for (key_value *i = op->key_values; i != 0;) 518 for (key_value *i = op->key_values; i; )
477 { 519 {
478 key_value *next = i->next; 520 key_value *next = i->next;
479 delete i; 521 delete i;
480 522
481 i = next; 523 i = next;
482 } 524 }
483 525
484 op->key_values = 0; 526 op->key_values = 0;
485} 527}
486 528
487void object::clear () 529object &
530object::operator =(const object &src)
488{ 531{
489 attachable_base::clear (); 532 bool is_freed = flag [FLAG_FREED];
533 bool is_removed = flag [FLAG_REMOVED];
490 534
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; 535 *(object_copy *)this = src;
544 *(object_pod *)dst = *this;
545 536
546 if (self || cb) 537 flag [FLAG_FREED] = is_freed;
547 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (dst)); 538 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;
557 539
558 /* Copy over key_values, if any. */ 540 /* Copy over key_values, if any. */
559 if (key_values) 541 if (src.key_values)
560 { 542 {
561 key_value *tail = 0; 543 key_value *tail = 0;
562 key_value *i;
563
564 dst->key_values = 0; 544 key_values = 0;
565 545
566 for (i = key_values; i; i = i->next) 546 for (key_value *i = src.key_values; i; i = i->next)
567 { 547 {
568 key_value *new_link = new key_value; 548 key_value *new_link = new key_value;
569 549
570 new_link->next = 0; 550 new_link->next = 0;
571 new_link->key = i->key; 551 new_link->key = i->key;
572 new_link->value = i->value; 552 new_link->value = i->value;
573 553
574 /* Try and be clever here, too. */ 554 /* Try and be clever here, too. */
575 if (!dst->key_values) 555 if (!key_values)
576 { 556 {
577 dst->key_values = new_link; 557 key_values = new_link;
578 tail = new_link; 558 tail = new_link;
579 } 559 }
580 else 560 else
581 { 561 {
582 tail->next = new_link; 562 tail->next = new_link;
583 tail = new_link; 563 tail = new_link;
584 } 564 }
585 } 565 }
586 } 566 }
567}
587 568
588 update_ob_speed (dst); 569/*
570 * copy_to first frees everything allocated by the dst object,
571 * and then copies the contents of itself into the second
572 * object, allocating what needs to be allocated. Basically, any
573 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
574 * if the first object is freed, the pointers in the new object
575 * will point at garbage.
576 */
577void
578object::copy_to (object *dst)
579{
580 *dst = *this;
581
582 if (speed < 0)
583 dst->speed_left -= rndm ();
584
585 dst->set_speed (dst->speed);
586}
587
588void
589object::instantiate ()
590{
591 if (!uuid.seq) // HACK
592 uuid = gen_uuid ();
593
594 speed_left = -0.1f;
595 /* copy the body_info to the body_used - this is only really
596 * need for monsters, but doesn't hurt to do it for everything.
597 * by doing so, when a monster is created, it has good starting
598 * values for the body_used info, so when items are created
599 * for it, they can be properly equipped.
600 */
601 for (int i = NUM_BODY_LOCATIONS; i--; )
602 slot[i].used = slot[i].info;
603
604 attachable::instantiate ();
589} 605}
590 606
591object * 607object *
592object::clone () 608object::clone ()
593{ 609{
599/* 615/*
600 * If an object with the IS_TURNABLE() flag needs to be turned due 616 * 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 617 * 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. 618 * be called to update the face variable, _and_ how it looks on the map.
603 */ 619 */
604
605void 620void
606update_turn_face (object *op) 621update_turn_face (object *op)
607{ 622{
608 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 623 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
609 return; 624 return;
625
610 SET_ANIMATION (op, op->direction); 626 SET_ANIMATION (op, op->direction);
611 update_object (op, UP_OBJ_FACE); 627 update_object (op, UP_OBJ_FACE);
612} 628}
613 629
614/* 630/*
615 * Updates the speed of an object. If the speed changes from 0 to another 631 * 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. 632 * 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. 633 * This function needs to be called whenever the speed of an object changes.
618 */ 634 */
619void 635void
620update_ob_speed (object *op) 636object::set_speed (float speed)
621{ 637{
622 extern int arch_init; 638 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 { 639 {
630 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 640 LOG (llevError, "Object %s is freed but has speed.\n", &name);
631#ifdef MANY_CORES
632 abort ();
633#else
634 op->speed = 0; 641 speed = 0;
635#endif
636 }
637
638 if (arch_init)
639 return;
640
641 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
642 { 642 }
643 /* If already on active list, don't do anything */
644 if (op->active_next || op->active_prev || op == active_objects)
645 return;
646 643
647 /* process_events() expects us to insert the object at the beginning 644 this->speed = speed;
648 * of the list. */
649 op->active_next = active_objects;
650 645
651 if (op->active_next != NULL) 646 if (has_active_speed ())
652 op->active_next->active_prev = op; 647 activate ();
653
654 active_objects = op;
655 }
656 else 648 else
657 { 649 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} 650}
681 651
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/* 652/*
714 * update_object() updates the array which represents the map. 653 * update_object() updates the the map.
715 * It takes into account invisible objects (and represent squares covered 654 * It takes into account invisible objects (and represent squares covered
716 * by invisible objects by whatever is below them (unless it's another 655 * by invisible objects by whatever is below them (unless it's another
717 * invisible object, etc...) 656 * invisible object, etc...)
718 * If the object being updated is beneath a player, the look-window 657 * 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 658 * of that player is updated (this might be a suboptimal way of
720 * updating that window, though, since update_object() is called _often_) 659 * updating that window, though, since update_object() is called _often_)
721 * 660 *
722 * action is a hint of what the caller believes need to be done. 661 * 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: 662 * current action are:
728 * UP_OBJ_INSERT: op was inserted 663 * UP_OBJ_INSERT: op was inserted
729 * UP_OBJ_REMOVE: op was removed 664 * UP_OBJ_REMOVE: op was removed
730 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 665 * 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. 666 * as that is easier than trying to look at what may have changed.
732 * UP_OBJ_FACE: only the objects face has changed. 667 * UP_OBJ_FACE: only the objects face has changed.
733 */ 668 */
734
735void 669void
736update_object (object *op, int action) 670update_object (object *op, int action)
737{ 671{
738 int update_now = 0, flags;
739 MoveType move_on, move_off, move_block, move_slow;
740
741 if (op == NULL) 672 if (op == NULL)
742 { 673 {
743 /* this should never happen */ 674 /* this should never happen */
744 LOG (llevDebug, "update_object() called for NULL object.\n"); 675 LOG (llevDebug, "update_object() called for NULL object.\n");
745 return; 676 return;
746 } 677 }
747 678
748 if (op->env != NULL) 679 if (op->env)
749 { 680 {
750 /* Animation is currently handled by client, so nothing 681 /* Animation is currently handled by client, so nothing
751 * to do in this case. 682 * to do in this case.
752 */ 683 */
753 return; 684 return;
758 */ 689 */
759 if (!op->map || op->map->in_memory == MAP_SAVING) 690 if (!op->map || op->map->in_memory == MAP_SAVING)
760 return; 691 return;
761 692
762 /* make sure the object is within map boundaries */ 693 /* 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)) 694 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
764 { 695 {
765 LOG (llevError, "update_object() called for object out of map!\n"); 696 LOG (llevError, "update_object() called for object out of map!\n");
766#ifdef MANY_CORES 697#ifdef MANY_CORES
767 abort (); 698 abort ();
768#endif 699#endif
769 return; 700 return;
770 } 701 }
771 702
772 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 703 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);
778 704
705 if (!(m.flags_ & P_UPTODATE))
706 /* nop */;
779 if (action == UP_OBJ_INSERT) 707 else if (action == UP_OBJ_INSERT)
780 { 708 {
709 // this is likely overkill, TODO: revisit (schmorp)
781 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 710 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)) 711 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
785 update_now = 1; 712 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
786 713 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
714 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
787 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 715 || (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) 716 || (m.move_on | op->move_on ) != m.move_on
797 update_now = 1;
798
799 if ((move_off | op->move_off) != move_off) 717 || (m.move_off | op->move_off ) != m.move_off
800 update_now = 1; 718 || (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 719 /* This isn't perfect, but I don't expect a lot of objects to
803 * to have move_allow right now. 720 * to have move_allow right now.
804 */ 721 */
805 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 722 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
806 update_now = 1; 723 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
807 724 m.flags_ = 0;
808 if ((move_slow | op->move_slow) != move_slow)
809 update_now = 1;
810 } 725 }
811
812 /* if the object is being removed, we can't make intelligent 726 /* if the object is being removed, we can't make intelligent
813 * decisions, because remove_ob can't really pass the object 727 * decisions, because remove_ob can't really pass the object
814 * that is being removed. 728 * that is being removed.
815 */ 729 */
816 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 730 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
817 update_now = 1; 731 m.flags_ = 0;
818 else if (action == UP_OBJ_FACE) 732 else if (action == UP_OBJ_FACE)
819 /* Nothing to do for that case */ ; 733 /* Nothing to do for that case */ ;
820 else 734 else
821 LOG (llevError, "update_object called with invalid action: %d\n", action); 735 LOG (llevError, "update_object called with invalid action: %d\n", action);
822 736
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) 737 if (op->more)
830 update_object (op->more, action); 738 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} 739}
848 740
849object::object () 741object::object ()
850{ 742{
851 SET_FLAG (this, FLAG_REMOVED); 743 SET_FLAG (this, FLAG_REMOVED);
854 face = blank_face; 746 face = blank_face;
855} 747}
856 748
857object::~object () 749object::~object ()
858{ 750{
751 unlink ();
752
859 free_key_values (this); 753 free_key_values (this);
860} 754}
861 755
756static int object_count;
757
862void object::link () 758void object::link ()
863{ 759{
864 count = ++ob_count; 760 assert (!index);//D
865 uuid = gen_uuid (); 761 uuid = gen_uuid ();
762 count = ++object_count;
866 763
867 prev = 0; 764 refcnt_inc ();
868 next = object::first; 765 objects.insert (this);
869
870 if (object::first)
871 object::first->prev = this;
872
873 object::first = this;
874} 766}
875 767
876void object::unlink () 768void object::unlink ()
877{ 769{
878 if (this == object::first) 770 if (!index)
879 object::first = next; 771 return;
880 772
881 /* Remove this object from the list of used objects */ 773 objects.erase (this);
882 if (prev) prev->next = next; 774 refcnt_dec ();
883 if (next) next->prev = prev; 775}
884 776
885 prev = 0; 777void
886 next = 0; 778object::activate ()
779{
780 /* If already on active list, don't do anything */
781 if (active)
782 return;
783
784 if (has_active_speed ())
785 actives.insert (this);
786}
787
788void
789object::activate_recursive ()
790{
791 activate ();
792
793 for (object *op = inv; op; op = op->below)
794 op->activate_recursive ();
795}
796
797/* This function removes object 'op' from the list of active
798 * objects.
799 * This should only be used for style maps or other such
800 * reference maps where you don't want an object that isn't
801 * in play chewing up cpu time getting processed.
802 * The reverse of this is to call update_ob_speed, which
803 * will do the right thing based on the speed of the object.
804 */
805void
806object::deactivate ()
807{
808 /* If not on the active list, nothing needs to be done */
809 if (!active)
810 return;
811
812 actives.erase (this);
813}
814
815void
816object::deactivate_recursive ()
817{
818 for (object *op = inv; op; op = op->below)
819 op->deactivate_recursive ();
820
821 deactivate ();
822}
823
824void
825object::set_flag_inv (int flag, int value)
826{
827 for (object *op = inv; op; op = op->below)
828 {
829 op->flag [flag] = value;
830 op->set_flag_inv (flag, value);
831 }
832}
833
834/*
835 * Remove and free all objects in the inventory of the given object.
836 * object.c ?
837 */
838void
839object::destroy_inv (bool drop_to_ground)
840{
841 // need to check first, because the checks below might segfault
842 // as we might be on an invalid mapspace and crossfire code
843 // is too buggy to ensure that the inventory is empty.
844 // corollary: if you create arrows etc. with stuff in tis inventory,
845 // cf will crash below with off-map x and y
846 if (!inv)
847 return;
848
849 /* Only if the space blocks everything do we not process -
850 * if some form of movement is allowed, let objects
851 * drop on that space.
852 */
853 if (!drop_to_ground
854 || !map
855 || map->in_memory != MAP_IN_MEMORY
856 || map->nodrop
857 || ms ().move_block == MOVE_ALL)
858 {
859 while (inv)
860 {
861 inv->destroy_inv (drop_to_ground);
862 inv->destroy ();
863 }
864 }
865 else
866 { /* Put objects in inventory onto this space */
867 while (inv)
868 {
869 object *op = inv;
870
871 if (op->flag [FLAG_STARTEQUIP]
872 || op->flag [FLAG_NO_DROP]
873 || op->type == RUNE
874 || op->type == TRAP
875 || op->flag [FLAG_IS_A_TEMPLATE]
876 || op->flag [FLAG_DESTROY_ON_DEATH])
877 op->destroy ();
878 else
879 map->insert (op, x, y);
880 }
881 }
887} 882}
888 883
889object *object::create () 884object *object::create ()
890{ 885{
891 object *op = new object; 886 object *op = new object;
892 op->link (); 887 op->link ();
893 return op; 888 return op;
894} 889}
895 890
896/* 891void
897 * free_object() frees everything allocated by an object, removes 892object::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{ 893{
908 if (QUERY_FLAG (this, FLAG_FREED)) 894 attachable::do_destroy ();
909 return;
910 895
911 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 896 if (flag [FLAG_IS_LINKED])
897 remove_button_link (this);
898
899 if (flag [FLAG_FRIENDLY])
912 remove_friendly_object (this); 900 remove_friendly_object (this);
913 901
914 if (!QUERY_FLAG (this, FLAG_REMOVED)) 902 if (!flag [FLAG_REMOVED])
915 remove (); 903 remove ();
916 904
917 SET_FLAG (this, FLAG_FREED); 905 destroy_inv (true);
918 906
919 if (more) 907 deactivate ();
920 { 908 unlink ();
921 more->destroy (destroy_inventory);
922 more = 0;
923 }
924 909
925 if (inv) 910 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 }
966 911
967 // hack to ensure that freed objects still have a valid map 912 // hack to ensure that freed objects still have a valid map
968 { 913 {
969 static maptile *freed_map; // freed objects are moved here to avoid crashes 914 static maptile *freed_map; // freed objects are moved here to avoid crashes
970 915
971 if (!freed_map) 916 if (!freed_map)
972 { 917 {
973 freed_map = new maptile; 918 freed_map = new maptile;
974 919
920 freed_map->path = "<freed objects map>";
975 freed_map->name = "/internal/freed_objects_map"; 921 freed_map->name = "/internal/freed_objects_map";
976 freed_map->width = 3; 922 freed_map->width = 3;
977 freed_map->height = 3; 923 freed_map->height = 3;
978 924
979 freed_map->allocate (); 925 freed_map->alloc ();
926 freed_map->in_memory = MAP_IN_MEMORY;
980 } 927 }
981 928
982 map = freed_map; 929 map = freed_map;
983 x = 1; 930 x = 1;
984 y = 1; 931 y = 1;
985 } 932 }
986 933
934 if (more)
935 {
936 more->destroy ();
937 more = 0;
938 }
939
940 head = 0;
941
987 // clear those pointers that likely might have circular references to us 942 // clear those pointers that likely might cause circular references
988 owner = 0; 943 owner = 0;
989 enemy = 0; 944 enemy = 0;
990 attacked_by = 0; 945 attacked_by = 0;
946 current_weapon = 0;
947}
991 948
992 // only relevant for players(?), but make sure of it anyways 949void
993 contr = 0; 950object::destroy (bool destroy_inventory)
951{
952 if (destroyed ())
953 return;
994 954
995 /* Remove object from the active list */ 955 if (destroy_inventory)
996 speed = 0; 956 destroy_inv (false);
997 update_ob_speed (this);
998 957
999 unlink (); 958 if (is_head ())
959 if (sound_destroy)
960 play_sound (sound_destroy);
961 else if (flag [FLAG_MONSTER])
962 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
1000 963
1001 mortals.push_back (this); 964 attachable::destroy ();
1002} 965}
1003 966
1004/* 967/*
1005 * sub_weight() recursively (outwards) subtracts a number from the 968 * sub_weight() recursively (outwards) subtracts a number from the
1006 * weight of an object (and what is carried by it's environment(s)). 969 * 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 985 * 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 986 * which it is currently tied to. When this function is done, the
1024 * object will have no environment. If the object previously had an 987 * object will have no environment. If the object previously had an
1025 * environment, the x and y coordinates will be updated to 988 * environment, the x and y coordinates will be updated to
1026 * the previous environment. 989 * the previous environment.
1027 * Beware: This function is called from the editor as well!
1028 */ 990 */
1029void 991void
1030object::remove () 992object::do_remove ()
1031{ 993{
1032 object *tmp, *last = 0; 994 object *tmp, *last = 0;
1033 object *otmp; 995 object *otmp;
1034 996
1035 int check_walk_off;
1036
1037 if (QUERY_FLAG (this, FLAG_REMOVED)) 997 if (QUERY_FLAG (this, FLAG_REMOVED))
1038 return; 998 return;
1039 999
1040 SET_FLAG (this, FLAG_REMOVED); 1000 SET_FLAG (this, FLAG_REMOVED);
1001 INVOKE_OBJECT (REMOVE, this);
1041 1002
1042 if (more) 1003 if (more)
1043 more->remove (); 1004 more->remove ();
1044 1005
1045 /* 1006 /*
1055 1016
1056 /* NO_FIX_PLAYER is set when a great many changes are being 1017 /* NO_FIX_PLAYER is set when a great many changes are being
1057 * made to players inventory. If set, avoiding the call 1018 * made to players inventory. If set, avoiding the call
1058 * to save cpu time. 1019 * to save cpu time.
1059 */ 1020 */
1060 if ((otmp = is_player_inv (env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1021 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1061 fix_player (otmp); 1022 otmp->update_stats ();
1062 1023
1063 if (above != NULL) 1024 if (above)
1064 above->below = below; 1025 above->below = below;
1065 else 1026 else
1066 env->inv = below; 1027 env->inv = below;
1067 1028
1068 if (below != NULL) 1029 if (below)
1069 below->above = above; 1030 below->above = above;
1070 1031
1071 /* we set up values so that it could be inserted into 1032 /* we set up values so that it could be inserted into
1072 * the map, but we don't actually do that - it is up 1033 * the map, but we don't actually do that - it is up
1073 * to the caller to decide what we want to do. 1034 * to the caller to decide what we want to do.
1077 above = 0, below = 0; 1038 above = 0, below = 0;
1078 env = 0; 1039 env = 0;
1079 } 1040 }
1080 else if (map) 1041 else if (map)
1081 { 1042 {
1082 /* Re did the following section of code - it looks like it had 1043 if (type == PLAYER)
1083 * lots of logic for things we no longer care about
1084 */ 1044 {
1045 // leaving a spot always closes any open container on the ground
1046 if (container && !container->env)
1047 // this causes spurious floorbox updates, but it ensures
1048 // that the CLOSE event is being sent.
1049 close_container ();
1050
1051 --map->players;
1052 map->touch ();
1053 }
1054
1055 map->dirty = true;
1056 mapspace &ms = this->ms ();
1085 1057
1086 /* link the object above us */ 1058 /* link the object above us */
1087 if (above) 1059 if (above)
1088 above->below = below; 1060 above->below = below;
1089 else 1061 else
1090 SET_MAP_TOP (map, x, y, below); /* we were top, set new top */ 1062 ms.top = below; /* we were top, set new top */
1091 1063
1092 /* Relink the object below us, if there is one */ 1064 /* Relink the object below us, if there is one */
1093 if (below) 1065 if (below)
1094 below->above = above; 1066 below->above = above;
1095 else 1067 else
1097 /* Nothing below, which means we need to relink map object for this space 1069 /* 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 1070 * use translated coordinates in case some oddness with map tiling is
1099 * evident 1071 * evident
1100 */ 1072 */
1101 if (GET_MAP_OB (map, x, y) != this) 1073 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); 1074 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 1075
1112 SET_MAP_OB (map, x, y, above); /* goes on above it. */ 1076 ms.bot = above; /* goes on above it. */
1113 } 1077 }
1114 1078
1115 above = 0; 1079 above = 0;
1116 below = 0; 1080 below = 0;
1117 1081
1118 if (map->in_memory == MAP_SAVING) 1082 if (map->in_memory == MAP_SAVING)
1119 return; 1083 return;
1120 1084
1121 check_walk_off = !QUERY_FLAG (this, FLAG_NO_APPLY); 1085 int check_walk_off = !flag [FLAG_NO_APPLY];
1122 1086
1087 if (object *pl = ms.player ())
1088 {
1089 if (pl->container == this)
1090 /* If a container that the player is currently using somehow gets
1091 * removed (most likely destroyed), update the player view
1092 * appropriately.
1093 */
1094 pl->close_container ();
1095
1096 pl->contr->ns->floorbox_update ();
1097 }
1098
1123 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) 1099 for (tmp = ms.bot; tmp; tmp = tmp->above)
1124 { 1100 {
1125 /* No point updating the players look faces if he is the object 1101 /* No point updating the players look faces if he is the object
1126 * being removed. 1102 * being removed.
1127 */ 1103 */
1128 1104
1129 if (tmp->type == PLAYER && tmp != this)
1130 {
1131 /* If a container that the player is currently using somehow gets
1132 * removed (most likely destroyed), update the player view
1133 * appropriately.
1134 */
1135 if (tmp->container == this)
1136 {
1137 CLEAR_FLAG (this, FLAG_APPLIED);
1138 tmp->container = 0;
1139 }
1140
1141 tmp->contr->socket->floorbox_update ();
1142 }
1143
1144 /* See if player moving off should effect something */ 1105 /* See if object moving off should effect something */
1145 if (check_walk_off 1106 if (check_walk_off
1146 && ((move_type & tmp->move_off) 1107 && ((move_type & tmp->move_off)
1147 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1108 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1148 { 1109 {
1149 move_apply (tmp, this, 0); 1110 move_apply (tmp, this, 0);
1150 1111
1151 if (destroyed ()) 1112 if (destroyed ())
1152 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1113 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1153 } 1114 }
1154 1115
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; 1116 last = tmp;
1161 } 1117 }
1162 1118
1163 /* last == NULL of there are no objects on this space */ 1119 /* last == NULL if there are no objects on this space */
1120 //TODO: this makes little sense, why only update the topmost object?
1164 if (!last) 1121 if (!last)
1165 { 1122 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 1123 else
1175 update_object (last, UP_OBJ_REMOVE); 1124 update_object (last, UP_OBJ_REMOVE);
1176 1125
1177 if (QUERY_FLAG (this, FLAG_BLOCKSVIEW) || glow_radius) 1126 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1178 update_all_los (map, x, y); 1127 update_all_los (map, x, y);
1179 } 1128 }
1180} 1129}
1181 1130
1182/* 1131/*
1191merge_ob (object *op, object *top) 1140merge_ob (object *op, object *top)
1192{ 1141{
1193 if (!op->nrof) 1142 if (!op->nrof)
1194 return 0; 1143 return 0;
1195 1144
1196 if (top == NULL) 1145 if (top)
1197 for (top = op; top != NULL && top->above != NULL; top = top->above); 1146 for (top = op; top && top->above; top = top->above)
1147 ;
1198 1148
1199 for (; top != NULL; top = top->below) 1149 for (; top; top = top->below)
1200 { 1150 {
1201 if (top == op) 1151 if (top == op)
1202 continue; 1152 continue;
1203 1153
1204 if (object::can_merge (op, top)) 1154 if (object::can_merge (op, top))
1213 } 1163 }
1214 1164
1215 return 0; 1165 return 0;
1216} 1166}
1217 1167
1168void
1169object::expand_tail ()
1170{
1171 if (more)
1172 return;
1173
1174 object *prev = this;
1175
1176 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1177 {
1178 object *op = arch_to_object (at);
1179
1180 op->name = name;
1181 op->name_pl = name_pl;
1182 op->title = title;
1183
1184 op->head = this;
1185 prev->more = op;
1186
1187 prev = op;
1188 }
1189}
1190
1218/* 1191/*
1219 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1192 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1220 * job preparing multi-part monsters 1193 * job preparing multi-part monsters.
1221 */ 1194 */
1222object * 1195object *
1223insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1196insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1224{ 1197{
1225 object *tmp;
1226
1227 if (op->head)
1228 op = op->head;
1229
1230 for (tmp = op; tmp; tmp = tmp->more) 1198 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1231 { 1199 {
1232 tmp->x = x + tmp->arch->clone.x; 1200 tmp->x = x + tmp->arch->x;
1233 tmp->y = y + tmp->arch->clone.y; 1201 tmp->y = y + tmp->arch->y;
1234 } 1202 }
1235 1203
1236 return insert_ob_in_map (op, m, originator, flag); 1204 return insert_ob_in_map (op, m, originator, flag);
1237} 1205}
1238 1206
1254 * Return value: 1222 * Return value:
1255 * new object if 'op' was merged with other object 1223 * new object if 'op' was merged with other object
1256 * NULL if 'op' was destroyed 1224 * NULL if 'op' was destroyed
1257 * just 'op' otherwise 1225 * just 'op' otherwise
1258 */ 1226 */
1259
1260object * 1227object *
1261insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1228insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1262{ 1229{
1230 assert (!op->flag [FLAG_FREED]);
1231
1263 object *tmp, *top, *floor = NULL; 1232 object *top, *floor = NULL;
1264 sint16 x, y;
1265 1233
1266 if (QUERY_FLAG (op, FLAG_FREED)) 1234 op->remove ();
1267 {
1268 LOG (llevError, "Trying to insert freed object!\n");
1269 return NULL;
1270 }
1271
1272 if (m == NULL)
1273 {
1274 char *dump = dump_object (op);
1275 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1276 free (dump);
1277 return op;
1278 }
1279
1280 if (out_of_map (m, op->x, op->y))
1281 {
1282 char *dump = dump_object (op);
1283 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1284#ifdef MANY_CORES
1285 /* 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
1287 * improperly inserted.
1288 */
1289 abort ();
1290#endif
1291 free (dump);
1292 return op;
1293 }
1294
1295 if (!QUERY_FLAG (op, FLAG_REMOVED))
1296 {
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;
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
1333 CLEAR_FLAG (op, FLAG_REMOVED);
1334 1235
1335 /* Ideally, the caller figures this out. However, it complicates a lot 1236 /* 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 1237 * of areas of callers (eg, anything that uses find_free_spot would now
1337 * need extra work 1238 * need extra work
1338 */ 1239 */
1339 op->map = get_map_from_coord (m, &op->x, &op->y); 1240 if (!xy_normalise (m, op->x, op->y))
1340 x = op->x; 1241 {
1341 y = op->y; 1242 op->destroy ();
1243 return 0;
1244 }
1245
1246 if (object *more = op->more)
1247 if (!insert_ob_in_map (more, m, originator, flag))
1248 return 0;
1249
1250 CLEAR_FLAG (op, FLAG_REMOVED);
1251
1252 op->map = m;
1253 mapspace &ms = op->ms ();
1342 1254
1343 /* this has to be done after we translate the coordinates. 1255 /* this has to be done after we translate the coordinates.
1344 */ 1256 */
1345 if (op->nrof && !(flag & INS_NO_MERGE)) 1257 if (op->nrof && !(flag & INS_NO_MERGE))
1346 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1258 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1347 if (object::can_merge (op, tmp)) 1259 if (object::can_merge (op, tmp))
1348 { 1260 {
1349 op->nrof += tmp->nrof; 1261 op->nrof += tmp->nrof;
1350 tmp->destroy (); 1262 tmp->destroy ();
1351 } 1263 }
1368 op->below = originator->below; 1280 op->below = originator->below;
1369 1281
1370 if (op->below) 1282 if (op->below)
1371 op->below->above = op; 1283 op->below->above = op;
1372 else 1284 else
1373 SET_MAP_OB (op->map, op->x, op->y, op); 1285 ms.bot = op;
1374 1286
1375 /* since *below* originator, no need to update top */ 1287 /* since *below* originator, no need to update top */
1376 originator->below = op; 1288 originator->below = op;
1377 } 1289 }
1378 else 1290 else
1379 { 1291 {
1292 top = ms.bot;
1293
1380 /* If there are other objects, then */ 1294 /* If there are other objects, then */
1381 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1295 if ((!(flag & INS_MAP_LOAD)) && top)
1382 { 1296 {
1383 object *last = NULL; 1297 object *last = 0;
1384 1298
1385 /* 1299 /*
1386 * If there are multiple objects on this space, we do some trickier handling. 1300 * If there are multiple objects on this space, we do some trickier handling.
1387 * We've already dealt with merging if appropriate. 1301 * We've already dealt with merging if appropriate.
1388 * Generally, we want to put the new object on top. But if 1302 * 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 1306 * 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 1307 * 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 1308 * when lots of spells are cast in one area. Currently, it is presumed
1395 * that flying non pickable objects are spell objects. 1309 * that flying non pickable objects are spell objects.
1396 */ 1310 */
1397 1311 for (top = ms.bot; top; top = top->above)
1398 while (top != NULL)
1399 { 1312 {
1400 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1313 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1401 floor = top; 1314 floor = top;
1402 1315
1403 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1316 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; 1319 top = top->below;
1407 break; 1320 break;
1408 } 1321 }
1409 1322
1410 last = top; 1323 last = top;
1411 top = top->above;
1412 } 1324 }
1413 1325
1414 /* Don't want top to be NULL, so set it to the last valid object */ 1326 /* Don't want top to be NULL, so set it to the last valid object */
1415 top = last; 1327 top = last;
1416 1328
1418 * looks like instead of lots of conditions here. 1330 * looks like instead of lots of conditions here.
1419 * makes things faster, and effectively the same result. 1331 * makes things faster, and effectively the same result.
1420 */ 1332 */
1421 1333
1422 /* Have object 'fall below' other objects that block view. 1334 /* Have object 'fall below' other objects that block view.
1423 * Unless those objects are exits, type 66 1335 * Unless those objects are exits.
1424 * If INS_ON_TOP is used, don't do this processing 1336 * If INS_ON_TOP is used, don't do this processing
1425 * Need to find the object that in fact blocks view, otherwise 1337 * Need to find the object that in fact blocks view, otherwise
1426 * stacking is a bit odd. 1338 * stacking is a bit odd.
1427 */ 1339 */
1428 if (!(flag & INS_ON_TOP) && 1340 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)) 1341 && ms.flags () & P_BLOCKSVIEW
1342 && (op->face && !faces [op->face].visibility))
1430 { 1343 {
1431 for (last = top; last != floor; last = last->below) 1344 for (last = top; last != floor; last = last->below)
1432 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1345 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1433 break; 1346 break;
1347
1434 /* Check to see if we found the object that blocks view, 1348 /* Check to see if we found the object that blocks view,
1435 * and make sure we have a below pointer for it so that 1349 * and make sure we have a below pointer for it so that
1436 * we can get inserted below this one, which requires we 1350 * we can get inserted below this one, which requires we
1437 * set top to the object below us. 1351 * set top to the object below us.
1438 */ 1352 */
1439 if (last && last->below && last != floor) 1353 if (last && last->below && last != floor)
1440 top = last->below; 1354 top = last->below;
1441 } 1355 }
1442 } /* If objects on this space */ 1356 } /* If objects on this space */
1443
1444 if (flag & INS_MAP_LOAD) 1357 if (flag & INS_MAP_LOAD)
1445 top = GET_MAP_TOP (op->map, op->x, op->y); 1358 top = ms.top;
1446 1359
1447 if (flag & INS_ABOVE_FLOOR_ONLY) 1360 if (flag & INS_ABOVE_FLOOR_ONLY)
1448 top = floor; 1361 top = floor;
1449 1362
1450 /* Top is the object that our object (op) is going to get inserted above. 1363 /* Top is the object that our object (op) is going to get inserted above.
1451 */ 1364 */
1452 1365
1453 /* First object on this space */ 1366 /* First object on this space */
1454 if (!top) 1367 if (!top)
1455 { 1368 {
1456 op->above = GET_MAP_OB (op->map, op->x, op->y); 1369 op->above = ms.bot;
1457 1370
1458 if (op->above) 1371 if (op->above)
1459 op->above->below = op; 1372 op->above->below = op;
1460 1373
1461 op->below = NULL; 1374 op->below = 0;
1462 SET_MAP_OB (op->map, op->x, op->y, op); 1375 ms.bot = op;
1463 } 1376 }
1464 else 1377 else
1465 { /* get inserted into the stack above top */ 1378 { /* get inserted into the stack above top */
1466 op->above = top->above; 1379 op->above = top->above;
1467 1380
1470 1383
1471 op->below = top; 1384 op->below = top;
1472 top->above = op; 1385 top->above = op;
1473 } 1386 }
1474 1387
1475 if (op->above == NULL) 1388 if (!op->above)
1476 SET_MAP_TOP (op->map, op->x, op->y, op); 1389 ms.top = op;
1477 } /* else not INS_BELOW_ORIGINATOR */ 1390 } /* else not INS_BELOW_ORIGINATOR */
1478 1391
1479 if (op->type == PLAYER) 1392 if (op->type == PLAYER)
1393 {
1480 op->contr->do_los = 1; 1394 op->contr->do_los = 1;
1395 ++op->map->players;
1396 op->map->touch ();
1397 }
1481 1398
1482 /* If we have a floor, we know the player, if any, will be above 1399 op->map->dirty = true;
1483 * it, so save a few ticks and start from there. 1400
1484 */
1485 if (!(flag & INS_MAP_LOAD)) 1401 if (!(flag & INS_MAP_LOAD))
1486 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1402 if (object *pl = ms.player ())
1487 if (tmp->type == PLAYER)
1488 tmp->contr->socket->floorbox_update (); 1403 pl->contr->ns->floorbox_update ();
1489 1404
1490 /* If this object glows, it may affect lighting conditions that are 1405 /* If this object glows, it may affect lighting conditions that are
1491 * visible to others on this map. But update_all_los is really 1406 * 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 1407 * 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 1408 * on the map will get recalculated. The players could very well
1494 * be far away from this change and not affected in any way - 1409 * be far away from this change and not affected in any way -
1495 * this should get redone to only look for players within range, 1410 * this should get redone to only look for players within range,
1496 * or just updating the P_NEED_UPDATE for spaces within this area 1411 * or just updating the P_UPTODATE for spaces within this area
1497 * of effect may be sufficient. 1412 * of effect may be sufficient.
1498 */ 1413 */
1499 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1414 if (op->map->darkness && (op->glow_radius != 0))
1500 update_all_los (op->map, op->x, op->y); 1415 update_all_los (op->map, op->x, op->y);
1501 1416
1502 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1417 /* updates flags (blocked, alive, no magic, etc) for this map space */
1503 update_object (op, UP_OBJ_INSERT); 1418 update_object (op, UP_OBJ_INSERT);
1419
1420 INVOKE_OBJECT (INSERT, op);
1504 1421
1505 /* Don't know if moving this to the end will break anything. However, 1422 /* Don't know if moving this to the end will break anything. However,
1506 * we want to have floorbox_update called before calling this. 1423 * we want to have floorbox_update called before calling this.
1507 * 1424 *
1508 * check_move_on() must be after this because code called from 1425 * check_move_on() must be after this because code called from
1510 * blocked() and wall() work properly), and these flags are updated by 1427 * blocked() and wall() work properly), and these flags are updated by
1511 * update_object(). 1428 * update_object().
1512 */ 1429 */
1513 1430
1514 /* if this is not the head or flag has been passed, don't check walk on status */ 1431 /* 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) 1432 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1516 { 1433 {
1517 if (check_move_on (op, originator)) 1434 if (check_move_on (op, originator))
1518 return NULL; 1435 return 0;
1519 1436
1520 /* If we are a multi part object, lets work our way through the check 1437 /* If we are a multi part object, lets work our way through the check
1521 * walk on's. 1438 * walk on's.
1522 */ 1439 */
1523 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1440 for (object *tmp = op->more; tmp; tmp = tmp->more)
1524 if (check_move_on (tmp, originator)) 1441 if (check_move_on (tmp, originator))
1525 return NULL; 1442 return 0;
1526 } 1443 }
1527 1444
1528 return op; 1445 return op;
1529} 1446}
1530 1447
1531/* this function inserts an object in the map, but if it 1448/* 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. 1449 * 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. 1450 * op is the object to insert it under: supplies x and the map.
1534 */ 1451 */
1535void 1452void
1536replace_insert_ob_in_map (const char *arch_string, object *op) 1453replace_insert_ob_in_map (const char *arch_string, object *op)
1537{ 1454{
1538 object * 1455 object *tmp, *tmp1;
1539 tmp;
1540 object *
1541 tmp1;
1542 1456
1543 /* first search for itself and remove any old instances */ 1457 /* first search for itself and remove any old instances */
1544 1458
1545 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1459 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1546 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1460 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1547 tmp->destroy (); 1461 tmp->destroy ();
1548 1462
1549 tmp1 = arch_to_object (archetype::find (arch_string)); 1463 tmp1 = arch_to_object (archetype::find (arch_string));
1550 1464
1551 tmp1->x = op->x; 1465 tmp1->x = op->x;
1552 tmp1->y = op->y; 1466 tmp1->y = op->y;
1553 insert_ob_in_map (tmp1, op->map, op, 0); 1467 insert_ob_in_map (tmp1, op->map, op, 0);
1468}
1469
1470object *
1471object::insert_at (object *where, object *originator, int flags)
1472{
1473 return where->map->insert (this, where->x, where->y, originator, flags);
1554} 1474}
1555 1475
1556/* 1476/*
1557 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1477 * 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 1478 * is returned contains nr objects, and the remaining parts contains
1559 * the rest (or is removed and freed if that number is 0). 1479 * the rest (or is removed and freed if that number is 0).
1560 * On failure, NULL is returned, and the reason put into the 1480 * On failure, NULL is returned, and the reason put into the
1561 * global static errmsg array. 1481 * global static errmsg array.
1562 */ 1482 */
1563
1564object * 1483object *
1565get_split_ob (object *orig_ob, uint32 nr) 1484get_split_ob (object *orig_ob, uint32 nr)
1566{ 1485{
1567 object *newob; 1486 object *newob;
1568 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1487 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1599 * the amount of an object. If the amount reaches 0, the object 1518 * the amount of an object. If the amount reaches 0, the object
1600 * is subsequently removed and freed. 1519 * is subsequently removed and freed.
1601 * 1520 *
1602 * Return value: 'op' if something is left, NULL if the amount reached 0 1521 * Return value: 'op' if something is left, NULL if the amount reached 0
1603 */ 1522 */
1604
1605object * 1523object *
1606decrease_ob_nr (object *op, uint32 i) 1524decrease_ob_nr (object *op, uint32 i)
1607{ 1525{
1608 object *tmp; 1526 object *tmp;
1609 player *pl;
1610 1527
1611 if (i == 0) /* objects with op->nrof require this check */ 1528 if (i == 0) /* objects with op->nrof require this check */
1612 return op; 1529 return op;
1613 1530
1614 if (i > op->nrof) 1531 if (i > op->nrof)
1619 else if (op->env) 1536 else if (op->env)
1620 { 1537 {
1621 /* is this object in the players inventory, or sub container 1538 /* is this object in the players inventory, or sub container
1622 * therein? 1539 * therein?
1623 */ 1540 */
1624 tmp = is_player_inv (op->env); 1541 tmp = op->in_player ();
1625 /* nope. Is this a container the player has opened? 1542 /* nope. Is this a container the player has opened?
1626 * If so, set tmp to that player. 1543 * If so, set tmp to that player.
1627 * IMO, searching through all the players will mostly 1544 * IMO, searching through all the players will mostly
1628 * likely be quicker than following op->env to the map, 1545 * likely be quicker than following op->env to the map,
1629 * and then searching the map for a player. 1546 * and then searching the map for a player.
1630 */ 1547 */
1631 if (!tmp) 1548 if (!tmp)
1632 { 1549 for_all_players (pl)
1633 for (pl = first_player; pl; pl = pl->next)
1634 if (pl->ob->container == op->env) 1550 if (pl->ob->container == op->env)
1635 { 1551 {
1636 tmp = pl->ob; 1552 tmp = pl->ob;
1637 break; 1553 break;
1638 } 1554 }
1639 }
1640 1555
1641 if (i < op->nrof) 1556 if (i < op->nrof)
1642 { 1557 {
1643 sub_weight (op->env, op->weight * i); 1558 sub_weight (op->env, op->weight * i);
1644 op->nrof -= i; 1559 op->nrof -= i;
1687 1602
1688/* 1603/*
1689 * add_weight(object, weight) adds the specified weight to an object, 1604 * add_weight(object, weight) adds the specified weight to an object,
1690 * and also updates how much the environment(s) is/are carrying. 1605 * and also updates how much the environment(s) is/are carrying.
1691 */ 1606 */
1692
1693void 1607void
1694add_weight (object *op, signed long weight) 1608add_weight (object *op, signed long weight)
1695{ 1609{
1696 while (op != NULL) 1610 while (op != NULL)
1697 { 1611 {
1712 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1626 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1713 free (dump); 1627 free (dump);
1714 return op; 1628 return op;
1715 } 1629 }
1716 1630
1717 if (where->head) 1631 if (where->head_ () != where)
1718 { 1632 {
1719 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n"); 1633 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1720 where = where->head; 1634 where = where->head;
1721 } 1635 }
1722 1636
1723 return where->insert (op); 1637 return where->insert (op);
1724} 1638}
1729 * inside the object environment. 1643 * inside the object environment.
1730 * 1644 *
1731 * The function returns now pointer to inserted item, and return value can 1645 * The function returns now pointer to inserted item, and return value can
1732 * be != op, if items are merged. -Tero 1646 * be != op, if items are merged. -Tero
1733 */ 1647 */
1734
1735object * 1648object *
1736object::insert (object *op) 1649object::insert (object *op)
1737{ 1650{
1738 object *tmp, *otmp;
1739
1740 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1651 if (!QUERY_FLAG (op, FLAG_REMOVED))
1741 op->remove (); 1652 op->remove ();
1742 1653
1743 if (op->more) 1654 if (op->more)
1744 { 1655 {
1746 return op; 1657 return op;
1747 } 1658 }
1748 1659
1749 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1660 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1750 CLEAR_FLAG (op, FLAG_REMOVED); 1661 CLEAR_FLAG (op, FLAG_REMOVED);
1662
1751 if (op->nrof) 1663 if (op->nrof)
1752 { 1664 {
1753 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1665 for (object *tmp = inv; tmp; tmp = tmp->below)
1754 if (object::can_merge (tmp, op)) 1666 if (object::can_merge (tmp, op))
1755 { 1667 {
1756 /* return the original object and remove inserted object 1668 /* return the original object and remove inserted object
1757 (client needs the original object) */ 1669 (client needs the original object) */
1758 tmp->nrof += op->nrof; 1670 tmp->nrof += op->nrof;
1777 add_weight (this, op->weight * op->nrof); 1689 add_weight (this, op->weight * op->nrof);
1778 } 1690 }
1779 else 1691 else
1780 add_weight (this, (op->weight + op->carrying)); 1692 add_weight (this, (op->weight + op->carrying));
1781 1693
1782 otmp = is_player_inv (this); 1694 if (object *otmp = this->in_player ())
1783 if (otmp && otmp->contr)
1784 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1695 if (otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1785 fix_player (otmp); 1696 otmp->update_stats ();
1786 1697
1698 op->owner = 0; // its his/hers now. period.
1787 op->map = NULL; 1699 op->map = 0;
1788 op->env = this; 1700 op->env = this;
1789 op->above = NULL; 1701 op->above = 0;
1790 op->below = NULL; 1702 op->below = 0;
1791 op->x = 0, op->y = 0; 1703 op->x = op->y = 0;
1792 1704
1793 /* reset the light list and los of the players on the map */ 1705 /* reset the light list and los of the players on the map */
1794 if ((op->glow_radius != 0) && map) 1706 if (op->glow_radius && map)
1795 { 1707 {
1796#ifdef DEBUG_LIGHTS 1708#ifdef DEBUG_LIGHTS
1797 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1709 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1798#endif /* DEBUG_LIGHTS */ 1710#endif /* DEBUG_LIGHTS */
1799 if (MAP_DARKNESS (map)) 1711 if (map->darkness)
1800 update_all_los (map, x, y); 1712 update_all_los (map, x, y);
1801 } 1713 }
1802 1714
1803 /* Client has no idea of ordering so lets not bother ordering it here. 1715 /* Client has no idea of ordering so lets not bother ordering it here.
1804 * It sure simplifies this function... 1716 * It sure simplifies this function...
1809 { 1721 {
1810 op->below = inv; 1722 op->below = inv;
1811 op->below->above = op; 1723 op->below->above = op;
1812 inv = op; 1724 inv = op;
1813 } 1725 }
1726
1727 INVOKE_OBJECT (INSERT, this);
1814 1728
1815 return op; 1729 return op;
1816} 1730}
1817 1731
1818/* 1732/*
1833 * 1747 *
1834 * MSW 2001-07-08: Check all objects on space, not just those below 1748 * 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 1749 * object being inserted. insert_ob_in_map may not put new objects
1836 * on top. 1750 * on top.
1837 */ 1751 */
1838
1839int 1752int
1840check_move_on (object *op, object *originator) 1753check_move_on (object *op, object *originator)
1841{ 1754{
1842 object *tmp; 1755 object *tmp;
1843 maptile *m = op->map; 1756 maptile *m = op->map;
1870 1783
1871 /* The objects have to be checked from top to bottom. 1784 /* The objects have to be checked from top to bottom.
1872 * Hence, we first go to the top: 1785 * Hence, we first go to the top:
1873 */ 1786 */
1874 1787
1875 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1788 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1876 { 1789 {
1877 /* Trim the search when we find the first other spell effect 1790 /* Trim the search when we find the first other spell effect
1878 * this helps performance so that if a space has 50 spell objects, 1791 * this helps performance so that if a space has 50 spell objects,
1879 * we don't need to check all of them. 1792 * we don't need to check all of them.
1880 */ 1793 */
1898 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1811 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)) 1812 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1900 { 1813 {
1901 1814
1902 float 1815 float
1903 diff = tmp->move_slow_penalty * FABS (op->speed); 1816 diff = tmp->move_slow_penalty * fabs (op->speed);
1904 1817
1905 if (op->type == PLAYER) 1818 if (op->type == PLAYER)
1906 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1819 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))) 1820 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1908 diff /= 4.0; 1821 diff /= 4.0;
1935/* 1848/*
1936 * present_arch(arch, map, x, y) searches for any objects with 1849 * present_arch(arch, map, x, y) searches for any objects with
1937 * a matching archetype at the given map and coordinates. 1850 * a matching archetype at the given map and coordinates.
1938 * The first matching object is returned, or NULL if none. 1851 * The first matching object is returned, or NULL if none.
1939 */ 1852 */
1940
1941object * 1853object *
1942present_arch (const archetype *at, maptile *m, int x, int y) 1854present_arch (const archetype *at, maptile *m, int x, int y)
1943{ 1855{
1944 object *
1945 tmp;
1946
1947 if (m == NULL || out_of_map (m, x, y)) 1856 if (!m || out_of_map (m, x, y))
1948 { 1857 {
1949 LOG (llevError, "Present_arch called outside map.\n"); 1858 LOG (llevError, "Present_arch called outside map.\n");
1950 return NULL; 1859 return NULL;
1951 } 1860 }
1952 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1861
1862 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1953 if (tmp->arch == at) 1863 if (tmp->arch == at)
1954 return tmp; 1864 return tmp;
1865
1955 return NULL; 1866 return NULL;
1956} 1867}
1957 1868
1958/* 1869/*
1959 * present(type, map, x, y) searches for any objects with 1870 * present(type, map, x, y) searches for any objects with
1960 * a matching type variable at the given map and coordinates. 1871 * a matching type variable at the given map and coordinates.
1961 * The first matching object is returned, or NULL if none. 1872 * The first matching object is returned, or NULL if none.
1962 */ 1873 */
1963
1964object * 1874object *
1965present (unsigned char type, maptile *m, int x, int y) 1875present (unsigned char type, maptile *m, int x, int y)
1966{ 1876{
1967 object *
1968 tmp;
1969
1970 if (out_of_map (m, x, y)) 1877 if (out_of_map (m, x, y))
1971 { 1878 {
1972 LOG (llevError, "Present called outside map.\n"); 1879 LOG (llevError, "Present called outside map.\n");
1973 return NULL; 1880 return NULL;
1974 } 1881 }
1975 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1882
1883 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1976 if (tmp->type == type) 1884 if (tmp->type == type)
1977 return tmp; 1885 return tmp;
1886
1978 return NULL; 1887 return NULL;
1979} 1888}
1980 1889
1981/* 1890/*
1982 * present_in_ob(type, object) searches for any objects with 1891 * present_in_ob(type, object) searches for any objects with
1983 * a matching type variable in the inventory of the given object. 1892 * a matching type variable in the inventory of the given object.
1984 * The first matching object is returned, or NULL if none. 1893 * The first matching object is returned, or NULL if none.
1985 */ 1894 */
1986
1987object * 1895object *
1988present_in_ob (unsigned char type, const object *op) 1896present_in_ob (unsigned char type, const object *op)
1989{ 1897{
1990 object *
1991 tmp;
1992
1993 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1898 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1994 if (tmp->type == type) 1899 if (tmp->type == type)
1995 return tmp; 1900 return tmp;
1901
1996 return NULL; 1902 return NULL;
1997} 1903}
1998 1904
1999/* 1905/*
2000 * present_in_ob (type, str, object) searches for any objects with 1906 * present_in_ob (type, str, object) searches for any objects with
2008 * str is the string to match against. Note that we match against 1914 * 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 1915 * 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 1916 * spell code can use one object type (force), but change it's name
2011 * to be unique. 1917 * to be unique.
2012 */ 1918 */
2013
2014object * 1919object *
2015present_in_ob_by_name (int type, const char *str, const object *op) 1920present_in_ob_by_name (int type, const char *str, const object *op)
2016{ 1921{
2017 object *
2018 tmp;
2019
2020 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1922 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2021 {
2022 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1923 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2023 return tmp; 1924 return tmp;
2024 } 1925
2025 return NULL; 1926 return 0;
2026} 1927}
2027 1928
2028/* 1929/*
2029 * present_arch_in_ob(archetype, object) searches for any objects with 1930 * present_arch_in_ob(archetype, object) searches for any objects with
2030 * a matching archetype in the inventory of the given object. 1931 * a matching archetype in the inventory of the given object.
2031 * The first matching object is returned, or NULL if none. 1932 * The first matching object is returned, or NULL if none.
2032 */ 1933 */
2033
2034object * 1934object *
2035present_arch_in_ob (const archetype *at, const object *op) 1935present_arch_in_ob (const archetype *at, const object *op)
2036{ 1936{
2037 object *
2038 tmp;
2039
2040 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1937 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2041 if (tmp->arch == at) 1938 if (tmp->arch == at)
2042 return tmp; 1939 return tmp;
1940
2043 return NULL; 1941 return NULL;
2044} 1942}
2045 1943
2046/* 1944/*
2047 * activate recursively a flag on an object inventory 1945 * activate recursively a flag on an object inventory
2048 */ 1946 */
2049void 1947void
2050flag_inv (object *op, int flag) 1948flag_inv (object *op, int flag)
2051{ 1949{
2052 object *
2053 tmp;
2054
2055 if (op->inv) 1950 if (op->inv)
2056 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1951 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2057 { 1952 {
2058 SET_FLAG (tmp, flag); 1953 SET_FLAG (tmp, flag);
2059 flag_inv (tmp, flag); 1954 flag_inv (tmp, flag);
2060 } 1955 }
2061} /* 1956}
1957
1958/*
2062 * desactivate recursively a flag on an object inventory 1959 * deactivate recursively a flag on an object inventory
2063 */ 1960 */
2064void 1961void
2065unflag_inv (object *op, int flag) 1962unflag_inv (object *op, int flag)
2066{ 1963{
2067 object *
2068 tmp;
2069
2070 if (op->inv) 1964 if (op->inv)
2071 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1965 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2072 { 1966 {
2073 CLEAR_FLAG (tmp, flag); 1967 CLEAR_FLAG (tmp, flag);
2074 unflag_inv (tmp, flag); 1968 unflag_inv (tmp, flag);
2075 } 1969 }
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} 1970}
2091 1971
2092/* 1972/*
2093 * find_free_spot(object, map, x, y, start, stop) will search for 1973 * 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 1974 * 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 1988 * 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 1989 * 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 1990 * the archetype because that isn't correct if the monster has been
2111 * customized, changed states, etc. 1991 * customized, changed states, etc.
2112 */ 1992 */
2113
2114int 1993int
2115find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 1994find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2116{ 1995{
2117 int
2118 i,
2119 index = 0, flag; 1996 int index = 0, flag;
2120 static int
2121 altern[SIZEOFFREE]; 1997 int altern[SIZEOFFREE];
2122 1998
2123 for (i = start; i < stop; i++) 1999 for (int i = start; i < stop; i++)
2124 { 2000 {
2125 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2001 mapxy pos (m, x, y); pos.move (i);
2126 if (!flag) 2002
2127 altern[index++] = i; 2003 if (!pos.normalise ())
2004 continue;
2005
2006 mapspace &ms = *pos;
2007
2008 if (ms.flags () & P_IS_ALIVE)
2009 continue;
2010
2011 /* However, often
2012 * ob doesn't have any move type (when used to place exits)
2013 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
2014 */
2015 if (ob->move_type == 0 && ms.move_block != MOVE_ALL)
2016 continue;
2128 2017
2129 /* Basically, if we find a wall on a space, we cut down the search size. 2018 /* 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. 2019 * 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 - 2020 * 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 2021 * 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 2022 * spaces in all the other directions, this will reduce the search space
2134 * to only the spaces immediately surrounding the target area, and 2023 * to only the spaces immediately surrounding the target area, and
2135 * won't look 2 spaces south of the target space. 2024 * won't look 2 spaces south of the target space.
2136 */ 2025 */
2137 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 2026 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2027 {
2138 stop = maxfree[i]; 2028 stop = maxfree[i];
2029 continue;
2030 }
2031
2032 /* Note it is intentional that we check ob - the movement type of the
2033 * head of the object should correspond for the entire object.
2034 */
2035 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2036 continue;
2037
2038 altern [index++] = i;
2139 } 2039 }
2040
2140 if (!index) 2041 if (!index)
2141 return -1; 2042 return -1;
2043
2142 return altern[RANDOM () % index]; 2044 return altern [rndm (index)];
2143} 2045}
2144 2046
2145/* 2047/*
2146 * find_first_free_spot(archetype, maptile, x, y) works like 2048 * find_first_free_spot(archetype, maptile, x, y) works like
2147 * find_free_spot(), but it will search max number of squares. 2049 * find_free_spot(), but it will search max number of squares.
2148 * But it will return the first available spot, not a random choice. 2050 * 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. 2051 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2150 */ 2052 */
2151
2152int 2053int
2153find_first_free_spot (const object *ob, maptile *m, int x, int y) 2054find_first_free_spot (const object *ob, maptile *m, int x, int y)
2154{ 2055{
2155 int
2156 i;
2157
2158 for (i = 0; i < SIZEOFFREE; i++) 2056 for (int i = 0; i < SIZEOFFREE; i++)
2159 {
2160 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2057 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2161 return i; 2058 return i;
2162 } 2059
2163 return -1; 2060 return -1;
2164} 2061}
2165 2062
2166/* 2063/*
2167 * The function permute(arr, begin, end) randomly reorders the array 2064 * The function permute(arr, begin, end) randomly reorders the array
2168 * arr[begin..end-1]. 2065 * arr[begin..end-1].
2066 * now uses a fisher-yates shuffle, old permute was broken
2169 */ 2067 */
2170static void 2068static void
2171permute (int *arr, int begin, int end) 2069permute (int *arr, int begin, int end)
2172{ 2070{
2173 int 2071 arr += begin;
2174 i,
2175 j,
2176 tmp,
2177 len;
2178
2179 len = end - begin; 2072 end -= begin;
2180 for (i = begin; i < end; i++)
2181 {
2182 j = begin + RANDOM () % len;
2183 2073
2184 tmp = arr[i]; 2074 while (--end)
2185 arr[i] = arr[j]; 2075 swap (arr [end], arr [rndm (end + 1)]);
2186 arr[j] = tmp;
2187 }
2188} 2076}
2189 2077
2190/* new function to make monster searching more efficient, and effective! 2078/* new function to make monster searching more efficient, and effective!
2191 * This basically returns a randomized array (in the passed pointer) of 2079 * 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 2080 * 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. 2083 * the 3x3 area will be searched, just not in a predictable order.
2196 */ 2084 */
2197void 2085void
2198get_search_arr (int *search_arr) 2086get_search_arr (int *search_arr)
2199{ 2087{
2200 int 2088 int i;
2201 i;
2202 2089
2203 for (i = 0; i < SIZEOFFREE; i++) 2090 for (i = 0; i < SIZEOFFREE; i++)
2204 {
2205 search_arr[i] = i; 2091 search_arr[i] = i;
2206 }
2207 2092
2208 permute (search_arr, 1, SIZEOFFREE1 + 1); 2093 permute (search_arr, 1, SIZEOFFREE1 + 1);
2209 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2094 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2210 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2095 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2211} 2096}
2220 * Perhaps incorrectly, but I'm making the assumption that exclude 2105 * 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 2106 * 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 2107 * because we have to know what movement the thing looking to move
2223 * there is capable of. 2108 * there is capable of.
2224 */ 2109 */
2225
2226int 2110int
2227find_dir (maptile *m, int x, int y, object *exclude) 2111find_dir (maptile *m, int x, int y, object *exclude)
2228{ 2112{
2229 int
2230 i,
2231 max = SIZEOFFREE, mflags; 2113 int i, max = SIZEOFFREE, mflags;
2232 2114
2233 sint16 nx, ny; 2115 sint16 nx, ny;
2234 object * 2116 object *tmp;
2235 tmp;
2236 maptile * 2117 maptile *mp;
2237 mp;
2238 2118
2239 MoveType blocked, move_type; 2119 MoveType blocked, move_type;
2240 2120
2241 if (exclude && exclude->head) 2121 if (exclude && exclude->head_ () != exclude)
2242 { 2122 {
2243 exclude = exclude->head; 2123 exclude = exclude->head;
2244 move_type = exclude->move_type; 2124 move_type = exclude->move_type;
2245 } 2125 }
2246 else 2126 else
2254 mp = m; 2134 mp = m;
2255 nx = x + freearr_x[i]; 2135 nx = x + freearr_x[i];
2256 ny = y + freearr_y[i]; 2136 ny = y + freearr_y[i];
2257 2137
2258 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2138 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2139
2259 if (mflags & P_OUT_OF_MAP) 2140 if (mflags & P_OUT_OF_MAP)
2260 {
2261 max = maxfree[i]; 2141 max = maxfree[i];
2262 }
2263 else 2142 else
2264 { 2143 {
2265 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2144 mapspace &ms = mp->at (nx, ny);
2145
2146 blocked = ms.move_block;
2266 2147
2267 if ((move_type & blocked) == move_type) 2148 if ((move_type & blocked) == move_type)
2268 {
2269 max = maxfree[i]; 2149 max = maxfree[i];
2270 }
2271 else if (mflags & P_IS_ALIVE) 2150 else if (mflags & P_IS_ALIVE)
2272 { 2151 {
2273 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2152 for (tmp = ms.bot; tmp; tmp = tmp->above)
2274 { 2153 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))) 2154 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2276 {
2277 break; 2155 break;
2278 } 2156
2279 }
2280 if (tmp) 2157 if (tmp)
2281 {
2282 return freedir[i]; 2158 return freedir[i];
2283 }
2284 } 2159 }
2285 } 2160 }
2286 } 2161 }
2162
2287 return 0; 2163 return 0;
2288} 2164}
2289 2165
2290/* 2166/*
2291 * distance(object 1, object 2) will return the square of the 2167 * distance(object 1, object 2) will return the square of the
2292 * distance between the two given objects. 2168 * distance between the two given objects.
2293 */ 2169 */
2294
2295int 2170int
2296distance (const object *ob1, const object *ob2) 2171distance (const object *ob1, const object *ob2)
2297{ 2172{
2298 int
2299 i;
2300
2301 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2173 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2302 return i;
2303} 2174}
2304 2175
2305/* 2176/*
2306 * find_dir_2(delta-x,delta-y) will return a direction in which 2177 * 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 2178 * an object which has subtracted the x and y coordinates of another
2308 * object, needs to travel toward it. 2179 * object, needs to travel toward it.
2309 */ 2180 */
2310
2311int 2181int
2312find_dir_2 (int x, int y) 2182find_dir_2 (int x, int y)
2313{ 2183{
2314 int 2184 int q;
2315 q;
2316 2185
2317 if (y) 2186 if (y)
2318 q = x * 100 / y; 2187 q = x * 100 / y;
2319 else if (x) 2188 else if (x)
2320 q = -300 * x; 2189 q = -300 * x;
2345 2214
2346 return 3; 2215 return 3;
2347} 2216}
2348 2217
2349/* 2218/*
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 2219 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2367 * between two directions (which are expected to be absolute (see absdir()) 2220 * between two directions (which are expected to be absolute (see absdir())
2368 */ 2221 */
2369
2370int 2222int
2371dirdiff (int dir1, int dir2) 2223dirdiff (int dir1, int dir2)
2372{ 2224{
2373 int 2225 int d;
2374 d;
2375 2226
2376 d = abs (dir1 - dir2); 2227 d = abs (dir1 - dir2);
2377 if (d > 4) 2228 if (d > 4)
2378 d = 8 - d; 2229 d = 8 - d;
2230
2379 return d; 2231 return d;
2380} 2232}
2381 2233
2382/* peterm: 2234/* peterm:
2383 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2235 * 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 2238 * 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. 2239 * 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 2240 * Moved from spell_util.c to object.c with the other related direction
2389 * functions. 2241 * functions.
2390 */ 2242 */
2391
2392int
2393 reduction_dir[SIZEOFFREE][3] = { 2243int reduction_dir[SIZEOFFREE][3] = {
2394 {0, 0, 0}, /* 0 */ 2244 {0, 0, 0}, /* 0 */
2395 {0, 0, 0}, /* 1 */ 2245 {0, 0, 0}, /* 1 */
2396 {0, 0, 0}, /* 2 */ 2246 {0, 0, 0}, /* 2 */
2397 {0, 0, 0}, /* 3 */ 2247 {0, 0, 0}, /* 3 */
2398 {0, 0, 0}, /* 4 */ 2248 {0, 0, 0}, /* 4 */
2446 * find a path to that monster that we found. If not, 2296 * find a path to that monster that we found. If not,
2447 * we don't bother going toward it. Returns 1 if we 2297 * we don't bother going toward it. Returns 1 if we
2448 * can see a direct way to get it 2298 * can see a direct way to get it
2449 * Modified to be map tile aware -.MSW 2299 * Modified to be map tile aware -.MSW
2450 */ 2300 */
2451
2452
2453int 2301int
2454can_see_monsterP (maptile *m, int x, int y, int dir) 2302can_see_monsterP (maptile *m, int x, int y, int dir)
2455{ 2303{
2456 sint16 dx, dy; 2304 sint16 dx, dy;
2457 int
2458 mflags; 2305 int mflags;
2459 2306
2460 if (dir < 0) 2307 if (dir < 0)
2461 return 0; /* exit condition: invalid direction */ 2308 return 0; /* exit condition: invalid direction */
2462 2309
2463 dx = x + freearr_x[dir]; 2310 dx = x + freearr_x[dir];
2476 return 0; 2323 return 0;
2477 2324
2478 /* yes, can see. */ 2325 /* yes, can see. */
2479 if (dir < 9) 2326 if (dir < 9)
2480 return 1; 2327 return 1;
2328
2481 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2329 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]); 2330 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2331 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2483} 2332}
2484
2485
2486 2333
2487/* 2334/*
2488 * can_pick(picker, item): finds out if an object is possible to be 2335 * 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 2336 * picked up by the picker. Returnes 1 if it can be
2490 * picked up, otherwise 0. 2337 * picked up, otherwise 0.
2492 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2339 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2493 * core dumps if they do. 2340 * core dumps if they do.
2494 * 2341 *
2495 * Add a check so we can't pick up invisible objects (0.93.8) 2342 * Add a check so we can't pick up invisible objects (0.93.8)
2496 */ 2343 */
2497
2498int 2344int
2499can_pick (const object *who, const object *item) 2345can_pick (const object *who, const object *item)
2500{ 2346{
2501 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2347 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2502 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2348 (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)); 2349 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2504} 2350}
2505 2351
2506
2507/* 2352/*
2508 * create clone from object to another 2353 * create clone from object to another
2509 */ 2354 */
2510object * 2355object *
2511object_create_clone (object *asrc) 2356object_create_clone (object *asrc)
2512{ 2357{
2513 object *dst = 0, *tmp, *src, *part, *prev, *item; 2358 object *dst = 0, *tmp, *src, *prev, *item;
2514 2359
2515 if (!asrc) 2360 if (!asrc)
2516 return 0; 2361 return 0;
2517 2362
2518 src = asrc;
2519 if (src->head)
2520 src = src->head; 2363 src = asrc->head_ ();
2521 2364
2522 prev = 0; 2365 prev = 0;
2523 for (part = src; part; part = part->more) 2366 for (object *part = src; part; part = part->more)
2524 { 2367 {
2525 tmp = part->clone (); 2368 tmp = part->clone ();
2526 tmp->x -= src->x; 2369 tmp->x -= src->x;
2527 tmp->y -= src->y; 2370 tmp->y -= src->y;
2528 2371
2530 { 2373 {
2531 dst = tmp; 2374 dst = tmp;
2532 tmp->head = 0; 2375 tmp->head = 0;
2533 } 2376 }
2534 else 2377 else
2535 {
2536 tmp->head = dst; 2378 tmp->head = dst;
2537 }
2538 2379
2539 tmp->more = 0; 2380 tmp->more = 0;
2540 2381
2541 if (prev) 2382 if (prev)
2542 prev->more = tmp; 2383 prev->more = tmp;
2546 2387
2547 for (item = src->inv; item; item = item->below) 2388 for (item = src->inv; item; item = item->below)
2548 insert_ob_in_ob (object_create_clone (item), dst); 2389 insert_ob_in_ob (object_create_clone (item), dst);
2549 2390
2550 return dst; 2391 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} 2392}
2591 2393
2592/* This returns the first object in who's inventory that 2394/* This returns the first object in who's inventory that
2593 * has the same type and subtype match. 2395 * has the same type and subtype match.
2594 * returns NULL if no match. 2396 * returns NULL if no match.
2595 */ 2397 */
2596object * 2398object *
2597find_obj_by_type_subtype (const object *who, int type, int subtype) 2399find_obj_by_type_subtype (const object *who, int type, int subtype)
2598{ 2400{
2599 object *tmp;
2600
2601 for (tmp = who->inv; tmp; tmp = tmp->below) 2401 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2602 if (tmp->type == type && tmp->subtype == subtype) 2402 if (tmp->type == type && tmp->subtype == subtype)
2603 return tmp; 2403 return tmp;
2604 2404
2605 return NULL; 2405 return 0;
2606} 2406}
2607 2407
2608/* If ob has a field named key, return the link from the list, 2408/* If ob has a field named key, return the link from the list,
2609 * otherwise return NULL. 2409 * otherwise return NULL.
2610 * 2410 *
2612 * do the desired thing. 2412 * do the desired thing.
2613 */ 2413 */
2614key_value * 2414key_value *
2615get_ob_key_link (const object *ob, const char *key) 2415get_ob_key_link (const object *ob, const char *key)
2616{ 2416{
2617 key_value *link;
2618
2619 for (link = ob->key_values; link != NULL; link = link->next) 2417 for (key_value *link = ob->key_values; link; link = link->next)
2620 if (link->key == key) 2418 if (link->key == key)
2621 return link; 2419 return link;
2622 2420
2623 return NULL; 2421 return 0;
2624} 2422}
2625 2423
2626/* 2424/*
2627 * Returns the value of op has an extra_field for key, or NULL. 2425 * Returns the value of op has an extra_field for key, or NULL.
2628 * 2426 *
2653 if (link->key == canonical_key) 2451 if (link->key == canonical_key)
2654 return link->value; 2452 return link->value;
2655 2453
2656 return 0; 2454 return 0;
2657} 2455}
2658
2659 2456
2660/* 2457/*
2661 * Updates the canonical_key in op to value. 2458 * Updates the canonical_key in op to value.
2662 * 2459 *
2663 * canonical_key is a shared string (value doesn't have to be). 2460 * canonical_key is a shared string (value doesn't have to be).
2668 * Returns TRUE on success. 2465 * Returns TRUE on success.
2669 */ 2466 */
2670int 2467int
2671set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) 2468set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2672{ 2469{
2673 key_value *
2674 field = NULL, *last = NULL; 2470 key_value *field = NULL, *last = NULL;
2675 2471
2676 for (field = op->key_values; field != NULL; field = field->next) 2472 for (field = op->key_values; field != NULL; field = field->next)
2677 { 2473 {
2678 if (field->key != canonical_key) 2474 if (field->key != canonical_key)
2679 { 2475 {
2688 /* Basically, if the archetype has this key set, 2484 /* Basically, if the archetype has this key set,
2689 * we need to store the null value so when we save 2485 * we need to store the null value so when we save
2690 * it, we save the empty value so that when we load, 2486 * it, we save the empty value so that when we load,
2691 * we get this value back again. 2487 * we get this value back again.
2692 */ 2488 */
2693 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2489 if (get_ob_key_link (op->arch, canonical_key))
2694 field->value = 0; 2490 field->value = 0;
2695 else 2491 else
2696 { 2492 {
2697 if (last) 2493 if (last)
2698 last->next = field->next; 2494 last->next = field->next;
2707 /* IF we get here, key doesn't exist */ 2503 /* IF we get here, key doesn't exist */
2708 2504
2709 /* No field, we'll have to add it. */ 2505 /* No field, we'll have to add it. */
2710 2506
2711 if (!add_key) 2507 if (!add_key)
2712 {
2713 return FALSE; 2508 return FALSE;
2714 } 2509
2715 /* There isn't any good reason to store a null 2510 /* There isn't any good reason to store a null
2716 * value in the key/value list. If the archetype has 2511 * value in the key/value list. If the archetype has
2717 * this key, then we should also have it, so shouldn't 2512 * this key, then we should also have it, so shouldn't
2718 * be here. If user wants to store empty strings, 2513 * be here. If user wants to store empty strings,
2719 * should pass in "" 2514 * should pass in ""
2768 } 2563 }
2769 else 2564 else
2770 item = item->env; 2565 item = item->env;
2771} 2566}
2772 2567
2568const char *
2569object::flag_desc (char *desc, int len) const
2570{
2571 char *p = desc;
2572 bool first = true;
2573
2574 *p = 0;
2575
2576 for (int i = 0; i < NUM_FLAGS; i++)
2577 {
2578 if (len <= 10) // magic constant!
2579 {
2580 snprintf (p, len, ",...");
2581 break;
2582 }
2583
2584 if (flag [i])
2585 {
2586 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2587 len -= cnt;
2588 p += cnt;
2589 first = false;
2590 }
2591 }
2592
2593 return desc;
2594}
2595
2773// return a suitable string describing an objetc in enough detail to find it 2596// return a suitable string describing an object in enough detail to find it
2774const char * 2597const char *
2775object::debug_desc (char *info) const 2598object::debug_desc (char *info) const
2776{ 2599{
2600 char flagdesc[512];
2777 char info2[256 * 3]; 2601 char info2[256 * 4];
2778 char *p = info; 2602 char *p = info;
2779 2603
2780 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2604 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2781 count, 2605 count, uuid.seq,
2782 &name, 2606 &name,
2783 title ? " " : "", 2607 title ? "\",title:\"" : "",
2784 title ? (const char *)title : ""); 2608 title ? (const char *)title : "",
2609 flag_desc (flagdesc, 512), type);
2785 2610
2786 if (env) 2611 if (!this->flag[FLAG_REMOVED] && env)
2787 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2612 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2788 2613
2789 if (map) 2614 if (map)
2790 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2615 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2791 2616
2792 return info; 2617 return info;
2793} 2618}
2794 2619
2795const char * 2620const char *
2796object::debug_desc () const 2621object::debug_desc () const
2797{ 2622{
2798 static char info[256 * 3]; 2623 static char info[3][256 * 4];
2624 static int info_idx;
2625
2799 return debug_desc (info); 2626 return debug_desc (info [++info_idx % 3]);
2800} 2627}
2801 2628
2629struct region *
2630object::region () const
2631{
2632 return map ? map->region (x, y)
2633 : region::default_region ();
2634}
2635
2636const materialtype_t *
2637object::dominant_material () const
2638{
2639 if (materialtype_t *mt = name_to_material (materialname))
2640 return mt;
2641
2642 return name_to_material (shstr_unknown);
2643}
2644
2645void
2646object::open_container (object *new_container)
2647{
2648 if (container == new_container)
2649 return;
2650
2651 if (object *old_container = container)
2652 {
2653 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2654 return;
2655
2656#if 0
2657 // remove the "Close old_container" object.
2658 if (object *closer = old_container->inv)
2659 if (closer->type == CLOSE_CON)
2660 closer->destroy ();
2661#endif
2662
2663 old_container->flag [FLAG_APPLIED] = 0;
2664 container = 0;
2665
2666 esrv_update_item (UPD_FLAGS, this, old_container);
2667 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2668 play_sound (sound_find ("chest_close"));
2669 }
2670
2671 if (new_container)
2672 {
2673 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2674 return;
2675
2676 // TODO: this does not seem to serve any purpose anymore?
2677#if 0
2678 // insert the "Close Container" object.
2679 if (archetype *closer = new_container->other_arch)
2680 {
2681 object *closer = arch_to_object (new_container->other_arch);
2682 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2683 new_container->insert (closer);
2684 }
2685#endif
2686
2687 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2688
2689 new_container->flag [FLAG_APPLIED] = 1;
2690 container = new_container;
2691
2692 esrv_update_item (UPD_FLAGS, this, new_container);
2693 esrv_send_inventory (this, new_container);
2694 play_sound (sound_find ("chest_open"));
2695 }
2696}
2697
2698object *
2699object::force_find (const shstr name)
2700{
2701 /* cycle through his inventory to look for the MARK we want to
2702 * place
2703 */
2704 for (object *tmp = inv; tmp; tmp = tmp->below)
2705 if (tmp->type == FORCE && tmp->slaying == name)
2706 return splay (tmp);
2707
2708 return 0;
2709}
2710
2711void
2712object::force_add (const shstr name, int duration)
2713{
2714 if (object *force = force_find (name))
2715 force->destroy ();
2716
2717 object *force = get_archetype (FORCE_NAME);
2718
2719 force->slaying = name;
2720 force->stats.food = 1;
2721 force->speed_left = -1.f;
2722
2723 force->set_speed (duration ? 1.f / duration : 0.f);
2724 force->flag [FLAG_IS_USED_UP] = true;
2725 force->flag [FLAG_APPLIED] = true;
2726
2727 insert (force);
2728}
2729
2730void
2731object::play_sound (faceidx sound) const
2732{
2733 if (!sound)
2734 return;
2735
2736 if (flag [FLAG_REMOVED])
2737 return;
2738
2739 if (env)
2740 {
2741 if (object *pl = in_player ())
2742 pl->contr->play_sound (sound);
2743 }
2744 else
2745 map->play_sound (sound, x, y);
2746}
2747

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