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Comparing deliantra/server/common/object.C (file contents):
Revision 1.74 by root, Wed Dec 20 09:14:21 2006 UTC vs.
Revision 1.177 by root, Sun Aug 12 13:10:00 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;
356/* 358/*
357 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 359 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
358 * Some error messages. 360 * Some error messages.
359 * 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.
360 */ 362 */
361
362char * 363char *
363dump_object (object *op) 364dump_object (object *op)
364{ 365{
365 if (!op) 366 if (!op)
366 return strdup ("[NULLOBJ]"); 367 return strdup ("[NULLOBJ]");
367 368
368 object_freezer freezer; 369 object_freezer freezer;
369 save_object (freezer, op, 3); 370 op->write (freezer);
370 return freezer.as_string (); 371 return freezer.as_string ();
371} 372}
372 373
373/* 374/*
374 * 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
391} 392}
392 393
393/* 394/*
394 * Returns the object which has the count-variable equal to the argument. 395 * Returns the object which has the count-variable equal to the argument.
395 */ 396 */
396
397object * 397object *
398find_object (tag_t i) 398find_object (tag_t i)
399{ 399{
400 for (object *op = object::first; op; op = op->next) 400 for_all_objects (op)
401 if (op->count == i) 401 if (op->count == i)
402 return op; 402 return op;
403 403
404 return 0; 404 return 0;
405} 405}
406 406
407/* 407/*
408 * Returns the first object which has a name equal to the argument. 408 * Returns the first object which has a name equal to the argument.
409 * Used only by the patch command, but not all that useful. 409 * Used only by the patch command, but not all that useful.
410 * Enables features like "patch <name-of-other-player> food 999" 410 * Enables features like "patch <name-of-other-player> food 999"
411 */ 411 */
412
413object * 412object *
414find_object_name (const char *str) 413find_object_name (const char *str)
415{ 414{
416 shstr_cmp str_ (str); 415 shstr_cmp str_ (str);
417 object *op; 416 object *op;
418 417
419 for (op = object::first; op != NULL; op = op->next) 418 for_all_objects (op)
420 if (op->name == str_) 419 if (op->name == str_)
421 break; 420 break;
422 421
423 return op; 422 return op;
424} 423}
450 owner = owner->owner; 449 owner = owner->owner;
451 450
452 this->owner = owner; 451 this->owner = owner;
453} 452}
454 453
454int
455object::slottype () const
456{
457 if (type == SKILL)
458 {
459 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
460 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
461 }
462 else
463 {
464 if (slot [body_combat].info) return slot_combat;
465 if (slot [body_range ].info) return slot_ranged;
466 }
467
468 return slot_none;
469}
470
471bool
472object::change_weapon (object *ob)
473{
474 if (current_weapon == ob)
475 return true;
476
477 if (chosen_skill)
478 chosen_skill->flag [FLAG_APPLIED] = false;
479
480 current_weapon = ob;
481 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
482
483 if (chosen_skill)
484 chosen_skill->flag [FLAG_APPLIED] = true;
485
486 update_stats ();
487
488 if (ob)
489 {
490 // now check wether any body locations became invalid, in which case
491 // we cannot apply the weapon at the moment.
492 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
493 if (slot[i].used < 0)
494 {
495 current_weapon = chosen_skill = 0;
496 update_stats ();
497
498 new_draw_info_format (NDI_UNIQUE, 0, this,
499 "You try to balance all your items at once, "
500 "but the %s is just too much for your body. "
501 "[You need to unapply some items first.]", &ob->name);
502 return false;
503 }
504
505 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
506 }
507 else
508 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
509
510 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
511 {
512 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
513 &name, ob->debug_desc ());
514 return false;
515 }
516
517 return true;
518}
519
455/* Zero the key_values on op, decrementing the shared-string 520/* Zero the key_values on op, decrementing the shared-string
456 * refcounts and freeing the links. 521 * refcounts and freeing the links.
457 */ 522 */
458static void 523static void
459free_key_values (object *op) 524free_key_values (object *op)
460{ 525{
461 for (key_value *i = op->key_values; i != 0;) 526 for (key_value *i = op->key_values; i; )
462 { 527 {
463 key_value *next = i->next; 528 key_value *next = i->next;
464 delete i; 529 delete i;
465 530
466 i = next; 531 i = next;
467 } 532 }
468 533
469 op->key_values = 0; 534 op->key_values = 0;
470} 535}
471 536
472void object::clear () 537object &
538object::operator =(const object &src)
473{ 539{
474 attachable_base::clear (); 540 bool is_freed = flag [FLAG_FREED];
541 bool is_removed = flag [FLAG_REMOVED];
475 542
476 free_key_values (this);
477
478 owner = 0;
479 name = 0;
480 name_pl = 0;
481 title = 0;
482 race = 0;
483 slaying = 0;
484 skill = 0;
485 msg = 0;
486 lore = 0;
487 custom_name = 0;
488 materialname = 0;
489 contr = 0;
490 below = 0;
491 above = 0;
492 inv = 0;
493 container = 0;
494 env = 0;
495 more = 0;
496 head = 0;
497 map = 0;
498 active_next = 0;
499 active_prev = 0;
500
501 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
502
503 SET_FLAG (this, FLAG_REMOVED);
504
505 /* What is not cleared is next, prev, and count */
506
507 expmul = 1.0;
508 face = blank_face;
509
510 if (settings.casting_time)
511 casting_time = -1;
512}
513
514/*
515 * copy_to first frees everything allocated by the dst object,
516 * and then copies the contents of itself into the second
517 * object, allocating what needs to be allocated. Basically, any
518 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
519 * if the first object is freed, the pointers in the new object
520 * will point at garbage.
521 */
522void
523object::copy_to (object *dst)
524{
525 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
526 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
527
528 *(object_copy *)dst = *this; 543 *(object_copy *)this = src;
529 *(object_pod *)dst = *this;
530 544
531 if (self || cb) 545 flag [FLAG_FREED] = is_freed;
532 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (dst)); 546 flag [FLAG_REMOVED] = is_removed;
533
534 if (is_freed)
535 SET_FLAG (dst, FLAG_FREED);
536
537 if (is_removed)
538 SET_FLAG (dst, FLAG_REMOVED);
539
540 if (speed < 0)
541 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
542 547
543 /* Copy over key_values, if any. */ 548 /* Copy over key_values, if any. */
544 if (key_values) 549 if (src.key_values)
545 { 550 {
546 key_value *tail = 0; 551 key_value *tail = 0;
547 key_value *i;
548
549 dst->key_values = 0; 552 key_values = 0;
550 553
551 for (i = key_values; i; i = i->next) 554 for (key_value *i = src.key_values; i; i = i->next)
552 { 555 {
553 key_value *new_link = new key_value; 556 key_value *new_link = new key_value;
554 557
555 new_link->next = 0; 558 new_link->next = 0;
556 new_link->key = i->key; 559 new_link->key = i->key;
557 new_link->value = i->value; 560 new_link->value = i->value;
558 561
559 /* Try and be clever here, too. */ 562 /* Try and be clever here, too. */
560 if (!dst->key_values) 563 if (!key_values)
561 { 564 {
562 dst->key_values = new_link; 565 key_values = new_link;
563 tail = new_link; 566 tail = new_link;
564 } 567 }
565 else 568 else
566 { 569 {
567 tail->next = new_link; 570 tail->next = new_link;
568 tail = new_link; 571 tail = new_link;
569 } 572 }
570 } 573 }
571 } 574 }
575}
572 576
573 update_ob_speed (dst); 577/*
578 * copy_to first frees everything allocated by the dst object,
579 * and then copies the contents of itself into the second
580 * object, allocating what needs to be allocated. Basically, any
581 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
582 * if the first object is freed, the pointers in the new object
583 * will point at garbage.
584 */
585void
586object::copy_to (object *dst)
587{
588 *dst = *this;
589
590 if (speed < 0)
591 dst->speed_left = speed_left - rndm ();
592
593 dst->set_speed (dst->speed);
594}
595
596void
597object::instantiate ()
598{
599 if (!uuid.seq) // HACK
600 uuid = gen_uuid ();
601
602 speed_left = -0.1f;
603 /* copy the body_info to the body_used - this is only really
604 * need for monsters, but doesn't hurt to do it for everything.
605 * by doing so, when a monster is created, it has good starting
606 * values for the body_used info, so when items are created
607 * for it, they can be properly equipped.
608 */
609 for (int i = NUM_BODY_LOCATIONS; i--; )
610 slot[i].used = slot[i].info;
611
612 attachable::instantiate ();
574} 613}
575 614
576object * 615object *
577object::clone () 616object::clone ()
578{ 617{
584/* 623/*
585 * If an object with the IS_TURNABLE() flag needs to be turned due 624 * If an object with the IS_TURNABLE() flag needs to be turned due
586 * to the closest player being on the other side, this function can 625 * to the closest player being on the other side, this function can
587 * be called to update the face variable, _and_ how it looks on the map. 626 * be called to update the face variable, _and_ how it looks on the map.
588 */ 627 */
589
590void 628void
591update_turn_face (object *op) 629update_turn_face (object *op)
592{ 630{
593 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 631 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
594 return; 632 return;
633
595 SET_ANIMATION (op, op->direction); 634 SET_ANIMATION (op, op->direction);
596 update_object (op, UP_OBJ_FACE); 635 update_object (op, UP_OBJ_FACE);
597} 636}
598 637
599/* 638/*
600 * Updates the speed of an object. If the speed changes from 0 to another 639 * Updates the speed of an object. If the speed changes from 0 to another
601 * value, or vice versa, then add/remove the object from the active list. 640 * value, or vice versa, then add/remove the object from the active list.
602 * This function needs to be called whenever the speed of an object changes. 641 * This function needs to be called whenever the speed of an object changes.
603 */ 642 */
604void 643void
605update_ob_speed (object *op) 644object::set_speed (float speed)
606{ 645{
607 extern int arch_init; 646 if (flag [FLAG_FREED] && speed)
608
609 /* No reason putting the archetypes objects on the speed list,
610 * since they never really need to be updated.
611 */
612
613 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
614 { 647 {
615 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 648 LOG (llevError, "Object %s is freed but has speed.\n", &name);
616#ifdef MANY_CORES
617 abort ();
618#else
619 op->speed = 0; 649 speed = 0;
620#endif
621 }
622
623 if (arch_init)
624 return;
625
626 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
627 { 650 }
628 /* If already on active list, don't do anything */
629 if (op->active_next || op->active_prev || op == active_objects)
630 return;
631 651
632 /* process_events() expects us to insert the object at the beginning 652 this->speed = speed;
633 * of the list. */
634 op->active_next = active_objects;
635 653
636 if (op->active_next != NULL) 654 if (has_active_speed ())
637 op->active_next->active_prev = op; 655 activate ();
638
639 active_objects = op;
640 }
641 else 656 else
642 { 657 deactivate ();
643 /* If not on the active list, nothing needs to be done */
644 if (!op->active_next && !op->active_prev && op != active_objects)
645 return;
646
647 if (op->active_prev == NULL)
648 {
649 active_objects = op->active_next;
650
651 if (op->active_next != NULL)
652 op->active_next->active_prev = NULL;
653 }
654 else
655 {
656 op->active_prev->active_next = op->active_next;
657
658 if (op->active_next)
659 op->active_next->active_prev = op->active_prev;
660 }
661
662 op->active_next = NULL;
663 op->active_prev = NULL;
664 }
665} 658}
666 659
667/* This function removes object 'op' from the list of active
668 * objects.
669 * This should only be used for style maps or other such
670 * reference maps where you don't want an object that isn't
671 * in play chewing up cpu time getting processed.
672 * The reverse of this is to call update_ob_speed, which
673 * will do the right thing based on the speed of the object.
674 */
675void
676remove_from_active_list (object *op)
677{
678 /* If not on the active list, nothing needs to be done */
679 if (!op->active_next && !op->active_prev && op != active_objects)
680 return;
681
682 if (op->active_prev == NULL)
683 {
684 active_objects = op->active_next;
685 if (op->active_next != NULL)
686 op->active_next->active_prev = NULL;
687 }
688 else
689 {
690 op->active_prev->active_next = op->active_next;
691 if (op->active_next)
692 op->active_next->active_prev = op->active_prev;
693 }
694 op->active_next = NULL;
695 op->active_prev = NULL;
696}
697
698/* 660/*
699 * update_object() updates the array which represents the map. 661 * update_object() updates the the map.
700 * It takes into account invisible objects (and represent squares covered 662 * It takes into account invisible objects (and represent squares covered
701 * by invisible objects by whatever is below them (unless it's another 663 * by invisible objects by whatever is below them (unless it's another
702 * invisible object, etc...) 664 * invisible object, etc...)
703 * If the object being updated is beneath a player, the look-window 665 * If the object being updated is beneath a player, the look-window
704 * of that player is updated (this might be a suboptimal way of 666 * of that player is updated (this might be a suboptimal way of
705 * updating that window, though, since update_object() is called _often_) 667 * updating that window, though, since update_object() is called _often_)
706 * 668 *
707 * action is a hint of what the caller believes need to be done. 669 * action is a hint of what the caller believes need to be done.
708 * For example, if the only thing that has changed is the face (due to
709 * an animation), we don't need to call update_position until that actually
710 * comes into view of a player. OTOH, many other things, like addition/removal
711 * of walls or living creatures may need us to update the flags now.
712 * current action are: 670 * current action are:
713 * UP_OBJ_INSERT: op was inserted 671 * UP_OBJ_INSERT: op was inserted
714 * UP_OBJ_REMOVE: op was removed 672 * UP_OBJ_REMOVE: op was removed
715 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 673 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
716 * as that is easier than trying to look at what may have changed. 674 * as that is easier than trying to look at what may have changed.
717 * UP_OBJ_FACE: only the objects face has changed. 675 * UP_OBJ_FACE: only the objects face has changed.
718 */ 676 */
719
720void 677void
721update_object (object *op, int action) 678update_object (object *op, int action)
722{ 679{
723 int update_now = 0, flags;
724 MoveType move_on, move_off, move_block, move_slow;
725
726 if (op == NULL) 680 if (op == NULL)
727 { 681 {
728 /* this should never happen */ 682 /* this should never happen */
729 LOG (llevDebug, "update_object() called for NULL object.\n"); 683 LOG (llevDebug, "update_object() called for NULL object.\n");
730 return; 684 return;
731 } 685 }
732 686
733 if (op->env != NULL) 687 if (op->env)
734 { 688 {
735 /* Animation is currently handled by client, so nothing 689 /* Animation is currently handled by client, so nothing
736 * to do in this case. 690 * to do in this case.
737 */ 691 */
738 return; 692 return;
743 */ 697 */
744 if (!op->map || op->map->in_memory == MAP_SAVING) 698 if (!op->map || op->map->in_memory == MAP_SAVING)
745 return; 699 return;
746 700
747 /* make sure the object is within map boundaries */ 701 /* make sure the object is within map boundaries */
748 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map)) 702 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
749 { 703 {
750 LOG (llevError, "update_object() called for object out of map!\n"); 704 LOG (llevError, "update_object() called for object out of map!\n");
751#ifdef MANY_CORES 705#ifdef MANY_CORES
752 abort (); 706 abort ();
753#endif 707#endif
754 return; 708 return;
755 } 709 }
756 710
757 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 711 mapspace &m = op->ms ();
758 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
759 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
760 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
761 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
762 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
763 712
713 if (!(m.flags_ & P_UPTODATE))
714 /* nop */;
764 if (action == UP_OBJ_INSERT) 715 else if (action == UP_OBJ_INSERT)
765 { 716 {
717 // this is likely overkill, TODO: revisit (schmorp)
766 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 718 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
767 update_now = 1;
768
769 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 719 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
770 update_now = 1; 720 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
771 721 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
722 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
772 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 723 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
773 update_now = 1;
774
775 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
776 update_now = 1;
777
778 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
779 update_now = 1;
780
781 if ((move_on | op->move_on) != move_on) 724 || (m.move_on | op->move_on ) != m.move_on
782 update_now = 1;
783
784 if ((move_off | op->move_off) != move_off) 725 || (m.move_off | op->move_off ) != m.move_off
785 update_now = 1; 726 || (m.move_slow | op->move_slow) != m.move_slow
786
787 /* This isn't perfect, but I don't expect a lot of objects to 727 /* This isn't perfect, but I don't expect a lot of objects to
788 * to have move_allow right now. 728 * to have move_allow right now.
789 */ 729 */
790 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 730 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
791 update_now = 1; 731 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
792 732 m.flags_ = 0;
793 if ((move_slow | op->move_slow) != move_slow)
794 update_now = 1;
795 } 733 }
796
797 /* if the object is being removed, we can't make intelligent 734 /* if the object is being removed, we can't make intelligent
798 * decisions, because remove_ob can't really pass the object 735 * decisions, because remove_ob can't really pass the object
799 * that is being removed. 736 * that is being removed.
800 */ 737 */
801 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 738 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
802 update_now = 1; 739 m.flags_ = 0;
803 else if (action == UP_OBJ_FACE) 740 else if (action == UP_OBJ_FACE)
804 /* Nothing to do for that case */ ; 741 /* Nothing to do for that case */ ;
805 else 742 else
806 LOG (llevError, "update_object called with invalid action: %d\n", action); 743 LOG (llevError, "update_object called with invalid action: %d\n", action);
807 744
808 if (update_now)
809 {
810 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
811 update_position (op->map, op->x, op->y);
812 }
813
814 if (op->more != NULL) 745 if (op->more)
815 update_object (op->more, action); 746 update_object (op->more, action);
816}
817
818object::vector object::mortals;
819object::vector object::objects; // not yet used
820object *object::first;
821
822void object::free_mortals ()
823{
824 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
825 if ((*i)->refcnt)
826 ++i; // further delay freeing
827 else
828 {
829 delete *i;
830 mortals.erase (i);
831 }
832} 747}
833 748
834object::object () 749object::object ()
835{ 750{
836 SET_FLAG (this, FLAG_REMOVED); 751 SET_FLAG (this, FLAG_REMOVED);
839 face = blank_face; 754 face = blank_face;
840} 755}
841 756
842object::~object () 757object::~object ()
843{ 758{
759 unlink ();
760
844 free_key_values (this); 761 free_key_values (this);
845} 762}
846 763
764static int object_count;
765
847void object::link () 766void object::link ()
848{ 767{
849 count = ++ob_count; 768 assert (!index);//D
850 uuid = gen_uuid (); 769 uuid = gen_uuid ();
770 count = ++object_count;
851 771
852 prev = 0; 772 refcnt_inc ();
853 next = object::first; 773 objects.insert (this);
854
855 if (object::first)
856 object::first->prev = this;
857
858 object::first = this;
859} 774}
860 775
861void object::unlink () 776void object::unlink ()
862{ 777{
863 if (this == object::first) 778 if (!index)
864 object::first = next; 779 return;
865 780
866 /* Remove this object from the list of used objects */ 781 objects.erase (this);
867 if (prev) prev->next = next; 782 refcnt_dec ();
868 if (next) next->prev = prev; 783}
869 784
870 prev = 0; 785void
871 next = 0; 786object::activate ()
787{
788 /* If already on active list, don't do anything */
789 if (active)
790 return;
791
792 if (has_active_speed ())
793 actives.insert (this);
794}
795
796void
797object::activate_recursive ()
798{
799 activate ();
800
801 for (object *op = inv; op; op = op->below)
802 op->activate_recursive ();
803}
804
805/* This function removes object 'op' from the list of active
806 * objects.
807 * This should only be used for style maps or other such
808 * reference maps where you don't want an object that isn't
809 * in play chewing up cpu time getting processed.
810 * The reverse of this is to call update_ob_speed, which
811 * will do the right thing based on the speed of the object.
812 */
813void
814object::deactivate ()
815{
816 /* If not on the active list, nothing needs to be done */
817 if (!active)
818 return;
819
820 actives.erase (this);
821}
822
823void
824object::deactivate_recursive ()
825{
826 for (object *op = inv; op; op = op->below)
827 op->deactivate_recursive ();
828
829 deactivate ();
830}
831
832void
833object::set_flag_inv (int flag, int value)
834{
835 for (object *op = inv; op; op = op->below)
836 {
837 op->flag [flag] = value;
838 op->set_flag_inv (flag, value);
839 }
840}
841
842/*
843 * Remove and free all objects in the inventory of the given object.
844 * object.c ?
845 */
846void
847object::destroy_inv (bool drop_to_ground)
848{
849 // need to check first, because the checks below might segfault
850 // as we might be on an invalid mapspace and crossfire code
851 // is too buggy to ensure that the inventory is empty.
852 // corollary: if you create arrows etc. with stuff in tis inventory,
853 // cf will crash below with off-map x and y
854 if (!inv)
855 return;
856
857 /* Only if the space blocks everything do we not process -
858 * if some form of movement is allowed, let objects
859 * drop on that space.
860 */
861 if (!drop_to_ground
862 || !map
863 || map->in_memory != MAP_IN_MEMORY
864 || map->nodrop
865 || ms ().move_block == MOVE_ALL)
866 {
867 while (inv)
868 {
869 inv->destroy_inv (drop_to_ground);
870 inv->destroy ();
871 }
872 }
873 else
874 { /* Put objects in inventory onto this space */
875 while (inv)
876 {
877 object *op = inv;
878
879 if (op->flag [FLAG_STARTEQUIP]
880 || op->flag [FLAG_NO_DROP]
881 || op->type == RUNE
882 || op->type == TRAP
883 || op->flag [FLAG_IS_A_TEMPLATE]
884 || op->flag [FLAG_DESTROY_ON_DEATH])
885 op->destroy ();
886 else
887 map->insert (op, x, y);
888 }
889 }
872} 890}
873 891
874object *object::create () 892object *object::create ()
875{ 893{
876 object *op = new object; 894 object *op = new object;
877 op->link (); 895 op->link ();
878 return op; 896 return op;
879} 897}
880 898
881/* 899void
882 * free_object() frees everything allocated by an object, removes 900object::do_destroy ()
883 * it from the list of used objects, and puts it on the list of
884 * free objects. The IS_FREED() flag is set in the object.
885 * The object must have been removed by remove_ob() first for
886 * this function to succeed.
887 *
888 * If destroy_inventory is set, free inventory as well. Else drop items in
889 * inventory to the ground.
890 */
891void object::destroy (bool destroy_inventory)
892{ 901{
893 if (QUERY_FLAG (this, FLAG_FREED)) 902 attachable::do_destroy ();
894 return;
895 903
896 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 904 if (flag [FLAG_IS_LINKED])
905 remove_button_link (this);
906
907 if (flag [FLAG_FRIENDLY])
897 remove_friendly_object (this); 908 remove_friendly_object (this);
898 909
899 if (!QUERY_FLAG (this, FLAG_REMOVED)) 910 if (!flag [FLAG_REMOVED])
900 remove (); 911 remove ();
901 912
902 SET_FLAG (this, FLAG_FREED); 913 destroy_inv (true);
903 914
904 if (more) 915 deactivate ();
905 { 916 unlink ();
906 more->destroy (destroy_inventory);
907 more = 0;
908 }
909 917
910 if (inv) 918 flag [FLAG_FREED] = 1;
911 {
912 /* Only if the space blocks everything do we not process -
913 * if some form of movement is allowed, let objects
914 * drop on that space.
915 */
916 if (destroy_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
917 {
918 object *op = inv;
919
920 while (op)
921 {
922 object *tmp = op->below;
923 op->destroy (destroy_inventory);
924 op = tmp;
925 }
926 }
927 else
928 { /* Put objects in inventory onto this space */
929 object *op = inv;
930
931 while (op)
932 {
933 object *tmp = op->below;
934
935 op->remove ();
936
937 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
938 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
939 op->destroy ();
940 else
941 {
942 op->x = x;
943 op->y = y;
944 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
945 }
946
947 op = tmp;
948 }
949 }
950 }
951 919
952 // hack to ensure that freed objects still have a valid map 920 // hack to ensure that freed objects still have a valid map
953 { 921 {
954 static maptile *freed_map; // freed objects are moved here to avoid crashes 922 static maptile *freed_map; // freed objects are moved here to avoid crashes
955 923
959 927
960 freed_map->name = "/internal/freed_objects_map"; 928 freed_map->name = "/internal/freed_objects_map";
961 freed_map->width = 3; 929 freed_map->width = 3;
962 freed_map->height = 3; 930 freed_map->height = 3;
963 931
964 freed_map->allocate (); 932 freed_map->alloc ();
933 freed_map->in_memory = MAP_IN_MEMORY;
965 } 934 }
966 935
967 map = freed_map; 936 map = freed_map;
968 x = 1; 937 x = 1;
969 y = 1; 938 y = 1;
970 } 939 }
971 940
941 if (more)
942 {
943 more->destroy ();
944 more = 0;
945 }
946
947 head = 0;
948
972 // clear those pointers that likely might have circular references to us 949 // clear those pointers that likely might cause circular references
973 owner = 0; 950 owner = 0;
974 enemy = 0; 951 enemy = 0;
975 attacked_by = 0; 952 attacked_by = 0;
953 current_weapon = 0;
954}
976 955
977 // only relevant for players(?), but make sure of it anyways 956void
978 contr = 0; 957object::destroy (bool destroy_inventory)
958{
959 if (destroyed ())
960 return;
979 961
980 /* Remove object from the active list */ 962 if (destroy_inventory)
981 speed = 0; 963 destroy_inv (false);
982 update_ob_speed (this);
983 964
984 unlink (); 965 if (is_head ())
966 if (sound_destroy)
967 play_sound (sound_destroy);
968 else if (flag [FLAG_MONSTER])
969 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
985 970
986 mortals.push_back (this); 971 attachable::destroy ();
987} 972}
988 973
989/* 974/*
990 * sub_weight() recursively (outwards) subtracts a number from the 975 * sub_weight() recursively (outwards) subtracts a number from the
991 * weight of an object (and what is carried by it's environment(s)). 976 * weight of an object (and what is carried by it's environment(s)).
1007 * This function removes the object op from the linked list of objects 992 * This function removes the object op from the linked list of objects
1008 * which it is currently tied to. When this function is done, the 993 * which it is currently tied to. When this function is done, the
1009 * object will have no environment. If the object previously had an 994 * object will have no environment. If the object previously had an
1010 * environment, the x and y coordinates will be updated to 995 * environment, the x and y coordinates will be updated to
1011 * the previous environment. 996 * the previous environment.
1012 * Beware: This function is called from the editor as well!
1013 */ 997 */
1014void 998void
1015object::remove () 999object::do_remove ()
1016{ 1000{
1017 object *tmp, *last = 0; 1001 object *tmp, *last = 0;
1018 object *otmp; 1002 object *otmp;
1019 1003
1020 int check_walk_off;
1021
1022 if (QUERY_FLAG (this, FLAG_REMOVED)) 1004 if (QUERY_FLAG (this, FLAG_REMOVED))
1023 return; 1005 return;
1024 1006
1025 SET_FLAG (this, FLAG_REMOVED); 1007 SET_FLAG (this, FLAG_REMOVED);
1008 INVOKE_OBJECT (REMOVE, this);
1026 1009
1027 if (more) 1010 if (more)
1028 more->remove (); 1011 more->remove ();
1029 1012
1030 /* 1013 /*
1041 /* NO_FIX_PLAYER is set when a great many changes are being 1024 /* NO_FIX_PLAYER is set when a great many changes are being
1042 * made to players inventory. If set, avoiding the call 1025 * made to players inventory. If set, avoiding the call
1043 * to save cpu time. 1026 * to save cpu time.
1044 */ 1027 */
1045 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1028 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1046 fix_player (otmp); 1029 otmp->update_stats ();
1047 1030
1048 if (above != NULL) 1031 if (above)
1049 above->below = below; 1032 above->below = below;
1050 else 1033 else
1051 env->inv = below; 1034 env->inv = below;
1052 1035
1053 if (below != NULL) 1036 if (below)
1054 below->above = above; 1037 below->above = above;
1055 1038
1056 /* we set up values so that it could be inserted into 1039 /* we set up values so that it could be inserted into
1057 * the map, but we don't actually do that - it is up 1040 * the map, but we don't actually do that - it is up
1058 * to the caller to decide what we want to do. 1041 * to the caller to decide what we want to do.
1062 above = 0, below = 0; 1045 above = 0, below = 0;
1063 env = 0; 1046 env = 0;
1064 } 1047 }
1065 else if (map) 1048 else if (map)
1066 { 1049 {
1067 /* Re did the following section of code - it looks like it had 1050 if (type == PLAYER)
1068 * lots of logic for things we no longer care about
1069 */ 1051 {
1052 // leaving a spot always closes any open container on the ground
1053 if (container && !container->env)
1054 // this causes spurious floorbox updates, but it ensures
1055 // that the CLOSE event is being sent.
1056 close_container ();
1057
1058 --map->players;
1059 map->touch ();
1060 }
1061
1062 map->dirty = true;
1063 mapspace &ms = this->ms ();
1070 1064
1071 /* link the object above us */ 1065 /* link the object above us */
1072 if (above) 1066 if (above)
1073 above->below = below; 1067 above->below = below;
1074 else 1068 else
1075 SET_MAP_TOP (map, x, y, below); /* we were top, set new top */ 1069 ms.top = below; /* we were top, set new top */
1076 1070
1077 /* Relink the object below us, if there is one */ 1071 /* Relink the object below us, if there is one */
1078 if (below) 1072 if (below)
1079 below->above = above; 1073 below->above = above;
1080 else 1074 else
1082 /* Nothing below, which means we need to relink map object for this space 1076 /* Nothing below, which means we need to relink map object for this space
1083 * use translated coordinates in case some oddness with map tiling is 1077 * use translated coordinates in case some oddness with map tiling is
1084 * evident 1078 * evident
1085 */ 1079 */
1086 if (GET_MAP_OB (map, x, y) != this) 1080 if (GET_MAP_OB (map, x, y) != this)
1087 {
1088 char *dump = dump_object (this);
1089 LOG (llevError,
1090 "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); 1081 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 ());
1091 free (dump);
1092 dump = dump_object (GET_MAP_OB (map, x, y));
1093 LOG (llevError, "%s\n", dump);
1094 free (dump);
1095 }
1096 1082
1097 SET_MAP_OB (map, x, y, above); /* goes on above it. */ 1083 ms.bot = above; /* goes on above it. */
1098 } 1084 }
1099 1085
1100 above = 0; 1086 above = 0;
1101 below = 0; 1087 below = 0;
1102 1088
1103 if (map->in_memory == MAP_SAVING) 1089 if (map->in_memory == MAP_SAVING)
1104 return; 1090 return;
1105 1091
1106 check_walk_off = !QUERY_FLAG (this, FLAG_NO_APPLY); 1092 int check_walk_off = !flag [FLAG_NO_APPLY];
1107 1093
1094 if (object *pl = ms.player ())
1095 {
1096 if (pl->container == this)
1097 /* If a container that the player is currently using somehow gets
1098 * removed (most likely destroyed), update the player view
1099 * appropriately.
1100 */
1101 pl->close_container ();
1102
1103 pl->contr->ns->floorbox_update ();
1104 }
1105
1108 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) 1106 for (tmp = ms.bot; tmp; tmp = tmp->above)
1109 { 1107 {
1110 /* No point updating the players look faces if he is the object 1108 /* No point updating the players look faces if he is the object
1111 * being removed. 1109 * being removed.
1112 */ 1110 */
1113 1111
1114 if (tmp->type == PLAYER && tmp != this)
1115 {
1116 /* If a container that the player is currently using somehow gets
1117 * removed (most likely destroyed), update the player view
1118 * appropriately.
1119 */
1120 if (tmp->container == this)
1121 {
1122 CLEAR_FLAG (this, FLAG_APPLIED);
1123 tmp->container = 0;
1124 }
1125
1126 tmp->contr->socket->floorbox_update ();
1127 }
1128
1129 /* See if player moving off should effect something */ 1112 /* See if object moving off should effect something */
1130 if (check_walk_off 1113 if (check_walk_off
1131 && ((move_type & tmp->move_off) 1114 && ((move_type & tmp->move_off)
1132 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1115 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1133 { 1116 {
1134 move_apply (tmp, this, 0); 1117 move_apply (tmp, this, 0);
1135 1118
1136 if (destroyed ()) 1119 if (destroyed ())
1137 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1120 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1138 } 1121 }
1139 1122
1140 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1141
1142 if (tmp->above == tmp)
1143 tmp->above = 0;
1144
1145 last = tmp; 1123 last = tmp;
1146 } 1124 }
1147 1125
1148 /* last == NULL of there are no objects on this space */ 1126 /* last == NULL if there are no objects on this space */
1127 //TODO: this makes little sense, why only update the topmost object?
1149 if (!last) 1128 if (!last)
1150 { 1129 map->at (x, y).flags_ = 0;
1151 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1152 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1153 * those out anyways, and if there are any flags set right now, they won't
1154 * be correct anyways.
1155 */
1156 SET_MAP_FLAGS (map, x, y, P_NEED_UPDATE);
1157 update_position (map, x, y);
1158 }
1159 else 1130 else
1160 update_object (last, UP_OBJ_REMOVE); 1131 update_object (last, UP_OBJ_REMOVE);
1161 1132
1162 if (QUERY_FLAG (this, FLAG_BLOCKSVIEW) || glow_radius) 1133 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1163 update_all_los (map, x, y); 1134 update_all_los (map, x, y);
1164 } 1135 }
1165} 1136}
1166 1137
1167/* 1138/*
1176merge_ob (object *op, object *top) 1147merge_ob (object *op, object *top)
1177{ 1148{
1178 if (!op->nrof) 1149 if (!op->nrof)
1179 return 0; 1150 return 0;
1180 1151
1181 if (top == NULL) 1152 if (top)
1182 for (top = op; top != NULL && top->above != NULL; top = top->above); 1153 for (top = op; top && top->above; top = top->above)
1154 ;
1183 1155
1184 for (; top != NULL; top = top->below) 1156 for (; top; top = top->below)
1185 { 1157 {
1186 if (top == op) 1158 if (top == op)
1187 continue; 1159 continue;
1188 1160
1189 if (object::can_merge (op, top)) 1161 if (object::can_merge (op, top))
1198 } 1170 }
1199 1171
1200 return 0; 1172 return 0;
1201} 1173}
1202 1174
1175void
1176object::expand_tail ()
1177{
1178 if (more)
1179 return;
1180
1181 object *prev = this;
1182
1183 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1184 {
1185 object *op = arch_to_object (at);
1186
1187 op->name = name;
1188 op->name_pl = name_pl;
1189 op->title = title;
1190
1191 op->head = this;
1192 prev->more = op;
1193
1194 prev = op;
1195 }
1196}
1197
1203/* 1198/*
1204 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1199 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1205 * job preparing multi-part monsters 1200 * job preparing multi-part monsters.
1206 */ 1201 */
1207object * 1202object *
1208insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1203insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1209{ 1204{
1210 object *tmp;
1211
1212 if (op->head)
1213 op = op->head;
1214
1215 for (tmp = op; tmp; tmp = tmp->more) 1205 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1216 { 1206 {
1217 tmp->x = x + tmp->arch->clone.x; 1207 tmp->x = x + tmp->arch->x;
1218 tmp->y = y + tmp->arch->clone.y; 1208 tmp->y = y + tmp->arch->y;
1219 } 1209 }
1220 1210
1221 return insert_ob_in_map (op, m, originator, flag); 1211 return insert_ob_in_map (op, m, originator, flag);
1222} 1212}
1223 1213
1239 * Return value: 1229 * Return value:
1240 * new object if 'op' was merged with other object 1230 * new object if 'op' was merged with other object
1241 * NULL if 'op' was destroyed 1231 * NULL if 'op' was destroyed
1242 * just 'op' otherwise 1232 * just 'op' otherwise
1243 */ 1233 */
1244
1245object * 1234object *
1246insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1235insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1247{ 1236{
1237 assert (!op->flag [FLAG_FREED]);
1238
1248 object *tmp, *top, *floor = NULL; 1239 object *top, *floor = NULL;
1249 sint16 x, y;
1250 1240
1251 if (QUERY_FLAG (op, FLAG_FREED)) 1241 op->remove ();
1252 {
1253 LOG (llevError, "Trying to insert freed object!\n");
1254 return NULL;
1255 }
1256 1242
1257 if (m == NULL) 1243#if 0
1258 { 1244 if (!m->active != !op->active)
1259 char *dump = dump_object (op); 1245 if (m->active)
1260 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump); 1246 op->activate_recursive ();
1261 free (dump); 1247 else
1262 return op; 1248 op->deactivate_recursive ();
1263 } 1249#endif
1264 1250
1265 if (out_of_map (m, op->x, op->y)) 1251 if (out_of_map (m, op->x, op->y))
1266 { 1252 {
1267 char *dump = dump_object (op);
1268 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump); 1253 LOG (llevError, "Trying to insert object outside the map.\n%s\n", op->debug_desc ());
1269#ifdef MANY_CORES 1254#ifdef MANY_CORES
1270 /* Better to catch this here, as otherwise the next use of this object 1255 /* Better to catch this here, as otherwise the next use of this object
1271 * is likely to cause a crash. Better to find out where it is getting 1256 * is likely to cause a crash. Better to find out where it is getting
1272 * improperly inserted. 1257 * improperly inserted.
1273 */ 1258 */
1274 abort (); 1259 abort ();
1275#endif 1260#endif
1276 free (dump);
1277 return op; 1261 return op;
1278 } 1262 }
1279 1263
1280 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1264 if (object *more = op->more)
1281 { 1265 if (!insert_ob_in_map (more, m, originator, flag))
1282 char *dump = dump_object (op);
1283 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1284 free (dump);
1285 return op; 1266 return 0;
1286 }
1287
1288 if (op->more != NULL)
1289 {
1290 /* The part may be on a different map. */
1291
1292 object *more = op->more;
1293
1294 /* We really need the caller to normalize coordinates - if
1295 * we set the map, that doesn't work if the location is within
1296 * a map and this is straddling an edge. So only if coordinate
1297 * is clear wrong do we normalize it.
1298 */
1299 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1300 more->map = get_map_from_coord (m, &more->x, &more->y);
1301 else if (!more->map)
1302 {
1303 /* For backwards compatibility - when not dealing with tiled maps,
1304 * more->map should always point to the parent.
1305 */
1306 more->map = m;
1307 }
1308
1309 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1310 {
1311 if (!op->head)
1312 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1313
1314 return NULL;
1315 }
1316 }
1317 1267
1318 CLEAR_FLAG (op, FLAG_REMOVED); 1268 CLEAR_FLAG (op, FLAG_REMOVED);
1319 1269
1320 /* Ideally, the caller figures this out. However, it complicates a lot 1270 /* Ideally, the caller figures this out. However, it complicates a lot
1321 * of areas of callers (eg, anything that uses find_free_spot would now 1271 * of areas of callers (eg, anything that uses find_free_spot would now
1322 * need extra work 1272 * need extra work
1323 */ 1273 */
1324 op->map = get_map_from_coord (m, &op->x, &op->y); 1274 if (!xy_normalise (m, op->x, op->y))
1325 x = op->x; 1275 return 0;
1326 y = op->y; 1276
1277 op->map = m;
1278 mapspace &ms = op->ms ();
1327 1279
1328 /* this has to be done after we translate the coordinates. 1280 /* this has to be done after we translate the coordinates.
1329 */ 1281 */
1330 if (op->nrof && !(flag & INS_NO_MERGE)) 1282 if (op->nrof && !(flag & INS_NO_MERGE))
1331 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1283 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1332 if (object::can_merge (op, tmp)) 1284 if (object::can_merge (op, tmp))
1333 { 1285 {
1334 op->nrof += tmp->nrof; 1286 op->nrof += tmp->nrof;
1335 tmp->destroy (); 1287 tmp->destroy ();
1336 } 1288 }
1353 op->below = originator->below; 1305 op->below = originator->below;
1354 1306
1355 if (op->below) 1307 if (op->below)
1356 op->below->above = op; 1308 op->below->above = op;
1357 else 1309 else
1358 SET_MAP_OB (op->map, op->x, op->y, op); 1310 ms.bot = op;
1359 1311
1360 /* since *below* originator, no need to update top */ 1312 /* since *below* originator, no need to update top */
1361 originator->below = op; 1313 originator->below = op;
1362 } 1314 }
1363 else 1315 else
1364 { 1316 {
1317 top = ms.bot;
1318
1365 /* If there are other objects, then */ 1319 /* If there are other objects, then */
1366 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1320 if ((!(flag & INS_MAP_LOAD)) && top)
1367 { 1321 {
1368 object *last = NULL; 1322 object *last = 0;
1369 1323
1370 /* 1324 /*
1371 * If there are multiple objects on this space, we do some trickier handling. 1325 * If there are multiple objects on this space, we do some trickier handling.
1372 * We've already dealt with merging if appropriate. 1326 * We've already dealt with merging if appropriate.
1373 * Generally, we want to put the new object on top. But if 1327 * Generally, we want to put the new object on top. But if
1377 * once we get to them. This reduces the need to traverse over all of 1331 * once we get to them. This reduces the need to traverse over all of
1378 * them when adding another one - this saves quite a bit of cpu time 1332 * them when adding another one - this saves quite a bit of cpu time
1379 * when lots of spells are cast in one area. Currently, it is presumed 1333 * when lots of spells are cast in one area. Currently, it is presumed
1380 * that flying non pickable objects are spell objects. 1334 * that flying non pickable objects are spell objects.
1381 */ 1335 */
1382 1336 for (top = ms.bot; top; top = top->above)
1383 while (top != NULL)
1384 { 1337 {
1385 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1338 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1386 floor = top; 1339 floor = top;
1387 1340
1388 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1341 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1391 top = top->below; 1344 top = top->below;
1392 break; 1345 break;
1393 } 1346 }
1394 1347
1395 last = top; 1348 last = top;
1396 top = top->above;
1397 } 1349 }
1398 1350
1399 /* Don't want top to be NULL, so set it to the last valid object */ 1351 /* Don't want top to be NULL, so set it to the last valid object */
1400 top = last; 1352 top = last;
1401 1353
1403 * looks like instead of lots of conditions here. 1355 * looks like instead of lots of conditions here.
1404 * makes things faster, and effectively the same result. 1356 * makes things faster, and effectively the same result.
1405 */ 1357 */
1406 1358
1407 /* Have object 'fall below' other objects that block view. 1359 /* Have object 'fall below' other objects that block view.
1408 * Unless those objects are exits, type 66 1360 * Unless those objects are exits.
1409 * If INS_ON_TOP is used, don't do this processing 1361 * If INS_ON_TOP is used, don't do this processing
1410 * Need to find the object that in fact blocks view, otherwise 1362 * Need to find the object that in fact blocks view, otherwise
1411 * stacking is a bit odd. 1363 * stacking is a bit odd.
1412 */ 1364 */
1413 if (!(flag & INS_ON_TOP) && 1365 if (!(flag & INS_ON_TOP)
1414 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1366 && ms.flags () & P_BLOCKSVIEW
1367 && (op->face && !faces [op->face].visibility))
1415 { 1368 {
1416 for (last = top; last != floor; last = last->below) 1369 for (last = top; last != floor; last = last->below)
1417 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1370 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1418 break; 1371 break;
1372
1419 /* Check to see if we found the object that blocks view, 1373 /* Check to see if we found the object that blocks view,
1420 * and make sure we have a below pointer for it so that 1374 * and make sure we have a below pointer for it so that
1421 * we can get inserted below this one, which requires we 1375 * we can get inserted below this one, which requires we
1422 * set top to the object below us. 1376 * set top to the object below us.
1423 */ 1377 */
1424 if (last && last->below && last != floor) 1378 if (last && last->below && last != floor)
1425 top = last->below; 1379 top = last->below;
1426 } 1380 }
1427 } /* If objects on this space */ 1381 } /* If objects on this space */
1428
1429 if (flag & INS_MAP_LOAD) 1382 if (flag & INS_MAP_LOAD)
1430 top = GET_MAP_TOP (op->map, op->x, op->y); 1383 top = ms.top;
1431 1384
1432 if (flag & INS_ABOVE_FLOOR_ONLY) 1385 if (flag & INS_ABOVE_FLOOR_ONLY)
1433 top = floor; 1386 top = floor;
1434 1387
1435 /* Top is the object that our object (op) is going to get inserted above. 1388 /* Top is the object that our object (op) is going to get inserted above.
1436 */ 1389 */
1437 1390
1438 /* First object on this space */ 1391 /* First object on this space */
1439 if (!top) 1392 if (!top)
1440 { 1393 {
1441 op->above = GET_MAP_OB (op->map, op->x, op->y); 1394 op->above = ms.bot;
1442 1395
1443 if (op->above) 1396 if (op->above)
1444 op->above->below = op; 1397 op->above->below = op;
1445 1398
1446 op->below = NULL; 1399 op->below = 0;
1447 SET_MAP_OB (op->map, op->x, op->y, op); 1400 ms.bot = op;
1448 } 1401 }
1449 else 1402 else
1450 { /* get inserted into the stack above top */ 1403 { /* get inserted into the stack above top */
1451 op->above = top->above; 1404 op->above = top->above;
1452 1405
1455 1408
1456 op->below = top; 1409 op->below = top;
1457 top->above = op; 1410 top->above = op;
1458 } 1411 }
1459 1412
1460 if (op->above == NULL) 1413 if (!op->above)
1461 SET_MAP_TOP (op->map, op->x, op->y, op); 1414 ms.top = op;
1462 } /* else not INS_BELOW_ORIGINATOR */ 1415 } /* else not INS_BELOW_ORIGINATOR */
1463 1416
1464 if (op->type == PLAYER) 1417 if (op->type == PLAYER)
1418 {
1465 op->contr->do_los = 1; 1419 op->contr->do_los = 1;
1420 ++op->map->players;
1421 op->map->touch ();
1422 }
1423
1424 op->map->dirty = true;
1466 1425
1467 /* If we have a floor, we know the player, if any, will be above 1426 /* If we have a floor, we know the player, if any, will be above
1468 * it, so save a few ticks and start from there. 1427 * it, so save a few ticks and start from there.
1469 */ 1428 */
1470 if (!(flag & INS_MAP_LOAD)) 1429 if (!(flag & INS_MAP_LOAD))
1471 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1430 if (object *pl = ms.player ())
1472 if (tmp->type == PLAYER)
1473 tmp->contr->socket->floorbox_update (); 1431 pl->contr->ns->floorbox_update ();
1474 1432
1475 /* If this object glows, it may affect lighting conditions that are 1433 /* If this object glows, it may affect lighting conditions that are
1476 * visible to others on this map. But update_all_los is really 1434 * visible to others on this map. But update_all_los is really
1477 * an inefficient way to do this, as it means los for all players 1435 * an inefficient way to do this, as it means los for all players
1478 * on the map will get recalculated. The players could very well 1436 * on the map will get recalculated. The players could very well
1479 * be far away from this change and not affected in any way - 1437 * be far away from this change and not affected in any way -
1480 * this should get redone to only look for players within range, 1438 * this should get redone to only look for players within range,
1481 * or just updating the P_NEED_UPDATE for spaces within this area 1439 * or just updating the P_UPTODATE for spaces within this area
1482 * of effect may be sufficient. 1440 * of effect may be sufficient.
1483 */ 1441 */
1484 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1442 if (op->map->darkness && (op->glow_radius != 0))
1485 update_all_los (op->map, op->x, op->y); 1443 update_all_los (op->map, op->x, op->y);
1486 1444
1487 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1445 /* updates flags (blocked, alive, no magic, etc) for this map space */
1488 update_object (op, UP_OBJ_INSERT); 1446 update_object (op, UP_OBJ_INSERT);
1447
1448 INVOKE_OBJECT (INSERT, op);
1489 1449
1490 /* Don't know if moving this to the end will break anything. However, 1450 /* Don't know if moving this to the end will break anything. However,
1491 * we want to have floorbox_update called before calling this. 1451 * we want to have floorbox_update called before calling this.
1492 * 1452 *
1493 * check_move_on() must be after this because code called from 1453 * check_move_on() must be after this because code called from
1495 * blocked() and wall() work properly), and these flags are updated by 1455 * blocked() and wall() work properly), and these flags are updated by
1496 * update_object(). 1456 * update_object().
1497 */ 1457 */
1498 1458
1499 /* if this is not the head or flag has been passed, don't check walk on status */ 1459 /* if this is not the head or flag has been passed, don't check walk on status */
1500 if (!(flag & INS_NO_WALK_ON) && !op->head) 1460 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1501 { 1461 {
1502 if (check_move_on (op, originator)) 1462 if (check_move_on (op, originator))
1503 return NULL; 1463 return 0;
1504 1464
1505 /* If we are a multi part object, lets work our way through the check 1465 /* If we are a multi part object, lets work our way through the check
1506 * walk on's. 1466 * walk on's.
1507 */ 1467 */
1508 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1468 for (object *tmp = op->more; tmp; tmp = tmp->more)
1509 if (check_move_on (tmp, originator)) 1469 if (check_move_on (tmp, originator))
1510 return NULL; 1470 return 0;
1511 } 1471 }
1512 1472
1513 return op; 1473 return op;
1514} 1474}
1515 1475
1516/* this function inserts an object in the map, but if it 1476/* this function inserts an object in the map, but if it
1517 * finds an object of its own type, it'll remove that one first. 1477 * finds an object of its own type, it'll remove that one first.
1518 * op is the object to insert it under: supplies x and the map. 1478 * op is the object to insert it under: supplies x and the map.
1519 */ 1479 */
1520void 1480void
1521replace_insert_ob_in_map (const char *arch_string, object *op) 1481replace_insert_ob_in_map (const char *arch_string, object *op)
1522{ 1482{
1523 object * 1483 object *tmp, *tmp1;
1524 tmp;
1525 object *
1526 tmp1;
1527 1484
1528 /* first search for itself and remove any old instances */ 1485 /* first search for itself and remove any old instances */
1529 1486
1530 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1487 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1531 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1488 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1532 tmp->destroy (); 1489 tmp->destroy ();
1533 1490
1534 tmp1 = arch_to_object (archetype::find (arch_string)); 1491 tmp1 = arch_to_object (archetype::find (arch_string));
1535 1492
1536 tmp1->x = op->x; 1493 tmp1->x = op->x;
1537 tmp1->y = op->y; 1494 tmp1->y = op->y;
1538 insert_ob_in_map (tmp1, op->map, op, 0); 1495 insert_ob_in_map (tmp1, op->map, op, 0);
1496}
1497
1498object *
1499object::insert_at (object *where, object *originator, int flags)
1500{
1501 return where->map->insert (this, where->x, where->y, originator, flags);
1539} 1502}
1540 1503
1541/* 1504/*
1542 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1505 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1543 * is returned contains nr objects, and the remaining parts contains 1506 * is returned contains nr objects, and the remaining parts contains
1544 * the rest (or is removed and freed if that number is 0). 1507 * the rest (or is removed and freed if that number is 0).
1545 * On failure, NULL is returned, and the reason put into the 1508 * On failure, NULL is returned, and the reason put into the
1546 * global static errmsg array. 1509 * global static errmsg array.
1547 */ 1510 */
1548
1549object * 1511object *
1550get_split_ob (object *orig_ob, uint32 nr) 1512get_split_ob (object *orig_ob, uint32 nr)
1551{ 1513{
1552 object *newob; 1514 object *newob;
1553 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1515 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1584 * the amount of an object. If the amount reaches 0, the object 1546 * the amount of an object. If the amount reaches 0, the object
1585 * is subsequently removed and freed. 1547 * is subsequently removed and freed.
1586 * 1548 *
1587 * Return value: 'op' if something is left, NULL if the amount reached 0 1549 * Return value: 'op' if something is left, NULL if the amount reached 0
1588 */ 1550 */
1589
1590object * 1551object *
1591decrease_ob_nr (object *op, uint32 i) 1552decrease_ob_nr (object *op, uint32 i)
1592{ 1553{
1593 object *tmp; 1554 object *tmp;
1594 player *pl;
1595 1555
1596 if (i == 0) /* objects with op->nrof require this check */ 1556 if (i == 0) /* objects with op->nrof require this check */
1597 return op; 1557 return op;
1598 1558
1599 if (i > op->nrof) 1559 if (i > op->nrof)
1612 * IMO, searching through all the players will mostly 1572 * IMO, searching through all the players will mostly
1613 * likely be quicker than following op->env to the map, 1573 * likely be quicker than following op->env to the map,
1614 * and then searching the map for a player. 1574 * and then searching the map for a player.
1615 */ 1575 */
1616 if (!tmp) 1576 if (!tmp)
1617 { 1577 for_all_players (pl)
1618 for (pl = first_player; pl; pl = pl->next)
1619 if (pl->ob->container == op->env) 1578 if (pl->ob->container == op->env)
1620 { 1579 {
1621 tmp = pl->ob; 1580 tmp = pl->ob;
1622 break; 1581 break;
1623 } 1582 }
1624 }
1625 1583
1626 if (i < op->nrof) 1584 if (i < op->nrof)
1627 { 1585 {
1628 sub_weight (op->env, op->weight * i); 1586 sub_weight (op->env, op->weight * i);
1629 op->nrof -= i; 1587 op->nrof -= i;
1672 1630
1673/* 1631/*
1674 * add_weight(object, weight) adds the specified weight to an object, 1632 * add_weight(object, weight) adds the specified weight to an object,
1675 * and also updates how much the environment(s) is/are carrying. 1633 * and also updates how much the environment(s) is/are carrying.
1676 */ 1634 */
1677
1678void 1635void
1679add_weight (object *op, signed long weight) 1636add_weight (object *op, signed long weight)
1680{ 1637{
1681 while (op != NULL) 1638 while (op != NULL)
1682 { 1639 {
1697 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1654 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1698 free (dump); 1655 free (dump);
1699 return op; 1656 return op;
1700 } 1657 }
1701 1658
1702 if (where->head) 1659 if (where->head_ () != where)
1703 { 1660 {
1704 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n"); 1661 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1705 where = where->head; 1662 where = where->head;
1706 } 1663 }
1707 1664
1708 return where->insert (op); 1665 return where->insert (op);
1709} 1666}
1714 * inside the object environment. 1671 * inside the object environment.
1715 * 1672 *
1716 * The function returns now pointer to inserted item, and return value can 1673 * The function returns now pointer to inserted item, and return value can
1717 * be != op, if items are merged. -Tero 1674 * be != op, if items are merged. -Tero
1718 */ 1675 */
1719
1720object * 1676object *
1721object::insert (object *op) 1677object::insert (object *op)
1722{ 1678{
1723 object *tmp, *otmp; 1679 object *tmp, *otmp;
1724 1680
1765 add_weight (this, (op->weight + op->carrying)); 1721 add_weight (this, (op->weight + op->carrying));
1766 1722
1767 otmp = this->in_player (); 1723 otmp = this->in_player ();
1768 if (otmp && otmp->contr) 1724 if (otmp && otmp->contr)
1769 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1725 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1770 fix_player (otmp); 1726 otmp->update_stats ();
1771 1727
1772 op->map = 0; 1728 op->map = 0;
1773 op->env = this; 1729 op->env = this;
1774 op->above = 0; 1730 op->above = 0;
1775 op->below = 0; 1731 op->below = 0;
1779 if ((op->glow_radius != 0) && map) 1735 if ((op->glow_radius != 0) && map)
1780 { 1736 {
1781#ifdef DEBUG_LIGHTS 1737#ifdef DEBUG_LIGHTS
1782 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1738 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1783#endif /* DEBUG_LIGHTS */ 1739#endif /* DEBUG_LIGHTS */
1784 if (MAP_DARKNESS (map)) 1740 if (map->darkness)
1785 update_all_los (map, x, y); 1741 update_all_los (map, x, y);
1786 } 1742 }
1787 1743
1788 /* Client has no idea of ordering so lets not bother ordering it here. 1744 /* Client has no idea of ordering so lets not bother ordering it here.
1789 * It sure simplifies this function... 1745 * It sure simplifies this function...
1794 { 1750 {
1795 op->below = inv; 1751 op->below = inv;
1796 op->below->above = op; 1752 op->below->above = op;
1797 inv = op; 1753 inv = op;
1798 } 1754 }
1755
1756 INVOKE_OBJECT (INSERT, this);
1799 1757
1800 return op; 1758 return op;
1801} 1759}
1802 1760
1803/* 1761/*
1818 * 1776 *
1819 * MSW 2001-07-08: Check all objects on space, not just those below 1777 * MSW 2001-07-08: Check all objects on space, not just those below
1820 * object being inserted. insert_ob_in_map may not put new objects 1778 * object being inserted. insert_ob_in_map may not put new objects
1821 * on top. 1779 * on top.
1822 */ 1780 */
1823
1824int 1781int
1825check_move_on (object *op, object *originator) 1782check_move_on (object *op, object *originator)
1826{ 1783{
1827 object *tmp; 1784 object *tmp;
1828 maptile *m = op->map; 1785 maptile *m = op->map;
1855 1812
1856 /* The objects have to be checked from top to bottom. 1813 /* The objects have to be checked from top to bottom.
1857 * Hence, we first go to the top: 1814 * Hence, we first go to the top:
1858 */ 1815 */
1859 1816
1860 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1817 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1861 { 1818 {
1862 /* Trim the search when we find the first other spell effect 1819 /* Trim the search when we find the first other spell effect
1863 * this helps performance so that if a space has 50 spell objects, 1820 * this helps performance so that if a space has 50 spell objects,
1864 * we don't need to check all of them. 1821 * we don't need to check all of them.
1865 */ 1822 */
1883 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1840 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1884 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1841 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1885 { 1842 {
1886 1843
1887 float 1844 float
1888 diff = tmp->move_slow_penalty * FABS (op->speed); 1845 diff = tmp->move_slow_penalty * fabs (op->speed);
1889 1846
1890 if (op->type == PLAYER) 1847 if (op->type == PLAYER)
1891 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1848 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1892 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1849 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1893 diff /= 4.0; 1850 diff /= 4.0;
1920/* 1877/*
1921 * present_arch(arch, map, x, y) searches for any objects with 1878 * present_arch(arch, map, x, y) searches for any objects with
1922 * a matching archetype at the given map and coordinates. 1879 * a matching archetype at the given map and coordinates.
1923 * The first matching object is returned, or NULL if none. 1880 * The first matching object is returned, or NULL if none.
1924 */ 1881 */
1925
1926object * 1882object *
1927present_arch (const archetype *at, maptile *m, int x, int y) 1883present_arch (const archetype *at, maptile *m, int x, int y)
1928{ 1884{
1929 object *
1930 tmp;
1931
1932 if (m == NULL || out_of_map (m, x, y)) 1885 if (!m || out_of_map (m, x, y))
1933 { 1886 {
1934 LOG (llevError, "Present_arch called outside map.\n"); 1887 LOG (llevError, "Present_arch called outside map.\n");
1935 return NULL; 1888 return NULL;
1936 } 1889 }
1937 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1890
1891 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1938 if (tmp->arch == at) 1892 if (tmp->arch == at)
1939 return tmp; 1893 return tmp;
1894
1940 return NULL; 1895 return NULL;
1941} 1896}
1942 1897
1943/* 1898/*
1944 * present(type, map, x, y) searches for any objects with 1899 * present(type, map, x, y) searches for any objects with
1945 * a matching type variable at the given map and coordinates. 1900 * a matching type variable at the given map and coordinates.
1946 * The first matching object is returned, or NULL if none. 1901 * The first matching object is returned, or NULL if none.
1947 */ 1902 */
1948
1949object * 1903object *
1950present (unsigned char type, maptile *m, int x, int y) 1904present (unsigned char type, maptile *m, int x, int y)
1951{ 1905{
1952 object *
1953 tmp;
1954
1955 if (out_of_map (m, x, y)) 1906 if (out_of_map (m, x, y))
1956 { 1907 {
1957 LOG (llevError, "Present called outside map.\n"); 1908 LOG (llevError, "Present called outside map.\n");
1958 return NULL; 1909 return NULL;
1959 } 1910 }
1960 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1911
1912 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1961 if (tmp->type == type) 1913 if (tmp->type == type)
1962 return tmp; 1914 return tmp;
1915
1963 return NULL; 1916 return NULL;
1964} 1917}
1965 1918
1966/* 1919/*
1967 * present_in_ob(type, object) searches for any objects with 1920 * present_in_ob(type, object) searches for any objects with
1968 * a matching type variable in the inventory of the given object. 1921 * a matching type variable in the inventory of the given object.
1969 * The first matching object is returned, or NULL if none. 1922 * The first matching object is returned, or NULL if none.
1970 */ 1923 */
1971
1972object * 1924object *
1973present_in_ob (unsigned char type, const object *op) 1925present_in_ob (unsigned char type, const object *op)
1974{ 1926{
1975 object *
1976 tmp;
1977
1978 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1927 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1979 if (tmp->type == type) 1928 if (tmp->type == type)
1980 return tmp; 1929 return tmp;
1930
1981 return NULL; 1931 return NULL;
1982} 1932}
1983 1933
1984/* 1934/*
1985 * present_in_ob (type, str, object) searches for any objects with 1935 * present_in_ob (type, str, object) searches for any objects with
1993 * str is the string to match against. Note that we match against 1943 * str is the string to match against. Note that we match against
1994 * the object name, not the archetype name. this is so that the 1944 * the object name, not the archetype name. this is so that the
1995 * spell code can use one object type (force), but change it's name 1945 * spell code can use one object type (force), but change it's name
1996 * to be unique. 1946 * to be unique.
1997 */ 1947 */
1998
1999object * 1948object *
2000present_in_ob_by_name (int type, const char *str, const object *op) 1949present_in_ob_by_name (int type, const char *str, const object *op)
2001{ 1950{
2002 object *
2003 tmp;
2004
2005 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1951 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2006 {
2007 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1952 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2008 return tmp; 1953 return tmp;
2009 } 1954
2010 return NULL; 1955 return 0;
2011} 1956}
2012 1957
2013/* 1958/*
2014 * present_arch_in_ob(archetype, object) searches for any objects with 1959 * present_arch_in_ob(archetype, object) searches for any objects with
2015 * a matching archetype in the inventory of the given object. 1960 * a matching archetype in the inventory of the given object.
2016 * The first matching object is returned, or NULL if none. 1961 * The first matching object is returned, or NULL if none.
2017 */ 1962 */
2018
2019object * 1963object *
2020present_arch_in_ob (const archetype *at, const object *op) 1964present_arch_in_ob (const archetype *at, const object *op)
2021{ 1965{
2022 object *
2023 tmp;
2024
2025 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1966 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2026 if (tmp->arch == at) 1967 if (tmp->arch == at)
2027 return tmp; 1968 return tmp;
1969
2028 return NULL; 1970 return NULL;
2029} 1971}
2030 1972
2031/* 1973/*
2032 * activate recursively a flag on an object inventory 1974 * activate recursively a flag on an object inventory
2033 */ 1975 */
2034void 1976void
2035flag_inv (object *op, int flag) 1977flag_inv (object *op, int flag)
2036{ 1978{
2037 object *
2038 tmp;
2039
2040 if (op->inv) 1979 if (op->inv)
2041 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1980 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2042 { 1981 {
2043 SET_FLAG (tmp, flag); 1982 SET_FLAG (tmp, flag);
2044 flag_inv (tmp, flag); 1983 flag_inv (tmp, flag);
2045 } 1984 }
2046} /* 1985}
1986
1987/*
2047 * desactivate recursively a flag on an object inventory 1988 * deactivate recursively a flag on an object inventory
2048 */ 1989 */
2049void 1990void
2050unflag_inv (object *op, int flag) 1991unflag_inv (object *op, int flag)
2051{ 1992{
2052 object *
2053 tmp;
2054
2055 if (op->inv) 1993 if (op->inv)
2056 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1994 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2057 { 1995 {
2058 CLEAR_FLAG (tmp, flag); 1996 CLEAR_FLAG (tmp, flag);
2059 unflag_inv (tmp, flag); 1997 unflag_inv (tmp, flag);
2060 } 1998 }
2061}
2062
2063/*
2064 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2065 * all it's inventory (recursively).
2066 * If checksums are used, a player will get set_cheat called for
2067 * him/her-self and all object carried by a call to this function.
2068 */
2069
2070void
2071set_cheat (object *op)
2072{
2073 SET_FLAG (op, FLAG_WAS_WIZ);
2074 flag_inv (op, FLAG_WAS_WIZ);
2075} 1999}
2076 2000
2077/* 2001/*
2078 * find_free_spot(object, map, x, y, start, stop) will search for 2002 * find_free_spot(object, map, x, y, start, stop) will search for
2079 * a spot at the given map and coordinates which will be able to contain 2003 * a spot at the given map and coordinates which will be able to contain
2093 * because arch_blocked (now ob_blocked) needs to know the movement type 2017 * because arch_blocked (now ob_blocked) needs to know the movement type
2094 * to know if the space in question will block the object. We can't use 2018 * to know if the space in question will block the object. We can't use
2095 * the archetype because that isn't correct if the monster has been 2019 * the archetype because that isn't correct if the monster has been
2096 * customized, changed states, etc. 2020 * customized, changed states, etc.
2097 */ 2021 */
2098
2099int 2022int
2100find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 2023find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2101{ 2024{
2102 int
2103 i,
2104 index = 0, flag; 2025 int index = 0, flag;
2105 static int
2106 altern[SIZEOFFREE]; 2026 int altern[SIZEOFFREE];
2107 2027
2108 for (i = start; i < stop; i++) 2028 for (int i = start; i < stop; i++)
2109 { 2029 {
2110 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2030 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2111 if (!flag) 2031 if (!flag)
2112 altern[index++] = i; 2032 altern [index++] = i;
2113 2033
2114 /* Basically, if we find a wall on a space, we cut down the search size. 2034 /* Basically, if we find a wall on a space, we cut down the search size.
2115 * In this way, we won't return spaces that are on another side of a wall. 2035 * In this way, we won't return spaces that are on another side of a wall.
2116 * This mostly work, but it cuts down the search size in all directions - 2036 * This mostly work, but it cuts down the search size in all directions -
2117 * if the space being examined only has a wall to the north and empty 2037 * if the space being examined only has a wall to the north and empty
2124 } 2044 }
2125 2045
2126 if (!index) 2046 if (!index)
2127 return -1; 2047 return -1;
2128 2048
2129 return altern[RANDOM () % index]; 2049 return altern [rndm (index)];
2130} 2050}
2131 2051
2132/* 2052/*
2133 * find_first_free_spot(archetype, maptile, x, y) works like 2053 * find_first_free_spot(archetype, maptile, x, y) works like
2134 * find_free_spot(), but it will search max number of squares. 2054 * find_free_spot(), but it will search max number of squares.
2135 * But it will return the first available spot, not a random choice. 2055 * But it will return the first available spot, not a random choice.
2136 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2056 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2137 */ 2057 */
2138
2139int 2058int
2140find_first_free_spot (const object *ob, maptile *m, int x, int y) 2059find_first_free_spot (const object *ob, maptile *m, int x, int y)
2141{ 2060{
2142 int
2143 i;
2144
2145 for (i = 0; i < SIZEOFFREE; i++) 2061 for (int i = 0; i < SIZEOFFREE; i++)
2146 {
2147 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2062 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2148 return i; 2063 return i;
2149 } 2064
2150 return -1; 2065 return -1;
2151} 2066}
2152 2067
2153/* 2068/*
2154 * The function permute(arr, begin, end) randomly reorders the array 2069 * The function permute(arr, begin, end) randomly reorders the array
2155 * arr[begin..end-1]. 2070 * arr[begin..end-1].
2071 * now uses a fisher-yates shuffle, old permute was broken
2156 */ 2072 */
2157static void 2073static void
2158permute (int *arr, int begin, int end) 2074permute (int *arr, int begin, int end)
2159{ 2075{
2160 int 2076 arr += begin;
2161 i,
2162 j,
2163 tmp,
2164 len;
2165
2166 len = end - begin; 2077 end -= begin;
2167 for (i = begin; i < end; i++)
2168 {
2169 j = begin + RANDOM () % len;
2170 2078
2171 tmp = arr[i]; 2079 while (--end)
2172 arr[i] = arr[j]; 2080 swap (arr [end], arr [rndm (end + 1)]);
2173 arr[j] = tmp;
2174 }
2175} 2081}
2176 2082
2177/* new function to make monster searching more efficient, and effective! 2083/* new function to make monster searching more efficient, and effective!
2178 * This basically returns a randomized array (in the passed pointer) of 2084 * This basically returns a randomized array (in the passed pointer) of
2179 * the spaces to find monsters. In this way, it won't always look for 2085 * the spaces to find monsters. In this way, it won't always look for
2182 * the 3x3 area will be searched, just not in a predictable order. 2088 * the 3x3 area will be searched, just not in a predictable order.
2183 */ 2089 */
2184void 2090void
2185get_search_arr (int *search_arr) 2091get_search_arr (int *search_arr)
2186{ 2092{
2187 int 2093 int i;
2188 i;
2189 2094
2190 for (i = 0; i < SIZEOFFREE; i++) 2095 for (i = 0; i < SIZEOFFREE; i++)
2191 {
2192 search_arr[i] = i; 2096 search_arr[i] = i;
2193 }
2194 2097
2195 permute (search_arr, 1, SIZEOFFREE1 + 1); 2098 permute (search_arr, 1, SIZEOFFREE1 + 1);
2196 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2099 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2197 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2100 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2198} 2101}
2207 * Perhaps incorrectly, but I'm making the assumption that exclude 2110 * Perhaps incorrectly, but I'm making the assumption that exclude
2208 * is actually want is going to try and move there. We need this info 2111 * is actually want is going to try and move there. We need this info
2209 * because we have to know what movement the thing looking to move 2112 * because we have to know what movement the thing looking to move
2210 * there is capable of. 2113 * there is capable of.
2211 */ 2114 */
2212
2213int 2115int
2214find_dir (maptile *m, int x, int y, object *exclude) 2116find_dir (maptile *m, int x, int y, object *exclude)
2215{ 2117{
2216 int
2217 i,
2218 max = SIZEOFFREE, mflags; 2118 int i, max = SIZEOFFREE, mflags;
2219 2119
2220 sint16 nx, ny; 2120 sint16 nx, ny;
2221 object * 2121 object *tmp;
2222 tmp;
2223 maptile * 2122 maptile *mp;
2224 mp;
2225 2123
2226 MoveType blocked, move_type; 2124 MoveType blocked, move_type;
2227 2125
2228 if (exclude && exclude->head) 2126 if (exclude && exclude->head_ () != exclude)
2229 { 2127 {
2230 exclude = exclude->head; 2128 exclude = exclude->head;
2231 move_type = exclude->move_type; 2129 move_type = exclude->move_type;
2232 } 2130 }
2233 else 2131 else
2241 mp = m; 2139 mp = m;
2242 nx = x + freearr_x[i]; 2140 nx = x + freearr_x[i];
2243 ny = y + freearr_y[i]; 2141 ny = y + freearr_y[i];
2244 2142
2245 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2143 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2144
2246 if (mflags & P_OUT_OF_MAP) 2145 if (mflags & P_OUT_OF_MAP)
2247 {
2248 max = maxfree[i]; 2146 max = maxfree[i];
2249 }
2250 else 2147 else
2251 { 2148 {
2252 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2149 mapspace &ms = mp->at (nx, ny);
2150
2151 blocked = ms.move_block;
2253 2152
2254 if ((move_type & blocked) == move_type) 2153 if ((move_type & blocked) == move_type)
2255 {
2256 max = maxfree[i]; 2154 max = maxfree[i];
2257 }
2258 else if (mflags & P_IS_ALIVE) 2155 else if (mflags & P_IS_ALIVE)
2259 { 2156 {
2260 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2157 for (tmp = ms.bot; tmp; tmp = tmp->above)
2261 { 2158 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2262 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2159 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2263 {
2264 break; 2160 break;
2265 } 2161
2266 }
2267 if (tmp) 2162 if (tmp)
2268 {
2269 return freedir[i]; 2163 return freedir[i];
2270 }
2271 } 2164 }
2272 } 2165 }
2273 } 2166 }
2167
2274 return 0; 2168 return 0;
2275} 2169}
2276 2170
2277/* 2171/*
2278 * distance(object 1, object 2) will return the square of the 2172 * distance(object 1, object 2) will return the square of the
2279 * distance between the two given objects. 2173 * distance between the two given objects.
2280 */ 2174 */
2281
2282int 2175int
2283distance (const object *ob1, const object *ob2) 2176distance (const object *ob1, const object *ob2)
2284{ 2177{
2285 int
2286 i;
2287
2288 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2178 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2289 return i;
2290} 2179}
2291 2180
2292/* 2181/*
2293 * find_dir_2(delta-x,delta-y) will return a direction in which 2182 * find_dir_2(delta-x,delta-y) will return a direction in which
2294 * an object which has subtracted the x and y coordinates of another 2183 * an object which has subtracted the x and y coordinates of another
2295 * object, needs to travel toward it. 2184 * object, needs to travel toward it.
2296 */ 2185 */
2297
2298int 2186int
2299find_dir_2 (int x, int y) 2187find_dir_2 (int x, int y)
2300{ 2188{
2301 int 2189 int q;
2302 q;
2303 2190
2304 if (y) 2191 if (y)
2305 q = x * 100 / y; 2192 q = x * 100 / y;
2306 else if (x) 2193 else if (x)
2307 q = -300 * x; 2194 q = -300 * x;
2332 2219
2333 return 3; 2220 return 3;
2334} 2221}
2335 2222
2336/* 2223/*
2337 * absdir(int): Returns a number between 1 and 8, which represent
2338 * the "absolute" direction of a number (it actually takes care of
2339 * "overflow" in previous calculations of a direction).
2340 */
2341
2342int
2343absdir (int d)
2344{
2345 while (d < 1)
2346 d += 8;
2347 while (d > 8)
2348 d -= 8;
2349 return d;
2350}
2351
2352/*
2353 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2224 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2354 * between two directions (which are expected to be absolute (see absdir()) 2225 * between two directions (which are expected to be absolute (see absdir())
2355 */ 2226 */
2356
2357int 2227int
2358dirdiff (int dir1, int dir2) 2228dirdiff (int dir1, int dir2)
2359{ 2229{
2360 int 2230 int d;
2361 d;
2362 2231
2363 d = abs (dir1 - dir2); 2232 d = abs (dir1 - dir2);
2364 if (d > 4) 2233 if (d > 4)
2365 d = 8 - d; 2234 d = 8 - d;
2235
2366 return d; 2236 return d;
2367} 2237}
2368 2238
2369/* peterm: 2239/* peterm:
2370 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2240 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2373 * This basically means that if direction is 15, then it could either go 2243 * This basically means that if direction is 15, then it could either go
2374 * direction 4, 14, or 16 to get back to where we are. 2244 * direction 4, 14, or 16 to get back to where we are.
2375 * Moved from spell_util.c to object.c with the other related direction 2245 * Moved from spell_util.c to object.c with the other related direction
2376 * functions. 2246 * functions.
2377 */ 2247 */
2378
2379int
2380 reduction_dir[SIZEOFFREE][3] = { 2248int reduction_dir[SIZEOFFREE][3] = {
2381 {0, 0, 0}, /* 0 */ 2249 {0, 0, 0}, /* 0 */
2382 {0, 0, 0}, /* 1 */ 2250 {0, 0, 0}, /* 1 */
2383 {0, 0, 0}, /* 2 */ 2251 {0, 0, 0}, /* 2 */
2384 {0, 0, 0}, /* 3 */ 2252 {0, 0, 0}, /* 3 */
2385 {0, 0, 0}, /* 4 */ 2253 {0, 0, 0}, /* 4 */
2433 * find a path to that monster that we found. If not, 2301 * find a path to that monster that we found. If not,
2434 * we don't bother going toward it. Returns 1 if we 2302 * we don't bother going toward it. Returns 1 if we
2435 * can see a direct way to get it 2303 * can see a direct way to get it
2436 * Modified to be map tile aware -.MSW 2304 * Modified to be map tile aware -.MSW
2437 */ 2305 */
2438
2439
2440int 2306int
2441can_see_monsterP (maptile *m, int x, int y, int dir) 2307can_see_monsterP (maptile *m, int x, int y, int dir)
2442{ 2308{
2443 sint16 dx, dy; 2309 sint16 dx, dy;
2444 int
2445 mflags; 2310 int mflags;
2446 2311
2447 if (dir < 0) 2312 if (dir < 0)
2448 return 0; /* exit condition: invalid direction */ 2313 return 0; /* exit condition: invalid direction */
2449 2314
2450 dx = x + freearr_x[dir]; 2315 dx = x + freearr_x[dir];
2463 return 0; 2328 return 0;
2464 2329
2465 /* yes, can see. */ 2330 /* yes, can see. */
2466 if (dir < 9) 2331 if (dir < 9)
2467 return 1; 2332 return 1;
2333
2468 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2334 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2469 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]); 2335 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2336 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2470} 2337}
2471
2472
2473 2338
2474/* 2339/*
2475 * can_pick(picker, item): finds out if an object is possible to be 2340 * can_pick(picker, item): finds out if an object is possible to be
2476 * picked up by the picker. Returnes 1 if it can be 2341 * picked up by the picker. Returnes 1 if it can be
2477 * picked up, otherwise 0. 2342 * picked up, otherwise 0.
2479 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2344 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2480 * core dumps if they do. 2345 * core dumps if they do.
2481 * 2346 *
2482 * Add a check so we can't pick up invisible objects (0.93.8) 2347 * Add a check so we can't pick up invisible objects (0.93.8)
2483 */ 2348 */
2484
2485int 2349int
2486can_pick (const object *who, const object *item) 2350can_pick (const object *who, const object *item)
2487{ 2351{
2488 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2352 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2489 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2353 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2490 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2354 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2491} 2355}
2492 2356
2493
2494/* 2357/*
2495 * create clone from object to another 2358 * create clone from object to another
2496 */ 2359 */
2497object * 2360object *
2498object_create_clone (object *asrc) 2361object_create_clone (object *asrc)
2499{ 2362{
2500 object *dst = 0, *tmp, *src, *part, *prev, *item; 2363 object *dst = 0, *tmp, *src, *prev, *item;
2501 2364
2502 if (!asrc) 2365 if (!asrc)
2503 return 0; 2366 return 0;
2504 2367
2505 src = asrc;
2506 if (src->head)
2507 src = src->head; 2368 src = asrc->head_ ();
2508 2369
2509 prev = 0; 2370 prev = 0;
2510 for (part = src; part; part = part->more) 2371 for (object *part = src; part; part = part->more)
2511 { 2372 {
2512 tmp = part->clone (); 2373 tmp = part->clone ();
2513 tmp->x -= src->x; 2374 tmp->x -= src->x;
2514 tmp->y -= src->y; 2375 tmp->y -= src->y;
2515 2376
2517 { 2378 {
2518 dst = tmp; 2379 dst = tmp;
2519 tmp->head = 0; 2380 tmp->head = 0;
2520 } 2381 }
2521 else 2382 else
2522 {
2523 tmp->head = dst; 2383 tmp->head = dst;
2524 }
2525 2384
2526 tmp->more = 0; 2385 tmp->more = 0;
2527 2386
2528 if (prev) 2387 if (prev)
2529 prev->more = tmp; 2388 prev->more = tmp;
2533 2392
2534 for (item = src->inv; item; item = item->below) 2393 for (item = src->inv; item; item = item->below)
2535 insert_ob_in_ob (object_create_clone (item), dst); 2394 insert_ob_in_ob (object_create_clone (item), dst);
2536 2395
2537 return dst; 2396 return dst;
2538}
2539
2540/* GROS - Creates an object using a string representing its content. */
2541/* Basically, we save the content of the string to a temp file, then call */
2542/* load_object on it. I admit it is a highly inefficient way to make things, */
2543/* but it was simple to make and allows reusing the load_object function. */
2544/* Remember not to use load_object_str in a time-critical situation. */
2545/* Also remember that multiparts objects are not supported for now. */
2546
2547object *
2548load_object_str (const char *obstr)
2549{
2550 object *op;
2551 char filename[MAX_BUF];
2552
2553 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2554
2555 FILE *tempfile = fopen (filename, "w");
2556
2557 if (tempfile == NULL)
2558 {
2559 LOG (llevError, "Error - Unable to access load object temp file\n");
2560 return NULL;
2561 }
2562
2563 fprintf (tempfile, obstr);
2564 fclose (tempfile);
2565
2566 op = object::create ();
2567
2568 object_thawer thawer (filename);
2569
2570 if (thawer)
2571 load_object (thawer, op, 0);
2572
2573 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2574 CLEAR_FLAG (op, FLAG_REMOVED);
2575
2576 return op;
2577} 2397}
2578 2398
2579/* This returns the first object in who's inventory that 2399/* This returns the first object in who's inventory that
2580 * has the same type and subtype match. 2400 * has the same type and subtype match.
2581 * returns NULL if no match. 2401 * returns NULL if no match.
2582 */ 2402 */
2583object * 2403object *
2584find_obj_by_type_subtype (const object *who, int type, int subtype) 2404find_obj_by_type_subtype (const object *who, int type, int subtype)
2585{ 2405{
2586 object *tmp;
2587
2588 for (tmp = who->inv; tmp; tmp = tmp->below) 2406 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2589 if (tmp->type == type && tmp->subtype == subtype) 2407 if (tmp->type == type && tmp->subtype == subtype)
2590 return tmp; 2408 return tmp;
2591 2409
2592 return NULL; 2410 return 0;
2593} 2411}
2594 2412
2595/* If ob has a field named key, return the link from the list, 2413/* If ob has a field named key, return the link from the list,
2596 * otherwise return NULL. 2414 * otherwise return NULL.
2597 * 2415 *
2599 * do the desired thing. 2417 * do the desired thing.
2600 */ 2418 */
2601key_value * 2419key_value *
2602get_ob_key_link (const object *ob, const char *key) 2420get_ob_key_link (const object *ob, const char *key)
2603{ 2421{
2604 key_value *link;
2605
2606 for (link = ob->key_values; link != NULL; link = link->next) 2422 for (key_value *link = ob->key_values; link; link = link->next)
2607 if (link->key == key) 2423 if (link->key == key)
2608 return link; 2424 return link;
2609 2425
2610 return NULL; 2426 return 0;
2611} 2427}
2612 2428
2613/* 2429/*
2614 * Returns the value of op has an extra_field for key, or NULL. 2430 * Returns the value of op has an extra_field for key, or NULL.
2615 * 2431 *
2640 if (link->key == canonical_key) 2456 if (link->key == canonical_key)
2641 return link->value; 2457 return link->value;
2642 2458
2643 return 0; 2459 return 0;
2644} 2460}
2645
2646 2461
2647/* 2462/*
2648 * Updates the canonical_key in op to value. 2463 * Updates the canonical_key in op to value.
2649 * 2464 *
2650 * canonical_key is a shared string (value doesn't have to be). 2465 * canonical_key is a shared string (value doesn't have to be).
2655 * Returns TRUE on success. 2470 * Returns TRUE on success.
2656 */ 2471 */
2657int 2472int
2658set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) 2473set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2659{ 2474{
2660 key_value *
2661 field = NULL, *last = NULL; 2475 key_value *field = NULL, *last = NULL;
2662 2476
2663 for (field = op->key_values; field != NULL; field = field->next) 2477 for (field = op->key_values; field != NULL; field = field->next)
2664 { 2478 {
2665 if (field->key != canonical_key) 2479 if (field->key != canonical_key)
2666 { 2480 {
2675 /* Basically, if the archetype has this key set, 2489 /* Basically, if the archetype has this key set,
2676 * we need to store the null value so when we save 2490 * we need to store the null value so when we save
2677 * it, we save the empty value so that when we load, 2491 * it, we save the empty value so that when we load,
2678 * we get this value back again. 2492 * we get this value back again.
2679 */ 2493 */
2680 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2494 if (get_ob_key_link (op->arch, canonical_key))
2681 field->value = 0; 2495 field->value = 0;
2682 else 2496 else
2683 { 2497 {
2684 if (last) 2498 if (last)
2685 last->next = field->next; 2499 last->next = field->next;
2694 /* IF we get here, key doesn't exist */ 2508 /* IF we get here, key doesn't exist */
2695 2509
2696 /* No field, we'll have to add it. */ 2510 /* No field, we'll have to add it. */
2697 2511
2698 if (!add_key) 2512 if (!add_key)
2699 {
2700 return FALSE; 2513 return FALSE;
2701 } 2514
2702 /* There isn't any good reason to store a null 2515 /* There isn't any good reason to store a null
2703 * value in the key/value list. If the archetype has 2516 * value in the key/value list. If the archetype has
2704 * this key, then we should also have it, so shouldn't 2517 * this key, then we should also have it, so shouldn't
2705 * be here. If user wants to store empty strings, 2518 * be here. If user wants to store empty strings,
2706 * should pass in "" 2519 * should pass in ""
2755 } 2568 }
2756 else 2569 else
2757 item = item->env; 2570 item = item->env;
2758} 2571}
2759 2572
2573const char *
2574object::flag_desc (char *desc, int len) const
2575{
2576 char *p = desc;
2577 bool first = true;
2578
2579 *p = 0;
2580
2581 for (int i = 0; i < NUM_FLAGS; i++)
2582 {
2583 if (len <= 10) // magic constant!
2584 {
2585 snprintf (p, len, ",...");
2586 break;
2587 }
2588
2589 if (flag [i])
2590 {
2591 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2592 len -= cnt;
2593 p += cnt;
2594 first = false;
2595 }
2596 }
2597
2598 return desc;
2599}
2600
2760// return a suitable string describing an objetc in enough detail to find it 2601// return a suitable string describing an object in enough detail to find it
2761const char * 2602const char *
2762object::debug_desc (char *info) const 2603object::debug_desc (char *info) const
2763{ 2604{
2605 char flagdesc[512];
2764 char info2[256 * 3]; 2606 char info2[256 * 4];
2765 char *p = info; 2607 char *p = info;
2766 2608
2767 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2609 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2768 count, 2610 count, uuid.seq,
2769 &name, 2611 &name,
2770 title ? " " : "", 2612 title ? "\",title:\"" : "",
2771 title ? (const char *)title : ""); 2613 title ? (const char *)title : "",
2614 flag_desc (flagdesc, 512), type);
2772 2615
2773 if (env) 2616 if (env)
2774 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2617 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2775 2618
2776 if (map) 2619 if (map)
2777 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2620 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2778 2621
2779 return info; 2622 return info;
2780} 2623}
2781 2624
2782const char * 2625const char *
2783object::debug_desc () const 2626object::debug_desc () const
2784{ 2627{
2785 static char info[256 * 3]; 2628 static char info[3][256 * 4];
2629 static int info_idx;
2630
2786 return debug_desc (info); 2631 return debug_desc (info [++info_idx % 3]);
2787} 2632}
2788 2633
2634struct region *
2635object::region () const
2636{
2637 return map ? map->region (x, y)
2638 : region::default_region ();
2639}
2640
2641const materialtype_t *
2642object::dominant_material () const
2643{
2644 if (materialtype_t *mt = name_to_material (materialname))
2645 return mt;
2646
2647 return name_to_material (shstr_unknown);
2648}
2649
2650void
2651object::open_container (object *new_container)
2652{
2653 if (container == new_container)
2654 return;
2655
2656 if (object *old_container = container)
2657 {
2658 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2659 return;
2660
2661#if 0
2662 // remove the "Close old_container" object.
2663 if (object *closer = old_container->inv)
2664 if (closer->type == CLOSE_CON)
2665 closer->destroy ();
2666#endif
2667
2668 old_container->flag [FLAG_APPLIED] = 0;
2669 container = 0;
2670
2671 esrv_update_item (UPD_FLAGS, this, old_container);
2672 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2673 play_sound (sound_find ("chest_close"));
2674 }
2675
2676 if (new_container)
2677 {
2678 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2679 return;
2680
2681 // TODO: this does not seem to serve any purpose anymore?
2682#if 0
2683 // insert the "Close Container" object.
2684 if (archetype *closer = new_container->other_arch)
2685 {
2686 object *closer = arch_to_object (new_container->other_arch);
2687 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2688 new_container->insert (closer);
2689 }
2690#endif
2691
2692 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2693
2694 new_container->flag [FLAG_APPLIED] = 1;
2695 container = new_container;
2696
2697 esrv_update_item (UPD_FLAGS, this, new_container);
2698 esrv_send_inventory (this, new_container);
2699 play_sound (sound_find ("chest_open"));
2700 }
2701}
2702
2703object *
2704object::force_find (const shstr name)
2705{
2706 /* cycle through his inventory to look for the MARK we want to
2707 * place
2708 */
2709 for (object *tmp = inv; tmp; tmp = tmp->below)
2710 if (tmp->type == FORCE && tmp->slaying == name)
2711 return splay (tmp);
2712
2713 return 0;
2714}
2715
2716void
2717object::force_add (const shstr name, int duration)
2718{
2719 if (object *force = force_find (name))
2720 force->destroy ();
2721
2722 object *force = get_archetype (FORCE_NAME);
2723
2724 force->slaying = name;
2725 force->stats.food = 1;
2726 force->speed_left = -1.f;
2727
2728 force->set_speed (duration ? 1.f / duration : 0.f);
2729 force->flag [FLAG_IS_USED_UP] = true;
2730 force->flag [FLAG_APPLIED] = true;
2731
2732 insert (force);
2733}
2734

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