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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 1.184 by root, Wed Aug 22 20:46:46 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
375 * multi-object 1 which is closest to the second object. 376 * multi-object 1 which is closest to the second object.
376 * If it's not a multi-object, it is returned. 377 * If it's not a multi-object, it is returned.
377 */ 378 */
378
379object * 379object *
380get_nearest_part (object *op, const object *pl) 380get_nearest_part (object *op, const object *pl)
381{ 381{
382 object *tmp, *closest; 382 object *tmp, *closest;
383 int last_dist, i; 383 int last_dist, i;
391} 391}
392 392
393/* 393/*
394 * Returns the object which has the count-variable equal to the argument. 394 * Returns the object which has the count-variable equal to the argument.
395 */ 395 */
396
397object * 396object *
398find_object (tag_t i) 397find_object (tag_t i)
399{ 398{
400 for (object *op = object::first; op; op = op->next) 399 for_all_objects (op)
401 if (op->count == i) 400 if (op->count == i)
402 return op; 401 return op;
403 402
404 return 0; 403 return 0;
405} 404}
406 405
407/* 406/*
408 * Returns the first object which has a name equal to the argument. 407 * Returns the first object which has a name equal to the argument.
409 * Used only by the patch command, but not all that useful. 408 * Used only by the patch command, but not all that useful.
410 * Enables features like "patch <name-of-other-player> food 999" 409 * Enables features like "patch <name-of-other-player> food 999"
411 */ 410 */
412
413object * 411object *
414find_object_name (const char *str) 412find_object_name (const char *str)
415{ 413{
416 shstr_cmp str_ (str); 414 shstr_cmp str_ (str);
417 object *op; 415 object *op;
418 416
419 for (op = object::first; op != NULL; op = op->next) 417 for_all_objects (op)
420 if (op->name == str_) 418 if (op->name == str_)
421 break; 419 break;
422 420
423 return op; 421 return op;
424} 422}
430} 428}
431 429
432/* 430/*
433 * Sets the owner and sets the skill and exp pointers to owner's current 431 * Sets the owner and sets the skill and exp pointers to owner's current
434 * skill and experience objects. 432 * skill and experience objects.
433 * ACTUALLY NO! investigate! TODO
435 */ 434 */
436void 435void
437object::set_owner (object *owner) 436object::set_owner (object *owner)
438{ 437{
438 // allow objects which own objects
439 if (!owner) 439 if (owner)
440 return;
441
442 /* next line added to allow objects which own objects */
443 /* Add a check for ownercounts in here, as I got into an endless loop
444 * with the fireball owning a poison cloud which then owned the
445 * fireball. I believe that was caused by one of the objects getting
446 * freed and then another object replacing it. Since the ownercounts
447 * didn't match, this check is valid and I believe that cause is valid.
448 */
449 while (owner->owner) 440 while (owner->owner)
450 owner = owner->owner; 441 owner = owner->owner;
451 442
452 this->owner = owner; 443 this->owner = owner;
444}
445
446int
447object::slottype () const
448{
449 if (type == SKILL)
450 {
451 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
452 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
453 }
454 else
455 {
456 if (slot [body_combat].info) return slot_combat;
457 if (slot [body_range ].info) return slot_ranged;
458 }
459
460 return slot_none;
461}
462
463bool
464object::change_weapon (object *ob)
465{
466 if (current_weapon == ob)
467 return true;
468
469 if (chosen_skill)
470 chosen_skill->flag [FLAG_APPLIED] = false;
471
472 current_weapon = ob;
473 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
474
475 if (chosen_skill)
476 chosen_skill->flag [FLAG_APPLIED] = true;
477
478 update_stats ();
479
480 if (ob)
481 {
482 // now check wether any body locations became invalid, in which case
483 // we cannot apply the weapon at the moment.
484 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
485 if (slot[i].used < 0)
486 {
487 current_weapon = chosen_skill = 0;
488 update_stats ();
489
490 new_draw_info_format (NDI_UNIQUE, 0, this,
491 "You try to balance all your items at once, "
492 "but the %s is just too much for your body. "
493 "[You need to unapply some items first.]", &ob->name);
494 return false;
495 }
496
497 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
498 }
499 else
500 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
501
502 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
503 {
504 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
505 &name, ob->debug_desc ());
506 return false;
507 }
508
509 return true;
453} 510}
454 511
455/* Zero the key_values on op, decrementing the shared-string 512/* Zero the key_values on op, decrementing the shared-string
456 * refcounts and freeing the links. 513 * refcounts and freeing the links.
457 */ 514 */
458static void 515static void
459free_key_values (object *op) 516free_key_values (object *op)
460{ 517{
461 for (key_value *i = op->key_values; i != 0;) 518 for (key_value *i = op->key_values; i; )
462 { 519 {
463 key_value *next = i->next; 520 key_value *next = i->next;
464 delete i; 521 delete i;
465 522
466 i = next; 523 i = next;
467 } 524 }
468 525
469 op->key_values = 0; 526 op->key_values = 0;
470} 527}
471 528
472void object::clear () 529object &
530object::operator =(const object &src)
473{ 531{
474 attachable_base::clear (); 532 bool is_freed = flag [FLAG_FREED];
533 bool is_removed = flag [FLAG_REMOVED];
475 534
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; 535 *(object_copy *)this = src;
529 *(object_pod *)dst = *this;
530 536
531 if (self || cb) 537 flag [FLAG_FREED] = is_freed;
532 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (dst)); 538 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;
542 539
543 /* Copy over key_values, if any. */ 540 /* Copy over key_values, if any. */
544 if (key_values) 541 if (src.key_values)
545 { 542 {
546 key_value *tail = 0; 543 key_value *tail = 0;
547 key_value *i;
548
549 dst->key_values = 0; 544 key_values = 0;
550 545
551 for (i = key_values; i; i = i->next) 546 for (key_value *i = src.key_values; i; i = i->next)
552 { 547 {
553 key_value *new_link = new key_value; 548 key_value *new_link = new key_value;
554 549
555 new_link->next = 0; 550 new_link->next = 0;
556 new_link->key = i->key; 551 new_link->key = i->key;
557 new_link->value = i->value; 552 new_link->value = i->value;
558 553
559 /* Try and be clever here, too. */ 554 /* Try and be clever here, too. */
560 if (!dst->key_values) 555 if (!key_values)
561 { 556 {
562 dst->key_values = new_link; 557 key_values = new_link;
563 tail = new_link; 558 tail = new_link;
564 } 559 }
565 else 560 else
566 { 561 {
567 tail->next = new_link; 562 tail->next = new_link;
568 tail = new_link; 563 tail = new_link;
569 } 564 }
570 } 565 }
571 } 566 }
567}
572 568
573 update_ob_speed (dst); 569/*
570 * copy_to first frees everything allocated by the dst object,
571 * and then copies the contents of itself into the second
572 * object, allocating what needs to be allocated. Basically, any
573 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
574 * if the first object is freed, the pointers in the new object
575 * will point at garbage.
576 */
577void
578object::copy_to (object *dst)
579{
580 *dst = *this;
581
582 if (speed < 0)
583 dst->speed_left = speed_left - rndm ();
584
585 dst->set_speed (dst->speed);
586}
587
588void
589object::instantiate ()
590{
591 if (!uuid.seq) // HACK
592 uuid = gen_uuid ();
593
594 speed_left = -0.1f;
595 /* copy the body_info to the body_used - this is only really
596 * need for monsters, but doesn't hurt to do it for everything.
597 * by doing so, when a monster is created, it has good starting
598 * values for the body_used info, so when items are created
599 * for it, they can be properly equipped.
600 */
601 for (int i = NUM_BODY_LOCATIONS; i--; )
602 slot[i].used = slot[i].info;
603
604 attachable::instantiate ();
574} 605}
575 606
576object * 607object *
577object::clone () 608object::clone ()
578{ 609{
584/* 615/*
585 * If an object with the IS_TURNABLE() flag needs to be turned due 616 * If an object with the IS_TURNABLE() flag needs to be turned due
586 * to the closest player being on the other side, this function can 617 * to the closest player being on the other side, this function can
587 * be called to update the face variable, _and_ how it looks on the map. 618 * be called to update the face variable, _and_ how it looks on the map.
588 */ 619 */
589
590void 620void
591update_turn_face (object *op) 621update_turn_face (object *op)
592{ 622{
593 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 623 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
594 return; 624 return;
625
595 SET_ANIMATION (op, op->direction); 626 SET_ANIMATION (op, op->direction);
596 update_object (op, UP_OBJ_FACE); 627 update_object (op, UP_OBJ_FACE);
597} 628}
598 629
599/* 630/*
600 * Updates the speed of an object. If the speed changes from 0 to another 631 * Updates the speed of an object. If the speed changes from 0 to another
601 * value, or vice versa, then add/remove the object from the active list. 632 * value, or vice versa, then add/remove the object from the active list.
602 * This function needs to be called whenever the speed of an object changes. 633 * This function needs to be called whenever the speed of an object changes.
603 */ 634 */
604void 635void
605update_ob_speed (object *op) 636object::set_speed (float speed)
606{ 637{
607 extern int arch_init; 638 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 { 639 {
615 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 640 LOG (llevError, "Object %s is freed but has speed.\n", &name);
616#ifdef MANY_CORES
617 abort ();
618#else
619 op->speed = 0; 641 speed = 0;
620#endif
621 }
622
623 if (arch_init)
624 return;
625
626 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
627 { 642 }
628 /* If already on active list, don't do anything */
629 if (op->active_next || op->active_prev || op == active_objects)
630 return;
631 643
632 /* process_events() expects us to insert the object at the beginning 644 this->speed = speed;
633 * of the list. */
634 op->active_next = active_objects;
635 645
636 if (op->active_next != NULL) 646 if (has_active_speed ())
637 op->active_next->active_prev = op; 647 activate ();
638
639 active_objects = op;
640 }
641 else 648 else
642 { 649 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} 650}
666 651
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/* 652/*
699 * update_object() updates the array which represents the map. 653 * update_object() updates the the map.
700 * It takes into account invisible objects (and represent squares covered 654 * It takes into account invisible objects (and represent squares covered
701 * by invisible objects by whatever is below them (unless it's another 655 * by invisible objects by whatever is below them (unless it's another
702 * invisible object, etc...) 656 * invisible object, etc...)
703 * If the object being updated is beneath a player, the look-window 657 * If the object being updated is beneath a player, the look-window
704 * of that player is updated (this might be a suboptimal way of 658 * of that player is updated (this might be a suboptimal way of
705 * updating that window, though, since update_object() is called _often_) 659 * updating that window, though, since update_object() is called _often_)
706 * 660 *
707 * action is a hint of what the caller believes need to be done. 661 * action is a hint of what the caller believes need to be done.
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: 662 * current action are:
713 * UP_OBJ_INSERT: op was inserted 663 * UP_OBJ_INSERT: op was inserted
714 * UP_OBJ_REMOVE: op was removed 664 * UP_OBJ_REMOVE: op was removed
715 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 665 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
716 * as that is easier than trying to look at what may have changed. 666 * as that is easier than trying to look at what may have changed.
717 * UP_OBJ_FACE: only the objects face has changed. 667 * UP_OBJ_FACE: only the objects face has changed.
718 */ 668 */
719
720void 669void
721update_object (object *op, int action) 670update_object (object *op, int action)
722{ 671{
723 int update_now = 0, flags;
724 MoveType move_on, move_off, move_block, move_slow;
725
726 if (op == NULL) 672 if (op == NULL)
727 { 673 {
728 /* this should never happen */ 674 /* this should never happen */
729 LOG (llevDebug, "update_object() called for NULL object.\n"); 675 LOG (llevDebug, "update_object() called for NULL object.\n");
730 return; 676 return;
731 } 677 }
732 678
733 if (op->env != NULL) 679 if (op->env)
734 { 680 {
735 /* Animation is currently handled by client, so nothing 681 /* Animation is currently handled by client, so nothing
736 * to do in this case. 682 * to do in this case.
737 */ 683 */
738 return; 684 return;
743 */ 689 */
744 if (!op->map || op->map->in_memory == MAP_SAVING) 690 if (!op->map || op->map->in_memory == MAP_SAVING)
745 return; 691 return;
746 692
747 /* make sure the object is within map boundaries */ 693 /* 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)) 694 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
749 { 695 {
750 LOG (llevError, "update_object() called for object out of map!\n"); 696 LOG (llevError, "update_object() called for object out of map!\n");
751#ifdef MANY_CORES 697#ifdef MANY_CORES
752 abort (); 698 abort ();
753#endif 699#endif
754 return; 700 return;
755 } 701 }
756 702
757 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 703 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);
763 704
705 if (!(m.flags_ & P_UPTODATE))
706 /* nop */;
764 if (action == UP_OBJ_INSERT) 707 else if (action == UP_OBJ_INSERT)
765 { 708 {
709 // this is likely overkill, TODO: revisit (schmorp)
766 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 710 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)) 711 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
770 update_now = 1; 712 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
771 713 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
714 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
772 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 715 || (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) 716 || (m.move_on | op->move_on ) != m.move_on
782 update_now = 1;
783
784 if ((move_off | op->move_off) != move_off) 717 || (m.move_off | op->move_off ) != m.move_off
785 update_now = 1; 718 || (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 719 /* This isn't perfect, but I don't expect a lot of objects to
788 * to have move_allow right now. 720 * to have move_allow right now.
789 */ 721 */
790 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 722 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
791 update_now = 1; 723 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
792 724 m.flags_ = 0;
793 if ((move_slow | op->move_slow) != move_slow)
794 update_now = 1;
795 } 725 }
796
797 /* if the object is being removed, we can't make intelligent 726 /* if the object is being removed, we can't make intelligent
798 * decisions, because remove_ob can't really pass the object 727 * decisions, because remove_ob can't really pass the object
799 * that is being removed. 728 * that is being removed.
800 */ 729 */
801 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 730 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
802 update_now = 1; 731 m.flags_ = 0;
803 else if (action == UP_OBJ_FACE) 732 else if (action == UP_OBJ_FACE)
804 /* Nothing to do for that case */ ; 733 /* Nothing to do for that case */ ;
805 else 734 else
806 LOG (llevError, "update_object called with invalid action: %d\n", action); 735 LOG (llevError, "update_object called with invalid action: %d\n", action);
807 736
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) 737 if (op->more)
815 update_object (op->more, action); 738 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} 739}
833 740
834object::object () 741object::object ()
835{ 742{
836 SET_FLAG (this, FLAG_REMOVED); 743 SET_FLAG (this, FLAG_REMOVED);
839 face = blank_face; 746 face = blank_face;
840} 747}
841 748
842object::~object () 749object::~object ()
843{ 750{
751 unlink ();
752
844 free_key_values (this); 753 free_key_values (this);
845} 754}
846 755
756static int object_count;
757
847void object::link () 758void object::link ()
848{ 759{
849 count = ++ob_count; 760 assert (!index);//D
850 uuid = gen_uuid (); 761 uuid = gen_uuid ();
762 count = ++object_count;
851 763
852 prev = 0; 764 refcnt_inc ();
853 next = object::first; 765 objects.insert (this);
854
855 if (object::first)
856 object::first->prev = this;
857
858 object::first = this;
859} 766}
860 767
861void object::unlink () 768void object::unlink ()
862{ 769{
863 if (this == object::first) 770 if (!index)
864 object::first = next; 771 return;
865 772
866 /* Remove this object from the list of used objects */ 773 objects.erase (this);
867 if (prev) prev->next = next; 774 refcnt_dec ();
868 if (next) next->prev = prev; 775}
869 776
870 prev = 0; 777void
871 next = 0; 778object::activate ()
779{
780 /* If already on active list, don't do anything */
781 if (active)
782 return;
783
784 if (has_active_speed ())
785 actives.insert (this);
786}
787
788void
789object::activate_recursive ()
790{
791 activate ();
792
793 for (object *op = inv; op; op = op->below)
794 op->activate_recursive ();
795}
796
797/* This function removes object 'op' from the list of active
798 * objects.
799 * This should only be used for style maps or other such
800 * reference maps where you don't want an object that isn't
801 * in play chewing up cpu time getting processed.
802 * The reverse of this is to call update_ob_speed, which
803 * will do the right thing based on the speed of the object.
804 */
805void
806object::deactivate ()
807{
808 /* If not on the active list, nothing needs to be done */
809 if (!active)
810 return;
811
812 actives.erase (this);
813}
814
815void
816object::deactivate_recursive ()
817{
818 for (object *op = inv; op; op = op->below)
819 op->deactivate_recursive ();
820
821 deactivate ();
822}
823
824void
825object::set_flag_inv (int flag, int value)
826{
827 for (object *op = inv; op; op = op->below)
828 {
829 op->flag [flag] = value;
830 op->set_flag_inv (flag, value);
831 }
832}
833
834/*
835 * Remove and free all objects in the inventory of the given object.
836 * object.c ?
837 */
838void
839object::destroy_inv (bool drop_to_ground)
840{
841 // need to check first, because the checks below might segfault
842 // as we might be on an invalid mapspace and crossfire code
843 // is too buggy to ensure that the inventory is empty.
844 // corollary: if you create arrows etc. with stuff in tis inventory,
845 // cf will crash below with off-map x and y
846 if (!inv)
847 return;
848
849 /* Only if the space blocks everything do we not process -
850 * if some form of movement is allowed, let objects
851 * drop on that space.
852 */
853 if (!drop_to_ground
854 || !map
855 || map->in_memory != MAP_IN_MEMORY
856 || map->nodrop
857 || ms ().move_block == MOVE_ALL)
858 {
859 while (inv)
860 {
861 inv->destroy_inv (drop_to_ground);
862 inv->destroy ();
863 }
864 }
865 else
866 { /* Put objects in inventory onto this space */
867 while (inv)
868 {
869 object *op = inv;
870
871 if (op->flag [FLAG_STARTEQUIP]
872 || op->flag [FLAG_NO_DROP]
873 || op->type == RUNE
874 || op->type == TRAP
875 || op->flag [FLAG_IS_A_TEMPLATE]
876 || op->flag [FLAG_DESTROY_ON_DEATH])
877 op->destroy ();
878 else
879 map->insert (op, x, y);
880 }
881 }
872} 882}
873 883
874object *object::create () 884object *object::create ()
875{ 885{
876 object *op = new object; 886 object *op = new object;
877 op->link (); 887 op->link ();
878 return op; 888 return op;
879} 889}
880 890
881/* 891void
882 * free_object() frees everything allocated by an object, removes 892object::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{ 893{
893 if (QUERY_FLAG (this, FLAG_FREED)) 894 attachable::do_destroy ();
894 return;
895 895
896 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 896 if (flag [FLAG_IS_LINKED])
897 remove_button_link (this);
898
899 if (flag [FLAG_FRIENDLY])
897 remove_friendly_object (this); 900 remove_friendly_object (this);
898 901
899 if (!QUERY_FLAG (this, FLAG_REMOVED)) 902 if (!flag [FLAG_REMOVED])
900 remove (); 903 remove ();
901 904
902 SET_FLAG (this, FLAG_FREED); 905 destroy_inv (true);
903 906
904 if (more) 907 deactivate ();
905 { 908 unlink ();
906 more->destroy (destroy_inventory);
907 more = 0;
908 }
909 909
910 if (inv) 910 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 }
951 911
952 // hack to ensure that freed objects still have a valid map 912 // hack to ensure that freed objects still have a valid map
953 { 913 {
954 static maptile *freed_map; // freed objects are moved here to avoid crashes 914 static maptile *freed_map; // freed objects are moved here to avoid crashes
955 915
959 919
960 freed_map->name = "/internal/freed_objects_map"; 920 freed_map->name = "/internal/freed_objects_map";
961 freed_map->width = 3; 921 freed_map->width = 3;
962 freed_map->height = 3; 922 freed_map->height = 3;
963 923
964 freed_map->allocate (); 924 freed_map->alloc ();
925 freed_map->in_memory = MAP_IN_MEMORY;
965 } 926 }
966 927
967 map = freed_map; 928 map = freed_map;
968 x = 1; 929 x = 1;
969 y = 1; 930 y = 1;
970 } 931 }
971 932
933 if (more)
934 {
935 more->destroy ();
936 more = 0;
937 }
938
939 head = 0;
940
972 // clear those pointers that likely might have circular references to us 941 // clear those pointers that likely might cause circular references
973 owner = 0; 942 owner = 0;
974 enemy = 0; 943 enemy = 0;
975 attacked_by = 0; 944 attacked_by = 0;
945 current_weapon = 0;
946}
976 947
977 // only relevant for players(?), but make sure of it anyways 948void
978 contr = 0; 949object::destroy (bool destroy_inventory)
950{
951 if (destroyed ())
952 return;
979 953
980 /* Remove object from the active list */ 954 if (destroy_inventory)
981 speed = 0; 955 destroy_inv (false);
982 update_ob_speed (this);
983 956
984 unlink (); 957 if (is_head ())
958 if (sound_destroy)
959 play_sound (sound_destroy);
960 else if (flag [FLAG_MONSTER])
961 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
985 962
986 mortals.push_back (this); 963 attachable::destroy ();
987} 964}
988 965
989/* 966/*
990 * sub_weight() recursively (outwards) subtracts a number from the 967 * sub_weight() recursively (outwards) subtracts a number from the
991 * weight of an object (and what is carried by it's environment(s)). 968 * 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 984 * 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 985 * which it is currently tied to. When this function is done, the
1009 * object will have no environment. If the object previously had an 986 * object will have no environment. If the object previously had an
1010 * environment, the x and y coordinates will be updated to 987 * environment, the x and y coordinates will be updated to
1011 * the previous environment. 988 * the previous environment.
1012 * Beware: This function is called from the editor as well!
1013 */ 989 */
1014void 990void
1015object::remove () 991object::do_remove ()
1016{ 992{
1017 object *tmp, *last = 0; 993 object *tmp, *last = 0;
1018 object *otmp; 994 object *otmp;
1019 995
1020 int check_walk_off;
1021
1022 if (QUERY_FLAG (this, FLAG_REMOVED)) 996 if (QUERY_FLAG (this, FLAG_REMOVED))
1023 return; 997 return;
1024 998
1025 SET_FLAG (this, FLAG_REMOVED); 999 SET_FLAG (this, FLAG_REMOVED);
1000 INVOKE_OBJECT (REMOVE, this);
1026 1001
1027 if (more) 1002 if (more)
1028 more->remove (); 1003 more->remove ();
1029 1004
1030 /* 1005 /*
1041 /* NO_FIX_PLAYER is set when a great many changes are being 1016 /* NO_FIX_PLAYER is set when a great many changes are being
1042 * made to players inventory. If set, avoiding the call 1017 * made to players inventory. If set, avoiding the call
1043 * to save cpu time. 1018 * to save cpu time.
1044 */ 1019 */
1045 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1020 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1046 fix_player (otmp); 1021 otmp->update_stats ();
1047 1022
1048 if (above != NULL) 1023 if (above)
1049 above->below = below; 1024 above->below = below;
1050 else 1025 else
1051 env->inv = below; 1026 env->inv = below;
1052 1027
1053 if (below != NULL) 1028 if (below)
1054 below->above = above; 1029 below->above = above;
1055 1030
1056 /* we set up values so that it could be inserted into 1031 /* we set up values so that it could be inserted into
1057 * the map, but we don't actually do that - it is up 1032 * the map, but we don't actually do that - it is up
1058 * to the caller to decide what we want to do. 1033 * to the caller to decide what we want to do.
1062 above = 0, below = 0; 1037 above = 0, below = 0;
1063 env = 0; 1038 env = 0;
1064 } 1039 }
1065 else if (map) 1040 else if (map)
1066 { 1041 {
1067 /* Re did the following section of code - it looks like it had 1042 if (type == PLAYER)
1068 * lots of logic for things we no longer care about
1069 */ 1043 {
1044 // leaving a spot always closes any open container on the ground
1045 if (container && !container->env)
1046 // this causes spurious floorbox updates, but it ensures
1047 // that the CLOSE event is being sent.
1048 close_container ();
1049
1050 --map->players;
1051 map->touch ();
1052 }
1053
1054 map->dirty = true;
1055 mapspace &ms = this->ms ();
1070 1056
1071 /* link the object above us */ 1057 /* link the object above us */
1072 if (above) 1058 if (above)
1073 above->below = below; 1059 above->below = below;
1074 else 1060 else
1075 SET_MAP_TOP (map, x, y, below); /* we were top, set new top */ 1061 ms.top = below; /* we were top, set new top */
1076 1062
1077 /* Relink the object below us, if there is one */ 1063 /* Relink the object below us, if there is one */
1078 if (below) 1064 if (below)
1079 below->above = above; 1065 below->above = above;
1080 else 1066 else
1082 /* Nothing below, which means we need to relink map object for this space 1068 /* 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 1069 * use translated coordinates in case some oddness with map tiling is
1084 * evident 1070 * evident
1085 */ 1071 */
1086 if (GET_MAP_OB (map, x, y) != this) 1072 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); 1073 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 1074
1097 SET_MAP_OB (map, x, y, above); /* goes on above it. */ 1075 ms.bot = above; /* goes on above it. */
1098 } 1076 }
1099 1077
1100 above = 0; 1078 above = 0;
1101 below = 0; 1079 below = 0;
1102 1080
1103 if (map->in_memory == MAP_SAVING) 1081 if (map->in_memory == MAP_SAVING)
1104 return; 1082 return;
1105 1083
1106 check_walk_off = !QUERY_FLAG (this, FLAG_NO_APPLY); 1084 int check_walk_off = !flag [FLAG_NO_APPLY];
1107 1085
1086 if (object *pl = ms.player ())
1087 {
1088 if (pl->container == this)
1089 /* If a container that the player is currently using somehow gets
1090 * removed (most likely destroyed), update the player view
1091 * appropriately.
1092 */
1093 pl->close_container ();
1094
1095 pl->contr->ns->floorbox_update ();
1096 }
1097
1108 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) 1098 for (tmp = ms.bot; tmp; tmp = tmp->above)
1109 { 1099 {
1110 /* No point updating the players look faces if he is the object 1100 /* No point updating the players look faces if he is the object
1111 * being removed. 1101 * being removed.
1112 */ 1102 */
1113 1103
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 */ 1104 /* See if object moving off should effect something */
1130 if (check_walk_off 1105 if (check_walk_off
1131 && ((move_type & tmp->move_off) 1106 && ((move_type & tmp->move_off)
1132 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1107 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1133 { 1108 {
1134 move_apply (tmp, this, 0); 1109 move_apply (tmp, this, 0);
1135 1110
1136 if (destroyed ()) 1111 if (destroyed ())
1137 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1112 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1138 } 1113 }
1139 1114
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; 1115 last = tmp;
1146 } 1116 }
1147 1117
1148 /* last == NULL of there are no objects on this space */ 1118 /* last == NULL if there are no objects on this space */
1119 //TODO: this makes little sense, why only update the topmost object?
1149 if (!last) 1120 if (!last)
1150 { 1121 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 1122 else
1160 update_object (last, UP_OBJ_REMOVE); 1123 update_object (last, UP_OBJ_REMOVE);
1161 1124
1162 if (QUERY_FLAG (this, FLAG_BLOCKSVIEW) || glow_radius) 1125 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1163 update_all_los (map, x, y); 1126 update_all_los (map, x, y);
1164 } 1127 }
1165} 1128}
1166 1129
1167/* 1130/*
1176merge_ob (object *op, object *top) 1139merge_ob (object *op, object *top)
1177{ 1140{
1178 if (!op->nrof) 1141 if (!op->nrof)
1179 return 0; 1142 return 0;
1180 1143
1181 if (top == NULL) 1144 if (top)
1182 for (top = op; top != NULL && top->above != NULL; top = top->above); 1145 for (top = op; top && top->above; top = top->above)
1146 ;
1183 1147
1184 for (; top != NULL; top = top->below) 1148 for (; top; top = top->below)
1185 { 1149 {
1186 if (top == op) 1150 if (top == op)
1187 continue; 1151 continue;
1188 1152
1189 if (object::can_merge (op, top)) 1153 if (object::can_merge (op, top))
1198 } 1162 }
1199 1163
1200 return 0; 1164 return 0;
1201} 1165}
1202 1166
1167void
1168object::expand_tail ()
1169{
1170 if (more)
1171 return;
1172
1173 object *prev = this;
1174
1175 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1176 {
1177 object *op = arch_to_object (at);
1178
1179 op->name = name;
1180 op->name_pl = name_pl;
1181 op->title = title;
1182
1183 op->head = this;
1184 prev->more = op;
1185
1186 prev = op;
1187 }
1188}
1189
1203/* 1190/*
1204 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1191 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1205 * job preparing multi-part monsters 1192 * job preparing multi-part monsters.
1206 */ 1193 */
1207object * 1194object *
1208insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1195insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1209{ 1196{
1210 object *tmp;
1211
1212 if (op->head)
1213 op = op->head;
1214
1215 for (tmp = op; tmp; tmp = tmp->more) 1197 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1216 { 1198 {
1217 tmp->x = x + tmp->arch->clone.x; 1199 tmp->x = x + tmp->arch->x;
1218 tmp->y = y + tmp->arch->clone.y; 1200 tmp->y = y + tmp->arch->y;
1219 } 1201 }
1220 1202
1221 return insert_ob_in_map (op, m, originator, flag); 1203 return insert_ob_in_map (op, m, originator, flag);
1222} 1204}
1223 1205
1239 * Return value: 1221 * Return value:
1240 * new object if 'op' was merged with other object 1222 * new object if 'op' was merged with other object
1241 * NULL if 'op' was destroyed 1223 * NULL if 'op' was destroyed
1242 * just 'op' otherwise 1224 * just 'op' otherwise
1243 */ 1225 */
1244
1245object * 1226object *
1246insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1227insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1247{ 1228{
1229 assert (!op->flag [FLAG_FREED]);
1230
1248 object *tmp, *top, *floor = NULL; 1231 object *top, *floor = NULL;
1249 sint16 x, y;
1250 1232
1251 if (QUERY_FLAG (op, FLAG_FREED)) 1233 op->remove ();
1252 {
1253 LOG (llevError, "Trying to insert freed object!\n");
1254 return NULL;
1255 }
1256
1257 if (m == NULL)
1258 {
1259 char *dump = dump_object (op);
1260 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1261 free (dump);
1262 return op;
1263 }
1264 1234
1265 if (out_of_map (m, op->x, op->y)) 1235 if (out_of_map (m, op->x, op->y))
1266 { 1236 {
1267 char *dump = dump_object (op);
1268 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump); 1237 LOG (llevError, "Trying to insert object outside the map.\n%s\n", op->debug_desc ());
1269#ifdef MANY_CORES 1238#ifdef MANY_CORES
1270 /* Better to catch this here, as otherwise the next use of this object 1239 /* 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 1240 * is likely to cause a crash. Better to find out where it is getting
1272 * improperly inserted. 1241 * improperly inserted.
1273 */ 1242 */
1274 abort (); 1243 abort ();
1275#endif 1244#endif
1276 free (dump);
1277 return op; 1245 return op;
1278 } 1246 }
1279 1247
1280 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1248 if (object *more = op->more)
1281 { 1249 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; 1250 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 1251
1318 CLEAR_FLAG (op, FLAG_REMOVED); 1252 CLEAR_FLAG (op, FLAG_REMOVED);
1319 1253
1320 /* Ideally, the caller figures this out. However, it complicates a lot 1254 /* 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 1255 * of areas of callers (eg, anything that uses find_free_spot would now
1322 * need extra work 1256 * need extra work
1323 */ 1257 */
1324 op->map = get_map_from_coord (m, &op->x, &op->y); 1258 if (!xy_normalise (m, op->x, op->y))
1325 x = op->x; 1259 return 0;
1326 y = op->y; 1260
1261 op->map = m;
1262 mapspace &ms = op->ms ();
1327 1263
1328 /* this has to be done after we translate the coordinates. 1264 /* this has to be done after we translate the coordinates.
1329 */ 1265 */
1330 if (op->nrof && !(flag & INS_NO_MERGE)) 1266 if (op->nrof && !(flag & INS_NO_MERGE))
1331 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1267 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1332 if (object::can_merge (op, tmp)) 1268 if (object::can_merge (op, tmp))
1333 { 1269 {
1334 op->nrof += tmp->nrof; 1270 op->nrof += tmp->nrof;
1335 tmp->destroy (); 1271 tmp->destroy ();
1336 } 1272 }
1353 op->below = originator->below; 1289 op->below = originator->below;
1354 1290
1355 if (op->below) 1291 if (op->below)
1356 op->below->above = op; 1292 op->below->above = op;
1357 else 1293 else
1358 SET_MAP_OB (op->map, op->x, op->y, op); 1294 ms.bot = op;
1359 1295
1360 /* since *below* originator, no need to update top */ 1296 /* since *below* originator, no need to update top */
1361 originator->below = op; 1297 originator->below = op;
1362 } 1298 }
1363 else 1299 else
1364 { 1300 {
1301 top = ms.bot;
1302
1365 /* If there are other objects, then */ 1303 /* If there are other objects, then */
1366 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1304 if ((!(flag & INS_MAP_LOAD)) && top)
1367 { 1305 {
1368 object *last = NULL; 1306 object *last = 0;
1369 1307
1370 /* 1308 /*
1371 * If there are multiple objects on this space, we do some trickier handling. 1309 * If there are multiple objects on this space, we do some trickier handling.
1372 * We've already dealt with merging if appropriate. 1310 * We've already dealt with merging if appropriate.
1373 * Generally, we want to put the new object on top. But if 1311 * 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 1315 * 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 1316 * 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 1317 * when lots of spells are cast in one area. Currently, it is presumed
1380 * that flying non pickable objects are spell objects. 1318 * that flying non pickable objects are spell objects.
1381 */ 1319 */
1382 1320 for (top = ms.bot; top; top = top->above)
1383 while (top != NULL)
1384 { 1321 {
1385 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1322 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1386 floor = top; 1323 floor = top;
1387 1324
1388 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1325 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; 1328 top = top->below;
1392 break; 1329 break;
1393 } 1330 }
1394 1331
1395 last = top; 1332 last = top;
1396 top = top->above;
1397 } 1333 }
1398 1334
1399 /* Don't want top to be NULL, so set it to the last valid object */ 1335 /* Don't want top to be NULL, so set it to the last valid object */
1400 top = last; 1336 top = last;
1401 1337
1403 * looks like instead of lots of conditions here. 1339 * looks like instead of lots of conditions here.
1404 * makes things faster, and effectively the same result. 1340 * makes things faster, and effectively the same result.
1405 */ 1341 */
1406 1342
1407 /* Have object 'fall below' other objects that block view. 1343 /* Have object 'fall below' other objects that block view.
1408 * Unless those objects are exits, type 66 1344 * Unless those objects are exits.
1409 * If INS_ON_TOP is used, don't do this processing 1345 * If INS_ON_TOP is used, don't do this processing
1410 * Need to find the object that in fact blocks view, otherwise 1346 * Need to find the object that in fact blocks view, otherwise
1411 * stacking is a bit odd. 1347 * stacking is a bit odd.
1412 */ 1348 */
1413 if (!(flag & INS_ON_TOP) && 1349 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)) 1350 && ms.flags () & P_BLOCKSVIEW
1351 && (op->face && !faces [op->face].visibility))
1415 { 1352 {
1416 for (last = top; last != floor; last = last->below) 1353 for (last = top; last != floor; last = last->below)
1417 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1354 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1418 break; 1355 break;
1356
1419 /* Check to see if we found the object that blocks view, 1357 /* Check to see if we found the object that blocks view,
1420 * and make sure we have a below pointer for it so that 1358 * and make sure we have a below pointer for it so that
1421 * we can get inserted below this one, which requires we 1359 * we can get inserted below this one, which requires we
1422 * set top to the object below us. 1360 * set top to the object below us.
1423 */ 1361 */
1424 if (last && last->below && last != floor) 1362 if (last && last->below && last != floor)
1425 top = last->below; 1363 top = last->below;
1426 } 1364 }
1427 } /* If objects on this space */ 1365 } /* If objects on this space */
1428
1429 if (flag & INS_MAP_LOAD) 1366 if (flag & INS_MAP_LOAD)
1430 top = GET_MAP_TOP (op->map, op->x, op->y); 1367 top = ms.top;
1431 1368
1432 if (flag & INS_ABOVE_FLOOR_ONLY) 1369 if (flag & INS_ABOVE_FLOOR_ONLY)
1433 top = floor; 1370 top = floor;
1434 1371
1435 /* Top is the object that our object (op) is going to get inserted above. 1372 /* Top is the object that our object (op) is going to get inserted above.
1436 */ 1373 */
1437 1374
1438 /* First object on this space */ 1375 /* First object on this space */
1439 if (!top) 1376 if (!top)
1440 { 1377 {
1441 op->above = GET_MAP_OB (op->map, op->x, op->y); 1378 op->above = ms.bot;
1442 1379
1443 if (op->above) 1380 if (op->above)
1444 op->above->below = op; 1381 op->above->below = op;
1445 1382
1446 op->below = NULL; 1383 op->below = 0;
1447 SET_MAP_OB (op->map, op->x, op->y, op); 1384 ms.bot = op;
1448 } 1385 }
1449 else 1386 else
1450 { /* get inserted into the stack above top */ 1387 { /* get inserted into the stack above top */
1451 op->above = top->above; 1388 op->above = top->above;
1452 1389
1455 1392
1456 op->below = top; 1393 op->below = top;
1457 top->above = op; 1394 top->above = op;
1458 } 1395 }
1459 1396
1460 if (op->above == NULL) 1397 if (!op->above)
1461 SET_MAP_TOP (op->map, op->x, op->y, op); 1398 ms.top = op;
1462 } /* else not INS_BELOW_ORIGINATOR */ 1399 } /* else not INS_BELOW_ORIGINATOR */
1463 1400
1464 if (op->type == PLAYER) 1401 if (op->type == PLAYER)
1402 {
1465 op->contr->do_los = 1; 1403 op->contr->do_los = 1;
1404 ++op->map->players;
1405 op->map->touch ();
1406 }
1466 1407
1467 /* If we have a floor, we know the player, if any, will be above 1408 op->map->dirty = true;
1468 * it, so save a few ticks and start from there. 1409
1469 */
1470 if (!(flag & INS_MAP_LOAD)) 1410 if (!(flag & INS_MAP_LOAD))
1471 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1411 if (object *pl = ms.player ())
1472 if (tmp->type == PLAYER)
1473 tmp->contr->socket->floorbox_update (); 1412 pl->contr->ns->floorbox_update ();
1474 1413
1475 /* If this object glows, it may affect lighting conditions that are 1414 /* If this object glows, it may affect lighting conditions that are
1476 * visible to others on this map. But update_all_los is really 1415 * 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 1416 * 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 1417 * on the map will get recalculated. The players could very well
1479 * be far away from this change and not affected in any way - 1418 * be far away from this change and not affected in any way -
1480 * this should get redone to only look for players within range, 1419 * this should get redone to only look for players within range,
1481 * or just updating the P_NEED_UPDATE for spaces within this area 1420 * or just updating the P_UPTODATE for spaces within this area
1482 * of effect may be sufficient. 1421 * of effect may be sufficient.
1483 */ 1422 */
1484 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1423 if (op->map->darkness && (op->glow_radius != 0))
1485 update_all_los (op->map, op->x, op->y); 1424 update_all_los (op->map, op->x, op->y);
1486 1425
1487 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1426 /* updates flags (blocked, alive, no magic, etc) for this map space */
1488 update_object (op, UP_OBJ_INSERT); 1427 update_object (op, UP_OBJ_INSERT);
1428
1429 INVOKE_OBJECT (INSERT, op);
1489 1430
1490 /* Don't know if moving this to the end will break anything. However, 1431 /* Don't know if moving this to the end will break anything. However,
1491 * we want to have floorbox_update called before calling this. 1432 * we want to have floorbox_update called before calling this.
1492 * 1433 *
1493 * check_move_on() must be after this because code called from 1434 * check_move_on() must be after this because code called from
1495 * blocked() and wall() work properly), and these flags are updated by 1436 * blocked() and wall() work properly), and these flags are updated by
1496 * update_object(). 1437 * update_object().
1497 */ 1438 */
1498 1439
1499 /* if this is not the head or flag has been passed, don't check walk on status */ 1440 /* 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) 1441 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1501 { 1442 {
1502 if (check_move_on (op, originator)) 1443 if (check_move_on (op, originator))
1503 return NULL; 1444 return 0;
1504 1445
1505 /* If we are a multi part object, lets work our way through the check 1446 /* If we are a multi part object, lets work our way through the check
1506 * walk on's. 1447 * walk on's.
1507 */ 1448 */
1508 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1449 for (object *tmp = op->more; tmp; tmp = tmp->more)
1509 if (check_move_on (tmp, originator)) 1450 if (check_move_on (tmp, originator))
1510 return NULL; 1451 return 0;
1511 } 1452 }
1512 1453
1513 return op; 1454 return op;
1514} 1455}
1515 1456
1516/* this function inserts an object in the map, but if it 1457/* 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. 1458 * 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. 1459 * op is the object to insert it under: supplies x and the map.
1519 */ 1460 */
1520void 1461void
1521replace_insert_ob_in_map (const char *arch_string, object *op) 1462replace_insert_ob_in_map (const char *arch_string, object *op)
1522{ 1463{
1523 object * 1464 object *tmp, *tmp1;
1524 tmp;
1525 object *
1526 tmp1;
1527 1465
1528 /* first search for itself and remove any old instances */ 1466 /* first search for itself and remove any old instances */
1529 1467
1530 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1468 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1531 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1469 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1532 tmp->destroy (); 1470 tmp->destroy ();
1533 1471
1534 tmp1 = arch_to_object (archetype::find (arch_string)); 1472 tmp1 = arch_to_object (archetype::find (arch_string));
1535 1473
1536 tmp1->x = op->x; 1474 tmp1->x = op->x;
1537 tmp1->y = op->y; 1475 tmp1->y = op->y;
1538 insert_ob_in_map (tmp1, op->map, op, 0); 1476 insert_ob_in_map (tmp1, op->map, op, 0);
1477}
1478
1479object *
1480object::insert_at (object *where, object *originator, int flags)
1481{
1482 return where->map->insert (this, where->x, where->y, originator, flags);
1539} 1483}
1540 1484
1541/* 1485/*
1542 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1486 * 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 1487 * is returned contains nr objects, and the remaining parts contains
1544 * the rest (or is removed and freed if that number is 0). 1488 * the rest (or is removed and freed if that number is 0).
1545 * On failure, NULL is returned, and the reason put into the 1489 * On failure, NULL is returned, and the reason put into the
1546 * global static errmsg array. 1490 * global static errmsg array.
1547 */ 1491 */
1548
1549object * 1492object *
1550get_split_ob (object *orig_ob, uint32 nr) 1493get_split_ob (object *orig_ob, uint32 nr)
1551{ 1494{
1552 object *newob; 1495 object *newob;
1553 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1496 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1584 * the amount of an object. If the amount reaches 0, the object 1527 * the amount of an object. If the amount reaches 0, the object
1585 * is subsequently removed and freed. 1528 * is subsequently removed and freed.
1586 * 1529 *
1587 * Return value: 'op' if something is left, NULL if the amount reached 0 1530 * Return value: 'op' if something is left, NULL if the amount reached 0
1588 */ 1531 */
1589
1590object * 1532object *
1591decrease_ob_nr (object *op, uint32 i) 1533decrease_ob_nr (object *op, uint32 i)
1592{ 1534{
1593 object *tmp; 1535 object *tmp;
1594 player *pl;
1595 1536
1596 if (i == 0) /* objects with op->nrof require this check */ 1537 if (i == 0) /* objects with op->nrof require this check */
1597 return op; 1538 return op;
1598 1539
1599 if (i > op->nrof) 1540 if (i > op->nrof)
1612 * IMO, searching through all the players will mostly 1553 * IMO, searching through all the players will mostly
1613 * likely be quicker than following op->env to the map, 1554 * likely be quicker than following op->env to the map,
1614 * and then searching the map for a player. 1555 * and then searching the map for a player.
1615 */ 1556 */
1616 if (!tmp) 1557 if (!tmp)
1617 { 1558 for_all_players (pl)
1618 for (pl = first_player; pl; pl = pl->next)
1619 if (pl->ob->container == op->env) 1559 if (pl->ob->container == op->env)
1620 { 1560 {
1621 tmp = pl->ob; 1561 tmp = pl->ob;
1622 break; 1562 break;
1623 } 1563 }
1624 }
1625 1564
1626 if (i < op->nrof) 1565 if (i < op->nrof)
1627 { 1566 {
1628 sub_weight (op->env, op->weight * i); 1567 sub_weight (op->env, op->weight * i);
1629 op->nrof -= i; 1568 op->nrof -= i;
1672 1611
1673/* 1612/*
1674 * add_weight(object, weight) adds the specified weight to an object, 1613 * add_weight(object, weight) adds the specified weight to an object,
1675 * and also updates how much the environment(s) is/are carrying. 1614 * and also updates how much the environment(s) is/are carrying.
1676 */ 1615 */
1677
1678void 1616void
1679add_weight (object *op, signed long weight) 1617add_weight (object *op, signed long weight)
1680{ 1618{
1681 while (op != NULL) 1619 while (op != NULL)
1682 { 1620 {
1697 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1635 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1698 free (dump); 1636 free (dump);
1699 return op; 1637 return op;
1700 } 1638 }
1701 1639
1702 if (where->head) 1640 if (where->head_ () != where)
1703 { 1641 {
1704 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n"); 1642 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1705 where = where->head; 1643 where = where->head;
1706 } 1644 }
1707 1645
1708 return where->insert (op); 1646 return where->insert (op);
1709} 1647}
1714 * inside the object environment. 1652 * inside the object environment.
1715 * 1653 *
1716 * The function returns now pointer to inserted item, and return value can 1654 * The function returns now pointer to inserted item, and return value can
1717 * be != op, if items are merged. -Tero 1655 * be != op, if items are merged. -Tero
1718 */ 1656 */
1719
1720object * 1657object *
1721object::insert (object *op) 1658object::insert (object *op)
1722{ 1659{
1723 object *tmp, *otmp;
1724
1725 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1660 if (!QUERY_FLAG (op, FLAG_REMOVED))
1726 op->remove (); 1661 op->remove ();
1727 1662
1728 if (op->more) 1663 if (op->more)
1729 { 1664 {
1731 return op; 1666 return op;
1732 } 1667 }
1733 1668
1734 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1669 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1735 CLEAR_FLAG (op, FLAG_REMOVED); 1670 CLEAR_FLAG (op, FLAG_REMOVED);
1671
1736 if (op->nrof) 1672 if (op->nrof)
1737 { 1673 {
1738 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1674 for (object *tmp = inv; tmp; tmp = tmp->below)
1739 if (object::can_merge (tmp, op)) 1675 if (object::can_merge (tmp, op))
1740 { 1676 {
1741 /* return the original object and remove inserted object 1677 /* return the original object and remove inserted object
1742 (client needs the original object) */ 1678 (client needs the original object) */
1743 tmp->nrof += op->nrof; 1679 tmp->nrof += op->nrof;
1762 add_weight (this, op->weight * op->nrof); 1698 add_weight (this, op->weight * op->nrof);
1763 } 1699 }
1764 else 1700 else
1765 add_weight (this, (op->weight + op->carrying)); 1701 add_weight (this, (op->weight + op->carrying));
1766 1702
1767 otmp = this->in_player (); 1703 if (object *otmp = this->in_player ())
1768 if (otmp && otmp->contr)
1769 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1704 if (otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1770 fix_player (otmp); 1705 otmp->update_stats ();
1771 1706
1707 op->owner = 0; // its his/hers now. period.
1772 op->map = 0; 1708 op->map = 0;
1773 op->env = this; 1709 op->env = this;
1774 op->above = 0; 1710 op->above = 0;
1775 op->below = 0; 1711 op->below = 0;
1776 op->x = 0, op->y = 0; 1712 op->x = op->y = 0;
1777 1713
1778 /* reset the light list and los of the players on the map */ 1714 /* reset the light list and los of the players on the map */
1779 if ((op->glow_radius != 0) && map) 1715 if (op->glow_radius && map)
1780 { 1716 {
1781#ifdef DEBUG_LIGHTS 1717#ifdef DEBUG_LIGHTS
1782 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1718 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1783#endif /* DEBUG_LIGHTS */ 1719#endif /* DEBUG_LIGHTS */
1784 if (MAP_DARKNESS (map)) 1720 if (map->darkness)
1785 update_all_los (map, x, y); 1721 update_all_los (map, x, y);
1786 } 1722 }
1787 1723
1788 /* Client has no idea of ordering so lets not bother ordering it here. 1724 /* Client has no idea of ordering so lets not bother ordering it here.
1789 * It sure simplifies this function... 1725 * It sure simplifies this function...
1794 { 1730 {
1795 op->below = inv; 1731 op->below = inv;
1796 op->below->above = op; 1732 op->below->above = op;
1797 inv = op; 1733 inv = op;
1798 } 1734 }
1735
1736 INVOKE_OBJECT (INSERT, this);
1799 1737
1800 return op; 1738 return op;
1801} 1739}
1802 1740
1803/* 1741/*
1818 * 1756 *
1819 * MSW 2001-07-08: Check all objects on space, not just those below 1757 * 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 1758 * object being inserted. insert_ob_in_map may not put new objects
1821 * on top. 1759 * on top.
1822 */ 1760 */
1823
1824int 1761int
1825check_move_on (object *op, object *originator) 1762check_move_on (object *op, object *originator)
1826{ 1763{
1827 object *tmp; 1764 object *tmp;
1828 maptile *m = op->map; 1765 maptile *m = op->map;
1855 1792
1856 /* The objects have to be checked from top to bottom. 1793 /* The objects have to be checked from top to bottom.
1857 * Hence, we first go to the top: 1794 * Hence, we first go to the top:
1858 */ 1795 */
1859 1796
1860 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1797 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1861 { 1798 {
1862 /* Trim the search when we find the first other spell effect 1799 /* Trim the search when we find the first other spell effect
1863 * this helps performance so that if a space has 50 spell objects, 1800 * this helps performance so that if a space has 50 spell objects,
1864 * we don't need to check all of them. 1801 * we don't need to check all of them.
1865 */ 1802 */
1883 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1820 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)) 1821 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1885 { 1822 {
1886 1823
1887 float 1824 float
1888 diff = tmp->move_slow_penalty * FABS (op->speed); 1825 diff = tmp->move_slow_penalty * fabs (op->speed);
1889 1826
1890 if (op->type == PLAYER) 1827 if (op->type == PLAYER)
1891 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1828 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))) 1829 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1893 diff /= 4.0; 1830 diff /= 4.0;
1920/* 1857/*
1921 * present_arch(arch, map, x, y) searches for any objects with 1858 * present_arch(arch, map, x, y) searches for any objects with
1922 * a matching archetype at the given map and coordinates. 1859 * a matching archetype at the given map and coordinates.
1923 * The first matching object is returned, or NULL if none. 1860 * The first matching object is returned, or NULL if none.
1924 */ 1861 */
1925
1926object * 1862object *
1927present_arch (const archetype *at, maptile *m, int x, int y) 1863present_arch (const archetype *at, maptile *m, int x, int y)
1928{ 1864{
1929 object *
1930 tmp;
1931
1932 if (m == NULL || out_of_map (m, x, y)) 1865 if (!m || out_of_map (m, x, y))
1933 { 1866 {
1934 LOG (llevError, "Present_arch called outside map.\n"); 1867 LOG (llevError, "Present_arch called outside map.\n");
1935 return NULL; 1868 return NULL;
1936 } 1869 }
1937 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1870
1871 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1938 if (tmp->arch == at) 1872 if (tmp->arch == at)
1939 return tmp; 1873 return tmp;
1874
1940 return NULL; 1875 return NULL;
1941} 1876}
1942 1877
1943/* 1878/*
1944 * present(type, map, x, y) searches for any objects with 1879 * present(type, map, x, y) searches for any objects with
1945 * a matching type variable at the given map and coordinates. 1880 * a matching type variable at the given map and coordinates.
1946 * The first matching object is returned, or NULL if none. 1881 * The first matching object is returned, or NULL if none.
1947 */ 1882 */
1948
1949object * 1883object *
1950present (unsigned char type, maptile *m, int x, int y) 1884present (unsigned char type, maptile *m, int x, int y)
1951{ 1885{
1952 object *
1953 tmp;
1954
1955 if (out_of_map (m, x, y)) 1886 if (out_of_map (m, x, y))
1956 { 1887 {
1957 LOG (llevError, "Present called outside map.\n"); 1888 LOG (llevError, "Present called outside map.\n");
1958 return NULL; 1889 return NULL;
1959 } 1890 }
1960 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1891
1892 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1961 if (tmp->type == type) 1893 if (tmp->type == type)
1962 return tmp; 1894 return tmp;
1895
1963 return NULL; 1896 return NULL;
1964} 1897}
1965 1898
1966/* 1899/*
1967 * present_in_ob(type, object) searches for any objects with 1900 * present_in_ob(type, object) searches for any objects with
1968 * a matching type variable in the inventory of the given object. 1901 * a matching type variable in the inventory of the given object.
1969 * The first matching object is returned, or NULL if none. 1902 * The first matching object is returned, or NULL if none.
1970 */ 1903 */
1971
1972object * 1904object *
1973present_in_ob (unsigned char type, const object *op) 1905present_in_ob (unsigned char type, const object *op)
1974{ 1906{
1975 object *
1976 tmp;
1977
1978 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1907 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1979 if (tmp->type == type) 1908 if (tmp->type == type)
1980 return tmp; 1909 return tmp;
1910
1981 return NULL; 1911 return NULL;
1982} 1912}
1983 1913
1984/* 1914/*
1985 * present_in_ob (type, str, object) searches for any objects with 1915 * present_in_ob (type, str, object) searches for any objects with
1993 * str is the string to match against. Note that we match against 1923 * 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 1924 * 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 1925 * spell code can use one object type (force), but change it's name
1996 * to be unique. 1926 * to be unique.
1997 */ 1927 */
1998
1999object * 1928object *
2000present_in_ob_by_name (int type, const char *str, const object *op) 1929present_in_ob_by_name (int type, const char *str, const object *op)
2001{ 1930{
2002 object *
2003 tmp;
2004
2005 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1931 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2006 {
2007 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1932 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2008 return tmp; 1933 return tmp;
2009 } 1934
2010 return NULL; 1935 return 0;
2011} 1936}
2012 1937
2013/* 1938/*
2014 * present_arch_in_ob(archetype, object) searches for any objects with 1939 * present_arch_in_ob(archetype, object) searches for any objects with
2015 * a matching archetype in the inventory of the given object. 1940 * a matching archetype in the inventory of the given object.
2016 * The first matching object is returned, or NULL if none. 1941 * The first matching object is returned, or NULL if none.
2017 */ 1942 */
2018
2019object * 1943object *
2020present_arch_in_ob (const archetype *at, const object *op) 1944present_arch_in_ob (const archetype *at, const object *op)
2021{ 1945{
2022 object *
2023 tmp;
2024
2025 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1946 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2026 if (tmp->arch == at) 1947 if (tmp->arch == at)
2027 return tmp; 1948 return tmp;
1949
2028 return NULL; 1950 return NULL;
2029} 1951}
2030 1952
2031/* 1953/*
2032 * activate recursively a flag on an object inventory 1954 * activate recursively a flag on an object inventory
2033 */ 1955 */
2034void 1956void
2035flag_inv (object *op, int flag) 1957flag_inv (object *op, int flag)
2036{ 1958{
2037 object *
2038 tmp;
2039
2040 if (op->inv) 1959 if (op->inv)
2041 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1960 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2042 { 1961 {
2043 SET_FLAG (tmp, flag); 1962 SET_FLAG (tmp, flag);
2044 flag_inv (tmp, flag); 1963 flag_inv (tmp, flag);
2045 } 1964 }
2046} /* 1965}
1966
1967/*
2047 * desactivate recursively a flag on an object inventory 1968 * deactivate recursively a flag on an object inventory
2048 */ 1969 */
2049void 1970void
2050unflag_inv (object *op, int flag) 1971unflag_inv (object *op, int flag)
2051{ 1972{
2052 object *
2053 tmp;
2054
2055 if (op->inv) 1973 if (op->inv)
2056 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1974 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2057 { 1975 {
2058 CLEAR_FLAG (tmp, flag); 1976 CLEAR_FLAG (tmp, flag);
2059 unflag_inv (tmp, flag); 1977 unflag_inv (tmp, flag);
2060 } 1978 }
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} 1979}
2076 1980
2077/* 1981/*
2078 * find_free_spot(object, map, x, y, start, stop) will search for 1982 * 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 1983 * 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 1997 * 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 1998 * 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 1999 * the archetype because that isn't correct if the monster has been
2096 * customized, changed states, etc. 2000 * customized, changed states, etc.
2097 */ 2001 */
2098
2099int 2002int
2100find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 2003find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2101{ 2004{
2102 int
2103 i,
2104 index = 0, flag; 2005 int index = 0, flag;
2105 static int
2106 altern[SIZEOFFREE]; 2006 int altern[SIZEOFFREE];
2107 2007
2108 for (i = start; i < stop; i++) 2008 for (int i = start; i < stop; i++)
2109 { 2009 {
2110 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2010 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2111 if (!flag) 2011 if (!flag)
2112 altern[index++] = i; 2012 altern [index++] = i;
2113 2013
2114 /* Basically, if we find a wall on a space, we cut down the search size. 2014 /* 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. 2015 * 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 - 2016 * 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 2017 * if the space being examined only has a wall to the north and empty
2124 } 2024 }
2125 2025
2126 if (!index) 2026 if (!index)
2127 return -1; 2027 return -1;
2128 2028
2129 return altern[RANDOM () % index]; 2029 return altern [rndm (index)];
2130} 2030}
2131 2031
2132/* 2032/*
2133 * find_first_free_spot(archetype, maptile, x, y) works like 2033 * find_first_free_spot(archetype, maptile, x, y) works like
2134 * find_free_spot(), but it will search max number of squares. 2034 * find_free_spot(), but it will search max number of squares.
2135 * But it will return the first available spot, not a random choice. 2035 * 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. 2036 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2137 */ 2037 */
2138
2139int 2038int
2140find_first_free_spot (const object *ob, maptile *m, int x, int y) 2039find_first_free_spot (const object *ob, maptile *m, int x, int y)
2141{ 2040{
2142 int
2143 i;
2144
2145 for (i = 0; i < SIZEOFFREE; i++) 2041 for (int i = 0; i < SIZEOFFREE; i++)
2146 {
2147 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2042 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2148 return i; 2043 return i;
2149 } 2044
2150 return -1; 2045 return -1;
2151} 2046}
2152 2047
2153/* 2048/*
2154 * The function permute(arr, begin, end) randomly reorders the array 2049 * The function permute(arr, begin, end) randomly reorders the array
2155 * arr[begin..end-1]. 2050 * arr[begin..end-1].
2051 * now uses a fisher-yates shuffle, old permute was broken
2156 */ 2052 */
2157static void 2053static void
2158permute (int *arr, int begin, int end) 2054permute (int *arr, int begin, int end)
2159{ 2055{
2160 int 2056 arr += begin;
2161 i,
2162 j,
2163 tmp,
2164 len;
2165
2166 len = end - begin; 2057 end -= begin;
2167 for (i = begin; i < end; i++)
2168 {
2169 j = begin + RANDOM () % len;
2170 2058
2171 tmp = arr[i]; 2059 while (--end)
2172 arr[i] = arr[j]; 2060 swap (arr [end], arr [rndm (end + 1)]);
2173 arr[j] = tmp;
2174 }
2175} 2061}
2176 2062
2177/* new function to make monster searching more efficient, and effective! 2063/* new function to make monster searching more efficient, and effective!
2178 * This basically returns a randomized array (in the passed pointer) of 2064 * 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 2065 * 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. 2068 * the 3x3 area will be searched, just not in a predictable order.
2183 */ 2069 */
2184void 2070void
2185get_search_arr (int *search_arr) 2071get_search_arr (int *search_arr)
2186{ 2072{
2187 int 2073 int i;
2188 i;
2189 2074
2190 for (i = 0; i < SIZEOFFREE; i++) 2075 for (i = 0; i < SIZEOFFREE; i++)
2191 {
2192 search_arr[i] = i; 2076 search_arr[i] = i;
2193 }
2194 2077
2195 permute (search_arr, 1, SIZEOFFREE1 + 1); 2078 permute (search_arr, 1, SIZEOFFREE1 + 1);
2196 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2079 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2197 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2080 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2198} 2081}
2207 * Perhaps incorrectly, but I'm making the assumption that exclude 2090 * 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 2091 * 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 2092 * because we have to know what movement the thing looking to move
2210 * there is capable of. 2093 * there is capable of.
2211 */ 2094 */
2212
2213int 2095int
2214find_dir (maptile *m, int x, int y, object *exclude) 2096find_dir (maptile *m, int x, int y, object *exclude)
2215{ 2097{
2216 int
2217 i,
2218 max = SIZEOFFREE, mflags; 2098 int i, max = SIZEOFFREE, mflags;
2219 2099
2220 sint16 nx, ny; 2100 sint16 nx, ny;
2221 object * 2101 object *tmp;
2222 tmp;
2223 maptile * 2102 maptile *mp;
2224 mp;
2225 2103
2226 MoveType blocked, move_type; 2104 MoveType blocked, move_type;
2227 2105
2228 if (exclude && exclude->head) 2106 if (exclude && exclude->head_ () != exclude)
2229 { 2107 {
2230 exclude = exclude->head; 2108 exclude = exclude->head;
2231 move_type = exclude->move_type; 2109 move_type = exclude->move_type;
2232 } 2110 }
2233 else 2111 else
2241 mp = m; 2119 mp = m;
2242 nx = x + freearr_x[i]; 2120 nx = x + freearr_x[i];
2243 ny = y + freearr_y[i]; 2121 ny = y + freearr_y[i];
2244 2122
2245 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2123 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2124
2246 if (mflags & P_OUT_OF_MAP) 2125 if (mflags & P_OUT_OF_MAP)
2247 {
2248 max = maxfree[i]; 2126 max = maxfree[i];
2249 }
2250 else 2127 else
2251 { 2128 {
2252 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2129 mapspace &ms = mp->at (nx, ny);
2130
2131 blocked = ms.move_block;
2253 2132
2254 if ((move_type & blocked) == move_type) 2133 if ((move_type & blocked) == move_type)
2255 {
2256 max = maxfree[i]; 2134 max = maxfree[i];
2257 }
2258 else if (mflags & P_IS_ALIVE) 2135 else if (mflags & P_IS_ALIVE)
2259 { 2136 {
2260 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2137 for (tmp = ms.bot; tmp; tmp = tmp->above)
2261 { 2138 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))) 2139 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2263 {
2264 break; 2140 break;
2265 } 2141
2266 }
2267 if (tmp) 2142 if (tmp)
2268 {
2269 return freedir[i]; 2143 return freedir[i];
2270 }
2271 } 2144 }
2272 } 2145 }
2273 } 2146 }
2147
2274 return 0; 2148 return 0;
2275} 2149}
2276 2150
2277/* 2151/*
2278 * distance(object 1, object 2) will return the square of the 2152 * distance(object 1, object 2) will return the square of the
2279 * distance between the two given objects. 2153 * distance between the two given objects.
2280 */ 2154 */
2281
2282int 2155int
2283distance (const object *ob1, const object *ob2) 2156distance (const object *ob1, const object *ob2)
2284{ 2157{
2285 int
2286 i;
2287
2288 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2158 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2289 return i;
2290} 2159}
2291 2160
2292/* 2161/*
2293 * find_dir_2(delta-x,delta-y) will return a direction in which 2162 * 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 2163 * an object which has subtracted the x and y coordinates of another
2295 * object, needs to travel toward it. 2164 * object, needs to travel toward it.
2296 */ 2165 */
2297
2298int 2166int
2299find_dir_2 (int x, int y) 2167find_dir_2 (int x, int y)
2300{ 2168{
2301 int 2169 int q;
2302 q;
2303 2170
2304 if (y) 2171 if (y)
2305 q = x * 100 / y; 2172 q = x * 100 / y;
2306 else if (x) 2173 else if (x)
2307 q = -300 * x; 2174 q = -300 * x;
2332 2199
2333 return 3; 2200 return 3;
2334} 2201}
2335 2202
2336/* 2203/*
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 2204 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2354 * between two directions (which are expected to be absolute (see absdir()) 2205 * between two directions (which are expected to be absolute (see absdir())
2355 */ 2206 */
2356
2357int 2207int
2358dirdiff (int dir1, int dir2) 2208dirdiff (int dir1, int dir2)
2359{ 2209{
2360 int 2210 int d;
2361 d;
2362 2211
2363 d = abs (dir1 - dir2); 2212 d = abs (dir1 - dir2);
2364 if (d > 4) 2213 if (d > 4)
2365 d = 8 - d; 2214 d = 8 - d;
2215
2366 return d; 2216 return d;
2367} 2217}
2368 2218
2369/* peterm: 2219/* peterm:
2370 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2220 * 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 2223 * 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. 2224 * 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 2225 * Moved from spell_util.c to object.c with the other related direction
2376 * functions. 2226 * functions.
2377 */ 2227 */
2378
2379int
2380 reduction_dir[SIZEOFFREE][3] = { 2228int reduction_dir[SIZEOFFREE][3] = {
2381 {0, 0, 0}, /* 0 */ 2229 {0, 0, 0}, /* 0 */
2382 {0, 0, 0}, /* 1 */ 2230 {0, 0, 0}, /* 1 */
2383 {0, 0, 0}, /* 2 */ 2231 {0, 0, 0}, /* 2 */
2384 {0, 0, 0}, /* 3 */ 2232 {0, 0, 0}, /* 3 */
2385 {0, 0, 0}, /* 4 */ 2233 {0, 0, 0}, /* 4 */
2433 * find a path to that monster that we found. If not, 2281 * find a path to that monster that we found. If not,
2434 * we don't bother going toward it. Returns 1 if we 2282 * we don't bother going toward it. Returns 1 if we
2435 * can see a direct way to get it 2283 * can see a direct way to get it
2436 * Modified to be map tile aware -.MSW 2284 * Modified to be map tile aware -.MSW
2437 */ 2285 */
2438
2439
2440int 2286int
2441can_see_monsterP (maptile *m, int x, int y, int dir) 2287can_see_monsterP (maptile *m, int x, int y, int dir)
2442{ 2288{
2443 sint16 dx, dy; 2289 sint16 dx, dy;
2444 int
2445 mflags; 2290 int mflags;
2446 2291
2447 if (dir < 0) 2292 if (dir < 0)
2448 return 0; /* exit condition: invalid direction */ 2293 return 0; /* exit condition: invalid direction */
2449 2294
2450 dx = x + freearr_x[dir]; 2295 dx = x + freearr_x[dir];
2463 return 0; 2308 return 0;
2464 2309
2465 /* yes, can see. */ 2310 /* yes, can see. */
2466 if (dir < 9) 2311 if (dir < 9)
2467 return 1; 2312 return 1;
2313
2468 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2314 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]); 2315 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2316 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2470} 2317}
2471
2472
2473 2318
2474/* 2319/*
2475 * can_pick(picker, item): finds out if an object is possible to be 2320 * 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 2321 * picked up by the picker. Returnes 1 if it can be
2477 * picked up, otherwise 0. 2322 * picked up, otherwise 0.
2479 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2324 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2480 * core dumps if they do. 2325 * core dumps if they do.
2481 * 2326 *
2482 * Add a check so we can't pick up invisible objects (0.93.8) 2327 * Add a check so we can't pick up invisible objects (0.93.8)
2483 */ 2328 */
2484
2485int 2329int
2486can_pick (const object *who, const object *item) 2330can_pick (const object *who, const object *item)
2487{ 2331{
2488 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2332 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2489 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2333 (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)); 2334 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2491} 2335}
2492 2336
2493
2494/* 2337/*
2495 * create clone from object to another 2338 * create clone from object to another
2496 */ 2339 */
2497object * 2340object *
2498object_create_clone (object *asrc) 2341object_create_clone (object *asrc)
2499{ 2342{
2500 object *dst = 0, *tmp, *src, *part, *prev, *item; 2343 object *dst = 0, *tmp, *src, *prev, *item;
2501 2344
2502 if (!asrc) 2345 if (!asrc)
2503 return 0; 2346 return 0;
2504 2347
2505 src = asrc;
2506 if (src->head)
2507 src = src->head; 2348 src = asrc->head_ ();
2508 2349
2509 prev = 0; 2350 prev = 0;
2510 for (part = src; part; part = part->more) 2351 for (object *part = src; part; part = part->more)
2511 { 2352 {
2512 tmp = part->clone (); 2353 tmp = part->clone ();
2513 tmp->x -= src->x; 2354 tmp->x -= src->x;
2514 tmp->y -= src->y; 2355 tmp->y -= src->y;
2515 2356
2517 { 2358 {
2518 dst = tmp; 2359 dst = tmp;
2519 tmp->head = 0; 2360 tmp->head = 0;
2520 } 2361 }
2521 else 2362 else
2522 {
2523 tmp->head = dst; 2363 tmp->head = dst;
2524 }
2525 2364
2526 tmp->more = 0; 2365 tmp->more = 0;
2527 2366
2528 if (prev) 2367 if (prev)
2529 prev->more = tmp; 2368 prev->more = tmp;
2533 2372
2534 for (item = src->inv; item; item = item->below) 2373 for (item = src->inv; item; item = item->below)
2535 insert_ob_in_ob (object_create_clone (item), dst); 2374 insert_ob_in_ob (object_create_clone (item), dst);
2536 2375
2537 return dst; 2376 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} 2377}
2578 2378
2579/* This returns the first object in who's inventory that 2379/* This returns the first object in who's inventory that
2580 * has the same type and subtype match. 2380 * has the same type and subtype match.
2581 * returns NULL if no match. 2381 * returns NULL if no match.
2582 */ 2382 */
2583object * 2383object *
2584find_obj_by_type_subtype (const object *who, int type, int subtype) 2384find_obj_by_type_subtype (const object *who, int type, int subtype)
2585{ 2385{
2586 object *tmp;
2587
2588 for (tmp = who->inv; tmp; tmp = tmp->below) 2386 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2589 if (tmp->type == type && tmp->subtype == subtype) 2387 if (tmp->type == type && tmp->subtype == subtype)
2590 return tmp; 2388 return tmp;
2591 2389
2592 return NULL; 2390 return 0;
2593} 2391}
2594 2392
2595/* If ob has a field named key, return the link from the list, 2393/* If ob has a field named key, return the link from the list,
2596 * otherwise return NULL. 2394 * otherwise return NULL.
2597 * 2395 *
2599 * do the desired thing. 2397 * do the desired thing.
2600 */ 2398 */
2601key_value * 2399key_value *
2602get_ob_key_link (const object *ob, const char *key) 2400get_ob_key_link (const object *ob, const char *key)
2603{ 2401{
2604 key_value *link;
2605
2606 for (link = ob->key_values; link != NULL; link = link->next) 2402 for (key_value *link = ob->key_values; link; link = link->next)
2607 if (link->key == key) 2403 if (link->key == key)
2608 return link; 2404 return link;
2609 2405
2610 return NULL; 2406 return 0;
2611} 2407}
2612 2408
2613/* 2409/*
2614 * Returns the value of op has an extra_field for key, or NULL. 2410 * Returns the value of op has an extra_field for key, or NULL.
2615 * 2411 *
2640 if (link->key == canonical_key) 2436 if (link->key == canonical_key)
2641 return link->value; 2437 return link->value;
2642 2438
2643 return 0; 2439 return 0;
2644} 2440}
2645
2646 2441
2647/* 2442/*
2648 * Updates the canonical_key in op to value. 2443 * Updates the canonical_key in op to value.
2649 * 2444 *
2650 * canonical_key is a shared string (value doesn't have to be). 2445 * canonical_key is a shared string (value doesn't have to be).
2655 * Returns TRUE on success. 2450 * Returns TRUE on success.
2656 */ 2451 */
2657int 2452int
2658set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) 2453set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2659{ 2454{
2660 key_value *
2661 field = NULL, *last = NULL; 2455 key_value *field = NULL, *last = NULL;
2662 2456
2663 for (field = op->key_values; field != NULL; field = field->next) 2457 for (field = op->key_values; field != NULL; field = field->next)
2664 { 2458 {
2665 if (field->key != canonical_key) 2459 if (field->key != canonical_key)
2666 { 2460 {
2675 /* Basically, if the archetype has this key set, 2469 /* Basically, if the archetype has this key set,
2676 * we need to store the null value so when we save 2470 * we need to store the null value so when we save
2677 * it, we save the empty value so that when we load, 2471 * it, we save the empty value so that when we load,
2678 * we get this value back again. 2472 * we get this value back again.
2679 */ 2473 */
2680 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2474 if (get_ob_key_link (op->arch, canonical_key))
2681 field->value = 0; 2475 field->value = 0;
2682 else 2476 else
2683 { 2477 {
2684 if (last) 2478 if (last)
2685 last->next = field->next; 2479 last->next = field->next;
2694 /* IF we get here, key doesn't exist */ 2488 /* IF we get here, key doesn't exist */
2695 2489
2696 /* No field, we'll have to add it. */ 2490 /* No field, we'll have to add it. */
2697 2491
2698 if (!add_key) 2492 if (!add_key)
2699 {
2700 return FALSE; 2493 return FALSE;
2701 } 2494
2702 /* There isn't any good reason to store a null 2495 /* There isn't any good reason to store a null
2703 * value in the key/value list. If the archetype has 2496 * value in the key/value list. If the archetype has
2704 * this key, then we should also have it, so shouldn't 2497 * this key, then we should also have it, so shouldn't
2705 * be here. If user wants to store empty strings, 2498 * be here. If user wants to store empty strings,
2706 * should pass in "" 2499 * should pass in ""
2755 } 2548 }
2756 else 2549 else
2757 item = item->env; 2550 item = item->env;
2758} 2551}
2759 2552
2553const char *
2554object::flag_desc (char *desc, int len) const
2555{
2556 char *p = desc;
2557 bool first = true;
2558
2559 *p = 0;
2560
2561 for (int i = 0; i < NUM_FLAGS; i++)
2562 {
2563 if (len <= 10) // magic constant!
2564 {
2565 snprintf (p, len, ",...");
2566 break;
2567 }
2568
2569 if (flag [i])
2570 {
2571 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2572 len -= cnt;
2573 p += cnt;
2574 first = false;
2575 }
2576 }
2577
2578 return desc;
2579}
2580
2760// return a suitable string describing an objetc in enough detail to find it 2581// return a suitable string describing an object in enough detail to find it
2761const char * 2582const char *
2762object::debug_desc (char *info) const 2583object::debug_desc (char *info) const
2763{ 2584{
2585 char flagdesc[512];
2764 char info2[256 * 3]; 2586 char info2[256 * 4];
2765 char *p = info; 2587 char *p = info;
2766 2588
2767 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2589 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2768 count, 2590 count, uuid.seq,
2769 &name, 2591 &name,
2770 title ? " " : "", 2592 title ? "\",title:\"" : "",
2771 title ? (const char *)title : ""); 2593 title ? (const char *)title : "",
2594 flag_desc (flagdesc, 512), type);
2772 2595
2773 if (env) 2596 if (!this->flag[FLAG_REMOVED] && env)
2774 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2597 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2775 2598
2776 if (map) 2599 if (map)
2777 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2600 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2778 2601
2779 return info; 2602 return info;
2780} 2603}
2781 2604
2782const char * 2605const char *
2783object::debug_desc () const 2606object::debug_desc () const
2784{ 2607{
2785 static char info[256 * 3]; 2608 static char info[3][256 * 4];
2609 static int info_idx;
2610
2786 return debug_desc (info); 2611 return debug_desc (info [++info_idx % 3]);
2787} 2612}
2788 2613
2614struct region *
2615object::region () const
2616{
2617 return map ? map->region (x, y)
2618 : region::default_region ();
2619}
2620
2621const materialtype_t *
2622object::dominant_material () const
2623{
2624 if (materialtype_t *mt = name_to_material (materialname))
2625 return mt;
2626
2627 return name_to_material (shstr_unknown);
2628}
2629
2630void
2631object::open_container (object *new_container)
2632{
2633 if (container == new_container)
2634 return;
2635
2636 if (object *old_container = container)
2637 {
2638 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2639 return;
2640
2641#if 0
2642 // remove the "Close old_container" object.
2643 if (object *closer = old_container->inv)
2644 if (closer->type == CLOSE_CON)
2645 closer->destroy ();
2646#endif
2647
2648 old_container->flag [FLAG_APPLIED] = 0;
2649 container = 0;
2650
2651 esrv_update_item (UPD_FLAGS, this, old_container);
2652 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2653 play_sound (sound_find ("chest_close"));
2654 }
2655
2656 if (new_container)
2657 {
2658 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2659 return;
2660
2661 // TODO: this does not seem to serve any purpose anymore?
2662#if 0
2663 // insert the "Close Container" object.
2664 if (archetype *closer = new_container->other_arch)
2665 {
2666 object *closer = arch_to_object (new_container->other_arch);
2667 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2668 new_container->insert (closer);
2669 }
2670#endif
2671
2672 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2673
2674 new_container->flag [FLAG_APPLIED] = 1;
2675 container = new_container;
2676
2677 esrv_update_item (UPD_FLAGS, this, new_container);
2678 esrv_send_inventory (this, new_container);
2679 play_sound (sound_find ("chest_open"));
2680 }
2681}
2682
2683object *
2684object::force_find (const shstr name)
2685{
2686 /* cycle through his inventory to look for the MARK we want to
2687 * place
2688 */
2689 for (object *tmp = inv; tmp; tmp = tmp->below)
2690 if (tmp->type == FORCE && tmp->slaying == name)
2691 return splay (tmp);
2692
2693 return 0;
2694}
2695
2696void
2697object::force_add (const shstr name, int duration)
2698{
2699 if (object *force = force_find (name))
2700 force->destroy ();
2701
2702 object *force = get_archetype (FORCE_NAME);
2703
2704 force->slaying = name;
2705 force->stats.food = 1;
2706 force->speed_left = -1.f;
2707
2708 force->set_speed (duration ? 1.f / duration : 0.f);
2709 force->flag [FLAG_IS_USED_UP] = true;
2710 force->flag [FLAG_APPLIED] = true;
2711
2712 insert (force);
2713}
2714
2715void
2716object::play_sound (faceidx sound) const
2717{
2718 if (!sound)
2719 return;
2720
2721 if (flag [FLAG_REMOVED])
2722 return;
2723
2724 if (env)
2725 {
2726 if (object *pl = in_player ())
2727 pl->contr->play_sound (sound);
2728 }
2729 else
2730 map->play_sound (sound, x, y);
2731}
2732

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