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Comparing deliantra/server/common/object.C (file contents):
Revision 1.84 by root, Mon Dec 25 14:54:44 2006 UTC vs.
Revision 1.188 by root, Wed Sep 12 11:10:09 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
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
472/* 529object &
473 * copy_to first frees everything allocated by the dst object, 530object::operator =(const object &src)
474 * and then copies the contents of itself into the second
475 * object, allocating what needs to be allocated. Basically, any
476 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
477 * if the first object is freed, the pointers in the new object
478 * will point at garbage.
479 */
480void
481object::copy_to (object *dst)
482{ 531{
483 bool is_freed = QUERY_FLAG (dst, FLAG_FREED); 532 bool is_freed = flag [FLAG_FREED];
484 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED); 533 bool is_removed = flag [FLAG_REMOVED];
485 534
486 *(object_copy *)dst = *this; 535 *(object_copy *)this = src;
487 536
488 if (is_freed) 537 flag [FLAG_FREED] = is_freed;
489 SET_FLAG (dst, FLAG_FREED); 538 flag [FLAG_REMOVED] = is_removed;
490
491 if (is_removed)
492 SET_FLAG (dst, FLAG_REMOVED);
493
494 if (speed < 0)
495 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
496 539
497 /* Copy over key_values, if any. */ 540 /* Copy over key_values, if any. */
498 if (key_values) 541 if (src.key_values)
499 { 542 {
500 key_value *tail = 0; 543 key_value *tail = 0;
501 key_value *i;
502
503 dst->key_values = 0; 544 key_values = 0;
504 545
505 for (i = key_values; i; i = i->next) 546 for (key_value *i = src.key_values; i; i = i->next)
506 { 547 {
507 key_value *new_link = new key_value; 548 key_value *new_link = new key_value;
508 549
509 new_link->next = 0; 550 new_link->next = 0;
510 new_link->key = i->key; 551 new_link->key = i->key;
511 new_link->value = i->value; 552 new_link->value = i->value;
512 553
513 /* Try and be clever here, too. */ 554 /* Try and be clever here, too. */
514 if (!dst->key_values) 555 if (!key_values)
515 { 556 {
516 dst->key_values = new_link; 557 key_values = new_link;
517 tail = new_link; 558 tail = new_link;
518 } 559 }
519 else 560 else
520 { 561 {
521 tail->next = new_link; 562 tail->next = new_link;
522 tail = new_link; 563 tail = new_link;
523 } 564 }
524 } 565 }
525 } 566 }
567}
526 568
527 update_ob_speed (dst); 569/*
570 * copy_to first frees everything allocated by the dst object,
571 * and then copies the contents of itself into the second
572 * object, allocating what needs to be allocated. Basically, any
573 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
574 * if the first object is freed, the pointers in the new object
575 * will point at garbage.
576 */
577void
578object::copy_to (object *dst)
579{
580 *dst = *this;
581
582 if (speed < 0)
583 dst->speed_left -= rndm ();
584
585 dst->set_speed (dst->speed);
586}
587
588void
589object::instantiate ()
590{
591 if (!uuid.seq) // HACK
592 uuid = gen_uuid ();
593
594 speed_left = -0.1f;
595 /* copy the body_info to the body_used - this is only really
596 * need for monsters, but doesn't hurt to do it for everything.
597 * by doing so, when a monster is created, it has good starting
598 * values for the body_used info, so when items are created
599 * for it, they can be properly equipped.
600 */
601 for (int i = NUM_BODY_LOCATIONS; i--; )
602 slot[i].used = slot[i].info;
603
604 attachable::instantiate ();
528} 605}
529 606
530object * 607object *
531object::clone () 608object::clone ()
532{ 609{
538/* 615/*
539 * 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
540 * 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
541 * 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.
542 */ 619 */
543
544void 620void
545update_turn_face (object *op) 621update_turn_face (object *op)
546{ 622{
547 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 623 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
548 return; 624 return;
625
549 SET_ANIMATION (op, op->direction); 626 SET_ANIMATION (op, op->direction);
550 update_object (op, UP_OBJ_FACE); 627 update_object (op, UP_OBJ_FACE);
551} 628}
552 629
553/* 630/*
554 * 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
555 * 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.
556 * 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.
557 */ 634 */
558void 635void
559update_ob_speed (object *op) 636object::set_speed (float speed)
560{ 637{
561 extern int arch_init; 638 if (flag [FLAG_FREED] && speed)
562
563 /* No reason putting the archetypes objects on the speed list,
564 * since they never really need to be updated.
565 */
566
567 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
568 { 639 {
569 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 640 LOG (llevError, "Object %s is freed but has speed.\n", &name);
570#ifdef MANY_CORES
571 abort ();
572#else
573 op->speed = 0; 641 speed = 0;
574#endif
575 }
576
577 if (arch_init)
578 return;
579
580 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
581 { 642 }
582 /* If already on active list, don't do anything */
583 if (op->active_next || op->active_prev || op == active_objects)
584 return;
585 643
586 /* process_events() expects us to insert the object at the beginning 644 this->speed = speed;
587 * of the list. */
588 op->active_next = active_objects;
589 645
590 if (op->active_next != NULL) 646 if (has_active_speed ())
591 op->active_next->active_prev = op; 647 activate ();
592
593 active_objects = op;
594 }
595 else 648 else
596 { 649 deactivate ();
597 /* If not on the active list, nothing needs to be done */
598 if (!op->active_next && !op->active_prev && op != active_objects)
599 return;
600
601 if (op->active_prev == NULL)
602 {
603 active_objects = op->active_next;
604
605 if (op->active_next != NULL)
606 op->active_next->active_prev = NULL;
607 }
608 else
609 {
610 op->active_prev->active_next = op->active_next;
611
612 if (op->active_next)
613 op->active_next->active_prev = op->active_prev;
614 }
615
616 op->active_next = NULL;
617 op->active_prev = NULL;
618 }
619}
620
621/* This function removes object 'op' from the list of active
622 * objects.
623 * This should only be used for style maps or other such
624 * reference maps where you don't want an object that isn't
625 * in play chewing up cpu time getting processed.
626 * The reverse of this is to call update_ob_speed, which
627 * will do the right thing based on the speed of the object.
628 */
629void
630remove_from_active_list (object *op)
631{
632 /* If not on the active list, nothing needs to be done */
633 if (!op->active_next && !op->active_prev && op != active_objects)
634 return;
635
636 if (op->active_prev == NULL)
637 {
638 active_objects = op->active_next;
639 if (op->active_next != NULL)
640 op->active_next->active_prev = NULL;
641 }
642 else
643 {
644 op->active_prev->active_next = op->active_next;
645 if (op->active_next)
646 op->active_next->active_prev = op->active_prev;
647 }
648 op->active_next = NULL;
649 op->active_prev = NULL;
650} 650}
651 651
652/* 652/*
653 * update_object() updates the the map. 653 * update_object() updates the the map.
654 * It takes into account invisible objects (and represent squares covered 654 * It takes into account invisible objects (and represent squares covered
667 * UP_OBJ_FACE: only the objects face has changed. 667 * UP_OBJ_FACE: only the objects face has changed.
668 */ 668 */
669void 669void
670update_object (object *op, int action) 670update_object (object *op, int action)
671{ 671{
672 MoveType move_on, move_off, move_block, move_slow;
673
674 if (op == NULL) 672 if (op == NULL)
675 { 673 {
676 /* this should never happen */ 674 /* this should never happen */
677 LOG (llevDebug, "update_object() called for NULL object.\n"); 675 LOG (llevDebug, "update_object() called for NULL object.\n");
678 return; 676 return;
702 return; 700 return;
703 } 701 }
704 702
705 mapspace &m = op->ms (); 703 mapspace &m = op->ms ();
706 704
707 if (m.flags_ & P_NEED_UPDATE) 705 if (!(m.flags_ & P_UPTODATE))
708 /* nop */; 706 /* nop */;
709 else if (action == UP_OBJ_INSERT) 707 else if (action == UP_OBJ_INSERT)
710 { 708 {
711 // this is likely overkill, TODO: revisit (schmorp) 709 // this is likely overkill, TODO: revisit (schmorp)
712 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 710 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
721 /* 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
722 * to have move_allow right now. 720 * to have move_allow right now.
723 */ 721 */
724 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 722 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
725 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 723 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
726 m.flags_ = P_NEED_UPDATE; 724 m.flags_ = 0;
727 } 725 }
728 /* if the object is being removed, we can't make intelligent 726 /* if the object is being removed, we can't make intelligent
729 * decisions, because remove_ob can't really pass the object 727 * decisions, because remove_ob can't really pass the object
730 * that is being removed. 728 * that is being removed.
731 */ 729 */
732 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 730 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
733 m.flags_ = P_NEED_UPDATE; 731 m.flags_ = 0;
734 else if (action == UP_OBJ_FACE) 732 else if (action == UP_OBJ_FACE)
735 /* Nothing to do for that case */ ; 733 /* Nothing to do for that case */ ;
736 else 734 else
737 LOG (llevError, "update_object called with invalid action: %d\n", action); 735 LOG (llevError, "update_object called with invalid action: %d\n", action);
738 736
739 if (op->more) 737 if (op->more)
740 update_object (op->more, action); 738 update_object (op->more, action);
741} 739}
742 740
743object::vector object::objects; // not yet used
744object *object::first;
745
746object::object () 741object::object ()
747{ 742{
748 SET_FLAG (this, FLAG_REMOVED); 743 SET_FLAG (this, FLAG_REMOVED);
749 744
750 expmul = 1.0; 745 expmul = 1.0;
751 face = blank_face; 746 face = blank_face;
752} 747}
753 748
754object::~object () 749object::~object ()
755{ 750{
751 unlink ();
752
756 free_key_values (this); 753 free_key_values (this);
757} 754}
758 755
756static int object_count;
757
759void object::link () 758void object::link ()
760{ 759{
761 count = ++ob_count; 760 assert (!index);//D
762 uuid = gen_uuid (); 761 uuid = gen_uuid ();
762 count = ++object_count;
763 763
764 prev = 0; 764 refcnt_inc ();
765 next = object::first; 765 objects.insert (this);
766
767 if (object::first)
768 object::first->prev = this;
769
770 object::first = this;
771} 766}
772 767
773void object::unlink () 768void object::unlink ()
774{ 769{
775 if (this == object::first) 770 if (!index)
776 object::first = next; 771 return;
777 772
778 /* Remove this object from the list of used objects */ 773 objects.erase (this);
779 if (prev) prev->next = next; 774 refcnt_dec ();
780 if (next) next->prev = prev; 775}
781 776
782 prev = 0; 777void
783 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 }
784} 882}
785 883
786object *object::create () 884object *object::create ()
787{ 885{
788 object *op = new object; 886 object *op = new object;
789 op->link (); 887 op->link ();
790 return op; 888 return op;
791} 889}
792 890
793/*
794 * free_object() frees everything allocated by an object, removes
795 * it from the list of used objects, and puts it on the list of
796 * free objects. The IS_FREED() flag is set in the object.
797 * The object must have been removed by remove_ob() first for
798 * this function to succeed.
799 *
800 * If destroy_inventory is set, free inventory as well. Else drop items in
801 * inventory to the ground.
802 */
803void 891void
804object::do_destroy () 892object::do_destroy ()
805{ 893{
806 attachable::do_destroy (); 894 attachable::do_destroy ();
807 895
812 remove_friendly_object (this); 900 remove_friendly_object (this);
813 901
814 if (!flag [FLAG_REMOVED]) 902 if (!flag [FLAG_REMOVED])
815 remove (); 903 remove ();
816 904
817 if (flag [FLAG_FREED]) 905 destroy_inv (true);
818 return; 906
907 deactivate ();
908 unlink ();
819 909
820 flag [FLAG_FREED] = 1; 910 flag [FLAG_FREED] = 1;
821 911
822 // hack to ensure that freed objects still have a valid map 912 // hack to ensure that freed objects still have a valid map
823 { 913 {
825 915
826 if (!freed_map) 916 if (!freed_map)
827 { 917 {
828 freed_map = new maptile; 918 freed_map = new maptile;
829 919
920 freed_map->path = "<freed objects map>";
830 freed_map->name = "/internal/freed_objects_map"; 921 freed_map->name = "/internal/freed_objects_map";
831 freed_map->width = 3; 922 freed_map->width = 3;
832 freed_map->height = 3; 923 freed_map->height = 3;
833 924
834 freed_map->allocate (); 925 freed_map->alloc ();
926 freed_map->in_memory = MAP_IN_MEMORY;
835 } 927 }
836 928
837 map = freed_map; 929 map = freed_map;
838 x = 1; 930 x = 1;
839 y = 1; 931 y = 1;
840 } 932 }
841 933
934 if (more)
935 {
936 more->destroy ();
842 more = 0; 937 more = 0;
938 }
939
843 head = 0; 940 head = 0;
844 inv = 0;
845 941
846 // clear those pointers that likely might have circular references to us 942 // clear those pointers that likely might cause circular references
847 owner = 0; 943 owner = 0;
848 enemy = 0; 944 enemy = 0;
849 attacked_by = 0; 945 attacked_by = 0;
850 946 current_weapon = 0;
851 // only relevant for players(?), but make sure of it anyways
852 contr = 0;
853
854 /* Remove object from the active list */
855 speed = 0;
856 update_ob_speed (this);
857
858 unlink ();
859}
860
861/*
862 * Remove and free all objects in the inventory of the given object.
863 * object.c ?
864 */
865void
866object::destroy_inv (bool drop_to_ground)
867{
868 if (!inv)
869 return;
870
871 /* Only if the space blocks everything do we not process -
872 * if some form of movement is allowed, let objects
873 * drop on that space.
874 */
875 if (!drop_to_ground || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
876 {
877 while (inv)
878 {
879 inv->destroy_inv (drop_to_ground);
880 inv->destroy ();
881 }
882 }
883 else
884 { /* Put objects in inventory onto this space */
885 while (inv)
886 {
887 object *op = inv;
888
889 if (op->flag [FLAG_STARTEQUIP]
890 || op->flag [FLAG_NO_DROP]
891 || op->type == RUNE
892 || op->type == TRAP
893 || op->flag [FLAG_IS_A_TEMPLATE])
894 op->destroy ();
895 else
896 {
897 op->remove ();
898 op->x = x;
899 op->y = y;
900 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
901 }
902 }
903 }
904} 947}
905 948
906void 949void
907object::destroy (bool destroy_inventory) 950object::destroy (bool destroy_inventory)
908{ 951{
909 if (destroyed ()) 952 if (destroyed ())
910 return; 953 return;
911 954
912 if (more)
913 {
914 //TODO: non-head objects must not have inventory
915 more->destroy (destroy_inventory);
916 more = 0;
917 }
918
919 if (destroy_inventory) 955 if (destroy_inventory)
920 destroy_inv (true); 956 destroy_inv (false);
957
958 if (is_head ())
959 if (sound_destroy)
960 play_sound (sound_destroy);
961 else if (flag [FLAG_MONSTER])
962 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
921 963
922 attachable::destroy (); 964 attachable::destroy ();
923} 965}
924 966
925/* 967/*
943 * This function removes the object op from the linked list of objects 985 * This function removes the object op from the linked list of objects
944 * which it is currently tied to. When this function is done, the 986 * which it is currently tied to. When this function is done, the
945 * object will have no environment. If the object previously had an 987 * object will have no environment. If the object previously had an
946 * environment, the x and y coordinates will be updated to 988 * environment, the x and y coordinates will be updated to
947 * the previous environment. 989 * the previous environment.
948 * Beware: This function is called from the editor as well!
949 */ 990 */
950void 991void
951object::remove () 992object::do_remove ()
952{ 993{
953 object *tmp, *last = 0; 994 object *tmp, *last = 0;
954 object *otmp; 995 object *otmp;
955 996
956 if (QUERY_FLAG (this, FLAG_REMOVED)) 997 if (QUERY_FLAG (this, FLAG_REMOVED))
978 * to save cpu time. 1019 * to save cpu time.
979 */ 1020 */
980 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1021 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
981 otmp->update_stats (); 1022 otmp->update_stats ();
982 1023
983 if (above != NULL) 1024 if (above)
984 above->below = below; 1025 above->below = below;
985 else 1026 else
986 env->inv = below; 1027 env->inv = below;
987 1028
988 if (below != NULL) 1029 if (below)
989 below->above = above; 1030 below->above = above;
990 1031
991 /* we set up values so that it could be inserted into 1032 /* we set up values so that it could be inserted into
992 * the map, but we don't actually do that - it is up 1033 * the map, but we don't actually do that - it is up
993 * to the caller to decide what we want to do. 1034 * to the caller to decide what we want to do.
997 above = 0, below = 0; 1038 above = 0, below = 0;
998 env = 0; 1039 env = 0;
999 } 1040 }
1000 else if (map) 1041 else if (map)
1001 { 1042 {
1002 /* Re did the following section of code - it looks like it had 1043 if (type == PLAYER)
1003 * lots of logic for things we no longer care about
1004 */ 1044 {
1045 // leaving a spot always closes any open container on the ground
1046 if (container && !container->env)
1047 // this causes spurious floorbox updates, but it ensures
1048 // that the CLOSE event is being sent.
1049 close_container ();
1050
1051 --map->players;
1052 map->touch ();
1053 }
1054
1055 map->dirty = true;
1056 mapspace &ms = this->ms ();
1005 1057
1006 /* link the object above us */ 1058 /* link the object above us */
1007 if (above) 1059 if (above)
1008 above->below = below; 1060 above->below = below;
1009 else 1061 else
1010 map->at (x, y).top = below; /* we were top, set new top */ 1062 ms.top = below; /* we were top, set new top */
1011 1063
1012 /* Relink the object below us, if there is one */ 1064 /* Relink the object below us, if there is one */
1013 if (below) 1065 if (below)
1014 below->above = above; 1066 below->above = above;
1015 else 1067 else
1017 /* Nothing below, which means we need to relink map object for this space 1069 /* Nothing below, which means we need to relink map object for this space
1018 * use translated coordinates in case some oddness with map tiling is 1070 * use translated coordinates in case some oddness with map tiling is
1019 * evident 1071 * evident
1020 */ 1072 */
1021 if (GET_MAP_OB (map, x, y) != this) 1073 if (GET_MAP_OB (map, x, y) != this)
1022 {
1023 char *dump = dump_object (this);
1024 LOG (llevError,
1025 "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", dump); 1074 LOG (llevError, "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom? %s\n", debug_desc ());
1026 free (dump);
1027 dump = dump_object (GET_MAP_OB (map, x, y));
1028 LOG (llevError, "%s\n", dump);
1029 free (dump);
1030 }
1031 1075
1032 map->at (x, y).bot = above; /* goes on above it. */ 1076 ms.bot = above; /* goes on above it. */
1033 } 1077 }
1034 1078
1035 above = 0; 1079 above = 0;
1036 below = 0; 1080 below = 0;
1037 1081
1038 if (map->in_memory == MAP_SAVING) 1082 if (map->in_memory == MAP_SAVING)
1039 return; 1083 return;
1040 1084
1041 int check_walk_off = !flag [FLAG_NO_APPLY]; 1085 int check_walk_off = !flag [FLAG_NO_APPLY];
1042 1086
1087 if (object *pl = ms.player ())
1088 {
1089 if (pl->container == this)
1090 /* If a container that the player is currently using somehow gets
1091 * removed (most likely destroyed), update the player view
1092 * appropriately.
1093 */
1094 pl->close_container ();
1095
1096 pl->contr->ns->floorbox_update ();
1097 }
1098
1043 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) 1099 for (tmp = ms.bot; tmp; tmp = tmp->above)
1044 { 1100 {
1045 /* No point updating the players look faces if he is the object 1101 /* No point updating the players look faces if he is the object
1046 * being removed. 1102 * being removed.
1047 */ 1103 */
1048 1104
1049 if (tmp->type == PLAYER && tmp != this)
1050 {
1051 /* If a container that the player is currently using somehow gets
1052 * removed (most likely destroyed), update the player view
1053 * appropriately.
1054 */
1055 if (tmp->container == this)
1056 {
1057 flag [FLAG_APPLIED] = 0;
1058 tmp->container = 0;
1059 }
1060
1061 if (tmp->contr->ns)
1062 tmp->contr->ns->floorbox_update ();
1063 }
1064
1065 /* See if player moving off should effect something */ 1105 /* See if object moving off should effect something */
1066 if (check_walk_off 1106 if (check_walk_off
1067 && ((move_type & tmp->move_off) 1107 && ((move_type & tmp->move_off)
1068 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1108 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1069 { 1109 {
1070 move_apply (tmp, this, 0); 1110 move_apply (tmp, this, 0);
1071 1111
1072 if (destroyed ()) 1112 if (destroyed ())
1073 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1113 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1074 } 1114 }
1075 1115
1076 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1077
1078 if (tmp->above == tmp)
1079 tmp->above = 0;
1080
1081 last = tmp; 1116 last = tmp;
1082 } 1117 }
1083 1118
1084 /* last == NULL of there are no objects on this space */ 1119 /* last == NULL if there are no objects on this space */
1120 //TODO: this makes little sense, why only update the topmost object?
1085 if (!last) 1121 if (!last)
1086 map->at (x, y).flags_ = P_NEED_UPDATE; 1122 map->at (x, y).flags_ = 0;
1087 else 1123 else
1088 update_object (last, UP_OBJ_REMOVE); 1124 update_object (last, UP_OBJ_REMOVE);
1089 1125
1090 if (flag [FLAG_BLOCKSVIEW] || glow_radius) 1126 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1091 update_all_los (map, x, y); 1127 update_all_los (map, x, y);
1127 } 1163 }
1128 1164
1129 return 0; 1165 return 0;
1130} 1166}
1131 1167
1168void
1169object::expand_tail ()
1170{
1171 if (more)
1172 return;
1173
1174 object *prev = this;
1175
1176 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1177 {
1178 object *op = arch_to_object (at);
1179
1180 op->name = name;
1181 op->name_pl = name_pl;
1182 op->title = title;
1183
1184 op->head = this;
1185 prev->more = op;
1186
1187 prev = op;
1188 }
1189}
1190
1132/* 1191/*
1133 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1192 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1134 * job preparing multi-part monsters 1193 * job preparing multi-part monsters.
1135 */ 1194 */
1136object * 1195object *
1137insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1196insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1138{ 1197{
1139 object *tmp;
1140
1141 if (op->head)
1142 op = op->head;
1143
1144 for (tmp = op; tmp; tmp = tmp->more) 1198 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1145 { 1199 {
1146 tmp->x = x + tmp->arch->clone.x; 1200 tmp->x = x + tmp->arch->x;
1147 tmp->y = y + tmp->arch->clone.y; 1201 tmp->y = y + tmp->arch->y;
1148 } 1202 }
1149 1203
1150 return insert_ob_in_map (op, m, originator, flag); 1204 return insert_ob_in_map (op, m, originator, flag);
1151} 1205}
1152 1206
1171 * just 'op' otherwise 1225 * just 'op' otherwise
1172 */ 1226 */
1173object * 1227object *
1174insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1228insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1175{ 1229{
1230 assert (!op->flag [FLAG_FREED]);
1231
1176 object *tmp, *top, *floor = NULL; 1232 object *top, *floor = NULL;
1177 sint16 x, y;
1178 1233
1179 if (QUERY_FLAG (op, FLAG_FREED)) 1234 op->remove ();
1180 {
1181 LOG (llevError, "Trying to insert freed object!\n");
1182 return NULL;
1183 }
1184
1185 if (m == NULL)
1186 {
1187 char *dump = dump_object (op);
1188 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1189 free (dump);
1190 return op;
1191 }
1192
1193 if (out_of_map (m, op->x, op->y))
1194 {
1195 char *dump = dump_object (op);
1196 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1197#ifdef MANY_CORES
1198 /* Better to catch this here, as otherwise the next use of this object
1199 * is likely to cause a crash. Better to find out where it is getting
1200 * improperly inserted.
1201 */
1202 abort ();
1203#endif
1204 free (dump);
1205 return op;
1206 }
1207
1208 if (!QUERY_FLAG (op, FLAG_REMOVED))
1209 {
1210 char *dump = dump_object (op);
1211 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1212 free (dump);
1213 return op;
1214 }
1215
1216 if (op->more)
1217 {
1218 /* The part may be on a different map. */
1219
1220 object *more = op->more;
1221
1222 /* We really need the caller to normalize coordinates - if
1223 * we set the map, that doesn't work if the location is within
1224 * a map and this is straddling an edge. So only if coordinate
1225 * is clear wrong do we normalize it.
1226 */
1227 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1228 more->map = get_map_from_coord (m, &more->x, &more->y);
1229 else if (!more->map)
1230 {
1231 /* For backwards compatibility - when not dealing with tiled maps,
1232 * more->map should always point to the parent.
1233 */
1234 more->map = m;
1235 }
1236
1237 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1238 {
1239 if (!op->head)
1240 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1241
1242 return 0;
1243 }
1244 }
1245
1246 CLEAR_FLAG (op, FLAG_REMOVED);
1247 1235
1248 /* Ideally, the caller figures this out. However, it complicates a lot 1236 /* Ideally, the caller figures this out. However, it complicates a lot
1249 * of areas of callers (eg, anything that uses find_free_spot would now 1237 * of areas of callers (eg, anything that uses find_free_spot would now
1250 * need extra work 1238 * need extra work
1251 */ 1239 */
1252 op->map = get_map_from_coord (m, &op->x, &op->y); 1240 if (!xy_normalise (m, op->x, op->y))
1253 x = op->x; 1241 {
1254 y = op->y; 1242 op->destroy ();
1243 return 0;
1244 }
1245
1246 if (object *more = op->more)
1247 if (!insert_ob_in_map (more, m, originator, flag))
1248 return 0;
1249
1250 CLEAR_FLAG (op, FLAG_REMOVED);
1251
1252 op->map = m;
1253 mapspace &ms = op->ms ();
1255 1254
1256 /* this has to be done after we translate the coordinates. 1255 /* this has to be done after we translate the coordinates.
1257 */ 1256 */
1258 if (op->nrof && !(flag & INS_NO_MERGE)) 1257 if (op->nrof && !(flag & INS_NO_MERGE))
1259 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1258 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1260 if (object::can_merge (op, tmp)) 1259 if (object::can_merge (op, tmp))
1261 { 1260 {
1262 op->nrof += tmp->nrof; 1261 op->nrof += tmp->nrof;
1263 tmp->destroy (); 1262 tmp->destroy ();
1264 } 1263 }
1281 op->below = originator->below; 1280 op->below = originator->below;
1282 1281
1283 if (op->below) 1282 if (op->below)
1284 op->below->above = op; 1283 op->below->above = op;
1285 else 1284 else
1286 op->ms ().bot = op; 1285 ms.bot = op;
1287 1286
1288 /* since *below* originator, no need to update top */ 1287 /* since *below* originator, no need to update top */
1289 originator->below = op; 1288 originator->below = op;
1290 } 1289 }
1291 else 1290 else
1292 { 1291 {
1292 top = ms.bot;
1293
1293 /* If there are other objects, then */ 1294 /* If there are other objects, then */
1294 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1295 if ((!(flag & INS_MAP_LOAD)) && top)
1295 { 1296 {
1296 object *last = NULL; 1297 object *last = 0;
1297 1298
1298 /* 1299 /*
1299 * If there are multiple objects on this space, we do some trickier handling. 1300 * If there are multiple objects on this space, we do some trickier handling.
1300 * We've already dealt with merging if appropriate. 1301 * We've already dealt with merging if appropriate.
1301 * Generally, we want to put the new object on top. But if 1302 * Generally, we want to put the new object on top. But if
1305 * once we get to them. This reduces the need to traverse over all of 1306 * once we get to them. This reduces the need to traverse over all of
1306 * them when adding another one - this saves quite a bit of cpu time 1307 * them when adding another one - this saves quite a bit of cpu time
1307 * when lots of spells are cast in one area. Currently, it is presumed 1308 * when lots of spells are cast in one area. Currently, it is presumed
1308 * that flying non pickable objects are spell objects. 1309 * that flying non pickable objects are spell objects.
1309 */ 1310 */
1310 1311 for (top = ms.bot; top; top = top->above)
1311 while (top != NULL)
1312 { 1312 {
1313 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1313 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1314 floor = top; 1314 floor = top;
1315 1315
1316 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1316 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1319 top = top->below; 1319 top = top->below;
1320 break; 1320 break;
1321 } 1321 }
1322 1322
1323 last = top; 1323 last = top;
1324 top = top->above;
1325 } 1324 }
1326 1325
1327 /* Don't want top to be NULL, so set it to the last valid object */ 1326 /* Don't want top to be NULL, so set it to the last valid object */
1328 top = last; 1327 top = last;
1329 1328
1331 * looks like instead of lots of conditions here. 1330 * looks like instead of lots of conditions here.
1332 * makes things faster, and effectively the same result. 1331 * makes things faster, and effectively the same result.
1333 */ 1332 */
1334 1333
1335 /* Have object 'fall below' other objects that block view. 1334 /* Have object 'fall below' other objects that block view.
1336 * Unless those objects are exits, type 66 1335 * Unless those objects are exits.
1337 * If INS_ON_TOP is used, don't do this processing 1336 * If INS_ON_TOP is used, don't do this processing
1338 * Need to find the object that in fact blocks view, otherwise 1337 * Need to find the object that in fact blocks view, otherwise
1339 * stacking is a bit odd. 1338 * stacking is a bit odd.
1340 */ 1339 */
1341 if (!(flag & INS_ON_TOP) && 1340 if (!(flag & INS_ON_TOP)
1342 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1341 && ms.flags () & P_BLOCKSVIEW
1342 && (op->face && !faces [op->face].visibility))
1343 { 1343 {
1344 for (last = top; last != floor; last = last->below) 1344 for (last = top; last != floor; last = last->below)
1345 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1345 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1346 break; 1346 break;
1347
1347 /* Check to see if we found the object that blocks view, 1348 /* Check to see if we found the object that blocks view,
1348 * and make sure we have a below pointer for it so that 1349 * and make sure we have a below pointer for it so that
1349 * we can get inserted below this one, which requires we 1350 * we can get inserted below this one, which requires we
1350 * set top to the object below us. 1351 * set top to the object below us.
1351 */ 1352 */
1352 if (last && last->below && last != floor) 1353 if (last && last->below && last != floor)
1353 top = last->below; 1354 top = last->below;
1354 } 1355 }
1355 } /* If objects on this space */ 1356 } /* If objects on this space */
1356
1357 if (flag & INS_MAP_LOAD) 1357 if (flag & INS_MAP_LOAD)
1358 top = GET_MAP_TOP (op->map, op->x, op->y); 1358 top = ms.top;
1359 1359
1360 if (flag & INS_ABOVE_FLOOR_ONLY) 1360 if (flag & INS_ABOVE_FLOOR_ONLY)
1361 top = floor; 1361 top = floor;
1362 1362
1363 /* Top is the object that our object (op) is going to get inserted above. 1363 /* Top is the object that our object (op) is going to get inserted above.
1364 */ 1364 */
1365 1365
1366 /* First object on this space */ 1366 /* First object on this space */
1367 if (!top) 1367 if (!top)
1368 { 1368 {
1369 op->above = GET_MAP_OB (op->map, op->x, op->y); 1369 op->above = ms.bot;
1370 1370
1371 if (op->above) 1371 if (op->above)
1372 op->above->below = op; 1372 op->above->below = op;
1373 1373
1374 op->below = NULL; 1374 op->below = 0;
1375 op->ms ().bot = op; 1375 ms.bot = op;
1376 } 1376 }
1377 else 1377 else
1378 { /* get inserted into the stack above top */ 1378 { /* get inserted into the stack above top */
1379 op->above = top->above; 1379 op->above = top->above;
1380 1380
1383 1383
1384 op->below = top; 1384 op->below = top;
1385 top->above = op; 1385 top->above = op;
1386 } 1386 }
1387 1387
1388 if (op->above == NULL) 1388 if (!op->above)
1389 op->ms ().top = op; 1389 ms.top = op;
1390 } /* else not INS_BELOW_ORIGINATOR */ 1390 } /* else not INS_BELOW_ORIGINATOR */
1391 1391
1392 if (op->type == PLAYER) 1392 if (op->type == PLAYER)
1393 {
1393 op->contr->do_los = 1; 1394 op->contr->do_los = 1;
1395 ++op->map->players;
1396 op->map->touch ();
1397 }
1394 1398
1395 /* If we have a floor, we know the player, if any, will be above 1399 op->map->dirty = true;
1396 * it, so save a few ticks and start from there. 1400
1397 */
1398 if (!(flag & INS_MAP_LOAD)) 1401 if (!(flag & INS_MAP_LOAD))
1399 if (object *pl = op->ms ().player ()) 1402 if (object *pl = ms.player ())
1400 if (pl->contr->ns)
1401 pl->contr->ns->floorbox_update (); 1403 pl->contr->ns->floorbox_update ();
1402 1404
1403 /* If this object glows, it may affect lighting conditions that are 1405 /* If this object glows, it may affect lighting conditions that are
1404 * visible to others on this map. But update_all_los is really 1406 * visible to others on this map. But update_all_los is really
1405 * an inefficient way to do this, as it means los for all players 1407 * an inefficient way to do this, as it means los for all players
1406 * on the map will get recalculated. The players could very well 1408 * on the map will get recalculated. The players could very well
1407 * be far away from this change and not affected in any way - 1409 * be far away from this change and not affected in any way -
1408 * this should get redone to only look for players within range, 1410 * this should get redone to only look for players within range,
1409 * or just updating the P_NEED_UPDATE for spaces within this area 1411 * or just updating the P_UPTODATE for spaces within this area
1410 * of effect may be sufficient. 1412 * of effect may be sufficient.
1411 */ 1413 */
1412 if (op->map->darkness && (op->glow_radius != 0)) 1414 if (op->map->darkness && (op->glow_radius != 0))
1413 update_all_los (op->map, op->x, op->y); 1415 update_all_los (op->map, op->x, op->y);
1414 1416
1425 * blocked() and wall() work properly), and these flags are updated by 1427 * blocked() and wall() work properly), and these flags are updated by
1426 * update_object(). 1428 * update_object().
1427 */ 1429 */
1428 1430
1429 /* if this is not the head or flag has been passed, don't check walk on status */ 1431 /* if this is not the head or flag has been passed, don't check walk on status */
1430 if (!(flag & INS_NO_WALK_ON) && !op->head) 1432 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1431 { 1433 {
1432 if (check_move_on (op, originator)) 1434 if (check_move_on (op, originator))
1433 return 0; 1435 return 0;
1434 1436
1435 /* If we are a multi part object, lets work our way through the check 1437 /* If we are a multi part object, lets work our way through the check
1436 * walk on's. 1438 * walk on's.
1437 */ 1439 */
1438 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1440 for (object *tmp = op->more; tmp; tmp = tmp->more)
1439 if (check_move_on (tmp, originator)) 1441 if (check_move_on (tmp, originator))
1440 return 0; 1442 return 0;
1441 } 1443 }
1442 1444
1443 return op; 1445 return op;
1452{ 1454{
1453 object *tmp, *tmp1; 1455 object *tmp, *tmp1;
1454 1456
1455 /* first search for itself and remove any old instances */ 1457 /* first search for itself and remove any old instances */
1456 1458
1457 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1459 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1458 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1460 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1459 tmp->destroy (); 1461 tmp->destroy ();
1460 1462
1461 tmp1 = arch_to_object (archetype::find (arch_string)); 1463 tmp1 = arch_to_object (archetype::find (arch_string));
1462 1464
1463 tmp1->x = op->x; 1465 tmp1->x = op->x;
1464 tmp1->y = op->y; 1466 tmp1->y = op->y;
1465 insert_ob_in_map (tmp1, op->map, op, 0); 1467 insert_ob_in_map (tmp1, op->map, op, 0);
1468}
1469
1470object *
1471object::insert_at (object *where, object *originator, int flags)
1472{
1473 return where->map->insert (this, where->x, where->y, originator, flags);
1466} 1474}
1467 1475
1468/* 1476/*
1469 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1477 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1470 * is returned contains nr objects, and the remaining parts contains 1478 * is returned contains nr objects, and the remaining parts contains
1471 * the rest (or is removed and freed if that number is 0). 1479 * the rest (or is removed and freed if that number is 0).
1472 * On failure, NULL is returned, and the reason put into the 1480 * On failure, NULL is returned, and the reason put into the
1473 * global static errmsg array. 1481 * global static errmsg array.
1474 */ 1482 */
1475
1476object * 1483object *
1477get_split_ob (object *orig_ob, uint32 nr) 1484get_split_ob (object *orig_ob, uint32 nr)
1478{ 1485{
1479 object *newob; 1486 object *newob;
1480 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1487 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1511 * the amount of an object. If the amount reaches 0, the object 1518 * the amount of an object. If the amount reaches 0, the object
1512 * is subsequently removed and freed. 1519 * is subsequently removed and freed.
1513 * 1520 *
1514 * Return value: 'op' if something is left, NULL if the amount reached 0 1521 * Return value: 'op' if something is left, NULL if the amount reached 0
1515 */ 1522 */
1516
1517object * 1523object *
1518decrease_ob_nr (object *op, uint32 i) 1524decrease_ob_nr (object *op, uint32 i)
1519{ 1525{
1520 object *tmp; 1526 object *tmp;
1521 1527
1596 1602
1597/* 1603/*
1598 * add_weight(object, weight) adds the specified weight to an object, 1604 * add_weight(object, weight) adds the specified weight to an object,
1599 * and also updates how much the environment(s) is/are carrying. 1605 * and also updates how much the environment(s) is/are carrying.
1600 */ 1606 */
1601
1602void 1607void
1603add_weight (object *op, signed long weight) 1608add_weight (object *op, signed long weight)
1604{ 1609{
1605 while (op != NULL) 1610 while (op != NULL)
1606 { 1611 {
1621 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1626 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1622 free (dump); 1627 free (dump);
1623 return op; 1628 return op;
1624 } 1629 }
1625 1630
1626 if (where->head) 1631 if (where->head_ () != where)
1627 { 1632 {
1628 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n"); 1633 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1629 where = where->head; 1634 where = where->head;
1630 } 1635 }
1631 1636
1632 return where->insert (op); 1637 return where->insert (op);
1633} 1638}
1638 * inside the object environment. 1643 * inside the object environment.
1639 * 1644 *
1640 * The function returns now pointer to inserted item, and return value can 1645 * The function returns now pointer to inserted item, and return value can
1641 * be != op, if items are merged. -Tero 1646 * be != op, if items are merged. -Tero
1642 */ 1647 */
1643
1644object * 1648object *
1645object::insert (object *op) 1649object::insert (object *op)
1646{ 1650{
1647 object *tmp, *otmp;
1648
1649 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1651 if (!QUERY_FLAG (op, FLAG_REMOVED))
1650 op->remove (); 1652 op->remove ();
1651 1653
1652 if (op->more) 1654 if (op->more)
1653 { 1655 {
1655 return op; 1657 return op;
1656 } 1658 }
1657 1659
1658 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1660 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1659 CLEAR_FLAG (op, FLAG_REMOVED); 1661 CLEAR_FLAG (op, FLAG_REMOVED);
1662
1660 if (op->nrof) 1663 if (op->nrof)
1661 { 1664 {
1662 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1665 for (object *tmp = inv; tmp; tmp = tmp->below)
1663 if (object::can_merge (tmp, op)) 1666 if (object::can_merge (tmp, op))
1664 { 1667 {
1665 /* return the original object and remove inserted object 1668 /* return the original object and remove inserted object
1666 (client needs the original object) */ 1669 (client needs the original object) */
1667 tmp->nrof += op->nrof; 1670 tmp->nrof += op->nrof;
1686 add_weight (this, op->weight * op->nrof); 1689 add_weight (this, op->weight * op->nrof);
1687 } 1690 }
1688 else 1691 else
1689 add_weight (this, (op->weight + op->carrying)); 1692 add_weight (this, (op->weight + op->carrying));
1690 1693
1691 otmp = this->in_player (); 1694 if (object *otmp = this->in_player ())
1692 if (otmp && otmp->contr)
1693 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1695 if (otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1694 otmp->update_stats (); 1696 otmp->update_stats ();
1695 1697
1698 op->owner = 0; // its his/hers now. period.
1696 op->map = 0; 1699 op->map = 0;
1697 op->env = this; 1700 op->env = this;
1698 op->above = 0; 1701 op->above = 0;
1699 op->below = 0; 1702 op->below = 0;
1700 op->x = 0, op->y = 0; 1703 op->x = op->y = 0;
1701 1704
1702 /* reset the light list and los of the players on the map */ 1705 /* reset the light list and los of the players on the map */
1703 if ((op->glow_radius != 0) && map) 1706 if (op->glow_radius && map)
1704 { 1707 {
1705#ifdef DEBUG_LIGHTS 1708#ifdef DEBUG_LIGHTS
1706 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1709 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1707#endif /* DEBUG_LIGHTS */ 1710#endif /* DEBUG_LIGHTS */
1708 if (map->darkness) 1711 if (map->darkness)
1744 * 1747 *
1745 * MSW 2001-07-08: Check all objects on space, not just those below 1748 * MSW 2001-07-08: Check all objects on space, not just those below
1746 * object being inserted. insert_ob_in_map may not put new objects 1749 * object being inserted. insert_ob_in_map may not put new objects
1747 * on top. 1750 * on top.
1748 */ 1751 */
1749
1750int 1752int
1751check_move_on (object *op, object *originator) 1753check_move_on (object *op, object *originator)
1752{ 1754{
1753 object *tmp; 1755 object *tmp;
1754 maptile *m = op->map; 1756 maptile *m = op->map;
1781 1783
1782 /* The objects have to be checked from top to bottom. 1784 /* The objects have to be checked from top to bottom.
1783 * Hence, we first go to the top: 1785 * Hence, we first go to the top:
1784 */ 1786 */
1785 1787
1786 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp && tmp->above; tmp = tmp->above) 1788 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1787 { 1789 {
1788 /* Trim the search when we find the first other spell effect 1790 /* Trim the search when we find the first other spell effect
1789 * this helps performance so that if a space has 50 spell objects, 1791 * this helps performance so that if a space has 50 spell objects,
1790 * we don't need to check all of them. 1792 * we don't need to check all of them.
1791 */ 1793 */
1809 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1811 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1810 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1812 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1811 { 1813 {
1812 1814
1813 float 1815 float
1814 diff = tmp->move_slow_penalty * FABS (op->speed); 1816 diff = tmp->move_slow_penalty * fabs (op->speed);
1815 1817
1816 if (op->type == PLAYER) 1818 if (op->type == PLAYER)
1817 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1819 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1818 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1820 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1819 diff /= 4.0; 1821 diff /= 4.0;
1849 * The first matching object is returned, or NULL if none. 1851 * The first matching object is returned, or NULL if none.
1850 */ 1852 */
1851object * 1853object *
1852present_arch (const archetype *at, maptile *m, int x, int y) 1854present_arch (const archetype *at, maptile *m, int x, int y)
1853{ 1855{
1854 if (m == NULL || out_of_map (m, x, y)) 1856 if (!m || out_of_map (m, x, y))
1855 { 1857 {
1856 LOG (llevError, "Present_arch called outside map.\n"); 1858 LOG (llevError, "Present_arch called outside map.\n");
1857 return NULL; 1859 return NULL;
1858 } 1860 }
1859 1861
1860 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1862 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1861 if (tmp->arch == at) 1863 if (tmp->arch == at)
1862 return tmp; 1864 return tmp;
1863 1865
1864 return NULL; 1866 return NULL;
1865} 1867}
1876 { 1878 {
1877 LOG (llevError, "Present called outside map.\n"); 1879 LOG (llevError, "Present called outside map.\n");
1878 return NULL; 1880 return NULL;
1879 } 1881 }
1880 1882
1881 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1883 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1882 if (tmp->type == type) 1884 if (tmp->type == type)
1883 return tmp; 1885 return tmp;
1884 1886
1885 return NULL; 1887 return NULL;
1886} 1888}
1963 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1965 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1964 { 1966 {
1965 CLEAR_FLAG (tmp, flag); 1967 CLEAR_FLAG (tmp, flag);
1966 unflag_inv (tmp, flag); 1968 unflag_inv (tmp, flag);
1967 } 1969 }
1968}
1969
1970/*
1971 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1972 * all it's inventory (recursively).
1973 * If checksums are used, a player will get set_cheat called for
1974 * him/her-self and all object carried by a call to this function.
1975 */
1976void
1977set_cheat (object *op)
1978{
1979 SET_FLAG (op, FLAG_WAS_WIZ);
1980 flag_inv (op, FLAG_WAS_WIZ);
1981} 1970}
1982 1971
1983/* 1972/*
1984 * find_free_spot(object, map, x, y, start, stop) will search for 1973 * find_free_spot(object, map, x, y, start, stop) will search for
1985 * a spot at the given map and coordinates which will be able to contain 1974 * a spot at the given map and coordinates which will be able to contain
2007 int index = 0, flag; 1996 int index = 0, flag;
2008 int altern[SIZEOFFREE]; 1997 int altern[SIZEOFFREE];
2009 1998
2010 for (int i = start; i < stop; i++) 1999 for (int i = start; i < stop; i++)
2011 { 2000 {
2012 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2001 mapxy pos (m, x, y); pos.move (i);
2013 if (!flag) 2002
2014 altern [index++] = i; 2003 if (!pos.normalise ())
2004 continue;
2005
2006 mapspace &ms = *pos;
2007 ms.update ();
2008
2009 /* However, often
2010 * ob doesn't have any move type (when used to place exits)
2011 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
2012 */
2013 if (ob->move_type == 0 && ms.move_block != MOVE_ALL)
2014 continue;
2015 2015
2016 /* Basically, if we find a wall on a space, we cut down the search size. 2016 /* Basically, if we find a wall on a space, we cut down the search size.
2017 * In this way, we won't return spaces that are on another side of a wall. 2017 * In this way, we won't return spaces that are on another side of a wall.
2018 * This mostly work, but it cuts down the search size in all directions - 2018 * This mostly work, but it cuts down the search size in all directions -
2019 * if the space being examined only has a wall to the north and empty 2019 * if the space being examined only has a wall to the north and empty
2020 * spaces in all the other directions, this will reduce the search space 2020 * spaces in all the other directions, this will reduce the search space
2021 * to only the spaces immediately surrounding the target area, and 2021 * to only the spaces immediately surrounding the target area, and
2022 * won't look 2 spaces south of the target space. 2022 * won't look 2 spaces south of the target space.
2023 */ 2023 */
2024 else if ((flag & P_NO_PASS) && maxfree[i] < stop) 2024 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2025 {
2025 stop = maxfree[i]; 2026 stop = maxfree[i];
2027 continue;
2028 }
2029
2030 /* Note it is intentional that we check ob - the movement type of the
2031 * head of the object should correspond for the entire object.
2032 */
2033 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2034 continue;
2035
2036 altern [index++] = i;
2026 } 2037 }
2027 2038
2028 if (!index) 2039 if (!index)
2029 return -1; 2040 return -1;
2030 2041
2031 return altern[RANDOM () % index]; 2042 return altern [rndm (index)];
2032} 2043}
2033 2044
2034/* 2045/*
2035 * find_first_free_spot(archetype, maptile, x, y) works like 2046 * find_first_free_spot(archetype, maptile, x, y) works like
2036 * find_free_spot(), but it will search max number of squares. 2047 * find_free_spot(), but it will search max number of squares.
2039 */ 2050 */
2040int 2051int
2041find_first_free_spot (const object *ob, maptile *m, int x, int y) 2052find_first_free_spot (const object *ob, maptile *m, int x, int y)
2042{ 2053{
2043 for (int i = 0; i < SIZEOFFREE; i++) 2054 for (int i = 0; i < SIZEOFFREE; i++)
2044 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2055 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2045 return i; 2056 return i;
2046 2057
2047 return -1; 2058 return -1;
2048} 2059}
2049 2060
2057{ 2068{
2058 arr += begin; 2069 arr += begin;
2059 end -= begin; 2070 end -= begin;
2060 2071
2061 while (--end) 2072 while (--end)
2062 swap (arr [end], arr [RANDOM () % (end + 1)]); 2073 swap (arr [end], arr [rndm (end + 1)]);
2063} 2074}
2064 2075
2065/* new function to make monster searching more efficient, and effective! 2076/* new function to make monster searching more efficient, and effective!
2066 * This basically returns a randomized array (in the passed pointer) of 2077 * This basically returns a randomized array (in the passed pointer) of
2067 * the spaces to find monsters. In this way, it won't always look for 2078 * the spaces to find monsters. In this way, it won't always look for
2103 object *tmp; 2114 object *tmp;
2104 maptile *mp; 2115 maptile *mp;
2105 2116
2106 MoveType blocked, move_type; 2117 MoveType blocked, move_type;
2107 2118
2108 if (exclude && exclude->head) 2119 if (exclude && exclude->head_ () != exclude)
2109 { 2120 {
2110 exclude = exclude->head; 2121 exclude = exclude->head;
2111 move_type = exclude->move_type; 2122 move_type = exclude->move_type;
2112 } 2123 }
2113 else 2124 else
2136 max = maxfree[i]; 2147 max = maxfree[i];
2137 else if (mflags & P_IS_ALIVE) 2148 else if (mflags & P_IS_ALIVE)
2138 { 2149 {
2139 for (tmp = ms.bot; tmp; tmp = tmp->above) 2150 for (tmp = ms.bot; tmp; tmp = tmp->above)
2140 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2151 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2141 && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2152 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2142 break; 2153 break;
2143 2154
2144 if (tmp) 2155 if (tmp)
2145 return freedir[i]; 2156 return freedir[i];
2146 } 2157 }
2201 2212
2202 return 3; 2213 return 3;
2203} 2214}
2204 2215
2205/* 2216/*
2206 * absdir(int): Returns a number between 1 and 8, which represent
2207 * the "absolute" direction of a number (it actually takes care of
2208 * "overflow" in previous calculations of a direction).
2209 */
2210
2211int
2212absdir (int d)
2213{
2214 while (d < 1)
2215 d += 8;
2216
2217 while (d > 8)
2218 d -= 8;
2219
2220 return d;
2221}
2222
2223/*
2224 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2217 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2225 * between two directions (which are expected to be absolute (see absdir()) 2218 * between two directions (which are expected to be absolute (see absdir())
2226 */ 2219 */
2227
2228int 2220int
2229dirdiff (int dir1, int dir2) 2221dirdiff (int dir1, int dir2)
2230{ 2222{
2231 int d; 2223 int d;
2232 2224
2345 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2337 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2346 * core dumps if they do. 2338 * core dumps if they do.
2347 * 2339 *
2348 * Add a check so we can't pick up invisible objects (0.93.8) 2340 * Add a check so we can't pick up invisible objects (0.93.8)
2349 */ 2341 */
2350
2351int 2342int
2352can_pick (const object *who, const object *item) 2343can_pick (const object *who, const object *item)
2353{ 2344{
2354 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2345 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2355 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2346 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2360 * create clone from object to another 2351 * create clone from object to another
2361 */ 2352 */
2362object * 2353object *
2363object_create_clone (object *asrc) 2354object_create_clone (object *asrc)
2364{ 2355{
2365 object *dst = 0, *tmp, *src, *part, *prev, *item; 2356 object *dst = 0, *tmp, *src, *prev, *item;
2366 2357
2367 if (!asrc) 2358 if (!asrc)
2368 return 0; 2359 return 0;
2369 2360
2370 src = asrc;
2371 if (src->head)
2372 src = src->head; 2361 src = asrc->head_ ();
2373 2362
2374 prev = 0; 2363 prev = 0;
2375 for (part = src; part; part = part->more) 2364 for (object *part = src; part; part = part->more)
2376 { 2365 {
2377 tmp = part->clone (); 2366 tmp = part->clone ();
2378 tmp->x -= src->x; 2367 tmp->x -= src->x;
2379 tmp->y -= src->y; 2368 tmp->y -= src->y;
2380 2369
2396 2385
2397 for (item = src->inv; item; item = item->below) 2386 for (item = src->inv; item; item = item->below)
2398 insert_ob_in_ob (object_create_clone (item), dst); 2387 insert_ob_in_ob (object_create_clone (item), dst);
2399 2388
2400 return dst; 2389 return dst;
2401}
2402
2403/* GROS - Creates an object using a string representing its content. */
2404/* Basically, we save the content of the string to a temp file, then call */
2405/* load_object on it. I admit it is a highly inefficient way to make things, */
2406/* but it was simple to make and allows reusing the load_object function. */
2407/* Remember not to use load_object_str in a time-critical situation. */
2408/* Also remember that multiparts objects are not supported for now. */
2409object *
2410load_object_str (const char *obstr)
2411{
2412 object *op;
2413 char filename[MAX_BUF];
2414
2415 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2416
2417 FILE *tempfile = fopen (filename, "w");
2418
2419 if (tempfile == NULL)
2420 {
2421 LOG (llevError, "Error - Unable to access load object temp file\n");
2422 return NULL;
2423 }
2424
2425 fprintf (tempfile, obstr);
2426 fclose (tempfile);
2427
2428 op = object::create ();
2429
2430 object_thawer thawer (filename);
2431
2432 if (thawer)
2433 load_object (thawer, op, 0);
2434
2435 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2436 CLEAR_FLAG (op, FLAG_REMOVED);
2437
2438 return op;
2439} 2390}
2440 2391
2441/* This returns the first object in who's inventory that 2392/* This returns the first object in who's inventory that
2442 * has the same type and subtype match. 2393 * has the same type and subtype match.
2443 * returns NULL if no match. 2394 * returns NULL if no match.
2498 if (link->key == canonical_key) 2449 if (link->key == canonical_key)
2499 return link->value; 2450 return link->value;
2500 2451
2501 return 0; 2452 return 0;
2502} 2453}
2503
2504 2454
2505/* 2455/*
2506 * Updates the canonical_key in op to value. 2456 * Updates the canonical_key in op to value.
2507 * 2457 *
2508 * canonical_key is a shared string (value doesn't have to be). 2458 * canonical_key is a shared string (value doesn't have to be).
2532 /* Basically, if the archetype has this key set, 2482 /* Basically, if the archetype has this key set,
2533 * we need to store the null value so when we save 2483 * we need to store the null value so when we save
2534 * it, we save the empty value so that when we load, 2484 * it, we save the empty value so that when we load,
2535 * we get this value back again. 2485 * we get this value back again.
2536 */ 2486 */
2537 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2487 if (get_ob_key_link (op->arch, canonical_key))
2538 field->value = 0; 2488 field->value = 0;
2539 else 2489 else
2540 { 2490 {
2541 if (last) 2491 if (last)
2542 last->next = field->next; 2492 last->next = field->next;
2611 } 2561 }
2612 else 2562 else
2613 item = item->env; 2563 item = item->env;
2614} 2564}
2615 2565
2566const char *
2567object::flag_desc (char *desc, int len) const
2568{
2569 char *p = desc;
2570 bool first = true;
2571
2572 *p = 0;
2573
2574 for (int i = 0; i < NUM_FLAGS; i++)
2575 {
2576 if (len <= 10) // magic constant!
2577 {
2578 snprintf (p, len, ",...");
2579 break;
2580 }
2581
2582 if (flag [i])
2583 {
2584 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2585 len -= cnt;
2586 p += cnt;
2587 first = false;
2588 }
2589 }
2590
2591 return desc;
2592}
2593
2616// return a suitable string describing an objetc in enough detail to find it 2594// return a suitable string describing an object in enough detail to find it
2617const char * 2595const char *
2618object::debug_desc (char *info) const 2596object::debug_desc (char *info) const
2619{ 2597{
2598 char flagdesc[512];
2620 char info2[256 * 3]; 2599 char info2[256 * 4];
2621 char *p = info; 2600 char *p = info;
2622 2601
2623 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2602 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2624 count, 2603 count, uuid.seq,
2625 &name, 2604 &name,
2626 title ? " " : "", 2605 title ? "\",title:\"" : "",
2627 title ? (const char *)title : ""); 2606 title ? (const char *)title : "",
2607 flag_desc (flagdesc, 512), type);
2628 2608
2629 if (env) 2609 if (!this->flag[FLAG_REMOVED] && env)
2630 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2610 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2631 2611
2632 if (map) 2612 if (map)
2633 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2613 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2634 2614
2635 return info; 2615 return info;
2636} 2616}
2637 2617
2638const char * 2618const char *
2639object::debug_desc () const 2619object::debug_desc () const
2640{ 2620{
2641 static char info[256 * 3]; 2621 static char info[3][256 * 4];
2622 static int info_idx;
2623
2642 return debug_desc (info); 2624 return debug_desc (info [++info_idx % 3]);
2643} 2625}
2644 2626
2627struct region *
2628object::region () const
2629{
2630 return map ? map->region (x, y)
2631 : region::default_region ();
2632}
2633
2634const materialtype_t *
2635object::dominant_material () const
2636{
2637 if (materialtype_t *mt = name_to_material (materialname))
2638 return mt;
2639
2640 return name_to_material (shstr_unknown);
2641}
2642
2643void
2644object::open_container (object *new_container)
2645{
2646 if (container == new_container)
2647 return;
2648
2649 if (object *old_container = container)
2650 {
2651 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2652 return;
2653
2654#if 0
2655 // remove the "Close old_container" object.
2656 if (object *closer = old_container->inv)
2657 if (closer->type == CLOSE_CON)
2658 closer->destroy ();
2659#endif
2660
2661 old_container->flag [FLAG_APPLIED] = 0;
2662 container = 0;
2663
2664 esrv_update_item (UPD_FLAGS, this, old_container);
2665 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2666 play_sound (sound_find ("chest_close"));
2667 }
2668
2669 if (new_container)
2670 {
2671 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2672 return;
2673
2674 // TODO: this does not seem to serve any purpose anymore?
2675#if 0
2676 // insert the "Close Container" object.
2677 if (archetype *closer = new_container->other_arch)
2678 {
2679 object *closer = arch_to_object (new_container->other_arch);
2680 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2681 new_container->insert (closer);
2682 }
2683#endif
2684
2685 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2686
2687 new_container->flag [FLAG_APPLIED] = 1;
2688 container = new_container;
2689
2690 esrv_update_item (UPD_FLAGS, this, new_container);
2691 esrv_send_inventory (this, new_container);
2692 play_sound (sound_find ("chest_open"));
2693 }
2694}
2695
2696object *
2697object::force_find (const shstr name)
2698{
2699 /* cycle through his inventory to look for the MARK we want to
2700 * place
2701 */
2702 for (object *tmp = inv; tmp; tmp = tmp->below)
2703 if (tmp->type == FORCE && tmp->slaying == name)
2704 return splay (tmp);
2705
2706 return 0;
2707}
2708
2709void
2710object::force_add (const shstr name, int duration)
2711{
2712 if (object *force = force_find (name))
2713 force->destroy ();
2714
2715 object *force = get_archetype (FORCE_NAME);
2716
2717 force->slaying = name;
2718 force->stats.food = 1;
2719 force->speed_left = -1.f;
2720
2721 force->set_speed (duration ? 1.f / duration : 0.f);
2722 force->flag [FLAG_IS_USED_UP] = true;
2723 force->flag [FLAG_APPLIED] = true;
2724
2725 insert (force);
2726}
2727
2728void
2729object::play_sound (faceidx sound) const
2730{
2731 if (!sound)
2732 return;
2733
2734 if (flag [FLAG_REMOVED])
2735 return;
2736
2737 if (env)
2738 {
2739 if (object *pl = in_player ())
2740 pl->contr->play_sound (sound);
2741 }
2742 else
2743 map->play_sound (sound, x, y);
2744}
2745

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