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Comparing deliantra/server/common/object.C (file contents):
Revision 1.87 by root, Tue Dec 26 08:54:59 2006 UTC vs.
Revision 1.191 by root, Sun Sep 30 20:22:15 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,
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, 1); 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}
568
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 ();
526 584
527 dst->set_speed (dst->speed); 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/*
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
559object::set_speed (float speed) 636object::set_speed (float speed)
560{ 637{
561 extern int arch_init;
562
563 /* No reason putting the archetypes objects on the speed list,
564 * since they never really need to be updated.
565 */
566 if (flag [FLAG_FREED] && speed) 638 if (flag [FLAG_FREED] && speed)
567 { 639 {
568 LOG (llevError, "Object %s is freed but has speed.\n", &name); 640 LOG (llevError, "Object %s is freed but has speed.\n", &name);
569 speed = 0; 641 speed = 0;
570 } 642 }
571 643
572 this->speed = speed; 644 this->speed = speed;
573 645
574 if (arch_init) 646 if (has_active_speed ())
575 return; 647 activate ();
576
577 if (FABS (speed) > MIN_ACTIVE_SPEED)
578 {
579 /* If already on active list, don't do anything */
580 if (active_next || active_prev || this == active_objects)
581 return;
582
583 /* process_events() expects us to insert the object at the beginning
584 * of the list. */
585 active_next = active_objects;
586
587 if (active_next)
588 active_next->active_prev = this;
589
590 active_objects = this;
591 }
592 else 648 else
593 { 649 deactivate ();
594 /* If not on the active list, nothing needs to be done */
595 if (!active_next && !active_prev && this != active_objects)
596 return;
597
598 if (!active_prev)
599 {
600 active_objects = active_next;
601
602 if (active_next)
603 active_next->active_prev = 0;
604 }
605 else
606 {
607 active_prev->active_next = active_next;
608
609 if (active_next)
610 active_next->active_prev = active_prev;
611 }
612
613 active_next = 0;
614 active_prev = 0;
615 }
616}
617
618/* This function removes object 'op' from the list of active
619 * objects.
620 * This should only be used for style maps or other such
621 * reference maps where you don't want an object that isn't
622 * in play chewing up cpu time getting processed.
623 * The reverse of this is to call update_ob_speed, which
624 * will do the right thing based on the speed of the object.
625 */
626void
627remove_from_active_list (object *op)
628{
629 /* If not on the active list, nothing needs to be done */
630 if (!op->active_next && !op->active_prev && op != active_objects)
631 return;
632
633 if (op->active_prev == NULL)
634 {
635 active_objects = op->active_next;
636 if (op->active_next != NULL)
637 op->active_next->active_prev = NULL;
638 }
639 else
640 {
641 op->active_prev->active_next = op->active_next;
642 if (op->active_next)
643 op->active_next->active_prev = op->active_prev;
644 }
645 op->active_next = NULL;
646 op->active_prev = NULL;
647} 650}
648 651
649/* 652/*
650 * update_object() updates the the map. 653 * update_object() updates the the map.
651 * It takes into account invisible objects (and represent squares covered 654 * It takes into account invisible objects (and represent squares covered
664 * UP_OBJ_FACE: only the objects face has changed. 667 * UP_OBJ_FACE: only the objects face has changed.
665 */ 668 */
666void 669void
667update_object (object *op, int action) 670update_object (object *op, int action)
668{ 671{
669 MoveType move_on, move_off, move_block, move_slow;
670
671 if (op == NULL) 672 if (op == NULL)
672 { 673 {
673 /* this should never happen */ 674 /* this should never happen */
674 LOG (llevDebug, "update_object() called for NULL object.\n"); 675 LOG (llevDebug, "update_object() called for NULL object.\n");
675 return; 676 return;
699 return; 700 return;
700 } 701 }
701 702
702 mapspace &m = op->ms (); 703 mapspace &m = op->ms ();
703 704
704 if (m.flags_ & P_NEED_UPDATE) 705 if (!(m.flags_ & P_UPTODATE))
705 /* nop */; 706 /* nop */;
706 else if (action == UP_OBJ_INSERT) 707 else if (action == UP_OBJ_INSERT)
707 { 708 {
708 // this is likely overkill, TODO: revisit (schmorp) 709 // this is likely overkill, TODO: revisit (schmorp)
709 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 710 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
718 /* 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
719 * to have move_allow right now. 720 * to have move_allow right now.
720 */ 721 */
721 || ((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
722 || 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)
723 m.flags_ = P_NEED_UPDATE; 724 m.flags_ = 0;
724 } 725 }
725 /* if the object is being removed, we can't make intelligent 726 /* if the object is being removed, we can't make intelligent
726 * decisions, because remove_ob can't really pass the object 727 * decisions, because remove_ob can't really pass the object
727 * that is being removed. 728 * that is being removed.
728 */ 729 */
729 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 730 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
730 m.flags_ = P_NEED_UPDATE; 731 m.flags_ = 0;
731 else if (action == UP_OBJ_FACE) 732 else if (action == UP_OBJ_FACE)
732 /* Nothing to do for that case */ ; 733 /* Nothing to do for that case */ ;
733 else 734 else
734 LOG (llevError, "update_object called with invalid action: %d\n", action); 735 LOG (llevError, "update_object called with invalid action: %d\n", action);
735 736
736 if (op->more) 737 if (op->more)
737 update_object (op->more, action); 738 update_object (op->more, action);
738} 739}
739 740
740object::vector object::objects; // not yet used
741object *object::first;
742
743object::object () 741object::object ()
744{ 742{
745 SET_FLAG (this, FLAG_REMOVED); 743 SET_FLAG (this, FLAG_REMOVED);
746 744
747 expmul = 1.0; 745 expmul = 1.0;
748 face = blank_face; 746 face = blank_face;
749} 747}
750 748
751object::~object () 749object::~object ()
752{ 750{
751 unlink ();
752
753 free_key_values (this); 753 free_key_values (this);
754} 754}
755 755
756static int object_count;
757
756void object::link () 758void object::link ()
757{ 759{
758 count = ++ob_count; 760 assert (!index);//D
759 uuid = gen_uuid (); 761 uuid = gen_uuid ();
762 count = ++object_count;
760 763
761 prev = 0; 764 refcnt_inc ();
762 next = object::first; 765 objects.insert (this);
763
764 if (object::first)
765 object::first->prev = this;
766
767 object::first = this;
768} 766}
769 767
770void object::unlink () 768void object::unlink ()
771{ 769{
772 if (this == object::first) 770 if (!index)
773 object::first = next; 771 return;
774 772
775 /* Remove this object from the list of used objects */ 773 objects.erase (this);
776 if (prev) prev->next = next; 774 refcnt_dec ();
777 if (next) next->prev = prev; 775}
778 776
779 prev = 0; 777void
780 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 }
781} 882}
782 883
783object *object::create () 884object *object::create ()
784{ 885{
785 object *op = new object; 886 object *op = new object;
799 remove_friendly_object (this); 900 remove_friendly_object (this);
800 901
801 if (!flag [FLAG_REMOVED]) 902 if (!flag [FLAG_REMOVED])
802 remove (); 903 remove ();
803 904
804 if (flag [FLAG_FREED]) 905 destroy_inv (true);
805 return; 906
907 deactivate ();
908 unlink ();
806 909
807 flag [FLAG_FREED] = 1; 910 flag [FLAG_FREED] = 1;
808 911
809 // hack to ensure that freed objects still have a valid map 912 // hack to ensure that freed objects still have a valid map
810 { 913 {
812 915
813 if (!freed_map) 916 if (!freed_map)
814 { 917 {
815 freed_map = new maptile; 918 freed_map = new maptile;
816 919
920 freed_map->path = "<freed objects map>";
817 freed_map->name = "/internal/freed_objects_map"; 921 freed_map->name = "/internal/freed_objects_map";
818 freed_map->width = 3; 922 freed_map->width = 3;
819 freed_map->height = 3; 923 freed_map->height = 3;
820 924
821 freed_map->allocate (); 925 freed_map->alloc ();
926 freed_map->in_memory = MAP_IN_MEMORY;
822 } 927 }
823 928
824 map = freed_map; 929 map = freed_map;
825 x = 1; 930 x = 1;
826 y = 1; 931 y = 1;
827 } 932 }
828 933
934 if (more)
935 {
936 more->destroy ();
829 more = 0; 937 more = 0;
938 }
939
830 head = 0; 940 head = 0;
831 inv = 0;
832 941
833 // clear those pointers that likely might have circular references to us 942 // clear those pointers that likely might cause circular references
834 owner = 0; 943 owner = 0;
835 enemy = 0; 944 enemy = 0;
836 attacked_by = 0; 945 attacked_by = 0;
837 946 current_weapon = 0;
838 // only relevant for players(?), but make sure of it anyways
839 contr = 0;
840
841 /* Remove object from the active list */
842 set_speed (0);
843
844 unlink ();
845}
846
847/*
848 * Remove and free all objects in the inventory of the given object.
849 * object.c ?
850 */
851void
852object::destroy_inv (bool drop_to_ground)
853{
854 if (!inv)
855 return;
856
857 /* Only if the space blocks everything do we not process -
858 * if some form of movement is allowed, let objects
859 * drop on that space.
860 */
861 if (!drop_to_ground || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
862 {
863 while (inv)
864 {
865 inv->destroy_inv (drop_to_ground);
866 inv->destroy ();
867 }
868 }
869 else
870 { /* Put objects in inventory onto this space */
871 while (inv)
872 {
873 object *op = inv;
874
875 if (op->flag [FLAG_STARTEQUIP]
876 || op->flag [FLAG_NO_DROP]
877 || op->type == RUNE
878 || op->type == TRAP
879 || op->flag [FLAG_IS_A_TEMPLATE])
880 op->destroy ();
881 else
882 {
883 op->remove ();
884 op->x = x;
885 op->y = y;
886 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
887 }
888 }
889 }
890} 947}
891 948
892void 949void
893object::destroy (bool destroy_inventory) 950object::destroy (bool destroy_inventory)
894{ 951{
895 if (destroyed ()) 952 if (destroyed ())
896 return; 953 return;
897 954
898 if (more)
899 {
900 //TODO: non-head objects must not have inventory
901 more->destroy (destroy_inventory);
902 more = 0;
903 }
904
905 if (destroy_inventory) 955 if (destroy_inventory)
906 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
907 963
908 attachable::destroy (); 964 attachable::destroy ();
909} 965}
910 966
911/* 967/*
929 * 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
930 * 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
931 * object will have no environment. If the object previously had an 987 * object will have no environment. If the object previously had an
932 * environment, the x and y coordinates will be updated to 988 * environment, the x and y coordinates will be updated to
933 * the previous environment. 989 * the previous environment.
934 * Beware: This function is called from the editor as well!
935 */ 990 */
936void 991void
937object::remove () 992object::do_remove ()
938{ 993{
939 object *tmp, *last = 0; 994 object *tmp, *last = 0;
940 object *otmp; 995 object *otmp;
941 996
942 if (QUERY_FLAG (this, FLAG_REMOVED)) 997 if (QUERY_FLAG (this, FLAG_REMOVED))
964 * to save cpu time. 1019 * to save cpu time.
965 */ 1020 */
966 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))
967 otmp->update_stats (); 1022 otmp->update_stats ();
968 1023
969 if (above != NULL) 1024 if (above)
970 above->below = below; 1025 above->below = below;
971 else 1026 else
972 env->inv = below; 1027 env->inv = below;
973 1028
974 if (below != NULL) 1029 if (below)
975 below->above = above; 1030 below->above = above;
976 1031
977 /* we set up values so that it could be inserted into 1032 /* we set up values so that it could be inserted into
978 * 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
979 * to the caller to decide what we want to do. 1034 * to the caller to decide what we want to do.
983 above = 0, below = 0; 1038 above = 0, below = 0;
984 env = 0; 1039 env = 0;
985 } 1040 }
986 else if (map) 1041 else if (map)
987 { 1042 {
988 /* Re did the following section of code - it looks like it had 1043 if (type == PLAYER)
989 * lots of logic for things we no longer care about
990 */ 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 ();
991 1057
992 /* link the object above us */ 1058 /* link the object above us */
993 if (above) 1059 if (above)
994 above->below = below; 1060 above->below = below;
995 else 1061 else
996 map->at (x, y).top = below; /* we were top, set new top */ 1062 ms.top = below; /* we were top, set new top */
997 1063
998 /* Relink the object below us, if there is one */ 1064 /* Relink the object below us, if there is one */
999 if (below) 1065 if (below)
1000 below->above = above; 1066 below->above = above;
1001 else 1067 else
1003 /* 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
1004 * use translated coordinates in case some oddness with map tiling is 1070 * use translated coordinates in case some oddness with map tiling is
1005 * evident 1071 * evident
1006 */ 1072 */
1007 if (GET_MAP_OB (map, x, y) != this) 1073 if (GET_MAP_OB (map, x, y) != this)
1008 {
1009 char *dump = dump_object (this);
1010 LOG (llevError,
1011 "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 ());
1012 free (dump);
1013 dump = dump_object (GET_MAP_OB (map, x, y));
1014 LOG (llevError, "%s\n", dump);
1015 free (dump);
1016 }
1017 1075
1018 map->at (x, y).bot = above; /* goes on above it. */ 1076 ms.bot = above; /* goes on above it. */
1019 } 1077 }
1020 1078
1021 above = 0; 1079 above = 0;
1022 below = 0; 1080 below = 0;
1023 1081
1024 if (map->in_memory == MAP_SAVING) 1082 if (map->in_memory == MAP_SAVING)
1025 return; 1083 return;
1026 1084
1027 int check_walk_off = !flag [FLAG_NO_APPLY]; 1085 int check_walk_off = !flag [FLAG_NO_APPLY];
1028 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
1029 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) 1099 for (tmp = ms.bot; tmp; tmp = tmp->above)
1030 { 1100 {
1031 /* 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
1032 * being removed. 1102 * being removed.
1033 */ 1103 */
1034 1104
1035 if (tmp->type == PLAYER && tmp != this)
1036 {
1037 /* If a container that the player is currently using somehow gets
1038 * removed (most likely destroyed), update the player view
1039 * appropriately.
1040 */
1041 if (tmp->container == this)
1042 {
1043 flag [FLAG_APPLIED] = 0;
1044 tmp->container = 0;
1045 }
1046
1047 if (tmp->contr->ns)
1048 tmp->contr->ns->floorbox_update ();
1049 }
1050
1051 /* See if player moving off should effect something */ 1105 /* See if object moving off should effect something */
1052 if (check_walk_off 1106 if (check_walk_off
1053 && ((move_type & tmp->move_off) 1107 && ((move_type & tmp->move_off)
1054 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1108 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1055 { 1109 {
1056 move_apply (tmp, this, 0); 1110 move_apply (tmp, this, 0);
1057 1111
1058 if (destroyed ()) 1112 if (destroyed ())
1059 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 ());
1060 } 1114 }
1061 1115
1062 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1063
1064 if (tmp->above == tmp)
1065 tmp->above = 0;
1066
1067 last = tmp; 1116 last = tmp;
1068 } 1117 }
1069 1118
1070 /* 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?
1071 if (!last) 1121 if (!last)
1072 map->at (x, y).flags_ = P_NEED_UPDATE; 1122 map->at (x, y).flags_ = 0;
1073 else 1123 else
1074 update_object (last, UP_OBJ_REMOVE); 1124 update_object (last, UP_OBJ_REMOVE);
1075 1125
1076 if (flag [FLAG_BLOCKSVIEW] || glow_radius) 1126 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1077 update_all_los (map, x, y); 1127 update_all_los (map, x, y);
1113 } 1163 }
1114 1164
1115 return 0; 1165 return 0;
1116} 1166}
1117 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
1118/* 1191/*
1119 * 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
1120 * job preparing multi-part monsters 1193 * job preparing multi-part monsters.
1121 */ 1194 */
1122object * 1195object *
1123insert_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)
1124{ 1197{
1125 object *tmp;
1126
1127 if (op->head)
1128 op = op->head;
1129
1130 for (tmp = op; tmp; tmp = tmp->more) 1198 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1131 { 1199 {
1132 tmp->x = x + tmp->arch->clone.x; 1200 tmp->x = x + tmp->arch->x;
1133 tmp->y = y + tmp->arch->clone.y; 1201 tmp->y = y + tmp->arch->y;
1134 } 1202 }
1135 1203
1136 return insert_ob_in_map (op, m, originator, flag); 1204 return insert_ob_in_map (op, m, originator, flag);
1137} 1205}
1138 1206
1157 * just 'op' otherwise 1225 * just 'op' otherwise
1158 */ 1226 */
1159object * 1227object *
1160insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1228insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1161{ 1229{
1230 assert (!op->flag [FLAG_FREED]);
1231
1162 object *tmp, *top, *floor = NULL; 1232 object *top, *floor = NULL;
1163 sint16 x, y;
1164 1233
1165 if (QUERY_FLAG (op, FLAG_FREED)) 1234 op->remove ();
1166 {
1167 LOG (llevError, "Trying to insert freed object!\n");
1168 return NULL;
1169 }
1170
1171 if (m == NULL)
1172 {
1173 char *dump = dump_object (op);
1174 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1175 free (dump);
1176 return op;
1177 }
1178
1179 if (out_of_map (m, op->x, op->y))
1180 {
1181 char *dump = dump_object (op);
1182 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1183#ifdef MANY_CORES
1184 /* Better to catch this here, as otherwise the next use of this object
1185 * is likely to cause a crash. Better to find out where it is getting
1186 * improperly inserted.
1187 */
1188 abort ();
1189#endif
1190 free (dump);
1191 return op;
1192 }
1193
1194 if (!QUERY_FLAG (op, FLAG_REMOVED))
1195 {
1196 char *dump = dump_object (op);
1197 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1198 free (dump);
1199 return op;
1200 }
1201
1202 if (op->more)
1203 {
1204 /* The part may be on a different map. */
1205
1206 object *more = op->more;
1207
1208 /* We really need the caller to normalize coordinates - if
1209 * we set the map, that doesn't work if the location is within
1210 * a map and this is straddling an edge. So only if coordinate
1211 * is clear wrong do we normalize it.
1212 */
1213 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1214 more->map = get_map_from_coord (m, &more->x, &more->y);
1215 else if (!more->map)
1216 {
1217 /* For backwards compatibility - when not dealing with tiled maps,
1218 * more->map should always point to the parent.
1219 */
1220 more->map = m;
1221 }
1222
1223 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1224 {
1225 if (!op->head)
1226 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1227
1228 return 0;
1229 }
1230 }
1231
1232 CLEAR_FLAG (op, FLAG_REMOVED);
1233 1235
1234 /* Ideally, the caller figures this out. However, it complicates a lot 1236 /* Ideally, the caller figures this out. However, it complicates a lot
1235 * 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
1236 * need extra work 1238 * need extra work
1237 */ 1239 */
1238 op->map = get_map_from_coord (m, &op->x, &op->y); 1240 if (!xy_normalise (m, op->x, op->y))
1239 x = op->x; 1241 {
1240 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 ();
1241 1254
1242 /* this has to be done after we translate the coordinates. 1255 /* this has to be done after we translate the coordinates.
1243 */ 1256 */
1244 if (op->nrof && !(flag & INS_NO_MERGE)) 1257 if (op->nrof && !(flag & INS_NO_MERGE))
1245 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1258 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1246 if (object::can_merge (op, tmp)) 1259 if (object::can_merge (op, tmp))
1247 { 1260 {
1248 op->nrof += tmp->nrof; 1261 op->nrof += tmp->nrof;
1249 tmp->destroy (); 1262 tmp->destroy ();
1250 } 1263 }
1267 op->below = originator->below; 1280 op->below = originator->below;
1268 1281
1269 if (op->below) 1282 if (op->below)
1270 op->below->above = op; 1283 op->below->above = op;
1271 else 1284 else
1272 op->ms ().bot = op; 1285 ms.bot = op;
1273 1286
1274 /* since *below* originator, no need to update top */ 1287 /* since *below* originator, no need to update top */
1275 originator->below = op; 1288 originator->below = op;
1276 } 1289 }
1277 else 1290 else
1278 { 1291 {
1292 top = ms.bot;
1293
1279 /* If there are other objects, then */ 1294 /* If there are other objects, then */
1280 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1295 if (top)
1281 { 1296 {
1282 object *last = NULL; 1297 object *last = 0;
1283 1298
1284 /* 1299 /*
1285 * 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.
1286 * We've already dealt with merging if appropriate. 1301 * We've already dealt with merging if appropriate.
1287 * 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
1291 * 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
1292 * 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
1293 * 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
1294 * that flying non pickable objects are spell objects. 1309 * that flying non pickable objects are spell objects.
1295 */ 1310 */
1296 1311 for (top = ms.bot; top; top = top->above)
1297 while (top != NULL)
1298 { 1312 {
1299 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))
1300 floor = top; 1314 floor = top;
1301 1315
1302 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))
1305 top = top->below; 1319 top = top->below;
1306 break; 1320 break;
1307 } 1321 }
1308 1322
1309 last = top; 1323 last = top;
1310 top = top->above;
1311 } 1324 }
1312 1325
1313 /* 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 */
1314 top = last; 1327 top = last;
1315 1328
1317 * looks like instead of lots of conditions here. 1330 * looks like instead of lots of conditions here.
1318 * makes things faster, and effectively the same result. 1331 * makes things faster, and effectively the same result.
1319 */ 1332 */
1320 1333
1321 /* Have object 'fall below' other objects that block view. 1334 /* Have object 'fall below' other objects that block view.
1322 * Unless those objects are exits, type 66 1335 * Unless those objects are exits.
1323 * If INS_ON_TOP is used, don't do this processing 1336 * If INS_ON_TOP is used, don't do this processing
1324 * Need to find the object that in fact blocks view, otherwise 1337 * Need to find the object that in fact blocks view, otherwise
1325 * stacking is a bit odd. 1338 * stacking is a bit odd.
1326 */ 1339 */
1327 if (!(flag & INS_ON_TOP) && 1340 if (!(flag & INS_ON_TOP)
1328 (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))
1329 { 1343 {
1330 for (last = top; last != floor; last = last->below) 1344 for (last = top; last != floor; last = last->below)
1331 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1345 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1332 break; 1346 break;
1347
1333 /* Check to see if we found the object that blocks view, 1348 /* Check to see if we found the object that blocks view,
1334 * 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
1335 * we can get inserted below this one, which requires we 1350 * we can get inserted below this one, which requires we
1336 * set top to the object below us. 1351 * set top to the object below us.
1337 */ 1352 */
1338 if (last && last->below && last != floor) 1353 if (last && last->below && last != floor)
1339 top = last->below; 1354 top = last->below;
1340 } 1355 }
1341 } /* If objects on this space */ 1356 } /* If objects on this space */
1342 1357
1343 if (flag & INS_MAP_LOAD)
1344 top = GET_MAP_TOP (op->map, op->x, op->y);
1345
1346 if (flag & INS_ABOVE_FLOOR_ONLY) 1358 if (flag & INS_ABOVE_FLOOR_ONLY)
1347 top = floor; 1359 top = floor;
1348 1360
1349 /* Top is the object that our object (op) is going to get inserted above. 1361 /* Top is the object that our object (op) is going to get inserted above.
1350 */ 1362 */
1351 1363
1352 /* First object on this space */ 1364 /* First object on this space */
1353 if (!top) 1365 if (!top)
1354 { 1366 {
1355 op->above = GET_MAP_OB (op->map, op->x, op->y); 1367 op->above = ms.bot;
1356 1368
1357 if (op->above) 1369 if (op->above)
1358 op->above->below = op; 1370 op->above->below = op;
1359 1371
1360 op->below = NULL; 1372 op->below = 0;
1361 op->ms ().bot = op; 1373 ms.bot = op;
1362 } 1374 }
1363 else 1375 else
1364 { /* get inserted into the stack above top */ 1376 { /* get inserted into the stack above top */
1365 op->above = top->above; 1377 op->above = top->above;
1366 1378
1369 1381
1370 op->below = top; 1382 op->below = top;
1371 top->above = op; 1383 top->above = op;
1372 } 1384 }
1373 1385
1374 if (op->above == NULL) 1386 if (!op->above)
1375 op->ms ().top = op; 1387 ms.top = op;
1376 } /* else not INS_BELOW_ORIGINATOR */ 1388 } /* else not INS_BELOW_ORIGINATOR */
1377 1389
1378 if (op->type == PLAYER) 1390 if (op->type == PLAYER)
1391 {
1379 op->contr->do_los = 1; 1392 op->contr->do_los = 1;
1393 ++op->map->players;
1394 op->map->touch ();
1395 }
1380 1396
1381 /* If we have a floor, we know the player, if any, will be above 1397 op->map->dirty = true;
1382 * it, so save a few ticks and start from there. 1398
1383 */
1384 if (!(flag & INS_MAP_LOAD))
1385 if (object *pl = op->ms ().player ()) 1399 if (object *pl = ms.player ())
1386 if (pl->contr->ns)
1387 pl->contr->ns->floorbox_update (); 1400 pl->contr->ns->floorbox_update ();
1388 1401
1389 /* If this object glows, it may affect lighting conditions that are 1402 /* If this object glows, it may affect lighting conditions that are
1390 * visible to others on this map. But update_all_los is really 1403 * visible to others on this map. But update_all_los is really
1391 * an inefficient way to do this, as it means los for all players 1404 * an inefficient way to do this, as it means los for all players
1392 * on the map will get recalculated. The players could very well 1405 * on the map will get recalculated. The players could very well
1393 * be far away from this change and not affected in any way - 1406 * be far away from this change and not affected in any way -
1394 * this should get redone to only look for players within range, 1407 * this should get redone to only look for players within range,
1395 * or just updating the P_NEED_UPDATE for spaces within this area 1408 * or just updating the P_UPTODATE for spaces within this area
1396 * of effect may be sufficient. 1409 * of effect may be sufficient.
1397 */ 1410 */
1398 if (op->map->darkness && (op->glow_radius != 0)) 1411 if (op->map->darkness && (op->glow_radius != 0))
1399 update_all_los (op->map, op->x, op->y); 1412 update_all_los (op->map, op->x, op->y);
1400 1413
1411 * blocked() and wall() work properly), and these flags are updated by 1424 * blocked() and wall() work properly), and these flags are updated by
1412 * update_object(). 1425 * update_object().
1413 */ 1426 */
1414 1427
1415 /* if this is not the head or flag has been passed, don't check walk on status */ 1428 /* if this is not the head or flag has been passed, don't check walk on status */
1416 if (!(flag & INS_NO_WALK_ON) && !op->head) 1429 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1417 { 1430 {
1418 if (check_move_on (op, originator)) 1431 if (check_move_on (op, originator))
1419 return 0; 1432 return 0;
1420 1433
1421 /* If we are a multi part object, lets work our way through the check 1434 /* If we are a multi part object, lets work our way through the check
1422 * walk on's. 1435 * walk on's.
1423 */ 1436 */
1424 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1437 for (object *tmp = op->more; tmp; tmp = tmp->more)
1425 if (check_move_on (tmp, originator)) 1438 if (check_move_on (tmp, originator))
1426 return 0; 1439 return 0;
1427 } 1440 }
1428 1441
1429 return op; 1442 return op;
1438{ 1451{
1439 object *tmp, *tmp1; 1452 object *tmp, *tmp1;
1440 1453
1441 /* first search for itself and remove any old instances */ 1454 /* first search for itself and remove any old instances */
1442 1455
1443 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1456 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1444 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1457 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1445 tmp->destroy (); 1458 tmp->destroy ();
1446 1459
1447 tmp1 = arch_to_object (archetype::find (arch_string)); 1460 tmp1 = arch_to_object (archetype::find (arch_string));
1448 1461
1449 tmp1->x = op->x; 1462 tmp1->x = op->x;
1450 tmp1->y = op->y; 1463 tmp1->y = op->y;
1451 insert_ob_in_map (tmp1, op->map, op, 0); 1464 insert_ob_in_map (tmp1, op->map, op, 0);
1465}
1466
1467object *
1468object::insert_at (object *where, object *originator, int flags)
1469{
1470 return where->map->insert (this, where->x, where->y, originator, flags);
1452} 1471}
1453 1472
1454/* 1473/*
1455 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1474 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1456 * is returned contains nr objects, and the remaining parts contains 1475 * is returned contains nr objects, and the remaining parts contains
1457 * the rest (or is removed and freed if that number is 0). 1476 * the rest (or is removed and freed if that number is 0).
1458 * On failure, NULL is returned, and the reason put into the 1477 * On failure, NULL is returned, and the reason put into the
1459 * global static errmsg array. 1478 * global static errmsg array.
1460 */ 1479 */
1461
1462object * 1480object *
1463get_split_ob (object *orig_ob, uint32 nr) 1481get_split_ob (object *orig_ob, uint32 nr)
1464{ 1482{
1465 object *newob; 1483 object *newob;
1466 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1484 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1497 * the amount of an object. If the amount reaches 0, the object 1515 * the amount of an object. If the amount reaches 0, the object
1498 * is subsequently removed and freed. 1516 * is subsequently removed and freed.
1499 * 1517 *
1500 * Return value: 'op' if something is left, NULL if the amount reached 0 1518 * Return value: 'op' if something is left, NULL if the amount reached 0
1501 */ 1519 */
1502
1503object * 1520object *
1504decrease_ob_nr (object *op, uint32 i) 1521decrease_ob_nr (object *op, uint32 i)
1505{ 1522{
1506 object *tmp; 1523 object *tmp;
1507 1524
1582 1599
1583/* 1600/*
1584 * add_weight(object, weight) adds the specified weight to an object, 1601 * add_weight(object, weight) adds the specified weight to an object,
1585 * and also updates how much the environment(s) is/are carrying. 1602 * and also updates how much the environment(s) is/are carrying.
1586 */ 1603 */
1587
1588void 1604void
1589add_weight (object *op, signed long weight) 1605add_weight (object *op, signed long weight)
1590{ 1606{
1591 while (op != NULL) 1607 while (op != NULL)
1592 { 1608 {
1607 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1623 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1608 free (dump); 1624 free (dump);
1609 return op; 1625 return op;
1610 } 1626 }
1611 1627
1612 if (where->head) 1628 if (where->head_ () != where)
1613 { 1629 {
1614 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n"); 1630 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1615 where = where->head; 1631 where = where->head;
1616 } 1632 }
1617 1633
1618 return where->insert (op); 1634 return where->insert (op);
1619} 1635}
1624 * inside the object environment. 1640 * inside the object environment.
1625 * 1641 *
1626 * The function returns now pointer to inserted item, and return value can 1642 * The function returns now pointer to inserted item, and return value can
1627 * be != op, if items are merged. -Tero 1643 * be != op, if items are merged. -Tero
1628 */ 1644 */
1629
1630object * 1645object *
1631object::insert (object *op) 1646object::insert (object *op)
1632{ 1647{
1633 object *tmp, *otmp;
1634
1635 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1648 if (!QUERY_FLAG (op, FLAG_REMOVED))
1636 op->remove (); 1649 op->remove ();
1637 1650
1638 if (op->more) 1651 if (op->more)
1639 { 1652 {
1641 return op; 1654 return op;
1642 } 1655 }
1643 1656
1644 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1657 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1645 CLEAR_FLAG (op, FLAG_REMOVED); 1658 CLEAR_FLAG (op, FLAG_REMOVED);
1659
1646 if (op->nrof) 1660 if (op->nrof)
1647 { 1661 {
1648 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1662 for (object *tmp = inv; tmp; tmp = tmp->below)
1649 if (object::can_merge (tmp, op)) 1663 if (object::can_merge (tmp, op))
1650 { 1664 {
1651 /* return the original object and remove inserted object 1665 /* return the original object and remove inserted object
1652 (client needs the original object) */ 1666 (client needs the original object) */
1653 tmp->nrof += op->nrof; 1667 tmp->nrof += op->nrof;
1672 add_weight (this, op->weight * op->nrof); 1686 add_weight (this, op->weight * op->nrof);
1673 } 1687 }
1674 else 1688 else
1675 add_weight (this, (op->weight + op->carrying)); 1689 add_weight (this, (op->weight + op->carrying));
1676 1690
1677 otmp = this->in_player (); 1691 if (object *otmp = this->in_player ())
1678 if (otmp && otmp->contr)
1679 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1692 if (otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1680 otmp->update_stats (); 1693 otmp->update_stats ();
1681 1694
1695 op->owner = 0; // its his/hers now. period.
1682 op->map = 0; 1696 op->map = 0;
1683 op->env = this; 1697 op->env = this;
1684 op->above = 0; 1698 op->above = 0;
1685 op->below = 0; 1699 op->below = 0;
1686 op->x = 0, op->y = 0; 1700 op->x = op->y = 0;
1687 1701
1688 /* reset the light list and los of the players on the map */ 1702 /* reset the light list and los of the players on the map */
1689 if ((op->glow_radius != 0) && map) 1703 if (op->glow_radius && map)
1690 { 1704 {
1691#ifdef DEBUG_LIGHTS 1705#ifdef DEBUG_LIGHTS
1692 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1706 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1693#endif /* DEBUG_LIGHTS */ 1707#endif /* DEBUG_LIGHTS */
1694 if (map->darkness) 1708 if (map->darkness)
1730 * 1744 *
1731 * MSW 2001-07-08: Check all objects on space, not just those below 1745 * MSW 2001-07-08: Check all objects on space, not just those below
1732 * object being inserted. insert_ob_in_map may not put new objects 1746 * object being inserted. insert_ob_in_map may not put new objects
1733 * on top. 1747 * on top.
1734 */ 1748 */
1735
1736int 1749int
1737check_move_on (object *op, object *originator) 1750check_move_on (object *op, object *originator)
1738{ 1751{
1739 object *tmp; 1752 object *tmp;
1740 maptile *m = op->map; 1753 maptile *m = op->map;
1767 1780
1768 /* The objects have to be checked from top to bottom. 1781 /* The objects have to be checked from top to bottom.
1769 * Hence, we first go to the top: 1782 * Hence, we first go to the top:
1770 */ 1783 */
1771 1784
1772 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp && tmp->above; tmp = tmp->above) 1785 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1773 { 1786 {
1774 /* Trim the search when we find the first other spell effect 1787 /* Trim the search when we find the first other spell effect
1775 * this helps performance so that if a space has 50 spell objects, 1788 * this helps performance so that if a space has 50 spell objects,
1776 * we don't need to check all of them. 1789 * we don't need to check all of them.
1777 */ 1790 */
1795 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1808 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1796 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1809 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1797 { 1810 {
1798 1811
1799 float 1812 float
1800 diff = tmp->move_slow_penalty * FABS (op->speed); 1813 diff = tmp->move_slow_penalty * fabs (op->speed);
1801 1814
1802 if (op->type == PLAYER) 1815 if (op->type == PLAYER)
1803 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1816 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1804 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1817 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1805 diff /= 4.0; 1818 diff /= 4.0;
1835 * The first matching object is returned, or NULL if none. 1848 * The first matching object is returned, or NULL if none.
1836 */ 1849 */
1837object * 1850object *
1838present_arch (const archetype *at, maptile *m, int x, int y) 1851present_arch (const archetype *at, maptile *m, int x, int y)
1839{ 1852{
1840 if (m == NULL || out_of_map (m, x, y)) 1853 if (!m || out_of_map (m, x, y))
1841 { 1854 {
1842 LOG (llevError, "Present_arch called outside map.\n"); 1855 LOG (llevError, "Present_arch called outside map.\n");
1843 return NULL; 1856 return NULL;
1844 } 1857 }
1845 1858
1846 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1859 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1847 if (tmp->arch == at) 1860 if (tmp->arch == at)
1848 return tmp; 1861 return tmp;
1849 1862
1850 return NULL; 1863 return NULL;
1851} 1864}
1862 { 1875 {
1863 LOG (llevError, "Present called outside map.\n"); 1876 LOG (llevError, "Present called outside map.\n");
1864 return NULL; 1877 return NULL;
1865 } 1878 }
1866 1879
1867 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1880 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1868 if (tmp->type == type) 1881 if (tmp->type == type)
1869 return tmp; 1882 return tmp;
1870 1883
1871 return NULL; 1884 return NULL;
1872} 1885}
1949 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1962 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1950 { 1963 {
1951 CLEAR_FLAG (tmp, flag); 1964 CLEAR_FLAG (tmp, flag);
1952 unflag_inv (tmp, flag); 1965 unflag_inv (tmp, flag);
1953 } 1966 }
1954}
1955
1956/*
1957 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1958 * all it's inventory (recursively).
1959 * If checksums are used, a player will get set_cheat called for
1960 * him/her-self and all object carried by a call to this function.
1961 */
1962void
1963set_cheat (object *op)
1964{
1965 SET_FLAG (op, FLAG_WAS_WIZ);
1966 flag_inv (op, FLAG_WAS_WIZ);
1967} 1967}
1968 1968
1969/* 1969/*
1970 * find_free_spot(object, map, x, y, start, stop) will search for 1970 * find_free_spot(object, map, x, y, start, stop) will search for
1971 * a spot at the given map and coordinates which will be able to contain 1971 * a spot at the given map and coordinates which will be able to contain
1988 * customized, changed states, etc. 1988 * customized, changed states, etc.
1989 */ 1989 */
1990int 1990int
1991find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 1991find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
1992{ 1992{
1993 int altern[SIZEOFFREE];
1993 int index = 0, flag; 1994 int index = 0, flag;
1994 int altern[SIZEOFFREE];
1995 1995
1996 for (int i = start; i < stop; i++) 1996 for (int i = start; i < stop; i++)
1997 { 1997 {
1998 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 1998 mapxy pos (m, x, y); pos.move (i);
1999 if (!flag) 1999
2000 if (!pos.normalise ())
2001 continue;
2002
2003 mapspace &ms = *pos;
2004
2005 if (ms.flags () & P_IS_ALIVE)
2006 continue;
2007
2008 /* However, often
2009 * ob doesn't have any move type (when used to place exits)
2010 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
2011 */
2012 if (ob->move_type == 0 && ms.move_block != MOVE_ALL)
2013 {
2000 altern [index++] = i; 2014 altern [index++] = i;
2015 continue;
2016 }
2001 2017
2002 /* Basically, if we find a wall on a space, we cut down the search size. 2018 /* Basically, if we find a wall on a space, we cut down the search size.
2003 * In this way, we won't return spaces that are on another side of a wall. 2019 * In this way, we won't return spaces that are on another side of a wall.
2004 * This mostly work, but it cuts down the search size in all directions - 2020 * This mostly work, but it cuts down the search size in all directions -
2005 * if the space being examined only has a wall to the north and empty 2021 * if the space being examined only has a wall to the north and empty
2006 * spaces in all the other directions, this will reduce the search space 2022 * spaces in all the other directions, this will reduce the search space
2007 * to only the spaces immediately surrounding the target area, and 2023 * to only the spaces immediately surrounding the target area, and
2008 * won't look 2 spaces south of the target space. 2024 * won't look 2 spaces south of the target space.
2009 */ 2025 */
2010 else if ((flag & P_NO_PASS) && maxfree[i] < stop) 2026 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2027 {
2011 stop = maxfree[i]; 2028 stop = maxfree[i];
2029 continue;
2030 }
2031
2032 /* Note it is intentional that we check ob - the movement type of the
2033 * head of the object should correspond for the entire object.
2034 */
2035 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2036 continue;
2037
2038 altern [index++] = i;
2012 } 2039 }
2013 2040
2014 if (!index) 2041 if (!index)
2015 return -1; 2042 return -1;
2016 2043
2017 return altern[RANDOM () % index]; 2044 return altern [rndm (index)];
2018} 2045}
2019 2046
2020/* 2047/*
2021 * find_first_free_spot(archetype, maptile, x, y) works like 2048 * find_first_free_spot(archetype, maptile, x, y) works like
2022 * find_free_spot(), but it will search max number of squares. 2049 * find_free_spot(), but it will search max number of squares.
2025 */ 2052 */
2026int 2053int
2027find_first_free_spot (const object *ob, maptile *m, int x, int y) 2054find_first_free_spot (const object *ob, maptile *m, int x, int y)
2028{ 2055{
2029 for (int i = 0; i < SIZEOFFREE; i++) 2056 for (int i = 0; i < SIZEOFFREE; i++)
2030 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2057 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2031 return i; 2058 return i;
2032 2059
2033 return -1; 2060 return -1;
2034} 2061}
2035 2062
2043{ 2070{
2044 arr += begin; 2071 arr += begin;
2045 end -= begin; 2072 end -= begin;
2046 2073
2047 while (--end) 2074 while (--end)
2048 swap (arr [end], arr [RANDOM () % (end + 1)]); 2075 swap (arr [end], arr [rndm (end + 1)]);
2049} 2076}
2050 2077
2051/* new function to make monster searching more efficient, and effective! 2078/* new function to make monster searching more efficient, and effective!
2052 * This basically returns a randomized array (in the passed pointer) of 2079 * This basically returns a randomized array (in the passed pointer) of
2053 * the spaces to find monsters. In this way, it won't always look for 2080 * the spaces to find monsters. In this way, it won't always look for
2089 object *tmp; 2116 object *tmp;
2090 maptile *mp; 2117 maptile *mp;
2091 2118
2092 MoveType blocked, move_type; 2119 MoveType blocked, move_type;
2093 2120
2094 if (exclude && exclude->head) 2121 if (exclude && exclude->head_ () != exclude)
2095 { 2122 {
2096 exclude = exclude->head; 2123 exclude = exclude->head;
2097 move_type = exclude->move_type; 2124 move_type = exclude->move_type;
2098 } 2125 }
2099 else 2126 else
2122 max = maxfree[i]; 2149 max = maxfree[i];
2123 else if (mflags & P_IS_ALIVE) 2150 else if (mflags & P_IS_ALIVE)
2124 { 2151 {
2125 for (tmp = ms.bot; tmp; tmp = tmp->above) 2152 for (tmp = ms.bot; tmp; tmp = tmp->above)
2126 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2153 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2127 && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2154 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2128 break; 2155 break;
2129 2156
2130 if (tmp) 2157 if (tmp)
2131 return freedir[i]; 2158 return freedir[i];
2132 } 2159 }
2187 2214
2188 return 3; 2215 return 3;
2189} 2216}
2190 2217
2191/* 2218/*
2192 * absdir(int): Returns a number between 1 and 8, which represent
2193 * the "absolute" direction of a number (it actually takes care of
2194 * "overflow" in previous calculations of a direction).
2195 */
2196
2197int
2198absdir (int d)
2199{
2200 while (d < 1)
2201 d += 8;
2202
2203 while (d > 8)
2204 d -= 8;
2205
2206 return d;
2207}
2208
2209/*
2210 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2219 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2211 * between two directions (which are expected to be absolute (see absdir()) 2220 * between two directions (which are expected to be absolute (see absdir())
2212 */ 2221 */
2213
2214int 2222int
2215dirdiff (int dir1, int dir2) 2223dirdiff (int dir1, int dir2)
2216{ 2224{
2217 int d; 2225 int d;
2218 2226
2331 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2339 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2332 * core dumps if they do. 2340 * core dumps if they do.
2333 * 2341 *
2334 * Add a check so we can't pick up invisible objects (0.93.8) 2342 * Add a check so we can't pick up invisible objects (0.93.8)
2335 */ 2343 */
2336
2337int 2344int
2338can_pick (const object *who, const object *item) 2345can_pick (const object *who, const object *item)
2339{ 2346{
2340 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2347 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2341 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2348 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2346 * create clone from object to another 2353 * create clone from object to another
2347 */ 2354 */
2348object * 2355object *
2349object_create_clone (object *asrc) 2356object_create_clone (object *asrc)
2350{ 2357{
2351 object *dst = 0, *tmp, *src, *part, *prev, *item; 2358 object *dst = 0, *tmp, *src, *prev, *item;
2352 2359
2353 if (!asrc) 2360 if (!asrc)
2354 return 0; 2361 return 0;
2355 2362
2356 src = asrc;
2357 if (src->head)
2358 src = src->head; 2363 src = asrc->head_ ();
2359 2364
2360 prev = 0; 2365 prev = 0;
2361 for (part = src; part; part = part->more) 2366 for (object *part = src; part; part = part->more)
2362 { 2367 {
2363 tmp = part->clone (); 2368 tmp = part->clone ();
2364 tmp->x -= src->x; 2369 tmp->x -= src->x;
2365 tmp->y -= src->y; 2370 tmp->y -= src->y;
2366 2371
2382 2387
2383 for (item = src->inv; item; item = item->below) 2388 for (item = src->inv; item; item = item->below)
2384 insert_ob_in_ob (object_create_clone (item), dst); 2389 insert_ob_in_ob (object_create_clone (item), dst);
2385 2390
2386 return dst; 2391 return dst;
2387}
2388
2389/* GROS - Creates an object using a string representing its content. */
2390/* Basically, we save the content of the string to a temp file, then call */
2391/* load_object on it. I admit it is a highly inefficient way to make things, */
2392/* but it was simple to make and allows reusing the load_object function. */
2393/* Remember not to use load_object_str in a time-critical situation. */
2394/* Also remember that multiparts objects are not supported for now. */
2395object *
2396load_object_str (const char *obstr)
2397{
2398 object *op;
2399 char filename[MAX_BUF];
2400
2401 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2402
2403 FILE *tempfile = fopen (filename, "w");
2404
2405 if (tempfile == NULL)
2406 {
2407 LOG (llevError, "Error - Unable to access load object temp file\n");
2408 return NULL;
2409 }
2410
2411 fprintf (tempfile, obstr);
2412 fclose (tempfile);
2413
2414 op = object::create ();
2415
2416 object_thawer thawer (filename);
2417
2418 if (thawer)
2419 load_object (thawer, op, 0);
2420
2421 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2422 CLEAR_FLAG (op, FLAG_REMOVED);
2423
2424 return op;
2425} 2392}
2426 2393
2427/* This returns the first object in who's inventory that 2394/* This returns the first object in who's inventory that
2428 * has the same type and subtype match. 2395 * has the same type and subtype match.
2429 * returns NULL if no match. 2396 * returns NULL if no match.
2484 if (link->key == canonical_key) 2451 if (link->key == canonical_key)
2485 return link->value; 2452 return link->value;
2486 2453
2487 return 0; 2454 return 0;
2488} 2455}
2489
2490 2456
2491/* 2457/*
2492 * Updates the canonical_key in op to value. 2458 * Updates the canonical_key in op to value.
2493 * 2459 *
2494 * canonical_key is a shared string (value doesn't have to be). 2460 * canonical_key is a shared string (value doesn't have to be).
2518 /* Basically, if the archetype has this key set, 2484 /* Basically, if the archetype has this key set,
2519 * we need to store the null value so when we save 2485 * we need to store the null value so when we save
2520 * it, we save the empty value so that when we load, 2486 * it, we save the empty value so that when we load,
2521 * we get this value back again. 2487 * we get this value back again.
2522 */ 2488 */
2523 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2489 if (get_ob_key_link (op->arch, canonical_key))
2524 field->value = 0; 2490 field->value = 0;
2525 else 2491 else
2526 { 2492 {
2527 if (last) 2493 if (last)
2528 last->next = field->next; 2494 last->next = field->next;
2597 } 2563 }
2598 else 2564 else
2599 item = item->env; 2565 item = item->env;
2600} 2566}
2601 2567
2568const char *
2569object::flag_desc (char *desc, int len) const
2570{
2571 char *p = desc;
2572 bool first = true;
2573
2574 *p = 0;
2575
2576 for (int i = 0; i < NUM_FLAGS; i++)
2577 {
2578 if (len <= 10) // magic constant!
2579 {
2580 snprintf (p, len, ",...");
2581 break;
2582 }
2583
2584 if (flag [i])
2585 {
2586 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2587 len -= cnt;
2588 p += cnt;
2589 first = false;
2590 }
2591 }
2592
2593 return desc;
2594}
2595
2602// return a suitable string describing an objetc in enough detail to find it 2596// return a suitable string describing an object in enough detail to find it
2603const char * 2597const char *
2604object::debug_desc (char *info) const 2598object::debug_desc (char *info) const
2605{ 2599{
2600 char flagdesc[512];
2606 char info2[256 * 3]; 2601 char info2[256 * 4];
2607 char *p = info; 2602 char *p = info;
2608 2603
2609 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2604 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2610 count, 2605 count, uuid.seq,
2611 &name, 2606 &name,
2612 title ? " " : "", 2607 title ? "\",title:\"" : "",
2613 title ? (const char *)title : ""); 2608 title ? (const char *)title : "",
2609 flag_desc (flagdesc, 512), type);
2614 2610
2615 if (env) 2611 if (!this->flag[FLAG_REMOVED] && env)
2616 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2612 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2617 2613
2618 if (map) 2614 if (map)
2619 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2615 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2620 2616
2621 return info; 2617 return info;
2622} 2618}
2623 2619
2624const char * 2620const char *
2625object::debug_desc () const 2621object::debug_desc () const
2626{ 2622{
2627 static char info[256 * 3]; 2623 static char info[3][256 * 4];
2624 static int info_idx;
2625
2628 return debug_desc (info); 2626 return debug_desc (info [++info_idx % 3]);
2629} 2627}
2630 2628
2629struct region *
2630object::region () const
2631{
2632 return map ? map->region (x, y)
2633 : region::default_region ();
2634}
2635
2636const materialtype_t *
2637object::dominant_material () const
2638{
2639 if (materialtype_t *mt = name_to_material (materialname))
2640 return mt;
2641
2642 return name_to_material (shstr_unknown);
2643}
2644
2645void
2646object::open_container (object *new_container)
2647{
2648 if (container == new_container)
2649 return;
2650
2651 if (object *old_container = container)
2652 {
2653 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2654 return;
2655
2656#if 0
2657 // remove the "Close old_container" object.
2658 if (object *closer = old_container->inv)
2659 if (closer->type == CLOSE_CON)
2660 closer->destroy ();
2661#endif
2662
2663 old_container->flag [FLAG_APPLIED] = 0;
2664 container = 0;
2665
2666 esrv_update_item (UPD_FLAGS, this, old_container);
2667 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2668 play_sound (sound_find ("chest_close"));
2669 }
2670
2671 if (new_container)
2672 {
2673 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2674 return;
2675
2676 // TODO: this does not seem to serve any purpose anymore?
2677#if 0
2678 // insert the "Close Container" object.
2679 if (archetype *closer = new_container->other_arch)
2680 {
2681 object *closer = arch_to_object (new_container->other_arch);
2682 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2683 new_container->insert (closer);
2684 }
2685#endif
2686
2687 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2688
2689 new_container->flag [FLAG_APPLIED] = 1;
2690 container = new_container;
2691
2692 esrv_update_item (UPD_FLAGS, this, new_container);
2693 esrv_send_inventory (this, new_container);
2694 play_sound (sound_find ("chest_open"));
2695 }
2696}
2697
2698object *
2699object::force_find (const shstr name)
2700{
2701 /* cycle through his inventory to look for the MARK we want to
2702 * place
2703 */
2704 for (object *tmp = inv; tmp; tmp = tmp->below)
2705 if (tmp->type == FORCE && tmp->slaying == name)
2706 return splay (tmp);
2707
2708 return 0;
2709}
2710
2711void
2712object::force_add (const shstr name, int duration)
2713{
2714 if (object *force = force_find (name))
2715 force->destroy ();
2716
2717 object *force = get_archetype (FORCE_NAME);
2718
2719 force->slaying = name;
2720 force->stats.food = 1;
2721 force->speed_left = -1.f;
2722
2723 force->set_speed (duration ? 1.f / duration : 0.f);
2724 force->flag [FLAG_IS_USED_UP] = true;
2725 force->flag [FLAG_APPLIED] = true;
2726
2727 insert (force);
2728}
2729
2730void
2731object::play_sound (faceidx sound) const
2732{
2733 if (!sound)
2734 return;
2735
2736 if (flag [FLAG_REMOVED])
2737 return;
2738
2739 if (env)
2740 {
2741 if (object *pl = in_player ())
2742 pl->contr->play_sound (sound);
2743 }
2744 else
2745 map->play_sound (sound, x, y);
2746}
2747

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