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Comparing deliantra/server/common/object.C (file contents):
Revision 1.95 by root, Wed Dec 27 05:42:08 2006 UTC vs.
Revision 1.204 by root, Fri Apr 11 17:01:52 2008 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra 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 * Deliantra 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 to <support@deliantra.net>
21 The authors can be reached via e-mail at <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; 38UUID UUID::cur;
38static UUID uuid; 39static uint64_t seq_next_save;
39const uint64 UUID_SKIP = 1<<19; 40static const uint64 UUID_GAP = 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] = {
46 0,
47 0, 1, 1, 1, 0, -1, -1, -1,
48 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 49 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}; 50};
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, 51short freearr_y[SIZEOFFREE] = {
52 0,
53 -1, -1, 0, 1, 1, 1, 0, -1,
54 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
47 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3 55 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
48}; 56};
49int maxfree[SIZEOFFREE] = { 0, 9, 10, 13, 14, 17, 18, 21, 22, 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 57int maxfree[SIZEOFFREE] = {
58 0,
59 9, 10, 13, 14, 17, 18, 21, 22,
60 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
50 48, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49 61 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
51}; 62};
52int freedir[SIZEOFFREE] = { 63int freedir[SIZEOFFREE] = {
53 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8, 64 0,
65 1, 2, 3, 4, 5, 6, 7, 8,
66 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
54 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8 67 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
55}; 68};
56 69
57static void 70static void
58write_uuid (void) 71write_uuid (uval64 skip, bool sync)
59{ 72{
60 char filename1[MAX_BUF], filename2[MAX_BUF]; 73 CALL_BEGIN (2);
61 74 CALL_ARG_SV (newSVval64 (skip));
62 sprintf (filename1, "%s/uuid", settings.localdir); 75 CALL_ARG_SV (boolSV (sync));
63 sprintf (filename2, "%s/uuid~", settings.localdir); 76 CALL_CALL ("cf::write_uuid", G_DISCARD);
64 77 CALL_END;
65 FILE *fp;
66
67 if (!(fp = fopen (filename2, "w")))
68 {
69 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
70 return;
71 }
72
73 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
74 fclose (fp);
75 rename (filename2, filename1);
76} 78}
77 79
78static void 80static void
79read_uuid (void) 81read_uuid (void)
80{ 82{
81 char filename[MAX_BUF]; 83 char filename[MAX_BUF];
82 84
83 sprintf (filename, "%s/uuid", settings.localdir); 85 sprintf (filename, "%s/uuid", settings.localdir);
84 86
87 seq_next_save = 0;
88
85 FILE *fp; 89 FILE *fp;
86 90
87 if (!(fp = fopen (filename, "r"))) 91 if (!(fp = fopen (filename, "r")))
88 { 92 {
89 if (errno == ENOENT) 93 if (errno == ENOENT)
90 { 94 {
91 LOG (llevInfo, "RESET uid to 1\n"); 95 LOG (llevInfo, "RESET uid to 1\n");
92 uuid.seq = 0; 96 UUID::cur.seq = 0;
93 write_uuid (); 97 write_uuid (UUID_GAP, true);
94 return; 98 return;
95 } 99 }
96 100
97 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename); 101 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
98 _exit (1); 102 _exit (1);
99 } 103 }
100 104
101 int version; 105 UUID::BUF buf;
102 unsigned long long uid; 106 buf[0] = 0;
103 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1) 107 fgets (buf, sizeof (buf), fp);
108
109 if (!UUID::cur.parse (buf))
104 { 110 {
105 LOG (llevError, "FATAL: error reading uid from %s!\n", filename); 111 LOG (llevError, "FATAL: error reading uid from %s (%s)!\n", filename, buf);
106 _exit (1); 112 _exit (1);
107 } 113 }
108 114
109 uuid.seq = uid; 115 LOG (llevDebug, "read UUID: %s\n", UUID::cur.c_str ());
110 write_uuid (); 116
111 LOG (llevDebug, "read UID: %" PRId64 "\n", uid); 117 write_uuid (UUID_GAP, true);
112 fclose (fp); 118 fclose (fp);
113} 119}
114 120
115UUID 121UUID
116gen_uuid () 122UUID::gen ()
117{ 123{
118 UUID uid; 124 UUID uid;
119 125
120 uid.seq = ++uuid.seq; 126 uid.seq = ++cur.seq;
121 127
122 if (!(uuid.seq & (UUID_SKIP - 1))) 128 if (expect_false (cur.seq >= seq_next_save))
123 write_uuid (); 129 {
130 seq_next_save = UUID::cur.seq + (UUID_GAP >> 1);
131 write_uuid (UUID_GAP, false);
132 }
133
124 134
125 return uid; 135 return uid;
126} 136}
127 137
128void 138void
129init_uuid () 139UUID::init ()
130{ 140{
131 read_uuid (); 141 read_uuid ();
132} 142}
133 143
134/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 144/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
190 * Check nrof variable *before* calling can_merge() 200 * Check nrof variable *before* calling can_merge()
191 * 201 *
192 * Improvements made with merge: Better checking on potion, and also 202 * Improvements made with merge: Better checking on potion, and also
193 * check weight 203 * check weight
194 */ 204 */
195
196bool object::can_merge_slow (object *ob1, object *ob2) 205bool object::can_merge_slow (object *ob1, object *ob2)
197{ 206{
198 /* A couple quicksanity checks */ 207 /* A couple quicksanity checks */
199 if (ob1 == ob2 208 if (ob1 == ob2
200 || ob1->type != ob2->type 209 || ob1->type != ob2->type
253 /* This is really a spellbook check - really, we should 262 /* This is really a spellbook check - really, we should
254 * check all objects in the inventory. 263 * check all objects in the inventory.
255 */ 264 */
256 if (ob1->inv || ob2->inv) 265 if (ob1->inv || ob2->inv)
257 { 266 {
258 /* if one object has inventory but the other doesn't, not equiv */ 267 if (!(ob1->inv && ob2->inv))
259 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 268 return 0; /* inventories differ in length */
260 return 0;
261 269
262 /* Now check to see if the two inventory objects could merge */ 270 if (ob1->inv->below || ob2->inv->below)
271 return 0; /* more than one object in inv */
272
263 if (!object::can_merge (ob1->inv, ob2->inv)) 273 if (!object::can_merge (ob1->inv, ob2->inv))
264 return 0; 274 return 0; /* inventory objexts differ */
265 275
266 /* inventory ok - still need to check rest of this object to see 276 /* inventory ok - still need to check rest of this object to see
267 * if it is valid. 277 * if it is valid.
268 */ 278 */
269 } 279 }
277 287
278 /* Note sure why the following is the case - either the object has to 288 /* 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 289 * be animated or have a very low speed. Is this an attempted monster
280 * check? 290 * check?
281 */ 291 */
282 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 292 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
283 return 0; 293 return 0;
284 294
285 switch (ob1->type) 295 switch (ob1->type)
286 { 296 {
287 case SCROLL: 297 case SCROLL:
298 return 0; 308 return 0;
299 else if (!compare_ob_value_lists (ob1, ob2)) 309 else if (!compare_ob_value_lists (ob1, ob2))
300 return 0; 310 return 0;
301 } 311 }
302 312
303 //TODO: generate an event or call into perl for additional checks
304 if (ob1->self || ob2->self) 313 if (ob1->self || ob2->self)
305 { 314 {
306 ob1->optimise (); 315 ob1->optimise ();
307 ob2->optimise (); 316 ob2->optimise ();
308 317
309 if (ob1->self || ob2->self) 318 if (ob1->self || ob2->self)
319 {
320 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
321 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
322
323 if (k1 != k2)
310 return 0; 324 return 0;
325 else if (k1 == 0)
326 return 1;
327 else if (!cfperl_can_merge (ob1, ob2))
328 return 0;
329 }
311 } 330 }
312 331
313 /* Everything passes, must be OK. */ 332 /* Everything passes, must be OK. */
314 return 1; 333 return 1;
315} 334}
323sum_weight (object *op) 342sum_weight (object *op)
324{ 343{
325 long sum; 344 long sum;
326 object *inv; 345 object *inv;
327 346
328 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 347 for (sum = 0, inv = op->inv; inv; inv = inv->below)
329 { 348 {
330 if (inv->inv) 349 if (inv->inv)
331 sum_weight (inv); 350 sum_weight (inv);
351
332 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 352 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
333 } 353 }
334 354
335 if (op->type == CONTAINER && op->stats.Str) 355 if (op->type == CONTAINER && op->stats.Str)
336 sum = (sum * (100 - op->stats.Str)) / 100; 356 sum = (sum * (100 - op->stats.Str)) / 100;
356/* 376/*
357 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 377 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
358 * Some error messages. 378 * Some error messages.
359 * The result of the dump is stored in the static global errmsg array. 379 * The result of the dump is stored in the static global errmsg array.
360 */ 380 */
361
362char * 381char *
363dump_object (object *op) 382dump_object (object *op)
364{ 383{
365 if (!op) 384 if (!op)
366 return strdup ("[NULLOBJ]"); 385 return strdup ("[NULLOBJ]");
367 386
368 object_freezer freezer; 387 object_freezer freezer;
369 save_object (freezer, op, 1); 388 op->write (freezer);
370 return freezer.as_string (); 389 return freezer.as_string ();
371} 390}
372 391
373/* 392/*
374 * get_nearest_part(multi-object, object 2) returns the part of the 393 * get_nearest_part(multi-object, object 2) returns the part of the
375 * multi-object 1 which is closest to the second object. 394 * multi-object 1 which is closest to the second object.
376 * If it's not a multi-object, it is returned. 395 * If it's not a multi-object, it is returned.
377 */ 396 */
378
379object * 397object *
380get_nearest_part (object *op, const object *pl) 398get_nearest_part (object *op, const object *pl)
381{ 399{
382 object *tmp, *closest; 400 object *tmp, *closest;
383 int last_dist, i; 401 int last_dist, i;
391} 409}
392 410
393/* 411/*
394 * Returns the object which has the count-variable equal to the argument. 412 * Returns the object which has the count-variable equal to the argument.
395 */ 413 */
396
397object * 414object *
398find_object (tag_t i) 415find_object (tag_t i)
399{ 416{
400 for (object *op = object::first; op; op = op->next) 417 for_all_objects (op)
401 if (op->count == i) 418 if (op->count == i)
402 return op; 419 return op;
403 420
404 return 0; 421 return 0;
405} 422}
406 423
407/* 424/*
408 * Returns the first object which has a name equal to the argument. 425 * Returns the first object which has a name equal to the argument.
409 * Used only by the patch command, but not all that useful. 426 * Used only by the patch command, but not all that useful.
410 * Enables features like "patch <name-of-other-player> food 999" 427 * Enables features like "patch <name-of-other-player> food 999"
411 */ 428 */
412
413object * 429object *
414find_object_name (const char *str) 430find_object_name (const char *str)
415{ 431{
416 shstr_cmp str_ (str); 432 shstr_cmp str_ (str);
417 object *op; 433 object *op;
418 434
419 for (op = object::first; op != NULL; op = op->next) 435 for_all_objects (op)
420 if (op->name == str_) 436 if (op->name == str_)
421 break; 437 break;
422 438
423 return op; 439 return op;
424} 440}
425 441
426void
427free_all_object_data ()
428{
429 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
430}
431
432/* 442/*
433 * Sets the owner and sets the skill and exp pointers to owner's current 443 * Sets the owner and sets the skill and exp pointers to owner's current
434 * skill and experience objects. 444 * skill and experience objects.
445 * ACTUALLY NO! investigate! TODO
435 */ 446 */
436void 447void
437object::set_owner (object *owner) 448object::set_owner (object *owner)
438{ 449{
450 // allow objects which own objects
439 if (!owner) 451 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) 452 while (owner->owner)
450 owner = owner->owner; 453 owner = owner->owner;
454
455 if (flag [FLAG_FREED])
456 {
457 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
458 return;
459 }
451 460
452 this->owner = owner; 461 this->owner = owner;
462}
463
464int
465object::slottype () const
466{
467 if (type == SKILL)
468 {
469 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
470 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
471 }
472 else
473 {
474 if (slot [body_combat].info) return slot_combat;
475 if (slot [body_range ].info) return slot_ranged;
476 }
477
478 return slot_none;
479}
480
481bool
482object::change_weapon (object *ob)
483{
484 if (current_weapon == ob)
485 return true;
486
487 if (chosen_skill)
488 chosen_skill->flag [FLAG_APPLIED] = false;
489
490 current_weapon = ob;
491 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
492
493 if (chosen_skill)
494 chosen_skill->flag [FLAG_APPLIED] = true;
495
496 update_stats ();
497
498 if (ob)
499 {
500 // now check wether any body locations became invalid, in which case
501 // we cannot apply the weapon at the moment.
502 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
503 if (slot[i].used < 0)
504 {
505 current_weapon = chosen_skill = 0;
506 update_stats ();
507
508 new_draw_info_format (NDI_UNIQUE, 0, this,
509 "You try to balance all your items at once, "
510 "but the %s is just too much for your body. "
511 "[You need to unapply some items first.]", &ob->name);
512 return false;
513 }
514
515 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
516 }
517 else
518 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
519
520 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
521 {
522 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
523 &name, ob->debug_desc ());
524 return false;
525 }
526
527 return true;
453} 528}
454 529
455/* Zero the key_values on op, decrementing the shared-string 530/* Zero the key_values on op, decrementing the shared-string
456 * refcounts and freeing the links. 531 * refcounts and freeing the links.
457 */ 532 */
458static void 533static void
459free_key_values (object *op) 534free_key_values (object *op)
460{ 535{
461 for (key_value *i = op->key_values; i != 0;) 536 for (key_value *i = op->key_values; i; )
462 { 537 {
463 key_value *next = i->next; 538 key_value *next = i->next;
464 delete i; 539 delete i;
465 540
466 i = next; 541 i = next;
467 } 542 }
468 543
469 op->key_values = 0; 544 op->key_values = 0;
470} 545}
471 546
472/* 547object &
473 * copy_to first frees everything allocated by the dst object, 548object::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{ 549{
483 bool is_freed = QUERY_FLAG (dst, FLAG_FREED); 550 bool is_freed = flag [FLAG_FREED];
484 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED); 551 bool is_removed = flag [FLAG_REMOVED];
485 552
486 *(object_copy *)dst = *this; 553 *(object_copy *)this = src;
487 554
488 if (is_freed) 555 flag [FLAG_FREED] = is_freed;
489 SET_FLAG (dst, FLAG_FREED); 556 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;
496 557
497 /* Copy over key_values, if any. */ 558 /* Copy over key_values, if any. */
498 if (key_values) 559 if (src.key_values)
499 { 560 {
500 key_value *tail = 0; 561 key_value *tail = 0;
501 key_value *i;
502
503 dst->key_values = 0; 562 key_values = 0;
504 563
505 for (i = key_values; i; i = i->next) 564 for (key_value *i = src.key_values; i; i = i->next)
506 { 565 {
507 key_value *new_link = new key_value; 566 key_value *new_link = new key_value;
508 567
509 new_link->next = 0; 568 new_link->next = 0;
510 new_link->key = i->key; 569 new_link->key = i->key;
511 new_link->value = i->value; 570 new_link->value = i->value;
512 571
513 /* Try and be clever here, too. */ 572 /* Try and be clever here, too. */
514 if (!dst->key_values) 573 if (!key_values)
515 { 574 {
516 dst->key_values = new_link; 575 key_values = new_link;
517 tail = new_link; 576 tail = new_link;
518 } 577 }
519 else 578 else
520 { 579 {
521 tail->next = new_link; 580 tail->next = new_link;
522 tail = new_link; 581 tail = new_link;
523 } 582 }
524 } 583 }
525 } 584 }
585}
586
587/*
588 * copy_to first frees everything allocated by the dst object,
589 * and then copies the contents of itself into the second
590 * object, allocating what needs to be allocated. Basically, any
591 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
592 * if the first object is freed, the pointers in the new object
593 * will point at garbage.
594 */
595void
596object::copy_to (object *dst)
597{
598 *dst = *this;
599
600 if (speed < 0)
601 dst->speed_left -= rndm ();
526 602
527 dst->set_speed (dst->speed); 603 dst->set_speed (dst->speed);
604}
605
606void
607object::instantiate ()
608{
609 if (!uuid.seq) // HACK
610 uuid = UUID::gen ();
611
612 speed_left = -0.1f;
613 /* copy the body_info to the body_used - this is only really
614 * need for monsters, but doesn't hurt to do it for everything.
615 * by doing so, when a monster is created, it has good starting
616 * values for the body_used info, so when items are created
617 * for it, they can be properly equipped.
618 */
619 for (int i = NUM_BODY_LOCATIONS; i--; )
620 slot[i].used = slot[i].info;
621
622 attachable::instantiate ();
528} 623}
529 624
530object * 625object *
531object::clone () 626object::clone ()
532{ 627{
538/* 633/*
539 * If an object with the IS_TURNABLE() flag needs to be turned due 634 * 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 635 * 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. 636 * be called to update the face variable, _and_ how it looks on the map.
542 */ 637 */
543
544void 638void
545update_turn_face (object *op) 639update_turn_face (object *op)
546{ 640{
547 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 641 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
548 return; 642 return;
643
549 SET_ANIMATION (op, op->direction); 644 SET_ANIMATION (op, op->direction);
550 update_object (op, UP_OBJ_FACE); 645 update_object (op, UP_OBJ_FACE);
551} 646}
552 647
553/* 648/*
556 * This function needs to be called whenever the speed of an object changes. 651 * This function needs to be called whenever the speed of an object changes.
557 */ 652 */
558void 653void
559object::set_speed (float speed) 654object::set_speed (float speed)
560{ 655{
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) 656 if (flag [FLAG_FREED] && speed)
567 { 657 {
568 LOG (llevError, "Object %s is freed but has speed.\n", &name); 658 LOG (llevError, "Object %s is freed but has speed.\n", &name);
569 speed = 0; 659 speed = 0;
570 } 660 }
571 661
572 this->speed = speed; 662 this->speed = speed;
573 663
574 if (arch_init) 664 if (has_active_speed ())
575 return; 665 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 666 else
593 { 667 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} 668}
648 669
649/* 670/*
650 * update_object() updates the the map. 671 * update_object() updates the the map.
651 * It takes into account invisible objects (and represent squares covered 672 * It takes into account invisible objects (and represent squares covered
664 * UP_OBJ_FACE: only the objects face has changed. 685 * UP_OBJ_FACE: only the objects face has changed.
665 */ 686 */
666void 687void
667update_object (object *op, int action) 688update_object (object *op, int action)
668{ 689{
669 MoveType move_on, move_off, move_block, move_slow;
670
671 if (op == NULL) 690 if (op == NULL)
672 { 691 {
673 /* this should never happen */ 692 /* this should never happen */
674 LOG (llevDebug, "update_object() called for NULL object.\n"); 693 LOG (llevDebug, "update_object() called for NULL object.\n");
675 return; 694 return;
699 return; 718 return;
700 } 719 }
701 720
702 mapspace &m = op->ms (); 721 mapspace &m = op->ms ();
703 722
704 if (m.flags_ & P_NEED_UPDATE) 723 if (!(m.flags_ & P_UPTODATE))
705 /* nop */; 724 /* nop */;
706 else if (action == UP_OBJ_INSERT) 725 else if (action == UP_OBJ_INSERT)
707 { 726 {
708 // this is likely overkill, TODO: revisit (schmorp) 727 // this is likely overkill, TODO: revisit (schmorp)
709 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 728 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 737 /* This isn't perfect, but I don't expect a lot of objects to
719 * to have move_allow right now. 738 * to have move_allow right now.
720 */ 739 */
721 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 740 || ((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) 741 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
723 m.flags_ = P_NEED_UPDATE; 742 m.flags_ = 0;
724 } 743 }
725 /* if the object is being removed, we can't make intelligent 744 /* if the object is being removed, we can't make intelligent
726 * decisions, because remove_ob can't really pass the object 745 * decisions, because remove_ob can't really pass the object
727 * that is being removed. 746 * that is being removed.
728 */ 747 */
729 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 748 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
730 m.flags_ = P_NEED_UPDATE; 749 m.flags_ = 0;
731 else if (action == UP_OBJ_FACE) 750 else if (action == UP_OBJ_FACE)
732 /* Nothing to do for that case */ ; 751 /* Nothing to do for that case */ ;
733 else 752 else
734 LOG (llevError, "update_object called with invalid action: %d\n", action); 753 LOG (llevError, "update_object called with invalid action: %d\n", action);
735 754
736 if (op->more) 755 if (op->more)
737 update_object (op->more, action); 756 update_object (op->more, action);
738} 757}
739 758
740object::vector object::objects; // not yet used
741object *object::first;
742
743object::object () 759object::object ()
744{ 760{
745 SET_FLAG (this, FLAG_REMOVED); 761 SET_FLAG (this, FLAG_REMOVED);
746 762
747 expmul = 1.0; 763 expmul = 1.0;
748 face = blank_face; 764 face = blank_face;
749} 765}
750 766
751object::~object () 767object::~object ()
752{ 768{
769 unlink ();
770
753 free_key_values (this); 771 free_key_values (this);
754} 772}
755 773
774static int object_count;
775
756void object::link () 776void object::link ()
757{ 777{
778 assert (!index);//D
779 uuid = UUID::gen ();
758 count = ++ob_count; 780 count = ++object_count;
759 uuid = gen_uuid ();
760 781
761 prev = 0; 782 refcnt_inc ();
762 next = object::first; 783 objects.insert (this);
763
764 if (object::first)
765 object::first->prev = this;
766
767 object::first = this;
768} 784}
769 785
770void object::unlink () 786void object::unlink ()
771{ 787{
772 if (this == object::first) 788 if (!index)
773 object::first = next; 789 return;
774 790
775 /* Remove this object from the list of used objects */ 791 objects.erase (this);
776 if (prev) prev->next = next; 792 refcnt_dec ();
777 if (next) next->prev = prev; 793}
778 794
779 prev = 0; 795void
780 next = 0; 796object::activate ()
797{
798 /* If already on active list, don't do anything */
799 if (active)
800 return;
801
802 if (has_active_speed ())
803 actives.insert (this);
804}
805
806void
807object::activate_recursive ()
808{
809 activate ();
810
811 for (object *op = inv; op; op = op->below)
812 op->activate_recursive ();
813}
814
815/* This function removes object 'op' from the list of active
816 * objects.
817 * This should only be used for style maps or other such
818 * reference maps where you don't want an object that isn't
819 * in play chewing up cpu time getting processed.
820 * The reverse of this is to call update_ob_speed, which
821 * will do the right thing based on the speed of the object.
822 */
823void
824object::deactivate ()
825{
826 /* If not on the active list, nothing needs to be done */
827 if (!active)
828 return;
829
830 actives.erase (this);
831}
832
833void
834object::deactivate_recursive ()
835{
836 for (object *op = inv; op; op = op->below)
837 op->deactivate_recursive ();
838
839 deactivate ();
840}
841
842void
843object::set_flag_inv (int flag, int value)
844{
845 for (object *op = inv; op; op = op->below)
846 {
847 op->flag [flag] = value;
848 op->set_flag_inv (flag, value);
849 }
781} 850}
782 851
783/* 852/*
784 * Remove and free all objects in the inventory of the given object. 853 * Remove and free all objects in the inventory of the given object.
785 * object.c ? 854 * object.c ?
800 * drop on that space. 869 * drop on that space.
801 */ 870 */
802 if (!drop_to_ground 871 if (!drop_to_ground
803 || !map 872 || !map
804 || map->in_memory != MAP_IN_MEMORY 873 || map->in_memory != MAP_IN_MEMORY
874 || map->nodrop
805 || ms ().move_block == MOVE_ALL) 875 || ms ().move_block == MOVE_ALL)
806 { 876 {
807 while (inv) 877 while (inv)
808 { 878 {
809 inv->destroy_inv (drop_to_ground); 879 inv->destroy_inv (drop_to_ground);
818 888
819 if (op->flag [FLAG_STARTEQUIP] 889 if (op->flag [FLAG_STARTEQUIP]
820 || op->flag [FLAG_NO_DROP] 890 || op->flag [FLAG_NO_DROP]
821 || op->type == RUNE 891 || op->type == RUNE
822 || op->type == TRAP 892 || op->type == TRAP
823 || op->flag [FLAG_IS_A_TEMPLATE]) 893 || op->flag [FLAG_IS_A_TEMPLATE]
894 || op->flag [FLAG_DESTROY_ON_DEATH])
824 op->destroy (); 895 op->destroy ();
825 else 896 else
826 map->insert (op, x, y); 897 map->insert (op, x, y);
827 } 898 }
828 } 899 }
836} 907}
837 908
838void 909void
839object::do_destroy () 910object::do_destroy ()
840{ 911{
912 attachable::do_destroy ();
913
841 if (flag [FLAG_IS_LINKED]) 914 if (flag [FLAG_IS_LINKED])
842 remove_button_link (this); 915 remove_button_link (this);
843 916
844 if (flag [FLAG_FRIENDLY]) 917 if (flag [FLAG_FRIENDLY])
845 remove_friendly_object (this); 918 remove_friendly_object (this);
846 919
847 if (!flag [FLAG_REMOVED]) 920 if (!flag [FLAG_REMOVED])
848 remove (); 921 remove ();
849 922
850 if (flag [FLAG_FREED]) 923 destroy_inv (true);
851 return;
852 924
853 set_speed (0); 925 deactivate ();
926 unlink ();
854 927
855 flag [FLAG_FREED] = 1; 928 flag [FLAG_FREED] = 1;
856
857 attachable::do_destroy ();
858
859 destroy_inv (true);
860 unlink ();
861 929
862 // hack to ensure that freed objects still have a valid map 930 // hack to ensure that freed objects still have a valid map
863 { 931 {
864 static maptile *freed_map; // freed objects are moved here to avoid crashes 932 static maptile *freed_map; // freed objects are moved here to avoid crashes
865 933
866 if (!freed_map) 934 if (!freed_map)
867 { 935 {
868 freed_map = new maptile; 936 freed_map = new maptile;
869 937
938 freed_map->path = "<freed objects map>";
870 freed_map->name = "/internal/freed_objects_map"; 939 freed_map->name = "/internal/freed_objects_map";
871 freed_map->width = 3; 940 freed_map->width = 3;
872 freed_map->height = 3; 941 freed_map->height = 3;
942 freed_map->nodrop = 1;
873 943
874 freed_map->allocate (); 944 freed_map->alloc ();
945 freed_map->in_memory = MAP_IN_MEMORY;
875 } 946 }
876 947
877 map = freed_map; 948 map = freed_map;
878 x = 1; 949 x = 1;
879 y = 1; 950 y = 1;
880 } 951 }
881 952
882 head = 0;
883
884 if (more) 953 if (more)
885 { 954 {
886 more->destroy (); 955 more->destroy ();
887 more = 0; 956 more = 0;
888 } 957 }
889 958
959 head = 0;
960
890 // clear those pointers that likely might have circular references to us 961 // clear those pointers that likely might cause circular references
891 owner = 0; 962 owner = 0;
892 enemy = 0; 963 enemy = 0;
893 attacked_by = 0; 964 attacked_by = 0;
894 965 current_weapon = 0;
895 // only relevant for players(?), but make sure of it anyways
896 contr = 0;
897} 966}
898 967
899void 968void
900object::destroy (bool destroy_inventory) 969object::destroy (bool destroy_inventory)
901{ 970{
902 if (destroyed ()) 971 if (destroyed ())
903 return; 972 return;
904 973
905 if (destroy_inventory) 974 if (destroy_inventory)
906 destroy_inv (false); 975 destroy_inv (false);
976
977 if (is_head ())
978 if (sound_destroy)
979 play_sound (sound_destroy);
980 else if (flag [FLAG_MONSTER])
981 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
907 982
908 attachable::destroy (); 983 attachable::destroy ();
909} 984}
910 985
911/* 986/*
929 * This function removes the object op from the linked list of objects 1004 * 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 1005 * which it is currently tied to. When this function is done, the
931 * object will have no environment. If the object previously had an 1006 * object will have no environment. If the object previously had an
932 * environment, the x and y coordinates will be updated to 1007 * environment, the x and y coordinates will be updated to
933 * the previous environment. 1008 * the previous environment.
934 * Beware: This function is called from the editor as well!
935 */ 1009 */
936void 1010void
937object::remove () 1011object::do_remove ()
938{ 1012{
939 object *tmp, *last = 0; 1013 object *tmp, *last = 0;
940 object *otmp; 1014 object *otmp;
941 1015
942 if (QUERY_FLAG (this, FLAG_REMOVED)) 1016 if (QUERY_FLAG (this, FLAG_REMOVED))
964 * to save cpu time. 1038 * to save cpu time.
965 */ 1039 */
966 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1040 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
967 otmp->update_stats (); 1041 otmp->update_stats ();
968 1042
969 if (above != NULL) 1043 if (above)
970 above->below = below; 1044 above->below = below;
971 else 1045 else
972 env->inv = below; 1046 env->inv = below;
973 1047
974 if (below != NULL) 1048 if (below)
975 below->above = above; 1049 below->above = above;
976 1050
977 /* we set up values so that it could be inserted into 1051 /* we set up values so that it could be inserted into
978 * the map, but we don't actually do that - it is up 1052 * the map, but we don't actually do that - it is up
979 * to the caller to decide what we want to do. 1053 * to the caller to decide what we want to do.
983 above = 0, below = 0; 1057 above = 0, below = 0;
984 env = 0; 1058 env = 0;
985 } 1059 }
986 else if (map) 1060 else if (map)
987 { 1061 {
988 /* Re did the following section of code - it looks like it had 1062 if (type == PLAYER)
989 * lots of logic for things we no longer care about
990 */ 1063 {
1064 // leaving a spot always closes any open container on the ground
1065 if (container && !container->env)
1066 // this causes spurious floorbox updates, but it ensures
1067 // that the CLOSE event is being sent.
1068 close_container ();
1069
1070 --map->players;
1071 map->touch ();
1072 }
1073
1074 map->dirty = true;
1075 mapspace &ms = this->ms ();
991 1076
992 /* link the object above us */ 1077 /* link the object above us */
993 if (above) 1078 if (above)
994 above->below = below; 1079 above->below = below;
995 else 1080 else
996 map->at (x, y).top = below; /* we were top, set new top */ 1081 ms.top = below; /* we were top, set new top */
997 1082
998 /* Relink the object below us, if there is one */ 1083 /* Relink the object below us, if there is one */
999 if (below) 1084 if (below)
1000 below->above = above; 1085 below->above = above;
1001 else 1086 else
1003 /* Nothing below, which means we need to relink map object for this space 1088 /* 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 1089 * use translated coordinates in case some oddness with map tiling is
1005 * evident 1090 * evident
1006 */ 1091 */
1007 if (GET_MAP_OB (map, x, y) != this) 1092 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); 1093 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 1094
1018 map->at (x, y).bot = above; /* goes on above it. */ 1095 ms.bot = above; /* goes on above it. */
1019 } 1096 }
1020 1097
1021 above = 0; 1098 above = 0;
1022 below = 0; 1099 below = 0;
1023 1100
1024 if (map->in_memory == MAP_SAVING) 1101 if (map->in_memory == MAP_SAVING)
1025 return; 1102 return;
1026 1103
1027 int check_walk_off = !flag [FLAG_NO_APPLY]; 1104 int check_walk_off = !flag [FLAG_NO_APPLY];
1028 1105
1106 if (object *pl = ms.player ())
1107 {
1108 if (pl->container == this)
1109 /* If a container that the player is currently using somehow gets
1110 * removed (most likely destroyed), update the player view
1111 * appropriately.
1112 */
1113 pl->close_container ();
1114
1115 pl->contr->ns->floorbox_update ();
1116 }
1117
1029 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above) 1118 for (tmp = ms.bot; tmp; tmp = tmp->above)
1030 { 1119 {
1031 /* No point updating the players look faces if he is the object 1120 /* No point updating the players look faces if he is the object
1032 * being removed. 1121 * being removed.
1033 */ 1122 */
1034 1123
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 */ 1124 /* See if object moving off should effect something */
1052 if (check_walk_off 1125 if (check_walk_off
1053 && ((move_type & tmp->move_off) 1126 && ((move_type & tmp->move_off)
1054 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1127 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1055 { 1128 {
1056 move_apply (tmp, this, 0); 1129 move_apply (tmp, this, 0);
1057 1130
1058 if (destroyed ()) 1131 if (destroyed ())
1059 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1132 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1060 } 1133 }
1061 1134
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; 1135 last = tmp;
1068 } 1136 }
1069 1137
1070 /* last == NULL of there are no objects on this space */ 1138 /* last == NULL if there are no objects on this space */
1139 //TODO: this makes little sense, why only update the topmost object?
1071 if (!last) 1140 if (!last)
1072 map->at (x, y).flags_ = P_NEED_UPDATE; 1141 map->at (x, y).flags_ = 0;
1073 else 1142 else
1074 update_object (last, UP_OBJ_REMOVE); 1143 update_object (last, UP_OBJ_REMOVE);
1075 1144
1076 if (flag [FLAG_BLOCKSVIEW] || glow_radius) 1145 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1077 update_all_los (map, x, y); 1146 update_all_los (map, x, y);
1090merge_ob (object *op, object *top) 1159merge_ob (object *op, object *top)
1091{ 1160{
1092 if (!op->nrof) 1161 if (!op->nrof)
1093 return 0; 1162 return 0;
1094 1163
1095 if (top) 1164 if (!top)
1096 for (top = op; top && top->above; top = top->above) 1165 for (top = op; top && top->above; top = top->above)
1097 ; 1166 ;
1098 1167
1099 for (; top; top = top->below) 1168 for (; top; top = top->below)
1100 { 1169 {
1113 } 1182 }
1114 1183
1115 return 0; 1184 return 0;
1116} 1185}
1117 1186
1187void
1188object::expand_tail ()
1189{
1190 if (more)
1191 return;
1192
1193 object *prev = this;
1194
1195 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1196 {
1197 object *op = arch_to_object (at);
1198
1199 op->name = name;
1200 op->name_pl = name_pl;
1201 op->title = title;
1202
1203 op->head = this;
1204 prev->more = op;
1205
1206 prev = op;
1207 }
1208}
1209
1118/* 1210/*
1119 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1211 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1120 * job preparing multi-part monsters 1212 * job preparing multi-part monsters.
1121 */ 1213 */
1122object * 1214object *
1123insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1215insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1124{ 1216{
1125 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1217 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1126 { 1218 {
1127 tmp->x = x + tmp->arch->clone.x; 1219 tmp->x = x + tmp->arch->x;
1128 tmp->y = y + tmp->arch->clone.y; 1220 tmp->y = y + tmp->arch->y;
1129 } 1221 }
1130 1222
1131 return insert_ob_in_map (op, m, originator, flag); 1223 return insert_ob_in_map (op, m, originator, flag);
1132} 1224}
1133 1225
1152 * just 'op' otherwise 1244 * just 'op' otherwise
1153 */ 1245 */
1154object * 1246object *
1155insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1247insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1156{ 1248{
1249 assert (!op->flag [FLAG_FREED]);
1250
1157 object *tmp, *top, *floor = NULL; 1251 object *top, *floor = NULL;
1158 sint16 x, y;
1159 1252
1160 if (QUERY_FLAG (op, FLAG_FREED)) 1253 op->remove ();
1161 {
1162 LOG (llevError, "Trying to insert freed object!\n");
1163 return NULL;
1164 }
1165
1166 if (m == NULL)
1167 {
1168 char *dump = dump_object (op);
1169 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1170 free (dump);
1171 return op;
1172 }
1173
1174 if (out_of_map (m, op->x, op->y))
1175 {
1176 char *dump = dump_object (op);
1177 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1178#ifdef MANY_CORES
1179 /* Better to catch this here, as otherwise the next use of this object
1180 * is likely to cause a crash. Better to find out where it is getting
1181 * improperly inserted.
1182 */
1183 abort ();
1184#endif
1185 free (dump);
1186 return op;
1187 }
1188
1189 if (!QUERY_FLAG (op, FLAG_REMOVED))
1190 {
1191 char *dump = dump_object (op);
1192 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1193 free (dump);
1194 return op;
1195 }
1196
1197 if (op->more)
1198 {
1199 /* The part may be on a different map. */
1200
1201 object *more = op->more;
1202
1203 /* We really need the caller to normalize coordinates - if
1204 * we set the map, that doesn't work if the location is within
1205 * a map and this is straddling an edge. So only if coordinate
1206 * is clear wrong do we normalize it.
1207 */
1208 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1209 more->map = get_map_from_coord (m, &more->x, &more->y);
1210 else if (!more->map)
1211 {
1212 /* For backwards compatibility - when not dealing with tiled maps,
1213 * more->map should always point to the parent.
1214 */
1215 more->map = m;
1216 }
1217
1218 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1219 {
1220 if (!op->head)
1221 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1222
1223 return 0;
1224 }
1225 }
1226
1227 CLEAR_FLAG (op, FLAG_REMOVED);
1228 1254
1229 /* Ideally, the caller figures this out. However, it complicates a lot 1255 /* Ideally, the caller figures this out. However, it complicates a lot
1230 * of areas of callers (eg, anything that uses find_free_spot would now 1256 * of areas of callers (eg, anything that uses find_free_spot would now
1231 * need extra work 1257 * need extra work
1232 */ 1258 */
1233 op->map = get_map_from_coord (m, &op->x, &op->y); 1259 if (!xy_normalise (m, op->x, op->y))
1234 x = op->x; 1260 {
1235 y = op->y; 1261 op->destroy ();
1262 return 0;
1263 }
1264
1265 if (object *more = op->more)
1266 if (!insert_ob_in_map (more, m, originator, flag))
1267 return 0;
1268
1269 CLEAR_FLAG (op, FLAG_REMOVED);
1270
1271 op->map = m;
1272 mapspace &ms = op->ms ();
1236 1273
1237 /* this has to be done after we translate the coordinates. 1274 /* this has to be done after we translate the coordinates.
1238 */ 1275 */
1239 if (op->nrof && !(flag & INS_NO_MERGE)) 1276 if (op->nrof && !(flag & INS_NO_MERGE))
1240 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1277 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1241 if (object::can_merge (op, tmp)) 1278 if (object::can_merge (op, tmp))
1242 { 1279 {
1243 op->nrof += tmp->nrof; 1280 op->nrof += tmp->nrof;
1244 tmp->destroy (); 1281 tmp->destroy ();
1245 } 1282 }
1262 op->below = originator->below; 1299 op->below = originator->below;
1263 1300
1264 if (op->below) 1301 if (op->below)
1265 op->below->above = op; 1302 op->below->above = op;
1266 else 1303 else
1267 op->ms ().bot = op; 1304 ms.bot = op;
1268 1305
1269 /* since *below* originator, no need to update top */ 1306 /* since *below* originator, no need to update top */
1270 originator->below = op; 1307 originator->below = op;
1271 } 1308 }
1272 else 1309 else
1273 { 1310 {
1311 top = ms.bot;
1312
1274 /* If there are other objects, then */ 1313 /* If there are other objects, then */
1275 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1314 if (top)
1276 { 1315 {
1277 object *last = NULL; 1316 object *last = 0;
1278 1317
1279 /* 1318 /*
1280 * If there are multiple objects on this space, we do some trickier handling. 1319 * If there are multiple objects on this space, we do some trickier handling.
1281 * We've already dealt with merging if appropriate. 1320 * We've already dealt with merging if appropriate.
1282 * Generally, we want to put the new object on top. But if 1321 * Generally, we want to put the new object on top. But if
1286 * once we get to them. This reduces the need to traverse over all of 1325 * once we get to them. This reduces the need to traverse over all of
1287 * them when adding another one - this saves quite a bit of cpu time 1326 * them when adding another one - this saves quite a bit of cpu time
1288 * when lots of spells are cast in one area. Currently, it is presumed 1327 * when lots of spells are cast in one area. Currently, it is presumed
1289 * that flying non pickable objects are spell objects. 1328 * that flying non pickable objects are spell objects.
1290 */ 1329 */
1291 1330 for (top = ms.bot; top; top = top->above)
1292 while (top != NULL)
1293 { 1331 {
1294 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1332 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1295 floor = top; 1333 floor = top;
1296 1334
1297 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1335 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1300 top = top->below; 1338 top = top->below;
1301 break; 1339 break;
1302 } 1340 }
1303 1341
1304 last = top; 1342 last = top;
1305 top = top->above;
1306 } 1343 }
1307 1344
1308 /* Don't want top to be NULL, so set it to the last valid object */ 1345 /* Don't want top to be NULL, so set it to the last valid object */
1309 top = last; 1346 top = last;
1310 1347
1312 * looks like instead of lots of conditions here. 1349 * looks like instead of lots of conditions here.
1313 * makes things faster, and effectively the same result. 1350 * makes things faster, and effectively the same result.
1314 */ 1351 */
1315 1352
1316 /* Have object 'fall below' other objects that block view. 1353 /* Have object 'fall below' other objects that block view.
1317 * Unless those objects are exits, type 66 1354 * Unless those objects are exits.
1318 * If INS_ON_TOP is used, don't do this processing 1355 * If INS_ON_TOP is used, don't do this processing
1319 * Need to find the object that in fact blocks view, otherwise 1356 * Need to find the object that in fact blocks view, otherwise
1320 * stacking is a bit odd. 1357 * stacking is a bit odd.
1321 */ 1358 */
1322 if (!(flag & INS_ON_TOP) && 1359 if (!(flag & INS_ON_TOP)
1323 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1360 && ms.flags () & P_BLOCKSVIEW
1361 && (op->face && !faces [op->face].visibility))
1324 { 1362 {
1325 for (last = top; last != floor; last = last->below) 1363 for (last = top; last != floor; last = last->below)
1326 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1364 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1327 break; 1365 break;
1366
1328 /* Check to see if we found the object that blocks view, 1367 /* Check to see if we found the object that blocks view,
1329 * and make sure we have a below pointer for it so that 1368 * and make sure we have a below pointer for it so that
1330 * we can get inserted below this one, which requires we 1369 * we can get inserted below this one, which requires we
1331 * set top to the object below us. 1370 * set top to the object below us.
1332 */ 1371 */
1333 if (last && last->below && last != floor) 1372 if (last && last->below && last != floor)
1334 top = last->below; 1373 top = last->below;
1335 } 1374 }
1336 } /* If objects on this space */ 1375 } /* If objects on this space */
1337 1376
1338 if (flag & INS_MAP_LOAD)
1339 top = GET_MAP_TOP (op->map, op->x, op->y);
1340
1341 if (flag & INS_ABOVE_FLOOR_ONLY) 1377 if (flag & INS_ABOVE_FLOOR_ONLY)
1342 top = floor; 1378 top = floor;
1343 1379
1344 /* Top is the object that our object (op) is going to get inserted above. 1380 /* Top is the object that our object (op) is going to get inserted above.
1345 */ 1381 */
1346 1382
1347 /* First object on this space */ 1383 /* First object on this space */
1348 if (!top) 1384 if (!top)
1349 { 1385 {
1350 op->above = GET_MAP_OB (op->map, op->x, op->y); 1386 op->above = ms.bot;
1351 1387
1352 if (op->above) 1388 if (op->above)
1353 op->above->below = op; 1389 op->above->below = op;
1354 1390
1355 op->below = NULL; 1391 op->below = 0;
1356 op->ms ().bot = op; 1392 ms.bot = op;
1357 } 1393 }
1358 else 1394 else
1359 { /* get inserted into the stack above top */ 1395 { /* get inserted into the stack above top */
1360 op->above = top->above; 1396 op->above = top->above;
1361 1397
1364 1400
1365 op->below = top; 1401 op->below = top;
1366 top->above = op; 1402 top->above = op;
1367 } 1403 }
1368 1404
1369 if (op->above == NULL) 1405 if (!op->above)
1370 op->ms ().top = op; 1406 ms.top = op;
1371 } /* else not INS_BELOW_ORIGINATOR */ 1407 } /* else not INS_BELOW_ORIGINATOR */
1372 1408
1373 if (op->type == PLAYER) 1409 if (op->type == PLAYER)
1410 {
1374 op->contr->do_los = 1; 1411 op->contr->do_los = 1;
1412 ++op->map->players;
1413 op->map->touch ();
1414 }
1375 1415
1376 /* If we have a floor, we know the player, if any, will be above 1416 op->map->dirty = true;
1377 * it, so save a few ticks and start from there. 1417
1378 */
1379 if (!(flag & INS_MAP_LOAD))
1380 if (object *pl = op->ms ().player ()) 1418 if (object *pl = ms.player ())
1381 if (pl->contr->ns)
1382 pl->contr->ns->floorbox_update (); 1419 pl->contr->ns->floorbox_update ();
1383 1420
1384 /* If this object glows, it may affect lighting conditions that are 1421 /* If this object glows, it may affect lighting conditions that are
1385 * visible to others on this map. But update_all_los is really 1422 * visible to others on this map. But update_all_los is really
1386 * an inefficient way to do this, as it means los for all players 1423 * an inefficient way to do this, as it means los for all players
1387 * on the map will get recalculated. The players could very well 1424 * on the map will get recalculated. The players could very well
1388 * be far away from this change and not affected in any way - 1425 * be far away from this change and not affected in any way -
1389 * this should get redone to only look for players within range, 1426 * this should get redone to only look for players within range,
1390 * or just updating the P_NEED_UPDATE for spaces within this area 1427 * or just updating the P_UPTODATE for spaces within this area
1391 * of effect may be sufficient. 1428 * of effect may be sufficient.
1392 */ 1429 */
1393 if (op->map->darkness && (op->glow_radius != 0)) 1430 if (op->map->darkness && (op->glow_radius != 0))
1394 update_all_los (op->map, op->x, op->y); 1431 update_all_los (op->map, op->x, op->y);
1395 1432
1406 * blocked() and wall() work properly), and these flags are updated by 1443 * blocked() and wall() work properly), and these flags are updated by
1407 * update_object(). 1444 * update_object().
1408 */ 1445 */
1409 1446
1410 /* if this is not the head or flag has been passed, don't check walk on status */ 1447 /* if this is not the head or flag has been passed, don't check walk on status */
1411 if (!(flag & INS_NO_WALK_ON) && !op->head) 1448 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1412 { 1449 {
1413 if (check_move_on (op, originator)) 1450 if (check_move_on (op, originator))
1414 return 0; 1451 return 0;
1415 1452
1416 /* If we are a multi part object, lets work our way through the check 1453 /* If we are a multi part object, lets work our way through the check
1417 * walk on's. 1454 * walk on's.
1418 */ 1455 */
1419 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1456 for (object *tmp = op->more; tmp; tmp = tmp->more)
1420 if (check_move_on (tmp, originator)) 1457 if (check_move_on (tmp, originator))
1421 return 0; 1458 return 0;
1422 } 1459 }
1423 1460
1424 return op; 1461 return op;
1433{ 1470{
1434 object *tmp, *tmp1; 1471 object *tmp, *tmp1;
1435 1472
1436 /* first search for itself and remove any old instances */ 1473 /* first search for itself and remove any old instances */
1437 1474
1438 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1475 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1439 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1476 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1440 tmp->destroy (); 1477 tmp->destroy ();
1441 1478
1442 tmp1 = arch_to_object (archetype::find (arch_string)); 1479 tmp1 = arch_to_object (archetype::find (arch_string));
1443 1480
1444 tmp1->x = op->x; 1481 tmp1->x = op->x;
1447} 1484}
1448 1485
1449object * 1486object *
1450object::insert_at (object *where, object *originator, int flags) 1487object::insert_at (object *where, object *originator, int flags)
1451{ 1488{
1452 where->map->insert (this, where->x, where->y, originator, flags); 1489 return where->map->insert (this, where->x, where->y, originator, flags);
1453} 1490}
1454 1491
1455/* 1492/*
1456 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1493 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1457 * is returned contains nr objects, and the remaining parts contains 1494 * is returned contains nr objects, and the remaining parts contains
1497 * the amount of an object. If the amount reaches 0, the object 1534 * the amount of an object. If the amount reaches 0, the object
1498 * is subsequently removed and freed. 1535 * is subsequently removed and freed.
1499 * 1536 *
1500 * Return value: 'op' if something is left, NULL if the amount reached 0 1537 * Return value: 'op' if something is left, NULL if the amount reached 0
1501 */ 1538 */
1502
1503object * 1539object *
1504decrease_ob_nr (object *op, uint32 i) 1540decrease_ob_nr (object *op, uint32 i)
1505{ 1541{
1506 object *tmp; 1542 object *tmp;
1507 1543
1582 1618
1583/* 1619/*
1584 * add_weight(object, weight) adds the specified weight to an object, 1620 * add_weight(object, weight) adds the specified weight to an object,
1585 * and also updates how much the environment(s) is/are carrying. 1621 * and also updates how much the environment(s) is/are carrying.
1586 */ 1622 */
1587
1588void 1623void
1589add_weight (object *op, signed long weight) 1624add_weight (object *op, signed long weight)
1590{ 1625{
1591 while (op != NULL) 1626 while (op != NULL)
1592 { 1627 {
1607 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1642 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1608 free (dump); 1643 free (dump);
1609 return op; 1644 return op;
1610 } 1645 }
1611 1646
1612 if (where->head) 1647 if (where->head_ () != where)
1613 { 1648 {
1614 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n"); 1649 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1615 where = where->head; 1650 where = where->head;
1616 } 1651 }
1617 1652
1618 return where->insert (op); 1653 return where->insert (op);
1619} 1654}
1624 * inside the object environment. 1659 * inside the object environment.
1625 * 1660 *
1626 * The function returns now pointer to inserted item, and return value can 1661 * The function returns now pointer to inserted item, and return value can
1627 * be != op, if items are merged. -Tero 1662 * be != op, if items are merged. -Tero
1628 */ 1663 */
1629
1630object * 1664object *
1631object::insert (object *op) 1665object::insert (object *op)
1632{ 1666{
1633 object *tmp, *otmp;
1634
1635 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1667 if (!QUERY_FLAG (op, FLAG_REMOVED))
1636 op->remove (); 1668 op->remove ();
1637 1669
1638 if (op->more) 1670 if (op->more)
1639 { 1671 {
1641 return op; 1673 return op;
1642 } 1674 }
1643 1675
1644 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1676 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1645 CLEAR_FLAG (op, FLAG_REMOVED); 1677 CLEAR_FLAG (op, FLAG_REMOVED);
1678
1646 if (op->nrof) 1679 if (op->nrof)
1647 { 1680 {
1648 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1681 for (object *tmp = inv; tmp; tmp = tmp->below)
1649 if (object::can_merge (tmp, op)) 1682 if (object::can_merge (tmp, op))
1650 { 1683 {
1651 /* return the original object and remove inserted object 1684 /* return the original object and remove inserted object
1652 (client needs the original object) */ 1685 (client needs the original object) */
1653 tmp->nrof += op->nrof; 1686 tmp->nrof += op->nrof;
1672 add_weight (this, op->weight * op->nrof); 1705 add_weight (this, op->weight * op->nrof);
1673 } 1706 }
1674 else 1707 else
1675 add_weight (this, (op->weight + op->carrying)); 1708 add_weight (this, (op->weight + op->carrying));
1676 1709
1677 otmp = this->in_player (); 1710 if (object *otmp = this->in_player ())
1678 if (otmp && otmp->contr)
1679 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1711 if (otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1680 otmp->update_stats (); 1712 otmp->update_stats ();
1681 1713
1714 op->owner = 0; // its his/hers now. period.
1682 op->map = 0; 1715 op->map = 0;
1683 op->env = this; 1716 op->env = this;
1684 op->above = 0; 1717 op->above = 0;
1685 op->below = 0; 1718 op->below = 0;
1686 op->x = 0, op->y = 0; 1719 op->x = op->y = 0;
1687 1720
1688 /* reset the light list and los of the players on the map */ 1721 /* reset the light list and los of the players on the map */
1689 if ((op->glow_radius != 0) && map) 1722 if (op->glow_radius && map)
1690 { 1723 {
1691#ifdef DEBUG_LIGHTS 1724#ifdef DEBUG_LIGHTS
1692 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1725 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1693#endif /* DEBUG_LIGHTS */ 1726#endif /* DEBUG_LIGHTS */
1694 if (map->darkness) 1727 if (map->darkness)
1766 1799
1767 /* The objects have to be checked from top to bottom. 1800 /* The objects have to be checked from top to bottom.
1768 * Hence, we first go to the top: 1801 * Hence, we first go to the top:
1769 */ 1802 */
1770 1803
1771 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp && tmp->above; tmp = tmp->above) 1804 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1772 { 1805 {
1773 /* Trim the search when we find the first other spell effect 1806 /* Trim the search when we find the first other spell effect
1774 * this helps performance so that if a space has 50 spell objects, 1807 * this helps performance so that if a space has 50 spell objects,
1775 * we don't need to check all of them. 1808 * we don't need to check all of them.
1776 */ 1809 */
1794 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1827 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1795 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1828 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1796 { 1829 {
1797 1830
1798 float 1831 float
1799 diff = tmp->move_slow_penalty * FABS (op->speed); 1832 diff = tmp->move_slow_penalty * fabs (op->speed);
1800 1833
1801 if (op->type == PLAYER) 1834 if (op->type == PLAYER)
1802 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1835 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1803 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1836 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1804 diff /= 4.0; 1837 diff /= 4.0;
1834 * The first matching object is returned, or NULL if none. 1867 * The first matching object is returned, or NULL if none.
1835 */ 1868 */
1836object * 1869object *
1837present_arch (const archetype *at, maptile *m, int x, int y) 1870present_arch (const archetype *at, maptile *m, int x, int y)
1838{ 1871{
1839 if (m == NULL || out_of_map (m, x, y)) 1872 if (!m || out_of_map (m, x, y))
1840 { 1873 {
1841 LOG (llevError, "Present_arch called outside map.\n"); 1874 LOG (llevError, "Present_arch called outside map.\n");
1842 return NULL; 1875 return NULL;
1843 } 1876 }
1844 1877
1845 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1878 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1846 if (tmp->arch == at) 1879 if (tmp->arch == at)
1847 return tmp; 1880 return tmp;
1848 1881
1849 return NULL; 1882 return NULL;
1850} 1883}
1861 { 1894 {
1862 LOG (llevError, "Present called outside map.\n"); 1895 LOG (llevError, "Present called outside map.\n");
1863 return NULL; 1896 return NULL;
1864 } 1897 }
1865 1898
1866 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1899 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1867 if (tmp->type == type) 1900 if (tmp->type == type)
1868 return tmp; 1901 return tmp;
1869 1902
1870 return NULL; 1903 return NULL;
1871} 1904}
1928 * activate recursively a flag on an object inventory 1961 * activate recursively a flag on an object inventory
1929 */ 1962 */
1930void 1963void
1931flag_inv (object *op, int flag) 1964flag_inv (object *op, int flag)
1932{ 1965{
1933 if (op->inv)
1934 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1966 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1935 { 1967 {
1936 SET_FLAG (tmp, flag); 1968 SET_FLAG (tmp, flag);
1937 flag_inv (tmp, flag); 1969 flag_inv (tmp, flag);
1938 } 1970 }
1939} 1971}
1940 1972
1941/* 1973/*
1942 * deactivate recursively a flag on an object inventory 1974 * deactivate recursively a flag on an object inventory
1943 */ 1975 */
1944void 1976void
1945unflag_inv (object *op, int flag) 1977unflag_inv (object *op, int flag)
1946{ 1978{
1947 if (op->inv)
1948 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1979 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1949 { 1980 {
1950 CLEAR_FLAG (tmp, flag); 1981 CLEAR_FLAG (tmp, flag);
1951 unflag_inv (tmp, flag); 1982 unflag_inv (tmp, flag);
1952 } 1983 }
1953}
1954
1955/*
1956 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1957 * all it's inventory (recursively).
1958 * If checksums are used, a player will get set_cheat called for
1959 * him/her-self and all object carried by a call to this function.
1960 */
1961void
1962set_cheat (object *op)
1963{
1964 SET_FLAG (op, FLAG_WAS_WIZ);
1965 flag_inv (op, FLAG_WAS_WIZ);
1966} 1984}
1967 1985
1968/* 1986/*
1969 * find_free_spot(object, map, x, y, start, stop) will search for 1987 * find_free_spot(object, map, x, y, start, stop) will search for
1970 * a spot at the given map and coordinates which will be able to contain 1988 * a spot at the given map and coordinates which will be able to contain
1972 * to search (see the freearr_x/y[] definition). 1990 * to search (see the freearr_x/y[] definition).
1973 * It returns a random choice among the alternatives found. 1991 * It returns a random choice among the alternatives found.
1974 * start and stop are where to start relative to the free_arr array (1,9 1992 * start and stop are where to start relative to the free_arr array (1,9
1975 * does all 4 immediate directions). This returns the index into the 1993 * does all 4 immediate directions). This returns the index into the
1976 * array of the free spot, -1 if no spot available (dir 0 = x,y) 1994 * array of the free spot, -1 if no spot available (dir 0 = x,y)
1977 * Note - this only checks to see if there is space for the head of the
1978 * object - if it is a multispace object, this should be called for all
1979 * pieces.
1980 * Note2: This function does correctly handle tiled maps, but does not 1995 * Note: This function does correctly handle tiled maps, but does not
1981 * inform the caller. However, insert_ob_in_map will update as 1996 * inform the caller. However, insert_ob_in_map will update as
1982 * necessary, so the caller shouldn't need to do any special work. 1997 * necessary, so the caller shouldn't need to do any special work.
1983 * Note - updated to take an object instead of archetype - this is necessary 1998 * Note - updated to take an object instead of archetype - this is necessary
1984 * because arch_blocked (now ob_blocked) needs to know the movement type 1999 * because arch_blocked (now ob_blocked) needs to know the movement type
1985 * to know if the space in question will block the object. We can't use 2000 * to know if the space in question will block the object. We can't use
1987 * customized, changed states, etc. 2002 * customized, changed states, etc.
1988 */ 2003 */
1989int 2004int
1990find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 2005find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
1991{ 2006{
2007 int altern[SIZEOFFREE];
1992 int index = 0, flag; 2008 int index = 0, flag;
1993 int altern[SIZEOFFREE];
1994 2009
1995 for (int i = start; i < stop; i++) 2010 for (int i = start; i < stop; i++)
1996 { 2011 {
1997 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2012 mapxy pos (m, x, y); pos.move (i);
1998 if (!flag) 2013
2014 if (!pos.normalise ())
2015 continue;
2016
2017 mapspace &ms = *pos;
2018
2019 if (ms.flags () & P_IS_ALIVE)
2020 continue;
2021
2022 /* However, often
2023 * ob doesn't have any move type (when used to place exits)
2024 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
2025 */
2026 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
2027 {
1999 altern [index++] = i; 2028 altern [index++] = i;
2029 continue;
2030 }
2000 2031
2001 /* Basically, if we find a wall on a space, we cut down the search size. 2032 /* Basically, if we find a wall on a space, we cut down the search size.
2002 * In this way, we won't return spaces that are on another side of a wall. 2033 * In this way, we won't return spaces that are on another side of a wall.
2003 * This mostly work, but it cuts down the search size in all directions - 2034 * This mostly work, but it cuts down the search size in all directions -
2004 * if the space being examined only has a wall to the north and empty 2035 * if the space being examined only has a wall to the north and empty
2005 * spaces in all the other directions, this will reduce the search space 2036 * spaces in all the other directions, this will reduce the search space
2006 * to only the spaces immediately surrounding the target area, and 2037 * to only the spaces immediately surrounding the target area, and
2007 * won't look 2 spaces south of the target space. 2038 * won't look 2 spaces south of the target space.
2008 */ 2039 */
2009 else if ((flag & P_NO_PASS) && maxfree[i] < stop) 2040 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2041 {
2010 stop = maxfree[i]; 2042 stop = maxfree[i];
2043 continue;
2044 }
2045
2046 /* Note it is intentional that we check ob - the movement type of the
2047 * head of the object should correspond for the entire object.
2048 */
2049 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2050 continue;
2051
2052 if (ob->blocked (m, pos.x, pos.y))
2053 continue;
2054
2055 altern [index++] = i;
2011 } 2056 }
2012 2057
2013 if (!index) 2058 if (!index)
2014 return -1; 2059 return -1;
2015 2060
2016 return altern[RANDOM () % index]; 2061 return altern [rndm (index)];
2017} 2062}
2018 2063
2019/* 2064/*
2020 * find_first_free_spot(archetype, maptile, x, y) works like 2065 * find_first_free_spot(archetype, maptile, x, y) works like
2021 * find_free_spot(), but it will search max number of squares. 2066 * find_free_spot(), but it will search max number of squares.
2024 */ 2069 */
2025int 2070int
2026find_first_free_spot (const object *ob, maptile *m, int x, int y) 2071find_first_free_spot (const object *ob, maptile *m, int x, int y)
2027{ 2072{
2028 for (int i = 0; i < SIZEOFFREE; i++) 2073 for (int i = 0; i < SIZEOFFREE; i++)
2029 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2074 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2030 return i; 2075 return i;
2031 2076
2032 return -1; 2077 return -1;
2033} 2078}
2034 2079
2042{ 2087{
2043 arr += begin; 2088 arr += begin;
2044 end -= begin; 2089 end -= begin;
2045 2090
2046 while (--end) 2091 while (--end)
2047 swap (arr [end], arr [RANDOM () % (end + 1)]); 2092 swap (arr [end], arr [rndm (end + 1)]);
2048} 2093}
2049 2094
2050/* new function to make monster searching more efficient, and effective! 2095/* new function to make monster searching more efficient, and effective!
2051 * This basically returns a randomized array (in the passed pointer) of 2096 * This basically returns a randomized array (in the passed pointer) of
2052 * the spaces to find monsters. In this way, it won't always look for 2097 * the spaces to find monsters. In this way, it won't always look for
2088 object *tmp; 2133 object *tmp;
2089 maptile *mp; 2134 maptile *mp;
2090 2135
2091 MoveType blocked, move_type; 2136 MoveType blocked, move_type;
2092 2137
2093 if (exclude && exclude->head) 2138 if (exclude && exclude->head_ () != exclude)
2094 { 2139 {
2095 exclude = exclude->head; 2140 exclude = exclude->head;
2096 move_type = exclude->move_type; 2141 move_type = exclude->move_type;
2097 } 2142 }
2098 else 2143 else
2121 max = maxfree[i]; 2166 max = maxfree[i];
2122 else if (mflags & P_IS_ALIVE) 2167 else if (mflags & P_IS_ALIVE)
2123 { 2168 {
2124 for (tmp = ms.bot; tmp; tmp = tmp->above) 2169 for (tmp = ms.bot; tmp; tmp = tmp->above)
2125 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2170 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2126 && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2171 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2127 break; 2172 break;
2128 2173
2129 if (tmp) 2174 if (tmp)
2130 return freedir[i]; 2175 return freedir[i];
2131 } 2176 }
2186 2231
2187 return 3; 2232 return 3;
2188} 2233}
2189 2234
2190/* 2235/*
2191 * absdir(int): Returns a number between 1 and 8, which represent
2192 * the "absolute" direction of a number (it actually takes care of
2193 * "overflow" in previous calculations of a direction).
2194 */
2195
2196int
2197absdir (int d)
2198{
2199 while (d < 1)
2200 d += 8;
2201
2202 while (d > 8)
2203 d -= 8;
2204
2205 return d;
2206}
2207
2208/*
2209 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2236 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2210 * between two directions (which are expected to be absolute (see absdir()) 2237 * between two directions (which are expected to be absolute (see absdir())
2211 */ 2238 */
2212
2213int 2239int
2214dirdiff (int dir1, int dir2) 2240dirdiff (int dir1, int dir2)
2215{ 2241{
2216 int d; 2242 int d;
2217 2243
2330 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2356 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2331 * core dumps if they do. 2357 * core dumps if they do.
2332 * 2358 *
2333 * Add a check so we can't pick up invisible objects (0.93.8) 2359 * Add a check so we can't pick up invisible objects (0.93.8)
2334 */ 2360 */
2335
2336int 2361int
2337can_pick (const object *who, const object *item) 2362can_pick (const object *who, const object *item)
2338{ 2363{
2339 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2364 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2340 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2365 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2345 * create clone from object to another 2370 * create clone from object to another
2346 */ 2371 */
2347object * 2372object *
2348object_create_clone (object *asrc) 2373object_create_clone (object *asrc)
2349{ 2374{
2350 object *dst = 0, *tmp, *src, *part, *prev, *item; 2375 object *dst = 0, *tmp, *src, *prev, *item;
2351 2376
2352 if (!asrc) 2377 if (!asrc)
2353 return 0; 2378 return 0;
2354 2379
2355 src = asrc;
2356 if (src->head)
2357 src = src->head; 2380 src = asrc->head_ ();
2358 2381
2359 prev = 0; 2382 prev = 0;
2360 for (part = src; part; part = part->more) 2383 for (object *part = src; part; part = part->more)
2361 { 2384 {
2362 tmp = part->clone (); 2385 tmp = part->clone ();
2363 tmp->x -= src->x; 2386 tmp->x -= src->x;
2364 tmp->y -= src->y; 2387 tmp->y -= src->y;
2365 2388
2381 2404
2382 for (item = src->inv; item; item = item->below) 2405 for (item = src->inv; item; item = item->below)
2383 insert_ob_in_ob (object_create_clone (item), dst); 2406 insert_ob_in_ob (object_create_clone (item), dst);
2384 2407
2385 return dst; 2408 return dst;
2386}
2387
2388/* GROS - Creates an object using a string representing its content. */
2389/* Basically, we save the content of the string to a temp file, then call */
2390/* load_object on it. I admit it is a highly inefficient way to make things, */
2391/* but it was simple to make and allows reusing the load_object function. */
2392/* Remember not to use load_object_str in a time-critical situation. */
2393/* Also remember that multiparts objects are not supported for now. */
2394object *
2395load_object_str (const char *obstr)
2396{
2397 object *op;
2398 char filename[MAX_BUF];
2399
2400 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2401
2402 FILE *tempfile = fopen (filename, "w");
2403
2404 if (tempfile == NULL)
2405 {
2406 LOG (llevError, "Error - Unable to access load object temp file\n");
2407 return NULL;
2408 }
2409
2410 fprintf (tempfile, obstr);
2411 fclose (tempfile);
2412
2413 op = object::create ();
2414
2415 object_thawer thawer (filename);
2416
2417 if (thawer)
2418 load_object (thawer, op, 0);
2419
2420 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2421 CLEAR_FLAG (op, FLAG_REMOVED);
2422
2423 return op;
2424} 2409}
2425 2410
2426/* This returns the first object in who's inventory that 2411/* This returns the first object in who's inventory that
2427 * has the same type and subtype match. 2412 * has the same type and subtype match.
2428 * returns NULL if no match. 2413 * returns NULL if no match.
2483 if (link->key == canonical_key) 2468 if (link->key == canonical_key)
2484 return link->value; 2469 return link->value;
2485 2470
2486 return 0; 2471 return 0;
2487} 2472}
2488
2489 2473
2490/* 2474/*
2491 * Updates the canonical_key in op to value. 2475 * Updates the canonical_key in op to value.
2492 * 2476 *
2493 * canonical_key is a shared string (value doesn't have to be). 2477 * canonical_key is a shared string (value doesn't have to be).
2517 /* Basically, if the archetype has this key set, 2501 /* Basically, if the archetype has this key set,
2518 * we need to store the null value so when we save 2502 * we need to store the null value so when we save
2519 * it, we save the empty value so that when we load, 2503 * it, we save the empty value so that when we load,
2520 * we get this value back again. 2504 * we get this value back again.
2521 */ 2505 */
2522 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2506 if (get_ob_key_link (op->arch, canonical_key))
2523 field->value = 0; 2507 field->value = 0;
2524 else 2508 else
2525 { 2509 {
2526 if (last) 2510 if (last)
2527 last->next = field->next; 2511 last->next = field->next;
2596 } 2580 }
2597 else 2581 else
2598 item = item->env; 2582 item = item->env;
2599} 2583}
2600 2584
2585const char *
2586object::flag_desc (char *desc, int len) const
2587{
2588 char *p = desc;
2589 bool first = true;
2590
2591 *p = 0;
2592
2593 for (int i = 0; i < NUM_FLAGS; i++)
2594 {
2595 if (len <= 10) // magic constant!
2596 {
2597 snprintf (p, len, ",...");
2598 break;
2599 }
2600
2601 if (flag [i])
2602 {
2603 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2604 len -= cnt;
2605 p += cnt;
2606 first = false;
2607 }
2608 }
2609
2610 return desc;
2611}
2612
2601// return a suitable string describing an objetc in enough detail to find it 2613// return a suitable string describing an object in enough detail to find it
2602const char * 2614const char *
2603object::debug_desc (char *info) const 2615object::debug_desc (char *info) const
2604{ 2616{
2617 char flagdesc[512];
2605 char info2[256 * 3]; 2618 char info2[256 * 4];
2606 char *p = info; 2619 char *p = info;
2607 2620
2608 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2621 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s,flags:[%s],type:%d}",
2609 count, 2622 count,
2623 uuid.c_str (),
2610 &name, 2624 &name,
2611 title ? " " : "", 2625 title ? "\",title:\"" : "",
2612 title ? (const char *)title : ""); 2626 title ? (const char *)title : "",
2627 flag_desc (flagdesc, 512), type);
2613 2628
2614 if (env) 2629 if (!this->flag[FLAG_REMOVED] && env)
2615 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2630 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2616 2631
2617 if (map) 2632 if (map)
2618 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2633 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2619 2634
2620 return info; 2635 return info;
2621} 2636}
2622 2637
2623const char * 2638const char *
2624object::debug_desc () const 2639object::debug_desc () const
2625{ 2640{
2626 static char info[256 * 3]; 2641 static char info[3][256 * 4];
2642 static int info_idx;
2643
2627 return debug_desc (info); 2644 return debug_desc (info [++info_idx % 3]);
2628} 2645}
2629 2646
2647struct region *
2648object::region () const
2649{
2650 return map ? map->region (x, y)
2651 : region::default_region ();
2652}
2653
2654const materialtype_t *
2655object::dominant_material () const
2656{
2657 if (materialtype_t *mt = name_to_material (materialname))
2658 return mt;
2659
2660 return name_to_material (shstr_unknown);
2661}
2662
2663void
2664object::open_container (object *new_container)
2665{
2666 if (container == new_container)
2667 return;
2668
2669 if (object *old_container = container)
2670 {
2671 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2672 return;
2673
2674#if 0
2675 // remove the "Close old_container" object.
2676 if (object *closer = old_container->inv)
2677 if (closer->type == CLOSE_CON)
2678 closer->destroy ();
2679#endif
2680
2681 old_container->flag [FLAG_APPLIED] = 0;
2682 container = 0;
2683
2684 esrv_update_item (UPD_FLAGS, this, old_container);
2685 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2686 play_sound (sound_find ("chest_close"));
2687 }
2688
2689 if (new_container)
2690 {
2691 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2692 return;
2693
2694 // TODO: this does not seem to serve any purpose anymore?
2695#if 0
2696 // insert the "Close Container" object.
2697 if (archetype *closer = new_container->other_arch)
2698 {
2699 object *closer = arch_to_object (new_container->other_arch);
2700 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2701 new_container->insert (closer);
2702 }
2703#endif
2704
2705 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2706
2707 new_container->flag [FLAG_APPLIED] = 1;
2708 container = new_container;
2709
2710 esrv_update_item (UPD_FLAGS, this, new_container);
2711 esrv_send_inventory (this, new_container);
2712 play_sound (sound_find ("chest_open"));
2713 }
2714}
2715
2716object *
2717object::force_find (const shstr name)
2718{
2719 /* cycle through his inventory to look for the MARK we want to
2720 * place
2721 */
2722 for (object *tmp = inv; tmp; tmp = tmp->below)
2723 if (tmp->type == FORCE && tmp->slaying == name)
2724 return splay (tmp);
2725
2726 return 0;
2727}
2728
2729void
2730object::force_add (const shstr name, int duration)
2731{
2732 if (object *force = force_find (name))
2733 force->destroy ();
2734
2735 object *force = get_archetype (FORCE_NAME);
2736
2737 force->slaying = name;
2738 force->stats.food = 1;
2739 force->speed_left = -1.f;
2740
2741 force->set_speed (duration ? 1.f / duration : 0.f);
2742 force->flag [FLAG_IS_USED_UP] = true;
2743 force->flag [FLAG_APPLIED] = true;
2744
2745 insert (force);
2746}
2747
2748void
2749object::play_sound (faceidx sound) const
2750{
2751 if (!sound)
2752 return;
2753
2754 if (flag [FLAG_REMOVED])
2755 return;
2756
2757 if (env)
2758 {
2759 if (object *pl = in_player ())
2760 pl->contr->play_sound (sound);
2761 }
2762 else
2763 map->play_sound (sound, x, y);
2764}
2765

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