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Comparing deliantra/server/common/object.C (file contents):
Revision 1.98 by root, Sun Dec 31 17:17:22 2006 UTC vs.
Revision 1.206 by root, Tue Apr 15 14:21:04 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. */
135static int 145static bool
136compare_ob_value_lists_one (const object *wants, const object *has) 146compare_ob_value_lists_one (const object *wants, const object *has)
137{ 147{
138 key_value *wants_field; 148 key_value *wants_field;
139 149
140 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 150 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both
148 key_value *has_field; 158 key_value *has_field;
149 159
150 /* Look for a field in has with the same key. */ 160 /* Look for a field in has with the same key. */
151 has_field = get_ob_key_link (has, wants_field->key); 161 has_field = get_ob_key_link (has, wants_field->key);
152 162
153 if (has_field == NULL) 163 if (!has_field)
154 {
155 /* No field with that name. */ 164 return 0; /* No field with that name. */
156 return FALSE;
157 }
158 165
159 /* Found the matching field. */ 166 /* Found the matching field. */
160 if (has_field->value != wants_field->value) 167 if (has_field->value != wants_field->value)
161 {
162 /* Values don't match, so this half of the comparison is false. */ 168 return 0; /* Values don't match, so this half of the comparison is false. */
163 return FALSE;
164 }
165 169
166 /* If we get here, we found a match. Now for the next field in wants. */ 170 /* If we get here, we found a match. Now for the next field in wants. */
167 } 171 }
168 172
169 /* If we get here, every field in wants has a matching field in has. */ 173 /* If we get here, every field in wants has a matching field in has. */
170 return TRUE; 174 return 1;
171} 175}
172 176
173/* Returns TRUE if ob1 has the same key_values as ob2. */ 177/* Returns TRUE if ob1 has the same key_values as ob2. */
174static int 178static bool
175compare_ob_value_lists (const object *ob1, const object *ob2) 179compare_ob_value_lists (const object *ob1, const object *ob2)
176{ 180{
177 /* However, there may be fields in has which aren't partnered in wants, 181 /* However, there may be fields in has which aren't partnered in wants,
178 * so we need to run the comparison *twice*. :( 182 * so we need to run the comparison *twice*. :(
179 */ 183 */
200 || ob1->speed != ob2->speed 204 || ob1->speed != ob2->speed
201 || ob1->value != ob2->value 205 || ob1->value != ob2->value
202 || ob1->name != ob2->name) 206 || ob1->name != ob2->name)
203 return 0; 207 return 0;
204 208
205 //TODO: this ain't working well, use nicer and correct overflow check 209 /* Do not merge objects if nrof would overflow. First part checks
206 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 210 * for unsigned overflow (2c), second part checks wether the result
207 * value could not be stored in a sint32 (which unfortunately sometimes is 211 * would fit into a 32 bit signed int, which is often used to hold
208 * used to store nrof). 212 * nrof values.
209 */ 213 */
210 if (ob1->nrof + ob2->nrof >= 1UL << 31) 214 if (~ob1->nrof < ob2->nrof || ob1->nrof + ob2->nrof > (1UL << 31))
211 return 0; 215 return 0;
212 216
213 /* If the objects have been identified, set the BEEN_APPLIED flag. 217 /* If the objects have been identified, set the BEEN_APPLIED flag.
214 * This is to the comparison of the flags below will be OK. We 218 * This is to the comparison of the flags below will be OK. We
215 * just can't ignore the been applied or identified flags, as they 219 * just can't ignore the been applied or identified flags, as they
216 * are not equal - just if it has been identified, the been_applied 220 * are not equal - just if it has been identified, the been_applied
217 * flags lose any meaning. 221 * flags lose any meaning.
218 */ 222 */
219 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 223 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
247 || ob1->move_off != ob2->move_off 251 || ob1->move_off != ob2->move_off
248 || ob1->move_slow != ob2->move_slow 252 || ob1->move_slow != ob2->move_slow
249 || ob1->move_slow_penalty != ob2->move_slow_penalty) 253 || ob1->move_slow_penalty != ob2->move_slow_penalty)
250 return 0; 254 return 0;
251 255
252 /* This is really a spellbook check - really, we should 256 /* This is really a spellbook check - we should in general
253 * check all objects in the inventory. 257 * not merge objects with real inventories, as splitting them
258 * is hard.
254 */ 259 */
255 if (ob1->inv || ob2->inv) 260 if (ob1->inv || ob2->inv)
256 { 261 {
257 /* if one object has inventory but the other doesn't, not equiv */ 262 if (!(ob1->inv && ob2->inv))
258 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 263 return 0; /* inventories differ in length */
259 return 0;
260 264
261 /* Now check to see if the two inventory objects could merge */ 265 if (ob1->inv->below || ob2->inv->below)
266 return 0; /* more than one object in inv */
267
262 if (!object::can_merge (ob1->inv, ob2->inv)) 268 if (!object::can_merge (ob1->inv, ob2->inv))
263 return 0; 269 return 0; /* inventory objects differ */
264 270
265 /* inventory ok - still need to check rest of this object to see 271 /* inventory ok - still need to check rest of this object to see
266 * if it is valid. 272 * if it is valid.
267 */ 273 */
268 } 274 }
287 if (ob1->level != ob2->level) 293 if (ob1->level != ob2->level)
288 return 0; 294 return 0;
289 break; 295 break;
290 } 296 }
291 297
292 if (ob1->key_values != NULL || ob2->key_values != NULL) 298 if (ob1->key_values || ob2->key_values)
293 { 299 {
294 /* At least one of these has key_values. */ 300 /* At least one of these has key_values. */
295 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 301 if ((!ob1->key_values) != (!ob2->key_values))
296 /* One has fields, but the other one doesn't. */ 302 /* One has fields, but the other one doesn't. */
297 return 0; 303 return 0;
298 else if (!compare_ob_value_lists (ob1, ob2)) 304 else if (!compare_ob_value_lists (ob1, ob2))
299 return 0; 305 return 0;
300 } 306 }
301 307
302 //TODO: generate an event or call into perl for additional checks
303 if (ob1->self || ob2->self) 308 if (ob1->self || ob2->self)
304 { 309 {
305 ob1->optimise (); 310 ob1->optimise ();
306 ob2->optimise (); 311 ob2->optimise ();
307 312
308 if (ob1->self || ob2->self) 313 if (ob1->self || ob2->self)
314 {
315 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
316 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
317
318 if (k1 != k2)
309 return 0; 319 return 0;
320 else if (k1 == 0)
321 return 1;
322 else if (!cfperl_can_merge (ob1, ob2))
323 return 0;
324 }
310 } 325 }
311 326
312 /* Everything passes, must be OK. */ 327 /* Everything passes, must be OK. */
313 return 1; 328 return 1;
314} 329}
322sum_weight (object *op) 337sum_weight (object *op)
323{ 338{
324 long sum; 339 long sum;
325 object *inv; 340 object *inv;
326 341
327 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 342 for (sum = 0, inv = op->inv; inv; inv = inv->below)
328 { 343 {
329 if (inv->inv) 344 if (inv->inv)
330 sum_weight (inv); 345 sum_weight (inv);
346
331 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 347 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
332 } 348 }
333 349
334 if (op->type == CONTAINER && op->stats.Str) 350 if (op->type == CONTAINER && op->stats.Str)
335 sum = (sum * (100 - op->stats.Str)) / 100; 351 sum = (sum * (100 - op->stats.Str)) / 100;
355/* 371/*
356 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 372 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
357 * Some error messages. 373 * Some error messages.
358 * The result of the dump is stored in the static global errmsg array. 374 * The result of the dump is stored in the static global errmsg array.
359 */ 375 */
360
361char * 376char *
362dump_object (object *op) 377dump_object (object *op)
363{ 378{
364 if (!op) 379 if (!op)
365 return strdup ("[NULLOBJ]"); 380 return strdup ("[NULLOBJ]");
366 381
367 object_freezer freezer; 382 object_freezer freezer;
368 save_object (freezer, op, 1); 383 op->write (freezer);
369 return freezer.as_string (); 384 return freezer.as_string ();
370} 385}
371 386
372/* 387/*
373 * get_nearest_part(multi-object, object 2) returns the part of the 388 * get_nearest_part(multi-object, object 2) returns the part of the
374 * multi-object 1 which is closest to the second object. 389 * multi-object 1 which is closest to the second object.
375 * If it's not a multi-object, it is returned. 390 * If it's not a multi-object, it is returned.
376 */ 391 */
377
378object * 392object *
379get_nearest_part (object *op, const object *pl) 393get_nearest_part (object *op, const object *pl)
380{ 394{
381 object *tmp, *closest; 395 object *tmp, *closest;
382 int last_dist, i; 396 int last_dist, i;
390} 404}
391 405
392/* 406/*
393 * Returns the object which has the count-variable equal to the argument. 407 * Returns the object which has the count-variable equal to the argument.
394 */ 408 */
395
396object * 409object *
397find_object (tag_t i) 410find_object (tag_t i)
398{ 411{
399 for (object *op = object::first; op; op = op->next) 412 for_all_objects (op)
400 if (op->count == i) 413 if (op->count == i)
401 return op; 414 return op;
402 415
403 return 0; 416 return 0;
404} 417}
405 418
406/* 419/*
407 * Returns the first object which has a name equal to the argument. 420 * Returns the first object which has a name equal to the argument.
408 * Used only by the patch command, but not all that useful. 421 * Used only by the patch command, but not all that useful.
409 * Enables features like "patch <name-of-other-player> food 999" 422 * Enables features like "patch <name-of-other-player> food 999"
410 */ 423 */
411
412object * 424object *
413find_object_name (const char *str) 425find_object_name (const char *str)
414{ 426{
415 shstr_cmp str_ (str); 427 shstr_cmp str_ (str);
416 object *op; 428 object *op;
417 429
418 for (op = object::first; op != NULL; op = op->next) 430 for_all_objects (op)
419 if (op->name == str_) 431 if (op->name == str_)
420 break; 432 break;
421 433
422 return op; 434 return op;
423} 435}
424 436
425void
426free_all_object_data ()
427{
428 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
429}
430
431/* 437/*
432 * Sets the owner and sets the skill and exp pointers to owner's current 438 * Sets the owner and sets the skill and exp pointers to owner's current
433 * skill and experience objects. 439 * skill and experience objects.
440 * ACTUALLY NO! investigate! TODO
434 */ 441 */
435void 442void
436object::set_owner (object *owner) 443object::set_owner (object *owner)
437{ 444{
445 // allow objects which own objects
438 if (!owner) 446 if (owner)
439 return;
440
441 /* next line added to allow objects which own objects */
442 /* Add a check for ownercounts in here, as I got into an endless loop
443 * with the fireball owning a poison cloud which then owned the
444 * fireball. I believe that was caused by one of the objects getting
445 * freed and then another object replacing it. Since the ownercounts
446 * didn't match, this check is valid and I believe that cause is valid.
447 */
448 while (owner->owner) 447 while (owner->owner)
449 owner = owner->owner; 448 owner = owner->owner;
449
450 if (flag [FLAG_FREED])
451 {
452 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
453 return;
454 }
450 455
451 this->owner = owner; 456 this->owner = owner;
457}
458
459int
460object::slottype () const
461{
462 if (type == SKILL)
463 {
464 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
465 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
466 }
467 else
468 {
469 if (slot [body_combat].info) return slot_combat;
470 if (slot [body_range ].info) return slot_ranged;
471 }
472
473 return slot_none;
474}
475
476bool
477object::change_weapon (object *ob)
478{
479 if (current_weapon == ob)
480 return true;
481
482 if (chosen_skill)
483 chosen_skill->flag [FLAG_APPLIED] = false;
484
485 current_weapon = ob;
486 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
487
488 if (chosen_skill)
489 chosen_skill->flag [FLAG_APPLIED] = true;
490
491 update_stats ();
492
493 if (ob)
494 {
495 // now check wether any body locations became invalid, in which case
496 // we cannot apply the weapon at the moment.
497 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
498 if (slot[i].used < 0)
499 {
500 current_weapon = chosen_skill = 0;
501 update_stats ();
502
503 new_draw_info_format (NDI_UNIQUE, 0, this,
504 "You try to balance all your items at once, "
505 "but the %s is just too much for your body. "
506 "[You need to unapply some items first.]", &ob->name);
507 return false;
508 }
509
510 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
511 }
512 else
513 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
514
515 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
516 {
517 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
518 &name, ob->debug_desc ());
519 return false;
520 }
521
522 return true;
452} 523}
453 524
454/* Zero the key_values on op, decrementing the shared-string 525/* Zero the key_values on op, decrementing the shared-string
455 * refcounts and freeing the links. 526 * refcounts and freeing the links.
456 */ 527 */
457static void 528static void
458free_key_values (object *op) 529free_key_values (object *op)
459{ 530{
460 for (key_value *i = op->key_values; i != 0;) 531 for (key_value *i = op->key_values; i; )
461 { 532 {
462 key_value *next = i->next; 533 key_value *next = i->next;
463 delete i; 534 delete i;
464 535
465 i = next; 536 i = next;
466 } 537 }
467 538
468 op->key_values = 0; 539 op->key_values = 0;
469} 540}
470 541
471/* 542object &
472 * copy_to first frees everything allocated by the dst object, 543object::operator =(const object &src)
473 * and then copies the contents of itself into the second
474 * object, allocating what needs to be allocated. Basically, any
475 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
476 * if the first object is freed, the pointers in the new object
477 * will point at garbage.
478 */
479void
480object::copy_to (object *dst)
481{ 544{
482 bool is_freed = QUERY_FLAG (dst, FLAG_FREED); 545 bool is_freed = flag [FLAG_FREED];
483 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED); 546 bool is_removed = flag [FLAG_REMOVED];
484 547
485 *(object_copy *)dst = *this; 548 *(object_copy *)this = src;
486 549
487 if (is_freed) 550 flag [FLAG_FREED] = is_freed;
488 SET_FLAG (dst, FLAG_FREED); 551 flag [FLAG_REMOVED] = is_removed;
489
490 if (is_removed)
491 SET_FLAG (dst, FLAG_REMOVED);
492
493 if (speed < 0)
494 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
495 552
496 /* Copy over key_values, if any. */ 553 /* Copy over key_values, if any. */
497 if (key_values) 554 if (src.key_values)
498 { 555 {
499 key_value *tail = 0; 556 key_value *tail = 0;
500 key_value *i;
501
502 dst->key_values = 0; 557 key_values = 0;
503 558
504 for (i = key_values; i; i = i->next) 559 for (key_value *i = src.key_values; i; i = i->next)
505 { 560 {
506 key_value *new_link = new key_value; 561 key_value *new_link = new key_value;
507 562
508 new_link->next = 0; 563 new_link->next = 0;
509 new_link->key = i->key; 564 new_link->key = i->key;
510 new_link->value = i->value; 565 new_link->value = i->value;
511 566
512 /* Try and be clever here, too. */ 567 /* Try and be clever here, too. */
513 if (!dst->key_values) 568 if (!key_values)
514 { 569 {
515 dst->key_values = new_link; 570 key_values = new_link;
516 tail = new_link; 571 tail = new_link;
517 } 572 }
518 else 573 else
519 { 574 {
520 tail->next = new_link; 575 tail->next = new_link;
521 tail = new_link; 576 tail = new_link;
522 } 577 }
523 } 578 }
524 } 579 }
580}
581
582/*
583 * copy_to first frees everything allocated by the dst object,
584 * and then copies the contents of itself into the second
585 * object, allocating what needs to be allocated. Basically, any
586 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
587 * if the first object is freed, the pointers in the new object
588 * will point at garbage.
589 */
590void
591object::copy_to (object *dst)
592{
593 *dst = *this;
594
595 if (speed < 0)
596 dst->speed_left -= rndm ();
525 597
526 dst->set_speed (dst->speed); 598 dst->set_speed (dst->speed);
599}
600
601void
602object::instantiate ()
603{
604 if (!uuid.seq) // HACK
605 uuid = UUID::gen ();
606
607 speed_left = -0.1f;
608 /* copy the body_info to the body_used - this is only really
609 * need for monsters, but doesn't hurt to do it for everything.
610 * by doing so, when a monster is created, it has good starting
611 * values for the body_used info, so when items are created
612 * for it, they can be properly equipped.
613 */
614 for (int i = NUM_BODY_LOCATIONS; i--; )
615 slot[i].used = slot[i].info;
616
617 attachable::instantiate ();
527} 618}
528 619
529object * 620object *
530object::clone () 621object::clone ()
531{ 622{
589 * UP_OBJ_FACE: only the objects face has changed. 680 * UP_OBJ_FACE: only the objects face has changed.
590 */ 681 */
591void 682void
592update_object (object *op, int action) 683update_object (object *op, int action)
593{ 684{
594 MoveType move_on, move_off, move_block, move_slow;
595
596 if (op == NULL) 685 if (op == NULL)
597 { 686 {
598 /* this should never happen */ 687 /* this should never happen */
599 LOG (llevDebug, "update_object() called for NULL object.\n"); 688 LOG (llevDebug, "update_object() called for NULL object.\n");
600 return; 689 return;
624 return; 713 return;
625 } 714 }
626 715
627 mapspace &m = op->ms (); 716 mapspace &m = op->ms ();
628 717
629 if (m.flags_ & P_NEED_UPDATE) 718 if (!(m.flags_ & P_UPTODATE))
630 /* nop */; 719 /* nop */;
631 else if (action == UP_OBJ_INSERT) 720 else if (action == UP_OBJ_INSERT)
632 { 721 {
633 // this is likely overkill, TODO: revisit (schmorp) 722 // this is likely overkill, TODO: revisit (schmorp)
634 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 723 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
643 /* This isn't perfect, but I don't expect a lot of objects to 732 /* This isn't perfect, but I don't expect a lot of objects to
644 * to have move_allow right now. 733 * to have move_allow right now.
645 */ 734 */
646 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 735 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
647 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 736 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
648 m.flags_ = P_NEED_UPDATE; 737 m.flags_ = 0;
649 } 738 }
650 /* if the object is being removed, we can't make intelligent 739 /* if the object is being removed, we can't make intelligent
651 * decisions, because remove_ob can't really pass the object 740 * decisions, because remove_ob can't really pass the object
652 * that is being removed. 741 * that is being removed.
653 */ 742 */
654 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 743 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
655 m.flags_ = P_NEED_UPDATE; 744 m.flags_ = 0;
656 else if (action == UP_OBJ_FACE) 745 else if (action == UP_OBJ_FACE)
657 /* Nothing to do for that case */ ; 746 /* Nothing to do for that case */ ;
658 else 747 else
659 LOG (llevError, "update_object called with invalid action: %d\n", action); 748 LOG (llevError, "update_object called with invalid action: %d\n", action);
660 749
661 if (op->more) 750 if (op->more)
662 update_object (op->more, action); 751 update_object (op->more, action);
663} 752}
664 753
665object *object::first;
666
667object::object () 754object::object ()
668{ 755{
669 SET_FLAG (this, FLAG_REMOVED); 756 SET_FLAG (this, FLAG_REMOVED);
670 757
671 expmul = 1.0; 758 expmul = 1.0;
672 face = blank_face; 759 face = blank_face;
673} 760}
674 761
675object::~object () 762object::~object ()
676{ 763{
764 unlink ();
765
677 free_key_values (this); 766 free_key_values (this);
678} 767}
679 768
769static int object_count;
770
680void object::link () 771void object::link ()
681{ 772{
773 assert (!index);//D
774 uuid = UUID::gen ();
682 count = ++ob_count; 775 count = ++object_count;
683 uuid = gen_uuid ();
684 776
685 prev = 0; 777 refcnt_inc ();
686 next = object::first; 778 objects.insert (this);
687
688 if (object::first)
689 object::first->prev = this;
690
691 object::first = this;
692} 779}
693 780
694void object::unlink () 781void object::unlink ()
695{ 782{
696 if (this == object::first) 783 if (!index)
697 object::first = next; 784 return;
698 785
699 /* Remove this object from the list of used objects */ 786 objects.erase (this);
700 if (prev) prev->next = next; 787 refcnt_dec ();
701 if (next) next->prev = prev;
702
703 prev = 0;
704 next = 0;
705}
706
707bool
708object::active () const
709{
710 return active_next || active_prev || this == active_objects;
711} 788}
712 789
713void 790void
714object::activate () 791object::activate ()
715{ 792{
716 /* If already on active list, don't do anything */ 793 /* If already on active list, don't do anything */
717 if (active ()) 794 if (active)
718 return; 795 return;
719 796
720 if (has_active_speed ()) 797 if (has_active_speed ())
721 { 798 actives.insert (this);
722 /* process_events() expects us to insert the object at the beginning
723 * of the list. */
724 active_next = active_objects;
725
726 if (active_next)
727 active_next->active_prev = this;
728
729 active_objects = this;
730 }
731} 799}
732 800
733void 801void
734object::activate_recursive () 802object::activate_recursive ()
735{ 803{
736 activate (); 804 activate ();
737 805
738 for (object *op = inv; op; op = op->above) 806 for (object *op = inv; op; op = op->below)
739 op->activate_recursive (); 807 op->activate_recursive ();
740} 808}
741 809
742/* This function removes object 'op' from the list of active 810/* This function removes object 'op' from the list of active
743 * objects. 811 * objects.
749 */ 817 */
750void 818void
751object::deactivate () 819object::deactivate ()
752{ 820{
753 /* If not on the active list, nothing needs to be done */ 821 /* If not on the active list, nothing needs to be done */
754 if (!active ()) 822 if (!active)
755 return; 823 return;
756 824
757 if (active_prev == 0) 825 actives.erase (this);
758 {
759 active_objects = active_next;
760 if (active_next)
761 active_next->active_prev = 0;
762 }
763 else
764 {
765 active_prev->active_next = active_next;
766 if (active_next)
767 active_next->active_prev = active_prev;
768 }
769
770 active_next = 0;
771 active_prev = 0;
772} 826}
773 827
774void 828void
775object::deactivate_recursive () 829object::deactivate_recursive ()
776{ 830{
777 for (object *op = inv; op; op = op->above) 831 for (object *op = inv; op; op = op->below)
778 op->deactivate_recursive (); 832 op->deactivate_recursive ();
779 833
780 deactivate (); 834 deactivate ();
835}
836
837void
838object::set_flag_inv (int flag, int value)
839{
840 for (object *op = inv; op; op = op->below)
841 {
842 op->flag [flag] = value;
843 op->set_flag_inv (flag, value);
844 }
781} 845}
782 846
783/* 847/*
784 * Remove and free all objects in the inventory of the given object. 848 * Remove and free all objects in the inventory of the given object.
785 * object.c ? 849 * object.c ?
799 * if some form of movement is allowed, let objects 863 * if some form of movement is allowed, let objects
800 * drop on that space. 864 * drop on that space.
801 */ 865 */
802 if (!drop_to_ground 866 if (!drop_to_ground
803 || !map 867 || !map
804 || map->in_memory != MAP_IN_MEMORY 868 || map->in_memory != MAP_ACTIVE
869 || map->nodrop
805 || ms ().move_block == MOVE_ALL) 870 || ms ().move_block == MOVE_ALL)
806 { 871 {
807 while (inv) 872 while (inv)
808 { 873 {
809 inv->destroy_inv (drop_to_ground); 874 inv->destroy_inv (drop_to_ground);
818 883
819 if (op->flag [FLAG_STARTEQUIP] 884 if (op->flag [FLAG_STARTEQUIP]
820 || op->flag [FLAG_NO_DROP] 885 || op->flag [FLAG_NO_DROP]
821 || op->type == RUNE 886 || op->type == RUNE
822 || op->type == TRAP 887 || op->type == TRAP
823 || op->flag [FLAG_IS_A_TEMPLATE]) 888 || op->flag [FLAG_IS_A_TEMPLATE]
889 || op->flag [FLAG_DESTROY_ON_DEATH])
824 op->destroy (); 890 op->destroy ();
825 else 891 else
826 map->insert (op, x, y); 892 map->insert (op, x, y);
827 } 893 }
828 } 894 }
836} 902}
837 903
838void 904void
839object::do_destroy () 905object::do_destroy ()
840{ 906{
907 attachable::do_destroy ();
908
841 if (flag [FLAG_IS_LINKED]) 909 if (flag [FLAG_IS_LINKED])
842 remove_button_link (this); 910 remove_button_link (this);
843 911
844 if (flag [FLAG_FRIENDLY]) 912 if (flag [FLAG_FRIENDLY])
845 remove_friendly_object (this); 913 remove_friendly_object (this);
846 914
847 if (!flag [FLAG_REMOVED]) 915 if (!flag [FLAG_REMOVED])
848 remove (); 916 remove ();
849 917
850 if (flag [FLAG_FREED]) 918 destroy_inv (true);
851 return;
852 919
853 set_speed (0); 920 deactivate ();
921 unlink ();
854 922
855 flag [FLAG_FREED] = 1; 923 flag [FLAG_FREED] = 1;
856
857 attachable::do_destroy ();
858
859 destroy_inv (true);
860 unlink ();
861 924
862 // hack to ensure that freed objects still have a valid map 925 // hack to ensure that freed objects still have a valid map
863 { 926 {
864 static maptile *freed_map; // freed objects are moved here to avoid crashes 927 static maptile *freed_map; // freed objects are moved here to avoid crashes
865 928
866 if (!freed_map) 929 if (!freed_map)
867 { 930 {
868 freed_map = new maptile; 931 freed_map = new maptile;
869 932
933 freed_map->path = "<freed objects map>";
870 freed_map->name = "/internal/freed_objects_map"; 934 freed_map->name = "/internal/freed_objects_map";
871 freed_map->width = 3; 935 freed_map->width = 3;
872 freed_map->height = 3; 936 freed_map->height = 3;
937 freed_map->nodrop = 1;
873 938
874 freed_map->alloc (); 939 freed_map->alloc ();
940 freed_map->in_memory = MAP_ACTIVE;
875 } 941 }
876 942
877 map = freed_map; 943 map = freed_map;
878 x = 1; 944 x = 1;
879 y = 1; 945 y = 1;
880 } 946 }
881 947
882 head = 0;
883
884 if (more) 948 if (more)
885 { 949 {
886 more->destroy (); 950 more->destroy ();
887 more = 0; 951 more = 0;
888 } 952 }
889 953
954 head = 0;
955
890 // clear those pointers that likely might have circular references to us 956 // clear those pointers that likely might cause circular references
891 owner = 0; 957 owner = 0;
892 enemy = 0; 958 enemy = 0;
893 attacked_by = 0; 959 attacked_by = 0;
894 960 current_weapon = 0;
895 // only relevant for players(?), but make sure of it anyways
896 contr = 0;
897} 961}
898 962
899void 963void
900object::destroy (bool destroy_inventory) 964object::destroy (bool destroy_inventory)
901{ 965{
902 if (destroyed ()) 966 if (destroyed ())
903 return; 967 return;
904 968
905 if (destroy_inventory) 969 if (destroy_inventory)
906 destroy_inv (false); 970 destroy_inv (false);
971
972 if (is_head ())
973 if (sound_destroy)
974 play_sound (sound_destroy);
975 else if (flag [FLAG_MONSTER])
976 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
907 977
908 attachable::destroy (); 978 attachable::destroy ();
909} 979}
910 980
911/* 981/*
929 * This function removes the object op from the linked list of objects 999 * 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 1000 * which it is currently tied to. When this function is done, the
931 * object will have no environment. If the object previously had an 1001 * object will have no environment. If the object previously had an
932 * environment, the x and y coordinates will be updated to 1002 * environment, the x and y coordinates will be updated to
933 * the previous environment. 1003 * the previous environment.
934 * Beware: This function is called from the editor as well!
935 */ 1004 */
936void 1005void
937object::remove () 1006object::do_remove ()
938{ 1007{
939 object *tmp, *last = 0; 1008 object *tmp, *last = 0;
940 object *otmp; 1009 object *otmp;
941 1010
942 if (QUERY_FLAG (this, FLAG_REMOVED)) 1011 if (QUERY_FLAG (this, FLAG_REMOVED))
985 } 1054 }
986 else if (map) 1055 else if (map)
987 { 1056 {
988 if (type == PLAYER) 1057 if (type == PLAYER)
989 { 1058 {
1059 // leaving a spot always closes any open container on the ground
1060 if (container && !container->env)
1061 // this causes spurious floorbox updates, but it ensures
1062 // that the CLOSE event is being sent.
1063 close_container ();
1064
990 --map->players; 1065 --map->players;
991 map->last_access = runtime; 1066 map->touch ();
992 } 1067 }
993 1068
994 map->dirty = true; 1069 map->dirty = true;
1070 mapspace &ms = this->ms ();
995 1071
996 /* link the object above us */ 1072 /* link the object above us */
997 if (above) 1073 if (above)
998 above->below = below; 1074 above->below = below;
999 else 1075 else
1000 map->at (x, y).top = below; /* we were top, set new top */ 1076 ms.top = below; /* we were top, set new top */
1001 1077
1002 /* Relink the object below us, if there is one */ 1078 /* Relink the object below us, if there is one */
1003 if (below) 1079 if (below)
1004 below->above = above; 1080 below->above = above;
1005 else 1081 else
1007 /* Nothing below, which means we need to relink map object for this space 1083 /* Nothing below, which means we need to relink map object for this space
1008 * use translated coordinates in case some oddness with map tiling is 1084 * use translated coordinates in case some oddness with map tiling is
1009 * evident 1085 * evident
1010 */ 1086 */
1011 if (GET_MAP_OB (map, x, y) != this) 1087 if (GET_MAP_OB (map, x, y) != this)
1012 {
1013 char *dump = dump_object (this);
1014 LOG (llevError,
1015 "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); 1088 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 ());
1016 free (dump);
1017 dump = dump_object (GET_MAP_OB (map, x, y));
1018 LOG (llevError, "%s\n", dump);
1019 free (dump);
1020 }
1021 1089
1022 map->at (x, y).bot = above; /* goes on above it. */ 1090 ms.bot = above; /* goes on above it. */
1023 } 1091 }
1024 1092
1025 above = 0; 1093 above = 0;
1026 below = 0; 1094 below = 0;
1027 1095
1028 if (map->in_memory == MAP_SAVING) 1096 if (map->in_memory == MAP_SAVING)
1029 return; 1097 return;
1030 1098
1031 int check_walk_off = !flag [FLAG_NO_APPLY]; 1099 int check_walk_off = !flag [FLAG_NO_APPLY];
1032 1100
1101 if (object *pl = ms.player ())
1102 {
1103 if (pl->container == this)
1104 /* If a container that the player is currently using somehow gets
1105 * removed (most likely destroyed), update the player view
1106 * appropriately.
1107 */
1108 pl->close_container ();
1109
1110 pl->contr->ns->floorbox_update ();
1111 }
1112
1033 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above) 1113 for (tmp = ms.bot; tmp; tmp = tmp->above)
1034 { 1114 {
1035 /* No point updating the players look faces if he is the object 1115 /* No point updating the players look faces if he is the object
1036 * being removed. 1116 * being removed.
1037 */ 1117 */
1038
1039 if (tmp->type == PLAYER && tmp != this)
1040 {
1041 /* If a container that the player is currently using somehow gets
1042 * removed (most likely destroyed), update the player view
1043 * appropriately.
1044 */
1045 if (tmp->container == this)
1046 {
1047 flag [FLAG_APPLIED] = 0;
1048 tmp->container = 0;
1049 }
1050
1051 if (tmp->contr->ns)
1052 tmp->contr->ns->floorbox_update ();
1053 }
1054 1118
1055 /* See if object moving off should effect something */ 1119 /* See if object moving off should effect something */
1056 if (check_walk_off 1120 if (check_walk_off
1057 && ((move_type & tmp->move_off) 1121 && ((move_type & tmp->move_off)
1058 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1122 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1061 1125
1062 if (destroyed ()) 1126 if (destroyed ())
1063 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1127 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1064 } 1128 }
1065 1129
1066 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1067 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1068 if (tmp->above == tmp)
1069 tmp->above = 0;
1070
1071 last = tmp; 1130 last = tmp;
1072 } 1131 }
1073 1132
1074 /* last == NULL if there are no objects on this space */ 1133 /* last == NULL if there are no objects on this space */
1075 //TODO: this makes little sense, why only update the topmost object? 1134 //TODO: this makes little sense, why only update the topmost object?
1076 if (!last) 1135 if (!last)
1077 map->at (x, y).flags_ = P_NEED_UPDATE; 1136 map->at (x, y).flags_ = 0;
1078 else 1137 else
1079 update_object (last, UP_OBJ_REMOVE); 1138 update_object (last, UP_OBJ_REMOVE);
1080 1139
1081 if (flag [FLAG_BLOCKSVIEW] || glow_radius) 1140 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1082 update_all_los (map, x, y); 1141 update_all_los (map, x, y);
1095merge_ob (object *op, object *top) 1154merge_ob (object *op, object *top)
1096{ 1155{
1097 if (!op->nrof) 1156 if (!op->nrof)
1098 return 0; 1157 return 0;
1099 1158
1100 if (top) 1159 if (!top)
1101 for (top = op; top && top->above; top = top->above) 1160 for (top = op; top && top->above; top = top->above)
1102 ; 1161 ;
1103 1162
1104 for (; top; top = top->below) 1163 for (; top; top = top->below)
1105 { 1164 {
1118 } 1177 }
1119 1178
1120 return 0; 1179 return 0;
1121} 1180}
1122 1181
1182void
1183object::expand_tail ()
1184{
1185 if (more)
1186 return;
1187
1188 object *prev = this;
1189
1190 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1191 {
1192 object *op = arch_to_object (at);
1193
1194 op->name = name;
1195 op->name_pl = name_pl;
1196 op->title = title;
1197
1198 op->head = this;
1199 prev->more = op;
1200
1201 prev = op;
1202 }
1203}
1204
1123/* 1205/*
1124 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1206 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1125 * job preparing multi-part monsters 1207 * job preparing multi-part monsters.
1126 */ 1208 */
1127object * 1209object *
1128insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1210insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1129{ 1211{
1130 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1212 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1131 { 1213 {
1132 tmp->x = x + tmp->arch->clone.x; 1214 tmp->x = x + tmp->arch->x;
1133 tmp->y = y + tmp->arch->clone.y; 1215 tmp->y = y + tmp->arch->y;
1134 } 1216 }
1135 1217
1136 return insert_ob_in_map (op, m, originator, flag); 1218 return insert_ob_in_map (op, m, originator, flag);
1137} 1219}
1138 1220
1157 * just 'op' otherwise 1239 * just 'op' otherwise
1158 */ 1240 */
1159object * 1241object *
1160insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1242insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1161{ 1243{
1244 assert (!op->flag [FLAG_FREED]);
1245
1162 object *tmp, *top, *floor = NULL; 1246 object *top, *floor = NULL;
1163 sint16 x, y;
1164 1247
1165 if (QUERY_FLAG (op, FLAG_FREED)) 1248 op->remove ();
1166 {
1167 LOG (llevError, "Trying to insert freed object!\n");
1168 return NULL;
1169 }
1170
1171 if (!m)
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 1249
1234 /* Ideally, the caller figures this out. However, it complicates a lot 1250 /* 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 1251 * of areas of callers (eg, anything that uses find_free_spot would now
1236 * need extra work 1252 * need extra work
1237 */ 1253 */
1238 op->map = get_map_from_coord (m, &op->x, &op->y); 1254 if (!xy_normalise (m, op->x, op->y))
1239 x = op->x; 1255 {
1240 y = op->y; 1256 op->destroy ();
1257 return 0;
1258 }
1259
1260 if (object *more = op->more)
1261 if (!insert_ob_in_map (more, m, originator, flag))
1262 return 0;
1263
1264 CLEAR_FLAG (op, FLAG_REMOVED);
1265
1266 op->map = m;
1267 mapspace &ms = op->ms ();
1241 1268
1242 /* this has to be done after we translate the coordinates. 1269 /* this has to be done after we translate the coordinates.
1243 */ 1270 */
1244 if (op->nrof && !(flag & INS_NO_MERGE)) 1271 if (op->nrof && !(flag & INS_NO_MERGE))
1245 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above) 1272 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1246 if (object::can_merge (op, tmp)) 1273 if (object::can_merge (op, tmp))
1247 { 1274 {
1248 op->nrof += tmp->nrof; 1275 op->nrof += tmp->nrof;
1249 tmp->destroy (); 1276 tmp->destroy ();
1250 } 1277 }
1267 op->below = originator->below; 1294 op->below = originator->below;
1268 1295
1269 if (op->below) 1296 if (op->below)
1270 op->below->above = op; 1297 op->below->above = op;
1271 else 1298 else
1272 op->ms ().bot = op; 1299 ms.bot = op;
1273 1300
1274 /* since *below* originator, no need to update top */ 1301 /* since *below* originator, no need to update top */
1275 originator->below = op; 1302 originator->below = op;
1276 } 1303 }
1277 else 1304 else
1278 { 1305 {
1306 top = ms.bot;
1307
1279 /* If there are other objects, then */ 1308 /* If there are other objects, then */
1280 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1309 if (top)
1281 { 1310 {
1282 object *last = 0; 1311 object *last = 0;
1283 1312
1284 /* 1313 /*
1285 * If there are multiple objects on this space, we do some trickier handling. 1314 * If there are multiple objects on this space, we do some trickier handling.
1291 * once we get to them. This reduces the need to traverse over all of 1320 * 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 1321 * 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 1322 * when lots of spells are cast in one area. Currently, it is presumed
1294 * that flying non pickable objects are spell objects. 1323 * that flying non pickable objects are spell objects.
1295 */ 1324 */
1296 while (top) 1325 for (top = ms.bot; top; top = top->above)
1297 { 1326 {
1298 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1327 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1299 floor = top; 1328 floor = top;
1300 1329
1301 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1330 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1304 top = top->below; 1333 top = top->below;
1305 break; 1334 break;
1306 } 1335 }
1307 1336
1308 last = top; 1337 last = top;
1309 top = top->above;
1310 } 1338 }
1311 1339
1312 /* Don't want top to be NULL, so set it to the last valid object */ 1340 /* Don't want top to be NULL, so set it to the last valid object */
1313 top = last; 1341 top = last;
1314 1342
1316 * looks like instead of lots of conditions here. 1344 * looks like instead of lots of conditions here.
1317 * makes things faster, and effectively the same result. 1345 * makes things faster, and effectively the same result.
1318 */ 1346 */
1319 1347
1320 /* Have object 'fall below' other objects that block view. 1348 /* Have object 'fall below' other objects that block view.
1321 * Unless those objects are exits, type 66 1349 * Unless those objects are exits.
1322 * If INS_ON_TOP is used, don't do this processing 1350 * If INS_ON_TOP is used, don't do this processing
1323 * Need to find the object that in fact blocks view, otherwise 1351 * Need to find the object that in fact blocks view, otherwise
1324 * stacking is a bit odd. 1352 * stacking is a bit odd.
1325 */ 1353 */
1326 if (!(flag & INS_ON_TOP) && 1354 if (!(flag & INS_ON_TOP)
1327 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1355 && ms.flags () & P_BLOCKSVIEW
1356 && (op->face && !faces [op->face].visibility))
1328 { 1357 {
1329 for (last = top; last != floor; last = last->below) 1358 for (last = top; last != floor; last = last->below)
1330 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1359 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1331 break; 1360 break;
1361
1332 /* Check to see if we found the object that blocks view, 1362 /* Check to see if we found the object that blocks view,
1333 * and make sure we have a below pointer for it so that 1363 * and make sure we have a below pointer for it so that
1334 * we can get inserted below this one, which requires we 1364 * we can get inserted below this one, which requires we
1335 * set top to the object below us. 1365 * set top to the object below us.
1336 */ 1366 */
1337 if (last && last->below && last != floor) 1367 if (last && last->below && last != floor)
1338 top = last->below; 1368 top = last->below;
1339 } 1369 }
1340 } /* If objects on this space */ 1370 } /* If objects on this space */
1341 1371
1342 if (flag & INS_MAP_LOAD)
1343 top = GET_MAP_TOP (op->map, op->x, op->y);
1344
1345 if (flag & INS_ABOVE_FLOOR_ONLY) 1372 if (flag & INS_ABOVE_FLOOR_ONLY)
1346 top = floor; 1373 top = floor;
1347 1374
1348 /* Top is the object that our object (op) is going to get inserted above. 1375 /* Top is the object that our object (op) is going to get inserted above.
1349 */ 1376 */
1350 1377
1351 /* First object on this space */ 1378 /* First object on this space */
1352 if (!top) 1379 if (!top)
1353 { 1380 {
1354 op->above = GET_MAP_OB (op->map, op->x, op->y); 1381 op->above = ms.bot;
1355 1382
1356 if (op->above) 1383 if (op->above)
1357 op->above->below = op; 1384 op->above->below = op;
1358 1385
1359 op->below = 0; 1386 op->below = 0;
1360 op->ms ().bot = op; 1387 ms.bot = op;
1361 } 1388 }
1362 else 1389 else
1363 { /* get inserted into the stack above top */ 1390 { /* get inserted into the stack above top */
1364 op->above = top->above; 1391 op->above = top->above;
1365 1392
1369 op->below = top; 1396 op->below = top;
1370 top->above = op; 1397 top->above = op;
1371 } 1398 }
1372 1399
1373 if (!op->above) 1400 if (!op->above)
1374 op->ms ().top = op; 1401 ms.top = op;
1375 } /* else not INS_BELOW_ORIGINATOR */ 1402 } /* else not INS_BELOW_ORIGINATOR */
1376 1403
1377 if (op->type == PLAYER) 1404 if (op->type == PLAYER)
1378 { 1405 {
1379 op->contr->do_los = 1; 1406 op->contr->do_los = 1;
1380 ++op->map->players; 1407 ++op->map->players;
1381 op->map->last_access = runtime; 1408 op->map->touch ();
1382 } 1409 }
1383 1410
1384 op->map->dirty = true; 1411 op->map->dirty = true;
1385 1412
1386 /* If we have a floor, we know the player, if any, will be above
1387 * it, so save a few ticks and start from there.
1388 */
1389 if (!(flag & INS_MAP_LOAD))
1390 if (object *pl = op->ms ().player ()) 1413 if (object *pl = ms.player ())
1391 if (pl->contr->ns)
1392 pl->contr->ns->floorbox_update (); 1414 pl->contr->ns->floorbox_update ();
1393 1415
1394 /* If this object glows, it may affect lighting conditions that are 1416 /* If this object glows, it may affect lighting conditions that are
1395 * visible to others on this map. But update_all_los is really 1417 * visible to others on this map. But update_all_los is really
1396 * an inefficient way to do this, as it means los for all players 1418 * an inefficient way to do this, as it means los for all players
1397 * on the map will get recalculated. The players could very well 1419 * on the map will get recalculated. The players could very well
1398 * be far away from this change and not affected in any way - 1420 * be far away from this change and not affected in any way -
1399 * this should get redone to only look for players within range, 1421 * this should get redone to only look for players within range,
1400 * or just updating the P_NEED_UPDATE for spaces within this area 1422 * or just updating the P_UPTODATE for spaces within this area
1401 * of effect may be sufficient. 1423 * of effect may be sufficient.
1402 */ 1424 */
1403 if (op->map->darkness && (op->glow_radius != 0)) 1425 if (op->map->darkness && (op->glow_radius != 0))
1404 update_all_los (op->map, op->x, op->y); 1426 update_all_los (op->map, op->x, op->y);
1405 1427
1416 * blocked() and wall() work properly), and these flags are updated by 1438 * blocked() and wall() work properly), and these flags are updated by
1417 * update_object(). 1439 * update_object().
1418 */ 1440 */
1419 1441
1420 /* if this is not the head or flag has been passed, don't check walk on status */ 1442 /* if this is not the head or flag has been passed, don't check walk on status */
1421 if (!(flag & INS_NO_WALK_ON) && !op->head) 1443 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1422 { 1444 {
1423 if (check_move_on (op, originator)) 1445 if (check_move_on (op, originator))
1424 return 0; 1446 return 0;
1425 1447
1426 /* If we are a multi part object, lets work our way through the check 1448 /* If we are a multi part object, lets work our way through the check
1427 * walk on's. 1449 * walk on's.
1428 */ 1450 */
1429 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1451 for (object *tmp = op->more; tmp; tmp = tmp->more)
1430 if (check_move_on (tmp, originator)) 1452 if (check_move_on (tmp, originator))
1431 return 0; 1453 return 0;
1432 } 1454 }
1433 1455
1434 return op; 1456 return op;
1443{ 1465{
1444 object *tmp, *tmp1; 1466 object *tmp, *tmp1;
1445 1467
1446 /* first search for itself and remove any old instances */ 1468 /* first search for itself and remove any old instances */
1447 1469
1448 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1470 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1449 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1471 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1450 tmp->destroy (); 1472 tmp->destroy ();
1451 1473
1452 tmp1 = arch_to_object (archetype::find (arch_string)); 1474 tmp1 = arch_to_object (archetype::find (arch_string));
1453 1475
1454 tmp1->x = op->x; 1476 tmp1->x = op->x;
1457} 1479}
1458 1480
1459object * 1481object *
1460object::insert_at (object *where, object *originator, int flags) 1482object::insert_at (object *where, object *originator, int flags)
1461{ 1483{
1484 if (where->env)
1485 return where->env->insert (this);
1486 else
1462 where->map->insert (this, where->x, where->y, originator, flags); 1487 return where->map->insert (this, where->x, where->y, originator, flags);
1463} 1488}
1464 1489
1465/* 1490/*
1466 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1491 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1467 * is returned contains nr objects, and the remaining parts contains 1492 * is returned contains nr objects, and the remaining parts contains
1487 orig_ob->destroy (1); 1512 orig_ob->destroy (1);
1488 else if (!is_removed) 1513 else if (!is_removed)
1489 { 1514 {
1490 if (orig_ob->env != NULL) 1515 if (orig_ob->env != NULL)
1491 sub_weight (orig_ob->env, orig_ob->weight * nr); 1516 sub_weight (orig_ob->env, orig_ob->weight * nr);
1492 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY) 1517 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_ACTIVE)
1493 { 1518 {
1494 strcpy (errmsg, "Tried to split object whose map is not in memory."); 1519 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1495 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n"); 1520 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1496 return NULL; 1521 return NULL;
1497 } 1522 }
1507 * the amount of an object. If the amount reaches 0, the object 1532 * the amount of an object. If the amount reaches 0, the object
1508 * is subsequently removed and freed. 1533 * is subsequently removed and freed.
1509 * 1534 *
1510 * Return value: 'op' if something is left, NULL if the amount reached 0 1535 * Return value: 'op' if something is left, NULL if the amount reached 0
1511 */ 1536 */
1512
1513object * 1537object *
1514decrease_ob_nr (object *op, uint32 i) 1538decrease_ob_nr (object *op, uint32 i)
1515{ 1539{
1516 object *tmp; 1540 object *tmp;
1517 1541
1592 1616
1593/* 1617/*
1594 * add_weight(object, weight) adds the specified weight to an object, 1618 * add_weight(object, weight) adds the specified weight to an object,
1595 * and also updates how much the environment(s) is/are carrying. 1619 * and also updates how much the environment(s) is/are carrying.
1596 */ 1620 */
1597
1598void 1621void
1599add_weight (object *op, signed long weight) 1622add_weight (object *op, signed long weight)
1600{ 1623{
1601 while (op != NULL) 1624 while (op != NULL)
1602 { 1625 {
1617 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1640 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1618 free (dump); 1641 free (dump);
1619 return op; 1642 return op;
1620 } 1643 }
1621 1644
1622 if (where->head) 1645 if (where->head_ () != where)
1623 { 1646 {
1624 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n"); 1647 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1625 where = where->head; 1648 where = where->head;
1626 } 1649 }
1627 1650
1628 return where->insert (op); 1651 return where->insert (op);
1629} 1652}
1634 * inside the object environment. 1657 * inside the object environment.
1635 * 1658 *
1636 * The function returns now pointer to inserted item, and return value can 1659 * The function returns now pointer to inserted item, and return value can
1637 * be != op, if items are merged. -Tero 1660 * be != op, if items are merged. -Tero
1638 */ 1661 */
1639
1640object * 1662object *
1641object::insert (object *op) 1663object::insert (object *op)
1642{ 1664{
1643 object *tmp, *otmp;
1644
1645 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1665 if (!QUERY_FLAG (op, FLAG_REMOVED))
1646 op->remove (); 1666 op->remove ();
1647 1667
1648 if (op->more) 1668 if (op->more)
1649 { 1669 {
1651 return op; 1671 return op;
1652 } 1672 }
1653 1673
1654 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1674 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1655 CLEAR_FLAG (op, FLAG_REMOVED); 1675 CLEAR_FLAG (op, FLAG_REMOVED);
1676
1656 if (op->nrof) 1677 if (op->nrof)
1657 { 1678 {
1658 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1679 for (object *tmp = inv; tmp; tmp = tmp->below)
1659 if (object::can_merge (tmp, op)) 1680 if (object::can_merge (tmp, op))
1660 { 1681 {
1661 /* return the original object and remove inserted object 1682 /* return the original object and remove inserted object
1662 (client needs the original object) */ 1683 (client needs the original object) */
1663 tmp->nrof += op->nrof; 1684 tmp->nrof += op->nrof;
1682 add_weight (this, op->weight * op->nrof); 1703 add_weight (this, op->weight * op->nrof);
1683 } 1704 }
1684 else 1705 else
1685 add_weight (this, (op->weight + op->carrying)); 1706 add_weight (this, (op->weight + op->carrying));
1686 1707
1687 otmp = this->in_player (); 1708 if (object *otmp = this->in_player ())
1688 if (otmp && otmp->contr)
1689 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1709 if (otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1690 otmp->update_stats (); 1710 otmp->update_stats ();
1691 1711
1712 op->owner = 0; // its his/hers now. period.
1692 op->map = 0; 1713 op->map = 0;
1693 op->env = this; 1714 op->env = this;
1694 op->above = 0; 1715 op->above = 0;
1695 op->below = 0; 1716 op->below = 0;
1696 op->x = 0, op->y = 0; 1717 op->x = op->y = 0;
1697 1718
1698 /* reset the light list and los of the players on the map */ 1719 /* reset the light list and los of the players on the map */
1699 if ((op->glow_radius != 0) && map) 1720 if (op->glow_radius && map)
1700 { 1721 {
1701#ifdef DEBUG_LIGHTS 1722#ifdef DEBUG_LIGHTS
1702 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1723 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1703#endif /* DEBUG_LIGHTS */ 1724#endif /* DEBUG_LIGHTS */
1704 if (map->darkness) 1725 if (map->darkness)
1776 1797
1777 /* The objects have to be checked from top to bottom. 1798 /* The objects have to be checked from top to bottom.
1778 * Hence, we first go to the top: 1799 * Hence, we first go to the top:
1779 */ 1800 */
1780 1801
1781 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp && tmp->above; tmp = tmp->above) 1802 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1782 { 1803 {
1783 /* Trim the search when we find the first other spell effect 1804 /* Trim the search when we find the first other spell effect
1784 * this helps performance so that if a space has 50 spell objects, 1805 * this helps performance so that if a space has 50 spell objects,
1785 * we don't need to check all of them. 1806 * we don't need to check all of them.
1786 */ 1807 */
1804 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1825 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1805 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1826 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1806 { 1827 {
1807 1828
1808 float 1829 float
1809 diff = tmp->move_slow_penalty * FABS (op->speed); 1830 diff = tmp->move_slow_penalty * fabs (op->speed);
1810 1831
1811 if (op->type == PLAYER) 1832 if (op->type == PLAYER)
1812 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1833 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1813 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1834 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1814 diff /= 4.0; 1835 diff /= 4.0;
1844 * The first matching object is returned, or NULL if none. 1865 * The first matching object is returned, or NULL if none.
1845 */ 1866 */
1846object * 1867object *
1847present_arch (const archetype *at, maptile *m, int x, int y) 1868present_arch (const archetype *at, maptile *m, int x, int y)
1848{ 1869{
1849 if (m == NULL || out_of_map (m, x, y)) 1870 if (!m || out_of_map (m, x, y))
1850 { 1871 {
1851 LOG (llevError, "Present_arch called outside map.\n"); 1872 LOG (llevError, "Present_arch called outside map.\n");
1852 return NULL; 1873 return NULL;
1853 } 1874 }
1854 1875
1855 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1876 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1856 if (tmp->arch == at) 1877 if (tmp->arch == at)
1857 return tmp; 1878 return tmp;
1858 1879
1859 return NULL; 1880 return NULL;
1860} 1881}
1871 { 1892 {
1872 LOG (llevError, "Present called outside map.\n"); 1893 LOG (llevError, "Present called outside map.\n");
1873 return NULL; 1894 return NULL;
1874 } 1895 }
1875 1896
1876 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1897 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1877 if (tmp->type == type) 1898 if (tmp->type == type)
1878 return tmp; 1899 return tmp;
1879 1900
1880 return NULL; 1901 return NULL;
1881} 1902}
1938 * activate recursively a flag on an object inventory 1959 * activate recursively a flag on an object inventory
1939 */ 1960 */
1940void 1961void
1941flag_inv (object *op, int flag) 1962flag_inv (object *op, int flag)
1942{ 1963{
1943 if (op->inv)
1944 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1964 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1945 { 1965 {
1946 SET_FLAG (tmp, flag); 1966 SET_FLAG (tmp, flag);
1947 flag_inv (tmp, flag); 1967 flag_inv (tmp, flag);
1948 } 1968 }
1949} 1969}
1950 1970
1951/* 1971/*
1952 * deactivate recursively a flag on an object inventory 1972 * deactivate recursively a flag on an object inventory
1953 */ 1973 */
1954void 1974void
1955unflag_inv (object *op, int flag) 1975unflag_inv (object *op, int flag)
1956{ 1976{
1957 if (op->inv)
1958 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1977 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1959 { 1978 {
1960 CLEAR_FLAG (tmp, flag); 1979 CLEAR_FLAG (tmp, flag);
1961 unflag_inv (tmp, flag); 1980 unflag_inv (tmp, flag);
1962 } 1981 }
1963}
1964
1965/*
1966 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1967 * all it's inventory (recursively).
1968 * If checksums are used, a player will get set_cheat called for
1969 * him/her-self and all object carried by a call to this function.
1970 */
1971void
1972set_cheat (object *op)
1973{
1974 SET_FLAG (op, FLAG_WAS_WIZ);
1975 flag_inv (op, FLAG_WAS_WIZ);
1976} 1982}
1977 1983
1978/* 1984/*
1979 * find_free_spot(object, map, x, y, start, stop) will search for 1985 * find_free_spot(object, map, x, y, start, stop) will search for
1980 * a spot at the given map and coordinates which will be able to contain 1986 * a spot at the given map and coordinates which will be able to contain
1982 * to search (see the freearr_x/y[] definition). 1988 * to search (see the freearr_x/y[] definition).
1983 * It returns a random choice among the alternatives found. 1989 * It returns a random choice among the alternatives found.
1984 * start and stop are where to start relative to the free_arr array (1,9 1990 * start and stop are where to start relative to the free_arr array (1,9
1985 * does all 4 immediate directions). This returns the index into the 1991 * does all 4 immediate directions). This returns the index into the
1986 * array of the free spot, -1 if no spot available (dir 0 = x,y) 1992 * array of the free spot, -1 if no spot available (dir 0 = x,y)
1987 * Note - this only checks to see if there is space for the head of the
1988 * object - if it is a multispace object, this should be called for all
1989 * pieces.
1990 * Note2: This function does correctly handle tiled maps, but does not 1993 * Note: This function does correctly handle tiled maps, but does not
1991 * inform the caller. However, insert_ob_in_map will update as 1994 * inform the caller. However, insert_ob_in_map will update as
1992 * necessary, so the caller shouldn't need to do any special work. 1995 * necessary, so the caller shouldn't need to do any special work.
1993 * Note - updated to take an object instead of archetype - this is necessary 1996 * Note - updated to take an object instead of archetype - this is necessary
1994 * because arch_blocked (now ob_blocked) needs to know the movement type 1997 * because arch_blocked (now ob_blocked) needs to know the movement type
1995 * to know if the space in question will block the object. We can't use 1998 * to know if the space in question will block the object. We can't use
1997 * customized, changed states, etc. 2000 * customized, changed states, etc.
1998 */ 2001 */
1999int 2002int
2000find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 2003find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2001{ 2004{
2005 int altern[SIZEOFFREE];
2002 int index = 0, flag; 2006 int index = 0, flag;
2003 int altern[SIZEOFFREE];
2004 2007
2005 for (int i = start; i < stop; i++) 2008 for (int i = start; i < stop; i++)
2006 { 2009 {
2007 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2010 mapxy pos (m, x, y); pos.move (i);
2008 if (!flag) 2011
2012 if (!pos.normalise ())
2013 continue;
2014
2015 mapspace &ms = *pos;
2016
2017 if (ms.flags () & P_IS_ALIVE)
2018 continue;
2019
2020 /* However, often
2021 * ob doesn't have any move type (when used to place exits)
2022 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
2023 */
2024 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
2025 {
2009 altern [index++] = i; 2026 altern [index++] = i;
2027 continue;
2028 }
2010 2029
2011 /* Basically, if we find a wall on a space, we cut down the search size. 2030 /* Basically, if we find a wall on a space, we cut down the search size.
2012 * In this way, we won't return spaces that are on another side of a wall. 2031 * In this way, we won't return spaces that are on another side of a wall.
2013 * This mostly work, but it cuts down the search size in all directions - 2032 * This mostly work, but it cuts down the search size in all directions -
2014 * if the space being examined only has a wall to the north and empty 2033 * if the space being examined only has a wall to the north and empty
2015 * spaces in all the other directions, this will reduce the search space 2034 * spaces in all the other directions, this will reduce the search space
2016 * to only the spaces immediately surrounding the target area, and 2035 * to only the spaces immediately surrounding the target area, and
2017 * won't look 2 spaces south of the target space. 2036 * won't look 2 spaces south of the target space.
2018 */ 2037 */
2019 else if ((flag & P_NO_PASS) && maxfree[i] < stop) 2038 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2039 {
2020 stop = maxfree[i]; 2040 stop = maxfree[i];
2041 continue;
2042 }
2043
2044 /* Note it is intentional that we check ob - the movement type of the
2045 * head of the object should correspond for the entire object.
2046 */
2047 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2048 continue;
2049
2050 if (ob->blocked (m, pos.x, pos.y))
2051 continue;
2052
2053 altern [index++] = i;
2021 } 2054 }
2022 2055
2023 if (!index) 2056 if (!index)
2024 return -1; 2057 return -1;
2025 2058
2026 return altern[RANDOM () % index]; 2059 return altern [rndm (index)];
2027} 2060}
2028 2061
2029/* 2062/*
2030 * find_first_free_spot(archetype, maptile, x, y) works like 2063 * find_first_free_spot(archetype, maptile, x, y) works like
2031 * find_free_spot(), but it will search max number of squares. 2064 * find_free_spot(), but it will search max number of squares.
2034 */ 2067 */
2035int 2068int
2036find_first_free_spot (const object *ob, maptile *m, int x, int y) 2069find_first_free_spot (const object *ob, maptile *m, int x, int y)
2037{ 2070{
2038 for (int i = 0; i < SIZEOFFREE; i++) 2071 for (int i = 0; i < SIZEOFFREE; i++)
2039 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2072 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2040 return i; 2073 return i;
2041 2074
2042 return -1; 2075 return -1;
2043} 2076}
2044 2077
2052{ 2085{
2053 arr += begin; 2086 arr += begin;
2054 end -= begin; 2087 end -= begin;
2055 2088
2056 while (--end) 2089 while (--end)
2057 swap (arr [end], arr [RANDOM () % (end + 1)]); 2090 swap (arr [end], arr [rndm (end + 1)]);
2058} 2091}
2059 2092
2060/* new function to make monster searching more efficient, and effective! 2093/* new function to make monster searching more efficient, and effective!
2061 * This basically returns a randomized array (in the passed pointer) of 2094 * This basically returns a randomized array (in the passed pointer) of
2062 * the spaces to find monsters. In this way, it won't always look for 2095 * the spaces to find monsters. In this way, it won't always look for
2098 object *tmp; 2131 object *tmp;
2099 maptile *mp; 2132 maptile *mp;
2100 2133
2101 MoveType blocked, move_type; 2134 MoveType blocked, move_type;
2102 2135
2103 if (exclude && exclude->head) 2136 if (exclude && exclude->head_ () != exclude)
2104 { 2137 {
2105 exclude = exclude->head; 2138 exclude = exclude->head;
2106 move_type = exclude->move_type; 2139 move_type = exclude->move_type;
2107 } 2140 }
2108 else 2141 else
2131 max = maxfree[i]; 2164 max = maxfree[i];
2132 else if (mflags & P_IS_ALIVE) 2165 else if (mflags & P_IS_ALIVE)
2133 { 2166 {
2134 for (tmp = ms.bot; tmp; tmp = tmp->above) 2167 for (tmp = ms.bot; tmp; tmp = tmp->above)
2135 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2168 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2136 && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2169 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2137 break; 2170 break;
2138 2171
2139 if (tmp) 2172 if (tmp)
2140 return freedir[i]; 2173 return freedir[i];
2141 } 2174 }
2196 2229
2197 return 3; 2230 return 3;
2198} 2231}
2199 2232
2200/* 2233/*
2201 * absdir(int): Returns a number between 1 and 8, which represent
2202 * the "absolute" direction of a number (it actually takes care of
2203 * "overflow" in previous calculations of a direction).
2204 */
2205
2206int
2207absdir (int d)
2208{
2209 while (d < 1)
2210 d += 8;
2211
2212 while (d > 8)
2213 d -= 8;
2214
2215 return d;
2216}
2217
2218/*
2219 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2234 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2220 * between two directions (which are expected to be absolute (see absdir()) 2235 * between two directions (which are expected to be absolute (see absdir())
2221 */ 2236 */
2222
2223int 2237int
2224dirdiff (int dir1, int dir2) 2238dirdiff (int dir1, int dir2)
2225{ 2239{
2226 int d; 2240 int d;
2227 2241
2340 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2354 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2341 * core dumps if they do. 2355 * core dumps if they do.
2342 * 2356 *
2343 * Add a check so we can't pick up invisible objects (0.93.8) 2357 * Add a check so we can't pick up invisible objects (0.93.8)
2344 */ 2358 */
2345
2346int 2359int
2347can_pick (const object *who, const object *item) 2360can_pick (const object *who, const object *item)
2348{ 2361{
2349 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2362 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2350 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2363 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2355 * create clone from object to another 2368 * create clone from object to another
2356 */ 2369 */
2357object * 2370object *
2358object_create_clone (object *asrc) 2371object_create_clone (object *asrc)
2359{ 2372{
2360 object *dst = 0, *tmp, *src, *part, *prev, *item; 2373 object *dst = 0, *tmp, *src, *prev, *item;
2361 2374
2362 if (!asrc) 2375 if (!asrc)
2363 return 0; 2376 return 0;
2364 2377
2365 src = asrc;
2366 if (src->head)
2367 src = src->head; 2378 src = asrc->head_ ();
2368 2379
2369 prev = 0; 2380 prev = 0;
2370 for (part = src; part; part = part->more) 2381 for (object *part = src; part; part = part->more)
2371 { 2382 {
2372 tmp = part->clone (); 2383 tmp = part->clone ();
2373 tmp->x -= src->x; 2384 tmp->x -= src->x;
2374 tmp->y -= src->y; 2385 tmp->y -= src->y;
2375 2386
2391 2402
2392 for (item = src->inv; item; item = item->below) 2403 for (item = src->inv; item; item = item->below)
2393 insert_ob_in_ob (object_create_clone (item), dst); 2404 insert_ob_in_ob (object_create_clone (item), dst);
2394 2405
2395 return dst; 2406 return dst;
2396}
2397
2398/* GROS - Creates an object using a string representing its content. */
2399/* Basically, we save the content of the string to a temp file, then call */
2400/* load_object on it. I admit it is a highly inefficient way to make things, */
2401/* but it was simple to make and allows reusing the load_object function. */
2402/* Remember not to use load_object_str in a time-critical situation. */
2403/* Also remember that multiparts objects are not supported for now. */
2404object *
2405load_object_str (const char *obstr)
2406{
2407 object *op;
2408 char filename[MAX_BUF];
2409
2410 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2411
2412 FILE *tempfile = fopen (filename, "w");
2413
2414 if (tempfile == NULL)
2415 {
2416 LOG (llevError, "Error - Unable to access load object temp file\n");
2417 return NULL;
2418 }
2419
2420 fprintf (tempfile, obstr);
2421 fclose (tempfile);
2422
2423 op = object::create ();
2424
2425 object_thawer thawer (filename);
2426
2427 if (thawer)
2428 load_object (thawer, op, 0);
2429
2430 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2431 CLEAR_FLAG (op, FLAG_REMOVED);
2432
2433 return op;
2434} 2407}
2435 2408
2436/* This returns the first object in who's inventory that 2409/* This returns the first object in who's inventory that
2437 * has the same type and subtype match. 2410 * has the same type and subtype match.
2438 * returns NULL if no match. 2411 * returns NULL if no match.
2493 if (link->key == canonical_key) 2466 if (link->key == canonical_key)
2494 return link->value; 2467 return link->value;
2495 2468
2496 return 0; 2469 return 0;
2497} 2470}
2498
2499 2471
2500/* 2472/*
2501 * Updates the canonical_key in op to value. 2473 * Updates the canonical_key in op to value.
2502 * 2474 *
2503 * canonical_key is a shared string (value doesn't have to be). 2475 * canonical_key is a shared string (value doesn't have to be).
2527 /* Basically, if the archetype has this key set, 2499 /* Basically, if the archetype has this key set,
2528 * we need to store the null value so when we save 2500 * we need to store the null value so when we save
2529 * it, we save the empty value so that when we load, 2501 * it, we save the empty value so that when we load,
2530 * we get this value back again. 2502 * we get this value back again.
2531 */ 2503 */
2532 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2504 if (get_ob_key_link (op->arch, canonical_key))
2533 field->value = 0; 2505 field->value = 0;
2534 else 2506 else
2535 { 2507 {
2536 if (last) 2508 if (last)
2537 last->next = field->next; 2509 last->next = field->next;
2606 } 2578 }
2607 else 2579 else
2608 item = item->env; 2580 item = item->env;
2609} 2581}
2610 2582
2611
2612const char * 2583const char *
2613object::flag_desc (char *desc, int len) const 2584object::flag_desc (char *desc, int len) const
2614{ 2585{
2615 char *p = desc; 2586 char *p = desc;
2616 bool first = true; 2587 bool first = true;
2617 2588
2589 *p = 0;
2590
2618 for (int i = 0; i < NUM_FLAGS; i++) 2591 for (int i = 0; i < NUM_FLAGS; i++)
2619 { 2592 {
2620 if (len <= 10) // magic constant! 2593 if (len <= 10) // magic constant!
2621 { 2594 {
2622 snprintf (p, len, ",..."); 2595 snprintf (p, len, ",...");
2623 break; 2596 break;
2624 } 2597 }
2625 2598
2626 if (flag[i]) 2599 if (flag [i])
2627 { 2600 {
2628 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i); 2601 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2629 len -= cnt; 2602 len -= cnt;
2630 p += cnt; 2603 p += cnt;
2631 first = false; 2604 first = false;
2633 } 2606 }
2634 2607
2635 return desc; 2608 return desc;
2636} 2609}
2637 2610
2638// return a suitable string describing an objetc in enough detail to find it 2611// return a suitable string describing an object in enough detail to find it
2639const char * 2612const char *
2640object::debug_desc (char *info) const 2613object::debug_desc (char *info) const
2641{ 2614{
2642 char flagdesc[512]; 2615 char flagdesc[512];
2643 char info2[256 * 4]; 2616 char info2[256 * 4];
2644 char *p = info; 2617 char *p = info;
2645 2618
2646 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s%s%s\",flags:[%s],type:%d}", 2619 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s,flags:[%s],type:%d}",
2647 count, uuid.seq, 2620 count,
2621 uuid.c_str (),
2648 &name, 2622 &name,
2649 title ? "\",title:" : "", 2623 title ? "\",title:\"" : "",
2650 title ? (const char *)title : "", 2624 title ? (const char *)title : "",
2651 flag_desc (flagdesc, 512), type); 2625 flag_desc (flagdesc, 512), type);
2652 2626
2653 if (env) 2627 if (!this->flag[FLAG_REMOVED] && env)
2654 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2628 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2655 2629
2656 if (map) 2630 if (map)
2657 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y); 2631 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2658 2632
2660} 2634}
2661 2635
2662const char * 2636const char *
2663object::debug_desc () const 2637object::debug_desc () const
2664{ 2638{
2665 static char info[256 * 3]; 2639 static char info[3][256 * 4];
2640 static int info_idx;
2641
2666 return debug_desc (info); 2642 return debug_desc (info [++info_idx % 3]);
2667} 2643}
2668 2644
2645struct region *
2646object::region () const
2647{
2648 return map ? map->region (x, y)
2649 : region::default_region ();
2650}
2651
2652const materialtype_t *
2653object::dominant_material () const
2654{
2655 if (materialtype_t *mt = name_to_material (materialname))
2656 return mt;
2657
2658 return name_to_material (shstr_unknown);
2659}
2660
2661void
2662object::open_container (object *new_container)
2663{
2664 if (container == new_container)
2665 return;
2666
2667 if (object *old_container = container)
2668 {
2669 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2670 return;
2671
2672#if 0
2673 // remove the "Close old_container" object.
2674 if (object *closer = old_container->inv)
2675 if (closer->type == CLOSE_CON)
2676 closer->destroy ();
2677#endif
2678
2679 old_container->flag [FLAG_APPLIED] = 0;
2680 container = 0;
2681
2682 esrv_update_item (UPD_FLAGS, this, old_container);
2683 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2684 play_sound (sound_find ("chest_close"));
2685 }
2686
2687 if (new_container)
2688 {
2689 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2690 return;
2691
2692 // TODO: this does not seem to serve any purpose anymore?
2693#if 0
2694 // insert the "Close Container" object.
2695 if (archetype *closer = new_container->other_arch)
2696 {
2697 object *closer = arch_to_object (new_container->other_arch);
2698 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2699 new_container->insert (closer);
2700 }
2701#endif
2702
2703 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2704
2705 new_container->flag [FLAG_APPLIED] = 1;
2706 container = new_container;
2707
2708 esrv_update_item (UPD_FLAGS, this, new_container);
2709 esrv_send_inventory (this, new_container);
2710 play_sound (sound_find ("chest_open"));
2711 }
2712}
2713
2714object *
2715object::force_find (const shstr name)
2716{
2717 /* cycle through his inventory to look for the MARK we want to
2718 * place
2719 */
2720 for (object *tmp = inv; tmp; tmp = tmp->below)
2721 if (tmp->type == FORCE && tmp->slaying == name)
2722 return splay (tmp);
2723
2724 return 0;
2725}
2726
2727void
2728object::force_add (const shstr name, int duration)
2729{
2730 if (object *force = force_find (name))
2731 force->destroy ();
2732
2733 object *force = get_archetype (FORCE_NAME);
2734
2735 force->slaying = name;
2736 force->stats.food = 1;
2737 force->speed_left = -1.f;
2738
2739 force->set_speed (duration ? 1.f / duration : 0.f);
2740 force->flag [FLAG_IS_USED_UP] = true;
2741 force->flag [FLAG_APPLIED] = true;
2742
2743 insert (force);
2744}
2745
2746void
2747object::play_sound (faceidx sound) const
2748{
2749 if (!sound)
2750 return;
2751
2752 if (flag [FLAG_REMOVED])
2753 return;
2754
2755 if (env)
2756 {
2757 if (object *pl = in_player ())
2758 pl->contr->play_sound (sound);
2759 }
2760 else
2761 map->play_sound (sound, x, y);
2762}
2763

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