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Comparing deliantra/server/common/object.C (file contents):
Revision 1.78 by root, Fri Dec 22 16:34:00 2006 UTC vs.
Revision 1.136 by root, Thu Mar 15 14:23:02 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game for X-windows
3 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * This program 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 2 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, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 21 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail at <crossfire@schmorp.de>
22*/ 23 */
23 24
24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
25 sub/add_weight will transcend the environment updating the carrying 26 sub/add_weight will transcend the environment updating the carrying
26 variable. */ 27 variable. */
27#include <global.h> 28#include <global.h>
36 37
37int nrofallocobjects = 0; 38int nrofallocobjects = 0;
38static UUID uuid; 39static UUID uuid;
39const uint64 UUID_SKIP = 1<<19; 40const uint64 UUID_SKIP = 1<<19;
40 41
41object *active_objects; /* List of active objects that need to be processed */ 42objectvec objects;
43activevec actives;
42 44
43short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 45short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
44 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 46 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
45}; 47};
46short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 48short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
141 * objects with lists are rare, and lists stay short. If not, use a 143 * objects with lists are rare, and lists stay short. If not, use a
142 * different structure or at least keep the lists sorted... 144 * different structure or at least keep the lists sorted...
143 */ 145 */
144 146
145 /* For each field in wants, */ 147 /* For each field in wants, */
146 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) 148 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
147 { 149 {
148 key_value *has_field; 150 key_value *has_field;
149 151
150 /* Look for a field in has with the same key. */ 152 /* Look for a field in has with the same key. */
151 has_field = get_ob_key_link (has, wants_field->key); 153 has_field = get_ob_key_link (has, wants_field->key);
190 * Check nrof variable *before* calling can_merge() 192 * Check nrof variable *before* calling can_merge()
191 * 193 *
192 * Improvements made with merge: Better checking on potion, and also 194 * Improvements made with merge: Better checking on potion, and also
193 * check weight 195 * check weight
194 */ 196 */
195
196bool object::can_merge_slow (object *ob1, object *ob2) 197bool object::can_merge_slow (object *ob1, object *ob2)
197{ 198{
198 /* A couple quicksanity checks */ 199 /* A couple quicksanity checks */
199 if (ob1 == ob2 200 if (ob1 == ob2
200 || ob1->type != ob2->type 201 || ob1->type != ob2->type
221 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 222 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
222 223
223 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 224 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
224 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 225 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
225 226
226 if ((ob1->flags ^ ob2->flags).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any () 227 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
227 || ob1->arch != ob2->arch 228 || ob1->arch != ob2->arch
228 || ob1->name != ob2->name 229 || ob1->name != ob2->name
229 || ob1->title != ob2->title 230 || ob1->title != ob2->title
230 || ob1->msg != ob2->msg 231 || ob1->msg != ob2->msg
231 || ob1->weight != ob2->weight 232 || ob1->weight != ob2->weight
277 278
278 /* Note sure why the following is the case - either the object has to 279 /* Note sure why the following is the case - either the object has to
279 * be animated or have a very low speed. Is this an attempted monster 280 * be animated or have a very low speed. Is this an attempted monster
280 * check? 281 * check?
281 */ 282 */
282 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 283 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
283 return 0; 284 return 0;
284 285
285 switch (ob1->type) 286 switch (ob1->type)
286 { 287 {
287 case SCROLL: 288 case SCROLL:
356/* 357/*
357 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 358 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
358 * Some error messages. 359 * Some error messages.
359 * The result of the dump is stored in the static global errmsg array. 360 * The result of the dump is stored in the static global errmsg array.
360 */ 361 */
361
362char * 362char *
363dump_object (object *op) 363dump_object (object *op)
364{ 364{
365 if (!op) 365 if (!op)
366 return strdup ("[NULLOBJ]"); 366 return strdup ("[NULLOBJ]");
367 367
368 object_freezer freezer; 368 object_freezer freezer;
369 save_object (freezer, op, 3); 369 op->write (freezer);
370 return freezer.as_string (); 370 return freezer.as_string ();
371} 371}
372 372
373/* 373/*
374 * get_nearest_part(multi-object, object 2) returns the part of the 374 * get_nearest_part(multi-object, object 2) returns the part of the
391} 391}
392 392
393/* 393/*
394 * Returns the object which has the count-variable equal to the argument. 394 * Returns the object which has the count-variable equal to the argument.
395 */ 395 */
396
397object * 396object *
398find_object (tag_t i) 397find_object (tag_t i)
399{ 398{
400 for (object *op = object::first; op; op = op->next) 399 for_all_objects (op)
401 if (op->count == i) 400 if (op->count == i)
402 return op; 401 return op;
403 402
404 return 0; 403 return 0;
405} 404}
406 405
407/* 406/*
408 * Returns the first object which has a name equal to the argument. 407 * Returns the first object which has a name equal to the argument.
409 * Used only by the patch command, but not all that useful. 408 * Used only by the patch command, but not all that useful.
410 * Enables features like "patch <name-of-other-player> food 999" 409 * Enables features like "patch <name-of-other-player> food 999"
411 */ 410 */
412
413object * 411object *
414find_object_name (const char *str) 412find_object_name (const char *str)
415{ 413{
416 shstr_cmp str_ (str); 414 shstr_cmp str_ (str);
417 object *op; 415 object *op;
418 416
419 for (op = object::first; op != NULL; op = op->next) 417 for_all_objects (op)
420 if (op->name == str_) 418 if (op->name == str_)
421 break; 419 break;
422 420
423 return op; 421 return op;
424} 422}
482{ 480{
483 bool is_freed = QUERY_FLAG (dst, FLAG_FREED); 481 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
484 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED); 482 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
485 483
486 *(object_copy *)dst = *this; 484 *(object_copy *)dst = *this;
487 *(object_pod *)dst = *this;
488
489 if (self || cb)
490 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (dst));
491 485
492 if (is_freed) 486 if (is_freed)
493 SET_FLAG (dst, FLAG_FREED); 487 SET_FLAG (dst, FLAG_FREED);
494 488
495 if (is_removed) 489 if (is_removed)
496 SET_FLAG (dst, FLAG_REMOVED); 490 SET_FLAG (dst, FLAG_REMOVED);
497 491
498 if (speed < 0) 492 if (speed < 0)
499 dst->speed_left = speed_left - RANDOM () % 200 / 100.0; 493 dst->speed_left = speed_left - rndm ();
500 494
501 /* Copy over key_values, if any. */ 495 /* Copy over key_values, if any. */
502 if (key_values) 496 if (key_values)
503 { 497 {
504 key_value *tail = 0; 498 key_value *tail = 0;
526 tail = new_link; 520 tail = new_link;
527 } 521 }
528 } 522 }
529 } 523 }
530 524
531 update_ob_speed (dst); 525 dst->set_speed (dst->speed);
526}
527
528void
529object::instantiate ()
530{
531 if (!uuid.seq) // HACK
532 uuid = gen_uuid ();
533
534 speed_left = -0.1f;
535 /* copy the body_info to the body_used - this is only really
536 * need for monsters, but doesn't hurt to do it for everything.
537 * by doing so, when a monster is created, it has good starting
538 * values for the body_used info, so when items are created
539 * for it, they can be properly equipped.
540 */
541 memcpy (body_used, body_info, sizeof (body_used));
542
543 attachable::instantiate ();
532} 544}
533 545
534object * 546object *
535object::clone () 547object::clone ()
536{ 548{
542/* 554/*
543 * If an object with the IS_TURNABLE() flag needs to be turned due 555 * If an object with the IS_TURNABLE() flag needs to be turned due
544 * to the closest player being on the other side, this function can 556 * to the closest player being on the other side, this function can
545 * be called to update the face variable, _and_ how it looks on the map. 557 * be called to update the face variable, _and_ how it looks on the map.
546 */ 558 */
547
548void 559void
549update_turn_face (object *op) 560update_turn_face (object *op)
550{ 561{
551 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 562 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
552 return; 563 return;
564
553 SET_ANIMATION (op, op->direction); 565 SET_ANIMATION (op, op->direction);
554 update_object (op, UP_OBJ_FACE); 566 update_object (op, UP_OBJ_FACE);
555} 567}
556 568
557/* 569/*
558 * Updates the speed of an object. If the speed changes from 0 to another 570 * Updates the speed of an object. If the speed changes from 0 to another
559 * value, or vice versa, then add/remove the object from the active list. 571 * value, or vice versa, then add/remove the object from the active list.
560 * This function needs to be called whenever the speed of an object changes. 572 * This function needs to be called whenever the speed of an object changes.
561 */ 573 */
562void 574void
563update_ob_speed (object *op) 575object::set_speed (float speed)
564{ 576{
565 extern int arch_init; 577 if (flag [FLAG_FREED] && speed)
566
567 /* No reason putting the archetypes objects on the speed list,
568 * since they never really need to be updated.
569 */
570
571 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
572 { 578 {
573 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 579 LOG (llevError, "Object %s is freed but has speed.\n", &name);
574#ifdef MANY_CORES
575 abort ();
576#else
577 op->speed = 0; 580 speed = 0;
578#endif
579 }
580
581 if (arch_init)
582 return;
583
584 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
585 { 581 }
586 /* If already on active list, don't do anything */
587 if (op->active_next || op->active_prev || op == active_objects)
588 return;
589 582
590 /* process_events() expects us to insert the object at the beginning 583 this->speed = speed;
591 * of the list. */
592 op->active_next = active_objects;
593 584
594 if (op->active_next != NULL) 585 if (has_active_speed ())
595 op->active_next->active_prev = op; 586 activate ();
596
597 active_objects = op;
598 }
599 else 587 else
600 { 588 deactivate ();
601 /* If not on the active list, nothing needs to be done */
602 if (!op->active_next && !op->active_prev && op != active_objects)
603 return;
604
605 if (op->active_prev == NULL)
606 {
607 active_objects = op->active_next;
608
609 if (op->active_next != NULL)
610 op->active_next->active_prev = NULL;
611 }
612 else
613 {
614 op->active_prev->active_next = op->active_next;
615
616 if (op->active_next)
617 op->active_next->active_prev = op->active_prev;
618 }
619
620 op->active_next = NULL;
621 op->active_prev = NULL;
622 }
623}
624
625/* This function removes object 'op' from the list of active
626 * objects.
627 * This should only be used for style maps or other such
628 * reference maps where you don't want an object that isn't
629 * in play chewing up cpu time getting processed.
630 * The reverse of this is to call update_ob_speed, which
631 * will do the right thing based on the speed of the object.
632 */
633void
634remove_from_active_list (object *op)
635{
636 /* If not on the active list, nothing needs to be done */
637 if (!op->active_next && !op->active_prev && op != active_objects)
638 return;
639
640 if (op->active_prev == NULL)
641 {
642 active_objects = op->active_next;
643 if (op->active_next != NULL)
644 op->active_next->active_prev = NULL;
645 }
646 else
647 {
648 op->active_prev->active_next = op->active_next;
649 if (op->active_next)
650 op->active_next->active_prev = op->active_prev;
651 }
652 op->active_next = NULL;
653 op->active_prev = NULL;
654} 589}
655 590
656/* 591/*
657 * update_object() updates the the map. 592 * update_object() updates the the map.
658 * It takes into account invisible objects (and represent squares covered 593 * It takes into account invisible objects (and represent squares covered
671 * UP_OBJ_FACE: only the objects face has changed. 606 * UP_OBJ_FACE: only the objects face has changed.
672 */ 607 */
673void 608void
674update_object (object *op, int action) 609update_object (object *op, int action)
675{ 610{
676 MoveType move_on, move_off, move_block, move_slow;
677
678 if (op == NULL) 611 if (op == NULL)
679 { 612 {
680 /* this should never happen */ 613 /* this should never happen */
681 LOG (llevDebug, "update_object() called for NULL object.\n"); 614 LOG (llevDebug, "update_object() called for NULL object.\n");
682 return; 615 return;
695 */ 628 */
696 if (!op->map || op->map->in_memory == MAP_SAVING) 629 if (!op->map || op->map->in_memory == MAP_SAVING)
697 return; 630 return;
698 631
699 /* make sure the object is within map boundaries */ 632 /* make sure the object is within map boundaries */
700 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map)) 633 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
701 { 634 {
702 LOG (llevError, "update_object() called for object out of map!\n"); 635 LOG (llevError, "update_object() called for object out of map!\n");
703#ifdef MANY_CORES 636#ifdef MANY_CORES
704 abort (); 637 abort ();
705#endif 638#endif
706 return; 639 return;
707 } 640 }
708 641
709 mapspace &m = op->ms (); 642 mapspace &m = op->ms ();
710 643
711 if (m.flags_ & P_NEED_UPDATE) 644 if (!(m.flags_ & P_UPTODATE))
712 /* nop */; 645 /* nop */;
713 else if (action == UP_OBJ_INSERT) 646 else if (action == UP_OBJ_INSERT)
714 { 647 {
715 // this is likely overkill, TODO: revisit (schmorp) 648 // this is likely overkill, TODO: revisit (schmorp)
716 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 649 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
725 /* This isn't perfect, but I don't expect a lot of objects to 658 /* This isn't perfect, but I don't expect a lot of objects to
726 * to have move_allow right now. 659 * to have move_allow right now.
727 */ 660 */
728 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 661 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
729 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 662 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
730 m.flags_ = P_NEED_UPDATE; 663 m.flags_ = 0;
731 } 664 }
732 /* if the object is being removed, we can't make intelligent 665 /* if the object is being removed, we can't make intelligent
733 * decisions, because remove_ob can't really pass the object 666 * decisions, because remove_ob can't really pass the object
734 * that is being removed. 667 * that is being removed.
735 */ 668 */
736 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 669 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
737 m.flags_ = P_NEED_UPDATE; 670 m.flags_ = 0;
738 else if (action == UP_OBJ_FACE) 671 else if (action == UP_OBJ_FACE)
739 /* Nothing to do for that case */ ; 672 /* Nothing to do for that case */ ;
740 else 673 else
741 LOG (llevError, "update_object called with invalid action: %d\n", action); 674 LOG (llevError, "update_object called with invalid action: %d\n", action);
742 675
743 if (op->more) 676 if (op->more)
744 update_object (op->more, action); 677 update_object (op->more, action);
745} 678}
746 679
747object::vector object::mortals;
748object::vector object::objects; // not yet used
749object *object::first;
750
751void object::free_mortals ()
752{
753 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
754 if ((*i)->refcnt)
755 ++i; // further delay freeing
756 else
757 {
758 delete *i;
759 mortals.erase (i);
760 }
761}
762
763object::object () 680object::object ()
764{ 681{
765 SET_FLAG (this, FLAG_REMOVED); 682 SET_FLAG (this, FLAG_REMOVED);
766 683
767 expmul = 1.0; 684 expmul = 1.0;
768 face = blank_face; 685 face = blank_face;
769} 686}
770 687
771object::~object () 688object::~object ()
772{ 689{
690 unlink ();
691
773 free_key_values (this); 692 free_key_values (this);
774} 693}
775 694
695static int object_count;
696
776void object::link () 697void object::link ()
777{ 698{
778 count = ++ob_count; 699 assert (!index);//D
779 uuid = gen_uuid (); 700 uuid = gen_uuid ();
701 count = ++object_count;
780 702
781 prev = 0; 703 refcnt_inc ();
782 next = object::first; 704 objects.insert (this);
783
784 if (object::first)
785 object::first->prev = this;
786
787 object::first = this;
788} 705}
789 706
790void object::unlink () 707void object::unlink ()
791{ 708{
792 if (this == object::first) 709 if (!index)
793 object::first = next; 710 return;
794 711
795 /* Remove this object from the list of used objects */ 712 objects.erase (this);
796 if (prev) prev->next = next; 713 refcnt_dec ();
797 if (next) next->prev = prev; 714}
798 715
799 prev = 0; 716void
800 next = 0; 717object::activate ()
718{
719 /* If already on active list, don't do anything */
720 if (active)
721 return;
722
723 if (has_active_speed ())
724 actives.insert (this);
725}
726
727void
728object::activate_recursive ()
729{
730 activate ();
731
732 for (object *op = inv; op; op = op->below)
733 op->activate_recursive ();
734}
735
736/* This function removes object 'op' from the list of active
737 * objects.
738 * This should only be used for style maps or other such
739 * reference maps where you don't want an object that isn't
740 * in play chewing up cpu time getting processed.
741 * The reverse of this is to call update_ob_speed, which
742 * will do the right thing based on the speed of the object.
743 */
744void
745object::deactivate ()
746{
747 /* If not on the active list, nothing needs to be done */
748 if (!active)
749 return;
750
751 actives.erase (this);
752}
753
754void
755object::deactivate_recursive ()
756{
757 for (object *op = inv; op; op = op->below)
758 op->deactivate_recursive ();
759
760 deactivate ();
761}
762
763void
764object::set_flag_inv (int flag, int value)
765{
766 for (object *op = inv; op; op = op->below)
767 {
768 op->flag [flag] = value;
769 op->set_flag_inv (flag, value);
770 }
771}
772
773/*
774 * Remove and free all objects in the inventory of the given object.
775 * object.c ?
776 */
777void
778object::destroy_inv (bool drop_to_ground)
779{
780 // need to check first, because the checks below might segfault
781 // as we might be on an invalid mapspace and crossfire code
782 // is too buggy to ensure that the inventory is empty.
783 // corollary: if you create arrows etc. with stuff in tis inventory,
784 // cf will crash below with off-map x and y
785 if (!inv)
786 return;
787
788 /* Only if the space blocks everything do we not process -
789 * if some form of movement is allowed, let objects
790 * drop on that space.
791 */
792 if (!drop_to_ground
793 || !map
794 || map->in_memory != MAP_IN_MEMORY
795 || map->nodrop
796 || ms ().move_block == MOVE_ALL)
797 {
798 while (inv)
799 {
800 inv->destroy_inv (drop_to_ground);
801 inv->destroy ();
802 }
803 }
804 else
805 { /* Put objects in inventory onto this space */
806 while (inv)
807 {
808 object *op = inv;
809
810 if (op->flag [FLAG_STARTEQUIP]
811 || op->flag [FLAG_NO_DROP]
812 || op->type == RUNE
813 || op->type == TRAP
814 || op->flag [FLAG_IS_A_TEMPLATE]
815 || op->flag [FLAG_DESTROY_ON_DEATH])
816 op->destroy ();
817 else
818 map->insert (op, x, y);
819 }
820 }
801} 821}
802 822
803object *object::create () 823object *object::create ()
804{ 824{
805 object *op = new object; 825 object *op = new object;
806 op->link (); 826 op->link ();
807 return op; 827 return op;
808} 828}
809 829
810/* 830void
811 * free_object() frees everything allocated by an object, removes 831object::do_destroy ()
812 * it from the list of used objects, and puts it on the list of
813 * free objects. The IS_FREED() flag is set in the object.
814 * The object must have been removed by remove_ob() first for
815 * this function to succeed.
816 *
817 * If destroy_inventory is set, free inventory as well. Else drop items in
818 * inventory to the ground.
819 */
820void object::destroy (bool destroy_inventory)
821{ 832{
822 if (QUERY_FLAG (this, FLAG_FREED)) 833 attachable::do_destroy ();
823 return;
824 834
825 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 835 if (flag [FLAG_IS_LINKED])
836 remove_button_link (this);
837
838 if (flag [FLAG_FRIENDLY])
839 {
826 remove_friendly_object (this); 840 remove_friendly_object (this);
827 841
828 if (!QUERY_FLAG (this, FLAG_REMOVED)) 842 if (type == GOLEM
843 && owner
844 && owner->type == PLAYER
845 && owner->contr->ranges[range_golem] == this)
846 owner->contr->ranges[range_golem] = 0;
847 }
848
849 if (!flag [FLAG_REMOVED])
829 remove (); 850 remove ();
830 851
831 SET_FLAG (this, FLAG_FREED); 852 destroy_inv (true);
832 853
833 if (more) 854 deactivate ();
834 { 855 unlink ();
835 more->destroy (destroy_inventory);
836 more = 0;
837 }
838 856
839 if (inv) 857 flag [FLAG_FREED] = 1;
840 {
841 /* Only if the space blocks everything do we not process -
842 * if some form of movement is allowed, let objects
843 * drop on that space.
844 */
845 if (destroy_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
846 {
847 object *op = inv;
848
849 while (op)
850 {
851 object *tmp = op->below;
852 op->destroy (destroy_inventory);
853 op = tmp;
854 }
855 }
856 else
857 { /* Put objects in inventory onto this space */
858 object *op = inv;
859
860 while (op)
861 {
862 object *tmp = op->below;
863
864 op->remove ();
865
866 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
867 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
868 op->destroy ();
869 else
870 {
871 op->x = x;
872 op->y = y;
873 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
874 }
875
876 op = tmp;
877 }
878 }
879 }
880 858
881 // hack to ensure that freed objects still have a valid map 859 // hack to ensure that freed objects still have a valid map
882 { 860 {
883 static maptile *freed_map; // freed objects are moved here to avoid crashes 861 static maptile *freed_map; // freed objects are moved here to avoid crashes
884 862
888 866
889 freed_map->name = "/internal/freed_objects_map"; 867 freed_map->name = "/internal/freed_objects_map";
890 freed_map->width = 3; 868 freed_map->width = 3;
891 freed_map->height = 3; 869 freed_map->height = 3;
892 870
893 freed_map->allocate (); 871 freed_map->alloc ();
872 freed_map->in_memory = MAP_IN_MEMORY;
894 } 873 }
895 874
896 map = freed_map; 875 map = freed_map;
897 x = 1; 876 x = 1;
898 y = 1; 877 y = 1;
899 } 878 }
900 879
880 head = 0;
881
882 if (more)
883 {
884 more->destroy ();
885 more = 0;
886 }
887
901 // clear those pointers that likely might have circular references to us 888 // clear those pointers that likely might have circular references to us
902 owner = 0; 889 owner = 0;
903 enemy = 0; 890 enemy = 0;
904 attacked_by = 0; 891 attacked_by = 0;
892}
905 893
906 // only relevant for players(?), but make sure of it anyways 894void
907 contr = 0; 895object::destroy (bool destroy_inventory)
896{
897 if (destroyed ())
898 return;
908 899
909 /* Remove object from the active list */ 900 if (destroy_inventory)
910 speed = 0; 901 destroy_inv (false);
911 update_ob_speed (this);
912 902
913 unlink (); 903 attachable::destroy ();
914
915 mortals.push_back (this);
916} 904}
917 905
918/* 906/*
919 * sub_weight() recursively (outwards) subtracts a number from the 907 * sub_weight() recursively (outwards) subtracts a number from the
920 * weight of an object (and what is carried by it's environment(s)). 908 * weight of an object (and what is carried by it's environment(s)).
936 * This function removes the object op from the linked list of objects 924 * This function removes the object op from the linked list of objects
937 * which it is currently tied to. When this function is done, the 925 * which it is currently tied to. When this function is done, the
938 * object will have no environment. If the object previously had an 926 * object will have no environment. If the object previously had an
939 * environment, the x and y coordinates will be updated to 927 * environment, the x and y coordinates will be updated to
940 * the previous environment. 928 * the previous environment.
941 * Beware: This function is called from the editor as well!
942 */ 929 */
943void 930void
944object::remove () 931object::do_remove ()
945{ 932{
946 object *tmp, *last = 0; 933 object *tmp, *last = 0;
947 object *otmp; 934 object *otmp;
948 935
949 int check_walk_off;
950
951 if (QUERY_FLAG (this, FLAG_REMOVED)) 936 if (QUERY_FLAG (this, FLAG_REMOVED))
952 return; 937 return;
953 938
954 SET_FLAG (this, FLAG_REMOVED); 939 SET_FLAG (this, FLAG_REMOVED);
940 INVOKE_OBJECT (REMOVE, this);
955 941
956 if (more) 942 if (more)
957 more->remove (); 943 more->remove ();
958 944
959 /* 945 /*
972 * to save cpu time. 958 * to save cpu time.
973 */ 959 */
974 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 960 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
975 otmp->update_stats (); 961 otmp->update_stats ();
976 962
977 if (above != NULL) 963 if (above)
978 above->below = below; 964 above->below = below;
979 else 965 else
980 env->inv = below; 966 env->inv = below;
981 967
982 if (below != NULL) 968 if (below)
983 below->above = above; 969 below->above = above;
984 970
985 /* we set up values so that it could be inserted into 971 /* we set up values so that it could be inserted into
986 * the map, but we don't actually do that - it is up 972 * the map, but we don't actually do that - it is up
987 * to the caller to decide what we want to do. 973 * to the caller to decide what we want to do.
991 above = 0, below = 0; 977 above = 0, below = 0;
992 env = 0; 978 env = 0;
993 } 979 }
994 else if (map) 980 else if (map)
995 { 981 {
996 /* Re did the following section of code - it looks like it had 982 if (type == PLAYER)
997 * lots of logic for things we no longer care about
998 */ 983 {
984 // leaving a spot always closes any open container on the ground
985 if (container && !container->env)
986 // this causes spurious floorbox updates, but it ensures
987 // that the CLOSE event is being sent.
988 close_container ();
989
990 --map->players;
991 map->touch ();
992 }
993
994 map->dirty = true;
995 mapspace &ms = this->ms ();
999 996
1000 /* link the object above us */ 997 /* link the object above us */
1001 if (above) 998 if (above)
1002 above->below = below; 999 above->below = below;
1003 else 1000 else
1004 map->at (x, y).top = below; /* we were top, set new top */ 1001 ms.top = below; /* we were top, set new top */
1005 1002
1006 /* Relink the object below us, if there is one */ 1003 /* Relink the object below us, if there is one */
1007 if (below) 1004 if (below)
1008 below->above = above; 1005 below->above = above;
1009 else 1006 else
1011 /* Nothing below, which means we need to relink map object for this space 1008 /* Nothing below, which means we need to relink map object for this space
1012 * use translated coordinates in case some oddness with map tiling is 1009 * use translated coordinates in case some oddness with map tiling is
1013 * evident 1010 * evident
1014 */ 1011 */
1015 if (GET_MAP_OB (map, x, y) != this) 1012 if (GET_MAP_OB (map, x, y) != this)
1016 {
1017 char *dump = dump_object (this);
1018 LOG (llevError,
1019 "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); 1013 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 ());
1020 free (dump);
1021 dump = dump_object (GET_MAP_OB (map, x, y));
1022 LOG (llevError, "%s\n", dump);
1023 free (dump);
1024 }
1025 1014
1026 map->at (x, y).bottom = above; /* goes on above it. */ 1015 ms.bot = above; /* goes on above it. */
1027 } 1016 }
1028 1017
1029 above = 0; 1018 above = 0;
1030 below = 0; 1019 below = 0;
1031 1020
1032 if (map->in_memory == MAP_SAVING) 1021 if (map->in_memory == MAP_SAVING)
1033 return; 1022 return;
1034 1023
1035 check_walk_off = !QUERY_FLAG (this, FLAG_NO_APPLY); 1024 int check_walk_off = !flag [FLAG_NO_APPLY];
1036 1025
1037 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) 1026 for (tmp = ms.bot; tmp; tmp = tmp->above)
1038 { 1027 {
1039 /* No point updating the players look faces if he is the object 1028 /* No point updating the players look faces if he is the object
1040 * being removed. 1029 * being removed.
1041 */ 1030 */
1042 1031
1046 * removed (most likely destroyed), update the player view 1035 * removed (most likely destroyed), update the player view
1047 * appropriately. 1036 * appropriately.
1048 */ 1037 */
1049 if (tmp->container == this) 1038 if (tmp->container == this)
1050 { 1039 {
1051 CLEAR_FLAG (this, FLAG_APPLIED); 1040 flag [FLAG_APPLIED] = 0;
1052 tmp->container = 0; 1041 tmp->container = 0;
1053 } 1042 }
1054 1043
1044 if (tmp->contr->ns)
1055 tmp->contr->ns->floorbox_update (); 1045 tmp->contr->ns->floorbox_update ();
1056 } 1046 }
1057 1047
1058 /* See if player moving off should effect something */ 1048 /* See if object moving off should effect something */
1059 if (check_walk_off 1049 if (check_walk_off
1060 && ((move_type & tmp->move_off) 1050 && ((move_type & tmp->move_off)
1061 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1051 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1062 { 1052 {
1063 move_apply (tmp, this, 0); 1053 move_apply (tmp, this, 0);
1065 if (destroyed ()) 1055 if (destroyed ())
1066 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1056 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1067 } 1057 }
1068 1058
1069 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1059 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1070 1060 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1071 if (tmp->above == tmp) 1061 if (tmp->above == tmp)
1072 tmp->above = 0; 1062 tmp->above = 0;
1073 1063
1074 last = tmp; 1064 last = tmp;
1075 } 1065 }
1076 1066
1077 /* last == NULL of there are no objects on this space */ 1067 /* last == NULL if there are no objects on this space */
1068 //TODO: this makes little sense, why only update the topmost object?
1078 if (!last) 1069 if (!last)
1079 map->at (x, y).flags_ = P_NEED_UPDATE; 1070 map->at (x, y).flags_ = 0;
1080 else 1071 else
1081 update_object (last, UP_OBJ_REMOVE); 1072 update_object (last, UP_OBJ_REMOVE);
1082 1073
1083 if (QUERY_FLAG (this, FLAG_BLOCKSVIEW) || glow_radius) 1074 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1084 update_all_los (map, x, y); 1075 update_all_los (map, x, y);
1085 } 1076 }
1086} 1077}
1087 1078
1088/* 1079/*
1097merge_ob (object *op, object *top) 1088merge_ob (object *op, object *top)
1098{ 1089{
1099 if (!op->nrof) 1090 if (!op->nrof)
1100 return 0; 1091 return 0;
1101 1092
1102 if (top == NULL) 1093 if (top)
1103 for (top = op; top != NULL && top->above != NULL; top = top->above); 1094 for (top = op; top && top->above; top = top->above)
1095 ;
1104 1096
1105 for (; top != NULL; top = top->below) 1097 for (; top; top = top->below)
1106 { 1098 {
1107 if (top == op) 1099 if (top == op)
1108 continue; 1100 continue;
1109 1101
1110 if (object::can_merge (op, top)) 1102 if (object::can_merge (op, top))
1120 1112
1121 return 0; 1113 return 0;
1122} 1114}
1123 1115
1124/* 1116/*
1125 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1117 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1126 * job preparing multi-part monsters 1118 * job preparing multi-part monsters.
1127 */ 1119 */
1128object * 1120object *
1129insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1121insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1130{ 1122{
1131 object *tmp;
1132
1133 if (op->head)
1134 op = op->head;
1135
1136 for (tmp = op; tmp; tmp = tmp->more) 1123 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1137 { 1124 {
1138 tmp->x = x + tmp->arch->clone.x; 1125 tmp->x = x + tmp->arch->clone.x;
1139 tmp->y = y + tmp->arch->clone.y; 1126 tmp->y = y + tmp->arch->clone.y;
1140 } 1127 }
1141 1128
1160 * Return value: 1147 * Return value:
1161 * new object if 'op' was merged with other object 1148 * new object if 'op' was merged with other object
1162 * NULL if 'op' was destroyed 1149 * NULL if 'op' was destroyed
1163 * just 'op' otherwise 1150 * just 'op' otherwise
1164 */ 1151 */
1165
1166object * 1152object *
1167insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1153insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1168{ 1154{
1169 object *tmp, *top, *floor = NULL; 1155 object *tmp, *top, *floor = NULL;
1170 sint16 x, y;
1171 1156
1172 if (QUERY_FLAG (op, FLAG_FREED)) 1157 if (QUERY_FLAG (op, FLAG_FREED))
1173 { 1158 {
1174 LOG (llevError, "Trying to insert freed object!\n"); 1159 LOG (llevError, "Trying to insert freed object!\n");
1175 return NULL; 1160 return NULL;
1176 } 1161 }
1177 1162
1178 if (m == NULL) 1163 if (!QUERY_FLAG (op, FLAG_REMOVED))
1164 LOG (llevError, "Trying to insert already inserted object %s\n", op->debug_desc ());
1165
1166 op->remove ();
1167
1168 if (!m)
1179 { 1169 {
1180 char *dump = dump_object (op); 1170 char *dump = dump_object (op);
1181 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump); 1171 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1182 free (dump); 1172 free (dump);
1183 return op; 1173 return op;
1196#endif 1186#endif
1197 free (dump); 1187 free (dump);
1198 return op; 1188 return op;
1199 } 1189 }
1200 1190
1201 if (!QUERY_FLAG (op, FLAG_REMOVED))
1202 {
1203 char *dump = dump_object (op);
1204 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1205 free (dump);
1206 return op;
1207 }
1208
1209 if (op->more != NULL)
1210 {
1211 /* The part may be on a different map. */
1212
1213 object *more = op->more; 1191 if (object *more = op->more)
1214 1192 {
1215 /* We really need the caller to normalize coordinates - if
1216 * we set the map, that doesn't work if the location is within
1217 * a map and this is straddling an edge. So only if coordinate
1218 * is clear wrong do we normalize it.
1219 */
1220 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1221 more->map = get_map_from_coord (m, &more->x, &more->y);
1222 else if (!more->map)
1223 {
1224 /* For backwards compatibility - when not dealing with tiled maps,
1225 * more->map should always point to the parent.
1226 */
1227 more->map = m;
1228 }
1229
1230 if (insert_ob_in_map (more, more->map, originator, flag) == NULL) 1193 if (!insert_ob_in_map (more, m, originator, flag))
1231 { 1194 {
1232 if (!op->head) 1195 if (!op->head)
1233 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1196 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1234 1197
1235 return NULL; 1198 return 0;
1236 } 1199 }
1237 } 1200 }
1238 1201
1239 CLEAR_FLAG (op, FLAG_REMOVED); 1202 CLEAR_FLAG (op, FLAG_REMOVED);
1240 1203
1241 /* Ideally, the caller figures this out. However, it complicates a lot 1204 /* Ideally, the caller figures this out. However, it complicates a lot
1242 * of areas of callers (eg, anything that uses find_free_spot would now 1205 * of areas of callers (eg, anything that uses find_free_spot would now
1243 * need extra work 1206 * need extra work
1244 */ 1207 */
1245 op->map = get_map_from_coord (m, &op->x, &op->y); 1208 if (!xy_normalise (m, op->x, op->y))
1246 x = op->x; 1209 return 0;
1247 y = op->y; 1210
1211 op->map = m;
1212 mapspace &ms = op->ms ();
1248 1213
1249 /* this has to be done after we translate the coordinates. 1214 /* this has to be done after we translate the coordinates.
1250 */ 1215 */
1251 if (op->nrof && !(flag & INS_NO_MERGE)) 1216 if (op->nrof && !(flag & INS_NO_MERGE))
1252 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1217 for (tmp = ms.bot; tmp; tmp = tmp->above)
1253 if (object::can_merge (op, tmp)) 1218 if (object::can_merge (op, tmp))
1254 { 1219 {
1255 op->nrof += tmp->nrof; 1220 op->nrof += tmp->nrof;
1256 tmp->destroy (); 1221 tmp->destroy ();
1257 } 1222 }
1274 op->below = originator->below; 1239 op->below = originator->below;
1275 1240
1276 if (op->below) 1241 if (op->below)
1277 op->below->above = op; 1242 op->below->above = op;
1278 else 1243 else
1279 op->ms ().bottom = op; 1244 ms.bot = op;
1280 1245
1281 /* since *below* originator, no need to update top */ 1246 /* since *below* originator, no need to update top */
1282 originator->below = op; 1247 originator->below = op;
1283 } 1248 }
1284 else 1249 else
1285 { 1250 {
1251 top = ms.bot;
1252
1286 /* If there are other objects, then */ 1253 /* If there are other objects, then */
1287 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1254 if ((!(flag & INS_MAP_LOAD)) && top)
1288 { 1255 {
1289 object *last = NULL; 1256 object *last = 0;
1290 1257
1291 /* 1258 /*
1292 * If there are multiple objects on this space, we do some trickier handling. 1259 * If there are multiple objects on this space, we do some trickier handling.
1293 * We've already dealt with merging if appropriate. 1260 * We've already dealt with merging if appropriate.
1294 * Generally, we want to put the new object on top. But if 1261 * Generally, we want to put the new object on top. But if
1298 * once we get to them. This reduces the need to traverse over all of 1265 * once we get to them. This reduces the need to traverse over all of
1299 * them when adding another one - this saves quite a bit of cpu time 1266 * them when adding another one - this saves quite a bit of cpu time
1300 * when lots of spells are cast in one area. Currently, it is presumed 1267 * when lots of spells are cast in one area. Currently, it is presumed
1301 * that flying non pickable objects are spell objects. 1268 * that flying non pickable objects are spell objects.
1302 */ 1269 */
1303 1270 for (top = ms.bot; top; top = top->above)
1304 while (top != NULL)
1305 { 1271 {
1306 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1272 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1307 floor = top; 1273 floor = top;
1308 1274
1309 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1275 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1312 top = top->below; 1278 top = top->below;
1313 break; 1279 break;
1314 } 1280 }
1315 1281
1316 last = top; 1282 last = top;
1317 top = top->above;
1318 } 1283 }
1319 1284
1320 /* Don't want top to be NULL, so set it to the last valid object */ 1285 /* Don't want top to be NULL, so set it to the last valid object */
1321 top = last; 1286 top = last;
1322 1287
1324 * looks like instead of lots of conditions here. 1289 * looks like instead of lots of conditions here.
1325 * makes things faster, and effectively the same result. 1290 * makes things faster, and effectively the same result.
1326 */ 1291 */
1327 1292
1328 /* Have object 'fall below' other objects that block view. 1293 /* Have object 'fall below' other objects that block view.
1329 * Unless those objects are exits, type 66 1294 * Unless those objects are exits.
1330 * If INS_ON_TOP is used, don't do this processing 1295 * If INS_ON_TOP is used, don't do this processing
1331 * Need to find the object that in fact blocks view, otherwise 1296 * Need to find the object that in fact blocks view, otherwise
1332 * stacking is a bit odd. 1297 * stacking is a bit odd.
1333 */ 1298 */
1334 if (!(flag & INS_ON_TOP) && 1299 if (!(flag & INS_ON_TOP)
1335 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1300 && ms.flags () & P_BLOCKSVIEW
1301 && (op->face && !faces [op->face].visibility))
1336 { 1302 {
1337 for (last = top; last != floor; last = last->below) 1303 for (last = top; last != floor; last = last->below)
1338 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1304 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1339 break; 1305 break;
1306
1340 /* Check to see if we found the object that blocks view, 1307 /* Check to see if we found the object that blocks view,
1341 * and make sure we have a below pointer for it so that 1308 * and make sure we have a below pointer for it so that
1342 * we can get inserted below this one, which requires we 1309 * we can get inserted below this one, which requires we
1343 * set top to the object below us. 1310 * set top to the object below us.
1344 */ 1311 */
1346 top = last->below; 1313 top = last->below;
1347 } 1314 }
1348 } /* If objects on this space */ 1315 } /* If objects on this space */
1349 1316
1350 if (flag & INS_MAP_LOAD) 1317 if (flag & INS_MAP_LOAD)
1351 top = GET_MAP_TOP (op->map, op->x, op->y); 1318 top = ms.top;
1352 1319
1353 if (flag & INS_ABOVE_FLOOR_ONLY) 1320 if (flag & INS_ABOVE_FLOOR_ONLY)
1354 top = floor; 1321 top = floor;
1355 1322
1356 /* Top is the object that our object (op) is going to get inserted above. 1323 /* Top is the object that our object (op) is going to get inserted above.
1357 */ 1324 */
1358 1325
1359 /* First object on this space */ 1326 /* First object on this space */
1360 if (!top) 1327 if (!top)
1361 { 1328 {
1362 op->above = GET_MAP_OB (op->map, op->x, op->y); 1329 op->above = ms.bot;
1363 1330
1364 if (op->above) 1331 if (op->above)
1365 op->above->below = op; 1332 op->above->below = op;
1366 1333
1367 op->below = NULL; 1334 op->below = 0;
1368 op->ms ().bottom = op; 1335 ms.bot = op;
1369 } 1336 }
1370 else 1337 else
1371 { /* get inserted into the stack above top */ 1338 { /* get inserted into the stack above top */
1372 op->above = top->above; 1339 op->above = top->above;
1373 1340
1376 1343
1377 op->below = top; 1344 op->below = top;
1378 top->above = op; 1345 top->above = op;
1379 } 1346 }
1380 1347
1381 if (op->above == NULL) 1348 if (!op->above)
1382 op->ms ().top = op; 1349 ms.top = op;
1383 } /* else not INS_BELOW_ORIGINATOR */ 1350 } /* else not INS_BELOW_ORIGINATOR */
1384 1351
1385 if (op->type == PLAYER) 1352 if (op->type == PLAYER)
1353 {
1386 op->contr->do_los = 1; 1354 op->contr->do_los = 1;
1355 ++op->map->players;
1356 op->map->touch ();
1357 }
1358
1359 op->map->dirty = true;
1387 1360
1388 /* If we have a floor, we know the player, if any, will be above 1361 /* If we have a floor, we know the player, if any, will be above
1389 * it, so save a few ticks and start from there. 1362 * it, so save a few ticks and start from there.
1390 */ 1363 */
1391 if (!(flag & INS_MAP_LOAD)) 1364 if (!(flag & INS_MAP_LOAD))
1392 if (object *pl = op->ms ().player ()) 1365 if (object *pl = ms.player ())
1366 if (pl->contr->ns)
1393 pl->contr->ns->floorbox_update (); 1367 pl->contr->ns->floorbox_update ();
1394 1368
1395 /* If this object glows, it may affect lighting conditions that are 1369 /* If this object glows, it may affect lighting conditions that are
1396 * visible to others on this map. But update_all_los is really 1370 * visible to others on this map. But update_all_los is really
1397 * an inefficient way to do this, as it means los for all players 1371 * an inefficient way to do this, as it means los for all players
1398 * on the map will get recalculated. The players could very well 1372 * on the map will get recalculated. The players could very well
1399 * be far away from this change and not affected in any way - 1373 * be far away from this change and not affected in any way -
1400 * this should get redone to only look for players within range, 1374 * this should get redone to only look for players within range,
1401 * or just updating the P_NEED_UPDATE for spaces within this area 1375 * or just updating the P_UPTODATE for spaces within this area
1402 * of effect may be sufficient. 1376 * of effect may be sufficient.
1403 */ 1377 */
1404 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1378 if (op->map->darkness && (op->glow_radius != 0))
1405 update_all_los (op->map, op->x, op->y); 1379 update_all_los (op->map, op->x, op->y);
1406 1380
1407 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1381 /* updates flags (blocked, alive, no magic, etc) for this map space */
1408 update_object (op, UP_OBJ_INSERT); 1382 update_object (op, UP_OBJ_INSERT);
1383
1384 INVOKE_OBJECT (INSERT, op);
1409 1385
1410 /* Don't know if moving this to the end will break anything. However, 1386 /* Don't know if moving this to the end will break anything. However,
1411 * we want to have floorbox_update called before calling this. 1387 * we want to have floorbox_update called before calling this.
1412 * 1388 *
1413 * check_move_on() must be after this because code called from 1389 * check_move_on() must be after this because code called from
1418 1394
1419 /* if this is not the head or flag has been passed, don't check walk on status */ 1395 /* if this is not the head or flag has been passed, don't check walk on status */
1420 if (!(flag & INS_NO_WALK_ON) && !op->head) 1396 if (!(flag & INS_NO_WALK_ON) && !op->head)
1421 { 1397 {
1422 if (check_move_on (op, originator)) 1398 if (check_move_on (op, originator))
1423 return NULL; 1399 return 0;
1424 1400
1425 /* If we are a multi part object, lets work our way through the check 1401 /* If we are a multi part object, lets work our way through the check
1426 * walk on's. 1402 * walk on's.
1427 */ 1403 */
1428 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1404 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1429 if (check_move_on (tmp, originator)) 1405 if (check_move_on (tmp, originator))
1430 return NULL; 1406 return 0;
1431 } 1407 }
1432 1408
1433 return op; 1409 return op;
1434} 1410}
1435 1411
1442{ 1418{
1443 object *tmp, *tmp1; 1419 object *tmp, *tmp1;
1444 1420
1445 /* first search for itself and remove any old instances */ 1421 /* first search for itself and remove any old instances */
1446 1422
1447 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1423 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1448 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1424 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1449 tmp->destroy (); 1425 tmp->destroy ();
1450 1426
1451 tmp1 = arch_to_object (archetype::find (arch_string)); 1427 tmp1 = arch_to_object (archetype::find (arch_string));
1452 1428
1453 tmp1->x = op->x; 1429 tmp1->x = op->x;
1454 tmp1->y = op->y; 1430 tmp1->y = op->y;
1455 insert_ob_in_map (tmp1, op->map, op, 0); 1431 insert_ob_in_map (tmp1, op->map, op, 0);
1432}
1433
1434// XXX: function not returning object*
1435object *
1436object::insert_at (object *where, object *originator, int flags)
1437{
1438 where->map->insert (this, where->x, where->y, originator, flags);
1456} 1439}
1457 1440
1458/* 1441/*
1459 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1442 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1460 * is returned contains nr objects, and the remaining parts contains 1443 * is returned contains nr objects, and the remaining parts contains
1461 * the rest (or is removed and freed if that number is 0). 1444 * the rest (or is removed and freed if that number is 0).
1462 * On failure, NULL is returned, and the reason put into the 1445 * On failure, NULL is returned, and the reason put into the
1463 * global static errmsg array. 1446 * global static errmsg array.
1464 */ 1447 */
1465
1466object * 1448object *
1467get_split_ob (object *orig_ob, uint32 nr) 1449get_split_ob (object *orig_ob, uint32 nr)
1468{ 1450{
1469 object *newob; 1451 object *newob;
1470 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1452 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1506 1488
1507object * 1489object *
1508decrease_ob_nr (object *op, uint32 i) 1490decrease_ob_nr (object *op, uint32 i)
1509{ 1491{
1510 object *tmp; 1492 object *tmp;
1511 player *pl;
1512 1493
1513 if (i == 0) /* objects with op->nrof require this check */ 1494 if (i == 0) /* objects with op->nrof require this check */
1514 return op; 1495 return op;
1515 1496
1516 if (i > op->nrof) 1497 if (i > op->nrof)
1529 * IMO, searching through all the players will mostly 1510 * IMO, searching through all the players will mostly
1530 * likely be quicker than following op->env to the map, 1511 * likely be quicker than following op->env to the map,
1531 * and then searching the map for a player. 1512 * and then searching the map for a player.
1532 */ 1513 */
1533 if (!tmp) 1514 if (!tmp)
1534 { 1515 for_all_players (pl)
1535 for (pl = first_player; pl; pl = pl->next)
1536 if (pl->ob->container == op->env) 1516 if (pl->ob->container == op->env)
1537 { 1517 {
1538 tmp = pl->ob; 1518 tmp = pl->ob;
1539 break; 1519 break;
1540 } 1520 }
1541 }
1542 1521
1543 if (i < op->nrof) 1522 if (i < op->nrof)
1544 { 1523 {
1545 sub_weight (op->env, op->weight * i); 1524 sub_weight (op->env, op->weight * i);
1546 op->nrof -= i; 1525 op->nrof -= i;
1696 if ((op->glow_radius != 0) && map) 1675 if ((op->glow_radius != 0) && map)
1697 { 1676 {
1698#ifdef DEBUG_LIGHTS 1677#ifdef DEBUG_LIGHTS
1699 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1678 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1700#endif /* DEBUG_LIGHTS */ 1679#endif /* DEBUG_LIGHTS */
1701 if (MAP_DARKNESS (map)) 1680 if (map->darkness)
1702 update_all_los (map, x, y); 1681 update_all_los (map, x, y);
1703 } 1682 }
1704 1683
1705 /* Client has no idea of ordering so lets not bother ordering it here. 1684 /* Client has no idea of ordering so lets not bother ordering it here.
1706 * It sure simplifies this function... 1685 * It sure simplifies this function...
1711 { 1690 {
1712 op->below = inv; 1691 op->below = inv;
1713 op->below->above = op; 1692 op->below->above = op;
1714 inv = op; 1693 inv = op;
1715 } 1694 }
1695
1696 INVOKE_OBJECT (INSERT, this);
1716 1697
1717 return op; 1698 return op;
1718} 1699}
1719 1700
1720/* 1701/*
1735 * 1716 *
1736 * MSW 2001-07-08: Check all objects on space, not just those below 1717 * MSW 2001-07-08: Check all objects on space, not just those below
1737 * object being inserted. insert_ob_in_map may not put new objects 1718 * object being inserted. insert_ob_in_map may not put new objects
1738 * on top. 1719 * on top.
1739 */ 1720 */
1740
1741int 1721int
1742check_move_on (object *op, object *originator) 1722check_move_on (object *op, object *originator)
1743{ 1723{
1744 object *tmp; 1724 object *tmp;
1745 maptile *m = op->map; 1725 maptile *m = op->map;
1772 1752
1773 /* The objects have to be checked from top to bottom. 1753 /* The objects have to be checked from top to bottom.
1774 * Hence, we first go to the top: 1754 * Hence, we first go to the top:
1775 */ 1755 */
1776 1756
1777 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1757 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1778 { 1758 {
1779 /* Trim the search when we find the first other spell effect 1759 /* Trim the search when we find the first other spell effect
1780 * this helps performance so that if a space has 50 spell objects, 1760 * this helps performance so that if a space has 50 spell objects,
1781 * we don't need to check all of them. 1761 * we don't need to check all of them.
1782 */ 1762 */
1800 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1780 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1801 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1781 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1802 { 1782 {
1803 1783
1804 float 1784 float
1805 diff = tmp->move_slow_penalty * FABS (op->speed); 1785 diff = tmp->move_slow_penalty * fabs (op->speed);
1806 1786
1807 if (op->type == PLAYER) 1787 if (op->type == PLAYER)
1808 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1788 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1809 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1789 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1810 diff /= 4.0; 1790 diff /= 4.0;
1837/* 1817/*
1838 * present_arch(arch, map, x, y) searches for any objects with 1818 * present_arch(arch, map, x, y) searches for any objects with
1839 * a matching archetype at the given map and coordinates. 1819 * a matching archetype at the given map and coordinates.
1840 * The first matching object is returned, or NULL if none. 1820 * The first matching object is returned, or NULL if none.
1841 */ 1821 */
1842
1843object * 1822object *
1844present_arch (const archetype *at, maptile *m, int x, int y) 1823present_arch (const archetype *at, maptile *m, int x, int y)
1845{ 1824{
1846 object *
1847 tmp;
1848
1849 if (m == NULL || out_of_map (m, x, y)) 1825 if (!m || out_of_map (m, x, y))
1850 { 1826 {
1851 LOG (llevError, "Present_arch called outside map.\n"); 1827 LOG (llevError, "Present_arch called outside map.\n");
1852 return NULL; 1828 return NULL;
1853 } 1829 }
1854 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1830
1831 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1855 if (tmp->arch == at) 1832 if (tmp->arch == at)
1856 return tmp; 1833 return tmp;
1834
1857 return NULL; 1835 return NULL;
1858} 1836}
1859 1837
1860/* 1838/*
1861 * present(type, map, x, y) searches for any objects with 1839 * present(type, map, x, y) searches for any objects with
1862 * a matching type variable at the given map and coordinates. 1840 * a matching type variable at the given map and coordinates.
1863 * The first matching object is returned, or NULL if none. 1841 * The first matching object is returned, or NULL if none.
1864 */ 1842 */
1865
1866object * 1843object *
1867present (unsigned char type, maptile *m, int x, int y) 1844present (unsigned char type, maptile *m, int x, int y)
1868{ 1845{
1869 object *
1870 tmp;
1871
1872 if (out_of_map (m, x, y)) 1846 if (out_of_map (m, x, y))
1873 { 1847 {
1874 LOG (llevError, "Present called outside map.\n"); 1848 LOG (llevError, "Present called outside map.\n");
1875 return NULL; 1849 return NULL;
1876 } 1850 }
1877 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1851
1852 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1878 if (tmp->type == type) 1853 if (tmp->type == type)
1879 return tmp; 1854 return tmp;
1855
1880 return NULL; 1856 return NULL;
1881} 1857}
1882 1858
1883/* 1859/*
1884 * present_in_ob(type, object) searches for any objects with 1860 * present_in_ob(type, object) searches for any objects with
1885 * a matching type variable in the inventory of the given object. 1861 * a matching type variable in the inventory of the given object.
1886 * The first matching object is returned, or NULL if none. 1862 * The first matching object is returned, or NULL if none.
1887 */ 1863 */
1888
1889object * 1864object *
1890present_in_ob (unsigned char type, const object *op) 1865present_in_ob (unsigned char type, const object *op)
1891{ 1866{
1892 object *
1893 tmp;
1894
1895 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1867 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1896 if (tmp->type == type) 1868 if (tmp->type == type)
1897 return tmp; 1869 return tmp;
1870
1898 return NULL; 1871 return NULL;
1899} 1872}
1900 1873
1901/* 1874/*
1902 * present_in_ob (type, str, object) searches for any objects with 1875 * present_in_ob (type, str, object) searches for any objects with
1910 * str is the string to match against. Note that we match against 1883 * str is the string to match against. Note that we match against
1911 * the object name, not the archetype name. this is so that the 1884 * the object name, not the archetype name. this is so that the
1912 * spell code can use one object type (force), but change it's name 1885 * spell code can use one object type (force), but change it's name
1913 * to be unique. 1886 * to be unique.
1914 */ 1887 */
1915
1916object * 1888object *
1917present_in_ob_by_name (int type, const char *str, const object *op) 1889present_in_ob_by_name (int type, const char *str, const object *op)
1918{ 1890{
1919 object *
1920 tmp;
1921
1922 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1891 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1923 {
1924 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1892 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1925 return tmp; 1893 return tmp;
1926 } 1894
1927 return NULL; 1895 return 0;
1928} 1896}
1929 1897
1930/* 1898/*
1931 * present_arch_in_ob(archetype, object) searches for any objects with 1899 * present_arch_in_ob(archetype, object) searches for any objects with
1932 * a matching archetype in the inventory of the given object. 1900 * a matching archetype in the inventory of the given object.
1933 * The first matching object is returned, or NULL if none. 1901 * The first matching object is returned, or NULL if none.
1934 */ 1902 */
1935
1936object * 1903object *
1937present_arch_in_ob (const archetype *at, const object *op) 1904present_arch_in_ob (const archetype *at, const object *op)
1938{ 1905{
1939 object *
1940 tmp;
1941
1942 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1906 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1943 if (tmp->arch == at) 1907 if (tmp->arch == at)
1944 return tmp; 1908 return tmp;
1909
1945 return NULL; 1910 return NULL;
1946} 1911}
1947 1912
1948/* 1913/*
1949 * activate recursively a flag on an object inventory 1914 * activate recursively a flag on an object inventory
1950 */ 1915 */
1951void 1916void
1952flag_inv (object *op, int flag) 1917flag_inv (object *op, int flag)
1953{ 1918{
1954 object *
1955 tmp;
1956
1957 if (op->inv) 1919 if (op->inv)
1958 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1920 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1959 { 1921 {
1960 SET_FLAG (tmp, flag); 1922 SET_FLAG (tmp, flag);
1961 flag_inv (tmp, flag); 1923 flag_inv (tmp, flag);
1962 } 1924 }
1963} /* 1925}
1926
1927/*
1964 * desactivate recursively a flag on an object inventory 1928 * deactivate recursively a flag on an object inventory
1965 */ 1929 */
1966void 1930void
1967unflag_inv (object *op, int flag) 1931unflag_inv (object *op, int flag)
1968{ 1932{
1969 object *
1970 tmp;
1971
1972 if (op->inv) 1933 if (op->inv)
1973 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1934 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1974 { 1935 {
1975 CLEAR_FLAG (tmp, flag); 1936 CLEAR_FLAG (tmp, flag);
1976 unflag_inv (tmp, flag); 1937 unflag_inv (tmp, flag);
1977 } 1938 }
1978} 1939}
1981 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 1942 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1982 * all it's inventory (recursively). 1943 * all it's inventory (recursively).
1983 * If checksums are used, a player will get set_cheat called for 1944 * If checksums are used, a player will get set_cheat called for
1984 * him/her-self and all object carried by a call to this function. 1945 * him/her-self and all object carried by a call to this function.
1985 */ 1946 */
1986
1987void 1947void
1988set_cheat (object *op) 1948set_cheat (object *op)
1989{ 1949{
1990 SET_FLAG (op, FLAG_WAS_WIZ); 1950 SET_FLAG (op, FLAG_WAS_WIZ);
1991 flag_inv (op, FLAG_WAS_WIZ); 1951 flag_inv (op, FLAG_WAS_WIZ);
2010 * because arch_blocked (now ob_blocked) needs to know the movement type 1970 * because arch_blocked (now ob_blocked) needs to know the movement type
2011 * to know if the space in question will block the object. We can't use 1971 * to know if the space in question will block the object. We can't use
2012 * the archetype because that isn't correct if the monster has been 1972 * the archetype because that isn't correct if the monster has been
2013 * customized, changed states, etc. 1973 * customized, changed states, etc.
2014 */ 1974 */
2015
2016int 1975int
2017find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 1976find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2018{ 1977{
2019 int
2020 i,
2021 index = 0, flag; 1978 int index = 0, flag;
2022 static int
2023 altern[SIZEOFFREE]; 1979 int altern[SIZEOFFREE];
2024 1980
2025 for (i = start; i < stop; i++) 1981 for (int i = start; i < stop; i++)
2026 { 1982 {
2027 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 1983 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2028 if (!flag) 1984 if (!flag)
2029 altern[index++] = i; 1985 altern [index++] = i;
2030 1986
2031 /* Basically, if we find a wall on a space, we cut down the search size. 1987 /* Basically, if we find a wall on a space, we cut down the search size.
2032 * In this way, we won't return spaces that are on another side of a wall. 1988 * In this way, we won't return spaces that are on another side of a wall.
2033 * This mostly work, but it cuts down the search size in all directions - 1989 * This mostly work, but it cuts down the search size in all directions -
2034 * if the space being examined only has a wall to the north and empty 1990 * if the space being examined only has a wall to the north and empty
2041 } 1997 }
2042 1998
2043 if (!index) 1999 if (!index)
2044 return -1; 2000 return -1;
2045 2001
2046 return altern[RANDOM () % index]; 2002 return altern [rndm (index)];
2047} 2003}
2048 2004
2049/* 2005/*
2050 * find_first_free_spot(archetype, maptile, x, y) works like 2006 * find_first_free_spot(archetype, maptile, x, y) works like
2051 * find_free_spot(), but it will search max number of squares. 2007 * find_free_spot(), but it will search max number of squares.
2052 * But it will return the first available spot, not a random choice. 2008 * But it will return the first available spot, not a random choice.
2053 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2009 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2054 */ 2010 */
2055
2056int 2011int
2057find_first_free_spot (const object *ob, maptile *m, int x, int y) 2012find_first_free_spot (const object *ob, maptile *m, int x, int y)
2058{ 2013{
2059 int
2060 i;
2061
2062 for (i = 0; i < SIZEOFFREE; i++) 2014 for (int i = 0; i < SIZEOFFREE; i++)
2063 {
2064 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2015 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2065 return i; 2016 return i;
2066 } 2017
2067 return -1; 2018 return -1;
2068} 2019}
2069 2020
2070/* 2021/*
2071 * The function permute(arr, begin, end) randomly reorders the array 2022 * The function permute(arr, begin, end) randomly reorders the array
2072 * arr[begin..end-1]. 2023 * arr[begin..end-1].
2024 * now uses a fisher-yates shuffle, old permute was broken
2073 */ 2025 */
2074static void 2026static void
2075permute (int *arr, int begin, int end) 2027permute (int *arr, int begin, int end)
2076{ 2028{
2077 int 2029 arr += begin;
2078 i,
2079 j,
2080 tmp,
2081 len;
2082
2083 len = end - begin; 2030 end -= begin;
2084 for (i = begin; i < end; i++)
2085 {
2086 j = begin + RANDOM () % len;
2087 2031
2088 tmp = arr[i]; 2032 while (--end)
2089 arr[i] = arr[j]; 2033 swap (arr [end], arr [rndm (end + 1)]);
2090 arr[j] = tmp;
2091 }
2092} 2034}
2093 2035
2094/* new function to make monster searching more efficient, and effective! 2036/* new function to make monster searching more efficient, and effective!
2095 * This basically returns a randomized array (in the passed pointer) of 2037 * This basically returns a randomized array (in the passed pointer) of
2096 * the spaces to find monsters. In this way, it won't always look for 2038 * the spaces to find monsters. In this way, it won't always look for
2099 * the 3x3 area will be searched, just not in a predictable order. 2041 * the 3x3 area will be searched, just not in a predictable order.
2100 */ 2042 */
2101void 2043void
2102get_search_arr (int *search_arr) 2044get_search_arr (int *search_arr)
2103{ 2045{
2104 int 2046 int i;
2105 i;
2106 2047
2107 for (i = 0; i < SIZEOFFREE; i++) 2048 for (i = 0; i < SIZEOFFREE; i++)
2108 {
2109 search_arr[i] = i; 2049 search_arr[i] = i;
2110 }
2111 2050
2112 permute (search_arr, 1, SIZEOFFREE1 + 1); 2051 permute (search_arr, 1, SIZEOFFREE1 + 1);
2113 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2052 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2114 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2053 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2115} 2054}
2124 * Perhaps incorrectly, but I'm making the assumption that exclude 2063 * Perhaps incorrectly, but I'm making the assumption that exclude
2125 * is actually want is going to try and move there. We need this info 2064 * is actually want is going to try and move there. We need this info
2126 * because we have to know what movement the thing looking to move 2065 * because we have to know what movement the thing looking to move
2127 * there is capable of. 2066 * there is capable of.
2128 */ 2067 */
2129
2130int 2068int
2131find_dir (maptile *m, int x, int y, object *exclude) 2069find_dir (maptile *m, int x, int y, object *exclude)
2132{ 2070{
2133 int
2134 i,
2135 max = SIZEOFFREE, mflags; 2071 int i, max = SIZEOFFREE, mflags;
2136 2072
2137 sint16 nx, ny; 2073 sint16 nx, ny;
2138 object * 2074 object *tmp;
2139 tmp;
2140 maptile * 2075 maptile *mp;
2141 mp;
2142 2076
2143 MoveType blocked, move_type; 2077 MoveType blocked, move_type;
2144 2078
2145 if (exclude && exclude->head) 2079 if (exclude && exclude->head)
2146 { 2080 {
2163 2097
2164 if (mflags & P_OUT_OF_MAP) 2098 if (mflags & P_OUT_OF_MAP)
2165 max = maxfree[i]; 2099 max = maxfree[i];
2166 else 2100 else
2167 { 2101 {
2168 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2102 mapspace &ms = mp->at (nx, ny);
2103
2104 blocked = ms.move_block;
2169 2105
2170 if ((move_type & blocked) == move_type) 2106 if ((move_type & blocked) == move_type)
2171 max = maxfree[i]; 2107 max = maxfree[i];
2172 else if (mflags & P_IS_ALIVE) 2108 else if (mflags & P_IS_ALIVE)
2173 { 2109 {
2174 for (tmp = GET_MAP_OB (mp, nx, ny); tmp; tmp = tmp->above) 2110 for (tmp = ms.bot; tmp; tmp = tmp->above)
2175 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2111 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2112 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2176 break; 2113 break;
2177 2114
2178 if (tmp) 2115 if (tmp)
2179 return freedir[i]; 2116 return freedir[i];
2180 } 2117 }
2186 2123
2187/* 2124/*
2188 * distance(object 1, object 2) will return the square of the 2125 * distance(object 1, object 2) will return the square of the
2189 * distance between the two given objects. 2126 * distance between the two given objects.
2190 */ 2127 */
2191
2192int 2128int
2193distance (const object *ob1, const object *ob2) 2129distance (const object *ob1, const object *ob2)
2194{ 2130{
2195 int i;
2196
2197 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2131 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2198 return i;
2199} 2132}
2200 2133
2201/* 2134/*
2202 * find_dir_2(delta-x,delta-y) will return a direction in which 2135 * find_dir_2(delta-x,delta-y) will return a direction in which
2203 * an object which has subtracted the x and y coordinates of another 2136 * an object which has subtracted the x and y coordinates of another
2204 * object, needs to travel toward it. 2137 * object, needs to travel toward it.
2205 */ 2138 */
2206
2207int 2139int
2208find_dir_2 (int x, int y) 2140find_dir_2 (int x, int y)
2209{ 2141{
2210 int q; 2142 int q;
2211 2143
2240 2172
2241 return 3; 2173 return 3;
2242} 2174}
2243 2175
2244/* 2176/*
2245 * absdir(int): Returns a number between 1 and 8, which represent
2246 * the "absolute" direction of a number (it actually takes care of
2247 * "overflow" in previous calculations of a direction).
2248 */
2249
2250int
2251absdir (int d)
2252{
2253 while (d < 1)
2254 d += 8;
2255 while (d > 8)
2256 d -= 8;
2257 return d;
2258}
2259
2260/*
2261 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2177 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2262 * between two directions (which are expected to be absolute (see absdir()) 2178 * between two directions (which are expected to be absolute (see absdir())
2263 */ 2179 */
2264
2265int 2180int
2266dirdiff (int dir1, int dir2) 2181dirdiff (int dir1, int dir2)
2267{ 2182{
2268 int 2183 int d;
2269 d;
2270 2184
2271 d = abs (dir1 - dir2); 2185 d = abs (dir1 - dir2);
2272 if (d > 4) 2186 if (d > 4)
2273 d = 8 - d; 2187 d = 8 - d;
2188
2274 return d; 2189 return d;
2275} 2190}
2276 2191
2277/* peterm: 2192/* peterm:
2278 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2193 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2281 * This basically means that if direction is 15, then it could either go 2196 * This basically means that if direction is 15, then it could either go
2282 * direction 4, 14, or 16 to get back to where we are. 2197 * direction 4, 14, or 16 to get back to where we are.
2283 * Moved from spell_util.c to object.c with the other related direction 2198 * Moved from spell_util.c to object.c with the other related direction
2284 * functions. 2199 * functions.
2285 */ 2200 */
2286
2287int
2288 reduction_dir[SIZEOFFREE][3] = { 2201int reduction_dir[SIZEOFFREE][3] = {
2289 {0, 0, 0}, /* 0 */ 2202 {0, 0, 0}, /* 0 */
2290 {0, 0, 0}, /* 1 */ 2203 {0, 0, 0}, /* 1 */
2291 {0, 0, 0}, /* 2 */ 2204 {0, 0, 0}, /* 2 */
2292 {0, 0, 0}, /* 3 */ 2205 {0, 0, 0}, /* 3 */
2293 {0, 0, 0}, /* 4 */ 2206 {0, 0, 0}, /* 4 */
2437 insert_ob_in_ob (object_create_clone (item), dst); 2350 insert_ob_in_ob (object_create_clone (item), dst);
2438 2351
2439 return dst; 2352 return dst;
2440} 2353}
2441 2354
2442/* GROS - Creates an object using a string representing its content. */
2443/* Basically, we save the content of the string to a temp file, then call */
2444/* load_object on it. I admit it is a highly inefficient way to make things, */
2445/* but it was simple to make and allows reusing the load_object function. */
2446/* Remember not to use load_object_str in a time-critical situation. */
2447/* Also remember that multiparts objects are not supported for now. */
2448
2449object *
2450load_object_str (const char *obstr)
2451{
2452 object *op;
2453 char filename[MAX_BUF];
2454
2455 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2456
2457 FILE *tempfile = fopen (filename, "w");
2458
2459 if (tempfile == NULL)
2460 {
2461 LOG (llevError, "Error - Unable to access load object temp file\n");
2462 return NULL;
2463 }
2464
2465 fprintf (tempfile, obstr);
2466 fclose (tempfile);
2467
2468 op = object::create ();
2469
2470 object_thawer thawer (filename);
2471
2472 if (thawer)
2473 load_object (thawer, op, 0);
2474
2475 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2476 CLEAR_FLAG (op, FLAG_REMOVED);
2477
2478 return op;
2479}
2480
2481/* This returns the first object in who's inventory that 2355/* This returns the first object in who's inventory that
2482 * has the same type and subtype match. 2356 * has the same type and subtype match.
2483 * returns NULL if no match. 2357 * returns NULL if no match.
2484 */ 2358 */
2485object * 2359object *
2486find_obj_by_type_subtype (const object *who, int type, int subtype) 2360find_obj_by_type_subtype (const object *who, int type, int subtype)
2487{ 2361{
2488 object *tmp;
2489
2490 for (tmp = who->inv; tmp; tmp = tmp->below) 2362 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2491 if (tmp->type == type && tmp->subtype == subtype) 2363 if (tmp->type == type && tmp->subtype == subtype)
2492 return tmp; 2364 return tmp;
2493 2365
2494 return NULL; 2366 return 0;
2495} 2367}
2496 2368
2497/* If ob has a field named key, return the link from the list, 2369/* If ob has a field named key, return the link from the list,
2498 * otherwise return NULL. 2370 * otherwise return NULL.
2499 * 2371 *
2501 * do the desired thing. 2373 * do the desired thing.
2502 */ 2374 */
2503key_value * 2375key_value *
2504get_ob_key_link (const object *ob, const char *key) 2376get_ob_key_link (const object *ob, const char *key)
2505{ 2377{
2506 key_value *link;
2507
2508 for (link = ob->key_values; link != NULL; link = link->next) 2378 for (key_value *link = ob->key_values; link; link = link->next)
2509 if (link->key == key) 2379 if (link->key == key)
2510 return link; 2380 return link;
2511 2381
2512 return NULL; 2382 return 0;
2513} 2383}
2514 2384
2515/* 2385/*
2516 * Returns the value of op has an extra_field for key, or NULL. 2386 * Returns the value of op has an extra_field for key, or NULL.
2517 * 2387 *
2542 if (link->key == canonical_key) 2412 if (link->key == canonical_key)
2543 return link->value; 2413 return link->value;
2544 2414
2545 return 0; 2415 return 0;
2546} 2416}
2547
2548 2417
2549/* 2418/*
2550 * Updates the canonical_key in op to value. 2419 * Updates the canonical_key in op to value.
2551 * 2420 *
2552 * canonical_key is a shared string (value doesn't have to be). 2421 * canonical_key is a shared string (value doesn't have to be).
2557 * Returns TRUE on success. 2426 * Returns TRUE on success.
2558 */ 2427 */
2559int 2428int
2560set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) 2429set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2561{ 2430{
2562 key_value *
2563 field = NULL, *last = NULL; 2431 key_value *field = NULL, *last = NULL;
2564 2432
2565 for (field = op->key_values; field != NULL; field = field->next) 2433 for (field = op->key_values; field != NULL; field = field->next)
2566 { 2434 {
2567 if (field->key != canonical_key) 2435 if (field->key != canonical_key)
2568 { 2436 {
2596 /* IF we get here, key doesn't exist */ 2464 /* IF we get here, key doesn't exist */
2597 2465
2598 /* No field, we'll have to add it. */ 2466 /* No field, we'll have to add it. */
2599 2467
2600 if (!add_key) 2468 if (!add_key)
2601 {
2602 return FALSE; 2469 return FALSE;
2603 } 2470
2604 /* There isn't any good reason to store a null 2471 /* There isn't any good reason to store a null
2605 * value in the key/value list. If the archetype has 2472 * value in the key/value list. If the archetype has
2606 * this key, then we should also have it, so shouldn't 2473 * this key, then we should also have it, so shouldn't
2607 * be here. If user wants to store empty strings, 2474 * be here. If user wants to store empty strings,
2608 * should pass in "" 2475 * should pass in ""
2657 } 2524 }
2658 else 2525 else
2659 item = item->env; 2526 item = item->env;
2660} 2527}
2661 2528
2529
2530const char *
2531object::flag_desc (char *desc, int len) const
2532{
2533 char *p = desc;
2534 bool first = true;
2535
2536 *p = 0;
2537
2538 for (int i = 0; i < NUM_FLAGS; i++)
2539 {
2540 if (len <= 10) // magic constant!
2541 {
2542 snprintf (p, len, ",...");
2543 break;
2544 }
2545
2546 if (flag [i])
2547 {
2548 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2549 len -= cnt;
2550 p += cnt;
2551 first = false;
2552 }
2553 }
2554
2555 return desc;
2556}
2557
2662// return a suitable string describing an objetc in enough detail to find it 2558// return a suitable string describing an object in enough detail to find it
2663const char * 2559const char *
2664object::debug_desc (char *info) const 2560object::debug_desc (char *info) const
2665{ 2561{
2562 char flagdesc[512];
2666 char info2[256 * 3]; 2563 char info2[256 * 4];
2667 char *p = info; 2564 char *p = info;
2668 2565
2669 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2566 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2670 count, 2567 count, uuid.seq,
2671 &name, 2568 &name,
2672 title ? " " : "", 2569 title ? "\",title:\"" : "",
2673 title ? (const char *)title : ""); 2570 title ? (const char *)title : "",
2571 flag_desc (flagdesc, 512), type);
2674 2572
2675 if (env) 2573 if (env)
2676 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2574 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2677 2575
2678 if (map) 2576 if (map)
2679 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2577 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2680 2578
2681 return info; 2579 return info;
2682} 2580}
2683 2581
2684const char * 2582const char *
2685object::debug_desc () const 2583object::debug_desc () const
2686{ 2584{
2687 static char info[256 * 3]; 2585 static char info[256 * 4];
2688 return debug_desc (info); 2586 return debug_desc (info);
2689} 2587}
2690 2588
2589const char *
2590object::debug_desc2 () const
2591{
2592 static char info[256 * 4];
2593 return debug_desc (info);
2594}
2595
2596struct region *
2597object::region () const
2598{
2599 return map ? map->region (x, y)
2600 : region::default_region ();
2601}
2602
2603const materialtype_t *
2604object::dominant_material () const
2605{
2606 if (materialtype_t *mat = name_to_material (materialname))
2607 return mat;
2608
2609 // omfg this is slow, this has to be temporary :)
2610 shstr unknown ("unknown");
2611
2612 return name_to_material (unknown);
2613}
2614
2615void
2616object::open_container (object *new_container)
2617{
2618 if (container == new_container)
2619 return;
2620
2621 if (object *old_container = container)
2622 {
2623 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2624 return;
2625
2626#if 0
2627 // remove the "Close old_container" object.
2628 if (object *closer = old_container->inv)
2629 if (closer->type == CLOSE_CON)
2630 closer->destroy ();
2631#endif
2632
2633 old_container->flag [FLAG_APPLIED] = 0;
2634 container = 0;
2635
2636 esrv_update_item (UPD_FLAGS, this, old_container);
2637 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2638 }
2639
2640 if (new_container)
2641 {
2642 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2643 return;
2644
2645 // TODO: this does not seem to serve any purpose anymore?
2646#if 0
2647 // insert the "Close Container" object.
2648 if (archetype *closer = new_container->other_arch)
2649 {
2650 object *closer = arch_to_object (new_container->other_arch);
2651 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2652 new_container->insert (closer);
2653 }
2654#endif
2655
2656 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2657
2658 new_container->flag [FLAG_APPLIED] = 1;
2659 container = new_container;
2660
2661 esrv_update_item (UPD_FLAGS, this, new_container);
2662 esrv_send_inventory (this, new_container);
2663 }
2664}
2665
2666

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