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Comparing deliantra/server/common/object.C (file contents):
Revision 1.80 by root, Sat Dec 23 06:41:39 2006 UTC vs.
Revision 1.141 by root, Sun Apr 29 21:44:34 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game
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
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:
312 313
313 /* Everything passes, must be OK. */ 314 /* Everything passes, must be OK. */
314 return 1; 315 return 1;
315} 316}
316 317
318void
319player::set_range (rangetype r)
320{
321 shoottype = r;
322}
323
317/* 324/*
318 * sum_weight() is a recursive function which calculates the weight 325 * sum_weight() is a recursive function which calculates the weight
319 * an object is carrying. It goes through in figures out how much 326 * an object is carrying. It goes through in figures out how much
320 * containers are carrying, and sums it up. 327 * containers are carrying, and sums it up.
321 */ 328 */
356/* 363/*
357 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 364 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
358 * Some error messages. 365 * Some error messages.
359 * The result of the dump is stored in the static global errmsg array. 366 * The result of the dump is stored in the static global errmsg array.
360 */ 367 */
361
362char * 368char *
363dump_object (object *op) 369dump_object (object *op)
364{ 370{
365 if (!op) 371 if (!op)
366 return strdup ("[NULLOBJ]"); 372 return strdup ("[NULLOBJ]");
367 373
368 object_freezer freezer; 374 object_freezer freezer;
369 save_object (freezer, op, 3); 375 op->write (freezer);
370 return freezer.as_string (); 376 return freezer.as_string ();
371} 377}
372 378
373/* 379/*
374 * get_nearest_part(multi-object, object 2) returns the part of the 380 * get_nearest_part(multi-object, object 2) returns the part of the
391} 397}
392 398
393/* 399/*
394 * Returns the object which has the count-variable equal to the argument. 400 * Returns the object which has the count-variable equal to the argument.
395 */ 401 */
396
397object * 402object *
398find_object (tag_t i) 403find_object (tag_t i)
399{ 404{
400 for (object *op = object::first; op; op = op->next) 405 for_all_objects (op)
401 if (op->count == i) 406 if (op->count == i)
402 return op; 407 return op;
403 408
404 return 0; 409 return 0;
405} 410}
406 411
407/* 412/*
408 * Returns the first object which has a name equal to the argument. 413 * Returns the first object which has a name equal to the argument.
409 * Used only by the patch command, but not all that useful. 414 * Used only by the patch command, but not all that useful.
410 * Enables features like "patch <name-of-other-player> food 999" 415 * Enables features like "patch <name-of-other-player> food 999"
411 */ 416 */
412
413object * 417object *
414find_object_name (const char *str) 418find_object_name (const char *str)
415{ 419{
416 shstr_cmp str_ (str); 420 shstr_cmp str_ (str);
417 object *op; 421 object *op;
418 422
419 for (op = object::first; op != NULL; op = op->next) 423 for_all_objects (op)
420 if (op->name == str_) 424 if (op->name == str_)
421 break; 425 break;
422 426
423 return op; 427 return op;
424} 428}
456 * refcounts and freeing the links. 460 * refcounts and freeing the links.
457 */ 461 */
458static void 462static void
459free_key_values (object *op) 463free_key_values (object *op)
460{ 464{
461 for (key_value *i = op->key_values; i != 0;) 465 for (key_value *i = op->key_values; i; )
462 { 466 {
463 key_value *next = i->next; 467 key_value *next = i->next;
464 delete i; 468 delete i;
465 469
466 i = next; 470 i = next;
467 } 471 }
468 472
469 op->key_values = 0; 473 op->key_values = 0;
470} 474}
471 475
472/* 476object &
473 * copy_to first frees everything allocated by the dst object, 477object::operator =(const object &src)
474 * and then copies the contents of itself into the second
475 * object, allocating what needs to be allocated. Basically, any
476 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
477 * if the first object is freed, the pointers in the new object
478 * will point at garbage.
479 */
480void
481object::copy_to (object *dst)
482{ 478{
483 bool is_freed = QUERY_FLAG (dst, FLAG_FREED); 479 bool is_freed = flag [FLAG_FREED];
484 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED); 480 bool is_removed = flag [FLAG_REMOVED];
485 481
486 *(object_copy *)dst = *this; 482 *(object_copy *)this = src;
487 483
488 if (self || cb) 484 flag [FLAG_FREED] = is_freed;
489 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (dst)); 485 flag [FLAG_REMOVED] = is_removed;
490
491 if (is_freed)
492 SET_FLAG (dst, FLAG_FREED);
493
494 if (is_removed)
495 SET_FLAG (dst, FLAG_REMOVED);
496
497 if (speed < 0)
498 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
499 486
500 /* Copy over key_values, if any. */ 487 /* Copy over key_values, if any. */
501 if (key_values) 488 if (src.key_values)
502 { 489 {
503 key_value *tail = 0; 490 key_value *tail = 0;
504 key_value *i;
505
506 dst->key_values = 0; 491 key_values = 0;
507 492
508 for (i = key_values; i; i = i->next) 493 for (key_value *i = src.key_values; i; i = i->next)
509 { 494 {
510 key_value *new_link = new key_value; 495 key_value *new_link = new key_value;
511 496
512 new_link->next = 0; 497 new_link->next = 0;
513 new_link->key = i->key; 498 new_link->key = i->key;
514 new_link->value = i->value; 499 new_link->value = i->value;
515 500
516 /* Try and be clever here, too. */ 501 /* Try and be clever here, too. */
517 if (!dst->key_values) 502 if (!key_values)
518 { 503 {
519 dst->key_values = new_link; 504 key_values = new_link;
520 tail = new_link; 505 tail = new_link;
521 } 506 }
522 else 507 else
523 { 508 {
524 tail->next = new_link; 509 tail->next = new_link;
525 tail = new_link; 510 tail = new_link;
526 } 511 }
527 } 512 }
528 } 513 }
514}
529 515
530 update_ob_speed (dst); 516/*
517 * copy_to first frees everything allocated by the dst object,
518 * and then copies the contents of itself into the second
519 * object, allocating what needs to be allocated. Basically, any
520 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
521 * if the first object is freed, the pointers in the new object
522 * will point at garbage.
523 */
524void
525object::copy_to (object *dst)
526{
527 *dst = *this;
528
529 if (speed < 0)
530 dst->speed_left = speed_left - rndm ();
531
532 dst->set_speed (dst->speed);
533}
534
535void
536object::instantiate ()
537{
538 if (!uuid.seq) // HACK
539 uuid = gen_uuid ();
540
541 speed_left = -0.1f;
542 /* copy the body_info to the body_used - this is only really
543 * need for monsters, but doesn't hurt to do it for everything.
544 * by doing so, when a monster is created, it has good starting
545 * values for the body_used info, so when items are created
546 * for it, they can be properly equipped.
547 */
548 memcpy (body_used, body_info, sizeof (body_used));
549
550 attachable::instantiate ();
531} 551}
532 552
533object * 553object *
534object::clone () 554object::clone ()
535{ 555{
541/* 561/*
542 * If an object with the IS_TURNABLE() flag needs to be turned due 562 * If an object with the IS_TURNABLE() flag needs to be turned due
543 * to the closest player being on the other side, this function can 563 * to the closest player being on the other side, this function can
544 * be called to update the face variable, _and_ how it looks on the map. 564 * be called to update the face variable, _and_ how it looks on the map.
545 */ 565 */
546
547void 566void
548update_turn_face (object *op) 567update_turn_face (object *op)
549{ 568{
550 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 569 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
551 return; 570 return;
571
552 SET_ANIMATION (op, op->direction); 572 SET_ANIMATION (op, op->direction);
553 update_object (op, UP_OBJ_FACE); 573 update_object (op, UP_OBJ_FACE);
554} 574}
555 575
556/* 576/*
557 * Updates the speed of an object. If the speed changes from 0 to another 577 * Updates the speed of an object. If the speed changes from 0 to another
558 * value, or vice versa, then add/remove the object from the active list. 578 * value, or vice versa, then add/remove the object from the active list.
559 * This function needs to be called whenever the speed of an object changes. 579 * This function needs to be called whenever the speed of an object changes.
560 */ 580 */
561void 581void
562update_ob_speed (object *op) 582object::set_speed (float speed)
563{ 583{
564 extern int arch_init; 584 if (flag [FLAG_FREED] && speed)
565
566 /* No reason putting the archetypes objects on the speed list,
567 * since they never really need to be updated.
568 */
569
570 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
571 { 585 {
572 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 586 LOG (llevError, "Object %s is freed but has speed.\n", &name);
573#ifdef MANY_CORES
574 abort ();
575#else
576 op->speed = 0; 587 speed = 0;
577#endif
578 }
579
580 if (arch_init)
581 return;
582
583 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
584 { 588 }
585 /* If already on active list, don't do anything */
586 if (op->active_next || op->active_prev || op == active_objects)
587 return;
588 589
589 /* process_events() expects us to insert the object at the beginning 590 this->speed = speed;
590 * of the list. */
591 op->active_next = active_objects;
592 591
593 if (op->active_next != NULL) 592 if (has_active_speed ())
594 op->active_next->active_prev = op; 593 activate ();
595
596 active_objects = op;
597 }
598 else 594 else
599 { 595 deactivate ();
600 /* If not on the active list, nothing needs to be done */
601 if (!op->active_next && !op->active_prev && op != active_objects)
602 return;
603
604 if (op->active_prev == NULL)
605 {
606 active_objects = op->active_next;
607
608 if (op->active_next != NULL)
609 op->active_next->active_prev = NULL;
610 }
611 else
612 {
613 op->active_prev->active_next = op->active_next;
614
615 if (op->active_next)
616 op->active_next->active_prev = op->active_prev;
617 }
618
619 op->active_next = NULL;
620 op->active_prev = NULL;
621 }
622}
623
624/* This function removes object 'op' from the list of active
625 * objects.
626 * This should only be used for style maps or other such
627 * reference maps where you don't want an object that isn't
628 * in play chewing up cpu time getting processed.
629 * The reverse of this is to call update_ob_speed, which
630 * will do the right thing based on the speed of the object.
631 */
632void
633remove_from_active_list (object *op)
634{
635 /* If not on the active list, nothing needs to be done */
636 if (!op->active_next && !op->active_prev && op != active_objects)
637 return;
638
639 if (op->active_prev == NULL)
640 {
641 active_objects = op->active_next;
642 if (op->active_next != NULL)
643 op->active_next->active_prev = NULL;
644 }
645 else
646 {
647 op->active_prev->active_next = op->active_next;
648 if (op->active_next)
649 op->active_next->active_prev = op->active_prev;
650 }
651 op->active_next = NULL;
652 op->active_prev = NULL;
653} 596}
654 597
655/* 598/*
656 * update_object() updates the the map. 599 * update_object() updates the the map.
657 * It takes into account invisible objects (and represent squares covered 600 * It takes into account invisible objects (and represent squares covered
670 * UP_OBJ_FACE: only the objects face has changed. 613 * UP_OBJ_FACE: only the objects face has changed.
671 */ 614 */
672void 615void
673update_object (object *op, int action) 616update_object (object *op, int action)
674{ 617{
675 MoveType move_on, move_off, move_block, move_slow;
676
677 if (op == NULL) 618 if (op == NULL)
678 { 619 {
679 /* this should never happen */ 620 /* this should never happen */
680 LOG (llevDebug, "update_object() called for NULL object.\n"); 621 LOG (llevDebug, "update_object() called for NULL object.\n");
681 return; 622 return;
694 */ 635 */
695 if (!op->map || op->map->in_memory == MAP_SAVING) 636 if (!op->map || op->map->in_memory == MAP_SAVING)
696 return; 637 return;
697 638
698 /* make sure the object is within map boundaries */ 639 /* make sure the object is within map boundaries */
699 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map)) 640 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
700 { 641 {
701 LOG (llevError, "update_object() called for object out of map!\n"); 642 LOG (llevError, "update_object() called for object out of map!\n");
702#ifdef MANY_CORES 643#ifdef MANY_CORES
703 abort (); 644 abort ();
704#endif 645#endif
705 return; 646 return;
706 } 647 }
707 648
708 mapspace &m = op->ms (); 649 mapspace &m = op->ms ();
709 650
710 if (m.flags_ & P_NEED_UPDATE) 651 if (!(m.flags_ & P_UPTODATE))
711 /* nop */; 652 /* nop */;
712 else if (action == UP_OBJ_INSERT) 653 else if (action == UP_OBJ_INSERT)
713 { 654 {
714 // this is likely overkill, TODO: revisit (schmorp) 655 // this is likely overkill, TODO: revisit (schmorp)
715 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 656 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
724 /* This isn't perfect, but I don't expect a lot of objects to 665 /* This isn't perfect, but I don't expect a lot of objects to
725 * to have move_allow right now. 666 * to have move_allow right now.
726 */ 667 */
727 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 668 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
728 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 669 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
729 m.flags_ = P_NEED_UPDATE; 670 m.flags_ = 0;
730 } 671 }
731 /* if the object is being removed, we can't make intelligent 672 /* if the object is being removed, we can't make intelligent
732 * decisions, because remove_ob can't really pass the object 673 * decisions, because remove_ob can't really pass the object
733 * that is being removed. 674 * that is being removed.
734 */ 675 */
735 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 676 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
736 m.flags_ = P_NEED_UPDATE; 677 m.flags_ = 0;
737 else if (action == UP_OBJ_FACE) 678 else if (action == UP_OBJ_FACE)
738 /* Nothing to do for that case */ ; 679 /* Nothing to do for that case */ ;
739 else 680 else
740 LOG (llevError, "update_object called with invalid action: %d\n", action); 681 LOG (llevError, "update_object called with invalid action: %d\n", action);
741 682
742 if (op->more) 683 if (op->more)
743 update_object (op->more, action); 684 update_object (op->more, action);
744} 685}
745 686
746object::vector object::mortals;
747object::vector object::objects; // not yet used
748object *object::first;
749
750void object::free_mortals ()
751{
752 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
753 if ((*i)->refcnt)
754 ++i; // further delay freeing
755 else
756 {
757 delete *i;
758 mortals.erase (i);
759 }
760}
761
762object::object () 687object::object ()
763{ 688{
764 SET_FLAG (this, FLAG_REMOVED); 689 SET_FLAG (this, FLAG_REMOVED);
765 690
766 expmul = 1.0; 691 expmul = 1.0;
767 face = blank_face; 692 face = blank_face;
768} 693}
769 694
770object::~object () 695object::~object ()
771{ 696{
697 unlink ();
698
772 free_key_values (this); 699 free_key_values (this);
773} 700}
774 701
702static int object_count;
703
775void object::link () 704void object::link ()
776{ 705{
777 count = ++ob_count; 706 assert (!index);//D
778 uuid = gen_uuid (); 707 uuid = gen_uuid ();
708 count = ++object_count;
779 709
780 prev = 0; 710 refcnt_inc ();
781 next = object::first; 711 objects.insert (this);
782
783 if (object::first)
784 object::first->prev = this;
785
786 object::first = this;
787} 712}
788 713
789void object::unlink () 714void object::unlink ()
790{ 715{
791 if (this == object::first) 716 if (!index)
792 object::first = next; 717 return;
793 718
794 /* Remove this object from the list of used objects */ 719 objects.erase (this);
795 if (prev) prev->next = next; 720 refcnt_dec ();
796 if (next) next->prev = prev; 721}
797 722
798 prev = 0; 723void
799 next = 0; 724object::activate ()
725{
726 /* If already on active list, don't do anything */
727 if (active)
728 return;
729
730 if (has_active_speed ())
731 actives.insert (this);
732}
733
734void
735object::activate_recursive ()
736{
737 activate ();
738
739 for (object *op = inv; op; op = op->below)
740 op->activate_recursive ();
741}
742
743/* This function removes object 'op' from the list of active
744 * objects.
745 * This should only be used for style maps or other such
746 * reference maps where you don't want an object that isn't
747 * in play chewing up cpu time getting processed.
748 * The reverse of this is to call update_ob_speed, which
749 * will do the right thing based on the speed of the object.
750 */
751void
752object::deactivate ()
753{
754 /* If not on the active list, nothing needs to be done */
755 if (!active)
756 return;
757
758 actives.erase (this);
759}
760
761void
762object::deactivate_recursive ()
763{
764 for (object *op = inv; op; op = op->below)
765 op->deactivate_recursive ();
766
767 deactivate ();
768}
769
770void
771object::set_flag_inv (int flag, int value)
772{
773 for (object *op = inv; op; op = op->below)
774 {
775 op->flag [flag] = value;
776 op->set_flag_inv (flag, value);
777 }
778}
779
780/*
781 * Remove and free all objects in the inventory of the given object.
782 * object.c ?
783 */
784void
785object::destroy_inv (bool drop_to_ground)
786{
787 // need to check first, because the checks below might segfault
788 // as we might be on an invalid mapspace and crossfire code
789 // is too buggy to ensure that the inventory is empty.
790 // corollary: if you create arrows etc. with stuff in tis inventory,
791 // cf will crash below with off-map x and y
792 if (!inv)
793 return;
794
795 /* Only if the space blocks everything do we not process -
796 * if some form of movement is allowed, let objects
797 * drop on that space.
798 */
799 if (!drop_to_ground
800 || !map
801 || map->in_memory != MAP_IN_MEMORY
802 || map->nodrop
803 || ms ().move_block == MOVE_ALL)
804 {
805 while (inv)
806 {
807 inv->destroy_inv (drop_to_ground);
808 inv->destroy ();
809 }
810 }
811 else
812 { /* Put objects in inventory onto this space */
813 while (inv)
814 {
815 object *op = inv;
816
817 if (op->flag [FLAG_STARTEQUIP]
818 || op->flag [FLAG_NO_DROP]
819 || op->type == RUNE
820 || op->type == TRAP
821 || op->flag [FLAG_IS_A_TEMPLATE]
822 || op->flag [FLAG_DESTROY_ON_DEATH])
823 op->destroy ();
824 else
825 map->insert (op, x, y);
826 }
827 }
800} 828}
801 829
802object *object::create () 830object *object::create ()
803{ 831{
804 object *op = new object; 832 object *op = new object;
805 op->link (); 833 op->link ();
806 return op; 834 return op;
807} 835}
808 836
809/* 837void
810 * free_object() frees everything allocated by an object, removes 838object::do_destroy ()
811 * it from the list of used objects, and puts it on the list of
812 * free objects. The IS_FREED() flag is set in the object.
813 * The object must have been removed by remove_ob() first for
814 * this function to succeed.
815 *
816 * If destroy_inventory is set, free inventory as well. Else drop items in
817 * inventory to the ground.
818 */
819void object::destroy (bool destroy_inventory)
820{ 839{
821 if (QUERY_FLAG (this, FLAG_FREED)) 840 attachable::do_destroy ();
822 return;
823 841
824 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 842 if (flag [FLAG_IS_LINKED])
843 remove_button_link (this);
844
845 if (flag [FLAG_FRIENDLY])
825 remove_friendly_object (this); 846 remove_friendly_object (this);
826 847
827 if (!QUERY_FLAG (this, FLAG_REMOVED)) 848 if (!flag [FLAG_REMOVED])
828 remove (); 849 remove ();
829 850
830 SET_FLAG (this, FLAG_FREED); 851 destroy_inv (true);
831 852
832 if (more) 853 deactivate ();
833 { 854 unlink ();
834 more->destroy (destroy_inventory);
835 more = 0;
836 }
837 855
838 if (inv) 856 flag [FLAG_FREED] = 1;
839 {
840 /* Only if the space blocks everything do we not process -
841 * if some form of movement is allowed, let objects
842 * drop on that space.
843 */
844 if (destroy_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
845 {
846 object *op = inv;
847
848 while (op)
849 {
850 object *tmp = op->below;
851 op->destroy (destroy_inventory);
852 op = tmp;
853 }
854 }
855 else
856 { /* Put objects in inventory onto this space */
857 object *op = inv;
858
859 while (op)
860 {
861 object *tmp = op->below;
862
863 op->remove ();
864
865 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
866 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
867 op->destroy ();
868 else
869 {
870 op->x = x;
871 op->y = y;
872 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
873 }
874
875 op = tmp;
876 }
877 }
878 }
879 857
880 // hack to ensure that freed objects still have a valid map 858 // hack to ensure that freed objects still have a valid map
881 { 859 {
882 static maptile *freed_map; // freed objects are moved here to avoid crashes 860 static maptile *freed_map; // freed objects are moved here to avoid crashes
883 861
887 865
888 freed_map->name = "/internal/freed_objects_map"; 866 freed_map->name = "/internal/freed_objects_map";
889 freed_map->width = 3; 867 freed_map->width = 3;
890 freed_map->height = 3; 868 freed_map->height = 3;
891 869
892 freed_map->allocate (); 870 freed_map->alloc ();
871 freed_map->in_memory = MAP_IN_MEMORY;
893 } 872 }
894 873
895 map = freed_map; 874 map = freed_map;
896 x = 1; 875 x = 1;
897 y = 1; 876 y = 1;
898 } 877 }
899 878
879 head = 0;
880
881 if (more)
882 {
883 more->destroy ();
884 more = 0;
885 }
886
900 // clear those pointers that likely might have circular references to us 887 // clear those pointers that likely might have circular references to us
901 owner = 0; 888 owner = 0;
902 enemy = 0; 889 enemy = 0;
903 attacked_by = 0; 890 attacked_by = 0;
891}
904 892
905 // only relevant for players(?), but make sure of it anyways 893void
906 contr = 0; 894object::destroy (bool destroy_inventory)
895{
896 if (destroyed ())
897 return;
907 898
908 /* Remove object from the active list */ 899 if (destroy_inventory)
909 speed = 0; 900 destroy_inv (false);
910 update_ob_speed (this);
911 901
912 unlink (); 902 attachable::destroy ();
913
914 mortals.push_back (this);
915} 903}
916 904
917/* 905/*
918 * sub_weight() recursively (outwards) subtracts a number from the 906 * sub_weight() recursively (outwards) subtracts a number from the
919 * weight of an object (and what is carried by it's environment(s)). 907 * weight of an object (and what is carried by it's environment(s)).
935 * This function removes the object op from the linked list of objects 923 * This function removes the object op from the linked list of objects
936 * which it is currently tied to. When this function is done, the 924 * which it is currently tied to. When this function is done, the
937 * object will have no environment. If the object previously had an 925 * object will have no environment. If the object previously had an
938 * environment, the x and y coordinates will be updated to 926 * environment, the x and y coordinates will be updated to
939 * the previous environment. 927 * the previous environment.
940 * Beware: This function is called from the editor as well!
941 */ 928 */
942void 929void
943object::remove () 930object::do_remove ()
944{ 931{
945 object *tmp, *last = 0; 932 object *tmp, *last = 0;
946 object *otmp; 933 object *otmp;
947 934
948 int check_walk_off;
949
950 if (QUERY_FLAG (this, FLAG_REMOVED)) 935 if (QUERY_FLAG (this, FLAG_REMOVED))
951 return; 936 return;
952 937
953 SET_FLAG (this, FLAG_REMOVED); 938 SET_FLAG (this, FLAG_REMOVED);
939 INVOKE_OBJECT (REMOVE, this);
954 940
955 if (more) 941 if (more)
956 more->remove (); 942 more->remove ();
957 943
958 /* 944 /*
971 * to save cpu time. 957 * to save cpu time.
972 */ 958 */
973 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 959 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
974 otmp->update_stats (); 960 otmp->update_stats ();
975 961
976 if (above != NULL) 962 if (above)
977 above->below = below; 963 above->below = below;
978 else 964 else
979 env->inv = below; 965 env->inv = below;
980 966
981 if (below != NULL) 967 if (below)
982 below->above = above; 968 below->above = above;
983 969
984 /* we set up values so that it could be inserted into 970 /* we set up values so that it could be inserted into
985 * the map, but we don't actually do that - it is up 971 * the map, but we don't actually do that - it is up
986 * to the caller to decide what we want to do. 972 * to the caller to decide what we want to do.
990 above = 0, below = 0; 976 above = 0, below = 0;
991 env = 0; 977 env = 0;
992 } 978 }
993 else if (map) 979 else if (map)
994 { 980 {
995 /* Re did the following section of code - it looks like it had 981 if (type == PLAYER)
996 * lots of logic for things we no longer care about
997 */ 982 {
983 // leaving a spot always closes any open container on the ground
984 if (container && !container->env)
985 // this causes spurious floorbox updates, but it ensures
986 // that the CLOSE event is being sent.
987 close_container ();
988
989 --map->players;
990 map->touch ();
991 }
992
993 map->dirty = true;
994 mapspace &ms = this->ms ();
998 995
999 /* link the object above us */ 996 /* link the object above us */
1000 if (above) 997 if (above)
1001 above->below = below; 998 above->below = below;
1002 else 999 else
1003 map->at (x, y).top = below; /* we were top, set new top */ 1000 ms.top = below; /* we were top, set new top */
1004 1001
1005 /* Relink the object below us, if there is one */ 1002 /* Relink the object below us, if there is one */
1006 if (below) 1003 if (below)
1007 below->above = above; 1004 below->above = above;
1008 else 1005 else
1010 /* Nothing below, which means we need to relink map object for this space 1007 /* Nothing below, which means we need to relink map object for this space
1011 * use translated coordinates in case some oddness with map tiling is 1008 * use translated coordinates in case some oddness with map tiling is
1012 * evident 1009 * evident
1013 */ 1010 */
1014 if (GET_MAP_OB (map, x, y) != this) 1011 if (GET_MAP_OB (map, x, y) != this)
1015 {
1016 char *dump = dump_object (this);
1017 LOG (llevError,
1018 "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); 1012 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 ());
1019 free (dump);
1020 dump = dump_object (GET_MAP_OB (map, x, y));
1021 LOG (llevError, "%s\n", dump);
1022 free (dump);
1023 }
1024 1013
1025 map->at (x, y).bottom = above; /* goes on above it. */ 1014 ms.bot = above; /* goes on above it. */
1026 } 1015 }
1027 1016
1028 above = 0; 1017 above = 0;
1029 below = 0; 1018 below = 0;
1030 1019
1031 if (map->in_memory == MAP_SAVING) 1020 if (map->in_memory == MAP_SAVING)
1032 return; 1021 return;
1033 1022
1034 check_walk_off = !QUERY_FLAG (this, FLAG_NO_APPLY); 1023 int check_walk_off = !flag [FLAG_NO_APPLY];
1035 1024
1036 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) 1025 for (tmp = ms.bot; tmp; tmp = tmp->above)
1037 { 1026 {
1038 /* No point updating the players look faces if he is the object 1027 /* No point updating the players look faces if he is the object
1039 * being removed. 1028 * being removed.
1040 */ 1029 */
1041 1030
1045 * removed (most likely destroyed), update the player view 1034 * removed (most likely destroyed), update the player view
1046 * appropriately. 1035 * appropriately.
1047 */ 1036 */
1048 if (tmp->container == this) 1037 if (tmp->container == this)
1049 { 1038 {
1050 CLEAR_FLAG (this, FLAG_APPLIED); 1039 flag [FLAG_APPLIED] = 0;
1051 tmp->container = 0; 1040 tmp->container = 0;
1052 } 1041 }
1053 1042
1043 if (tmp->contr->ns)
1054 tmp->contr->ns->floorbox_update (); 1044 tmp->contr->ns->floorbox_update ();
1055 } 1045 }
1056 1046
1057 /* See if player moving off should effect something */ 1047 /* See if object moving off should effect something */
1058 if (check_walk_off 1048 if (check_walk_off
1059 && ((move_type & tmp->move_off) 1049 && ((move_type & tmp->move_off)
1060 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1050 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1061 { 1051 {
1062 move_apply (tmp, this, 0); 1052 move_apply (tmp, this, 0);
1064 if (destroyed ()) 1054 if (destroyed ())
1065 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1055 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1066 } 1056 }
1067 1057
1068 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1058 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1069 1059 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1070 if (tmp->above == tmp) 1060 if (tmp->above == tmp)
1071 tmp->above = 0; 1061 tmp->above = 0;
1072 1062
1073 last = tmp; 1063 last = tmp;
1074 } 1064 }
1075 1065
1076 /* last == NULL of there are no objects on this space */ 1066 /* last == NULL if there are no objects on this space */
1067 //TODO: this makes little sense, why only update the topmost object?
1077 if (!last) 1068 if (!last)
1078 map->at (x, y).flags_ = P_NEED_UPDATE; 1069 map->at (x, y).flags_ = 0;
1079 else 1070 else
1080 update_object (last, UP_OBJ_REMOVE); 1071 update_object (last, UP_OBJ_REMOVE);
1081 1072
1082 if (QUERY_FLAG (this, FLAG_BLOCKSVIEW) || glow_radius) 1073 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1083 update_all_los (map, x, y); 1074 update_all_los (map, x, y);
1084 } 1075 }
1085} 1076}
1086 1077
1087/* 1078/*
1096merge_ob (object *op, object *top) 1087merge_ob (object *op, object *top)
1097{ 1088{
1098 if (!op->nrof) 1089 if (!op->nrof)
1099 return 0; 1090 return 0;
1100 1091
1101 if (top == NULL) 1092 if (top)
1102 for (top = op; top != NULL && top->above != NULL; top = top->above); 1093 for (top = op; top && top->above; top = top->above)
1094 ;
1103 1095
1104 for (; top != NULL; top = top->below) 1096 for (; top; top = top->below)
1105 { 1097 {
1106 if (top == op) 1098 if (top == op)
1107 continue; 1099 continue;
1108 1100
1109 if (object::can_merge (op, top)) 1101 if (object::can_merge (op, top))
1118 } 1110 }
1119 1111
1120 return 0; 1112 return 0;
1121} 1113}
1122 1114
1115void
1116object::expand_tail ()
1117{
1118 if (more)
1119 return;
1120
1121 object *prev = this;
1122
1123 for (archetype *at = arch->more; at; at = at->more)
1124 {
1125 object *op = arch_to_object (at);
1126
1127 op->name = name;
1128 op->name_pl = name_pl;
1129 op->title = title;
1130
1131 op->head = this;
1132 prev->more = op;
1133
1134 prev = op;
1135 }
1136}
1137
1123/* 1138/*
1124 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1139 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1125 * job preparing multi-part monsters 1140 * job preparing multi-part monsters.
1126 */ 1141 */
1127object * 1142object *
1128insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1143insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1129{ 1144{
1130 object *tmp;
1131
1132 if (op->head)
1133 op = op->head;
1134
1135 for (tmp = op; tmp; tmp = tmp->more) 1145 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1136 { 1146 {
1137 tmp->x = x + tmp->arch->clone.x; 1147 tmp->x = x + tmp->arch->clone.x;
1138 tmp->y = y + tmp->arch->clone.y; 1148 tmp->y = y + tmp->arch->clone.y;
1139 } 1149 }
1140 1150
1159 * Return value: 1169 * Return value:
1160 * new object if 'op' was merged with other object 1170 * new object if 'op' was merged with other object
1161 * NULL if 'op' was destroyed 1171 * NULL if 'op' was destroyed
1162 * just 'op' otherwise 1172 * just 'op' otherwise
1163 */ 1173 */
1164
1165object * 1174object *
1166insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1175insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1167{ 1176{
1177 assert (!op->flag [FLAG_FREED]);
1178
1168 object *tmp, *top, *floor = NULL; 1179 object *tmp, *top, *floor = NULL;
1169 sint16 x, y;
1170 1180
1171 if (QUERY_FLAG (op, FLAG_FREED)) 1181 op->remove ();
1172 {
1173 LOG (llevError, "Trying to insert freed object!\n");
1174 return NULL;
1175 }
1176 1182
1177 if (m == NULL) 1183#if 0
1178 { 1184 if (!m->active != !op->active)
1179 char *dump = dump_object (op); 1185 if (m->active)
1180 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump); 1186 op->activate_recursive ();
1181 free (dump); 1187 else
1182 return op; 1188 op->deactivate_recursive ();
1183 } 1189#endif
1184 1190
1185 if (out_of_map (m, op->x, op->y)) 1191 if (out_of_map (m, op->x, op->y))
1186 { 1192 {
1187 char *dump = dump_object (op);
1188 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump); 1193 LOG (llevError, "Trying to insert object outside the map.\n%s\n", op->debug_desc ());
1189#ifdef MANY_CORES 1194#ifdef MANY_CORES
1190 /* Better to catch this here, as otherwise the next use of this object 1195 /* Better to catch this here, as otherwise the next use of this object
1191 * is likely to cause a crash. Better to find out where it is getting 1196 * is likely to cause a crash. Better to find out where it is getting
1192 * improperly inserted. 1197 * improperly inserted.
1193 */ 1198 */
1194 abort (); 1199 abort ();
1195#endif 1200#endif
1196 free (dump);
1197 return op; 1201 return op;
1198 } 1202 }
1199 1203
1200 if (!QUERY_FLAG (op, FLAG_REMOVED))
1201 {
1202 char *dump = dump_object (op);
1203 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1204 free (dump);
1205 return op;
1206 }
1207
1208 if (op->more != NULL)
1209 {
1210 /* The part may be on a different map. */
1211
1212 object *more = op->more; 1204 if (object *more = op->more)
1213 1205 {
1214 /* We really need the caller to normalize coordinates - if
1215 * we set the map, that doesn't work if the location is within
1216 * a map and this is straddling an edge. So only if coordinate
1217 * is clear wrong do we normalize it.
1218 */
1219 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1220 more->map = get_map_from_coord (m, &more->x, &more->y);
1221 else if (!more->map)
1222 {
1223 /* For backwards compatibility - when not dealing with tiled maps,
1224 * more->map should always point to the parent.
1225 */
1226 more->map = m;
1227 }
1228
1229 if (insert_ob_in_map (more, more->map, originator, flag) == NULL) 1206 if (!insert_ob_in_map (more, m, originator, flag))
1230 { 1207 {
1231 if (!op->head) 1208 if (!op->head)
1232 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1209 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1233 1210
1234 return NULL; 1211 return 0;
1235 } 1212 }
1236 } 1213 }
1237 1214
1238 CLEAR_FLAG (op, FLAG_REMOVED); 1215 CLEAR_FLAG (op, FLAG_REMOVED);
1239 1216
1240 /* Ideally, the caller figures this out. However, it complicates a lot 1217 /* Ideally, the caller figures this out. However, it complicates a lot
1241 * of areas of callers (eg, anything that uses find_free_spot would now 1218 * of areas of callers (eg, anything that uses find_free_spot would now
1242 * need extra work 1219 * need extra work
1243 */ 1220 */
1244 op->map = get_map_from_coord (m, &op->x, &op->y); 1221 if (!xy_normalise (m, op->x, op->y))
1245 x = op->x; 1222 return 0;
1246 y = op->y; 1223
1224 op->map = m;
1225 mapspace &ms = op->ms ();
1247 1226
1248 /* this has to be done after we translate the coordinates. 1227 /* this has to be done after we translate the coordinates.
1249 */ 1228 */
1250 if (op->nrof && !(flag & INS_NO_MERGE)) 1229 if (op->nrof && !(flag & INS_NO_MERGE))
1251 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1230 for (tmp = ms.bot; tmp; tmp = tmp->above)
1252 if (object::can_merge (op, tmp)) 1231 if (object::can_merge (op, tmp))
1253 { 1232 {
1254 op->nrof += tmp->nrof; 1233 op->nrof += tmp->nrof;
1255 tmp->destroy (); 1234 tmp->destroy ();
1256 } 1235 }
1273 op->below = originator->below; 1252 op->below = originator->below;
1274 1253
1275 if (op->below) 1254 if (op->below)
1276 op->below->above = op; 1255 op->below->above = op;
1277 else 1256 else
1278 op->ms ().bottom = op; 1257 ms.bot = op;
1279 1258
1280 /* since *below* originator, no need to update top */ 1259 /* since *below* originator, no need to update top */
1281 originator->below = op; 1260 originator->below = op;
1282 } 1261 }
1283 else 1262 else
1284 { 1263 {
1264 top = ms.bot;
1265
1285 /* If there are other objects, then */ 1266 /* If there are other objects, then */
1286 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1267 if ((!(flag & INS_MAP_LOAD)) && top)
1287 { 1268 {
1288 object *last = NULL; 1269 object *last = 0;
1289 1270
1290 /* 1271 /*
1291 * If there are multiple objects on this space, we do some trickier handling. 1272 * If there are multiple objects on this space, we do some trickier handling.
1292 * We've already dealt with merging if appropriate. 1273 * We've already dealt with merging if appropriate.
1293 * Generally, we want to put the new object on top. But if 1274 * Generally, we want to put the new object on top. But if
1297 * once we get to them. This reduces the need to traverse over all of 1278 * once we get to them. This reduces the need to traverse over all of
1298 * them when adding another one - this saves quite a bit of cpu time 1279 * them when adding another one - this saves quite a bit of cpu time
1299 * when lots of spells are cast in one area. Currently, it is presumed 1280 * when lots of spells are cast in one area. Currently, it is presumed
1300 * that flying non pickable objects are spell objects. 1281 * that flying non pickable objects are spell objects.
1301 */ 1282 */
1302 1283 for (top = ms.bot; top; top = top->above)
1303 while (top != NULL)
1304 { 1284 {
1305 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1285 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1306 floor = top; 1286 floor = top;
1307 1287
1308 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1288 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1311 top = top->below; 1291 top = top->below;
1312 break; 1292 break;
1313 } 1293 }
1314 1294
1315 last = top; 1295 last = top;
1316 top = top->above;
1317 } 1296 }
1318 1297
1319 /* Don't want top to be NULL, so set it to the last valid object */ 1298 /* Don't want top to be NULL, so set it to the last valid object */
1320 top = last; 1299 top = last;
1321 1300
1323 * looks like instead of lots of conditions here. 1302 * looks like instead of lots of conditions here.
1324 * makes things faster, and effectively the same result. 1303 * makes things faster, and effectively the same result.
1325 */ 1304 */
1326 1305
1327 /* Have object 'fall below' other objects that block view. 1306 /* Have object 'fall below' other objects that block view.
1328 * Unless those objects are exits, type 66 1307 * Unless those objects are exits.
1329 * If INS_ON_TOP is used, don't do this processing 1308 * If INS_ON_TOP is used, don't do this processing
1330 * Need to find the object that in fact blocks view, otherwise 1309 * Need to find the object that in fact blocks view, otherwise
1331 * stacking is a bit odd. 1310 * stacking is a bit odd.
1332 */ 1311 */
1333 if (!(flag & INS_ON_TOP) && 1312 if (!(flag & INS_ON_TOP)
1334 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1313 && ms.flags () & P_BLOCKSVIEW
1314 && (op->face && !faces [op->face].visibility))
1335 { 1315 {
1336 for (last = top; last != floor; last = last->below) 1316 for (last = top; last != floor; last = last->below)
1337 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1317 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1338 break; 1318 break;
1319
1339 /* Check to see if we found the object that blocks view, 1320 /* Check to see if we found the object that blocks view,
1340 * and make sure we have a below pointer for it so that 1321 * and make sure we have a below pointer for it so that
1341 * we can get inserted below this one, which requires we 1322 * we can get inserted below this one, which requires we
1342 * set top to the object below us. 1323 * set top to the object below us.
1343 */ 1324 */
1345 top = last->below; 1326 top = last->below;
1346 } 1327 }
1347 } /* If objects on this space */ 1328 } /* If objects on this space */
1348 1329
1349 if (flag & INS_MAP_LOAD) 1330 if (flag & INS_MAP_LOAD)
1350 top = GET_MAP_TOP (op->map, op->x, op->y); 1331 top = ms.top;
1351 1332
1352 if (flag & INS_ABOVE_FLOOR_ONLY) 1333 if (flag & INS_ABOVE_FLOOR_ONLY)
1353 top = floor; 1334 top = floor;
1354 1335
1355 /* Top is the object that our object (op) is going to get inserted above. 1336 /* Top is the object that our object (op) is going to get inserted above.
1356 */ 1337 */
1357 1338
1358 /* First object on this space */ 1339 /* First object on this space */
1359 if (!top) 1340 if (!top)
1360 { 1341 {
1361 op->above = GET_MAP_OB (op->map, op->x, op->y); 1342 op->above = ms.bot;
1362 1343
1363 if (op->above) 1344 if (op->above)
1364 op->above->below = op; 1345 op->above->below = op;
1365 1346
1366 op->below = NULL; 1347 op->below = 0;
1367 op->ms ().bottom = op; 1348 ms.bot = op;
1368 } 1349 }
1369 else 1350 else
1370 { /* get inserted into the stack above top */ 1351 { /* get inserted into the stack above top */
1371 op->above = top->above; 1352 op->above = top->above;
1372 1353
1375 1356
1376 op->below = top; 1357 op->below = top;
1377 top->above = op; 1358 top->above = op;
1378 } 1359 }
1379 1360
1380 if (op->above == NULL) 1361 if (!op->above)
1381 op->ms ().top = op; 1362 ms.top = op;
1382 } /* else not INS_BELOW_ORIGINATOR */ 1363 } /* else not INS_BELOW_ORIGINATOR */
1383 1364
1384 if (op->type == PLAYER) 1365 if (op->type == PLAYER)
1366 {
1385 op->contr->do_los = 1; 1367 op->contr->do_los = 1;
1368 ++op->map->players;
1369 op->map->touch ();
1370 }
1371
1372 op->map->dirty = true;
1386 1373
1387 /* If we have a floor, we know the player, if any, will be above 1374 /* If we have a floor, we know the player, if any, will be above
1388 * it, so save a few ticks and start from there. 1375 * it, so save a few ticks and start from there.
1389 */ 1376 */
1390 if (!(flag & INS_MAP_LOAD)) 1377 if (!(flag & INS_MAP_LOAD))
1391 if (object *pl = op->ms ().player ()) 1378 if (object *pl = ms.player ())
1379 if (pl->contr->ns)
1392 pl->contr->ns->floorbox_update (); 1380 pl->contr->ns->floorbox_update ();
1393 1381
1394 /* If this object glows, it may affect lighting conditions that are 1382 /* If this object glows, it may affect lighting conditions that are
1395 * visible to others on this map. But update_all_los is really 1383 * 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 1384 * 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 1385 * on the map will get recalculated. The players could very well
1398 * be far away from this change and not affected in any way - 1386 * be far away from this change and not affected in any way -
1399 * this should get redone to only look for players within range, 1387 * this should get redone to only look for players within range,
1400 * or just updating the P_NEED_UPDATE for spaces within this area 1388 * or just updating the P_UPTODATE for spaces within this area
1401 * of effect may be sufficient. 1389 * of effect may be sufficient.
1402 */ 1390 */
1403 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1391 if (op->map->darkness && (op->glow_radius != 0))
1404 update_all_los (op->map, op->x, op->y); 1392 update_all_los (op->map, op->x, op->y);
1405 1393
1406 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1394 /* updates flags (blocked, alive, no magic, etc) for this map space */
1407 update_object (op, UP_OBJ_INSERT); 1395 update_object (op, UP_OBJ_INSERT);
1396
1397 INVOKE_OBJECT (INSERT, op);
1408 1398
1409 /* Don't know if moving this to the end will break anything. However, 1399 /* Don't know if moving this to the end will break anything. However,
1410 * we want to have floorbox_update called before calling this. 1400 * we want to have floorbox_update called before calling this.
1411 * 1401 *
1412 * check_move_on() must be after this because code called from 1402 * check_move_on() must be after this because code called from
1417 1407
1418 /* if this is not the head or flag has been passed, don't check walk on status */ 1408 /* if this is not the head or flag has been passed, don't check walk on status */
1419 if (!(flag & INS_NO_WALK_ON) && !op->head) 1409 if (!(flag & INS_NO_WALK_ON) && !op->head)
1420 { 1410 {
1421 if (check_move_on (op, originator)) 1411 if (check_move_on (op, originator))
1422 return NULL; 1412 return 0;
1423 1413
1424 /* If we are a multi part object, lets work our way through the check 1414 /* If we are a multi part object, lets work our way through the check
1425 * walk on's. 1415 * walk on's.
1426 */ 1416 */
1427 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1417 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1428 if (check_move_on (tmp, originator)) 1418 if (check_move_on (tmp, originator))
1429 return NULL; 1419 return 0;
1430 } 1420 }
1431 1421
1432 return op; 1422 return op;
1433} 1423}
1434 1424
1441{ 1431{
1442 object *tmp, *tmp1; 1432 object *tmp, *tmp1;
1443 1433
1444 /* first search for itself and remove any old instances */ 1434 /* first search for itself and remove any old instances */
1445 1435
1446 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1436 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1447 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1437 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1448 tmp->destroy (); 1438 tmp->destroy ();
1449 1439
1450 tmp1 = arch_to_object (archetype::find (arch_string)); 1440 tmp1 = arch_to_object (archetype::find (arch_string));
1451 1441
1452 tmp1->x = op->x; 1442 tmp1->x = op->x;
1453 tmp1->y = op->y; 1443 tmp1->y = op->y;
1454 insert_ob_in_map (tmp1, op->map, op, 0); 1444 insert_ob_in_map (tmp1, op->map, op, 0);
1445}
1446
1447object *
1448object::insert_at (object *where, object *originator, int flags)
1449{
1450 return where->map->insert (this, where->x, where->y, originator, flags);
1455} 1451}
1456 1452
1457/* 1453/*
1458 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1454 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1459 * is returned contains nr objects, and the remaining parts contains 1455 * is returned contains nr objects, and the remaining parts contains
1460 * the rest (or is removed and freed if that number is 0). 1456 * the rest (or is removed and freed if that number is 0).
1461 * On failure, NULL is returned, and the reason put into the 1457 * On failure, NULL is returned, and the reason put into the
1462 * global static errmsg array. 1458 * global static errmsg array.
1463 */ 1459 */
1464
1465object * 1460object *
1466get_split_ob (object *orig_ob, uint32 nr) 1461get_split_ob (object *orig_ob, uint32 nr)
1467{ 1462{
1468 object *newob; 1463 object *newob;
1469 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1464 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1500 * the amount of an object. If the amount reaches 0, the object 1495 * the amount of an object. If the amount reaches 0, the object
1501 * is subsequently removed and freed. 1496 * is subsequently removed and freed.
1502 * 1497 *
1503 * Return value: 'op' if something is left, NULL if the amount reached 0 1498 * Return value: 'op' if something is left, NULL if the amount reached 0
1504 */ 1499 */
1505
1506object * 1500object *
1507decrease_ob_nr (object *op, uint32 i) 1501decrease_ob_nr (object *op, uint32 i)
1508{ 1502{
1509 object *tmp; 1503 object *tmp;
1510 player *pl;
1511 1504
1512 if (i == 0) /* objects with op->nrof require this check */ 1505 if (i == 0) /* objects with op->nrof require this check */
1513 return op; 1506 return op;
1514 1507
1515 if (i > op->nrof) 1508 if (i > op->nrof)
1528 * IMO, searching through all the players will mostly 1521 * IMO, searching through all the players will mostly
1529 * likely be quicker than following op->env to the map, 1522 * likely be quicker than following op->env to the map,
1530 * and then searching the map for a player. 1523 * and then searching the map for a player.
1531 */ 1524 */
1532 if (!tmp) 1525 if (!tmp)
1533 { 1526 for_all_players (pl)
1534 for (pl = first_player; pl; pl = pl->next)
1535 if (pl->ob->container == op->env) 1527 if (pl->ob->container == op->env)
1536 { 1528 {
1537 tmp = pl->ob; 1529 tmp = pl->ob;
1538 break; 1530 break;
1539 } 1531 }
1540 }
1541 1532
1542 if (i < op->nrof) 1533 if (i < op->nrof)
1543 { 1534 {
1544 sub_weight (op->env, op->weight * i); 1535 sub_weight (op->env, op->weight * i);
1545 op->nrof -= i; 1536 op->nrof -= i;
1588 1579
1589/* 1580/*
1590 * add_weight(object, weight) adds the specified weight to an object, 1581 * add_weight(object, weight) adds the specified weight to an object,
1591 * and also updates how much the environment(s) is/are carrying. 1582 * and also updates how much the environment(s) is/are carrying.
1592 */ 1583 */
1593
1594void 1584void
1595add_weight (object *op, signed long weight) 1585add_weight (object *op, signed long weight)
1596{ 1586{
1597 while (op != NULL) 1587 while (op != NULL)
1598 { 1588 {
1630 * inside the object environment. 1620 * inside the object environment.
1631 * 1621 *
1632 * The function returns now pointer to inserted item, and return value can 1622 * The function returns now pointer to inserted item, and return value can
1633 * be != op, if items are merged. -Tero 1623 * be != op, if items are merged. -Tero
1634 */ 1624 */
1635
1636object * 1625object *
1637object::insert (object *op) 1626object::insert (object *op)
1638{ 1627{
1639 object *tmp, *otmp; 1628 object *tmp, *otmp;
1640 1629
1695 if ((op->glow_radius != 0) && map) 1684 if ((op->glow_radius != 0) && map)
1696 { 1685 {
1697#ifdef DEBUG_LIGHTS 1686#ifdef DEBUG_LIGHTS
1698 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1687 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1699#endif /* DEBUG_LIGHTS */ 1688#endif /* DEBUG_LIGHTS */
1700 if (MAP_DARKNESS (map)) 1689 if (map->darkness)
1701 update_all_los (map, x, y); 1690 update_all_los (map, x, y);
1702 } 1691 }
1703 1692
1704 /* Client has no idea of ordering so lets not bother ordering it here. 1693 /* Client has no idea of ordering so lets not bother ordering it here.
1705 * It sure simplifies this function... 1694 * It sure simplifies this function...
1710 { 1699 {
1711 op->below = inv; 1700 op->below = inv;
1712 op->below->above = op; 1701 op->below->above = op;
1713 inv = op; 1702 inv = op;
1714 } 1703 }
1704
1705 INVOKE_OBJECT (INSERT, this);
1715 1706
1716 return op; 1707 return op;
1717} 1708}
1718 1709
1719/* 1710/*
1734 * 1725 *
1735 * MSW 2001-07-08: Check all objects on space, not just those below 1726 * MSW 2001-07-08: Check all objects on space, not just those below
1736 * object being inserted. insert_ob_in_map may not put new objects 1727 * object being inserted. insert_ob_in_map may not put new objects
1737 * on top. 1728 * on top.
1738 */ 1729 */
1739
1740int 1730int
1741check_move_on (object *op, object *originator) 1731check_move_on (object *op, object *originator)
1742{ 1732{
1743 object *tmp; 1733 object *tmp;
1744 maptile *m = op->map; 1734 maptile *m = op->map;
1771 1761
1772 /* The objects have to be checked from top to bottom. 1762 /* The objects have to be checked from top to bottom.
1773 * Hence, we first go to the top: 1763 * Hence, we first go to the top:
1774 */ 1764 */
1775 1765
1776 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1766 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1777 { 1767 {
1778 /* Trim the search when we find the first other spell effect 1768 /* Trim the search when we find the first other spell effect
1779 * this helps performance so that if a space has 50 spell objects, 1769 * this helps performance so that if a space has 50 spell objects,
1780 * we don't need to check all of them. 1770 * we don't need to check all of them.
1781 */ 1771 */
1799 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1789 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1800 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1790 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1801 { 1791 {
1802 1792
1803 float 1793 float
1804 diff = tmp->move_slow_penalty * FABS (op->speed); 1794 diff = tmp->move_slow_penalty * fabs (op->speed);
1805 1795
1806 if (op->type == PLAYER) 1796 if (op->type == PLAYER)
1807 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1797 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1808 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1798 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1809 diff /= 4.0; 1799 diff /= 4.0;
1836/* 1826/*
1837 * present_arch(arch, map, x, y) searches for any objects with 1827 * present_arch(arch, map, x, y) searches for any objects with
1838 * a matching archetype at the given map and coordinates. 1828 * a matching archetype at the given map and coordinates.
1839 * The first matching object is returned, or NULL if none. 1829 * The first matching object is returned, or NULL if none.
1840 */ 1830 */
1841
1842object * 1831object *
1843present_arch (const archetype *at, maptile *m, int x, int y) 1832present_arch (const archetype *at, maptile *m, int x, int y)
1844{ 1833{
1845 object *
1846 tmp;
1847
1848 if (m == NULL || out_of_map (m, x, y)) 1834 if (!m || out_of_map (m, x, y))
1849 { 1835 {
1850 LOG (llevError, "Present_arch called outside map.\n"); 1836 LOG (llevError, "Present_arch called outside map.\n");
1851 return NULL; 1837 return NULL;
1852 } 1838 }
1853 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1839
1840 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1854 if (tmp->arch == at) 1841 if (tmp->arch == at)
1855 return tmp; 1842 return tmp;
1843
1856 return NULL; 1844 return NULL;
1857} 1845}
1858 1846
1859/* 1847/*
1860 * present(type, map, x, y) searches for any objects with 1848 * present(type, map, x, y) searches for any objects with
1861 * a matching type variable at the given map and coordinates. 1849 * a matching type variable at the given map and coordinates.
1862 * The first matching object is returned, or NULL if none. 1850 * The first matching object is returned, or NULL if none.
1863 */ 1851 */
1864
1865object * 1852object *
1866present (unsigned char type, maptile *m, int x, int y) 1853present (unsigned char type, maptile *m, int x, int y)
1867{ 1854{
1868 object *
1869 tmp;
1870
1871 if (out_of_map (m, x, y)) 1855 if (out_of_map (m, x, y))
1872 { 1856 {
1873 LOG (llevError, "Present called outside map.\n"); 1857 LOG (llevError, "Present called outside map.\n");
1874 return NULL; 1858 return NULL;
1875 } 1859 }
1876 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1860
1861 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1877 if (tmp->type == type) 1862 if (tmp->type == type)
1878 return tmp; 1863 return tmp;
1864
1879 return NULL; 1865 return NULL;
1880} 1866}
1881 1867
1882/* 1868/*
1883 * present_in_ob(type, object) searches for any objects with 1869 * present_in_ob(type, object) searches for any objects with
1884 * a matching type variable in the inventory of the given object. 1870 * a matching type variable in the inventory of the given object.
1885 * The first matching object is returned, or NULL if none. 1871 * The first matching object is returned, or NULL if none.
1886 */ 1872 */
1887
1888object * 1873object *
1889present_in_ob (unsigned char type, const object *op) 1874present_in_ob (unsigned char type, const object *op)
1890{ 1875{
1891 object *
1892 tmp;
1893
1894 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1876 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1895 if (tmp->type == type) 1877 if (tmp->type == type)
1896 return tmp; 1878 return tmp;
1879
1897 return NULL; 1880 return NULL;
1898} 1881}
1899 1882
1900/* 1883/*
1901 * present_in_ob (type, str, object) searches for any objects with 1884 * present_in_ob (type, str, object) searches for any objects with
1909 * str is the string to match against. Note that we match against 1892 * str is the string to match against. Note that we match against
1910 * the object name, not the archetype name. this is so that the 1893 * the object name, not the archetype name. this is so that the
1911 * spell code can use one object type (force), but change it's name 1894 * spell code can use one object type (force), but change it's name
1912 * to be unique. 1895 * to be unique.
1913 */ 1896 */
1914
1915object * 1897object *
1916present_in_ob_by_name (int type, const char *str, const object *op) 1898present_in_ob_by_name (int type, const char *str, const object *op)
1917{ 1899{
1918 object *
1919 tmp;
1920
1921 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1900 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1922 {
1923 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1901 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1924 return tmp; 1902 return tmp;
1925 } 1903
1926 return NULL; 1904 return 0;
1927} 1905}
1928 1906
1929/* 1907/*
1930 * present_arch_in_ob(archetype, object) searches for any objects with 1908 * present_arch_in_ob(archetype, object) searches for any objects with
1931 * a matching archetype in the inventory of the given object. 1909 * a matching archetype in the inventory of the given object.
1932 * The first matching object is returned, or NULL if none. 1910 * The first matching object is returned, or NULL if none.
1933 */ 1911 */
1934
1935object * 1912object *
1936present_arch_in_ob (const archetype *at, const object *op) 1913present_arch_in_ob (const archetype *at, const object *op)
1937{ 1914{
1938 object *
1939 tmp;
1940
1941 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1915 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1942 if (tmp->arch == at) 1916 if (tmp->arch == at)
1943 return tmp; 1917 return tmp;
1918
1944 return NULL; 1919 return NULL;
1945} 1920}
1946 1921
1947/* 1922/*
1948 * activate recursively a flag on an object inventory 1923 * activate recursively a flag on an object inventory
1949 */ 1924 */
1950void 1925void
1951flag_inv (object *op, int flag) 1926flag_inv (object *op, int flag)
1952{ 1927{
1953 object *
1954 tmp;
1955
1956 if (op->inv) 1928 if (op->inv)
1957 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1929 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1958 { 1930 {
1959 SET_FLAG (tmp, flag); 1931 SET_FLAG (tmp, flag);
1960 flag_inv (tmp, flag); 1932 flag_inv (tmp, flag);
1961 } 1933 }
1962} /* 1934}
1935
1936/*
1963 * desactivate recursively a flag on an object inventory 1937 * deactivate recursively a flag on an object inventory
1964 */ 1938 */
1965void 1939void
1966unflag_inv (object *op, int flag) 1940unflag_inv (object *op, int flag)
1967{ 1941{
1968 object *
1969 tmp;
1970
1971 if (op->inv) 1942 if (op->inv)
1972 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1943 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1973 { 1944 {
1974 CLEAR_FLAG (tmp, flag); 1945 CLEAR_FLAG (tmp, flag);
1975 unflag_inv (tmp, flag); 1946 unflag_inv (tmp, flag);
1976 } 1947 }
1977} 1948}
1980 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 1951 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1981 * all it's inventory (recursively). 1952 * all it's inventory (recursively).
1982 * If checksums are used, a player will get set_cheat called for 1953 * If checksums are used, a player will get set_cheat called for
1983 * him/her-self and all object carried by a call to this function. 1954 * him/her-self and all object carried by a call to this function.
1984 */ 1955 */
1985
1986void 1956void
1987set_cheat (object *op) 1957set_cheat (object *op)
1988{ 1958{
1989 SET_FLAG (op, FLAG_WAS_WIZ); 1959 SET_FLAG (op, FLAG_WAS_WIZ);
1990 flag_inv (op, FLAG_WAS_WIZ); 1960 flag_inv (op, FLAG_WAS_WIZ);
2009 * because arch_blocked (now ob_blocked) needs to know the movement type 1979 * because arch_blocked (now ob_blocked) needs to know the movement type
2010 * to know if the space in question will block the object. We can't use 1980 * to know if the space in question will block the object. We can't use
2011 * the archetype because that isn't correct if the monster has been 1981 * the archetype because that isn't correct if the monster has been
2012 * customized, changed states, etc. 1982 * customized, changed states, etc.
2013 */ 1983 */
2014
2015int 1984int
2016find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 1985find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2017{ 1986{
2018 int
2019 i,
2020 index = 0, flag; 1987 int index = 0, flag;
2021 static int
2022 altern[SIZEOFFREE]; 1988 int altern[SIZEOFFREE];
2023 1989
2024 for (i = start; i < stop; i++) 1990 for (int i = start; i < stop; i++)
2025 { 1991 {
2026 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 1992 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2027 if (!flag) 1993 if (!flag)
2028 altern[index++] = i; 1994 altern [index++] = i;
2029 1995
2030 /* Basically, if we find a wall on a space, we cut down the search size. 1996 /* Basically, if we find a wall on a space, we cut down the search size.
2031 * In this way, we won't return spaces that are on another side of a wall. 1997 * In this way, we won't return spaces that are on another side of a wall.
2032 * This mostly work, but it cuts down the search size in all directions - 1998 * This mostly work, but it cuts down the search size in all directions -
2033 * if the space being examined only has a wall to the north and empty 1999 * if the space being examined only has a wall to the north and empty
2040 } 2006 }
2041 2007
2042 if (!index) 2008 if (!index)
2043 return -1; 2009 return -1;
2044 2010
2045 return altern[RANDOM () % index]; 2011 return altern [rndm (index)];
2046} 2012}
2047 2013
2048/* 2014/*
2049 * find_first_free_spot(archetype, maptile, x, y) works like 2015 * find_first_free_spot(archetype, maptile, x, y) works like
2050 * find_free_spot(), but it will search max number of squares. 2016 * find_free_spot(), but it will search max number of squares.
2051 * But it will return the first available spot, not a random choice. 2017 * But it will return the first available spot, not a random choice.
2052 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2018 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2053 */ 2019 */
2054
2055int 2020int
2056find_first_free_spot (const object *ob, maptile *m, int x, int y) 2021find_first_free_spot (const object *ob, maptile *m, int x, int y)
2057{ 2022{
2058 int
2059 i;
2060
2061 for (i = 0; i < SIZEOFFREE; i++) 2023 for (int i = 0; i < SIZEOFFREE; i++)
2062 {
2063 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2024 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2064 return i; 2025 return i;
2065 } 2026
2066 return -1; 2027 return -1;
2067} 2028}
2068 2029
2069/* 2030/*
2070 * The function permute(arr, begin, end) randomly reorders the array 2031 * The function permute(arr, begin, end) randomly reorders the array
2071 * arr[begin..end-1]. 2032 * arr[begin..end-1].
2033 * now uses a fisher-yates shuffle, old permute was broken
2072 */ 2034 */
2073static void 2035static void
2074permute (int *arr, int begin, int end) 2036permute (int *arr, int begin, int end)
2075{ 2037{
2076 int 2038 arr += begin;
2077 i,
2078 j,
2079 tmp,
2080 len;
2081
2082 len = end - begin; 2039 end -= begin;
2083 for (i = begin; i < end; i++)
2084 {
2085 j = begin + RANDOM () % len;
2086 2040
2087 tmp = arr[i]; 2041 while (--end)
2088 arr[i] = arr[j]; 2042 swap (arr [end], arr [rndm (end + 1)]);
2089 arr[j] = tmp;
2090 }
2091} 2043}
2092 2044
2093/* new function to make monster searching more efficient, and effective! 2045/* new function to make monster searching more efficient, and effective!
2094 * This basically returns a randomized array (in the passed pointer) of 2046 * This basically returns a randomized array (in the passed pointer) of
2095 * the spaces to find monsters. In this way, it won't always look for 2047 * the spaces to find monsters. In this way, it won't always look for
2098 * the 3x3 area will be searched, just not in a predictable order. 2050 * the 3x3 area will be searched, just not in a predictable order.
2099 */ 2051 */
2100void 2052void
2101get_search_arr (int *search_arr) 2053get_search_arr (int *search_arr)
2102{ 2054{
2103 int 2055 int i;
2104 i;
2105 2056
2106 for (i = 0; i < SIZEOFFREE; i++) 2057 for (i = 0; i < SIZEOFFREE; i++)
2107 {
2108 search_arr[i] = i; 2058 search_arr[i] = i;
2109 }
2110 2059
2111 permute (search_arr, 1, SIZEOFFREE1 + 1); 2060 permute (search_arr, 1, SIZEOFFREE1 + 1);
2112 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2061 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2113 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2062 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2114} 2063}
2123 * Perhaps incorrectly, but I'm making the assumption that exclude 2072 * Perhaps incorrectly, but I'm making the assumption that exclude
2124 * is actually want is going to try and move there. We need this info 2073 * is actually want is going to try and move there. We need this info
2125 * because we have to know what movement the thing looking to move 2074 * because we have to know what movement the thing looking to move
2126 * there is capable of. 2075 * there is capable of.
2127 */ 2076 */
2128
2129int 2077int
2130find_dir (maptile *m, int x, int y, object *exclude) 2078find_dir (maptile *m, int x, int y, object *exclude)
2131{ 2079{
2132 int
2133 i,
2134 max = SIZEOFFREE, mflags; 2080 int i, max = SIZEOFFREE, mflags;
2135 2081
2136 sint16 nx, ny; 2082 sint16 nx, ny;
2137 object * 2083 object *tmp;
2138 tmp;
2139 maptile * 2084 maptile *mp;
2140 mp;
2141 2085
2142 MoveType blocked, move_type; 2086 MoveType blocked, move_type;
2143 2087
2144 if (exclude && exclude->head) 2088 if (exclude && exclude->head)
2145 { 2089 {
2162 2106
2163 if (mflags & P_OUT_OF_MAP) 2107 if (mflags & P_OUT_OF_MAP)
2164 max = maxfree[i]; 2108 max = maxfree[i];
2165 else 2109 else
2166 { 2110 {
2167 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2111 mapspace &ms = mp->at (nx, ny);
2112
2113 blocked = ms.move_block;
2168 2114
2169 if ((move_type & blocked) == move_type) 2115 if ((move_type & blocked) == move_type)
2170 max = maxfree[i]; 2116 max = maxfree[i];
2171 else if (mflags & P_IS_ALIVE) 2117 else if (mflags & P_IS_ALIVE)
2172 { 2118 {
2173 for (tmp = GET_MAP_OB (mp, nx, ny); tmp; tmp = tmp->above) 2119 for (tmp = ms.bot; tmp; tmp = tmp->above)
2174 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2120 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2121 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2175 break; 2122 break;
2176 2123
2177 if (tmp) 2124 if (tmp)
2178 return freedir[i]; 2125 return freedir[i];
2179 } 2126 }
2185 2132
2186/* 2133/*
2187 * distance(object 1, object 2) will return the square of the 2134 * distance(object 1, object 2) will return the square of the
2188 * distance between the two given objects. 2135 * distance between the two given objects.
2189 */ 2136 */
2190
2191int 2137int
2192distance (const object *ob1, const object *ob2) 2138distance (const object *ob1, const object *ob2)
2193{ 2139{
2194 int i;
2195
2196 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2140 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2197 return i;
2198} 2141}
2199 2142
2200/* 2143/*
2201 * find_dir_2(delta-x,delta-y) will return a direction in which 2144 * find_dir_2(delta-x,delta-y) will return a direction in which
2202 * an object which has subtracted the x and y coordinates of another 2145 * an object which has subtracted the x and y coordinates of another
2203 * object, needs to travel toward it. 2146 * object, needs to travel toward it.
2204 */ 2147 */
2205
2206int 2148int
2207find_dir_2 (int x, int y) 2149find_dir_2 (int x, int y)
2208{ 2150{
2209 int q; 2151 int q;
2210 2152
2239 2181
2240 return 3; 2182 return 3;
2241} 2183}
2242 2184
2243/* 2185/*
2244 * absdir(int): Returns a number between 1 and 8, which represent
2245 * the "absolute" direction of a number (it actually takes care of
2246 * "overflow" in previous calculations of a direction).
2247 */
2248
2249int
2250absdir (int d)
2251{
2252 while (d < 1)
2253 d += 8;
2254 while (d > 8)
2255 d -= 8;
2256 return d;
2257}
2258
2259/*
2260 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2186 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2261 * between two directions (which are expected to be absolute (see absdir()) 2187 * between two directions (which are expected to be absolute (see absdir())
2262 */ 2188 */
2263
2264int 2189int
2265dirdiff (int dir1, int dir2) 2190dirdiff (int dir1, int dir2)
2266{ 2191{
2267 int 2192 int d;
2268 d;
2269 2193
2270 d = abs (dir1 - dir2); 2194 d = abs (dir1 - dir2);
2271 if (d > 4) 2195 if (d > 4)
2272 d = 8 - d; 2196 d = 8 - d;
2197
2273 return d; 2198 return d;
2274} 2199}
2275 2200
2276/* peterm: 2201/* peterm:
2277 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2202 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2280 * This basically means that if direction is 15, then it could either go 2205 * This basically means that if direction is 15, then it could either go
2281 * direction 4, 14, or 16 to get back to where we are. 2206 * direction 4, 14, or 16 to get back to where we are.
2282 * Moved from spell_util.c to object.c with the other related direction 2207 * Moved from spell_util.c to object.c with the other related direction
2283 * functions. 2208 * functions.
2284 */ 2209 */
2285
2286int
2287 reduction_dir[SIZEOFFREE][3] = { 2210int reduction_dir[SIZEOFFREE][3] = {
2288 {0, 0, 0}, /* 0 */ 2211 {0, 0, 0}, /* 0 */
2289 {0, 0, 0}, /* 1 */ 2212 {0, 0, 0}, /* 1 */
2290 {0, 0, 0}, /* 2 */ 2213 {0, 0, 0}, /* 2 */
2291 {0, 0, 0}, /* 3 */ 2214 {0, 0, 0}, /* 3 */
2292 {0, 0, 0}, /* 4 */ 2215 {0, 0, 0}, /* 4 */
2436 insert_ob_in_ob (object_create_clone (item), dst); 2359 insert_ob_in_ob (object_create_clone (item), dst);
2437 2360
2438 return dst; 2361 return dst;
2439} 2362}
2440 2363
2441/* GROS - Creates an object using a string representing its content. */
2442/* Basically, we save the content of the string to a temp file, then call */
2443/* load_object on it. I admit it is a highly inefficient way to make things, */
2444/* but it was simple to make and allows reusing the load_object function. */
2445/* Remember not to use load_object_str in a time-critical situation. */
2446/* Also remember that multiparts objects are not supported for now. */
2447
2448object *
2449load_object_str (const char *obstr)
2450{
2451 object *op;
2452 char filename[MAX_BUF];
2453
2454 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2455
2456 FILE *tempfile = fopen (filename, "w");
2457
2458 if (tempfile == NULL)
2459 {
2460 LOG (llevError, "Error - Unable to access load object temp file\n");
2461 return NULL;
2462 }
2463
2464 fprintf (tempfile, obstr);
2465 fclose (tempfile);
2466
2467 op = object::create ();
2468
2469 object_thawer thawer (filename);
2470
2471 if (thawer)
2472 load_object (thawer, op, 0);
2473
2474 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2475 CLEAR_FLAG (op, FLAG_REMOVED);
2476
2477 return op;
2478}
2479
2480/* This returns the first object in who's inventory that 2364/* This returns the first object in who's inventory that
2481 * has the same type and subtype match. 2365 * has the same type and subtype match.
2482 * returns NULL if no match. 2366 * returns NULL if no match.
2483 */ 2367 */
2484object * 2368object *
2485find_obj_by_type_subtype (const object *who, int type, int subtype) 2369find_obj_by_type_subtype (const object *who, int type, int subtype)
2486{ 2370{
2487 object *tmp;
2488
2489 for (tmp = who->inv; tmp; tmp = tmp->below) 2371 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2490 if (tmp->type == type && tmp->subtype == subtype) 2372 if (tmp->type == type && tmp->subtype == subtype)
2491 return tmp; 2373 return tmp;
2492 2374
2493 return NULL; 2375 return 0;
2494} 2376}
2495 2377
2496/* If ob has a field named key, return the link from the list, 2378/* If ob has a field named key, return the link from the list,
2497 * otherwise return NULL. 2379 * otherwise return NULL.
2498 * 2380 *
2500 * do the desired thing. 2382 * do the desired thing.
2501 */ 2383 */
2502key_value * 2384key_value *
2503get_ob_key_link (const object *ob, const char *key) 2385get_ob_key_link (const object *ob, const char *key)
2504{ 2386{
2505 key_value *link;
2506
2507 for (link = ob->key_values; link != NULL; link = link->next) 2387 for (key_value *link = ob->key_values; link; link = link->next)
2508 if (link->key == key) 2388 if (link->key == key)
2509 return link; 2389 return link;
2510 2390
2511 return NULL; 2391 return 0;
2512} 2392}
2513 2393
2514/* 2394/*
2515 * Returns the value of op has an extra_field for key, or NULL. 2395 * Returns the value of op has an extra_field for key, or NULL.
2516 * 2396 *
2541 if (link->key == canonical_key) 2421 if (link->key == canonical_key)
2542 return link->value; 2422 return link->value;
2543 2423
2544 return 0; 2424 return 0;
2545} 2425}
2546
2547 2426
2548/* 2427/*
2549 * Updates the canonical_key in op to value. 2428 * Updates the canonical_key in op to value.
2550 * 2429 *
2551 * canonical_key is a shared string (value doesn't have to be). 2430 * canonical_key is a shared string (value doesn't have to be).
2556 * Returns TRUE on success. 2435 * Returns TRUE on success.
2557 */ 2436 */
2558int 2437int
2559set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) 2438set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2560{ 2439{
2561 key_value *
2562 field = NULL, *last = NULL; 2440 key_value *field = NULL, *last = NULL;
2563 2441
2564 for (field = op->key_values; field != NULL; field = field->next) 2442 for (field = op->key_values; field != NULL; field = field->next)
2565 { 2443 {
2566 if (field->key != canonical_key) 2444 if (field->key != canonical_key)
2567 { 2445 {
2595 /* IF we get here, key doesn't exist */ 2473 /* IF we get here, key doesn't exist */
2596 2474
2597 /* No field, we'll have to add it. */ 2475 /* No field, we'll have to add it. */
2598 2476
2599 if (!add_key) 2477 if (!add_key)
2600 {
2601 return FALSE; 2478 return FALSE;
2602 } 2479
2603 /* There isn't any good reason to store a null 2480 /* There isn't any good reason to store a null
2604 * value in the key/value list. If the archetype has 2481 * value in the key/value list. If the archetype has
2605 * this key, then we should also have it, so shouldn't 2482 * this key, then we should also have it, so shouldn't
2606 * be here. If user wants to store empty strings, 2483 * be here. If user wants to store empty strings,
2607 * should pass in "" 2484 * should pass in ""
2656 } 2533 }
2657 else 2534 else
2658 item = item->env; 2535 item = item->env;
2659} 2536}
2660 2537
2538
2539const char *
2540object::flag_desc (char *desc, int len) const
2541{
2542 char *p = desc;
2543 bool first = true;
2544
2545 *p = 0;
2546
2547 for (int i = 0; i < NUM_FLAGS; i++)
2548 {
2549 if (len <= 10) // magic constant!
2550 {
2551 snprintf (p, len, ",...");
2552 break;
2553 }
2554
2555 if (flag [i])
2556 {
2557 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2558 len -= cnt;
2559 p += cnt;
2560 first = false;
2561 }
2562 }
2563
2564 return desc;
2565}
2566
2661// return a suitable string describing an objetc in enough detail to find it 2567// return a suitable string describing an object in enough detail to find it
2662const char * 2568const char *
2663object::debug_desc (char *info) const 2569object::debug_desc (char *info) const
2664{ 2570{
2571 char flagdesc[512];
2665 char info2[256 * 3]; 2572 char info2[256 * 4];
2666 char *p = info; 2573 char *p = info;
2667 2574
2668 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2575 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2669 count, 2576 count, uuid.seq,
2670 &name, 2577 &name,
2671 title ? " " : "", 2578 title ? "\",title:\"" : "",
2672 title ? (const char *)title : ""); 2579 title ? (const char *)title : "",
2580 flag_desc (flagdesc, 512), type);
2673 2581
2674 if (env) 2582 if (env)
2675 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2583 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2676 2584
2677 if (map) 2585 if (map)
2678 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2586 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2679 2587
2680 return info; 2588 return info;
2681} 2589}
2682 2590
2683const char * 2591const char *
2684object::debug_desc () const 2592object::debug_desc () const
2685{ 2593{
2686 static char info[256 * 3]; 2594 static char info[256 * 4];
2687 return debug_desc (info); 2595 return debug_desc (info);
2688} 2596}
2689 2597
2598const char *
2599object::debug_desc2 () const
2600{
2601 static char info[256 * 4];
2602 return debug_desc (info);
2603}
2604
2605struct region *
2606object::region () const
2607{
2608 return map ? map->region (x, y)
2609 : region::default_region ();
2610}
2611
2612const materialtype_t *
2613object::dominant_material () const
2614{
2615 if (materialtype_t *mat = name_to_material (materialname))
2616 return mat;
2617
2618 // omfg this is slow, this has to be temporary :)
2619 shstr unknown ("unknown");
2620
2621 return name_to_material (unknown);
2622}
2623
2624void
2625object::open_container (object *new_container)
2626{
2627 if (container == new_container)
2628 return;
2629
2630 if (object *old_container = container)
2631 {
2632 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2633 return;
2634
2635#if 0
2636 // remove the "Close old_container" object.
2637 if (object *closer = old_container->inv)
2638 if (closer->type == CLOSE_CON)
2639 closer->destroy ();
2640#endif
2641
2642 old_container->flag [FLAG_APPLIED] = 0;
2643 container = 0;
2644
2645 esrv_update_item (UPD_FLAGS, this, old_container);
2646 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2647 }
2648
2649 if (new_container)
2650 {
2651 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2652 return;
2653
2654 // TODO: this does not seem to serve any purpose anymore?
2655#if 0
2656 // insert the "Close Container" object.
2657 if (archetype *closer = new_container->other_arch)
2658 {
2659 object *closer = arch_to_object (new_container->other_arch);
2660 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2661 new_container->insert (closer);
2662 }
2663#endif
2664
2665 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2666
2667 new_container->flag [FLAG_APPLIED] = 1;
2668 container = new_container;
2669
2670 esrv_update_item (UPD_FLAGS, this, new_container);
2671 esrv_send_inventory (this, new_container);
2672 }
2673}
2674
2675

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