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Comparing deliantra/server/common/object.C (file contents):
Revision 1.81 by root, Sat Dec 23 13:56:25 2006 UTC vs.
Revision 1.146 by root, Fri May 11 21:07:13 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>
28#include <stdio.h> 29#include <stdio.h>
29#include <sys/types.h> 30#include <sys/types.h>
30#include <sys/uio.h> 31#include <sys/uio.h>
31#include <object.h> 32#include <object.h>
32#include <funcpoint.h> 33#include <funcpoint.h>
34#include <sproto.h>
33#include <loader.h> 35#include <loader.h>
34 36
35#include <bitset> 37#include <bitset>
36 38
37int nrofallocobjects = 0; 39int nrofallocobjects = 0;
38static UUID uuid; 40static UUID uuid;
39const uint64 UUID_SKIP = 1<<19; 41const uint64 UUID_SKIP = 1<<19;
40 42
41object *active_objects; /* List of active objects that need to be processed */ 43objectvec objects;
44activevec actives;
42 45
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, 46short 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 47 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}; 48};
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, 49short 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 144 * objects with lists are rare, and lists stay short. If not, use a
142 * different structure or at least keep the lists sorted... 145 * different structure or at least keep the lists sorted...
143 */ 146 */
144 147
145 /* For each field in wants, */ 148 /* For each field in wants, */
146 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) 149 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
147 { 150 {
148 key_value *has_field; 151 key_value *has_field;
149 152
150 /* Look for a field in has with the same key. */ 153 /* Look for a field in has with the same key. */
151 has_field = get_ob_key_link (has, wants_field->key); 154 has_field = get_ob_key_link (has, wants_field->key);
190 * Check nrof variable *before* calling can_merge() 193 * Check nrof variable *before* calling can_merge()
191 * 194 *
192 * Improvements made with merge: Better checking on potion, and also 195 * Improvements made with merge: Better checking on potion, and also
193 * check weight 196 * check weight
194 */ 197 */
195
196bool object::can_merge_slow (object *ob1, object *ob2) 198bool object::can_merge_slow (object *ob1, object *ob2)
197{ 199{
198 /* A couple quicksanity checks */ 200 /* A couple quicksanity checks */
199 if (ob1 == ob2 201 if (ob1 == ob2
200 || ob1->type != ob2->type 202 || ob1->type != ob2->type
277 279
278 /* Note sure why the following is the case - either the object has to 280 /* 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 281 * be animated or have a very low speed. Is this an attempted monster
280 * check? 282 * check?
281 */ 283 */
282 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 284 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
283 return 0; 285 return 0;
284 286
285 switch (ob1->type) 287 switch (ob1->type)
286 { 288 {
287 case SCROLL: 289 case SCROLL:
323sum_weight (object *op) 325sum_weight (object *op)
324{ 326{
325 long sum; 327 long sum;
326 object *inv; 328 object *inv;
327 329
328 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 330 for (sum = 0, inv = op->inv; inv; inv = inv->below)
329 { 331 {
330 if (inv->inv) 332 if (inv->inv)
331 sum_weight (inv); 333 sum_weight (inv);
334
332 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 335 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
333 } 336 }
334 337
335 if (op->type == CONTAINER && op->stats.Str) 338 if (op->type == CONTAINER && op->stats.Str)
336 sum = (sum * (100 - op->stats.Str)) / 100; 339 sum = (sum * (100 - op->stats.Str)) / 100;
356/* 359/*
357 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 360 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
358 * Some error messages. 361 * Some error messages.
359 * The result of the dump is stored in the static global errmsg array. 362 * The result of the dump is stored in the static global errmsg array.
360 */ 363 */
361
362char * 364char *
363dump_object (object *op) 365dump_object (object *op)
364{ 366{
365 if (!op) 367 if (!op)
366 return strdup ("[NULLOBJ]"); 368 return strdup ("[NULLOBJ]");
367 369
368 object_freezer freezer; 370 object_freezer freezer;
369 save_object (freezer, op, 3); 371 op->write (freezer);
370 return freezer.as_string (); 372 return freezer.as_string ();
371} 373}
372 374
373/* 375/*
374 * get_nearest_part(multi-object, object 2) returns the part of the 376 * get_nearest_part(multi-object, object 2) returns the part of the
391} 393}
392 394
393/* 395/*
394 * Returns the object which has the count-variable equal to the argument. 396 * Returns the object which has the count-variable equal to the argument.
395 */ 397 */
396
397object * 398object *
398find_object (tag_t i) 399find_object (tag_t i)
399{ 400{
400 for (object *op = object::first; op; op = op->next) 401 for_all_objects (op)
401 if (op->count == i) 402 if (op->count == i)
402 return op; 403 return op;
403 404
404 return 0; 405 return 0;
405} 406}
406 407
407/* 408/*
408 * Returns the first object which has a name equal to the argument. 409 * Returns the first object which has a name equal to the argument.
409 * Used only by the patch command, but not all that useful. 410 * Used only by the patch command, but not all that useful.
410 * Enables features like "patch <name-of-other-player> food 999" 411 * Enables features like "patch <name-of-other-player> food 999"
411 */ 412 */
412
413object * 413object *
414find_object_name (const char *str) 414find_object_name (const char *str)
415{ 415{
416 shstr_cmp str_ (str); 416 shstr_cmp str_ (str);
417 object *op; 417 object *op;
418 418
419 for (op = object::first; op != NULL; op = op->next) 419 for_all_objects (op)
420 if (op->name == str_) 420 if (op->name == str_)
421 break; 421 break;
422 422
423 return op; 423 return op;
424} 424}
450 owner = owner->owner; 450 owner = owner->owner;
451 451
452 this->owner = owner; 452 this->owner = owner;
453} 453}
454 454
455void
456object::set_weapon (object *ob)
457{
458 if (current_weapon == ob)
459 return;
460
461 new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
462
463 if (chosen_skill)
464 chosen_skill->flag [FLAG_APPLIED] = false;
465
466 current_weapon = ob;
467 chosen_skill = ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
468
469 if (chosen_skill)
470 chosen_skill->flag [FLAG_APPLIED] = true;
471
472 update_stats ();
473}
474
455/* Zero the key_values on op, decrementing the shared-string 475/* Zero the key_values on op, decrementing the shared-string
456 * refcounts and freeing the links. 476 * refcounts and freeing the links.
457 */ 477 */
458static void 478static void
459free_key_values (object *op) 479free_key_values (object *op)
460{ 480{
461 for (key_value *i = op->key_values; i != 0;) 481 for (key_value *i = op->key_values; i; )
462 { 482 {
463 key_value *next = i->next; 483 key_value *next = i->next;
464 delete i; 484 delete i;
465 485
466 i = next; 486 i = next;
467 } 487 }
468 488
469 op->key_values = 0; 489 op->key_values = 0;
470} 490}
471 491
472/* 492object &
473 * copy_to first frees everything allocated by the dst object, 493object::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{ 494{
483 bool is_freed = QUERY_FLAG (dst, FLAG_FREED); 495 bool is_freed = flag [FLAG_FREED];
484 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED); 496 bool is_removed = flag [FLAG_REMOVED];
485 497
486 *(object_copy *)dst = *this; 498 *(object_copy *)this = src;
487 499
488 if (self || cb) 500 flag [FLAG_FREED] = is_freed;
489 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (dst)); 501 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;
499 502
500 /* Copy over key_values, if any. */ 503 /* Copy over key_values, if any. */
501 if (key_values) 504 if (src.key_values)
502 { 505 {
503 key_value *tail = 0; 506 key_value *tail = 0;
504 key_value *i;
505
506 dst->key_values = 0; 507 key_values = 0;
507 508
508 for (i = key_values; i; i = i->next) 509 for (key_value *i = src.key_values; i; i = i->next)
509 { 510 {
510 key_value *new_link = new key_value; 511 key_value *new_link = new key_value;
511 512
512 new_link->next = 0; 513 new_link->next = 0;
513 new_link->key = i->key; 514 new_link->key = i->key;
514 new_link->value = i->value; 515 new_link->value = i->value;
515 516
516 /* Try and be clever here, too. */ 517 /* Try and be clever here, too. */
517 if (!dst->key_values) 518 if (!key_values)
518 { 519 {
519 dst->key_values = new_link; 520 key_values = new_link;
520 tail = new_link; 521 tail = new_link;
521 } 522 }
522 else 523 else
523 { 524 {
524 tail->next = new_link; 525 tail->next = new_link;
525 tail = new_link; 526 tail = new_link;
526 } 527 }
527 } 528 }
528 } 529 }
530}
529 531
530 update_ob_speed (dst); 532/*
533 * copy_to first frees everything allocated by the dst object,
534 * and then copies the contents of itself into the second
535 * object, allocating what needs to be allocated. Basically, any
536 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
537 * if the first object is freed, the pointers in the new object
538 * will point at garbage.
539 */
540void
541object::copy_to (object *dst)
542{
543 *dst = *this;
544
545 if (speed < 0)
546 dst->speed_left = speed_left - rndm ();
547
548 dst->set_speed (dst->speed);
549}
550
551void
552object::instantiate ()
553{
554 if (!uuid.seq) // HACK
555 uuid = gen_uuid ();
556
557 speed_left = -0.1f;
558 /* copy the body_info to the body_used - this is only really
559 * need for monsters, but doesn't hurt to do it for everything.
560 * by doing so, when a monster is created, it has good starting
561 * values for the body_used info, so when items are created
562 * for it, they can be properly equipped.
563 */
564 for (int i = NUM_BODY_LOCATIONS; i--; )
565 slot[i].used = slot[i].info;
566
567 attachable::instantiate ();
531} 568}
532 569
533object * 570object *
534object::clone () 571object::clone ()
535{ 572{
541/* 578/*
542 * If an object with the IS_TURNABLE() flag needs to be turned due 579 * 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 580 * 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. 581 * be called to update the face variable, _and_ how it looks on the map.
545 */ 582 */
546
547void 583void
548update_turn_face (object *op) 584update_turn_face (object *op)
549{ 585{
550 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 586 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
551 return; 587 return;
588
552 SET_ANIMATION (op, op->direction); 589 SET_ANIMATION (op, op->direction);
553 update_object (op, UP_OBJ_FACE); 590 update_object (op, UP_OBJ_FACE);
554} 591}
555 592
556/* 593/*
557 * Updates the speed of an object. If the speed changes from 0 to another 594 * 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. 595 * 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. 596 * This function needs to be called whenever the speed of an object changes.
560 */ 597 */
561void 598void
562update_ob_speed (object *op) 599object::set_speed (float speed)
563{ 600{
564 extern int arch_init; 601 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 { 602 {
572 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 603 LOG (llevError, "Object %s is freed but has speed.\n", &name);
573#ifdef MANY_CORES
574 abort ();
575#else
576 op->speed = 0; 604 speed = 0;
577#endif
578 }
579
580 if (arch_init)
581 return;
582
583 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
584 { 605 }
585 /* If already on active list, don't do anything */
586 if (op->active_next || op->active_prev || op == active_objects)
587 return;
588 606
589 /* process_events() expects us to insert the object at the beginning 607 this->speed = speed;
590 * of the list. */
591 op->active_next = active_objects;
592 608
593 if (op->active_next != NULL) 609 if (has_active_speed ())
594 op->active_next->active_prev = op; 610 activate ();
595
596 active_objects = op;
597 }
598 else 611 else
599 { 612 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} 613}
654 614
655/* 615/*
656 * update_object() updates the the map. 616 * update_object() updates the the map.
657 * It takes into account invisible objects (and represent squares covered 617 * It takes into account invisible objects (and represent squares covered
670 * UP_OBJ_FACE: only the objects face has changed. 630 * UP_OBJ_FACE: only the objects face has changed.
671 */ 631 */
672void 632void
673update_object (object *op, int action) 633update_object (object *op, int action)
674{ 634{
675 MoveType move_on, move_off, move_block, move_slow;
676
677 if (op == NULL) 635 if (op == NULL)
678 { 636 {
679 /* this should never happen */ 637 /* this should never happen */
680 LOG (llevDebug, "update_object() called for NULL object.\n"); 638 LOG (llevDebug, "update_object() called for NULL object.\n");
681 return; 639 return;
694 */ 652 */
695 if (!op->map || op->map->in_memory == MAP_SAVING) 653 if (!op->map || op->map->in_memory == MAP_SAVING)
696 return; 654 return;
697 655
698 /* make sure the object is within map boundaries */ 656 /* 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)) 657 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
700 { 658 {
701 LOG (llevError, "update_object() called for object out of map!\n"); 659 LOG (llevError, "update_object() called for object out of map!\n");
702#ifdef MANY_CORES 660#ifdef MANY_CORES
703 abort (); 661 abort ();
704#endif 662#endif
705 return; 663 return;
706 } 664 }
707 665
708 mapspace &m = op->ms (); 666 mapspace &m = op->ms ();
709 667
710 if (m.flags_ & P_NEED_UPDATE) 668 if (!(m.flags_ & P_UPTODATE))
711 /* nop */; 669 /* nop */;
712 else if (action == UP_OBJ_INSERT) 670 else if (action == UP_OBJ_INSERT)
713 { 671 {
714 // this is likely overkill, TODO: revisit (schmorp) 672 // this is likely overkill, TODO: revisit (schmorp)
715 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 673 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 682 /* This isn't perfect, but I don't expect a lot of objects to
725 * to have move_allow right now. 683 * to have move_allow right now.
726 */ 684 */
727 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 685 || ((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) 686 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
729 m.flags_ = P_NEED_UPDATE; 687 m.flags_ = 0;
730 } 688 }
731 /* if the object is being removed, we can't make intelligent 689 /* if the object is being removed, we can't make intelligent
732 * decisions, because remove_ob can't really pass the object 690 * decisions, because remove_ob can't really pass the object
733 * that is being removed. 691 * that is being removed.
734 */ 692 */
735 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 693 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
736 m.flags_ = P_NEED_UPDATE; 694 m.flags_ = 0;
737 else if (action == UP_OBJ_FACE) 695 else if (action == UP_OBJ_FACE)
738 /* Nothing to do for that case */ ; 696 /* Nothing to do for that case */ ;
739 else 697 else
740 LOG (llevError, "update_object called with invalid action: %d\n", action); 698 LOG (llevError, "update_object called with invalid action: %d\n", action);
741 699
742 if (op->more) 700 if (op->more)
743 update_object (op->more, action); 701 update_object (op->more, action);
744} 702}
745 703
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 () 704object::object ()
763{ 705{
764 SET_FLAG (this, FLAG_REMOVED); 706 SET_FLAG (this, FLAG_REMOVED);
765 707
766 expmul = 1.0; 708 expmul = 1.0;
767 face = blank_face; 709 face = blank_face;
768} 710}
769 711
770object::~object () 712object::~object ()
771{ 713{
714 unlink ();
715
772 free_key_values (this); 716 free_key_values (this);
773} 717}
774 718
719static int object_count;
720
775void object::link () 721void object::link ()
776{ 722{
777 count = ++ob_count; 723 assert (!index);//D
778 uuid = gen_uuid (); 724 uuid = gen_uuid ();
725 count = ++object_count;
779 726
780 prev = 0; 727 refcnt_inc ();
781 next = object::first; 728 objects.insert (this);
782
783 if (object::first)
784 object::first->prev = this;
785
786 object::first = this;
787} 729}
788 730
789void object::unlink () 731void object::unlink ()
790{ 732{
791 if (this == object::first) 733 if (!index)
792 object::first = next; 734 return;
793 735
794 /* Remove this object from the list of used objects */ 736 objects.erase (this);
795 if (prev) prev->next = next; 737 refcnt_dec ();
796 if (next) next->prev = prev; 738}
797 739
798 prev = 0; 740void
799 next = 0; 741object::activate ()
742{
743 /* If already on active list, don't do anything */
744 if (active)
745 return;
746
747 if (has_active_speed ())
748 actives.insert (this);
749}
750
751void
752object::activate_recursive ()
753{
754 activate ();
755
756 for (object *op = inv; op; op = op->below)
757 op->activate_recursive ();
758}
759
760/* This function removes object 'op' from the list of active
761 * objects.
762 * This should only be used for style maps or other such
763 * reference maps where you don't want an object that isn't
764 * in play chewing up cpu time getting processed.
765 * The reverse of this is to call update_ob_speed, which
766 * will do the right thing based on the speed of the object.
767 */
768void
769object::deactivate ()
770{
771 /* If not on the active list, nothing needs to be done */
772 if (!active)
773 return;
774
775 actives.erase (this);
776}
777
778void
779object::deactivate_recursive ()
780{
781 for (object *op = inv; op; op = op->below)
782 op->deactivate_recursive ();
783
784 deactivate ();
785}
786
787void
788object::set_flag_inv (int flag, int value)
789{
790 for (object *op = inv; op; op = op->below)
791 {
792 op->flag [flag] = value;
793 op->set_flag_inv (flag, value);
794 }
795}
796
797/*
798 * Remove and free all objects in the inventory of the given object.
799 * object.c ?
800 */
801void
802object::destroy_inv (bool drop_to_ground)
803{
804 // need to check first, because the checks below might segfault
805 // as we might be on an invalid mapspace and crossfire code
806 // is too buggy to ensure that the inventory is empty.
807 // corollary: if you create arrows etc. with stuff in tis inventory,
808 // cf will crash below with off-map x and y
809 if (!inv)
810 return;
811
812 /* Only if the space blocks everything do we not process -
813 * if some form of movement is allowed, let objects
814 * drop on that space.
815 */
816 if (!drop_to_ground
817 || !map
818 || map->in_memory != MAP_IN_MEMORY
819 || map->nodrop
820 || ms ().move_block == MOVE_ALL)
821 {
822 while (inv)
823 {
824 inv->destroy_inv (drop_to_ground);
825 inv->destroy ();
826 }
827 }
828 else
829 { /* Put objects in inventory onto this space */
830 while (inv)
831 {
832 object *op = inv;
833
834 if (op->flag [FLAG_STARTEQUIP]
835 || op->flag [FLAG_NO_DROP]
836 || op->type == RUNE
837 || op->type == TRAP
838 || op->flag [FLAG_IS_A_TEMPLATE]
839 || op->flag [FLAG_DESTROY_ON_DEATH])
840 op->destroy ();
841 else
842 map->insert (op, x, y);
843 }
844 }
800} 845}
801 846
802object *object::create () 847object *object::create ()
803{ 848{
804 object *op = new object; 849 object *op = new object;
805 op->link (); 850 op->link ();
806 return op; 851 return op;
807} 852}
808 853
809/* 854void
810 * free_object() frees everything allocated by an object, removes 855object::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{ 856{
821 if (QUERY_FLAG (this, FLAG_FREED)) 857 attachable::do_destroy ();
822 return;
823 858
824 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 859 if (flag [FLAG_IS_LINKED])
860 remove_button_link (this);
861
862 if (flag [FLAG_FRIENDLY])
825 remove_friendly_object (this); 863 remove_friendly_object (this);
826 864
827 if (!QUERY_FLAG (this, FLAG_REMOVED)) 865 if (!flag [FLAG_REMOVED])
828 remove (); 866 remove ();
829 867
830 SET_FLAG (this, FLAG_FREED); 868 destroy_inv (true);
831 869
832 if (more) 870 deactivate ();
833 { 871 unlink ();
834 more->destroy (destroy_inventory);
835 more = 0;
836 }
837 872
838 if (inv) 873 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 }
879 874
880 // hack to ensure that freed objects still have a valid map 875 // hack to ensure that freed objects still have a valid map
881 { 876 {
882 static maptile *freed_map; // freed objects are moved here to avoid crashes 877 static maptile *freed_map; // freed objects are moved here to avoid crashes
883 878
887 882
888 freed_map->name = "/internal/freed_objects_map"; 883 freed_map->name = "/internal/freed_objects_map";
889 freed_map->width = 3; 884 freed_map->width = 3;
890 freed_map->height = 3; 885 freed_map->height = 3;
891 886
892 freed_map->allocate (); 887 freed_map->alloc ();
888 freed_map->in_memory = MAP_IN_MEMORY;
893 } 889 }
894 890
895 map = freed_map; 891 map = freed_map;
896 x = 1; 892 x = 1;
897 y = 1; 893 y = 1;
898 } 894 }
899 895
896 head = 0;
897
898 if (more)
899 {
900 more->destroy ();
901 more = 0;
902 }
903
900 // clear those pointers that likely might have circular references to us 904 // clear those pointers that likely might have circular references to us
901 owner = 0; 905 owner = 0;
902 enemy = 0; 906 enemy = 0;
903 attacked_by = 0; 907 attacked_by = 0;
908}
904 909
905 // only relevant for players(?), but make sure of it anyways 910void
906 contr = 0; 911object::destroy (bool destroy_inventory)
912{
913 if (destroyed ())
914 return;
907 915
908 /* Remove object from the active list */ 916 if (destroy_inventory)
909 speed = 0; 917 destroy_inv (false);
910 update_ob_speed (this);
911 918
912 unlink (); 919 attachable::destroy ();
913
914 mortals.push_back (this);
915} 920}
916 921
917/* 922/*
918 * sub_weight() recursively (outwards) subtracts a number from the 923 * sub_weight() recursively (outwards) subtracts a number from the
919 * weight of an object (and what is carried by it's environment(s)). 924 * 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 940 * 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 941 * which it is currently tied to. When this function is done, the
937 * object will have no environment. If the object previously had an 942 * object will have no environment. If the object previously had an
938 * environment, the x and y coordinates will be updated to 943 * environment, the x and y coordinates will be updated to
939 * the previous environment. 944 * the previous environment.
940 * Beware: This function is called from the editor as well!
941 */ 945 */
942void 946void
943object::remove () 947object::do_remove ()
944{ 948{
945 object *tmp, *last = 0; 949 object *tmp, *last = 0;
946 object *otmp; 950 object *otmp;
947 951
948 int check_walk_off;
949
950 if (QUERY_FLAG (this, FLAG_REMOVED)) 952 if (QUERY_FLAG (this, FLAG_REMOVED))
951 return; 953 return;
952 954
953 SET_FLAG (this, FLAG_REMOVED); 955 SET_FLAG (this, FLAG_REMOVED);
956 INVOKE_OBJECT (REMOVE, this);
954 957
955 if (more) 958 if (more)
956 more->remove (); 959 more->remove ();
957 960
958 /* 961 /*
971 * to save cpu time. 974 * to save cpu time.
972 */ 975 */
973 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 976 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
974 otmp->update_stats (); 977 otmp->update_stats ();
975 978
976 if (above != NULL) 979 if (above)
977 above->below = below; 980 above->below = below;
978 else 981 else
979 env->inv = below; 982 env->inv = below;
980 983
981 if (below != NULL) 984 if (below)
982 below->above = above; 985 below->above = above;
983 986
984 /* we set up values so that it could be inserted into 987 /* we set up values so that it could be inserted into
985 * the map, but we don't actually do that - it is up 988 * the map, but we don't actually do that - it is up
986 * to the caller to decide what we want to do. 989 * to the caller to decide what we want to do.
990 above = 0, below = 0; 993 above = 0, below = 0;
991 env = 0; 994 env = 0;
992 } 995 }
993 else if (map) 996 else if (map)
994 { 997 {
995 /* Re did the following section of code - it looks like it had 998 if (type == PLAYER)
996 * lots of logic for things we no longer care about
997 */ 999 {
1000 // leaving a spot always closes any open container on the ground
1001 if (container && !container->env)
1002 // this causes spurious floorbox updates, but it ensures
1003 // that the CLOSE event is being sent.
1004 close_container ();
1005
1006 --map->players;
1007 map->touch ();
1008 }
1009
1010 map->dirty = true;
1011 mapspace &ms = this->ms ();
998 1012
999 /* link the object above us */ 1013 /* link the object above us */
1000 if (above) 1014 if (above)
1001 above->below = below; 1015 above->below = below;
1002 else 1016 else
1003 map->at (x, y).top = below; /* we were top, set new top */ 1017 ms.top = below; /* we were top, set new top */
1004 1018
1005 /* Relink the object below us, if there is one */ 1019 /* Relink the object below us, if there is one */
1006 if (below) 1020 if (below)
1007 below->above = above; 1021 below->above = above;
1008 else 1022 else
1010 /* Nothing below, which means we need to relink map object for this space 1024 /* 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 1025 * use translated coordinates in case some oddness with map tiling is
1012 * evident 1026 * evident
1013 */ 1027 */
1014 if (GET_MAP_OB (map, x, y) != this) 1028 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); 1029 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 1030
1025 map->at (x, y).bottom = above; /* goes on above it. */ 1031 ms.bot = above; /* goes on above it. */
1026 } 1032 }
1027 1033
1028 above = 0; 1034 above = 0;
1029 below = 0; 1035 below = 0;
1030 1036
1031 if (map->in_memory == MAP_SAVING) 1037 if (map->in_memory == MAP_SAVING)
1032 return; 1038 return;
1033 1039
1034 check_walk_off = !QUERY_FLAG (this, FLAG_NO_APPLY); 1040 int check_walk_off = !flag [FLAG_NO_APPLY];
1035 1041
1036 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) 1042 for (tmp = ms.bot; tmp; tmp = tmp->above)
1037 { 1043 {
1038 /* No point updating the players look faces if he is the object 1044 /* No point updating the players look faces if he is the object
1039 * being removed. 1045 * being removed.
1040 */ 1046 */
1041 1047
1045 * removed (most likely destroyed), update the player view 1051 * removed (most likely destroyed), update the player view
1046 * appropriately. 1052 * appropriately.
1047 */ 1053 */
1048 if (tmp->container == this) 1054 if (tmp->container == this)
1049 { 1055 {
1050 CLEAR_FLAG (this, FLAG_APPLIED); 1056 flag [FLAG_APPLIED] = 0;
1051 tmp->container = 0; 1057 tmp->container = 0;
1052 } 1058 }
1053 1059
1060 if (tmp->contr->ns)
1054 tmp->contr->ns->floorbox_update (); 1061 tmp->contr->ns->floorbox_update ();
1055 } 1062 }
1056 1063
1057 /* See if player moving off should effect something */ 1064 /* See if object moving off should effect something */
1058 if (check_walk_off 1065 if (check_walk_off
1059 && ((move_type & tmp->move_off) 1066 && ((move_type & tmp->move_off)
1060 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1067 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1061 { 1068 {
1062 move_apply (tmp, this, 0); 1069 move_apply (tmp, this, 0);
1064 if (destroyed ()) 1071 if (destroyed ())
1065 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1072 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1066 } 1073 }
1067 1074
1068 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1075 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1069 1076 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1070 if (tmp->above == tmp) 1077 if (tmp->above == tmp)
1071 tmp->above = 0; 1078 tmp->above = 0;
1072 1079
1073 last = tmp; 1080 last = tmp;
1074 } 1081 }
1075 1082
1076 /* last == NULL of there are no objects on this space */ 1083 /* last == NULL if there are no objects on this space */
1084 //TODO: this makes little sense, why only update the topmost object?
1077 if (!last) 1085 if (!last)
1078 map->at (x, y).flags_ = P_NEED_UPDATE; 1086 map->at (x, y).flags_ = 0;
1079 else 1087 else
1080 update_object (last, UP_OBJ_REMOVE); 1088 update_object (last, UP_OBJ_REMOVE);
1081 1089
1082 if (QUERY_FLAG (this, FLAG_BLOCKSVIEW) || glow_radius) 1090 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1083 update_all_los (map, x, y); 1091 update_all_los (map, x, y);
1084 } 1092 }
1085} 1093}
1086 1094
1087/* 1095/*
1096merge_ob (object *op, object *top) 1104merge_ob (object *op, object *top)
1097{ 1105{
1098 if (!op->nrof) 1106 if (!op->nrof)
1099 return 0; 1107 return 0;
1100 1108
1101 if (top == NULL) 1109 if (top)
1102 for (top = op; top != NULL && top->above != NULL; top = top->above); 1110 for (top = op; top && top->above; top = top->above)
1111 ;
1103 1112
1104 for (; top != NULL; top = top->below) 1113 for (; top; top = top->below)
1105 { 1114 {
1106 if (top == op) 1115 if (top == op)
1107 continue; 1116 continue;
1108 1117
1109 if (object::can_merge (op, top)) 1118 if (object::can_merge (op, top))
1118 } 1127 }
1119 1128
1120 return 0; 1129 return 0;
1121} 1130}
1122 1131
1132void
1133object::expand_tail ()
1134{
1135 if (more)
1136 return;
1137
1138 object *prev = this;
1139
1140 for (archetype *at = arch->more; at; at = at->more)
1141 {
1142 object *op = arch_to_object (at);
1143
1144 op->name = name;
1145 op->name_pl = name_pl;
1146 op->title = title;
1147
1148 op->head = this;
1149 prev->more = op;
1150
1151 prev = op;
1152 }
1153}
1154
1123/* 1155/*
1124 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1156 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1125 * job preparing multi-part monsters 1157 * job preparing multi-part monsters.
1126 */ 1158 */
1127object * 1159object *
1128insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1160insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1129{ 1161{
1130 object *tmp;
1131
1132 if (op->head)
1133 op = op->head;
1134
1135 for (tmp = op; tmp; tmp = tmp->more) 1162 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1136 { 1163 {
1137 tmp->x = x + tmp->arch->clone.x; 1164 tmp->x = x + tmp->arch->clone.x;
1138 tmp->y = y + tmp->arch->clone.y; 1165 tmp->y = y + tmp->arch->clone.y;
1139 } 1166 }
1140 1167
1159 * Return value: 1186 * Return value:
1160 * new object if 'op' was merged with other object 1187 * new object if 'op' was merged with other object
1161 * NULL if 'op' was destroyed 1188 * NULL if 'op' was destroyed
1162 * just 'op' otherwise 1189 * just 'op' otherwise
1163 */ 1190 */
1164
1165object * 1191object *
1166insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1192insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1167{ 1193{
1194 assert (!op->flag [FLAG_FREED]);
1195
1168 object *tmp, *top, *floor = NULL; 1196 object *tmp, *top, *floor = NULL;
1169 sint16 x, y;
1170 1197
1171 if (QUERY_FLAG (op, FLAG_FREED)) 1198 op->remove ();
1172 {
1173 LOG (llevError, "Trying to insert freed object!\n");
1174 return NULL;
1175 }
1176 1199
1177 if (m == NULL) 1200#if 0
1178 { 1201 if (!m->active != !op->active)
1179 char *dump = dump_object (op); 1202 if (m->active)
1180 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump); 1203 op->activate_recursive ();
1181 free (dump); 1204 else
1182 return op; 1205 op->deactivate_recursive ();
1183 } 1206#endif
1184 1207
1185 if (out_of_map (m, op->x, op->y)) 1208 if (out_of_map (m, op->x, op->y))
1186 { 1209 {
1187 char *dump = dump_object (op);
1188 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump); 1210 LOG (llevError, "Trying to insert object outside the map.\n%s\n", op->debug_desc ());
1189#ifdef MANY_CORES 1211#ifdef MANY_CORES
1190 /* Better to catch this here, as otherwise the next use of this object 1212 /* 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 1213 * is likely to cause a crash. Better to find out where it is getting
1192 * improperly inserted. 1214 * improperly inserted.
1193 */ 1215 */
1194 abort (); 1216 abort ();
1195#endif 1217#endif
1196 free (dump);
1197 return op; 1218 return op;
1198 } 1219 }
1199 1220
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; 1221 if (object *more = op->more)
1213 1222 {
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) 1223 if (!insert_ob_in_map (more, m, originator, flag))
1230 { 1224 {
1231 if (!op->head) 1225 if (!op->head)
1232 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1226 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1233 1227
1234 return NULL; 1228 return 0;
1235 } 1229 }
1236 } 1230 }
1237 1231
1238 CLEAR_FLAG (op, FLAG_REMOVED); 1232 CLEAR_FLAG (op, FLAG_REMOVED);
1239 1233
1240 /* Ideally, the caller figures this out. However, it complicates a lot 1234 /* 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 1235 * of areas of callers (eg, anything that uses find_free_spot would now
1242 * need extra work 1236 * need extra work
1243 */ 1237 */
1244 op->map = get_map_from_coord (m, &op->x, &op->y); 1238 if (!xy_normalise (m, op->x, op->y))
1245 x = op->x; 1239 return 0;
1246 y = op->y; 1240
1241 op->map = m;
1242 mapspace &ms = op->ms ();
1247 1243
1248 /* this has to be done after we translate the coordinates. 1244 /* this has to be done after we translate the coordinates.
1249 */ 1245 */
1250 if (op->nrof && !(flag & INS_NO_MERGE)) 1246 if (op->nrof && !(flag & INS_NO_MERGE))
1251 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1247 for (tmp = ms.bot; tmp; tmp = tmp->above)
1252 if (object::can_merge (op, tmp)) 1248 if (object::can_merge (op, tmp))
1253 { 1249 {
1254 op->nrof += tmp->nrof; 1250 op->nrof += tmp->nrof;
1255 tmp->destroy (); 1251 tmp->destroy ();
1256 } 1252 }
1273 op->below = originator->below; 1269 op->below = originator->below;
1274 1270
1275 if (op->below) 1271 if (op->below)
1276 op->below->above = op; 1272 op->below->above = op;
1277 else 1273 else
1278 op->ms ().bottom = op; 1274 ms.bot = op;
1279 1275
1280 /* since *below* originator, no need to update top */ 1276 /* since *below* originator, no need to update top */
1281 originator->below = op; 1277 originator->below = op;
1282 } 1278 }
1283 else 1279 else
1284 { 1280 {
1281 top = ms.bot;
1282
1285 /* If there are other objects, then */ 1283 /* If there are other objects, then */
1286 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1284 if ((!(flag & INS_MAP_LOAD)) && top)
1287 { 1285 {
1288 object *last = NULL; 1286 object *last = 0;
1289 1287
1290 /* 1288 /*
1291 * If there are multiple objects on this space, we do some trickier handling. 1289 * If there are multiple objects on this space, we do some trickier handling.
1292 * We've already dealt with merging if appropriate. 1290 * We've already dealt with merging if appropriate.
1293 * Generally, we want to put the new object on top. But if 1291 * 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 1295 * 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 1296 * 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 1297 * when lots of spells are cast in one area. Currently, it is presumed
1300 * that flying non pickable objects are spell objects. 1298 * that flying non pickable objects are spell objects.
1301 */ 1299 */
1302 1300 for (top = ms.bot; top; top = top->above)
1303 while (top != NULL)
1304 { 1301 {
1305 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1302 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1306 floor = top; 1303 floor = top;
1307 1304
1308 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1305 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; 1308 top = top->below;
1312 break; 1309 break;
1313 } 1310 }
1314 1311
1315 last = top; 1312 last = top;
1316 top = top->above;
1317 } 1313 }
1318 1314
1319 /* Don't want top to be NULL, so set it to the last valid object */ 1315 /* Don't want top to be NULL, so set it to the last valid object */
1320 top = last; 1316 top = last;
1321 1317
1323 * looks like instead of lots of conditions here. 1319 * looks like instead of lots of conditions here.
1324 * makes things faster, and effectively the same result. 1320 * makes things faster, and effectively the same result.
1325 */ 1321 */
1326 1322
1327 /* Have object 'fall below' other objects that block view. 1323 /* Have object 'fall below' other objects that block view.
1328 * Unless those objects are exits, type 66 1324 * Unless those objects are exits.
1329 * If INS_ON_TOP is used, don't do this processing 1325 * If INS_ON_TOP is used, don't do this processing
1330 * Need to find the object that in fact blocks view, otherwise 1326 * Need to find the object that in fact blocks view, otherwise
1331 * stacking is a bit odd. 1327 * stacking is a bit odd.
1332 */ 1328 */
1333 if (!(flag & INS_ON_TOP) && 1329 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)) 1330 && ms.flags () & P_BLOCKSVIEW
1331 && (op->face && !faces [op->face].visibility))
1335 { 1332 {
1336 for (last = top; last != floor; last = last->below) 1333 for (last = top; last != floor; last = last->below)
1337 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1334 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1338 break; 1335 break;
1336
1339 /* Check to see if we found the object that blocks view, 1337 /* Check to see if we found the object that blocks view,
1340 * and make sure we have a below pointer for it so that 1338 * and make sure we have a below pointer for it so that
1341 * we can get inserted below this one, which requires we 1339 * we can get inserted below this one, which requires we
1342 * set top to the object below us. 1340 * set top to the object below us.
1343 */ 1341 */
1345 top = last->below; 1343 top = last->below;
1346 } 1344 }
1347 } /* If objects on this space */ 1345 } /* If objects on this space */
1348 1346
1349 if (flag & INS_MAP_LOAD) 1347 if (flag & INS_MAP_LOAD)
1350 top = GET_MAP_TOP (op->map, op->x, op->y); 1348 top = ms.top;
1351 1349
1352 if (flag & INS_ABOVE_FLOOR_ONLY) 1350 if (flag & INS_ABOVE_FLOOR_ONLY)
1353 top = floor; 1351 top = floor;
1354 1352
1355 /* Top is the object that our object (op) is going to get inserted above. 1353 /* Top is the object that our object (op) is going to get inserted above.
1356 */ 1354 */
1357 1355
1358 /* First object on this space */ 1356 /* First object on this space */
1359 if (!top) 1357 if (!top)
1360 { 1358 {
1361 op->above = GET_MAP_OB (op->map, op->x, op->y); 1359 op->above = ms.bot;
1362 1360
1363 if (op->above) 1361 if (op->above)
1364 op->above->below = op; 1362 op->above->below = op;
1365 1363
1366 op->below = NULL; 1364 op->below = 0;
1367 op->ms ().bottom = op; 1365 ms.bot = op;
1368 } 1366 }
1369 else 1367 else
1370 { /* get inserted into the stack above top */ 1368 { /* get inserted into the stack above top */
1371 op->above = top->above; 1369 op->above = top->above;
1372 1370
1375 1373
1376 op->below = top; 1374 op->below = top;
1377 top->above = op; 1375 top->above = op;
1378 } 1376 }
1379 1377
1380 if (op->above == NULL) 1378 if (!op->above)
1381 op->ms ().top = op; 1379 ms.top = op;
1382 } /* else not INS_BELOW_ORIGINATOR */ 1380 } /* else not INS_BELOW_ORIGINATOR */
1383 1381
1384 if (op->type == PLAYER) 1382 if (op->type == PLAYER)
1383 {
1385 op->contr->do_los = 1; 1384 op->contr->do_los = 1;
1385 ++op->map->players;
1386 op->map->touch ();
1387 }
1388
1389 op->map->dirty = true;
1386 1390
1387 /* If we have a floor, we know the player, if any, will be above 1391 /* 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. 1392 * it, so save a few ticks and start from there.
1389 */ 1393 */
1390 if (!(flag & INS_MAP_LOAD)) 1394 if (!(flag & INS_MAP_LOAD))
1391 if (object *pl = op->ms ().player ()) 1395 if (object *pl = ms.player ())
1396 if (pl->contr->ns)
1392 pl->contr->ns->floorbox_update (); 1397 pl->contr->ns->floorbox_update ();
1393 1398
1394 /* If this object glows, it may affect lighting conditions that are 1399 /* If this object glows, it may affect lighting conditions that are
1395 * visible to others on this map. But update_all_los is really 1400 * 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 1401 * 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 1402 * on the map will get recalculated. The players could very well
1398 * be far away from this change and not affected in any way - 1403 * be far away from this change and not affected in any way -
1399 * this should get redone to only look for players within range, 1404 * this should get redone to only look for players within range,
1400 * or just updating the P_NEED_UPDATE for spaces within this area 1405 * or just updating the P_UPTODATE for spaces within this area
1401 * of effect may be sufficient. 1406 * of effect may be sufficient.
1402 */ 1407 */
1403 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1408 if (op->map->darkness && (op->glow_radius != 0))
1404 update_all_los (op->map, op->x, op->y); 1409 update_all_los (op->map, op->x, op->y);
1405 1410
1406 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1411 /* updates flags (blocked, alive, no magic, etc) for this map space */
1407 update_object (op, UP_OBJ_INSERT); 1412 update_object (op, UP_OBJ_INSERT);
1413
1414 INVOKE_OBJECT (INSERT, op);
1408 1415
1409 /* Don't know if moving this to the end will break anything. However, 1416 /* Don't know if moving this to the end will break anything. However,
1410 * we want to have floorbox_update called before calling this. 1417 * we want to have floorbox_update called before calling this.
1411 * 1418 *
1412 * check_move_on() must be after this because code called from 1419 * check_move_on() must be after this because code called from
1417 1424
1418 /* if this is not the head or flag has been passed, don't check walk on status */ 1425 /* 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) 1426 if (!(flag & INS_NO_WALK_ON) && !op->head)
1420 { 1427 {
1421 if (check_move_on (op, originator)) 1428 if (check_move_on (op, originator))
1422 return NULL; 1429 return 0;
1423 1430
1424 /* If we are a multi part object, lets work our way through the check 1431 /* If we are a multi part object, lets work our way through the check
1425 * walk on's. 1432 * walk on's.
1426 */ 1433 */
1427 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1434 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1428 if (check_move_on (tmp, originator)) 1435 if (check_move_on (tmp, originator))
1429 return NULL; 1436 return 0;
1430 } 1437 }
1431 1438
1432 return op; 1439 return op;
1433} 1440}
1434 1441
1441{ 1448{
1442 object *tmp, *tmp1; 1449 object *tmp, *tmp1;
1443 1450
1444 /* first search for itself and remove any old instances */ 1451 /* first search for itself and remove any old instances */
1445 1452
1446 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1453 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1447 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1454 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1448 tmp->destroy (); 1455 tmp->destroy ();
1449 1456
1450 tmp1 = arch_to_object (archetype::find (arch_string)); 1457 tmp1 = arch_to_object (archetype::find (arch_string));
1451 1458
1452 tmp1->x = op->x; 1459 tmp1->x = op->x;
1453 tmp1->y = op->y; 1460 tmp1->y = op->y;
1454 insert_ob_in_map (tmp1, op->map, op, 0); 1461 insert_ob_in_map (tmp1, op->map, op, 0);
1462}
1463
1464object *
1465object::insert_at (object *where, object *originator, int flags)
1466{
1467 return where->map->insert (this, where->x, where->y, originator, flags);
1455} 1468}
1456 1469
1457/* 1470/*
1458 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1471 * 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 1472 * is returned contains nr objects, and the remaining parts contains
1460 * the rest (or is removed and freed if that number is 0). 1473 * the rest (or is removed and freed if that number is 0).
1461 * On failure, NULL is returned, and the reason put into the 1474 * On failure, NULL is returned, and the reason put into the
1462 * global static errmsg array. 1475 * global static errmsg array.
1463 */ 1476 */
1464
1465object * 1477object *
1466get_split_ob (object *orig_ob, uint32 nr) 1478get_split_ob (object *orig_ob, uint32 nr)
1467{ 1479{
1468 object *newob; 1480 object *newob;
1469 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1481 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1500 * the amount of an object. If the amount reaches 0, the object 1512 * the amount of an object. If the amount reaches 0, the object
1501 * is subsequently removed and freed. 1513 * is subsequently removed and freed.
1502 * 1514 *
1503 * Return value: 'op' if something is left, NULL if the amount reached 0 1515 * Return value: 'op' if something is left, NULL if the amount reached 0
1504 */ 1516 */
1505
1506object * 1517object *
1507decrease_ob_nr (object *op, uint32 i) 1518decrease_ob_nr (object *op, uint32 i)
1508{ 1519{
1509 object *tmp; 1520 object *tmp;
1510 1521
1585 1596
1586/* 1597/*
1587 * add_weight(object, weight) adds the specified weight to an object, 1598 * add_weight(object, weight) adds the specified weight to an object,
1588 * and also updates how much the environment(s) is/are carrying. 1599 * and also updates how much the environment(s) is/are carrying.
1589 */ 1600 */
1590
1591void 1601void
1592add_weight (object *op, signed long weight) 1602add_weight (object *op, signed long weight)
1593{ 1603{
1594 while (op != NULL) 1604 while (op != NULL)
1595 { 1605 {
1627 * inside the object environment. 1637 * inside the object environment.
1628 * 1638 *
1629 * The function returns now pointer to inserted item, and return value can 1639 * The function returns now pointer to inserted item, and return value can
1630 * be != op, if items are merged. -Tero 1640 * be != op, if items are merged. -Tero
1631 */ 1641 */
1632
1633object * 1642object *
1634object::insert (object *op) 1643object::insert (object *op)
1635{ 1644{
1636 object *tmp, *otmp; 1645 object *tmp, *otmp;
1637 1646
1692 if ((op->glow_radius != 0) && map) 1701 if ((op->glow_radius != 0) && map)
1693 { 1702 {
1694#ifdef DEBUG_LIGHTS 1703#ifdef DEBUG_LIGHTS
1695 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1704 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1696#endif /* DEBUG_LIGHTS */ 1705#endif /* DEBUG_LIGHTS */
1697 if (MAP_DARKNESS (map)) 1706 if (map->darkness)
1698 update_all_los (map, x, y); 1707 update_all_los (map, x, y);
1699 } 1708 }
1700 1709
1701 /* Client has no idea of ordering so lets not bother ordering it here. 1710 /* Client has no idea of ordering so lets not bother ordering it here.
1702 * It sure simplifies this function... 1711 * It sure simplifies this function...
1707 { 1716 {
1708 op->below = inv; 1717 op->below = inv;
1709 op->below->above = op; 1718 op->below->above = op;
1710 inv = op; 1719 inv = op;
1711 } 1720 }
1721
1722 INVOKE_OBJECT (INSERT, this);
1712 1723
1713 return op; 1724 return op;
1714} 1725}
1715 1726
1716/* 1727/*
1731 * 1742 *
1732 * MSW 2001-07-08: Check all objects on space, not just those below 1743 * MSW 2001-07-08: Check all objects on space, not just those below
1733 * object being inserted. insert_ob_in_map may not put new objects 1744 * object being inserted. insert_ob_in_map may not put new objects
1734 * on top. 1745 * on top.
1735 */ 1746 */
1736
1737int 1747int
1738check_move_on (object *op, object *originator) 1748check_move_on (object *op, object *originator)
1739{ 1749{
1740 object *tmp; 1750 object *tmp;
1741 maptile *m = op->map; 1751 maptile *m = op->map;
1768 1778
1769 /* The objects have to be checked from top to bottom. 1779 /* The objects have to be checked from top to bottom.
1770 * Hence, we first go to the top: 1780 * Hence, we first go to the top:
1771 */ 1781 */
1772 1782
1773 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1783 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1774 { 1784 {
1775 /* Trim the search when we find the first other spell effect 1785 /* Trim the search when we find the first other spell effect
1776 * this helps performance so that if a space has 50 spell objects, 1786 * this helps performance so that if a space has 50 spell objects,
1777 * we don't need to check all of them. 1787 * we don't need to check all of them.
1778 */ 1788 */
1796 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1806 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1797 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1807 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1798 { 1808 {
1799 1809
1800 float 1810 float
1801 diff = tmp->move_slow_penalty * FABS (op->speed); 1811 diff = tmp->move_slow_penalty * fabs (op->speed);
1802 1812
1803 if (op->type == PLAYER) 1813 if (op->type == PLAYER)
1804 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1814 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1805 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1815 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1806 diff /= 4.0; 1816 diff /= 4.0;
1833/* 1843/*
1834 * present_arch(arch, map, x, y) searches for any objects with 1844 * present_arch(arch, map, x, y) searches for any objects with
1835 * a matching archetype at the given map and coordinates. 1845 * a matching archetype at the given map and coordinates.
1836 * The first matching object is returned, or NULL if none. 1846 * The first matching object is returned, or NULL if none.
1837 */ 1847 */
1838
1839object * 1848object *
1840present_arch (const archetype *at, maptile *m, int x, int y) 1849present_arch (const archetype *at, maptile *m, int x, int y)
1841{ 1850{
1842 object *
1843 tmp;
1844
1845 if (m == NULL || out_of_map (m, x, y)) 1851 if (!m || out_of_map (m, x, y))
1846 { 1852 {
1847 LOG (llevError, "Present_arch called outside map.\n"); 1853 LOG (llevError, "Present_arch called outside map.\n");
1848 return NULL; 1854 return NULL;
1849 } 1855 }
1850 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1856
1857 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1851 if (tmp->arch == at) 1858 if (tmp->arch == at)
1852 return tmp; 1859 return tmp;
1860
1853 return NULL; 1861 return NULL;
1854} 1862}
1855 1863
1856/* 1864/*
1857 * present(type, map, x, y) searches for any objects with 1865 * present(type, map, x, y) searches for any objects with
1858 * a matching type variable at the given map and coordinates. 1866 * a matching type variable at the given map and coordinates.
1859 * The first matching object is returned, or NULL if none. 1867 * The first matching object is returned, or NULL if none.
1860 */ 1868 */
1861
1862object * 1869object *
1863present (unsigned char type, maptile *m, int x, int y) 1870present (unsigned char type, maptile *m, int x, int y)
1864{ 1871{
1865 object *
1866 tmp;
1867
1868 if (out_of_map (m, x, y)) 1872 if (out_of_map (m, x, y))
1869 { 1873 {
1870 LOG (llevError, "Present called outside map.\n"); 1874 LOG (llevError, "Present called outside map.\n");
1871 return NULL; 1875 return NULL;
1872 } 1876 }
1873 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1877
1878 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1874 if (tmp->type == type) 1879 if (tmp->type == type)
1875 return tmp; 1880 return tmp;
1881
1876 return NULL; 1882 return NULL;
1877} 1883}
1878 1884
1879/* 1885/*
1880 * present_in_ob(type, object) searches for any objects with 1886 * present_in_ob(type, object) searches for any objects with
1881 * a matching type variable in the inventory of the given object. 1887 * a matching type variable in the inventory of the given object.
1882 * The first matching object is returned, or NULL if none. 1888 * The first matching object is returned, or NULL if none.
1883 */ 1889 */
1884
1885object * 1890object *
1886present_in_ob (unsigned char type, const object *op) 1891present_in_ob (unsigned char type, const object *op)
1887{ 1892{
1888 object *
1889 tmp;
1890
1891 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1893 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1892 if (tmp->type == type) 1894 if (tmp->type == type)
1893 return tmp; 1895 return tmp;
1896
1894 return NULL; 1897 return NULL;
1895} 1898}
1896 1899
1897/* 1900/*
1898 * present_in_ob (type, str, object) searches for any objects with 1901 * present_in_ob (type, str, object) searches for any objects with
1906 * str is the string to match against. Note that we match against 1909 * str is the string to match against. Note that we match against
1907 * the object name, not the archetype name. this is so that the 1910 * the object name, not the archetype name. this is so that the
1908 * spell code can use one object type (force), but change it's name 1911 * spell code can use one object type (force), but change it's name
1909 * to be unique. 1912 * to be unique.
1910 */ 1913 */
1911
1912object * 1914object *
1913present_in_ob_by_name (int type, const char *str, const object *op) 1915present_in_ob_by_name (int type, const char *str, const object *op)
1914{ 1916{
1915 object *
1916 tmp;
1917
1918 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1917 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1919 {
1920 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1918 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1921 return tmp; 1919 return tmp;
1922 } 1920
1923 return NULL; 1921 return 0;
1924} 1922}
1925 1923
1926/* 1924/*
1927 * present_arch_in_ob(archetype, object) searches for any objects with 1925 * present_arch_in_ob(archetype, object) searches for any objects with
1928 * a matching archetype in the inventory of the given object. 1926 * a matching archetype in the inventory of the given object.
1929 * The first matching object is returned, or NULL if none. 1927 * The first matching object is returned, or NULL if none.
1930 */ 1928 */
1931
1932object * 1929object *
1933present_arch_in_ob (const archetype *at, const object *op) 1930present_arch_in_ob (const archetype *at, const object *op)
1934{ 1931{
1935 object *
1936 tmp;
1937
1938 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1932 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1939 if (tmp->arch == at) 1933 if (tmp->arch == at)
1940 return tmp; 1934 return tmp;
1935
1941 return NULL; 1936 return NULL;
1942} 1937}
1943 1938
1944/* 1939/*
1945 * activate recursively a flag on an object inventory 1940 * activate recursively a flag on an object inventory
1946 */ 1941 */
1947void 1942void
1948flag_inv (object *op, int flag) 1943flag_inv (object *op, int flag)
1949{ 1944{
1950 object *
1951 tmp;
1952
1953 if (op->inv) 1945 if (op->inv)
1954 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1946 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1955 { 1947 {
1956 SET_FLAG (tmp, flag); 1948 SET_FLAG (tmp, flag);
1957 flag_inv (tmp, flag); 1949 flag_inv (tmp, flag);
1958 } 1950 }
1959} /* 1951}
1952
1953/*
1960 * desactivate recursively a flag on an object inventory 1954 * deactivate recursively a flag on an object inventory
1961 */ 1955 */
1962void 1956void
1963unflag_inv (object *op, int flag) 1957unflag_inv (object *op, int flag)
1964{ 1958{
1965 object *
1966 tmp;
1967
1968 if (op->inv) 1959 if (op->inv)
1969 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1960 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1970 { 1961 {
1971 CLEAR_FLAG (tmp, flag); 1962 CLEAR_FLAG (tmp, flag);
1972 unflag_inv (tmp, flag); 1963 unflag_inv (tmp, flag);
1973 } 1964 }
1974} 1965}
1977 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 1968 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1978 * all it's inventory (recursively). 1969 * all it's inventory (recursively).
1979 * If checksums are used, a player will get set_cheat called for 1970 * If checksums are used, a player will get set_cheat called for
1980 * him/her-self and all object carried by a call to this function. 1971 * him/her-self and all object carried by a call to this function.
1981 */ 1972 */
1982
1983void 1973void
1984set_cheat (object *op) 1974set_cheat (object *op)
1985{ 1975{
1986 SET_FLAG (op, FLAG_WAS_WIZ); 1976 SET_FLAG (op, FLAG_WAS_WIZ);
1987 flag_inv (op, FLAG_WAS_WIZ); 1977 flag_inv (op, FLAG_WAS_WIZ);
2006 * because arch_blocked (now ob_blocked) needs to know the movement type 1996 * because arch_blocked (now ob_blocked) needs to know the movement type
2007 * to know if the space in question will block the object. We can't use 1997 * to know if the space in question will block the object. We can't use
2008 * the archetype because that isn't correct if the monster has been 1998 * the archetype because that isn't correct if the monster has been
2009 * customized, changed states, etc. 1999 * customized, changed states, etc.
2010 */ 2000 */
2011
2012int 2001int
2013find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 2002find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2014{ 2003{
2015 int
2016 i,
2017 index = 0, flag; 2004 int index = 0, flag;
2018 static int
2019 altern[SIZEOFFREE]; 2005 int altern[SIZEOFFREE];
2020 2006
2021 for (i = start; i < stop; i++) 2007 for (int i = start; i < stop; i++)
2022 { 2008 {
2023 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2009 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2024 if (!flag) 2010 if (!flag)
2025 altern[index++] = i; 2011 altern [index++] = i;
2026 2012
2027 /* Basically, if we find a wall on a space, we cut down the search size. 2013 /* Basically, if we find a wall on a space, we cut down the search size.
2028 * In this way, we won't return spaces that are on another side of a wall. 2014 * In this way, we won't return spaces that are on another side of a wall.
2029 * This mostly work, but it cuts down the search size in all directions - 2015 * This mostly work, but it cuts down the search size in all directions -
2030 * if the space being examined only has a wall to the north and empty 2016 * if the space being examined only has a wall to the north and empty
2037 } 2023 }
2038 2024
2039 if (!index) 2025 if (!index)
2040 return -1; 2026 return -1;
2041 2027
2042 return altern[RANDOM () % index]; 2028 return altern [rndm (index)];
2043} 2029}
2044 2030
2045/* 2031/*
2046 * find_first_free_spot(archetype, maptile, x, y) works like 2032 * find_first_free_spot(archetype, maptile, x, y) works like
2047 * find_free_spot(), but it will search max number of squares. 2033 * find_free_spot(), but it will search max number of squares.
2048 * But it will return the first available spot, not a random choice. 2034 * But it will return the first available spot, not a random choice.
2049 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2035 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2050 */ 2036 */
2051
2052int 2037int
2053find_first_free_spot (const object *ob, maptile *m, int x, int y) 2038find_first_free_spot (const object *ob, maptile *m, int x, int y)
2054{ 2039{
2055 int
2056 i;
2057
2058 for (i = 0; i < SIZEOFFREE; i++) 2040 for (int i = 0; i < SIZEOFFREE; i++)
2059 {
2060 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2041 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2061 return i; 2042 return i;
2062 } 2043
2063 return -1; 2044 return -1;
2064} 2045}
2065 2046
2066/* 2047/*
2067 * The function permute(arr, begin, end) randomly reorders the array 2048 * The function permute(arr, begin, end) randomly reorders the array
2068 * arr[begin..end-1]. 2049 * arr[begin..end-1].
2050 * now uses a fisher-yates shuffle, old permute was broken
2069 */ 2051 */
2070static void 2052static void
2071permute (int *arr, int begin, int end) 2053permute (int *arr, int begin, int end)
2072{ 2054{
2073 int 2055 arr += begin;
2074 i,
2075 j,
2076 tmp,
2077 len;
2078
2079 len = end - begin; 2056 end -= begin;
2080 for (i = begin; i < end; i++)
2081 {
2082 j = begin + RANDOM () % len;
2083 2057
2084 tmp = arr[i]; 2058 while (--end)
2085 arr[i] = arr[j]; 2059 swap (arr [end], arr [rndm (end + 1)]);
2086 arr[j] = tmp;
2087 }
2088} 2060}
2089 2061
2090/* new function to make monster searching more efficient, and effective! 2062/* new function to make monster searching more efficient, and effective!
2091 * This basically returns a randomized array (in the passed pointer) of 2063 * This basically returns a randomized array (in the passed pointer) of
2092 * the spaces to find monsters. In this way, it won't always look for 2064 * the spaces to find monsters. In this way, it won't always look for
2095 * the 3x3 area will be searched, just not in a predictable order. 2067 * the 3x3 area will be searched, just not in a predictable order.
2096 */ 2068 */
2097void 2069void
2098get_search_arr (int *search_arr) 2070get_search_arr (int *search_arr)
2099{ 2071{
2100 int 2072 int i;
2101 i;
2102 2073
2103 for (i = 0; i < SIZEOFFREE; i++) 2074 for (i = 0; i < SIZEOFFREE; i++)
2104 {
2105 search_arr[i] = i; 2075 search_arr[i] = i;
2106 }
2107 2076
2108 permute (search_arr, 1, SIZEOFFREE1 + 1); 2077 permute (search_arr, 1, SIZEOFFREE1 + 1);
2109 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2078 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2110 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2079 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2111} 2080}
2120 * Perhaps incorrectly, but I'm making the assumption that exclude 2089 * Perhaps incorrectly, but I'm making the assumption that exclude
2121 * is actually want is going to try and move there. We need this info 2090 * is actually want is going to try and move there. We need this info
2122 * because we have to know what movement the thing looking to move 2091 * because we have to know what movement the thing looking to move
2123 * there is capable of. 2092 * there is capable of.
2124 */ 2093 */
2125
2126int 2094int
2127find_dir (maptile *m, int x, int y, object *exclude) 2095find_dir (maptile *m, int x, int y, object *exclude)
2128{ 2096{
2129 int
2130 i,
2131 max = SIZEOFFREE, mflags; 2097 int i, max = SIZEOFFREE, mflags;
2132 2098
2133 sint16 nx, ny; 2099 sint16 nx, ny;
2134 object * 2100 object *tmp;
2135 tmp;
2136 maptile * 2101 maptile *mp;
2137 mp;
2138 2102
2139 MoveType blocked, move_type; 2103 MoveType blocked, move_type;
2140 2104
2141 if (exclude && exclude->head) 2105 if (exclude && exclude->head)
2142 { 2106 {
2159 2123
2160 if (mflags & P_OUT_OF_MAP) 2124 if (mflags & P_OUT_OF_MAP)
2161 max = maxfree[i]; 2125 max = maxfree[i];
2162 else 2126 else
2163 { 2127 {
2164 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2128 mapspace &ms = mp->at (nx, ny);
2129
2130 blocked = ms.move_block;
2165 2131
2166 if ((move_type & blocked) == move_type) 2132 if ((move_type & blocked) == move_type)
2167 max = maxfree[i]; 2133 max = maxfree[i];
2168 else if (mflags & P_IS_ALIVE) 2134 else if (mflags & P_IS_ALIVE)
2169 { 2135 {
2170 for (tmp = GET_MAP_OB (mp, nx, ny); tmp; tmp = tmp->above) 2136 for (tmp = ms.bot; tmp; tmp = tmp->above)
2171 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2137 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2138 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2172 break; 2139 break;
2173 2140
2174 if (tmp) 2141 if (tmp)
2175 return freedir[i]; 2142 return freedir[i];
2176 } 2143 }
2182 2149
2183/* 2150/*
2184 * distance(object 1, object 2) will return the square of the 2151 * distance(object 1, object 2) will return the square of the
2185 * distance between the two given objects. 2152 * distance between the two given objects.
2186 */ 2153 */
2187
2188int 2154int
2189distance (const object *ob1, const object *ob2) 2155distance (const object *ob1, const object *ob2)
2190{ 2156{
2191 int i;
2192
2193 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2157 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2194 return i;
2195} 2158}
2196 2159
2197/* 2160/*
2198 * find_dir_2(delta-x,delta-y) will return a direction in which 2161 * find_dir_2(delta-x,delta-y) will return a direction in which
2199 * an object which has subtracted the x and y coordinates of another 2162 * an object which has subtracted the x and y coordinates of another
2200 * object, needs to travel toward it. 2163 * object, needs to travel toward it.
2201 */ 2164 */
2202
2203int 2165int
2204find_dir_2 (int x, int y) 2166find_dir_2 (int x, int y)
2205{ 2167{
2206 int q; 2168 int q;
2207 2169
2236 2198
2237 return 3; 2199 return 3;
2238} 2200}
2239 2201
2240/* 2202/*
2241 * absdir(int): Returns a number between 1 and 8, which represent
2242 * the "absolute" direction of a number (it actually takes care of
2243 * "overflow" in previous calculations of a direction).
2244 */
2245
2246int
2247absdir (int d)
2248{
2249 while (d < 1)
2250 d += 8;
2251 while (d > 8)
2252 d -= 8;
2253 return d;
2254}
2255
2256/*
2257 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2203 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2258 * between two directions (which are expected to be absolute (see absdir()) 2204 * between two directions (which are expected to be absolute (see absdir())
2259 */ 2205 */
2260
2261int 2206int
2262dirdiff (int dir1, int dir2) 2207dirdiff (int dir1, int dir2)
2263{ 2208{
2264 int 2209 int d;
2265 d;
2266 2210
2267 d = abs (dir1 - dir2); 2211 d = abs (dir1 - dir2);
2268 if (d > 4) 2212 if (d > 4)
2269 d = 8 - d; 2213 d = 8 - d;
2214
2270 return d; 2215 return d;
2271} 2216}
2272 2217
2273/* peterm: 2218/* peterm:
2274 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2219 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2277 * This basically means that if direction is 15, then it could either go 2222 * This basically means that if direction is 15, then it could either go
2278 * direction 4, 14, or 16 to get back to where we are. 2223 * direction 4, 14, or 16 to get back to where we are.
2279 * Moved from spell_util.c to object.c with the other related direction 2224 * Moved from spell_util.c to object.c with the other related direction
2280 * functions. 2225 * functions.
2281 */ 2226 */
2282
2283int
2284 reduction_dir[SIZEOFFREE][3] = { 2227int reduction_dir[SIZEOFFREE][3] = {
2285 {0, 0, 0}, /* 0 */ 2228 {0, 0, 0}, /* 0 */
2286 {0, 0, 0}, /* 1 */ 2229 {0, 0, 0}, /* 1 */
2287 {0, 0, 0}, /* 2 */ 2230 {0, 0, 0}, /* 2 */
2288 {0, 0, 0}, /* 3 */ 2231 {0, 0, 0}, /* 3 */
2289 {0, 0, 0}, /* 4 */ 2232 {0, 0, 0}, /* 4 */
2433 insert_ob_in_ob (object_create_clone (item), dst); 2376 insert_ob_in_ob (object_create_clone (item), dst);
2434 2377
2435 return dst; 2378 return dst;
2436} 2379}
2437 2380
2438/* GROS - Creates an object using a string representing its content. */
2439/* Basically, we save the content of the string to a temp file, then call */
2440/* load_object on it. I admit it is a highly inefficient way to make things, */
2441/* but it was simple to make and allows reusing the load_object function. */
2442/* Remember not to use load_object_str in a time-critical situation. */
2443/* Also remember that multiparts objects are not supported for now. */
2444
2445object *
2446load_object_str (const char *obstr)
2447{
2448 object *op;
2449 char filename[MAX_BUF];
2450
2451 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2452
2453 FILE *tempfile = fopen (filename, "w");
2454
2455 if (tempfile == NULL)
2456 {
2457 LOG (llevError, "Error - Unable to access load object temp file\n");
2458 return NULL;
2459 }
2460
2461 fprintf (tempfile, obstr);
2462 fclose (tempfile);
2463
2464 op = object::create ();
2465
2466 object_thawer thawer (filename);
2467
2468 if (thawer)
2469 load_object (thawer, op, 0);
2470
2471 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2472 CLEAR_FLAG (op, FLAG_REMOVED);
2473
2474 return op;
2475}
2476
2477/* This returns the first object in who's inventory that 2381/* This returns the first object in who's inventory that
2478 * has the same type and subtype match. 2382 * has the same type and subtype match.
2479 * returns NULL if no match. 2383 * returns NULL if no match.
2480 */ 2384 */
2481object * 2385object *
2482find_obj_by_type_subtype (const object *who, int type, int subtype) 2386find_obj_by_type_subtype (const object *who, int type, int subtype)
2483{ 2387{
2484 object *tmp;
2485
2486 for (tmp = who->inv; tmp; tmp = tmp->below) 2388 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2487 if (tmp->type == type && tmp->subtype == subtype) 2389 if (tmp->type == type && tmp->subtype == subtype)
2488 return tmp; 2390 return tmp;
2489 2391
2490 return NULL; 2392 return 0;
2491} 2393}
2492 2394
2493/* If ob has a field named key, return the link from the list, 2395/* If ob has a field named key, return the link from the list,
2494 * otherwise return NULL. 2396 * otherwise return NULL.
2495 * 2397 *
2497 * do the desired thing. 2399 * do the desired thing.
2498 */ 2400 */
2499key_value * 2401key_value *
2500get_ob_key_link (const object *ob, const char *key) 2402get_ob_key_link (const object *ob, const char *key)
2501{ 2403{
2502 key_value *link;
2503
2504 for (link = ob->key_values; link != NULL; link = link->next) 2404 for (key_value *link = ob->key_values; link; link = link->next)
2505 if (link->key == key) 2405 if (link->key == key)
2506 return link; 2406 return link;
2507 2407
2508 return NULL; 2408 return 0;
2509} 2409}
2510 2410
2511/* 2411/*
2512 * Returns the value of op has an extra_field for key, or NULL. 2412 * Returns the value of op has an extra_field for key, or NULL.
2513 * 2413 *
2538 if (link->key == canonical_key) 2438 if (link->key == canonical_key)
2539 return link->value; 2439 return link->value;
2540 2440
2541 return 0; 2441 return 0;
2542} 2442}
2543
2544 2443
2545/* 2444/*
2546 * Updates the canonical_key in op to value. 2445 * Updates the canonical_key in op to value.
2547 * 2446 *
2548 * canonical_key is a shared string (value doesn't have to be). 2447 * canonical_key is a shared string (value doesn't have to be).
2553 * Returns TRUE on success. 2452 * Returns TRUE on success.
2554 */ 2453 */
2555int 2454int
2556set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) 2455set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2557{ 2456{
2558 key_value *
2559 field = NULL, *last = NULL; 2457 key_value *field = NULL, *last = NULL;
2560 2458
2561 for (field = op->key_values; field != NULL; field = field->next) 2459 for (field = op->key_values; field != NULL; field = field->next)
2562 { 2460 {
2563 if (field->key != canonical_key) 2461 if (field->key != canonical_key)
2564 { 2462 {
2592 /* IF we get here, key doesn't exist */ 2490 /* IF we get here, key doesn't exist */
2593 2491
2594 /* No field, we'll have to add it. */ 2492 /* No field, we'll have to add it. */
2595 2493
2596 if (!add_key) 2494 if (!add_key)
2597 {
2598 return FALSE; 2495 return FALSE;
2599 } 2496
2600 /* There isn't any good reason to store a null 2497 /* There isn't any good reason to store a null
2601 * value in the key/value list. If the archetype has 2498 * value in the key/value list. If the archetype has
2602 * this key, then we should also have it, so shouldn't 2499 * this key, then we should also have it, so shouldn't
2603 * be here. If user wants to store empty strings, 2500 * be here. If user wants to store empty strings,
2604 * should pass in "" 2501 * should pass in ""
2653 } 2550 }
2654 else 2551 else
2655 item = item->env; 2552 item = item->env;
2656} 2553}
2657 2554
2555
2556const char *
2557object::flag_desc (char *desc, int len) const
2558{
2559 char *p = desc;
2560 bool first = true;
2561
2562 *p = 0;
2563
2564 for (int i = 0; i < NUM_FLAGS; i++)
2565 {
2566 if (len <= 10) // magic constant!
2567 {
2568 snprintf (p, len, ",...");
2569 break;
2570 }
2571
2572 if (flag [i])
2573 {
2574 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2575 len -= cnt;
2576 p += cnt;
2577 first = false;
2578 }
2579 }
2580
2581 return desc;
2582}
2583
2658// return a suitable string describing an objetc in enough detail to find it 2584// return a suitable string describing an object in enough detail to find it
2659const char * 2585const char *
2660object::debug_desc (char *info) const 2586object::debug_desc (char *info) const
2661{ 2587{
2588 char flagdesc[512];
2662 char info2[256 * 3]; 2589 char info2[256 * 4];
2663 char *p = info; 2590 char *p = info;
2664 2591
2665 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2592 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2666 count, 2593 count, uuid.seq,
2667 &name, 2594 &name,
2668 title ? " " : "", 2595 title ? "\",title:\"" : "",
2669 title ? (const char *)title : ""); 2596 title ? (const char *)title : "",
2597 flag_desc (flagdesc, 512), type);
2670 2598
2671 if (env) 2599 if (env)
2672 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2600 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2673 2601
2674 if (map) 2602 if (map)
2675 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2603 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2676 2604
2677 return info; 2605 return info;
2678} 2606}
2679 2607
2680const char * 2608const char *
2681object::debug_desc () const 2609object::debug_desc () const
2682{ 2610{
2683 static char info[256 * 3]; 2611 static char info[3][256 * 4];
2612 static int info_idx;
2613
2684 return debug_desc (info); 2614 return debug_desc (info [++info_idx % 3]);
2685} 2615}
2686 2616
2617struct region *
2618object::region () const
2619{
2620 return map ? map->region (x, y)
2621 : region::default_region ();
2622}
2623
2624const materialtype_t *
2625object::dominant_material () const
2626{
2627 if (materialtype_t *mat = name_to_material (materialname))
2628 return mat;
2629
2630 // omfg this is slow, this has to be temporary :)
2631 shstr unknown ("unknown");
2632
2633 return name_to_material (unknown);
2634}
2635
2636void
2637object::open_container (object *new_container)
2638{
2639 if (container == new_container)
2640 return;
2641
2642 if (object *old_container = container)
2643 {
2644 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2645 return;
2646
2647#if 0
2648 // remove the "Close old_container" object.
2649 if (object *closer = old_container->inv)
2650 if (closer->type == CLOSE_CON)
2651 closer->destroy ();
2652#endif
2653
2654 old_container->flag [FLAG_APPLIED] = 0;
2655 container = 0;
2656
2657 esrv_update_item (UPD_FLAGS, this, old_container);
2658 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2659 }
2660
2661 if (new_container)
2662 {
2663 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2664 return;
2665
2666 // TODO: this does not seem to serve any purpose anymore?
2667#if 0
2668 // insert the "Close Container" object.
2669 if (archetype *closer = new_container->other_arch)
2670 {
2671 object *closer = arch_to_object (new_container->other_arch);
2672 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2673 new_container->insert (closer);
2674 }
2675#endif
2676
2677 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2678
2679 new_container->flag [FLAG_APPLIED] = 1;
2680 container = new_container;
2681
2682 esrv_update_item (UPD_FLAGS, this, new_container);
2683 esrv_send_inventory (this, new_container);
2684 }
2685}
2686
2687

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