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Comparing deliantra/server/common/object.C (file contents):
Revision 1.74 by root, Wed Dec 20 09:14:21 2006 UTC vs.
Revision 1.147 by root, Sat May 12 16:06:42 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
221 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 223 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
222 224
223 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 225 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
224 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 226 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
225 227
226 if ((ob1->flags ^ ob2->flags).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any () 228 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
227 || ob1->arch != ob2->arch 229 || ob1->arch != ob2->arch
228 || ob1->name != ob2->name 230 || ob1->name != ob2->name
229 || ob1->title != ob2->title 231 || ob1->title != ob2->title
230 || ob1->msg != ob2->msg 232 || ob1->msg != ob2->msg
231 || ob1->weight != ob2->weight 233 || ob1->weight != ob2->weight
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
455bool
456object::change_weapon (object *ob)
457{
458 if (current_weapon == ob)
459 return true;
460
461 if (chosen_skill)
462 chosen_skill->flag [FLAG_APPLIED] = false;
463
464 current_weapon = ob;
465 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
466
467 if (chosen_skill)
468 chosen_skill->flag [FLAG_APPLIED] = true;
469
470 update_stats ();
471
472 if (ob)
473 {
474 // now check wether any body locations became invalid, in which case
475 // we cannot apply the weapon at the moment.
476 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
477 if (slot[i].used < 0)
478 {
479 current_weapon = chosen_skill = 0;
480 update_stats ();
481
482 new_draw_info_format (NDI_UNIQUE, 0, this,
483 "You try to balance your applied items all at once, but the %s is too much. "
484 "You need to unapply some items first.", &ob->name);
485 return false;
486 }
487
488 new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
489 }
490 else
491 new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
492
493 return true;
494}
495
455/* Zero the key_values on op, decrementing the shared-string 496/* Zero the key_values on op, decrementing the shared-string
456 * refcounts and freeing the links. 497 * refcounts and freeing the links.
457 */ 498 */
458static void 499static void
459free_key_values (object *op) 500free_key_values (object *op)
460{ 501{
461 for (key_value *i = op->key_values; i != 0;) 502 for (key_value *i = op->key_values; i; )
462 { 503 {
463 key_value *next = i->next; 504 key_value *next = i->next;
464 delete i; 505 delete i;
465 506
466 i = next; 507 i = next;
467 } 508 }
468 509
469 op->key_values = 0; 510 op->key_values = 0;
470} 511}
471 512
472void object::clear () 513object &
514object::operator =(const object &src)
473{ 515{
474 attachable_base::clear (); 516 bool is_freed = flag [FLAG_FREED];
517 bool is_removed = flag [FLAG_REMOVED];
475 518
476 free_key_values (this);
477
478 owner = 0;
479 name = 0;
480 name_pl = 0;
481 title = 0;
482 race = 0;
483 slaying = 0;
484 skill = 0;
485 msg = 0;
486 lore = 0;
487 custom_name = 0;
488 materialname = 0;
489 contr = 0;
490 below = 0;
491 above = 0;
492 inv = 0;
493 container = 0;
494 env = 0;
495 more = 0;
496 head = 0;
497 map = 0;
498 active_next = 0;
499 active_prev = 0;
500
501 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
502
503 SET_FLAG (this, FLAG_REMOVED);
504
505 /* What is not cleared is next, prev, and count */
506
507 expmul = 1.0;
508 face = blank_face;
509
510 if (settings.casting_time)
511 casting_time = -1;
512}
513
514/*
515 * copy_to first frees everything allocated by the dst object,
516 * and then copies the contents of itself into the second
517 * object, allocating what needs to be allocated. Basically, any
518 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
519 * if the first object is freed, the pointers in the new object
520 * will point at garbage.
521 */
522void
523object::copy_to (object *dst)
524{
525 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
526 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
527
528 *(object_copy *)dst = *this; 519 *(object_copy *)this = src;
529 *(object_pod *)dst = *this;
530 520
531 if (self || cb) 521 flag [FLAG_FREED] = is_freed;
532 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (dst)); 522 flag [FLAG_REMOVED] = is_removed;
533
534 if (is_freed)
535 SET_FLAG (dst, FLAG_FREED);
536
537 if (is_removed)
538 SET_FLAG (dst, FLAG_REMOVED);
539
540 if (speed < 0)
541 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
542 523
543 /* Copy over key_values, if any. */ 524 /* Copy over key_values, if any. */
544 if (key_values) 525 if (src.key_values)
545 { 526 {
546 key_value *tail = 0; 527 key_value *tail = 0;
547 key_value *i;
548
549 dst->key_values = 0; 528 key_values = 0;
550 529
551 for (i = key_values; i; i = i->next) 530 for (key_value *i = src.key_values; i; i = i->next)
552 { 531 {
553 key_value *new_link = new key_value; 532 key_value *new_link = new key_value;
554 533
555 new_link->next = 0; 534 new_link->next = 0;
556 new_link->key = i->key; 535 new_link->key = i->key;
557 new_link->value = i->value; 536 new_link->value = i->value;
558 537
559 /* Try and be clever here, too. */ 538 /* Try and be clever here, too. */
560 if (!dst->key_values) 539 if (!key_values)
561 { 540 {
562 dst->key_values = new_link; 541 key_values = new_link;
563 tail = new_link; 542 tail = new_link;
564 } 543 }
565 else 544 else
566 { 545 {
567 tail->next = new_link; 546 tail->next = new_link;
568 tail = new_link; 547 tail = new_link;
569 } 548 }
570 } 549 }
571 } 550 }
551}
572 552
573 update_ob_speed (dst); 553/*
554 * copy_to first frees everything allocated by the dst object,
555 * and then copies the contents of itself into the second
556 * object, allocating what needs to be allocated. Basically, any
557 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
558 * if the first object is freed, the pointers in the new object
559 * will point at garbage.
560 */
561void
562object::copy_to (object *dst)
563{
564 *dst = *this;
565
566 if (speed < 0)
567 dst->speed_left = speed_left - rndm ();
568
569 dst->set_speed (dst->speed);
570}
571
572void
573object::instantiate ()
574{
575 if (!uuid.seq) // HACK
576 uuid = gen_uuid ();
577
578 speed_left = -0.1f;
579 /* copy the body_info to the body_used - this is only really
580 * need for monsters, but doesn't hurt to do it for everything.
581 * by doing so, when a monster is created, it has good starting
582 * values for the body_used info, so when items are created
583 * for it, they can be properly equipped.
584 */
585 for (int i = NUM_BODY_LOCATIONS; i--; )
586 slot[i].used = slot[i].info;
587
588 attachable::instantiate ();
574} 589}
575 590
576object * 591object *
577object::clone () 592object::clone ()
578{ 593{
584/* 599/*
585 * If an object with the IS_TURNABLE() flag needs to be turned due 600 * If an object with the IS_TURNABLE() flag needs to be turned due
586 * to the closest player being on the other side, this function can 601 * to the closest player being on the other side, this function can
587 * be called to update the face variable, _and_ how it looks on the map. 602 * be called to update the face variable, _and_ how it looks on the map.
588 */ 603 */
589
590void 604void
591update_turn_face (object *op) 605update_turn_face (object *op)
592{ 606{
593 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 607 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
594 return; 608 return;
609
595 SET_ANIMATION (op, op->direction); 610 SET_ANIMATION (op, op->direction);
596 update_object (op, UP_OBJ_FACE); 611 update_object (op, UP_OBJ_FACE);
597} 612}
598 613
599/* 614/*
600 * Updates the speed of an object. If the speed changes from 0 to another 615 * Updates the speed of an object. If the speed changes from 0 to another
601 * value, or vice versa, then add/remove the object from the active list. 616 * value, or vice versa, then add/remove the object from the active list.
602 * This function needs to be called whenever the speed of an object changes. 617 * This function needs to be called whenever the speed of an object changes.
603 */ 618 */
604void 619void
605update_ob_speed (object *op) 620object::set_speed (float speed)
606{ 621{
607 extern int arch_init; 622 if (flag [FLAG_FREED] && speed)
608
609 /* No reason putting the archetypes objects on the speed list,
610 * since they never really need to be updated.
611 */
612
613 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
614 { 623 {
615 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 624 LOG (llevError, "Object %s is freed but has speed.\n", &name);
616#ifdef MANY_CORES
617 abort ();
618#else
619 op->speed = 0; 625 speed = 0;
620#endif
621 }
622
623 if (arch_init)
624 return;
625
626 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
627 { 626 }
628 /* If already on active list, don't do anything */
629 if (op->active_next || op->active_prev || op == active_objects)
630 return;
631 627
632 /* process_events() expects us to insert the object at the beginning 628 this->speed = speed;
633 * of the list. */
634 op->active_next = active_objects;
635 629
636 if (op->active_next != NULL) 630 if (has_active_speed ())
637 op->active_next->active_prev = op; 631 activate ();
638
639 active_objects = op;
640 }
641 else 632 else
642 { 633 deactivate ();
643 /* If not on the active list, nothing needs to be done */
644 if (!op->active_next && !op->active_prev && op != active_objects)
645 return;
646
647 if (op->active_prev == NULL)
648 {
649 active_objects = op->active_next;
650
651 if (op->active_next != NULL)
652 op->active_next->active_prev = NULL;
653 }
654 else
655 {
656 op->active_prev->active_next = op->active_next;
657
658 if (op->active_next)
659 op->active_next->active_prev = op->active_prev;
660 }
661
662 op->active_next = NULL;
663 op->active_prev = NULL;
664 }
665} 634}
666 635
667/* This function removes object 'op' from the list of active
668 * objects.
669 * This should only be used for style maps or other such
670 * reference maps where you don't want an object that isn't
671 * in play chewing up cpu time getting processed.
672 * The reverse of this is to call update_ob_speed, which
673 * will do the right thing based on the speed of the object.
674 */
675void
676remove_from_active_list (object *op)
677{
678 /* If not on the active list, nothing needs to be done */
679 if (!op->active_next && !op->active_prev && op != active_objects)
680 return;
681
682 if (op->active_prev == NULL)
683 {
684 active_objects = op->active_next;
685 if (op->active_next != NULL)
686 op->active_next->active_prev = NULL;
687 }
688 else
689 {
690 op->active_prev->active_next = op->active_next;
691 if (op->active_next)
692 op->active_next->active_prev = op->active_prev;
693 }
694 op->active_next = NULL;
695 op->active_prev = NULL;
696}
697
698/* 636/*
699 * update_object() updates the array which represents the map. 637 * update_object() updates the the map.
700 * It takes into account invisible objects (and represent squares covered 638 * It takes into account invisible objects (and represent squares covered
701 * by invisible objects by whatever is below them (unless it's another 639 * by invisible objects by whatever is below them (unless it's another
702 * invisible object, etc...) 640 * invisible object, etc...)
703 * If the object being updated is beneath a player, the look-window 641 * If the object being updated is beneath a player, the look-window
704 * of that player is updated (this might be a suboptimal way of 642 * of that player is updated (this might be a suboptimal way of
705 * updating that window, though, since update_object() is called _often_) 643 * updating that window, though, since update_object() is called _often_)
706 * 644 *
707 * action is a hint of what the caller believes need to be done. 645 * action is a hint of what the caller believes need to be done.
708 * For example, if the only thing that has changed is the face (due to
709 * an animation), we don't need to call update_position until that actually
710 * comes into view of a player. OTOH, many other things, like addition/removal
711 * of walls or living creatures may need us to update the flags now.
712 * current action are: 646 * current action are:
713 * UP_OBJ_INSERT: op was inserted 647 * UP_OBJ_INSERT: op was inserted
714 * UP_OBJ_REMOVE: op was removed 648 * UP_OBJ_REMOVE: op was removed
715 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 649 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
716 * as that is easier than trying to look at what may have changed. 650 * as that is easier than trying to look at what may have changed.
717 * UP_OBJ_FACE: only the objects face has changed. 651 * UP_OBJ_FACE: only the objects face has changed.
718 */ 652 */
719
720void 653void
721update_object (object *op, int action) 654update_object (object *op, int action)
722{ 655{
723 int update_now = 0, flags;
724 MoveType move_on, move_off, move_block, move_slow;
725
726 if (op == NULL) 656 if (op == NULL)
727 { 657 {
728 /* this should never happen */ 658 /* this should never happen */
729 LOG (llevDebug, "update_object() called for NULL object.\n"); 659 LOG (llevDebug, "update_object() called for NULL object.\n");
730 return; 660 return;
731 } 661 }
732 662
733 if (op->env != NULL) 663 if (op->env)
734 { 664 {
735 /* Animation is currently handled by client, so nothing 665 /* Animation is currently handled by client, so nothing
736 * to do in this case. 666 * to do in this case.
737 */ 667 */
738 return; 668 return;
743 */ 673 */
744 if (!op->map || op->map->in_memory == MAP_SAVING) 674 if (!op->map || op->map->in_memory == MAP_SAVING)
745 return; 675 return;
746 676
747 /* make sure the object is within map boundaries */ 677 /* make sure the object is within map boundaries */
748 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map)) 678 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
749 { 679 {
750 LOG (llevError, "update_object() called for object out of map!\n"); 680 LOG (llevError, "update_object() called for object out of map!\n");
751#ifdef MANY_CORES 681#ifdef MANY_CORES
752 abort (); 682 abort ();
753#endif 683#endif
754 return; 684 return;
755 } 685 }
756 686
757 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 687 mapspace &m = op->ms ();
758 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
759 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
760 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
761 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
762 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
763 688
689 if (!(m.flags_ & P_UPTODATE))
690 /* nop */;
764 if (action == UP_OBJ_INSERT) 691 else if (action == UP_OBJ_INSERT)
765 { 692 {
693 // this is likely overkill, TODO: revisit (schmorp)
766 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 694 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
767 update_now = 1;
768
769 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 695 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
770 update_now = 1; 696 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
771 697 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
698 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
772 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 699 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
773 update_now = 1;
774
775 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
776 update_now = 1;
777
778 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
779 update_now = 1;
780
781 if ((move_on | op->move_on) != move_on) 700 || (m.move_on | op->move_on ) != m.move_on
782 update_now = 1;
783
784 if ((move_off | op->move_off) != move_off) 701 || (m.move_off | op->move_off ) != m.move_off
785 update_now = 1; 702 || (m.move_slow | op->move_slow) != m.move_slow
786
787 /* This isn't perfect, but I don't expect a lot of objects to 703 /* This isn't perfect, but I don't expect a lot of objects to
788 * to have move_allow right now. 704 * to have move_allow right now.
789 */ 705 */
790 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 706 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
791 update_now = 1; 707 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
792 708 m.flags_ = 0;
793 if ((move_slow | op->move_slow) != move_slow)
794 update_now = 1;
795 } 709 }
796
797 /* if the object is being removed, we can't make intelligent 710 /* if the object is being removed, we can't make intelligent
798 * decisions, because remove_ob can't really pass the object 711 * decisions, because remove_ob can't really pass the object
799 * that is being removed. 712 * that is being removed.
800 */ 713 */
801 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 714 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
802 update_now = 1; 715 m.flags_ = 0;
803 else if (action == UP_OBJ_FACE) 716 else if (action == UP_OBJ_FACE)
804 /* Nothing to do for that case */ ; 717 /* Nothing to do for that case */ ;
805 else 718 else
806 LOG (llevError, "update_object called with invalid action: %d\n", action); 719 LOG (llevError, "update_object called with invalid action: %d\n", action);
807 720
808 if (update_now)
809 {
810 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
811 update_position (op->map, op->x, op->y);
812 }
813
814 if (op->more != NULL) 721 if (op->more)
815 update_object (op->more, action); 722 update_object (op->more, action);
816}
817
818object::vector object::mortals;
819object::vector object::objects; // not yet used
820object *object::first;
821
822void object::free_mortals ()
823{
824 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
825 if ((*i)->refcnt)
826 ++i; // further delay freeing
827 else
828 {
829 delete *i;
830 mortals.erase (i);
831 }
832} 723}
833 724
834object::object () 725object::object ()
835{ 726{
836 SET_FLAG (this, FLAG_REMOVED); 727 SET_FLAG (this, FLAG_REMOVED);
839 face = blank_face; 730 face = blank_face;
840} 731}
841 732
842object::~object () 733object::~object ()
843{ 734{
735 unlink ();
736
844 free_key_values (this); 737 free_key_values (this);
845} 738}
846 739
740static int object_count;
741
847void object::link () 742void object::link ()
848{ 743{
849 count = ++ob_count; 744 assert (!index);//D
850 uuid = gen_uuid (); 745 uuid = gen_uuid ();
746 count = ++object_count;
851 747
852 prev = 0; 748 refcnt_inc ();
853 next = object::first; 749 objects.insert (this);
854
855 if (object::first)
856 object::first->prev = this;
857
858 object::first = this;
859} 750}
860 751
861void object::unlink () 752void object::unlink ()
862{ 753{
863 if (this == object::first) 754 if (!index)
864 object::first = next; 755 return;
865 756
866 /* Remove this object from the list of used objects */ 757 objects.erase (this);
867 if (prev) prev->next = next; 758 refcnt_dec ();
868 if (next) next->prev = prev; 759}
869 760
870 prev = 0; 761void
871 next = 0; 762object::activate ()
763{
764 /* If already on active list, don't do anything */
765 if (active)
766 return;
767
768 if (has_active_speed ())
769 actives.insert (this);
770}
771
772void
773object::activate_recursive ()
774{
775 activate ();
776
777 for (object *op = inv; op; op = op->below)
778 op->activate_recursive ();
779}
780
781/* This function removes object 'op' from the list of active
782 * objects.
783 * This should only be used for style maps or other such
784 * reference maps where you don't want an object that isn't
785 * in play chewing up cpu time getting processed.
786 * The reverse of this is to call update_ob_speed, which
787 * will do the right thing based on the speed of the object.
788 */
789void
790object::deactivate ()
791{
792 /* If not on the active list, nothing needs to be done */
793 if (!active)
794 return;
795
796 actives.erase (this);
797}
798
799void
800object::deactivate_recursive ()
801{
802 for (object *op = inv; op; op = op->below)
803 op->deactivate_recursive ();
804
805 deactivate ();
806}
807
808void
809object::set_flag_inv (int flag, int value)
810{
811 for (object *op = inv; op; op = op->below)
812 {
813 op->flag [flag] = value;
814 op->set_flag_inv (flag, value);
815 }
816}
817
818/*
819 * Remove and free all objects in the inventory of the given object.
820 * object.c ?
821 */
822void
823object::destroy_inv (bool drop_to_ground)
824{
825 // need to check first, because the checks below might segfault
826 // as we might be on an invalid mapspace and crossfire code
827 // is too buggy to ensure that the inventory is empty.
828 // corollary: if you create arrows etc. with stuff in tis inventory,
829 // cf will crash below with off-map x and y
830 if (!inv)
831 return;
832
833 /* Only if the space blocks everything do we not process -
834 * if some form of movement is allowed, let objects
835 * drop on that space.
836 */
837 if (!drop_to_ground
838 || !map
839 || map->in_memory != MAP_IN_MEMORY
840 || map->nodrop
841 || ms ().move_block == MOVE_ALL)
842 {
843 while (inv)
844 {
845 inv->destroy_inv (drop_to_ground);
846 inv->destroy ();
847 }
848 }
849 else
850 { /* Put objects in inventory onto this space */
851 while (inv)
852 {
853 object *op = inv;
854
855 if (op->flag [FLAG_STARTEQUIP]
856 || op->flag [FLAG_NO_DROP]
857 || op->type == RUNE
858 || op->type == TRAP
859 || op->flag [FLAG_IS_A_TEMPLATE]
860 || op->flag [FLAG_DESTROY_ON_DEATH])
861 op->destroy ();
862 else
863 map->insert (op, x, y);
864 }
865 }
872} 866}
873 867
874object *object::create () 868object *object::create ()
875{ 869{
876 object *op = new object; 870 object *op = new object;
877 op->link (); 871 op->link ();
878 return op; 872 return op;
879} 873}
880 874
881/* 875void
882 * free_object() frees everything allocated by an object, removes 876object::do_destroy ()
883 * it from the list of used objects, and puts it on the list of
884 * free objects. The IS_FREED() flag is set in the object.
885 * The object must have been removed by remove_ob() first for
886 * this function to succeed.
887 *
888 * If destroy_inventory is set, free inventory as well. Else drop items in
889 * inventory to the ground.
890 */
891void object::destroy (bool destroy_inventory)
892{ 877{
893 if (QUERY_FLAG (this, FLAG_FREED)) 878 attachable::do_destroy ();
894 return;
895 879
896 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 880 if (flag [FLAG_IS_LINKED])
881 remove_button_link (this);
882
883 if (flag [FLAG_FRIENDLY])
897 remove_friendly_object (this); 884 remove_friendly_object (this);
898 885
899 if (!QUERY_FLAG (this, FLAG_REMOVED)) 886 if (!flag [FLAG_REMOVED])
900 remove (); 887 remove ();
901 888
902 SET_FLAG (this, FLAG_FREED); 889 destroy_inv (true);
903 890
904 if (more) 891 deactivate ();
905 { 892 unlink ();
906 more->destroy (destroy_inventory);
907 more = 0;
908 }
909 893
910 if (inv) 894 flag [FLAG_FREED] = 1;
911 {
912 /* Only if the space blocks everything do we not process -
913 * if some form of movement is allowed, let objects
914 * drop on that space.
915 */
916 if (destroy_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
917 {
918 object *op = inv;
919
920 while (op)
921 {
922 object *tmp = op->below;
923 op->destroy (destroy_inventory);
924 op = tmp;
925 }
926 }
927 else
928 { /* Put objects in inventory onto this space */
929 object *op = inv;
930
931 while (op)
932 {
933 object *tmp = op->below;
934
935 op->remove ();
936
937 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
938 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
939 op->destroy ();
940 else
941 {
942 op->x = x;
943 op->y = y;
944 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
945 }
946
947 op = tmp;
948 }
949 }
950 }
951 895
952 // hack to ensure that freed objects still have a valid map 896 // hack to ensure that freed objects still have a valid map
953 { 897 {
954 static maptile *freed_map; // freed objects are moved here to avoid crashes 898 static maptile *freed_map; // freed objects are moved here to avoid crashes
955 899
959 903
960 freed_map->name = "/internal/freed_objects_map"; 904 freed_map->name = "/internal/freed_objects_map";
961 freed_map->width = 3; 905 freed_map->width = 3;
962 freed_map->height = 3; 906 freed_map->height = 3;
963 907
964 freed_map->allocate (); 908 freed_map->alloc ();
909 freed_map->in_memory = MAP_IN_MEMORY;
965 } 910 }
966 911
967 map = freed_map; 912 map = freed_map;
968 x = 1; 913 x = 1;
969 y = 1; 914 y = 1;
970 } 915 }
971 916
917 head = 0;
918
919 if (more)
920 {
921 more->destroy ();
922 more = 0;
923 }
924
972 // clear those pointers that likely might have circular references to us 925 // clear those pointers that likely might have circular references to us
973 owner = 0; 926 owner = 0;
974 enemy = 0; 927 enemy = 0;
975 attacked_by = 0; 928 attacked_by = 0;
929}
976 930
977 // only relevant for players(?), but make sure of it anyways 931void
978 contr = 0; 932object::destroy (bool destroy_inventory)
933{
934 if (destroyed ())
935 return;
979 936
980 /* Remove object from the active list */ 937 if (destroy_inventory)
981 speed = 0; 938 destroy_inv (false);
982 update_ob_speed (this);
983 939
984 unlink (); 940 attachable::destroy ();
985
986 mortals.push_back (this);
987} 941}
988 942
989/* 943/*
990 * sub_weight() recursively (outwards) subtracts a number from the 944 * sub_weight() recursively (outwards) subtracts a number from the
991 * weight of an object (and what is carried by it's environment(s)). 945 * weight of an object (and what is carried by it's environment(s)).
1007 * This function removes the object op from the linked list of objects 961 * This function removes the object op from the linked list of objects
1008 * which it is currently tied to. When this function is done, the 962 * which it is currently tied to. When this function is done, the
1009 * object will have no environment. If the object previously had an 963 * object will have no environment. If the object previously had an
1010 * environment, the x and y coordinates will be updated to 964 * environment, the x and y coordinates will be updated to
1011 * the previous environment. 965 * the previous environment.
1012 * Beware: This function is called from the editor as well!
1013 */ 966 */
1014void 967void
1015object::remove () 968object::do_remove ()
1016{ 969{
1017 object *tmp, *last = 0; 970 object *tmp, *last = 0;
1018 object *otmp; 971 object *otmp;
1019 972
1020 int check_walk_off;
1021
1022 if (QUERY_FLAG (this, FLAG_REMOVED)) 973 if (QUERY_FLAG (this, FLAG_REMOVED))
1023 return; 974 return;
1024 975
1025 SET_FLAG (this, FLAG_REMOVED); 976 SET_FLAG (this, FLAG_REMOVED);
977 INVOKE_OBJECT (REMOVE, this);
1026 978
1027 if (more) 979 if (more)
1028 more->remove (); 980 more->remove ();
1029 981
1030 /* 982 /*
1041 /* NO_FIX_PLAYER is set when a great many changes are being 993 /* NO_FIX_PLAYER is set when a great many changes are being
1042 * made to players inventory. If set, avoiding the call 994 * made to players inventory. If set, avoiding the call
1043 * to save cpu time. 995 * to save cpu time.
1044 */ 996 */
1045 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 997 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1046 fix_player (otmp); 998 otmp->update_stats ();
1047 999
1048 if (above != NULL) 1000 if (above)
1049 above->below = below; 1001 above->below = below;
1050 else 1002 else
1051 env->inv = below; 1003 env->inv = below;
1052 1004
1053 if (below != NULL) 1005 if (below)
1054 below->above = above; 1006 below->above = above;
1055 1007
1056 /* we set up values so that it could be inserted into 1008 /* we set up values so that it could be inserted into
1057 * the map, but we don't actually do that - it is up 1009 * the map, but we don't actually do that - it is up
1058 * to the caller to decide what we want to do. 1010 * to the caller to decide what we want to do.
1062 above = 0, below = 0; 1014 above = 0, below = 0;
1063 env = 0; 1015 env = 0;
1064 } 1016 }
1065 else if (map) 1017 else if (map)
1066 { 1018 {
1067 /* Re did the following section of code - it looks like it had 1019 if (type == PLAYER)
1068 * lots of logic for things we no longer care about
1069 */ 1020 {
1021 // leaving a spot always closes any open container on the ground
1022 if (container && !container->env)
1023 // this causes spurious floorbox updates, but it ensures
1024 // that the CLOSE event is being sent.
1025 close_container ();
1026
1027 --map->players;
1028 map->touch ();
1029 }
1030
1031 map->dirty = true;
1032 mapspace &ms = this->ms ();
1070 1033
1071 /* link the object above us */ 1034 /* link the object above us */
1072 if (above) 1035 if (above)
1073 above->below = below; 1036 above->below = below;
1074 else 1037 else
1075 SET_MAP_TOP (map, x, y, below); /* we were top, set new top */ 1038 ms.top = below; /* we were top, set new top */
1076 1039
1077 /* Relink the object below us, if there is one */ 1040 /* Relink the object below us, if there is one */
1078 if (below) 1041 if (below)
1079 below->above = above; 1042 below->above = above;
1080 else 1043 else
1082 /* Nothing below, which means we need to relink map object for this space 1045 /* Nothing below, which means we need to relink map object for this space
1083 * use translated coordinates in case some oddness with map tiling is 1046 * use translated coordinates in case some oddness with map tiling is
1084 * evident 1047 * evident
1085 */ 1048 */
1086 if (GET_MAP_OB (map, x, y) != this) 1049 if (GET_MAP_OB (map, x, y) != this)
1087 {
1088 char *dump = dump_object (this);
1089 LOG (llevError,
1090 "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); 1050 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 ());
1091 free (dump);
1092 dump = dump_object (GET_MAP_OB (map, x, y));
1093 LOG (llevError, "%s\n", dump);
1094 free (dump);
1095 }
1096 1051
1097 SET_MAP_OB (map, x, y, above); /* goes on above it. */ 1052 ms.bot = above; /* goes on above it. */
1098 } 1053 }
1099 1054
1100 above = 0; 1055 above = 0;
1101 below = 0; 1056 below = 0;
1102 1057
1103 if (map->in_memory == MAP_SAVING) 1058 if (map->in_memory == MAP_SAVING)
1104 return; 1059 return;
1105 1060
1106 check_walk_off = !QUERY_FLAG (this, FLAG_NO_APPLY); 1061 int check_walk_off = !flag [FLAG_NO_APPLY];
1107 1062
1108 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) 1063 for (tmp = ms.bot; tmp; tmp = tmp->above)
1109 { 1064 {
1110 /* No point updating the players look faces if he is the object 1065 /* No point updating the players look faces if he is the object
1111 * being removed. 1066 * being removed.
1112 */ 1067 */
1113 1068
1117 * removed (most likely destroyed), update the player view 1072 * removed (most likely destroyed), update the player view
1118 * appropriately. 1073 * appropriately.
1119 */ 1074 */
1120 if (tmp->container == this) 1075 if (tmp->container == this)
1121 { 1076 {
1122 CLEAR_FLAG (this, FLAG_APPLIED); 1077 flag [FLAG_APPLIED] = 0;
1123 tmp->container = 0; 1078 tmp->container = 0;
1124 } 1079 }
1125 1080
1081 if (tmp->contr->ns)
1126 tmp->contr->socket->floorbox_update (); 1082 tmp->contr->ns->floorbox_update ();
1127 } 1083 }
1128 1084
1129 /* See if player moving off should effect something */ 1085 /* See if object moving off should effect something */
1130 if (check_walk_off 1086 if (check_walk_off
1131 && ((move_type & tmp->move_off) 1087 && ((move_type & tmp->move_off)
1132 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1088 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1133 { 1089 {
1134 move_apply (tmp, this, 0); 1090 move_apply (tmp, this, 0);
1136 if (destroyed ()) 1092 if (destroyed ())
1137 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1093 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1138 } 1094 }
1139 1095
1140 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1096 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1141 1097 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1142 if (tmp->above == tmp) 1098 if (tmp->above == tmp)
1143 tmp->above = 0; 1099 tmp->above = 0;
1144 1100
1145 last = tmp; 1101 last = tmp;
1146 } 1102 }
1147 1103
1148 /* last == NULL of there are no objects on this space */ 1104 /* last == NULL if there are no objects on this space */
1105 //TODO: this makes little sense, why only update the topmost object?
1149 if (!last) 1106 if (!last)
1150 { 1107 map->at (x, y).flags_ = 0;
1151 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1152 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1153 * those out anyways, and if there are any flags set right now, they won't
1154 * be correct anyways.
1155 */
1156 SET_MAP_FLAGS (map, x, y, P_NEED_UPDATE);
1157 update_position (map, x, y);
1158 }
1159 else 1108 else
1160 update_object (last, UP_OBJ_REMOVE); 1109 update_object (last, UP_OBJ_REMOVE);
1161 1110
1162 if (QUERY_FLAG (this, FLAG_BLOCKSVIEW) || glow_radius) 1111 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1163 update_all_los (map, x, y); 1112 update_all_los (map, x, y);
1164 } 1113 }
1165} 1114}
1166 1115
1167/* 1116/*
1176merge_ob (object *op, object *top) 1125merge_ob (object *op, object *top)
1177{ 1126{
1178 if (!op->nrof) 1127 if (!op->nrof)
1179 return 0; 1128 return 0;
1180 1129
1181 if (top == NULL) 1130 if (top)
1182 for (top = op; top != NULL && top->above != NULL; top = top->above); 1131 for (top = op; top && top->above; top = top->above)
1132 ;
1183 1133
1184 for (; top != NULL; top = top->below) 1134 for (; top; top = top->below)
1185 { 1135 {
1186 if (top == op) 1136 if (top == op)
1187 continue; 1137 continue;
1188 1138
1189 if (object::can_merge (op, top)) 1139 if (object::can_merge (op, top))
1198 } 1148 }
1199 1149
1200 return 0; 1150 return 0;
1201} 1151}
1202 1152
1153void
1154object::expand_tail ()
1155{
1156 if (more)
1157 return;
1158
1159 object *prev = this;
1160
1161 for (archetype *at = arch->more; at; at = at->more)
1162 {
1163 object *op = arch_to_object (at);
1164
1165 op->name = name;
1166 op->name_pl = name_pl;
1167 op->title = title;
1168
1169 op->head = this;
1170 prev->more = op;
1171
1172 prev = op;
1173 }
1174}
1175
1203/* 1176/*
1204 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1177 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1205 * job preparing multi-part monsters 1178 * job preparing multi-part monsters.
1206 */ 1179 */
1207object * 1180object *
1208insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1181insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1209{ 1182{
1210 object *tmp;
1211
1212 if (op->head)
1213 op = op->head;
1214
1215 for (tmp = op; tmp; tmp = tmp->more) 1183 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1216 { 1184 {
1217 tmp->x = x + tmp->arch->clone.x; 1185 tmp->x = x + tmp->arch->clone.x;
1218 tmp->y = y + tmp->arch->clone.y; 1186 tmp->y = y + tmp->arch->clone.y;
1219 } 1187 }
1220 1188
1239 * Return value: 1207 * Return value:
1240 * new object if 'op' was merged with other object 1208 * new object if 'op' was merged with other object
1241 * NULL if 'op' was destroyed 1209 * NULL if 'op' was destroyed
1242 * just 'op' otherwise 1210 * just 'op' otherwise
1243 */ 1211 */
1244
1245object * 1212object *
1246insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1213insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1247{ 1214{
1215 assert (!op->flag [FLAG_FREED]);
1216
1248 object *tmp, *top, *floor = NULL; 1217 object *tmp, *top, *floor = NULL;
1249 sint16 x, y;
1250 1218
1251 if (QUERY_FLAG (op, FLAG_FREED)) 1219 op->remove ();
1252 {
1253 LOG (llevError, "Trying to insert freed object!\n");
1254 return NULL;
1255 }
1256 1220
1257 if (m == NULL) 1221#if 0
1258 { 1222 if (!m->active != !op->active)
1259 char *dump = dump_object (op); 1223 if (m->active)
1260 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump); 1224 op->activate_recursive ();
1261 free (dump); 1225 else
1262 return op; 1226 op->deactivate_recursive ();
1263 } 1227#endif
1264 1228
1265 if (out_of_map (m, op->x, op->y)) 1229 if (out_of_map (m, op->x, op->y))
1266 { 1230 {
1267 char *dump = dump_object (op);
1268 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump); 1231 LOG (llevError, "Trying to insert object outside the map.\n%s\n", op->debug_desc ());
1269#ifdef MANY_CORES 1232#ifdef MANY_CORES
1270 /* Better to catch this here, as otherwise the next use of this object 1233 /* Better to catch this here, as otherwise the next use of this object
1271 * is likely to cause a crash. Better to find out where it is getting 1234 * is likely to cause a crash. Better to find out where it is getting
1272 * improperly inserted. 1235 * improperly inserted.
1273 */ 1236 */
1274 abort (); 1237 abort ();
1275#endif 1238#endif
1276 free (dump);
1277 return op; 1239 return op;
1278 } 1240 }
1279 1241
1280 if (!QUERY_FLAG (op, FLAG_REMOVED))
1281 {
1282 char *dump = dump_object (op);
1283 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1284 free (dump);
1285 return op;
1286 }
1287
1288 if (op->more != NULL)
1289 {
1290 /* The part may be on a different map. */
1291
1292 object *more = op->more; 1242 if (object *more = op->more)
1293 1243 {
1294 /* We really need the caller to normalize coordinates - if
1295 * we set the map, that doesn't work if the location is within
1296 * a map and this is straddling an edge. So only if coordinate
1297 * is clear wrong do we normalize it.
1298 */
1299 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1300 more->map = get_map_from_coord (m, &more->x, &more->y);
1301 else if (!more->map)
1302 {
1303 /* For backwards compatibility - when not dealing with tiled maps,
1304 * more->map should always point to the parent.
1305 */
1306 more->map = m;
1307 }
1308
1309 if (insert_ob_in_map (more, more->map, originator, flag) == NULL) 1244 if (!insert_ob_in_map (more, m, originator, flag))
1310 { 1245 {
1311 if (!op->head) 1246 if (!op->head)
1312 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1247 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1313 1248
1314 return NULL; 1249 return 0;
1315 } 1250 }
1316 } 1251 }
1317 1252
1318 CLEAR_FLAG (op, FLAG_REMOVED); 1253 CLEAR_FLAG (op, FLAG_REMOVED);
1319 1254
1320 /* Ideally, the caller figures this out. However, it complicates a lot 1255 /* Ideally, the caller figures this out. However, it complicates a lot
1321 * of areas of callers (eg, anything that uses find_free_spot would now 1256 * of areas of callers (eg, anything that uses find_free_spot would now
1322 * need extra work 1257 * need extra work
1323 */ 1258 */
1324 op->map = get_map_from_coord (m, &op->x, &op->y); 1259 if (!xy_normalise (m, op->x, op->y))
1325 x = op->x; 1260 return 0;
1326 y = op->y; 1261
1262 op->map = m;
1263 mapspace &ms = op->ms ();
1327 1264
1328 /* this has to be done after we translate the coordinates. 1265 /* this has to be done after we translate the coordinates.
1329 */ 1266 */
1330 if (op->nrof && !(flag & INS_NO_MERGE)) 1267 if (op->nrof && !(flag & INS_NO_MERGE))
1331 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1268 for (tmp = ms.bot; tmp; tmp = tmp->above)
1332 if (object::can_merge (op, tmp)) 1269 if (object::can_merge (op, tmp))
1333 { 1270 {
1334 op->nrof += tmp->nrof; 1271 op->nrof += tmp->nrof;
1335 tmp->destroy (); 1272 tmp->destroy ();
1336 } 1273 }
1353 op->below = originator->below; 1290 op->below = originator->below;
1354 1291
1355 if (op->below) 1292 if (op->below)
1356 op->below->above = op; 1293 op->below->above = op;
1357 else 1294 else
1358 SET_MAP_OB (op->map, op->x, op->y, op); 1295 ms.bot = op;
1359 1296
1360 /* since *below* originator, no need to update top */ 1297 /* since *below* originator, no need to update top */
1361 originator->below = op; 1298 originator->below = op;
1362 } 1299 }
1363 else 1300 else
1364 { 1301 {
1302 top = ms.bot;
1303
1365 /* If there are other objects, then */ 1304 /* If there are other objects, then */
1366 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1305 if ((!(flag & INS_MAP_LOAD)) && top)
1367 { 1306 {
1368 object *last = NULL; 1307 object *last = 0;
1369 1308
1370 /* 1309 /*
1371 * If there are multiple objects on this space, we do some trickier handling. 1310 * If there are multiple objects on this space, we do some trickier handling.
1372 * We've already dealt with merging if appropriate. 1311 * We've already dealt with merging if appropriate.
1373 * Generally, we want to put the new object on top. But if 1312 * Generally, we want to put the new object on top. But if
1377 * once we get to them. This reduces the need to traverse over all of 1316 * once we get to them. This reduces the need to traverse over all of
1378 * them when adding another one - this saves quite a bit of cpu time 1317 * them when adding another one - this saves quite a bit of cpu time
1379 * when lots of spells are cast in one area. Currently, it is presumed 1318 * when lots of spells are cast in one area. Currently, it is presumed
1380 * that flying non pickable objects are spell objects. 1319 * that flying non pickable objects are spell objects.
1381 */ 1320 */
1382 1321 for (top = ms.bot; top; top = top->above)
1383 while (top != NULL)
1384 { 1322 {
1385 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1323 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1386 floor = top; 1324 floor = top;
1387 1325
1388 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1326 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1391 top = top->below; 1329 top = top->below;
1392 break; 1330 break;
1393 } 1331 }
1394 1332
1395 last = top; 1333 last = top;
1396 top = top->above;
1397 } 1334 }
1398 1335
1399 /* Don't want top to be NULL, so set it to the last valid object */ 1336 /* Don't want top to be NULL, so set it to the last valid object */
1400 top = last; 1337 top = last;
1401 1338
1403 * looks like instead of lots of conditions here. 1340 * looks like instead of lots of conditions here.
1404 * makes things faster, and effectively the same result. 1341 * makes things faster, and effectively the same result.
1405 */ 1342 */
1406 1343
1407 /* Have object 'fall below' other objects that block view. 1344 /* Have object 'fall below' other objects that block view.
1408 * Unless those objects are exits, type 66 1345 * Unless those objects are exits.
1409 * If INS_ON_TOP is used, don't do this processing 1346 * If INS_ON_TOP is used, don't do this processing
1410 * Need to find the object that in fact blocks view, otherwise 1347 * Need to find the object that in fact blocks view, otherwise
1411 * stacking is a bit odd. 1348 * stacking is a bit odd.
1412 */ 1349 */
1413 if (!(flag & INS_ON_TOP) && 1350 if (!(flag & INS_ON_TOP)
1414 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1351 && ms.flags () & P_BLOCKSVIEW
1352 && (op->face && !faces [op->face].visibility))
1415 { 1353 {
1416 for (last = top; last != floor; last = last->below) 1354 for (last = top; last != floor; last = last->below)
1417 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1355 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1418 break; 1356 break;
1357
1419 /* Check to see if we found the object that blocks view, 1358 /* Check to see if we found the object that blocks view,
1420 * and make sure we have a below pointer for it so that 1359 * and make sure we have a below pointer for it so that
1421 * we can get inserted below this one, which requires we 1360 * we can get inserted below this one, which requires we
1422 * set top to the object below us. 1361 * set top to the object below us.
1423 */ 1362 */
1425 top = last->below; 1364 top = last->below;
1426 } 1365 }
1427 } /* If objects on this space */ 1366 } /* If objects on this space */
1428 1367
1429 if (flag & INS_MAP_LOAD) 1368 if (flag & INS_MAP_LOAD)
1430 top = GET_MAP_TOP (op->map, op->x, op->y); 1369 top = ms.top;
1431 1370
1432 if (flag & INS_ABOVE_FLOOR_ONLY) 1371 if (flag & INS_ABOVE_FLOOR_ONLY)
1433 top = floor; 1372 top = floor;
1434 1373
1435 /* Top is the object that our object (op) is going to get inserted above. 1374 /* Top is the object that our object (op) is going to get inserted above.
1436 */ 1375 */
1437 1376
1438 /* First object on this space */ 1377 /* First object on this space */
1439 if (!top) 1378 if (!top)
1440 { 1379 {
1441 op->above = GET_MAP_OB (op->map, op->x, op->y); 1380 op->above = ms.bot;
1442 1381
1443 if (op->above) 1382 if (op->above)
1444 op->above->below = op; 1383 op->above->below = op;
1445 1384
1446 op->below = NULL; 1385 op->below = 0;
1447 SET_MAP_OB (op->map, op->x, op->y, op); 1386 ms.bot = op;
1448 } 1387 }
1449 else 1388 else
1450 { /* get inserted into the stack above top */ 1389 { /* get inserted into the stack above top */
1451 op->above = top->above; 1390 op->above = top->above;
1452 1391
1455 1394
1456 op->below = top; 1395 op->below = top;
1457 top->above = op; 1396 top->above = op;
1458 } 1397 }
1459 1398
1460 if (op->above == NULL) 1399 if (!op->above)
1461 SET_MAP_TOP (op->map, op->x, op->y, op); 1400 ms.top = op;
1462 } /* else not INS_BELOW_ORIGINATOR */ 1401 } /* else not INS_BELOW_ORIGINATOR */
1463 1402
1464 if (op->type == PLAYER) 1403 if (op->type == PLAYER)
1404 {
1465 op->contr->do_los = 1; 1405 op->contr->do_los = 1;
1406 ++op->map->players;
1407 op->map->touch ();
1408 }
1409
1410 op->map->dirty = true;
1466 1411
1467 /* If we have a floor, we know the player, if any, will be above 1412 /* If we have a floor, we know the player, if any, will be above
1468 * it, so save a few ticks and start from there. 1413 * it, so save a few ticks and start from there.
1469 */ 1414 */
1470 if (!(flag & INS_MAP_LOAD)) 1415 if (!(flag & INS_MAP_LOAD))
1471 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1416 if (object *pl = ms.player ())
1472 if (tmp->type == PLAYER) 1417 if (pl->contr->ns)
1473 tmp->contr->socket->floorbox_update (); 1418 pl->contr->ns->floorbox_update ();
1474 1419
1475 /* If this object glows, it may affect lighting conditions that are 1420 /* If this object glows, it may affect lighting conditions that are
1476 * visible to others on this map. But update_all_los is really 1421 * visible to others on this map. But update_all_los is really
1477 * an inefficient way to do this, as it means los for all players 1422 * an inefficient way to do this, as it means los for all players
1478 * on the map will get recalculated. The players could very well 1423 * on the map will get recalculated. The players could very well
1479 * be far away from this change and not affected in any way - 1424 * be far away from this change and not affected in any way -
1480 * this should get redone to only look for players within range, 1425 * this should get redone to only look for players within range,
1481 * or just updating the P_NEED_UPDATE for spaces within this area 1426 * or just updating the P_UPTODATE for spaces within this area
1482 * of effect may be sufficient. 1427 * of effect may be sufficient.
1483 */ 1428 */
1484 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1429 if (op->map->darkness && (op->glow_radius != 0))
1485 update_all_los (op->map, op->x, op->y); 1430 update_all_los (op->map, op->x, op->y);
1486 1431
1487 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1432 /* updates flags (blocked, alive, no magic, etc) for this map space */
1488 update_object (op, UP_OBJ_INSERT); 1433 update_object (op, UP_OBJ_INSERT);
1434
1435 INVOKE_OBJECT (INSERT, op);
1489 1436
1490 /* Don't know if moving this to the end will break anything. However, 1437 /* Don't know if moving this to the end will break anything. However,
1491 * we want to have floorbox_update called before calling this. 1438 * we want to have floorbox_update called before calling this.
1492 * 1439 *
1493 * check_move_on() must be after this because code called from 1440 * check_move_on() must be after this because code called from
1498 1445
1499 /* if this is not the head or flag has been passed, don't check walk on status */ 1446 /* if this is not the head or flag has been passed, don't check walk on status */
1500 if (!(flag & INS_NO_WALK_ON) && !op->head) 1447 if (!(flag & INS_NO_WALK_ON) && !op->head)
1501 { 1448 {
1502 if (check_move_on (op, originator)) 1449 if (check_move_on (op, originator))
1503 return NULL; 1450 return 0;
1504 1451
1505 /* If we are a multi part object, lets work our way through the check 1452 /* If we are a multi part object, lets work our way through the check
1506 * walk on's. 1453 * walk on's.
1507 */ 1454 */
1508 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1455 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1509 if (check_move_on (tmp, originator)) 1456 if (check_move_on (tmp, originator))
1510 return NULL; 1457 return 0;
1511 } 1458 }
1512 1459
1513 return op; 1460 return op;
1514} 1461}
1515 1462
1516/* this function inserts an object in the map, but if it 1463/* this function inserts an object in the map, but if it
1517 * finds an object of its own type, it'll remove that one first. 1464 * finds an object of its own type, it'll remove that one first.
1518 * op is the object to insert it under: supplies x and the map. 1465 * op is the object to insert it under: supplies x and the map.
1519 */ 1466 */
1520void 1467void
1521replace_insert_ob_in_map (const char *arch_string, object *op) 1468replace_insert_ob_in_map (const char *arch_string, object *op)
1522{ 1469{
1523 object * 1470 object *tmp, *tmp1;
1524 tmp;
1525 object *
1526 tmp1;
1527 1471
1528 /* first search for itself and remove any old instances */ 1472 /* first search for itself and remove any old instances */
1529 1473
1530 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1474 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1531 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1475 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1532 tmp->destroy (); 1476 tmp->destroy ();
1533 1477
1534 tmp1 = arch_to_object (archetype::find (arch_string)); 1478 tmp1 = arch_to_object (archetype::find (arch_string));
1535 1479
1536 tmp1->x = op->x; 1480 tmp1->x = op->x;
1537 tmp1->y = op->y; 1481 tmp1->y = op->y;
1538 insert_ob_in_map (tmp1, op->map, op, 0); 1482 insert_ob_in_map (tmp1, op->map, op, 0);
1483}
1484
1485object *
1486object::insert_at (object *where, object *originator, int flags)
1487{
1488 return where->map->insert (this, where->x, where->y, originator, flags);
1539} 1489}
1540 1490
1541/* 1491/*
1542 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1492 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1543 * is returned contains nr objects, and the remaining parts contains 1493 * is returned contains nr objects, and the remaining parts contains
1544 * the rest (or is removed and freed if that number is 0). 1494 * the rest (or is removed and freed if that number is 0).
1545 * On failure, NULL is returned, and the reason put into the 1495 * On failure, NULL is returned, and the reason put into the
1546 * global static errmsg array. 1496 * global static errmsg array.
1547 */ 1497 */
1548
1549object * 1498object *
1550get_split_ob (object *orig_ob, uint32 nr) 1499get_split_ob (object *orig_ob, uint32 nr)
1551{ 1500{
1552 object *newob; 1501 object *newob;
1553 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1502 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1584 * the amount of an object. If the amount reaches 0, the object 1533 * the amount of an object. If the amount reaches 0, the object
1585 * is subsequently removed and freed. 1534 * is subsequently removed and freed.
1586 * 1535 *
1587 * Return value: 'op' if something is left, NULL if the amount reached 0 1536 * Return value: 'op' if something is left, NULL if the amount reached 0
1588 */ 1537 */
1589
1590object * 1538object *
1591decrease_ob_nr (object *op, uint32 i) 1539decrease_ob_nr (object *op, uint32 i)
1592{ 1540{
1593 object *tmp; 1541 object *tmp;
1594 player *pl;
1595 1542
1596 if (i == 0) /* objects with op->nrof require this check */ 1543 if (i == 0) /* objects with op->nrof require this check */
1597 return op; 1544 return op;
1598 1545
1599 if (i > op->nrof) 1546 if (i > op->nrof)
1612 * IMO, searching through all the players will mostly 1559 * IMO, searching through all the players will mostly
1613 * likely be quicker than following op->env to the map, 1560 * likely be quicker than following op->env to the map,
1614 * and then searching the map for a player. 1561 * and then searching the map for a player.
1615 */ 1562 */
1616 if (!tmp) 1563 if (!tmp)
1617 { 1564 for_all_players (pl)
1618 for (pl = first_player; pl; pl = pl->next)
1619 if (pl->ob->container == op->env) 1565 if (pl->ob->container == op->env)
1620 { 1566 {
1621 tmp = pl->ob; 1567 tmp = pl->ob;
1622 break; 1568 break;
1623 } 1569 }
1624 }
1625 1570
1626 if (i < op->nrof) 1571 if (i < op->nrof)
1627 { 1572 {
1628 sub_weight (op->env, op->weight * i); 1573 sub_weight (op->env, op->weight * i);
1629 op->nrof -= i; 1574 op->nrof -= i;
1672 1617
1673/* 1618/*
1674 * add_weight(object, weight) adds the specified weight to an object, 1619 * add_weight(object, weight) adds the specified weight to an object,
1675 * and also updates how much the environment(s) is/are carrying. 1620 * and also updates how much the environment(s) is/are carrying.
1676 */ 1621 */
1677
1678void 1622void
1679add_weight (object *op, signed long weight) 1623add_weight (object *op, signed long weight)
1680{ 1624{
1681 while (op != NULL) 1625 while (op != NULL)
1682 { 1626 {
1714 * inside the object environment. 1658 * inside the object environment.
1715 * 1659 *
1716 * The function returns now pointer to inserted item, and return value can 1660 * The function returns now pointer to inserted item, and return value can
1717 * be != op, if items are merged. -Tero 1661 * be != op, if items are merged. -Tero
1718 */ 1662 */
1719
1720object * 1663object *
1721object::insert (object *op) 1664object::insert (object *op)
1722{ 1665{
1723 object *tmp, *otmp; 1666 object *tmp, *otmp;
1724 1667
1765 add_weight (this, (op->weight + op->carrying)); 1708 add_weight (this, (op->weight + op->carrying));
1766 1709
1767 otmp = this->in_player (); 1710 otmp = this->in_player ();
1768 if (otmp && otmp->contr) 1711 if (otmp && otmp->contr)
1769 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1712 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1770 fix_player (otmp); 1713 otmp->update_stats ();
1771 1714
1772 op->map = 0; 1715 op->map = 0;
1773 op->env = this; 1716 op->env = this;
1774 op->above = 0; 1717 op->above = 0;
1775 op->below = 0; 1718 op->below = 0;
1779 if ((op->glow_radius != 0) && map) 1722 if ((op->glow_radius != 0) && map)
1780 { 1723 {
1781#ifdef DEBUG_LIGHTS 1724#ifdef DEBUG_LIGHTS
1782 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1725 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1783#endif /* DEBUG_LIGHTS */ 1726#endif /* DEBUG_LIGHTS */
1784 if (MAP_DARKNESS (map)) 1727 if (map->darkness)
1785 update_all_los (map, x, y); 1728 update_all_los (map, x, y);
1786 } 1729 }
1787 1730
1788 /* Client has no idea of ordering so lets not bother ordering it here. 1731 /* Client has no idea of ordering so lets not bother ordering it here.
1789 * It sure simplifies this function... 1732 * It sure simplifies this function...
1794 { 1737 {
1795 op->below = inv; 1738 op->below = inv;
1796 op->below->above = op; 1739 op->below->above = op;
1797 inv = op; 1740 inv = op;
1798 } 1741 }
1742
1743 INVOKE_OBJECT (INSERT, this);
1799 1744
1800 return op; 1745 return op;
1801} 1746}
1802 1747
1803/* 1748/*
1818 * 1763 *
1819 * MSW 2001-07-08: Check all objects on space, not just those below 1764 * MSW 2001-07-08: Check all objects on space, not just those below
1820 * object being inserted. insert_ob_in_map may not put new objects 1765 * object being inserted. insert_ob_in_map may not put new objects
1821 * on top. 1766 * on top.
1822 */ 1767 */
1823
1824int 1768int
1825check_move_on (object *op, object *originator) 1769check_move_on (object *op, object *originator)
1826{ 1770{
1827 object *tmp; 1771 object *tmp;
1828 maptile *m = op->map; 1772 maptile *m = op->map;
1855 1799
1856 /* The objects have to be checked from top to bottom. 1800 /* The objects have to be checked from top to bottom.
1857 * Hence, we first go to the top: 1801 * Hence, we first go to the top:
1858 */ 1802 */
1859 1803
1860 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1804 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1861 { 1805 {
1862 /* Trim the search when we find the first other spell effect 1806 /* Trim the search when we find the first other spell effect
1863 * this helps performance so that if a space has 50 spell objects, 1807 * this helps performance so that if a space has 50 spell objects,
1864 * we don't need to check all of them. 1808 * we don't need to check all of them.
1865 */ 1809 */
1883 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1827 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1884 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1828 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1885 { 1829 {
1886 1830
1887 float 1831 float
1888 diff = tmp->move_slow_penalty * FABS (op->speed); 1832 diff = tmp->move_slow_penalty * fabs (op->speed);
1889 1833
1890 if (op->type == PLAYER) 1834 if (op->type == PLAYER)
1891 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1835 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1892 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1836 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1893 diff /= 4.0; 1837 diff /= 4.0;
1920/* 1864/*
1921 * present_arch(arch, map, x, y) searches for any objects with 1865 * present_arch(arch, map, x, y) searches for any objects with
1922 * a matching archetype at the given map and coordinates. 1866 * a matching archetype at the given map and coordinates.
1923 * The first matching object is returned, or NULL if none. 1867 * The first matching object is returned, or NULL if none.
1924 */ 1868 */
1925
1926object * 1869object *
1927present_arch (const archetype *at, maptile *m, int x, int y) 1870present_arch (const archetype *at, maptile *m, int x, int y)
1928{ 1871{
1929 object *
1930 tmp;
1931
1932 if (m == NULL || out_of_map (m, x, y)) 1872 if (!m || out_of_map (m, x, y))
1933 { 1873 {
1934 LOG (llevError, "Present_arch called outside map.\n"); 1874 LOG (llevError, "Present_arch called outside map.\n");
1935 return NULL; 1875 return NULL;
1936 } 1876 }
1937 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)
1938 if (tmp->arch == at) 1879 if (tmp->arch == at)
1939 return tmp; 1880 return tmp;
1881
1940 return NULL; 1882 return NULL;
1941} 1883}
1942 1884
1943/* 1885/*
1944 * present(type, map, x, y) searches for any objects with 1886 * present(type, map, x, y) searches for any objects with
1945 * a matching type variable at the given map and coordinates. 1887 * a matching type variable at the given map and coordinates.
1946 * The first matching object is returned, or NULL if none. 1888 * The first matching object is returned, or NULL if none.
1947 */ 1889 */
1948
1949object * 1890object *
1950present (unsigned char type, maptile *m, int x, int y) 1891present (unsigned char type, maptile *m, int x, int y)
1951{ 1892{
1952 object *
1953 tmp;
1954
1955 if (out_of_map (m, x, y)) 1893 if (out_of_map (m, x, y))
1956 { 1894 {
1957 LOG (llevError, "Present called outside map.\n"); 1895 LOG (llevError, "Present called outside map.\n");
1958 return NULL; 1896 return NULL;
1959 } 1897 }
1960 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1898
1899 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1961 if (tmp->type == type) 1900 if (tmp->type == type)
1962 return tmp; 1901 return tmp;
1902
1963 return NULL; 1903 return NULL;
1964} 1904}
1965 1905
1966/* 1906/*
1967 * present_in_ob(type, object) searches for any objects with 1907 * present_in_ob(type, object) searches for any objects with
1968 * a matching type variable in the inventory of the given object. 1908 * a matching type variable in the inventory of the given object.
1969 * The first matching object is returned, or NULL if none. 1909 * The first matching object is returned, or NULL if none.
1970 */ 1910 */
1971
1972object * 1911object *
1973present_in_ob (unsigned char type, const object *op) 1912present_in_ob (unsigned char type, const object *op)
1974{ 1913{
1975 object *
1976 tmp;
1977
1978 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1914 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1979 if (tmp->type == type) 1915 if (tmp->type == type)
1980 return tmp; 1916 return tmp;
1917
1981 return NULL; 1918 return NULL;
1982} 1919}
1983 1920
1984/* 1921/*
1985 * present_in_ob (type, str, object) searches for any objects with 1922 * present_in_ob (type, str, object) searches for any objects with
1993 * str is the string to match against. Note that we match against 1930 * str is the string to match against. Note that we match against
1994 * the object name, not the archetype name. this is so that the 1931 * the object name, not the archetype name. this is so that the
1995 * spell code can use one object type (force), but change it's name 1932 * spell code can use one object type (force), but change it's name
1996 * to be unique. 1933 * to be unique.
1997 */ 1934 */
1998
1999object * 1935object *
2000present_in_ob_by_name (int type, const char *str, const object *op) 1936present_in_ob_by_name (int type, const char *str, const object *op)
2001{ 1937{
2002 object *
2003 tmp;
2004
2005 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1938 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2006 {
2007 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1939 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2008 return tmp; 1940 return tmp;
2009 } 1941
2010 return NULL; 1942 return 0;
2011} 1943}
2012 1944
2013/* 1945/*
2014 * present_arch_in_ob(archetype, object) searches for any objects with 1946 * present_arch_in_ob(archetype, object) searches for any objects with
2015 * a matching archetype in the inventory of the given object. 1947 * a matching archetype in the inventory of the given object.
2016 * The first matching object is returned, or NULL if none. 1948 * The first matching object is returned, or NULL if none.
2017 */ 1949 */
2018
2019object * 1950object *
2020present_arch_in_ob (const archetype *at, const object *op) 1951present_arch_in_ob (const archetype *at, const object *op)
2021{ 1952{
2022 object *
2023 tmp;
2024
2025 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1953 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2026 if (tmp->arch == at) 1954 if (tmp->arch == at)
2027 return tmp; 1955 return tmp;
1956
2028 return NULL; 1957 return NULL;
2029} 1958}
2030 1959
2031/* 1960/*
2032 * activate recursively a flag on an object inventory 1961 * activate recursively a flag on an object inventory
2033 */ 1962 */
2034void 1963void
2035flag_inv (object *op, int flag) 1964flag_inv (object *op, int flag)
2036{ 1965{
2037 object *
2038 tmp;
2039
2040 if (op->inv) 1966 if (op->inv)
2041 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1967 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2042 { 1968 {
2043 SET_FLAG (tmp, flag); 1969 SET_FLAG (tmp, flag);
2044 flag_inv (tmp, flag); 1970 flag_inv (tmp, flag);
2045 } 1971 }
2046} /* 1972}
1973
1974/*
2047 * desactivate recursively a flag on an object inventory 1975 * deactivate recursively a flag on an object inventory
2048 */ 1976 */
2049void 1977void
2050unflag_inv (object *op, int flag) 1978unflag_inv (object *op, int flag)
2051{ 1979{
2052 object *
2053 tmp;
2054
2055 if (op->inv) 1980 if (op->inv)
2056 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1981 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2057 { 1982 {
2058 CLEAR_FLAG (tmp, flag); 1983 CLEAR_FLAG (tmp, flag);
2059 unflag_inv (tmp, flag); 1984 unflag_inv (tmp, flag);
2060 } 1985 }
2061} 1986}
2064 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 1989 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2065 * all it's inventory (recursively). 1990 * all it's inventory (recursively).
2066 * If checksums are used, a player will get set_cheat called for 1991 * If checksums are used, a player will get set_cheat called for
2067 * him/her-self and all object carried by a call to this function. 1992 * him/her-self and all object carried by a call to this function.
2068 */ 1993 */
2069
2070void 1994void
2071set_cheat (object *op) 1995set_cheat (object *op)
2072{ 1996{
2073 SET_FLAG (op, FLAG_WAS_WIZ); 1997 SET_FLAG (op, FLAG_WAS_WIZ);
2074 flag_inv (op, FLAG_WAS_WIZ); 1998 flag_inv (op, FLAG_WAS_WIZ);
2093 * because arch_blocked (now ob_blocked) needs to know the movement type 2017 * because arch_blocked (now ob_blocked) needs to know the movement type
2094 * to know if the space in question will block the object. We can't use 2018 * to know if the space in question will block the object. We can't use
2095 * the archetype because that isn't correct if the monster has been 2019 * the archetype because that isn't correct if the monster has been
2096 * customized, changed states, etc. 2020 * customized, changed states, etc.
2097 */ 2021 */
2098
2099int 2022int
2100find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 2023find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2101{ 2024{
2102 int
2103 i,
2104 index = 0, flag; 2025 int index = 0, flag;
2105 static int
2106 altern[SIZEOFFREE]; 2026 int altern[SIZEOFFREE];
2107 2027
2108 for (i = start; i < stop; i++) 2028 for (int i = start; i < stop; i++)
2109 { 2029 {
2110 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2030 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2111 if (!flag) 2031 if (!flag)
2112 altern[index++] = i; 2032 altern [index++] = i;
2113 2033
2114 /* Basically, if we find a wall on a space, we cut down the search size. 2034 /* Basically, if we find a wall on a space, we cut down the search size.
2115 * In this way, we won't return spaces that are on another side of a wall. 2035 * In this way, we won't return spaces that are on another side of a wall.
2116 * This mostly work, but it cuts down the search size in all directions - 2036 * This mostly work, but it cuts down the search size in all directions -
2117 * if the space being examined only has a wall to the north and empty 2037 * if the space being examined only has a wall to the north and empty
2124 } 2044 }
2125 2045
2126 if (!index) 2046 if (!index)
2127 return -1; 2047 return -1;
2128 2048
2129 return altern[RANDOM () % index]; 2049 return altern [rndm (index)];
2130} 2050}
2131 2051
2132/* 2052/*
2133 * find_first_free_spot(archetype, maptile, x, y) works like 2053 * find_first_free_spot(archetype, maptile, x, y) works like
2134 * find_free_spot(), but it will search max number of squares. 2054 * find_free_spot(), but it will search max number of squares.
2135 * But it will return the first available spot, not a random choice. 2055 * But it will return the first available spot, not a random choice.
2136 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2056 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2137 */ 2057 */
2138
2139int 2058int
2140find_first_free_spot (const object *ob, maptile *m, int x, int y) 2059find_first_free_spot (const object *ob, maptile *m, int x, int y)
2141{ 2060{
2142 int
2143 i;
2144
2145 for (i = 0; i < SIZEOFFREE; i++) 2061 for (int i = 0; i < SIZEOFFREE; i++)
2146 {
2147 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2062 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2148 return i; 2063 return i;
2149 } 2064
2150 return -1; 2065 return -1;
2151} 2066}
2152 2067
2153/* 2068/*
2154 * The function permute(arr, begin, end) randomly reorders the array 2069 * The function permute(arr, begin, end) randomly reorders the array
2155 * arr[begin..end-1]. 2070 * arr[begin..end-1].
2071 * now uses a fisher-yates shuffle, old permute was broken
2156 */ 2072 */
2157static void 2073static void
2158permute (int *arr, int begin, int end) 2074permute (int *arr, int begin, int end)
2159{ 2075{
2160 int 2076 arr += begin;
2161 i,
2162 j,
2163 tmp,
2164 len;
2165
2166 len = end - begin; 2077 end -= begin;
2167 for (i = begin; i < end; i++)
2168 {
2169 j = begin + RANDOM () % len;
2170 2078
2171 tmp = arr[i]; 2079 while (--end)
2172 arr[i] = arr[j]; 2080 swap (arr [end], arr [rndm (end + 1)]);
2173 arr[j] = tmp;
2174 }
2175} 2081}
2176 2082
2177/* new function to make monster searching more efficient, and effective! 2083/* new function to make monster searching more efficient, and effective!
2178 * This basically returns a randomized array (in the passed pointer) of 2084 * This basically returns a randomized array (in the passed pointer) of
2179 * the spaces to find monsters. In this way, it won't always look for 2085 * the spaces to find monsters. In this way, it won't always look for
2182 * the 3x3 area will be searched, just not in a predictable order. 2088 * the 3x3 area will be searched, just not in a predictable order.
2183 */ 2089 */
2184void 2090void
2185get_search_arr (int *search_arr) 2091get_search_arr (int *search_arr)
2186{ 2092{
2187 int 2093 int i;
2188 i;
2189 2094
2190 for (i = 0; i < SIZEOFFREE; i++) 2095 for (i = 0; i < SIZEOFFREE; i++)
2191 {
2192 search_arr[i] = i; 2096 search_arr[i] = i;
2193 }
2194 2097
2195 permute (search_arr, 1, SIZEOFFREE1 + 1); 2098 permute (search_arr, 1, SIZEOFFREE1 + 1);
2196 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2099 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2197 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2100 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2198} 2101}
2207 * Perhaps incorrectly, but I'm making the assumption that exclude 2110 * Perhaps incorrectly, but I'm making the assumption that exclude
2208 * is actually want is going to try and move there. We need this info 2111 * is actually want is going to try and move there. We need this info
2209 * because we have to know what movement the thing looking to move 2112 * because we have to know what movement the thing looking to move
2210 * there is capable of. 2113 * there is capable of.
2211 */ 2114 */
2212
2213int 2115int
2214find_dir (maptile *m, int x, int y, object *exclude) 2116find_dir (maptile *m, int x, int y, object *exclude)
2215{ 2117{
2216 int
2217 i,
2218 max = SIZEOFFREE, mflags; 2118 int i, max = SIZEOFFREE, mflags;
2219 2119
2220 sint16 nx, ny; 2120 sint16 nx, ny;
2221 object * 2121 object *tmp;
2222 tmp;
2223 maptile * 2122 maptile *mp;
2224 mp;
2225 2123
2226 MoveType blocked, move_type; 2124 MoveType blocked, move_type;
2227 2125
2228 if (exclude && exclude->head) 2126 if (exclude && exclude->head)
2229 { 2127 {
2241 mp = m; 2139 mp = m;
2242 nx = x + freearr_x[i]; 2140 nx = x + freearr_x[i];
2243 ny = y + freearr_y[i]; 2141 ny = y + freearr_y[i];
2244 2142
2245 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2143 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2144
2246 if (mflags & P_OUT_OF_MAP) 2145 if (mflags & P_OUT_OF_MAP)
2247 {
2248 max = maxfree[i]; 2146 max = maxfree[i];
2249 }
2250 else 2147 else
2251 { 2148 {
2252 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2149 mapspace &ms = mp->at (nx, ny);
2150
2151 blocked = ms.move_block;
2253 2152
2254 if ((move_type & blocked) == move_type) 2153 if ((move_type & blocked) == move_type)
2255 {
2256 max = maxfree[i]; 2154 max = maxfree[i];
2257 }
2258 else if (mflags & P_IS_ALIVE) 2155 else if (mflags & P_IS_ALIVE)
2259 { 2156 {
2260 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2157 for (tmp = ms.bot; tmp; tmp = tmp->above)
2261 { 2158 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2262 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2159 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2263 {
2264 break; 2160 break;
2265 } 2161
2266 }
2267 if (tmp) 2162 if (tmp)
2268 {
2269 return freedir[i]; 2163 return freedir[i];
2270 }
2271 } 2164 }
2272 } 2165 }
2273 } 2166 }
2167
2274 return 0; 2168 return 0;
2275} 2169}
2276 2170
2277/* 2171/*
2278 * distance(object 1, object 2) will return the square of the 2172 * distance(object 1, object 2) will return the square of the
2279 * distance between the two given objects. 2173 * distance between the two given objects.
2280 */ 2174 */
2281
2282int 2175int
2283distance (const object *ob1, const object *ob2) 2176distance (const object *ob1, const object *ob2)
2284{ 2177{
2285 int
2286 i;
2287
2288 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2178 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2289 return i;
2290} 2179}
2291 2180
2292/* 2181/*
2293 * find_dir_2(delta-x,delta-y) will return a direction in which 2182 * find_dir_2(delta-x,delta-y) will return a direction in which
2294 * an object which has subtracted the x and y coordinates of another 2183 * an object which has subtracted the x and y coordinates of another
2295 * object, needs to travel toward it. 2184 * object, needs to travel toward it.
2296 */ 2185 */
2297
2298int 2186int
2299find_dir_2 (int x, int y) 2187find_dir_2 (int x, int y)
2300{ 2188{
2301 int 2189 int q;
2302 q;
2303 2190
2304 if (y) 2191 if (y)
2305 q = x * 100 / y; 2192 q = x * 100 / y;
2306 else if (x) 2193 else if (x)
2307 q = -300 * x; 2194 q = -300 * x;
2332 2219
2333 return 3; 2220 return 3;
2334} 2221}
2335 2222
2336/* 2223/*
2337 * absdir(int): Returns a number between 1 and 8, which represent
2338 * the "absolute" direction of a number (it actually takes care of
2339 * "overflow" in previous calculations of a direction).
2340 */
2341
2342int
2343absdir (int d)
2344{
2345 while (d < 1)
2346 d += 8;
2347 while (d > 8)
2348 d -= 8;
2349 return d;
2350}
2351
2352/*
2353 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2224 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2354 * between two directions (which are expected to be absolute (see absdir()) 2225 * between two directions (which are expected to be absolute (see absdir())
2355 */ 2226 */
2356
2357int 2227int
2358dirdiff (int dir1, int dir2) 2228dirdiff (int dir1, int dir2)
2359{ 2229{
2360 int 2230 int d;
2361 d;
2362 2231
2363 d = abs (dir1 - dir2); 2232 d = abs (dir1 - dir2);
2364 if (d > 4) 2233 if (d > 4)
2365 d = 8 - d; 2234 d = 8 - d;
2235
2366 return d; 2236 return d;
2367} 2237}
2368 2238
2369/* peterm: 2239/* peterm:
2370 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2240 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2373 * This basically means that if direction is 15, then it could either go 2243 * This basically means that if direction is 15, then it could either go
2374 * direction 4, 14, or 16 to get back to where we are. 2244 * direction 4, 14, or 16 to get back to where we are.
2375 * Moved from spell_util.c to object.c with the other related direction 2245 * Moved from spell_util.c to object.c with the other related direction
2376 * functions. 2246 * functions.
2377 */ 2247 */
2378
2379int
2380 reduction_dir[SIZEOFFREE][3] = { 2248int reduction_dir[SIZEOFFREE][3] = {
2381 {0, 0, 0}, /* 0 */ 2249 {0, 0, 0}, /* 0 */
2382 {0, 0, 0}, /* 1 */ 2250 {0, 0, 0}, /* 1 */
2383 {0, 0, 0}, /* 2 */ 2251 {0, 0, 0}, /* 2 */
2384 {0, 0, 0}, /* 3 */ 2252 {0, 0, 0}, /* 3 */
2385 {0, 0, 0}, /* 4 */ 2253 {0, 0, 0}, /* 4 */
2433 * find a path to that monster that we found. If not, 2301 * find a path to that monster that we found. If not,
2434 * we don't bother going toward it. Returns 1 if we 2302 * we don't bother going toward it. Returns 1 if we
2435 * can see a direct way to get it 2303 * can see a direct way to get it
2436 * Modified to be map tile aware -.MSW 2304 * Modified to be map tile aware -.MSW
2437 */ 2305 */
2438
2439
2440int 2306int
2441can_see_monsterP (maptile *m, int x, int y, int dir) 2307can_see_monsterP (maptile *m, int x, int y, int dir)
2442{ 2308{
2443 sint16 dx, dy; 2309 sint16 dx, dy;
2444 int
2445 mflags; 2310 int mflags;
2446 2311
2447 if (dir < 0) 2312 if (dir < 0)
2448 return 0; /* exit condition: invalid direction */ 2313 return 0; /* exit condition: invalid direction */
2449 2314
2450 dx = x + freearr_x[dir]; 2315 dx = x + freearr_x[dir];
2463 return 0; 2328 return 0;
2464 2329
2465 /* yes, can see. */ 2330 /* yes, can see. */
2466 if (dir < 9) 2331 if (dir < 9)
2467 return 1; 2332 return 1;
2333
2468 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2334 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2469 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]); 2335 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2336 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2470} 2337}
2471
2472
2473 2338
2474/* 2339/*
2475 * can_pick(picker, item): finds out if an object is possible to be 2340 * can_pick(picker, item): finds out if an object is possible to be
2476 * picked up by the picker. Returnes 1 if it can be 2341 * picked up by the picker. Returnes 1 if it can be
2477 * picked up, otherwise 0. 2342 * picked up, otherwise 0.
2488 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2353 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2489 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2354 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2490 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2355 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2491} 2356}
2492 2357
2493
2494/* 2358/*
2495 * create clone from object to another 2359 * create clone from object to another
2496 */ 2360 */
2497object * 2361object *
2498object_create_clone (object *asrc) 2362object_create_clone (object *asrc)
2517 { 2381 {
2518 dst = tmp; 2382 dst = tmp;
2519 tmp->head = 0; 2383 tmp->head = 0;
2520 } 2384 }
2521 else 2385 else
2522 {
2523 tmp->head = dst; 2386 tmp->head = dst;
2524 }
2525 2387
2526 tmp->more = 0; 2388 tmp->more = 0;
2527 2389
2528 if (prev) 2390 if (prev)
2529 prev->more = tmp; 2391 prev->more = tmp;
2533 2395
2534 for (item = src->inv; item; item = item->below) 2396 for (item = src->inv; item; item = item->below)
2535 insert_ob_in_ob (object_create_clone (item), dst); 2397 insert_ob_in_ob (object_create_clone (item), dst);
2536 2398
2537 return dst; 2399 return dst;
2538}
2539
2540/* GROS - Creates an object using a string representing its content. */
2541/* Basically, we save the content of the string to a temp file, then call */
2542/* load_object on it. I admit it is a highly inefficient way to make things, */
2543/* but it was simple to make and allows reusing the load_object function. */
2544/* Remember not to use load_object_str in a time-critical situation. */
2545/* Also remember that multiparts objects are not supported for now. */
2546
2547object *
2548load_object_str (const char *obstr)
2549{
2550 object *op;
2551 char filename[MAX_BUF];
2552
2553 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2554
2555 FILE *tempfile = fopen (filename, "w");
2556
2557 if (tempfile == NULL)
2558 {
2559 LOG (llevError, "Error - Unable to access load object temp file\n");
2560 return NULL;
2561 }
2562
2563 fprintf (tempfile, obstr);
2564 fclose (tempfile);
2565
2566 op = object::create ();
2567
2568 object_thawer thawer (filename);
2569
2570 if (thawer)
2571 load_object (thawer, op, 0);
2572
2573 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2574 CLEAR_FLAG (op, FLAG_REMOVED);
2575
2576 return op;
2577} 2400}
2578 2401
2579/* This returns the first object in who's inventory that 2402/* This returns the first object in who's inventory that
2580 * has the same type and subtype match. 2403 * has the same type and subtype match.
2581 * returns NULL if no match. 2404 * returns NULL if no match.
2582 */ 2405 */
2583object * 2406object *
2584find_obj_by_type_subtype (const object *who, int type, int subtype) 2407find_obj_by_type_subtype (const object *who, int type, int subtype)
2585{ 2408{
2586 object *tmp;
2587
2588 for (tmp = who->inv; tmp; tmp = tmp->below) 2409 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2589 if (tmp->type == type && tmp->subtype == subtype) 2410 if (tmp->type == type && tmp->subtype == subtype)
2590 return tmp; 2411 return tmp;
2591 2412
2592 return NULL; 2413 return 0;
2593} 2414}
2594 2415
2595/* If ob has a field named key, return the link from the list, 2416/* If ob has a field named key, return the link from the list,
2596 * otherwise return NULL. 2417 * otherwise return NULL.
2597 * 2418 *
2599 * do the desired thing. 2420 * do the desired thing.
2600 */ 2421 */
2601key_value * 2422key_value *
2602get_ob_key_link (const object *ob, const char *key) 2423get_ob_key_link (const object *ob, const char *key)
2603{ 2424{
2604 key_value *link;
2605
2606 for (link = ob->key_values; link != NULL; link = link->next) 2425 for (key_value *link = ob->key_values; link; link = link->next)
2607 if (link->key == key) 2426 if (link->key == key)
2608 return link; 2427 return link;
2609 2428
2610 return NULL; 2429 return 0;
2611} 2430}
2612 2431
2613/* 2432/*
2614 * Returns the value of op has an extra_field for key, or NULL. 2433 * Returns the value of op has an extra_field for key, or NULL.
2615 * 2434 *
2640 if (link->key == canonical_key) 2459 if (link->key == canonical_key)
2641 return link->value; 2460 return link->value;
2642 2461
2643 return 0; 2462 return 0;
2644} 2463}
2645
2646 2464
2647/* 2465/*
2648 * Updates the canonical_key in op to value. 2466 * Updates the canonical_key in op to value.
2649 * 2467 *
2650 * canonical_key is a shared string (value doesn't have to be). 2468 * canonical_key is a shared string (value doesn't have to be).
2655 * Returns TRUE on success. 2473 * Returns TRUE on success.
2656 */ 2474 */
2657int 2475int
2658set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) 2476set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2659{ 2477{
2660 key_value *
2661 field = NULL, *last = NULL; 2478 key_value *field = NULL, *last = NULL;
2662 2479
2663 for (field = op->key_values; field != NULL; field = field->next) 2480 for (field = op->key_values; field != NULL; field = field->next)
2664 { 2481 {
2665 if (field->key != canonical_key) 2482 if (field->key != canonical_key)
2666 { 2483 {
2694 /* IF we get here, key doesn't exist */ 2511 /* IF we get here, key doesn't exist */
2695 2512
2696 /* No field, we'll have to add it. */ 2513 /* No field, we'll have to add it. */
2697 2514
2698 if (!add_key) 2515 if (!add_key)
2699 {
2700 return FALSE; 2516 return FALSE;
2701 } 2517
2702 /* There isn't any good reason to store a null 2518 /* There isn't any good reason to store a null
2703 * value in the key/value list. If the archetype has 2519 * value in the key/value list. If the archetype has
2704 * this key, then we should also have it, so shouldn't 2520 * this key, then we should also have it, so shouldn't
2705 * be here. If user wants to store empty strings, 2521 * be here. If user wants to store empty strings,
2706 * should pass in "" 2522 * should pass in ""
2755 } 2571 }
2756 else 2572 else
2757 item = item->env; 2573 item = item->env;
2758} 2574}
2759 2575
2576
2577const char *
2578object::flag_desc (char *desc, int len) const
2579{
2580 char *p = desc;
2581 bool first = true;
2582
2583 *p = 0;
2584
2585 for (int i = 0; i < NUM_FLAGS; i++)
2586 {
2587 if (len <= 10) // magic constant!
2588 {
2589 snprintf (p, len, ",...");
2590 break;
2591 }
2592
2593 if (flag [i])
2594 {
2595 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2596 len -= cnt;
2597 p += cnt;
2598 first = false;
2599 }
2600 }
2601
2602 return desc;
2603}
2604
2760// return a suitable string describing an objetc in enough detail to find it 2605// return a suitable string describing an object in enough detail to find it
2761const char * 2606const char *
2762object::debug_desc (char *info) const 2607object::debug_desc (char *info) const
2763{ 2608{
2609 char flagdesc[512];
2764 char info2[256 * 3]; 2610 char info2[256 * 4];
2765 char *p = info; 2611 char *p = info;
2766 2612
2767 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2613 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2768 count, 2614 count, uuid.seq,
2769 &name, 2615 &name,
2770 title ? " " : "", 2616 title ? "\",title:\"" : "",
2771 title ? (const char *)title : ""); 2617 title ? (const char *)title : "",
2618 flag_desc (flagdesc, 512), type);
2772 2619
2773 if (env) 2620 if (env)
2774 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2621 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2775 2622
2776 if (map) 2623 if (map)
2777 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2624 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2778 2625
2779 return info; 2626 return info;
2780} 2627}
2781 2628
2782const char * 2629const char *
2783object::debug_desc () const 2630object::debug_desc () const
2784{ 2631{
2785 static char info[256 * 3]; 2632 static char info[3][256 * 4];
2633 static int info_idx;
2634
2786 return debug_desc (info); 2635 return debug_desc (info [++info_idx % 3]);
2787} 2636}
2788 2637
2638struct region *
2639object::region () const
2640{
2641 return map ? map->region (x, y)
2642 : region::default_region ();
2643}
2644
2645const materialtype_t *
2646object::dominant_material () const
2647{
2648 if (materialtype_t *mat = name_to_material (materialname))
2649 return mat;
2650
2651 // omfg this is slow, this has to be temporary :)
2652 shstr unknown ("unknown");
2653
2654 return name_to_material (unknown);
2655}
2656
2657void
2658object::open_container (object *new_container)
2659{
2660 if (container == new_container)
2661 return;
2662
2663 if (object *old_container = container)
2664 {
2665 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2666 return;
2667
2668#if 0
2669 // remove the "Close old_container" object.
2670 if (object *closer = old_container->inv)
2671 if (closer->type == CLOSE_CON)
2672 closer->destroy ();
2673#endif
2674
2675 old_container->flag [FLAG_APPLIED] = 0;
2676 container = 0;
2677
2678 esrv_update_item (UPD_FLAGS, this, old_container);
2679 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2680 }
2681
2682 if (new_container)
2683 {
2684 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2685 return;
2686
2687 // TODO: this does not seem to serve any purpose anymore?
2688#if 0
2689 // insert the "Close Container" object.
2690 if (archetype *closer = new_container->other_arch)
2691 {
2692 object *closer = arch_to_object (new_container->other_arch);
2693 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2694 new_container->insert (closer);
2695 }
2696#endif
2697
2698 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2699
2700 new_container->flag [FLAG_APPLIED] = 1;
2701 container = new_container;
2702
2703 esrv_update_item (UPD_FLAGS, this, new_container);
2704 esrv_send_inventory (this, new_container);
2705 }
2706}
2707
2708

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