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Comparing deliantra/server/common/object.C (file contents):
Revision 1.78 by root, Fri Dec 22 16:34:00 2006 UTC vs.
Revision 1.144 by root, Thu May 3 10:39:46 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game
3 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 21 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail at <crossfire@schmorp.de>
22*/ 23 */
23 24
24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
25 sub/add_weight will transcend the environment updating the carrying 26 sub/add_weight will transcend the environment updating the carrying
26 variable. */ 27 variable. */
27#include <global.h> 28#include <global.h>
36 37
37int nrofallocobjects = 0; 38int nrofallocobjects = 0;
38static UUID uuid; 39static UUID uuid;
39const uint64 UUID_SKIP = 1<<19; 40const uint64 UUID_SKIP = 1<<19;
40 41
41object *active_objects; /* List of active objects that need to be processed */ 42objectvec objects;
43activevec actives;
42 44
43short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 45short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
44 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 46 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
45}; 47};
46short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 48short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
141 * objects with lists are rare, and lists stay short. If not, use a 143 * objects with lists are rare, and lists stay short. If not, use a
142 * different structure or at least keep the lists sorted... 144 * different structure or at least keep the lists sorted...
143 */ 145 */
144 146
145 /* For each field in wants, */ 147 /* For each field in wants, */
146 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) 148 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
147 { 149 {
148 key_value *has_field; 150 key_value *has_field;
149 151
150 /* Look for a field in has with the same key. */ 152 /* Look for a field in has with the same key. */
151 has_field = get_ob_key_link (has, wants_field->key); 153 has_field = get_ob_key_link (has, wants_field->key);
190 * Check nrof variable *before* calling can_merge() 192 * Check nrof variable *before* calling can_merge()
191 * 193 *
192 * Improvements made with merge: Better checking on potion, and also 194 * Improvements made with merge: Better checking on potion, and also
193 * check weight 195 * check weight
194 */ 196 */
195
196bool object::can_merge_slow (object *ob1, object *ob2) 197bool object::can_merge_slow (object *ob1, object *ob2)
197{ 198{
198 /* A couple quicksanity checks */ 199 /* A couple quicksanity checks */
199 if (ob1 == ob2 200 if (ob1 == ob2
200 || ob1->type != ob2->type 201 || ob1->type != ob2->type
221 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 222 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
222 223
223 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 224 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
224 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 225 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
225 226
226 if ((ob1->flags ^ ob2->flags).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any () 227 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
227 || ob1->arch != ob2->arch 228 || ob1->arch != ob2->arch
228 || ob1->name != ob2->name 229 || ob1->name != ob2->name
229 || ob1->title != ob2->title 230 || ob1->title != ob2->title
230 || ob1->msg != ob2->msg 231 || ob1->msg != ob2->msg
231 || ob1->weight != ob2->weight 232 || ob1->weight != ob2->weight
277 278
278 /* Note sure why the following is the case - either the object has to 279 /* Note sure why the following is the case - either the object has to
279 * be animated or have a very low speed. Is this an attempted monster 280 * be animated or have a very low speed. Is this an attempted monster
280 * check? 281 * check?
281 */ 282 */
282 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 283 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
283 return 0; 284 return 0;
284 285
285 switch (ob1->type) 286 switch (ob1->type)
286 { 287 {
287 case SCROLL: 288 case SCROLL:
323sum_weight (object *op) 324sum_weight (object *op)
324{ 325{
325 long sum; 326 long sum;
326 object *inv; 327 object *inv;
327 328
328 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 329 for (sum = 0, inv = op->inv; inv; inv = inv->below)
329 { 330 {
330 if (inv->inv) 331 if (inv->inv)
331 sum_weight (inv); 332 sum_weight (inv);
333
332 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 334 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
333 } 335 }
334 336
335 if (op->type == CONTAINER && op->stats.Str) 337 if (op->type == CONTAINER && op->stats.Str)
336 sum = (sum * (100 - op->stats.Str)) / 100; 338 sum = (sum * (100 - op->stats.Str)) / 100;
356/* 358/*
357 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 359 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
358 * Some error messages. 360 * Some error messages.
359 * The result of the dump is stored in the static global errmsg array. 361 * The result of the dump is stored in the static global errmsg array.
360 */ 362 */
361
362char * 363char *
363dump_object (object *op) 364dump_object (object *op)
364{ 365{
365 if (!op) 366 if (!op)
366 return strdup ("[NULLOBJ]"); 367 return strdup ("[NULLOBJ]");
367 368
368 object_freezer freezer; 369 object_freezer freezer;
369 save_object (freezer, op, 3); 370 op->write (freezer);
370 return freezer.as_string (); 371 return freezer.as_string ();
371} 372}
372 373
373/* 374/*
374 * get_nearest_part(multi-object, object 2) returns the part of the 375 * get_nearest_part(multi-object, object 2) returns the part of the
391} 392}
392 393
393/* 394/*
394 * Returns the object which has the count-variable equal to the argument. 395 * Returns the object which has the count-variable equal to the argument.
395 */ 396 */
396
397object * 397object *
398find_object (tag_t i) 398find_object (tag_t i)
399{ 399{
400 for (object *op = object::first; op; op = op->next) 400 for_all_objects (op)
401 if (op->count == i) 401 if (op->count == i)
402 return op; 402 return op;
403 403
404 return 0; 404 return 0;
405} 405}
406 406
407/* 407/*
408 * Returns the first object which has a name equal to the argument. 408 * Returns the first object which has a name equal to the argument.
409 * Used only by the patch command, but not all that useful. 409 * Used only by the patch command, but not all that useful.
410 * Enables features like "patch <name-of-other-player> food 999" 410 * Enables features like "patch <name-of-other-player> food 999"
411 */ 411 */
412
413object * 412object *
414find_object_name (const char *str) 413find_object_name (const char *str)
415{ 414{
416 shstr_cmp str_ (str); 415 shstr_cmp str_ (str);
417 object *op; 416 object *op;
418 417
419 for (op = object::first; op != NULL; op = op->next) 418 for_all_objects (op)
420 if (op->name == str_) 419 if (op->name == str_)
421 break; 420 break;
422 421
423 return op; 422 return op;
424} 423}
450 owner = owner->owner; 449 owner = owner->owner;
451 450
452 this->owner = owner; 451 this->owner = owner;
453} 452}
454 453
454void
455object::set_weapon (object *ob)
456{
457 if (current_weapon == ob)
458 return;
459
460 current_weapon = ob;
461 new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
462 update_stats ();
463}
464
455/* Zero the key_values on op, decrementing the shared-string 465/* Zero the key_values on op, decrementing the shared-string
456 * refcounts and freeing the links. 466 * refcounts and freeing the links.
457 */ 467 */
458static void 468static void
459free_key_values (object *op) 469free_key_values (object *op)
460{ 470{
461 for (key_value *i = op->key_values; i != 0;) 471 for (key_value *i = op->key_values; i; )
462 { 472 {
463 key_value *next = i->next; 473 key_value *next = i->next;
464 delete i; 474 delete i;
465 475
466 i = next; 476 i = next;
467 } 477 }
468 478
469 op->key_values = 0; 479 op->key_values = 0;
470} 480}
471 481
472/* 482object &
473 * copy_to first frees everything allocated by the dst object, 483object::operator =(const object &src)
474 * and then copies the contents of itself into the second
475 * object, allocating what needs to be allocated. Basically, any
476 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
477 * if the first object is freed, the pointers in the new object
478 * will point at garbage.
479 */
480void
481object::copy_to (object *dst)
482{ 484{
483 bool is_freed = QUERY_FLAG (dst, FLAG_FREED); 485 bool is_freed = flag [FLAG_FREED];
484 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED); 486 bool is_removed = flag [FLAG_REMOVED];
485 487
486 *(object_copy *)dst = *this; 488 *(object_copy *)this = src;
487 *(object_pod *)dst = *this;
488 489
489 if (self || cb) 490 flag [FLAG_FREED] = is_freed;
490 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (dst)); 491 flag [FLAG_REMOVED] = is_removed;
491
492 if (is_freed)
493 SET_FLAG (dst, FLAG_FREED);
494
495 if (is_removed)
496 SET_FLAG (dst, FLAG_REMOVED);
497
498 if (speed < 0)
499 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
500 492
501 /* Copy over key_values, if any. */ 493 /* Copy over key_values, if any. */
502 if (key_values) 494 if (src.key_values)
503 { 495 {
504 key_value *tail = 0; 496 key_value *tail = 0;
505 key_value *i;
506
507 dst->key_values = 0; 497 key_values = 0;
508 498
509 for (i = key_values; i; i = i->next) 499 for (key_value *i = src.key_values; i; i = i->next)
510 { 500 {
511 key_value *new_link = new key_value; 501 key_value *new_link = new key_value;
512 502
513 new_link->next = 0; 503 new_link->next = 0;
514 new_link->key = i->key; 504 new_link->key = i->key;
515 new_link->value = i->value; 505 new_link->value = i->value;
516 506
517 /* Try and be clever here, too. */ 507 /* Try and be clever here, too. */
518 if (!dst->key_values) 508 if (!key_values)
519 { 509 {
520 dst->key_values = new_link; 510 key_values = new_link;
521 tail = new_link; 511 tail = new_link;
522 } 512 }
523 else 513 else
524 { 514 {
525 tail->next = new_link; 515 tail->next = new_link;
526 tail = new_link; 516 tail = new_link;
527 } 517 }
528 } 518 }
529 } 519 }
520}
530 521
531 update_ob_speed (dst); 522/*
523 * copy_to first frees everything allocated by the dst object,
524 * and then copies the contents of itself into the second
525 * object, allocating what needs to be allocated. Basically, any
526 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
527 * if the first object is freed, the pointers in the new object
528 * will point at garbage.
529 */
530void
531object::copy_to (object *dst)
532{
533 *dst = *this;
534
535 if (speed < 0)
536 dst->speed_left = speed_left - rndm ();
537
538 dst->set_speed (dst->speed);
539}
540
541void
542object::instantiate ()
543{
544 if (!uuid.seq) // HACK
545 uuid = gen_uuid ();
546
547 speed_left = -0.1f;
548 /* copy the body_info to the body_used - this is only really
549 * need for monsters, but doesn't hurt to do it for everything.
550 * by doing so, when a monster is created, it has good starting
551 * values for the body_used info, so when items are created
552 * for it, they can be properly equipped.
553 */
554 memcpy (body_used, body_info, sizeof (body_used));
555
556 attachable::instantiate ();
532} 557}
533 558
534object * 559object *
535object::clone () 560object::clone ()
536{ 561{
542/* 567/*
543 * If an object with the IS_TURNABLE() flag needs to be turned due 568 * If an object with the IS_TURNABLE() flag needs to be turned due
544 * to the closest player being on the other side, this function can 569 * to the closest player being on the other side, this function can
545 * be called to update the face variable, _and_ how it looks on the map. 570 * be called to update the face variable, _and_ how it looks on the map.
546 */ 571 */
547
548void 572void
549update_turn_face (object *op) 573update_turn_face (object *op)
550{ 574{
551 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 575 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
552 return; 576 return;
577
553 SET_ANIMATION (op, op->direction); 578 SET_ANIMATION (op, op->direction);
554 update_object (op, UP_OBJ_FACE); 579 update_object (op, UP_OBJ_FACE);
555} 580}
556 581
557/* 582/*
558 * Updates the speed of an object. If the speed changes from 0 to another 583 * Updates the speed of an object. If the speed changes from 0 to another
559 * value, or vice versa, then add/remove the object from the active list. 584 * value, or vice versa, then add/remove the object from the active list.
560 * This function needs to be called whenever the speed of an object changes. 585 * This function needs to be called whenever the speed of an object changes.
561 */ 586 */
562void 587void
563update_ob_speed (object *op) 588object::set_speed (float speed)
564{ 589{
565 extern int arch_init; 590 if (flag [FLAG_FREED] && speed)
566
567 /* No reason putting the archetypes objects on the speed list,
568 * since they never really need to be updated.
569 */
570
571 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
572 { 591 {
573 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 592 LOG (llevError, "Object %s is freed but has speed.\n", &name);
574#ifdef MANY_CORES
575 abort ();
576#else
577 op->speed = 0; 593 speed = 0;
578#endif
579 }
580
581 if (arch_init)
582 return;
583
584 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
585 { 594 }
586 /* If already on active list, don't do anything */
587 if (op->active_next || op->active_prev || op == active_objects)
588 return;
589 595
590 /* process_events() expects us to insert the object at the beginning 596 this->speed = speed;
591 * of the list. */
592 op->active_next = active_objects;
593 597
594 if (op->active_next != NULL) 598 if (has_active_speed ())
595 op->active_next->active_prev = op; 599 activate ();
596
597 active_objects = op;
598 }
599 else 600 else
600 { 601 deactivate ();
601 /* If not on the active list, nothing needs to be done */
602 if (!op->active_next && !op->active_prev && op != active_objects)
603 return;
604
605 if (op->active_prev == NULL)
606 {
607 active_objects = op->active_next;
608
609 if (op->active_next != NULL)
610 op->active_next->active_prev = NULL;
611 }
612 else
613 {
614 op->active_prev->active_next = op->active_next;
615
616 if (op->active_next)
617 op->active_next->active_prev = op->active_prev;
618 }
619
620 op->active_next = NULL;
621 op->active_prev = NULL;
622 }
623}
624
625/* This function removes object 'op' from the list of active
626 * objects.
627 * This should only be used for style maps or other such
628 * reference maps where you don't want an object that isn't
629 * in play chewing up cpu time getting processed.
630 * The reverse of this is to call update_ob_speed, which
631 * will do the right thing based on the speed of the object.
632 */
633void
634remove_from_active_list (object *op)
635{
636 /* If not on the active list, nothing needs to be done */
637 if (!op->active_next && !op->active_prev && op != active_objects)
638 return;
639
640 if (op->active_prev == NULL)
641 {
642 active_objects = op->active_next;
643 if (op->active_next != NULL)
644 op->active_next->active_prev = NULL;
645 }
646 else
647 {
648 op->active_prev->active_next = op->active_next;
649 if (op->active_next)
650 op->active_next->active_prev = op->active_prev;
651 }
652 op->active_next = NULL;
653 op->active_prev = NULL;
654} 602}
655 603
656/* 604/*
657 * update_object() updates the the map. 605 * update_object() updates the the map.
658 * It takes into account invisible objects (and represent squares covered 606 * It takes into account invisible objects (and represent squares covered
671 * UP_OBJ_FACE: only the objects face has changed. 619 * UP_OBJ_FACE: only the objects face has changed.
672 */ 620 */
673void 621void
674update_object (object *op, int action) 622update_object (object *op, int action)
675{ 623{
676 MoveType move_on, move_off, move_block, move_slow;
677
678 if (op == NULL) 624 if (op == NULL)
679 { 625 {
680 /* this should never happen */ 626 /* this should never happen */
681 LOG (llevDebug, "update_object() called for NULL object.\n"); 627 LOG (llevDebug, "update_object() called for NULL object.\n");
682 return; 628 return;
695 */ 641 */
696 if (!op->map || op->map->in_memory == MAP_SAVING) 642 if (!op->map || op->map->in_memory == MAP_SAVING)
697 return; 643 return;
698 644
699 /* make sure the object is within map boundaries */ 645 /* make sure the object is within map boundaries */
700 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map)) 646 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
701 { 647 {
702 LOG (llevError, "update_object() called for object out of map!\n"); 648 LOG (llevError, "update_object() called for object out of map!\n");
703#ifdef MANY_CORES 649#ifdef MANY_CORES
704 abort (); 650 abort ();
705#endif 651#endif
706 return; 652 return;
707 } 653 }
708 654
709 mapspace &m = op->ms (); 655 mapspace &m = op->ms ();
710 656
711 if (m.flags_ & P_NEED_UPDATE) 657 if (!(m.flags_ & P_UPTODATE))
712 /* nop */; 658 /* nop */;
713 else if (action == UP_OBJ_INSERT) 659 else if (action == UP_OBJ_INSERT)
714 { 660 {
715 // this is likely overkill, TODO: revisit (schmorp) 661 // this is likely overkill, TODO: revisit (schmorp)
716 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 662 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
725 /* This isn't perfect, but I don't expect a lot of objects to 671 /* This isn't perfect, but I don't expect a lot of objects to
726 * to have move_allow right now. 672 * to have move_allow right now.
727 */ 673 */
728 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 674 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
729 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 675 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
730 m.flags_ = P_NEED_UPDATE; 676 m.flags_ = 0;
731 } 677 }
732 /* if the object is being removed, we can't make intelligent 678 /* if the object is being removed, we can't make intelligent
733 * decisions, because remove_ob can't really pass the object 679 * decisions, because remove_ob can't really pass the object
734 * that is being removed. 680 * that is being removed.
735 */ 681 */
736 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 682 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
737 m.flags_ = P_NEED_UPDATE; 683 m.flags_ = 0;
738 else if (action == UP_OBJ_FACE) 684 else if (action == UP_OBJ_FACE)
739 /* Nothing to do for that case */ ; 685 /* Nothing to do for that case */ ;
740 else 686 else
741 LOG (llevError, "update_object called with invalid action: %d\n", action); 687 LOG (llevError, "update_object called with invalid action: %d\n", action);
742 688
743 if (op->more) 689 if (op->more)
744 update_object (op->more, action); 690 update_object (op->more, action);
745} 691}
746 692
747object::vector object::mortals;
748object::vector object::objects; // not yet used
749object *object::first;
750
751void object::free_mortals ()
752{
753 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
754 if ((*i)->refcnt)
755 ++i; // further delay freeing
756 else
757 {
758 delete *i;
759 mortals.erase (i);
760 }
761}
762
763object::object () 693object::object ()
764{ 694{
765 SET_FLAG (this, FLAG_REMOVED); 695 SET_FLAG (this, FLAG_REMOVED);
766 696
767 expmul = 1.0; 697 expmul = 1.0;
768 face = blank_face; 698 face = blank_face;
769} 699}
770 700
771object::~object () 701object::~object ()
772{ 702{
703 unlink ();
704
773 free_key_values (this); 705 free_key_values (this);
774} 706}
775 707
708static int object_count;
709
776void object::link () 710void object::link ()
777{ 711{
778 count = ++ob_count; 712 assert (!index);//D
779 uuid = gen_uuid (); 713 uuid = gen_uuid ();
714 count = ++object_count;
780 715
781 prev = 0; 716 refcnt_inc ();
782 next = object::first; 717 objects.insert (this);
783
784 if (object::first)
785 object::first->prev = this;
786
787 object::first = this;
788} 718}
789 719
790void object::unlink () 720void object::unlink ()
791{ 721{
792 if (this == object::first) 722 if (!index)
793 object::first = next; 723 return;
794 724
795 /* Remove this object from the list of used objects */ 725 objects.erase (this);
796 if (prev) prev->next = next; 726 refcnt_dec ();
797 if (next) next->prev = prev; 727}
798 728
799 prev = 0; 729void
800 next = 0; 730object::activate ()
731{
732 /* If already on active list, don't do anything */
733 if (active)
734 return;
735
736 if (has_active_speed ())
737 actives.insert (this);
738}
739
740void
741object::activate_recursive ()
742{
743 activate ();
744
745 for (object *op = inv; op; op = op->below)
746 op->activate_recursive ();
747}
748
749/* This function removes object 'op' from the list of active
750 * objects.
751 * This should only be used for style maps or other such
752 * reference maps where you don't want an object that isn't
753 * in play chewing up cpu time getting processed.
754 * The reverse of this is to call update_ob_speed, which
755 * will do the right thing based on the speed of the object.
756 */
757void
758object::deactivate ()
759{
760 /* If not on the active list, nothing needs to be done */
761 if (!active)
762 return;
763
764 actives.erase (this);
765}
766
767void
768object::deactivate_recursive ()
769{
770 for (object *op = inv; op; op = op->below)
771 op->deactivate_recursive ();
772
773 deactivate ();
774}
775
776void
777object::set_flag_inv (int flag, int value)
778{
779 for (object *op = inv; op; op = op->below)
780 {
781 op->flag [flag] = value;
782 op->set_flag_inv (flag, value);
783 }
784}
785
786/*
787 * Remove and free all objects in the inventory of the given object.
788 * object.c ?
789 */
790void
791object::destroy_inv (bool drop_to_ground)
792{
793 // need to check first, because the checks below might segfault
794 // as we might be on an invalid mapspace and crossfire code
795 // is too buggy to ensure that the inventory is empty.
796 // corollary: if you create arrows etc. with stuff in tis inventory,
797 // cf will crash below with off-map x and y
798 if (!inv)
799 return;
800
801 /* Only if the space blocks everything do we not process -
802 * if some form of movement is allowed, let objects
803 * drop on that space.
804 */
805 if (!drop_to_ground
806 || !map
807 || map->in_memory != MAP_IN_MEMORY
808 || map->nodrop
809 || ms ().move_block == MOVE_ALL)
810 {
811 while (inv)
812 {
813 inv->destroy_inv (drop_to_ground);
814 inv->destroy ();
815 }
816 }
817 else
818 { /* Put objects in inventory onto this space */
819 while (inv)
820 {
821 object *op = inv;
822
823 if (op->flag [FLAG_STARTEQUIP]
824 || op->flag [FLAG_NO_DROP]
825 || op->type == RUNE
826 || op->type == TRAP
827 || op->flag [FLAG_IS_A_TEMPLATE]
828 || op->flag [FLAG_DESTROY_ON_DEATH])
829 op->destroy ();
830 else
831 map->insert (op, x, y);
832 }
833 }
801} 834}
802 835
803object *object::create () 836object *object::create ()
804{ 837{
805 object *op = new object; 838 object *op = new object;
806 op->link (); 839 op->link ();
807 return op; 840 return op;
808} 841}
809 842
810/* 843void
811 * free_object() frees everything allocated by an object, removes 844object::do_destroy ()
812 * it from the list of used objects, and puts it on the list of
813 * free objects. The IS_FREED() flag is set in the object.
814 * The object must have been removed by remove_ob() first for
815 * this function to succeed.
816 *
817 * If destroy_inventory is set, free inventory as well. Else drop items in
818 * inventory to the ground.
819 */
820void object::destroy (bool destroy_inventory)
821{ 845{
822 if (QUERY_FLAG (this, FLAG_FREED)) 846 attachable::do_destroy ();
823 return;
824 847
825 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 848 if (flag [FLAG_IS_LINKED])
849 remove_button_link (this);
850
851 if (flag [FLAG_FRIENDLY])
826 remove_friendly_object (this); 852 remove_friendly_object (this);
827 853
828 if (!QUERY_FLAG (this, FLAG_REMOVED)) 854 if (!flag [FLAG_REMOVED])
829 remove (); 855 remove ();
830 856
831 SET_FLAG (this, FLAG_FREED); 857 destroy_inv (true);
832 858
833 if (more) 859 deactivate ();
834 { 860 unlink ();
835 more->destroy (destroy_inventory);
836 more = 0;
837 }
838 861
839 if (inv) 862 flag [FLAG_FREED] = 1;
840 {
841 /* Only if the space blocks everything do we not process -
842 * if some form of movement is allowed, let objects
843 * drop on that space.
844 */
845 if (destroy_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
846 {
847 object *op = inv;
848
849 while (op)
850 {
851 object *tmp = op->below;
852 op->destroy (destroy_inventory);
853 op = tmp;
854 }
855 }
856 else
857 { /* Put objects in inventory onto this space */
858 object *op = inv;
859
860 while (op)
861 {
862 object *tmp = op->below;
863
864 op->remove ();
865
866 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
867 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
868 op->destroy ();
869 else
870 {
871 op->x = x;
872 op->y = y;
873 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
874 }
875
876 op = tmp;
877 }
878 }
879 }
880 863
881 // hack to ensure that freed objects still have a valid map 864 // hack to ensure that freed objects still have a valid map
882 { 865 {
883 static maptile *freed_map; // freed objects are moved here to avoid crashes 866 static maptile *freed_map; // freed objects are moved here to avoid crashes
884 867
888 871
889 freed_map->name = "/internal/freed_objects_map"; 872 freed_map->name = "/internal/freed_objects_map";
890 freed_map->width = 3; 873 freed_map->width = 3;
891 freed_map->height = 3; 874 freed_map->height = 3;
892 875
893 freed_map->allocate (); 876 freed_map->alloc ();
877 freed_map->in_memory = MAP_IN_MEMORY;
894 } 878 }
895 879
896 map = freed_map; 880 map = freed_map;
897 x = 1; 881 x = 1;
898 y = 1; 882 y = 1;
899 } 883 }
900 884
885 head = 0;
886
887 if (more)
888 {
889 more->destroy ();
890 more = 0;
891 }
892
901 // clear those pointers that likely might have circular references to us 893 // clear those pointers that likely might have circular references to us
902 owner = 0; 894 owner = 0;
903 enemy = 0; 895 enemy = 0;
904 attacked_by = 0; 896 attacked_by = 0;
897}
905 898
906 // only relevant for players(?), but make sure of it anyways 899void
907 contr = 0; 900object::destroy (bool destroy_inventory)
901{
902 if (destroyed ())
903 return;
908 904
909 /* Remove object from the active list */ 905 if (destroy_inventory)
910 speed = 0; 906 destroy_inv (false);
911 update_ob_speed (this);
912 907
913 unlink (); 908 attachable::destroy ();
914
915 mortals.push_back (this);
916} 909}
917 910
918/* 911/*
919 * sub_weight() recursively (outwards) subtracts a number from the 912 * sub_weight() recursively (outwards) subtracts a number from the
920 * weight of an object (and what is carried by it's environment(s)). 913 * weight of an object (and what is carried by it's environment(s)).
936 * This function removes the object op from the linked list of objects 929 * This function removes the object op from the linked list of objects
937 * which it is currently tied to. When this function is done, the 930 * which it is currently tied to. When this function is done, the
938 * object will have no environment. If the object previously had an 931 * object will have no environment. If the object previously had an
939 * environment, the x and y coordinates will be updated to 932 * environment, the x and y coordinates will be updated to
940 * the previous environment. 933 * the previous environment.
941 * Beware: This function is called from the editor as well!
942 */ 934 */
943void 935void
944object::remove () 936object::do_remove ()
945{ 937{
946 object *tmp, *last = 0; 938 object *tmp, *last = 0;
947 object *otmp; 939 object *otmp;
948 940
949 int check_walk_off;
950
951 if (QUERY_FLAG (this, FLAG_REMOVED)) 941 if (QUERY_FLAG (this, FLAG_REMOVED))
952 return; 942 return;
953 943
954 SET_FLAG (this, FLAG_REMOVED); 944 SET_FLAG (this, FLAG_REMOVED);
945 INVOKE_OBJECT (REMOVE, this);
955 946
956 if (more) 947 if (more)
957 more->remove (); 948 more->remove ();
958 949
959 /* 950 /*
972 * to save cpu time. 963 * to save cpu time.
973 */ 964 */
974 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 965 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
975 otmp->update_stats (); 966 otmp->update_stats ();
976 967
977 if (above != NULL) 968 if (above)
978 above->below = below; 969 above->below = below;
979 else 970 else
980 env->inv = below; 971 env->inv = below;
981 972
982 if (below != NULL) 973 if (below)
983 below->above = above; 974 below->above = above;
984 975
985 /* we set up values so that it could be inserted into 976 /* we set up values so that it could be inserted into
986 * the map, but we don't actually do that - it is up 977 * the map, but we don't actually do that - it is up
987 * to the caller to decide what we want to do. 978 * to the caller to decide what we want to do.
991 above = 0, below = 0; 982 above = 0, below = 0;
992 env = 0; 983 env = 0;
993 } 984 }
994 else if (map) 985 else if (map)
995 { 986 {
996 /* Re did the following section of code - it looks like it had 987 if (type == PLAYER)
997 * lots of logic for things we no longer care about
998 */ 988 {
989 // leaving a spot always closes any open container on the ground
990 if (container && !container->env)
991 // this causes spurious floorbox updates, but it ensures
992 // that the CLOSE event is being sent.
993 close_container ();
994
995 --map->players;
996 map->touch ();
997 }
998
999 map->dirty = true;
1000 mapspace &ms = this->ms ();
999 1001
1000 /* link the object above us */ 1002 /* link the object above us */
1001 if (above) 1003 if (above)
1002 above->below = below; 1004 above->below = below;
1003 else 1005 else
1004 map->at (x, y).top = below; /* we were top, set new top */ 1006 ms.top = below; /* we were top, set new top */
1005 1007
1006 /* Relink the object below us, if there is one */ 1008 /* Relink the object below us, if there is one */
1007 if (below) 1009 if (below)
1008 below->above = above; 1010 below->above = above;
1009 else 1011 else
1011 /* Nothing below, which means we need to relink map object for this space 1013 /* Nothing below, which means we need to relink map object for this space
1012 * use translated coordinates in case some oddness with map tiling is 1014 * use translated coordinates in case some oddness with map tiling is
1013 * evident 1015 * evident
1014 */ 1016 */
1015 if (GET_MAP_OB (map, x, y) != this) 1017 if (GET_MAP_OB (map, x, y) != this)
1016 {
1017 char *dump = dump_object (this);
1018 LOG (llevError,
1019 "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", dump); 1018 LOG (llevError, "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom? %s\n", debug_desc ());
1020 free (dump);
1021 dump = dump_object (GET_MAP_OB (map, x, y));
1022 LOG (llevError, "%s\n", dump);
1023 free (dump);
1024 }
1025 1019
1026 map->at (x, y).bottom = above; /* goes on above it. */ 1020 ms.bot = above; /* goes on above it. */
1027 } 1021 }
1028 1022
1029 above = 0; 1023 above = 0;
1030 below = 0; 1024 below = 0;
1031 1025
1032 if (map->in_memory == MAP_SAVING) 1026 if (map->in_memory == MAP_SAVING)
1033 return; 1027 return;
1034 1028
1035 check_walk_off = !QUERY_FLAG (this, FLAG_NO_APPLY); 1029 int check_walk_off = !flag [FLAG_NO_APPLY];
1036 1030
1037 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) 1031 for (tmp = ms.bot; tmp; tmp = tmp->above)
1038 { 1032 {
1039 /* No point updating the players look faces if he is the object 1033 /* No point updating the players look faces if he is the object
1040 * being removed. 1034 * being removed.
1041 */ 1035 */
1042 1036
1046 * removed (most likely destroyed), update the player view 1040 * removed (most likely destroyed), update the player view
1047 * appropriately. 1041 * appropriately.
1048 */ 1042 */
1049 if (tmp->container == this) 1043 if (tmp->container == this)
1050 { 1044 {
1051 CLEAR_FLAG (this, FLAG_APPLIED); 1045 flag [FLAG_APPLIED] = 0;
1052 tmp->container = 0; 1046 tmp->container = 0;
1053 } 1047 }
1054 1048
1049 if (tmp->contr->ns)
1055 tmp->contr->ns->floorbox_update (); 1050 tmp->contr->ns->floorbox_update ();
1056 } 1051 }
1057 1052
1058 /* See if player moving off should effect something */ 1053 /* See if object moving off should effect something */
1059 if (check_walk_off 1054 if (check_walk_off
1060 && ((move_type & tmp->move_off) 1055 && ((move_type & tmp->move_off)
1061 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1056 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1062 { 1057 {
1063 move_apply (tmp, this, 0); 1058 move_apply (tmp, this, 0);
1065 if (destroyed ()) 1060 if (destroyed ())
1066 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1061 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1067 } 1062 }
1068 1063
1069 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1064 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1070 1065 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1071 if (tmp->above == tmp) 1066 if (tmp->above == tmp)
1072 tmp->above = 0; 1067 tmp->above = 0;
1073 1068
1074 last = tmp; 1069 last = tmp;
1075 } 1070 }
1076 1071
1077 /* last == NULL of there are no objects on this space */ 1072 /* last == NULL if there are no objects on this space */
1073 //TODO: this makes little sense, why only update the topmost object?
1078 if (!last) 1074 if (!last)
1079 map->at (x, y).flags_ = P_NEED_UPDATE; 1075 map->at (x, y).flags_ = 0;
1080 else 1076 else
1081 update_object (last, UP_OBJ_REMOVE); 1077 update_object (last, UP_OBJ_REMOVE);
1082 1078
1083 if (QUERY_FLAG (this, FLAG_BLOCKSVIEW) || glow_radius) 1079 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1084 update_all_los (map, x, y); 1080 update_all_los (map, x, y);
1085 } 1081 }
1086} 1082}
1087 1083
1088/* 1084/*
1097merge_ob (object *op, object *top) 1093merge_ob (object *op, object *top)
1098{ 1094{
1099 if (!op->nrof) 1095 if (!op->nrof)
1100 return 0; 1096 return 0;
1101 1097
1102 if (top == NULL) 1098 if (top)
1103 for (top = op; top != NULL && top->above != NULL; top = top->above); 1099 for (top = op; top && top->above; top = top->above)
1100 ;
1104 1101
1105 for (; top != NULL; top = top->below) 1102 for (; top; top = top->below)
1106 { 1103 {
1107 if (top == op) 1104 if (top == op)
1108 continue; 1105 continue;
1109 1106
1110 if (object::can_merge (op, top)) 1107 if (object::can_merge (op, top))
1119 } 1116 }
1120 1117
1121 return 0; 1118 return 0;
1122} 1119}
1123 1120
1121void
1122object::expand_tail ()
1123{
1124 if (more)
1125 return;
1126
1127 object *prev = this;
1128
1129 for (archetype *at = arch->more; at; at = at->more)
1130 {
1131 object *op = arch_to_object (at);
1132
1133 op->name = name;
1134 op->name_pl = name_pl;
1135 op->title = title;
1136
1137 op->head = this;
1138 prev->more = op;
1139
1140 prev = op;
1141 }
1142}
1143
1124/* 1144/*
1125 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1145 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1126 * job preparing multi-part monsters 1146 * job preparing multi-part monsters.
1127 */ 1147 */
1128object * 1148object *
1129insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1149insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1130{ 1150{
1131 object *tmp;
1132
1133 if (op->head)
1134 op = op->head;
1135
1136 for (tmp = op; tmp; tmp = tmp->more) 1151 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1137 { 1152 {
1138 tmp->x = x + tmp->arch->clone.x; 1153 tmp->x = x + tmp->arch->clone.x;
1139 tmp->y = y + tmp->arch->clone.y; 1154 tmp->y = y + tmp->arch->clone.y;
1140 } 1155 }
1141 1156
1160 * Return value: 1175 * Return value:
1161 * new object if 'op' was merged with other object 1176 * new object if 'op' was merged with other object
1162 * NULL if 'op' was destroyed 1177 * NULL if 'op' was destroyed
1163 * just 'op' otherwise 1178 * just 'op' otherwise
1164 */ 1179 */
1165
1166object * 1180object *
1167insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1181insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1168{ 1182{
1183 assert (!op->flag [FLAG_FREED]);
1184
1169 object *tmp, *top, *floor = NULL; 1185 object *tmp, *top, *floor = NULL;
1170 sint16 x, y;
1171 1186
1172 if (QUERY_FLAG (op, FLAG_FREED)) 1187 op->remove ();
1173 {
1174 LOG (llevError, "Trying to insert freed object!\n");
1175 return NULL;
1176 }
1177 1188
1178 if (m == NULL) 1189#if 0
1179 { 1190 if (!m->active != !op->active)
1180 char *dump = dump_object (op); 1191 if (m->active)
1181 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump); 1192 op->activate_recursive ();
1182 free (dump); 1193 else
1183 return op; 1194 op->deactivate_recursive ();
1184 } 1195#endif
1185 1196
1186 if (out_of_map (m, op->x, op->y)) 1197 if (out_of_map (m, op->x, op->y))
1187 { 1198 {
1188 char *dump = dump_object (op);
1189 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump); 1199 LOG (llevError, "Trying to insert object outside the map.\n%s\n", op->debug_desc ());
1190#ifdef MANY_CORES 1200#ifdef MANY_CORES
1191 /* Better to catch this here, as otherwise the next use of this object 1201 /* Better to catch this here, as otherwise the next use of this object
1192 * is likely to cause a crash. Better to find out where it is getting 1202 * is likely to cause a crash. Better to find out where it is getting
1193 * improperly inserted. 1203 * improperly inserted.
1194 */ 1204 */
1195 abort (); 1205 abort ();
1196#endif 1206#endif
1197 free (dump);
1198 return op; 1207 return op;
1199 } 1208 }
1200 1209
1201 if (!QUERY_FLAG (op, FLAG_REMOVED))
1202 {
1203 char *dump = dump_object (op);
1204 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1205 free (dump);
1206 return op;
1207 }
1208
1209 if (op->more != NULL)
1210 {
1211 /* The part may be on a different map. */
1212
1213 object *more = op->more; 1210 if (object *more = op->more)
1214 1211 {
1215 /* We really need the caller to normalize coordinates - if
1216 * we set the map, that doesn't work if the location is within
1217 * a map and this is straddling an edge. So only if coordinate
1218 * is clear wrong do we normalize it.
1219 */
1220 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1221 more->map = get_map_from_coord (m, &more->x, &more->y);
1222 else if (!more->map)
1223 {
1224 /* For backwards compatibility - when not dealing with tiled maps,
1225 * more->map should always point to the parent.
1226 */
1227 more->map = m;
1228 }
1229
1230 if (insert_ob_in_map (more, more->map, originator, flag) == NULL) 1212 if (!insert_ob_in_map (more, m, originator, flag))
1231 { 1213 {
1232 if (!op->head) 1214 if (!op->head)
1233 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1215 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1234 1216
1235 return NULL; 1217 return 0;
1236 } 1218 }
1237 } 1219 }
1238 1220
1239 CLEAR_FLAG (op, FLAG_REMOVED); 1221 CLEAR_FLAG (op, FLAG_REMOVED);
1240 1222
1241 /* Ideally, the caller figures this out. However, it complicates a lot 1223 /* Ideally, the caller figures this out. However, it complicates a lot
1242 * of areas of callers (eg, anything that uses find_free_spot would now 1224 * of areas of callers (eg, anything that uses find_free_spot would now
1243 * need extra work 1225 * need extra work
1244 */ 1226 */
1245 op->map = get_map_from_coord (m, &op->x, &op->y); 1227 if (!xy_normalise (m, op->x, op->y))
1246 x = op->x; 1228 return 0;
1247 y = op->y; 1229
1230 op->map = m;
1231 mapspace &ms = op->ms ();
1248 1232
1249 /* this has to be done after we translate the coordinates. 1233 /* this has to be done after we translate the coordinates.
1250 */ 1234 */
1251 if (op->nrof && !(flag & INS_NO_MERGE)) 1235 if (op->nrof && !(flag & INS_NO_MERGE))
1252 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1236 for (tmp = ms.bot; tmp; tmp = tmp->above)
1253 if (object::can_merge (op, tmp)) 1237 if (object::can_merge (op, tmp))
1254 { 1238 {
1255 op->nrof += tmp->nrof; 1239 op->nrof += tmp->nrof;
1256 tmp->destroy (); 1240 tmp->destroy ();
1257 } 1241 }
1274 op->below = originator->below; 1258 op->below = originator->below;
1275 1259
1276 if (op->below) 1260 if (op->below)
1277 op->below->above = op; 1261 op->below->above = op;
1278 else 1262 else
1279 op->ms ().bottom = op; 1263 ms.bot = op;
1280 1264
1281 /* since *below* originator, no need to update top */ 1265 /* since *below* originator, no need to update top */
1282 originator->below = op; 1266 originator->below = op;
1283 } 1267 }
1284 else 1268 else
1285 { 1269 {
1270 top = ms.bot;
1271
1286 /* If there are other objects, then */ 1272 /* If there are other objects, then */
1287 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1273 if ((!(flag & INS_MAP_LOAD)) && top)
1288 { 1274 {
1289 object *last = NULL; 1275 object *last = 0;
1290 1276
1291 /* 1277 /*
1292 * If there are multiple objects on this space, we do some trickier handling. 1278 * If there are multiple objects on this space, we do some trickier handling.
1293 * We've already dealt with merging if appropriate. 1279 * We've already dealt with merging if appropriate.
1294 * Generally, we want to put the new object on top. But if 1280 * Generally, we want to put the new object on top. But if
1298 * once we get to them. This reduces the need to traverse over all of 1284 * once we get to them. This reduces the need to traverse over all of
1299 * them when adding another one - this saves quite a bit of cpu time 1285 * them when adding another one - this saves quite a bit of cpu time
1300 * when lots of spells are cast in one area. Currently, it is presumed 1286 * when lots of spells are cast in one area. Currently, it is presumed
1301 * that flying non pickable objects are spell objects. 1287 * that flying non pickable objects are spell objects.
1302 */ 1288 */
1303 1289 for (top = ms.bot; top; top = top->above)
1304 while (top != NULL)
1305 { 1290 {
1306 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1291 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1307 floor = top; 1292 floor = top;
1308 1293
1309 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1294 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1312 top = top->below; 1297 top = top->below;
1313 break; 1298 break;
1314 } 1299 }
1315 1300
1316 last = top; 1301 last = top;
1317 top = top->above;
1318 } 1302 }
1319 1303
1320 /* Don't want top to be NULL, so set it to the last valid object */ 1304 /* Don't want top to be NULL, so set it to the last valid object */
1321 top = last; 1305 top = last;
1322 1306
1324 * looks like instead of lots of conditions here. 1308 * looks like instead of lots of conditions here.
1325 * makes things faster, and effectively the same result. 1309 * makes things faster, and effectively the same result.
1326 */ 1310 */
1327 1311
1328 /* Have object 'fall below' other objects that block view. 1312 /* Have object 'fall below' other objects that block view.
1329 * Unless those objects are exits, type 66 1313 * Unless those objects are exits.
1330 * If INS_ON_TOP is used, don't do this processing 1314 * If INS_ON_TOP is used, don't do this processing
1331 * Need to find the object that in fact blocks view, otherwise 1315 * Need to find the object that in fact blocks view, otherwise
1332 * stacking is a bit odd. 1316 * stacking is a bit odd.
1333 */ 1317 */
1334 if (!(flag & INS_ON_TOP) && 1318 if (!(flag & INS_ON_TOP)
1335 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1319 && ms.flags () & P_BLOCKSVIEW
1320 && (op->face && !faces [op->face].visibility))
1336 { 1321 {
1337 for (last = top; last != floor; last = last->below) 1322 for (last = top; last != floor; last = last->below)
1338 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1323 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1339 break; 1324 break;
1325
1340 /* Check to see if we found the object that blocks view, 1326 /* Check to see if we found the object that blocks view,
1341 * and make sure we have a below pointer for it so that 1327 * and make sure we have a below pointer for it so that
1342 * we can get inserted below this one, which requires we 1328 * we can get inserted below this one, which requires we
1343 * set top to the object below us. 1329 * set top to the object below us.
1344 */ 1330 */
1346 top = last->below; 1332 top = last->below;
1347 } 1333 }
1348 } /* If objects on this space */ 1334 } /* If objects on this space */
1349 1335
1350 if (flag & INS_MAP_LOAD) 1336 if (flag & INS_MAP_LOAD)
1351 top = GET_MAP_TOP (op->map, op->x, op->y); 1337 top = ms.top;
1352 1338
1353 if (flag & INS_ABOVE_FLOOR_ONLY) 1339 if (flag & INS_ABOVE_FLOOR_ONLY)
1354 top = floor; 1340 top = floor;
1355 1341
1356 /* Top is the object that our object (op) is going to get inserted above. 1342 /* Top is the object that our object (op) is going to get inserted above.
1357 */ 1343 */
1358 1344
1359 /* First object on this space */ 1345 /* First object on this space */
1360 if (!top) 1346 if (!top)
1361 { 1347 {
1362 op->above = GET_MAP_OB (op->map, op->x, op->y); 1348 op->above = ms.bot;
1363 1349
1364 if (op->above) 1350 if (op->above)
1365 op->above->below = op; 1351 op->above->below = op;
1366 1352
1367 op->below = NULL; 1353 op->below = 0;
1368 op->ms ().bottom = op; 1354 ms.bot = op;
1369 } 1355 }
1370 else 1356 else
1371 { /* get inserted into the stack above top */ 1357 { /* get inserted into the stack above top */
1372 op->above = top->above; 1358 op->above = top->above;
1373 1359
1376 1362
1377 op->below = top; 1363 op->below = top;
1378 top->above = op; 1364 top->above = op;
1379 } 1365 }
1380 1366
1381 if (op->above == NULL) 1367 if (!op->above)
1382 op->ms ().top = op; 1368 ms.top = op;
1383 } /* else not INS_BELOW_ORIGINATOR */ 1369 } /* else not INS_BELOW_ORIGINATOR */
1384 1370
1385 if (op->type == PLAYER) 1371 if (op->type == PLAYER)
1372 {
1386 op->contr->do_los = 1; 1373 op->contr->do_los = 1;
1374 ++op->map->players;
1375 op->map->touch ();
1376 }
1377
1378 op->map->dirty = true;
1387 1379
1388 /* If we have a floor, we know the player, if any, will be above 1380 /* If we have a floor, we know the player, if any, will be above
1389 * it, so save a few ticks and start from there. 1381 * it, so save a few ticks and start from there.
1390 */ 1382 */
1391 if (!(flag & INS_MAP_LOAD)) 1383 if (!(flag & INS_MAP_LOAD))
1392 if (object *pl = op->ms ().player ()) 1384 if (object *pl = ms.player ())
1385 if (pl->contr->ns)
1393 pl->contr->ns->floorbox_update (); 1386 pl->contr->ns->floorbox_update ();
1394 1387
1395 /* If this object glows, it may affect lighting conditions that are 1388 /* If this object glows, it may affect lighting conditions that are
1396 * visible to others on this map. But update_all_los is really 1389 * visible to others on this map. But update_all_los is really
1397 * an inefficient way to do this, as it means los for all players 1390 * an inefficient way to do this, as it means los for all players
1398 * on the map will get recalculated. The players could very well 1391 * on the map will get recalculated. The players could very well
1399 * be far away from this change and not affected in any way - 1392 * be far away from this change and not affected in any way -
1400 * this should get redone to only look for players within range, 1393 * this should get redone to only look for players within range,
1401 * or just updating the P_NEED_UPDATE for spaces within this area 1394 * or just updating the P_UPTODATE for spaces within this area
1402 * of effect may be sufficient. 1395 * of effect may be sufficient.
1403 */ 1396 */
1404 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1397 if (op->map->darkness && (op->glow_radius != 0))
1405 update_all_los (op->map, op->x, op->y); 1398 update_all_los (op->map, op->x, op->y);
1406 1399
1407 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1400 /* updates flags (blocked, alive, no magic, etc) for this map space */
1408 update_object (op, UP_OBJ_INSERT); 1401 update_object (op, UP_OBJ_INSERT);
1402
1403 INVOKE_OBJECT (INSERT, op);
1409 1404
1410 /* Don't know if moving this to the end will break anything. However, 1405 /* Don't know if moving this to the end will break anything. However,
1411 * we want to have floorbox_update called before calling this. 1406 * we want to have floorbox_update called before calling this.
1412 * 1407 *
1413 * check_move_on() must be after this because code called from 1408 * check_move_on() must be after this because code called from
1418 1413
1419 /* if this is not the head or flag has been passed, don't check walk on status */ 1414 /* if this is not the head or flag has been passed, don't check walk on status */
1420 if (!(flag & INS_NO_WALK_ON) && !op->head) 1415 if (!(flag & INS_NO_WALK_ON) && !op->head)
1421 { 1416 {
1422 if (check_move_on (op, originator)) 1417 if (check_move_on (op, originator))
1423 return NULL; 1418 return 0;
1424 1419
1425 /* If we are a multi part object, lets work our way through the check 1420 /* If we are a multi part object, lets work our way through the check
1426 * walk on's. 1421 * walk on's.
1427 */ 1422 */
1428 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1423 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1429 if (check_move_on (tmp, originator)) 1424 if (check_move_on (tmp, originator))
1430 return NULL; 1425 return 0;
1431 } 1426 }
1432 1427
1433 return op; 1428 return op;
1434} 1429}
1435 1430
1442{ 1437{
1443 object *tmp, *tmp1; 1438 object *tmp, *tmp1;
1444 1439
1445 /* first search for itself and remove any old instances */ 1440 /* first search for itself and remove any old instances */
1446 1441
1447 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1442 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1448 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1443 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1449 tmp->destroy (); 1444 tmp->destroy ();
1450 1445
1451 tmp1 = arch_to_object (archetype::find (arch_string)); 1446 tmp1 = arch_to_object (archetype::find (arch_string));
1452 1447
1453 tmp1->x = op->x; 1448 tmp1->x = op->x;
1454 tmp1->y = op->y; 1449 tmp1->y = op->y;
1455 insert_ob_in_map (tmp1, op->map, op, 0); 1450 insert_ob_in_map (tmp1, op->map, op, 0);
1451}
1452
1453object *
1454object::insert_at (object *where, object *originator, int flags)
1455{
1456 return where->map->insert (this, where->x, where->y, originator, flags);
1456} 1457}
1457 1458
1458/* 1459/*
1459 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1460 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1460 * is returned contains nr objects, and the remaining parts contains 1461 * is returned contains nr objects, and the remaining parts contains
1461 * the rest (or is removed and freed if that number is 0). 1462 * the rest (or is removed and freed if that number is 0).
1462 * On failure, NULL is returned, and the reason put into the 1463 * On failure, NULL is returned, and the reason put into the
1463 * global static errmsg array. 1464 * global static errmsg array.
1464 */ 1465 */
1465
1466object * 1466object *
1467get_split_ob (object *orig_ob, uint32 nr) 1467get_split_ob (object *orig_ob, uint32 nr)
1468{ 1468{
1469 object *newob; 1469 object *newob;
1470 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1470 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1501 * the amount of an object. If the amount reaches 0, the object 1501 * the amount of an object. If the amount reaches 0, the object
1502 * is subsequently removed and freed. 1502 * is subsequently removed and freed.
1503 * 1503 *
1504 * Return value: 'op' if something is left, NULL if the amount reached 0 1504 * Return value: 'op' if something is left, NULL if the amount reached 0
1505 */ 1505 */
1506
1507object * 1506object *
1508decrease_ob_nr (object *op, uint32 i) 1507decrease_ob_nr (object *op, uint32 i)
1509{ 1508{
1510 object *tmp; 1509 object *tmp;
1511 player *pl;
1512 1510
1513 if (i == 0) /* objects with op->nrof require this check */ 1511 if (i == 0) /* objects with op->nrof require this check */
1514 return op; 1512 return op;
1515 1513
1516 if (i > op->nrof) 1514 if (i > op->nrof)
1529 * IMO, searching through all the players will mostly 1527 * IMO, searching through all the players will mostly
1530 * likely be quicker than following op->env to the map, 1528 * likely be quicker than following op->env to the map,
1531 * and then searching the map for a player. 1529 * and then searching the map for a player.
1532 */ 1530 */
1533 if (!tmp) 1531 if (!tmp)
1534 { 1532 for_all_players (pl)
1535 for (pl = first_player; pl; pl = pl->next)
1536 if (pl->ob->container == op->env) 1533 if (pl->ob->container == op->env)
1537 { 1534 {
1538 tmp = pl->ob; 1535 tmp = pl->ob;
1539 break; 1536 break;
1540 } 1537 }
1541 }
1542 1538
1543 if (i < op->nrof) 1539 if (i < op->nrof)
1544 { 1540 {
1545 sub_weight (op->env, op->weight * i); 1541 sub_weight (op->env, op->weight * i);
1546 op->nrof -= i; 1542 op->nrof -= i;
1589 1585
1590/* 1586/*
1591 * add_weight(object, weight) adds the specified weight to an object, 1587 * add_weight(object, weight) adds the specified weight to an object,
1592 * and also updates how much the environment(s) is/are carrying. 1588 * and also updates how much the environment(s) is/are carrying.
1593 */ 1589 */
1594
1595void 1590void
1596add_weight (object *op, signed long weight) 1591add_weight (object *op, signed long weight)
1597{ 1592{
1598 while (op != NULL) 1593 while (op != NULL)
1599 { 1594 {
1631 * inside the object environment. 1626 * inside the object environment.
1632 * 1627 *
1633 * The function returns now pointer to inserted item, and return value can 1628 * The function returns now pointer to inserted item, and return value can
1634 * be != op, if items are merged. -Tero 1629 * be != op, if items are merged. -Tero
1635 */ 1630 */
1636
1637object * 1631object *
1638object::insert (object *op) 1632object::insert (object *op)
1639{ 1633{
1640 object *tmp, *otmp; 1634 object *tmp, *otmp;
1641 1635
1696 if ((op->glow_radius != 0) && map) 1690 if ((op->glow_radius != 0) && map)
1697 { 1691 {
1698#ifdef DEBUG_LIGHTS 1692#ifdef DEBUG_LIGHTS
1699 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1693 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1700#endif /* DEBUG_LIGHTS */ 1694#endif /* DEBUG_LIGHTS */
1701 if (MAP_DARKNESS (map)) 1695 if (map->darkness)
1702 update_all_los (map, x, y); 1696 update_all_los (map, x, y);
1703 } 1697 }
1704 1698
1705 /* Client has no idea of ordering so lets not bother ordering it here. 1699 /* Client has no idea of ordering so lets not bother ordering it here.
1706 * It sure simplifies this function... 1700 * It sure simplifies this function...
1711 { 1705 {
1712 op->below = inv; 1706 op->below = inv;
1713 op->below->above = op; 1707 op->below->above = op;
1714 inv = op; 1708 inv = op;
1715 } 1709 }
1710
1711 INVOKE_OBJECT (INSERT, this);
1716 1712
1717 return op; 1713 return op;
1718} 1714}
1719 1715
1720/* 1716/*
1735 * 1731 *
1736 * MSW 2001-07-08: Check all objects on space, not just those below 1732 * MSW 2001-07-08: Check all objects on space, not just those below
1737 * object being inserted. insert_ob_in_map may not put new objects 1733 * object being inserted. insert_ob_in_map may not put new objects
1738 * on top. 1734 * on top.
1739 */ 1735 */
1740
1741int 1736int
1742check_move_on (object *op, object *originator) 1737check_move_on (object *op, object *originator)
1743{ 1738{
1744 object *tmp; 1739 object *tmp;
1745 maptile *m = op->map; 1740 maptile *m = op->map;
1772 1767
1773 /* The objects have to be checked from top to bottom. 1768 /* The objects have to be checked from top to bottom.
1774 * Hence, we first go to the top: 1769 * Hence, we first go to the top:
1775 */ 1770 */
1776 1771
1777 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1772 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1778 { 1773 {
1779 /* Trim the search when we find the first other spell effect 1774 /* Trim the search when we find the first other spell effect
1780 * this helps performance so that if a space has 50 spell objects, 1775 * this helps performance so that if a space has 50 spell objects,
1781 * we don't need to check all of them. 1776 * we don't need to check all of them.
1782 */ 1777 */
1800 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1795 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1801 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1796 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1802 { 1797 {
1803 1798
1804 float 1799 float
1805 diff = tmp->move_slow_penalty * FABS (op->speed); 1800 diff = tmp->move_slow_penalty * fabs (op->speed);
1806 1801
1807 if (op->type == PLAYER) 1802 if (op->type == PLAYER)
1808 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1803 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1809 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1804 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1810 diff /= 4.0; 1805 diff /= 4.0;
1837/* 1832/*
1838 * present_arch(arch, map, x, y) searches for any objects with 1833 * present_arch(arch, map, x, y) searches for any objects with
1839 * a matching archetype at the given map and coordinates. 1834 * a matching archetype at the given map and coordinates.
1840 * The first matching object is returned, or NULL if none. 1835 * The first matching object is returned, or NULL if none.
1841 */ 1836 */
1842
1843object * 1837object *
1844present_arch (const archetype *at, maptile *m, int x, int y) 1838present_arch (const archetype *at, maptile *m, int x, int y)
1845{ 1839{
1846 object *
1847 tmp;
1848
1849 if (m == NULL || out_of_map (m, x, y)) 1840 if (!m || out_of_map (m, x, y))
1850 { 1841 {
1851 LOG (llevError, "Present_arch called outside map.\n"); 1842 LOG (llevError, "Present_arch called outside map.\n");
1852 return NULL; 1843 return NULL;
1853 } 1844 }
1854 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1845
1846 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1855 if (tmp->arch == at) 1847 if (tmp->arch == at)
1856 return tmp; 1848 return tmp;
1849
1857 return NULL; 1850 return NULL;
1858} 1851}
1859 1852
1860/* 1853/*
1861 * present(type, map, x, y) searches for any objects with 1854 * present(type, map, x, y) searches for any objects with
1862 * a matching type variable at the given map and coordinates. 1855 * a matching type variable at the given map and coordinates.
1863 * The first matching object is returned, or NULL if none. 1856 * The first matching object is returned, or NULL if none.
1864 */ 1857 */
1865
1866object * 1858object *
1867present (unsigned char type, maptile *m, int x, int y) 1859present (unsigned char type, maptile *m, int x, int y)
1868{ 1860{
1869 object *
1870 tmp;
1871
1872 if (out_of_map (m, x, y)) 1861 if (out_of_map (m, x, y))
1873 { 1862 {
1874 LOG (llevError, "Present called outside map.\n"); 1863 LOG (llevError, "Present called outside map.\n");
1875 return NULL; 1864 return NULL;
1876 } 1865 }
1877 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1866
1867 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1878 if (tmp->type == type) 1868 if (tmp->type == type)
1879 return tmp; 1869 return tmp;
1870
1880 return NULL; 1871 return NULL;
1881} 1872}
1882 1873
1883/* 1874/*
1884 * present_in_ob(type, object) searches for any objects with 1875 * present_in_ob(type, object) searches for any objects with
1885 * a matching type variable in the inventory of the given object. 1876 * a matching type variable in the inventory of the given object.
1886 * The first matching object is returned, or NULL if none. 1877 * The first matching object is returned, or NULL if none.
1887 */ 1878 */
1888
1889object * 1879object *
1890present_in_ob (unsigned char type, const object *op) 1880present_in_ob (unsigned char type, const object *op)
1891{ 1881{
1892 object *
1893 tmp;
1894
1895 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1882 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1896 if (tmp->type == type) 1883 if (tmp->type == type)
1897 return tmp; 1884 return tmp;
1885
1898 return NULL; 1886 return NULL;
1899} 1887}
1900 1888
1901/* 1889/*
1902 * present_in_ob (type, str, object) searches for any objects with 1890 * present_in_ob (type, str, object) searches for any objects with
1910 * str is the string to match against. Note that we match against 1898 * str is the string to match against. Note that we match against
1911 * the object name, not the archetype name. this is so that the 1899 * the object name, not the archetype name. this is so that the
1912 * spell code can use one object type (force), but change it's name 1900 * spell code can use one object type (force), but change it's name
1913 * to be unique. 1901 * to be unique.
1914 */ 1902 */
1915
1916object * 1903object *
1917present_in_ob_by_name (int type, const char *str, const object *op) 1904present_in_ob_by_name (int type, const char *str, const object *op)
1918{ 1905{
1919 object *
1920 tmp;
1921
1922 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1906 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1923 {
1924 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1907 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1925 return tmp; 1908 return tmp;
1926 } 1909
1927 return NULL; 1910 return 0;
1928} 1911}
1929 1912
1930/* 1913/*
1931 * present_arch_in_ob(archetype, object) searches for any objects with 1914 * present_arch_in_ob(archetype, object) searches for any objects with
1932 * a matching archetype in the inventory of the given object. 1915 * a matching archetype in the inventory of the given object.
1933 * The first matching object is returned, or NULL if none. 1916 * The first matching object is returned, or NULL if none.
1934 */ 1917 */
1935
1936object * 1918object *
1937present_arch_in_ob (const archetype *at, const object *op) 1919present_arch_in_ob (const archetype *at, const object *op)
1938{ 1920{
1939 object *
1940 tmp;
1941
1942 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1921 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1943 if (tmp->arch == at) 1922 if (tmp->arch == at)
1944 return tmp; 1923 return tmp;
1924
1945 return NULL; 1925 return NULL;
1946} 1926}
1947 1927
1948/* 1928/*
1949 * activate recursively a flag on an object inventory 1929 * activate recursively a flag on an object inventory
1950 */ 1930 */
1951void 1931void
1952flag_inv (object *op, int flag) 1932flag_inv (object *op, int flag)
1953{ 1933{
1954 object *
1955 tmp;
1956
1957 if (op->inv) 1934 if (op->inv)
1958 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1935 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1959 { 1936 {
1960 SET_FLAG (tmp, flag); 1937 SET_FLAG (tmp, flag);
1961 flag_inv (tmp, flag); 1938 flag_inv (tmp, flag);
1962 } 1939 }
1963} /* 1940}
1941
1942/*
1964 * desactivate recursively a flag on an object inventory 1943 * deactivate recursively a flag on an object inventory
1965 */ 1944 */
1966void 1945void
1967unflag_inv (object *op, int flag) 1946unflag_inv (object *op, int flag)
1968{ 1947{
1969 object *
1970 tmp;
1971
1972 if (op->inv) 1948 if (op->inv)
1973 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1949 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1974 { 1950 {
1975 CLEAR_FLAG (tmp, flag); 1951 CLEAR_FLAG (tmp, flag);
1976 unflag_inv (tmp, flag); 1952 unflag_inv (tmp, flag);
1977 } 1953 }
1978} 1954}
1981 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 1957 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1982 * all it's inventory (recursively). 1958 * all it's inventory (recursively).
1983 * If checksums are used, a player will get set_cheat called for 1959 * If checksums are used, a player will get set_cheat called for
1984 * him/her-self and all object carried by a call to this function. 1960 * him/her-self and all object carried by a call to this function.
1985 */ 1961 */
1986
1987void 1962void
1988set_cheat (object *op) 1963set_cheat (object *op)
1989{ 1964{
1990 SET_FLAG (op, FLAG_WAS_WIZ); 1965 SET_FLAG (op, FLAG_WAS_WIZ);
1991 flag_inv (op, FLAG_WAS_WIZ); 1966 flag_inv (op, FLAG_WAS_WIZ);
2010 * because arch_blocked (now ob_blocked) needs to know the movement type 1985 * because arch_blocked (now ob_blocked) needs to know the movement type
2011 * to know if the space in question will block the object. We can't use 1986 * to know if the space in question will block the object. We can't use
2012 * the archetype because that isn't correct if the monster has been 1987 * the archetype because that isn't correct if the monster has been
2013 * customized, changed states, etc. 1988 * customized, changed states, etc.
2014 */ 1989 */
2015
2016int 1990int
2017find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 1991find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2018{ 1992{
2019 int
2020 i,
2021 index = 0, flag; 1993 int index = 0, flag;
2022 static int
2023 altern[SIZEOFFREE]; 1994 int altern[SIZEOFFREE];
2024 1995
2025 for (i = start; i < stop; i++) 1996 for (int i = start; i < stop; i++)
2026 { 1997 {
2027 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 1998 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2028 if (!flag) 1999 if (!flag)
2029 altern[index++] = i; 2000 altern [index++] = i;
2030 2001
2031 /* Basically, if we find a wall on a space, we cut down the search size. 2002 /* Basically, if we find a wall on a space, we cut down the search size.
2032 * In this way, we won't return spaces that are on another side of a wall. 2003 * In this way, we won't return spaces that are on another side of a wall.
2033 * This mostly work, but it cuts down the search size in all directions - 2004 * This mostly work, but it cuts down the search size in all directions -
2034 * if the space being examined only has a wall to the north and empty 2005 * if the space being examined only has a wall to the north and empty
2041 } 2012 }
2042 2013
2043 if (!index) 2014 if (!index)
2044 return -1; 2015 return -1;
2045 2016
2046 return altern[RANDOM () % index]; 2017 return altern [rndm (index)];
2047} 2018}
2048 2019
2049/* 2020/*
2050 * find_first_free_spot(archetype, maptile, x, y) works like 2021 * find_first_free_spot(archetype, maptile, x, y) works like
2051 * find_free_spot(), but it will search max number of squares. 2022 * find_free_spot(), but it will search max number of squares.
2052 * But it will return the first available spot, not a random choice. 2023 * But it will return the first available spot, not a random choice.
2053 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2024 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2054 */ 2025 */
2055
2056int 2026int
2057find_first_free_spot (const object *ob, maptile *m, int x, int y) 2027find_first_free_spot (const object *ob, maptile *m, int x, int y)
2058{ 2028{
2059 int
2060 i;
2061
2062 for (i = 0; i < SIZEOFFREE; i++) 2029 for (int i = 0; i < SIZEOFFREE; i++)
2063 {
2064 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2030 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2065 return i; 2031 return i;
2066 } 2032
2067 return -1; 2033 return -1;
2068} 2034}
2069 2035
2070/* 2036/*
2071 * The function permute(arr, begin, end) randomly reorders the array 2037 * The function permute(arr, begin, end) randomly reorders the array
2072 * arr[begin..end-1]. 2038 * arr[begin..end-1].
2039 * now uses a fisher-yates shuffle, old permute was broken
2073 */ 2040 */
2074static void 2041static void
2075permute (int *arr, int begin, int end) 2042permute (int *arr, int begin, int end)
2076{ 2043{
2077 int 2044 arr += begin;
2078 i,
2079 j,
2080 tmp,
2081 len;
2082
2083 len = end - begin; 2045 end -= begin;
2084 for (i = begin; i < end; i++)
2085 {
2086 j = begin + RANDOM () % len;
2087 2046
2088 tmp = arr[i]; 2047 while (--end)
2089 arr[i] = arr[j]; 2048 swap (arr [end], arr [rndm (end + 1)]);
2090 arr[j] = tmp;
2091 }
2092} 2049}
2093 2050
2094/* new function to make monster searching more efficient, and effective! 2051/* new function to make monster searching more efficient, and effective!
2095 * This basically returns a randomized array (in the passed pointer) of 2052 * This basically returns a randomized array (in the passed pointer) of
2096 * the spaces to find monsters. In this way, it won't always look for 2053 * the spaces to find monsters. In this way, it won't always look for
2099 * the 3x3 area will be searched, just not in a predictable order. 2056 * the 3x3 area will be searched, just not in a predictable order.
2100 */ 2057 */
2101void 2058void
2102get_search_arr (int *search_arr) 2059get_search_arr (int *search_arr)
2103{ 2060{
2104 int 2061 int i;
2105 i;
2106 2062
2107 for (i = 0; i < SIZEOFFREE; i++) 2063 for (i = 0; i < SIZEOFFREE; i++)
2108 {
2109 search_arr[i] = i; 2064 search_arr[i] = i;
2110 }
2111 2065
2112 permute (search_arr, 1, SIZEOFFREE1 + 1); 2066 permute (search_arr, 1, SIZEOFFREE1 + 1);
2113 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2067 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2114 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2068 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2115} 2069}
2124 * Perhaps incorrectly, but I'm making the assumption that exclude 2078 * Perhaps incorrectly, but I'm making the assumption that exclude
2125 * is actually want is going to try and move there. We need this info 2079 * is actually want is going to try and move there. We need this info
2126 * because we have to know what movement the thing looking to move 2080 * because we have to know what movement the thing looking to move
2127 * there is capable of. 2081 * there is capable of.
2128 */ 2082 */
2129
2130int 2083int
2131find_dir (maptile *m, int x, int y, object *exclude) 2084find_dir (maptile *m, int x, int y, object *exclude)
2132{ 2085{
2133 int
2134 i,
2135 max = SIZEOFFREE, mflags; 2086 int i, max = SIZEOFFREE, mflags;
2136 2087
2137 sint16 nx, ny; 2088 sint16 nx, ny;
2138 object * 2089 object *tmp;
2139 tmp;
2140 maptile * 2090 maptile *mp;
2141 mp;
2142 2091
2143 MoveType blocked, move_type; 2092 MoveType blocked, move_type;
2144 2093
2145 if (exclude && exclude->head) 2094 if (exclude && exclude->head)
2146 { 2095 {
2163 2112
2164 if (mflags & P_OUT_OF_MAP) 2113 if (mflags & P_OUT_OF_MAP)
2165 max = maxfree[i]; 2114 max = maxfree[i];
2166 else 2115 else
2167 { 2116 {
2168 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2117 mapspace &ms = mp->at (nx, ny);
2118
2119 blocked = ms.move_block;
2169 2120
2170 if ((move_type & blocked) == move_type) 2121 if ((move_type & blocked) == move_type)
2171 max = maxfree[i]; 2122 max = maxfree[i];
2172 else if (mflags & P_IS_ALIVE) 2123 else if (mflags & P_IS_ALIVE)
2173 { 2124 {
2174 for (tmp = GET_MAP_OB (mp, nx, ny); tmp; tmp = tmp->above) 2125 for (tmp = ms.bot; tmp; tmp = tmp->above)
2175 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2126 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2127 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2176 break; 2128 break;
2177 2129
2178 if (tmp) 2130 if (tmp)
2179 return freedir[i]; 2131 return freedir[i];
2180 } 2132 }
2186 2138
2187/* 2139/*
2188 * distance(object 1, object 2) will return the square of the 2140 * distance(object 1, object 2) will return the square of the
2189 * distance between the two given objects. 2141 * distance between the two given objects.
2190 */ 2142 */
2191
2192int 2143int
2193distance (const object *ob1, const object *ob2) 2144distance (const object *ob1, const object *ob2)
2194{ 2145{
2195 int i;
2196
2197 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2146 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2198 return i;
2199} 2147}
2200 2148
2201/* 2149/*
2202 * find_dir_2(delta-x,delta-y) will return a direction in which 2150 * find_dir_2(delta-x,delta-y) will return a direction in which
2203 * an object which has subtracted the x and y coordinates of another 2151 * an object which has subtracted the x and y coordinates of another
2204 * object, needs to travel toward it. 2152 * object, needs to travel toward it.
2205 */ 2153 */
2206
2207int 2154int
2208find_dir_2 (int x, int y) 2155find_dir_2 (int x, int y)
2209{ 2156{
2210 int q; 2157 int q;
2211 2158
2240 2187
2241 return 3; 2188 return 3;
2242} 2189}
2243 2190
2244/* 2191/*
2245 * absdir(int): Returns a number between 1 and 8, which represent
2246 * the "absolute" direction of a number (it actually takes care of
2247 * "overflow" in previous calculations of a direction).
2248 */
2249
2250int
2251absdir (int d)
2252{
2253 while (d < 1)
2254 d += 8;
2255 while (d > 8)
2256 d -= 8;
2257 return d;
2258}
2259
2260/*
2261 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2192 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2262 * between two directions (which are expected to be absolute (see absdir()) 2193 * between two directions (which are expected to be absolute (see absdir())
2263 */ 2194 */
2264
2265int 2195int
2266dirdiff (int dir1, int dir2) 2196dirdiff (int dir1, int dir2)
2267{ 2197{
2268 int 2198 int d;
2269 d;
2270 2199
2271 d = abs (dir1 - dir2); 2200 d = abs (dir1 - dir2);
2272 if (d > 4) 2201 if (d > 4)
2273 d = 8 - d; 2202 d = 8 - d;
2203
2274 return d; 2204 return d;
2275} 2205}
2276 2206
2277/* peterm: 2207/* peterm:
2278 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2208 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2281 * This basically means that if direction is 15, then it could either go 2211 * This basically means that if direction is 15, then it could either go
2282 * direction 4, 14, or 16 to get back to where we are. 2212 * direction 4, 14, or 16 to get back to where we are.
2283 * Moved from spell_util.c to object.c with the other related direction 2213 * Moved from spell_util.c to object.c with the other related direction
2284 * functions. 2214 * functions.
2285 */ 2215 */
2286
2287int
2288 reduction_dir[SIZEOFFREE][3] = { 2216int reduction_dir[SIZEOFFREE][3] = {
2289 {0, 0, 0}, /* 0 */ 2217 {0, 0, 0}, /* 0 */
2290 {0, 0, 0}, /* 1 */ 2218 {0, 0, 0}, /* 1 */
2291 {0, 0, 0}, /* 2 */ 2219 {0, 0, 0}, /* 2 */
2292 {0, 0, 0}, /* 3 */ 2220 {0, 0, 0}, /* 3 */
2293 {0, 0, 0}, /* 4 */ 2221 {0, 0, 0}, /* 4 */
2437 insert_ob_in_ob (object_create_clone (item), dst); 2365 insert_ob_in_ob (object_create_clone (item), dst);
2438 2366
2439 return dst; 2367 return dst;
2440} 2368}
2441 2369
2442/* GROS - Creates an object using a string representing its content. */
2443/* Basically, we save the content of the string to a temp file, then call */
2444/* load_object on it. I admit it is a highly inefficient way to make things, */
2445/* but it was simple to make and allows reusing the load_object function. */
2446/* Remember not to use load_object_str in a time-critical situation. */
2447/* Also remember that multiparts objects are not supported for now. */
2448
2449object *
2450load_object_str (const char *obstr)
2451{
2452 object *op;
2453 char filename[MAX_BUF];
2454
2455 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2456
2457 FILE *tempfile = fopen (filename, "w");
2458
2459 if (tempfile == NULL)
2460 {
2461 LOG (llevError, "Error - Unable to access load object temp file\n");
2462 return NULL;
2463 }
2464
2465 fprintf (tempfile, obstr);
2466 fclose (tempfile);
2467
2468 op = object::create ();
2469
2470 object_thawer thawer (filename);
2471
2472 if (thawer)
2473 load_object (thawer, op, 0);
2474
2475 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2476 CLEAR_FLAG (op, FLAG_REMOVED);
2477
2478 return op;
2479}
2480
2481/* This returns the first object in who's inventory that 2370/* This returns the first object in who's inventory that
2482 * has the same type and subtype match. 2371 * has the same type and subtype match.
2483 * returns NULL if no match. 2372 * returns NULL if no match.
2484 */ 2373 */
2485object * 2374object *
2486find_obj_by_type_subtype (const object *who, int type, int subtype) 2375find_obj_by_type_subtype (const object *who, int type, int subtype)
2487{ 2376{
2488 object *tmp;
2489
2490 for (tmp = who->inv; tmp; tmp = tmp->below) 2377 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2491 if (tmp->type == type && tmp->subtype == subtype) 2378 if (tmp->type == type && tmp->subtype == subtype)
2492 return tmp; 2379 return tmp;
2493 2380
2494 return NULL; 2381 return 0;
2495} 2382}
2496 2383
2497/* If ob has a field named key, return the link from the list, 2384/* If ob has a field named key, return the link from the list,
2498 * otherwise return NULL. 2385 * otherwise return NULL.
2499 * 2386 *
2501 * do the desired thing. 2388 * do the desired thing.
2502 */ 2389 */
2503key_value * 2390key_value *
2504get_ob_key_link (const object *ob, const char *key) 2391get_ob_key_link (const object *ob, const char *key)
2505{ 2392{
2506 key_value *link;
2507
2508 for (link = ob->key_values; link != NULL; link = link->next) 2393 for (key_value *link = ob->key_values; link; link = link->next)
2509 if (link->key == key) 2394 if (link->key == key)
2510 return link; 2395 return link;
2511 2396
2512 return NULL; 2397 return 0;
2513} 2398}
2514 2399
2515/* 2400/*
2516 * Returns the value of op has an extra_field for key, or NULL. 2401 * Returns the value of op has an extra_field for key, or NULL.
2517 * 2402 *
2542 if (link->key == canonical_key) 2427 if (link->key == canonical_key)
2543 return link->value; 2428 return link->value;
2544 2429
2545 return 0; 2430 return 0;
2546} 2431}
2547
2548 2432
2549/* 2433/*
2550 * Updates the canonical_key in op to value. 2434 * Updates the canonical_key in op to value.
2551 * 2435 *
2552 * canonical_key is a shared string (value doesn't have to be). 2436 * canonical_key is a shared string (value doesn't have to be).
2557 * Returns TRUE on success. 2441 * Returns TRUE on success.
2558 */ 2442 */
2559int 2443int
2560set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) 2444set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2561{ 2445{
2562 key_value *
2563 field = NULL, *last = NULL; 2446 key_value *field = NULL, *last = NULL;
2564 2447
2565 for (field = op->key_values; field != NULL; field = field->next) 2448 for (field = op->key_values; field != NULL; field = field->next)
2566 { 2449 {
2567 if (field->key != canonical_key) 2450 if (field->key != canonical_key)
2568 { 2451 {
2596 /* IF we get here, key doesn't exist */ 2479 /* IF we get here, key doesn't exist */
2597 2480
2598 /* No field, we'll have to add it. */ 2481 /* No field, we'll have to add it. */
2599 2482
2600 if (!add_key) 2483 if (!add_key)
2601 {
2602 return FALSE; 2484 return FALSE;
2603 } 2485
2604 /* There isn't any good reason to store a null 2486 /* There isn't any good reason to store a null
2605 * value in the key/value list. If the archetype has 2487 * value in the key/value list. If the archetype has
2606 * this key, then we should also have it, so shouldn't 2488 * this key, then we should also have it, so shouldn't
2607 * be here. If user wants to store empty strings, 2489 * be here. If user wants to store empty strings,
2608 * should pass in "" 2490 * should pass in ""
2657 } 2539 }
2658 else 2540 else
2659 item = item->env; 2541 item = item->env;
2660} 2542}
2661 2543
2544
2545const char *
2546object::flag_desc (char *desc, int len) const
2547{
2548 char *p = desc;
2549 bool first = true;
2550
2551 *p = 0;
2552
2553 for (int i = 0; i < NUM_FLAGS; i++)
2554 {
2555 if (len <= 10) // magic constant!
2556 {
2557 snprintf (p, len, ",...");
2558 break;
2559 }
2560
2561 if (flag [i])
2562 {
2563 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2564 len -= cnt;
2565 p += cnt;
2566 first = false;
2567 }
2568 }
2569
2570 return desc;
2571}
2572
2662// return a suitable string describing an objetc in enough detail to find it 2573// return a suitable string describing an object in enough detail to find it
2663const char * 2574const char *
2664object::debug_desc (char *info) const 2575object::debug_desc (char *info) const
2665{ 2576{
2577 char flagdesc[512];
2666 char info2[256 * 3]; 2578 char info2[256 * 4];
2667 char *p = info; 2579 char *p = info;
2668 2580
2669 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2581 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2670 count, 2582 count, uuid.seq,
2671 &name, 2583 &name,
2672 title ? " " : "", 2584 title ? "\",title:\"" : "",
2673 title ? (const char *)title : ""); 2585 title ? (const char *)title : "",
2586 flag_desc (flagdesc, 512), type);
2674 2587
2675 if (env) 2588 if (env)
2676 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2589 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2677 2590
2678 if (map) 2591 if (map)
2679 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2592 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2680 2593
2681 return info; 2594 return info;
2682} 2595}
2683 2596
2684const char * 2597const char *
2685object::debug_desc () const 2598object::debug_desc () const
2686{ 2599{
2687 static char info[256 * 3]; 2600 static char info[3][256 * 4];
2601 static int info_idx;
2602
2688 return debug_desc (info); 2603 return debug_desc (info [++info_idx % 3]);
2689} 2604}
2690 2605
2606struct region *
2607object::region () const
2608{
2609 return map ? map->region (x, y)
2610 : region::default_region ();
2611}
2612
2613const materialtype_t *
2614object::dominant_material () const
2615{
2616 if (materialtype_t *mat = name_to_material (materialname))
2617 return mat;
2618
2619 // omfg this is slow, this has to be temporary :)
2620 shstr unknown ("unknown");
2621
2622 return name_to_material (unknown);
2623}
2624
2625void
2626object::open_container (object *new_container)
2627{
2628 if (container == new_container)
2629 return;
2630
2631 if (object *old_container = container)
2632 {
2633 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2634 return;
2635
2636#if 0
2637 // remove the "Close old_container" object.
2638 if (object *closer = old_container->inv)
2639 if (closer->type == CLOSE_CON)
2640 closer->destroy ();
2641#endif
2642
2643 old_container->flag [FLAG_APPLIED] = 0;
2644 container = 0;
2645
2646 esrv_update_item (UPD_FLAGS, this, old_container);
2647 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2648 }
2649
2650 if (new_container)
2651 {
2652 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2653 return;
2654
2655 // TODO: this does not seem to serve any purpose anymore?
2656#if 0
2657 // insert the "Close Container" object.
2658 if (archetype *closer = new_container->other_arch)
2659 {
2660 object *closer = arch_to_object (new_container->other_arch);
2661 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2662 new_container->insert (closer);
2663 }
2664#endif
2665
2666 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2667
2668 new_container->flag [FLAG_APPLIED] = 1;
2669 container = new_container;
2670
2671 esrv_update_item (UPD_FLAGS, this, new_container);
2672 esrv_send_inventory (this, new_container);
2673 }
2674}
2675
2676

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