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Comparing deliantra/server/common/object.C (file contents):
Revision 1.81 by root, Sat Dec 23 13:56:25 2006 UTC vs.
Revision 1.149 by root, Mon May 14 19:56:45 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game
3 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 21 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail at <crossfire@schmorp.de>
22*/ 23 */
23 24
24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
25 sub/add_weight will transcend the environment updating the carrying 26 sub/add_weight will transcend the environment updating the carrying
26 variable. */ 27 variable. */
27#include <global.h> 28#include <global.h>
28#include <stdio.h> 29#include <stdio.h>
29#include <sys/types.h> 30#include <sys/types.h>
30#include <sys/uio.h> 31#include <sys/uio.h>
31#include <object.h> 32#include <object.h>
32#include <funcpoint.h> 33#include <funcpoint.h>
34#include <sproto.h>
33#include <loader.h> 35#include <loader.h>
34 36
35#include <bitset> 37#include <bitset>
36 38
37int nrofallocobjects = 0; 39int nrofallocobjects = 0;
38static UUID uuid; 40static UUID uuid;
39const uint64 UUID_SKIP = 1<<19; 41const uint64 UUID_SKIP = 1<<19;
40 42
41object *active_objects; /* List of active objects that need to be processed */ 43objectvec objects;
44activevec actives;
42 45
43short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 46short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
44 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 47 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
45}; 48};
46short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 49short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
141 * objects with lists are rare, and lists stay short. If not, use a 144 * objects with lists are rare, and lists stay short. If not, use a
142 * different structure or at least keep the lists sorted... 145 * different structure or at least keep the lists sorted...
143 */ 146 */
144 147
145 /* For each field in wants, */ 148 /* For each field in wants, */
146 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) 149 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
147 { 150 {
148 key_value *has_field; 151 key_value *has_field;
149 152
150 /* Look for a field in has with the same key. */ 153 /* Look for a field in has with the same key. */
151 has_field = get_ob_key_link (has, wants_field->key); 154 has_field = get_ob_key_link (has, wants_field->key);
190 * Check nrof variable *before* calling can_merge() 193 * Check nrof variable *before* calling can_merge()
191 * 194 *
192 * Improvements made with merge: Better checking on potion, and also 195 * Improvements made with merge: Better checking on potion, and also
193 * check weight 196 * check weight
194 */ 197 */
195
196bool object::can_merge_slow (object *ob1, object *ob2) 198bool object::can_merge_slow (object *ob1, object *ob2)
197{ 199{
198 /* A couple quicksanity checks */ 200 /* A couple quicksanity checks */
199 if (ob1 == ob2 201 if (ob1 == ob2
200 || ob1->type != ob2->type 202 || ob1->type != ob2->type
277 279
278 /* Note sure why the following is the case - either the object has to 280 /* Note sure why the following is the case - either the object has to
279 * be animated or have a very low speed. Is this an attempted monster 281 * be animated or have a very low speed. Is this an attempted monster
280 * check? 282 * check?
281 */ 283 */
282 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 284 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
283 return 0; 285 return 0;
284 286
285 switch (ob1->type) 287 switch (ob1->type)
286 { 288 {
287 case SCROLL: 289 case SCROLL:
323sum_weight (object *op) 325sum_weight (object *op)
324{ 326{
325 long sum; 327 long sum;
326 object *inv; 328 object *inv;
327 329
328 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 330 for (sum = 0, inv = op->inv; inv; inv = inv->below)
329 { 331 {
330 if (inv->inv) 332 if (inv->inv)
331 sum_weight (inv); 333 sum_weight (inv);
334
332 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 335 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
333 } 336 }
334 337
335 if (op->type == CONTAINER && op->stats.Str) 338 if (op->type == CONTAINER && op->stats.Str)
336 sum = (sum * (100 - op->stats.Str)) / 100; 339 sum = (sum * (100 - op->stats.Str)) / 100;
356/* 359/*
357 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 360 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
358 * Some error messages. 361 * Some error messages.
359 * The result of the dump is stored in the static global errmsg array. 362 * The result of the dump is stored in the static global errmsg array.
360 */ 363 */
361
362char * 364char *
363dump_object (object *op) 365dump_object (object *op)
364{ 366{
365 if (!op) 367 if (!op)
366 return strdup ("[NULLOBJ]"); 368 return strdup ("[NULLOBJ]");
367 369
368 object_freezer freezer; 370 object_freezer freezer;
369 save_object (freezer, op, 3); 371 op->write (freezer);
370 return freezer.as_string (); 372 return freezer.as_string ();
371} 373}
372 374
373/* 375/*
374 * get_nearest_part(multi-object, object 2) returns the part of the 376 * get_nearest_part(multi-object, object 2) returns the part of the
391} 393}
392 394
393/* 395/*
394 * Returns the object which has the count-variable equal to the argument. 396 * Returns the object which has the count-variable equal to the argument.
395 */ 397 */
396
397object * 398object *
398find_object (tag_t i) 399find_object (tag_t i)
399{ 400{
400 for (object *op = object::first; op; op = op->next) 401 for_all_objects (op)
401 if (op->count == i) 402 if (op->count == i)
402 return op; 403 return op;
403 404
404 return 0; 405 return 0;
405} 406}
406 407
407/* 408/*
408 * Returns the first object which has a name equal to the argument. 409 * Returns the first object which has a name equal to the argument.
409 * Used only by the patch command, but not all that useful. 410 * Used only by the patch command, but not all that useful.
410 * Enables features like "patch <name-of-other-player> food 999" 411 * Enables features like "patch <name-of-other-player> food 999"
411 */ 412 */
412
413object * 413object *
414find_object_name (const char *str) 414find_object_name (const char *str)
415{ 415{
416 shstr_cmp str_ (str); 416 shstr_cmp str_ (str);
417 object *op; 417 object *op;
418 418
419 for (op = object::first; op != NULL; op = op->next) 419 for_all_objects (op)
420 if (op->name == str_) 420 if (op->name == str_)
421 break; 421 break;
422 422
423 return op; 423 return op;
424} 424}
450 owner = owner->owner; 450 owner = owner->owner;
451 451
452 this->owner = owner; 452 this->owner = owner;
453} 453}
454 454
455int
456object::slottype () const
457{
458 if (type == SKILL)
459 {
460 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
461 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
462 }
463 else
464 {
465 if (slot [body_combat].info) return slot_combat;
466 if (slot [body_range ].info) return slot_ranged;
467 }
468
469 return slot_none;
470}
471
472bool
473object::change_weapon (object *ob)
474{
475 if (current_weapon == ob)
476 return true;
477
478 current_weapon = ob;
479 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
480
481 update_stats ();
482
483 if (ob)
484 {
485 // now check wether any body locations became invalid, in which case
486 // we cannot apply the weapon at the moment.
487 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
488 if (slot[i].used < 0)
489 {
490 current_weapon = chosen_skill = 0;
491 update_stats ();
492
493 new_draw_info_format (NDI_UNIQUE, 0, this,
494 "You try to balance your applied items all at once, but the %s is too much. "
495 "You need to unapply some items first.", &ob->name);
496 return false;
497 }
498
499 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
500 }
501 else
502 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
503
504 return true;
505}
506
455/* Zero the key_values on op, decrementing the shared-string 507/* Zero the key_values on op, decrementing the shared-string
456 * refcounts and freeing the links. 508 * refcounts and freeing the links.
457 */ 509 */
458static void 510static void
459free_key_values (object *op) 511free_key_values (object *op)
460{ 512{
461 for (key_value *i = op->key_values; i != 0;) 513 for (key_value *i = op->key_values; i; )
462 { 514 {
463 key_value *next = i->next; 515 key_value *next = i->next;
464 delete i; 516 delete i;
465 517
466 i = next; 518 i = next;
467 } 519 }
468 520
469 op->key_values = 0; 521 op->key_values = 0;
470} 522}
471 523
472/* 524object &
473 * copy_to first frees everything allocated by the dst object, 525object::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{ 526{
483 bool is_freed = QUERY_FLAG (dst, FLAG_FREED); 527 bool is_freed = flag [FLAG_FREED];
484 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED); 528 bool is_removed = flag [FLAG_REMOVED];
485 529
486 *(object_copy *)dst = *this; 530 *(object_copy *)this = src;
487 531
488 if (self || cb) 532 flag [FLAG_FREED] = is_freed;
489 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (dst)); 533 flag [FLAG_REMOVED] = is_removed;
490
491 if (is_freed)
492 SET_FLAG (dst, FLAG_FREED);
493
494 if (is_removed)
495 SET_FLAG (dst, FLAG_REMOVED);
496
497 if (speed < 0)
498 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
499 534
500 /* Copy over key_values, if any. */ 535 /* Copy over key_values, if any. */
501 if (key_values) 536 if (src.key_values)
502 { 537 {
503 key_value *tail = 0; 538 key_value *tail = 0;
504 key_value *i;
505
506 dst->key_values = 0; 539 key_values = 0;
507 540
508 for (i = key_values; i; i = i->next) 541 for (key_value *i = src.key_values; i; i = i->next)
509 { 542 {
510 key_value *new_link = new key_value; 543 key_value *new_link = new key_value;
511 544
512 new_link->next = 0; 545 new_link->next = 0;
513 new_link->key = i->key; 546 new_link->key = i->key;
514 new_link->value = i->value; 547 new_link->value = i->value;
515 548
516 /* Try and be clever here, too. */ 549 /* Try and be clever here, too. */
517 if (!dst->key_values) 550 if (!key_values)
518 { 551 {
519 dst->key_values = new_link; 552 key_values = new_link;
520 tail = new_link; 553 tail = new_link;
521 } 554 }
522 else 555 else
523 { 556 {
524 tail->next = new_link; 557 tail->next = new_link;
525 tail = new_link; 558 tail = new_link;
526 } 559 }
527 } 560 }
528 } 561 }
562}
529 563
530 update_ob_speed (dst); 564/*
565 * copy_to first frees everything allocated by the dst object,
566 * and then copies the contents of itself into the second
567 * object, allocating what needs to be allocated. Basically, any
568 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
569 * if the first object is freed, the pointers in the new object
570 * will point at garbage.
571 */
572void
573object::copy_to (object *dst)
574{
575 *dst = *this;
576
577 if (speed < 0)
578 dst->speed_left = speed_left - rndm ();
579
580 dst->set_speed (dst->speed);
581}
582
583void
584object::instantiate ()
585{
586 if (!uuid.seq) // HACK
587 uuid = gen_uuid ();
588
589 speed_left = -0.1f;
590 /* copy the body_info to the body_used - this is only really
591 * need for monsters, but doesn't hurt to do it for everything.
592 * by doing so, when a monster is created, it has good starting
593 * values for the body_used info, so when items are created
594 * for it, they can be properly equipped.
595 */
596 for (int i = NUM_BODY_LOCATIONS; i--; )
597 slot[i].used = slot[i].info;
598
599 attachable::instantiate ();
531} 600}
532 601
533object * 602object *
534object::clone () 603object::clone ()
535{ 604{
541/* 610/*
542 * If an object with the IS_TURNABLE() flag needs to be turned due 611 * If an object with the IS_TURNABLE() flag needs to be turned due
543 * to the closest player being on the other side, this function can 612 * to the closest player being on the other side, this function can
544 * be called to update the face variable, _and_ how it looks on the map. 613 * be called to update the face variable, _and_ how it looks on the map.
545 */ 614 */
546
547void 615void
548update_turn_face (object *op) 616update_turn_face (object *op)
549{ 617{
550 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 618 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
551 return; 619 return;
620
552 SET_ANIMATION (op, op->direction); 621 SET_ANIMATION (op, op->direction);
553 update_object (op, UP_OBJ_FACE); 622 update_object (op, UP_OBJ_FACE);
554} 623}
555 624
556/* 625/*
557 * Updates the speed of an object. If the speed changes from 0 to another 626 * Updates the speed of an object. If the speed changes from 0 to another
558 * value, or vice versa, then add/remove the object from the active list. 627 * value, or vice versa, then add/remove the object from the active list.
559 * This function needs to be called whenever the speed of an object changes. 628 * This function needs to be called whenever the speed of an object changes.
560 */ 629 */
561void 630void
562update_ob_speed (object *op) 631object::set_speed (float speed)
563{ 632{
564 extern int arch_init; 633 if (flag [FLAG_FREED] && speed)
565
566 /* No reason putting the archetypes objects on the speed list,
567 * since they never really need to be updated.
568 */
569
570 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
571 { 634 {
572 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 635 LOG (llevError, "Object %s is freed but has speed.\n", &name);
573#ifdef MANY_CORES
574 abort ();
575#else
576 op->speed = 0; 636 speed = 0;
577#endif
578 }
579
580 if (arch_init)
581 return;
582
583 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
584 { 637 }
585 /* If already on active list, don't do anything */
586 if (op->active_next || op->active_prev || op == active_objects)
587 return;
588 638
589 /* process_events() expects us to insert the object at the beginning 639 this->speed = speed;
590 * of the list. */
591 op->active_next = active_objects;
592 640
593 if (op->active_next != NULL) 641 if (has_active_speed ())
594 op->active_next->active_prev = op; 642 activate ();
595
596 active_objects = op;
597 }
598 else 643 else
599 { 644 deactivate ();
600 /* If not on the active list, nothing needs to be done */
601 if (!op->active_next && !op->active_prev && op != active_objects)
602 return;
603
604 if (op->active_prev == NULL)
605 {
606 active_objects = op->active_next;
607
608 if (op->active_next != NULL)
609 op->active_next->active_prev = NULL;
610 }
611 else
612 {
613 op->active_prev->active_next = op->active_next;
614
615 if (op->active_next)
616 op->active_next->active_prev = op->active_prev;
617 }
618
619 op->active_next = NULL;
620 op->active_prev = NULL;
621 }
622}
623
624/* This function removes object 'op' from the list of active
625 * objects.
626 * This should only be used for style maps or other such
627 * reference maps where you don't want an object that isn't
628 * in play chewing up cpu time getting processed.
629 * The reverse of this is to call update_ob_speed, which
630 * will do the right thing based on the speed of the object.
631 */
632void
633remove_from_active_list (object *op)
634{
635 /* If not on the active list, nothing needs to be done */
636 if (!op->active_next && !op->active_prev && op != active_objects)
637 return;
638
639 if (op->active_prev == NULL)
640 {
641 active_objects = op->active_next;
642 if (op->active_next != NULL)
643 op->active_next->active_prev = NULL;
644 }
645 else
646 {
647 op->active_prev->active_next = op->active_next;
648 if (op->active_next)
649 op->active_next->active_prev = op->active_prev;
650 }
651 op->active_next = NULL;
652 op->active_prev = NULL;
653} 645}
654 646
655/* 647/*
656 * update_object() updates the the map. 648 * update_object() updates the the map.
657 * It takes into account invisible objects (and represent squares covered 649 * It takes into account invisible objects (and represent squares covered
670 * UP_OBJ_FACE: only the objects face has changed. 662 * UP_OBJ_FACE: only the objects face has changed.
671 */ 663 */
672void 664void
673update_object (object *op, int action) 665update_object (object *op, int action)
674{ 666{
675 MoveType move_on, move_off, move_block, move_slow;
676
677 if (op == NULL) 667 if (op == NULL)
678 { 668 {
679 /* this should never happen */ 669 /* this should never happen */
680 LOG (llevDebug, "update_object() called for NULL object.\n"); 670 LOG (llevDebug, "update_object() called for NULL object.\n");
681 return; 671 return;
694 */ 684 */
695 if (!op->map || op->map->in_memory == MAP_SAVING) 685 if (!op->map || op->map->in_memory == MAP_SAVING)
696 return; 686 return;
697 687
698 /* make sure the object is within map boundaries */ 688 /* make sure the object is within map boundaries */
699 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map)) 689 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
700 { 690 {
701 LOG (llevError, "update_object() called for object out of map!\n"); 691 LOG (llevError, "update_object() called for object out of map!\n");
702#ifdef MANY_CORES 692#ifdef MANY_CORES
703 abort (); 693 abort ();
704#endif 694#endif
705 return; 695 return;
706 } 696 }
707 697
708 mapspace &m = op->ms (); 698 mapspace &m = op->ms ();
709 699
710 if (m.flags_ & P_NEED_UPDATE) 700 if (!(m.flags_ & P_UPTODATE))
711 /* nop */; 701 /* nop */;
712 else if (action == UP_OBJ_INSERT) 702 else if (action == UP_OBJ_INSERT)
713 { 703 {
714 // this is likely overkill, TODO: revisit (schmorp) 704 // this is likely overkill, TODO: revisit (schmorp)
715 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 705 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
724 /* This isn't perfect, but I don't expect a lot of objects to 714 /* This isn't perfect, but I don't expect a lot of objects to
725 * to have move_allow right now. 715 * to have move_allow right now.
726 */ 716 */
727 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 717 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
728 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 718 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
729 m.flags_ = P_NEED_UPDATE; 719 m.flags_ = 0;
730 } 720 }
731 /* if the object is being removed, we can't make intelligent 721 /* if the object is being removed, we can't make intelligent
732 * decisions, because remove_ob can't really pass the object 722 * decisions, because remove_ob can't really pass the object
733 * that is being removed. 723 * that is being removed.
734 */ 724 */
735 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 725 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
736 m.flags_ = P_NEED_UPDATE; 726 m.flags_ = 0;
737 else if (action == UP_OBJ_FACE) 727 else if (action == UP_OBJ_FACE)
738 /* Nothing to do for that case */ ; 728 /* Nothing to do for that case */ ;
739 else 729 else
740 LOG (llevError, "update_object called with invalid action: %d\n", action); 730 LOG (llevError, "update_object called with invalid action: %d\n", action);
741 731
742 if (op->more) 732 if (op->more)
743 update_object (op->more, action); 733 update_object (op->more, action);
744} 734}
745 735
746object::vector object::mortals;
747object::vector object::objects; // not yet used
748object *object::first;
749
750void object::free_mortals ()
751{
752 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
753 if ((*i)->refcnt)
754 ++i; // further delay freeing
755 else
756 {
757 delete *i;
758 mortals.erase (i);
759 }
760}
761
762object::object () 736object::object ()
763{ 737{
764 SET_FLAG (this, FLAG_REMOVED); 738 SET_FLAG (this, FLAG_REMOVED);
765 739
766 expmul = 1.0; 740 expmul = 1.0;
767 face = blank_face; 741 face = blank_face;
768} 742}
769 743
770object::~object () 744object::~object ()
771{ 745{
746 unlink ();
747
772 free_key_values (this); 748 free_key_values (this);
773} 749}
774 750
751static int object_count;
752
775void object::link () 753void object::link ()
776{ 754{
777 count = ++ob_count; 755 assert (!index);//D
778 uuid = gen_uuid (); 756 uuid = gen_uuid ();
757 count = ++object_count;
779 758
780 prev = 0; 759 refcnt_inc ();
781 next = object::first; 760 objects.insert (this);
782
783 if (object::first)
784 object::first->prev = this;
785
786 object::first = this;
787} 761}
788 762
789void object::unlink () 763void object::unlink ()
790{ 764{
791 if (this == object::first) 765 if (!index)
792 object::first = next; 766 return;
793 767
794 /* Remove this object from the list of used objects */ 768 objects.erase (this);
795 if (prev) prev->next = next; 769 refcnt_dec ();
796 if (next) next->prev = prev; 770}
797 771
798 prev = 0; 772void
799 next = 0; 773object::activate ()
774{
775 /* If already on active list, don't do anything */
776 if (active)
777 return;
778
779 if (has_active_speed ())
780 actives.insert (this);
781}
782
783void
784object::activate_recursive ()
785{
786 activate ();
787
788 for (object *op = inv; op; op = op->below)
789 op->activate_recursive ();
790}
791
792/* This function removes object 'op' from the list of active
793 * objects.
794 * This should only be used for style maps or other such
795 * reference maps where you don't want an object that isn't
796 * in play chewing up cpu time getting processed.
797 * The reverse of this is to call update_ob_speed, which
798 * will do the right thing based on the speed of the object.
799 */
800void
801object::deactivate ()
802{
803 /* If not on the active list, nothing needs to be done */
804 if (!active)
805 return;
806
807 actives.erase (this);
808}
809
810void
811object::deactivate_recursive ()
812{
813 for (object *op = inv; op; op = op->below)
814 op->deactivate_recursive ();
815
816 deactivate ();
817}
818
819void
820object::set_flag_inv (int flag, int value)
821{
822 for (object *op = inv; op; op = op->below)
823 {
824 op->flag [flag] = value;
825 op->set_flag_inv (flag, value);
826 }
827}
828
829/*
830 * Remove and free all objects in the inventory of the given object.
831 * object.c ?
832 */
833void
834object::destroy_inv (bool drop_to_ground)
835{
836 // need to check first, because the checks below might segfault
837 // as we might be on an invalid mapspace and crossfire code
838 // is too buggy to ensure that the inventory is empty.
839 // corollary: if you create arrows etc. with stuff in tis inventory,
840 // cf will crash below with off-map x and y
841 if (!inv)
842 return;
843
844 /* Only if the space blocks everything do we not process -
845 * if some form of movement is allowed, let objects
846 * drop on that space.
847 */
848 if (!drop_to_ground
849 || !map
850 || map->in_memory != MAP_IN_MEMORY
851 || map->nodrop
852 || ms ().move_block == MOVE_ALL)
853 {
854 while (inv)
855 {
856 inv->destroy_inv (drop_to_ground);
857 inv->destroy ();
858 }
859 }
860 else
861 { /* Put objects in inventory onto this space */
862 while (inv)
863 {
864 object *op = inv;
865
866 if (op->flag [FLAG_STARTEQUIP]
867 || op->flag [FLAG_NO_DROP]
868 || op->type == RUNE
869 || op->type == TRAP
870 || op->flag [FLAG_IS_A_TEMPLATE]
871 || op->flag [FLAG_DESTROY_ON_DEATH])
872 op->destroy ();
873 else
874 map->insert (op, x, y);
875 }
876 }
800} 877}
801 878
802object *object::create () 879object *object::create ()
803{ 880{
804 object *op = new object; 881 object *op = new object;
805 op->link (); 882 op->link ();
806 return op; 883 return op;
807} 884}
808 885
809/* 886void
810 * free_object() frees everything allocated by an object, removes 887object::do_destroy ()
811 * it from the list of used objects, and puts it on the list of
812 * free objects. The IS_FREED() flag is set in the object.
813 * The object must have been removed by remove_ob() first for
814 * this function to succeed.
815 *
816 * If destroy_inventory is set, free inventory as well. Else drop items in
817 * inventory to the ground.
818 */
819void object::destroy (bool destroy_inventory)
820{ 888{
821 if (QUERY_FLAG (this, FLAG_FREED)) 889 attachable::do_destroy ();
822 return;
823 890
824 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 891 if (flag [FLAG_IS_LINKED])
892 remove_button_link (this);
893
894 if (flag [FLAG_FRIENDLY])
825 remove_friendly_object (this); 895 remove_friendly_object (this);
826 896
827 if (!QUERY_FLAG (this, FLAG_REMOVED)) 897 if (!flag [FLAG_REMOVED])
828 remove (); 898 remove ();
829 899
830 SET_FLAG (this, FLAG_FREED); 900 destroy_inv (true);
831 901
832 if (more) 902 deactivate ();
833 { 903 unlink ();
834 more->destroy (destroy_inventory);
835 more = 0;
836 }
837 904
838 if (inv) 905 flag [FLAG_FREED] = 1;
839 {
840 /* Only if the space blocks everything do we not process -
841 * if some form of movement is allowed, let objects
842 * drop on that space.
843 */
844 if (destroy_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
845 {
846 object *op = inv;
847
848 while (op)
849 {
850 object *tmp = op->below;
851 op->destroy (destroy_inventory);
852 op = tmp;
853 }
854 }
855 else
856 { /* Put objects in inventory onto this space */
857 object *op = inv;
858
859 while (op)
860 {
861 object *tmp = op->below;
862
863 op->remove ();
864
865 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
866 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
867 op->destroy ();
868 else
869 {
870 op->x = x;
871 op->y = y;
872 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
873 }
874
875 op = tmp;
876 }
877 }
878 }
879 906
880 // hack to ensure that freed objects still have a valid map 907 // hack to ensure that freed objects still have a valid map
881 { 908 {
882 static maptile *freed_map; // freed objects are moved here to avoid crashes 909 static maptile *freed_map; // freed objects are moved here to avoid crashes
883 910
887 914
888 freed_map->name = "/internal/freed_objects_map"; 915 freed_map->name = "/internal/freed_objects_map";
889 freed_map->width = 3; 916 freed_map->width = 3;
890 freed_map->height = 3; 917 freed_map->height = 3;
891 918
892 freed_map->allocate (); 919 freed_map->alloc ();
920 freed_map->in_memory = MAP_IN_MEMORY;
893 } 921 }
894 922
895 map = freed_map; 923 map = freed_map;
896 x = 1; 924 x = 1;
897 y = 1; 925 y = 1;
898 } 926 }
899 927
928 head = 0;
929
930 if (more)
931 {
932 more->destroy ();
933 more = 0;
934 }
935
900 // clear those pointers that likely might have circular references to us 936 // clear those pointers that likely might have circular references to us
901 owner = 0; 937 owner = 0;
902 enemy = 0; 938 enemy = 0;
903 attacked_by = 0; 939 attacked_by = 0;
940}
904 941
905 // only relevant for players(?), but make sure of it anyways 942void
906 contr = 0; 943object::destroy (bool destroy_inventory)
944{
945 if (destroyed ())
946 return;
907 947
908 /* Remove object from the active list */ 948 if (destroy_inventory)
909 speed = 0; 949 destroy_inv (false);
910 update_ob_speed (this);
911 950
912 unlink (); 951 attachable::destroy ();
913
914 mortals.push_back (this);
915} 952}
916 953
917/* 954/*
918 * sub_weight() recursively (outwards) subtracts a number from the 955 * sub_weight() recursively (outwards) subtracts a number from the
919 * weight of an object (and what is carried by it's environment(s)). 956 * weight of an object (and what is carried by it's environment(s)).
935 * This function removes the object op from the linked list of objects 972 * This function removes the object op from the linked list of objects
936 * which it is currently tied to. When this function is done, the 973 * which it is currently tied to. When this function is done, the
937 * object will have no environment. If the object previously had an 974 * object will have no environment. If the object previously had an
938 * environment, the x and y coordinates will be updated to 975 * environment, the x and y coordinates will be updated to
939 * the previous environment. 976 * the previous environment.
940 * Beware: This function is called from the editor as well!
941 */ 977 */
942void 978void
943object::remove () 979object::do_remove ()
944{ 980{
945 object *tmp, *last = 0; 981 object *tmp, *last = 0;
946 object *otmp; 982 object *otmp;
947 983
948 int check_walk_off;
949
950 if (QUERY_FLAG (this, FLAG_REMOVED)) 984 if (QUERY_FLAG (this, FLAG_REMOVED))
951 return; 985 return;
952 986
953 SET_FLAG (this, FLAG_REMOVED); 987 SET_FLAG (this, FLAG_REMOVED);
988 INVOKE_OBJECT (REMOVE, this);
954 989
955 if (more) 990 if (more)
956 more->remove (); 991 more->remove ();
957 992
958 /* 993 /*
971 * to save cpu time. 1006 * to save cpu time.
972 */ 1007 */
973 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1008 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
974 otmp->update_stats (); 1009 otmp->update_stats ();
975 1010
976 if (above != NULL) 1011 if (above)
977 above->below = below; 1012 above->below = below;
978 else 1013 else
979 env->inv = below; 1014 env->inv = below;
980 1015
981 if (below != NULL) 1016 if (below)
982 below->above = above; 1017 below->above = above;
983 1018
984 /* we set up values so that it could be inserted into 1019 /* we set up values so that it could be inserted into
985 * the map, but we don't actually do that - it is up 1020 * the map, but we don't actually do that - it is up
986 * to the caller to decide what we want to do. 1021 * to the caller to decide what we want to do.
990 above = 0, below = 0; 1025 above = 0, below = 0;
991 env = 0; 1026 env = 0;
992 } 1027 }
993 else if (map) 1028 else if (map)
994 { 1029 {
995 /* Re did the following section of code - it looks like it had 1030 if (type == PLAYER)
996 * lots of logic for things we no longer care about
997 */ 1031 {
1032 // leaving a spot always closes any open container on the ground
1033 if (container && !container->env)
1034 // this causes spurious floorbox updates, but it ensures
1035 // that the CLOSE event is being sent.
1036 close_container ();
1037
1038 --map->players;
1039 map->touch ();
1040 }
1041
1042 map->dirty = true;
1043 mapspace &ms = this->ms ();
998 1044
999 /* link the object above us */ 1045 /* link the object above us */
1000 if (above) 1046 if (above)
1001 above->below = below; 1047 above->below = below;
1002 else 1048 else
1003 map->at (x, y).top = below; /* we were top, set new top */ 1049 ms.top = below; /* we were top, set new top */
1004 1050
1005 /* Relink the object below us, if there is one */ 1051 /* Relink the object below us, if there is one */
1006 if (below) 1052 if (below)
1007 below->above = above; 1053 below->above = above;
1008 else 1054 else
1010 /* Nothing below, which means we need to relink map object for this space 1056 /* Nothing below, which means we need to relink map object for this space
1011 * use translated coordinates in case some oddness with map tiling is 1057 * use translated coordinates in case some oddness with map tiling is
1012 * evident 1058 * evident
1013 */ 1059 */
1014 if (GET_MAP_OB (map, x, y) != this) 1060 if (GET_MAP_OB (map, x, y) != this)
1015 {
1016 char *dump = dump_object (this);
1017 LOG (llevError,
1018 "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", dump); 1061 LOG (llevError, "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom? %s\n", debug_desc ());
1019 free (dump);
1020 dump = dump_object (GET_MAP_OB (map, x, y));
1021 LOG (llevError, "%s\n", dump);
1022 free (dump);
1023 }
1024 1062
1025 map->at (x, y).bottom = above; /* goes on above it. */ 1063 ms.bot = above; /* goes on above it. */
1026 } 1064 }
1027 1065
1028 above = 0; 1066 above = 0;
1029 below = 0; 1067 below = 0;
1030 1068
1031 if (map->in_memory == MAP_SAVING) 1069 if (map->in_memory == MAP_SAVING)
1032 return; 1070 return;
1033 1071
1034 check_walk_off = !QUERY_FLAG (this, FLAG_NO_APPLY); 1072 int check_walk_off = !flag [FLAG_NO_APPLY];
1035 1073
1036 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) 1074 for (tmp = ms.bot; tmp; tmp = tmp->above)
1037 { 1075 {
1038 /* No point updating the players look faces if he is the object 1076 /* No point updating the players look faces if he is the object
1039 * being removed. 1077 * being removed.
1040 */ 1078 */
1041 1079
1045 * removed (most likely destroyed), update the player view 1083 * removed (most likely destroyed), update the player view
1046 * appropriately. 1084 * appropriately.
1047 */ 1085 */
1048 if (tmp->container == this) 1086 if (tmp->container == this)
1049 { 1087 {
1050 CLEAR_FLAG (this, FLAG_APPLIED); 1088 flag [FLAG_APPLIED] = 0;
1051 tmp->container = 0; 1089 tmp->container = 0;
1052 } 1090 }
1053 1091
1092 if (tmp->contr->ns)
1054 tmp->contr->ns->floorbox_update (); 1093 tmp->contr->ns->floorbox_update ();
1055 } 1094 }
1056 1095
1057 /* See if player moving off should effect something */ 1096 /* See if object moving off should effect something */
1058 if (check_walk_off 1097 if (check_walk_off
1059 && ((move_type & tmp->move_off) 1098 && ((move_type & tmp->move_off)
1060 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1099 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1061 { 1100 {
1062 move_apply (tmp, this, 0); 1101 move_apply (tmp, this, 0);
1064 if (destroyed ()) 1103 if (destroyed ())
1065 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1104 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1066 } 1105 }
1067 1106
1068 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1107 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1069 1108 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1070 if (tmp->above == tmp) 1109 if (tmp->above == tmp)
1071 tmp->above = 0; 1110 tmp->above = 0;
1072 1111
1073 last = tmp; 1112 last = tmp;
1074 } 1113 }
1075 1114
1076 /* last == NULL of there are no objects on this space */ 1115 /* last == NULL if there are no objects on this space */
1116 //TODO: this makes little sense, why only update the topmost object?
1077 if (!last) 1117 if (!last)
1078 map->at (x, y).flags_ = P_NEED_UPDATE; 1118 map->at (x, y).flags_ = 0;
1079 else 1119 else
1080 update_object (last, UP_OBJ_REMOVE); 1120 update_object (last, UP_OBJ_REMOVE);
1081 1121
1082 if (QUERY_FLAG (this, FLAG_BLOCKSVIEW) || glow_radius) 1122 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1083 update_all_los (map, x, y); 1123 update_all_los (map, x, y);
1084 } 1124 }
1085} 1125}
1086 1126
1087/* 1127/*
1096merge_ob (object *op, object *top) 1136merge_ob (object *op, object *top)
1097{ 1137{
1098 if (!op->nrof) 1138 if (!op->nrof)
1099 return 0; 1139 return 0;
1100 1140
1101 if (top == NULL) 1141 if (top)
1102 for (top = op; top != NULL && top->above != NULL; top = top->above); 1142 for (top = op; top && top->above; top = top->above)
1143 ;
1103 1144
1104 for (; top != NULL; top = top->below) 1145 for (; top; top = top->below)
1105 { 1146 {
1106 if (top == op) 1147 if (top == op)
1107 continue; 1148 continue;
1108 1149
1109 if (object::can_merge (op, top)) 1150 if (object::can_merge (op, top))
1118 } 1159 }
1119 1160
1120 return 0; 1161 return 0;
1121} 1162}
1122 1163
1164void
1165object::expand_tail ()
1166{
1167 if (more)
1168 return;
1169
1170 object *prev = this;
1171
1172 for (archetype *at = arch->more; at; at = at->more)
1173 {
1174 object *op = arch_to_object (at);
1175
1176 op->name = name;
1177 op->name_pl = name_pl;
1178 op->title = title;
1179
1180 op->head = this;
1181 prev->more = op;
1182
1183 prev = op;
1184 }
1185}
1186
1123/* 1187/*
1124 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1188 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1125 * job preparing multi-part monsters 1189 * job preparing multi-part monsters.
1126 */ 1190 */
1127object * 1191object *
1128insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1192insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1129{ 1193{
1130 object *tmp;
1131
1132 if (op->head)
1133 op = op->head;
1134
1135 for (tmp = op; tmp; tmp = tmp->more) 1194 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1136 { 1195 {
1137 tmp->x = x + tmp->arch->clone.x; 1196 tmp->x = x + tmp->arch->clone.x;
1138 tmp->y = y + tmp->arch->clone.y; 1197 tmp->y = y + tmp->arch->clone.y;
1139 } 1198 }
1140 1199
1159 * Return value: 1218 * Return value:
1160 * new object if 'op' was merged with other object 1219 * new object if 'op' was merged with other object
1161 * NULL if 'op' was destroyed 1220 * NULL if 'op' was destroyed
1162 * just 'op' otherwise 1221 * just 'op' otherwise
1163 */ 1222 */
1164
1165object * 1223object *
1166insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1224insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1167{ 1225{
1226 assert (!op->flag [FLAG_FREED]);
1227
1168 object *tmp, *top, *floor = NULL; 1228 object *tmp, *top, *floor = NULL;
1169 sint16 x, y;
1170 1229
1171 if (QUERY_FLAG (op, FLAG_FREED)) 1230 op->remove ();
1172 {
1173 LOG (llevError, "Trying to insert freed object!\n");
1174 return NULL;
1175 }
1176 1231
1177 if (m == NULL) 1232#if 0
1178 { 1233 if (!m->active != !op->active)
1179 char *dump = dump_object (op); 1234 if (m->active)
1180 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump); 1235 op->activate_recursive ();
1181 free (dump); 1236 else
1182 return op; 1237 op->deactivate_recursive ();
1183 } 1238#endif
1184 1239
1185 if (out_of_map (m, op->x, op->y)) 1240 if (out_of_map (m, op->x, op->y))
1186 { 1241 {
1187 char *dump = dump_object (op);
1188 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump); 1242 LOG (llevError, "Trying to insert object outside the map.\n%s\n", op->debug_desc ());
1189#ifdef MANY_CORES 1243#ifdef MANY_CORES
1190 /* Better to catch this here, as otherwise the next use of this object 1244 /* Better to catch this here, as otherwise the next use of this object
1191 * is likely to cause a crash. Better to find out where it is getting 1245 * is likely to cause a crash. Better to find out where it is getting
1192 * improperly inserted. 1246 * improperly inserted.
1193 */ 1247 */
1194 abort (); 1248 abort ();
1195#endif 1249#endif
1196 free (dump);
1197 return op; 1250 return op;
1198 } 1251 }
1199 1252
1200 if (!QUERY_FLAG (op, FLAG_REMOVED))
1201 {
1202 char *dump = dump_object (op);
1203 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1204 free (dump);
1205 return op;
1206 }
1207
1208 if (op->more != NULL)
1209 {
1210 /* The part may be on a different map. */
1211
1212 object *more = op->more; 1253 if (object *more = op->more)
1213 1254 {
1214 /* We really need the caller to normalize coordinates - if
1215 * we set the map, that doesn't work if the location is within
1216 * a map and this is straddling an edge. So only if coordinate
1217 * is clear wrong do we normalize it.
1218 */
1219 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1220 more->map = get_map_from_coord (m, &more->x, &more->y);
1221 else if (!more->map)
1222 {
1223 /* For backwards compatibility - when not dealing with tiled maps,
1224 * more->map should always point to the parent.
1225 */
1226 more->map = m;
1227 }
1228
1229 if (insert_ob_in_map (more, more->map, originator, flag) == NULL) 1255 if (!insert_ob_in_map (more, m, originator, flag))
1230 { 1256 {
1231 if (!op->head) 1257 if (!op->head)
1232 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1258 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1233 1259
1234 return NULL; 1260 return 0;
1235 } 1261 }
1236 } 1262 }
1237 1263
1238 CLEAR_FLAG (op, FLAG_REMOVED); 1264 CLEAR_FLAG (op, FLAG_REMOVED);
1239 1265
1240 /* Ideally, the caller figures this out. However, it complicates a lot 1266 /* Ideally, the caller figures this out. However, it complicates a lot
1241 * of areas of callers (eg, anything that uses find_free_spot would now 1267 * of areas of callers (eg, anything that uses find_free_spot would now
1242 * need extra work 1268 * need extra work
1243 */ 1269 */
1244 op->map = get_map_from_coord (m, &op->x, &op->y); 1270 if (!xy_normalise (m, op->x, op->y))
1245 x = op->x; 1271 return 0;
1246 y = op->y; 1272
1273 op->map = m;
1274 mapspace &ms = op->ms ();
1247 1275
1248 /* this has to be done after we translate the coordinates. 1276 /* this has to be done after we translate the coordinates.
1249 */ 1277 */
1250 if (op->nrof && !(flag & INS_NO_MERGE)) 1278 if (op->nrof && !(flag & INS_NO_MERGE))
1251 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1279 for (tmp = ms.bot; tmp; tmp = tmp->above)
1252 if (object::can_merge (op, tmp)) 1280 if (object::can_merge (op, tmp))
1253 { 1281 {
1254 op->nrof += tmp->nrof; 1282 op->nrof += tmp->nrof;
1255 tmp->destroy (); 1283 tmp->destroy ();
1256 } 1284 }
1273 op->below = originator->below; 1301 op->below = originator->below;
1274 1302
1275 if (op->below) 1303 if (op->below)
1276 op->below->above = op; 1304 op->below->above = op;
1277 else 1305 else
1278 op->ms ().bottom = op; 1306 ms.bot = op;
1279 1307
1280 /* since *below* originator, no need to update top */ 1308 /* since *below* originator, no need to update top */
1281 originator->below = op; 1309 originator->below = op;
1282 } 1310 }
1283 else 1311 else
1284 { 1312 {
1313 top = ms.bot;
1314
1285 /* If there are other objects, then */ 1315 /* If there are other objects, then */
1286 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1316 if ((!(flag & INS_MAP_LOAD)) && top)
1287 { 1317 {
1288 object *last = NULL; 1318 object *last = 0;
1289 1319
1290 /* 1320 /*
1291 * If there are multiple objects on this space, we do some trickier handling. 1321 * If there are multiple objects on this space, we do some trickier handling.
1292 * We've already dealt with merging if appropriate. 1322 * We've already dealt with merging if appropriate.
1293 * Generally, we want to put the new object on top. But if 1323 * Generally, we want to put the new object on top. But if
1297 * once we get to them. This reduces the need to traverse over all of 1327 * once we get to them. This reduces the need to traverse over all of
1298 * them when adding another one - this saves quite a bit of cpu time 1328 * them when adding another one - this saves quite a bit of cpu time
1299 * when lots of spells are cast in one area. Currently, it is presumed 1329 * when lots of spells are cast in one area. Currently, it is presumed
1300 * that flying non pickable objects are spell objects. 1330 * that flying non pickable objects are spell objects.
1301 */ 1331 */
1302 1332 for (top = ms.bot; top; top = top->above)
1303 while (top != NULL)
1304 { 1333 {
1305 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1334 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1306 floor = top; 1335 floor = top;
1307 1336
1308 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1337 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1311 top = top->below; 1340 top = top->below;
1312 break; 1341 break;
1313 } 1342 }
1314 1343
1315 last = top; 1344 last = top;
1316 top = top->above;
1317 } 1345 }
1318 1346
1319 /* Don't want top to be NULL, so set it to the last valid object */ 1347 /* Don't want top to be NULL, so set it to the last valid object */
1320 top = last; 1348 top = last;
1321 1349
1323 * looks like instead of lots of conditions here. 1351 * looks like instead of lots of conditions here.
1324 * makes things faster, and effectively the same result. 1352 * makes things faster, and effectively the same result.
1325 */ 1353 */
1326 1354
1327 /* Have object 'fall below' other objects that block view. 1355 /* Have object 'fall below' other objects that block view.
1328 * Unless those objects are exits, type 66 1356 * Unless those objects are exits.
1329 * If INS_ON_TOP is used, don't do this processing 1357 * If INS_ON_TOP is used, don't do this processing
1330 * Need to find the object that in fact blocks view, otherwise 1358 * Need to find the object that in fact blocks view, otherwise
1331 * stacking is a bit odd. 1359 * stacking is a bit odd.
1332 */ 1360 */
1333 if (!(flag & INS_ON_TOP) && 1361 if (!(flag & INS_ON_TOP)
1334 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1362 && ms.flags () & P_BLOCKSVIEW
1363 && (op->face && !faces [op->face].visibility))
1335 { 1364 {
1336 for (last = top; last != floor; last = last->below) 1365 for (last = top; last != floor; last = last->below)
1337 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1366 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1338 break; 1367 break;
1368
1339 /* Check to see if we found the object that blocks view, 1369 /* Check to see if we found the object that blocks view,
1340 * and make sure we have a below pointer for it so that 1370 * and make sure we have a below pointer for it so that
1341 * we can get inserted below this one, which requires we 1371 * we can get inserted below this one, which requires we
1342 * set top to the object below us. 1372 * set top to the object below us.
1343 */ 1373 */
1345 top = last->below; 1375 top = last->below;
1346 } 1376 }
1347 } /* If objects on this space */ 1377 } /* If objects on this space */
1348 1378
1349 if (flag & INS_MAP_LOAD) 1379 if (flag & INS_MAP_LOAD)
1350 top = GET_MAP_TOP (op->map, op->x, op->y); 1380 top = ms.top;
1351 1381
1352 if (flag & INS_ABOVE_FLOOR_ONLY) 1382 if (flag & INS_ABOVE_FLOOR_ONLY)
1353 top = floor; 1383 top = floor;
1354 1384
1355 /* Top is the object that our object (op) is going to get inserted above. 1385 /* Top is the object that our object (op) is going to get inserted above.
1356 */ 1386 */
1357 1387
1358 /* First object on this space */ 1388 /* First object on this space */
1359 if (!top) 1389 if (!top)
1360 { 1390 {
1361 op->above = GET_MAP_OB (op->map, op->x, op->y); 1391 op->above = ms.bot;
1362 1392
1363 if (op->above) 1393 if (op->above)
1364 op->above->below = op; 1394 op->above->below = op;
1365 1395
1366 op->below = NULL; 1396 op->below = 0;
1367 op->ms ().bottom = op; 1397 ms.bot = op;
1368 } 1398 }
1369 else 1399 else
1370 { /* get inserted into the stack above top */ 1400 { /* get inserted into the stack above top */
1371 op->above = top->above; 1401 op->above = top->above;
1372 1402
1375 1405
1376 op->below = top; 1406 op->below = top;
1377 top->above = op; 1407 top->above = op;
1378 } 1408 }
1379 1409
1380 if (op->above == NULL) 1410 if (!op->above)
1381 op->ms ().top = op; 1411 ms.top = op;
1382 } /* else not INS_BELOW_ORIGINATOR */ 1412 } /* else not INS_BELOW_ORIGINATOR */
1383 1413
1384 if (op->type == PLAYER) 1414 if (op->type == PLAYER)
1415 {
1385 op->contr->do_los = 1; 1416 op->contr->do_los = 1;
1417 ++op->map->players;
1418 op->map->touch ();
1419 }
1420
1421 op->map->dirty = true;
1386 1422
1387 /* If we have a floor, we know the player, if any, will be above 1423 /* If we have a floor, we know the player, if any, will be above
1388 * it, so save a few ticks and start from there. 1424 * it, so save a few ticks and start from there.
1389 */ 1425 */
1390 if (!(flag & INS_MAP_LOAD)) 1426 if (!(flag & INS_MAP_LOAD))
1391 if (object *pl = op->ms ().player ()) 1427 if (object *pl = ms.player ())
1428 if (pl->contr->ns)
1392 pl->contr->ns->floorbox_update (); 1429 pl->contr->ns->floorbox_update ();
1393 1430
1394 /* If this object glows, it may affect lighting conditions that are 1431 /* If this object glows, it may affect lighting conditions that are
1395 * visible to others on this map. But update_all_los is really 1432 * visible to others on this map. But update_all_los is really
1396 * an inefficient way to do this, as it means los for all players 1433 * an inefficient way to do this, as it means los for all players
1397 * on the map will get recalculated. The players could very well 1434 * on the map will get recalculated. The players could very well
1398 * be far away from this change and not affected in any way - 1435 * be far away from this change and not affected in any way -
1399 * this should get redone to only look for players within range, 1436 * this should get redone to only look for players within range,
1400 * or just updating the P_NEED_UPDATE for spaces within this area 1437 * or just updating the P_UPTODATE for spaces within this area
1401 * of effect may be sufficient. 1438 * of effect may be sufficient.
1402 */ 1439 */
1403 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1440 if (op->map->darkness && (op->glow_radius != 0))
1404 update_all_los (op->map, op->x, op->y); 1441 update_all_los (op->map, op->x, op->y);
1405 1442
1406 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1443 /* updates flags (blocked, alive, no magic, etc) for this map space */
1407 update_object (op, UP_OBJ_INSERT); 1444 update_object (op, UP_OBJ_INSERT);
1445
1446 INVOKE_OBJECT (INSERT, op);
1408 1447
1409 /* Don't know if moving this to the end will break anything. However, 1448 /* Don't know if moving this to the end will break anything. However,
1410 * we want to have floorbox_update called before calling this. 1449 * we want to have floorbox_update called before calling this.
1411 * 1450 *
1412 * check_move_on() must be after this because code called from 1451 * check_move_on() must be after this because code called from
1417 1456
1418 /* if this is not the head or flag has been passed, don't check walk on status */ 1457 /* if this is not the head or flag has been passed, don't check walk on status */
1419 if (!(flag & INS_NO_WALK_ON) && !op->head) 1458 if (!(flag & INS_NO_WALK_ON) && !op->head)
1420 { 1459 {
1421 if (check_move_on (op, originator)) 1460 if (check_move_on (op, originator))
1422 return NULL; 1461 return 0;
1423 1462
1424 /* If we are a multi part object, lets work our way through the check 1463 /* If we are a multi part object, lets work our way through the check
1425 * walk on's. 1464 * walk on's.
1426 */ 1465 */
1427 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1466 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1428 if (check_move_on (tmp, originator)) 1467 if (check_move_on (tmp, originator))
1429 return NULL; 1468 return 0;
1430 } 1469 }
1431 1470
1432 return op; 1471 return op;
1433} 1472}
1434 1473
1441{ 1480{
1442 object *tmp, *tmp1; 1481 object *tmp, *tmp1;
1443 1482
1444 /* first search for itself and remove any old instances */ 1483 /* first search for itself and remove any old instances */
1445 1484
1446 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1485 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1447 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1486 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1448 tmp->destroy (); 1487 tmp->destroy ();
1449 1488
1450 tmp1 = arch_to_object (archetype::find (arch_string)); 1489 tmp1 = arch_to_object (archetype::find (arch_string));
1451 1490
1452 tmp1->x = op->x; 1491 tmp1->x = op->x;
1453 tmp1->y = op->y; 1492 tmp1->y = op->y;
1454 insert_ob_in_map (tmp1, op->map, op, 0); 1493 insert_ob_in_map (tmp1, op->map, op, 0);
1494}
1495
1496object *
1497object::insert_at (object *where, object *originator, int flags)
1498{
1499 return where->map->insert (this, where->x, where->y, originator, flags);
1455} 1500}
1456 1501
1457/* 1502/*
1458 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1503 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1459 * is returned contains nr objects, and the remaining parts contains 1504 * is returned contains nr objects, and the remaining parts contains
1460 * the rest (or is removed and freed if that number is 0). 1505 * the rest (or is removed and freed if that number is 0).
1461 * On failure, NULL is returned, and the reason put into the 1506 * On failure, NULL is returned, and the reason put into the
1462 * global static errmsg array. 1507 * global static errmsg array.
1463 */ 1508 */
1464
1465object * 1509object *
1466get_split_ob (object *orig_ob, uint32 nr) 1510get_split_ob (object *orig_ob, uint32 nr)
1467{ 1511{
1468 object *newob; 1512 object *newob;
1469 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1513 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1500 * the amount of an object. If the amount reaches 0, the object 1544 * the amount of an object. If the amount reaches 0, the object
1501 * is subsequently removed and freed. 1545 * is subsequently removed and freed.
1502 * 1546 *
1503 * Return value: 'op' if something is left, NULL if the amount reached 0 1547 * Return value: 'op' if something is left, NULL if the amount reached 0
1504 */ 1548 */
1505
1506object * 1549object *
1507decrease_ob_nr (object *op, uint32 i) 1550decrease_ob_nr (object *op, uint32 i)
1508{ 1551{
1509 object *tmp; 1552 object *tmp;
1510 1553
1585 1628
1586/* 1629/*
1587 * add_weight(object, weight) adds the specified weight to an object, 1630 * add_weight(object, weight) adds the specified weight to an object,
1588 * and also updates how much the environment(s) is/are carrying. 1631 * and also updates how much the environment(s) is/are carrying.
1589 */ 1632 */
1590
1591void 1633void
1592add_weight (object *op, signed long weight) 1634add_weight (object *op, signed long weight)
1593{ 1635{
1594 while (op != NULL) 1636 while (op != NULL)
1595 { 1637 {
1627 * inside the object environment. 1669 * inside the object environment.
1628 * 1670 *
1629 * The function returns now pointer to inserted item, and return value can 1671 * The function returns now pointer to inserted item, and return value can
1630 * be != op, if items are merged. -Tero 1672 * be != op, if items are merged. -Tero
1631 */ 1673 */
1632
1633object * 1674object *
1634object::insert (object *op) 1675object::insert (object *op)
1635{ 1676{
1636 object *tmp, *otmp; 1677 object *tmp, *otmp;
1637 1678
1692 if ((op->glow_radius != 0) && map) 1733 if ((op->glow_radius != 0) && map)
1693 { 1734 {
1694#ifdef DEBUG_LIGHTS 1735#ifdef DEBUG_LIGHTS
1695 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1736 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1696#endif /* DEBUG_LIGHTS */ 1737#endif /* DEBUG_LIGHTS */
1697 if (MAP_DARKNESS (map)) 1738 if (map->darkness)
1698 update_all_los (map, x, y); 1739 update_all_los (map, x, y);
1699 } 1740 }
1700 1741
1701 /* Client has no idea of ordering so lets not bother ordering it here. 1742 /* Client has no idea of ordering so lets not bother ordering it here.
1702 * It sure simplifies this function... 1743 * It sure simplifies this function...
1707 { 1748 {
1708 op->below = inv; 1749 op->below = inv;
1709 op->below->above = op; 1750 op->below->above = op;
1710 inv = op; 1751 inv = op;
1711 } 1752 }
1753
1754 INVOKE_OBJECT (INSERT, this);
1712 1755
1713 return op; 1756 return op;
1714} 1757}
1715 1758
1716/* 1759/*
1731 * 1774 *
1732 * MSW 2001-07-08: Check all objects on space, not just those below 1775 * MSW 2001-07-08: Check all objects on space, not just those below
1733 * object being inserted. insert_ob_in_map may not put new objects 1776 * object being inserted. insert_ob_in_map may not put new objects
1734 * on top. 1777 * on top.
1735 */ 1778 */
1736
1737int 1779int
1738check_move_on (object *op, object *originator) 1780check_move_on (object *op, object *originator)
1739{ 1781{
1740 object *tmp; 1782 object *tmp;
1741 maptile *m = op->map; 1783 maptile *m = op->map;
1768 1810
1769 /* The objects have to be checked from top to bottom. 1811 /* The objects have to be checked from top to bottom.
1770 * Hence, we first go to the top: 1812 * Hence, we first go to the top:
1771 */ 1813 */
1772 1814
1773 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1815 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1774 { 1816 {
1775 /* Trim the search when we find the first other spell effect 1817 /* Trim the search when we find the first other spell effect
1776 * this helps performance so that if a space has 50 spell objects, 1818 * this helps performance so that if a space has 50 spell objects,
1777 * we don't need to check all of them. 1819 * we don't need to check all of them.
1778 */ 1820 */
1796 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1838 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1797 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1839 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1798 { 1840 {
1799 1841
1800 float 1842 float
1801 diff = tmp->move_slow_penalty * FABS (op->speed); 1843 diff = tmp->move_slow_penalty * fabs (op->speed);
1802 1844
1803 if (op->type == PLAYER) 1845 if (op->type == PLAYER)
1804 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1846 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1805 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1847 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1806 diff /= 4.0; 1848 diff /= 4.0;
1833/* 1875/*
1834 * present_arch(arch, map, x, y) searches for any objects with 1876 * present_arch(arch, map, x, y) searches for any objects with
1835 * a matching archetype at the given map and coordinates. 1877 * a matching archetype at the given map and coordinates.
1836 * The first matching object is returned, or NULL if none. 1878 * The first matching object is returned, or NULL if none.
1837 */ 1879 */
1838
1839object * 1880object *
1840present_arch (const archetype *at, maptile *m, int x, int y) 1881present_arch (const archetype *at, maptile *m, int x, int y)
1841{ 1882{
1842 object *
1843 tmp;
1844
1845 if (m == NULL || out_of_map (m, x, y)) 1883 if (!m || out_of_map (m, x, y))
1846 { 1884 {
1847 LOG (llevError, "Present_arch called outside map.\n"); 1885 LOG (llevError, "Present_arch called outside map.\n");
1848 return NULL; 1886 return NULL;
1849 } 1887 }
1850 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1888
1889 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1851 if (tmp->arch == at) 1890 if (tmp->arch == at)
1852 return tmp; 1891 return tmp;
1892
1853 return NULL; 1893 return NULL;
1854} 1894}
1855 1895
1856/* 1896/*
1857 * present(type, map, x, y) searches for any objects with 1897 * present(type, map, x, y) searches for any objects with
1858 * a matching type variable at the given map and coordinates. 1898 * a matching type variable at the given map and coordinates.
1859 * The first matching object is returned, or NULL if none. 1899 * The first matching object is returned, or NULL if none.
1860 */ 1900 */
1861
1862object * 1901object *
1863present (unsigned char type, maptile *m, int x, int y) 1902present (unsigned char type, maptile *m, int x, int y)
1864{ 1903{
1865 object *
1866 tmp;
1867
1868 if (out_of_map (m, x, y)) 1904 if (out_of_map (m, x, y))
1869 { 1905 {
1870 LOG (llevError, "Present called outside map.\n"); 1906 LOG (llevError, "Present called outside map.\n");
1871 return NULL; 1907 return NULL;
1872 } 1908 }
1873 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1909
1910 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1874 if (tmp->type == type) 1911 if (tmp->type == type)
1875 return tmp; 1912 return tmp;
1913
1876 return NULL; 1914 return NULL;
1877} 1915}
1878 1916
1879/* 1917/*
1880 * present_in_ob(type, object) searches for any objects with 1918 * present_in_ob(type, object) searches for any objects with
1881 * a matching type variable in the inventory of the given object. 1919 * a matching type variable in the inventory of the given object.
1882 * The first matching object is returned, or NULL if none. 1920 * The first matching object is returned, or NULL if none.
1883 */ 1921 */
1884
1885object * 1922object *
1886present_in_ob (unsigned char type, const object *op) 1923present_in_ob (unsigned char type, const object *op)
1887{ 1924{
1888 object *
1889 tmp;
1890
1891 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1925 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1892 if (tmp->type == type) 1926 if (tmp->type == type)
1893 return tmp; 1927 return tmp;
1928
1894 return NULL; 1929 return NULL;
1895} 1930}
1896 1931
1897/* 1932/*
1898 * present_in_ob (type, str, object) searches for any objects with 1933 * present_in_ob (type, str, object) searches for any objects with
1906 * str is the string to match against. Note that we match against 1941 * str is the string to match against. Note that we match against
1907 * the object name, not the archetype name. this is so that the 1942 * the object name, not the archetype name. this is so that the
1908 * spell code can use one object type (force), but change it's name 1943 * spell code can use one object type (force), but change it's name
1909 * to be unique. 1944 * to be unique.
1910 */ 1945 */
1911
1912object * 1946object *
1913present_in_ob_by_name (int type, const char *str, const object *op) 1947present_in_ob_by_name (int type, const char *str, const object *op)
1914{ 1948{
1915 object *
1916 tmp;
1917
1918 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1949 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1919 {
1920 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1950 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1921 return tmp; 1951 return tmp;
1922 } 1952
1923 return NULL; 1953 return 0;
1924} 1954}
1925 1955
1926/* 1956/*
1927 * present_arch_in_ob(archetype, object) searches for any objects with 1957 * present_arch_in_ob(archetype, object) searches for any objects with
1928 * a matching archetype in the inventory of the given object. 1958 * a matching archetype in the inventory of the given object.
1929 * The first matching object is returned, or NULL if none. 1959 * The first matching object is returned, or NULL if none.
1930 */ 1960 */
1931
1932object * 1961object *
1933present_arch_in_ob (const archetype *at, const object *op) 1962present_arch_in_ob (const archetype *at, const object *op)
1934{ 1963{
1935 object *
1936 tmp;
1937
1938 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1964 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1939 if (tmp->arch == at) 1965 if (tmp->arch == at)
1940 return tmp; 1966 return tmp;
1967
1941 return NULL; 1968 return NULL;
1942} 1969}
1943 1970
1944/* 1971/*
1945 * activate recursively a flag on an object inventory 1972 * activate recursively a flag on an object inventory
1946 */ 1973 */
1947void 1974void
1948flag_inv (object *op, int flag) 1975flag_inv (object *op, int flag)
1949{ 1976{
1950 object *
1951 tmp;
1952
1953 if (op->inv) 1977 if (op->inv)
1954 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1978 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1955 { 1979 {
1956 SET_FLAG (tmp, flag); 1980 SET_FLAG (tmp, flag);
1957 flag_inv (tmp, flag); 1981 flag_inv (tmp, flag);
1958 } 1982 }
1959} /* 1983}
1984
1985/*
1960 * desactivate recursively a flag on an object inventory 1986 * deactivate recursively a flag on an object inventory
1961 */ 1987 */
1962void 1988void
1963unflag_inv (object *op, int flag) 1989unflag_inv (object *op, int flag)
1964{ 1990{
1965 object *
1966 tmp;
1967
1968 if (op->inv) 1991 if (op->inv)
1969 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1992 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1970 { 1993 {
1971 CLEAR_FLAG (tmp, flag); 1994 CLEAR_FLAG (tmp, flag);
1972 unflag_inv (tmp, flag); 1995 unflag_inv (tmp, flag);
1973 } 1996 }
1974} 1997}
1977 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 2000 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1978 * all it's inventory (recursively). 2001 * all it's inventory (recursively).
1979 * If checksums are used, a player will get set_cheat called for 2002 * If checksums are used, a player will get set_cheat called for
1980 * him/her-self and all object carried by a call to this function. 2003 * him/her-self and all object carried by a call to this function.
1981 */ 2004 */
1982
1983void 2005void
1984set_cheat (object *op) 2006set_cheat (object *op)
1985{ 2007{
1986 SET_FLAG (op, FLAG_WAS_WIZ); 2008 SET_FLAG (op, FLAG_WAS_WIZ);
1987 flag_inv (op, FLAG_WAS_WIZ); 2009 flag_inv (op, FLAG_WAS_WIZ);
2006 * because arch_blocked (now ob_blocked) needs to know the movement type 2028 * because arch_blocked (now ob_blocked) needs to know the movement type
2007 * to know if the space in question will block the object. We can't use 2029 * to know if the space in question will block the object. We can't use
2008 * the archetype because that isn't correct if the monster has been 2030 * the archetype because that isn't correct if the monster has been
2009 * customized, changed states, etc. 2031 * customized, changed states, etc.
2010 */ 2032 */
2011
2012int 2033int
2013find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 2034find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2014{ 2035{
2015 int
2016 i,
2017 index = 0, flag; 2036 int index = 0, flag;
2018 static int
2019 altern[SIZEOFFREE]; 2037 int altern[SIZEOFFREE];
2020 2038
2021 for (i = start; i < stop; i++) 2039 for (int i = start; i < stop; i++)
2022 { 2040 {
2023 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2041 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2024 if (!flag) 2042 if (!flag)
2025 altern[index++] = i; 2043 altern [index++] = i;
2026 2044
2027 /* Basically, if we find a wall on a space, we cut down the search size. 2045 /* Basically, if we find a wall on a space, we cut down the search size.
2028 * In this way, we won't return spaces that are on another side of a wall. 2046 * In this way, we won't return spaces that are on another side of a wall.
2029 * This mostly work, but it cuts down the search size in all directions - 2047 * This mostly work, but it cuts down the search size in all directions -
2030 * if the space being examined only has a wall to the north and empty 2048 * if the space being examined only has a wall to the north and empty
2037 } 2055 }
2038 2056
2039 if (!index) 2057 if (!index)
2040 return -1; 2058 return -1;
2041 2059
2042 return altern[RANDOM () % index]; 2060 return altern [rndm (index)];
2043} 2061}
2044 2062
2045/* 2063/*
2046 * find_first_free_spot(archetype, maptile, x, y) works like 2064 * find_first_free_spot(archetype, maptile, x, y) works like
2047 * find_free_spot(), but it will search max number of squares. 2065 * find_free_spot(), but it will search max number of squares.
2048 * But it will return the first available spot, not a random choice. 2066 * But it will return the first available spot, not a random choice.
2049 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2067 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2050 */ 2068 */
2051
2052int 2069int
2053find_first_free_spot (const object *ob, maptile *m, int x, int y) 2070find_first_free_spot (const object *ob, maptile *m, int x, int y)
2054{ 2071{
2055 int
2056 i;
2057
2058 for (i = 0; i < SIZEOFFREE; i++) 2072 for (int i = 0; i < SIZEOFFREE; i++)
2059 {
2060 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2073 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2061 return i; 2074 return i;
2062 } 2075
2063 return -1; 2076 return -1;
2064} 2077}
2065 2078
2066/* 2079/*
2067 * The function permute(arr, begin, end) randomly reorders the array 2080 * The function permute(arr, begin, end) randomly reorders the array
2068 * arr[begin..end-1]. 2081 * arr[begin..end-1].
2082 * now uses a fisher-yates shuffle, old permute was broken
2069 */ 2083 */
2070static void 2084static void
2071permute (int *arr, int begin, int end) 2085permute (int *arr, int begin, int end)
2072{ 2086{
2073 int 2087 arr += begin;
2074 i,
2075 j,
2076 tmp,
2077 len;
2078
2079 len = end - begin; 2088 end -= begin;
2080 for (i = begin; i < end; i++)
2081 {
2082 j = begin + RANDOM () % len;
2083 2089
2084 tmp = arr[i]; 2090 while (--end)
2085 arr[i] = arr[j]; 2091 swap (arr [end], arr [rndm (end + 1)]);
2086 arr[j] = tmp;
2087 }
2088} 2092}
2089 2093
2090/* new function to make monster searching more efficient, and effective! 2094/* new function to make monster searching more efficient, and effective!
2091 * This basically returns a randomized array (in the passed pointer) of 2095 * This basically returns a randomized array (in the passed pointer) of
2092 * the spaces to find monsters. In this way, it won't always look for 2096 * the spaces to find monsters. In this way, it won't always look for
2095 * the 3x3 area will be searched, just not in a predictable order. 2099 * the 3x3 area will be searched, just not in a predictable order.
2096 */ 2100 */
2097void 2101void
2098get_search_arr (int *search_arr) 2102get_search_arr (int *search_arr)
2099{ 2103{
2100 int 2104 int i;
2101 i;
2102 2105
2103 for (i = 0; i < SIZEOFFREE; i++) 2106 for (i = 0; i < SIZEOFFREE; i++)
2104 {
2105 search_arr[i] = i; 2107 search_arr[i] = i;
2106 }
2107 2108
2108 permute (search_arr, 1, SIZEOFFREE1 + 1); 2109 permute (search_arr, 1, SIZEOFFREE1 + 1);
2109 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2110 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2110 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2111 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2111} 2112}
2120 * Perhaps incorrectly, but I'm making the assumption that exclude 2121 * Perhaps incorrectly, but I'm making the assumption that exclude
2121 * is actually want is going to try and move there. We need this info 2122 * is actually want is going to try and move there. We need this info
2122 * because we have to know what movement the thing looking to move 2123 * because we have to know what movement the thing looking to move
2123 * there is capable of. 2124 * there is capable of.
2124 */ 2125 */
2125
2126int 2126int
2127find_dir (maptile *m, int x, int y, object *exclude) 2127find_dir (maptile *m, int x, int y, object *exclude)
2128{ 2128{
2129 int
2130 i,
2131 max = SIZEOFFREE, mflags; 2129 int i, max = SIZEOFFREE, mflags;
2132 2130
2133 sint16 nx, ny; 2131 sint16 nx, ny;
2134 object * 2132 object *tmp;
2135 tmp;
2136 maptile * 2133 maptile *mp;
2137 mp;
2138 2134
2139 MoveType blocked, move_type; 2135 MoveType blocked, move_type;
2140 2136
2141 if (exclude && exclude->head) 2137 if (exclude && exclude->head)
2142 { 2138 {
2159 2155
2160 if (mflags & P_OUT_OF_MAP) 2156 if (mflags & P_OUT_OF_MAP)
2161 max = maxfree[i]; 2157 max = maxfree[i];
2162 else 2158 else
2163 { 2159 {
2164 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2160 mapspace &ms = mp->at (nx, ny);
2161
2162 blocked = ms.move_block;
2165 2163
2166 if ((move_type & blocked) == move_type) 2164 if ((move_type & blocked) == move_type)
2167 max = maxfree[i]; 2165 max = maxfree[i];
2168 else if (mflags & P_IS_ALIVE) 2166 else if (mflags & P_IS_ALIVE)
2169 { 2167 {
2170 for (tmp = GET_MAP_OB (mp, nx, ny); tmp; tmp = tmp->above) 2168 for (tmp = ms.bot; tmp; tmp = tmp->above)
2171 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2169 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2170 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2172 break; 2171 break;
2173 2172
2174 if (tmp) 2173 if (tmp)
2175 return freedir[i]; 2174 return freedir[i];
2176 } 2175 }
2182 2181
2183/* 2182/*
2184 * distance(object 1, object 2) will return the square of the 2183 * distance(object 1, object 2) will return the square of the
2185 * distance between the two given objects. 2184 * distance between the two given objects.
2186 */ 2185 */
2187
2188int 2186int
2189distance (const object *ob1, const object *ob2) 2187distance (const object *ob1, const object *ob2)
2190{ 2188{
2191 int i;
2192
2193 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2189 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2194 return i;
2195} 2190}
2196 2191
2197/* 2192/*
2198 * find_dir_2(delta-x,delta-y) will return a direction in which 2193 * find_dir_2(delta-x,delta-y) will return a direction in which
2199 * an object which has subtracted the x and y coordinates of another 2194 * an object which has subtracted the x and y coordinates of another
2200 * object, needs to travel toward it. 2195 * object, needs to travel toward it.
2201 */ 2196 */
2202
2203int 2197int
2204find_dir_2 (int x, int y) 2198find_dir_2 (int x, int y)
2205{ 2199{
2206 int q; 2200 int q;
2207 2201
2236 2230
2237 return 3; 2231 return 3;
2238} 2232}
2239 2233
2240/* 2234/*
2241 * absdir(int): Returns a number between 1 and 8, which represent
2242 * the "absolute" direction of a number (it actually takes care of
2243 * "overflow" in previous calculations of a direction).
2244 */
2245
2246int
2247absdir (int d)
2248{
2249 while (d < 1)
2250 d += 8;
2251 while (d > 8)
2252 d -= 8;
2253 return d;
2254}
2255
2256/*
2257 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2235 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2258 * between two directions (which are expected to be absolute (see absdir()) 2236 * between two directions (which are expected to be absolute (see absdir())
2259 */ 2237 */
2260
2261int 2238int
2262dirdiff (int dir1, int dir2) 2239dirdiff (int dir1, int dir2)
2263{ 2240{
2264 int 2241 int d;
2265 d;
2266 2242
2267 d = abs (dir1 - dir2); 2243 d = abs (dir1 - dir2);
2268 if (d > 4) 2244 if (d > 4)
2269 d = 8 - d; 2245 d = 8 - d;
2246
2270 return d; 2247 return d;
2271} 2248}
2272 2249
2273/* peterm: 2250/* peterm:
2274 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2251 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2277 * This basically means that if direction is 15, then it could either go 2254 * This basically means that if direction is 15, then it could either go
2278 * direction 4, 14, or 16 to get back to where we are. 2255 * direction 4, 14, or 16 to get back to where we are.
2279 * Moved from spell_util.c to object.c with the other related direction 2256 * Moved from spell_util.c to object.c with the other related direction
2280 * functions. 2257 * functions.
2281 */ 2258 */
2282
2283int
2284 reduction_dir[SIZEOFFREE][3] = { 2259int reduction_dir[SIZEOFFREE][3] = {
2285 {0, 0, 0}, /* 0 */ 2260 {0, 0, 0}, /* 0 */
2286 {0, 0, 0}, /* 1 */ 2261 {0, 0, 0}, /* 1 */
2287 {0, 0, 0}, /* 2 */ 2262 {0, 0, 0}, /* 2 */
2288 {0, 0, 0}, /* 3 */ 2263 {0, 0, 0}, /* 3 */
2289 {0, 0, 0}, /* 4 */ 2264 {0, 0, 0}, /* 4 */
2433 insert_ob_in_ob (object_create_clone (item), dst); 2408 insert_ob_in_ob (object_create_clone (item), dst);
2434 2409
2435 return dst; 2410 return dst;
2436} 2411}
2437 2412
2438/* GROS - Creates an object using a string representing its content. */
2439/* Basically, we save the content of the string to a temp file, then call */
2440/* load_object on it. I admit it is a highly inefficient way to make things, */
2441/* but it was simple to make and allows reusing the load_object function. */
2442/* Remember not to use load_object_str in a time-critical situation. */
2443/* Also remember that multiparts objects are not supported for now. */
2444
2445object *
2446load_object_str (const char *obstr)
2447{
2448 object *op;
2449 char filename[MAX_BUF];
2450
2451 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2452
2453 FILE *tempfile = fopen (filename, "w");
2454
2455 if (tempfile == NULL)
2456 {
2457 LOG (llevError, "Error - Unable to access load object temp file\n");
2458 return NULL;
2459 }
2460
2461 fprintf (tempfile, obstr);
2462 fclose (tempfile);
2463
2464 op = object::create ();
2465
2466 object_thawer thawer (filename);
2467
2468 if (thawer)
2469 load_object (thawer, op, 0);
2470
2471 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2472 CLEAR_FLAG (op, FLAG_REMOVED);
2473
2474 return op;
2475}
2476
2477/* This returns the first object in who's inventory that 2413/* This returns the first object in who's inventory that
2478 * has the same type and subtype match. 2414 * has the same type and subtype match.
2479 * returns NULL if no match. 2415 * returns NULL if no match.
2480 */ 2416 */
2481object * 2417object *
2482find_obj_by_type_subtype (const object *who, int type, int subtype) 2418find_obj_by_type_subtype (const object *who, int type, int subtype)
2483{ 2419{
2484 object *tmp;
2485
2486 for (tmp = who->inv; tmp; tmp = tmp->below) 2420 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2487 if (tmp->type == type && tmp->subtype == subtype) 2421 if (tmp->type == type && tmp->subtype == subtype)
2488 return tmp; 2422 return tmp;
2489 2423
2490 return NULL; 2424 return 0;
2491} 2425}
2492 2426
2493/* If ob has a field named key, return the link from the list, 2427/* If ob has a field named key, return the link from the list,
2494 * otherwise return NULL. 2428 * otherwise return NULL.
2495 * 2429 *
2497 * do the desired thing. 2431 * do the desired thing.
2498 */ 2432 */
2499key_value * 2433key_value *
2500get_ob_key_link (const object *ob, const char *key) 2434get_ob_key_link (const object *ob, const char *key)
2501{ 2435{
2502 key_value *link;
2503
2504 for (link = ob->key_values; link != NULL; link = link->next) 2436 for (key_value *link = ob->key_values; link; link = link->next)
2505 if (link->key == key) 2437 if (link->key == key)
2506 return link; 2438 return link;
2507 2439
2508 return NULL; 2440 return 0;
2509} 2441}
2510 2442
2511/* 2443/*
2512 * Returns the value of op has an extra_field for key, or NULL. 2444 * Returns the value of op has an extra_field for key, or NULL.
2513 * 2445 *
2538 if (link->key == canonical_key) 2470 if (link->key == canonical_key)
2539 return link->value; 2471 return link->value;
2540 2472
2541 return 0; 2473 return 0;
2542} 2474}
2543
2544 2475
2545/* 2476/*
2546 * Updates the canonical_key in op to value. 2477 * Updates the canonical_key in op to value.
2547 * 2478 *
2548 * canonical_key is a shared string (value doesn't have to be). 2479 * canonical_key is a shared string (value doesn't have to be).
2553 * Returns TRUE on success. 2484 * Returns TRUE on success.
2554 */ 2485 */
2555int 2486int
2556set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) 2487set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2557{ 2488{
2558 key_value *
2559 field = NULL, *last = NULL; 2489 key_value *field = NULL, *last = NULL;
2560 2490
2561 for (field = op->key_values; field != NULL; field = field->next) 2491 for (field = op->key_values; field != NULL; field = field->next)
2562 { 2492 {
2563 if (field->key != canonical_key) 2493 if (field->key != canonical_key)
2564 { 2494 {
2592 /* IF we get here, key doesn't exist */ 2522 /* IF we get here, key doesn't exist */
2593 2523
2594 /* No field, we'll have to add it. */ 2524 /* No field, we'll have to add it. */
2595 2525
2596 if (!add_key) 2526 if (!add_key)
2597 {
2598 return FALSE; 2527 return FALSE;
2599 } 2528
2600 /* There isn't any good reason to store a null 2529 /* There isn't any good reason to store a null
2601 * value in the key/value list. If the archetype has 2530 * value in the key/value list. If the archetype has
2602 * this key, then we should also have it, so shouldn't 2531 * this key, then we should also have it, so shouldn't
2603 * be here. If user wants to store empty strings, 2532 * be here. If user wants to store empty strings,
2604 * should pass in "" 2533 * should pass in ""
2653 } 2582 }
2654 else 2583 else
2655 item = item->env; 2584 item = item->env;
2656} 2585}
2657 2586
2587
2588const char *
2589object::flag_desc (char *desc, int len) const
2590{
2591 char *p = desc;
2592 bool first = true;
2593
2594 *p = 0;
2595
2596 for (int i = 0; i < NUM_FLAGS; i++)
2597 {
2598 if (len <= 10) // magic constant!
2599 {
2600 snprintf (p, len, ",...");
2601 break;
2602 }
2603
2604 if (flag [i])
2605 {
2606 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2607 len -= cnt;
2608 p += cnt;
2609 first = false;
2610 }
2611 }
2612
2613 return desc;
2614}
2615
2658// return a suitable string describing an objetc in enough detail to find it 2616// return a suitable string describing an object in enough detail to find it
2659const char * 2617const char *
2660object::debug_desc (char *info) const 2618object::debug_desc (char *info) const
2661{ 2619{
2620 char flagdesc[512];
2662 char info2[256 * 3]; 2621 char info2[256 * 4];
2663 char *p = info; 2622 char *p = info;
2664 2623
2665 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2624 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2666 count, 2625 count, uuid.seq,
2667 &name, 2626 &name,
2668 title ? " " : "", 2627 title ? "\",title:\"" : "",
2669 title ? (const char *)title : ""); 2628 title ? (const char *)title : "",
2629 flag_desc (flagdesc, 512), type);
2670 2630
2671 if (env) 2631 if (env)
2672 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2632 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2673 2633
2674 if (map) 2634 if (map)
2675 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2635 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2676 2636
2677 return info; 2637 return info;
2678} 2638}
2679 2639
2680const char * 2640const char *
2681object::debug_desc () const 2641object::debug_desc () const
2682{ 2642{
2683 static char info[256 * 3]; 2643 static char info[3][256 * 4];
2644 static int info_idx;
2645
2684 return debug_desc (info); 2646 return debug_desc (info [++info_idx % 3]);
2685} 2647}
2686 2648
2649struct region *
2650object::region () const
2651{
2652 return map ? map->region (x, y)
2653 : region::default_region ();
2654}
2655
2656const materialtype_t *
2657object::dominant_material () const
2658{
2659 if (materialtype_t *mat = name_to_material (materialname))
2660 return mat;
2661
2662 // omfg this is slow, this has to be temporary :)
2663 shstr unknown ("unknown");
2664
2665 return name_to_material (unknown);
2666}
2667
2668void
2669object::open_container (object *new_container)
2670{
2671 if (container == new_container)
2672 return;
2673
2674 if (object *old_container = container)
2675 {
2676 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2677 return;
2678
2679#if 0
2680 // remove the "Close old_container" object.
2681 if (object *closer = old_container->inv)
2682 if (closer->type == CLOSE_CON)
2683 closer->destroy ();
2684#endif
2685
2686 old_container->flag [FLAG_APPLIED] = 0;
2687 container = 0;
2688
2689 esrv_update_item (UPD_FLAGS, this, old_container);
2690 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2691 }
2692
2693 if (new_container)
2694 {
2695 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2696 return;
2697
2698 // TODO: this does not seem to serve any purpose anymore?
2699#if 0
2700 // insert the "Close Container" object.
2701 if (archetype *closer = new_container->other_arch)
2702 {
2703 object *closer = arch_to_object (new_container->other_arch);
2704 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2705 new_container->insert (closer);
2706 }
2707#endif
2708
2709 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2710
2711 new_container->flag [FLAG_APPLIED] = 1;
2712 container = new_container;
2713
2714 esrv_update_item (UPD_FLAGS, this, new_container);
2715 esrv_send_inventory (this, new_container);
2716 }
2717}
2718
2719

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