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Comparing deliantra/server/common/object.C (file contents):
Revision 1.76 by root, Thu Dec 21 01:33:49 2006 UTC vs.
Revision 1.133 by root, Fri Feb 16 19:43:40 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game for X-windows
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:
356/* 357/*
357 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 358 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
358 * Some error messages. 359 * Some error messages.
359 * The result of the dump is stored in the static global errmsg array. 360 * The result of the dump is stored in the static global errmsg array.
360 */ 361 */
361
362char * 362char *
363dump_object (object *op) 363dump_object (object *op)
364{ 364{
365 if (!op) 365 if (!op)
366 return strdup ("[NULLOBJ]"); 366 return strdup ("[NULLOBJ]");
367 367
368 object_freezer freezer; 368 object_freezer freezer;
369 save_object (freezer, op, 3); 369 op->write (freezer);
370 return freezer.as_string (); 370 return freezer.as_string ();
371} 371}
372 372
373/* 373/*
374 * get_nearest_part(multi-object, object 2) returns the part of the 374 * get_nearest_part(multi-object, object 2) returns the part of the
391} 391}
392 392
393/* 393/*
394 * Returns the object which has the count-variable equal to the argument. 394 * Returns the object which has the count-variable equal to the argument.
395 */ 395 */
396
397object * 396object *
398find_object (tag_t i) 397find_object (tag_t i)
399{ 398{
400 for (object *op = object::first; op; op = op->next) 399 for_all_objects (op)
401 if (op->count == i) 400 if (op->count == i)
402 return op; 401 return op;
403 402
404 return 0; 403 return 0;
405} 404}
406 405
407/* 406/*
408 * Returns the first object which has a name equal to the argument. 407 * Returns the first object which has a name equal to the argument.
409 * Used only by the patch command, but not all that useful. 408 * Used only by the patch command, but not all that useful.
410 * Enables features like "patch <name-of-other-player> food 999" 409 * Enables features like "patch <name-of-other-player> food 999"
411 */ 410 */
412
413object * 411object *
414find_object_name (const char *str) 412find_object_name (const char *str)
415{ 413{
416 shstr_cmp str_ (str); 414 shstr_cmp str_ (str);
417 object *op; 415 object *op;
418 416
419 for (op = object::first; op != NULL; op = op->next) 417 for_all_objects (op)
420 if (op->name == str_) 418 if (op->name == str_)
421 break; 419 break;
422 420
423 return op; 421 return op;
424} 422}
467 } 465 }
468 466
469 op->key_values = 0; 467 op->key_values = 0;
470} 468}
471 469
472void object::clear ()
473{
474 attachable_base::clear ();
475
476 free_key_values (this);
477
478 owner = 0;
479 name = 0;
480 name_pl = 0;
481 title = 0;
482 race = 0;
483 slaying = 0;
484 skill = 0;
485 msg = 0;
486 lore = 0;
487 custom_name = 0;
488 materialname = 0;
489 contr = 0;
490 below = 0;
491 above = 0;
492 inv = 0;
493 container = 0;
494 env = 0;
495 more = 0;
496 head = 0;
497 map = 0;
498 active_next = 0;
499 active_prev = 0;
500
501 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
502
503 SET_FLAG (this, FLAG_REMOVED);
504
505 /* What is not cleared is next, prev, and count */
506
507 expmul = 1.0;
508 face = blank_face;
509
510 if (settings.casting_time)
511 casting_time = -1;
512}
513
514/* 470/*
515 * copy_to first frees everything allocated by the dst object, 471 * copy_to first frees everything allocated by the dst object,
516 * and then copies the contents of itself into the second 472 * and then copies the contents of itself into the second
517 * object, allocating what needs to be allocated. Basically, any 473 * object, allocating what needs to be allocated. Basically, any
518 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 474 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
524{ 480{
525 bool is_freed = QUERY_FLAG (dst, FLAG_FREED); 481 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
526 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED); 482 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
527 483
528 *(object_copy *)dst = *this; 484 *(object_copy *)dst = *this;
529 *(object_pod *)dst = *this;
530
531 if (self || cb)
532 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (dst));
533 485
534 if (is_freed) 486 if (is_freed)
535 SET_FLAG (dst, FLAG_FREED); 487 SET_FLAG (dst, FLAG_FREED);
536 488
537 if (is_removed) 489 if (is_removed)
538 SET_FLAG (dst, FLAG_REMOVED); 490 SET_FLAG (dst, FLAG_REMOVED);
539 491
540 if (speed < 0) 492 if (speed < 0)
541 dst->speed_left = speed_left - RANDOM () % 200 / 100.0; 493 dst->speed_left = speed_left - rndm ();
542 494
543 /* Copy over key_values, if any. */ 495 /* Copy over key_values, if any. */
544 if (key_values) 496 if (key_values)
545 { 497 {
546 key_value *tail = 0; 498 key_value *tail = 0;
568 tail = new_link; 520 tail = new_link;
569 } 521 }
570 } 522 }
571 } 523 }
572 524
573 update_ob_speed (dst); 525 dst->set_speed (dst->speed);
526}
527
528void
529object::instantiate ()
530{
531 if (!uuid.seq) // HACK
532 uuid = gen_uuid ();
533
534 speed_left = -0.1f;
535 /* copy the body_info to the body_used - this is only really
536 * need for monsters, but doesn't hurt to do it for everything.
537 * by doing so, when a monster is created, it has good starting
538 * values for the body_used info, so when items are created
539 * for it, they can be properly equipped.
540 */
541 memcpy (body_used, body_info, sizeof (body_used));
542
543 attachable::instantiate ();
574} 544}
575 545
576object * 546object *
577object::clone () 547object::clone ()
578{ 548{
584/* 554/*
585 * If an object with the IS_TURNABLE() flag needs to be turned due 555 * If an object with the IS_TURNABLE() flag needs to be turned due
586 * to the closest player being on the other side, this function can 556 * to the closest player being on the other side, this function can
587 * be called to update the face variable, _and_ how it looks on the map. 557 * be called to update the face variable, _and_ how it looks on the map.
588 */ 558 */
589
590void 559void
591update_turn_face (object *op) 560update_turn_face (object *op)
592{ 561{
593 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 562 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
594 return; 563 return;
564
595 SET_ANIMATION (op, op->direction); 565 SET_ANIMATION (op, op->direction);
596 update_object (op, UP_OBJ_FACE); 566 update_object (op, UP_OBJ_FACE);
597} 567}
598 568
599/* 569/*
600 * Updates the speed of an object. If the speed changes from 0 to another 570 * Updates the speed of an object. If the speed changes from 0 to another
601 * value, or vice versa, then add/remove the object from the active list. 571 * value, or vice versa, then add/remove the object from the active list.
602 * This function needs to be called whenever the speed of an object changes. 572 * This function needs to be called whenever the speed of an object changes.
603 */ 573 */
604void 574void
605update_ob_speed (object *op) 575object::set_speed (float speed)
606{ 576{
607 extern int arch_init; 577 if (flag [FLAG_FREED] && speed)
608
609 /* No reason putting the archetypes objects on the speed list,
610 * since they never really need to be updated.
611 */
612
613 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
614 { 578 {
615 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 579 LOG (llevError, "Object %s is freed but has speed.\n", &name);
616#ifdef MANY_CORES
617 abort ();
618#else
619 op->speed = 0; 580 speed = 0;
620#endif
621 }
622
623 if (arch_init)
624 return;
625
626 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
627 { 581 }
628 /* If already on active list, don't do anything */
629 if (op->active_next || op->active_prev || op == active_objects)
630 return;
631 582
632 /* process_events() expects us to insert the object at the beginning 583 this->speed = speed;
633 * of the list. */
634 op->active_next = active_objects;
635 584
636 if (op->active_next != NULL) 585 if (has_active_speed ())
637 op->active_next->active_prev = op; 586 activate ();
638
639 active_objects = op;
640 }
641 else 587 else
642 { 588 deactivate ();
643 /* If not on the active list, nothing needs to be done */
644 if (!op->active_next && !op->active_prev && op != active_objects)
645 return;
646
647 if (op->active_prev == NULL)
648 {
649 active_objects = op->active_next;
650
651 if (op->active_next != NULL)
652 op->active_next->active_prev = NULL;
653 }
654 else
655 {
656 op->active_prev->active_next = op->active_next;
657
658 if (op->active_next)
659 op->active_next->active_prev = op->active_prev;
660 }
661
662 op->active_next = NULL;
663 op->active_prev = NULL;
664 }
665}
666
667/* This function removes object 'op' from the list of active
668 * objects.
669 * This should only be used for style maps or other such
670 * reference maps where you don't want an object that isn't
671 * in play chewing up cpu time getting processed.
672 * The reverse of this is to call update_ob_speed, which
673 * will do the right thing based on the speed of the object.
674 */
675void
676remove_from_active_list (object *op)
677{
678 /* If not on the active list, nothing needs to be done */
679 if (!op->active_next && !op->active_prev && op != active_objects)
680 return;
681
682 if (op->active_prev == NULL)
683 {
684 active_objects = op->active_next;
685 if (op->active_next != NULL)
686 op->active_next->active_prev = NULL;
687 }
688 else
689 {
690 op->active_prev->active_next = op->active_next;
691 if (op->active_next)
692 op->active_next->active_prev = op->active_prev;
693 }
694 op->active_next = NULL;
695 op->active_prev = NULL;
696} 589}
697 590
698/* 591/*
699 * update_object() updates the the map. 592 * update_object() updates the the map.
700 * It takes into account invisible objects (and represent squares covered 593 * It takes into account invisible objects (and represent squares covered
737 */ 630 */
738 if (!op->map || op->map->in_memory == MAP_SAVING) 631 if (!op->map || op->map->in_memory == MAP_SAVING)
739 return; 632 return;
740 633
741 /* make sure the object is within map boundaries */ 634 /* make sure the object is within map boundaries */
742 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map)) 635 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
743 { 636 {
744 LOG (llevError, "update_object() called for object out of map!\n"); 637 LOG (llevError, "update_object() called for object out of map!\n");
745#ifdef MANY_CORES 638#ifdef MANY_CORES
746 abort (); 639 abort ();
747#endif 640#endif
748 return; 641 return;
749 } 642 }
750 643
751 mapspace &m = op->ms (); 644 mapspace &m = op->ms ();
752 645
753 if (m.flags_ & P_NEED_UPDATE) 646 if (!(m.flags_ & P_UPTODATE))
754 /* nop */; 647 /* nop */;
755 else if (action == UP_OBJ_INSERT) 648 else if (action == UP_OBJ_INSERT)
756 { 649 {
757 // this is likely overkill, TODO: revisit (schmorp) 650 // this is likely overkill, TODO: revisit (schmorp)
758 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 651 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
767 /* This isn't perfect, but I don't expect a lot of objects to 660 /* This isn't perfect, but I don't expect a lot of objects to
768 * to have move_allow right now. 661 * to have move_allow right now.
769 */ 662 */
770 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 663 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
771 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 664 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
772 m.flags_ = P_NEED_UPDATE; 665 m.flags_ = 0;
773 } 666 }
774 /* if the object is being removed, we can't make intelligent 667 /* if the object is being removed, we can't make intelligent
775 * decisions, because remove_ob can't really pass the object 668 * decisions, because remove_ob can't really pass the object
776 * that is being removed. 669 * that is being removed.
777 */ 670 */
778 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 671 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
779 m.flags_ = P_NEED_UPDATE; 672 m.flags_ = 0;
780 else if (action == UP_OBJ_FACE) 673 else if (action == UP_OBJ_FACE)
781 /* Nothing to do for that case */ ; 674 /* Nothing to do for that case */ ;
782 else 675 else
783 LOG (llevError, "update_object called with invalid action: %d\n", action); 676 LOG (llevError, "update_object called with invalid action: %d\n", action);
784 677
785 if (op->more) 678 if (op->more)
786 update_object (op->more, action); 679 update_object (op->more, action);
787} 680}
788 681
789object::vector object::mortals;
790object::vector object::objects; // not yet used
791object *object::first;
792
793void object::free_mortals ()
794{
795 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
796 if ((*i)->refcnt)
797 ++i; // further delay freeing
798 else
799 {
800 delete *i;
801 mortals.erase (i);
802 }
803}
804
805object::object () 682object::object ()
806{ 683{
807 SET_FLAG (this, FLAG_REMOVED); 684 SET_FLAG (this, FLAG_REMOVED);
808 685
809 expmul = 1.0; 686 expmul = 1.0;
810 face = blank_face; 687 face = blank_face;
811} 688}
812 689
813object::~object () 690object::~object ()
814{ 691{
692 unlink ();
693
815 free_key_values (this); 694 free_key_values (this);
816} 695}
817 696
697static int object_count;
698
818void object::link () 699void object::link ()
819{ 700{
820 count = ++ob_count; 701 assert (!index);//D
821 uuid = gen_uuid (); 702 uuid = gen_uuid ();
703 count = ++object_count;
822 704
823 prev = 0; 705 refcnt_inc ();
824 next = object::first; 706 objects.insert (this);
825
826 if (object::first)
827 object::first->prev = this;
828
829 object::first = this;
830} 707}
831 708
832void object::unlink () 709void object::unlink ()
833{ 710{
834 if (this == object::first) 711 if (!index)
835 object::first = next; 712 return;
836 713
837 /* Remove this object from the list of used objects */ 714 objects.erase (this);
838 if (prev) prev->next = next; 715 refcnt_dec ();
839 if (next) next->prev = prev; 716}
840 717
841 prev = 0; 718void
842 next = 0; 719object::activate ()
720{
721 /* If already on active list, don't do anything */
722 if (active)
723 return;
724
725 if (has_active_speed ())
726 actives.insert (this);
727}
728
729void
730object::activate_recursive ()
731{
732 activate ();
733
734 for (object *op = inv; op; op = op->below)
735 op->activate_recursive ();
736}
737
738/* This function removes object 'op' from the list of active
739 * objects.
740 * This should only be used for style maps or other such
741 * reference maps where you don't want an object that isn't
742 * in play chewing up cpu time getting processed.
743 * The reverse of this is to call update_ob_speed, which
744 * will do the right thing based on the speed of the object.
745 */
746void
747object::deactivate ()
748{
749 /* If not on the active list, nothing needs to be done */
750 if (!active)
751 return;
752
753 actives.erase (this);
754}
755
756void
757object::deactivate_recursive ()
758{
759 for (object *op = inv; op; op = op->below)
760 op->deactivate_recursive ();
761
762 deactivate ();
763}
764
765void
766object::set_flag_inv (int flag, int value)
767{
768 for (object *op = inv; op; op = op->below)
769 {
770 op->flag [flag] = value;
771 op->set_flag_inv (flag, value);
772 }
773}
774
775/*
776 * Remove and free all objects in the inventory of the given object.
777 * object.c ?
778 */
779void
780object::destroy_inv (bool drop_to_ground)
781{
782 // need to check first, because the checks below might segfault
783 // as we might be on an invalid mapspace and crossfire code
784 // is too buggy to ensure that the inventory is empty.
785 // corollary: if you create arrows etc. with stuff in tis inventory,
786 // cf will crash below with off-map x and y
787 if (!inv)
788 return;
789
790 /* Only if the space blocks everything do we not process -
791 * if some form of movement is allowed, let objects
792 * drop on that space.
793 */
794 if (!drop_to_ground
795 || !map
796 || map->in_memory != MAP_IN_MEMORY
797 || map->nodrop
798 || ms ().move_block == MOVE_ALL)
799 {
800 while (inv)
801 {
802 inv->destroy_inv (drop_to_ground);
803 inv->destroy ();
804 }
805 }
806 else
807 { /* Put objects in inventory onto this space */
808 while (inv)
809 {
810 object *op = inv;
811
812 if (op->flag [FLAG_STARTEQUIP]
813 || op->flag [FLAG_NO_DROP]
814 || op->type == RUNE
815 || op->type == TRAP
816 || op->flag [FLAG_IS_A_TEMPLATE]
817 || op->flag [FLAG_DESTROY_ON_DEATH])
818 op->destroy ();
819 else
820 map->insert (op, x, y);
821 }
822 }
843} 823}
844 824
845object *object::create () 825object *object::create ()
846{ 826{
847 object *op = new object; 827 object *op = new object;
848 op->link (); 828 op->link ();
849 return op; 829 return op;
850} 830}
851 831
852/* 832void
853 * free_object() frees everything allocated by an object, removes 833object::do_destroy ()
854 * it from the list of used objects, and puts it on the list of
855 * free objects. The IS_FREED() flag is set in the object.
856 * The object must have been removed by remove_ob() first for
857 * this function to succeed.
858 *
859 * If destroy_inventory is set, free inventory as well. Else drop items in
860 * inventory to the ground.
861 */
862void object::destroy (bool destroy_inventory)
863{ 834{
864 if (QUERY_FLAG (this, FLAG_FREED)) 835 attachable::do_destroy ();
865 return;
866 836
867 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 837 if (flag [FLAG_IS_LINKED])
838 remove_button_link (this);
839
840 if (flag [FLAG_FRIENDLY])
841 {
868 remove_friendly_object (this); 842 remove_friendly_object (this);
869 843
870 if (!QUERY_FLAG (this, FLAG_REMOVED)) 844 if (type == GOLEM
845 && owner
846 && owner->type == PLAYER
847 && owner->contr->ranges[range_golem] == this)
848 owner->contr->ranges[range_golem] = 0;
849 }
850
851 if (!flag [FLAG_REMOVED])
871 remove (); 852 remove ();
872 853
873 SET_FLAG (this, FLAG_FREED); 854 destroy_inv (true);
874 855
875 if (more) 856 deactivate ();
876 { 857 unlink ();
877 more->destroy (destroy_inventory);
878 more = 0;
879 }
880 858
881 if (inv) 859 flag [FLAG_FREED] = 1;
882 {
883 /* Only if the space blocks everything do we not process -
884 * if some form of movement is allowed, let objects
885 * drop on that space.
886 */
887 if (destroy_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
888 {
889 object *op = inv;
890
891 while (op)
892 {
893 object *tmp = op->below;
894 op->destroy (destroy_inventory);
895 op = tmp;
896 }
897 }
898 else
899 { /* Put objects in inventory onto this space */
900 object *op = inv;
901
902 while (op)
903 {
904 object *tmp = op->below;
905
906 op->remove ();
907
908 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
909 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
910 op->destroy ();
911 else
912 {
913 op->x = x;
914 op->y = y;
915 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
916 }
917
918 op = tmp;
919 }
920 }
921 }
922 860
923 // hack to ensure that freed objects still have a valid map 861 // hack to ensure that freed objects still have a valid map
924 { 862 {
925 static maptile *freed_map; // freed objects are moved here to avoid crashes 863 static maptile *freed_map; // freed objects are moved here to avoid crashes
926 864
930 868
931 freed_map->name = "/internal/freed_objects_map"; 869 freed_map->name = "/internal/freed_objects_map";
932 freed_map->width = 3; 870 freed_map->width = 3;
933 freed_map->height = 3; 871 freed_map->height = 3;
934 872
935 freed_map->allocate (); 873 freed_map->alloc ();
874 freed_map->in_memory = MAP_IN_MEMORY;
936 } 875 }
937 876
938 map = freed_map; 877 map = freed_map;
939 x = 1; 878 x = 1;
940 y = 1; 879 y = 1;
941 } 880 }
942 881
882 head = 0;
883
884 if (more)
885 {
886 more->destroy ();
887 more = 0;
888 }
889
943 // clear those pointers that likely might have circular references to us 890 // clear those pointers that likely might have circular references to us
944 owner = 0; 891 owner = 0;
945 enemy = 0; 892 enemy = 0;
946 attacked_by = 0; 893 attacked_by = 0;
894}
947 895
948 // only relevant for players(?), but make sure of it anyways 896void
949 contr = 0; 897object::destroy (bool destroy_inventory)
898{
899 if (destroyed ())
900 return;
950 901
951 /* Remove object from the active list */ 902 if (destroy_inventory)
952 speed = 0; 903 destroy_inv (false);
953 update_ob_speed (this);
954 904
955 unlink (); 905 attachable::destroy ();
956
957 mortals.push_back (this);
958} 906}
959 907
960/* 908/*
961 * sub_weight() recursively (outwards) subtracts a number from the 909 * sub_weight() recursively (outwards) subtracts a number from the
962 * weight of an object (and what is carried by it's environment(s)). 910 * weight of an object (and what is carried by it's environment(s)).
978 * This function removes the object op from the linked list of objects 926 * This function removes the object op from the linked list of objects
979 * which it is currently tied to. When this function is done, the 927 * which it is currently tied to. When this function is done, the
980 * object will have no environment. If the object previously had an 928 * object will have no environment. If the object previously had an
981 * environment, the x and y coordinates will be updated to 929 * environment, the x and y coordinates will be updated to
982 * the previous environment. 930 * the previous environment.
983 * Beware: This function is called from the editor as well!
984 */ 931 */
985void 932void
986object::remove () 933object::do_remove ()
987{ 934{
988 object *tmp, *last = 0; 935 object *tmp, *last = 0;
989 object *otmp; 936 object *otmp;
990 937
991 int check_walk_off;
992
993 if (QUERY_FLAG (this, FLAG_REMOVED)) 938 if (QUERY_FLAG (this, FLAG_REMOVED))
994 return; 939 return;
995 940
996 SET_FLAG (this, FLAG_REMOVED); 941 SET_FLAG (this, FLAG_REMOVED);
942 INVOKE_OBJECT (REMOVE, this);
997 943
998 if (more) 944 if (more)
999 more->remove (); 945 more->remove ();
1000 946
1001 /* 947 /*
1012 /* NO_FIX_PLAYER is set when a great many changes are being 958 /* NO_FIX_PLAYER is set when a great many changes are being
1013 * made to players inventory. If set, avoiding the call 959 * made to players inventory. If set, avoiding the call
1014 * to save cpu time. 960 * to save cpu time.
1015 */ 961 */
1016 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 962 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1017 fix_player (otmp); 963 otmp->update_stats ();
1018 964
1019 if (above != NULL) 965 if (above)
1020 above->below = below; 966 above->below = below;
1021 else 967 else
1022 env->inv = below; 968 env->inv = below;
1023 969
1024 if (below != NULL) 970 if (below)
1025 below->above = above; 971 below->above = above;
1026 972
1027 /* we set up values so that it could be inserted into 973 /* we set up values so that it could be inserted into
1028 * the map, but we don't actually do that - it is up 974 * the map, but we don't actually do that - it is up
1029 * to the caller to decide what we want to do. 975 * to the caller to decide what we want to do.
1033 above = 0, below = 0; 979 above = 0, below = 0;
1034 env = 0; 980 env = 0;
1035 } 981 }
1036 else if (map) 982 else if (map)
1037 { 983 {
1038 /* Re did the following section of code - it looks like it had 984 if (type == PLAYER)
1039 * lots of logic for things we no longer care about
1040 */ 985 {
986 // leaving a spot always closes any open container on the ground
987 if (container && !container->env)
988 // this causes spurious floorbox updates, but it ensures
989 // that the CLOSE event is being sent.
990 close_container ();
991
992 --map->players;
993 map->touch ();
994 }
995
996 map->dirty = true;
997 mapspace &ms = this->ms ();
1041 998
1042 /* link the object above us */ 999 /* link the object above us */
1043 if (above) 1000 if (above)
1044 above->below = below; 1001 above->below = below;
1045 else 1002 else
1046 map->at (x, y).top = below; /* we were top, set new top */ 1003 ms.top = below; /* we were top, set new top */
1047 1004
1048 /* Relink the object below us, if there is one */ 1005 /* Relink the object below us, if there is one */
1049 if (below) 1006 if (below)
1050 below->above = above; 1007 below->above = above;
1051 else 1008 else
1053 /* Nothing below, which means we need to relink map object for this space 1010 /* Nothing below, which means we need to relink map object for this space
1054 * use translated coordinates in case some oddness with map tiling is 1011 * use translated coordinates in case some oddness with map tiling is
1055 * evident 1012 * evident
1056 */ 1013 */
1057 if (GET_MAP_OB (map, x, y) != this) 1014 if (GET_MAP_OB (map, x, y) != this)
1058 {
1059 char *dump = dump_object (this);
1060 LOG (llevError,
1061 "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); 1015 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 ());
1062 free (dump);
1063 dump = dump_object (GET_MAP_OB (map, x, y));
1064 LOG (llevError, "%s\n", dump);
1065 free (dump);
1066 }
1067 1016
1068 map->at (x, y).bottom = above; /* goes on above it. */ 1017 ms.bot = above; /* goes on above it. */
1069 } 1018 }
1070 1019
1071 above = 0; 1020 above = 0;
1072 below = 0; 1021 below = 0;
1073 1022
1074 if (map->in_memory == MAP_SAVING) 1023 if (map->in_memory == MAP_SAVING)
1075 return; 1024 return;
1076 1025
1077 check_walk_off = !QUERY_FLAG (this, FLAG_NO_APPLY); 1026 int check_walk_off = !flag [FLAG_NO_APPLY];
1078 1027
1079 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) 1028 for (tmp = ms.bot; tmp; tmp = tmp->above)
1080 { 1029 {
1081 /* No point updating the players look faces if he is the object 1030 /* No point updating the players look faces if he is the object
1082 * being removed. 1031 * being removed.
1083 */ 1032 */
1084 1033
1088 * removed (most likely destroyed), update the player view 1037 * removed (most likely destroyed), update the player view
1089 * appropriately. 1038 * appropriately.
1090 */ 1039 */
1091 if (tmp->container == this) 1040 if (tmp->container == this)
1092 { 1041 {
1093 CLEAR_FLAG (this, FLAG_APPLIED); 1042 flag [FLAG_APPLIED] = 0;
1094 tmp->container = 0; 1043 tmp->container = 0;
1095 } 1044 }
1096 1045
1046 if (tmp->contr->ns)
1097 tmp->contr->socket->floorbox_update (); 1047 tmp->contr->ns->floorbox_update ();
1098 } 1048 }
1099 1049
1100 /* See if player moving off should effect something */ 1050 /* See if object moving off should effect something */
1101 if (check_walk_off 1051 if (check_walk_off
1102 && ((move_type & tmp->move_off) 1052 && ((move_type & tmp->move_off)
1103 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1053 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1104 { 1054 {
1105 move_apply (tmp, this, 0); 1055 move_apply (tmp, this, 0);
1107 if (destroyed ()) 1057 if (destroyed ())
1108 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1058 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1109 } 1059 }
1110 1060
1111 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1061 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1112 1062 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1113 if (tmp->above == tmp) 1063 if (tmp->above == tmp)
1114 tmp->above = 0; 1064 tmp->above = 0;
1115 1065
1116 last = tmp; 1066 last = tmp;
1117 } 1067 }
1118 1068
1119 /* last == NULL of there are no objects on this space */ 1069 /* last == NULL if there are no objects on this space */
1070 //TODO: this makes little sense, why only update the topmost object?
1120 if (!last) 1071 if (!last)
1121 map->at (x, y).flags_ = P_NEED_UPDATE; 1072 map->at (x, y).flags_ = 0;
1122 else 1073 else
1123 update_object (last, UP_OBJ_REMOVE); 1074 update_object (last, UP_OBJ_REMOVE);
1124 1075
1125 if (QUERY_FLAG (this, FLAG_BLOCKSVIEW) || glow_radius) 1076 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1126 update_all_los (map, x, y); 1077 update_all_los (map, x, y);
1127 } 1078 }
1128} 1079}
1129 1080
1130/* 1081/*
1139merge_ob (object *op, object *top) 1090merge_ob (object *op, object *top)
1140{ 1091{
1141 if (!op->nrof) 1092 if (!op->nrof)
1142 return 0; 1093 return 0;
1143 1094
1144 if (top == NULL) 1095 if (top)
1145 for (top = op; top != NULL && top->above != NULL; top = top->above); 1096 for (top = op; top && top->above; top = top->above)
1097 ;
1146 1098
1147 for (; top != NULL; top = top->below) 1099 for (; top; top = top->below)
1148 { 1100 {
1149 if (top == op) 1101 if (top == op)
1150 continue; 1102 continue;
1151 1103
1152 if (object::can_merge (op, top)) 1104 if (object::can_merge (op, top))
1162 1114
1163 return 0; 1115 return 0;
1164} 1116}
1165 1117
1166/* 1118/*
1167 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1119 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1168 * job preparing multi-part monsters 1120 * job preparing multi-part monsters.
1169 */ 1121 */
1170object * 1122object *
1171insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1123insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1172{ 1124{
1173 object *tmp;
1174
1175 if (op->head)
1176 op = op->head;
1177
1178 for (tmp = op; tmp; tmp = tmp->more) 1125 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1179 { 1126 {
1180 tmp->x = x + tmp->arch->clone.x; 1127 tmp->x = x + tmp->arch->clone.x;
1181 tmp->y = y + tmp->arch->clone.y; 1128 tmp->y = y + tmp->arch->clone.y;
1182 } 1129 }
1183 1130
1202 * Return value: 1149 * Return value:
1203 * new object if 'op' was merged with other object 1150 * new object if 'op' was merged with other object
1204 * NULL if 'op' was destroyed 1151 * NULL if 'op' was destroyed
1205 * just 'op' otherwise 1152 * just 'op' otherwise
1206 */ 1153 */
1207
1208object * 1154object *
1209insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1155insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1210{ 1156{
1211 object *tmp, *top, *floor = NULL; 1157 object *tmp, *top, *floor = NULL;
1212 sint16 x, y;
1213 1158
1214 if (QUERY_FLAG (op, FLAG_FREED)) 1159 if (QUERY_FLAG (op, FLAG_FREED))
1215 { 1160 {
1216 LOG (llevError, "Trying to insert freed object!\n"); 1161 LOG (llevError, "Trying to insert freed object!\n");
1217 return NULL; 1162 return NULL;
1218 } 1163 }
1219 1164
1220 if (m == NULL) 1165 if (!QUERY_FLAG (op, FLAG_REMOVED))
1166 LOG (llevError, "Trying to insert already inserted object %s\n", op->debug_desc ());
1167
1168 op->remove ();
1169
1170 if (!m)
1221 { 1171 {
1222 char *dump = dump_object (op); 1172 char *dump = dump_object (op);
1223 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump); 1173 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1224 free (dump); 1174 free (dump);
1225 return op; 1175 return op;
1238#endif 1188#endif
1239 free (dump); 1189 free (dump);
1240 return op; 1190 return op;
1241 } 1191 }
1242 1192
1243 if (!QUERY_FLAG (op, FLAG_REMOVED))
1244 {
1245 char *dump = dump_object (op);
1246 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1247 free (dump);
1248 return op;
1249 }
1250
1251 if (op->more != NULL)
1252 {
1253 /* The part may be on a different map. */
1254
1255 object *more = op->more; 1193 if (object *more = op->more)
1256 1194 {
1257 /* We really need the caller to normalize coordinates - if
1258 * we set the map, that doesn't work if the location is within
1259 * a map and this is straddling an edge. So only if coordinate
1260 * is clear wrong do we normalize it.
1261 */
1262 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1263 more->map = get_map_from_coord (m, &more->x, &more->y);
1264 else if (!more->map)
1265 {
1266 /* For backwards compatibility - when not dealing with tiled maps,
1267 * more->map should always point to the parent.
1268 */
1269 more->map = m;
1270 }
1271
1272 if (insert_ob_in_map (more, more->map, originator, flag) == NULL) 1195 if (!insert_ob_in_map (more, m, originator, flag))
1273 { 1196 {
1274 if (!op->head) 1197 if (!op->head)
1275 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1198 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1276 1199
1277 return NULL; 1200 return 0;
1278 } 1201 }
1279 } 1202 }
1280 1203
1281 CLEAR_FLAG (op, FLAG_REMOVED); 1204 CLEAR_FLAG (op, FLAG_REMOVED);
1282 1205
1283 /* Ideally, the caller figures this out. However, it complicates a lot 1206 /* Ideally, the caller figures this out. However, it complicates a lot
1284 * of areas of callers (eg, anything that uses find_free_spot would now 1207 * of areas of callers (eg, anything that uses find_free_spot would now
1285 * need extra work 1208 * need extra work
1286 */ 1209 */
1287 op->map = get_map_from_coord (m, &op->x, &op->y); 1210 if (!xy_normalise (m, op->x, op->y))
1288 x = op->x; 1211 return 0;
1289 y = op->y; 1212
1213 op->map = m;
1214 mapspace &ms = op->ms ();
1290 1215
1291 /* this has to be done after we translate the coordinates. 1216 /* this has to be done after we translate the coordinates.
1292 */ 1217 */
1293 if (op->nrof && !(flag & INS_NO_MERGE)) 1218 if (op->nrof && !(flag & INS_NO_MERGE))
1294 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1219 for (tmp = ms.bot; tmp; tmp = tmp->above)
1295 if (object::can_merge (op, tmp)) 1220 if (object::can_merge (op, tmp))
1296 { 1221 {
1297 op->nrof += tmp->nrof; 1222 op->nrof += tmp->nrof;
1298 tmp->destroy (); 1223 tmp->destroy ();
1299 } 1224 }
1316 op->below = originator->below; 1241 op->below = originator->below;
1317 1242
1318 if (op->below) 1243 if (op->below)
1319 op->below->above = op; 1244 op->below->above = op;
1320 else 1245 else
1321 op->ms ().bottom = op; 1246 ms.bot = op;
1322 1247
1323 /* since *below* originator, no need to update top */ 1248 /* since *below* originator, no need to update top */
1324 originator->below = op; 1249 originator->below = op;
1325 } 1250 }
1326 else 1251 else
1327 { 1252 {
1253 top = ms.bot;
1254
1328 /* If there are other objects, then */ 1255 /* If there are other objects, then */
1329 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1256 if ((!(flag & INS_MAP_LOAD)) && top)
1330 { 1257 {
1331 object *last = NULL; 1258 object *last = 0;
1332 1259
1333 /* 1260 /*
1334 * If there are multiple objects on this space, we do some trickier handling. 1261 * If there are multiple objects on this space, we do some trickier handling.
1335 * We've already dealt with merging if appropriate. 1262 * We've already dealt with merging if appropriate.
1336 * Generally, we want to put the new object on top. But if 1263 * Generally, we want to put the new object on top. But if
1340 * once we get to them. This reduces the need to traverse over all of 1267 * once we get to them. This reduces the need to traverse over all of
1341 * them when adding another one - this saves quite a bit of cpu time 1268 * them when adding another one - this saves quite a bit of cpu time
1342 * when lots of spells are cast in one area. Currently, it is presumed 1269 * when lots of spells are cast in one area. Currently, it is presumed
1343 * that flying non pickable objects are spell objects. 1270 * that flying non pickable objects are spell objects.
1344 */ 1271 */
1345 1272 for (top = ms.bot; top; top = top->above)
1346 while (top != NULL)
1347 { 1273 {
1348 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1274 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1349 floor = top; 1275 floor = top;
1350 1276
1351 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1277 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1354 top = top->below; 1280 top = top->below;
1355 break; 1281 break;
1356 } 1282 }
1357 1283
1358 last = top; 1284 last = top;
1359 top = top->above;
1360 } 1285 }
1361 1286
1362 /* Don't want top to be NULL, so set it to the last valid object */ 1287 /* Don't want top to be NULL, so set it to the last valid object */
1363 top = last; 1288 top = last;
1364 1289
1371 * Unless those objects are exits, type 66 1296 * Unless those objects are exits, type 66
1372 * If INS_ON_TOP is used, don't do this processing 1297 * If INS_ON_TOP is used, don't do this processing
1373 * Need to find the object that in fact blocks view, otherwise 1298 * Need to find the object that in fact blocks view, otherwise
1374 * stacking is a bit odd. 1299 * stacking is a bit odd.
1375 */ 1300 */
1376 if (!(flag & INS_ON_TOP) && 1301 if (!(flag & INS_ON_TOP)
1377 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1302 && ms.flags () & P_BLOCKSVIEW
1303 && (op->face && !op->face->visibility))
1378 { 1304 {
1379 for (last = top; last != floor; last = last->below) 1305 for (last = top; last != floor; last = last->below)
1380 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1306 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1381 break; 1307 break;
1308
1382 /* Check to see if we found the object that blocks view, 1309 /* Check to see if we found the object that blocks view,
1383 * and make sure we have a below pointer for it so that 1310 * and make sure we have a below pointer for it so that
1384 * we can get inserted below this one, which requires we 1311 * we can get inserted below this one, which requires we
1385 * set top to the object below us. 1312 * set top to the object below us.
1386 */ 1313 */
1388 top = last->below; 1315 top = last->below;
1389 } 1316 }
1390 } /* If objects on this space */ 1317 } /* If objects on this space */
1391 1318
1392 if (flag & INS_MAP_LOAD) 1319 if (flag & INS_MAP_LOAD)
1393 top = GET_MAP_TOP (op->map, op->x, op->y); 1320 top = ms.top;
1394 1321
1395 if (flag & INS_ABOVE_FLOOR_ONLY) 1322 if (flag & INS_ABOVE_FLOOR_ONLY)
1396 top = floor; 1323 top = floor;
1397 1324
1398 /* Top is the object that our object (op) is going to get inserted above. 1325 /* Top is the object that our object (op) is going to get inserted above.
1399 */ 1326 */
1400 1327
1401 /* First object on this space */ 1328 /* First object on this space */
1402 if (!top) 1329 if (!top)
1403 { 1330 {
1404 op->above = GET_MAP_OB (op->map, op->x, op->y); 1331 op->above = ms.bot;
1405 1332
1406 if (op->above) 1333 if (op->above)
1407 op->above->below = op; 1334 op->above->below = op;
1408 1335
1409 op->below = NULL; 1336 op->below = 0;
1410 op->ms ().bottom = op; 1337 ms.bot = op;
1411 } 1338 }
1412 else 1339 else
1413 { /* get inserted into the stack above top */ 1340 { /* get inserted into the stack above top */
1414 op->above = top->above; 1341 op->above = top->above;
1415 1342
1418 1345
1419 op->below = top; 1346 op->below = top;
1420 top->above = op; 1347 top->above = op;
1421 } 1348 }
1422 1349
1423 if (op->above == NULL) 1350 if (!op->above)
1424 op->ms ().top = op; 1351 ms.top = op;
1425 } /* else not INS_BELOW_ORIGINATOR */ 1352 } /* else not INS_BELOW_ORIGINATOR */
1426 1353
1427 if (op->type == PLAYER) 1354 if (op->type == PLAYER)
1355 {
1428 op->contr->do_los = 1; 1356 op->contr->do_los = 1;
1357 ++op->map->players;
1358 op->map->touch ();
1359 }
1360
1361 op->map->dirty = true;
1429 1362
1430 /* If we have a floor, we know the player, if any, will be above 1363 /* If we have a floor, we know the player, if any, will be above
1431 * it, so save a few ticks and start from there. 1364 * it, so save a few ticks and start from there.
1432 */ 1365 */
1433 if (!(flag & INS_MAP_LOAD)) 1366 if (!(flag & INS_MAP_LOAD))
1434 if (object *pl = op->ms ().player ()) 1367 if (object *pl = ms.player ())
1368 if (pl->contr->ns)
1435 pl->contr->socket->floorbox_update (); 1369 pl->contr->ns->floorbox_update ();
1436 1370
1437 /* If this object glows, it may affect lighting conditions that are 1371 /* If this object glows, it may affect lighting conditions that are
1438 * visible to others on this map. But update_all_los is really 1372 * visible to others on this map. But update_all_los is really
1439 * an inefficient way to do this, as it means los for all players 1373 * an inefficient way to do this, as it means los for all players
1440 * on the map will get recalculated. The players could very well 1374 * on the map will get recalculated. The players could very well
1441 * be far away from this change and not affected in any way - 1375 * be far away from this change and not affected in any way -
1442 * this should get redone to only look for players within range, 1376 * this should get redone to only look for players within range,
1443 * or just updating the P_NEED_UPDATE for spaces within this area 1377 * or just updating the P_UPTODATE for spaces within this area
1444 * of effect may be sufficient. 1378 * of effect may be sufficient.
1445 */ 1379 */
1446 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1380 if (op->map->darkness && (op->glow_radius != 0))
1447 update_all_los (op->map, op->x, op->y); 1381 update_all_los (op->map, op->x, op->y);
1448 1382
1449 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1383 /* updates flags (blocked, alive, no magic, etc) for this map space */
1450 update_object (op, UP_OBJ_INSERT); 1384 update_object (op, UP_OBJ_INSERT);
1385
1386 INVOKE_OBJECT (INSERT, op);
1451 1387
1452 /* Don't know if moving this to the end will break anything. However, 1388 /* Don't know if moving this to the end will break anything. However,
1453 * we want to have floorbox_update called before calling this. 1389 * we want to have floorbox_update called before calling this.
1454 * 1390 *
1455 * check_move_on() must be after this because code called from 1391 * check_move_on() must be after this because code called from
1460 1396
1461 /* if this is not the head or flag has been passed, don't check walk on status */ 1397 /* if this is not the head or flag has been passed, don't check walk on status */
1462 if (!(flag & INS_NO_WALK_ON) && !op->head) 1398 if (!(flag & INS_NO_WALK_ON) && !op->head)
1463 { 1399 {
1464 if (check_move_on (op, originator)) 1400 if (check_move_on (op, originator))
1465 return NULL; 1401 return 0;
1466 1402
1467 /* If we are a multi part object, lets work our way through the check 1403 /* If we are a multi part object, lets work our way through the check
1468 * walk on's. 1404 * walk on's.
1469 */ 1405 */
1470 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1406 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1471 if (check_move_on (tmp, originator)) 1407 if (check_move_on (tmp, originator))
1472 return NULL; 1408 return 0;
1473 } 1409 }
1474 1410
1475 return op; 1411 return op;
1476} 1412}
1477 1413
1484{ 1420{
1485 object *tmp, *tmp1; 1421 object *tmp, *tmp1;
1486 1422
1487 /* first search for itself and remove any old instances */ 1423 /* first search for itself and remove any old instances */
1488 1424
1489 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1425 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1490 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1426 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1491 tmp->destroy (); 1427 tmp->destroy ();
1492 1428
1493 tmp1 = arch_to_object (archetype::find (arch_string)); 1429 tmp1 = arch_to_object (archetype::find (arch_string));
1494 1430
1495 tmp1->x = op->x; 1431 tmp1->x = op->x;
1496 tmp1->y = op->y; 1432 tmp1->y = op->y;
1497 insert_ob_in_map (tmp1, op->map, op, 0); 1433 insert_ob_in_map (tmp1, op->map, op, 0);
1434}
1435
1436object *
1437object::insert_at (object *where, object *originator, int flags)
1438{
1439 where->map->insert (this, where->x, where->y, originator, flags);
1498} 1440}
1499 1441
1500/* 1442/*
1501 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1443 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1502 * is returned contains nr objects, and the remaining parts contains 1444 * is returned contains nr objects, and the remaining parts contains
1503 * the rest (or is removed and freed if that number is 0). 1445 * the rest (or is removed and freed if that number is 0).
1504 * On failure, NULL is returned, and the reason put into the 1446 * On failure, NULL is returned, and the reason put into the
1505 * global static errmsg array. 1447 * global static errmsg array.
1506 */ 1448 */
1507
1508object * 1449object *
1509get_split_ob (object *orig_ob, uint32 nr) 1450get_split_ob (object *orig_ob, uint32 nr)
1510{ 1451{
1511 object *newob; 1452 object *newob;
1512 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1453 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1548 1489
1549object * 1490object *
1550decrease_ob_nr (object *op, uint32 i) 1491decrease_ob_nr (object *op, uint32 i)
1551{ 1492{
1552 object *tmp; 1493 object *tmp;
1553 player *pl;
1554 1494
1555 if (i == 0) /* objects with op->nrof require this check */ 1495 if (i == 0) /* objects with op->nrof require this check */
1556 return op; 1496 return op;
1557 1497
1558 if (i > op->nrof) 1498 if (i > op->nrof)
1571 * IMO, searching through all the players will mostly 1511 * IMO, searching through all the players will mostly
1572 * likely be quicker than following op->env to the map, 1512 * likely be quicker than following op->env to the map,
1573 * and then searching the map for a player. 1513 * and then searching the map for a player.
1574 */ 1514 */
1575 if (!tmp) 1515 if (!tmp)
1576 { 1516 for_all_players (pl)
1577 for (pl = first_player; pl; pl = pl->next)
1578 if (pl->ob->container == op->env) 1517 if (pl->ob->container == op->env)
1579 { 1518 {
1580 tmp = pl->ob; 1519 tmp = pl->ob;
1581 break; 1520 break;
1582 } 1521 }
1583 }
1584 1522
1585 if (i < op->nrof) 1523 if (i < op->nrof)
1586 { 1524 {
1587 sub_weight (op->env, op->weight * i); 1525 sub_weight (op->env, op->weight * i);
1588 op->nrof -= i; 1526 op->nrof -= i;
1724 add_weight (this, (op->weight + op->carrying)); 1662 add_weight (this, (op->weight + op->carrying));
1725 1663
1726 otmp = this->in_player (); 1664 otmp = this->in_player ();
1727 if (otmp && otmp->contr) 1665 if (otmp && otmp->contr)
1728 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1666 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1729 fix_player (otmp); 1667 otmp->update_stats ();
1730 1668
1731 op->map = 0; 1669 op->map = 0;
1732 op->env = this; 1670 op->env = this;
1733 op->above = 0; 1671 op->above = 0;
1734 op->below = 0; 1672 op->below = 0;
1738 if ((op->glow_radius != 0) && map) 1676 if ((op->glow_radius != 0) && map)
1739 { 1677 {
1740#ifdef DEBUG_LIGHTS 1678#ifdef DEBUG_LIGHTS
1741 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1679 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1742#endif /* DEBUG_LIGHTS */ 1680#endif /* DEBUG_LIGHTS */
1743 if (MAP_DARKNESS (map)) 1681 if (map->darkness)
1744 update_all_los (map, x, y); 1682 update_all_los (map, x, y);
1745 } 1683 }
1746 1684
1747 /* Client has no idea of ordering so lets not bother ordering it here. 1685 /* Client has no idea of ordering so lets not bother ordering it here.
1748 * It sure simplifies this function... 1686 * It sure simplifies this function...
1753 { 1691 {
1754 op->below = inv; 1692 op->below = inv;
1755 op->below->above = op; 1693 op->below->above = op;
1756 inv = op; 1694 inv = op;
1757 } 1695 }
1696
1697 INVOKE_OBJECT (INSERT, this);
1758 1698
1759 return op; 1699 return op;
1760} 1700}
1761 1701
1762/* 1702/*
1777 * 1717 *
1778 * MSW 2001-07-08: Check all objects on space, not just those below 1718 * MSW 2001-07-08: Check all objects on space, not just those below
1779 * object being inserted. insert_ob_in_map may not put new objects 1719 * object being inserted. insert_ob_in_map may not put new objects
1780 * on top. 1720 * on top.
1781 */ 1721 */
1782
1783int 1722int
1784check_move_on (object *op, object *originator) 1723check_move_on (object *op, object *originator)
1785{ 1724{
1786 object *tmp; 1725 object *tmp;
1787 maptile *m = op->map; 1726 maptile *m = op->map;
1814 1753
1815 /* The objects have to be checked from top to bottom. 1754 /* The objects have to be checked from top to bottom.
1816 * Hence, we first go to the top: 1755 * Hence, we first go to the top:
1817 */ 1756 */
1818 1757
1819 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1758 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1820 { 1759 {
1821 /* Trim the search when we find the first other spell effect 1760 /* Trim the search when we find the first other spell effect
1822 * this helps performance so that if a space has 50 spell objects, 1761 * this helps performance so that if a space has 50 spell objects,
1823 * we don't need to check all of them. 1762 * we don't need to check all of them.
1824 */ 1763 */
1842 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1781 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1843 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1782 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1844 { 1783 {
1845 1784
1846 float 1785 float
1847 diff = tmp->move_slow_penalty * FABS (op->speed); 1786 diff = tmp->move_slow_penalty * fabs (op->speed);
1848 1787
1849 if (op->type == PLAYER) 1788 if (op->type == PLAYER)
1850 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1789 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1851 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1790 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1852 diff /= 4.0; 1791 diff /= 4.0;
1879/* 1818/*
1880 * present_arch(arch, map, x, y) searches for any objects with 1819 * present_arch(arch, map, x, y) searches for any objects with
1881 * a matching archetype at the given map and coordinates. 1820 * a matching archetype at the given map and coordinates.
1882 * The first matching object is returned, or NULL if none. 1821 * The first matching object is returned, or NULL if none.
1883 */ 1822 */
1884
1885object * 1823object *
1886present_arch (const archetype *at, maptile *m, int x, int y) 1824present_arch (const archetype *at, maptile *m, int x, int y)
1887{ 1825{
1888 object *
1889 tmp;
1890
1891 if (m == NULL || out_of_map (m, x, y)) 1826 if (!m || out_of_map (m, x, y))
1892 { 1827 {
1893 LOG (llevError, "Present_arch called outside map.\n"); 1828 LOG (llevError, "Present_arch called outside map.\n");
1894 return NULL; 1829 return NULL;
1895 } 1830 }
1896 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1831
1832 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1897 if (tmp->arch == at) 1833 if (tmp->arch == at)
1898 return tmp; 1834 return tmp;
1835
1899 return NULL; 1836 return NULL;
1900} 1837}
1901 1838
1902/* 1839/*
1903 * present(type, map, x, y) searches for any objects with 1840 * present(type, map, x, y) searches for any objects with
1904 * a matching type variable at the given map and coordinates. 1841 * a matching type variable at the given map and coordinates.
1905 * The first matching object is returned, or NULL if none. 1842 * The first matching object is returned, or NULL if none.
1906 */ 1843 */
1907
1908object * 1844object *
1909present (unsigned char type, maptile *m, int x, int y) 1845present (unsigned char type, maptile *m, int x, int y)
1910{ 1846{
1911 object *
1912 tmp;
1913
1914 if (out_of_map (m, x, y)) 1847 if (out_of_map (m, x, y))
1915 { 1848 {
1916 LOG (llevError, "Present called outside map.\n"); 1849 LOG (llevError, "Present called outside map.\n");
1917 return NULL; 1850 return NULL;
1918 } 1851 }
1919 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1852
1853 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1920 if (tmp->type == type) 1854 if (tmp->type == type)
1921 return tmp; 1855 return tmp;
1856
1922 return NULL; 1857 return NULL;
1923} 1858}
1924 1859
1925/* 1860/*
1926 * present_in_ob(type, object) searches for any objects with 1861 * present_in_ob(type, object) searches for any objects with
1927 * a matching type variable in the inventory of the given object. 1862 * a matching type variable in the inventory of the given object.
1928 * The first matching object is returned, or NULL if none. 1863 * The first matching object is returned, or NULL if none.
1929 */ 1864 */
1930
1931object * 1865object *
1932present_in_ob (unsigned char type, const object *op) 1866present_in_ob (unsigned char type, const object *op)
1933{ 1867{
1934 object *
1935 tmp;
1936
1937 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1868 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1938 if (tmp->type == type) 1869 if (tmp->type == type)
1939 return tmp; 1870 return tmp;
1871
1940 return NULL; 1872 return NULL;
1941} 1873}
1942 1874
1943/* 1875/*
1944 * present_in_ob (type, str, object) searches for any objects with 1876 * present_in_ob (type, str, object) searches for any objects with
1952 * str is the string to match against. Note that we match against 1884 * str is the string to match against. Note that we match against
1953 * the object name, not the archetype name. this is so that the 1885 * the object name, not the archetype name. this is so that the
1954 * spell code can use one object type (force), but change it's name 1886 * spell code can use one object type (force), but change it's name
1955 * to be unique. 1887 * to be unique.
1956 */ 1888 */
1957
1958object * 1889object *
1959present_in_ob_by_name (int type, const char *str, const object *op) 1890present_in_ob_by_name (int type, const char *str, const object *op)
1960{ 1891{
1961 object *
1962 tmp;
1963
1964 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1892 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1965 {
1966 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1893 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1967 return tmp; 1894 return tmp;
1968 } 1895
1969 return NULL; 1896 return 0;
1970} 1897}
1971 1898
1972/* 1899/*
1973 * present_arch_in_ob(archetype, object) searches for any objects with 1900 * present_arch_in_ob(archetype, object) searches for any objects with
1974 * a matching archetype in the inventory of the given object. 1901 * a matching archetype in the inventory of the given object.
1975 * The first matching object is returned, or NULL if none. 1902 * The first matching object is returned, or NULL if none.
1976 */ 1903 */
1977
1978object * 1904object *
1979present_arch_in_ob (const archetype *at, const object *op) 1905present_arch_in_ob (const archetype *at, const object *op)
1980{ 1906{
1981 object *
1982 tmp;
1983
1984 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1907 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1985 if (tmp->arch == at) 1908 if (tmp->arch == at)
1986 return tmp; 1909 return tmp;
1910
1987 return NULL; 1911 return NULL;
1988} 1912}
1989 1913
1990/* 1914/*
1991 * activate recursively a flag on an object inventory 1915 * activate recursively a flag on an object inventory
1992 */ 1916 */
1993void 1917void
1994flag_inv (object *op, int flag) 1918flag_inv (object *op, int flag)
1995{ 1919{
1996 object *
1997 tmp;
1998
1999 if (op->inv) 1920 if (op->inv)
2000 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1921 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2001 { 1922 {
2002 SET_FLAG (tmp, flag); 1923 SET_FLAG (tmp, flag);
2003 flag_inv (tmp, flag); 1924 flag_inv (tmp, flag);
2004 } 1925 }
2005} /* 1926}
1927
1928/*
2006 * desactivate recursively a flag on an object inventory 1929 * deactivate recursively a flag on an object inventory
2007 */ 1930 */
2008void 1931void
2009unflag_inv (object *op, int flag) 1932unflag_inv (object *op, int flag)
2010{ 1933{
2011 object *
2012 tmp;
2013
2014 if (op->inv) 1934 if (op->inv)
2015 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1935 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2016 { 1936 {
2017 CLEAR_FLAG (tmp, flag); 1937 CLEAR_FLAG (tmp, flag);
2018 unflag_inv (tmp, flag); 1938 unflag_inv (tmp, flag);
2019 } 1939 }
2020} 1940}
2023 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 1943 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2024 * all it's inventory (recursively). 1944 * all it's inventory (recursively).
2025 * If checksums are used, a player will get set_cheat called for 1945 * If checksums are used, a player will get set_cheat called for
2026 * him/her-self and all object carried by a call to this function. 1946 * him/her-self and all object carried by a call to this function.
2027 */ 1947 */
2028
2029void 1948void
2030set_cheat (object *op) 1949set_cheat (object *op)
2031{ 1950{
2032 SET_FLAG (op, FLAG_WAS_WIZ); 1951 SET_FLAG (op, FLAG_WAS_WIZ);
2033 flag_inv (op, FLAG_WAS_WIZ); 1952 flag_inv (op, FLAG_WAS_WIZ);
2052 * because arch_blocked (now ob_blocked) needs to know the movement type 1971 * because arch_blocked (now ob_blocked) needs to know the movement type
2053 * to know if the space in question will block the object. We can't use 1972 * to know if the space in question will block the object. We can't use
2054 * the archetype because that isn't correct if the monster has been 1973 * the archetype because that isn't correct if the monster has been
2055 * customized, changed states, etc. 1974 * customized, changed states, etc.
2056 */ 1975 */
2057
2058int 1976int
2059find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 1977find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2060{ 1978{
2061 int
2062 i,
2063 index = 0, flag; 1979 int index = 0, flag;
2064 static int
2065 altern[SIZEOFFREE]; 1980 int altern[SIZEOFFREE];
2066 1981
2067 for (i = start; i < stop; i++) 1982 for (int i = start; i < stop; i++)
2068 { 1983 {
2069 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 1984 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2070 if (!flag) 1985 if (!flag)
2071 altern[index++] = i; 1986 altern [index++] = i;
2072 1987
2073 /* Basically, if we find a wall on a space, we cut down the search size. 1988 /* Basically, if we find a wall on a space, we cut down the search size.
2074 * In this way, we won't return spaces that are on another side of a wall. 1989 * In this way, we won't return spaces that are on another side of a wall.
2075 * This mostly work, but it cuts down the search size in all directions - 1990 * This mostly work, but it cuts down the search size in all directions -
2076 * if the space being examined only has a wall to the north and empty 1991 * if the space being examined only has a wall to the north and empty
2083 } 1998 }
2084 1999
2085 if (!index) 2000 if (!index)
2086 return -1; 2001 return -1;
2087 2002
2088 return altern[RANDOM () % index]; 2003 return altern [rndm (index)];
2089} 2004}
2090 2005
2091/* 2006/*
2092 * find_first_free_spot(archetype, maptile, x, y) works like 2007 * find_first_free_spot(archetype, maptile, x, y) works like
2093 * find_free_spot(), but it will search max number of squares. 2008 * find_free_spot(), but it will search max number of squares.
2094 * But it will return the first available spot, not a random choice. 2009 * But it will return the first available spot, not a random choice.
2095 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2010 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2096 */ 2011 */
2097
2098int 2012int
2099find_first_free_spot (const object *ob, maptile *m, int x, int y) 2013find_first_free_spot (const object *ob, maptile *m, int x, int y)
2100{ 2014{
2101 int
2102 i;
2103
2104 for (i = 0; i < SIZEOFFREE; i++) 2015 for (int i = 0; i < SIZEOFFREE; i++)
2105 {
2106 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2016 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2107 return i; 2017 return i;
2108 } 2018
2109 return -1; 2019 return -1;
2110} 2020}
2111 2021
2112/* 2022/*
2113 * The function permute(arr, begin, end) randomly reorders the array 2023 * The function permute(arr, begin, end) randomly reorders the array
2114 * arr[begin..end-1]. 2024 * arr[begin..end-1].
2025 * now uses a fisher-yates shuffle, old permute was broken
2115 */ 2026 */
2116static void 2027static void
2117permute (int *arr, int begin, int end) 2028permute (int *arr, int begin, int end)
2118{ 2029{
2119 int 2030 arr += begin;
2120 i,
2121 j,
2122 tmp,
2123 len;
2124
2125 len = end - begin; 2031 end -= begin;
2126 for (i = begin; i < end; i++)
2127 {
2128 j = begin + RANDOM () % len;
2129 2032
2130 tmp = arr[i]; 2033 while (--end)
2131 arr[i] = arr[j]; 2034 swap (arr [end], arr [rndm (end + 1)]);
2132 arr[j] = tmp;
2133 }
2134} 2035}
2135 2036
2136/* new function to make monster searching more efficient, and effective! 2037/* new function to make monster searching more efficient, and effective!
2137 * This basically returns a randomized array (in the passed pointer) of 2038 * This basically returns a randomized array (in the passed pointer) of
2138 * the spaces to find monsters. In this way, it won't always look for 2039 * the spaces to find monsters. In this way, it won't always look for
2141 * the 3x3 area will be searched, just not in a predictable order. 2042 * the 3x3 area will be searched, just not in a predictable order.
2142 */ 2043 */
2143void 2044void
2144get_search_arr (int *search_arr) 2045get_search_arr (int *search_arr)
2145{ 2046{
2146 int 2047 int i;
2147 i;
2148 2048
2149 for (i = 0; i < SIZEOFFREE; i++) 2049 for (i = 0; i < SIZEOFFREE; i++)
2150 {
2151 search_arr[i] = i; 2050 search_arr[i] = i;
2152 }
2153 2051
2154 permute (search_arr, 1, SIZEOFFREE1 + 1); 2052 permute (search_arr, 1, SIZEOFFREE1 + 1);
2155 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2053 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2156 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2054 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2157} 2055}
2166 * Perhaps incorrectly, but I'm making the assumption that exclude 2064 * Perhaps incorrectly, but I'm making the assumption that exclude
2167 * is actually want is going to try and move there. We need this info 2065 * is actually want is going to try and move there. We need this info
2168 * because we have to know what movement the thing looking to move 2066 * because we have to know what movement the thing looking to move
2169 * there is capable of. 2067 * there is capable of.
2170 */ 2068 */
2171
2172int 2069int
2173find_dir (maptile *m, int x, int y, object *exclude) 2070find_dir (maptile *m, int x, int y, object *exclude)
2174{ 2071{
2175 int
2176 i,
2177 max = SIZEOFFREE, mflags; 2072 int i, max = SIZEOFFREE, mflags;
2178 2073
2179 sint16 nx, ny; 2074 sint16 nx, ny;
2180 object * 2075 object *tmp;
2181 tmp;
2182 maptile * 2076 maptile *mp;
2183 mp;
2184 2077
2185 MoveType blocked, move_type; 2078 MoveType blocked, move_type;
2186 2079
2187 if (exclude && exclude->head) 2080 if (exclude && exclude->head)
2188 { 2081 {
2205 2098
2206 if (mflags & P_OUT_OF_MAP) 2099 if (mflags & P_OUT_OF_MAP)
2207 max = maxfree[i]; 2100 max = maxfree[i];
2208 else 2101 else
2209 { 2102 {
2210 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2103 mapspace &ms = mp->at (nx, ny);
2104
2105 blocked = ms.move_block;
2211 2106
2212 if ((move_type & blocked) == move_type) 2107 if ((move_type & blocked) == move_type)
2213 max = maxfree[i]; 2108 max = maxfree[i];
2214 else if (mflags & P_IS_ALIVE) 2109 else if (mflags & P_IS_ALIVE)
2215 { 2110 {
2216 for (tmp = GET_MAP_OB (mp, nx, ny); tmp; tmp = tmp->above) 2111 for (tmp = ms.bot; tmp; tmp = tmp->above)
2217 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2112 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2113 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2218 break; 2114 break;
2219 2115
2220 if (tmp) 2116 if (tmp)
2221 return freedir[i]; 2117 return freedir[i];
2222 } 2118 }
2228 2124
2229/* 2125/*
2230 * distance(object 1, object 2) will return the square of the 2126 * distance(object 1, object 2) will return the square of the
2231 * distance between the two given objects. 2127 * distance between the two given objects.
2232 */ 2128 */
2233
2234int 2129int
2235distance (const object *ob1, const object *ob2) 2130distance (const object *ob1, const object *ob2)
2236{ 2131{
2237 int i;
2238
2239 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2132 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2240 return i;
2241} 2133}
2242 2134
2243/* 2135/*
2244 * find_dir_2(delta-x,delta-y) will return a direction in which 2136 * find_dir_2(delta-x,delta-y) will return a direction in which
2245 * an object which has subtracted the x and y coordinates of another 2137 * an object which has subtracted the x and y coordinates of another
2246 * object, needs to travel toward it. 2138 * object, needs to travel toward it.
2247 */ 2139 */
2248
2249int 2140int
2250find_dir_2 (int x, int y) 2141find_dir_2 (int x, int y)
2251{ 2142{
2252 int q; 2143 int q;
2253 2144
2282 2173
2283 return 3; 2174 return 3;
2284} 2175}
2285 2176
2286/* 2177/*
2287 * absdir(int): Returns a number between 1 and 8, which represent
2288 * the "absolute" direction of a number (it actually takes care of
2289 * "overflow" in previous calculations of a direction).
2290 */
2291
2292int
2293absdir (int d)
2294{
2295 while (d < 1)
2296 d += 8;
2297 while (d > 8)
2298 d -= 8;
2299 return d;
2300}
2301
2302/*
2303 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2178 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2304 * between two directions (which are expected to be absolute (see absdir()) 2179 * between two directions (which are expected to be absolute (see absdir())
2305 */ 2180 */
2306
2307int 2181int
2308dirdiff (int dir1, int dir2) 2182dirdiff (int dir1, int dir2)
2309{ 2183{
2310 int 2184 int d;
2311 d;
2312 2185
2313 d = abs (dir1 - dir2); 2186 d = abs (dir1 - dir2);
2314 if (d > 4) 2187 if (d > 4)
2315 d = 8 - d; 2188 d = 8 - d;
2189
2316 return d; 2190 return d;
2317} 2191}
2318 2192
2319/* peterm: 2193/* peterm:
2320 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2194 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2323 * This basically means that if direction is 15, then it could either go 2197 * This basically means that if direction is 15, then it could either go
2324 * direction 4, 14, or 16 to get back to where we are. 2198 * direction 4, 14, or 16 to get back to where we are.
2325 * Moved from spell_util.c to object.c with the other related direction 2199 * Moved from spell_util.c to object.c with the other related direction
2326 * functions. 2200 * functions.
2327 */ 2201 */
2328
2329int
2330 reduction_dir[SIZEOFFREE][3] = { 2202int reduction_dir[SIZEOFFREE][3] = {
2331 {0, 0, 0}, /* 0 */ 2203 {0, 0, 0}, /* 0 */
2332 {0, 0, 0}, /* 1 */ 2204 {0, 0, 0}, /* 1 */
2333 {0, 0, 0}, /* 2 */ 2205 {0, 0, 0}, /* 2 */
2334 {0, 0, 0}, /* 3 */ 2206 {0, 0, 0}, /* 3 */
2335 {0, 0, 0}, /* 4 */ 2207 {0, 0, 0}, /* 4 */
2479 insert_ob_in_ob (object_create_clone (item), dst); 2351 insert_ob_in_ob (object_create_clone (item), dst);
2480 2352
2481 return dst; 2353 return dst;
2482} 2354}
2483 2355
2484/* GROS - Creates an object using a string representing its content. */
2485/* Basically, we save the content of the string to a temp file, then call */
2486/* load_object on it. I admit it is a highly inefficient way to make things, */
2487/* but it was simple to make and allows reusing the load_object function. */
2488/* Remember not to use load_object_str in a time-critical situation. */
2489/* Also remember that multiparts objects are not supported for now. */
2490
2491object *
2492load_object_str (const char *obstr)
2493{
2494 object *op;
2495 char filename[MAX_BUF];
2496
2497 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2498
2499 FILE *tempfile = fopen (filename, "w");
2500
2501 if (tempfile == NULL)
2502 {
2503 LOG (llevError, "Error - Unable to access load object temp file\n");
2504 return NULL;
2505 }
2506
2507 fprintf (tempfile, obstr);
2508 fclose (tempfile);
2509
2510 op = object::create ();
2511
2512 object_thawer thawer (filename);
2513
2514 if (thawer)
2515 load_object (thawer, op, 0);
2516
2517 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2518 CLEAR_FLAG (op, FLAG_REMOVED);
2519
2520 return op;
2521}
2522
2523/* This returns the first object in who's inventory that 2356/* This returns the first object in who's inventory that
2524 * has the same type and subtype match. 2357 * has the same type and subtype match.
2525 * returns NULL if no match. 2358 * returns NULL if no match.
2526 */ 2359 */
2527object * 2360object *
2528find_obj_by_type_subtype (const object *who, int type, int subtype) 2361find_obj_by_type_subtype (const object *who, int type, int subtype)
2529{ 2362{
2530 object *tmp;
2531
2532 for (tmp = who->inv; tmp; tmp = tmp->below) 2363 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2533 if (tmp->type == type && tmp->subtype == subtype) 2364 if (tmp->type == type && tmp->subtype == subtype)
2534 return tmp; 2365 return tmp;
2535 2366
2536 return NULL; 2367 return 0;
2537} 2368}
2538 2369
2539/* If ob has a field named key, return the link from the list, 2370/* If ob has a field named key, return the link from the list,
2540 * otherwise return NULL. 2371 * otherwise return NULL.
2541 * 2372 *
2543 * do the desired thing. 2374 * do the desired thing.
2544 */ 2375 */
2545key_value * 2376key_value *
2546get_ob_key_link (const object *ob, const char *key) 2377get_ob_key_link (const object *ob, const char *key)
2547{ 2378{
2548 key_value *link;
2549
2550 for (link = ob->key_values; link != NULL; link = link->next) 2379 for (key_value *link = ob->key_values; link; link = link->next)
2551 if (link->key == key) 2380 if (link->key == key)
2552 return link; 2381 return link;
2553 2382
2554 return NULL; 2383 return 0;
2555} 2384}
2556 2385
2557/* 2386/*
2558 * Returns the value of op has an extra_field for key, or NULL. 2387 * Returns the value of op has an extra_field for key, or NULL.
2559 * 2388 *
2599 * Returns TRUE on success. 2428 * Returns TRUE on success.
2600 */ 2429 */
2601int 2430int
2602set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) 2431set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2603{ 2432{
2604 key_value *
2605 field = NULL, *last = NULL; 2433 key_value *field = NULL, *last = NULL;
2606 2434
2607 for (field = op->key_values; field != NULL; field = field->next) 2435 for (field = op->key_values; field != NULL; field = field->next)
2608 { 2436 {
2609 if (field->key != canonical_key) 2437 if (field->key != canonical_key)
2610 { 2438 {
2638 /* IF we get here, key doesn't exist */ 2466 /* IF we get here, key doesn't exist */
2639 2467
2640 /* No field, we'll have to add it. */ 2468 /* No field, we'll have to add it. */
2641 2469
2642 if (!add_key) 2470 if (!add_key)
2643 {
2644 return FALSE; 2471 return FALSE;
2645 } 2472
2646 /* There isn't any good reason to store a null 2473 /* There isn't any good reason to store a null
2647 * value in the key/value list. If the archetype has 2474 * value in the key/value list. If the archetype has
2648 * this key, then we should also have it, so shouldn't 2475 * this key, then we should also have it, so shouldn't
2649 * be here. If user wants to store empty strings, 2476 * be here. If user wants to store empty strings,
2650 * should pass in "" 2477 * should pass in ""
2699 } 2526 }
2700 else 2527 else
2701 item = item->env; 2528 item = item->env;
2702} 2529}
2703 2530
2531
2532const char *
2533object::flag_desc (char *desc, int len) const
2534{
2535 char *p = desc;
2536 bool first = true;
2537
2538 *p = 0;
2539
2540 for (int i = 0; i < NUM_FLAGS; i++)
2541 {
2542 if (len <= 10) // magic constant!
2543 {
2544 snprintf (p, len, ",...");
2545 break;
2546 }
2547
2548 if (flag [i])
2549 {
2550 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2551 len -= cnt;
2552 p += cnt;
2553 first = false;
2554 }
2555 }
2556
2557 return desc;
2558}
2559
2704// return a suitable string describing an objetc in enough detail to find it 2560// return a suitable string describing an object in enough detail to find it
2705const char * 2561const char *
2706object::debug_desc (char *info) const 2562object::debug_desc (char *info) const
2707{ 2563{
2564 char flagdesc[512];
2708 char info2[256 * 3]; 2565 char info2[256 * 4];
2709 char *p = info; 2566 char *p = info;
2710 2567
2711 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2568 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2712 count, 2569 count, uuid.seq,
2713 &name, 2570 &name,
2714 title ? " " : "", 2571 title ? "\",title:\"" : "",
2715 title ? (const char *)title : ""); 2572 title ? (const char *)title : "",
2573 flag_desc (flagdesc, 512), type);
2716 2574
2717 if (env) 2575 if (env)
2718 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2576 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2719 2577
2720 if (map) 2578 if (map)
2721 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2579 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2722 2580
2723 return info; 2581 return info;
2724} 2582}
2725 2583
2726const char * 2584const char *
2727object::debug_desc () const 2585object::debug_desc () const
2728{ 2586{
2729 static char info[256 * 3]; 2587 static char info[256 * 4];
2730 return debug_desc (info); 2588 return debug_desc (info);
2731} 2589}
2732 2590
2591const char *
2592object::debug_desc2 () const
2593{
2594 static char info[256 * 4];
2595 return debug_desc (info);
2596}
2597
2598struct region *
2599object::region () const
2600{
2601 return map ? map->region (x, y)
2602 : region::default_region ();
2603}
2604
2605const materialtype_t *
2606object::dominant_material () const
2607{
2608 if (materialtype_t *mat = name_to_material (materialname))
2609 return mat;
2610
2611 // omfg this is slow, this has to be temporary :)
2612 shstr unknown ("unknown");
2613
2614 return name_to_material (unknown);
2615}
2616
2617void
2618object::open_container (object *new_container)
2619{
2620 if (container == new_container)
2621 return;
2622
2623 if (object *old_container = container)
2624 {
2625 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2626 return;
2627
2628#if 0
2629 // remove the "Close old_container" object.
2630 if (object *closer = old_container->inv)
2631 if (closer->type == CLOSE_CON)
2632 closer->destroy ();
2633#endif
2634
2635 old_container->flag [FLAG_APPLIED] = 0;
2636 container = 0;
2637
2638 esrv_update_item (UPD_FLAGS, this, old_container);
2639 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2640 }
2641
2642 if (new_container)
2643 {
2644 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2645 return;
2646
2647 // TODO: this does not seem to serve any purpose anymore?
2648#if 0
2649 // insert the "Close Container" object.
2650 if (archetype *closer = new_container->other_arch)
2651 {
2652 object *closer = arch_to_object (new_container->other_arch);
2653 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2654 new_container->insert (closer);
2655 }
2656#endif
2657
2658 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2659
2660 new_container->flag [FLAG_APPLIED] = 1;
2661 container = new_container;
2662
2663 esrv_update_item (UPD_FLAGS, this, new_container);
2664 esrv_send_inventory (this, new_container);
2665 }
2666}
2667
2668

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