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Comparing deliantra/server/common/object.C (file contents):
Revision 1.64 by root, Tue Dec 12 21:39:56 2006 UTC vs.
Revision 1.102 by root, Mon Jan 1 17:34:11 2007 UTC

29#include <sys/types.h> 29#include <sys/types.h>
30#include <sys/uio.h> 30#include <sys/uio.h>
31#include <object.h> 31#include <object.h>
32#include <funcpoint.h> 32#include <funcpoint.h>
33#include <loader.h> 33#include <loader.h>
34
35#include <bitset>
34 36
35int nrofallocobjects = 0; 37int nrofallocobjects = 0;
36static UUID uuid; 38static UUID uuid;
37const uint64 UUID_SKIP = 1<<19; 39const uint64 UUID_SKIP = 1<<19;
38 40
139 * objects with lists are rare, and lists stay short. If not, use a 141 * objects with lists are rare, and lists stay short. If not, use a
140 * different structure or at least keep the lists sorted... 142 * different structure or at least keep the lists sorted...
141 */ 143 */
142 144
143 /* For each field in wants, */ 145 /* For each field in wants, */
144 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) 146 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
145 { 147 {
146 key_value *has_field; 148 key_value *has_field;
147 149
148 /* Look for a field in has with the same key. */ 150 /* Look for a field in has with the same key. */
149 has_field = get_ob_key_link (has, wants_field->key); 151 has_field = get_ob_key_link (has, wants_field->key);
183 * 185 *
184 * Note that this function appears a lot longer than the macro it 186 * Note that this function appears a lot longer than the macro it
185 * replaces - this is mostly for clarity - a decent compiler should hopefully 187 * replaces - this is mostly for clarity - a decent compiler should hopefully
186 * reduce this to the same efficiency. 188 * reduce this to the same efficiency.
187 * 189 *
188 * Check nrof variable *before* calling CAN_MERGE() 190 * Check nrof variable *before* calling can_merge()
189 * 191 *
190 * Improvements made with merge: Better checking on potion, and also 192 * Improvements made with merge: Better checking on potion, and also
191 * check weight 193 * check weight
192 */ 194 */
193
194bool object::can_merge (object *ob1, object *ob2) 195bool object::can_merge_slow (object *ob1, object *ob2)
195{ 196{
196 /* A couple quicksanity checks */ 197 /* A couple quicksanity checks */
197 if ((ob1 == ob2) || (ob1->type != ob2->type)) 198 if (ob1 == ob2
199 || ob1->type != ob2->type
200 || ob1->speed != ob2->speed
201 || ob1->value != ob2->value
202 || ob1->name != ob2->name)
198 return 0; 203 return 0;
199 204
200 if (ob1->speed != ob2->speed) 205 //TODO: this ain't working well, use nicer and correct overflow check
201 return 0;
202
203 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 206 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
204 * value could not be stored in a sint32 (which unfortunately sometimes is 207 * value could not be stored in a sint32 (which unfortunately sometimes is
205 * used to store nrof). 208 * used to store nrof).
206 */ 209 */
207 if (ob1->nrof + ob2->nrof >= 1UL << 31) 210 if (ob1->nrof + ob2->nrof >= 1UL << 31)
217 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 220 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
218 221
219 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 222 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
220 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 223 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
221 224
222 225 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
223 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something 226 || ob1->arch != ob2->arch
224 * being locked in inventory should prevent merging.
225 * 0x4 in flags3 is CLIENT_SENT
226 */
227 if ((ob1->arch != ob2->arch) ||
228 (ob1->flags[0] != ob2->flags[0]) ||
229 (ob1->flags[1] != ob2->flags[1]) ||
230 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
231 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
232 (ob1->name != ob2->name) || 227 || ob1->name != ob2->name
233 (ob1->title != ob2->title) || 228 || ob1->title != ob2->title
234 (ob1->msg != ob2->msg) || 229 || ob1->msg != ob2->msg
235 (ob1->weight != ob2->weight) || 230 || ob1->weight != ob2->weight
236 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) || 231 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
237 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) || 232 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
238 (ob1->attacktype != ob2->attacktype) || 233 || ob1->attacktype != ob2->attacktype
239 (ob1->magic != ob2->magic) || 234 || ob1->magic != ob2->magic
240 (ob1->slaying != ob2->slaying) || 235 || ob1->slaying != ob2->slaying
241 (ob1->skill != ob2->skill) || 236 || ob1->skill != ob2->skill
242 (ob1->value != ob2->value) || 237 || ob1->value != ob2->value
243 (ob1->animation_id != ob2->animation_id) || 238 || ob1->animation_id != ob2->animation_id
244 (ob1->client_type != ob2->client_type) || 239 || ob1->client_type != ob2->client_type
245 (ob1->materialname != ob2->materialname) || 240 || ob1->materialname != ob2->materialname
246 (ob1->lore != ob2->lore) || 241 || ob1->lore != ob2->lore
247 (ob1->subtype != ob2->subtype) || 242 || ob1->subtype != ob2->subtype
248 (ob1->move_type != ob2->move_type) || 243 || ob1->move_type != ob2->move_type
249 (ob1->move_block != ob2->move_block) || 244 || ob1->move_block != ob2->move_block
250 (ob1->move_allow != ob2->move_allow) || 245 || ob1->move_allow != ob2->move_allow
251 (ob1->move_on != ob2->move_on) || 246 || ob1->move_on != ob2->move_on
252 (ob1->move_off != ob2->move_off) || (ob1->move_slow != ob2->move_slow) || (ob1->move_slow_penalty != ob2->move_slow_penalty)) 247 || ob1->move_off != ob2->move_off
248 || ob1->move_slow != ob2->move_slow
249 || ob1->move_slow_penalty != ob2->move_slow_penalty)
253 return 0; 250 return 0;
254 251
255 /* This is really a spellbook check - really, we should 252 /* This is really a spellbook check - really, we should
256 * check all objects in the inventory. 253 * check all objects in the inventory.
257 */ 254 */
260 /* if one object has inventory but the other doesn't, not equiv */ 257 /* if one object has inventory but the other doesn't, not equiv */
261 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 258 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
262 return 0; 259 return 0;
263 260
264 /* Now check to see if the two inventory objects could merge */ 261 /* Now check to see if the two inventory objects could merge */
265 if (!CAN_MERGE (ob1->inv, ob2->inv)) 262 if (!object::can_merge (ob1->inv, ob2->inv))
266 return 0; 263 return 0;
267 264
268 /* inventory ok - still need to check rest of this object to see 265 /* inventory ok - still need to check rest of this object to see
269 * if it is valid. 266 * if it is valid.
270 */ 267 */
279 276
280 /* Note sure why the following is the case - either the object has to 277 /* Note sure why the following is the case - either the object has to
281 * be animated or have a very low speed. Is this an attempted monster 278 * be animated or have a very low speed. Is this an attempted monster
282 * check? 279 * check?
283 */ 280 */
284 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 281 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
285 return 0; 282 return 0;
286 283
287 switch (ob1->type) 284 switch (ob1->type)
288 { 285 {
289 case SCROLL: 286 case SCROLL:
354 op = op->env; 351 op = op->env;
355 return op; 352 return op;
356} 353}
357 354
358/* 355/*
359 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
360 * a better check. We basically keeping traversing up until we can't
361 * or find a player.
362 */
363
364object *
365is_player_inv (object *op)
366{
367 for (; op != NULL && op->type != PLAYER; op = op->env)
368 if (op->env == op)
369 op->env = NULL;
370 return op;
371}
372
373/*
374 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 356 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
375 * Some error messages. 357 * Some error messages.
376 * The result of the dump is stored in the static global errmsg array. 358 * The result of the dump is stored in the static global errmsg array.
377 */ 359 */
378 360
381{ 363{
382 if (!op) 364 if (!op)
383 return strdup ("[NULLOBJ]"); 365 return strdup ("[NULLOBJ]");
384 366
385 object_freezer freezer; 367 object_freezer freezer;
386 save_object (freezer, op, 3); 368 save_object (freezer, op, 1);
387 return freezer.as_string (); 369 return freezer.as_string ();
388} 370}
389 371
390/* 372/*
391 * get_nearest_part(multi-object, object 2) returns the part of the 373 * get_nearest_part(multi-object, object 2) returns the part of the
484 } 466 }
485 467
486 op->key_values = 0; 468 op->key_values = 0;
487} 469}
488 470
489void object::clear ()
490{
491 attachable_base::clear ();
492
493 free_key_values (this);
494
495 owner = 0;
496 name = 0;
497 name_pl = 0;
498 title = 0;
499 race = 0;
500 slaying = 0;
501 skill = 0;
502 msg = 0;
503 lore = 0;
504 custom_name = 0;
505 materialname = 0;
506 contr = 0;
507 below = 0;
508 above = 0;
509 inv = 0;
510 container = 0;
511 env = 0;
512 more = 0;
513 head = 0;
514 map = 0;
515 active_next = 0;
516 active_prev = 0;
517
518 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
519
520 SET_FLAG (this, FLAG_REMOVED);
521
522 /* What is not cleared is next, prev, and count */
523
524 expmul = 1.0;
525 face = blank_face;
526
527 if (settings.casting_time)
528 casting_time = -1;
529}
530
531/* 471/*
532 * copy_to first frees everything allocated by the dst object, 472 * copy_to first frees everything allocated by the dst object,
533 * and then copies the contents of itself into the second 473 * and then copies the contents of itself into the second
534 * object, allocating what needs to be allocated. Basically, any 474 * object, allocating what needs to be allocated. Basically, any
535 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 475 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
541{ 481{
542 bool is_freed = QUERY_FLAG (dst, FLAG_FREED); 482 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
543 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED); 483 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
544 484
545 *(object_copy *)dst = *this; 485 *(object_copy *)dst = *this;
546 *(object_pod *)dst = *this;
547
548 if (self || cb)
549 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (dst));
550 486
551 if (is_freed) 487 if (is_freed)
552 SET_FLAG (dst, FLAG_FREED); 488 SET_FLAG (dst, FLAG_FREED);
553 489
554 if (is_removed) 490 if (is_removed)
585 tail = new_link; 521 tail = new_link;
586 } 522 }
587 } 523 }
588 } 524 }
589 525
590 update_ob_speed (dst); 526 dst->set_speed (dst->speed);
527}
528
529object *
530object::clone ()
531{
532 object *neu = create ();
533 copy_to (neu);
534 return neu;
591} 535}
592 536
593/* 537/*
594 * If an object with the IS_TURNABLE() flag needs to be turned due 538 * If an object with the IS_TURNABLE() flag needs to be turned due
595 * to the closest player being on the other side, this function can 539 * to the closest player being on the other side, this function can
596 * be called to update the face variable, _and_ how it looks on the map. 540 * be called to update the face variable, _and_ how it looks on the map.
597 */ 541 */
598
599void 542void
600update_turn_face (object *op) 543update_turn_face (object *op)
601{ 544{
602 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 545 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
603 return; 546 return;
547
604 SET_ANIMATION (op, op->direction); 548 SET_ANIMATION (op, op->direction);
605 update_object (op, UP_OBJ_FACE); 549 update_object (op, UP_OBJ_FACE);
606} 550}
607 551
608/* 552/*
609 * Updates the speed of an object. If the speed changes from 0 to another 553 * Updates the speed of an object. If the speed changes from 0 to another
610 * value, or vice versa, then add/remove the object from the active list. 554 * value, or vice versa, then add/remove the object from the active list.
611 * This function needs to be called whenever the speed of an object changes. 555 * This function needs to be called whenever the speed of an object changes.
612 */ 556 */
613void 557void
614update_ob_speed (object *op) 558object::set_speed (float speed)
615{ 559{
616 extern int arch_init; 560 if (flag [FLAG_FREED] && speed)
617
618 /* No reason putting the archetypes objects on the speed list,
619 * since they never really need to be updated.
620 */
621
622 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
623 { 561 {
624 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 562 LOG (llevError, "Object %s is freed but has speed.\n", &name);
625#ifdef MANY_CORES
626 abort ();
627#else
628 op->speed = 0; 563 speed = 0;
629#endif
630 }
631
632 if (arch_init)
633 return;
634
635 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
636 { 564 }
637 /* If already on active list, don't do anything */
638 if (op->active_next || op->active_prev || op == active_objects)
639 return;
640 565
641 /* process_events() expects us to insert the object at the beginning 566 this->speed = speed;
642 * of the list. */
643 op->active_next = active_objects;
644 567
645 if (op->active_next != NULL) 568 if (has_active_speed ())
646 op->active_next->active_prev = op; 569 activate ();
647
648 active_objects = op;
649 }
650 else 570 else
651 { 571 deactivate ();
652 /* If not on the active list, nothing needs to be done */
653 if (!op->active_next && !op->active_prev && op != active_objects)
654 return;
655
656 if (op->active_prev == NULL)
657 {
658 active_objects = op->active_next;
659
660 if (op->active_next != NULL)
661 op->active_next->active_prev = NULL;
662 }
663 else
664 {
665 op->active_prev->active_next = op->active_next;
666
667 if (op->active_next)
668 op->active_next->active_prev = op->active_prev;
669 }
670
671 op->active_next = NULL;
672 op->active_prev = NULL;
673 }
674} 572}
675 573
676/* This function removes object 'op' from the list of active
677 * objects.
678 * This should only be used for style maps or other such
679 * reference maps where you don't want an object that isn't
680 * in play chewing up cpu time getting processed.
681 * The reverse of this is to call update_ob_speed, which
682 * will do the right thing based on the speed of the object.
683 */
684void
685remove_from_active_list (object *op)
686{
687 /* If not on the active list, nothing needs to be done */
688 if (!op->active_next && !op->active_prev && op != active_objects)
689 return;
690
691 if (op->active_prev == NULL)
692 {
693 active_objects = op->active_next;
694 if (op->active_next != NULL)
695 op->active_next->active_prev = NULL;
696 }
697 else
698 {
699 op->active_prev->active_next = op->active_next;
700 if (op->active_next)
701 op->active_next->active_prev = op->active_prev;
702 }
703 op->active_next = NULL;
704 op->active_prev = NULL;
705}
706
707/* 574/*
708 * update_object() updates the array which represents the map. 575 * update_object() updates the the map.
709 * It takes into account invisible objects (and represent squares covered 576 * It takes into account invisible objects (and represent squares covered
710 * by invisible objects by whatever is below them (unless it's another 577 * by invisible objects by whatever is below them (unless it's another
711 * invisible object, etc...) 578 * invisible object, etc...)
712 * If the object being updated is beneath a player, the look-window 579 * If the object being updated is beneath a player, the look-window
713 * of that player is updated (this might be a suboptimal way of 580 * of that player is updated (this might be a suboptimal way of
714 * updating that window, though, since update_object() is called _often_) 581 * updating that window, though, since update_object() is called _often_)
715 * 582 *
716 * action is a hint of what the caller believes need to be done. 583 * action is a hint of what the caller believes need to be done.
717 * For example, if the only thing that has changed is the face (due to
718 * an animation), we don't need to call update_position until that actually
719 * comes into view of a player. OTOH, many other things, like addition/removal
720 * of walls or living creatures may need us to update the flags now.
721 * current action are: 584 * current action are:
722 * UP_OBJ_INSERT: op was inserted 585 * UP_OBJ_INSERT: op was inserted
723 * UP_OBJ_REMOVE: op was removed 586 * UP_OBJ_REMOVE: op was removed
724 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 587 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
725 * as that is easier than trying to look at what may have changed. 588 * as that is easier than trying to look at what may have changed.
726 * UP_OBJ_FACE: only the objects face has changed. 589 * UP_OBJ_FACE: only the objects face has changed.
727 */ 590 */
728
729void 591void
730update_object (object *op, int action) 592update_object (object *op, int action)
731{ 593{
732 int update_now = 0, flags;
733 MoveType move_on, move_off, move_block, move_slow; 594 MoveType move_on, move_off, move_block, move_slow;
734 595
735 if (op == NULL) 596 if (op == NULL)
736 { 597 {
737 /* this should never happen */ 598 /* this should never happen */
738 LOG (llevDebug, "update_object() called for NULL object.\n"); 599 LOG (llevDebug, "update_object() called for NULL object.\n");
739 return; 600 return;
740 } 601 }
741 602
742 if (op->env != NULL) 603 if (op->env)
743 { 604 {
744 /* Animation is currently handled by client, so nothing 605 /* Animation is currently handled by client, so nothing
745 * to do in this case. 606 * to do in this case.
746 */ 607 */
747 return; 608 return;
752 */ 613 */
753 if (!op->map || op->map->in_memory == MAP_SAVING) 614 if (!op->map || op->map->in_memory == MAP_SAVING)
754 return; 615 return;
755 616
756 /* make sure the object is within map boundaries */ 617 /* make sure the object is within map boundaries */
757 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map)) 618 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
758 { 619 {
759 LOG (llevError, "update_object() called for object out of map!\n"); 620 LOG (llevError, "update_object() called for object out of map!\n");
760#ifdef MANY_CORES 621#ifdef MANY_CORES
761 abort (); 622 abort ();
762#endif 623#endif
763 return; 624 return;
764 } 625 }
765 626
766 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 627 mapspace &m = op->ms ();
767 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
768 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
769 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
770 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
771 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
772 628
629 if (!(m.flags_ & P_UPTODATE))
630 /* nop */;
773 if (action == UP_OBJ_INSERT) 631 else if (action == UP_OBJ_INSERT)
774 { 632 {
633 // this is likely overkill, TODO: revisit (schmorp)
775 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 634 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
776 update_now = 1;
777
778 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 635 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
779 update_now = 1; 636 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
780 637 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
638 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
781 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 639 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
782 update_now = 1;
783
784 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
785 update_now = 1;
786
787 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
788 update_now = 1;
789
790 if ((move_on | op->move_on) != move_on) 640 || (m.move_on | op->move_on ) != m.move_on
791 update_now = 1;
792
793 if ((move_off | op->move_off) != move_off) 641 || (m.move_off | op->move_off ) != m.move_off
794 update_now = 1; 642 || (m.move_slow | op->move_slow) != m.move_slow
795
796 /* This isn't perfect, but I don't expect a lot of objects to 643 /* This isn't perfect, but I don't expect a lot of objects to
797 * to have move_allow right now. 644 * to have move_allow right now.
798 */ 645 */
799 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 646 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
800 update_now = 1; 647 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
801 648 m.flags_ = 0;
802 if ((move_slow | op->move_slow) != move_slow)
803 update_now = 1;
804 } 649 }
805
806 /* if the object is being removed, we can't make intelligent 650 /* if the object is being removed, we can't make intelligent
807 * decisions, because remove_ob can't really pass the object 651 * decisions, because remove_ob can't really pass the object
808 * that is being removed. 652 * that is being removed.
809 */ 653 */
810 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 654 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
811 update_now = 1; 655 m.flags_ = 0;
812 else if (action == UP_OBJ_FACE) 656 else if (action == UP_OBJ_FACE)
813 /* Nothing to do for that case */ ; 657 /* Nothing to do for that case */ ;
814 else 658 else
815 LOG (llevError, "update_object called with invalid action: %d\n", action); 659 LOG (llevError, "update_object called with invalid action: %d\n", action);
816 660
817 if (update_now)
818 {
819 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
820 update_position (op->map, op->x, op->y);
821 }
822
823 if (op->more != NULL) 661 if (op->more)
824 update_object (op->more, action); 662 update_object (op->more, action);
825} 663}
826 664
827object::vector object::mortals;
828object::vector object::objects; // not yet used
829object *object::first; 665object *object::first;
830
831void object::free_mortals ()
832{
833 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
834 if ((*i)->refcnt)
835 ++i; // further delay freeing
836 else
837 {
838 delete *i;
839 mortals.erase (i);
840 }
841}
842 666
843object::object () 667object::object ()
844{ 668{
845 SET_FLAG (this, FLAG_REMOVED); 669 SET_FLAG (this, FLAG_REMOVED);
846 670
878 702
879 prev = 0; 703 prev = 0;
880 next = 0; 704 next = 0;
881} 705}
882 706
707bool
708object::active () const
709{
710 return active_next || active_prev || this == active_objects;
711}
712
713void
714object::activate ()
715{
716 /* If already on active list, don't do anything */
717 if (active ())
718 return;
719
720 if (has_active_speed ())
721 {
722 /* process_events() expects us to insert the object at the beginning
723 * of the list. */
724 active_next = active_objects;
725
726 if (active_next)
727 active_next->active_prev = this;
728
729 active_objects = this;
730 }
731}
732
733void
734object::activate_recursive ()
735{
736 activate ();
737
738 for (object *op = inv; op; op = op->above)
739 op->activate_recursive ();
740}
741
742/* This function removes object 'op' from the list of active
743 * objects.
744 * This should only be used for style maps or other such
745 * reference maps where you don't want an object that isn't
746 * in play chewing up cpu time getting processed.
747 * The reverse of this is to call update_ob_speed, which
748 * will do the right thing based on the speed of the object.
749 */
750void
751object::deactivate ()
752{
753 /* If not on the active list, nothing needs to be done */
754 if (!active ())
755 return;
756
757 if (active_prev == 0)
758 {
759 active_objects = active_next;
760 if (active_next)
761 active_next->active_prev = 0;
762 }
763 else
764 {
765 active_prev->active_next = active_next;
766 if (active_next)
767 active_next->active_prev = active_prev;
768 }
769
770 active_next = 0;
771 active_prev = 0;
772}
773
774void
775object::deactivate_recursive ()
776{
777 for (object *op = inv; op; op = op->above)
778 op->deactivate_recursive ();
779
780 deactivate ();
781}
782
783/*
784 * Remove and free all objects in the inventory of the given object.
785 * object.c ?
786 */
787void
788object::destroy_inv (bool drop_to_ground)
789{
790 // need to check first, because the checks below might segfault
791 // as we might be on an invalid mapspace and crossfire code
792 // is too buggy to ensure that the inventory is empty.
793 // corollary: if you create arrows etc. with stuff in tis inventory,
794 // cf will crash below with off-map x and y
795 if (!inv)
796 return;
797
798 /* Only if the space blocks everything do we not process -
799 * if some form of movement is allowed, let objects
800 * drop on that space.
801 */
802 if (!drop_to_ground
803 || !map
804 || map->in_memory != MAP_IN_MEMORY
805 || ms ().move_block == MOVE_ALL)
806 {
807 while (inv)
808 {
809 inv->destroy_inv (drop_to_ground);
810 inv->destroy ();
811 }
812 }
813 else
814 { /* Put objects in inventory onto this space */
815 while (inv)
816 {
817 object *op = inv;
818
819 if (op->flag [FLAG_STARTEQUIP]
820 || op->flag [FLAG_NO_DROP]
821 || op->type == RUNE
822 || op->type == TRAP
823 || op->flag [FLAG_IS_A_TEMPLATE])
824 op->destroy ();
825 else
826 map->insert (op, x, y);
827 }
828 }
829}
830
883object *object::create () 831object *object::create ()
884{ 832{
885 object *op = new object; 833 object *op = new object;
886 op->link (); 834 op->link ();
887 return op; 835 return op;
888} 836}
889 837
890/* 838void
891 * free_object() frees everything allocated by an object, removes 839object::do_destroy ()
892 * it from the list of used objects, and puts it on the list of
893 * free objects. The IS_FREED() flag is set in the object.
894 * The object must have been removed by remove_ob() first for
895 * this function to succeed.
896 *
897 * If destroy_inventory is set, free inventory as well. Else drop items in
898 * inventory to the ground.
899 */
900void object::destroy (bool destroy_inventory)
901{ 840{
902 if (QUERY_FLAG (this, FLAG_FREED)) 841 if (flag [FLAG_IS_LINKED])
842 remove_button_link (this);
843
844 if (flag [FLAG_FRIENDLY])
845 remove_friendly_object (this);
846
847 if (!flag [FLAG_REMOVED])
848 remove ();
849
850 if (flag [FLAG_FREED])
903 return; 851 return;
904 852
905 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 853 set_speed (0);
906 remove_friendly_object (this);
907 854
908 if (!QUERY_FLAG (this, FLAG_REMOVED)) 855 flag [FLAG_FREED] = 1;
909 remove ();
910 856
911 SET_FLAG (this, FLAG_FREED); 857 attachable::do_destroy ();
912 858
913 if (more) 859 destroy_inv (true);
914 { 860 unlink ();
915 more->destroy (destroy_inventory);
916 more = 0;
917 }
918
919 if (inv)
920 {
921 /* Only if the space blocks everything do we not process -
922 * if some form of movement is allowed, let objects
923 * drop on that space.
924 */
925 if (destroy_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
926 {
927 object *op = inv;
928
929 while (op)
930 {
931 object *tmp = op->below;
932 op->destroy (destroy_inventory);
933 op = tmp;
934 }
935 }
936 else
937 { /* Put objects in inventory onto this space */
938 object *op = inv;
939
940 while (op)
941 {
942 object *tmp = op->below;
943
944 op->remove ();
945
946 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
947 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
948 op->destroy ();
949 else
950 {
951 op->x = x;
952 op->y = y;
953 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
954 }
955
956 op = tmp;
957 }
958 }
959 }
960 861
961 // hack to ensure that freed objects still have a valid map 862 // hack to ensure that freed objects still have a valid map
962 { 863 {
963 static maptile *freed_map; // freed objects are moved here to avoid crashes 864 static maptile *freed_map; // freed objects are moved here to avoid crashes
964 865
968 869
969 freed_map->name = "/internal/freed_objects_map"; 870 freed_map->name = "/internal/freed_objects_map";
970 freed_map->width = 3; 871 freed_map->width = 3;
971 freed_map->height = 3; 872 freed_map->height = 3;
972 873
973 freed_map->allocate (); 874 freed_map->alloc ();
974 } 875 }
975 876
976 map = freed_map; 877 map = freed_map;
977 x = 1; 878 x = 1;
978 y = 1; 879 y = 1;
979 } 880 }
980 881
882 head = 0;
883
884 if (more)
885 {
886 more->destroy ();
887 more = 0;
888 }
889
981 // clear those pointers that likely might have circular references to us 890 // clear those pointers that likely might have circular references to us
982 owner = 0; 891 owner = 0;
983 enemy = 0; 892 enemy = 0;
984 attacked_by = 0; 893 attacked_by = 0;
985 894
986 // only relevant for players(?), but make sure of it anyways 895 // only relevant for players(?), but make sure of it anyways
987 contr = 0; 896 contr = 0;
897}
988 898
989 /* Remove object from the active list */ 899void
990 speed = 0; 900object::destroy (bool destroy_inventory)
991 update_ob_speed (this); 901{
902 if (destroyed ())
903 return;
992 904
993 unlink (); 905 if (destroy_inventory)
906 destroy_inv (false);
994 907
995 mortals.push_back (this); 908 attachable::destroy ();
996} 909}
997 910
998/* 911/*
999 * sub_weight() recursively (outwards) subtracts a number from the 912 * sub_weight() recursively (outwards) subtracts a number from the
1000 * weight of an object (and what is carried by it's environment(s)). 913 * weight of an object (and what is carried by it's environment(s)).
1024object::remove () 937object::remove ()
1025{ 938{
1026 object *tmp, *last = 0; 939 object *tmp, *last = 0;
1027 object *otmp; 940 object *otmp;
1028 941
1029 int check_walk_off;
1030
1031 if (QUERY_FLAG (this, FLAG_REMOVED)) 942 if (QUERY_FLAG (this, FLAG_REMOVED))
1032 return; 943 return;
1033 944
1034 SET_FLAG (this, FLAG_REMOVED); 945 SET_FLAG (this, FLAG_REMOVED);
946 INVOKE_OBJECT (REMOVE, this);
1035 947
1036 if (more) 948 if (more)
1037 more->remove (); 949 more->remove ();
1038 950
1039 /* 951 /*
1049 961
1050 /* NO_FIX_PLAYER is set when a great many changes are being 962 /* NO_FIX_PLAYER is set when a great many changes are being
1051 * made to players inventory. If set, avoiding the call 963 * made to players inventory. If set, avoiding the call
1052 * to save cpu time. 964 * to save cpu time.
1053 */ 965 */
1054 if ((otmp = is_player_inv (env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 966 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1055 fix_player (otmp); 967 otmp->update_stats ();
1056 968
1057 if (above != NULL) 969 if (above)
1058 above->below = below; 970 above->below = below;
1059 else 971 else
1060 env->inv = below; 972 env->inv = below;
1061 973
1062 if (below != NULL) 974 if (below)
1063 below->above = above; 975 below->above = above;
1064 976
1065 /* we set up values so that it could be inserted into 977 /* we set up values so that it could be inserted into
1066 * the map, but we don't actually do that - it is up 978 * the map, but we don't actually do that - it is up
1067 * to the caller to decide what we want to do. 979 * to the caller to decide what we want to do.
1071 above = 0, below = 0; 983 above = 0, below = 0;
1072 env = 0; 984 env = 0;
1073 } 985 }
1074 else if (map) 986 else if (map)
1075 { 987 {
1076 /* Re did the following section of code - it looks like it had 988 if (type == PLAYER)
1077 * lots of logic for things we no longer care about
1078 */ 989 {
990 --map->players;
991 map->touch ();
992 }
993
994 map->dirty = true;
1079 995
1080 /* link the object above us */ 996 /* link the object above us */
1081 if (above) 997 if (above)
1082 above->below = below; 998 above->below = below;
1083 else 999 else
1084 SET_MAP_TOP (map, x, y, below); /* we were top, set new top */ 1000 map->at (x, y).top = below; /* we were top, set new top */
1085 1001
1086 /* Relink the object below us, if there is one */ 1002 /* Relink the object below us, if there is one */
1087 if (below) 1003 if (below)
1088 below->above = above; 1004 below->above = above;
1089 else 1005 else
1101 dump = dump_object (GET_MAP_OB (map, x, y)); 1017 dump = dump_object (GET_MAP_OB (map, x, y));
1102 LOG (llevError, "%s\n", dump); 1018 LOG (llevError, "%s\n", dump);
1103 free (dump); 1019 free (dump);
1104 } 1020 }
1105 1021
1106 SET_MAP_OB (map, x, y, above); /* goes on above it. */ 1022 map->at (x, y).bot = above; /* goes on above it. */
1107 } 1023 }
1108 1024
1109 above = 0; 1025 above = 0;
1110 below = 0; 1026 below = 0;
1111 1027
1112 if (map->in_memory == MAP_SAVING) 1028 if (map->in_memory == MAP_SAVING)
1113 return; 1029 return;
1114 1030
1115 check_walk_off = !QUERY_FLAG (this, FLAG_NO_APPLY); 1031 int check_walk_off = !flag [FLAG_NO_APPLY];
1116 1032
1117 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) 1033 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above)
1118 { 1034 {
1119 /* No point updating the players look faces if he is the object 1035 /* No point updating the players look faces if he is the object
1120 * being removed. 1036 * being removed.
1121 */ 1037 */
1122 1038
1126 * removed (most likely destroyed), update the player view 1042 * removed (most likely destroyed), update the player view
1127 * appropriately. 1043 * appropriately.
1128 */ 1044 */
1129 if (tmp->container == this) 1045 if (tmp->container == this)
1130 { 1046 {
1131 CLEAR_FLAG (this, FLAG_APPLIED); 1047 flag [FLAG_APPLIED] = 0;
1132 tmp->container = 0; 1048 tmp->container = 0;
1133 } 1049 }
1134 1050
1135 tmp->contr->socket.update_look = 1; 1051 if (tmp->contr->ns)
1052 tmp->contr->ns->floorbox_update ();
1136 } 1053 }
1137 1054
1138 /* See if player moving off should effect something */ 1055 /* See if object moving off should effect something */
1139 if (check_walk_off 1056 if (check_walk_off
1140 && ((move_type & tmp->move_off) 1057 && ((move_type & tmp->move_off)
1141 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1058 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1142 { 1059 {
1143 move_apply (tmp, this, 0); 1060 move_apply (tmp, this, 0);
1145 if (destroyed ()) 1062 if (destroyed ())
1146 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1063 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1147 } 1064 }
1148 1065
1149 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1066 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1150 1067 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1151 if (tmp->above == tmp) 1068 if (tmp->above == tmp)
1152 tmp->above = 0; 1069 tmp->above = 0;
1153 1070
1154 last = tmp; 1071 last = tmp;
1155 } 1072 }
1156 1073
1157 /* last == NULL of there are no objects on this space */ 1074 /* last == NULL if there are no objects on this space */
1075 //TODO: this makes little sense, why only update the topmost object?
1158 if (!last) 1076 if (!last)
1159 { 1077 map->at (x, y).flags_ = 0;
1160 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1161 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1162 * those out anyways, and if there are any flags set right now, they won't
1163 * be correct anyways.
1164 */
1165 SET_MAP_FLAGS (map, x, y, P_NEED_UPDATE);
1166 update_position (map, x, y);
1167 }
1168 else 1078 else
1169 update_object (last, UP_OBJ_REMOVE); 1079 update_object (last, UP_OBJ_REMOVE);
1170 1080
1171 if (QUERY_FLAG (this, FLAG_BLOCKSVIEW) || glow_radius) 1081 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1172 update_all_los (map, x, y); 1082 update_all_los (map, x, y);
1173 } 1083 }
1174} 1084}
1175 1085
1176/* 1086/*
1185merge_ob (object *op, object *top) 1095merge_ob (object *op, object *top)
1186{ 1096{
1187 if (!op->nrof) 1097 if (!op->nrof)
1188 return 0; 1098 return 0;
1189 1099
1190 if (top == NULL) 1100 if (top)
1191 for (top = op; top != NULL && top->above != NULL; top = top->above); 1101 for (top = op; top && top->above; top = top->above)
1102 ;
1192 1103
1193 for (; top != NULL; top = top->below) 1104 for (; top; top = top->below)
1194 { 1105 {
1195 if (top == op) 1106 if (top == op)
1196 continue; 1107 continue;
1197 if (CAN_MERGE (op, top)) 1108
1109 if (object::can_merge (op, top))
1198 { 1110 {
1199 top->nrof += op->nrof; 1111 top->nrof += op->nrof;
1200 1112
1201/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1113/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1202 op->weight = 0; /* Don't want any adjustements now */ 1114 op->weight = 0; /* Don't want any adjustements now */
1213 * job preparing multi-part monsters 1125 * job preparing multi-part monsters
1214 */ 1126 */
1215object * 1127object *
1216insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1128insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1217{ 1129{
1218 object *tmp;
1219
1220 if (op->head)
1221 op = op->head;
1222
1223 for (tmp = op; tmp; tmp = tmp->more) 1130 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1224 { 1131 {
1225 tmp->x = x + tmp->arch->clone.x; 1132 tmp->x = x + tmp->arch->clone.x;
1226 tmp->y = y + tmp->arch->clone.y; 1133 tmp->y = y + tmp->arch->clone.y;
1227 } 1134 }
1228 1135
1247 * Return value: 1154 * Return value:
1248 * new object if 'op' was merged with other object 1155 * new object if 'op' was merged with other object
1249 * NULL if 'op' was destroyed 1156 * NULL if 'op' was destroyed
1250 * just 'op' otherwise 1157 * just 'op' otherwise
1251 */ 1158 */
1252
1253object * 1159object *
1254insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1160insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1255{ 1161{
1256 object *tmp, *top, *floor = NULL; 1162 object *tmp, *top, *floor = NULL;
1257 sint16 x, y; 1163 sint16 x, y;
1260 { 1166 {
1261 LOG (llevError, "Trying to insert freed object!\n"); 1167 LOG (llevError, "Trying to insert freed object!\n");
1262 return NULL; 1168 return NULL;
1263 } 1169 }
1264 1170
1265 if (m == NULL) 1171 if (!m)
1266 { 1172 {
1267 char *dump = dump_object (op); 1173 char *dump = dump_object (op);
1268 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump); 1174 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1269 free (dump); 1175 free (dump);
1270 return op; 1176 return op;
1291 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump); 1197 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1292 free (dump); 1198 free (dump);
1293 return op; 1199 return op;
1294 } 1200 }
1295 1201
1296 if (op->more != NULL) 1202 if (op->more)
1297 { 1203 {
1298 /* The part may be on a different map. */ 1204 /* The part may be on a different map. */
1299 1205
1300 object *more = op->more; 1206 object *more = op->more;
1301 1207
1317 if (insert_ob_in_map (more, more->map, originator, flag) == NULL) 1223 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1318 { 1224 {
1319 if (!op->head) 1225 if (!op->head)
1320 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1226 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1321 1227
1322 return NULL; 1228 return 0;
1323 } 1229 }
1324 } 1230 }
1325 1231
1326 CLEAR_FLAG (op, FLAG_REMOVED); 1232 CLEAR_FLAG (op, FLAG_REMOVED);
1327 1233
1334 y = op->y; 1240 y = op->y;
1335 1241
1336 /* this has to be done after we translate the coordinates. 1242 /* this has to be done after we translate the coordinates.
1337 */ 1243 */
1338 if (op->nrof && !(flag & INS_NO_MERGE)) 1244 if (op->nrof && !(flag & INS_NO_MERGE))
1339 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1245 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above)
1340 if (CAN_MERGE (op, tmp)) 1246 if (object::can_merge (op, tmp))
1341 { 1247 {
1342 op->nrof += tmp->nrof; 1248 op->nrof += tmp->nrof;
1343 tmp->destroy (); 1249 tmp->destroy ();
1344 } 1250 }
1345 1251
1361 op->below = originator->below; 1267 op->below = originator->below;
1362 1268
1363 if (op->below) 1269 if (op->below)
1364 op->below->above = op; 1270 op->below->above = op;
1365 else 1271 else
1366 SET_MAP_OB (op->map, op->x, op->y, op); 1272 op->ms ().bot = op;
1367 1273
1368 /* since *below* originator, no need to update top */ 1274 /* since *below* originator, no need to update top */
1369 originator->below = op; 1275 originator->below = op;
1370 } 1276 }
1371 else 1277 else
1372 { 1278 {
1373 /* If there are other objects, then */ 1279 /* If there are other objects, then */
1374 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1280 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1375 { 1281 {
1376 object *last = NULL; 1282 object *last = 0;
1377 1283
1378 /* 1284 /*
1379 * If there are multiple objects on this space, we do some trickier handling. 1285 * If there are multiple objects on this space, we do some trickier handling.
1380 * We've already dealt with merging if appropriate. 1286 * We've already dealt with merging if appropriate.
1381 * Generally, we want to put the new object on top. But if 1287 * Generally, we want to put the new object on top. But if
1385 * once we get to them. This reduces the need to traverse over all of 1291 * once we get to them. This reduces the need to traverse over all of
1386 * them when adding another one - this saves quite a bit of cpu time 1292 * them when adding another one - this saves quite a bit of cpu time
1387 * when lots of spells are cast in one area. Currently, it is presumed 1293 * when lots of spells are cast in one area. Currently, it is presumed
1388 * that flying non pickable objects are spell objects. 1294 * that flying non pickable objects are spell objects.
1389 */ 1295 */
1390
1391 while (top != NULL) 1296 while (top)
1392 { 1297 {
1393 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1298 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1394 floor = top; 1299 floor = top;
1395 1300
1396 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1301 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1417 * If INS_ON_TOP is used, don't do this processing 1322 * If INS_ON_TOP is used, don't do this processing
1418 * Need to find the object that in fact blocks view, otherwise 1323 * Need to find the object that in fact blocks view, otherwise
1419 * stacking is a bit odd. 1324 * stacking is a bit odd.
1420 */ 1325 */
1421 if (!(flag & INS_ON_TOP) && 1326 if (!(flag & INS_ON_TOP) &&
1422 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1327 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1423 { 1328 {
1424 for (last = top; last != floor; last = last->below) 1329 for (last = top; last != floor; last = last->below)
1425 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1330 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1426 break; 1331 break;
1427 /* Check to see if we found the object that blocks view, 1332 /* Check to see if we found the object that blocks view,
1449 op->above = GET_MAP_OB (op->map, op->x, op->y); 1354 op->above = GET_MAP_OB (op->map, op->x, op->y);
1450 1355
1451 if (op->above) 1356 if (op->above)
1452 op->above->below = op; 1357 op->above->below = op;
1453 1358
1454 op->below = NULL; 1359 op->below = 0;
1455 SET_MAP_OB (op->map, op->x, op->y, op); 1360 op->ms ().bot = op;
1456 } 1361 }
1457 else 1362 else
1458 { /* get inserted into the stack above top */ 1363 { /* get inserted into the stack above top */
1459 op->above = top->above; 1364 op->above = top->above;
1460 1365
1463 1368
1464 op->below = top; 1369 op->below = top;
1465 top->above = op; 1370 top->above = op;
1466 } 1371 }
1467 1372
1468 if (op->above == NULL) 1373 if (!op->above)
1469 SET_MAP_TOP (op->map, op->x, op->y, op); 1374 op->ms ().top = op;
1470 } /* else not INS_BELOW_ORIGINATOR */ 1375 } /* else not INS_BELOW_ORIGINATOR */
1471 1376
1472 if (op->type == PLAYER) 1377 if (op->type == PLAYER)
1378 {
1473 op->contr->do_los = 1; 1379 op->contr->do_los = 1;
1380 ++op->map->players;
1381 op->map->touch ();
1382 }
1383
1384 op->map->dirty = true;
1474 1385
1475 /* If we have a floor, we know the player, if any, will be above 1386 /* If we have a floor, we know the player, if any, will be above
1476 * it, so save a few ticks and start from there. 1387 * it, so save a few ticks and start from there.
1477 */ 1388 */
1478 if (!(flag & INS_MAP_LOAD)) 1389 if (!(flag & INS_MAP_LOAD))
1479 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1390 if (object *pl = op->ms ().player ())
1480 if (tmp->type == PLAYER) 1391 if (pl->contr->ns)
1481 tmp->contr->socket.update_look = 1; 1392 pl->contr->ns->floorbox_update ();
1482 1393
1483 /* If this object glows, it may affect lighting conditions that are 1394 /* If this object glows, it may affect lighting conditions that are
1484 * visible to others on this map. But update_all_los is really 1395 * visible to others on this map. But update_all_los is really
1485 * an inefficient way to do this, as it means los for all players 1396 * an inefficient way to do this, as it means los for all players
1486 * on the map will get recalculated. The players could very well 1397 * on the map will get recalculated. The players could very well
1487 * be far away from this change and not affected in any way - 1398 * be far away from this change and not affected in any way -
1488 * this should get redone to only look for players within range, 1399 * this should get redone to only look for players within range,
1489 * or just updating the P_NEED_UPDATE for spaces within this area 1400 * or just updating the P_UPTODATE for spaces within this area
1490 * of effect may be sufficient. 1401 * of effect may be sufficient.
1491 */ 1402 */
1492 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1403 if (op->map->darkness && (op->glow_radius != 0))
1493 update_all_los (op->map, op->x, op->y); 1404 update_all_los (op->map, op->x, op->y);
1494 1405
1495 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1406 /* updates flags (blocked, alive, no magic, etc) for this map space */
1496 update_object (op, UP_OBJ_INSERT); 1407 update_object (op, UP_OBJ_INSERT);
1497 1408
1409 INVOKE_OBJECT (INSERT, op);
1410
1498 /* Don't know if moving this to the end will break anything. However, 1411 /* Don't know if moving this to the end will break anything. However,
1499 * we want to have update_look set above before calling this. 1412 * we want to have floorbox_update called before calling this.
1500 * 1413 *
1501 * check_move_on() must be after this because code called from 1414 * check_move_on() must be after this because code called from
1502 * check_move_on() depends on correct map flags (so functions like 1415 * check_move_on() depends on correct map flags (so functions like
1503 * blocked() and wall() work properly), and these flags are updated by 1416 * blocked() and wall() work properly), and these flags are updated by
1504 * update_object(). 1417 * update_object().
1506 1419
1507 /* if this is not the head or flag has been passed, don't check walk on status */ 1420 /* if this is not the head or flag has been passed, don't check walk on status */
1508 if (!(flag & INS_NO_WALK_ON) && !op->head) 1421 if (!(flag & INS_NO_WALK_ON) && !op->head)
1509 { 1422 {
1510 if (check_move_on (op, originator)) 1423 if (check_move_on (op, originator))
1511 return NULL; 1424 return 0;
1512 1425
1513 /* If we are a multi part object, lets work our way through the check 1426 /* If we are a multi part object, lets work our way through the check
1514 * walk on's. 1427 * walk on's.
1515 */ 1428 */
1516 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1429 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1517 if (check_move_on (tmp, originator)) 1430 if (check_move_on (tmp, originator))
1518 return NULL; 1431 return 0;
1519 } 1432 }
1520 1433
1521 return op; 1434 return op;
1522} 1435}
1523 1436
1524/* this function inserts an object in the map, but if it 1437/* this function inserts an object in the map, but if it
1525 * finds an object of its own type, it'll remove that one first. 1438 * finds an object of its own type, it'll remove that one first.
1526 * op is the object to insert it under: supplies x and the map. 1439 * op is the object to insert it under: supplies x and the map.
1527 */ 1440 */
1528void 1441void
1529replace_insert_ob_in_map (const char *arch_string, object *op) 1442replace_insert_ob_in_map (const char *arch_string, object *op)
1530{ 1443{
1531 object * 1444 object *tmp, *tmp1;
1532 tmp;
1533 object *
1534 tmp1;
1535 1445
1536 /* first search for itself and remove any old instances */ 1446 /* first search for itself and remove any old instances */
1537 1447
1538 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1448 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1539 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1449 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1542 tmp1 = arch_to_object (archetype::find (arch_string)); 1452 tmp1 = arch_to_object (archetype::find (arch_string));
1543 1453
1544 tmp1->x = op->x; 1454 tmp1->x = op->x;
1545 tmp1->y = op->y; 1455 tmp1->y = op->y;
1546 insert_ob_in_map (tmp1, op->map, op, 0); 1456 insert_ob_in_map (tmp1, op->map, op, 0);
1457}
1458
1459object *
1460object::insert_at (object *where, object *originator, int flags)
1461{
1462 where->map->insert (this, where->x, where->y, originator, flags);
1547} 1463}
1548 1464
1549/* 1465/*
1550 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1466 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1551 * is returned contains nr objects, and the remaining parts contains 1467 * is returned contains nr objects, and the remaining parts contains
1552 * the rest (or is removed and freed if that number is 0). 1468 * the rest (or is removed and freed if that number is 0).
1553 * On failure, NULL is returned, and the reason put into the 1469 * On failure, NULL is returned, and the reason put into the
1554 * global static errmsg array. 1470 * global static errmsg array.
1555 */ 1471 */
1556
1557object * 1472object *
1558get_split_ob (object *orig_ob, uint32 nr) 1473get_split_ob (object *orig_ob, uint32 nr)
1559{ 1474{
1560 object *newob; 1475 object *newob;
1561 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1476 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1597 1512
1598object * 1513object *
1599decrease_ob_nr (object *op, uint32 i) 1514decrease_ob_nr (object *op, uint32 i)
1600{ 1515{
1601 object *tmp; 1516 object *tmp;
1602 player *pl;
1603 1517
1604 if (i == 0) /* objects with op->nrof require this check */ 1518 if (i == 0) /* objects with op->nrof require this check */
1605 return op; 1519 return op;
1606 1520
1607 if (i > op->nrof) 1521 if (i > op->nrof)
1608 i = op->nrof; 1522 i = op->nrof;
1609 1523
1610 if (QUERY_FLAG (op, FLAG_REMOVED)) 1524 if (QUERY_FLAG (op, FLAG_REMOVED))
1611 op->nrof -= i; 1525 op->nrof -= i;
1612 else if (op->env != NULL) 1526 else if (op->env)
1613 { 1527 {
1614 /* is this object in the players inventory, or sub container 1528 /* is this object in the players inventory, or sub container
1615 * therein? 1529 * therein?
1616 */ 1530 */
1617 tmp = is_player_inv (op->env); 1531 tmp = op->in_player ();
1618 /* nope. Is this a container the player has opened? 1532 /* nope. Is this a container the player has opened?
1619 * If so, set tmp to that player. 1533 * If so, set tmp to that player.
1620 * IMO, searching through all the players will mostly 1534 * IMO, searching through all the players will mostly
1621 * likely be quicker than following op->env to the map, 1535 * likely be quicker than following op->env to the map,
1622 * and then searching the map for a player. 1536 * and then searching the map for a player.
1623 */ 1537 */
1624 if (!tmp) 1538 if (!tmp)
1625 { 1539 for_all_players (pl)
1626 for (pl = first_player; pl; pl = pl->next)
1627 if (pl->ob->container == op->env) 1540 if (pl->ob->container == op->env)
1541 {
1542 tmp = pl->ob;
1628 break; 1543 break;
1629 if (pl)
1630 tmp = pl->ob;
1631 else
1632 tmp = NULL;
1633 } 1544 }
1634 1545
1635 if (i < op->nrof) 1546 if (i < op->nrof)
1636 { 1547 {
1637 sub_weight (op->env, op->weight * i); 1548 sub_weight (op->env, op->weight * i);
1638 op->nrof -= i; 1549 op->nrof -= i;
1639 if (tmp) 1550 if (tmp)
1640 {
1641 esrv_send_item (tmp, op); 1551 esrv_send_item (tmp, op);
1642 }
1643 } 1552 }
1644 else 1553 else
1645 { 1554 {
1646 op->remove (); 1555 op->remove ();
1647 op->nrof = 0; 1556 op->nrof = 0;
1648 if (tmp) 1557 if (tmp)
1649 {
1650 esrv_del_item (tmp->contr, op->count); 1558 esrv_del_item (tmp->contr, op->count);
1651 }
1652 } 1559 }
1653 } 1560 }
1654 else 1561 else
1655 { 1562 {
1656 object *above = op->above; 1563 object *above = op->above;
1662 op->remove (); 1569 op->remove ();
1663 op->nrof = 0; 1570 op->nrof = 0;
1664 } 1571 }
1665 1572
1666 /* Since we just removed op, op->above is null */ 1573 /* Since we just removed op, op->above is null */
1667 for (tmp = above; tmp != NULL; tmp = tmp->above) 1574 for (tmp = above; tmp; tmp = tmp->above)
1668 if (tmp->type == PLAYER) 1575 if (tmp->type == PLAYER)
1669 { 1576 {
1670 if (op->nrof) 1577 if (op->nrof)
1671 esrv_send_item (tmp, op); 1578 esrv_send_item (tmp, op);
1672 else 1579 else
1677 if (op->nrof) 1584 if (op->nrof)
1678 return op; 1585 return op;
1679 else 1586 else
1680 { 1587 {
1681 op->destroy (); 1588 op->destroy ();
1682 return NULL; 1589 return 0;
1683 } 1590 }
1684} 1591}
1685 1592
1686/* 1593/*
1687 * add_weight(object, weight) adds the specified weight to an object, 1594 * add_weight(object, weight) adds the specified weight to an object,
1747 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1654 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1748 CLEAR_FLAG (op, FLAG_REMOVED); 1655 CLEAR_FLAG (op, FLAG_REMOVED);
1749 if (op->nrof) 1656 if (op->nrof)
1750 { 1657 {
1751 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1658 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1752 if (CAN_MERGE (tmp, op)) 1659 if (object::can_merge (tmp, op))
1753 { 1660 {
1754 /* return the original object and remove inserted object 1661 /* return the original object and remove inserted object
1755 (client needs the original object) */ 1662 (client needs the original object) */
1756 tmp->nrof += op->nrof; 1663 tmp->nrof += op->nrof;
1757 /* Weight handling gets pretty funky. Since we are adding to 1664 /* Weight handling gets pretty funky. Since we are adding to
1775 add_weight (this, op->weight * op->nrof); 1682 add_weight (this, op->weight * op->nrof);
1776 } 1683 }
1777 else 1684 else
1778 add_weight (this, (op->weight + op->carrying)); 1685 add_weight (this, (op->weight + op->carrying));
1779 1686
1780 otmp = is_player_inv (this); 1687 otmp = this->in_player ();
1781 if (otmp && otmp->contr) 1688 if (otmp && otmp->contr)
1782 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1689 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1783 fix_player (otmp); 1690 otmp->update_stats ();
1784 1691
1785 op->map = NULL; 1692 op->map = 0;
1786 op->env = this; 1693 op->env = this;
1787 op->above = NULL; 1694 op->above = 0;
1788 op->below = NULL; 1695 op->below = 0;
1789 op->x = 0, op->y = 0; 1696 op->x = 0, op->y = 0;
1790 1697
1791 /* reset the light list and los of the players on the map */ 1698 /* reset the light list and los of the players on the map */
1792 if ((op->glow_radius != 0) && map) 1699 if ((op->glow_radius != 0) && map)
1793 { 1700 {
1794#ifdef DEBUG_LIGHTS 1701#ifdef DEBUG_LIGHTS
1795 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1702 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1796#endif /* DEBUG_LIGHTS */ 1703#endif /* DEBUG_LIGHTS */
1797 if (MAP_DARKNESS (map)) 1704 if (map->darkness)
1798 update_all_los (map, x, y); 1705 update_all_los (map, x, y);
1799 } 1706 }
1800 1707
1801 /* Client has no idea of ordering so lets not bother ordering it here. 1708 /* Client has no idea of ordering so lets not bother ordering it here.
1802 * It sure simplifies this function... 1709 * It sure simplifies this function...
1807 { 1714 {
1808 op->below = inv; 1715 op->below = inv;
1809 op->below->above = op; 1716 op->below->above = op;
1810 inv = op; 1717 inv = op;
1811 } 1718 }
1719
1720 INVOKE_OBJECT (INSERT, this);
1812 1721
1813 return op; 1722 return op;
1814} 1723}
1815 1724
1816/* 1725/*
1831 * 1740 *
1832 * MSW 2001-07-08: Check all objects on space, not just those below 1741 * MSW 2001-07-08: Check all objects on space, not just those below
1833 * object being inserted. insert_ob_in_map may not put new objects 1742 * object being inserted. insert_ob_in_map may not put new objects
1834 * on top. 1743 * on top.
1835 */ 1744 */
1836
1837int 1745int
1838check_move_on (object *op, object *originator) 1746check_move_on (object *op, object *originator)
1839{ 1747{
1840 object *tmp; 1748 object *tmp;
1841 maptile *m = op->map; 1749 maptile *m = op->map;
1868 1776
1869 /* The objects have to be checked from top to bottom. 1777 /* The objects have to be checked from top to bottom.
1870 * Hence, we first go to the top: 1778 * Hence, we first go to the top:
1871 */ 1779 */
1872 1780
1873 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1781 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp && tmp->above; tmp = tmp->above)
1874 { 1782 {
1875 /* Trim the search when we find the first other spell effect 1783 /* Trim the search when we find the first other spell effect
1876 * this helps performance so that if a space has 50 spell objects, 1784 * this helps performance so that if a space has 50 spell objects,
1877 * we don't need to check all of them. 1785 * we don't need to check all of them.
1878 */ 1786 */
1933/* 1841/*
1934 * present_arch(arch, map, x, y) searches for any objects with 1842 * present_arch(arch, map, x, y) searches for any objects with
1935 * a matching archetype at the given map and coordinates. 1843 * a matching archetype at the given map and coordinates.
1936 * The first matching object is returned, or NULL if none. 1844 * The first matching object is returned, or NULL if none.
1937 */ 1845 */
1938
1939object * 1846object *
1940present_arch (const archetype *at, maptile *m, int x, int y) 1847present_arch (const archetype *at, maptile *m, int x, int y)
1941{ 1848{
1942 object *
1943 tmp;
1944
1945 if (m == NULL || out_of_map (m, x, y)) 1849 if (m == NULL || out_of_map (m, x, y))
1946 { 1850 {
1947 LOG (llevError, "Present_arch called outside map.\n"); 1851 LOG (llevError, "Present_arch called outside map.\n");
1948 return NULL; 1852 return NULL;
1949 } 1853 }
1854
1950 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1855 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1951 if (tmp->arch == at) 1856 if (tmp->arch == at)
1952 return tmp; 1857 return tmp;
1858
1953 return NULL; 1859 return NULL;
1954} 1860}
1955 1861
1956/* 1862/*
1957 * present(type, map, x, y) searches for any objects with 1863 * present(type, map, x, y) searches for any objects with
1958 * a matching type variable at the given map and coordinates. 1864 * a matching type variable at the given map and coordinates.
1959 * The first matching object is returned, or NULL if none. 1865 * The first matching object is returned, or NULL if none.
1960 */ 1866 */
1961
1962object * 1867object *
1963present (unsigned char type, maptile *m, int x, int y) 1868present (unsigned char type, maptile *m, int x, int y)
1964{ 1869{
1965 object *
1966 tmp;
1967
1968 if (out_of_map (m, x, y)) 1870 if (out_of_map (m, x, y))
1969 { 1871 {
1970 LOG (llevError, "Present called outside map.\n"); 1872 LOG (llevError, "Present called outside map.\n");
1971 return NULL; 1873 return NULL;
1972 } 1874 }
1875
1973 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1876 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1974 if (tmp->type == type) 1877 if (tmp->type == type)
1975 return tmp; 1878 return tmp;
1879
1976 return NULL; 1880 return NULL;
1977} 1881}
1978 1882
1979/* 1883/*
1980 * present_in_ob(type, object) searches for any objects with 1884 * present_in_ob(type, object) searches for any objects with
1981 * a matching type variable in the inventory of the given object. 1885 * a matching type variable in the inventory of the given object.
1982 * The first matching object is returned, or NULL if none. 1886 * The first matching object is returned, or NULL if none.
1983 */ 1887 */
1984
1985object * 1888object *
1986present_in_ob (unsigned char type, const object *op) 1889present_in_ob (unsigned char type, const object *op)
1987{ 1890{
1988 object *
1989 tmp;
1990
1991 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1891 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1992 if (tmp->type == type) 1892 if (tmp->type == type)
1993 return tmp; 1893 return tmp;
1894
1994 return NULL; 1895 return NULL;
1995} 1896}
1996 1897
1997/* 1898/*
1998 * present_in_ob (type, str, object) searches for any objects with 1899 * present_in_ob (type, str, object) searches for any objects with
2006 * str is the string to match against. Note that we match against 1907 * str is the string to match against. Note that we match against
2007 * the object name, not the archetype name. this is so that the 1908 * the object name, not the archetype name. this is so that the
2008 * spell code can use one object type (force), but change it's name 1909 * spell code can use one object type (force), but change it's name
2009 * to be unique. 1910 * to be unique.
2010 */ 1911 */
2011
2012object * 1912object *
2013present_in_ob_by_name (int type, const char *str, const object *op) 1913present_in_ob_by_name (int type, const char *str, const object *op)
2014{ 1914{
2015 object *
2016 tmp;
2017
2018 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1915 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2019 {
2020 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1916 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2021 return tmp; 1917 return tmp;
2022 } 1918
2023 return NULL; 1919 return 0;
2024} 1920}
2025 1921
2026/* 1922/*
2027 * present_arch_in_ob(archetype, object) searches for any objects with 1923 * present_arch_in_ob(archetype, object) searches for any objects with
2028 * a matching archetype in the inventory of the given object. 1924 * a matching archetype in the inventory of the given object.
2029 * The first matching object is returned, or NULL if none. 1925 * The first matching object is returned, or NULL if none.
2030 */ 1926 */
2031
2032object * 1927object *
2033present_arch_in_ob (const archetype *at, const object *op) 1928present_arch_in_ob (const archetype *at, const object *op)
2034{ 1929{
2035 object *
2036 tmp;
2037
2038 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1930 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2039 if (tmp->arch == at) 1931 if (tmp->arch == at)
2040 return tmp; 1932 return tmp;
1933
2041 return NULL; 1934 return NULL;
2042} 1935}
2043 1936
2044/* 1937/*
2045 * activate recursively a flag on an object inventory 1938 * activate recursively a flag on an object inventory
2046 */ 1939 */
2047void 1940void
2048flag_inv (object *op, int flag) 1941flag_inv (object *op, int flag)
2049{ 1942{
2050 object *
2051 tmp;
2052
2053 if (op->inv) 1943 if (op->inv)
2054 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1944 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2055 { 1945 {
2056 SET_FLAG (tmp, flag); 1946 SET_FLAG (tmp, flag);
2057 flag_inv (tmp, flag); 1947 flag_inv (tmp, flag);
2058 } 1948 }
2059} /* 1949}
1950
1951/*
2060 * desactivate recursively a flag on an object inventory 1952 * deactivate recursively a flag on an object inventory
2061 */ 1953 */
2062void 1954void
2063unflag_inv (object *op, int flag) 1955unflag_inv (object *op, int flag)
2064{ 1956{
2065 object *
2066 tmp;
2067
2068 if (op->inv) 1957 if (op->inv)
2069 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1958 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2070 { 1959 {
2071 CLEAR_FLAG (tmp, flag); 1960 CLEAR_FLAG (tmp, flag);
2072 unflag_inv (tmp, flag); 1961 unflag_inv (tmp, flag);
2073 } 1962 }
2074} 1963}
2077 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 1966 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2078 * all it's inventory (recursively). 1967 * all it's inventory (recursively).
2079 * If checksums are used, a player will get set_cheat called for 1968 * If checksums are used, a player will get set_cheat called for
2080 * him/her-self and all object carried by a call to this function. 1969 * him/her-self and all object carried by a call to this function.
2081 */ 1970 */
2082
2083void 1971void
2084set_cheat (object *op) 1972set_cheat (object *op)
2085{ 1973{
2086 SET_FLAG (op, FLAG_WAS_WIZ); 1974 SET_FLAG (op, FLAG_WAS_WIZ);
2087 flag_inv (op, FLAG_WAS_WIZ); 1975 flag_inv (op, FLAG_WAS_WIZ);
2106 * because arch_blocked (now ob_blocked) needs to know the movement type 1994 * because arch_blocked (now ob_blocked) needs to know the movement type
2107 * to know if the space in question will block the object. We can't use 1995 * to know if the space in question will block the object. We can't use
2108 * the archetype because that isn't correct if the monster has been 1996 * the archetype because that isn't correct if the monster has been
2109 * customized, changed states, etc. 1997 * customized, changed states, etc.
2110 */ 1998 */
2111
2112int 1999int
2113find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 2000find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2114{ 2001{
2115 int
2116 i,
2117 index = 0, flag; 2002 int index = 0, flag;
2118 static int
2119 altern[SIZEOFFREE]; 2003 int altern[SIZEOFFREE];
2120 2004
2121 for (i = start; i < stop; i++) 2005 for (int i = start; i < stop; i++)
2122 { 2006 {
2123 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2007 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2124 if (!flag) 2008 if (!flag)
2125 altern[index++] = i; 2009 altern [index++] = i;
2126 2010
2127 /* Basically, if we find a wall on a space, we cut down the search size. 2011 /* Basically, if we find a wall on a space, we cut down the search size.
2128 * In this way, we won't return spaces that are on another side of a wall. 2012 * In this way, we won't return spaces that are on another side of a wall.
2129 * This mostly work, but it cuts down the search size in all directions - 2013 * This mostly work, but it cuts down the search size in all directions -
2130 * if the space being examined only has a wall to the north and empty 2014 * if the space being examined only has a wall to the north and empty
2131 * spaces in all the other directions, this will reduce the search space 2015 * spaces in all the other directions, this will reduce the search space
2132 * to only the spaces immediately surrounding the target area, and 2016 * to only the spaces immediately surrounding the target area, and
2133 * won't look 2 spaces south of the target space. 2017 * won't look 2 spaces south of the target space.
2134 */ 2018 */
2135 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 2019 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2136 stop = maxfree[i]; 2020 stop = maxfree[i];
2137 } 2021 }
2022
2138 if (!index) 2023 if (!index)
2139 return -1; 2024 return -1;
2025
2140 return altern[RANDOM () % index]; 2026 return altern[RANDOM () % index];
2141} 2027}
2142 2028
2143/* 2029/*
2144 * find_first_free_spot(archetype, maptile, x, y) works like 2030 * find_first_free_spot(archetype, maptile, x, y) works like
2145 * find_free_spot(), but it will search max number of squares. 2031 * find_free_spot(), but it will search max number of squares.
2146 * But it will return the first available spot, not a random choice. 2032 * But it will return the first available spot, not a random choice.
2147 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2033 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2148 */ 2034 */
2149
2150int 2035int
2151find_first_free_spot (const object *ob, maptile *m, int x, int y) 2036find_first_free_spot (const object *ob, maptile *m, int x, int y)
2152{ 2037{
2153 int
2154 i;
2155
2156 for (i = 0; i < SIZEOFFREE; i++) 2038 for (int i = 0; i < SIZEOFFREE; i++)
2157 {
2158 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2039 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2159 return i; 2040 return i;
2160 } 2041
2161 return -1; 2042 return -1;
2162} 2043}
2163 2044
2164/* 2045/*
2165 * The function permute(arr, begin, end) randomly reorders the array 2046 * The function permute(arr, begin, end) randomly reorders the array
2166 * arr[begin..end-1]. 2047 * arr[begin..end-1].
2048 * now uses a fisher-yates shuffle, old permute was broken
2167 */ 2049 */
2168static void 2050static void
2169permute (int *arr, int begin, int end) 2051permute (int *arr, int begin, int end)
2170{ 2052{
2171 int 2053 arr += begin;
2172 i,
2173 j,
2174 tmp,
2175 len;
2176
2177 len = end - begin; 2054 end -= begin;
2178 for (i = begin; i < end; i++)
2179 {
2180 j = begin + RANDOM () % len;
2181 2055
2182 tmp = arr[i]; 2056 while (--end)
2183 arr[i] = arr[j]; 2057 swap (arr [end], arr [RANDOM () % (end + 1)]);
2184 arr[j] = tmp;
2185 }
2186} 2058}
2187 2059
2188/* new function to make monster searching more efficient, and effective! 2060/* new function to make monster searching more efficient, and effective!
2189 * This basically returns a randomized array (in the passed pointer) of 2061 * This basically returns a randomized array (in the passed pointer) of
2190 * the spaces to find monsters. In this way, it won't always look for 2062 * the spaces to find monsters. In this way, it won't always look for
2193 * the 3x3 area will be searched, just not in a predictable order. 2065 * the 3x3 area will be searched, just not in a predictable order.
2194 */ 2066 */
2195void 2067void
2196get_search_arr (int *search_arr) 2068get_search_arr (int *search_arr)
2197{ 2069{
2198 int 2070 int i;
2199 i;
2200 2071
2201 for (i = 0; i < SIZEOFFREE; i++) 2072 for (i = 0; i < SIZEOFFREE; i++)
2202 {
2203 search_arr[i] = i; 2073 search_arr[i] = i;
2204 }
2205 2074
2206 permute (search_arr, 1, SIZEOFFREE1 + 1); 2075 permute (search_arr, 1, SIZEOFFREE1 + 1);
2207 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2076 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2208 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2077 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2209} 2078}
2218 * Perhaps incorrectly, but I'm making the assumption that exclude 2087 * Perhaps incorrectly, but I'm making the assumption that exclude
2219 * is actually want is going to try and move there. We need this info 2088 * is actually want is going to try and move there. We need this info
2220 * because we have to know what movement the thing looking to move 2089 * because we have to know what movement the thing looking to move
2221 * there is capable of. 2090 * there is capable of.
2222 */ 2091 */
2223
2224int 2092int
2225find_dir (maptile *m, int x, int y, object *exclude) 2093find_dir (maptile *m, int x, int y, object *exclude)
2226{ 2094{
2227 int
2228 i,
2229 max = SIZEOFFREE, mflags; 2095 int i, max = SIZEOFFREE, mflags;
2230 2096
2231 sint16 nx, ny; 2097 sint16 nx, ny;
2232 object * 2098 object *tmp;
2233 tmp;
2234 maptile * 2099 maptile *mp;
2235 mp;
2236 2100
2237 MoveType blocked, move_type; 2101 MoveType blocked, move_type;
2238 2102
2239 if (exclude && exclude->head) 2103 if (exclude && exclude->head)
2240 { 2104 {
2252 mp = m; 2116 mp = m;
2253 nx = x + freearr_x[i]; 2117 nx = x + freearr_x[i];
2254 ny = y + freearr_y[i]; 2118 ny = y + freearr_y[i];
2255 2119
2256 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2120 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2121
2257 if (mflags & P_OUT_OF_MAP) 2122 if (mflags & P_OUT_OF_MAP)
2258 {
2259 max = maxfree[i]; 2123 max = maxfree[i];
2260 }
2261 else 2124 else
2262 { 2125 {
2263 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2126 mapspace &ms = mp->at (nx, ny);
2127
2128 blocked = ms.move_block;
2264 2129
2265 if ((move_type & blocked) == move_type) 2130 if ((move_type & blocked) == move_type)
2266 {
2267 max = maxfree[i]; 2131 max = maxfree[i];
2268 }
2269 else if (mflags & P_IS_ALIVE) 2132 else if (mflags & P_IS_ALIVE)
2270 { 2133 {
2271 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2134 for (tmp = ms.bot; tmp; tmp = tmp->above)
2272 { 2135 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2273 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2136 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2274 {
2275 break; 2137 break;
2276 } 2138
2277 }
2278 if (tmp) 2139 if (tmp)
2279 {
2280 return freedir[i]; 2140 return freedir[i];
2281 }
2282 } 2141 }
2283 } 2142 }
2284 } 2143 }
2144
2285 return 0; 2145 return 0;
2286} 2146}
2287 2147
2288/* 2148/*
2289 * distance(object 1, object 2) will return the square of the 2149 * distance(object 1, object 2) will return the square of the
2290 * distance between the two given objects. 2150 * distance between the two given objects.
2291 */ 2151 */
2292
2293int 2152int
2294distance (const object *ob1, const object *ob2) 2153distance (const object *ob1, const object *ob2)
2295{ 2154{
2296 int
2297 i;
2298
2299 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2155 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2300 return i;
2301} 2156}
2302 2157
2303/* 2158/*
2304 * find_dir_2(delta-x,delta-y) will return a direction in which 2159 * find_dir_2(delta-x,delta-y) will return a direction in which
2305 * an object which has subtracted the x and y coordinates of another 2160 * an object which has subtracted the x and y coordinates of another
2306 * object, needs to travel toward it. 2161 * object, needs to travel toward it.
2307 */ 2162 */
2308
2309int 2163int
2310find_dir_2 (int x, int y) 2164find_dir_2 (int x, int y)
2311{ 2165{
2312 int 2166 int q;
2313 q;
2314 2167
2315 if (y) 2168 if (y)
2316 q = x * 100 / y; 2169 q = x * 100 / y;
2317 else if (x) 2170 else if (x)
2318 q = -300 * x; 2171 q = -300 * x;
2353int 2206int
2354absdir (int d) 2207absdir (int d)
2355{ 2208{
2356 while (d < 1) 2209 while (d < 1)
2357 d += 8; 2210 d += 8;
2211
2358 while (d > 8) 2212 while (d > 8)
2359 d -= 8; 2213 d -= 8;
2214
2360 return d; 2215 return d;
2361} 2216}
2362 2217
2363/* 2218/*
2364 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2219 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2366 */ 2221 */
2367 2222
2368int 2223int
2369dirdiff (int dir1, int dir2) 2224dirdiff (int dir1, int dir2)
2370{ 2225{
2371 int 2226 int d;
2372 d;
2373 2227
2374 d = abs (dir1 - dir2); 2228 d = abs (dir1 - dir2);
2375 if (d > 4) 2229 if (d > 4)
2376 d = 8 - d; 2230 d = 8 - d;
2231
2377 return d; 2232 return d;
2378} 2233}
2379 2234
2380/* peterm: 2235/* peterm:
2381 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2236 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2384 * This basically means that if direction is 15, then it could either go 2239 * This basically means that if direction is 15, then it could either go
2385 * direction 4, 14, or 16 to get back to where we are. 2240 * direction 4, 14, or 16 to get back to where we are.
2386 * Moved from spell_util.c to object.c with the other related direction 2241 * Moved from spell_util.c to object.c with the other related direction
2387 * functions. 2242 * functions.
2388 */ 2243 */
2389
2390int
2391 reduction_dir[SIZEOFFREE][3] = { 2244int reduction_dir[SIZEOFFREE][3] = {
2392 {0, 0, 0}, /* 0 */ 2245 {0, 0, 0}, /* 0 */
2393 {0, 0, 0}, /* 1 */ 2246 {0, 0, 0}, /* 1 */
2394 {0, 0, 0}, /* 2 */ 2247 {0, 0, 0}, /* 2 */
2395 {0, 0, 0}, /* 3 */ 2248 {0, 0, 0}, /* 3 */
2396 {0, 0, 0}, /* 4 */ 2249 {0, 0, 0}, /* 4 */
2444 * find a path to that monster that we found. If not, 2297 * find a path to that monster that we found. If not,
2445 * we don't bother going toward it. Returns 1 if we 2298 * we don't bother going toward it. Returns 1 if we
2446 * can see a direct way to get it 2299 * can see a direct way to get it
2447 * Modified to be map tile aware -.MSW 2300 * Modified to be map tile aware -.MSW
2448 */ 2301 */
2449
2450
2451int 2302int
2452can_see_monsterP (maptile *m, int x, int y, int dir) 2303can_see_monsterP (maptile *m, int x, int y, int dir)
2453{ 2304{
2454 sint16 dx, dy; 2305 sint16 dx, dy;
2455 int
2456 mflags; 2306 int mflags;
2457 2307
2458 if (dir < 0) 2308 if (dir < 0)
2459 return 0; /* exit condition: invalid direction */ 2309 return 0; /* exit condition: invalid direction */
2460 2310
2461 dx = x + freearr_x[dir]; 2311 dx = x + freearr_x[dir];
2474 return 0; 2324 return 0;
2475 2325
2476 /* yes, can see. */ 2326 /* yes, can see. */
2477 if (dir < 9) 2327 if (dir < 9)
2478 return 1; 2328 return 1;
2329
2479 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2330 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2480 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]); 2331 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2332 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2481} 2333}
2482
2483
2484 2334
2485/* 2335/*
2486 * can_pick(picker, item): finds out if an object is possible to be 2336 * can_pick(picker, item): finds out if an object is possible to be
2487 * picked up by the picker. Returnes 1 if it can be 2337 * picked up by the picker. Returnes 1 if it can be
2488 * picked up, otherwise 0. 2338 * picked up, otherwise 0.
2499 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2349 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2500 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2350 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2501 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2351 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2502} 2352}
2503 2353
2504
2505/* 2354/*
2506 * create clone from object to another 2355 * create clone from object to another
2507 */ 2356 */
2508object * 2357object *
2509object_create_clone (object *asrc) 2358object_create_clone (object *asrc)
2518 src = src->head; 2367 src = src->head;
2519 2368
2520 prev = 0; 2369 prev = 0;
2521 for (part = src; part; part = part->more) 2370 for (part = src; part; part = part->more)
2522 { 2371 {
2523 tmp = object::create (); 2372 tmp = part->clone ();
2524 part->copy_to (tmp);
2525 tmp->x -= src->x; 2373 tmp->x -= src->x;
2526 tmp->y -= src->y; 2374 tmp->y -= src->y;
2527 2375
2528 if (!part->head) 2376 if (!part->head)
2529 { 2377 {
2530 dst = tmp; 2378 dst = tmp;
2531 tmp->head = 0; 2379 tmp->head = 0;
2532 } 2380 }
2533 else 2381 else
2534 {
2535 tmp->head = dst; 2382 tmp->head = dst;
2536 }
2537 2383
2538 tmp->more = 0; 2384 tmp->more = 0;
2539 2385
2540 if (prev) 2386 if (prev)
2541 prev->more = tmp; 2387 prev->more = tmp;
2553/* Basically, we save the content of the string to a temp file, then call */ 2399/* Basically, we save the content of the string to a temp file, then call */
2554/* load_object on it. I admit it is a highly inefficient way to make things, */ 2400/* load_object on it. I admit it is a highly inefficient way to make things, */
2555/* but it was simple to make and allows reusing the load_object function. */ 2401/* but it was simple to make and allows reusing the load_object function. */
2556/* Remember not to use load_object_str in a time-critical situation. */ 2402/* Remember not to use load_object_str in a time-critical situation. */
2557/* Also remember that multiparts objects are not supported for now. */ 2403/* Also remember that multiparts objects are not supported for now. */
2558
2559object * 2404object *
2560load_object_str (const char *obstr) 2405load_object_str (const char *obstr)
2561{ 2406{
2562 object *op; 2407 object *op;
2563 char filename[MAX_BUF]; 2408 char filename[MAX_BUF];
2593 * returns NULL if no match. 2438 * returns NULL if no match.
2594 */ 2439 */
2595object * 2440object *
2596find_obj_by_type_subtype (const object *who, int type, int subtype) 2441find_obj_by_type_subtype (const object *who, int type, int subtype)
2597{ 2442{
2598 object *tmp;
2599
2600 for (tmp = who->inv; tmp; tmp = tmp->below) 2443 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2601 if (tmp->type == type && tmp->subtype == subtype) 2444 if (tmp->type == type && tmp->subtype == subtype)
2602 return tmp; 2445 return tmp;
2603 2446
2604 return NULL; 2447 return 0;
2605} 2448}
2606 2449
2607/* If ob has a field named key, return the link from the list, 2450/* If ob has a field named key, return the link from the list,
2608 * otherwise return NULL. 2451 * otherwise return NULL.
2609 * 2452 *
2611 * do the desired thing. 2454 * do the desired thing.
2612 */ 2455 */
2613key_value * 2456key_value *
2614get_ob_key_link (const object *ob, const char *key) 2457get_ob_key_link (const object *ob, const char *key)
2615{ 2458{
2616 key_value *link;
2617
2618 for (link = ob->key_values; link != NULL; link = link->next) 2459 for (key_value *link = ob->key_values; link; link = link->next)
2619 if (link->key == key) 2460 if (link->key == key)
2620 return link; 2461 return link;
2621 2462
2622 return NULL; 2463 return 0;
2623} 2464}
2624 2465
2625/* 2466/*
2626 * Returns the value of op has an extra_field for key, or NULL. 2467 * Returns the value of op has an extra_field for key, or NULL.
2627 * 2468 *
2667 * Returns TRUE on success. 2508 * Returns TRUE on success.
2668 */ 2509 */
2669int 2510int
2670set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) 2511set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2671{ 2512{
2672 key_value *
2673 field = NULL, *last = NULL; 2513 key_value *field = NULL, *last = NULL;
2674 2514
2675 for (field = op->key_values; field != NULL; field = field->next) 2515 for (field = op->key_values; field != NULL; field = field->next)
2676 { 2516 {
2677 if (field->key != canonical_key) 2517 if (field->key != canonical_key)
2678 { 2518 {
2706 /* IF we get here, key doesn't exist */ 2546 /* IF we get here, key doesn't exist */
2707 2547
2708 /* No field, we'll have to add it. */ 2548 /* No field, we'll have to add it. */
2709 2549
2710 if (!add_key) 2550 if (!add_key)
2711 {
2712 return FALSE; 2551 return FALSE;
2713 } 2552
2714 /* There isn't any good reason to store a null 2553 /* There isn't any good reason to store a null
2715 * value in the key/value list. If the archetype has 2554 * value in the key/value list. If the archetype has
2716 * this key, then we should also have it, so shouldn't 2555 * this key, then we should also have it, so shouldn't
2717 * be here. If user wants to store empty strings, 2556 * be here. If user wants to store empty strings,
2718 * should pass in "" 2557 * should pass in ""
2767 } 2606 }
2768 else 2607 else
2769 item = item->env; 2608 item = item->env;
2770} 2609}
2771 2610
2611
2612const char *
2613object::flag_desc (char *desc, int len) const
2614{
2615 char *p = desc;
2616 bool first = true;
2617
2618 *p = 0;
2619
2620 for (int i = 0; i < NUM_FLAGS; i++)
2621 {
2622 if (len <= 10) // magic constant!
2623 {
2624 snprintf (p, len, ",...");
2625 break;
2626 }
2627
2628 if (flag [i])
2629 {
2630 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2631 len -= cnt;
2632 p += cnt;
2633 first = false;
2634 }
2635 }
2636
2637 return desc;
2638}
2639
2772// return a suitable string describing an objetc in enough detail to find it 2640// return a suitable string describing an object in enough detail to find it
2773const char * 2641const char *
2774object::debug_desc (char *info) const 2642object::debug_desc (char *info) const
2775{ 2643{
2644 char flagdesc[512];
2776 char info2[256 * 3]; 2645 char info2[256 * 4];
2777 char *p = info; 2646 char *p = info;
2778 2647
2779 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2648 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s%s%s\",flags:[%s],type:%d}",
2780 count, 2649 count, uuid.seq,
2781 &name, 2650 &name,
2782 title ? " " : "", 2651 title ? "\",title:" : "",
2783 title ? (const char *)title : ""); 2652 title ? (const char *)title : "",
2653 flag_desc (flagdesc, 512), type);
2784 2654
2785 if (env) 2655 if (env)
2786 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2656 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2787 2657
2788 if (map) 2658 if (map)
2789 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2659 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2790 2660
2791 return info; 2661 return info;
2792} 2662}
2793 2663
2794const char * 2664const char *
2795object::debug_desc () const 2665object::debug_desc () const
2796{ 2666{
2797 static char info[256 * 3]; 2667 static char info[256 * 4];
2798 return debug_desc (info); 2668 return debug_desc (info);
2799} 2669}
2800 2670

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