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Comparing deliantra/server/common/object.C (file contents):
Revision 1.63 by root, Tue Dec 12 20:53:02 2006 UTC vs.
Revision 1.147 by root, Sat May 12 16:06:42 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game
3 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 21 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail at <crossfire@schmorp.de>
22*/ 23 */
23 24
24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
25 sub/add_weight will transcend the environment updating the carrying 26 sub/add_weight will transcend the environment updating the carrying
26 variable. */ 27 variable. */
27#include <global.h> 28#include <global.h>
28#include <stdio.h> 29#include <stdio.h>
29#include <sys/types.h> 30#include <sys/types.h>
30#include <sys/uio.h> 31#include <sys/uio.h>
31#include <object.h> 32#include <object.h>
32#include <funcpoint.h> 33#include <funcpoint.h>
34#include <sproto.h>
33#include <loader.h> 35#include <loader.h>
36
37#include <bitset>
34 38
35int nrofallocobjects = 0; 39int nrofallocobjects = 0;
36static UUID uuid; 40static UUID uuid;
37const uint64 UUID_SKIP = 1<<19; 41const uint64 UUID_SKIP = 1<<19;
38 42
39object *active_objects; /* List of active objects that need to be processed */ 43objectvec objects;
44activevec actives;
40 45
41short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 46short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
42 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 47 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
43}; 48};
44short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 49short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
139 * objects with lists are rare, and lists stay short. If not, use a 144 * objects with lists are rare, and lists stay short. If not, use a
140 * different structure or at least keep the lists sorted... 145 * different structure or at least keep the lists sorted...
141 */ 146 */
142 147
143 /* For each field in wants, */ 148 /* For each field in wants, */
144 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) 149 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
145 { 150 {
146 key_value *has_field; 151 key_value *has_field;
147 152
148 /* Look for a field in has with the same key. */ 153 /* Look for a field in has with the same key. */
149 has_field = get_ob_key_link (has, wants_field->key); 154 has_field = get_ob_key_link (has, wants_field->key);
183 * 188 *
184 * Note that this function appears a lot longer than the macro it 189 * Note that this function appears a lot longer than the macro it
185 * replaces - this is mostly for clarity - a decent compiler should hopefully 190 * replaces - this is mostly for clarity - a decent compiler should hopefully
186 * reduce this to the same efficiency. 191 * reduce this to the same efficiency.
187 * 192 *
188 * Check nrof variable *before* calling CAN_MERGE() 193 * Check nrof variable *before* calling can_merge()
189 * 194 *
190 * Improvements made with merge: Better checking on potion, and also 195 * Improvements made with merge: Better checking on potion, and also
191 * check weight 196 * check weight
192 */ 197 */
193
194bool object::can_merge (object *ob1, object *ob2) 198bool object::can_merge_slow (object *ob1, object *ob2)
195{ 199{
196 /* A couple quicksanity checks */ 200 /* A couple quicksanity checks */
197 if ((ob1 == ob2) || (ob1->type != ob2->type)) 201 if (ob1 == ob2
202 || ob1->type != ob2->type
203 || ob1->speed != ob2->speed
204 || ob1->value != ob2->value
205 || ob1->name != ob2->name)
198 return 0; 206 return 0;
199 207
200 if (ob1->speed != ob2->speed) 208 //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 209 /* 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 210 * value could not be stored in a sint32 (which unfortunately sometimes is
205 * used to store nrof). 211 * used to store nrof).
206 */ 212 */
207 if (ob1->nrof + ob2->nrof >= 1UL << 31) 213 if (ob1->nrof + ob2->nrof >= 1UL << 31)
217 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 223 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
218 224
219 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 225 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
220 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 226 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
221 227
222 228 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 229 || 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) || 230 || ob1->name != ob2->name
233 (ob1->title != ob2->title) || 231 || ob1->title != ob2->title
234 (ob1->msg != ob2->msg) || 232 || ob1->msg != ob2->msg
235 (ob1->weight != ob2->weight) || 233 || ob1->weight != ob2->weight
236 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) || 234 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
237 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) || 235 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
238 (ob1->attacktype != ob2->attacktype) || 236 || ob1->attacktype != ob2->attacktype
239 (ob1->magic != ob2->magic) || 237 || ob1->magic != ob2->magic
240 (ob1->slaying != ob2->slaying) || 238 || ob1->slaying != ob2->slaying
241 (ob1->skill != ob2->skill) || 239 || ob1->skill != ob2->skill
242 (ob1->value != ob2->value) || 240 || ob1->value != ob2->value
243 (ob1->animation_id != ob2->animation_id) || 241 || ob1->animation_id != ob2->animation_id
244 (ob1->client_type != ob2->client_type) || 242 || ob1->client_type != ob2->client_type
245 (ob1->materialname != ob2->materialname) || 243 || ob1->materialname != ob2->materialname
246 (ob1->lore != ob2->lore) || 244 || ob1->lore != ob2->lore
247 (ob1->subtype != ob2->subtype) || 245 || ob1->subtype != ob2->subtype
248 (ob1->move_type != ob2->move_type) || 246 || ob1->move_type != ob2->move_type
249 (ob1->move_block != ob2->move_block) || 247 || ob1->move_block != ob2->move_block
250 (ob1->move_allow != ob2->move_allow) || 248 || ob1->move_allow != ob2->move_allow
251 (ob1->move_on != ob2->move_on) || 249 || 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)) 250 || ob1->move_off != ob2->move_off
251 || ob1->move_slow != ob2->move_slow
252 || ob1->move_slow_penalty != ob2->move_slow_penalty)
253 return 0; 253 return 0;
254 254
255 /* This is really a spellbook check - really, we should 255 /* This is really a spellbook check - really, we should
256 * check all objects in the inventory. 256 * check all objects in the inventory.
257 */ 257 */
260 /* if one object has inventory but the other doesn't, not equiv */ 260 /* if one object has inventory but the other doesn't, not equiv */
261 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 261 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
262 return 0; 262 return 0;
263 263
264 /* Now check to see if the two inventory objects could merge */ 264 /* Now check to see if the two inventory objects could merge */
265 if (!CAN_MERGE (ob1->inv, ob2->inv)) 265 if (!object::can_merge (ob1->inv, ob2->inv))
266 return 0; 266 return 0;
267 267
268 /* inventory ok - still need to check rest of this object to see 268 /* inventory ok - still need to check rest of this object to see
269 * if it is valid. 269 * if it is valid.
270 */ 270 */
279 279
280 /* Note sure why the following is the case - either the object has to 280 /* Note sure why the following is the case - either the object has to
281 * be animated or have a very low speed. Is this an attempted monster 281 * be animated or have a very low speed. Is this an attempted monster
282 * check? 282 * check?
283 */ 283 */
284 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 284 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
285 return 0; 285 return 0;
286 286
287 switch (ob1->type) 287 switch (ob1->type)
288 { 288 {
289 case SCROLL: 289 case SCROLL:
325sum_weight (object *op) 325sum_weight (object *op)
326{ 326{
327 long sum; 327 long sum;
328 object *inv; 328 object *inv;
329 329
330 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 330 for (sum = 0, inv = op->inv; inv; inv = inv->below)
331 { 331 {
332 if (inv->inv) 332 if (inv->inv)
333 sum_weight (inv); 333 sum_weight (inv);
334
334 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 335 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
335 } 336 }
336 337
337 if (op->type == CONTAINER && op->stats.Str) 338 if (op->type == CONTAINER && op->stats.Str)
338 sum = (sum * (100 - op->stats.Str)) / 100; 339 sum = (sum * (100 - op->stats.Str)) / 100;
354 op = op->env; 355 op = op->env;
355 return op; 356 return op;
356} 357}
357 358
358/* 359/*
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. 360 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
375 * Some error messages. 361 * Some error messages.
376 * The result of the dump is stored in the static global errmsg array. 362 * The result of the dump is stored in the static global errmsg array.
377 */ 363 */
378
379char * 364char *
380dump_object (object *op) 365dump_object (object *op)
381{ 366{
382 if (!op) 367 if (!op)
383 return strdup ("[NULLOBJ]"); 368 return strdup ("[NULLOBJ]");
384 369
385 object_freezer freezer; 370 object_freezer freezer;
386 save_object (freezer, op, 3); 371 op->write (freezer);
387 return freezer.as_string (); 372 return freezer.as_string ();
388} 373}
389 374
390/* 375/*
391 * get_nearest_part(multi-object, object 2) returns the part of the 376 * get_nearest_part(multi-object, object 2) returns the part of the
408} 393}
409 394
410/* 395/*
411 * Returns the object which has the count-variable equal to the argument. 396 * Returns the object which has the count-variable equal to the argument.
412 */ 397 */
413
414object * 398object *
415find_object (tag_t i) 399find_object (tag_t i)
416{ 400{
417 for (object *op = object::first; op; op = op->next) 401 for_all_objects (op)
418 if (op->count == i) 402 if (op->count == i)
419 return op; 403 return op;
420 404
421 return 0; 405 return 0;
422} 406}
423 407
424/* 408/*
425 * Returns the first object which has a name equal to the argument. 409 * Returns the first object which has a name equal to the argument.
426 * Used only by the patch command, but not all that useful. 410 * Used only by the patch command, but not all that useful.
427 * Enables features like "patch <name-of-other-player> food 999" 411 * Enables features like "patch <name-of-other-player> food 999"
428 */ 412 */
429
430object * 413object *
431find_object_name (const char *str) 414find_object_name (const char *str)
432{ 415{
433 shstr_cmp str_ (str); 416 shstr_cmp str_ (str);
434 object *op; 417 object *op;
435 418
436 for (op = object::first; op != NULL; op = op->next) 419 for_all_objects (op)
437 if (op->name == str_) 420 if (op->name == str_)
438 break; 421 break;
439 422
440 return op; 423 return op;
441} 424}
467 owner = owner->owner; 450 owner = owner->owner;
468 451
469 this->owner = owner; 452 this->owner = owner;
470} 453}
471 454
455bool
456object::change_weapon (object *ob)
457{
458 if (current_weapon == ob)
459 return true;
460
461 if (chosen_skill)
462 chosen_skill->flag [FLAG_APPLIED] = false;
463
464 current_weapon = ob;
465 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
466
467 if (chosen_skill)
468 chosen_skill->flag [FLAG_APPLIED] = true;
469
470 update_stats ();
471
472 if (ob)
473 {
474 // now check wether any body locations became invalid, in which case
475 // we cannot apply the weapon at the moment.
476 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
477 if (slot[i].used < 0)
478 {
479 current_weapon = chosen_skill = 0;
480 update_stats ();
481
482 new_draw_info_format (NDI_UNIQUE, 0, this,
483 "You try to balance your applied items all at once, but the %s is too much. "
484 "You need to unapply some items first.", &ob->name);
485 return false;
486 }
487
488 new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
489 }
490 else
491 new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
492
493 return true;
494}
495
472/* Zero the key_values on op, decrementing the shared-string 496/* Zero the key_values on op, decrementing the shared-string
473 * refcounts and freeing the links. 497 * refcounts and freeing the links.
474 */ 498 */
475static void 499static void
476free_key_values (object *op) 500free_key_values (object *op)
477{ 501{
478 for (key_value *i = op->key_values; i != 0;) 502 for (key_value *i = op->key_values; i; )
479 { 503 {
480 key_value *next = i->next; 504 key_value *next = i->next;
481 delete i; 505 delete i;
482 506
483 i = next; 507 i = next;
484 } 508 }
485 509
486 op->key_values = 0; 510 op->key_values = 0;
487} 511}
488 512
489void object::clear () 513object &
514object::operator =(const object &src)
490{ 515{
491 attachable_base::clear (); 516 bool is_freed = flag [FLAG_FREED];
517 bool is_removed = flag [FLAG_REMOVED];
492 518
493 free_key_values (this); 519 *(object_copy *)this = src;
494 520
495 owner = 0; 521 flag [FLAG_FREED] = is_freed;
496 name = 0; 522 flag [FLAG_REMOVED] = is_removed;
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
531void object::clone (object *destination)
532{
533 *(object_copy *)destination = *this;
534 *(object_pod *)destination = *this;
535
536 if (self || cb)
537 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
538}
539
540/*
541 * copy object first frees everything allocated by the second object,
542 * and then copies the contends of the first object into the second
543 * object, allocating what needs to be allocated. Basically, any
544 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
545 * if the first object is freed, the pointers in the new object
546 * will point at garbage.
547 */
548void
549copy_object (object *op2, object *op)
550{
551 bool is_freed = QUERY_FLAG (op, FLAG_FREED);
552 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED);
553
554 op2->clone (op);
555
556 if (is_freed)
557 SET_FLAG (op, FLAG_FREED);
558
559 if (is_removed)
560 SET_FLAG (op, FLAG_REMOVED);
561
562 if (op2->speed < 0)
563 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0;
564 523
565 /* Copy over key_values, if any. */ 524 /* Copy over key_values, if any. */
566 if (op2->key_values) 525 if (src.key_values)
567 { 526 {
568 key_value *tail = 0; 527 key_value *tail = 0;
569 key_value *i;
570
571 op->key_values = 0; 528 key_values = 0;
572 529
573 for (i = op2->key_values; i; i = i->next) 530 for (key_value *i = src.key_values; i; i = i->next)
574 { 531 {
575 key_value *new_link = new key_value; 532 key_value *new_link = new key_value;
576 533
577 new_link->next = 0; 534 new_link->next = 0;
578 new_link->key = i->key; 535 new_link->key = i->key;
579 new_link->value = i->value; 536 new_link->value = i->value;
580 537
581 /* Try and be clever here, too. */ 538 /* Try and be clever here, too. */
582 if (!op->key_values) 539 if (!key_values)
583 { 540 {
584 op->key_values = new_link; 541 key_values = new_link;
585 tail = new_link; 542 tail = new_link;
586 } 543 }
587 else 544 else
588 { 545 {
589 tail->next = new_link; 546 tail->next = new_link;
590 tail = new_link; 547 tail = new_link;
591 } 548 }
592 } 549 }
593 } 550 }
551}
594 552
595 update_ob_speed (op); 553/*
554 * copy_to first frees everything allocated by the dst object,
555 * and then copies the contents of itself into the second
556 * object, allocating what needs to be allocated. Basically, any
557 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
558 * if the first object is freed, the pointers in the new object
559 * will point at garbage.
560 */
561void
562object::copy_to (object *dst)
563{
564 *dst = *this;
565
566 if (speed < 0)
567 dst->speed_left = speed_left - rndm ();
568
569 dst->set_speed (dst->speed);
570}
571
572void
573object::instantiate ()
574{
575 if (!uuid.seq) // HACK
576 uuid = gen_uuid ();
577
578 speed_left = -0.1f;
579 /* copy the body_info to the body_used - this is only really
580 * need for monsters, but doesn't hurt to do it for everything.
581 * by doing so, when a monster is created, it has good starting
582 * values for the body_used info, so when items are created
583 * for it, they can be properly equipped.
584 */
585 for (int i = NUM_BODY_LOCATIONS; i--; )
586 slot[i].used = slot[i].info;
587
588 attachable::instantiate ();
589}
590
591object *
592object::clone ()
593{
594 object *neu = create ();
595 copy_to (neu);
596 return neu;
596} 597}
597 598
598/* 599/*
599 * If an object with the IS_TURNABLE() flag needs to be turned due 600 * If an object with the IS_TURNABLE() flag needs to be turned due
600 * to the closest player being on the other side, this function can 601 * to the closest player being on the other side, this function can
601 * be called to update the face variable, _and_ how it looks on the map. 602 * be called to update the face variable, _and_ how it looks on the map.
602 */ 603 */
603
604void 604void
605update_turn_face (object *op) 605update_turn_face (object *op)
606{ 606{
607 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 607 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
608 return; 608 return;
609
609 SET_ANIMATION (op, op->direction); 610 SET_ANIMATION (op, op->direction);
610 update_object (op, UP_OBJ_FACE); 611 update_object (op, UP_OBJ_FACE);
611} 612}
612 613
613/* 614/*
614 * Updates the speed of an object. If the speed changes from 0 to another 615 * Updates the speed of an object. If the speed changes from 0 to another
615 * value, or vice versa, then add/remove the object from the active list. 616 * value, or vice versa, then add/remove the object from the active list.
616 * This function needs to be called whenever the speed of an object changes. 617 * This function needs to be called whenever the speed of an object changes.
617 */ 618 */
618void 619void
619update_ob_speed (object *op) 620object::set_speed (float speed)
620{ 621{
621 extern int arch_init; 622 if (flag [FLAG_FREED] && speed)
622
623 /* No reason putting the archetypes objects on the speed list,
624 * since they never really need to be updated.
625 */
626
627 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
628 { 623 {
629 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 624 LOG (llevError, "Object %s is freed but has speed.\n", &name);
630#ifdef MANY_CORES
631 abort ();
632#else
633 op->speed = 0; 625 speed = 0;
634#endif
635 }
636
637 if (arch_init)
638 return;
639
640 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
641 { 626 }
642 /* If already on active list, don't do anything */
643 if (op->active_next || op->active_prev || op == active_objects)
644 return;
645 627
646 /* process_events() expects us to insert the object at the beginning 628 this->speed = speed;
647 * of the list. */
648 op->active_next = active_objects;
649 629
650 if (op->active_next != NULL) 630 if (has_active_speed ())
651 op->active_next->active_prev = op; 631 activate ();
652
653 active_objects = op;
654 }
655 else 632 else
656 { 633 deactivate ();
657 /* If not on the active list, nothing needs to be done */
658 if (!op->active_next && !op->active_prev && op != active_objects)
659 return;
660
661 if (op->active_prev == NULL)
662 {
663 active_objects = op->active_next;
664
665 if (op->active_next != NULL)
666 op->active_next->active_prev = NULL;
667 }
668 else
669 {
670 op->active_prev->active_next = op->active_next;
671
672 if (op->active_next)
673 op->active_next->active_prev = op->active_prev;
674 }
675
676 op->active_next = NULL;
677 op->active_prev = NULL;
678 }
679} 634}
680 635
681/* This function removes object 'op' from the list of active
682 * objects.
683 * This should only be used for style maps or other such
684 * reference maps where you don't want an object that isn't
685 * in play chewing up cpu time getting processed.
686 * The reverse of this is to call update_ob_speed, which
687 * will do the right thing based on the speed of the object.
688 */
689void
690remove_from_active_list (object *op)
691{
692 /* If not on the active list, nothing needs to be done */
693 if (!op->active_next && !op->active_prev && op != active_objects)
694 return;
695
696 if (op->active_prev == NULL)
697 {
698 active_objects = op->active_next;
699 if (op->active_next != NULL)
700 op->active_next->active_prev = NULL;
701 }
702 else
703 {
704 op->active_prev->active_next = op->active_next;
705 if (op->active_next)
706 op->active_next->active_prev = op->active_prev;
707 }
708 op->active_next = NULL;
709 op->active_prev = NULL;
710}
711
712/* 636/*
713 * update_object() updates the array which represents the map. 637 * update_object() updates the the map.
714 * It takes into account invisible objects (and represent squares covered 638 * It takes into account invisible objects (and represent squares covered
715 * by invisible objects by whatever is below them (unless it's another 639 * by invisible objects by whatever is below them (unless it's another
716 * invisible object, etc...) 640 * invisible object, etc...)
717 * If the object being updated is beneath a player, the look-window 641 * If the object being updated is beneath a player, the look-window
718 * of that player is updated (this might be a suboptimal way of 642 * of that player is updated (this might be a suboptimal way of
719 * updating that window, though, since update_object() is called _often_) 643 * updating that window, though, since update_object() is called _often_)
720 * 644 *
721 * action is a hint of what the caller believes need to be done. 645 * action is a hint of what the caller believes need to be done.
722 * For example, if the only thing that has changed is the face (due to
723 * an animation), we don't need to call update_position until that actually
724 * comes into view of a player. OTOH, many other things, like addition/removal
725 * of walls or living creatures may need us to update the flags now.
726 * current action are: 646 * current action are:
727 * UP_OBJ_INSERT: op was inserted 647 * UP_OBJ_INSERT: op was inserted
728 * UP_OBJ_REMOVE: op was removed 648 * UP_OBJ_REMOVE: op was removed
729 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 649 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
730 * as that is easier than trying to look at what may have changed. 650 * as that is easier than trying to look at what may have changed.
731 * UP_OBJ_FACE: only the objects face has changed. 651 * UP_OBJ_FACE: only the objects face has changed.
732 */ 652 */
733
734void 653void
735update_object (object *op, int action) 654update_object (object *op, int action)
736{ 655{
737 int update_now = 0, flags;
738 MoveType move_on, move_off, move_block, move_slow;
739
740 if (op == NULL) 656 if (op == NULL)
741 { 657 {
742 /* this should never happen */ 658 /* this should never happen */
743 LOG (llevDebug, "update_object() called for NULL object.\n"); 659 LOG (llevDebug, "update_object() called for NULL object.\n");
744 return; 660 return;
745 } 661 }
746 662
747 if (op->env != NULL) 663 if (op->env)
748 { 664 {
749 /* Animation is currently handled by client, so nothing 665 /* Animation is currently handled by client, so nothing
750 * to do in this case. 666 * to do in this case.
751 */ 667 */
752 return; 668 return;
757 */ 673 */
758 if (!op->map || op->map->in_memory == MAP_SAVING) 674 if (!op->map || op->map->in_memory == MAP_SAVING)
759 return; 675 return;
760 676
761 /* make sure the object is within map boundaries */ 677 /* make sure the object is within map boundaries */
762 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map)) 678 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
763 { 679 {
764 LOG (llevError, "update_object() called for object out of map!\n"); 680 LOG (llevError, "update_object() called for object out of map!\n");
765#ifdef MANY_CORES 681#ifdef MANY_CORES
766 abort (); 682 abort ();
767#endif 683#endif
768 return; 684 return;
769 } 685 }
770 686
771 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 687 mapspace &m = op->ms ();
772 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
773 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
774 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
775 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
776 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
777 688
689 if (!(m.flags_ & P_UPTODATE))
690 /* nop */;
778 if (action == UP_OBJ_INSERT) 691 else if (action == UP_OBJ_INSERT)
779 { 692 {
693 // this is likely overkill, TODO: revisit (schmorp)
780 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 694 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
781 update_now = 1;
782
783 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 695 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
784 update_now = 1; 696 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
785 697 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
698 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
786 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 699 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
787 update_now = 1;
788
789 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
790 update_now = 1;
791
792 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
793 update_now = 1;
794
795 if ((move_on | op->move_on) != move_on) 700 || (m.move_on | op->move_on ) != m.move_on
796 update_now = 1;
797
798 if ((move_off | op->move_off) != move_off) 701 || (m.move_off | op->move_off ) != m.move_off
799 update_now = 1; 702 || (m.move_slow | op->move_slow) != m.move_slow
800
801 /* This isn't perfect, but I don't expect a lot of objects to 703 /* This isn't perfect, but I don't expect a lot of objects to
802 * to have move_allow right now. 704 * to have move_allow right now.
803 */ 705 */
804 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 706 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
805 update_now = 1; 707 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
806 708 m.flags_ = 0;
807 if ((move_slow | op->move_slow) != move_slow)
808 update_now = 1;
809 } 709 }
810
811 /* if the object is being removed, we can't make intelligent 710 /* if the object is being removed, we can't make intelligent
812 * decisions, because remove_ob can't really pass the object 711 * decisions, because remove_ob can't really pass the object
813 * that is being removed. 712 * that is being removed.
814 */ 713 */
815 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 714 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
816 update_now = 1; 715 m.flags_ = 0;
817 else if (action == UP_OBJ_FACE) 716 else if (action == UP_OBJ_FACE)
818 /* Nothing to do for that case */ ; 717 /* Nothing to do for that case */ ;
819 else 718 else
820 LOG (llevError, "update_object called with invalid action: %d\n", action); 719 LOG (llevError, "update_object called with invalid action: %d\n", action);
821 720
822 if (update_now)
823 {
824 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
825 update_position (op->map, op->x, op->y);
826 }
827
828 if (op->more != NULL) 721 if (op->more)
829 update_object (op->more, action); 722 update_object (op->more, action);
830}
831
832object::vector object::mortals;
833object::vector object::objects; // not yet used
834object *object::first;
835
836void object::free_mortals ()
837{
838 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
839 if ((*i)->refcnt)
840 ++i; // further delay freeing
841 else
842 {
843 delete *i;
844 mortals.erase (i);
845 }
846} 723}
847 724
848object::object () 725object::object ()
849{ 726{
850 SET_FLAG (this, FLAG_REMOVED); 727 SET_FLAG (this, FLAG_REMOVED);
853 face = blank_face; 730 face = blank_face;
854} 731}
855 732
856object::~object () 733object::~object ()
857{ 734{
735 unlink ();
736
858 free_key_values (this); 737 free_key_values (this);
859} 738}
860 739
740static int object_count;
741
861void object::link () 742void object::link ()
862{ 743{
863 count = ++ob_count; 744 assert (!index);//D
864 uuid = gen_uuid (); 745 uuid = gen_uuid ();
746 count = ++object_count;
865 747
866 prev = 0; 748 refcnt_inc ();
867 next = object::first; 749 objects.insert (this);
868
869 if (object::first)
870 object::first->prev = this;
871
872 object::first = this;
873} 750}
874 751
875void object::unlink () 752void object::unlink ()
876{ 753{
877 if (this == object::first) 754 if (!index)
878 object::first = next; 755 return;
879 756
880 /* Remove this object from the list of used objects */ 757 objects.erase (this);
881 if (prev) prev->next = next; 758 refcnt_dec ();
882 if (next) next->prev = prev; 759}
883 760
884 prev = 0; 761void
885 next = 0; 762object::activate ()
763{
764 /* If already on active list, don't do anything */
765 if (active)
766 return;
767
768 if (has_active_speed ())
769 actives.insert (this);
770}
771
772void
773object::activate_recursive ()
774{
775 activate ();
776
777 for (object *op = inv; op; op = op->below)
778 op->activate_recursive ();
779}
780
781/* This function removes object 'op' from the list of active
782 * objects.
783 * This should only be used for style maps or other such
784 * reference maps where you don't want an object that isn't
785 * in play chewing up cpu time getting processed.
786 * The reverse of this is to call update_ob_speed, which
787 * will do the right thing based on the speed of the object.
788 */
789void
790object::deactivate ()
791{
792 /* If not on the active list, nothing needs to be done */
793 if (!active)
794 return;
795
796 actives.erase (this);
797}
798
799void
800object::deactivate_recursive ()
801{
802 for (object *op = inv; op; op = op->below)
803 op->deactivate_recursive ();
804
805 deactivate ();
806}
807
808void
809object::set_flag_inv (int flag, int value)
810{
811 for (object *op = inv; op; op = op->below)
812 {
813 op->flag [flag] = value;
814 op->set_flag_inv (flag, value);
815 }
816}
817
818/*
819 * Remove and free all objects in the inventory of the given object.
820 * object.c ?
821 */
822void
823object::destroy_inv (bool drop_to_ground)
824{
825 // need to check first, because the checks below might segfault
826 // as we might be on an invalid mapspace and crossfire code
827 // is too buggy to ensure that the inventory is empty.
828 // corollary: if you create arrows etc. with stuff in tis inventory,
829 // cf will crash below with off-map x and y
830 if (!inv)
831 return;
832
833 /* Only if the space blocks everything do we not process -
834 * if some form of movement is allowed, let objects
835 * drop on that space.
836 */
837 if (!drop_to_ground
838 || !map
839 || map->in_memory != MAP_IN_MEMORY
840 || map->nodrop
841 || ms ().move_block == MOVE_ALL)
842 {
843 while (inv)
844 {
845 inv->destroy_inv (drop_to_ground);
846 inv->destroy ();
847 }
848 }
849 else
850 { /* Put objects in inventory onto this space */
851 while (inv)
852 {
853 object *op = inv;
854
855 if (op->flag [FLAG_STARTEQUIP]
856 || op->flag [FLAG_NO_DROP]
857 || op->type == RUNE
858 || op->type == TRAP
859 || op->flag [FLAG_IS_A_TEMPLATE]
860 || op->flag [FLAG_DESTROY_ON_DEATH])
861 op->destroy ();
862 else
863 map->insert (op, x, y);
864 }
865 }
886} 866}
887 867
888object *object::create () 868object *object::create ()
889{ 869{
890 object *op = new object; 870 object *op = new object;
891 op->link (); 871 op->link ();
892 return op; 872 return op;
893} 873}
894 874
895/* 875void
896 * free_object() frees everything allocated by an object, removes 876object::do_destroy ()
897 * it from the list of used objects, and puts it on the list of
898 * free objects. The IS_FREED() flag is set in the object.
899 * The object must have been removed by remove_ob() first for
900 * this function to succeed.
901 *
902 * If destroy_inventory is set, free inventory as well. Else drop items in
903 * inventory to the ground.
904 */
905void object::destroy (bool destroy_inventory)
906{ 877{
907 if (QUERY_FLAG (this, FLAG_FREED)) 878 attachable::do_destroy ();
908 return;
909 879
910 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 880 if (flag [FLAG_IS_LINKED])
881 remove_button_link (this);
882
883 if (flag [FLAG_FRIENDLY])
911 remove_friendly_object (this); 884 remove_friendly_object (this);
912 885
913 if (!QUERY_FLAG (this, FLAG_REMOVED)) 886 if (!flag [FLAG_REMOVED])
914 remove (); 887 remove ();
915 888
916 SET_FLAG (this, FLAG_FREED); 889 destroy_inv (true);
917 890
918 if (more) 891 deactivate ();
919 { 892 unlink ();
920 more->destroy (destroy_inventory);
921 more = 0;
922 }
923 893
924 if (inv) 894 flag [FLAG_FREED] = 1;
925 {
926 /* Only if the space blocks everything do we not process -
927 * if some form of movement is allowed, let objects
928 * drop on that space.
929 */
930 if (destroy_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
931 {
932 object *op = inv;
933
934 while (op)
935 {
936 object *tmp = op->below;
937 op->destroy (destroy_inventory);
938 op = tmp;
939 }
940 }
941 else
942 { /* Put objects in inventory onto this space */
943 object *op = inv;
944
945 while (op)
946 {
947 object *tmp = op->below;
948
949 op->remove ();
950
951 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
952 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
953 op->destroy (0);
954 else
955 {
956 op->x = x;
957 op->y = y;
958 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
959 }
960
961 op = tmp;
962 }
963 }
964 }
965 895
966 // hack to ensure that freed objects still have a valid map 896 // hack to ensure that freed objects still have a valid map
967 { 897 {
968 static maptile *freed_map; // freed objects are moved here to avoid crashes 898 static maptile *freed_map; // freed objects are moved here to avoid crashes
969 899
973 903
974 freed_map->name = "/internal/freed_objects_map"; 904 freed_map->name = "/internal/freed_objects_map";
975 freed_map->width = 3; 905 freed_map->width = 3;
976 freed_map->height = 3; 906 freed_map->height = 3;
977 907
978 freed_map->allocate (); 908 freed_map->alloc ();
909 freed_map->in_memory = MAP_IN_MEMORY;
979 } 910 }
980 911
981 map = freed_map; 912 map = freed_map;
982 x = 1; 913 x = 1;
983 y = 1; 914 y = 1;
984 } 915 }
985 916
917 head = 0;
918
919 if (more)
920 {
921 more->destroy ();
922 more = 0;
923 }
924
986 // clear those pointers that likely might have circular references to us 925 // clear those pointers that likely might have circular references to us
987 owner = 0; 926 owner = 0;
988 enemy = 0; 927 enemy = 0;
989 attacked_by = 0; 928 attacked_by = 0;
929}
990 930
991 // only relevant for players(?), but make sure of it anyways 931void
992 contr = 0; 932object::destroy (bool destroy_inventory)
933{
934 if (destroyed ())
935 return;
993 936
994 /* Remove object from the active list */ 937 if (destroy_inventory)
995 speed = 0; 938 destroy_inv (false);
996 update_ob_speed (this);
997 939
998 unlink (); 940 attachable::destroy ();
999
1000 mortals.push_back (this);
1001} 941}
1002 942
1003/* 943/*
1004 * sub_weight() recursively (outwards) subtracts a number from the 944 * sub_weight() recursively (outwards) subtracts a number from the
1005 * weight of an object (and what is carried by it's environment(s)). 945 * weight of an object (and what is carried by it's environment(s)).
1021 * This function removes the object op from the linked list of objects 961 * This function removes the object op from the linked list of objects
1022 * which it is currently tied to. When this function is done, the 962 * which it is currently tied to. When this function is done, the
1023 * object will have no environment. If the object previously had an 963 * object will have no environment. If the object previously had an
1024 * environment, the x and y coordinates will be updated to 964 * environment, the x and y coordinates will be updated to
1025 * the previous environment. 965 * the previous environment.
1026 * Beware: This function is called from the editor as well!
1027 */ 966 */
1028void 967void
1029object::remove () 968object::do_remove ()
1030{ 969{
1031 object *tmp, *last = 0; 970 object *tmp, *last = 0;
1032 object *otmp; 971 object *otmp;
1033 972
1034 int check_walk_off;
1035
1036 if (QUERY_FLAG (this, FLAG_REMOVED)) 973 if (QUERY_FLAG (this, FLAG_REMOVED))
1037 return; 974 return;
1038 975
1039 SET_FLAG (this, FLAG_REMOVED); 976 SET_FLAG (this, FLAG_REMOVED);
977 INVOKE_OBJECT (REMOVE, this);
1040 978
1041 if (more) 979 if (more)
1042 more->remove (); 980 more->remove ();
1043 981
1044 /* 982 /*
1054 992
1055 /* NO_FIX_PLAYER is set when a great many changes are being 993 /* NO_FIX_PLAYER is set when a great many changes are being
1056 * made to players inventory. If set, avoiding the call 994 * made to players inventory. If set, avoiding the call
1057 * to save cpu time. 995 * to save cpu time.
1058 */ 996 */
1059 if ((otmp = is_player_inv (env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 997 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1060 fix_player (otmp); 998 otmp->update_stats ();
1061 999
1062 if (above != NULL) 1000 if (above)
1063 above->below = below; 1001 above->below = below;
1064 else 1002 else
1065 env->inv = below; 1003 env->inv = below;
1066 1004
1067 if (below != NULL) 1005 if (below)
1068 below->above = above; 1006 below->above = above;
1069 1007
1070 /* we set up values so that it could be inserted into 1008 /* we set up values so that it could be inserted into
1071 * the map, but we don't actually do that - it is up 1009 * the map, but we don't actually do that - it is up
1072 * to the caller to decide what we want to do. 1010 * to the caller to decide what we want to do.
1076 above = 0, below = 0; 1014 above = 0, below = 0;
1077 env = 0; 1015 env = 0;
1078 } 1016 }
1079 else if (map) 1017 else if (map)
1080 { 1018 {
1081 /* Re did the following section of code - it looks like it had 1019 if (type == PLAYER)
1082 * lots of logic for things we no longer care about
1083 */ 1020 {
1021 // leaving a spot always closes any open container on the ground
1022 if (container && !container->env)
1023 // this causes spurious floorbox updates, but it ensures
1024 // that the CLOSE event is being sent.
1025 close_container ();
1026
1027 --map->players;
1028 map->touch ();
1029 }
1030
1031 map->dirty = true;
1032 mapspace &ms = this->ms ();
1084 1033
1085 /* link the object above us */ 1034 /* link the object above us */
1086 if (above) 1035 if (above)
1087 above->below = below; 1036 above->below = below;
1088 else 1037 else
1089 SET_MAP_TOP (map, x, y, below); /* we were top, set new top */ 1038 ms.top = below; /* we were top, set new top */
1090 1039
1091 /* Relink the object below us, if there is one */ 1040 /* Relink the object below us, if there is one */
1092 if (below) 1041 if (below)
1093 below->above = above; 1042 below->above = above;
1094 else 1043 else
1096 /* Nothing below, which means we need to relink map object for this space 1045 /* Nothing below, which means we need to relink map object for this space
1097 * use translated coordinates in case some oddness with map tiling is 1046 * use translated coordinates in case some oddness with map tiling is
1098 * evident 1047 * evident
1099 */ 1048 */
1100 if (GET_MAP_OB (map, x, y) != this) 1049 if (GET_MAP_OB (map, x, y) != this)
1101 {
1102 char *dump = dump_object (this);
1103 LOG (llevError,
1104 "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", dump); 1050 LOG (llevError, "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom? %s\n", debug_desc ());
1105 free (dump);
1106 dump = dump_object (GET_MAP_OB (map, x, y));
1107 LOG (llevError, "%s\n", dump);
1108 free (dump);
1109 }
1110 1051
1111 SET_MAP_OB (map, x, y, above); /* goes on above it. */ 1052 ms.bot = above; /* goes on above it. */
1112 } 1053 }
1113 1054
1114 above = 0; 1055 above = 0;
1115 below = 0; 1056 below = 0;
1116 1057
1117 if (map->in_memory == MAP_SAVING) 1058 if (map->in_memory == MAP_SAVING)
1118 return; 1059 return;
1119 1060
1120 check_walk_off = !QUERY_FLAG (this, FLAG_NO_APPLY); 1061 int check_walk_off = !flag [FLAG_NO_APPLY];
1121 1062
1122 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) 1063 for (tmp = ms.bot; tmp; tmp = tmp->above)
1123 { 1064 {
1124 /* No point updating the players look faces if he is the object 1065 /* No point updating the players look faces if he is the object
1125 * being removed. 1066 * being removed.
1126 */ 1067 */
1127 1068
1131 * removed (most likely destroyed), update the player view 1072 * removed (most likely destroyed), update the player view
1132 * appropriately. 1073 * appropriately.
1133 */ 1074 */
1134 if (tmp->container == this) 1075 if (tmp->container == this)
1135 { 1076 {
1136 CLEAR_FLAG (this, FLAG_APPLIED); 1077 flag [FLAG_APPLIED] = 0;
1137 tmp->container = 0; 1078 tmp->container = 0;
1138 } 1079 }
1139 1080
1140 tmp->contr->socket.update_look = 1; 1081 if (tmp->contr->ns)
1082 tmp->contr->ns->floorbox_update ();
1141 } 1083 }
1142 1084
1143 /* See if player moving off should effect something */ 1085 /* See if object moving off should effect something */
1144 if (check_walk_off 1086 if (check_walk_off
1145 && ((move_type & tmp->move_off) 1087 && ((move_type & tmp->move_off)
1146 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1088 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1147 { 1089 {
1148 move_apply (tmp, this, 0); 1090 move_apply (tmp, this, 0);
1150 if (destroyed ()) 1092 if (destroyed ())
1151 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1093 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1152 } 1094 }
1153 1095
1154 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1096 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1155 1097 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1156 if (tmp->above == tmp) 1098 if (tmp->above == tmp)
1157 tmp->above = 0; 1099 tmp->above = 0;
1158 1100
1159 last = tmp; 1101 last = tmp;
1160 } 1102 }
1161 1103
1162 /* last == NULL of there are no objects on this space */ 1104 /* last == NULL if there are no objects on this space */
1105 //TODO: this makes little sense, why only update the topmost object?
1163 if (!last) 1106 if (!last)
1164 { 1107 map->at (x, y).flags_ = 0;
1165 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1166 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1167 * those out anyways, and if there are any flags set right now, they won't
1168 * be correct anyways.
1169 */
1170 SET_MAP_FLAGS (map, x, y, P_NEED_UPDATE);
1171 update_position (map, x, y);
1172 }
1173 else 1108 else
1174 update_object (last, UP_OBJ_REMOVE); 1109 update_object (last, UP_OBJ_REMOVE);
1175 1110
1176 if (QUERY_FLAG (this, FLAG_BLOCKSVIEW) || glow_radius) 1111 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1177 update_all_los (map, x, y); 1112 update_all_los (map, x, y);
1178 } 1113 }
1179} 1114}
1180 1115
1181/* 1116/*
1190merge_ob (object *op, object *top) 1125merge_ob (object *op, object *top)
1191{ 1126{
1192 if (!op->nrof) 1127 if (!op->nrof)
1193 return 0; 1128 return 0;
1194 1129
1195 if (top == NULL) 1130 if (top)
1196 for (top = op; top != NULL && top->above != NULL; top = top->above); 1131 for (top = op; top && top->above; top = top->above)
1132 ;
1197 1133
1198 for (; top != NULL; top = top->below) 1134 for (; top; top = top->below)
1199 { 1135 {
1200 if (top == op) 1136 if (top == op)
1201 continue; 1137 continue;
1202 if (CAN_MERGE (op, top)) 1138
1139 if (object::can_merge (op, top))
1203 { 1140 {
1204 top->nrof += op->nrof; 1141 top->nrof += op->nrof;
1205 1142
1206/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1143/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1207 op->weight = 0; /* Don't want any adjustements now */ 1144 op->weight = 0; /* Don't want any adjustements now */
1208 op->remove ();
1209 op->destroy (0); 1145 op->destroy ();
1210 return top; 1146 return top;
1211 } 1147 }
1212 } 1148 }
1213 1149
1214 return 0; 1150 return 0;
1215} 1151}
1216 1152
1153void
1154object::expand_tail ()
1155{
1156 if (more)
1157 return;
1158
1159 object *prev = this;
1160
1161 for (archetype *at = arch->more; at; at = at->more)
1162 {
1163 object *op = arch_to_object (at);
1164
1165 op->name = name;
1166 op->name_pl = name_pl;
1167 op->title = title;
1168
1169 op->head = this;
1170 prev->more = op;
1171
1172 prev = op;
1173 }
1174}
1175
1217/* 1176/*
1218 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1177 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1219 * job preparing multi-part monsters 1178 * job preparing multi-part monsters.
1220 */ 1179 */
1221object * 1180object *
1222insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1181insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1223{ 1182{
1224 object *tmp;
1225
1226 if (op->head)
1227 op = op->head;
1228
1229 for (tmp = op; tmp; tmp = tmp->more) 1183 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1230 { 1184 {
1231 tmp->x = x + tmp->arch->clone.x; 1185 tmp->x = x + tmp->arch->clone.x;
1232 tmp->y = y + tmp->arch->clone.y; 1186 tmp->y = y + tmp->arch->clone.y;
1233 } 1187 }
1234 1188
1253 * Return value: 1207 * Return value:
1254 * new object if 'op' was merged with other object 1208 * new object if 'op' was merged with other object
1255 * NULL if 'op' was destroyed 1209 * NULL if 'op' was destroyed
1256 * just 'op' otherwise 1210 * just 'op' otherwise
1257 */ 1211 */
1258
1259object * 1212object *
1260insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1213insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1261{ 1214{
1215 assert (!op->flag [FLAG_FREED]);
1216
1262 object *tmp, *top, *floor = NULL; 1217 object *tmp, *top, *floor = NULL;
1263 sint16 x, y;
1264 1218
1265 if (QUERY_FLAG (op, FLAG_FREED)) 1219 op->remove ();
1266 {
1267 LOG (llevError, "Trying to insert freed object!\n");
1268 return NULL;
1269 }
1270 1220
1271 if (m == NULL) 1221#if 0
1272 { 1222 if (!m->active != !op->active)
1273 char *dump = dump_object (op); 1223 if (m->active)
1274 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump); 1224 op->activate_recursive ();
1275 free (dump); 1225 else
1276 return op; 1226 op->deactivate_recursive ();
1277 } 1227#endif
1278 1228
1279 if (out_of_map (m, op->x, op->y)) 1229 if (out_of_map (m, op->x, op->y))
1280 { 1230 {
1281 char *dump = dump_object (op);
1282 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump); 1231 LOG (llevError, "Trying to insert object outside the map.\n%s\n", op->debug_desc ());
1283#ifdef MANY_CORES 1232#ifdef MANY_CORES
1284 /* Better to catch this here, as otherwise the next use of this object 1233 /* Better to catch this here, as otherwise the next use of this object
1285 * is likely to cause a crash. Better to find out where it is getting 1234 * is likely to cause a crash. Better to find out where it is getting
1286 * improperly inserted. 1235 * improperly inserted.
1287 */ 1236 */
1288 abort (); 1237 abort ();
1289#endif 1238#endif
1290 free (dump);
1291 return op; 1239 return op;
1292 } 1240 }
1293 1241
1294 if (!QUERY_FLAG (op, FLAG_REMOVED))
1295 {
1296 char *dump = dump_object (op);
1297 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1298 free (dump);
1299 return op;
1300 }
1301
1302 if (op->more != NULL)
1303 {
1304 /* The part may be on a different map. */
1305
1306 object *more = op->more; 1242 if (object *more = op->more)
1307 1243 {
1308 /* We really need the caller to normalize coordinates - if
1309 * we set the map, that doesn't work if the location is within
1310 * a map and this is straddling an edge. So only if coordinate
1311 * is clear wrong do we normalize it.
1312 */
1313 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1314 more->map = get_map_from_coord (m, &more->x, &more->y);
1315 else if (!more->map)
1316 {
1317 /* For backwards compatibility - when not dealing with tiled maps,
1318 * more->map should always point to the parent.
1319 */
1320 more->map = m;
1321 }
1322
1323 if (insert_ob_in_map (more, more->map, originator, flag) == NULL) 1244 if (!insert_ob_in_map (more, m, originator, flag))
1324 { 1245 {
1325 if (!op->head) 1246 if (!op->head)
1326 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1247 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1327 1248
1328 return NULL; 1249 return 0;
1329 } 1250 }
1330 } 1251 }
1331 1252
1332 CLEAR_FLAG (op, FLAG_REMOVED); 1253 CLEAR_FLAG (op, FLAG_REMOVED);
1333 1254
1334 /* Ideally, the caller figures this out. However, it complicates a lot 1255 /* Ideally, the caller figures this out. However, it complicates a lot
1335 * of areas of callers (eg, anything that uses find_free_spot would now 1256 * of areas of callers (eg, anything that uses find_free_spot would now
1336 * need extra work 1257 * need extra work
1337 */ 1258 */
1338 op->map = get_map_from_coord (m, &op->x, &op->y); 1259 if (!xy_normalise (m, op->x, op->y))
1339 x = op->x; 1260 return 0;
1340 y = op->y; 1261
1262 op->map = m;
1263 mapspace &ms = op->ms ();
1341 1264
1342 /* this has to be done after we translate the coordinates. 1265 /* this has to be done after we translate the coordinates.
1343 */ 1266 */
1344 if (op->nrof && !(flag & INS_NO_MERGE)) 1267 if (op->nrof && !(flag & INS_NO_MERGE))
1345 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1268 for (tmp = ms.bot; tmp; tmp = tmp->above)
1346 if (CAN_MERGE (op, tmp)) 1269 if (object::can_merge (op, tmp))
1347 { 1270 {
1348 op->nrof += tmp->nrof; 1271 op->nrof += tmp->nrof;
1349 tmp->remove ();
1350 tmp->destroy (0); 1272 tmp->destroy ();
1351 } 1273 }
1352 1274
1353 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1275 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1354 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1276 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1355 1277
1368 op->below = originator->below; 1290 op->below = originator->below;
1369 1291
1370 if (op->below) 1292 if (op->below)
1371 op->below->above = op; 1293 op->below->above = op;
1372 else 1294 else
1373 SET_MAP_OB (op->map, op->x, op->y, op); 1295 ms.bot = op;
1374 1296
1375 /* since *below* originator, no need to update top */ 1297 /* since *below* originator, no need to update top */
1376 originator->below = op; 1298 originator->below = op;
1377 } 1299 }
1378 else 1300 else
1379 { 1301 {
1302 top = ms.bot;
1303
1380 /* If there are other objects, then */ 1304 /* If there are other objects, then */
1381 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1305 if ((!(flag & INS_MAP_LOAD)) && top)
1382 { 1306 {
1383 object *last = NULL; 1307 object *last = 0;
1384 1308
1385 /* 1309 /*
1386 * If there are multiple objects on this space, we do some trickier handling. 1310 * If there are multiple objects on this space, we do some trickier handling.
1387 * We've already dealt with merging if appropriate. 1311 * We've already dealt with merging if appropriate.
1388 * Generally, we want to put the new object on top. But if 1312 * Generally, we want to put the new object on top. But if
1392 * once we get to them. This reduces the need to traverse over all of 1316 * once we get to them. This reduces the need to traverse over all of
1393 * them when adding another one - this saves quite a bit of cpu time 1317 * them when adding another one - this saves quite a bit of cpu time
1394 * when lots of spells are cast in one area. Currently, it is presumed 1318 * when lots of spells are cast in one area. Currently, it is presumed
1395 * that flying non pickable objects are spell objects. 1319 * that flying non pickable objects are spell objects.
1396 */ 1320 */
1397 1321 for (top = ms.bot; top; top = top->above)
1398 while (top != NULL)
1399 { 1322 {
1400 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1323 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1401 floor = top; 1324 floor = top;
1402 1325
1403 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1326 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1406 top = top->below; 1329 top = top->below;
1407 break; 1330 break;
1408 } 1331 }
1409 1332
1410 last = top; 1333 last = top;
1411 top = top->above;
1412 } 1334 }
1413 1335
1414 /* Don't want top to be NULL, so set it to the last valid object */ 1336 /* Don't want top to be NULL, so set it to the last valid object */
1415 top = last; 1337 top = last;
1416 1338
1418 * looks like instead of lots of conditions here. 1340 * looks like instead of lots of conditions here.
1419 * makes things faster, and effectively the same result. 1341 * makes things faster, and effectively the same result.
1420 */ 1342 */
1421 1343
1422 /* Have object 'fall below' other objects that block view. 1344 /* Have object 'fall below' other objects that block view.
1423 * Unless those objects are exits, type 66 1345 * Unless those objects are exits.
1424 * If INS_ON_TOP is used, don't do this processing 1346 * If INS_ON_TOP is used, don't do this processing
1425 * Need to find the object that in fact blocks view, otherwise 1347 * Need to find the object that in fact blocks view, otherwise
1426 * stacking is a bit odd. 1348 * stacking is a bit odd.
1427 */ 1349 */
1428 if (!(flag & INS_ON_TOP) && 1350 if (!(flag & INS_ON_TOP)
1429 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1351 && ms.flags () & P_BLOCKSVIEW
1352 && (op->face && !faces [op->face].visibility))
1430 { 1353 {
1431 for (last = top; last != floor; last = last->below) 1354 for (last = top; last != floor; last = last->below)
1432 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1355 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1433 break; 1356 break;
1357
1434 /* Check to see if we found the object that blocks view, 1358 /* Check to see if we found the object that blocks view,
1435 * and make sure we have a below pointer for it so that 1359 * and make sure we have a below pointer for it so that
1436 * we can get inserted below this one, which requires we 1360 * we can get inserted below this one, which requires we
1437 * set top to the object below us. 1361 * set top to the object below us.
1438 */ 1362 */
1440 top = last->below; 1364 top = last->below;
1441 } 1365 }
1442 } /* If objects on this space */ 1366 } /* If objects on this space */
1443 1367
1444 if (flag & INS_MAP_LOAD) 1368 if (flag & INS_MAP_LOAD)
1445 top = GET_MAP_TOP (op->map, op->x, op->y); 1369 top = ms.top;
1446 1370
1447 if (flag & INS_ABOVE_FLOOR_ONLY) 1371 if (flag & INS_ABOVE_FLOOR_ONLY)
1448 top = floor; 1372 top = floor;
1449 1373
1450 /* Top is the object that our object (op) is going to get inserted above. 1374 /* Top is the object that our object (op) is going to get inserted above.
1451 */ 1375 */
1452 1376
1453 /* First object on this space */ 1377 /* First object on this space */
1454 if (!top) 1378 if (!top)
1455 { 1379 {
1456 op->above = GET_MAP_OB (op->map, op->x, op->y); 1380 op->above = ms.bot;
1457 1381
1458 if (op->above) 1382 if (op->above)
1459 op->above->below = op; 1383 op->above->below = op;
1460 1384
1461 op->below = NULL; 1385 op->below = 0;
1462 SET_MAP_OB (op->map, op->x, op->y, op); 1386 ms.bot = op;
1463 } 1387 }
1464 else 1388 else
1465 { /* get inserted into the stack above top */ 1389 { /* get inserted into the stack above top */
1466 op->above = top->above; 1390 op->above = top->above;
1467 1391
1470 1394
1471 op->below = top; 1395 op->below = top;
1472 top->above = op; 1396 top->above = op;
1473 } 1397 }
1474 1398
1475 if (op->above == NULL) 1399 if (!op->above)
1476 SET_MAP_TOP (op->map, op->x, op->y, op); 1400 ms.top = op;
1477 } /* else not INS_BELOW_ORIGINATOR */ 1401 } /* else not INS_BELOW_ORIGINATOR */
1478 1402
1479 if (op->type == PLAYER) 1403 if (op->type == PLAYER)
1404 {
1480 op->contr->do_los = 1; 1405 op->contr->do_los = 1;
1406 ++op->map->players;
1407 op->map->touch ();
1408 }
1409
1410 op->map->dirty = true;
1481 1411
1482 /* If we have a floor, we know the player, if any, will be above 1412 /* If we have a floor, we know the player, if any, will be above
1483 * it, so save a few ticks and start from there. 1413 * it, so save a few ticks and start from there.
1484 */ 1414 */
1485 if (!(flag & INS_MAP_LOAD)) 1415 if (!(flag & INS_MAP_LOAD))
1486 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1416 if (object *pl = ms.player ())
1487 if (tmp->type == PLAYER) 1417 if (pl->contr->ns)
1488 tmp->contr->socket.update_look = 1; 1418 pl->contr->ns->floorbox_update ();
1489 1419
1490 /* If this object glows, it may affect lighting conditions that are 1420 /* If this object glows, it may affect lighting conditions that are
1491 * visible to others on this map. But update_all_los is really 1421 * visible to others on this map. But update_all_los is really
1492 * an inefficient way to do this, as it means los for all players 1422 * an inefficient way to do this, as it means los for all players
1493 * on the map will get recalculated. The players could very well 1423 * on the map will get recalculated. The players could very well
1494 * be far away from this change and not affected in any way - 1424 * be far away from this change and not affected in any way -
1495 * this should get redone to only look for players within range, 1425 * this should get redone to only look for players within range,
1496 * or just updating the P_NEED_UPDATE for spaces within this area 1426 * or just updating the P_UPTODATE for spaces within this area
1497 * of effect may be sufficient. 1427 * of effect may be sufficient.
1498 */ 1428 */
1499 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1429 if (op->map->darkness && (op->glow_radius != 0))
1500 update_all_los (op->map, op->x, op->y); 1430 update_all_los (op->map, op->x, op->y);
1501 1431
1502 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1432 /* updates flags (blocked, alive, no magic, etc) for this map space */
1503 update_object (op, UP_OBJ_INSERT); 1433 update_object (op, UP_OBJ_INSERT);
1504 1434
1435 INVOKE_OBJECT (INSERT, op);
1436
1505 /* Don't know if moving this to the end will break anything. However, 1437 /* Don't know if moving this to the end will break anything. However,
1506 * we want to have update_look set above before calling this. 1438 * we want to have floorbox_update called before calling this.
1507 * 1439 *
1508 * check_move_on() must be after this because code called from 1440 * check_move_on() must be after this because code called from
1509 * check_move_on() depends on correct map flags (so functions like 1441 * check_move_on() depends on correct map flags (so functions like
1510 * blocked() and wall() work properly), and these flags are updated by 1442 * blocked() and wall() work properly), and these flags are updated by
1511 * update_object(). 1443 * update_object().
1513 1445
1514 /* if this is not the head or flag has been passed, don't check walk on status */ 1446 /* if this is not the head or flag has been passed, don't check walk on status */
1515 if (!(flag & INS_NO_WALK_ON) && !op->head) 1447 if (!(flag & INS_NO_WALK_ON) && !op->head)
1516 { 1448 {
1517 if (check_move_on (op, originator)) 1449 if (check_move_on (op, originator))
1518 return NULL; 1450 return 0;
1519 1451
1520 /* If we are a multi part object, lets work our way through the check 1452 /* If we are a multi part object, lets work our way through the check
1521 * walk on's. 1453 * walk on's.
1522 */ 1454 */
1523 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1455 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1524 if (check_move_on (tmp, originator)) 1456 if (check_move_on (tmp, originator))
1525 return NULL; 1457 return 0;
1526 } 1458 }
1527 1459
1528 return op; 1460 return op;
1529} 1461}
1530 1462
1531/* this function inserts an object in the map, but if it 1463/* this function inserts an object in the map, but if it
1532 * finds an object of its own type, it'll remove that one first. 1464 * finds an object of its own type, it'll remove that one first.
1533 * op is the object to insert it under: supplies x and the map. 1465 * op is the object to insert it under: supplies x and the map.
1534 */ 1466 */
1535void 1467void
1536replace_insert_ob_in_map (const char *arch_string, object *op) 1468replace_insert_ob_in_map (const char *arch_string, object *op)
1537{ 1469{
1538 object * 1470 object *tmp, *tmp1;
1539 tmp;
1540 object *
1541 tmp1;
1542 1471
1543 /* first search for itself and remove any old instances */ 1472 /* first search for itself and remove any old instances */
1544 1473
1545 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1474 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1546 {
1547 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1475 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1548 {
1549 tmp->remove ();
1550 tmp->destroy (0); 1476 tmp->destroy ();
1551 }
1552 }
1553 1477
1554 tmp1 = arch_to_object (archetype::find (arch_string)); 1478 tmp1 = arch_to_object (archetype::find (arch_string));
1555 1479
1556 tmp1->x = op->x; 1480 tmp1->x = op->x;
1557 tmp1->y = op->y; 1481 tmp1->y = op->y;
1558 insert_ob_in_map (tmp1, op->map, op, 0); 1482 insert_ob_in_map (tmp1, op->map, op, 0);
1483}
1484
1485object *
1486object::insert_at (object *where, object *originator, int flags)
1487{
1488 return where->map->insert (this, where->x, where->y, originator, flags);
1559} 1489}
1560 1490
1561/* 1491/*
1562 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1492 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1563 * is returned contains nr objects, and the remaining parts contains 1493 * is returned contains nr objects, and the remaining parts contains
1564 * the rest (or is removed and freed if that number is 0). 1494 * the rest (or is removed and freed if that number is 0).
1565 * On failure, NULL is returned, and the reason put into the 1495 * On failure, NULL is returned, and the reason put into the
1566 * global static errmsg array. 1496 * global static errmsg array.
1567 */ 1497 */
1568
1569object * 1498object *
1570get_split_ob (object *orig_ob, uint32 nr) 1499get_split_ob (object *orig_ob, uint32 nr)
1571{ 1500{
1572 object * 1501 object *newob;
1573 newob;
1574 int
1575 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1502 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1576 1503
1577 if (orig_ob->nrof < nr) 1504 if (orig_ob->nrof < nr)
1578 { 1505 {
1579 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name); 1506 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1580 return NULL; 1507 return NULL;
1606 * the amount of an object. If the amount reaches 0, the object 1533 * the amount of an object. If the amount reaches 0, the object
1607 * is subsequently removed and freed. 1534 * is subsequently removed and freed.
1608 * 1535 *
1609 * Return value: 'op' if something is left, NULL if the amount reached 0 1536 * Return value: 'op' if something is left, NULL if the amount reached 0
1610 */ 1537 */
1611
1612object * 1538object *
1613decrease_ob_nr (object *op, uint32 i) 1539decrease_ob_nr (object *op, uint32 i)
1614{ 1540{
1615 object *tmp; 1541 object *tmp;
1616 player *pl;
1617 1542
1618 if (i == 0) /* objects with op->nrof require this check */ 1543 if (i == 0) /* objects with op->nrof require this check */
1619 return op; 1544 return op;
1620 1545
1621 if (i > op->nrof) 1546 if (i > op->nrof)
1622 i = op->nrof; 1547 i = op->nrof;
1623 1548
1624 if (QUERY_FLAG (op, FLAG_REMOVED)) 1549 if (QUERY_FLAG (op, FLAG_REMOVED))
1625 op->nrof -= i; 1550 op->nrof -= i;
1626 else if (op->env != NULL) 1551 else if (op->env)
1627 { 1552 {
1628 /* is this object in the players inventory, or sub container 1553 /* is this object in the players inventory, or sub container
1629 * therein? 1554 * therein?
1630 */ 1555 */
1631 tmp = is_player_inv (op->env); 1556 tmp = op->in_player ();
1632 /* nope. Is this a container the player has opened? 1557 /* nope. Is this a container the player has opened?
1633 * If so, set tmp to that player. 1558 * If so, set tmp to that player.
1634 * IMO, searching through all the players will mostly 1559 * IMO, searching through all the players will mostly
1635 * likely be quicker than following op->env to the map, 1560 * likely be quicker than following op->env to the map,
1636 * and then searching the map for a player. 1561 * and then searching the map for a player.
1637 */ 1562 */
1638 if (!tmp) 1563 if (!tmp)
1639 { 1564 for_all_players (pl)
1640 for (pl = first_player; pl; pl = pl->next)
1641 if (pl->ob->container == op->env) 1565 if (pl->ob->container == op->env)
1566 {
1567 tmp = pl->ob;
1642 break; 1568 break;
1643 if (pl)
1644 tmp = pl->ob;
1645 else
1646 tmp = NULL;
1647 } 1569 }
1648 1570
1649 if (i < op->nrof) 1571 if (i < op->nrof)
1650 { 1572 {
1651 sub_weight (op->env, op->weight * i); 1573 sub_weight (op->env, op->weight * i);
1652 op->nrof -= i; 1574 op->nrof -= i;
1653 if (tmp) 1575 if (tmp)
1654 {
1655 esrv_send_item (tmp, op); 1576 esrv_send_item (tmp, op);
1656 }
1657 } 1577 }
1658 else 1578 else
1659 { 1579 {
1660 op->remove (); 1580 op->remove ();
1661 op->nrof = 0; 1581 op->nrof = 0;
1662 if (tmp) 1582 if (tmp)
1663 {
1664 esrv_del_item (tmp->contr, op->count); 1583 esrv_del_item (tmp->contr, op->count);
1665 }
1666 } 1584 }
1667 } 1585 }
1668 else 1586 else
1669 { 1587 {
1670 object *above = op->above; 1588 object *above = op->above;
1676 op->remove (); 1594 op->remove ();
1677 op->nrof = 0; 1595 op->nrof = 0;
1678 } 1596 }
1679 1597
1680 /* Since we just removed op, op->above is null */ 1598 /* Since we just removed op, op->above is null */
1681 for (tmp = above; tmp != NULL; tmp = tmp->above) 1599 for (tmp = above; tmp; tmp = tmp->above)
1682 if (tmp->type == PLAYER) 1600 if (tmp->type == PLAYER)
1683 { 1601 {
1684 if (op->nrof) 1602 if (op->nrof)
1685 esrv_send_item (tmp, op); 1603 esrv_send_item (tmp, op);
1686 else 1604 else
1690 1608
1691 if (op->nrof) 1609 if (op->nrof)
1692 return op; 1610 return op;
1693 else 1611 else
1694 { 1612 {
1695 op->destroy (0); 1613 op->destroy ();
1696 return NULL; 1614 return 0;
1697 } 1615 }
1698} 1616}
1699 1617
1700/* 1618/*
1701 * add_weight(object, weight) adds the specified weight to an object, 1619 * add_weight(object, weight) adds the specified weight to an object,
1702 * and also updates how much the environment(s) is/are carrying. 1620 * and also updates how much the environment(s) is/are carrying.
1703 */ 1621 */
1704
1705void 1622void
1706add_weight (object *op, signed long weight) 1623add_weight (object *op, signed long weight)
1707{ 1624{
1708 while (op != NULL) 1625 while (op != NULL)
1709 { 1626 {
1741 * inside the object environment. 1658 * inside the object environment.
1742 * 1659 *
1743 * The function returns now pointer to inserted item, and return value can 1660 * The function returns now pointer to inserted item, and return value can
1744 * be != op, if items are merged. -Tero 1661 * be != op, if items are merged. -Tero
1745 */ 1662 */
1746
1747object * 1663object *
1748object::insert (object *op) 1664object::insert (object *op)
1749{ 1665{
1750 object *tmp, *otmp; 1666 object *tmp, *otmp;
1751 1667
1761 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1677 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1762 CLEAR_FLAG (op, FLAG_REMOVED); 1678 CLEAR_FLAG (op, FLAG_REMOVED);
1763 if (op->nrof) 1679 if (op->nrof)
1764 { 1680 {
1765 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1681 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1766 if (CAN_MERGE (tmp, op)) 1682 if (object::can_merge (tmp, op))
1767 { 1683 {
1768 /* return the original object and remove inserted object 1684 /* return the original object and remove inserted object
1769 (client needs the original object) */ 1685 (client needs the original object) */
1770 tmp->nrof += op->nrof; 1686 tmp->nrof += op->nrof;
1771 /* Weight handling gets pretty funky. Since we are adding to 1687 /* Weight handling gets pretty funky. Since we are adding to
1789 add_weight (this, op->weight * op->nrof); 1705 add_weight (this, op->weight * op->nrof);
1790 } 1706 }
1791 else 1707 else
1792 add_weight (this, (op->weight + op->carrying)); 1708 add_weight (this, (op->weight + op->carrying));
1793 1709
1794 otmp = is_player_inv (this); 1710 otmp = this->in_player ();
1795 if (otmp && otmp->contr) 1711 if (otmp && otmp->contr)
1796 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1712 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1797 fix_player (otmp); 1713 otmp->update_stats ();
1798 1714
1799 op->map = NULL; 1715 op->map = 0;
1800 op->env = this; 1716 op->env = this;
1801 op->above = NULL; 1717 op->above = 0;
1802 op->below = NULL; 1718 op->below = 0;
1803 op->x = 0, op->y = 0; 1719 op->x = 0, op->y = 0;
1804 1720
1805 /* reset the light list and los of the players on the map */ 1721 /* reset the light list and los of the players on the map */
1806 if ((op->glow_radius != 0) && map) 1722 if ((op->glow_radius != 0) && map)
1807 { 1723 {
1808#ifdef DEBUG_LIGHTS 1724#ifdef DEBUG_LIGHTS
1809 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1725 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1810#endif /* DEBUG_LIGHTS */ 1726#endif /* DEBUG_LIGHTS */
1811 if (MAP_DARKNESS (map)) 1727 if (map->darkness)
1812 update_all_los (map, x, y); 1728 update_all_los (map, x, y);
1813 } 1729 }
1814 1730
1815 /* Client has no idea of ordering so lets not bother ordering it here. 1731 /* Client has no idea of ordering so lets not bother ordering it here.
1816 * It sure simplifies this function... 1732 * It sure simplifies this function...
1821 { 1737 {
1822 op->below = inv; 1738 op->below = inv;
1823 op->below->above = op; 1739 op->below->above = op;
1824 inv = op; 1740 inv = op;
1825 } 1741 }
1742
1743 INVOKE_OBJECT (INSERT, this);
1826 1744
1827 return op; 1745 return op;
1828} 1746}
1829 1747
1830/* 1748/*
1845 * 1763 *
1846 * MSW 2001-07-08: Check all objects on space, not just those below 1764 * MSW 2001-07-08: Check all objects on space, not just those below
1847 * object being inserted. insert_ob_in_map may not put new objects 1765 * object being inserted. insert_ob_in_map may not put new objects
1848 * on top. 1766 * on top.
1849 */ 1767 */
1850
1851int 1768int
1852check_move_on (object *op, object *originator) 1769check_move_on (object *op, object *originator)
1853{ 1770{
1854 object *tmp; 1771 object *tmp;
1855 maptile *m = op->map; 1772 maptile *m = op->map;
1882 1799
1883 /* The objects have to be checked from top to bottom. 1800 /* The objects have to be checked from top to bottom.
1884 * Hence, we first go to the top: 1801 * Hence, we first go to the top:
1885 */ 1802 */
1886 1803
1887 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1804 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1888 { 1805 {
1889 /* Trim the search when we find the first other spell effect 1806 /* Trim the search when we find the first other spell effect
1890 * this helps performance so that if a space has 50 spell objects, 1807 * this helps performance so that if a space has 50 spell objects,
1891 * we don't need to check all of them. 1808 * we don't need to check all of them.
1892 */ 1809 */
1910 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1827 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1911 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1828 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1912 { 1829 {
1913 1830
1914 float 1831 float
1915 diff = tmp->move_slow_penalty * FABS (op->speed); 1832 diff = tmp->move_slow_penalty * fabs (op->speed);
1916 1833
1917 if (op->type == PLAYER) 1834 if (op->type == PLAYER)
1918 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1835 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1919 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1836 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1920 diff /= 4.0; 1837 diff /= 4.0;
1947/* 1864/*
1948 * present_arch(arch, map, x, y) searches for any objects with 1865 * present_arch(arch, map, x, y) searches for any objects with
1949 * a matching archetype at the given map and coordinates. 1866 * a matching archetype at the given map and coordinates.
1950 * The first matching object is returned, or NULL if none. 1867 * The first matching object is returned, or NULL if none.
1951 */ 1868 */
1952
1953object * 1869object *
1954present_arch (const archetype *at, maptile *m, int x, int y) 1870present_arch (const archetype *at, maptile *m, int x, int y)
1955{ 1871{
1956 object *
1957 tmp;
1958
1959 if (m == NULL || out_of_map (m, x, y)) 1872 if (!m || out_of_map (m, x, y))
1960 { 1873 {
1961 LOG (llevError, "Present_arch called outside map.\n"); 1874 LOG (llevError, "Present_arch called outside map.\n");
1962 return NULL; 1875 return NULL;
1963 } 1876 }
1964 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1877
1878 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1965 if (tmp->arch == at) 1879 if (tmp->arch == at)
1966 return tmp; 1880 return tmp;
1881
1967 return NULL; 1882 return NULL;
1968} 1883}
1969 1884
1970/* 1885/*
1971 * present(type, map, x, y) searches for any objects with 1886 * present(type, map, x, y) searches for any objects with
1972 * a matching type variable at the given map and coordinates. 1887 * a matching type variable at the given map and coordinates.
1973 * The first matching object is returned, or NULL if none. 1888 * The first matching object is returned, or NULL if none.
1974 */ 1889 */
1975
1976object * 1890object *
1977present (unsigned char type, maptile *m, int x, int y) 1891present (unsigned char type, maptile *m, int x, int y)
1978{ 1892{
1979 object *
1980 tmp;
1981
1982 if (out_of_map (m, x, y)) 1893 if (out_of_map (m, x, y))
1983 { 1894 {
1984 LOG (llevError, "Present called outside map.\n"); 1895 LOG (llevError, "Present called outside map.\n");
1985 return NULL; 1896 return NULL;
1986 } 1897 }
1987 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1898
1899 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1988 if (tmp->type == type) 1900 if (tmp->type == type)
1989 return tmp; 1901 return tmp;
1902
1990 return NULL; 1903 return NULL;
1991} 1904}
1992 1905
1993/* 1906/*
1994 * present_in_ob(type, object) searches for any objects with 1907 * present_in_ob(type, object) searches for any objects with
1995 * a matching type variable in the inventory of the given object. 1908 * a matching type variable in the inventory of the given object.
1996 * The first matching object is returned, or NULL if none. 1909 * The first matching object is returned, or NULL if none.
1997 */ 1910 */
1998
1999object * 1911object *
2000present_in_ob (unsigned char type, const object *op) 1912present_in_ob (unsigned char type, const object *op)
2001{ 1913{
2002 object *
2003 tmp;
2004
2005 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1914 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2006 if (tmp->type == type) 1915 if (tmp->type == type)
2007 return tmp; 1916 return tmp;
1917
2008 return NULL; 1918 return NULL;
2009} 1919}
2010 1920
2011/* 1921/*
2012 * present_in_ob (type, str, object) searches for any objects with 1922 * present_in_ob (type, str, object) searches for any objects with
2020 * str is the string to match against. Note that we match against 1930 * str is the string to match against. Note that we match against
2021 * the object name, not the archetype name. this is so that the 1931 * the object name, not the archetype name. this is so that the
2022 * spell code can use one object type (force), but change it's name 1932 * spell code can use one object type (force), but change it's name
2023 * to be unique. 1933 * to be unique.
2024 */ 1934 */
2025
2026object * 1935object *
2027present_in_ob_by_name (int type, const char *str, const object *op) 1936present_in_ob_by_name (int type, const char *str, const object *op)
2028{ 1937{
2029 object *
2030 tmp;
2031
2032 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1938 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2033 {
2034 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1939 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2035 return tmp; 1940 return tmp;
2036 } 1941
2037 return NULL; 1942 return 0;
2038} 1943}
2039 1944
2040/* 1945/*
2041 * present_arch_in_ob(archetype, object) searches for any objects with 1946 * present_arch_in_ob(archetype, object) searches for any objects with
2042 * a matching archetype in the inventory of the given object. 1947 * a matching archetype in the inventory of the given object.
2043 * The first matching object is returned, or NULL if none. 1948 * The first matching object is returned, or NULL if none.
2044 */ 1949 */
2045
2046object * 1950object *
2047present_arch_in_ob (const archetype *at, const object *op) 1951present_arch_in_ob (const archetype *at, const object *op)
2048{ 1952{
2049 object *
2050 tmp;
2051
2052 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1953 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2053 if (tmp->arch == at) 1954 if (tmp->arch == at)
2054 return tmp; 1955 return tmp;
1956
2055 return NULL; 1957 return NULL;
2056} 1958}
2057 1959
2058/* 1960/*
2059 * activate recursively a flag on an object inventory 1961 * activate recursively a flag on an object inventory
2060 */ 1962 */
2061void 1963void
2062flag_inv (object *op, int flag) 1964flag_inv (object *op, int flag)
2063{ 1965{
2064 object *
2065 tmp;
2066
2067 if (op->inv) 1966 if (op->inv)
2068 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1967 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2069 { 1968 {
2070 SET_FLAG (tmp, flag); 1969 SET_FLAG (tmp, flag);
2071 flag_inv (tmp, flag); 1970 flag_inv (tmp, flag);
2072 } 1971 }
2073} /* 1972}
1973
1974/*
2074 * desactivate recursively a flag on an object inventory 1975 * deactivate recursively a flag on an object inventory
2075 */ 1976 */
2076void 1977void
2077unflag_inv (object *op, int flag) 1978unflag_inv (object *op, int flag)
2078{ 1979{
2079 object *
2080 tmp;
2081
2082 if (op->inv) 1980 if (op->inv)
2083 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1981 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2084 { 1982 {
2085 CLEAR_FLAG (tmp, flag); 1983 CLEAR_FLAG (tmp, flag);
2086 unflag_inv (tmp, flag); 1984 unflag_inv (tmp, flag);
2087 } 1985 }
2088} 1986}
2091 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 1989 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2092 * all it's inventory (recursively). 1990 * all it's inventory (recursively).
2093 * If checksums are used, a player will get set_cheat called for 1991 * If checksums are used, a player will get set_cheat called for
2094 * him/her-self and all object carried by a call to this function. 1992 * him/her-self and all object carried by a call to this function.
2095 */ 1993 */
2096
2097void 1994void
2098set_cheat (object *op) 1995set_cheat (object *op)
2099{ 1996{
2100 SET_FLAG (op, FLAG_WAS_WIZ); 1997 SET_FLAG (op, FLAG_WAS_WIZ);
2101 flag_inv (op, FLAG_WAS_WIZ); 1998 flag_inv (op, FLAG_WAS_WIZ);
2120 * because arch_blocked (now ob_blocked) needs to know the movement type 2017 * because arch_blocked (now ob_blocked) needs to know the movement type
2121 * to know if the space in question will block the object. We can't use 2018 * to know if the space in question will block the object. We can't use
2122 * the archetype because that isn't correct if the monster has been 2019 * the archetype because that isn't correct if the monster has been
2123 * customized, changed states, etc. 2020 * customized, changed states, etc.
2124 */ 2021 */
2125
2126int 2022int
2127find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 2023find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2128{ 2024{
2129 int
2130 i,
2131 index = 0, flag; 2025 int index = 0, flag;
2132 static int
2133 altern[SIZEOFFREE]; 2026 int altern[SIZEOFFREE];
2134 2027
2135 for (i = start; i < stop; i++) 2028 for (int i = start; i < stop; i++)
2136 { 2029 {
2137 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2030 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2138 if (!flag) 2031 if (!flag)
2139 altern[index++] = i; 2032 altern [index++] = i;
2140 2033
2141 /* Basically, if we find a wall on a space, we cut down the search size. 2034 /* Basically, if we find a wall on a space, we cut down the search size.
2142 * In this way, we won't return spaces that are on another side of a wall. 2035 * In this way, we won't return spaces that are on another side of a wall.
2143 * This mostly work, but it cuts down the search size in all directions - 2036 * This mostly work, but it cuts down the search size in all directions -
2144 * if the space being examined only has a wall to the north and empty 2037 * if the space being examined only has a wall to the north and empty
2145 * spaces in all the other directions, this will reduce the search space 2038 * spaces in all the other directions, this will reduce the search space
2146 * to only the spaces immediately surrounding the target area, and 2039 * to only the spaces immediately surrounding the target area, and
2147 * won't look 2 spaces south of the target space. 2040 * won't look 2 spaces south of the target space.
2148 */ 2041 */
2149 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 2042 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2150 stop = maxfree[i]; 2043 stop = maxfree[i];
2151 } 2044 }
2045
2152 if (!index) 2046 if (!index)
2153 return -1; 2047 return -1;
2048
2154 return altern[RANDOM () % index]; 2049 return altern [rndm (index)];
2155} 2050}
2156 2051
2157/* 2052/*
2158 * find_first_free_spot(archetype, maptile, x, y) works like 2053 * find_first_free_spot(archetype, maptile, x, y) works like
2159 * find_free_spot(), but it will search max number of squares. 2054 * find_free_spot(), but it will search max number of squares.
2160 * But it will return the first available spot, not a random choice. 2055 * But it will return the first available spot, not a random choice.
2161 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2056 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2162 */ 2057 */
2163
2164int 2058int
2165find_first_free_spot (const object *ob, maptile *m, int x, int y) 2059find_first_free_spot (const object *ob, maptile *m, int x, int y)
2166{ 2060{
2167 int
2168 i;
2169
2170 for (i = 0; i < SIZEOFFREE; i++) 2061 for (int i = 0; i < SIZEOFFREE; i++)
2171 {
2172 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2062 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2173 return i; 2063 return i;
2174 } 2064
2175 return -1; 2065 return -1;
2176} 2066}
2177 2067
2178/* 2068/*
2179 * The function permute(arr, begin, end) randomly reorders the array 2069 * The function permute(arr, begin, end) randomly reorders the array
2180 * arr[begin..end-1]. 2070 * arr[begin..end-1].
2071 * now uses a fisher-yates shuffle, old permute was broken
2181 */ 2072 */
2182static void 2073static void
2183permute (int *arr, int begin, int end) 2074permute (int *arr, int begin, int end)
2184{ 2075{
2185 int 2076 arr += begin;
2186 i,
2187 j,
2188 tmp,
2189 len;
2190
2191 len = end - begin; 2077 end -= begin;
2192 for (i = begin; i < end; i++)
2193 {
2194 j = begin + RANDOM () % len;
2195 2078
2196 tmp = arr[i]; 2079 while (--end)
2197 arr[i] = arr[j]; 2080 swap (arr [end], arr [rndm (end + 1)]);
2198 arr[j] = tmp;
2199 }
2200} 2081}
2201 2082
2202/* new function to make monster searching more efficient, and effective! 2083/* new function to make monster searching more efficient, and effective!
2203 * This basically returns a randomized array (in the passed pointer) of 2084 * This basically returns a randomized array (in the passed pointer) of
2204 * the spaces to find monsters. In this way, it won't always look for 2085 * the spaces to find monsters. In this way, it won't always look for
2207 * the 3x3 area will be searched, just not in a predictable order. 2088 * the 3x3 area will be searched, just not in a predictable order.
2208 */ 2089 */
2209void 2090void
2210get_search_arr (int *search_arr) 2091get_search_arr (int *search_arr)
2211{ 2092{
2212 int 2093 int i;
2213 i;
2214 2094
2215 for (i = 0; i < SIZEOFFREE; i++) 2095 for (i = 0; i < SIZEOFFREE; i++)
2216 {
2217 search_arr[i] = i; 2096 search_arr[i] = i;
2218 }
2219 2097
2220 permute (search_arr, 1, SIZEOFFREE1 + 1); 2098 permute (search_arr, 1, SIZEOFFREE1 + 1);
2221 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2099 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2222 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2100 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2223} 2101}
2232 * Perhaps incorrectly, but I'm making the assumption that exclude 2110 * Perhaps incorrectly, but I'm making the assumption that exclude
2233 * is actually want is going to try and move there. We need this info 2111 * is actually want is going to try and move there. We need this info
2234 * because we have to know what movement the thing looking to move 2112 * because we have to know what movement the thing looking to move
2235 * there is capable of. 2113 * there is capable of.
2236 */ 2114 */
2237
2238int 2115int
2239find_dir (maptile *m, int x, int y, object *exclude) 2116find_dir (maptile *m, int x, int y, object *exclude)
2240{ 2117{
2241 int
2242 i,
2243 max = SIZEOFFREE, mflags; 2118 int i, max = SIZEOFFREE, mflags;
2244 2119
2245 sint16 nx, ny; 2120 sint16 nx, ny;
2246 object * 2121 object *tmp;
2247 tmp;
2248 maptile * 2122 maptile *mp;
2249 mp;
2250 2123
2251 MoveType blocked, move_type; 2124 MoveType blocked, move_type;
2252 2125
2253 if (exclude && exclude->head) 2126 if (exclude && exclude->head)
2254 { 2127 {
2266 mp = m; 2139 mp = m;
2267 nx = x + freearr_x[i]; 2140 nx = x + freearr_x[i];
2268 ny = y + freearr_y[i]; 2141 ny = y + freearr_y[i];
2269 2142
2270 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2143 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2144
2271 if (mflags & P_OUT_OF_MAP) 2145 if (mflags & P_OUT_OF_MAP)
2272 {
2273 max = maxfree[i]; 2146 max = maxfree[i];
2274 }
2275 else 2147 else
2276 { 2148 {
2277 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2149 mapspace &ms = mp->at (nx, ny);
2150
2151 blocked = ms.move_block;
2278 2152
2279 if ((move_type & blocked) == move_type) 2153 if ((move_type & blocked) == move_type)
2280 {
2281 max = maxfree[i]; 2154 max = maxfree[i];
2282 }
2283 else if (mflags & P_IS_ALIVE) 2155 else if (mflags & P_IS_ALIVE)
2284 { 2156 {
2285 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2157 for (tmp = ms.bot; tmp; tmp = tmp->above)
2286 { 2158 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2287 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2159 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2288 {
2289 break; 2160 break;
2290 } 2161
2291 }
2292 if (tmp) 2162 if (tmp)
2293 {
2294 return freedir[i]; 2163 return freedir[i];
2295 }
2296 } 2164 }
2297 } 2165 }
2298 } 2166 }
2167
2299 return 0; 2168 return 0;
2300} 2169}
2301 2170
2302/* 2171/*
2303 * distance(object 1, object 2) will return the square of the 2172 * distance(object 1, object 2) will return the square of the
2304 * distance between the two given objects. 2173 * distance between the two given objects.
2305 */ 2174 */
2306
2307int 2175int
2308distance (const object *ob1, const object *ob2) 2176distance (const object *ob1, const object *ob2)
2309{ 2177{
2310 int
2311 i;
2312
2313 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2178 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2314 return i;
2315} 2179}
2316 2180
2317/* 2181/*
2318 * find_dir_2(delta-x,delta-y) will return a direction in which 2182 * find_dir_2(delta-x,delta-y) will return a direction in which
2319 * an object which has subtracted the x and y coordinates of another 2183 * an object which has subtracted the x and y coordinates of another
2320 * object, needs to travel toward it. 2184 * object, needs to travel toward it.
2321 */ 2185 */
2322
2323int 2186int
2324find_dir_2 (int x, int y) 2187find_dir_2 (int x, int y)
2325{ 2188{
2326 int 2189 int q;
2327 q;
2328 2190
2329 if (y) 2191 if (y)
2330 q = x * 100 / y; 2192 q = x * 100 / y;
2331 else if (x) 2193 else if (x)
2332 q = -300 * x; 2194 q = -300 * x;
2357 2219
2358 return 3; 2220 return 3;
2359} 2221}
2360 2222
2361/* 2223/*
2362 * absdir(int): Returns a number between 1 and 8, which represent
2363 * the "absolute" direction of a number (it actually takes care of
2364 * "overflow" in previous calculations of a direction).
2365 */
2366
2367int
2368absdir (int d)
2369{
2370 while (d < 1)
2371 d += 8;
2372 while (d > 8)
2373 d -= 8;
2374 return d;
2375}
2376
2377/*
2378 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2224 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2379 * between two directions (which are expected to be absolute (see absdir()) 2225 * between two directions (which are expected to be absolute (see absdir())
2380 */ 2226 */
2381
2382int 2227int
2383dirdiff (int dir1, int dir2) 2228dirdiff (int dir1, int dir2)
2384{ 2229{
2385 int 2230 int d;
2386 d;
2387 2231
2388 d = abs (dir1 - dir2); 2232 d = abs (dir1 - dir2);
2389 if (d > 4) 2233 if (d > 4)
2390 d = 8 - d; 2234 d = 8 - d;
2235
2391 return d; 2236 return d;
2392} 2237}
2393 2238
2394/* peterm: 2239/* peterm:
2395 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2240 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2398 * This basically means that if direction is 15, then it could either go 2243 * This basically means that if direction is 15, then it could either go
2399 * direction 4, 14, or 16 to get back to where we are. 2244 * direction 4, 14, or 16 to get back to where we are.
2400 * Moved from spell_util.c to object.c with the other related direction 2245 * Moved from spell_util.c to object.c with the other related direction
2401 * functions. 2246 * functions.
2402 */ 2247 */
2403
2404int
2405 reduction_dir[SIZEOFFREE][3] = { 2248int reduction_dir[SIZEOFFREE][3] = {
2406 {0, 0, 0}, /* 0 */ 2249 {0, 0, 0}, /* 0 */
2407 {0, 0, 0}, /* 1 */ 2250 {0, 0, 0}, /* 1 */
2408 {0, 0, 0}, /* 2 */ 2251 {0, 0, 0}, /* 2 */
2409 {0, 0, 0}, /* 3 */ 2252 {0, 0, 0}, /* 3 */
2410 {0, 0, 0}, /* 4 */ 2253 {0, 0, 0}, /* 4 */
2458 * find a path to that monster that we found. If not, 2301 * find a path to that monster that we found. If not,
2459 * we don't bother going toward it. Returns 1 if we 2302 * we don't bother going toward it. Returns 1 if we
2460 * can see a direct way to get it 2303 * can see a direct way to get it
2461 * Modified to be map tile aware -.MSW 2304 * Modified to be map tile aware -.MSW
2462 */ 2305 */
2463
2464
2465int 2306int
2466can_see_monsterP (maptile *m, int x, int y, int dir) 2307can_see_monsterP (maptile *m, int x, int y, int dir)
2467{ 2308{
2468 sint16 dx, dy; 2309 sint16 dx, dy;
2469 int
2470 mflags; 2310 int mflags;
2471 2311
2472 if (dir < 0) 2312 if (dir < 0)
2473 return 0; /* exit condition: invalid direction */ 2313 return 0; /* exit condition: invalid direction */
2474 2314
2475 dx = x + freearr_x[dir]; 2315 dx = x + freearr_x[dir];
2488 return 0; 2328 return 0;
2489 2329
2490 /* yes, can see. */ 2330 /* yes, can see. */
2491 if (dir < 9) 2331 if (dir < 9)
2492 return 1; 2332 return 1;
2333
2493 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2334 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2494 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]); 2335 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2336 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2495} 2337}
2496
2497
2498 2338
2499/* 2339/*
2500 * can_pick(picker, item): finds out if an object is possible to be 2340 * can_pick(picker, item): finds out if an object is possible to be
2501 * picked up by the picker. Returnes 1 if it can be 2341 * picked up by the picker. Returnes 1 if it can be
2502 * picked up, otherwise 0. 2342 * picked up, otherwise 0.
2513 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2353 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2514 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2354 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2515 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2355 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2516} 2356}
2517 2357
2518
2519/* 2358/*
2520 * create clone from object to another 2359 * create clone from object to another
2521 */ 2360 */
2522object * 2361object *
2523object_create_clone (object *asrc) 2362object_create_clone (object *asrc)
2532 src = src->head; 2371 src = src->head;
2533 2372
2534 prev = 0; 2373 prev = 0;
2535 for (part = src; part; part = part->more) 2374 for (part = src; part; part = part->more)
2536 { 2375 {
2537 tmp = get_object (); 2376 tmp = part->clone ();
2538 copy_object (part, tmp);
2539 tmp->x -= src->x; 2377 tmp->x -= src->x;
2540 tmp->y -= src->y; 2378 tmp->y -= src->y;
2541 2379
2542 if (!part->head) 2380 if (!part->head)
2543 { 2381 {
2544 dst = tmp; 2382 dst = tmp;
2545 tmp->head = 0; 2383 tmp->head = 0;
2546 } 2384 }
2547 else 2385 else
2548 {
2549 tmp->head = dst; 2386 tmp->head = dst;
2550 }
2551 2387
2552 tmp->more = 0; 2388 tmp->more = 0;
2553 2389
2554 if (prev) 2390 if (prev)
2555 prev->more = tmp; 2391 prev->more = tmp;
2559 2395
2560 for (item = src->inv; item; item = item->below) 2396 for (item = src->inv; item; item = item->below)
2561 insert_ob_in_ob (object_create_clone (item), dst); 2397 insert_ob_in_ob (object_create_clone (item), dst);
2562 2398
2563 return dst; 2399 return dst;
2564}
2565
2566/* GROS - Creates an object using a string representing its content. */
2567/* Basically, we save the content of the string to a temp file, then call */
2568/* load_object on it. I admit it is a highly inefficient way to make things, */
2569/* but it was simple to make and allows reusing the load_object function. */
2570/* Remember not to use load_object_str in a time-critical situation. */
2571/* Also remember that multiparts objects are not supported for now. */
2572
2573object *
2574load_object_str (const char *obstr)
2575{
2576 object *op;
2577 char filename[MAX_BUF];
2578
2579 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2580
2581 FILE *tempfile = fopen (filename, "w");
2582
2583 if (tempfile == NULL)
2584 {
2585 LOG (llevError, "Error - Unable to access load object temp file\n");
2586 return NULL;
2587 }
2588
2589 fprintf (tempfile, obstr);
2590 fclose (tempfile);
2591
2592 op = get_object ();
2593
2594 object_thawer thawer (filename);
2595
2596 if (thawer)
2597 load_object (thawer, op, 0);
2598
2599 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2600 CLEAR_FLAG (op, FLAG_REMOVED);
2601
2602 return op;
2603} 2400}
2604 2401
2605/* This returns the first object in who's inventory that 2402/* This returns the first object in who's inventory that
2606 * has the same type and subtype match. 2403 * has the same type and subtype match.
2607 * returns NULL if no match. 2404 * returns NULL if no match.
2608 */ 2405 */
2609object * 2406object *
2610find_obj_by_type_subtype (const object *who, int type, int subtype) 2407find_obj_by_type_subtype (const object *who, int type, int subtype)
2611{ 2408{
2612 object *tmp;
2613
2614 for (tmp = who->inv; tmp; tmp = tmp->below) 2409 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2615 if (tmp->type == type && tmp->subtype == subtype) 2410 if (tmp->type == type && tmp->subtype == subtype)
2616 return tmp; 2411 return tmp;
2617 2412
2618 return NULL; 2413 return 0;
2619} 2414}
2620 2415
2621/* If ob has a field named key, return the link from the list, 2416/* If ob has a field named key, return the link from the list,
2622 * otherwise return NULL. 2417 * otherwise return NULL.
2623 * 2418 *
2625 * do the desired thing. 2420 * do the desired thing.
2626 */ 2421 */
2627key_value * 2422key_value *
2628get_ob_key_link (const object *ob, const char *key) 2423get_ob_key_link (const object *ob, const char *key)
2629{ 2424{
2630 key_value *link;
2631
2632 for (link = ob->key_values; link != NULL; link = link->next) 2425 for (key_value *link = ob->key_values; link; link = link->next)
2633 if (link->key == key) 2426 if (link->key == key)
2634 return link; 2427 return link;
2635 2428
2636 return NULL; 2429 return 0;
2637} 2430}
2638 2431
2639/* 2432/*
2640 * Returns the value of op has an extra_field for key, or NULL. 2433 * Returns the value of op has an extra_field for key, or NULL.
2641 * 2434 *
2666 if (link->key == canonical_key) 2459 if (link->key == canonical_key)
2667 return link->value; 2460 return link->value;
2668 2461
2669 return 0; 2462 return 0;
2670} 2463}
2671
2672 2464
2673/* 2465/*
2674 * Updates the canonical_key in op to value. 2466 * Updates the canonical_key in op to value.
2675 * 2467 *
2676 * canonical_key is a shared string (value doesn't have to be). 2468 * canonical_key is a shared string (value doesn't have to be).
2681 * Returns TRUE on success. 2473 * Returns TRUE on success.
2682 */ 2474 */
2683int 2475int
2684set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) 2476set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2685{ 2477{
2686 key_value *
2687 field = NULL, *last = NULL; 2478 key_value *field = NULL, *last = NULL;
2688 2479
2689 for (field = op->key_values; field != NULL; field = field->next) 2480 for (field = op->key_values; field != NULL; field = field->next)
2690 { 2481 {
2691 if (field->key != canonical_key) 2482 if (field->key != canonical_key)
2692 { 2483 {
2720 /* IF we get here, key doesn't exist */ 2511 /* IF we get here, key doesn't exist */
2721 2512
2722 /* No field, we'll have to add it. */ 2513 /* No field, we'll have to add it. */
2723 2514
2724 if (!add_key) 2515 if (!add_key)
2725 {
2726 return FALSE; 2516 return FALSE;
2727 } 2517
2728 /* There isn't any good reason to store a null 2518 /* There isn't any good reason to store a null
2729 * value in the key/value list. If the archetype has 2519 * value in the key/value list. If the archetype has
2730 * this key, then we should also have it, so shouldn't 2520 * this key, then we should also have it, so shouldn't
2731 * be here. If user wants to store empty strings, 2521 * be here. If user wants to store empty strings,
2732 * should pass in "" 2522 * should pass in ""
2781 } 2571 }
2782 else 2572 else
2783 item = item->env; 2573 item = item->env;
2784} 2574}
2785 2575
2576
2577const char *
2578object::flag_desc (char *desc, int len) const
2579{
2580 char *p = desc;
2581 bool first = true;
2582
2583 *p = 0;
2584
2585 for (int i = 0; i < NUM_FLAGS; i++)
2586 {
2587 if (len <= 10) // magic constant!
2588 {
2589 snprintf (p, len, ",...");
2590 break;
2591 }
2592
2593 if (flag [i])
2594 {
2595 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2596 len -= cnt;
2597 p += cnt;
2598 first = false;
2599 }
2600 }
2601
2602 return desc;
2603}
2604
2786// return a suitable string describing an objetc in enough detail to find it 2605// return a suitable string describing an object in enough detail to find it
2787const char * 2606const char *
2788object::debug_desc (char *info) const 2607object::debug_desc (char *info) const
2789{ 2608{
2609 char flagdesc[512];
2790 char info2[256 * 3]; 2610 char info2[256 * 4];
2791 char *p = info; 2611 char *p = info;
2792 2612
2793 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2613 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2794 count, 2614 count, uuid.seq,
2795 &name, 2615 &name,
2796 title ? " " : "", 2616 title ? "\",title:\"" : "",
2797 title ? (const char *)title : ""); 2617 title ? (const char *)title : "",
2618 flag_desc (flagdesc, 512), type);
2798 2619
2799 if (env) 2620 if (env)
2800 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2621 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2801 2622
2802 if (map) 2623 if (map)
2803 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2624 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2804 2625
2805 return info; 2626 return info;
2806} 2627}
2807 2628
2808const char * 2629const char *
2809object::debug_desc () const 2630object::debug_desc () const
2810{ 2631{
2811 static char info[256 * 3]; 2632 static char info[3][256 * 4];
2633 static int info_idx;
2634
2812 return debug_desc (info); 2635 return debug_desc (info [++info_idx % 3]);
2813} 2636}
2814 2637
2638struct region *
2639object::region () const
2640{
2641 return map ? map->region (x, y)
2642 : region::default_region ();
2643}
2644
2645const materialtype_t *
2646object::dominant_material () const
2647{
2648 if (materialtype_t *mat = name_to_material (materialname))
2649 return mat;
2650
2651 // omfg this is slow, this has to be temporary :)
2652 shstr unknown ("unknown");
2653
2654 return name_to_material (unknown);
2655}
2656
2657void
2658object::open_container (object *new_container)
2659{
2660 if (container == new_container)
2661 return;
2662
2663 if (object *old_container = container)
2664 {
2665 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2666 return;
2667
2668#if 0
2669 // remove the "Close old_container" object.
2670 if (object *closer = old_container->inv)
2671 if (closer->type == CLOSE_CON)
2672 closer->destroy ();
2673#endif
2674
2675 old_container->flag [FLAG_APPLIED] = 0;
2676 container = 0;
2677
2678 esrv_update_item (UPD_FLAGS, this, old_container);
2679 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2680 }
2681
2682 if (new_container)
2683 {
2684 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2685 return;
2686
2687 // TODO: this does not seem to serve any purpose anymore?
2688#if 0
2689 // insert the "Close Container" object.
2690 if (archetype *closer = new_container->other_arch)
2691 {
2692 object *closer = arch_to_object (new_container->other_arch);
2693 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2694 new_container->insert (closer);
2695 }
2696#endif
2697
2698 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2699
2700 new_container->flag [FLAG_APPLIED] = 1;
2701 container = new_container;
2702
2703 esrv_update_item (UPD_FLAGS, this, new_container);
2704 esrv_send_inventory (this, new_container);
2705 }
2706}
2707
2708

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