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Comparing deliantra/server/common/object.C (file contents):
Revision 1.66 by root, Wed Dec 13 03:28:42 2006 UTC vs.
Revision 1.157 by root, Mon May 28 21:21:40 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Crossfire TRT, the Multiplayer Online Role Playing Game.
3 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT is free software; you can redistribute it and/or modify it
8 it under the terms of the GNU General Public License as published by 9 * under the terms of the GNU General Public License as published by the Free
9 the Free Software Foundation; either version 2 of the License, or 10 * Software Foundation; either version 2 of the License, or (at your option)
10 (at your option) any later version. 11 * 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, but
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License
15 GNU General Public License for more details. 16 * 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 along
18 along with this program; if not, write to the Free Software 19 * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 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 to <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);
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_slow (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 201 if (ob1 == ob2
198 || ob1->type != ob2->type 202 || ob1->type != ob2->type
219 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 223 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
220 224
221 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 225 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
222 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 226 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
223 227
224 228 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
225 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something 229 || ob1->arch != ob2->arch
226 * being locked in inventory should prevent merging.
227 * 0x4 in flags3 is CLIENT_SENT
228 */
229 if ((ob1->arch != ob2->arch) ||
230 (ob1->flags[0] != ob2->flags[0]) ||
231 (ob1->flags[1] != ob2->flags[1]) ||
232 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
233 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
234 (ob1->name != ob2->name) || 230 || ob1->name != ob2->name
235 (ob1->title != ob2->title) || 231 || ob1->title != ob2->title
236 (ob1->msg != ob2->msg) || 232 || ob1->msg != ob2->msg
237 (ob1->weight != ob2->weight) || 233 || ob1->weight != ob2->weight
238 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) || 234 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
239 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) || 235 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
240 (ob1->attacktype != ob2->attacktype) || 236 || ob1->attacktype != ob2->attacktype
241 (ob1->magic != ob2->magic) || 237 || ob1->magic != ob2->magic
242 (ob1->slaying != ob2->slaying) || 238 || ob1->slaying != ob2->slaying
243 (ob1->skill != ob2->skill) || 239 || ob1->skill != ob2->skill
244 (ob1->value != ob2->value) || 240 || ob1->value != ob2->value
245 (ob1->animation_id != ob2->animation_id) || 241 || ob1->animation_id != ob2->animation_id
246 (ob1->client_type != ob2->client_type) || 242 || ob1->client_type != ob2->client_type
247 (ob1->materialname != ob2->materialname) || 243 || ob1->materialname != ob2->materialname
248 (ob1->lore != ob2->lore) || 244 || ob1->lore != ob2->lore
249 (ob1->subtype != ob2->subtype) || 245 || ob1->subtype != ob2->subtype
250 (ob1->move_type != ob2->move_type) || 246 || ob1->move_type != ob2->move_type
251 (ob1->move_block != ob2->move_block) || 247 || ob1->move_block != ob2->move_block
252 (ob1->move_allow != ob2->move_allow) || 248 || ob1->move_allow != ob2->move_allow
253 (ob1->move_on != ob2->move_on) || 249 || ob1->move_on != ob2->move_on
254 (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)
255 return 0; 253 return 0;
256 254
257 /* This is really a spellbook check - really, we should 255 /* This is really a spellbook check - really, we should
258 * check all objects in the inventory. 256 * check all objects in the inventory.
259 */ 257 */
281 279
282 /* 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
283 * 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
284 * check? 282 * check?
285 */ 283 */
286 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 284 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
287 return 0; 285 return 0;
288 286
289 switch (ob1->type) 287 switch (ob1->type)
290 { 288 {
291 case SCROLL: 289 case SCROLL:
327sum_weight (object *op) 325sum_weight (object *op)
328{ 326{
329 long sum; 327 long sum;
330 object *inv; 328 object *inv;
331 329
332 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 330 for (sum = 0, inv = op->inv; inv; inv = inv->below)
333 { 331 {
334 if (inv->inv) 332 if (inv->inv)
335 sum_weight (inv); 333 sum_weight (inv);
334
336 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 335 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
337 } 336 }
338 337
339 if (op->type == CONTAINER && op->stats.Str) 338 if (op->type == CONTAINER && op->stats.Str)
340 sum = (sum * (100 - op->stats.Str)) / 100; 339 sum = (sum * (100 - op->stats.Str)) / 100;
356 op = op->env; 355 op = op->env;
357 return op; 356 return op;
358} 357}
359 358
360/* 359/*
361 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
362 * a better check. We basically keeping traversing up until we can't
363 * or find a player.
364 */
365
366object *
367is_player_inv (object *op)
368{
369 for (; op != NULL && op->type != PLAYER; op = op->env)
370 if (op->env == op)
371 op->env = NULL;
372 return op;
373}
374
375/*
376 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 360 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
377 * Some error messages. 361 * Some error messages.
378 * 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.
379 */ 363 */
380
381char * 364char *
382dump_object (object *op) 365dump_object (object *op)
383{ 366{
384 if (!op) 367 if (!op)
385 return strdup ("[NULLOBJ]"); 368 return strdup ("[NULLOBJ]");
386 369
387 object_freezer freezer; 370 object_freezer freezer;
388 save_object (freezer, op, 3); 371 op->write (freezer);
389 return freezer.as_string (); 372 return freezer.as_string ();
390} 373}
391 374
392/* 375/*
393 * 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
410} 393}
411 394
412/* 395/*
413 * 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.
414 */ 397 */
415
416object * 398object *
417find_object (tag_t i) 399find_object (tag_t i)
418{ 400{
419 for (object *op = object::first; op; op = op->next) 401 for_all_objects (op)
420 if (op->count == i) 402 if (op->count == i)
421 return op; 403 return op;
422 404
423 return 0; 405 return 0;
424} 406}
425 407
426/* 408/*
427 * 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.
428 * Used only by the patch command, but not all that useful. 410 * Used only by the patch command, but not all that useful.
429 * Enables features like "patch <name-of-other-player> food 999" 411 * Enables features like "patch <name-of-other-player> food 999"
430 */ 412 */
431
432object * 413object *
433find_object_name (const char *str) 414find_object_name (const char *str)
434{ 415{
435 shstr_cmp str_ (str); 416 shstr_cmp str_ (str);
436 object *op; 417 object *op;
437 418
438 for (op = object::first; op != NULL; op = op->next) 419 for_all_objects (op)
439 if (op->name == str_) 420 if (op->name == str_)
440 break; 421 break;
441 422
442 return op; 423 return op;
443} 424}
469 owner = owner->owner; 450 owner = owner->owner;
470 451
471 this->owner = owner; 452 this->owner = owner;
472} 453}
473 454
455int
456object::slottype () const
457{
458 if (type == SKILL)
459 {
460 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
461 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
462 }
463 else
464 {
465 if (slot [body_combat].info) return slot_combat;
466 if (slot [body_range ].info) return slot_ranged;
467 }
468
469 return slot_none;
470}
471
472bool
473object::change_weapon (object *ob)
474{
475 if (current_weapon == ob)
476 return true;
477
478 if (chosen_skill)
479 chosen_skill->flag [FLAG_APPLIED] = false;
480
481 current_weapon = ob;
482 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
483
484 if (chosen_skill)
485 chosen_skill->flag [FLAG_APPLIED] = true;
486
487 update_stats ();
488
489 if (ob)
490 {
491 // now check wether any body locations became invalid, in which case
492 // we cannot apply the weapon at the moment.
493 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
494 if (slot[i].used < 0)
495 {
496 current_weapon = chosen_skill = 0;
497 update_stats ();
498
499 new_draw_info_format (NDI_UNIQUE, 0, this,
500 "You try to balance all your items at once, "
501 "but the %s is just too much for your body. "
502 "[You need to unapply some items first.]", &ob->name);
503 return false;
504 }
505
506 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
507 }
508 else
509 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
510
511 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
512 {
513 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
514 &name, ob->debug_desc ());
515 return false;
516 }
517
518 return true;
519}
520
474/* Zero the key_values on op, decrementing the shared-string 521/* Zero the key_values on op, decrementing the shared-string
475 * refcounts and freeing the links. 522 * refcounts and freeing the links.
476 */ 523 */
477static void 524static void
478free_key_values (object *op) 525free_key_values (object *op)
479{ 526{
480 for (key_value *i = op->key_values; i != 0;) 527 for (key_value *i = op->key_values; i; )
481 { 528 {
482 key_value *next = i->next; 529 key_value *next = i->next;
483 delete i; 530 delete i;
484 531
485 i = next; 532 i = next;
486 } 533 }
487 534
488 op->key_values = 0; 535 op->key_values = 0;
489} 536}
490 537
491void object::clear () 538object &
539object::operator =(const object &src)
492{ 540{
493 attachable_base::clear (); 541 bool is_freed = flag [FLAG_FREED];
542 bool is_removed = flag [FLAG_REMOVED];
494 543
495 free_key_values (this);
496
497 owner = 0;
498 name = 0;
499 name_pl = 0;
500 title = 0;
501 race = 0;
502 slaying = 0;
503 skill = 0;
504 msg = 0;
505 lore = 0;
506 custom_name = 0;
507 materialname = 0;
508 contr = 0;
509 below = 0;
510 above = 0;
511 inv = 0;
512 container = 0;
513 env = 0;
514 more = 0;
515 head = 0;
516 map = 0;
517 active_next = 0;
518 active_prev = 0;
519
520 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
521
522 SET_FLAG (this, FLAG_REMOVED);
523
524 /* What is not cleared is next, prev, and count */
525
526 expmul = 1.0;
527 face = blank_face;
528
529 if (settings.casting_time)
530 casting_time = -1;
531}
532
533/*
534 * copy_to first frees everything allocated by the dst object,
535 * and then copies the contents of itself into the second
536 * object, allocating what needs to be allocated. Basically, any
537 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
538 * if the first object is freed, the pointers in the new object
539 * will point at garbage.
540 */
541void
542object::copy_to (object *dst)
543{
544 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
545 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
546
547 *(object_copy *)dst = *this; 544 *(object_copy *)this = src;
548 *(object_pod *)dst = *this;
549 545
550 if (self || cb) 546 flag [FLAG_FREED] = is_freed;
551 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (dst)); 547 flag [FLAG_REMOVED] = is_removed;
552
553 if (is_freed)
554 SET_FLAG (dst, FLAG_FREED);
555
556 if (is_removed)
557 SET_FLAG (dst, FLAG_REMOVED);
558
559 if (speed < 0)
560 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
561 548
562 /* Copy over key_values, if any. */ 549 /* Copy over key_values, if any. */
563 if (key_values) 550 if (src.key_values)
564 { 551 {
565 key_value *tail = 0; 552 key_value *tail = 0;
566 key_value *i;
567
568 dst->key_values = 0; 553 key_values = 0;
569 554
570 for (i = key_values; i; i = i->next) 555 for (key_value *i = src.key_values; i; i = i->next)
571 { 556 {
572 key_value *new_link = new key_value; 557 key_value *new_link = new key_value;
573 558
574 new_link->next = 0; 559 new_link->next = 0;
575 new_link->key = i->key; 560 new_link->key = i->key;
576 new_link->value = i->value; 561 new_link->value = i->value;
577 562
578 /* Try and be clever here, too. */ 563 /* Try and be clever here, too. */
579 if (!dst->key_values) 564 if (!key_values)
580 { 565 {
581 dst->key_values = new_link; 566 key_values = new_link;
582 tail = new_link; 567 tail = new_link;
583 } 568 }
584 else 569 else
585 { 570 {
586 tail->next = new_link; 571 tail->next = new_link;
587 tail = new_link; 572 tail = new_link;
588 } 573 }
589 } 574 }
590 } 575 }
576}
591 577
592 update_ob_speed (dst); 578/*
579 * copy_to first frees everything allocated by the dst object,
580 * and then copies the contents of itself into the second
581 * object, allocating what needs to be allocated. Basically, any
582 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
583 * if the first object is freed, the pointers in the new object
584 * will point at garbage.
585 */
586void
587object::copy_to (object *dst)
588{
589 *dst = *this;
590
591 if (speed < 0)
592 dst->speed_left = speed_left - rndm ();
593
594 dst->set_speed (dst->speed);
595}
596
597void
598object::instantiate ()
599{
600 if (!uuid.seq) // HACK
601 uuid = gen_uuid ();
602
603 speed_left = -0.1f;
604 /* copy the body_info to the body_used - this is only really
605 * need for monsters, but doesn't hurt to do it for everything.
606 * by doing so, when a monster is created, it has good starting
607 * values for the body_used info, so when items are created
608 * for it, they can be properly equipped.
609 */
610 for (int i = NUM_BODY_LOCATIONS; i--; )
611 slot[i].used = slot[i].info;
612
613 attachable::instantiate ();
593} 614}
594 615
595object * 616object *
596object::clone () 617object::clone ()
597{ 618{
603/* 624/*
604 * If an object with the IS_TURNABLE() flag needs to be turned due 625 * If an object with the IS_TURNABLE() flag needs to be turned due
605 * to the closest player being on the other side, this function can 626 * to the closest player being on the other side, this function can
606 * be called to update the face variable, _and_ how it looks on the map. 627 * be called to update the face variable, _and_ how it looks on the map.
607 */ 628 */
608
609void 629void
610update_turn_face (object *op) 630update_turn_face (object *op)
611{ 631{
612 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 632 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
613 return; 633 return;
634
614 SET_ANIMATION (op, op->direction); 635 SET_ANIMATION (op, op->direction);
615 update_object (op, UP_OBJ_FACE); 636 update_object (op, UP_OBJ_FACE);
616} 637}
617 638
618/* 639/*
619 * Updates the speed of an object. If the speed changes from 0 to another 640 * Updates the speed of an object. If the speed changes from 0 to another
620 * value, or vice versa, then add/remove the object from the active list. 641 * value, or vice versa, then add/remove the object from the active list.
621 * This function needs to be called whenever the speed of an object changes. 642 * This function needs to be called whenever the speed of an object changes.
622 */ 643 */
623void 644void
624update_ob_speed (object *op) 645object::set_speed (float speed)
625{ 646{
626 extern int arch_init; 647 if (flag [FLAG_FREED] && speed)
627
628 /* No reason putting the archetypes objects on the speed list,
629 * since they never really need to be updated.
630 */
631
632 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
633 { 648 {
634 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 649 LOG (llevError, "Object %s is freed but has speed.\n", &name);
635#ifdef MANY_CORES
636 abort ();
637#else
638 op->speed = 0; 650 speed = 0;
639#endif
640 }
641
642 if (arch_init)
643 return;
644
645 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
646 { 651 }
647 /* If already on active list, don't do anything */
648 if (op->active_next || op->active_prev || op == active_objects)
649 return;
650 652
651 /* process_events() expects us to insert the object at the beginning 653 this->speed = speed;
652 * of the list. */
653 op->active_next = active_objects;
654 654
655 if (op->active_next != NULL) 655 if (has_active_speed ())
656 op->active_next->active_prev = op; 656 activate ();
657
658 active_objects = op;
659 }
660 else 657 else
661 { 658 deactivate ();
662 /* If not on the active list, nothing needs to be done */
663 if (!op->active_next && !op->active_prev && op != active_objects)
664 return;
665
666 if (op->active_prev == NULL)
667 {
668 active_objects = op->active_next;
669
670 if (op->active_next != NULL)
671 op->active_next->active_prev = NULL;
672 }
673 else
674 {
675 op->active_prev->active_next = op->active_next;
676
677 if (op->active_next)
678 op->active_next->active_prev = op->active_prev;
679 }
680
681 op->active_next = NULL;
682 op->active_prev = NULL;
683 }
684} 659}
685 660
686/* This function removes object 'op' from the list of active
687 * objects.
688 * This should only be used for style maps or other such
689 * reference maps where you don't want an object that isn't
690 * in play chewing up cpu time getting processed.
691 * The reverse of this is to call update_ob_speed, which
692 * will do the right thing based on the speed of the object.
693 */
694void
695remove_from_active_list (object *op)
696{
697 /* If not on the active list, nothing needs to be done */
698 if (!op->active_next && !op->active_prev && op != active_objects)
699 return;
700
701 if (op->active_prev == NULL)
702 {
703 active_objects = op->active_next;
704 if (op->active_next != NULL)
705 op->active_next->active_prev = NULL;
706 }
707 else
708 {
709 op->active_prev->active_next = op->active_next;
710 if (op->active_next)
711 op->active_next->active_prev = op->active_prev;
712 }
713 op->active_next = NULL;
714 op->active_prev = NULL;
715}
716
717/* 661/*
718 * update_object() updates the array which represents the map. 662 * update_object() updates the the map.
719 * It takes into account invisible objects (and represent squares covered 663 * It takes into account invisible objects (and represent squares covered
720 * by invisible objects by whatever is below them (unless it's another 664 * by invisible objects by whatever is below them (unless it's another
721 * invisible object, etc...) 665 * invisible object, etc...)
722 * If the object being updated is beneath a player, the look-window 666 * If the object being updated is beneath a player, the look-window
723 * of that player is updated (this might be a suboptimal way of 667 * of that player is updated (this might be a suboptimal way of
724 * updating that window, though, since update_object() is called _often_) 668 * updating that window, though, since update_object() is called _often_)
725 * 669 *
726 * action is a hint of what the caller believes need to be done. 670 * action is a hint of what the caller believes need to be done.
727 * For example, if the only thing that has changed is the face (due to
728 * an animation), we don't need to call update_position until that actually
729 * comes into view of a player. OTOH, many other things, like addition/removal
730 * of walls or living creatures may need us to update the flags now.
731 * current action are: 671 * current action are:
732 * UP_OBJ_INSERT: op was inserted 672 * UP_OBJ_INSERT: op was inserted
733 * UP_OBJ_REMOVE: op was removed 673 * UP_OBJ_REMOVE: op was removed
734 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 674 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
735 * as that is easier than trying to look at what may have changed. 675 * as that is easier than trying to look at what may have changed.
736 * UP_OBJ_FACE: only the objects face has changed. 676 * UP_OBJ_FACE: only the objects face has changed.
737 */ 677 */
738
739void 678void
740update_object (object *op, int action) 679update_object (object *op, int action)
741{ 680{
742 int update_now = 0, flags;
743 MoveType move_on, move_off, move_block, move_slow;
744
745 if (op == NULL) 681 if (op == NULL)
746 { 682 {
747 /* this should never happen */ 683 /* this should never happen */
748 LOG (llevDebug, "update_object() called for NULL object.\n"); 684 LOG (llevDebug, "update_object() called for NULL object.\n");
749 return; 685 return;
750 } 686 }
751 687
752 if (op->env != NULL) 688 if (op->env)
753 { 689 {
754 /* Animation is currently handled by client, so nothing 690 /* Animation is currently handled by client, so nothing
755 * to do in this case. 691 * to do in this case.
756 */ 692 */
757 return; 693 return;
762 */ 698 */
763 if (!op->map || op->map->in_memory == MAP_SAVING) 699 if (!op->map || op->map->in_memory == MAP_SAVING)
764 return; 700 return;
765 701
766 /* make sure the object is within map boundaries */ 702 /* make sure the object is within map boundaries */
767 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map)) 703 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
768 { 704 {
769 LOG (llevError, "update_object() called for object out of map!\n"); 705 LOG (llevError, "update_object() called for object out of map!\n");
770#ifdef MANY_CORES 706#ifdef MANY_CORES
771 abort (); 707 abort ();
772#endif 708#endif
773 return; 709 return;
774 } 710 }
775 711
776 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 712 mapspace &m = op->ms ();
777 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
778 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
779 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
780 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
781 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
782 713
714 if (!(m.flags_ & P_UPTODATE))
715 /* nop */;
783 if (action == UP_OBJ_INSERT) 716 else if (action == UP_OBJ_INSERT)
784 { 717 {
718 // this is likely overkill, TODO: revisit (schmorp)
785 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 719 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
786 update_now = 1;
787
788 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 720 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
789 update_now = 1; 721 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
790 722 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
723 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
791 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 724 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
792 update_now = 1;
793
794 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
795 update_now = 1;
796
797 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
798 update_now = 1;
799
800 if ((move_on | op->move_on) != move_on) 725 || (m.move_on | op->move_on ) != m.move_on
801 update_now = 1;
802
803 if ((move_off | op->move_off) != move_off) 726 || (m.move_off | op->move_off ) != m.move_off
804 update_now = 1; 727 || (m.move_slow | op->move_slow) != m.move_slow
805
806 /* This isn't perfect, but I don't expect a lot of objects to 728 /* This isn't perfect, but I don't expect a lot of objects to
807 * to have move_allow right now. 729 * to have move_allow right now.
808 */ 730 */
809 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 731 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
810 update_now = 1; 732 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
811 733 m.flags_ = 0;
812 if ((move_slow | op->move_slow) != move_slow)
813 update_now = 1;
814 } 734 }
815
816 /* if the object is being removed, we can't make intelligent 735 /* if the object is being removed, we can't make intelligent
817 * decisions, because remove_ob can't really pass the object 736 * decisions, because remove_ob can't really pass the object
818 * that is being removed. 737 * that is being removed.
819 */ 738 */
820 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 739 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
821 update_now = 1; 740 m.flags_ = 0;
822 else if (action == UP_OBJ_FACE) 741 else if (action == UP_OBJ_FACE)
823 /* Nothing to do for that case */ ; 742 /* Nothing to do for that case */ ;
824 else 743 else
825 LOG (llevError, "update_object called with invalid action: %d\n", action); 744 LOG (llevError, "update_object called with invalid action: %d\n", action);
826 745
827 if (update_now)
828 {
829 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
830 update_position (op->map, op->x, op->y);
831 }
832
833 if (op->more != NULL) 746 if (op->more)
834 update_object (op->more, action); 747 update_object (op->more, action);
835}
836
837object::vector object::mortals;
838object::vector object::objects; // not yet used
839object *object::first;
840
841void object::free_mortals ()
842{
843 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
844 if ((*i)->refcnt)
845 ++i; // further delay freeing
846 else
847 {
848 delete *i;
849 mortals.erase (i);
850 }
851} 748}
852 749
853object::object () 750object::object ()
854{ 751{
855 SET_FLAG (this, FLAG_REMOVED); 752 SET_FLAG (this, FLAG_REMOVED);
858 face = blank_face; 755 face = blank_face;
859} 756}
860 757
861object::~object () 758object::~object ()
862{ 759{
760 unlink ();
761
863 free_key_values (this); 762 free_key_values (this);
864} 763}
865 764
765static int object_count;
766
866void object::link () 767void object::link ()
867{ 768{
868 count = ++ob_count; 769 assert (!index);//D
869 uuid = gen_uuid (); 770 uuid = gen_uuid ();
771 count = ++object_count;
870 772
871 prev = 0; 773 refcnt_inc ();
872 next = object::first; 774 objects.insert (this);
873
874 if (object::first)
875 object::first->prev = this;
876
877 object::first = this;
878} 775}
879 776
880void object::unlink () 777void object::unlink ()
881{ 778{
882 if (this == object::first) 779 if (!index)
883 object::first = next; 780 return;
884 781
885 /* Remove this object from the list of used objects */ 782 objects.erase (this);
886 if (prev) prev->next = next; 783 refcnt_dec ();
887 if (next) next->prev = prev; 784}
888 785
889 prev = 0; 786void
890 next = 0; 787object::activate ()
788{
789 /* If already on active list, don't do anything */
790 if (active)
791 return;
792
793 if (has_active_speed ())
794 actives.insert (this);
795}
796
797void
798object::activate_recursive ()
799{
800 activate ();
801
802 for (object *op = inv; op; op = op->below)
803 op->activate_recursive ();
804}
805
806/* This function removes object 'op' from the list of active
807 * objects.
808 * This should only be used for style maps or other such
809 * reference maps where you don't want an object that isn't
810 * in play chewing up cpu time getting processed.
811 * The reverse of this is to call update_ob_speed, which
812 * will do the right thing based on the speed of the object.
813 */
814void
815object::deactivate ()
816{
817 /* If not on the active list, nothing needs to be done */
818 if (!active)
819 return;
820
821 actives.erase (this);
822}
823
824void
825object::deactivate_recursive ()
826{
827 for (object *op = inv; op; op = op->below)
828 op->deactivate_recursive ();
829
830 deactivate ();
831}
832
833void
834object::set_flag_inv (int flag, int value)
835{
836 for (object *op = inv; op; op = op->below)
837 {
838 op->flag [flag] = value;
839 op->set_flag_inv (flag, value);
840 }
841}
842
843/*
844 * Remove and free all objects in the inventory of the given object.
845 * object.c ?
846 */
847void
848object::destroy_inv (bool drop_to_ground)
849{
850 // need to check first, because the checks below might segfault
851 // as we might be on an invalid mapspace and crossfire code
852 // is too buggy to ensure that the inventory is empty.
853 // corollary: if you create arrows etc. with stuff in tis inventory,
854 // cf will crash below with off-map x and y
855 if (!inv)
856 return;
857
858 /* Only if the space blocks everything do we not process -
859 * if some form of movement is allowed, let objects
860 * drop on that space.
861 */
862 if (!drop_to_ground
863 || !map
864 || map->in_memory != MAP_IN_MEMORY
865 || map->nodrop
866 || ms ().move_block == MOVE_ALL)
867 {
868 while (inv)
869 {
870 inv->destroy_inv (drop_to_ground);
871 inv->destroy ();
872 }
873 }
874 else
875 { /* Put objects in inventory onto this space */
876 while (inv)
877 {
878 object *op = inv;
879
880 if (op->flag [FLAG_STARTEQUIP]
881 || op->flag [FLAG_NO_DROP]
882 || op->type == RUNE
883 || op->type == TRAP
884 || op->flag [FLAG_IS_A_TEMPLATE]
885 || op->flag [FLAG_DESTROY_ON_DEATH])
886 op->destroy ();
887 else
888 map->insert (op, x, y);
889 }
890 }
891} 891}
892 892
893object *object::create () 893object *object::create ()
894{ 894{
895 object *op = new object; 895 object *op = new object;
896 op->link (); 896 op->link ();
897 return op; 897 return op;
898} 898}
899 899
900/* 900void
901 * free_object() frees everything allocated by an object, removes 901object::do_destroy ()
902 * it from the list of used objects, and puts it on the list of
903 * free objects. The IS_FREED() flag is set in the object.
904 * The object must have been removed by remove_ob() first for
905 * this function to succeed.
906 *
907 * If destroy_inventory is set, free inventory as well. Else drop items in
908 * inventory to the ground.
909 */
910void object::destroy (bool destroy_inventory)
911{ 902{
912 if (QUERY_FLAG (this, FLAG_FREED)) 903 attachable::do_destroy ();
913 return;
914 904
915 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 905 if (flag [FLAG_IS_LINKED])
906 remove_button_link (this);
907
908 if (flag [FLAG_FRIENDLY])
916 remove_friendly_object (this); 909 remove_friendly_object (this);
917 910
918 if (!QUERY_FLAG (this, FLAG_REMOVED)) 911 if (!flag [FLAG_REMOVED])
919 remove (); 912 remove ();
920 913
921 SET_FLAG (this, FLAG_FREED); 914 destroy_inv (true);
922 915
923 if (more) 916 deactivate ();
924 { 917 unlink ();
925 more->destroy (destroy_inventory);
926 more = 0;
927 }
928 918
929 if (inv) 919 flag [FLAG_FREED] = 1;
930 {
931 /* Only if the space blocks everything do we not process -
932 * if some form of movement is allowed, let objects
933 * drop on that space.
934 */
935 if (destroy_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
936 {
937 object *op = inv;
938
939 while (op)
940 {
941 object *tmp = op->below;
942 op->destroy (destroy_inventory);
943 op = tmp;
944 }
945 }
946 else
947 { /* Put objects in inventory onto this space */
948 object *op = inv;
949
950 while (op)
951 {
952 object *tmp = op->below;
953
954 op->remove ();
955
956 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
957 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
958 op->destroy ();
959 else
960 {
961 op->x = x;
962 op->y = y;
963 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
964 }
965
966 op = tmp;
967 }
968 }
969 }
970 920
971 // hack to ensure that freed objects still have a valid map 921 // hack to ensure that freed objects still have a valid map
972 { 922 {
973 static maptile *freed_map; // freed objects are moved here to avoid crashes 923 static maptile *freed_map; // freed objects are moved here to avoid crashes
974 924
978 928
979 freed_map->name = "/internal/freed_objects_map"; 929 freed_map->name = "/internal/freed_objects_map";
980 freed_map->width = 3; 930 freed_map->width = 3;
981 freed_map->height = 3; 931 freed_map->height = 3;
982 932
983 freed_map->allocate (); 933 freed_map->alloc ();
934 freed_map->in_memory = MAP_IN_MEMORY;
984 } 935 }
985 936
986 map = freed_map; 937 map = freed_map;
987 x = 1; 938 x = 1;
988 y = 1; 939 y = 1;
989 } 940 }
990 941
942 head = 0;
943
944 if (more)
945 {
946 more->destroy ();
947 more = 0;
948 }
949
991 // clear those pointers that likely might have circular references to us 950 // clear those pointers that likely might have circular references to us
992 owner = 0; 951 owner = 0;
993 enemy = 0; 952 enemy = 0;
994 attacked_by = 0; 953 attacked_by = 0;
954}
995 955
996 // only relevant for players(?), but make sure of it anyways 956void
997 contr = 0; 957object::destroy (bool destroy_inventory)
958{
959 if (destroyed ())
960 return;
998 961
999 /* Remove object from the active list */ 962 if (destroy_inventory)
1000 speed = 0; 963 destroy_inv (false);
1001 update_ob_speed (this);
1002 964
1003 unlink (); 965 attachable::destroy ();
1004
1005 mortals.push_back (this);
1006} 966}
1007 967
1008/* 968/*
1009 * sub_weight() recursively (outwards) subtracts a number from the 969 * sub_weight() recursively (outwards) subtracts a number from the
1010 * weight of an object (and what is carried by it's environment(s)). 970 * weight of an object (and what is carried by it's environment(s)).
1026 * This function removes the object op from the linked list of objects 986 * This function removes the object op from the linked list of objects
1027 * which it is currently tied to. When this function is done, the 987 * which it is currently tied to. When this function is done, the
1028 * object will have no environment. If the object previously had an 988 * object will have no environment. If the object previously had an
1029 * environment, the x and y coordinates will be updated to 989 * environment, the x and y coordinates will be updated to
1030 * the previous environment. 990 * the previous environment.
1031 * Beware: This function is called from the editor as well!
1032 */ 991 */
1033void 992void
1034object::remove () 993object::do_remove ()
1035{ 994{
1036 object *tmp, *last = 0; 995 object *tmp, *last = 0;
1037 object *otmp; 996 object *otmp;
1038 997
1039 int check_walk_off;
1040
1041 if (QUERY_FLAG (this, FLAG_REMOVED)) 998 if (QUERY_FLAG (this, FLAG_REMOVED))
1042 return; 999 return;
1043 1000
1044 SET_FLAG (this, FLAG_REMOVED); 1001 SET_FLAG (this, FLAG_REMOVED);
1002 INVOKE_OBJECT (REMOVE, this);
1045 1003
1046 if (more) 1004 if (more)
1047 more->remove (); 1005 more->remove ();
1048 1006
1049 /* 1007 /*
1059 1017
1060 /* NO_FIX_PLAYER is set when a great many changes are being 1018 /* NO_FIX_PLAYER is set when a great many changes are being
1061 * made to players inventory. If set, avoiding the call 1019 * made to players inventory. If set, avoiding the call
1062 * to save cpu time. 1020 * to save cpu time.
1063 */ 1021 */
1064 if ((otmp = is_player_inv (env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1022 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1065 fix_player (otmp); 1023 otmp->update_stats ();
1066 1024
1067 if (above != NULL) 1025 if (above)
1068 above->below = below; 1026 above->below = below;
1069 else 1027 else
1070 env->inv = below; 1028 env->inv = below;
1071 1029
1072 if (below != NULL) 1030 if (below)
1073 below->above = above; 1031 below->above = above;
1074 1032
1075 /* we set up values so that it could be inserted into 1033 /* we set up values so that it could be inserted into
1076 * the map, but we don't actually do that - it is up 1034 * the map, but we don't actually do that - it is up
1077 * to the caller to decide what we want to do. 1035 * to the caller to decide what we want to do.
1081 above = 0, below = 0; 1039 above = 0, below = 0;
1082 env = 0; 1040 env = 0;
1083 } 1041 }
1084 else if (map) 1042 else if (map)
1085 { 1043 {
1086 /* Re did the following section of code - it looks like it had 1044 if (type == PLAYER)
1087 * lots of logic for things we no longer care about
1088 */ 1045 {
1046 // leaving a spot always closes any open container on the ground
1047 if (container && !container->env)
1048 // this causes spurious floorbox updates, but it ensures
1049 // that the CLOSE event is being sent.
1050 close_container ();
1051
1052 --map->players;
1053 map->touch ();
1054 }
1055
1056 map->dirty = true;
1057 mapspace &ms = this->ms ();
1089 1058
1090 /* link the object above us */ 1059 /* link the object above us */
1091 if (above) 1060 if (above)
1092 above->below = below; 1061 above->below = below;
1093 else 1062 else
1094 SET_MAP_TOP (map, x, y, below); /* we were top, set new top */ 1063 ms.top = below; /* we were top, set new top */
1095 1064
1096 /* Relink the object below us, if there is one */ 1065 /* Relink the object below us, if there is one */
1097 if (below) 1066 if (below)
1098 below->above = above; 1067 below->above = above;
1099 else 1068 else
1101 /* Nothing below, which means we need to relink map object for this space 1070 /* Nothing below, which means we need to relink map object for this space
1102 * use translated coordinates in case some oddness with map tiling is 1071 * use translated coordinates in case some oddness with map tiling is
1103 * evident 1072 * evident
1104 */ 1073 */
1105 if (GET_MAP_OB (map, x, y) != this) 1074 if (GET_MAP_OB (map, x, y) != this)
1106 {
1107 char *dump = dump_object (this);
1108 LOG (llevError,
1109 "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); 1075 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 ());
1110 free (dump);
1111 dump = dump_object (GET_MAP_OB (map, x, y));
1112 LOG (llevError, "%s\n", dump);
1113 free (dump);
1114 }
1115 1076
1116 SET_MAP_OB (map, x, y, above); /* goes on above it. */ 1077 ms.bot = above; /* goes on above it. */
1117 } 1078 }
1118 1079
1119 above = 0; 1080 above = 0;
1120 below = 0; 1081 below = 0;
1121 1082
1122 if (map->in_memory == MAP_SAVING) 1083 if (map->in_memory == MAP_SAVING)
1123 return; 1084 return;
1124 1085
1125 check_walk_off = !QUERY_FLAG (this, FLAG_NO_APPLY); 1086 int check_walk_off = !flag [FLAG_NO_APPLY];
1126 1087
1127 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) 1088 for (tmp = ms.bot; tmp; tmp = tmp->above)
1128 { 1089 {
1129 /* No point updating the players look faces if he is the object 1090 /* No point updating the players look faces if he is the object
1130 * being removed. 1091 * being removed.
1131 */ 1092 */
1132 1093
1136 * removed (most likely destroyed), update the player view 1097 * removed (most likely destroyed), update the player view
1137 * appropriately. 1098 * appropriately.
1138 */ 1099 */
1139 if (tmp->container == this) 1100 if (tmp->container == this)
1140 { 1101 {
1141 CLEAR_FLAG (this, FLAG_APPLIED); 1102 flag [FLAG_APPLIED] = 0;
1142 tmp->container = 0; 1103 tmp->container = 0;
1143 } 1104 }
1144 1105
1145 tmp->contr->socket.update_look = 1; 1106 if (tmp->contr->ns)
1107 tmp->contr->ns->floorbox_update ();
1146 } 1108 }
1147 1109
1148 /* See if player moving off should effect something */ 1110 /* See if object moving off should effect something */
1149 if (check_walk_off 1111 if (check_walk_off
1150 && ((move_type & tmp->move_off) 1112 && ((move_type & tmp->move_off)
1151 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1113 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1152 { 1114 {
1153 move_apply (tmp, this, 0); 1115 move_apply (tmp, this, 0);
1155 if (destroyed ()) 1117 if (destroyed ())
1156 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1118 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1157 } 1119 }
1158 1120
1159 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1121 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1160 1122 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1161 if (tmp->above == tmp) 1123 if (tmp->above == tmp)
1162 tmp->above = 0; 1124 tmp->above = 0;
1163 1125
1164 last = tmp; 1126 last = tmp;
1165 } 1127 }
1166 1128
1167 /* last == NULL of there are no objects on this space */ 1129 /* last == NULL if there are no objects on this space */
1130 //TODO: this makes little sense, why only update the topmost object?
1168 if (!last) 1131 if (!last)
1169 { 1132 map->at (x, y).flags_ = 0;
1170 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1171 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1172 * those out anyways, and if there are any flags set right now, they won't
1173 * be correct anyways.
1174 */
1175 SET_MAP_FLAGS (map, x, y, P_NEED_UPDATE);
1176 update_position (map, x, y);
1177 }
1178 else 1133 else
1179 update_object (last, UP_OBJ_REMOVE); 1134 update_object (last, UP_OBJ_REMOVE);
1180 1135
1181 if (QUERY_FLAG (this, FLAG_BLOCKSVIEW) || glow_radius) 1136 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1182 update_all_los (map, x, y); 1137 update_all_los (map, x, y);
1183 } 1138 }
1184} 1139}
1185 1140
1186/* 1141/*
1195merge_ob (object *op, object *top) 1150merge_ob (object *op, object *top)
1196{ 1151{
1197 if (!op->nrof) 1152 if (!op->nrof)
1198 return 0; 1153 return 0;
1199 1154
1200 if (top == NULL) 1155 if (top)
1201 for (top = op; top != NULL && top->above != NULL; top = top->above); 1156 for (top = op; top && top->above; top = top->above)
1157 ;
1202 1158
1203 for (; top != NULL; top = top->below) 1159 for (; top; top = top->below)
1204 { 1160 {
1205 if (top == op) 1161 if (top == op)
1206 continue; 1162 continue;
1207 1163
1208 if (object::can_merge (op, top)) 1164 if (object::can_merge (op, top))
1217 } 1173 }
1218 1174
1219 return 0; 1175 return 0;
1220} 1176}
1221 1177
1178void
1179object::expand_tail ()
1180{
1181 if (more)
1182 return;
1183
1184 object *prev = this;
1185
1186 for (archetype *at = arch->more; at; at = at->more)
1187 {
1188 object *op = arch_to_object (at);
1189
1190 op->name = name;
1191 op->name_pl = name_pl;
1192 op->title = title;
1193
1194 op->head = this;
1195 prev->more = op;
1196
1197 prev = op;
1198 }
1199}
1200
1222/* 1201/*
1223 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1202 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1224 * job preparing multi-part monsters 1203 * job preparing multi-part monsters.
1225 */ 1204 */
1226object * 1205object *
1227insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1206insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1228{ 1207{
1229 object *tmp;
1230
1231 if (op->head)
1232 op = op->head;
1233
1234 for (tmp = op; tmp; tmp = tmp->more) 1208 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1235 { 1209 {
1236 tmp->x = x + tmp->arch->clone.x; 1210 tmp->x = x + tmp->arch->clone.x;
1237 tmp->y = y + tmp->arch->clone.y; 1211 tmp->y = y + tmp->arch->clone.y;
1238 } 1212 }
1239 1213
1258 * Return value: 1232 * Return value:
1259 * new object if 'op' was merged with other object 1233 * new object if 'op' was merged with other object
1260 * NULL if 'op' was destroyed 1234 * NULL if 'op' was destroyed
1261 * just 'op' otherwise 1235 * just 'op' otherwise
1262 */ 1236 */
1263
1264object * 1237object *
1265insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1238insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1266{ 1239{
1240 assert (!op->flag [FLAG_FREED]);
1241
1267 object *tmp, *top, *floor = NULL; 1242 object *top, *floor = NULL;
1268 sint16 x, y;
1269 1243
1270 if (QUERY_FLAG (op, FLAG_FREED)) 1244 op->remove ();
1271 {
1272 LOG (llevError, "Trying to insert freed object!\n");
1273 return NULL;
1274 }
1275 1245
1276 if (m == NULL) 1246#if 0
1277 { 1247 if (!m->active != !op->active)
1278 char *dump = dump_object (op); 1248 if (m->active)
1279 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump); 1249 op->activate_recursive ();
1280 free (dump); 1250 else
1281 return op; 1251 op->deactivate_recursive ();
1282 } 1252#endif
1283 1253
1284 if (out_of_map (m, op->x, op->y)) 1254 if (out_of_map (m, op->x, op->y))
1285 { 1255 {
1286 char *dump = dump_object (op);
1287 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump); 1256 LOG (llevError, "Trying to insert object outside the map.\n%s\n", op->debug_desc ());
1288#ifdef MANY_CORES 1257#ifdef MANY_CORES
1289 /* Better to catch this here, as otherwise the next use of this object 1258 /* Better to catch this here, as otherwise the next use of this object
1290 * is likely to cause a crash. Better to find out where it is getting 1259 * is likely to cause a crash. Better to find out where it is getting
1291 * improperly inserted. 1260 * improperly inserted.
1292 */ 1261 */
1293 abort (); 1262 abort ();
1294#endif 1263#endif
1295 free (dump);
1296 return op; 1264 return op;
1297 } 1265 }
1298 1266
1299 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1267 if (object *more = op->more)
1300 { 1268 if (!insert_ob_in_map (more, m, originator, flag))
1301 char *dump = dump_object (op);
1302 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1303 free (dump);
1304 return op; 1269 return 0;
1305 }
1306
1307 if (op->more != NULL)
1308 {
1309 /* The part may be on a different map. */
1310
1311 object *more = op->more;
1312
1313 /* We really need the caller to normalize coordinates - if
1314 * we set the map, that doesn't work if the location is within
1315 * a map and this is straddling an edge. So only if coordinate
1316 * is clear wrong do we normalize it.
1317 */
1318 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1319 more->map = get_map_from_coord (m, &more->x, &more->y);
1320 else if (!more->map)
1321 {
1322 /* For backwards compatibility - when not dealing with tiled maps,
1323 * more->map should always point to the parent.
1324 */
1325 more->map = m;
1326 }
1327
1328 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1329 {
1330 if (!op->head)
1331 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1332
1333 return NULL;
1334 }
1335 }
1336 1270
1337 CLEAR_FLAG (op, FLAG_REMOVED); 1271 CLEAR_FLAG (op, FLAG_REMOVED);
1338 1272
1339 /* Ideally, the caller figures this out. However, it complicates a lot 1273 /* Ideally, the caller figures this out. However, it complicates a lot
1340 * of areas of callers (eg, anything that uses find_free_spot would now 1274 * of areas of callers (eg, anything that uses find_free_spot would now
1341 * need extra work 1275 * need extra work
1342 */ 1276 */
1343 op->map = get_map_from_coord (m, &op->x, &op->y); 1277 if (!xy_normalise (m, op->x, op->y))
1344 x = op->x; 1278 return 0;
1345 y = op->y; 1279
1280 op->map = m;
1281 mapspace &ms = op->ms ();
1346 1282
1347 /* this has to be done after we translate the coordinates. 1283 /* this has to be done after we translate the coordinates.
1348 */ 1284 */
1349 if (op->nrof && !(flag & INS_NO_MERGE)) 1285 if (op->nrof && !(flag & INS_NO_MERGE))
1350 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1286 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1351 if (object::can_merge (op, tmp)) 1287 if (object::can_merge (op, tmp))
1352 { 1288 {
1353 op->nrof += tmp->nrof; 1289 op->nrof += tmp->nrof;
1354 tmp->destroy (); 1290 tmp->destroy ();
1355 } 1291 }
1372 op->below = originator->below; 1308 op->below = originator->below;
1373 1309
1374 if (op->below) 1310 if (op->below)
1375 op->below->above = op; 1311 op->below->above = op;
1376 else 1312 else
1377 SET_MAP_OB (op->map, op->x, op->y, op); 1313 ms.bot = op;
1378 1314
1379 /* since *below* originator, no need to update top */ 1315 /* since *below* originator, no need to update top */
1380 originator->below = op; 1316 originator->below = op;
1381 } 1317 }
1382 else 1318 else
1383 { 1319 {
1320 top = ms.bot;
1321
1384 /* If there are other objects, then */ 1322 /* If there are other objects, then */
1385 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1323 if ((!(flag & INS_MAP_LOAD)) && top)
1386 { 1324 {
1387 object *last = NULL; 1325 object *last = 0;
1388 1326
1389 /* 1327 /*
1390 * If there are multiple objects on this space, we do some trickier handling. 1328 * If there are multiple objects on this space, we do some trickier handling.
1391 * We've already dealt with merging if appropriate. 1329 * We've already dealt with merging if appropriate.
1392 * Generally, we want to put the new object on top. But if 1330 * Generally, we want to put the new object on top. But if
1396 * once we get to them. This reduces the need to traverse over all of 1334 * once we get to them. This reduces the need to traverse over all of
1397 * them when adding another one - this saves quite a bit of cpu time 1335 * them when adding another one - this saves quite a bit of cpu time
1398 * when lots of spells are cast in one area. Currently, it is presumed 1336 * when lots of spells are cast in one area. Currently, it is presumed
1399 * that flying non pickable objects are spell objects. 1337 * that flying non pickable objects are spell objects.
1400 */ 1338 */
1401 1339 for (top = ms.bot; top; top = top->above)
1402 while (top != NULL)
1403 { 1340 {
1404 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1341 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1405 floor = top; 1342 floor = top;
1406 1343
1407 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1344 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1410 top = top->below; 1347 top = top->below;
1411 break; 1348 break;
1412 } 1349 }
1413 1350
1414 last = top; 1351 last = top;
1415 top = top->above;
1416 } 1352 }
1417 1353
1418 /* Don't want top to be NULL, so set it to the last valid object */ 1354 /* Don't want top to be NULL, so set it to the last valid object */
1419 top = last; 1355 top = last;
1420 1356
1422 * looks like instead of lots of conditions here. 1358 * looks like instead of lots of conditions here.
1423 * makes things faster, and effectively the same result. 1359 * makes things faster, and effectively the same result.
1424 */ 1360 */
1425 1361
1426 /* Have object 'fall below' other objects that block view. 1362 /* Have object 'fall below' other objects that block view.
1427 * Unless those objects are exits, type 66 1363 * Unless those objects are exits.
1428 * If INS_ON_TOP is used, don't do this processing 1364 * If INS_ON_TOP is used, don't do this processing
1429 * Need to find the object that in fact blocks view, otherwise 1365 * Need to find the object that in fact blocks view, otherwise
1430 * stacking is a bit odd. 1366 * stacking is a bit odd.
1431 */ 1367 */
1432 if (!(flag & INS_ON_TOP) && 1368 if (!(flag & INS_ON_TOP)
1433 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1369 && ms.flags () & P_BLOCKSVIEW
1370 && (op->face && !faces [op->face].visibility))
1434 { 1371 {
1435 for (last = top; last != floor; last = last->below) 1372 for (last = top; last != floor; last = last->below)
1436 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1373 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1437 break; 1374 break;
1375
1438 /* Check to see if we found the object that blocks view, 1376 /* Check to see if we found the object that blocks view,
1439 * and make sure we have a below pointer for it so that 1377 * and make sure we have a below pointer for it so that
1440 * we can get inserted below this one, which requires we 1378 * we can get inserted below this one, which requires we
1441 * set top to the object below us. 1379 * set top to the object below us.
1442 */ 1380 */
1444 top = last->below; 1382 top = last->below;
1445 } 1383 }
1446 } /* If objects on this space */ 1384 } /* If objects on this space */
1447 1385
1448 if (flag & INS_MAP_LOAD) 1386 if (flag & INS_MAP_LOAD)
1449 top = GET_MAP_TOP (op->map, op->x, op->y); 1387 top = ms.top;
1450 1388
1451 if (flag & INS_ABOVE_FLOOR_ONLY) 1389 if (flag & INS_ABOVE_FLOOR_ONLY)
1452 top = floor; 1390 top = floor;
1453 1391
1454 /* Top is the object that our object (op) is going to get inserted above. 1392 /* Top is the object that our object (op) is going to get inserted above.
1455 */ 1393 */
1456 1394
1457 /* First object on this space */ 1395 /* First object on this space */
1458 if (!top) 1396 if (!top)
1459 { 1397 {
1460 op->above = GET_MAP_OB (op->map, op->x, op->y); 1398 op->above = ms.bot;
1461 1399
1462 if (op->above) 1400 if (op->above)
1463 op->above->below = op; 1401 op->above->below = op;
1464 1402
1465 op->below = NULL; 1403 op->below = 0;
1466 SET_MAP_OB (op->map, op->x, op->y, op); 1404 ms.bot = op;
1467 } 1405 }
1468 else 1406 else
1469 { /* get inserted into the stack above top */ 1407 { /* get inserted into the stack above top */
1470 op->above = top->above; 1408 op->above = top->above;
1471 1409
1474 1412
1475 op->below = top; 1413 op->below = top;
1476 top->above = op; 1414 top->above = op;
1477 } 1415 }
1478 1416
1479 if (op->above == NULL) 1417 if (!op->above)
1480 SET_MAP_TOP (op->map, op->x, op->y, op); 1418 ms.top = op;
1481 } /* else not INS_BELOW_ORIGINATOR */ 1419 } /* else not INS_BELOW_ORIGINATOR */
1482 1420
1483 if (op->type == PLAYER) 1421 if (op->type == PLAYER)
1422 {
1484 op->contr->do_los = 1; 1423 op->contr->do_los = 1;
1424 ++op->map->players;
1425 op->map->touch ();
1426 }
1427
1428 op->map->dirty = true;
1485 1429
1486 /* If we have a floor, we know the player, if any, will be above 1430 /* If we have a floor, we know the player, if any, will be above
1487 * it, so save a few ticks and start from there. 1431 * it, so save a few ticks and start from there.
1488 */ 1432 */
1489 if (!(flag & INS_MAP_LOAD)) 1433 if (!(flag & INS_MAP_LOAD))
1490 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1434 if (object *pl = ms.player ())
1491 if (tmp->type == PLAYER) 1435 if (pl->contr->ns)
1492 tmp->contr->socket.update_look = 1; 1436 pl->contr->ns->floorbox_update ();
1493 1437
1494 /* If this object glows, it may affect lighting conditions that are 1438 /* If this object glows, it may affect lighting conditions that are
1495 * visible to others on this map. But update_all_los is really 1439 * visible to others on this map. But update_all_los is really
1496 * an inefficient way to do this, as it means los for all players 1440 * an inefficient way to do this, as it means los for all players
1497 * on the map will get recalculated. The players could very well 1441 * on the map will get recalculated. The players could very well
1498 * be far away from this change and not affected in any way - 1442 * be far away from this change and not affected in any way -
1499 * this should get redone to only look for players within range, 1443 * this should get redone to only look for players within range,
1500 * or just updating the P_NEED_UPDATE for spaces within this area 1444 * or just updating the P_UPTODATE for spaces within this area
1501 * of effect may be sufficient. 1445 * of effect may be sufficient.
1502 */ 1446 */
1503 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1447 if (op->map->darkness && (op->glow_radius != 0))
1504 update_all_los (op->map, op->x, op->y); 1448 update_all_los (op->map, op->x, op->y);
1505 1449
1506 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1450 /* updates flags (blocked, alive, no magic, etc) for this map space */
1507 update_object (op, UP_OBJ_INSERT); 1451 update_object (op, UP_OBJ_INSERT);
1508 1452
1453 INVOKE_OBJECT (INSERT, op);
1454
1509 /* Don't know if moving this to the end will break anything. However, 1455 /* Don't know if moving this to the end will break anything. However,
1510 * we want to have update_look set above before calling this. 1456 * we want to have floorbox_update called before calling this.
1511 * 1457 *
1512 * check_move_on() must be after this because code called from 1458 * check_move_on() must be after this because code called from
1513 * check_move_on() depends on correct map flags (so functions like 1459 * check_move_on() depends on correct map flags (so functions like
1514 * blocked() and wall() work properly), and these flags are updated by 1460 * blocked() and wall() work properly), and these flags are updated by
1515 * update_object(). 1461 * update_object().
1516 */ 1462 */
1517 1463
1518 /* if this is not the head or flag has been passed, don't check walk on status */ 1464 /* if this is not the head or flag has been passed, don't check walk on status */
1519 if (!(flag & INS_NO_WALK_ON) && !op->head) 1465 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1520 { 1466 {
1521 if (check_move_on (op, originator)) 1467 if (check_move_on (op, originator))
1522 return NULL; 1468 return 0;
1523 1469
1524 /* If we are a multi part object, lets work our way through the check 1470 /* If we are a multi part object, lets work our way through the check
1525 * walk on's. 1471 * walk on's.
1526 */ 1472 */
1527 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1473 for (object *tmp = op->more; tmp; tmp = tmp->more)
1528 if (check_move_on (tmp, originator)) 1474 if (check_move_on (tmp, originator))
1529 return NULL; 1475 return 0;
1530 } 1476 }
1531 1477
1532 return op; 1478 return op;
1533} 1479}
1534 1480
1535/* this function inserts an object in the map, but if it 1481/* this function inserts an object in the map, but if it
1536 * finds an object of its own type, it'll remove that one first. 1482 * finds an object of its own type, it'll remove that one first.
1537 * op is the object to insert it under: supplies x and the map. 1483 * op is the object to insert it under: supplies x and the map.
1538 */ 1484 */
1539void 1485void
1540replace_insert_ob_in_map (const char *arch_string, object *op) 1486replace_insert_ob_in_map (const char *arch_string, object *op)
1541{ 1487{
1542 object * 1488 object *tmp, *tmp1;
1543 tmp;
1544 object *
1545 tmp1;
1546 1489
1547 /* first search for itself and remove any old instances */ 1490 /* first search for itself and remove any old instances */
1548 1491
1549 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1492 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1550 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1493 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1551 tmp->destroy (); 1494 tmp->destroy ();
1552 1495
1553 tmp1 = arch_to_object (archetype::find (arch_string)); 1496 tmp1 = arch_to_object (archetype::find (arch_string));
1554 1497
1555 tmp1->x = op->x; 1498 tmp1->x = op->x;
1556 tmp1->y = op->y; 1499 tmp1->y = op->y;
1557 insert_ob_in_map (tmp1, op->map, op, 0); 1500 insert_ob_in_map (tmp1, op->map, op, 0);
1501}
1502
1503object *
1504object::insert_at (object *where, object *originator, int flags)
1505{
1506 return where->map->insert (this, where->x, where->y, originator, flags);
1558} 1507}
1559 1508
1560/* 1509/*
1561 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1510 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1562 * is returned contains nr objects, and the remaining parts contains 1511 * is returned contains nr objects, and the remaining parts contains
1563 * the rest (or is removed and freed if that number is 0). 1512 * the rest (or is removed and freed if that number is 0).
1564 * On failure, NULL is returned, and the reason put into the 1513 * On failure, NULL is returned, and the reason put into the
1565 * global static errmsg array. 1514 * global static errmsg array.
1566 */ 1515 */
1567
1568object * 1516object *
1569get_split_ob (object *orig_ob, uint32 nr) 1517get_split_ob (object *orig_ob, uint32 nr)
1570{ 1518{
1571 object *newob; 1519 object *newob;
1572 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1520 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1603 * the amount of an object. If the amount reaches 0, the object 1551 * the amount of an object. If the amount reaches 0, the object
1604 * is subsequently removed and freed. 1552 * is subsequently removed and freed.
1605 * 1553 *
1606 * Return value: 'op' if something is left, NULL if the amount reached 0 1554 * Return value: 'op' if something is left, NULL if the amount reached 0
1607 */ 1555 */
1608
1609object * 1556object *
1610decrease_ob_nr (object *op, uint32 i) 1557decrease_ob_nr (object *op, uint32 i)
1611{ 1558{
1612 object *tmp; 1559 object *tmp;
1613 player *pl;
1614 1560
1615 if (i == 0) /* objects with op->nrof require this check */ 1561 if (i == 0) /* objects with op->nrof require this check */
1616 return op; 1562 return op;
1617 1563
1618 if (i > op->nrof) 1564 if (i > op->nrof)
1619 i = op->nrof; 1565 i = op->nrof;
1620 1566
1621 if (QUERY_FLAG (op, FLAG_REMOVED)) 1567 if (QUERY_FLAG (op, FLAG_REMOVED))
1622 op->nrof -= i; 1568 op->nrof -= i;
1623 else if (op->env != NULL) 1569 else if (op->env)
1624 { 1570 {
1625 /* is this object in the players inventory, or sub container 1571 /* is this object in the players inventory, or sub container
1626 * therein? 1572 * therein?
1627 */ 1573 */
1628 tmp = is_player_inv (op->env); 1574 tmp = op->in_player ();
1629 /* nope. Is this a container the player has opened? 1575 /* nope. Is this a container the player has opened?
1630 * If so, set tmp to that player. 1576 * If so, set tmp to that player.
1631 * IMO, searching through all the players will mostly 1577 * IMO, searching through all the players will mostly
1632 * likely be quicker than following op->env to the map, 1578 * likely be quicker than following op->env to the map,
1633 * and then searching the map for a player. 1579 * and then searching the map for a player.
1634 */ 1580 */
1635 if (!tmp) 1581 if (!tmp)
1636 { 1582 for_all_players (pl)
1637 for (pl = first_player; pl; pl = pl->next)
1638 if (pl->ob->container == op->env) 1583 if (pl->ob->container == op->env)
1584 {
1585 tmp = pl->ob;
1639 break; 1586 break;
1640 if (pl)
1641 tmp = pl->ob;
1642 else
1643 tmp = NULL;
1644 } 1587 }
1645 1588
1646 if (i < op->nrof) 1589 if (i < op->nrof)
1647 { 1590 {
1648 sub_weight (op->env, op->weight * i); 1591 sub_weight (op->env, op->weight * i);
1649 op->nrof -= i; 1592 op->nrof -= i;
1650 if (tmp) 1593 if (tmp)
1651 {
1652 esrv_send_item (tmp, op); 1594 esrv_send_item (tmp, op);
1653 }
1654 } 1595 }
1655 else 1596 else
1656 { 1597 {
1657 op->remove (); 1598 op->remove ();
1658 op->nrof = 0; 1599 op->nrof = 0;
1659 if (tmp) 1600 if (tmp)
1660 {
1661 esrv_del_item (tmp->contr, op->count); 1601 esrv_del_item (tmp->contr, op->count);
1662 }
1663 } 1602 }
1664 } 1603 }
1665 else 1604 else
1666 { 1605 {
1667 object *above = op->above; 1606 object *above = op->above;
1673 op->remove (); 1612 op->remove ();
1674 op->nrof = 0; 1613 op->nrof = 0;
1675 } 1614 }
1676 1615
1677 /* Since we just removed op, op->above is null */ 1616 /* Since we just removed op, op->above is null */
1678 for (tmp = above; tmp != NULL; tmp = tmp->above) 1617 for (tmp = above; tmp; tmp = tmp->above)
1679 if (tmp->type == PLAYER) 1618 if (tmp->type == PLAYER)
1680 { 1619 {
1681 if (op->nrof) 1620 if (op->nrof)
1682 esrv_send_item (tmp, op); 1621 esrv_send_item (tmp, op);
1683 else 1622 else
1688 if (op->nrof) 1627 if (op->nrof)
1689 return op; 1628 return op;
1690 else 1629 else
1691 { 1630 {
1692 op->destroy (); 1631 op->destroy ();
1693 return NULL; 1632 return 0;
1694 } 1633 }
1695} 1634}
1696 1635
1697/* 1636/*
1698 * add_weight(object, weight) adds the specified weight to an object, 1637 * add_weight(object, weight) adds the specified weight to an object,
1699 * and also updates how much the environment(s) is/are carrying. 1638 * and also updates how much the environment(s) is/are carrying.
1700 */ 1639 */
1701
1702void 1640void
1703add_weight (object *op, signed long weight) 1641add_weight (object *op, signed long weight)
1704{ 1642{
1705 while (op != NULL) 1643 while (op != NULL)
1706 { 1644 {
1721 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1659 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1722 free (dump); 1660 free (dump);
1723 return op; 1661 return op;
1724 } 1662 }
1725 1663
1726 if (where->head) 1664 if (where->head_ () != where)
1727 { 1665 {
1728 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n"); 1666 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1729 where = where->head; 1667 where = where->head;
1730 } 1668 }
1731 1669
1732 return where->insert (op); 1670 return where->insert (op);
1733} 1671}
1738 * inside the object environment. 1676 * inside the object environment.
1739 * 1677 *
1740 * The function returns now pointer to inserted item, and return value can 1678 * The function returns now pointer to inserted item, and return value can
1741 * be != op, if items are merged. -Tero 1679 * be != op, if items are merged. -Tero
1742 */ 1680 */
1743
1744object * 1681object *
1745object::insert (object *op) 1682object::insert (object *op)
1746{ 1683{
1747 object *tmp, *otmp; 1684 object *tmp, *otmp;
1748 1685
1786 add_weight (this, op->weight * op->nrof); 1723 add_weight (this, op->weight * op->nrof);
1787 } 1724 }
1788 else 1725 else
1789 add_weight (this, (op->weight + op->carrying)); 1726 add_weight (this, (op->weight + op->carrying));
1790 1727
1791 otmp = is_player_inv (this); 1728 otmp = this->in_player ();
1792 if (otmp && otmp->contr) 1729 if (otmp && otmp->contr)
1793 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1730 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1794 fix_player (otmp); 1731 otmp->update_stats ();
1795 1732
1796 op->map = NULL; 1733 op->map = 0;
1797 op->env = this; 1734 op->env = this;
1798 op->above = NULL; 1735 op->above = 0;
1799 op->below = NULL; 1736 op->below = 0;
1800 op->x = 0, op->y = 0; 1737 op->x = 0, op->y = 0;
1801 1738
1802 /* reset the light list and los of the players on the map */ 1739 /* reset the light list and los of the players on the map */
1803 if ((op->glow_radius != 0) && map) 1740 if ((op->glow_radius != 0) && map)
1804 { 1741 {
1805#ifdef DEBUG_LIGHTS 1742#ifdef DEBUG_LIGHTS
1806 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1743 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1807#endif /* DEBUG_LIGHTS */ 1744#endif /* DEBUG_LIGHTS */
1808 if (MAP_DARKNESS (map)) 1745 if (map->darkness)
1809 update_all_los (map, x, y); 1746 update_all_los (map, x, y);
1810 } 1747 }
1811 1748
1812 /* Client has no idea of ordering so lets not bother ordering it here. 1749 /* Client has no idea of ordering so lets not bother ordering it here.
1813 * It sure simplifies this function... 1750 * It sure simplifies this function...
1818 { 1755 {
1819 op->below = inv; 1756 op->below = inv;
1820 op->below->above = op; 1757 op->below->above = op;
1821 inv = op; 1758 inv = op;
1822 } 1759 }
1760
1761 INVOKE_OBJECT (INSERT, this);
1823 1762
1824 return op; 1763 return op;
1825} 1764}
1826 1765
1827/* 1766/*
1842 * 1781 *
1843 * MSW 2001-07-08: Check all objects on space, not just those below 1782 * MSW 2001-07-08: Check all objects on space, not just those below
1844 * object being inserted. insert_ob_in_map may not put new objects 1783 * object being inserted. insert_ob_in_map may not put new objects
1845 * on top. 1784 * on top.
1846 */ 1785 */
1847
1848int 1786int
1849check_move_on (object *op, object *originator) 1787check_move_on (object *op, object *originator)
1850{ 1788{
1851 object *tmp; 1789 object *tmp;
1852 maptile *m = op->map; 1790 maptile *m = op->map;
1879 1817
1880 /* The objects have to be checked from top to bottom. 1818 /* The objects have to be checked from top to bottom.
1881 * Hence, we first go to the top: 1819 * Hence, we first go to the top:
1882 */ 1820 */
1883 1821
1884 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1822 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1885 { 1823 {
1886 /* Trim the search when we find the first other spell effect 1824 /* Trim the search when we find the first other spell effect
1887 * this helps performance so that if a space has 50 spell objects, 1825 * this helps performance so that if a space has 50 spell objects,
1888 * we don't need to check all of them. 1826 * we don't need to check all of them.
1889 */ 1827 */
1907 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1845 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1908 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1846 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1909 { 1847 {
1910 1848
1911 float 1849 float
1912 diff = tmp->move_slow_penalty * FABS (op->speed); 1850 diff = tmp->move_slow_penalty * fabs (op->speed);
1913 1851
1914 if (op->type == PLAYER) 1852 if (op->type == PLAYER)
1915 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1853 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1916 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1854 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1917 diff /= 4.0; 1855 diff /= 4.0;
1944/* 1882/*
1945 * present_arch(arch, map, x, y) searches for any objects with 1883 * present_arch(arch, map, x, y) searches for any objects with
1946 * a matching archetype at the given map and coordinates. 1884 * a matching archetype at the given map and coordinates.
1947 * The first matching object is returned, or NULL if none. 1885 * The first matching object is returned, or NULL if none.
1948 */ 1886 */
1949
1950object * 1887object *
1951present_arch (const archetype *at, maptile *m, int x, int y) 1888present_arch (const archetype *at, maptile *m, int x, int y)
1952{ 1889{
1953 object *
1954 tmp;
1955
1956 if (m == NULL || out_of_map (m, x, y)) 1890 if (!m || out_of_map (m, x, y))
1957 { 1891 {
1958 LOG (llevError, "Present_arch called outside map.\n"); 1892 LOG (llevError, "Present_arch called outside map.\n");
1959 return NULL; 1893 return NULL;
1960 } 1894 }
1961 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1895
1896 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1962 if (tmp->arch == at) 1897 if (tmp->arch == at)
1963 return tmp; 1898 return tmp;
1899
1964 return NULL; 1900 return NULL;
1965} 1901}
1966 1902
1967/* 1903/*
1968 * present(type, map, x, y) searches for any objects with 1904 * present(type, map, x, y) searches for any objects with
1969 * a matching type variable at the given map and coordinates. 1905 * a matching type variable at the given map and coordinates.
1970 * The first matching object is returned, or NULL if none. 1906 * The first matching object is returned, or NULL if none.
1971 */ 1907 */
1972
1973object * 1908object *
1974present (unsigned char type, maptile *m, int x, int y) 1909present (unsigned char type, maptile *m, int x, int y)
1975{ 1910{
1976 object *
1977 tmp;
1978
1979 if (out_of_map (m, x, y)) 1911 if (out_of_map (m, x, y))
1980 { 1912 {
1981 LOG (llevError, "Present called outside map.\n"); 1913 LOG (llevError, "Present called outside map.\n");
1982 return NULL; 1914 return NULL;
1983 } 1915 }
1984 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1916
1917 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1985 if (tmp->type == type) 1918 if (tmp->type == type)
1986 return tmp; 1919 return tmp;
1920
1987 return NULL; 1921 return NULL;
1988} 1922}
1989 1923
1990/* 1924/*
1991 * present_in_ob(type, object) searches for any objects with 1925 * present_in_ob(type, object) searches for any objects with
1992 * a matching type variable in the inventory of the given object. 1926 * a matching type variable in the inventory of the given object.
1993 * The first matching object is returned, or NULL if none. 1927 * The first matching object is returned, or NULL if none.
1994 */ 1928 */
1995
1996object * 1929object *
1997present_in_ob (unsigned char type, const object *op) 1930present_in_ob (unsigned char type, const object *op)
1998{ 1931{
1999 object *
2000 tmp;
2001
2002 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1932 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2003 if (tmp->type == type) 1933 if (tmp->type == type)
2004 return tmp; 1934 return tmp;
1935
2005 return NULL; 1936 return NULL;
2006} 1937}
2007 1938
2008/* 1939/*
2009 * present_in_ob (type, str, object) searches for any objects with 1940 * present_in_ob (type, str, object) searches for any objects with
2017 * str is the string to match against. Note that we match against 1948 * str is the string to match against. Note that we match against
2018 * the object name, not the archetype name. this is so that the 1949 * the object name, not the archetype name. this is so that the
2019 * spell code can use one object type (force), but change it's name 1950 * spell code can use one object type (force), but change it's name
2020 * to be unique. 1951 * to be unique.
2021 */ 1952 */
2022
2023object * 1953object *
2024present_in_ob_by_name (int type, const char *str, const object *op) 1954present_in_ob_by_name (int type, const char *str, const object *op)
2025{ 1955{
2026 object *
2027 tmp;
2028
2029 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1956 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2030 {
2031 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1957 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2032 return tmp; 1958 return tmp;
2033 } 1959
2034 return NULL; 1960 return 0;
2035} 1961}
2036 1962
2037/* 1963/*
2038 * present_arch_in_ob(archetype, object) searches for any objects with 1964 * present_arch_in_ob(archetype, object) searches for any objects with
2039 * a matching archetype in the inventory of the given object. 1965 * a matching archetype in the inventory of the given object.
2040 * The first matching object is returned, or NULL if none. 1966 * The first matching object is returned, or NULL if none.
2041 */ 1967 */
2042
2043object * 1968object *
2044present_arch_in_ob (const archetype *at, const object *op) 1969present_arch_in_ob (const archetype *at, const object *op)
2045{ 1970{
2046 object *
2047 tmp;
2048
2049 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1971 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2050 if (tmp->arch == at) 1972 if (tmp->arch == at)
2051 return tmp; 1973 return tmp;
1974
2052 return NULL; 1975 return NULL;
2053} 1976}
2054 1977
2055/* 1978/*
2056 * activate recursively a flag on an object inventory 1979 * activate recursively a flag on an object inventory
2057 */ 1980 */
2058void 1981void
2059flag_inv (object *op, int flag) 1982flag_inv (object *op, int flag)
2060{ 1983{
2061 object *
2062 tmp;
2063
2064 if (op->inv) 1984 if (op->inv)
2065 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1985 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2066 { 1986 {
2067 SET_FLAG (tmp, flag); 1987 SET_FLAG (tmp, flag);
2068 flag_inv (tmp, flag); 1988 flag_inv (tmp, flag);
2069 } 1989 }
2070} /* 1990}
1991
1992/*
2071 * desactivate recursively a flag on an object inventory 1993 * deactivate recursively a flag on an object inventory
2072 */ 1994 */
2073void 1995void
2074unflag_inv (object *op, int flag) 1996unflag_inv (object *op, int flag)
2075{ 1997{
2076 object *
2077 tmp;
2078
2079 if (op->inv) 1998 if (op->inv)
2080 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1999 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2081 { 2000 {
2082 CLEAR_FLAG (tmp, flag); 2001 CLEAR_FLAG (tmp, flag);
2083 unflag_inv (tmp, flag); 2002 unflag_inv (tmp, flag);
2084 } 2003 }
2085}
2086
2087/*
2088 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2089 * all it's inventory (recursively).
2090 * If checksums are used, a player will get set_cheat called for
2091 * him/her-self and all object carried by a call to this function.
2092 */
2093
2094void
2095set_cheat (object *op)
2096{
2097 SET_FLAG (op, FLAG_WAS_WIZ);
2098 flag_inv (op, FLAG_WAS_WIZ);
2099} 2004}
2100 2005
2101/* 2006/*
2102 * find_free_spot(object, map, x, y, start, stop) will search for 2007 * find_free_spot(object, map, x, y, start, stop) will search for
2103 * a spot at the given map and coordinates which will be able to contain 2008 * a spot at the given map and coordinates which will be able to contain
2117 * because arch_blocked (now ob_blocked) needs to know the movement type 2022 * because arch_blocked (now ob_blocked) needs to know the movement type
2118 * to know if the space in question will block the object. We can't use 2023 * to know if the space in question will block the object. We can't use
2119 * the archetype because that isn't correct if the monster has been 2024 * the archetype because that isn't correct if the monster has been
2120 * customized, changed states, etc. 2025 * customized, changed states, etc.
2121 */ 2026 */
2122
2123int 2027int
2124find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 2028find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2125{ 2029{
2126 int
2127 i,
2128 index = 0, flag; 2030 int index = 0, flag;
2129 static int
2130 altern[SIZEOFFREE]; 2031 int altern[SIZEOFFREE];
2131 2032
2132 for (i = start; i < stop; i++) 2033 for (int i = start; i < stop; i++)
2133 { 2034 {
2134 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2035 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2135 if (!flag) 2036 if (!flag)
2136 altern[index++] = i; 2037 altern [index++] = i;
2137 2038
2138 /* Basically, if we find a wall on a space, we cut down the search size. 2039 /* Basically, if we find a wall on a space, we cut down the search size.
2139 * In this way, we won't return spaces that are on another side of a wall. 2040 * In this way, we won't return spaces that are on another side of a wall.
2140 * This mostly work, but it cuts down the search size in all directions - 2041 * This mostly work, but it cuts down the search size in all directions -
2141 * if the space being examined only has a wall to the north and empty 2042 * if the space being examined only has a wall to the north and empty
2142 * spaces in all the other directions, this will reduce the search space 2043 * spaces in all the other directions, this will reduce the search space
2143 * to only the spaces immediately surrounding the target area, and 2044 * to only the spaces immediately surrounding the target area, and
2144 * won't look 2 spaces south of the target space. 2045 * won't look 2 spaces south of the target space.
2145 */ 2046 */
2146 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 2047 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2147 stop = maxfree[i]; 2048 stop = maxfree[i];
2148 } 2049 }
2050
2149 if (!index) 2051 if (!index)
2150 return -1; 2052 return -1;
2053
2151 return altern[RANDOM () % index]; 2054 return altern [rndm (index)];
2152} 2055}
2153 2056
2154/* 2057/*
2155 * find_first_free_spot(archetype, maptile, x, y) works like 2058 * find_first_free_spot(archetype, maptile, x, y) works like
2156 * find_free_spot(), but it will search max number of squares. 2059 * find_free_spot(), but it will search max number of squares.
2157 * But it will return the first available spot, not a random choice. 2060 * But it will return the first available spot, not a random choice.
2158 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2061 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2159 */ 2062 */
2160
2161int 2063int
2162find_first_free_spot (const object *ob, maptile *m, int x, int y) 2064find_first_free_spot (const object *ob, maptile *m, int x, int y)
2163{ 2065{
2164 int
2165 i;
2166
2167 for (i = 0; i < SIZEOFFREE; i++) 2066 for (int i = 0; i < SIZEOFFREE; i++)
2168 {
2169 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2067 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2170 return i; 2068 return i;
2171 } 2069
2172 return -1; 2070 return -1;
2173} 2071}
2174 2072
2175/* 2073/*
2176 * The function permute(arr, begin, end) randomly reorders the array 2074 * The function permute(arr, begin, end) randomly reorders the array
2177 * arr[begin..end-1]. 2075 * arr[begin..end-1].
2076 * now uses a fisher-yates shuffle, old permute was broken
2178 */ 2077 */
2179static void 2078static void
2180permute (int *arr, int begin, int end) 2079permute (int *arr, int begin, int end)
2181{ 2080{
2182 int 2081 arr += begin;
2183 i,
2184 j,
2185 tmp,
2186 len;
2187
2188 len = end - begin; 2082 end -= begin;
2189 for (i = begin; i < end; i++)
2190 {
2191 j = begin + RANDOM () % len;
2192 2083
2193 tmp = arr[i]; 2084 while (--end)
2194 arr[i] = arr[j]; 2085 swap (arr [end], arr [rndm (end + 1)]);
2195 arr[j] = tmp;
2196 }
2197} 2086}
2198 2087
2199/* new function to make monster searching more efficient, and effective! 2088/* new function to make monster searching more efficient, and effective!
2200 * This basically returns a randomized array (in the passed pointer) of 2089 * This basically returns a randomized array (in the passed pointer) of
2201 * the spaces to find monsters. In this way, it won't always look for 2090 * the spaces to find monsters. In this way, it won't always look for
2204 * the 3x3 area will be searched, just not in a predictable order. 2093 * the 3x3 area will be searched, just not in a predictable order.
2205 */ 2094 */
2206void 2095void
2207get_search_arr (int *search_arr) 2096get_search_arr (int *search_arr)
2208{ 2097{
2209 int 2098 int i;
2210 i;
2211 2099
2212 for (i = 0; i < SIZEOFFREE; i++) 2100 for (i = 0; i < SIZEOFFREE; i++)
2213 {
2214 search_arr[i] = i; 2101 search_arr[i] = i;
2215 }
2216 2102
2217 permute (search_arr, 1, SIZEOFFREE1 + 1); 2103 permute (search_arr, 1, SIZEOFFREE1 + 1);
2218 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2104 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2219 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2105 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2220} 2106}
2229 * Perhaps incorrectly, but I'm making the assumption that exclude 2115 * Perhaps incorrectly, but I'm making the assumption that exclude
2230 * is actually want is going to try and move there. We need this info 2116 * is actually want is going to try and move there. We need this info
2231 * because we have to know what movement the thing looking to move 2117 * because we have to know what movement the thing looking to move
2232 * there is capable of. 2118 * there is capable of.
2233 */ 2119 */
2234
2235int 2120int
2236find_dir (maptile *m, int x, int y, object *exclude) 2121find_dir (maptile *m, int x, int y, object *exclude)
2237{ 2122{
2238 int
2239 i,
2240 max = SIZEOFFREE, mflags; 2123 int i, max = SIZEOFFREE, mflags;
2241 2124
2242 sint16 nx, ny; 2125 sint16 nx, ny;
2243 object * 2126 object *tmp;
2244 tmp;
2245 maptile * 2127 maptile *mp;
2246 mp;
2247 2128
2248 MoveType blocked, move_type; 2129 MoveType blocked, move_type;
2249 2130
2250 if (exclude && exclude->head) 2131 if (exclude && exclude->head_ () != exclude)
2251 { 2132 {
2252 exclude = exclude->head; 2133 exclude = exclude->head;
2253 move_type = exclude->move_type; 2134 move_type = exclude->move_type;
2254 } 2135 }
2255 else 2136 else
2263 mp = m; 2144 mp = m;
2264 nx = x + freearr_x[i]; 2145 nx = x + freearr_x[i];
2265 ny = y + freearr_y[i]; 2146 ny = y + freearr_y[i];
2266 2147
2267 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2148 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2149
2268 if (mflags & P_OUT_OF_MAP) 2150 if (mflags & P_OUT_OF_MAP)
2269 {
2270 max = maxfree[i]; 2151 max = maxfree[i];
2271 }
2272 else 2152 else
2273 { 2153 {
2274 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2154 mapspace &ms = mp->at (nx, ny);
2155
2156 blocked = ms.move_block;
2275 2157
2276 if ((move_type & blocked) == move_type) 2158 if ((move_type & blocked) == move_type)
2277 {
2278 max = maxfree[i]; 2159 max = maxfree[i];
2279 }
2280 else if (mflags & P_IS_ALIVE) 2160 else if (mflags & P_IS_ALIVE)
2281 { 2161 {
2282 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2162 for (tmp = ms.bot; tmp; tmp = tmp->above)
2283 { 2163 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2284 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2164 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2285 {
2286 break; 2165 break;
2287 } 2166
2288 }
2289 if (tmp) 2167 if (tmp)
2290 {
2291 return freedir[i]; 2168 return freedir[i];
2292 }
2293 } 2169 }
2294 } 2170 }
2295 } 2171 }
2172
2296 return 0; 2173 return 0;
2297} 2174}
2298 2175
2299/* 2176/*
2300 * distance(object 1, object 2) will return the square of the 2177 * distance(object 1, object 2) will return the square of the
2301 * distance between the two given objects. 2178 * distance between the two given objects.
2302 */ 2179 */
2303
2304int 2180int
2305distance (const object *ob1, const object *ob2) 2181distance (const object *ob1, const object *ob2)
2306{ 2182{
2307 int
2308 i;
2309
2310 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2183 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2311 return i;
2312} 2184}
2313 2185
2314/* 2186/*
2315 * find_dir_2(delta-x,delta-y) will return a direction in which 2187 * find_dir_2(delta-x,delta-y) will return a direction in which
2316 * an object which has subtracted the x and y coordinates of another 2188 * an object which has subtracted the x and y coordinates of another
2317 * object, needs to travel toward it. 2189 * object, needs to travel toward it.
2318 */ 2190 */
2319
2320int 2191int
2321find_dir_2 (int x, int y) 2192find_dir_2 (int x, int y)
2322{ 2193{
2323 int 2194 int q;
2324 q;
2325 2195
2326 if (y) 2196 if (y)
2327 q = x * 100 / y; 2197 q = x * 100 / y;
2328 else if (x) 2198 else if (x)
2329 q = -300 * x; 2199 q = -300 * x;
2354 2224
2355 return 3; 2225 return 3;
2356} 2226}
2357 2227
2358/* 2228/*
2359 * absdir(int): Returns a number between 1 and 8, which represent
2360 * the "absolute" direction of a number (it actually takes care of
2361 * "overflow" in previous calculations of a direction).
2362 */
2363
2364int
2365absdir (int d)
2366{
2367 while (d < 1)
2368 d += 8;
2369 while (d > 8)
2370 d -= 8;
2371 return d;
2372}
2373
2374/*
2375 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2229 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2376 * between two directions (which are expected to be absolute (see absdir()) 2230 * between two directions (which are expected to be absolute (see absdir())
2377 */ 2231 */
2378
2379int 2232int
2380dirdiff (int dir1, int dir2) 2233dirdiff (int dir1, int dir2)
2381{ 2234{
2382 int 2235 int d;
2383 d;
2384 2236
2385 d = abs (dir1 - dir2); 2237 d = abs (dir1 - dir2);
2386 if (d > 4) 2238 if (d > 4)
2387 d = 8 - d; 2239 d = 8 - d;
2240
2388 return d; 2241 return d;
2389} 2242}
2390 2243
2391/* peterm: 2244/* peterm:
2392 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2245 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2395 * This basically means that if direction is 15, then it could either go 2248 * This basically means that if direction is 15, then it could either go
2396 * direction 4, 14, or 16 to get back to where we are. 2249 * direction 4, 14, or 16 to get back to where we are.
2397 * Moved from spell_util.c to object.c with the other related direction 2250 * Moved from spell_util.c to object.c with the other related direction
2398 * functions. 2251 * functions.
2399 */ 2252 */
2400
2401int
2402 reduction_dir[SIZEOFFREE][3] = { 2253int reduction_dir[SIZEOFFREE][3] = {
2403 {0, 0, 0}, /* 0 */ 2254 {0, 0, 0}, /* 0 */
2404 {0, 0, 0}, /* 1 */ 2255 {0, 0, 0}, /* 1 */
2405 {0, 0, 0}, /* 2 */ 2256 {0, 0, 0}, /* 2 */
2406 {0, 0, 0}, /* 3 */ 2257 {0, 0, 0}, /* 3 */
2407 {0, 0, 0}, /* 4 */ 2258 {0, 0, 0}, /* 4 */
2455 * find a path to that monster that we found. If not, 2306 * find a path to that monster that we found. If not,
2456 * we don't bother going toward it. Returns 1 if we 2307 * we don't bother going toward it. Returns 1 if we
2457 * can see a direct way to get it 2308 * can see a direct way to get it
2458 * Modified to be map tile aware -.MSW 2309 * Modified to be map tile aware -.MSW
2459 */ 2310 */
2460
2461
2462int 2311int
2463can_see_monsterP (maptile *m, int x, int y, int dir) 2312can_see_monsterP (maptile *m, int x, int y, int dir)
2464{ 2313{
2465 sint16 dx, dy; 2314 sint16 dx, dy;
2466 int
2467 mflags; 2315 int mflags;
2468 2316
2469 if (dir < 0) 2317 if (dir < 0)
2470 return 0; /* exit condition: invalid direction */ 2318 return 0; /* exit condition: invalid direction */
2471 2319
2472 dx = x + freearr_x[dir]; 2320 dx = x + freearr_x[dir];
2485 return 0; 2333 return 0;
2486 2334
2487 /* yes, can see. */ 2335 /* yes, can see. */
2488 if (dir < 9) 2336 if (dir < 9)
2489 return 1; 2337 return 1;
2338
2490 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2339 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2491 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]); 2340 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2341 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2492} 2342}
2493
2494
2495 2343
2496/* 2344/*
2497 * can_pick(picker, item): finds out if an object is possible to be 2345 * can_pick(picker, item): finds out if an object is possible to be
2498 * picked up by the picker. Returnes 1 if it can be 2346 * picked up by the picker. Returnes 1 if it can be
2499 * picked up, otherwise 0. 2347 * picked up, otherwise 0.
2510 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2358 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2511 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2359 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2512 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2360 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2513} 2361}
2514 2362
2515
2516/* 2363/*
2517 * create clone from object to another 2364 * create clone from object to another
2518 */ 2365 */
2519object * 2366object *
2520object_create_clone (object *asrc) 2367object_create_clone (object *asrc)
2521{ 2368{
2522 object *dst = 0, *tmp, *src, *part, *prev, *item; 2369 object *dst = 0, *tmp, *src, *prev, *item;
2523 2370
2524 if (!asrc) 2371 if (!asrc)
2525 return 0; 2372 return 0;
2526 2373
2527 src = asrc;
2528 if (src->head)
2529 src = src->head; 2374 src = asrc->head_ ();
2530 2375
2531 prev = 0; 2376 prev = 0;
2532 for (part = src; part; part = part->more) 2377 for (object *part = src; part; part = part->more)
2533 { 2378 {
2534 tmp = part->clone (); 2379 tmp = part->clone ();
2535 tmp->x -= src->x; 2380 tmp->x -= src->x;
2536 tmp->y -= src->y; 2381 tmp->y -= src->y;
2537 2382
2539 { 2384 {
2540 dst = tmp; 2385 dst = tmp;
2541 tmp->head = 0; 2386 tmp->head = 0;
2542 } 2387 }
2543 else 2388 else
2544 {
2545 tmp->head = dst; 2389 tmp->head = dst;
2546 }
2547 2390
2548 tmp->more = 0; 2391 tmp->more = 0;
2549 2392
2550 if (prev) 2393 if (prev)
2551 prev->more = tmp; 2394 prev->more = tmp;
2555 2398
2556 for (item = src->inv; item; item = item->below) 2399 for (item = src->inv; item; item = item->below)
2557 insert_ob_in_ob (object_create_clone (item), dst); 2400 insert_ob_in_ob (object_create_clone (item), dst);
2558 2401
2559 return dst; 2402 return dst;
2560}
2561
2562/* GROS - Creates an object using a string representing its content. */
2563/* Basically, we save the content of the string to a temp file, then call */
2564/* load_object on it. I admit it is a highly inefficient way to make things, */
2565/* but it was simple to make and allows reusing the load_object function. */
2566/* Remember not to use load_object_str in a time-critical situation. */
2567/* Also remember that multiparts objects are not supported for now. */
2568
2569object *
2570load_object_str (const char *obstr)
2571{
2572 object *op;
2573 char filename[MAX_BUF];
2574
2575 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2576
2577 FILE *tempfile = fopen (filename, "w");
2578
2579 if (tempfile == NULL)
2580 {
2581 LOG (llevError, "Error - Unable to access load object temp file\n");
2582 return NULL;
2583 }
2584
2585 fprintf (tempfile, obstr);
2586 fclose (tempfile);
2587
2588 op = object::create ();
2589
2590 object_thawer thawer (filename);
2591
2592 if (thawer)
2593 load_object (thawer, op, 0);
2594
2595 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2596 CLEAR_FLAG (op, FLAG_REMOVED);
2597
2598 return op;
2599} 2403}
2600 2404
2601/* This returns the first object in who's inventory that 2405/* This returns the first object in who's inventory that
2602 * has the same type and subtype match. 2406 * has the same type and subtype match.
2603 * returns NULL if no match. 2407 * returns NULL if no match.
2604 */ 2408 */
2605object * 2409object *
2606find_obj_by_type_subtype (const object *who, int type, int subtype) 2410find_obj_by_type_subtype (const object *who, int type, int subtype)
2607{ 2411{
2608 object *tmp;
2609
2610 for (tmp = who->inv; tmp; tmp = tmp->below) 2412 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2611 if (tmp->type == type && tmp->subtype == subtype) 2413 if (tmp->type == type && tmp->subtype == subtype)
2612 return tmp; 2414 return tmp;
2613 2415
2614 return NULL; 2416 return 0;
2615} 2417}
2616 2418
2617/* If ob has a field named key, return the link from the list, 2419/* If ob has a field named key, return the link from the list,
2618 * otherwise return NULL. 2420 * otherwise return NULL.
2619 * 2421 *
2621 * do the desired thing. 2423 * do the desired thing.
2622 */ 2424 */
2623key_value * 2425key_value *
2624get_ob_key_link (const object *ob, const char *key) 2426get_ob_key_link (const object *ob, const char *key)
2625{ 2427{
2626 key_value *link;
2627
2628 for (link = ob->key_values; link != NULL; link = link->next) 2428 for (key_value *link = ob->key_values; link; link = link->next)
2629 if (link->key == key) 2429 if (link->key == key)
2630 return link; 2430 return link;
2631 2431
2632 return NULL; 2432 return 0;
2633} 2433}
2634 2434
2635/* 2435/*
2636 * Returns the value of op has an extra_field for key, or NULL. 2436 * Returns the value of op has an extra_field for key, or NULL.
2637 * 2437 *
2662 if (link->key == canonical_key) 2462 if (link->key == canonical_key)
2663 return link->value; 2463 return link->value;
2664 2464
2665 return 0; 2465 return 0;
2666} 2466}
2667
2668 2467
2669/* 2468/*
2670 * Updates the canonical_key in op to value. 2469 * Updates the canonical_key in op to value.
2671 * 2470 *
2672 * canonical_key is a shared string (value doesn't have to be). 2471 * canonical_key is a shared string (value doesn't have to be).
2677 * Returns TRUE on success. 2476 * Returns TRUE on success.
2678 */ 2477 */
2679int 2478int
2680set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) 2479set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2681{ 2480{
2682 key_value *
2683 field = NULL, *last = NULL; 2481 key_value *field = NULL, *last = NULL;
2684 2482
2685 for (field = op->key_values; field != NULL; field = field->next) 2483 for (field = op->key_values; field != NULL; field = field->next)
2686 { 2484 {
2687 if (field->key != canonical_key) 2485 if (field->key != canonical_key)
2688 { 2486 {
2716 /* IF we get here, key doesn't exist */ 2514 /* IF we get here, key doesn't exist */
2717 2515
2718 /* No field, we'll have to add it. */ 2516 /* No field, we'll have to add it. */
2719 2517
2720 if (!add_key) 2518 if (!add_key)
2721 {
2722 return FALSE; 2519 return FALSE;
2723 } 2520
2724 /* There isn't any good reason to store a null 2521 /* There isn't any good reason to store a null
2725 * value in the key/value list. If the archetype has 2522 * value in the key/value list. If the archetype has
2726 * this key, then we should also have it, so shouldn't 2523 * this key, then we should also have it, so shouldn't
2727 * be here. If user wants to store empty strings, 2524 * be here. If user wants to store empty strings,
2728 * should pass in "" 2525 * should pass in ""
2777 } 2574 }
2778 else 2575 else
2779 item = item->env; 2576 item = item->env;
2780} 2577}
2781 2578
2579
2580const char *
2581object::flag_desc (char *desc, int len) const
2582{
2583 char *p = desc;
2584 bool first = true;
2585
2586 *p = 0;
2587
2588 for (int i = 0; i < NUM_FLAGS; i++)
2589 {
2590 if (len <= 10) // magic constant!
2591 {
2592 snprintf (p, len, ",...");
2593 break;
2594 }
2595
2596 if (flag [i])
2597 {
2598 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2599 len -= cnt;
2600 p += cnt;
2601 first = false;
2602 }
2603 }
2604
2605 return desc;
2606}
2607
2782// return a suitable string describing an objetc in enough detail to find it 2608// return a suitable string describing an object in enough detail to find it
2783const char * 2609const char *
2784object::debug_desc (char *info) const 2610object::debug_desc (char *info) const
2785{ 2611{
2612 char flagdesc[512];
2786 char info2[256 * 3]; 2613 char info2[256 * 4];
2787 char *p = info; 2614 char *p = info;
2788 2615
2789 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2616 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2790 count, 2617 count, uuid.seq,
2791 &name, 2618 &name,
2792 title ? " " : "", 2619 title ? "\",title:\"" : "",
2793 title ? (const char *)title : ""); 2620 title ? (const char *)title : "",
2621 flag_desc (flagdesc, 512), type);
2794 2622
2795 if (env) 2623 if (env)
2796 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2624 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2797 2625
2798 if (map) 2626 if (map)
2799 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2627 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2800 2628
2801 return info; 2629 return info;
2802} 2630}
2803 2631
2804const char * 2632const char *
2805object::debug_desc () const 2633object::debug_desc () const
2806{ 2634{
2807 static char info[256 * 3]; 2635 static char info[3][256 * 4];
2636 static int info_idx;
2637
2808 return debug_desc (info); 2638 return debug_desc (info [++info_idx % 3]);
2809} 2639}
2810 2640
2641struct region *
2642object::region () const
2643{
2644 return map ? map->region (x, y)
2645 : region::default_region ();
2646}
2647
2648const materialtype_t *
2649object::dominant_material () const
2650{
2651 if (materialtype_t *mat = name_to_material (materialname))
2652 return mat;
2653
2654 // omfg this is slow, this has to be temporary :)
2655 shstr unknown ("unknown");
2656
2657 return name_to_material (unknown);
2658}
2659
2660void
2661object::open_container (object *new_container)
2662{
2663 if (container == new_container)
2664 return;
2665
2666 if (object *old_container = container)
2667 {
2668 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2669 return;
2670
2671#if 0
2672 // remove the "Close old_container" object.
2673 if (object *closer = old_container->inv)
2674 if (closer->type == CLOSE_CON)
2675 closer->destroy ();
2676#endif
2677
2678 old_container->flag [FLAG_APPLIED] = 0;
2679 container = 0;
2680
2681 esrv_update_item (UPD_FLAGS, this, old_container);
2682 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2683 }
2684
2685 if (new_container)
2686 {
2687 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2688 return;
2689
2690 // TODO: this does not seem to serve any purpose anymore?
2691#if 0
2692 // insert the "Close Container" object.
2693 if (archetype *closer = new_container->other_arch)
2694 {
2695 object *closer = arch_to_object (new_container->other_arch);
2696 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2697 new_container->insert (closer);
2698 }
2699#endif
2700
2701 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2702
2703 new_container->flag [FLAG_APPLIED] = 1;
2704 container = new_container;
2705
2706 esrv_update_item (UPD_FLAGS, this, new_container);
2707 esrv_send_inventory (this, new_container);
2708 }
2709}
2710
2711

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