ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/common/object.C
(Generate patch)

Comparing deliantra/server/common/object.C (file contents):
Revision 1.65 by root, Wed Dec 13 00:42:03 2006 UTC vs.
Revision 1.149 by root, Mon May 14 19:56:45 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game
3 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 21 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail at <crossfire@schmorp.de>
22*/ 23 */
23 24
24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
25 sub/add_weight will transcend the environment updating the carrying 26 sub/add_weight will transcend the environment updating the carrying
26 variable. */ 27 variable. */
27#include <global.h> 28#include <global.h>
28#include <stdio.h> 29#include <stdio.h>
29#include <sys/types.h> 30#include <sys/types.h>
30#include <sys/uio.h> 31#include <sys/uio.h>
31#include <object.h> 32#include <object.h>
32#include <funcpoint.h> 33#include <funcpoint.h>
34#include <sproto.h>
33#include <loader.h> 35#include <loader.h>
36
37#include <bitset>
34 38
35int nrofallocobjects = 0; 39int nrofallocobjects = 0;
36static UUID uuid; 40static UUID uuid;
37const uint64 UUID_SKIP = 1<<19; 41const uint64 UUID_SKIP = 1<<19;
38 42
39object *active_objects; /* List of active objects that need to be processed */ 43objectvec objects;
44activevec actives;
40 45
41short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 46short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
42 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 47 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
43}; 48};
44short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 49short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
139 * objects with lists are rare, and lists stay short. If not, use a 144 * objects with lists are rare, and lists stay short. If not, use a
140 * different structure or at least keep the lists sorted... 145 * different structure or at least keep the lists sorted...
141 */ 146 */
142 147
143 /* For each field in wants, */ 148 /* For each field in wants, */
144 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) 149 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
145 { 150 {
146 key_value *has_field; 151 key_value *has_field;
147 152
148 /* Look for a field in has with the same key. */ 153 /* Look for a field in has with the same key. */
149 has_field = get_ob_key_link (has, wants_field->key); 154 has_field = get_ob_key_link (has, wants_field->key);
183 * 188 *
184 * Note that this function appears a lot longer than the macro it 189 * Note that this function appears a lot longer than the macro it
185 * replaces - this is mostly for clarity - a decent compiler should hopefully 190 * replaces - this is mostly for clarity - a decent compiler should hopefully
186 * reduce this to the same efficiency. 191 * reduce this to the same efficiency.
187 * 192 *
188 * Check nrof variable *before* calling CAN_MERGE() 193 * Check nrof variable *before* calling can_merge()
189 * 194 *
190 * Improvements made with merge: Better checking on potion, and also 195 * Improvements made with merge: Better checking on potion, and also
191 * check weight 196 * check weight
192 */ 197 */
193
194bool object::can_merge (object *ob1, object *ob2) 198bool object::can_merge_slow (object *ob1, object *ob2)
195{ 199{
196 /* A couple quicksanity checks */ 200 /* A couple quicksanity checks */
197 if ((ob1 == ob2) || (ob1->type != ob2->type)) 201 if (ob1 == ob2
202 || ob1->type != ob2->type
203 || ob1->speed != ob2->speed
204 || ob1->value != ob2->value
205 || ob1->name != ob2->name)
198 return 0; 206 return 0;
199 207
200 if (ob1->speed != ob2->speed) 208 //TODO: this ain't working well, use nicer and correct overflow check
201 return 0;
202
203 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 209 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
204 * value could not be stored in a sint32 (which unfortunately sometimes is 210 * value could not be stored in a sint32 (which unfortunately sometimes is
205 * used to store nrof). 211 * used to store nrof).
206 */ 212 */
207 if (ob1->nrof + ob2->nrof >= 1UL << 31) 213 if (ob1->nrof + ob2->nrof >= 1UL << 31)
217 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 223 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
218 224
219 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 225 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
220 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 226 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
221 227
222 228 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
223 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something 229 || ob1->arch != ob2->arch
224 * being locked in inventory should prevent merging.
225 * 0x4 in flags3 is CLIENT_SENT
226 */
227 if ((ob1->arch != ob2->arch) ||
228 (ob1->flags[0] != ob2->flags[0]) ||
229 (ob1->flags[1] != ob2->flags[1]) ||
230 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
231 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
232 (ob1->name != ob2->name) || 230 || ob1->name != ob2->name
233 (ob1->title != ob2->title) || 231 || ob1->title != ob2->title
234 (ob1->msg != ob2->msg) || 232 || ob1->msg != ob2->msg
235 (ob1->weight != ob2->weight) || 233 || ob1->weight != ob2->weight
236 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) || 234 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
237 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) || 235 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
238 (ob1->attacktype != ob2->attacktype) || 236 || ob1->attacktype != ob2->attacktype
239 (ob1->magic != ob2->magic) || 237 || ob1->magic != ob2->magic
240 (ob1->slaying != ob2->slaying) || 238 || ob1->slaying != ob2->slaying
241 (ob1->skill != ob2->skill) || 239 || ob1->skill != ob2->skill
242 (ob1->value != ob2->value) || 240 || ob1->value != ob2->value
243 (ob1->animation_id != ob2->animation_id) || 241 || ob1->animation_id != ob2->animation_id
244 (ob1->client_type != ob2->client_type) || 242 || ob1->client_type != ob2->client_type
245 (ob1->materialname != ob2->materialname) || 243 || ob1->materialname != ob2->materialname
246 (ob1->lore != ob2->lore) || 244 || ob1->lore != ob2->lore
247 (ob1->subtype != ob2->subtype) || 245 || ob1->subtype != ob2->subtype
248 (ob1->move_type != ob2->move_type) || 246 || ob1->move_type != ob2->move_type
249 (ob1->move_block != ob2->move_block) || 247 || ob1->move_block != ob2->move_block
250 (ob1->move_allow != ob2->move_allow) || 248 || ob1->move_allow != ob2->move_allow
251 (ob1->move_on != ob2->move_on) || 249 || ob1->move_on != ob2->move_on
252 (ob1->move_off != ob2->move_off) || (ob1->move_slow != ob2->move_slow) || (ob1->move_slow_penalty != ob2->move_slow_penalty)) 250 || ob1->move_off != ob2->move_off
251 || ob1->move_slow != ob2->move_slow
252 || ob1->move_slow_penalty != ob2->move_slow_penalty)
253 return 0; 253 return 0;
254 254
255 /* This is really a spellbook check - really, we should 255 /* This is really a spellbook check - really, we should
256 * check all objects in the inventory. 256 * check all objects in the inventory.
257 */ 257 */
260 /* if one object has inventory but the other doesn't, not equiv */ 260 /* if one object has inventory but the other doesn't, not equiv */
261 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 261 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
262 return 0; 262 return 0;
263 263
264 /* Now check to see if the two inventory objects could merge */ 264 /* Now check to see if the two inventory objects could merge */
265 if (!CAN_MERGE (ob1->inv, ob2->inv)) 265 if (!object::can_merge (ob1->inv, ob2->inv))
266 return 0; 266 return 0;
267 267
268 /* inventory ok - still need to check rest of this object to see 268 /* inventory ok - still need to check rest of this object to see
269 * if it is valid. 269 * if it is valid.
270 */ 270 */
279 279
280 /* Note sure why the following is the case - either the object has to 280 /* Note sure why the following is the case - either the object has to
281 * be animated or have a very low speed. Is this an attempted monster 281 * be animated or have a very low speed. Is this an attempted monster
282 * check? 282 * check?
283 */ 283 */
284 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 284 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
285 return 0; 285 return 0;
286 286
287 switch (ob1->type) 287 switch (ob1->type)
288 { 288 {
289 case SCROLL: 289 case SCROLL:
325sum_weight (object *op) 325sum_weight (object *op)
326{ 326{
327 long sum; 327 long sum;
328 object *inv; 328 object *inv;
329 329
330 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 330 for (sum = 0, inv = op->inv; inv; inv = inv->below)
331 { 331 {
332 if (inv->inv) 332 if (inv->inv)
333 sum_weight (inv); 333 sum_weight (inv);
334
334 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 335 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
335 } 336 }
336 337
337 if (op->type == CONTAINER && op->stats.Str) 338 if (op->type == CONTAINER && op->stats.Str)
338 sum = (sum * (100 - op->stats.Str)) / 100; 339 sum = (sum * (100 - op->stats.Str)) / 100;
354 op = op->env; 355 op = op->env;
355 return op; 356 return op;
356} 357}
357 358
358/* 359/*
359 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
360 * a better check. We basically keeping traversing up until we can't
361 * or find a player.
362 */
363
364object *
365is_player_inv (object *op)
366{
367 for (; op != NULL && op->type != PLAYER; op = op->env)
368 if (op->env == op)
369 op->env = NULL;
370 return op;
371}
372
373/*
374 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 360 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
375 * Some error messages. 361 * Some error messages.
376 * The result of the dump is stored in the static global errmsg array. 362 * The result of the dump is stored in the static global errmsg array.
377 */ 363 */
378
379char * 364char *
380dump_object (object *op) 365dump_object (object *op)
381{ 366{
382 if (!op) 367 if (!op)
383 return strdup ("[NULLOBJ]"); 368 return strdup ("[NULLOBJ]");
384 369
385 object_freezer freezer; 370 object_freezer freezer;
386 save_object (freezer, op, 3); 371 op->write (freezer);
387 return freezer.as_string (); 372 return freezer.as_string ();
388} 373}
389 374
390/* 375/*
391 * get_nearest_part(multi-object, object 2) returns the part of the 376 * get_nearest_part(multi-object, object 2) returns the part of the
408} 393}
409 394
410/* 395/*
411 * Returns the object which has the count-variable equal to the argument. 396 * Returns the object which has the count-variable equal to the argument.
412 */ 397 */
413
414object * 398object *
415find_object (tag_t i) 399find_object (tag_t i)
416{ 400{
417 for (object *op = object::first; op; op = op->next) 401 for_all_objects (op)
418 if (op->count == i) 402 if (op->count == i)
419 return op; 403 return op;
420 404
421 return 0; 405 return 0;
422} 406}
423 407
424/* 408/*
425 * Returns the first object which has a name equal to the argument. 409 * Returns the first object which has a name equal to the argument.
426 * Used only by the patch command, but not all that useful. 410 * Used only by the patch command, but not all that useful.
427 * Enables features like "patch <name-of-other-player> food 999" 411 * Enables features like "patch <name-of-other-player> food 999"
428 */ 412 */
429
430object * 413object *
431find_object_name (const char *str) 414find_object_name (const char *str)
432{ 415{
433 shstr_cmp str_ (str); 416 shstr_cmp str_ (str);
434 object *op; 417 object *op;
435 418
436 for (op = object::first; op != NULL; op = op->next) 419 for_all_objects (op)
437 if (op->name == str_) 420 if (op->name == str_)
438 break; 421 break;
439 422
440 return op; 423 return op;
441} 424}
467 owner = owner->owner; 450 owner = owner->owner;
468 451
469 this->owner = owner; 452 this->owner = owner;
470} 453}
471 454
455int
456object::slottype () const
457{
458 if (type == SKILL)
459 {
460 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
461 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
462 }
463 else
464 {
465 if (slot [body_combat].info) return slot_combat;
466 if (slot [body_range ].info) return slot_ranged;
467 }
468
469 return slot_none;
470}
471
472bool
473object::change_weapon (object *ob)
474{
475 if (current_weapon == ob)
476 return true;
477
478 current_weapon = ob;
479 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
480
481 update_stats ();
482
483 if (ob)
484 {
485 // now check wether any body locations became invalid, in which case
486 // we cannot apply the weapon at the moment.
487 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
488 if (slot[i].used < 0)
489 {
490 current_weapon = chosen_skill = 0;
491 update_stats ();
492
493 new_draw_info_format (NDI_UNIQUE, 0, this,
494 "You try to balance your applied items all at once, but the %s is too much. "
495 "You need to unapply some items first.", &ob->name);
496 return false;
497 }
498
499 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
500 }
501 else
502 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
503
504 return true;
505}
506
472/* Zero the key_values on op, decrementing the shared-string 507/* Zero the key_values on op, decrementing the shared-string
473 * refcounts and freeing the links. 508 * refcounts and freeing the links.
474 */ 509 */
475static void 510static void
476free_key_values (object *op) 511free_key_values (object *op)
477{ 512{
478 for (key_value *i = op->key_values; i != 0;) 513 for (key_value *i = op->key_values; i; )
479 { 514 {
480 key_value *next = i->next; 515 key_value *next = i->next;
481 delete i; 516 delete i;
482 517
483 i = next; 518 i = next;
484 } 519 }
485 520
486 op->key_values = 0; 521 op->key_values = 0;
487} 522}
488 523
489void object::clear () 524object &
525object::operator =(const object &src)
490{ 526{
491 attachable_base::clear (); 527 bool is_freed = flag [FLAG_FREED];
528 bool is_removed = flag [FLAG_REMOVED];
492 529
493 free_key_values (this);
494
495 owner = 0;
496 name = 0;
497 name_pl = 0;
498 title = 0;
499 race = 0;
500 slaying = 0;
501 skill = 0;
502 msg = 0;
503 lore = 0;
504 custom_name = 0;
505 materialname = 0;
506 contr = 0;
507 below = 0;
508 above = 0;
509 inv = 0;
510 container = 0;
511 env = 0;
512 more = 0;
513 head = 0;
514 map = 0;
515 active_next = 0;
516 active_prev = 0;
517
518 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
519
520 SET_FLAG (this, FLAG_REMOVED);
521
522 /* What is not cleared is next, prev, and count */
523
524 expmul = 1.0;
525 face = blank_face;
526
527 if (settings.casting_time)
528 casting_time = -1;
529}
530
531/*
532 * copy_to first frees everything allocated by the dst object,
533 * and then copies the contents of itself into the second
534 * object, allocating what needs to be allocated. Basically, any
535 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
536 * if the first object is freed, the pointers in the new object
537 * will point at garbage.
538 */
539void
540object::copy_to (object *dst)
541{
542 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
543 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
544
545 *(object_copy *)dst = *this; 530 *(object_copy *)this = src;
546 *(object_pod *)dst = *this;
547 531
548 if (self || cb) 532 flag [FLAG_FREED] = is_freed;
549 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (dst)); 533 flag [FLAG_REMOVED] = is_removed;
550
551 if (is_freed)
552 SET_FLAG (dst, FLAG_FREED);
553
554 if (is_removed)
555 SET_FLAG (dst, FLAG_REMOVED);
556
557 if (speed < 0)
558 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
559 534
560 /* Copy over key_values, if any. */ 535 /* Copy over key_values, if any. */
561 if (key_values) 536 if (src.key_values)
562 { 537 {
563 key_value *tail = 0; 538 key_value *tail = 0;
564 key_value *i;
565
566 dst->key_values = 0; 539 key_values = 0;
567 540
568 for (i = key_values; i; i = i->next) 541 for (key_value *i = src.key_values; i; i = i->next)
569 { 542 {
570 key_value *new_link = new key_value; 543 key_value *new_link = new key_value;
571 544
572 new_link->next = 0; 545 new_link->next = 0;
573 new_link->key = i->key; 546 new_link->key = i->key;
574 new_link->value = i->value; 547 new_link->value = i->value;
575 548
576 /* Try and be clever here, too. */ 549 /* Try and be clever here, too. */
577 if (!dst->key_values) 550 if (!key_values)
578 { 551 {
579 dst->key_values = new_link; 552 key_values = new_link;
580 tail = new_link; 553 tail = new_link;
581 } 554 }
582 else 555 else
583 { 556 {
584 tail->next = new_link; 557 tail->next = new_link;
585 tail = new_link; 558 tail = new_link;
586 } 559 }
587 } 560 }
588 } 561 }
562}
589 563
590 update_ob_speed (dst); 564/*
565 * copy_to first frees everything allocated by the dst object,
566 * and then copies the contents of itself into the second
567 * object, allocating what needs to be allocated. Basically, any
568 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
569 * if the first object is freed, the pointers in the new object
570 * will point at garbage.
571 */
572void
573object::copy_to (object *dst)
574{
575 *dst = *this;
576
577 if (speed < 0)
578 dst->speed_left = speed_left - rndm ();
579
580 dst->set_speed (dst->speed);
581}
582
583void
584object::instantiate ()
585{
586 if (!uuid.seq) // HACK
587 uuid = gen_uuid ();
588
589 speed_left = -0.1f;
590 /* copy the body_info to the body_used - this is only really
591 * need for monsters, but doesn't hurt to do it for everything.
592 * by doing so, when a monster is created, it has good starting
593 * values for the body_used info, so when items are created
594 * for it, they can be properly equipped.
595 */
596 for (int i = NUM_BODY_LOCATIONS; i--; )
597 slot[i].used = slot[i].info;
598
599 attachable::instantiate ();
591} 600}
592 601
593object * 602object *
594object::clone () 603object::clone ()
595{ 604{
601/* 610/*
602 * If an object with the IS_TURNABLE() flag needs to be turned due 611 * If an object with the IS_TURNABLE() flag needs to be turned due
603 * to the closest player being on the other side, this function can 612 * to the closest player being on the other side, this function can
604 * be called to update the face variable, _and_ how it looks on the map. 613 * be called to update the face variable, _and_ how it looks on the map.
605 */ 614 */
606
607void 615void
608update_turn_face (object *op) 616update_turn_face (object *op)
609{ 617{
610 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 618 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
611 return; 619 return;
620
612 SET_ANIMATION (op, op->direction); 621 SET_ANIMATION (op, op->direction);
613 update_object (op, UP_OBJ_FACE); 622 update_object (op, UP_OBJ_FACE);
614} 623}
615 624
616/* 625/*
617 * Updates the speed of an object. If the speed changes from 0 to another 626 * Updates the speed of an object. If the speed changes from 0 to another
618 * value, or vice versa, then add/remove the object from the active list. 627 * value, or vice versa, then add/remove the object from the active list.
619 * This function needs to be called whenever the speed of an object changes. 628 * This function needs to be called whenever the speed of an object changes.
620 */ 629 */
621void 630void
622update_ob_speed (object *op) 631object::set_speed (float speed)
623{ 632{
624 extern int arch_init; 633 if (flag [FLAG_FREED] && speed)
625
626 /* No reason putting the archetypes objects on the speed list,
627 * since they never really need to be updated.
628 */
629
630 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
631 { 634 {
632 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 635 LOG (llevError, "Object %s is freed but has speed.\n", &name);
633#ifdef MANY_CORES
634 abort ();
635#else
636 op->speed = 0; 636 speed = 0;
637#endif
638 }
639
640 if (arch_init)
641 return;
642
643 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
644 { 637 }
645 /* If already on active list, don't do anything */
646 if (op->active_next || op->active_prev || op == active_objects)
647 return;
648 638
649 /* process_events() expects us to insert the object at the beginning 639 this->speed = speed;
650 * of the list. */
651 op->active_next = active_objects;
652 640
653 if (op->active_next != NULL) 641 if (has_active_speed ())
654 op->active_next->active_prev = op; 642 activate ();
655
656 active_objects = op;
657 }
658 else 643 else
659 { 644 deactivate ();
660 /* If not on the active list, nothing needs to be done */
661 if (!op->active_next && !op->active_prev && op != active_objects)
662 return;
663
664 if (op->active_prev == NULL)
665 {
666 active_objects = op->active_next;
667
668 if (op->active_next != NULL)
669 op->active_next->active_prev = NULL;
670 }
671 else
672 {
673 op->active_prev->active_next = op->active_next;
674
675 if (op->active_next)
676 op->active_next->active_prev = op->active_prev;
677 }
678
679 op->active_next = NULL;
680 op->active_prev = NULL;
681 }
682} 645}
683 646
684/* This function removes object 'op' from the list of active
685 * objects.
686 * This should only be used for style maps or other such
687 * reference maps where you don't want an object that isn't
688 * in play chewing up cpu time getting processed.
689 * The reverse of this is to call update_ob_speed, which
690 * will do the right thing based on the speed of the object.
691 */
692void
693remove_from_active_list (object *op)
694{
695 /* If not on the active list, nothing needs to be done */
696 if (!op->active_next && !op->active_prev && op != active_objects)
697 return;
698
699 if (op->active_prev == NULL)
700 {
701 active_objects = op->active_next;
702 if (op->active_next != NULL)
703 op->active_next->active_prev = NULL;
704 }
705 else
706 {
707 op->active_prev->active_next = op->active_next;
708 if (op->active_next)
709 op->active_next->active_prev = op->active_prev;
710 }
711 op->active_next = NULL;
712 op->active_prev = NULL;
713}
714
715/* 647/*
716 * update_object() updates the array which represents the map. 648 * update_object() updates the the map.
717 * It takes into account invisible objects (and represent squares covered 649 * It takes into account invisible objects (and represent squares covered
718 * by invisible objects by whatever is below them (unless it's another 650 * by invisible objects by whatever is below them (unless it's another
719 * invisible object, etc...) 651 * invisible object, etc...)
720 * If the object being updated is beneath a player, the look-window 652 * If the object being updated is beneath a player, the look-window
721 * of that player is updated (this might be a suboptimal way of 653 * of that player is updated (this might be a suboptimal way of
722 * updating that window, though, since update_object() is called _often_) 654 * updating that window, though, since update_object() is called _often_)
723 * 655 *
724 * action is a hint of what the caller believes need to be done. 656 * action is a hint of what the caller believes need to be done.
725 * For example, if the only thing that has changed is the face (due to
726 * an animation), we don't need to call update_position until that actually
727 * comes into view of a player. OTOH, many other things, like addition/removal
728 * of walls or living creatures may need us to update the flags now.
729 * current action are: 657 * current action are:
730 * UP_OBJ_INSERT: op was inserted 658 * UP_OBJ_INSERT: op was inserted
731 * UP_OBJ_REMOVE: op was removed 659 * UP_OBJ_REMOVE: op was removed
732 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 660 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
733 * as that is easier than trying to look at what may have changed. 661 * as that is easier than trying to look at what may have changed.
734 * UP_OBJ_FACE: only the objects face has changed. 662 * UP_OBJ_FACE: only the objects face has changed.
735 */ 663 */
736
737void 664void
738update_object (object *op, int action) 665update_object (object *op, int action)
739{ 666{
740 int update_now = 0, flags;
741 MoveType move_on, move_off, move_block, move_slow;
742
743 if (op == NULL) 667 if (op == NULL)
744 { 668 {
745 /* this should never happen */ 669 /* this should never happen */
746 LOG (llevDebug, "update_object() called for NULL object.\n"); 670 LOG (llevDebug, "update_object() called for NULL object.\n");
747 return; 671 return;
748 } 672 }
749 673
750 if (op->env != NULL) 674 if (op->env)
751 { 675 {
752 /* Animation is currently handled by client, so nothing 676 /* Animation is currently handled by client, so nothing
753 * to do in this case. 677 * to do in this case.
754 */ 678 */
755 return; 679 return;
760 */ 684 */
761 if (!op->map || op->map->in_memory == MAP_SAVING) 685 if (!op->map || op->map->in_memory == MAP_SAVING)
762 return; 686 return;
763 687
764 /* make sure the object is within map boundaries */ 688 /* make sure the object is within map boundaries */
765 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map)) 689 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
766 { 690 {
767 LOG (llevError, "update_object() called for object out of map!\n"); 691 LOG (llevError, "update_object() called for object out of map!\n");
768#ifdef MANY_CORES 692#ifdef MANY_CORES
769 abort (); 693 abort ();
770#endif 694#endif
771 return; 695 return;
772 } 696 }
773 697
774 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 698 mapspace &m = op->ms ();
775 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
776 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
777 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
778 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
779 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
780 699
700 if (!(m.flags_ & P_UPTODATE))
701 /* nop */;
781 if (action == UP_OBJ_INSERT) 702 else if (action == UP_OBJ_INSERT)
782 { 703 {
704 // this is likely overkill, TODO: revisit (schmorp)
783 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 705 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
784 update_now = 1;
785
786 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 706 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
787 update_now = 1; 707 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
788 708 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
709 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
789 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 710 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
790 update_now = 1;
791
792 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
793 update_now = 1;
794
795 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
796 update_now = 1;
797
798 if ((move_on | op->move_on) != move_on) 711 || (m.move_on | op->move_on ) != m.move_on
799 update_now = 1;
800
801 if ((move_off | op->move_off) != move_off) 712 || (m.move_off | op->move_off ) != m.move_off
802 update_now = 1; 713 || (m.move_slow | op->move_slow) != m.move_slow
803
804 /* This isn't perfect, but I don't expect a lot of objects to 714 /* This isn't perfect, but I don't expect a lot of objects to
805 * to have move_allow right now. 715 * to have move_allow right now.
806 */ 716 */
807 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 717 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
808 update_now = 1; 718 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
809 719 m.flags_ = 0;
810 if ((move_slow | op->move_slow) != move_slow)
811 update_now = 1;
812 } 720 }
813
814 /* if the object is being removed, we can't make intelligent 721 /* if the object is being removed, we can't make intelligent
815 * decisions, because remove_ob can't really pass the object 722 * decisions, because remove_ob can't really pass the object
816 * that is being removed. 723 * that is being removed.
817 */ 724 */
818 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 725 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
819 update_now = 1; 726 m.flags_ = 0;
820 else if (action == UP_OBJ_FACE) 727 else if (action == UP_OBJ_FACE)
821 /* Nothing to do for that case */ ; 728 /* Nothing to do for that case */ ;
822 else 729 else
823 LOG (llevError, "update_object called with invalid action: %d\n", action); 730 LOG (llevError, "update_object called with invalid action: %d\n", action);
824 731
825 if (update_now)
826 {
827 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
828 update_position (op->map, op->x, op->y);
829 }
830
831 if (op->more != NULL) 732 if (op->more)
832 update_object (op->more, action); 733 update_object (op->more, action);
833}
834
835object::vector object::mortals;
836object::vector object::objects; // not yet used
837object *object::first;
838
839void object::free_mortals ()
840{
841 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
842 if ((*i)->refcnt)
843 ++i; // further delay freeing
844 else
845 {
846 delete *i;
847 mortals.erase (i);
848 }
849} 734}
850 735
851object::object () 736object::object ()
852{ 737{
853 SET_FLAG (this, FLAG_REMOVED); 738 SET_FLAG (this, FLAG_REMOVED);
856 face = blank_face; 741 face = blank_face;
857} 742}
858 743
859object::~object () 744object::~object ()
860{ 745{
746 unlink ();
747
861 free_key_values (this); 748 free_key_values (this);
862} 749}
863 750
751static int object_count;
752
864void object::link () 753void object::link ()
865{ 754{
866 count = ++ob_count; 755 assert (!index);//D
867 uuid = gen_uuid (); 756 uuid = gen_uuid ();
757 count = ++object_count;
868 758
869 prev = 0; 759 refcnt_inc ();
870 next = object::first; 760 objects.insert (this);
871
872 if (object::first)
873 object::first->prev = this;
874
875 object::first = this;
876} 761}
877 762
878void object::unlink () 763void object::unlink ()
879{ 764{
880 if (this == object::first) 765 if (!index)
881 object::first = next; 766 return;
882 767
883 /* Remove this object from the list of used objects */ 768 objects.erase (this);
884 if (prev) prev->next = next; 769 refcnt_dec ();
885 if (next) next->prev = prev; 770}
886 771
887 prev = 0; 772void
888 next = 0; 773object::activate ()
774{
775 /* If already on active list, don't do anything */
776 if (active)
777 return;
778
779 if (has_active_speed ())
780 actives.insert (this);
781}
782
783void
784object::activate_recursive ()
785{
786 activate ();
787
788 for (object *op = inv; op; op = op->below)
789 op->activate_recursive ();
790}
791
792/* This function removes object 'op' from the list of active
793 * objects.
794 * This should only be used for style maps or other such
795 * reference maps where you don't want an object that isn't
796 * in play chewing up cpu time getting processed.
797 * The reverse of this is to call update_ob_speed, which
798 * will do the right thing based on the speed of the object.
799 */
800void
801object::deactivate ()
802{
803 /* If not on the active list, nothing needs to be done */
804 if (!active)
805 return;
806
807 actives.erase (this);
808}
809
810void
811object::deactivate_recursive ()
812{
813 for (object *op = inv; op; op = op->below)
814 op->deactivate_recursive ();
815
816 deactivate ();
817}
818
819void
820object::set_flag_inv (int flag, int value)
821{
822 for (object *op = inv; op; op = op->below)
823 {
824 op->flag [flag] = value;
825 op->set_flag_inv (flag, value);
826 }
827}
828
829/*
830 * Remove and free all objects in the inventory of the given object.
831 * object.c ?
832 */
833void
834object::destroy_inv (bool drop_to_ground)
835{
836 // need to check first, because the checks below might segfault
837 // as we might be on an invalid mapspace and crossfire code
838 // is too buggy to ensure that the inventory is empty.
839 // corollary: if you create arrows etc. with stuff in tis inventory,
840 // cf will crash below with off-map x and y
841 if (!inv)
842 return;
843
844 /* Only if the space blocks everything do we not process -
845 * if some form of movement is allowed, let objects
846 * drop on that space.
847 */
848 if (!drop_to_ground
849 || !map
850 || map->in_memory != MAP_IN_MEMORY
851 || map->nodrop
852 || ms ().move_block == MOVE_ALL)
853 {
854 while (inv)
855 {
856 inv->destroy_inv (drop_to_ground);
857 inv->destroy ();
858 }
859 }
860 else
861 { /* Put objects in inventory onto this space */
862 while (inv)
863 {
864 object *op = inv;
865
866 if (op->flag [FLAG_STARTEQUIP]
867 || op->flag [FLAG_NO_DROP]
868 || op->type == RUNE
869 || op->type == TRAP
870 || op->flag [FLAG_IS_A_TEMPLATE]
871 || op->flag [FLAG_DESTROY_ON_DEATH])
872 op->destroy ();
873 else
874 map->insert (op, x, y);
875 }
876 }
889} 877}
890 878
891object *object::create () 879object *object::create ()
892{ 880{
893 object *op = new object; 881 object *op = new object;
894 op->link (); 882 op->link ();
895 return op; 883 return op;
896} 884}
897 885
898/* 886void
899 * free_object() frees everything allocated by an object, removes 887object::do_destroy ()
900 * it from the list of used objects, and puts it on the list of
901 * free objects. The IS_FREED() flag is set in the object.
902 * The object must have been removed by remove_ob() first for
903 * this function to succeed.
904 *
905 * If destroy_inventory is set, free inventory as well. Else drop items in
906 * inventory to the ground.
907 */
908void object::destroy (bool destroy_inventory)
909{ 888{
910 if (QUERY_FLAG (this, FLAG_FREED)) 889 attachable::do_destroy ();
911 return;
912 890
913 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 891 if (flag [FLAG_IS_LINKED])
892 remove_button_link (this);
893
894 if (flag [FLAG_FRIENDLY])
914 remove_friendly_object (this); 895 remove_friendly_object (this);
915 896
916 if (!QUERY_FLAG (this, FLAG_REMOVED)) 897 if (!flag [FLAG_REMOVED])
917 remove (); 898 remove ();
918 899
919 SET_FLAG (this, FLAG_FREED); 900 destroy_inv (true);
920 901
921 if (more) 902 deactivate ();
922 { 903 unlink ();
923 more->destroy (destroy_inventory);
924 more = 0;
925 }
926 904
927 if (inv) 905 flag [FLAG_FREED] = 1;
928 {
929 /* Only if the space blocks everything do we not process -
930 * if some form of movement is allowed, let objects
931 * drop on that space.
932 */
933 if (destroy_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
934 {
935 object *op = inv;
936
937 while (op)
938 {
939 object *tmp = op->below;
940 op->destroy (destroy_inventory);
941 op = tmp;
942 }
943 }
944 else
945 { /* Put objects in inventory onto this space */
946 object *op = inv;
947
948 while (op)
949 {
950 object *tmp = op->below;
951
952 op->remove ();
953
954 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
955 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
956 op->destroy ();
957 else
958 {
959 op->x = x;
960 op->y = y;
961 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
962 }
963
964 op = tmp;
965 }
966 }
967 }
968 906
969 // hack to ensure that freed objects still have a valid map 907 // hack to ensure that freed objects still have a valid map
970 { 908 {
971 static maptile *freed_map; // freed objects are moved here to avoid crashes 909 static maptile *freed_map; // freed objects are moved here to avoid crashes
972 910
976 914
977 freed_map->name = "/internal/freed_objects_map"; 915 freed_map->name = "/internal/freed_objects_map";
978 freed_map->width = 3; 916 freed_map->width = 3;
979 freed_map->height = 3; 917 freed_map->height = 3;
980 918
981 freed_map->allocate (); 919 freed_map->alloc ();
920 freed_map->in_memory = MAP_IN_MEMORY;
982 } 921 }
983 922
984 map = freed_map; 923 map = freed_map;
985 x = 1; 924 x = 1;
986 y = 1; 925 y = 1;
987 } 926 }
988 927
928 head = 0;
929
930 if (more)
931 {
932 more->destroy ();
933 more = 0;
934 }
935
989 // clear those pointers that likely might have circular references to us 936 // clear those pointers that likely might have circular references to us
990 owner = 0; 937 owner = 0;
991 enemy = 0; 938 enemy = 0;
992 attacked_by = 0; 939 attacked_by = 0;
940}
993 941
994 // only relevant for players(?), but make sure of it anyways 942void
995 contr = 0; 943object::destroy (bool destroy_inventory)
944{
945 if (destroyed ())
946 return;
996 947
997 /* Remove object from the active list */ 948 if (destroy_inventory)
998 speed = 0; 949 destroy_inv (false);
999 update_ob_speed (this);
1000 950
1001 unlink (); 951 attachable::destroy ();
1002
1003 mortals.push_back (this);
1004} 952}
1005 953
1006/* 954/*
1007 * sub_weight() recursively (outwards) subtracts a number from the 955 * sub_weight() recursively (outwards) subtracts a number from the
1008 * weight of an object (and what is carried by it's environment(s)). 956 * weight of an object (and what is carried by it's environment(s)).
1024 * This function removes the object op from the linked list of objects 972 * This function removes the object op from the linked list of objects
1025 * which it is currently tied to. When this function is done, the 973 * which it is currently tied to. When this function is done, the
1026 * object will have no environment. If the object previously had an 974 * object will have no environment. If the object previously had an
1027 * environment, the x and y coordinates will be updated to 975 * environment, the x and y coordinates will be updated to
1028 * the previous environment. 976 * the previous environment.
1029 * Beware: This function is called from the editor as well!
1030 */ 977 */
1031void 978void
1032object::remove () 979object::do_remove ()
1033{ 980{
1034 object *tmp, *last = 0; 981 object *tmp, *last = 0;
1035 object *otmp; 982 object *otmp;
1036 983
1037 int check_walk_off;
1038
1039 if (QUERY_FLAG (this, FLAG_REMOVED)) 984 if (QUERY_FLAG (this, FLAG_REMOVED))
1040 return; 985 return;
1041 986
1042 SET_FLAG (this, FLAG_REMOVED); 987 SET_FLAG (this, FLAG_REMOVED);
988 INVOKE_OBJECT (REMOVE, this);
1043 989
1044 if (more) 990 if (more)
1045 more->remove (); 991 more->remove ();
1046 992
1047 /* 993 /*
1057 1003
1058 /* NO_FIX_PLAYER is set when a great many changes are being 1004 /* NO_FIX_PLAYER is set when a great many changes are being
1059 * made to players inventory. If set, avoiding the call 1005 * made to players inventory. If set, avoiding the call
1060 * to save cpu time. 1006 * to save cpu time.
1061 */ 1007 */
1062 if ((otmp = is_player_inv (env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1008 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1063 fix_player (otmp); 1009 otmp->update_stats ();
1064 1010
1065 if (above != NULL) 1011 if (above)
1066 above->below = below; 1012 above->below = below;
1067 else 1013 else
1068 env->inv = below; 1014 env->inv = below;
1069 1015
1070 if (below != NULL) 1016 if (below)
1071 below->above = above; 1017 below->above = above;
1072 1018
1073 /* we set up values so that it could be inserted into 1019 /* we set up values so that it could be inserted into
1074 * the map, but we don't actually do that - it is up 1020 * the map, but we don't actually do that - it is up
1075 * to the caller to decide what we want to do. 1021 * to the caller to decide what we want to do.
1079 above = 0, below = 0; 1025 above = 0, below = 0;
1080 env = 0; 1026 env = 0;
1081 } 1027 }
1082 else if (map) 1028 else if (map)
1083 { 1029 {
1084 /* Re did the following section of code - it looks like it had 1030 if (type == PLAYER)
1085 * lots of logic for things we no longer care about
1086 */ 1031 {
1032 // leaving a spot always closes any open container on the ground
1033 if (container && !container->env)
1034 // this causes spurious floorbox updates, but it ensures
1035 // that the CLOSE event is being sent.
1036 close_container ();
1037
1038 --map->players;
1039 map->touch ();
1040 }
1041
1042 map->dirty = true;
1043 mapspace &ms = this->ms ();
1087 1044
1088 /* link the object above us */ 1045 /* link the object above us */
1089 if (above) 1046 if (above)
1090 above->below = below; 1047 above->below = below;
1091 else 1048 else
1092 SET_MAP_TOP (map, x, y, below); /* we were top, set new top */ 1049 ms.top = below; /* we were top, set new top */
1093 1050
1094 /* Relink the object below us, if there is one */ 1051 /* Relink the object below us, if there is one */
1095 if (below) 1052 if (below)
1096 below->above = above; 1053 below->above = above;
1097 else 1054 else
1099 /* Nothing below, which means we need to relink map object for this space 1056 /* Nothing below, which means we need to relink map object for this space
1100 * use translated coordinates in case some oddness with map tiling is 1057 * use translated coordinates in case some oddness with map tiling is
1101 * evident 1058 * evident
1102 */ 1059 */
1103 if (GET_MAP_OB (map, x, y) != this) 1060 if (GET_MAP_OB (map, x, y) != this)
1104 {
1105 char *dump = dump_object (this);
1106 LOG (llevError,
1107 "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", dump); 1061 LOG (llevError, "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom? %s\n", debug_desc ());
1108 free (dump);
1109 dump = dump_object (GET_MAP_OB (map, x, y));
1110 LOG (llevError, "%s\n", dump);
1111 free (dump);
1112 }
1113 1062
1114 SET_MAP_OB (map, x, y, above); /* goes on above it. */ 1063 ms.bot = above; /* goes on above it. */
1115 } 1064 }
1116 1065
1117 above = 0; 1066 above = 0;
1118 below = 0; 1067 below = 0;
1119 1068
1120 if (map->in_memory == MAP_SAVING) 1069 if (map->in_memory == MAP_SAVING)
1121 return; 1070 return;
1122 1071
1123 check_walk_off = !QUERY_FLAG (this, FLAG_NO_APPLY); 1072 int check_walk_off = !flag [FLAG_NO_APPLY];
1124 1073
1125 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) 1074 for (tmp = ms.bot; tmp; tmp = tmp->above)
1126 { 1075 {
1127 /* No point updating the players look faces if he is the object 1076 /* No point updating the players look faces if he is the object
1128 * being removed. 1077 * being removed.
1129 */ 1078 */
1130 1079
1134 * removed (most likely destroyed), update the player view 1083 * removed (most likely destroyed), update the player view
1135 * appropriately. 1084 * appropriately.
1136 */ 1085 */
1137 if (tmp->container == this) 1086 if (tmp->container == this)
1138 { 1087 {
1139 CLEAR_FLAG (this, FLAG_APPLIED); 1088 flag [FLAG_APPLIED] = 0;
1140 tmp->container = 0; 1089 tmp->container = 0;
1141 } 1090 }
1142 1091
1143 tmp->contr->socket.update_look = 1; 1092 if (tmp->contr->ns)
1093 tmp->contr->ns->floorbox_update ();
1144 } 1094 }
1145 1095
1146 /* See if player moving off should effect something */ 1096 /* See if object moving off should effect something */
1147 if (check_walk_off 1097 if (check_walk_off
1148 && ((move_type & tmp->move_off) 1098 && ((move_type & tmp->move_off)
1149 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1099 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1150 { 1100 {
1151 move_apply (tmp, this, 0); 1101 move_apply (tmp, this, 0);
1153 if (destroyed ()) 1103 if (destroyed ())
1154 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1104 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1155 } 1105 }
1156 1106
1157 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1107 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1158 1108 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1159 if (tmp->above == tmp) 1109 if (tmp->above == tmp)
1160 tmp->above = 0; 1110 tmp->above = 0;
1161 1111
1162 last = tmp; 1112 last = tmp;
1163 } 1113 }
1164 1114
1165 /* last == NULL of there are no objects on this space */ 1115 /* last == NULL if there are no objects on this space */
1116 //TODO: this makes little sense, why only update the topmost object?
1166 if (!last) 1117 if (!last)
1167 { 1118 map->at (x, y).flags_ = 0;
1168 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1169 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1170 * those out anyways, and if there are any flags set right now, they won't
1171 * be correct anyways.
1172 */
1173 SET_MAP_FLAGS (map, x, y, P_NEED_UPDATE);
1174 update_position (map, x, y);
1175 }
1176 else 1119 else
1177 update_object (last, UP_OBJ_REMOVE); 1120 update_object (last, UP_OBJ_REMOVE);
1178 1121
1179 if (QUERY_FLAG (this, FLAG_BLOCKSVIEW) || glow_radius) 1122 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1180 update_all_los (map, x, y); 1123 update_all_los (map, x, y);
1181 } 1124 }
1182} 1125}
1183 1126
1184/* 1127/*
1193merge_ob (object *op, object *top) 1136merge_ob (object *op, object *top)
1194{ 1137{
1195 if (!op->nrof) 1138 if (!op->nrof)
1196 return 0; 1139 return 0;
1197 1140
1198 if (top == NULL) 1141 if (top)
1199 for (top = op; top != NULL && top->above != NULL; top = top->above); 1142 for (top = op; top && top->above; top = top->above)
1143 ;
1200 1144
1201 for (; top != NULL; top = top->below) 1145 for (; top; top = top->below)
1202 { 1146 {
1203 if (top == op) 1147 if (top == op)
1204 continue; 1148 continue;
1205 if (CAN_MERGE (op, top)) 1149
1150 if (object::can_merge (op, top))
1206 { 1151 {
1207 top->nrof += op->nrof; 1152 top->nrof += op->nrof;
1208 1153
1209/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1154/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1210 op->weight = 0; /* Don't want any adjustements now */ 1155 op->weight = 0; /* Don't want any adjustements now */
1214 } 1159 }
1215 1160
1216 return 0; 1161 return 0;
1217} 1162}
1218 1163
1164void
1165object::expand_tail ()
1166{
1167 if (more)
1168 return;
1169
1170 object *prev = this;
1171
1172 for (archetype *at = arch->more; at; at = at->more)
1173 {
1174 object *op = arch_to_object (at);
1175
1176 op->name = name;
1177 op->name_pl = name_pl;
1178 op->title = title;
1179
1180 op->head = this;
1181 prev->more = op;
1182
1183 prev = op;
1184 }
1185}
1186
1219/* 1187/*
1220 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1188 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1221 * job preparing multi-part monsters 1189 * job preparing multi-part monsters.
1222 */ 1190 */
1223object * 1191object *
1224insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1192insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1225{ 1193{
1226 object *tmp;
1227
1228 if (op->head)
1229 op = op->head;
1230
1231 for (tmp = op; tmp; tmp = tmp->more) 1194 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1232 { 1195 {
1233 tmp->x = x + tmp->arch->clone.x; 1196 tmp->x = x + tmp->arch->clone.x;
1234 tmp->y = y + tmp->arch->clone.y; 1197 tmp->y = y + tmp->arch->clone.y;
1235 } 1198 }
1236 1199
1255 * Return value: 1218 * Return value:
1256 * new object if 'op' was merged with other object 1219 * new object if 'op' was merged with other object
1257 * NULL if 'op' was destroyed 1220 * NULL if 'op' was destroyed
1258 * just 'op' otherwise 1221 * just 'op' otherwise
1259 */ 1222 */
1260
1261object * 1223object *
1262insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1224insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1263{ 1225{
1226 assert (!op->flag [FLAG_FREED]);
1227
1264 object *tmp, *top, *floor = NULL; 1228 object *tmp, *top, *floor = NULL;
1265 sint16 x, y;
1266 1229
1267 if (QUERY_FLAG (op, FLAG_FREED)) 1230 op->remove ();
1268 {
1269 LOG (llevError, "Trying to insert freed object!\n");
1270 return NULL;
1271 }
1272 1231
1273 if (m == NULL) 1232#if 0
1274 { 1233 if (!m->active != !op->active)
1275 char *dump = dump_object (op); 1234 if (m->active)
1276 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump); 1235 op->activate_recursive ();
1277 free (dump); 1236 else
1278 return op; 1237 op->deactivate_recursive ();
1279 } 1238#endif
1280 1239
1281 if (out_of_map (m, op->x, op->y)) 1240 if (out_of_map (m, op->x, op->y))
1282 { 1241 {
1283 char *dump = dump_object (op);
1284 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump); 1242 LOG (llevError, "Trying to insert object outside the map.\n%s\n", op->debug_desc ());
1285#ifdef MANY_CORES 1243#ifdef MANY_CORES
1286 /* Better to catch this here, as otherwise the next use of this object 1244 /* Better to catch this here, as otherwise the next use of this object
1287 * is likely to cause a crash. Better to find out where it is getting 1245 * is likely to cause a crash. Better to find out where it is getting
1288 * improperly inserted. 1246 * improperly inserted.
1289 */ 1247 */
1290 abort (); 1248 abort ();
1291#endif 1249#endif
1292 free (dump);
1293 return op; 1250 return op;
1294 } 1251 }
1295 1252
1296 if (!QUERY_FLAG (op, FLAG_REMOVED))
1297 {
1298 char *dump = dump_object (op);
1299 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1300 free (dump);
1301 return op;
1302 }
1303
1304 if (op->more != NULL)
1305 {
1306 /* The part may be on a different map. */
1307
1308 object *more = op->more; 1253 if (object *more = op->more)
1309 1254 {
1310 /* We really need the caller to normalize coordinates - if
1311 * we set the map, that doesn't work if the location is within
1312 * a map and this is straddling an edge. So only if coordinate
1313 * is clear wrong do we normalize it.
1314 */
1315 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1316 more->map = get_map_from_coord (m, &more->x, &more->y);
1317 else if (!more->map)
1318 {
1319 /* For backwards compatibility - when not dealing with tiled maps,
1320 * more->map should always point to the parent.
1321 */
1322 more->map = m;
1323 }
1324
1325 if (insert_ob_in_map (more, more->map, originator, flag) == NULL) 1255 if (!insert_ob_in_map (more, m, originator, flag))
1326 { 1256 {
1327 if (!op->head) 1257 if (!op->head)
1328 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1258 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1329 1259
1330 return NULL; 1260 return 0;
1331 } 1261 }
1332 } 1262 }
1333 1263
1334 CLEAR_FLAG (op, FLAG_REMOVED); 1264 CLEAR_FLAG (op, FLAG_REMOVED);
1335 1265
1336 /* Ideally, the caller figures this out. However, it complicates a lot 1266 /* Ideally, the caller figures this out. However, it complicates a lot
1337 * of areas of callers (eg, anything that uses find_free_spot would now 1267 * of areas of callers (eg, anything that uses find_free_spot would now
1338 * need extra work 1268 * need extra work
1339 */ 1269 */
1340 op->map = get_map_from_coord (m, &op->x, &op->y); 1270 if (!xy_normalise (m, op->x, op->y))
1341 x = op->x; 1271 return 0;
1342 y = op->y; 1272
1273 op->map = m;
1274 mapspace &ms = op->ms ();
1343 1275
1344 /* this has to be done after we translate the coordinates. 1276 /* this has to be done after we translate the coordinates.
1345 */ 1277 */
1346 if (op->nrof && !(flag & INS_NO_MERGE)) 1278 if (op->nrof && !(flag & INS_NO_MERGE))
1347 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1279 for (tmp = ms.bot; tmp; tmp = tmp->above)
1348 if (CAN_MERGE (op, tmp)) 1280 if (object::can_merge (op, tmp))
1349 { 1281 {
1350 op->nrof += tmp->nrof; 1282 op->nrof += tmp->nrof;
1351 tmp->destroy (); 1283 tmp->destroy ();
1352 } 1284 }
1353 1285
1369 op->below = originator->below; 1301 op->below = originator->below;
1370 1302
1371 if (op->below) 1303 if (op->below)
1372 op->below->above = op; 1304 op->below->above = op;
1373 else 1305 else
1374 SET_MAP_OB (op->map, op->x, op->y, op); 1306 ms.bot = op;
1375 1307
1376 /* since *below* originator, no need to update top */ 1308 /* since *below* originator, no need to update top */
1377 originator->below = op; 1309 originator->below = op;
1378 } 1310 }
1379 else 1311 else
1380 { 1312 {
1313 top = ms.bot;
1314
1381 /* If there are other objects, then */ 1315 /* If there are other objects, then */
1382 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1316 if ((!(flag & INS_MAP_LOAD)) && top)
1383 { 1317 {
1384 object *last = NULL; 1318 object *last = 0;
1385 1319
1386 /* 1320 /*
1387 * If there are multiple objects on this space, we do some trickier handling. 1321 * If there are multiple objects on this space, we do some trickier handling.
1388 * We've already dealt with merging if appropriate. 1322 * We've already dealt with merging if appropriate.
1389 * Generally, we want to put the new object on top. But if 1323 * Generally, we want to put the new object on top. But if
1393 * once we get to them. This reduces the need to traverse over all of 1327 * once we get to them. This reduces the need to traverse over all of
1394 * them when adding another one - this saves quite a bit of cpu time 1328 * them when adding another one - this saves quite a bit of cpu time
1395 * when lots of spells are cast in one area. Currently, it is presumed 1329 * when lots of spells are cast in one area. Currently, it is presumed
1396 * that flying non pickable objects are spell objects. 1330 * that flying non pickable objects are spell objects.
1397 */ 1331 */
1398 1332 for (top = ms.bot; top; top = top->above)
1399 while (top != NULL)
1400 { 1333 {
1401 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1334 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1402 floor = top; 1335 floor = top;
1403 1336
1404 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1337 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1407 top = top->below; 1340 top = top->below;
1408 break; 1341 break;
1409 } 1342 }
1410 1343
1411 last = top; 1344 last = top;
1412 top = top->above;
1413 } 1345 }
1414 1346
1415 /* Don't want top to be NULL, so set it to the last valid object */ 1347 /* Don't want top to be NULL, so set it to the last valid object */
1416 top = last; 1348 top = last;
1417 1349
1419 * looks like instead of lots of conditions here. 1351 * looks like instead of lots of conditions here.
1420 * makes things faster, and effectively the same result. 1352 * makes things faster, and effectively the same result.
1421 */ 1353 */
1422 1354
1423 /* Have object 'fall below' other objects that block view. 1355 /* Have object 'fall below' other objects that block view.
1424 * Unless those objects are exits, type 66 1356 * Unless those objects are exits.
1425 * If INS_ON_TOP is used, don't do this processing 1357 * If INS_ON_TOP is used, don't do this processing
1426 * Need to find the object that in fact blocks view, otherwise 1358 * Need to find the object that in fact blocks view, otherwise
1427 * stacking is a bit odd. 1359 * stacking is a bit odd.
1428 */ 1360 */
1429 if (!(flag & INS_ON_TOP) && 1361 if (!(flag & INS_ON_TOP)
1430 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1362 && ms.flags () & P_BLOCKSVIEW
1363 && (op->face && !faces [op->face].visibility))
1431 { 1364 {
1432 for (last = top; last != floor; last = last->below) 1365 for (last = top; last != floor; last = last->below)
1433 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1366 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1434 break; 1367 break;
1368
1435 /* Check to see if we found the object that blocks view, 1369 /* Check to see if we found the object that blocks view,
1436 * and make sure we have a below pointer for it so that 1370 * and make sure we have a below pointer for it so that
1437 * we can get inserted below this one, which requires we 1371 * we can get inserted below this one, which requires we
1438 * set top to the object below us. 1372 * set top to the object below us.
1439 */ 1373 */
1441 top = last->below; 1375 top = last->below;
1442 } 1376 }
1443 } /* If objects on this space */ 1377 } /* If objects on this space */
1444 1378
1445 if (flag & INS_MAP_LOAD) 1379 if (flag & INS_MAP_LOAD)
1446 top = GET_MAP_TOP (op->map, op->x, op->y); 1380 top = ms.top;
1447 1381
1448 if (flag & INS_ABOVE_FLOOR_ONLY) 1382 if (flag & INS_ABOVE_FLOOR_ONLY)
1449 top = floor; 1383 top = floor;
1450 1384
1451 /* Top is the object that our object (op) is going to get inserted above. 1385 /* Top is the object that our object (op) is going to get inserted above.
1452 */ 1386 */
1453 1387
1454 /* First object on this space */ 1388 /* First object on this space */
1455 if (!top) 1389 if (!top)
1456 { 1390 {
1457 op->above = GET_MAP_OB (op->map, op->x, op->y); 1391 op->above = ms.bot;
1458 1392
1459 if (op->above) 1393 if (op->above)
1460 op->above->below = op; 1394 op->above->below = op;
1461 1395
1462 op->below = NULL; 1396 op->below = 0;
1463 SET_MAP_OB (op->map, op->x, op->y, op); 1397 ms.bot = op;
1464 } 1398 }
1465 else 1399 else
1466 { /* get inserted into the stack above top */ 1400 { /* get inserted into the stack above top */
1467 op->above = top->above; 1401 op->above = top->above;
1468 1402
1471 1405
1472 op->below = top; 1406 op->below = top;
1473 top->above = op; 1407 top->above = op;
1474 } 1408 }
1475 1409
1476 if (op->above == NULL) 1410 if (!op->above)
1477 SET_MAP_TOP (op->map, op->x, op->y, op); 1411 ms.top = op;
1478 } /* else not INS_BELOW_ORIGINATOR */ 1412 } /* else not INS_BELOW_ORIGINATOR */
1479 1413
1480 if (op->type == PLAYER) 1414 if (op->type == PLAYER)
1415 {
1481 op->contr->do_los = 1; 1416 op->contr->do_los = 1;
1417 ++op->map->players;
1418 op->map->touch ();
1419 }
1420
1421 op->map->dirty = true;
1482 1422
1483 /* If we have a floor, we know the player, if any, will be above 1423 /* If we have a floor, we know the player, if any, will be above
1484 * it, so save a few ticks and start from there. 1424 * it, so save a few ticks and start from there.
1485 */ 1425 */
1486 if (!(flag & INS_MAP_LOAD)) 1426 if (!(flag & INS_MAP_LOAD))
1487 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1427 if (object *pl = ms.player ())
1488 if (tmp->type == PLAYER) 1428 if (pl->contr->ns)
1489 tmp->contr->socket.update_look = 1; 1429 pl->contr->ns->floorbox_update ();
1490 1430
1491 /* If this object glows, it may affect lighting conditions that are 1431 /* If this object glows, it may affect lighting conditions that are
1492 * visible to others on this map. But update_all_los is really 1432 * visible to others on this map. But update_all_los is really
1493 * an inefficient way to do this, as it means los for all players 1433 * an inefficient way to do this, as it means los for all players
1494 * on the map will get recalculated. The players could very well 1434 * on the map will get recalculated. The players could very well
1495 * be far away from this change and not affected in any way - 1435 * be far away from this change and not affected in any way -
1496 * this should get redone to only look for players within range, 1436 * this should get redone to only look for players within range,
1497 * or just updating the P_NEED_UPDATE for spaces within this area 1437 * or just updating the P_UPTODATE for spaces within this area
1498 * of effect may be sufficient. 1438 * of effect may be sufficient.
1499 */ 1439 */
1500 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1440 if (op->map->darkness && (op->glow_radius != 0))
1501 update_all_los (op->map, op->x, op->y); 1441 update_all_los (op->map, op->x, op->y);
1502 1442
1503 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1443 /* updates flags (blocked, alive, no magic, etc) for this map space */
1504 update_object (op, UP_OBJ_INSERT); 1444 update_object (op, UP_OBJ_INSERT);
1505 1445
1446 INVOKE_OBJECT (INSERT, op);
1447
1506 /* Don't know if moving this to the end will break anything. However, 1448 /* Don't know if moving this to the end will break anything. However,
1507 * we want to have update_look set above before calling this. 1449 * we want to have floorbox_update called before calling this.
1508 * 1450 *
1509 * check_move_on() must be after this because code called from 1451 * check_move_on() must be after this because code called from
1510 * check_move_on() depends on correct map flags (so functions like 1452 * check_move_on() depends on correct map flags (so functions like
1511 * blocked() and wall() work properly), and these flags are updated by 1453 * blocked() and wall() work properly), and these flags are updated by
1512 * update_object(). 1454 * update_object().
1514 1456
1515 /* if this is not the head or flag has been passed, don't check walk on status */ 1457 /* if this is not the head or flag has been passed, don't check walk on status */
1516 if (!(flag & INS_NO_WALK_ON) && !op->head) 1458 if (!(flag & INS_NO_WALK_ON) && !op->head)
1517 { 1459 {
1518 if (check_move_on (op, originator)) 1460 if (check_move_on (op, originator))
1519 return NULL; 1461 return 0;
1520 1462
1521 /* If we are a multi part object, lets work our way through the check 1463 /* If we are a multi part object, lets work our way through the check
1522 * walk on's. 1464 * walk on's.
1523 */ 1465 */
1524 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1466 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1525 if (check_move_on (tmp, originator)) 1467 if (check_move_on (tmp, originator))
1526 return NULL; 1468 return 0;
1527 } 1469 }
1528 1470
1529 return op; 1471 return op;
1530} 1472}
1531 1473
1532/* this function inserts an object in the map, but if it 1474/* this function inserts an object in the map, but if it
1533 * finds an object of its own type, it'll remove that one first. 1475 * finds an object of its own type, it'll remove that one first.
1534 * op is the object to insert it under: supplies x and the map. 1476 * op is the object to insert it under: supplies x and the map.
1535 */ 1477 */
1536void 1478void
1537replace_insert_ob_in_map (const char *arch_string, object *op) 1479replace_insert_ob_in_map (const char *arch_string, object *op)
1538{ 1480{
1539 object * 1481 object *tmp, *tmp1;
1540 tmp;
1541 object *
1542 tmp1;
1543 1482
1544 /* first search for itself and remove any old instances */ 1483 /* first search for itself and remove any old instances */
1545 1484
1546 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1485 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1547 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1486 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1548 tmp->destroy (); 1487 tmp->destroy ();
1549 1488
1550 tmp1 = arch_to_object (archetype::find (arch_string)); 1489 tmp1 = arch_to_object (archetype::find (arch_string));
1551 1490
1552 tmp1->x = op->x; 1491 tmp1->x = op->x;
1553 tmp1->y = op->y; 1492 tmp1->y = op->y;
1554 insert_ob_in_map (tmp1, op->map, op, 0); 1493 insert_ob_in_map (tmp1, op->map, op, 0);
1494}
1495
1496object *
1497object::insert_at (object *where, object *originator, int flags)
1498{
1499 return where->map->insert (this, where->x, where->y, originator, flags);
1555} 1500}
1556 1501
1557/* 1502/*
1558 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1503 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1559 * is returned contains nr objects, and the remaining parts contains 1504 * is returned contains nr objects, and the remaining parts contains
1560 * the rest (or is removed and freed if that number is 0). 1505 * the rest (or is removed and freed if that number is 0).
1561 * On failure, NULL is returned, and the reason put into the 1506 * On failure, NULL is returned, and the reason put into the
1562 * global static errmsg array. 1507 * global static errmsg array.
1563 */ 1508 */
1564
1565object * 1509object *
1566get_split_ob (object *orig_ob, uint32 nr) 1510get_split_ob (object *orig_ob, uint32 nr)
1567{ 1511{
1568 object *newob; 1512 object *newob;
1569 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1513 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1600 * the amount of an object. If the amount reaches 0, the object 1544 * the amount of an object. If the amount reaches 0, the object
1601 * is subsequently removed and freed. 1545 * is subsequently removed and freed.
1602 * 1546 *
1603 * Return value: 'op' if something is left, NULL if the amount reached 0 1547 * Return value: 'op' if something is left, NULL if the amount reached 0
1604 */ 1548 */
1605
1606object * 1549object *
1607decrease_ob_nr (object *op, uint32 i) 1550decrease_ob_nr (object *op, uint32 i)
1608{ 1551{
1609 object *tmp; 1552 object *tmp;
1610 player *pl;
1611 1553
1612 if (i == 0) /* objects with op->nrof require this check */ 1554 if (i == 0) /* objects with op->nrof require this check */
1613 return op; 1555 return op;
1614 1556
1615 if (i > op->nrof) 1557 if (i > op->nrof)
1616 i = op->nrof; 1558 i = op->nrof;
1617 1559
1618 if (QUERY_FLAG (op, FLAG_REMOVED)) 1560 if (QUERY_FLAG (op, FLAG_REMOVED))
1619 op->nrof -= i; 1561 op->nrof -= i;
1620 else if (op->env != NULL) 1562 else if (op->env)
1621 { 1563 {
1622 /* is this object in the players inventory, or sub container 1564 /* is this object in the players inventory, or sub container
1623 * therein? 1565 * therein?
1624 */ 1566 */
1625 tmp = is_player_inv (op->env); 1567 tmp = op->in_player ();
1626 /* nope. Is this a container the player has opened? 1568 /* nope. Is this a container the player has opened?
1627 * If so, set tmp to that player. 1569 * If so, set tmp to that player.
1628 * IMO, searching through all the players will mostly 1570 * IMO, searching through all the players will mostly
1629 * likely be quicker than following op->env to the map, 1571 * likely be quicker than following op->env to the map,
1630 * and then searching the map for a player. 1572 * and then searching the map for a player.
1631 */ 1573 */
1632 if (!tmp) 1574 if (!tmp)
1633 { 1575 for_all_players (pl)
1634 for (pl = first_player; pl; pl = pl->next)
1635 if (pl->ob->container == op->env) 1576 if (pl->ob->container == op->env)
1577 {
1578 tmp = pl->ob;
1636 break; 1579 break;
1637 if (pl)
1638 tmp = pl->ob;
1639 else
1640 tmp = NULL;
1641 } 1580 }
1642 1581
1643 if (i < op->nrof) 1582 if (i < op->nrof)
1644 { 1583 {
1645 sub_weight (op->env, op->weight * i); 1584 sub_weight (op->env, op->weight * i);
1646 op->nrof -= i; 1585 op->nrof -= i;
1647 if (tmp) 1586 if (tmp)
1648 {
1649 esrv_send_item (tmp, op); 1587 esrv_send_item (tmp, op);
1650 }
1651 } 1588 }
1652 else 1589 else
1653 { 1590 {
1654 op->remove (); 1591 op->remove ();
1655 op->nrof = 0; 1592 op->nrof = 0;
1656 if (tmp) 1593 if (tmp)
1657 {
1658 esrv_del_item (tmp->contr, op->count); 1594 esrv_del_item (tmp->contr, op->count);
1659 }
1660 } 1595 }
1661 } 1596 }
1662 else 1597 else
1663 { 1598 {
1664 object *above = op->above; 1599 object *above = op->above;
1670 op->remove (); 1605 op->remove ();
1671 op->nrof = 0; 1606 op->nrof = 0;
1672 } 1607 }
1673 1608
1674 /* Since we just removed op, op->above is null */ 1609 /* Since we just removed op, op->above is null */
1675 for (tmp = above; tmp != NULL; tmp = tmp->above) 1610 for (tmp = above; tmp; tmp = tmp->above)
1676 if (tmp->type == PLAYER) 1611 if (tmp->type == PLAYER)
1677 { 1612 {
1678 if (op->nrof) 1613 if (op->nrof)
1679 esrv_send_item (tmp, op); 1614 esrv_send_item (tmp, op);
1680 else 1615 else
1685 if (op->nrof) 1620 if (op->nrof)
1686 return op; 1621 return op;
1687 else 1622 else
1688 { 1623 {
1689 op->destroy (); 1624 op->destroy ();
1690 return NULL; 1625 return 0;
1691 } 1626 }
1692} 1627}
1693 1628
1694/* 1629/*
1695 * add_weight(object, weight) adds the specified weight to an object, 1630 * add_weight(object, weight) adds the specified weight to an object,
1696 * and also updates how much the environment(s) is/are carrying. 1631 * and also updates how much the environment(s) is/are carrying.
1697 */ 1632 */
1698
1699void 1633void
1700add_weight (object *op, signed long weight) 1634add_weight (object *op, signed long weight)
1701{ 1635{
1702 while (op != NULL) 1636 while (op != NULL)
1703 { 1637 {
1735 * inside the object environment. 1669 * inside the object environment.
1736 * 1670 *
1737 * The function returns now pointer to inserted item, and return value can 1671 * The function returns now pointer to inserted item, and return value can
1738 * be != op, if items are merged. -Tero 1672 * be != op, if items are merged. -Tero
1739 */ 1673 */
1740
1741object * 1674object *
1742object::insert (object *op) 1675object::insert (object *op)
1743{ 1676{
1744 object *tmp, *otmp; 1677 object *tmp, *otmp;
1745 1678
1755 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1688 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1756 CLEAR_FLAG (op, FLAG_REMOVED); 1689 CLEAR_FLAG (op, FLAG_REMOVED);
1757 if (op->nrof) 1690 if (op->nrof)
1758 { 1691 {
1759 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1692 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1760 if (CAN_MERGE (tmp, op)) 1693 if (object::can_merge (tmp, op))
1761 { 1694 {
1762 /* return the original object and remove inserted object 1695 /* return the original object and remove inserted object
1763 (client needs the original object) */ 1696 (client needs the original object) */
1764 tmp->nrof += op->nrof; 1697 tmp->nrof += op->nrof;
1765 /* Weight handling gets pretty funky. Since we are adding to 1698 /* Weight handling gets pretty funky. Since we are adding to
1783 add_weight (this, op->weight * op->nrof); 1716 add_weight (this, op->weight * op->nrof);
1784 } 1717 }
1785 else 1718 else
1786 add_weight (this, (op->weight + op->carrying)); 1719 add_weight (this, (op->weight + op->carrying));
1787 1720
1788 otmp = is_player_inv (this); 1721 otmp = this->in_player ();
1789 if (otmp && otmp->contr) 1722 if (otmp && otmp->contr)
1790 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1723 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1791 fix_player (otmp); 1724 otmp->update_stats ();
1792 1725
1793 op->map = NULL; 1726 op->map = 0;
1794 op->env = this; 1727 op->env = this;
1795 op->above = NULL; 1728 op->above = 0;
1796 op->below = NULL; 1729 op->below = 0;
1797 op->x = 0, op->y = 0; 1730 op->x = 0, op->y = 0;
1798 1731
1799 /* reset the light list and los of the players on the map */ 1732 /* reset the light list and los of the players on the map */
1800 if ((op->glow_radius != 0) && map) 1733 if ((op->glow_radius != 0) && map)
1801 { 1734 {
1802#ifdef DEBUG_LIGHTS 1735#ifdef DEBUG_LIGHTS
1803 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1736 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1804#endif /* DEBUG_LIGHTS */ 1737#endif /* DEBUG_LIGHTS */
1805 if (MAP_DARKNESS (map)) 1738 if (map->darkness)
1806 update_all_los (map, x, y); 1739 update_all_los (map, x, y);
1807 } 1740 }
1808 1741
1809 /* Client has no idea of ordering so lets not bother ordering it here. 1742 /* Client has no idea of ordering so lets not bother ordering it here.
1810 * It sure simplifies this function... 1743 * It sure simplifies this function...
1815 { 1748 {
1816 op->below = inv; 1749 op->below = inv;
1817 op->below->above = op; 1750 op->below->above = op;
1818 inv = op; 1751 inv = op;
1819 } 1752 }
1753
1754 INVOKE_OBJECT (INSERT, this);
1820 1755
1821 return op; 1756 return op;
1822} 1757}
1823 1758
1824/* 1759/*
1839 * 1774 *
1840 * MSW 2001-07-08: Check all objects on space, not just those below 1775 * MSW 2001-07-08: Check all objects on space, not just those below
1841 * object being inserted. insert_ob_in_map may not put new objects 1776 * object being inserted. insert_ob_in_map may not put new objects
1842 * on top. 1777 * on top.
1843 */ 1778 */
1844
1845int 1779int
1846check_move_on (object *op, object *originator) 1780check_move_on (object *op, object *originator)
1847{ 1781{
1848 object *tmp; 1782 object *tmp;
1849 maptile *m = op->map; 1783 maptile *m = op->map;
1876 1810
1877 /* The objects have to be checked from top to bottom. 1811 /* The objects have to be checked from top to bottom.
1878 * Hence, we first go to the top: 1812 * Hence, we first go to the top:
1879 */ 1813 */
1880 1814
1881 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1815 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1882 { 1816 {
1883 /* Trim the search when we find the first other spell effect 1817 /* Trim the search when we find the first other spell effect
1884 * this helps performance so that if a space has 50 spell objects, 1818 * this helps performance so that if a space has 50 spell objects,
1885 * we don't need to check all of them. 1819 * we don't need to check all of them.
1886 */ 1820 */
1904 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1838 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1905 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1839 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1906 { 1840 {
1907 1841
1908 float 1842 float
1909 diff = tmp->move_slow_penalty * FABS (op->speed); 1843 diff = tmp->move_slow_penalty * fabs (op->speed);
1910 1844
1911 if (op->type == PLAYER) 1845 if (op->type == PLAYER)
1912 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1846 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1913 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1847 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1914 diff /= 4.0; 1848 diff /= 4.0;
1941/* 1875/*
1942 * present_arch(arch, map, x, y) searches for any objects with 1876 * present_arch(arch, map, x, y) searches for any objects with
1943 * a matching archetype at the given map and coordinates. 1877 * a matching archetype at the given map and coordinates.
1944 * The first matching object is returned, or NULL if none. 1878 * The first matching object is returned, or NULL if none.
1945 */ 1879 */
1946
1947object * 1880object *
1948present_arch (const archetype *at, maptile *m, int x, int y) 1881present_arch (const archetype *at, maptile *m, int x, int y)
1949{ 1882{
1950 object *
1951 tmp;
1952
1953 if (m == NULL || out_of_map (m, x, y)) 1883 if (!m || out_of_map (m, x, y))
1954 { 1884 {
1955 LOG (llevError, "Present_arch called outside map.\n"); 1885 LOG (llevError, "Present_arch called outside map.\n");
1956 return NULL; 1886 return NULL;
1957 } 1887 }
1958 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1888
1889 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1959 if (tmp->arch == at) 1890 if (tmp->arch == at)
1960 return tmp; 1891 return tmp;
1892
1961 return NULL; 1893 return NULL;
1962} 1894}
1963 1895
1964/* 1896/*
1965 * present(type, map, x, y) searches for any objects with 1897 * present(type, map, x, y) searches for any objects with
1966 * a matching type variable at the given map and coordinates. 1898 * a matching type variable at the given map and coordinates.
1967 * The first matching object is returned, or NULL if none. 1899 * The first matching object is returned, or NULL if none.
1968 */ 1900 */
1969
1970object * 1901object *
1971present (unsigned char type, maptile *m, int x, int y) 1902present (unsigned char type, maptile *m, int x, int y)
1972{ 1903{
1973 object *
1974 tmp;
1975
1976 if (out_of_map (m, x, y)) 1904 if (out_of_map (m, x, y))
1977 { 1905 {
1978 LOG (llevError, "Present called outside map.\n"); 1906 LOG (llevError, "Present called outside map.\n");
1979 return NULL; 1907 return NULL;
1980 } 1908 }
1981 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1909
1910 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1982 if (tmp->type == type) 1911 if (tmp->type == type)
1983 return tmp; 1912 return tmp;
1913
1984 return NULL; 1914 return NULL;
1985} 1915}
1986 1916
1987/* 1917/*
1988 * present_in_ob(type, object) searches for any objects with 1918 * present_in_ob(type, object) searches for any objects with
1989 * a matching type variable in the inventory of the given object. 1919 * a matching type variable in the inventory of the given object.
1990 * The first matching object is returned, or NULL if none. 1920 * The first matching object is returned, or NULL if none.
1991 */ 1921 */
1992
1993object * 1922object *
1994present_in_ob (unsigned char type, const object *op) 1923present_in_ob (unsigned char type, const object *op)
1995{ 1924{
1996 object *
1997 tmp;
1998
1999 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1925 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2000 if (tmp->type == type) 1926 if (tmp->type == type)
2001 return tmp; 1927 return tmp;
1928
2002 return NULL; 1929 return NULL;
2003} 1930}
2004 1931
2005/* 1932/*
2006 * present_in_ob (type, str, object) searches for any objects with 1933 * present_in_ob (type, str, object) searches for any objects with
2014 * str is the string to match against. Note that we match against 1941 * str is the string to match against. Note that we match against
2015 * the object name, not the archetype name. this is so that the 1942 * the object name, not the archetype name. this is so that the
2016 * spell code can use one object type (force), but change it's name 1943 * spell code can use one object type (force), but change it's name
2017 * to be unique. 1944 * to be unique.
2018 */ 1945 */
2019
2020object * 1946object *
2021present_in_ob_by_name (int type, const char *str, const object *op) 1947present_in_ob_by_name (int type, const char *str, const object *op)
2022{ 1948{
2023 object *
2024 tmp;
2025
2026 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1949 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2027 {
2028 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1950 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2029 return tmp; 1951 return tmp;
2030 } 1952
2031 return NULL; 1953 return 0;
2032} 1954}
2033 1955
2034/* 1956/*
2035 * present_arch_in_ob(archetype, object) searches for any objects with 1957 * present_arch_in_ob(archetype, object) searches for any objects with
2036 * a matching archetype in the inventory of the given object. 1958 * a matching archetype in the inventory of the given object.
2037 * The first matching object is returned, or NULL if none. 1959 * The first matching object is returned, or NULL if none.
2038 */ 1960 */
2039
2040object * 1961object *
2041present_arch_in_ob (const archetype *at, const object *op) 1962present_arch_in_ob (const archetype *at, const object *op)
2042{ 1963{
2043 object *
2044 tmp;
2045
2046 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1964 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2047 if (tmp->arch == at) 1965 if (tmp->arch == at)
2048 return tmp; 1966 return tmp;
1967
2049 return NULL; 1968 return NULL;
2050} 1969}
2051 1970
2052/* 1971/*
2053 * activate recursively a flag on an object inventory 1972 * activate recursively a flag on an object inventory
2054 */ 1973 */
2055void 1974void
2056flag_inv (object *op, int flag) 1975flag_inv (object *op, int flag)
2057{ 1976{
2058 object *
2059 tmp;
2060
2061 if (op->inv) 1977 if (op->inv)
2062 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1978 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2063 { 1979 {
2064 SET_FLAG (tmp, flag); 1980 SET_FLAG (tmp, flag);
2065 flag_inv (tmp, flag); 1981 flag_inv (tmp, flag);
2066 } 1982 }
2067} /* 1983}
1984
1985/*
2068 * desactivate recursively a flag on an object inventory 1986 * deactivate recursively a flag on an object inventory
2069 */ 1987 */
2070void 1988void
2071unflag_inv (object *op, int flag) 1989unflag_inv (object *op, int flag)
2072{ 1990{
2073 object *
2074 tmp;
2075
2076 if (op->inv) 1991 if (op->inv)
2077 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1992 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2078 { 1993 {
2079 CLEAR_FLAG (tmp, flag); 1994 CLEAR_FLAG (tmp, flag);
2080 unflag_inv (tmp, flag); 1995 unflag_inv (tmp, flag);
2081 } 1996 }
2082} 1997}
2085 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 2000 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2086 * all it's inventory (recursively). 2001 * all it's inventory (recursively).
2087 * If checksums are used, a player will get set_cheat called for 2002 * If checksums are used, a player will get set_cheat called for
2088 * him/her-self and all object carried by a call to this function. 2003 * him/her-self and all object carried by a call to this function.
2089 */ 2004 */
2090
2091void 2005void
2092set_cheat (object *op) 2006set_cheat (object *op)
2093{ 2007{
2094 SET_FLAG (op, FLAG_WAS_WIZ); 2008 SET_FLAG (op, FLAG_WAS_WIZ);
2095 flag_inv (op, FLAG_WAS_WIZ); 2009 flag_inv (op, FLAG_WAS_WIZ);
2114 * because arch_blocked (now ob_blocked) needs to know the movement type 2028 * because arch_blocked (now ob_blocked) needs to know the movement type
2115 * to know if the space in question will block the object. We can't use 2029 * to know if the space in question will block the object. We can't use
2116 * the archetype because that isn't correct if the monster has been 2030 * the archetype because that isn't correct if the monster has been
2117 * customized, changed states, etc. 2031 * customized, changed states, etc.
2118 */ 2032 */
2119
2120int 2033int
2121find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 2034find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2122{ 2035{
2123 int
2124 i,
2125 index = 0, flag; 2036 int index = 0, flag;
2126 static int
2127 altern[SIZEOFFREE]; 2037 int altern[SIZEOFFREE];
2128 2038
2129 for (i = start; i < stop; i++) 2039 for (int i = start; i < stop; i++)
2130 { 2040 {
2131 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2041 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2132 if (!flag) 2042 if (!flag)
2133 altern[index++] = i; 2043 altern [index++] = i;
2134 2044
2135 /* Basically, if we find a wall on a space, we cut down the search size. 2045 /* Basically, if we find a wall on a space, we cut down the search size.
2136 * In this way, we won't return spaces that are on another side of a wall. 2046 * In this way, we won't return spaces that are on another side of a wall.
2137 * This mostly work, but it cuts down the search size in all directions - 2047 * This mostly work, but it cuts down the search size in all directions -
2138 * if the space being examined only has a wall to the north and empty 2048 * if the space being examined only has a wall to the north and empty
2139 * spaces in all the other directions, this will reduce the search space 2049 * spaces in all the other directions, this will reduce the search space
2140 * to only the spaces immediately surrounding the target area, and 2050 * to only the spaces immediately surrounding the target area, and
2141 * won't look 2 spaces south of the target space. 2051 * won't look 2 spaces south of the target space.
2142 */ 2052 */
2143 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 2053 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2144 stop = maxfree[i]; 2054 stop = maxfree[i];
2145 } 2055 }
2056
2146 if (!index) 2057 if (!index)
2147 return -1; 2058 return -1;
2059
2148 return altern[RANDOM () % index]; 2060 return altern [rndm (index)];
2149} 2061}
2150 2062
2151/* 2063/*
2152 * find_first_free_spot(archetype, maptile, x, y) works like 2064 * find_first_free_spot(archetype, maptile, x, y) works like
2153 * find_free_spot(), but it will search max number of squares. 2065 * find_free_spot(), but it will search max number of squares.
2154 * But it will return the first available spot, not a random choice. 2066 * But it will return the first available spot, not a random choice.
2155 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2067 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2156 */ 2068 */
2157
2158int 2069int
2159find_first_free_spot (const object *ob, maptile *m, int x, int y) 2070find_first_free_spot (const object *ob, maptile *m, int x, int y)
2160{ 2071{
2161 int
2162 i;
2163
2164 for (i = 0; i < SIZEOFFREE; i++) 2072 for (int i = 0; i < SIZEOFFREE; i++)
2165 {
2166 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2073 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2167 return i; 2074 return i;
2168 } 2075
2169 return -1; 2076 return -1;
2170} 2077}
2171 2078
2172/* 2079/*
2173 * The function permute(arr, begin, end) randomly reorders the array 2080 * The function permute(arr, begin, end) randomly reorders the array
2174 * arr[begin..end-1]. 2081 * arr[begin..end-1].
2082 * now uses a fisher-yates shuffle, old permute was broken
2175 */ 2083 */
2176static void 2084static void
2177permute (int *arr, int begin, int end) 2085permute (int *arr, int begin, int end)
2178{ 2086{
2179 int 2087 arr += begin;
2180 i,
2181 j,
2182 tmp,
2183 len;
2184
2185 len = end - begin; 2088 end -= begin;
2186 for (i = begin; i < end; i++)
2187 {
2188 j = begin + RANDOM () % len;
2189 2089
2190 tmp = arr[i]; 2090 while (--end)
2191 arr[i] = arr[j]; 2091 swap (arr [end], arr [rndm (end + 1)]);
2192 arr[j] = tmp;
2193 }
2194} 2092}
2195 2093
2196/* new function to make monster searching more efficient, and effective! 2094/* new function to make monster searching more efficient, and effective!
2197 * This basically returns a randomized array (in the passed pointer) of 2095 * This basically returns a randomized array (in the passed pointer) of
2198 * the spaces to find monsters. In this way, it won't always look for 2096 * the spaces to find monsters. In this way, it won't always look for
2201 * the 3x3 area will be searched, just not in a predictable order. 2099 * the 3x3 area will be searched, just not in a predictable order.
2202 */ 2100 */
2203void 2101void
2204get_search_arr (int *search_arr) 2102get_search_arr (int *search_arr)
2205{ 2103{
2206 int 2104 int i;
2207 i;
2208 2105
2209 for (i = 0; i < SIZEOFFREE; i++) 2106 for (i = 0; i < SIZEOFFREE; i++)
2210 {
2211 search_arr[i] = i; 2107 search_arr[i] = i;
2212 }
2213 2108
2214 permute (search_arr, 1, SIZEOFFREE1 + 1); 2109 permute (search_arr, 1, SIZEOFFREE1 + 1);
2215 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2110 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2216 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2111 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2217} 2112}
2226 * Perhaps incorrectly, but I'm making the assumption that exclude 2121 * Perhaps incorrectly, but I'm making the assumption that exclude
2227 * is actually want is going to try and move there. We need this info 2122 * is actually want is going to try and move there. We need this info
2228 * because we have to know what movement the thing looking to move 2123 * because we have to know what movement the thing looking to move
2229 * there is capable of. 2124 * there is capable of.
2230 */ 2125 */
2231
2232int 2126int
2233find_dir (maptile *m, int x, int y, object *exclude) 2127find_dir (maptile *m, int x, int y, object *exclude)
2234{ 2128{
2235 int
2236 i,
2237 max = SIZEOFFREE, mflags; 2129 int i, max = SIZEOFFREE, mflags;
2238 2130
2239 sint16 nx, ny; 2131 sint16 nx, ny;
2240 object * 2132 object *tmp;
2241 tmp;
2242 maptile * 2133 maptile *mp;
2243 mp;
2244 2134
2245 MoveType blocked, move_type; 2135 MoveType blocked, move_type;
2246 2136
2247 if (exclude && exclude->head) 2137 if (exclude && exclude->head)
2248 { 2138 {
2260 mp = m; 2150 mp = m;
2261 nx = x + freearr_x[i]; 2151 nx = x + freearr_x[i];
2262 ny = y + freearr_y[i]; 2152 ny = y + freearr_y[i];
2263 2153
2264 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2154 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2155
2265 if (mflags & P_OUT_OF_MAP) 2156 if (mflags & P_OUT_OF_MAP)
2266 {
2267 max = maxfree[i]; 2157 max = maxfree[i];
2268 }
2269 else 2158 else
2270 { 2159 {
2271 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2160 mapspace &ms = mp->at (nx, ny);
2161
2162 blocked = ms.move_block;
2272 2163
2273 if ((move_type & blocked) == move_type) 2164 if ((move_type & blocked) == move_type)
2274 {
2275 max = maxfree[i]; 2165 max = maxfree[i];
2276 }
2277 else if (mflags & P_IS_ALIVE) 2166 else if (mflags & P_IS_ALIVE)
2278 { 2167 {
2279 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2168 for (tmp = ms.bot; tmp; tmp = tmp->above)
2280 { 2169 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2281 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2170 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2282 {
2283 break; 2171 break;
2284 } 2172
2285 }
2286 if (tmp) 2173 if (tmp)
2287 {
2288 return freedir[i]; 2174 return freedir[i];
2289 }
2290 } 2175 }
2291 } 2176 }
2292 } 2177 }
2178
2293 return 0; 2179 return 0;
2294} 2180}
2295 2181
2296/* 2182/*
2297 * distance(object 1, object 2) will return the square of the 2183 * distance(object 1, object 2) will return the square of the
2298 * distance between the two given objects. 2184 * distance between the two given objects.
2299 */ 2185 */
2300
2301int 2186int
2302distance (const object *ob1, const object *ob2) 2187distance (const object *ob1, const object *ob2)
2303{ 2188{
2304 int
2305 i;
2306
2307 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2189 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2308 return i;
2309} 2190}
2310 2191
2311/* 2192/*
2312 * find_dir_2(delta-x,delta-y) will return a direction in which 2193 * find_dir_2(delta-x,delta-y) will return a direction in which
2313 * an object which has subtracted the x and y coordinates of another 2194 * an object which has subtracted the x and y coordinates of another
2314 * object, needs to travel toward it. 2195 * object, needs to travel toward it.
2315 */ 2196 */
2316
2317int 2197int
2318find_dir_2 (int x, int y) 2198find_dir_2 (int x, int y)
2319{ 2199{
2320 int 2200 int q;
2321 q;
2322 2201
2323 if (y) 2202 if (y)
2324 q = x * 100 / y; 2203 q = x * 100 / y;
2325 else if (x) 2204 else if (x)
2326 q = -300 * x; 2205 q = -300 * x;
2351 2230
2352 return 3; 2231 return 3;
2353} 2232}
2354 2233
2355/* 2234/*
2356 * absdir(int): Returns a number between 1 and 8, which represent
2357 * the "absolute" direction of a number (it actually takes care of
2358 * "overflow" in previous calculations of a direction).
2359 */
2360
2361int
2362absdir (int d)
2363{
2364 while (d < 1)
2365 d += 8;
2366 while (d > 8)
2367 d -= 8;
2368 return d;
2369}
2370
2371/*
2372 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2235 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2373 * between two directions (which are expected to be absolute (see absdir()) 2236 * between two directions (which are expected to be absolute (see absdir())
2374 */ 2237 */
2375
2376int 2238int
2377dirdiff (int dir1, int dir2) 2239dirdiff (int dir1, int dir2)
2378{ 2240{
2379 int 2241 int d;
2380 d;
2381 2242
2382 d = abs (dir1 - dir2); 2243 d = abs (dir1 - dir2);
2383 if (d > 4) 2244 if (d > 4)
2384 d = 8 - d; 2245 d = 8 - d;
2246
2385 return d; 2247 return d;
2386} 2248}
2387 2249
2388/* peterm: 2250/* peterm:
2389 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2251 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2392 * This basically means that if direction is 15, then it could either go 2254 * This basically means that if direction is 15, then it could either go
2393 * direction 4, 14, or 16 to get back to where we are. 2255 * direction 4, 14, or 16 to get back to where we are.
2394 * Moved from spell_util.c to object.c with the other related direction 2256 * Moved from spell_util.c to object.c with the other related direction
2395 * functions. 2257 * functions.
2396 */ 2258 */
2397
2398int
2399 reduction_dir[SIZEOFFREE][3] = { 2259int reduction_dir[SIZEOFFREE][3] = {
2400 {0, 0, 0}, /* 0 */ 2260 {0, 0, 0}, /* 0 */
2401 {0, 0, 0}, /* 1 */ 2261 {0, 0, 0}, /* 1 */
2402 {0, 0, 0}, /* 2 */ 2262 {0, 0, 0}, /* 2 */
2403 {0, 0, 0}, /* 3 */ 2263 {0, 0, 0}, /* 3 */
2404 {0, 0, 0}, /* 4 */ 2264 {0, 0, 0}, /* 4 */
2452 * find a path to that monster that we found. If not, 2312 * find a path to that monster that we found. If not,
2453 * we don't bother going toward it. Returns 1 if we 2313 * we don't bother going toward it. Returns 1 if we
2454 * can see a direct way to get it 2314 * can see a direct way to get it
2455 * Modified to be map tile aware -.MSW 2315 * Modified to be map tile aware -.MSW
2456 */ 2316 */
2457
2458
2459int 2317int
2460can_see_monsterP (maptile *m, int x, int y, int dir) 2318can_see_monsterP (maptile *m, int x, int y, int dir)
2461{ 2319{
2462 sint16 dx, dy; 2320 sint16 dx, dy;
2463 int
2464 mflags; 2321 int mflags;
2465 2322
2466 if (dir < 0) 2323 if (dir < 0)
2467 return 0; /* exit condition: invalid direction */ 2324 return 0; /* exit condition: invalid direction */
2468 2325
2469 dx = x + freearr_x[dir]; 2326 dx = x + freearr_x[dir];
2482 return 0; 2339 return 0;
2483 2340
2484 /* yes, can see. */ 2341 /* yes, can see. */
2485 if (dir < 9) 2342 if (dir < 9)
2486 return 1; 2343 return 1;
2344
2487 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2345 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2488 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]); 2346 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2347 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2489} 2348}
2490
2491
2492 2349
2493/* 2350/*
2494 * can_pick(picker, item): finds out if an object is possible to be 2351 * can_pick(picker, item): finds out if an object is possible to be
2495 * picked up by the picker. Returnes 1 if it can be 2352 * picked up by the picker. Returnes 1 if it can be
2496 * picked up, otherwise 0. 2353 * picked up, otherwise 0.
2507 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2364 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2508 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2365 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2509 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2366 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2510} 2367}
2511 2368
2512
2513/* 2369/*
2514 * create clone from object to another 2370 * create clone from object to another
2515 */ 2371 */
2516object * 2372object *
2517object_create_clone (object *asrc) 2373object_create_clone (object *asrc)
2536 { 2392 {
2537 dst = tmp; 2393 dst = tmp;
2538 tmp->head = 0; 2394 tmp->head = 0;
2539 } 2395 }
2540 else 2396 else
2541 {
2542 tmp->head = dst; 2397 tmp->head = dst;
2543 }
2544 2398
2545 tmp->more = 0; 2399 tmp->more = 0;
2546 2400
2547 if (prev) 2401 if (prev)
2548 prev->more = tmp; 2402 prev->more = tmp;
2552 2406
2553 for (item = src->inv; item; item = item->below) 2407 for (item = src->inv; item; item = item->below)
2554 insert_ob_in_ob (object_create_clone (item), dst); 2408 insert_ob_in_ob (object_create_clone (item), dst);
2555 2409
2556 return dst; 2410 return dst;
2557}
2558
2559/* GROS - Creates an object using a string representing its content. */
2560/* Basically, we save the content of the string to a temp file, then call */
2561/* load_object on it. I admit it is a highly inefficient way to make things, */
2562/* but it was simple to make and allows reusing the load_object function. */
2563/* Remember not to use load_object_str in a time-critical situation. */
2564/* Also remember that multiparts objects are not supported for now. */
2565
2566object *
2567load_object_str (const char *obstr)
2568{
2569 object *op;
2570 char filename[MAX_BUF];
2571
2572 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2573
2574 FILE *tempfile = fopen (filename, "w");
2575
2576 if (tempfile == NULL)
2577 {
2578 LOG (llevError, "Error - Unable to access load object temp file\n");
2579 return NULL;
2580 }
2581
2582 fprintf (tempfile, obstr);
2583 fclose (tempfile);
2584
2585 op = object::create ();
2586
2587 object_thawer thawer (filename);
2588
2589 if (thawer)
2590 load_object (thawer, op, 0);
2591
2592 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2593 CLEAR_FLAG (op, FLAG_REMOVED);
2594
2595 return op;
2596} 2411}
2597 2412
2598/* This returns the first object in who's inventory that 2413/* This returns the first object in who's inventory that
2599 * has the same type and subtype match. 2414 * has the same type and subtype match.
2600 * returns NULL if no match. 2415 * returns NULL if no match.
2601 */ 2416 */
2602object * 2417object *
2603find_obj_by_type_subtype (const object *who, int type, int subtype) 2418find_obj_by_type_subtype (const object *who, int type, int subtype)
2604{ 2419{
2605 object *tmp;
2606
2607 for (tmp = who->inv; tmp; tmp = tmp->below) 2420 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2608 if (tmp->type == type && tmp->subtype == subtype) 2421 if (tmp->type == type && tmp->subtype == subtype)
2609 return tmp; 2422 return tmp;
2610 2423
2611 return NULL; 2424 return 0;
2612} 2425}
2613 2426
2614/* If ob has a field named key, return the link from the list, 2427/* If ob has a field named key, return the link from the list,
2615 * otherwise return NULL. 2428 * otherwise return NULL.
2616 * 2429 *
2618 * do the desired thing. 2431 * do the desired thing.
2619 */ 2432 */
2620key_value * 2433key_value *
2621get_ob_key_link (const object *ob, const char *key) 2434get_ob_key_link (const object *ob, const char *key)
2622{ 2435{
2623 key_value *link;
2624
2625 for (link = ob->key_values; link != NULL; link = link->next) 2436 for (key_value *link = ob->key_values; link; link = link->next)
2626 if (link->key == key) 2437 if (link->key == key)
2627 return link; 2438 return link;
2628 2439
2629 return NULL; 2440 return 0;
2630} 2441}
2631 2442
2632/* 2443/*
2633 * Returns the value of op has an extra_field for key, or NULL. 2444 * Returns the value of op has an extra_field for key, or NULL.
2634 * 2445 *
2659 if (link->key == canonical_key) 2470 if (link->key == canonical_key)
2660 return link->value; 2471 return link->value;
2661 2472
2662 return 0; 2473 return 0;
2663} 2474}
2664
2665 2475
2666/* 2476/*
2667 * Updates the canonical_key in op to value. 2477 * Updates the canonical_key in op to value.
2668 * 2478 *
2669 * canonical_key is a shared string (value doesn't have to be). 2479 * canonical_key is a shared string (value doesn't have to be).
2674 * Returns TRUE on success. 2484 * Returns TRUE on success.
2675 */ 2485 */
2676int 2486int
2677set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) 2487set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2678{ 2488{
2679 key_value *
2680 field = NULL, *last = NULL; 2489 key_value *field = NULL, *last = NULL;
2681 2490
2682 for (field = op->key_values; field != NULL; field = field->next) 2491 for (field = op->key_values; field != NULL; field = field->next)
2683 { 2492 {
2684 if (field->key != canonical_key) 2493 if (field->key != canonical_key)
2685 { 2494 {
2713 /* IF we get here, key doesn't exist */ 2522 /* IF we get here, key doesn't exist */
2714 2523
2715 /* No field, we'll have to add it. */ 2524 /* No field, we'll have to add it. */
2716 2525
2717 if (!add_key) 2526 if (!add_key)
2718 {
2719 return FALSE; 2527 return FALSE;
2720 } 2528
2721 /* There isn't any good reason to store a null 2529 /* There isn't any good reason to store a null
2722 * value in the key/value list. If the archetype has 2530 * value in the key/value list. If the archetype has
2723 * this key, then we should also have it, so shouldn't 2531 * this key, then we should also have it, so shouldn't
2724 * be here. If user wants to store empty strings, 2532 * be here. If user wants to store empty strings,
2725 * should pass in "" 2533 * should pass in ""
2774 } 2582 }
2775 else 2583 else
2776 item = item->env; 2584 item = item->env;
2777} 2585}
2778 2586
2587
2588const char *
2589object::flag_desc (char *desc, int len) const
2590{
2591 char *p = desc;
2592 bool first = true;
2593
2594 *p = 0;
2595
2596 for (int i = 0; i < NUM_FLAGS; i++)
2597 {
2598 if (len <= 10) // magic constant!
2599 {
2600 snprintf (p, len, ",...");
2601 break;
2602 }
2603
2604 if (flag [i])
2605 {
2606 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2607 len -= cnt;
2608 p += cnt;
2609 first = false;
2610 }
2611 }
2612
2613 return desc;
2614}
2615
2779// return a suitable string describing an objetc in enough detail to find it 2616// return a suitable string describing an object in enough detail to find it
2780const char * 2617const char *
2781object::debug_desc (char *info) const 2618object::debug_desc (char *info) const
2782{ 2619{
2620 char flagdesc[512];
2783 char info2[256 * 3]; 2621 char info2[256 * 4];
2784 char *p = info; 2622 char *p = info;
2785 2623
2786 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2624 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2787 count, 2625 count, uuid.seq,
2788 &name, 2626 &name,
2789 title ? " " : "", 2627 title ? "\",title:\"" : "",
2790 title ? (const char *)title : ""); 2628 title ? (const char *)title : "",
2629 flag_desc (flagdesc, 512), type);
2791 2630
2792 if (env) 2631 if (env)
2793 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2632 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2794 2633
2795 if (map) 2634 if (map)
2796 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2635 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2797 2636
2798 return info; 2637 return info;
2799} 2638}
2800 2639
2801const char * 2640const char *
2802object::debug_desc () const 2641object::debug_desc () const
2803{ 2642{
2804 static char info[256 * 3]; 2643 static char info[3][256 * 4];
2644 static int info_idx;
2645
2805 return debug_desc (info); 2646 return debug_desc (info [++info_idx % 3]);
2806} 2647}
2807 2648
2649struct region *
2650object::region () const
2651{
2652 return map ? map->region (x, y)
2653 : region::default_region ();
2654}
2655
2656const materialtype_t *
2657object::dominant_material () const
2658{
2659 if (materialtype_t *mat = name_to_material (materialname))
2660 return mat;
2661
2662 // omfg this is slow, this has to be temporary :)
2663 shstr unknown ("unknown");
2664
2665 return name_to_material (unknown);
2666}
2667
2668void
2669object::open_container (object *new_container)
2670{
2671 if (container == new_container)
2672 return;
2673
2674 if (object *old_container = container)
2675 {
2676 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2677 return;
2678
2679#if 0
2680 // remove the "Close old_container" object.
2681 if (object *closer = old_container->inv)
2682 if (closer->type == CLOSE_CON)
2683 closer->destroy ();
2684#endif
2685
2686 old_container->flag [FLAG_APPLIED] = 0;
2687 container = 0;
2688
2689 esrv_update_item (UPD_FLAGS, this, old_container);
2690 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2691 }
2692
2693 if (new_container)
2694 {
2695 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2696 return;
2697
2698 // TODO: this does not seem to serve any purpose anymore?
2699#if 0
2700 // insert the "Close Container" object.
2701 if (archetype *closer = new_container->other_arch)
2702 {
2703 object *closer = arch_to_object (new_container->other_arch);
2704 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2705 new_container->insert (closer);
2706 }
2707#endif
2708
2709 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2710
2711 new_container->flag [FLAG_APPLIED] = 1;
2712 container = new_container;
2713
2714 esrv_update_item (UPD_FLAGS, this, new_container);
2715 esrv_send_inventory (this, new_container);
2716 }
2717}
2718
2719

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines