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Comparing deliantra/server/common/object.C (file contents):
Revision 1.79 by root, Sat Dec 23 06:30:49 2006 UTC vs.
Revision 1.122 by root, Wed Jan 24 22:42:48 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game for X-windows
3 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 21 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail at <crossfire@schmorp.de>
22*/ 23 */
23 24
24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
25 sub/add_weight will transcend the environment updating the carrying 26 sub/add_weight will transcend the environment updating the carrying
26 variable. */ 27 variable. */
27#include <global.h> 28#include <global.h>
36 37
37int nrofallocobjects = 0; 38int nrofallocobjects = 0;
38static UUID uuid; 39static UUID uuid;
39const uint64 UUID_SKIP = 1<<19; 40const uint64 UUID_SKIP = 1<<19;
40 41
41object *active_objects; /* List of active objects that need to be processed */ 42objectvec objects;
43activevec actives;
42 44
43short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 45short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
44 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 46 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
45}; 47};
46short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 48short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
141 * objects with lists are rare, and lists stay short. If not, use a 143 * objects with lists are rare, and lists stay short. If not, use a
142 * different structure or at least keep the lists sorted... 144 * different structure or at least keep the lists sorted...
143 */ 145 */
144 146
145 /* For each field in wants, */ 147 /* For each field in wants, */
146 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) 148 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
147 { 149 {
148 key_value *has_field; 150 key_value *has_field;
149 151
150 /* Look for a field in has with the same key. */ 152 /* Look for a field in has with the same key. */
151 has_field = get_ob_key_link (has, wants_field->key); 153 has_field = get_ob_key_link (has, wants_field->key);
190 * Check nrof variable *before* calling can_merge() 192 * Check nrof variable *before* calling can_merge()
191 * 193 *
192 * Improvements made with merge: Better checking on potion, and also 194 * Improvements made with merge: Better checking on potion, and also
193 * check weight 195 * check weight
194 */ 196 */
195
196bool object::can_merge_slow (object *ob1, object *ob2) 197bool object::can_merge_slow (object *ob1, object *ob2)
197{ 198{
198 /* A couple quicksanity checks */ 199 /* A couple quicksanity checks */
199 if (ob1 == ob2 200 if (ob1 == ob2
200 || ob1->type != ob2->type 201 || ob1->type != ob2->type
221 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 222 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
222 223
223 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 224 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
224 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 225 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
225 226
226 if ((ob1->flags ^ ob2->flags).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any () 227 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
227 || ob1->arch != ob2->arch 228 || ob1->arch != ob2->arch
228 || ob1->name != ob2->name 229 || ob1->name != ob2->name
229 || ob1->title != ob2->title 230 || ob1->title != ob2->title
230 || ob1->msg != ob2->msg 231 || ob1->msg != ob2->msg
231 || ob1->weight != ob2->weight 232 || ob1->weight != ob2->weight
277 278
278 /* Note sure why the following is the case - either the object has to 279 /* Note sure why the following is the case - either the object has to
279 * be animated or have a very low speed. Is this an attempted monster 280 * be animated or have a very low speed. Is this an attempted monster
280 * check? 281 * check?
281 */ 282 */
282 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 283 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
283 return 0; 284 return 0;
284 285
285 switch (ob1->type) 286 switch (ob1->type)
286 { 287 {
287 case SCROLL: 288 case SCROLL:
364{ 365{
365 if (!op) 366 if (!op)
366 return strdup ("[NULLOBJ]"); 367 return strdup ("[NULLOBJ]");
367 368
368 object_freezer freezer; 369 object_freezer freezer;
369 save_object (freezer, op, 3); 370 save_object (freezer, op, 1);
370 return freezer.as_string (); 371 return freezer.as_string ();
371} 372}
372 373
373/* 374/*
374 * get_nearest_part(multi-object, object 2) returns the part of the 375 * get_nearest_part(multi-object, object 2) returns the part of the
391} 392}
392 393
393/* 394/*
394 * Returns the object which has the count-variable equal to the argument. 395 * Returns the object which has the count-variable equal to the argument.
395 */ 396 */
396
397object * 397object *
398find_object (tag_t i) 398find_object (tag_t i)
399{ 399{
400 for (object *op = object::first; op; op = op->next) 400 for_all_objects (op)
401 if (op->count == i) 401 if (op->count == i)
402 return op; 402 return op;
403 403
404 return 0; 404 return 0;
405} 405}
406 406
407/* 407/*
408 * Returns the first object which has a name equal to the argument. 408 * Returns the first object which has a name equal to the argument.
409 * Used only by the patch command, but not all that useful. 409 * Used only by the patch command, but not all that useful.
410 * Enables features like "patch <name-of-other-player> food 999" 410 * Enables features like "patch <name-of-other-player> food 999"
411 */ 411 */
412
413object * 412object *
414find_object_name (const char *str) 413find_object_name (const char *str)
415{ 414{
416 shstr_cmp str_ (str); 415 shstr_cmp str_ (str);
417 object *op; 416 object *op;
418 417
419 for (op = object::first; op != NULL; op = op->next) 418 for_all_objects (op)
420 if (op->name == str_) 419 if (op->name == str_)
421 break; 420 break;
422 421
423 return op; 422 return op;
424} 423}
483 bool is_freed = QUERY_FLAG (dst, FLAG_FREED); 482 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
484 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED); 483 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
485 484
486 *(object_copy *)dst = *this; 485 *(object_copy *)dst = *this;
487 486
488 if (self || cb)
489 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (dst));
490
491 if (is_freed) 487 if (is_freed)
492 SET_FLAG (dst, FLAG_FREED); 488 SET_FLAG (dst, FLAG_FREED);
493 489
494 if (is_removed) 490 if (is_removed)
495 SET_FLAG (dst, FLAG_REMOVED); 491 SET_FLAG (dst, FLAG_REMOVED);
496 492
497 if (speed < 0) 493 if (speed < 0)
498 dst->speed_left = speed_left - RANDOM () % 200 / 100.0; 494 dst->speed_left = speed_left - rndm ();
499 495
500 /* Copy over key_values, if any. */ 496 /* Copy over key_values, if any. */
501 if (key_values) 497 if (key_values)
502 { 498 {
503 key_value *tail = 0; 499 key_value *tail = 0;
525 tail = new_link; 521 tail = new_link;
526 } 522 }
527 } 523 }
528 } 524 }
529 525
530 update_ob_speed (dst); 526 dst->set_speed (dst->speed);
531} 527}
532 528
533object * 529object *
534object::clone () 530object::clone ()
535{ 531{
541/* 537/*
542 * If an object with the IS_TURNABLE() flag needs to be turned due 538 * If an object with the IS_TURNABLE() flag needs to be turned due
543 * to the closest player being on the other side, this function can 539 * to the closest player being on the other side, this function can
544 * be called to update the face variable, _and_ how it looks on the map. 540 * be called to update the face variable, _and_ how it looks on the map.
545 */ 541 */
546
547void 542void
548update_turn_face (object *op) 543update_turn_face (object *op)
549{ 544{
550 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 545 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
551 return; 546 return;
547
552 SET_ANIMATION (op, op->direction); 548 SET_ANIMATION (op, op->direction);
553 update_object (op, UP_OBJ_FACE); 549 update_object (op, UP_OBJ_FACE);
554} 550}
555 551
556/* 552/*
557 * Updates the speed of an object. If the speed changes from 0 to another 553 * Updates the speed of an object. If the speed changes from 0 to another
558 * value, or vice versa, then add/remove the object from the active list. 554 * value, or vice versa, then add/remove the object from the active list.
559 * This function needs to be called whenever the speed of an object changes. 555 * This function needs to be called whenever the speed of an object changes.
560 */ 556 */
561void 557void
562update_ob_speed (object *op) 558object::set_speed (float speed)
563{ 559{
564 extern int arch_init; 560 if (flag [FLAG_FREED] && speed)
565
566 /* No reason putting the archetypes objects on the speed list,
567 * since they never really need to be updated.
568 */
569
570 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
571 { 561 {
572 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 562 LOG (llevError, "Object %s is freed but has speed.\n", &name);
573#ifdef MANY_CORES
574 abort ();
575#else
576 op->speed = 0; 563 speed = 0;
577#endif
578 }
579
580 if (arch_init)
581 return;
582
583 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
584 { 564 }
585 /* If already on active list, don't do anything */
586 if (op->active_next || op->active_prev || op == active_objects)
587 return;
588 565
589 /* process_events() expects us to insert the object at the beginning 566 this->speed = speed;
590 * of the list. */
591 op->active_next = active_objects;
592 567
593 if (op->active_next != NULL) 568 if (has_active_speed ())
594 op->active_next->active_prev = op; 569 activate ();
595
596 active_objects = op;
597 }
598 else 570 else
599 { 571 deactivate ();
600 /* If not on the active list, nothing needs to be done */
601 if (!op->active_next && !op->active_prev && op != active_objects)
602 return;
603
604 if (op->active_prev == NULL)
605 {
606 active_objects = op->active_next;
607
608 if (op->active_next != NULL)
609 op->active_next->active_prev = NULL;
610 }
611 else
612 {
613 op->active_prev->active_next = op->active_next;
614
615 if (op->active_next)
616 op->active_next->active_prev = op->active_prev;
617 }
618
619 op->active_next = NULL;
620 op->active_prev = NULL;
621 }
622}
623
624/* This function removes object 'op' from the list of active
625 * objects.
626 * This should only be used for style maps or other such
627 * reference maps where you don't want an object that isn't
628 * in play chewing up cpu time getting processed.
629 * The reverse of this is to call update_ob_speed, which
630 * will do the right thing based on the speed of the object.
631 */
632void
633remove_from_active_list (object *op)
634{
635 /* If not on the active list, nothing needs to be done */
636 if (!op->active_next && !op->active_prev && op != active_objects)
637 return;
638
639 if (op->active_prev == NULL)
640 {
641 active_objects = op->active_next;
642 if (op->active_next != NULL)
643 op->active_next->active_prev = NULL;
644 }
645 else
646 {
647 op->active_prev->active_next = op->active_next;
648 if (op->active_next)
649 op->active_next->active_prev = op->active_prev;
650 }
651 op->active_next = NULL;
652 op->active_prev = NULL;
653} 572}
654 573
655/* 574/*
656 * update_object() updates the the map. 575 * update_object() updates the the map.
657 * It takes into account invisible objects (and represent squares covered 576 * It takes into account invisible objects (and represent squares covered
694 */ 613 */
695 if (!op->map || op->map->in_memory == MAP_SAVING) 614 if (!op->map || op->map->in_memory == MAP_SAVING)
696 return; 615 return;
697 616
698 /* make sure the object is within map boundaries */ 617 /* make sure the object is within map boundaries */
699 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map)) 618 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
700 { 619 {
701 LOG (llevError, "update_object() called for object out of map!\n"); 620 LOG (llevError, "update_object() called for object out of map!\n");
702#ifdef MANY_CORES 621#ifdef MANY_CORES
703 abort (); 622 abort ();
704#endif 623#endif
705 return; 624 return;
706 } 625 }
707 626
708 mapspace &m = op->ms (); 627 mapspace &m = op->ms ();
709 628
710 if (m.flags_ & P_NEED_UPDATE) 629 if (!(m.flags_ & P_UPTODATE))
711 /* nop */; 630 /* nop */;
712 else if (action == UP_OBJ_INSERT) 631 else if (action == UP_OBJ_INSERT)
713 { 632 {
714 // this is likely overkill, TODO: revisit (schmorp) 633 // this is likely overkill, TODO: revisit (schmorp)
715 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 634 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
724 /* This isn't perfect, but I don't expect a lot of objects to 643 /* This isn't perfect, but I don't expect a lot of objects to
725 * to have move_allow right now. 644 * to have move_allow right now.
726 */ 645 */
727 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 646 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
728 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 647 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
729 m.flags_ = P_NEED_UPDATE; 648 m.flags_ = 0;
730 } 649 }
731 /* if the object is being removed, we can't make intelligent 650 /* if the object is being removed, we can't make intelligent
732 * decisions, because remove_ob can't really pass the object 651 * decisions, because remove_ob can't really pass the object
733 * that is being removed. 652 * that is being removed.
734 */ 653 */
735 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 654 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
736 m.flags_ = P_NEED_UPDATE; 655 m.flags_ = 0;
737 else if (action == UP_OBJ_FACE) 656 else if (action == UP_OBJ_FACE)
738 /* Nothing to do for that case */ ; 657 /* Nothing to do for that case */ ;
739 else 658 else
740 LOG (llevError, "update_object called with invalid action: %d\n", action); 659 LOG (llevError, "update_object called with invalid action: %d\n", action);
741 660
742 if (op->more) 661 if (op->more)
743 update_object (op->more, action); 662 update_object (op->more, action);
744} 663}
745 664
746object::vector object::mortals;
747object::vector object::objects; // not yet used
748object *object::first;
749
750void object::free_mortals ()
751{
752 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
753 if ((*i)->refcnt)
754 ++i; // further delay freeing
755 else
756 {
757 delete *i;
758 mortals.erase (i);
759 }
760}
761
762object::object () 665object::object ()
763{ 666{
764 SET_FLAG (this, FLAG_REMOVED); 667 SET_FLAG (this, FLAG_REMOVED);
765 668
766 expmul = 1.0; 669 expmul = 1.0;
767 face = blank_face; 670 face = blank_face;
768} 671}
769 672
770object::~object () 673object::~object ()
771{ 674{
675 unlink ();
676
772 free_key_values (this); 677 free_key_values (this);
773} 678}
774 679
680static int object_count;
681
775void object::link () 682void object::link ()
776{ 683{
777 count = ++ob_count; 684 assert (!index);//D
778 uuid = gen_uuid (); 685 uuid = gen_uuid ();
686 count = ++object_count;
779 687
780 prev = 0; 688 refcnt_inc ();
781 next = object::first; 689 objects.insert (this);
782
783 if (object::first)
784 object::first->prev = this;
785
786 object::first = this;
787} 690}
788 691
789void object::unlink () 692void object::unlink ()
790{ 693{
791 if (this == object::first) 694 if (!index)
792 object::first = next; 695 return;
793 696
794 /* Remove this object from the list of used objects */ 697 objects.erase (this);
795 if (prev) prev->next = next; 698 refcnt_dec ();
796 if (next) next->prev = prev; 699}
797 700
798 prev = 0; 701void
799 next = 0; 702object::activate ()
703{
704 /* If already on active list, don't do anything */
705 if (active)
706 return;
707
708 if (has_active_speed ())
709 actives.insert (this);
710}
711
712void
713object::activate_recursive ()
714{
715 activate ();
716
717 for (object *op = inv; op; op = op->below)
718 op->activate_recursive ();
719}
720
721/* This function removes object 'op' from the list of active
722 * objects.
723 * This should only be used for style maps or other such
724 * reference maps where you don't want an object that isn't
725 * in play chewing up cpu time getting processed.
726 * The reverse of this is to call update_ob_speed, which
727 * will do the right thing based on the speed of the object.
728 */
729void
730object::deactivate ()
731{
732 /* If not on the active list, nothing needs to be done */
733 if (!active)
734 return;
735
736 actives.erase (this);
737}
738
739void
740object::deactivate_recursive ()
741{
742 for (object *op = inv; op; op = op->below)
743 op->deactivate_recursive ();
744
745 deactivate ();
746}
747
748void
749object::set_flag_inv (int flag, int value)
750{
751 for (object *op = inv; op; op = op->below)
752 {
753 op->flag [flag] = value;
754 op->set_flag_inv (flag, value);
755 }
756}
757
758/*
759 * Remove and free all objects in the inventory of the given object.
760 * object.c ?
761 */
762void
763object::destroy_inv (bool drop_to_ground)
764{
765 // need to check first, because the checks below might segfault
766 // as we might be on an invalid mapspace and crossfire code
767 // is too buggy to ensure that the inventory is empty.
768 // corollary: if you create arrows etc. with stuff in tis inventory,
769 // cf will crash below with off-map x and y
770 if (!inv)
771 return;
772
773 /* Only if the space blocks everything do we not process -
774 * if some form of movement is allowed, let objects
775 * drop on that space.
776 */
777 if (!drop_to_ground
778 || !map
779 || map->in_memory != MAP_IN_MEMORY
780 || map->nodrop
781 || ms ().move_block == MOVE_ALL)
782 {
783 while (inv)
784 {
785 inv->destroy_inv (drop_to_ground);
786 inv->destroy ();
787 }
788 }
789 else
790 { /* Put objects in inventory onto this space */
791 while (inv)
792 {
793 object *op = inv;
794
795 if (op->flag [FLAG_STARTEQUIP]
796 || op->flag [FLAG_NO_DROP]
797 || op->type == RUNE
798 || op->type == TRAP
799 || op->flag [FLAG_IS_A_TEMPLATE]
800 || op->flag [FLAG_DESTROY_ON_DEATH])
801 op->destroy ();
802 else
803 map->insert (op, x, y);
804 }
805 }
800} 806}
801 807
802object *object::create () 808object *object::create ()
803{ 809{
804 object *op = new object; 810 object *op = new object;
805 op->link (); 811 op->link ();
806 return op; 812 return op;
807} 813}
808 814
809/* 815void
810 * free_object() frees everything allocated by an object, removes 816object::do_destroy ()
811 * it from the list of used objects, and puts it on the list of
812 * free objects. The IS_FREED() flag is set in the object.
813 * The object must have been removed by remove_ob() first for
814 * this function to succeed.
815 *
816 * If destroy_inventory is set, free inventory as well. Else drop items in
817 * inventory to the ground.
818 */
819void object::destroy (bool destroy_inventory)
820{ 817{
821 if (QUERY_FLAG (this, FLAG_FREED)) 818 attachable::do_destroy ();
822 return;
823 819
824 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 820 if (flag [FLAG_IS_LINKED])
821 remove_button_link (this);
822
823 if (flag [FLAG_FRIENDLY])
825 remove_friendly_object (this); 824 remove_friendly_object (this);
826 825
827 if (!QUERY_FLAG (this, FLAG_REMOVED)) 826 if (!flag [FLAG_REMOVED])
828 remove (); 827 remove ();
829 828
830 SET_FLAG (this, FLAG_FREED); 829 destroy_inv (true);
831 830
832 if (more) 831 deactivate ();
833 { 832 unlink ();
834 more->destroy (destroy_inventory);
835 more = 0;
836 }
837 833
838 if (inv) 834 flag [FLAG_FREED] = 1;
839 {
840 /* Only if the space blocks everything do we not process -
841 * if some form of movement is allowed, let objects
842 * drop on that space.
843 */
844 if (destroy_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
845 {
846 object *op = inv;
847
848 while (op)
849 {
850 object *tmp = op->below;
851 op->destroy (destroy_inventory);
852 op = tmp;
853 }
854 }
855 else
856 { /* Put objects in inventory onto this space */
857 object *op = inv;
858
859 while (op)
860 {
861 object *tmp = op->below;
862
863 op->remove ();
864
865 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
866 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
867 op->destroy ();
868 else
869 {
870 op->x = x;
871 op->y = y;
872 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
873 }
874
875 op = tmp;
876 }
877 }
878 }
879 835
880 // hack to ensure that freed objects still have a valid map 836 // hack to ensure that freed objects still have a valid map
881 { 837 {
882 static maptile *freed_map; // freed objects are moved here to avoid crashes 838 static maptile *freed_map; // freed objects are moved here to avoid crashes
883 839
887 843
888 freed_map->name = "/internal/freed_objects_map"; 844 freed_map->name = "/internal/freed_objects_map";
889 freed_map->width = 3; 845 freed_map->width = 3;
890 freed_map->height = 3; 846 freed_map->height = 3;
891 847
892 freed_map->allocate (); 848 freed_map->alloc ();
849 freed_map->in_memory = MAP_IN_MEMORY;
893 } 850 }
894 851
895 map = freed_map; 852 map = freed_map;
896 x = 1; 853 x = 1;
897 y = 1; 854 y = 1;
898 } 855 }
899 856
857 head = 0;
858
859 if (more)
860 {
861 more->destroy ();
862 more = 0;
863 }
864
900 // clear those pointers that likely might have circular references to us 865 // clear those pointers that likely might have circular references to us
901 owner = 0; 866 owner = 0;
902 enemy = 0; 867 enemy = 0;
903 attacked_by = 0; 868 attacked_by = 0;
869}
904 870
905 // only relevant for players(?), but make sure of it anyways 871void
906 contr = 0; 872object::destroy (bool destroy_inventory)
873{
874 if (destroyed ())
875 return;
907 876
908 /* Remove object from the active list */ 877 if (destroy_inventory)
909 speed = 0; 878 destroy_inv (false);
910 update_ob_speed (this);
911 879
912 unlink (); 880 attachable::destroy ();
913
914 mortals.push_back (this);
915} 881}
916 882
917/* 883/*
918 * sub_weight() recursively (outwards) subtracts a number from the 884 * sub_weight() recursively (outwards) subtracts a number from the
919 * weight of an object (and what is carried by it's environment(s)). 885 * weight of an object (and what is carried by it's environment(s)).
938 * environment, the x and y coordinates will be updated to 904 * environment, the x and y coordinates will be updated to
939 * the previous environment. 905 * the previous environment.
940 * Beware: This function is called from the editor as well! 906 * Beware: This function is called from the editor as well!
941 */ 907 */
942void 908void
943object::remove () 909object::remove_slow ()
944{ 910{
945 object *tmp, *last = 0; 911 object *tmp, *last = 0;
946 object *otmp; 912 object *otmp;
947 913
948 int check_walk_off;
949
950 if (QUERY_FLAG (this, FLAG_REMOVED)) 914 if (QUERY_FLAG (this, FLAG_REMOVED))
951 return; 915 return;
952 916
953 SET_FLAG (this, FLAG_REMOVED); 917 SET_FLAG (this, FLAG_REMOVED);
918 INVOKE_OBJECT (REMOVE, this);
954 919
955 if (more) 920 if (more)
956 more->remove (); 921 more->remove ();
957 922
958 /* 923 /*
971 * to save cpu time. 936 * to save cpu time.
972 */ 937 */
973 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 938 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
974 otmp->update_stats (); 939 otmp->update_stats ();
975 940
976 if (above != NULL) 941 if (above)
977 above->below = below; 942 above->below = below;
978 else 943 else
979 env->inv = below; 944 env->inv = below;
980 945
981 if (below != NULL) 946 if (below)
982 below->above = above; 947 below->above = above;
983 948
984 /* we set up values so that it could be inserted into 949 /* we set up values so that it could be inserted into
985 * the map, but we don't actually do that - it is up 950 * the map, but we don't actually do that - it is up
986 * to the caller to decide what we want to do. 951 * to the caller to decide what we want to do.
990 above = 0, below = 0; 955 above = 0, below = 0;
991 env = 0; 956 env = 0;
992 } 957 }
993 else if (map) 958 else if (map)
994 { 959 {
995 /* Re did the following section of code - it looks like it had 960 if (type == PLAYER)
996 * lots of logic for things we no longer care about
997 */ 961 {
962 --map->players;
963 map->touch ();
964 }
965
966 map->dirty = true;
967 mapspace &ms = this->ms ();
998 968
999 /* link the object above us */ 969 /* link the object above us */
1000 if (above) 970 if (above)
1001 above->below = below; 971 above->below = below;
1002 else 972 else
1003 map->at (x, y).top = below; /* we were top, set new top */ 973 ms.top = below; /* we were top, set new top */
1004 974
1005 /* Relink the object below us, if there is one */ 975 /* Relink the object below us, if there is one */
1006 if (below) 976 if (below)
1007 below->above = above; 977 below->above = above;
1008 else 978 else
1010 /* Nothing below, which means we need to relink map object for this space 980 /* Nothing below, which means we need to relink map object for this space
1011 * use translated coordinates in case some oddness with map tiling is 981 * use translated coordinates in case some oddness with map tiling is
1012 * evident 982 * evident
1013 */ 983 */
1014 if (GET_MAP_OB (map, x, y) != this) 984 if (GET_MAP_OB (map, x, y) != this)
1015 {
1016 char *dump = dump_object (this);
1017 LOG (llevError,
1018 "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); 985 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 ());
1019 free (dump);
1020 dump = dump_object (GET_MAP_OB (map, x, y));
1021 LOG (llevError, "%s\n", dump);
1022 free (dump);
1023 }
1024 986
1025 map->at (x, y).bottom = above; /* goes on above it. */ 987 ms.bot = above; /* goes on above it. */
1026 } 988 }
1027 989
1028 above = 0; 990 above = 0;
1029 below = 0; 991 below = 0;
1030 992
1031 if (map->in_memory == MAP_SAVING) 993 if (map->in_memory == MAP_SAVING)
1032 return; 994 return;
1033 995
1034 check_walk_off = !QUERY_FLAG (this, FLAG_NO_APPLY); 996 int check_walk_off = !flag [FLAG_NO_APPLY];
1035 997
1036 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) 998 for (tmp = ms.bot; tmp; tmp = tmp->above)
1037 { 999 {
1038 /* No point updating the players look faces if he is the object 1000 /* No point updating the players look faces if he is the object
1039 * being removed. 1001 * being removed.
1040 */ 1002 */
1041 1003
1045 * removed (most likely destroyed), update the player view 1007 * removed (most likely destroyed), update the player view
1046 * appropriately. 1008 * appropriately.
1047 */ 1009 */
1048 if (tmp->container == this) 1010 if (tmp->container == this)
1049 { 1011 {
1050 CLEAR_FLAG (this, FLAG_APPLIED); 1012 flag [FLAG_APPLIED] = 0;
1051 tmp->container = 0; 1013 tmp->container = 0;
1052 } 1014 }
1053 1015
1016 if (tmp->contr->ns)
1054 tmp->contr->ns->floorbox_update (); 1017 tmp->contr->ns->floorbox_update ();
1055 } 1018 }
1056 1019
1057 /* See if player moving off should effect something */ 1020 /* See if object moving off should effect something */
1058 if (check_walk_off 1021 if (check_walk_off
1059 && ((move_type & tmp->move_off) 1022 && ((move_type & tmp->move_off)
1060 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1023 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1061 { 1024 {
1062 move_apply (tmp, this, 0); 1025 move_apply (tmp, this, 0);
1064 if (destroyed ()) 1027 if (destroyed ())
1065 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1028 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1066 } 1029 }
1067 1030
1068 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1031 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1069 1032 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1070 if (tmp->above == tmp) 1033 if (tmp->above == tmp)
1071 tmp->above = 0; 1034 tmp->above = 0;
1072 1035
1073 last = tmp; 1036 last = tmp;
1074 } 1037 }
1075 1038
1076 /* last == NULL of there are no objects on this space */ 1039 /* last == NULL if there are no objects on this space */
1040 //TODO: this makes little sense, why only update the topmost object?
1077 if (!last) 1041 if (!last)
1078 map->at (x, y).flags_ = P_NEED_UPDATE; 1042 map->at (x, y).flags_ = 0;
1079 else 1043 else
1080 update_object (last, UP_OBJ_REMOVE); 1044 update_object (last, UP_OBJ_REMOVE);
1081 1045
1082 if (QUERY_FLAG (this, FLAG_BLOCKSVIEW) || glow_radius) 1046 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1083 update_all_los (map, x, y); 1047 update_all_los (map, x, y);
1084 } 1048 }
1085} 1049}
1086 1050
1087/* 1051/*
1096merge_ob (object *op, object *top) 1060merge_ob (object *op, object *top)
1097{ 1061{
1098 if (!op->nrof) 1062 if (!op->nrof)
1099 return 0; 1063 return 0;
1100 1064
1101 if (top == NULL) 1065 if (top)
1102 for (top = op; top != NULL && top->above != NULL; top = top->above); 1066 for (top = op; top && top->above; top = top->above)
1067 ;
1103 1068
1104 for (; top != NULL; top = top->below) 1069 for (; top; top = top->below)
1105 { 1070 {
1106 if (top == op) 1071 if (top == op)
1107 continue; 1072 continue;
1108 1073
1109 if (object::can_merge (op, top)) 1074 if (object::can_merge (op, top))
1119 1084
1120 return 0; 1085 return 0;
1121} 1086}
1122 1087
1123/* 1088/*
1124 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1089 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1125 * job preparing multi-part monsters 1090 * job preparing multi-part monsters.
1126 */ 1091 */
1127object * 1092object *
1128insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1093insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1129{ 1094{
1130 object *tmp;
1131
1132 if (op->head)
1133 op = op->head;
1134
1135 for (tmp = op; tmp; tmp = tmp->more) 1095 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1136 { 1096 {
1137 tmp->x = x + tmp->arch->clone.x; 1097 tmp->x = x + tmp->arch->clone.x;
1138 tmp->y = y + tmp->arch->clone.y; 1098 tmp->y = y + tmp->arch->clone.y;
1139 } 1099 }
1140 1100
1159 * Return value: 1119 * Return value:
1160 * new object if 'op' was merged with other object 1120 * new object if 'op' was merged with other object
1161 * NULL if 'op' was destroyed 1121 * NULL if 'op' was destroyed
1162 * just 'op' otherwise 1122 * just 'op' otherwise
1163 */ 1123 */
1164
1165object * 1124object *
1166insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1125insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1167{ 1126{
1168 object *tmp, *top, *floor = NULL; 1127 object *tmp, *top, *floor = NULL;
1169 sint16 x, y;
1170 1128
1171 if (QUERY_FLAG (op, FLAG_FREED)) 1129 if (QUERY_FLAG (op, FLAG_FREED))
1172 { 1130 {
1173 LOG (llevError, "Trying to insert freed object!\n"); 1131 LOG (llevError, "Trying to insert freed object!\n");
1174 return NULL; 1132 return NULL;
1175 } 1133 }
1176 1134
1177 if (m == NULL) 1135 if (!QUERY_FLAG (op, FLAG_REMOVED))
1136 LOG (llevError, "Trying to insert already inserted object %s\n", op->debug_desc ());
1137
1138 op->remove ();
1139
1140 if (!m)
1178 { 1141 {
1179 char *dump = dump_object (op); 1142 char *dump = dump_object (op);
1180 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump); 1143 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1181 free (dump); 1144 free (dump);
1182 return op; 1145 return op;
1195#endif 1158#endif
1196 free (dump); 1159 free (dump);
1197 return op; 1160 return op;
1198 } 1161 }
1199 1162
1200 if (!QUERY_FLAG (op, FLAG_REMOVED))
1201 {
1202 char *dump = dump_object (op);
1203 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1204 free (dump);
1205 return op;
1206 }
1207
1208 if (op->more != NULL)
1209 {
1210 /* The part may be on a different map. */
1211
1212 object *more = op->more; 1163 if (object *more = op->more)
1213 1164 {
1214 /* We really need the caller to normalize coordinates - if
1215 * we set the map, that doesn't work if the location is within
1216 * a map and this is straddling an edge. So only if coordinate
1217 * is clear wrong do we normalize it.
1218 */
1219 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1220 more->map = get_map_from_coord (m, &more->x, &more->y);
1221 else if (!more->map)
1222 {
1223 /* For backwards compatibility - when not dealing with tiled maps,
1224 * more->map should always point to the parent.
1225 */
1226 more->map = m;
1227 }
1228
1229 if (insert_ob_in_map (more, more->map, originator, flag) == NULL) 1165 if (!insert_ob_in_map (more, m, originator, flag))
1230 { 1166 {
1231 if (!op->head) 1167 if (!op->head)
1232 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1168 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1233 1169
1234 return NULL; 1170 return 0;
1235 } 1171 }
1236 } 1172 }
1237 1173
1238 CLEAR_FLAG (op, FLAG_REMOVED); 1174 CLEAR_FLAG (op, FLAG_REMOVED);
1239 1175
1240 /* Ideally, the caller figures this out. However, it complicates a lot 1176 /* Ideally, the caller figures this out. However, it complicates a lot
1241 * of areas of callers (eg, anything that uses find_free_spot would now 1177 * of areas of callers (eg, anything that uses find_free_spot would now
1242 * need extra work 1178 * need extra work
1243 */ 1179 */
1244 op->map = get_map_from_coord (m, &op->x, &op->y); 1180 if (!xy_normalise (m, op->x, op->y))
1245 x = op->x; 1181 return 0;
1246 y = op->y; 1182
1183 op->map = m;
1184 mapspace &ms = op->ms ();
1247 1185
1248 /* this has to be done after we translate the coordinates. 1186 /* this has to be done after we translate the coordinates.
1249 */ 1187 */
1250 if (op->nrof && !(flag & INS_NO_MERGE)) 1188 if (op->nrof && !(flag & INS_NO_MERGE))
1251 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1189 for (tmp = ms.bot; tmp; tmp = tmp->above)
1252 if (object::can_merge (op, tmp)) 1190 if (object::can_merge (op, tmp))
1253 { 1191 {
1254 op->nrof += tmp->nrof; 1192 op->nrof += tmp->nrof;
1255 tmp->destroy (); 1193 tmp->destroy ();
1256 } 1194 }
1273 op->below = originator->below; 1211 op->below = originator->below;
1274 1212
1275 if (op->below) 1213 if (op->below)
1276 op->below->above = op; 1214 op->below->above = op;
1277 else 1215 else
1278 op->ms ().bottom = op; 1216 ms.bot = op;
1279 1217
1280 /* since *below* originator, no need to update top */ 1218 /* since *below* originator, no need to update top */
1281 originator->below = op; 1219 originator->below = op;
1282 } 1220 }
1283 else 1221 else
1284 { 1222 {
1223 top = ms.bot;
1224
1285 /* If there are other objects, then */ 1225 /* If there are other objects, then */
1286 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1226 if ((!(flag & INS_MAP_LOAD)) && top)
1287 { 1227 {
1288 object *last = NULL; 1228 object *last = 0;
1289 1229
1290 /* 1230 /*
1291 * If there are multiple objects on this space, we do some trickier handling. 1231 * If there are multiple objects on this space, we do some trickier handling.
1292 * We've already dealt with merging if appropriate. 1232 * We've already dealt with merging if appropriate.
1293 * Generally, we want to put the new object on top. But if 1233 * Generally, we want to put the new object on top. But if
1297 * once we get to them. This reduces the need to traverse over all of 1237 * once we get to them. This reduces the need to traverse over all of
1298 * them when adding another one - this saves quite a bit of cpu time 1238 * them when adding another one - this saves quite a bit of cpu time
1299 * when lots of spells are cast in one area. Currently, it is presumed 1239 * when lots of spells are cast in one area. Currently, it is presumed
1300 * that flying non pickable objects are spell objects. 1240 * that flying non pickable objects are spell objects.
1301 */ 1241 */
1302 1242 for (top = ms.bot; top; top = top->above)
1303 while (top != NULL)
1304 { 1243 {
1305 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1244 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1306 floor = top; 1245 floor = top;
1307 1246
1308 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1247 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1311 top = top->below; 1250 top = top->below;
1312 break; 1251 break;
1313 } 1252 }
1314 1253
1315 last = top; 1254 last = top;
1316 top = top->above;
1317 } 1255 }
1318 1256
1319 /* Don't want top to be NULL, so set it to the last valid object */ 1257 /* Don't want top to be NULL, so set it to the last valid object */
1320 top = last; 1258 top = last;
1321 1259
1328 * Unless those objects are exits, type 66 1266 * Unless those objects are exits, type 66
1329 * If INS_ON_TOP is used, don't do this processing 1267 * If INS_ON_TOP is used, don't do this processing
1330 * Need to find the object that in fact blocks view, otherwise 1268 * Need to find the object that in fact blocks view, otherwise
1331 * stacking is a bit odd. 1269 * stacking is a bit odd.
1332 */ 1270 */
1333 if (!(flag & INS_ON_TOP) && 1271 if (!(flag & INS_ON_TOP)
1334 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1272 && ms.flags () & P_BLOCKSVIEW
1273 && (op->face && !op->face->visibility))
1335 { 1274 {
1336 for (last = top; last != floor; last = last->below) 1275 for (last = top; last != floor; last = last->below)
1337 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1276 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1338 break; 1277 break;
1278
1339 /* Check to see if we found the object that blocks view, 1279 /* Check to see if we found the object that blocks view,
1340 * and make sure we have a below pointer for it so that 1280 * and make sure we have a below pointer for it so that
1341 * we can get inserted below this one, which requires we 1281 * we can get inserted below this one, which requires we
1342 * set top to the object below us. 1282 * set top to the object below us.
1343 */ 1283 */
1345 top = last->below; 1285 top = last->below;
1346 } 1286 }
1347 } /* If objects on this space */ 1287 } /* If objects on this space */
1348 1288
1349 if (flag & INS_MAP_LOAD) 1289 if (flag & INS_MAP_LOAD)
1350 top = GET_MAP_TOP (op->map, op->x, op->y); 1290 top = ms.top;
1351 1291
1352 if (flag & INS_ABOVE_FLOOR_ONLY) 1292 if (flag & INS_ABOVE_FLOOR_ONLY)
1353 top = floor; 1293 top = floor;
1354 1294
1355 /* Top is the object that our object (op) is going to get inserted above. 1295 /* Top is the object that our object (op) is going to get inserted above.
1356 */ 1296 */
1357 1297
1358 /* First object on this space */ 1298 /* First object on this space */
1359 if (!top) 1299 if (!top)
1360 { 1300 {
1361 op->above = GET_MAP_OB (op->map, op->x, op->y); 1301 op->above = ms.bot;
1362 1302
1363 if (op->above) 1303 if (op->above)
1364 op->above->below = op; 1304 op->above->below = op;
1365 1305
1366 op->below = NULL; 1306 op->below = 0;
1367 op->ms ().bottom = op; 1307 ms.bot = op;
1368 } 1308 }
1369 else 1309 else
1370 { /* get inserted into the stack above top */ 1310 { /* get inserted into the stack above top */
1371 op->above = top->above; 1311 op->above = top->above;
1372 1312
1375 1315
1376 op->below = top; 1316 op->below = top;
1377 top->above = op; 1317 top->above = op;
1378 } 1318 }
1379 1319
1380 if (op->above == NULL) 1320 if (!op->above)
1381 op->ms ().top = op; 1321 ms.top = op;
1382 } /* else not INS_BELOW_ORIGINATOR */ 1322 } /* else not INS_BELOW_ORIGINATOR */
1383 1323
1384 if (op->type == PLAYER) 1324 if (op->type == PLAYER)
1325 {
1385 op->contr->do_los = 1; 1326 op->contr->do_los = 1;
1327 ++op->map->players;
1328 op->map->touch ();
1329 }
1330
1331 op->map->dirty = true;
1386 1332
1387 /* If we have a floor, we know the player, if any, will be above 1333 /* If we have a floor, we know the player, if any, will be above
1388 * it, so save a few ticks and start from there. 1334 * it, so save a few ticks and start from there.
1389 */ 1335 */
1390 if (!(flag & INS_MAP_LOAD)) 1336 if (!(flag & INS_MAP_LOAD))
1391 if (object *pl = op->ms ().player ()) 1337 if (object *pl = ms.player ())
1338 if (pl->contr->ns)
1392 pl->contr->ns->floorbox_update (); 1339 pl->contr->ns->floorbox_update ();
1393 1340
1394 /* If this object glows, it may affect lighting conditions that are 1341 /* If this object glows, it may affect lighting conditions that are
1395 * visible to others on this map. But update_all_los is really 1342 * visible to others on this map. But update_all_los is really
1396 * an inefficient way to do this, as it means los for all players 1343 * an inefficient way to do this, as it means los for all players
1397 * on the map will get recalculated. The players could very well 1344 * on the map will get recalculated. The players could very well
1398 * be far away from this change and not affected in any way - 1345 * be far away from this change and not affected in any way -
1399 * this should get redone to only look for players within range, 1346 * this should get redone to only look for players within range,
1400 * or just updating the P_NEED_UPDATE for spaces within this area 1347 * or just updating the P_UPTODATE for spaces within this area
1401 * of effect may be sufficient. 1348 * of effect may be sufficient.
1402 */ 1349 */
1403 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1350 if (op->map->darkness && (op->glow_radius != 0))
1404 update_all_los (op->map, op->x, op->y); 1351 update_all_los (op->map, op->x, op->y);
1405 1352
1406 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1353 /* updates flags (blocked, alive, no magic, etc) for this map space */
1407 update_object (op, UP_OBJ_INSERT); 1354 update_object (op, UP_OBJ_INSERT);
1355
1356 INVOKE_OBJECT (INSERT, op);
1408 1357
1409 /* Don't know if moving this to the end will break anything. However, 1358 /* Don't know if moving this to the end will break anything. However,
1410 * we want to have floorbox_update called before calling this. 1359 * we want to have floorbox_update called before calling this.
1411 * 1360 *
1412 * check_move_on() must be after this because code called from 1361 * check_move_on() must be after this because code called from
1417 1366
1418 /* if this is not the head or flag has been passed, don't check walk on status */ 1367 /* if this is not the head or flag has been passed, don't check walk on status */
1419 if (!(flag & INS_NO_WALK_ON) && !op->head) 1368 if (!(flag & INS_NO_WALK_ON) && !op->head)
1420 { 1369 {
1421 if (check_move_on (op, originator)) 1370 if (check_move_on (op, originator))
1422 return NULL; 1371 return 0;
1423 1372
1424 /* If we are a multi part object, lets work our way through the check 1373 /* If we are a multi part object, lets work our way through the check
1425 * walk on's. 1374 * walk on's.
1426 */ 1375 */
1427 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1376 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1428 if (check_move_on (tmp, originator)) 1377 if (check_move_on (tmp, originator))
1429 return NULL; 1378 return 0;
1430 } 1379 }
1431 1380
1432 return op; 1381 return op;
1433} 1382}
1434 1383
1441{ 1390{
1442 object *tmp, *tmp1; 1391 object *tmp, *tmp1;
1443 1392
1444 /* first search for itself and remove any old instances */ 1393 /* first search for itself and remove any old instances */
1445 1394
1446 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1395 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1447 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1396 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1448 tmp->destroy (); 1397 tmp->destroy ();
1449 1398
1450 tmp1 = arch_to_object (archetype::find (arch_string)); 1399 tmp1 = arch_to_object (archetype::find (arch_string));
1451 1400
1452 tmp1->x = op->x; 1401 tmp1->x = op->x;
1453 tmp1->y = op->y; 1402 tmp1->y = op->y;
1454 insert_ob_in_map (tmp1, op->map, op, 0); 1403 insert_ob_in_map (tmp1, op->map, op, 0);
1404}
1405
1406object *
1407object::insert_at (object *where, object *originator, int flags)
1408{
1409 where->map->insert (this, where->x, where->y, originator, flags);
1455} 1410}
1456 1411
1457/* 1412/*
1458 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1413 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1459 * is returned contains nr objects, and the remaining parts contains 1414 * is returned contains nr objects, and the remaining parts contains
1460 * the rest (or is removed and freed if that number is 0). 1415 * the rest (or is removed and freed if that number is 0).
1461 * On failure, NULL is returned, and the reason put into the 1416 * On failure, NULL is returned, and the reason put into the
1462 * global static errmsg array. 1417 * global static errmsg array.
1463 */ 1418 */
1464
1465object * 1419object *
1466get_split_ob (object *orig_ob, uint32 nr) 1420get_split_ob (object *orig_ob, uint32 nr)
1467{ 1421{
1468 object *newob; 1422 object *newob;
1469 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1423 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1505 1459
1506object * 1460object *
1507decrease_ob_nr (object *op, uint32 i) 1461decrease_ob_nr (object *op, uint32 i)
1508{ 1462{
1509 object *tmp; 1463 object *tmp;
1510 player *pl;
1511 1464
1512 if (i == 0) /* objects with op->nrof require this check */ 1465 if (i == 0) /* objects with op->nrof require this check */
1513 return op; 1466 return op;
1514 1467
1515 if (i > op->nrof) 1468 if (i > op->nrof)
1528 * IMO, searching through all the players will mostly 1481 * IMO, searching through all the players will mostly
1529 * likely be quicker than following op->env to the map, 1482 * likely be quicker than following op->env to the map,
1530 * and then searching the map for a player. 1483 * and then searching the map for a player.
1531 */ 1484 */
1532 if (!tmp) 1485 if (!tmp)
1533 { 1486 for_all_players (pl)
1534 for (pl = first_player; pl; pl = pl->next)
1535 if (pl->ob->container == op->env) 1487 if (pl->ob->container == op->env)
1536 { 1488 {
1537 tmp = pl->ob; 1489 tmp = pl->ob;
1538 break; 1490 break;
1539 } 1491 }
1540 }
1541 1492
1542 if (i < op->nrof) 1493 if (i < op->nrof)
1543 { 1494 {
1544 sub_weight (op->env, op->weight * i); 1495 sub_weight (op->env, op->weight * i);
1545 op->nrof -= i; 1496 op->nrof -= i;
1695 if ((op->glow_radius != 0) && map) 1646 if ((op->glow_radius != 0) && map)
1696 { 1647 {
1697#ifdef DEBUG_LIGHTS 1648#ifdef DEBUG_LIGHTS
1698 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1649 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1699#endif /* DEBUG_LIGHTS */ 1650#endif /* DEBUG_LIGHTS */
1700 if (MAP_DARKNESS (map)) 1651 if (map->darkness)
1701 update_all_los (map, x, y); 1652 update_all_los (map, x, y);
1702 } 1653 }
1703 1654
1704 /* Client has no idea of ordering so lets not bother ordering it here. 1655 /* Client has no idea of ordering so lets not bother ordering it here.
1705 * It sure simplifies this function... 1656 * It sure simplifies this function...
1710 { 1661 {
1711 op->below = inv; 1662 op->below = inv;
1712 op->below->above = op; 1663 op->below->above = op;
1713 inv = op; 1664 inv = op;
1714 } 1665 }
1666
1667 INVOKE_OBJECT (INSERT, this);
1715 1668
1716 return op; 1669 return op;
1717} 1670}
1718 1671
1719/* 1672/*
1734 * 1687 *
1735 * MSW 2001-07-08: Check all objects on space, not just those below 1688 * MSW 2001-07-08: Check all objects on space, not just those below
1736 * object being inserted. insert_ob_in_map may not put new objects 1689 * object being inserted. insert_ob_in_map may not put new objects
1737 * on top. 1690 * on top.
1738 */ 1691 */
1739
1740int 1692int
1741check_move_on (object *op, object *originator) 1693check_move_on (object *op, object *originator)
1742{ 1694{
1743 object *tmp; 1695 object *tmp;
1744 maptile *m = op->map; 1696 maptile *m = op->map;
1771 1723
1772 /* The objects have to be checked from top to bottom. 1724 /* The objects have to be checked from top to bottom.
1773 * Hence, we first go to the top: 1725 * Hence, we first go to the top:
1774 */ 1726 */
1775 1727
1776 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1728 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1777 { 1729 {
1778 /* Trim the search when we find the first other spell effect 1730 /* Trim the search when we find the first other spell effect
1779 * this helps performance so that if a space has 50 spell objects, 1731 * this helps performance so that if a space has 50 spell objects,
1780 * we don't need to check all of them. 1732 * we don't need to check all of them.
1781 */ 1733 */
1799 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1751 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1800 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1752 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1801 { 1753 {
1802 1754
1803 float 1755 float
1804 diff = tmp->move_slow_penalty * FABS (op->speed); 1756 diff = tmp->move_slow_penalty * fabs (op->speed);
1805 1757
1806 if (op->type == PLAYER) 1758 if (op->type == PLAYER)
1807 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1759 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1808 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1760 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1809 diff /= 4.0; 1761 diff /= 4.0;
1836/* 1788/*
1837 * present_arch(arch, map, x, y) searches for any objects with 1789 * present_arch(arch, map, x, y) searches for any objects with
1838 * a matching archetype at the given map and coordinates. 1790 * a matching archetype at the given map and coordinates.
1839 * The first matching object is returned, or NULL if none. 1791 * The first matching object is returned, or NULL if none.
1840 */ 1792 */
1841
1842object * 1793object *
1843present_arch (const archetype *at, maptile *m, int x, int y) 1794present_arch (const archetype *at, maptile *m, int x, int y)
1844{ 1795{
1845 object *
1846 tmp;
1847
1848 if (m == NULL || out_of_map (m, x, y)) 1796 if (!m || out_of_map (m, x, y))
1849 { 1797 {
1850 LOG (llevError, "Present_arch called outside map.\n"); 1798 LOG (llevError, "Present_arch called outside map.\n");
1851 return NULL; 1799 return NULL;
1852 } 1800 }
1853 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1801
1802 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1854 if (tmp->arch == at) 1803 if (tmp->arch == at)
1855 return tmp; 1804 return tmp;
1805
1856 return NULL; 1806 return NULL;
1857} 1807}
1858 1808
1859/* 1809/*
1860 * present(type, map, x, y) searches for any objects with 1810 * present(type, map, x, y) searches for any objects with
1861 * a matching type variable at the given map and coordinates. 1811 * a matching type variable at the given map and coordinates.
1862 * The first matching object is returned, or NULL if none. 1812 * The first matching object is returned, or NULL if none.
1863 */ 1813 */
1864
1865object * 1814object *
1866present (unsigned char type, maptile *m, int x, int y) 1815present (unsigned char type, maptile *m, int x, int y)
1867{ 1816{
1868 object *
1869 tmp;
1870
1871 if (out_of_map (m, x, y)) 1817 if (out_of_map (m, x, y))
1872 { 1818 {
1873 LOG (llevError, "Present called outside map.\n"); 1819 LOG (llevError, "Present called outside map.\n");
1874 return NULL; 1820 return NULL;
1875 } 1821 }
1876 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1822
1823 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1877 if (tmp->type == type) 1824 if (tmp->type == type)
1878 return tmp; 1825 return tmp;
1826
1879 return NULL; 1827 return NULL;
1880} 1828}
1881 1829
1882/* 1830/*
1883 * present_in_ob(type, object) searches for any objects with 1831 * present_in_ob(type, object) searches for any objects with
1884 * a matching type variable in the inventory of the given object. 1832 * a matching type variable in the inventory of the given object.
1885 * The first matching object is returned, or NULL if none. 1833 * The first matching object is returned, or NULL if none.
1886 */ 1834 */
1887
1888object * 1835object *
1889present_in_ob (unsigned char type, const object *op) 1836present_in_ob (unsigned char type, const object *op)
1890{ 1837{
1891 object *
1892 tmp;
1893
1894 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1838 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1895 if (tmp->type == type) 1839 if (tmp->type == type)
1896 return tmp; 1840 return tmp;
1841
1897 return NULL; 1842 return NULL;
1898} 1843}
1899 1844
1900/* 1845/*
1901 * present_in_ob (type, str, object) searches for any objects with 1846 * present_in_ob (type, str, object) searches for any objects with
1909 * str is the string to match against. Note that we match against 1854 * str is the string to match against. Note that we match against
1910 * the object name, not the archetype name. this is so that the 1855 * the object name, not the archetype name. this is so that the
1911 * spell code can use one object type (force), but change it's name 1856 * spell code can use one object type (force), but change it's name
1912 * to be unique. 1857 * to be unique.
1913 */ 1858 */
1914
1915object * 1859object *
1916present_in_ob_by_name (int type, const char *str, const object *op) 1860present_in_ob_by_name (int type, const char *str, const object *op)
1917{ 1861{
1918 object *
1919 tmp;
1920
1921 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1862 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1922 {
1923 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1863 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1924 return tmp; 1864 return tmp;
1925 } 1865
1926 return NULL; 1866 return 0;
1927} 1867}
1928 1868
1929/* 1869/*
1930 * present_arch_in_ob(archetype, object) searches for any objects with 1870 * present_arch_in_ob(archetype, object) searches for any objects with
1931 * a matching archetype in the inventory of the given object. 1871 * a matching archetype in the inventory of the given object.
1932 * The first matching object is returned, or NULL if none. 1872 * The first matching object is returned, or NULL if none.
1933 */ 1873 */
1934
1935object * 1874object *
1936present_arch_in_ob (const archetype *at, const object *op) 1875present_arch_in_ob (const archetype *at, const object *op)
1937{ 1876{
1938 object *
1939 tmp;
1940
1941 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1877 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1942 if (tmp->arch == at) 1878 if (tmp->arch == at)
1943 return tmp; 1879 return tmp;
1880
1944 return NULL; 1881 return NULL;
1945} 1882}
1946 1883
1947/* 1884/*
1948 * activate recursively a flag on an object inventory 1885 * activate recursively a flag on an object inventory
1949 */ 1886 */
1950void 1887void
1951flag_inv (object *op, int flag) 1888flag_inv (object *op, int flag)
1952{ 1889{
1953 object *
1954 tmp;
1955
1956 if (op->inv) 1890 if (op->inv)
1957 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1891 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1958 { 1892 {
1959 SET_FLAG (tmp, flag); 1893 SET_FLAG (tmp, flag);
1960 flag_inv (tmp, flag); 1894 flag_inv (tmp, flag);
1961 } 1895 }
1962} /* 1896}
1897
1898/*
1963 * desactivate recursively a flag on an object inventory 1899 * deactivate recursively a flag on an object inventory
1964 */ 1900 */
1965void 1901void
1966unflag_inv (object *op, int flag) 1902unflag_inv (object *op, int flag)
1967{ 1903{
1968 object *
1969 tmp;
1970
1971 if (op->inv) 1904 if (op->inv)
1972 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1905 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1973 { 1906 {
1974 CLEAR_FLAG (tmp, flag); 1907 CLEAR_FLAG (tmp, flag);
1975 unflag_inv (tmp, flag); 1908 unflag_inv (tmp, flag);
1976 } 1909 }
1977} 1910}
1980 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 1913 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1981 * all it's inventory (recursively). 1914 * all it's inventory (recursively).
1982 * If checksums are used, a player will get set_cheat called for 1915 * If checksums are used, a player will get set_cheat called for
1983 * him/her-self and all object carried by a call to this function. 1916 * him/her-self and all object carried by a call to this function.
1984 */ 1917 */
1985
1986void 1918void
1987set_cheat (object *op) 1919set_cheat (object *op)
1988{ 1920{
1989 SET_FLAG (op, FLAG_WAS_WIZ); 1921 SET_FLAG (op, FLAG_WAS_WIZ);
1990 flag_inv (op, FLAG_WAS_WIZ); 1922 flag_inv (op, FLAG_WAS_WIZ);
2009 * because arch_blocked (now ob_blocked) needs to know the movement type 1941 * because arch_blocked (now ob_blocked) needs to know the movement type
2010 * to know if the space in question will block the object. We can't use 1942 * to know if the space in question will block the object. We can't use
2011 * the archetype because that isn't correct if the monster has been 1943 * the archetype because that isn't correct if the monster has been
2012 * customized, changed states, etc. 1944 * customized, changed states, etc.
2013 */ 1945 */
2014
2015int 1946int
2016find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 1947find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2017{ 1948{
2018 int
2019 i,
2020 index = 0, flag; 1949 int index = 0, flag;
2021 static int
2022 altern[SIZEOFFREE]; 1950 int altern[SIZEOFFREE];
2023 1951
2024 for (i = start; i < stop; i++) 1952 for (int i = start; i < stop; i++)
2025 { 1953 {
2026 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 1954 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2027 if (!flag) 1955 if (!flag)
2028 altern[index++] = i; 1956 altern [index++] = i;
2029 1957
2030 /* Basically, if we find a wall on a space, we cut down the search size. 1958 /* Basically, if we find a wall on a space, we cut down the search size.
2031 * In this way, we won't return spaces that are on another side of a wall. 1959 * In this way, we won't return spaces that are on another side of a wall.
2032 * This mostly work, but it cuts down the search size in all directions - 1960 * This mostly work, but it cuts down the search size in all directions -
2033 * if the space being examined only has a wall to the north and empty 1961 * if the space being examined only has a wall to the north and empty
2049 * find_first_free_spot(archetype, maptile, x, y) works like 1977 * find_first_free_spot(archetype, maptile, x, y) works like
2050 * find_free_spot(), but it will search max number of squares. 1978 * find_free_spot(), but it will search max number of squares.
2051 * But it will return the first available spot, not a random choice. 1979 * But it will return the first available spot, not a random choice.
2052 * Changed 0.93.2: Have it return -1 if there is no free spot available. 1980 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2053 */ 1981 */
2054
2055int 1982int
2056find_first_free_spot (const object *ob, maptile *m, int x, int y) 1983find_first_free_spot (const object *ob, maptile *m, int x, int y)
2057{ 1984{
2058 int
2059 i;
2060
2061 for (i = 0; i < SIZEOFFREE; i++) 1985 for (int i = 0; i < SIZEOFFREE; i++)
2062 {
2063 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 1986 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2064 return i; 1987 return i;
2065 } 1988
2066 return -1; 1989 return -1;
2067} 1990}
2068 1991
2069/* 1992/*
2070 * The function permute(arr, begin, end) randomly reorders the array 1993 * The function permute(arr, begin, end) randomly reorders the array
2071 * arr[begin..end-1]. 1994 * arr[begin..end-1].
1995 * now uses a fisher-yates shuffle, old permute was broken
2072 */ 1996 */
2073static void 1997static void
2074permute (int *arr, int begin, int end) 1998permute (int *arr, int begin, int end)
2075{ 1999{
2076 int 2000 arr += begin;
2077 i,
2078 j,
2079 tmp,
2080 len;
2081
2082 len = end - begin; 2001 end -= begin;
2083 for (i = begin; i < end; i++)
2084 {
2085 j = begin + RANDOM () % len;
2086 2002
2087 tmp = arr[i]; 2003 while (--end)
2088 arr[i] = arr[j]; 2004 swap (arr [end], arr [RANDOM () % (end + 1)]);
2089 arr[j] = tmp;
2090 }
2091} 2005}
2092 2006
2093/* new function to make monster searching more efficient, and effective! 2007/* new function to make monster searching more efficient, and effective!
2094 * This basically returns a randomized array (in the passed pointer) of 2008 * This basically returns a randomized array (in the passed pointer) of
2095 * the spaces to find monsters. In this way, it won't always look for 2009 * the spaces to find monsters. In this way, it won't always look for
2098 * the 3x3 area will be searched, just not in a predictable order. 2012 * the 3x3 area will be searched, just not in a predictable order.
2099 */ 2013 */
2100void 2014void
2101get_search_arr (int *search_arr) 2015get_search_arr (int *search_arr)
2102{ 2016{
2103 int 2017 int i;
2104 i;
2105 2018
2106 for (i = 0; i < SIZEOFFREE; i++) 2019 for (i = 0; i < SIZEOFFREE; i++)
2107 {
2108 search_arr[i] = i; 2020 search_arr[i] = i;
2109 }
2110 2021
2111 permute (search_arr, 1, SIZEOFFREE1 + 1); 2022 permute (search_arr, 1, SIZEOFFREE1 + 1);
2112 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2023 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2113 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2024 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2114} 2025}
2123 * Perhaps incorrectly, but I'm making the assumption that exclude 2034 * Perhaps incorrectly, but I'm making the assumption that exclude
2124 * is actually want is going to try and move there. We need this info 2035 * is actually want is going to try and move there. We need this info
2125 * because we have to know what movement the thing looking to move 2036 * because we have to know what movement the thing looking to move
2126 * there is capable of. 2037 * there is capable of.
2127 */ 2038 */
2128
2129int 2039int
2130find_dir (maptile *m, int x, int y, object *exclude) 2040find_dir (maptile *m, int x, int y, object *exclude)
2131{ 2041{
2132 int
2133 i,
2134 max = SIZEOFFREE, mflags; 2042 int i, max = SIZEOFFREE, mflags;
2135 2043
2136 sint16 nx, ny; 2044 sint16 nx, ny;
2137 object * 2045 object *tmp;
2138 tmp;
2139 maptile * 2046 maptile *mp;
2140 mp;
2141 2047
2142 MoveType blocked, move_type; 2048 MoveType blocked, move_type;
2143 2049
2144 if (exclude && exclude->head) 2050 if (exclude && exclude->head)
2145 { 2051 {
2162 2068
2163 if (mflags & P_OUT_OF_MAP) 2069 if (mflags & P_OUT_OF_MAP)
2164 max = maxfree[i]; 2070 max = maxfree[i];
2165 else 2071 else
2166 { 2072 {
2167 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2073 mapspace &ms = mp->at (nx, ny);
2074
2075 blocked = ms.move_block;
2168 2076
2169 if ((move_type & blocked) == move_type) 2077 if ((move_type & blocked) == move_type)
2170 max = maxfree[i]; 2078 max = maxfree[i];
2171 else if (mflags & P_IS_ALIVE) 2079 else if (mflags & P_IS_ALIVE)
2172 { 2080 {
2173 for (tmp = GET_MAP_OB (mp, nx, ny); tmp; tmp = tmp->above) 2081 for (tmp = ms.bot; tmp; tmp = tmp->above)
2174 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2082 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2083 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2175 break; 2084 break;
2176 2085
2177 if (tmp) 2086 if (tmp)
2178 return freedir[i]; 2087 return freedir[i];
2179 } 2088 }
2185 2094
2186/* 2095/*
2187 * distance(object 1, object 2) will return the square of the 2096 * distance(object 1, object 2) will return the square of the
2188 * distance between the two given objects. 2097 * distance between the two given objects.
2189 */ 2098 */
2190
2191int 2099int
2192distance (const object *ob1, const object *ob2) 2100distance (const object *ob1, const object *ob2)
2193{ 2101{
2194 int i;
2195
2196 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2102 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2197 return i;
2198} 2103}
2199 2104
2200/* 2105/*
2201 * find_dir_2(delta-x,delta-y) will return a direction in which 2106 * find_dir_2(delta-x,delta-y) will return a direction in which
2202 * an object which has subtracted the x and y coordinates of another 2107 * an object which has subtracted the x and y coordinates of another
2203 * object, needs to travel toward it. 2108 * object, needs to travel toward it.
2204 */ 2109 */
2205
2206int 2110int
2207find_dir_2 (int x, int y) 2111find_dir_2 (int x, int y)
2208{ 2112{
2209 int q; 2113 int q;
2210 2114
2239 2143
2240 return 3; 2144 return 3;
2241} 2145}
2242 2146
2243/* 2147/*
2244 * absdir(int): Returns a number between 1 and 8, which represent
2245 * the "absolute" direction of a number (it actually takes care of
2246 * "overflow" in previous calculations of a direction).
2247 */
2248
2249int
2250absdir (int d)
2251{
2252 while (d < 1)
2253 d += 8;
2254 while (d > 8)
2255 d -= 8;
2256 return d;
2257}
2258
2259/*
2260 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2148 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2261 * between two directions (which are expected to be absolute (see absdir()) 2149 * between two directions (which are expected to be absolute (see absdir())
2262 */ 2150 */
2263
2264int 2151int
2265dirdiff (int dir1, int dir2) 2152dirdiff (int dir1, int dir2)
2266{ 2153{
2267 int 2154 int d;
2268 d;
2269 2155
2270 d = abs (dir1 - dir2); 2156 d = abs (dir1 - dir2);
2271 if (d > 4) 2157 if (d > 4)
2272 d = 8 - d; 2158 d = 8 - d;
2159
2273 return d; 2160 return d;
2274} 2161}
2275 2162
2276/* peterm: 2163/* peterm:
2277 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2164 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2280 * This basically means that if direction is 15, then it could either go 2167 * This basically means that if direction is 15, then it could either go
2281 * direction 4, 14, or 16 to get back to where we are. 2168 * direction 4, 14, or 16 to get back to where we are.
2282 * Moved from spell_util.c to object.c with the other related direction 2169 * Moved from spell_util.c to object.c with the other related direction
2283 * functions. 2170 * functions.
2284 */ 2171 */
2285
2286int
2287 reduction_dir[SIZEOFFREE][3] = { 2172int reduction_dir[SIZEOFFREE][3] = {
2288 {0, 0, 0}, /* 0 */ 2173 {0, 0, 0}, /* 0 */
2289 {0, 0, 0}, /* 1 */ 2174 {0, 0, 0}, /* 1 */
2290 {0, 0, 0}, /* 2 */ 2175 {0, 0, 0}, /* 2 */
2291 {0, 0, 0}, /* 3 */ 2176 {0, 0, 0}, /* 3 */
2292 {0, 0, 0}, /* 4 */ 2177 {0, 0, 0}, /* 4 */
2442/* Basically, we save the content of the string to a temp file, then call */ 2327/* Basically, we save the content of the string to a temp file, then call */
2443/* load_object on it. I admit it is a highly inefficient way to make things, */ 2328/* load_object on it. I admit it is a highly inefficient way to make things, */
2444/* but it was simple to make and allows reusing the load_object function. */ 2329/* but it was simple to make and allows reusing the load_object function. */
2445/* Remember not to use load_object_str in a time-critical situation. */ 2330/* Remember not to use load_object_str in a time-critical situation. */
2446/* Also remember that multiparts objects are not supported for now. */ 2331/* Also remember that multiparts objects are not supported for now. */
2447
2448object * 2332object *
2449load_object_str (const char *obstr) 2333load_object_str (const char *obstr)
2450{ 2334{
2451 object *op; 2335 object *op;
2452 char filename[MAX_BUF]; 2336 char filename[MAX_BUF];
2482 * returns NULL if no match. 2366 * returns NULL if no match.
2483 */ 2367 */
2484object * 2368object *
2485find_obj_by_type_subtype (const object *who, int type, int subtype) 2369find_obj_by_type_subtype (const object *who, int type, int subtype)
2486{ 2370{
2487 object *tmp;
2488
2489 for (tmp = who->inv; tmp; tmp = tmp->below) 2371 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2490 if (tmp->type == type && tmp->subtype == subtype) 2372 if (tmp->type == type && tmp->subtype == subtype)
2491 return tmp; 2373 return tmp;
2492 2374
2493 return NULL; 2375 return 0;
2494} 2376}
2495 2377
2496/* If ob has a field named key, return the link from the list, 2378/* If ob has a field named key, return the link from the list,
2497 * otherwise return NULL. 2379 * otherwise return NULL.
2498 * 2380 *
2500 * do the desired thing. 2382 * do the desired thing.
2501 */ 2383 */
2502key_value * 2384key_value *
2503get_ob_key_link (const object *ob, const char *key) 2385get_ob_key_link (const object *ob, const char *key)
2504{ 2386{
2505 key_value *link;
2506
2507 for (link = ob->key_values; link != NULL; link = link->next) 2387 for (key_value *link = ob->key_values; link; link = link->next)
2508 if (link->key == key) 2388 if (link->key == key)
2509 return link; 2389 return link;
2510 2390
2511 return NULL; 2391 return 0;
2512} 2392}
2513 2393
2514/* 2394/*
2515 * Returns the value of op has an extra_field for key, or NULL. 2395 * Returns the value of op has an extra_field for key, or NULL.
2516 * 2396 *
2556 * Returns TRUE on success. 2436 * Returns TRUE on success.
2557 */ 2437 */
2558int 2438int
2559set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) 2439set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2560{ 2440{
2561 key_value *
2562 field = NULL, *last = NULL; 2441 key_value *field = NULL, *last = NULL;
2563 2442
2564 for (field = op->key_values; field != NULL; field = field->next) 2443 for (field = op->key_values; field != NULL; field = field->next)
2565 { 2444 {
2566 if (field->key != canonical_key) 2445 if (field->key != canonical_key)
2567 { 2446 {
2595 /* IF we get here, key doesn't exist */ 2474 /* IF we get here, key doesn't exist */
2596 2475
2597 /* No field, we'll have to add it. */ 2476 /* No field, we'll have to add it. */
2598 2477
2599 if (!add_key) 2478 if (!add_key)
2600 {
2601 return FALSE; 2479 return FALSE;
2602 } 2480
2603 /* There isn't any good reason to store a null 2481 /* There isn't any good reason to store a null
2604 * value in the key/value list. If the archetype has 2482 * value in the key/value list. If the archetype has
2605 * this key, then we should also have it, so shouldn't 2483 * this key, then we should also have it, so shouldn't
2606 * be here. If user wants to store empty strings, 2484 * be here. If user wants to store empty strings,
2607 * should pass in "" 2485 * should pass in ""
2656 } 2534 }
2657 else 2535 else
2658 item = item->env; 2536 item = item->env;
2659} 2537}
2660 2538
2539
2540const char *
2541object::flag_desc (char *desc, int len) const
2542{
2543 char *p = desc;
2544 bool first = true;
2545
2546 *p = 0;
2547
2548 for (int i = 0; i < NUM_FLAGS; i++)
2549 {
2550 if (len <= 10) // magic constant!
2551 {
2552 snprintf (p, len, ",...");
2553 break;
2554 }
2555
2556 if (flag [i])
2557 {
2558 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2559 len -= cnt;
2560 p += cnt;
2561 first = false;
2562 }
2563 }
2564
2565 return desc;
2566}
2567
2661// return a suitable string describing an objetc in enough detail to find it 2568// return a suitable string describing an object in enough detail to find it
2662const char * 2569const char *
2663object::debug_desc (char *info) const 2570object::debug_desc (char *info) const
2664{ 2571{
2572 char flagdesc[512];
2665 char info2[256 * 3]; 2573 char info2[256 * 4];
2666 char *p = info; 2574 char *p = info;
2667 2575
2668 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2576 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2669 count, 2577 count, uuid.seq,
2670 &name, 2578 &name,
2671 title ? " " : "", 2579 title ? "\",title:\"" : "",
2672 title ? (const char *)title : ""); 2580 title ? (const char *)title : "",
2581 flag_desc (flagdesc, 512), type);
2673 2582
2674 if (env) 2583 if (env)
2675 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2584 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2676 2585
2677 if (map) 2586 if (map)
2678 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2587 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2679 2588
2680 return info; 2589 return info;
2681} 2590}
2682 2591
2683const char * 2592const char *
2684object::debug_desc () const 2593object::debug_desc () const
2685{ 2594{
2686 static char info[256 * 3]; 2595 static char info[256 * 4];
2687 return debug_desc (info); 2596 return debug_desc (info);
2688} 2597}
2689 2598
2599const char *
2600object::debug_desc2 () const
2601{
2602 static char info[256 * 4];
2603 return debug_desc (info);
2604}
2605

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