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Comparing deliantra/server/common/object.C (file contents):
Revision 1.68 by root, Mon Dec 18 02:35:00 2006 UTC vs.
Revision 1.141 by root, Sun Apr 29 21:44:34 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>
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
227 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 ()
228 || ob1->arch != ob2->arch 228 || ob1->arch != ob2->arch
229 || ob1->name != ob2->name 229 || ob1->name != ob2->name
230 || ob1->title != ob2->title 230 || ob1->title != ob2->title
231 || ob1->msg != ob2->msg 231 || ob1->msg != ob2->msg
232 || ob1->weight != ob2->weight 232 || ob1->weight != ob2->weight
278 278
279 /* 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
280 * 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
281 * check? 281 * check?
282 */ 282 */
283 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 283 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
284 return 0; 284 return 0;
285 285
286 switch (ob1->type) 286 switch (ob1->type)
287 { 287 {
288 case SCROLL: 288 case SCROLL:
313 313
314 /* Everything passes, must be OK. */ 314 /* Everything passes, must be OK. */
315 return 1; 315 return 1;
316} 316}
317 317
318void
319player::set_range (rangetype r)
320{
321 shoottype = r;
322}
323
318/* 324/*
319 * sum_weight() is a recursive function which calculates the weight 325 * sum_weight() is a recursive function which calculates the weight
320 * an object is carrying. It goes through in figures out how much 326 * an object is carrying. It goes through in figures out how much
321 * containers are carrying, and sums it up. 327 * containers are carrying, and sums it up.
322 */ 328 */
353 op = op->env; 359 op = op->env;
354 return op; 360 return op;
355} 361}
356 362
357/* 363/*
358 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
359 * a better check. We basically keeping traversing up until we can't
360 * or find a player.
361 */
362
363object *
364is_player_inv (object *op)
365{
366 for (; op != NULL && op->type != PLAYER; op = op->env)
367 if (op->env == op)
368 op->env = NULL;
369 return op;
370}
371
372/*
373 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 364 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
374 * Some error messages. 365 * Some error messages.
375 * The result of the dump is stored in the static global errmsg array. 366 * The result of the dump is stored in the static global errmsg array.
376 */ 367 */
377
378char * 368char *
379dump_object (object *op) 369dump_object (object *op)
380{ 370{
381 if (!op) 371 if (!op)
382 return strdup ("[NULLOBJ]"); 372 return strdup ("[NULLOBJ]");
383 373
384 object_freezer freezer; 374 object_freezer freezer;
385 save_object (freezer, op, 3); 375 op->write (freezer);
386 return freezer.as_string (); 376 return freezer.as_string ();
387} 377}
388 378
389/* 379/*
390 * get_nearest_part(multi-object, object 2) returns the part of the 380 * get_nearest_part(multi-object, object 2) returns the part of the
407} 397}
408 398
409/* 399/*
410 * Returns the object which has the count-variable equal to the argument. 400 * Returns the object which has the count-variable equal to the argument.
411 */ 401 */
412
413object * 402object *
414find_object (tag_t i) 403find_object (tag_t i)
415{ 404{
416 for (object *op = object::first; op; op = op->next) 405 for_all_objects (op)
417 if (op->count == i) 406 if (op->count == i)
418 return op; 407 return op;
419 408
420 return 0; 409 return 0;
421} 410}
422 411
423/* 412/*
424 * Returns the first object which has a name equal to the argument. 413 * Returns the first object which has a name equal to the argument.
425 * Used only by the patch command, but not all that useful. 414 * Used only by the patch command, but not all that useful.
426 * Enables features like "patch <name-of-other-player> food 999" 415 * Enables features like "patch <name-of-other-player> food 999"
427 */ 416 */
428
429object * 417object *
430find_object_name (const char *str) 418find_object_name (const char *str)
431{ 419{
432 shstr_cmp str_ (str); 420 shstr_cmp str_ (str);
433 object *op; 421 object *op;
434 422
435 for (op = object::first; op != NULL; op = op->next) 423 for_all_objects (op)
436 if (op->name == str_) 424 if (op->name == str_)
437 break; 425 break;
438 426
439 return op; 427 return op;
440} 428}
472 * refcounts and freeing the links. 460 * refcounts and freeing the links.
473 */ 461 */
474static void 462static void
475free_key_values (object *op) 463free_key_values (object *op)
476{ 464{
477 for (key_value *i = op->key_values; i != 0;) 465 for (key_value *i = op->key_values; i; )
478 { 466 {
479 key_value *next = i->next; 467 key_value *next = i->next;
480 delete i; 468 delete i;
481 469
482 i = next; 470 i = next;
483 } 471 }
484 472
485 op->key_values = 0; 473 op->key_values = 0;
486} 474}
487 475
488void object::clear () 476object &
477object::operator =(const object &src)
489{ 478{
490 attachable_base::clear (); 479 bool is_freed = flag [FLAG_FREED];
480 bool is_removed = flag [FLAG_REMOVED];
491 481
492 free_key_values (this);
493
494 owner = 0;
495 name = 0;
496 name_pl = 0;
497 title = 0;
498 race = 0;
499 slaying = 0;
500 skill = 0;
501 msg = 0;
502 lore = 0;
503 custom_name = 0;
504 materialname = 0;
505 contr = 0;
506 below = 0;
507 above = 0;
508 inv = 0;
509 container = 0;
510 env = 0;
511 more = 0;
512 head = 0;
513 map = 0;
514 active_next = 0;
515 active_prev = 0;
516
517 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
518
519 SET_FLAG (this, FLAG_REMOVED);
520
521 /* What is not cleared is next, prev, and count */
522
523 expmul = 1.0;
524 face = blank_face;
525
526 if (settings.casting_time)
527 casting_time = -1;
528}
529
530/*
531 * copy_to first frees everything allocated by the dst object,
532 * and then copies the contents of itself into the second
533 * object, allocating what needs to be allocated. Basically, any
534 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
535 * if the first object is freed, the pointers in the new object
536 * will point at garbage.
537 */
538void
539object::copy_to (object *dst)
540{
541 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
542 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
543
544 *(object_copy *)dst = *this; 482 *(object_copy *)this = src;
545 *(object_pod *)dst = *this;
546 483
547 if (self || cb) 484 flag [FLAG_FREED] = is_freed;
548 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (dst)); 485 flag [FLAG_REMOVED] = is_removed;
549
550 if (is_freed)
551 SET_FLAG (dst, FLAG_FREED);
552
553 if (is_removed)
554 SET_FLAG (dst, FLAG_REMOVED);
555
556 if (speed < 0)
557 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
558 486
559 /* Copy over key_values, if any. */ 487 /* Copy over key_values, if any. */
560 if (key_values) 488 if (src.key_values)
561 { 489 {
562 key_value *tail = 0; 490 key_value *tail = 0;
563 key_value *i;
564
565 dst->key_values = 0; 491 key_values = 0;
566 492
567 for (i = key_values; i; i = i->next) 493 for (key_value *i = src.key_values; i; i = i->next)
568 { 494 {
569 key_value *new_link = new key_value; 495 key_value *new_link = new key_value;
570 496
571 new_link->next = 0; 497 new_link->next = 0;
572 new_link->key = i->key; 498 new_link->key = i->key;
573 new_link->value = i->value; 499 new_link->value = i->value;
574 500
575 /* Try and be clever here, too. */ 501 /* Try and be clever here, too. */
576 if (!dst->key_values) 502 if (!key_values)
577 { 503 {
578 dst->key_values = new_link; 504 key_values = new_link;
579 tail = new_link; 505 tail = new_link;
580 } 506 }
581 else 507 else
582 { 508 {
583 tail->next = new_link; 509 tail->next = new_link;
584 tail = new_link; 510 tail = new_link;
585 } 511 }
586 } 512 }
587 } 513 }
514}
588 515
589 update_ob_speed (dst); 516/*
517 * copy_to first frees everything allocated by the dst object,
518 * and then copies the contents of itself into the second
519 * object, allocating what needs to be allocated. Basically, any
520 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
521 * if the first object is freed, the pointers in the new object
522 * will point at garbage.
523 */
524void
525object::copy_to (object *dst)
526{
527 *dst = *this;
528
529 if (speed < 0)
530 dst->speed_left = speed_left - rndm ();
531
532 dst->set_speed (dst->speed);
533}
534
535void
536object::instantiate ()
537{
538 if (!uuid.seq) // HACK
539 uuid = gen_uuid ();
540
541 speed_left = -0.1f;
542 /* copy the body_info to the body_used - this is only really
543 * need for monsters, but doesn't hurt to do it for everything.
544 * by doing so, when a monster is created, it has good starting
545 * values for the body_used info, so when items are created
546 * for it, they can be properly equipped.
547 */
548 memcpy (body_used, body_info, sizeof (body_used));
549
550 attachable::instantiate ();
590} 551}
591 552
592object * 553object *
593object::clone () 554object::clone ()
594{ 555{
600/* 561/*
601 * If an object with the IS_TURNABLE() flag needs to be turned due 562 * If an object with the IS_TURNABLE() flag needs to be turned due
602 * to the closest player being on the other side, this function can 563 * to the closest player being on the other side, this function can
603 * be called to update the face variable, _and_ how it looks on the map. 564 * be called to update the face variable, _and_ how it looks on the map.
604 */ 565 */
605
606void 566void
607update_turn_face (object *op) 567update_turn_face (object *op)
608{ 568{
609 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 569 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
610 return; 570 return;
571
611 SET_ANIMATION (op, op->direction); 572 SET_ANIMATION (op, op->direction);
612 update_object (op, UP_OBJ_FACE); 573 update_object (op, UP_OBJ_FACE);
613} 574}
614 575
615/* 576/*
616 * Updates the speed of an object. If the speed changes from 0 to another 577 * Updates the speed of an object. If the speed changes from 0 to another
617 * value, or vice versa, then add/remove the object from the active list. 578 * value, or vice versa, then add/remove the object from the active list.
618 * This function needs to be called whenever the speed of an object changes. 579 * This function needs to be called whenever the speed of an object changes.
619 */ 580 */
620void 581void
621update_ob_speed (object *op) 582object::set_speed (float speed)
622{ 583{
623 extern int arch_init; 584 if (flag [FLAG_FREED] && speed)
624
625 /* No reason putting the archetypes objects on the speed list,
626 * since they never really need to be updated.
627 */
628
629 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
630 { 585 {
631 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 586 LOG (llevError, "Object %s is freed but has speed.\n", &name);
632#ifdef MANY_CORES
633 abort ();
634#else
635 op->speed = 0; 587 speed = 0;
636#endif
637 }
638
639 if (arch_init)
640 return;
641
642 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
643 { 588 }
644 /* If already on active list, don't do anything */
645 if (op->active_next || op->active_prev || op == active_objects)
646 return;
647 589
648 /* process_events() expects us to insert the object at the beginning 590 this->speed = speed;
649 * of the list. */
650 op->active_next = active_objects;
651 591
652 if (op->active_next != NULL) 592 if (has_active_speed ())
653 op->active_next->active_prev = op; 593 activate ();
654
655 active_objects = op;
656 }
657 else 594 else
658 { 595 deactivate ();
659 /* If not on the active list, nothing needs to be done */
660 if (!op->active_next && !op->active_prev && op != active_objects)
661 return;
662
663 if (op->active_prev == NULL)
664 {
665 active_objects = op->active_next;
666
667 if (op->active_next != NULL)
668 op->active_next->active_prev = NULL;
669 }
670 else
671 {
672 op->active_prev->active_next = op->active_next;
673
674 if (op->active_next)
675 op->active_next->active_prev = op->active_prev;
676 }
677
678 op->active_next = NULL;
679 op->active_prev = NULL;
680 }
681} 596}
682 597
683/* This function removes object 'op' from the list of active
684 * objects.
685 * This should only be used for style maps or other such
686 * reference maps where you don't want an object that isn't
687 * in play chewing up cpu time getting processed.
688 * The reverse of this is to call update_ob_speed, which
689 * will do the right thing based on the speed of the object.
690 */
691void
692remove_from_active_list (object *op)
693{
694 /* If not on the active list, nothing needs to be done */
695 if (!op->active_next && !op->active_prev && op != active_objects)
696 return;
697
698 if (op->active_prev == NULL)
699 {
700 active_objects = op->active_next;
701 if (op->active_next != NULL)
702 op->active_next->active_prev = NULL;
703 }
704 else
705 {
706 op->active_prev->active_next = op->active_next;
707 if (op->active_next)
708 op->active_next->active_prev = op->active_prev;
709 }
710 op->active_next = NULL;
711 op->active_prev = NULL;
712}
713
714/* 598/*
715 * update_object() updates the array which represents the map. 599 * update_object() updates the the map.
716 * It takes into account invisible objects (and represent squares covered 600 * It takes into account invisible objects (and represent squares covered
717 * by invisible objects by whatever is below them (unless it's another 601 * by invisible objects by whatever is below them (unless it's another
718 * invisible object, etc...) 602 * invisible object, etc...)
719 * If the object being updated is beneath a player, the look-window 603 * If the object being updated is beneath a player, the look-window
720 * of that player is updated (this might be a suboptimal way of 604 * of that player is updated (this might be a suboptimal way of
721 * updating that window, though, since update_object() is called _often_) 605 * updating that window, though, since update_object() is called _often_)
722 * 606 *
723 * action is a hint of what the caller believes need to be done. 607 * action is a hint of what the caller believes need to be done.
724 * For example, if the only thing that has changed is the face (due to
725 * an animation), we don't need to call update_position until that actually
726 * comes into view of a player. OTOH, many other things, like addition/removal
727 * of walls or living creatures may need us to update the flags now.
728 * current action are: 608 * current action are:
729 * UP_OBJ_INSERT: op was inserted 609 * UP_OBJ_INSERT: op was inserted
730 * UP_OBJ_REMOVE: op was removed 610 * UP_OBJ_REMOVE: op was removed
731 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 611 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
732 * as that is easier than trying to look at what may have changed. 612 * as that is easier than trying to look at what may have changed.
733 * UP_OBJ_FACE: only the objects face has changed. 613 * UP_OBJ_FACE: only the objects face has changed.
734 */ 614 */
735
736void 615void
737update_object (object *op, int action) 616update_object (object *op, int action)
738{ 617{
739 int update_now = 0, flags;
740 MoveType move_on, move_off, move_block, move_slow;
741
742 if (op == NULL) 618 if (op == NULL)
743 { 619 {
744 /* this should never happen */ 620 /* this should never happen */
745 LOG (llevDebug, "update_object() called for NULL object.\n"); 621 LOG (llevDebug, "update_object() called for NULL object.\n");
746 return; 622 return;
747 } 623 }
748 624
749 if (op->env != NULL) 625 if (op->env)
750 { 626 {
751 /* Animation is currently handled by client, so nothing 627 /* Animation is currently handled by client, so nothing
752 * to do in this case. 628 * to do in this case.
753 */ 629 */
754 return; 630 return;
759 */ 635 */
760 if (!op->map || op->map->in_memory == MAP_SAVING) 636 if (!op->map || op->map->in_memory == MAP_SAVING)
761 return; 637 return;
762 638
763 /* make sure the object is within map boundaries */ 639 /* make sure the object is within map boundaries */
764 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map)) 640 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
765 { 641 {
766 LOG (llevError, "update_object() called for object out of map!\n"); 642 LOG (llevError, "update_object() called for object out of map!\n");
767#ifdef MANY_CORES 643#ifdef MANY_CORES
768 abort (); 644 abort ();
769#endif 645#endif
770 return; 646 return;
771 } 647 }
772 648
773 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 649 mapspace &m = op->ms ();
774 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
775 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
776 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
777 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
778 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
779 650
651 if (!(m.flags_ & P_UPTODATE))
652 /* nop */;
780 if (action == UP_OBJ_INSERT) 653 else if (action == UP_OBJ_INSERT)
781 { 654 {
655 // this is likely overkill, TODO: revisit (schmorp)
782 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 656 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
783 update_now = 1;
784
785 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 657 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
786 update_now = 1; 658 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
787 659 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
660 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
788 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 661 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
789 update_now = 1;
790
791 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
792 update_now = 1;
793
794 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
795 update_now = 1;
796
797 if ((move_on | op->move_on) != move_on) 662 || (m.move_on | op->move_on ) != m.move_on
798 update_now = 1;
799
800 if ((move_off | op->move_off) != move_off) 663 || (m.move_off | op->move_off ) != m.move_off
801 update_now = 1; 664 || (m.move_slow | op->move_slow) != m.move_slow
802
803 /* This isn't perfect, but I don't expect a lot of objects to 665 /* This isn't perfect, but I don't expect a lot of objects to
804 * to have move_allow right now. 666 * to have move_allow right now.
805 */ 667 */
806 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 668 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
807 update_now = 1; 669 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
808 670 m.flags_ = 0;
809 if ((move_slow | op->move_slow) != move_slow)
810 update_now = 1;
811 } 671 }
812
813 /* if the object is being removed, we can't make intelligent 672 /* if the object is being removed, we can't make intelligent
814 * decisions, because remove_ob can't really pass the object 673 * decisions, because remove_ob can't really pass the object
815 * that is being removed. 674 * that is being removed.
816 */ 675 */
817 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 676 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
818 update_now = 1; 677 m.flags_ = 0;
819 else if (action == UP_OBJ_FACE) 678 else if (action == UP_OBJ_FACE)
820 /* Nothing to do for that case */ ; 679 /* Nothing to do for that case */ ;
821 else 680 else
822 LOG (llevError, "update_object called with invalid action: %d\n", action); 681 LOG (llevError, "update_object called with invalid action: %d\n", action);
823 682
824 if (update_now)
825 {
826 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
827 update_position (op->map, op->x, op->y);
828 }
829
830 if (op->more != NULL) 683 if (op->more)
831 update_object (op->more, action); 684 update_object (op->more, action);
832}
833
834object::vector object::mortals;
835object::vector object::objects; // not yet used
836object *object::first;
837
838void object::free_mortals ()
839{
840 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
841 if ((*i)->refcnt)
842 ++i; // further delay freeing
843 else
844 {
845 delete *i;
846 mortals.erase (i);
847 }
848} 685}
849 686
850object::object () 687object::object ()
851{ 688{
852 SET_FLAG (this, FLAG_REMOVED); 689 SET_FLAG (this, FLAG_REMOVED);
855 face = blank_face; 692 face = blank_face;
856} 693}
857 694
858object::~object () 695object::~object ()
859{ 696{
697 unlink ();
698
860 free_key_values (this); 699 free_key_values (this);
861} 700}
862 701
702static int object_count;
703
863void object::link () 704void object::link ()
864{ 705{
865 count = ++ob_count; 706 assert (!index);//D
866 uuid = gen_uuid (); 707 uuid = gen_uuid ();
708 count = ++object_count;
867 709
868 prev = 0; 710 refcnt_inc ();
869 next = object::first; 711 objects.insert (this);
870
871 if (object::first)
872 object::first->prev = this;
873
874 object::first = this;
875} 712}
876 713
877void object::unlink () 714void object::unlink ()
878{ 715{
879 if (this == object::first) 716 if (!index)
880 object::first = next; 717 return;
881 718
882 /* Remove this object from the list of used objects */ 719 objects.erase (this);
883 if (prev) prev->next = next; 720 refcnt_dec ();
884 if (next) next->prev = prev; 721}
885 722
886 prev = 0; 723void
887 next = 0; 724object::activate ()
725{
726 /* If already on active list, don't do anything */
727 if (active)
728 return;
729
730 if (has_active_speed ())
731 actives.insert (this);
732}
733
734void
735object::activate_recursive ()
736{
737 activate ();
738
739 for (object *op = inv; op; op = op->below)
740 op->activate_recursive ();
741}
742
743/* This function removes object 'op' from the list of active
744 * objects.
745 * This should only be used for style maps or other such
746 * reference maps where you don't want an object that isn't
747 * in play chewing up cpu time getting processed.
748 * The reverse of this is to call update_ob_speed, which
749 * will do the right thing based on the speed of the object.
750 */
751void
752object::deactivate ()
753{
754 /* If not on the active list, nothing needs to be done */
755 if (!active)
756 return;
757
758 actives.erase (this);
759}
760
761void
762object::deactivate_recursive ()
763{
764 for (object *op = inv; op; op = op->below)
765 op->deactivate_recursive ();
766
767 deactivate ();
768}
769
770void
771object::set_flag_inv (int flag, int value)
772{
773 for (object *op = inv; op; op = op->below)
774 {
775 op->flag [flag] = value;
776 op->set_flag_inv (flag, value);
777 }
778}
779
780/*
781 * Remove and free all objects in the inventory of the given object.
782 * object.c ?
783 */
784void
785object::destroy_inv (bool drop_to_ground)
786{
787 // need to check first, because the checks below might segfault
788 // as we might be on an invalid mapspace and crossfire code
789 // is too buggy to ensure that the inventory is empty.
790 // corollary: if you create arrows etc. with stuff in tis inventory,
791 // cf will crash below with off-map x and y
792 if (!inv)
793 return;
794
795 /* Only if the space blocks everything do we not process -
796 * if some form of movement is allowed, let objects
797 * drop on that space.
798 */
799 if (!drop_to_ground
800 || !map
801 || map->in_memory != MAP_IN_MEMORY
802 || map->nodrop
803 || ms ().move_block == MOVE_ALL)
804 {
805 while (inv)
806 {
807 inv->destroy_inv (drop_to_ground);
808 inv->destroy ();
809 }
810 }
811 else
812 { /* Put objects in inventory onto this space */
813 while (inv)
814 {
815 object *op = inv;
816
817 if (op->flag [FLAG_STARTEQUIP]
818 || op->flag [FLAG_NO_DROP]
819 || op->type == RUNE
820 || op->type == TRAP
821 || op->flag [FLAG_IS_A_TEMPLATE]
822 || op->flag [FLAG_DESTROY_ON_DEATH])
823 op->destroy ();
824 else
825 map->insert (op, x, y);
826 }
827 }
888} 828}
889 829
890object *object::create () 830object *object::create ()
891{ 831{
892 object *op = new object; 832 object *op = new object;
893 op->link (); 833 op->link ();
894 return op; 834 return op;
895} 835}
896 836
897/* 837void
898 * free_object() frees everything allocated by an object, removes 838object::do_destroy ()
899 * it from the list of used objects, and puts it on the list of
900 * free objects. The IS_FREED() flag is set in the object.
901 * The object must have been removed by remove_ob() first for
902 * this function to succeed.
903 *
904 * If destroy_inventory is set, free inventory as well. Else drop items in
905 * inventory to the ground.
906 */
907void object::destroy (bool destroy_inventory)
908{ 839{
909 if (QUERY_FLAG (this, FLAG_FREED)) 840 attachable::do_destroy ();
910 return;
911 841
912 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 842 if (flag [FLAG_IS_LINKED])
843 remove_button_link (this);
844
845 if (flag [FLAG_FRIENDLY])
913 remove_friendly_object (this); 846 remove_friendly_object (this);
914 847
915 if (!QUERY_FLAG (this, FLAG_REMOVED)) 848 if (!flag [FLAG_REMOVED])
916 remove (); 849 remove ();
917 850
918 SET_FLAG (this, FLAG_FREED); 851 destroy_inv (true);
919 852
920 if (more) 853 deactivate ();
921 { 854 unlink ();
922 more->destroy (destroy_inventory);
923 more = 0;
924 }
925 855
926 if (inv) 856 flag [FLAG_FREED] = 1;
927 {
928 /* Only if the space blocks everything do we not process -
929 * if some form of movement is allowed, let objects
930 * drop on that space.
931 */
932 if (destroy_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
933 {
934 object *op = inv;
935
936 while (op)
937 {
938 object *tmp = op->below;
939 op->destroy (destroy_inventory);
940 op = tmp;
941 }
942 }
943 else
944 { /* Put objects in inventory onto this space */
945 object *op = inv;
946
947 while (op)
948 {
949 object *tmp = op->below;
950
951 op->remove ();
952
953 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
954 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
955 op->destroy ();
956 else
957 {
958 op->x = x;
959 op->y = y;
960 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
961 }
962
963 op = tmp;
964 }
965 }
966 }
967 857
968 // hack to ensure that freed objects still have a valid map 858 // hack to ensure that freed objects still have a valid map
969 { 859 {
970 static maptile *freed_map; // freed objects are moved here to avoid crashes 860 static maptile *freed_map; // freed objects are moved here to avoid crashes
971 861
975 865
976 freed_map->name = "/internal/freed_objects_map"; 866 freed_map->name = "/internal/freed_objects_map";
977 freed_map->width = 3; 867 freed_map->width = 3;
978 freed_map->height = 3; 868 freed_map->height = 3;
979 869
980 freed_map->allocate (); 870 freed_map->alloc ();
871 freed_map->in_memory = MAP_IN_MEMORY;
981 } 872 }
982 873
983 map = freed_map; 874 map = freed_map;
984 x = 1; 875 x = 1;
985 y = 1; 876 y = 1;
986 } 877 }
987 878
879 head = 0;
880
881 if (more)
882 {
883 more->destroy ();
884 more = 0;
885 }
886
988 // clear those pointers that likely might have circular references to us 887 // clear those pointers that likely might have circular references to us
989 owner = 0; 888 owner = 0;
990 enemy = 0; 889 enemy = 0;
991 attacked_by = 0; 890 attacked_by = 0;
891}
992 892
993 // only relevant for players(?), but make sure of it anyways 893void
994 contr = 0; 894object::destroy (bool destroy_inventory)
895{
896 if (destroyed ())
897 return;
995 898
996 /* Remove object from the active list */ 899 if (destroy_inventory)
997 speed = 0; 900 destroy_inv (false);
998 update_ob_speed (this);
999 901
1000 unlink (); 902 attachable::destroy ();
1001
1002 mortals.push_back (this);
1003} 903}
1004 904
1005/* 905/*
1006 * sub_weight() recursively (outwards) subtracts a number from the 906 * sub_weight() recursively (outwards) subtracts a number from the
1007 * weight of an object (and what is carried by it's environment(s)). 907 * weight of an object (and what is carried by it's environment(s)).
1023 * This function removes the object op from the linked list of objects 923 * This function removes the object op from the linked list of objects
1024 * which it is currently tied to. When this function is done, the 924 * which it is currently tied to. When this function is done, the
1025 * object will have no environment. If the object previously had an 925 * object will have no environment. If the object previously had an
1026 * environment, the x and y coordinates will be updated to 926 * environment, the x and y coordinates will be updated to
1027 * the previous environment. 927 * the previous environment.
1028 * Beware: This function is called from the editor as well!
1029 */ 928 */
1030void 929void
1031object::remove () 930object::do_remove ()
1032{ 931{
1033 object *tmp, *last = 0; 932 object *tmp, *last = 0;
1034 object *otmp; 933 object *otmp;
1035 934
1036 int check_walk_off;
1037
1038 if (QUERY_FLAG (this, FLAG_REMOVED)) 935 if (QUERY_FLAG (this, FLAG_REMOVED))
1039 return; 936 return;
1040 937
1041 SET_FLAG (this, FLAG_REMOVED); 938 SET_FLAG (this, FLAG_REMOVED);
939 INVOKE_OBJECT (REMOVE, this);
1042 940
1043 if (more) 941 if (more)
1044 more->remove (); 942 more->remove ();
1045 943
1046 /* 944 /*
1056 954
1057 /* NO_FIX_PLAYER is set when a great many changes are being 955 /* NO_FIX_PLAYER is set when a great many changes are being
1058 * made to players inventory. If set, avoiding the call 956 * made to players inventory. If set, avoiding the call
1059 * to save cpu time. 957 * to save cpu time.
1060 */ 958 */
1061 if ((otmp = is_player_inv (env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 959 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1062 fix_player (otmp); 960 otmp->update_stats ();
1063 961
1064 if (above != NULL) 962 if (above)
1065 above->below = below; 963 above->below = below;
1066 else 964 else
1067 env->inv = below; 965 env->inv = below;
1068 966
1069 if (below != NULL) 967 if (below)
1070 below->above = above; 968 below->above = above;
1071 969
1072 /* we set up values so that it could be inserted into 970 /* we set up values so that it could be inserted into
1073 * the map, but we don't actually do that - it is up 971 * the map, but we don't actually do that - it is up
1074 * to the caller to decide what we want to do. 972 * to the caller to decide what we want to do.
1078 above = 0, below = 0; 976 above = 0, below = 0;
1079 env = 0; 977 env = 0;
1080 } 978 }
1081 else if (map) 979 else if (map)
1082 { 980 {
1083 /* Re did the following section of code - it looks like it had 981 if (type == PLAYER)
1084 * lots of logic for things we no longer care about
1085 */ 982 {
983 // leaving a spot always closes any open container on the ground
984 if (container && !container->env)
985 // this causes spurious floorbox updates, but it ensures
986 // that the CLOSE event is being sent.
987 close_container ();
988
989 --map->players;
990 map->touch ();
991 }
992
993 map->dirty = true;
994 mapspace &ms = this->ms ();
1086 995
1087 /* link the object above us */ 996 /* link the object above us */
1088 if (above) 997 if (above)
1089 above->below = below; 998 above->below = below;
1090 else 999 else
1091 SET_MAP_TOP (map, x, y, below); /* we were top, set new top */ 1000 ms.top = below; /* we were top, set new top */
1092 1001
1093 /* Relink the object below us, if there is one */ 1002 /* Relink the object below us, if there is one */
1094 if (below) 1003 if (below)
1095 below->above = above; 1004 below->above = above;
1096 else 1005 else
1098 /* Nothing below, which means we need to relink map object for this space 1007 /* Nothing below, which means we need to relink map object for this space
1099 * use translated coordinates in case some oddness with map tiling is 1008 * use translated coordinates in case some oddness with map tiling is
1100 * evident 1009 * evident
1101 */ 1010 */
1102 if (GET_MAP_OB (map, x, y) != this) 1011 if (GET_MAP_OB (map, x, y) != this)
1103 {
1104 char *dump = dump_object (this);
1105 LOG (llevError,
1106 "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); 1012 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 ());
1107 free (dump);
1108 dump = dump_object (GET_MAP_OB (map, x, y));
1109 LOG (llevError, "%s\n", dump);
1110 free (dump);
1111 }
1112 1013
1113 SET_MAP_OB (map, x, y, above); /* goes on above it. */ 1014 ms.bot = above; /* goes on above it. */
1114 } 1015 }
1115 1016
1116 above = 0; 1017 above = 0;
1117 below = 0; 1018 below = 0;
1118 1019
1119 if (map->in_memory == MAP_SAVING) 1020 if (map->in_memory == MAP_SAVING)
1120 return; 1021 return;
1121 1022
1122 check_walk_off = !QUERY_FLAG (this, FLAG_NO_APPLY); 1023 int check_walk_off = !flag [FLAG_NO_APPLY];
1123 1024
1124 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) 1025 for (tmp = ms.bot; tmp; tmp = tmp->above)
1125 { 1026 {
1126 /* No point updating the players look faces if he is the object 1027 /* No point updating the players look faces if he is the object
1127 * being removed. 1028 * being removed.
1128 */ 1029 */
1129 1030
1133 * removed (most likely destroyed), update the player view 1034 * removed (most likely destroyed), update the player view
1134 * appropriately. 1035 * appropriately.
1135 */ 1036 */
1136 if (tmp->container == this) 1037 if (tmp->container == this)
1137 { 1038 {
1138 CLEAR_FLAG (this, FLAG_APPLIED); 1039 flag [FLAG_APPLIED] = 0;
1139 tmp->container = 0; 1040 tmp->container = 0;
1140 } 1041 }
1141 1042
1142 tmp->contr->socket->update_look = 1; 1043 if (tmp->contr->ns)
1044 tmp->contr->ns->floorbox_update ();
1143 } 1045 }
1144 1046
1145 /* See if player moving off should effect something */ 1047 /* See if object moving off should effect something */
1146 if (check_walk_off 1048 if (check_walk_off
1147 && ((move_type & tmp->move_off) 1049 && ((move_type & tmp->move_off)
1148 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1050 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1149 { 1051 {
1150 move_apply (tmp, this, 0); 1052 move_apply (tmp, this, 0);
1152 if (destroyed ()) 1054 if (destroyed ())
1153 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1055 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1154 } 1056 }
1155 1057
1156 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1058 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1157 1059 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1158 if (tmp->above == tmp) 1060 if (tmp->above == tmp)
1159 tmp->above = 0; 1061 tmp->above = 0;
1160 1062
1161 last = tmp; 1063 last = tmp;
1162 } 1064 }
1163 1065
1164 /* last == NULL of there are no objects on this space */ 1066 /* last == NULL if there are no objects on this space */
1067 //TODO: this makes little sense, why only update the topmost object?
1165 if (!last) 1068 if (!last)
1166 { 1069 map->at (x, y).flags_ = 0;
1167 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1168 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1169 * those out anyways, and if there are any flags set right now, they won't
1170 * be correct anyways.
1171 */
1172 SET_MAP_FLAGS (map, x, y, P_NEED_UPDATE);
1173 update_position (map, x, y);
1174 }
1175 else 1070 else
1176 update_object (last, UP_OBJ_REMOVE); 1071 update_object (last, UP_OBJ_REMOVE);
1177 1072
1178 if (QUERY_FLAG (this, FLAG_BLOCKSVIEW) || glow_radius) 1073 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1179 update_all_los (map, x, y); 1074 update_all_los (map, x, y);
1180 } 1075 }
1181} 1076}
1182 1077
1183/* 1078/*
1192merge_ob (object *op, object *top) 1087merge_ob (object *op, object *top)
1193{ 1088{
1194 if (!op->nrof) 1089 if (!op->nrof)
1195 return 0; 1090 return 0;
1196 1091
1197 if (top == NULL) 1092 if (top)
1198 for (top = op; top != NULL && top->above != NULL; top = top->above); 1093 for (top = op; top && top->above; top = top->above)
1094 ;
1199 1095
1200 for (; top != NULL; top = top->below) 1096 for (; top; top = top->below)
1201 { 1097 {
1202 if (top == op) 1098 if (top == op)
1203 continue; 1099 continue;
1204 1100
1205 if (object::can_merge (op, top)) 1101 if (object::can_merge (op, top))
1214 } 1110 }
1215 1111
1216 return 0; 1112 return 0;
1217} 1113}
1218 1114
1115void
1116object::expand_tail ()
1117{
1118 if (more)
1119 return;
1120
1121 object *prev = this;
1122
1123 for (archetype *at = arch->more; at; at = at->more)
1124 {
1125 object *op = arch_to_object (at);
1126
1127 op->name = name;
1128 op->name_pl = name_pl;
1129 op->title = title;
1130
1131 op->head = this;
1132 prev->more = op;
1133
1134 prev = op;
1135 }
1136}
1137
1219/* 1138/*
1220 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1139 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1221 * job preparing multi-part monsters 1140 * job preparing multi-part monsters.
1222 */ 1141 */
1223object * 1142object *
1224insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1143insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1225{ 1144{
1226 object *tmp;
1227
1228 if (op->head)
1229 op = op->head;
1230
1231 for (tmp = op; tmp; tmp = tmp->more) 1145 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1232 { 1146 {
1233 tmp->x = x + tmp->arch->clone.x; 1147 tmp->x = x + tmp->arch->clone.x;
1234 tmp->y = y + tmp->arch->clone.y; 1148 tmp->y = y + tmp->arch->clone.y;
1235 } 1149 }
1236 1150
1255 * Return value: 1169 * Return value:
1256 * new object if 'op' was merged with other object 1170 * new object if 'op' was merged with other object
1257 * NULL if 'op' was destroyed 1171 * NULL if 'op' was destroyed
1258 * just 'op' otherwise 1172 * just 'op' otherwise
1259 */ 1173 */
1260
1261object * 1174object *
1262insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1175insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1263{ 1176{
1177 assert (!op->flag [FLAG_FREED]);
1178
1264 object *tmp, *top, *floor = NULL; 1179 object *tmp, *top, *floor = NULL;
1265 sint16 x, y;
1266 1180
1267 if (QUERY_FLAG (op, FLAG_FREED)) 1181 op->remove ();
1268 {
1269 LOG (llevError, "Trying to insert freed object!\n");
1270 return NULL;
1271 }
1272 1182
1273 if (m == NULL) 1183#if 0
1274 { 1184 if (!m->active != !op->active)
1275 char *dump = dump_object (op); 1185 if (m->active)
1276 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump); 1186 op->activate_recursive ();
1277 free (dump); 1187 else
1278 return op; 1188 op->deactivate_recursive ();
1279 } 1189#endif
1280 1190
1281 if (out_of_map (m, op->x, op->y)) 1191 if (out_of_map (m, op->x, op->y))
1282 { 1192 {
1283 char *dump = dump_object (op);
1284 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump); 1193 LOG (llevError, "Trying to insert object outside the map.\n%s\n", op->debug_desc ());
1285#ifdef MANY_CORES 1194#ifdef MANY_CORES
1286 /* Better to catch this here, as otherwise the next use of this object 1195 /* 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 1196 * is likely to cause a crash. Better to find out where it is getting
1288 * improperly inserted. 1197 * improperly inserted.
1289 */ 1198 */
1290 abort (); 1199 abort ();
1291#endif 1200#endif
1292 free (dump);
1293 return op; 1201 return op;
1294 } 1202 }
1295 1203
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; 1204 if (object *more = op->more)
1309 1205 {
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) 1206 if (!insert_ob_in_map (more, m, originator, flag))
1326 { 1207 {
1327 if (!op->head) 1208 if (!op->head)
1328 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1209 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1329 1210
1330 return NULL; 1211 return 0;
1331 } 1212 }
1332 } 1213 }
1333 1214
1334 CLEAR_FLAG (op, FLAG_REMOVED); 1215 CLEAR_FLAG (op, FLAG_REMOVED);
1335 1216
1336 /* Ideally, the caller figures this out. However, it complicates a lot 1217 /* 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 1218 * of areas of callers (eg, anything that uses find_free_spot would now
1338 * need extra work 1219 * need extra work
1339 */ 1220 */
1340 op->map = get_map_from_coord (m, &op->x, &op->y); 1221 if (!xy_normalise (m, op->x, op->y))
1341 x = op->x; 1222 return 0;
1342 y = op->y; 1223
1224 op->map = m;
1225 mapspace &ms = op->ms ();
1343 1226
1344 /* this has to be done after we translate the coordinates. 1227 /* this has to be done after we translate the coordinates.
1345 */ 1228 */
1346 if (op->nrof && !(flag & INS_NO_MERGE)) 1229 if (op->nrof && !(flag & INS_NO_MERGE))
1347 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1230 for (tmp = ms.bot; tmp; tmp = tmp->above)
1348 if (object::can_merge (op, tmp)) 1231 if (object::can_merge (op, tmp))
1349 { 1232 {
1350 op->nrof += tmp->nrof; 1233 op->nrof += tmp->nrof;
1351 tmp->destroy (); 1234 tmp->destroy ();
1352 } 1235 }
1369 op->below = originator->below; 1252 op->below = originator->below;
1370 1253
1371 if (op->below) 1254 if (op->below)
1372 op->below->above = op; 1255 op->below->above = op;
1373 else 1256 else
1374 SET_MAP_OB (op->map, op->x, op->y, op); 1257 ms.bot = op;
1375 1258
1376 /* since *below* originator, no need to update top */ 1259 /* since *below* originator, no need to update top */
1377 originator->below = op; 1260 originator->below = op;
1378 } 1261 }
1379 else 1262 else
1380 { 1263 {
1264 top = ms.bot;
1265
1381 /* If there are other objects, then */ 1266 /* If there are other objects, then */
1382 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1267 if ((!(flag & INS_MAP_LOAD)) && top)
1383 { 1268 {
1384 object *last = NULL; 1269 object *last = 0;
1385 1270
1386 /* 1271 /*
1387 * If there are multiple objects on this space, we do some trickier handling. 1272 * If there are multiple objects on this space, we do some trickier handling.
1388 * We've already dealt with merging if appropriate. 1273 * We've already dealt with merging if appropriate.
1389 * Generally, we want to put the new object on top. But if 1274 * 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 1278 * 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 1279 * 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 1280 * when lots of spells are cast in one area. Currently, it is presumed
1396 * that flying non pickable objects are spell objects. 1281 * that flying non pickable objects are spell objects.
1397 */ 1282 */
1398 1283 for (top = ms.bot; top; top = top->above)
1399 while (top != NULL)
1400 { 1284 {
1401 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1285 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1402 floor = top; 1286 floor = top;
1403 1287
1404 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1288 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; 1291 top = top->below;
1408 break; 1292 break;
1409 } 1293 }
1410 1294
1411 last = top; 1295 last = top;
1412 top = top->above;
1413 } 1296 }
1414 1297
1415 /* Don't want top to be NULL, so set it to the last valid object */ 1298 /* Don't want top to be NULL, so set it to the last valid object */
1416 top = last; 1299 top = last;
1417 1300
1419 * looks like instead of lots of conditions here. 1302 * looks like instead of lots of conditions here.
1420 * makes things faster, and effectively the same result. 1303 * makes things faster, and effectively the same result.
1421 */ 1304 */
1422 1305
1423 /* Have object 'fall below' other objects that block view. 1306 /* Have object 'fall below' other objects that block view.
1424 * Unless those objects are exits, type 66 1307 * Unless those objects are exits.
1425 * If INS_ON_TOP is used, don't do this processing 1308 * If INS_ON_TOP is used, don't do this processing
1426 * Need to find the object that in fact blocks view, otherwise 1309 * Need to find the object that in fact blocks view, otherwise
1427 * stacking is a bit odd. 1310 * stacking is a bit odd.
1428 */ 1311 */
1429 if (!(flag & INS_ON_TOP) && 1312 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)) 1313 && ms.flags () & P_BLOCKSVIEW
1314 && (op->face && !faces [op->face].visibility))
1431 { 1315 {
1432 for (last = top; last != floor; last = last->below) 1316 for (last = top; last != floor; last = last->below)
1433 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1317 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1434 break; 1318 break;
1319
1435 /* Check to see if we found the object that blocks view, 1320 /* Check to see if we found the object that blocks view,
1436 * and make sure we have a below pointer for it so that 1321 * and make sure we have a below pointer for it so that
1437 * we can get inserted below this one, which requires we 1322 * we can get inserted below this one, which requires we
1438 * set top to the object below us. 1323 * set top to the object below us.
1439 */ 1324 */
1441 top = last->below; 1326 top = last->below;
1442 } 1327 }
1443 } /* If objects on this space */ 1328 } /* If objects on this space */
1444 1329
1445 if (flag & INS_MAP_LOAD) 1330 if (flag & INS_MAP_LOAD)
1446 top = GET_MAP_TOP (op->map, op->x, op->y); 1331 top = ms.top;
1447 1332
1448 if (flag & INS_ABOVE_FLOOR_ONLY) 1333 if (flag & INS_ABOVE_FLOOR_ONLY)
1449 top = floor; 1334 top = floor;
1450 1335
1451 /* Top is the object that our object (op) is going to get inserted above. 1336 /* Top is the object that our object (op) is going to get inserted above.
1452 */ 1337 */
1453 1338
1454 /* First object on this space */ 1339 /* First object on this space */
1455 if (!top) 1340 if (!top)
1456 { 1341 {
1457 op->above = GET_MAP_OB (op->map, op->x, op->y); 1342 op->above = ms.bot;
1458 1343
1459 if (op->above) 1344 if (op->above)
1460 op->above->below = op; 1345 op->above->below = op;
1461 1346
1462 op->below = NULL; 1347 op->below = 0;
1463 SET_MAP_OB (op->map, op->x, op->y, op); 1348 ms.bot = op;
1464 } 1349 }
1465 else 1350 else
1466 { /* get inserted into the stack above top */ 1351 { /* get inserted into the stack above top */
1467 op->above = top->above; 1352 op->above = top->above;
1468 1353
1471 1356
1472 op->below = top; 1357 op->below = top;
1473 top->above = op; 1358 top->above = op;
1474 } 1359 }
1475 1360
1476 if (op->above == NULL) 1361 if (!op->above)
1477 SET_MAP_TOP (op->map, op->x, op->y, op); 1362 ms.top = op;
1478 } /* else not INS_BELOW_ORIGINATOR */ 1363 } /* else not INS_BELOW_ORIGINATOR */
1479 1364
1480 if (op->type == PLAYER) 1365 if (op->type == PLAYER)
1366 {
1481 op->contr->do_los = 1; 1367 op->contr->do_los = 1;
1368 ++op->map->players;
1369 op->map->touch ();
1370 }
1371
1372 op->map->dirty = true;
1482 1373
1483 /* If we have a floor, we know the player, if any, will be above 1374 /* 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. 1375 * it, so save a few ticks and start from there.
1485 */ 1376 */
1486 if (!(flag & INS_MAP_LOAD)) 1377 if (!(flag & INS_MAP_LOAD))
1487 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1378 if (object *pl = ms.player ())
1488 if (tmp->type == PLAYER) 1379 if (pl->contr->ns)
1489 tmp->contr->socket->update_look = 1; 1380 pl->contr->ns->floorbox_update ();
1490 1381
1491 /* If this object glows, it may affect lighting conditions that are 1382 /* If this object glows, it may affect lighting conditions that are
1492 * visible to others on this map. But update_all_los is really 1383 * 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 1384 * 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 1385 * on the map will get recalculated. The players could very well
1495 * be far away from this change and not affected in any way - 1386 * be far away from this change and not affected in any way -
1496 * this should get redone to only look for players within range, 1387 * this should get redone to only look for players within range,
1497 * or just updating the P_NEED_UPDATE for spaces within this area 1388 * or just updating the P_UPTODATE for spaces within this area
1498 * of effect may be sufficient. 1389 * of effect may be sufficient.
1499 */ 1390 */
1500 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1391 if (op->map->darkness && (op->glow_radius != 0))
1501 update_all_los (op->map, op->x, op->y); 1392 update_all_los (op->map, op->x, op->y);
1502 1393
1503 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1394 /* updates flags (blocked, alive, no magic, etc) for this map space */
1504 update_object (op, UP_OBJ_INSERT); 1395 update_object (op, UP_OBJ_INSERT);
1505 1396
1397 INVOKE_OBJECT (INSERT, op);
1398
1506 /* Don't know if moving this to the end will break anything. However, 1399 /* 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. 1400 * we want to have floorbox_update called before calling this.
1508 * 1401 *
1509 * check_move_on() must be after this because code called from 1402 * check_move_on() must be after this because code called from
1510 * check_move_on() depends on correct map flags (so functions like 1403 * check_move_on() depends on correct map flags (so functions like
1511 * blocked() and wall() work properly), and these flags are updated by 1404 * blocked() and wall() work properly), and these flags are updated by
1512 * update_object(). 1405 * update_object().
1514 1407
1515 /* if this is not the head or flag has been passed, don't check walk on status */ 1408 /* 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) 1409 if (!(flag & INS_NO_WALK_ON) && !op->head)
1517 { 1410 {
1518 if (check_move_on (op, originator)) 1411 if (check_move_on (op, originator))
1519 return NULL; 1412 return 0;
1520 1413
1521 /* If we are a multi part object, lets work our way through the check 1414 /* If we are a multi part object, lets work our way through the check
1522 * walk on's. 1415 * walk on's.
1523 */ 1416 */
1524 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1417 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1525 if (check_move_on (tmp, originator)) 1418 if (check_move_on (tmp, originator))
1526 return NULL; 1419 return 0;
1527 } 1420 }
1528 1421
1529 return op; 1422 return op;
1530} 1423}
1531 1424
1532/* this function inserts an object in the map, but if it 1425/* 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. 1426 * 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. 1427 * op is the object to insert it under: supplies x and the map.
1535 */ 1428 */
1536void 1429void
1537replace_insert_ob_in_map (const char *arch_string, object *op) 1430replace_insert_ob_in_map (const char *arch_string, object *op)
1538{ 1431{
1539 object * 1432 object *tmp, *tmp1;
1540 tmp;
1541 object *
1542 tmp1;
1543 1433
1544 /* first search for itself and remove any old instances */ 1434 /* first search for itself and remove any old instances */
1545 1435
1546 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1436 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1547 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1437 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1548 tmp->destroy (); 1438 tmp->destroy ();
1549 1439
1550 tmp1 = arch_to_object (archetype::find (arch_string)); 1440 tmp1 = arch_to_object (archetype::find (arch_string));
1551 1441
1552 tmp1->x = op->x; 1442 tmp1->x = op->x;
1553 tmp1->y = op->y; 1443 tmp1->y = op->y;
1554 insert_ob_in_map (tmp1, op->map, op, 0); 1444 insert_ob_in_map (tmp1, op->map, op, 0);
1445}
1446
1447object *
1448object::insert_at (object *where, object *originator, int flags)
1449{
1450 return where->map->insert (this, where->x, where->y, originator, flags);
1555} 1451}
1556 1452
1557/* 1453/*
1558 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1454 * 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 1455 * is returned contains nr objects, and the remaining parts contains
1560 * the rest (or is removed and freed if that number is 0). 1456 * the rest (or is removed and freed if that number is 0).
1561 * On failure, NULL is returned, and the reason put into the 1457 * On failure, NULL is returned, and the reason put into the
1562 * global static errmsg array. 1458 * global static errmsg array.
1563 */ 1459 */
1564
1565object * 1460object *
1566get_split_ob (object *orig_ob, uint32 nr) 1461get_split_ob (object *orig_ob, uint32 nr)
1567{ 1462{
1568 object *newob; 1463 object *newob;
1569 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1464 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1600 * the amount of an object. If the amount reaches 0, the object 1495 * the amount of an object. If the amount reaches 0, the object
1601 * is subsequently removed and freed. 1496 * is subsequently removed and freed.
1602 * 1497 *
1603 * Return value: 'op' if something is left, NULL if the amount reached 0 1498 * Return value: 'op' if something is left, NULL if the amount reached 0
1604 */ 1499 */
1605
1606object * 1500object *
1607decrease_ob_nr (object *op, uint32 i) 1501decrease_ob_nr (object *op, uint32 i)
1608{ 1502{
1609 object *tmp; 1503 object *tmp;
1610 player *pl;
1611 1504
1612 if (i == 0) /* objects with op->nrof require this check */ 1505 if (i == 0) /* objects with op->nrof require this check */
1613 return op; 1506 return op;
1614 1507
1615 if (i > op->nrof) 1508 if (i > op->nrof)
1616 i = op->nrof; 1509 i = op->nrof;
1617 1510
1618 if (QUERY_FLAG (op, FLAG_REMOVED)) 1511 if (QUERY_FLAG (op, FLAG_REMOVED))
1619 op->nrof -= i; 1512 op->nrof -= i;
1620 else if (op->env != NULL) 1513 else if (op->env)
1621 { 1514 {
1622 /* is this object in the players inventory, or sub container 1515 /* is this object in the players inventory, or sub container
1623 * therein? 1516 * therein?
1624 */ 1517 */
1625 tmp = is_player_inv (op->env); 1518 tmp = op->in_player ();
1626 /* nope. Is this a container the player has opened? 1519 /* nope. Is this a container the player has opened?
1627 * If so, set tmp to that player. 1520 * If so, set tmp to that player.
1628 * IMO, searching through all the players will mostly 1521 * IMO, searching through all the players will mostly
1629 * likely be quicker than following op->env to the map, 1522 * likely be quicker than following op->env to the map,
1630 * and then searching the map for a player. 1523 * and then searching the map for a player.
1631 */ 1524 */
1632 if (!tmp) 1525 if (!tmp)
1633 { 1526 for_all_players (pl)
1634 for (pl = first_player; pl; pl = pl->next)
1635 if (pl->ob->container == op->env) 1527 if (pl->ob->container == op->env)
1528 {
1529 tmp = pl->ob;
1636 break; 1530 break;
1637 if (pl)
1638 tmp = pl->ob;
1639 else
1640 tmp = NULL;
1641 } 1531 }
1642 1532
1643 if (i < op->nrof) 1533 if (i < op->nrof)
1644 { 1534 {
1645 sub_weight (op->env, op->weight * i); 1535 sub_weight (op->env, op->weight * i);
1646 op->nrof -= i; 1536 op->nrof -= i;
1647 if (tmp) 1537 if (tmp)
1648 {
1649 esrv_send_item (tmp, op); 1538 esrv_send_item (tmp, op);
1650 }
1651 } 1539 }
1652 else 1540 else
1653 { 1541 {
1654 op->remove (); 1542 op->remove ();
1655 op->nrof = 0; 1543 op->nrof = 0;
1656 if (tmp) 1544 if (tmp)
1657 {
1658 esrv_del_item (tmp->contr, op->count); 1545 esrv_del_item (tmp->contr, op->count);
1659 }
1660 } 1546 }
1661 } 1547 }
1662 else 1548 else
1663 { 1549 {
1664 object *above = op->above; 1550 object *above = op->above;
1670 op->remove (); 1556 op->remove ();
1671 op->nrof = 0; 1557 op->nrof = 0;
1672 } 1558 }
1673 1559
1674 /* Since we just removed op, op->above is null */ 1560 /* Since we just removed op, op->above is null */
1675 for (tmp = above; tmp != NULL; tmp = tmp->above) 1561 for (tmp = above; tmp; tmp = tmp->above)
1676 if (tmp->type == PLAYER) 1562 if (tmp->type == PLAYER)
1677 { 1563 {
1678 if (op->nrof) 1564 if (op->nrof)
1679 esrv_send_item (tmp, op); 1565 esrv_send_item (tmp, op);
1680 else 1566 else
1685 if (op->nrof) 1571 if (op->nrof)
1686 return op; 1572 return op;
1687 else 1573 else
1688 { 1574 {
1689 op->destroy (); 1575 op->destroy ();
1690 return NULL; 1576 return 0;
1691 } 1577 }
1692} 1578}
1693 1579
1694/* 1580/*
1695 * add_weight(object, weight) adds the specified weight to an object, 1581 * add_weight(object, weight) adds the specified weight to an object,
1696 * and also updates how much the environment(s) is/are carrying. 1582 * and also updates how much the environment(s) is/are carrying.
1697 */ 1583 */
1698
1699void 1584void
1700add_weight (object *op, signed long weight) 1585add_weight (object *op, signed long weight)
1701{ 1586{
1702 while (op != NULL) 1587 while (op != NULL)
1703 { 1588 {
1735 * inside the object environment. 1620 * inside the object environment.
1736 * 1621 *
1737 * The function returns now pointer to inserted item, and return value can 1622 * The function returns now pointer to inserted item, and return value can
1738 * be != op, if items are merged. -Tero 1623 * be != op, if items are merged. -Tero
1739 */ 1624 */
1740
1741object * 1625object *
1742object::insert (object *op) 1626object::insert (object *op)
1743{ 1627{
1744 object *tmp, *otmp; 1628 object *tmp, *otmp;
1745 1629
1783 add_weight (this, op->weight * op->nrof); 1667 add_weight (this, op->weight * op->nrof);
1784 } 1668 }
1785 else 1669 else
1786 add_weight (this, (op->weight + op->carrying)); 1670 add_weight (this, (op->weight + op->carrying));
1787 1671
1788 otmp = is_player_inv (this); 1672 otmp = this->in_player ();
1789 if (otmp && otmp->contr) 1673 if (otmp && otmp->contr)
1790 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1674 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1791 fix_player (otmp); 1675 otmp->update_stats ();
1792 1676
1793 op->map = NULL; 1677 op->map = 0;
1794 op->env = this; 1678 op->env = this;
1795 op->above = NULL; 1679 op->above = 0;
1796 op->below = NULL; 1680 op->below = 0;
1797 op->x = 0, op->y = 0; 1681 op->x = 0, op->y = 0;
1798 1682
1799 /* reset the light list and los of the players on the map */ 1683 /* reset the light list and los of the players on the map */
1800 if ((op->glow_radius != 0) && map) 1684 if ((op->glow_radius != 0) && map)
1801 { 1685 {
1802#ifdef DEBUG_LIGHTS 1686#ifdef DEBUG_LIGHTS
1803 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1687 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1804#endif /* DEBUG_LIGHTS */ 1688#endif /* DEBUG_LIGHTS */
1805 if (MAP_DARKNESS (map)) 1689 if (map->darkness)
1806 update_all_los (map, x, y); 1690 update_all_los (map, x, y);
1807 } 1691 }
1808 1692
1809 /* Client has no idea of ordering so lets not bother ordering it here. 1693 /* Client has no idea of ordering so lets not bother ordering it here.
1810 * It sure simplifies this function... 1694 * It sure simplifies this function...
1815 { 1699 {
1816 op->below = inv; 1700 op->below = inv;
1817 op->below->above = op; 1701 op->below->above = op;
1818 inv = op; 1702 inv = op;
1819 } 1703 }
1704
1705 INVOKE_OBJECT (INSERT, this);
1820 1706
1821 return op; 1707 return op;
1822} 1708}
1823 1709
1824/* 1710/*
1839 * 1725 *
1840 * MSW 2001-07-08: Check all objects on space, not just those below 1726 * 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 1727 * object being inserted. insert_ob_in_map may not put new objects
1842 * on top. 1728 * on top.
1843 */ 1729 */
1844
1845int 1730int
1846check_move_on (object *op, object *originator) 1731check_move_on (object *op, object *originator)
1847{ 1732{
1848 object *tmp; 1733 object *tmp;
1849 maptile *m = op->map; 1734 maptile *m = op->map;
1876 1761
1877 /* The objects have to be checked from top to bottom. 1762 /* The objects have to be checked from top to bottom.
1878 * Hence, we first go to the top: 1763 * Hence, we first go to the top:
1879 */ 1764 */
1880 1765
1881 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1766 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1882 { 1767 {
1883 /* Trim the search when we find the first other spell effect 1768 /* Trim the search when we find the first other spell effect
1884 * this helps performance so that if a space has 50 spell objects, 1769 * this helps performance so that if a space has 50 spell objects,
1885 * we don't need to check all of them. 1770 * we don't need to check all of them.
1886 */ 1771 */
1904 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1789 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)) 1790 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1906 { 1791 {
1907 1792
1908 float 1793 float
1909 diff = tmp->move_slow_penalty * FABS (op->speed); 1794 diff = tmp->move_slow_penalty * fabs (op->speed);
1910 1795
1911 if (op->type == PLAYER) 1796 if (op->type == PLAYER)
1912 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1797 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))) 1798 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1914 diff /= 4.0; 1799 diff /= 4.0;
1941/* 1826/*
1942 * present_arch(arch, map, x, y) searches for any objects with 1827 * present_arch(arch, map, x, y) searches for any objects with
1943 * a matching archetype at the given map and coordinates. 1828 * a matching archetype at the given map and coordinates.
1944 * The first matching object is returned, or NULL if none. 1829 * The first matching object is returned, or NULL if none.
1945 */ 1830 */
1946
1947object * 1831object *
1948present_arch (const archetype *at, maptile *m, int x, int y) 1832present_arch (const archetype *at, maptile *m, int x, int y)
1949{ 1833{
1950 object *
1951 tmp;
1952
1953 if (m == NULL || out_of_map (m, x, y)) 1834 if (!m || out_of_map (m, x, y))
1954 { 1835 {
1955 LOG (llevError, "Present_arch called outside map.\n"); 1836 LOG (llevError, "Present_arch called outside map.\n");
1956 return NULL; 1837 return NULL;
1957 } 1838 }
1958 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1839
1840 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1959 if (tmp->arch == at) 1841 if (tmp->arch == at)
1960 return tmp; 1842 return tmp;
1843
1961 return NULL; 1844 return NULL;
1962} 1845}
1963 1846
1964/* 1847/*
1965 * present(type, map, x, y) searches for any objects with 1848 * present(type, map, x, y) searches for any objects with
1966 * a matching type variable at the given map and coordinates. 1849 * a matching type variable at the given map and coordinates.
1967 * The first matching object is returned, or NULL if none. 1850 * The first matching object is returned, or NULL if none.
1968 */ 1851 */
1969
1970object * 1852object *
1971present (unsigned char type, maptile *m, int x, int y) 1853present (unsigned char type, maptile *m, int x, int y)
1972{ 1854{
1973 object *
1974 tmp;
1975
1976 if (out_of_map (m, x, y)) 1855 if (out_of_map (m, x, y))
1977 { 1856 {
1978 LOG (llevError, "Present called outside map.\n"); 1857 LOG (llevError, "Present called outside map.\n");
1979 return NULL; 1858 return NULL;
1980 } 1859 }
1981 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1860
1861 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1982 if (tmp->type == type) 1862 if (tmp->type == type)
1983 return tmp; 1863 return tmp;
1864
1984 return NULL; 1865 return NULL;
1985} 1866}
1986 1867
1987/* 1868/*
1988 * present_in_ob(type, object) searches for any objects with 1869 * present_in_ob(type, object) searches for any objects with
1989 * a matching type variable in the inventory of the given object. 1870 * a matching type variable in the inventory of the given object.
1990 * The first matching object is returned, or NULL if none. 1871 * The first matching object is returned, or NULL if none.
1991 */ 1872 */
1992
1993object * 1873object *
1994present_in_ob (unsigned char type, const object *op) 1874present_in_ob (unsigned char type, const object *op)
1995{ 1875{
1996 object *
1997 tmp;
1998
1999 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1876 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2000 if (tmp->type == type) 1877 if (tmp->type == type)
2001 return tmp; 1878 return tmp;
1879
2002 return NULL; 1880 return NULL;
2003} 1881}
2004 1882
2005/* 1883/*
2006 * present_in_ob (type, str, object) searches for any objects with 1884 * present_in_ob (type, str, object) searches for any objects with
2014 * str is the string to match against. Note that we match against 1892 * 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 1893 * 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 1894 * spell code can use one object type (force), but change it's name
2017 * to be unique. 1895 * to be unique.
2018 */ 1896 */
2019
2020object * 1897object *
2021present_in_ob_by_name (int type, const char *str, const object *op) 1898present_in_ob_by_name (int type, const char *str, const object *op)
2022{ 1899{
2023 object *
2024 tmp;
2025
2026 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1900 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2027 {
2028 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1901 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2029 return tmp; 1902 return tmp;
2030 } 1903
2031 return NULL; 1904 return 0;
2032} 1905}
2033 1906
2034/* 1907/*
2035 * present_arch_in_ob(archetype, object) searches for any objects with 1908 * present_arch_in_ob(archetype, object) searches for any objects with
2036 * a matching archetype in the inventory of the given object. 1909 * a matching archetype in the inventory of the given object.
2037 * The first matching object is returned, or NULL if none. 1910 * The first matching object is returned, or NULL if none.
2038 */ 1911 */
2039
2040object * 1912object *
2041present_arch_in_ob (const archetype *at, const object *op) 1913present_arch_in_ob (const archetype *at, const object *op)
2042{ 1914{
2043 object *
2044 tmp;
2045
2046 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1915 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2047 if (tmp->arch == at) 1916 if (tmp->arch == at)
2048 return tmp; 1917 return tmp;
1918
2049 return NULL; 1919 return NULL;
2050} 1920}
2051 1921
2052/* 1922/*
2053 * activate recursively a flag on an object inventory 1923 * activate recursively a flag on an object inventory
2054 */ 1924 */
2055void 1925void
2056flag_inv (object *op, int flag) 1926flag_inv (object *op, int flag)
2057{ 1927{
2058 object *
2059 tmp;
2060
2061 if (op->inv) 1928 if (op->inv)
2062 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1929 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2063 { 1930 {
2064 SET_FLAG (tmp, flag); 1931 SET_FLAG (tmp, flag);
2065 flag_inv (tmp, flag); 1932 flag_inv (tmp, flag);
2066 } 1933 }
2067} /* 1934}
1935
1936/*
2068 * desactivate recursively a flag on an object inventory 1937 * deactivate recursively a flag on an object inventory
2069 */ 1938 */
2070void 1939void
2071unflag_inv (object *op, int flag) 1940unflag_inv (object *op, int flag)
2072{ 1941{
2073 object *
2074 tmp;
2075
2076 if (op->inv) 1942 if (op->inv)
2077 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1943 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2078 { 1944 {
2079 CLEAR_FLAG (tmp, flag); 1945 CLEAR_FLAG (tmp, flag);
2080 unflag_inv (tmp, flag); 1946 unflag_inv (tmp, flag);
2081 } 1947 }
2082} 1948}
2085 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 1951 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2086 * all it's inventory (recursively). 1952 * all it's inventory (recursively).
2087 * If checksums are used, a player will get set_cheat called for 1953 * 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. 1954 * him/her-self and all object carried by a call to this function.
2089 */ 1955 */
2090
2091void 1956void
2092set_cheat (object *op) 1957set_cheat (object *op)
2093{ 1958{
2094 SET_FLAG (op, FLAG_WAS_WIZ); 1959 SET_FLAG (op, FLAG_WAS_WIZ);
2095 flag_inv (op, FLAG_WAS_WIZ); 1960 flag_inv (op, FLAG_WAS_WIZ);
2114 * because arch_blocked (now ob_blocked) needs to know the movement type 1979 * 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 1980 * 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 1981 * the archetype because that isn't correct if the monster has been
2117 * customized, changed states, etc. 1982 * customized, changed states, etc.
2118 */ 1983 */
2119
2120int 1984int
2121find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 1985find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2122{ 1986{
2123 int
2124 i,
2125 index = 0, flag; 1987 int index = 0, flag;
2126 static int
2127 altern[SIZEOFFREE]; 1988 int altern[SIZEOFFREE];
2128 1989
2129 for (i = start; i < stop; i++) 1990 for (int i = start; i < stop; i++)
2130 { 1991 {
2131 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 1992 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2132 if (!flag) 1993 if (!flag)
2133 altern[index++] = i; 1994 altern [index++] = i;
2134 1995
2135 /* Basically, if we find a wall on a space, we cut down the search size. 1996 /* 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. 1997 * 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 - 1998 * 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 1999 * 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 2000 * spaces in all the other directions, this will reduce the search space
2140 * to only the spaces immediately surrounding the target area, and 2001 * to only the spaces immediately surrounding the target area, and
2141 * won't look 2 spaces south of the target space. 2002 * won't look 2 spaces south of the target space.
2142 */ 2003 */
2143 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 2004 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2144 stop = maxfree[i]; 2005 stop = maxfree[i];
2145 } 2006 }
2007
2146 if (!index) 2008 if (!index)
2147 return -1; 2009 return -1;
2010
2148 return altern[RANDOM () % index]; 2011 return altern [rndm (index)];
2149} 2012}
2150 2013
2151/* 2014/*
2152 * find_first_free_spot(archetype, maptile, x, y) works like 2015 * find_first_free_spot(archetype, maptile, x, y) works like
2153 * find_free_spot(), but it will search max number of squares. 2016 * find_free_spot(), but it will search max number of squares.
2154 * But it will return the first available spot, not a random choice. 2017 * 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. 2018 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2156 */ 2019 */
2157
2158int 2020int
2159find_first_free_spot (const object *ob, maptile *m, int x, int y) 2021find_first_free_spot (const object *ob, maptile *m, int x, int y)
2160{ 2022{
2161 int
2162 i;
2163
2164 for (i = 0; i < SIZEOFFREE; i++) 2023 for (int i = 0; i < SIZEOFFREE; i++)
2165 {
2166 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2024 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2167 return i; 2025 return i;
2168 } 2026
2169 return -1; 2027 return -1;
2170} 2028}
2171 2029
2172/* 2030/*
2173 * The function permute(arr, begin, end) randomly reorders the array 2031 * The function permute(arr, begin, end) randomly reorders the array
2174 * arr[begin..end-1]. 2032 * arr[begin..end-1].
2033 * now uses a fisher-yates shuffle, old permute was broken
2175 */ 2034 */
2176static void 2035static void
2177permute (int *arr, int begin, int end) 2036permute (int *arr, int begin, int end)
2178{ 2037{
2179 int 2038 arr += begin;
2180 i,
2181 j,
2182 tmp,
2183 len;
2184
2185 len = end - begin; 2039 end -= begin;
2186 for (i = begin; i < end; i++)
2187 {
2188 j = begin + RANDOM () % len;
2189 2040
2190 tmp = arr[i]; 2041 while (--end)
2191 arr[i] = arr[j]; 2042 swap (arr [end], arr [rndm (end + 1)]);
2192 arr[j] = tmp;
2193 }
2194} 2043}
2195 2044
2196/* new function to make monster searching more efficient, and effective! 2045/* new function to make monster searching more efficient, and effective!
2197 * This basically returns a randomized array (in the passed pointer) of 2046 * 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 2047 * 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. 2050 * the 3x3 area will be searched, just not in a predictable order.
2202 */ 2051 */
2203void 2052void
2204get_search_arr (int *search_arr) 2053get_search_arr (int *search_arr)
2205{ 2054{
2206 int 2055 int i;
2207 i;
2208 2056
2209 for (i = 0; i < SIZEOFFREE; i++) 2057 for (i = 0; i < SIZEOFFREE; i++)
2210 {
2211 search_arr[i] = i; 2058 search_arr[i] = i;
2212 }
2213 2059
2214 permute (search_arr, 1, SIZEOFFREE1 + 1); 2060 permute (search_arr, 1, SIZEOFFREE1 + 1);
2215 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2061 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2216 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2062 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2217} 2063}
2226 * Perhaps incorrectly, but I'm making the assumption that exclude 2072 * 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 2073 * 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 2074 * because we have to know what movement the thing looking to move
2229 * there is capable of. 2075 * there is capable of.
2230 */ 2076 */
2231
2232int 2077int
2233find_dir (maptile *m, int x, int y, object *exclude) 2078find_dir (maptile *m, int x, int y, object *exclude)
2234{ 2079{
2235 int
2236 i,
2237 max = SIZEOFFREE, mflags; 2080 int i, max = SIZEOFFREE, mflags;
2238 2081
2239 sint16 nx, ny; 2082 sint16 nx, ny;
2240 object * 2083 object *tmp;
2241 tmp;
2242 maptile * 2084 maptile *mp;
2243 mp;
2244 2085
2245 MoveType blocked, move_type; 2086 MoveType blocked, move_type;
2246 2087
2247 if (exclude && exclude->head) 2088 if (exclude && exclude->head)
2248 { 2089 {
2260 mp = m; 2101 mp = m;
2261 nx = x + freearr_x[i]; 2102 nx = x + freearr_x[i];
2262 ny = y + freearr_y[i]; 2103 ny = y + freearr_y[i];
2263 2104
2264 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2105 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2106
2265 if (mflags & P_OUT_OF_MAP) 2107 if (mflags & P_OUT_OF_MAP)
2266 {
2267 max = maxfree[i]; 2108 max = maxfree[i];
2268 }
2269 else 2109 else
2270 { 2110 {
2271 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2111 mapspace &ms = mp->at (nx, ny);
2112
2113 blocked = ms.move_block;
2272 2114
2273 if ((move_type & blocked) == move_type) 2115 if ((move_type & blocked) == move_type)
2274 {
2275 max = maxfree[i]; 2116 max = maxfree[i];
2276 }
2277 else if (mflags & P_IS_ALIVE) 2117 else if (mflags & P_IS_ALIVE)
2278 { 2118 {
2279 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2119 for (tmp = ms.bot; tmp; tmp = tmp->above)
2280 { 2120 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))) 2121 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2282 {
2283 break; 2122 break;
2284 } 2123
2285 }
2286 if (tmp) 2124 if (tmp)
2287 {
2288 return freedir[i]; 2125 return freedir[i];
2289 }
2290 } 2126 }
2291 } 2127 }
2292 } 2128 }
2129
2293 return 0; 2130 return 0;
2294} 2131}
2295 2132
2296/* 2133/*
2297 * distance(object 1, object 2) will return the square of the 2134 * distance(object 1, object 2) will return the square of the
2298 * distance between the two given objects. 2135 * distance between the two given objects.
2299 */ 2136 */
2300
2301int 2137int
2302distance (const object *ob1, const object *ob2) 2138distance (const object *ob1, const object *ob2)
2303{ 2139{
2304 int
2305 i;
2306
2307 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2140 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2308 return i;
2309} 2141}
2310 2142
2311/* 2143/*
2312 * find_dir_2(delta-x,delta-y) will return a direction in which 2144 * 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 2145 * an object which has subtracted the x and y coordinates of another
2314 * object, needs to travel toward it. 2146 * object, needs to travel toward it.
2315 */ 2147 */
2316
2317int 2148int
2318find_dir_2 (int x, int y) 2149find_dir_2 (int x, int y)
2319{ 2150{
2320 int 2151 int q;
2321 q;
2322 2152
2323 if (y) 2153 if (y)
2324 q = x * 100 / y; 2154 q = x * 100 / y;
2325 else if (x) 2155 else if (x)
2326 q = -300 * x; 2156 q = -300 * x;
2351 2181
2352 return 3; 2182 return 3;
2353} 2183}
2354 2184
2355/* 2185/*
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 2186 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2373 * between two directions (which are expected to be absolute (see absdir()) 2187 * between two directions (which are expected to be absolute (see absdir())
2374 */ 2188 */
2375
2376int 2189int
2377dirdiff (int dir1, int dir2) 2190dirdiff (int dir1, int dir2)
2378{ 2191{
2379 int 2192 int d;
2380 d;
2381 2193
2382 d = abs (dir1 - dir2); 2194 d = abs (dir1 - dir2);
2383 if (d > 4) 2195 if (d > 4)
2384 d = 8 - d; 2196 d = 8 - d;
2197
2385 return d; 2198 return d;
2386} 2199}
2387 2200
2388/* peterm: 2201/* peterm:
2389 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2202 * 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 2205 * 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. 2206 * 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 2207 * Moved from spell_util.c to object.c with the other related direction
2395 * functions. 2208 * functions.
2396 */ 2209 */
2397
2398int
2399 reduction_dir[SIZEOFFREE][3] = { 2210int reduction_dir[SIZEOFFREE][3] = {
2400 {0, 0, 0}, /* 0 */ 2211 {0, 0, 0}, /* 0 */
2401 {0, 0, 0}, /* 1 */ 2212 {0, 0, 0}, /* 1 */
2402 {0, 0, 0}, /* 2 */ 2213 {0, 0, 0}, /* 2 */
2403 {0, 0, 0}, /* 3 */ 2214 {0, 0, 0}, /* 3 */
2404 {0, 0, 0}, /* 4 */ 2215 {0, 0, 0}, /* 4 */
2452 * find a path to that monster that we found. If not, 2263 * find a path to that monster that we found. If not,
2453 * we don't bother going toward it. Returns 1 if we 2264 * we don't bother going toward it. Returns 1 if we
2454 * can see a direct way to get it 2265 * can see a direct way to get it
2455 * Modified to be map tile aware -.MSW 2266 * Modified to be map tile aware -.MSW
2456 */ 2267 */
2457
2458
2459int 2268int
2460can_see_monsterP (maptile *m, int x, int y, int dir) 2269can_see_monsterP (maptile *m, int x, int y, int dir)
2461{ 2270{
2462 sint16 dx, dy; 2271 sint16 dx, dy;
2463 int
2464 mflags; 2272 int mflags;
2465 2273
2466 if (dir < 0) 2274 if (dir < 0)
2467 return 0; /* exit condition: invalid direction */ 2275 return 0; /* exit condition: invalid direction */
2468 2276
2469 dx = x + freearr_x[dir]; 2277 dx = x + freearr_x[dir];
2482 return 0; 2290 return 0;
2483 2291
2484 /* yes, can see. */ 2292 /* yes, can see. */
2485 if (dir < 9) 2293 if (dir < 9)
2486 return 1; 2294 return 1;
2295
2487 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2296 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]); 2297 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2298 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2489} 2299}
2490
2491
2492 2300
2493/* 2301/*
2494 * can_pick(picker, item): finds out if an object is possible to be 2302 * 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 2303 * picked up by the picker. Returnes 1 if it can be
2496 * picked up, otherwise 0. 2304 * picked up, otherwise 0.
2507 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2315 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2508 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2316 (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)); 2317 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2510} 2318}
2511 2319
2512
2513/* 2320/*
2514 * create clone from object to another 2321 * create clone from object to another
2515 */ 2322 */
2516object * 2323object *
2517object_create_clone (object *asrc) 2324object_create_clone (object *asrc)
2536 { 2343 {
2537 dst = tmp; 2344 dst = tmp;
2538 tmp->head = 0; 2345 tmp->head = 0;
2539 } 2346 }
2540 else 2347 else
2541 {
2542 tmp->head = dst; 2348 tmp->head = dst;
2543 }
2544 2349
2545 tmp->more = 0; 2350 tmp->more = 0;
2546 2351
2547 if (prev) 2352 if (prev)
2548 prev->more = tmp; 2353 prev->more = tmp;
2552 2357
2553 for (item = src->inv; item; item = item->below) 2358 for (item = src->inv; item; item = item->below)
2554 insert_ob_in_ob (object_create_clone (item), dst); 2359 insert_ob_in_ob (object_create_clone (item), dst);
2555 2360
2556 return dst; 2361 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} 2362}
2597 2363
2598/* This returns the first object in who's inventory that 2364/* This returns the first object in who's inventory that
2599 * has the same type and subtype match. 2365 * has the same type and subtype match.
2600 * returns NULL if no match. 2366 * returns NULL if no match.
2601 */ 2367 */
2602object * 2368object *
2603find_obj_by_type_subtype (const object *who, int type, int subtype) 2369find_obj_by_type_subtype (const object *who, int type, int subtype)
2604{ 2370{
2605 object *tmp;
2606
2607 for (tmp = who->inv; tmp; tmp = tmp->below) 2371 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2608 if (tmp->type == type && tmp->subtype == subtype) 2372 if (tmp->type == type && tmp->subtype == subtype)
2609 return tmp; 2373 return tmp;
2610 2374
2611 return NULL; 2375 return 0;
2612} 2376}
2613 2377
2614/* 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,
2615 * otherwise return NULL. 2379 * otherwise return NULL.
2616 * 2380 *
2618 * do the desired thing. 2382 * do the desired thing.
2619 */ 2383 */
2620key_value * 2384key_value *
2621get_ob_key_link (const object *ob, const char *key) 2385get_ob_key_link (const object *ob, const char *key)
2622{ 2386{
2623 key_value *link;
2624
2625 for (link = ob->key_values; link != NULL; link = link->next) 2387 for (key_value *link = ob->key_values; link; link = link->next)
2626 if (link->key == key) 2388 if (link->key == key)
2627 return link; 2389 return link;
2628 2390
2629 return NULL; 2391 return 0;
2630} 2392}
2631 2393
2632/* 2394/*
2633 * 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.
2634 * 2396 *
2659 if (link->key == canonical_key) 2421 if (link->key == canonical_key)
2660 return link->value; 2422 return link->value;
2661 2423
2662 return 0; 2424 return 0;
2663} 2425}
2664
2665 2426
2666/* 2427/*
2667 * Updates the canonical_key in op to value. 2428 * Updates the canonical_key in op to value.
2668 * 2429 *
2669 * canonical_key is a shared string (value doesn't have to be). 2430 * canonical_key is a shared string (value doesn't have to be).
2674 * Returns TRUE on success. 2435 * Returns TRUE on success.
2675 */ 2436 */
2676int 2437int
2677set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) 2438set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2678{ 2439{
2679 key_value *
2680 field = NULL, *last = NULL; 2440 key_value *field = NULL, *last = NULL;
2681 2441
2682 for (field = op->key_values; field != NULL; field = field->next) 2442 for (field = op->key_values; field != NULL; field = field->next)
2683 { 2443 {
2684 if (field->key != canonical_key) 2444 if (field->key != canonical_key)
2685 { 2445 {
2713 /* IF we get here, key doesn't exist */ 2473 /* IF we get here, key doesn't exist */
2714 2474
2715 /* No field, we'll have to add it. */ 2475 /* No field, we'll have to add it. */
2716 2476
2717 if (!add_key) 2477 if (!add_key)
2718 {
2719 return FALSE; 2478 return FALSE;
2720 } 2479
2721 /* There isn't any good reason to store a null 2480 /* There isn't any good reason to store a null
2722 * value in the key/value list. If the archetype has 2481 * value in the key/value list. If the archetype has
2723 * this key, then we should also have it, so shouldn't 2482 * this key, then we should also have it, so shouldn't
2724 * be here. If user wants to store empty strings, 2483 * be here. If user wants to store empty strings,
2725 * should pass in "" 2484 * should pass in ""
2774 } 2533 }
2775 else 2534 else
2776 item = item->env; 2535 item = item->env;
2777} 2536}
2778 2537
2538
2539const char *
2540object::flag_desc (char *desc, int len) const
2541{
2542 char *p = desc;
2543 bool first = true;
2544
2545 *p = 0;
2546
2547 for (int i = 0; i < NUM_FLAGS; i++)
2548 {
2549 if (len <= 10) // magic constant!
2550 {
2551 snprintf (p, len, ",...");
2552 break;
2553 }
2554
2555 if (flag [i])
2556 {
2557 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2558 len -= cnt;
2559 p += cnt;
2560 first = false;
2561 }
2562 }
2563
2564 return desc;
2565}
2566
2779// return a suitable string describing an objetc in enough detail to find it 2567// return a suitable string describing an object in enough detail to find it
2780const char * 2568const char *
2781object::debug_desc (char *info) const 2569object::debug_desc (char *info) const
2782{ 2570{
2571 char flagdesc[512];
2783 char info2[256 * 3]; 2572 char info2[256 * 4];
2784 char *p = info; 2573 char *p = info;
2785 2574
2786 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2575 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2787 count, 2576 count, uuid.seq,
2788 &name, 2577 &name,
2789 title ? " " : "", 2578 title ? "\",title:\"" : "",
2790 title ? (const char *)title : ""); 2579 title ? (const char *)title : "",
2580 flag_desc (flagdesc, 512), type);
2791 2581
2792 if (env) 2582 if (env)
2793 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2583 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2794 2584
2795 if (map) 2585 if (map)
2796 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2586 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2797 2587
2798 return info; 2588 return info;
2799} 2589}
2800 2590
2801const char * 2591const char *
2802object::debug_desc () const 2592object::debug_desc () const
2803{ 2593{
2804 static char info[256 * 3]; 2594 static char info[256 * 4];
2805 return debug_desc (info); 2595 return debug_desc (info);
2806} 2596}
2807 2597
2598const char *
2599object::debug_desc2 () const
2600{
2601 static char info[256 * 4];
2602 return debug_desc (info);
2603}
2604
2605struct region *
2606object::region () const
2607{
2608 return map ? map->region (x, y)
2609 : region::default_region ();
2610}
2611
2612const materialtype_t *
2613object::dominant_material () const
2614{
2615 if (materialtype_t *mat = name_to_material (materialname))
2616 return mat;
2617
2618 // omfg this is slow, this has to be temporary :)
2619 shstr unknown ("unknown");
2620
2621 return name_to_material (unknown);
2622}
2623
2624void
2625object::open_container (object *new_container)
2626{
2627 if (container == new_container)
2628 return;
2629
2630 if (object *old_container = container)
2631 {
2632 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2633 return;
2634
2635#if 0
2636 // remove the "Close old_container" object.
2637 if (object *closer = old_container->inv)
2638 if (closer->type == CLOSE_CON)
2639 closer->destroy ();
2640#endif
2641
2642 old_container->flag [FLAG_APPLIED] = 0;
2643 container = 0;
2644
2645 esrv_update_item (UPD_FLAGS, this, old_container);
2646 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2647 }
2648
2649 if (new_container)
2650 {
2651 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2652 return;
2653
2654 // TODO: this does not seem to serve any purpose anymore?
2655#if 0
2656 // insert the "Close Container" object.
2657 if (archetype *closer = new_container->other_arch)
2658 {
2659 object *closer = arch_to_object (new_container->other_arch);
2660 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2661 new_container->insert (closer);
2662 }
2663#endif
2664
2665 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2666
2667 new_container->flag [FLAG_APPLIED] = 1;
2668 container = new_container;
2669
2670 esrv_update_item (UPD_FLAGS, this, new_container);
2671 esrv_send_inventory (this, new_container);
2672 }
2673}
2674
2675

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