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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 1.145 by root, Mon May 7 03:05:58 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:
324sum_weight (object *op) 324sum_weight (object *op)
325{ 325{
326 long sum; 326 long sum;
327 object *inv; 327 object *inv;
328 328
329 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 329 for (sum = 0, inv = op->inv; inv; inv = inv->below)
330 { 330 {
331 if (inv->inv) 331 if (inv->inv)
332 sum_weight (inv); 332 sum_weight (inv);
333
333 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 334 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
334 } 335 }
335 336
336 if (op->type == CONTAINER && op->stats.Str) 337 if (op->type == CONTAINER && op->stats.Str)
337 sum = (sum * (100 - op->stats.Str)) / 100; 338 sum = (sum * (100 - op->stats.Str)) / 100;
353 op = op->env; 354 op = op->env;
354 return op; 355 return op;
355} 356}
356 357
357/* 358/*
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. 359 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
374 * Some error messages. 360 * Some error messages.
375 * The result of the dump is stored in the static global errmsg array. 361 * The result of the dump is stored in the static global errmsg array.
376 */ 362 */
377
378char * 363char *
379dump_object (object *op) 364dump_object (object *op)
380{ 365{
381 if (!op) 366 if (!op)
382 return strdup ("[NULLOBJ]"); 367 return strdup ("[NULLOBJ]");
383 368
384 object_freezer freezer; 369 object_freezer freezer;
385 save_object (freezer, op, 3); 370 op->write (freezer);
386 return freezer.as_string (); 371 return freezer.as_string ();
387} 372}
388 373
389/* 374/*
390 * get_nearest_part(multi-object, object 2) returns the part of the 375 * get_nearest_part(multi-object, object 2) returns the part of the
407} 392}
408 393
409/* 394/*
410 * Returns the object which has the count-variable equal to the argument. 395 * Returns the object which has the count-variable equal to the argument.
411 */ 396 */
412
413object * 397object *
414find_object (tag_t i) 398find_object (tag_t i)
415{ 399{
416 for (object *op = object::first; op; op = op->next) 400 for_all_objects (op)
417 if (op->count == i) 401 if (op->count == i)
418 return op; 402 return op;
419 403
420 return 0; 404 return 0;
421} 405}
422 406
423/* 407/*
424 * Returns the first object which has a name equal to the argument. 408 * Returns the first object which has a name equal to the argument.
425 * Used only by the patch command, but not all that useful. 409 * Used only by the patch command, but not all that useful.
426 * Enables features like "patch <name-of-other-player> food 999" 410 * Enables features like "patch <name-of-other-player> food 999"
427 */ 411 */
428
429object * 412object *
430find_object_name (const char *str) 413find_object_name (const char *str)
431{ 414{
432 shstr_cmp str_ (str); 415 shstr_cmp str_ (str);
433 object *op; 416 object *op;
434 417
435 for (op = object::first; op != NULL; op = op->next) 418 for_all_objects (op)
436 if (op->name == str_) 419 if (op->name == str_)
437 break; 420 break;
438 421
439 return op; 422 return op;
440} 423}
466 owner = owner->owner; 449 owner = owner->owner;
467 450
468 this->owner = owner; 451 this->owner = owner;
469} 452}
470 453
454void
455object::set_weapon (object *ob)
456{
457 if (current_weapon == ob)
458 return;
459
460 current_weapon = ob;
461 new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
462 update_stats ();
463}
464
471/* Zero the key_values on op, decrementing the shared-string 465/* Zero the key_values on op, decrementing the shared-string
472 * refcounts and freeing the links. 466 * refcounts and freeing the links.
473 */ 467 */
474static void 468static void
475free_key_values (object *op) 469free_key_values (object *op)
476{ 470{
477 for (key_value *i = op->key_values; i != 0;) 471 for (key_value *i = op->key_values; i; )
478 { 472 {
479 key_value *next = i->next; 473 key_value *next = i->next;
480 delete i; 474 delete i;
481 475
482 i = next; 476 i = next;
483 } 477 }
484 478
485 op->key_values = 0; 479 op->key_values = 0;
486} 480}
487 481
488void object::clear () 482object &
483object::operator =(const object &src)
489{ 484{
490 attachable_base::clear (); 485 bool is_freed = flag [FLAG_FREED];
486 bool is_removed = flag [FLAG_REMOVED];
491 487
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; 488 *(object_copy *)this = src;
545 *(object_pod *)dst = *this;
546 489
547 if (self || cb) 490 flag [FLAG_FREED] = is_freed;
548 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (dst)); 491 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;
558 492
559 /* Copy over key_values, if any. */ 493 /* Copy over key_values, if any. */
560 if (key_values) 494 if (src.key_values)
561 { 495 {
562 key_value *tail = 0; 496 key_value *tail = 0;
563 key_value *i;
564
565 dst->key_values = 0; 497 key_values = 0;
566 498
567 for (i = key_values; i; i = i->next) 499 for (key_value *i = src.key_values; i; i = i->next)
568 { 500 {
569 key_value *new_link = new key_value; 501 key_value *new_link = new key_value;
570 502
571 new_link->next = 0; 503 new_link->next = 0;
572 new_link->key = i->key; 504 new_link->key = i->key;
573 new_link->value = i->value; 505 new_link->value = i->value;
574 506
575 /* Try and be clever here, too. */ 507 /* Try and be clever here, too. */
576 if (!dst->key_values) 508 if (!key_values)
577 { 509 {
578 dst->key_values = new_link; 510 key_values = new_link;
579 tail = new_link; 511 tail = new_link;
580 } 512 }
581 else 513 else
582 { 514 {
583 tail->next = new_link; 515 tail->next = new_link;
584 tail = new_link; 516 tail = new_link;
585 } 517 }
586 } 518 }
587 } 519 }
520}
588 521
589 update_ob_speed (dst); 522/*
523 * copy_to first frees everything allocated by the dst object,
524 * and then copies the contents of itself into the second
525 * object, allocating what needs to be allocated. Basically, any
526 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
527 * if the first object is freed, the pointers in the new object
528 * will point at garbage.
529 */
530void
531object::copy_to (object *dst)
532{
533 *dst = *this;
534
535 if (speed < 0)
536 dst->speed_left = speed_left - rndm ();
537
538 dst->set_speed (dst->speed);
539}
540
541void
542object::instantiate ()
543{
544 if (!uuid.seq) // HACK
545 uuid = gen_uuid ();
546
547 speed_left = -0.1f;
548 /* copy the body_info to the body_used - this is only really
549 * need for monsters, but doesn't hurt to do it for everything.
550 * by doing so, when a monster is created, it has good starting
551 * values for the body_used info, so when items are created
552 * for it, they can be properly equipped.
553 */
554 for (int i = NUM_BODY_LOCATIONS; i--; )
555 slot[i].used = slot[i].info;
556
557 attachable::instantiate ();
590} 558}
591 559
592object * 560object *
593object::clone () 561object::clone ()
594{ 562{
600/* 568/*
601 * If an object with the IS_TURNABLE() flag needs to be turned due 569 * 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 570 * 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. 571 * be called to update the face variable, _and_ how it looks on the map.
604 */ 572 */
605
606void 573void
607update_turn_face (object *op) 574update_turn_face (object *op)
608{ 575{
609 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 576 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
610 return; 577 return;
578
611 SET_ANIMATION (op, op->direction); 579 SET_ANIMATION (op, op->direction);
612 update_object (op, UP_OBJ_FACE); 580 update_object (op, UP_OBJ_FACE);
613} 581}
614 582
615/* 583/*
616 * Updates the speed of an object. If the speed changes from 0 to another 584 * 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. 585 * 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. 586 * This function needs to be called whenever the speed of an object changes.
619 */ 587 */
620void 588void
621update_ob_speed (object *op) 589object::set_speed (float speed)
622{ 590{
623 extern int arch_init; 591 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 { 592 {
631 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 593 LOG (llevError, "Object %s is freed but has speed.\n", &name);
632#ifdef MANY_CORES
633 abort ();
634#else
635 op->speed = 0; 594 speed = 0;
636#endif
637 }
638
639 if (arch_init)
640 return;
641
642 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
643 { 595 }
644 /* If already on active list, don't do anything */
645 if (op->active_next || op->active_prev || op == active_objects)
646 return;
647 596
648 /* process_events() expects us to insert the object at the beginning 597 this->speed = speed;
649 * of the list. */
650 op->active_next = active_objects;
651 598
652 if (op->active_next != NULL) 599 if (has_active_speed ())
653 op->active_next->active_prev = op; 600 activate ();
654
655 active_objects = op;
656 }
657 else 601 else
658 { 602 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} 603}
682 604
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/* 605/*
715 * update_object() updates the array which represents the map. 606 * update_object() updates the the map.
716 * It takes into account invisible objects (and represent squares covered 607 * It takes into account invisible objects (and represent squares covered
717 * by invisible objects by whatever is below them (unless it's another 608 * by invisible objects by whatever is below them (unless it's another
718 * invisible object, etc...) 609 * invisible object, etc...)
719 * If the object being updated is beneath a player, the look-window 610 * 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 611 * of that player is updated (this might be a suboptimal way of
721 * updating that window, though, since update_object() is called _often_) 612 * updating that window, though, since update_object() is called _often_)
722 * 613 *
723 * action is a hint of what the caller believes need to be done. 614 * 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: 615 * current action are:
729 * UP_OBJ_INSERT: op was inserted 616 * UP_OBJ_INSERT: op was inserted
730 * UP_OBJ_REMOVE: op was removed 617 * UP_OBJ_REMOVE: op was removed
731 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 618 * 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. 619 * as that is easier than trying to look at what may have changed.
733 * UP_OBJ_FACE: only the objects face has changed. 620 * UP_OBJ_FACE: only the objects face has changed.
734 */ 621 */
735
736void 622void
737update_object (object *op, int action) 623update_object (object *op, int action)
738{ 624{
739 int update_now = 0, flags;
740 MoveType move_on, move_off, move_block, move_slow;
741
742 if (op == NULL) 625 if (op == NULL)
743 { 626 {
744 /* this should never happen */ 627 /* this should never happen */
745 LOG (llevDebug, "update_object() called for NULL object.\n"); 628 LOG (llevDebug, "update_object() called for NULL object.\n");
746 return; 629 return;
747 } 630 }
748 631
749 if (op->env != NULL) 632 if (op->env)
750 { 633 {
751 /* Animation is currently handled by client, so nothing 634 /* Animation is currently handled by client, so nothing
752 * to do in this case. 635 * to do in this case.
753 */ 636 */
754 return; 637 return;
759 */ 642 */
760 if (!op->map || op->map->in_memory == MAP_SAVING) 643 if (!op->map || op->map->in_memory == MAP_SAVING)
761 return; 644 return;
762 645
763 /* make sure the object is within map boundaries */ 646 /* 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)) 647 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
765 { 648 {
766 LOG (llevError, "update_object() called for object out of map!\n"); 649 LOG (llevError, "update_object() called for object out of map!\n");
767#ifdef MANY_CORES 650#ifdef MANY_CORES
768 abort (); 651 abort ();
769#endif 652#endif
770 return; 653 return;
771 } 654 }
772 655
773 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 656 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);
779 657
658 if (!(m.flags_ & P_UPTODATE))
659 /* nop */;
780 if (action == UP_OBJ_INSERT) 660 else if (action == UP_OBJ_INSERT)
781 { 661 {
662 // this is likely overkill, TODO: revisit (schmorp)
782 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 663 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)) 664 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
786 update_now = 1; 665 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
787 666 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
667 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
788 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 668 || (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) 669 || (m.move_on | op->move_on ) != m.move_on
798 update_now = 1;
799
800 if ((move_off | op->move_off) != move_off) 670 || (m.move_off | op->move_off ) != m.move_off
801 update_now = 1; 671 || (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 672 /* This isn't perfect, but I don't expect a lot of objects to
804 * to have move_allow right now. 673 * to have move_allow right now.
805 */ 674 */
806 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 675 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
807 update_now = 1; 676 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
808 677 m.flags_ = 0;
809 if ((move_slow | op->move_slow) != move_slow)
810 update_now = 1;
811 } 678 }
812
813 /* if the object is being removed, we can't make intelligent 679 /* if the object is being removed, we can't make intelligent
814 * decisions, because remove_ob can't really pass the object 680 * decisions, because remove_ob can't really pass the object
815 * that is being removed. 681 * that is being removed.
816 */ 682 */
817 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 683 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
818 update_now = 1; 684 m.flags_ = 0;
819 else if (action == UP_OBJ_FACE) 685 else if (action == UP_OBJ_FACE)
820 /* Nothing to do for that case */ ; 686 /* Nothing to do for that case */ ;
821 else 687 else
822 LOG (llevError, "update_object called with invalid action: %d\n", action); 688 LOG (llevError, "update_object called with invalid action: %d\n", action);
823 689
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) 690 if (op->more)
831 update_object (op->more, action); 691 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} 692}
849 693
850object::object () 694object::object ()
851{ 695{
852 SET_FLAG (this, FLAG_REMOVED); 696 SET_FLAG (this, FLAG_REMOVED);
855 face = blank_face; 699 face = blank_face;
856} 700}
857 701
858object::~object () 702object::~object ()
859{ 703{
704 unlink ();
705
860 free_key_values (this); 706 free_key_values (this);
861} 707}
862 708
709static int object_count;
710
863void object::link () 711void object::link ()
864{ 712{
865 count = ++ob_count; 713 assert (!index);//D
866 uuid = gen_uuid (); 714 uuid = gen_uuid ();
715 count = ++object_count;
867 716
868 prev = 0; 717 refcnt_inc ();
869 next = object::first; 718 objects.insert (this);
870
871 if (object::first)
872 object::first->prev = this;
873
874 object::first = this;
875} 719}
876 720
877void object::unlink () 721void object::unlink ()
878{ 722{
879 if (this == object::first) 723 if (!index)
880 object::first = next; 724 return;
881 725
882 /* Remove this object from the list of used objects */ 726 objects.erase (this);
883 if (prev) prev->next = next; 727 refcnt_dec ();
884 if (next) next->prev = prev; 728}
885 729
886 prev = 0; 730void
887 next = 0; 731object::activate ()
732{
733 /* If already on active list, don't do anything */
734 if (active)
735 return;
736
737 if (has_active_speed ())
738 actives.insert (this);
739}
740
741void
742object::activate_recursive ()
743{
744 activate ();
745
746 for (object *op = inv; op; op = op->below)
747 op->activate_recursive ();
748}
749
750/* This function removes object 'op' from the list of active
751 * objects.
752 * This should only be used for style maps or other such
753 * reference maps where you don't want an object that isn't
754 * in play chewing up cpu time getting processed.
755 * The reverse of this is to call update_ob_speed, which
756 * will do the right thing based on the speed of the object.
757 */
758void
759object::deactivate ()
760{
761 /* If not on the active list, nothing needs to be done */
762 if (!active)
763 return;
764
765 actives.erase (this);
766}
767
768void
769object::deactivate_recursive ()
770{
771 for (object *op = inv; op; op = op->below)
772 op->deactivate_recursive ();
773
774 deactivate ();
775}
776
777void
778object::set_flag_inv (int flag, int value)
779{
780 for (object *op = inv; op; op = op->below)
781 {
782 op->flag [flag] = value;
783 op->set_flag_inv (flag, value);
784 }
785}
786
787/*
788 * Remove and free all objects in the inventory of the given object.
789 * object.c ?
790 */
791void
792object::destroy_inv (bool drop_to_ground)
793{
794 // need to check first, because the checks below might segfault
795 // as we might be on an invalid mapspace and crossfire code
796 // is too buggy to ensure that the inventory is empty.
797 // corollary: if you create arrows etc. with stuff in tis inventory,
798 // cf will crash below with off-map x and y
799 if (!inv)
800 return;
801
802 /* Only if the space blocks everything do we not process -
803 * if some form of movement is allowed, let objects
804 * drop on that space.
805 */
806 if (!drop_to_ground
807 || !map
808 || map->in_memory != MAP_IN_MEMORY
809 || map->nodrop
810 || ms ().move_block == MOVE_ALL)
811 {
812 while (inv)
813 {
814 inv->destroy_inv (drop_to_ground);
815 inv->destroy ();
816 }
817 }
818 else
819 { /* Put objects in inventory onto this space */
820 while (inv)
821 {
822 object *op = inv;
823
824 if (op->flag [FLAG_STARTEQUIP]
825 || op->flag [FLAG_NO_DROP]
826 || op->type == RUNE
827 || op->type == TRAP
828 || op->flag [FLAG_IS_A_TEMPLATE]
829 || op->flag [FLAG_DESTROY_ON_DEATH])
830 op->destroy ();
831 else
832 map->insert (op, x, y);
833 }
834 }
888} 835}
889 836
890object *object::create () 837object *object::create ()
891{ 838{
892 object *op = new object; 839 object *op = new object;
893 op->link (); 840 op->link ();
894 return op; 841 return op;
895} 842}
896 843
897/* 844void
898 * free_object() frees everything allocated by an object, removes 845object::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{ 846{
909 if (QUERY_FLAG (this, FLAG_FREED)) 847 attachable::do_destroy ();
910 return;
911 848
912 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 849 if (flag [FLAG_IS_LINKED])
850 remove_button_link (this);
851
852 if (flag [FLAG_FRIENDLY])
913 remove_friendly_object (this); 853 remove_friendly_object (this);
914 854
915 if (!QUERY_FLAG (this, FLAG_REMOVED)) 855 if (!flag [FLAG_REMOVED])
916 remove (); 856 remove ();
917 857
918 SET_FLAG (this, FLAG_FREED); 858 destroy_inv (true);
919 859
920 if (more) 860 deactivate ();
921 { 861 unlink ();
922 more->destroy (destroy_inventory);
923 more = 0;
924 }
925 862
926 if (inv) 863 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 }
967 864
968 // hack to ensure that freed objects still have a valid map 865 // hack to ensure that freed objects still have a valid map
969 { 866 {
970 static maptile *freed_map; // freed objects are moved here to avoid crashes 867 static maptile *freed_map; // freed objects are moved here to avoid crashes
971 868
975 872
976 freed_map->name = "/internal/freed_objects_map"; 873 freed_map->name = "/internal/freed_objects_map";
977 freed_map->width = 3; 874 freed_map->width = 3;
978 freed_map->height = 3; 875 freed_map->height = 3;
979 876
980 freed_map->allocate (); 877 freed_map->alloc ();
878 freed_map->in_memory = MAP_IN_MEMORY;
981 } 879 }
982 880
983 map = freed_map; 881 map = freed_map;
984 x = 1; 882 x = 1;
985 y = 1; 883 y = 1;
986 } 884 }
987 885
886 head = 0;
887
888 if (more)
889 {
890 more->destroy ();
891 more = 0;
892 }
893
988 // clear those pointers that likely might have circular references to us 894 // clear those pointers that likely might have circular references to us
989 owner = 0; 895 owner = 0;
990 enemy = 0; 896 enemy = 0;
991 attacked_by = 0; 897 attacked_by = 0;
898}
992 899
993 // only relevant for players(?), but make sure of it anyways 900void
994 contr = 0; 901object::destroy (bool destroy_inventory)
902{
903 if (destroyed ())
904 return;
995 905
996 /* Remove object from the active list */ 906 if (destroy_inventory)
997 speed = 0; 907 destroy_inv (false);
998 update_ob_speed (this);
999 908
1000 unlink (); 909 attachable::destroy ();
1001
1002 mortals.push_back (this);
1003} 910}
1004 911
1005/* 912/*
1006 * sub_weight() recursively (outwards) subtracts a number from the 913 * sub_weight() recursively (outwards) subtracts a number from the
1007 * weight of an object (and what is carried by it's environment(s)). 914 * 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 930 * 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 931 * which it is currently tied to. When this function is done, the
1025 * object will have no environment. If the object previously had an 932 * object will have no environment. If the object previously had an
1026 * environment, the x and y coordinates will be updated to 933 * environment, the x and y coordinates will be updated to
1027 * the previous environment. 934 * the previous environment.
1028 * Beware: This function is called from the editor as well!
1029 */ 935 */
1030void 936void
1031object::remove () 937object::do_remove ()
1032{ 938{
1033 object *tmp, *last = 0; 939 object *tmp, *last = 0;
1034 object *otmp; 940 object *otmp;
1035 941
1036 int check_walk_off;
1037
1038 if (QUERY_FLAG (this, FLAG_REMOVED)) 942 if (QUERY_FLAG (this, FLAG_REMOVED))
1039 return; 943 return;
1040 944
1041 SET_FLAG (this, FLAG_REMOVED); 945 SET_FLAG (this, FLAG_REMOVED);
946 INVOKE_OBJECT (REMOVE, this);
1042 947
1043 if (more) 948 if (more)
1044 more->remove (); 949 more->remove ();
1045 950
1046 /* 951 /*
1056 961
1057 /* NO_FIX_PLAYER is set when a great many changes are being 962 /* NO_FIX_PLAYER is set when a great many changes are being
1058 * made to players inventory. If set, avoiding the call 963 * made to players inventory. If set, avoiding the call
1059 * to save cpu time. 964 * to save cpu time.
1060 */ 965 */
1061 if ((otmp = is_player_inv (env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 966 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1062 fix_player (otmp); 967 otmp->update_stats ();
1063 968
1064 if (above != NULL) 969 if (above)
1065 above->below = below; 970 above->below = below;
1066 else 971 else
1067 env->inv = below; 972 env->inv = below;
1068 973
1069 if (below != NULL) 974 if (below)
1070 below->above = above; 975 below->above = above;
1071 976
1072 /* we set up values so that it could be inserted into 977 /* we set up values so that it could be inserted into
1073 * the map, but we don't actually do that - it is up 978 * the map, but we don't actually do that - it is up
1074 * to the caller to decide what we want to do. 979 * to the caller to decide what we want to do.
1078 above = 0, below = 0; 983 above = 0, below = 0;
1079 env = 0; 984 env = 0;
1080 } 985 }
1081 else if (map) 986 else if (map)
1082 { 987 {
1083 /* Re did the following section of code - it looks like it had 988 if (type == PLAYER)
1084 * lots of logic for things we no longer care about
1085 */ 989 {
990 // leaving a spot always closes any open container on the ground
991 if (container && !container->env)
992 // this causes spurious floorbox updates, but it ensures
993 // that the CLOSE event is being sent.
994 close_container ();
995
996 --map->players;
997 map->touch ();
998 }
999
1000 map->dirty = true;
1001 mapspace &ms = this->ms ();
1086 1002
1087 /* link the object above us */ 1003 /* link the object above us */
1088 if (above) 1004 if (above)
1089 above->below = below; 1005 above->below = below;
1090 else 1006 else
1091 SET_MAP_TOP (map, x, y, below); /* we were top, set new top */ 1007 ms.top = below; /* we were top, set new top */
1092 1008
1093 /* Relink the object below us, if there is one */ 1009 /* Relink the object below us, if there is one */
1094 if (below) 1010 if (below)
1095 below->above = above; 1011 below->above = above;
1096 else 1012 else
1098 /* Nothing below, which means we need to relink map object for this space 1014 /* 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 1015 * use translated coordinates in case some oddness with map tiling is
1100 * evident 1016 * evident
1101 */ 1017 */
1102 if (GET_MAP_OB (map, x, y) != this) 1018 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); 1019 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 1020
1113 SET_MAP_OB (map, x, y, above); /* goes on above it. */ 1021 ms.bot = above; /* goes on above it. */
1114 } 1022 }
1115 1023
1116 above = 0; 1024 above = 0;
1117 below = 0; 1025 below = 0;
1118 1026
1119 if (map->in_memory == MAP_SAVING) 1027 if (map->in_memory == MAP_SAVING)
1120 return; 1028 return;
1121 1029
1122 check_walk_off = !QUERY_FLAG (this, FLAG_NO_APPLY); 1030 int check_walk_off = !flag [FLAG_NO_APPLY];
1123 1031
1124 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) 1032 for (tmp = ms.bot; tmp; tmp = tmp->above)
1125 { 1033 {
1126 /* No point updating the players look faces if he is the object 1034 /* No point updating the players look faces if he is the object
1127 * being removed. 1035 * being removed.
1128 */ 1036 */
1129 1037
1133 * removed (most likely destroyed), update the player view 1041 * removed (most likely destroyed), update the player view
1134 * appropriately. 1042 * appropriately.
1135 */ 1043 */
1136 if (tmp->container == this) 1044 if (tmp->container == this)
1137 { 1045 {
1138 CLEAR_FLAG (this, FLAG_APPLIED); 1046 flag [FLAG_APPLIED] = 0;
1139 tmp->container = 0; 1047 tmp->container = 0;
1140 } 1048 }
1141 1049
1142 tmp->contr->socket->update_look = 1; 1050 if (tmp->contr->ns)
1051 tmp->contr->ns->floorbox_update ();
1143 } 1052 }
1144 1053
1145 /* See if player moving off should effect something */ 1054 /* See if object moving off should effect something */
1146 if (check_walk_off 1055 if (check_walk_off
1147 && ((move_type & tmp->move_off) 1056 && ((move_type & tmp->move_off)
1148 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1057 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1149 { 1058 {
1150 move_apply (tmp, this, 0); 1059 move_apply (tmp, this, 0);
1152 if (destroyed ()) 1061 if (destroyed ())
1153 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1062 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1154 } 1063 }
1155 1064
1156 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1065 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1157 1066 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1158 if (tmp->above == tmp) 1067 if (tmp->above == tmp)
1159 tmp->above = 0; 1068 tmp->above = 0;
1160 1069
1161 last = tmp; 1070 last = tmp;
1162 } 1071 }
1163 1072
1164 /* last == NULL of there are no objects on this space */ 1073 /* last == NULL if there are no objects on this space */
1074 //TODO: this makes little sense, why only update the topmost object?
1165 if (!last) 1075 if (!last)
1166 { 1076 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 1077 else
1176 update_object (last, UP_OBJ_REMOVE); 1078 update_object (last, UP_OBJ_REMOVE);
1177 1079
1178 if (QUERY_FLAG (this, FLAG_BLOCKSVIEW) || glow_radius) 1080 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1179 update_all_los (map, x, y); 1081 update_all_los (map, x, y);
1180 } 1082 }
1181} 1083}
1182 1084
1183/* 1085/*
1192merge_ob (object *op, object *top) 1094merge_ob (object *op, object *top)
1193{ 1095{
1194 if (!op->nrof) 1096 if (!op->nrof)
1195 return 0; 1097 return 0;
1196 1098
1197 if (top == NULL) 1099 if (top)
1198 for (top = op; top != NULL && top->above != NULL; top = top->above); 1100 for (top = op; top && top->above; top = top->above)
1101 ;
1199 1102
1200 for (; top != NULL; top = top->below) 1103 for (; top; top = top->below)
1201 { 1104 {
1202 if (top == op) 1105 if (top == op)
1203 continue; 1106 continue;
1204 1107
1205 if (object::can_merge (op, top)) 1108 if (object::can_merge (op, top))
1214 } 1117 }
1215 1118
1216 return 0; 1119 return 0;
1217} 1120}
1218 1121
1122void
1123object::expand_tail ()
1124{
1125 if (more)
1126 return;
1127
1128 object *prev = this;
1129
1130 for (archetype *at = arch->more; at; at = at->more)
1131 {
1132 object *op = arch_to_object (at);
1133
1134 op->name = name;
1135 op->name_pl = name_pl;
1136 op->title = title;
1137
1138 op->head = this;
1139 prev->more = op;
1140
1141 prev = op;
1142 }
1143}
1144
1219/* 1145/*
1220 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1146 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1221 * job preparing multi-part monsters 1147 * job preparing multi-part monsters.
1222 */ 1148 */
1223object * 1149object *
1224insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1150insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1225{ 1151{
1226 object *tmp;
1227
1228 if (op->head)
1229 op = op->head;
1230
1231 for (tmp = op; tmp; tmp = tmp->more) 1152 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1232 { 1153 {
1233 tmp->x = x + tmp->arch->clone.x; 1154 tmp->x = x + tmp->arch->clone.x;
1234 tmp->y = y + tmp->arch->clone.y; 1155 tmp->y = y + tmp->arch->clone.y;
1235 } 1156 }
1236 1157
1255 * Return value: 1176 * Return value:
1256 * new object if 'op' was merged with other object 1177 * new object if 'op' was merged with other object
1257 * NULL if 'op' was destroyed 1178 * NULL if 'op' was destroyed
1258 * just 'op' otherwise 1179 * just 'op' otherwise
1259 */ 1180 */
1260
1261object * 1181object *
1262insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1182insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1263{ 1183{
1184 assert (!op->flag [FLAG_FREED]);
1185
1264 object *tmp, *top, *floor = NULL; 1186 object *tmp, *top, *floor = NULL;
1265 sint16 x, y;
1266 1187
1267 if (QUERY_FLAG (op, FLAG_FREED)) 1188 op->remove ();
1268 {
1269 LOG (llevError, "Trying to insert freed object!\n");
1270 return NULL;
1271 }
1272 1189
1273 if (m == NULL) 1190#if 0
1274 { 1191 if (!m->active != !op->active)
1275 char *dump = dump_object (op); 1192 if (m->active)
1276 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump); 1193 op->activate_recursive ();
1277 free (dump); 1194 else
1278 return op; 1195 op->deactivate_recursive ();
1279 } 1196#endif
1280 1197
1281 if (out_of_map (m, op->x, op->y)) 1198 if (out_of_map (m, op->x, op->y))
1282 { 1199 {
1283 char *dump = dump_object (op);
1284 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump); 1200 LOG (llevError, "Trying to insert object outside the map.\n%s\n", op->debug_desc ());
1285#ifdef MANY_CORES 1201#ifdef MANY_CORES
1286 /* Better to catch this here, as otherwise the next use of this object 1202 /* 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 1203 * is likely to cause a crash. Better to find out where it is getting
1288 * improperly inserted. 1204 * improperly inserted.
1289 */ 1205 */
1290 abort (); 1206 abort ();
1291#endif 1207#endif
1292 free (dump);
1293 return op; 1208 return op;
1294 } 1209 }
1295 1210
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; 1211 if (object *more = op->more)
1309 1212 {
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) 1213 if (!insert_ob_in_map (more, m, originator, flag))
1326 { 1214 {
1327 if (!op->head) 1215 if (!op->head)
1328 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1216 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1329 1217
1330 return NULL; 1218 return 0;
1331 } 1219 }
1332 } 1220 }
1333 1221
1334 CLEAR_FLAG (op, FLAG_REMOVED); 1222 CLEAR_FLAG (op, FLAG_REMOVED);
1335 1223
1336 /* Ideally, the caller figures this out. However, it complicates a lot 1224 /* 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 1225 * of areas of callers (eg, anything that uses find_free_spot would now
1338 * need extra work 1226 * need extra work
1339 */ 1227 */
1340 op->map = get_map_from_coord (m, &op->x, &op->y); 1228 if (!xy_normalise (m, op->x, op->y))
1341 x = op->x; 1229 return 0;
1342 y = op->y; 1230
1231 op->map = m;
1232 mapspace &ms = op->ms ();
1343 1233
1344 /* this has to be done after we translate the coordinates. 1234 /* this has to be done after we translate the coordinates.
1345 */ 1235 */
1346 if (op->nrof && !(flag & INS_NO_MERGE)) 1236 if (op->nrof && !(flag & INS_NO_MERGE))
1347 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1237 for (tmp = ms.bot; tmp; tmp = tmp->above)
1348 if (object::can_merge (op, tmp)) 1238 if (object::can_merge (op, tmp))
1349 { 1239 {
1350 op->nrof += tmp->nrof; 1240 op->nrof += tmp->nrof;
1351 tmp->destroy (); 1241 tmp->destroy ();
1352 } 1242 }
1369 op->below = originator->below; 1259 op->below = originator->below;
1370 1260
1371 if (op->below) 1261 if (op->below)
1372 op->below->above = op; 1262 op->below->above = op;
1373 else 1263 else
1374 SET_MAP_OB (op->map, op->x, op->y, op); 1264 ms.bot = op;
1375 1265
1376 /* since *below* originator, no need to update top */ 1266 /* since *below* originator, no need to update top */
1377 originator->below = op; 1267 originator->below = op;
1378 } 1268 }
1379 else 1269 else
1380 { 1270 {
1271 top = ms.bot;
1272
1381 /* If there are other objects, then */ 1273 /* If there are other objects, then */
1382 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1274 if ((!(flag & INS_MAP_LOAD)) && top)
1383 { 1275 {
1384 object *last = NULL; 1276 object *last = 0;
1385 1277
1386 /* 1278 /*
1387 * If there are multiple objects on this space, we do some trickier handling. 1279 * If there are multiple objects on this space, we do some trickier handling.
1388 * We've already dealt with merging if appropriate. 1280 * We've already dealt with merging if appropriate.
1389 * Generally, we want to put the new object on top. But if 1281 * 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 1285 * 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 1286 * 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 1287 * when lots of spells are cast in one area. Currently, it is presumed
1396 * that flying non pickable objects are spell objects. 1288 * that flying non pickable objects are spell objects.
1397 */ 1289 */
1398 1290 for (top = ms.bot; top; top = top->above)
1399 while (top != NULL)
1400 { 1291 {
1401 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1292 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1402 floor = top; 1293 floor = top;
1403 1294
1404 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1295 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; 1298 top = top->below;
1408 break; 1299 break;
1409 } 1300 }
1410 1301
1411 last = top; 1302 last = top;
1412 top = top->above;
1413 } 1303 }
1414 1304
1415 /* Don't want top to be NULL, so set it to the last valid object */ 1305 /* Don't want top to be NULL, so set it to the last valid object */
1416 top = last; 1306 top = last;
1417 1307
1419 * looks like instead of lots of conditions here. 1309 * looks like instead of lots of conditions here.
1420 * makes things faster, and effectively the same result. 1310 * makes things faster, and effectively the same result.
1421 */ 1311 */
1422 1312
1423 /* Have object 'fall below' other objects that block view. 1313 /* Have object 'fall below' other objects that block view.
1424 * Unless those objects are exits, type 66 1314 * Unless those objects are exits.
1425 * If INS_ON_TOP is used, don't do this processing 1315 * If INS_ON_TOP is used, don't do this processing
1426 * Need to find the object that in fact blocks view, otherwise 1316 * Need to find the object that in fact blocks view, otherwise
1427 * stacking is a bit odd. 1317 * stacking is a bit odd.
1428 */ 1318 */
1429 if (!(flag & INS_ON_TOP) && 1319 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)) 1320 && ms.flags () & P_BLOCKSVIEW
1321 && (op->face && !faces [op->face].visibility))
1431 { 1322 {
1432 for (last = top; last != floor; last = last->below) 1323 for (last = top; last != floor; last = last->below)
1433 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1324 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1434 break; 1325 break;
1326
1435 /* Check to see if we found the object that blocks view, 1327 /* Check to see if we found the object that blocks view,
1436 * and make sure we have a below pointer for it so that 1328 * and make sure we have a below pointer for it so that
1437 * we can get inserted below this one, which requires we 1329 * we can get inserted below this one, which requires we
1438 * set top to the object below us. 1330 * set top to the object below us.
1439 */ 1331 */
1441 top = last->below; 1333 top = last->below;
1442 } 1334 }
1443 } /* If objects on this space */ 1335 } /* If objects on this space */
1444 1336
1445 if (flag & INS_MAP_LOAD) 1337 if (flag & INS_MAP_LOAD)
1446 top = GET_MAP_TOP (op->map, op->x, op->y); 1338 top = ms.top;
1447 1339
1448 if (flag & INS_ABOVE_FLOOR_ONLY) 1340 if (flag & INS_ABOVE_FLOOR_ONLY)
1449 top = floor; 1341 top = floor;
1450 1342
1451 /* Top is the object that our object (op) is going to get inserted above. 1343 /* Top is the object that our object (op) is going to get inserted above.
1452 */ 1344 */
1453 1345
1454 /* First object on this space */ 1346 /* First object on this space */
1455 if (!top) 1347 if (!top)
1456 { 1348 {
1457 op->above = GET_MAP_OB (op->map, op->x, op->y); 1349 op->above = ms.bot;
1458 1350
1459 if (op->above) 1351 if (op->above)
1460 op->above->below = op; 1352 op->above->below = op;
1461 1353
1462 op->below = NULL; 1354 op->below = 0;
1463 SET_MAP_OB (op->map, op->x, op->y, op); 1355 ms.bot = op;
1464 } 1356 }
1465 else 1357 else
1466 { /* get inserted into the stack above top */ 1358 { /* get inserted into the stack above top */
1467 op->above = top->above; 1359 op->above = top->above;
1468 1360
1471 1363
1472 op->below = top; 1364 op->below = top;
1473 top->above = op; 1365 top->above = op;
1474 } 1366 }
1475 1367
1476 if (op->above == NULL) 1368 if (!op->above)
1477 SET_MAP_TOP (op->map, op->x, op->y, op); 1369 ms.top = op;
1478 } /* else not INS_BELOW_ORIGINATOR */ 1370 } /* else not INS_BELOW_ORIGINATOR */
1479 1371
1480 if (op->type == PLAYER) 1372 if (op->type == PLAYER)
1373 {
1481 op->contr->do_los = 1; 1374 op->contr->do_los = 1;
1375 ++op->map->players;
1376 op->map->touch ();
1377 }
1378
1379 op->map->dirty = true;
1482 1380
1483 /* If we have a floor, we know the player, if any, will be above 1381 /* 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. 1382 * it, so save a few ticks and start from there.
1485 */ 1383 */
1486 if (!(flag & INS_MAP_LOAD)) 1384 if (!(flag & INS_MAP_LOAD))
1487 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1385 if (object *pl = ms.player ())
1488 if (tmp->type == PLAYER) 1386 if (pl->contr->ns)
1489 tmp->contr->socket->update_look = 1; 1387 pl->contr->ns->floorbox_update ();
1490 1388
1491 /* If this object glows, it may affect lighting conditions that are 1389 /* If this object glows, it may affect lighting conditions that are
1492 * visible to others on this map. But update_all_los is really 1390 * 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 1391 * 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 1392 * on the map will get recalculated. The players could very well
1495 * be far away from this change and not affected in any way - 1393 * be far away from this change and not affected in any way -
1496 * this should get redone to only look for players within range, 1394 * this should get redone to only look for players within range,
1497 * or just updating the P_NEED_UPDATE for spaces within this area 1395 * or just updating the P_UPTODATE for spaces within this area
1498 * of effect may be sufficient. 1396 * of effect may be sufficient.
1499 */ 1397 */
1500 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1398 if (op->map->darkness && (op->glow_radius != 0))
1501 update_all_los (op->map, op->x, op->y); 1399 update_all_los (op->map, op->x, op->y);
1502 1400
1503 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1401 /* updates flags (blocked, alive, no magic, etc) for this map space */
1504 update_object (op, UP_OBJ_INSERT); 1402 update_object (op, UP_OBJ_INSERT);
1505 1403
1404 INVOKE_OBJECT (INSERT, op);
1405
1506 /* Don't know if moving this to the end will break anything. However, 1406 /* 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. 1407 * we want to have floorbox_update called before calling this.
1508 * 1408 *
1509 * check_move_on() must be after this because code called from 1409 * check_move_on() must be after this because code called from
1510 * check_move_on() depends on correct map flags (so functions like 1410 * check_move_on() depends on correct map flags (so functions like
1511 * blocked() and wall() work properly), and these flags are updated by 1411 * blocked() and wall() work properly), and these flags are updated by
1512 * update_object(). 1412 * update_object().
1514 1414
1515 /* if this is not the head or flag has been passed, don't check walk on status */ 1415 /* 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) 1416 if (!(flag & INS_NO_WALK_ON) && !op->head)
1517 { 1417 {
1518 if (check_move_on (op, originator)) 1418 if (check_move_on (op, originator))
1519 return NULL; 1419 return 0;
1520 1420
1521 /* If we are a multi part object, lets work our way through the check 1421 /* If we are a multi part object, lets work our way through the check
1522 * walk on's. 1422 * walk on's.
1523 */ 1423 */
1524 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1424 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1525 if (check_move_on (tmp, originator)) 1425 if (check_move_on (tmp, originator))
1526 return NULL; 1426 return 0;
1527 } 1427 }
1528 1428
1529 return op; 1429 return op;
1530} 1430}
1531 1431
1532/* this function inserts an object in the map, but if it 1432/* 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. 1433 * 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. 1434 * op is the object to insert it under: supplies x and the map.
1535 */ 1435 */
1536void 1436void
1537replace_insert_ob_in_map (const char *arch_string, object *op) 1437replace_insert_ob_in_map (const char *arch_string, object *op)
1538{ 1438{
1539 object * 1439 object *tmp, *tmp1;
1540 tmp;
1541 object *
1542 tmp1;
1543 1440
1544 /* first search for itself and remove any old instances */ 1441 /* first search for itself and remove any old instances */
1545 1442
1546 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1443 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1547 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1444 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1548 tmp->destroy (); 1445 tmp->destroy ();
1549 1446
1550 tmp1 = arch_to_object (archetype::find (arch_string)); 1447 tmp1 = arch_to_object (archetype::find (arch_string));
1551 1448
1552 tmp1->x = op->x; 1449 tmp1->x = op->x;
1553 tmp1->y = op->y; 1450 tmp1->y = op->y;
1554 insert_ob_in_map (tmp1, op->map, op, 0); 1451 insert_ob_in_map (tmp1, op->map, op, 0);
1452}
1453
1454object *
1455object::insert_at (object *where, object *originator, int flags)
1456{
1457 return where->map->insert (this, where->x, where->y, originator, flags);
1555} 1458}
1556 1459
1557/* 1460/*
1558 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1461 * 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 1462 * is returned contains nr objects, and the remaining parts contains
1560 * the rest (or is removed and freed if that number is 0). 1463 * the rest (or is removed and freed if that number is 0).
1561 * On failure, NULL is returned, and the reason put into the 1464 * On failure, NULL is returned, and the reason put into the
1562 * global static errmsg array. 1465 * global static errmsg array.
1563 */ 1466 */
1564
1565object * 1467object *
1566get_split_ob (object *orig_ob, uint32 nr) 1468get_split_ob (object *orig_ob, uint32 nr)
1567{ 1469{
1568 object *newob; 1470 object *newob;
1569 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1471 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1600 * the amount of an object. If the amount reaches 0, the object 1502 * the amount of an object. If the amount reaches 0, the object
1601 * is subsequently removed and freed. 1503 * is subsequently removed and freed.
1602 * 1504 *
1603 * Return value: 'op' if something is left, NULL if the amount reached 0 1505 * Return value: 'op' if something is left, NULL if the amount reached 0
1604 */ 1506 */
1605
1606object * 1507object *
1607decrease_ob_nr (object *op, uint32 i) 1508decrease_ob_nr (object *op, uint32 i)
1608{ 1509{
1609 object *tmp; 1510 object *tmp;
1610 player *pl;
1611 1511
1612 if (i == 0) /* objects with op->nrof require this check */ 1512 if (i == 0) /* objects with op->nrof require this check */
1613 return op; 1513 return op;
1614 1514
1615 if (i > op->nrof) 1515 if (i > op->nrof)
1616 i = op->nrof; 1516 i = op->nrof;
1617 1517
1618 if (QUERY_FLAG (op, FLAG_REMOVED)) 1518 if (QUERY_FLAG (op, FLAG_REMOVED))
1619 op->nrof -= i; 1519 op->nrof -= i;
1620 else if (op->env != NULL) 1520 else if (op->env)
1621 { 1521 {
1622 /* is this object in the players inventory, or sub container 1522 /* is this object in the players inventory, or sub container
1623 * therein? 1523 * therein?
1624 */ 1524 */
1625 tmp = is_player_inv (op->env); 1525 tmp = op->in_player ();
1626 /* nope. Is this a container the player has opened? 1526 /* nope. Is this a container the player has opened?
1627 * If so, set tmp to that player. 1527 * If so, set tmp to that player.
1628 * IMO, searching through all the players will mostly 1528 * IMO, searching through all the players will mostly
1629 * likely be quicker than following op->env to the map, 1529 * likely be quicker than following op->env to the map,
1630 * and then searching the map for a player. 1530 * and then searching the map for a player.
1631 */ 1531 */
1632 if (!tmp) 1532 if (!tmp)
1633 { 1533 for_all_players (pl)
1634 for (pl = first_player; pl; pl = pl->next)
1635 if (pl->ob->container == op->env) 1534 if (pl->ob->container == op->env)
1535 {
1536 tmp = pl->ob;
1636 break; 1537 break;
1637 if (pl)
1638 tmp = pl->ob;
1639 else
1640 tmp = NULL;
1641 } 1538 }
1642 1539
1643 if (i < op->nrof) 1540 if (i < op->nrof)
1644 { 1541 {
1645 sub_weight (op->env, op->weight * i); 1542 sub_weight (op->env, op->weight * i);
1646 op->nrof -= i; 1543 op->nrof -= i;
1647 if (tmp) 1544 if (tmp)
1648 {
1649 esrv_send_item (tmp, op); 1545 esrv_send_item (tmp, op);
1650 }
1651 } 1546 }
1652 else 1547 else
1653 { 1548 {
1654 op->remove (); 1549 op->remove ();
1655 op->nrof = 0; 1550 op->nrof = 0;
1656 if (tmp) 1551 if (tmp)
1657 {
1658 esrv_del_item (tmp->contr, op->count); 1552 esrv_del_item (tmp->contr, op->count);
1659 }
1660 } 1553 }
1661 } 1554 }
1662 else 1555 else
1663 { 1556 {
1664 object *above = op->above; 1557 object *above = op->above;
1670 op->remove (); 1563 op->remove ();
1671 op->nrof = 0; 1564 op->nrof = 0;
1672 } 1565 }
1673 1566
1674 /* Since we just removed op, op->above is null */ 1567 /* Since we just removed op, op->above is null */
1675 for (tmp = above; tmp != NULL; tmp = tmp->above) 1568 for (tmp = above; tmp; tmp = tmp->above)
1676 if (tmp->type == PLAYER) 1569 if (tmp->type == PLAYER)
1677 { 1570 {
1678 if (op->nrof) 1571 if (op->nrof)
1679 esrv_send_item (tmp, op); 1572 esrv_send_item (tmp, op);
1680 else 1573 else
1685 if (op->nrof) 1578 if (op->nrof)
1686 return op; 1579 return op;
1687 else 1580 else
1688 { 1581 {
1689 op->destroy (); 1582 op->destroy ();
1690 return NULL; 1583 return 0;
1691 } 1584 }
1692} 1585}
1693 1586
1694/* 1587/*
1695 * add_weight(object, weight) adds the specified weight to an object, 1588 * add_weight(object, weight) adds the specified weight to an object,
1696 * and also updates how much the environment(s) is/are carrying. 1589 * and also updates how much the environment(s) is/are carrying.
1697 */ 1590 */
1698
1699void 1591void
1700add_weight (object *op, signed long weight) 1592add_weight (object *op, signed long weight)
1701{ 1593{
1702 while (op != NULL) 1594 while (op != NULL)
1703 { 1595 {
1735 * inside the object environment. 1627 * inside the object environment.
1736 * 1628 *
1737 * The function returns now pointer to inserted item, and return value can 1629 * The function returns now pointer to inserted item, and return value can
1738 * be != op, if items are merged. -Tero 1630 * be != op, if items are merged. -Tero
1739 */ 1631 */
1740
1741object * 1632object *
1742object::insert (object *op) 1633object::insert (object *op)
1743{ 1634{
1744 object *tmp, *otmp; 1635 object *tmp, *otmp;
1745 1636
1783 add_weight (this, op->weight * op->nrof); 1674 add_weight (this, op->weight * op->nrof);
1784 } 1675 }
1785 else 1676 else
1786 add_weight (this, (op->weight + op->carrying)); 1677 add_weight (this, (op->weight + op->carrying));
1787 1678
1788 otmp = is_player_inv (this); 1679 otmp = this->in_player ();
1789 if (otmp && otmp->contr) 1680 if (otmp && otmp->contr)
1790 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1681 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1791 fix_player (otmp); 1682 otmp->update_stats ();
1792 1683
1793 op->map = NULL; 1684 op->map = 0;
1794 op->env = this; 1685 op->env = this;
1795 op->above = NULL; 1686 op->above = 0;
1796 op->below = NULL; 1687 op->below = 0;
1797 op->x = 0, op->y = 0; 1688 op->x = 0, op->y = 0;
1798 1689
1799 /* reset the light list and los of the players on the map */ 1690 /* reset the light list and los of the players on the map */
1800 if ((op->glow_radius != 0) && map) 1691 if ((op->glow_radius != 0) && map)
1801 { 1692 {
1802#ifdef DEBUG_LIGHTS 1693#ifdef DEBUG_LIGHTS
1803 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1694 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1804#endif /* DEBUG_LIGHTS */ 1695#endif /* DEBUG_LIGHTS */
1805 if (MAP_DARKNESS (map)) 1696 if (map->darkness)
1806 update_all_los (map, x, y); 1697 update_all_los (map, x, y);
1807 } 1698 }
1808 1699
1809 /* Client has no idea of ordering so lets not bother ordering it here. 1700 /* Client has no idea of ordering so lets not bother ordering it here.
1810 * It sure simplifies this function... 1701 * It sure simplifies this function...
1815 { 1706 {
1816 op->below = inv; 1707 op->below = inv;
1817 op->below->above = op; 1708 op->below->above = op;
1818 inv = op; 1709 inv = op;
1819 } 1710 }
1711
1712 INVOKE_OBJECT (INSERT, this);
1820 1713
1821 return op; 1714 return op;
1822} 1715}
1823 1716
1824/* 1717/*
1839 * 1732 *
1840 * MSW 2001-07-08: Check all objects on space, not just those below 1733 * 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 1734 * object being inserted. insert_ob_in_map may not put new objects
1842 * on top. 1735 * on top.
1843 */ 1736 */
1844
1845int 1737int
1846check_move_on (object *op, object *originator) 1738check_move_on (object *op, object *originator)
1847{ 1739{
1848 object *tmp; 1740 object *tmp;
1849 maptile *m = op->map; 1741 maptile *m = op->map;
1876 1768
1877 /* The objects have to be checked from top to bottom. 1769 /* The objects have to be checked from top to bottom.
1878 * Hence, we first go to the top: 1770 * Hence, we first go to the top:
1879 */ 1771 */
1880 1772
1881 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1773 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1882 { 1774 {
1883 /* Trim the search when we find the first other spell effect 1775 /* Trim the search when we find the first other spell effect
1884 * this helps performance so that if a space has 50 spell objects, 1776 * this helps performance so that if a space has 50 spell objects,
1885 * we don't need to check all of them. 1777 * we don't need to check all of them.
1886 */ 1778 */
1904 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1796 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)) 1797 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1906 { 1798 {
1907 1799
1908 float 1800 float
1909 diff = tmp->move_slow_penalty * FABS (op->speed); 1801 diff = tmp->move_slow_penalty * fabs (op->speed);
1910 1802
1911 if (op->type == PLAYER) 1803 if (op->type == PLAYER)
1912 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1804 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))) 1805 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1914 diff /= 4.0; 1806 diff /= 4.0;
1941/* 1833/*
1942 * present_arch(arch, map, x, y) searches for any objects with 1834 * present_arch(arch, map, x, y) searches for any objects with
1943 * a matching archetype at the given map and coordinates. 1835 * a matching archetype at the given map and coordinates.
1944 * The first matching object is returned, or NULL if none. 1836 * The first matching object is returned, or NULL if none.
1945 */ 1837 */
1946
1947object * 1838object *
1948present_arch (const archetype *at, maptile *m, int x, int y) 1839present_arch (const archetype *at, maptile *m, int x, int y)
1949{ 1840{
1950 object *
1951 tmp;
1952
1953 if (m == NULL || out_of_map (m, x, y)) 1841 if (!m || out_of_map (m, x, y))
1954 { 1842 {
1955 LOG (llevError, "Present_arch called outside map.\n"); 1843 LOG (llevError, "Present_arch called outside map.\n");
1956 return NULL; 1844 return NULL;
1957 } 1845 }
1958 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1846
1847 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1959 if (tmp->arch == at) 1848 if (tmp->arch == at)
1960 return tmp; 1849 return tmp;
1850
1961 return NULL; 1851 return NULL;
1962} 1852}
1963 1853
1964/* 1854/*
1965 * present(type, map, x, y) searches for any objects with 1855 * present(type, map, x, y) searches for any objects with
1966 * a matching type variable at the given map and coordinates. 1856 * a matching type variable at the given map and coordinates.
1967 * The first matching object is returned, or NULL if none. 1857 * The first matching object is returned, or NULL if none.
1968 */ 1858 */
1969
1970object * 1859object *
1971present (unsigned char type, maptile *m, int x, int y) 1860present (unsigned char type, maptile *m, int x, int y)
1972{ 1861{
1973 object *
1974 tmp;
1975
1976 if (out_of_map (m, x, y)) 1862 if (out_of_map (m, x, y))
1977 { 1863 {
1978 LOG (llevError, "Present called outside map.\n"); 1864 LOG (llevError, "Present called outside map.\n");
1979 return NULL; 1865 return NULL;
1980 } 1866 }
1981 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1867
1868 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1982 if (tmp->type == type) 1869 if (tmp->type == type)
1983 return tmp; 1870 return tmp;
1871
1984 return NULL; 1872 return NULL;
1985} 1873}
1986 1874
1987/* 1875/*
1988 * present_in_ob(type, object) searches for any objects with 1876 * present_in_ob(type, object) searches for any objects with
1989 * a matching type variable in the inventory of the given object. 1877 * a matching type variable in the inventory of the given object.
1990 * The first matching object is returned, or NULL if none. 1878 * The first matching object is returned, or NULL if none.
1991 */ 1879 */
1992
1993object * 1880object *
1994present_in_ob (unsigned char type, const object *op) 1881present_in_ob (unsigned char type, const object *op)
1995{ 1882{
1996 object *
1997 tmp;
1998
1999 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1883 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2000 if (tmp->type == type) 1884 if (tmp->type == type)
2001 return tmp; 1885 return tmp;
1886
2002 return NULL; 1887 return NULL;
2003} 1888}
2004 1889
2005/* 1890/*
2006 * present_in_ob (type, str, object) searches for any objects with 1891 * present_in_ob (type, str, object) searches for any objects with
2014 * str is the string to match against. Note that we match against 1899 * 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 1900 * 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 1901 * spell code can use one object type (force), but change it's name
2017 * to be unique. 1902 * to be unique.
2018 */ 1903 */
2019
2020object * 1904object *
2021present_in_ob_by_name (int type, const char *str, const object *op) 1905present_in_ob_by_name (int type, const char *str, const object *op)
2022{ 1906{
2023 object *
2024 tmp;
2025
2026 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1907 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2027 {
2028 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1908 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2029 return tmp; 1909 return tmp;
2030 } 1910
2031 return NULL; 1911 return 0;
2032} 1912}
2033 1913
2034/* 1914/*
2035 * present_arch_in_ob(archetype, object) searches for any objects with 1915 * present_arch_in_ob(archetype, object) searches for any objects with
2036 * a matching archetype in the inventory of the given object. 1916 * a matching archetype in the inventory of the given object.
2037 * The first matching object is returned, or NULL if none. 1917 * The first matching object is returned, or NULL if none.
2038 */ 1918 */
2039
2040object * 1919object *
2041present_arch_in_ob (const archetype *at, const object *op) 1920present_arch_in_ob (const archetype *at, const object *op)
2042{ 1921{
2043 object *
2044 tmp;
2045
2046 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1922 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2047 if (tmp->arch == at) 1923 if (tmp->arch == at)
2048 return tmp; 1924 return tmp;
1925
2049 return NULL; 1926 return NULL;
2050} 1927}
2051 1928
2052/* 1929/*
2053 * activate recursively a flag on an object inventory 1930 * activate recursively a flag on an object inventory
2054 */ 1931 */
2055void 1932void
2056flag_inv (object *op, int flag) 1933flag_inv (object *op, int flag)
2057{ 1934{
2058 object *
2059 tmp;
2060
2061 if (op->inv) 1935 if (op->inv)
2062 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1936 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2063 { 1937 {
2064 SET_FLAG (tmp, flag); 1938 SET_FLAG (tmp, flag);
2065 flag_inv (tmp, flag); 1939 flag_inv (tmp, flag);
2066 } 1940 }
2067} /* 1941}
1942
1943/*
2068 * desactivate recursively a flag on an object inventory 1944 * deactivate recursively a flag on an object inventory
2069 */ 1945 */
2070void 1946void
2071unflag_inv (object *op, int flag) 1947unflag_inv (object *op, int flag)
2072{ 1948{
2073 object *
2074 tmp;
2075
2076 if (op->inv) 1949 if (op->inv)
2077 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1950 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2078 { 1951 {
2079 CLEAR_FLAG (tmp, flag); 1952 CLEAR_FLAG (tmp, flag);
2080 unflag_inv (tmp, flag); 1953 unflag_inv (tmp, flag);
2081 } 1954 }
2082} 1955}
2085 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 1958 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2086 * all it's inventory (recursively). 1959 * all it's inventory (recursively).
2087 * If checksums are used, a player will get set_cheat called for 1960 * 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. 1961 * him/her-self and all object carried by a call to this function.
2089 */ 1962 */
2090
2091void 1963void
2092set_cheat (object *op) 1964set_cheat (object *op)
2093{ 1965{
2094 SET_FLAG (op, FLAG_WAS_WIZ); 1966 SET_FLAG (op, FLAG_WAS_WIZ);
2095 flag_inv (op, FLAG_WAS_WIZ); 1967 flag_inv (op, FLAG_WAS_WIZ);
2114 * because arch_blocked (now ob_blocked) needs to know the movement type 1986 * 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 1987 * 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 1988 * the archetype because that isn't correct if the monster has been
2117 * customized, changed states, etc. 1989 * customized, changed states, etc.
2118 */ 1990 */
2119
2120int 1991int
2121find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 1992find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2122{ 1993{
2123 int
2124 i,
2125 index = 0, flag; 1994 int index = 0, flag;
2126 static int
2127 altern[SIZEOFFREE]; 1995 int altern[SIZEOFFREE];
2128 1996
2129 for (i = start; i < stop; i++) 1997 for (int i = start; i < stop; i++)
2130 { 1998 {
2131 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 1999 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2132 if (!flag) 2000 if (!flag)
2133 altern[index++] = i; 2001 altern [index++] = i;
2134 2002
2135 /* Basically, if we find a wall on a space, we cut down the search size. 2003 /* 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. 2004 * 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 - 2005 * 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 2006 * 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 2007 * spaces in all the other directions, this will reduce the search space
2140 * to only the spaces immediately surrounding the target area, and 2008 * to only the spaces immediately surrounding the target area, and
2141 * won't look 2 spaces south of the target space. 2009 * won't look 2 spaces south of the target space.
2142 */ 2010 */
2143 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 2011 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2144 stop = maxfree[i]; 2012 stop = maxfree[i];
2145 } 2013 }
2014
2146 if (!index) 2015 if (!index)
2147 return -1; 2016 return -1;
2017
2148 return altern[RANDOM () % index]; 2018 return altern [rndm (index)];
2149} 2019}
2150 2020
2151/* 2021/*
2152 * find_first_free_spot(archetype, maptile, x, y) works like 2022 * find_first_free_spot(archetype, maptile, x, y) works like
2153 * find_free_spot(), but it will search max number of squares. 2023 * find_free_spot(), but it will search max number of squares.
2154 * But it will return the first available spot, not a random choice. 2024 * 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. 2025 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2156 */ 2026 */
2157
2158int 2027int
2159find_first_free_spot (const object *ob, maptile *m, int x, int y) 2028find_first_free_spot (const object *ob, maptile *m, int x, int y)
2160{ 2029{
2161 int
2162 i;
2163
2164 for (i = 0; i < SIZEOFFREE; i++) 2030 for (int i = 0; i < SIZEOFFREE; i++)
2165 {
2166 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2031 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2167 return i; 2032 return i;
2168 } 2033
2169 return -1; 2034 return -1;
2170} 2035}
2171 2036
2172/* 2037/*
2173 * The function permute(arr, begin, end) randomly reorders the array 2038 * The function permute(arr, begin, end) randomly reorders the array
2174 * arr[begin..end-1]. 2039 * arr[begin..end-1].
2040 * now uses a fisher-yates shuffle, old permute was broken
2175 */ 2041 */
2176static void 2042static void
2177permute (int *arr, int begin, int end) 2043permute (int *arr, int begin, int end)
2178{ 2044{
2179 int 2045 arr += begin;
2180 i,
2181 j,
2182 tmp,
2183 len;
2184
2185 len = end - begin; 2046 end -= begin;
2186 for (i = begin; i < end; i++)
2187 {
2188 j = begin + RANDOM () % len;
2189 2047
2190 tmp = arr[i]; 2048 while (--end)
2191 arr[i] = arr[j]; 2049 swap (arr [end], arr [rndm (end + 1)]);
2192 arr[j] = tmp;
2193 }
2194} 2050}
2195 2051
2196/* new function to make monster searching more efficient, and effective! 2052/* new function to make monster searching more efficient, and effective!
2197 * This basically returns a randomized array (in the passed pointer) of 2053 * 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 2054 * 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. 2057 * the 3x3 area will be searched, just not in a predictable order.
2202 */ 2058 */
2203void 2059void
2204get_search_arr (int *search_arr) 2060get_search_arr (int *search_arr)
2205{ 2061{
2206 int 2062 int i;
2207 i;
2208 2063
2209 for (i = 0; i < SIZEOFFREE; i++) 2064 for (i = 0; i < SIZEOFFREE; i++)
2210 {
2211 search_arr[i] = i; 2065 search_arr[i] = i;
2212 }
2213 2066
2214 permute (search_arr, 1, SIZEOFFREE1 + 1); 2067 permute (search_arr, 1, SIZEOFFREE1 + 1);
2215 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2068 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2216 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2069 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2217} 2070}
2226 * Perhaps incorrectly, but I'm making the assumption that exclude 2079 * 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 2080 * 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 2081 * because we have to know what movement the thing looking to move
2229 * there is capable of. 2082 * there is capable of.
2230 */ 2083 */
2231
2232int 2084int
2233find_dir (maptile *m, int x, int y, object *exclude) 2085find_dir (maptile *m, int x, int y, object *exclude)
2234{ 2086{
2235 int
2236 i,
2237 max = SIZEOFFREE, mflags; 2087 int i, max = SIZEOFFREE, mflags;
2238 2088
2239 sint16 nx, ny; 2089 sint16 nx, ny;
2240 object * 2090 object *tmp;
2241 tmp;
2242 maptile * 2091 maptile *mp;
2243 mp;
2244 2092
2245 MoveType blocked, move_type; 2093 MoveType blocked, move_type;
2246 2094
2247 if (exclude && exclude->head) 2095 if (exclude && exclude->head)
2248 { 2096 {
2260 mp = m; 2108 mp = m;
2261 nx = x + freearr_x[i]; 2109 nx = x + freearr_x[i];
2262 ny = y + freearr_y[i]; 2110 ny = y + freearr_y[i];
2263 2111
2264 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2112 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2113
2265 if (mflags & P_OUT_OF_MAP) 2114 if (mflags & P_OUT_OF_MAP)
2266 {
2267 max = maxfree[i]; 2115 max = maxfree[i];
2268 }
2269 else 2116 else
2270 { 2117 {
2271 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2118 mapspace &ms = mp->at (nx, ny);
2119
2120 blocked = ms.move_block;
2272 2121
2273 if ((move_type & blocked) == move_type) 2122 if ((move_type & blocked) == move_type)
2274 {
2275 max = maxfree[i]; 2123 max = maxfree[i];
2276 }
2277 else if (mflags & P_IS_ALIVE) 2124 else if (mflags & P_IS_ALIVE)
2278 { 2125 {
2279 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2126 for (tmp = ms.bot; tmp; tmp = tmp->above)
2280 { 2127 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))) 2128 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2282 {
2283 break; 2129 break;
2284 } 2130
2285 }
2286 if (tmp) 2131 if (tmp)
2287 {
2288 return freedir[i]; 2132 return freedir[i];
2289 }
2290 } 2133 }
2291 } 2134 }
2292 } 2135 }
2136
2293 return 0; 2137 return 0;
2294} 2138}
2295 2139
2296/* 2140/*
2297 * distance(object 1, object 2) will return the square of the 2141 * distance(object 1, object 2) will return the square of the
2298 * distance between the two given objects. 2142 * distance between the two given objects.
2299 */ 2143 */
2300
2301int 2144int
2302distance (const object *ob1, const object *ob2) 2145distance (const object *ob1, const object *ob2)
2303{ 2146{
2304 int
2305 i;
2306
2307 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2147 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2308 return i;
2309} 2148}
2310 2149
2311/* 2150/*
2312 * find_dir_2(delta-x,delta-y) will return a direction in which 2151 * 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 2152 * an object which has subtracted the x and y coordinates of another
2314 * object, needs to travel toward it. 2153 * object, needs to travel toward it.
2315 */ 2154 */
2316
2317int 2155int
2318find_dir_2 (int x, int y) 2156find_dir_2 (int x, int y)
2319{ 2157{
2320 int 2158 int q;
2321 q;
2322 2159
2323 if (y) 2160 if (y)
2324 q = x * 100 / y; 2161 q = x * 100 / y;
2325 else if (x) 2162 else if (x)
2326 q = -300 * x; 2163 q = -300 * x;
2351 2188
2352 return 3; 2189 return 3;
2353} 2190}
2354 2191
2355/* 2192/*
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 2193 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2373 * between two directions (which are expected to be absolute (see absdir()) 2194 * between two directions (which are expected to be absolute (see absdir())
2374 */ 2195 */
2375
2376int 2196int
2377dirdiff (int dir1, int dir2) 2197dirdiff (int dir1, int dir2)
2378{ 2198{
2379 int 2199 int d;
2380 d;
2381 2200
2382 d = abs (dir1 - dir2); 2201 d = abs (dir1 - dir2);
2383 if (d > 4) 2202 if (d > 4)
2384 d = 8 - d; 2203 d = 8 - d;
2204
2385 return d; 2205 return d;
2386} 2206}
2387 2207
2388/* peterm: 2208/* peterm:
2389 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2209 * 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 2212 * 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. 2213 * 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 2214 * Moved from spell_util.c to object.c with the other related direction
2395 * functions. 2215 * functions.
2396 */ 2216 */
2397
2398int
2399 reduction_dir[SIZEOFFREE][3] = { 2217int reduction_dir[SIZEOFFREE][3] = {
2400 {0, 0, 0}, /* 0 */ 2218 {0, 0, 0}, /* 0 */
2401 {0, 0, 0}, /* 1 */ 2219 {0, 0, 0}, /* 1 */
2402 {0, 0, 0}, /* 2 */ 2220 {0, 0, 0}, /* 2 */
2403 {0, 0, 0}, /* 3 */ 2221 {0, 0, 0}, /* 3 */
2404 {0, 0, 0}, /* 4 */ 2222 {0, 0, 0}, /* 4 */
2452 * find a path to that monster that we found. If not, 2270 * find a path to that monster that we found. If not,
2453 * we don't bother going toward it. Returns 1 if we 2271 * we don't bother going toward it. Returns 1 if we
2454 * can see a direct way to get it 2272 * can see a direct way to get it
2455 * Modified to be map tile aware -.MSW 2273 * Modified to be map tile aware -.MSW
2456 */ 2274 */
2457
2458
2459int 2275int
2460can_see_monsterP (maptile *m, int x, int y, int dir) 2276can_see_monsterP (maptile *m, int x, int y, int dir)
2461{ 2277{
2462 sint16 dx, dy; 2278 sint16 dx, dy;
2463 int
2464 mflags; 2279 int mflags;
2465 2280
2466 if (dir < 0) 2281 if (dir < 0)
2467 return 0; /* exit condition: invalid direction */ 2282 return 0; /* exit condition: invalid direction */
2468 2283
2469 dx = x + freearr_x[dir]; 2284 dx = x + freearr_x[dir];
2482 return 0; 2297 return 0;
2483 2298
2484 /* yes, can see. */ 2299 /* yes, can see. */
2485 if (dir < 9) 2300 if (dir < 9)
2486 return 1; 2301 return 1;
2302
2487 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2303 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]); 2304 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2305 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2489} 2306}
2490
2491
2492 2307
2493/* 2308/*
2494 * can_pick(picker, item): finds out if an object is possible to be 2309 * 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 2310 * picked up by the picker. Returnes 1 if it can be
2496 * picked up, otherwise 0. 2311 * picked up, otherwise 0.
2507 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2322 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2508 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2323 (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)); 2324 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2510} 2325}
2511 2326
2512
2513/* 2327/*
2514 * create clone from object to another 2328 * create clone from object to another
2515 */ 2329 */
2516object * 2330object *
2517object_create_clone (object *asrc) 2331object_create_clone (object *asrc)
2536 { 2350 {
2537 dst = tmp; 2351 dst = tmp;
2538 tmp->head = 0; 2352 tmp->head = 0;
2539 } 2353 }
2540 else 2354 else
2541 {
2542 tmp->head = dst; 2355 tmp->head = dst;
2543 }
2544 2356
2545 tmp->more = 0; 2357 tmp->more = 0;
2546 2358
2547 if (prev) 2359 if (prev)
2548 prev->more = tmp; 2360 prev->more = tmp;
2552 2364
2553 for (item = src->inv; item; item = item->below) 2365 for (item = src->inv; item; item = item->below)
2554 insert_ob_in_ob (object_create_clone (item), dst); 2366 insert_ob_in_ob (object_create_clone (item), dst);
2555 2367
2556 return dst; 2368 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} 2369}
2597 2370
2598/* This returns the first object in who's inventory that 2371/* This returns the first object in who's inventory that
2599 * has the same type and subtype match. 2372 * has the same type and subtype match.
2600 * returns NULL if no match. 2373 * returns NULL if no match.
2601 */ 2374 */
2602object * 2375object *
2603find_obj_by_type_subtype (const object *who, int type, int subtype) 2376find_obj_by_type_subtype (const object *who, int type, int subtype)
2604{ 2377{
2605 object *tmp;
2606
2607 for (tmp = who->inv; tmp; tmp = tmp->below) 2378 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2608 if (tmp->type == type && tmp->subtype == subtype) 2379 if (tmp->type == type && tmp->subtype == subtype)
2609 return tmp; 2380 return tmp;
2610 2381
2611 return NULL; 2382 return 0;
2612} 2383}
2613 2384
2614/* If ob has a field named key, return the link from the list, 2385/* If ob has a field named key, return the link from the list,
2615 * otherwise return NULL. 2386 * otherwise return NULL.
2616 * 2387 *
2618 * do the desired thing. 2389 * do the desired thing.
2619 */ 2390 */
2620key_value * 2391key_value *
2621get_ob_key_link (const object *ob, const char *key) 2392get_ob_key_link (const object *ob, const char *key)
2622{ 2393{
2623 key_value *link;
2624
2625 for (link = ob->key_values; link != NULL; link = link->next) 2394 for (key_value *link = ob->key_values; link; link = link->next)
2626 if (link->key == key) 2395 if (link->key == key)
2627 return link; 2396 return link;
2628 2397
2629 return NULL; 2398 return 0;
2630} 2399}
2631 2400
2632/* 2401/*
2633 * Returns the value of op has an extra_field for key, or NULL. 2402 * Returns the value of op has an extra_field for key, or NULL.
2634 * 2403 *
2659 if (link->key == canonical_key) 2428 if (link->key == canonical_key)
2660 return link->value; 2429 return link->value;
2661 2430
2662 return 0; 2431 return 0;
2663} 2432}
2664
2665 2433
2666/* 2434/*
2667 * Updates the canonical_key in op to value. 2435 * Updates the canonical_key in op to value.
2668 * 2436 *
2669 * canonical_key is a shared string (value doesn't have to be). 2437 * canonical_key is a shared string (value doesn't have to be).
2674 * Returns TRUE on success. 2442 * Returns TRUE on success.
2675 */ 2443 */
2676int 2444int
2677set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) 2445set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2678{ 2446{
2679 key_value *
2680 field = NULL, *last = NULL; 2447 key_value *field = NULL, *last = NULL;
2681 2448
2682 for (field = op->key_values; field != NULL; field = field->next) 2449 for (field = op->key_values; field != NULL; field = field->next)
2683 { 2450 {
2684 if (field->key != canonical_key) 2451 if (field->key != canonical_key)
2685 { 2452 {
2713 /* IF we get here, key doesn't exist */ 2480 /* IF we get here, key doesn't exist */
2714 2481
2715 /* No field, we'll have to add it. */ 2482 /* No field, we'll have to add it. */
2716 2483
2717 if (!add_key) 2484 if (!add_key)
2718 {
2719 return FALSE; 2485 return FALSE;
2720 } 2486
2721 /* There isn't any good reason to store a null 2487 /* There isn't any good reason to store a null
2722 * value in the key/value list. If the archetype has 2488 * value in the key/value list. If the archetype has
2723 * this key, then we should also have it, so shouldn't 2489 * this key, then we should also have it, so shouldn't
2724 * be here. If user wants to store empty strings, 2490 * be here. If user wants to store empty strings,
2725 * should pass in "" 2491 * should pass in ""
2774 } 2540 }
2775 else 2541 else
2776 item = item->env; 2542 item = item->env;
2777} 2543}
2778 2544
2545
2546const char *
2547object::flag_desc (char *desc, int len) const
2548{
2549 char *p = desc;
2550 bool first = true;
2551
2552 *p = 0;
2553
2554 for (int i = 0; i < NUM_FLAGS; i++)
2555 {
2556 if (len <= 10) // magic constant!
2557 {
2558 snprintf (p, len, ",...");
2559 break;
2560 }
2561
2562 if (flag [i])
2563 {
2564 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2565 len -= cnt;
2566 p += cnt;
2567 first = false;
2568 }
2569 }
2570
2571 return desc;
2572}
2573
2779// return a suitable string describing an objetc in enough detail to find it 2574// return a suitable string describing an object in enough detail to find it
2780const char * 2575const char *
2781object::debug_desc (char *info) const 2576object::debug_desc (char *info) const
2782{ 2577{
2578 char flagdesc[512];
2783 char info2[256 * 3]; 2579 char info2[256 * 4];
2784 char *p = info; 2580 char *p = info;
2785 2581
2786 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2582 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2787 count, 2583 count, uuid.seq,
2788 &name, 2584 &name,
2789 title ? " " : "", 2585 title ? "\",title:\"" : "",
2790 title ? (const char *)title : ""); 2586 title ? (const char *)title : "",
2587 flag_desc (flagdesc, 512), type);
2791 2588
2792 if (env) 2589 if (env)
2793 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2590 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2794 2591
2795 if (map) 2592 if (map)
2796 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2593 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2797 2594
2798 return info; 2595 return info;
2799} 2596}
2800 2597
2801const char * 2598const char *
2802object::debug_desc () const 2599object::debug_desc () const
2803{ 2600{
2804 static char info[256 * 3]; 2601 static char info[3][256 * 4];
2602 static int info_idx;
2603
2805 return debug_desc (info); 2604 return debug_desc (info [++info_idx % 3]);
2806} 2605}
2807 2606
2607struct region *
2608object::region () const
2609{
2610 return map ? map->region (x, y)
2611 : region::default_region ();
2612}
2613
2614const materialtype_t *
2615object::dominant_material () const
2616{
2617 if (materialtype_t *mat = name_to_material (materialname))
2618 return mat;
2619
2620 // omfg this is slow, this has to be temporary :)
2621 shstr unknown ("unknown");
2622
2623 return name_to_material (unknown);
2624}
2625
2626void
2627object::open_container (object *new_container)
2628{
2629 if (container == new_container)
2630 return;
2631
2632 if (object *old_container = container)
2633 {
2634 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2635 return;
2636
2637#if 0
2638 // remove the "Close old_container" object.
2639 if (object *closer = old_container->inv)
2640 if (closer->type == CLOSE_CON)
2641 closer->destroy ();
2642#endif
2643
2644 old_container->flag [FLAG_APPLIED] = 0;
2645 container = 0;
2646
2647 esrv_update_item (UPD_FLAGS, this, old_container);
2648 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2649 }
2650
2651 if (new_container)
2652 {
2653 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2654 return;
2655
2656 // TODO: this does not seem to serve any purpose anymore?
2657#if 0
2658 // insert the "Close Container" object.
2659 if (archetype *closer = new_container->other_arch)
2660 {
2661 object *closer = arch_to_object (new_container->other_arch);
2662 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2663 new_container->insert (closer);
2664 }
2665#endif
2666
2667 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2668
2669 new_container->flag [FLAG_APPLIED] = 1;
2670 container = new_container;
2671
2672 esrv_update_item (UPD_FLAGS, this, new_container);
2673 esrv_send_inventory (this, new_container);
2674 }
2675}
2676
2677

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