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

Comparing deliantra/server/common/object.C (file contents):
Revision 1.68 by root, Mon Dec 18 02:35:00 2006 UTC vs.
Revision 1.146 by root, Fri May 11 21:07:13 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game
3 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 21 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail at <crossfire@schmorp.de>
22*/ 23 */
23 24
24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
25 sub/add_weight will transcend the environment updating the carrying 26 sub/add_weight will transcend the environment updating the carrying
26 variable. */ 27 variable. */
27#include <global.h> 28#include <global.h>
28#include <stdio.h> 29#include <stdio.h>
29#include <sys/types.h> 30#include <sys/types.h>
30#include <sys/uio.h> 31#include <sys/uio.h>
31#include <object.h> 32#include <object.h>
32#include <funcpoint.h> 33#include <funcpoint.h>
34#include <sproto.h>
33#include <loader.h> 35#include <loader.h>
34 36
35#include <bitset> 37#include <bitset>
36 38
37int nrofallocobjects = 0; 39int nrofallocobjects = 0;
38static UUID uuid; 40static UUID uuid;
39const uint64 UUID_SKIP = 1<<19; 41const uint64 UUID_SKIP = 1<<19;
40 42
41object *active_objects; /* List of active objects that need to be processed */ 43objectvec objects;
44activevec actives;
42 45
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, 46short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
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 47 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
45}; 48};
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, 49short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
141 * objects with lists are rare, and lists stay short. If not, use a 144 * objects with lists are rare, and lists stay short. If not, use a
142 * different structure or at least keep the lists sorted... 145 * different structure or at least keep the lists sorted...
143 */ 146 */
144 147
145 /* For each field in wants, */ 148 /* For each field in wants, */
146 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) 149 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
147 { 150 {
148 key_value *has_field; 151 key_value *has_field;
149 152
150 /* Look for a field in has with the same key. */ 153 /* Look for a field in has with the same key. */
151 has_field = get_ob_key_link (has, wants_field->key); 154 has_field = get_ob_key_link (has, wants_field->key);
190 * Check nrof variable *before* calling can_merge() 193 * Check nrof variable *before* calling can_merge()
191 * 194 *
192 * Improvements made with merge: Better checking on potion, and also 195 * Improvements made with merge: Better checking on potion, and also
193 * check weight 196 * check weight
194 */ 197 */
195
196bool object::can_merge_slow (object *ob1, object *ob2) 198bool object::can_merge_slow (object *ob1, object *ob2)
197{ 199{
198 /* A couple quicksanity checks */ 200 /* A couple quicksanity checks */
199 if (ob1 == ob2 201 if (ob1 == ob2
200 || ob1->type != ob2->type 202 || ob1->type != ob2->type
221 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 223 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
222 224
223 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 225 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
224 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 226 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
225 227
226
227 if ((ob1->flags ^ ob2->flags).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any () 228 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
228 || ob1->arch != ob2->arch 229 || ob1->arch != ob2->arch
229 || ob1->name != ob2->name 230 || ob1->name != ob2->name
230 || ob1->title != ob2->title 231 || ob1->title != ob2->title
231 || ob1->msg != ob2->msg 232 || ob1->msg != ob2->msg
232 || ob1->weight != ob2->weight 233 || ob1->weight != ob2->weight
278 279
279 /* Note sure why the following is the case - either the object has to 280 /* Note sure why the following is the case - either the object has to
280 * be animated or have a very low speed. Is this an attempted monster 281 * be animated or have a very low speed. Is this an attempted monster
281 * check? 282 * check?
282 */ 283 */
283 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 284 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
284 return 0; 285 return 0;
285 286
286 switch (ob1->type) 287 switch (ob1->type)
287 { 288 {
288 case SCROLL: 289 case SCROLL:
324sum_weight (object *op) 325sum_weight (object *op)
325{ 326{
326 long sum; 327 long sum;
327 object *inv; 328 object *inv;
328 329
329 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 330 for (sum = 0, inv = op->inv; inv; inv = inv->below)
330 { 331 {
331 if (inv->inv) 332 if (inv->inv)
332 sum_weight (inv); 333 sum_weight (inv);
334
333 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 335 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
334 } 336 }
335 337
336 if (op->type == CONTAINER && op->stats.Str) 338 if (op->type == CONTAINER && op->stats.Str)
337 sum = (sum * (100 - op->stats.Str)) / 100; 339 sum = (sum * (100 - op->stats.Str)) / 100;
353 op = op->env; 355 op = op->env;
354 return op; 356 return op;
355} 357}
356 358
357/* 359/*
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. 360 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
374 * Some error messages. 361 * Some error messages.
375 * The result of the dump is stored in the static global errmsg array. 362 * The result of the dump is stored in the static global errmsg array.
376 */ 363 */
377
378char * 364char *
379dump_object (object *op) 365dump_object (object *op)
380{ 366{
381 if (!op) 367 if (!op)
382 return strdup ("[NULLOBJ]"); 368 return strdup ("[NULLOBJ]");
383 369
384 object_freezer freezer; 370 object_freezer freezer;
385 save_object (freezer, op, 3); 371 op->write (freezer);
386 return freezer.as_string (); 372 return freezer.as_string ();
387} 373}
388 374
389/* 375/*
390 * get_nearest_part(multi-object, object 2) returns the part of the 376 * get_nearest_part(multi-object, object 2) returns the part of the
407} 393}
408 394
409/* 395/*
410 * Returns the object which has the count-variable equal to the argument. 396 * Returns the object which has the count-variable equal to the argument.
411 */ 397 */
412
413object * 398object *
414find_object (tag_t i) 399find_object (tag_t i)
415{ 400{
416 for (object *op = object::first; op; op = op->next) 401 for_all_objects (op)
417 if (op->count == i) 402 if (op->count == i)
418 return op; 403 return op;
419 404
420 return 0; 405 return 0;
421} 406}
422 407
423/* 408/*
424 * Returns the first object which has a name equal to the argument. 409 * Returns the first object which has a name equal to the argument.
425 * Used only by the patch command, but not all that useful. 410 * Used only by the patch command, but not all that useful.
426 * Enables features like "patch <name-of-other-player> food 999" 411 * Enables features like "patch <name-of-other-player> food 999"
427 */ 412 */
428
429object * 413object *
430find_object_name (const char *str) 414find_object_name (const char *str)
431{ 415{
432 shstr_cmp str_ (str); 416 shstr_cmp str_ (str);
433 object *op; 417 object *op;
434 418
435 for (op = object::first; op != NULL; op = op->next) 419 for_all_objects (op)
436 if (op->name == str_) 420 if (op->name == str_)
437 break; 421 break;
438 422
439 return op; 423 return op;
440} 424}
466 owner = owner->owner; 450 owner = owner->owner;
467 451
468 this->owner = owner; 452 this->owner = owner;
469} 453}
470 454
455void
456object::set_weapon (object *ob)
457{
458 if (current_weapon == ob)
459 return;
460
461 new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
462
463 if (chosen_skill)
464 chosen_skill->flag [FLAG_APPLIED] = false;
465
466 current_weapon = ob;
467 chosen_skill = ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
468
469 if (chosen_skill)
470 chosen_skill->flag [FLAG_APPLIED] = true;
471
472 update_stats ();
473}
474
471/* Zero the key_values on op, decrementing the shared-string 475/* Zero the key_values on op, decrementing the shared-string
472 * refcounts and freeing the links. 476 * refcounts and freeing the links.
473 */ 477 */
474static void 478static void
475free_key_values (object *op) 479free_key_values (object *op)
476{ 480{
477 for (key_value *i = op->key_values; i != 0;) 481 for (key_value *i = op->key_values; i; )
478 { 482 {
479 key_value *next = i->next; 483 key_value *next = i->next;
480 delete i; 484 delete i;
481 485
482 i = next; 486 i = next;
483 } 487 }
484 488
485 op->key_values = 0; 489 op->key_values = 0;
486} 490}
487 491
488void object::clear () 492object &
493object::operator =(const object &src)
489{ 494{
490 attachable_base::clear (); 495 bool is_freed = flag [FLAG_FREED];
496 bool is_removed = flag [FLAG_REMOVED];
491 497
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; 498 *(object_copy *)this = src;
545 *(object_pod *)dst = *this;
546 499
547 if (self || cb) 500 flag [FLAG_FREED] = is_freed;
548 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (dst)); 501 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;
558 502
559 /* Copy over key_values, if any. */ 503 /* Copy over key_values, if any. */
560 if (key_values) 504 if (src.key_values)
561 { 505 {
562 key_value *tail = 0; 506 key_value *tail = 0;
563 key_value *i;
564
565 dst->key_values = 0; 507 key_values = 0;
566 508
567 for (i = key_values; i; i = i->next) 509 for (key_value *i = src.key_values; i; i = i->next)
568 { 510 {
569 key_value *new_link = new key_value; 511 key_value *new_link = new key_value;
570 512
571 new_link->next = 0; 513 new_link->next = 0;
572 new_link->key = i->key; 514 new_link->key = i->key;
573 new_link->value = i->value; 515 new_link->value = i->value;
574 516
575 /* Try and be clever here, too. */ 517 /* Try and be clever here, too. */
576 if (!dst->key_values) 518 if (!key_values)
577 { 519 {
578 dst->key_values = new_link; 520 key_values = new_link;
579 tail = new_link; 521 tail = new_link;
580 } 522 }
581 else 523 else
582 { 524 {
583 tail->next = new_link; 525 tail->next = new_link;
584 tail = new_link; 526 tail = new_link;
585 } 527 }
586 } 528 }
587 } 529 }
530}
588 531
589 update_ob_speed (dst); 532/*
533 * copy_to first frees everything allocated by the dst object,
534 * and then copies the contents of itself into the second
535 * object, allocating what needs to be allocated. Basically, any
536 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
537 * if the first object is freed, the pointers in the new object
538 * will point at garbage.
539 */
540void
541object::copy_to (object *dst)
542{
543 *dst = *this;
544
545 if (speed < 0)
546 dst->speed_left = speed_left - rndm ();
547
548 dst->set_speed (dst->speed);
549}
550
551void
552object::instantiate ()
553{
554 if (!uuid.seq) // HACK
555 uuid = gen_uuid ();
556
557 speed_left = -0.1f;
558 /* copy the body_info to the body_used - this is only really
559 * need for monsters, but doesn't hurt to do it for everything.
560 * by doing so, when a monster is created, it has good starting
561 * values for the body_used info, so when items are created
562 * for it, they can be properly equipped.
563 */
564 for (int i = NUM_BODY_LOCATIONS; i--; )
565 slot[i].used = slot[i].info;
566
567 attachable::instantiate ();
590} 568}
591 569
592object * 570object *
593object::clone () 571object::clone ()
594{ 572{
600/* 578/*
601 * If an object with the IS_TURNABLE() flag needs to be turned due 579 * 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 580 * 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. 581 * be called to update the face variable, _and_ how it looks on the map.
604 */ 582 */
605
606void 583void
607update_turn_face (object *op) 584update_turn_face (object *op)
608{ 585{
609 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 586 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
610 return; 587 return;
588
611 SET_ANIMATION (op, op->direction); 589 SET_ANIMATION (op, op->direction);
612 update_object (op, UP_OBJ_FACE); 590 update_object (op, UP_OBJ_FACE);
613} 591}
614 592
615/* 593/*
616 * Updates the speed of an object. If the speed changes from 0 to another 594 * 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. 595 * 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. 596 * This function needs to be called whenever the speed of an object changes.
619 */ 597 */
620void 598void
621update_ob_speed (object *op) 599object::set_speed (float speed)
622{ 600{
623 extern int arch_init; 601 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 { 602 {
631 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 603 LOG (llevError, "Object %s is freed but has speed.\n", &name);
632#ifdef MANY_CORES
633 abort ();
634#else
635 op->speed = 0; 604 speed = 0;
636#endif
637 }
638
639 if (arch_init)
640 return;
641
642 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
643 { 605 }
644 /* If already on active list, don't do anything */
645 if (op->active_next || op->active_prev || op == active_objects)
646 return;
647 606
648 /* process_events() expects us to insert the object at the beginning 607 this->speed = speed;
649 * of the list. */
650 op->active_next = active_objects;
651 608
652 if (op->active_next != NULL) 609 if (has_active_speed ())
653 op->active_next->active_prev = op; 610 activate ();
654
655 active_objects = op;
656 }
657 else 611 else
658 { 612 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} 613}
682 614
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/* 615/*
715 * update_object() updates the array which represents the map. 616 * update_object() updates the the map.
716 * It takes into account invisible objects (and represent squares covered 617 * It takes into account invisible objects (and represent squares covered
717 * by invisible objects by whatever is below them (unless it's another 618 * by invisible objects by whatever is below them (unless it's another
718 * invisible object, etc...) 619 * invisible object, etc...)
719 * If the object being updated is beneath a player, the look-window 620 * 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 621 * of that player is updated (this might be a suboptimal way of
721 * updating that window, though, since update_object() is called _often_) 622 * updating that window, though, since update_object() is called _often_)
722 * 623 *
723 * action is a hint of what the caller believes need to be done. 624 * 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: 625 * current action are:
729 * UP_OBJ_INSERT: op was inserted 626 * UP_OBJ_INSERT: op was inserted
730 * UP_OBJ_REMOVE: op was removed 627 * UP_OBJ_REMOVE: op was removed
731 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 628 * 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. 629 * as that is easier than trying to look at what may have changed.
733 * UP_OBJ_FACE: only the objects face has changed. 630 * UP_OBJ_FACE: only the objects face has changed.
734 */ 631 */
735
736void 632void
737update_object (object *op, int action) 633update_object (object *op, int action)
738{ 634{
739 int update_now = 0, flags;
740 MoveType move_on, move_off, move_block, move_slow;
741
742 if (op == NULL) 635 if (op == NULL)
743 { 636 {
744 /* this should never happen */ 637 /* this should never happen */
745 LOG (llevDebug, "update_object() called for NULL object.\n"); 638 LOG (llevDebug, "update_object() called for NULL object.\n");
746 return; 639 return;
747 } 640 }
748 641
749 if (op->env != NULL) 642 if (op->env)
750 { 643 {
751 /* Animation is currently handled by client, so nothing 644 /* Animation is currently handled by client, so nothing
752 * to do in this case. 645 * to do in this case.
753 */ 646 */
754 return; 647 return;
759 */ 652 */
760 if (!op->map || op->map->in_memory == MAP_SAVING) 653 if (!op->map || op->map->in_memory == MAP_SAVING)
761 return; 654 return;
762 655
763 /* make sure the object is within map boundaries */ 656 /* 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)) 657 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
765 { 658 {
766 LOG (llevError, "update_object() called for object out of map!\n"); 659 LOG (llevError, "update_object() called for object out of map!\n");
767#ifdef MANY_CORES 660#ifdef MANY_CORES
768 abort (); 661 abort ();
769#endif 662#endif
770 return; 663 return;
771 } 664 }
772 665
773 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 666 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);
779 667
668 if (!(m.flags_ & P_UPTODATE))
669 /* nop */;
780 if (action == UP_OBJ_INSERT) 670 else if (action == UP_OBJ_INSERT)
781 { 671 {
672 // this is likely overkill, TODO: revisit (schmorp)
782 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 673 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)) 674 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
786 update_now = 1; 675 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
787 676 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
677 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
788 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 678 || (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) 679 || (m.move_on | op->move_on ) != m.move_on
798 update_now = 1;
799
800 if ((move_off | op->move_off) != move_off) 680 || (m.move_off | op->move_off ) != m.move_off
801 update_now = 1; 681 || (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 682 /* This isn't perfect, but I don't expect a lot of objects to
804 * to have move_allow right now. 683 * to have move_allow right now.
805 */ 684 */
806 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 685 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
807 update_now = 1; 686 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
808 687 m.flags_ = 0;
809 if ((move_slow | op->move_slow) != move_slow)
810 update_now = 1;
811 } 688 }
812
813 /* if the object is being removed, we can't make intelligent 689 /* if the object is being removed, we can't make intelligent
814 * decisions, because remove_ob can't really pass the object 690 * decisions, because remove_ob can't really pass the object
815 * that is being removed. 691 * that is being removed.
816 */ 692 */
817 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 693 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
818 update_now = 1; 694 m.flags_ = 0;
819 else if (action == UP_OBJ_FACE) 695 else if (action == UP_OBJ_FACE)
820 /* Nothing to do for that case */ ; 696 /* Nothing to do for that case */ ;
821 else 697 else
822 LOG (llevError, "update_object called with invalid action: %d\n", action); 698 LOG (llevError, "update_object called with invalid action: %d\n", action);
823 699
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) 700 if (op->more)
831 update_object (op->more, action); 701 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} 702}
849 703
850object::object () 704object::object ()
851{ 705{
852 SET_FLAG (this, FLAG_REMOVED); 706 SET_FLAG (this, FLAG_REMOVED);
855 face = blank_face; 709 face = blank_face;
856} 710}
857 711
858object::~object () 712object::~object ()
859{ 713{
714 unlink ();
715
860 free_key_values (this); 716 free_key_values (this);
861} 717}
862 718
719static int object_count;
720
863void object::link () 721void object::link ()
864{ 722{
865 count = ++ob_count; 723 assert (!index);//D
866 uuid = gen_uuid (); 724 uuid = gen_uuid ();
725 count = ++object_count;
867 726
868 prev = 0; 727 refcnt_inc ();
869 next = object::first; 728 objects.insert (this);
870
871 if (object::first)
872 object::first->prev = this;
873
874 object::first = this;
875} 729}
876 730
877void object::unlink () 731void object::unlink ()
878{ 732{
879 if (this == object::first) 733 if (!index)
880 object::first = next; 734 return;
881 735
882 /* Remove this object from the list of used objects */ 736 objects.erase (this);
883 if (prev) prev->next = next; 737 refcnt_dec ();
884 if (next) next->prev = prev; 738}
885 739
886 prev = 0; 740void
887 next = 0; 741object::activate ()
742{
743 /* If already on active list, don't do anything */
744 if (active)
745 return;
746
747 if (has_active_speed ())
748 actives.insert (this);
749}
750
751void
752object::activate_recursive ()
753{
754 activate ();
755
756 for (object *op = inv; op; op = op->below)
757 op->activate_recursive ();
758}
759
760/* This function removes object 'op' from the list of active
761 * objects.
762 * This should only be used for style maps or other such
763 * reference maps where you don't want an object that isn't
764 * in play chewing up cpu time getting processed.
765 * The reverse of this is to call update_ob_speed, which
766 * will do the right thing based on the speed of the object.
767 */
768void
769object::deactivate ()
770{
771 /* If not on the active list, nothing needs to be done */
772 if (!active)
773 return;
774
775 actives.erase (this);
776}
777
778void
779object::deactivate_recursive ()
780{
781 for (object *op = inv; op; op = op->below)
782 op->deactivate_recursive ();
783
784 deactivate ();
785}
786
787void
788object::set_flag_inv (int flag, int value)
789{
790 for (object *op = inv; op; op = op->below)
791 {
792 op->flag [flag] = value;
793 op->set_flag_inv (flag, value);
794 }
795}
796
797/*
798 * Remove and free all objects in the inventory of the given object.
799 * object.c ?
800 */
801void
802object::destroy_inv (bool drop_to_ground)
803{
804 // need to check first, because the checks below might segfault
805 // as we might be on an invalid mapspace and crossfire code
806 // is too buggy to ensure that the inventory is empty.
807 // corollary: if you create arrows etc. with stuff in tis inventory,
808 // cf will crash below with off-map x and y
809 if (!inv)
810 return;
811
812 /* Only if the space blocks everything do we not process -
813 * if some form of movement is allowed, let objects
814 * drop on that space.
815 */
816 if (!drop_to_ground
817 || !map
818 || map->in_memory != MAP_IN_MEMORY
819 || map->nodrop
820 || ms ().move_block == MOVE_ALL)
821 {
822 while (inv)
823 {
824 inv->destroy_inv (drop_to_ground);
825 inv->destroy ();
826 }
827 }
828 else
829 { /* Put objects in inventory onto this space */
830 while (inv)
831 {
832 object *op = inv;
833
834 if (op->flag [FLAG_STARTEQUIP]
835 || op->flag [FLAG_NO_DROP]
836 || op->type == RUNE
837 || op->type == TRAP
838 || op->flag [FLAG_IS_A_TEMPLATE]
839 || op->flag [FLAG_DESTROY_ON_DEATH])
840 op->destroy ();
841 else
842 map->insert (op, x, y);
843 }
844 }
888} 845}
889 846
890object *object::create () 847object *object::create ()
891{ 848{
892 object *op = new object; 849 object *op = new object;
893 op->link (); 850 op->link ();
894 return op; 851 return op;
895} 852}
896 853
897/* 854void
898 * free_object() frees everything allocated by an object, removes 855object::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{ 856{
909 if (QUERY_FLAG (this, FLAG_FREED)) 857 attachable::do_destroy ();
910 return;
911 858
912 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 859 if (flag [FLAG_IS_LINKED])
860 remove_button_link (this);
861
862 if (flag [FLAG_FRIENDLY])
913 remove_friendly_object (this); 863 remove_friendly_object (this);
914 864
915 if (!QUERY_FLAG (this, FLAG_REMOVED)) 865 if (!flag [FLAG_REMOVED])
916 remove (); 866 remove ();
917 867
918 SET_FLAG (this, FLAG_FREED); 868 destroy_inv (true);
919 869
920 if (more) 870 deactivate ();
921 { 871 unlink ();
922 more->destroy (destroy_inventory);
923 more = 0;
924 }
925 872
926 if (inv) 873 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 }
967 874
968 // hack to ensure that freed objects still have a valid map 875 // hack to ensure that freed objects still have a valid map
969 { 876 {
970 static maptile *freed_map; // freed objects are moved here to avoid crashes 877 static maptile *freed_map; // freed objects are moved here to avoid crashes
971 878
975 882
976 freed_map->name = "/internal/freed_objects_map"; 883 freed_map->name = "/internal/freed_objects_map";
977 freed_map->width = 3; 884 freed_map->width = 3;
978 freed_map->height = 3; 885 freed_map->height = 3;
979 886
980 freed_map->allocate (); 887 freed_map->alloc ();
888 freed_map->in_memory = MAP_IN_MEMORY;
981 } 889 }
982 890
983 map = freed_map; 891 map = freed_map;
984 x = 1; 892 x = 1;
985 y = 1; 893 y = 1;
986 } 894 }
987 895
896 head = 0;
897
898 if (more)
899 {
900 more->destroy ();
901 more = 0;
902 }
903
988 // clear those pointers that likely might have circular references to us 904 // clear those pointers that likely might have circular references to us
989 owner = 0; 905 owner = 0;
990 enemy = 0; 906 enemy = 0;
991 attacked_by = 0; 907 attacked_by = 0;
908}
992 909
993 // only relevant for players(?), but make sure of it anyways 910void
994 contr = 0; 911object::destroy (bool destroy_inventory)
912{
913 if (destroyed ())
914 return;
995 915
996 /* Remove object from the active list */ 916 if (destroy_inventory)
997 speed = 0; 917 destroy_inv (false);
998 update_ob_speed (this);
999 918
1000 unlink (); 919 attachable::destroy ();
1001
1002 mortals.push_back (this);
1003} 920}
1004 921
1005/* 922/*
1006 * sub_weight() recursively (outwards) subtracts a number from the 923 * sub_weight() recursively (outwards) subtracts a number from the
1007 * weight of an object (and what is carried by it's environment(s)). 924 * 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 940 * 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 941 * which it is currently tied to. When this function is done, the
1025 * object will have no environment. If the object previously had an 942 * object will have no environment. If the object previously had an
1026 * environment, the x and y coordinates will be updated to 943 * environment, the x and y coordinates will be updated to
1027 * the previous environment. 944 * the previous environment.
1028 * Beware: This function is called from the editor as well!
1029 */ 945 */
1030void 946void
1031object::remove () 947object::do_remove ()
1032{ 948{
1033 object *tmp, *last = 0; 949 object *tmp, *last = 0;
1034 object *otmp; 950 object *otmp;
1035 951
1036 int check_walk_off;
1037
1038 if (QUERY_FLAG (this, FLAG_REMOVED)) 952 if (QUERY_FLAG (this, FLAG_REMOVED))
1039 return; 953 return;
1040 954
1041 SET_FLAG (this, FLAG_REMOVED); 955 SET_FLAG (this, FLAG_REMOVED);
956 INVOKE_OBJECT (REMOVE, this);
1042 957
1043 if (more) 958 if (more)
1044 more->remove (); 959 more->remove ();
1045 960
1046 /* 961 /*
1056 971
1057 /* NO_FIX_PLAYER is set when a great many changes are being 972 /* NO_FIX_PLAYER is set when a great many changes are being
1058 * made to players inventory. If set, avoiding the call 973 * made to players inventory. If set, avoiding the call
1059 * to save cpu time. 974 * to save cpu time.
1060 */ 975 */
1061 if ((otmp = is_player_inv (env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 976 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1062 fix_player (otmp); 977 otmp->update_stats ();
1063 978
1064 if (above != NULL) 979 if (above)
1065 above->below = below; 980 above->below = below;
1066 else 981 else
1067 env->inv = below; 982 env->inv = below;
1068 983
1069 if (below != NULL) 984 if (below)
1070 below->above = above; 985 below->above = above;
1071 986
1072 /* we set up values so that it could be inserted into 987 /* we set up values so that it could be inserted into
1073 * the map, but we don't actually do that - it is up 988 * the map, but we don't actually do that - it is up
1074 * to the caller to decide what we want to do. 989 * to the caller to decide what we want to do.
1078 above = 0, below = 0; 993 above = 0, below = 0;
1079 env = 0; 994 env = 0;
1080 } 995 }
1081 else if (map) 996 else if (map)
1082 { 997 {
1083 /* Re did the following section of code - it looks like it had 998 if (type == PLAYER)
1084 * lots of logic for things we no longer care about
1085 */ 999 {
1000 // leaving a spot always closes any open container on the ground
1001 if (container && !container->env)
1002 // this causes spurious floorbox updates, but it ensures
1003 // that the CLOSE event is being sent.
1004 close_container ();
1005
1006 --map->players;
1007 map->touch ();
1008 }
1009
1010 map->dirty = true;
1011 mapspace &ms = this->ms ();
1086 1012
1087 /* link the object above us */ 1013 /* link the object above us */
1088 if (above) 1014 if (above)
1089 above->below = below; 1015 above->below = below;
1090 else 1016 else
1091 SET_MAP_TOP (map, x, y, below); /* we were top, set new top */ 1017 ms.top = below; /* we were top, set new top */
1092 1018
1093 /* Relink the object below us, if there is one */ 1019 /* Relink the object below us, if there is one */
1094 if (below) 1020 if (below)
1095 below->above = above; 1021 below->above = above;
1096 else 1022 else
1098 /* Nothing below, which means we need to relink map object for this space 1024 /* 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 1025 * use translated coordinates in case some oddness with map tiling is
1100 * evident 1026 * evident
1101 */ 1027 */
1102 if (GET_MAP_OB (map, x, y) != this) 1028 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); 1029 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 1030
1113 SET_MAP_OB (map, x, y, above); /* goes on above it. */ 1031 ms.bot = above; /* goes on above it. */
1114 } 1032 }
1115 1033
1116 above = 0; 1034 above = 0;
1117 below = 0; 1035 below = 0;
1118 1036
1119 if (map->in_memory == MAP_SAVING) 1037 if (map->in_memory == MAP_SAVING)
1120 return; 1038 return;
1121 1039
1122 check_walk_off = !QUERY_FLAG (this, FLAG_NO_APPLY); 1040 int check_walk_off = !flag [FLAG_NO_APPLY];
1123 1041
1124 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) 1042 for (tmp = ms.bot; tmp; tmp = tmp->above)
1125 { 1043 {
1126 /* No point updating the players look faces if he is the object 1044 /* No point updating the players look faces if he is the object
1127 * being removed. 1045 * being removed.
1128 */ 1046 */
1129 1047
1133 * removed (most likely destroyed), update the player view 1051 * removed (most likely destroyed), update the player view
1134 * appropriately. 1052 * appropriately.
1135 */ 1053 */
1136 if (tmp->container == this) 1054 if (tmp->container == this)
1137 { 1055 {
1138 CLEAR_FLAG (this, FLAG_APPLIED); 1056 flag [FLAG_APPLIED] = 0;
1139 tmp->container = 0; 1057 tmp->container = 0;
1140 } 1058 }
1141 1059
1142 tmp->contr->socket->update_look = 1; 1060 if (tmp->contr->ns)
1061 tmp->contr->ns->floorbox_update ();
1143 } 1062 }
1144 1063
1145 /* See if player moving off should effect something */ 1064 /* See if object moving off should effect something */
1146 if (check_walk_off 1065 if (check_walk_off
1147 && ((move_type & tmp->move_off) 1066 && ((move_type & tmp->move_off)
1148 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1067 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1149 { 1068 {
1150 move_apply (tmp, this, 0); 1069 move_apply (tmp, this, 0);
1152 if (destroyed ()) 1071 if (destroyed ())
1153 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1072 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1154 } 1073 }
1155 1074
1156 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1075 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1157 1076 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1158 if (tmp->above == tmp) 1077 if (tmp->above == tmp)
1159 tmp->above = 0; 1078 tmp->above = 0;
1160 1079
1161 last = tmp; 1080 last = tmp;
1162 } 1081 }
1163 1082
1164 /* last == NULL of there are no objects on this space */ 1083 /* last == NULL if there are no objects on this space */
1084 //TODO: this makes little sense, why only update the topmost object?
1165 if (!last) 1085 if (!last)
1166 { 1086 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 1087 else
1176 update_object (last, UP_OBJ_REMOVE); 1088 update_object (last, UP_OBJ_REMOVE);
1177 1089
1178 if (QUERY_FLAG (this, FLAG_BLOCKSVIEW) || glow_radius) 1090 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1179 update_all_los (map, x, y); 1091 update_all_los (map, x, y);
1180 } 1092 }
1181} 1093}
1182 1094
1183/* 1095/*
1192merge_ob (object *op, object *top) 1104merge_ob (object *op, object *top)
1193{ 1105{
1194 if (!op->nrof) 1106 if (!op->nrof)
1195 return 0; 1107 return 0;
1196 1108
1197 if (top == NULL) 1109 if (top)
1198 for (top = op; top != NULL && top->above != NULL; top = top->above); 1110 for (top = op; top && top->above; top = top->above)
1111 ;
1199 1112
1200 for (; top != NULL; top = top->below) 1113 for (; top; top = top->below)
1201 { 1114 {
1202 if (top == op) 1115 if (top == op)
1203 continue; 1116 continue;
1204 1117
1205 if (object::can_merge (op, top)) 1118 if (object::can_merge (op, top))
1214 } 1127 }
1215 1128
1216 return 0; 1129 return 0;
1217} 1130}
1218 1131
1132void
1133object::expand_tail ()
1134{
1135 if (more)
1136 return;
1137
1138 object *prev = this;
1139
1140 for (archetype *at = arch->more; at; at = at->more)
1141 {
1142 object *op = arch_to_object (at);
1143
1144 op->name = name;
1145 op->name_pl = name_pl;
1146 op->title = title;
1147
1148 op->head = this;
1149 prev->more = op;
1150
1151 prev = op;
1152 }
1153}
1154
1219/* 1155/*
1220 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1156 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1221 * job preparing multi-part monsters 1157 * job preparing multi-part monsters.
1222 */ 1158 */
1223object * 1159object *
1224insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1160insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1225{ 1161{
1226 object *tmp;
1227
1228 if (op->head)
1229 op = op->head;
1230
1231 for (tmp = op; tmp; tmp = tmp->more) 1162 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1232 { 1163 {
1233 tmp->x = x + tmp->arch->clone.x; 1164 tmp->x = x + tmp->arch->clone.x;
1234 tmp->y = y + tmp->arch->clone.y; 1165 tmp->y = y + tmp->arch->clone.y;
1235 } 1166 }
1236 1167
1255 * Return value: 1186 * Return value:
1256 * new object if 'op' was merged with other object 1187 * new object if 'op' was merged with other object
1257 * NULL if 'op' was destroyed 1188 * NULL if 'op' was destroyed
1258 * just 'op' otherwise 1189 * just 'op' otherwise
1259 */ 1190 */
1260
1261object * 1191object *
1262insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1192insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1263{ 1193{
1194 assert (!op->flag [FLAG_FREED]);
1195
1264 object *tmp, *top, *floor = NULL; 1196 object *tmp, *top, *floor = NULL;
1265 sint16 x, y;
1266 1197
1267 if (QUERY_FLAG (op, FLAG_FREED)) 1198 op->remove ();
1268 {
1269 LOG (llevError, "Trying to insert freed object!\n");
1270 return NULL;
1271 }
1272 1199
1273 if (m == NULL) 1200#if 0
1274 { 1201 if (!m->active != !op->active)
1275 char *dump = dump_object (op); 1202 if (m->active)
1276 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump); 1203 op->activate_recursive ();
1277 free (dump); 1204 else
1278 return op; 1205 op->deactivate_recursive ();
1279 } 1206#endif
1280 1207
1281 if (out_of_map (m, op->x, op->y)) 1208 if (out_of_map (m, op->x, op->y))
1282 { 1209 {
1283 char *dump = dump_object (op);
1284 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump); 1210 LOG (llevError, "Trying to insert object outside the map.\n%s\n", op->debug_desc ());
1285#ifdef MANY_CORES 1211#ifdef MANY_CORES
1286 /* Better to catch this here, as otherwise the next use of this object 1212 /* 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 1213 * is likely to cause a crash. Better to find out where it is getting
1288 * improperly inserted. 1214 * improperly inserted.
1289 */ 1215 */
1290 abort (); 1216 abort ();
1291#endif 1217#endif
1292 free (dump);
1293 return op; 1218 return op;
1294 } 1219 }
1295 1220
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; 1221 if (object *more = op->more)
1309 1222 {
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) 1223 if (!insert_ob_in_map (more, m, originator, flag))
1326 { 1224 {
1327 if (!op->head) 1225 if (!op->head)
1328 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1226 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1329 1227
1330 return NULL; 1228 return 0;
1331 } 1229 }
1332 } 1230 }
1333 1231
1334 CLEAR_FLAG (op, FLAG_REMOVED); 1232 CLEAR_FLAG (op, FLAG_REMOVED);
1335 1233
1336 /* Ideally, the caller figures this out. However, it complicates a lot 1234 /* 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 1235 * of areas of callers (eg, anything that uses find_free_spot would now
1338 * need extra work 1236 * need extra work
1339 */ 1237 */
1340 op->map = get_map_from_coord (m, &op->x, &op->y); 1238 if (!xy_normalise (m, op->x, op->y))
1341 x = op->x; 1239 return 0;
1342 y = op->y; 1240
1241 op->map = m;
1242 mapspace &ms = op->ms ();
1343 1243
1344 /* this has to be done after we translate the coordinates. 1244 /* this has to be done after we translate the coordinates.
1345 */ 1245 */
1346 if (op->nrof && !(flag & INS_NO_MERGE)) 1246 if (op->nrof && !(flag & INS_NO_MERGE))
1347 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1247 for (tmp = ms.bot; tmp; tmp = tmp->above)
1348 if (object::can_merge (op, tmp)) 1248 if (object::can_merge (op, tmp))
1349 { 1249 {
1350 op->nrof += tmp->nrof; 1250 op->nrof += tmp->nrof;
1351 tmp->destroy (); 1251 tmp->destroy ();
1352 } 1252 }
1369 op->below = originator->below; 1269 op->below = originator->below;
1370 1270
1371 if (op->below) 1271 if (op->below)
1372 op->below->above = op; 1272 op->below->above = op;
1373 else 1273 else
1374 SET_MAP_OB (op->map, op->x, op->y, op); 1274 ms.bot = op;
1375 1275
1376 /* since *below* originator, no need to update top */ 1276 /* since *below* originator, no need to update top */
1377 originator->below = op; 1277 originator->below = op;
1378 } 1278 }
1379 else 1279 else
1380 { 1280 {
1281 top = ms.bot;
1282
1381 /* If there are other objects, then */ 1283 /* If there are other objects, then */
1382 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1284 if ((!(flag & INS_MAP_LOAD)) && top)
1383 { 1285 {
1384 object *last = NULL; 1286 object *last = 0;
1385 1287
1386 /* 1288 /*
1387 * If there are multiple objects on this space, we do some trickier handling. 1289 * If there are multiple objects on this space, we do some trickier handling.
1388 * We've already dealt with merging if appropriate. 1290 * We've already dealt with merging if appropriate.
1389 * Generally, we want to put the new object on top. But if 1291 * 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 1295 * 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 1296 * 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 1297 * when lots of spells are cast in one area. Currently, it is presumed
1396 * that flying non pickable objects are spell objects. 1298 * that flying non pickable objects are spell objects.
1397 */ 1299 */
1398 1300 for (top = ms.bot; top; top = top->above)
1399 while (top != NULL)
1400 { 1301 {
1401 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1302 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1402 floor = top; 1303 floor = top;
1403 1304
1404 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1305 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; 1308 top = top->below;
1408 break; 1309 break;
1409 } 1310 }
1410 1311
1411 last = top; 1312 last = top;
1412 top = top->above;
1413 } 1313 }
1414 1314
1415 /* Don't want top to be NULL, so set it to the last valid object */ 1315 /* Don't want top to be NULL, so set it to the last valid object */
1416 top = last; 1316 top = last;
1417 1317
1419 * looks like instead of lots of conditions here. 1319 * looks like instead of lots of conditions here.
1420 * makes things faster, and effectively the same result. 1320 * makes things faster, and effectively the same result.
1421 */ 1321 */
1422 1322
1423 /* Have object 'fall below' other objects that block view. 1323 /* Have object 'fall below' other objects that block view.
1424 * Unless those objects are exits, type 66 1324 * Unless those objects are exits.
1425 * If INS_ON_TOP is used, don't do this processing 1325 * If INS_ON_TOP is used, don't do this processing
1426 * Need to find the object that in fact blocks view, otherwise 1326 * Need to find the object that in fact blocks view, otherwise
1427 * stacking is a bit odd. 1327 * stacking is a bit odd.
1428 */ 1328 */
1429 if (!(flag & INS_ON_TOP) && 1329 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)) 1330 && ms.flags () & P_BLOCKSVIEW
1331 && (op->face && !faces [op->face].visibility))
1431 { 1332 {
1432 for (last = top; last != floor; last = last->below) 1333 for (last = top; last != floor; last = last->below)
1433 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1334 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1434 break; 1335 break;
1336
1435 /* Check to see if we found the object that blocks view, 1337 /* Check to see if we found the object that blocks view,
1436 * and make sure we have a below pointer for it so that 1338 * and make sure we have a below pointer for it so that
1437 * we can get inserted below this one, which requires we 1339 * we can get inserted below this one, which requires we
1438 * set top to the object below us. 1340 * set top to the object below us.
1439 */ 1341 */
1441 top = last->below; 1343 top = last->below;
1442 } 1344 }
1443 } /* If objects on this space */ 1345 } /* If objects on this space */
1444 1346
1445 if (flag & INS_MAP_LOAD) 1347 if (flag & INS_MAP_LOAD)
1446 top = GET_MAP_TOP (op->map, op->x, op->y); 1348 top = ms.top;
1447 1349
1448 if (flag & INS_ABOVE_FLOOR_ONLY) 1350 if (flag & INS_ABOVE_FLOOR_ONLY)
1449 top = floor; 1351 top = floor;
1450 1352
1451 /* Top is the object that our object (op) is going to get inserted above. 1353 /* Top is the object that our object (op) is going to get inserted above.
1452 */ 1354 */
1453 1355
1454 /* First object on this space */ 1356 /* First object on this space */
1455 if (!top) 1357 if (!top)
1456 { 1358 {
1457 op->above = GET_MAP_OB (op->map, op->x, op->y); 1359 op->above = ms.bot;
1458 1360
1459 if (op->above) 1361 if (op->above)
1460 op->above->below = op; 1362 op->above->below = op;
1461 1363
1462 op->below = NULL; 1364 op->below = 0;
1463 SET_MAP_OB (op->map, op->x, op->y, op); 1365 ms.bot = op;
1464 } 1366 }
1465 else 1367 else
1466 { /* get inserted into the stack above top */ 1368 { /* get inserted into the stack above top */
1467 op->above = top->above; 1369 op->above = top->above;
1468 1370
1471 1373
1472 op->below = top; 1374 op->below = top;
1473 top->above = op; 1375 top->above = op;
1474 } 1376 }
1475 1377
1476 if (op->above == NULL) 1378 if (!op->above)
1477 SET_MAP_TOP (op->map, op->x, op->y, op); 1379 ms.top = op;
1478 } /* else not INS_BELOW_ORIGINATOR */ 1380 } /* else not INS_BELOW_ORIGINATOR */
1479 1381
1480 if (op->type == PLAYER) 1382 if (op->type == PLAYER)
1383 {
1481 op->contr->do_los = 1; 1384 op->contr->do_los = 1;
1385 ++op->map->players;
1386 op->map->touch ();
1387 }
1388
1389 op->map->dirty = true;
1482 1390
1483 /* If we have a floor, we know the player, if any, will be above 1391 /* 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. 1392 * it, so save a few ticks and start from there.
1485 */ 1393 */
1486 if (!(flag & INS_MAP_LOAD)) 1394 if (!(flag & INS_MAP_LOAD))
1487 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1395 if (object *pl = ms.player ())
1488 if (tmp->type == PLAYER) 1396 if (pl->contr->ns)
1489 tmp->contr->socket->update_look = 1; 1397 pl->contr->ns->floorbox_update ();
1490 1398
1491 /* If this object glows, it may affect lighting conditions that are 1399 /* If this object glows, it may affect lighting conditions that are
1492 * visible to others on this map. But update_all_los is really 1400 * 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 1401 * 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 1402 * on the map will get recalculated. The players could very well
1495 * be far away from this change and not affected in any way - 1403 * be far away from this change and not affected in any way -
1496 * this should get redone to only look for players within range, 1404 * this should get redone to only look for players within range,
1497 * or just updating the P_NEED_UPDATE for spaces within this area 1405 * or just updating the P_UPTODATE for spaces within this area
1498 * of effect may be sufficient. 1406 * of effect may be sufficient.
1499 */ 1407 */
1500 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1408 if (op->map->darkness && (op->glow_radius != 0))
1501 update_all_los (op->map, op->x, op->y); 1409 update_all_los (op->map, op->x, op->y);
1502 1410
1503 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1411 /* updates flags (blocked, alive, no magic, etc) for this map space */
1504 update_object (op, UP_OBJ_INSERT); 1412 update_object (op, UP_OBJ_INSERT);
1505 1413
1414 INVOKE_OBJECT (INSERT, op);
1415
1506 /* Don't know if moving this to the end will break anything. However, 1416 /* 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. 1417 * we want to have floorbox_update called before calling this.
1508 * 1418 *
1509 * check_move_on() must be after this because code called from 1419 * check_move_on() must be after this because code called from
1510 * check_move_on() depends on correct map flags (so functions like 1420 * check_move_on() depends on correct map flags (so functions like
1511 * blocked() and wall() work properly), and these flags are updated by 1421 * blocked() and wall() work properly), and these flags are updated by
1512 * update_object(). 1422 * update_object().
1514 1424
1515 /* if this is not the head or flag has been passed, don't check walk on status */ 1425 /* 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) 1426 if (!(flag & INS_NO_WALK_ON) && !op->head)
1517 { 1427 {
1518 if (check_move_on (op, originator)) 1428 if (check_move_on (op, originator))
1519 return NULL; 1429 return 0;
1520 1430
1521 /* If we are a multi part object, lets work our way through the check 1431 /* If we are a multi part object, lets work our way through the check
1522 * walk on's. 1432 * walk on's.
1523 */ 1433 */
1524 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1434 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1525 if (check_move_on (tmp, originator)) 1435 if (check_move_on (tmp, originator))
1526 return NULL; 1436 return 0;
1527 } 1437 }
1528 1438
1529 return op; 1439 return op;
1530} 1440}
1531 1441
1532/* this function inserts an object in the map, but if it 1442/* 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. 1443 * 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. 1444 * op is the object to insert it under: supplies x and the map.
1535 */ 1445 */
1536void 1446void
1537replace_insert_ob_in_map (const char *arch_string, object *op) 1447replace_insert_ob_in_map (const char *arch_string, object *op)
1538{ 1448{
1539 object * 1449 object *tmp, *tmp1;
1540 tmp;
1541 object *
1542 tmp1;
1543 1450
1544 /* first search for itself and remove any old instances */ 1451 /* first search for itself and remove any old instances */
1545 1452
1546 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1453 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1547 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1454 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1548 tmp->destroy (); 1455 tmp->destroy ();
1549 1456
1550 tmp1 = arch_to_object (archetype::find (arch_string)); 1457 tmp1 = arch_to_object (archetype::find (arch_string));
1551 1458
1552 tmp1->x = op->x; 1459 tmp1->x = op->x;
1553 tmp1->y = op->y; 1460 tmp1->y = op->y;
1554 insert_ob_in_map (tmp1, op->map, op, 0); 1461 insert_ob_in_map (tmp1, op->map, op, 0);
1462}
1463
1464object *
1465object::insert_at (object *where, object *originator, int flags)
1466{
1467 return where->map->insert (this, where->x, where->y, originator, flags);
1555} 1468}
1556 1469
1557/* 1470/*
1558 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1471 * 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 1472 * is returned contains nr objects, and the remaining parts contains
1560 * the rest (or is removed and freed if that number is 0). 1473 * the rest (or is removed and freed if that number is 0).
1561 * On failure, NULL is returned, and the reason put into the 1474 * On failure, NULL is returned, and the reason put into the
1562 * global static errmsg array. 1475 * global static errmsg array.
1563 */ 1476 */
1564
1565object * 1477object *
1566get_split_ob (object *orig_ob, uint32 nr) 1478get_split_ob (object *orig_ob, uint32 nr)
1567{ 1479{
1568 object *newob; 1480 object *newob;
1569 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1481 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1600 * the amount of an object. If the amount reaches 0, the object 1512 * the amount of an object. If the amount reaches 0, the object
1601 * is subsequently removed and freed. 1513 * is subsequently removed and freed.
1602 * 1514 *
1603 * Return value: 'op' if something is left, NULL if the amount reached 0 1515 * Return value: 'op' if something is left, NULL if the amount reached 0
1604 */ 1516 */
1605
1606object * 1517object *
1607decrease_ob_nr (object *op, uint32 i) 1518decrease_ob_nr (object *op, uint32 i)
1608{ 1519{
1609 object *tmp; 1520 object *tmp;
1610 player *pl;
1611 1521
1612 if (i == 0) /* objects with op->nrof require this check */ 1522 if (i == 0) /* objects with op->nrof require this check */
1613 return op; 1523 return op;
1614 1524
1615 if (i > op->nrof) 1525 if (i > op->nrof)
1616 i = op->nrof; 1526 i = op->nrof;
1617 1527
1618 if (QUERY_FLAG (op, FLAG_REMOVED)) 1528 if (QUERY_FLAG (op, FLAG_REMOVED))
1619 op->nrof -= i; 1529 op->nrof -= i;
1620 else if (op->env != NULL) 1530 else if (op->env)
1621 { 1531 {
1622 /* is this object in the players inventory, or sub container 1532 /* is this object in the players inventory, or sub container
1623 * therein? 1533 * therein?
1624 */ 1534 */
1625 tmp = is_player_inv (op->env); 1535 tmp = op->in_player ();
1626 /* nope. Is this a container the player has opened? 1536 /* nope. Is this a container the player has opened?
1627 * If so, set tmp to that player. 1537 * If so, set tmp to that player.
1628 * IMO, searching through all the players will mostly 1538 * IMO, searching through all the players will mostly
1629 * likely be quicker than following op->env to the map, 1539 * likely be quicker than following op->env to the map,
1630 * and then searching the map for a player. 1540 * and then searching the map for a player.
1631 */ 1541 */
1632 if (!tmp) 1542 if (!tmp)
1633 { 1543 for_all_players (pl)
1634 for (pl = first_player; pl; pl = pl->next)
1635 if (pl->ob->container == op->env) 1544 if (pl->ob->container == op->env)
1545 {
1546 tmp = pl->ob;
1636 break; 1547 break;
1637 if (pl)
1638 tmp = pl->ob;
1639 else
1640 tmp = NULL;
1641 } 1548 }
1642 1549
1643 if (i < op->nrof) 1550 if (i < op->nrof)
1644 { 1551 {
1645 sub_weight (op->env, op->weight * i); 1552 sub_weight (op->env, op->weight * i);
1646 op->nrof -= i; 1553 op->nrof -= i;
1647 if (tmp) 1554 if (tmp)
1648 {
1649 esrv_send_item (tmp, op); 1555 esrv_send_item (tmp, op);
1650 }
1651 } 1556 }
1652 else 1557 else
1653 { 1558 {
1654 op->remove (); 1559 op->remove ();
1655 op->nrof = 0; 1560 op->nrof = 0;
1656 if (tmp) 1561 if (tmp)
1657 {
1658 esrv_del_item (tmp->contr, op->count); 1562 esrv_del_item (tmp->contr, op->count);
1659 }
1660 } 1563 }
1661 } 1564 }
1662 else 1565 else
1663 { 1566 {
1664 object *above = op->above; 1567 object *above = op->above;
1670 op->remove (); 1573 op->remove ();
1671 op->nrof = 0; 1574 op->nrof = 0;
1672 } 1575 }
1673 1576
1674 /* Since we just removed op, op->above is null */ 1577 /* Since we just removed op, op->above is null */
1675 for (tmp = above; tmp != NULL; tmp = tmp->above) 1578 for (tmp = above; tmp; tmp = tmp->above)
1676 if (tmp->type == PLAYER) 1579 if (tmp->type == PLAYER)
1677 { 1580 {
1678 if (op->nrof) 1581 if (op->nrof)
1679 esrv_send_item (tmp, op); 1582 esrv_send_item (tmp, op);
1680 else 1583 else
1685 if (op->nrof) 1588 if (op->nrof)
1686 return op; 1589 return op;
1687 else 1590 else
1688 { 1591 {
1689 op->destroy (); 1592 op->destroy ();
1690 return NULL; 1593 return 0;
1691 } 1594 }
1692} 1595}
1693 1596
1694/* 1597/*
1695 * add_weight(object, weight) adds the specified weight to an object, 1598 * add_weight(object, weight) adds the specified weight to an object,
1696 * and also updates how much the environment(s) is/are carrying. 1599 * and also updates how much the environment(s) is/are carrying.
1697 */ 1600 */
1698
1699void 1601void
1700add_weight (object *op, signed long weight) 1602add_weight (object *op, signed long weight)
1701{ 1603{
1702 while (op != NULL) 1604 while (op != NULL)
1703 { 1605 {
1735 * inside the object environment. 1637 * inside the object environment.
1736 * 1638 *
1737 * The function returns now pointer to inserted item, and return value can 1639 * The function returns now pointer to inserted item, and return value can
1738 * be != op, if items are merged. -Tero 1640 * be != op, if items are merged. -Tero
1739 */ 1641 */
1740
1741object * 1642object *
1742object::insert (object *op) 1643object::insert (object *op)
1743{ 1644{
1744 object *tmp, *otmp; 1645 object *tmp, *otmp;
1745 1646
1783 add_weight (this, op->weight * op->nrof); 1684 add_weight (this, op->weight * op->nrof);
1784 } 1685 }
1785 else 1686 else
1786 add_weight (this, (op->weight + op->carrying)); 1687 add_weight (this, (op->weight + op->carrying));
1787 1688
1788 otmp = is_player_inv (this); 1689 otmp = this->in_player ();
1789 if (otmp && otmp->contr) 1690 if (otmp && otmp->contr)
1790 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1691 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1791 fix_player (otmp); 1692 otmp->update_stats ();
1792 1693
1793 op->map = NULL; 1694 op->map = 0;
1794 op->env = this; 1695 op->env = this;
1795 op->above = NULL; 1696 op->above = 0;
1796 op->below = NULL; 1697 op->below = 0;
1797 op->x = 0, op->y = 0; 1698 op->x = 0, op->y = 0;
1798 1699
1799 /* reset the light list and los of the players on the map */ 1700 /* reset the light list and los of the players on the map */
1800 if ((op->glow_radius != 0) && map) 1701 if ((op->glow_radius != 0) && map)
1801 { 1702 {
1802#ifdef DEBUG_LIGHTS 1703#ifdef DEBUG_LIGHTS
1803 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1704 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1804#endif /* DEBUG_LIGHTS */ 1705#endif /* DEBUG_LIGHTS */
1805 if (MAP_DARKNESS (map)) 1706 if (map->darkness)
1806 update_all_los (map, x, y); 1707 update_all_los (map, x, y);
1807 } 1708 }
1808 1709
1809 /* Client has no idea of ordering so lets not bother ordering it here. 1710 /* Client has no idea of ordering so lets not bother ordering it here.
1810 * It sure simplifies this function... 1711 * It sure simplifies this function...
1815 { 1716 {
1816 op->below = inv; 1717 op->below = inv;
1817 op->below->above = op; 1718 op->below->above = op;
1818 inv = op; 1719 inv = op;
1819 } 1720 }
1721
1722 INVOKE_OBJECT (INSERT, this);
1820 1723
1821 return op; 1724 return op;
1822} 1725}
1823 1726
1824/* 1727/*
1839 * 1742 *
1840 * MSW 2001-07-08: Check all objects on space, not just those below 1743 * 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 1744 * object being inserted. insert_ob_in_map may not put new objects
1842 * on top. 1745 * on top.
1843 */ 1746 */
1844
1845int 1747int
1846check_move_on (object *op, object *originator) 1748check_move_on (object *op, object *originator)
1847{ 1749{
1848 object *tmp; 1750 object *tmp;
1849 maptile *m = op->map; 1751 maptile *m = op->map;
1876 1778
1877 /* The objects have to be checked from top to bottom. 1779 /* The objects have to be checked from top to bottom.
1878 * Hence, we first go to the top: 1780 * Hence, we first go to the top:
1879 */ 1781 */
1880 1782
1881 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1783 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1882 { 1784 {
1883 /* Trim the search when we find the first other spell effect 1785 /* Trim the search when we find the first other spell effect
1884 * this helps performance so that if a space has 50 spell objects, 1786 * this helps performance so that if a space has 50 spell objects,
1885 * we don't need to check all of them. 1787 * we don't need to check all of them.
1886 */ 1788 */
1904 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1806 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)) 1807 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1906 { 1808 {
1907 1809
1908 float 1810 float
1909 diff = tmp->move_slow_penalty * FABS (op->speed); 1811 diff = tmp->move_slow_penalty * fabs (op->speed);
1910 1812
1911 if (op->type == PLAYER) 1813 if (op->type == PLAYER)
1912 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1814 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))) 1815 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1914 diff /= 4.0; 1816 diff /= 4.0;
1941/* 1843/*
1942 * present_arch(arch, map, x, y) searches for any objects with 1844 * present_arch(arch, map, x, y) searches for any objects with
1943 * a matching archetype at the given map and coordinates. 1845 * a matching archetype at the given map and coordinates.
1944 * The first matching object is returned, or NULL if none. 1846 * The first matching object is returned, or NULL if none.
1945 */ 1847 */
1946
1947object * 1848object *
1948present_arch (const archetype *at, maptile *m, int x, int y) 1849present_arch (const archetype *at, maptile *m, int x, int y)
1949{ 1850{
1950 object *
1951 tmp;
1952
1953 if (m == NULL || out_of_map (m, x, y)) 1851 if (!m || out_of_map (m, x, y))
1954 { 1852 {
1955 LOG (llevError, "Present_arch called outside map.\n"); 1853 LOG (llevError, "Present_arch called outside map.\n");
1956 return NULL; 1854 return NULL;
1957 } 1855 }
1958 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1856
1857 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1959 if (tmp->arch == at) 1858 if (tmp->arch == at)
1960 return tmp; 1859 return tmp;
1860
1961 return NULL; 1861 return NULL;
1962} 1862}
1963 1863
1964/* 1864/*
1965 * present(type, map, x, y) searches for any objects with 1865 * present(type, map, x, y) searches for any objects with
1966 * a matching type variable at the given map and coordinates. 1866 * a matching type variable at the given map and coordinates.
1967 * The first matching object is returned, or NULL if none. 1867 * The first matching object is returned, or NULL if none.
1968 */ 1868 */
1969
1970object * 1869object *
1971present (unsigned char type, maptile *m, int x, int y) 1870present (unsigned char type, maptile *m, int x, int y)
1972{ 1871{
1973 object *
1974 tmp;
1975
1976 if (out_of_map (m, x, y)) 1872 if (out_of_map (m, x, y))
1977 { 1873 {
1978 LOG (llevError, "Present called outside map.\n"); 1874 LOG (llevError, "Present called outside map.\n");
1979 return NULL; 1875 return NULL;
1980 } 1876 }
1981 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1877
1878 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1982 if (tmp->type == type) 1879 if (tmp->type == type)
1983 return tmp; 1880 return tmp;
1881
1984 return NULL; 1882 return NULL;
1985} 1883}
1986 1884
1987/* 1885/*
1988 * present_in_ob(type, object) searches for any objects with 1886 * present_in_ob(type, object) searches for any objects with
1989 * a matching type variable in the inventory of the given object. 1887 * a matching type variable in the inventory of the given object.
1990 * The first matching object is returned, or NULL if none. 1888 * The first matching object is returned, or NULL if none.
1991 */ 1889 */
1992
1993object * 1890object *
1994present_in_ob (unsigned char type, const object *op) 1891present_in_ob (unsigned char type, const object *op)
1995{ 1892{
1996 object *
1997 tmp;
1998
1999 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1893 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2000 if (tmp->type == type) 1894 if (tmp->type == type)
2001 return tmp; 1895 return tmp;
1896
2002 return NULL; 1897 return NULL;
2003} 1898}
2004 1899
2005/* 1900/*
2006 * present_in_ob (type, str, object) searches for any objects with 1901 * present_in_ob (type, str, object) searches for any objects with
2014 * str is the string to match against. Note that we match against 1909 * 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 1910 * 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 1911 * spell code can use one object type (force), but change it's name
2017 * to be unique. 1912 * to be unique.
2018 */ 1913 */
2019
2020object * 1914object *
2021present_in_ob_by_name (int type, const char *str, const object *op) 1915present_in_ob_by_name (int type, const char *str, const object *op)
2022{ 1916{
2023 object *
2024 tmp;
2025
2026 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1917 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2027 {
2028 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1918 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2029 return tmp; 1919 return tmp;
2030 } 1920
2031 return NULL; 1921 return 0;
2032} 1922}
2033 1923
2034/* 1924/*
2035 * present_arch_in_ob(archetype, object) searches for any objects with 1925 * present_arch_in_ob(archetype, object) searches for any objects with
2036 * a matching archetype in the inventory of the given object. 1926 * a matching archetype in the inventory of the given object.
2037 * The first matching object is returned, or NULL if none. 1927 * The first matching object is returned, or NULL if none.
2038 */ 1928 */
2039
2040object * 1929object *
2041present_arch_in_ob (const archetype *at, const object *op) 1930present_arch_in_ob (const archetype *at, const object *op)
2042{ 1931{
2043 object *
2044 tmp;
2045
2046 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1932 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2047 if (tmp->arch == at) 1933 if (tmp->arch == at)
2048 return tmp; 1934 return tmp;
1935
2049 return NULL; 1936 return NULL;
2050} 1937}
2051 1938
2052/* 1939/*
2053 * activate recursively a flag on an object inventory 1940 * activate recursively a flag on an object inventory
2054 */ 1941 */
2055void 1942void
2056flag_inv (object *op, int flag) 1943flag_inv (object *op, int flag)
2057{ 1944{
2058 object *
2059 tmp;
2060
2061 if (op->inv) 1945 if (op->inv)
2062 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1946 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2063 { 1947 {
2064 SET_FLAG (tmp, flag); 1948 SET_FLAG (tmp, flag);
2065 flag_inv (tmp, flag); 1949 flag_inv (tmp, flag);
2066 } 1950 }
2067} /* 1951}
1952
1953/*
2068 * desactivate recursively a flag on an object inventory 1954 * deactivate recursively a flag on an object inventory
2069 */ 1955 */
2070void 1956void
2071unflag_inv (object *op, int flag) 1957unflag_inv (object *op, int flag)
2072{ 1958{
2073 object *
2074 tmp;
2075
2076 if (op->inv) 1959 if (op->inv)
2077 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1960 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2078 { 1961 {
2079 CLEAR_FLAG (tmp, flag); 1962 CLEAR_FLAG (tmp, flag);
2080 unflag_inv (tmp, flag); 1963 unflag_inv (tmp, flag);
2081 } 1964 }
2082} 1965}
2085 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 1968 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2086 * all it's inventory (recursively). 1969 * all it's inventory (recursively).
2087 * If checksums are used, a player will get set_cheat called for 1970 * 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. 1971 * him/her-self and all object carried by a call to this function.
2089 */ 1972 */
2090
2091void 1973void
2092set_cheat (object *op) 1974set_cheat (object *op)
2093{ 1975{
2094 SET_FLAG (op, FLAG_WAS_WIZ); 1976 SET_FLAG (op, FLAG_WAS_WIZ);
2095 flag_inv (op, FLAG_WAS_WIZ); 1977 flag_inv (op, FLAG_WAS_WIZ);
2114 * because arch_blocked (now ob_blocked) needs to know the movement type 1996 * 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 1997 * 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 1998 * the archetype because that isn't correct if the monster has been
2117 * customized, changed states, etc. 1999 * customized, changed states, etc.
2118 */ 2000 */
2119
2120int 2001int
2121find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 2002find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2122{ 2003{
2123 int
2124 i,
2125 index = 0, flag; 2004 int index = 0, flag;
2126 static int
2127 altern[SIZEOFFREE]; 2005 int altern[SIZEOFFREE];
2128 2006
2129 for (i = start; i < stop; i++) 2007 for (int i = start; i < stop; i++)
2130 { 2008 {
2131 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2009 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2132 if (!flag) 2010 if (!flag)
2133 altern[index++] = i; 2011 altern [index++] = i;
2134 2012
2135 /* Basically, if we find a wall on a space, we cut down the search size. 2013 /* 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. 2014 * 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 - 2015 * 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 2016 * 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 2017 * spaces in all the other directions, this will reduce the search space
2140 * to only the spaces immediately surrounding the target area, and 2018 * to only the spaces immediately surrounding the target area, and
2141 * won't look 2 spaces south of the target space. 2019 * won't look 2 spaces south of the target space.
2142 */ 2020 */
2143 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 2021 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2144 stop = maxfree[i]; 2022 stop = maxfree[i];
2145 } 2023 }
2024
2146 if (!index) 2025 if (!index)
2147 return -1; 2026 return -1;
2027
2148 return altern[RANDOM () % index]; 2028 return altern [rndm (index)];
2149} 2029}
2150 2030
2151/* 2031/*
2152 * find_first_free_spot(archetype, maptile, x, y) works like 2032 * find_first_free_spot(archetype, maptile, x, y) works like
2153 * find_free_spot(), but it will search max number of squares. 2033 * find_free_spot(), but it will search max number of squares.
2154 * But it will return the first available spot, not a random choice. 2034 * 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. 2035 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2156 */ 2036 */
2157
2158int 2037int
2159find_first_free_spot (const object *ob, maptile *m, int x, int y) 2038find_first_free_spot (const object *ob, maptile *m, int x, int y)
2160{ 2039{
2161 int
2162 i;
2163
2164 for (i = 0; i < SIZEOFFREE; i++) 2040 for (int i = 0; i < SIZEOFFREE; i++)
2165 {
2166 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2041 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2167 return i; 2042 return i;
2168 } 2043
2169 return -1; 2044 return -1;
2170} 2045}
2171 2046
2172/* 2047/*
2173 * The function permute(arr, begin, end) randomly reorders the array 2048 * The function permute(arr, begin, end) randomly reorders the array
2174 * arr[begin..end-1]. 2049 * arr[begin..end-1].
2050 * now uses a fisher-yates shuffle, old permute was broken
2175 */ 2051 */
2176static void 2052static void
2177permute (int *arr, int begin, int end) 2053permute (int *arr, int begin, int end)
2178{ 2054{
2179 int 2055 arr += begin;
2180 i,
2181 j,
2182 tmp,
2183 len;
2184
2185 len = end - begin; 2056 end -= begin;
2186 for (i = begin; i < end; i++)
2187 {
2188 j = begin + RANDOM () % len;
2189 2057
2190 tmp = arr[i]; 2058 while (--end)
2191 arr[i] = arr[j]; 2059 swap (arr [end], arr [rndm (end + 1)]);
2192 arr[j] = tmp;
2193 }
2194} 2060}
2195 2061
2196/* new function to make monster searching more efficient, and effective! 2062/* new function to make monster searching more efficient, and effective!
2197 * This basically returns a randomized array (in the passed pointer) of 2063 * 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 2064 * 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. 2067 * the 3x3 area will be searched, just not in a predictable order.
2202 */ 2068 */
2203void 2069void
2204get_search_arr (int *search_arr) 2070get_search_arr (int *search_arr)
2205{ 2071{
2206 int 2072 int i;
2207 i;
2208 2073
2209 for (i = 0; i < SIZEOFFREE; i++) 2074 for (i = 0; i < SIZEOFFREE; i++)
2210 {
2211 search_arr[i] = i; 2075 search_arr[i] = i;
2212 }
2213 2076
2214 permute (search_arr, 1, SIZEOFFREE1 + 1); 2077 permute (search_arr, 1, SIZEOFFREE1 + 1);
2215 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2078 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2216 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2079 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2217} 2080}
2226 * Perhaps incorrectly, but I'm making the assumption that exclude 2089 * 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 2090 * 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 2091 * because we have to know what movement the thing looking to move
2229 * there is capable of. 2092 * there is capable of.
2230 */ 2093 */
2231
2232int 2094int
2233find_dir (maptile *m, int x, int y, object *exclude) 2095find_dir (maptile *m, int x, int y, object *exclude)
2234{ 2096{
2235 int
2236 i,
2237 max = SIZEOFFREE, mflags; 2097 int i, max = SIZEOFFREE, mflags;
2238 2098
2239 sint16 nx, ny; 2099 sint16 nx, ny;
2240 object * 2100 object *tmp;
2241 tmp;
2242 maptile * 2101 maptile *mp;
2243 mp;
2244 2102
2245 MoveType blocked, move_type; 2103 MoveType blocked, move_type;
2246 2104
2247 if (exclude && exclude->head) 2105 if (exclude && exclude->head)
2248 { 2106 {
2260 mp = m; 2118 mp = m;
2261 nx = x + freearr_x[i]; 2119 nx = x + freearr_x[i];
2262 ny = y + freearr_y[i]; 2120 ny = y + freearr_y[i];
2263 2121
2264 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2122 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2123
2265 if (mflags & P_OUT_OF_MAP) 2124 if (mflags & P_OUT_OF_MAP)
2266 {
2267 max = maxfree[i]; 2125 max = maxfree[i];
2268 }
2269 else 2126 else
2270 { 2127 {
2271 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2128 mapspace &ms = mp->at (nx, ny);
2129
2130 blocked = ms.move_block;
2272 2131
2273 if ((move_type & blocked) == move_type) 2132 if ((move_type & blocked) == move_type)
2274 {
2275 max = maxfree[i]; 2133 max = maxfree[i];
2276 }
2277 else if (mflags & P_IS_ALIVE) 2134 else if (mflags & P_IS_ALIVE)
2278 { 2135 {
2279 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2136 for (tmp = ms.bot; tmp; tmp = tmp->above)
2280 { 2137 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))) 2138 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2282 {
2283 break; 2139 break;
2284 } 2140
2285 }
2286 if (tmp) 2141 if (tmp)
2287 {
2288 return freedir[i]; 2142 return freedir[i];
2289 }
2290 } 2143 }
2291 } 2144 }
2292 } 2145 }
2146
2293 return 0; 2147 return 0;
2294} 2148}
2295 2149
2296/* 2150/*
2297 * distance(object 1, object 2) will return the square of the 2151 * distance(object 1, object 2) will return the square of the
2298 * distance between the two given objects. 2152 * distance between the two given objects.
2299 */ 2153 */
2300
2301int 2154int
2302distance (const object *ob1, const object *ob2) 2155distance (const object *ob1, const object *ob2)
2303{ 2156{
2304 int
2305 i;
2306
2307 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2157 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2308 return i;
2309} 2158}
2310 2159
2311/* 2160/*
2312 * find_dir_2(delta-x,delta-y) will return a direction in which 2161 * 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 2162 * an object which has subtracted the x and y coordinates of another
2314 * object, needs to travel toward it. 2163 * object, needs to travel toward it.
2315 */ 2164 */
2316
2317int 2165int
2318find_dir_2 (int x, int y) 2166find_dir_2 (int x, int y)
2319{ 2167{
2320 int 2168 int q;
2321 q;
2322 2169
2323 if (y) 2170 if (y)
2324 q = x * 100 / y; 2171 q = x * 100 / y;
2325 else if (x) 2172 else if (x)
2326 q = -300 * x; 2173 q = -300 * x;
2351 2198
2352 return 3; 2199 return 3;
2353} 2200}
2354 2201
2355/* 2202/*
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 2203 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2373 * between two directions (which are expected to be absolute (see absdir()) 2204 * between two directions (which are expected to be absolute (see absdir())
2374 */ 2205 */
2375
2376int 2206int
2377dirdiff (int dir1, int dir2) 2207dirdiff (int dir1, int dir2)
2378{ 2208{
2379 int 2209 int d;
2380 d;
2381 2210
2382 d = abs (dir1 - dir2); 2211 d = abs (dir1 - dir2);
2383 if (d > 4) 2212 if (d > 4)
2384 d = 8 - d; 2213 d = 8 - d;
2214
2385 return d; 2215 return d;
2386} 2216}
2387 2217
2388/* peterm: 2218/* peterm:
2389 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2219 * 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 2222 * 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. 2223 * 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 2224 * Moved from spell_util.c to object.c with the other related direction
2395 * functions. 2225 * functions.
2396 */ 2226 */
2397
2398int
2399 reduction_dir[SIZEOFFREE][3] = { 2227int reduction_dir[SIZEOFFREE][3] = {
2400 {0, 0, 0}, /* 0 */ 2228 {0, 0, 0}, /* 0 */
2401 {0, 0, 0}, /* 1 */ 2229 {0, 0, 0}, /* 1 */
2402 {0, 0, 0}, /* 2 */ 2230 {0, 0, 0}, /* 2 */
2403 {0, 0, 0}, /* 3 */ 2231 {0, 0, 0}, /* 3 */
2404 {0, 0, 0}, /* 4 */ 2232 {0, 0, 0}, /* 4 */
2452 * find a path to that monster that we found. If not, 2280 * find a path to that monster that we found. If not,
2453 * we don't bother going toward it. Returns 1 if we 2281 * we don't bother going toward it. Returns 1 if we
2454 * can see a direct way to get it 2282 * can see a direct way to get it
2455 * Modified to be map tile aware -.MSW 2283 * Modified to be map tile aware -.MSW
2456 */ 2284 */
2457
2458
2459int 2285int
2460can_see_monsterP (maptile *m, int x, int y, int dir) 2286can_see_monsterP (maptile *m, int x, int y, int dir)
2461{ 2287{
2462 sint16 dx, dy; 2288 sint16 dx, dy;
2463 int
2464 mflags; 2289 int mflags;
2465 2290
2466 if (dir < 0) 2291 if (dir < 0)
2467 return 0; /* exit condition: invalid direction */ 2292 return 0; /* exit condition: invalid direction */
2468 2293
2469 dx = x + freearr_x[dir]; 2294 dx = x + freearr_x[dir];
2482 return 0; 2307 return 0;
2483 2308
2484 /* yes, can see. */ 2309 /* yes, can see. */
2485 if (dir < 9) 2310 if (dir < 9)
2486 return 1; 2311 return 1;
2312
2487 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2313 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]); 2314 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2315 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2489} 2316}
2490
2491
2492 2317
2493/* 2318/*
2494 * can_pick(picker, item): finds out if an object is possible to be 2319 * 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 2320 * picked up by the picker. Returnes 1 if it can be
2496 * picked up, otherwise 0. 2321 * picked up, otherwise 0.
2507 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2332 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2508 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2333 (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)); 2334 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2510} 2335}
2511 2336
2512
2513/* 2337/*
2514 * create clone from object to another 2338 * create clone from object to another
2515 */ 2339 */
2516object * 2340object *
2517object_create_clone (object *asrc) 2341object_create_clone (object *asrc)
2536 { 2360 {
2537 dst = tmp; 2361 dst = tmp;
2538 tmp->head = 0; 2362 tmp->head = 0;
2539 } 2363 }
2540 else 2364 else
2541 {
2542 tmp->head = dst; 2365 tmp->head = dst;
2543 }
2544 2366
2545 tmp->more = 0; 2367 tmp->more = 0;
2546 2368
2547 if (prev) 2369 if (prev)
2548 prev->more = tmp; 2370 prev->more = tmp;
2552 2374
2553 for (item = src->inv; item; item = item->below) 2375 for (item = src->inv; item; item = item->below)
2554 insert_ob_in_ob (object_create_clone (item), dst); 2376 insert_ob_in_ob (object_create_clone (item), dst);
2555 2377
2556 return dst; 2378 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} 2379}
2597 2380
2598/* This returns the first object in who's inventory that 2381/* This returns the first object in who's inventory that
2599 * has the same type and subtype match. 2382 * has the same type and subtype match.
2600 * returns NULL if no match. 2383 * returns NULL if no match.
2601 */ 2384 */
2602object * 2385object *
2603find_obj_by_type_subtype (const object *who, int type, int subtype) 2386find_obj_by_type_subtype (const object *who, int type, int subtype)
2604{ 2387{
2605 object *tmp;
2606
2607 for (tmp = who->inv; tmp; tmp = tmp->below) 2388 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2608 if (tmp->type == type && tmp->subtype == subtype) 2389 if (tmp->type == type && tmp->subtype == subtype)
2609 return tmp; 2390 return tmp;
2610 2391
2611 return NULL; 2392 return 0;
2612} 2393}
2613 2394
2614/* If ob has a field named key, return the link from the list, 2395/* If ob has a field named key, return the link from the list,
2615 * otherwise return NULL. 2396 * otherwise return NULL.
2616 * 2397 *
2618 * do the desired thing. 2399 * do the desired thing.
2619 */ 2400 */
2620key_value * 2401key_value *
2621get_ob_key_link (const object *ob, const char *key) 2402get_ob_key_link (const object *ob, const char *key)
2622{ 2403{
2623 key_value *link;
2624
2625 for (link = ob->key_values; link != NULL; link = link->next) 2404 for (key_value *link = ob->key_values; link; link = link->next)
2626 if (link->key == key) 2405 if (link->key == key)
2627 return link; 2406 return link;
2628 2407
2629 return NULL; 2408 return 0;
2630} 2409}
2631 2410
2632/* 2411/*
2633 * Returns the value of op has an extra_field for key, or NULL. 2412 * Returns the value of op has an extra_field for key, or NULL.
2634 * 2413 *
2659 if (link->key == canonical_key) 2438 if (link->key == canonical_key)
2660 return link->value; 2439 return link->value;
2661 2440
2662 return 0; 2441 return 0;
2663} 2442}
2664
2665 2443
2666/* 2444/*
2667 * Updates the canonical_key in op to value. 2445 * Updates the canonical_key in op to value.
2668 * 2446 *
2669 * canonical_key is a shared string (value doesn't have to be). 2447 * canonical_key is a shared string (value doesn't have to be).
2674 * Returns TRUE on success. 2452 * Returns TRUE on success.
2675 */ 2453 */
2676int 2454int
2677set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) 2455set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2678{ 2456{
2679 key_value *
2680 field = NULL, *last = NULL; 2457 key_value *field = NULL, *last = NULL;
2681 2458
2682 for (field = op->key_values; field != NULL; field = field->next) 2459 for (field = op->key_values; field != NULL; field = field->next)
2683 { 2460 {
2684 if (field->key != canonical_key) 2461 if (field->key != canonical_key)
2685 { 2462 {
2713 /* IF we get here, key doesn't exist */ 2490 /* IF we get here, key doesn't exist */
2714 2491
2715 /* No field, we'll have to add it. */ 2492 /* No field, we'll have to add it. */
2716 2493
2717 if (!add_key) 2494 if (!add_key)
2718 {
2719 return FALSE; 2495 return FALSE;
2720 } 2496
2721 /* There isn't any good reason to store a null 2497 /* There isn't any good reason to store a null
2722 * value in the key/value list. If the archetype has 2498 * value in the key/value list. If the archetype has
2723 * this key, then we should also have it, so shouldn't 2499 * this key, then we should also have it, so shouldn't
2724 * be here. If user wants to store empty strings, 2500 * be here. If user wants to store empty strings,
2725 * should pass in "" 2501 * should pass in ""
2774 } 2550 }
2775 else 2551 else
2776 item = item->env; 2552 item = item->env;
2777} 2553}
2778 2554
2555
2556const char *
2557object::flag_desc (char *desc, int len) const
2558{
2559 char *p = desc;
2560 bool first = true;
2561
2562 *p = 0;
2563
2564 for (int i = 0; i < NUM_FLAGS; i++)
2565 {
2566 if (len <= 10) // magic constant!
2567 {
2568 snprintf (p, len, ",...");
2569 break;
2570 }
2571
2572 if (flag [i])
2573 {
2574 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2575 len -= cnt;
2576 p += cnt;
2577 first = false;
2578 }
2579 }
2580
2581 return desc;
2582}
2583
2779// return a suitable string describing an objetc in enough detail to find it 2584// return a suitable string describing an object in enough detail to find it
2780const char * 2585const char *
2781object::debug_desc (char *info) const 2586object::debug_desc (char *info) const
2782{ 2587{
2588 char flagdesc[512];
2783 char info2[256 * 3]; 2589 char info2[256 * 4];
2784 char *p = info; 2590 char *p = info;
2785 2591
2786 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2592 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2787 count, 2593 count, uuid.seq,
2788 &name, 2594 &name,
2789 title ? " " : "", 2595 title ? "\",title:\"" : "",
2790 title ? (const char *)title : ""); 2596 title ? (const char *)title : "",
2597 flag_desc (flagdesc, 512), type);
2791 2598
2792 if (env) 2599 if (env)
2793 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2600 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2794 2601
2795 if (map) 2602 if (map)
2796 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2603 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2797 2604
2798 return info; 2605 return info;
2799} 2606}
2800 2607
2801const char * 2608const char *
2802object::debug_desc () const 2609object::debug_desc () const
2803{ 2610{
2804 static char info[256 * 3]; 2611 static char info[3][256 * 4];
2612 static int info_idx;
2613
2805 return debug_desc (info); 2614 return debug_desc (info [++info_idx % 3]);
2806} 2615}
2807 2616
2617struct region *
2618object::region () const
2619{
2620 return map ? map->region (x, y)
2621 : region::default_region ();
2622}
2623
2624const materialtype_t *
2625object::dominant_material () const
2626{
2627 if (materialtype_t *mat = name_to_material (materialname))
2628 return mat;
2629
2630 // omfg this is slow, this has to be temporary :)
2631 shstr unknown ("unknown");
2632
2633 return name_to_material (unknown);
2634}
2635
2636void
2637object::open_container (object *new_container)
2638{
2639 if (container == new_container)
2640 return;
2641
2642 if (object *old_container = container)
2643 {
2644 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2645 return;
2646
2647#if 0
2648 // remove the "Close old_container" object.
2649 if (object *closer = old_container->inv)
2650 if (closer->type == CLOSE_CON)
2651 closer->destroy ();
2652#endif
2653
2654 old_container->flag [FLAG_APPLIED] = 0;
2655 container = 0;
2656
2657 esrv_update_item (UPD_FLAGS, this, old_container);
2658 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2659 }
2660
2661 if (new_container)
2662 {
2663 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2664 return;
2665
2666 // TODO: this does not seem to serve any purpose anymore?
2667#if 0
2668 // insert the "Close Container" object.
2669 if (archetype *closer = new_container->other_arch)
2670 {
2671 object *closer = arch_to_object (new_container->other_arch);
2672 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2673 new_container->insert (closer);
2674 }
2675#endif
2676
2677 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2678
2679 new_container->flag [FLAG_APPLIED] = 1;
2680 container = new_container;
2681
2682 esrv_update_item (UPD_FLAGS, this, new_container);
2683 esrv_send_inventory (this, new_container);
2684 }
2685}
2686
2687

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines