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Comparing deliantra/server/common/object.C (file contents):
Revision 1.68 by root, Mon Dec 18 02:35:00 2006 UTC vs.
Revision 1.110 by root, Sun Jan 7 23:12:03 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
3 3
4 Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 Copyright (C) 1992 Frank Tore Johansen
6 7
7 This program is free software; you can redistribute it and/or modify 8 This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 it under the terms of the GNU General Public License as published by
36 37
37int nrofallocobjects = 0; 38int nrofallocobjects = 0;
38static UUID uuid; 39static UUID uuid;
39const uint64 UUID_SKIP = 1<<19; 40const uint64 UUID_SKIP = 1<<19;
40 41
41object *active_objects; /* List of active objects that need to be processed */ 42objectvec objects;
43activevec actives;
42 44
43short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 45short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
44 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 46 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
45}; 47};
46short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 48short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
141 * objects with lists are rare, and lists stay short. If not, use a 143 * objects with lists are rare, and lists stay short. If not, use a
142 * different structure or at least keep the lists sorted... 144 * different structure or at least keep the lists sorted...
143 */ 145 */
144 146
145 /* For each field in wants, */ 147 /* For each field in wants, */
146 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) 148 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
147 { 149 {
148 key_value *has_field; 150 key_value *has_field;
149 151
150 /* Look for a field in has with the same key. */ 152 /* Look for a field in has with the same key. */
151 has_field = get_ob_key_link (has, wants_field->key); 153 has_field = get_ob_key_link (has, wants_field->key);
190 * Check nrof variable *before* calling can_merge() 192 * Check nrof variable *before* calling can_merge()
191 * 193 *
192 * Improvements made with merge: Better checking on potion, and also 194 * Improvements made with merge: Better checking on potion, and also
193 * check weight 195 * check weight
194 */ 196 */
195
196bool object::can_merge_slow (object *ob1, object *ob2) 197bool object::can_merge_slow (object *ob1, object *ob2)
197{ 198{
198 /* A couple quicksanity checks */ 199 /* A couple quicksanity checks */
199 if (ob1 == ob2 200 if (ob1 == ob2
200 || ob1->type != ob2->type 201 || ob1->type != ob2->type
221 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 222 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
222 223
223 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 224 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
224 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 225 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
225 226
226
227 if ((ob1->flags ^ ob2->flags).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any () 227 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
228 || ob1->arch != ob2->arch 228 || ob1->arch != ob2->arch
229 || ob1->name != ob2->name 229 || ob1->name != ob2->name
230 || ob1->title != ob2->title 230 || ob1->title != ob2->title
231 || ob1->msg != ob2->msg 231 || ob1->msg != ob2->msg
232 || ob1->weight != ob2->weight 232 || ob1->weight != ob2->weight
278 278
279 /* Note sure why the following is the case - either the object has to 279 /* Note sure why the following is the case - either the object has to
280 * be animated or have a very low speed. Is this an attempted monster 280 * be animated or have a very low speed. Is this an attempted monster
281 * check? 281 * check?
282 */ 282 */
283 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 283 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
284 return 0; 284 return 0;
285 285
286 switch (ob1->type) 286 switch (ob1->type)
287 { 287 {
288 case SCROLL: 288 case SCROLL:
353 op = op->env; 353 op = op->env;
354 return op; 354 return op;
355} 355}
356 356
357/* 357/*
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. 358 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
374 * Some error messages. 359 * Some error messages.
375 * The result of the dump is stored in the static global errmsg array. 360 * The result of the dump is stored in the static global errmsg array.
376 */ 361 */
377 362
380{ 365{
381 if (!op) 366 if (!op)
382 return strdup ("[NULLOBJ]"); 367 return strdup ("[NULLOBJ]");
383 368
384 object_freezer freezer; 369 object_freezer freezer;
385 save_object (freezer, op, 3); 370 save_object (freezer, op, 1);
386 return freezer.as_string (); 371 return freezer.as_string ();
387} 372}
388 373
389/* 374/*
390 * get_nearest_part(multi-object, object 2) returns the part of the 375 * get_nearest_part(multi-object, object 2) returns the part of the
407} 392}
408 393
409/* 394/*
410 * Returns the object which has the count-variable equal to the argument. 395 * Returns the object which has the count-variable equal to the argument.
411 */ 396 */
412
413object * 397object *
414find_object (tag_t i) 398find_object (tag_t i)
415{ 399{
416 for (object *op = object::first; op; op = op->next) 400 return ((unsigned int)i) < objects.size ()
417 if (op->count == i) 401 ? objects [i]
418 return op; 402 : 0;
419
420 return 0;
421} 403}
422 404
423/* 405/*
424 * Returns the first object which has a name equal to the argument. 406 * Returns the first object which has a name equal to the argument.
425 * Used only by the patch command, but not all that useful. 407 * Used only by the patch command, but not all that useful.
426 * Enables features like "patch <name-of-other-player> food 999" 408 * Enables features like "patch <name-of-other-player> food 999"
427 */ 409 */
428
429object * 410object *
430find_object_name (const char *str) 411find_object_name (const char *str)
431{ 412{
432 shstr_cmp str_ (str); 413 shstr_cmp str_ (str);
433 object *op; 414 object *op;
434 415
435 for (op = object::first; op != NULL; op = op->next) 416 for_all_objects (op)
436 if (op->name == str_) 417 if (op->name == str_)
437 break; 418 break;
438 419
439 return op; 420 return op;
440} 421}
483 } 464 }
484 465
485 op->key_values = 0; 466 op->key_values = 0;
486} 467}
487 468
488void object::clear ()
489{
490 attachable_base::clear ();
491
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/* 469/*
531 * copy_to first frees everything allocated by the dst object, 470 * copy_to first frees everything allocated by the dst object,
532 * and then copies the contents of itself into the second 471 * and then copies the contents of itself into the second
533 * object, allocating what needs to be allocated. Basically, any 472 * object, allocating what needs to be allocated. Basically, any
534 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 473 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
540{ 479{
541 bool is_freed = QUERY_FLAG (dst, FLAG_FREED); 480 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
542 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED); 481 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
543 482
544 *(object_copy *)dst = *this; 483 *(object_copy *)dst = *this;
545 *(object_pod *)dst = *this;
546
547 if (self || cb)
548 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (dst));
549 484
550 if (is_freed) 485 if (is_freed)
551 SET_FLAG (dst, FLAG_FREED); 486 SET_FLAG (dst, FLAG_FREED);
552 487
553 if (is_removed) 488 if (is_removed)
584 tail = new_link; 519 tail = new_link;
585 } 520 }
586 } 521 }
587 } 522 }
588 523
589 update_ob_speed (dst); 524 dst->set_speed (dst->speed);
590} 525}
591 526
592object * 527object *
593object::clone () 528object::clone ()
594{ 529{
600/* 535/*
601 * If an object with the IS_TURNABLE() flag needs to be turned due 536 * 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 537 * 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. 538 * be called to update the face variable, _and_ how it looks on the map.
604 */ 539 */
605
606void 540void
607update_turn_face (object *op) 541update_turn_face (object *op)
608{ 542{
609 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 543 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
610 return; 544 return;
545
611 SET_ANIMATION (op, op->direction); 546 SET_ANIMATION (op, op->direction);
612 update_object (op, UP_OBJ_FACE); 547 update_object (op, UP_OBJ_FACE);
613} 548}
614 549
615/* 550/*
616 * Updates the speed of an object. If the speed changes from 0 to another 551 * 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. 552 * 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. 553 * This function needs to be called whenever the speed of an object changes.
619 */ 554 */
620void 555void
621update_ob_speed (object *op) 556object::set_speed (float speed)
622{ 557{
623 extern int arch_init; 558 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 { 559 {
631 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 560 LOG (llevError, "Object %s is freed but has speed.\n", &name);
632#ifdef MANY_CORES
633 abort ();
634#else
635 op->speed = 0; 561 speed = 0;
636#endif
637 }
638
639 if (arch_init)
640 return;
641
642 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
643 { 562 }
644 /* If already on active list, don't do anything */
645 if (op->active_next || op->active_prev || op == active_objects)
646 return;
647 563
648 /* process_events() expects us to insert the object at the beginning 564 this->speed = speed;
649 * of the list. */
650 op->active_next = active_objects;
651 565
652 if (op->active_next != NULL) 566 if (has_active_speed ())
653 op->active_next->active_prev = op; 567 activate ();
654
655 active_objects = op;
656 }
657 else 568 else
658 { 569 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} 570}
682 571
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/* 572/*
715 * update_object() updates the array which represents the map. 573 * update_object() updates the the map.
716 * It takes into account invisible objects (and represent squares covered 574 * It takes into account invisible objects (and represent squares covered
717 * by invisible objects by whatever is below them (unless it's another 575 * by invisible objects by whatever is below them (unless it's another
718 * invisible object, etc...) 576 * invisible object, etc...)
719 * If the object being updated is beneath a player, the look-window 577 * 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 578 * of that player is updated (this might be a suboptimal way of
721 * updating that window, though, since update_object() is called _often_) 579 * updating that window, though, since update_object() is called _often_)
722 * 580 *
723 * action is a hint of what the caller believes need to be done. 581 * 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: 582 * current action are:
729 * UP_OBJ_INSERT: op was inserted 583 * UP_OBJ_INSERT: op was inserted
730 * UP_OBJ_REMOVE: op was removed 584 * UP_OBJ_REMOVE: op was removed
731 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 585 * 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. 586 * as that is easier than trying to look at what may have changed.
733 * UP_OBJ_FACE: only the objects face has changed. 587 * UP_OBJ_FACE: only the objects face has changed.
734 */ 588 */
735
736void 589void
737update_object (object *op, int action) 590update_object (object *op, int action)
738{ 591{
739 int update_now = 0, flags;
740 MoveType move_on, move_off, move_block, move_slow; 592 MoveType move_on, move_off, move_block, move_slow;
741 593
742 if (op == NULL) 594 if (op == NULL)
743 { 595 {
744 /* this should never happen */ 596 /* this should never happen */
745 LOG (llevDebug, "update_object() called for NULL object.\n"); 597 LOG (llevDebug, "update_object() called for NULL object.\n");
746 return; 598 return;
747 } 599 }
748 600
749 if (op->env != NULL) 601 if (op->env)
750 { 602 {
751 /* Animation is currently handled by client, so nothing 603 /* Animation is currently handled by client, so nothing
752 * to do in this case. 604 * to do in this case.
753 */ 605 */
754 return; 606 return;
759 */ 611 */
760 if (!op->map || op->map->in_memory == MAP_SAVING) 612 if (!op->map || op->map->in_memory == MAP_SAVING)
761 return; 613 return;
762 614
763 /* make sure the object is within map boundaries */ 615 /* 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)) 616 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
765 { 617 {
766 LOG (llevError, "update_object() called for object out of map!\n"); 618 LOG (llevError, "update_object() called for object out of map!\n");
767#ifdef MANY_CORES 619#ifdef MANY_CORES
768 abort (); 620 abort ();
769#endif 621#endif
770 return; 622 return;
771 } 623 }
772 624
773 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 625 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);
779 626
627 if (!(m.flags_ & P_UPTODATE))
628 /* nop */;
780 if (action == UP_OBJ_INSERT) 629 else if (action == UP_OBJ_INSERT)
781 { 630 {
631 // this is likely overkill, TODO: revisit (schmorp)
782 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 632 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)) 633 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
786 update_now = 1; 634 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
787 635 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
636 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
788 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 637 || (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) 638 || (m.move_on | op->move_on ) != m.move_on
798 update_now = 1;
799
800 if ((move_off | op->move_off) != move_off) 639 || (m.move_off | op->move_off ) != m.move_off
801 update_now = 1; 640 || (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 641 /* This isn't perfect, but I don't expect a lot of objects to
804 * to have move_allow right now. 642 * to have move_allow right now.
805 */ 643 */
806 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 644 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
807 update_now = 1; 645 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
808 646 m.flags_ = 0;
809 if ((move_slow | op->move_slow) != move_slow)
810 update_now = 1;
811 } 647 }
812
813 /* if the object is being removed, we can't make intelligent 648 /* if the object is being removed, we can't make intelligent
814 * decisions, because remove_ob can't really pass the object 649 * decisions, because remove_ob can't really pass the object
815 * that is being removed. 650 * that is being removed.
816 */ 651 */
817 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 652 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
818 update_now = 1; 653 m.flags_ = 0;
819 else if (action == UP_OBJ_FACE) 654 else if (action == UP_OBJ_FACE)
820 /* Nothing to do for that case */ ; 655 /* Nothing to do for that case */ ;
821 else 656 else
822 LOG (llevError, "update_object called with invalid action: %d\n", action); 657 LOG (llevError, "update_object called with invalid action: %d\n", action);
823 658
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) 659 if (op->more)
831 update_object (op->more, action); 660 update_object (op->more, action);
832} 661}
833 662
834object::vector object::mortals;
835object::vector object::objects; // not yet used
836object *object::first; 663object *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}
849 664
850object::object () 665object::object ()
851{ 666{
852 SET_FLAG (this, FLAG_REMOVED); 667 SET_FLAG (this, FLAG_REMOVED);
853 668
860 free_key_values (this); 675 free_key_values (this);
861} 676}
862 677
863void object::link () 678void object::link ()
864{ 679{
865 count = ++ob_count;
866 uuid = gen_uuid (); 680 uuid = gen_uuid ();
867 681
868 prev = 0; 682 refcnt_inc ();
869 next = object::first; 683 objects.insert (this);
870
871 if (object::first)
872 object::first->prev = this;
873
874 object::first = this;
875} 684}
876 685
877void object::unlink () 686void object::unlink ()
878{ 687{
879 if (this == object::first) 688 objects.erase (this);
880 object::first = next; 689 refcnt_dec ();
690}
881 691
882 /* Remove this object from the list of used objects */ 692void
883 if (prev) prev->next = next; 693object::activate ()
884 if (next) next->prev = prev; 694{
695 /* If already on active list, don't do anything */
696 if (active)
697 return;
885 698
886 prev = 0; 699 if (has_active_speed ())
887 next = 0; 700 actives.insert (this);
701}
702
703void
704object::activate_recursive ()
705{
706 activate ();
707
708 for (object *op = inv; op; op = op->below)
709 op->activate_recursive ();
710}
711
712/* This function removes object 'op' from the list of active
713 * objects.
714 * This should only be used for style maps or other such
715 * reference maps where you don't want an object that isn't
716 * in play chewing up cpu time getting processed.
717 * The reverse of this is to call update_ob_speed, which
718 * will do the right thing based on the speed of the object.
719 */
720void
721object::deactivate ()
722{
723 /* If not on the active list, nothing needs to be done */
724 if (!active)
725 return;
726
727 actives.erase (this);
728}
729
730void
731object::deactivate_recursive ()
732{
733 for (object *op = inv; op; op = op->below)
734 op->deactivate_recursive ();
735
736 deactivate ();
737}
738
739void
740object::set_flag_inv (int flag, int value)
741{
742 for (object *op = inv; op; op = op->below)
743 {
744 op->flag [flag] = value;
745 op->set_flag_inv (flag, value);
746 }
747}
748
749/*
750 * Remove and free all objects in the inventory of the given object.
751 * object.c ?
752 */
753void
754object::destroy_inv (bool drop_to_ground)
755{
756 // need to check first, because the checks below might segfault
757 // as we might be on an invalid mapspace and crossfire code
758 // is too buggy to ensure that the inventory is empty.
759 // corollary: if you create arrows etc. with stuff in tis inventory,
760 // cf will crash below with off-map x and y
761 if (!inv)
762 return;
763
764 /* Only if the space blocks everything do we not process -
765 * if some form of movement is allowed, let objects
766 * drop on that space.
767 */
768 if (!drop_to_ground
769 || !map
770 || map->in_memory != MAP_IN_MEMORY
771 || ms ().move_block == MOVE_ALL)
772 {
773 while (inv)
774 {
775 inv->destroy_inv (drop_to_ground);
776 inv->destroy ();
777 }
778 }
779 else
780 { /* Put objects in inventory onto this space */
781 while (inv)
782 {
783 object *op = inv;
784
785 if (op->flag [FLAG_STARTEQUIP]
786 || op->flag [FLAG_NO_DROP]
787 || op->type == RUNE
788 || op->type == TRAP
789 || op->flag [FLAG_IS_A_TEMPLATE]
790 || op->flag [FLAG_DESTROY_ON_DEATH])
791 op->destroy ();
792 else
793 map->insert (op, x, y);
794 }
795 }
888} 796}
889 797
890object *object::create () 798object *object::create ()
891{ 799{
892 object *op = new object; 800 object *op = new object;
893 op->link (); 801 op->link ();
894 return op; 802 return op;
895} 803}
896 804
897/* 805void
898 * free_object() frees everything allocated by an object, removes 806object::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{ 807{
909 if (QUERY_FLAG (this, FLAG_FREED)) 808 if (flag [FLAG_IS_LINKED])
809 remove_button_link (this);
810
811 if (flag [FLAG_FRIENDLY])
812 remove_friendly_object (this);
813
814 if (!flag [FLAG_REMOVED])
815 remove ();
816
817 if (flag [FLAG_FREED])
910 return; 818 return;
911 819
912 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 820 set_speed (0);
913 remove_friendly_object (this);
914 821
915 if (!QUERY_FLAG (this, FLAG_REMOVED)) 822 flag [FLAG_FREED] = 1;
916 remove ();
917 823
918 SET_FLAG (this, FLAG_FREED); 824 attachable::do_destroy ();
919 825
920 if (more) 826 destroy_inv (true);
921 { 827 unlink ();
922 more->destroy (destroy_inventory);
923 more = 0;
924 }
925
926 if (inv)
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 }
967 828
968 // hack to ensure that freed objects still have a valid map 829 // hack to ensure that freed objects still have a valid map
969 { 830 {
970 static maptile *freed_map; // freed objects are moved here to avoid crashes 831 static maptile *freed_map; // freed objects are moved here to avoid crashes
971 832
975 836
976 freed_map->name = "/internal/freed_objects_map"; 837 freed_map->name = "/internal/freed_objects_map";
977 freed_map->width = 3; 838 freed_map->width = 3;
978 freed_map->height = 3; 839 freed_map->height = 3;
979 840
980 freed_map->allocate (); 841 freed_map->alloc ();
842 freed_map->in_memory = MAP_IN_MEMORY;
981 } 843 }
982 844
983 map = freed_map; 845 map = freed_map;
984 x = 1; 846 x = 1;
985 y = 1; 847 y = 1;
986 } 848 }
987 849
850 head = 0;
851
852 if (more)
853 {
854 more->destroy ();
855 more = 0;
856 }
857
988 // clear those pointers that likely might have circular references to us 858 // clear those pointers that likely might have circular references to us
989 owner = 0; 859 owner = 0;
990 enemy = 0; 860 enemy = 0;
991 attacked_by = 0; 861 attacked_by = 0;
862}
992 863
993 // only relevant for players(?), but make sure of it anyways 864void
994 contr = 0; 865object::destroy (bool destroy_inventory)
866{
867 if (destroyed ())
868 return;
995 869
996 /* Remove object from the active list */ 870 if (destroy_inventory)
997 speed = 0; 871 destroy_inv (false);
998 update_ob_speed (this);
999 872
1000 unlink (); 873 attachable::destroy ();
1001
1002 mortals.push_back (this);
1003} 874}
1004 875
1005/* 876/*
1006 * sub_weight() recursively (outwards) subtracts a number from the 877 * sub_weight() recursively (outwards) subtracts a number from the
1007 * weight of an object (and what is carried by it's environment(s)). 878 * weight of an object (and what is carried by it's environment(s)).
1031object::remove () 902object::remove ()
1032{ 903{
1033 object *tmp, *last = 0; 904 object *tmp, *last = 0;
1034 object *otmp; 905 object *otmp;
1035 906
1036 int check_walk_off;
1037
1038 if (QUERY_FLAG (this, FLAG_REMOVED)) 907 if (QUERY_FLAG (this, FLAG_REMOVED))
1039 return; 908 return;
1040 909
1041 SET_FLAG (this, FLAG_REMOVED); 910 SET_FLAG (this, FLAG_REMOVED);
911 INVOKE_OBJECT (REMOVE, this);
1042 912
1043 if (more) 913 if (more)
1044 more->remove (); 914 more->remove ();
1045 915
1046 /* 916 /*
1056 926
1057 /* NO_FIX_PLAYER is set when a great many changes are being 927 /* NO_FIX_PLAYER is set when a great many changes are being
1058 * made to players inventory. If set, avoiding the call 928 * made to players inventory. If set, avoiding the call
1059 * to save cpu time. 929 * to save cpu time.
1060 */ 930 */
1061 if ((otmp = is_player_inv (env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 931 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1062 fix_player (otmp); 932 otmp->update_stats ();
1063 933
1064 if (above != NULL) 934 if (above)
1065 above->below = below; 935 above->below = below;
1066 else 936 else
1067 env->inv = below; 937 env->inv = below;
1068 938
1069 if (below != NULL) 939 if (below)
1070 below->above = above; 940 below->above = above;
1071 941
1072 /* we set up values so that it could be inserted into 942 /* we set up values so that it could be inserted into
1073 * the map, but we don't actually do that - it is up 943 * the map, but we don't actually do that - it is up
1074 * to the caller to decide what we want to do. 944 * to the caller to decide what we want to do.
1078 above = 0, below = 0; 948 above = 0, below = 0;
1079 env = 0; 949 env = 0;
1080 } 950 }
1081 else if (map) 951 else if (map)
1082 { 952 {
1083 /* Re did the following section of code - it looks like it had 953 if (type == PLAYER)
1084 * lots of logic for things we no longer care about
1085 */ 954 {
955 --map->players;
956 map->touch ();
957 }
958
959 map->dirty = true;
1086 960
1087 /* link the object above us */ 961 /* link the object above us */
1088 if (above) 962 if (above)
1089 above->below = below; 963 above->below = below;
1090 else 964 else
1091 SET_MAP_TOP (map, x, y, below); /* we were top, set new top */ 965 map->at (x, y).top = below; /* we were top, set new top */
1092 966
1093 /* Relink the object below us, if there is one */ 967 /* Relink the object below us, if there is one */
1094 if (below) 968 if (below)
1095 below->above = above; 969 below->above = above;
1096 else 970 else
1108 dump = dump_object (GET_MAP_OB (map, x, y)); 982 dump = dump_object (GET_MAP_OB (map, x, y));
1109 LOG (llevError, "%s\n", dump); 983 LOG (llevError, "%s\n", dump);
1110 free (dump); 984 free (dump);
1111 } 985 }
1112 986
1113 SET_MAP_OB (map, x, y, above); /* goes on above it. */ 987 map->at (x, y).bot = above; /* goes on above it. */
1114 } 988 }
1115 989
1116 above = 0; 990 above = 0;
1117 below = 0; 991 below = 0;
1118 992
1119 if (map->in_memory == MAP_SAVING) 993 if (map->in_memory == MAP_SAVING)
1120 return; 994 return;
1121 995
1122 check_walk_off = !QUERY_FLAG (this, FLAG_NO_APPLY); 996 int check_walk_off = !flag [FLAG_NO_APPLY];
1123 997
1124 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) 998 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above)
1125 { 999 {
1126 /* No point updating the players look faces if he is the object 1000 /* No point updating the players look faces if he is the object
1127 * being removed. 1001 * being removed.
1128 */ 1002 */
1129 1003
1133 * removed (most likely destroyed), update the player view 1007 * removed (most likely destroyed), update the player view
1134 * appropriately. 1008 * appropriately.
1135 */ 1009 */
1136 if (tmp->container == this) 1010 if (tmp->container == this)
1137 { 1011 {
1138 CLEAR_FLAG (this, FLAG_APPLIED); 1012 flag [FLAG_APPLIED] = 0;
1139 tmp->container = 0; 1013 tmp->container = 0;
1140 } 1014 }
1141 1015
1142 tmp->contr->socket->update_look = 1; 1016 if (tmp->contr->ns)
1017 tmp->contr->ns->floorbox_update ();
1143 } 1018 }
1144 1019
1145 /* See if player moving off should effect something */ 1020 /* See if object moving off should effect something */
1146 if (check_walk_off 1021 if (check_walk_off
1147 && ((move_type & tmp->move_off) 1022 && ((move_type & tmp->move_off)
1148 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1023 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1149 { 1024 {
1150 move_apply (tmp, this, 0); 1025 move_apply (tmp, this, 0);
1152 if (destroyed ()) 1027 if (destroyed ())
1153 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1028 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1154 } 1029 }
1155 1030
1156 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1031 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1157 1032 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1158 if (tmp->above == tmp) 1033 if (tmp->above == tmp)
1159 tmp->above = 0; 1034 tmp->above = 0;
1160 1035
1161 last = tmp; 1036 last = tmp;
1162 } 1037 }
1163 1038
1164 /* last == NULL of there are no objects on this space */ 1039 /* last == NULL if there are no objects on this space */
1040 //TODO: this makes little sense, why only update the topmost object?
1165 if (!last) 1041 if (!last)
1166 { 1042 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 1043 else
1176 update_object (last, UP_OBJ_REMOVE); 1044 update_object (last, UP_OBJ_REMOVE);
1177 1045
1178 if (QUERY_FLAG (this, FLAG_BLOCKSVIEW) || glow_radius) 1046 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1179 update_all_los (map, x, y); 1047 update_all_los (map, x, y);
1180 } 1048 }
1181} 1049}
1182 1050
1183/* 1051/*
1192merge_ob (object *op, object *top) 1060merge_ob (object *op, object *top)
1193{ 1061{
1194 if (!op->nrof) 1062 if (!op->nrof)
1195 return 0; 1063 return 0;
1196 1064
1197 if (top == NULL) 1065 if (top)
1198 for (top = op; top != NULL && top->above != NULL; top = top->above); 1066 for (top = op; top && top->above; top = top->above)
1067 ;
1199 1068
1200 for (; top != NULL; top = top->below) 1069 for (; top; top = top->below)
1201 { 1070 {
1202 if (top == op) 1071 if (top == op)
1203 continue; 1072 continue;
1204 1073
1205 if (object::can_merge (op, top)) 1074 if (object::can_merge (op, top))
1221 * job preparing multi-part monsters 1090 * job preparing multi-part monsters
1222 */ 1091 */
1223object * 1092object *
1224insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1093insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1225{ 1094{
1226 object *tmp;
1227
1228 if (op->head)
1229 op = op->head;
1230
1231 for (tmp = op; tmp; tmp = tmp->more) 1095 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1232 { 1096 {
1233 tmp->x = x + tmp->arch->clone.x; 1097 tmp->x = x + tmp->arch->clone.x;
1234 tmp->y = y + tmp->arch->clone.y; 1098 tmp->y = y + tmp->arch->clone.y;
1235 } 1099 }
1236 1100
1255 * Return value: 1119 * Return value:
1256 * new object if 'op' was merged with other object 1120 * new object if 'op' was merged with other object
1257 * NULL if 'op' was destroyed 1121 * NULL if 'op' was destroyed
1258 * just 'op' otherwise 1122 * just 'op' otherwise
1259 */ 1123 */
1260
1261object * 1124object *
1262insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1125insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1263{ 1126{
1264 object *tmp, *top, *floor = NULL; 1127 object *tmp, *top, *floor = NULL;
1265 sint16 x, y; 1128 sint16 x, y;
1268 { 1131 {
1269 LOG (llevError, "Trying to insert freed object!\n"); 1132 LOG (llevError, "Trying to insert freed object!\n");
1270 return NULL; 1133 return NULL;
1271 } 1134 }
1272 1135
1273 if (m == NULL) 1136 if (!m)
1274 { 1137 {
1275 char *dump = dump_object (op); 1138 char *dump = dump_object (op);
1276 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump); 1139 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1277 free (dump); 1140 free (dump);
1278 return op; 1141 return op;
1299 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump); 1162 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1300 free (dump); 1163 free (dump);
1301 return op; 1164 return op;
1302 } 1165 }
1303 1166
1304 if (op->more != NULL) 1167 if (op->more)
1305 { 1168 {
1306 /* The part may be on a different map. */ 1169 /* The part may be on a different map. */
1307 1170
1308 object *more = op->more; 1171 object *more = op->more;
1309 1172
1310 /* We really need the caller to normalize coordinates - if 1173 /* We really need the caller to normalise coordinates - if
1311 * we set the map, that doesn't work if the location is within 1174 * 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 1175 * a map and this is straddling an edge. So only if coordinate
1313 * is clear wrong do we normalize it. 1176 * is clear wrong do we normalise it.
1314 */ 1177 */
1315 if (OUT_OF_REAL_MAP (more->map, more->x, more->y)) 1178 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1316 more->map = get_map_from_coord (m, &more->x, &more->y); 1179 more->map = get_map_from_coord (m, &more->x, &more->y);
1317 else if (!more->map) 1180 else if (!more->map)
1318 { 1181 {
1325 if (insert_ob_in_map (more, more->map, originator, flag) == NULL) 1188 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1326 { 1189 {
1327 if (!op->head) 1190 if (!op->head)
1328 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1191 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1329 1192
1330 return NULL; 1193 return 0;
1331 } 1194 }
1332 } 1195 }
1333 1196
1334 CLEAR_FLAG (op, FLAG_REMOVED); 1197 CLEAR_FLAG (op, FLAG_REMOVED);
1335 1198
1342 y = op->y; 1205 y = op->y;
1343 1206
1344 /* this has to be done after we translate the coordinates. 1207 /* this has to be done after we translate the coordinates.
1345 */ 1208 */
1346 if (op->nrof && !(flag & INS_NO_MERGE)) 1209 if (op->nrof && !(flag & INS_NO_MERGE))
1347 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1210 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above)
1348 if (object::can_merge (op, tmp)) 1211 if (object::can_merge (op, tmp))
1349 { 1212 {
1350 op->nrof += tmp->nrof; 1213 op->nrof += tmp->nrof;
1351 tmp->destroy (); 1214 tmp->destroy ();
1352 } 1215 }
1369 op->below = originator->below; 1232 op->below = originator->below;
1370 1233
1371 if (op->below) 1234 if (op->below)
1372 op->below->above = op; 1235 op->below->above = op;
1373 else 1236 else
1374 SET_MAP_OB (op->map, op->x, op->y, op); 1237 op->ms ().bot = op;
1375 1238
1376 /* since *below* originator, no need to update top */ 1239 /* since *below* originator, no need to update top */
1377 originator->below = op; 1240 originator->below = op;
1378 } 1241 }
1379 else 1242 else
1380 { 1243 {
1381 /* If there are other objects, then */ 1244 /* If there are other objects, then */
1382 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1245 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1383 { 1246 {
1384 object *last = NULL; 1247 object *last = 0;
1385 1248
1386 /* 1249 /*
1387 * If there are multiple objects on this space, we do some trickier handling. 1250 * If there are multiple objects on this space, we do some trickier handling.
1388 * We've already dealt with merging if appropriate. 1251 * We've already dealt with merging if appropriate.
1389 * Generally, we want to put the new object on top. But if 1252 * 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 1256 * 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 1257 * 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 1258 * when lots of spells are cast in one area. Currently, it is presumed
1396 * that flying non pickable objects are spell objects. 1259 * that flying non pickable objects are spell objects.
1397 */ 1260 */
1398
1399 while (top != NULL) 1261 while (top)
1400 { 1262 {
1401 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1263 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1402 floor = top; 1264 floor = top;
1403 1265
1404 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1266 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1425 * If INS_ON_TOP is used, don't do this processing 1287 * If INS_ON_TOP is used, don't do this processing
1426 * Need to find the object that in fact blocks view, otherwise 1288 * Need to find the object that in fact blocks view, otherwise
1427 * stacking is a bit odd. 1289 * stacking is a bit odd.
1428 */ 1290 */
1429 if (!(flag & INS_ON_TOP) && 1291 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)) 1292 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1431 { 1293 {
1432 for (last = top; last != floor; last = last->below) 1294 for (last = top; last != floor; last = last->below)
1433 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1295 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1434 break; 1296 break;
1435 /* Check to see if we found the object that blocks view, 1297 /* Check to see if we found the object that blocks view,
1457 op->above = GET_MAP_OB (op->map, op->x, op->y); 1319 op->above = GET_MAP_OB (op->map, op->x, op->y);
1458 1320
1459 if (op->above) 1321 if (op->above)
1460 op->above->below = op; 1322 op->above->below = op;
1461 1323
1462 op->below = NULL; 1324 op->below = 0;
1463 SET_MAP_OB (op->map, op->x, op->y, op); 1325 op->ms ().bot = op;
1464 } 1326 }
1465 else 1327 else
1466 { /* get inserted into the stack above top */ 1328 { /* get inserted into the stack above top */
1467 op->above = top->above; 1329 op->above = top->above;
1468 1330
1471 1333
1472 op->below = top; 1334 op->below = top;
1473 top->above = op; 1335 top->above = op;
1474 } 1336 }
1475 1337
1476 if (op->above == NULL) 1338 if (!op->above)
1477 SET_MAP_TOP (op->map, op->x, op->y, op); 1339 op->ms ().top = op;
1478 } /* else not INS_BELOW_ORIGINATOR */ 1340 } /* else not INS_BELOW_ORIGINATOR */
1479 1341
1480 if (op->type == PLAYER) 1342 if (op->type == PLAYER)
1343 {
1481 op->contr->do_los = 1; 1344 op->contr->do_los = 1;
1345 ++op->map->players;
1346 op->map->touch ();
1347 }
1348
1349 op->map->dirty = true;
1482 1350
1483 /* If we have a floor, we know the player, if any, will be above 1351 /* 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. 1352 * it, so save a few ticks and start from there.
1485 */ 1353 */
1486 if (!(flag & INS_MAP_LOAD)) 1354 if (!(flag & INS_MAP_LOAD))
1487 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1355 if (object *pl = op->ms ().player ())
1488 if (tmp->type == PLAYER) 1356 if (pl->contr->ns)
1489 tmp->contr->socket->update_look = 1; 1357 pl->contr->ns->floorbox_update ();
1490 1358
1491 /* If this object glows, it may affect lighting conditions that are 1359 /* If this object glows, it may affect lighting conditions that are
1492 * visible to others on this map. But update_all_los is really 1360 * 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 1361 * 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 1362 * on the map will get recalculated. The players could very well
1495 * be far away from this change and not affected in any way - 1363 * be far away from this change and not affected in any way -
1496 * this should get redone to only look for players within range, 1364 * this should get redone to only look for players within range,
1497 * or just updating the P_NEED_UPDATE for spaces within this area 1365 * or just updating the P_UPTODATE for spaces within this area
1498 * of effect may be sufficient. 1366 * of effect may be sufficient.
1499 */ 1367 */
1500 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1368 if (op->map->darkness && (op->glow_radius != 0))
1501 update_all_los (op->map, op->x, op->y); 1369 update_all_los (op->map, op->x, op->y);
1502 1370
1503 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1371 /* updates flags (blocked, alive, no magic, etc) for this map space */
1504 update_object (op, UP_OBJ_INSERT); 1372 update_object (op, UP_OBJ_INSERT);
1505 1373
1374 INVOKE_OBJECT (INSERT, op);
1375
1506 /* Don't know if moving this to the end will break anything. However, 1376 /* 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. 1377 * we want to have floorbox_update called before calling this.
1508 * 1378 *
1509 * check_move_on() must be after this because code called from 1379 * check_move_on() must be after this because code called from
1510 * check_move_on() depends on correct map flags (so functions like 1380 * check_move_on() depends on correct map flags (so functions like
1511 * blocked() and wall() work properly), and these flags are updated by 1381 * blocked() and wall() work properly), and these flags are updated by
1512 * update_object(). 1382 * update_object().
1514 1384
1515 /* if this is not the head or flag has been passed, don't check walk on status */ 1385 /* 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) 1386 if (!(flag & INS_NO_WALK_ON) && !op->head)
1517 { 1387 {
1518 if (check_move_on (op, originator)) 1388 if (check_move_on (op, originator))
1519 return NULL; 1389 return 0;
1520 1390
1521 /* If we are a multi part object, lets work our way through the check 1391 /* If we are a multi part object, lets work our way through the check
1522 * walk on's. 1392 * walk on's.
1523 */ 1393 */
1524 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1394 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1525 if (check_move_on (tmp, originator)) 1395 if (check_move_on (tmp, originator))
1526 return NULL; 1396 return 0;
1527 } 1397 }
1528 1398
1529 return op; 1399 return op;
1530} 1400}
1531 1401
1532/* this function inserts an object in the map, but if it 1402/* 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. 1403 * 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. 1404 * op is the object to insert it under: supplies x and the map.
1535 */ 1405 */
1536void 1406void
1537replace_insert_ob_in_map (const char *arch_string, object *op) 1407replace_insert_ob_in_map (const char *arch_string, object *op)
1538{ 1408{
1539 object * 1409 object *tmp, *tmp1;
1540 tmp;
1541 object *
1542 tmp1;
1543 1410
1544 /* first search for itself and remove any old instances */ 1411 /* first search for itself and remove any old instances */
1545 1412
1546 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1413 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1547 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1414 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1548 tmp->destroy (); 1415 tmp->destroy ();
1549 1416
1550 tmp1 = arch_to_object (archetype::find (arch_string)); 1417 tmp1 = arch_to_object (archetype::find (arch_string));
1551 1418
1552 tmp1->x = op->x; 1419 tmp1->x = op->x;
1553 tmp1->y = op->y; 1420 tmp1->y = op->y;
1554 insert_ob_in_map (tmp1, op->map, op, 0); 1421 insert_ob_in_map (tmp1, op->map, op, 0);
1422}
1423
1424object *
1425object::insert_at (object *where, object *originator, int flags)
1426{
1427 where->map->insert (this, where->x, where->y, originator, flags);
1555} 1428}
1556 1429
1557/* 1430/*
1558 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1431 * 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 1432 * is returned contains nr objects, and the remaining parts contains
1560 * the rest (or is removed and freed if that number is 0). 1433 * the rest (or is removed and freed if that number is 0).
1561 * On failure, NULL is returned, and the reason put into the 1434 * On failure, NULL is returned, and the reason put into the
1562 * global static errmsg array. 1435 * global static errmsg array.
1563 */ 1436 */
1564
1565object * 1437object *
1566get_split_ob (object *orig_ob, uint32 nr) 1438get_split_ob (object *orig_ob, uint32 nr)
1567{ 1439{
1568 object *newob; 1440 object *newob;
1569 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1441 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1605 1477
1606object * 1478object *
1607decrease_ob_nr (object *op, uint32 i) 1479decrease_ob_nr (object *op, uint32 i)
1608{ 1480{
1609 object *tmp; 1481 object *tmp;
1610 player *pl;
1611 1482
1612 if (i == 0) /* objects with op->nrof require this check */ 1483 if (i == 0) /* objects with op->nrof require this check */
1613 return op; 1484 return op;
1614 1485
1615 if (i > op->nrof) 1486 if (i > op->nrof)
1616 i = op->nrof; 1487 i = op->nrof;
1617 1488
1618 if (QUERY_FLAG (op, FLAG_REMOVED)) 1489 if (QUERY_FLAG (op, FLAG_REMOVED))
1619 op->nrof -= i; 1490 op->nrof -= i;
1620 else if (op->env != NULL) 1491 else if (op->env)
1621 { 1492 {
1622 /* is this object in the players inventory, or sub container 1493 /* is this object in the players inventory, or sub container
1623 * therein? 1494 * therein?
1624 */ 1495 */
1625 tmp = is_player_inv (op->env); 1496 tmp = op->in_player ();
1626 /* nope. Is this a container the player has opened? 1497 /* nope. Is this a container the player has opened?
1627 * If so, set tmp to that player. 1498 * If so, set tmp to that player.
1628 * IMO, searching through all the players will mostly 1499 * IMO, searching through all the players will mostly
1629 * likely be quicker than following op->env to the map, 1500 * likely be quicker than following op->env to the map,
1630 * and then searching the map for a player. 1501 * and then searching the map for a player.
1631 */ 1502 */
1632 if (!tmp) 1503 if (!tmp)
1633 { 1504 for_all_players (pl)
1634 for (pl = first_player; pl; pl = pl->next)
1635 if (pl->ob->container == op->env) 1505 if (pl->ob->container == op->env)
1506 {
1507 tmp = pl->ob;
1636 break; 1508 break;
1637 if (pl)
1638 tmp = pl->ob;
1639 else
1640 tmp = NULL;
1641 } 1509 }
1642 1510
1643 if (i < op->nrof) 1511 if (i < op->nrof)
1644 { 1512 {
1645 sub_weight (op->env, op->weight * i); 1513 sub_weight (op->env, op->weight * i);
1646 op->nrof -= i; 1514 op->nrof -= i;
1647 if (tmp) 1515 if (tmp)
1648 {
1649 esrv_send_item (tmp, op); 1516 esrv_send_item (tmp, op);
1650 }
1651 } 1517 }
1652 else 1518 else
1653 { 1519 {
1654 op->remove (); 1520 op->remove ();
1655 op->nrof = 0; 1521 op->nrof = 0;
1656 if (tmp) 1522 if (tmp)
1657 {
1658 esrv_del_item (tmp->contr, op->count); 1523 esrv_del_item (tmp->contr, op->count);
1659 }
1660 } 1524 }
1661 } 1525 }
1662 else 1526 else
1663 { 1527 {
1664 object *above = op->above; 1528 object *above = op->above;
1670 op->remove (); 1534 op->remove ();
1671 op->nrof = 0; 1535 op->nrof = 0;
1672 } 1536 }
1673 1537
1674 /* Since we just removed op, op->above is null */ 1538 /* Since we just removed op, op->above is null */
1675 for (tmp = above; tmp != NULL; tmp = tmp->above) 1539 for (tmp = above; tmp; tmp = tmp->above)
1676 if (tmp->type == PLAYER) 1540 if (tmp->type == PLAYER)
1677 { 1541 {
1678 if (op->nrof) 1542 if (op->nrof)
1679 esrv_send_item (tmp, op); 1543 esrv_send_item (tmp, op);
1680 else 1544 else
1685 if (op->nrof) 1549 if (op->nrof)
1686 return op; 1550 return op;
1687 else 1551 else
1688 { 1552 {
1689 op->destroy (); 1553 op->destroy ();
1690 return NULL; 1554 return 0;
1691 } 1555 }
1692} 1556}
1693 1557
1694/* 1558/*
1695 * add_weight(object, weight) adds the specified weight to an object, 1559 * add_weight(object, weight) adds the specified weight to an object,
1783 add_weight (this, op->weight * op->nrof); 1647 add_weight (this, op->weight * op->nrof);
1784 } 1648 }
1785 else 1649 else
1786 add_weight (this, (op->weight + op->carrying)); 1650 add_weight (this, (op->weight + op->carrying));
1787 1651
1788 otmp = is_player_inv (this); 1652 otmp = this->in_player ();
1789 if (otmp && otmp->contr) 1653 if (otmp && otmp->contr)
1790 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1654 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1791 fix_player (otmp); 1655 otmp->update_stats ();
1792 1656
1793 op->map = NULL; 1657 op->map = 0;
1794 op->env = this; 1658 op->env = this;
1795 op->above = NULL; 1659 op->above = 0;
1796 op->below = NULL; 1660 op->below = 0;
1797 op->x = 0, op->y = 0; 1661 op->x = 0, op->y = 0;
1798 1662
1799 /* reset the light list and los of the players on the map */ 1663 /* reset the light list and los of the players on the map */
1800 if ((op->glow_radius != 0) && map) 1664 if ((op->glow_radius != 0) && map)
1801 { 1665 {
1802#ifdef DEBUG_LIGHTS 1666#ifdef DEBUG_LIGHTS
1803 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1667 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1804#endif /* DEBUG_LIGHTS */ 1668#endif /* DEBUG_LIGHTS */
1805 if (MAP_DARKNESS (map)) 1669 if (map->darkness)
1806 update_all_los (map, x, y); 1670 update_all_los (map, x, y);
1807 } 1671 }
1808 1672
1809 /* Client has no idea of ordering so lets not bother ordering it here. 1673 /* Client has no idea of ordering so lets not bother ordering it here.
1810 * It sure simplifies this function... 1674 * It sure simplifies this function...
1815 { 1679 {
1816 op->below = inv; 1680 op->below = inv;
1817 op->below->above = op; 1681 op->below->above = op;
1818 inv = op; 1682 inv = op;
1819 } 1683 }
1684
1685 INVOKE_OBJECT (INSERT, this);
1820 1686
1821 return op; 1687 return op;
1822} 1688}
1823 1689
1824/* 1690/*
1839 * 1705 *
1840 * MSW 2001-07-08: Check all objects on space, not just those below 1706 * 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 1707 * object being inserted. insert_ob_in_map may not put new objects
1842 * on top. 1708 * on top.
1843 */ 1709 */
1844
1845int 1710int
1846check_move_on (object *op, object *originator) 1711check_move_on (object *op, object *originator)
1847{ 1712{
1848 object *tmp; 1713 object *tmp;
1849 maptile *m = op->map; 1714 maptile *m = op->map;
1876 1741
1877 /* The objects have to be checked from top to bottom. 1742 /* The objects have to be checked from top to bottom.
1878 * Hence, we first go to the top: 1743 * Hence, we first go to the top:
1879 */ 1744 */
1880 1745
1881 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1746 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1882 { 1747 {
1883 /* Trim the search when we find the first other spell effect 1748 /* Trim the search when we find the first other spell effect
1884 * this helps performance so that if a space has 50 spell objects, 1749 * this helps performance so that if a space has 50 spell objects,
1885 * we don't need to check all of them. 1750 * we don't need to check all of them.
1886 */ 1751 */
1941/* 1806/*
1942 * present_arch(arch, map, x, y) searches for any objects with 1807 * present_arch(arch, map, x, y) searches for any objects with
1943 * a matching archetype at the given map and coordinates. 1808 * a matching archetype at the given map and coordinates.
1944 * The first matching object is returned, or NULL if none. 1809 * The first matching object is returned, or NULL if none.
1945 */ 1810 */
1946
1947object * 1811object *
1948present_arch (const archetype *at, maptile *m, int x, int y) 1812present_arch (const archetype *at, maptile *m, int x, int y)
1949{ 1813{
1950 object *
1951 tmp;
1952
1953 if (m == NULL || out_of_map (m, x, y)) 1814 if (!m || out_of_map (m, x, y))
1954 { 1815 {
1955 LOG (llevError, "Present_arch called outside map.\n"); 1816 LOG (llevError, "Present_arch called outside map.\n");
1956 return NULL; 1817 return NULL;
1957 } 1818 }
1958 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1819
1820 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1959 if (tmp->arch == at) 1821 if (tmp->arch == at)
1960 return tmp; 1822 return tmp;
1823
1961 return NULL; 1824 return NULL;
1962} 1825}
1963 1826
1964/* 1827/*
1965 * present(type, map, x, y) searches for any objects with 1828 * present(type, map, x, y) searches for any objects with
1966 * a matching type variable at the given map and coordinates. 1829 * a matching type variable at the given map and coordinates.
1967 * The first matching object is returned, or NULL if none. 1830 * The first matching object is returned, or NULL if none.
1968 */ 1831 */
1969
1970object * 1832object *
1971present (unsigned char type, maptile *m, int x, int y) 1833present (unsigned char type, maptile *m, int x, int y)
1972{ 1834{
1973 object *
1974 tmp;
1975
1976 if (out_of_map (m, x, y)) 1835 if (out_of_map (m, x, y))
1977 { 1836 {
1978 LOG (llevError, "Present called outside map.\n"); 1837 LOG (llevError, "Present called outside map.\n");
1979 return NULL; 1838 return NULL;
1980 } 1839 }
1981 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1840
1841 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1982 if (tmp->type == type) 1842 if (tmp->type == type)
1983 return tmp; 1843 return tmp;
1844
1984 return NULL; 1845 return NULL;
1985} 1846}
1986 1847
1987/* 1848/*
1988 * present_in_ob(type, object) searches for any objects with 1849 * present_in_ob(type, object) searches for any objects with
1989 * a matching type variable in the inventory of the given object. 1850 * a matching type variable in the inventory of the given object.
1990 * The first matching object is returned, or NULL if none. 1851 * The first matching object is returned, or NULL if none.
1991 */ 1852 */
1992
1993object * 1853object *
1994present_in_ob (unsigned char type, const object *op) 1854present_in_ob (unsigned char type, const object *op)
1995{ 1855{
1996 object *
1997 tmp;
1998
1999 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1856 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2000 if (tmp->type == type) 1857 if (tmp->type == type)
2001 return tmp; 1858 return tmp;
1859
2002 return NULL; 1860 return NULL;
2003} 1861}
2004 1862
2005/* 1863/*
2006 * present_in_ob (type, str, object) searches for any objects with 1864 * present_in_ob (type, str, object) searches for any objects with
2014 * str is the string to match against. Note that we match against 1872 * 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 1873 * 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 1874 * spell code can use one object type (force), but change it's name
2017 * to be unique. 1875 * to be unique.
2018 */ 1876 */
2019
2020object * 1877object *
2021present_in_ob_by_name (int type, const char *str, const object *op) 1878present_in_ob_by_name (int type, const char *str, const object *op)
2022{ 1879{
2023 object *
2024 tmp;
2025
2026 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1880 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2027 {
2028 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1881 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2029 return tmp; 1882 return tmp;
2030 } 1883
2031 return NULL; 1884 return 0;
2032} 1885}
2033 1886
2034/* 1887/*
2035 * present_arch_in_ob(archetype, object) searches for any objects with 1888 * present_arch_in_ob(archetype, object) searches for any objects with
2036 * a matching archetype in the inventory of the given object. 1889 * a matching archetype in the inventory of the given object.
2037 * The first matching object is returned, or NULL if none. 1890 * The first matching object is returned, or NULL if none.
2038 */ 1891 */
2039
2040object * 1892object *
2041present_arch_in_ob (const archetype *at, const object *op) 1893present_arch_in_ob (const archetype *at, const object *op)
2042{ 1894{
2043 object *
2044 tmp;
2045
2046 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1895 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2047 if (tmp->arch == at) 1896 if (tmp->arch == at)
2048 return tmp; 1897 return tmp;
1898
2049 return NULL; 1899 return NULL;
2050} 1900}
2051 1901
2052/* 1902/*
2053 * activate recursively a flag on an object inventory 1903 * activate recursively a flag on an object inventory
2054 */ 1904 */
2055void 1905void
2056flag_inv (object *op, int flag) 1906flag_inv (object *op, int flag)
2057{ 1907{
2058 object *
2059 tmp;
2060
2061 if (op->inv) 1908 if (op->inv)
2062 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1909 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2063 { 1910 {
2064 SET_FLAG (tmp, flag); 1911 SET_FLAG (tmp, flag);
2065 flag_inv (tmp, flag); 1912 flag_inv (tmp, flag);
2066 } 1913 }
2067} /* 1914}
1915
1916/*
2068 * desactivate recursively a flag on an object inventory 1917 * deactivate recursively a flag on an object inventory
2069 */ 1918 */
2070void 1919void
2071unflag_inv (object *op, int flag) 1920unflag_inv (object *op, int flag)
2072{ 1921{
2073 object *
2074 tmp;
2075
2076 if (op->inv) 1922 if (op->inv)
2077 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1923 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2078 { 1924 {
2079 CLEAR_FLAG (tmp, flag); 1925 CLEAR_FLAG (tmp, flag);
2080 unflag_inv (tmp, flag); 1926 unflag_inv (tmp, flag);
2081 } 1927 }
2082} 1928}
2085 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 1931 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2086 * all it's inventory (recursively). 1932 * all it's inventory (recursively).
2087 * If checksums are used, a player will get set_cheat called for 1933 * 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. 1934 * him/her-self and all object carried by a call to this function.
2089 */ 1935 */
2090
2091void 1936void
2092set_cheat (object *op) 1937set_cheat (object *op)
2093{ 1938{
2094 SET_FLAG (op, FLAG_WAS_WIZ); 1939 SET_FLAG (op, FLAG_WAS_WIZ);
2095 flag_inv (op, FLAG_WAS_WIZ); 1940 flag_inv (op, FLAG_WAS_WIZ);
2114 * because arch_blocked (now ob_blocked) needs to know the movement type 1959 * 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 1960 * 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 1961 * the archetype because that isn't correct if the monster has been
2117 * customized, changed states, etc. 1962 * customized, changed states, etc.
2118 */ 1963 */
2119
2120int 1964int
2121find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 1965find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2122{ 1966{
2123 int
2124 i,
2125 index = 0, flag; 1967 int index = 0, flag;
2126 static int
2127 altern[SIZEOFFREE]; 1968 int altern[SIZEOFFREE];
2128 1969
2129 for (i = start; i < stop; i++) 1970 for (int i = start; i < stop; i++)
2130 { 1971 {
2131 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 1972 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2132 if (!flag) 1973 if (!flag)
2133 altern[index++] = i; 1974 altern [index++] = i;
2134 1975
2135 /* Basically, if we find a wall on a space, we cut down the search size. 1976 /* 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. 1977 * 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 - 1978 * 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 1979 * 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 1980 * spaces in all the other directions, this will reduce the search space
2140 * to only the spaces immediately surrounding the target area, and 1981 * to only the spaces immediately surrounding the target area, and
2141 * won't look 2 spaces south of the target space. 1982 * won't look 2 spaces south of the target space.
2142 */ 1983 */
2143 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 1984 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2144 stop = maxfree[i]; 1985 stop = maxfree[i];
2145 } 1986 }
1987
2146 if (!index) 1988 if (!index)
2147 return -1; 1989 return -1;
1990
2148 return altern[RANDOM () % index]; 1991 return altern[RANDOM () % index];
2149} 1992}
2150 1993
2151/* 1994/*
2152 * find_first_free_spot(archetype, maptile, x, y) works like 1995 * find_first_free_spot(archetype, maptile, x, y) works like
2153 * find_free_spot(), but it will search max number of squares. 1996 * find_free_spot(), but it will search max number of squares.
2154 * But it will return the first available spot, not a random choice. 1997 * 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. 1998 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2156 */ 1999 */
2157
2158int 2000int
2159find_first_free_spot (const object *ob, maptile *m, int x, int y) 2001find_first_free_spot (const object *ob, maptile *m, int x, int y)
2160{ 2002{
2161 int
2162 i;
2163
2164 for (i = 0; i < SIZEOFFREE; i++) 2003 for (int i = 0; i < SIZEOFFREE; i++)
2165 {
2166 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2004 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2167 return i; 2005 return i;
2168 } 2006
2169 return -1; 2007 return -1;
2170} 2008}
2171 2009
2172/* 2010/*
2173 * The function permute(arr, begin, end) randomly reorders the array 2011 * The function permute(arr, begin, end) randomly reorders the array
2174 * arr[begin..end-1]. 2012 * arr[begin..end-1].
2013 * now uses a fisher-yates shuffle, old permute was broken
2175 */ 2014 */
2176static void 2015static void
2177permute (int *arr, int begin, int end) 2016permute (int *arr, int begin, int end)
2178{ 2017{
2179 int 2018 arr += begin;
2180 i,
2181 j,
2182 tmp,
2183 len;
2184
2185 len = end - begin; 2019 end -= begin;
2186 for (i = begin; i < end; i++)
2187 {
2188 j = begin + RANDOM () % len;
2189 2020
2190 tmp = arr[i]; 2021 while (--end)
2191 arr[i] = arr[j]; 2022 swap (arr [end], arr [RANDOM () % (end + 1)]);
2192 arr[j] = tmp;
2193 }
2194} 2023}
2195 2024
2196/* new function to make monster searching more efficient, and effective! 2025/* new function to make monster searching more efficient, and effective!
2197 * This basically returns a randomized array (in the passed pointer) of 2026 * 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 2027 * 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. 2030 * the 3x3 area will be searched, just not in a predictable order.
2202 */ 2031 */
2203void 2032void
2204get_search_arr (int *search_arr) 2033get_search_arr (int *search_arr)
2205{ 2034{
2206 int 2035 int i;
2207 i;
2208 2036
2209 for (i = 0; i < SIZEOFFREE; i++) 2037 for (i = 0; i < SIZEOFFREE; i++)
2210 {
2211 search_arr[i] = i; 2038 search_arr[i] = i;
2212 }
2213 2039
2214 permute (search_arr, 1, SIZEOFFREE1 + 1); 2040 permute (search_arr, 1, SIZEOFFREE1 + 1);
2215 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2041 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2216 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2042 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2217} 2043}
2226 * Perhaps incorrectly, but I'm making the assumption that exclude 2052 * 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 2053 * 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 2054 * because we have to know what movement the thing looking to move
2229 * there is capable of. 2055 * there is capable of.
2230 */ 2056 */
2231
2232int 2057int
2233find_dir (maptile *m, int x, int y, object *exclude) 2058find_dir (maptile *m, int x, int y, object *exclude)
2234{ 2059{
2235 int
2236 i,
2237 max = SIZEOFFREE, mflags; 2060 int i, max = SIZEOFFREE, mflags;
2238 2061
2239 sint16 nx, ny; 2062 sint16 nx, ny;
2240 object * 2063 object *tmp;
2241 tmp;
2242 maptile * 2064 maptile *mp;
2243 mp;
2244 2065
2245 MoveType blocked, move_type; 2066 MoveType blocked, move_type;
2246 2067
2247 if (exclude && exclude->head) 2068 if (exclude && exclude->head)
2248 { 2069 {
2260 mp = m; 2081 mp = m;
2261 nx = x + freearr_x[i]; 2082 nx = x + freearr_x[i];
2262 ny = y + freearr_y[i]; 2083 ny = y + freearr_y[i];
2263 2084
2264 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2085 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2086
2265 if (mflags & P_OUT_OF_MAP) 2087 if (mflags & P_OUT_OF_MAP)
2266 {
2267 max = maxfree[i]; 2088 max = maxfree[i];
2268 }
2269 else 2089 else
2270 { 2090 {
2271 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2091 mapspace &ms = mp->at (nx, ny);
2092
2093 blocked = ms.move_block;
2272 2094
2273 if ((move_type & blocked) == move_type) 2095 if ((move_type & blocked) == move_type)
2274 {
2275 max = maxfree[i]; 2096 max = maxfree[i];
2276 }
2277 else if (mflags & P_IS_ALIVE) 2097 else if (mflags & P_IS_ALIVE)
2278 { 2098 {
2279 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2099 for (tmp = ms.bot; tmp; tmp = tmp->above)
2280 { 2100 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))) 2101 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2282 {
2283 break; 2102 break;
2284 } 2103
2285 }
2286 if (tmp) 2104 if (tmp)
2287 {
2288 return freedir[i]; 2105 return freedir[i];
2289 }
2290 } 2106 }
2291 } 2107 }
2292 } 2108 }
2109
2293 return 0; 2110 return 0;
2294} 2111}
2295 2112
2296/* 2113/*
2297 * distance(object 1, object 2) will return the square of the 2114 * distance(object 1, object 2) will return the square of the
2298 * distance between the two given objects. 2115 * distance between the two given objects.
2299 */ 2116 */
2300
2301int 2117int
2302distance (const object *ob1, const object *ob2) 2118distance (const object *ob1, const object *ob2)
2303{ 2119{
2304 int
2305 i;
2306
2307 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2120 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2308 return i;
2309} 2121}
2310 2122
2311/* 2123/*
2312 * find_dir_2(delta-x,delta-y) will return a direction in which 2124 * 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 2125 * an object which has subtracted the x and y coordinates of another
2314 * object, needs to travel toward it. 2126 * object, needs to travel toward it.
2315 */ 2127 */
2316
2317int 2128int
2318find_dir_2 (int x, int y) 2129find_dir_2 (int x, int y)
2319{ 2130{
2320 int 2131 int q;
2321 q;
2322 2132
2323 if (y) 2133 if (y)
2324 q = x * 100 / y; 2134 q = x * 100 / y;
2325 else if (x) 2135 else if (x)
2326 q = -300 * x; 2136 q = -300 * x;
2361int 2171int
2362absdir (int d) 2172absdir (int d)
2363{ 2173{
2364 while (d < 1) 2174 while (d < 1)
2365 d += 8; 2175 d += 8;
2176
2366 while (d > 8) 2177 while (d > 8)
2367 d -= 8; 2178 d -= 8;
2179
2368 return d; 2180 return d;
2369} 2181}
2370 2182
2371/* 2183/*
2372 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2184 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2374 */ 2186 */
2375 2187
2376int 2188int
2377dirdiff (int dir1, int dir2) 2189dirdiff (int dir1, int dir2)
2378{ 2190{
2379 int 2191 int d;
2380 d;
2381 2192
2382 d = abs (dir1 - dir2); 2193 d = abs (dir1 - dir2);
2383 if (d > 4) 2194 if (d > 4)
2384 d = 8 - d; 2195 d = 8 - d;
2196
2385 return d; 2197 return d;
2386} 2198}
2387 2199
2388/* peterm: 2200/* peterm:
2389 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2201 * 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 2204 * 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. 2205 * 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 2206 * Moved from spell_util.c to object.c with the other related direction
2395 * functions. 2207 * functions.
2396 */ 2208 */
2397
2398int
2399 reduction_dir[SIZEOFFREE][3] = { 2209int reduction_dir[SIZEOFFREE][3] = {
2400 {0, 0, 0}, /* 0 */ 2210 {0, 0, 0}, /* 0 */
2401 {0, 0, 0}, /* 1 */ 2211 {0, 0, 0}, /* 1 */
2402 {0, 0, 0}, /* 2 */ 2212 {0, 0, 0}, /* 2 */
2403 {0, 0, 0}, /* 3 */ 2213 {0, 0, 0}, /* 3 */
2404 {0, 0, 0}, /* 4 */ 2214 {0, 0, 0}, /* 4 */
2452 * find a path to that monster that we found. If not, 2262 * find a path to that monster that we found. If not,
2453 * we don't bother going toward it. Returns 1 if we 2263 * we don't bother going toward it. Returns 1 if we
2454 * can see a direct way to get it 2264 * can see a direct way to get it
2455 * Modified to be map tile aware -.MSW 2265 * Modified to be map tile aware -.MSW
2456 */ 2266 */
2457
2458
2459int 2267int
2460can_see_monsterP (maptile *m, int x, int y, int dir) 2268can_see_monsterP (maptile *m, int x, int y, int dir)
2461{ 2269{
2462 sint16 dx, dy; 2270 sint16 dx, dy;
2463 int
2464 mflags; 2271 int mflags;
2465 2272
2466 if (dir < 0) 2273 if (dir < 0)
2467 return 0; /* exit condition: invalid direction */ 2274 return 0; /* exit condition: invalid direction */
2468 2275
2469 dx = x + freearr_x[dir]; 2276 dx = x + freearr_x[dir];
2482 return 0; 2289 return 0;
2483 2290
2484 /* yes, can see. */ 2291 /* yes, can see. */
2485 if (dir < 9) 2292 if (dir < 9)
2486 return 1; 2293 return 1;
2294
2487 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2295 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]); 2296 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2297 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2489} 2298}
2490
2491
2492 2299
2493/* 2300/*
2494 * can_pick(picker, item): finds out if an object is possible to be 2301 * 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 2302 * picked up by the picker. Returnes 1 if it can be
2496 * picked up, otherwise 0. 2303 * picked up, otherwise 0.
2507 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2314 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2508 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2315 (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)); 2316 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2510} 2317}
2511 2318
2512
2513/* 2319/*
2514 * create clone from object to another 2320 * create clone from object to another
2515 */ 2321 */
2516object * 2322object *
2517object_create_clone (object *asrc) 2323object_create_clone (object *asrc)
2536 { 2342 {
2537 dst = tmp; 2343 dst = tmp;
2538 tmp->head = 0; 2344 tmp->head = 0;
2539 } 2345 }
2540 else 2346 else
2541 {
2542 tmp->head = dst; 2347 tmp->head = dst;
2543 }
2544 2348
2545 tmp->more = 0; 2349 tmp->more = 0;
2546 2350
2547 if (prev) 2351 if (prev)
2548 prev->more = tmp; 2352 prev->more = tmp;
2560/* Basically, we save the content of the string to a temp file, then call */ 2364/* 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, */ 2365/* 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. */ 2366/* 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. */ 2367/* Remember not to use load_object_str in a time-critical situation. */
2564/* Also remember that multiparts objects are not supported for now. */ 2368/* Also remember that multiparts objects are not supported for now. */
2565
2566object * 2369object *
2567load_object_str (const char *obstr) 2370load_object_str (const char *obstr)
2568{ 2371{
2569 object *op; 2372 object *op;
2570 char filename[MAX_BUF]; 2373 char filename[MAX_BUF];
2600 * returns NULL if no match. 2403 * returns NULL if no match.
2601 */ 2404 */
2602object * 2405object *
2603find_obj_by_type_subtype (const object *who, int type, int subtype) 2406find_obj_by_type_subtype (const object *who, int type, int subtype)
2604{ 2407{
2605 object *tmp;
2606
2607 for (tmp = who->inv; tmp; tmp = tmp->below) 2408 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2608 if (tmp->type == type && tmp->subtype == subtype) 2409 if (tmp->type == type && tmp->subtype == subtype)
2609 return tmp; 2410 return tmp;
2610 2411
2611 return NULL; 2412 return 0;
2612} 2413}
2613 2414
2614/* If ob has a field named key, return the link from the list, 2415/* If ob has a field named key, return the link from the list,
2615 * otherwise return NULL. 2416 * otherwise return NULL.
2616 * 2417 *
2618 * do the desired thing. 2419 * do the desired thing.
2619 */ 2420 */
2620key_value * 2421key_value *
2621get_ob_key_link (const object *ob, const char *key) 2422get_ob_key_link (const object *ob, const char *key)
2622{ 2423{
2623 key_value *link;
2624
2625 for (link = ob->key_values; link != NULL; link = link->next) 2424 for (key_value *link = ob->key_values; link; link = link->next)
2626 if (link->key == key) 2425 if (link->key == key)
2627 return link; 2426 return link;
2628 2427
2629 return NULL; 2428 return 0;
2630} 2429}
2631 2430
2632/* 2431/*
2633 * Returns the value of op has an extra_field for key, or NULL. 2432 * Returns the value of op has an extra_field for key, or NULL.
2634 * 2433 *
2674 * Returns TRUE on success. 2473 * Returns TRUE on success.
2675 */ 2474 */
2676int 2475int
2677set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) 2476set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2678{ 2477{
2679 key_value *
2680 field = NULL, *last = NULL; 2478 key_value *field = NULL, *last = NULL;
2681 2479
2682 for (field = op->key_values; field != NULL; field = field->next) 2480 for (field = op->key_values; field != NULL; field = field->next)
2683 { 2481 {
2684 if (field->key != canonical_key) 2482 if (field->key != canonical_key)
2685 { 2483 {
2713 /* IF we get here, key doesn't exist */ 2511 /* IF we get here, key doesn't exist */
2714 2512
2715 /* No field, we'll have to add it. */ 2513 /* No field, we'll have to add it. */
2716 2514
2717 if (!add_key) 2515 if (!add_key)
2718 {
2719 return FALSE; 2516 return FALSE;
2720 } 2517
2721 /* There isn't any good reason to store a null 2518 /* There isn't any good reason to store a null
2722 * value in the key/value list. If the archetype has 2519 * value in the key/value list. If the archetype has
2723 * this key, then we should also have it, so shouldn't 2520 * this key, then we should also have it, so shouldn't
2724 * be here. If user wants to store empty strings, 2521 * be here. If user wants to store empty strings,
2725 * should pass in "" 2522 * should pass in ""
2774 } 2571 }
2775 else 2572 else
2776 item = item->env; 2573 item = item->env;
2777} 2574}
2778 2575
2576
2577const char *
2578object::flag_desc (char *desc, int len) const
2579{
2580 char *p = desc;
2581 bool first = true;
2582
2583 *p = 0;
2584
2585 for (int i = 0; i < NUM_FLAGS; i++)
2586 {
2587 if (len <= 10) // magic constant!
2588 {
2589 snprintf (p, len, ",...");
2590 break;
2591 }
2592
2593 if (flag [i])
2594 {
2595 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2596 len -= cnt;
2597 p += cnt;
2598 first = false;
2599 }
2600 }
2601
2602 return desc;
2603}
2604
2779// return a suitable string describing an objetc in enough detail to find it 2605// return a suitable string describing an object in enough detail to find it
2780const char * 2606const char *
2781object::debug_desc (char *info) const 2607object::debug_desc (char *info) const
2782{ 2608{
2609 char flagdesc[512];
2783 char info2[256 * 3]; 2610 char info2[256 * 4];
2784 char *p = info; 2611 char *p = info;
2785 2612
2786 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2613 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s%s%s\",flags:[%s],type:%d}",
2787 count, 2614 count, uuid.seq,
2788 &name, 2615 &name,
2789 title ? " " : "", 2616 title ? "\",title:" : "",
2790 title ? (const char *)title : ""); 2617 title ? (const char *)title : "",
2618 flag_desc (flagdesc, 512), type);
2791 2619
2792 if (env) 2620 if (env)
2793 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2621 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2794 2622
2795 if (map) 2623 if (map)
2796 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2624 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2797 2625
2798 return info; 2626 return info;
2799} 2627}
2800 2628
2801const char * 2629const char *
2802object::debug_desc () const 2630object::debug_desc () const
2803{ 2631{
2804 static char info[256 * 3]; 2632 static char info[256 * 4];
2805 return debug_desc (info); 2633 return debug_desc (info);
2806} 2634}
2807 2635

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