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Comparing deliantra/server/common/object.C (file contents):
Revision 1.70 by root, Tue Dec 19 05:12:52 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 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 ()
227 || ob1->arch != ob2->arch 229 || ob1->arch != ob2->arch
228 || ob1->name != ob2->name 230 || ob1->name != ob2->name
229 || ob1->title != ob2->title 231 || ob1->title != ob2->title
230 || ob1->msg != ob2->msg 232 || ob1->msg != ob2->msg
231 || ob1->weight != ob2->weight 233 || ob1->weight != ob2->weight
277 279
278 /* 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
279 * 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
280 * check? 282 * check?
281 */ 283 */
282 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 284 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
283 return 0; 285 return 0;
284 286
285 switch (ob1->type) 287 switch (ob1->type)
286 { 288 {
287 case SCROLL: 289 case SCROLL:
323sum_weight (object *op) 325sum_weight (object *op)
324{ 326{
325 long sum; 327 long sum;
326 object *inv; 328 object *inv;
327 329
328 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 330 for (sum = 0, inv = op->inv; inv; inv = inv->below)
329 { 331 {
330 if (inv->inv) 332 if (inv->inv)
331 sum_weight (inv); 333 sum_weight (inv);
334
332 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 335 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
333 } 336 }
334 337
335 if (op->type == CONTAINER && op->stats.Str) 338 if (op->type == CONTAINER && op->stats.Str)
336 sum = (sum * (100 - op->stats.Str)) / 100; 339 sum = (sum * (100 - op->stats.Str)) / 100;
352 op = op->env; 355 op = op->env;
353 return op; 356 return op;
354} 357}
355 358
356/* 359/*
357 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
358 * a better check. We basically keeping traversing up until we can't
359 * or find a player.
360 */
361
362object *
363is_player_inv (object *op)
364{
365 for (; op != NULL && op->type != PLAYER; op = op->env)
366 if (op->env == op)
367 op->env = NULL;
368 return op;
369}
370
371/*
372 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 360 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
373 * Some error messages. 361 * Some error messages.
374 * 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.
375 */ 363 */
376
377char * 364char *
378dump_object (object *op) 365dump_object (object *op)
379{ 366{
380 if (!op) 367 if (!op)
381 return strdup ("[NULLOBJ]"); 368 return strdup ("[NULLOBJ]");
382 369
383 object_freezer freezer; 370 object_freezer freezer;
384 save_object (freezer, op, 3); 371 op->write (freezer);
385 return freezer.as_string (); 372 return freezer.as_string ();
386} 373}
387 374
388/* 375/*
389 * 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
406} 393}
407 394
408/* 395/*
409 * 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.
410 */ 397 */
411
412object * 398object *
413find_object (tag_t i) 399find_object (tag_t i)
414{ 400{
415 for (object *op = object::first; op; op = op->next) 401 for_all_objects (op)
416 if (op->count == i) 402 if (op->count == i)
417 return op; 403 return op;
418 404
419 return 0; 405 return 0;
420} 406}
421 407
422/* 408/*
423 * 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.
424 * Used only by the patch command, but not all that useful. 410 * Used only by the patch command, but not all that useful.
425 * Enables features like "patch <name-of-other-player> food 999" 411 * Enables features like "patch <name-of-other-player> food 999"
426 */ 412 */
427
428object * 413object *
429find_object_name (const char *str) 414find_object_name (const char *str)
430{ 415{
431 shstr_cmp str_ (str); 416 shstr_cmp str_ (str);
432 object *op; 417 object *op;
433 418
434 for (op = object::first; op != NULL; op = op->next) 419 for_all_objects (op)
435 if (op->name == str_) 420 if (op->name == str_)
436 break; 421 break;
437 422
438 return op; 423 return op;
439} 424}
465 owner = owner->owner; 450 owner = owner->owner;
466 451
467 this->owner = owner; 452 this->owner = owner;
468} 453}
469 454
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
470/* Zero the key_values on op, decrementing the shared-string 475/* Zero the key_values on op, decrementing the shared-string
471 * refcounts and freeing the links. 476 * refcounts and freeing the links.
472 */ 477 */
473static void 478static void
474free_key_values (object *op) 479free_key_values (object *op)
475{ 480{
476 for (key_value *i = op->key_values; i != 0;) 481 for (key_value *i = op->key_values; i; )
477 { 482 {
478 key_value *next = i->next; 483 key_value *next = i->next;
479 delete i; 484 delete i;
480 485
481 i = next; 486 i = next;
482 } 487 }
483 488
484 op->key_values = 0; 489 op->key_values = 0;
485} 490}
486 491
487void object::clear () 492object &
493object::operator =(const object &src)
488{ 494{
489 attachable_base::clear (); 495 bool is_freed = flag [FLAG_FREED];
496 bool is_removed = flag [FLAG_REMOVED];
490 497
491 free_key_values (this);
492
493 owner = 0;
494 name = 0;
495 name_pl = 0;
496 title = 0;
497 race = 0;
498 slaying = 0;
499 skill = 0;
500 msg = 0;
501 lore = 0;
502 custom_name = 0;
503 materialname = 0;
504 contr = 0;
505 below = 0;
506 above = 0;
507 inv = 0;
508 container = 0;
509 env = 0;
510 more = 0;
511 head = 0;
512 map = 0;
513 active_next = 0;
514 active_prev = 0;
515
516 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
517
518 SET_FLAG (this, FLAG_REMOVED);
519
520 /* What is not cleared is next, prev, and count */
521
522 expmul = 1.0;
523 face = blank_face;
524
525 if (settings.casting_time)
526 casting_time = -1;
527}
528
529/*
530 * copy_to first frees everything allocated by the dst object,
531 * and then copies the contents of itself into the second
532 * object, allocating what needs to be allocated. Basically, any
533 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
534 * if the first object is freed, the pointers in the new object
535 * will point at garbage.
536 */
537void
538object::copy_to (object *dst)
539{
540 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
541 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
542
543 *(object_copy *)dst = *this; 498 *(object_copy *)this = src;
544 *(object_pod *)dst = *this;
545 499
546 if (self || cb) 500 flag [FLAG_FREED] = is_freed;
547 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (dst)); 501 flag [FLAG_REMOVED] = is_removed;
548
549 if (is_freed)
550 SET_FLAG (dst, FLAG_FREED);
551
552 if (is_removed)
553 SET_FLAG (dst, FLAG_REMOVED);
554
555 if (speed < 0)
556 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
557 502
558 /* Copy over key_values, if any. */ 503 /* Copy over key_values, if any. */
559 if (key_values) 504 if (src.key_values)
560 { 505 {
561 key_value *tail = 0; 506 key_value *tail = 0;
562 key_value *i;
563
564 dst->key_values = 0; 507 key_values = 0;
565 508
566 for (i = key_values; i; i = i->next) 509 for (key_value *i = src.key_values; i; i = i->next)
567 { 510 {
568 key_value *new_link = new key_value; 511 key_value *new_link = new key_value;
569 512
570 new_link->next = 0; 513 new_link->next = 0;
571 new_link->key = i->key; 514 new_link->key = i->key;
572 new_link->value = i->value; 515 new_link->value = i->value;
573 516
574 /* Try and be clever here, too. */ 517 /* Try and be clever here, too. */
575 if (!dst->key_values) 518 if (!key_values)
576 { 519 {
577 dst->key_values = new_link; 520 key_values = new_link;
578 tail = new_link; 521 tail = new_link;
579 } 522 }
580 else 523 else
581 { 524 {
582 tail->next = new_link; 525 tail->next = new_link;
583 tail = new_link; 526 tail = new_link;
584 } 527 }
585 } 528 }
586 } 529 }
530}
587 531
588 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 ();
589} 568}
590 569
591object * 570object *
592object::clone () 571object::clone ()
593{ 572{
599/* 578/*
600 * 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
601 * 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
602 * 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.
603 */ 582 */
604
605void 583void
606update_turn_face (object *op) 584update_turn_face (object *op)
607{ 585{
608 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 586 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
609 return; 587 return;
588
610 SET_ANIMATION (op, op->direction); 589 SET_ANIMATION (op, op->direction);
611 update_object (op, UP_OBJ_FACE); 590 update_object (op, UP_OBJ_FACE);
612} 591}
613 592
614/* 593/*
615 * 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
616 * 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.
617 * 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.
618 */ 597 */
619void 598void
620update_ob_speed (object *op) 599object::set_speed (float speed)
621{ 600{
622 extern int arch_init; 601 if (flag [FLAG_FREED] && speed)
623
624 /* No reason putting the archetypes objects on the speed list,
625 * since they never really need to be updated.
626 */
627
628 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
629 { 602 {
630 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 603 LOG (llevError, "Object %s is freed but has speed.\n", &name);
631#ifdef MANY_CORES
632 abort ();
633#else
634 op->speed = 0; 604 speed = 0;
635#endif
636 }
637
638 if (arch_init)
639 return;
640
641 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
642 { 605 }
643 /* If already on active list, don't do anything */
644 if (op->active_next || op->active_prev || op == active_objects)
645 return;
646 606
647 /* process_events() expects us to insert the object at the beginning 607 this->speed = speed;
648 * of the list. */
649 op->active_next = active_objects;
650 608
651 if (op->active_next != NULL) 609 if (has_active_speed ())
652 op->active_next->active_prev = op; 610 activate ();
653
654 active_objects = op;
655 }
656 else 611 else
657 { 612 deactivate ();
658 /* If not on the active list, nothing needs to be done */
659 if (!op->active_next && !op->active_prev && op != active_objects)
660 return;
661
662 if (op->active_prev == NULL)
663 {
664 active_objects = op->active_next;
665
666 if (op->active_next != NULL)
667 op->active_next->active_prev = NULL;
668 }
669 else
670 {
671 op->active_prev->active_next = op->active_next;
672
673 if (op->active_next)
674 op->active_next->active_prev = op->active_prev;
675 }
676
677 op->active_next = NULL;
678 op->active_prev = NULL;
679 }
680} 613}
681 614
682/* This function removes object 'op' from the list of active
683 * objects.
684 * This should only be used for style maps or other such
685 * reference maps where you don't want an object that isn't
686 * in play chewing up cpu time getting processed.
687 * The reverse of this is to call update_ob_speed, which
688 * will do the right thing based on the speed of the object.
689 */
690void
691remove_from_active_list (object *op)
692{
693 /* If not on the active list, nothing needs to be done */
694 if (!op->active_next && !op->active_prev && op != active_objects)
695 return;
696
697 if (op->active_prev == NULL)
698 {
699 active_objects = op->active_next;
700 if (op->active_next != NULL)
701 op->active_next->active_prev = NULL;
702 }
703 else
704 {
705 op->active_prev->active_next = op->active_next;
706 if (op->active_next)
707 op->active_next->active_prev = op->active_prev;
708 }
709 op->active_next = NULL;
710 op->active_prev = NULL;
711}
712
713/* 615/*
714 * update_object() updates the array which represents the map. 616 * update_object() updates the the map.
715 * It takes into account invisible objects (and represent squares covered 617 * It takes into account invisible objects (and represent squares covered
716 * 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
717 * invisible object, etc...) 619 * invisible object, etc...)
718 * 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
719 * 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
720 * updating that window, though, since update_object() is called _often_) 622 * updating that window, though, since update_object() is called _often_)
721 * 623 *
722 * 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.
723 * For example, if the only thing that has changed is the face (due to
724 * an animation), we don't need to call update_position until that actually
725 * comes into view of a player. OTOH, many other things, like addition/removal
726 * of walls or living creatures may need us to update the flags now.
727 * current action are: 625 * current action are:
728 * UP_OBJ_INSERT: op was inserted 626 * UP_OBJ_INSERT: op was inserted
729 * UP_OBJ_REMOVE: op was removed 627 * UP_OBJ_REMOVE: op was removed
730 * 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
731 * 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.
732 * UP_OBJ_FACE: only the objects face has changed. 630 * UP_OBJ_FACE: only the objects face has changed.
733 */ 631 */
734
735void 632void
736update_object (object *op, int action) 633update_object (object *op, int action)
737{ 634{
738 int update_now = 0, flags;
739 MoveType move_on, move_off, move_block, move_slow;
740
741 if (op == NULL) 635 if (op == NULL)
742 { 636 {
743 /* this should never happen */ 637 /* this should never happen */
744 LOG (llevDebug, "update_object() called for NULL object.\n"); 638 LOG (llevDebug, "update_object() called for NULL object.\n");
745 return; 639 return;
746 } 640 }
747 641
748 if (op->env != NULL) 642 if (op->env)
749 { 643 {
750 /* Animation is currently handled by client, so nothing 644 /* Animation is currently handled by client, so nothing
751 * to do in this case. 645 * to do in this case.
752 */ 646 */
753 return; 647 return;
758 */ 652 */
759 if (!op->map || op->map->in_memory == MAP_SAVING) 653 if (!op->map || op->map->in_memory == MAP_SAVING)
760 return; 654 return;
761 655
762 /* make sure the object is within map boundaries */ 656 /* make sure the object is within map boundaries */
763 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)
764 { 658 {
765 LOG (llevError, "update_object() called for object out of map!\n"); 659 LOG (llevError, "update_object() called for object out of map!\n");
766#ifdef MANY_CORES 660#ifdef MANY_CORES
767 abort (); 661 abort ();
768#endif 662#endif
769 return; 663 return;
770 } 664 }
771 665
772 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 666 mapspace &m = op->ms ();
773 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
774 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
775 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
776 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
777 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
778 667
668 if (!(m.flags_ & P_UPTODATE))
669 /* nop */;
779 if (action == UP_OBJ_INSERT) 670 else if (action == UP_OBJ_INSERT)
780 { 671 {
672 // this is likely overkill, TODO: revisit (schmorp)
781 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 673 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
782 update_now = 1;
783
784 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 674 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
785 update_now = 1; 675 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
786 676 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
677 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
787 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 678 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
788 update_now = 1;
789
790 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
791 update_now = 1;
792
793 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
794 update_now = 1;
795
796 if ((move_on | op->move_on) != move_on) 679 || (m.move_on | op->move_on ) != m.move_on
797 update_now = 1;
798
799 if ((move_off | op->move_off) != move_off) 680 || (m.move_off | op->move_off ) != m.move_off
800 update_now = 1; 681 || (m.move_slow | op->move_slow) != m.move_slow
801
802 /* 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
803 * to have move_allow right now. 683 * to have move_allow right now.
804 */ 684 */
805 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 685 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
806 update_now = 1; 686 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
807 687 m.flags_ = 0;
808 if ((move_slow | op->move_slow) != move_slow)
809 update_now = 1;
810 } 688 }
811
812 /* if the object is being removed, we can't make intelligent 689 /* if the object is being removed, we can't make intelligent
813 * decisions, because remove_ob can't really pass the object 690 * decisions, because remove_ob can't really pass the object
814 * that is being removed. 691 * that is being removed.
815 */ 692 */
816 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 693 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
817 update_now = 1; 694 m.flags_ = 0;
818 else if (action == UP_OBJ_FACE) 695 else if (action == UP_OBJ_FACE)
819 /* Nothing to do for that case */ ; 696 /* Nothing to do for that case */ ;
820 else 697 else
821 LOG (llevError, "update_object called with invalid action: %d\n", action); 698 LOG (llevError, "update_object called with invalid action: %d\n", action);
822 699
823 if (update_now)
824 {
825 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
826 update_position (op->map, op->x, op->y);
827 }
828
829 if (op->more != NULL) 700 if (op->more)
830 update_object (op->more, action); 701 update_object (op->more, action);
831}
832
833object::vector object::mortals;
834object::vector object::objects; // not yet used
835object *object::first;
836
837void object::free_mortals ()
838{
839 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
840 if ((*i)->refcnt)
841 ++i; // further delay freeing
842 else
843 {
844 delete *i;
845 mortals.erase (i);
846 }
847} 702}
848 703
849object::object () 704object::object ()
850{ 705{
851 SET_FLAG (this, FLAG_REMOVED); 706 SET_FLAG (this, FLAG_REMOVED);
854 face = blank_face; 709 face = blank_face;
855} 710}
856 711
857object::~object () 712object::~object ()
858{ 713{
714 unlink ();
715
859 free_key_values (this); 716 free_key_values (this);
860} 717}
861 718
719static int object_count;
720
862void object::link () 721void object::link ()
863{ 722{
864 count = ++ob_count; 723 assert (!index);//D
865 uuid = gen_uuid (); 724 uuid = gen_uuid ();
725 count = ++object_count;
866 726
867 prev = 0; 727 refcnt_inc ();
868 next = object::first; 728 objects.insert (this);
869
870 if (object::first)
871 object::first->prev = this;
872
873 object::first = this;
874} 729}
875 730
876void object::unlink () 731void object::unlink ()
877{ 732{
878 if (this == object::first) 733 if (!index)
879 object::first = next; 734 return;
880 735
881 /* Remove this object from the list of used objects */ 736 objects.erase (this);
882 if (prev) prev->next = next; 737 refcnt_dec ();
883 if (next) next->prev = prev; 738}
884 739
885 prev = 0; 740void
886 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 }
887} 845}
888 846
889object *object::create () 847object *object::create ()
890{ 848{
891 object *op = new object; 849 object *op = new object;
892 op->link (); 850 op->link ();
893 return op; 851 return op;
894} 852}
895 853
896/* 854void
897 * free_object() frees everything allocated by an object, removes 855object::do_destroy ()
898 * it from the list of used objects, and puts it on the list of
899 * free objects. The IS_FREED() flag is set in the object.
900 * The object must have been removed by remove_ob() first for
901 * this function to succeed.
902 *
903 * If destroy_inventory is set, free inventory as well. Else drop items in
904 * inventory to the ground.
905 */
906void object::destroy (bool destroy_inventory)
907{ 856{
908 if (QUERY_FLAG (this, FLAG_FREED)) 857 attachable::do_destroy ();
909 return;
910 858
911 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 859 if (flag [FLAG_IS_LINKED])
860 remove_button_link (this);
861
862 if (flag [FLAG_FRIENDLY])
912 remove_friendly_object (this); 863 remove_friendly_object (this);
913 864
914 if (!QUERY_FLAG (this, FLAG_REMOVED)) 865 if (!flag [FLAG_REMOVED])
915 remove (); 866 remove ();
916 867
917 SET_FLAG (this, FLAG_FREED); 868 destroy_inv (true);
918 869
919 if (more) 870 deactivate ();
920 { 871 unlink ();
921 more->destroy (destroy_inventory);
922 more = 0;
923 }
924 872
925 if (inv) 873 flag [FLAG_FREED] = 1;
926 {
927 /* Only if the space blocks everything do we not process -
928 * if some form of movement is allowed, let objects
929 * drop on that space.
930 */
931 if (destroy_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
932 {
933 object *op = inv;
934
935 while (op)
936 {
937 object *tmp = op->below;
938 op->destroy (destroy_inventory);
939 op = tmp;
940 }
941 }
942 else
943 { /* Put objects in inventory onto this space */
944 object *op = inv;
945
946 while (op)
947 {
948 object *tmp = op->below;
949
950 op->remove ();
951
952 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
953 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
954 op->destroy ();
955 else
956 {
957 op->x = x;
958 op->y = y;
959 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
960 }
961
962 op = tmp;
963 }
964 }
965 }
966 874
967 // hack to ensure that freed objects still have a valid map 875 // hack to ensure that freed objects still have a valid map
968 { 876 {
969 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
970 878
974 882
975 freed_map->name = "/internal/freed_objects_map"; 883 freed_map->name = "/internal/freed_objects_map";
976 freed_map->width = 3; 884 freed_map->width = 3;
977 freed_map->height = 3; 885 freed_map->height = 3;
978 886
979 freed_map->allocate (); 887 freed_map->alloc ();
888 freed_map->in_memory = MAP_IN_MEMORY;
980 } 889 }
981 890
982 map = freed_map; 891 map = freed_map;
983 x = 1; 892 x = 1;
984 y = 1; 893 y = 1;
985 } 894 }
986 895
896 head = 0;
897
898 if (more)
899 {
900 more->destroy ();
901 more = 0;
902 }
903
987 // clear those pointers that likely might have circular references to us 904 // clear those pointers that likely might have circular references to us
988 owner = 0; 905 owner = 0;
989 enemy = 0; 906 enemy = 0;
990 attacked_by = 0; 907 attacked_by = 0;
908}
991 909
992 // only relevant for players(?), but make sure of it anyways 910void
993 contr = 0; 911object::destroy (bool destroy_inventory)
912{
913 if (destroyed ())
914 return;
994 915
995 /* Remove object from the active list */ 916 if (destroy_inventory)
996 speed = 0; 917 destroy_inv (false);
997 update_ob_speed (this);
998 918
999 unlink (); 919 attachable::destroy ();
1000
1001 mortals.push_back (this);
1002} 920}
1003 921
1004/* 922/*
1005 * sub_weight() recursively (outwards) subtracts a number from the 923 * sub_weight() recursively (outwards) subtracts a number from the
1006 * 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)).
1022 * 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
1023 * 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
1024 * object will have no environment. If the object previously had an 942 * object will have no environment. If the object previously had an
1025 * environment, the x and y coordinates will be updated to 943 * environment, the x and y coordinates will be updated to
1026 * the previous environment. 944 * the previous environment.
1027 * Beware: This function is called from the editor as well!
1028 */ 945 */
1029void 946void
1030object::remove () 947object::do_remove ()
1031{ 948{
1032 object *tmp, *last = 0; 949 object *tmp, *last = 0;
1033 object *otmp; 950 object *otmp;
1034 951
1035 int check_walk_off;
1036
1037 if (QUERY_FLAG (this, FLAG_REMOVED)) 952 if (QUERY_FLAG (this, FLAG_REMOVED))
1038 return; 953 return;
1039 954
1040 SET_FLAG (this, FLAG_REMOVED); 955 SET_FLAG (this, FLAG_REMOVED);
956 INVOKE_OBJECT (REMOVE, this);
1041 957
1042 if (more) 958 if (more)
1043 more->remove (); 959 more->remove ();
1044 960
1045 /* 961 /*
1055 971
1056 /* 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
1057 * made to players inventory. If set, avoiding the call 973 * made to players inventory. If set, avoiding the call
1058 * to save cpu time. 974 * to save cpu time.
1059 */ 975 */
1060 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))
1061 fix_player (otmp); 977 otmp->update_stats ();
1062 978
1063 if (above != NULL) 979 if (above)
1064 above->below = below; 980 above->below = below;
1065 else 981 else
1066 env->inv = below; 982 env->inv = below;
1067 983
1068 if (below != NULL) 984 if (below)
1069 below->above = above; 985 below->above = above;
1070 986
1071 /* we set up values so that it could be inserted into 987 /* we set up values so that it could be inserted into
1072 * 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
1073 * to the caller to decide what we want to do. 989 * to the caller to decide what we want to do.
1077 above = 0, below = 0; 993 above = 0, below = 0;
1078 env = 0; 994 env = 0;
1079 } 995 }
1080 else if (map) 996 else if (map)
1081 { 997 {
1082 /* Re did the following section of code - it looks like it had 998 if (type == PLAYER)
1083 * lots of logic for things we no longer care about
1084 */ 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 ();
1085 1012
1086 /* link the object above us */ 1013 /* link the object above us */
1087 if (above) 1014 if (above)
1088 above->below = below; 1015 above->below = below;
1089 else 1016 else
1090 SET_MAP_TOP (map, x, y, below); /* we were top, set new top */ 1017 ms.top = below; /* we were top, set new top */
1091 1018
1092 /* Relink the object below us, if there is one */ 1019 /* Relink the object below us, if there is one */
1093 if (below) 1020 if (below)
1094 below->above = above; 1021 below->above = above;
1095 else 1022 else
1097 /* 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
1098 * use translated coordinates in case some oddness with map tiling is 1025 * use translated coordinates in case some oddness with map tiling is
1099 * evident 1026 * evident
1100 */ 1027 */
1101 if (GET_MAP_OB (map, x, y) != this) 1028 if (GET_MAP_OB (map, x, y) != this)
1102 {
1103 char *dump = dump_object (this);
1104 LOG (llevError,
1105 "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 ());
1106 free (dump);
1107 dump = dump_object (GET_MAP_OB (map, x, y));
1108 LOG (llevError, "%s\n", dump);
1109 free (dump);
1110 }
1111 1030
1112 SET_MAP_OB (map, x, y, above); /* goes on above it. */ 1031 ms.bot = above; /* goes on above it. */
1113 } 1032 }
1114 1033
1115 above = 0; 1034 above = 0;
1116 below = 0; 1035 below = 0;
1117 1036
1118 if (map->in_memory == MAP_SAVING) 1037 if (map->in_memory == MAP_SAVING)
1119 return; 1038 return;
1120 1039
1121 check_walk_off = !QUERY_FLAG (this, FLAG_NO_APPLY); 1040 int check_walk_off = !flag [FLAG_NO_APPLY];
1122 1041
1123 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) 1042 for (tmp = ms.bot; tmp; tmp = tmp->above)
1124 { 1043 {
1125 /* 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
1126 * being removed. 1045 * being removed.
1127 */ 1046 */
1128 1047
1132 * removed (most likely destroyed), update the player view 1051 * removed (most likely destroyed), update the player view
1133 * appropriately. 1052 * appropriately.
1134 */ 1053 */
1135 if (tmp->container == this) 1054 if (tmp->container == this)
1136 { 1055 {
1137 CLEAR_FLAG (this, FLAG_APPLIED); 1056 flag [FLAG_APPLIED] = 0;
1138 tmp->container = 0; 1057 tmp->container = 0;
1139 } 1058 }
1140 1059
1060 if (tmp->contr->ns)
1141 tmp->contr->socket->floorbox_update (); 1061 tmp->contr->ns->floorbox_update ();
1142 } 1062 }
1143 1063
1144 /* See if player moving off should effect something */ 1064 /* See if object moving off should effect something */
1145 if (check_walk_off 1065 if (check_walk_off
1146 && ((move_type & tmp->move_off) 1066 && ((move_type & tmp->move_off)
1147 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1067 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1148 { 1068 {
1149 move_apply (tmp, this, 0); 1069 move_apply (tmp, this, 0);
1151 if (destroyed ()) 1071 if (destroyed ())
1152 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 ());
1153 } 1073 }
1154 1074
1155 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1075 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1156 1076 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1157 if (tmp->above == tmp) 1077 if (tmp->above == tmp)
1158 tmp->above = 0; 1078 tmp->above = 0;
1159 1079
1160 last = tmp; 1080 last = tmp;
1161 } 1081 }
1162 1082
1163 /* 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?
1164 if (!last) 1085 if (!last)
1165 { 1086 map->at (x, y).flags_ = 0;
1166 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1167 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1168 * those out anyways, and if there are any flags set right now, they won't
1169 * be correct anyways.
1170 */
1171 SET_MAP_FLAGS (map, x, y, P_NEED_UPDATE);
1172 update_position (map, x, y);
1173 }
1174 else 1087 else
1175 update_object (last, UP_OBJ_REMOVE); 1088 update_object (last, UP_OBJ_REMOVE);
1176 1089
1177 if (QUERY_FLAG (this, FLAG_BLOCKSVIEW) || glow_radius) 1090 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1178 update_all_los (map, x, y); 1091 update_all_los (map, x, y);
1179 } 1092 }
1180} 1093}
1181 1094
1182/* 1095/*
1191merge_ob (object *op, object *top) 1104merge_ob (object *op, object *top)
1192{ 1105{
1193 if (!op->nrof) 1106 if (!op->nrof)
1194 return 0; 1107 return 0;
1195 1108
1196 if (top == NULL) 1109 if (top)
1197 for (top = op; top != NULL && top->above != NULL; top = top->above); 1110 for (top = op; top && top->above; top = top->above)
1111 ;
1198 1112
1199 for (; top != NULL; top = top->below) 1113 for (; top; top = top->below)
1200 { 1114 {
1201 if (top == op) 1115 if (top == op)
1202 continue; 1116 continue;
1203 1117
1204 if (object::can_merge (op, top)) 1118 if (object::can_merge (op, top))
1213 } 1127 }
1214 1128
1215 return 0; 1129 return 0;
1216} 1130}
1217 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
1218/* 1155/*
1219 * 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
1220 * job preparing multi-part monsters 1157 * job preparing multi-part monsters.
1221 */ 1158 */
1222object * 1159object *
1223insert_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)
1224{ 1161{
1225 object *tmp;
1226
1227 if (op->head)
1228 op = op->head;
1229
1230 for (tmp = op; tmp; tmp = tmp->more) 1162 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1231 { 1163 {
1232 tmp->x = x + tmp->arch->clone.x; 1164 tmp->x = x + tmp->arch->clone.x;
1233 tmp->y = y + tmp->arch->clone.y; 1165 tmp->y = y + tmp->arch->clone.y;
1234 } 1166 }
1235 1167
1254 * Return value: 1186 * Return value:
1255 * new object if 'op' was merged with other object 1187 * new object if 'op' was merged with other object
1256 * NULL if 'op' was destroyed 1188 * NULL if 'op' was destroyed
1257 * just 'op' otherwise 1189 * just 'op' otherwise
1258 */ 1190 */
1259
1260object * 1191object *
1261insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1192insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1262{ 1193{
1194 assert (!op->flag [FLAG_FREED]);
1195
1263 object *tmp, *top, *floor = NULL; 1196 object *tmp, *top, *floor = NULL;
1264 sint16 x, y;
1265 1197
1266 if (QUERY_FLAG (op, FLAG_FREED)) 1198 op->remove ();
1267 {
1268 LOG (llevError, "Trying to insert freed object!\n");
1269 return NULL;
1270 }
1271 1199
1272 if (m == NULL) 1200#if 0
1273 { 1201 if (!m->active != !op->active)
1274 char *dump = dump_object (op); 1202 if (m->active)
1275 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump); 1203 op->activate_recursive ();
1276 free (dump); 1204 else
1277 return op; 1205 op->deactivate_recursive ();
1278 } 1206#endif
1279 1207
1280 if (out_of_map (m, op->x, op->y)) 1208 if (out_of_map (m, op->x, op->y))
1281 { 1209 {
1282 char *dump = dump_object (op);
1283 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 ());
1284#ifdef MANY_CORES 1211#ifdef MANY_CORES
1285 /* 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
1286 * 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
1287 * improperly inserted. 1214 * improperly inserted.
1288 */ 1215 */
1289 abort (); 1216 abort ();
1290#endif 1217#endif
1291 free (dump);
1292 return op; 1218 return op;
1293 } 1219 }
1294 1220
1295 if (!QUERY_FLAG (op, FLAG_REMOVED))
1296 {
1297 char *dump = dump_object (op);
1298 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1299 free (dump);
1300 return op;
1301 }
1302
1303 if (op->more != NULL)
1304 {
1305 /* The part may be on a different map. */
1306
1307 object *more = op->more; 1221 if (object *more = op->more)
1308 1222 {
1309 /* We really need the caller to normalize coordinates - if
1310 * we set the map, that doesn't work if the location is within
1311 * a map and this is straddling an edge. So only if coordinate
1312 * is clear wrong do we normalize it.
1313 */
1314 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1315 more->map = get_map_from_coord (m, &more->x, &more->y);
1316 else if (!more->map)
1317 {
1318 /* For backwards compatibility - when not dealing with tiled maps,
1319 * more->map should always point to the parent.
1320 */
1321 more->map = m;
1322 }
1323
1324 if (insert_ob_in_map (more, more->map, originator, flag) == NULL) 1223 if (!insert_ob_in_map (more, m, originator, flag))
1325 { 1224 {
1326 if (!op->head) 1225 if (!op->head)
1327 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");
1328 1227
1329 return NULL; 1228 return 0;
1330 } 1229 }
1331 } 1230 }
1332 1231
1333 CLEAR_FLAG (op, FLAG_REMOVED); 1232 CLEAR_FLAG (op, FLAG_REMOVED);
1334 1233
1335 /* Ideally, the caller figures this out. However, it complicates a lot 1234 /* Ideally, the caller figures this out. However, it complicates a lot
1336 * 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
1337 * need extra work 1236 * need extra work
1338 */ 1237 */
1339 op->map = get_map_from_coord (m, &op->x, &op->y); 1238 if (!xy_normalise (m, op->x, op->y))
1340 x = op->x; 1239 return 0;
1341 y = op->y; 1240
1241 op->map = m;
1242 mapspace &ms = op->ms ();
1342 1243
1343 /* this has to be done after we translate the coordinates. 1244 /* this has to be done after we translate the coordinates.
1344 */ 1245 */
1345 if (op->nrof && !(flag & INS_NO_MERGE)) 1246 if (op->nrof && !(flag & INS_NO_MERGE))
1346 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1247 for (tmp = ms.bot; tmp; tmp = tmp->above)
1347 if (object::can_merge (op, tmp)) 1248 if (object::can_merge (op, tmp))
1348 { 1249 {
1349 op->nrof += tmp->nrof; 1250 op->nrof += tmp->nrof;
1350 tmp->destroy (); 1251 tmp->destroy ();
1351 } 1252 }
1368 op->below = originator->below; 1269 op->below = originator->below;
1369 1270
1370 if (op->below) 1271 if (op->below)
1371 op->below->above = op; 1272 op->below->above = op;
1372 else 1273 else
1373 SET_MAP_OB (op->map, op->x, op->y, op); 1274 ms.bot = op;
1374 1275
1375 /* since *below* originator, no need to update top */ 1276 /* since *below* originator, no need to update top */
1376 originator->below = op; 1277 originator->below = op;
1377 } 1278 }
1378 else 1279 else
1379 { 1280 {
1281 top = ms.bot;
1282
1380 /* If there are other objects, then */ 1283 /* If there are other objects, then */
1381 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1284 if ((!(flag & INS_MAP_LOAD)) && top)
1382 { 1285 {
1383 object *last = NULL; 1286 object *last = 0;
1384 1287
1385 /* 1288 /*
1386 * 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.
1387 * We've already dealt with merging if appropriate. 1290 * We've already dealt with merging if appropriate.
1388 * 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
1392 * 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
1393 * 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
1394 * 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
1395 * that flying non pickable objects are spell objects. 1298 * that flying non pickable objects are spell objects.
1396 */ 1299 */
1397 1300 for (top = ms.bot; top; top = top->above)
1398 while (top != NULL)
1399 { 1301 {
1400 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))
1401 floor = top; 1303 floor = top;
1402 1304
1403 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))
1406 top = top->below; 1308 top = top->below;
1407 break; 1309 break;
1408 } 1310 }
1409 1311
1410 last = top; 1312 last = top;
1411 top = top->above;
1412 } 1313 }
1413 1314
1414 /* 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 */
1415 top = last; 1316 top = last;
1416 1317
1418 * looks like instead of lots of conditions here. 1319 * looks like instead of lots of conditions here.
1419 * makes things faster, and effectively the same result. 1320 * makes things faster, and effectively the same result.
1420 */ 1321 */
1421 1322
1422 /* Have object 'fall below' other objects that block view. 1323 /* Have object 'fall below' other objects that block view.
1423 * Unless those objects are exits, type 66 1324 * Unless those objects are exits.
1424 * If INS_ON_TOP is used, don't do this processing 1325 * If INS_ON_TOP is used, don't do this processing
1425 * Need to find the object that in fact blocks view, otherwise 1326 * Need to find the object that in fact blocks view, otherwise
1426 * stacking is a bit odd. 1327 * stacking is a bit odd.
1427 */ 1328 */
1428 if (!(flag & INS_ON_TOP) && 1329 if (!(flag & INS_ON_TOP)
1429 (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))
1430 { 1332 {
1431 for (last = top; last != floor; last = last->below) 1333 for (last = top; last != floor; last = last->below)
1432 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1334 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1433 break; 1335 break;
1336
1434 /* Check to see if we found the object that blocks view, 1337 /* Check to see if we found the object that blocks view,
1435 * 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
1436 * we can get inserted below this one, which requires we 1339 * we can get inserted below this one, which requires we
1437 * set top to the object below us. 1340 * set top to the object below us.
1438 */ 1341 */
1440 top = last->below; 1343 top = last->below;
1441 } 1344 }
1442 } /* If objects on this space */ 1345 } /* If objects on this space */
1443 1346
1444 if (flag & INS_MAP_LOAD) 1347 if (flag & INS_MAP_LOAD)
1445 top = GET_MAP_TOP (op->map, op->x, op->y); 1348 top = ms.top;
1446 1349
1447 if (flag & INS_ABOVE_FLOOR_ONLY) 1350 if (flag & INS_ABOVE_FLOOR_ONLY)
1448 top = floor; 1351 top = floor;
1449 1352
1450 /* 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.
1451 */ 1354 */
1452 1355
1453 /* First object on this space */ 1356 /* First object on this space */
1454 if (!top) 1357 if (!top)
1455 { 1358 {
1456 op->above = GET_MAP_OB (op->map, op->x, op->y); 1359 op->above = ms.bot;
1457 1360
1458 if (op->above) 1361 if (op->above)
1459 op->above->below = op; 1362 op->above->below = op;
1460 1363
1461 op->below = NULL; 1364 op->below = 0;
1462 SET_MAP_OB (op->map, op->x, op->y, op); 1365 ms.bot = op;
1463 } 1366 }
1464 else 1367 else
1465 { /* get inserted into the stack above top */ 1368 { /* get inserted into the stack above top */
1466 op->above = top->above; 1369 op->above = top->above;
1467 1370
1470 1373
1471 op->below = top; 1374 op->below = top;
1472 top->above = op; 1375 top->above = op;
1473 } 1376 }
1474 1377
1475 if (op->above == NULL) 1378 if (!op->above)
1476 SET_MAP_TOP (op->map, op->x, op->y, op); 1379 ms.top = op;
1477 } /* else not INS_BELOW_ORIGINATOR */ 1380 } /* else not INS_BELOW_ORIGINATOR */
1478 1381
1479 if (op->type == PLAYER) 1382 if (op->type == PLAYER)
1383 {
1480 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;
1481 1390
1482 /* 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
1483 * it, so save a few ticks and start from there. 1392 * it, so save a few ticks and start from there.
1484 */ 1393 */
1485 if (!(flag & INS_MAP_LOAD)) 1394 if (!(flag & INS_MAP_LOAD))
1486 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1395 if (object *pl = ms.player ())
1487 if (tmp->type == PLAYER) 1396 if (pl->contr->ns)
1488 tmp->contr->socket->floorbox_update (); 1397 pl->contr->ns->floorbox_update ();
1489 1398
1490 /* If this object glows, it may affect lighting conditions that are 1399 /* If this object glows, it may affect lighting conditions that are
1491 * 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
1492 * 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
1493 * on the map will get recalculated. The players could very well 1402 * on the map will get recalculated. The players could very well
1494 * 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 -
1495 * this should get redone to only look for players within range, 1404 * this should get redone to only look for players within range,
1496 * or just updating the P_NEED_UPDATE for spaces within this area 1405 * or just updating the P_UPTODATE for spaces within this area
1497 * of effect may be sufficient. 1406 * of effect may be sufficient.
1498 */ 1407 */
1499 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1408 if (op->map->darkness && (op->glow_radius != 0))
1500 update_all_los (op->map, op->x, op->y); 1409 update_all_los (op->map, op->x, op->y);
1501 1410
1502 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1411 /* updates flags (blocked, alive, no magic, etc) for this map space */
1503 update_object (op, UP_OBJ_INSERT); 1412 update_object (op, UP_OBJ_INSERT);
1413
1414 INVOKE_OBJECT (INSERT, op);
1504 1415
1505 /* 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,
1506 * we want to have floorbox_update called before calling this. 1417 * we want to have floorbox_update called before calling this.
1507 * 1418 *
1508 * check_move_on() must be after this because code called from 1419 * check_move_on() must be after this because code called from
1513 1424
1514 /* 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 */
1515 if (!(flag & INS_NO_WALK_ON) && !op->head) 1426 if (!(flag & INS_NO_WALK_ON) && !op->head)
1516 { 1427 {
1517 if (check_move_on (op, originator)) 1428 if (check_move_on (op, originator))
1518 return NULL; 1429 return 0;
1519 1430
1520 /* 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
1521 * walk on's. 1432 * walk on's.
1522 */ 1433 */
1523 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1434 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1524 if (check_move_on (tmp, originator)) 1435 if (check_move_on (tmp, originator))
1525 return NULL; 1436 return 0;
1526 } 1437 }
1527 1438
1528 return op; 1439 return op;
1529} 1440}
1530 1441
1531/* this function inserts an object in the map, but if it 1442/* this function inserts an object in the map, but if it
1532 * 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.
1533 * 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.
1534 */ 1445 */
1535void 1446void
1536replace_insert_ob_in_map (const char *arch_string, object *op) 1447replace_insert_ob_in_map (const char *arch_string, object *op)
1537{ 1448{
1538 object * 1449 object *tmp, *tmp1;
1539 tmp;
1540 object *
1541 tmp1;
1542 1450
1543 /* first search for itself and remove any old instances */ 1451 /* first search for itself and remove any old instances */
1544 1452
1545 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)
1546 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1454 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1547 tmp->destroy (); 1455 tmp->destroy ();
1548 1456
1549 tmp1 = arch_to_object (archetype::find (arch_string)); 1457 tmp1 = arch_to_object (archetype::find (arch_string));
1550 1458
1551 tmp1->x = op->x; 1459 tmp1->x = op->x;
1552 tmp1->y = op->y; 1460 tmp1->y = op->y;
1553 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);
1554} 1468}
1555 1469
1556/* 1470/*
1557 * 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
1558 * is returned contains nr objects, and the remaining parts contains 1472 * is returned contains nr objects, and the remaining parts contains
1559 * 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).
1560 * On failure, NULL is returned, and the reason put into the 1474 * On failure, NULL is returned, and the reason put into the
1561 * global static errmsg array. 1475 * global static errmsg array.
1562 */ 1476 */
1563
1564object * 1477object *
1565get_split_ob (object *orig_ob, uint32 nr) 1478get_split_ob (object *orig_ob, uint32 nr)
1566{ 1479{
1567 object *newob; 1480 object *newob;
1568 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1481 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1599 * 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
1600 * is subsequently removed and freed. 1513 * is subsequently removed and freed.
1601 * 1514 *
1602 * 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
1603 */ 1516 */
1604
1605object * 1517object *
1606decrease_ob_nr (object *op, uint32 i) 1518decrease_ob_nr (object *op, uint32 i)
1607{ 1519{
1608 object *tmp; 1520 object *tmp;
1609 player *pl;
1610 1521
1611 if (i == 0) /* objects with op->nrof require this check */ 1522 if (i == 0) /* objects with op->nrof require this check */
1612 return op; 1523 return op;
1613 1524
1614 if (i > op->nrof) 1525 if (i > op->nrof)
1615 i = op->nrof; 1526 i = op->nrof;
1616 1527
1617 if (QUERY_FLAG (op, FLAG_REMOVED)) 1528 if (QUERY_FLAG (op, FLAG_REMOVED))
1618 op->nrof -= i; 1529 op->nrof -= i;
1619 else if (op->env != NULL) 1530 else if (op->env)
1620 { 1531 {
1621 /* is this object in the players inventory, or sub container 1532 /* is this object in the players inventory, or sub container
1622 * therein? 1533 * therein?
1623 */ 1534 */
1624 tmp = is_player_inv (op->env); 1535 tmp = op->in_player ();
1625 /* nope. Is this a container the player has opened? 1536 /* nope. Is this a container the player has opened?
1626 * If so, set tmp to that player. 1537 * If so, set tmp to that player.
1627 * IMO, searching through all the players will mostly 1538 * IMO, searching through all the players will mostly
1628 * likely be quicker than following op->env to the map, 1539 * likely be quicker than following op->env to the map,
1629 * and then searching the map for a player. 1540 * and then searching the map for a player.
1630 */ 1541 */
1631 if (!tmp) 1542 if (!tmp)
1632 { 1543 for_all_players (pl)
1633 for (pl = first_player; pl; pl = pl->next)
1634 if (pl->ob->container == op->env) 1544 if (pl->ob->container == op->env)
1545 {
1546 tmp = pl->ob;
1635 break; 1547 break;
1636 if (pl)
1637 tmp = pl->ob;
1638 else
1639 tmp = NULL;
1640 } 1548 }
1641 1549
1642 if (i < op->nrof) 1550 if (i < op->nrof)
1643 { 1551 {
1644 sub_weight (op->env, op->weight * i); 1552 sub_weight (op->env, op->weight * i);
1645 op->nrof -= i; 1553 op->nrof -= i;
1646 if (tmp) 1554 if (tmp)
1647 {
1648 esrv_send_item (tmp, op); 1555 esrv_send_item (tmp, op);
1649 }
1650 } 1556 }
1651 else 1557 else
1652 { 1558 {
1653 op->remove (); 1559 op->remove ();
1654 op->nrof = 0; 1560 op->nrof = 0;
1655 if (tmp) 1561 if (tmp)
1656 {
1657 esrv_del_item (tmp->contr, op->count); 1562 esrv_del_item (tmp->contr, op->count);
1658 }
1659 } 1563 }
1660 } 1564 }
1661 else 1565 else
1662 { 1566 {
1663 object *above = op->above; 1567 object *above = op->above;
1669 op->remove (); 1573 op->remove ();
1670 op->nrof = 0; 1574 op->nrof = 0;
1671 } 1575 }
1672 1576
1673 /* Since we just removed op, op->above is null */ 1577 /* Since we just removed op, op->above is null */
1674 for (tmp = above; tmp != NULL; tmp = tmp->above) 1578 for (tmp = above; tmp; tmp = tmp->above)
1675 if (tmp->type == PLAYER) 1579 if (tmp->type == PLAYER)
1676 { 1580 {
1677 if (op->nrof) 1581 if (op->nrof)
1678 esrv_send_item (tmp, op); 1582 esrv_send_item (tmp, op);
1679 else 1583 else
1684 if (op->nrof) 1588 if (op->nrof)
1685 return op; 1589 return op;
1686 else 1590 else
1687 { 1591 {
1688 op->destroy (); 1592 op->destroy ();
1689 return NULL; 1593 return 0;
1690 } 1594 }
1691} 1595}
1692 1596
1693/* 1597/*
1694 * add_weight(object, weight) adds the specified weight to an object, 1598 * add_weight(object, weight) adds the specified weight to an object,
1695 * and also updates how much the environment(s) is/are carrying. 1599 * and also updates how much the environment(s) is/are carrying.
1696 */ 1600 */
1697
1698void 1601void
1699add_weight (object *op, signed long weight) 1602add_weight (object *op, signed long weight)
1700{ 1603{
1701 while (op != NULL) 1604 while (op != NULL)
1702 { 1605 {
1734 * inside the object environment. 1637 * inside the object environment.
1735 * 1638 *
1736 * 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
1737 * be != op, if items are merged. -Tero 1640 * be != op, if items are merged. -Tero
1738 */ 1641 */
1739
1740object * 1642object *
1741object::insert (object *op) 1643object::insert (object *op)
1742{ 1644{
1743 object *tmp, *otmp; 1645 object *tmp, *otmp;
1744 1646
1782 add_weight (this, op->weight * op->nrof); 1684 add_weight (this, op->weight * op->nrof);
1783 } 1685 }
1784 else 1686 else
1785 add_weight (this, (op->weight + op->carrying)); 1687 add_weight (this, (op->weight + op->carrying));
1786 1688
1787 otmp = is_player_inv (this); 1689 otmp = this->in_player ();
1788 if (otmp && otmp->contr) 1690 if (otmp && otmp->contr)
1789 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1691 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1790 fix_player (otmp); 1692 otmp->update_stats ();
1791 1693
1792 op->map = NULL; 1694 op->map = 0;
1793 op->env = this; 1695 op->env = this;
1794 op->above = NULL; 1696 op->above = 0;
1795 op->below = NULL; 1697 op->below = 0;
1796 op->x = 0, op->y = 0; 1698 op->x = 0, op->y = 0;
1797 1699
1798 /* 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 */
1799 if ((op->glow_radius != 0) && map) 1701 if ((op->glow_radius != 0) && map)
1800 { 1702 {
1801#ifdef DEBUG_LIGHTS 1703#ifdef DEBUG_LIGHTS
1802 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);
1803#endif /* DEBUG_LIGHTS */ 1705#endif /* DEBUG_LIGHTS */
1804 if (MAP_DARKNESS (map)) 1706 if (map->darkness)
1805 update_all_los (map, x, y); 1707 update_all_los (map, x, y);
1806 } 1708 }
1807 1709
1808 /* 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.
1809 * It sure simplifies this function... 1711 * It sure simplifies this function...
1814 { 1716 {
1815 op->below = inv; 1717 op->below = inv;
1816 op->below->above = op; 1718 op->below->above = op;
1817 inv = op; 1719 inv = op;
1818 } 1720 }
1721
1722 INVOKE_OBJECT (INSERT, this);
1819 1723
1820 return op; 1724 return op;
1821} 1725}
1822 1726
1823/* 1727/*
1838 * 1742 *
1839 * 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
1840 * 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
1841 * on top. 1745 * on top.
1842 */ 1746 */
1843
1844int 1747int
1845check_move_on (object *op, object *originator) 1748check_move_on (object *op, object *originator)
1846{ 1749{
1847 object *tmp; 1750 object *tmp;
1848 maptile *m = op->map; 1751 maptile *m = op->map;
1875 1778
1876 /* The objects have to be checked from top to bottom. 1779 /* The objects have to be checked from top to bottom.
1877 * Hence, we first go to the top: 1780 * Hence, we first go to the top:
1878 */ 1781 */
1879 1782
1880 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)
1881 { 1784 {
1882 /* Trim the search when we find the first other spell effect 1785 /* Trim the search when we find the first other spell effect
1883 * 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,
1884 * we don't need to check all of them. 1787 * we don't need to check all of them.
1885 */ 1788 */
1903 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1806 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1904 ((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))
1905 { 1808 {
1906 1809
1907 float 1810 float
1908 diff = tmp->move_slow_penalty * FABS (op->speed); 1811 diff = tmp->move_slow_penalty * fabs (op->speed);
1909 1812
1910 if (op->type == PLAYER) 1813 if (op->type == PLAYER)
1911 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)) ||
1912 (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)))
1913 diff /= 4.0; 1816 diff /= 4.0;
1940/* 1843/*
1941 * present_arch(arch, map, x, y) searches for any objects with 1844 * present_arch(arch, map, x, y) searches for any objects with
1942 * a matching archetype at the given map and coordinates. 1845 * a matching archetype at the given map and coordinates.
1943 * The first matching object is returned, or NULL if none. 1846 * The first matching object is returned, or NULL if none.
1944 */ 1847 */
1945
1946object * 1848object *
1947present_arch (const archetype *at, maptile *m, int x, int y) 1849present_arch (const archetype *at, maptile *m, int x, int y)
1948{ 1850{
1949 object *
1950 tmp;
1951
1952 if (m == NULL || out_of_map (m, x, y)) 1851 if (!m || out_of_map (m, x, y))
1953 { 1852 {
1954 LOG (llevError, "Present_arch called outside map.\n"); 1853 LOG (llevError, "Present_arch called outside map.\n");
1955 return NULL; 1854 return NULL;
1956 } 1855 }
1957 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)
1958 if (tmp->arch == at) 1858 if (tmp->arch == at)
1959 return tmp; 1859 return tmp;
1860
1960 return NULL; 1861 return NULL;
1961} 1862}
1962 1863
1963/* 1864/*
1964 * present(type, map, x, y) searches for any objects with 1865 * present(type, map, x, y) searches for any objects with
1965 * a matching type variable at the given map and coordinates. 1866 * a matching type variable at the given map and coordinates.
1966 * The first matching object is returned, or NULL if none. 1867 * The first matching object is returned, or NULL if none.
1967 */ 1868 */
1968
1969object * 1869object *
1970present (unsigned char type, maptile *m, int x, int y) 1870present (unsigned char type, maptile *m, int x, int y)
1971{ 1871{
1972 object *
1973 tmp;
1974
1975 if (out_of_map (m, x, y)) 1872 if (out_of_map (m, x, y))
1976 { 1873 {
1977 LOG (llevError, "Present called outside map.\n"); 1874 LOG (llevError, "Present called outside map.\n");
1978 return NULL; 1875 return NULL;
1979 } 1876 }
1980 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)
1981 if (tmp->type == type) 1879 if (tmp->type == type)
1982 return tmp; 1880 return tmp;
1881
1983 return NULL; 1882 return NULL;
1984} 1883}
1985 1884
1986/* 1885/*
1987 * present_in_ob(type, object) searches for any objects with 1886 * present_in_ob(type, object) searches for any objects with
1988 * a matching type variable in the inventory of the given object. 1887 * a matching type variable in the inventory of the given object.
1989 * The first matching object is returned, or NULL if none. 1888 * The first matching object is returned, or NULL if none.
1990 */ 1889 */
1991
1992object * 1890object *
1993present_in_ob (unsigned char type, const object *op) 1891present_in_ob (unsigned char type, const object *op)
1994{ 1892{
1995 object *
1996 tmp;
1997
1998 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1893 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1999 if (tmp->type == type) 1894 if (tmp->type == type)
2000 return tmp; 1895 return tmp;
1896
2001 return NULL; 1897 return NULL;
2002} 1898}
2003 1899
2004/* 1900/*
2005 * present_in_ob (type, str, object) searches for any objects with 1901 * present_in_ob (type, str, object) searches for any objects with
2013 * 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
2014 * 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
2015 * 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
2016 * to be unique. 1912 * to be unique.
2017 */ 1913 */
2018
2019object * 1914object *
2020present_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)
2021{ 1916{
2022 object *
2023 tmp;
2024
2025 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1917 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2026 {
2027 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1918 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2028 return tmp; 1919 return tmp;
2029 } 1920
2030 return NULL; 1921 return 0;
2031} 1922}
2032 1923
2033/* 1924/*
2034 * present_arch_in_ob(archetype, object) searches for any objects with 1925 * present_arch_in_ob(archetype, object) searches for any objects with
2035 * a matching archetype in the inventory of the given object. 1926 * a matching archetype in the inventory of the given object.
2036 * The first matching object is returned, or NULL if none. 1927 * The first matching object is returned, or NULL if none.
2037 */ 1928 */
2038
2039object * 1929object *
2040present_arch_in_ob (const archetype *at, const object *op) 1930present_arch_in_ob (const archetype *at, const object *op)
2041{ 1931{
2042 object *
2043 tmp;
2044
2045 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1932 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2046 if (tmp->arch == at) 1933 if (tmp->arch == at)
2047 return tmp; 1934 return tmp;
1935
2048 return NULL; 1936 return NULL;
2049} 1937}
2050 1938
2051/* 1939/*
2052 * activate recursively a flag on an object inventory 1940 * activate recursively a flag on an object inventory
2053 */ 1941 */
2054void 1942void
2055flag_inv (object *op, int flag) 1943flag_inv (object *op, int flag)
2056{ 1944{
2057 object *
2058 tmp;
2059
2060 if (op->inv) 1945 if (op->inv)
2061 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1946 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2062 { 1947 {
2063 SET_FLAG (tmp, flag); 1948 SET_FLAG (tmp, flag);
2064 flag_inv (tmp, flag); 1949 flag_inv (tmp, flag);
2065 } 1950 }
2066} /* 1951}
1952
1953/*
2067 * desactivate recursively a flag on an object inventory 1954 * deactivate recursively a flag on an object inventory
2068 */ 1955 */
2069void 1956void
2070unflag_inv (object *op, int flag) 1957unflag_inv (object *op, int flag)
2071{ 1958{
2072 object *
2073 tmp;
2074
2075 if (op->inv) 1959 if (op->inv)
2076 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1960 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2077 { 1961 {
2078 CLEAR_FLAG (tmp, flag); 1962 CLEAR_FLAG (tmp, flag);
2079 unflag_inv (tmp, flag); 1963 unflag_inv (tmp, flag);
2080 } 1964 }
2081} 1965}
2084 * 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
2085 * all it's inventory (recursively). 1969 * all it's inventory (recursively).
2086 * 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
2087 * 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.
2088 */ 1972 */
2089
2090void 1973void
2091set_cheat (object *op) 1974set_cheat (object *op)
2092{ 1975{
2093 SET_FLAG (op, FLAG_WAS_WIZ); 1976 SET_FLAG (op, FLAG_WAS_WIZ);
2094 flag_inv (op, FLAG_WAS_WIZ); 1977 flag_inv (op, FLAG_WAS_WIZ);
2113 * 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
2114 * 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
2115 * 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
2116 * customized, changed states, etc. 1999 * customized, changed states, etc.
2117 */ 2000 */
2118
2119int 2001int
2120find_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)
2121{ 2003{
2122 int
2123 i,
2124 index = 0, flag; 2004 int index = 0, flag;
2125 static int
2126 altern[SIZEOFFREE]; 2005 int altern[SIZEOFFREE];
2127 2006
2128 for (i = start; i < stop; i++) 2007 for (int i = start; i < stop; i++)
2129 { 2008 {
2130 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]);
2131 if (!flag) 2010 if (!flag)
2132 altern[index++] = i; 2011 altern [index++] = i;
2133 2012
2134 /* 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.
2135 * 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.
2136 * 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 -
2137 * 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
2138 * 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
2139 * to only the spaces immediately surrounding the target area, and 2018 * to only the spaces immediately surrounding the target area, and
2140 * won't look 2 spaces south of the target space. 2019 * won't look 2 spaces south of the target space.
2141 */ 2020 */
2142 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 2021 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2143 stop = maxfree[i]; 2022 stop = maxfree[i];
2144 } 2023 }
2024
2145 if (!index) 2025 if (!index)
2146 return -1; 2026 return -1;
2027
2147 return altern[RANDOM () % index]; 2028 return altern [rndm (index)];
2148} 2029}
2149 2030
2150/* 2031/*
2151 * find_first_free_spot(archetype, maptile, x, y) works like 2032 * find_first_free_spot(archetype, maptile, x, y) works like
2152 * find_free_spot(), but it will search max number of squares. 2033 * find_free_spot(), but it will search max number of squares.
2153 * 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.
2154 * 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.
2155 */ 2036 */
2156
2157int 2037int
2158find_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)
2159{ 2039{
2160 int
2161 i;
2162
2163 for (i = 0; i < SIZEOFFREE; i++) 2040 for (int i = 0; i < SIZEOFFREE; i++)
2164 {
2165 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]))
2166 return i; 2042 return i;
2167 } 2043
2168 return -1; 2044 return -1;
2169} 2045}
2170 2046
2171/* 2047/*
2172 * The function permute(arr, begin, end) randomly reorders the array 2048 * The function permute(arr, begin, end) randomly reorders the array
2173 * arr[begin..end-1]. 2049 * arr[begin..end-1].
2050 * now uses a fisher-yates shuffle, old permute was broken
2174 */ 2051 */
2175static void 2052static void
2176permute (int *arr, int begin, int end) 2053permute (int *arr, int begin, int end)
2177{ 2054{
2178 int 2055 arr += begin;
2179 i,
2180 j,
2181 tmp,
2182 len;
2183
2184 len = end - begin; 2056 end -= begin;
2185 for (i = begin; i < end; i++)
2186 {
2187 j = begin + RANDOM () % len;
2188 2057
2189 tmp = arr[i]; 2058 while (--end)
2190 arr[i] = arr[j]; 2059 swap (arr [end], arr [rndm (end + 1)]);
2191 arr[j] = tmp;
2192 }
2193} 2060}
2194 2061
2195/* new function to make monster searching more efficient, and effective! 2062/* new function to make monster searching more efficient, and effective!
2196 * This basically returns a randomized array (in the passed pointer) of 2063 * This basically returns a randomized array (in the passed pointer) of
2197 * 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
2200 * 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.
2201 */ 2068 */
2202void 2069void
2203get_search_arr (int *search_arr) 2070get_search_arr (int *search_arr)
2204{ 2071{
2205 int 2072 int i;
2206 i;
2207 2073
2208 for (i = 0; i < SIZEOFFREE; i++) 2074 for (i = 0; i < SIZEOFFREE; i++)
2209 {
2210 search_arr[i] = i; 2075 search_arr[i] = i;
2211 }
2212 2076
2213 permute (search_arr, 1, SIZEOFFREE1 + 1); 2077 permute (search_arr, 1, SIZEOFFREE1 + 1);
2214 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2078 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2215 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2079 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2216} 2080}
2225 * Perhaps incorrectly, but I'm making the assumption that exclude 2089 * Perhaps incorrectly, but I'm making the assumption that exclude
2226 * 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
2227 * 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
2228 * there is capable of. 2092 * there is capable of.
2229 */ 2093 */
2230
2231int 2094int
2232find_dir (maptile *m, int x, int y, object *exclude) 2095find_dir (maptile *m, int x, int y, object *exclude)
2233{ 2096{
2234 int
2235 i,
2236 max = SIZEOFFREE, mflags; 2097 int i, max = SIZEOFFREE, mflags;
2237 2098
2238 sint16 nx, ny; 2099 sint16 nx, ny;
2239 object * 2100 object *tmp;
2240 tmp;
2241 maptile * 2101 maptile *mp;
2242 mp;
2243 2102
2244 MoveType blocked, move_type; 2103 MoveType blocked, move_type;
2245 2104
2246 if (exclude && exclude->head) 2105 if (exclude && exclude->head)
2247 { 2106 {
2259 mp = m; 2118 mp = m;
2260 nx = x + freearr_x[i]; 2119 nx = x + freearr_x[i];
2261 ny = y + freearr_y[i]; 2120 ny = y + freearr_y[i];
2262 2121
2263 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2122 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2123
2264 if (mflags & P_OUT_OF_MAP) 2124 if (mflags & P_OUT_OF_MAP)
2265 {
2266 max = maxfree[i]; 2125 max = maxfree[i];
2267 }
2268 else 2126 else
2269 { 2127 {
2270 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2128 mapspace &ms = mp->at (nx, ny);
2129
2130 blocked = ms.move_block;
2271 2131
2272 if ((move_type & blocked) == move_type) 2132 if ((move_type & blocked) == move_type)
2273 {
2274 max = maxfree[i]; 2133 max = maxfree[i];
2275 }
2276 else if (mflags & P_IS_ALIVE) 2134 else if (mflags & P_IS_ALIVE)
2277 { 2135 {
2278 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2136 for (tmp = ms.bot; tmp; tmp = tmp->above)
2279 { 2137 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2280 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2138 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2281 {
2282 break; 2139 break;
2283 } 2140
2284 }
2285 if (tmp) 2141 if (tmp)
2286 {
2287 return freedir[i]; 2142 return freedir[i];
2288 }
2289 } 2143 }
2290 } 2144 }
2291 } 2145 }
2146
2292 return 0; 2147 return 0;
2293} 2148}
2294 2149
2295/* 2150/*
2296 * distance(object 1, object 2) will return the square of the 2151 * distance(object 1, object 2) will return the square of the
2297 * distance between the two given objects. 2152 * distance between the two given objects.
2298 */ 2153 */
2299
2300int 2154int
2301distance (const object *ob1, const object *ob2) 2155distance (const object *ob1, const object *ob2)
2302{ 2156{
2303 int
2304 i;
2305
2306 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);
2307 return i;
2308} 2158}
2309 2159
2310/* 2160/*
2311 * 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
2312 * 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
2313 * object, needs to travel toward it. 2163 * object, needs to travel toward it.
2314 */ 2164 */
2315
2316int 2165int
2317find_dir_2 (int x, int y) 2166find_dir_2 (int x, int y)
2318{ 2167{
2319 int 2168 int q;
2320 q;
2321 2169
2322 if (y) 2170 if (y)
2323 q = x * 100 / y; 2171 q = x * 100 / y;
2324 else if (x) 2172 else if (x)
2325 q = -300 * x; 2173 q = -300 * x;
2350 2198
2351 return 3; 2199 return 3;
2352} 2200}
2353 2201
2354/* 2202/*
2355 * absdir(int): Returns a number between 1 and 8, which represent
2356 * the "absolute" direction of a number (it actually takes care of
2357 * "overflow" in previous calculations of a direction).
2358 */
2359
2360int
2361absdir (int d)
2362{
2363 while (d < 1)
2364 d += 8;
2365 while (d > 8)
2366 d -= 8;
2367 return d;
2368}
2369
2370/*
2371 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2203 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2372 * between two directions (which are expected to be absolute (see absdir()) 2204 * between two directions (which are expected to be absolute (see absdir())
2373 */ 2205 */
2374
2375int 2206int
2376dirdiff (int dir1, int dir2) 2207dirdiff (int dir1, int dir2)
2377{ 2208{
2378 int 2209 int d;
2379 d;
2380 2210
2381 d = abs (dir1 - dir2); 2211 d = abs (dir1 - dir2);
2382 if (d > 4) 2212 if (d > 4)
2383 d = 8 - d; 2213 d = 8 - d;
2214
2384 return d; 2215 return d;
2385} 2216}
2386 2217
2387/* peterm: 2218/* peterm:
2388 * 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.
2391 * 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
2392 * 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.
2393 * 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
2394 * functions. 2225 * functions.
2395 */ 2226 */
2396
2397int
2398 reduction_dir[SIZEOFFREE][3] = { 2227int reduction_dir[SIZEOFFREE][3] = {
2399 {0, 0, 0}, /* 0 */ 2228 {0, 0, 0}, /* 0 */
2400 {0, 0, 0}, /* 1 */ 2229 {0, 0, 0}, /* 1 */
2401 {0, 0, 0}, /* 2 */ 2230 {0, 0, 0}, /* 2 */
2402 {0, 0, 0}, /* 3 */ 2231 {0, 0, 0}, /* 3 */
2403 {0, 0, 0}, /* 4 */ 2232 {0, 0, 0}, /* 4 */
2451 * find a path to that monster that we found. If not, 2280 * find a path to that monster that we found. If not,
2452 * we don't bother going toward it. Returns 1 if we 2281 * we don't bother going toward it. Returns 1 if we
2453 * can see a direct way to get it 2282 * can see a direct way to get it
2454 * Modified to be map tile aware -.MSW 2283 * Modified to be map tile aware -.MSW
2455 */ 2284 */
2456
2457
2458int 2285int
2459can_see_monsterP (maptile *m, int x, int y, int dir) 2286can_see_monsterP (maptile *m, int x, int y, int dir)
2460{ 2287{
2461 sint16 dx, dy; 2288 sint16 dx, dy;
2462 int
2463 mflags; 2289 int mflags;
2464 2290
2465 if (dir < 0) 2291 if (dir < 0)
2466 return 0; /* exit condition: invalid direction */ 2292 return 0; /* exit condition: invalid direction */
2467 2293
2468 dx = x + freearr_x[dir]; 2294 dx = x + freearr_x[dir];
2481 return 0; 2307 return 0;
2482 2308
2483 /* yes, can see. */ 2309 /* yes, can see. */
2484 if (dir < 9) 2310 if (dir < 9)
2485 return 1; 2311 return 1;
2312
2486 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2313 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2487 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]);
2488} 2316}
2489
2490
2491 2317
2492/* 2318/*
2493 * 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
2494 * picked up by the picker. Returnes 1 if it can be 2320 * picked up by the picker. Returnes 1 if it can be
2495 * picked up, otherwise 0. 2321 * picked up, otherwise 0.
2506 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2332 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2507 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2333 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2508 !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));
2509} 2335}
2510 2336
2511
2512/* 2337/*
2513 * create clone from object to another 2338 * create clone from object to another
2514 */ 2339 */
2515object * 2340object *
2516object_create_clone (object *asrc) 2341object_create_clone (object *asrc)
2535 { 2360 {
2536 dst = tmp; 2361 dst = tmp;
2537 tmp->head = 0; 2362 tmp->head = 0;
2538 } 2363 }
2539 else 2364 else
2540 {
2541 tmp->head = dst; 2365 tmp->head = dst;
2542 }
2543 2366
2544 tmp->more = 0; 2367 tmp->more = 0;
2545 2368
2546 if (prev) 2369 if (prev)
2547 prev->more = tmp; 2370 prev->more = tmp;
2551 2374
2552 for (item = src->inv; item; item = item->below) 2375 for (item = src->inv; item; item = item->below)
2553 insert_ob_in_ob (object_create_clone (item), dst); 2376 insert_ob_in_ob (object_create_clone (item), dst);
2554 2377
2555 return dst; 2378 return dst;
2556}
2557
2558/* GROS - Creates an object using a string representing its content. */
2559/* Basically, we save the content of the string to a temp file, then call */
2560/* load_object on it. I admit it is a highly inefficient way to make things, */
2561/* but it was simple to make and allows reusing the load_object function. */
2562/* Remember not to use load_object_str in a time-critical situation. */
2563/* Also remember that multiparts objects are not supported for now. */
2564
2565object *
2566load_object_str (const char *obstr)
2567{
2568 object *op;
2569 char filename[MAX_BUF];
2570
2571 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2572
2573 FILE *tempfile = fopen (filename, "w");
2574
2575 if (tempfile == NULL)
2576 {
2577 LOG (llevError, "Error - Unable to access load object temp file\n");
2578 return NULL;
2579 }
2580
2581 fprintf (tempfile, obstr);
2582 fclose (tempfile);
2583
2584 op = object::create ();
2585
2586 object_thawer thawer (filename);
2587
2588 if (thawer)
2589 load_object (thawer, op, 0);
2590
2591 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2592 CLEAR_FLAG (op, FLAG_REMOVED);
2593
2594 return op;
2595} 2379}
2596 2380
2597/* This returns the first object in who's inventory that 2381/* This returns the first object in who's inventory that
2598 * has the same type and subtype match. 2382 * has the same type and subtype match.
2599 * returns NULL if no match. 2383 * returns NULL if no match.
2600 */ 2384 */
2601object * 2385object *
2602find_obj_by_type_subtype (const object *who, int type, int subtype) 2386find_obj_by_type_subtype (const object *who, int type, int subtype)
2603{ 2387{
2604 object *tmp;
2605
2606 for (tmp = who->inv; tmp; tmp = tmp->below) 2388 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2607 if (tmp->type == type && tmp->subtype == subtype) 2389 if (tmp->type == type && tmp->subtype == subtype)
2608 return tmp; 2390 return tmp;
2609 2391
2610 return NULL; 2392 return 0;
2611} 2393}
2612 2394
2613/* 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,
2614 * otherwise return NULL. 2396 * otherwise return NULL.
2615 * 2397 *
2617 * do the desired thing. 2399 * do the desired thing.
2618 */ 2400 */
2619key_value * 2401key_value *
2620get_ob_key_link (const object *ob, const char *key) 2402get_ob_key_link (const object *ob, const char *key)
2621{ 2403{
2622 key_value *link;
2623
2624 for (link = ob->key_values; link != NULL; link = link->next) 2404 for (key_value *link = ob->key_values; link; link = link->next)
2625 if (link->key == key) 2405 if (link->key == key)
2626 return link; 2406 return link;
2627 2407
2628 return NULL; 2408 return 0;
2629} 2409}
2630 2410
2631/* 2411/*
2632 * 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.
2633 * 2413 *
2658 if (link->key == canonical_key) 2438 if (link->key == canonical_key)
2659 return link->value; 2439 return link->value;
2660 2440
2661 return 0; 2441 return 0;
2662} 2442}
2663
2664 2443
2665/* 2444/*
2666 * Updates the canonical_key in op to value. 2445 * Updates the canonical_key in op to value.
2667 * 2446 *
2668 * 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).
2673 * Returns TRUE on success. 2452 * Returns TRUE on success.
2674 */ 2453 */
2675int 2454int
2676set_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)
2677{ 2456{
2678 key_value *
2679 field = NULL, *last = NULL; 2457 key_value *field = NULL, *last = NULL;
2680 2458
2681 for (field = op->key_values; field != NULL; field = field->next) 2459 for (field = op->key_values; field != NULL; field = field->next)
2682 { 2460 {
2683 if (field->key != canonical_key) 2461 if (field->key != canonical_key)
2684 { 2462 {
2712 /* IF we get here, key doesn't exist */ 2490 /* IF we get here, key doesn't exist */
2713 2491
2714 /* No field, we'll have to add it. */ 2492 /* No field, we'll have to add it. */
2715 2493
2716 if (!add_key) 2494 if (!add_key)
2717 {
2718 return FALSE; 2495 return FALSE;
2719 } 2496
2720 /* There isn't any good reason to store a null 2497 /* There isn't any good reason to store a null
2721 * value in the key/value list. If the archetype has 2498 * value in the key/value list. If the archetype has
2722 * this key, then we should also have it, so shouldn't 2499 * this key, then we should also have it, so shouldn't
2723 * be here. If user wants to store empty strings, 2500 * be here. If user wants to store empty strings,
2724 * should pass in "" 2501 * should pass in ""
2773 } 2550 }
2774 else 2551 else
2775 item = item->env; 2552 item = item->env;
2776} 2553}
2777 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
2778// 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
2779const char * 2585const char *
2780object::debug_desc (char *info) const 2586object::debug_desc (char *info) const
2781{ 2587{
2588 char flagdesc[512];
2782 char info2[256 * 3]; 2589 char info2[256 * 4];
2783 char *p = info; 2590 char *p = info;
2784 2591
2785 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}",
2786 count, 2593 count, uuid.seq,
2787 &name, 2594 &name,
2788 title ? " " : "", 2595 title ? "\",title:\"" : "",
2789 title ? (const char *)title : ""); 2596 title ? (const char *)title : "",
2597 flag_desc (flagdesc, 512), type);
2790 2598
2791 if (env) 2599 if (env)
2792 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2600 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2793 2601
2794 if (map) 2602 if (map)
2795 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);
2796 2604
2797 return info; 2605 return info;
2798} 2606}
2799 2607
2800const char * 2608const char *
2801object::debug_desc () const 2609object::debug_desc () const
2802{ 2610{
2803 static char info[256 * 3]; 2611 static char info[3][256 * 4];
2612 static int info_idx;
2613
2804 return debug_desc (info); 2614 return debug_desc (info [++info_idx % 3]);
2805} 2615}
2806 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

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