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Comparing deliantra/server/common/object.C (file contents):
Revision 1.66 by root, Wed Dec 13 03:28:42 2006 UTC vs.
Revision 1.107 by pippijn, Sat Jan 6 14:42:29 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
3 3
4 Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 Copyright (C) 1992 Frank Tore Johansen
6 7
7 This program is free software; you can redistribute it and/or modify 8 This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 it under the terms of the GNU General Public License as published by
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>
33#include <loader.h> 34#include <loader.h>
35
36#include <bitset>
34 37
35int nrofallocobjects = 0; 38int nrofallocobjects = 0;
36static UUID uuid; 39static UUID uuid;
37const uint64 UUID_SKIP = 1<<19; 40const uint64 UUID_SKIP = 1<<19;
38 41
139 * objects with lists are rare, and lists stay short. If not, use a 142 * objects with lists are rare, and lists stay short. If not, use a
140 * different structure or at least keep the lists sorted... 143 * different structure or at least keep the lists sorted...
141 */ 144 */
142 145
143 /* For each field in wants, */ 146 /* For each field in wants, */
144 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) 147 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
145 { 148 {
146 key_value *has_field; 149 key_value *has_field;
147 150
148 /* Look for a field in has with the same key. */ 151 /* Look for a field in has with the same key. */
149 has_field = get_ob_key_link (has, wants_field->key); 152 has_field = get_ob_key_link (has, wants_field->key);
188 * Check nrof variable *before* calling can_merge() 191 * Check nrof variable *before* calling can_merge()
189 * 192 *
190 * Improvements made with merge: Better checking on potion, and also 193 * Improvements made with merge: Better checking on potion, and also
191 * check weight 194 * check weight
192 */ 195 */
193
194bool object::can_merge_slow (object *ob1, object *ob2) 196bool object::can_merge_slow (object *ob1, object *ob2)
195{ 197{
196 /* A couple quicksanity checks */ 198 /* A couple quicksanity checks */
197 if (ob1 == ob2 199 if (ob1 == ob2
198 || ob1->type != ob2->type 200 || ob1->type != ob2->type
219 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 221 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
220 222
221 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 223 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
222 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 224 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
223 225
224 226 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
225 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something 227 || ob1->arch != ob2->arch
226 * being locked in inventory should prevent merging.
227 * 0x4 in flags3 is CLIENT_SENT
228 */
229 if ((ob1->arch != ob2->arch) ||
230 (ob1->flags[0] != ob2->flags[0]) ||
231 (ob1->flags[1] != ob2->flags[1]) ||
232 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
233 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
234 (ob1->name != ob2->name) || 228 || ob1->name != ob2->name
235 (ob1->title != ob2->title) || 229 || ob1->title != ob2->title
236 (ob1->msg != ob2->msg) || 230 || ob1->msg != ob2->msg
237 (ob1->weight != ob2->weight) || 231 || ob1->weight != ob2->weight
238 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) || 232 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
239 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) || 233 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
240 (ob1->attacktype != ob2->attacktype) || 234 || ob1->attacktype != ob2->attacktype
241 (ob1->magic != ob2->magic) || 235 || ob1->magic != ob2->magic
242 (ob1->slaying != ob2->slaying) || 236 || ob1->slaying != ob2->slaying
243 (ob1->skill != ob2->skill) || 237 || ob1->skill != ob2->skill
244 (ob1->value != ob2->value) || 238 || ob1->value != ob2->value
245 (ob1->animation_id != ob2->animation_id) || 239 || ob1->animation_id != ob2->animation_id
246 (ob1->client_type != ob2->client_type) || 240 || ob1->client_type != ob2->client_type
247 (ob1->materialname != ob2->materialname) || 241 || ob1->materialname != ob2->materialname
248 (ob1->lore != ob2->lore) || 242 || ob1->lore != ob2->lore
249 (ob1->subtype != ob2->subtype) || 243 || ob1->subtype != ob2->subtype
250 (ob1->move_type != ob2->move_type) || 244 || ob1->move_type != ob2->move_type
251 (ob1->move_block != ob2->move_block) || 245 || ob1->move_block != ob2->move_block
252 (ob1->move_allow != ob2->move_allow) || 246 || ob1->move_allow != ob2->move_allow
253 (ob1->move_on != ob2->move_on) || 247 || ob1->move_on != ob2->move_on
254 (ob1->move_off != ob2->move_off) || (ob1->move_slow != ob2->move_slow) || (ob1->move_slow_penalty != ob2->move_slow_penalty)) 248 || ob1->move_off != ob2->move_off
249 || ob1->move_slow != ob2->move_slow
250 || ob1->move_slow_penalty != ob2->move_slow_penalty)
255 return 0; 251 return 0;
256 252
257 /* This is really a spellbook check - really, we should 253 /* This is really a spellbook check - really, we should
258 * check all objects in the inventory. 254 * check all objects in the inventory.
259 */ 255 */
281 277
282 /* Note sure why the following is the case - either the object has to 278 /* Note sure why the following is the case - either the object has to
283 * be animated or have a very low speed. Is this an attempted monster 279 * be animated or have a very low speed. Is this an attempted monster
284 * check? 280 * check?
285 */ 281 */
286 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 282 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
287 return 0; 283 return 0;
288 284
289 switch (ob1->type) 285 switch (ob1->type)
290 { 286 {
291 case SCROLL: 287 case SCROLL:
356 op = op->env; 352 op = op->env;
357 return op; 353 return op;
358} 354}
359 355
360/* 356/*
361 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
362 * a better check. We basically keeping traversing up until we can't
363 * or find a player.
364 */
365
366object *
367is_player_inv (object *op)
368{
369 for (; op != NULL && op->type != PLAYER; op = op->env)
370 if (op->env == op)
371 op->env = NULL;
372 return op;
373}
374
375/*
376 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 357 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
377 * Some error messages. 358 * Some error messages.
378 * The result of the dump is stored in the static global errmsg array. 359 * The result of the dump is stored in the static global errmsg array.
379 */ 360 */
380 361
383{ 364{
384 if (!op) 365 if (!op)
385 return strdup ("[NULLOBJ]"); 366 return strdup ("[NULLOBJ]");
386 367
387 object_freezer freezer; 368 object_freezer freezer;
388 save_object (freezer, op, 3); 369 save_object (freezer, op, 1);
389 return freezer.as_string (); 370 return freezer.as_string ();
390} 371}
391 372
392/* 373/*
393 * get_nearest_part(multi-object, object 2) returns the part of the 374 * get_nearest_part(multi-object, object 2) returns the part of the
486 } 467 }
487 468
488 op->key_values = 0; 469 op->key_values = 0;
489} 470}
490 471
491void object::clear ()
492{
493 attachable_base::clear ();
494
495 free_key_values (this);
496
497 owner = 0;
498 name = 0;
499 name_pl = 0;
500 title = 0;
501 race = 0;
502 slaying = 0;
503 skill = 0;
504 msg = 0;
505 lore = 0;
506 custom_name = 0;
507 materialname = 0;
508 contr = 0;
509 below = 0;
510 above = 0;
511 inv = 0;
512 container = 0;
513 env = 0;
514 more = 0;
515 head = 0;
516 map = 0;
517 active_next = 0;
518 active_prev = 0;
519
520 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
521
522 SET_FLAG (this, FLAG_REMOVED);
523
524 /* What is not cleared is next, prev, and count */
525
526 expmul = 1.0;
527 face = blank_face;
528
529 if (settings.casting_time)
530 casting_time = -1;
531}
532
533/* 472/*
534 * copy_to first frees everything allocated by the dst object, 473 * copy_to first frees everything allocated by the dst object,
535 * and then copies the contents of itself into the second 474 * and then copies the contents of itself into the second
536 * object, allocating what needs to be allocated. Basically, any 475 * object, allocating what needs to be allocated. Basically, any
537 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 476 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
543{ 482{
544 bool is_freed = QUERY_FLAG (dst, FLAG_FREED); 483 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
545 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED); 484 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
546 485
547 *(object_copy *)dst = *this; 486 *(object_copy *)dst = *this;
548 *(object_pod *)dst = *this;
549
550 if (self || cb)
551 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (dst));
552 487
553 if (is_freed) 488 if (is_freed)
554 SET_FLAG (dst, FLAG_FREED); 489 SET_FLAG (dst, FLAG_FREED);
555 490
556 if (is_removed) 491 if (is_removed)
587 tail = new_link; 522 tail = new_link;
588 } 523 }
589 } 524 }
590 } 525 }
591 526
592 update_ob_speed (dst); 527 dst->set_speed (dst->speed);
593} 528}
594 529
595object * 530object *
596object::clone () 531object::clone ()
597{ 532{
603/* 538/*
604 * If an object with the IS_TURNABLE() flag needs to be turned due 539 * If an object with the IS_TURNABLE() flag needs to be turned due
605 * to the closest player being on the other side, this function can 540 * to the closest player being on the other side, this function can
606 * be called to update the face variable, _and_ how it looks on the map. 541 * be called to update the face variable, _and_ how it looks on the map.
607 */ 542 */
608
609void 543void
610update_turn_face (object *op) 544update_turn_face (object *op)
611{ 545{
612 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 546 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
613 return; 547 return;
548
614 SET_ANIMATION (op, op->direction); 549 SET_ANIMATION (op, op->direction);
615 update_object (op, UP_OBJ_FACE); 550 update_object (op, UP_OBJ_FACE);
616} 551}
617 552
618/* 553/*
619 * Updates the speed of an object. If the speed changes from 0 to another 554 * Updates the speed of an object. If the speed changes from 0 to another
620 * value, or vice versa, then add/remove the object from the active list. 555 * value, or vice versa, then add/remove the object from the active list.
621 * This function needs to be called whenever the speed of an object changes. 556 * This function needs to be called whenever the speed of an object changes.
622 */ 557 */
623void 558void
624update_ob_speed (object *op) 559object::set_speed (float speed)
625{ 560{
626 extern int arch_init; 561 if (flag [FLAG_FREED] && speed)
627
628 /* No reason putting the archetypes objects on the speed list,
629 * since they never really need to be updated.
630 */
631
632 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
633 { 562 {
634 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 563 LOG (llevError, "Object %s is freed but has speed.\n", &name);
635#ifdef MANY_CORES
636 abort ();
637#else
638 op->speed = 0; 564 speed = 0;
639#endif
640 }
641
642 if (arch_init)
643 return;
644
645 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
646 { 565 }
647 /* If already on active list, don't do anything */
648 if (op->active_next || op->active_prev || op == active_objects)
649 return;
650 566
651 /* process_events() expects us to insert the object at the beginning 567 this->speed = speed;
652 * of the list. */
653 op->active_next = active_objects;
654 568
655 if (op->active_next != NULL) 569 if (has_active_speed ())
656 op->active_next->active_prev = op; 570 activate ();
657
658 active_objects = op;
659 }
660 else 571 else
661 { 572 deactivate ();
662 /* If not on the active list, nothing needs to be done */
663 if (!op->active_next && !op->active_prev && op != active_objects)
664 return;
665
666 if (op->active_prev == NULL)
667 {
668 active_objects = op->active_next;
669
670 if (op->active_next != NULL)
671 op->active_next->active_prev = NULL;
672 }
673 else
674 {
675 op->active_prev->active_next = op->active_next;
676
677 if (op->active_next)
678 op->active_next->active_prev = op->active_prev;
679 }
680
681 op->active_next = NULL;
682 op->active_prev = NULL;
683 }
684} 573}
685 574
686/* This function removes object 'op' from the list of active
687 * objects.
688 * This should only be used for style maps or other such
689 * reference maps where you don't want an object that isn't
690 * in play chewing up cpu time getting processed.
691 * The reverse of this is to call update_ob_speed, which
692 * will do the right thing based on the speed of the object.
693 */
694void
695remove_from_active_list (object *op)
696{
697 /* If not on the active list, nothing needs to be done */
698 if (!op->active_next && !op->active_prev && op != active_objects)
699 return;
700
701 if (op->active_prev == NULL)
702 {
703 active_objects = op->active_next;
704 if (op->active_next != NULL)
705 op->active_next->active_prev = NULL;
706 }
707 else
708 {
709 op->active_prev->active_next = op->active_next;
710 if (op->active_next)
711 op->active_next->active_prev = op->active_prev;
712 }
713 op->active_next = NULL;
714 op->active_prev = NULL;
715}
716
717/* 575/*
718 * update_object() updates the array which represents the map. 576 * update_object() updates the the map.
719 * It takes into account invisible objects (and represent squares covered 577 * It takes into account invisible objects (and represent squares covered
720 * by invisible objects by whatever is below them (unless it's another 578 * by invisible objects by whatever is below them (unless it's another
721 * invisible object, etc...) 579 * invisible object, etc...)
722 * If the object being updated is beneath a player, the look-window 580 * If the object being updated is beneath a player, the look-window
723 * of that player is updated (this might be a suboptimal way of 581 * of that player is updated (this might be a suboptimal way of
724 * updating that window, though, since update_object() is called _often_) 582 * updating that window, though, since update_object() is called _often_)
725 * 583 *
726 * action is a hint of what the caller believes need to be done. 584 * action is a hint of what the caller believes need to be done.
727 * For example, if the only thing that has changed is the face (due to
728 * an animation), we don't need to call update_position until that actually
729 * comes into view of a player. OTOH, many other things, like addition/removal
730 * of walls or living creatures may need us to update the flags now.
731 * current action are: 585 * current action are:
732 * UP_OBJ_INSERT: op was inserted 586 * UP_OBJ_INSERT: op was inserted
733 * UP_OBJ_REMOVE: op was removed 587 * UP_OBJ_REMOVE: op was removed
734 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 588 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
735 * as that is easier than trying to look at what may have changed. 589 * as that is easier than trying to look at what may have changed.
736 * UP_OBJ_FACE: only the objects face has changed. 590 * UP_OBJ_FACE: only the objects face has changed.
737 */ 591 */
738
739void 592void
740update_object (object *op, int action) 593update_object (object *op, int action)
741{ 594{
742 int update_now = 0, flags;
743 MoveType move_on, move_off, move_block, move_slow; 595 MoveType move_on, move_off, move_block, move_slow;
744 596
745 if (op == NULL) 597 if (op == NULL)
746 { 598 {
747 /* this should never happen */ 599 /* this should never happen */
748 LOG (llevDebug, "update_object() called for NULL object.\n"); 600 LOG (llevDebug, "update_object() called for NULL object.\n");
749 return; 601 return;
750 } 602 }
751 603
752 if (op->env != NULL) 604 if (op->env)
753 { 605 {
754 /* Animation is currently handled by client, so nothing 606 /* Animation is currently handled by client, so nothing
755 * to do in this case. 607 * to do in this case.
756 */ 608 */
757 return; 609 return;
762 */ 614 */
763 if (!op->map || op->map->in_memory == MAP_SAVING) 615 if (!op->map || op->map->in_memory == MAP_SAVING)
764 return; 616 return;
765 617
766 /* make sure the object is within map boundaries */ 618 /* make sure the object is within map boundaries */
767 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map)) 619 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
768 { 620 {
769 LOG (llevError, "update_object() called for object out of map!\n"); 621 LOG (llevError, "update_object() called for object out of map!\n");
770#ifdef MANY_CORES 622#ifdef MANY_CORES
771 abort (); 623 abort ();
772#endif 624#endif
773 return; 625 return;
774 } 626 }
775 627
776 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 628 mapspace &m = op->ms ();
777 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
778 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
779 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
780 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
781 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
782 629
630 if (!(m.flags_ & P_UPTODATE))
631 /* nop */;
783 if (action == UP_OBJ_INSERT) 632 else if (action == UP_OBJ_INSERT)
784 { 633 {
634 // this is likely overkill, TODO: revisit (schmorp)
785 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 635 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
786 update_now = 1;
787
788 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 636 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
789 update_now = 1; 637 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
790 638 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
639 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
791 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 640 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
792 update_now = 1;
793
794 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
795 update_now = 1;
796
797 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
798 update_now = 1;
799
800 if ((move_on | op->move_on) != move_on) 641 || (m.move_on | op->move_on ) != m.move_on
801 update_now = 1;
802
803 if ((move_off | op->move_off) != move_off) 642 || (m.move_off | op->move_off ) != m.move_off
804 update_now = 1; 643 || (m.move_slow | op->move_slow) != m.move_slow
805
806 /* This isn't perfect, but I don't expect a lot of objects to 644 /* This isn't perfect, but I don't expect a lot of objects to
807 * to have move_allow right now. 645 * to have move_allow right now.
808 */ 646 */
809 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 647 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
810 update_now = 1; 648 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
811 649 m.flags_ = 0;
812 if ((move_slow | op->move_slow) != move_slow)
813 update_now = 1;
814 } 650 }
815
816 /* if the object is being removed, we can't make intelligent 651 /* if the object is being removed, we can't make intelligent
817 * decisions, because remove_ob can't really pass the object 652 * decisions, because remove_ob can't really pass the object
818 * that is being removed. 653 * that is being removed.
819 */ 654 */
820 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 655 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
821 update_now = 1; 656 m.flags_ = 0;
822 else if (action == UP_OBJ_FACE) 657 else if (action == UP_OBJ_FACE)
823 /* Nothing to do for that case */ ; 658 /* Nothing to do for that case */ ;
824 else 659 else
825 LOG (llevError, "update_object called with invalid action: %d\n", action); 660 LOG (llevError, "update_object called with invalid action: %d\n", action);
826 661
827 if (update_now)
828 {
829 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
830 update_position (op->map, op->x, op->y);
831 }
832
833 if (op->more != NULL) 662 if (op->more)
834 update_object (op->more, action); 663 update_object (op->more, action);
835} 664}
836 665
837object::vector object::mortals;
838object::vector object::objects; // not yet used
839object *object::first; 666object *object::first;
840
841void object::free_mortals ()
842{
843 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
844 if ((*i)->refcnt)
845 ++i; // further delay freeing
846 else
847 {
848 delete *i;
849 mortals.erase (i);
850 }
851}
852 667
853object::object () 668object::object ()
854{ 669{
855 SET_FLAG (this, FLAG_REMOVED); 670 SET_FLAG (this, FLAG_REMOVED);
856 671
888 703
889 prev = 0; 704 prev = 0;
890 next = 0; 705 next = 0;
891} 706}
892 707
708bool
709object::active () const
710{
711 return active_next || active_prev || this == active_objects;
712}
713
714void
715object::activate ()
716{
717 /* If already on active list, don't do anything */
718 if (active ())
719 return;
720
721 if (has_active_speed ())
722 {
723 /* process_events() expects us to insert the object at the beginning
724 * of the list. */
725 active_next = active_objects;
726
727 if (active_next)
728 active_next->active_prev = this;
729
730 active_objects = this;
731 }
732}
733
734void
735object::activate_recursive ()
736{
737 activate ();
738
739 for (object *op = inv; op; op = op->below)
740 op->activate_recursive ();
741}
742
743/* This function removes object 'op' from the list of active
744 * objects.
745 * This should only be used for style maps or other such
746 * reference maps where you don't want an object that isn't
747 * in play chewing up cpu time getting processed.
748 * The reverse of this is to call update_ob_speed, which
749 * will do the right thing based on the speed of the object.
750 */
751void
752object::deactivate ()
753{
754 /* If not on the active list, nothing needs to be done */
755 if (!active ())
756 return;
757
758 if (active_prev == 0)
759 {
760 active_objects = active_next;
761 if (active_next)
762 active_next->active_prev = 0;
763 }
764 else
765 {
766 active_prev->active_next = active_next;
767 if (active_next)
768 active_next->active_prev = active_prev;
769 }
770
771 active_next = 0;
772 active_prev = 0;
773}
774
775void
776object::deactivate_recursive ()
777{
778 for (object *op = inv; op; op = op->below)
779 op->deactivate_recursive ();
780
781 deactivate ();
782}
783
784void
785object::set_flag_inv (int flag, int value)
786{
787 for (object *op = inv; op; op = op->below)
788 {
789 op->flag [flag] = value;
790 op->set_flag_inv (flag, value);
791 }
792}
793
794/*
795 * Remove and free all objects in the inventory of the given object.
796 * object.c ?
797 */
798void
799object::destroy_inv (bool drop_to_ground)
800{
801 // need to check first, because the checks below might segfault
802 // as we might be on an invalid mapspace and crossfire code
803 // is too buggy to ensure that the inventory is empty.
804 // corollary: if you create arrows etc. with stuff in tis inventory,
805 // cf will crash below with off-map x and y
806 if (!inv)
807 return;
808
809 /* Only if the space blocks everything do we not process -
810 * if some form of movement is allowed, let objects
811 * drop on that space.
812 */
813 if (!drop_to_ground
814 || !map
815 || map->in_memory != MAP_IN_MEMORY
816 || ms ().move_block == MOVE_ALL)
817 {
818 while (inv)
819 {
820 inv->destroy_inv (drop_to_ground);
821 inv->destroy ();
822 }
823 }
824 else
825 { /* Put objects in inventory onto this space */
826 while (inv)
827 {
828 object *op = inv;
829
830 if (op->flag [FLAG_STARTEQUIP]
831 || op->flag [FLAG_NO_DROP]
832 || op->type == RUNE
833 || op->type == TRAP
834 || op->flag [FLAG_IS_A_TEMPLATE])
835 op->destroy ();
836 else
837 map->insert (op, x, y);
838 }
839 }
840}
841
893object *object::create () 842object *object::create ()
894{ 843{
895 object *op = new object; 844 object *op = new object;
896 op->link (); 845 op->link ();
897 return op; 846 return op;
898} 847}
899 848
900/* 849void
901 * free_object() frees everything allocated by an object, removes 850object::do_destroy ()
902 * it from the list of used objects, and puts it on the list of
903 * free objects. The IS_FREED() flag is set in the object.
904 * The object must have been removed by remove_ob() first for
905 * this function to succeed.
906 *
907 * If destroy_inventory is set, free inventory as well. Else drop items in
908 * inventory to the ground.
909 */
910void object::destroy (bool destroy_inventory)
911{ 851{
912 if (QUERY_FLAG (this, FLAG_FREED)) 852 if (flag [FLAG_IS_LINKED])
853 remove_button_link (this);
854
855 if (flag [FLAG_FRIENDLY])
856 remove_friendly_object (this);
857
858 if (!flag [FLAG_REMOVED])
859 remove ();
860
861 if (flag [FLAG_FREED])
913 return; 862 return;
914 863
915 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 864 set_speed (0);
916 remove_friendly_object (this);
917 865
918 if (!QUERY_FLAG (this, FLAG_REMOVED)) 866 flag [FLAG_FREED] = 1;
919 remove ();
920 867
921 SET_FLAG (this, FLAG_FREED); 868 attachable::do_destroy ();
922 869
923 if (more) 870 destroy_inv (true);
924 { 871 unlink ();
925 more->destroy (destroy_inventory);
926 more = 0;
927 }
928
929 if (inv)
930 {
931 /* Only if the space blocks everything do we not process -
932 * if some form of movement is allowed, let objects
933 * drop on that space.
934 */
935 if (destroy_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
936 {
937 object *op = inv;
938
939 while (op)
940 {
941 object *tmp = op->below;
942 op->destroy (destroy_inventory);
943 op = tmp;
944 }
945 }
946 else
947 { /* Put objects in inventory onto this space */
948 object *op = inv;
949
950 while (op)
951 {
952 object *tmp = op->below;
953
954 op->remove ();
955
956 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
957 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
958 op->destroy ();
959 else
960 {
961 op->x = x;
962 op->y = y;
963 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
964 }
965
966 op = tmp;
967 }
968 }
969 }
970 872
971 // hack to ensure that freed objects still have a valid map 873 // hack to ensure that freed objects still have a valid map
972 { 874 {
973 static maptile *freed_map; // freed objects are moved here to avoid crashes 875 static maptile *freed_map; // freed objects are moved here to avoid crashes
974 876
978 880
979 freed_map->name = "/internal/freed_objects_map"; 881 freed_map->name = "/internal/freed_objects_map";
980 freed_map->width = 3; 882 freed_map->width = 3;
981 freed_map->height = 3; 883 freed_map->height = 3;
982 884
983 freed_map->allocate (); 885 freed_map->alloc ();
886 freed_map->in_memory = MAP_IN_MEMORY;
984 } 887 }
985 888
986 map = freed_map; 889 map = freed_map;
987 x = 1; 890 x = 1;
988 y = 1; 891 y = 1;
989 } 892 }
990 893
894 head = 0;
895
896 if (more)
897 {
898 more->destroy ();
899 more = 0;
900 }
901
991 // clear those pointers that likely might have circular references to us 902 // clear those pointers that likely might have circular references to us
992 owner = 0; 903 owner = 0;
993 enemy = 0; 904 enemy = 0;
994 attacked_by = 0; 905 attacked_by = 0;
995 906
996 // only relevant for players(?), but make sure of it anyways 907 // only relevant for players(?), but make sure of it anyways
997 contr = 0; 908 contr = 0;
909}
998 910
999 /* Remove object from the active list */ 911void
1000 speed = 0; 912object::destroy (bool destroy_inventory)
1001 update_ob_speed (this); 913{
914 if (destroyed ())
915 return;
1002 916
1003 unlink (); 917 if (destroy_inventory)
918 destroy_inv (false);
1004 919
1005 mortals.push_back (this); 920 attachable::destroy ();
1006} 921}
1007 922
1008/* 923/*
1009 * sub_weight() recursively (outwards) subtracts a number from the 924 * sub_weight() recursively (outwards) subtracts a number from the
1010 * weight of an object (and what is carried by it's environment(s)). 925 * weight of an object (and what is carried by it's environment(s)).
1034object::remove () 949object::remove ()
1035{ 950{
1036 object *tmp, *last = 0; 951 object *tmp, *last = 0;
1037 object *otmp; 952 object *otmp;
1038 953
1039 int check_walk_off;
1040
1041 if (QUERY_FLAG (this, FLAG_REMOVED)) 954 if (QUERY_FLAG (this, FLAG_REMOVED))
1042 return; 955 return;
1043 956
1044 SET_FLAG (this, FLAG_REMOVED); 957 SET_FLAG (this, FLAG_REMOVED);
958 INVOKE_OBJECT (REMOVE, this);
1045 959
1046 if (more) 960 if (more)
1047 more->remove (); 961 more->remove ();
1048 962
1049 /* 963 /*
1059 973
1060 /* NO_FIX_PLAYER is set when a great many changes are being 974 /* NO_FIX_PLAYER is set when a great many changes are being
1061 * made to players inventory. If set, avoiding the call 975 * made to players inventory. If set, avoiding the call
1062 * to save cpu time. 976 * to save cpu time.
1063 */ 977 */
1064 if ((otmp = is_player_inv (env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 978 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1065 fix_player (otmp); 979 otmp->update_stats ();
1066 980
1067 if (above != NULL) 981 if (above)
1068 above->below = below; 982 above->below = below;
1069 else 983 else
1070 env->inv = below; 984 env->inv = below;
1071 985
1072 if (below != NULL) 986 if (below)
1073 below->above = above; 987 below->above = above;
1074 988
1075 /* we set up values so that it could be inserted into 989 /* we set up values so that it could be inserted into
1076 * the map, but we don't actually do that - it is up 990 * the map, but we don't actually do that - it is up
1077 * to the caller to decide what we want to do. 991 * to the caller to decide what we want to do.
1081 above = 0, below = 0; 995 above = 0, below = 0;
1082 env = 0; 996 env = 0;
1083 } 997 }
1084 else if (map) 998 else if (map)
1085 { 999 {
1086 /* Re did the following section of code - it looks like it had 1000 if (type == PLAYER)
1087 * lots of logic for things we no longer care about
1088 */ 1001 {
1002 --map->players;
1003 map->touch ();
1004 }
1005
1006 map->dirty = true;
1089 1007
1090 /* link the object above us */ 1008 /* link the object above us */
1091 if (above) 1009 if (above)
1092 above->below = below; 1010 above->below = below;
1093 else 1011 else
1094 SET_MAP_TOP (map, x, y, below); /* we were top, set new top */ 1012 map->at (x, y).top = below; /* we were top, set new top */
1095 1013
1096 /* Relink the object below us, if there is one */ 1014 /* Relink the object below us, if there is one */
1097 if (below) 1015 if (below)
1098 below->above = above; 1016 below->above = above;
1099 else 1017 else
1111 dump = dump_object (GET_MAP_OB (map, x, y)); 1029 dump = dump_object (GET_MAP_OB (map, x, y));
1112 LOG (llevError, "%s\n", dump); 1030 LOG (llevError, "%s\n", dump);
1113 free (dump); 1031 free (dump);
1114 } 1032 }
1115 1033
1116 SET_MAP_OB (map, x, y, above); /* goes on above it. */ 1034 map->at (x, y).bot = above; /* goes on above it. */
1117 } 1035 }
1118 1036
1119 above = 0; 1037 above = 0;
1120 below = 0; 1038 below = 0;
1121 1039
1122 if (map->in_memory == MAP_SAVING) 1040 if (map->in_memory == MAP_SAVING)
1123 return; 1041 return;
1124 1042
1125 check_walk_off = !QUERY_FLAG (this, FLAG_NO_APPLY); 1043 int check_walk_off = !flag [FLAG_NO_APPLY];
1126 1044
1127 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) 1045 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above)
1128 { 1046 {
1129 /* No point updating the players look faces if he is the object 1047 /* No point updating the players look faces if he is the object
1130 * being removed. 1048 * being removed.
1131 */ 1049 */
1132 1050
1136 * removed (most likely destroyed), update the player view 1054 * removed (most likely destroyed), update the player view
1137 * appropriately. 1055 * appropriately.
1138 */ 1056 */
1139 if (tmp->container == this) 1057 if (tmp->container == this)
1140 { 1058 {
1141 CLEAR_FLAG (this, FLAG_APPLIED); 1059 flag [FLAG_APPLIED] = 0;
1142 tmp->container = 0; 1060 tmp->container = 0;
1143 } 1061 }
1144 1062
1145 tmp->contr->socket.update_look = 1; 1063 if (tmp->contr->ns)
1064 tmp->contr->ns->floorbox_update ();
1146 } 1065 }
1147 1066
1148 /* See if player moving off should effect something */ 1067 /* See if object moving off should effect something */
1149 if (check_walk_off 1068 if (check_walk_off
1150 && ((move_type & tmp->move_off) 1069 && ((move_type & tmp->move_off)
1151 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1070 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1152 { 1071 {
1153 move_apply (tmp, this, 0); 1072 move_apply (tmp, this, 0);
1155 if (destroyed ()) 1074 if (destroyed ())
1156 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1075 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1157 } 1076 }
1158 1077
1159 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1078 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1160 1079 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1161 if (tmp->above == tmp) 1080 if (tmp->above == tmp)
1162 tmp->above = 0; 1081 tmp->above = 0;
1163 1082
1164 last = tmp; 1083 last = tmp;
1165 } 1084 }
1166 1085
1167 /* last == NULL of there are no objects on this space */ 1086 /* last == NULL if there are no objects on this space */
1087 //TODO: this makes little sense, why only update the topmost object?
1168 if (!last) 1088 if (!last)
1169 { 1089 map->at (x, y).flags_ = 0;
1170 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1171 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1172 * those out anyways, and if there are any flags set right now, they won't
1173 * be correct anyways.
1174 */
1175 SET_MAP_FLAGS (map, x, y, P_NEED_UPDATE);
1176 update_position (map, x, y);
1177 }
1178 else 1090 else
1179 update_object (last, UP_OBJ_REMOVE); 1091 update_object (last, UP_OBJ_REMOVE);
1180 1092
1181 if (QUERY_FLAG (this, FLAG_BLOCKSVIEW) || glow_radius) 1093 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1182 update_all_los (map, x, y); 1094 update_all_los (map, x, y);
1183 } 1095 }
1184} 1096}
1185 1097
1186/* 1098/*
1195merge_ob (object *op, object *top) 1107merge_ob (object *op, object *top)
1196{ 1108{
1197 if (!op->nrof) 1109 if (!op->nrof)
1198 return 0; 1110 return 0;
1199 1111
1200 if (top == NULL) 1112 if (top)
1201 for (top = op; top != NULL && top->above != NULL; top = top->above); 1113 for (top = op; top && top->above; top = top->above)
1114 ;
1202 1115
1203 for (; top != NULL; top = top->below) 1116 for (; top; top = top->below)
1204 { 1117 {
1205 if (top == op) 1118 if (top == op)
1206 continue; 1119 continue;
1207 1120
1208 if (object::can_merge (op, top)) 1121 if (object::can_merge (op, top))
1224 * job preparing multi-part monsters 1137 * job preparing multi-part monsters
1225 */ 1138 */
1226object * 1139object *
1227insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1140insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1228{ 1141{
1229 object *tmp;
1230
1231 if (op->head)
1232 op = op->head;
1233
1234 for (tmp = op; tmp; tmp = tmp->more) 1142 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1235 { 1143 {
1236 tmp->x = x + tmp->arch->clone.x; 1144 tmp->x = x + tmp->arch->clone.x;
1237 tmp->y = y + tmp->arch->clone.y; 1145 tmp->y = y + tmp->arch->clone.y;
1238 } 1146 }
1239 1147
1258 * Return value: 1166 * Return value:
1259 * new object if 'op' was merged with other object 1167 * new object if 'op' was merged with other object
1260 * NULL if 'op' was destroyed 1168 * NULL if 'op' was destroyed
1261 * just 'op' otherwise 1169 * just 'op' otherwise
1262 */ 1170 */
1263
1264object * 1171object *
1265insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1172insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1266{ 1173{
1267 object *tmp, *top, *floor = NULL; 1174 object *tmp, *top, *floor = NULL;
1268 sint16 x, y; 1175 sint16 x, y;
1271 { 1178 {
1272 LOG (llevError, "Trying to insert freed object!\n"); 1179 LOG (llevError, "Trying to insert freed object!\n");
1273 return NULL; 1180 return NULL;
1274 } 1181 }
1275 1182
1276 if (m == NULL) 1183 if (!m)
1277 { 1184 {
1278 char *dump = dump_object (op); 1185 char *dump = dump_object (op);
1279 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump); 1186 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1280 free (dump); 1187 free (dump);
1281 return op; 1188 return op;
1302 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump); 1209 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1303 free (dump); 1210 free (dump);
1304 return op; 1211 return op;
1305 } 1212 }
1306 1213
1307 if (op->more != NULL) 1214 if (op->more)
1308 { 1215 {
1309 /* The part may be on a different map. */ 1216 /* The part may be on a different map. */
1310 1217
1311 object *more = op->more; 1218 object *more = op->more;
1312 1219
1313 /* We really need the caller to normalize coordinates - if 1220 /* We really need the caller to normalise coordinates - if
1314 * we set the map, that doesn't work if the location is within 1221 * we set the map, that doesn't work if the location is within
1315 * a map and this is straddling an edge. So only if coordinate 1222 * a map and this is straddling an edge. So only if coordinate
1316 * is clear wrong do we normalize it. 1223 * is clear wrong do we normalise it.
1317 */ 1224 */
1318 if (OUT_OF_REAL_MAP (more->map, more->x, more->y)) 1225 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1319 more->map = get_map_from_coord (m, &more->x, &more->y); 1226 more->map = get_map_from_coord (m, &more->x, &more->y);
1320 else if (!more->map) 1227 else if (!more->map)
1321 { 1228 {
1328 if (insert_ob_in_map (more, more->map, originator, flag) == NULL) 1235 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1329 { 1236 {
1330 if (!op->head) 1237 if (!op->head)
1331 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1238 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1332 1239
1333 return NULL; 1240 return 0;
1334 } 1241 }
1335 } 1242 }
1336 1243
1337 CLEAR_FLAG (op, FLAG_REMOVED); 1244 CLEAR_FLAG (op, FLAG_REMOVED);
1338 1245
1345 y = op->y; 1252 y = op->y;
1346 1253
1347 /* this has to be done after we translate the coordinates. 1254 /* this has to be done after we translate the coordinates.
1348 */ 1255 */
1349 if (op->nrof && !(flag & INS_NO_MERGE)) 1256 if (op->nrof && !(flag & INS_NO_MERGE))
1350 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1257 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above)
1351 if (object::can_merge (op, tmp)) 1258 if (object::can_merge (op, tmp))
1352 { 1259 {
1353 op->nrof += tmp->nrof; 1260 op->nrof += tmp->nrof;
1354 tmp->destroy (); 1261 tmp->destroy ();
1355 } 1262 }
1372 op->below = originator->below; 1279 op->below = originator->below;
1373 1280
1374 if (op->below) 1281 if (op->below)
1375 op->below->above = op; 1282 op->below->above = op;
1376 else 1283 else
1377 SET_MAP_OB (op->map, op->x, op->y, op); 1284 op->ms ().bot = op;
1378 1285
1379 /* since *below* originator, no need to update top */ 1286 /* since *below* originator, no need to update top */
1380 originator->below = op; 1287 originator->below = op;
1381 } 1288 }
1382 else 1289 else
1383 { 1290 {
1384 /* If there are other objects, then */ 1291 /* If there are other objects, then */
1385 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1292 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1386 { 1293 {
1387 object *last = NULL; 1294 object *last = 0;
1388 1295
1389 /* 1296 /*
1390 * If there are multiple objects on this space, we do some trickier handling. 1297 * If there are multiple objects on this space, we do some trickier handling.
1391 * We've already dealt with merging if appropriate. 1298 * We've already dealt with merging if appropriate.
1392 * Generally, we want to put the new object on top. But if 1299 * Generally, we want to put the new object on top. But if
1396 * once we get to them. This reduces the need to traverse over all of 1303 * once we get to them. This reduces the need to traverse over all of
1397 * them when adding another one - this saves quite a bit of cpu time 1304 * them when adding another one - this saves quite a bit of cpu time
1398 * when lots of spells are cast in one area. Currently, it is presumed 1305 * when lots of spells are cast in one area. Currently, it is presumed
1399 * that flying non pickable objects are spell objects. 1306 * that flying non pickable objects are spell objects.
1400 */ 1307 */
1401
1402 while (top != NULL) 1308 while (top)
1403 { 1309 {
1404 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1310 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1405 floor = top; 1311 floor = top;
1406 1312
1407 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1313 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1428 * If INS_ON_TOP is used, don't do this processing 1334 * If INS_ON_TOP is used, don't do this processing
1429 * Need to find the object that in fact blocks view, otherwise 1335 * Need to find the object that in fact blocks view, otherwise
1430 * stacking is a bit odd. 1336 * stacking is a bit odd.
1431 */ 1337 */
1432 if (!(flag & INS_ON_TOP) && 1338 if (!(flag & INS_ON_TOP) &&
1433 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1339 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1434 { 1340 {
1435 for (last = top; last != floor; last = last->below) 1341 for (last = top; last != floor; last = last->below)
1436 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1342 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1437 break; 1343 break;
1438 /* Check to see if we found the object that blocks view, 1344 /* Check to see if we found the object that blocks view,
1460 op->above = GET_MAP_OB (op->map, op->x, op->y); 1366 op->above = GET_MAP_OB (op->map, op->x, op->y);
1461 1367
1462 if (op->above) 1368 if (op->above)
1463 op->above->below = op; 1369 op->above->below = op;
1464 1370
1465 op->below = NULL; 1371 op->below = 0;
1466 SET_MAP_OB (op->map, op->x, op->y, op); 1372 op->ms ().bot = op;
1467 } 1373 }
1468 else 1374 else
1469 { /* get inserted into the stack above top */ 1375 { /* get inserted into the stack above top */
1470 op->above = top->above; 1376 op->above = top->above;
1471 1377
1474 1380
1475 op->below = top; 1381 op->below = top;
1476 top->above = op; 1382 top->above = op;
1477 } 1383 }
1478 1384
1479 if (op->above == NULL) 1385 if (!op->above)
1480 SET_MAP_TOP (op->map, op->x, op->y, op); 1386 op->ms ().top = op;
1481 } /* else not INS_BELOW_ORIGINATOR */ 1387 } /* else not INS_BELOW_ORIGINATOR */
1482 1388
1483 if (op->type == PLAYER) 1389 if (op->type == PLAYER)
1390 {
1484 op->contr->do_los = 1; 1391 op->contr->do_los = 1;
1392 ++op->map->players;
1393 op->map->touch ();
1394 }
1395
1396 op->map->dirty = true;
1485 1397
1486 /* If we have a floor, we know the player, if any, will be above 1398 /* If we have a floor, we know the player, if any, will be above
1487 * it, so save a few ticks and start from there. 1399 * it, so save a few ticks and start from there.
1488 */ 1400 */
1489 if (!(flag & INS_MAP_LOAD)) 1401 if (!(flag & INS_MAP_LOAD))
1490 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1402 if (object *pl = op->ms ().player ())
1491 if (tmp->type == PLAYER) 1403 if (pl->contr->ns)
1492 tmp->contr->socket.update_look = 1; 1404 pl->contr->ns->floorbox_update ();
1493 1405
1494 /* If this object glows, it may affect lighting conditions that are 1406 /* If this object glows, it may affect lighting conditions that are
1495 * visible to others on this map. But update_all_los is really 1407 * visible to others on this map. But update_all_los is really
1496 * an inefficient way to do this, as it means los for all players 1408 * an inefficient way to do this, as it means los for all players
1497 * on the map will get recalculated. The players could very well 1409 * on the map will get recalculated. The players could very well
1498 * be far away from this change and not affected in any way - 1410 * be far away from this change and not affected in any way -
1499 * this should get redone to only look for players within range, 1411 * this should get redone to only look for players within range,
1500 * or just updating the P_NEED_UPDATE for spaces within this area 1412 * or just updating the P_UPTODATE for spaces within this area
1501 * of effect may be sufficient. 1413 * of effect may be sufficient.
1502 */ 1414 */
1503 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1415 if (op->map->darkness && (op->glow_radius != 0))
1504 update_all_los (op->map, op->x, op->y); 1416 update_all_los (op->map, op->x, op->y);
1505 1417
1506 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1418 /* updates flags (blocked, alive, no magic, etc) for this map space */
1507 update_object (op, UP_OBJ_INSERT); 1419 update_object (op, UP_OBJ_INSERT);
1508 1420
1421 INVOKE_OBJECT (INSERT, op);
1422
1509 /* Don't know if moving this to the end will break anything. However, 1423 /* Don't know if moving this to the end will break anything. However,
1510 * we want to have update_look set above before calling this. 1424 * we want to have floorbox_update called before calling this.
1511 * 1425 *
1512 * check_move_on() must be after this because code called from 1426 * check_move_on() must be after this because code called from
1513 * check_move_on() depends on correct map flags (so functions like 1427 * check_move_on() depends on correct map flags (so functions like
1514 * blocked() and wall() work properly), and these flags are updated by 1428 * blocked() and wall() work properly), and these flags are updated by
1515 * update_object(). 1429 * update_object().
1517 1431
1518 /* if this is not the head or flag has been passed, don't check walk on status */ 1432 /* if this is not the head or flag has been passed, don't check walk on status */
1519 if (!(flag & INS_NO_WALK_ON) && !op->head) 1433 if (!(flag & INS_NO_WALK_ON) && !op->head)
1520 { 1434 {
1521 if (check_move_on (op, originator)) 1435 if (check_move_on (op, originator))
1522 return NULL; 1436 return 0;
1523 1437
1524 /* If we are a multi part object, lets work our way through the check 1438 /* If we are a multi part object, lets work our way through the check
1525 * walk on's. 1439 * walk on's.
1526 */ 1440 */
1527 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1441 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1528 if (check_move_on (tmp, originator)) 1442 if (check_move_on (tmp, originator))
1529 return NULL; 1443 return 0;
1530 } 1444 }
1531 1445
1532 return op; 1446 return op;
1533} 1447}
1534 1448
1535/* this function inserts an object in the map, but if it 1449/* this function inserts an object in the map, but if it
1536 * finds an object of its own type, it'll remove that one first. 1450 * finds an object of its own type, it'll remove that one first.
1537 * op is the object to insert it under: supplies x and the map. 1451 * op is the object to insert it under: supplies x and the map.
1538 */ 1452 */
1539void 1453void
1540replace_insert_ob_in_map (const char *arch_string, object *op) 1454replace_insert_ob_in_map (const char *arch_string, object *op)
1541{ 1455{
1542 object * 1456 object *tmp, *tmp1;
1543 tmp;
1544 object *
1545 tmp1;
1546 1457
1547 /* first search for itself and remove any old instances */ 1458 /* first search for itself and remove any old instances */
1548 1459
1549 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1460 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1550 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1461 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1551 tmp->destroy (); 1462 tmp->destroy ();
1552 1463
1553 tmp1 = arch_to_object (archetype::find (arch_string)); 1464 tmp1 = arch_to_object (archetype::find (arch_string));
1554 1465
1555 tmp1->x = op->x; 1466 tmp1->x = op->x;
1556 tmp1->y = op->y; 1467 tmp1->y = op->y;
1557 insert_ob_in_map (tmp1, op->map, op, 0); 1468 insert_ob_in_map (tmp1, op->map, op, 0);
1469}
1470
1471object *
1472object::insert_at (object *where, object *originator, int flags)
1473{
1474 where->map->insert (this, where->x, where->y, originator, flags);
1558} 1475}
1559 1476
1560/* 1477/*
1561 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1478 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1562 * is returned contains nr objects, and the remaining parts contains 1479 * is returned contains nr objects, and the remaining parts contains
1563 * the rest (or is removed and freed if that number is 0). 1480 * the rest (or is removed and freed if that number is 0).
1564 * On failure, NULL is returned, and the reason put into the 1481 * On failure, NULL is returned, and the reason put into the
1565 * global static errmsg array. 1482 * global static errmsg array.
1566 */ 1483 */
1567
1568object * 1484object *
1569get_split_ob (object *orig_ob, uint32 nr) 1485get_split_ob (object *orig_ob, uint32 nr)
1570{ 1486{
1571 object *newob; 1487 object *newob;
1572 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1488 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1608 1524
1609object * 1525object *
1610decrease_ob_nr (object *op, uint32 i) 1526decrease_ob_nr (object *op, uint32 i)
1611{ 1527{
1612 object *tmp; 1528 object *tmp;
1613 player *pl;
1614 1529
1615 if (i == 0) /* objects with op->nrof require this check */ 1530 if (i == 0) /* objects with op->nrof require this check */
1616 return op; 1531 return op;
1617 1532
1618 if (i > op->nrof) 1533 if (i > op->nrof)
1619 i = op->nrof; 1534 i = op->nrof;
1620 1535
1621 if (QUERY_FLAG (op, FLAG_REMOVED)) 1536 if (QUERY_FLAG (op, FLAG_REMOVED))
1622 op->nrof -= i; 1537 op->nrof -= i;
1623 else if (op->env != NULL) 1538 else if (op->env)
1624 { 1539 {
1625 /* is this object in the players inventory, or sub container 1540 /* is this object in the players inventory, or sub container
1626 * therein? 1541 * therein?
1627 */ 1542 */
1628 tmp = is_player_inv (op->env); 1543 tmp = op->in_player ();
1629 /* nope. Is this a container the player has opened? 1544 /* nope. Is this a container the player has opened?
1630 * If so, set tmp to that player. 1545 * If so, set tmp to that player.
1631 * IMO, searching through all the players will mostly 1546 * IMO, searching through all the players will mostly
1632 * likely be quicker than following op->env to the map, 1547 * likely be quicker than following op->env to the map,
1633 * and then searching the map for a player. 1548 * and then searching the map for a player.
1634 */ 1549 */
1635 if (!tmp) 1550 if (!tmp)
1636 { 1551 for_all_players (pl)
1637 for (pl = first_player; pl; pl = pl->next)
1638 if (pl->ob->container == op->env) 1552 if (pl->ob->container == op->env)
1553 {
1554 tmp = pl->ob;
1639 break; 1555 break;
1640 if (pl)
1641 tmp = pl->ob;
1642 else
1643 tmp = NULL;
1644 } 1556 }
1645 1557
1646 if (i < op->nrof) 1558 if (i < op->nrof)
1647 { 1559 {
1648 sub_weight (op->env, op->weight * i); 1560 sub_weight (op->env, op->weight * i);
1649 op->nrof -= i; 1561 op->nrof -= i;
1650 if (tmp) 1562 if (tmp)
1651 {
1652 esrv_send_item (tmp, op); 1563 esrv_send_item (tmp, op);
1653 }
1654 } 1564 }
1655 else 1565 else
1656 { 1566 {
1657 op->remove (); 1567 op->remove ();
1658 op->nrof = 0; 1568 op->nrof = 0;
1659 if (tmp) 1569 if (tmp)
1660 {
1661 esrv_del_item (tmp->contr, op->count); 1570 esrv_del_item (tmp->contr, op->count);
1662 }
1663 } 1571 }
1664 } 1572 }
1665 else 1573 else
1666 { 1574 {
1667 object *above = op->above; 1575 object *above = op->above;
1673 op->remove (); 1581 op->remove ();
1674 op->nrof = 0; 1582 op->nrof = 0;
1675 } 1583 }
1676 1584
1677 /* Since we just removed op, op->above is null */ 1585 /* Since we just removed op, op->above is null */
1678 for (tmp = above; tmp != NULL; tmp = tmp->above) 1586 for (tmp = above; tmp; tmp = tmp->above)
1679 if (tmp->type == PLAYER) 1587 if (tmp->type == PLAYER)
1680 { 1588 {
1681 if (op->nrof) 1589 if (op->nrof)
1682 esrv_send_item (tmp, op); 1590 esrv_send_item (tmp, op);
1683 else 1591 else
1688 if (op->nrof) 1596 if (op->nrof)
1689 return op; 1597 return op;
1690 else 1598 else
1691 { 1599 {
1692 op->destroy (); 1600 op->destroy ();
1693 return NULL; 1601 return 0;
1694 } 1602 }
1695} 1603}
1696 1604
1697/* 1605/*
1698 * add_weight(object, weight) adds the specified weight to an object, 1606 * add_weight(object, weight) adds the specified weight to an object,
1786 add_weight (this, op->weight * op->nrof); 1694 add_weight (this, op->weight * op->nrof);
1787 } 1695 }
1788 else 1696 else
1789 add_weight (this, (op->weight + op->carrying)); 1697 add_weight (this, (op->weight + op->carrying));
1790 1698
1791 otmp = is_player_inv (this); 1699 otmp = this->in_player ();
1792 if (otmp && otmp->contr) 1700 if (otmp && otmp->contr)
1793 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1701 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1794 fix_player (otmp); 1702 otmp->update_stats ();
1795 1703
1796 op->map = NULL; 1704 op->map = 0;
1797 op->env = this; 1705 op->env = this;
1798 op->above = NULL; 1706 op->above = 0;
1799 op->below = NULL; 1707 op->below = 0;
1800 op->x = 0, op->y = 0; 1708 op->x = 0, op->y = 0;
1801 1709
1802 /* reset the light list and los of the players on the map */ 1710 /* reset the light list and los of the players on the map */
1803 if ((op->glow_radius != 0) && map) 1711 if ((op->glow_radius != 0) && map)
1804 { 1712 {
1805#ifdef DEBUG_LIGHTS 1713#ifdef DEBUG_LIGHTS
1806 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1714 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1807#endif /* DEBUG_LIGHTS */ 1715#endif /* DEBUG_LIGHTS */
1808 if (MAP_DARKNESS (map)) 1716 if (map->darkness)
1809 update_all_los (map, x, y); 1717 update_all_los (map, x, y);
1810 } 1718 }
1811 1719
1812 /* Client has no idea of ordering so lets not bother ordering it here. 1720 /* Client has no idea of ordering so lets not bother ordering it here.
1813 * It sure simplifies this function... 1721 * It sure simplifies this function...
1818 { 1726 {
1819 op->below = inv; 1727 op->below = inv;
1820 op->below->above = op; 1728 op->below->above = op;
1821 inv = op; 1729 inv = op;
1822 } 1730 }
1731
1732 INVOKE_OBJECT (INSERT, this);
1823 1733
1824 return op; 1734 return op;
1825} 1735}
1826 1736
1827/* 1737/*
1842 * 1752 *
1843 * MSW 2001-07-08: Check all objects on space, not just those below 1753 * MSW 2001-07-08: Check all objects on space, not just those below
1844 * object being inserted. insert_ob_in_map may not put new objects 1754 * object being inserted. insert_ob_in_map may not put new objects
1845 * on top. 1755 * on top.
1846 */ 1756 */
1847
1848int 1757int
1849check_move_on (object *op, object *originator) 1758check_move_on (object *op, object *originator)
1850{ 1759{
1851 object *tmp; 1760 object *tmp;
1852 maptile *m = op->map; 1761 maptile *m = op->map;
1879 1788
1880 /* The objects have to be checked from top to bottom. 1789 /* The objects have to be checked from top to bottom.
1881 * Hence, we first go to the top: 1790 * Hence, we first go to the top:
1882 */ 1791 */
1883 1792
1884 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1793 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1885 { 1794 {
1886 /* Trim the search when we find the first other spell effect 1795 /* Trim the search when we find the first other spell effect
1887 * this helps performance so that if a space has 50 spell objects, 1796 * this helps performance so that if a space has 50 spell objects,
1888 * we don't need to check all of them. 1797 * we don't need to check all of them.
1889 */ 1798 */
1944/* 1853/*
1945 * present_arch(arch, map, x, y) searches for any objects with 1854 * present_arch(arch, map, x, y) searches for any objects with
1946 * a matching archetype at the given map and coordinates. 1855 * a matching archetype at the given map and coordinates.
1947 * The first matching object is returned, or NULL if none. 1856 * The first matching object is returned, or NULL if none.
1948 */ 1857 */
1949
1950object * 1858object *
1951present_arch (const archetype *at, maptile *m, int x, int y) 1859present_arch (const archetype *at, maptile *m, int x, int y)
1952{ 1860{
1953 object *
1954 tmp;
1955
1956 if (m == NULL || out_of_map (m, x, y)) 1861 if (!m || out_of_map (m, x, y))
1957 { 1862 {
1958 LOG (llevError, "Present_arch called outside map.\n"); 1863 LOG (llevError, "Present_arch called outside map.\n");
1959 return NULL; 1864 return NULL;
1960 } 1865 }
1961 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1866
1867 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1962 if (tmp->arch == at) 1868 if (tmp->arch == at)
1963 return tmp; 1869 return tmp;
1870
1964 return NULL; 1871 return NULL;
1965} 1872}
1966 1873
1967/* 1874/*
1968 * present(type, map, x, y) searches for any objects with 1875 * present(type, map, x, y) searches for any objects with
1969 * a matching type variable at the given map and coordinates. 1876 * a matching type variable at the given map and coordinates.
1970 * The first matching object is returned, or NULL if none. 1877 * The first matching object is returned, or NULL if none.
1971 */ 1878 */
1972
1973object * 1879object *
1974present (unsigned char type, maptile *m, int x, int y) 1880present (unsigned char type, maptile *m, int x, int y)
1975{ 1881{
1976 object *
1977 tmp;
1978
1979 if (out_of_map (m, x, y)) 1882 if (out_of_map (m, x, y))
1980 { 1883 {
1981 LOG (llevError, "Present called outside map.\n"); 1884 LOG (llevError, "Present called outside map.\n");
1982 return NULL; 1885 return NULL;
1983 } 1886 }
1984 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1887
1888 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1985 if (tmp->type == type) 1889 if (tmp->type == type)
1986 return tmp; 1890 return tmp;
1891
1987 return NULL; 1892 return NULL;
1988} 1893}
1989 1894
1990/* 1895/*
1991 * present_in_ob(type, object) searches for any objects with 1896 * present_in_ob(type, object) searches for any objects with
1992 * a matching type variable in the inventory of the given object. 1897 * a matching type variable in the inventory of the given object.
1993 * The first matching object is returned, or NULL if none. 1898 * The first matching object is returned, or NULL if none.
1994 */ 1899 */
1995
1996object * 1900object *
1997present_in_ob (unsigned char type, const object *op) 1901present_in_ob (unsigned char type, const object *op)
1998{ 1902{
1999 object *
2000 tmp;
2001
2002 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1903 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2003 if (tmp->type == type) 1904 if (tmp->type == type)
2004 return tmp; 1905 return tmp;
1906
2005 return NULL; 1907 return NULL;
2006} 1908}
2007 1909
2008/* 1910/*
2009 * present_in_ob (type, str, object) searches for any objects with 1911 * present_in_ob (type, str, object) searches for any objects with
2017 * str is the string to match against. Note that we match against 1919 * str is the string to match against. Note that we match against
2018 * the object name, not the archetype name. this is so that the 1920 * the object name, not the archetype name. this is so that the
2019 * spell code can use one object type (force), but change it's name 1921 * spell code can use one object type (force), but change it's name
2020 * to be unique. 1922 * to be unique.
2021 */ 1923 */
2022
2023object * 1924object *
2024present_in_ob_by_name (int type, const char *str, const object *op) 1925present_in_ob_by_name (int type, const char *str, const object *op)
2025{ 1926{
2026 object *
2027 tmp;
2028
2029 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1927 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2030 {
2031 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1928 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2032 return tmp; 1929 return tmp;
2033 } 1930
2034 return NULL; 1931 return 0;
2035} 1932}
2036 1933
2037/* 1934/*
2038 * present_arch_in_ob(archetype, object) searches for any objects with 1935 * present_arch_in_ob(archetype, object) searches for any objects with
2039 * a matching archetype in the inventory of the given object. 1936 * a matching archetype in the inventory of the given object.
2040 * The first matching object is returned, or NULL if none. 1937 * The first matching object is returned, or NULL if none.
2041 */ 1938 */
2042
2043object * 1939object *
2044present_arch_in_ob (const archetype *at, const object *op) 1940present_arch_in_ob (const archetype *at, const object *op)
2045{ 1941{
2046 object *
2047 tmp;
2048
2049 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1942 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2050 if (tmp->arch == at) 1943 if (tmp->arch == at)
2051 return tmp; 1944 return tmp;
1945
2052 return NULL; 1946 return NULL;
2053} 1947}
2054 1948
2055/* 1949/*
2056 * activate recursively a flag on an object inventory 1950 * activate recursively a flag on an object inventory
2057 */ 1951 */
2058void 1952void
2059flag_inv (object *op, int flag) 1953flag_inv (object *op, int flag)
2060{ 1954{
2061 object *
2062 tmp;
2063
2064 if (op->inv) 1955 if (op->inv)
2065 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1956 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2066 { 1957 {
2067 SET_FLAG (tmp, flag); 1958 SET_FLAG (tmp, flag);
2068 flag_inv (tmp, flag); 1959 flag_inv (tmp, flag);
2069 } 1960 }
2070} /* 1961}
1962
1963/*
2071 * desactivate recursively a flag on an object inventory 1964 * deactivate recursively a flag on an object inventory
2072 */ 1965 */
2073void 1966void
2074unflag_inv (object *op, int flag) 1967unflag_inv (object *op, int flag)
2075{ 1968{
2076 object *
2077 tmp;
2078
2079 if (op->inv) 1969 if (op->inv)
2080 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1970 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2081 { 1971 {
2082 CLEAR_FLAG (tmp, flag); 1972 CLEAR_FLAG (tmp, flag);
2083 unflag_inv (tmp, flag); 1973 unflag_inv (tmp, flag);
2084 } 1974 }
2085} 1975}
2088 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 1978 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2089 * all it's inventory (recursively). 1979 * all it's inventory (recursively).
2090 * If checksums are used, a player will get set_cheat called for 1980 * If checksums are used, a player will get set_cheat called for
2091 * him/her-self and all object carried by a call to this function. 1981 * him/her-self and all object carried by a call to this function.
2092 */ 1982 */
2093
2094void 1983void
2095set_cheat (object *op) 1984set_cheat (object *op)
2096{ 1985{
2097 SET_FLAG (op, FLAG_WAS_WIZ); 1986 SET_FLAG (op, FLAG_WAS_WIZ);
2098 flag_inv (op, FLAG_WAS_WIZ); 1987 flag_inv (op, FLAG_WAS_WIZ);
2117 * because arch_blocked (now ob_blocked) needs to know the movement type 2006 * because arch_blocked (now ob_blocked) needs to know the movement type
2118 * to know if the space in question will block the object. We can't use 2007 * to know if the space in question will block the object. We can't use
2119 * the archetype because that isn't correct if the monster has been 2008 * the archetype because that isn't correct if the monster has been
2120 * customized, changed states, etc. 2009 * customized, changed states, etc.
2121 */ 2010 */
2122
2123int 2011int
2124find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 2012find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2125{ 2013{
2126 int
2127 i,
2128 index = 0, flag; 2014 int index = 0, flag;
2129 static int
2130 altern[SIZEOFFREE]; 2015 int altern[SIZEOFFREE];
2131 2016
2132 for (i = start; i < stop; i++) 2017 for (int i = start; i < stop; i++)
2133 { 2018 {
2134 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2019 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2135 if (!flag) 2020 if (!flag)
2136 altern[index++] = i; 2021 altern [index++] = i;
2137 2022
2138 /* Basically, if we find a wall on a space, we cut down the search size. 2023 /* Basically, if we find a wall on a space, we cut down the search size.
2139 * In this way, we won't return spaces that are on another side of a wall. 2024 * In this way, we won't return spaces that are on another side of a wall.
2140 * This mostly work, but it cuts down the search size in all directions - 2025 * This mostly work, but it cuts down the search size in all directions -
2141 * if the space being examined only has a wall to the north and empty 2026 * if the space being examined only has a wall to the north and empty
2142 * spaces in all the other directions, this will reduce the search space 2027 * spaces in all the other directions, this will reduce the search space
2143 * to only the spaces immediately surrounding the target area, and 2028 * to only the spaces immediately surrounding the target area, and
2144 * won't look 2 spaces south of the target space. 2029 * won't look 2 spaces south of the target space.
2145 */ 2030 */
2146 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 2031 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2147 stop = maxfree[i]; 2032 stop = maxfree[i];
2148 } 2033 }
2034
2149 if (!index) 2035 if (!index)
2150 return -1; 2036 return -1;
2037
2151 return altern[RANDOM () % index]; 2038 return altern[RANDOM () % index];
2152} 2039}
2153 2040
2154/* 2041/*
2155 * find_first_free_spot(archetype, maptile, x, y) works like 2042 * find_first_free_spot(archetype, maptile, x, y) works like
2156 * find_free_spot(), but it will search max number of squares. 2043 * find_free_spot(), but it will search max number of squares.
2157 * But it will return the first available spot, not a random choice. 2044 * But it will return the first available spot, not a random choice.
2158 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2045 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2159 */ 2046 */
2160
2161int 2047int
2162find_first_free_spot (const object *ob, maptile *m, int x, int y) 2048find_first_free_spot (const object *ob, maptile *m, int x, int y)
2163{ 2049{
2164 int
2165 i;
2166
2167 for (i = 0; i < SIZEOFFREE; i++) 2050 for (int i = 0; i < SIZEOFFREE; i++)
2168 {
2169 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2051 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2170 return i; 2052 return i;
2171 } 2053
2172 return -1; 2054 return -1;
2173} 2055}
2174 2056
2175/* 2057/*
2176 * The function permute(arr, begin, end) randomly reorders the array 2058 * The function permute(arr, begin, end) randomly reorders the array
2177 * arr[begin..end-1]. 2059 * arr[begin..end-1].
2060 * now uses a fisher-yates shuffle, old permute was broken
2178 */ 2061 */
2179static void 2062static void
2180permute (int *arr, int begin, int end) 2063permute (int *arr, int begin, int end)
2181{ 2064{
2182 int 2065 arr += begin;
2183 i,
2184 j,
2185 tmp,
2186 len;
2187
2188 len = end - begin; 2066 end -= begin;
2189 for (i = begin; i < end; i++)
2190 {
2191 j = begin + RANDOM () % len;
2192 2067
2193 tmp = arr[i]; 2068 while (--end)
2194 arr[i] = arr[j]; 2069 swap (arr [end], arr [RANDOM () % (end + 1)]);
2195 arr[j] = tmp;
2196 }
2197} 2070}
2198 2071
2199/* new function to make monster searching more efficient, and effective! 2072/* new function to make monster searching more efficient, and effective!
2200 * This basically returns a randomized array (in the passed pointer) of 2073 * This basically returns a randomized array (in the passed pointer) of
2201 * the spaces to find monsters. In this way, it won't always look for 2074 * the spaces to find monsters. In this way, it won't always look for
2204 * the 3x3 area will be searched, just not in a predictable order. 2077 * the 3x3 area will be searched, just not in a predictable order.
2205 */ 2078 */
2206void 2079void
2207get_search_arr (int *search_arr) 2080get_search_arr (int *search_arr)
2208{ 2081{
2209 int 2082 int i;
2210 i;
2211 2083
2212 for (i = 0; i < SIZEOFFREE; i++) 2084 for (i = 0; i < SIZEOFFREE; i++)
2213 {
2214 search_arr[i] = i; 2085 search_arr[i] = i;
2215 }
2216 2086
2217 permute (search_arr, 1, SIZEOFFREE1 + 1); 2087 permute (search_arr, 1, SIZEOFFREE1 + 1);
2218 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2088 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2219 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2089 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2220} 2090}
2229 * Perhaps incorrectly, but I'm making the assumption that exclude 2099 * Perhaps incorrectly, but I'm making the assumption that exclude
2230 * is actually want is going to try and move there. We need this info 2100 * is actually want is going to try and move there. We need this info
2231 * because we have to know what movement the thing looking to move 2101 * because we have to know what movement the thing looking to move
2232 * there is capable of. 2102 * there is capable of.
2233 */ 2103 */
2234
2235int 2104int
2236find_dir (maptile *m, int x, int y, object *exclude) 2105find_dir (maptile *m, int x, int y, object *exclude)
2237{ 2106{
2238 int
2239 i,
2240 max = SIZEOFFREE, mflags; 2107 int i, max = SIZEOFFREE, mflags;
2241 2108
2242 sint16 nx, ny; 2109 sint16 nx, ny;
2243 object * 2110 object *tmp;
2244 tmp;
2245 maptile * 2111 maptile *mp;
2246 mp;
2247 2112
2248 MoveType blocked, move_type; 2113 MoveType blocked, move_type;
2249 2114
2250 if (exclude && exclude->head) 2115 if (exclude && exclude->head)
2251 { 2116 {
2263 mp = m; 2128 mp = m;
2264 nx = x + freearr_x[i]; 2129 nx = x + freearr_x[i];
2265 ny = y + freearr_y[i]; 2130 ny = y + freearr_y[i];
2266 2131
2267 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2132 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2133
2268 if (mflags & P_OUT_OF_MAP) 2134 if (mflags & P_OUT_OF_MAP)
2269 {
2270 max = maxfree[i]; 2135 max = maxfree[i];
2271 }
2272 else 2136 else
2273 { 2137 {
2274 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2138 mapspace &ms = mp->at (nx, ny);
2139
2140 blocked = ms.move_block;
2275 2141
2276 if ((move_type & blocked) == move_type) 2142 if ((move_type & blocked) == move_type)
2277 {
2278 max = maxfree[i]; 2143 max = maxfree[i];
2279 }
2280 else if (mflags & P_IS_ALIVE) 2144 else if (mflags & P_IS_ALIVE)
2281 { 2145 {
2282 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2146 for (tmp = ms.bot; tmp; tmp = tmp->above)
2283 { 2147 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2284 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2148 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2285 {
2286 break; 2149 break;
2287 } 2150
2288 }
2289 if (tmp) 2151 if (tmp)
2290 {
2291 return freedir[i]; 2152 return freedir[i];
2292 }
2293 } 2153 }
2294 } 2154 }
2295 } 2155 }
2156
2296 return 0; 2157 return 0;
2297} 2158}
2298 2159
2299/* 2160/*
2300 * distance(object 1, object 2) will return the square of the 2161 * distance(object 1, object 2) will return the square of the
2301 * distance between the two given objects. 2162 * distance between the two given objects.
2302 */ 2163 */
2303
2304int 2164int
2305distance (const object *ob1, const object *ob2) 2165distance (const object *ob1, const object *ob2)
2306{ 2166{
2307 int
2308 i;
2309
2310 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2167 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2311 return i;
2312} 2168}
2313 2169
2314/* 2170/*
2315 * find_dir_2(delta-x,delta-y) will return a direction in which 2171 * find_dir_2(delta-x,delta-y) will return a direction in which
2316 * an object which has subtracted the x and y coordinates of another 2172 * an object which has subtracted the x and y coordinates of another
2317 * object, needs to travel toward it. 2173 * object, needs to travel toward it.
2318 */ 2174 */
2319
2320int 2175int
2321find_dir_2 (int x, int y) 2176find_dir_2 (int x, int y)
2322{ 2177{
2323 int 2178 int q;
2324 q;
2325 2179
2326 if (y) 2180 if (y)
2327 q = x * 100 / y; 2181 q = x * 100 / y;
2328 else if (x) 2182 else if (x)
2329 q = -300 * x; 2183 q = -300 * x;
2364int 2218int
2365absdir (int d) 2219absdir (int d)
2366{ 2220{
2367 while (d < 1) 2221 while (d < 1)
2368 d += 8; 2222 d += 8;
2223
2369 while (d > 8) 2224 while (d > 8)
2370 d -= 8; 2225 d -= 8;
2226
2371 return d; 2227 return d;
2372} 2228}
2373 2229
2374/* 2230/*
2375 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2231 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2377 */ 2233 */
2378 2234
2379int 2235int
2380dirdiff (int dir1, int dir2) 2236dirdiff (int dir1, int dir2)
2381{ 2237{
2382 int 2238 int d;
2383 d;
2384 2239
2385 d = abs (dir1 - dir2); 2240 d = abs (dir1 - dir2);
2386 if (d > 4) 2241 if (d > 4)
2387 d = 8 - d; 2242 d = 8 - d;
2243
2388 return d; 2244 return d;
2389} 2245}
2390 2246
2391/* peterm: 2247/* peterm:
2392 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2248 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2395 * This basically means that if direction is 15, then it could either go 2251 * This basically means that if direction is 15, then it could either go
2396 * direction 4, 14, or 16 to get back to where we are. 2252 * direction 4, 14, or 16 to get back to where we are.
2397 * Moved from spell_util.c to object.c with the other related direction 2253 * Moved from spell_util.c to object.c with the other related direction
2398 * functions. 2254 * functions.
2399 */ 2255 */
2400
2401int
2402 reduction_dir[SIZEOFFREE][3] = { 2256int reduction_dir[SIZEOFFREE][3] = {
2403 {0, 0, 0}, /* 0 */ 2257 {0, 0, 0}, /* 0 */
2404 {0, 0, 0}, /* 1 */ 2258 {0, 0, 0}, /* 1 */
2405 {0, 0, 0}, /* 2 */ 2259 {0, 0, 0}, /* 2 */
2406 {0, 0, 0}, /* 3 */ 2260 {0, 0, 0}, /* 3 */
2407 {0, 0, 0}, /* 4 */ 2261 {0, 0, 0}, /* 4 */
2455 * find a path to that monster that we found. If not, 2309 * find a path to that monster that we found. If not,
2456 * we don't bother going toward it. Returns 1 if we 2310 * we don't bother going toward it. Returns 1 if we
2457 * can see a direct way to get it 2311 * can see a direct way to get it
2458 * Modified to be map tile aware -.MSW 2312 * Modified to be map tile aware -.MSW
2459 */ 2313 */
2460
2461
2462int 2314int
2463can_see_monsterP (maptile *m, int x, int y, int dir) 2315can_see_monsterP (maptile *m, int x, int y, int dir)
2464{ 2316{
2465 sint16 dx, dy; 2317 sint16 dx, dy;
2466 int
2467 mflags; 2318 int mflags;
2468 2319
2469 if (dir < 0) 2320 if (dir < 0)
2470 return 0; /* exit condition: invalid direction */ 2321 return 0; /* exit condition: invalid direction */
2471 2322
2472 dx = x + freearr_x[dir]; 2323 dx = x + freearr_x[dir];
2485 return 0; 2336 return 0;
2486 2337
2487 /* yes, can see. */ 2338 /* yes, can see. */
2488 if (dir < 9) 2339 if (dir < 9)
2489 return 1; 2340 return 1;
2341
2490 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2342 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2491 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]); 2343 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2344 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2492} 2345}
2493
2494
2495 2346
2496/* 2347/*
2497 * can_pick(picker, item): finds out if an object is possible to be 2348 * can_pick(picker, item): finds out if an object is possible to be
2498 * picked up by the picker. Returnes 1 if it can be 2349 * picked up by the picker. Returnes 1 if it can be
2499 * picked up, otherwise 0. 2350 * picked up, otherwise 0.
2510 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2361 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2511 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2362 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2512 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2363 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2513} 2364}
2514 2365
2515
2516/* 2366/*
2517 * create clone from object to another 2367 * create clone from object to another
2518 */ 2368 */
2519object * 2369object *
2520object_create_clone (object *asrc) 2370object_create_clone (object *asrc)
2539 { 2389 {
2540 dst = tmp; 2390 dst = tmp;
2541 tmp->head = 0; 2391 tmp->head = 0;
2542 } 2392 }
2543 else 2393 else
2544 {
2545 tmp->head = dst; 2394 tmp->head = dst;
2546 }
2547 2395
2548 tmp->more = 0; 2396 tmp->more = 0;
2549 2397
2550 if (prev) 2398 if (prev)
2551 prev->more = tmp; 2399 prev->more = tmp;
2563/* Basically, we save the content of the string to a temp file, then call */ 2411/* Basically, we save the content of the string to a temp file, then call */
2564/* load_object on it. I admit it is a highly inefficient way to make things, */ 2412/* load_object on it. I admit it is a highly inefficient way to make things, */
2565/* but it was simple to make and allows reusing the load_object function. */ 2413/* but it was simple to make and allows reusing the load_object function. */
2566/* Remember not to use load_object_str in a time-critical situation. */ 2414/* Remember not to use load_object_str in a time-critical situation. */
2567/* Also remember that multiparts objects are not supported for now. */ 2415/* Also remember that multiparts objects are not supported for now. */
2568
2569object * 2416object *
2570load_object_str (const char *obstr) 2417load_object_str (const char *obstr)
2571{ 2418{
2572 object *op; 2419 object *op;
2573 char filename[MAX_BUF]; 2420 char filename[MAX_BUF];
2603 * returns NULL if no match. 2450 * returns NULL if no match.
2604 */ 2451 */
2605object * 2452object *
2606find_obj_by_type_subtype (const object *who, int type, int subtype) 2453find_obj_by_type_subtype (const object *who, int type, int subtype)
2607{ 2454{
2608 object *tmp;
2609
2610 for (tmp = who->inv; tmp; tmp = tmp->below) 2455 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2611 if (tmp->type == type && tmp->subtype == subtype) 2456 if (tmp->type == type && tmp->subtype == subtype)
2612 return tmp; 2457 return tmp;
2613 2458
2614 return NULL; 2459 return 0;
2615} 2460}
2616 2461
2617/* If ob has a field named key, return the link from the list, 2462/* If ob has a field named key, return the link from the list,
2618 * otherwise return NULL. 2463 * otherwise return NULL.
2619 * 2464 *
2621 * do the desired thing. 2466 * do the desired thing.
2622 */ 2467 */
2623key_value * 2468key_value *
2624get_ob_key_link (const object *ob, const char *key) 2469get_ob_key_link (const object *ob, const char *key)
2625{ 2470{
2626 key_value *link;
2627
2628 for (link = ob->key_values; link != NULL; link = link->next) 2471 for (key_value *link = ob->key_values; link; link = link->next)
2629 if (link->key == key) 2472 if (link->key == key)
2630 return link; 2473 return link;
2631 2474
2632 return NULL; 2475 return 0;
2633} 2476}
2634 2477
2635/* 2478/*
2636 * Returns the value of op has an extra_field for key, or NULL. 2479 * Returns the value of op has an extra_field for key, or NULL.
2637 * 2480 *
2677 * Returns TRUE on success. 2520 * Returns TRUE on success.
2678 */ 2521 */
2679int 2522int
2680set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) 2523set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2681{ 2524{
2682 key_value *
2683 field = NULL, *last = NULL; 2525 key_value *field = NULL, *last = NULL;
2684 2526
2685 for (field = op->key_values; field != NULL; field = field->next) 2527 for (field = op->key_values; field != NULL; field = field->next)
2686 { 2528 {
2687 if (field->key != canonical_key) 2529 if (field->key != canonical_key)
2688 { 2530 {
2716 /* IF we get here, key doesn't exist */ 2558 /* IF we get here, key doesn't exist */
2717 2559
2718 /* No field, we'll have to add it. */ 2560 /* No field, we'll have to add it. */
2719 2561
2720 if (!add_key) 2562 if (!add_key)
2721 {
2722 return FALSE; 2563 return FALSE;
2723 } 2564
2724 /* There isn't any good reason to store a null 2565 /* There isn't any good reason to store a null
2725 * value in the key/value list. If the archetype has 2566 * value in the key/value list. If the archetype has
2726 * this key, then we should also have it, so shouldn't 2567 * this key, then we should also have it, so shouldn't
2727 * be here. If user wants to store empty strings, 2568 * be here. If user wants to store empty strings,
2728 * should pass in "" 2569 * should pass in ""
2777 } 2618 }
2778 else 2619 else
2779 item = item->env; 2620 item = item->env;
2780} 2621}
2781 2622
2623
2624const char *
2625object::flag_desc (char *desc, int len) const
2626{
2627 char *p = desc;
2628 bool first = true;
2629
2630 *p = 0;
2631
2632 for (int i = 0; i < NUM_FLAGS; i++)
2633 {
2634 if (len <= 10) // magic constant!
2635 {
2636 snprintf (p, len, ",...");
2637 break;
2638 }
2639
2640 if (flag [i])
2641 {
2642 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2643 len -= cnt;
2644 p += cnt;
2645 first = false;
2646 }
2647 }
2648
2649 return desc;
2650}
2651
2782// return a suitable string describing an objetc in enough detail to find it 2652// return a suitable string describing an object in enough detail to find it
2783const char * 2653const char *
2784object::debug_desc (char *info) const 2654object::debug_desc (char *info) const
2785{ 2655{
2656 char flagdesc[512];
2786 char info2[256 * 3]; 2657 char info2[256 * 4];
2787 char *p = info; 2658 char *p = info;
2788 2659
2789 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2660 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s%s%s\",flags:[%s],type:%d}",
2790 count, 2661 count, uuid.seq,
2791 &name, 2662 &name,
2792 title ? " " : "", 2663 title ? "\",title:" : "",
2793 title ? (const char *)title : ""); 2664 title ? (const char *)title : "",
2665 flag_desc (flagdesc, 512), type);
2794 2666
2795 if (env) 2667 if (env)
2796 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2668 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2797 2669
2798 if (map) 2670 if (map)
2799 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2671 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2800 2672
2801 return info; 2673 return info;
2802} 2674}
2803 2675
2804const char * 2676const char *
2805object::debug_desc () const 2677object::debug_desc () const
2806{ 2678{
2807 static char info[256 * 3]; 2679 static char info[256 * 4];
2808 return debug_desc (info); 2680 return debug_desc (info);
2809} 2681}
2810 2682

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