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Comparing deliantra/server/common/object.C (file contents):
Revision 1.76 by root, Thu Dec 21 01:33:49 2006 UTC vs.
Revision 1.120 by root, Sun Jan 21 21:28:27 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
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 21 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail at <crossfire@schmorp.de>
22*/ 23 */
23 24
24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
25 sub/add_weight will transcend the environment updating the carrying 26 sub/add_weight will transcend the environment updating the carrying
26 variable. */ 27 variable. */
27#include <global.h> 28#include <global.h>
36 37
37int nrofallocobjects = 0; 38int nrofallocobjects = 0;
38static UUID uuid; 39static UUID uuid;
39const uint64 UUID_SKIP = 1<<19; 40const uint64 UUID_SKIP = 1<<19;
40 41
41object *active_objects; /* List of active objects that need to be processed */ 42objectvec objects;
43activevec actives;
42 44
43short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 45short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
44 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 46 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
45}; 47};
46short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 48short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
141 * objects with lists are rare, and lists stay short. If not, use a 143 * objects with lists are rare, and lists stay short. If not, use a
142 * different structure or at least keep the lists sorted... 144 * different structure or at least keep the lists sorted...
143 */ 145 */
144 146
145 /* For each field in wants, */ 147 /* For each field in wants, */
146 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) 148 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
147 { 149 {
148 key_value *has_field; 150 key_value *has_field;
149 151
150 /* Look for a field in has with the same key. */ 152 /* Look for a field in has with the same key. */
151 has_field = get_ob_key_link (has, wants_field->key); 153 has_field = get_ob_key_link (has, wants_field->key);
190 * Check nrof variable *before* calling can_merge() 192 * Check nrof variable *before* calling can_merge()
191 * 193 *
192 * Improvements made with merge: Better checking on potion, and also 194 * Improvements made with merge: Better checking on potion, and also
193 * check weight 195 * check weight
194 */ 196 */
195
196bool object::can_merge_slow (object *ob1, object *ob2) 197bool object::can_merge_slow (object *ob1, object *ob2)
197{ 198{
198 /* A couple quicksanity checks */ 199 /* A couple quicksanity checks */
199 if (ob1 == ob2 200 if (ob1 == ob2
200 || ob1->type != ob2->type 201 || ob1->type != ob2->type
221 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 222 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
222 223
223 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 224 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
224 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 225 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
225 226
226 if ((ob1->flags ^ ob2->flags).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any () 227 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
227 || ob1->arch != ob2->arch 228 || ob1->arch != ob2->arch
228 || ob1->name != ob2->name 229 || ob1->name != ob2->name
229 || ob1->title != ob2->title 230 || ob1->title != ob2->title
230 || ob1->msg != ob2->msg 231 || ob1->msg != ob2->msg
231 || ob1->weight != ob2->weight 232 || ob1->weight != ob2->weight
277 278
278 /* Note sure why the following is the case - either the object has to 279 /* Note sure why the following is the case - either the object has to
279 * be animated or have a very low speed. Is this an attempted monster 280 * be animated or have a very low speed. Is this an attempted monster
280 * check? 281 * check?
281 */ 282 */
282 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 283 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
283 return 0; 284 return 0;
284 285
285 switch (ob1->type) 286 switch (ob1->type)
286 { 287 {
287 case SCROLL: 288 case SCROLL:
364{ 365{
365 if (!op) 366 if (!op)
366 return strdup ("[NULLOBJ]"); 367 return strdup ("[NULLOBJ]");
367 368
368 object_freezer freezer; 369 object_freezer freezer;
369 save_object (freezer, op, 3); 370 save_object (freezer, op, 1);
370 return freezer.as_string (); 371 return freezer.as_string ();
371} 372}
372 373
373/* 374/*
374 * get_nearest_part(multi-object, object 2) returns the part of the 375 * get_nearest_part(multi-object, object 2) returns the part of the
391} 392}
392 393
393/* 394/*
394 * Returns the object which has the count-variable equal to the argument. 395 * Returns the object which has the count-variable equal to the argument.
395 */ 396 */
396
397object * 397object *
398find_object (tag_t i) 398find_object (tag_t i)
399{ 399{
400 for (object *op = object::first; op; op = op->next) 400 for_all_objects (op)
401 if (op->count == i) 401 if (op->count == i)
402 return op; 402 return op;
403 403
404 return 0; 404 return 0;
405} 405}
406 406
407/* 407/*
408 * Returns the first object which has a name equal to the argument. 408 * Returns the first object which has a name equal to the argument.
409 * Used only by the patch command, but not all that useful. 409 * Used only by the patch command, but not all that useful.
410 * Enables features like "patch <name-of-other-player> food 999" 410 * Enables features like "patch <name-of-other-player> food 999"
411 */ 411 */
412
413object * 412object *
414find_object_name (const char *str) 413find_object_name (const char *str)
415{ 414{
416 shstr_cmp str_ (str); 415 shstr_cmp str_ (str);
417 object *op; 416 object *op;
418 417
419 for (op = object::first; op != NULL; op = op->next) 418 for_all_objects (op)
420 if (op->name == str_) 419 if (op->name == str_)
421 break; 420 break;
422 421
423 return op; 422 return op;
424} 423}
467 } 466 }
468 467
469 op->key_values = 0; 468 op->key_values = 0;
470} 469}
471 470
472void object::clear ()
473{
474 attachable_base::clear ();
475
476 free_key_values (this);
477
478 owner = 0;
479 name = 0;
480 name_pl = 0;
481 title = 0;
482 race = 0;
483 slaying = 0;
484 skill = 0;
485 msg = 0;
486 lore = 0;
487 custom_name = 0;
488 materialname = 0;
489 contr = 0;
490 below = 0;
491 above = 0;
492 inv = 0;
493 container = 0;
494 env = 0;
495 more = 0;
496 head = 0;
497 map = 0;
498 active_next = 0;
499 active_prev = 0;
500
501 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
502
503 SET_FLAG (this, FLAG_REMOVED);
504
505 /* What is not cleared is next, prev, and count */
506
507 expmul = 1.0;
508 face = blank_face;
509
510 if (settings.casting_time)
511 casting_time = -1;
512}
513
514/* 471/*
515 * copy_to first frees everything allocated by the dst object, 472 * copy_to first frees everything allocated by the dst object,
516 * and then copies the contents of itself into the second 473 * and then copies the contents of itself into the second
517 * object, allocating what needs to be allocated. Basically, any 474 * object, allocating what needs to be allocated. Basically, any
518 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 475 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
524{ 481{
525 bool is_freed = QUERY_FLAG (dst, FLAG_FREED); 482 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
526 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED); 483 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
527 484
528 *(object_copy *)dst = *this; 485 *(object_copy *)dst = *this;
529 *(object_pod *)dst = *this;
530
531 if (self || cb)
532 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (dst));
533 486
534 if (is_freed) 487 if (is_freed)
535 SET_FLAG (dst, FLAG_FREED); 488 SET_FLAG (dst, FLAG_FREED);
536 489
537 if (is_removed) 490 if (is_removed)
538 SET_FLAG (dst, FLAG_REMOVED); 491 SET_FLAG (dst, FLAG_REMOVED);
539 492
540 if (speed < 0) 493 if (speed < 0)
541 dst->speed_left = speed_left - RANDOM () % 200 / 100.0; 494 dst->speed_left = speed_left - rndm ();
542 495
543 /* Copy over key_values, if any. */ 496 /* Copy over key_values, if any. */
544 if (key_values) 497 if (key_values)
545 { 498 {
546 key_value *tail = 0; 499 key_value *tail = 0;
568 tail = new_link; 521 tail = new_link;
569 } 522 }
570 } 523 }
571 } 524 }
572 525
573 update_ob_speed (dst); 526 dst->set_speed (dst->speed);
574} 527}
575 528
576object * 529object *
577object::clone () 530object::clone ()
578{ 531{
584/* 537/*
585 * If an object with the IS_TURNABLE() flag needs to be turned due 538 * If an object with the IS_TURNABLE() flag needs to be turned due
586 * to the closest player being on the other side, this function can 539 * to the closest player being on the other side, this function can
587 * be called to update the face variable, _and_ how it looks on the map. 540 * be called to update the face variable, _and_ how it looks on the map.
588 */ 541 */
589
590void 542void
591update_turn_face (object *op) 543update_turn_face (object *op)
592{ 544{
593 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 545 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
594 return; 546 return;
547
595 SET_ANIMATION (op, op->direction); 548 SET_ANIMATION (op, op->direction);
596 update_object (op, UP_OBJ_FACE); 549 update_object (op, UP_OBJ_FACE);
597} 550}
598 551
599/* 552/*
600 * Updates the speed of an object. If the speed changes from 0 to another 553 * Updates the speed of an object. If the speed changes from 0 to another
601 * value, or vice versa, then add/remove the object from the active list. 554 * value, or vice versa, then add/remove the object from the active list.
602 * This function needs to be called whenever the speed of an object changes. 555 * This function needs to be called whenever the speed of an object changes.
603 */ 556 */
604void 557void
605update_ob_speed (object *op) 558object::set_speed (float speed)
606{ 559{
607 extern int arch_init; 560 if (flag [FLAG_FREED] && speed)
608
609 /* No reason putting the archetypes objects on the speed list,
610 * since they never really need to be updated.
611 */
612
613 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
614 { 561 {
615 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 562 LOG (llevError, "Object %s is freed but has speed.\n", &name);
616#ifdef MANY_CORES
617 abort ();
618#else
619 op->speed = 0; 563 speed = 0;
620#endif
621 }
622
623 if (arch_init)
624 return;
625
626 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
627 { 564 }
628 /* If already on active list, don't do anything */
629 if (op->active_next || op->active_prev || op == active_objects)
630 return;
631 565
632 /* process_events() expects us to insert the object at the beginning 566 this->speed = speed;
633 * of the list. */
634 op->active_next = active_objects;
635 567
636 if (op->active_next != NULL) 568 if (has_active_speed ())
637 op->active_next->active_prev = op; 569 activate ();
638
639 active_objects = op;
640 }
641 else 570 else
642 { 571 deactivate ();
643 /* If not on the active list, nothing needs to be done */
644 if (!op->active_next && !op->active_prev && op != active_objects)
645 return;
646
647 if (op->active_prev == NULL)
648 {
649 active_objects = op->active_next;
650
651 if (op->active_next != NULL)
652 op->active_next->active_prev = NULL;
653 }
654 else
655 {
656 op->active_prev->active_next = op->active_next;
657
658 if (op->active_next)
659 op->active_next->active_prev = op->active_prev;
660 }
661
662 op->active_next = NULL;
663 op->active_prev = NULL;
664 }
665}
666
667/* This function removes object 'op' from the list of active
668 * objects.
669 * This should only be used for style maps or other such
670 * reference maps where you don't want an object that isn't
671 * in play chewing up cpu time getting processed.
672 * The reverse of this is to call update_ob_speed, which
673 * will do the right thing based on the speed of the object.
674 */
675void
676remove_from_active_list (object *op)
677{
678 /* If not on the active list, nothing needs to be done */
679 if (!op->active_next && !op->active_prev && op != active_objects)
680 return;
681
682 if (op->active_prev == NULL)
683 {
684 active_objects = op->active_next;
685 if (op->active_next != NULL)
686 op->active_next->active_prev = NULL;
687 }
688 else
689 {
690 op->active_prev->active_next = op->active_next;
691 if (op->active_next)
692 op->active_next->active_prev = op->active_prev;
693 }
694 op->active_next = NULL;
695 op->active_prev = NULL;
696} 572}
697 573
698/* 574/*
699 * update_object() updates the the map. 575 * update_object() updates the the map.
700 * It takes into account invisible objects (and represent squares covered 576 * It takes into account invisible objects (and represent squares covered
737 */ 613 */
738 if (!op->map || op->map->in_memory == MAP_SAVING) 614 if (!op->map || op->map->in_memory == MAP_SAVING)
739 return; 615 return;
740 616
741 /* make sure the object is within map boundaries */ 617 /* make sure the object is within map boundaries */
742 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map)) 618 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
743 { 619 {
744 LOG (llevError, "update_object() called for object out of map!\n"); 620 LOG (llevError, "update_object() called for object out of map!\n");
745#ifdef MANY_CORES 621#ifdef MANY_CORES
746 abort (); 622 abort ();
747#endif 623#endif
748 return; 624 return;
749 } 625 }
750 626
751 mapspace &m = op->ms (); 627 mapspace &m = op->ms ();
752 628
753 if (m.flags_ & P_NEED_UPDATE) 629 if (!(m.flags_ & P_UPTODATE))
754 /* nop */; 630 /* nop */;
755 else if (action == UP_OBJ_INSERT) 631 else if (action == UP_OBJ_INSERT)
756 { 632 {
757 // this is likely overkill, TODO: revisit (schmorp) 633 // this is likely overkill, TODO: revisit (schmorp)
758 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 634 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
767 /* This isn't perfect, but I don't expect a lot of objects to 643 /* This isn't perfect, but I don't expect a lot of objects to
768 * to have move_allow right now. 644 * to have move_allow right now.
769 */ 645 */
770 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 646 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
771 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 647 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
772 m.flags_ = P_NEED_UPDATE; 648 m.flags_ = 0;
773 } 649 }
774 /* if the object is being removed, we can't make intelligent 650 /* if the object is being removed, we can't make intelligent
775 * decisions, because remove_ob can't really pass the object 651 * decisions, because remove_ob can't really pass the object
776 * that is being removed. 652 * that is being removed.
777 */ 653 */
778 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 654 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
779 m.flags_ = P_NEED_UPDATE; 655 m.flags_ = 0;
780 else if (action == UP_OBJ_FACE) 656 else if (action == UP_OBJ_FACE)
781 /* Nothing to do for that case */ ; 657 /* Nothing to do for that case */ ;
782 else 658 else
783 LOG (llevError, "update_object called with invalid action: %d\n", action); 659 LOG (llevError, "update_object called with invalid action: %d\n", action);
784 660
785 if (op->more) 661 if (op->more)
786 update_object (op->more, action); 662 update_object (op->more, action);
787} 663}
788 664
789object::vector object::mortals;
790object::vector object::objects; // not yet used
791object *object::first;
792
793void object::free_mortals ()
794{
795 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
796 if ((*i)->refcnt)
797 ++i; // further delay freeing
798 else
799 {
800 delete *i;
801 mortals.erase (i);
802 }
803}
804
805object::object () 665object::object ()
806{ 666{
807 SET_FLAG (this, FLAG_REMOVED); 667 SET_FLAG (this, FLAG_REMOVED);
808 668
809 expmul = 1.0; 669 expmul = 1.0;
810 face = blank_face; 670 face = blank_face;
811} 671}
812 672
813object::~object () 673object::~object ()
814{ 674{
675 if (index)
676 unlink ();
677
815 free_key_values (this); 678 free_key_values (this);
816} 679}
817 680
681static int object_count;
682
818void object::link () 683void object::link ()
819{ 684{
820 count = ++ob_count; 685 assert (!index);//D
821 uuid = gen_uuid (); 686 uuid = gen_uuid ();
687 count = ++object_count;
822 688
823 prev = 0; 689 refcnt_inc ();
824 next = object::first; 690 objects.insert (this);
825
826 if (object::first)
827 object::first->prev = this;
828
829 object::first = this;
830} 691}
831 692
832void object::unlink () 693void object::unlink ()
833{ 694{
834 if (this == object::first) 695 assert (index);//D
835 object::first = next; 696 objects.erase (this);
697 refcnt_dec ();
698}
836 699
837 /* Remove this object from the list of used objects */ 700void
838 if (prev) prev->next = next; 701object::activate ()
839 if (next) next->prev = prev; 702{
703 /* If already on active list, don't do anything */
704 if (active)
705 return;
840 706
841 prev = 0; 707 if (has_active_speed ())
842 next = 0; 708 actives.insert (this);
709}
710
711void
712object::activate_recursive ()
713{
714 activate ();
715
716 for (object *op = inv; op; op = op->below)
717 op->activate_recursive ();
718}
719
720/* This function removes object 'op' from the list of active
721 * objects.
722 * This should only be used for style maps or other such
723 * reference maps where you don't want an object that isn't
724 * in play chewing up cpu time getting processed.
725 * The reverse of this is to call update_ob_speed, which
726 * will do the right thing based on the speed of the object.
727 */
728void
729object::deactivate ()
730{
731 /* If not on the active list, nothing needs to be done */
732 if (!active)
733 return;
734
735 actives.erase (this);
736}
737
738void
739object::deactivate_recursive ()
740{
741 for (object *op = inv; op; op = op->below)
742 op->deactivate_recursive ();
743
744 deactivate ();
745}
746
747void
748object::set_flag_inv (int flag, int value)
749{
750 for (object *op = inv; op; op = op->below)
751 {
752 op->flag [flag] = value;
753 op->set_flag_inv (flag, value);
754 }
755}
756
757/*
758 * Remove and free all objects in the inventory of the given object.
759 * object.c ?
760 */
761void
762object::destroy_inv (bool drop_to_ground)
763{
764 // need to check first, because the checks below might segfault
765 // as we might be on an invalid mapspace and crossfire code
766 // is too buggy to ensure that the inventory is empty.
767 // corollary: if you create arrows etc. with stuff in tis inventory,
768 // cf will crash below with off-map x and y
769 if (!inv)
770 return;
771
772 /* Only if the space blocks everything do we not process -
773 * if some form of movement is allowed, let objects
774 * drop on that space.
775 */
776 if (!drop_to_ground
777 || !map
778 || map->in_memory != MAP_IN_MEMORY
779 || ms ().move_block == MOVE_ALL)
780 {
781 while (inv)
782 {
783 inv->destroy_inv (drop_to_ground);
784 inv->destroy ();
785 }
786 }
787 else
788 { /* Put objects in inventory onto this space */
789 while (inv)
790 {
791 object *op = inv;
792
793 if (op->flag [FLAG_STARTEQUIP]
794 || op->flag [FLAG_NO_DROP]
795 || op->type == RUNE
796 || op->type == TRAP
797 || op->flag [FLAG_IS_A_TEMPLATE]
798 || op->flag [FLAG_DESTROY_ON_DEATH])
799 op->destroy ();
800 else
801 map->insert (op, x, y);
802 }
803 }
843} 804}
844 805
845object *object::create () 806object *object::create ()
846{ 807{
847 object *op = new object; 808 object *op = new object;
848 op->link (); 809 op->link ();
849 return op; 810 return op;
850} 811}
851 812
852/* 813void
853 * free_object() frees everything allocated by an object, removes 814object::do_destroy ()
854 * it from the list of used objects, and puts it on the list of
855 * free objects. The IS_FREED() flag is set in the object.
856 * The object must have been removed by remove_ob() first for
857 * this function to succeed.
858 *
859 * If destroy_inventory is set, free inventory as well. Else drop items in
860 * inventory to the ground.
861 */
862void object::destroy (bool destroy_inventory)
863{ 815{
864 if (QUERY_FLAG (this, FLAG_FREED)) 816 attachable::do_destroy ();
865 return;
866 817
867 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 818 if (flag [FLAG_IS_LINKED])
819 remove_button_link (this);
820
821 if (flag [FLAG_FRIENDLY])
868 remove_friendly_object (this); 822 remove_friendly_object (this);
869 823
870 if (!QUERY_FLAG (this, FLAG_REMOVED)) 824 if (!flag [FLAG_REMOVED])
871 remove (); 825 remove ();
872 826
873 SET_FLAG (this, FLAG_FREED); 827 destroy_inv (true);
874 828
875 if (more) 829 deactivate ();
876 { 830 unlink ();
877 more->destroy (destroy_inventory);
878 more = 0;
879 }
880 831
881 if (inv) 832 flag [FLAG_FREED] = 1;
882 {
883 /* Only if the space blocks everything do we not process -
884 * if some form of movement is allowed, let objects
885 * drop on that space.
886 */
887 if (destroy_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
888 {
889 object *op = inv;
890
891 while (op)
892 {
893 object *tmp = op->below;
894 op->destroy (destroy_inventory);
895 op = tmp;
896 }
897 }
898 else
899 { /* Put objects in inventory onto this space */
900 object *op = inv;
901
902 while (op)
903 {
904 object *tmp = op->below;
905
906 op->remove ();
907
908 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
909 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
910 op->destroy ();
911 else
912 {
913 op->x = x;
914 op->y = y;
915 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
916 }
917
918 op = tmp;
919 }
920 }
921 }
922 833
923 // hack to ensure that freed objects still have a valid map 834 // hack to ensure that freed objects still have a valid map
924 { 835 {
925 static maptile *freed_map; // freed objects are moved here to avoid crashes 836 static maptile *freed_map; // freed objects are moved here to avoid crashes
926 837
930 841
931 freed_map->name = "/internal/freed_objects_map"; 842 freed_map->name = "/internal/freed_objects_map";
932 freed_map->width = 3; 843 freed_map->width = 3;
933 freed_map->height = 3; 844 freed_map->height = 3;
934 845
935 freed_map->allocate (); 846 freed_map->alloc ();
847 freed_map->in_memory = MAP_IN_MEMORY;
936 } 848 }
937 849
938 map = freed_map; 850 map = freed_map;
939 x = 1; 851 x = 1;
940 y = 1; 852 y = 1;
941 } 853 }
942 854
855 head = 0;
856
857 if (more)
858 {
859 more->destroy ();
860 more = 0;
861 }
862
943 // clear those pointers that likely might have circular references to us 863 // clear those pointers that likely might have circular references to us
944 owner = 0; 864 owner = 0;
945 enemy = 0; 865 enemy = 0;
946 attacked_by = 0; 866 attacked_by = 0;
867}
947 868
948 // only relevant for players(?), but make sure of it anyways 869void
949 contr = 0; 870object::destroy (bool destroy_inventory)
871{
872 if (destroyed ())
873 return;
950 874
951 /* Remove object from the active list */ 875 if (destroy_inventory)
952 speed = 0; 876 destroy_inv (false);
953 update_ob_speed (this);
954 877
955 unlink (); 878 attachable::destroy ();
956
957 mortals.push_back (this);
958} 879}
959 880
960/* 881/*
961 * sub_weight() recursively (outwards) subtracts a number from the 882 * sub_weight() recursively (outwards) subtracts a number from the
962 * weight of an object (and what is carried by it's environment(s)). 883 * weight of an object (and what is carried by it's environment(s)).
981 * environment, the x and y coordinates will be updated to 902 * environment, the x and y coordinates will be updated to
982 * the previous environment. 903 * the previous environment.
983 * Beware: This function is called from the editor as well! 904 * Beware: This function is called from the editor as well!
984 */ 905 */
985void 906void
986object::remove () 907object::remove_slow ()
987{ 908{
988 object *tmp, *last = 0; 909 object *tmp, *last = 0;
989 object *otmp; 910 object *otmp;
990 911
991 int check_walk_off;
992
993 if (QUERY_FLAG (this, FLAG_REMOVED)) 912 if (QUERY_FLAG (this, FLAG_REMOVED))
994 return; 913 return;
995 914
996 SET_FLAG (this, FLAG_REMOVED); 915 SET_FLAG (this, FLAG_REMOVED);
916 INVOKE_OBJECT (REMOVE, this);
997 917
998 if (more) 918 if (more)
999 more->remove (); 919 more->remove ();
1000 920
1001 /* 921 /*
1012 /* NO_FIX_PLAYER is set when a great many changes are being 932 /* NO_FIX_PLAYER is set when a great many changes are being
1013 * made to players inventory. If set, avoiding the call 933 * made to players inventory. If set, avoiding the call
1014 * to save cpu time. 934 * to save cpu time.
1015 */ 935 */
1016 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 936 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1017 fix_player (otmp); 937 otmp->update_stats ();
1018 938
1019 if (above != NULL) 939 if (above)
1020 above->below = below; 940 above->below = below;
1021 else 941 else
1022 env->inv = below; 942 env->inv = below;
1023 943
1024 if (below != NULL) 944 if (below)
1025 below->above = above; 945 below->above = above;
1026 946
1027 /* we set up values so that it could be inserted into 947 /* we set up values so that it could be inserted into
1028 * the map, but we don't actually do that - it is up 948 * the map, but we don't actually do that - it is up
1029 * to the caller to decide what we want to do. 949 * to the caller to decide what we want to do.
1033 above = 0, below = 0; 953 above = 0, below = 0;
1034 env = 0; 954 env = 0;
1035 } 955 }
1036 else if (map) 956 else if (map)
1037 { 957 {
1038 /* Re did the following section of code - it looks like it had 958 if (type == PLAYER)
1039 * lots of logic for things we no longer care about
1040 */ 959 {
960 --map->players;
961 map->touch ();
962 }
963
964 map->dirty = true;
965 mapspace &ms = this->ms ();
1041 966
1042 /* link the object above us */ 967 /* link the object above us */
1043 if (above) 968 if (above)
1044 above->below = below; 969 above->below = below;
1045 else 970 else
1046 map->at (x, y).top = below; /* we were top, set new top */ 971 ms.top = below; /* we were top, set new top */
1047 972
1048 /* Relink the object below us, if there is one */ 973 /* Relink the object below us, if there is one */
1049 if (below) 974 if (below)
1050 below->above = above; 975 below->above = above;
1051 else 976 else
1053 /* Nothing below, which means we need to relink map object for this space 978 /* Nothing below, which means we need to relink map object for this space
1054 * use translated coordinates in case some oddness with map tiling is 979 * use translated coordinates in case some oddness with map tiling is
1055 * evident 980 * evident
1056 */ 981 */
1057 if (GET_MAP_OB (map, x, y) != this) 982 if (GET_MAP_OB (map, x, y) != this)
1058 {
1059 char *dump = dump_object (this);
1060 LOG (llevError,
1061 "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); 983 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 ());
1062 free (dump);
1063 dump = dump_object (GET_MAP_OB (map, x, y));
1064 LOG (llevError, "%s\n", dump);
1065 free (dump);
1066 }
1067 984
1068 map->at (x, y).bottom = above; /* goes on above it. */ 985 ms.bot = above; /* goes on above it. */
1069 } 986 }
1070 987
1071 above = 0; 988 above = 0;
1072 below = 0; 989 below = 0;
1073 990
1074 if (map->in_memory == MAP_SAVING) 991 if (map->in_memory == MAP_SAVING)
1075 return; 992 return;
1076 993
1077 check_walk_off = !QUERY_FLAG (this, FLAG_NO_APPLY); 994 int check_walk_off = !flag [FLAG_NO_APPLY];
1078 995
1079 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) 996 for (tmp = ms.bot; tmp; tmp = tmp->above)
1080 { 997 {
1081 /* No point updating the players look faces if he is the object 998 /* No point updating the players look faces if he is the object
1082 * being removed. 999 * being removed.
1083 */ 1000 */
1084 1001
1088 * removed (most likely destroyed), update the player view 1005 * removed (most likely destroyed), update the player view
1089 * appropriately. 1006 * appropriately.
1090 */ 1007 */
1091 if (tmp->container == this) 1008 if (tmp->container == this)
1092 { 1009 {
1093 CLEAR_FLAG (this, FLAG_APPLIED); 1010 flag [FLAG_APPLIED] = 0;
1094 tmp->container = 0; 1011 tmp->container = 0;
1095 } 1012 }
1096 1013
1014 if (tmp->contr->ns)
1097 tmp->contr->socket->floorbox_update (); 1015 tmp->contr->ns->floorbox_update ();
1098 } 1016 }
1099 1017
1100 /* See if player moving off should effect something */ 1018 /* See if object moving off should effect something */
1101 if (check_walk_off 1019 if (check_walk_off
1102 && ((move_type & tmp->move_off) 1020 && ((move_type & tmp->move_off)
1103 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1021 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1104 { 1022 {
1105 move_apply (tmp, this, 0); 1023 move_apply (tmp, this, 0);
1107 if (destroyed ()) 1025 if (destroyed ())
1108 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1026 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1109 } 1027 }
1110 1028
1111 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1029 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1112 1030 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1113 if (tmp->above == tmp) 1031 if (tmp->above == tmp)
1114 tmp->above = 0; 1032 tmp->above = 0;
1115 1033
1116 last = tmp; 1034 last = tmp;
1117 } 1035 }
1118 1036
1119 /* last == NULL of there are no objects on this space */ 1037 /* last == NULL if there are no objects on this space */
1038 //TODO: this makes little sense, why only update the topmost object?
1120 if (!last) 1039 if (!last)
1121 map->at (x, y).flags_ = P_NEED_UPDATE; 1040 map->at (x, y).flags_ = 0;
1122 else 1041 else
1123 update_object (last, UP_OBJ_REMOVE); 1042 update_object (last, UP_OBJ_REMOVE);
1124 1043
1125 if (QUERY_FLAG (this, FLAG_BLOCKSVIEW) || glow_radius) 1044 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1126 update_all_los (map, x, y); 1045 update_all_los (map, x, y);
1127 } 1046 }
1128} 1047}
1129 1048
1130/* 1049/*
1139merge_ob (object *op, object *top) 1058merge_ob (object *op, object *top)
1140{ 1059{
1141 if (!op->nrof) 1060 if (!op->nrof)
1142 return 0; 1061 return 0;
1143 1062
1144 if (top == NULL) 1063 if (top)
1145 for (top = op; top != NULL && top->above != NULL; top = top->above); 1064 for (top = op; top && top->above; top = top->above)
1065 ;
1146 1066
1147 for (; top != NULL; top = top->below) 1067 for (; top; top = top->below)
1148 { 1068 {
1149 if (top == op) 1069 if (top == op)
1150 continue; 1070 continue;
1151 1071
1152 if (object::can_merge (op, top)) 1072 if (object::can_merge (op, top))
1162 1082
1163 return 0; 1083 return 0;
1164} 1084}
1165 1085
1166/* 1086/*
1167 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1087 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1168 * job preparing multi-part monsters 1088 * job preparing multi-part monsters.
1169 */ 1089 */
1170object * 1090object *
1171insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1091insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1172{ 1092{
1173 object *tmp;
1174
1175 if (op->head)
1176 op = op->head;
1177
1178 for (tmp = op; tmp; tmp = tmp->more) 1093 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1179 { 1094 {
1180 tmp->x = x + tmp->arch->clone.x; 1095 tmp->x = x + tmp->arch->clone.x;
1181 tmp->y = y + tmp->arch->clone.y; 1096 tmp->y = y + tmp->arch->clone.y;
1182 } 1097 }
1183 1098
1202 * Return value: 1117 * Return value:
1203 * new object if 'op' was merged with other object 1118 * new object if 'op' was merged with other object
1204 * NULL if 'op' was destroyed 1119 * NULL if 'op' was destroyed
1205 * just 'op' otherwise 1120 * just 'op' otherwise
1206 */ 1121 */
1207
1208object * 1122object *
1209insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1123insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1210{ 1124{
1211 object *tmp, *top, *floor = NULL; 1125 object *tmp, *top, *floor = NULL;
1212 sint16 x, y;
1213 1126
1214 if (QUERY_FLAG (op, FLAG_FREED)) 1127 if (QUERY_FLAG (op, FLAG_FREED))
1215 { 1128 {
1216 LOG (llevError, "Trying to insert freed object!\n"); 1129 LOG (llevError, "Trying to insert freed object!\n");
1217 return NULL; 1130 return NULL;
1218 } 1131 }
1219 1132
1220 if (m == NULL) 1133 if (!QUERY_FLAG (op, FLAG_REMOVED))
1134 LOG (llevError, "Trying to insert already inserted object %s\n", op->debug_desc ());
1135
1136 op->remove ();
1137
1138 if (!m)
1221 { 1139 {
1222 char *dump = dump_object (op); 1140 char *dump = dump_object (op);
1223 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump); 1141 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1224 free (dump); 1142 free (dump);
1225 return op; 1143 return op;
1238#endif 1156#endif
1239 free (dump); 1157 free (dump);
1240 return op; 1158 return op;
1241 } 1159 }
1242 1160
1243 if (!QUERY_FLAG (op, FLAG_REMOVED))
1244 {
1245 char *dump = dump_object (op);
1246 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1247 free (dump);
1248 return op;
1249 }
1250
1251 if (op->more != NULL)
1252 {
1253 /* The part may be on a different map. */
1254
1255 object *more = op->more; 1161 if (object *more = op->more)
1256 1162 {
1257 /* We really need the caller to normalize coordinates - if
1258 * we set the map, that doesn't work if the location is within
1259 * a map and this is straddling an edge. So only if coordinate
1260 * is clear wrong do we normalize it.
1261 */
1262 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1263 more->map = get_map_from_coord (m, &more->x, &more->y);
1264 else if (!more->map)
1265 {
1266 /* For backwards compatibility - when not dealing with tiled maps,
1267 * more->map should always point to the parent.
1268 */
1269 more->map = m;
1270 }
1271
1272 if (insert_ob_in_map (more, more->map, originator, flag) == NULL) 1163 if (!insert_ob_in_map (more, m, originator, flag))
1273 { 1164 {
1274 if (!op->head) 1165 if (!op->head)
1275 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1166 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1276 1167
1277 return NULL; 1168 return 0;
1278 } 1169 }
1279 } 1170 }
1280 1171
1281 CLEAR_FLAG (op, FLAG_REMOVED); 1172 CLEAR_FLAG (op, FLAG_REMOVED);
1282 1173
1283 /* Ideally, the caller figures this out. However, it complicates a lot 1174 /* Ideally, the caller figures this out. However, it complicates a lot
1284 * of areas of callers (eg, anything that uses find_free_spot would now 1175 * of areas of callers (eg, anything that uses find_free_spot would now
1285 * need extra work 1176 * need extra work
1286 */ 1177 */
1287 op->map = get_map_from_coord (m, &op->x, &op->y); 1178 if (!xy_normalise (m, op->x, op->y))
1288 x = op->x; 1179 return 0;
1289 y = op->y; 1180
1181 op->map = m;
1182 mapspace &ms = op->ms ();
1290 1183
1291 /* this has to be done after we translate the coordinates. 1184 /* this has to be done after we translate the coordinates.
1292 */ 1185 */
1293 if (op->nrof && !(flag & INS_NO_MERGE)) 1186 if (op->nrof && !(flag & INS_NO_MERGE))
1294 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1187 for (tmp = ms.bot; tmp; tmp = tmp->above)
1295 if (object::can_merge (op, tmp)) 1188 if (object::can_merge (op, tmp))
1296 { 1189 {
1297 op->nrof += tmp->nrof; 1190 op->nrof += tmp->nrof;
1298 tmp->destroy (); 1191 tmp->destroy ();
1299 } 1192 }
1316 op->below = originator->below; 1209 op->below = originator->below;
1317 1210
1318 if (op->below) 1211 if (op->below)
1319 op->below->above = op; 1212 op->below->above = op;
1320 else 1213 else
1321 op->ms ().bottom = op; 1214 ms.bot = op;
1322 1215
1323 /* since *below* originator, no need to update top */ 1216 /* since *below* originator, no need to update top */
1324 originator->below = op; 1217 originator->below = op;
1325 } 1218 }
1326 else 1219 else
1327 { 1220 {
1221 top = ms.bot;
1222
1328 /* If there are other objects, then */ 1223 /* If there are other objects, then */
1329 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1224 if ((!(flag & INS_MAP_LOAD)) && top)
1330 { 1225 {
1331 object *last = NULL; 1226 object *last = 0;
1332 1227
1333 /* 1228 /*
1334 * If there are multiple objects on this space, we do some trickier handling. 1229 * If there are multiple objects on this space, we do some trickier handling.
1335 * We've already dealt with merging if appropriate. 1230 * We've already dealt with merging if appropriate.
1336 * Generally, we want to put the new object on top. But if 1231 * Generally, we want to put the new object on top. But if
1340 * once we get to them. This reduces the need to traverse over all of 1235 * once we get to them. This reduces the need to traverse over all of
1341 * them when adding another one - this saves quite a bit of cpu time 1236 * them when adding another one - this saves quite a bit of cpu time
1342 * when lots of spells are cast in one area. Currently, it is presumed 1237 * when lots of spells are cast in one area. Currently, it is presumed
1343 * that flying non pickable objects are spell objects. 1238 * that flying non pickable objects are spell objects.
1344 */ 1239 */
1345 1240 for (top = ms.bot; top; top = top->above)
1346 while (top != NULL)
1347 { 1241 {
1348 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1242 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1349 floor = top; 1243 floor = top;
1350 1244
1351 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1245 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1354 top = top->below; 1248 top = top->below;
1355 break; 1249 break;
1356 } 1250 }
1357 1251
1358 last = top; 1252 last = top;
1359 top = top->above;
1360 } 1253 }
1361 1254
1362 /* Don't want top to be NULL, so set it to the last valid object */ 1255 /* Don't want top to be NULL, so set it to the last valid object */
1363 top = last; 1256 top = last;
1364 1257
1371 * Unless those objects are exits, type 66 1264 * Unless those objects are exits, type 66
1372 * If INS_ON_TOP is used, don't do this processing 1265 * If INS_ON_TOP is used, don't do this processing
1373 * Need to find the object that in fact blocks view, otherwise 1266 * Need to find the object that in fact blocks view, otherwise
1374 * stacking is a bit odd. 1267 * stacking is a bit odd.
1375 */ 1268 */
1376 if (!(flag & INS_ON_TOP) && 1269 if (!(flag & INS_ON_TOP)
1377 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1270 && ms.flags () & P_BLOCKSVIEW
1271 && (op->face && !op->face->visibility))
1378 { 1272 {
1379 for (last = top; last != floor; last = last->below) 1273 for (last = top; last != floor; last = last->below)
1380 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1274 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1381 break; 1275 break;
1276
1382 /* Check to see if we found the object that blocks view, 1277 /* Check to see if we found the object that blocks view,
1383 * and make sure we have a below pointer for it so that 1278 * and make sure we have a below pointer for it so that
1384 * we can get inserted below this one, which requires we 1279 * we can get inserted below this one, which requires we
1385 * set top to the object below us. 1280 * set top to the object below us.
1386 */ 1281 */
1388 top = last->below; 1283 top = last->below;
1389 } 1284 }
1390 } /* If objects on this space */ 1285 } /* If objects on this space */
1391 1286
1392 if (flag & INS_MAP_LOAD) 1287 if (flag & INS_MAP_LOAD)
1393 top = GET_MAP_TOP (op->map, op->x, op->y); 1288 top = ms.top;
1394 1289
1395 if (flag & INS_ABOVE_FLOOR_ONLY) 1290 if (flag & INS_ABOVE_FLOOR_ONLY)
1396 top = floor; 1291 top = floor;
1397 1292
1398 /* Top is the object that our object (op) is going to get inserted above. 1293 /* Top is the object that our object (op) is going to get inserted above.
1399 */ 1294 */
1400 1295
1401 /* First object on this space */ 1296 /* First object on this space */
1402 if (!top) 1297 if (!top)
1403 { 1298 {
1404 op->above = GET_MAP_OB (op->map, op->x, op->y); 1299 op->above = ms.bot;
1405 1300
1406 if (op->above) 1301 if (op->above)
1407 op->above->below = op; 1302 op->above->below = op;
1408 1303
1409 op->below = NULL; 1304 op->below = 0;
1410 op->ms ().bottom = op; 1305 ms.bot = op;
1411 } 1306 }
1412 else 1307 else
1413 { /* get inserted into the stack above top */ 1308 { /* get inserted into the stack above top */
1414 op->above = top->above; 1309 op->above = top->above;
1415 1310
1418 1313
1419 op->below = top; 1314 op->below = top;
1420 top->above = op; 1315 top->above = op;
1421 } 1316 }
1422 1317
1423 if (op->above == NULL) 1318 if (!op->above)
1424 op->ms ().top = op; 1319 ms.top = op;
1425 } /* else not INS_BELOW_ORIGINATOR */ 1320 } /* else not INS_BELOW_ORIGINATOR */
1426 1321
1427 if (op->type == PLAYER) 1322 if (op->type == PLAYER)
1323 {
1428 op->contr->do_los = 1; 1324 op->contr->do_los = 1;
1325 ++op->map->players;
1326 op->map->touch ();
1327 }
1328
1329 op->map->dirty = true;
1429 1330
1430 /* If we have a floor, we know the player, if any, will be above 1331 /* If we have a floor, we know the player, if any, will be above
1431 * it, so save a few ticks and start from there. 1332 * it, so save a few ticks and start from there.
1432 */ 1333 */
1433 if (!(flag & INS_MAP_LOAD)) 1334 if (!(flag & INS_MAP_LOAD))
1434 if (object *pl = op->ms ().player ()) 1335 if (object *pl = ms.player ())
1336 if (pl->contr->ns)
1435 pl->contr->socket->floorbox_update (); 1337 pl->contr->ns->floorbox_update ();
1436 1338
1437 /* If this object glows, it may affect lighting conditions that are 1339 /* If this object glows, it may affect lighting conditions that are
1438 * visible to others on this map. But update_all_los is really 1340 * visible to others on this map. But update_all_los is really
1439 * an inefficient way to do this, as it means los for all players 1341 * an inefficient way to do this, as it means los for all players
1440 * on the map will get recalculated. The players could very well 1342 * on the map will get recalculated. The players could very well
1441 * be far away from this change and not affected in any way - 1343 * be far away from this change and not affected in any way -
1442 * this should get redone to only look for players within range, 1344 * this should get redone to only look for players within range,
1443 * or just updating the P_NEED_UPDATE for spaces within this area 1345 * or just updating the P_UPTODATE for spaces within this area
1444 * of effect may be sufficient. 1346 * of effect may be sufficient.
1445 */ 1347 */
1446 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1348 if (op->map->darkness && (op->glow_radius != 0))
1447 update_all_los (op->map, op->x, op->y); 1349 update_all_los (op->map, op->x, op->y);
1448 1350
1449 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1351 /* updates flags (blocked, alive, no magic, etc) for this map space */
1450 update_object (op, UP_OBJ_INSERT); 1352 update_object (op, UP_OBJ_INSERT);
1353
1354 INVOKE_OBJECT (INSERT, op);
1451 1355
1452 /* Don't know if moving this to the end will break anything. However, 1356 /* Don't know if moving this to the end will break anything. However,
1453 * we want to have floorbox_update called before calling this. 1357 * we want to have floorbox_update called before calling this.
1454 * 1358 *
1455 * check_move_on() must be after this because code called from 1359 * check_move_on() must be after this because code called from
1460 1364
1461 /* if this is not the head or flag has been passed, don't check walk on status */ 1365 /* if this is not the head or flag has been passed, don't check walk on status */
1462 if (!(flag & INS_NO_WALK_ON) && !op->head) 1366 if (!(flag & INS_NO_WALK_ON) && !op->head)
1463 { 1367 {
1464 if (check_move_on (op, originator)) 1368 if (check_move_on (op, originator))
1465 return NULL; 1369 return 0;
1466 1370
1467 /* If we are a multi part object, lets work our way through the check 1371 /* If we are a multi part object, lets work our way through the check
1468 * walk on's. 1372 * walk on's.
1469 */ 1373 */
1470 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1374 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1471 if (check_move_on (tmp, originator)) 1375 if (check_move_on (tmp, originator))
1472 return NULL; 1376 return 0;
1473 } 1377 }
1474 1378
1475 return op; 1379 return op;
1476} 1380}
1477 1381
1484{ 1388{
1485 object *tmp, *tmp1; 1389 object *tmp, *tmp1;
1486 1390
1487 /* first search for itself and remove any old instances */ 1391 /* first search for itself and remove any old instances */
1488 1392
1489 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1393 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1490 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1394 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1491 tmp->destroy (); 1395 tmp->destroy ();
1492 1396
1493 tmp1 = arch_to_object (archetype::find (arch_string)); 1397 tmp1 = arch_to_object (archetype::find (arch_string));
1494 1398
1495 tmp1->x = op->x; 1399 tmp1->x = op->x;
1496 tmp1->y = op->y; 1400 tmp1->y = op->y;
1497 insert_ob_in_map (tmp1, op->map, op, 0); 1401 insert_ob_in_map (tmp1, op->map, op, 0);
1402}
1403
1404object *
1405object::insert_at (object *where, object *originator, int flags)
1406{
1407 where->map->insert (this, where->x, where->y, originator, flags);
1498} 1408}
1499 1409
1500/* 1410/*
1501 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1411 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1502 * is returned contains nr objects, and the remaining parts contains 1412 * is returned contains nr objects, and the remaining parts contains
1503 * the rest (or is removed and freed if that number is 0). 1413 * the rest (or is removed and freed if that number is 0).
1504 * On failure, NULL is returned, and the reason put into the 1414 * On failure, NULL is returned, and the reason put into the
1505 * global static errmsg array. 1415 * global static errmsg array.
1506 */ 1416 */
1507
1508object * 1417object *
1509get_split_ob (object *orig_ob, uint32 nr) 1418get_split_ob (object *orig_ob, uint32 nr)
1510{ 1419{
1511 object *newob; 1420 object *newob;
1512 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1421 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1548 1457
1549object * 1458object *
1550decrease_ob_nr (object *op, uint32 i) 1459decrease_ob_nr (object *op, uint32 i)
1551{ 1460{
1552 object *tmp; 1461 object *tmp;
1553 player *pl;
1554 1462
1555 if (i == 0) /* objects with op->nrof require this check */ 1463 if (i == 0) /* objects with op->nrof require this check */
1556 return op; 1464 return op;
1557 1465
1558 if (i > op->nrof) 1466 if (i > op->nrof)
1571 * IMO, searching through all the players will mostly 1479 * IMO, searching through all the players will mostly
1572 * likely be quicker than following op->env to the map, 1480 * likely be quicker than following op->env to the map,
1573 * and then searching the map for a player. 1481 * and then searching the map for a player.
1574 */ 1482 */
1575 if (!tmp) 1483 if (!tmp)
1576 { 1484 for_all_players (pl)
1577 for (pl = first_player; pl; pl = pl->next)
1578 if (pl->ob->container == op->env) 1485 if (pl->ob->container == op->env)
1579 { 1486 {
1580 tmp = pl->ob; 1487 tmp = pl->ob;
1581 break; 1488 break;
1582 } 1489 }
1583 }
1584 1490
1585 if (i < op->nrof) 1491 if (i < op->nrof)
1586 { 1492 {
1587 sub_weight (op->env, op->weight * i); 1493 sub_weight (op->env, op->weight * i);
1588 op->nrof -= i; 1494 op->nrof -= i;
1724 add_weight (this, (op->weight + op->carrying)); 1630 add_weight (this, (op->weight + op->carrying));
1725 1631
1726 otmp = this->in_player (); 1632 otmp = this->in_player ();
1727 if (otmp && otmp->contr) 1633 if (otmp && otmp->contr)
1728 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1634 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1729 fix_player (otmp); 1635 otmp->update_stats ();
1730 1636
1731 op->map = 0; 1637 op->map = 0;
1732 op->env = this; 1638 op->env = this;
1733 op->above = 0; 1639 op->above = 0;
1734 op->below = 0; 1640 op->below = 0;
1738 if ((op->glow_radius != 0) && map) 1644 if ((op->glow_radius != 0) && map)
1739 { 1645 {
1740#ifdef DEBUG_LIGHTS 1646#ifdef DEBUG_LIGHTS
1741 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1647 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1742#endif /* DEBUG_LIGHTS */ 1648#endif /* DEBUG_LIGHTS */
1743 if (MAP_DARKNESS (map)) 1649 if (map->darkness)
1744 update_all_los (map, x, y); 1650 update_all_los (map, x, y);
1745 } 1651 }
1746 1652
1747 /* Client has no idea of ordering so lets not bother ordering it here. 1653 /* Client has no idea of ordering so lets not bother ordering it here.
1748 * It sure simplifies this function... 1654 * It sure simplifies this function...
1753 { 1659 {
1754 op->below = inv; 1660 op->below = inv;
1755 op->below->above = op; 1661 op->below->above = op;
1756 inv = op; 1662 inv = op;
1757 } 1663 }
1664
1665 INVOKE_OBJECT (INSERT, this);
1758 1666
1759 return op; 1667 return op;
1760} 1668}
1761 1669
1762/* 1670/*
1777 * 1685 *
1778 * MSW 2001-07-08: Check all objects on space, not just those below 1686 * MSW 2001-07-08: Check all objects on space, not just those below
1779 * object being inserted. insert_ob_in_map may not put new objects 1687 * object being inserted. insert_ob_in_map may not put new objects
1780 * on top. 1688 * on top.
1781 */ 1689 */
1782
1783int 1690int
1784check_move_on (object *op, object *originator) 1691check_move_on (object *op, object *originator)
1785{ 1692{
1786 object *tmp; 1693 object *tmp;
1787 maptile *m = op->map; 1694 maptile *m = op->map;
1814 1721
1815 /* The objects have to be checked from top to bottom. 1722 /* The objects have to be checked from top to bottom.
1816 * Hence, we first go to the top: 1723 * Hence, we first go to the top:
1817 */ 1724 */
1818 1725
1819 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1726 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1820 { 1727 {
1821 /* Trim the search when we find the first other spell effect 1728 /* Trim the search when we find the first other spell effect
1822 * this helps performance so that if a space has 50 spell objects, 1729 * this helps performance so that if a space has 50 spell objects,
1823 * we don't need to check all of them. 1730 * we don't need to check all of them.
1824 */ 1731 */
1842 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1749 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1843 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1750 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1844 { 1751 {
1845 1752
1846 float 1753 float
1847 diff = tmp->move_slow_penalty * FABS (op->speed); 1754 diff = tmp->move_slow_penalty * fabs (op->speed);
1848 1755
1849 if (op->type == PLAYER) 1756 if (op->type == PLAYER)
1850 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1757 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1851 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1758 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1852 diff /= 4.0; 1759 diff /= 4.0;
1879/* 1786/*
1880 * present_arch(arch, map, x, y) searches for any objects with 1787 * present_arch(arch, map, x, y) searches for any objects with
1881 * a matching archetype at the given map and coordinates. 1788 * a matching archetype at the given map and coordinates.
1882 * The first matching object is returned, or NULL if none. 1789 * The first matching object is returned, or NULL if none.
1883 */ 1790 */
1884
1885object * 1791object *
1886present_arch (const archetype *at, maptile *m, int x, int y) 1792present_arch (const archetype *at, maptile *m, int x, int y)
1887{ 1793{
1888 object *
1889 tmp;
1890
1891 if (m == NULL || out_of_map (m, x, y)) 1794 if (!m || out_of_map (m, x, y))
1892 { 1795 {
1893 LOG (llevError, "Present_arch called outside map.\n"); 1796 LOG (llevError, "Present_arch called outside map.\n");
1894 return NULL; 1797 return NULL;
1895 } 1798 }
1896 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1799
1800 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1897 if (tmp->arch == at) 1801 if (tmp->arch == at)
1898 return tmp; 1802 return tmp;
1803
1899 return NULL; 1804 return NULL;
1900} 1805}
1901 1806
1902/* 1807/*
1903 * present(type, map, x, y) searches for any objects with 1808 * present(type, map, x, y) searches for any objects with
1904 * a matching type variable at the given map and coordinates. 1809 * a matching type variable at the given map and coordinates.
1905 * The first matching object is returned, or NULL if none. 1810 * The first matching object is returned, or NULL if none.
1906 */ 1811 */
1907
1908object * 1812object *
1909present (unsigned char type, maptile *m, int x, int y) 1813present (unsigned char type, maptile *m, int x, int y)
1910{ 1814{
1911 object *
1912 tmp;
1913
1914 if (out_of_map (m, x, y)) 1815 if (out_of_map (m, x, y))
1915 { 1816 {
1916 LOG (llevError, "Present called outside map.\n"); 1817 LOG (llevError, "Present called outside map.\n");
1917 return NULL; 1818 return NULL;
1918 } 1819 }
1919 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1820
1821 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1920 if (tmp->type == type) 1822 if (tmp->type == type)
1921 return tmp; 1823 return tmp;
1824
1922 return NULL; 1825 return NULL;
1923} 1826}
1924 1827
1925/* 1828/*
1926 * present_in_ob(type, object) searches for any objects with 1829 * present_in_ob(type, object) searches for any objects with
1927 * a matching type variable in the inventory of the given object. 1830 * a matching type variable in the inventory of the given object.
1928 * The first matching object is returned, or NULL if none. 1831 * The first matching object is returned, or NULL if none.
1929 */ 1832 */
1930
1931object * 1833object *
1932present_in_ob (unsigned char type, const object *op) 1834present_in_ob (unsigned char type, const object *op)
1933{ 1835{
1934 object *
1935 tmp;
1936
1937 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1836 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1938 if (tmp->type == type) 1837 if (tmp->type == type)
1939 return tmp; 1838 return tmp;
1839
1940 return NULL; 1840 return NULL;
1941} 1841}
1942 1842
1943/* 1843/*
1944 * present_in_ob (type, str, object) searches for any objects with 1844 * present_in_ob (type, str, object) searches for any objects with
1952 * str is the string to match against. Note that we match against 1852 * str is the string to match against. Note that we match against
1953 * the object name, not the archetype name. this is so that the 1853 * the object name, not the archetype name. this is so that the
1954 * spell code can use one object type (force), but change it's name 1854 * spell code can use one object type (force), but change it's name
1955 * to be unique. 1855 * to be unique.
1956 */ 1856 */
1957
1958object * 1857object *
1959present_in_ob_by_name (int type, const char *str, const object *op) 1858present_in_ob_by_name (int type, const char *str, const object *op)
1960{ 1859{
1961 object *
1962 tmp;
1963
1964 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1860 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1965 {
1966 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1861 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1967 return tmp; 1862 return tmp;
1968 } 1863
1969 return NULL; 1864 return 0;
1970} 1865}
1971 1866
1972/* 1867/*
1973 * present_arch_in_ob(archetype, object) searches for any objects with 1868 * present_arch_in_ob(archetype, object) searches for any objects with
1974 * a matching archetype in the inventory of the given object. 1869 * a matching archetype in the inventory of the given object.
1975 * The first matching object is returned, or NULL if none. 1870 * The first matching object is returned, or NULL if none.
1976 */ 1871 */
1977
1978object * 1872object *
1979present_arch_in_ob (const archetype *at, const object *op) 1873present_arch_in_ob (const archetype *at, const object *op)
1980{ 1874{
1981 object *
1982 tmp;
1983
1984 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1875 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1985 if (tmp->arch == at) 1876 if (tmp->arch == at)
1986 return tmp; 1877 return tmp;
1878
1987 return NULL; 1879 return NULL;
1988} 1880}
1989 1881
1990/* 1882/*
1991 * activate recursively a flag on an object inventory 1883 * activate recursively a flag on an object inventory
1992 */ 1884 */
1993void 1885void
1994flag_inv (object *op, int flag) 1886flag_inv (object *op, int flag)
1995{ 1887{
1996 object *
1997 tmp;
1998
1999 if (op->inv) 1888 if (op->inv)
2000 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1889 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2001 { 1890 {
2002 SET_FLAG (tmp, flag); 1891 SET_FLAG (tmp, flag);
2003 flag_inv (tmp, flag); 1892 flag_inv (tmp, flag);
2004 } 1893 }
2005} /* 1894}
1895
1896/*
2006 * desactivate recursively a flag on an object inventory 1897 * deactivate recursively a flag on an object inventory
2007 */ 1898 */
2008void 1899void
2009unflag_inv (object *op, int flag) 1900unflag_inv (object *op, int flag)
2010{ 1901{
2011 object *
2012 tmp;
2013
2014 if (op->inv) 1902 if (op->inv)
2015 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1903 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2016 { 1904 {
2017 CLEAR_FLAG (tmp, flag); 1905 CLEAR_FLAG (tmp, flag);
2018 unflag_inv (tmp, flag); 1906 unflag_inv (tmp, flag);
2019 } 1907 }
2020} 1908}
2023 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 1911 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2024 * all it's inventory (recursively). 1912 * all it's inventory (recursively).
2025 * If checksums are used, a player will get set_cheat called for 1913 * If checksums are used, a player will get set_cheat called for
2026 * him/her-self and all object carried by a call to this function. 1914 * him/her-self and all object carried by a call to this function.
2027 */ 1915 */
2028
2029void 1916void
2030set_cheat (object *op) 1917set_cheat (object *op)
2031{ 1918{
2032 SET_FLAG (op, FLAG_WAS_WIZ); 1919 SET_FLAG (op, FLAG_WAS_WIZ);
2033 flag_inv (op, FLAG_WAS_WIZ); 1920 flag_inv (op, FLAG_WAS_WIZ);
2052 * because arch_blocked (now ob_blocked) needs to know the movement type 1939 * because arch_blocked (now ob_blocked) needs to know the movement type
2053 * to know if the space in question will block the object. We can't use 1940 * to know if the space in question will block the object. We can't use
2054 * the archetype because that isn't correct if the monster has been 1941 * the archetype because that isn't correct if the monster has been
2055 * customized, changed states, etc. 1942 * customized, changed states, etc.
2056 */ 1943 */
2057
2058int 1944int
2059find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 1945find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2060{ 1946{
2061 int
2062 i,
2063 index = 0, flag; 1947 int index = 0, flag;
2064 static int
2065 altern[SIZEOFFREE]; 1948 int altern[SIZEOFFREE];
2066 1949
2067 for (i = start; i < stop; i++) 1950 for (int i = start; i < stop; i++)
2068 { 1951 {
2069 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 1952 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2070 if (!flag) 1953 if (!flag)
2071 altern[index++] = i; 1954 altern [index++] = i;
2072 1955
2073 /* Basically, if we find a wall on a space, we cut down the search size. 1956 /* Basically, if we find a wall on a space, we cut down the search size.
2074 * In this way, we won't return spaces that are on another side of a wall. 1957 * In this way, we won't return spaces that are on another side of a wall.
2075 * This mostly work, but it cuts down the search size in all directions - 1958 * This mostly work, but it cuts down the search size in all directions -
2076 * if the space being examined only has a wall to the north and empty 1959 * if the space being examined only has a wall to the north and empty
2092 * find_first_free_spot(archetype, maptile, x, y) works like 1975 * find_first_free_spot(archetype, maptile, x, y) works like
2093 * find_free_spot(), but it will search max number of squares. 1976 * find_free_spot(), but it will search max number of squares.
2094 * But it will return the first available spot, not a random choice. 1977 * But it will return the first available spot, not a random choice.
2095 * Changed 0.93.2: Have it return -1 if there is no free spot available. 1978 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2096 */ 1979 */
2097
2098int 1980int
2099find_first_free_spot (const object *ob, maptile *m, int x, int y) 1981find_first_free_spot (const object *ob, maptile *m, int x, int y)
2100{ 1982{
2101 int
2102 i;
2103
2104 for (i = 0; i < SIZEOFFREE; i++) 1983 for (int i = 0; i < SIZEOFFREE; i++)
2105 {
2106 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 1984 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2107 return i; 1985 return i;
2108 } 1986
2109 return -1; 1987 return -1;
2110} 1988}
2111 1989
2112/* 1990/*
2113 * The function permute(arr, begin, end) randomly reorders the array 1991 * The function permute(arr, begin, end) randomly reorders the array
2114 * arr[begin..end-1]. 1992 * arr[begin..end-1].
1993 * now uses a fisher-yates shuffle, old permute was broken
2115 */ 1994 */
2116static void 1995static void
2117permute (int *arr, int begin, int end) 1996permute (int *arr, int begin, int end)
2118{ 1997{
2119 int 1998 arr += begin;
2120 i,
2121 j,
2122 tmp,
2123 len;
2124
2125 len = end - begin; 1999 end -= begin;
2126 for (i = begin; i < end; i++)
2127 {
2128 j = begin + RANDOM () % len;
2129 2000
2130 tmp = arr[i]; 2001 while (--end)
2131 arr[i] = arr[j]; 2002 swap (arr [end], arr [RANDOM () % (end + 1)]);
2132 arr[j] = tmp;
2133 }
2134} 2003}
2135 2004
2136/* new function to make monster searching more efficient, and effective! 2005/* new function to make monster searching more efficient, and effective!
2137 * This basically returns a randomized array (in the passed pointer) of 2006 * This basically returns a randomized array (in the passed pointer) of
2138 * the spaces to find monsters. In this way, it won't always look for 2007 * the spaces to find monsters. In this way, it won't always look for
2141 * the 3x3 area will be searched, just not in a predictable order. 2010 * the 3x3 area will be searched, just not in a predictable order.
2142 */ 2011 */
2143void 2012void
2144get_search_arr (int *search_arr) 2013get_search_arr (int *search_arr)
2145{ 2014{
2146 int 2015 int i;
2147 i;
2148 2016
2149 for (i = 0; i < SIZEOFFREE; i++) 2017 for (i = 0; i < SIZEOFFREE; i++)
2150 {
2151 search_arr[i] = i; 2018 search_arr[i] = i;
2152 }
2153 2019
2154 permute (search_arr, 1, SIZEOFFREE1 + 1); 2020 permute (search_arr, 1, SIZEOFFREE1 + 1);
2155 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2021 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2156 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2022 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2157} 2023}
2166 * Perhaps incorrectly, but I'm making the assumption that exclude 2032 * Perhaps incorrectly, but I'm making the assumption that exclude
2167 * is actually want is going to try and move there. We need this info 2033 * is actually want is going to try and move there. We need this info
2168 * because we have to know what movement the thing looking to move 2034 * because we have to know what movement the thing looking to move
2169 * there is capable of. 2035 * there is capable of.
2170 */ 2036 */
2171
2172int 2037int
2173find_dir (maptile *m, int x, int y, object *exclude) 2038find_dir (maptile *m, int x, int y, object *exclude)
2174{ 2039{
2175 int
2176 i,
2177 max = SIZEOFFREE, mflags; 2040 int i, max = SIZEOFFREE, mflags;
2178 2041
2179 sint16 nx, ny; 2042 sint16 nx, ny;
2180 object * 2043 object *tmp;
2181 tmp;
2182 maptile * 2044 maptile *mp;
2183 mp;
2184 2045
2185 MoveType blocked, move_type; 2046 MoveType blocked, move_type;
2186 2047
2187 if (exclude && exclude->head) 2048 if (exclude && exclude->head)
2188 { 2049 {
2205 2066
2206 if (mflags & P_OUT_OF_MAP) 2067 if (mflags & P_OUT_OF_MAP)
2207 max = maxfree[i]; 2068 max = maxfree[i];
2208 else 2069 else
2209 { 2070 {
2210 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2071 mapspace &ms = mp->at (nx, ny);
2072
2073 blocked = ms.move_block;
2211 2074
2212 if ((move_type & blocked) == move_type) 2075 if ((move_type & blocked) == move_type)
2213 max = maxfree[i]; 2076 max = maxfree[i];
2214 else if (mflags & P_IS_ALIVE) 2077 else if (mflags & P_IS_ALIVE)
2215 { 2078 {
2216 for (tmp = GET_MAP_OB (mp, nx, ny); tmp; tmp = tmp->above) 2079 for (tmp = ms.bot; tmp; tmp = tmp->above)
2217 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2080 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2081 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2218 break; 2082 break;
2219 2083
2220 if (tmp) 2084 if (tmp)
2221 return freedir[i]; 2085 return freedir[i];
2222 } 2086 }
2228 2092
2229/* 2093/*
2230 * distance(object 1, object 2) will return the square of the 2094 * distance(object 1, object 2) will return the square of the
2231 * distance between the two given objects. 2095 * distance between the two given objects.
2232 */ 2096 */
2233
2234int 2097int
2235distance (const object *ob1, const object *ob2) 2098distance (const object *ob1, const object *ob2)
2236{ 2099{
2237 int i;
2238
2239 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2100 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2240 return i;
2241} 2101}
2242 2102
2243/* 2103/*
2244 * find_dir_2(delta-x,delta-y) will return a direction in which 2104 * find_dir_2(delta-x,delta-y) will return a direction in which
2245 * an object which has subtracted the x and y coordinates of another 2105 * an object which has subtracted the x and y coordinates of another
2246 * object, needs to travel toward it. 2106 * object, needs to travel toward it.
2247 */ 2107 */
2248
2249int 2108int
2250find_dir_2 (int x, int y) 2109find_dir_2 (int x, int y)
2251{ 2110{
2252 int q; 2111 int q;
2253 2112
2282 2141
2283 return 3; 2142 return 3;
2284} 2143}
2285 2144
2286/* 2145/*
2287 * absdir(int): Returns a number between 1 and 8, which represent
2288 * the "absolute" direction of a number (it actually takes care of
2289 * "overflow" in previous calculations of a direction).
2290 */
2291
2292int
2293absdir (int d)
2294{
2295 while (d < 1)
2296 d += 8;
2297 while (d > 8)
2298 d -= 8;
2299 return d;
2300}
2301
2302/*
2303 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2146 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2304 * between two directions (which are expected to be absolute (see absdir()) 2147 * between two directions (which are expected to be absolute (see absdir())
2305 */ 2148 */
2306
2307int 2149int
2308dirdiff (int dir1, int dir2) 2150dirdiff (int dir1, int dir2)
2309{ 2151{
2310 int 2152 int d;
2311 d;
2312 2153
2313 d = abs (dir1 - dir2); 2154 d = abs (dir1 - dir2);
2314 if (d > 4) 2155 if (d > 4)
2315 d = 8 - d; 2156 d = 8 - d;
2157
2316 return d; 2158 return d;
2317} 2159}
2318 2160
2319/* peterm: 2161/* peterm:
2320 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2162 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2323 * This basically means that if direction is 15, then it could either go 2165 * This basically means that if direction is 15, then it could either go
2324 * direction 4, 14, or 16 to get back to where we are. 2166 * direction 4, 14, or 16 to get back to where we are.
2325 * Moved from spell_util.c to object.c with the other related direction 2167 * Moved from spell_util.c to object.c with the other related direction
2326 * functions. 2168 * functions.
2327 */ 2169 */
2328
2329int
2330 reduction_dir[SIZEOFFREE][3] = { 2170int reduction_dir[SIZEOFFREE][3] = {
2331 {0, 0, 0}, /* 0 */ 2171 {0, 0, 0}, /* 0 */
2332 {0, 0, 0}, /* 1 */ 2172 {0, 0, 0}, /* 1 */
2333 {0, 0, 0}, /* 2 */ 2173 {0, 0, 0}, /* 2 */
2334 {0, 0, 0}, /* 3 */ 2174 {0, 0, 0}, /* 3 */
2335 {0, 0, 0}, /* 4 */ 2175 {0, 0, 0}, /* 4 */
2485/* Basically, we save the content of the string to a temp file, then call */ 2325/* Basically, we save the content of the string to a temp file, then call */
2486/* load_object on it. I admit it is a highly inefficient way to make things, */ 2326/* load_object on it. I admit it is a highly inefficient way to make things, */
2487/* but it was simple to make and allows reusing the load_object function. */ 2327/* but it was simple to make and allows reusing the load_object function. */
2488/* Remember not to use load_object_str in a time-critical situation. */ 2328/* Remember not to use load_object_str in a time-critical situation. */
2489/* Also remember that multiparts objects are not supported for now. */ 2329/* Also remember that multiparts objects are not supported for now. */
2490
2491object * 2330object *
2492load_object_str (const char *obstr) 2331load_object_str (const char *obstr)
2493{ 2332{
2494 object *op; 2333 object *op;
2495 char filename[MAX_BUF]; 2334 char filename[MAX_BUF];
2525 * returns NULL if no match. 2364 * returns NULL if no match.
2526 */ 2365 */
2527object * 2366object *
2528find_obj_by_type_subtype (const object *who, int type, int subtype) 2367find_obj_by_type_subtype (const object *who, int type, int subtype)
2529{ 2368{
2530 object *tmp;
2531
2532 for (tmp = who->inv; tmp; tmp = tmp->below) 2369 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2533 if (tmp->type == type && tmp->subtype == subtype) 2370 if (tmp->type == type && tmp->subtype == subtype)
2534 return tmp; 2371 return tmp;
2535 2372
2536 return NULL; 2373 return 0;
2537} 2374}
2538 2375
2539/* If ob has a field named key, return the link from the list, 2376/* If ob has a field named key, return the link from the list,
2540 * otherwise return NULL. 2377 * otherwise return NULL.
2541 * 2378 *
2543 * do the desired thing. 2380 * do the desired thing.
2544 */ 2381 */
2545key_value * 2382key_value *
2546get_ob_key_link (const object *ob, const char *key) 2383get_ob_key_link (const object *ob, const char *key)
2547{ 2384{
2548 key_value *link;
2549
2550 for (link = ob->key_values; link != NULL; link = link->next) 2385 for (key_value *link = ob->key_values; link; link = link->next)
2551 if (link->key == key) 2386 if (link->key == key)
2552 return link; 2387 return link;
2553 2388
2554 return NULL; 2389 return 0;
2555} 2390}
2556 2391
2557/* 2392/*
2558 * Returns the value of op has an extra_field for key, or NULL. 2393 * Returns the value of op has an extra_field for key, or NULL.
2559 * 2394 *
2599 * Returns TRUE on success. 2434 * Returns TRUE on success.
2600 */ 2435 */
2601int 2436int
2602set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) 2437set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2603{ 2438{
2604 key_value *
2605 field = NULL, *last = NULL; 2439 key_value *field = NULL, *last = NULL;
2606 2440
2607 for (field = op->key_values; field != NULL; field = field->next) 2441 for (field = op->key_values; field != NULL; field = field->next)
2608 { 2442 {
2609 if (field->key != canonical_key) 2443 if (field->key != canonical_key)
2610 { 2444 {
2638 /* IF we get here, key doesn't exist */ 2472 /* IF we get here, key doesn't exist */
2639 2473
2640 /* No field, we'll have to add it. */ 2474 /* No field, we'll have to add it. */
2641 2475
2642 if (!add_key) 2476 if (!add_key)
2643 {
2644 return FALSE; 2477 return FALSE;
2645 } 2478
2646 /* There isn't any good reason to store a null 2479 /* There isn't any good reason to store a null
2647 * value in the key/value list. If the archetype has 2480 * value in the key/value list. If the archetype has
2648 * this key, then we should also have it, so shouldn't 2481 * this key, then we should also have it, so shouldn't
2649 * be here. If user wants to store empty strings, 2482 * be here. If user wants to store empty strings,
2650 * should pass in "" 2483 * should pass in ""
2699 } 2532 }
2700 else 2533 else
2701 item = item->env; 2534 item = item->env;
2702} 2535}
2703 2536
2537
2538const char *
2539object::flag_desc (char *desc, int len) const
2540{
2541 char *p = desc;
2542 bool first = true;
2543
2544 *p = 0;
2545
2546 for (int i = 0; i < NUM_FLAGS; i++)
2547 {
2548 if (len <= 10) // magic constant!
2549 {
2550 snprintf (p, len, ",...");
2551 break;
2552 }
2553
2554 if (flag [i])
2555 {
2556 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2557 len -= cnt;
2558 p += cnt;
2559 first = false;
2560 }
2561 }
2562
2563 return desc;
2564}
2565
2704// return a suitable string describing an objetc in enough detail to find it 2566// return a suitable string describing an object in enough detail to find it
2705const char * 2567const char *
2706object::debug_desc (char *info) const 2568object::debug_desc (char *info) const
2707{ 2569{
2570 char flagdesc[512];
2708 char info2[256 * 3]; 2571 char info2[256 * 4];
2709 char *p = info; 2572 char *p = info;
2710 2573
2711 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2574 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2712 count, 2575 count, uuid.seq,
2713 &name, 2576 &name,
2714 title ? " " : "", 2577 title ? "\",title:\"" : "",
2715 title ? (const char *)title : ""); 2578 title ? (const char *)title : "",
2579 flag_desc (flagdesc, 512), type);
2716 2580
2717 if (env) 2581 if (env)
2718 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2582 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2719 2583
2720 if (map) 2584 if (map)
2721 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2585 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2722 2586
2723 return info; 2587 return info;
2724} 2588}
2725 2589
2726const char * 2590const char *
2727object::debug_desc () const 2591object::debug_desc () const
2728{ 2592{
2729 static char info[256 * 3]; 2593 static char info[256 * 4];
2730 return debug_desc (info); 2594 return debug_desc (info);
2731} 2595}
2732 2596
2597const char *
2598object::debug_desc2 () const
2599{
2600 static char info[256 * 4];
2601 return debug_desc (info);
2602}
2603

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