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Comparing deliantra/server/common/object.C (file contents):
Revision 1.75 by root, Wed Dec 20 11:36:38 2006 UTC vs.
Revision 1.131 by root, Sat Feb 10 15:20:23 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->map->at (op->x, op->y); 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 unlink ();
676
815 free_key_values (this); 677 free_key_values (this);
816} 678}
817 679
680static int object_count;
681
818void object::link () 682void object::link ()
819{ 683{
820 count = ++ob_count; 684 assert (!index);//D
821 uuid = gen_uuid (); 685 uuid = gen_uuid ();
686 count = ++object_count;
822 687
823 prev = 0; 688 refcnt_inc ();
824 next = object::first; 689 objects.insert (this);
825
826 if (object::first)
827 object::first->prev = this;
828
829 object::first = this;
830} 690}
831 691
832void object::unlink () 692void object::unlink ()
833{ 693{
834 if (this == object::first) 694 if (!index)
835 object::first = next; 695 return;
836 696
837 /* Remove this object from the list of used objects */ 697 objects.erase (this);
838 if (prev) prev->next = next; 698 refcnt_dec ();
839 if (next) next->prev = prev; 699}
840 700
841 prev = 0; 701void
842 next = 0; 702object::activate ()
703{
704 /* If already on active list, don't do anything */
705 if (active)
706 return;
707
708 if (has_active_speed ())
709 actives.insert (this);
710}
711
712void
713object::activate_recursive ()
714{
715 activate ();
716
717 for (object *op = inv; op; op = op->below)
718 op->activate_recursive ();
719}
720
721/* This function removes object 'op' from the list of active
722 * objects.
723 * This should only be used for style maps or other such
724 * reference maps where you don't want an object that isn't
725 * in play chewing up cpu time getting processed.
726 * The reverse of this is to call update_ob_speed, which
727 * will do the right thing based on the speed of the object.
728 */
729void
730object::deactivate ()
731{
732 /* If not on the active list, nothing needs to be done */
733 if (!active)
734 return;
735
736 actives.erase (this);
737}
738
739void
740object::deactivate_recursive ()
741{
742 for (object *op = inv; op; op = op->below)
743 op->deactivate_recursive ();
744
745 deactivate ();
746}
747
748void
749object::set_flag_inv (int flag, int value)
750{
751 for (object *op = inv; op; op = op->below)
752 {
753 op->flag [flag] = value;
754 op->set_flag_inv (flag, value);
755 }
756}
757
758/*
759 * Remove and free all objects in the inventory of the given object.
760 * object.c ?
761 */
762void
763object::destroy_inv (bool drop_to_ground)
764{
765 // need to check first, because the checks below might segfault
766 // as we might be on an invalid mapspace and crossfire code
767 // is too buggy to ensure that the inventory is empty.
768 // corollary: if you create arrows etc. with stuff in tis inventory,
769 // cf will crash below with off-map x and y
770 if (!inv)
771 return;
772
773 /* Only if the space blocks everything do we not process -
774 * if some form of movement is allowed, let objects
775 * drop on that space.
776 */
777 if (!drop_to_ground
778 || !map
779 || map->in_memory != MAP_IN_MEMORY
780 || map->nodrop
781 || ms ().move_block == MOVE_ALL)
782 {
783 while (inv)
784 {
785 inv->destroy_inv (drop_to_ground);
786 inv->destroy ();
787 }
788 }
789 else
790 { /* Put objects in inventory onto this space */
791 while (inv)
792 {
793 object *op = inv;
794
795 if (op->flag [FLAG_STARTEQUIP]
796 || op->flag [FLAG_NO_DROP]
797 || op->type == RUNE
798 || op->type == TRAP
799 || op->flag [FLAG_IS_A_TEMPLATE]
800 || op->flag [FLAG_DESTROY_ON_DEATH])
801 op->destroy ();
802 else
803 map->insert (op, x, y);
804 }
805 }
843} 806}
844 807
845object *object::create () 808object *object::create ()
846{ 809{
847 object *op = new object; 810 object *op = new object;
848 op->link (); 811 op->link ();
849 return op; 812 return op;
850} 813}
851 814
852/* 815void
853 * free_object() frees everything allocated by an object, removes 816object::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{ 817{
864 if (QUERY_FLAG (this, FLAG_FREED)) 818 attachable::do_destroy ();
865 return;
866 819
867 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 820 if (flag [FLAG_IS_LINKED])
821 remove_button_link (this);
822
823 if (flag [FLAG_FRIENDLY])
824 {
868 remove_friendly_object (this); 825 remove_friendly_object (this);
869 826
870 if (!QUERY_FLAG (this, FLAG_REMOVED)) 827 if (type == GOLEM
828 && owner
829 && owner->type == PLAYER
830 && owner->contr->ranges[range_golem] == this)
831 owner->contr->ranges[range_golem] = 0;
832 }
833
834 if (!flag [FLAG_REMOVED])
871 remove (); 835 remove ();
872 836
873 SET_FLAG (this, FLAG_FREED); 837 destroy_inv (true);
874 838
875 if (more) 839 deactivate ();
876 { 840 unlink ();
877 more->destroy (destroy_inventory);
878 more = 0;
879 }
880 841
881 if (inv) 842 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 }
922 843
923 // hack to ensure that freed objects still have a valid map 844 // hack to ensure that freed objects still have a valid map
924 { 845 {
925 static maptile *freed_map; // freed objects are moved here to avoid crashes 846 static maptile *freed_map; // freed objects are moved here to avoid crashes
926 847
930 851
931 freed_map->name = "/internal/freed_objects_map"; 852 freed_map->name = "/internal/freed_objects_map";
932 freed_map->width = 3; 853 freed_map->width = 3;
933 freed_map->height = 3; 854 freed_map->height = 3;
934 855
935 freed_map->allocate (); 856 freed_map->alloc ();
857 freed_map->in_memory = MAP_IN_MEMORY;
936 } 858 }
937 859
938 map = freed_map; 860 map = freed_map;
939 x = 1; 861 x = 1;
940 y = 1; 862 y = 1;
941 } 863 }
942 864
865 head = 0;
866
867 if (more)
868 {
869 more->destroy ();
870 more = 0;
871 }
872
943 // clear those pointers that likely might have circular references to us 873 // clear those pointers that likely might have circular references to us
944 owner = 0; 874 owner = 0;
945 enemy = 0; 875 enemy = 0;
946 attacked_by = 0; 876 attacked_by = 0;
877}
947 878
948 // only relevant for players(?), but make sure of it anyways 879void
949 contr = 0; 880object::destroy (bool destroy_inventory)
881{
882 if (destroyed ())
883 return;
950 884
951 /* Remove object from the active list */ 885 if (destroy_inventory)
952 speed = 0; 886 destroy_inv (false);
953 update_ob_speed (this);
954 887
955 unlink (); 888 attachable::destroy ();
956
957 mortals.push_back (this);
958} 889}
959 890
960/* 891/*
961 * sub_weight() recursively (outwards) subtracts a number from the 892 * sub_weight() recursively (outwards) subtracts a number from the
962 * weight of an object (and what is carried by it's environment(s)). 893 * weight of an object (and what is carried by it's environment(s)).
978 * This function removes the object op from the linked list of objects 909 * This function removes the object op from the linked list of objects
979 * which it is currently tied to. When this function is done, the 910 * which it is currently tied to. When this function is done, the
980 * object will have no environment. If the object previously had an 911 * object will have no environment. If the object previously had an
981 * environment, the x and y coordinates will be updated to 912 * environment, the x and y coordinates will be updated to
982 * the previous environment. 913 * the previous environment.
983 * Beware: This function is called from the editor as well!
984 */ 914 */
985void 915void
986object::remove () 916object::do_remove ()
987{ 917{
988 object *tmp, *last = 0; 918 object *tmp, *last = 0;
989 object *otmp; 919 object *otmp;
990 920
991 int check_walk_off;
992
993 if (QUERY_FLAG (this, FLAG_REMOVED)) 921 if (QUERY_FLAG (this, FLAG_REMOVED))
994 return; 922 return;
995 923
996 SET_FLAG (this, FLAG_REMOVED); 924 SET_FLAG (this, FLAG_REMOVED);
925 INVOKE_OBJECT (REMOVE, this);
997 926
998 if (more) 927 if (more)
999 more->remove (); 928 more->remove ();
1000 929
1001 /* 930 /*
1012 /* NO_FIX_PLAYER is set when a great many changes are being 941 /* NO_FIX_PLAYER is set when a great many changes are being
1013 * made to players inventory. If set, avoiding the call 942 * made to players inventory. If set, avoiding the call
1014 * to save cpu time. 943 * to save cpu time.
1015 */ 944 */
1016 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 945 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1017 fix_player (otmp); 946 otmp->update_stats ();
1018 947
1019 if (above != NULL) 948 if (above)
1020 above->below = below; 949 above->below = below;
1021 else 950 else
1022 env->inv = below; 951 env->inv = below;
1023 952
1024 if (below != NULL) 953 if (below)
1025 below->above = above; 954 below->above = above;
1026 955
1027 /* we set up values so that it could be inserted into 956 /* we set up values so that it could be inserted into
1028 * the map, but we don't actually do that - it is up 957 * the map, but we don't actually do that - it is up
1029 * to the caller to decide what we want to do. 958 * to the caller to decide what we want to do.
1033 above = 0, below = 0; 962 above = 0, below = 0;
1034 env = 0; 963 env = 0;
1035 } 964 }
1036 else if (map) 965 else if (map)
1037 { 966 {
1038 /* Re did the following section of code - it looks like it had 967 if (type == PLAYER)
1039 * lots of logic for things we no longer care about
1040 */ 968 {
969 // leaving a spot always closes any open container on the ground
970 if (container && !container->env)
971 // this causes spurious floorbox updates, but it ensures
972 // that the CLOSE event is being sent.
973 close_container ();
974
975 --map->players;
976 map->touch ();
977 }
978
979 map->dirty = true;
980 mapspace &ms = this->ms ();
1041 981
1042 /* link the object above us */ 982 /* link the object above us */
1043 if (above) 983 if (above)
1044 above->below = below; 984 above->below = below;
1045 else 985 else
1046 map->at (x, y).top = below; /* we were top, set new top */ 986 ms.top = below; /* we were top, set new top */
1047 987
1048 /* Relink the object below us, if there is one */ 988 /* Relink the object below us, if there is one */
1049 if (below) 989 if (below)
1050 below->above = above; 990 below->above = above;
1051 else 991 else
1053 /* Nothing below, which means we need to relink map object for this space 993 /* 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 994 * use translated coordinates in case some oddness with map tiling is
1055 * evident 995 * evident
1056 */ 996 */
1057 if (GET_MAP_OB (map, x, y) != this) 997 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); 998 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 999
1068 map->at (x, y).bottom = above; /* goes on above it. */ 1000 ms.bot = above; /* goes on above it. */
1069 } 1001 }
1070 1002
1071 above = 0; 1003 above = 0;
1072 below = 0; 1004 below = 0;
1073 1005
1074 if (map->in_memory == MAP_SAVING) 1006 if (map->in_memory == MAP_SAVING)
1075 return; 1007 return;
1076 1008
1077 check_walk_off = !QUERY_FLAG (this, FLAG_NO_APPLY); 1009 int check_walk_off = !flag [FLAG_NO_APPLY];
1078 1010
1079 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) 1011 for (tmp = ms.bot; tmp; tmp = tmp->above)
1080 { 1012 {
1081 /* No point updating the players look faces if he is the object 1013 /* No point updating the players look faces if he is the object
1082 * being removed. 1014 * being removed.
1083 */ 1015 */
1084 1016
1088 * removed (most likely destroyed), update the player view 1020 * removed (most likely destroyed), update the player view
1089 * appropriately. 1021 * appropriately.
1090 */ 1022 */
1091 if (tmp->container == this) 1023 if (tmp->container == this)
1092 { 1024 {
1093 CLEAR_FLAG (this, FLAG_APPLIED); 1025 flag [FLAG_APPLIED] = 0;
1094 tmp->container = 0; 1026 tmp->container = 0;
1095 } 1027 }
1096 1028
1029 if (tmp->contr->ns)
1097 tmp->contr->socket->floorbox_update (); 1030 tmp->contr->ns->floorbox_update ();
1098 } 1031 }
1099 1032
1100 /* See if player moving off should effect something */ 1033 /* See if object moving off should effect something */
1101 if (check_walk_off 1034 if (check_walk_off
1102 && ((move_type & tmp->move_off) 1035 && ((move_type & tmp->move_off)
1103 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1036 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1104 { 1037 {
1105 move_apply (tmp, this, 0); 1038 move_apply (tmp, this, 0);
1107 if (destroyed ()) 1040 if (destroyed ())
1108 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1041 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1109 } 1042 }
1110 1043
1111 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1044 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1112 1045 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1113 if (tmp->above == tmp) 1046 if (tmp->above == tmp)
1114 tmp->above = 0; 1047 tmp->above = 0;
1115 1048
1116 last = tmp; 1049 last = tmp;
1117 } 1050 }
1118 1051
1119 /* last == NULL of there are no objects on this space */ 1052 /* last == NULL if there are no objects on this space */
1053 //TODO: this makes little sense, why only update the topmost object?
1120 if (!last) 1054 if (!last)
1121 map->at (x, y).flags_ = P_NEED_UPDATE; 1055 map->at (x, y).flags_ = 0;
1122 else 1056 else
1123 update_object (last, UP_OBJ_REMOVE); 1057 update_object (last, UP_OBJ_REMOVE);
1124 1058
1125 if (QUERY_FLAG (this, FLAG_BLOCKSVIEW) || glow_radius) 1059 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1126 update_all_los (map, x, y); 1060 update_all_los (map, x, y);
1127 } 1061 }
1128} 1062}
1129 1063
1130/* 1064/*
1139merge_ob (object *op, object *top) 1073merge_ob (object *op, object *top)
1140{ 1074{
1141 if (!op->nrof) 1075 if (!op->nrof)
1142 return 0; 1076 return 0;
1143 1077
1144 if (top == NULL) 1078 if (top)
1145 for (top = op; top != NULL && top->above != NULL; top = top->above); 1079 for (top = op; top && top->above; top = top->above)
1080 ;
1146 1081
1147 for (; top != NULL; top = top->below) 1082 for (; top; top = top->below)
1148 { 1083 {
1149 if (top == op) 1084 if (top == op)
1150 continue; 1085 continue;
1151 1086
1152 if (object::can_merge (op, top)) 1087 if (object::can_merge (op, top))
1162 1097
1163 return 0; 1098 return 0;
1164} 1099}
1165 1100
1166/* 1101/*
1167 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1102 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1168 * job preparing multi-part monsters 1103 * job preparing multi-part monsters.
1169 */ 1104 */
1170object * 1105object *
1171insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1106insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1172{ 1107{
1173 object *tmp;
1174
1175 if (op->head)
1176 op = op->head;
1177
1178 for (tmp = op; tmp; tmp = tmp->more) 1108 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1179 { 1109 {
1180 tmp->x = x + tmp->arch->clone.x; 1110 tmp->x = x + tmp->arch->clone.x;
1181 tmp->y = y + tmp->arch->clone.y; 1111 tmp->y = y + tmp->arch->clone.y;
1182 } 1112 }
1183 1113
1202 * Return value: 1132 * Return value:
1203 * new object if 'op' was merged with other object 1133 * new object if 'op' was merged with other object
1204 * NULL if 'op' was destroyed 1134 * NULL if 'op' was destroyed
1205 * just 'op' otherwise 1135 * just 'op' otherwise
1206 */ 1136 */
1207
1208object * 1137object *
1209insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1138insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1210{ 1139{
1211 object *tmp, *top, *floor = NULL; 1140 object *tmp, *top, *floor = NULL;
1212 sint16 x, y;
1213 1141
1214 if (QUERY_FLAG (op, FLAG_FREED)) 1142 if (QUERY_FLAG (op, FLAG_FREED))
1215 { 1143 {
1216 LOG (llevError, "Trying to insert freed object!\n"); 1144 LOG (llevError, "Trying to insert freed object!\n");
1217 return NULL; 1145 return NULL;
1218 } 1146 }
1219 1147
1220 if (m == NULL) 1148 if (!QUERY_FLAG (op, FLAG_REMOVED))
1149 LOG (llevError, "Trying to insert already inserted object %s\n", op->debug_desc ());
1150
1151 op->remove ();
1152
1153 if (!m)
1221 { 1154 {
1222 char *dump = dump_object (op); 1155 char *dump = dump_object (op);
1223 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump); 1156 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1224 free (dump); 1157 free (dump);
1225 return op; 1158 return op;
1238#endif 1171#endif
1239 free (dump); 1172 free (dump);
1240 return op; 1173 return op;
1241 } 1174 }
1242 1175
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; 1176 if (object *more = op->more)
1256 1177 {
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) 1178 if (!insert_ob_in_map (more, m, originator, flag))
1273 { 1179 {
1274 if (!op->head) 1180 if (!op->head)
1275 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1181 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1276 1182
1277 return NULL; 1183 return 0;
1278 } 1184 }
1279 } 1185 }
1280 1186
1281 CLEAR_FLAG (op, FLAG_REMOVED); 1187 CLEAR_FLAG (op, FLAG_REMOVED);
1282 1188
1283 /* Ideally, the caller figures this out. However, it complicates a lot 1189 /* 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 1190 * of areas of callers (eg, anything that uses find_free_spot would now
1285 * need extra work 1191 * need extra work
1286 */ 1192 */
1287 op->map = get_map_from_coord (m, &op->x, &op->y); 1193 if (!xy_normalise (m, op->x, op->y))
1288 x = op->x; 1194 return 0;
1289 y = op->y; 1195
1196 op->map = m;
1197 mapspace &ms = op->ms ();
1290 1198
1291 /* this has to be done after we translate the coordinates. 1199 /* this has to be done after we translate the coordinates.
1292 */ 1200 */
1293 if (op->nrof && !(flag & INS_NO_MERGE)) 1201 if (op->nrof && !(flag & INS_NO_MERGE))
1294 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1202 for (tmp = ms.bot; tmp; tmp = tmp->above)
1295 if (object::can_merge (op, tmp)) 1203 if (object::can_merge (op, tmp))
1296 { 1204 {
1297 op->nrof += tmp->nrof; 1205 op->nrof += tmp->nrof;
1298 tmp->destroy (); 1206 tmp->destroy ();
1299 } 1207 }
1316 op->below = originator->below; 1224 op->below = originator->below;
1317 1225
1318 if (op->below) 1226 if (op->below)
1319 op->below->above = op; 1227 op->below->above = op;
1320 else 1228 else
1321 op->map->at (op->x, op->y).bottom = op; 1229 ms.bot = op;
1322 1230
1323 /* since *below* originator, no need to update top */ 1231 /* since *below* originator, no need to update top */
1324 originator->below = op; 1232 originator->below = op;
1325 } 1233 }
1326 else 1234 else
1327 { 1235 {
1236 top = ms.bot;
1237
1328 /* If there are other objects, then */ 1238 /* If there are other objects, then */
1329 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1239 if ((!(flag & INS_MAP_LOAD)) && top)
1330 { 1240 {
1331 object *last = NULL; 1241 object *last = 0;
1332 1242
1333 /* 1243 /*
1334 * If there are multiple objects on this space, we do some trickier handling. 1244 * If there are multiple objects on this space, we do some trickier handling.
1335 * We've already dealt with merging if appropriate. 1245 * We've already dealt with merging if appropriate.
1336 * Generally, we want to put the new object on top. But if 1246 * 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 1250 * 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 1251 * 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 1252 * when lots of spells are cast in one area. Currently, it is presumed
1343 * that flying non pickable objects are spell objects. 1253 * that flying non pickable objects are spell objects.
1344 */ 1254 */
1345 1255 for (top = ms.bot; top; top = top->above)
1346 while (top != NULL)
1347 { 1256 {
1348 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1257 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1349 floor = top; 1258 floor = top;
1350 1259
1351 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1260 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; 1263 top = top->below;
1355 break; 1264 break;
1356 } 1265 }
1357 1266
1358 last = top; 1267 last = top;
1359 top = top->above;
1360 } 1268 }
1361 1269
1362 /* Don't want top to be NULL, so set it to the last valid object */ 1270 /* Don't want top to be NULL, so set it to the last valid object */
1363 top = last; 1271 top = last;
1364 1272
1371 * Unless those objects are exits, type 66 1279 * Unless those objects are exits, type 66
1372 * If INS_ON_TOP is used, don't do this processing 1280 * If INS_ON_TOP is used, don't do this processing
1373 * Need to find the object that in fact blocks view, otherwise 1281 * Need to find the object that in fact blocks view, otherwise
1374 * stacking is a bit odd. 1282 * stacking is a bit odd.
1375 */ 1283 */
1376 if (!(flag & INS_ON_TOP) && 1284 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)) 1285 && ms.flags () & P_BLOCKSVIEW
1286 && (op->face && !op->face->visibility))
1378 { 1287 {
1379 for (last = top; last != floor; last = last->below) 1288 for (last = top; last != floor; last = last->below)
1380 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1289 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1381 break; 1290 break;
1291
1382 /* Check to see if we found the object that blocks view, 1292 /* Check to see if we found the object that blocks view,
1383 * and make sure we have a below pointer for it so that 1293 * and make sure we have a below pointer for it so that
1384 * we can get inserted below this one, which requires we 1294 * we can get inserted below this one, which requires we
1385 * set top to the object below us. 1295 * set top to the object below us.
1386 */ 1296 */
1388 top = last->below; 1298 top = last->below;
1389 } 1299 }
1390 } /* If objects on this space */ 1300 } /* If objects on this space */
1391 1301
1392 if (flag & INS_MAP_LOAD) 1302 if (flag & INS_MAP_LOAD)
1393 top = GET_MAP_TOP (op->map, op->x, op->y); 1303 top = ms.top;
1394 1304
1395 if (flag & INS_ABOVE_FLOOR_ONLY) 1305 if (flag & INS_ABOVE_FLOOR_ONLY)
1396 top = floor; 1306 top = floor;
1397 1307
1398 /* Top is the object that our object (op) is going to get inserted above. 1308 /* Top is the object that our object (op) is going to get inserted above.
1399 */ 1309 */
1400 1310
1401 /* First object on this space */ 1311 /* First object on this space */
1402 if (!top) 1312 if (!top)
1403 { 1313 {
1404 op->above = GET_MAP_OB (op->map, op->x, op->y); 1314 op->above = ms.bot;
1405 1315
1406 if (op->above) 1316 if (op->above)
1407 op->above->below = op; 1317 op->above->below = op;
1408 1318
1409 op->below = NULL; 1319 op->below = 0;
1410 op->map->at (op->x, op->y).bottom = op; 1320 ms.bot = op;
1411 } 1321 }
1412 else 1322 else
1413 { /* get inserted into the stack above top */ 1323 { /* get inserted into the stack above top */
1414 op->above = top->above; 1324 op->above = top->above;
1415 1325
1418 1328
1419 op->below = top; 1329 op->below = top;
1420 top->above = op; 1330 top->above = op;
1421 } 1331 }
1422 1332
1423 if (op->above == NULL) 1333 if (!op->above)
1424 op->map->at (op->x, op->y).top = op; 1334 ms.top = op;
1425 } /* else not INS_BELOW_ORIGINATOR */ 1335 } /* else not INS_BELOW_ORIGINATOR */
1426 1336
1427 if (op->type == PLAYER) 1337 if (op->type == PLAYER)
1338 {
1428 op->contr->do_los = 1; 1339 op->contr->do_los = 1;
1340 ++op->map->players;
1341 op->map->touch ();
1342 }
1343
1344 op->map->dirty = true;
1429 1345
1430 /* If we have a floor, we know the player, if any, will be above 1346 /* 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. 1347 * it, so save a few ticks and start from there.
1432 */ 1348 */
1433 if (!(flag & INS_MAP_LOAD)) 1349 if (!(flag & INS_MAP_LOAD))
1434 if (object *pl = op->map->at (op->x, op->y).player ()) 1350 if (object *pl = ms.player ())
1351 if (pl->contr->ns)
1435 pl->contr->socket->floorbox_update (); 1352 pl->contr->ns->floorbox_update ();
1436 1353
1437 /* If this object glows, it may affect lighting conditions that are 1354 /* If this object glows, it may affect lighting conditions that are
1438 * visible to others on this map. But update_all_los is really 1355 * 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 1356 * 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 1357 * on the map will get recalculated. The players could very well
1441 * be far away from this change and not affected in any way - 1358 * be far away from this change and not affected in any way -
1442 * this should get redone to only look for players within range, 1359 * this should get redone to only look for players within range,
1443 * or just updating the P_NEED_UPDATE for spaces within this area 1360 * or just updating the P_UPTODATE for spaces within this area
1444 * of effect may be sufficient. 1361 * of effect may be sufficient.
1445 */ 1362 */
1446 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1363 if (op->map->darkness && (op->glow_radius != 0))
1447 update_all_los (op->map, op->x, op->y); 1364 update_all_los (op->map, op->x, op->y);
1448 1365
1449 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1366 /* updates flags (blocked, alive, no magic, etc) for this map space */
1450 update_object (op, UP_OBJ_INSERT); 1367 update_object (op, UP_OBJ_INSERT);
1368
1369 INVOKE_OBJECT (INSERT, op);
1451 1370
1452 /* Don't know if moving this to the end will break anything. However, 1371 /* Don't know if moving this to the end will break anything. However,
1453 * we want to have floorbox_update called before calling this. 1372 * we want to have floorbox_update called before calling this.
1454 * 1373 *
1455 * check_move_on() must be after this because code called from 1374 * check_move_on() must be after this because code called from
1460 1379
1461 /* if this is not the head or flag has been passed, don't check walk on status */ 1380 /* 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) 1381 if (!(flag & INS_NO_WALK_ON) && !op->head)
1463 { 1382 {
1464 if (check_move_on (op, originator)) 1383 if (check_move_on (op, originator))
1465 return NULL; 1384 return 0;
1466 1385
1467 /* If we are a multi part object, lets work our way through the check 1386 /* If we are a multi part object, lets work our way through the check
1468 * walk on's. 1387 * walk on's.
1469 */ 1388 */
1470 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1389 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1471 if (check_move_on (tmp, originator)) 1390 if (check_move_on (tmp, originator))
1472 return NULL; 1391 return 0;
1473 } 1392 }
1474 1393
1475 return op; 1394 return op;
1476} 1395}
1477 1396
1484{ 1403{
1485 object *tmp, *tmp1; 1404 object *tmp, *tmp1;
1486 1405
1487 /* first search for itself and remove any old instances */ 1406 /* first search for itself and remove any old instances */
1488 1407
1489 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1408 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1490 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1409 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1491 tmp->destroy (); 1410 tmp->destroy ();
1492 1411
1493 tmp1 = arch_to_object (archetype::find (arch_string)); 1412 tmp1 = arch_to_object (archetype::find (arch_string));
1494 1413
1495 tmp1->x = op->x; 1414 tmp1->x = op->x;
1496 tmp1->y = op->y; 1415 tmp1->y = op->y;
1497 insert_ob_in_map (tmp1, op->map, op, 0); 1416 insert_ob_in_map (tmp1, op->map, op, 0);
1417}
1418
1419object *
1420object::insert_at (object *where, object *originator, int flags)
1421{
1422 where->map->insert (this, where->x, where->y, originator, flags);
1498} 1423}
1499 1424
1500/* 1425/*
1501 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1426 * 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 1427 * is returned contains nr objects, and the remaining parts contains
1503 * the rest (or is removed and freed if that number is 0). 1428 * the rest (or is removed and freed if that number is 0).
1504 * On failure, NULL is returned, and the reason put into the 1429 * On failure, NULL is returned, and the reason put into the
1505 * global static errmsg array. 1430 * global static errmsg array.
1506 */ 1431 */
1507
1508object * 1432object *
1509get_split_ob (object *orig_ob, uint32 nr) 1433get_split_ob (object *orig_ob, uint32 nr)
1510{ 1434{
1511 object *newob; 1435 object *newob;
1512 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1436 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1548 1472
1549object * 1473object *
1550decrease_ob_nr (object *op, uint32 i) 1474decrease_ob_nr (object *op, uint32 i)
1551{ 1475{
1552 object *tmp; 1476 object *tmp;
1553 player *pl;
1554 1477
1555 if (i == 0) /* objects with op->nrof require this check */ 1478 if (i == 0) /* objects with op->nrof require this check */
1556 return op; 1479 return op;
1557 1480
1558 if (i > op->nrof) 1481 if (i > op->nrof)
1571 * IMO, searching through all the players will mostly 1494 * IMO, searching through all the players will mostly
1572 * likely be quicker than following op->env to the map, 1495 * likely be quicker than following op->env to the map,
1573 * and then searching the map for a player. 1496 * and then searching the map for a player.
1574 */ 1497 */
1575 if (!tmp) 1498 if (!tmp)
1576 { 1499 for_all_players (pl)
1577 for (pl = first_player; pl; pl = pl->next)
1578 if (pl->ob->container == op->env) 1500 if (pl->ob->container == op->env)
1579 { 1501 {
1580 tmp = pl->ob; 1502 tmp = pl->ob;
1581 break; 1503 break;
1582 } 1504 }
1583 }
1584 1505
1585 if (i < op->nrof) 1506 if (i < op->nrof)
1586 { 1507 {
1587 sub_weight (op->env, op->weight * i); 1508 sub_weight (op->env, op->weight * i);
1588 op->nrof -= i; 1509 op->nrof -= i;
1724 add_weight (this, (op->weight + op->carrying)); 1645 add_weight (this, (op->weight + op->carrying));
1725 1646
1726 otmp = this->in_player (); 1647 otmp = this->in_player ();
1727 if (otmp && otmp->contr) 1648 if (otmp && otmp->contr)
1728 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1649 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1729 fix_player (otmp); 1650 otmp->update_stats ();
1730 1651
1731 op->map = 0; 1652 op->map = 0;
1732 op->env = this; 1653 op->env = this;
1733 op->above = 0; 1654 op->above = 0;
1734 op->below = 0; 1655 op->below = 0;
1738 if ((op->glow_radius != 0) && map) 1659 if ((op->glow_radius != 0) && map)
1739 { 1660 {
1740#ifdef DEBUG_LIGHTS 1661#ifdef DEBUG_LIGHTS
1741 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1662 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1742#endif /* DEBUG_LIGHTS */ 1663#endif /* DEBUG_LIGHTS */
1743 if (MAP_DARKNESS (map)) 1664 if (map->darkness)
1744 update_all_los (map, x, y); 1665 update_all_los (map, x, y);
1745 } 1666 }
1746 1667
1747 /* Client has no idea of ordering so lets not bother ordering it here. 1668 /* Client has no idea of ordering so lets not bother ordering it here.
1748 * It sure simplifies this function... 1669 * It sure simplifies this function...
1753 { 1674 {
1754 op->below = inv; 1675 op->below = inv;
1755 op->below->above = op; 1676 op->below->above = op;
1756 inv = op; 1677 inv = op;
1757 } 1678 }
1679
1680 INVOKE_OBJECT (INSERT, this);
1758 1681
1759 return op; 1682 return op;
1760} 1683}
1761 1684
1762/* 1685/*
1777 * 1700 *
1778 * MSW 2001-07-08: Check all objects on space, not just those below 1701 * 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 1702 * object being inserted. insert_ob_in_map may not put new objects
1780 * on top. 1703 * on top.
1781 */ 1704 */
1782
1783int 1705int
1784check_move_on (object *op, object *originator) 1706check_move_on (object *op, object *originator)
1785{ 1707{
1786 object *tmp; 1708 object *tmp;
1787 maptile *m = op->map; 1709 maptile *m = op->map;
1814 1736
1815 /* The objects have to be checked from top to bottom. 1737 /* The objects have to be checked from top to bottom.
1816 * Hence, we first go to the top: 1738 * Hence, we first go to the top:
1817 */ 1739 */
1818 1740
1819 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1741 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1820 { 1742 {
1821 /* Trim the search when we find the first other spell effect 1743 /* Trim the search when we find the first other spell effect
1822 * this helps performance so that if a space has 50 spell objects, 1744 * this helps performance so that if a space has 50 spell objects,
1823 * we don't need to check all of them. 1745 * we don't need to check all of them.
1824 */ 1746 */
1842 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1764 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)) 1765 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1844 { 1766 {
1845 1767
1846 float 1768 float
1847 diff = tmp->move_slow_penalty * FABS (op->speed); 1769 diff = tmp->move_slow_penalty * fabs (op->speed);
1848 1770
1849 if (op->type == PLAYER) 1771 if (op->type == PLAYER)
1850 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1772 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))) 1773 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1852 diff /= 4.0; 1774 diff /= 4.0;
1879/* 1801/*
1880 * present_arch(arch, map, x, y) searches for any objects with 1802 * present_arch(arch, map, x, y) searches for any objects with
1881 * a matching archetype at the given map and coordinates. 1803 * a matching archetype at the given map and coordinates.
1882 * The first matching object is returned, or NULL if none. 1804 * The first matching object is returned, or NULL if none.
1883 */ 1805 */
1884
1885object * 1806object *
1886present_arch (const archetype *at, maptile *m, int x, int y) 1807present_arch (const archetype *at, maptile *m, int x, int y)
1887{ 1808{
1888 object *
1889 tmp;
1890
1891 if (m == NULL || out_of_map (m, x, y)) 1809 if (!m || out_of_map (m, x, y))
1892 { 1810 {
1893 LOG (llevError, "Present_arch called outside map.\n"); 1811 LOG (llevError, "Present_arch called outside map.\n");
1894 return NULL; 1812 return NULL;
1895 } 1813 }
1896 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1814
1815 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1897 if (tmp->arch == at) 1816 if (tmp->arch == at)
1898 return tmp; 1817 return tmp;
1818
1899 return NULL; 1819 return NULL;
1900} 1820}
1901 1821
1902/* 1822/*
1903 * present(type, map, x, y) searches for any objects with 1823 * present(type, map, x, y) searches for any objects with
1904 * a matching type variable at the given map and coordinates. 1824 * a matching type variable at the given map and coordinates.
1905 * The first matching object is returned, or NULL if none. 1825 * The first matching object is returned, or NULL if none.
1906 */ 1826 */
1907
1908object * 1827object *
1909present (unsigned char type, maptile *m, int x, int y) 1828present (unsigned char type, maptile *m, int x, int y)
1910{ 1829{
1911 object *
1912 tmp;
1913
1914 if (out_of_map (m, x, y)) 1830 if (out_of_map (m, x, y))
1915 { 1831 {
1916 LOG (llevError, "Present called outside map.\n"); 1832 LOG (llevError, "Present called outside map.\n");
1917 return NULL; 1833 return NULL;
1918 } 1834 }
1919 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1835
1836 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1920 if (tmp->type == type) 1837 if (tmp->type == type)
1921 return tmp; 1838 return tmp;
1839
1922 return NULL; 1840 return NULL;
1923} 1841}
1924 1842
1925/* 1843/*
1926 * present_in_ob(type, object) searches for any objects with 1844 * present_in_ob(type, object) searches for any objects with
1927 * a matching type variable in the inventory of the given object. 1845 * a matching type variable in the inventory of the given object.
1928 * The first matching object is returned, or NULL if none. 1846 * The first matching object is returned, or NULL if none.
1929 */ 1847 */
1930
1931object * 1848object *
1932present_in_ob (unsigned char type, const object *op) 1849present_in_ob (unsigned char type, const object *op)
1933{ 1850{
1934 object *
1935 tmp;
1936
1937 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1851 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1938 if (tmp->type == type) 1852 if (tmp->type == type)
1939 return tmp; 1853 return tmp;
1854
1940 return NULL; 1855 return NULL;
1941} 1856}
1942 1857
1943/* 1858/*
1944 * present_in_ob (type, str, object) searches for any objects with 1859 * present_in_ob (type, str, object) searches for any objects with
1952 * str is the string to match against. Note that we match against 1867 * 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 1868 * 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 1869 * spell code can use one object type (force), but change it's name
1955 * to be unique. 1870 * to be unique.
1956 */ 1871 */
1957
1958object * 1872object *
1959present_in_ob_by_name (int type, const char *str, const object *op) 1873present_in_ob_by_name (int type, const char *str, const object *op)
1960{ 1874{
1961 object *
1962 tmp;
1963
1964 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1875 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1965 {
1966 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1876 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1967 return tmp; 1877 return tmp;
1968 } 1878
1969 return NULL; 1879 return 0;
1970} 1880}
1971 1881
1972/* 1882/*
1973 * present_arch_in_ob(archetype, object) searches for any objects with 1883 * present_arch_in_ob(archetype, object) searches for any objects with
1974 * a matching archetype in the inventory of the given object. 1884 * a matching archetype in the inventory of the given object.
1975 * The first matching object is returned, or NULL if none. 1885 * The first matching object is returned, or NULL if none.
1976 */ 1886 */
1977
1978object * 1887object *
1979present_arch_in_ob (const archetype *at, const object *op) 1888present_arch_in_ob (const archetype *at, const object *op)
1980{ 1889{
1981 object *
1982 tmp;
1983
1984 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1890 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1985 if (tmp->arch == at) 1891 if (tmp->arch == at)
1986 return tmp; 1892 return tmp;
1893
1987 return NULL; 1894 return NULL;
1988} 1895}
1989 1896
1990/* 1897/*
1991 * activate recursively a flag on an object inventory 1898 * activate recursively a flag on an object inventory
1992 */ 1899 */
1993void 1900void
1994flag_inv (object *op, int flag) 1901flag_inv (object *op, int flag)
1995{ 1902{
1996 object *
1997 tmp;
1998
1999 if (op->inv) 1903 if (op->inv)
2000 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1904 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2001 { 1905 {
2002 SET_FLAG (tmp, flag); 1906 SET_FLAG (tmp, flag);
2003 flag_inv (tmp, flag); 1907 flag_inv (tmp, flag);
2004 } 1908 }
2005} /* 1909}
1910
1911/*
2006 * desactivate recursively a flag on an object inventory 1912 * deactivate recursively a flag on an object inventory
2007 */ 1913 */
2008void 1914void
2009unflag_inv (object *op, int flag) 1915unflag_inv (object *op, int flag)
2010{ 1916{
2011 object *
2012 tmp;
2013
2014 if (op->inv) 1917 if (op->inv)
2015 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1918 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2016 { 1919 {
2017 CLEAR_FLAG (tmp, flag); 1920 CLEAR_FLAG (tmp, flag);
2018 unflag_inv (tmp, flag); 1921 unflag_inv (tmp, flag);
2019 } 1922 }
2020} 1923}
2023 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 1926 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2024 * all it's inventory (recursively). 1927 * all it's inventory (recursively).
2025 * If checksums are used, a player will get set_cheat called for 1928 * 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. 1929 * him/her-self and all object carried by a call to this function.
2027 */ 1930 */
2028
2029void 1931void
2030set_cheat (object *op) 1932set_cheat (object *op)
2031{ 1933{
2032 SET_FLAG (op, FLAG_WAS_WIZ); 1934 SET_FLAG (op, FLAG_WAS_WIZ);
2033 flag_inv (op, FLAG_WAS_WIZ); 1935 flag_inv (op, FLAG_WAS_WIZ);
2052 * because arch_blocked (now ob_blocked) needs to know the movement type 1954 * 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 1955 * 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 1956 * the archetype because that isn't correct if the monster has been
2055 * customized, changed states, etc. 1957 * customized, changed states, etc.
2056 */ 1958 */
2057
2058int 1959int
2059find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 1960find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2060{ 1961{
2061 int
2062 i,
2063 index = 0, flag; 1962 int index = 0, flag;
2064 static int
2065 altern[SIZEOFFREE]; 1963 int altern[SIZEOFFREE];
2066 1964
2067 for (i = start; i < stop; i++) 1965 for (int i = start; i < stop; i++)
2068 { 1966 {
2069 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 1967 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2070 if (!flag) 1968 if (!flag)
2071 altern[index++] = i; 1969 altern [index++] = i;
2072 1970
2073 /* Basically, if we find a wall on a space, we cut down the search size. 1971 /* 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. 1972 * 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 - 1973 * 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 1974 * if the space being examined only has a wall to the north and empty
2083 } 1981 }
2084 1982
2085 if (!index) 1983 if (!index)
2086 return -1; 1984 return -1;
2087 1985
2088 return altern[RANDOM () % index]; 1986 return altern [rndm (index)];
2089} 1987}
2090 1988
2091/* 1989/*
2092 * find_first_free_spot(archetype, maptile, x, y) works like 1990 * find_first_free_spot(archetype, maptile, x, y) works like
2093 * find_free_spot(), but it will search max number of squares. 1991 * find_free_spot(), but it will search max number of squares.
2094 * But it will return the first available spot, not a random choice. 1992 * 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. 1993 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2096 */ 1994 */
2097
2098int 1995int
2099find_first_free_spot (const object *ob, maptile *m, int x, int y) 1996find_first_free_spot (const object *ob, maptile *m, int x, int y)
2100{ 1997{
2101 int
2102 i;
2103
2104 for (i = 0; i < SIZEOFFREE; i++) 1998 for (int i = 0; i < SIZEOFFREE; i++)
2105 {
2106 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 1999 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2107 return i; 2000 return i;
2108 } 2001
2109 return -1; 2002 return -1;
2110} 2003}
2111 2004
2112/* 2005/*
2113 * The function permute(arr, begin, end) randomly reorders the array 2006 * The function permute(arr, begin, end) randomly reorders the array
2114 * arr[begin..end-1]. 2007 * arr[begin..end-1].
2008 * now uses a fisher-yates shuffle, old permute was broken
2115 */ 2009 */
2116static void 2010static void
2117permute (int *arr, int begin, int end) 2011permute (int *arr, int begin, int end)
2118{ 2012{
2119 int 2013 arr += begin;
2120 i,
2121 j,
2122 tmp,
2123 len;
2124
2125 len = end - begin; 2014 end -= begin;
2126 for (i = begin; i < end; i++)
2127 {
2128 j = begin + RANDOM () % len;
2129 2015
2130 tmp = arr[i]; 2016 while (--end)
2131 arr[i] = arr[j]; 2017 swap (arr [end], arr [rndm (end + 1)]);
2132 arr[j] = tmp;
2133 }
2134} 2018}
2135 2019
2136/* new function to make monster searching more efficient, and effective! 2020/* new function to make monster searching more efficient, and effective!
2137 * This basically returns a randomized array (in the passed pointer) of 2021 * 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 2022 * 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. 2025 * the 3x3 area will be searched, just not in a predictable order.
2142 */ 2026 */
2143void 2027void
2144get_search_arr (int *search_arr) 2028get_search_arr (int *search_arr)
2145{ 2029{
2146 int 2030 int i;
2147 i;
2148 2031
2149 for (i = 0; i < SIZEOFFREE; i++) 2032 for (i = 0; i < SIZEOFFREE; i++)
2150 {
2151 search_arr[i] = i; 2033 search_arr[i] = i;
2152 }
2153 2034
2154 permute (search_arr, 1, SIZEOFFREE1 + 1); 2035 permute (search_arr, 1, SIZEOFFREE1 + 1);
2155 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2036 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2156 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2037 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2157} 2038}
2166 * Perhaps incorrectly, but I'm making the assumption that exclude 2047 * 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 2048 * 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 2049 * because we have to know what movement the thing looking to move
2169 * there is capable of. 2050 * there is capable of.
2170 */ 2051 */
2171
2172int 2052int
2173find_dir (maptile *m, int x, int y, object *exclude) 2053find_dir (maptile *m, int x, int y, object *exclude)
2174{ 2054{
2175 int
2176 i,
2177 max = SIZEOFFREE, mflags; 2055 int i, max = SIZEOFFREE, mflags;
2178 2056
2179 sint16 nx, ny; 2057 sint16 nx, ny;
2180 object * 2058 object *tmp;
2181 tmp;
2182 maptile * 2059 maptile *mp;
2183 mp;
2184 2060
2185 MoveType blocked, move_type; 2061 MoveType blocked, move_type;
2186 2062
2187 if (exclude && exclude->head) 2063 if (exclude && exclude->head)
2188 { 2064 {
2205 2081
2206 if (mflags & P_OUT_OF_MAP) 2082 if (mflags & P_OUT_OF_MAP)
2207 max = maxfree[i]; 2083 max = maxfree[i];
2208 else 2084 else
2209 { 2085 {
2210 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2086 mapspace &ms = mp->at (nx, ny);
2087
2088 blocked = ms.move_block;
2211 2089
2212 if ((move_type & blocked) == move_type) 2090 if ((move_type & blocked) == move_type)
2213 max = maxfree[i]; 2091 max = maxfree[i];
2214 else if (mflags & P_IS_ALIVE) 2092 else if (mflags & P_IS_ALIVE)
2215 { 2093 {
2216 for (tmp = GET_MAP_OB (mp, nx, ny); tmp; tmp = tmp->above) 2094 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))) 2095 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2096 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2218 break; 2097 break;
2219 2098
2220 if (tmp) 2099 if (tmp)
2221 return freedir[i]; 2100 return freedir[i];
2222 } 2101 }
2228 2107
2229/* 2108/*
2230 * distance(object 1, object 2) will return the square of the 2109 * distance(object 1, object 2) will return the square of the
2231 * distance between the two given objects. 2110 * distance between the two given objects.
2232 */ 2111 */
2233
2234int 2112int
2235distance (const object *ob1, const object *ob2) 2113distance (const object *ob1, const object *ob2)
2236{ 2114{
2237 int i;
2238
2239 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2115 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2240 return i;
2241} 2116}
2242 2117
2243/* 2118/*
2244 * find_dir_2(delta-x,delta-y) will return a direction in which 2119 * 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 2120 * an object which has subtracted the x and y coordinates of another
2246 * object, needs to travel toward it. 2121 * object, needs to travel toward it.
2247 */ 2122 */
2248
2249int 2123int
2250find_dir_2 (int x, int y) 2124find_dir_2 (int x, int y)
2251{ 2125{
2252 int q; 2126 int q;
2253 2127
2282 2156
2283 return 3; 2157 return 3;
2284} 2158}
2285 2159
2286/* 2160/*
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 2161 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2304 * between two directions (which are expected to be absolute (see absdir()) 2162 * between two directions (which are expected to be absolute (see absdir())
2305 */ 2163 */
2306
2307int 2164int
2308dirdiff (int dir1, int dir2) 2165dirdiff (int dir1, int dir2)
2309{ 2166{
2310 int 2167 int d;
2311 d;
2312 2168
2313 d = abs (dir1 - dir2); 2169 d = abs (dir1 - dir2);
2314 if (d > 4) 2170 if (d > 4)
2315 d = 8 - d; 2171 d = 8 - d;
2172
2316 return d; 2173 return d;
2317} 2174}
2318 2175
2319/* peterm: 2176/* peterm:
2320 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2177 * 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 2180 * 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. 2181 * 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 2182 * Moved from spell_util.c to object.c with the other related direction
2326 * functions. 2183 * functions.
2327 */ 2184 */
2328
2329int
2330 reduction_dir[SIZEOFFREE][3] = { 2185int reduction_dir[SIZEOFFREE][3] = {
2331 {0, 0, 0}, /* 0 */ 2186 {0, 0, 0}, /* 0 */
2332 {0, 0, 0}, /* 1 */ 2187 {0, 0, 0}, /* 1 */
2333 {0, 0, 0}, /* 2 */ 2188 {0, 0, 0}, /* 2 */
2334 {0, 0, 0}, /* 3 */ 2189 {0, 0, 0}, /* 3 */
2335 {0, 0, 0}, /* 4 */ 2190 {0, 0, 0}, /* 4 */
2485/* Basically, we save the content of the string to a temp file, then call */ 2340/* 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, */ 2341/* 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. */ 2342/* 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. */ 2343/* Remember not to use load_object_str in a time-critical situation. */
2489/* Also remember that multiparts objects are not supported for now. */ 2344/* Also remember that multiparts objects are not supported for now. */
2490
2491object * 2345object *
2492load_object_str (const char *obstr) 2346load_object_str (const char *obstr)
2493{ 2347{
2494 object *op; 2348 object *op;
2495 char filename[MAX_BUF]; 2349 char filename[MAX_BUF];
2525 * returns NULL if no match. 2379 * returns NULL if no match.
2526 */ 2380 */
2527object * 2381object *
2528find_obj_by_type_subtype (const object *who, int type, int subtype) 2382find_obj_by_type_subtype (const object *who, int type, int subtype)
2529{ 2383{
2530 object *tmp;
2531
2532 for (tmp = who->inv; tmp; tmp = tmp->below) 2384 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2533 if (tmp->type == type && tmp->subtype == subtype) 2385 if (tmp->type == type && tmp->subtype == subtype)
2534 return tmp; 2386 return tmp;
2535 2387
2536 return NULL; 2388 return 0;
2537} 2389}
2538 2390
2539/* If ob has a field named key, return the link from the list, 2391/* If ob has a field named key, return the link from the list,
2540 * otherwise return NULL. 2392 * otherwise return NULL.
2541 * 2393 *
2543 * do the desired thing. 2395 * do the desired thing.
2544 */ 2396 */
2545key_value * 2397key_value *
2546get_ob_key_link (const object *ob, const char *key) 2398get_ob_key_link (const object *ob, const char *key)
2547{ 2399{
2548 key_value *link;
2549
2550 for (link = ob->key_values; link != NULL; link = link->next) 2400 for (key_value *link = ob->key_values; link; link = link->next)
2551 if (link->key == key) 2401 if (link->key == key)
2552 return link; 2402 return link;
2553 2403
2554 return NULL; 2404 return 0;
2555} 2405}
2556 2406
2557/* 2407/*
2558 * Returns the value of op has an extra_field for key, or NULL. 2408 * Returns the value of op has an extra_field for key, or NULL.
2559 * 2409 *
2599 * Returns TRUE on success. 2449 * Returns TRUE on success.
2600 */ 2450 */
2601int 2451int
2602set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) 2452set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2603{ 2453{
2604 key_value *
2605 field = NULL, *last = NULL; 2454 key_value *field = NULL, *last = NULL;
2606 2455
2607 for (field = op->key_values; field != NULL; field = field->next) 2456 for (field = op->key_values; field != NULL; field = field->next)
2608 { 2457 {
2609 if (field->key != canonical_key) 2458 if (field->key != canonical_key)
2610 { 2459 {
2638 /* IF we get here, key doesn't exist */ 2487 /* IF we get here, key doesn't exist */
2639 2488
2640 /* No field, we'll have to add it. */ 2489 /* No field, we'll have to add it. */
2641 2490
2642 if (!add_key) 2491 if (!add_key)
2643 {
2644 return FALSE; 2492 return FALSE;
2645 } 2493
2646 /* There isn't any good reason to store a null 2494 /* There isn't any good reason to store a null
2647 * value in the key/value list. If the archetype has 2495 * value in the key/value list. If the archetype has
2648 * this key, then we should also have it, so shouldn't 2496 * this key, then we should also have it, so shouldn't
2649 * be here. If user wants to store empty strings, 2497 * be here. If user wants to store empty strings,
2650 * should pass in "" 2498 * should pass in ""
2699 } 2547 }
2700 else 2548 else
2701 item = item->env; 2549 item = item->env;
2702} 2550}
2703 2551
2552
2553const char *
2554object::flag_desc (char *desc, int len) const
2555{
2556 char *p = desc;
2557 bool first = true;
2558
2559 *p = 0;
2560
2561 for (int i = 0; i < NUM_FLAGS; i++)
2562 {
2563 if (len <= 10) // magic constant!
2564 {
2565 snprintf (p, len, ",...");
2566 break;
2567 }
2568
2569 if (flag [i])
2570 {
2571 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2572 len -= cnt;
2573 p += cnt;
2574 first = false;
2575 }
2576 }
2577
2578 return desc;
2579}
2580
2704// return a suitable string describing an objetc in enough detail to find it 2581// return a suitable string describing an object in enough detail to find it
2705const char * 2582const char *
2706object::debug_desc (char *info) const 2583object::debug_desc (char *info) const
2707{ 2584{
2585 char flagdesc[512];
2708 char info2[256 * 3]; 2586 char info2[256 * 4];
2709 char *p = info; 2587 char *p = info;
2710 2588
2711 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2589 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2712 count, 2590 count, uuid.seq,
2713 &name, 2591 &name,
2714 title ? " " : "", 2592 title ? "\",title:\"" : "",
2715 title ? (const char *)title : ""); 2593 title ? (const char *)title : "",
2594 flag_desc (flagdesc, 512), type);
2716 2595
2717 if (env) 2596 if (env)
2718 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2597 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2719 2598
2720 if (map) 2599 if (map)
2721 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2600 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2722 2601
2723 return info; 2602 return info;
2724} 2603}
2725 2604
2726const char * 2605const char *
2727object::debug_desc () const 2606object::debug_desc () const
2728{ 2607{
2729 static char info[256 * 3]; 2608 static char info[256 * 4];
2730 return debug_desc (info); 2609 return debug_desc (info);
2731} 2610}
2732 2611
2612const char *
2613object::debug_desc2 () const
2614{
2615 static char info[256 * 4];
2616 return debug_desc (info);
2617}
2618
2619struct region *
2620object::region () const
2621{
2622 return map ? map->region (x, y)
2623 : region::default_region ();
2624}
2625
2626const materialtype_t *
2627object::dominant_material () const
2628{
2629 if (materialtype_t *mat = name_to_material (materialname))
2630 return mat;
2631
2632 // omfg this is slow, this has to be temporary :)
2633 shstr unknown ("unknown");
2634
2635 return name_to_material (unknown);
2636}
2637
2638void
2639object::open_container (object *new_container)
2640{
2641 if (container == new_container)
2642 return;
2643
2644 if (contr && contr->ns)
2645 contr->ns->floorbox_reset ();
2646
2647 if (object *old_container = container)
2648 {
2649 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2650 return;
2651
2652#if 0
2653 // remove the "Close old_container" object.
2654 if (object *closer = old_container->inv)
2655 if (closer->type == CLOSE_CON)
2656 closer->destroy ();
2657#endif
2658
2659 old_container->flag [FLAG_APPLIED] = 0;
2660 container = 0;
2661
2662 esrv_update_item (UPD_FLAGS, this, old_container);
2663 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2664 }
2665
2666 if (new_container)
2667 {
2668 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2669 return;
2670
2671 // TODO: this does not seem to serve any purpose anymore?
2672#if 0
2673 // insert the "Close Container" object.
2674 if (archetype *closer = new_container->other_arch)
2675 {
2676 object *closer = arch_to_object (new_container->other_arch);
2677 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2678 new_container->insert (closer);
2679 }
2680#endif
2681
2682 new_container->flag [FLAG_APPLIED] = 1;
2683 container = new_container;
2684
2685 esrv_update_item (UPD_FLAGS, this, new_container);
2686 esrv_send_inventory (this, new_container);
2687 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2688 }
2689}
2690
2691

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