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Comparing deliantra/server/common/object.C (file contents):
Revision 1.66 by root, Wed Dec 13 03:28:42 2006 UTC vs.
Revision 1.153 by root, Thu May 17 21:11:01 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game
3 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 21 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail at <crossfire@schmorp.de>
22*/ 23 */
23 24
24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
25 sub/add_weight will transcend the environment updating the carrying 26 sub/add_weight will transcend the environment updating the carrying
26 variable. */ 27 variable. */
27#include <global.h> 28#include <global.h>
28#include <stdio.h> 29#include <stdio.h>
29#include <sys/types.h> 30#include <sys/types.h>
30#include <sys/uio.h> 31#include <sys/uio.h>
31#include <object.h> 32#include <object.h>
32#include <funcpoint.h> 33#include <funcpoint.h>
34#include <sproto.h>
33#include <loader.h> 35#include <loader.h>
36
37#include <bitset>
34 38
35int nrofallocobjects = 0; 39int nrofallocobjects = 0;
36static UUID uuid; 40static UUID uuid;
37const uint64 UUID_SKIP = 1<<19; 41const uint64 UUID_SKIP = 1<<19;
38 42
39object *active_objects; /* List of active objects that need to be processed */ 43objectvec objects;
44activevec actives;
40 45
41short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 46short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
42 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 47 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
43}; 48};
44short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 49short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
139 * objects with lists are rare, and lists stay short. If not, use a 144 * objects with lists are rare, and lists stay short. If not, use a
140 * different structure or at least keep the lists sorted... 145 * different structure or at least keep the lists sorted...
141 */ 146 */
142 147
143 /* For each field in wants, */ 148 /* For each field in wants, */
144 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) 149 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
145 { 150 {
146 key_value *has_field; 151 key_value *has_field;
147 152
148 /* Look for a field in has with the same key. */ 153 /* Look for a field in has with the same key. */
149 has_field = get_ob_key_link (has, wants_field->key); 154 has_field = get_ob_key_link (has, wants_field->key);
188 * Check nrof variable *before* calling can_merge() 193 * Check nrof variable *before* calling can_merge()
189 * 194 *
190 * Improvements made with merge: Better checking on potion, and also 195 * Improvements made with merge: Better checking on potion, and also
191 * check weight 196 * check weight
192 */ 197 */
193
194bool object::can_merge_slow (object *ob1, object *ob2) 198bool object::can_merge_slow (object *ob1, object *ob2)
195{ 199{
196 /* A couple quicksanity checks */ 200 /* A couple quicksanity checks */
197 if (ob1 == ob2 201 if (ob1 == ob2
198 || ob1->type != ob2->type 202 || ob1->type != ob2->type
219 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 223 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
220 224
221 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 225 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
222 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 226 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
223 227
224 228 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
225 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something 229 || ob1->arch != ob2->arch
226 * being locked in inventory should prevent merging.
227 * 0x4 in flags3 is CLIENT_SENT
228 */
229 if ((ob1->arch != ob2->arch) ||
230 (ob1->flags[0] != ob2->flags[0]) ||
231 (ob1->flags[1] != ob2->flags[1]) ||
232 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
233 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
234 (ob1->name != ob2->name) || 230 || ob1->name != ob2->name
235 (ob1->title != ob2->title) || 231 || ob1->title != ob2->title
236 (ob1->msg != ob2->msg) || 232 || ob1->msg != ob2->msg
237 (ob1->weight != ob2->weight) || 233 || ob1->weight != ob2->weight
238 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) || 234 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
239 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) || 235 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
240 (ob1->attacktype != ob2->attacktype) || 236 || ob1->attacktype != ob2->attacktype
241 (ob1->magic != ob2->magic) || 237 || ob1->magic != ob2->magic
242 (ob1->slaying != ob2->slaying) || 238 || ob1->slaying != ob2->slaying
243 (ob1->skill != ob2->skill) || 239 || ob1->skill != ob2->skill
244 (ob1->value != ob2->value) || 240 || ob1->value != ob2->value
245 (ob1->animation_id != ob2->animation_id) || 241 || ob1->animation_id != ob2->animation_id
246 (ob1->client_type != ob2->client_type) || 242 || ob1->client_type != ob2->client_type
247 (ob1->materialname != ob2->materialname) || 243 || ob1->materialname != ob2->materialname
248 (ob1->lore != ob2->lore) || 244 || ob1->lore != ob2->lore
249 (ob1->subtype != ob2->subtype) || 245 || ob1->subtype != ob2->subtype
250 (ob1->move_type != ob2->move_type) || 246 || ob1->move_type != ob2->move_type
251 (ob1->move_block != ob2->move_block) || 247 || ob1->move_block != ob2->move_block
252 (ob1->move_allow != ob2->move_allow) || 248 || ob1->move_allow != ob2->move_allow
253 (ob1->move_on != ob2->move_on) || 249 || ob1->move_on != ob2->move_on
254 (ob1->move_off != ob2->move_off) || (ob1->move_slow != ob2->move_slow) || (ob1->move_slow_penalty != ob2->move_slow_penalty)) 250 || ob1->move_off != ob2->move_off
251 || ob1->move_slow != ob2->move_slow
252 || ob1->move_slow_penalty != ob2->move_slow_penalty)
255 return 0; 253 return 0;
256 254
257 /* This is really a spellbook check - really, we should 255 /* This is really a spellbook check - really, we should
258 * check all objects in the inventory. 256 * check all objects in the inventory.
259 */ 257 */
281 279
282 /* Note sure why the following is the case - either the object has to 280 /* Note sure why the following is the case - either the object has to
283 * be animated or have a very low speed. Is this an attempted monster 281 * be animated or have a very low speed. Is this an attempted monster
284 * check? 282 * check?
285 */ 283 */
286 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 284 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
287 return 0; 285 return 0;
288 286
289 switch (ob1->type) 287 switch (ob1->type)
290 { 288 {
291 case SCROLL: 289 case SCROLL:
327sum_weight (object *op) 325sum_weight (object *op)
328{ 326{
329 long sum; 327 long sum;
330 object *inv; 328 object *inv;
331 329
332 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 330 for (sum = 0, inv = op->inv; inv; inv = inv->below)
333 { 331 {
334 if (inv->inv) 332 if (inv->inv)
335 sum_weight (inv); 333 sum_weight (inv);
334
336 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 335 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
337 } 336 }
338 337
339 if (op->type == CONTAINER && op->stats.Str) 338 if (op->type == CONTAINER && op->stats.Str)
340 sum = (sum * (100 - op->stats.Str)) / 100; 339 sum = (sum * (100 - op->stats.Str)) / 100;
356 op = op->env; 355 op = op->env;
357 return op; 356 return op;
358} 357}
359 358
360/* 359/*
361 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
362 * a better check. We basically keeping traversing up until we can't
363 * or find a player.
364 */
365
366object *
367is_player_inv (object *op)
368{
369 for (; op != NULL && op->type != PLAYER; op = op->env)
370 if (op->env == op)
371 op->env = NULL;
372 return op;
373}
374
375/*
376 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 360 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
377 * Some error messages. 361 * Some error messages.
378 * The result of the dump is stored in the static global errmsg array. 362 * The result of the dump is stored in the static global errmsg array.
379 */ 363 */
380
381char * 364char *
382dump_object (object *op) 365dump_object (object *op)
383{ 366{
384 if (!op) 367 if (!op)
385 return strdup ("[NULLOBJ]"); 368 return strdup ("[NULLOBJ]");
386 369
387 object_freezer freezer; 370 object_freezer freezer;
388 save_object (freezer, op, 3); 371 op->write (freezer);
389 return freezer.as_string (); 372 return freezer.as_string ();
390} 373}
391 374
392/* 375/*
393 * get_nearest_part(multi-object, object 2) returns the part of the 376 * get_nearest_part(multi-object, object 2) returns the part of the
410} 393}
411 394
412/* 395/*
413 * Returns the object which has the count-variable equal to the argument. 396 * Returns the object which has the count-variable equal to the argument.
414 */ 397 */
415
416object * 398object *
417find_object (tag_t i) 399find_object (tag_t i)
418{ 400{
419 for (object *op = object::first; op; op = op->next) 401 for_all_objects (op)
420 if (op->count == i) 402 if (op->count == i)
421 return op; 403 return op;
422 404
423 return 0; 405 return 0;
424} 406}
425 407
426/* 408/*
427 * Returns the first object which has a name equal to the argument. 409 * Returns the first object which has a name equal to the argument.
428 * Used only by the patch command, but not all that useful. 410 * Used only by the patch command, but not all that useful.
429 * Enables features like "patch <name-of-other-player> food 999" 411 * Enables features like "patch <name-of-other-player> food 999"
430 */ 412 */
431
432object * 413object *
433find_object_name (const char *str) 414find_object_name (const char *str)
434{ 415{
435 shstr_cmp str_ (str); 416 shstr_cmp str_ (str);
436 object *op; 417 object *op;
437 418
438 for (op = object::first; op != NULL; op = op->next) 419 for_all_objects (op)
439 if (op->name == str_) 420 if (op->name == str_)
440 break; 421 break;
441 422
442 return op; 423 return op;
443} 424}
469 owner = owner->owner; 450 owner = owner->owner;
470 451
471 this->owner = owner; 452 this->owner = owner;
472} 453}
473 454
455int
456object::slottype () const
457{
458 if (type == SKILL)
459 {
460 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
461 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
462 }
463 else
464 {
465 if (slot [body_combat].info) return slot_combat;
466 if (slot [body_range ].info) return slot_ranged;
467 }
468
469 return slot_none;
470}
471
472bool
473object::change_weapon (object *ob)
474{
475 if (current_weapon == ob)
476 return true;
477
478 if (chosen_skill)
479 chosen_skill->flag [FLAG_APPLIED] = false;
480
481 current_weapon = ob;
482 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
483
484 if (chosen_skill)
485 chosen_skill->flag [FLAG_APPLIED] = true;
486
487 update_stats ();
488
489 if (ob)
490 {
491 // now check wether any body locations became invalid, in which case
492 // we cannot apply the weapon at the moment.
493 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
494 if (slot[i].used < 0)
495 {
496 current_weapon = chosen_skill = 0;
497 update_stats ();
498
499 new_draw_info_format (NDI_UNIQUE, 0, this,
500 "You try to balance your applied items all at once, but the %s is too much. "
501 "You need to unapply some items first.", &ob->name);
502 return false;
503 }
504
505 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
506 }
507 else
508 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
509
510 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
511 {
512 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
513 &name, ob->debug_desc ());
514 return false;
515 }
516
517 return true;
518}
519
474/* Zero the key_values on op, decrementing the shared-string 520/* Zero the key_values on op, decrementing the shared-string
475 * refcounts and freeing the links. 521 * refcounts and freeing the links.
476 */ 522 */
477static void 523static void
478free_key_values (object *op) 524free_key_values (object *op)
479{ 525{
480 for (key_value *i = op->key_values; i != 0;) 526 for (key_value *i = op->key_values; i; )
481 { 527 {
482 key_value *next = i->next; 528 key_value *next = i->next;
483 delete i; 529 delete i;
484 530
485 i = next; 531 i = next;
486 } 532 }
487 533
488 op->key_values = 0; 534 op->key_values = 0;
489} 535}
490 536
491void object::clear () 537object &
538object::operator =(const object &src)
492{ 539{
493 attachable_base::clear (); 540 bool is_freed = flag [FLAG_FREED];
541 bool is_removed = flag [FLAG_REMOVED];
494 542
495 free_key_values (this);
496
497 owner = 0;
498 name = 0;
499 name_pl = 0;
500 title = 0;
501 race = 0;
502 slaying = 0;
503 skill = 0;
504 msg = 0;
505 lore = 0;
506 custom_name = 0;
507 materialname = 0;
508 contr = 0;
509 below = 0;
510 above = 0;
511 inv = 0;
512 container = 0;
513 env = 0;
514 more = 0;
515 head = 0;
516 map = 0;
517 active_next = 0;
518 active_prev = 0;
519
520 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
521
522 SET_FLAG (this, FLAG_REMOVED);
523
524 /* What is not cleared is next, prev, and count */
525
526 expmul = 1.0;
527 face = blank_face;
528
529 if (settings.casting_time)
530 casting_time = -1;
531}
532
533/*
534 * copy_to first frees everything allocated by the dst object,
535 * and then copies the contents of itself into the second
536 * object, allocating what needs to be allocated. Basically, any
537 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
538 * if the first object is freed, the pointers in the new object
539 * will point at garbage.
540 */
541void
542object::copy_to (object *dst)
543{
544 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
545 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
546
547 *(object_copy *)dst = *this; 543 *(object_copy *)this = src;
548 *(object_pod *)dst = *this;
549 544
550 if (self || cb) 545 flag [FLAG_FREED] = is_freed;
551 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (dst)); 546 flag [FLAG_REMOVED] = is_removed;
552
553 if (is_freed)
554 SET_FLAG (dst, FLAG_FREED);
555
556 if (is_removed)
557 SET_FLAG (dst, FLAG_REMOVED);
558
559 if (speed < 0)
560 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
561 547
562 /* Copy over key_values, if any. */ 548 /* Copy over key_values, if any. */
563 if (key_values) 549 if (src.key_values)
564 { 550 {
565 key_value *tail = 0; 551 key_value *tail = 0;
566 key_value *i;
567
568 dst->key_values = 0; 552 key_values = 0;
569 553
570 for (i = key_values; i; i = i->next) 554 for (key_value *i = src.key_values; i; i = i->next)
571 { 555 {
572 key_value *new_link = new key_value; 556 key_value *new_link = new key_value;
573 557
574 new_link->next = 0; 558 new_link->next = 0;
575 new_link->key = i->key; 559 new_link->key = i->key;
576 new_link->value = i->value; 560 new_link->value = i->value;
577 561
578 /* Try and be clever here, too. */ 562 /* Try and be clever here, too. */
579 if (!dst->key_values) 563 if (!key_values)
580 { 564 {
581 dst->key_values = new_link; 565 key_values = new_link;
582 tail = new_link; 566 tail = new_link;
583 } 567 }
584 else 568 else
585 { 569 {
586 tail->next = new_link; 570 tail->next = new_link;
587 tail = new_link; 571 tail = new_link;
588 } 572 }
589 } 573 }
590 } 574 }
575}
591 576
592 update_ob_speed (dst); 577/*
578 * copy_to first frees everything allocated by the dst object,
579 * and then copies the contents of itself into the second
580 * object, allocating what needs to be allocated. Basically, any
581 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
582 * if the first object is freed, the pointers in the new object
583 * will point at garbage.
584 */
585void
586object::copy_to (object *dst)
587{
588 *dst = *this;
589
590 if (speed < 0)
591 dst->speed_left = speed_left - rndm ();
592
593 dst->set_speed (dst->speed);
594}
595
596void
597object::instantiate ()
598{
599 if (!uuid.seq) // HACK
600 uuid = gen_uuid ();
601
602 speed_left = -0.1f;
603 /* copy the body_info to the body_used - this is only really
604 * need for monsters, but doesn't hurt to do it for everything.
605 * by doing so, when a monster is created, it has good starting
606 * values for the body_used info, so when items are created
607 * for it, they can be properly equipped.
608 */
609 for (int i = NUM_BODY_LOCATIONS; i--; )
610 slot[i].used = slot[i].info;
611
612 attachable::instantiate ();
593} 613}
594 614
595object * 615object *
596object::clone () 616object::clone ()
597{ 617{
603/* 623/*
604 * If an object with the IS_TURNABLE() flag needs to be turned due 624 * If an object with the IS_TURNABLE() flag needs to be turned due
605 * to the closest player being on the other side, this function can 625 * to the closest player being on the other side, this function can
606 * be called to update the face variable, _and_ how it looks on the map. 626 * be called to update the face variable, _and_ how it looks on the map.
607 */ 627 */
608
609void 628void
610update_turn_face (object *op) 629update_turn_face (object *op)
611{ 630{
612 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 631 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
613 return; 632 return;
633
614 SET_ANIMATION (op, op->direction); 634 SET_ANIMATION (op, op->direction);
615 update_object (op, UP_OBJ_FACE); 635 update_object (op, UP_OBJ_FACE);
616} 636}
617 637
618/* 638/*
619 * Updates the speed of an object. If the speed changes from 0 to another 639 * Updates the speed of an object. If the speed changes from 0 to another
620 * value, or vice versa, then add/remove the object from the active list. 640 * value, or vice versa, then add/remove the object from the active list.
621 * This function needs to be called whenever the speed of an object changes. 641 * This function needs to be called whenever the speed of an object changes.
622 */ 642 */
623void 643void
624update_ob_speed (object *op) 644object::set_speed (float speed)
625{ 645{
626 extern int arch_init; 646 if (flag [FLAG_FREED] && speed)
627
628 /* No reason putting the archetypes objects on the speed list,
629 * since they never really need to be updated.
630 */
631
632 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
633 { 647 {
634 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 648 LOG (llevError, "Object %s is freed but has speed.\n", &name);
635#ifdef MANY_CORES
636 abort ();
637#else
638 op->speed = 0; 649 speed = 0;
639#endif
640 }
641
642 if (arch_init)
643 return;
644
645 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
646 { 650 }
647 /* If already on active list, don't do anything */
648 if (op->active_next || op->active_prev || op == active_objects)
649 return;
650 651
651 /* process_events() expects us to insert the object at the beginning 652 this->speed = speed;
652 * of the list. */
653 op->active_next = active_objects;
654 653
655 if (op->active_next != NULL) 654 if (has_active_speed ())
656 op->active_next->active_prev = op; 655 activate ();
657
658 active_objects = op;
659 }
660 else 656 else
661 { 657 deactivate ();
662 /* If not on the active list, nothing needs to be done */
663 if (!op->active_next && !op->active_prev && op != active_objects)
664 return;
665
666 if (op->active_prev == NULL)
667 {
668 active_objects = op->active_next;
669
670 if (op->active_next != NULL)
671 op->active_next->active_prev = NULL;
672 }
673 else
674 {
675 op->active_prev->active_next = op->active_next;
676
677 if (op->active_next)
678 op->active_next->active_prev = op->active_prev;
679 }
680
681 op->active_next = NULL;
682 op->active_prev = NULL;
683 }
684} 658}
685 659
686/* This function removes object 'op' from the list of active
687 * objects.
688 * This should only be used for style maps or other such
689 * reference maps where you don't want an object that isn't
690 * in play chewing up cpu time getting processed.
691 * The reverse of this is to call update_ob_speed, which
692 * will do the right thing based on the speed of the object.
693 */
694void
695remove_from_active_list (object *op)
696{
697 /* If not on the active list, nothing needs to be done */
698 if (!op->active_next && !op->active_prev && op != active_objects)
699 return;
700
701 if (op->active_prev == NULL)
702 {
703 active_objects = op->active_next;
704 if (op->active_next != NULL)
705 op->active_next->active_prev = NULL;
706 }
707 else
708 {
709 op->active_prev->active_next = op->active_next;
710 if (op->active_next)
711 op->active_next->active_prev = op->active_prev;
712 }
713 op->active_next = NULL;
714 op->active_prev = NULL;
715}
716
717/* 660/*
718 * update_object() updates the array which represents the map. 661 * update_object() updates the the map.
719 * It takes into account invisible objects (and represent squares covered 662 * It takes into account invisible objects (and represent squares covered
720 * by invisible objects by whatever is below them (unless it's another 663 * by invisible objects by whatever is below them (unless it's another
721 * invisible object, etc...) 664 * invisible object, etc...)
722 * If the object being updated is beneath a player, the look-window 665 * If the object being updated is beneath a player, the look-window
723 * of that player is updated (this might be a suboptimal way of 666 * of that player is updated (this might be a suboptimal way of
724 * updating that window, though, since update_object() is called _often_) 667 * updating that window, though, since update_object() is called _often_)
725 * 668 *
726 * action is a hint of what the caller believes need to be done. 669 * action is a hint of what the caller believes need to be done.
727 * For example, if the only thing that has changed is the face (due to
728 * an animation), we don't need to call update_position until that actually
729 * comes into view of a player. OTOH, many other things, like addition/removal
730 * of walls or living creatures may need us to update the flags now.
731 * current action are: 670 * current action are:
732 * UP_OBJ_INSERT: op was inserted 671 * UP_OBJ_INSERT: op was inserted
733 * UP_OBJ_REMOVE: op was removed 672 * UP_OBJ_REMOVE: op was removed
734 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 673 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
735 * as that is easier than trying to look at what may have changed. 674 * as that is easier than trying to look at what may have changed.
736 * UP_OBJ_FACE: only the objects face has changed. 675 * UP_OBJ_FACE: only the objects face has changed.
737 */ 676 */
738
739void 677void
740update_object (object *op, int action) 678update_object (object *op, int action)
741{ 679{
742 int update_now = 0, flags;
743 MoveType move_on, move_off, move_block, move_slow;
744
745 if (op == NULL) 680 if (op == NULL)
746 { 681 {
747 /* this should never happen */ 682 /* this should never happen */
748 LOG (llevDebug, "update_object() called for NULL object.\n"); 683 LOG (llevDebug, "update_object() called for NULL object.\n");
749 return; 684 return;
750 } 685 }
751 686
752 if (op->env != NULL) 687 if (op->env)
753 { 688 {
754 /* Animation is currently handled by client, so nothing 689 /* Animation is currently handled by client, so nothing
755 * to do in this case. 690 * to do in this case.
756 */ 691 */
757 return; 692 return;
762 */ 697 */
763 if (!op->map || op->map->in_memory == MAP_SAVING) 698 if (!op->map || op->map->in_memory == MAP_SAVING)
764 return; 699 return;
765 700
766 /* make sure the object is within map boundaries */ 701 /* make sure the object is within map boundaries */
767 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map)) 702 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
768 { 703 {
769 LOG (llevError, "update_object() called for object out of map!\n"); 704 LOG (llevError, "update_object() called for object out of map!\n");
770#ifdef MANY_CORES 705#ifdef MANY_CORES
771 abort (); 706 abort ();
772#endif 707#endif
773 return; 708 return;
774 } 709 }
775 710
776 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 711 mapspace &m = op->ms ();
777 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
778 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
779 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
780 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
781 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
782 712
713 if (!(m.flags_ & P_UPTODATE))
714 /* nop */;
783 if (action == UP_OBJ_INSERT) 715 else if (action == UP_OBJ_INSERT)
784 { 716 {
717 // this is likely overkill, TODO: revisit (schmorp)
785 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 718 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
786 update_now = 1;
787
788 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 719 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
789 update_now = 1; 720 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
790 721 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
722 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
791 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 723 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
792 update_now = 1;
793
794 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
795 update_now = 1;
796
797 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
798 update_now = 1;
799
800 if ((move_on | op->move_on) != move_on) 724 || (m.move_on | op->move_on ) != m.move_on
801 update_now = 1;
802
803 if ((move_off | op->move_off) != move_off) 725 || (m.move_off | op->move_off ) != m.move_off
804 update_now = 1; 726 || (m.move_slow | op->move_slow) != m.move_slow
805
806 /* This isn't perfect, but I don't expect a lot of objects to 727 /* This isn't perfect, but I don't expect a lot of objects to
807 * to have move_allow right now. 728 * to have move_allow right now.
808 */ 729 */
809 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 730 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
810 update_now = 1; 731 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
811 732 m.flags_ = 0;
812 if ((move_slow | op->move_slow) != move_slow)
813 update_now = 1;
814 } 733 }
815
816 /* if the object is being removed, we can't make intelligent 734 /* if the object is being removed, we can't make intelligent
817 * decisions, because remove_ob can't really pass the object 735 * decisions, because remove_ob can't really pass the object
818 * that is being removed. 736 * that is being removed.
819 */ 737 */
820 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 738 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
821 update_now = 1; 739 m.flags_ = 0;
822 else if (action == UP_OBJ_FACE) 740 else if (action == UP_OBJ_FACE)
823 /* Nothing to do for that case */ ; 741 /* Nothing to do for that case */ ;
824 else 742 else
825 LOG (llevError, "update_object called with invalid action: %d\n", action); 743 LOG (llevError, "update_object called with invalid action: %d\n", action);
826 744
827 if (update_now)
828 {
829 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
830 update_position (op->map, op->x, op->y);
831 }
832
833 if (op->more != NULL) 745 if (op->more)
834 update_object (op->more, action); 746 update_object (op->more, action);
835}
836
837object::vector object::mortals;
838object::vector object::objects; // not yet used
839object *object::first;
840
841void object::free_mortals ()
842{
843 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
844 if ((*i)->refcnt)
845 ++i; // further delay freeing
846 else
847 {
848 delete *i;
849 mortals.erase (i);
850 }
851} 747}
852 748
853object::object () 749object::object ()
854{ 750{
855 SET_FLAG (this, FLAG_REMOVED); 751 SET_FLAG (this, FLAG_REMOVED);
858 face = blank_face; 754 face = blank_face;
859} 755}
860 756
861object::~object () 757object::~object ()
862{ 758{
759 unlink ();
760
863 free_key_values (this); 761 free_key_values (this);
864} 762}
865 763
764static int object_count;
765
866void object::link () 766void object::link ()
867{ 767{
868 count = ++ob_count; 768 assert (!index);//D
869 uuid = gen_uuid (); 769 uuid = gen_uuid ();
770 count = ++object_count;
870 771
871 prev = 0; 772 refcnt_inc ();
872 next = object::first; 773 objects.insert (this);
873
874 if (object::first)
875 object::first->prev = this;
876
877 object::first = this;
878} 774}
879 775
880void object::unlink () 776void object::unlink ()
881{ 777{
882 if (this == object::first) 778 if (!index)
883 object::first = next; 779 return;
884 780
885 /* Remove this object from the list of used objects */ 781 objects.erase (this);
886 if (prev) prev->next = next; 782 refcnt_dec ();
887 if (next) next->prev = prev; 783}
888 784
889 prev = 0; 785void
890 next = 0; 786object::activate ()
787{
788 /* If already on active list, don't do anything */
789 if (active)
790 return;
791
792 if (has_active_speed ())
793 actives.insert (this);
794}
795
796void
797object::activate_recursive ()
798{
799 activate ();
800
801 for (object *op = inv; op; op = op->below)
802 op->activate_recursive ();
803}
804
805/* This function removes object 'op' from the list of active
806 * objects.
807 * This should only be used for style maps or other such
808 * reference maps where you don't want an object that isn't
809 * in play chewing up cpu time getting processed.
810 * The reverse of this is to call update_ob_speed, which
811 * will do the right thing based on the speed of the object.
812 */
813void
814object::deactivate ()
815{
816 /* If not on the active list, nothing needs to be done */
817 if (!active)
818 return;
819
820 actives.erase (this);
821}
822
823void
824object::deactivate_recursive ()
825{
826 for (object *op = inv; op; op = op->below)
827 op->deactivate_recursive ();
828
829 deactivate ();
830}
831
832void
833object::set_flag_inv (int flag, int value)
834{
835 for (object *op = inv; op; op = op->below)
836 {
837 op->flag [flag] = value;
838 op->set_flag_inv (flag, value);
839 }
840}
841
842/*
843 * Remove and free all objects in the inventory of the given object.
844 * object.c ?
845 */
846void
847object::destroy_inv (bool drop_to_ground)
848{
849 // need to check first, because the checks below might segfault
850 // as we might be on an invalid mapspace and crossfire code
851 // is too buggy to ensure that the inventory is empty.
852 // corollary: if you create arrows etc. with stuff in tis inventory,
853 // cf will crash below with off-map x and y
854 if (!inv)
855 return;
856
857 /* Only if the space blocks everything do we not process -
858 * if some form of movement is allowed, let objects
859 * drop on that space.
860 */
861 if (!drop_to_ground
862 || !map
863 || map->in_memory != MAP_IN_MEMORY
864 || map->nodrop
865 || ms ().move_block == MOVE_ALL)
866 {
867 while (inv)
868 {
869 inv->destroy_inv (drop_to_ground);
870 inv->destroy ();
871 }
872 }
873 else
874 { /* Put objects in inventory onto this space */
875 while (inv)
876 {
877 object *op = inv;
878
879 if (op->flag [FLAG_STARTEQUIP]
880 || op->flag [FLAG_NO_DROP]
881 || op->type == RUNE
882 || op->type == TRAP
883 || op->flag [FLAG_IS_A_TEMPLATE]
884 || op->flag [FLAG_DESTROY_ON_DEATH])
885 op->destroy ();
886 else
887 map->insert (op, x, y);
888 }
889 }
891} 890}
892 891
893object *object::create () 892object *object::create ()
894{ 893{
895 object *op = new object; 894 object *op = new object;
896 op->link (); 895 op->link ();
897 return op; 896 return op;
898} 897}
899 898
900/* 899void
901 * free_object() frees everything allocated by an object, removes 900object::do_destroy ()
902 * it from the list of used objects, and puts it on the list of
903 * free objects. The IS_FREED() flag is set in the object.
904 * The object must have been removed by remove_ob() first for
905 * this function to succeed.
906 *
907 * If destroy_inventory is set, free inventory as well. Else drop items in
908 * inventory to the ground.
909 */
910void object::destroy (bool destroy_inventory)
911{ 901{
912 if (QUERY_FLAG (this, FLAG_FREED)) 902 attachable::do_destroy ();
913 return;
914 903
915 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 904 if (flag [FLAG_IS_LINKED])
905 remove_button_link (this);
906
907 if (flag [FLAG_FRIENDLY])
916 remove_friendly_object (this); 908 remove_friendly_object (this);
917 909
918 if (!QUERY_FLAG (this, FLAG_REMOVED)) 910 if (!flag [FLAG_REMOVED])
919 remove (); 911 remove ();
920 912
921 SET_FLAG (this, FLAG_FREED); 913 destroy_inv (true);
922 914
923 if (more) 915 deactivate ();
924 { 916 unlink ();
925 more->destroy (destroy_inventory);
926 more = 0;
927 }
928 917
929 if (inv) 918 flag [FLAG_FREED] = 1;
930 {
931 /* Only if the space blocks everything do we not process -
932 * if some form of movement is allowed, let objects
933 * drop on that space.
934 */
935 if (destroy_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
936 {
937 object *op = inv;
938
939 while (op)
940 {
941 object *tmp = op->below;
942 op->destroy (destroy_inventory);
943 op = tmp;
944 }
945 }
946 else
947 { /* Put objects in inventory onto this space */
948 object *op = inv;
949
950 while (op)
951 {
952 object *tmp = op->below;
953
954 op->remove ();
955
956 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
957 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
958 op->destroy ();
959 else
960 {
961 op->x = x;
962 op->y = y;
963 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
964 }
965
966 op = tmp;
967 }
968 }
969 }
970 919
971 // hack to ensure that freed objects still have a valid map 920 // hack to ensure that freed objects still have a valid map
972 { 921 {
973 static maptile *freed_map; // freed objects are moved here to avoid crashes 922 static maptile *freed_map; // freed objects are moved here to avoid crashes
974 923
978 927
979 freed_map->name = "/internal/freed_objects_map"; 928 freed_map->name = "/internal/freed_objects_map";
980 freed_map->width = 3; 929 freed_map->width = 3;
981 freed_map->height = 3; 930 freed_map->height = 3;
982 931
983 freed_map->allocate (); 932 freed_map->alloc ();
933 freed_map->in_memory = MAP_IN_MEMORY;
984 } 934 }
985 935
986 map = freed_map; 936 map = freed_map;
987 x = 1; 937 x = 1;
988 y = 1; 938 y = 1;
989 } 939 }
990 940
941 head = 0;
942
943 if (more)
944 {
945 more->destroy ();
946 more = 0;
947 }
948
991 // clear those pointers that likely might have circular references to us 949 // clear those pointers that likely might have circular references to us
992 owner = 0; 950 owner = 0;
993 enemy = 0; 951 enemy = 0;
994 attacked_by = 0; 952 attacked_by = 0;
953}
995 954
996 // only relevant for players(?), but make sure of it anyways 955void
997 contr = 0; 956object::destroy (bool destroy_inventory)
957{
958 if (destroyed ())
959 return;
998 960
999 /* Remove object from the active list */ 961 if (destroy_inventory)
1000 speed = 0; 962 destroy_inv (false);
1001 update_ob_speed (this);
1002 963
1003 unlink (); 964 attachable::destroy ();
1004
1005 mortals.push_back (this);
1006} 965}
1007 966
1008/* 967/*
1009 * sub_weight() recursively (outwards) subtracts a number from the 968 * sub_weight() recursively (outwards) subtracts a number from the
1010 * weight of an object (and what is carried by it's environment(s)). 969 * weight of an object (and what is carried by it's environment(s)).
1026 * This function removes the object op from the linked list of objects 985 * This function removes the object op from the linked list of objects
1027 * which it is currently tied to. When this function is done, the 986 * which it is currently tied to. When this function is done, the
1028 * object will have no environment. If the object previously had an 987 * object will have no environment. If the object previously had an
1029 * environment, the x and y coordinates will be updated to 988 * environment, the x and y coordinates will be updated to
1030 * the previous environment. 989 * the previous environment.
1031 * Beware: This function is called from the editor as well!
1032 */ 990 */
1033void 991void
1034object::remove () 992object::do_remove ()
1035{ 993{
1036 object *tmp, *last = 0; 994 object *tmp, *last = 0;
1037 object *otmp; 995 object *otmp;
1038 996
1039 int check_walk_off;
1040
1041 if (QUERY_FLAG (this, FLAG_REMOVED)) 997 if (QUERY_FLAG (this, FLAG_REMOVED))
1042 return; 998 return;
1043 999
1044 SET_FLAG (this, FLAG_REMOVED); 1000 SET_FLAG (this, FLAG_REMOVED);
1001 INVOKE_OBJECT (REMOVE, this);
1045 1002
1046 if (more) 1003 if (more)
1047 more->remove (); 1004 more->remove ();
1048 1005
1049 /* 1006 /*
1059 1016
1060 /* NO_FIX_PLAYER is set when a great many changes are being 1017 /* NO_FIX_PLAYER is set when a great many changes are being
1061 * made to players inventory. If set, avoiding the call 1018 * made to players inventory. If set, avoiding the call
1062 * to save cpu time. 1019 * to save cpu time.
1063 */ 1020 */
1064 if ((otmp = is_player_inv (env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1021 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1065 fix_player (otmp); 1022 otmp->update_stats ();
1066 1023
1067 if (above != NULL) 1024 if (above)
1068 above->below = below; 1025 above->below = below;
1069 else 1026 else
1070 env->inv = below; 1027 env->inv = below;
1071 1028
1072 if (below != NULL) 1029 if (below)
1073 below->above = above; 1030 below->above = above;
1074 1031
1075 /* we set up values so that it could be inserted into 1032 /* we set up values so that it could be inserted into
1076 * the map, but we don't actually do that - it is up 1033 * the map, but we don't actually do that - it is up
1077 * to the caller to decide what we want to do. 1034 * to the caller to decide what we want to do.
1081 above = 0, below = 0; 1038 above = 0, below = 0;
1082 env = 0; 1039 env = 0;
1083 } 1040 }
1084 else if (map) 1041 else if (map)
1085 { 1042 {
1086 /* Re did the following section of code - it looks like it had 1043 if (type == PLAYER)
1087 * lots of logic for things we no longer care about
1088 */ 1044 {
1045 // leaving a spot always closes any open container on the ground
1046 if (container && !container->env)
1047 // this causes spurious floorbox updates, but it ensures
1048 // that the CLOSE event is being sent.
1049 close_container ();
1050
1051 --map->players;
1052 map->touch ();
1053 }
1054
1055 map->dirty = true;
1056 mapspace &ms = this->ms ();
1089 1057
1090 /* link the object above us */ 1058 /* link the object above us */
1091 if (above) 1059 if (above)
1092 above->below = below; 1060 above->below = below;
1093 else 1061 else
1094 SET_MAP_TOP (map, x, y, below); /* we were top, set new top */ 1062 ms.top = below; /* we were top, set new top */
1095 1063
1096 /* Relink the object below us, if there is one */ 1064 /* Relink the object below us, if there is one */
1097 if (below) 1065 if (below)
1098 below->above = above; 1066 below->above = above;
1099 else 1067 else
1101 /* Nothing below, which means we need to relink map object for this space 1069 /* Nothing below, which means we need to relink map object for this space
1102 * use translated coordinates in case some oddness with map tiling is 1070 * use translated coordinates in case some oddness with map tiling is
1103 * evident 1071 * evident
1104 */ 1072 */
1105 if (GET_MAP_OB (map, x, y) != this) 1073 if (GET_MAP_OB (map, x, y) != this)
1106 {
1107 char *dump = dump_object (this);
1108 LOG (llevError,
1109 "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); 1074 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 ());
1110 free (dump);
1111 dump = dump_object (GET_MAP_OB (map, x, y));
1112 LOG (llevError, "%s\n", dump);
1113 free (dump);
1114 }
1115 1075
1116 SET_MAP_OB (map, x, y, above); /* goes on above it. */ 1076 ms.bot = above; /* goes on above it. */
1117 } 1077 }
1118 1078
1119 above = 0; 1079 above = 0;
1120 below = 0; 1080 below = 0;
1121 1081
1122 if (map->in_memory == MAP_SAVING) 1082 if (map->in_memory == MAP_SAVING)
1123 return; 1083 return;
1124 1084
1125 check_walk_off = !QUERY_FLAG (this, FLAG_NO_APPLY); 1085 int check_walk_off = !flag [FLAG_NO_APPLY];
1126 1086
1127 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) 1087 for (tmp = ms.bot; tmp; tmp = tmp->above)
1128 { 1088 {
1129 /* No point updating the players look faces if he is the object 1089 /* No point updating the players look faces if he is the object
1130 * being removed. 1090 * being removed.
1131 */ 1091 */
1132 1092
1136 * removed (most likely destroyed), update the player view 1096 * removed (most likely destroyed), update the player view
1137 * appropriately. 1097 * appropriately.
1138 */ 1098 */
1139 if (tmp->container == this) 1099 if (tmp->container == this)
1140 { 1100 {
1141 CLEAR_FLAG (this, FLAG_APPLIED); 1101 flag [FLAG_APPLIED] = 0;
1142 tmp->container = 0; 1102 tmp->container = 0;
1143 } 1103 }
1144 1104
1145 tmp->contr->socket.update_look = 1; 1105 if (tmp->contr->ns)
1106 tmp->contr->ns->floorbox_update ();
1146 } 1107 }
1147 1108
1148 /* See if player moving off should effect something */ 1109 /* See if object moving off should effect something */
1149 if (check_walk_off 1110 if (check_walk_off
1150 && ((move_type & tmp->move_off) 1111 && ((move_type & tmp->move_off)
1151 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1112 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1152 { 1113 {
1153 move_apply (tmp, this, 0); 1114 move_apply (tmp, this, 0);
1155 if (destroyed ()) 1116 if (destroyed ())
1156 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1117 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1157 } 1118 }
1158 1119
1159 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1120 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1160 1121 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1161 if (tmp->above == tmp) 1122 if (tmp->above == tmp)
1162 tmp->above = 0; 1123 tmp->above = 0;
1163 1124
1164 last = tmp; 1125 last = tmp;
1165 } 1126 }
1166 1127
1167 /* last == NULL of there are no objects on this space */ 1128 /* last == NULL if there are no objects on this space */
1129 //TODO: this makes little sense, why only update the topmost object?
1168 if (!last) 1130 if (!last)
1169 { 1131 map->at (x, y).flags_ = 0;
1170 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1171 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1172 * those out anyways, and if there are any flags set right now, they won't
1173 * be correct anyways.
1174 */
1175 SET_MAP_FLAGS (map, x, y, P_NEED_UPDATE);
1176 update_position (map, x, y);
1177 }
1178 else 1132 else
1179 update_object (last, UP_OBJ_REMOVE); 1133 update_object (last, UP_OBJ_REMOVE);
1180 1134
1181 if (QUERY_FLAG (this, FLAG_BLOCKSVIEW) || glow_radius) 1135 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1182 update_all_los (map, x, y); 1136 update_all_los (map, x, y);
1183 } 1137 }
1184} 1138}
1185 1139
1186/* 1140/*
1195merge_ob (object *op, object *top) 1149merge_ob (object *op, object *top)
1196{ 1150{
1197 if (!op->nrof) 1151 if (!op->nrof)
1198 return 0; 1152 return 0;
1199 1153
1200 if (top == NULL) 1154 if (top)
1201 for (top = op; top != NULL && top->above != NULL; top = top->above); 1155 for (top = op; top && top->above; top = top->above)
1156 ;
1202 1157
1203 for (; top != NULL; top = top->below) 1158 for (; top; top = top->below)
1204 { 1159 {
1205 if (top == op) 1160 if (top == op)
1206 continue; 1161 continue;
1207 1162
1208 if (object::can_merge (op, top)) 1163 if (object::can_merge (op, top))
1217 } 1172 }
1218 1173
1219 return 0; 1174 return 0;
1220} 1175}
1221 1176
1177void
1178object::expand_tail ()
1179{
1180 if (more)
1181 return;
1182
1183 object *prev = this;
1184
1185 for (archetype *at = arch->more; at; at = at->more)
1186 {
1187 object *op = arch_to_object (at);
1188
1189 op->name = name;
1190 op->name_pl = name_pl;
1191 op->title = title;
1192
1193 op->head = this;
1194 prev->more = op;
1195
1196 prev = op;
1197 }
1198}
1199
1222/* 1200/*
1223 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1201 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1224 * job preparing multi-part monsters 1202 * job preparing multi-part monsters.
1225 */ 1203 */
1226object * 1204object *
1227insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1205insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1228{ 1206{
1229 object *tmp;
1230
1231 if (op->head)
1232 op = op->head;
1233
1234 for (tmp = op; tmp; tmp = tmp->more) 1207 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1235 { 1208 {
1236 tmp->x = x + tmp->arch->clone.x; 1209 tmp->x = x + tmp->arch->clone.x;
1237 tmp->y = y + tmp->arch->clone.y; 1210 tmp->y = y + tmp->arch->clone.y;
1238 } 1211 }
1239 1212
1258 * Return value: 1231 * Return value:
1259 * new object if 'op' was merged with other object 1232 * new object if 'op' was merged with other object
1260 * NULL if 'op' was destroyed 1233 * NULL if 'op' was destroyed
1261 * just 'op' otherwise 1234 * just 'op' otherwise
1262 */ 1235 */
1263
1264object * 1236object *
1265insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1237insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1266{ 1238{
1239 assert (!op->flag [FLAG_FREED]);
1240
1267 object *tmp, *top, *floor = NULL; 1241 object *tmp, *top, *floor = NULL;
1268 sint16 x, y;
1269 1242
1270 if (QUERY_FLAG (op, FLAG_FREED)) 1243 op->remove ();
1271 {
1272 LOG (llevError, "Trying to insert freed object!\n");
1273 return NULL;
1274 }
1275 1244
1276 if (m == NULL) 1245#if 0
1277 { 1246 if (!m->active != !op->active)
1278 char *dump = dump_object (op); 1247 if (m->active)
1279 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump); 1248 op->activate_recursive ();
1280 free (dump); 1249 else
1281 return op; 1250 op->deactivate_recursive ();
1282 } 1251#endif
1283 1252
1284 if (out_of_map (m, op->x, op->y)) 1253 if (out_of_map (m, op->x, op->y))
1285 { 1254 {
1286 char *dump = dump_object (op);
1287 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump); 1255 LOG (llevError, "Trying to insert object outside the map.\n%s\n", op->debug_desc ());
1288#ifdef MANY_CORES 1256#ifdef MANY_CORES
1289 /* Better to catch this here, as otherwise the next use of this object 1257 /* Better to catch this here, as otherwise the next use of this object
1290 * is likely to cause a crash. Better to find out where it is getting 1258 * is likely to cause a crash. Better to find out where it is getting
1291 * improperly inserted. 1259 * improperly inserted.
1292 */ 1260 */
1293 abort (); 1261 abort ();
1294#endif 1262#endif
1295 free (dump);
1296 return op; 1263 return op;
1297 } 1264 }
1298 1265
1299 if (!QUERY_FLAG (op, FLAG_REMOVED))
1300 {
1301 char *dump = dump_object (op);
1302 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1303 free (dump);
1304 return op;
1305 }
1306
1307 if (op->more != NULL)
1308 {
1309 /* The part may be on a different map. */
1310
1311 object *more = op->more; 1266 if (object *more = op->more)
1312 1267 {
1313 /* We really need the caller to normalize coordinates - if
1314 * we set the map, that doesn't work if the location is within
1315 * a map and this is straddling an edge. So only if coordinate
1316 * is clear wrong do we normalize it.
1317 */
1318 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1319 more->map = get_map_from_coord (m, &more->x, &more->y);
1320 else if (!more->map)
1321 {
1322 /* For backwards compatibility - when not dealing with tiled maps,
1323 * more->map should always point to the parent.
1324 */
1325 more->map = m;
1326 }
1327
1328 if (insert_ob_in_map (more, more->map, originator, flag) == NULL) 1268 if (!insert_ob_in_map (more, m, originator, flag))
1329 { 1269 {
1330 if (!op->head) 1270 if (!op->head)
1331 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1271 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1332 1272
1333 return NULL; 1273 return 0;
1334 } 1274 }
1335 } 1275 }
1336 1276
1337 CLEAR_FLAG (op, FLAG_REMOVED); 1277 CLEAR_FLAG (op, FLAG_REMOVED);
1338 1278
1339 /* Ideally, the caller figures this out. However, it complicates a lot 1279 /* Ideally, the caller figures this out. However, it complicates a lot
1340 * of areas of callers (eg, anything that uses find_free_spot would now 1280 * of areas of callers (eg, anything that uses find_free_spot would now
1341 * need extra work 1281 * need extra work
1342 */ 1282 */
1343 op->map = get_map_from_coord (m, &op->x, &op->y); 1283 if (!xy_normalise (m, op->x, op->y))
1344 x = op->x; 1284 return 0;
1345 y = op->y; 1285
1286 op->map = m;
1287 mapspace &ms = op->ms ();
1346 1288
1347 /* this has to be done after we translate the coordinates. 1289 /* this has to be done after we translate the coordinates.
1348 */ 1290 */
1349 if (op->nrof && !(flag & INS_NO_MERGE)) 1291 if (op->nrof && !(flag & INS_NO_MERGE))
1350 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1292 for (tmp = ms.bot; tmp; tmp = tmp->above)
1351 if (object::can_merge (op, tmp)) 1293 if (object::can_merge (op, tmp))
1352 { 1294 {
1353 op->nrof += tmp->nrof; 1295 op->nrof += tmp->nrof;
1354 tmp->destroy (); 1296 tmp->destroy ();
1355 } 1297 }
1372 op->below = originator->below; 1314 op->below = originator->below;
1373 1315
1374 if (op->below) 1316 if (op->below)
1375 op->below->above = op; 1317 op->below->above = op;
1376 else 1318 else
1377 SET_MAP_OB (op->map, op->x, op->y, op); 1319 ms.bot = op;
1378 1320
1379 /* since *below* originator, no need to update top */ 1321 /* since *below* originator, no need to update top */
1380 originator->below = op; 1322 originator->below = op;
1381 } 1323 }
1382 else 1324 else
1383 { 1325 {
1326 top = ms.bot;
1327
1384 /* If there are other objects, then */ 1328 /* If there are other objects, then */
1385 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1329 if ((!(flag & INS_MAP_LOAD)) && top)
1386 { 1330 {
1387 object *last = NULL; 1331 object *last = 0;
1388 1332
1389 /* 1333 /*
1390 * If there are multiple objects on this space, we do some trickier handling. 1334 * If there are multiple objects on this space, we do some trickier handling.
1391 * We've already dealt with merging if appropriate. 1335 * We've already dealt with merging if appropriate.
1392 * Generally, we want to put the new object on top. But if 1336 * Generally, we want to put the new object on top. But if
1396 * once we get to them. This reduces the need to traverse over all of 1340 * once we get to them. This reduces the need to traverse over all of
1397 * them when adding another one - this saves quite a bit of cpu time 1341 * them when adding another one - this saves quite a bit of cpu time
1398 * when lots of spells are cast in one area. Currently, it is presumed 1342 * when lots of spells are cast in one area. Currently, it is presumed
1399 * that flying non pickable objects are spell objects. 1343 * that flying non pickable objects are spell objects.
1400 */ 1344 */
1401 1345 for (top = ms.bot; top; top = top->above)
1402 while (top != NULL)
1403 { 1346 {
1404 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1347 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1405 floor = top; 1348 floor = top;
1406 1349
1407 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1350 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1410 top = top->below; 1353 top = top->below;
1411 break; 1354 break;
1412 } 1355 }
1413 1356
1414 last = top; 1357 last = top;
1415 top = top->above;
1416 } 1358 }
1417 1359
1418 /* Don't want top to be NULL, so set it to the last valid object */ 1360 /* Don't want top to be NULL, so set it to the last valid object */
1419 top = last; 1361 top = last;
1420 1362
1422 * looks like instead of lots of conditions here. 1364 * looks like instead of lots of conditions here.
1423 * makes things faster, and effectively the same result. 1365 * makes things faster, and effectively the same result.
1424 */ 1366 */
1425 1367
1426 /* Have object 'fall below' other objects that block view. 1368 /* Have object 'fall below' other objects that block view.
1427 * Unless those objects are exits, type 66 1369 * Unless those objects are exits.
1428 * If INS_ON_TOP is used, don't do this processing 1370 * If INS_ON_TOP is used, don't do this processing
1429 * Need to find the object that in fact blocks view, otherwise 1371 * Need to find the object that in fact blocks view, otherwise
1430 * stacking is a bit odd. 1372 * stacking is a bit odd.
1431 */ 1373 */
1432 if (!(flag & INS_ON_TOP) && 1374 if (!(flag & INS_ON_TOP)
1433 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1375 && ms.flags () & P_BLOCKSVIEW
1376 && (op->face && !faces [op->face].visibility))
1434 { 1377 {
1435 for (last = top; last != floor; last = last->below) 1378 for (last = top; last != floor; last = last->below)
1436 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1379 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1437 break; 1380 break;
1381
1438 /* Check to see if we found the object that blocks view, 1382 /* Check to see if we found the object that blocks view,
1439 * and make sure we have a below pointer for it so that 1383 * and make sure we have a below pointer for it so that
1440 * we can get inserted below this one, which requires we 1384 * we can get inserted below this one, which requires we
1441 * set top to the object below us. 1385 * set top to the object below us.
1442 */ 1386 */
1444 top = last->below; 1388 top = last->below;
1445 } 1389 }
1446 } /* If objects on this space */ 1390 } /* If objects on this space */
1447 1391
1448 if (flag & INS_MAP_LOAD) 1392 if (flag & INS_MAP_LOAD)
1449 top = GET_MAP_TOP (op->map, op->x, op->y); 1393 top = ms.top;
1450 1394
1451 if (flag & INS_ABOVE_FLOOR_ONLY) 1395 if (flag & INS_ABOVE_FLOOR_ONLY)
1452 top = floor; 1396 top = floor;
1453 1397
1454 /* Top is the object that our object (op) is going to get inserted above. 1398 /* Top is the object that our object (op) is going to get inserted above.
1455 */ 1399 */
1456 1400
1457 /* First object on this space */ 1401 /* First object on this space */
1458 if (!top) 1402 if (!top)
1459 { 1403 {
1460 op->above = GET_MAP_OB (op->map, op->x, op->y); 1404 op->above = ms.bot;
1461 1405
1462 if (op->above) 1406 if (op->above)
1463 op->above->below = op; 1407 op->above->below = op;
1464 1408
1465 op->below = NULL; 1409 op->below = 0;
1466 SET_MAP_OB (op->map, op->x, op->y, op); 1410 ms.bot = op;
1467 } 1411 }
1468 else 1412 else
1469 { /* get inserted into the stack above top */ 1413 { /* get inserted into the stack above top */
1470 op->above = top->above; 1414 op->above = top->above;
1471 1415
1474 1418
1475 op->below = top; 1419 op->below = top;
1476 top->above = op; 1420 top->above = op;
1477 } 1421 }
1478 1422
1479 if (op->above == NULL) 1423 if (!op->above)
1480 SET_MAP_TOP (op->map, op->x, op->y, op); 1424 ms.top = op;
1481 } /* else not INS_BELOW_ORIGINATOR */ 1425 } /* else not INS_BELOW_ORIGINATOR */
1482 1426
1483 if (op->type == PLAYER) 1427 if (op->type == PLAYER)
1428 {
1484 op->contr->do_los = 1; 1429 op->contr->do_los = 1;
1430 ++op->map->players;
1431 op->map->touch ();
1432 }
1433
1434 op->map->dirty = true;
1485 1435
1486 /* If we have a floor, we know the player, if any, will be above 1436 /* If we have a floor, we know the player, if any, will be above
1487 * it, so save a few ticks and start from there. 1437 * it, so save a few ticks and start from there.
1488 */ 1438 */
1489 if (!(flag & INS_MAP_LOAD)) 1439 if (!(flag & INS_MAP_LOAD))
1490 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1440 if (object *pl = ms.player ())
1491 if (tmp->type == PLAYER) 1441 if (pl->contr->ns)
1492 tmp->contr->socket.update_look = 1; 1442 pl->contr->ns->floorbox_update ();
1493 1443
1494 /* If this object glows, it may affect lighting conditions that are 1444 /* If this object glows, it may affect lighting conditions that are
1495 * visible to others on this map. But update_all_los is really 1445 * visible to others on this map. But update_all_los is really
1496 * an inefficient way to do this, as it means los for all players 1446 * an inefficient way to do this, as it means los for all players
1497 * on the map will get recalculated. The players could very well 1447 * on the map will get recalculated. The players could very well
1498 * be far away from this change and not affected in any way - 1448 * be far away from this change and not affected in any way -
1499 * this should get redone to only look for players within range, 1449 * this should get redone to only look for players within range,
1500 * or just updating the P_NEED_UPDATE for spaces within this area 1450 * or just updating the P_UPTODATE for spaces within this area
1501 * of effect may be sufficient. 1451 * of effect may be sufficient.
1502 */ 1452 */
1503 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1453 if (op->map->darkness && (op->glow_radius != 0))
1504 update_all_los (op->map, op->x, op->y); 1454 update_all_los (op->map, op->x, op->y);
1505 1455
1506 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1456 /* updates flags (blocked, alive, no magic, etc) for this map space */
1507 update_object (op, UP_OBJ_INSERT); 1457 update_object (op, UP_OBJ_INSERT);
1508 1458
1459 INVOKE_OBJECT (INSERT, op);
1460
1509 /* Don't know if moving this to the end will break anything. However, 1461 /* Don't know if moving this to the end will break anything. However,
1510 * we want to have update_look set above before calling this. 1462 * we want to have floorbox_update called before calling this.
1511 * 1463 *
1512 * check_move_on() must be after this because code called from 1464 * check_move_on() must be after this because code called from
1513 * check_move_on() depends on correct map flags (so functions like 1465 * check_move_on() depends on correct map flags (so functions like
1514 * blocked() and wall() work properly), and these flags are updated by 1466 * blocked() and wall() work properly), and these flags are updated by
1515 * update_object(). 1467 * update_object().
1517 1469
1518 /* if this is not the head or flag has been passed, don't check walk on status */ 1470 /* if this is not the head or flag has been passed, don't check walk on status */
1519 if (!(flag & INS_NO_WALK_ON) && !op->head) 1471 if (!(flag & INS_NO_WALK_ON) && !op->head)
1520 { 1472 {
1521 if (check_move_on (op, originator)) 1473 if (check_move_on (op, originator))
1522 return NULL; 1474 return 0;
1523 1475
1524 /* If we are a multi part object, lets work our way through the check 1476 /* If we are a multi part object, lets work our way through the check
1525 * walk on's. 1477 * walk on's.
1526 */ 1478 */
1527 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1479 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1528 if (check_move_on (tmp, originator)) 1480 if (check_move_on (tmp, originator))
1529 return NULL; 1481 return 0;
1530 } 1482 }
1531 1483
1532 return op; 1484 return op;
1533} 1485}
1534 1486
1535/* this function inserts an object in the map, but if it 1487/* this function inserts an object in the map, but if it
1536 * finds an object of its own type, it'll remove that one first. 1488 * finds an object of its own type, it'll remove that one first.
1537 * op is the object to insert it under: supplies x and the map. 1489 * op is the object to insert it under: supplies x and the map.
1538 */ 1490 */
1539void 1491void
1540replace_insert_ob_in_map (const char *arch_string, object *op) 1492replace_insert_ob_in_map (const char *arch_string, object *op)
1541{ 1493{
1542 object * 1494 object *tmp, *tmp1;
1543 tmp;
1544 object *
1545 tmp1;
1546 1495
1547 /* first search for itself and remove any old instances */ 1496 /* first search for itself and remove any old instances */
1548 1497
1549 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1498 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1550 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1499 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1551 tmp->destroy (); 1500 tmp->destroy ();
1552 1501
1553 tmp1 = arch_to_object (archetype::find (arch_string)); 1502 tmp1 = arch_to_object (archetype::find (arch_string));
1554 1503
1555 tmp1->x = op->x; 1504 tmp1->x = op->x;
1556 tmp1->y = op->y; 1505 tmp1->y = op->y;
1557 insert_ob_in_map (tmp1, op->map, op, 0); 1506 insert_ob_in_map (tmp1, op->map, op, 0);
1507}
1508
1509object *
1510object::insert_at (object *where, object *originator, int flags)
1511{
1512 return where->map->insert (this, where->x, where->y, originator, flags);
1558} 1513}
1559 1514
1560/* 1515/*
1561 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1516 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1562 * is returned contains nr objects, and the remaining parts contains 1517 * is returned contains nr objects, and the remaining parts contains
1563 * the rest (or is removed and freed if that number is 0). 1518 * the rest (or is removed and freed if that number is 0).
1564 * On failure, NULL is returned, and the reason put into the 1519 * On failure, NULL is returned, and the reason put into the
1565 * global static errmsg array. 1520 * global static errmsg array.
1566 */ 1521 */
1567
1568object * 1522object *
1569get_split_ob (object *orig_ob, uint32 nr) 1523get_split_ob (object *orig_ob, uint32 nr)
1570{ 1524{
1571 object *newob; 1525 object *newob;
1572 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1526 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1603 * the amount of an object. If the amount reaches 0, the object 1557 * the amount of an object. If the amount reaches 0, the object
1604 * is subsequently removed and freed. 1558 * is subsequently removed and freed.
1605 * 1559 *
1606 * Return value: 'op' if something is left, NULL if the amount reached 0 1560 * Return value: 'op' if something is left, NULL if the amount reached 0
1607 */ 1561 */
1608
1609object * 1562object *
1610decrease_ob_nr (object *op, uint32 i) 1563decrease_ob_nr (object *op, uint32 i)
1611{ 1564{
1612 object *tmp; 1565 object *tmp;
1613 player *pl;
1614 1566
1615 if (i == 0) /* objects with op->nrof require this check */ 1567 if (i == 0) /* objects with op->nrof require this check */
1616 return op; 1568 return op;
1617 1569
1618 if (i > op->nrof) 1570 if (i > op->nrof)
1619 i = op->nrof; 1571 i = op->nrof;
1620 1572
1621 if (QUERY_FLAG (op, FLAG_REMOVED)) 1573 if (QUERY_FLAG (op, FLAG_REMOVED))
1622 op->nrof -= i; 1574 op->nrof -= i;
1623 else if (op->env != NULL) 1575 else if (op->env)
1624 { 1576 {
1625 /* is this object in the players inventory, or sub container 1577 /* is this object in the players inventory, or sub container
1626 * therein? 1578 * therein?
1627 */ 1579 */
1628 tmp = is_player_inv (op->env); 1580 tmp = op->in_player ();
1629 /* nope. Is this a container the player has opened? 1581 /* nope. Is this a container the player has opened?
1630 * If so, set tmp to that player. 1582 * If so, set tmp to that player.
1631 * IMO, searching through all the players will mostly 1583 * IMO, searching through all the players will mostly
1632 * likely be quicker than following op->env to the map, 1584 * likely be quicker than following op->env to the map,
1633 * and then searching the map for a player. 1585 * and then searching the map for a player.
1634 */ 1586 */
1635 if (!tmp) 1587 if (!tmp)
1636 { 1588 for_all_players (pl)
1637 for (pl = first_player; pl; pl = pl->next)
1638 if (pl->ob->container == op->env) 1589 if (pl->ob->container == op->env)
1590 {
1591 tmp = pl->ob;
1639 break; 1592 break;
1640 if (pl)
1641 tmp = pl->ob;
1642 else
1643 tmp = NULL;
1644 } 1593 }
1645 1594
1646 if (i < op->nrof) 1595 if (i < op->nrof)
1647 { 1596 {
1648 sub_weight (op->env, op->weight * i); 1597 sub_weight (op->env, op->weight * i);
1649 op->nrof -= i; 1598 op->nrof -= i;
1650 if (tmp) 1599 if (tmp)
1651 {
1652 esrv_send_item (tmp, op); 1600 esrv_send_item (tmp, op);
1653 }
1654 } 1601 }
1655 else 1602 else
1656 { 1603 {
1657 op->remove (); 1604 op->remove ();
1658 op->nrof = 0; 1605 op->nrof = 0;
1659 if (tmp) 1606 if (tmp)
1660 {
1661 esrv_del_item (tmp->contr, op->count); 1607 esrv_del_item (tmp->contr, op->count);
1662 }
1663 } 1608 }
1664 } 1609 }
1665 else 1610 else
1666 { 1611 {
1667 object *above = op->above; 1612 object *above = op->above;
1673 op->remove (); 1618 op->remove ();
1674 op->nrof = 0; 1619 op->nrof = 0;
1675 } 1620 }
1676 1621
1677 /* Since we just removed op, op->above is null */ 1622 /* Since we just removed op, op->above is null */
1678 for (tmp = above; tmp != NULL; tmp = tmp->above) 1623 for (tmp = above; tmp; tmp = tmp->above)
1679 if (tmp->type == PLAYER) 1624 if (tmp->type == PLAYER)
1680 { 1625 {
1681 if (op->nrof) 1626 if (op->nrof)
1682 esrv_send_item (tmp, op); 1627 esrv_send_item (tmp, op);
1683 else 1628 else
1688 if (op->nrof) 1633 if (op->nrof)
1689 return op; 1634 return op;
1690 else 1635 else
1691 { 1636 {
1692 op->destroy (); 1637 op->destroy ();
1693 return NULL; 1638 return 0;
1694 } 1639 }
1695} 1640}
1696 1641
1697/* 1642/*
1698 * add_weight(object, weight) adds the specified weight to an object, 1643 * add_weight(object, weight) adds the specified weight to an object,
1699 * and also updates how much the environment(s) is/are carrying. 1644 * and also updates how much the environment(s) is/are carrying.
1700 */ 1645 */
1701
1702void 1646void
1703add_weight (object *op, signed long weight) 1647add_weight (object *op, signed long weight)
1704{ 1648{
1705 while (op != NULL) 1649 while (op != NULL)
1706 { 1650 {
1723 return op; 1667 return op;
1724 } 1668 }
1725 1669
1726 if (where->head) 1670 if (where->head)
1727 { 1671 {
1728 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n"); 1672 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1729 where = where->head; 1673 where = where->head;
1730 } 1674 }
1731 1675
1732 return where->insert (op); 1676 return where->insert (op);
1733} 1677}
1738 * inside the object environment. 1682 * inside the object environment.
1739 * 1683 *
1740 * The function returns now pointer to inserted item, and return value can 1684 * The function returns now pointer to inserted item, and return value can
1741 * be != op, if items are merged. -Tero 1685 * be != op, if items are merged. -Tero
1742 */ 1686 */
1743
1744object * 1687object *
1745object::insert (object *op) 1688object::insert (object *op)
1746{ 1689{
1747 object *tmp, *otmp; 1690 object *tmp, *otmp;
1748 1691
1786 add_weight (this, op->weight * op->nrof); 1729 add_weight (this, op->weight * op->nrof);
1787 } 1730 }
1788 else 1731 else
1789 add_weight (this, (op->weight + op->carrying)); 1732 add_weight (this, (op->weight + op->carrying));
1790 1733
1791 otmp = is_player_inv (this); 1734 otmp = this->in_player ();
1792 if (otmp && otmp->contr) 1735 if (otmp && otmp->contr)
1793 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1736 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1794 fix_player (otmp); 1737 otmp->update_stats ();
1795 1738
1796 op->map = NULL; 1739 op->map = 0;
1797 op->env = this; 1740 op->env = this;
1798 op->above = NULL; 1741 op->above = 0;
1799 op->below = NULL; 1742 op->below = 0;
1800 op->x = 0, op->y = 0; 1743 op->x = 0, op->y = 0;
1801 1744
1802 /* reset the light list and los of the players on the map */ 1745 /* reset the light list and los of the players on the map */
1803 if ((op->glow_radius != 0) && map) 1746 if ((op->glow_radius != 0) && map)
1804 { 1747 {
1805#ifdef DEBUG_LIGHTS 1748#ifdef DEBUG_LIGHTS
1806 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1749 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1807#endif /* DEBUG_LIGHTS */ 1750#endif /* DEBUG_LIGHTS */
1808 if (MAP_DARKNESS (map)) 1751 if (map->darkness)
1809 update_all_los (map, x, y); 1752 update_all_los (map, x, y);
1810 } 1753 }
1811 1754
1812 /* Client has no idea of ordering so lets not bother ordering it here. 1755 /* Client has no idea of ordering so lets not bother ordering it here.
1813 * It sure simplifies this function... 1756 * It sure simplifies this function...
1818 { 1761 {
1819 op->below = inv; 1762 op->below = inv;
1820 op->below->above = op; 1763 op->below->above = op;
1821 inv = op; 1764 inv = op;
1822 } 1765 }
1766
1767 INVOKE_OBJECT (INSERT, this);
1823 1768
1824 return op; 1769 return op;
1825} 1770}
1826 1771
1827/* 1772/*
1842 * 1787 *
1843 * MSW 2001-07-08: Check all objects on space, not just those below 1788 * MSW 2001-07-08: Check all objects on space, not just those below
1844 * object being inserted. insert_ob_in_map may not put new objects 1789 * object being inserted. insert_ob_in_map may not put new objects
1845 * on top. 1790 * on top.
1846 */ 1791 */
1847
1848int 1792int
1849check_move_on (object *op, object *originator) 1793check_move_on (object *op, object *originator)
1850{ 1794{
1851 object *tmp; 1795 object *tmp;
1852 maptile *m = op->map; 1796 maptile *m = op->map;
1879 1823
1880 /* The objects have to be checked from top to bottom. 1824 /* The objects have to be checked from top to bottom.
1881 * Hence, we first go to the top: 1825 * Hence, we first go to the top:
1882 */ 1826 */
1883 1827
1884 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1828 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1885 { 1829 {
1886 /* Trim the search when we find the first other spell effect 1830 /* Trim the search when we find the first other spell effect
1887 * this helps performance so that if a space has 50 spell objects, 1831 * this helps performance so that if a space has 50 spell objects,
1888 * we don't need to check all of them. 1832 * we don't need to check all of them.
1889 */ 1833 */
1907 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1851 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1908 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1852 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1909 { 1853 {
1910 1854
1911 float 1855 float
1912 diff = tmp->move_slow_penalty * FABS (op->speed); 1856 diff = tmp->move_slow_penalty * fabs (op->speed);
1913 1857
1914 if (op->type == PLAYER) 1858 if (op->type == PLAYER)
1915 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1859 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1916 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1860 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1917 diff /= 4.0; 1861 diff /= 4.0;
1944/* 1888/*
1945 * present_arch(arch, map, x, y) searches for any objects with 1889 * present_arch(arch, map, x, y) searches for any objects with
1946 * a matching archetype at the given map and coordinates. 1890 * a matching archetype at the given map and coordinates.
1947 * The first matching object is returned, or NULL if none. 1891 * The first matching object is returned, or NULL if none.
1948 */ 1892 */
1949
1950object * 1893object *
1951present_arch (const archetype *at, maptile *m, int x, int y) 1894present_arch (const archetype *at, maptile *m, int x, int y)
1952{ 1895{
1953 object *
1954 tmp;
1955
1956 if (m == NULL || out_of_map (m, x, y)) 1896 if (!m || out_of_map (m, x, y))
1957 { 1897 {
1958 LOG (llevError, "Present_arch called outside map.\n"); 1898 LOG (llevError, "Present_arch called outside map.\n");
1959 return NULL; 1899 return NULL;
1960 } 1900 }
1961 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1901
1902 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1962 if (tmp->arch == at) 1903 if (tmp->arch == at)
1963 return tmp; 1904 return tmp;
1905
1964 return NULL; 1906 return NULL;
1965} 1907}
1966 1908
1967/* 1909/*
1968 * present(type, map, x, y) searches for any objects with 1910 * present(type, map, x, y) searches for any objects with
1969 * a matching type variable at the given map and coordinates. 1911 * a matching type variable at the given map and coordinates.
1970 * The first matching object is returned, or NULL if none. 1912 * The first matching object is returned, or NULL if none.
1971 */ 1913 */
1972
1973object * 1914object *
1974present (unsigned char type, maptile *m, int x, int y) 1915present (unsigned char type, maptile *m, int x, int y)
1975{ 1916{
1976 object *
1977 tmp;
1978
1979 if (out_of_map (m, x, y)) 1917 if (out_of_map (m, x, y))
1980 { 1918 {
1981 LOG (llevError, "Present called outside map.\n"); 1919 LOG (llevError, "Present called outside map.\n");
1982 return NULL; 1920 return NULL;
1983 } 1921 }
1984 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1922
1923 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1985 if (tmp->type == type) 1924 if (tmp->type == type)
1986 return tmp; 1925 return tmp;
1926
1987 return NULL; 1927 return NULL;
1988} 1928}
1989 1929
1990/* 1930/*
1991 * present_in_ob(type, object) searches for any objects with 1931 * present_in_ob(type, object) searches for any objects with
1992 * a matching type variable in the inventory of the given object. 1932 * a matching type variable in the inventory of the given object.
1993 * The first matching object is returned, or NULL if none. 1933 * The first matching object is returned, or NULL if none.
1994 */ 1934 */
1995
1996object * 1935object *
1997present_in_ob (unsigned char type, const object *op) 1936present_in_ob (unsigned char type, const object *op)
1998{ 1937{
1999 object *
2000 tmp;
2001
2002 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1938 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2003 if (tmp->type == type) 1939 if (tmp->type == type)
2004 return tmp; 1940 return tmp;
1941
2005 return NULL; 1942 return NULL;
2006} 1943}
2007 1944
2008/* 1945/*
2009 * present_in_ob (type, str, object) searches for any objects with 1946 * present_in_ob (type, str, object) searches for any objects with
2017 * str is the string to match against. Note that we match against 1954 * str is the string to match against. Note that we match against
2018 * the object name, not the archetype name. this is so that the 1955 * the object name, not the archetype name. this is so that the
2019 * spell code can use one object type (force), but change it's name 1956 * spell code can use one object type (force), but change it's name
2020 * to be unique. 1957 * to be unique.
2021 */ 1958 */
2022
2023object * 1959object *
2024present_in_ob_by_name (int type, const char *str, const object *op) 1960present_in_ob_by_name (int type, const char *str, const object *op)
2025{ 1961{
2026 object *
2027 tmp;
2028
2029 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1962 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2030 {
2031 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1963 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2032 return tmp; 1964 return tmp;
2033 } 1965
2034 return NULL; 1966 return 0;
2035} 1967}
2036 1968
2037/* 1969/*
2038 * present_arch_in_ob(archetype, object) searches for any objects with 1970 * present_arch_in_ob(archetype, object) searches for any objects with
2039 * a matching archetype in the inventory of the given object. 1971 * a matching archetype in the inventory of the given object.
2040 * The first matching object is returned, or NULL if none. 1972 * The first matching object is returned, or NULL if none.
2041 */ 1973 */
2042
2043object * 1974object *
2044present_arch_in_ob (const archetype *at, const object *op) 1975present_arch_in_ob (const archetype *at, const object *op)
2045{ 1976{
2046 object *
2047 tmp;
2048
2049 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1977 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2050 if (tmp->arch == at) 1978 if (tmp->arch == at)
2051 return tmp; 1979 return tmp;
1980
2052 return NULL; 1981 return NULL;
2053} 1982}
2054 1983
2055/* 1984/*
2056 * activate recursively a flag on an object inventory 1985 * activate recursively a flag on an object inventory
2057 */ 1986 */
2058void 1987void
2059flag_inv (object *op, int flag) 1988flag_inv (object *op, int flag)
2060{ 1989{
2061 object *
2062 tmp;
2063
2064 if (op->inv) 1990 if (op->inv)
2065 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1991 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2066 { 1992 {
2067 SET_FLAG (tmp, flag); 1993 SET_FLAG (tmp, flag);
2068 flag_inv (tmp, flag); 1994 flag_inv (tmp, flag);
2069 } 1995 }
2070} /* 1996}
1997
1998/*
2071 * desactivate recursively a flag on an object inventory 1999 * deactivate recursively a flag on an object inventory
2072 */ 2000 */
2073void 2001void
2074unflag_inv (object *op, int flag) 2002unflag_inv (object *op, int flag)
2075{ 2003{
2076 object *
2077 tmp;
2078
2079 if (op->inv) 2004 if (op->inv)
2080 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2005 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2081 { 2006 {
2082 CLEAR_FLAG (tmp, flag); 2007 CLEAR_FLAG (tmp, flag);
2083 unflag_inv (tmp, flag); 2008 unflag_inv (tmp, flag);
2084 } 2009 }
2085}
2086
2087/*
2088 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2089 * all it's inventory (recursively).
2090 * If checksums are used, a player will get set_cheat called for
2091 * him/her-self and all object carried by a call to this function.
2092 */
2093
2094void
2095set_cheat (object *op)
2096{
2097 SET_FLAG (op, FLAG_WAS_WIZ);
2098 flag_inv (op, FLAG_WAS_WIZ);
2099} 2010}
2100 2011
2101/* 2012/*
2102 * find_free_spot(object, map, x, y, start, stop) will search for 2013 * find_free_spot(object, map, x, y, start, stop) will search for
2103 * a spot at the given map and coordinates which will be able to contain 2014 * a spot at the given map and coordinates which will be able to contain
2117 * because arch_blocked (now ob_blocked) needs to know the movement type 2028 * because arch_blocked (now ob_blocked) needs to know the movement type
2118 * to know if the space in question will block the object. We can't use 2029 * to know if the space in question will block the object. We can't use
2119 * the archetype because that isn't correct if the monster has been 2030 * the archetype because that isn't correct if the monster has been
2120 * customized, changed states, etc. 2031 * customized, changed states, etc.
2121 */ 2032 */
2122
2123int 2033int
2124find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 2034find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2125{ 2035{
2126 int
2127 i,
2128 index = 0, flag; 2036 int index = 0, flag;
2129 static int
2130 altern[SIZEOFFREE]; 2037 int altern[SIZEOFFREE];
2131 2038
2132 for (i = start; i < stop; i++) 2039 for (int i = start; i < stop; i++)
2133 { 2040 {
2134 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2041 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2135 if (!flag) 2042 if (!flag)
2136 altern[index++] = i; 2043 altern [index++] = i;
2137 2044
2138 /* Basically, if we find a wall on a space, we cut down the search size. 2045 /* Basically, if we find a wall on a space, we cut down the search size.
2139 * In this way, we won't return spaces that are on another side of a wall. 2046 * In this way, we won't return spaces that are on another side of a wall.
2140 * This mostly work, but it cuts down the search size in all directions - 2047 * This mostly work, but it cuts down the search size in all directions -
2141 * if the space being examined only has a wall to the north and empty 2048 * if the space being examined only has a wall to the north and empty
2142 * spaces in all the other directions, this will reduce the search space 2049 * spaces in all the other directions, this will reduce the search space
2143 * to only the spaces immediately surrounding the target area, and 2050 * to only the spaces immediately surrounding the target area, and
2144 * won't look 2 spaces south of the target space. 2051 * won't look 2 spaces south of the target space.
2145 */ 2052 */
2146 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 2053 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2147 stop = maxfree[i]; 2054 stop = maxfree[i];
2148 } 2055 }
2056
2149 if (!index) 2057 if (!index)
2150 return -1; 2058 return -1;
2059
2151 return altern[RANDOM () % index]; 2060 return altern [rndm (index)];
2152} 2061}
2153 2062
2154/* 2063/*
2155 * find_first_free_spot(archetype, maptile, x, y) works like 2064 * find_first_free_spot(archetype, maptile, x, y) works like
2156 * find_free_spot(), but it will search max number of squares. 2065 * find_free_spot(), but it will search max number of squares.
2157 * But it will return the first available spot, not a random choice. 2066 * But it will return the first available spot, not a random choice.
2158 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2067 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2159 */ 2068 */
2160
2161int 2069int
2162find_first_free_spot (const object *ob, maptile *m, int x, int y) 2070find_first_free_spot (const object *ob, maptile *m, int x, int y)
2163{ 2071{
2164 int
2165 i;
2166
2167 for (i = 0; i < SIZEOFFREE; i++) 2072 for (int i = 0; i < SIZEOFFREE; i++)
2168 {
2169 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2073 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2170 return i; 2074 return i;
2171 } 2075
2172 return -1; 2076 return -1;
2173} 2077}
2174 2078
2175/* 2079/*
2176 * The function permute(arr, begin, end) randomly reorders the array 2080 * The function permute(arr, begin, end) randomly reorders the array
2177 * arr[begin..end-1]. 2081 * arr[begin..end-1].
2082 * now uses a fisher-yates shuffle, old permute was broken
2178 */ 2083 */
2179static void 2084static void
2180permute (int *arr, int begin, int end) 2085permute (int *arr, int begin, int end)
2181{ 2086{
2182 int 2087 arr += begin;
2183 i,
2184 j,
2185 tmp,
2186 len;
2187
2188 len = end - begin; 2088 end -= begin;
2189 for (i = begin; i < end; i++)
2190 {
2191 j = begin + RANDOM () % len;
2192 2089
2193 tmp = arr[i]; 2090 while (--end)
2194 arr[i] = arr[j]; 2091 swap (arr [end], arr [rndm (end + 1)]);
2195 arr[j] = tmp;
2196 }
2197} 2092}
2198 2093
2199/* new function to make monster searching more efficient, and effective! 2094/* new function to make monster searching more efficient, and effective!
2200 * This basically returns a randomized array (in the passed pointer) of 2095 * This basically returns a randomized array (in the passed pointer) of
2201 * the spaces to find monsters. In this way, it won't always look for 2096 * the spaces to find monsters. In this way, it won't always look for
2204 * the 3x3 area will be searched, just not in a predictable order. 2099 * the 3x3 area will be searched, just not in a predictable order.
2205 */ 2100 */
2206void 2101void
2207get_search_arr (int *search_arr) 2102get_search_arr (int *search_arr)
2208{ 2103{
2209 int 2104 int i;
2210 i;
2211 2105
2212 for (i = 0; i < SIZEOFFREE; i++) 2106 for (i = 0; i < SIZEOFFREE; i++)
2213 {
2214 search_arr[i] = i; 2107 search_arr[i] = i;
2215 }
2216 2108
2217 permute (search_arr, 1, SIZEOFFREE1 + 1); 2109 permute (search_arr, 1, SIZEOFFREE1 + 1);
2218 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2110 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2219 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2111 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2220} 2112}
2229 * Perhaps incorrectly, but I'm making the assumption that exclude 2121 * Perhaps incorrectly, but I'm making the assumption that exclude
2230 * is actually want is going to try and move there. We need this info 2122 * is actually want is going to try and move there. We need this info
2231 * because we have to know what movement the thing looking to move 2123 * because we have to know what movement the thing looking to move
2232 * there is capable of. 2124 * there is capable of.
2233 */ 2125 */
2234
2235int 2126int
2236find_dir (maptile *m, int x, int y, object *exclude) 2127find_dir (maptile *m, int x, int y, object *exclude)
2237{ 2128{
2238 int
2239 i,
2240 max = SIZEOFFREE, mflags; 2129 int i, max = SIZEOFFREE, mflags;
2241 2130
2242 sint16 nx, ny; 2131 sint16 nx, ny;
2243 object * 2132 object *tmp;
2244 tmp;
2245 maptile * 2133 maptile *mp;
2246 mp;
2247 2134
2248 MoveType blocked, move_type; 2135 MoveType blocked, move_type;
2249 2136
2250 if (exclude && exclude->head) 2137 if (exclude && exclude->head)
2251 { 2138 {
2263 mp = m; 2150 mp = m;
2264 nx = x + freearr_x[i]; 2151 nx = x + freearr_x[i];
2265 ny = y + freearr_y[i]; 2152 ny = y + freearr_y[i];
2266 2153
2267 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2154 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2155
2268 if (mflags & P_OUT_OF_MAP) 2156 if (mflags & P_OUT_OF_MAP)
2269 {
2270 max = maxfree[i]; 2157 max = maxfree[i];
2271 }
2272 else 2158 else
2273 { 2159 {
2274 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2160 mapspace &ms = mp->at (nx, ny);
2161
2162 blocked = ms.move_block;
2275 2163
2276 if ((move_type & blocked) == move_type) 2164 if ((move_type & blocked) == move_type)
2277 {
2278 max = maxfree[i]; 2165 max = maxfree[i];
2279 }
2280 else if (mflags & P_IS_ALIVE) 2166 else if (mflags & P_IS_ALIVE)
2281 { 2167 {
2282 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2168 for (tmp = ms.bot; tmp; tmp = tmp->above)
2283 { 2169 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2284 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2170 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2285 {
2286 break; 2171 break;
2287 } 2172
2288 }
2289 if (tmp) 2173 if (tmp)
2290 {
2291 return freedir[i]; 2174 return freedir[i];
2292 }
2293 } 2175 }
2294 } 2176 }
2295 } 2177 }
2178
2296 return 0; 2179 return 0;
2297} 2180}
2298 2181
2299/* 2182/*
2300 * distance(object 1, object 2) will return the square of the 2183 * distance(object 1, object 2) will return the square of the
2301 * distance between the two given objects. 2184 * distance between the two given objects.
2302 */ 2185 */
2303
2304int 2186int
2305distance (const object *ob1, const object *ob2) 2187distance (const object *ob1, const object *ob2)
2306{ 2188{
2307 int
2308 i;
2309
2310 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2189 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2311 return i;
2312} 2190}
2313 2191
2314/* 2192/*
2315 * find_dir_2(delta-x,delta-y) will return a direction in which 2193 * find_dir_2(delta-x,delta-y) will return a direction in which
2316 * an object which has subtracted the x and y coordinates of another 2194 * an object which has subtracted the x and y coordinates of another
2317 * object, needs to travel toward it. 2195 * object, needs to travel toward it.
2318 */ 2196 */
2319
2320int 2197int
2321find_dir_2 (int x, int y) 2198find_dir_2 (int x, int y)
2322{ 2199{
2323 int 2200 int q;
2324 q;
2325 2201
2326 if (y) 2202 if (y)
2327 q = x * 100 / y; 2203 q = x * 100 / y;
2328 else if (x) 2204 else if (x)
2329 q = -300 * x; 2205 q = -300 * x;
2354 2230
2355 return 3; 2231 return 3;
2356} 2232}
2357 2233
2358/* 2234/*
2359 * absdir(int): Returns a number between 1 and 8, which represent
2360 * the "absolute" direction of a number (it actually takes care of
2361 * "overflow" in previous calculations of a direction).
2362 */
2363
2364int
2365absdir (int d)
2366{
2367 while (d < 1)
2368 d += 8;
2369 while (d > 8)
2370 d -= 8;
2371 return d;
2372}
2373
2374/*
2375 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2235 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2376 * between two directions (which are expected to be absolute (see absdir()) 2236 * between two directions (which are expected to be absolute (see absdir())
2377 */ 2237 */
2378
2379int 2238int
2380dirdiff (int dir1, int dir2) 2239dirdiff (int dir1, int dir2)
2381{ 2240{
2382 int 2241 int d;
2383 d;
2384 2242
2385 d = abs (dir1 - dir2); 2243 d = abs (dir1 - dir2);
2386 if (d > 4) 2244 if (d > 4)
2387 d = 8 - d; 2245 d = 8 - d;
2246
2388 return d; 2247 return d;
2389} 2248}
2390 2249
2391/* peterm: 2250/* peterm:
2392 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2251 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2395 * This basically means that if direction is 15, then it could either go 2254 * This basically means that if direction is 15, then it could either go
2396 * direction 4, 14, or 16 to get back to where we are. 2255 * direction 4, 14, or 16 to get back to where we are.
2397 * Moved from spell_util.c to object.c with the other related direction 2256 * Moved from spell_util.c to object.c with the other related direction
2398 * functions. 2257 * functions.
2399 */ 2258 */
2400
2401int
2402 reduction_dir[SIZEOFFREE][3] = { 2259int reduction_dir[SIZEOFFREE][3] = {
2403 {0, 0, 0}, /* 0 */ 2260 {0, 0, 0}, /* 0 */
2404 {0, 0, 0}, /* 1 */ 2261 {0, 0, 0}, /* 1 */
2405 {0, 0, 0}, /* 2 */ 2262 {0, 0, 0}, /* 2 */
2406 {0, 0, 0}, /* 3 */ 2263 {0, 0, 0}, /* 3 */
2407 {0, 0, 0}, /* 4 */ 2264 {0, 0, 0}, /* 4 */
2455 * find a path to that monster that we found. If not, 2312 * find a path to that monster that we found. If not,
2456 * we don't bother going toward it. Returns 1 if we 2313 * we don't bother going toward it. Returns 1 if we
2457 * can see a direct way to get it 2314 * can see a direct way to get it
2458 * Modified to be map tile aware -.MSW 2315 * Modified to be map tile aware -.MSW
2459 */ 2316 */
2460
2461
2462int 2317int
2463can_see_monsterP (maptile *m, int x, int y, int dir) 2318can_see_monsterP (maptile *m, int x, int y, int dir)
2464{ 2319{
2465 sint16 dx, dy; 2320 sint16 dx, dy;
2466 int
2467 mflags; 2321 int mflags;
2468 2322
2469 if (dir < 0) 2323 if (dir < 0)
2470 return 0; /* exit condition: invalid direction */ 2324 return 0; /* exit condition: invalid direction */
2471 2325
2472 dx = x + freearr_x[dir]; 2326 dx = x + freearr_x[dir];
2485 return 0; 2339 return 0;
2486 2340
2487 /* yes, can see. */ 2341 /* yes, can see. */
2488 if (dir < 9) 2342 if (dir < 9)
2489 return 1; 2343 return 1;
2344
2490 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2345 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2491 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]); 2346 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2347 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2492} 2348}
2493
2494
2495 2349
2496/* 2350/*
2497 * can_pick(picker, item): finds out if an object is possible to be 2351 * can_pick(picker, item): finds out if an object is possible to be
2498 * picked up by the picker. Returnes 1 if it can be 2352 * picked up by the picker. Returnes 1 if it can be
2499 * picked up, otherwise 0. 2353 * picked up, otherwise 0.
2510 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2364 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2511 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2365 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2512 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2366 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2513} 2367}
2514 2368
2515
2516/* 2369/*
2517 * create clone from object to another 2370 * create clone from object to another
2518 */ 2371 */
2519object * 2372object *
2520object_create_clone (object *asrc) 2373object_create_clone (object *asrc)
2539 { 2392 {
2540 dst = tmp; 2393 dst = tmp;
2541 tmp->head = 0; 2394 tmp->head = 0;
2542 } 2395 }
2543 else 2396 else
2544 {
2545 tmp->head = dst; 2397 tmp->head = dst;
2546 }
2547 2398
2548 tmp->more = 0; 2399 tmp->more = 0;
2549 2400
2550 if (prev) 2401 if (prev)
2551 prev->more = tmp; 2402 prev->more = tmp;
2555 2406
2556 for (item = src->inv; item; item = item->below) 2407 for (item = src->inv; item; item = item->below)
2557 insert_ob_in_ob (object_create_clone (item), dst); 2408 insert_ob_in_ob (object_create_clone (item), dst);
2558 2409
2559 return dst; 2410 return dst;
2560}
2561
2562/* GROS - Creates an object using a string representing its content. */
2563/* Basically, we save the content of the string to a temp file, then call */
2564/* load_object on it. I admit it is a highly inefficient way to make things, */
2565/* but it was simple to make and allows reusing the load_object function. */
2566/* Remember not to use load_object_str in a time-critical situation. */
2567/* Also remember that multiparts objects are not supported for now. */
2568
2569object *
2570load_object_str (const char *obstr)
2571{
2572 object *op;
2573 char filename[MAX_BUF];
2574
2575 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2576
2577 FILE *tempfile = fopen (filename, "w");
2578
2579 if (tempfile == NULL)
2580 {
2581 LOG (llevError, "Error - Unable to access load object temp file\n");
2582 return NULL;
2583 }
2584
2585 fprintf (tempfile, obstr);
2586 fclose (tempfile);
2587
2588 op = object::create ();
2589
2590 object_thawer thawer (filename);
2591
2592 if (thawer)
2593 load_object (thawer, op, 0);
2594
2595 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2596 CLEAR_FLAG (op, FLAG_REMOVED);
2597
2598 return op;
2599} 2411}
2600 2412
2601/* This returns the first object in who's inventory that 2413/* This returns the first object in who's inventory that
2602 * has the same type and subtype match. 2414 * has the same type and subtype match.
2603 * returns NULL if no match. 2415 * returns NULL if no match.
2604 */ 2416 */
2605object * 2417object *
2606find_obj_by_type_subtype (const object *who, int type, int subtype) 2418find_obj_by_type_subtype (const object *who, int type, int subtype)
2607{ 2419{
2608 object *tmp;
2609
2610 for (tmp = who->inv; tmp; tmp = tmp->below) 2420 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2611 if (tmp->type == type && tmp->subtype == subtype) 2421 if (tmp->type == type && tmp->subtype == subtype)
2612 return tmp; 2422 return tmp;
2613 2423
2614 return NULL; 2424 return 0;
2615} 2425}
2616 2426
2617/* If ob has a field named key, return the link from the list, 2427/* If ob has a field named key, return the link from the list,
2618 * otherwise return NULL. 2428 * otherwise return NULL.
2619 * 2429 *
2621 * do the desired thing. 2431 * do the desired thing.
2622 */ 2432 */
2623key_value * 2433key_value *
2624get_ob_key_link (const object *ob, const char *key) 2434get_ob_key_link (const object *ob, const char *key)
2625{ 2435{
2626 key_value *link;
2627
2628 for (link = ob->key_values; link != NULL; link = link->next) 2436 for (key_value *link = ob->key_values; link; link = link->next)
2629 if (link->key == key) 2437 if (link->key == key)
2630 return link; 2438 return link;
2631 2439
2632 return NULL; 2440 return 0;
2633} 2441}
2634 2442
2635/* 2443/*
2636 * Returns the value of op has an extra_field for key, or NULL. 2444 * Returns the value of op has an extra_field for key, or NULL.
2637 * 2445 *
2662 if (link->key == canonical_key) 2470 if (link->key == canonical_key)
2663 return link->value; 2471 return link->value;
2664 2472
2665 return 0; 2473 return 0;
2666} 2474}
2667
2668 2475
2669/* 2476/*
2670 * Updates the canonical_key in op to value. 2477 * Updates the canonical_key in op to value.
2671 * 2478 *
2672 * canonical_key is a shared string (value doesn't have to be). 2479 * canonical_key is a shared string (value doesn't have to be).
2677 * Returns TRUE on success. 2484 * Returns TRUE on success.
2678 */ 2485 */
2679int 2486int
2680set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) 2487set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2681{ 2488{
2682 key_value *
2683 field = NULL, *last = NULL; 2489 key_value *field = NULL, *last = NULL;
2684 2490
2685 for (field = op->key_values; field != NULL; field = field->next) 2491 for (field = op->key_values; field != NULL; field = field->next)
2686 { 2492 {
2687 if (field->key != canonical_key) 2493 if (field->key != canonical_key)
2688 { 2494 {
2716 /* IF we get here, key doesn't exist */ 2522 /* IF we get here, key doesn't exist */
2717 2523
2718 /* No field, we'll have to add it. */ 2524 /* No field, we'll have to add it. */
2719 2525
2720 if (!add_key) 2526 if (!add_key)
2721 {
2722 return FALSE; 2527 return FALSE;
2723 } 2528
2724 /* There isn't any good reason to store a null 2529 /* There isn't any good reason to store a null
2725 * value in the key/value list. If the archetype has 2530 * value in the key/value list. If the archetype has
2726 * this key, then we should also have it, so shouldn't 2531 * this key, then we should also have it, so shouldn't
2727 * be here. If user wants to store empty strings, 2532 * be here. If user wants to store empty strings,
2728 * should pass in "" 2533 * should pass in ""
2777 } 2582 }
2778 else 2583 else
2779 item = item->env; 2584 item = item->env;
2780} 2585}
2781 2586
2587
2588const char *
2589object::flag_desc (char *desc, int len) const
2590{
2591 char *p = desc;
2592 bool first = true;
2593
2594 *p = 0;
2595
2596 for (int i = 0; i < NUM_FLAGS; i++)
2597 {
2598 if (len <= 10) // magic constant!
2599 {
2600 snprintf (p, len, ",...");
2601 break;
2602 }
2603
2604 if (flag [i])
2605 {
2606 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2607 len -= cnt;
2608 p += cnt;
2609 first = false;
2610 }
2611 }
2612
2613 return desc;
2614}
2615
2782// return a suitable string describing an objetc in enough detail to find it 2616// return a suitable string describing an object in enough detail to find it
2783const char * 2617const char *
2784object::debug_desc (char *info) const 2618object::debug_desc (char *info) const
2785{ 2619{
2620 char flagdesc[512];
2786 char info2[256 * 3]; 2621 char info2[256 * 4];
2787 char *p = info; 2622 char *p = info;
2788 2623
2789 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2624 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2790 count, 2625 count, uuid.seq,
2791 &name, 2626 &name,
2792 title ? " " : "", 2627 title ? "\",title:\"" : "",
2793 title ? (const char *)title : ""); 2628 title ? (const char *)title : "",
2629 flag_desc (flagdesc, 512), type);
2794 2630
2795 if (env) 2631 if (env)
2796 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2632 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2797 2633
2798 if (map) 2634 if (map)
2799 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2635 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2800 2636
2801 return info; 2637 return info;
2802} 2638}
2803 2639
2804const char * 2640const char *
2805object::debug_desc () const 2641object::debug_desc () const
2806{ 2642{
2807 static char info[256 * 3]; 2643 static char info[3][256 * 4];
2644 static int info_idx;
2645
2808 return debug_desc (info); 2646 return debug_desc (info [++info_idx % 3]);
2809} 2647}
2810 2648
2649struct region *
2650object::region () const
2651{
2652 return map ? map->region (x, y)
2653 : region::default_region ();
2654}
2655
2656const materialtype_t *
2657object::dominant_material () const
2658{
2659 if (materialtype_t *mat = name_to_material (materialname))
2660 return mat;
2661
2662 // omfg this is slow, this has to be temporary :)
2663 shstr unknown ("unknown");
2664
2665 return name_to_material (unknown);
2666}
2667
2668void
2669object::open_container (object *new_container)
2670{
2671 if (container == new_container)
2672 return;
2673
2674 if (object *old_container = container)
2675 {
2676 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2677 return;
2678
2679#if 0
2680 // remove the "Close old_container" object.
2681 if (object *closer = old_container->inv)
2682 if (closer->type == CLOSE_CON)
2683 closer->destroy ();
2684#endif
2685
2686 old_container->flag [FLAG_APPLIED] = 0;
2687 container = 0;
2688
2689 esrv_update_item (UPD_FLAGS, this, old_container);
2690 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2691 }
2692
2693 if (new_container)
2694 {
2695 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2696 return;
2697
2698 // TODO: this does not seem to serve any purpose anymore?
2699#if 0
2700 // insert the "Close Container" object.
2701 if (archetype *closer = new_container->other_arch)
2702 {
2703 object *closer = arch_to_object (new_container->other_arch);
2704 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2705 new_container->insert (closer);
2706 }
2707#endif
2708
2709 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2710
2711 new_container->flag [FLAG_APPLIED] = 1;
2712 container = new_container;
2713
2714 esrv_update_item (UPD_FLAGS, this, new_container);
2715 esrv_send_inventory (this, new_container);
2716 }
2717}
2718
2719

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