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Comparing deliantra/server/common/object.C (file contents):
Revision 1.74 by root, Wed Dec 20 09:14:21 2006 UTC vs.
Revision 1.201 by root, Tue Jan 22 16:22:45 2008 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra 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 3 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, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20 21 * The authors can be reached via e-mail to <support@deliantra.net>
21 The authors can be reached via e-mail at <crossfire@schmorp.de>
22*/ 22 */
23 23
24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
25 sub/add_weight will transcend the environment updating the carrying 25 sub/add_weight will transcend the environment updating the carrying
26 variable. */ 26 variable. */
27#include <global.h> 27#include <global.h>
28#include <stdio.h> 28#include <stdio.h>
29#include <sys/types.h> 29#include <sys/types.h>
30#include <sys/uio.h> 30#include <sys/uio.h>
31#include <object.h> 31#include <object.h>
32#include <funcpoint.h> 32#include <funcpoint.h>
33#include <sproto.h>
33#include <loader.h> 34#include <loader.h>
34 35
35#include <bitset> 36#include <bitset>
36 37
37int nrofallocobjects = 0; 38int nrofallocobjects = 0;
38static UUID uuid; 39static UUID uuid;
39const uint64 UUID_SKIP = 1<<19; 40const uint64 UUID_SKIP = 1<<19;
40 41
41object *active_objects; /* List of active objects that need to be processed */ 42objectvec objects;
43activevec actives;
42 44
43short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 45short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
44 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 46 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
45}; 47};
46short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 48short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
141 * objects with lists are rare, and lists stay short. If not, use a 143 * objects with lists are rare, and lists stay short. If not, use a
142 * different structure or at least keep the lists sorted... 144 * different structure or at least keep the lists sorted...
143 */ 145 */
144 146
145 /* For each field in wants, */ 147 /* For each field in wants, */
146 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) 148 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
147 { 149 {
148 key_value *has_field; 150 key_value *has_field;
149 151
150 /* Look for a field in has with the same key. */ 152 /* Look for a field in has with the same key. */
151 has_field = get_ob_key_link (has, wants_field->key); 153 has_field = get_ob_key_link (has, wants_field->key);
190 * Check nrof variable *before* calling can_merge() 192 * Check nrof variable *before* calling can_merge()
191 * 193 *
192 * Improvements made with merge: Better checking on potion, and also 194 * Improvements made with merge: Better checking on potion, and also
193 * check weight 195 * check weight
194 */ 196 */
195
196bool object::can_merge_slow (object *ob1, object *ob2) 197bool object::can_merge_slow (object *ob1, object *ob2)
197{ 198{
198 /* A couple quicksanity checks */ 199 /* A couple quicksanity checks */
199 if (ob1 == ob2 200 if (ob1 == ob2
200 || ob1->type != ob2->type 201 || ob1->type != ob2->type
221 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 222 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
222 223
223 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 224 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
224 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 225 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
225 226
226 if ((ob1->flags ^ ob2->flags).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any () 227 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
227 || ob1->arch != ob2->arch 228 || ob1->arch != ob2->arch
228 || ob1->name != ob2->name 229 || ob1->name != ob2->name
229 || ob1->title != ob2->title 230 || ob1->title != ob2->title
230 || ob1->msg != ob2->msg 231 || ob1->msg != ob2->msg
231 || ob1->weight != ob2->weight 232 || ob1->weight != ob2->weight
253 /* This is really a spellbook check - really, we should 254 /* This is really a spellbook check - really, we should
254 * check all objects in the inventory. 255 * check all objects in the inventory.
255 */ 256 */
256 if (ob1->inv || ob2->inv) 257 if (ob1->inv || ob2->inv)
257 { 258 {
258 /* if one object has inventory but the other doesn't, not equiv */ 259 if (!(ob1->inv && ob2->inv))
259 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 260 return 0; /* inventories differ in length */
260 return 0;
261 261
262 /* Now check to see if the two inventory objects could merge */ 262 if (ob1->inv->below || ob2->inv->below)
263 return 0; /* more than one object in inv */
264
263 if (!object::can_merge (ob1->inv, ob2->inv)) 265 if (!object::can_merge (ob1->inv, ob2->inv))
264 return 0; 266 return 0; /* inventory objexts differ */
265 267
266 /* inventory ok - still need to check rest of this object to see 268 /* inventory ok - still need to check rest of this object to see
267 * if it is valid. 269 * if it is valid.
268 */ 270 */
269 } 271 }
277 279
278 /* Note sure why the following is the case - either the object has to 280 /* Note sure why the following is the case - either the object has to
279 * be animated or have a very low speed. Is this an attempted monster 281 * be animated or have a very low speed. Is this an attempted monster
280 * check? 282 * check?
281 */ 283 */
282 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 284 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
283 return 0; 285 return 0;
284 286
285 switch (ob1->type) 287 switch (ob1->type)
286 { 288 {
287 case SCROLL: 289 case SCROLL:
298 return 0; 300 return 0;
299 else if (!compare_ob_value_lists (ob1, ob2)) 301 else if (!compare_ob_value_lists (ob1, ob2))
300 return 0; 302 return 0;
301 } 303 }
302 304
303 //TODO: generate an event or call into perl for additional checks
304 if (ob1->self || ob2->self) 305 if (ob1->self || ob2->self)
305 { 306 {
306 ob1->optimise (); 307 ob1->optimise ();
307 ob2->optimise (); 308 ob2->optimise ();
308 309
309 if (ob1->self || ob2->self) 310 if (ob1->self || ob2->self)
311 {
312 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
313 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
314
315 if (k1 != k2)
310 return 0; 316 return 0;
317 else if (k1 == 0)
318 return 1;
319 else if (!cfperl_can_merge (ob1, ob2))
320 return 0;
321 }
311 } 322 }
312 323
313 /* Everything passes, must be OK. */ 324 /* Everything passes, must be OK. */
314 return 1; 325 return 1;
315} 326}
323sum_weight (object *op) 334sum_weight (object *op)
324{ 335{
325 long sum; 336 long sum;
326 object *inv; 337 object *inv;
327 338
328 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 339 for (sum = 0, inv = op->inv; inv; inv = inv->below)
329 { 340 {
330 if (inv->inv) 341 if (inv->inv)
331 sum_weight (inv); 342 sum_weight (inv);
343
332 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 344 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
333 } 345 }
334 346
335 if (op->type == CONTAINER && op->stats.Str) 347 if (op->type == CONTAINER && op->stats.Str)
336 sum = (sum * (100 - op->stats.Str)) / 100; 348 sum = (sum * (100 - op->stats.Str)) / 100;
356/* 368/*
357 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 369 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
358 * Some error messages. 370 * Some error messages.
359 * The result of the dump is stored in the static global errmsg array. 371 * The result of the dump is stored in the static global errmsg array.
360 */ 372 */
361
362char * 373char *
363dump_object (object *op) 374dump_object (object *op)
364{ 375{
365 if (!op) 376 if (!op)
366 return strdup ("[NULLOBJ]"); 377 return strdup ("[NULLOBJ]");
367 378
368 object_freezer freezer; 379 object_freezer freezer;
369 save_object (freezer, op, 3); 380 op->write (freezer);
370 return freezer.as_string (); 381 return freezer.as_string ();
371} 382}
372 383
373/* 384/*
374 * get_nearest_part(multi-object, object 2) returns the part of the 385 * get_nearest_part(multi-object, object 2) returns the part of the
375 * multi-object 1 which is closest to the second object. 386 * multi-object 1 which is closest to the second object.
376 * If it's not a multi-object, it is returned. 387 * If it's not a multi-object, it is returned.
377 */ 388 */
378
379object * 389object *
380get_nearest_part (object *op, const object *pl) 390get_nearest_part (object *op, const object *pl)
381{ 391{
382 object *tmp, *closest; 392 object *tmp, *closest;
383 int last_dist, i; 393 int last_dist, i;
391} 401}
392 402
393/* 403/*
394 * Returns the object which has the count-variable equal to the argument. 404 * Returns the object which has the count-variable equal to the argument.
395 */ 405 */
396
397object * 406object *
398find_object (tag_t i) 407find_object (tag_t i)
399{ 408{
400 for (object *op = object::first; op; op = op->next) 409 for_all_objects (op)
401 if (op->count == i) 410 if (op->count == i)
402 return op; 411 return op;
403 412
404 return 0; 413 return 0;
405} 414}
406 415
407/* 416/*
408 * Returns the first object which has a name equal to the argument. 417 * Returns the first object which has a name equal to the argument.
409 * Used only by the patch command, but not all that useful. 418 * Used only by the patch command, but not all that useful.
410 * Enables features like "patch <name-of-other-player> food 999" 419 * Enables features like "patch <name-of-other-player> food 999"
411 */ 420 */
412
413object * 421object *
414find_object_name (const char *str) 422find_object_name (const char *str)
415{ 423{
416 shstr_cmp str_ (str); 424 shstr_cmp str_ (str);
417 object *op; 425 object *op;
418 426
419 for (op = object::first; op != NULL; op = op->next) 427 for_all_objects (op)
420 if (op->name == str_) 428 if (op->name == str_)
421 break; 429 break;
422 430
423 return op; 431 return op;
424} 432}
430} 438}
431 439
432/* 440/*
433 * Sets the owner and sets the skill and exp pointers to owner's current 441 * Sets the owner and sets the skill and exp pointers to owner's current
434 * skill and experience objects. 442 * skill and experience objects.
443 * ACTUALLY NO! investigate! TODO
435 */ 444 */
436void 445void
437object::set_owner (object *owner) 446object::set_owner (object *owner)
438{ 447{
448 // allow objects which own objects
439 if (!owner) 449 if (owner)
440 return;
441
442 /* next line added to allow objects which own objects */
443 /* Add a check for ownercounts in here, as I got into an endless loop
444 * with the fireball owning a poison cloud which then owned the
445 * fireball. I believe that was caused by one of the objects getting
446 * freed and then another object replacing it. Since the ownercounts
447 * didn't match, this check is valid and I believe that cause is valid.
448 */
449 while (owner->owner) 450 while (owner->owner)
450 owner = owner->owner; 451 owner = owner->owner;
452
453 if (flag [FLAG_FREED])
454 {
455 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
456 return;
457 }
451 458
452 this->owner = owner; 459 this->owner = owner;
460}
461
462int
463object::slottype () const
464{
465 if (type == SKILL)
466 {
467 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
468 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
469 }
470 else
471 {
472 if (slot [body_combat].info) return slot_combat;
473 if (slot [body_range ].info) return slot_ranged;
474 }
475
476 return slot_none;
477}
478
479bool
480object::change_weapon (object *ob)
481{
482 if (current_weapon == ob)
483 return true;
484
485 if (chosen_skill)
486 chosen_skill->flag [FLAG_APPLIED] = false;
487
488 current_weapon = ob;
489 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
490
491 if (chosen_skill)
492 chosen_skill->flag [FLAG_APPLIED] = true;
493
494 update_stats ();
495
496 if (ob)
497 {
498 // now check wether any body locations became invalid, in which case
499 // we cannot apply the weapon at the moment.
500 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
501 if (slot[i].used < 0)
502 {
503 current_weapon = chosen_skill = 0;
504 update_stats ();
505
506 new_draw_info_format (NDI_UNIQUE, 0, this,
507 "You try to balance all your items at once, "
508 "but the %s is just too much for your body. "
509 "[You need to unapply some items first.]", &ob->name);
510 return false;
511 }
512
513 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
514 }
515 else
516 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
517
518 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
519 {
520 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
521 &name, ob->debug_desc ());
522 return false;
523 }
524
525 return true;
453} 526}
454 527
455/* Zero the key_values on op, decrementing the shared-string 528/* Zero the key_values on op, decrementing the shared-string
456 * refcounts and freeing the links. 529 * refcounts and freeing the links.
457 */ 530 */
458static void 531static void
459free_key_values (object *op) 532free_key_values (object *op)
460{ 533{
461 for (key_value *i = op->key_values; i != 0;) 534 for (key_value *i = op->key_values; i; )
462 { 535 {
463 key_value *next = i->next; 536 key_value *next = i->next;
464 delete i; 537 delete i;
465 538
466 i = next; 539 i = next;
467 } 540 }
468 541
469 op->key_values = 0; 542 op->key_values = 0;
470} 543}
471 544
472void object::clear () 545object &
546object::operator =(const object &src)
473{ 547{
474 attachable_base::clear (); 548 bool is_freed = flag [FLAG_FREED];
549 bool is_removed = flag [FLAG_REMOVED];
475 550
476 free_key_values (this);
477
478 owner = 0;
479 name = 0;
480 name_pl = 0;
481 title = 0;
482 race = 0;
483 slaying = 0;
484 skill = 0;
485 msg = 0;
486 lore = 0;
487 custom_name = 0;
488 materialname = 0;
489 contr = 0;
490 below = 0;
491 above = 0;
492 inv = 0;
493 container = 0;
494 env = 0;
495 more = 0;
496 head = 0;
497 map = 0;
498 active_next = 0;
499 active_prev = 0;
500
501 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
502
503 SET_FLAG (this, FLAG_REMOVED);
504
505 /* What is not cleared is next, prev, and count */
506
507 expmul = 1.0;
508 face = blank_face;
509
510 if (settings.casting_time)
511 casting_time = -1;
512}
513
514/*
515 * copy_to first frees everything allocated by the dst object,
516 * and then copies the contents of itself into the second
517 * object, allocating what needs to be allocated. Basically, any
518 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
519 * if the first object is freed, the pointers in the new object
520 * will point at garbage.
521 */
522void
523object::copy_to (object *dst)
524{
525 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
526 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
527
528 *(object_copy *)dst = *this; 551 *(object_copy *)this = src;
529 *(object_pod *)dst = *this;
530 552
531 if (self || cb) 553 flag [FLAG_FREED] = is_freed;
532 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (dst)); 554 flag [FLAG_REMOVED] = is_removed;
533
534 if (is_freed)
535 SET_FLAG (dst, FLAG_FREED);
536
537 if (is_removed)
538 SET_FLAG (dst, FLAG_REMOVED);
539
540 if (speed < 0)
541 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
542 555
543 /* Copy over key_values, if any. */ 556 /* Copy over key_values, if any. */
544 if (key_values) 557 if (src.key_values)
545 { 558 {
546 key_value *tail = 0; 559 key_value *tail = 0;
547 key_value *i;
548
549 dst->key_values = 0; 560 key_values = 0;
550 561
551 for (i = key_values; i; i = i->next) 562 for (key_value *i = src.key_values; i; i = i->next)
552 { 563 {
553 key_value *new_link = new key_value; 564 key_value *new_link = new key_value;
554 565
555 new_link->next = 0; 566 new_link->next = 0;
556 new_link->key = i->key; 567 new_link->key = i->key;
557 new_link->value = i->value; 568 new_link->value = i->value;
558 569
559 /* Try and be clever here, too. */ 570 /* Try and be clever here, too. */
560 if (!dst->key_values) 571 if (!key_values)
561 { 572 {
562 dst->key_values = new_link; 573 key_values = new_link;
563 tail = new_link; 574 tail = new_link;
564 } 575 }
565 else 576 else
566 { 577 {
567 tail->next = new_link; 578 tail->next = new_link;
568 tail = new_link; 579 tail = new_link;
569 } 580 }
570 } 581 }
571 } 582 }
583}
572 584
573 update_ob_speed (dst); 585/*
586 * copy_to first frees everything allocated by the dst object,
587 * and then copies the contents of itself into the second
588 * object, allocating what needs to be allocated. Basically, any
589 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
590 * if the first object is freed, the pointers in the new object
591 * will point at garbage.
592 */
593void
594object::copy_to (object *dst)
595{
596 *dst = *this;
597
598 if (speed < 0)
599 dst->speed_left -= rndm ();
600
601 dst->set_speed (dst->speed);
602}
603
604void
605object::instantiate ()
606{
607 if (!uuid.seq) // HACK
608 uuid = gen_uuid ();
609
610 speed_left = -0.1f;
611 /* copy the body_info to the body_used - this is only really
612 * need for monsters, but doesn't hurt to do it for everything.
613 * by doing so, when a monster is created, it has good starting
614 * values for the body_used info, so when items are created
615 * for it, they can be properly equipped.
616 */
617 for (int i = NUM_BODY_LOCATIONS; i--; )
618 slot[i].used = slot[i].info;
619
620 attachable::instantiate ();
574} 621}
575 622
576object * 623object *
577object::clone () 624object::clone ()
578{ 625{
584/* 631/*
585 * If an object with the IS_TURNABLE() flag needs to be turned due 632 * If an object with the IS_TURNABLE() flag needs to be turned due
586 * to the closest player being on the other side, this function can 633 * to the closest player being on the other side, this function can
587 * be called to update the face variable, _and_ how it looks on the map. 634 * be called to update the face variable, _and_ how it looks on the map.
588 */ 635 */
589
590void 636void
591update_turn_face (object *op) 637update_turn_face (object *op)
592{ 638{
593 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 639 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
594 return; 640 return;
641
595 SET_ANIMATION (op, op->direction); 642 SET_ANIMATION (op, op->direction);
596 update_object (op, UP_OBJ_FACE); 643 update_object (op, UP_OBJ_FACE);
597} 644}
598 645
599/* 646/*
600 * Updates the speed of an object. If the speed changes from 0 to another 647 * Updates the speed of an object. If the speed changes from 0 to another
601 * value, or vice versa, then add/remove the object from the active list. 648 * value, or vice versa, then add/remove the object from the active list.
602 * This function needs to be called whenever the speed of an object changes. 649 * This function needs to be called whenever the speed of an object changes.
603 */ 650 */
604void 651void
605update_ob_speed (object *op) 652object::set_speed (float speed)
606{ 653{
607 extern int arch_init; 654 if (flag [FLAG_FREED] && speed)
608
609 /* No reason putting the archetypes objects on the speed list,
610 * since they never really need to be updated.
611 */
612
613 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
614 { 655 {
615 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 656 LOG (llevError, "Object %s is freed but has speed.\n", &name);
616#ifdef MANY_CORES
617 abort ();
618#else
619 op->speed = 0; 657 speed = 0;
620#endif
621 }
622
623 if (arch_init)
624 return;
625
626 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
627 { 658 }
628 /* If already on active list, don't do anything */
629 if (op->active_next || op->active_prev || op == active_objects)
630 return;
631 659
632 /* process_events() expects us to insert the object at the beginning 660 this->speed = speed;
633 * of the list. */
634 op->active_next = active_objects;
635 661
636 if (op->active_next != NULL) 662 if (has_active_speed ())
637 op->active_next->active_prev = op; 663 activate ();
638
639 active_objects = op;
640 }
641 else 664 else
642 { 665 deactivate ();
643 /* If not on the active list, nothing needs to be done */
644 if (!op->active_next && !op->active_prev && op != active_objects)
645 return;
646
647 if (op->active_prev == NULL)
648 {
649 active_objects = op->active_next;
650
651 if (op->active_next != NULL)
652 op->active_next->active_prev = NULL;
653 }
654 else
655 {
656 op->active_prev->active_next = op->active_next;
657
658 if (op->active_next)
659 op->active_next->active_prev = op->active_prev;
660 }
661
662 op->active_next = NULL;
663 op->active_prev = NULL;
664 }
665} 666}
666 667
667/* This function removes object 'op' from the list of active
668 * objects.
669 * This should only be used for style maps or other such
670 * reference maps where you don't want an object that isn't
671 * in play chewing up cpu time getting processed.
672 * The reverse of this is to call update_ob_speed, which
673 * will do the right thing based on the speed of the object.
674 */
675void
676remove_from_active_list (object *op)
677{
678 /* If not on the active list, nothing needs to be done */
679 if (!op->active_next && !op->active_prev && op != active_objects)
680 return;
681
682 if (op->active_prev == NULL)
683 {
684 active_objects = op->active_next;
685 if (op->active_next != NULL)
686 op->active_next->active_prev = NULL;
687 }
688 else
689 {
690 op->active_prev->active_next = op->active_next;
691 if (op->active_next)
692 op->active_next->active_prev = op->active_prev;
693 }
694 op->active_next = NULL;
695 op->active_prev = NULL;
696}
697
698/* 668/*
699 * update_object() updates the array which represents the map. 669 * update_object() updates the the map.
700 * It takes into account invisible objects (and represent squares covered 670 * It takes into account invisible objects (and represent squares covered
701 * by invisible objects by whatever is below them (unless it's another 671 * by invisible objects by whatever is below them (unless it's another
702 * invisible object, etc...) 672 * invisible object, etc...)
703 * If the object being updated is beneath a player, the look-window 673 * If the object being updated is beneath a player, the look-window
704 * of that player is updated (this might be a suboptimal way of 674 * of that player is updated (this might be a suboptimal way of
705 * updating that window, though, since update_object() is called _often_) 675 * updating that window, though, since update_object() is called _often_)
706 * 676 *
707 * action is a hint of what the caller believes need to be done. 677 * action is a hint of what the caller believes need to be done.
708 * For example, if the only thing that has changed is the face (due to
709 * an animation), we don't need to call update_position until that actually
710 * comes into view of a player. OTOH, many other things, like addition/removal
711 * of walls or living creatures may need us to update the flags now.
712 * current action are: 678 * current action are:
713 * UP_OBJ_INSERT: op was inserted 679 * UP_OBJ_INSERT: op was inserted
714 * UP_OBJ_REMOVE: op was removed 680 * UP_OBJ_REMOVE: op was removed
715 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 681 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
716 * as that is easier than trying to look at what may have changed. 682 * as that is easier than trying to look at what may have changed.
717 * UP_OBJ_FACE: only the objects face has changed. 683 * UP_OBJ_FACE: only the objects face has changed.
718 */ 684 */
719
720void 685void
721update_object (object *op, int action) 686update_object (object *op, int action)
722{ 687{
723 int update_now = 0, flags;
724 MoveType move_on, move_off, move_block, move_slow;
725
726 if (op == NULL) 688 if (op == NULL)
727 { 689 {
728 /* this should never happen */ 690 /* this should never happen */
729 LOG (llevDebug, "update_object() called for NULL object.\n"); 691 LOG (llevDebug, "update_object() called for NULL object.\n");
730 return; 692 return;
731 } 693 }
732 694
733 if (op->env != NULL) 695 if (op->env)
734 { 696 {
735 /* Animation is currently handled by client, so nothing 697 /* Animation is currently handled by client, so nothing
736 * to do in this case. 698 * to do in this case.
737 */ 699 */
738 return; 700 return;
743 */ 705 */
744 if (!op->map || op->map->in_memory == MAP_SAVING) 706 if (!op->map || op->map->in_memory == MAP_SAVING)
745 return; 707 return;
746 708
747 /* make sure the object is within map boundaries */ 709 /* make sure the object is within map boundaries */
748 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map)) 710 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
749 { 711 {
750 LOG (llevError, "update_object() called for object out of map!\n"); 712 LOG (llevError, "update_object() called for object out of map!\n");
751#ifdef MANY_CORES 713#ifdef MANY_CORES
752 abort (); 714 abort ();
753#endif 715#endif
754 return; 716 return;
755 } 717 }
756 718
757 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 719 mapspace &m = op->ms ();
758 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
759 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
760 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
761 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
762 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
763 720
721 if (!(m.flags_ & P_UPTODATE))
722 /* nop */;
764 if (action == UP_OBJ_INSERT) 723 else if (action == UP_OBJ_INSERT)
765 { 724 {
725 // this is likely overkill, TODO: revisit (schmorp)
766 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 726 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
767 update_now = 1;
768
769 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 727 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
770 update_now = 1; 728 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
771 729 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
730 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
772 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 731 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
773 update_now = 1;
774
775 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
776 update_now = 1;
777
778 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
779 update_now = 1;
780
781 if ((move_on | op->move_on) != move_on) 732 || (m.move_on | op->move_on ) != m.move_on
782 update_now = 1;
783
784 if ((move_off | op->move_off) != move_off) 733 || (m.move_off | op->move_off ) != m.move_off
785 update_now = 1; 734 || (m.move_slow | op->move_slow) != m.move_slow
786
787 /* This isn't perfect, but I don't expect a lot of objects to 735 /* This isn't perfect, but I don't expect a lot of objects to
788 * to have move_allow right now. 736 * to have move_allow right now.
789 */ 737 */
790 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 738 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
791 update_now = 1; 739 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
792 740 m.flags_ = 0;
793 if ((move_slow | op->move_slow) != move_slow)
794 update_now = 1;
795 } 741 }
796
797 /* if the object is being removed, we can't make intelligent 742 /* if the object is being removed, we can't make intelligent
798 * decisions, because remove_ob can't really pass the object 743 * decisions, because remove_ob can't really pass the object
799 * that is being removed. 744 * that is being removed.
800 */ 745 */
801 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 746 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
802 update_now = 1; 747 m.flags_ = 0;
803 else if (action == UP_OBJ_FACE) 748 else if (action == UP_OBJ_FACE)
804 /* Nothing to do for that case */ ; 749 /* Nothing to do for that case */ ;
805 else 750 else
806 LOG (llevError, "update_object called with invalid action: %d\n", action); 751 LOG (llevError, "update_object called with invalid action: %d\n", action);
807 752
808 if (update_now)
809 {
810 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
811 update_position (op->map, op->x, op->y);
812 }
813
814 if (op->more != NULL) 753 if (op->more)
815 update_object (op->more, action); 754 update_object (op->more, action);
816}
817
818object::vector object::mortals;
819object::vector object::objects; // not yet used
820object *object::first;
821
822void object::free_mortals ()
823{
824 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
825 if ((*i)->refcnt)
826 ++i; // further delay freeing
827 else
828 {
829 delete *i;
830 mortals.erase (i);
831 }
832} 755}
833 756
834object::object () 757object::object ()
835{ 758{
836 SET_FLAG (this, FLAG_REMOVED); 759 SET_FLAG (this, FLAG_REMOVED);
839 face = blank_face; 762 face = blank_face;
840} 763}
841 764
842object::~object () 765object::~object ()
843{ 766{
767 unlink ();
768
844 free_key_values (this); 769 free_key_values (this);
845} 770}
846 771
772static int object_count;
773
847void object::link () 774void object::link ()
848{ 775{
849 count = ++ob_count; 776 assert (!index);//D
850 uuid = gen_uuid (); 777 uuid = gen_uuid ();
778 count = ++object_count;
851 779
852 prev = 0; 780 refcnt_inc ();
853 next = object::first; 781 objects.insert (this);
854
855 if (object::first)
856 object::first->prev = this;
857
858 object::first = this;
859} 782}
860 783
861void object::unlink () 784void object::unlink ()
862{ 785{
863 if (this == object::first) 786 if (!index)
864 object::first = next; 787 return;
865 788
866 /* Remove this object from the list of used objects */ 789 objects.erase (this);
867 if (prev) prev->next = next; 790 refcnt_dec ();
868 if (next) next->prev = prev; 791}
869 792
870 prev = 0; 793void
871 next = 0; 794object::activate ()
795{
796 /* If already on active list, don't do anything */
797 if (active)
798 return;
799
800 if (has_active_speed ())
801 actives.insert (this);
802}
803
804void
805object::activate_recursive ()
806{
807 activate ();
808
809 for (object *op = inv; op; op = op->below)
810 op->activate_recursive ();
811}
812
813/* This function removes object 'op' from the list of active
814 * objects.
815 * This should only be used for style maps or other such
816 * reference maps where you don't want an object that isn't
817 * in play chewing up cpu time getting processed.
818 * The reverse of this is to call update_ob_speed, which
819 * will do the right thing based on the speed of the object.
820 */
821void
822object::deactivate ()
823{
824 /* If not on the active list, nothing needs to be done */
825 if (!active)
826 return;
827
828 actives.erase (this);
829}
830
831void
832object::deactivate_recursive ()
833{
834 for (object *op = inv; op; op = op->below)
835 op->deactivate_recursive ();
836
837 deactivate ();
838}
839
840void
841object::set_flag_inv (int flag, int value)
842{
843 for (object *op = inv; op; op = op->below)
844 {
845 op->flag [flag] = value;
846 op->set_flag_inv (flag, value);
847 }
848}
849
850/*
851 * Remove and free all objects in the inventory of the given object.
852 * object.c ?
853 */
854void
855object::destroy_inv (bool drop_to_ground)
856{
857 // need to check first, because the checks below might segfault
858 // as we might be on an invalid mapspace and crossfire code
859 // is too buggy to ensure that the inventory is empty.
860 // corollary: if you create arrows etc. with stuff in tis inventory,
861 // cf will crash below with off-map x and y
862 if (!inv)
863 return;
864
865 /* Only if the space blocks everything do we not process -
866 * if some form of movement is allowed, let objects
867 * drop on that space.
868 */
869 if (!drop_to_ground
870 || !map
871 || map->in_memory != MAP_IN_MEMORY
872 || map->nodrop
873 || ms ().move_block == MOVE_ALL)
874 {
875 while (inv)
876 {
877 inv->destroy_inv (drop_to_ground);
878 inv->destroy ();
879 }
880 }
881 else
882 { /* Put objects in inventory onto this space */
883 while (inv)
884 {
885 object *op = inv;
886
887 if (op->flag [FLAG_STARTEQUIP]
888 || op->flag [FLAG_NO_DROP]
889 || op->type == RUNE
890 || op->type == TRAP
891 || op->flag [FLAG_IS_A_TEMPLATE]
892 || op->flag [FLAG_DESTROY_ON_DEATH])
893 op->destroy ();
894 else
895 map->insert (op, x, y);
896 }
897 }
872} 898}
873 899
874object *object::create () 900object *object::create ()
875{ 901{
876 object *op = new object; 902 object *op = new object;
877 op->link (); 903 op->link ();
878 return op; 904 return op;
879} 905}
880 906
881/* 907void
882 * free_object() frees everything allocated by an object, removes 908object::do_destroy ()
883 * it from the list of used objects, and puts it on the list of
884 * free objects. The IS_FREED() flag is set in the object.
885 * The object must have been removed by remove_ob() first for
886 * this function to succeed.
887 *
888 * If destroy_inventory is set, free inventory as well. Else drop items in
889 * inventory to the ground.
890 */
891void object::destroy (bool destroy_inventory)
892{ 909{
893 if (QUERY_FLAG (this, FLAG_FREED)) 910 attachable::do_destroy ();
894 return;
895 911
896 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 912 if (flag [FLAG_IS_LINKED])
913 remove_button_link (this);
914
915 if (flag [FLAG_FRIENDLY])
897 remove_friendly_object (this); 916 remove_friendly_object (this);
898 917
899 if (!QUERY_FLAG (this, FLAG_REMOVED)) 918 if (!flag [FLAG_REMOVED])
900 remove (); 919 remove ();
901 920
902 SET_FLAG (this, FLAG_FREED); 921 destroy_inv (true);
903 922
904 if (more) 923 deactivate ();
905 { 924 unlink ();
906 more->destroy (destroy_inventory);
907 more = 0;
908 }
909 925
910 if (inv) 926 flag [FLAG_FREED] = 1;
911 {
912 /* Only if the space blocks everything do we not process -
913 * if some form of movement is allowed, let objects
914 * drop on that space.
915 */
916 if (destroy_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
917 {
918 object *op = inv;
919
920 while (op)
921 {
922 object *tmp = op->below;
923 op->destroy (destroy_inventory);
924 op = tmp;
925 }
926 }
927 else
928 { /* Put objects in inventory onto this space */
929 object *op = inv;
930
931 while (op)
932 {
933 object *tmp = op->below;
934
935 op->remove ();
936
937 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
938 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
939 op->destroy ();
940 else
941 {
942 op->x = x;
943 op->y = y;
944 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
945 }
946
947 op = tmp;
948 }
949 }
950 }
951 927
952 // hack to ensure that freed objects still have a valid map 928 // hack to ensure that freed objects still have a valid map
953 { 929 {
954 static maptile *freed_map; // freed objects are moved here to avoid crashes 930 static maptile *freed_map; // freed objects are moved here to avoid crashes
955 931
956 if (!freed_map) 932 if (!freed_map)
957 { 933 {
958 freed_map = new maptile; 934 freed_map = new maptile;
959 935
936 freed_map->path = "<freed objects map>";
960 freed_map->name = "/internal/freed_objects_map"; 937 freed_map->name = "/internal/freed_objects_map";
961 freed_map->width = 3; 938 freed_map->width = 3;
962 freed_map->height = 3; 939 freed_map->height = 3;
940 freed_map->nodrop = 1;
963 941
964 freed_map->allocate (); 942 freed_map->alloc ();
943 freed_map->in_memory = MAP_IN_MEMORY;
965 } 944 }
966 945
967 map = freed_map; 946 map = freed_map;
968 x = 1; 947 x = 1;
969 y = 1; 948 y = 1;
970 } 949 }
971 950
951 if (more)
952 {
953 more->destroy ();
954 more = 0;
955 }
956
957 head = 0;
958
972 // clear those pointers that likely might have circular references to us 959 // clear those pointers that likely might cause circular references
973 owner = 0; 960 owner = 0;
974 enemy = 0; 961 enemy = 0;
975 attacked_by = 0; 962 attacked_by = 0;
963 current_weapon = 0;
964}
976 965
977 // only relevant for players(?), but make sure of it anyways 966void
978 contr = 0; 967object::destroy (bool destroy_inventory)
968{
969 if (destroyed ())
970 return;
979 971
980 /* Remove object from the active list */ 972 if (destroy_inventory)
981 speed = 0; 973 destroy_inv (false);
982 update_ob_speed (this);
983 974
984 unlink (); 975 if (is_head ())
976 if (sound_destroy)
977 play_sound (sound_destroy);
978 else if (flag [FLAG_MONSTER])
979 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
985 980
986 mortals.push_back (this); 981 attachable::destroy ();
987} 982}
988 983
989/* 984/*
990 * sub_weight() recursively (outwards) subtracts a number from the 985 * sub_weight() recursively (outwards) subtracts a number from the
991 * weight of an object (and what is carried by it's environment(s)). 986 * weight of an object (and what is carried by it's environment(s)).
1007 * This function removes the object op from the linked list of objects 1002 * This function removes the object op from the linked list of objects
1008 * which it is currently tied to. When this function is done, the 1003 * which it is currently tied to. When this function is done, the
1009 * object will have no environment. If the object previously had an 1004 * object will have no environment. If the object previously had an
1010 * environment, the x and y coordinates will be updated to 1005 * environment, the x and y coordinates will be updated to
1011 * the previous environment. 1006 * the previous environment.
1012 * Beware: This function is called from the editor as well!
1013 */ 1007 */
1014void 1008void
1015object::remove () 1009object::do_remove ()
1016{ 1010{
1017 object *tmp, *last = 0; 1011 object *tmp, *last = 0;
1018 object *otmp; 1012 object *otmp;
1019 1013
1020 int check_walk_off;
1021
1022 if (QUERY_FLAG (this, FLAG_REMOVED)) 1014 if (QUERY_FLAG (this, FLAG_REMOVED))
1023 return; 1015 return;
1024 1016
1025 SET_FLAG (this, FLAG_REMOVED); 1017 SET_FLAG (this, FLAG_REMOVED);
1018 INVOKE_OBJECT (REMOVE, this);
1026 1019
1027 if (more) 1020 if (more)
1028 more->remove (); 1021 more->remove ();
1029 1022
1030 /* 1023 /*
1041 /* NO_FIX_PLAYER is set when a great many changes are being 1034 /* NO_FIX_PLAYER is set when a great many changes are being
1042 * made to players inventory. If set, avoiding the call 1035 * made to players inventory. If set, avoiding the call
1043 * to save cpu time. 1036 * to save cpu time.
1044 */ 1037 */
1045 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1038 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1046 fix_player (otmp); 1039 otmp->update_stats ();
1047 1040
1048 if (above != NULL) 1041 if (above)
1049 above->below = below; 1042 above->below = below;
1050 else 1043 else
1051 env->inv = below; 1044 env->inv = below;
1052 1045
1053 if (below != NULL) 1046 if (below)
1054 below->above = above; 1047 below->above = above;
1055 1048
1056 /* we set up values so that it could be inserted into 1049 /* we set up values so that it could be inserted into
1057 * the map, but we don't actually do that - it is up 1050 * the map, but we don't actually do that - it is up
1058 * to the caller to decide what we want to do. 1051 * to the caller to decide what we want to do.
1062 above = 0, below = 0; 1055 above = 0, below = 0;
1063 env = 0; 1056 env = 0;
1064 } 1057 }
1065 else if (map) 1058 else if (map)
1066 { 1059 {
1067 /* Re did the following section of code - it looks like it had 1060 if (type == PLAYER)
1068 * lots of logic for things we no longer care about
1069 */ 1061 {
1062 // leaving a spot always closes any open container on the ground
1063 if (container && !container->env)
1064 // this causes spurious floorbox updates, but it ensures
1065 // that the CLOSE event is being sent.
1066 close_container ();
1067
1068 --map->players;
1069 map->touch ();
1070 }
1071
1072 map->dirty = true;
1073 mapspace &ms = this->ms ();
1070 1074
1071 /* link the object above us */ 1075 /* link the object above us */
1072 if (above) 1076 if (above)
1073 above->below = below; 1077 above->below = below;
1074 else 1078 else
1075 SET_MAP_TOP (map, x, y, below); /* we were top, set new top */ 1079 ms.top = below; /* we were top, set new top */
1076 1080
1077 /* Relink the object below us, if there is one */ 1081 /* Relink the object below us, if there is one */
1078 if (below) 1082 if (below)
1079 below->above = above; 1083 below->above = above;
1080 else 1084 else
1082 /* Nothing below, which means we need to relink map object for this space 1086 /* Nothing below, which means we need to relink map object for this space
1083 * use translated coordinates in case some oddness with map tiling is 1087 * use translated coordinates in case some oddness with map tiling is
1084 * evident 1088 * evident
1085 */ 1089 */
1086 if (GET_MAP_OB (map, x, y) != this) 1090 if (GET_MAP_OB (map, x, y) != this)
1087 {
1088 char *dump = dump_object (this);
1089 LOG (llevError,
1090 "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); 1091 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 ());
1091 free (dump);
1092 dump = dump_object (GET_MAP_OB (map, x, y));
1093 LOG (llevError, "%s\n", dump);
1094 free (dump);
1095 }
1096 1092
1097 SET_MAP_OB (map, x, y, above); /* goes on above it. */ 1093 ms.bot = above; /* goes on above it. */
1098 } 1094 }
1099 1095
1100 above = 0; 1096 above = 0;
1101 below = 0; 1097 below = 0;
1102 1098
1103 if (map->in_memory == MAP_SAVING) 1099 if (map->in_memory == MAP_SAVING)
1104 return; 1100 return;
1105 1101
1106 check_walk_off = !QUERY_FLAG (this, FLAG_NO_APPLY); 1102 int check_walk_off = !flag [FLAG_NO_APPLY];
1107 1103
1104 if (object *pl = ms.player ())
1105 {
1106 if (pl->container == this)
1107 /* If a container that the player is currently using somehow gets
1108 * removed (most likely destroyed), update the player view
1109 * appropriately.
1110 */
1111 pl->close_container ();
1112
1113 pl->contr->ns->floorbox_update ();
1114 }
1115
1108 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) 1116 for (tmp = ms.bot; tmp; tmp = tmp->above)
1109 { 1117 {
1110 /* No point updating the players look faces if he is the object 1118 /* No point updating the players look faces if he is the object
1111 * being removed. 1119 * being removed.
1112 */ 1120 */
1113 1121
1114 if (tmp->type == PLAYER && tmp != this)
1115 {
1116 /* If a container that the player is currently using somehow gets
1117 * removed (most likely destroyed), update the player view
1118 * appropriately.
1119 */
1120 if (tmp->container == this)
1121 {
1122 CLEAR_FLAG (this, FLAG_APPLIED);
1123 tmp->container = 0;
1124 }
1125
1126 tmp->contr->socket->floorbox_update ();
1127 }
1128
1129 /* See if player moving off should effect something */ 1122 /* See if object moving off should effect something */
1130 if (check_walk_off 1123 if (check_walk_off
1131 && ((move_type & tmp->move_off) 1124 && ((move_type & tmp->move_off)
1132 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1125 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1133 { 1126 {
1134 move_apply (tmp, this, 0); 1127 move_apply (tmp, this, 0);
1135 1128
1136 if (destroyed ()) 1129 if (destroyed ())
1137 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1130 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1138 } 1131 }
1139 1132
1140 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1141
1142 if (tmp->above == tmp)
1143 tmp->above = 0;
1144
1145 last = tmp; 1133 last = tmp;
1146 } 1134 }
1147 1135
1148 /* last == NULL of there are no objects on this space */ 1136 /* last == NULL if there are no objects on this space */
1137 //TODO: this makes little sense, why only update the topmost object?
1149 if (!last) 1138 if (!last)
1150 { 1139 map->at (x, y).flags_ = 0;
1151 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1152 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1153 * those out anyways, and if there are any flags set right now, they won't
1154 * be correct anyways.
1155 */
1156 SET_MAP_FLAGS (map, x, y, P_NEED_UPDATE);
1157 update_position (map, x, y);
1158 }
1159 else 1140 else
1160 update_object (last, UP_OBJ_REMOVE); 1141 update_object (last, UP_OBJ_REMOVE);
1161 1142
1162 if (QUERY_FLAG (this, FLAG_BLOCKSVIEW) || glow_radius) 1143 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1163 update_all_los (map, x, y); 1144 update_all_los (map, x, y);
1164 } 1145 }
1165} 1146}
1166 1147
1167/* 1148/*
1176merge_ob (object *op, object *top) 1157merge_ob (object *op, object *top)
1177{ 1158{
1178 if (!op->nrof) 1159 if (!op->nrof)
1179 return 0; 1160 return 0;
1180 1161
1181 if (top == NULL) 1162 if (!top)
1182 for (top = op; top != NULL && top->above != NULL; top = top->above); 1163 for (top = op; top && top->above; top = top->above)
1164 ;
1183 1165
1184 for (; top != NULL; top = top->below) 1166 for (; top; top = top->below)
1185 { 1167 {
1186 if (top == op) 1168 if (top == op)
1187 continue; 1169 continue;
1188 1170
1189 if (object::can_merge (op, top)) 1171 if (object::can_merge (op, top))
1198 } 1180 }
1199 1181
1200 return 0; 1182 return 0;
1201} 1183}
1202 1184
1185void
1186object::expand_tail ()
1187{
1188 if (more)
1189 return;
1190
1191 object *prev = this;
1192
1193 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1194 {
1195 object *op = arch_to_object (at);
1196
1197 op->name = name;
1198 op->name_pl = name_pl;
1199 op->title = title;
1200
1201 op->head = this;
1202 prev->more = op;
1203
1204 prev = op;
1205 }
1206}
1207
1203/* 1208/*
1204 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1209 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1205 * job preparing multi-part monsters 1210 * job preparing multi-part monsters.
1206 */ 1211 */
1207object * 1212object *
1208insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1213insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1209{ 1214{
1210 object *tmp;
1211
1212 if (op->head)
1213 op = op->head;
1214
1215 for (tmp = op; tmp; tmp = tmp->more) 1215 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1216 { 1216 {
1217 tmp->x = x + tmp->arch->clone.x; 1217 tmp->x = x + tmp->arch->x;
1218 tmp->y = y + tmp->arch->clone.y; 1218 tmp->y = y + tmp->arch->y;
1219 } 1219 }
1220 1220
1221 return insert_ob_in_map (op, m, originator, flag); 1221 return insert_ob_in_map (op, m, originator, flag);
1222} 1222}
1223 1223
1239 * Return value: 1239 * Return value:
1240 * new object if 'op' was merged with other object 1240 * new object if 'op' was merged with other object
1241 * NULL if 'op' was destroyed 1241 * NULL if 'op' was destroyed
1242 * just 'op' otherwise 1242 * just 'op' otherwise
1243 */ 1243 */
1244
1245object * 1244object *
1246insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1245insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1247{ 1246{
1247 assert (!op->flag [FLAG_FREED]);
1248
1248 object *tmp, *top, *floor = NULL; 1249 object *top, *floor = NULL;
1249 sint16 x, y;
1250 1250
1251 if (QUERY_FLAG (op, FLAG_FREED)) 1251 op->remove ();
1252 {
1253 LOG (llevError, "Trying to insert freed object!\n");
1254 return NULL;
1255 }
1256
1257 if (m == NULL)
1258 {
1259 char *dump = dump_object (op);
1260 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1261 free (dump);
1262 return op;
1263 }
1264
1265 if (out_of_map (m, op->x, op->y))
1266 {
1267 char *dump = dump_object (op);
1268 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1269#ifdef MANY_CORES
1270 /* Better to catch this here, as otherwise the next use of this object
1271 * is likely to cause a crash. Better to find out where it is getting
1272 * improperly inserted.
1273 */
1274 abort ();
1275#endif
1276 free (dump);
1277 return op;
1278 }
1279
1280 if (!QUERY_FLAG (op, FLAG_REMOVED))
1281 {
1282 char *dump = dump_object (op);
1283 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1284 free (dump);
1285 return op;
1286 }
1287
1288 if (op->more != NULL)
1289 {
1290 /* The part may be on a different map. */
1291
1292 object *more = op->more;
1293
1294 /* We really need the caller to normalize coordinates - if
1295 * we set the map, that doesn't work if the location is within
1296 * a map and this is straddling an edge. So only if coordinate
1297 * is clear wrong do we normalize it.
1298 */
1299 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1300 more->map = get_map_from_coord (m, &more->x, &more->y);
1301 else if (!more->map)
1302 {
1303 /* For backwards compatibility - when not dealing with tiled maps,
1304 * more->map should always point to the parent.
1305 */
1306 more->map = m;
1307 }
1308
1309 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1310 {
1311 if (!op->head)
1312 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1313
1314 return NULL;
1315 }
1316 }
1317
1318 CLEAR_FLAG (op, FLAG_REMOVED);
1319 1252
1320 /* Ideally, the caller figures this out. However, it complicates a lot 1253 /* Ideally, the caller figures this out. However, it complicates a lot
1321 * of areas of callers (eg, anything that uses find_free_spot would now 1254 * of areas of callers (eg, anything that uses find_free_spot would now
1322 * need extra work 1255 * need extra work
1323 */ 1256 */
1324 op->map = get_map_from_coord (m, &op->x, &op->y); 1257 if (!xy_normalise (m, op->x, op->y))
1325 x = op->x; 1258 {
1326 y = op->y; 1259 op->destroy ();
1260 return 0;
1261 }
1262
1263 if (object *more = op->more)
1264 if (!insert_ob_in_map (more, m, originator, flag))
1265 return 0;
1266
1267 CLEAR_FLAG (op, FLAG_REMOVED);
1268
1269 op->map = m;
1270 mapspace &ms = op->ms ();
1327 1271
1328 /* this has to be done after we translate the coordinates. 1272 /* this has to be done after we translate the coordinates.
1329 */ 1273 */
1330 if (op->nrof && !(flag & INS_NO_MERGE)) 1274 if (op->nrof && !(flag & INS_NO_MERGE))
1331 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1275 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1332 if (object::can_merge (op, tmp)) 1276 if (object::can_merge (op, tmp))
1333 { 1277 {
1334 op->nrof += tmp->nrof; 1278 op->nrof += tmp->nrof;
1335 tmp->destroy (); 1279 tmp->destroy ();
1336 } 1280 }
1353 op->below = originator->below; 1297 op->below = originator->below;
1354 1298
1355 if (op->below) 1299 if (op->below)
1356 op->below->above = op; 1300 op->below->above = op;
1357 else 1301 else
1358 SET_MAP_OB (op->map, op->x, op->y, op); 1302 ms.bot = op;
1359 1303
1360 /* since *below* originator, no need to update top */ 1304 /* since *below* originator, no need to update top */
1361 originator->below = op; 1305 originator->below = op;
1362 } 1306 }
1363 else 1307 else
1364 { 1308 {
1309 top = ms.bot;
1310
1365 /* If there are other objects, then */ 1311 /* If there are other objects, then */
1366 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1312 if (top)
1367 { 1313 {
1368 object *last = NULL; 1314 object *last = 0;
1369 1315
1370 /* 1316 /*
1371 * If there are multiple objects on this space, we do some trickier handling. 1317 * If there are multiple objects on this space, we do some trickier handling.
1372 * We've already dealt with merging if appropriate. 1318 * We've already dealt with merging if appropriate.
1373 * Generally, we want to put the new object on top. But if 1319 * Generally, we want to put the new object on top. But if
1377 * once we get to them. This reduces the need to traverse over all of 1323 * once we get to them. This reduces the need to traverse over all of
1378 * them when adding another one - this saves quite a bit of cpu time 1324 * them when adding another one - this saves quite a bit of cpu time
1379 * when lots of spells are cast in one area. Currently, it is presumed 1325 * when lots of spells are cast in one area. Currently, it is presumed
1380 * that flying non pickable objects are spell objects. 1326 * that flying non pickable objects are spell objects.
1381 */ 1327 */
1382 1328 for (top = ms.bot; top; top = top->above)
1383 while (top != NULL)
1384 { 1329 {
1385 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1330 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1386 floor = top; 1331 floor = top;
1387 1332
1388 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1333 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1391 top = top->below; 1336 top = top->below;
1392 break; 1337 break;
1393 } 1338 }
1394 1339
1395 last = top; 1340 last = top;
1396 top = top->above;
1397 } 1341 }
1398 1342
1399 /* Don't want top to be NULL, so set it to the last valid object */ 1343 /* Don't want top to be NULL, so set it to the last valid object */
1400 top = last; 1344 top = last;
1401 1345
1403 * looks like instead of lots of conditions here. 1347 * looks like instead of lots of conditions here.
1404 * makes things faster, and effectively the same result. 1348 * makes things faster, and effectively the same result.
1405 */ 1349 */
1406 1350
1407 /* Have object 'fall below' other objects that block view. 1351 /* Have object 'fall below' other objects that block view.
1408 * Unless those objects are exits, type 66 1352 * Unless those objects are exits.
1409 * If INS_ON_TOP is used, don't do this processing 1353 * If INS_ON_TOP is used, don't do this processing
1410 * Need to find the object that in fact blocks view, otherwise 1354 * Need to find the object that in fact blocks view, otherwise
1411 * stacking is a bit odd. 1355 * stacking is a bit odd.
1412 */ 1356 */
1413 if (!(flag & INS_ON_TOP) && 1357 if (!(flag & INS_ON_TOP)
1414 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1358 && ms.flags () & P_BLOCKSVIEW
1359 && (op->face && !faces [op->face].visibility))
1415 { 1360 {
1416 for (last = top; last != floor; last = last->below) 1361 for (last = top; last != floor; last = last->below)
1417 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1362 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1418 break; 1363 break;
1364
1419 /* Check to see if we found the object that blocks view, 1365 /* Check to see if we found the object that blocks view,
1420 * and make sure we have a below pointer for it so that 1366 * and make sure we have a below pointer for it so that
1421 * we can get inserted below this one, which requires we 1367 * we can get inserted below this one, which requires we
1422 * set top to the object below us. 1368 * set top to the object below us.
1423 */ 1369 */
1424 if (last && last->below && last != floor) 1370 if (last && last->below && last != floor)
1425 top = last->below; 1371 top = last->below;
1426 } 1372 }
1427 } /* If objects on this space */ 1373 } /* If objects on this space */
1428 1374
1429 if (flag & INS_MAP_LOAD)
1430 top = GET_MAP_TOP (op->map, op->x, op->y);
1431
1432 if (flag & INS_ABOVE_FLOOR_ONLY) 1375 if (flag & INS_ABOVE_FLOOR_ONLY)
1433 top = floor; 1376 top = floor;
1434 1377
1435 /* Top is the object that our object (op) is going to get inserted above. 1378 /* Top is the object that our object (op) is going to get inserted above.
1436 */ 1379 */
1437 1380
1438 /* First object on this space */ 1381 /* First object on this space */
1439 if (!top) 1382 if (!top)
1440 { 1383 {
1441 op->above = GET_MAP_OB (op->map, op->x, op->y); 1384 op->above = ms.bot;
1442 1385
1443 if (op->above) 1386 if (op->above)
1444 op->above->below = op; 1387 op->above->below = op;
1445 1388
1446 op->below = NULL; 1389 op->below = 0;
1447 SET_MAP_OB (op->map, op->x, op->y, op); 1390 ms.bot = op;
1448 } 1391 }
1449 else 1392 else
1450 { /* get inserted into the stack above top */ 1393 { /* get inserted into the stack above top */
1451 op->above = top->above; 1394 op->above = top->above;
1452 1395
1455 1398
1456 op->below = top; 1399 op->below = top;
1457 top->above = op; 1400 top->above = op;
1458 } 1401 }
1459 1402
1460 if (op->above == NULL) 1403 if (!op->above)
1461 SET_MAP_TOP (op->map, op->x, op->y, op); 1404 ms.top = op;
1462 } /* else not INS_BELOW_ORIGINATOR */ 1405 } /* else not INS_BELOW_ORIGINATOR */
1463 1406
1464 if (op->type == PLAYER) 1407 if (op->type == PLAYER)
1408 {
1465 op->contr->do_los = 1; 1409 op->contr->do_los = 1;
1410 ++op->map->players;
1411 op->map->touch ();
1412 }
1466 1413
1467 /* If we have a floor, we know the player, if any, will be above 1414 op->map->dirty = true;
1468 * it, so save a few ticks and start from there. 1415
1469 */ 1416 if (object *pl = ms.player ())
1470 if (!(flag & INS_MAP_LOAD))
1471 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1472 if (tmp->type == PLAYER)
1473 tmp->contr->socket->floorbox_update (); 1417 pl->contr->ns->floorbox_update ();
1474 1418
1475 /* If this object glows, it may affect lighting conditions that are 1419 /* If this object glows, it may affect lighting conditions that are
1476 * visible to others on this map. But update_all_los is really 1420 * visible to others on this map. But update_all_los is really
1477 * an inefficient way to do this, as it means los for all players 1421 * an inefficient way to do this, as it means los for all players
1478 * on the map will get recalculated. The players could very well 1422 * on the map will get recalculated. The players could very well
1479 * be far away from this change and not affected in any way - 1423 * be far away from this change and not affected in any way -
1480 * this should get redone to only look for players within range, 1424 * this should get redone to only look for players within range,
1481 * or just updating the P_NEED_UPDATE for spaces within this area 1425 * or just updating the P_UPTODATE for spaces within this area
1482 * of effect may be sufficient. 1426 * of effect may be sufficient.
1483 */ 1427 */
1484 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1428 if (op->map->darkness && (op->glow_radius != 0))
1485 update_all_los (op->map, op->x, op->y); 1429 update_all_los (op->map, op->x, op->y);
1486 1430
1487 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1431 /* updates flags (blocked, alive, no magic, etc) for this map space */
1488 update_object (op, UP_OBJ_INSERT); 1432 update_object (op, UP_OBJ_INSERT);
1433
1434 INVOKE_OBJECT (INSERT, op);
1489 1435
1490 /* Don't know if moving this to the end will break anything. However, 1436 /* Don't know if moving this to the end will break anything. However,
1491 * we want to have floorbox_update called before calling this. 1437 * we want to have floorbox_update called before calling this.
1492 * 1438 *
1493 * check_move_on() must be after this because code called from 1439 * check_move_on() must be after this because code called from
1495 * blocked() and wall() work properly), and these flags are updated by 1441 * blocked() and wall() work properly), and these flags are updated by
1496 * update_object(). 1442 * update_object().
1497 */ 1443 */
1498 1444
1499 /* if this is not the head or flag has been passed, don't check walk on status */ 1445 /* if this is not the head or flag has been passed, don't check walk on status */
1500 if (!(flag & INS_NO_WALK_ON) && !op->head) 1446 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1501 { 1447 {
1502 if (check_move_on (op, originator)) 1448 if (check_move_on (op, originator))
1503 return NULL; 1449 return 0;
1504 1450
1505 /* If we are a multi part object, lets work our way through the check 1451 /* If we are a multi part object, lets work our way through the check
1506 * walk on's. 1452 * walk on's.
1507 */ 1453 */
1508 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1454 for (object *tmp = op->more; tmp; tmp = tmp->more)
1509 if (check_move_on (tmp, originator)) 1455 if (check_move_on (tmp, originator))
1510 return NULL; 1456 return 0;
1511 } 1457 }
1512 1458
1513 return op; 1459 return op;
1514} 1460}
1515 1461
1516/* this function inserts an object in the map, but if it 1462/* this function inserts an object in the map, but if it
1517 * finds an object of its own type, it'll remove that one first. 1463 * finds an object of its own type, it'll remove that one first.
1518 * op is the object to insert it under: supplies x and the map. 1464 * op is the object to insert it under: supplies x and the map.
1519 */ 1465 */
1520void 1466void
1521replace_insert_ob_in_map (const char *arch_string, object *op) 1467replace_insert_ob_in_map (const char *arch_string, object *op)
1522{ 1468{
1523 object * 1469 object *tmp, *tmp1;
1524 tmp;
1525 object *
1526 tmp1;
1527 1470
1528 /* first search for itself and remove any old instances */ 1471 /* first search for itself and remove any old instances */
1529 1472
1530 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1473 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1531 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1474 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1532 tmp->destroy (); 1475 tmp->destroy ();
1533 1476
1534 tmp1 = arch_to_object (archetype::find (arch_string)); 1477 tmp1 = arch_to_object (archetype::find (arch_string));
1535 1478
1536 tmp1->x = op->x; 1479 tmp1->x = op->x;
1537 tmp1->y = op->y; 1480 tmp1->y = op->y;
1538 insert_ob_in_map (tmp1, op->map, op, 0); 1481 insert_ob_in_map (tmp1, op->map, op, 0);
1482}
1483
1484object *
1485object::insert_at (object *where, object *originator, int flags)
1486{
1487 return where->map->insert (this, where->x, where->y, originator, flags);
1539} 1488}
1540 1489
1541/* 1490/*
1542 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1491 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1543 * is returned contains nr objects, and the remaining parts contains 1492 * is returned contains nr objects, and the remaining parts contains
1544 * the rest (or is removed and freed if that number is 0). 1493 * the rest (or is removed and freed if that number is 0).
1545 * On failure, NULL is returned, and the reason put into the 1494 * On failure, NULL is returned, and the reason put into the
1546 * global static errmsg array. 1495 * global static errmsg array.
1547 */ 1496 */
1548
1549object * 1497object *
1550get_split_ob (object *orig_ob, uint32 nr) 1498get_split_ob (object *orig_ob, uint32 nr)
1551{ 1499{
1552 object *newob; 1500 object *newob;
1553 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1501 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1584 * the amount of an object. If the amount reaches 0, the object 1532 * the amount of an object. If the amount reaches 0, the object
1585 * is subsequently removed and freed. 1533 * is subsequently removed and freed.
1586 * 1534 *
1587 * Return value: 'op' if something is left, NULL if the amount reached 0 1535 * Return value: 'op' if something is left, NULL if the amount reached 0
1588 */ 1536 */
1589
1590object * 1537object *
1591decrease_ob_nr (object *op, uint32 i) 1538decrease_ob_nr (object *op, uint32 i)
1592{ 1539{
1593 object *tmp; 1540 object *tmp;
1594 player *pl;
1595 1541
1596 if (i == 0) /* objects with op->nrof require this check */ 1542 if (i == 0) /* objects with op->nrof require this check */
1597 return op; 1543 return op;
1598 1544
1599 if (i > op->nrof) 1545 if (i > op->nrof)
1612 * IMO, searching through all the players will mostly 1558 * IMO, searching through all the players will mostly
1613 * likely be quicker than following op->env to the map, 1559 * likely be quicker than following op->env to the map,
1614 * and then searching the map for a player. 1560 * and then searching the map for a player.
1615 */ 1561 */
1616 if (!tmp) 1562 if (!tmp)
1617 { 1563 for_all_players (pl)
1618 for (pl = first_player; pl; pl = pl->next)
1619 if (pl->ob->container == op->env) 1564 if (pl->ob->container == op->env)
1620 { 1565 {
1621 tmp = pl->ob; 1566 tmp = pl->ob;
1622 break; 1567 break;
1623 } 1568 }
1624 }
1625 1569
1626 if (i < op->nrof) 1570 if (i < op->nrof)
1627 { 1571 {
1628 sub_weight (op->env, op->weight * i); 1572 sub_weight (op->env, op->weight * i);
1629 op->nrof -= i; 1573 op->nrof -= i;
1672 1616
1673/* 1617/*
1674 * add_weight(object, weight) adds the specified weight to an object, 1618 * add_weight(object, weight) adds the specified weight to an object,
1675 * and also updates how much the environment(s) is/are carrying. 1619 * and also updates how much the environment(s) is/are carrying.
1676 */ 1620 */
1677
1678void 1621void
1679add_weight (object *op, signed long weight) 1622add_weight (object *op, signed long weight)
1680{ 1623{
1681 while (op != NULL) 1624 while (op != NULL)
1682 { 1625 {
1697 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1640 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1698 free (dump); 1641 free (dump);
1699 return op; 1642 return op;
1700 } 1643 }
1701 1644
1702 if (where->head) 1645 if (where->head_ () != where)
1703 { 1646 {
1704 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n"); 1647 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1705 where = where->head; 1648 where = where->head;
1706 } 1649 }
1707 1650
1708 return where->insert (op); 1651 return where->insert (op);
1709} 1652}
1714 * inside the object environment. 1657 * inside the object environment.
1715 * 1658 *
1716 * The function returns now pointer to inserted item, and return value can 1659 * The function returns now pointer to inserted item, and return value can
1717 * be != op, if items are merged. -Tero 1660 * be != op, if items are merged. -Tero
1718 */ 1661 */
1719
1720object * 1662object *
1721object::insert (object *op) 1663object::insert (object *op)
1722{ 1664{
1723 object *tmp, *otmp;
1724
1725 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1665 if (!QUERY_FLAG (op, FLAG_REMOVED))
1726 op->remove (); 1666 op->remove ();
1727 1667
1728 if (op->more) 1668 if (op->more)
1729 { 1669 {
1731 return op; 1671 return op;
1732 } 1672 }
1733 1673
1734 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1674 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1735 CLEAR_FLAG (op, FLAG_REMOVED); 1675 CLEAR_FLAG (op, FLAG_REMOVED);
1676
1736 if (op->nrof) 1677 if (op->nrof)
1737 { 1678 {
1738 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1679 for (object *tmp = inv; tmp; tmp = tmp->below)
1739 if (object::can_merge (tmp, op)) 1680 if (object::can_merge (tmp, op))
1740 { 1681 {
1741 /* return the original object and remove inserted object 1682 /* return the original object and remove inserted object
1742 (client needs the original object) */ 1683 (client needs the original object) */
1743 tmp->nrof += op->nrof; 1684 tmp->nrof += op->nrof;
1762 add_weight (this, op->weight * op->nrof); 1703 add_weight (this, op->weight * op->nrof);
1763 } 1704 }
1764 else 1705 else
1765 add_weight (this, (op->weight + op->carrying)); 1706 add_weight (this, (op->weight + op->carrying));
1766 1707
1767 otmp = this->in_player (); 1708 if (object *otmp = this->in_player ())
1768 if (otmp && otmp->contr)
1769 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1709 if (otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1770 fix_player (otmp); 1710 otmp->update_stats ();
1771 1711
1712 op->owner = 0; // its his/hers now. period.
1772 op->map = 0; 1713 op->map = 0;
1773 op->env = this; 1714 op->env = this;
1774 op->above = 0; 1715 op->above = 0;
1775 op->below = 0; 1716 op->below = 0;
1776 op->x = 0, op->y = 0; 1717 op->x = op->y = 0;
1777 1718
1778 /* reset the light list and los of the players on the map */ 1719 /* reset the light list and los of the players on the map */
1779 if ((op->glow_radius != 0) && map) 1720 if (op->glow_radius && map)
1780 { 1721 {
1781#ifdef DEBUG_LIGHTS 1722#ifdef DEBUG_LIGHTS
1782 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1723 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1783#endif /* DEBUG_LIGHTS */ 1724#endif /* DEBUG_LIGHTS */
1784 if (MAP_DARKNESS (map)) 1725 if (map->darkness)
1785 update_all_los (map, x, y); 1726 update_all_los (map, x, y);
1786 } 1727 }
1787 1728
1788 /* Client has no idea of ordering so lets not bother ordering it here. 1729 /* Client has no idea of ordering so lets not bother ordering it here.
1789 * It sure simplifies this function... 1730 * It sure simplifies this function...
1794 { 1735 {
1795 op->below = inv; 1736 op->below = inv;
1796 op->below->above = op; 1737 op->below->above = op;
1797 inv = op; 1738 inv = op;
1798 } 1739 }
1740
1741 INVOKE_OBJECT (INSERT, this);
1799 1742
1800 return op; 1743 return op;
1801} 1744}
1802 1745
1803/* 1746/*
1818 * 1761 *
1819 * MSW 2001-07-08: Check all objects on space, not just those below 1762 * MSW 2001-07-08: Check all objects on space, not just those below
1820 * object being inserted. insert_ob_in_map may not put new objects 1763 * object being inserted. insert_ob_in_map may not put new objects
1821 * on top. 1764 * on top.
1822 */ 1765 */
1823
1824int 1766int
1825check_move_on (object *op, object *originator) 1767check_move_on (object *op, object *originator)
1826{ 1768{
1827 object *tmp; 1769 object *tmp;
1828 maptile *m = op->map; 1770 maptile *m = op->map;
1855 1797
1856 /* The objects have to be checked from top to bottom. 1798 /* The objects have to be checked from top to bottom.
1857 * Hence, we first go to the top: 1799 * Hence, we first go to the top:
1858 */ 1800 */
1859 1801
1860 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1802 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1861 { 1803 {
1862 /* Trim the search when we find the first other spell effect 1804 /* Trim the search when we find the first other spell effect
1863 * this helps performance so that if a space has 50 spell objects, 1805 * this helps performance so that if a space has 50 spell objects,
1864 * we don't need to check all of them. 1806 * we don't need to check all of them.
1865 */ 1807 */
1883 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1825 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1884 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1826 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1885 { 1827 {
1886 1828
1887 float 1829 float
1888 diff = tmp->move_slow_penalty * FABS (op->speed); 1830 diff = tmp->move_slow_penalty * fabs (op->speed);
1889 1831
1890 if (op->type == PLAYER) 1832 if (op->type == PLAYER)
1891 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1833 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1892 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1834 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1893 diff /= 4.0; 1835 diff /= 4.0;
1920/* 1862/*
1921 * present_arch(arch, map, x, y) searches for any objects with 1863 * present_arch(arch, map, x, y) searches for any objects with
1922 * a matching archetype at the given map and coordinates. 1864 * a matching archetype at the given map and coordinates.
1923 * The first matching object is returned, or NULL if none. 1865 * The first matching object is returned, or NULL if none.
1924 */ 1866 */
1925
1926object * 1867object *
1927present_arch (const archetype *at, maptile *m, int x, int y) 1868present_arch (const archetype *at, maptile *m, int x, int y)
1928{ 1869{
1929 object *
1930 tmp;
1931
1932 if (m == NULL || out_of_map (m, x, y)) 1870 if (!m || out_of_map (m, x, y))
1933 { 1871 {
1934 LOG (llevError, "Present_arch called outside map.\n"); 1872 LOG (llevError, "Present_arch called outside map.\n");
1935 return NULL; 1873 return NULL;
1936 } 1874 }
1937 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1875
1876 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1938 if (tmp->arch == at) 1877 if (tmp->arch == at)
1939 return tmp; 1878 return tmp;
1879
1940 return NULL; 1880 return NULL;
1941} 1881}
1942 1882
1943/* 1883/*
1944 * present(type, map, x, y) searches for any objects with 1884 * present(type, map, x, y) searches for any objects with
1945 * a matching type variable at the given map and coordinates. 1885 * a matching type variable at the given map and coordinates.
1946 * The first matching object is returned, or NULL if none. 1886 * The first matching object is returned, or NULL if none.
1947 */ 1887 */
1948
1949object * 1888object *
1950present (unsigned char type, maptile *m, int x, int y) 1889present (unsigned char type, maptile *m, int x, int y)
1951{ 1890{
1952 object *
1953 tmp;
1954
1955 if (out_of_map (m, x, y)) 1891 if (out_of_map (m, x, y))
1956 { 1892 {
1957 LOG (llevError, "Present called outside map.\n"); 1893 LOG (llevError, "Present called outside map.\n");
1958 return NULL; 1894 return NULL;
1959 } 1895 }
1960 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1896
1897 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1961 if (tmp->type == type) 1898 if (tmp->type == type)
1962 return tmp; 1899 return tmp;
1900
1963 return NULL; 1901 return NULL;
1964} 1902}
1965 1903
1966/* 1904/*
1967 * present_in_ob(type, object) searches for any objects with 1905 * present_in_ob(type, object) searches for any objects with
1968 * a matching type variable in the inventory of the given object. 1906 * a matching type variable in the inventory of the given object.
1969 * The first matching object is returned, or NULL if none. 1907 * The first matching object is returned, or NULL if none.
1970 */ 1908 */
1971
1972object * 1909object *
1973present_in_ob (unsigned char type, const object *op) 1910present_in_ob (unsigned char type, const object *op)
1974{ 1911{
1975 object *
1976 tmp;
1977
1978 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1912 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1979 if (tmp->type == type) 1913 if (tmp->type == type)
1980 return tmp; 1914 return tmp;
1915
1981 return NULL; 1916 return NULL;
1982} 1917}
1983 1918
1984/* 1919/*
1985 * present_in_ob (type, str, object) searches for any objects with 1920 * present_in_ob (type, str, object) searches for any objects with
1993 * str is the string to match against. Note that we match against 1928 * str is the string to match against. Note that we match against
1994 * the object name, not the archetype name. this is so that the 1929 * the object name, not the archetype name. this is so that the
1995 * spell code can use one object type (force), but change it's name 1930 * spell code can use one object type (force), but change it's name
1996 * to be unique. 1931 * to be unique.
1997 */ 1932 */
1998
1999object * 1933object *
2000present_in_ob_by_name (int type, const char *str, const object *op) 1934present_in_ob_by_name (int type, const char *str, const object *op)
2001{ 1935{
2002 object *
2003 tmp;
2004
2005 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1936 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2006 {
2007 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1937 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2008 return tmp; 1938 return tmp;
2009 } 1939
2010 return NULL; 1940 return 0;
2011} 1941}
2012 1942
2013/* 1943/*
2014 * present_arch_in_ob(archetype, object) searches for any objects with 1944 * present_arch_in_ob(archetype, object) searches for any objects with
2015 * a matching archetype in the inventory of the given object. 1945 * a matching archetype in the inventory of the given object.
2016 * The first matching object is returned, or NULL if none. 1946 * The first matching object is returned, or NULL if none.
2017 */ 1947 */
2018
2019object * 1948object *
2020present_arch_in_ob (const archetype *at, const object *op) 1949present_arch_in_ob (const archetype *at, const object *op)
2021{ 1950{
2022 object *
2023 tmp;
2024
2025 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1951 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2026 if (tmp->arch == at) 1952 if (tmp->arch == at)
2027 return tmp; 1953 return tmp;
1954
2028 return NULL; 1955 return NULL;
2029} 1956}
2030 1957
2031/* 1958/*
2032 * activate recursively a flag on an object inventory 1959 * activate recursively a flag on an object inventory
2033 */ 1960 */
2034void 1961void
2035flag_inv (object *op, int flag) 1962flag_inv (object *op, int flag)
2036{ 1963{
2037 object *
2038 tmp;
2039
2040 if (op->inv)
2041 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1964 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2042 { 1965 {
2043 SET_FLAG (tmp, flag); 1966 SET_FLAG (tmp, flag);
2044 flag_inv (tmp, flag); 1967 flag_inv (tmp, flag);
2045 } 1968 }
2046} /* 1969}
1970
1971/*
2047 * desactivate recursively a flag on an object inventory 1972 * deactivate recursively a flag on an object inventory
2048 */ 1973 */
2049void 1974void
2050unflag_inv (object *op, int flag) 1975unflag_inv (object *op, int flag)
2051{ 1976{
2052 object *
2053 tmp;
2054
2055 if (op->inv)
2056 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1977 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2057 { 1978 {
2058 CLEAR_FLAG (tmp, flag); 1979 CLEAR_FLAG (tmp, flag);
2059 unflag_inv (tmp, flag); 1980 unflag_inv (tmp, flag);
2060 } 1981 }
2061}
2062
2063/*
2064 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2065 * all it's inventory (recursively).
2066 * If checksums are used, a player will get set_cheat called for
2067 * him/her-self and all object carried by a call to this function.
2068 */
2069
2070void
2071set_cheat (object *op)
2072{
2073 SET_FLAG (op, FLAG_WAS_WIZ);
2074 flag_inv (op, FLAG_WAS_WIZ);
2075} 1982}
2076 1983
2077/* 1984/*
2078 * find_free_spot(object, map, x, y, start, stop) will search for 1985 * find_free_spot(object, map, x, y, start, stop) will search for
2079 * a spot at the given map and coordinates which will be able to contain 1986 * a spot at the given map and coordinates which will be able to contain
2081 * to search (see the freearr_x/y[] definition). 1988 * to search (see the freearr_x/y[] definition).
2082 * It returns a random choice among the alternatives found. 1989 * It returns a random choice among the alternatives found.
2083 * start and stop are where to start relative to the free_arr array (1,9 1990 * start and stop are where to start relative to the free_arr array (1,9
2084 * does all 4 immediate directions). This returns the index into the 1991 * does all 4 immediate directions). This returns the index into the
2085 * array of the free spot, -1 if no spot available (dir 0 = x,y) 1992 * array of the free spot, -1 if no spot available (dir 0 = x,y)
2086 * Note - this only checks to see if there is space for the head of the
2087 * object - if it is a multispace object, this should be called for all
2088 * pieces.
2089 * Note2: This function does correctly handle tiled maps, but does not 1993 * Note: This function does correctly handle tiled maps, but does not
2090 * inform the caller. However, insert_ob_in_map will update as 1994 * inform the caller. However, insert_ob_in_map will update as
2091 * necessary, so the caller shouldn't need to do any special work. 1995 * necessary, so the caller shouldn't need to do any special work.
2092 * Note - updated to take an object instead of archetype - this is necessary 1996 * Note - updated to take an object instead of archetype - this is necessary
2093 * because arch_blocked (now ob_blocked) needs to know the movement type 1997 * because arch_blocked (now ob_blocked) needs to know the movement type
2094 * to know if the space in question will block the object. We can't use 1998 * to know if the space in question will block the object. We can't use
2095 * the archetype because that isn't correct if the monster has been 1999 * the archetype because that isn't correct if the monster has been
2096 * customized, changed states, etc. 2000 * customized, changed states, etc.
2097 */ 2001 */
2098
2099int 2002int
2100find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 2003find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2101{ 2004{
2102 int
2103 i,
2104 index = 0, flag;
2105 static int
2106 altern[SIZEOFFREE]; 2005 int altern[SIZEOFFREE];
2006 int index = 0, flag;
2107 2007
2108 for (i = start; i < stop; i++) 2008 for (int i = start; i < stop; i++)
2109 { 2009 {
2110 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2010 mapxy pos (m, x, y); pos.move (i);
2111 if (!flag) 2011
2012 if (!pos.normalise ())
2013 continue;
2014
2015 mapspace &ms = *pos;
2016
2017 if (ms.flags () & P_IS_ALIVE)
2018 continue;
2019
2020 /* However, often
2021 * ob doesn't have any move type (when used to place exits)
2022 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
2023 */
2024 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
2025 {
2112 altern[index++] = i; 2026 altern [index++] = i;
2027 continue;
2028 }
2113 2029
2114 /* Basically, if we find a wall on a space, we cut down the search size. 2030 /* Basically, if we find a wall on a space, we cut down the search size.
2115 * In this way, we won't return spaces that are on another side of a wall. 2031 * In this way, we won't return spaces that are on another side of a wall.
2116 * This mostly work, but it cuts down the search size in all directions - 2032 * This mostly work, but it cuts down the search size in all directions -
2117 * if the space being examined only has a wall to the north and empty 2033 * if the space being examined only has a wall to the north and empty
2118 * spaces in all the other directions, this will reduce the search space 2034 * spaces in all the other directions, this will reduce the search space
2119 * to only the spaces immediately surrounding the target area, and 2035 * to only the spaces immediately surrounding the target area, and
2120 * won't look 2 spaces south of the target space. 2036 * won't look 2 spaces south of the target space.
2121 */ 2037 */
2122 else if ((flag & P_NO_PASS) && maxfree[i] < stop) 2038 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2039 {
2123 stop = maxfree[i]; 2040 stop = maxfree[i];
2041 continue;
2042 }
2043
2044 /* Note it is intentional that we check ob - the movement type of the
2045 * head of the object should correspond for the entire object.
2046 */
2047 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2048 continue;
2049
2050 if (ob->blocked (m, pos.x, pos.y))
2051 continue;
2052
2053 altern [index++] = i;
2124 } 2054 }
2125 2055
2126 if (!index) 2056 if (!index)
2127 return -1; 2057 return -1;
2128 2058
2129 return altern[RANDOM () % index]; 2059 return altern [rndm (index)];
2130} 2060}
2131 2061
2132/* 2062/*
2133 * find_first_free_spot(archetype, maptile, x, y) works like 2063 * find_first_free_spot(archetype, maptile, x, y) works like
2134 * find_free_spot(), but it will search max number of squares. 2064 * find_free_spot(), but it will search max number of squares.
2135 * But it will return the first available spot, not a random choice. 2065 * But it will return the first available spot, not a random choice.
2136 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2066 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2137 */ 2067 */
2138
2139int 2068int
2140find_first_free_spot (const object *ob, maptile *m, int x, int y) 2069find_first_free_spot (const object *ob, maptile *m, int x, int y)
2141{ 2070{
2142 int
2143 i;
2144
2145 for (i = 0; i < SIZEOFFREE; i++) 2071 for (int i = 0; i < SIZEOFFREE; i++)
2146 {
2147 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2072 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2148 return i; 2073 return i;
2149 } 2074
2150 return -1; 2075 return -1;
2151} 2076}
2152 2077
2153/* 2078/*
2154 * The function permute(arr, begin, end) randomly reorders the array 2079 * The function permute(arr, begin, end) randomly reorders the array
2155 * arr[begin..end-1]. 2080 * arr[begin..end-1].
2081 * now uses a fisher-yates shuffle, old permute was broken
2156 */ 2082 */
2157static void 2083static void
2158permute (int *arr, int begin, int end) 2084permute (int *arr, int begin, int end)
2159{ 2085{
2160 int 2086 arr += begin;
2161 i,
2162 j,
2163 tmp,
2164 len;
2165
2166 len = end - begin; 2087 end -= begin;
2167 for (i = begin; i < end; i++)
2168 {
2169 j = begin + RANDOM () % len;
2170 2088
2171 tmp = arr[i]; 2089 while (--end)
2172 arr[i] = arr[j]; 2090 swap (arr [end], arr [rndm (end + 1)]);
2173 arr[j] = tmp;
2174 }
2175} 2091}
2176 2092
2177/* new function to make monster searching more efficient, and effective! 2093/* new function to make monster searching more efficient, and effective!
2178 * This basically returns a randomized array (in the passed pointer) of 2094 * This basically returns a randomized array (in the passed pointer) of
2179 * the spaces to find monsters. In this way, it won't always look for 2095 * the spaces to find monsters. In this way, it won't always look for
2182 * the 3x3 area will be searched, just not in a predictable order. 2098 * the 3x3 area will be searched, just not in a predictable order.
2183 */ 2099 */
2184void 2100void
2185get_search_arr (int *search_arr) 2101get_search_arr (int *search_arr)
2186{ 2102{
2187 int 2103 int i;
2188 i;
2189 2104
2190 for (i = 0; i < SIZEOFFREE; i++) 2105 for (i = 0; i < SIZEOFFREE; i++)
2191 {
2192 search_arr[i] = i; 2106 search_arr[i] = i;
2193 }
2194 2107
2195 permute (search_arr, 1, SIZEOFFREE1 + 1); 2108 permute (search_arr, 1, SIZEOFFREE1 + 1);
2196 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2109 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2197 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2110 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2198} 2111}
2207 * Perhaps incorrectly, but I'm making the assumption that exclude 2120 * Perhaps incorrectly, but I'm making the assumption that exclude
2208 * is actually want is going to try and move there. We need this info 2121 * is actually want is going to try and move there. We need this info
2209 * because we have to know what movement the thing looking to move 2122 * because we have to know what movement the thing looking to move
2210 * there is capable of. 2123 * there is capable of.
2211 */ 2124 */
2212
2213int 2125int
2214find_dir (maptile *m, int x, int y, object *exclude) 2126find_dir (maptile *m, int x, int y, object *exclude)
2215{ 2127{
2216 int
2217 i,
2218 max = SIZEOFFREE, mflags; 2128 int i, max = SIZEOFFREE, mflags;
2219 2129
2220 sint16 nx, ny; 2130 sint16 nx, ny;
2221 object * 2131 object *tmp;
2222 tmp;
2223 maptile * 2132 maptile *mp;
2224 mp;
2225 2133
2226 MoveType blocked, move_type; 2134 MoveType blocked, move_type;
2227 2135
2228 if (exclude && exclude->head) 2136 if (exclude && exclude->head_ () != exclude)
2229 { 2137 {
2230 exclude = exclude->head; 2138 exclude = exclude->head;
2231 move_type = exclude->move_type; 2139 move_type = exclude->move_type;
2232 } 2140 }
2233 else 2141 else
2241 mp = m; 2149 mp = m;
2242 nx = x + freearr_x[i]; 2150 nx = x + freearr_x[i];
2243 ny = y + freearr_y[i]; 2151 ny = y + freearr_y[i];
2244 2152
2245 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2153 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2154
2246 if (mflags & P_OUT_OF_MAP) 2155 if (mflags & P_OUT_OF_MAP)
2247 {
2248 max = maxfree[i]; 2156 max = maxfree[i];
2249 }
2250 else 2157 else
2251 { 2158 {
2252 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2159 mapspace &ms = mp->at (nx, ny);
2160
2161 blocked = ms.move_block;
2253 2162
2254 if ((move_type & blocked) == move_type) 2163 if ((move_type & blocked) == move_type)
2255 {
2256 max = maxfree[i]; 2164 max = maxfree[i];
2257 }
2258 else if (mflags & P_IS_ALIVE) 2165 else if (mflags & P_IS_ALIVE)
2259 { 2166 {
2260 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2167 for (tmp = ms.bot; tmp; tmp = tmp->above)
2261 { 2168 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2262 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2169 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2263 {
2264 break; 2170 break;
2265 } 2171
2266 }
2267 if (tmp) 2172 if (tmp)
2268 {
2269 return freedir[i]; 2173 return freedir[i];
2270 }
2271 } 2174 }
2272 } 2175 }
2273 } 2176 }
2177
2274 return 0; 2178 return 0;
2275} 2179}
2276 2180
2277/* 2181/*
2278 * distance(object 1, object 2) will return the square of the 2182 * distance(object 1, object 2) will return the square of the
2279 * distance between the two given objects. 2183 * distance between the two given objects.
2280 */ 2184 */
2281
2282int 2185int
2283distance (const object *ob1, const object *ob2) 2186distance (const object *ob1, const object *ob2)
2284{ 2187{
2285 int
2286 i;
2287
2288 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2188 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2289 return i;
2290} 2189}
2291 2190
2292/* 2191/*
2293 * find_dir_2(delta-x,delta-y) will return a direction in which 2192 * find_dir_2(delta-x,delta-y) will return a direction in which
2294 * an object which has subtracted the x and y coordinates of another 2193 * an object which has subtracted the x and y coordinates of another
2295 * object, needs to travel toward it. 2194 * object, needs to travel toward it.
2296 */ 2195 */
2297
2298int 2196int
2299find_dir_2 (int x, int y) 2197find_dir_2 (int x, int y)
2300{ 2198{
2301 int 2199 int q;
2302 q;
2303 2200
2304 if (y) 2201 if (y)
2305 q = x * 100 / y; 2202 q = x * 100 / y;
2306 else if (x) 2203 else if (x)
2307 q = -300 * x; 2204 q = -300 * x;
2332 2229
2333 return 3; 2230 return 3;
2334} 2231}
2335 2232
2336/* 2233/*
2337 * absdir(int): Returns a number between 1 and 8, which represent
2338 * the "absolute" direction of a number (it actually takes care of
2339 * "overflow" in previous calculations of a direction).
2340 */
2341
2342int
2343absdir (int d)
2344{
2345 while (d < 1)
2346 d += 8;
2347 while (d > 8)
2348 d -= 8;
2349 return d;
2350}
2351
2352/*
2353 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2234 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2354 * between two directions (which are expected to be absolute (see absdir()) 2235 * between two directions (which are expected to be absolute (see absdir())
2355 */ 2236 */
2356
2357int 2237int
2358dirdiff (int dir1, int dir2) 2238dirdiff (int dir1, int dir2)
2359{ 2239{
2360 int 2240 int d;
2361 d;
2362 2241
2363 d = abs (dir1 - dir2); 2242 d = abs (dir1 - dir2);
2364 if (d > 4) 2243 if (d > 4)
2365 d = 8 - d; 2244 d = 8 - d;
2245
2366 return d; 2246 return d;
2367} 2247}
2368 2248
2369/* peterm: 2249/* peterm:
2370 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2250 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2373 * This basically means that if direction is 15, then it could either go 2253 * This basically means that if direction is 15, then it could either go
2374 * direction 4, 14, or 16 to get back to where we are. 2254 * direction 4, 14, or 16 to get back to where we are.
2375 * Moved from spell_util.c to object.c with the other related direction 2255 * Moved from spell_util.c to object.c with the other related direction
2376 * functions. 2256 * functions.
2377 */ 2257 */
2378
2379int
2380 reduction_dir[SIZEOFFREE][3] = { 2258int reduction_dir[SIZEOFFREE][3] = {
2381 {0, 0, 0}, /* 0 */ 2259 {0, 0, 0}, /* 0 */
2382 {0, 0, 0}, /* 1 */ 2260 {0, 0, 0}, /* 1 */
2383 {0, 0, 0}, /* 2 */ 2261 {0, 0, 0}, /* 2 */
2384 {0, 0, 0}, /* 3 */ 2262 {0, 0, 0}, /* 3 */
2385 {0, 0, 0}, /* 4 */ 2263 {0, 0, 0}, /* 4 */
2433 * find a path to that monster that we found. If not, 2311 * find a path to that monster that we found. If not,
2434 * we don't bother going toward it. Returns 1 if we 2312 * we don't bother going toward it. Returns 1 if we
2435 * can see a direct way to get it 2313 * can see a direct way to get it
2436 * Modified to be map tile aware -.MSW 2314 * Modified to be map tile aware -.MSW
2437 */ 2315 */
2438
2439
2440int 2316int
2441can_see_monsterP (maptile *m, int x, int y, int dir) 2317can_see_monsterP (maptile *m, int x, int y, int dir)
2442{ 2318{
2443 sint16 dx, dy; 2319 sint16 dx, dy;
2444 int
2445 mflags; 2320 int mflags;
2446 2321
2447 if (dir < 0) 2322 if (dir < 0)
2448 return 0; /* exit condition: invalid direction */ 2323 return 0; /* exit condition: invalid direction */
2449 2324
2450 dx = x + freearr_x[dir]; 2325 dx = x + freearr_x[dir];
2463 return 0; 2338 return 0;
2464 2339
2465 /* yes, can see. */ 2340 /* yes, can see. */
2466 if (dir < 9) 2341 if (dir < 9)
2467 return 1; 2342 return 1;
2343
2468 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2344 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2469 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]); 2345 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2346 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2470} 2347}
2471
2472
2473 2348
2474/* 2349/*
2475 * can_pick(picker, item): finds out if an object is possible to be 2350 * can_pick(picker, item): finds out if an object is possible to be
2476 * picked up by the picker. Returnes 1 if it can be 2351 * picked up by the picker. Returnes 1 if it can be
2477 * picked up, otherwise 0. 2352 * picked up, otherwise 0.
2479 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2354 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2480 * core dumps if they do. 2355 * core dumps if they do.
2481 * 2356 *
2482 * Add a check so we can't pick up invisible objects (0.93.8) 2357 * Add a check so we can't pick up invisible objects (0.93.8)
2483 */ 2358 */
2484
2485int 2359int
2486can_pick (const object *who, const object *item) 2360can_pick (const object *who, const object *item)
2487{ 2361{
2488 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2362 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2489 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2363 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2490 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2364 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2491} 2365}
2492 2366
2493
2494/* 2367/*
2495 * create clone from object to another 2368 * create clone from object to another
2496 */ 2369 */
2497object * 2370object *
2498object_create_clone (object *asrc) 2371object_create_clone (object *asrc)
2499{ 2372{
2500 object *dst = 0, *tmp, *src, *part, *prev, *item; 2373 object *dst = 0, *tmp, *src, *prev, *item;
2501 2374
2502 if (!asrc) 2375 if (!asrc)
2503 return 0; 2376 return 0;
2504 2377
2505 src = asrc;
2506 if (src->head)
2507 src = src->head; 2378 src = asrc->head_ ();
2508 2379
2509 prev = 0; 2380 prev = 0;
2510 for (part = src; part; part = part->more) 2381 for (object *part = src; part; part = part->more)
2511 { 2382 {
2512 tmp = part->clone (); 2383 tmp = part->clone ();
2513 tmp->x -= src->x; 2384 tmp->x -= src->x;
2514 tmp->y -= src->y; 2385 tmp->y -= src->y;
2515 2386
2517 { 2388 {
2518 dst = tmp; 2389 dst = tmp;
2519 tmp->head = 0; 2390 tmp->head = 0;
2520 } 2391 }
2521 else 2392 else
2522 {
2523 tmp->head = dst; 2393 tmp->head = dst;
2524 }
2525 2394
2526 tmp->more = 0; 2395 tmp->more = 0;
2527 2396
2528 if (prev) 2397 if (prev)
2529 prev->more = tmp; 2398 prev->more = tmp;
2533 2402
2534 for (item = src->inv; item; item = item->below) 2403 for (item = src->inv; item; item = item->below)
2535 insert_ob_in_ob (object_create_clone (item), dst); 2404 insert_ob_in_ob (object_create_clone (item), dst);
2536 2405
2537 return dst; 2406 return dst;
2538}
2539
2540/* GROS - Creates an object using a string representing its content. */
2541/* Basically, we save the content of the string to a temp file, then call */
2542/* load_object on it. I admit it is a highly inefficient way to make things, */
2543/* but it was simple to make and allows reusing the load_object function. */
2544/* Remember not to use load_object_str in a time-critical situation. */
2545/* Also remember that multiparts objects are not supported for now. */
2546
2547object *
2548load_object_str (const char *obstr)
2549{
2550 object *op;
2551 char filename[MAX_BUF];
2552
2553 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2554
2555 FILE *tempfile = fopen (filename, "w");
2556
2557 if (tempfile == NULL)
2558 {
2559 LOG (llevError, "Error - Unable to access load object temp file\n");
2560 return NULL;
2561 }
2562
2563 fprintf (tempfile, obstr);
2564 fclose (tempfile);
2565
2566 op = object::create ();
2567
2568 object_thawer thawer (filename);
2569
2570 if (thawer)
2571 load_object (thawer, op, 0);
2572
2573 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2574 CLEAR_FLAG (op, FLAG_REMOVED);
2575
2576 return op;
2577} 2407}
2578 2408
2579/* This returns the first object in who's inventory that 2409/* This returns the first object in who's inventory that
2580 * has the same type and subtype match. 2410 * has the same type and subtype match.
2581 * returns NULL if no match. 2411 * returns NULL if no match.
2582 */ 2412 */
2583object * 2413object *
2584find_obj_by_type_subtype (const object *who, int type, int subtype) 2414find_obj_by_type_subtype (const object *who, int type, int subtype)
2585{ 2415{
2586 object *tmp;
2587
2588 for (tmp = who->inv; tmp; tmp = tmp->below) 2416 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2589 if (tmp->type == type && tmp->subtype == subtype) 2417 if (tmp->type == type && tmp->subtype == subtype)
2590 return tmp; 2418 return tmp;
2591 2419
2592 return NULL; 2420 return 0;
2593} 2421}
2594 2422
2595/* If ob has a field named key, return the link from the list, 2423/* If ob has a field named key, return the link from the list,
2596 * otherwise return NULL. 2424 * otherwise return NULL.
2597 * 2425 *
2599 * do the desired thing. 2427 * do the desired thing.
2600 */ 2428 */
2601key_value * 2429key_value *
2602get_ob_key_link (const object *ob, const char *key) 2430get_ob_key_link (const object *ob, const char *key)
2603{ 2431{
2604 key_value *link;
2605
2606 for (link = ob->key_values; link != NULL; link = link->next) 2432 for (key_value *link = ob->key_values; link; link = link->next)
2607 if (link->key == key) 2433 if (link->key == key)
2608 return link; 2434 return link;
2609 2435
2610 return NULL; 2436 return 0;
2611} 2437}
2612 2438
2613/* 2439/*
2614 * Returns the value of op has an extra_field for key, or NULL. 2440 * Returns the value of op has an extra_field for key, or NULL.
2615 * 2441 *
2640 if (link->key == canonical_key) 2466 if (link->key == canonical_key)
2641 return link->value; 2467 return link->value;
2642 2468
2643 return 0; 2469 return 0;
2644} 2470}
2645
2646 2471
2647/* 2472/*
2648 * Updates the canonical_key in op to value. 2473 * Updates the canonical_key in op to value.
2649 * 2474 *
2650 * canonical_key is a shared string (value doesn't have to be). 2475 * canonical_key is a shared string (value doesn't have to be).
2655 * Returns TRUE on success. 2480 * Returns TRUE on success.
2656 */ 2481 */
2657int 2482int
2658set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) 2483set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2659{ 2484{
2660 key_value *
2661 field = NULL, *last = NULL; 2485 key_value *field = NULL, *last = NULL;
2662 2486
2663 for (field = op->key_values; field != NULL; field = field->next) 2487 for (field = op->key_values; field != NULL; field = field->next)
2664 { 2488 {
2665 if (field->key != canonical_key) 2489 if (field->key != canonical_key)
2666 { 2490 {
2675 /* Basically, if the archetype has this key set, 2499 /* Basically, if the archetype has this key set,
2676 * we need to store the null value so when we save 2500 * we need to store the null value so when we save
2677 * it, we save the empty value so that when we load, 2501 * it, we save the empty value so that when we load,
2678 * we get this value back again. 2502 * we get this value back again.
2679 */ 2503 */
2680 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2504 if (get_ob_key_link (op->arch, canonical_key))
2681 field->value = 0; 2505 field->value = 0;
2682 else 2506 else
2683 { 2507 {
2684 if (last) 2508 if (last)
2685 last->next = field->next; 2509 last->next = field->next;
2694 /* IF we get here, key doesn't exist */ 2518 /* IF we get here, key doesn't exist */
2695 2519
2696 /* No field, we'll have to add it. */ 2520 /* No field, we'll have to add it. */
2697 2521
2698 if (!add_key) 2522 if (!add_key)
2699 {
2700 return FALSE; 2523 return FALSE;
2701 } 2524
2702 /* There isn't any good reason to store a null 2525 /* There isn't any good reason to store a null
2703 * value in the key/value list. If the archetype has 2526 * value in the key/value list. If the archetype has
2704 * this key, then we should also have it, so shouldn't 2527 * this key, then we should also have it, so shouldn't
2705 * be here. If user wants to store empty strings, 2528 * be here. If user wants to store empty strings,
2706 * should pass in "" 2529 * should pass in ""
2755 } 2578 }
2756 else 2579 else
2757 item = item->env; 2580 item = item->env;
2758} 2581}
2759 2582
2583const char *
2584object::flag_desc (char *desc, int len) const
2585{
2586 char *p = desc;
2587 bool first = true;
2588
2589 *p = 0;
2590
2591 for (int i = 0; i < NUM_FLAGS; i++)
2592 {
2593 if (len <= 10) // magic constant!
2594 {
2595 snprintf (p, len, ",...");
2596 break;
2597 }
2598
2599 if (flag [i])
2600 {
2601 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2602 len -= cnt;
2603 p += cnt;
2604 first = false;
2605 }
2606 }
2607
2608 return desc;
2609}
2610
2760// return a suitable string describing an objetc in enough detail to find it 2611// return a suitable string describing an object in enough detail to find it
2761const char * 2612const char *
2762object::debug_desc (char *info) const 2613object::debug_desc (char *info) const
2763{ 2614{
2615 char flagdesc[512];
2764 char info2[256 * 3]; 2616 char info2[256 * 4];
2765 char *p = info; 2617 char *p = info;
2766 2618
2767 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2619 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2768 count, 2620 count, uuid.seq,
2769 &name, 2621 &name,
2770 title ? " " : "", 2622 title ? "\",title:\"" : "",
2771 title ? (const char *)title : ""); 2623 title ? (const char *)title : "",
2624 flag_desc (flagdesc, 512), type);
2772 2625
2773 if (env) 2626 if (!this->flag[FLAG_REMOVED] && env)
2774 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2627 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2775 2628
2776 if (map) 2629 if (map)
2777 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2630 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2778 2631
2779 return info; 2632 return info;
2780} 2633}
2781 2634
2782const char * 2635const char *
2783object::debug_desc () const 2636object::debug_desc () const
2784{ 2637{
2785 static char info[256 * 3]; 2638 static char info[3][256 * 4];
2639 static int info_idx;
2640
2786 return debug_desc (info); 2641 return debug_desc (info [++info_idx % 3]);
2787} 2642}
2788 2643
2644struct region *
2645object::region () const
2646{
2647 return map ? map->region (x, y)
2648 : region::default_region ();
2649}
2650
2651const materialtype_t *
2652object::dominant_material () const
2653{
2654 if (materialtype_t *mt = name_to_material (materialname))
2655 return mt;
2656
2657 return name_to_material (shstr_unknown);
2658}
2659
2660void
2661object::open_container (object *new_container)
2662{
2663 if (container == new_container)
2664 return;
2665
2666 if (object *old_container = container)
2667 {
2668 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2669 return;
2670
2671#if 0
2672 // remove the "Close old_container" object.
2673 if (object *closer = old_container->inv)
2674 if (closer->type == CLOSE_CON)
2675 closer->destroy ();
2676#endif
2677
2678 old_container->flag [FLAG_APPLIED] = 0;
2679 container = 0;
2680
2681 esrv_update_item (UPD_FLAGS, this, old_container);
2682 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2683 play_sound (sound_find ("chest_close"));
2684 }
2685
2686 if (new_container)
2687 {
2688 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2689 return;
2690
2691 // TODO: this does not seem to serve any purpose anymore?
2692#if 0
2693 // insert the "Close Container" object.
2694 if (archetype *closer = new_container->other_arch)
2695 {
2696 object *closer = arch_to_object (new_container->other_arch);
2697 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2698 new_container->insert (closer);
2699 }
2700#endif
2701
2702 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2703
2704 new_container->flag [FLAG_APPLIED] = 1;
2705 container = new_container;
2706
2707 esrv_update_item (UPD_FLAGS, this, new_container);
2708 esrv_send_inventory (this, new_container);
2709 play_sound (sound_find ("chest_open"));
2710 }
2711}
2712
2713object *
2714object::force_find (const shstr name)
2715{
2716 /* cycle through his inventory to look for the MARK we want to
2717 * place
2718 */
2719 for (object *tmp = inv; tmp; tmp = tmp->below)
2720 if (tmp->type == FORCE && tmp->slaying == name)
2721 return splay (tmp);
2722
2723 return 0;
2724}
2725
2726void
2727object::force_add (const shstr name, int duration)
2728{
2729 if (object *force = force_find (name))
2730 force->destroy ();
2731
2732 object *force = get_archetype (FORCE_NAME);
2733
2734 force->slaying = name;
2735 force->stats.food = 1;
2736 force->speed_left = -1.f;
2737
2738 force->set_speed (duration ? 1.f / duration : 0.f);
2739 force->flag [FLAG_IS_USED_UP] = true;
2740 force->flag [FLAG_APPLIED] = true;
2741
2742 insert (force);
2743}
2744
2745void
2746object::play_sound (faceidx sound) const
2747{
2748 if (!sound)
2749 return;
2750
2751 if (flag [FLAG_REMOVED])
2752 return;
2753
2754 if (env)
2755 {
2756 if (object *pl = in_player ())
2757 pl->contr->play_sound (sound);
2758 }
2759 else
2760 map->play_sound (sound, x, y);
2761}
2762

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