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Comparing deliantra/server/common/object.C (file contents):
Revision 1.64 by root, Tue Dec 12 21:39:56 2006 UTC vs.
Revision 1.96 by root, Sat Dec 30 10:16:10 2006 UTC

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 <loader.h> 33#include <loader.h>
34
35#include <bitset>
34 36
35int nrofallocobjects = 0; 37int nrofallocobjects = 0;
36static UUID uuid; 38static UUID uuid;
37const uint64 UUID_SKIP = 1<<19; 39const uint64 UUID_SKIP = 1<<19;
38 40
139 * objects with lists are rare, and lists stay short. If not, use a 141 * objects with lists are rare, and lists stay short. If not, use a
140 * different structure or at least keep the lists sorted... 142 * different structure or at least keep the lists sorted...
141 */ 143 */
142 144
143 /* For each field in wants, */ 145 /* For each field in wants, */
144 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) 146 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
145 { 147 {
146 key_value *has_field; 148 key_value *has_field;
147 149
148 /* Look for a field in has with the same key. */ 150 /* Look for a field in has with the same key. */
149 has_field = get_ob_key_link (has, wants_field->key); 151 has_field = get_ob_key_link (has, wants_field->key);
183 * 185 *
184 * Note that this function appears a lot longer than the macro it 186 * Note that this function appears a lot longer than the macro it
185 * replaces - this is mostly for clarity - a decent compiler should hopefully 187 * replaces - this is mostly for clarity - a decent compiler should hopefully
186 * reduce this to the same efficiency. 188 * reduce this to the same efficiency.
187 * 189 *
188 * Check nrof variable *before* calling CAN_MERGE() 190 * Check nrof variable *before* calling can_merge()
189 * 191 *
190 * Improvements made with merge: Better checking on potion, and also 192 * Improvements made with merge: Better checking on potion, and also
191 * check weight 193 * check weight
192 */ 194 */
193
194bool object::can_merge (object *ob1, object *ob2) 195bool object::can_merge_slow (object *ob1, object *ob2)
195{ 196{
196 /* A couple quicksanity checks */ 197 /* A couple quicksanity checks */
197 if ((ob1 == ob2) || (ob1->type != ob2->type)) 198 if (ob1 == ob2
199 || ob1->type != ob2->type
200 || ob1->speed != ob2->speed
201 || ob1->value != ob2->value
202 || ob1->name != ob2->name)
198 return 0; 203 return 0;
199 204
200 if (ob1->speed != ob2->speed) 205 //TODO: this ain't working well, use nicer and correct overflow check
201 return 0;
202
203 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 206 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
204 * value could not be stored in a sint32 (which unfortunately sometimes is 207 * value could not be stored in a sint32 (which unfortunately sometimes is
205 * used to store nrof). 208 * used to store nrof).
206 */ 209 */
207 if (ob1->nrof + ob2->nrof >= 1UL << 31) 210 if (ob1->nrof + ob2->nrof >= 1UL << 31)
217 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 220 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
218 221
219 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 222 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
220 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 223 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
221 224
222 225 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
223 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something 226 || ob1->arch != ob2->arch
224 * being locked in inventory should prevent merging.
225 * 0x4 in flags3 is CLIENT_SENT
226 */
227 if ((ob1->arch != ob2->arch) ||
228 (ob1->flags[0] != ob2->flags[0]) ||
229 (ob1->flags[1] != ob2->flags[1]) ||
230 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
231 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
232 (ob1->name != ob2->name) || 227 || ob1->name != ob2->name
233 (ob1->title != ob2->title) || 228 || ob1->title != ob2->title
234 (ob1->msg != ob2->msg) || 229 || ob1->msg != ob2->msg
235 (ob1->weight != ob2->weight) || 230 || ob1->weight != ob2->weight
236 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) || 231 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
237 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) || 232 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
238 (ob1->attacktype != ob2->attacktype) || 233 || ob1->attacktype != ob2->attacktype
239 (ob1->magic != ob2->magic) || 234 || ob1->magic != ob2->magic
240 (ob1->slaying != ob2->slaying) || 235 || ob1->slaying != ob2->slaying
241 (ob1->skill != ob2->skill) || 236 || ob1->skill != ob2->skill
242 (ob1->value != ob2->value) || 237 || ob1->value != ob2->value
243 (ob1->animation_id != ob2->animation_id) || 238 || ob1->animation_id != ob2->animation_id
244 (ob1->client_type != ob2->client_type) || 239 || ob1->client_type != ob2->client_type
245 (ob1->materialname != ob2->materialname) || 240 || ob1->materialname != ob2->materialname
246 (ob1->lore != ob2->lore) || 241 || ob1->lore != ob2->lore
247 (ob1->subtype != ob2->subtype) || 242 || ob1->subtype != ob2->subtype
248 (ob1->move_type != ob2->move_type) || 243 || ob1->move_type != ob2->move_type
249 (ob1->move_block != ob2->move_block) || 244 || ob1->move_block != ob2->move_block
250 (ob1->move_allow != ob2->move_allow) || 245 || ob1->move_allow != ob2->move_allow
251 (ob1->move_on != ob2->move_on) || 246 || ob1->move_on != ob2->move_on
252 (ob1->move_off != ob2->move_off) || (ob1->move_slow != ob2->move_slow) || (ob1->move_slow_penalty != ob2->move_slow_penalty)) 247 || ob1->move_off != ob2->move_off
248 || ob1->move_slow != ob2->move_slow
249 || ob1->move_slow_penalty != ob2->move_slow_penalty)
253 return 0; 250 return 0;
254 251
255 /* This is really a spellbook check - really, we should 252 /* This is really a spellbook check - really, we should
256 * check all objects in the inventory. 253 * check all objects in the inventory.
257 */ 254 */
260 /* if one object has inventory but the other doesn't, not equiv */ 257 /* if one object has inventory but the other doesn't, not equiv */
261 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 258 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
262 return 0; 259 return 0;
263 260
264 /* Now check to see if the two inventory objects could merge */ 261 /* Now check to see if the two inventory objects could merge */
265 if (!CAN_MERGE (ob1->inv, ob2->inv)) 262 if (!object::can_merge (ob1->inv, ob2->inv))
266 return 0; 263 return 0;
267 264
268 /* inventory ok - still need to check rest of this object to see 265 /* inventory ok - still need to check rest of this object to see
269 * if it is valid. 266 * if it is valid.
270 */ 267 */
354 op = op->env; 351 op = op->env;
355 return op; 352 return op;
356} 353}
357 354
358/* 355/*
359 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
360 * a better check. We basically keeping traversing up until we can't
361 * or find a player.
362 */
363
364object *
365is_player_inv (object *op)
366{
367 for (; op != NULL && op->type != PLAYER; op = op->env)
368 if (op->env == op)
369 op->env = NULL;
370 return op;
371}
372
373/*
374 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 356 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
375 * Some error messages. 357 * Some error messages.
376 * The result of the dump is stored in the static global errmsg array. 358 * The result of the dump is stored in the static global errmsg array.
377 */ 359 */
378 360
381{ 363{
382 if (!op) 364 if (!op)
383 return strdup ("[NULLOBJ]"); 365 return strdup ("[NULLOBJ]");
384 366
385 object_freezer freezer; 367 object_freezer freezer;
386 save_object (freezer, op, 3); 368 save_object (freezer, op, 1);
387 return freezer.as_string (); 369 return freezer.as_string ();
388} 370}
389 371
390/* 372/*
391 * get_nearest_part(multi-object, object 2) returns the part of the 373 * get_nearest_part(multi-object, object 2) returns the part of the
484 } 466 }
485 467
486 op->key_values = 0; 468 op->key_values = 0;
487} 469}
488 470
489void object::clear ()
490{
491 attachable_base::clear ();
492
493 free_key_values (this);
494
495 owner = 0;
496 name = 0;
497 name_pl = 0;
498 title = 0;
499 race = 0;
500 slaying = 0;
501 skill = 0;
502 msg = 0;
503 lore = 0;
504 custom_name = 0;
505 materialname = 0;
506 contr = 0;
507 below = 0;
508 above = 0;
509 inv = 0;
510 container = 0;
511 env = 0;
512 more = 0;
513 head = 0;
514 map = 0;
515 active_next = 0;
516 active_prev = 0;
517
518 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
519
520 SET_FLAG (this, FLAG_REMOVED);
521
522 /* What is not cleared is next, prev, and count */
523
524 expmul = 1.0;
525 face = blank_face;
526
527 if (settings.casting_time)
528 casting_time = -1;
529}
530
531/* 471/*
532 * copy_to first frees everything allocated by the dst object, 472 * copy_to first frees everything allocated by the dst object,
533 * and then copies the contents of itself into the second 473 * and then copies the contents of itself into the second
534 * object, allocating what needs to be allocated. Basically, any 474 * object, allocating what needs to be allocated. Basically, any
535 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 475 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
541{ 481{
542 bool is_freed = QUERY_FLAG (dst, FLAG_FREED); 482 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
543 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED); 483 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
544 484
545 *(object_copy *)dst = *this; 485 *(object_copy *)dst = *this;
546 *(object_pod *)dst = *this;
547
548 if (self || cb)
549 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (dst));
550 486
551 if (is_freed) 487 if (is_freed)
552 SET_FLAG (dst, FLAG_FREED); 488 SET_FLAG (dst, FLAG_FREED);
553 489
554 if (is_removed) 490 if (is_removed)
585 tail = new_link; 521 tail = new_link;
586 } 522 }
587 } 523 }
588 } 524 }
589 525
590 update_ob_speed (dst); 526 dst->set_speed (dst->speed);
527}
528
529object *
530object::clone ()
531{
532 object *neu = create ();
533 copy_to (neu);
534 return neu;
591} 535}
592 536
593/* 537/*
594 * If an object with the IS_TURNABLE() flag needs to be turned due 538 * If an object with the IS_TURNABLE() flag needs to be turned due
595 * to the closest player being on the other side, this function can 539 * to the closest player being on the other side, this function can
596 * be called to update the face variable, _and_ how it looks on the map. 540 * be called to update the face variable, _and_ how it looks on the map.
597 */ 541 */
598
599void 542void
600update_turn_face (object *op) 543update_turn_face (object *op)
601{ 544{
602 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 545 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
603 return; 546 return;
547
604 SET_ANIMATION (op, op->direction); 548 SET_ANIMATION (op, op->direction);
605 update_object (op, UP_OBJ_FACE); 549 update_object (op, UP_OBJ_FACE);
606} 550}
607 551
608/* 552/*
609 * Updates the speed of an object. If the speed changes from 0 to another 553 * Updates the speed of an object. If the speed changes from 0 to another
610 * value, or vice versa, then add/remove the object from the active list. 554 * value, or vice versa, then add/remove the object from the active list.
611 * This function needs to be called whenever the speed of an object changes. 555 * This function needs to be called whenever the speed of an object changes.
612 */ 556 */
613void 557void
614update_ob_speed (object *op) 558object::set_speed (float speed)
615{ 559{
616 extern int arch_init; 560 if (flag [FLAG_FREED] && speed)
617
618 /* No reason putting the archetypes objects on the speed list,
619 * since they never really need to be updated.
620 */
621
622 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
623 { 561 {
624 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 562 LOG (llevError, "Object %s is freed but has speed.\n", &name);
625#ifdef MANY_CORES
626 abort ();
627#else
628 op->speed = 0; 563 speed = 0;
629#endif
630 } 564 }
631 565
632 if (arch_init) 566 this->speed = speed;
633 return;
634 567
635 if (FABS (op->speed) > MIN_ACTIVE_SPEED) 568 if (FABS (speed) > MIN_ACTIVE_SPEED)
636 { 569 {
637 /* If already on active list, don't do anything */ 570 /* If already on active list, don't do anything */
638 if (op->active_next || op->active_prev || op == active_objects) 571 if (active_next || active_prev || this == active_objects)
639 return; 572 return;
640 573
641 /* process_events() expects us to insert the object at the beginning 574 /* process_events() expects us to insert the object at the beginning
642 * of the list. */ 575 * of the list. */
643 op->active_next = active_objects; 576 active_next = active_objects;
644 577
645 if (op->active_next != NULL) 578 if (active_next)
646 op->active_next->active_prev = op; 579 active_next->active_prev = this;
647 580
648 active_objects = op; 581 active_objects = this;
649 } 582 }
650 else 583 else
651 { 584 {
652 /* If not on the active list, nothing needs to be done */ 585 /* If not on the active list, nothing needs to be done */
653 if (!op->active_next && !op->active_prev && op != active_objects) 586 if (!active_next && !active_prev && this != active_objects)
654 return; 587 return;
655 588
656 if (op->active_prev == NULL) 589 if (!active_prev)
657 { 590 {
658 active_objects = op->active_next; 591 active_objects = active_next;
659 592
660 if (op->active_next != NULL) 593 if (active_next)
661 op->active_next->active_prev = NULL; 594 active_next->active_prev = 0;
662 } 595 }
663 else 596 else
664 { 597 {
665 op->active_prev->active_next = op->active_next; 598 active_prev->active_next = active_next;
666 599
667 if (op->active_next) 600 if (active_next)
668 op->active_next->active_prev = op->active_prev; 601 active_next->active_prev = active_prev;
669 } 602 }
670 603
671 op->active_next = NULL; 604 active_next = 0;
672 op->active_prev = NULL; 605 active_prev = 0;
673 }
674}
675
676/* This function removes object 'op' from the list of active
677 * objects.
678 * This should only be used for style maps or other such
679 * reference maps where you don't want an object that isn't
680 * in play chewing up cpu time getting processed.
681 * The reverse of this is to call update_ob_speed, which
682 * will do the right thing based on the speed of the object.
683 */
684void
685remove_from_active_list (object *op)
686{
687 /* If not on the active list, nothing needs to be done */
688 if (!op->active_next && !op->active_prev && op != active_objects)
689 return;
690
691 if (op->active_prev == NULL)
692 { 606 }
693 active_objects = op->active_next;
694 if (op->active_next != NULL)
695 op->active_next->active_prev = NULL;
696 }
697 else
698 {
699 op->active_prev->active_next = op->active_next;
700 if (op->active_next)
701 op->active_next->active_prev = op->active_prev;
702 }
703 op->active_next = NULL;
704 op->active_prev = NULL;
705} 607}
706 608
707/* 609/*
708 * update_object() updates the array which represents the map. 610 * update_object() updates the the map.
709 * It takes into account invisible objects (and represent squares covered 611 * It takes into account invisible objects (and represent squares covered
710 * by invisible objects by whatever is below them (unless it's another 612 * by invisible objects by whatever is below them (unless it's another
711 * invisible object, etc...) 613 * invisible object, etc...)
712 * If the object being updated is beneath a player, the look-window 614 * If the object being updated is beneath a player, the look-window
713 * of that player is updated (this might be a suboptimal way of 615 * of that player is updated (this might be a suboptimal way of
714 * updating that window, though, since update_object() is called _often_) 616 * updating that window, though, since update_object() is called _often_)
715 * 617 *
716 * action is a hint of what the caller believes need to be done. 618 * action is a hint of what the caller believes need to be done.
717 * For example, if the only thing that has changed is the face (due to
718 * an animation), we don't need to call update_position until that actually
719 * comes into view of a player. OTOH, many other things, like addition/removal
720 * of walls or living creatures may need us to update the flags now.
721 * current action are: 619 * current action are:
722 * UP_OBJ_INSERT: op was inserted 620 * UP_OBJ_INSERT: op was inserted
723 * UP_OBJ_REMOVE: op was removed 621 * UP_OBJ_REMOVE: op was removed
724 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 622 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
725 * as that is easier than trying to look at what may have changed. 623 * as that is easier than trying to look at what may have changed.
726 * UP_OBJ_FACE: only the objects face has changed. 624 * UP_OBJ_FACE: only the objects face has changed.
727 */ 625 */
728
729void 626void
730update_object (object *op, int action) 627update_object (object *op, int action)
731{ 628{
732 int update_now = 0, flags;
733 MoveType move_on, move_off, move_block, move_slow; 629 MoveType move_on, move_off, move_block, move_slow;
734 630
735 if (op == NULL) 631 if (op == NULL)
736 { 632 {
737 /* this should never happen */ 633 /* this should never happen */
738 LOG (llevDebug, "update_object() called for NULL object.\n"); 634 LOG (llevDebug, "update_object() called for NULL object.\n");
739 return; 635 return;
740 } 636 }
741 637
742 if (op->env != NULL) 638 if (op->env)
743 { 639 {
744 /* Animation is currently handled by client, so nothing 640 /* Animation is currently handled by client, so nothing
745 * to do in this case. 641 * to do in this case.
746 */ 642 */
747 return; 643 return;
752 */ 648 */
753 if (!op->map || op->map->in_memory == MAP_SAVING) 649 if (!op->map || op->map->in_memory == MAP_SAVING)
754 return; 650 return;
755 651
756 /* make sure the object is within map boundaries */ 652 /* make sure the object is within map boundaries */
757 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map)) 653 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
758 { 654 {
759 LOG (llevError, "update_object() called for object out of map!\n"); 655 LOG (llevError, "update_object() called for object out of map!\n");
760#ifdef MANY_CORES 656#ifdef MANY_CORES
761 abort (); 657 abort ();
762#endif 658#endif
763 return; 659 return;
764 } 660 }
765 661
766 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 662 mapspace &m = op->ms ();
767 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
768 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
769 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
770 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
771 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
772 663
664 if (m.flags_ & P_NEED_UPDATE)
665 /* nop */;
773 if (action == UP_OBJ_INSERT) 666 else if (action == UP_OBJ_INSERT)
774 { 667 {
668 // this is likely overkill, TODO: revisit (schmorp)
775 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 669 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
776 update_now = 1;
777
778 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 670 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
779 update_now = 1; 671 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
780 672 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
673 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
781 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 674 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
782 update_now = 1;
783
784 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
785 update_now = 1;
786
787 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
788 update_now = 1;
789
790 if ((move_on | op->move_on) != move_on) 675 || (m.move_on | op->move_on ) != m.move_on
791 update_now = 1;
792
793 if ((move_off | op->move_off) != move_off) 676 || (m.move_off | op->move_off ) != m.move_off
794 update_now = 1; 677 || (m.move_slow | op->move_slow) != m.move_slow
795
796 /* This isn't perfect, but I don't expect a lot of objects to 678 /* This isn't perfect, but I don't expect a lot of objects to
797 * to have move_allow right now. 679 * to have move_allow right now.
798 */ 680 */
799 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 681 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
800 update_now = 1; 682 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
801 683 m.flags_ = P_NEED_UPDATE;
802 if ((move_slow | op->move_slow) != move_slow)
803 update_now = 1;
804 } 684 }
805
806 /* if the object is being removed, we can't make intelligent 685 /* if the object is being removed, we can't make intelligent
807 * decisions, because remove_ob can't really pass the object 686 * decisions, because remove_ob can't really pass the object
808 * that is being removed. 687 * that is being removed.
809 */ 688 */
810 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 689 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
811 update_now = 1; 690 m.flags_ = P_NEED_UPDATE;
812 else if (action == UP_OBJ_FACE) 691 else if (action == UP_OBJ_FACE)
813 /* Nothing to do for that case */ ; 692 /* Nothing to do for that case */ ;
814 else 693 else
815 LOG (llevError, "update_object called with invalid action: %d\n", action); 694 LOG (llevError, "update_object called with invalid action: %d\n", action);
816 695
817 if (update_now)
818 {
819 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
820 update_position (op->map, op->x, op->y);
821 }
822
823 if (op->more != NULL) 696 if (op->more)
824 update_object (op->more, action); 697 update_object (op->more, action);
825} 698}
826 699
827object::vector object::mortals;
828object::vector object::objects; // not yet used 700object::vector object::objects; // not yet used
829object *object::first; 701object *object::first;
830
831void object::free_mortals ()
832{
833 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
834 if ((*i)->refcnt)
835 ++i; // further delay freeing
836 else
837 {
838 delete *i;
839 mortals.erase (i);
840 }
841}
842 702
843object::object () 703object::object ()
844{ 704{
845 SET_FLAG (this, FLAG_REMOVED); 705 SET_FLAG (this, FLAG_REMOVED);
846 706
878 738
879 prev = 0; 739 prev = 0;
880 next = 0; 740 next = 0;
881} 741}
882 742
743void
744object::activate (bool recursive)
745{
746 // uh, hack
747 set_speed (speed);
748
749 if (recursive)
750 for (object *op = inv; op; op = op->above)
751 op->activate (1);
752}
753
754/* This function removes object 'op' from the list of active
755 * objects.
756 * This should only be used for style maps or other such
757 * reference maps where you don't want an object that isn't
758 * in play chewing up cpu time getting processed.
759 * The reverse of this is to call update_ob_speed, which
760 * will do the right thing based on the speed of the object.
761 */
762void
763object::deactivate (bool recursive)
764{
765 /* If not on the active list, nothing needs to be done */
766 if (!active_next && !active_prev && this != active_objects)
767 return;
768
769 if (active_prev == 0)
770 {
771 active_objects = active_next;
772 if (active_next)
773 active_next->active_prev = 0;
774 }
775 else
776 {
777 active_prev->active_next = active_next;
778 if (active_next)
779 active_next->active_prev = active_prev;
780 }
781
782 active_next = 0;
783 active_prev = 0;
784
785 if (recursive)
786 for (object *op = inv; op; op = op->above)
787 op->deactivate (1);
788}
789
790/*
791 * Remove and free all objects in the inventory of the given object.
792 * object.c ?
793 */
794void
795object::destroy_inv (bool drop_to_ground)
796{
797 // need to check first, because the checks below might segfault
798 // as we might be on an invalid mapspace and crossfire code
799 // is too buggy to ensure that the inventory is empty.
800 // corollary: if you create arrows etc. with stuff in tis inventory,
801 // cf will crash below with off-map x and y
802 if (!inv)
803 return;
804
805 /* Only if the space blocks everything do we not process -
806 * if some form of movement is allowed, let objects
807 * drop on that space.
808 */
809 if (!drop_to_ground
810 || !map
811 || map->in_memory != MAP_IN_MEMORY
812 || ms ().move_block == MOVE_ALL)
813 {
814 while (inv)
815 {
816 inv->destroy_inv (drop_to_ground);
817 inv->destroy ();
818 }
819 }
820 else
821 { /* Put objects in inventory onto this space */
822 while (inv)
823 {
824 object *op = inv;
825
826 if (op->flag [FLAG_STARTEQUIP]
827 || op->flag [FLAG_NO_DROP]
828 || op->type == RUNE
829 || op->type == TRAP
830 || op->flag [FLAG_IS_A_TEMPLATE])
831 op->destroy ();
832 else
833 map->insert (op, x, y);
834 }
835 }
836}
837
883object *object::create () 838object *object::create ()
884{ 839{
885 object *op = new object; 840 object *op = new object;
886 op->link (); 841 op->link ();
887 return op; 842 return op;
888} 843}
889 844
890/* 845void
891 * free_object() frees everything allocated by an object, removes 846object::do_destroy ()
892 * it from the list of used objects, and puts it on the list of
893 * free objects. The IS_FREED() flag is set in the object.
894 * The object must have been removed by remove_ob() first for
895 * this function to succeed.
896 *
897 * If destroy_inventory is set, free inventory as well. Else drop items in
898 * inventory to the ground.
899 */
900void object::destroy (bool destroy_inventory)
901{ 847{
902 if (QUERY_FLAG (this, FLAG_FREED)) 848 if (flag [FLAG_IS_LINKED])
849 remove_button_link (this);
850
851 if (flag [FLAG_FRIENDLY])
852 remove_friendly_object (this);
853
854 if (!flag [FLAG_REMOVED])
855 remove ();
856
857 if (flag [FLAG_FREED])
903 return; 858 return;
904 859
905 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 860 set_speed (0);
906 remove_friendly_object (this);
907 861
908 if (!QUERY_FLAG (this, FLAG_REMOVED)) 862 flag [FLAG_FREED] = 1;
909 remove ();
910 863
911 SET_FLAG (this, FLAG_FREED); 864 attachable::do_destroy ();
912 865
913 if (more) 866 destroy_inv (true);
914 { 867 unlink ();
915 more->destroy (destroy_inventory);
916 more = 0;
917 }
918
919 if (inv)
920 {
921 /* Only if the space blocks everything do we not process -
922 * if some form of movement is allowed, let objects
923 * drop on that space.
924 */
925 if (destroy_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
926 {
927 object *op = inv;
928
929 while (op)
930 {
931 object *tmp = op->below;
932 op->destroy (destroy_inventory);
933 op = tmp;
934 }
935 }
936 else
937 { /* Put objects in inventory onto this space */
938 object *op = inv;
939
940 while (op)
941 {
942 object *tmp = op->below;
943
944 op->remove ();
945
946 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
947 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
948 op->destroy ();
949 else
950 {
951 op->x = x;
952 op->y = y;
953 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
954 }
955
956 op = tmp;
957 }
958 }
959 }
960 868
961 // hack to ensure that freed objects still have a valid map 869 // hack to ensure that freed objects still have a valid map
962 { 870 {
963 static maptile *freed_map; // freed objects are moved here to avoid crashes 871 static maptile *freed_map; // freed objects are moved here to avoid crashes
964 872
968 876
969 freed_map->name = "/internal/freed_objects_map"; 877 freed_map->name = "/internal/freed_objects_map";
970 freed_map->width = 3; 878 freed_map->width = 3;
971 freed_map->height = 3; 879 freed_map->height = 3;
972 880
973 freed_map->allocate (); 881 freed_map->alloc ();
974 } 882 }
975 883
976 map = freed_map; 884 map = freed_map;
977 x = 1; 885 x = 1;
978 y = 1; 886 y = 1;
979 } 887 }
980 888
889 head = 0;
890
891 if (more)
892 {
893 more->destroy ();
894 more = 0;
895 }
896
981 // clear those pointers that likely might have circular references to us 897 // clear those pointers that likely might have circular references to us
982 owner = 0; 898 owner = 0;
983 enemy = 0; 899 enemy = 0;
984 attacked_by = 0; 900 attacked_by = 0;
985 901
986 // only relevant for players(?), but make sure of it anyways 902 // only relevant for players(?), but make sure of it anyways
987 contr = 0; 903 contr = 0;
904}
988 905
989 /* Remove object from the active list */ 906void
990 speed = 0; 907object::destroy (bool destroy_inventory)
991 update_ob_speed (this); 908{
909 if (destroyed ())
910 return;
992 911
993 unlink (); 912 if (destroy_inventory)
913 destroy_inv (false);
994 914
995 mortals.push_back (this); 915 attachable::destroy ();
996} 916}
997 917
998/* 918/*
999 * sub_weight() recursively (outwards) subtracts a number from the 919 * sub_weight() recursively (outwards) subtracts a number from the
1000 * weight of an object (and what is carried by it's environment(s)). 920 * weight of an object (and what is carried by it's environment(s)).
1024object::remove () 944object::remove ()
1025{ 945{
1026 object *tmp, *last = 0; 946 object *tmp, *last = 0;
1027 object *otmp; 947 object *otmp;
1028 948
1029 int check_walk_off;
1030
1031 if (QUERY_FLAG (this, FLAG_REMOVED)) 949 if (QUERY_FLAG (this, FLAG_REMOVED))
1032 return; 950 return;
1033 951
1034 SET_FLAG (this, FLAG_REMOVED); 952 SET_FLAG (this, FLAG_REMOVED);
953 INVOKE_OBJECT (REMOVE, this);
1035 954
1036 if (more) 955 if (more)
1037 more->remove (); 956 more->remove ();
1038 957
1039 /* 958 /*
1049 968
1050 /* NO_FIX_PLAYER is set when a great many changes are being 969 /* NO_FIX_PLAYER is set when a great many changes are being
1051 * made to players inventory. If set, avoiding the call 970 * made to players inventory. If set, avoiding the call
1052 * to save cpu time. 971 * to save cpu time.
1053 */ 972 */
1054 if ((otmp = is_player_inv (env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 973 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1055 fix_player (otmp); 974 otmp->update_stats ();
1056 975
1057 if (above != NULL) 976 if (above)
1058 above->below = below; 977 above->below = below;
1059 else 978 else
1060 env->inv = below; 979 env->inv = below;
1061 980
1062 if (below != NULL) 981 if (below)
1063 below->above = above; 982 below->above = above;
1064 983
1065 /* we set up values so that it could be inserted into 984 /* we set up values so that it could be inserted into
1066 * the map, but we don't actually do that - it is up 985 * the map, but we don't actually do that - it is up
1067 * to the caller to decide what we want to do. 986 * to the caller to decide what we want to do.
1071 above = 0, below = 0; 990 above = 0, below = 0;
1072 env = 0; 991 env = 0;
1073 } 992 }
1074 else if (map) 993 else if (map)
1075 { 994 {
1076 /* Re did the following section of code - it looks like it had 995 if (type == PLAYER)
1077 * lots of logic for things we no longer care about
1078 */ 996 {
997 --map->players;
998 map->last_access = runtime;
999 }
1000
1079 1001
1080 /* link the object above us */ 1002 /* link the object above us */
1081 if (above) 1003 if (above)
1082 above->below = below; 1004 above->below = below;
1083 else 1005 else
1084 SET_MAP_TOP (map, x, y, below); /* we were top, set new top */ 1006 map->at (x, y).top = below; /* we were top, set new top */
1085 1007
1086 /* Relink the object below us, if there is one */ 1008 /* Relink the object below us, if there is one */
1087 if (below) 1009 if (below)
1088 below->above = above; 1010 below->above = above;
1089 else 1011 else
1101 dump = dump_object (GET_MAP_OB (map, x, y)); 1023 dump = dump_object (GET_MAP_OB (map, x, y));
1102 LOG (llevError, "%s\n", dump); 1024 LOG (llevError, "%s\n", dump);
1103 free (dump); 1025 free (dump);
1104 } 1026 }
1105 1027
1106 SET_MAP_OB (map, x, y, above); /* goes on above it. */ 1028 map->at (x, y).bot = above; /* goes on above it. */
1107 } 1029 }
1108 1030
1109 above = 0; 1031 above = 0;
1110 below = 0; 1032 below = 0;
1111 1033
1112 if (map->in_memory == MAP_SAVING) 1034 if (map->in_memory == MAP_SAVING)
1113 return; 1035 return;
1114 1036
1115 check_walk_off = !QUERY_FLAG (this, FLAG_NO_APPLY); 1037 int check_walk_off = !flag [FLAG_NO_APPLY];
1116 1038
1117 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) 1039 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above)
1118 { 1040 {
1119 /* No point updating the players look faces if he is the object 1041 /* No point updating the players look faces if he is the object
1120 * being removed. 1042 * being removed.
1121 */ 1043 */
1122 1044
1126 * removed (most likely destroyed), update the player view 1048 * removed (most likely destroyed), update the player view
1127 * appropriately. 1049 * appropriately.
1128 */ 1050 */
1129 if (tmp->container == this) 1051 if (tmp->container == this)
1130 { 1052 {
1131 CLEAR_FLAG (this, FLAG_APPLIED); 1053 flag [FLAG_APPLIED] = 0;
1132 tmp->container = 0; 1054 tmp->container = 0;
1133 } 1055 }
1134 1056
1135 tmp->contr->socket.update_look = 1; 1057 if (tmp->contr->ns)
1058 tmp->contr->ns->floorbox_update ();
1136 } 1059 }
1137 1060
1138 /* See if player moving off should effect something */ 1061 /* See if object moving off should effect something */
1139 if (check_walk_off 1062 if (check_walk_off
1140 && ((move_type & tmp->move_off) 1063 && ((move_type & tmp->move_off)
1141 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1064 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1142 { 1065 {
1143 move_apply (tmp, this, 0); 1066 move_apply (tmp, this, 0);
1145 if (destroyed ()) 1068 if (destroyed ())
1146 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1069 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1147 } 1070 }
1148 1071
1149 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1072 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1150 1073 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1151 if (tmp->above == tmp) 1074 if (tmp->above == tmp)
1152 tmp->above = 0; 1075 tmp->above = 0;
1153 1076
1154 last = tmp; 1077 last = tmp;
1155 } 1078 }
1156 1079
1157 /* last == NULL of there are no objects on this space */ 1080 /* last == NULL if there are no objects on this space */
1081 //TODO: this makes little sense, why only update the topmost object?
1158 if (!last) 1082 if (!last)
1159 { 1083 map->at (x, y).flags_ = P_NEED_UPDATE;
1160 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1161 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1162 * those out anyways, and if there are any flags set right now, they won't
1163 * be correct anyways.
1164 */
1165 SET_MAP_FLAGS (map, x, y, P_NEED_UPDATE);
1166 update_position (map, x, y);
1167 }
1168 else 1084 else
1169 update_object (last, UP_OBJ_REMOVE); 1085 update_object (last, UP_OBJ_REMOVE);
1170 1086
1171 if (QUERY_FLAG (this, FLAG_BLOCKSVIEW) || glow_radius) 1087 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1172 update_all_los (map, x, y); 1088 update_all_los (map, x, y);
1173 } 1089 }
1174} 1090}
1175 1091
1176/* 1092/*
1185merge_ob (object *op, object *top) 1101merge_ob (object *op, object *top)
1186{ 1102{
1187 if (!op->nrof) 1103 if (!op->nrof)
1188 return 0; 1104 return 0;
1189 1105
1190 if (top == NULL) 1106 if (top)
1191 for (top = op; top != NULL && top->above != NULL; top = top->above); 1107 for (top = op; top && top->above; top = top->above)
1108 ;
1192 1109
1193 for (; top != NULL; top = top->below) 1110 for (; top; top = top->below)
1194 { 1111 {
1195 if (top == op) 1112 if (top == op)
1196 continue; 1113 continue;
1197 if (CAN_MERGE (op, top)) 1114
1115 if (object::can_merge (op, top))
1198 { 1116 {
1199 top->nrof += op->nrof; 1117 top->nrof += op->nrof;
1200 1118
1201/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1119/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1202 op->weight = 0; /* Don't want any adjustements now */ 1120 op->weight = 0; /* Don't want any adjustements now */
1213 * job preparing multi-part monsters 1131 * job preparing multi-part monsters
1214 */ 1132 */
1215object * 1133object *
1216insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1134insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1217{ 1135{
1218 object *tmp;
1219
1220 if (op->head)
1221 op = op->head;
1222
1223 for (tmp = op; tmp; tmp = tmp->more) 1136 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1224 { 1137 {
1225 tmp->x = x + tmp->arch->clone.x; 1138 tmp->x = x + tmp->arch->clone.x;
1226 tmp->y = y + tmp->arch->clone.y; 1139 tmp->y = y + tmp->arch->clone.y;
1227 } 1140 }
1228 1141
1247 * Return value: 1160 * Return value:
1248 * new object if 'op' was merged with other object 1161 * new object if 'op' was merged with other object
1249 * NULL if 'op' was destroyed 1162 * NULL if 'op' was destroyed
1250 * just 'op' otherwise 1163 * just 'op' otherwise
1251 */ 1164 */
1252
1253object * 1165object *
1254insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1166insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1255{ 1167{
1256 object *tmp, *top, *floor = NULL; 1168 object *tmp, *top, *floor = NULL;
1257 sint16 x, y; 1169 sint16 x, y;
1260 { 1172 {
1261 LOG (llevError, "Trying to insert freed object!\n"); 1173 LOG (llevError, "Trying to insert freed object!\n");
1262 return NULL; 1174 return NULL;
1263 } 1175 }
1264 1176
1265 if (m == NULL) 1177 if (!m)
1266 { 1178 {
1267 char *dump = dump_object (op); 1179 char *dump = dump_object (op);
1268 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump); 1180 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1269 free (dump); 1181 free (dump);
1270 return op; 1182 return op;
1291 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump); 1203 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1292 free (dump); 1204 free (dump);
1293 return op; 1205 return op;
1294 } 1206 }
1295 1207
1296 if (op->more != NULL) 1208 if (op->more)
1297 { 1209 {
1298 /* The part may be on a different map. */ 1210 /* The part may be on a different map. */
1299 1211
1300 object *more = op->more; 1212 object *more = op->more;
1301 1213
1317 if (insert_ob_in_map (more, more->map, originator, flag) == NULL) 1229 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1318 { 1230 {
1319 if (!op->head) 1231 if (!op->head)
1320 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1232 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1321 1233
1322 return NULL; 1234 return 0;
1323 } 1235 }
1324 } 1236 }
1325 1237
1326 CLEAR_FLAG (op, FLAG_REMOVED); 1238 CLEAR_FLAG (op, FLAG_REMOVED);
1327 1239
1334 y = op->y; 1246 y = op->y;
1335 1247
1336 /* this has to be done after we translate the coordinates. 1248 /* this has to be done after we translate the coordinates.
1337 */ 1249 */
1338 if (op->nrof && !(flag & INS_NO_MERGE)) 1250 if (op->nrof && !(flag & INS_NO_MERGE))
1339 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1251 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above)
1340 if (CAN_MERGE (op, tmp)) 1252 if (object::can_merge (op, tmp))
1341 { 1253 {
1342 op->nrof += tmp->nrof; 1254 op->nrof += tmp->nrof;
1343 tmp->destroy (); 1255 tmp->destroy ();
1344 } 1256 }
1345 1257
1361 op->below = originator->below; 1273 op->below = originator->below;
1362 1274
1363 if (op->below) 1275 if (op->below)
1364 op->below->above = op; 1276 op->below->above = op;
1365 else 1277 else
1366 SET_MAP_OB (op->map, op->x, op->y, op); 1278 op->ms ().bot = op;
1367 1279
1368 /* since *below* originator, no need to update top */ 1280 /* since *below* originator, no need to update top */
1369 originator->below = op; 1281 originator->below = op;
1370 } 1282 }
1371 else 1283 else
1372 { 1284 {
1373 /* If there are other objects, then */ 1285 /* If there are other objects, then */
1374 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1286 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1375 { 1287 {
1376 object *last = NULL; 1288 object *last = 0;
1377 1289
1378 /* 1290 /*
1379 * If there are multiple objects on this space, we do some trickier handling. 1291 * If there are multiple objects on this space, we do some trickier handling.
1380 * We've already dealt with merging if appropriate. 1292 * We've already dealt with merging if appropriate.
1381 * Generally, we want to put the new object on top. But if 1293 * Generally, we want to put the new object on top. But if
1385 * once we get to them. This reduces the need to traverse over all of 1297 * once we get to them. This reduces the need to traverse over all of
1386 * them when adding another one - this saves quite a bit of cpu time 1298 * them when adding another one - this saves quite a bit of cpu time
1387 * when lots of spells are cast in one area. Currently, it is presumed 1299 * when lots of spells are cast in one area. Currently, it is presumed
1388 * that flying non pickable objects are spell objects. 1300 * that flying non pickable objects are spell objects.
1389 */ 1301 */
1390
1391 while (top != NULL) 1302 while (top)
1392 { 1303 {
1393 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1304 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1394 floor = top; 1305 floor = top;
1395 1306
1396 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1307 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1417 * If INS_ON_TOP is used, don't do this processing 1328 * If INS_ON_TOP is used, don't do this processing
1418 * Need to find the object that in fact blocks view, otherwise 1329 * Need to find the object that in fact blocks view, otherwise
1419 * stacking is a bit odd. 1330 * stacking is a bit odd.
1420 */ 1331 */
1421 if (!(flag & INS_ON_TOP) && 1332 if (!(flag & INS_ON_TOP) &&
1422 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1333 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1423 { 1334 {
1424 for (last = top; last != floor; last = last->below) 1335 for (last = top; last != floor; last = last->below)
1425 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1336 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1426 break; 1337 break;
1427 /* Check to see if we found the object that blocks view, 1338 /* Check to see if we found the object that blocks view,
1449 op->above = GET_MAP_OB (op->map, op->x, op->y); 1360 op->above = GET_MAP_OB (op->map, op->x, op->y);
1450 1361
1451 if (op->above) 1362 if (op->above)
1452 op->above->below = op; 1363 op->above->below = op;
1453 1364
1454 op->below = NULL; 1365 op->below = 0;
1455 SET_MAP_OB (op->map, op->x, op->y, op); 1366 op->ms ().bot = op;
1456 } 1367 }
1457 else 1368 else
1458 { /* get inserted into the stack above top */ 1369 { /* get inserted into the stack above top */
1459 op->above = top->above; 1370 op->above = top->above;
1460 1371
1463 1374
1464 op->below = top; 1375 op->below = top;
1465 top->above = op; 1376 top->above = op;
1466 } 1377 }
1467 1378
1468 if (op->above == NULL) 1379 if (!op->above)
1469 SET_MAP_TOP (op->map, op->x, op->y, op); 1380 op->ms ().top = op;
1470 } /* else not INS_BELOW_ORIGINATOR */ 1381 } /* else not INS_BELOW_ORIGINATOR */
1471 1382
1472 if (op->type == PLAYER) 1383 if (op->type == PLAYER)
1384 {
1473 op->contr->do_los = 1; 1385 op->contr->do_los = 1;
1386 ++op->map->players;
1387 op->map->last_access = runtime;
1388 }
1474 1389
1475 /* If we have a floor, we know the player, if any, will be above 1390 /* If we have a floor, we know the player, if any, will be above
1476 * it, so save a few ticks and start from there. 1391 * it, so save a few ticks and start from there.
1477 */ 1392 */
1478 if (!(flag & INS_MAP_LOAD)) 1393 if (!(flag & INS_MAP_LOAD))
1479 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1394 if (object *pl = op->ms ().player ())
1480 if (tmp->type == PLAYER) 1395 if (pl->contr->ns)
1481 tmp->contr->socket.update_look = 1; 1396 pl->contr->ns->floorbox_update ();
1482 1397
1483 /* If this object glows, it may affect lighting conditions that are 1398 /* If this object glows, it may affect lighting conditions that are
1484 * visible to others on this map. But update_all_los is really 1399 * visible to others on this map. But update_all_los is really
1485 * an inefficient way to do this, as it means los for all players 1400 * an inefficient way to do this, as it means los for all players
1486 * on the map will get recalculated. The players could very well 1401 * on the map will get recalculated. The players could very well
1487 * be far away from this change and not affected in any way - 1402 * be far away from this change and not affected in any way -
1488 * this should get redone to only look for players within range, 1403 * this should get redone to only look for players within range,
1489 * or just updating the P_NEED_UPDATE for spaces within this area 1404 * or just updating the P_NEED_UPDATE for spaces within this area
1490 * of effect may be sufficient. 1405 * of effect may be sufficient.
1491 */ 1406 */
1492 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1407 if (op->map->darkness && (op->glow_radius != 0))
1493 update_all_los (op->map, op->x, op->y); 1408 update_all_los (op->map, op->x, op->y);
1494 1409
1495 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1410 /* updates flags (blocked, alive, no magic, etc) for this map space */
1496 update_object (op, UP_OBJ_INSERT); 1411 update_object (op, UP_OBJ_INSERT);
1497 1412
1413 INVOKE_OBJECT (INSERT, op);
1414
1498 /* Don't know if moving this to the end will break anything. However, 1415 /* Don't know if moving this to the end will break anything. However,
1499 * we want to have update_look set above before calling this. 1416 * we want to have floorbox_update called before calling this.
1500 * 1417 *
1501 * check_move_on() must be after this because code called from 1418 * check_move_on() must be after this because code called from
1502 * check_move_on() depends on correct map flags (so functions like 1419 * check_move_on() depends on correct map flags (so functions like
1503 * blocked() and wall() work properly), and these flags are updated by 1420 * blocked() and wall() work properly), and these flags are updated by
1504 * update_object(). 1421 * update_object().
1506 1423
1507 /* if this is not the head or flag has been passed, don't check walk on status */ 1424 /* if this is not the head or flag has been passed, don't check walk on status */
1508 if (!(flag & INS_NO_WALK_ON) && !op->head) 1425 if (!(flag & INS_NO_WALK_ON) && !op->head)
1509 { 1426 {
1510 if (check_move_on (op, originator)) 1427 if (check_move_on (op, originator))
1511 return NULL; 1428 return 0;
1512 1429
1513 /* If we are a multi part object, lets work our way through the check 1430 /* If we are a multi part object, lets work our way through the check
1514 * walk on's. 1431 * walk on's.
1515 */ 1432 */
1516 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1433 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1517 if (check_move_on (tmp, originator)) 1434 if (check_move_on (tmp, originator))
1518 return NULL; 1435 return 0;
1519 } 1436 }
1520 1437
1521 return op; 1438 return op;
1522} 1439}
1523 1440
1524/* this function inserts an object in the map, but if it 1441/* this function inserts an object in the map, but if it
1525 * finds an object of its own type, it'll remove that one first. 1442 * finds an object of its own type, it'll remove that one first.
1526 * op is the object to insert it under: supplies x and the map. 1443 * op is the object to insert it under: supplies x and the map.
1527 */ 1444 */
1528void 1445void
1529replace_insert_ob_in_map (const char *arch_string, object *op) 1446replace_insert_ob_in_map (const char *arch_string, object *op)
1530{ 1447{
1531 object * 1448 object *tmp, *tmp1;
1532 tmp;
1533 object *
1534 tmp1;
1535 1449
1536 /* first search for itself and remove any old instances */ 1450 /* first search for itself and remove any old instances */
1537 1451
1538 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1452 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1539 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1453 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1542 tmp1 = arch_to_object (archetype::find (arch_string)); 1456 tmp1 = arch_to_object (archetype::find (arch_string));
1543 1457
1544 tmp1->x = op->x; 1458 tmp1->x = op->x;
1545 tmp1->y = op->y; 1459 tmp1->y = op->y;
1546 insert_ob_in_map (tmp1, op->map, op, 0); 1460 insert_ob_in_map (tmp1, op->map, op, 0);
1461}
1462
1463object *
1464object::insert_at (object *where, object *originator, int flags)
1465{
1466 where->map->insert (this, where->x, where->y, originator, flags);
1547} 1467}
1548 1468
1549/* 1469/*
1550 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1470 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1551 * is returned contains nr objects, and the remaining parts contains 1471 * is returned contains nr objects, and the remaining parts contains
1552 * the rest (or is removed and freed if that number is 0). 1472 * the rest (or is removed and freed if that number is 0).
1553 * On failure, NULL is returned, and the reason put into the 1473 * On failure, NULL is returned, and the reason put into the
1554 * global static errmsg array. 1474 * global static errmsg array.
1555 */ 1475 */
1556
1557object * 1476object *
1558get_split_ob (object *orig_ob, uint32 nr) 1477get_split_ob (object *orig_ob, uint32 nr)
1559{ 1478{
1560 object *newob; 1479 object *newob;
1561 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1480 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1597 1516
1598object * 1517object *
1599decrease_ob_nr (object *op, uint32 i) 1518decrease_ob_nr (object *op, uint32 i)
1600{ 1519{
1601 object *tmp; 1520 object *tmp;
1602 player *pl;
1603 1521
1604 if (i == 0) /* objects with op->nrof require this check */ 1522 if (i == 0) /* objects with op->nrof require this check */
1605 return op; 1523 return op;
1606 1524
1607 if (i > op->nrof) 1525 if (i > op->nrof)
1608 i = op->nrof; 1526 i = op->nrof;
1609 1527
1610 if (QUERY_FLAG (op, FLAG_REMOVED)) 1528 if (QUERY_FLAG (op, FLAG_REMOVED))
1611 op->nrof -= i; 1529 op->nrof -= i;
1612 else if (op->env != NULL) 1530 else if (op->env)
1613 { 1531 {
1614 /* is this object in the players inventory, or sub container 1532 /* is this object in the players inventory, or sub container
1615 * therein? 1533 * therein?
1616 */ 1534 */
1617 tmp = is_player_inv (op->env); 1535 tmp = op->in_player ();
1618 /* nope. Is this a container the player has opened? 1536 /* nope. Is this a container the player has opened?
1619 * If so, set tmp to that player. 1537 * If so, set tmp to that player.
1620 * IMO, searching through all the players will mostly 1538 * IMO, searching through all the players will mostly
1621 * likely be quicker than following op->env to the map, 1539 * likely be quicker than following op->env to the map,
1622 * and then searching the map for a player. 1540 * and then searching the map for a player.
1623 */ 1541 */
1624 if (!tmp) 1542 if (!tmp)
1625 { 1543 for_all_players (pl)
1626 for (pl = first_player; pl; pl = pl->next)
1627 if (pl->ob->container == op->env) 1544 if (pl->ob->container == op->env)
1545 {
1546 tmp = pl->ob;
1628 break; 1547 break;
1629 if (pl)
1630 tmp = pl->ob;
1631 else
1632 tmp = NULL;
1633 } 1548 }
1634 1549
1635 if (i < op->nrof) 1550 if (i < op->nrof)
1636 { 1551 {
1637 sub_weight (op->env, op->weight * i); 1552 sub_weight (op->env, op->weight * i);
1638 op->nrof -= i; 1553 op->nrof -= i;
1639 if (tmp) 1554 if (tmp)
1640 {
1641 esrv_send_item (tmp, op); 1555 esrv_send_item (tmp, op);
1642 }
1643 } 1556 }
1644 else 1557 else
1645 { 1558 {
1646 op->remove (); 1559 op->remove ();
1647 op->nrof = 0; 1560 op->nrof = 0;
1648 if (tmp) 1561 if (tmp)
1649 {
1650 esrv_del_item (tmp->contr, op->count); 1562 esrv_del_item (tmp->contr, op->count);
1651 }
1652 } 1563 }
1653 } 1564 }
1654 else 1565 else
1655 { 1566 {
1656 object *above = op->above; 1567 object *above = op->above;
1662 op->remove (); 1573 op->remove ();
1663 op->nrof = 0; 1574 op->nrof = 0;
1664 } 1575 }
1665 1576
1666 /* Since we just removed op, op->above is null */ 1577 /* Since we just removed op, op->above is null */
1667 for (tmp = above; tmp != NULL; tmp = tmp->above) 1578 for (tmp = above; tmp; tmp = tmp->above)
1668 if (tmp->type == PLAYER) 1579 if (tmp->type == PLAYER)
1669 { 1580 {
1670 if (op->nrof) 1581 if (op->nrof)
1671 esrv_send_item (tmp, op); 1582 esrv_send_item (tmp, op);
1672 else 1583 else
1677 if (op->nrof) 1588 if (op->nrof)
1678 return op; 1589 return op;
1679 else 1590 else
1680 { 1591 {
1681 op->destroy (); 1592 op->destroy ();
1682 return NULL; 1593 return 0;
1683 } 1594 }
1684} 1595}
1685 1596
1686/* 1597/*
1687 * add_weight(object, weight) adds the specified weight to an object, 1598 * add_weight(object, weight) adds the specified weight to an object,
1747 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1658 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1748 CLEAR_FLAG (op, FLAG_REMOVED); 1659 CLEAR_FLAG (op, FLAG_REMOVED);
1749 if (op->nrof) 1660 if (op->nrof)
1750 { 1661 {
1751 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1662 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1752 if (CAN_MERGE (tmp, op)) 1663 if (object::can_merge (tmp, op))
1753 { 1664 {
1754 /* return the original object and remove inserted object 1665 /* return the original object and remove inserted object
1755 (client needs the original object) */ 1666 (client needs the original object) */
1756 tmp->nrof += op->nrof; 1667 tmp->nrof += op->nrof;
1757 /* Weight handling gets pretty funky. Since we are adding to 1668 /* Weight handling gets pretty funky. Since we are adding to
1775 add_weight (this, op->weight * op->nrof); 1686 add_weight (this, op->weight * op->nrof);
1776 } 1687 }
1777 else 1688 else
1778 add_weight (this, (op->weight + op->carrying)); 1689 add_weight (this, (op->weight + op->carrying));
1779 1690
1780 otmp = is_player_inv (this); 1691 otmp = this->in_player ();
1781 if (otmp && otmp->contr) 1692 if (otmp && otmp->contr)
1782 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1693 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1783 fix_player (otmp); 1694 otmp->update_stats ();
1784 1695
1785 op->map = NULL; 1696 op->map = 0;
1786 op->env = this; 1697 op->env = this;
1787 op->above = NULL; 1698 op->above = 0;
1788 op->below = NULL; 1699 op->below = 0;
1789 op->x = 0, op->y = 0; 1700 op->x = 0, op->y = 0;
1790 1701
1791 /* reset the light list and los of the players on the map */ 1702 /* reset the light list and los of the players on the map */
1792 if ((op->glow_radius != 0) && map) 1703 if ((op->glow_radius != 0) && map)
1793 { 1704 {
1794#ifdef DEBUG_LIGHTS 1705#ifdef DEBUG_LIGHTS
1795 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1706 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1796#endif /* DEBUG_LIGHTS */ 1707#endif /* DEBUG_LIGHTS */
1797 if (MAP_DARKNESS (map)) 1708 if (map->darkness)
1798 update_all_los (map, x, y); 1709 update_all_los (map, x, y);
1799 } 1710 }
1800 1711
1801 /* Client has no idea of ordering so lets not bother ordering it here. 1712 /* Client has no idea of ordering so lets not bother ordering it here.
1802 * It sure simplifies this function... 1713 * It sure simplifies this function...
1807 { 1718 {
1808 op->below = inv; 1719 op->below = inv;
1809 op->below->above = op; 1720 op->below->above = op;
1810 inv = op; 1721 inv = op;
1811 } 1722 }
1723
1724 INVOKE_OBJECT (INSERT, this);
1812 1725
1813 return op; 1726 return op;
1814} 1727}
1815 1728
1816/* 1729/*
1831 * 1744 *
1832 * MSW 2001-07-08: Check all objects on space, not just those below 1745 * MSW 2001-07-08: Check all objects on space, not just those below
1833 * object being inserted. insert_ob_in_map may not put new objects 1746 * object being inserted. insert_ob_in_map may not put new objects
1834 * on top. 1747 * on top.
1835 */ 1748 */
1836
1837int 1749int
1838check_move_on (object *op, object *originator) 1750check_move_on (object *op, object *originator)
1839{ 1751{
1840 object *tmp; 1752 object *tmp;
1841 maptile *m = op->map; 1753 maptile *m = op->map;
1868 1780
1869 /* The objects have to be checked from top to bottom. 1781 /* The objects have to be checked from top to bottom.
1870 * Hence, we first go to the top: 1782 * Hence, we first go to the top:
1871 */ 1783 */
1872 1784
1873 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1785 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp && tmp->above; tmp = tmp->above)
1874 { 1786 {
1875 /* Trim the search when we find the first other spell effect 1787 /* Trim the search when we find the first other spell effect
1876 * this helps performance so that if a space has 50 spell objects, 1788 * this helps performance so that if a space has 50 spell objects,
1877 * we don't need to check all of them. 1789 * we don't need to check all of them.
1878 */ 1790 */
1933/* 1845/*
1934 * present_arch(arch, map, x, y) searches for any objects with 1846 * present_arch(arch, map, x, y) searches for any objects with
1935 * a matching archetype at the given map and coordinates. 1847 * a matching archetype at the given map and coordinates.
1936 * The first matching object is returned, or NULL if none. 1848 * The first matching object is returned, or NULL if none.
1937 */ 1849 */
1938
1939object * 1850object *
1940present_arch (const archetype *at, maptile *m, int x, int y) 1851present_arch (const archetype *at, maptile *m, int x, int y)
1941{ 1852{
1942 object *
1943 tmp;
1944
1945 if (m == NULL || out_of_map (m, x, y)) 1853 if (m == NULL || out_of_map (m, x, y))
1946 { 1854 {
1947 LOG (llevError, "Present_arch called outside map.\n"); 1855 LOG (llevError, "Present_arch called outside map.\n");
1948 return NULL; 1856 return NULL;
1949 } 1857 }
1858
1950 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1859 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1951 if (tmp->arch == at) 1860 if (tmp->arch == at)
1952 return tmp; 1861 return tmp;
1862
1953 return NULL; 1863 return NULL;
1954} 1864}
1955 1865
1956/* 1866/*
1957 * present(type, map, x, y) searches for any objects with 1867 * present(type, map, x, y) searches for any objects with
1958 * a matching type variable at the given map and coordinates. 1868 * a matching type variable at the given map and coordinates.
1959 * The first matching object is returned, or NULL if none. 1869 * The first matching object is returned, or NULL if none.
1960 */ 1870 */
1961
1962object * 1871object *
1963present (unsigned char type, maptile *m, int x, int y) 1872present (unsigned char type, maptile *m, int x, int y)
1964{ 1873{
1965 object *
1966 tmp;
1967
1968 if (out_of_map (m, x, y)) 1874 if (out_of_map (m, x, y))
1969 { 1875 {
1970 LOG (llevError, "Present called outside map.\n"); 1876 LOG (llevError, "Present called outside map.\n");
1971 return NULL; 1877 return NULL;
1972 } 1878 }
1879
1973 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1880 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1974 if (tmp->type == type) 1881 if (tmp->type == type)
1975 return tmp; 1882 return tmp;
1883
1976 return NULL; 1884 return NULL;
1977} 1885}
1978 1886
1979/* 1887/*
1980 * present_in_ob(type, object) searches for any objects with 1888 * present_in_ob(type, object) searches for any objects with
1981 * a matching type variable in the inventory of the given object. 1889 * a matching type variable in the inventory of the given object.
1982 * The first matching object is returned, or NULL if none. 1890 * The first matching object is returned, or NULL if none.
1983 */ 1891 */
1984
1985object * 1892object *
1986present_in_ob (unsigned char type, const object *op) 1893present_in_ob (unsigned char type, const object *op)
1987{ 1894{
1988 object *
1989 tmp;
1990
1991 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1895 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1992 if (tmp->type == type) 1896 if (tmp->type == type)
1993 return tmp; 1897 return tmp;
1898
1994 return NULL; 1899 return NULL;
1995} 1900}
1996 1901
1997/* 1902/*
1998 * present_in_ob (type, str, object) searches for any objects with 1903 * present_in_ob (type, str, object) searches for any objects with
2006 * str is the string to match against. Note that we match against 1911 * str is the string to match against. Note that we match against
2007 * the object name, not the archetype name. this is so that the 1912 * the object name, not the archetype name. this is so that the
2008 * spell code can use one object type (force), but change it's name 1913 * spell code can use one object type (force), but change it's name
2009 * to be unique. 1914 * to be unique.
2010 */ 1915 */
2011
2012object * 1916object *
2013present_in_ob_by_name (int type, const char *str, const object *op) 1917present_in_ob_by_name (int type, const char *str, const object *op)
2014{ 1918{
2015 object *
2016 tmp;
2017
2018 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1919 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2019 {
2020 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1920 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2021 return tmp; 1921 return tmp;
2022 } 1922
2023 return NULL; 1923 return 0;
2024} 1924}
2025 1925
2026/* 1926/*
2027 * present_arch_in_ob(archetype, object) searches for any objects with 1927 * present_arch_in_ob(archetype, object) searches for any objects with
2028 * a matching archetype in the inventory of the given object. 1928 * a matching archetype in the inventory of the given object.
2029 * The first matching object is returned, or NULL if none. 1929 * The first matching object is returned, or NULL if none.
2030 */ 1930 */
2031
2032object * 1931object *
2033present_arch_in_ob (const archetype *at, const object *op) 1932present_arch_in_ob (const archetype *at, const object *op)
2034{ 1933{
2035 object *
2036 tmp;
2037
2038 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1934 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2039 if (tmp->arch == at) 1935 if (tmp->arch == at)
2040 return tmp; 1936 return tmp;
1937
2041 return NULL; 1938 return NULL;
2042} 1939}
2043 1940
2044/* 1941/*
2045 * activate recursively a flag on an object inventory 1942 * activate recursively a flag on an object inventory
2046 */ 1943 */
2047void 1944void
2048flag_inv (object *op, int flag) 1945flag_inv (object *op, int flag)
2049{ 1946{
2050 object *
2051 tmp;
2052
2053 if (op->inv) 1947 if (op->inv)
2054 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1948 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2055 { 1949 {
2056 SET_FLAG (tmp, flag); 1950 SET_FLAG (tmp, flag);
2057 flag_inv (tmp, flag); 1951 flag_inv (tmp, flag);
2058 } 1952 }
2059} /* 1953}
1954
1955/*
2060 * desactivate recursively a flag on an object inventory 1956 * deactivate recursively a flag on an object inventory
2061 */ 1957 */
2062void 1958void
2063unflag_inv (object *op, int flag) 1959unflag_inv (object *op, int flag)
2064{ 1960{
2065 object *
2066 tmp;
2067
2068 if (op->inv) 1961 if (op->inv)
2069 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1962 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2070 { 1963 {
2071 CLEAR_FLAG (tmp, flag); 1964 CLEAR_FLAG (tmp, flag);
2072 unflag_inv (tmp, flag); 1965 unflag_inv (tmp, flag);
2073 } 1966 }
2074} 1967}
2077 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 1970 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2078 * all it's inventory (recursively). 1971 * all it's inventory (recursively).
2079 * If checksums are used, a player will get set_cheat called for 1972 * If checksums are used, a player will get set_cheat called for
2080 * him/her-self and all object carried by a call to this function. 1973 * him/her-self and all object carried by a call to this function.
2081 */ 1974 */
2082
2083void 1975void
2084set_cheat (object *op) 1976set_cheat (object *op)
2085{ 1977{
2086 SET_FLAG (op, FLAG_WAS_WIZ); 1978 SET_FLAG (op, FLAG_WAS_WIZ);
2087 flag_inv (op, FLAG_WAS_WIZ); 1979 flag_inv (op, FLAG_WAS_WIZ);
2106 * because arch_blocked (now ob_blocked) needs to know the movement type 1998 * because arch_blocked (now ob_blocked) needs to know the movement type
2107 * to know if the space in question will block the object. We can't use 1999 * to know if the space in question will block the object. We can't use
2108 * the archetype because that isn't correct if the monster has been 2000 * the archetype because that isn't correct if the monster has been
2109 * customized, changed states, etc. 2001 * customized, changed states, etc.
2110 */ 2002 */
2111
2112int 2003int
2113find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 2004find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2114{ 2005{
2115 int
2116 i,
2117 index = 0, flag; 2006 int index = 0, flag;
2118 static int
2119 altern[SIZEOFFREE]; 2007 int altern[SIZEOFFREE];
2120 2008
2121 for (i = start; i < stop; i++) 2009 for (int i = start; i < stop; i++)
2122 { 2010 {
2123 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2011 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2124 if (!flag) 2012 if (!flag)
2125 altern[index++] = i; 2013 altern [index++] = i;
2126 2014
2127 /* Basically, if we find a wall on a space, we cut down the search size. 2015 /* Basically, if we find a wall on a space, we cut down the search size.
2128 * In this way, we won't return spaces that are on another side of a wall. 2016 * In this way, we won't return spaces that are on another side of a wall.
2129 * This mostly work, but it cuts down the search size in all directions - 2017 * This mostly work, but it cuts down the search size in all directions -
2130 * if the space being examined only has a wall to the north and empty 2018 * if the space being examined only has a wall to the north and empty
2131 * spaces in all the other directions, this will reduce the search space 2019 * spaces in all the other directions, this will reduce the search space
2132 * to only the spaces immediately surrounding the target area, and 2020 * to only the spaces immediately surrounding the target area, and
2133 * won't look 2 spaces south of the target space. 2021 * won't look 2 spaces south of the target space.
2134 */ 2022 */
2135 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 2023 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2136 stop = maxfree[i]; 2024 stop = maxfree[i];
2137 } 2025 }
2026
2138 if (!index) 2027 if (!index)
2139 return -1; 2028 return -1;
2029
2140 return altern[RANDOM () % index]; 2030 return altern[RANDOM () % index];
2141} 2031}
2142 2032
2143/* 2033/*
2144 * find_first_free_spot(archetype, maptile, x, y) works like 2034 * find_first_free_spot(archetype, maptile, x, y) works like
2145 * find_free_spot(), but it will search max number of squares. 2035 * find_free_spot(), but it will search max number of squares.
2146 * But it will return the first available spot, not a random choice. 2036 * But it will return the first available spot, not a random choice.
2147 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2037 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2148 */ 2038 */
2149
2150int 2039int
2151find_first_free_spot (const object *ob, maptile *m, int x, int y) 2040find_first_free_spot (const object *ob, maptile *m, int x, int y)
2152{ 2041{
2153 int
2154 i;
2155
2156 for (i = 0; i < SIZEOFFREE; i++) 2042 for (int i = 0; i < SIZEOFFREE; i++)
2157 {
2158 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2043 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2159 return i; 2044 return i;
2160 } 2045
2161 return -1; 2046 return -1;
2162} 2047}
2163 2048
2164/* 2049/*
2165 * The function permute(arr, begin, end) randomly reorders the array 2050 * The function permute(arr, begin, end) randomly reorders the array
2166 * arr[begin..end-1]. 2051 * arr[begin..end-1].
2052 * now uses a fisher-yates shuffle, old permute was broken
2167 */ 2053 */
2168static void 2054static void
2169permute (int *arr, int begin, int end) 2055permute (int *arr, int begin, int end)
2170{ 2056{
2171 int 2057 arr += begin;
2172 i,
2173 j,
2174 tmp,
2175 len;
2176
2177 len = end - begin; 2058 end -= begin;
2178 for (i = begin; i < end; i++)
2179 {
2180 j = begin + RANDOM () % len;
2181 2059
2182 tmp = arr[i]; 2060 while (--end)
2183 arr[i] = arr[j]; 2061 swap (arr [end], arr [RANDOM () % (end + 1)]);
2184 arr[j] = tmp;
2185 }
2186} 2062}
2187 2063
2188/* new function to make monster searching more efficient, and effective! 2064/* new function to make monster searching more efficient, and effective!
2189 * This basically returns a randomized array (in the passed pointer) of 2065 * This basically returns a randomized array (in the passed pointer) of
2190 * the spaces to find monsters. In this way, it won't always look for 2066 * the spaces to find monsters. In this way, it won't always look for
2193 * the 3x3 area will be searched, just not in a predictable order. 2069 * the 3x3 area will be searched, just not in a predictable order.
2194 */ 2070 */
2195void 2071void
2196get_search_arr (int *search_arr) 2072get_search_arr (int *search_arr)
2197{ 2073{
2198 int 2074 int i;
2199 i;
2200 2075
2201 for (i = 0; i < SIZEOFFREE; i++) 2076 for (i = 0; i < SIZEOFFREE; i++)
2202 {
2203 search_arr[i] = i; 2077 search_arr[i] = i;
2204 }
2205 2078
2206 permute (search_arr, 1, SIZEOFFREE1 + 1); 2079 permute (search_arr, 1, SIZEOFFREE1 + 1);
2207 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2080 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2208 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2081 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2209} 2082}
2218 * Perhaps incorrectly, but I'm making the assumption that exclude 2091 * Perhaps incorrectly, but I'm making the assumption that exclude
2219 * is actually want is going to try and move there. We need this info 2092 * is actually want is going to try and move there. We need this info
2220 * because we have to know what movement the thing looking to move 2093 * because we have to know what movement the thing looking to move
2221 * there is capable of. 2094 * there is capable of.
2222 */ 2095 */
2223
2224int 2096int
2225find_dir (maptile *m, int x, int y, object *exclude) 2097find_dir (maptile *m, int x, int y, object *exclude)
2226{ 2098{
2227 int
2228 i,
2229 max = SIZEOFFREE, mflags; 2099 int i, max = SIZEOFFREE, mflags;
2230 2100
2231 sint16 nx, ny; 2101 sint16 nx, ny;
2232 object * 2102 object *tmp;
2233 tmp;
2234 maptile * 2103 maptile *mp;
2235 mp;
2236 2104
2237 MoveType blocked, move_type; 2105 MoveType blocked, move_type;
2238 2106
2239 if (exclude && exclude->head) 2107 if (exclude && exclude->head)
2240 { 2108 {
2252 mp = m; 2120 mp = m;
2253 nx = x + freearr_x[i]; 2121 nx = x + freearr_x[i];
2254 ny = y + freearr_y[i]; 2122 ny = y + freearr_y[i];
2255 2123
2256 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2124 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2125
2257 if (mflags & P_OUT_OF_MAP) 2126 if (mflags & P_OUT_OF_MAP)
2258 {
2259 max = maxfree[i]; 2127 max = maxfree[i];
2260 }
2261 else 2128 else
2262 { 2129 {
2263 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2130 mapspace &ms = mp->at (nx, ny);
2131
2132 blocked = ms.move_block;
2264 2133
2265 if ((move_type & blocked) == move_type) 2134 if ((move_type & blocked) == move_type)
2266 {
2267 max = maxfree[i]; 2135 max = maxfree[i];
2268 }
2269 else if (mflags & P_IS_ALIVE) 2136 else if (mflags & P_IS_ALIVE)
2270 { 2137 {
2271 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2138 for (tmp = ms.bot; tmp; tmp = tmp->above)
2272 { 2139 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2273 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2140 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2274 {
2275 break; 2141 break;
2276 } 2142
2277 }
2278 if (tmp) 2143 if (tmp)
2279 {
2280 return freedir[i]; 2144 return freedir[i];
2281 }
2282 } 2145 }
2283 } 2146 }
2284 } 2147 }
2148
2285 return 0; 2149 return 0;
2286} 2150}
2287 2151
2288/* 2152/*
2289 * distance(object 1, object 2) will return the square of the 2153 * distance(object 1, object 2) will return the square of the
2290 * distance between the two given objects. 2154 * distance between the two given objects.
2291 */ 2155 */
2292
2293int 2156int
2294distance (const object *ob1, const object *ob2) 2157distance (const object *ob1, const object *ob2)
2295{ 2158{
2296 int
2297 i;
2298
2299 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2159 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2300 return i;
2301} 2160}
2302 2161
2303/* 2162/*
2304 * find_dir_2(delta-x,delta-y) will return a direction in which 2163 * find_dir_2(delta-x,delta-y) will return a direction in which
2305 * an object which has subtracted the x and y coordinates of another 2164 * an object which has subtracted the x and y coordinates of another
2306 * object, needs to travel toward it. 2165 * object, needs to travel toward it.
2307 */ 2166 */
2308
2309int 2167int
2310find_dir_2 (int x, int y) 2168find_dir_2 (int x, int y)
2311{ 2169{
2312 int 2170 int q;
2313 q;
2314 2171
2315 if (y) 2172 if (y)
2316 q = x * 100 / y; 2173 q = x * 100 / y;
2317 else if (x) 2174 else if (x)
2318 q = -300 * x; 2175 q = -300 * x;
2353int 2210int
2354absdir (int d) 2211absdir (int d)
2355{ 2212{
2356 while (d < 1) 2213 while (d < 1)
2357 d += 8; 2214 d += 8;
2215
2358 while (d > 8) 2216 while (d > 8)
2359 d -= 8; 2217 d -= 8;
2218
2360 return d; 2219 return d;
2361} 2220}
2362 2221
2363/* 2222/*
2364 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2223 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2366 */ 2225 */
2367 2226
2368int 2227int
2369dirdiff (int dir1, int dir2) 2228dirdiff (int dir1, int dir2)
2370{ 2229{
2371 int 2230 int d;
2372 d;
2373 2231
2374 d = abs (dir1 - dir2); 2232 d = abs (dir1 - dir2);
2375 if (d > 4) 2233 if (d > 4)
2376 d = 8 - d; 2234 d = 8 - d;
2235
2377 return d; 2236 return d;
2378} 2237}
2379 2238
2380/* peterm: 2239/* peterm:
2381 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2240 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2384 * This basically means that if direction is 15, then it could either go 2243 * This basically means that if direction is 15, then it could either go
2385 * direction 4, 14, or 16 to get back to where we are. 2244 * direction 4, 14, or 16 to get back to where we are.
2386 * Moved from spell_util.c to object.c with the other related direction 2245 * Moved from spell_util.c to object.c with the other related direction
2387 * functions. 2246 * functions.
2388 */ 2247 */
2389
2390int
2391 reduction_dir[SIZEOFFREE][3] = { 2248int reduction_dir[SIZEOFFREE][3] = {
2392 {0, 0, 0}, /* 0 */ 2249 {0, 0, 0}, /* 0 */
2393 {0, 0, 0}, /* 1 */ 2250 {0, 0, 0}, /* 1 */
2394 {0, 0, 0}, /* 2 */ 2251 {0, 0, 0}, /* 2 */
2395 {0, 0, 0}, /* 3 */ 2252 {0, 0, 0}, /* 3 */
2396 {0, 0, 0}, /* 4 */ 2253 {0, 0, 0}, /* 4 */
2444 * find a path to that monster that we found. If not, 2301 * find a path to that monster that we found. If not,
2445 * we don't bother going toward it. Returns 1 if we 2302 * we don't bother going toward it. Returns 1 if we
2446 * can see a direct way to get it 2303 * can see a direct way to get it
2447 * Modified to be map tile aware -.MSW 2304 * Modified to be map tile aware -.MSW
2448 */ 2305 */
2449
2450
2451int 2306int
2452can_see_monsterP (maptile *m, int x, int y, int dir) 2307can_see_monsterP (maptile *m, int x, int y, int dir)
2453{ 2308{
2454 sint16 dx, dy; 2309 sint16 dx, dy;
2455 int
2456 mflags; 2310 int mflags;
2457 2311
2458 if (dir < 0) 2312 if (dir < 0)
2459 return 0; /* exit condition: invalid direction */ 2313 return 0; /* exit condition: invalid direction */
2460 2314
2461 dx = x + freearr_x[dir]; 2315 dx = x + freearr_x[dir];
2474 return 0; 2328 return 0;
2475 2329
2476 /* yes, can see. */ 2330 /* yes, can see. */
2477 if (dir < 9) 2331 if (dir < 9)
2478 return 1; 2332 return 1;
2333
2479 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2334 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2480 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]); 2335 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2336 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2481} 2337}
2482
2483
2484 2338
2485/* 2339/*
2486 * can_pick(picker, item): finds out if an object is possible to be 2340 * can_pick(picker, item): finds out if an object is possible to be
2487 * picked up by the picker. Returnes 1 if it can be 2341 * picked up by the picker. Returnes 1 if it can be
2488 * picked up, otherwise 0. 2342 * picked up, otherwise 0.
2499 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2353 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2500 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2354 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2501 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2355 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2502} 2356}
2503 2357
2504
2505/* 2358/*
2506 * create clone from object to another 2359 * create clone from object to another
2507 */ 2360 */
2508object * 2361object *
2509object_create_clone (object *asrc) 2362object_create_clone (object *asrc)
2518 src = src->head; 2371 src = src->head;
2519 2372
2520 prev = 0; 2373 prev = 0;
2521 for (part = src; part; part = part->more) 2374 for (part = src; part; part = part->more)
2522 { 2375 {
2523 tmp = object::create (); 2376 tmp = part->clone ();
2524 part->copy_to (tmp);
2525 tmp->x -= src->x; 2377 tmp->x -= src->x;
2526 tmp->y -= src->y; 2378 tmp->y -= src->y;
2527 2379
2528 if (!part->head) 2380 if (!part->head)
2529 { 2381 {
2530 dst = tmp; 2382 dst = tmp;
2531 tmp->head = 0; 2383 tmp->head = 0;
2532 } 2384 }
2533 else 2385 else
2534 {
2535 tmp->head = dst; 2386 tmp->head = dst;
2536 }
2537 2387
2538 tmp->more = 0; 2388 tmp->more = 0;
2539 2389
2540 if (prev) 2390 if (prev)
2541 prev->more = tmp; 2391 prev->more = tmp;
2553/* Basically, we save the content of the string to a temp file, then call */ 2403/* Basically, we save the content of the string to a temp file, then call */
2554/* load_object on it. I admit it is a highly inefficient way to make things, */ 2404/* load_object on it. I admit it is a highly inefficient way to make things, */
2555/* but it was simple to make and allows reusing the load_object function. */ 2405/* but it was simple to make and allows reusing the load_object function. */
2556/* Remember not to use load_object_str in a time-critical situation. */ 2406/* Remember not to use load_object_str in a time-critical situation. */
2557/* Also remember that multiparts objects are not supported for now. */ 2407/* Also remember that multiparts objects are not supported for now. */
2558
2559object * 2408object *
2560load_object_str (const char *obstr) 2409load_object_str (const char *obstr)
2561{ 2410{
2562 object *op; 2411 object *op;
2563 char filename[MAX_BUF]; 2412 char filename[MAX_BUF];
2593 * returns NULL if no match. 2442 * returns NULL if no match.
2594 */ 2443 */
2595object * 2444object *
2596find_obj_by_type_subtype (const object *who, int type, int subtype) 2445find_obj_by_type_subtype (const object *who, int type, int subtype)
2597{ 2446{
2598 object *tmp;
2599
2600 for (tmp = who->inv; tmp; tmp = tmp->below) 2447 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2601 if (tmp->type == type && tmp->subtype == subtype) 2448 if (tmp->type == type && tmp->subtype == subtype)
2602 return tmp; 2449 return tmp;
2603 2450
2604 return NULL; 2451 return 0;
2605} 2452}
2606 2453
2607/* If ob has a field named key, return the link from the list, 2454/* If ob has a field named key, return the link from the list,
2608 * otherwise return NULL. 2455 * otherwise return NULL.
2609 * 2456 *
2611 * do the desired thing. 2458 * do the desired thing.
2612 */ 2459 */
2613key_value * 2460key_value *
2614get_ob_key_link (const object *ob, const char *key) 2461get_ob_key_link (const object *ob, const char *key)
2615{ 2462{
2616 key_value *link;
2617
2618 for (link = ob->key_values; link != NULL; link = link->next) 2463 for (key_value *link = ob->key_values; link; link = link->next)
2619 if (link->key == key) 2464 if (link->key == key)
2620 return link; 2465 return link;
2621 2466
2622 return NULL; 2467 return 0;
2623} 2468}
2624 2469
2625/* 2470/*
2626 * Returns the value of op has an extra_field for key, or NULL. 2471 * Returns the value of op has an extra_field for key, or NULL.
2627 * 2472 *
2667 * Returns TRUE on success. 2512 * Returns TRUE on success.
2668 */ 2513 */
2669int 2514int
2670set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) 2515set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2671{ 2516{
2672 key_value *
2673 field = NULL, *last = NULL; 2517 key_value *field = NULL, *last = NULL;
2674 2518
2675 for (field = op->key_values; field != NULL; field = field->next) 2519 for (field = op->key_values; field != NULL; field = field->next)
2676 { 2520 {
2677 if (field->key != canonical_key) 2521 if (field->key != canonical_key)
2678 { 2522 {
2706 /* IF we get here, key doesn't exist */ 2550 /* IF we get here, key doesn't exist */
2707 2551
2708 /* No field, we'll have to add it. */ 2552 /* No field, we'll have to add it. */
2709 2553
2710 if (!add_key) 2554 if (!add_key)
2711 {
2712 return FALSE; 2555 return FALSE;
2713 } 2556
2714 /* There isn't any good reason to store a null 2557 /* There isn't any good reason to store a null
2715 * value in the key/value list. If the archetype has 2558 * value in the key/value list. If the archetype has
2716 * this key, then we should also have it, so shouldn't 2559 * this key, then we should also have it, so shouldn't
2717 * be here. If user wants to store empty strings, 2560 * be here. If user wants to store empty strings,
2718 * should pass in "" 2561 * should pass in ""
2784 2627
2785 if (env) 2628 if (env)
2786 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2629 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2787 2630
2788 if (map) 2631 if (map)
2789 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2632 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2790 2633
2791 return info; 2634 return info;
2792} 2635}
2793 2636
2794const char * 2637const char *

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