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Comparing deliantra/server/common/object.C (file contents):
Revision 1.65 by root, Wed Dec 13 00:42:03 2006 UTC vs.
Revision 1.137 by root, Mon Apr 16 06:23:40 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game for X-windows
3 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 21 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail at <crossfire@schmorp.de>
22*/ 23 */
23 24
24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
25 sub/add_weight will transcend the environment updating the carrying 26 sub/add_weight will transcend the environment updating the carrying
26 variable. */ 27 variable. */
27#include <global.h> 28#include <global.h>
30#include <sys/uio.h> 31#include <sys/uio.h>
31#include <object.h> 32#include <object.h>
32#include <funcpoint.h> 33#include <funcpoint.h>
33#include <loader.h> 34#include <loader.h>
34 35
36#include <bitset>
37
35int nrofallocobjects = 0; 38int nrofallocobjects = 0;
36static UUID uuid; 39static UUID uuid;
37const uint64 UUID_SKIP = 1<<19; 40const uint64 UUID_SKIP = 1<<19;
38 41
39object *active_objects; /* List of active objects that need to be processed */ 42objectvec objects;
43activevec actives;
40 44
41short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 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,
42 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 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
43}; 47};
44short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 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,
139 * 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
140 * different structure or at least keep the lists sorted... 144 * different structure or at least keep the lists sorted...
141 */ 145 */
142 146
143 /* For each field in wants, */ 147 /* For each field in wants, */
144 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)
145 { 149 {
146 key_value *has_field; 150 key_value *has_field;
147 151
148 /* Look for a field in has with the same key. */ 152 /* Look for a field in has with the same key. */
149 has_field = get_ob_key_link (has, wants_field->key); 153 has_field = get_ob_key_link (has, wants_field->key);
183 * 187 *
184 * Note that this function appears a lot longer than the macro it 188 * Note that this function appears a lot longer than the macro it
185 * replaces - this is mostly for clarity - a decent compiler should hopefully 189 * replaces - this is mostly for clarity - a decent compiler should hopefully
186 * reduce this to the same efficiency. 190 * reduce this to the same efficiency.
187 * 191 *
188 * Check nrof variable *before* calling CAN_MERGE() 192 * Check nrof variable *before* calling can_merge()
189 * 193 *
190 * Improvements made with merge: Better checking on potion, and also 194 * Improvements made with merge: Better checking on potion, and also
191 * check weight 195 * check weight
192 */ 196 */
193
194bool object::can_merge (object *ob1, object *ob2) 197bool object::can_merge_slow (object *ob1, object *ob2)
195{ 198{
196 /* A couple quicksanity checks */ 199 /* A couple quicksanity checks */
197 if ((ob1 == ob2) || (ob1->type != ob2->type)) 200 if (ob1 == ob2
201 || ob1->type != ob2->type
202 || ob1->speed != ob2->speed
203 || ob1->value != ob2->value
204 || ob1->name != ob2->name)
198 return 0; 205 return 0;
199 206
200 if (ob1->speed != ob2->speed) 207 //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 208 /* 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 209 * value could not be stored in a sint32 (which unfortunately sometimes is
205 * used to store nrof). 210 * used to store nrof).
206 */ 211 */
207 if (ob1->nrof + ob2->nrof >= 1UL << 31) 212 if (ob1->nrof + ob2->nrof >= 1UL << 31)
217 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 222 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
218 223
219 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 224 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
220 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 225 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
221 226
222 227 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 228 || 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) || 229 || ob1->name != ob2->name
233 (ob1->title != ob2->title) || 230 || ob1->title != ob2->title
234 (ob1->msg != ob2->msg) || 231 || ob1->msg != ob2->msg
235 (ob1->weight != ob2->weight) || 232 || ob1->weight != ob2->weight
236 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) || 233 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
237 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) || 234 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
238 (ob1->attacktype != ob2->attacktype) || 235 || ob1->attacktype != ob2->attacktype
239 (ob1->magic != ob2->magic) || 236 || ob1->magic != ob2->magic
240 (ob1->slaying != ob2->slaying) || 237 || ob1->slaying != ob2->slaying
241 (ob1->skill != ob2->skill) || 238 || ob1->skill != ob2->skill
242 (ob1->value != ob2->value) || 239 || ob1->value != ob2->value
243 (ob1->animation_id != ob2->animation_id) || 240 || ob1->animation_id != ob2->animation_id
244 (ob1->client_type != ob2->client_type) || 241 || ob1->client_type != ob2->client_type
245 (ob1->materialname != ob2->materialname) || 242 || ob1->materialname != ob2->materialname
246 (ob1->lore != ob2->lore) || 243 || ob1->lore != ob2->lore
247 (ob1->subtype != ob2->subtype) || 244 || ob1->subtype != ob2->subtype
248 (ob1->move_type != ob2->move_type) || 245 || ob1->move_type != ob2->move_type
249 (ob1->move_block != ob2->move_block) || 246 || ob1->move_block != ob2->move_block
250 (ob1->move_allow != ob2->move_allow) || 247 || ob1->move_allow != ob2->move_allow
251 (ob1->move_on != ob2->move_on) || 248 || 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)) 249 || ob1->move_off != ob2->move_off
250 || ob1->move_slow != ob2->move_slow
251 || ob1->move_slow_penalty != ob2->move_slow_penalty)
253 return 0; 252 return 0;
254 253
255 /* This is really a spellbook check - really, we should 254 /* This is really a spellbook check - really, we should
256 * check all objects in the inventory. 255 * check all objects in the inventory.
257 */ 256 */
260 /* if one object has inventory but the other doesn't, not equiv */ 259 /* if one object has inventory but the other doesn't, not equiv */
261 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 260 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
262 return 0; 261 return 0;
263 262
264 /* Now check to see if the two inventory objects could merge */ 263 /* Now check to see if the two inventory objects could merge */
265 if (!CAN_MERGE (ob1->inv, ob2->inv)) 264 if (!object::can_merge (ob1->inv, ob2->inv))
266 return 0; 265 return 0;
267 266
268 /* inventory ok - still need to check rest of this object to see 267 /* inventory ok - still need to check rest of this object to see
269 * if it is valid. 268 * if it is valid.
270 */ 269 */
279 278
280 /* Note sure why the following is the case - either the object has to 279 /* Note sure why the following is the case - either the object has to
281 * be animated or have a very low speed. Is this an attempted monster 280 * be animated or have a very low speed. Is this an attempted monster
282 * check? 281 * check?
283 */ 282 */
284 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 283 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
285 return 0; 284 return 0;
286 285
287 switch (ob1->type) 286 switch (ob1->type)
288 { 287 {
289 case SCROLL: 288 case SCROLL:
354 op = op->env; 353 op = op->env;
355 return op; 354 return op;
356} 355}
357 356
358/* 357/*
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. 358 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
375 * Some error messages. 359 * Some error messages.
376 * The result of the dump is stored in the static global errmsg array. 360 * The result of the dump is stored in the static global errmsg array.
377 */ 361 */
378
379char * 362char *
380dump_object (object *op) 363dump_object (object *op)
381{ 364{
382 if (!op) 365 if (!op)
383 return strdup ("[NULLOBJ]"); 366 return strdup ("[NULLOBJ]");
384 367
385 object_freezer freezer; 368 object_freezer freezer;
386 save_object (freezer, op, 3); 369 op->write (freezer);
387 return freezer.as_string (); 370 return freezer.as_string ();
388} 371}
389 372
390/* 373/*
391 * get_nearest_part(multi-object, object 2) returns the part of the 374 * get_nearest_part(multi-object, object 2) returns the part of the
408} 391}
409 392
410/* 393/*
411 * Returns the object which has the count-variable equal to the argument. 394 * Returns the object which has the count-variable equal to the argument.
412 */ 395 */
413
414object * 396object *
415find_object (tag_t i) 397find_object (tag_t i)
416{ 398{
417 for (object *op = object::first; op; op = op->next) 399 for_all_objects (op)
418 if (op->count == i) 400 if (op->count == i)
419 return op; 401 return op;
420 402
421 return 0; 403 return 0;
422} 404}
423 405
424/* 406/*
425 * Returns the first object which has a name equal to the argument. 407 * Returns the first object which has a name equal to the argument.
426 * Used only by the patch command, but not all that useful. 408 * Used only by the patch command, but not all that useful.
427 * Enables features like "patch <name-of-other-player> food 999" 409 * Enables features like "patch <name-of-other-player> food 999"
428 */ 410 */
429
430object * 411object *
431find_object_name (const char *str) 412find_object_name (const char *str)
432{ 413{
433 shstr_cmp str_ (str); 414 shstr_cmp str_ (str);
434 object *op; 415 object *op;
435 416
436 for (op = object::first; op != NULL; op = op->next) 417 for_all_objects (op)
437 if (op->name == str_) 418 if (op->name == str_)
438 break; 419 break;
439 420
440 return op; 421 return op;
441} 422}
473 * refcounts and freeing the links. 454 * refcounts and freeing the links.
474 */ 455 */
475static void 456static void
476free_key_values (object *op) 457free_key_values (object *op)
477{ 458{
478 for (key_value *i = op->key_values; i != 0;) 459 for (key_value *i = op->key_values; i; )
479 { 460 {
480 key_value *next = i->next; 461 key_value *next = i->next;
481 delete i; 462 delete i;
482 463
483 i = next; 464 i = next;
484 } 465 }
485 466
486 op->key_values = 0; 467 op->key_values = 0;
487} 468}
488 469
489void object::clear () 470object &
471object::operator =(const object &src)
490{ 472{
491 attachable_base::clear (); 473 bool is_freed = flag [FLAG_FREED];
474 bool is_removed = flag [FLAG_REMOVED];
492 475
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/*
532 * copy_to first frees everything allocated by the dst object,
533 * and then copies the contents of itself into the second
534 * object, allocating what needs to be allocated. Basically, any
535 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
536 * if the first object is freed, the pointers in the new object
537 * will point at garbage.
538 */
539void
540object::copy_to (object *dst)
541{
542 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
543 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
544
545 *(object_copy *)dst = *this; 476 *(object_copy *)this = src;
546 *(object_pod *)dst = *this;
547 477
548 if (self || cb) 478 flag [FLAG_FREED] = is_freed;
549 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (dst)); 479 flag [FLAG_REMOVED] = is_removed;
550
551 if (is_freed)
552 SET_FLAG (dst, FLAG_FREED);
553
554 if (is_removed)
555 SET_FLAG (dst, FLAG_REMOVED);
556
557 if (speed < 0)
558 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
559 480
560 /* Copy over key_values, if any. */ 481 /* Copy over key_values, if any. */
561 if (key_values) 482 if (src.key_values)
562 { 483 {
563 key_value *tail = 0; 484 key_value *tail = 0;
564 key_value *i;
565
566 dst->key_values = 0; 485 key_values = 0;
567 486
568 for (i = key_values; i; i = i->next) 487 for (key_value *i = src.key_values; i; i = i->next)
569 { 488 {
570 key_value *new_link = new key_value; 489 key_value *new_link = new key_value;
571 490
572 new_link->next = 0; 491 new_link->next = 0;
573 new_link->key = i->key; 492 new_link->key = i->key;
574 new_link->value = i->value; 493 new_link->value = i->value;
575 494
576 /* Try and be clever here, too. */ 495 /* Try and be clever here, too. */
577 if (!dst->key_values) 496 if (!key_values)
578 { 497 {
579 dst->key_values = new_link; 498 key_values = new_link;
580 tail = new_link; 499 tail = new_link;
581 } 500 }
582 else 501 else
583 { 502 {
584 tail->next = new_link; 503 tail->next = new_link;
585 tail = new_link; 504 tail = new_link;
586 } 505 }
587 } 506 }
588 } 507 }
508}
589 509
590 update_ob_speed (dst); 510/*
511 * copy_to first frees everything allocated by the dst object,
512 * and then copies the contents of itself into the second
513 * object, allocating what needs to be allocated. Basically, any
514 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
515 * if the first object is freed, the pointers in the new object
516 * will point at garbage.
517 */
518void
519object::copy_to (object *dst)
520{
521 *dst = *this;
522
523 if (speed < 0)
524 dst->speed_left = speed_left - rndm ();
525
526 dst->set_speed (dst->speed);
527}
528
529void
530object::instantiate ()
531{
532 if (!uuid.seq) // HACK
533 uuid = gen_uuid ();
534
535 speed_left = -0.1f;
536 /* copy the body_info to the body_used - this is only really
537 * need for monsters, but doesn't hurt to do it for everything.
538 * by doing so, when a monster is created, it has good starting
539 * values for the body_used info, so when items are created
540 * for it, they can be properly equipped.
541 */
542 memcpy (body_used, body_info, sizeof (body_used));
543
544 attachable::instantiate ();
591} 545}
592 546
593object * 547object *
594object::clone () 548object::clone ()
595{ 549{
601/* 555/*
602 * If an object with the IS_TURNABLE() flag needs to be turned due 556 * If an object with the IS_TURNABLE() flag needs to be turned due
603 * to the closest player being on the other side, this function can 557 * to the closest player being on the other side, this function can
604 * be called to update the face variable, _and_ how it looks on the map. 558 * be called to update the face variable, _and_ how it looks on the map.
605 */ 559 */
606
607void 560void
608update_turn_face (object *op) 561update_turn_face (object *op)
609{ 562{
610 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 563 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
611 return; 564 return;
565
612 SET_ANIMATION (op, op->direction); 566 SET_ANIMATION (op, op->direction);
613 update_object (op, UP_OBJ_FACE); 567 update_object (op, UP_OBJ_FACE);
614} 568}
615 569
616/* 570/*
617 * Updates the speed of an object. If the speed changes from 0 to another 571 * Updates the speed of an object. If the speed changes from 0 to another
618 * value, or vice versa, then add/remove the object from the active list. 572 * value, or vice versa, then add/remove the object from the active list.
619 * This function needs to be called whenever the speed of an object changes. 573 * This function needs to be called whenever the speed of an object changes.
620 */ 574 */
621void 575void
622update_ob_speed (object *op) 576object::set_speed (float speed)
623{ 577{
624 extern int arch_init; 578 if (flag [FLAG_FREED] && speed)
625
626 /* No reason putting the archetypes objects on the speed list,
627 * since they never really need to be updated.
628 */
629
630 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
631 { 579 {
632 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 580 LOG (llevError, "Object %s is freed but has speed.\n", &name);
633#ifdef MANY_CORES
634 abort ();
635#else
636 op->speed = 0; 581 speed = 0;
637#endif
638 }
639
640 if (arch_init)
641 return;
642
643 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
644 { 582 }
645 /* If already on active list, don't do anything */
646 if (op->active_next || op->active_prev || op == active_objects)
647 return;
648 583
649 /* process_events() expects us to insert the object at the beginning 584 this->speed = speed;
650 * of the list. */
651 op->active_next = active_objects;
652 585
653 if (op->active_next != NULL) 586 if (has_active_speed ())
654 op->active_next->active_prev = op; 587 activate ();
655
656 active_objects = op;
657 }
658 else 588 else
659 { 589 deactivate ();
660 /* If not on the active list, nothing needs to be done */
661 if (!op->active_next && !op->active_prev && op != active_objects)
662 return;
663
664 if (op->active_prev == NULL)
665 {
666 active_objects = op->active_next;
667
668 if (op->active_next != NULL)
669 op->active_next->active_prev = NULL;
670 }
671 else
672 {
673 op->active_prev->active_next = op->active_next;
674
675 if (op->active_next)
676 op->active_next->active_prev = op->active_prev;
677 }
678
679 op->active_next = NULL;
680 op->active_prev = NULL;
681 }
682} 590}
683 591
684/* This function removes object 'op' from the list of active
685 * objects.
686 * This should only be used for style maps or other such
687 * reference maps where you don't want an object that isn't
688 * in play chewing up cpu time getting processed.
689 * The reverse of this is to call update_ob_speed, which
690 * will do the right thing based on the speed of the object.
691 */
692void
693remove_from_active_list (object *op)
694{
695 /* If not on the active list, nothing needs to be done */
696 if (!op->active_next && !op->active_prev && op != active_objects)
697 return;
698
699 if (op->active_prev == NULL)
700 {
701 active_objects = op->active_next;
702 if (op->active_next != NULL)
703 op->active_next->active_prev = NULL;
704 }
705 else
706 {
707 op->active_prev->active_next = op->active_next;
708 if (op->active_next)
709 op->active_next->active_prev = op->active_prev;
710 }
711 op->active_next = NULL;
712 op->active_prev = NULL;
713}
714
715/* 592/*
716 * update_object() updates the array which represents the map. 593 * update_object() updates the the map.
717 * It takes into account invisible objects (and represent squares covered 594 * It takes into account invisible objects (and represent squares covered
718 * by invisible objects by whatever is below them (unless it's another 595 * by invisible objects by whatever is below them (unless it's another
719 * invisible object, etc...) 596 * invisible object, etc...)
720 * If the object being updated is beneath a player, the look-window 597 * If the object being updated is beneath a player, the look-window
721 * of that player is updated (this might be a suboptimal way of 598 * of that player is updated (this might be a suboptimal way of
722 * updating that window, though, since update_object() is called _often_) 599 * updating that window, though, since update_object() is called _often_)
723 * 600 *
724 * action is a hint of what the caller believes need to be done. 601 * action is a hint of what the caller believes need to be done.
725 * For example, if the only thing that has changed is the face (due to
726 * an animation), we don't need to call update_position until that actually
727 * comes into view of a player. OTOH, many other things, like addition/removal
728 * of walls or living creatures may need us to update the flags now.
729 * current action are: 602 * current action are:
730 * UP_OBJ_INSERT: op was inserted 603 * UP_OBJ_INSERT: op was inserted
731 * UP_OBJ_REMOVE: op was removed 604 * UP_OBJ_REMOVE: op was removed
732 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 605 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
733 * as that is easier than trying to look at what may have changed. 606 * as that is easier than trying to look at what may have changed.
734 * UP_OBJ_FACE: only the objects face has changed. 607 * UP_OBJ_FACE: only the objects face has changed.
735 */ 608 */
736
737void 609void
738update_object (object *op, int action) 610update_object (object *op, int action)
739{ 611{
740 int update_now = 0, flags;
741 MoveType move_on, move_off, move_block, move_slow;
742
743 if (op == NULL) 612 if (op == NULL)
744 { 613 {
745 /* this should never happen */ 614 /* this should never happen */
746 LOG (llevDebug, "update_object() called for NULL object.\n"); 615 LOG (llevDebug, "update_object() called for NULL object.\n");
747 return; 616 return;
748 } 617 }
749 618
750 if (op->env != NULL) 619 if (op->env)
751 { 620 {
752 /* Animation is currently handled by client, so nothing 621 /* Animation is currently handled by client, so nothing
753 * to do in this case. 622 * to do in this case.
754 */ 623 */
755 return; 624 return;
760 */ 629 */
761 if (!op->map || op->map->in_memory == MAP_SAVING) 630 if (!op->map || op->map->in_memory == MAP_SAVING)
762 return; 631 return;
763 632
764 /* make sure the object is within map boundaries */ 633 /* make sure the object is within map boundaries */
765 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map)) 634 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
766 { 635 {
767 LOG (llevError, "update_object() called for object out of map!\n"); 636 LOG (llevError, "update_object() called for object out of map!\n");
768#ifdef MANY_CORES 637#ifdef MANY_CORES
769 abort (); 638 abort ();
770#endif 639#endif
771 return; 640 return;
772 } 641 }
773 642
774 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 643 mapspace &m = op->ms ();
775 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
776 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
777 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
778 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
779 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
780 644
645 if (!(m.flags_ & P_UPTODATE))
646 /* nop */;
781 if (action == UP_OBJ_INSERT) 647 else if (action == UP_OBJ_INSERT)
782 { 648 {
649 // this is likely overkill, TODO: revisit (schmorp)
783 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 650 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
784 update_now = 1;
785
786 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 651 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
787 update_now = 1; 652 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
788 653 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
654 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
789 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 655 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
790 update_now = 1;
791
792 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
793 update_now = 1;
794
795 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
796 update_now = 1;
797
798 if ((move_on | op->move_on) != move_on) 656 || (m.move_on | op->move_on ) != m.move_on
799 update_now = 1;
800
801 if ((move_off | op->move_off) != move_off) 657 || (m.move_off | op->move_off ) != m.move_off
802 update_now = 1; 658 || (m.move_slow | op->move_slow) != m.move_slow
803
804 /* This isn't perfect, but I don't expect a lot of objects to 659 /* This isn't perfect, but I don't expect a lot of objects to
805 * to have move_allow right now. 660 * to have move_allow right now.
806 */ 661 */
807 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 662 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
808 update_now = 1; 663 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
809 664 m.flags_ = 0;
810 if ((move_slow | op->move_slow) != move_slow)
811 update_now = 1;
812 } 665 }
813
814 /* if the object is being removed, we can't make intelligent 666 /* if the object is being removed, we can't make intelligent
815 * decisions, because remove_ob can't really pass the object 667 * decisions, because remove_ob can't really pass the object
816 * that is being removed. 668 * that is being removed.
817 */ 669 */
818 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 670 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
819 update_now = 1; 671 m.flags_ = 0;
820 else if (action == UP_OBJ_FACE) 672 else if (action == UP_OBJ_FACE)
821 /* Nothing to do for that case */ ; 673 /* Nothing to do for that case */ ;
822 else 674 else
823 LOG (llevError, "update_object called with invalid action: %d\n", action); 675 LOG (llevError, "update_object called with invalid action: %d\n", action);
824 676
825 if (update_now)
826 {
827 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
828 update_position (op->map, op->x, op->y);
829 }
830
831 if (op->more != NULL) 677 if (op->more)
832 update_object (op->more, action); 678 update_object (op->more, action);
833}
834
835object::vector object::mortals;
836object::vector object::objects; // not yet used
837object *object::first;
838
839void object::free_mortals ()
840{
841 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
842 if ((*i)->refcnt)
843 ++i; // further delay freeing
844 else
845 {
846 delete *i;
847 mortals.erase (i);
848 }
849} 679}
850 680
851object::object () 681object::object ()
852{ 682{
853 SET_FLAG (this, FLAG_REMOVED); 683 SET_FLAG (this, FLAG_REMOVED);
856 face = blank_face; 686 face = blank_face;
857} 687}
858 688
859object::~object () 689object::~object ()
860{ 690{
691 unlink ();
692
861 free_key_values (this); 693 free_key_values (this);
862} 694}
863 695
696static int object_count;
697
864void object::link () 698void object::link ()
865{ 699{
866 count = ++ob_count; 700 assert (!index);//D
867 uuid = gen_uuid (); 701 uuid = gen_uuid ();
702 count = ++object_count;
868 703
869 prev = 0; 704 refcnt_inc ();
870 next = object::first; 705 objects.insert (this);
871
872 if (object::first)
873 object::first->prev = this;
874
875 object::first = this;
876} 706}
877 707
878void object::unlink () 708void object::unlink ()
879{ 709{
880 if (this == object::first) 710 if (!index)
881 object::first = next; 711 return;
882 712
883 /* Remove this object from the list of used objects */ 713 objects.erase (this);
884 if (prev) prev->next = next; 714 refcnt_dec ();
885 if (next) next->prev = prev; 715}
886 716
887 prev = 0; 717void
888 next = 0; 718object::activate ()
719{
720 /* If already on active list, don't do anything */
721 if (active)
722 return;
723
724 if (has_active_speed ())
725 actives.insert (this);
726}
727
728void
729object::activate_recursive ()
730{
731 activate ();
732
733 for (object *op = inv; op; op = op->below)
734 op->activate_recursive ();
735}
736
737/* This function removes object 'op' from the list of active
738 * objects.
739 * This should only be used for style maps or other such
740 * reference maps where you don't want an object that isn't
741 * in play chewing up cpu time getting processed.
742 * The reverse of this is to call update_ob_speed, which
743 * will do the right thing based on the speed of the object.
744 */
745void
746object::deactivate ()
747{
748 /* If not on the active list, nothing needs to be done */
749 if (!active)
750 return;
751
752 actives.erase (this);
753}
754
755void
756object::deactivate_recursive ()
757{
758 for (object *op = inv; op; op = op->below)
759 op->deactivate_recursive ();
760
761 deactivate ();
762}
763
764void
765object::set_flag_inv (int flag, int value)
766{
767 for (object *op = inv; op; op = op->below)
768 {
769 op->flag [flag] = value;
770 op->set_flag_inv (flag, value);
771 }
772}
773
774/*
775 * Remove and free all objects in the inventory of the given object.
776 * object.c ?
777 */
778void
779object::destroy_inv (bool drop_to_ground)
780{
781 // need to check first, because the checks below might segfault
782 // as we might be on an invalid mapspace and crossfire code
783 // is too buggy to ensure that the inventory is empty.
784 // corollary: if you create arrows etc. with stuff in tis inventory,
785 // cf will crash below with off-map x and y
786 if (!inv)
787 return;
788
789 /* Only if the space blocks everything do we not process -
790 * if some form of movement is allowed, let objects
791 * drop on that space.
792 */
793 if (!drop_to_ground
794 || !map
795 || map->in_memory != MAP_IN_MEMORY
796 || map->nodrop
797 || ms ().move_block == MOVE_ALL)
798 {
799 while (inv)
800 {
801 inv->destroy_inv (drop_to_ground);
802 inv->destroy ();
803 }
804 }
805 else
806 { /* Put objects in inventory onto this space */
807 while (inv)
808 {
809 object *op = inv;
810
811 if (op->flag [FLAG_STARTEQUIP]
812 || op->flag [FLAG_NO_DROP]
813 || op->type == RUNE
814 || op->type == TRAP
815 || op->flag [FLAG_IS_A_TEMPLATE]
816 || op->flag [FLAG_DESTROY_ON_DEATH])
817 op->destroy ();
818 else
819 map->insert (op, x, y);
820 }
821 }
889} 822}
890 823
891object *object::create () 824object *object::create ()
892{ 825{
893 object *op = new object; 826 object *op = new object;
894 op->link (); 827 op->link ();
895 return op; 828 return op;
896} 829}
897 830
898/* 831void
899 * free_object() frees everything allocated by an object, removes 832object::do_destroy ()
900 * it from the list of used objects, and puts it on the list of
901 * free objects. The IS_FREED() flag is set in the object.
902 * The object must have been removed by remove_ob() first for
903 * this function to succeed.
904 *
905 * If destroy_inventory is set, free inventory as well. Else drop items in
906 * inventory to the ground.
907 */
908void object::destroy (bool destroy_inventory)
909{ 833{
910 if (QUERY_FLAG (this, FLAG_FREED)) 834 attachable::do_destroy ();
911 return;
912 835
913 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 836 if (flag [FLAG_IS_LINKED])
837 remove_button_link (this);
838
839 if (flag [FLAG_FRIENDLY])
840 {
914 remove_friendly_object (this); 841 remove_friendly_object (this);
915 842
916 if (!QUERY_FLAG (this, FLAG_REMOVED)) 843 if (type == GOLEM
844 && owner
845 && owner->type == PLAYER
846 && owner->contr->ranges[range_golem] == this)
847 owner->contr->ranges[range_golem] = 0;
848 }
849
850 if (!flag [FLAG_REMOVED])
917 remove (); 851 remove ();
918 852
919 SET_FLAG (this, FLAG_FREED); 853 destroy_inv (true);
920 854
921 if (more) 855 deactivate ();
922 { 856 unlink ();
923 more->destroy (destroy_inventory);
924 more = 0;
925 }
926 857
927 if (inv) 858 flag [FLAG_FREED] = 1;
928 {
929 /* Only if the space blocks everything do we not process -
930 * if some form of movement is allowed, let objects
931 * drop on that space.
932 */
933 if (destroy_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
934 {
935 object *op = inv;
936
937 while (op)
938 {
939 object *tmp = op->below;
940 op->destroy (destroy_inventory);
941 op = tmp;
942 }
943 }
944 else
945 { /* Put objects in inventory onto this space */
946 object *op = inv;
947
948 while (op)
949 {
950 object *tmp = op->below;
951
952 op->remove ();
953
954 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
955 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
956 op->destroy ();
957 else
958 {
959 op->x = x;
960 op->y = y;
961 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
962 }
963
964 op = tmp;
965 }
966 }
967 }
968 859
969 // hack to ensure that freed objects still have a valid map 860 // hack to ensure that freed objects still have a valid map
970 { 861 {
971 static maptile *freed_map; // freed objects are moved here to avoid crashes 862 static maptile *freed_map; // freed objects are moved here to avoid crashes
972 863
976 867
977 freed_map->name = "/internal/freed_objects_map"; 868 freed_map->name = "/internal/freed_objects_map";
978 freed_map->width = 3; 869 freed_map->width = 3;
979 freed_map->height = 3; 870 freed_map->height = 3;
980 871
981 freed_map->allocate (); 872 freed_map->alloc ();
873 freed_map->in_memory = MAP_IN_MEMORY;
982 } 874 }
983 875
984 map = freed_map; 876 map = freed_map;
985 x = 1; 877 x = 1;
986 y = 1; 878 y = 1;
987 } 879 }
988 880
881 head = 0;
882
883 if (more)
884 {
885 more->destroy ();
886 more = 0;
887 }
888
989 // clear those pointers that likely might have circular references to us 889 // clear those pointers that likely might have circular references to us
990 owner = 0; 890 owner = 0;
991 enemy = 0; 891 enemy = 0;
992 attacked_by = 0; 892 attacked_by = 0;
893}
993 894
994 // only relevant for players(?), but make sure of it anyways 895void
995 contr = 0; 896object::destroy (bool destroy_inventory)
897{
898 if (destroyed ())
899 return;
996 900
997 /* Remove object from the active list */ 901 if (destroy_inventory)
998 speed = 0; 902 destroy_inv (false);
999 update_ob_speed (this);
1000 903
1001 unlink (); 904 attachable::destroy ();
1002
1003 mortals.push_back (this);
1004} 905}
1005 906
1006/* 907/*
1007 * sub_weight() recursively (outwards) subtracts a number from the 908 * sub_weight() recursively (outwards) subtracts a number from the
1008 * weight of an object (and what is carried by it's environment(s)). 909 * weight of an object (and what is carried by it's environment(s)).
1024 * This function removes the object op from the linked list of objects 925 * This function removes the object op from the linked list of objects
1025 * which it is currently tied to. When this function is done, the 926 * which it is currently tied to. When this function is done, the
1026 * object will have no environment. If the object previously had an 927 * object will have no environment. If the object previously had an
1027 * environment, the x and y coordinates will be updated to 928 * environment, the x and y coordinates will be updated to
1028 * the previous environment. 929 * the previous environment.
1029 * Beware: This function is called from the editor as well!
1030 */ 930 */
1031void 931void
1032object::remove () 932object::do_remove ()
1033{ 933{
1034 object *tmp, *last = 0; 934 object *tmp, *last = 0;
1035 object *otmp; 935 object *otmp;
1036 936
1037 int check_walk_off;
1038
1039 if (QUERY_FLAG (this, FLAG_REMOVED)) 937 if (QUERY_FLAG (this, FLAG_REMOVED))
1040 return; 938 return;
1041 939
1042 SET_FLAG (this, FLAG_REMOVED); 940 SET_FLAG (this, FLAG_REMOVED);
941 INVOKE_OBJECT (REMOVE, this);
1043 942
1044 if (more) 943 if (more)
1045 more->remove (); 944 more->remove ();
1046 945
1047 /* 946 /*
1057 956
1058 /* NO_FIX_PLAYER is set when a great many changes are being 957 /* NO_FIX_PLAYER is set when a great many changes are being
1059 * made to players inventory. If set, avoiding the call 958 * made to players inventory. If set, avoiding the call
1060 * to save cpu time. 959 * to save cpu time.
1061 */ 960 */
1062 if ((otmp = is_player_inv (env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 961 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1063 fix_player (otmp); 962 otmp->update_stats ();
1064 963
1065 if (above != NULL) 964 if (above)
1066 above->below = below; 965 above->below = below;
1067 else 966 else
1068 env->inv = below; 967 env->inv = below;
1069 968
1070 if (below != NULL) 969 if (below)
1071 below->above = above; 970 below->above = above;
1072 971
1073 /* we set up values so that it could be inserted into 972 /* we set up values so that it could be inserted into
1074 * the map, but we don't actually do that - it is up 973 * the map, but we don't actually do that - it is up
1075 * to the caller to decide what we want to do. 974 * to the caller to decide what we want to do.
1079 above = 0, below = 0; 978 above = 0, below = 0;
1080 env = 0; 979 env = 0;
1081 } 980 }
1082 else if (map) 981 else if (map)
1083 { 982 {
1084 /* Re did the following section of code - it looks like it had 983 if (type == PLAYER)
1085 * lots of logic for things we no longer care about
1086 */ 984 {
985 // leaving a spot always closes any open container on the ground
986 if (container && !container->env)
987 // this causes spurious floorbox updates, but it ensures
988 // that the CLOSE event is being sent.
989 close_container ();
990
991 --map->players;
992 map->touch ();
993 }
994
995 map->dirty = true;
996 mapspace &ms = this->ms ();
1087 997
1088 /* link the object above us */ 998 /* link the object above us */
1089 if (above) 999 if (above)
1090 above->below = below; 1000 above->below = below;
1091 else 1001 else
1092 SET_MAP_TOP (map, x, y, below); /* we were top, set new top */ 1002 ms.top = below; /* we were top, set new top */
1093 1003
1094 /* Relink the object below us, if there is one */ 1004 /* Relink the object below us, if there is one */
1095 if (below) 1005 if (below)
1096 below->above = above; 1006 below->above = above;
1097 else 1007 else
1099 /* Nothing below, which means we need to relink map object for this space 1009 /* Nothing below, which means we need to relink map object for this space
1100 * use translated coordinates in case some oddness with map tiling is 1010 * use translated coordinates in case some oddness with map tiling is
1101 * evident 1011 * evident
1102 */ 1012 */
1103 if (GET_MAP_OB (map, x, y) != this) 1013 if (GET_MAP_OB (map, x, y) != this)
1104 {
1105 char *dump = dump_object (this);
1106 LOG (llevError,
1107 "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); 1014 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 ());
1108 free (dump);
1109 dump = dump_object (GET_MAP_OB (map, x, y));
1110 LOG (llevError, "%s\n", dump);
1111 free (dump);
1112 }
1113 1015
1114 SET_MAP_OB (map, x, y, above); /* goes on above it. */ 1016 ms.bot = above; /* goes on above it. */
1115 } 1017 }
1116 1018
1117 above = 0; 1019 above = 0;
1118 below = 0; 1020 below = 0;
1119 1021
1120 if (map->in_memory == MAP_SAVING) 1022 if (map->in_memory == MAP_SAVING)
1121 return; 1023 return;
1122 1024
1123 check_walk_off = !QUERY_FLAG (this, FLAG_NO_APPLY); 1025 int check_walk_off = !flag [FLAG_NO_APPLY];
1124 1026
1125 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) 1027 for (tmp = ms.bot; tmp; tmp = tmp->above)
1126 { 1028 {
1127 /* No point updating the players look faces if he is the object 1029 /* No point updating the players look faces if he is the object
1128 * being removed. 1030 * being removed.
1129 */ 1031 */
1130 1032
1134 * removed (most likely destroyed), update the player view 1036 * removed (most likely destroyed), update the player view
1135 * appropriately. 1037 * appropriately.
1136 */ 1038 */
1137 if (tmp->container == this) 1039 if (tmp->container == this)
1138 { 1040 {
1139 CLEAR_FLAG (this, FLAG_APPLIED); 1041 flag [FLAG_APPLIED] = 0;
1140 tmp->container = 0; 1042 tmp->container = 0;
1141 } 1043 }
1142 1044
1143 tmp->contr->socket.update_look = 1; 1045 if (tmp->contr->ns)
1046 tmp->contr->ns->floorbox_update ();
1144 } 1047 }
1145 1048
1146 /* See if player moving off should effect something */ 1049 /* See if object moving off should effect something */
1147 if (check_walk_off 1050 if (check_walk_off
1148 && ((move_type & tmp->move_off) 1051 && ((move_type & tmp->move_off)
1149 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1052 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1150 { 1053 {
1151 move_apply (tmp, this, 0); 1054 move_apply (tmp, this, 0);
1153 if (destroyed ()) 1056 if (destroyed ())
1154 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1057 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1155 } 1058 }
1156 1059
1157 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1060 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1158 1061 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1159 if (tmp->above == tmp) 1062 if (tmp->above == tmp)
1160 tmp->above = 0; 1063 tmp->above = 0;
1161 1064
1162 last = tmp; 1065 last = tmp;
1163 } 1066 }
1164 1067
1165 /* last == NULL of there are no objects on this space */ 1068 /* last == NULL if there are no objects on this space */
1069 //TODO: this makes little sense, why only update the topmost object?
1166 if (!last) 1070 if (!last)
1167 { 1071 map->at (x, y).flags_ = 0;
1168 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1169 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1170 * those out anyways, and if there are any flags set right now, they won't
1171 * be correct anyways.
1172 */
1173 SET_MAP_FLAGS (map, x, y, P_NEED_UPDATE);
1174 update_position (map, x, y);
1175 }
1176 else 1072 else
1177 update_object (last, UP_OBJ_REMOVE); 1073 update_object (last, UP_OBJ_REMOVE);
1178 1074
1179 if (QUERY_FLAG (this, FLAG_BLOCKSVIEW) || glow_radius) 1075 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1180 update_all_los (map, x, y); 1076 update_all_los (map, x, y);
1181 } 1077 }
1182} 1078}
1183 1079
1184/* 1080/*
1193merge_ob (object *op, object *top) 1089merge_ob (object *op, object *top)
1194{ 1090{
1195 if (!op->nrof) 1091 if (!op->nrof)
1196 return 0; 1092 return 0;
1197 1093
1198 if (top == NULL) 1094 if (top)
1199 for (top = op; top != NULL && top->above != NULL; top = top->above); 1095 for (top = op; top && top->above; top = top->above)
1096 ;
1200 1097
1201 for (; top != NULL; top = top->below) 1098 for (; top; top = top->below)
1202 { 1099 {
1203 if (top == op) 1100 if (top == op)
1204 continue; 1101 continue;
1205 if (CAN_MERGE (op, top)) 1102
1103 if (object::can_merge (op, top))
1206 { 1104 {
1207 top->nrof += op->nrof; 1105 top->nrof += op->nrof;
1208 1106
1209/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1107/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1210 op->weight = 0; /* Don't want any adjustements now */ 1108 op->weight = 0; /* Don't want any adjustements now */
1215 1113
1216 return 0; 1114 return 0;
1217} 1115}
1218 1116
1219/* 1117/*
1220 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1118 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1221 * job preparing multi-part monsters 1119 * job preparing multi-part monsters.
1222 */ 1120 */
1223object * 1121object *
1224insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1122insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1225{ 1123{
1226 object *tmp;
1227
1228 if (op->head)
1229 op = op->head;
1230
1231 for (tmp = op; tmp; tmp = tmp->more) 1124 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1232 { 1125 {
1233 tmp->x = x + tmp->arch->clone.x; 1126 tmp->x = x + tmp->arch->clone.x;
1234 tmp->y = y + tmp->arch->clone.y; 1127 tmp->y = y + tmp->arch->clone.y;
1235 } 1128 }
1236 1129
1255 * Return value: 1148 * Return value:
1256 * new object if 'op' was merged with other object 1149 * new object if 'op' was merged with other object
1257 * NULL if 'op' was destroyed 1150 * NULL if 'op' was destroyed
1258 * just 'op' otherwise 1151 * just 'op' otherwise
1259 */ 1152 */
1260
1261object * 1153object *
1262insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1154insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1263{ 1155{
1264 object *tmp, *top, *floor = NULL; 1156 object *tmp, *top, *floor = NULL;
1265 sint16 x, y;
1266 1157
1267 if (QUERY_FLAG (op, FLAG_FREED)) 1158 if (QUERY_FLAG (op, FLAG_FREED))
1268 { 1159 {
1269 LOG (llevError, "Trying to insert freed object!\n"); 1160 LOG (llevError, "Trying to insert freed object!\n");
1270 return NULL; 1161 return NULL;
1271 } 1162 }
1272 1163
1273 if (m == NULL) 1164 if (!QUERY_FLAG (op, FLAG_REMOVED))
1165 LOG (llevError, "Trying to insert already inserted object %s\n", op->debug_desc ());
1166
1167 op->remove ();
1168
1169 if (!m)
1274 { 1170 {
1275 char *dump = dump_object (op); 1171 char *dump = dump_object (op);
1276 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump); 1172 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1277 free (dump); 1173 free (dump);
1278 return op; 1174 return op;
1291#endif 1187#endif
1292 free (dump); 1188 free (dump);
1293 return op; 1189 return op;
1294 } 1190 }
1295 1191
1296 if (!QUERY_FLAG (op, FLAG_REMOVED))
1297 {
1298 char *dump = dump_object (op);
1299 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1300 free (dump);
1301 return op;
1302 }
1303
1304 if (op->more != NULL)
1305 {
1306 /* The part may be on a different map. */
1307
1308 object *more = op->more; 1192 if (object *more = op->more)
1309 1193 {
1310 /* We really need the caller to normalize coordinates - if
1311 * we set the map, that doesn't work if the location is within
1312 * a map and this is straddling an edge. So only if coordinate
1313 * is clear wrong do we normalize it.
1314 */
1315 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1316 more->map = get_map_from_coord (m, &more->x, &more->y);
1317 else if (!more->map)
1318 {
1319 /* For backwards compatibility - when not dealing with tiled maps,
1320 * more->map should always point to the parent.
1321 */
1322 more->map = m;
1323 }
1324
1325 if (insert_ob_in_map (more, more->map, originator, flag) == NULL) 1194 if (!insert_ob_in_map (more, m, originator, flag))
1326 { 1195 {
1327 if (!op->head) 1196 if (!op->head)
1328 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1197 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1329 1198
1330 return NULL; 1199 return 0;
1331 } 1200 }
1332 } 1201 }
1333 1202
1334 CLEAR_FLAG (op, FLAG_REMOVED); 1203 CLEAR_FLAG (op, FLAG_REMOVED);
1335 1204
1336 /* Ideally, the caller figures this out. However, it complicates a lot 1205 /* Ideally, the caller figures this out. However, it complicates a lot
1337 * of areas of callers (eg, anything that uses find_free_spot would now 1206 * of areas of callers (eg, anything that uses find_free_spot would now
1338 * need extra work 1207 * need extra work
1339 */ 1208 */
1340 op->map = get_map_from_coord (m, &op->x, &op->y); 1209 if (!xy_normalise (m, op->x, op->y))
1341 x = op->x; 1210 return 0;
1342 y = op->y; 1211
1212 op->map = m;
1213 mapspace &ms = op->ms ();
1343 1214
1344 /* this has to be done after we translate the coordinates. 1215 /* this has to be done after we translate the coordinates.
1345 */ 1216 */
1346 if (op->nrof && !(flag & INS_NO_MERGE)) 1217 if (op->nrof && !(flag & INS_NO_MERGE))
1347 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1218 for (tmp = ms.bot; tmp; tmp = tmp->above)
1348 if (CAN_MERGE (op, tmp)) 1219 if (object::can_merge (op, tmp))
1349 { 1220 {
1350 op->nrof += tmp->nrof; 1221 op->nrof += tmp->nrof;
1351 tmp->destroy (); 1222 tmp->destroy ();
1352 } 1223 }
1353 1224
1369 op->below = originator->below; 1240 op->below = originator->below;
1370 1241
1371 if (op->below) 1242 if (op->below)
1372 op->below->above = op; 1243 op->below->above = op;
1373 else 1244 else
1374 SET_MAP_OB (op->map, op->x, op->y, op); 1245 ms.bot = op;
1375 1246
1376 /* since *below* originator, no need to update top */ 1247 /* since *below* originator, no need to update top */
1377 originator->below = op; 1248 originator->below = op;
1378 } 1249 }
1379 else 1250 else
1380 { 1251 {
1252 top = ms.bot;
1253
1381 /* If there are other objects, then */ 1254 /* If there are other objects, then */
1382 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1255 if ((!(flag & INS_MAP_LOAD)) && top)
1383 { 1256 {
1384 object *last = NULL; 1257 object *last = 0;
1385 1258
1386 /* 1259 /*
1387 * If there are multiple objects on this space, we do some trickier handling. 1260 * If there are multiple objects on this space, we do some trickier handling.
1388 * We've already dealt with merging if appropriate. 1261 * We've already dealt with merging if appropriate.
1389 * Generally, we want to put the new object on top. But if 1262 * Generally, we want to put the new object on top. But if
1393 * once we get to them. This reduces the need to traverse over all of 1266 * once we get to them. This reduces the need to traverse over all of
1394 * them when adding another one - this saves quite a bit of cpu time 1267 * them when adding another one - this saves quite a bit of cpu time
1395 * when lots of spells are cast in one area. Currently, it is presumed 1268 * when lots of spells are cast in one area. Currently, it is presumed
1396 * that flying non pickable objects are spell objects. 1269 * that flying non pickable objects are spell objects.
1397 */ 1270 */
1398 1271 for (top = ms.bot; top; top = top->above)
1399 while (top != NULL)
1400 { 1272 {
1401 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1273 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1402 floor = top; 1274 floor = top;
1403 1275
1404 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1276 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1407 top = top->below; 1279 top = top->below;
1408 break; 1280 break;
1409 } 1281 }
1410 1282
1411 last = top; 1283 last = top;
1412 top = top->above;
1413 } 1284 }
1414 1285
1415 /* Don't want top to be NULL, so set it to the last valid object */ 1286 /* Don't want top to be NULL, so set it to the last valid object */
1416 top = last; 1287 top = last;
1417 1288
1419 * looks like instead of lots of conditions here. 1290 * looks like instead of lots of conditions here.
1420 * makes things faster, and effectively the same result. 1291 * makes things faster, and effectively the same result.
1421 */ 1292 */
1422 1293
1423 /* Have object 'fall below' other objects that block view. 1294 /* Have object 'fall below' other objects that block view.
1424 * Unless those objects are exits, type 66 1295 * Unless those objects are exits.
1425 * If INS_ON_TOP is used, don't do this processing 1296 * If INS_ON_TOP is used, don't do this processing
1426 * Need to find the object that in fact blocks view, otherwise 1297 * Need to find the object that in fact blocks view, otherwise
1427 * stacking is a bit odd. 1298 * stacking is a bit odd.
1428 */ 1299 */
1429 if (!(flag & INS_ON_TOP) && 1300 if (!(flag & INS_ON_TOP)
1430 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1301 && ms.flags () & P_BLOCKSVIEW
1302 && (op->face && !faces [op->face].visibility))
1431 { 1303 {
1432 for (last = top; last != floor; last = last->below) 1304 for (last = top; last != floor; last = last->below)
1433 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1305 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1434 break; 1306 break;
1307
1435 /* Check to see if we found the object that blocks view, 1308 /* Check to see if we found the object that blocks view,
1436 * and make sure we have a below pointer for it so that 1309 * and make sure we have a below pointer for it so that
1437 * we can get inserted below this one, which requires we 1310 * we can get inserted below this one, which requires we
1438 * set top to the object below us. 1311 * set top to the object below us.
1439 */ 1312 */
1441 top = last->below; 1314 top = last->below;
1442 } 1315 }
1443 } /* If objects on this space */ 1316 } /* If objects on this space */
1444 1317
1445 if (flag & INS_MAP_LOAD) 1318 if (flag & INS_MAP_LOAD)
1446 top = GET_MAP_TOP (op->map, op->x, op->y); 1319 top = ms.top;
1447 1320
1448 if (flag & INS_ABOVE_FLOOR_ONLY) 1321 if (flag & INS_ABOVE_FLOOR_ONLY)
1449 top = floor; 1322 top = floor;
1450 1323
1451 /* Top is the object that our object (op) is going to get inserted above. 1324 /* Top is the object that our object (op) is going to get inserted above.
1452 */ 1325 */
1453 1326
1454 /* First object on this space */ 1327 /* First object on this space */
1455 if (!top) 1328 if (!top)
1456 { 1329 {
1457 op->above = GET_MAP_OB (op->map, op->x, op->y); 1330 op->above = ms.bot;
1458 1331
1459 if (op->above) 1332 if (op->above)
1460 op->above->below = op; 1333 op->above->below = op;
1461 1334
1462 op->below = NULL; 1335 op->below = 0;
1463 SET_MAP_OB (op->map, op->x, op->y, op); 1336 ms.bot = op;
1464 } 1337 }
1465 else 1338 else
1466 { /* get inserted into the stack above top */ 1339 { /* get inserted into the stack above top */
1467 op->above = top->above; 1340 op->above = top->above;
1468 1341
1471 1344
1472 op->below = top; 1345 op->below = top;
1473 top->above = op; 1346 top->above = op;
1474 } 1347 }
1475 1348
1476 if (op->above == NULL) 1349 if (!op->above)
1477 SET_MAP_TOP (op->map, op->x, op->y, op); 1350 ms.top = op;
1478 } /* else not INS_BELOW_ORIGINATOR */ 1351 } /* else not INS_BELOW_ORIGINATOR */
1479 1352
1480 if (op->type == PLAYER) 1353 if (op->type == PLAYER)
1354 {
1481 op->contr->do_los = 1; 1355 op->contr->do_los = 1;
1356 ++op->map->players;
1357 op->map->touch ();
1358 }
1359
1360 op->map->dirty = true;
1482 1361
1483 /* If we have a floor, we know the player, if any, will be above 1362 /* If we have a floor, we know the player, if any, will be above
1484 * it, so save a few ticks and start from there. 1363 * it, so save a few ticks and start from there.
1485 */ 1364 */
1486 if (!(flag & INS_MAP_LOAD)) 1365 if (!(flag & INS_MAP_LOAD))
1487 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1366 if (object *pl = ms.player ())
1488 if (tmp->type == PLAYER) 1367 if (pl->contr->ns)
1489 tmp->contr->socket.update_look = 1; 1368 pl->contr->ns->floorbox_update ();
1490 1369
1491 /* If this object glows, it may affect lighting conditions that are 1370 /* If this object glows, it may affect lighting conditions that are
1492 * visible to others on this map. But update_all_los is really 1371 * visible to others on this map. But update_all_los is really
1493 * an inefficient way to do this, as it means los for all players 1372 * an inefficient way to do this, as it means los for all players
1494 * on the map will get recalculated. The players could very well 1373 * on the map will get recalculated. The players could very well
1495 * be far away from this change and not affected in any way - 1374 * be far away from this change and not affected in any way -
1496 * this should get redone to only look for players within range, 1375 * this should get redone to only look for players within range,
1497 * or just updating the P_NEED_UPDATE for spaces within this area 1376 * or just updating the P_UPTODATE for spaces within this area
1498 * of effect may be sufficient. 1377 * of effect may be sufficient.
1499 */ 1378 */
1500 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1379 if (op->map->darkness && (op->glow_radius != 0))
1501 update_all_los (op->map, op->x, op->y); 1380 update_all_los (op->map, op->x, op->y);
1502 1381
1503 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1382 /* updates flags (blocked, alive, no magic, etc) for this map space */
1504 update_object (op, UP_OBJ_INSERT); 1383 update_object (op, UP_OBJ_INSERT);
1505 1384
1385 INVOKE_OBJECT (INSERT, op);
1386
1506 /* Don't know if moving this to the end will break anything. However, 1387 /* Don't know if moving this to the end will break anything. However,
1507 * we want to have update_look set above before calling this. 1388 * we want to have floorbox_update called before calling this.
1508 * 1389 *
1509 * check_move_on() must be after this because code called from 1390 * check_move_on() must be after this because code called from
1510 * check_move_on() depends on correct map flags (so functions like 1391 * check_move_on() depends on correct map flags (so functions like
1511 * blocked() and wall() work properly), and these flags are updated by 1392 * blocked() and wall() work properly), and these flags are updated by
1512 * update_object(). 1393 * update_object().
1514 1395
1515 /* if this is not the head or flag has been passed, don't check walk on status */ 1396 /* if this is not the head or flag has been passed, don't check walk on status */
1516 if (!(flag & INS_NO_WALK_ON) && !op->head) 1397 if (!(flag & INS_NO_WALK_ON) && !op->head)
1517 { 1398 {
1518 if (check_move_on (op, originator)) 1399 if (check_move_on (op, originator))
1519 return NULL; 1400 return 0;
1520 1401
1521 /* If we are a multi part object, lets work our way through the check 1402 /* If we are a multi part object, lets work our way through the check
1522 * walk on's. 1403 * walk on's.
1523 */ 1404 */
1524 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1405 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1525 if (check_move_on (tmp, originator)) 1406 if (check_move_on (tmp, originator))
1526 return NULL; 1407 return 0;
1527 } 1408 }
1528 1409
1529 return op; 1410 return op;
1530} 1411}
1531 1412
1532/* this function inserts an object in the map, but if it 1413/* this function inserts an object in the map, but if it
1533 * finds an object of its own type, it'll remove that one first. 1414 * finds an object of its own type, it'll remove that one first.
1534 * op is the object to insert it under: supplies x and the map. 1415 * op is the object to insert it under: supplies x and the map.
1535 */ 1416 */
1536void 1417void
1537replace_insert_ob_in_map (const char *arch_string, object *op) 1418replace_insert_ob_in_map (const char *arch_string, object *op)
1538{ 1419{
1539 object * 1420 object *tmp, *tmp1;
1540 tmp;
1541 object *
1542 tmp1;
1543 1421
1544 /* first search for itself and remove any old instances */ 1422 /* first search for itself and remove any old instances */
1545 1423
1546 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1424 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1547 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1425 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1548 tmp->destroy (); 1426 tmp->destroy ();
1549 1427
1550 tmp1 = arch_to_object (archetype::find (arch_string)); 1428 tmp1 = arch_to_object (archetype::find (arch_string));
1551 1429
1552 tmp1->x = op->x; 1430 tmp1->x = op->x;
1553 tmp1->y = op->y; 1431 tmp1->y = op->y;
1554 insert_ob_in_map (tmp1, op->map, op, 0); 1432 insert_ob_in_map (tmp1, op->map, op, 0);
1433}
1434
1435// XXX: function not returning object*
1436object *
1437object::insert_at (object *where, object *originator, int flags)
1438{
1439 where->map->insert (this, where->x, where->y, originator, flags);
1555} 1440}
1556 1441
1557/* 1442/*
1558 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1443 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1559 * is returned contains nr objects, and the remaining parts contains 1444 * is returned contains nr objects, and the remaining parts contains
1560 * the rest (or is removed and freed if that number is 0). 1445 * the rest (or is removed and freed if that number is 0).
1561 * On failure, NULL is returned, and the reason put into the 1446 * On failure, NULL is returned, and the reason put into the
1562 * global static errmsg array. 1447 * global static errmsg array.
1563 */ 1448 */
1564
1565object * 1449object *
1566get_split_ob (object *orig_ob, uint32 nr) 1450get_split_ob (object *orig_ob, uint32 nr)
1567{ 1451{
1568 object *newob; 1452 object *newob;
1569 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1453 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1605 1489
1606object * 1490object *
1607decrease_ob_nr (object *op, uint32 i) 1491decrease_ob_nr (object *op, uint32 i)
1608{ 1492{
1609 object *tmp; 1493 object *tmp;
1610 player *pl;
1611 1494
1612 if (i == 0) /* objects with op->nrof require this check */ 1495 if (i == 0) /* objects with op->nrof require this check */
1613 return op; 1496 return op;
1614 1497
1615 if (i > op->nrof) 1498 if (i > op->nrof)
1616 i = op->nrof; 1499 i = op->nrof;
1617 1500
1618 if (QUERY_FLAG (op, FLAG_REMOVED)) 1501 if (QUERY_FLAG (op, FLAG_REMOVED))
1619 op->nrof -= i; 1502 op->nrof -= i;
1620 else if (op->env != NULL) 1503 else if (op->env)
1621 { 1504 {
1622 /* is this object in the players inventory, or sub container 1505 /* is this object in the players inventory, or sub container
1623 * therein? 1506 * therein?
1624 */ 1507 */
1625 tmp = is_player_inv (op->env); 1508 tmp = op->in_player ();
1626 /* nope. Is this a container the player has opened? 1509 /* nope. Is this a container the player has opened?
1627 * If so, set tmp to that player. 1510 * If so, set tmp to that player.
1628 * IMO, searching through all the players will mostly 1511 * IMO, searching through all the players will mostly
1629 * likely be quicker than following op->env to the map, 1512 * likely be quicker than following op->env to the map,
1630 * and then searching the map for a player. 1513 * and then searching the map for a player.
1631 */ 1514 */
1632 if (!tmp) 1515 if (!tmp)
1633 { 1516 for_all_players (pl)
1634 for (pl = first_player; pl; pl = pl->next)
1635 if (pl->ob->container == op->env) 1517 if (pl->ob->container == op->env)
1518 {
1519 tmp = pl->ob;
1636 break; 1520 break;
1637 if (pl)
1638 tmp = pl->ob;
1639 else
1640 tmp = NULL;
1641 } 1521 }
1642 1522
1643 if (i < op->nrof) 1523 if (i < op->nrof)
1644 { 1524 {
1645 sub_weight (op->env, op->weight * i); 1525 sub_weight (op->env, op->weight * i);
1646 op->nrof -= i; 1526 op->nrof -= i;
1647 if (tmp) 1527 if (tmp)
1648 {
1649 esrv_send_item (tmp, op); 1528 esrv_send_item (tmp, op);
1650 }
1651 } 1529 }
1652 else 1530 else
1653 { 1531 {
1654 op->remove (); 1532 op->remove ();
1655 op->nrof = 0; 1533 op->nrof = 0;
1656 if (tmp) 1534 if (tmp)
1657 {
1658 esrv_del_item (tmp->contr, op->count); 1535 esrv_del_item (tmp->contr, op->count);
1659 }
1660 } 1536 }
1661 } 1537 }
1662 else 1538 else
1663 { 1539 {
1664 object *above = op->above; 1540 object *above = op->above;
1670 op->remove (); 1546 op->remove ();
1671 op->nrof = 0; 1547 op->nrof = 0;
1672 } 1548 }
1673 1549
1674 /* Since we just removed op, op->above is null */ 1550 /* Since we just removed op, op->above is null */
1675 for (tmp = above; tmp != NULL; tmp = tmp->above) 1551 for (tmp = above; tmp; tmp = tmp->above)
1676 if (tmp->type == PLAYER) 1552 if (tmp->type == PLAYER)
1677 { 1553 {
1678 if (op->nrof) 1554 if (op->nrof)
1679 esrv_send_item (tmp, op); 1555 esrv_send_item (tmp, op);
1680 else 1556 else
1685 if (op->nrof) 1561 if (op->nrof)
1686 return op; 1562 return op;
1687 else 1563 else
1688 { 1564 {
1689 op->destroy (); 1565 op->destroy ();
1690 return NULL; 1566 return 0;
1691 } 1567 }
1692} 1568}
1693 1569
1694/* 1570/*
1695 * add_weight(object, weight) adds the specified weight to an object, 1571 * add_weight(object, weight) adds the specified weight to an object,
1755 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1631 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1756 CLEAR_FLAG (op, FLAG_REMOVED); 1632 CLEAR_FLAG (op, FLAG_REMOVED);
1757 if (op->nrof) 1633 if (op->nrof)
1758 { 1634 {
1759 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1635 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1760 if (CAN_MERGE (tmp, op)) 1636 if (object::can_merge (tmp, op))
1761 { 1637 {
1762 /* return the original object and remove inserted object 1638 /* return the original object and remove inserted object
1763 (client needs the original object) */ 1639 (client needs the original object) */
1764 tmp->nrof += op->nrof; 1640 tmp->nrof += op->nrof;
1765 /* Weight handling gets pretty funky. Since we are adding to 1641 /* Weight handling gets pretty funky. Since we are adding to
1783 add_weight (this, op->weight * op->nrof); 1659 add_weight (this, op->weight * op->nrof);
1784 } 1660 }
1785 else 1661 else
1786 add_weight (this, (op->weight + op->carrying)); 1662 add_weight (this, (op->weight + op->carrying));
1787 1663
1788 otmp = is_player_inv (this); 1664 otmp = this->in_player ();
1789 if (otmp && otmp->contr) 1665 if (otmp && otmp->contr)
1790 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1666 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1791 fix_player (otmp); 1667 otmp->update_stats ();
1792 1668
1793 op->map = NULL; 1669 op->map = 0;
1794 op->env = this; 1670 op->env = this;
1795 op->above = NULL; 1671 op->above = 0;
1796 op->below = NULL; 1672 op->below = 0;
1797 op->x = 0, op->y = 0; 1673 op->x = 0, op->y = 0;
1798 1674
1799 /* reset the light list and los of the players on the map */ 1675 /* reset the light list and los of the players on the map */
1800 if ((op->glow_radius != 0) && map) 1676 if ((op->glow_radius != 0) && map)
1801 { 1677 {
1802#ifdef DEBUG_LIGHTS 1678#ifdef DEBUG_LIGHTS
1803 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1679 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1804#endif /* DEBUG_LIGHTS */ 1680#endif /* DEBUG_LIGHTS */
1805 if (MAP_DARKNESS (map)) 1681 if (map->darkness)
1806 update_all_los (map, x, y); 1682 update_all_los (map, x, y);
1807 } 1683 }
1808 1684
1809 /* Client has no idea of ordering so lets not bother ordering it here. 1685 /* Client has no idea of ordering so lets not bother ordering it here.
1810 * It sure simplifies this function... 1686 * It sure simplifies this function...
1815 { 1691 {
1816 op->below = inv; 1692 op->below = inv;
1817 op->below->above = op; 1693 op->below->above = op;
1818 inv = op; 1694 inv = op;
1819 } 1695 }
1696
1697 INVOKE_OBJECT (INSERT, this);
1820 1698
1821 return op; 1699 return op;
1822} 1700}
1823 1701
1824/* 1702/*
1839 * 1717 *
1840 * MSW 2001-07-08: Check all objects on space, not just those below 1718 * MSW 2001-07-08: Check all objects on space, not just those below
1841 * object being inserted. insert_ob_in_map may not put new objects 1719 * object being inserted. insert_ob_in_map may not put new objects
1842 * on top. 1720 * on top.
1843 */ 1721 */
1844
1845int 1722int
1846check_move_on (object *op, object *originator) 1723check_move_on (object *op, object *originator)
1847{ 1724{
1848 object *tmp; 1725 object *tmp;
1849 maptile *m = op->map; 1726 maptile *m = op->map;
1876 1753
1877 /* The objects have to be checked from top to bottom. 1754 /* The objects have to be checked from top to bottom.
1878 * Hence, we first go to the top: 1755 * Hence, we first go to the top:
1879 */ 1756 */
1880 1757
1881 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1758 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1882 { 1759 {
1883 /* Trim the search when we find the first other spell effect 1760 /* Trim the search when we find the first other spell effect
1884 * this helps performance so that if a space has 50 spell objects, 1761 * this helps performance so that if a space has 50 spell objects,
1885 * we don't need to check all of them. 1762 * we don't need to check all of them.
1886 */ 1763 */
1904 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1781 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1905 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1782 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1906 { 1783 {
1907 1784
1908 float 1785 float
1909 diff = tmp->move_slow_penalty * FABS (op->speed); 1786 diff = tmp->move_slow_penalty * fabs (op->speed);
1910 1787
1911 if (op->type == PLAYER) 1788 if (op->type == PLAYER)
1912 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1789 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1913 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1790 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1914 diff /= 4.0; 1791 diff /= 4.0;
1941/* 1818/*
1942 * present_arch(arch, map, x, y) searches for any objects with 1819 * present_arch(arch, map, x, y) searches for any objects with
1943 * a matching archetype at the given map and coordinates. 1820 * a matching archetype at the given map and coordinates.
1944 * The first matching object is returned, or NULL if none. 1821 * The first matching object is returned, or NULL if none.
1945 */ 1822 */
1946
1947object * 1823object *
1948present_arch (const archetype *at, maptile *m, int x, int y) 1824present_arch (const archetype *at, maptile *m, int x, int y)
1949{ 1825{
1950 object *
1951 tmp;
1952
1953 if (m == NULL || out_of_map (m, x, y)) 1826 if (!m || out_of_map (m, x, y))
1954 { 1827 {
1955 LOG (llevError, "Present_arch called outside map.\n"); 1828 LOG (llevError, "Present_arch called outside map.\n");
1956 return NULL; 1829 return NULL;
1957 } 1830 }
1958 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1831
1832 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1959 if (tmp->arch == at) 1833 if (tmp->arch == at)
1960 return tmp; 1834 return tmp;
1835
1961 return NULL; 1836 return NULL;
1962} 1837}
1963 1838
1964/* 1839/*
1965 * present(type, map, x, y) searches for any objects with 1840 * present(type, map, x, y) searches for any objects with
1966 * a matching type variable at the given map and coordinates. 1841 * a matching type variable at the given map and coordinates.
1967 * The first matching object is returned, or NULL if none. 1842 * The first matching object is returned, or NULL if none.
1968 */ 1843 */
1969
1970object * 1844object *
1971present (unsigned char type, maptile *m, int x, int y) 1845present (unsigned char type, maptile *m, int x, int y)
1972{ 1846{
1973 object *
1974 tmp;
1975
1976 if (out_of_map (m, x, y)) 1847 if (out_of_map (m, x, y))
1977 { 1848 {
1978 LOG (llevError, "Present called outside map.\n"); 1849 LOG (llevError, "Present called outside map.\n");
1979 return NULL; 1850 return NULL;
1980 } 1851 }
1981 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1852
1853 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1982 if (tmp->type == type) 1854 if (tmp->type == type)
1983 return tmp; 1855 return tmp;
1856
1984 return NULL; 1857 return NULL;
1985} 1858}
1986 1859
1987/* 1860/*
1988 * present_in_ob(type, object) searches for any objects with 1861 * present_in_ob(type, object) searches for any objects with
1989 * a matching type variable in the inventory of the given object. 1862 * a matching type variable in the inventory of the given object.
1990 * The first matching object is returned, or NULL if none. 1863 * The first matching object is returned, or NULL if none.
1991 */ 1864 */
1992
1993object * 1865object *
1994present_in_ob (unsigned char type, const object *op) 1866present_in_ob (unsigned char type, const object *op)
1995{ 1867{
1996 object *
1997 tmp;
1998
1999 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1868 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2000 if (tmp->type == type) 1869 if (tmp->type == type)
2001 return tmp; 1870 return tmp;
1871
2002 return NULL; 1872 return NULL;
2003} 1873}
2004 1874
2005/* 1875/*
2006 * present_in_ob (type, str, object) searches for any objects with 1876 * present_in_ob (type, str, object) searches for any objects with
2014 * str is the string to match against. Note that we match against 1884 * str is the string to match against. Note that we match against
2015 * the object name, not the archetype name. this is so that the 1885 * the object name, not the archetype name. this is so that the
2016 * spell code can use one object type (force), but change it's name 1886 * spell code can use one object type (force), but change it's name
2017 * to be unique. 1887 * to be unique.
2018 */ 1888 */
2019
2020object * 1889object *
2021present_in_ob_by_name (int type, const char *str, const object *op) 1890present_in_ob_by_name (int type, const char *str, const object *op)
2022{ 1891{
2023 object *
2024 tmp;
2025
2026 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1892 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2027 {
2028 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1893 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2029 return tmp; 1894 return tmp;
2030 } 1895
2031 return NULL; 1896 return 0;
2032} 1897}
2033 1898
2034/* 1899/*
2035 * present_arch_in_ob(archetype, object) searches for any objects with 1900 * present_arch_in_ob(archetype, object) searches for any objects with
2036 * a matching archetype in the inventory of the given object. 1901 * a matching archetype in the inventory of the given object.
2037 * The first matching object is returned, or NULL if none. 1902 * The first matching object is returned, or NULL if none.
2038 */ 1903 */
2039
2040object * 1904object *
2041present_arch_in_ob (const archetype *at, const object *op) 1905present_arch_in_ob (const archetype *at, const object *op)
2042{ 1906{
2043 object *
2044 tmp;
2045
2046 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1907 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2047 if (tmp->arch == at) 1908 if (tmp->arch == at)
2048 return tmp; 1909 return tmp;
1910
2049 return NULL; 1911 return NULL;
2050} 1912}
2051 1913
2052/* 1914/*
2053 * activate recursively a flag on an object inventory 1915 * activate recursively a flag on an object inventory
2054 */ 1916 */
2055void 1917void
2056flag_inv (object *op, int flag) 1918flag_inv (object *op, int flag)
2057{ 1919{
2058 object *
2059 tmp;
2060
2061 if (op->inv) 1920 if (op->inv)
2062 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1921 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2063 { 1922 {
2064 SET_FLAG (tmp, flag); 1923 SET_FLAG (tmp, flag);
2065 flag_inv (tmp, flag); 1924 flag_inv (tmp, flag);
2066 } 1925 }
2067} /* 1926}
1927
1928/*
2068 * desactivate recursively a flag on an object inventory 1929 * deactivate recursively a flag on an object inventory
2069 */ 1930 */
2070void 1931void
2071unflag_inv (object *op, int flag) 1932unflag_inv (object *op, int flag)
2072{ 1933{
2073 object *
2074 tmp;
2075
2076 if (op->inv) 1934 if (op->inv)
2077 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1935 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2078 { 1936 {
2079 CLEAR_FLAG (tmp, flag); 1937 CLEAR_FLAG (tmp, flag);
2080 unflag_inv (tmp, flag); 1938 unflag_inv (tmp, flag);
2081 } 1939 }
2082} 1940}
2085 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 1943 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2086 * all it's inventory (recursively). 1944 * all it's inventory (recursively).
2087 * If checksums are used, a player will get set_cheat called for 1945 * If checksums are used, a player will get set_cheat called for
2088 * him/her-self and all object carried by a call to this function. 1946 * him/her-self and all object carried by a call to this function.
2089 */ 1947 */
2090
2091void 1948void
2092set_cheat (object *op) 1949set_cheat (object *op)
2093{ 1950{
2094 SET_FLAG (op, FLAG_WAS_WIZ); 1951 SET_FLAG (op, FLAG_WAS_WIZ);
2095 flag_inv (op, FLAG_WAS_WIZ); 1952 flag_inv (op, FLAG_WAS_WIZ);
2114 * because arch_blocked (now ob_blocked) needs to know the movement type 1971 * because arch_blocked (now ob_blocked) needs to know the movement type
2115 * to know if the space in question will block the object. We can't use 1972 * to know if the space in question will block the object. We can't use
2116 * the archetype because that isn't correct if the monster has been 1973 * the archetype because that isn't correct if the monster has been
2117 * customized, changed states, etc. 1974 * customized, changed states, etc.
2118 */ 1975 */
2119
2120int 1976int
2121find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 1977find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2122{ 1978{
2123 int
2124 i,
2125 index = 0, flag; 1979 int index = 0, flag;
2126 static int
2127 altern[SIZEOFFREE]; 1980 int altern[SIZEOFFREE];
2128 1981
2129 for (i = start; i < stop; i++) 1982 for (int i = start; i < stop; i++)
2130 { 1983 {
2131 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 1984 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2132 if (!flag) 1985 if (!flag)
2133 altern[index++] = i; 1986 altern [index++] = i;
2134 1987
2135 /* Basically, if we find a wall on a space, we cut down the search size. 1988 /* Basically, if we find a wall on a space, we cut down the search size.
2136 * In this way, we won't return spaces that are on another side of a wall. 1989 * In this way, we won't return spaces that are on another side of a wall.
2137 * This mostly work, but it cuts down the search size in all directions - 1990 * This mostly work, but it cuts down the search size in all directions -
2138 * if the space being examined only has a wall to the north and empty 1991 * if the space being examined only has a wall to the north and empty
2139 * spaces in all the other directions, this will reduce the search space 1992 * spaces in all the other directions, this will reduce the search space
2140 * to only the spaces immediately surrounding the target area, and 1993 * to only the spaces immediately surrounding the target area, and
2141 * won't look 2 spaces south of the target space. 1994 * won't look 2 spaces south of the target space.
2142 */ 1995 */
2143 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 1996 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2144 stop = maxfree[i]; 1997 stop = maxfree[i];
2145 } 1998 }
1999
2146 if (!index) 2000 if (!index)
2147 return -1; 2001 return -1;
2002
2148 return altern[RANDOM () % index]; 2003 return altern [rndm (index)];
2149} 2004}
2150 2005
2151/* 2006/*
2152 * find_first_free_spot(archetype, maptile, x, y) works like 2007 * find_first_free_spot(archetype, maptile, x, y) works like
2153 * find_free_spot(), but it will search max number of squares. 2008 * find_free_spot(), but it will search max number of squares.
2154 * But it will return the first available spot, not a random choice. 2009 * But it will return the first available spot, not a random choice.
2155 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2010 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2156 */ 2011 */
2157
2158int 2012int
2159find_first_free_spot (const object *ob, maptile *m, int x, int y) 2013find_first_free_spot (const object *ob, maptile *m, int x, int y)
2160{ 2014{
2161 int
2162 i;
2163
2164 for (i = 0; i < SIZEOFFREE; i++) 2015 for (int i = 0; i < SIZEOFFREE; i++)
2165 {
2166 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2016 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2167 return i; 2017 return i;
2168 } 2018
2169 return -1; 2019 return -1;
2170} 2020}
2171 2021
2172/* 2022/*
2173 * The function permute(arr, begin, end) randomly reorders the array 2023 * The function permute(arr, begin, end) randomly reorders the array
2174 * arr[begin..end-1]. 2024 * arr[begin..end-1].
2025 * now uses a fisher-yates shuffle, old permute was broken
2175 */ 2026 */
2176static void 2027static void
2177permute (int *arr, int begin, int end) 2028permute (int *arr, int begin, int end)
2178{ 2029{
2179 int 2030 arr += begin;
2180 i,
2181 j,
2182 tmp,
2183 len;
2184
2185 len = end - begin; 2031 end -= begin;
2186 for (i = begin; i < end; i++)
2187 {
2188 j = begin + RANDOM () % len;
2189 2032
2190 tmp = arr[i]; 2033 while (--end)
2191 arr[i] = arr[j]; 2034 swap (arr [end], arr [rndm (end + 1)]);
2192 arr[j] = tmp;
2193 }
2194} 2035}
2195 2036
2196/* new function to make monster searching more efficient, and effective! 2037/* new function to make monster searching more efficient, and effective!
2197 * This basically returns a randomized array (in the passed pointer) of 2038 * This basically returns a randomized array (in the passed pointer) of
2198 * the spaces to find monsters. In this way, it won't always look for 2039 * the spaces to find monsters. In this way, it won't always look for
2201 * the 3x3 area will be searched, just not in a predictable order. 2042 * the 3x3 area will be searched, just not in a predictable order.
2202 */ 2043 */
2203void 2044void
2204get_search_arr (int *search_arr) 2045get_search_arr (int *search_arr)
2205{ 2046{
2206 int 2047 int i;
2207 i;
2208 2048
2209 for (i = 0; i < SIZEOFFREE; i++) 2049 for (i = 0; i < SIZEOFFREE; i++)
2210 {
2211 search_arr[i] = i; 2050 search_arr[i] = i;
2212 }
2213 2051
2214 permute (search_arr, 1, SIZEOFFREE1 + 1); 2052 permute (search_arr, 1, SIZEOFFREE1 + 1);
2215 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2053 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2216 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2054 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2217} 2055}
2226 * Perhaps incorrectly, but I'm making the assumption that exclude 2064 * Perhaps incorrectly, but I'm making the assumption that exclude
2227 * is actually want is going to try and move there. We need this info 2065 * is actually want is going to try and move there. We need this info
2228 * because we have to know what movement the thing looking to move 2066 * because we have to know what movement the thing looking to move
2229 * there is capable of. 2067 * there is capable of.
2230 */ 2068 */
2231
2232int 2069int
2233find_dir (maptile *m, int x, int y, object *exclude) 2070find_dir (maptile *m, int x, int y, object *exclude)
2234{ 2071{
2235 int
2236 i,
2237 max = SIZEOFFREE, mflags; 2072 int i, max = SIZEOFFREE, mflags;
2238 2073
2239 sint16 nx, ny; 2074 sint16 nx, ny;
2240 object * 2075 object *tmp;
2241 tmp;
2242 maptile * 2076 maptile *mp;
2243 mp;
2244 2077
2245 MoveType blocked, move_type; 2078 MoveType blocked, move_type;
2246 2079
2247 if (exclude && exclude->head) 2080 if (exclude && exclude->head)
2248 { 2081 {
2260 mp = m; 2093 mp = m;
2261 nx = x + freearr_x[i]; 2094 nx = x + freearr_x[i];
2262 ny = y + freearr_y[i]; 2095 ny = y + freearr_y[i];
2263 2096
2264 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2097 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2098
2265 if (mflags & P_OUT_OF_MAP) 2099 if (mflags & P_OUT_OF_MAP)
2266 {
2267 max = maxfree[i]; 2100 max = maxfree[i];
2268 }
2269 else 2101 else
2270 { 2102 {
2271 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2103 mapspace &ms = mp->at (nx, ny);
2104
2105 blocked = ms.move_block;
2272 2106
2273 if ((move_type & blocked) == move_type) 2107 if ((move_type & blocked) == move_type)
2274 {
2275 max = maxfree[i]; 2108 max = maxfree[i];
2276 }
2277 else if (mflags & P_IS_ALIVE) 2109 else if (mflags & P_IS_ALIVE)
2278 { 2110 {
2279 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2111 for (tmp = ms.bot; tmp; tmp = tmp->above)
2280 { 2112 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2281 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2113 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2282 {
2283 break; 2114 break;
2284 } 2115
2285 }
2286 if (tmp) 2116 if (tmp)
2287 {
2288 return freedir[i]; 2117 return freedir[i];
2289 }
2290 } 2118 }
2291 } 2119 }
2292 } 2120 }
2121
2293 return 0; 2122 return 0;
2294} 2123}
2295 2124
2296/* 2125/*
2297 * distance(object 1, object 2) will return the square of the 2126 * distance(object 1, object 2) will return the square of the
2298 * distance between the two given objects. 2127 * distance between the two given objects.
2299 */ 2128 */
2300
2301int 2129int
2302distance (const object *ob1, const object *ob2) 2130distance (const object *ob1, const object *ob2)
2303{ 2131{
2304 int
2305 i;
2306
2307 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2132 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2308 return i;
2309} 2133}
2310 2134
2311/* 2135/*
2312 * find_dir_2(delta-x,delta-y) will return a direction in which 2136 * find_dir_2(delta-x,delta-y) will return a direction in which
2313 * an object which has subtracted the x and y coordinates of another 2137 * an object which has subtracted the x and y coordinates of another
2314 * object, needs to travel toward it. 2138 * object, needs to travel toward it.
2315 */ 2139 */
2316
2317int 2140int
2318find_dir_2 (int x, int y) 2141find_dir_2 (int x, int y)
2319{ 2142{
2320 int 2143 int q;
2321 q;
2322 2144
2323 if (y) 2145 if (y)
2324 q = x * 100 / y; 2146 q = x * 100 / y;
2325 else if (x) 2147 else if (x)
2326 q = -300 * x; 2148 q = -300 * x;
2351 2173
2352 return 3; 2174 return 3;
2353} 2175}
2354 2176
2355/* 2177/*
2356 * absdir(int): Returns a number between 1 and 8, which represent
2357 * the "absolute" direction of a number (it actually takes care of
2358 * "overflow" in previous calculations of a direction).
2359 */
2360
2361int
2362absdir (int d)
2363{
2364 while (d < 1)
2365 d += 8;
2366 while (d > 8)
2367 d -= 8;
2368 return d;
2369}
2370
2371/*
2372 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2178 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2373 * between two directions (which are expected to be absolute (see absdir()) 2179 * between two directions (which are expected to be absolute (see absdir())
2374 */ 2180 */
2375
2376int 2181int
2377dirdiff (int dir1, int dir2) 2182dirdiff (int dir1, int dir2)
2378{ 2183{
2379 int 2184 int d;
2380 d;
2381 2185
2382 d = abs (dir1 - dir2); 2186 d = abs (dir1 - dir2);
2383 if (d > 4) 2187 if (d > 4)
2384 d = 8 - d; 2188 d = 8 - d;
2189
2385 return d; 2190 return d;
2386} 2191}
2387 2192
2388/* peterm: 2193/* peterm:
2389 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2194 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2392 * This basically means that if direction is 15, then it could either go 2197 * This basically means that if direction is 15, then it could either go
2393 * direction 4, 14, or 16 to get back to where we are. 2198 * direction 4, 14, or 16 to get back to where we are.
2394 * Moved from spell_util.c to object.c with the other related direction 2199 * Moved from spell_util.c to object.c with the other related direction
2395 * functions. 2200 * functions.
2396 */ 2201 */
2397
2398int
2399 reduction_dir[SIZEOFFREE][3] = { 2202int reduction_dir[SIZEOFFREE][3] = {
2400 {0, 0, 0}, /* 0 */ 2203 {0, 0, 0}, /* 0 */
2401 {0, 0, 0}, /* 1 */ 2204 {0, 0, 0}, /* 1 */
2402 {0, 0, 0}, /* 2 */ 2205 {0, 0, 0}, /* 2 */
2403 {0, 0, 0}, /* 3 */ 2206 {0, 0, 0}, /* 3 */
2404 {0, 0, 0}, /* 4 */ 2207 {0, 0, 0}, /* 4 */
2452 * find a path to that monster that we found. If not, 2255 * find a path to that monster that we found. If not,
2453 * we don't bother going toward it. Returns 1 if we 2256 * we don't bother going toward it. Returns 1 if we
2454 * can see a direct way to get it 2257 * can see a direct way to get it
2455 * Modified to be map tile aware -.MSW 2258 * Modified to be map tile aware -.MSW
2456 */ 2259 */
2457
2458
2459int 2260int
2460can_see_monsterP (maptile *m, int x, int y, int dir) 2261can_see_monsterP (maptile *m, int x, int y, int dir)
2461{ 2262{
2462 sint16 dx, dy; 2263 sint16 dx, dy;
2463 int
2464 mflags; 2264 int mflags;
2465 2265
2466 if (dir < 0) 2266 if (dir < 0)
2467 return 0; /* exit condition: invalid direction */ 2267 return 0; /* exit condition: invalid direction */
2468 2268
2469 dx = x + freearr_x[dir]; 2269 dx = x + freearr_x[dir];
2482 return 0; 2282 return 0;
2483 2283
2484 /* yes, can see. */ 2284 /* yes, can see. */
2485 if (dir < 9) 2285 if (dir < 9)
2486 return 1; 2286 return 1;
2287
2487 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2288 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2488 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]); 2289 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2290 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2489} 2291}
2490
2491
2492 2292
2493/* 2293/*
2494 * can_pick(picker, item): finds out if an object is possible to be 2294 * can_pick(picker, item): finds out if an object is possible to be
2495 * picked up by the picker. Returnes 1 if it can be 2295 * picked up by the picker. Returnes 1 if it can be
2496 * picked up, otherwise 0. 2296 * picked up, otherwise 0.
2507 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2307 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2508 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2308 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2509 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2309 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2510} 2310}
2511 2311
2512
2513/* 2312/*
2514 * create clone from object to another 2313 * create clone from object to another
2515 */ 2314 */
2516object * 2315object *
2517object_create_clone (object *asrc) 2316object_create_clone (object *asrc)
2536 { 2335 {
2537 dst = tmp; 2336 dst = tmp;
2538 tmp->head = 0; 2337 tmp->head = 0;
2539 } 2338 }
2540 else 2339 else
2541 {
2542 tmp->head = dst; 2340 tmp->head = dst;
2543 }
2544 2341
2545 tmp->more = 0; 2342 tmp->more = 0;
2546 2343
2547 if (prev) 2344 if (prev)
2548 prev->more = tmp; 2345 prev->more = tmp;
2552 2349
2553 for (item = src->inv; item; item = item->below) 2350 for (item = src->inv; item; item = item->below)
2554 insert_ob_in_ob (object_create_clone (item), dst); 2351 insert_ob_in_ob (object_create_clone (item), dst);
2555 2352
2556 return dst; 2353 return dst;
2557}
2558
2559/* GROS - Creates an object using a string representing its content. */
2560/* Basically, we save the content of the string to a temp file, then call */
2561/* load_object on it. I admit it is a highly inefficient way to make things, */
2562/* but it was simple to make and allows reusing the load_object function. */
2563/* Remember not to use load_object_str in a time-critical situation. */
2564/* Also remember that multiparts objects are not supported for now. */
2565
2566object *
2567load_object_str (const char *obstr)
2568{
2569 object *op;
2570 char filename[MAX_BUF];
2571
2572 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2573
2574 FILE *tempfile = fopen (filename, "w");
2575
2576 if (tempfile == NULL)
2577 {
2578 LOG (llevError, "Error - Unable to access load object temp file\n");
2579 return NULL;
2580 }
2581
2582 fprintf (tempfile, obstr);
2583 fclose (tempfile);
2584
2585 op = object::create ();
2586
2587 object_thawer thawer (filename);
2588
2589 if (thawer)
2590 load_object (thawer, op, 0);
2591
2592 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2593 CLEAR_FLAG (op, FLAG_REMOVED);
2594
2595 return op;
2596} 2354}
2597 2355
2598/* This returns the first object in who's inventory that 2356/* This returns the first object in who's inventory that
2599 * has the same type and subtype match. 2357 * has the same type and subtype match.
2600 * returns NULL if no match. 2358 * returns NULL if no match.
2601 */ 2359 */
2602object * 2360object *
2603find_obj_by_type_subtype (const object *who, int type, int subtype) 2361find_obj_by_type_subtype (const object *who, int type, int subtype)
2604{ 2362{
2605 object *tmp;
2606
2607 for (tmp = who->inv; tmp; tmp = tmp->below) 2363 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2608 if (tmp->type == type && tmp->subtype == subtype) 2364 if (tmp->type == type && tmp->subtype == subtype)
2609 return tmp; 2365 return tmp;
2610 2366
2611 return NULL; 2367 return 0;
2612} 2368}
2613 2369
2614/* If ob has a field named key, return the link from the list, 2370/* If ob has a field named key, return the link from the list,
2615 * otherwise return NULL. 2371 * otherwise return NULL.
2616 * 2372 *
2618 * do the desired thing. 2374 * do the desired thing.
2619 */ 2375 */
2620key_value * 2376key_value *
2621get_ob_key_link (const object *ob, const char *key) 2377get_ob_key_link (const object *ob, const char *key)
2622{ 2378{
2623 key_value *link;
2624
2625 for (link = ob->key_values; link != NULL; link = link->next) 2379 for (key_value *link = ob->key_values; link; link = link->next)
2626 if (link->key == key) 2380 if (link->key == key)
2627 return link; 2381 return link;
2628 2382
2629 return NULL; 2383 return 0;
2630} 2384}
2631 2385
2632/* 2386/*
2633 * Returns the value of op has an extra_field for key, or NULL. 2387 * Returns the value of op has an extra_field for key, or NULL.
2634 * 2388 *
2659 if (link->key == canonical_key) 2413 if (link->key == canonical_key)
2660 return link->value; 2414 return link->value;
2661 2415
2662 return 0; 2416 return 0;
2663} 2417}
2664
2665 2418
2666/* 2419/*
2667 * Updates the canonical_key in op to value. 2420 * Updates the canonical_key in op to value.
2668 * 2421 *
2669 * canonical_key is a shared string (value doesn't have to be). 2422 * canonical_key is a shared string (value doesn't have to be).
2674 * Returns TRUE on success. 2427 * Returns TRUE on success.
2675 */ 2428 */
2676int 2429int
2677set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) 2430set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2678{ 2431{
2679 key_value *
2680 field = NULL, *last = NULL; 2432 key_value *field = NULL, *last = NULL;
2681 2433
2682 for (field = op->key_values; field != NULL; field = field->next) 2434 for (field = op->key_values; field != NULL; field = field->next)
2683 { 2435 {
2684 if (field->key != canonical_key) 2436 if (field->key != canonical_key)
2685 { 2437 {
2713 /* IF we get here, key doesn't exist */ 2465 /* IF we get here, key doesn't exist */
2714 2466
2715 /* No field, we'll have to add it. */ 2467 /* No field, we'll have to add it. */
2716 2468
2717 if (!add_key) 2469 if (!add_key)
2718 {
2719 return FALSE; 2470 return FALSE;
2720 } 2471
2721 /* There isn't any good reason to store a null 2472 /* There isn't any good reason to store a null
2722 * value in the key/value list. If the archetype has 2473 * value in the key/value list. If the archetype has
2723 * this key, then we should also have it, so shouldn't 2474 * this key, then we should also have it, so shouldn't
2724 * be here. If user wants to store empty strings, 2475 * be here. If user wants to store empty strings,
2725 * should pass in "" 2476 * should pass in ""
2774 } 2525 }
2775 else 2526 else
2776 item = item->env; 2527 item = item->env;
2777} 2528}
2778 2529
2530
2531const char *
2532object::flag_desc (char *desc, int len) const
2533{
2534 char *p = desc;
2535 bool first = true;
2536
2537 *p = 0;
2538
2539 for (int i = 0; i < NUM_FLAGS; i++)
2540 {
2541 if (len <= 10) // magic constant!
2542 {
2543 snprintf (p, len, ",...");
2544 break;
2545 }
2546
2547 if (flag [i])
2548 {
2549 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2550 len -= cnt;
2551 p += cnt;
2552 first = false;
2553 }
2554 }
2555
2556 return desc;
2557}
2558
2779// return a suitable string describing an objetc in enough detail to find it 2559// return a suitable string describing an object in enough detail to find it
2780const char * 2560const char *
2781object::debug_desc (char *info) const 2561object::debug_desc (char *info) const
2782{ 2562{
2563 char flagdesc[512];
2783 char info2[256 * 3]; 2564 char info2[256 * 4];
2784 char *p = info; 2565 char *p = info;
2785 2566
2786 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2567 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2787 count, 2568 count, uuid.seq,
2788 &name, 2569 &name,
2789 title ? " " : "", 2570 title ? "\",title:\"" : "",
2790 title ? (const char *)title : ""); 2571 title ? (const char *)title : "",
2572 flag_desc (flagdesc, 512), type);
2791 2573
2792 if (env) 2574 if (env)
2793 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2575 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2794 2576
2795 if (map) 2577 if (map)
2796 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2578 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2797 2579
2798 return info; 2580 return info;
2799} 2581}
2800 2582
2801const char * 2583const char *
2802object::debug_desc () const 2584object::debug_desc () const
2803{ 2585{
2804 static char info[256 * 3]; 2586 static char info[256 * 4];
2805 return debug_desc (info); 2587 return debug_desc (info);
2806} 2588}
2807 2589
2590const char *
2591object::debug_desc2 () const
2592{
2593 static char info[256 * 4];
2594 return debug_desc (info);
2595}
2596
2597struct region *
2598object::region () const
2599{
2600 return map ? map->region (x, y)
2601 : region::default_region ();
2602}
2603
2604const materialtype_t *
2605object::dominant_material () const
2606{
2607 if (materialtype_t *mat = name_to_material (materialname))
2608 return mat;
2609
2610 // omfg this is slow, this has to be temporary :)
2611 shstr unknown ("unknown");
2612
2613 return name_to_material (unknown);
2614}
2615
2616void
2617object::open_container (object *new_container)
2618{
2619 if (container == new_container)
2620 return;
2621
2622 if (object *old_container = container)
2623 {
2624 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2625 return;
2626
2627#if 0
2628 // remove the "Close old_container" object.
2629 if (object *closer = old_container->inv)
2630 if (closer->type == CLOSE_CON)
2631 closer->destroy ();
2632#endif
2633
2634 old_container->flag [FLAG_APPLIED] = 0;
2635 container = 0;
2636
2637 esrv_update_item (UPD_FLAGS, this, old_container);
2638 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2639 }
2640
2641 if (new_container)
2642 {
2643 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2644 return;
2645
2646 // TODO: this does not seem to serve any purpose anymore?
2647#if 0
2648 // insert the "Close Container" object.
2649 if (archetype *closer = new_container->other_arch)
2650 {
2651 object *closer = arch_to_object (new_container->other_arch);
2652 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2653 new_container->insert (closer);
2654 }
2655#endif
2656
2657 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2658
2659 new_container->flag [FLAG_APPLIED] = 1;
2660 container = new_container;
2661
2662 esrv_update_item (UPD_FLAGS, this, new_container);
2663 esrv_send_inventory (this, new_container);
2664 }
2665}
2666
2667

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