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Comparing deliantra/server/common/object.C (file contents):
Revision 1.74 by root, Wed Dec 20 09:14:21 2006 UTC vs.
Revision 1.110 by root, Sun Jan 7 23:12:03 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
36 37
37int nrofallocobjects = 0; 38int nrofallocobjects = 0;
38static UUID uuid; 39static UUID uuid;
39const uint64 UUID_SKIP = 1<<19; 40const uint64 UUID_SKIP = 1<<19;
40 41
41object *active_objects; /* List of active objects that need to be processed */ 42objectvec objects;
43activevec actives;
42 44
43short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 45short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
44 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 46 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
45}; 47};
46short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 48short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
141 * objects with lists are rare, and lists stay short. If not, use a 143 * objects with lists are rare, and lists stay short. If not, use a
142 * different structure or at least keep the lists sorted... 144 * different structure or at least keep the lists sorted...
143 */ 145 */
144 146
145 /* For each field in wants, */ 147 /* For each field in wants, */
146 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) 148 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
147 { 149 {
148 key_value *has_field; 150 key_value *has_field;
149 151
150 /* Look for a field in has with the same key. */ 152 /* Look for a field in has with the same key. */
151 has_field = get_ob_key_link (has, wants_field->key); 153 has_field = get_ob_key_link (has, wants_field->key);
190 * Check nrof variable *before* calling can_merge() 192 * Check nrof variable *before* calling can_merge()
191 * 193 *
192 * Improvements made with merge: Better checking on potion, and also 194 * Improvements made with merge: Better checking on potion, and also
193 * check weight 195 * check weight
194 */ 196 */
195
196bool object::can_merge_slow (object *ob1, object *ob2) 197bool object::can_merge_slow (object *ob1, object *ob2)
197{ 198{
198 /* A couple quicksanity checks */ 199 /* A couple quicksanity checks */
199 if (ob1 == ob2 200 if (ob1 == ob2
200 || ob1->type != ob2->type 201 || ob1->type != ob2->type
221 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 222 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
222 223
223 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 224 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
224 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 225 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
225 226
226 if ((ob1->flags ^ ob2->flags).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any () 227 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
227 || ob1->arch != ob2->arch 228 || ob1->arch != ob2->arch
228 || ob1->name != ob2->name 229 || ob1->name != ob2->name
229 || ob1->title != ob2->title 230 || ob1->title != ob2->title
230 || ob1->msg != ob2->msg 231 || ob1->msg != ob2->msg
231 || ob1->weight != ob2->weight 232 || ob1->weight != ob2->weight
277 278
278 /* Note sure why the following is the case - either the object has to 279 /* Note sure why the following is the case - either the object has to
279 * be animated or have a very low speed. Is this an attempted monster 280 * be animated or have a very low speed. Is this an attempted monster
280 * check? 281 * check?
281 */ 282 */
282 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 283 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
283 return 0; 284 return 0;
284 285
285 switch (ob1->type) 286 switch (ob1->type)
286 { 287 {
287 case SCROLL: 288 case SCROLL:
364{ 365{
365 if (!op) 366 if (!op)
366 return strdup ("[NULLOBJ]"); 367 return strdup ("[NULLOBJ]");
367 368
368 object_freezer freezer; 369 object_freezer freezer;
369 save_object (freezer, op, 3); 370 save_object (freezer, op, 1);
370 return freezer.as_string (); 371 return freezer.as_string ();
371} 372}
372 373
373/* 374/*
374 * get_nearest_part(multi-object, object 2) returns the part of the 375 * get_nearest_part(multi-object, object 2) returns the part of the
391} 392}
392 393
393/* 394/*
394 * Returns the object which has the count-variable equal to the argument. 395 * Returns the object which has the count-variable equal to the argument.
395 */ 396 */
396
397object * 397object *
398find_object (tag_t i) 398find_object (tag_t i)
399{ 399{
400 for (object *op = object::first; op; op = op->next) 400 return ((unsigned int)i) < objects.size ()
401 if (op->count == i) 401 ? objects [i]
402 return op; 402 : 0;
403
404 return 0;
405} 403}
406 404
407/* 405/*
408 * Returns the first object which has a name equal to the argument. 406 * Returns the first object which has a name equal to the argument.
409 * Used only by the patch command, but not all that useful. 407 * Used only by the patch command, but not all that useful.
410 * Enables features like "patch <name-of-other-player> food 999" 408 * Enables features like "patch <name-of-other-player> food 999"
411 */ 409 */
412
413object * 410object *
414find_object_name (const char *str) 411find_object_name (const char *str)
415{ 412{
416 shstr_cmp str_ (str); 413 shstr_cmp str_ (str);
417 object *op; 414 object *op;
418 415
419 for (op = object::first; op != NULL; op = op->next) 416 for_all_objects (op)
420 if (op->name == str_) 417 if (op->name == str_)
421 break; 418 break;
422 419
423 return op; 420 return op;
424} 421}
467 } 464 }
468 465
469 op->key_values = 0; 466 op->key_values = 0;
470} 467}
471 468
472void object::clear ()
473{
474 attachable_base::clear ();
475
476 free_key_values (this);
477
478 owner = 0;
479 name = 0;
480 name_pl = 0;
481 title = 0;
482 race = 0;
483 slaying = 0;
484 skill = 0;
485 msg = 0;
486 lore = 0;
487 custom_name = 0;
488 materialname = 0;
489 contr = 0;
490 below = 0;
491 above = 0;
492 inv = 0;
493 container = 0;
494 env = 0;
495 more = 0;
496 head = 0;
497 map = 0;
498 active_next = 0;
499 active_prev = 0;
500
501 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
502
503 SET_FLAG (this, FLAG_REMOVED);
504
505 /* What is not cleared is next, prev, and count */
506
507 expmul = 1.0;
508 face = blank_face;
509
510 if (settings.casting_time)
511 casting_time = -1;
512}
513
514/* 469/*
515 * copy_to first frees everything allocated by the dst object, 470 * copy_to first frees everything allocated by the dst object,
516 * and then copies the contents of itself into the second 471 * and then copies the contents of itself into the second
517 * object, allocating what needs to be allocated. Basically, any 472 * object, allocating what needs to be allocated. Basically, any
518 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 473 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
524{ 479{
525 bool is_freed = QUERY_FLAG (dst, FLAG_FREED); 480 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
526 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED); 481 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
527 482
528 *(object_copy *)dst = *this; 483 *(object_copy *)dst = *this;
529 *(object_pod *)dst = *this;
530
531 if (self || cb)
532 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (dst));
533 484
534 if (is_freed) 485 if (is_freed)
535 SET_FLAG (dst, FLAG_FREED); 486 SET_FLAG (dst, FLAG_FREED);
536 487
537 if (is_removed) 488 if (is_removed)
568 tail = new_link; 519 tail = new_link;
569 } 520 }
570 } 521 }
571 } 522 }
572 523
573 update_ob_speed (dst); 524 dst->set_speed (dst->speed);
574} 525}
575 526
576object * 527object *
577object::clone () 528object::clone ()
578{ 529{
584/* 535/*
585 * If an object with the IS_TURNABLE() flag needs to be turned due 536 * If an object with the IS_TURNABLE() flag needs to be turned due
586 * to the closest player being on the other side, this function can 537 * to the closest player being on the other side, this function can
587 * be called to update the face variable, _and_ how it looks on the map. 538 * be called to update the face variable, _and_ how it looks on the map.
588 */ 539 */
589
590void 540void
591update_turn_face (object *op) 541update_turn_face (object *op)
592{ 542{
593 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 543 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
594 return; 544 return;
545
595 SET_ANIMATION (op, op->direction); 546 SET_ANIMATION (op, op->direction);
596 update_object (op, UP_OBJ_FACE); 547 update_object (op, UP_OBJ_FACE);
597} 548}
598 549
599/* 550/*
600 * Updates the speed of an object. If the speed changes from 0 to another 551 * Updates the speed of an object. If the speed changes from 0 to another
601 * value, or vice versa, then add/remove the object from the active list. 552 * value, or vice versa, then add/remove the object from the active list.
602 * This function needs to be called whenever the speed of an object changes. 553 * This function needs to be called whenever the speed of an object changes.
603 */ 554 */
604void 555void
605update_ob_speed (object *op) 556object::set_speed (float speed)
606{ 557{
607 extern int arch_init; 558 if (flag [FLAG_FREED] && speed)
608
609 /* No reason putting the archetypes objects on the speed list,
610 * since they never really need to be updated.
611 */
612
613 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
614 { 559 {
615 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 560 LOG (llevError, "Object %s is freed but has speed.\n", &name);
616#ifdef MANY_CORES
617 abort ();
618#else
619 op->speed = 0; 561 speed = 0;
620#endif
621 }
622
623 if (arch_init)
624 return;
625
626 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
627 { 562 }
628 /* If already on active list, don't do anything */
629 if (op->active_next || op->active_prev || op == active_objects)
630 return;
631 563
632 /* process_events() expects us to insert the object at the beginning 564 this->speed = speed;
633 * of the list. */
634 op->active_next = active_objects;
635 565
636 if (op->active_next != NULL) 566 if (has_active_speed ())
637 op->active_next->active_prev = op; 567 activate ();
638
639 active_objects = op;
640 }
641 else 568 else
642 { 569 deactivate ();
643 /* If not on the active list, nothing needs to be done */
644 if (!op->active_next && !op->active_prev && op != active_objects)
645 return;
646
647 if (op->active_prev == NULL)
648 {
649 active_objects = op->active_next;
650
651 if (op->active_next != NULL)
652 op->active_next->active_prev = NULL;
653 }
654 else
655 {
656 op->active_prev->active_next = op->active_next;
657
658 if (op->active_next)
659 op->active_next->active_prev = op->active_prev;
660 }
661
662 op->active_next = NULL;
663 op->active_prev = NULL;
664 }
665} 570}
666 571
667/* This function removes object 'op' from the list of active
668 * objects.
669 * This should only be used for style maps or other such
670 * reference maps where you don't want an object that isn't
671 * in play chewing up cpu time getting processed.
672 * The reverse of this is to call update_ob_speed, which
673 * will do the right thing based on the speed of the object.
674 */
675void
676remove_from_active_list (object *op)
677{
678 /* If not on the active list, nothing needs to be done */
679 if (!op->active_next && !op->active_prev && op != active_objects)
680 return;
681
682 if (op->active_prev == NULL)
683 {
684 active_objects = op->active_next;
685 if (op->active_next != NULL)
686 op->active_next->active_prev = NULL;
687 }
688 else
689 {
690 op->active_prev->active_next = op->active_next;
691 if (op->active_next)
692 op->active_next->active_prev = op->active_prev;
693 }
694 op->active_next = NULL;
695 op->active_prev = NULL;
696}
697
698/* 572/*
699 * update_object() updates the array which represents the map. 573 * update_object() updates the the map.
700 * It takes into account invisible objects (and represent squares covered 574 * It takes into account invisible objects (and represent squares covered
701 * by invisible objects by whatever is below them (unless it's another 575 * by invisible objects by whatever is below them (unless it's another
702 * invisible object, etc...) 576 * invisible object, etc...)
703 * If the object being updated is beneath a player, the look-window 577 * If the object being updated is beneath a player, the look-window
704 * of that player is updated (this might be a suboptimal way of 578 * of that player is updated (this might be a suboptimal way of
705 * updating that window, though, since update_object() is called _often_) 579 * updating that window, though, since update_object() is called _often_)
706 * 580 *
707 * action is a hint of what the caller believes need to be done. 581 * action is a hint of what the caller believes need to be done.
708 * For example, if the only thing that has changed is the face (due to
709 * an animation), we don't need to call update_position until that actually
710 * comes into view of a player. OTOH, many other things, like addition/removal
711 * of walls or living creatures may need us to update the flags now.
712 * current action are: 582 * current action are:
713 * UP_OBJ_INSERT: op was inserted 583 * UP_OBJ_INSERT: op was inserted
714 * UP_OBJ_REMOVE: op was removed 584 * UP_OBJ_REMOVE: op was removed
715 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 585 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
716 * as that is easier than trying to look at what may have changed. 586 * as that is easier than trying to look at what may have changed.
717 * UP_OBJ_FACE: only the objects face has changed. 587 * UP_OBJ_FACE: only the objects face has changed.
718 */ 588 */
719
720void 589void
721update_object (object *op, int action) 590update_object (object *op, int action)
722{ 591{
723 int update_now = 0, flags;
724 MoveType move_on, move_off, move_block, move_slow; 592 MoveType move_on, move_off, move_block, move_slow;
725 593
726 if (op == NULL) 594 if (op == NULL)
727 { 595 {
728 /* this should never happen */ 596 /* this should never happen */
729 LOG (llevDebug, "update_object() called for NULL object.\n"); 597 LOG (llevDebug, "update_object() called for NULL object.\n");
730 return; 598 return;
731 } 599 }
732 600
733 if (op->env != NULL) 601 if (op->env)
734 { 602 {
735 /* Animation is currently handled by client, so nothing 603 /* Animation is currently handled by client, so nothing
736 * to do in this case. 604 * to do in this case.
737 */ 605 */
738 return; 606 return;
743 */ 611 */
744 if (!op->map || op->map->in_memory == MAP_SAVING) 612 if (!op->map || op->map->in_memory == MAP_SAVING)
745 return; 613 return;
746 614
747 /* make sure the object is within map boundaries */ 615 /* make sure the object is within map boundaries */
748 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map)) 616 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
749 { 617 {
750 LOG (llevError, "update_object() called for object out of map!\n"); 618 LOG (llevError, "update_object() called for object out of map!\n");
751#ifdef MANY_CORES 619#ifdef MANY_CORES
752 abort (); 620 abort ();
753#endif 621#endif
754 return; 622 return;
755 } 623 }
756 624
757 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 625 mapspace &m = op->ms ();
758 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
759 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
760 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
761 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
762 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
763 626
627 if (!(m.flags_ & P_UPTODATE))
628 /* nop */;
764 if (action == UP_OBJ_INSERT) 629 else if (action == UP_OBJ_INSERT)
765 { 630 {
631 // this is likely overkill, TODO: revisit (schmorp)
766 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 632 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
767 update_now = 1;
768
769 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 633 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
770 update_now = 1; 634 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
771 635 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
636 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
772 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 637 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
773 update_now = 1;
774
775 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
776 update_now = 1;
777
778 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
779 update_now = 1;
780
781 if ((move_on | op->move_on) != move_on) 638 || (m.move_on | op->move_on ) != m.move_on
782 update_now = 1;
783
784 if ((move_off | op->move_off) != move_off) 639 || (m.move_off | op->move_off ) != m.move_off
785 update_now = 1; 640 || (m.move_slow | op->move_slow) != m.move_slow
786
787 /* This isn't perfect, but I don't expect a lot of objects to 641 /* This isn't perfect, but I don't expect a lot of objects to
788 * to have move_allow right now. 642 * to have move_allow right now.
789 */ 643 */
790 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 644 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
791 update_now = 1; 645 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
792 646 m.flags_ = 0;
793 if ((move_slow | op->move_slow) != move_slow)
794 update_now = 1;
795 } 647 }
796
797 /* if the object is being removed, we can't make intelligent 648 /* if the object is being removed, we can't make intelligent
798 * decisions, because remove_ob can't really pass the object 649 * decisions, because remove_ob can't really pass the object
799 * that is being removed. 650 * that is being removed.
800 */ 651 */
801 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 652 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
802 update_now = 1; 653 m.flags_ = 0;
803 else if (action == UP_OBJ_FACE) 654 else if (action == UP_OBJ_FACE)
804 /* Nothing to do for that case */ ; 655 /* Nothing to do for that case */ ;
805 else 656 else
806 LOG (llevError, "update_object called with invalid action: %d\n", action); 657 LOG (llevError, "update_object called with invalid action: %d\n", action);
807 658
808 if (update_now)
809 {
810 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
811 update_position (op->map, op->x, op->y);
812 }
813
814 if (op->more != NULL) 659 if (op->more)
815 update_object (op->more, action); 660 update_object (op->more, action);
816} 661}
817 662
818object::vector object::mortals;
819object::vector object::objects; // not yet used
820object *object::first; 663object *object::first;
821
822void object::free_mortals ()
823{
824 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
825 if ((*i)->refcnt)
826 ++i; // further delay freeing
827 else
828 {
829 delete *i;
830 mortals.erase (i);
831 }
832}
833 664
834object::object () 665object::object ()
835{ 666{
836 SET_FLAG (this, FLAG_REMOVED); 667 SET_FLAG (this, FLAG_REMOVED);
837 668
844 free_key_values (this); 675 free_key_values (this);
845} 676}
846 677
847void object::link () 678void object::link ()
848{ 679{
849 count = ++ob_count;
850 uuid = gen_uuid (); 680 uuid = gen_uuid ();
851 681
852 prev = 0; 682 refcnt_inc ();
853 next = object::first; 683 objects.insert (this);
854
855 if (object::first)
856 object::first->prev = this;
857
858 object::first = this;
859} 684}
860 685
861void object::unlink () 686void object::unlink ()
862{ 687{
863 if (this == object::first) 688 objects.erase (this);
864 object::first = next; 689 refcnt_dec ();
690}
865 691
866 /* Remove this object from the list of used objects */ 692void
867 if (prev) prev->next = next; 693object::activate ()
868 if (next) next->prev = prev; 694{
695 /* If already on active list, don't do anything */
696 if (active)
697 return;
869 698
870 prev = 0; 699 if (has_active_speed ())
871 next = 0; 700 actives.insert (this);
701}
702
703void
704object::activate_recursive ()
705{
706 activate ();
707
708 for (object *op = inv; op; op = op->below)
709 op->activate_recursive ();
710}
711
712/* This function removes object 'op' from the list of active
713 * objects.
714 * This should only be used for style maps or other such
715 * reference maps where you don't want an object that isn't
716 * in play chewing up cpu time getting processed.
717 * The reverse of this is to call update_ob_speed, which
718 * will do the right thing based on the speed of the object.
719 */
720void
721object::deactivate ()
722{
723 /* If not on the active list, nothing needs to be done */
724 if (!active)
725 return;
726
727 actives.erase (this);
728}
729
730void
731object::deactivate_recursive ()
732{
733 for (object *op = inv; op; op = op->below)
734 op->deactivate_recursive ();
735
736 deactivate ();
737}
738
739void
740object::set_flag_inv (int flag, int value)
741{
742 for (object *op = inv; op; op = op->below)
743 {
744 op->flag [flag] = value;
745 op->set_flag_inv (flag, value);
746 }
747}
748
749/*
750 * Remove and free all objects in the inventory of the given object.
751 * object.c ?
752 */
753void
754object::destroy_inv (bool drop_to_ground)
755{
756 // need to check first, because the checks below might segfault
757 // as we might be on an invalid mapspace and crossfire code
758 // is too buggy to ensure that the inventory is empty.
759 // corollary: if you create arrows etc. with stuff in tis inventory,
760 // cf will crash below with off-map x and y
761 if (!inv)
762 return;
763
764 /* Only if the space blocks everything do we not process -
765 * if some form of movement is allowed, let objects
766 * drop on that space.
767 */
768 if (!drop_to_ground
769 || !map
770 || map->in_memory != MAP_IN_MEMORY
771 || ms ().move_block == MOVE_ALL)
772 {
773 while (inv)
774 {
775 inv->destroy_inv (drop_to_ground);
776 inv->destroy ();
777 }
778 }
779 else
780 { /* Put objects in inventory onto this space */
781 while (inv)
782 {
783 object *op = inv;
784
785 if (op->flag [FLAG_STARTEQUIP]
786 || op->flag [FLAG_NO_DROP]
787 || op->type == RUNE
788 || op->type == TRAP
789 || op->flag [FLAG_IS_A_TEMPLATE]
790 || op->flag [FLAG_DESTROY_ON_DEATH])
791 op->destroy ();
792 else
793 map->insert (op, x, y);
794 }
795 }
872} 796}
873 797
874object *object::create () 798object *object::create ()
875{ 799{
876 object *op = new object; 800 object *op = new object;
877 op->link (); 801 op->link ();
878 return op; 802 return op;
879} 803}
880 804
881/* 805void
882 * free_object() frees everything allocated by an object, removes 806object::do_destroy ()
883 * it from the list of used objects, and puts it on the list of
884 * free objects. The IS_FREED() flag is set in the object.
885 * The object must have been removed by remove_ob() first for
886 * this function to succeed.
887 *
888 * If destroy_inventory is set, free inventory as well. Else drop items in
889 * inventory to the ground.
890 */
891void object::destroy (bool destroy_inventory)
892{ 807{
893 if (QUERY_FLAG (this, FLAG_FREED)) 808 if (flag [FLAG_IS_LINKED])
809 remove_button_link (this);
810
811 if (flag [FLAG_FRIENDLY])
812 remove_friendly_object (this);
813
814 if (!flag [FLAG_REMOVED])
815 remove ();
816
817 if (flag [FLAG_FREED])
894 return; 818 return;
895 819
896 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 820 set_speed (0);
897 remove_friendly_object (this);
898 821
899 if (!QUERY_FLAG (this, FLAG_REMOVED)) 822 flag [FLAG_FREED] = 1;
900 remove ();
901 823
902 SET_FLAG (this, FLAG_FREED); 824 attachable::do_destroy ();
903 825
904 if (more) 826 destroy_inv (true);
905 { 827 unlink ();
906 more->destroy (destroy_inventory);
907 more = 0;
908 }
909
910 if (inv)
911 {
912 /* Only if the space blocks everything do we not process -
913 * if some form of movement is allowed, let objects
914 * drop on that space.
915 */
916 if (destroy_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
917 {
918 object *op = inv;
919
920 while (op)
921 {
922 object *tmp = op->below;
923 op->destroy (destroy_inventory);
924 op = tmp;
925 }
926 }
927 else
928 { /* Put objects in inventory onto this space */
929 object *op = inv;
930
931 while (op)
932 {
933 object *tmp = op->below;
934
935 op->remove ();
936
937 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
938 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
939 op->destroy ();
940 else
941 {
942 op->x = x;
943 op->y = y;
944 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
945 }
946
947 op = tmp;
948 }
949 }
950 }
951 828
952 // hack to ensure that freed objects still have a valid map 829 // hack to ensure that freed objects still have a valid map
953 { 830 {
954 static maptile *freed_map; // freed objects are moved here to avoid crashes 831 static maptile *freed_map; // freed objects are moved here to avoid crashes
955 832
959 836
960 freed_map->name = "/internal/freed_objects_map"; 837 freed_map->name = "/internal/freed_objects_map";
961 freed_map->width = 3; 838 freed_map->width = 3;
962 freed_map->height = 3; 839 freed_map->height = 3;
963 840
964 freed_map->allocate (); 841 freed_map->alloc ();
842 freed_map->in_memory = MAP_IN_MEMORY;
965 } 843 }
966 844
967 map = freed_map; 845 map = freed_map;
968 x = 1; 846 x = 1;
969 y = 1; 847 y = 1;
970 } 848 }
971 849
850 head = 0;
851
852 if (more)
853 {
854 more->destroy ();
855 more = 0;
856 }
857
972 // clear those pointers that likely might have circular references to us 858 // clear those pointers that likely might have circular references to us
973 owner = 0; 859 owner = 0;
974 enemy = 0; 860 enemy = 0;
975 attacked_by = 0; 861 attacked_by = 0;
862}
976 863
977 // only relevant for players(?), but make sure of it anyways 864void
978 contr = 0; 865object::destroy (bool destroy_inventory)
866{
867 if (destroyed ())
868 return;
979 869
980 /* Remove object from the active list */ 870 if (destroy_inventory)
981 speed = 0; 871 destroy_inv (false);
982 update_ob_speed (this);
983 872
984 unlink (); 873 attachable::destroy ();
985
986 mortals.push_back (this);
987} 874}
988 875
989/* 876/*
990 * sub_weight() recursively (outwards) subtracts a number from the 877 * sub_weight() recursively (outwards) subtracts a number from the
991 * weight of an object (and what is carried by it's environment(s)). 878 * weight of an object (and what is carried by it's environment(s)).
1015object::remove () 902object::remove ()
1016{ 903{
1017 object *tmp, *last = 0; 904 object *tmp, *last = 0;
1018 object *otmp; 905 object *otmp;
1019 906
1020 int check_walk_off;
1021
1022 if (QUERY_FLAG (this, FLAG_REMOVED)) 907 if (QUERY_FLAG (this, FLAG_REMOVED))
1023 return; 908 return;
1024 909
1025 SET_FLAG (this, FLAG_REMOVED); 910 SET_FLAG (this, FLAG_REMOVED);
911 INVOKE_OBJECT (REMOVE, this);
1026 912
1027 if (more) 913 if (more)
1028 more->remove (); 914 more->remove ();
1029 915
1030 /* 916 /*
1041 /* NO_FIX_PLAYER is set when a great many changes are being 927 /* NO_FIX_PLAYER is set when a great many changes are being
1042 * made to players inventory. If set, avoiding the call 928 * made to players inventory. If set, avoiding the call
1043 * to save cpu time. 929 * to save cpu time.
1044 */ 930 */
1045 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 931 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1046 fix_player (otmp); 932 otmp->update_stats ();
1047 933
1048 if (above != NULL) 934 if (above)
1049 above->below = below; 935 above->below = below;
1050 else 936 else
1051 env->inv = below; 937 env->inv = below;
1052 938
1053 if (below != NULL) 939 if (below)
1054 below->above = above; 940 below->above = above;
1055 941
1056 /* we set up values so that it could be inserted into 942 /* we set up values so that it could be inserted into
1057 * the map, but we don't actually do that - it is up 943 * the map, but we don't actually do that - it is up
1058 * to the caller to decide what we want to do. 944 * to the caller to decide what we want to do.
1062 above = 0, below = 0; 948 above = 0, below = 0;
1063 env = 0; 949 env = 0;
1064 } 950 }
1065 else if (map) 951 else if (map)
1066 { 952 {
1067 /* Re did the following section of code - it looks like it had 953 if (type == PLAYER)
1068 * lots of logic for things we no longer care about
1069 */ 954 {
955 --map->players;
956 map->touch ();
957 }
958
959 map->dirty = true;
1070 960
1071 /* link the object above us */ 961 /* link the object above us */
1072 if (above) 962 if (above)
1073 above->below = below; 963 above->below = below;
1074 else 964 else
1075 SET_MAP_TOP (map, x, y, below); /* we were top, set new top */ 965 map->at (x, y).top = below; /* we were top, set new top */
1076 966
1077 /* Relink the object below us, if there is one */ 967 /* Relink the object below us, if there is one */
1078 if (below) 968 if (below)
1079 below->above = above; 969 below->above = above;
1080 else 970 else
1092 dump = dump_object (GET_MAP_OB (map, x, y)); 982 dump = dump_object (GET_MAP_OB (map, x, y));
1093 LOG (llevError, "%s\n", dump); 983 LOG (llevError, "%s\n", dump);
1094 free (dump); 984 free (dump);
1095 } 985 }
1096 986
1097 SET_MAP_OB (map, x, y, above); /* goes on above it. */ 987 map->at (x, y).bot = above; /* goes on above it. */
1098 } 988 }
1099 989
1100 above = 0; 990 above = 0;
1101 below = 0; 991 below = 0;
1102 992
1103 if (map->in_memory == MAP_SAVING) 993 if (map->in_memory == MAP_SAVING)
1104 return; 994 return;
1105 995
1106 check_walk_off = !QUERY_FLAG (this, FLAG_NO_APPLY); 996 int check_walk_off = !flag [FLAG_NO_APPLY];
1107 997
1108 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) 998 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above)
1109 { 999 {
1110 /* No point updating the players look faces if he is the object 1000 /* No point updating the players look faces if he is the object
1111 * being removed. 1001 * being removed.
1112 */ 1002 */
1113 1003
1117 * removed (most likely destroyed), update the player view 1007 * removed (most likely destroyed), update the player view
1118 * appropriately. 1008 * appropriately.
1119 */ 1009 */
1120 if (tmp->container == this) 1010 if (tmp->container == this)
1121 { 1011 {
1122 CLEAR_FLAG (this, FLAG_APPLIED); 1012 flag [FLAG_APPLIED] = 0;
1123 tmp->container = 0; 1013 tmp->container = 0;
1124 } 1014 }
1125 1015
1016 if (tmp->contr->ns)
1126 tmp->contr->socket->floorbox_update (); 1017 tmp->contr->ns->floorbox_update ();
1127 } 1018 }
1128 1019
1129 /* See if player moving off should effect something */ 1020 /* See if object moving off should effect something */
1130 if (check_walk_off 1021 if (check_walk_off
1131 && ((move_type & tmp->move_off) 1022 && ((move_type & tmp->move_off)
1132 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1023 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1133 { 1024 {
1134 move_apply (tmp, this, 0); 1025 move_apply (tmp, this, 0);
1136 if (destroyed ()) 1027 if (destroyed ())
1137 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1028 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1138 } 1029 }
1139 1030
1140 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1031 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1141 1032 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1142 if (tmp->above == tmp) 1033 if (tmp->above == tmp)
1143 tmp->above = 0; 1034 tmp->above = 0;
1144 1035
1145 last = tmp; 1036 last = tmp;
1146 } 1037 }
1147 1038
1148 /* last == NULL of there are no objects on this space */ 1039 /* last == NULL if there are no objects on this space */
1040 //TODO: this makes little sense, why only update the topmost object?
1149 if (!last) 1041 if (!last)
1150 { 1042 map->at (x, y).flags_ = 0;
1151 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1152 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1153 * those out anyways, and if there are any flags set right now, they won't
1154 * be correct anyways.
1155 */
1156 SET_MAP_FLAGS (map, x, y, P_NEED_UPDATE);
1157 update_position (map, x, y);
1158 }
1159 else 1043 else
1160 update_object (last, UP_OBJ_REMOVE); 1044 update_object (last, UP_OBJ_REMOVE);
1161 1045
1162 if (QUERY_FLAG (this, FLAG_BLOCKSVIEW) || glow_radius) 1046 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1163 update_all_los (map, x, y); 1047 update_all_los (map, x, y);
1164 } 1048 }
1165} 1049}
1166 1050
1167/* 1051/*
1176merge_ob (object *op, object *top) 1060merge_ob (object *op, object *top)
1177{ 1061{
1178 if (!op->nrof) 1062 if (!op->nrof)
1179 return 0; 1063 return 0;
1180 1064
1181 if (top == NULL) 1065 if (top)
1182 for (top = op; top != NULL && top->above != NULL; top = top->above); 1066 for (top = op; top && top->above; top = top->above)
1067 ;
1183 1068
1184 for (; top != NULL; top = top->below) 1069 for (; top; top = top->below)
1185 { 1070 {
1186 if (top == op) 1071 if (top == op)
1187 continue; 1072 continue;
1188 1073
1189 if (object::can_merge (op, top)) 1074 if (object::can_merge (op, top))
1205 * job preparing multi-part monsters 1090 * job preparing multi-part monsters
1206 */ 1091 */
1207object * 1092object *
1208insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1093insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1209{ 1094{
1210 object *tmp;
1211
1212 if (op->head)
1213 op = op->head;
1214
1215 for (tmp = op; tmp; tmp = tmp->more) 1095 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1216 { 1096 {
1217 tmp->x = x + tmp->arch->clone.x; 1097 tmp->x = x + tmp->arch->clone.x;
1218 tmp->y = y + tmp->arch->clone.y; 1098 tmp->y = y + tmp->arch->clone.y;
1219 } 1099 }
1220 1100
1239 * Return value: 1119 * Return value:
1240 * new object if 'op' was merged with other object 1120 * new object if 'op' was merged with other object
1241 * NULL if 'op' was destroyed 1121 * NULL if 'op' was destroyed
1242 * just 'op' otherwise 1122 * just 'op' otherwise
1243 */ 1123 */
1244
1245object * 1124object *
1246insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1125insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1247{ 1126{
1248 object *tmp, *top, *floor = NULL; 1127 object *tmp, *top, *floor = NULL;
1249 sint16 x, y; 1128 sint16 x, y;
1252 { 1131 {
1253 LOG (llevError, "Trying to insert freed object!\n"); 1132 LOG (llevError, "Trying to insert freed object!\n");
1254 return NULL; 1133 return NULL;
1255 } 1134 }
1256 1135
1257 if (m == NULL) 1136 if (!m)
1258 { 1137 {
1259 char *dump = dump_object (op); 1138 char *dump = dump_object (op);
1260 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump); 1139 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1261 free (dump); 1140 free (dump);
1262 return op; 1141 return op;
1283 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump); 1162 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1284 free (dump); 1163 free (dump);
1285 return op; 1164 return op;
1286 } 1165 }
1287 1166
1288 if (op->more != NULL) 1167 if (op->more)
1289 { 1168 {
1290 /* The part may be on a different map. */ 1169 /* The part may be on a different map. */
1291 1170
1292 object *more = op->more; 1171 object *more = op->more;
1293 1172
1294 /* We really need the caller to normalize coordinates - if 1173 /* We really need the caller to normalise coordinates - if
1295 * we set the map, that doesn't work if the location is within 1174 * we set the map, that doesn't work if the location is within
1296 * a map and this is straddling an edge. So only if coordinate 1175 * a map and this is straddling an edge. So only if coordinate
1297 * is clear wrong do we normalize it. 1176 * is clear wrong do we normalise it.
1298 */ 1177 */
1299 if (OUT_OF_REAL_MAP (more->map, more->x, more->y)) 1178 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1300 more->map = get_map_from_coord (m, &more->x, &more->y); 1179 more->map = get_map_from_coord (m, &more->x, &more->y);
1301 else if (!more->map) 1180 else if (!more->map)
1302 { 1181 {
1309 if (insert_ob_in_map (more, more->map, originator, flag) == NULL) 1188 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1310 { 1189 {
1311 if (!op->head) 1190 if (!op->head)
1312 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1191 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1313 1192
1314 return NULL; 1193 return 0;
1315 } 1194 }
1316 } 1195 }
1317 1196
1318 CLEAR_FLAG (op, FLAG_REMOVED); 1197 CLEAR_FLAG (op, FLAG_REMOVED);
1319 1198
1326 y = op->y; 1205 y = op->y;
1327 1206
1328 /* this has to be done after we translate the coordinates. 1207 /* this has to be done after we translate the coordinates.
1329 */ 1208 */
1330 if (op->nrof && !(flag & INS_NO_MERGE)) 1209 if (op->nrof && !(flag & INS_NO_MERGE))
1331 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1210 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above)
1332 if (object::can_merge (op, tmp)) 1211 if (object::can_merge (op, tmp))
1333 { 1212 {
1334 op->nrof += tmp->nrof; 1213 op->nrof += tmp->nrof;
1335 tmp->destroy (); 1214 tmp->destroy ();
1336 } 1215 }
1353 op->below = originator->below; 1232 op->below = originator->below;
1354 1233
1355 if (op->below) 1234 if (op->below)
1356 op->below->above = op; 1235 op->below->above = op;
1357 else 1236 else
1358 SET_MAP_OB (op->map, op->x, op->y, op); 1237 op->ms ().bot = op;
1359 1238
1360 /* since *below* originator, no need to update top */ 1239 /* since *below* originator, no need to update top */
1361 originator->below = op; 1240 originator->below = op;
1362 } 1241 }
1363 else 1242 else
1364 { 1243 {
1365 /* If there are other objects, then */ 1244 /* If there are other objects, then */
1366 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1245 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1367 { 1246 {
1368 object *last = NULL; 1247 object *last = 0;
1369 1248
1370 /* 1249 /*
1371 * If there are multiple objects on this space, we do some trickier handling. 1250 * If there are multiple objects on this space, we do some trickier handling.
1372 * We've already dealt with merging if appropriate. 1251 * We've already dealt with merging if appropriate.
1373 * Generally, we want to put the new object on top. But if 1252 * Generally, we want to put the new object on top. But if
1377 * once we get to them. This reduces the need to traverse over all of 1256 * once we get to them. This reduces the need to traverse over all of
1378 * them when adding another one - this saves quite a bit of cpu time 1257 * them when adding another one - this saves quite a bit of cpu time
1379 * when lots of spells are cast in one area. Currently, it is presumed 1258 * when lots of spells are cast in one area. Currently, it is presumed
1380 * that flying non pickable objects are spell objects. 1259 * that flying non pickable objects are spell objects.
1381 */ 1260 */
1382
1383 while (top != NULL) 1261 while (top)
1384 { 1262 {
1385 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1263 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1386 floor = top; 1264 floor = top;
1387 1265
1388 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1266 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1409 * If INS_ON_TOP is used, don't do this processing 1287 * If INS_ON_TOP is used, don't do this processing
1410 * Need to find the object that in fact blocks view, otherwise 1288 * Need to find the object that in fact blocks view, otherwise
1411 * stacking is a bit odd. 1289 * stacking is a bit odd.
1412 */ 1290 */
1413 if (!(flag & INS_ON_TOP) && 1291 if (!(flag & INS_ON_TOP) &&
1414 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1292 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1415 { 1293 {
1416 for (last = top; last != floor; last = last->below) 1294 for (last = top; last != floor; last = last->below)
1417 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1295 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1418 break; 1296 break;
1419 /* Check to see if we found the object that blocks view, 1297 /* Check to see if we found the object that blocks view,
1441 op->above = GET_MAP_OB (op->map, op->x, op->y); 1319 op->above = GET_MAP_OB (op->map, op->x, op->y);
1442 1320
1443 if (op->above) 1321 if (op->above)
1444 op->above->below = op; 1322 op->above->below = op;
1445 1323
1446 op->below = NULL; 1324 op->below = 0;
1447 SET_MAP_OB (op->map, op->x, op->y, op); 1325 op->ms ().bot = op;
1448 } 1326 }
1449 else 1327 else
1450 { /* get inserted into the stack above top */ 1328 { /* get inserted into the stack above top */
1451 op->above = top->above; 1329 op->above = top->above;
1452 1330
1455 1333
1456 op->below = top; 1334 op->below = top;
1457 top->above = op; 1335 top->above = op;
1458 } 1336 }
1459 1337
1460 if (op->above == NULL) 1338 if (!op->above)
1461 SET_MAP_TOP (op->map, op->x, op->y, op); 1339 op->ms ().top = op;
1462 } /* else not INS_BELOW_ORIGINATOR */ 1340 } /* else not INS_BELOW_ORIGINATOR */
1463 1341
1464 if (op->type == PLAYER) 1342 if (op->type == PLAYER)
1343 {
1465 op->contr->do_los = 1; 1344 op->contr->do_los = 1;
1345 ++op->map->players;
1346 op->map->touch ();
1347 }
1348
1349 op->map->dirty = true;
1466 1350
1467 /* If we have a floor, we know the player, if any, will be above 1351 /* If we have a floor, we know the player, if any, will be above
1468 * it, so save a few ticks and start from there. 1352 * it, so save a few ticks and start from there.
1469 */ 1353 */
1470 if (!(flag & INS_MAP_LOAD)) 1354 if (!(flag & INS_MAP_LOAD))
1471 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1355 if (object *pl = op->ms ().player ())
1472 if (tmp->type == PLAYER) 1356 if (pl->contr->ns)
1473 tmp->contr->socket->floorbox_update (); 1357 pl->contr->ns->floorbox_update ();
1474 1358
1475 /* If this object glows, it may affect lighting conditions that are 1359 /* If this object glows, it may affect lighting conditions that are
1476 * visible to others on this map. But update_all_los is really 1360 * visible to others on this map. But update_all_los is really
1477 * an inefficient way to do this, as it means los for all players 1361 * an inefficient way to do this, as it means los for all players
1478 * on the map will get recalculated. The players could very well 1362 * on the map will get recalculated. The players could very well
1479 * be far away from this change and not affected in any way - 1363 * be far away from this change and not affected in any way -
1480 * this should get redone to only look for players within range, 1364 * this should get redone to only look for players within range,
1481 * or just updating the P_NEED_UPDATE for spaces within this area 1365 * or just updating the P_UPTODATE for spaces within this area
1482 * of effect may be sufficient. 1366 * of effect may be sufficient.
1483 */ 1367 */
1484 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1368 if (op->map->darkness && (op->glow_radius != 0))
1485 update_all_los (op->map, op->x, op->y); 1369 update_all_los (op->map, op->x, op->y);
1486 1370
1487 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1371 /* updates flags (blocked, alive, no magic, etc) for this map space */
1488 update_object (op, UP_OBJ_INSERT); 1372 update_object (op, UP_OBJ_INSERT);
1373
1374 INVOKE_OBJECT (INSERT, op);
1489 1375
1490 /* Don't know if moving this to the end will break anything. However, 1376 /* Don't know if moving this to the end will break anything. However,
1491 * we want to have floorbox_update called before calling this. 1377 * we want to have floorbox_update called before calling this.
1492 * 1378 *
1493 * check_move_on() must be after this because code called from 1379 * check_move_on() must be after this because code called from
1498 1384
1499 /* if this is not the head or flag has been passed, don't check walk on status */ 1385 /* if this is not the head or flag has been passed, don't check walk on status */
1500 if (!(flag & INS_NO_WALK_ON) && !op->head) 1386 if (!(flag & INS_NO_WALK_ON) && !op->head)
1501 { 1387 {
1502 if (check_move_on (op, originator)) 1388 if (check_move_on (op, originator))
1503 return NULL; 1389 return 0;
1504 1390
1505 /* If we are a multi part object, lets work our way through the check 1391 /* If we are a multi part object, lets work our way through the check
1506 * walk on's. 1392 * walk on's.
1507 */ 1393 */
1508 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1394 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1509 if (check_move_on (tmp, originator)) 1395 if (check_move_on (tmp, originator))
1510 return NULL; 1396 return 0;
1511 } 1397 }
1512 1398
1513 return op; 1399 return op;
1514} 1400}
1515 1401
1516/* this function inserts an object in the map, but if it 1402/* this function inserts an object in the map, but if it
1517 * finds an object of its own type, it'll remove that one first. 1403 * finds an object of its own type, it'll remove that one first.
1518 * op is the object to insert it under: supplies x and the map. 1404 * op is the object to insert it under: supplies x and the map.
1519 */ 1405 */
1520void 1406void
1521replace_insert_ob_in_map (const char *arch_string, object *op) 1407replace_insert_ob_in_map (const char *arch_string, object *op)
1522{ 1408{
1523 object * 1409 object *tmp, *tmp1;
1524 tmp;
1525 object *
1526 tmp1;
1527 1410
1528 /* first search for itself and remove any old instances */ 1411 /* first search for itself and remove any old instances */
1529 1412
1530 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1413 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1531 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1414 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1532 tmp->destroy (); 1415 tmp->destroy ();
1533 1416
1534 tmp1 = arch_to_object (archetype::find (arch_string)); 1417 tmp1 = arch_to_object (archetype::find (arch_string));
1535 1418
1536 tmp1->x = op->x; 1419 tmp1->x = op->x;
1537 tmp1->y = op->y; 1420 tmp1->y = op->y;
1538 insert_ob_in_map (tmp1, op->map, op, 0); 1421 insert_ob_in_map (tmp1, op->map, op, 0);
1422}
1423
1424object *
1425object::insert_at (object *where, object *originator, int flags)
1426{
1427 where->map->insert (this, where->x, where->y, originator, flags);
1539} 1428}
1540 1429
1541/* 1430/*
1542 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1431 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1543 * is returned contains nr objects, and the remaining parts contains 1432 * is returned contains nr objects, and the remaining parts contains
1544 * the rest (or is removed and freed if that number is 0). 1433 * the rest (or is removed and freed if that number is 0).
1545 * On failure, NULL is returned, and the reason put into the 1434 * On failure, NULL is returned, and the reason put into the
1546 * global static errmsg array. 1435 * global static errmsg array.
1547 */ 1436 */
1548
1549object * 1437object *
1550get_split_ob (object *orig_ob, uint32 nr) 1438get_split_ob (object *orig_ob, uint32 nr)
1551{ 1439{
1552 object *newob; 1440 object *newob;
1553 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1441 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1589 1477
1590object * 1478object *
1591decrease_ob_nr (object *op, uint32 i) 1479decrease_ob_nr (object *op, uint32 i)
1592{ 1480{
1593 object *tmp; 1481 object *tmp;
1594 player *pl;
1595 1482
1596 if (i == 0) /* objects with op->nrof require this check */ 1483 if (i == 0) /* objects with op->nrof require this check */
1597 return op; 1484 return op;
1598 1485
1599 if (i > op->nrof) 1486 if (i > op->nrof)
1612 * IMO, searching through all the players will mostly 1499 * IMO, searching through all the players will mostly
1613 * likely be quicker than following op->env to the map, 1500 * likely be quicker than following op->env to the map,
1614 * and then searching the map for a player. 1501 * and then searching the map for a player.
1615 */ 1502 */
1616 if (!tmp) 1503 if (!tmp)
1617 { 1504 for_all_players (pl)
1618 for (pl = first_player; pl; pl = pl->next)
1619 if (pl->ob->container == op->env) 1505 if (pl->ob->container == op->env)
1620 { 1506 {
1621 tmp = pl->ob; 1507 tmp = pl->ob;
1622 break; 1508 break;
1623 } 1509 }
1624 }
1625 1510
1626 if (i < op->nrof) 1511 if (i < op->nrof)
1627 { 1512 {
1628 sub_weight (op->env, op->weight * i); 1513 sub_weight (op->env, op->weight * i);
1629 op->nrof -= i; 1514 op->nrof -= i;
1765 add_weight (this, (op->weight + op->carrying)); 1650 add_weight (this, (op->weight + op->carrying));
1766 1651
1767 otmp = this->in_player (); 1652 otmp = this->in_player ();
1768 if (otmp && otmp->contr) 1653 if (otmp && otmp->contr)
1769 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1654 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1770 fix_player (otmp); 1655 otmp->update_stats ();
1771 1656
1772 op->map = 0; 1657 op->map = 0;
1773 op->env = this; 1658 op->env = this;
1774 op->above = 0; 1659 op->above = 0;
1775 op->below = 0; 1660 op->below = 0;
1779 if ((op->glow_radius != 0) && map) 1664 if ((op->glow_radius != 0) && map)
1780 { 1665 {
1781#ifdef DEBUG_LIGHTS 1666#ifdef DEBUG_LIGHTS
1782 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1667 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1783#endif /* DEBUG_LIGHTS */ 1668#endif /* DEBUG_LIGHTS */
1784 if (MAP_DARKNESS (map)) 1669 if (map->darkness)
1785 update_all_los (map, x, y); 1670 update_all_los (map, x, y);
1786 } 1671 }
1787 1672
1788 /* Client has no idea of ordering so lets not bother ordering it here. 1673 /* Client has no idea of ordering so lets not bother ordering it here.
1789 * It sure simplifies this function... 1674 * It sure simplifies this function...
1794 { 1679 {
1795 op->below = inv; 1680 op->below = inv;
1796 op->below->above = op; 1681 op->below->above = op;
1797 inv = op; 1682 inv = op;
1798 } 1683 }
1684
1685 INVOKE_OBJECT (INSERT, this);
1799 1686
1800 return op; 1687 return op;
1801} 1688}
1802 1689
1803/* 1690/*
1818 * 1705 *
1819 * MSW 2001-07-08: Check all objects on space, not just those below 1706 * MSW 2001-07-08: Check all objects on space, not just those below
1820 * object being inserted. insert_ob_in_map may not put new objects 1707 * object being inserted. insert_ob_in_map may not put new objects
1821 * on top. 1708 * on top.
1822 */ 1709 */
1823
1824int 1710int
1825check_move_on (object *op, object *originator) 1711check_move_on (object *op, object *originator)
1826{ 1712{
1827 object *tmp; 1713 object *tmp;
1828 maptile *m = op->map; 1714 maptile *m = op->map;
1855 1741
1856 /* The objects have to be checked from top to bottom. 1742 /* The objects have to be checked from top to bottom.
1857 * Hence, we first go to the top: 1743 * Hence, we first go to the top:
1858 */ 1744 */
1859 1745
1860 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1746 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1861 { 1747 {
1862 /* Trim the search when we find the first other spell effect 1748 /* Trim the search when we find the first other spell effect
1863 * this helps performance so that if a space has 50 spell objects, 1749 * this helps performance so that if a space has 50 spell objects,
1864 * we don't need to check all of them. 1750 * we don't need to check all of them.
1865 */ 1751 */
1920/* 1806/*
1921 * present_arch(arch, map, x, y) searches for any objects with 1807 * present_arch(arch, map, x, y) searches for any objects with
1922 * a matching archetype at the given map and coordinates. 1808 * a matching archetype at the given map and coordinates.
1923 * The first matching object is returned, or NULL if none. 1809 * The first matching object is returned, or NULL if none.
1924 */ 1810 */
1925
1926object * 1811object *
1927present_arch (const archetype *at, maptile *m, int x, int y) 1812present_arch (const archetype *at, maptile *m, int x, int y)
1928{ 1813{
1929 object *
1930 tmp;
1931
1932 if (m == NULL || out_of_map (m, x, y)) 1814 if (!m || out_of_map (m, x, y))
1933 { 1815 {
1934 LOG (llevError, "Present_arch called outside map.\n"); 1816 LOG (llevError, "Present_arch called outside map.\n");
1935 return NULL; 1817 return NULL;
1936 } 1818 }
1937 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1819
1820 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1938 if (tmp->arch == at) 1821 if (tmp->arch == at)
1939 return tmp; 1822 return tmp;
1823
1940 return NULL; 1824 return NULL;
1941} 1825}
1942 1826
1943/* 1827/*
1944 * present(type, map, x, y) searches for any objects with 1828 * present(type, map, x, y) searches for any objects with
1945 * a matching type variable at the given map and coordinates. 1829 * a matching type variable at the given map and coordinates.
1946 * The first matching object is returned, or NULL if none. 1830 * The first matching object is returned, or NULL if none.
1947 */ 1831 */
1948
1949object * 1832object *
1950present (unsigned char type, maptile *m, int x, int y) 1833present (unsigned char type, maptile *m, int x, int y)
1951{ 1834{
1952 object *
1953 tmp;
1954
1955 if (out_of_map (m, x, y)) 1835 if (out_of_map (m, x, y))
1956 { 1836 {
1957 LOG (llevError, "Present called outside map.\n"); 1837 LOG (llevError, "Present called outside map.\n");
1958 return NULL; 1838 return NULL;
1959 } 1839 }
1960 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1840
1841 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1961 if (tmp->type == type) 1842 if (tmp->type == type)
1962 return tmp; 1843 return tmp;
1844
1963 return NULL; 1845 return NULL;
1964} 1846}
1965 1847
1966/* 1848/*
1967 * present_in_ob(type, object) searches for any objects with 1849 * present_in_ob(type, object) searches for any objects with
1968 * a matching type variable in the inventory of the given object. 1850 * a matching type variable in the inventory of the given object.
1969 * The first matching object is returned, or NULL if none. 1851 * The first matching object is returned, or NULL if none.
1970 */ 1852 */
1971
1972object * 1853object *
1973present_in_ob (unsigned char type, const object *op) 1854present_in_ob (unsigned char type, const object *op)
1974{ 1855{
1975 object *
1976 tmp;
1977
1978 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1856 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1979 if (tmp->type == type) 1857 if (tmp->type == type)
1980 return tmp; 1858 return tmp;
1859
1981 return NULL; 1860 return NULL;
1982} 1861}
1983 1862
1984/* 1863/*
1985 * present_in_ob (type, str, object) searches for any objects with 1864 * present_in_ob (type, str, object) searches for any objects with
1993 * str is the string to match against. Note that we match against 1872 * str is the string to match against. Note that we match against
1994 * the object name, not the archetype name. this is so that the 1873 * the object name, not the archetype name. this is so that the
1995 * spell code can use one object type (force), but change it's name 1874 * spell code can use one object type (force), but change it's name
1996 * to be unique. 1875 * to be unique.
1997 */ 1876 */
1998
1999object * 1877object *
2000present_in_ob_by_name (int type, const char *str, const object *op) 1878present_in_ob_by_name (int type, const char *str, const object *op)
2001{ 1879{
2002 object *
2003 tmp;
2004
2005 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1880 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2006 {
2007 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1881 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2008 return tmp; 1882 return tmp;
2009 } 1883
2010 return NULL; 1884 return 0;
2011} 1885}
2012 1886
2013/* 1887/*
2014 * present_arch_in_ob(archetype, object) searches for any objects with 1888 * present_arch_in_ob(archetype, object) searches for any objects with
2015 * a matching archetype in the inventory of the given object. 1889 * a matching archetype in the inventory of the given object.
2016 * The first matching object is returned, or NULL if none. 1890 * The first matching object is returned, or NULL if none.
2017 */ 1891 */
2018
2019object * 1892object *
2020present_arch_in_ob (const archetype *at, const object *op) 1893present_arch_in_ob (const archetype *at, const object *op)
2021{ 1894{
2022 object *
2023 tmp;
2024
2025 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1895 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2026 if (tmp->arch == at) 1896 if (tmp->arch == at)
2027 return tmp; 1897 return tmp;
1898
2028 return NULL; 1899 return NULL;
2029} 1900}
2030 1901
2031/* 1902/*
2032 * activate recursively a flag on an object inventory 1903 * activate recursively a flag on an object inventory
2033 */ 1904 */
2034void 1905void
2035flag_inv (object *op, int flag) 1906flag_inv (object *op, int flag)
2036{ 1907{
2037 object *
2038 tmp;
2039
2040 if (op->inv) 1908 if (op->inv)
2041 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1909 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2042 { 1910 {
2043 SET_FLAG (tmp, flag); 1911 SET_FLAG (tmp, flag);
2044 flag_inv (tmp, flag); 1912 flag_inv (tmp, flag);
2045 } 1913 }
2046} /* 1914}
1915
1916/*
2047 * desactivate recursively a flag on an object inventory 1917 * deactivate recursively a flag on an object inventory
2048 */ 1918 */
2049void 1919void
2050unflag_inv (object *op, int flag) 1920unflag_inv (object *op, int flag)
2051{ 1921{
2052 object *
2053 tmp;
2054
2055 if (op->inv) 1922 if (op->inv)
2056 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1923 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2057 { 1924 {
2058 CLEAR_FLAG (tmp, flag); 1925 CLEAR_FLAG (tmp, flag);
2059 unflag_inv (tmp, flag); 1926 unflag_inv (tmp, flag);
2060 } 1927 }
2061} 1928}
2064 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 1931 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2065 * all it's inventory (recursively). 1932 * all it's inventory (recursively).
2066 * If checksums are used, a player will get set_cheat called for 1933 * If checksums are used, a player will get set_cheat called for
2067 * him/her-self and all object carried by a call to this function. 1934 * him/her-self and all object carried by a call to this function.
2068 */ 1935 */
2069
2070void 1936void
2071set_cheat (object *op) 1937set_cheat (object *op)
2072{ 1938{
2073 SET_FLAG (op, FLAG_WAS_WIZ); 1939 SET_FLAG (op, FLAG_WAS_WIZ);
2074 flag_inv (op, FLAG_WAS_WIZ); 1940 flag_inv (op, FLAG_WAS_WIZ);
2093 * because arch_blocked (now ob_blocked) needs to know the movement type 1959 * because arch_blocked (now ob_blocked) needs to know the movement type
2094 * to know if the space in question will block the object. We can't use 1960 * to know if the space in question will block the object. We can't use
2095 * the archetype because that isn't correct if the monster has been 1961 * the archetype because that isn't correct if the monster has been
2096 * customized, changed states, etc. 1962 * customized, changed states, etc.
2097 */ 1963 */
2098
2099int 1964int
2100find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 1965find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2101{ 1966{
2102 int
2103 i,
2104 index = 0, flag; 1967 int index = 0, flag;
2105 static int
2106 altern[SIZEOFFREE]; 1968 int altern[SIZEOFFREE];
2107 1969
2108 for (i = start; i < stop; i++) 1970 for (int i = start; i < stop; i++)
2109 { 1971 {
2110 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 1972 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2111 if (!flag) 1973 if (!flag)
2112 altern[index++] = i; 1974 altern [index++] = i;
2113 1975
2114 /* Basically, if we find a wall on a space, we cut down the search size. 1976 /* Basically, if we find a wall on a space, we cut down the search size.
2115 * In this way, we won't return spaces that are on another side of a wall. 1977 * In this way, we won't return spaces that are on another side of a wall.
2116 * This mostly work, but it cuts down the search size in all directions - 1978 * This mostly work, but it cuts down the search size in all directions -
2117 * if the space being examined only has a wall to the north and empty 1979 * if the space being examined only has a wall to the north and empty
2133 * find_first_free_spot(archetype, maptile, x, y) works like 1995 * find_first_free_spot(archetype, maptile, x, y) works like
2134 * find_free_spot(), but it will search max number of squares. 1996 * find_free_spot(), but it will search max number of squares.
2135 * But it will return the first available spot, not a random choice. 1997 * But it will return the first available spot, not a random choice.
2136 * Changed 0.93.2: Have it return -1 if there is no free spot available. 1998 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2137 */ 1999 */
2138
2139int 2000int
2140find_first_free_spot (const object *ob, maptile *m, int x, int y) 2001find_first_free_spot (const object *ob, maptile *m, int x, int y)
2141{ 2002{
2142 int
2143 i;
2144
2145 for (i = 0; i < SIZEOFFREE; i++) 2003 for (int i = 0; i < SIZEOFFREE; i++)
2146 {
2147 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2004 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2148 return i; 2005 return i;
2149 } 2006
2150 return -1; 2007 return -1;
2151} 2008}
2152 2009
2153/* 2010/*
2154 * The function permute(arr, begin, end) randomly reorders the array 2011 * The function permute(arr, begin, end) randomly reorders the array
2155 * arr[begin..end-1]. 2012 * arr[begin..end-1].
2013 * now uses a fisher-yates shuffle, old permute was broken
2156 */ 2014 */
2157static void 2015static void
2158permute (int *arr, int begin, int end) 2016permute (int *arr, int begin, int end)
2159{ 2017{
2160 int 2018 arr += begin;
2161 i,
2162 j,
2163 tmp,
2164 len;
2165
2166 len = end - begin; 2019 end -= begin;
2167 for (i = begin; i < end; i++)
2168 {
2169 j = begin + RANDOM () % len;
2170 2020
2171 tmp = arr[i]; 2021 while (--end)
2172 arr[i] = arr[j]; 2022 swap (arr [end], arr [RANDOM () % (end + 1)]);
2173 arr[j] = tmp;
2174 }
2175} 2023}
2176 2024
2177/* new function to make monster searching more efficient, and effective! 2025/* new function to make monster searching more efficient, and effective!
2178 * This basically returns a randomized array (in the passed pointer) of 2026 * This basically returns a randomized array (in the passed pointer) of
2179 * the spaces to find monsters. In this way, it won't always look for 2027 * the spaces to find monsters. In this way, it won't always look for
2182 * the 3x3 area will be searched, just not in a predictable order. 2030 * the 3x3 area will be searched, just not in a predictable order.
2183 */ 2031 */
2184void 2032void
2185get_search_arr (int *search_arr) 2033get_search_arr (int *search_arr)
2186{ 2034{
2187 int 2035 int i;
2188 i;
2189 2036
2190 for (i = 0; i < SIZEOFFREE; i++) 2037 for (i = 0; i < SIZEOFFREE; i++)
2191 {
2192 search_arr[i] = i; 2038 search_arr[i] = i;
2193 }
2194 2039
2195 permute (search_arr, 1, SIZEOFFREE1 + 1); 2040 permute (search_arr, 1, SIZEOFFREE1 + 1);
2196 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2041 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2197 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2042 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2198} 2043}
2207 * Perhaps incorrectly, but I'm making the assumption that exclude 2052 * Perhaps incorrectly, but I'm making the assumption that exclude
2208 * is actually want is going to try and move there. We need this info 2053 * is actually want is going to try and move there. We need this info
2209 * because we have to know what movement the thing looking to move 2054 * because we have to know what movement the thing looking to move
2210 * there is capable of. 2055 * there is capable of.
2211 */ 2056 */
2212
2213int 2057int
2214find_dir (maptile *m, int x, int y, object *exclude) 2058find_dir (maptile *m, int x, int y, object *exclude)
2215{ 2059{
2216 int
2217 i,
2218 max = SIZEOFFREE, mflags; 2060 int i, max = SIZEOFFREE, mflags;
2219 2061
2220 sint16 nx, ny; 2062 sint16 nx, ny;
2221 object * 2063 object *tmp;
2222 tmp;
2223 maptile * 2064 maptile *mp;
2224 mp;
2225 2065
2226 MoveType blocked, move_type; 2066 MoveType blocked, move_type;
2227 2067
2228 if (exclude && exclude->head) 2068 if (exclude && exclude->head)
2229 { 2069 {
2241 mp = m; 2081 mp = m;
2242 nx = x + freearr_x[i]; 2082 nx = x + freearr_x[i];
2243 ny = y + freearr_y[i]; 2083 ny = y + freearr_y[i];
2244 2084
2245 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2085 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2086
2246 if (mflags & P_OUT_OF_MAP) 2087 if (mflags & P_OUT_OF_MAP)
2247 {
2248 max = maxfree[i]; 2088 max = maxfree[i];
2249 }
2250 else 2089 else
2251 { 2090 {
2252 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2091 mapspace &ms = mp->at (nx, ny);
2092
2093 blocked = ms.move_block;
2253 2094
2254 if ((move_type & blocked) == move_type) 2095 if ((move_type & blocked) == move_type)
2255 {
2256 max = maxfree[i]; 2096 max = maxfree[i];
2257 }
2258 else if (mflags & P_IS_ALIVE) 2097 else if (mflags & P_IS_ALIVE)
2259 { 2098 {
2260 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2099 for (tmp = ms.bot; tmp; tmp = tmp->above)
2261 { 2100 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2262 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2101 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2263 {
2264 break; 2102 break;
2265 } 2103
2266 }
2267 if (tmp) 2104 if (tmp)
2268 {
2269 return freedir[i]; 2105 return freedir[i];
2270 }
2271 } 2106 }
2272 } 2107 }
2273 } 2108 }
2109
2274 return 0; 2110 return 0;
2275} 2111}
2276 2112
2277/* 2113/*
2278 * distance(object 1, object 2) will return the square of the 2114 * distance(object 1, object 2) will return the square of the
2279 * distance between the two given objects. 2115 * distance between the two given objects.
2280 */ 2116 */
2281
2282int 2117int
2283distance (const object *ob1, const object *ob2) 2118distance (const object *ob1, const object *ob2)
2284{ 2119{
2285 int
2286 i;
2287
2288 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2120 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2289 return i;
2290} 2121}
2291 2122
2292/* 2123/*
2293 * find_dir_2(delta-x,delta-y) will return a direction in which 2124 * find_dir_2(delta-x,delta-y) will return a direction in which
2294 * an object which has subtracted the x and y coordinates of another 2125 * an object which has subtracted the x and y coordinates of another
2295 * object, needs to travel toward it. 2126 * object, needs to travel toward it.
2296 */ 2127 */
2297
2298int 2128int
2299find_dir_2 (int x, int y) 2129find_dir_2 (int x, int y)
2300{ 2130{
2301 int 2131 int q;
2302 q;
2303 2132
2304 if (y) 2133 if (y)
2305 q = x * 100 / y; 2134 q = x * 100 / y;
2306 else if (x) 2135 else if (x)
2307 q = -300 * x; 2136 q = -300 * x;
2342int 2171int
2343absdir (int d) 2172absdir (int d)
2344{ 2173{
2345 while (d < 1) 2174 while (d < 1)
2346 d += 8; 2175 d += 8;
2176
2347 while (d > 8) 2177 while (d > 8)
2348 d -= 8; 2178 d -= 8;
2179
2349 return d; 2180 return d;
2350} 2181}
2351 2182
2352/* 2183/*
2353 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2184 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2355 */ 2186 */
2356 2187
2357int 2188int
2358dirdiff (int dir1, int dir2) 2189dirdiff (int dir1, int dir2)
2359{ 2190{
2360 int 2191 int d;
2361 d;
2362 2192
2363 d = abs (dir1 - dir2); 2193 d = abs (dir1 - dir2);
2364 if (d > 4) 2194 if (d > 4)
2365 d = 8 - d; 2195 d = 8 - d;
2196
2366 return d; 2197 return d;
2367} 2198}
2368 2199
2369/* peterm: 2200/* peterm:
2370 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2201 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2373 * This basically means that if direction is 15, then it could either go 2204 * This basically means that if direction is 15, then it could either go
2374 * direction 4, 14, or 16 to get back to where we are. 2205 * direction 4, 14, or 16 to get back to where we are.
2375 * Moved from spell_util.c to object.c with the other related direction 2206 * Moved from spell_util.c to object.c with the other related direction
2376 * functions. 2207 * functions.
2377 */ 2208 */
2378
2379int
2380 reduction_dir[SIZEOFFREE][3] = { 2209int reduction_dir[SIZEOFFREE][3] = {
2381 {0, 0, 0}, /* 0 */ 2210 {0, 0, 0}, /* 0 */
2382 {0, 0, 0}, /* 1 */ 2211 {0, 0, 0}, /* 1 */
2383 {0, 0, 0}, /* 2 */ 2212 {0, 0, 0}, /* 2 */
2384 {0, 0, 0}, /* 3 */ 2213 {0, 0, 0}, /* 3 */
2385 {0, 0, 0}, /* 4 */ 2214 {0, 0, 0}, /* 4 */
2433 * find a path to that monster that we found. If not, 2262 * find a path to that monster that we found. If not,
2434 * we don't bother going toward it. Returns 1 if we 2263 * we don't bother going toward it. Returns 1 if we
2435 * can see a direct way to get it 2264 * can see a direct way to get it
2436 * Modified to be map tile aware -.MSW 2265 * Modified to be map tile aware -.MSW
2437 */ 2266 */
2438
2439
2440int 2267int
2441can_see_monsterP (maptile *m, int x, int y, int dir) 2268can_see_monsterP (maptile *m, int x, int y, int dir)
2442{ 2269{
2443 sint16 dx, dy; 2270 sint16 dx, dy;
2444 int
2445 mflags; 2271 int mflags;
2446 2272
2447 if (dir < 0) 2273 if (dir < 0)
2448 return 0; /* exit condition: invalid direction */ 2274 return 0; /* exit condition: invalid direction */
2449 2275
2450 dx = x + freearr_x[dir]; 2276 dx = x + freearr_x[dir];
2463 return 0; 2289 return 0;
2464 2290
2465 /* yes, can see. */ 2291 /* yes, can see. */
2466 if (dir < 9) 2292 if (dir < 9)
2467 return 1; 2293 return 1;
2294
2468 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2295 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2469 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]); 2296 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2297 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2470} 2298}
2471
2472
2473 2299
2474/* 2300/*
2475 * can_pick(picker, item): finds out if an object is possible to be 2301 * can_pick(picker, item): finds out if an object is possible to be
2476 * picked up by the picker. Returnes 1 if it can be 2302 * picked up by the picker. Returnes 1 if it can be
2477 * picked up, otherwise 0. 2303 * picked up, otherwise 0.
2488 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2314 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2489 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2315 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2490 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2316 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2491} 2317}
2492 2318
2493
2494/* 2319/*
2495 * create clone from object to another 2320 * create clone from object to another
2496 */ 2321 */
2497object * 2322object *
2498object_create_clone (object *asrc) 2323object_create_clone (object *asrc)
2517 { 2342 {
2518 dst = tmp; 2343 dst = tmp;
2519 tmp->head = 0; 2344 tmp->head = 0;
2520 } 2345 }
2521 else 2346 else
2522 {
2523 tmp->head = dst; 2347 tmp->head = dst;
2524 }
2525 2348
2526 tmp->more = 0; 2349 tmp->more = 0;
2527 2350
2528 if (prev) 2351 if (prev)
2529 prev->more = tmp; 2352 prev->more = tmp;
2541/* Basically, we save the content of the string to a temp file, then call */ 2364/* Basically, we save the content of the string to a temp file, then call */
2542/* load_object on it. I admit it is a highly inefficient way to make things, */ 2365/* load_object on it. I admit it is a highly inefficient way to make things, */
2543/* but it was simple to make and allows reusing the load_object function. */ 2366/* but it was simple to make and allows reusing the load_object function. */
2544/* Remember not to use load_object_str in a time-critical situation. */ 2367/* Remember not to use load_object_str in a time-critical situation. */
2545/* Also remember that multiparts objects are not supported for now. */ 2368/* Also remember that multiparts objects are not supported for now. */
2546
2547object * 2369object *
2548load_object_str (const char *obstr) 2370load_object_str (const char *obstr)
2549{ 2371{
2550 object *op; 2372 object *op;
2551 char filename[MAX_BUF]; 2373 char filename[MAX_BUF];
2581 * returns NULL if no match. 2403 * returns NULL if no match.
2582 */ 2404 */
2583object * 2405object *
2584find_obj_by_type_subtype (const object *who, int type, int subtype) 2406find_obj_by_type_subtype (const object *who, int type, int subtype)
2585{ 2407{
2586 object *tmp;
2587
2588 for (tmp = who->inv; tmp; tmp = tmp->below) 2408 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2589 if (tmp->type == type && tmp->subtype == subtype) 2409 if (tmp->type == type && tmp->subtype == subtype)
2590 return tmp; 2410 return tmp;
2591 2411
2592 return NULL; 2412 return 0;
2593} 2413}
2594 2414
2595/* If ob has a field named key, return the link from the list, 2415/* If ob has a field named key, return the link from the list,
2596 * otherwise return NULL. 2416 * otherwise return NULL.
2597 * 2417 *
2599 * do the desired thing. 2419 * do the desired thing.
2600 */ 2420 */
2601key_value * 2421key_value *
2602get_ob_key_link (const object *ob, const char *key) 2422get_ob_key_link (const object *ob, const char *key)
2603{ 2423{
2604 key_value *link;
2605
2606 for (link = ob->key_values; link != NULL; link = link->next) 2424 for (key_value *link = ob->key_values; link; link = link->next)
2607 if (link->key == key) 2425 if (link->key == key)
2608 return link; 2426 return link;
2609 2427
2610 return NULL; 2428 return 0;
2611} 2429}
2612 2430
2613/* 2431/*
2614 * Returns the value of op has an extra_field for key, or NULL. 2432 * Returns the value of op has an extra_field for key, or NULL.
2615 * 2433 *
2655 * Returns TRUE on success. 2473 * Returns TRUE on success.
2656 */ 2474 */
2657int 2475int
2658set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) 2476set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2659{ 2477{
2660 key_value *
2661 field = NULL, *last = NULL; 2478 key_value *field = NULL, *last = NULL;
2662 2479
2663 for (field = op->key_values; field != NULL; field = field->next) 2480 for (field = op->key_values; field != NULL; field = field->next)
2664 { 2481 {
2665 if (field->key != canonical_key) 2482 if (field->key != canonical_key)
2666 { 2483 {
2694 /* IF we get here, key doesn't exist */ 2511 /* IF we get here, key doesn't exist */
2695 2512
2696 /* No field, we'll have to add it. */ 2513 /* No field, we'll have to add it. */
2697 2514
2698 if (!add_key) 2515 if (!add_key)
2699 {
2700 return FALSE; 2516 return FALSE;
2701 } 2517
2702 /* There isn't any good reason to store a null 2518 /* There isn't any good reason to store a null
2703 * value in the key/value list. If the archetype has 2519 * value in the key/value list. If the archetype has
2704 * this key, then we should also have it, so shouldn't 2520 * this key, then we should also have it, so shouldn't
2705 * be here. If user wants to store empty strings, 2521 * be here. If user wants to store empty strings,
2706 * should pass in "" 2522 * should pass in ""
2755 } 2571 }
2756 else 2572 else
2757 item = item->env; 2573 item = item->env;
2758} 2574}
2759 2575
2576
2577const char *
2578object::flag_desc (char *desc, int len) const
2579{
2580 char *p = desc;
2581 bool first = true;
2582
2583 *p = 0;
2584
2585 for (int i = 0; i < NUM_FLAGS; i++)
2586 {
2587 if (len <= 10) // magic constant!
2588 {
2589 snprintf (p, len, ",...");
2590 break;
2591 }
2592
2593 if (flag [i])
2594 {
2595 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2596 len -= cnt;
2597 p += cnt;
2598 first = false;
2599 }
2600 }
2601
2602 return desc;
2603}
2604
2760// return a suitable string describing an objetc in enough detail to find it 2605// return a suitable string describing an object in enough detail to find it
2761const char * 2606const char *
2762object::debug_desc (char *info) const 2607object::debug_desc (char *info) const
2763{ 2608{
2609 char flagdesc[512];
2764 char info2[256 * 3]; 2610 char info2[256 * 4];
2765 char *p = info; 2611 char *p = info;
2766 2612
2767 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2613 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s%s%s\",flags:[%s],type:%d}",
2768 count, 2614 count, uuid.seq,
2769 &name, 2615 &name,
2770 title ? " " : "", 2616 title ? "\",title:" : "",
2771 title ? (const char *)title : ""); 2617 title ? (const char *)title : "",
2618 flag_desc (flagdesc, 512), type);
2772 2619
2773 if (env) 2620 if (env)
2774 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2621 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2775 2622
2776 if (map) 2623 if (map)
2777 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2624 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2778 2625
2779 return info; 2626 return info;
2780} 2627}
2781 2628
2782const char * 2629const char *
2783object::debug_desc () const 2630object::debug_desc () const
2784{ 2631{
2785 static char info[256 * 3]; 2632 static char info[256 * 4];
2786 return debug_desc (info); 2633 return debug_desc (info);
2787} 2634}
2788 2635

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