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(Generate patch)

Comparing deliantra/server/common/object.C (file contents):
Revision 1.74 by root, Wed Dec 20 09:14:21 2006 UTC vs.
Revision 1.119 by root, Fri Jan 19 18:06:51 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>
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 for_all_objects (op)
401 if (op->count == i) 401 if (op->count == i)
402 return op; 402 return op;
403 403
404 return 0; 404 return 0;
405} 405}
406 406
407/* 407/*
408 * Returns the first object which has a name equal to the argument. 408 * Returns the first object which has a name equal to the argument.
409 * Used only by the patch command, but not all that useful. 409 * Used only by the patch command, but not all that useful.
410 * Enables features like "patch <name-of-other-player> food 999" 410 * Enables features like "patch <name-of-other-player> food 999"
411 */ 411 */
412
413object * 412object *
414find_object_name (const char *str) 413find_object_name (const char *str)
415{ 414{
416 shstr_cmp str_ (str); 415 shstr_cmp str_ (str);
417 object *op; 416 object *op;
418 417
419 for (op = object::first; op != NULL; op = op->next) 418 for_all_objects (op)
420 if (op->name == str_) 419 if (op->name == str_)
421 break; 420 break;
422 421
423 return op; 422 return op;
424} 423}
467 } 466 }
468 467
469 op->key_values = 0; 468 op->key_values = 0;
470} 469}
471 470
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/* 471/*
515 * copy_to first frees everything allocated by the dst object, 472 * copy_to first frees everything allocated by the dst object,
516 * and then copies the contents of itself into the second 473 * and then copies the contents of itself into the second
517 * object, allocating what needs to be allocated. Basically, any 474 * object, allocating what needs to be allocated. Basically, any
518 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 475 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
524{ 481{
525 bool is_freed = QUERY_FLAG (dst, FLAG_FREED); 482 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
526 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED); 483 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
527 484
528 *(object_copy *)dst = *this; 485 *(object_copy *)dst = *this;
529 *(object_pod *)dst = *this;
530
531 if (self || cb)
532 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (dst));
533 486
534 if (is_freed) 487 if (is_freed)
535 SET_FLAG (dst, FLAG_FREED); 488 SET_FLAG (dst, FLAG_FREED);
536 489
537 if (is_removed) 490 if (is_removed)
538 SET_FLAG (dst, FLAG_REMOVED); 491 SET_FLAG (dst, FLAG_REMOVED);
539 492
540 if (speed < 0) 493 if (speed < 0)
541 dst->speed_left = speed_left - RANDOM () % 200 / 100.0; 494 dst->speed_left = speed_left - rndm ();
542 495
543 /* Copy over key_values, if any. */ 496 /* Copy over key_values, if any. */
544 if (key_values) 497 if (key_values)
545 { 498 {
546 key_value *tail = 0; 499 key_value *tail = 0;
568 tail = new_link; 521 tail = new_link;
569 } 522 }
570 } 523 }
571 } 524 }
572 525
573 update_ob_speed (dst); 526 dst->set_speed (dst->speed);
574} 527}
575 528
576object * 529object *
577object::clone () 530object::clone ()
578{ 531{
584/* 537/*
585 * If an object with the IS_TURNABLE() flag needs to be turned due 538 * If an object with the IS_TURNABLE() flag needs to be turned due
586 * to the closest player being on the other side, this function can 539 * to the closest player being on the other side, this function can
587 * be called to update the face variable, _and_ how it looks on the map. 540 * be called to update the face variable, _and_ how it looks on the map.
588 */ 541 */
589
590void 542void
591update_turn_face (object *op) 543update_turn_face (object *op)
592{ 544{
593 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 545 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
594 return; 546 return;
547
595 SET_ANIMATION (op, op->direction); 548 SET_ANIMATION (op, op->direction);
596 update_object (op, UP_OBJ_FACE); 549 update_object (op, UP_OBJ_FACE);
597} 550}
598 551
599/* 552/*
600 * Updates the speed of an object. If the speed changes from 0 to another 553 * Updates the speed of an object. If the speed changes from 0 to another
601 * value, or vice versa, then add/remove the object from the active list. 554 * value, or vice versa, then add/remove the object from the active list.
602 * This function needs to be called whenever the speed of an object changes. 555 * This function needs to be called whenever the speed of an object changes.
603 */ 556 */
604void 557void
605update_ob_speed (object *op) 558object::set_speed (float speed)
606{ 559{
607 extern int arch_init; 560 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 { 561 {
615 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 562 LOG (llevError, "Object %s is freed but has speed.\n", &name);
616#ifdef MANY_CORES
617 abort ();
618#else
619 op->speed = 0; 563 speed = 0;
620#endif
621 }
622
623 if (arch_init)
624 return;
625
626 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
627 { 564 }
628 /* If already on active list, don't do anything */
629 if (op->active_next || op->active_prev || op == active_objects)
630 return;
631 565
632 /* process_events() expects us to insert the object at the beginning 566 this->speed = speed;
633 * of the list. */
634 op->active_next = active_objects;
635 567
636 if (op->active_next != NULL) 568 if (has_active_speed ())
637 op->active_next->active_prev = op; 569 activate ();
638
639 active_objects = op;
640 }
641 else 570 else
642 { 571 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} 572}
666 573
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/* 574/*
699 * update_object() updates the array which represents the map. 575 * update_object() updates the the map.
700 * It takes into account invisible objects (and represent squares covered 576 * It takes into account invisible objects (and represent squares covered
701 * by invisible objects by whatever is below them (unless it's another 577 * by invisible objects by whatever is below them (unless it's another
702 * invisible object, etc...) 578 * invisible object, etc...)
703 * If the object being updated is beneath a player, the look-window 579 * 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 580 * of that player is updated (this might be a suboptimal way of
705 * updating that window, though, since update_object() is called _often_) 581 * updating that window, though, since update_object() is called _often_)
706 * 582 *
707 * action is a hint of what the caller believes need to be done. 583 * 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: 584 * current action are:
713 * UP_OBJ_INSERT: op was inserted 585 * UP_OBJ_INSERT: op was inserted
714 * UP_OBJ_REMOVE: op was removed 586 * UP_OBJ_REMOVE: op was removed
715 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 587 * 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. 588 * as that is easier than trying to look at what may have changed.
717 * UP_OBJ_FACE: only the objects face has changed. 589 * UP_OBJ_FACE: only the objects face has changed.
718 */ 590 */
719
720void 591void
721update_object (object *op, int action) 592update_object (object *op, int action)
722{ 593{
723 int update_now = 0, flags;
724 MoveType move_on, move_off, move_block, move_slow; 594 MoveType move_on, move_off, move_block, move_slow;
725 595
726 if (op == NULL) 596 if (op == NULL)
727 { 597 {
728 /* this should never happen */ 598 /* this should never happen */
729 LOG (llevDebug, "update_object() called for NULL object.\n"); 599 LOG (llevDebug, "update_object() called for NULL object.\n");
730 return; 600 return;
731 } 601 }
732 602
733 if (op->env != NULL) 603 if (op->env)
734 { 604 {
735 /* Animation is currently handled by client, so nothing 605 /* Animation is currently handled by client, so nothing
736 * to do in this case. 606 * to do in this case.
737 */ 607 */
738 return; 608 return;
743 */ 613 */
744 if (!op->map || op->map->in_memory == MAP_SAVING) 614 if (!op->map || op->map->in_memory == MAP_SAVING)
745 return; 615 return;
746 616
747 /* make sure the object is within map boundaries */ 617 /* 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)) 618 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
749 { 619 {
750 LOG (llevError, "update_object() called for object out of map!\n"); 620 LOG (llevError, "update_object() called for object out of map!\n");
751#ifdef MANY_CORES 621#ifdef MANY_CORES
752 abort (); 622 abort ();
753#endif 623#endif
754 return; 624 return;
755 } 625 }
756 626
757 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 627 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);
763 628
629 if (!(m.flags_ & P_UPTODATE))
630 /* nop */;
764 if (action == UP_OBJ_INSERT) 631 else if (action == UP_OBJ_INSERT)
765 { 632 {
633 // this is likely overkill, TODO: revisit (schmorp)
766 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 634 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)) 635 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
770 update_now = 1; 636 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
771 637 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
638 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
772 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 639 || (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) 640 || (m.move_on | op->move_on ) != m.move_on
782 update_now = 1;
783
784 if ((move_off | op->move_off) != move_off) 641 || (m.move_off | op->move_off ) != m.move_off
785 update_now = 1; 642 || (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 643 /* This isn't perfect, but I don't expect a lot of objects to
788 * to have move_allow right now. 644 * to have move_allow right now.
789 */ 645 */
790 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 646 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
791 update_now = 1; 647 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
792 648 m.flags_ = 0;
793 if ((move_slow | op->move_slow) != move_slow)
794 update_now = 1;
795 } 649 }
796
797 /* if the object is being removed, we can't make intelligent 650 /* if the object is being removed, we can't make intelligent
798 * decisions, because remove_ob can't really pass the object 651 * decisions, because remove_ob can't really pass the object
799 * that is being removed. 652 * that is being removed.
800 */ 653 */
801 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 654 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
802 update_now = 1; 655 m.flags_ = 0;
803 else if (action == UP_OBJ_FACE) 656 else if (action == UP_OBJ_FACE)
804 /* Nothing to do for that case */ ; 657 /* Nothing to do for that case */ ;
805 else 658 else
806 LOG (llevError, "update_object called with invalid action: %d\n", action); 659 LOG (llevError, "update_object called with invalid action: %d\n", action);
807 660
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) 661 if (op->more)
815 update_object (op->more, action); 662 update_object (op->more, action);
816}
817
818object::vector object::mortals;
819object::vector object::objects; // not yet used
820object *object::first;
821
822void object::free_mortals ()
823{
824 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
825 if ((*i)->refcnt)
826 ++i; // further delay freeing
827 else
828 {
829 delete *i;
830 mortals.erase (i);
831 }
832} 663}
833 664
834object::object () 665object::object ()
835{ 666{
836 SET_FLAG (this, FLAG_REMOVED); 667 SET_FLAG (this, FLAG_REMOVED);
839 face = blank_face; 670 face = blank_face;
840} 671}
841 672
842object::~object () 673object::~object ()
843{ 674{
675 if (index)
676 unlink ();
677
844 free_key_values (this); 678 free_key_values (this);
845} 679}
846 680
681static int object_count;
682
847void object::link () 683void object::link ()
848{ 684{
849 count = ++ob_count; 685 assert (!index);//D
850 uuid = gen_uuid (); 686 uuid = gen_uuid ();
687 count = ++object_count;
851 688
852 prev = 0; 689 refcnt_inc ();
853 next = object::first; 690 objects.insert (this);
854
855 if (object::first)
856 object::first->prev = this;
857
858 object::first = this;
859} 691}
860 692
861void object::unlink () 693void object::unlink ()
862{ 694{
863 if (this == object::first) 695 assert (index);//D
864 object::first = next; 696 objects.erase (this);
697 refcnt_dec ();
698}
865 699
866 /* Remove this object from the list of used objects */ 700void
867 if (prev) prev->next = next; 701object::activate ()
868 if (next) next->prev = prev; 702{
703 /* If already on active list, don't do anything */
704 if (active)
705 return;
869 706
870 prev = 0; 707 if (has_active_speed ())
871 next = 0; 708 actives.insert (this);
709}
710
711void
712object::activate_recursive ()
713{
714 activate ();
715
716 for (object *op = inv; op; op = op->below)
717 op->activate_recursive ();
718}
719
720/* This function removes object 'op' from the list of active
721 * objects.
722 * This should only be used for style maps or other such
723 * reference maps where you don't want an object that isn't
724 * in play chewing up cpu time getting processed.
725 * The reverse of this is to call update_ob_speed, which
726 * will do the right thing based on the speed of the object.
727 */
728void
729object::deactivate ()
730{
731 /* If not on the active list, nothing needs to be done */
732 if (!active)
733 return;
734
735 actives.erase (this);
736}
737
738void
739object::deactivate_recursive ()
740{
741 for (object *op = inv; op; op = op->below)
742 op->deactivate_recursive ();
743
744 deactivate ();
745}
746
747void
748object::set_flag_inv (int flag, int value)
749{
750 for (object *op = inv; op; op = op->below)
751 {
752 op->flag [flag] = value;
753 op->set_flag_inv (flag, value);
754 }
755}
756
757/*
758 * Remove and free all objects in the inventory of the given object.
759 * object.c ?
760 */
761void
762object::destroy_inv (bool drop_to_ground)
763{
764 // need to check first, because the checks below might segfault
765 // as we might be on an invalid mapspace and crossfire code
766 // is too buggy to ensure that the inventory is empty.
767 // corollary: if you create arrows etc. with stuff in tis inventory,
768 // cf will crash below with off-map x and y
769 if (!inv)
770 return;
771
772 /* Only if the space blocks everything do we not process -
773 * if some form of movement is allowed, let objects
774 * drop on that space.
775 */
776 if (!drop_to_ground
777 || !map
778 || map->in_memory != MAP_IN_MEMORY
779 || ms ().move_block == MOVE_ALL)
780 {
781 while (inv)
782 {
783 inv->destroy_inv (drop_to_ground);
784 inv->destroy ();
785 }
786 }
787 else
788 { /* Put objects in inventory onto this space */
789 while (inv)
790 {
791 object *op = inv;
792
793 if (op->flag [FLAG_STARTEQUIP]
794 || op->flag [FLAG_NO_DROP]
795 || op->type == RUNE
796 || op->type == TRAP
797 || op->flag [FLAG_IS_A_TEMPLATE]
798 || op->flag [FLAG_DESTROY_ON_DEATH])
799 op->destroy ();
800 else
801 map->insert (op, x, y);
802 }
803 }
872} 804}
873 805
874object *object::create () 806object *object::create ()
875{ 807{
876 object *op = new object; 808 object *op = new object;
877 op->link (); 809 op->link ();
878 return op; 810 return op;
879} 811}
880 812
881/* 813void
882 * free_object() frees everything allocated by an object, removes 814object::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{ 815{
893 if (QUERY_FLAG (this, FLAG_FREED)) 816 attachable::do_destroy ();
894 return;
895 817
896 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 818 if (flag [FLAG_IS_LINKED])
819 remove_button_link (this);
820
821 if (flag [FLAG_FRIENDLY])
897 remove_friendly_object (this); 822 remove_friendly_object (this);
898 823
899 if (!QUERY_FLAG (this, FLAG_REMOVED)) 824 if (!flag [FLAG_REMOVED])
900 remove (); 825 remove ();
901 826
902 SET_FLAG (this, FLAG_FREED); 827 destroy_inv (true);
903 828
904 if (more) 829 deactivate ();
905 { 830 unlink ();
906 more->destroy (destroy_inventory);
907 more = 0;
908 }
909 831
910 if (inv) 832 flag [FLAG_FREED] = 1;
911 {
912 /* Only if the space blocks everything do we not process -
913 * if some form of movement is allowed, let objects
914 * drop on that space.
915 */
916 if (destroy_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
917 {
918 object *op = inv;
919
920 while (op)
921 {
922 object *tmp = op->below;
923 op->destroy (destroy_inventory);
924 op = tmp;
925 }
926 }
927 else
928 { /* Put objects in inventory onto this space */
929 object *op = inv;
930
931 while (op)
932 {
933 object *tmp = op->below;
934
935 op->remove ();
936
937 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
938 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
939 op->destroy ();
940 else
941 {
942 op->x = x;
943 op->y = y;
944 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
945 }
946
947 op = tmp;
948 }
949 }
950 }
951 833
952 // hack to ensure that freed objects still have a valid map 834 // hack to ensure that freed objects still have a valid map
953 { 835 {
954 static maptile *freed_map; // freed objects are moved here to avoid crashes 836 static maptile *freed_map; // freed objects are moved here to avoid crashes
955 837
959 841
960 freed_map->name = "/internal/freed_objects_map"; 842 freed_map->name = "/internal/freed_objects_map";
961 freed_map->width = 3; 843 freed_map->width = 3;
962 freed_map->height = 3; 844 freed_map->height = 3;
963 845
964 freed_map->allocate (); 846 freed_map->alloc ();
847 freed_map->in_memory = MAP_IN_MEMORY;
965 } 848 }
966 849
967 map = freed_map; 850 map = freed_map;
968 x = 1; 851 x = 1;
969 y = 1; 852 y = 1;
970 } 853 }
971 854
855 head = 0;
856
857 if (more)
858 {
859 more->destroy ();
860 more = 0;
861 }
862
972 // clear those pointers that likely might have circular references to us 863 // clear those pointers that likely might have circular references to us
973 owner = 0; 864 owner = 0;
974 enemy = 0; 865 enemy = 0;
975 attacked_by = 0; 866 attacked_by = 0;
867}
976 868
977 // only relevant for players(?), but make sure of it anyways 869void
978 contr = 0; 870object::destroy (bool destroy_inventory)
871{
872 if (destroyed ())
873 return;
979 874
980 /* Remove object from the active list */ 875 if (destroy_inventory)
981 speed = 0; 876 destroy_inv (false);
982 update_ob_speed (this);
983 877
984 unlink (); 878 attachable::destroy ();
985
986 mortals.push_back (this);
987} 879}
988 880
989/* 881/*
990 * sub_weight() recursively (outwards) subtracts a number from the 882 * sub_weight() recursively (outwards) subtracts a number from the
991 * weight of an object (and what is carried by it's environment(s)). 883 * weight of an object (and what is carried by it's environment(s)).
1010 * environment, the x and y coordinates will be updated to 902 * environment, the x and y coordinates will be updated to
1011 * the previous environment. 903 * the previous environment.
1012 * Beware: This function is called from the editor as well! 904 * Beware: This function is called from the editor as well!
1013 */ 905 */
1014void 906void
1015object::remove () 907object::remove_slow ()
1016{ 908{
1017 object *tmp, *last = 0; 909 object *tmp, *last = 0;
1018 object *otmp; 910 object *otmp;
1019 911
1020 int check_walk_off;
1021
1022 if (QUERY_FLAG (this, FLAG_REMOVED)) 912 if (QUERY_FLAG (this, FLAG_REMOVED))
1023 return; 913 return;
1024 914
1025 SET_FLAG (this, FLAG_REMOVED); 915 SET_FLAG (this, FLAG_REMOVED);
916 INVOKE_OBJECT (REMOVE, this);
1026 917
1027 if (more) 918 if (more)
1028 more->remove (); 919 more->remove ();
1029 920
1030 /* 921 /*
1041 /* NO_FIX_PLAYER is set when a great many changes are being 932 /* NO_FIX_PLAYER is set when a great many changes are being
1042 * made to players inventory. If set, avoiding the call 933 * made to players inventory. If set, avoiding the call
1043 * to save cpu time. 934 * to save cpu time.
1044 */ 935 */
1045 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 936 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1046 fix_player (otmp); 937 otmp->update_stats ();
1047 938
1048 if (above != NULL) 939 if (above)
1049 above->below = below; 940 above->below = below;
1050 else 941 else
1051 env->inv = below; 942 env->inv = below;
1052 943
1053 if (below != NULL) 944 if (below)
1054 below->above = above; 945 below->above = above;
1055 946
1056 /* we set up values so that it could be inserted into 947 /* we set up values so that it could be inserted into
1057 * the map, but we don't actually do that - it is up 948 * the map, but we don't actually do that - it is up
1058 * to the caller to decide what we want to do. 949 * to the caller to decide what we want to do.
1062 above = 0, below = 0; 953 above = 0, below = 0;
1063 env = 0; 954 env = 0;
1064 } 955 }
1065 else if (map) 956 else if (map)
1066 { 957 {
1067 /* Re did the following section of code - it looks like it had 958 if (type == PLAYER)
1068 * lots of logic for things we no longer care about
1069 */ 959 {
960 --map->players;
961 map->touch ();
962 }
963
964 map->dirty = true;
965 mapspace &ms = this->ms ();
1070 966
1071 /* link the object above us */ 967 /* link the object above us */
1072 if (above) 968 if (above)
1073 above->below = below; 969 above->below = below;
1074 else 970 else
1075 SET_MAP_TOP (map, x, y, below); /* we were top, set new top */ 971 ms.top = below; /* we were top, set new top */
1076 972
1077 /* Relink the object below us, if there is one */ 973 /* Relink the object below us, if there is one */
1078 if (below) 974 if (below)
1079 below->above = above; 975 below->above = above;
1080 else 976 else
1082 /* Nothing below, which means we need to relink map object for this space 978 /* Nothing below, which means we need to relink map object for this space
1083 * use translated coordinates in case some oddness with map tiling is 979 * use translated coordinates in case some oddness with map tiling is
1084 * evident 980 * evident
1085 */ 981 */
1086 if (GET_MAP_OB (map, x, y) != this) 982 if (GET_MAP_OB (map, x, y) != this)
1087 {
1088 char *dump = dump_object (this);
1089 LOG (llevError,
1090 "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", dump); 983 LOG (llevError, "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom? %s\n", debug_desc ());
1091 free (dump);
1092 dump = dump_object (GET_MAP_OB (map, x, y));
1093 LOG (llevError, "%s\n", dump);
1094 free (dump);
1095 }
1096 984
1097 SET_MAP_OB (map, x, y, above); /* goes on above it. */ 985 ms.bot = above; /* goes on above it. */
1098 } 986 }
1099 987
1100 above = 0; 988 above = 0;
1101 below = 0; 989 below = 0;
1102 990
1103 if (map->in_memory == MAP_SAVING) 991 if (map->in_memory == MAP_SAVING)
1104 return; 992 return;
1105 993
1106 check_walk_off = !QUERY_FLAG (this, FLAG_NO_APPLY); 994 int check_walk_off = !flag [FLAG_NO_APPLY];
1107 995
1108 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) 996 for (tmp = ms.bot; tmp; tmp = tmp->above)
1109 { 997 {
1110 /* No point updating the players look faces if he is the object 998 /* No point updating the players look faces if he is the object
1111 * being removed. 999 * being removed.
1112 */ 1000 */
1113 1001
1117 * removed (most likely destroyed), update the player view 1005 * removed (most likely destroyed), update the player view
1118 * appropriately. 1006 * appropriately.
1119 */ 1007 */
1120 if (tmp->container == this) 1008 if (tmp->container == this)
1121 { 1009 {
1122 CLEAR_FLAG (this, FLAG_APPLIED); 1010 flag [FLAG_APPLIED] = 0;
1123 tmp->container = 0; 1011 tmp->container = 0;
1124 } 1012 }
1125 1013
1014 if (tmp->contr->ns)
1126 tmp->contr->socket->floorbox_update (); 1015 tmp->contr->ns->floorbox_update ();
1127 } 1016 }
1128 1017
1129 /* See if player moving off should effect something */ 1018 /* See if object moving off should effect something */
1130 if (check_walk_off 1019 if (check_walk_off
1131 && ((move_type & tmp->move_off) 1020 && ((move_type & tmp->move_off)
1132 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1021 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1133 { 1022 {
1134 move_apply (tmp, this, 0); 1023 move_apply (tmp, this, 0);
1136 if (destroyed ()) 1025 if (destroyed ())
1137 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1026 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1138 } 1027 }
1139 1028
1140 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1029 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1141 1030 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1142 if (tmp->above == tmp) 1031 if (tmp->above == tmp)
1143 tmp->above = 0; 1032 tmp->above = 0;
1144 1033
1145 last = tmp; 1034 last = tmp;
1146 } 1035 }
1147 1036
1148 /* last == NULL of there are no objects on this space */ 1037 /* last == NULL if there are no objects on this space */
1038 //TODO: this makes little sense, why only update the topmost object?
1149 if (!last) 1039 if (!last)
1150 { 1040 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 1041 else
1160 update_object (last, UP_OBJ_REMOVE); 1042 update_object (last, UP_OBJ_REMOVE);
1161 1043
1162 if (QUERY_FLAG (this, FLAG_BLOCKSVIEW) || glow_radius) 1044 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1163 update_all_los (map, x, y); 1045 update_all_los (map, x, y);
1164 } 1046 }
1165} 1047}
1166 1048
1167/* 1049/*
1176merge_ob (object *op, object *top) 1058merge_ob (object *op, object *top)
1177{ 1059{
1178 if (!op->nrof) 1060 if (!op->nrof)
1179 return 0; 1061 return 0;
1180 1062
1181 if (top == NULL) 1063 if (top)
1182 for (top = op; top != NULL && top->above != NULL; top = top->above); 1064 for (top = op; top && top->above; top = top->above)
1065 ;
1183 1066
1184 for (; top != NULL; top = top->below) 1067 for (; top; top = top->below)
1185 { 1068 {
1186 if (top == op) 1069 if (top == op)
1187 continue; 1070 continue;
1188 1071
1189 if (object::can_merge (op, top)) 1072 if (object::can_merge (op, top))
1199 1082
1200 return 0; 1083 return 0;
1201} 1084}
1202 1085
1203/* 1086/*
1204 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1087 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1205 * job preparing multi-part monsters 1088 * job preparing multi-part monsters.
1206 */ 1089 */
1207object * 1090object *
1208insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1091insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1209{ 1092{
1210 object *tmp;
1211
1212 if (op->head)
1213 op = op->head;
1214
1215 for (tmp = op; tmp; tmp = tmp->more) 1093 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1216 { 1094 {
1217 tmp->x = x + tmp->arch->clone.x; 1095 tmp->x = x + tmp->arch->clone.x;
1218 tmp->y = y + tmp->arch->clone.y; 1096 tmp->y = y + tmp->arch->clone.y;
1219 } 1097 }
1220 1098
1239 * Return value: 1117 * Return value:
1240 * new object if 'op' was merged with other object 1118 * new object if 'op' was merged with other object
1241 * NULL if 'op' was destroyed 1119 * NULL if 'op' was destroyed
1242 * just 'op' otherwise 1120 * just 'op' otherwise
1243 */ 1121 */
1244
1245object * 1122object *
1246insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1123insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1247{ 1124{
1248 object *tmp, *top, *floor = NULL; 1125 object *tmp, *top, *floor = NULL;
1249 sint16 x, y;
1250 1126
1251 if (QUERY_FLAG (op, FLAG_FREED)) 1127 if (QUERY_FLAG (op, FLAG_FREED))
1252 { 1128 {
1253 LOG (llevError, "Trying to insert freed object!\n"); 1129 LOG (llevError, "Trying to insert freed object!\n");
1254 return NULL; 1130 return NULL;
1255 } 1131 }
1256 1132
1257 if (m == NULL) 1133 if (!QUERY_FLAG (op, FLAG_REMOVED))
1134 LOG (llevError, "Trying to insert already inserted object %s\n", op->debug_desc ());
1135
1136 op->remove ();
1137
1138 if (!m)
1258 { 1139 {
1259 char *dump = dump_object (op); 1140 char *dump = dump_object (op);
1260 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump); 1141 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1261 free (dump); 1142 free (dump);
1262 return op; 1143 return op;
1275#endif 1156#endif
1276 free (dump); 1157 free (dump);
1277 return op; 1158 return op;
1278 } 1159 }
1279 1160
1280 if (!QUERY_FLAG (op, FLAG_REMOVED))
1281 {
1282 char *dump = dump_object (op);
1283 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1284 free (dump);
1285 return op;
1286 }
1287
1288 if (op->more != NULL)
1289 {
1290 /* The part may be on a different map. */
1291
1292 object *more = op->more; 1161 if (object *more = op->more)
1293 1162 {
1294 /* We really need the caller to normalize coordinates - if
1295 * we set the map, that doesn't work if the location is within
1296 * a map and this is straddling an edge. So only if coordinate
1297 * is clear wrong do we normalize it.
1298 */
1299 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1300 more->map = get_map_from_coord (m, &more->x, &more->y);
1301 else if (!more->map)
1302 {
1303 /* For backwards compatibility - when not dealing with tiled maps,
1304 * more->map should always point to the parent.
1305 */
1306 more->map = m;
1307 }
1308
1309 if (insert_ob_in_map (more, more->map, originator, flag) == NULL) 1163 if (!insert_ob_in_map (more, m, originator, flag))
1310 { 1164 {
1311 if (!op->head) 1165 if (!op->head)
1312 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1166 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1313 1167
1314 return NULL; 1168 return 0;
1315 } 1169 }
1316 } 1170 }
1317 1171
1318 CLEAR_FLAG (op, FLAG_REMOVED); 1172 CLEAR_FLAG (op, FLAG_REMOVED);
1319 1173
1320 /* Ideally, the caller figures this out. However, it complicates a lot 1174 /* Ideally, the caller figures this out. However, it complicates a lot
1321 * of areas of callers (eg, anything that uses find_free_spot would now 1175 * of areas of callers (eg, anything that uses find_free_spot would now
1322 * need extra work 1176 * need extra work
1323 */ 1177 */
1324 op->map = get_map_from_coord (m, &op->x, &op->y); 1178 if (!xy_normalise (m, op->x, op->y))
1325 x = op->x; 1179 return 0;
1326 y = op->y; 1180
1181 op->map = m;
1182 mapspace &ms = op->ms ();
1327 1183
1328 /* this has to be done after we translate the coordinates. 1184 /* this has to be done after we translate the coordinates.
1329 */ 1185 */
1330 if (op->nrof && !(flag & INS_NO_MERGE)) 1186 if (op->nrof && !(flag & INS_NO_MERGE))
1331 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1187 for (tmp = ms.bot; tmp; tmp = tmp->above)
1332 if (object::can_merge (op, tmp)) 1188 if (object::can_merge (op, tmp))
1333 { 1189 {
1334 op->nrof += tmp->nrof; 1190 op->nrof += tmp->nrof;
1335 tmp->destroy (); 1191 tmp->destroy ();
1336 } 1192 }
1353 op->below = originator->below; 1209 op->below = originator->below;
1354 1210
1355 if (op->below) 1211 if (op->below)
1356 op->below->above = op; 1212 op->below->above = op;
1357 else 1213 else
1358 SET_MAP_OB (op->map, op->x, op->y, op); 1214 ms.bot = op;
1359 1215
1360 /* since *below* originator, no need to update top */ 1216 /* since *below* originator, no need to update top */
1361 originator->below = op; 1217 originator->below = op;
1362 } 1218 }
1363 else 1219 else
1364 { 1220 {
1221 top = ms.bot;
1222
1365 /* If there are other objects, then */ 1223 /* If there are other objects, then */
1366 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1224 if ((!(flag & INS_MAP_LOAD)) && top)
1367 { 1225 {
1368 object *last = NULL; 1226 object *last = 0;
1369 1227
1370 /* 1228 /*
1371 * If there are multiple objects on this space, we do some trickier handling. 1229 * If there are multiple objects on this space, we do some trickier handling.
1372 * We've already dealt with merging if appropriate. 1230 * We've already dealt with merging if appropriate.
1373 * Generally, we want to put the new object on top. But if 1231 * 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 1235 * 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 1236 * 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 1237 * when lots of spells are cast in one area. Currently, it is presumed
1380 * that flying non pickable objects are spell objects. 1238 * that flying non pickable objects are spell objects.
1381 */ 1239 */
1382 1240 for (top = ms.bot; top; top = top->above)
1383 while (top != NULL)
1384 { 1241 {
1385 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1242 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1386 floor = top; 1243 floor = top;
1387 1244
1388 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1245 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1391 top = top->below; 1248 top = top->below;
1392 break; 1249 break;
1393 } 1250 }
1394 1251
1395 last = top; 1252 last = top;
1396 top = top->above;
1397 } 1253 }
1398 1254
1399 /* Don't want top to be NULL, so set it to the last valid object */ 1255 /* Don't want top to be NULL, so set it to the last valid object */
1400 top = last; 1256 top = last;
1401 1257
1408 * Unless those objects are exits, type 66 1264 * Unless those objects are exits, type 66
1409 * If INS_ON_TOP is used, don't do this processing 1265 * If INS_ON_TOP is used, don't do this processing
1410 * Need to find the object that in fact blocks view, otherwise 1266 * Need to find the object that in fact blocks view, otherwise
1411 * stacking is a bit odd. 1267 * stacking is a bit odd.
1412 */ 1268 */
1413 if (!(flag & INS_ON_TOP) && 1269 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)) 1270 && ms.flags () & P_BLOCKSVIEW
1271 && (op->face && !op->face->visibility))
1415 { 1272 {
1416 for (last = top; last != floor; last = last->below) 1273 for (last = top; last != floor; last = last->below)
1417 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1274 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1418 break; 1275 break;
1276
1419 /* Check to see if we found the object that blocks view, 1277 /* Check to see if we found the object that blocks view,
1420 * and make sure we have a below pointer for it so that 1278 * and make sure we have a below pointer for it so that
1421 * we can get inserted below this one, which requires we 1279 * we can get inserted below this one, which requires we
1422 * set top to the object below us. 1280 * set top to the object below us.
1423 */ 1281 */
1425 top = last->below; 1283 top = last->below;
1426 } 1284 }
1427 } /* If objects on this space */ 1285 } /* If objects on this space */
1428 1286
1429 if (flag & INS_MAP_LOAD) 1287 if (flag & INS_MAP_LOAD)
1430 top = GET_MAP_TOP (op->map, op->x, op->y); 1288 top = ms.top;
1431 1289
1432 if (flag & INS_ABOVE_FLOOR_ONLY) 1290 if (flag & INS_ABOVE_FLOOR_ONLY)
1433 top = floor; 1291 top = floor;
1434 1292
1435 /* Top is the object that our object (op) is going to get inserted above. 1293 /* Top is the object that our object (op) is going to get inserted above.
1436 */ 1294 */
1437 1295
1438 /* First object on this space */ 1296 /* First object on this space */
1439 if (!top) 1297 if (!top)
1440 { 1298 {
1441 op->above = GET_MAP_OB (op->map, op->x, op->y); 1299 op->above = ms.bot;
1442 1300
1443 if (op->above) 1301 if (op->above)
1444 op->above->below = op; 1302 op->above->below = op;
1445 1303
1446 op->below = NULL; 1304 op->below = 0;
1447 SET_MAP_OB (op->map, op->x, op->y, op); 1305 ms.bot = op;
1448 } 1306 }
1449 else 1307 else
1450 { /* get inserted into the stack above top */ 1308 { /* get inserted into the stack above top */
1451 op->above = top->above; 1309 op->above = top->above;
1452 1310
1455 1313
1456 op->below = top; 1314 op->below = top;
1457 top->above = op; 1315 top->above = op;
1458 } 1316 }
1459 1317
1460 if (op->above == NULL) 1318 if (!op->above)
1461 SET_MAP_TOP (op->map, op->x, op->y, op); 1319 ms.top = op;
1462 } /* else not INS_BELOW_ORIGINATOR */ 1320 } /* else not INS_BELOW_ORIGINATOR */
1463 1321
1464 if (op->type == PLAYER) 1322 if (op->type == PLAYER)
1323 {
1465 op->contr->do_los = 1; 1324 op->contr->do_los = 1;
1325 ++op->map->players;
1326 op->map->touch ();
1327 }
1328
1329 op->map->dirty = true;
1466 1330
1467 /* If we have a floor, we know the player, if any, will be above 1331 /* 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. 1332 * it, so save a few ticks and start from there.
1469 */ 1333 */
1470 if (!(flag & INS_MAP_LOAD)) 1334 if (!(flag & INS_MAP_LOAD))
1471 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1335 if (object *pl = ms.player ())
1472 if (tmp->type == PLAYER) 1336 if (pl->contr->ns)
1473 tmp->contr->socket->floorbox_update (); 1337 pl->contr->ns->floorbox_update ();
1474 1338
1475 /* If this object glows, it may affect lighting conditions that are 1339 /* If this object glows, it may affect lighting conditions that are
1476 * visible to others on this map. But update_all_los is really 1340 * 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 1341 * 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 1342 * on the map will get recalculated. The players could very well
1479 * be far away from this change and not affected in any way - 1343 * be far away from this change and not affected in any way -
1480 * this should get redone to only look for players within range, 1344 * this should get redone to only look for players within range,
1481 * or just updating the P_NEED_UPDATE for spaces within this area 1345 * or just updating the P_UPTODATE for spaces within this area
1482 * of effect may be sufficient. 1346 * of effect may be sufficient.
1483 */ 1347 */
1484 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1348 if (op->map->darkness && (op->glow_radius != 0))
1485 update_all_los (op->map, op->x, op->y); 1349 update_all_los (op->map, op->x, op->y);
1486 1350
1487 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1351 /* updates flags (blocked, alive, no magic, etc) for this map space */
1488 update_object (op, UP_OBJ_INSERT); 1352 update_object (op, UP_OBJ_INSERT);
1353
1354 INVOKE_OBJECT (INSERT, op);
1489 1355
1490 /* Don't know if moving this to the end will break anything. However, 1356 /* Don't know if moving this to the end will break anything. However,
1491 * we want to have floorbox_update called before calling this. 1357 * we want to have floorbox_update called before calling this.
1492 * 1358 *
1493 * check_move_on() must be after this because code called from 1359 * check_move_on() must be after this because code called from
1498 1364
1499 /* if this is not the head or flag has been passed, don't check walk on status */ 1365 /* 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) 1366 if (!(flag & INS_NO_WALK_ON) && !op->head)
1501 { 1367 {
1502 if (check_move_on (op, originator)) 1368 if (check_move_on (op, originator))
1503 return NULL; 1369 return 0;
1504 1370
1505 /* If we are a multi part object, lets work our way through the check 1371 /* If we are a multi part object, lets work our way through the check
1506 * walk on's. 1372 * walk on's.
1507 */ 1373 */
1508 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1374 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1509 if (check_move_on (tmp, originator)) 1375 if (check_move_on (tmp, originator))
1510 return NULL; 1376 return 0;
1511 } 1377 }
1512 1378
1513 return op; 1379 return op;
1514} 1380}
1515 1381
1516/* this function inserts an object in the map, but if it 1382/* 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. 1383 * 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. 1384 * op is the object to insert it under: supplies x and the map.
1519 */ 1385 */
1520void 1386void
1521replace_insert_ob_in_map (const char *arch_string, object *op) 1387replace_insert_ob_in_map (const char *arch_string, object *op)
1522{ 1388{
1523 object * 1389 object *tmp, *tmp1;
1524 tmp;
1525 object *
1526 tmp1;
1527 1390
1528 /* first search for itself and remove any old instances */ 1391 /* first search for itself and remove any old instances */
1529 1392
1530 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1393 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1531 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1394 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1532 tmp->destroy (); 1395 tmp->destroy ();
1533 1396
1534 tmp1 = arch_to_object (archetype::find (arch_string)); 1397 tmp1 = arch_to_object (archetype::find (arch_string));
1535 1398
1536 tmp1->x = op->x; 1399 tmp1->x = op->x;
1537 tmp1->y = op->y; 1400 tmp1->y = op->y;
1538 insert_ob_in_map (tmp1, op->map, op, 0); 1401 insert_ob_in_map (tmp1, op->map, op, 0);
1402}
1403
1404object *
1405object::insert_at (object *where, object *originator, int flags)
1406{
1407 where->map->insert (this, where->x, where->y, originator, flags);
1539} 1408}
1540 1409
1541/* 1410/*
1542 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1411 * 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 1412 * is returned contains nr objects, and the remaining parts contains
1544 * the rest (or is removed and freed if that number is 0). 1413 * the rest (or is removed and freed if that number is 0).
1545 * On failure, NULL is returned, and the reason put into the 1414 * On failure, NULL is returned, and the reason put into the
1546 * global static errmsg array. 1415 * global static errmsg array.
1547 */ 1416 */
1548
1549object * 1417object *
1550get_split_ob (object *orig_ob, uint32 nr) 1418get_split_ob (object *orig_ob, uint32 nr)
1551{ 1419{
1552 object *newob; 1420 object *newob;
1553 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1421 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1589 1457
1590object * 1458object *
1591decrease_ob_nr (object *op, uint32 i) 1459decrease_ob_nr (object *op, uint32 i)
1592{ 1460{
1593 object *tmp; 1461 object *tmp;
1594 player *pl;
1595 1462
1596 if (i == 0) /* objects with op->nrof require this check */ 1463 if (i == 0) /* objects with op->nrof require this check */
1597 return op; 1464 return op;
1598 1465
1599 if (i > op->nrof) 1466 if (i > op->nrof)
1612 * IMO, searching through all the players will mostly 1479 * IMO, searching through all the players will mostly
1613 * likely be quicker than following op->env to the map, 1480 * likely be quicker than following op->env to the map,
1614 * and then searching the map for a player. 1481 * and then searching the map for a player.
1615 */ 1482 */
1616 if (!tmp) 1483 if (!tmp)
1617 { 1484 for_all_players (pl)
1618 for (pl = first_player; pl; pl = pl->next)
1619 if (pl->ob->container == op->env) 1485 if (pl->ob->container == op->env)
1620 { 1486 {
1621 tmp = pl->ob; 1487 tmp = pl->ob;
1622 break; 1488 break;
1623 } 1489 }
1624 }
1625 1490
1626 if (i < op->nrof) 1491 if (i < op->nrof)
1627 { 1492 {
1628 sub_weight (op->env, op->weight * i); 1493 sub_weight (op->env, op->weight * i);
1629 op->nrof -= i; 1494 op->nrof -= i;
1765 add_weight (this, (op->weight + op->carrying)); 1630 add_weight (this, (op->weight + op->carrying));
1766 1631
1767 otmp = this->in_player (); 1632 otmp = this->in_player ();
1768 if (otmp && otmp->contr) 1633 if (otmp && otmp->contr)
1769 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1634 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1770 fix_player (otmp); 1635 otmp->update_stats ();
1771 1636
1772 op->map = 0; 1637 op->map = 0;
1773 op->env = this; 1638 op->env = this;
1774 op->above = 0; 1639 op->above = 0;
1775 op->below = 0; 1640 op->below = 0;
1779 if ((op->glow_radius != 0) && map) 1644 if ((op->glow_radius != 0) && map)
1780 { 1645 {
1781#ifdef DEBUG_LIGHTS 1646#ifdef DEBUG_LIGHTS
1782 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1647 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1783#endif /* DEBUG_LIGHTS */ 1648#endif /* DEBUG_LIGHTS */
1784 if (MAP_DARKNESS (map)) 1649 if (map->darkness)
1785 update_all_los (map, x, y); 1650 update_all_los (map, x, y);
1786 } 1651 }
1787 1652
1788 /* Client has no idea of ordering so lets not bother ordering it here. 1653 /* Client has no idea of ordering so lets not bother ordering it here.
1789 * It sure simplifies this function... 1654 * It sure simplifies this function...
1794 { 1659 {
1795 op->below = inv; 1660 op->below = inv;
1796 op->below->above = op; 1661 op->below->above = op;
1797 inv = op; 1662 inv = op;
1798 } 1663 }
1664
1665 INVOKE_OBJECT (INSERT, this);
1799 1666
1800 return op; 1667 return op;
1801} 1668}
1802 1669
1803/* 1670/*
1818 * 1685 *
1819 * MSW 2001-07-08: Check all objects on space, not just those below 1686 * 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 1687 * object being inserted. insert_ob_in_map may not put new objects
1821 * on top. 1688 * on top.
1822 */ 1689 */
1823
1824int 1690int
1825check_move_on (object *op, object *originator) 1691check_move_on (object *op, object *originator)
1826{ 1692{
1827 object *tmp; 1693 object *tmp;
1828 maptile *m = op->map; 1694 maptile *m = op->map;
1855 1721
1856 /* The objects have to be checked from top to bottom. 1722 /* The objects have to be checked from top to bottom.
1857 * Hence, we first go to the top: 1723 * Hence, we first go to the top:
1858 */ 1724 */
1859 1725
1860 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1726 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1861 { 1727 {
1862 /* Trim the search when we find the first other spell effect 1728 /* Trim the search when we find the first other spell effect
1863 * this helps performance so that if a space has 50 spell objects, 1729 * this helps performance so that if a space has 50 spell objects,
1864 * we don't need to check all of them. 1730 * we don't need to check all of them.
1865 */ 1731 */
1920/* 1786/*
1921 * present_arch(arch, map, x, y) searches for any objects with 1787 * present_arch(arch, map, x, y) searches for any objects with
1922 * a matching archetype at the given map and coordinates. 1788 * a matching archetype at the given map and coordinates.
1923 * The first matching object is returned, or NULL if none. 1789 * The first matching object is returned, or NULL if none.
1924 */ 1790 */
1925
1926object * 1791object *
1927present_arch (const archetype *at, maptile *m, int x, int y) 1792present_arch (const archetype *at, maptile *m, int x, int y)
1928{ 1793{
1929 object *
1930 tmp;
1931
1932 if (m == NULL || out_of_map (m, x, y)) 1794 if (!m || out_of_map (m, x, y))
1933 { 1795 {
1934 LOG (llevError, "Present_arch called outside map.\n"); 1796 LOG (llevError, "Present_arch called outside map.\n");
1935 return NULL; 1797 return NULL;
1936 } 1798 }
1937 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1799
1800 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1938 if (tmp->arch == at) 1801 if (tmp->arch == at)
1939 return tmp; 1802 return tmp;
1803
1940 return NULL; 1804 return NULL;
1941} 1805}
1942 1806
1943/* 1807/*
1944 * present(type, map, x, y) searches for any objects with 1808 * present(type, map, x, y) searches for any objects with
1945 * a matching type variable at the given map and coordinates. 1809 * a matching type variable at the given map and coordinates.
1946 * The first matching object is returned, or NULL if none. 1810 * The first matching object is returned, or NULL if none.
1947 */ 1811 */
1948
1949object * 1812object *
1950present (unsigned char type, maptile *m, int x, int y) 1813present (unsigned char type, maptile *m, int x, int y)
1951{ 1814{
1952 object *
1953 tmp;
1954
1955 if (out_of_map (m, x, y)) 1815 if (out_of_map (m, x, y))
1956 { 1816 {
1957 LOG (llevError, "Present called outside map.\n"); 1817 LOG (llevError, "Present called outside map.\n");
1958 return NULL; 1818 return NULL;
1959 } 1819 }
1960 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1820
1821 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1961 if (tmp->type == type) 1822 if (tmp->type == type)
1962 return tmp; 1823 return tmp;
1824
1963 return NULL; 1825 return NULL;
1964} 1826}
1965 1827
1966/* 1828/*
1967 * present_in_ob(type, object) searches for any objects with 1829 * present_in_ob(type, object) searches for any objects with
1968 * a matching type variable in the inventory of the given object. 1830 * a matching type variable in the inventory of the given object.
1969 * The first matching object is returned, or NULL if none. 1831 * The first matching object is returned, or NULL if none.
1970 */ 1832 */
1971
1972object * 1833object *
1973present_in_ob (unsigned char type, const object *op) 1834present_in_ob (unsigned char type, const object *op)
1974{ 1835{
1975 object *
1976 tmp;
1977
1978 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1836 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1979 if (tmp->type == type) 1837 if (tmp->type == type)
1980 return tmp; 1838 return tmp;
1839
1981 return NULL; 1840 return NULL;
1982} 1841}
1983 1842
1984/* 1843/*
1985 * present_in_ob (type, str, object) searches for any objects with 1844 * present_in_ob (type, str, object) searches for any objects with
1993 * str is the string to match against. Note that we match against 1852 * 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 1853 * 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 1854 * spell code can use one object type (force), but change it's name
1996 * to be unique. 1855 * to be unique.
1997 */ 1856 */
1998
1999object * 1857object *
2000present_in_ob_by_name (int type, const char *str, const object *op) 1858present_in_ob_by_name (int type, const char *str, const object *op)
2001{ 1859{
2002 object *
2003 tmp;
2004
2005 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1860 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2006 {
2007 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1861 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2008 return tmp; 1862 return tmp;
2009 } 1863
2010 return NULL; 1864 return 0;
2011} 1865}
2012 1866
2013/* 1867/*
2014 * present_arch_in_ob(archetype, object) searches for any objects with 1868 * present_arch_in_ob(archetype, object) searches for any objects with
2015 * a matching archetype in the inventory of the given object. 1869 * a matching archetype in the inventory of the given object.
2016 * The first matching object is returned, or NULL if none. 1870 * The first matching object is returned, or NULL if none.
2017 */ 1871 */
2018
2019object * 1872object *
2020present_arch_in_ob (const archetype *at, const object *op) 1873present_arch_in_ob (const archetype *at, const object *op)
2021{ 1874{
2022 object *
2023 tmp;
2024
2025 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1875 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2026 if (tmp->arch == at) 1876 if (tmp->arch == at)
2027 return tmp; 1877 return tmp;
1878
2028 return NULL; 1879 return NULL;
2029} 1880}
2030 1881
2031/* 1882/*
2032 * activate recursively a flag on an object inventory 1883 * activate recursively a flag on an object inventory
2033 */ 1884 */
2034void 1885void
2035flag_inv (object *op, int flag) 1886flag_inv (object *op, int flag)
2036{ 1887{
2037 object *
2038 tmp;
2039
2040 if (op->inv) 1888 if (op->inv)
2041 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1889 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2042 { 1890 {
2043 SET_FLAG (tmp, flag); 1891 SET_FLAG (tmp, flag);
2044 flag_inv (tmp, flag); 1892 flag_inv (tmp, flag);
2045 } 1893 }
2046} /* 1894}
1895
1896/*
2047 * desactivate recursively a flag on an object inventory 1897 * deactivate recursively a flag on an object inventory
2048 */ 1898 */
2049void 1899void
2050unflag_inv (object *op, int flag) 1900unflag_inv (object *op, int flag)
2051{ 1901{
2052 object *
2053 tmp;
2054
2055 if (op->inv) 1902 if (op->inv)
2056 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1903 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2057 { 1904 {
2058 CLEAR_FLAG (tmp, flag); 1905 CLEAR_FLAG (tmp, flag);
2059 unflag_inv (tmp, flag); 1906 unflag_inv (tmp, flag);
2060 } 1907 }
2061} 1908}
2064 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 1911 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2065 * all it's inventory (recursively). 1912 * all it's inventory (recursively).
2066 * If checksums are used, a player will get set_cheat called for 1913 * 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. 1914 * him/her-self and all object carried by a call to this function.
2068 */ 1915 */
2069
2070void 1916void
2071set_cheat (object *op) 1917set_cheat (object *op)
2072{ 1918{
2073 SET_FLAG (op, FLAG_WAS_WIZ); 1919 SET_FLAG (op, FLAG_WAS_WIZ);
2074 flag_inv (op, FLAG_WAS_WIZ); 1920 flag_inv (op, FLAG_WAS_WIZ);
2093 * because arch_blocked (now ob_blocked) needs to know the movement type 1939 * 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 1940 * 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 1941 * the archetype because that isn't correct if the monster has been
2096 * customized, changed states, etc. 1942 * customized, changed states, etc.
2097 */ 1943 */
2098
2099int 1944int
2100find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 1945find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2101{ 1946{
2102 int
2103 i,
2104 index = 0, flag; 1947 int index = 0, flag;
2105 static int
2106 altern[SIZEOFFREE]; 1948 int altern[SIZEOFFREE];
2107 1949
2108 for (i = start; i < stop; i++) 1950 for (int i = start; i < stop; i++)
2109 { 1951 {
2110 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 1952 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2111 if (!flag) 1953 if (!flag)
2112 altern[index++] = i; 1954 altern [index++] = i;
2113 1955
2114 /* Basically, if we find a wall on a space, we cut down the search size. 1956 /* 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. 1957 * 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 - 1958 * 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 1959 * 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 1975 * find_first_free_spot(archetype, maptile, x, y) works like
2134 * find_free_spot(), but it will search max number of squares. 1976 * find_free_spot(), but it will search max number of squares.
2135 * But it will return the first available spot, not a random choice. 1977 * 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. 1978 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2137 */ 1979 */
2138
2139int 1980int
2140find_first_free_spot (const object *ob, maptile *m, int x, int y) 1981find_first_free_spot (const object *ob, maptile *m, int x, int y)
2141{ 1982{
2142 int
2143 i;
2144
2145 for (i = 0; i < SIZEOFFREE; i++) 1983 for (int i = 0; i < SIZEOFFREE; i++)
2146 {
2147 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 1984 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2148 return i; 1985 return i;
2149 } 1986
2150 return -1; 1987 return -1;
2151} 1988}
2152 1989
2153/* 1990/*
2154 * The function permute(arr, begin, end) randomly reorders the array 1991 * The function permute(arr, begin, end) randomly reorders the array
2155 * arr[begin..end-1]. 1992 * arr[begin..end-1].
1993 * now uses a fisher-yates shuffle, old permute was broken
2156 */ 1994 */
2157static void 1995static void
2158permute (int *arr, int begin, int end) 1996permute (int *arr, int begin, int end)
2159{ 1997{
2160 int 1998 arr += begin;
2161 i,
2162 j,
2163 tmp,
2164 len;
2165
2166 len = end - begin; 1999 end -= begin;
2167 for (i = begin; i < end; i++)
2168 {
2169 j = begin + RANDOM () % len;
2170 2000
2171 tmp = arr[i]; 2001 while (--end)
2172 arr[i] = arr[j]; 2002 swap (arr [end], arr [RANDOM () % (end + 1)]);
2173 arr[j] = tmp;
2174 }
2175} 2003}
2176 2004
2177/* new function to make monster searching more efficient, and effective! 2005/* new function to make monster searching more efficient, and effective!
2178 * This basically returns a randomized array (in the passed pointer) of 2006 * 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 2007 * 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. 2010 * the 3x3 area will be searched, just not in a predictable order.
2183 */ 2011 */
2184void 2012void
2185get_search_arr (int *search_arr) 2013get_search_arr (int *search_arr)
2186{ 2014{
2187 int 2015 int i;
2188 i;
2189 2016
2190 for (i = 0; i < SIZEOFFREE; i++) 2017 for (i = 0; i < SIZEOFFREE; i++)
2191 {
2192 search_arr[i] = i; 2018 search_arr[i] = i;
2193 }
2194 2019
2195 permute (search_arr, 1, SIZEOFFREE1 + 1); 2020 permute (search_arr, 1, SIZEOFFREE1 + 1);
2196 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2021 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2197 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2022 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2198} 2023}
2207 * Perhaps incorrectly, but I'm making the assumption that exclude 2032 * 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 2033 * 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 2034 * because we have to know what movement the thing looking to move
2210 * there is capable of. 2035 * there is capable of.
2211 */ 2036 */
2212
2213int 2037int
2214find_dir (maptile *m, int x, int y, object *exclude) 2038find_dir (maptile *m, int x, int y, object *exclude)
2215{ 2039{
2216 int
2217 i,
2218 max = SIZEOFFREE, mflags; 2040 int i, max = SIZEOFFREE, mflags;
2219 2041
2220 sint16 nx, ny; 2042 sint16 nx, ny;
2221 object * 2043 object *tmp;
2222 tmp;
2223 maptile * 2044 maptile *mp;
2224 mp;
2225 2045
2226 MoveType blocked, move_type; 2046 MoveType blocked, move_type;
2227 2047
2228 if (exclude && exclude->head) 2048 if (exclude && exclude->head)
2229 { 2049 {
2241 mp = m; 2061 mp = m;
2242 nx = x + freearr_x[i]; 2062 nx = x + freearr_x[i];
2243 ny = y + freearr_y[i]; 2063 ny = y + freearr_y[i];
2244 2064
2245 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2065 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2066
2246 if (mflags & P_OUT_OF_MAP) 2067 if (mflags & P_OUT_OF_MAP)
2247 {
2248 max = maxfree[i]; 2068 max = maxfree[i];
2249 }
2250 else 2069 else
2251 { 2070 {
2252 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2071 mapspace &ms = mp->at (nx, ny);
2072
2073 blocked = ms.move_block;
2253 2074
2254 if ((move_type & blocked) == move_type) 2075 if ((move_type & blocked) == move_type)
2255 {
2256 max = maxfree[i]; 2076 max = maxfree[i];
2257 }
2258 else if (mflags & P_IS_ALIVE) 2077 else if (mflags & P_IS_ALIVE)
2259 { 2078 {
2260 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2079 for (tmp = ms.bot; tmp; tmp = tmp->above)
2261 { 2080 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))) 2081 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2263 {
2264 break; 2082 break;
2265 } 2083
2266 }
2267 if (tmp) 2084 if (tmp)
2268 {
2269 return freedir[i]; 2085 return freedir[i];
2270 }
2271 } 2086 }
2272 } 2087 }
2273 } 2088 }
2089
2274 return 0; 2090 return 0;
2275} 2091}
2276 2092
2277/* 2093/*
2278 * distance(object 1, object 2) will return the square of the 2094 * distance(object 1, object 2) will return the square of the
2279 * distance between the two given objects. 2095 * distance between the two given objects.
2280 */ 2096 */
2281
2282int 2097int
2283distance (const object *ob1, const object *ob2) 2098distance (const object *ob1, const object *ob2)
2284{ 2099{
2285 int
2286 i;
2287
2288 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2100 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2289 return i;
2290} 2101}
2291 2102
2292/* 2103/*
2293 * find_dir_2(delta-x,delta-y) will return a direction in which 2104 * 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 2105 * an object which has subtracted the x and y coordinates of another
2295 * object, needs to travel toward it. 2106 * object, needs to travel toward it.
2296 */ 2107 */
2297
2298int 2108int
2299find_dir_2 (int x, int y) 2109find_dir_2 (int x, int y)
2300{ 2110{
2301 int 2111 int q;
2302 q;
2303 2112
2304 if (y) 2113 if (y)
2305 q = x * 100 / y; 2114 q = x * 100 / y;
2306 else if (x) 2115 else if (x)
2307 q = -300 * x; 2116 q = -300 * x;
2332 2141
2333 return 3; 2142 return 3;
2334} 2143}
2335 2144
2336/* 2145/*
2337 * absdir(int): Returns a number between 1 and 8, which represent
2338 * the "absolute" direction of a number (it actually takes care of
2339 * "overflow" in previous calculations of a direction).
2340 */
2341
2342int
2343absdir (int d)
2344{
2345 while (d < 1)
2346 d += 8;
2347 while (d > 8)
2348 d -= 8;
2349 return d;
2350}
2351
2352/*
2353 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2146 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2354 * between two directions (which are expected to be absolute (see absdir()) 2147 * between two directions (which are expected to be absolute (see absdir())
2355 */ 2148 */
2356
2357int 2149int
2358dirdiff (int dir1, int dir2) 2150dirdiff (int dir1, int dir2)
2359{ 2151{
2360 int 2152 int d;
2361 d;
2362 2153
2363 d = abs (dir1 - dir2); 2154 d = abs (dir1 - dir2);
2364 if (d > 4) 2155 if (d > 4)
2365 d = 8 - d; 2156 d = 8 - d;
2157
2366 return d; 2158 return d;
2367} 2159}
2368 2160
2369/* peterm: 2161/* peterm:
2370 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2162 * 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 2165 * 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. 2166 * 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 2167 * Moved from spell_util.c to object.c with the other related direction
2376 * functions. 2168 * functions.
2377 */ 2169 */
2378
2379int
2380 reduction_dir[SIZEOFFREE][3] = { 2170int reduction_dir[SIZEOFFREE][3] = {
2381 {0, 0, 0}, /* 0 */ 2171 {0, 0, 0}, /* 0 */
2382 {0, 0, 0}, /* 1 */ 2172 {0, 0, 0}, /* 1 */
2383 {0, 0, 0}, /* 2 */ 2173 {0, 0, 0}, /* 2 */
2384 {0, 0, 0}, /* 3 */ 2174 {0, 0, 0}, /* 3 */
2385 {0, 0, 0}, /* 4 */ 2175 {0, 0, 0}, /* 4 */
2433 * find a path to that monster that we found. If not, 2223 * find a path to that monster that we found. If not,
2434 * we don't bother going toward it. Returns 1 if we 2224 * we don't bother going toward it. Returns 1 if we
2435 * can see a direct way to get it 2225 * can see a direct way to get it
2436 * Modified to be map tile aware -.MSW 2226 * Modified to be map tile aware -.MSW
2437 */ 2227 */
2438
2439
2440int 2228int
2441can_see_monsterP (maptile *m, int x, int y, int dir) 2229can_see_monsterP (maptile *m, int x, int y, int dir)
2442{ 2230{
2443 sint16 dx, dy; 2231 sint16 dx, dy;
2444 int
2445 mflags; 2232 int mflags;
2446 2233
2447 if (dir < 0) 2234 if (dir < 0)
2448 return 0; /* exit condition: invalid direction */ 2235 return 0; /* exit condition: invalid direction */
2449 2236
2450 dx = x + freearr_x[dir]; 2237 dx = x + freearr_x[dir];
2463 return 0; 2250 return 0;
2464 2251
2465 /* yes, can see. */ 2252 /* yes, can see. */
2466 if (dir < 9) 2253 if (dir < 9)
2467 return 1; 2254 return 1;
2255
2468 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2256 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]); 2257 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2258 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2470} 2259}
2471
2472
2473 2260
2474/* 2261/*
2475 * can_pick(picker, item): finds out if an object is possible to be 2262 * 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 2263 * picked up by the picker. Returnes 1 if it can be
2477 * picked up, otherwise 0. 2264 * picked up, otherwise 0.
2488 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2275 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2489 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2276 (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)); 2277 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2491} 2278}
2492 2279
2493
2494/* 2280/*
2495 * create clone from object to another 2281 * create clone from object to another
2496 */ 2282 */
2497object * 2283object *
2498object_create_clone (object *asrc) 2284object_create_clone (object *asrc)
2517 { 2303 {
2518 dst = tmp; 2304 dst = tmp;
2519 tmp->head = 0; 2305 tmp->head = 0;
2520 } 2306 }
2521 else 2307 else
2522 {
2523 tmp->head = dst; 2308 tmp->head = dst;
2524 }
2525 2309
2526 tmp->more = 0; 2310 tmp->more = 0;
2527 2311
2528 if (prev) 2312 if (prev)
2529 prev->more = tmp; 2313 prev->more = tmp;
2541/* Basically, we save the content of the string to a temp file, then call */ 2325/* 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, */ 2326/* 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. */ 2327/* 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. */ 2328/* Remember not to use load_object_str in a time-critical situation. */
2545/* Also remember that multiparts objects are not supported for now. */ 2329/* Also remember that multiparts objects are not supported for now. */
2546
2547object * 2330object *
2548load_object_str (const char *obstr) 2331load_object_str (const char *obstr)
2549{ 2332{
2550 object *op; 2333 object *op;
2551 char filename[MAX_BUF]; 2334 char filename[MAX_BUF];
2581 * returns NULL if no match. 2364 * returns NULL if no match.
2582 */ 2365 */
2583object * 2366object *
2584find_obj_by_type_subtype (const object *who, int type, int subtype) 2367find_obj_by_type_subtype (const object *who, int type, int subtype)
2585{ 2368{
2586 object *tmp;
2587
2588 for (tmp = who->inv; tmp; tmp = tmp->below) 2369 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2589 if (tmp->type == type && tmp->subtype == subtype) 2370 if (tmp->type == type && tmp->subtype == subtype)
2590 return tmp; 2371 return tmp;
2591 2372
2592 return NULL; 2373 return 0;
2593} 2374}
2594 2375
2595/* If ob has a field named key, return the link from the list, 2376/* If ob has a field named key, return the link from the list,
2596 * otherwise return NULL. 2377 * otherwise return NULL.
2597 * 2378 *
2599 * do the desired thing. 2380 * do the desired thing.
2600 */ 2381 */
2601key_value * 2382key_value *
2602get_ob_key_link (const object *ob, const char *key) 2383get_ob_key_link (const object *ob, const char *key)
2603{ 2384{
2604 key_value *link;
2605
2606 for (link = ob->key_values; link != NULL; link = link->next) 2385 for (key_value *link = ob->key_values; link; link = link->next)
2607 if (link->key == key) 2386 if (link->key == key)
2608 return link; 2387 return link;
2609 2388
2610 return NULL; 2389 return 0;
2611} 2390}
2612 2391
2613/* 2392/*
2614 * Returns the value of op has an extra_field for key, or NULL. 2393 * Returns the value of op has an extra_field for key, or NULL.
2615 * 2394 *
2655 * Returns TRUE on success. 2434 * Returns TRUE on success.
2656 */ 2435 */
2657int 2436int
2658set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) 2437set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2659{ 2438{
2660 key_value *
2661 field = NULL, *last = NULL; 2439 key_value *field = NULL, *last = NULL;
2662 2440
2663 for (field = op->key_values; field != NULL; field = field->next) 2441 for (field = op->key_values; field != NULL; field = field->next)
2664 { 2442 {
2665 if (field->key != canonical_key) 2443 if (field->key != canonical_key)
2666 { 2444 {
2694 /* IF we get here, key doesn't exist */ 2472 /* IF we get here, key doesn't exist */
2695 2473
2696 /* No field, we'll have to add it. */ 2474 /* No field, we'll have to add it. */
2697 2475
2698 if (!add_key) 2476 if (!add_key)
2699 {
2700 return FALSE; 2477 return FALSE;
2701 } 2478
2702 /* There isn't any good reason to store a null 2479 /* There isn't any good reason to store a null
2703 * value in the key/value list. If the archetype has 2480 * value in the key/value list. If the archetype has
2704 * this key, then we should also have it, so shouldn't 2481 * this key, then we should also have it, so shouldn't
2705 * be here. If user wants to store empty strings, 2482 * be here. If user wants to store empty strings,
2706 * should pass in "" 2483 * should pass in ""
2755 } 2532 }
2756 else 2533 else
2757 item = item->env; 2534 item = item->env;
2758} 2535}
2759 2536
2537
2538const char *
2539object::flag_desc (char *desc, int len) const
2540{
2541 char *p = desc;
2542 bool first = true;
2543
2544 *p = 0;
2545
2546 for (int i = 0; i < NUM_FLAGS; i++)
2547 {
2548 if (len <= 10) // magic constant!
2549 {
2550 snprintf (p, len, ",...");
2551 break;
2552 }
2553
2554 if (flag [i])
2555 {
2556 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2557 len -= cnt;
2558 p += cnt;
2559 first = false;
2560 }
2561 }
2562
2563 return desc;
2564}
2565
2760// return a suitable string describing an objetc in enough detail to find it 2566// return a suitable string describing an object in enough detail to find it
2761const char * 2567const char *
2762object::debug_desc (char *info) const 2568object::debug_desc (char *info) const
2763{ 2569{
2570 char flagdesc[512];
2764 char info2[256 * 3]; 2571 char info2[256 * 4];
2765 char *p = info; 2572 char *p = info;
2766 2573
2767 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2574 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2768 count, 2575 count, uuid.seq,
2769 &name, 2576 &name,
2770 title ? " " : "", 2577 title ? "\",title:\"" : "",
2771 title ? (const char *)title : ""); 2578 title ? (const char *)title : "",
2579 flag_desc (flagdesc, 512), type);
2772 2580
2773 if (env) 2581 if (env)
2774 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2582 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2775 2583
2776 if (map) 2584 if (map)
2777 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2585 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2778 2586
2779 return info; 2587 return info;
2780} 2588}
2781 2589
2782const char * 2590const char *
2783object::debug_desc () const 2591object::debug_desc () const
2784{ 2592{
2785 static char info[256 * 3]; 2593 static char info[256 * 4];
2786 return debug_desc (info); 2594 return debug_desc (info);
2787} 2595}
2788 2596
2597const char *
2598object::debug_desc2 () const
2599{
2600 static char info[256 * 4];
2601 return debug_desc (info);
2602}
2603

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