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Comparing deliantra/server/common/object.C (file contents):
Revision 1.67 by root, Thu Dec 14 04:30:32 2006 UTC vs.
Revision 1.99 by root, Sun Dec 31 18:10:40 2006 UTC

29#include <sys/types.h> 29#include <sys/types.h>
30#include <sys/uio.h> 30#include <sys/uio.h>
31#include <object.h> 31#include <object.h>
32#include <funcpoint.h> 32#include <funcpoint.h>
33#include <loader.h> 33#include <loader.h>
34
35#include <bitset>
34 36
35int nrofallocobjects = 0; 37int nrofallocobjects = 0;
36static UUID uuid; 38static UUID uuid;
37const uint64 UUID_SKIP = 1<<19; 39const uint64 UUID_SKIP = 1<<19;
38 40
139 * objects with lists are rare, and lists stay short. If not, use a 141 * objects with lists are rare, and lists stay short. If not, use a
140 * different structure or at least keep the lists sorted... 142 * different structure or at least keep the lists sorted...
141 */ 143 */
142 144
143 /* For each field in wants, */ 145 /* For each field in wants, */
144 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) 146 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
145 { 147 {
146 key_value *has_field; 148 key_value *has_field;
147 149
148 /* Look for a field in has with the same key. */ 150 /* Look for a field in has with the same key. */
149 has_field = get_ob_key_link (has, wants_field->key); 151 has_field = get_ob_key_link (has, wants_field->key);
188 * Check nrof variable *before* calling can_merge() 190 * Check nrof variable *before* calling can_merge()
189 * 191 *
190 * Improvements made with merge: Better checking on potion, and also 192 * Improvements made with merge: Better checking on potion, and also
191 * check weight 193 * check weight
192 */ 194 */
193
194bool object::can_merge_slow (object *ob1, object *ob2) 195bool object::can_merge_slow (object *ob1, object *ob2)
195{ 196{
196 /* A couple quicksanity checks */ 197 /* A couple quicksanity checks */
197 if (ob1 == ob2 198 if (ob1 == ob2
198 || ob1->type != ob2->type 199 || ob1->type != ob2->type
219 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 220 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
220 221
221 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 222 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
222 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 223 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
223 224
224 225 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
225 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something 226 || ob1->arch != ob2->arch
226 * being locked in inventory should prevent merging.
227 * 0x4 in flags3 is CLIENT_SENT
228 */
229 if ((ob1->arch != ob2->arch) ||
230 (ob1->flags[0] != ob2->flags[0]) ||
231 (ob1->flags[1] != ob2->flags[1]) ||
232 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
233 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
234 (ob1->name != ob2->name) || 227 || ob1->name != ob2->name
235 (ob1->title != ob2->title) || 228 || ob1->title != ob2->title
236 (ob1->msg != ob2->msg) || 229 || ob1->msg != ob2->msg
237 (ob1->weight != ob2->weight) || 230 || ob1->weight != ob2->weight
238 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) || 231 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
239 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) || 232 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
240 (ob1->attacktype != ob2->attacktype) || 233 || ob1->attacktype != ob2->attacktype
241 (ob1->magic != ob2->magic) || 234 || ob1->magic != ob2->magic
242 (ob1->slaying != ob2->slaying) || 235 || ob1->slaying != ob2->slaying
243 (ob1->skill != ob2->skill) || 236 || ob1->skill != ob2->skill
244 (ob1->value != ob2->value) || 237 || ob1->value != ob2->value
245 (ob1->animation_id != ob2->animation_id) || 238 || ob1->animation_id != ob2->animation_id
246 (ob1->client_type != ob2->client_type) || 239 || ob1->client_type != ob2->client_type
247 (ob1->materialname != ob2->materialname) || 240 || ob1->materialname != ob2->materialname
248 (ob1->lore != ob2->lore) || 241 || ob1->lore != ob2->lore
249 (ob1->subtype != ob2->subtype) || 242 || ob1->subtype != ob2->subtype
250 (ob1->move_type != ob2->move_type) || 243 || ob1->move_type != ob2->move_type
251 (ob1->move_block != ob2->move_block) || 244 || ob1->move_block != ob2->move_block
252 (ob1->move_allow != ob2->move_allow) || 245 || ob1->move_allow != ob2->move_allow
253 (ob1->move_on != ob2->move_on) || 246 || ob1->move_on != ob2->move_on
254 (ob1->move_off != ob2->move_off) || (ob1->move_slow != ob2->move_slow) || (ob1->move_slow_penalty != ob2->move_slow_penalty)) 247 || ob1->move_off != ob2->move_off
248 || ob1->move_slow != ob2->move_slow
249 || ob1->move_slow_penalty != ob2->move_slow_penalty)
255 return 0; 250 return 0;
256 251
257 /* This is really a spellbook check - really, we should 252 /* This is really a spellbook check - really, we should
258 * check all objects in the inventory. 253 * check all objects in the inventory.
259 */ 254 */
281 276
282 /* Note sure why the following is the case - either the object has to 277 /* Note sure why the following is the case - either the object has to
283 * be animated or have a very low speed. Is this an attempted monster 278 * be animated or have a very low speed. Is this an attempted monster
284 * check? 279 * check?
285 */ 280 */
286 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 281 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
287 return 0; 282 return 0;
288 283
289 switch (ob1->type) 284 switch (ob1->type)
290 { 285 {
291 case SCROLL: 286 case SCROLL:
356 op = op->env; 351 op = op->env;
357 return op; 352 return op;
358} 353}
359 354
360/* 355/*
361 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
362 * a better check. We basically keeping traversing up until we can't
363 * or find a player.
364 */
365
366object *
367is_player_inv (object *op)
368{
369 for (; op != NULL && op->type != PLAYER; op = op->env)
370 if (op->env == op)
371 op->env = NULL;
372 return op;
373}
374
375/*
376 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 356 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
377 * Some error messages. 357 * Some error messages.
378 * The result of the dump is stored in the static global errmsg array. 358 * The result of the dump is stored in the static global errmsg array.
379 */ 359 */
380 360
383{ 363{
384 if (!op) 364 if (!op)
385 return strdup ("[NULLOBJ]"); 365 return strdup ("[NULLOBJ]");
386 366
387 object_freezer freezer; 367 object_freezer freezer;
388 save_object (freezer, op, 3); 368 save_object (freezer, op, 1);
389 return freezer.as_string (); 369 return freezer.as_string ();
390} 370}
391 371
392/* 372/*
393 * get_nearest_part(multi-object, object 2) returns the part of the 373 * get_nearest_part(multi-object, object 2) returns the part of the
486 } 466 }
487 467
488 op->key_values = 0; 468 op->key_values = 0;
489} 469}
490 470
491void object::clear ()
492{
493 attachable_base::clear ();
494
495 free_key_values (this);
496
497 owner = 0;
498 name = 0;
499 name_pl = 0;
500 title = 0;
501 race = 0;
502 slaying = 0;
503 skill = 0;
504 msg = 0;
505 lore = 0;
506 custom_name = 0;
507 materialname = 0;
508 contr = 0;
509 below = 0;
510 above = 0;
511 inv = 0;
512 container = 0;
513 env = 0;
514 more = 0;
515 head = 0;
516 map = 0;
517 active_next = 0;
518 active_prev = 0;
519
520 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
521
522 SET_FLAG (this, FLAG_REMOVED);
523
524 /* What is not cleared is next, prev, and count */
525
526 expmul = 1.0;
527 face = blank_face;
528
529 if (settings.casting_time)
530 casting_time = -1;
531}
532
533/* 471/*
534 * copy_to first frees everything allocated by the dst object, 472 * copy_to first frees everything allocated by the dst object,
535 * and then copies the contents of itself into the second 473 * and then copies the contents of itself into the second
536 * object, allocating what needs to be allocated. Basically, any 474 * object, allocating what needs to be allocated. Basically, any
537 * 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,
543{ 481{
544 bool is_freed = QUERY_FLAG (dst, FLAG_FREED); 482 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
545 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED); 483 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
546 484
547 *(object_copy *)dst = *this; 485 *(object_copy *)dst = *this;
548 *(object_pod *)dst = *this;
549
550 if (self || cb)
551 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (dst));
552 486
553 if (is_freed) 487 if (is_freed)
554 SET_FLAG (dst, FLAG_FREED); 488 SET_FLAG (dst, FLAG_FREED);
555 489
556 if (is_removed) 490 if (is_removed)
587 tail = new_link; 521 tail = new_link;
588 } 522 }
589 } 523 }
590 } 524 }
591 525
592 update_ob_speed (dst); 526 dst->set_speed (dst->speed);
593} 527}
594 528
595object * 529object *
596object::clone () 530object::clone ()
597{ 531{
603/* 537/*
604 * 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
605 * 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
606 * 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.
607 */ 541 */
608
609void 542void
610update_turn_face (object *op) 543update_turn_face (object *op)
611{ 544{
612 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 545 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
613 return; 546 return;
547
614 SET_ANIMATION (op, op->direction); 548 SET_ANIMATION (op, op->direction);
615 update_object (op, UP_OBJ_FACE); 549 update_object (op, UP_OBJ_FACE);
616} 550}
617 551
618/* 552/*
619 * 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
620 * 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.
621 * 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.
622 */ 556 */
623void 557void
624update_ob_speed (object *op) 558object::set_speed (float speed)
625{ 559{
626 extern int arch_init; 560 if (flag [FLAG_FREED] && speed)
627
628 /* No reason putting the archetypes objects on the speed list,
629 * since they never really need to be updated.
630 */
631
632 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
633 { 561 {
634 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 562 LOG (llevError, "Object %s is freed but has speed.\n", &name);
635#ifdef MANY_CORES
636 abort ();
637#else
638 op->speed = 0; 563 speed = 0;
639#endif
640 }
641
642 if (arch_init)
643 return;
644
645 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
646 { 564 }
647 /* If already on active list, don't do anything */
648 if (op->active_next || op->active_prev || op == active_objects)
649 return;
650 565
651 /* process_events() expects us to insert the object at the beginning 566 this->speed = speed;
652 * of the list. */
653 op->active_next = active_objects;
654 567
655 if (op->active_next != NULL) 568 if (has_active_speed ())
656 op->active_next->active_prev = op; 569 activate ();
657
658 active_objects = op;
659 }
660 else 570 else
661 { 571 deactivate ();
662 /* If not on the active list, nothing needs to be done */
663 if (!op->active_next && !op->active_prev && op != active_objects)
664 return;
665
666 if (op->active_prev == NULL)
667 {
668 active_objects = op->active_next;
669
670 if (op->active_next != NULL)
671 op->active_next->active_prev = NULL;
672 }
673 else
674 {
675 op->active_prev->active_next = op->active_next;
676
677 if (op->active_next)
678 op->active_next->active_prev = op->active_prev;
679 }
680
681 op->active_next = NULL;
682 op->active_prev = NULL;
683 }
684} 572}
685 573
686/* This function removes object 'op' from the list of active
687 * objects.
688 * This should only be used for style maps or other such
689 * reference maps where you don't want an object that isn't
690 * in play chewing up cpu time getting processed.
691 * The reverse of this is to call update_ob_speed, which
692 * will do the right thing based on the speed of the object.
693 */
694void
695remove_from_active_list (object *op)
696{
697 /* If not on the active list, nothing needs to be done */
698 if (!op->active_next && !op->active_prev && op != active_objects)
699 return;
700
701 if (op->active_prev == NULL)
702 {
703 active_objects = op->active_next;
704 if (op->active_next != NULL)
705 op->active_next->active_prev = NULL;
706 }
707 else
708 {
709 op->active_prev->active_next = op->active_next;
710 if (op->active_next)
711 op->active_next->active_prev = op->active_prev;
712 }
713 op->active_next = NULL;
714 op->active_prev = NULL;
715}
716
717/* 574/*
718 * update_object() updates the array which represents the map. 575 * update_object() updates the the map.
719 * It takes into account invisible objects (and represent squares covered 576 * It takes into account invisible objects (and represent squares covered
720 * 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
721 * invisible object, etc...) 578 * invisible object, etc...)
722 * 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
723 * 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
724 * updating that window, though, since update_object() is called _often_) 581 * updating that window, though, since update_object() is called _often_)
725 * 582 *
726 * 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.
727 * For example, if the only thing that has changed is the face (due to
728 * an animation), we don't need to call update_position until that actually
729 * comes into view of a player. OTOH, many other things, like addition/removal
730 * of walls or living creatures may need us to update the flags now.
731 * current action are: 584 * current action are:
732 * UP_OBJ_INSERT: op was inserted 585 * UP_OBJ_INSERT: op was inserted
733 * UP_OBJ_REMOVE: op was removed 586 * UP_OBJ_REMOVE: op was removed
734 * 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
735 * 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.
736 * UP_OBJ_FACE: only the objects face has changed. 589 * UP_OBJ_FACE: only the objects face has changed.
737 */ 590 */
738
739void 591void
740update_object (object *op, int action) 592update_object (object *op, int action)
741{ 593{
742 int update_now = 0, flags;
743 MoveType move_on, move_off, move_block, move_slow; 594 MoveType move_on, move_off, move_block, move_slow;
744 595
745 if (op == NULL) 596 if (op == NULL)
746 { 597 {
747 /* this should never happen */ 598 /* this should never happen */
748 LOG (llevDebug, "update_object() called for NULL object.\n"); 599 LOG (llevDebug, "update_object() called for NULL object.\n");
749 return; 600 return;
750 } 601 }
751 602
752 if (op->env != NULL) 603 if (op->env)
753 { 604 {
754 /* Animation is currently handled by client, so nothing 605 /* Animation is currently handled by client, so nothing
755 * to do in this case. 606 * to do in this case.
756 */ 607 */
757 return; 608 return;
762 */ 613 */
763 if (!op->map || op->map->in_memory == MAP_SAVING) 614 if (!op->map || op->map->in_memory == MAP_SAVING)
764 return; 615 return;
765 616
766 /* make sure the object is within map boundaries */ 617 /* make sure the object is within map boundaries */
767 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)
768 { 619 {
769 LOG (llevError, "update_object() called for object out of map!\n"); 620 LOG (llevError, "update_object() called for object out of map!\n");
770#ifdef MANY_CORES 621#ifdef MANY_CORES
771 abort (); 622 abort ();
772#endif 623#endif
773 return; 624 return;
774 } 625 }
775 626
776 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 627 mapspace &m = op->ms ();
777 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
778 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
779 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
780 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
781 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
782 628
629 if (!(m.flags_ & P_UPTODATE))
630 /* nop */;
783 if (action == UP_OBJ_INSERT) 631 else if (action == UP_OBJ_INSERT)
784 { 632 {
633 // this is likely overkill, TODO: revisit (schmorp)
785 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 634 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
786 update_now = 1;
787
788 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 635 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
789 update_now = 1; 636 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
790 637 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
638 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
791 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 639 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
792 update_now = 1;
793
794 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
795 update_now = 1;
796
797 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
798 update_now = 1;
799
800 if ((move_on | op->move_on) != move_on) 640 || (m.move_on | op->move_on ) != m.move_on
801 update_now = 1;
802
803 if ((move_off | op->move_off) != move_off) 641 || (m.move_off | op->move_off ) != m.move_off
804 update_now = 1; 642 || (m.move_slow | op->move_slow) != m.move_slow
805
806 /* 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
807 * to have move_allow right now. 644 * to have move_allow right now.
808 */ 645 */
809 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 646 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
810 update_now = 1; 647 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
811 648 m.flags_ = 0;
812 if ((move_slow | op->move_slow) != move_slow)
813 update_now = 1;
814 } 649 }
815
816 /* if the object is being removed, we can't make intelligent 650 /* if the object is being removed, we can't make intelligent
817 * decisions, because remove_ob can't really pass the object 651 * decisions, because remove_ob can't really pass the object
818 * that is being removed. 652 * that is being removed.
819 */ 653 */
820 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 654 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
821 update_now = 1; 655 m.flags_ = 0;
822 else if (action == UP_OBJ_FACE) 656 else if (action == UP_OBJ_FACE)
823 /* Nothing to do for that case */ ; 657 /* Nothing to do for that case */ ;
824 else 658 else
825 LOG (llevError, "update_object called with invalid action: %d\n", action); 659 LOG (llevError, "update_object called with invalid action: %d\n", action);
826 660
827 if (update_now)
828 {
829 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
830 update_position (op->map, op->x, op->y);
831 }
832
833 if (op->more != NULL) 661 if (op->more)
834 update_object (op->more, action); 662 update_object (op->more, action);
835} 663}
836 664
837object::vector object::mortals;
838object::vector object::objects; // not yet used
839object *object::first; 665object *object::first;
840
841void object::free_mortals ()
842{
843 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
844 if ((*i)->refcnt)
845 ++i; // further delay freeing
846 else
847 {
848 delete *i;
849 mortals.erase (i);
850 }
851}
852 666
853object::object () 667object::object ()
854{ 668{
855 SET_FLAG (this, FLAG_REMOVED); 669 SET_FLAG (this, FLAG_REMOVED);
856 670
888 702
889 prev = 0; 703 prev = 0;
890 next = 0; 704 next = 0;
891} 705}
892 706
707bool
708object::active () const
709{
710 return active_next || active_prev || this == active_objects;
711}
712
713void
714object::activate ()
715{
716 /* If already on active list, don't do anything */
717 if (active ())
718 return;
719
720 if (has_active_speed ())
721 {
722 /* process_events() expects us to insert the object at the beginning
723 * of the list. */
724 active_next = active_objects;
725
726 if (active_next)
727 active_next->active_prev = this;
728
729 active_objects = this;
730 }
731}
732
733void
734object::activate_recursive ()
735{
736 activate ();
737
738 for (object *op = inv; op; op = op->above)
739 op->activate_recursive ();
740}
741
742/* This function removes object 'op' from the list of active
743 * objects.
744 * This should only be used for style maps or other such
745 * reference maps where you don't want an object that isn't
746 * in play chewing up cpu time getting processed.
747 * The reverse of this is to call update_ob_speed, which
748 * will do the right thing based on the speed of the object.
749 */
750void
751object::deactivate ()
752{
753 /* If not on the active list, nothing needs to be done */
754 if (!active ())
755 return;
756
757 if (active_prev == 0)
758 {
759 active_objects = active_next;
760 if (active_next)
761 active_next->active_prev = 0;
762 }
763 else
764 {
765 active_prev->active_next = active_next;
766 if (active_next)
767 active_next->active_prev = active_prev;
768 }
769
770 active_next = 0;
771 active_prev = 0;
772}
773
774void
775object::deactivate_recursive ()
776{
777 for (object *op = inv; op; op = op->above)
778 op->deactivate_recursive ();
779
780 deactivate ();
781}
782
783/*
784 * Remove and free all objects in the inventory of the given object.
785 * object.c ?
786 */
787void
788object::destroy_inv (bool drop_to_ground)
789{
790 // need to check first, because the checks below might segfault
791 // as we might be on an invalid mapspace and crossfire code
792 // is too buggy to ensure that the inventory is empty.
793 // corollary: if you create arrows etc. with stuff in tis inventory,
794 // cf will crash below with off-map x and y
795 if (!inv)
796 return;
797
798 /* Only if the space blocks everything do we not process -
799 * if some form of movement is allowed, let objects
800 * drop on that space.
801 */
802 if (!drop_to_ground
803 || !map
804 || map->in_memory != MAP_IN_MEMORY
805 || ms ().move_block == MOVE_ALL)
806 {
807 while (inv)
808 {
809 inv->destroy_inv (drop_to_ground);
810 inv->destroy ();
811 }
812 }
813 else
814 { /* Put objects in inventory onto this space */
815 while (inv)
816 {
817 object *op = inv;
818
819 if (op->flag [FLAG_STARTEQUIP]
820 || op->flag [FLAG_NO_DROP]
821 || op->type == RUNE
822 || op->type == TRAP
823 || op->flag [FLAG_IS_A_TEMPLATE])
824 op->destroy ();
825 else
826 map->insert (op, x, y);
827 }
828 }
829}
830
893object *object::create () 831object *object::create ()
894{ 832{
895 object *op = new object; 833 object *op = new object;
896 op->link (); 834 op->link ();
897 return op; 835 return op;
898} 836}
899 837
900/* 838void
901 * free_object() frees everything allocated by an object, removes 839object::do_destroy ()
902 * it from the list of used objects, and puts it on the list of
903 * free objects. The IS_FREED() flag is set in the object.
904 * The object must have been removed by remove_ob() first for
905 * this function to succeed.
906 *
907 * If destroy_inventory is set, free inventory as well. Else drop items in
908 * inventory to the ground.
909 */
910void object::destroy (bool destroy_inventory)
911{ 840{
912 if (QUERY_FLAG (this, FLAG_FREED)) 841 if (flag [FLAG_IS_LINKED])
842 remove_button_link (this);
843
844 if (flag [FLAG_FRIENDLY])
845 remove_friendly_object (this);
846
847 if (!flag [FLAG_REMOVED])
848 remove ();
849
850 if (flag [FLAG_FREED])
913 return; 851 return;
914 852
915 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 853 set_speed (0);
916 remove_friendly_object (this);
917 854
918 if (!QUERY_FLAG (this, FLAG_REMOVED)) 855 flag [FLAG_FREED] = 1;
919 remove ();
920 856
921 SET_FLAG (this, FLAG_FREED); 857 attachable::do_destroy ();
922 858
923 if (more) 859 destroy_inv (true);
924 { 860 unlink ();
925 more->destroy (destroy_inventory);
926 more = 0;
927 }
928
929 if (inv)
930 {
931 /* Only if the space blocks everything do we not process -
932 * if some form of movement is allowed, let objects
933 * drop on that space.
934 */
935 if (destroy_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
936 {
937 object *op = inv;
938
939 while (op)
940 {
941 object *tmp = op->below;
942 op->destroy (destroy_inventory);
943 op = tmp;
944 }
945 }
946 else
947 { /* Put objects in inventory onto this space */
948 object *op = inv;
949
950 while (op)
951 {
952 object *tmp = op->below;
953
954 op->remove ();
955
956 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
957 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
958 op->destroy ();
959 else
960 {
961 op->x = x;
962 op->y = y;
963 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
964 }
965
966 op = tmp;
967 }
968 }
969 }
970 861
971 // hack to ensure that freed objects still have a valid map 862 // hack to ensure that freed objects still have a valid map
972 { 863 {
973 static maptile *freed_map; // freed objects are moved here to avoid crashes 864 static maptile *freed_map; // freed objects are moved here to avoid crashes
974 865
978 869
979 freed_map->name = "/internal/freed_objects_map"; 870 freed_map->name = "/internal/freed_objects_map";
980 freed_map->width = 3; 871 freed_map->width = 3;
981 freed_map->height = 3; 872 freed_map->height = 3;
982 873
983 freed_map->allocate (); 874 freed_map->alloc ();
984 } 875 }
985 876
986 map = freed_map; 877 map = freed_map;
987 x = 1; 878 x = 1;
988 y = 1; 879 y = 1;
989 } 880 }
990 881
882 head = 0;
883
884 if (more)
885 {
886 more->destroy ();
887 more = 0;
888 }
889
991 // clear those pointers that likely might have circular references to us 890 // clear those pointers that likely might have circular references to us
992 owner = 0; 891 owner = 0;
993 enemy = 0; 892 enemy = 0;
994 attacked_by = 0; 893 attacked_by = 0;
995 894
996 // only relevant for players(?), but make sure of it anyways 895 // only relevant for players(?), but make sure of it anyways
997 contr = 0; 896 contr = 0;
897}
998 898
999 /* Remove object from the active list */ 899void
1000 speed = 0; 900object::destroy (bool destroy_inventory)
1001 update_ob_speed (this); 901{
902 if (destroyed ())
903 return;
1002 904
1003 unlink (); 905 if (destroy_inventory)
906 destroy_inv (false);
1004 907
1005 mortals.push_back (this); 908 attachable::destroy ();
1006} 909}
1007 910
1008/* 911/*
1009 * sub_weight() recursively (outwards) subtracts a number from the 912 * sub_weight() recursively (outwards) subtracts a number from the
1010 * weight of an object (and what is carried by it's environment(s)). 913 * weight of an object (and what is carried by it's environment(s)).
1034object::remove () 937object::remove ()
1035{ 938{
1036 object *tmp, *last = 0; 939 object *tmp, *last = 0;
1037 object *otmp; 940 object *otmp;
1038 941
1039 int check_walk_off;
1040
1041 if (QUERY_FLAG (this, FLAG_REMOVED)) 942 if (QUERY_FLAG (this, FLAG_REMOVED))
1042 return; 943 return;
1043 944
1044 SET_FLAG (this, FLAG_REMOVED); 945 SET_FLAG (this, FLAG_REMOVED);
946 INVOKE_OBJECT (REMOVE, this);
1045 947
1046 if (more) 948 if (more)
1047 more->remove (); 949 more->remove ();
1048 950
1049 /* 951 /*
1059 961
1060 /* NO_FIX_PLAYER is set when a great many changes are being 962 /* NO_FIX_PLAYER is set when a great many changes are being
1061 * made to players inventory. If set, avoiding the call 963 * made to players inventory. If set, avoiding the call
1062 * to save cpu time. 964 * to save cpu time.
1063 */ 965 */
1064 if ((otmp = is_player_inv (env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 966 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1065 fix_player (otmp); 967 otmp->update_stats ();
1066 968
1067 if (above != NULL) 969 if (above)
1068 above->below = below; 970 above->below = below;
1069 else 971 else
1070 env->inv = below; 972 env->inv = below;
1071 973
1072 if (below != NULL) 974 if (below)
1073 below->above = above; 975 below->above = above;
1074 976
1075 /* we set up values so that it could be inserted into 977 /* we set up values so that it could be inserted into
1076 * the map, but we don't actually do that - it is up 978 * the map, but we don't actually do that - it is up
1077 * to the caller to decide what we want to do. 979 * to the caller to decide what we want to do.
1081 above = 0, below = 0; 983 above = 0, below = 0;
1082 env = 0; 984 env = 0;
1083 } 985 }
1084 else if (map) 986 else if (map)
1085 { 987 {
1086 /* Re did the following section of code - it looks like it had 988 if (type == PLAYER)
1087 * lots of logic for things we no longer care about
1088 */ 989 {
990 --map->players;
991 map->last_access = runtime;
992 }
993
994 map->dirty = true;
1089 995
1090 /* link the object above us */ 996 /* link the object above us */
1091 if (above) 997 if (above)
1092 above->below = below; 998 above->below = below;
1093 else 999 else
1094 SET_MAP_TOP (map, x, y, below); /* we were top, set new top */ 1000 map->at (x, y).top = below; /* we were top, set new top */
1095 1001
1096 /* Relink the object below us, if there is one */ 1002 /* Relink the object below us, if there is one */
1097 if (below) 1003 if (below)
1098 below->above = above; 1004 below->above = above;
1099 else 1005 else
1111 dump = dump_object (GET_MAP_OB (map, x, y)); 1017 dump = dump_object (GET_MAP_OB (map, x, y));
1112 LOG (llevError, "%s\n", dump); 1018 LOG (llevError, "%s\n", dump);
1113 free (dump); 1019 free (dump);
1114 } 1020 }
1115 1021
1116 SET_MAP_OB (map, x, y, above); /* goes on above it. */ 1022 map->at (x, y).bot = above; /* goes on above it. */
1117 } 1023 }
1118 1024
1119 above = 0; 1025 above = 0;
1120 below = 0; 1026 below = 0;
1121 1027
1122 if (map->in_memory == MAP_SAVING) 1028 if (map->in_memory == MAP_SAVING)
1123 return; 1029 return;
1124 1030
1125 check_walk_off = !QUERY_FLAG (this, FLAG_NO_APPLY); 1031 int check_walk_off = !flag [FLAG_NO_APPLY];
1126 1032
1127 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) 1033 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above)
1128 { 1034 {
1129 /* No point updating the players look faces if he is the object 1035 /* No point updating the players look faces if he is the object
1130 * being removed. 1036 * being removed.
1131 */ 1037 */
1132 1038
1136 * removed (most likely destroyed), update the player view 1042 * removed (most likely destroyed), update the player view
1137 * appropriately. 1043 * appropriately.
1138 */ 1044 */
1139 if (tmp->container == this) 1045 if (tmp->container == this)
1140 { 1046 {
1141 CLEAR_FLAG (this, FLAG_APPLIED); 1047 flag [FLAG_APPLIED] = 0;
1142 tmp->container = 0; 1048 tmp->container = 0;
1143 } 1049 }
1144 1050
1145 tmp->contr->socket->update_look = 1; 1051 if (tmp->contr->ns)
1052 tmp->contr->ns->floorbox_update ();
1146 } 1053 }
1147 1054
1148 /* See if player moving off should effect something */ 1055 /* See if object moving off should effect something */
1149 if (check_walk_off 1056 if (check_walk_off
1150 && ((move_type & tmp->move_off) 1057 && ((move_type & tmp->move_off)
1151 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1058 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1152 { 1059 {
1153 move_apply (tmp, this, 0); 1060 move_apply (tmp, this, 0);
1155 if (destroyed ()) 1062 if (destroyed ())
1156 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1063 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1157 } 1064 }
1158 1065
1159 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1066 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1160 1067 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1161 if (tmp->above == tmp) 1068 if (tmp->above == tmp)
1162 tmp->above = 0; 1069 tmp->above = 0;
1163 1070
1164 last = tmp; 1071 last = tmp;
1165 } 1072 }
1166 1073
1167 /* last == NULL of there are no objects on this space */ 1074 /* last == NULL if there are no objects on this space */
1075 //TODO: this makes little sense, why only update the topmost object?
1168 if (!last) 1076 if (!last)
1169 { 1077 map->at (x, y).flags_ = 0;
1170 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1171 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1172 * those out anyways, and if there are any flags set right now, they won't
1173 * be correct anyways.
1174 */
1175 SET_MAP_FLAGS (map, x, y, P_NEED_UPDATE);
1176 update_position (map, x, y);
1177 }
1178 else 1078 else
1179 update_object (last, UP_OBJ_REMOVE); 1079 update_object (last, UP_OBJ_REMOVE);
1180 1080
1181 if (QUERY_FLAG (this, FLAG_BLOCKSVIEW) || glow_radius) 1081 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1182 update_all_los (map, x, y); 1082 update_all_los (map, x, y);
1183 } 1083 }
1184} 1084}
1185 1085
1186/* 1086/*
1195merge_ob (object *op, object *top) 1095merge_ob (object *op, object *top)
1196{ 1096{
1197 if (!op->nrof) 1097 if (!op->nrof)
1198 return 0; 1098 return 0;
1199 1099
1200 if (top == NULL) 1100 if (top)
1201 for (top = op; top != NULL && top->above != NULL; top = top->above); 1101 for (top = op; top && top->above; top = top->above)
1102 ;
1202 1103
1203 for (; top != NULL; top = top->below) 1104 for (; top; top = top->below)
1204 { 1105 {
1205 if (top == op) 1106 if (top == op)
1206 continue; 1107 continue;
1207 1108
1208 if (object::can_merge (op, top)) 1109 if (object::can_merge (op, top))
1224 * job preparing multi-part monsters 1125 * job preparing multi-part monsters
1225 */ 1126 */
1226object * 1127object *
1227insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1128insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1228{ 1129{
1229 object *tmp;
1230
1231 if (op->head)
1232 op = op->head;
1233
1234 for (tmp = op; tmp; tmp = tmp->more) 1130 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1235 { 1131 {
1236 tmp->x = x + tmp->arch->clone.x; 1132 tmp->x = x + tmp->arch->clone.x;
1237 tmp->y = y + tmp->arch->clone.y; 1133 tmp->y = y + tmp->arch->clone.y;
1238 } 1134 }
1239 1135
1258 * Return value: 1154 * Return value:
1259 * new object if 'op' was merged with other object 1155 * new object if 'op' was merged with other object
1260 * NULL if 'op' was destroyed 1156 * NULL if 'op' was destroyed
1261 * just 'op' otherwise 1157 * just 'op' otherwise
1262 */ 1158 */
1263
1264object * 1159object *
1265insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1160insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1266{ 1161{
1267 object *tmp, *top, *floor = NULL; 1162 object *tmp, *top, *floor = NULL;
1268 sint16 x, y; 1163 sint16 x, y;
1271 { 1166 {
1272 LOG (llevError, "Trying to insert freed object!\n"); 1167 LOG (llevError, "Trying to insert freed object!\n");
1273 return NULL; 1168 return NULL;
1274 } 1169 }
1275 1170
1276 if (m == NULL) 1171 if (!m)
1277 { 1172 {
1278 char *dump = dump_object (op); 1173 char *dump = dump_object (op);
1279 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump); 1174 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1280 free (dump); 1175 free (dump);
1281 return op; 1176 return op;
1302 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump); 1197 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1303 free (dump); 1198 free (dump);
1304 return op; 1199 return op;
1305 } 1200 }
1306 1201
1307 if (op->more != NULL) 1202 if (op->more)
1308 { 1203 {
1309 /* The part may be on a different map. */ 1204 /* The part may be on a different map. */
1310 1205
1311 object *more = op->more; 1206 object *more = op->more;
1312 1207
1328 if (insert_ob_in_map (more, more->map, originator, flag) == NULL) 1223 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1329 { 1224 {
1330 if (!op->head) 1225 if (!op->head)
1331 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1226 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1332 1227
1333 return NULL; 1228 return 0;
1334 } 1229 }
1335 } 1230 }
1336 1231
1337 CLEAR_FLAG (op, FLAG_REMOVED); 1232 CLEAR_FLAG (op, FLAG_REMOVED);
1338 1233
1345 y = op->y; 1240 y = op->y;
1346 1241
1347 /* this has to be done after we translate the coordinates. 1242 /* this has to be done after we translate the coordinates.
1348 */ 1243 */
1349 if (op->nrof && !(flag & INS_NO_MERGE)) 1244 if (op->nrof && !(flag & INS_NO_MERGE))
1350 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1245 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above)
1351 if (object::can_merge (op, tmp)) 1246 if (object::can_merge (op, tmp))
1352 { 1247 {
1353 op->nrof += tmp->nrof; 1248 op->nrof += tmp->nrof;
1354 tmp->destroy (); 1249 tmp->destroy ();
1355 } 1250 }
1372 op->below = originator->below; 1267 op->below = originator->below;
1373 1268
1374 if (op->below) 1269 if (op->below)
1375 op->below->above = op; 1270 op->below->above = op;
1376 else 1271 else
1377 SET_MAP_OB (op->map, op->x, op->y, op); 1272 op->ms ().bot = op;
1378 1273
1379 /* since *below* originator, no need to update top */ 1274 /* since *below* originator, no need to update top */
1380 originator->below = op; 1275 originator->below = op;
1381 } 1276 }
1382 else 1277 else
1383 { 1278 {
1384 /* If there are other objects, then */ 1279 /* If there are other objects, then */
1385 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1280 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1386 { 1281 {
1387 object *last = NULL; 1282 object *last = 0;
1388 1283
1389 /* 1284 /*
1390 * If there are multiple objects on this space, we do some trickier handling. 1285 * If there are multiple objects on this space, we do some trickier handling.
1391 * We've already dealt with merging if appropriate. 1286 * We've already dealt with merging if appropriate.
1392 * Generally, we want to put the new object on top. But if 1287 * Generally, we want to put the new object on top. But if
1396 * once we get to them. This reduces the need to traverse over all of 1291 * once we get to them. This reduces the need to traverse over all of
1397 * them when adding another one - this saves quite a bit of cpu time 1292 * them when adding another one - this saves quite a bit of cpu time
1398 * when lots of spells are cast in one area. Currently, it is presumed 1293 * when lots of spells are cast in one area. Currently, it is presumed
1399 * that flying non pickable objects are spell objects. 1294 * that flying non pickable objects are spell objects.
1400 */ 1295 */
1401
1402 while (top != NULL) 1296 while (top)
1403 { 1297 {
1404 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1298 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1405 floor = top; 1299 floor = top;
1406 1300
1407 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1301 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1428 * If INS_ON_TOP is used, don't do this processing 1322 * If INS_ON_TOP is used, don't do this processing
1429 * Need to find the object that in fact blocks view, otherwise 1323 * Need to find the object that in fact blocks view, otherwise
1430 * stacking is a bit odd. 1324 * stacking is a bit odd.
1431 */ 1325 */
1432 if (!(flag & INS_ON_TOP) && 1326 if (!(flag & INS_ON_TOP) &&
1433 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1327 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1434 { 1328 {
1435 for (last = top; last != floor; last = last->below) 1329 for (last = top; last != floor; last = last->below)
1436 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1330 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1437 break; 1331 break;
1438 /* Check to see if we found the object that blocks view, 1332 /* Check to see if we found the object that blocks view,
1460 op->above = GET_MAP_OB (op->map, op->x, op->y); 1354 op->above = GET_MAP_OB (op->map, op->x, op->y);
1461 1355
1462 if (op->above) 1356 if (op->above)
1463 op->above->below = op; 1357 op->above->below = op;
1464 1358
1465 op->below = NULL; 1359 op->below = 0;
1466 SET_MAP_OB (op->map, op->x, op->y, op); 1360 op->ms ().bot = op;
1467 } 1361 }
1468 else 1362 else
1469 { /* get inserted into the stack above top */ 1363 { /* get inserted into the stack above top */
1470 op->above = top->above; 1364 op->above = top->above;
1471 1365
1474 1368
1475 op->below = top; 1369 op->below = top;
1476 top->above = op; 1370 top->above = op;
1477 } 1371 }
1478 1372
1479 if (op->above == NULL) 1373 if (!op->above)
1480 SET_MAP_TOP (op->map, op->x, op->y, op); 1374 op->ms ().top = op;
1481 } /* else not INS_BELOW_ORIGINATOR */ 1375 } /* else not INS_BELOW_ORIGINATOR */
1482 1376
1483 if (op->type == PLAYER) 1377 if (op->type == PLAYER)
1378 {
1484 op->contr->do_los = 1; 1379 op->contr->do_los = 1;
1380 ++op->map->players;
1381 op->map->last_access = runtime;
1382 }
1383
1384 op->map->dirty = true;
1485 1385
1486 /* If we have a floor, we know the player, if any, will be above 1386 /* If we have a floor, we know the player, if any, will be above
1487 * it, so save a few ticks and start from there. 1387 * it, so save a few ticks and start from there.
1488 */ 1388 */
1489 if (!(flag & INS_MAP_LOAD)) 1389 if (!(flag & INS_MAP_LOAD))
1490 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1390 if (object *pl = op->ms ().player ())
1491 if (tmp->type == PLAYER) 1391 if (pl->contr->ns)
1492 tmp->contr->socket->update_look = 1; 1392 pl->contr->ns->floorbox_update ();
1493 1393
1494 /* If this object glows, it may affect lighting conditions that are 1394 /* If this object glows, it may affect lighting conditions that are
1495 * visible to others on this map. But update_all_los is really 1395 * visible to others on this map. But update_all_los is really
1496 * an inefficient way to do this, as it means los for all players 1396 * an inefficient way to do this, as it means los for all players
1497 * on the map will get recalculated. The players could very well 1397 * on the map will get recalculated. The players could very well
1498 * be far away from this change and not affected in any way - 1398 * be far away from this change and not affected in any way -
1499 * this should get redone to only look for players within range, 1399 * this should get redone to only look for players within range,
1500 * or just updating the P_NEED_UPDATE for spaces within this area 1400 * or just updating the P_UPTODATE for spaces within this area
1501 * of effect may be sufficient. 1401 * of effect may be sufficient.
1502 */ 1402 */
1503 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1403 if (op->map->darkness && (op->glow_radius != 0))
1504 update_all_los (op->map, op->x, op->y); 1404 update_all_los (op->map, op->x, op->y);
1505 1405
1506 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1406 /* updates flags (blocked, alive, no magic, etc) for this map space */
1507 update_object (op, UP_OBJ_INSERT); 1407 update_object (op, UP_OBJ_INSERT);
1508 1408
1409 INVOKE_OBJECT (INSERT, op);
1410
1509 /* Don't know if moving this to the end will break anything. However, 1411 /* Don't know if moving this to the end will break anything. However,
1510 * we want to have update_look set above before calling this. 1412 * we want to have floorbox_update called before calling this.
1511 * 1413 *
1512 * check_move_on() must be after this because code called from 1414 * check_move_on() must be after this because code called from
1513 * check_move_on() depends on correct map flags (so functions like 1415 * check_move_on() depends on correct map flags (so functions like
1514 * blocked() and wall() work properly), and these flags are updated by 1416 * blocked() and wall() work properly), and these flags are updated by
1515 * update_object(). 1417 * update_object().
1517 1419
1518 /* if this is not the head or flag has been passed, don't check walk on status */ 1420 /* if this is not the head or flag has been passed, don't check walk on status */
1519 if (!(flag & INS_NO_WALK_ON) && !op->head) 1421 if (!(flag & INS_NO_WALK_ON) && !op->head)
1520 { 1422 {
1521 if (check_move_on (op, originator)) 1423 if (check_move_on (op, originator))
1522 return NULL; 1424 return 0;
1523 1425
1524 /* If we are a multi part object, lets work our way through the check 1426 /* If we are a multi part object, lets work our way through the check
1525 * walk on's. 1427 * walk on's.
1526 */ 1428 */
1527 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1429 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1528 if (check_move_on (tmp, originator)) 1430 if (check_move_on (tmp, originator))
1529 return NULL; 1431 return 0;
1530 } 1432 }
1531 1433
1532 return op; 1434 return op;
1533} 1435}
1534 1436
1535/* this function inserts an object in the map, but if it 1437/* this function inserts an object in the map, but if it
1536 * finds an object of its own type, it'll remove that one first. 1438 * finds an object of its own type, it'll remove that one first.
1537 * op is the object to insert it under: supplies x and the map. 1439 * op is the object to insert it under: supplies x and the map.
1538 */ 1440 */
1539void 1441void
1540replace_insert_ob_in_map (const char *arch_string, object *op) 1442replace_insert_ob_in_map (const char *arch_string, object *op)
1541{ 1443{
1542 object * 1444 object *tmp, *tmp1;
1543 tmp;
1544 object *
1545 tmp1;
1546 1445
1547 /* first search for itself and remove any old instances */ 1446 /* first search for itself and remove any old instances */
1548 1447
1549 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1448 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1550 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1449 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1553 tmp1 = arch_to_object (archetype::find (arch_string)); 1452 tmp1 = arch_to_object (archetype::find (arch_string));
1554 1453
1555 tmp1->x = op->x; 1454 tmp1->x = op->x;
1556 tmp1->y = op->y; 1455 tmp1->y = op->y;
1557 insert_ob_in_map (tmp1, op->map, op, 0); 1456 insert_ob_in_map (tmp1, op->map, op, 0);
1457}
1458
1459object *
1460object::insert_at (object *where, object *originator, int flags)
1461{
1462 where->map->insert (this, where->x, where->y, originator, flags);
1558} 1463}
1559 1464
1560/* 1465/*
1561 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1466 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1562 * is returned contains nr objects, and the remaining parts contains 1467 * is returned contains nr objects, and the remaining parts contains
1563 * the rest (or is removed and freed if that number is 0). 1468 * the rest (or is removed and freed if that number is 0).
1564 * On failure, NULL is returned, and the reason put into the 1469 * On failure, NULL is returned, and the reason put into the
1565 * global static errmsg array. 1470 * global static errmsg array.
1566 */ 1471 */
1567
1568object * 1472object *
1569get_split_ob (object *orig_ob, uint32 nr) 1473get_split_ob (object *orig_ob, uint32 nr)
1570{ 1474{
1571 object *newob; 1475 object *newob;
1572 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1476 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1608 1512
1609object * 1513object *
1610decrease_ob_nr (object *op, uint32 i) 1514decrease_ob_nr (object *op, uint32 i)
1611{ 1515{
1612 object *tmp; 1516 object *tmp;
1613 player *pl;
1614 1517
1615 if (i == 0) /* objects with op->nrof require this check */ 1518 if (i == 0) /* objects with op->nrof require this check */
1616 return op; 1519 return op;
1617 1520
1618 if (i > op->nrof) 1521 if (i > op->nrof)
1619 i = op->nrof; 1522 i = op->nrof;
1620 1523
1621 if (QUERY_FLAG (op, FLAG_REMOVED)) 1524 if (QUERY_FLAG (op, FLAG_REMOVED))
1622 op->nrof -= i; 1525 op->nrof -= i;
1623 else if (op->env != NULL) 1526 else if (op->env)
1624 { 1527 {
1625 /* is this object in the players inventory, or sub container 1528 /* is this object in the players inventory, or sub container
1626 * therein? 1529 * therein?
1627 */ 1530 */
1628 tmp = is_player_inv (op->env); 1531 tmp = op->in_player ();
1629 /* nope. Is this a container the player has opened? 1532 /* nope. Is this a container the player has opened?
1630 * If so, set tmp to that player. 1533 * If so, set tmp to that player.
1631 * IMO, searching through all the players will mostly 1534 * IMO, searching through all the players will mostly
1632 * likely be quicker than following op->env to the map, 1535 * likely be quicker than following op->env to the map,
1633 * and then searching the map for a player. 1536 * and then searching the map for a player.
1634 */ 1537 */
1635 if (!tmp) 1538 if (!tmp)
1636 { 1539 for_all_players (pl)
1637 for (pl = first_player; pl; pl = pl->next)
1638 if (pl->ob->container == op->env) 1540 if (pl->ob->container == op->env)
1541 {
1542 tmp = pl->ob;
1639 break; 1543 break;
1640 if (pl)
1641 tmp = pl->ob;
1642 else
1643 tmp = NULL;
1644 } 1544 }
1645 1545
1646 if (i < op->nrof) 1546 if (i < op->nrof)
1647 { 1547 {
1648 sub_weight (op->env, op->weight * i); 1548 sub_weight (op->env, op->weight * i);
1649 op->nrof -= i; 1549 op->nrof -= i;
1650 if (tmp) 1550 if (tmp)
1651 {
1652 esrv_send_item (tmp, op); 1551 esrv_send_item (tmp, op);
1653 }
1654 } 1552 }
1655 else 1553 else
1656 { 1554 {
1657 op->remove (); 1555 op->remove ();
1658 op->nrof = 0; 1556 op->nrof = 0;
1659 if (tmp) 1557 if (tmp)
1660 {
1661 esrv_del_item (tmp->contr, op->count); 1558 esrv_del_item (tmp->contr, op->count);
1662 }
1663 } 1559 }
1664 } 1560 }
1665 else 1561 else
1666 { 1562 {
1667 object *above = op->above; 1563 object *above = op->above;
1673 op->remove (); 1569 op->remove ();
1674 op->nrof = 0; 1570 op->nrof = 0;
1675 } 1571 }
1676 1572
1677 /* Since we just removed op, op->above is null */ 1573 /* Since we just removed op, op->above is null */
1678 for (tmp = above; tmp != NULL; tmp = tmp->above) 1574 for (tmp = above; tmp; tmp = tmp->above)
1679 if (tmp->type == PLAYER) 1575 if (tmp->type == PLAYER)
1680 { 1576 {
1681 if (op->nrof) 1577 if (op->nrof)
1682 esrv_send_item (tmp, op); 1578 esrv_send_item (tmp, op);
1683 else 1579 else
1688 if (op->nrof) 1584 if (op->nrof)
1689 return op; 1585 return op;
1690 else 1586 else
1691 { 1587 {
1692 op->destroy (); 1588 op->destroy ();
1693 return NULL; 1589 return 0;
1694 } 1590 }
1695} 1591}
1696 1592
1697/* 1593/*
1698 * add_weight(object, weight) adds the specified weight to an object, 1594 * add_weight(object, weight) adds the specified weight to an object,
1786 add_weight (this, op->weight * op->nrof); 1682 add_weight (this, op->weight * op->nrof);
1787 } 1683 }
1788 else 1684 else
1789 add_weight (this, (op->weight + op->carrying)); 1685 add_weight (this, (op->weight + op->carrying));
1790 1686
1791 otmp = is_player_inv (this); 1687 otmp = this->in_player ();
1792 if (otmp && otmp->contr) 1688 if (otmp && otmp->contr)
1793 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1689 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1794 fix_player (otmp); 1690 otmp->update_stats ();
1795 1691
1796 op->map = NULL; 1692 op->map = 0;
1797 op->env = this; 1693 op->env = this;
1798 op->above = NULL; 1694 op->above = 0;
1799 op->below = NULL; 1695 op->below = 0;
1800 op->x = 0, op->y = 0; 1696 op->x = 0, op->y = 0;
1801 1697
1802 /* reset the light list and los of the players on the map */ 1698 /* reset the light list and los of the players on the map */
1803 if ((op->glow_radius != 0) && map) 1699 if ((op->glow_radius != 0) && map)
1804 { 1700 {
1805#ifdef DEBUG_LIGHTS 1701#ifdef DEBUG_LIGHTS
1806 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1702 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1807#endif /* DEBUG_LIGHTS */ 1703#endif /* DEBUG_LIGHTS */
1808 if (MAP_DARKNESS (map)) 1704 if (map->darkness)
1809 update_all_los (map, x, y); 1705 update_all_los (map, x, y);
1810 } 1706 }
1811 1707
1812 /* Client has no idea of ordering so lets not bother ordering it here. 1708 /* Client has no idea of ordering so lets not bother ordering it here.
1813 * It sure simplifies this function... 1709 * It sure simplifies this function...
1818 { 1714 {
1819 op->below = inv; 1715 op->below = inv;
1820 op->below->above = op; 1716 op->below->above = op;
1821 inv = op; 1717 inv = op;
1822 } 1718 }
1719
1720 INVOKE_OBJECT (INSERT, this);
1823 1721
1824 return op; 1722 return op;
1825} 1723}
1826 1724
1827/* 1725/*
1842 * 1740 *
1843 * MSW 2001-07-08: Check all objects on space, not just those below 1741 * MSW 2001-07-08: Check all objects on space, not just those below
1844 * object being inserted. insert_ob_in_map may not put new objects 1742 * object being inserted. insert_ob_in_map may not put new objects
1845 * on top. 1743 * on top.
1846 */ 1744 */
1847
1848int 1745int
1849check_move_on (object *op, object *originator) 1746check_move_on (object *op, object *originator)
1850{ 1747{
1851 object *tmp; 1748 object *tmp;
1852 maptile *m = op->map; 1749 maptile *m = op->map;
1879 1776
1880 /* The objects have to be checked from top to bottom. 1777 /* The objects have to be checked from top to bottom.
1881 * Hence, we first go to the top: 1778 * Hence, we first go to the top:
1882 */ 1779 */
1883 1780
1884 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1781 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp && tmp->above; tmp = tmp->above)
1885 { 1782 {
1886 /* Trim the search when we find the first other spell effect 1783 /* Trim the search when we find the first other spell effect
1887 * this helps performance so that if a space has 50 spell objects, 1784 * this helps performance so that if a space has 50 spell objects,
1888 * we don't need to check all of them. 1785 * we don't need to check all of them.
1889 */ 1786 */
1944/* 1841/*
1945 * present_arch(arch, map, x, y) searches for any objects with 1842 * present_arch(arch, map, x, y) searches for any objects with
1946 * a matching archetype at the given map and coordinates. 1843 * a matching archetype at the given map and coordinates.
1947 * The first matching object is returned, or NULL if none. 1844 * The first matching object is returned, or NULL if none.
1948 */ 1845 */
1949
1950object * 1846object *
1951present_arch (const archetype *at, maptile *m, int x, int y) 1847present_arch (const archetype *at, maptile *m, int x, int y)
1952{ 1848{
1953 object *
1954 tmp;
1955
1956 if (m == NULL || out_of_map (m, x, y)) 1849 if (m == NULL || out_of_map (m, x, y))
1957 { 1850 {
1958 LOG (llevError, "Present_arch called outside map.\n"); 1851 LOG (llevError, "Present_arch called outside map.\n");
1959 return NULL; 1852 return NULL;
1960 } 1853 }
1854
1961 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1855 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1962 if (tmp->arch == at) 1856 if (tmp->arch == at)
1963 return tmp; 1857 return tmp;
1858
1964 return NULL; 1859 return NULL;
1965} 1860}
1966 1861
1967/* 1862/*
1968 * present(type, map, x, y) searches for any objects with 1863 * present(type, map, x, y) searches for any objects with
1969 * a matching type variable at the given map and coordinates. 1864 * a matching type variable at the given map and coordinates.
1970 * The first matching object is returned, or NULL if none. 1865 * The first matching object is returned, or NULL if none.
1971 */ 1866 */
1972
1973object * 1867object *
1974present (unsigned char type, maptile *m, int x, int y) 1868present (unsigned char type, maptile *m, int x, int y)
1975{ 1869{
1976 object *
1977 tmp;
1978
1979 if (out_of_map (m, x, y)) 1870 if (out_of_map (m, x, y))
1980 { 1871 {
1981 LOG (llevError, "Present called outside map.\n"); 1872 LOG (llevError, "Present called outside map.\n");
1982 return NULL; 1873 return NULL;
1983 } 1874 }
1875
1984 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1876 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1985 if (tmp->type == type) 1877 if (tmp->type == type)
1986 return tmp; 1878 return tmp;
1879
1987 return NULL; 1880 return NULL;
1988} 1881}
1989 1882
1990/* 1883/*
1991 * present_in_ob(type, object) searches for any objects with 1884 * present_in_ob(type, object) searches for any objects with
1992 * a matching type variable in the inventory of the given object. 1885 * a matching type variable in the inventory of the given object.
1993 * The first matching object is returned, or NULL if none. 1886 * The first matching object is returned, or NULL if none.
1994 */ 1887 */
1995
1996object * 1888object *
1997present_in_ob (unsigned char type, const object *op) 1889present_in_ob (unsigned char type, const object *op)
1998{ 1890{
1999 object *
2000 tmp;
2001
2002 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1891 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2003 if (tmp->type == type) 1892 if (tmp->type == type)
2004 return tmp; 1893 return tmp;
1894
2005 return NULL; 1895 return NULL;
2006} 1896}
2007 1897
2008/* 1898/*
2009 * present_in_ob (type, str, object) searches for any objects with 1899 * present_in_ob (type, str, object) searches for any objects with
2017 * str is the string to match against. Note that we match against 1907 * str is the string to match against. Note that we match against
2018 * the object name, not the archetype name. this is so that the 1908 * the object name, not the archetype name. this is so that the
2019 * spell code can use one object type (force), but change it's name 1909 * spell code can use one object type (force), but change it's name
2020 * to be unique. 1910 * to be unique.
2021 */ 1911 */
2022
2023object * 1912object *
2024present_in_ob_by_name (int type, const char *str, const object *op) 1913present_in_ob_by_name (int type, const char *str, const object *op)
2025{ 1914{
2026 object *
2027 tmp;
2028
2029 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1915 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2030 {
2031 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1916 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2032 return tmp; 1917 return tmp;
2033 } 1918
2034 return NULL; 1919 return 0;
2035} 1920}
2036 1921
2037/* 1922/*
2038 * present_arch_in_ob(archetype, object) searches for any objects with 1923 * present_arch_in_ob(archetype, object) searches for any objects with
2039 * a matching archetype in the inventory of the given object. 1924 * a matching archetype in the inventory of the given object.
2040 * The first matching object is returned, or NULL if none. 1925 * The first matching object is returned, or NULL if none.
2041 */ 1926 */
2042
2043object * 1927object *
2044present_arch_in_ob (const archetype *at, const object *op) 1928present_arch_in_ob (const archetype *at, const object *op)
2045{ 1929{
2046 object *
2047 tmp;
2048
2049 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1930 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2050 if (tmp->arch == at) 1931 if (tmp->arch == at)
2051 return tmp; 1932 return tmp;
1933
2052 return NULL; 1934 return NULL;
2053} 1935}
2054 1936
2055/* 1937/*
2056 * activate recursively a flag on an object inventory 1938 * activate recursively a flag on an object inventory
2057 */ 1939 */
2058void 1940void
2059flag_inv (object *op, int flag) 1941flag_inv (object *op, int flag)
2060{ 1942{
2061 object *
2062 tmp;
2063
2064 if (op->inv) 1943 if (op->inv)
2065 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1944 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2066 { 1945 {
2067 SET_FLAG (tmp, flag); 1946 SET_FLAG (tmp, flag);
2068 flag_inv (tmp, flag); 1947 flag_inv (tmp, flag);
2069 } 1948 }
2070} /* 1949}
1950
1951/*
2071 * desactivate recursively a flag on an object inventory 1952 * deactivate recursively a flag on an object inventory
2072 */ 1953 */
2073void 1954void
2074unflag_inv (object *op, int flag) 1955unflag_inv (object *op, int flag)
2075{ 1956{
2076 object *
2077 tmp;
2078
2079 if (op->inv) 1957 if (op->inv)
2080 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1958 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2081 { 1959 {
2082 CLEAR_FLAG (tmp, flag); 1960 CLEAR_FLAG (tmp, flag);
2083 unflag_inv (tmp, flag); 1961 unflag_inv (tmp, flag);
2084 } 1962 }
2085} 1963}
2088 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 1966 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2089 * all it's inventory (recursively). 1967 * all it's inventory (recursively).
2090 * If checksums are used, a player will get set_cheat called for 1968 * If checksums are used, a player will get set_cheat called for
2091 * him/her-self and all object carried by a call to this function. 1969 * him/her-self and all object carried by a call to this function.
2092 */ 1970 */
2093
2094void 1971void
2095set_cheat (object *op) 1972set_cheat (object *op)
2096{ 1973{
2097 SET_FLAG (op, FLAG_WAS_WIZ); 1974 SET_FLAG (op, FLAG_WAS_WIZ);
2098 flag_inv (op, FLAG_WAS_WIZ); 1975 flag_inv (op, FLAG_WAS_WIZ);
2117 * because arch_blocked (now ob_blocked) needs to know the movement type 1994 * because arch_blocked (now ob_blocked) needs to know the movement type
2118 * to know if the space in question will block the object. We can't use 1995 * to know if the space in question will block the object. We can't use
2119 * the archetype because that isn't correct if the monster has been 1996 * the archetype because that isn't correct if the monster has been
2120 * customized, changed states, etc. 1997 * customized, changed states, etc.
2121 */ 1998 */
2122
2123int 1999int
2124find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 2000find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2125{ 2001{
2126 int
2127 i,
2128 index = 0, flag; 2002 int index = 0, flag;
2129 static int
2130 altern[SIZEOFFREE]; 2003 int altern[SIZEOFFREE];
2131 2004
2132 for (i = start; i < stop; i++) 2005 for (int i = start; i < stop; i++)
2133 { 2006 {
2134 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2007 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2135 if (!flag) 2008 if (!flag)
2136 altern[index++] = i; 2009 altern [index++] = i;
2137 2010
2138 /* Basically, if we find a wall on a space, we cut down the search size. 2011 /* Basically, if we find a wall on a space, we cut down the search size.
2139 * In this way, we won't return spaces that are on another side of a wall. 2012 * In this way, we won't return spaces that are on another side of a wall.
2140 * This mostly work, but it cuts down the search size in all directions - 2013 * This mostly work, but it cuts down the search size in all directions -
2141 * if the space being examined only has a wall to the north and empty 2014 * if the space being examined only has a wall to the north and empty
2142 * spaces in all the other directions, this will reduce the search space 2015 * spaces in all the other directions, this will reduce the search space
2143 * to only the spaces immediately surrounding the target area, and 2016 * to only the spaces immediately surrounding the target area, and
2144 * won't look 2 spaces south of the target space. 2017 * won't look 2 spaces south of the target space.
2145 */ 2018 */
2146 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 2019 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2147 stop = maxfree[i]; 2020 stop = maxfree[i];
2148 } 2021 }
2022
2149 if (!index) 2023 if (!index)
2150 return -1; 2024 return -1;
2025
2151 return altern[RANDOM () % index]; 2026 return altern[RANDOM () % index];
2152} 2027}
2153 2028
2154/* 2029/*
2155 * find_first_free_spot(archetype, maptile, x, y) works like 2030 * find_first_free_spot(archetype, maptile, x, y) works like
2156 * find_free_spot(), but it will search max number of squares. 2031 * find_free_spot(), but it will search max number of squares.
2157 * But it will return the first available spot, not a random choice. 2032 * But it will return the first available spot, not a random choice.
2158 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2033 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2159 */ 2034 */
2160
2161int 2035int
2162find_first_free_spot (const object *ob, maptile *m, int x, int y) 2036find_first_free_spot (const object *ob, maptile *m, int x, int y)
2163{ 2037{
2164 int
2165 i;
2166
2167 for (i = 0; i < SIZEOFFREE; i++) 2038 for (int i = 0; i < SIZEOFFREE; i++)
2168 {
2169 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2039 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2170 return i; 2040 return i;
2171 } 2041
2172 return -1; 2042 return -1;
2173} 2043}
2174 2044
2175/* 2045/*
2176 * The function permute(arr, begin, end) randomly reorders the array 2046 * The function permute(arr, begin, end) randomly reorders the array
2177 * arr[begin..end-1]. 2047 * arr[begin..end-1].
2048 * now uses a fisher-yates shuffle, old permute was broken
2178 */ 2049 */
2179static void 2050static void
2180permute (int *arr, int begin, int end) 2051permute (int *arr, int begin, int end)
2181{ 2052{
2182 int 2053 arr += begin;
2183 i,
2184 j,
2185 tmp,
2186 len;
2187
2188 len = end - begin; 2054 end -= begin;
2189 for (i = begin; i < end; i++)
2190 {
2191 j = begin + RANDOM () % len;
2192 2055
2193 tmp = arr[i]; 2056 while (--end)
2194 arr[i] = arr[j]; 2057 swap (arr [end], arr [RANDOM () % (end + 1)]);
2195 arr[j] = tmp;
2196 }
2197} 2058}
2198 2059
2199/* new function to make monster searching more efficient, and effective! 2060/* new function to make monster searching more efficient, and effective!
2200 * This basically returns a randomized array (in the passed pointer) of 2061 * This basically returns a randomized array (in the passed pointer) of
2201 * the spaces to find monsters. In this way, it won't always look for 2062 * the spaces to find monsters. In this way, it won't always look for
2204 * the 3x3 area will be searched, just not in a predictable order. 2065 * the 3x3 area will be searched, just not in a predictable order.
2205 */ 2066 */
2206void 2067void
2207get_search_arr (int *search_arr) 2068get_search_arr (int *search_arr)
2208{ 2069{
2209 int 2070 int i;
2210 i;
2211 2071
2212 for (i = 0; i < SIZEOFFREE; i++) 2072 for (i = 0; i < SIZEOFFREE; i++)
2213 {
2214 search_arr[i] = i; 2073 search_arr[i] = i;
2215 }
2216 2074
2217 permute (search_arr, 1, SIZEOFFREE1 + 1); 2075 permute (search_arr, 1, SIZEOFFREE1 + 1);
2218 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2076 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2219 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2077 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2220} 2078}
2229 * Perhaps incorrectly, but I'm making the assumption that exclude 2087 * Perhaps incorrectly, but I'm making the assumption that exclude
2230 * is actually want is going to try and move there. We need this info 2088 * is actually want is going to try and move there. We need this info
2231 * because we have to know what movement the thing looking to move 2089 * because we have to know what movement the thing looking to move
2232 * there is capable of. 2090 * there is capable of.
2233 */ 2091 */
2234
2235int 2092int
2236find_dir (maptile *m, int x, int y, object *exclude) 2093find_dir (maptile *m, int x, int y, object *exclude)
2237{ 2094{
2238 int
2239 i,
2240 max = SIZEOFFREE, mflags; 2095 int i, max = SIZEOFFREE, mflags;
2241 2096
2242 sint16 nx, ny; 2097 sint16 nx, ny;
2243 object * 2098 object *tmp;
2244 tmp;
2245 maptile * 2099 maptile *mp;
2246 mp;
2247 2100
2248 MoveType blocked, move_type; 2101 MoveType blocked, move_type;
2249 2102
2250 if (exclude && exclude->head) 2103 if (exclude && exclude->head)
2251 { 2104 {
2263 mp = m; 2116 mp = m;
2264 nx = x + freearr_x[i]; 2117 nx = x + freearr_x[i];
2265 ny = y + freearr_y[i]; 2118 ny = y + freearr_y[i];
2266 2119
2267 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2120 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2121
2268 if (mflags & P_OUT_OF_MAP) 2122 if (mflags & P_OUT_OF_MAP)
2269 {
2270 max = maxfree[i]; 2123 max = maxfree[i];
2271 }
2272 else 2124 else
2273 { 2125 {
2274 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2126 mapspace &ms = mp->at (nx, ny);
2127
2128 blocked = ms.move_block;
2275 2129
2276 if ((move_type & blocked) == move_type) 2130 if ((move_type & blocked) == move_type)
2277 {
2278 max = maxfree[i]; 2131 max = maxfree[i];
2279 }
2280 else if (mflags & P_IS_ALIVE) 2132 else if (mflags & P_IS_ALIVE)
2281 { 2133 {
2282 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2134 for (tmp = ms.bot; tmp; tmp = tmp->above)
2283 { 2135 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2284 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2136 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2285 {
2286 break; 2137 break;
2287 } 2138
2288 }
2289 if (tmp) 2139 if (tmp)
2290 {
2291 return freedir[i]; 2140 return freedir[i];
2292 }
2293 } 2141 }
2294 } 2142 }
2295 } 2143 }
2144
2296 return 0; 2145 return 0;
2297} 2146}
2298 2147
2299/* 2148/*
2300 * distance(object 1, object 2) will return the square of the 2149 * distance(object 1, object 2) will return the square of the
2301 * distance between the two given objects. 2150 * distance between the two given objects.
2302 */ 2151 */
2303
2304int 2152int
2305distance (const object *ob1, const object *ob2) 2153distance (const object *ob1, const object *ob2)
2306{ 2154{
2307 int
2308 i;
2309
2310 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2155 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2311 return i;
2312} 2156}
2313 2157
2314/* 2158/*
2315 * find_dir_2(delta-x,delta-y) will return a direction in which 2159 * find_dir_2(delta-x,delta-y) will return a direction in which
2316 * an object which has subtracted the x and y coordinates of another 2160 * an object which has subtracted the x and y coordinates of another
2317 * object, needs to travel toward it. 2161 * object, needs to travel toward it.
2318 */ 2162 */
2319
2320int 2163int
2321find_dir_2 (int x, int y) 2164find_dir_2 (int x, int y)
2322{ 2165{
2323 int 2166 int q;
2324 q;
2325 2167
2326 if (y) 2168 if (y)
2327 q = x * 100 / y; 2169 q = x * 100 / y;
2328 else if (x) 2170 else if (x)
2329 q = -300 * x; 2171 q = -300 * x;
2364int 2206int
2365absdir (int d) 2207absdir (int d)
2366{ 2208{
2367 while (d < 1) 2209 while (d < 1)
2368 d += 8; 2210 d += 8;
2211
2369 while (d > 8) 2212 while (d > 8)
2370 d -= 8; 2213 d -= 8;
2214
2371 return d; 2215 return d;
2372} 2216}
2373 2217
2374/* 2218/*
2375 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2219 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2377 */ 2221 */
2378 2222
2379int 2223int
2380dirdiff (int dir1, int dir2) 2224dirdiff (int dir1, int dir2)
2381{ 2225{
2382 int 2226 int d;
2383 d;
2384 2227
2385 d = abs (dir1 - dir2); 2228 d = abs (dir1 - dir2);
2386 if (d > 4) 2229 if (d > 4)
2387 d = 8 - d; 2230 d = 8 - d;
2231
2388 return d; 2232 return d;
2389} 2233}
2390 2234
2391/* peterm: 2235/* peterm:
2392 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2236 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2395 * This basically means that if direction is 15, then it could either go 2239 * This basically means that if direction is 15, then it could either go
2396 * direction 4, 14, or 16 to get back to where we are. 2240 * direction 4, 14, or 16 to get back to where we are.
2397 * Moved from spell_util.c to object.c with the other related direction 2241 * Moved from spell_util.c to object.c with the other related direction
2398 * functions. 2242 * functions.
2399 */ 2243 */
2400
2401int
2402 reduction_dir[SIZEOFFREE][3] = { 2244int reduction_dir[SIZEOFFREE][3] = {
2403 {0, 0, 0}, /* 0 */ 2245 {0, 0, 0}, /* 0 */
2404 {0, 0, 0}, /* 1 */ 2246 {0, 0, 0}, /* 1 */
2405 {0, 0, 0}, /* 2 */ 2247 {0, 0, 0}, /* 2 */
2406 {0, 0, 0}, /* 3 */ 2248 {0, 0, 0}, /* 3 */
2407 {0, 0, 0}, /* 4 */ 2249 {0, 0, 0}, /* 4 */
2455 * find a path to that monster that we found. If not, 2297 * find a path to that monster that we found. If not,
2456 * we don't bother going toward it. Returns 1 if we 2298 * we don't bother going toward it. Returns 1 if we
2457 * can see a direct way to get it 2299 * can see a direct way to get it
2458 * Modified to be map tile aware -.MSW 2300 * Modified to be map tile aware -.MSW
2459 */ 2301 */
2460
2461
2462int 2302int
2463can_see_monsterP (maptile *m, int x, int y, int dir) 2303can_see_monsterP (maptile *m, int x, int y, int dir)
2464{ 2304{
2465 sint16 dx, dy; 2305 sint16 dx, dy;
2466 int
2467 mflags; 2306 int mflags;
2468 2307
2469 if (dir < 0) 2308 if (dir < 0)
2470 return 0; /* exit condition: invalid direction */ 2309 return 0; /* exit condition: invalid direction */
2471 2310
2472 dx = x + freearr_x[dir]; 2311 dx = x + freearr_x[dir];
2485 return 0; 2324 return 0;
2486 2325
2487 /* yes, can see. */ 2326 /* yes, can see. */
2488 if (dir < 9) 2327 if (dir < 9)
2489 return 1; 2328 return 1;
2329
2490 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2330 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2491 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]); 2331 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2332 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2492} 2333}
2493
2494
2495 2334
2496/* 2335/*
2497 * can_pick(picker, item): finds out if an object is possible to be 2336 * can_pick(picker, item): finds out if an object is possible to be
2498 * picked up by the picker. Returnes 1 if it can be 2337 * picked up by the picker. Returnes 1 if it can be
2499 * picked up, otherwise 0. 2338 * picked up, otherwise 0.
2510 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2349 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2511 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2350 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2512 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2351 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2513} 2352}
2514 2353
2515
2516/* 2354/*
2517 * create clone from object to another 2355 * create clone from object to another
2518 */ 2356 */
2519object * 2357object *
2520object_create_clone (object *asrc) 2358object_create_clone (object *asrc)
2539 { 2377 {
2540 dst = tmp; 2378 dst = tmp;
2541 tmp->head = 0; 2379 tmp->head = 0;
2542 } 2380 }
2543 else 2381 else
2544 {
2545 tmp->head = dst; 2382 tmp->head = dst;
2546 }
2547 2383
2548 tmp->more = 0; 2384 tmp->more = 0;
2549 2385
2550 if (prev) 2386 if (prev)
2551 prev->more = tmp; 2387 prev->more = tmp;
2563/* Basically, we save the content of the string to a temp file, then call */ 2399/* Basically, we save the content of the string to a temp file, then call */
2564/* load_object on it. I admit it is a highly inefficient way to make things, */ 2400/* load_object on it. I admit it is a highly inefficient way to make things, */
2565/* but it was simple to make and allows reusing the load_object function. */ 2401/* but it was simple to make and allows reusing the load_object function. */
2566/* Remember not to use load_object_str in a time-critical situation. */ 2402/* Remember not to use load_object_str in a time-critical situation. */
2567/* Also remember that multiparts objects are not supported for now. */ 2403/* Also remember that multiparts objects are not supported for now. */
2568
2569object * 2404object *
2570load_object_str (const char *obstr) 2405load_object_str (const char *obstr)
2571{ 2406{
2572 object *op; 2407 object *op;
2573 char filename[MAX_BUF]; 2408 char filename[MAX_BUF];
2603 * returns NULL if no match. 2438 * returns NULL if no match.
2604 */ 2439 */
2605object * 2440object *
2606find_obj_by_type_subtype (const object *who, int type, int subtype) 2441find_obj_by_type_subtype (const object *who, int type, int subtype)
2607{ 2442{
2608 object *tmp;
2609
2610 for (tmp = who->inv; tmp; tmp = tmp->below) 2443 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2611 if (tmp->type == type && tmp->subtype == subtype) 2444 if (tmp->type == type && tmp->subtype == subtype)
2612 return tmp; 2445 return tmp;
2613 2446
2614 return NULL; 2447 return 0;
2615} 2448}
2616 2449
2617/* If ob has a field named key, return the link from the list, 2450/* If ob has a field named key, return the link from the list,
2618 * otherwise return NULL. 2451 * otherwise return NULL.
2619 * 2452 *
2621 * do the desired thing. 2454 * do the desired thing.
2622 */ 2455 */
2623key_value * 2456key_value *
2624get_ob_key_link (const object *ob, const char *key) 2457get_ob_key_link (const object *ob, const char *key)
2625{ 2458{
2626 key_value *link;
2627
2628 for (link = ob->key_values; link != NULL; link = link->next) 2459 for (key_value *link = ob->key_values; link; link = link->next)
2629 if (link->key == key) 2460 if (link->key == key)
2630 return link; 2461 return link;
2631 2462
2632 return NULL; 2463 return 0;
2633} 2464}
2634 2465
2635/* 2466/*
2636 * Returns the value of op has an extra_field for key, or NULL. 2467 * Returns the value of op has an extra_field for key, or NULL.
2637 * 2468 *
2677 * Returns TRUE on success. 2508 * Returns TRUE on success.
2678 */ 2509 */
2679int 2510int
2680set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) 2511set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2681{ 2512{
2682 key_value *
2683 field = NULL, *last = NULL; 2513 key_value *field = NULL, *last = NULL;
2684 2514
2685 for (field = op->key_values; field != NULL; field = field->next) 2515 for (field = op->key_values; field != NULL; field = field->next)
2686 { 2516 {
2687 if (field->key != canonical_key) 2517 if (field->key != canonical_key)
2688 { 2518 {
2716 /* IF we get here, key doesn't exist */ 2546 /* IF we get here, key doesn't exist */
2717 2547
2718 /* No field, we'll have to add it. */ 2548 /* No field, we'll have to add it. */
2719 2549
2720 if (!add_key) 2550 if (!add_key)
2721 {
2722 return FALSE; 2551 return FALSE;
2723 } 2552
2724 /* There isn't any good reason to store a null 2553 /* There isn't any good reason to store a null
2725 * value in the key/value list. If the archetype has 2554 * value in the key/value list. If the archetype has
2726 * this key, then we should also have it, so shouldn't 2555 * this key, then we should also have it, so shouldn't
2727 * be here. If user wants to store empty strings, 2556 * be here. If user wants to store empty strings,
2728 * should pass in "" 2557 * should pass in ""
2777 } 2606 }
2778 else 2607 else
2779 item = item->env; 2608 item = item->env;
2780} 2609}
2781 2610
2611
2612const char *
2613object::flag_desc (char *desc, int len) const
2614{
2615 char *p = desc;
2616 bool first = true;
2617
2618 for (int i = 0; i < NUM_FLAGS; i++)
2619 {
2620 if (len <= 10) // magic constant!
2621 {
2622 snprintf (p, len, ",...");
2623 break;
2624 }
2625
2626 if (flag[i])
2627 {
2628 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2629 len -= cnt;
2630 p += cnt;
2631 first = false;
2632 }
2633 }
2634
2635 return desc;
2636}
2637
2782// return a suitable string describing an objetc in enough detail to find it 2638// return a suitable string describing an objetc in enough detail to find it
2783const char * 2639const char *
2784object::debug_desc (char *info) const 2640object::debug_desc (char *info) const
2785{ 2641{
2642 char flagdesc[512];
2786 char info2[256 * 3]; 2643 char info2[256 * 4];
2787 char *p = info; 2644 char *p = info;
2788 2645
2789 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2646 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s%s%s\",flags:[%s],type:%d}",
2790 count, 2647 count, uuid.seq,
2791 &name, 2648 &name,
2792 title ? " " : "", 2649 title ? "\",title:" : "",
2793 title ? (const char *)title : ""); 2650 title ? (const char *)title : "",
2651 flag_desc (flagdesc, 512), type);
2794 2652
2795 if (env) 2653 if (env)
2796 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2654 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2797 2655
2798 if (map) 2656 if (map)
2799 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2657 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2800 2658
2801 return info; 2659 return info;
2802} 2660}
2803 2661
2804const char * 2662const char *

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