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Comparing deliantra/server/common/object.C (file contents):
Revision 1.53 by root, Tue Nov 7 16:30:54 2006 UTC vs.
Revision 1.183 by root, Mon Aug 20 19:13:10 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT 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 3 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, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
22*/ 22 */
23 23
24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
25 sub/add_weight will transcend the environment updating the carrying 25 sub/add_weight will transcend the environment updating the carrying
26 variable. */ 26 variable. */
27#include <global.h> 27#include <global.h>
28#include <stdio.h> 28#include <stdio.h>
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 <sproto.h>
33#include <loader.h> 34#include <loader.h>
35
36#include <bitset>
34 37
35int nrofallocobjects = 0; 38int nrofallocobjects = 0;
36static UUID uuid; 39static UUID uuid;
37const uint64 UUID_SKIP = 1<<19; 40const uint64 UUID_SKIP = 1<<19;
38 41
39object *active_objects; /* List of active objects that need to be processed */ 42objectvec objects;
43activevec actives;
40 44
41short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 45short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
42 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 46 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
43}; 47};
44short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 48short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
104 _exit (1); 108 _exit (1);
105 } 109 }
106 110
107 uuid.seq = uid; 111 uuid.seq = uid;
108 write_uuid (); 112 write_uuid ();
109 LOG (llevDebug, "read UID: %lld\n", uid); 113 LOG (llevDebug, "read UID: %" PRId64 "\n", uid);
110 fclose (fp); 114 fclose (fp);
111} 115}
112 116
113UUID 117UUID
114gen_uuid () 118gen_uuid ()
139 * objects with lists are rare, and lists stay short. If not, use a 143 * objects with lists are rare, and lists stay short. If not, use a
140 * different structure or at least keep the lists sorted... 144 * different structure or at least keep the lists sorted...
141 */ 145 */
142 146
143 /* For each field in wants, */ 147 /* For each field in wants, */
144 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) 148 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
145 { 149 {
146 key_value *has_field; 150 key_value *has_field;
147 151
148 /* Look for a field in has with the same key. */ 152 /* Look for a field in has with the same key. */
149 has_field = get_ob_key_link (has, wants_field->key); 153 has_field = get_ob_key_link (has, wants_field->key);
183 * 187 *
184 * Note that this function appears a lot longer than the macro it 188 * Note that this function appears a lot longer than the macro it
185 * replaces - this is mostly for clarity - a decent compiler should hopefully 189 * replaces - this is mostly for clarity - a decent compiler should hopefully
186 * reduce this to the same efficiency. 190 * reduce this to the same efficiency.
187 * 191 *
188 * Check nrof variable *before* calling CAN_MERGE() 192 * Check nrof variable *before* calling can_merge()
189 * 193 *
190 * Improvements made with merge: Better checking on potion, and also 194 * Improvements made with merge: Better checking on potion, and also
191 * check weight 195 * check weight
192 */ 196 */
193
194bool object::can_merge (object *ob1, object *ob2) 197bool object::can_merge_slow (object *ob1, object *ob2)
195{ 198{
196 /* A couple quicksanity checks */ 199 /* A couple quicksanity checks */
197 if ((ob1 == ob2) || (ob1->type != ob2->type)) 200 if (ob1 == ob2
201 || ob1->type != ob2->type
202 || ob1->speed != ob2->speed
203 || ob1->value != ob2->value
204 || ob1->name != ob2->name)
198 return 0; 205 return 0;
199 206
200 if (ob1->speed != ob2->speed) 207 //TODO: this ain't working well, use nicer and correct overflow check
201 return 0;
202
203 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 208 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
204 * value could not be stored in a sint32 (which unfortunately sometimes is 209 * value could not be stored in a sint32 (which unfortunately sometimes is
205 * used to store nrof). 210 * used to store nrof).
206 */ 211 */
207 if (ob1->nrof + ob2->nrof >= 1UL << 31) 212 if (ob1->nrof + ob2->nrof >= 1UL << 31)
217 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 222 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
218 223
219 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 224 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
220 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 225 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
221 226
222 227 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
223 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something 228 || ob1->arch != ob2->arch
224 * being locked in inventory should prevent merging.
225 * 0x4 in flags3 is CLIENT_SENT
226 */
227 if ((ob1->arch != ob2->arch) ||
228 (ob1->flags[0] != ob2->flags[0]) ||
229 (ob1->flags[1] != ob2->flags[1]) ||
230 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
231 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
232 (ob1->name != ob2->name) || 229 || ob1->name != ob2->name
233 (ob1->title != ob2->title) || 230 || ob1->title != ob2->title
234 (ob1->msg != ob2->msg) || 231 || ob1->msg != ob2->msg
235 (ob1->weight != ob2->weight) || 232 || ob1->weight != ob2->weight
236 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) || 233 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
237 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) || 234 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
238 (ob1->attacktype != ob2->attacktype) || 235 || ob1->attacktype != ob2->attacktype
239 (ob1->magic != ob2->magic) || 236 || ob1->magic != ob2->magic
240 (ob1->slaying != ob2->slaying) || 237 || ob1->slaying != ob2->slaying
241 (ob1->skill != ob2->skill) || 238 || ob1->skill != ob2->skill
242 (ob1->value != ob2->value) || 239 || ob1->value != ob2->value
243 (ob1->animation_id != ob2->animation_id) || 240 || ob1->animation_id != ob2->animation_id
244 (ob1->client_type != ob2->client_type) || 241 || ob1->client_type != ob2->client_type
245 (ob1->materialname != ob2->materialname) || 242 || ob1->materialname != ob2->materialname
246 (ob1->lore != ob2->lore) || 243 || ob1->lore != ob2->lore
247 (ob1->subtype != ob2->subtype) || 244 || ob1->subtype != ob2->subtype
248 (ob1->move_type != ob2->move_type) || 245 || ob1->move_type != ob2->move_type
249 (ob1->move_block != ob2->move_block) || 246 || ob1->move_block != ob2->move_block
250 (ob1->move_allow != ob2->move_allow) || 247 || ob1->move_allow != ob2->move_allow
251 (ob1->move_on != ob2->move_on) || 248 || ob1->move_on != ob2->move_on
252 (ob1->move_off != ob2->move_off) || (ob1->move_slow != ob2->move_slow) || (ob1->move_slow_penalty != ob2->move_slow_penalty)) 249 || ob1->move_off != ob2->move_off
250 || ob1->move_slow != ob2->move_slow
251 || ob1->move_slow_penalty != ob2->move_slow_penalty)
253 return 0; 252 return 0;
254 253
255 /* This is really a spellbook check - really, we should 254 /* This is really a spellbook check - really, we should
256 * check all objects in the inventory. 255 * check all objects in the inventory.
257 */ 256 */
260 /* if one object has inventory but the other doesn't, not equiv */ 259 /* if one object has inventory but the other doesn't, not equiv */
261 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 260 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
262 return 0; 261 return 0;
263 262
264 /* Now check to see if the two inventory objects could merge */ 263 /* Now check to see if the two inventory objects could merge */
265 if (!CAN_MERGE (ob1->inv, ob2->inv)) 264 if (!object::can_merge (ob1->inv, ob2->inv))
266 return 0; 265 return 0;
267 266
268 /* inventory ok - still need to check rest of this object to see 267 /* inventory ok - still need to check rest of this object to see
269 * if it is valid. 268 * if it is valid.
270 */ 269 */
279 278
280 /* Note sure why the following is the case - either the object has to 279 /* Note sure why the following is the case - either the object has to
281 * be animated or have a very low speed. Is this an attempted monster 280 * be animated or have a very low speed. Is this an attempted monster
282 * check? 281 * check?
283 */ 282 */
284 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 283 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
285 return 0; 284 return 0;
286 285
287 switch (ob1->type) 286 switch (ob1->type)
288 { 287 {
289 case SCROLL: 288 case SCROLL:
300 return 0; 299 return 0;
301 else if (!compare_ob_value_lists (ob1, ob2)) 300 else if (!compare_ob_value_lists (ob1, ob2))
302 return 0; 301 return 0;
303 } 302 }
304 303
305 //TODO: generate an event or call into perl for additional checks
306 if (ob1->self || ob2->self) 304 if (ob1->self || ob2->self)
307 { 305 {
308 ob1->optimise (); 306 ob1->optimise ();
309 ob2->optimise (); 307 ob2->optimise ();
310 308
311 if (ob1->self || ob2->self) 309 if (ob1->self || ob2->self)
310 if (!cfperl_can_merge (ob1, ob2))
312 return 0; 311 return 0;
313 } 312 }
314 313
315 /* Everything passes, must be OK. */ 314 /* Everything passes, must be OK. */
316 return 1; 315 return 1;
317} 316}
325sum_weight (object *op) 324sum_weight (object *op)
326{ 325{
327 long sum; 326 long sum;
328 object *inv; 327 object *inv;
329 328
330 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 329 for (sum = 0, inv = op->inv; inv; inv = inv->below)
331 { 330 {
332 if (inv->inv) 331 if (inv->inv)
333 sum_weight (inv); 332 sum_weight (inv);
333
334 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 334 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
335 } 335 }
336 336
337 if (op->type == CONTAINER && op->stats.Str) 337 if (op->type == CONTAINER && op->stats.Str)
338 sum = (sum * (100 - op->stats.Str)) / 100; 338 sum = (sum * (100 - op->stats.Str)) / 100;
354 op = op->env; 354 op = op->env;
355 return op; 355 return op;
356} 356}
357 357
358/* 358/*
359 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
360 * a better check. We basically keeping traversing up until we can't
361 * or find a player.
362 */
363
364object *
365is_player_inv (object *op)
366{
367 for (; op != NULL && op->type != PLAYER; op = op->env)
368 if (op->env == op)
369 op->env = NULL;
370 return op;
371}
372
373/*
374 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 359 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
375 * Some error messages. 360 * Some error messages.
376 * The result of the dump is stored in the static global errmsg array. 361 * The result of the dump is stored in the static global errmsg array.
377 */ 362 */
378
379char * 363char *
380dump_object (object *op) 364dump_object (object *op)
381{ 365{
382 if (!op) 366 if (!op)
383 return strdup ("[NULLOBJ]"); 367 return strdup ("[NULLOBJ]");
384 368
385 object_freezer freezer; 369 object_freezer freezer;
386 save_object (freezer, op, 3); 370 op->write (freezer);
387 return freezer.as_string (); 371 return freezer.as_string ();
388} 372}
389 373
390/* 374/*
391 * 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
408} 392}
409 393
410/* 394/*
411 * 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.
412 */ 396 */
413
414object * 397object *
415find_object (tag_t i) 398find_object (tag_t i)
416{ 399{
417 object *op; 400 for_all_objects (op)
418
419 for (op = object::first; op != NULL; op = op->next)
420 if (op->count == i) 401 if (op->count == i)
421 break;
422
423 return op; 402 return op;
403
404 return 0;
424} 405}
425 406
426/* 407/*
427 * 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.
428 * Used only by the patch command, but not all that useful. 409 * Used only by the patch command, but not all that useful.
429 * Enables features like "patch <name-of-other-player> food 999" 410 * Enables features like "patch <name-of-other-player> food 999"
430 */ 411 */
431
432object * 412object *
433find_object_name (const char *str) 413find_object_name (const char *str)
434{ 414{
435 shstr_cmp str_ (str); 415 shstr_cmp str_ (str);
436 object *op; 416 object *op;
437 417
438 for (op = object::first; op != NULL; op = op->next) 418 for_all_objects (op)
439 if (op->name == str_) 419 if (op->name == str_)
440 break; 420 break;
441 421
442 return op; 422 return op;
443} 423}
449} 429}
450 430
451/* 431/*
452 * Sets the owner and sets the skill and exp pointers to owner's current 432 * Sets the owner and sets the skill and exp pointers to owner's current
453 * skill and experience objects. 433 * skill and experience objects.
434 * ACTUALLY NO! investigate! TODO
454 */ 435 */
455void 436void
456object::set_owner (object *owner) 437object::set_owner (object *owner)
457{ 438{
439 // allow objects which own objects
458 if (!owner) 440 if (owner)
459 return;
460
461 /* next line added to allow objects which own objects */
462 /* Add a check for ownercounts in here, as I got into an endless loop
463 * with the fireball owning a poison cloud which then owned the
464 * fireball. I believe that was caused by one of the objects getting
465 * freed and then another object replacing it. Since the ownercounts
466 * didn't match, this check is valid and I believe that cause is valid.
467 */
468 while (owner->owner) 441 while (owner->owner)
469 owner = owner->owner; 442 owner = owner->owner;
470 443
471 this->owner = owner; 444 this->owner = owner;
445}
446
447int
448object::slottype () const
449{
450 if (type == SKILL)
451 {
452 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
453 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
454 }
455 else
456 {
457 if (slot [body_combat].info) return slot_combat;
458 if (slot [body_range ].info) return slot_ranged;
459 }
460
461 return slot_none;
462}
463
464bool
465object::change_weapon (object *ob)
466{
467 if (current_weapon == ob)
468 return true;
469
470 if (chosen_skill)
471 chosen_skill->flag [FLAG_APPLIED] = false;
472
473 current_weapon = ob;
474 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
475
476 if (chosen_skill)
477 chosen_skill->flag [FLAG_APPLIED] = true;
478
479 update_stats ();
480
481 if (ob)
482 {
483 // now check wether any body locations became invalid, in which case
484 // we cannot apply the weapon at the moment.
485 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
486 if (slot[i].used < 0)
487 {
488 current_weapon = chosen_skill = 0;
489 update_stats ();
490
491 new_draw_info_format (NDI_UNIQUE, 0, this,
492 "You try to balance all your items at once, "
493 "but the %s is just too much for your body. "
494 "[You need to unapply some items first.]", &ob->name);
495 return false;
496 }
497
498 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
499 }
500 else
501 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
502
503 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
504 {
505 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
506 &name, ob->debug_desc ());
507 return false;
508 }
509
510 return true;
472} 511}
473 512
474/* Zero the key_values on op, decrementing the shared-string 513/* Zero the key_values on op, decrementing the shared-string
475 * refcounts and freeing the links. 514 * refcounts and freeing the links.
476 */ 515 */
477static void 516static void
478free_key_values (object *op) 517free_key_values (object *op)
479{ 518{
480 for (key_value *i = op->key_values; i != 0;) 519 for (key_value *i = op->key_values; i; )
481 { 520 {
482 key_value *next = i->next; 521 key_value *next = i->next;
483 delete i; 522 delete i;
484 523
485 i = next; 524 i = next;
486 } 525 }
487 526
488 op->key_values = 0; 527 op->key_values = 0;
489} 528}
490 529
491void object::clear () 530object &
531object::operator =(const object &src)
492{ 532{
493 attachable_base::clear (); 533 bool is_freed = flag [FLAG_FREED];
534 bool is_removed = flag [FLAG_REMOVED];
494 535
495 free_key_values (this); 536 *(object_copy *)this = src;
496 537
497 owner = 0; 538 flag [FLAG_FREED] = is_freed;
498 name = 0; 539 flag [FLAG_REMOVED] = is_removed;
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
533void object::clone (object *destination)
534{
535 *(object_copy *)destination = *this;
536 *(object_pod *)destination = *this;
537
538 if (self || cb)
539 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
540}
541
542/*
543 * copy object first frees everything allocated by the second object,
544 * and then copies the contends of the first object into the second
545 * object, allocating what needs to be allocated. Basically, any
546 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
547 * if the first object is freed, the pointers in the new object
548 * will point at garbage.
549 */
550void
551copy_object (object *op2, object *op)
552{
553 bool is_freed = QUERY_FLAG (op, FLAG_FREED);
554 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED);
555
556 op2->clone (op);
557
558 if (is_freed)
559 SET_FLAG (op, FLAG_FREED);
560 if (is_removed)
561 SET_FLAG (op, FLAG_REMOVED);
562
563 if (op2->speed < 0)
564 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0;
565 540
566 /* Copy over key_values, if any. */ 541 /* Copy over key_values, if any. */
567 if (op2->key_values) 542 if (src.key_values)
568 { 543 {
569 key_value *tail = 0; 544 key_value *tail = 0;
570 key_value *i;
571
572 op->key_values = 0; 545 key_values = 0;
573 546
574 for (i = op2->key_values; i; i = i->next) 547 for (key_value *i = src.key_values; i; i = i->next)
575 { 548 {
576 key_value *new_link = new key_value; 549 key_value *new_link = new key_value;
577 550
578 new_link->next = 0; 551 new_link->next = 0;
579 new_link->key = i->key; 552 new_link->key = i->key;
580 new_link->value = i->value; 553 new_link->value = i->value;
581 554
582 /* Try and be clever here, too. */ 555 /* Try and be clever here, too. */
583 if (!op->key_values) 556 if (!key_values)
584 { 557 {
585 op->key_values = new_link; 558 key_values = new_link;
586 tail = new_link; 559 tail = new_link;
587 } 560 }
588 else 561 else
589 { 562 {
590 tail->next = new_link; 563 tail->next = new_link;
591 tail = new_link; 564 tail = new_link;
592 } 565 }
593 } 566 }
594 } 567 }
568}
595 569
596 update_ob_speed (op); 570/*
571 * copy_to first frees everything allocated by the dst object,
572 * and then copies the contents of itself into the second
573 * object, allocating what needs to be allocated. Basically, any
574 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
575 * if the first object is freed, the pointers in the new object
576 * will point at garbage.
577 */
578void
579object::copy_to (object *dst)
580{
581 *dst = *this;
582
583 if (speed < 0)
584 dst->speed_left = speed_left - rndm ();
585
586 dst->set_speed (dst->speed);
587}
588
589void
590object::instantiate ()
591{
592 if (!uuid.seq) // HACK
593 uuid = gen_uuid ();
594
595 speed_left = -0.1f;
596 /* copy the body_info to the body_used - this is only really
597 * need for monsters, but doesn't hurt to do it for everything.
598 * by doing so, when a monster is created, it has good starting
599 * values for the body_used info, so when items are created
600 * for it, they can be properly equipped.
601 */
602 for (int i = NUM_BODY_LOCATIONS; i--; )
603 slot[i].used = slot[i].info;
604
605 attachable::instantiate ();
606}
607
608object *
609object::clone ()
610{
611 object *neu = create ();
612 copy_to (neu);
613 return neu;
597} 614}
598 615
599/* 616/*
600 * If an object with the IS_TURNABLE() flag needs to be turned due 617 * If an object with the IS_TURNABLE() flag needs to be turned due
601 * to the closest player being on the other side, this function can 618 * to the closest player being on the other side, this function can
602 * be called to update the face variable, _and_ how it looks on the map. 619 * be called to update the face variable, _and_ how it looks on the map.
603 */ 620 */
604
605void 621void
606update_turn_face (object *op) 622update_turn_face (object *op)
607{ 623{
608 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 624 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
609 return; 625 return;
626
610 SET_ANIMATION (op, op->direction); 627 SET_ANIMATION (op, op->direction);
611 update_object (op, UP_OBJ_FACE); 628 update_object (op, UP_OBJ_FACE);
612} 629}
613 630
614/* 631/*
615 * Updates the speed of an object. If the speed changes from 0 to another 632 * Updates the speed of an object. If the speed changes from 0 to another
616 * value, or vice versa, then add/remove the object from the active list. 633 * value, or vice versa, then add/remove the object from the active list.
617 * This function needs to be called whenever the speed of an object changes. 634 * This function needs to be called whenever the speed of an object changes.
618 */ 635 */
619void 636void
620update_ob_speed (object *op) 637object::set_speed (float speed)
621{ 638{
622 extern int arch_init; 639 if (flag [FLAG_FREED] && speed)
623
624 /* No reason putting the archetypes objects on the speed list,
625 * since they never really need to be updated.
626 */
627
628 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
629 { 640 {
630 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 641 LOG (llevError, "Object %s is freed but has speed.\n", &name);
631#ifdef MANY_CORES
632 abort ();
633#else
634 op->speed = 0; 642 speed = 0;
635#endif
636 }
637
638 if (arch_init)
639 return;
640
641 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
642 { 643 }
643 /* If already on active list, don't do anything */
644 if (op->active_next || op->active_prev || op == active_objects)
645 return;
646 644
647 /* process_events() expects us to insert the object at the beginning 645 this->speed = speed;
648 * of the list. */
649 op->active_next = active_objects;
650 646
651 if (op->active_next != NULL) 647 if (has_active_speed ())
652 op->active_next->active_prev = op; 648 activate ();
653
654 active_objects = op;
655 }
656 else 649 else
657 { 650 deactivate ();
658 /* If not on the active list, nothing needs to be done */
659 if (!op->active_next && !op->active_prev && op != active_objects)
660 return;
661
662 if (op->active_prev == NULL)
663 {
664 active_objects = op->active_next;
665
666 if (op->active_next != NULL)
667 op->active_next->active_prev = NULL;
668 }
669 else
670 {
671 op->active_prev->active_next = op->active_next;
672
673 if (op->active_next)
674 op->active_next->active_prev = op->active_prev;
675 }
676
677 op->active_next = NULL;
678 op->active_prev = NULL;
679 }
680} 651}
681 652
682/* This function removes object 'op' from the list of active
683 * objects.
684 * This should only be used for style maps or other such
685 * reference maps where you don't want an object that isn't
686 * in play chewing up cpu time getting processed.
687 * The reverse of this is to call update_ob_speed, which
688 * will do the right thing based on the speed of the object.
689 */
690void
691remove_from_active_list (object *op)
692{
693 /* If not on the active list, nothing needs to be done */
694 if (!op->active_next && !op->active_prev && op != active_objects)
695 return;
696
697 if (op->active_prev == NULL)
698 {
699 active_objects = op->active_next;
700 if (op->active_next != NULL)
701 op->active_next->active_prev = NULL;
702 }
703 else
704 {
705 op->active_prev->active_next = op->active_next;
706 if (op->active_next)
707 op->active_next->active_prev = op->active_prev;
708 }
709 op->active_next = NULL;
710 op->active_prev = NULL;
711}
712
713/* 653/*
714 * update_object() updates the array which represents the map. 654 * update_object() updates the the map.
715 * It takes into account invisible objects (and represent squares covered 655 * It takes into account invisible objects (and represent squares covered
716 * by invisible objects by whatever is below them (unless it's another 656 * by invisible objects by whatever is below them (unless it's another
717 * invisible object, etc...) 657 * invisible object, etc...)
718 * If the object being updated is beneath a player, the look-window 658 * If the object being updated is beneath a player, the look-window
719 * of that player is updated (this might be a suboptimal way of 659 * of that player is updated (this might be a suboptimal way of
720 * updating that window, though, since update_object() is called _often_) 660 * updating that window, though, since update_object() is called _often_)
721 * 661 *
722 * action is a hint of what the caller believes need to be done. 662 * action is a hint of what the caller believes need to be done.
723 * For example, if the only thing that has changed is the face (due to
724 * an animation), we don't need to call update_position until that actually
725 * comes into view of a player. OTOH, many other things, like addition/removal
726 * of walls or living creatures may need us to update the flags now.
727 * current action are: 663 * current action are:
728 * UP_OBJ_INSERT: op was inserted 664 * UP_OBJ_INSERT: op was inserted
729 * UP_OBJ_REMOVE: op was removed 665 * UP_OBJ_REMOVE: op was removed
730 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 666 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
731 * as that is easier than trying to look at what may have changed. 667 * as that is easier than trying to look at what may have changed.
732 * UP_OBJ_FACE: only the objects face has changed. 668 * UP_OBJ_FACE: only the objects face has changed.
733 */ 669 */
734
735void 670void
736update_object (object *op, int action) 671update_object (object *op, int action)
737{ 672{
738 int update_now = 0, flags;
739 MoveType move_on, move_off, move_block, move_slow;
740
741 if (op == NULL) 673 if (op == NULL)
742 { 674 {
743 /* this should never happen */ 675 /* this should never happen */
744 LOG (llevDebug, "update_object() called for NULL object.\n"); 676 LOG (llevDebug, "update_object() called for NULL object.\n");
745 return; 677 return;
746 } 678 }
747 679
748 if (op->env != NULL) 680 if (op->env)
749 { 681 {
750 /* Animation is currently handled by client, so nothing 682 /* Animation is currently handled by client, so nothing
751 * to do in this case. 683 * to do in this case.
752 */ 684 */
753 return; 685 return;
758 */ 690 */
759 if (!op->map || op->map->in_memory == MAP_SAVING) 691 if (!op->map || op->map->in_memory == MAP_SAVING)
760 return; 692 return;
761 693
762 /* make sure the object is within map boundaries */ 694 /* make sure the object is within map boundaries */
763 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map)) 695 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
764 { 696 {
765 LOG (llevError, "update_object() called for object out of map!\n"); 697 LOG (llevError, "update_object() called for object out of map!\n");
766#ifdef MANY_CORES 698#ifdef MANY_CORES
767 abort (); 699 abort ();
768#endif 700#endif
769 return; 701 return;
770 } 702 }
771 703
772 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 704 mapspace &m = op->ms ();
773 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
774 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
775 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
776 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
777 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
778 705
706 if (!(m.flags_ & P_UPTODATE))
707 /* nop */;
779 if (action == UP_OBJ_INSERT) 708 else if (action == UP_OBJ_INSERT)
780 { 709 {
710 // this is likely overkill, TODO: revisit (schmorp)
781 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 711 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
782 update_now = 1;
783
784 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 712 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
785 update_now = 1; 713 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
786 714 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
715 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
787 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 716 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
788 update_now = 1;
789
790 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
791 update_now = 1;
792
793 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
794 update_now = 1;
795
796 if ((move_on | op->move_on) != move_on) 717 || (m.move_on | op->move_on ) != m.move_on
797 update_now = 1;
798
799 if ((move_off | op->move_off) != move_off) 718 || (m.move_off | op->move_off ) != m.move_off
800 update_now = 1; 719 || (m.move_slow | op->move_slow) != m.move_slow
801
802 /* This isn't perfect, but I don't expect a lot of objects to 720 /* This isn't perfect, but I don't expect a lot of objects to
803 * to have move_allow right now. 721 * to have move_allow right now.
804 */ 722 */
805 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 723 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
806 update_now = 1; 724 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
807 725 m.flags_ = 0;
808 if ((move_slow | op->move_slow) != move_slow)
809 update_now = 1;
810 } 726 }
811 /* if the object is being removed, we can't make intelligent 727 /* if the object is being removed, we can't make intelligent
812 * decisions, because remove_ob can't really pass the object 728 * decisions, because remove_ob can't really pass the object
813 * that is being removed. 729 * that is being removed.
814 */ 730 */
815 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 731 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
816 update_now = 1; 732 m.flags_ = 0;
817 else if (action == UP_OBJ_FACE) 733 else if (action == UP_OBJ_FACE)
818 /* Nothing to do for that case */ ; 734 /* Nothing to do for that case */ ;
819 else 735 else
820 LOG (llevError, "update_object called with invalid action: %d\n", action); 736 LOG (llevError, "update_object called with invalid action: %d\n", action);
821 737
822 if (update_now)
823 {
824 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
825 update_position (op->map, op->x, op->y);
826 }
827
828 if (op->more != NULL) 738 if (op->more)
829 update_object (op->more, action); 739 update_object (op->more, action);
830}
831
832object::vector object::mortals;
833object::vector object::objects; // not yet used
834object *object::first;
835
836void object::free_mortals ()
837{
838 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
839 if ((*i)->refcnt)
840 ++i; // further delay freeing
841 else
842 {
843 delete *i;
844 mortals.erase (i);
845 }
846
847 static int lastmortals = 0;//D
848
849 if (mortals.size() != lastmortals && lastmortals > 100)//D
850 {
851 lastmortals = mortals.size ();//D
852 LOG (llevDebug, "%d objects in mortal queue\n", lastmortals);//D
853 }
854} 740}
855 741
856object::object () 742object::object ()
857{ 743{
858 SET_FLAG (this, FLAG_REMOVED); 744 SET_FLAG (this, FLAG_REMOVED);
861 face = blank_face; 747 face = blank_face;
862} 748}
863 749
864object::~object () 750object::~object ()
865{ 751{
752 unlink ();
753
866 free_key_values (this); 754 free_key_values (this);
867} 755}
868 756
757static int object_count;
758
869void object::link () 759void object::link ()
870{ 760{
871 count = ++ob_count; 761 assert (!index);//D
872 uuid = gen_uuid (); 762 uuid = gen_uuid ();
763 count = ++object_count;
873 764
874 prev = 0; 765 refcnt_inc ();
875 next = object::first; 766 objects.insert (this);
876
877 if (object::first)
878 object::first->prev = this;
879
880 object::first = this;
881} 767}
882 768
883void object::unlink () 769void object::unlink ()
884{ 770{
885 if (this == object::first) 771 if (!index)
886 object::first = next; 772 return;
887 773
888 /* Remove this object from the list of used objects */ 774 objects.erase (this);
889 if (prev) prev->next = next; 775 refcnt_dec ();
890 if (next) next->prev = prev; 776}
891 777
892 prev = 0; 778void
893 next = 0; 779object::activate ()
780{
781 /* If already on active list, don't do anything */
782 if (active)
783 return;
784
785 if (has_active_speed ())
786 actives.insert (this);
787}
788
789void
790object::activate_recursive ()
791{
792 activate ();
793
794 for (object *op = inv; op; op = op->below)
795 op->activate_recursive ();
796}
797
798/* This function removes object 'op' from the list of active
799 * objects.
800 * This should only be used for style maps or other such
801 * reference maps where you don't want an object that isn't
802 * in play chewing up cpu time getting processed.
803 * The reverse of this is to call update_ob_speed, which
804 * will do the right thing based on the speed of the object.
805 */
806void
807object::deactivate ()
808{
809 /* If not on the active list, nothing needs to be done */
810 if (!active)
811 return;
812
813 actives.erase (this);
814}
815
816void
817object::deactivate_recursive ()
818{
819 for (object *op = inv; op; op = op->below)
820 op->deactivate_recursive ();
821
822 deactivate ();
823}
824
825void
826object::set_flag_inv (int flag, int value)
827{
828 for (object *op = inv; op; op = op->below)
829 {
830 op->flag [flag] = value;
831 op->set_flag_inv (flag, value);
832 }
833}
834
835/*
836 * Remove and free all objects in the inventory of the given object.
837 * object.c ?
838 */
839void
840object::destroy_inv (bool drop_to_ground)
841{
842 // need to check first, because the checks below might segfault
843 // as we might be on an invalid mapspace and crossfire code
844 // is too buggy to ensure that the inventory is empty.
845 // corollary: if you create arrows etc. with stuff in tis inventory,
846 // cf will crash below with off-map x and y
847 if (!inv)
848 return;
849
850 /* Only if the space blocks everything do we not process -
851 * if some form of movement is allowed, let objects
852 * drop on that space.
853 */
854 if (!drop_to_ground
855 || !map
856 || map->in_memory != MAP_IN_MEMORY
857 || map->nodrop
858 || ms ().move_block == MOVE_ALL)
859 {
860 while (inv)
861 {
862 inv->destroy_inv (drop_to_ground);
863 inv->destroy ();
864 }
865 }
866 else
867 { /* Put objects in inventory onto this space */
868 while (inv)
869 {
870 object *op = inv;
871
872 if (op->flag [FLAG_STARTEQUIP]
873 || op->flag [FLAG_NO_DROP]
874 || op->type == RUNE
875 || op->type == TRAP
876 || op->flag [FLAG_IS_A_TEMPLATE]
877 || op->flag [FLAG_DESTROY_ON_DEATH])
878 op->destroy ();
879 else
880 map->insert (op, x, y);
881 }
882 }
894} 883}
895 884
896object *object::create () 885object *object::create ()
897{ 886{
898 object *op = new object; 887 object *op = new object;
899 op->link (); 888 op->link ();
900 return op; 889 return op;
901} 890}
902 891
903/* 892void
904 * free_object() frees everything allocated by an object, removes 893object::do_destroy ()
905 * it from the list of used objects, and puts it on the list of 894{
906 * free objects. The IS_FREED() flag is set in the object. 895 attachable::do_destroy ();
907 * The object must have been removed by remove_ob() first for 896
908 * this function to succeed. 897 if (flag [FLAG_IS_LINKED])
909 * 898 remove_button_link (this);
910 * If destroy_inventory is set, free inventory as well. Else drop items in 899
911 * inventory to the ground. 900 if (flag [FLAG_FRIENDLY])
912 */ 901 remove_friendly_object (this);
902
903 if (!flag [FLAG_REMOVED])
904 remove ();
905
906 destroy_inv (true);
907
908 deactivate ();
909 unlink ();
910
911 flag [FLAG_FREED] = 1;
912
913 // hack to ensure that freed objects still have a valid map
914 {
915 static maptile *freed_map; // freed objects are moved here to avoid crashes
916
917 if (!freed_map)
918 {
919 freed_map = new maptile;
920
921 freed_map->name = "/internal/freed_objects_map";
922 freed_map->width = 3;
923 freed_map->height = 3;
924
925 freed_map->alloc ();
926 freed_map->in_memory = MAP_IN_MEMORY;
927 }
928
929 map = freed_map;
930 x = 1;
931 y = 1;
932 }
933
934 if (more)
935 {
936 more->destroy ();
937 more = 0;
938 }
939
940 head = 0;
941
942 // clear those pointers that likely might cause circular references
943 owner = 0;
944 enemy = 0;
945 attacked_by = 0;
946 current_weapon = 0;
947}
948
949void
913void object::destroy (bool destroy_inventory) 950object::destroy (bool destroy_inventory)
914{ 951{
915 if (QUERY_FLAG (this, FLAG_FREED)) 952 if (destroyed ())
916 return; 953 return;
917 954
918 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 955 if (destroy_inventory)
919 remove_friendly_object (this); 956 destroy_inv (false);
920 957
921 if (!QUERY_FLAG (this, FLAG_REMOVED)) 958 if (is_head ())
922 remove_ob (this); 959 if (sound_destroy)
960 play_sound (sound_destroy);
961 else if (flag [FLAG_MONSTER])
962 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
923 963
924 SET_FLAG (this, FLAG_FREED); 964 attachable::destroy ();
925
926 if (more)
927 {
928 more->destroy (destroy_inventory);
929 more = 0;
930 }
931
932 if (inv)
933 {
934 /* Only if the space blocks everything do we not process -
935 * if some form of movement is allowed, let objects
936 * drop on that space.
937 */
938 if (destroy_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
939 {
940 object *op = inv;
941
942 while (op)
943 {
944 object *tmp = op->below;
945 op->destroy (destroy_inventory);
946 op = tmp;
947 }
948 }
949 else
950 { /* Put objects in inventory onto this space */
951 object *op = inv;
952
953 while (op)
954 {
955 object *tmp = op->below;
956
957 remove_ob (op);
958
959 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
960 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
961 free_object (op);
962 else
963 {
964 op->x = x;
965 op->y = y;
966 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
967 }
968
969 op = tmp;
970 }
971 }
972 }
973
974 // clear those pointers that likely might have circular references to us
975 owner = 0;
976 enemy = 0;
977 attacked_by = 0;
978
979 // only relevant for players(?), but make sure of it anyways
980 contr = 0;
981
982 /* Remove object from the active list */
983 speed = 0;
984 update_ob_speed (this);
985
986 unlink ();
987
988 mortals.push_back (this);
989} 965}
990 966
991/* 967/*
992 * sub_weight() recursively (outwards) subtracts a number from the 968 * sub_weight() recursively (outwards) subtracts a number from the
993 * weight of an object (and what is carried by it's environment(s)). 969 * weight of an object (and what is carried by it's environment(s)).
994 */ 970 */
995
996void 971void
997sub_weight (object *op, signed long weight) 972sub_weight (object *op, signed long weight)
998{ 973{
999 while (op != NULL) 974 while (op != NULL)
1000 { 975 {
1004 op->carrying -= weight; 979 op->carrying -= weight;
1005 op = op->env; 980 op = op->env;
1006 } 981 }
1007} 982}
1008 983
1009/* remove_ob(op): 984/* op->remove ():
1010 * This function removes the object op from the linked list of objects 985 * This function removes the object op from the linked list of objects
1011 * which it is currently tied to. When this function is done, the 986 * which it is currently tied to. When this function is done, the
1012 * object will have no environment. If the object previously had an 987 * object will have no environment. If the object previously had an
1013 * environment, the x and y coordinates will be updated to 988 * environment, the x and y coordinates will be updated to
1014 * the previous environment. 989 * the previous environment.
1015 * Beware: This function is called from the editor as well!
1016 */ 990 */
1017
1018void 991void
1019remove_ob (object *op) 992object::do_remove ()
1020{ 993{
1021 object *tmp, *last = 0; 994 object *tmp, *last = 0;
1022 object *otmp; 995 object *otmp;
1023 996
1024 int check_walk_off;
1025 maptile *m;
1026
1027 sint16 x, y;
1028
1029 if (QUERY_FLAG (op, FLAG_REMOVED)) 997 if (QUERY_FLAG (this, FLAG_REMOVED))
1030 return; 998 return;
1031 999
1032 SET_FLAG (op, FLAG_REMOVED); 1000 SET_FLAG (this, FLAG_REMOVED);
1001 INVOKE_OBJECT (REMOVE, this);
1033 1002
1034 if (op->more != NULL) 1003 if (more)
1035 remove_ob (op->more); 1004 more->remove ();
1036 1005
1037 /* 1006 /*
1038 * In this case, the object to be removed is in someones 1007 * In this case, the object to be removed is in someones
1039 * inventory. 1008 * inventory.
1040 */ 1009 */
1041 if (op->env != NULL) 1010 if (env)
1042 { 1011 {
1043 if (op->nrof) 1012 if (nrof)
1044 sub_weight (op->env, op->weight * op->nrof); 1013 sub_weight (env, weight * nrof);
1045 else 1014 else
1046 sub_weight (op->env, op->weight + op->carrying); 1015 sub_weight (env, weight + carrying);
1047 1016
1048 /* NO_FIX_PLAYER is set when a great many changes are being 1017 /* NO_FIX_PLAYER is set when a great many changes are being
1049 * made to players inventory. If set, avoiding the call 1018 * made to players inventory. If set, avoiding the call
1050 * to save cpu time. 1019 * to save cpu time.
1051 */ 1020 */
1052 if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1021 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1053 fix_player (otmp); 1022 otmp->update_stats ();
1054 1023
1055 if (op->above != NULL) 1024 if (above)
1056 op->above->below = op->below; 1025 above->below = below;
1057 else 1026 else
1058 op->env->inv = op->below; 1027 env->inv = below;
1059 1028
1060 if (op->below != NULL) 1029 if (below)
1061 op->below->above = op->above; 1030 below->above = above;
1062 1031
1063 /* we set up values so that it could be inserted into 1032 /* we set up values so that it could be inserted into
1064 * the map, but we don't actually do that - it is up 1033 * the map, but we don't actually do that - it is up
1065 * to the caller to decide what we want to do. 1034 * to the caller to decide what we want to do.
1066 */ 1035 */
1067 op->x = op->env->x, op->y = op->env->y; 1036 x = env->x, y = env->y;
1068 op->map = op->env->map; 1037 map = env->map;
1069 op->above = NULL, op->below = NULL; 1038 above = 0, below = 0;
1070 op->env = NULL; 1039 env = 0;
1071 } 1040 }
1072 else if (op->map) 1041 else if (map)
1073 { 1042 {
1074 x = op->x; 1043 if (type == PLAYER)
1075 y = op->y;
1076 m = get_map_from_coord (op->map, &x, &y);
1077
1078 if (!m)
1079 { 1044 {
1080 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n", 1045 // leaving a spot always closes any open container on the ground
1081 op->map->path, op->x, op->y); 1046 if (container && !container->env)
1082 /* in old days, we used to set x and y to 0 and continue. 1047 // this causes spurious floorbox updates, but it ensures
1083 * it seems if we get into this case, something is probablye 1048 // that the CLOSE event is being sent.
1084 * screwed up and should be fixed. 1049 close_container ();
1085 */ 1050
1086 abort (); 1051 --map->players;
1052 map->touch ();
1087 } 1053 }
1088 1054
1089 if (op->map != m) 1055 map->dirty = true;
1090 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n", 1056 mapspace &ms = this->ms ();
1091 op->map->path, m->path, op->x, op->y, x, y);
1092
1093 /* Re did the following section of code - it looks like it had
1094 * lots of logic for things we no longer care about
1095 */
1096 1057
1097 /* link the object above us */ 1058 /* link the object above us */
1098 if (op->above) 1059 if (above)
1099 op->above->below = op->below; 1060 above->below = below;
1100 else 1061 else
1101 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */ 1062 ms.top = below; /* we were top, set new top */
1102 1063
1103 /* Relink the object below us, if there is one */ 1064 /* Relink the object below us, if there is one */
1104 if (op->below) 1065 if (below)
1105 op->below->above = op->above; 1066 below->above = above;
1106 else 1067 else
1107 { 1068 {
1108 /* Nothing below, which means we need to relink map object for this space 1069 /* Nothing below, which means we need to relink map object for this space
1109 * use translated coordinates in case some oddness with map tiling is 1070 * use translated coordinates in case some oddness with map tiling is
1110 * evident 1071 * evident
1111 */ 1072 */
1112 if (GET_MAP_OB (m, x, y) != op) 1073 if (GET_MAP_OB (map, x, y) != this)
1113 {
1114 char *dump = dump_object (op);
1115 LOG (llevError,
1116 "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); 1074 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 ());
1117 free (dump);
1118 dump = dump_object (GET_MAP_OB (m, x, y));
1119 LOG (llevError, "%s\n", dump);
1120 free (dump);
1121 }
1122 1075
1123 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */ 1076 ms.bot = above; /* goes on above it. */
1124 } 1077 }
1125 1078
1126 op->above = 0; 1079 above = 0;
1127 op->below = 0; 1080 below = 0;
1128 1081
1129 if (op->map->in_memory == MAP_SAVING) 1082 if (map->in_memory == MAP_SAVING)
1130 return; 1083 return;
1131 1084
1132 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY); 1085 int check_walk_off = !flag [FLAG_NO_APPLY];
1133 1086
1134 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1087 if (object *pl = ms.player ())
1088 {
1089 if (pl->container == this)
1090 /* If a container that the player is currently using somehow gets
1091 * removed (most likely destroyed), update the player view
1092 * appropriately.
1093 */
1094 pl->close_container ();
1095
1096 pl->contr->ns->floorbox_update ();
1097 }
1098
1099 for (tmp = ms.bot; tmp; tmp = tmp->above)
1135 { 1100 {
1136 /* No point updating the players look faces if he is the object 1101 /* No point updating the players look faces if he is the object
1137 * being removed. 1102 * being removed.
1138 */ 1103 */
1139 1104
1140 if (tmp->type == PLAYER && tmp != op) 1105 /* See if object moving off should effect something */
1106 if (check_walk_off
1107 && ((move_type & tmp->move_off)
1108 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1141 { 1109 {
1142 /* If a container that the player is currently using somehow gets
1143 * removed (most likely destroyed), update the player view
1144 * appropriately.
1145 */
1146 if (tmp->container == op)
1147 {
1148 CLEAR_FLAG (op, FLAG_APPLIED);
1149 tmp->container = NULL;
1150 }
1151
1152 tmp->contr->socket.update_look = 1;
1153 }
1154
1155 /* See if player moving off should effect something */
1156 if (check_walk_off
1157 && ((op->move_type & tmp->move_off)
1158 && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1159 {
1160 move_apply (tmp, op, NULL); 1110 move_apply (tmp, this, 0);
1161 1111
1162 if (op->destroyed ()) 1112 if (destroyed ())
1163 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1113 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1164 } 1114 }
1165 1115
1166 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1167
1168 if (tmp->above == tmp)
1169 tmp->above = NULL;
1170
1171 last = tmp; 1116 last = tmp;
1172 } 1117 }
1173 1118
1174 /* last == NULL of there are no objects on this space */ 1119 /* last == NULL if there are no objects on this space */
1120 //TODO: this makes little sense, why only update the topmost object?
1175 if (last == NULL) 1121 if (!last)
1176 { 1122 map->at (x, y).flags_ = 0;
1177 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1178 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1179 * those out anyways, and if there are any flags set right now, they won't
1180 * be correct anyways.
1181 */
1182 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1183 update_position (op->map, op->x, op->y);
1184 }
1185 else 1123 else
1186 update_object (last, UP_OBJ_REMOVE); 1124 update_object (last, UP_OBJ_REMOVE);
1187 1125
1188 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0)) 1126 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1189 update_all_los (op->map, op->x, op->y); 1127 update_all_los (map, x, y);
1190 } 1128 }
1191} 1129}
1192 1130
1193/* 1131/*
1194 * merge_ob(op,top): 1132 * merge_ob(op,top):
1202merge_ob (object *op, object *top) 1140merge_ob (object *op, object *top)
1203{ 1141{
1204 if (!op->nrof) 1142 if (!op->nrof)
1205 return 0; 1143 return 0;
1206 1144
1207 if (top == NULL) 1145 if (top)
1208 for (top = op; top != NULL && top->above != NULL; top = top->above); 1146 for (top = op; top && top->above; top = top->above)
1147 ;
1209 1148
1210 for (; top != NULL; top = top->below) 1149 for (; top; top = top->below)
1211 { 1150 {
1212 if (top == op) 1151 if (top == op)
1213 continue; 1152 continue;
1214 if (CAN_MERGE (op, top)) 1153
1154 if (object::can_merge (op, top))
1215 { 1155 {
1216 top->nrof += op->nrof; 1156 top->nrof += op->nrof;
1217 1157
1218/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1158/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1219 op->weight = 0; /* Don't want any adjustements now */ 1159 op->weight = 0; /* Don't want any adjustements now */
1220 remove_ob (op); 1160 op->destroy ();
1221 free_object (op);
1222 return top; 1161 return top;
1223 } 1162 }
1224 } 1163 }
1225 1164
1226 return 0; 1165 return 0;
1227} 1166}
1228 1167
1168void
1169object::expand_tail ()
1170{
1171 if (more)
1172 return;
1173
1174 object *prev = this;
1175
1176 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1177 {
1178 object *op = arch_to_object (at);
1179
1180 op->name = name;
1181 op->name_pl = name_pl;
1182 op->title = title;
1183
1184 op->head = this;
1185 prev->more = op;
1186
1187 prev = op;
1188 }
1189}
1190
1229/* 1191/*
1230 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1192 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1231 * job preparing multi-part monsters 1193 * job preparing multi-part monsters.
1232 */ 1194 */
1233object * 1195object *
1234insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1196insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1235{ 1197{
1236 object *tmp;
1237
1238 if (op->head)
1239 op = op->head;
1240
1241 for (tmp = op; tmp; tmp = tmp->more) 1198 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1242 { 1199 {
1243 tmp->x = x + tmp->arch->clone.x; 1200 tmp->x = x + tmp->arch->x;
1244 tmp->y = y + tmp->arch->clone.y; 1201 tmp->y = y + tmp->arch->y;
1245 } 1202 }
1246 1203
1247 return insert_ob_in_map (op, m, originator, flag); 1204 return insert_ob_in_map (op, m, originator, flag);
1248} 1205}
1249 1206
1265 * Return value: 1222 * Return value:
1266 * new object if 'op' was merged with other object 1223 * new object if 'op' was merged with other object
1267 * NULL if 'op' was destroyed 1224 * NULL if 'op' was destroyed
1268 * just 'op' otherwise 1225 * just 'op' otherwise
1269 */ 1226 */
1270
1271object * 1227object *
1272insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1228insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1273{ 1229{
1230 assert (!op->flag [FLAG_FREED]);
1231
1274 object *tmp, *top, *floor = NULL; 1232 object *top, *floor = NULL;
1275 sint16 x, y;
1276 1233
1277 if (QUERY_FLAG (op, FLAG_FREED)) 1234 op->remove ();
1278 {
1279 LOG (llevError, "Trying to insert freed object!\n");
1280 return NULL;
1281 }
1282
1283 if (m == NULL)
1284 {
1285 char *dump = dump_object (op);
1286 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1287 free (dump);
1288 return op;
1289 }
1290 1235
1291 if (out_of_map (m, op->x, op->y)) 1236 if (out_of_map (m, op->x, op->y))
1292 { 1237 {
1293 char *dump = dump_object (op);
1294 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump); 1238 LOG (llevError, "Trying to insert object outside the map.\n%s\n", op->debug_desc ());
1295#ifdef MANY_CORES 1239#ifdef MANY_CORES
1296 /* Better to catch this here, as otherwise the next use of this object 1240 /* Better to catch this here, as otherwise the next use of this object
1297 * is likely to cause a crash. Better to find out where it is getting 1241 * is likely to cause a crash. Better to find out where it is getting
1298 * improperly inserted. 1242 * improperly inserted.
1299 */ 1243 */
1300 abort (); 1244 abort ();
1301#endif 1245#endif
1302 free (dump);
1303 return op; 1246 return op;
1304 } 1247 }
1305 1248
1306 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1249 if (object *more = op->more)
1307 { 1250 if (!insert_ob_in_map (more, m, originator, flag))
1308 char *dump = dump_object (op);
1309 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1310 free (dump);
1311 return op; 1251 return 0;
1312 }
1313
1314 if (op->more != NULL)
1315 {
1316 /* The part may be on a different map. */
1317
1318 object *more = op->more;
1319
1320 /* We really need the caller to normalize coordinates - if
1321 * we set the map, that doesn't work if the location is within
1322 * a map and this is straddling an edge. So only if coordinate
1323 * is clear wrong do we normalize it.
1324 */
1325 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1326 more->map = get_map_from_coord (m, &more->x, &more->y);
1327 else if (!more->map)
1328 {
1329 /* For backwards compatibility - when not dealing with tiled maps,
1330 * more->map should always point to the parent.
1331 */
1332 more->map = m;
1333 }
1334
1335 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1336 {
1337 if (!op->head)
1338 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1339
1340 return NULL;
1341 }
1342 }
1343 1252
1344 CLEAR_FLAG (op, FLAG_REMOVED); 1253 CLEAR_FLAG (op, FLAG_REMOVED);
1345 1254
1346 /* Ideally, the caller figures this out. However, it complicates a lot 1255 /* Ideally, the caller figures this out. However, it complicates a lot
1347 * of areas of callers (eg, anything that uses find_free_spot would now 1256 * of areas of callers (eg, anything that uses find_free_spot would now
1348 * need extra work 1257 * need extra work
1349 */ 1258 */
1350 op->map = get_map_from_coord (m, &op->x, &op->y); 1259 if (!xy_normalise (m, op->x, op->y))
1351 x = op->x; 1260 return 0;
1352 y = op->y; 1261
1262 op->map = m;
1263 mapspace &ms = op->ms ();
1353 1264
1354 /* this has to be done after we translate the coordinates. 1265 /* this has to be done after we translate the coordinates.
1355 */ 1266 */
1356 if (op->nrof && !(flag & INS_NO_MERGE)) 1267 if (op->nrof && !(flag & INS_NO_MERGE))
1357 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1268 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1358 if (CAN_MERGE (op, tmp)) 1269 if (object::can_merge (op, tmp))
1359 { 1270 {
1360 op->nrof += tmp->nrof; 1271 op->nrof += tmp->nrof;
1361 remove_ob (tmp); 1272 tmp->destroy ();
1362 free_object (tmp);
1363 } 1273 }
1364 1274
1365 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1275 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1366 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1276 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1367 1277
1380 op->below = originator->below; 1290 op->below = originator->below;
1381 1291
1382 if (op->below) 1292 if (op->below)
1383 op->below->above = op; 1293 op->below->above = op;
1384 else 1294 else
1385 SET_MAP_OB (op->map, op->x, op->y, op); 1295 ms.bot = op;
1386 1296
1387 /* since *below* originator, no need to update top */ 1297 /* since *below* originator, no need to update top */
1388 originator->below = op; 1298 originator->below = op;
1389 } 1299 }
1390 else 1300 else
1391 { 1301 {
1302 top = ms.bot;
1303
1392 /* If there are other objects, then */ 1304 /* If there are other objects, then */
1393 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1305 if ((!(flag & INS_MAP_LOAD)) && top)
1394 { 1306 {
1395 object *last = NULL; 1307 object *last = 0;
1396 1308
1397 /* 1309 /*
1398 * If there are multiple objects on this space, we do some trickier handling. 1310 * If there are multiple objects on this space, we do some trickier handling.
1399 * We've already dealt with merging if appropriate. 1311 * We've already dealt with merging if appropriate.
1400 * Generally, we want to put the new object on top. But if 1312 * Generally, we want to put the new object on top. But if
1404 * once we get to them. This reduces the need to traverse over all of 1316 * once we get to them. This reduces the need to traverse over all of
1405 * them when adding another one - this saves quite a bit of cpu time 1317 * them when adding another one - this saves quite a bit of cpu time
1406 * when lots of spells are cast in one area. Currently, it is presumed 1318 * when lots of spells are cast in one area. Currently, it is presumed
1407 * that flying non pickable objects are spell objects. 1319 * that flying non pickable objects are spell objects.
1408 */ 1320 */
1409 1321 for (top = ms.bot; top; top = top->above)
1410 while (top != NULL)
1411 { 1322 {
1412 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1323 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1413 floor = top; 1324 floor = top;
1414 1325
1415 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1326 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1418 top = top->below; 1329 top = top->below;
1419 break; 1330 break;
1420 } 1331 }
1421 1332
1422 last = top; 1333 last = top;
1423 top = top->above;
1424 } 1334 }
1425 1335
1426 /* Don't want top to be NULL, so set it to the last valid object */ 1336 /* Don't want top to be NULL, so set it to the last valid object */
1427 top = last; 1337 top = last;
1428 1338
1430 * looks like instead of lots of conditions here. 1340 * looks like instead of lots of conditions here.
1431 * makes things faster, and effectively the same result. 1341 * makes things faster, and effectively the same result.
1432 */ 1342 */
1433 1343
1434 /* Have object 'fall below' other objects that block view. 1344 /* Have object 'fall below' other objects that block view.
1435 * Unless those objects are exits, type 66 1345 * Unless those objects are exits.
1436 * If INS_ON_TOP is used, don't do this processing 1346 * If INS_ON_TOP is used, don't do this processing
1437 * Need to find the object that in fact blocks view, otherwise 1347 * Need to find the object that in fact blocks view, otherwise
1438 * stacking is a bit odd. 1348 * stacking is a bit odd.
1439 */ 1349 */
1440 if (!(flag & INS_ON_TOP) && 1350 if (!(flag & INS_ON_TOP)
1441 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1351 && ms.flags () & P_BLOCKSVIEW
1352 && (op->face && !faces [op->face].visibility))
1442 { 1353 {
1443 for (last = top; last != floor; last = last->below) 1354 for (last = top; last != floor; last = last->below)
1444 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1355 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1445 break; 1356 break;
1357
1446 /* Check to see if we found the object that blocks view, 1358 /* Check to see if we found the object that blocks view,
1447 * and make sure we have a below pointer for it so that 1359 * and make sure we have a below pointer for it so that
1448 * we can get inserted below this one, which requires we 1360 * we can get inserted below this one, which requires we
1449 * set top to the object below us. 1361 * set top to the object below us.
1450 */ 1362 */
1451 if (last && last->below && last != floor) 1363 if (last && last->below && last != floor)
1452 top = last->below; 1364 top = last->below;
1453 } 1365 }
1454 } /* If objects on this space */ 1366 } /* If objects on this space */
1455
1456 if (flag & INS_MAP_LOAD) 1367 if (flag & INS_MAP_LOAD)
1457 top = GET_MAP_TOP (op->map, op->x, op->y); 1368 top = ms.top;
1458 1369
1459 if (flag & INS_ABOVE_FLOOR_ONLY) 1370 if (flag & INS_ABOVE_FLOOR_ONLY)
1460 top = floor; 1371 top = floor;
1461 1372
1462 /* Top is the object that our object (op) is going to get inserted above. 1373 /* Top is the object that our object (op) is going to get inserted above.
1463 */ 1374 */
1464 1375
1465 /* First object on this space */ 1376 /* First object on this space */
1466 if (!top) 1377 if (!top)
1467 { 1378 {
1468 op->above = GET_MAP_OB (op->map, op->x, op->y); 1379 op->above = ms.bot;
1469 1380
1470 if (op->above) 1381 if (op->above)
1471 op->above->below = op; 1382 op->above->below = op;
1472 1383
1473 op->below = NULL; 1384 op->below = 0;
1474 SET_MAP_OB (op->map, op->x, op->y, op); 1385 ms.bot = op;
1475 } 1386 }
1476 else 1387 else
1477 { /* get inserted into the stack above top */ 1388 { /* get inserted into the stack above top */
1478 op->above = top->above; 1389 op->above = top->above;
1479 1390
1482 1393
1483 op->below = top; 1394 op->below = top;
1484 top->above = op; 1395 top->above = op;
1485 } 1396 }
1486 1397
1487 if (op->above == NULL) 1398 if (!op->above)
1488 SET_MAP_TOP (op->map, op->x, op->y, op); 1399 ms.top = op;
1489 } /* else not INS_BELOW_ORIGINATOR */ 1400 } /* else not INS_BELOW_ORIGINATOR */
1490 1401
1491 if (op->type == PLAYER) 1402 if (op->type == PLAYER)
1403 {
1492 op->contr->do_los = 1; 1404 op->contr->do_los = 1;
1405 ++op->map->players;
1406 op->map->touch ();
1407 }
1493 1408
1494 /* If we have a floor, we know the player, if any, will be above 1409 op->map->dirty = true;
1495 * it, so save a few ticks and start from there. 1410
1496 */
1497 if (!(flag & INS_MAP_LOAD)) 1411 if (!(flag & INS_MAP_LOAD))
1498 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1412 if (object *pl = ms.player ())
1499 if (tmp->type == PLAYER) 1413 pl->contr->ns->floorbox_update ();
1500 tmp->contr->socket.update_look = 1;
1501 1414
1502 /* If this object glows, it may affect lighting conditions that are 1415 /* If this object glows, it may affect lighting conditions that are
1503 * visible to others on this map. But update_all_los is really 1416 * visible to others on this map. But update_all_los is really
1504 * an inefficient way to do this, as it means los for all players 1417 * an inefficient way to do this, as it means los for all players
1505 * on the map will get recalculated. The players could very well 1418 * on the map will get recalculated. The players could very well
1506 * be far away from this change and not affected in any way - 1419 * be far away from this change and not affected in any way -
1507 * this should get redone to only look for players within range, 1420 * this should get redone to only look for players within range,
1508 * or just updating the P_NEED_UPDATE for spaces within this area 1421 * or just updating the P_UPTODATE for spaces within this area
1509 * of effect may be sufficient. 1422 * of effect may be sufficient.
1510 */ 1423 */
1511 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1424 if (op->map->darkness && (op->glow_radius != 0))
1512 update_all_los (op->map, op->x, op->y); 1425 update_all_los (op->map, op->x, op->y);
1513 1426
1514 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1427 /* updates flags (blocked, alive, no magic, etc) for this map space */
1515 update_object (op, UP_OBJ_INSERT); 1428 update_object (op, UP_OBJ_INSERT);
1516 1429
1430 INVOKE_OBJECT (INSERT, op);
1431
1517 /* Don't know if moving this to the end will break anything. However, 1432 /* Don't know if moving this to the end will break anything. However,
1518 * we want to have update_look set above before calling this. 1433 * we want to have floorbox_update called before calling this.
1519 * 1434 *
1520 * check_move_on() must be after this because code called from 1435 * check_move_on() must be after this because code called from
1521 * check_move_on() depends on correct map flags (so functions like 1436 * check_move_on() depends on correct map flags (so functions like
1522 * blocked() and wall() work properly), and these flags are updated by 1437 * blocked() and wall() work properly), and these flags are updated by
1523 * update_object(). 1438 * update_object().
1524 */ 1439 */
1525 1440
1526 /* if this is not the head or flag has been passed, don't check walk on status */ 1441 /* if this is not the head or flag has been passed, don't check walk on status */
1527 if (!(flag & INS_NO_WALK_ON) && !op->head) 1442 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1528 { 1443 {
1529 if (check_move_on (op, originator)) 1444 if (check_move_on (op, originator))
1530 return NULL; 1445 return 0;
1531 1446
1532 /* If we are a multi part object, lets work our way through the check 1447 /* If we are a multi part object, lets work our way through the check
1533 * walk on's. 1448 * walk on's.
1534 */ 1449 */
1535 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1450 for (object *tmp = op->more; tmp; tmp = tmp->more)
1536 if (check_move_on (tmp, originator)) 1451 if (check_move_on (tmp, originator))
1537 return NULL; 1452 return 0;
1538 } 1453 }
1539 1454
1540 return op; 1455 return op;
1541} 1456}
1542 1457
1543/* this function inserts an object in the map, but if it 1458/* this function inserts an object in the map, but if it
1544 * finds an object of its own type, it'll remove that one first. 1459 * finds an object of its own type, it'll remove that one first.
1545 * op is the object to insert it under: supplies x and the map. 1460 * op is the object to insert it under: supplies x and the map.
1546 */ 1461 */
1547void 1462void
1548replace_insert_ob_in_map (const char *arch_string, object *op) 1463replace_insert_ob_in_map (const char *arch_string, object *op)
1549{ 1464{
1550 object * 1465 object *tmp, *tmp1;
1551 tmp;
1552 object *
1553 tmp1;
1554 1466
1555 /* first search for itself and remove any old instances */ 1467 /* first search for itself and remove any old instances */
1556 1468
1557 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1469 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1558 {
1559 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1470 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1560 { 1471 tmp->destroy ();
1561 remove_ob (tmp);
1562 free_object (tmp);
1563 }
1564 }
1565 1472
1566 tmp1 = arch_to_object (archetype::find (arch_string)); 1473 tmp1 = arch_to_object (archetype::find (arch_string));
1567 1474
1568 tmp1->x = op->x; 1475 tmp1->x = op->x;
1569 tmp1->y = op->y; 1476 tmp1->y = op->y;
1570 insert_ob_in_map (tmp1, op->map, op, 0); 1477 insert_ob_in_map (tmp1, op->map, op, 0);
1478}
1479
1480object *
1481object::insert_at (object *where, object *originator, int flags)
1482{
1483 return where->map->insert (this, where->x, where->y, originator, flags);
1571} 1484}
1572 1485
1573/* 1486/*
1574 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1487 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1575 * is returned contains nr objects, and the remaining parts contains 1488 * is returned contains nr objects, and the remaining parts contains
1576 * the rest (or is removed and freed if that number is 0). 1489 * the rest (or is removed and freed if that number is 0).
1577 * On failure, NULL is returned, and the reason put into the 1490 * On failure, NULL is returned, and the reason put into the
1578 * global static errmsg array. 1491 * global static errmsg array.
1579 */ 1492 */
1580
1581object * 1493object *
1582get_split_ob (object *orig_ob, uint32 nr) 1494get_split_ob (object *orig_ob, uint32 nr)
1583{ 1495{
1584 object * 1496 object *newob;
1585 newob;
1586 int
1587 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1497 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1588 1498
1589 if (orig_ob->nrof < nr) 1499 if (orig_ob->nrof < nr)
1590 { 1500 {
1591 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name); 1501 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1592 return NULL; 1502 return NULL;
1593 } 1503 }
1594 1504
1595 newob = object_create_clone (orig_ob); 1505 newob = object_create_clone (orig_ob);
1596 1506
1597 if ((orig_ob->nrof -= nr) < 1) 1507 if ((orig_ob->nrof -= nr) < 1)
1598 { 1508 orig_ob->destroy (1);
1599 if (!is_removed)
1600 remove_ob (orig_ob);
1601 free_object2 (orig_ob, 1);
1602 }
1603 else if (!is_removed) 1509 else if (!is_removed)
1604 { 1510 {
1605 if (orig_ob->env != NULL) 1511 if (orig_ob->env != NULL)
1606 sub_weight (orig_ob->env, orig_ob->weight * nr); 1512 sub_weight (orig_ob->env, orig_ob->weight * nr);
1607 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY) 1513 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1622 * the amount of an object. If the amount reaches 0, the object 1528 * the amount of an object. If the amount reaches 0, the object
1623 * is subsequently removed and freed. 1529 * is subsequently removed and freed.
1624 * 1530 *
1625 * Return value: 'op' if something is left, NULL if the amount reached 0 1531 * Return value: 'op' if something is left, NULL if the amount reached 0
1626 */ 1532 */
1627
1628object * 1533object *
1629decrease_ob_nr (object *op, uint32 i) 1534decrease_ob_nr (object *op, uint32 i)
1630{ 1535{
1631 object *tmp; 1536 object *tmp;
1632 player *pl;
1633 1537
1634 if (i == 0) /* objects with op->nrof require this check */ 1538 if (i == 0) /* objects with op->nrof require this check */
1635 return op; 1539 return op;
1636 1540
1637 if (i > op->nrof) 1541 if (i > op->nrof)
1638 i = op->nrof; 1542 i = op->nrof;
1639 1543
1640 if (QUERY_FLAG (op, FLAG_REMOVED)) 1544 if (QUERY_FLAG (op, FLAG_REMOVED))
1641 op->nrof -= i; 1545 op->nrof -= i;
1642 else if (op->env != NULL) 1546 else if (op->env)
1643 { 1547 {
1644 /* is this object in the players inventory, or sub container 1548 /* is this object in the players inventory, or sub container
1645 * therein? 1549 * therein?
1646 */ 1550 */
1647 tmp = is_player_inv (op->env); 1551 tmp = op->in_player ();
1648 /* nope. Is this a container the player has opened? 1552 /* nope. Is this a container the player has opened?
1649 * If so, set tmp to that player. 1553 * If so, set tmp to that player.
1650 * IMO, searching through all the players will mostly 1554 * IMO, searching through all the players will mostly
1651 * likely be quicker than following op->env to the map, 1555 * likely be quicker than following op->env to the map,
1652 * and then searching the map for a player. 1556 * and then searching the map for a player.
1653 */ 1557 */
1654 if (!tmp) 1558 if (!tmp)
1655 { 1559 for_all_players (pl)
1656 for (pl = first_player; pl; pl = pl->next)
1657 if (pl->ob->container == op->env) 1560 if (pl->ob->container == op->env)
1561 {
1562 tmp = pl->ob;
1658 break; 1563 break;
1659 if (pl)
1660 tmp = pl->ob;
1661 else
1662 tmp = NULL;
1663 } 1564 }
1664 1565
1665 if (i < op->nrof) 1566 if (i < op->nrof)
1666 { 1567 {
1667 sub_weight (op->env, op->weight * i); 1568 sub_weight (op->env, op->weight * i);
1668 op->nrof -= i; 1569 op->nrof -= i;
1669 if (tmp) 1570 if (tmp)
1670 {
1671 esrv_send_item (tmp, op); 1571 esrv_send_item (tmp, op);
1672 }
1673 } 1572 }
1674 else 1573 else
1675 { 1574 {
1676 remove_ob (op); 1575 op->remove ();
1677 op->nrof = 0; 1576 op->nrof = 0;
1678 if (tmp) 1577 if (tmp)
1679 {
1680 esrv_del_item (tmp->contr, op->count); 1578 esrv_del_item (tmp->contr, op->count);
1681 }
1682 } 1579 }
1683 } 1580 }
1684 else 1581 else
1685 { 1582 {
1686 object *above = op->above; 1583 object *above = op->above;
1687 1584
1688 if (i < op->nrof) 1585 if (i < op->nrof)
1689 op->nrof -= i; 1586 op->nrof -= i;
1690 else 1587 else
1691 { 1588 {
1692 remove_ob (op); 1589 op->remove ();
1693 op->nrof = 0; 1590 op->nrof = 0;
1694 } 1591 }
1695 1592
1696 /* Since we just removed op, op->above is null */ 1593 /* Since we just removed op, op->above is null */
1697 for (tmp = above; tmp != NULL; tmp = tmp->above) 1594 for (tmp = above; tmp; tmp = tmp->above)
1698 if (tmp->type == PLAYER) 1595 if (tmp->type == PLAYER)
1699 { 1596 {
1700 if (op->nrof) 1597 if (op->nrof)
1701 esrv_send_item (tmp, op); 1598 esrv_send_item (tmp, op);
1702 else 1599 else
1706 1603
1707 if (op->nrof) 1604 if (op->nrof)
1708 return op; 1605 return op;
1709 else 1606 else
1710 { 1607 {
1711 free_object (op); 1608 op->destroy ();
1712 return NULL; 1609 return 0;
1713 } 1610 }
1714} 1611}
1715 1612
1716/* 1613/*
1717 * add_weight(object, weight) adds the specified weight to an object, 1614 * add_weight(object, weight) adds the specified weight to an object,
1718 * and also updates how much the environment(s) is/are carrying. 1615 * and also updates how much the environment(s) is/are carrying.
1719 */ 1616 */
1720
1721void 1617void
1722add_weight (object *op, signed long weight) 1618add_weight (object *op, signed long weight)
1723{ 1619{
1724 while (op != NULL) 1620 while (op != NULL)
1725 { 1621 {
1729 op->carrying += weight; 1625 op->carrying += weight;
1730 op = op->env; 1626 op = op->env;
1731 } 1627 }
1732} 1628}
1733 1629
1734/*
1735 * insert_ob_in_ob(op,environment):
1736 * This function inserts the object op in the linked list
1737 * inside the object environment.
1738 *
1739 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1740 * the inventory at the last position or next to other objects of the same
1741 * type.
1742 * Frank: Now sorted by type, archetype and magic!
1743 *
1744 * The function returns now pointer to inserted item, and return value can
1745 * be != op, if items are merged. -Tero
1746 */
1747
1748object * 1630object *
1749insert_ob_in_ob (object *op, object *where) 1631insert_ob_in_ob (object *op, object *where)
1750{ 1632{
1751 object * 1633 if (!where)
1752 tmp, *
1753 otmp;
1754
1755 if (!QUERY_FLAG (op, FLAG_REMOVED))
1756 {
1757 char *dump = dump_object (op);
1758 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", dump);
1759 free (dump);
1760 return op;
1761 }
1762
1763 if (where == NULL)
1764 { 1634 {
1765 char *dump = dump_object (op); 1635 char *dump = dump_object (op);
1766 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1636 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1767 free (dump); 1637 free (dump);
1768 return op; 1638 return op;
1769 } 1639 }
1770 1640
1771 if (where->head) 1641 if (where->head_ () != where)
1772 { 1642 {
1773 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n"); 1643 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1774 where = where->head; 1644 where = where->head;
1775 } 1645 }
1646
1647 return where->insert (op);
1648}
1649
1650/*
1651 * env->insert (op)
1652 * This function inserts the object op in the linked list
1653 * inside the object environment.
1654 *
1655 * The function returns now pointer to inserted item, and return value can
1656 * be != op, if items are merged. -Tero
1657 */
1658object *
1659object::insert (object *op)
1660{
1661 if (!QUERY_FLAG (op, FLAG_REMOVED))
1662 op->remove ();
1776 1663
1777 if (op->more) 1664 if (op->more)
1778 { 1665 {
1779 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1666 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1780 return op; 1667 return op;
1781 } 1668 }
1782 1669
1783 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1670 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1784 CLEAR_FLAG (op, FLAG_REMOVED); 1671 CLEAR_FLAG (op, FLAG_REMOVED);
1672
1785 if (op->nrof) 1673 if (op->nrof)
1786 { 1674 {
1787 for (tmp = where->inv; tmp != NULL; tmp = tmp->below) 1675 for (object *tmp = inv; tmp; tmp = tmp->below)
1788 if (CAN_MERGE (tmp, op)) 1676 if (object::can_merge (tmp, op))
1789 { 1677 {
1790 /* return the original object and remove inserted object 1678 /* return the original object and remove inserted object
1791 (client needs the original object) */ 1679 (client needs the original object) */
1792 tmp->nrof += op->nrof; 1680 tmp->nrof += op->nrof;
1793 /* Weight handling gets pretty funky. Since we are adding to 1681 /* Weight handling gets pretty funky. Since we are adding to
1794 * tmp->nrof, we need to increase the weight. 1682 * tmp->nrof, we need to increase the weight.
1795 */ 1683 */
1796 add_weight (where, op->weight * op->nrof); 1684 add_weight (this, op->weight * op->nrof);
1797 SET_FLAG (op, FLAG_REMOVED); 1685 SET_FLAG (op, FLAG_REMOVED);
1798 free_object (op); /* free the inserted object */ 1686 op->destroy (); /* free the inserted object */
1799 op = tmp; 1687 op = tmp;
1800 remove_ob (op); /* and fix old object's links */ 1688 op->remove (); /* and fix old object's links */
1801 CLEAR_FLAG (op, FLAG_REMOVED); 1689 CLEAR_FLAG (op, FLAG_REMOVED);
1802 break; 1690 break;
1803 } 1691 }
1804 1692
1805 /* I assume combined objects have no inventory 1693 /* I assume combined objects have no inventory
1806 * We add the weight - this object could have just been removed 1694 * We add the weight - this object could have just been removed
1807 * (if it was possible to merge). calling remove_ob will subtract 1695 * (if it was possible to merge). calling remove_ob will subtract
1808 * the weight, so we need to add it in again, since we actually do 1696 * the weight, so we need to add it in again, since we actually do
1809 * the linking below 1697 * the linking below
1810 */ 1698 */
1811 add_weight (where, op->weight * op->nrof); 1699 add_weight (this, op->weight * op->nrof);
1812 } 1700 }
1813 else 1701 else
1814 add_weight (where, (op->weight + op->carrying)); 1702 add_weight (this, (op->weight + op->carrying));
1815 1703
1816 otmp = is_player_inv (where); 1704 if (object *otmp = this->in_player ())
1817 if (otmp && otmp->contr != NULL)
1818 {
1819 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1705 if (otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1820 fix_player (otmp); 1706 otmp->update_stats ();
1821 }
1822 1707
1708 op->owner = 0; // its his/hers now. period.
1823 op->map = NULL; 1709 op->map = 0;
1824 op->env = where; 1710 op->env = this;
1825 op->above = NULL; 1711 op->above = 0;
1826 op->below = NULL; 1712 op->below = 0;
1827 op->x = 0, op->y = 0; 1713 op->x = op->y = 0;
1828 1714
1829 /* reset the light list and los of the players on the map */ 1715 /* reset the light list and los of the players on the map */
1830 if ((op->glow_radius != 0) && where->map) 1716 if (op->glow_radius && map)
1831 { 1717 {
1832#ifdef DEBUG_LIGHTS 1718#ifdef DEBUG_LIGHTS
1833 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1719 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1834#endif /* DEBUG_LIGHTS */ 1720#endif /* DEBUG_LIGHTS */
1835 if (MAP_DARKNESS (where->map)) 1721 if (map->darkness)
1836 update_all_los (where->map, where->x, where->y); 1722 update_all_los (map, x, y);
1837 } 1723 }
1838 1724
1839 /* Client has no idea of ordering so lets not bother ordering it here. 1725 /* Client has no idea of ordering so lets not bother ordering it here.
1840 * It sure simplifies this function... 1726 * It sure simplifies this function...
1841 */ 1727 */
1842 if (where->inv == NULL) 1728 if (!inv)
1843 where->inv = op; 1729 inv = op;
1844 else 1730 else
1845 { 1731 {
1846 op->below = where->inv; 1732 op->below = inv;
1847 op->below->above = op; 1733 op->below->above = op;
1848 where->inv = op; 1734 inv = op;
1849 } 1735 }
1736
1737 INVOKE_OBJECT (INSERT, this);
1738
1850 return op; 1739 return op;
1851} 1740}
1852 1741
1853/* 1742/*
1854 * Checks if any objects has a move_type that matches objects 1743 * Checks if any objects has a move_type that matches objects
1868 * 1757 *
1869 * MSW 2001-07-08: Check all objects on space, not just those below 1758 * MSW 2001-07-08: Check all objects on space, not just those below
1870 * object being inserted. insert_ob_in_map may not put new objects 1759 * object being inserted. insert_ob_in_map may not put new objects
1871 * on top. 1760 * on top.
1872 */ 1761 */
1873
1874int 1762int
1875check_move_on (object *op, object *originator) 1763check_move_on (object *op, object *originator)
1876{ 1764{
1877 object *tmp; 1765 object *tmp;
1878 maptile *m = op->map; 1766 maptile *m = op->map;
1905 1793
1906 /* The objects have to be checked from top to bottom. 1794 /* The objects have to be checked from top to bottom.
1907 * Hence, we first go to the top: 1795 * Hence, we first go to the top:
1908 */ 1796 */
1909 1797
1910 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1798 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1911 { 1799 {
1912 /* Trim the search when we find the first other spell effect 1800 /* Trim the search when we find the first other spell effect
1913 * this helps performance so that if a space has 50 spell objects, 1801 * this helps performance so that if a space has 50 spell objects,
1914 * we don't need to check all of them. 1802 * we don't need to check all of them.
1915 */ 1803 */
1933 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1821 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1934 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1822 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1935 { 1823 {
1936 1824
1937 float 1825 float
1938 diff = tmp->move_slow_penalty * FABS (op->speed); 1826 diff = tmp->move_slow_penalty * fabs (op->speed);
1939 1827
1940 if (op->type == PLAYER) 1828 if (op->type == PLAYER)
1941 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1829 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1942 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1830 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1943 diff /= 4.0; 1831 diff /= 4.0;
1970/* 1858/*
1971 * present_arch(arch, map, x, y) searches for any objects with 1859 * present_arch(arch, map, x, y) searches for any objects with
1972 * a matching archetype at the given map and coordinates. 1860 * a matching archetype at the given map and coordinates.
1973 * The first matching object is returned, or NULL if none. 1861 * The first matching object is returned, or NULL if none.
1974 */ 1862 */
1975
1976object * 1863object *
1977present_arch (const archetype *at, maptile *m, int x, int y) 1864present_arch (const archetype *at, maptile *m, int x, int y)
1978{ 1865{
1979 object *
1980 tmp;
1981
1982 if (m == NULL || out_of_map (m, x, y)) 1866 if (!m || out_of_map (m, x, y))
1983 { 1867 {
1984 LOG (llevError, "Present_arch called outside map.\n"); 1868 LOG (llevError, "Present_arch called outside map.\n");
1985 return NULL; 1869 return NULL;
1986 } 1870 }
1987 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1871
1872 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1988 if (tmp->arch == at) 1873 if (tmp->arch == at)
1989 return tmp; 1874 return tmp;
1875
1990 return NULL; 1876 return NULL;
1991} 1877}
1992 1878
1993/* 1879/*
1994 * present(type, map, x, y) searches for any objects with 1880 * present(type, map, x, y) searches for any objects with
1995 * a matching type variable at the given map and coordinates. 1881 * a matching type variable at the given map and coordinates.
1996 * The first matching object is returned, or NULL if none. 1882 * The first matching object is returned, or NULL if none.
1997 */ 1883 */
1998
1999object * 1884object *
2000present (unsigned char type, maptile *m, int x, int y) 1885present (unsigned char type, maptile *m, int x, int y)
2001{ 1886{
2002 object *
2003 tmp;
2004
2005 if (out_of_map (m, x, y)) 1887 if (out_of_map (m, x, y))
2006 { 1888 {
2007 LOG (llevError, "Present called outside map.\n"); 1889 LOG (llevError, "Present called outside map.\n");
2008 return NULL; 1890 return NULL;
2009 } 1891 }
2010 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1892
1893 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2011 if (tmp->type == type) 1894 if (tmp->type == type)
2012 return tmp; 1895 return tmp;
1896
2013 return NULL; 1897 return NULL;
2014} 1898}
2015 1899
2016/* 1900/*
2017 * present_in_ob(type, object) searches for any objects with 1901 * present_in_ob(type, object) searches for any objects with
2018 * a matching type variable in the inventory of the given object. 1902 * a matching type variable in the inventory of the given object.
2019 * The first matching object is returned, or NULL if none. 1903 * The first matching object is returned, or NULL if none.
2020 */ 1904 */
2021
2022object * 1905object *
2023present_in_ob (unsigned char type, const object *op) 1906present_in_ob (unsigned char type, const object *op)
2024{ 1907{
2025 object *
2026 tmp;
2027
2028 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1908 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2029 if (tmp->type == type) 1909 if (tmp->type == type)
2030 return tmp; 1910 return tmp;
1911
2031 return NULL; 1912 return NULL;
2032} 1913}
2033 1914
2034/* 1915/*
2035 * present_in_ob (type, str, object) searches for any objects with 1916 * present_in_ob (type, str, object) searches for any objects with
2043 * str is the string to match against. Note that we match against 1924 * str is the string to match against. Note that we match against
2044 * the object name, not the archetype name. this is so that the 1925 * the object name, not the archetype name. this is so that the
2045 * spell code can use one object type (force), but change it's name 1926 * spell code can use one object type (force), but change it's name
2046 * to be unique. 1927 * to be unique.
2047 */ 1928 */
2048
2049object * 1929object *
2050present_in_ob_by_name (int type, const char *str, const object *op) 1930present_in_ob_by_name (int type, const char *str, const object *op)
2051{ 1931{
2052 object *
2053 tmp;
2054
2055 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1932 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2056 {
2057 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1933 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2058 return tmp; 1934 return tmp;
2059 } 1935
2060 return NULL; 1936 return 0;
2061} 1937}
2062 1938
2063/* 1939/*
2064 * present_arch_in_ob(archetype, object) searches for any objects with 1940 * present_arch_in_ob(archetype, object) searches for any objects with
2065 * a matching archetype in the inventory of the given object. 1941 * a matching archetype in the inventory of the given object.
2066 * The first matching object is returned, or NULL if none. 1942 * The first matching object is returned, or NULL if none.
2067 */ 1943 */
2068
2069object * 1944object *
2070present_arch_in_ob (const archetype *at, const object *op) 1945present_arch_in_ob (const archetype *at, const object *op)
2071{ 1946{
2072 object *
2073 tmp;
2074
2075 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1947 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2076 if (tmp->arch == at) 1948 if (tmp->arch == at)
2077 return tmp; 1949 return tmp;
1950
2078 return NULL; 1951 return NULL;
2079} 1952}
2080 1953
2081/* 1954/*
2082 * activate recursively a flag on an object inventory 1955 * activate recursively a flag on an object inventory
2083 */ 1956 */
2084void 1957void
2085flag_inv (object *op, int flag) 1958flag_inv (object *op, int flag)
2086{ 1959{
2087 object *
2088 tmp;
2089
2090 if (op->inv) 1960 if (op->inv)
2091 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1961 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2092 { 1962 {
2093 SET_FLAG (tmp, flag); 1963 SET_FLAG (tmp, flag);
2094 flag_inv (tmp, flag); 1964 flag_inv (tmp, flag);
2095 } 1965 }
2096} /* 1966}
1967
1968/*
2097 * desactivate recursively a flag on an object inventory 1969 * deactivate recursively a flag on an object inventory
2098 */ 1970 */
2099void 1971void
2100unflag_inv (object *op, int flag) 1972unflag_inv (object *op, int flag)
2101{ 1973{
2102 object *
2103 tmp;
2104
2105 if (op->inv) 1974 if (op->inv)
2106 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1975 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2107 { 1976 {
2108 CLEAR_FLAG (tmp, flag); 1977 CLEAR_FLAG (tmp, flag);
2109 unflag_inv (tmp, flag); 1978 unflag_inv (tmp, flag);
2110 } 1979 }
2111}
2112
2113/*
2114 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2115 * all it's inventory (recursively).
2116 * If checksums are used, a player will get set_cheat called for
2117 * him/her-self and all object carried by a call to this function.
2118 */
2119
2120void
2121set_cheat (object *op)
2122{
2123 SET_FLAG (op, FLAG_WAS_WIZ);
2124 flag_inv (op, FLAG_WAS_WIZ);
2125} 1980}
2126 1981
2127/* 1982/*
2128 * find_free_spot(object, map, x, y, start, stop) will search for 1983 * find_free_spot(object, map, x, y, start, stop) will search for
2129 * a spot at the given map and coordinates which will be able to contain 1984 * a spot at the given map and coordinates which will be able to contain
2143 * because arch_blocked (now ob_blocked) needs to know the movement type 1998 * because arch_blocked (now ob_blocked) needs to know the movement type
2144 * to know if the space in question will block the object. We can't use 1999 * to know if the space in question will block the object. We can't use
2145 * the archetype because that isn't correct if the monster has been 2000 * the archetype because that isn't correct if the monster has been
2146 * customized, changed states, etc. 2001 * customized, changed states, etc.
2147 */ 2002 */
2148
2149int 2003int
2150find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 2004find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2151{ 2005{
2152 int
2153 i,
2154 index = 0, flag; 2006 int index = 0, flag;
2155 static int
2156 altern[SIZEOFFREE]; 2007 int altern[SIZEOFFREE];
2157 2008
2158 for (i = start; i < stop; i++) 2009 for (int i = start; i < stop; i++)
2159 { 2010 {
2160 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2011 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2161 if (!flag) 2012 if (!flag)
2162 altern[index++] = i; 2013 altern [index++] = i;
2163 2014
2164 /* Basically, if we find a wall on a space, we cut down the search size. 2015 /* Basically, if we find a wall on a space, we cut down the search size.
2165 * In this way, we won't return spaces that are on another side of a wall. 2016 * In this way, we won't return spaces that are on another side of a wall.
2166 * This mostly work, but it cuts down the search size in all directions - 2017 * This mostly work, but it cuts down the search size in all directions -
2167 * if the space being examined only has a wall to the north and empty 2018 * if the space being examined only has a wall to the north and empty
2168 * spaces in all the other directions, this will reduce the search space 2019 * spaces in all the other directions, this will reduce the search space
2169 * to only the spaces immediately surrounding the target area, and 2020 * to only the spaces immediately surrounding the target area, and
2170 * won't look 2 spaces south of the target space. 2021 * won't look 2 spaces south of the target space.
2171 */ 2022 */
2172 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 2023 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2173 stop = maxfree[i]; 2024 stop = maxfree[i];
2174 } 2025 }
2026
2175 if (!index) 2027 if (!index)
2176 return -1; 2028 return -1;
2029
2177 return altern[RANDOM () % index]; 2030 return altern [rndm (index)];
2178} 2031}
2179 2032
2180/* 2033/*
2181 * find_first_free_spot(archetype, maptile, x, y) works like 2034 * find_first_free_spot(archetype, maptile, x, y) works like
2182 * find_free_spot(), but it will search max number of squares. 2035 * find_free_spot(), but it will search max number of squares.
2183 * But it will return the first available spot, not a random choice. 2036 * But it will return the first available spot, not a random choice.
2184 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2037 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2185 */ 2038 */
2186
2187int 2039int
2188find_first_free_spot (const object *ob, maptile *m, int x, int y) 2040find_first_free_spot (const object *ob, maptile *m, int x, int y)
2189{ 2041{
2190 int
2191 i;
2192
2193 for (i = 0; i < SIZEOFFREE; i++) 2042 for (int i = 0; i < SIZEOFFREE; i++)
2194 {
2195 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2043 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2196 return i; 2044 return i;
2197 } 2045
2198 return -1; 2046 return -1;
2199} 2047}
2200 2048
2201/* 2049/*
2202 * The function permute(arr, begin, end) randomly reorders the array 2050 * The function permute(arr, begin, end) randomly reorders the array
2203 * arr[begin..end-1]. 2051 * arr[begin..end-1].
2052 * now uses a fisher-yates shuffle, old permute was broken
2204 */ 2053 */
2205static void 2054static void
2206permute (int *arr, int begin, int end) 2055permute (int *arr, int begin, int end)
2207{ 2056{
2208 int 2057 arr += begin;
2209 i,
2210 j,
2211 tmp,
2212 len;
2213
2214 len = end - begin; 2058 end -= begin;
2215 for (i = begin; i < end; i++)
2216 {
2217 j = begin + RANDOM () % len;
2218 2059
2219 tmp = arr[i]; 2060 while (--end)
2220 arr[i] = arr[j]; 2061 swap (arr [end], arr [rndm (end + 1)]);
2221 arr[j] = tmp;
2222 }
2223} 2062}
2224 2063
2225/* new function to make monster searching more efficient, and effective! 2064/* new function to make monster searching more efficient, and effective!
2226 * This basically returns a randomized array (in the passed pointer) of 2065 * This basically returns a randomized array (in the passed pointer) of
2227 * the spaces to find monsters. In this way, it won't always look for 2066 * the spaces to find monsters. In this way, it won't always look for
2230 * the 3x3 area will be searched, just not in a predictable order. 2069 * the 3x3 area will be searched, just not in a predictable order.
2231 */ 2070 */
2232void 2071void
2233get_search_arr (int *search_arr) 2072get_search_arr (int *search_arr)
2234{ 2073{
2235 int 2074 int i;
2236 i;
2237 2075
2238 for (i = 0; i < SIZEOFFREE; i++) 2076 for (i = 0; i < SIZEOFFREE; i++)
2239 {
2240 search_arr[i] = i; 2077 search_arr[i] = i;
2241 }
2242 2078
2243 permute (search_arr, 1, SIZEOFFREE1 + 1); 2079 permute (search_arr, 1, SIZEOFFREE1 + 1);
2244 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2080 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2245 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2081 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2246} 2082}
2255 * Perhaps incorrectly, but I'm making the assumption that exclude 2091 * Perhaps incorrectly, but I'm making the assumption that exclude
2256 * is actually want is going to try and move there. We need this info 2092 * is actually want is going to try and move there. We need this info
2257 * because we have to know what movement the thing looking to move 2093 * because we have to know what movement the thing looking to move
2258 * there is capable of. 2094 * there is capable of.
2259 */ 2095 */
2260
2261int 2096int
2262find_dir (maptile *m, int x, int y, object *exclude) 2097find_dir (maptile *m, int x, int y, object *exclude)
2263{ 2098{
2264 int
2265 i,
2266 max = SIZEOFFREE, mflags; 2099 int i, max = SIZEOFFREE, mflags;
2267 2100
2268 sint16 nx, ny; 2101 sint16 nx, ny;
2269 object * 2102 object *tmp;
2270 tmp;
2271 maptile * 2103 maptile *mp;
2272 mp;
2273 2104
2274 MoveType blocked, move_type; 2105 MoveType blocked, move_type;
2275 2106
2276 if (exclude && exclude->head) 2107 if (exclude && exclude->head_ () != exclude)
2277 { 2108 {
2278 exclude = exclude->head; 2109 exclude = exclude->head;
2279 move_type = exclude->move_type; 2110 move_type = exclude->move_type;
2280 } 2111 }
2281 else 2112 else
2289 mp = m; 2120 mp = m;
2290 nx = x + freearr_x[i]; 2121 nx = x + freearr_x[i];
2291 ny = y + freearr_y[i]; 2122 ny = y + freearr_y[i];
2292 2123
2293 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2124 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2125
2294 if (mflags & P_OUT_OF_MAP) 2126 if (mflags & P_OUT_OF_MAP)
2295 {
2296 max = maxfree[i]; 2127 max = maxfree[i];
2297 }
2298 else 2128 else
2299 { 2129 {
2300 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2130 mapspace &ms = mp->at (nx, ny);
2131
2132 blocked = ms.move_block;
2301 2133
2302 if ((move_type & blocked) == move_type) 2134 if ((move_type & blocked) == move_type)
2303 {
2304 max = maxfree[i]; 2135 max = maxfree[i];
2305 }
2306 else if (mflags & P_IS_ALIVE) 2136 else if (mflags & P_IS_ALIVE)
2307 { 2137 {
2308 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2138 for (tmp = ms.bot; tmp; tmp = tmp->above)
2309 { 2139 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2310 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2140 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2311 {
2312 break; 2141 break;
2313 } 2142
2314 }
2315 if (tmp) 2143 if (tmp)
2316 {
2317 return freedir[i]; 2144 return freedir[i];
2318 }
2319 } 2145 }
2320 } 2146 }
2321 } 2147 }
2148
2322 return 0; 2149 return 0;
2323} 2150}
2324 2151
2325/* 2152/*
2326 * distance(object 1, object 2) will return the square of the 2153 * distance(object 1, object 2) will return the square of the
2327 * distance between the two given objects. 2154 * distance between the two given objects.
2328 */ 2155 */
2329
2330int 2156int
2331distance (const object *ob1, const object *ob2) 2157distance (const object *ob1, const object *ob2)
2332{ 2158{
2333 int
2334 i;
2335
2336 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2159 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2337 return i;
2338} 2160}
2339 2161
2340/* 2162/*
2341 * find_dir_2(delta-x,delta-y) will return a direction in which 2163 * find_dir_2(delta-x,delta-y) will return a direction in which
2342 * an object which has subtracted the x and y coordinates of another 2164 * an object which has subtracted the x and y coordinates of another
2343 * object, needs to travel toward it. 2165 * object, needs to travel toward it.
2344 */ 2166 */
2345
2346int 2167int
2347find_dir_2 (int x, int y) 2168find_dir_2 (int x, int y)
2348{ 2169{
2349 int 2170 int q;
2350 q;
2351 2171
2352 if (y) 2172 if (y)
2353 q = x * 100 / y; 2173 q = x * 100 / y;
2354 else if (x) 2174 else if (x)
2355 q = -300 * x; 2175 q = -300 * x;
2380 2200
2381 return 3; 2201 return 3;
2382} 2202}
2383 2203
2384/* 2204/*
2385 * absdir(int): Returns a number between 1 and 8, which represent
2386 * the "absolute" direction of a number (it actually takes care of
2387 * "overflow" in previous calculations of a direction).
2388 */
2389
2390int
2391absdir (int d)
2392{
2393 while (d < 1)
2394 d += 8;
2395 while (d > 8)
2396 d -= 8;
2397 return d;
2398}
2399
2400/*
2401 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2205 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2402 * between two directions (which are expected to be absolute (see absdir()) 2206 * between two directions (which are expected to be absolute (see absdir())
2403 */ 2207 */
2404
2405int 2208int
2406dirdiff (int dir1, int dir2) 2209dirdiff (int dir1, int dir2)
2407{ 2210{
2408 int 2211 int d;
2409 d;
2410 2212
2411 d = abs (dir1 - dir2); 2213 d = abs (dir1 - dir2);
2412 if (d > 4) 2214 if (d > 4)
2413 d = 8 - d; 2215 d = 8 - d;
2216
2414 return d; 2217 return d;
2415} 2218}
2416 2219
2417/* peterm: 2220/* peterm:
2418 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2221 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2421 * This basically means that if direction is 15, then it could either go 2224 * This basically means that if direction is 15, then it could either go
2422 * direction 4, 14, or 16 to get back to where we are. 2225 * direction 4, 14, or 16 to get back to where we are.
2423 * Moved from spell_util.c to object.c with the other related direction 2226 * Moved from spell_util.c to object.c with the other related direction
2424 * functions. 2227 * functions.
2425 */ 2228 */
2426
2427int
2428 reduction_dir[SIZEOFFREE][3] = { 2229int reduction_dir[SIZEOFFREE][3] = {
2429 {0, 0, 0}, /* 0 */ 2230 {0, 0, 0}, /* 0 */
2430 {0, 0, 0}, /* 1 */ 2231 {0, 0, 0}, /* 1 */
2431 {0, 0, 0}, /* 2 */ 2232 {0, 0, 0}, /* 2 */
2432 {0, 0, 0}, /* 3 */ 2233 {0, 0, 0}, /* 3 */
2433 {0, 0, 0}, /* 4 */ 2234 {0, 0, 0}, /* 4 */
2481 * find a path to that monster that we found. If not, 2282 * find a path to that monster that we found. If not,
2482 * we don't bother going toward it. Returns 1 if we 2283 * we don't bother going toward it. Returns 1 if we
2483 * can see a direct way to get it 2284 * can see a direct way to get it
2484 * Modified to be map tile aware -.MSW 2285 * Modified to be map tile aware -.MSW
2485 */ 2286 */
2486
2487
2488int 2287int
2489can_see_monsterP (maptile *m, int x, int y, int dir) 2288can_see_monsterP (maptile *m, int x, int y, int dir)
2490{ 2289{
2491 sint16 dx, dy; 2290 sint16 dx, dy;
2492 int
2493 mflags; 2291 int mflags;
2494 2292
2495 if (dir < 0) 2293 if (dir < 0)
2496 return 0; /* exit condition: invalid direction */ 2294 return 0; /* exit condition: invalid direction */
2497 2295
2498 dx = x + freearr_x[dir]; 2296 dx = x + freearr_x[dir];
2511 return 0; 2309 return 0;
2512 2310
2513 /* yes, can see. */ 2311 /* yes, can see. */
2514 if (dir < 9) 2312 if (dir < 9)
2515 return 1; 2313 return 1;
2314
2516 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2315 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2517 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]); 2316 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2317 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2518} 2318}
2519
2520
2521 2319
2522/* 2320/*
2523 * can_pick(picker, item): finds out if an object is possible to be 2321 * can_pick(picker, item): finds out if an object is possible to be
2524 * picked up by the picker. Returnes 1 if it can be 2322 * picked up by the picker. Returnes 1 if it can be
2525 * picked up, otherwise 0. 2323 * picked up, otherwise 0.
2527 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2325 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2528 * core dumps if they do. 2326 * core dumps if they do.
2529 * 2327 *
2530 * Add a check so we can't pick up invisible objects (0.93.8) 2328 * Add a check so we can't pick up invisible objects (0.93.8)
2531 */ 2329 */
2532
2533int 2330int
2534can_pick (const object *who, const object *item) 2331can_pick (const object *who, const object *item)
2535{ 2332{
2536 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2333 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2537 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2334 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2538 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2335 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2539} 2336}
2540 2337
2541
2542/* 2338/*
2543 * create clone from object to another 2339 * create clone from object to another
2544 */ 2340 */
2545object * 2341object *
2546object_create_clone (object *asrc) 2342object_create_clone (object *asrc)
2547{ 2343{
2548 object *
2549 dst = NULL, *tmp, *src, *part, *prev, *item; 2344 object *dst = 0, *tmp, *src, *prev, *item;
2550 2345
2551 if (!asrc) 2346 if (!asrc)
2552 return NULL; 2347 return 0;
2553 src = asrc; 2348
2554 if (src->head)
2555 src = src->head; 2349 src = asrc->head_ ();
2556 2350
2557 prev = NULL; 2351 prev = 0;
2558 for (part = src; part; part = part->more) 2352 for (object *part = src; part; part = part->more)
2559 { 2353 {
2560 tmp = get_object (); 2354 tmp = part->clone ();
2561 copy_object (part, tmp);
2562 tmp->x -= src->x; 2355 tmp->x -= src->x;
2563 tmp->y -= src->y; 2356 tmp->y -= src->y;
2357
2564 if (!part->head) 2358 if (!part->head)
2565 { 2359 {
2566 dst = tmp; 2360 dst = tmp;
2567 tmp->head = NULL; 2361 tmp->head = 0;
2568 } 2362 }
2569 else 2363 else
2570 {
2571 tmp->head = dst; 2364 tmp->head = dst;
2572 } 2365
2573 tmp->more = NULL; 2366 tmp->more = 0;
2367
2574 if (prev) 2368 if (prev)
2575 prev->more = tmp; 2369 prev->more = tmp;
2370
2576 prev = tmp; 2371 prev = tmp;
2577 } 2372 }
2578 2373
2579 for (item = src->inv; item; item = item->below) 2374 for (item = src->inv; item; item = item->below)
2580 insert_ob_in_ob (object_create_clone (item), dst); 2375 insert_ob_in_ob (object_create_clone (item), dst);
2581 2376
2582 return dst; 2377 return dst;
2583}
2584
2585/* GROS - Creates an object using a string representing its content. */
2586/* Basically, we save the content of the string to a temp file, then call */
2587/* load_object on it. I admit it is a highly inefficient way to make things, */
2588/* but it was simple to make and allows reusing the load_object function. */
2589/* Remember not to use load_object_str in a time-critical situation. */
2590/* Also remember that multiparts objects are not supported for now. */
2591
2592object *
2593load_object_str (const char *obstr)
2594{
2595 object *op;
2596 char filename[MAX_BUF];
2597
2598 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2599
2600 FILE *tempfile = fopen (filename, "w");
2601
2602 if (tempfile == NULL)
2603 {
2604 LOG (llevError, "Error - Unable to access load object temp file\n");
2605 return NULL;
2606 }
2607
2608 fprintf (tempfile, obstr);
2609 fclose (tempfile);
2610
2611 op = get_object ();
2612
2613 object_thawer thawer (filename);
2614
2615 if (thawer)
2616 load_object (thawer, op, 0);
2617
2618 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2619 CLEAR_FLAG (op, FLAG_REMOVED);
2620
2621 return op;
2622} 2378}
2623 2379
2624/* This returns the first object in who's inventory that 2380/* This returns the first object in who's inventory that
2625 * has the same type and subtype match. 2381 * has the same type and subtype match.
2626 * returns NULL if no match. 2382 * returns NULL if no match.
2627 */ 2383 */
2628object * 2384object *
2629find_obj_by_type_subtype (const object *who, int type, int subtype) 2385find_obj_by_type_subtype (const object *who, int type, int subtype)
2630{ 2386{
2631 object *tmp;
2632
2633 for (tmp = who->inv; tmp; tmp = tmp->below) 2387 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2634 if (tmp->type == type && tmp->subtype == subtype) 2388 if (tmp->type == type && tmp->subtype == subtype)
2635 return tmp; 2389 return tmp;
2636 2390
2637 return NULL; 2391 return 0;
2638} 2392}
2639 2393
2640/* If ob has a field named key, return the link from the list, 2394/* If ob has a field named key, return the link from the list,
2641 * otherwise return NULL. 2395 * otherwise return NULL.
2642 * 2396 *
2644 * do the desired thing. 2398 * do the desired thing.
2645 */ 2399 */
2646key_value * 2400key_value *
2647get_ob_key_link (const object *ob, const char *key) 2401get_ob_key_link (const object *ob, const char *key)
2648{ 2402{
2649 key_value *link;
2650
2651 for (link = ob->key_values; link != NULL; link = link->next) 2403 for (key_value *link = ob->key_values; link; link = link->next)
2652 if (link->key == key) 2404 if (link->key == key)
2653 return link; 2405 return link;
2654 2406
2655 return NULL; 2407 return 0;
2656} 2408}
2657 2409
2658/* 2410/*
2659 * Returns the value of op has an extra_field for key, or NULL. 2411 * Returns the value of op has an extra_field for key, or NULL.
2660 * 2412 *
2685 if (link->key == canonical_key) 2437 if (link->key == canonical_key)
2686 return link->value; 2438 return link->value;
2687 2439
2688 return 0; 2440 return 0;
2689} 2441}
2690
2691 2442
2692/* 2443/*
2693 * Updates the canonical_key in op to value. 2444 * Updates the canonical_key in op to value.
2694 * 2445 *
2695 * canonical_key is a shared string (value doesn't have to be). 2446 * canonical_key is a shared string (value doesn't have to be).
2700 * Returns TRUE on success. 2451 * Returns TRUE on success.
2701 */ 2452 */
2702int 2453int
2703set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) 2454set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2704{ 2455{
2705 key_value *
2706 field = NULL, *last = NULL; 2456 key_value *field = NULL, *last = NULL;
2707 2457
2708 for (field = op->key_values; field != NULL; field = field->next) 2458 for (field = op->key_values; field != NULL; field = field->next)
2709 { 2459 {
2710 if (field->key != canonical_key) 2460 if (field->key != canonical_key)
2711 { 2461 {
2720 /* Basically, if the archetype has this key set, 2470 /* Basically, if the archetype has this key set,
2721 * we need to store the null value so when we save 2471 * we need to store the null value so when we save
2722 * it, we save the empty value so that when we load, 2472 * it, we save the empty value so that when we load,
2723 * we get this value back again. 2473 * we get this value back again.
2724 */ 2474 */
2725 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2475 if (get_ob_key_link (op->arch, canonical_key))
2726 field->value = 0; 2476 field->value = 0;
2727 else 2477 else
2728 { 2478 {
2729 if (last) 2479 if (last)
2730 last->next = field->next; 2480 last->next = field->next;
2739 /* IF we get here, key doesn't exist */ 2489 /* IF we get here, key doesn't exist */
2740 2490
2741 /* No field, we'll have to add it. */ 2491 /* No field, we'll have to add it. */
2742 2492
2743 if (!add_key) 2493 if (!add_key)
2744 {
2745 return FALSE; 2494 return FALSE;
2746 } 2495
2747 /* There isn't any good reason to store a null 2496 /* There isn't any good reason to store a null
2748 * value in the key/value list. If the archetype has 2497 * value in the key/value list. If the archetype has
2749 * this key, then we should also have it, so shouldn't 2498 * this key, then we should also have it, so shouldn't
2750 * be here. If user wants to store empty strings, 2499 * be here. If user wants to store empty strings,
2751 * should pass in "" 2500 * should pass in ""
2800 } 2549 }
2801 else 2550 else
2802 item = item->env; 2551 item = item->env;
2803} 2552}
2804 2553
2554const char *
2555object::flag_desc (char *desc, int len) const
2556{
2557 char *p = desc;
2558 bool first = true;
2559
2560 *p = 0;
2561
2562 for (int i = 0; i < NUM_FLAGS; i++)
2563 {
2564 if (len <= 10) // magic constant!
2565 {
2566 snprintf (p, len, ",...");
2567 break;
2568 }
2569
2570 if (flag [i])
2571 {
2572 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2573 len -= cnt;
2574 p += cnt;
2575 first = false;
2576 }
2577 }
2578
2579 return desc;
2580}
2581
2805// return a suitable string describing an objetc in enough detail to find it 2582// return a suitable string describing an object in enough detail to find it
2806const char * 2583const char *
2807object::debug_desc (char *info) const 2584object::debug_desc (char *info) const
2808{ 2585{
2586 char flagdesc[512];
2809 char info2[256 * 3]; 2587 char info2[256 * 4];
2810 char *p = info; 2588 char *p = info;
2811 2589
2812 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2590 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2813 count, 2591 count, uuid.seq,
2814 &name, 2592 &name,
2815 title ? " " : "", 2593 title ? "\",title:\"" : "",
2816 title ? (const char *)title : ""); 2594 title ? (const char *)title : "",
2595 flag_desc (flagdesc, 512), type);
2817 2596
2818 if (env) 2597 if (!this->flag[FLAG_REMOVED] && env)
2819 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2598 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2820 2599
2821 if (map) 2600 if (map)
2822 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2601 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2823 2602
2824 return info; 2603 return info;
2825} 2604}
2826 2605
2827const char * 2606const char *
2828object::debug_desc () const 2607object::debug_desc () const
2829{ 2608{
2830 static char info[256 * 3]; 2609 static char info[3][256 * 4];
2610 static int info_idx;
2611
2831 return debug_desc (info); 2612 return debug_desc (info [++info_idx % 3]);
2832} 2613}
2833 2614
2615struct region *
2616object::region () const
2617{
2618 return map ? map->region (x, y)
2619 : region::default_region ();
2620}
2621
2622const materialtype_t *
2623object::dominant_material () const
2624{
2625 if (materialtype_t *mt = name_to_material (materialname))
2626 return mt;
2627
2628 return name_to_material (shstr_unknown);
2629}
2630
2631void
2632object::open_container (object *new_container)
2633{
2634 if (container == new_container)
2635 return;
2636
2637 if (object *old_container = container)
2638 {
2639 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2640 return;
2641
2642#if 0
2643 // remove the "Close old_container" object.
2644 if (object *closer = old_container->inv)
2645 if (closer->type == CLOSE_CON)
2646 closer->destroy ();
2647#endif
2648
2649 old_container->flag [FLAG_APPLIED] = 0;
2650 container = 0;
2651
2652 esrv_update_item (UPD_FLAGS, this, old_container);
2653 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2654 play_sound (sound_find ("chest_close"));
2655 }
2656
2657 if (new_container)
2658 {
2659 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2660 return;
2661
2662 // TODO: this does not seem to serve any purpose anymore?
2663#if 0
2664 // insert the "Close Container" object.
2665 if (archetype *closer = new_container->other_arch)
2666 {
2667 object *closer = arch_to_object (new_container->other_arch);
2668 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2669 new_container->insert (closer);
2670 }
2671#endif
2672
2673 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2674
2675 new_container->flag [FLAG_APPLIED] = 1;
2676 container = new_container;
2677
2678 esrv_update_item (UPD_FLAGS, this, new_container);
2679 esrv_send_inventory (this, new_container);
2680 play_sound (sound_find ("chest_open"));
2681 }
2682}
2683
2684object *
2685object::force_find (const shstr name)
2686{
2687 /* cycle through his inventory to look for the MARK we want to
2688 * place
2689 */
2690 for (object *tmp = inv; tmp; tmp = tmp->below)
2691 if (tmp->type == FORCE && tmp->slaying == name)
2692 return splay (tmp);
2693
2694 return 0;
2695}
2696
2697void
2698object::force_add (const shstr name, int duration)
2699{
2700 if (object *force = force_find (name))
2701 force->destroy ();
2702
2703 object *force = get_archetype (FORCE_NAME);
2704
2705 force->slaying = name;
2706 force->stats.food = 1;
2707 force->speed_left = -1.f;
2708
2709 force->set_speed (duration ? 1.f / duration : 0.f);
2710 force->flag [FLAG_IS_USED_UP] = true;
2711 force->flag [FLAG_APPLIED] = true;
2712
2713 insert (force);
2714}
2715
2716void
2717object::play_sound (faceidx sound) const
2718{
2719 if (!sound)
2720 return;
2721
2722 if (flag [FLAG_REMOVED])
2723 return;
2724
2725 if (env)
2726 {
2727 if (object *pl = in_player ())
2728 pl->contr->play_sound (sound);
2729 }
2730 else
2731 map->play_sound (sound, x, y);
2732}
2733

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