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Comparing deliantra/server/common/object.C (file contents):
Revision 1.32 by root, Mon Sep 11 23:53:30 2006 UTC vs.
Revision 1.149 by root, Mon May 14 19:56:45 2007 UTC

1
2/* 1/*
3 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game
4 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
7 7 *
8 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
9 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
10 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
11 (at your option) any later version. 11 * (at your option) any later version.
12 12 *
13 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,
14 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 GNU General Public License for more details. 16 * GNU General Public License for more details.
17 17 *
18 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
19 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 21 *
22 The authors can be reached via e-mail at crossfire-devel@real-time.com 22 * The authors can be reached via e-mail at <crossfire@schmorp.de>
23*/ 23 */
24 24
25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
26 sub/add_weight will transcend the environment updating the carrying 26 sub/add_weight will transcend the environment updating the carrying
27 variable. */ 27 variable. */
28#include <global.h> 28#include <global.h>
29#include <stdio.h> 29#include <stdio.h>
30#include <sys/types.h> 30#include <sys/types.h>
31#include <sys/uio.h> 31#include <sys/uio.h>
32#include <object.h> 32#include <object.h>
33#include <funcpoint.h> 33#include <funcpoint.h>
34#include <skills.h> 34#include <sproto.h>
35#include <loader.h> 35#include <loader.h>
36 36
37#include <bitset>
38
37int nrofallocobjects = 0; 39int nrofallocobjects = 0;
40static UUID uuid;
41const uint64 UUID_SKIP = 1<<19;
38 42
39object *objects; /* Pointer to the list of used objects */ 43objectvec objects;
40object *active_objects; /* List of active objects that need to be processed */ 44activevec actives;
41 45
42short 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, 46short 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,
43 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 47 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
44}; 48};
45short 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, 49short 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,
51int freedir[SIZEOFFREE] = { 55int freedir[SIZEOFFREE] = {
52 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8, 56 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
53 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8 57 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
54}; 58};
55 59
60static void
61write_uuid (void)
62{
63 char filename1[MAX_BUF], filename2[MAX_BUF];
64
65 sprintf (filename1, "%s/uuid", settings.localdir);
66 sprintf (filename2, "%s/uuid~", settings.localdir);
67
68 FILE *fp;
69
70 if (!(fp = fopen (filename2, "w")))
71 {
72 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
73 return;
74 }
75
76 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
77 fclose (fp);
78 rename (filename2, filename1);
79}
80
81static void
82read_uuid (void)
83{
84 char filename[MAX_BUF];
85
86 sprintf (filename, "%s/uuid", settings.localdir);
87
88 FILE *fp;
89
90 if (!(fp = fopen (filename, "r")))
91 {
92 if (errno == ENOENT)
93 {
94 LOG (llevInfo, "RESET uid to 1\n");
95 uuid.seq = 0;
96 write_uuid ();
97 return;
98 }
99
100 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
101 _exit (1);
102 }
103
104 int version;
105 unsigned long long uid;
106 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1)
107 {
108 LOG (llevError, "FATAL: error reading uid from %s!\n", filename);
109 _exit (1);
110 }
111
112 uuid.seq = uid;
113 write_uuid ();
114 LOG (llevDebug, "read UID: %" PRId64 "\n", uid);
115 fclose (fp);
116}
117
118UUID
119gen_uuid ()
120{
121 UUID uid;
122
123 uid.seq = ++uuid.seq;
124
125 if (!(uuid.seq & (UUID_SKIP - 1)))
126 write_uuid ();
127
128 return uid;
129}
130
131void
132init_uuid ()
133{
134 read_uuid ();
135}
136
56/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 137/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
57static int 138static int
58compare_ob_value_lists_one (const object *wants, const object *has) 139compare_ob_value_lists_one (const object *wants, const object *has)
59{ 140{
60 key_value *wants_field; 141 key_value *wants_field;
63 * objects with lists are rare, and lists stay short. If not, use a 144 * objects with lists are rare, and lists stay short. If not, use a
64 * different structure or at least keep the lists sorted... 145 * different structure or at least keep the lists sorted...
65 */ 146 */
66 147
67 /* For each field in wants, */ 148 /* For each field in wants, */
68 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) 149 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
69 { 150 {
70 key_value *has_field; 151 key_value *has_field;
71 152
72 /* Look for a field in has with the same key. */ 153 /* Look for a field in has with the same key. */
73 has_field = get_ob_key_link (has, wants_field->key); 154 has_field = get_ob_key_link (has, wants_field->key);
107 * 188 *
108 * Note that this function appears a lot longer than the macro it 189 * Note that this function appears a lot longer than the macro it
109 * replaces - this is mostly for clarity - a decent compiler should hopefully 190 * replaces - this is mostly for clarity - a decent compiler should hopefully
110 * reduce this to the same efficiency. 191 * reduce this to the same efficiency.
111 * 192 *
112 * Check nrof variable *before* calling CAN_MERGE() 193 * Check nrof variable *before* calling can_merge()
113 * 194 *
114 * Improvements made with merge: Better checking on potion, and also 195 * Improvements made with merge: Better checking on potion, and also
115 * check weight 196 * check weight
116 */ 197 */
117
118bool object::can_merge (object *ob1, object *ob2) 198bool object::can_merge_slow (object *ob1, object *ob2)
119{ 199{
120 /* A couple quicksanity checks */ 200 /* A couple quicksanity checks */
121 if ((ob1 == ob2) || (ob1->type != ob2->type)) 201 if (ob1 == ob2
202 || ob1->type != ob2->type
203 || ob1->speed != ob2->speed
204 || ob1->value != ob2->value
205 || ob1->name != ob2->name)
122 return 0; 206 return 0;
123 207
124 if (ob1->speed != ob2->speed) 208 //TODO: this ain't working well, use nicer and correct overflow check
125 return 0;
126
127 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 209 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
128 * value could not be stored in a sint32 (which unfortunately sometimes is 210 * value could not be stored in a sint32 (which unfortunately sometimes is
129 * used to store nrof). 211 * used to store nrof).
130 */ 212 */
131 if (ob1->nrof + ob2->nrof >= 1UL << 31) 213 if (ob1->nrof + ob2->nrof >= 1UL << 31)
141 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 223 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
142 224
143 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 225 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
144 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 226 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
145 227
146 228 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
147 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something 229 || ob1->arch != ob2->arch
148 * being locked in inventory should prevent merging.
149 * 0x4 in flags3 is CLIENT_SENT
150 */
151 if ((ob1->arch != ob2->arch) ||
152 (ob1->flags[0] != ob2->flags[0]) ||
153 (ob1->flags[1] != ob2->flags[1]) ||
154 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
155 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
156 (ob1->name != ob2->name) || 230 || ob1->name != ob2->name
157 (ob1->title != ob2->title) || 231 || ob1->title != ob2->title
158 (ob1->msg != ob2->msg) || 232 || ob1->msg != ob2->msg
159 (ob1->weight != ob2->weight) || 233 || ob1->weight != ob2->weight
160 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) || 234 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
161 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) || 235 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
162 (ob1->attacktype != ob2->attacktype) || 236 || ob1->attacktype != ob2->attacktype
163 (ob1->magic != ob2->magic) || 237 || ob1->magic != ob2->magic
164 (ob1->slaying != ob2->slaying) || 238 || ob1->slaying != ob2->slaying
165 (ob1->skill != ob2->skill) || 239 || ob1->skill != ob2->skill
166 (ob1->value != ob2->value) || 240 || ob1->value != ob2->value
167 (ob1->animation_id != ob2->animation_id) || 241 || ob1->animation_id != ob2->animation_id
168 (ob1->client_type != ob2->client_type) || 242 || ob1->client_type != ob2->client_type
169 (ob1->materialname != ob2->materialname) || 243 || ob1->materialname != ob2->materialname
170 (ob1->lore != ob2->lore) || 244 || ob1->lore != ob2->lore
171 (ob1->subtype != ob2->subtype) || 245 || ob1->subtype != ob2->subtype
172 (ob1->move_type != ob2->move_type) || 246 || ob1->move_type != ob2->move_type
173 (ob1->move_block != ob2->move_block) || 247 || ob1->move_block != ob2->move_block
174 (ob1->move_allow != ob2->move_allow) || 248 || ob1->move_allow != ob2->move_allow
175 (ob1->move_on != ob2->move_on) || 249 || ob1->move_on != ob2->move_on
176 (ob1->move_off != ob2->move_off) || (ob1->move_slow != ob2->move_slow) || (ob1->move_slow_penalty != ob2->move_slow_penalty)) 250 || ob1->move_off != ob2->move_off
251 || ob1->move_slow != ob2->move_slow
252 || ob1->move_slow_penalty != ob2->move_slow_penalty)
177 return 0; 253 return 0;
178 254
179 /* This is really a spellbook check - really, we should 255 /* This is really a spellbook check - really, we should
180 * check all objects in the inventory. 256 * check all objects in the inventory.
181 */ 257 */
184 /* if one object has inventory but the other doesn't, not equiv */ 260 /* if one object has inventory but the other doesn't, not equiv */
185 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 261 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
186 return 0; 262 return 0;
187 263
188 /* Now check to see if the two inventory objects could merge */ 264 /* Now check to see if the two inventory objects could merge */
189 if (!CAN_MERGE (ob1->inv, ob2->inv)) 265 if (!object::can_merge (ob1->inv, ob2->inv))
190 return 0; 266 return 0;
191 267
192 /* inventory ok - still need to check rest of this object to see 268 /* inventory ok - still need to check rest of this object to see
193 * if it is valid. 269 * if it is valid.
194 */ 270 */
203 279
204 /* Note sure why the following is the case - either the object has to 280 /* Note sure why the following is the case - either the object has to
205 * be animated or have a very low speed. Is this an attempted monster 281 * be animated or have a very low speed. Is this an attempted monster
206 * check? 282 * check?
207 */ 283 */
208 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 284 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
209 return 0; 285 return 0;
210 286
211 switch (ob1->type) 287 switch (ob1->type)
212 { 288 {
213 case SCROLL: 289 case SCROLL:
249sum_weight (object *op) 325sum_weight (object *op)
250{ 326{
251 long sum; 327 long sum;
252 object *inv; 328 object *inv;
253 329
254 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 330 for (sum = 0, inv = op->inv; inv; inv = inv->below)
255 { 331 {
256 if (inv->inv) 332 if (inv->inv)
257 sum_weight (inv); 333 sum_weight (inv);
334
258 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 335 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
259 } 336 }
337
260 if (op->type == CONTAINER && op->stats.Str) 338 if (op->type == CONTAINER && op->stats.Str)
261 sum = (sum * (100 - op->stats.Str)) / 100; 339 sum = (sum * (100 - op->stats.Str)) / 100;
340
262 if (op->carrying != sum) 341 if (op->carrying != sum)
263 op->carrying = sum; 342 op->carrying = sum;
343
264 return sum; 344 return sum;
265} 345}
266 346
267/** 347/**
268 * Return the outermost environment object for a given object. 348 * Return the outermost environment object for a given object.
275 op = op->env; 355 op = op->env;
276 return op; 356 return op;
277} 357}
278 358
279/* 359/*
280 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
281 * a better check. We basically keeping traversing up until we can't
282 * or find a player.
283 */
284
285object *
286is_player_inv (object *op)
287{
288 for (; op != NULL && op->type != PLAYER; op = op->env)
289 if (op->env == op)
290 op->env = NULL;
291 return op;
292}
293
294/*
295 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 360 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
296 * Some error messages. 361 * Some error messages.
297 * The result of the dump is stored in the static global errmsg array. 362 * The result of the dump is stored in the static global errmsg array.
298 */ 363 */
299 364char *
300void
301dump_object2 (object *op)
302{
303 errmsg[0] = 0;
304 return;
305 //TODO//D#d#
306#if 0
307 char *cp;
308
309/* object *tmp;*/
310
311 if (op->arch != NULL)
312 {
313 strcat (errmsg, "arch ");
314 strcat (errmsg, op->arch->name ? op->arch->name : "(null)");
315 strcat (errmsg, "\n");
316 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
317 strcat (errmsg, cp);
318# if 0
319 /* Don't dump player diffs - they are too long, mostly meaningless, and
320 * will overflow the buffer.
321 * Changed so that we don't dump inventory either. This may
322 * also overflow the buffer.
323 */
324 if (op->type != PLAYER && (cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
325 strcat (errmsg, cp);
326 for (tmp = op->inv; tmp; tmp = tmp->below)
327 dump_object2 (tmp);
328# endif
329 strcat (errmsg, "end\n");
330 }
331 else
332 {
333 strcat (errmsg, "Object ");
334 if (op->name == NULL)
335 strcat (errmsg, "(null)");
336 else
337 strcat (errmsg, op->name);
338 strcat (errmsg, "\n");
339# if 0
340 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
341 strcat (errmsg, cp);
342 for (tmp = op->inv; tmp; tmp = tmp->below)
343 dump_object2 (tmp);
344# endif
345 strcat (errmsg, "end\n");
346 }
347#endif
348}
349
350/*
351 * Dumps an object. Returns output in the static global errmsg array.
352 */
353
354void
355dump_object (object *op) 365dump_object (object *op)
356{ 366{
357 if (op == NULL) 367 if (!op)
358 { 368 return strdup ("[NULLOBJ]");
359 strcpy (errmsg, "[NULL pointer]");
360 return;
361 }
362 errmsg[0] = '\0';
363 dump_object2 (op);
364}
365 369
366void 370 object_freezer freezer;
367dump_all_objects (void) 371 op->write (freezer);
368{ 372 return freezer.as_string ();
369 object *op;
370
371 for (op = objects; op != NULL; op = op->next)
372 {
373 dump_object (op);
374 fprintf (logfile, "Object %d\n:%s\n", op->count, errmsg);
375 }
376} 373}
377 374
378/* 375/*
379 * get_nearest_part(multi-object, object 2) returns the part of the 376 * get_nearest_part(multi-object, object 2) returns the part of the
380 * multi-object 1 which is closest to the second object. 377 * multi-object 1 which is closest to the second object.
396} 393}
397 394
398/* 395/*
399 * Returns the object which has the count-variable equal to the argument. 396 * Returns the object which has the count-variable equal to the argument.
400 */ 397 */
401
402object * 398object *
403find_object (tag_t i) 399find_object (tag_t i)
404{ 400{
405 object *op; 401 for_all_objects (op)
406
407 for (op = objects; op != NULL; op = op->next)
408 if (op->count == i) 402 if (op->count == i)
409 break;
410 return op; 403 return op;
404
405 return 0;
411} 406}
412 407
413/* 408/*
414 * Returns the first object which has a name equal to the argument. 409 * Returns the first object which has a name equal to the argument.
415 * Used only by the patch command, but not all that useful. 410 * Used only by the patch command, but not all that useful.
416 * Enables features like "patch <name-of-other-player> food 999" 411 * Enables features like "patch <name-of-other-player> food 999"
417 */ 412 */
418
419object * 413object *
420find_object_name (const char *str) 414find_object_name (const char *str)
421{ 415{
422 const char *name = shstr::find (str); 416 shstr_cmp str_ (str);
423 object *op; 417 object *op;
424 418
425 for (op = objects; op != NULL; op = op->next) 419 for_all_objects (op)
426 if (&op->name == name) 420 if (op->name == str_)
427 break; 421 break;
428 422
429 return op; 423 return op;
430} 424}
431 425
432void 426void
433free_all_object_data () 427free_all_object_data ()
434{ 428{
435 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects); 429 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
436}
437
438/*
439 * Returns the object which this object marks as being the owner.
440 * A id-scheme is used to avoid pointing to objects which have been
441 * freed and are now reused. If this is detected, the owner is
442 * set to NULL, and NULL is returned.
443 * Changed 2004-02-12 - if the player is setting at the play again
444 * prompt, he is removed, and we don't want to treat him as an owner of
445 * anything, so check removed flag. I don't expect that this should break
446 * anything - once an object is removed, it is basically dead anyways.
447 */
448object *
449object::get_owner ()
450{
451 if (!owner
452 || QUERY_FLAG (owner, FLAG_FREED)
453 || QUERY_FLAG (owner, FLAG_REMOVED))
454 owner = 0;
455
456 return owner;
457} 430}
458 431
459/* 432/*
460 * Sets the owner and sets the skill and exp pointers to owner's current 433 * Sets the owner and sets the skill and exp pointers to owner's current
461 * skill and experience objects. 434 * skill and experience objects.
477 owner = owner->owner; 450 owner = owner->owner;
478 451
479 this->owner = owner; 452 this->owner = owner;
480} 453}
481 454
455int
456object::slottype () const
457{
458 if (type == SKILL)
459 {
460 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
461 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
462 }
463 else
464 {
465 if (slot [body_combat].info) return slot_combat;
466 if (slot [body_range ].info) return slot_ranged;
467 }
468
469 return slot_none;
470}
471
472bool
473object::change_weapon (object *ob)
474{
475 if (current_weapon == ob)
476 return true;
477
478 current_weapon = ob;
479 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
480
481 update_stats ();
482
483 if (ob)
484 {
485 // now check wether any body locations became invalid, in which case
486 // we cannot apply the weapon at the moment.
487 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
488 if (slot[i].used < 0)
489 {
490 current_weapon = chosen_skill = 0;
491 update_stats ();
492
493 new_draw_info_format (NDI_UNIQUE, 0, this,
494 "You try to balance your applied items all at once, but the %s is too much. "
495 "You need to unapply some items first.", &ob->name);
496 return false;
497 }
498
499 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
500 }
501 else
502 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
503
504 return true;
505}
506
482/* Zero the key_values on op, decrementing the shared-string 507/* Zero the key_values on op, decrementing the shared-string
483 * refcounts and freeing the links. 508 * refcounts and freeing the links.
484 */ 509 */
485static void 510static void
486free_key_values (object *op) 511free_key_values (object *op)
487{ 512{
488 for (key_value *i = op->key_values; i != 0;) 513 for (key_value *i = op->key_values; i; )
489 { 514 {
490 key_value *next = i->next; 515 key_value *next = i->next;
491 delete i; 516 delete i;
492 517
493 i = next; 518 i = next;
494 } 519 }
495 520
496 op->key_values = 0; 521 op->key_values = 0;
497} 522}
498 523
499void object::clear () 524object &
525object::operator =(const object &src)
500{ 526{
501 attachable_base::clear (); 527 bool is_freed = flag [FLAG_FREED];
528 bool is_removed = flag [FLAG_REMOVED];
502 529
503 free_key_values (this); 530 *(object_copy *)this = src;
504 531
505 owner = 0; 532 flag [FLAG_FREED] = is_freed;
506 name = 0; 533 flag [FLAG_REMOVED] = is_removed;
507 name_pl = 0;
508 title = 0;
509 race = 0;
510 slaying = 0;
511 skill = 0;
512 msg = 0;
513 lore = 0;
514 custom_name = 0;
515 materialname = 0;
516 contr = 0;
517 below = 0;
518 above = 0;
519 inv = 0;
520 container = 0;
521 env = 0;
522 more = 0;
523 head = 0;
524 map = 0;
525 active_next = 0;
526 active_prev = 0;
527
528 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
529
530 SET_FLAG (this, FLAG_REMOVED);
531
532 /* What is not cleared is next, prev, and count */
533
534 expmul = 1.0;
535 face = blank_face;
536 attacked_by_count = -1;
537
538 if (settings.casting_time)
539 casting_time = -1;
540}
541
542void object::clone (object *destination)
543{
544 *(object_copy *)destination = *this;
545 *(object_pod *)destination = *this;
546
547 if (self || cb)
548 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
549}
550
551/*
552 * copy object first frees everything allocated by the second object,
553 * and then copies the contends of the first object into the second
554 * object, allocating what needs to be allocated. Basically, any
555 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
556 * if the first object is freed, the pointers in the new object
557 * will point at garbage.
558 */
559void
560copy_object (object *op2, object *op)
561{
562 bool is_freed = QUERY_FLAG (op, FLAG_FREED);
563 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED);
564
565 op2->clone (op);
566
567 if (is_freed)
568 SET_FLAG (op, FLAG_FREED);
569 if (is_removed)
570 SET_FLAG (op, FLAG_REMOVED);
571
572 if (op2->speed < 0)
573 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0;
574 534
575 /* Copy over key_values, if any. */ 535 /* Copy over key_values, if any. */
576 if (op2->key_values) 536 if (src.key_values)
577 { 537 {
578 key_value *tail = 0; 538 key_value *tail = 0;
579 key_value *i;
580
581 op->key_values = 0; 539 key_values = 0;
582 540
583 for (i = op2->key_values; i; i = i->next) 541 for (key_value *i = src.key_values; i; i = i->next)
584 { 542 {
585 key_value *new_link = new key_value; 543 key_value *new_link = new key_value;
586 544
587 new_link->next = 0; 545 new_link->next = 0;
588 new_link->key = i->key; 546 new_link->key = i->key;
589 new_link->value = i->value; 547 new_link->value = i->value;
590 548
591 /* Try and be clever here, too. */ 549 /* Try and be clever here, too. */
592 if (!op->key_values) 550 if (!key_values)
593 { 551 {
594 op->key_values = new_link; 552 key_values = new_link;
595 tail = new_link; 553 tail = new_link;
596 } 554 }
597 else 555 else
598 { 556 {
599 tail->next = new_link; 557 tail->next = new_link;
600 tail = new_link; 558 tail = new_link;
601 } 559 }
602 } 560 }
603 } 561 }
562}
604 563
605 update_ob_speed (op); 564/*
565 * copy_to first frees everything allocated by the dst object,
566 * and then copies the contents of itself into the second
567 * object, allocating what needs to be allocated. Basically, any
568 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
569 * if the first object is freed, the pointers in the new object
570 * will point at garbage.
571 */
572void
573object::copy_to (object *dst)
574{
575 *dst = *this;
576
577 if (speed < 0)
578 dst->speed_left = speed_left - rndm ();
579
580 dst->set_speed (dst->speed);
581}
582
583void
584object::instantiate ()
585{
586 if (!uuid.seq) // HACK
587 uuid = gen_uuid ();
588
589 speed_left = -0.1f;
590 /* copy the body_info to the body_used - this is only really
591 * need for monsters, but doesn't hurt to do it for everything.
592 * by doing so, when a monster is created, it has good starting
593 * values for the body_used info, so when items are created
594 * for it, they can be properly equipped.
595 */
596 for (int i = NUM_BODY_LOCATIONS; i--; )
597 slot[i].used = slot[i].info;
598
599 attachable::instantiate ();
600}
601
602object *
603object::clone ()
604{
605 object *neu = create ();
606 copy_to (neu);
607 return neu;
606} 608}
607 609
608/* 610/*
609 * If an object with the IS_TURNABLE() flag needs to be turned due 611 * If an object with the IS_TURNABLE() flag needs to be turned due
610 * to the closest player being on the other side, this function can 612 * to the closest player being on the other side, this function can
611 * be called to update the face variable, _and_ how it looks on the map. 613 * be called to update the face variable, _and_ how it looks on the map.
612 */ 614 */
613
614void 615void
615update_turn_face (object *op) 616update_turn_face (object *op)
616{ 617{
617 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 618 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
618 return; 619 return;
620
619 SET_ANIMATION (op, op->direction); 621 SET_ANIMATION (op, op->direction);
620 update_object (op, UP_OBJ_FACE); 622 update_object (op, UP_OBJ_FACE);
621} 623}
622 624
623/* 625/*
624 * Updates the speed of an object. If the speed changes from 0 to another 626 * Updates the speed of an object. If the speed changes from 0 to another
625 * value, or vice versa, then add/remove the object from the active list. 627 * value, or vice versa, then add/remove the object from the active list.
626 * This function needs to be called whenever the speed of an object changes. 628 * This function needs to be called whenever the speed of an object changes.
627 */ 629 */
628void 630void
629update_ob_speed (object *op) 631object::set_speed (float speed)
630{ 632{
631 extern int arch_init; 633 if (flag [FLAG_FREED] && speed)
632
633 /* No reason putting the archetypes objects on the speed list,
634 * since they never really need to be updated.
635 */
636
637 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
638 { 634 {
639 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 635 LOG (llevError, "Object %s is freed but has speed.\n", &name);
640#ifdef MANY_CORES
641 abort ();
642#else
643 op->speed = 0; 636 speed = 0;
644#endif
645 }
646
647 if (arch_init)
648 return;
649
650 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
651 { 637 }
652 /* If already on active list, don't do anything */
653 if (op->active_next || op->active_prev || op == active_objects)
654 return;
655 638
656 /* process_events() expects us to insert the object at the beginning 639 this->speed = speed;
657 * of the list. */
658 op->active_next = active_objects;
659 640
660 if (op->active_next != NULL) 641 if (has_active_speed ())
661 op->active_next->active_prev = op; 642 activate ();
662
663 active_objects = op;
664 }
665 else 643 else
666 { 644 deactivate ();
667 /* If not on the active list, nothing needs to be done */
668 if (!op->active_next && !op->active_prev && op != active_objects)
669 return;
670
671 if (op->active_prev == NULL)
672 {
673 active_objects = op->active_next;
674
675 if (op->active_next != NULL)
676 op->active_next->active_prev = NULL;
677 }
678 else
679 {
680 op->active_prev->active_next = op->active_next;
681
682 if (op->active_next)
683 op->active_next->active_prev = op->active_prev;
684 }
685
686 op->active_next = NULL;
687 op->active_prev = NULL;
688 }
689} 645}
690 646
691/* This function removes object 'op' from the list of active
692 * objects.
693 * This should only be used for style maps or other such
694 * reference maps where you don't want an object that isn't
695 * in play chewing up cpu time getting processed.
696 * The reverse of this is to call update_ob_speed, which
697 * will do the right thing based on the speed of the object.
698 */
699void
700remove_from_active_list (object *op)
701{
702 /* If not on the active list, nothing needs to be done */
703 if (!op->active_next && !op->active_prev && op != active_objects)
704 return;
705
706 if (op->active_prev == NULL)
707 {
708 active_objects = op->active_next;
709 if (op->active_next != NULL)
710 op->active_next->active_prev = NULL;
711 }
712 else
713 {
714 op->active_prev->active_next = op->active_next;
715 if (op->active_next)
716 op->active_next->active_prev = op->active_prev;
717 }
718 op->active_next = NULL;
719 op->active_prev = NULL;
720}
721
722/* 647/*
723 * update_object() updates the array which represents the map. 648 * update_object() updates the the map.
724 * It takes into account invisible objects (and represent squares covered 649 * It takes into account invisible objects (and represent squares covered
725 * by invisible objects by whatever is below them (unless it's another 650 * by invisible objects by whatever is below them (unless it's another
726 * invisible object, etc...) 651 * invisible object, etc...)
727 * If the object being updated is beneath a player, the look-window 652 * If the object being updated is beneath a player, the look-window
728 * of that player is updated (this might be a suboptimal way of 653 * of that player is updated (this might be a suboptimal way of
729 * updating that window, though, since update_object() is called _often_) 654 * updating that window, though, since update_object() is called _often_)
730 * 655 *
731 * action is a hint of what the caller believes need to be done. 656 * action is a hint of what the caller believes need to be done.
732 * For example, if the only thing that has changed is the face (due to
733 * an animation), we don't need to call update_position until that actually
734 * comes into view of a player. OTOH, many other things, like addition/removal
735 * of walls or living creatures may need us to update the flags now.
736 * current action are: 657 * current action are:
737 * UP_OBJ_INSERT: op was inserted 658 * UP_OBJ_INSERT: op was inserted
738 * UP_OBJ_REMOVE: op was removed 659 * UP_OBJ_REMOVE: op was removed
739 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 660 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
740 * as that is easier than trying to look at what may have changed. 661 * as that is easier than trying to look at what may have changed.
741 * UP_OBJ_FACE: only the objects face has changed. 662 * UP_OBJ_FACE: only the objects face has changed.
742 */ 663 */
743
744void 664void
745update_object (object *op, int action) 665update_object (object *op, int action)
746{ 666{
747 int update_now = 0, flags;
748 MoveType move_on, move_off, move_block, move_slow;
749
750 if (op == NULL) 667 if (op == NULL)
751 { 668 {
752 /* this should never happen */ 669 /* this should never happen */
753 LOG (llevDebug, "update_object() called for NULL object.\n"); 670 LOG (llevDebug, "update_object() called for NULL object.\n");
754 return; 671 return;
755 } 672 }
756 673
757 if (op->env != NULL) 674 if (op->env)
758 { 675 {
759 /* Animation is currently handled by client, so nothing 676 /* Animation is currently handled by client, so nothing
760 * to do in this case. 677 * to do in this case.
761 */ 678 */
762 return; 679 return;
767 */ 684 */
768 if (!op->map || op->map->in_memory == MAP_SAVING) 685 if (!op->map || op->map->in_memory == MAP_SAVING)
769 return; 686 return;
770 687
771 /* make sure the object is within map boundaries */ 688 /* make sure the object is within map boundaries */
772 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map)) 689 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
773 { 690 {
774 LOG (llevError, "update_object() called for object out of map!\n"); 691 LOG (llevError, "update_object() called for object out of map!\n");
775#ifdef MANY_CORES 692#ifdef MANY_CORES
776 abort (); 693 abort ();
777#endif 694#endif
778 return; 695 return;
779 } 696 }
780 697
781 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 698 mapspace &m = op->ms ();
782 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
783 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
784 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
785 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
786 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
787 699
700 if (!(m.flags_ & P_UPTODATE))
701 /* nop */;
788 if (action == UP_OBJ_INSERT) 702 else if (action == UP_OBJ_INSERT)
789 { 703 {
704 // this is likely overkill, TODO: revisit (schmorp)
790 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 705 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
791 update_now = 1;
792
793 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 706 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
794 update_now = 1; 707 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
795 708 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
709 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
796 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 710 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
797 update_now = 1;
798
799 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
800 update_now = 1;
801
802 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
803 update_now = 1;
804
805 if ((move_on | op->move_on) != move_on) 711 || (m.move_on | op->move_on ) != m.move_on
806 update_now = 1;
807
808 if ((move_off | op->move_off) != move_off) 712 || (m.move_off | op->move_off ) != m.move_off
809 update_now = 1; 713 || (m.move_slow | op->move_slow) != m.move_slow
810
811 /* This isn't perfect, but I don't expect a lot of objects to 714 /* This isn't perfect, but I don't expect a lot of objects to
812 * to have move_allow right now. 715 * to have move_allow right now.
813 */ 716 */
814 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 717 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
815 update_now = 1; 718 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
816 719 m.flags_ = 0;
817 if ((move_slow | op->move_slow) != move_slow)
818 update_now = 1;
819 } 720 }
820 /* if the object is being removed, we can't make intelligent 721 /* if the object is being removed, we can't make intelligent
821 * decisions, because remove_ob can't really pass the object 722 * decisions, because remove_ob can't really pass the object
822 * that is being removed. 723 * that is being removed.
823 */ 724 */
824 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 725 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
825 update_now = 1; 726 m.flags_ = 0;
826 else if (action == UP_OBJ_FACE) 727 else if (action == UP_OBJ_FACE)
827 /* Nothing to do for that case */ ; 728 /* Nothing to do for that case */ ;
828 else 729 else
829 LOG (llevError, "update_object called with invalid action: %d\n", action); 730 LOG (llevError, "update_object called with invalid action: %d\n", action);
830 731
831 if (update_now)
832 {
833 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
834 update_position (op->map, op->x, op->y);
835 }
836
837 if (op->more != NULL) 732 if (op->more)
838 update_object (op->more, action); 733 update_object (op->more, action);
839}
840
841static unordered_vector<object *> mortals;
842static std::vector<object *> freed;
843
844void object::free_mortals ()
845{
846 for (unordered_vector<object *>::iterator i = mortals.begin (); i != mortals.end ();)
847 if ((*i)->refcnt)
848 ++i; // further delay freeing
849 else
850 {
851 freed.push_back (*i);//D
852 //delete *i;
853 mortals.erase (i);
854 }
855
856 if (mortals.size())//D
857 LOG (llevDebug, "%d objects in mortal queue\n", mortals.size());//D
858} 734}
859 735
860object::object () 736object::object ()
861{ 737{
862 SET_FLAG (this, FLAG_REMOVED); 738 SET_FLAG (this, FLAG_REMOVED);
863 739
864 expmul = 1.0; 740 expmul = 1.0;
865 face = blank_face; 741 face = blank_face;
866 attacked_by_count = -1;
867} 742}
868 743
869object::~object () 744object::~object ()
870{ 745{
746 unlink ();
747
871 free_key_values (this); 748 free_key_values (this);
872} 749}
873 750
751static int object_count;
752
874void object::link () 753void object::link ()
875{ 754{
755 assert (!index);//D
756 uuid = gen_uuid ();
876 count = ++ob_count; 757 count = ++object_count;
877 758
878 prev = 0; 759 refcnt_inc ();
879 next = objects; 760 objects.insert (this);
880
881 if (objects)
882 objects->prev = this;
883
884 objects = this;
885} 761}
886 762
887void object::unlink () 763void object::unlink ()
888{ 764{
889 count = 0;
890
891 /* Remove this object from the list of used objects */
892 if (prev)
893 {
894 prev->next = next;
895 prev = 0;
896 }
897
898 if (next) 765 if (!index)
899 { 766 return;
900 next->prev = prev; 767
901 next = 0; 768 objects.erase (this);
769 refcnt_dec ();
770}
771
772void
773object::activate ()
774{
775 /* If already on active list, don't do anything */
776 if (active)
777 return;
778
779 if (has_active_speed ())
780 actives.insert (this);
781}
782
783void
784object::activate_recursive ()
785{
786 activate ();
787
788 for (object *op = inv; op; op = op->below)
789 op->activate_recursive ();
790}
791
792/* This function removes object 'op' from the list of active
793 * objects.
794 * This should only be used for style maps or other such
795 * reference maps where you don't want an object that isn't
796 * in play chewing up cpu time getting processed.
797 * The reverse of this is to call update_ob_speed, which
798 * will do the right thing based on the speed of the object.
799 */
800void
801object::deactivate ()
802{
803 /* If not on the active list, nothing needs to be done */
804 if (!active)
805 return;
806
807 actives.erase (this);
808}
809
810void
811object::deactivate_recursive ()
812{
813 for (object *op = inv; op; op = op->below)
814 op->deactivate_recursive ();
815
816 deactivate ();
817}
818
819void
820object::set_flag_inv (int flag, int value)
821{
822 for (object *op = inv; op; op = op->below)
902 } 823 {
824 op->flag [flag] = value;
825 op->set_flag_inv (flag, value);
826 }
827}
903 828
904 if (this == objects) 829/*
905 objects = next; 830 * Remove and free all objects in the inventory of the given object.
831 * object.c ?
832 */
833void
834object::destroy_inv (bool drop_to_ground)
835{
836 // need to check first, because the checks below might segfault
837 // as we might be on an invalid mapspace and crossfire code
838 // is too buggy to ensure that the inventory is empty.
839 // corollary: if you create arrows etc. with stuff in tis inventory,
840 // cf will crash below with off-map x and y
841 if (!inv)
842 return;
843
844 /* Only if the space blocks everything do we not process -
845 * if some form of movement is allowed, let objects
846 * drop on that space.
847 */
848 if (!drop_to_ground
849 || !map
850 || map->in_memory != MAP_IN_MEMORY
851 || map->nodrop
852 || ms ().move_block == MOVE_ALL)
853 {
854 while (inv)
855 {
856 inv->destroy_inv (drop_to_ground);
857 inv->destroy ();
858 }
859 }
860 else
861 { /* Put objects in inventory onto this space */
862 while (inv)
863 {
864 object *op = inv;
865
866 if (op->flag [FLAG_STARTEQUIP]
867 || op->flag [FLAG_NO_DROP]
868 || op->type == RUNE
869 || op->type == TRAP
870 || op->flag [FLAG_IS_A_TEMPLATE]
871 || op->flag [FLAG_DESTROY_ON_DEATH])
872 op->destroy ();
873 else
874 map->insert (op, x, y);
875 }
876 }
906} 877}
907 878
908object *object::create () 879object *object::create ()
909{ 880{
910 object *op;
911
912 if (freed.empty ())
913 op = new object; 881 object *op = new object;
914 else
915 {
916 // highly annoying, but the only way to get it stable right now
917 op = freed.back ();
918 freed.pop_back ();
919 op->~object ();
920 new ((void *) op) object;
921 }
922
923 op->link (); 882 op->link ();
924 return op; 883 return op;
925} 884}
926 885
927/* 886void
928 * free_object() frees everything allocated by an object, removes 887object::do_destroy ()
929 * it from the list of used objects, and puts it on the list of
930 * free objects. The IS_FREED() flag is set in the object.
931 * The object must have been removed by remove_ob() first for
932 * this function to succeed.
933 *
934 * If free_inventory is set, free inventory as well. Else drop items in
935 * inventory to the ground.
936 */
937void object::free (bool free_inventory)
938{ 888{
939 if (QUERY_FLAG (this, FLAG_FREED)) 889 attachable::do_destroy ();
890
891 if (flag [FLAG_IS_LINKED])
892 remove_button_link (this);
893
894 if (flag [FLAG_FRIENDLY])
895 remove_friendly_object (this);
896
897 if (!flag [FLAG_REMOVED])
898 remove ();
899
900 destroy_inv (true);
901
902 deactivate ();
903 unlink ();
904
905 flag [FLAG_FREED] = 1;
906
907 // hack to ensure that freed objects still have a valid map
908 {
909 static maptile *freed_map; // freed objects are moved here to avoid crashes
910
911 if (!freed_map)
912 {
913 freed_map = new maptile;
914
915 freed_map->name = "/internal/freed_objects_map";
916 freed_map->width = 3;
917 freed_map->height = 3;
918
919 freed_map->alloc ();
920 freed_map->in_memory = MAP_IN_MEMORY;
921 }
922
923 map = freed_map;
924 x = 1;
925 y = 1;
926 }
927
928 head = 0;
929
930 if (more)
931 {
932 more->destroy ();
933 more = 0;
934 }
935
936 // clear those pointers that likely might have circular references to us
937 owner = 0;
938 enemy = 0;
939 attacked_by = 0;
940}
941
942void
943object::destroy (bool destroy_inventory)
944{
945 if (destroyed ())
940 return; 946 return;
941 947
942 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 948 if (destroy_inventory)
943 remove_friendly_object (this); 949 destroy_inv (false);
944 950
945 if (!QUERY_FLAG (this, FLAG_REMOVED)) 951 attachable::destroy ();
946 remove_ob (this);
947
948 SET_FLAG (this, FLAG_FREED);
949
950 if (more)
951 {
952 more->free (free_inventory);
953 more = 0;
954 }
955
956 if (inv)
957 {
958 /* Only if the space blocks everything do we not process -
959 * if some form of movement is allowed, let objects
960 * drop on that space.
961 */
962 if (free_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
963 {
964 object *op = inv;
965
966 while (op)
967 {
968 object *tmp = op->below;
969 op->free (free_inventory);
970 op = tmp;
971 }
972 }
973 else
974 { /* Put objects in inventory onto this space */
975 object *op = inv;
976
977 while (op)
978 {
979 object *tmp = op->below;
980
981 remove_ob (op);
982
983 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
984 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
985 free_object (op);
986 else
987 {
988 op->x = x;
989 op->y = y;
990 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
991 }
992
993 op = tmp;
994 }
995 }
996 }
997
998 owner = 0;
999
1000 /* Remove object from the active list */
1001 speed = 0;
1002 update_ob_speed (this);
1003
1004 unlink ();
1005
1006 mortals.push_back (this);
1007} 952}
1008 953
1009/* 954/*
1010 * sub_weight() recursively (outwards) subtracts a number from the 955 * sub_weight() recursively (outwards) subtracts a number from the
1011 * weight of an object (and what is carried by it's environment(s)). 956 * weight of an object (and what is carried by it's environment(s)).
1012 */ 957 */
1013
1014void 958void
1015sub_weight (object *op, signed long weight) 959sub_weight (object *op, signed long weight)
1016{ 960{
1017 while (op != NULL) 961 while (op != NULL)
1018 { 962 {
1019 if (op->type == CONTAINER) 963 if (op->type == CONTAINER)
1020 {
1021 weight = (signed long) (weight * (100 - op->stats.Str) / 100); 964 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1022 } 965
1023 op->carrying -= weight; 966 op->carrying -= weight;
1024 op = op->env; 967 op = op->env;
1025 } 968 }
1026} 969}
1027 970
1028/* remove_ob(op): 971/* op->remove ():
1029 * This function removes the object op from the linked list of objects 972 * This function removes the object op from the linked list of objects
1030 * which it is currently tied to. When this function is done, the 973 * which it is currently tied to. When this function is done, the
1031 * object will have no environment. If the object previously had an 974 * object will have no environment. If the object previously had an
1032 * environment, the x and y coordinates will be updated to 975 * environment, the x and y coordinates will be updated to
1033 * the previous environment. 976 * the previous environment.
1034 * Beware: This function is called from the editor as well!
1035 */ 977 */
1036
1037void 978void
1038remove_ob (object *op) 979object::do_remove ()
1039{ 980{
981 object *tmp, *last = 0;
1040 object * 982 object *otmp;
1041 tmp, *
1042 last = NULL;
1043 object *
1044 otmp;
1045 983
1046 tag_t
1047 tag;
1048 int
1049 check_walk_off;
1050 mapstruct *
1051 m;
1052
1053 sint16
1054 x,
1055 y;
1056
1057 if (QUERY_FLAG (op, FLAG_REMOVED)) 984 if (QUERY_FLAG (this, FLAG_REMOVED))
1058 return; 985 return;
1059 986
1060 SET_FLAG (op, FLAG_REMOVED); 987 SET_FLAG (this, FLAG_REMOVED);
988 INVOKE_OBJECT (REMOVE, this);
1061 989
1062 if (op->more != NULL) 990 if (more)
1063 remove_ob (op->more); 991 more->remove ();
1064 992
1065 /* 993 /*
1066 * In this case, the object to be removed is in someones 994 * In this case, the object to be removed is in someones
1067 * inventory. 995 * inventory.
1068 */ 996 */
1069 if (op->env != NULL) 997 if (env)
1070 { 998 {
1071 if (op->nrof) 999 if (nrof)
1072 sub_weight (op->env, op->weight * op->nrof); 1000 sub_weight (env, weight * nrof);
1073 else 1001 else
1074 sub_weight (op->env, op->weight + op->carrying); 1002 sub_weight (env, weight + carrying);
1075 1003
1076 /* NO_FIX_PLAYER is set when a great many changes are being 1004 /* NO_FIX_PLAYER is set when a great many changes are being
1077 * made to players inventory. If set, avoiding the call 1005 * made to players inventory. If set, avoiding the call
1078 * to save cpu time. 1006 * to save cpu time.
1079 */ 1007 */
1080 if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1008 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1081 fix_player (otmp); 1009 otmp->update_stats ();
1082 1010
1083 if (op->above != NULL) 1011 if (above)
1084 op->above->below = op->below; 1012 above->below = below;
1085 else 1013 else
1086 op->env->inv = op->below; 1014 env->inv = below;
1087 1015
1088 if (op->below != NULL) 1016 if (below)
1089 op->below->above = op->above; 1017 below->above = above;
1090 1018
1091 /* we set up values so that it could be inserted into 1019 /* we set up values so that it could be inserted into
1092 * the map, but we don't actually do that - it is up 1020 * the map, but we don't actually do that - it is up
1093 * to the caller to decide what we want to do. 1021 * to the caller to decide what we want to do.
1094 */ 1022 */
1095 op->x = op->env->x, op->y = op->env->y; 1023 x = env->x, y = env->y;
1096 op->map = op->env->map; 1024 map = env->map;
1097 op->above = NULL, op->below = NULL; 1025 above = 0, below = 0;
1098 op->env = NULL; 1026 env = 0;
1099 } 1027 }
1100 else if (op->map) 1028 else if (map)
1101 { 1029 {
1102 x = op->x; 1030 if (type == PLAYER)
1103 y = op->y;
1104 m = get_map_from_coord (op->map, &x, &y);
1105
1106 if (!m)
1107 { 1031 {
1108 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n", 1032 // leaving a spot always closes any open container on the ground
1109 op->map->path, op->x, op->y); 1033 if (container && !container->env)
1110 /* in old days, we used to set x and y to 0 and continue. 1034 // this causes spurious floorbox updates, but it ensures
1111 * it seems if we get into this case, something is probablye 1035 // that the CLOSE event is being sent.
1112 * screwed up and should be fixed. 1036 close_container ();
1113 */ 1037
1114 abort (); 1038 --map->players;
1039 map->touch ();
1115 } 1040 }
1116 1041
1117 if (op->map != m) 1042 map->dirty = true;
1118 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n", 1043 mapspace &ms = this->ms ();
1119 op->map->path, m->path, op->x, op->y, x, y);
1120
1121 /* Re did the following section of code - it looks like it had
1122 * lots of logic for things we no longer care about
1123 */
1124 1044
1125 /* link the object above us */ 1045 /* link the object above us */
1126 if (op->above) 1046 if (above)
1127 op->above->below = op->below; 1047 above->below = below;
1128 else 1048 else
1129 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */ 1049 ms.top = below; /* we were top, set new top */
1130 1050
1131 /* Relink the object below us, if there is one */ 1051 /* Relink the object below us, if there is one */
1132 if (op->below) 1052 if (below)
1133 op->below->above = op->above; 1053 below->above = above;
1134 else 1054 else
1135 { 1055 {
1136 /* Nothing below, which means we need to relink map object for this space 1056 /* Nothing below, which means we need to relink map object for this space
1137 * use translated coordinates in case some oddness with map tiling is 1057 * use translated coordinates in case some oddness with map tiling is
1138 * evident 1058 * evident
1139 */ 1059 */
1140 if (GET_MAP_OB (m, x, y) != op) 1060 if (GET_MAP_OB (map, x, y) != this)
1141 {
1142 dump_object (op);
1143 LOG (llevError,
1144 "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", errmsg); 1061 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 ());
1145 dump_object (GET_MAP_OB (m, x, y));
1146 LOG (llevError, "%s\n", errmsg);
1147 }
1148 1062
1149 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */ 1063 ms.bot = above; /* goes on above it. */
1150 } 1064 }
1151 1065
1152 op->above = 0; 1066 above = 0;
1153 op->below = 0; 1067 below = 0;
1154 1068
1155 if (op->map->in_memory == MAP_SAVING) 1069 if (map->in_memory == MAP_SAVING)
1156 return; 1070 return;
1157 1071
1158 tag = op->count; 1072 int check_walk_off = !flag [FLAG_NO_APPLY];
1159 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1160 1073
1161 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1074 for (tmp = ms.bot; tmp; tmp = tmp->above)
1162 { 1075 {
1163 /* No point updating the players look faces if he is the object 1076 /* No point updating the players look faces if he is the object
1164 * being removed. 1077 * being removed.
1165 */ 1078 */
1166 1079
1167 if (tmp->type == PLAYER && tmp != op) 1080 if (tmp->type == PLAYER && tmp != this)
1168 { 1081 {
1169 /* If a container that the player is currently using somehow gets 1082 /* If a container that the player is currently using somehow gets
1170 * removed (most likely destroyed), update the player view 1083 * removed (most likely destroyed), update the player view
1171 * appropriately. 1084 * appropriately.
1172 */ 1085 */
1173 if (tmp->container == op) 1086 if (tmp->container == this)
1174 { 1087 {
1175 CLEAR_FLAG (op, FLAG_APPLIED); 1088 flag [FLAG_APPLIED] = 0;
1176 tmp->container = NULL; 1089 tmp->container = 0;
1177 } 1090 }
1178 1091
1179 tmp->contr->socket.update_look = 1; 1092 if (tmp->contr->ns)
1093 tmp->contr->ns->floorbox_update ();
1180 } 1094 }
1181 1095
1182 /* See if player moving off should effect something */ 1096 /* See if object moving off should effect something */
1183 if (check_walk_off && ((op->move_type & tmp->move_off) && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1097 if (check_walk_off
1098 && ((move_type & tmp->move_off)
1099 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1184 { 1100 {
1185 move_apply (tmp, op, NULL); 1101 move_apply (tmp, this, 0);
1186 1102
1187 if (was_destroyed (op, tag)) 1103 if (destroyed ())
1188 {
1189 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " "leaving object\n", &tmp->name, &tmp->arch->name); 1104 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1190 }
1191 } 1105 }
1192 1106
1193 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1107 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1194 1108 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1195 if (tmp->above == tmp) 1109 if (tmp->above == tmp)
1196 tmp->above = NULL; 1110 tmp->above = 0;
1197 1111
1198 last = tmp; 1112 last = tmp;
1199 } 1113 }
1200 1114
1201 /* last == NULL of there are no objects on this space */ 1115 /* last == NULL if there are no objects on this space */
1116 //TODO: this makes little sense, why only update the topmost object?
1202 if (last == NULL) 1117 if (!last)
1203 { 1118 map->at (x, y).flags_ = 0;
1204 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1205 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1206 * those out anyways, and if there are any flags set right now, they won't
1207 * be correct anyways.
1208 */
1209 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1210 update_position (op->map, op->x, op->y);
1211 }
1212 else 1119 else
1213 update_object (last, UP_OBJ_REMOVE); 1120 update_object (last, UP_OBJ_REMOVE);
1214 1121
1215 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0)) 1122 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1216 update_all_los (op->map, op->x, op->y); 1123 update_all_los (map, x, y);
1217 } 1124 }
1218} 1125}
1219 1126
1220/* 1127/*
1221 * merge_ob(op,top): 1128 * merge_ob(op,top):
1223 * This function goes through all objects below and including top, and 1130 * This function goes through all objects below and including top, and
1224 * merges op to the first matching object. 1131 * merges op to the first matching object.
1225 * If top is NULL, it is calculated. 1132 * If top is NULL, it is calculated.
1226 * Returns pointer to object if it succeded in the merge, otherwise NULL 1133 * Returns pointer to object if it succeded in the merge, otherwise NULL
1227 */ 1134 */
1228
1229object * 1135object *
1230merge_ob (object *op, object *top) 1136merge_ob (object *op, object *top)
1231{ 1137{
1232 if (!op->nrof) 1138 if (!op->nrof)
1233 return 0; 1139 return 0;
1234 1140
1235 if (top == NULL) 1141 if (top)
1236 for (top = op; top != NULL && top->above != NULL; top = top->above); 1142 for (top = op; top && top->above; top = top->above)
1143 ;
1237 1144
1238 for (; top != NULL; top = top->below) 1145 for (; top; top = top->below)
1239 { 1146 {
1240 if (top == op) 1147 if (top == op)
1241 continue; 1148 continue;
1242 if (CAN_MERGE (op, top)) 1149
1150 if (object::can_merge (op, top))
1243 { 1151 {
1244 top->nrof += op->nrof; 1152 top->nrof += op->nrof;
1245 1153
1246/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1154/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1247 op->weight = 0; /* Don't want any adjustements now */ 1155 op->weight = 0; /* Don't want any adjustements now */
1248 remove_ob (op); 1156 op->destroy ();
1249 free_object (op);
1250 return top; 1157 return top;
1251 } 1158 }
1252 } 1159 }
1253 1160
1254 return NULL; 1161 return 0;
1255} 1162}
1256 1163
1164void
1165object::expand_tail ()
1166{
1167 if (more)
1168 return;
1169
1170 object *prev = this;
1171
1172 for (archetype *at = arch->more; at; at = at->more)
1173 {
1174 object *op = arch_to_object (at);
1175
1176 op->name = name;
1177 op->name_pl = name_pl;
1178 op->title = title;
1179
1180 op->head = this;
1181 prev->more = op;
1182
1183 prev = op;
1184 }
1185}
1186
1257/* 1187/*
1258 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1188 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1259 * job preparing multi-part monsters 1189 * job preparing multi-part monsters.
1260 */ 1190 */
1261object * 1191object *
1262insert_ob_in_map_at (object *op, mapstruct *m, object *originator, int flag, int x, int y) 1192insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1263{ 1193{
1264 object *tmp;
1265
1266 if (op->head)
1267 op = op->head;
1268
1269 for (tmp = op; tmp; tmp = tmp->more) 1194 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1270 { 1195 {
1271 tmp->x = x + tmp->arch->clone.x; 1196 tmp->x = x + tmp->arch->clone.x;
1272 tmp->y = y + tmp->arch->clone.y; 1197 tmp->y = y + tmp->arch->clone.y;
1273 } 1198 }
1274 1199
1293 * Return value: 1218 * Return value:
1294 * new object if 'op' was merged with other object 1219 * new object if 'op' was merged with other object
1295 * NULL if 'op' was destroyed 1220 * NULL if 'op' was destroyed
1296 * just 'op' otherwise 1221 * just 'op' otherwise
1297 */ 1222 */
1298
1299object * 1223object *
1300insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1224insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1301{ 1225{
1226 assert (!op->flag [FLAG_FREED]);
1227
1302 object *tmp, *top, *floor = NULL; 1228 object *tmp, *top, *floor = NULL;
1303 sint16 x, y;
1304 1229
1305 if (QUERY_FLAG (op, FLAG_FREED)) 1230 op->remove ();
1306 {
1307 LOG (llevError, "Trying to insert freed object!\n");
1308 return NULL;
1309 }
1310 1231
1311 if (m == NULL) 1232#if 0
1312 { 1233 if (!m->active != !op->active)
1313 dump_object (op); 1234 if (m->active)
1314 LOG (llevError, "Trying to insert in null-map!\n%s\n", errmsg); 1235 op->activate_recursive ();
1315 return op; 1236 else
1316 } 1237 op->deactivate_recursive ();
1238#endif
1317 1239
1318 if (out_of_map (m, op->x, op->y)) 1240 if (out_of_map (m, op->x, op->y))
1319 { 1241 {
1320 dump_object (op);
1321 LOG (llevError, "Trying to insert object outside the map.\n%s\n", errmsg); 1242 LOG (llevError, "Trying to insert object outside the map.\n%s\n", op->debug_desc ());
1322#ifdef MANY_CORES 1243#ifdef MANY_CORES
1323 /* Better to catch this here, as otherwise the next use of this object 1244 /* Better to catch this here, as otherwise the next use of this object
1324 * is likely to cause a crash. Better to find out where it is getting 1245 * is likely to cause a crash. Better to find out where it is getting
1325 * improperly inserted. 1246 * improperly inserted.
1326 */ 1247 */
1327 abort (); 1248 abort ();
1328#endif 1249#endif
1329 return op; 1250 return op;
1330 } 1251 }
1331 1252
1332 if (!QUERY_FLAG (op, FLAG_REMOVED))
1333 {
1334 dump_object (op);
1335 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", errmsg);
1336 return op;
1337 }
1338
1339 if (op->more != NULL)
1340 {
1341 /* The part may be on a different map. */
1342
1343 object *more = op->more; 1253 if (object *more = op->more)
1344 1254 {
1345 /* We really need the caller to normalize coordinates - if
1346 * we set the map, that doesn't work if the location is within
1347 * a map and this is straddling an edge. So only if coordinate
1348 * is clear wrong do we normalize it.
1349 */
1350 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1351 more->map = get_map_from_coord (m, &more->x, &more->y);
1352 else if (!more->map)
1353 {
1354 /* For backwards compatibility - when not dealing with tiled maps,
1355 * more->map should always point to the parent.
1356 */
1357 more->map = m;
1358 }
1359
1360 if (insert_ob_in_map (more, more->map, originator, flag) == NULL) 1255 if (!insert_ob_in_map (more, m, originator, flag))
1361 { 1256 {
1362 if (!op->head) 1257 if (!op->head)
1363 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1258 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1364 1259
1365 return NULL; 1260 return 0;
1366 } 1261 }
1367 } 1262 }
1368 1263
1369 CLEAR_FLAG (op, FLAG_REMOVED); 1264 CLEAR_FLAG (op, FLAG_REMOVED);
1370 1265
1371 /* Ideally, the caller figures this out. However, it complicates a lot 1266 /* Ideally, the caller figures this out. However, it complicates a lot
1372 * of areas of callers (eg, anything that uses find_free_spot would now 1267 * of areas of callers (eg, anything that uses find_free_spot would now
1373 * need extra work 1268 * need extra work
1374 */ 1269 */
1375 op->map = get_map_from_coord (m, &op->x, &op->y); 1270 if (!xy_normalise (m, op->x, op->y))
1376 x = op->x; 1271 return 0;
1377 y = op->y; 1272
1273 op->map = m;
1274 mapspace &ms = op->ms ();
1378 1275
1379 /* this has to be done after we translate the coordinates. 1276 /* this has to be done after we translate the coordinates.
1380 */ 1277 */
1381 if (op->nrof && !(flag & INS_NO_MERGE)) 1278 if (op->nrof && !(flag & INS_NO_MERGE))
1382 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1279 for (tmp = ms.bot; tmp; tmp = tmp->above)
1383 if (CAN_MERGE (op, tmp)) 1280 if (object::can_merge (op, tmp))
1384 { 1281 {
1385 op->nrof += tmp->nrof; 1282 op->nrof += tmp->nrof;
1386 remove_ob (tmp); 1283 tmp->destroy ();
1387 free_object (tmp);
1388 } 1284 }
1389 1285
1390 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1286 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1391 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1287 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1392 1288
1405 op->below = originator->below; 1301 op->below = originator->below;
1406 1302
1407 if (op->below) 1303 if (op->below)
1408 op->below->above = op; 1304 op->below->above = op;
1409 else 1305 else
1410 SET_MAP_OB (op->map, op->x, op->y, op); 1306 ms.bot = op;
1411 1307
1412 /* since *below* originator, no need to update top */ 1308 /* since *below* originator, no need to update top */
1413 originator->below = op; 1309 originator->below = op;
1414 } 1310 }
1415 else 1311 else
1416 { 1312 {
1313 top = ms.bot;
1314
1417 /* If there are other objects, then */ 1315 /* If there are other objects, then */
1418 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1316 if ((!(flag & INS_MAP_LOAD)) && top)
1419 { 1317 {
1420 object *last = NULL; 1318 object *last = 0;
1421 1319
1422 /* 1320 /*
1423 * If there are multiple objects on this space, we do some trickier handling. 1321 * If there are multiple objects on this space, we do some trickier handling.
1424 * We've already dealt with merging if appropriate. 1322 * We've already dealt with merging if appropriate.
1425 * Generally, we want to put the new object on top. But if 1323 * Generally, we want to put the new object on top. But if
1429 * once we get to them. This reduces the need to traverse over all of 1327 * once we get to them. This reduces the need to traverse over all of
1430 * them when adding another one - this saves quite a bit of cpu time 1328 * them when adding another one - this saves quite a bit of cpu time
1431 * when lots of spells are cast in one area. Currently, it is presumed 1329 * when lots of spells are cast in one area. Currently, it is presumed
1432 * that flying non pickable objects are spell objects. 1330 * that flying non pickable objects are spell objects.
1433 */ 1331 */
1434 1332 for (top = ms.bot; top; top = top->above)
1435 while (top != NULL)
1436 { 1333 {
1437 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1334 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1438 floor = top; 1335 floor = top;
1439 1336
1440 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1337 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1443 top = top->below; 1340 top = top->below;
1444 break; 1341 break;
1445 } 1342 }
1446 1343
1447 last = top; 1344 last = top;
1448 top = top->above;
1449 } 1345 }
1450 1346
1451 /* Don't want top to be NULL, so set it to the last valid object */ 1347 /* Don't want top to be NULL, so set it to the last valid object */
1452 top = last; 1348 top = last;
1453 1349
1455 * looks like instead of lots of conditions here. 1351 * looks like instead of lots of conditions here.
1456 * makes things faster, and effectively the same result. 1352 * makes things faster, and effectively the same result.
1457 */ 1353 */
1458 1354
1459 /* Have object 'fall below' other objects that block view. 1355 /* Have object 'fall below' other objects that block view.
1460 * Unless those objects are exits, type 66 1356 * Unless those objects are exits.
1461 * If INS_ON_TOP is used, don't do this processing 1357 * If INS_ON_TOP is used, don't do this processing
1462 * Need to find the object that in fact blocks view, otherwise 1358 * Need to find the object that in fact blocks view, otherwise
1463 * stacking is a bit odd. 1359 * stacking is a bit odd.
1464 */ 1360 */
1465 if (!(flag & INS_ON_TOP) && 1361 if (!(flag & INS_ON_TOP)
1466 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1362 && ms.flags () & P_BLOCKSVIEW
1363 && (op->face && !faces [op->face].visibility))
1467 { 1364 {
1468 for (last = top; last != floor; last = last->below) 1365 for (last = top; last != floor; last = last->below)
1469 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1366 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1470 break; 1367 break;
1368
1471 /* Check to see if we found the object that blocks view, 1369 /* Check to see if we found the object that blocks view,
1472 * and make sure we have a below pointer for it so that 1370 * and make sure we have a below pointer for it so that
1473 * we can get inserted below this one, which requires we 1371 * we can get inserted below this one, which requires we
1474 * set top to the object below us. 1372 * set top to the object below us.
1475 */ 1373 */
1477 top = last->below; 1375 top = last->below;
1478 } 1376 }
1479 } /* If objects on this space */ 1377 } /* If objects on this space */
1480 1378
1481 if (flag & INS_MAP_LOAD) 1379 if (flag & INS_MAP_LOAD)
1482 top = GET_MAP_TOP (op->map, op->x, op->y); 1380 top = ms.top;
1483 1381
1484 if (flag & INS_ABOVE_FLOOR_ONLY) 1382 if (flag & INS_ABOVE_FLOOR_ONLY)
1485 top = floor; 1383 top = floor;
1486 1384
1487 /* Top is the object that our object (op) is going to get inserted above. 1385 /* Top is the object that our object (op) is going to get inserted above.
1488 */ 1386 */
1489 1387
1490 /* First object on this space */ 1388 /* First object on this space */
1491 if (!top) 1389 if (!top)
1492 { 1390 {
1493 op->above = GET_MAP_OB (op->map, op->x, op->y); 1391 op->above = ms.bot;
1494 1392
1495 if (op->above) 1393 if (op->above)
1496 op->above->below = op; 1394 op->above->below = op;
1497 1395
1498 op->below = NULL; 1396 op->below = 0;
1499 SET_MAP_OB (op->map, op->x, op->y, op); 1397 ms.bot = op;
1500 } 1398 }
1501 else 1399 else
1502 { /* get inserted into the stack above top */ 1400 { /* get inserted into the stack above top */
1503 op->above = top->above; 1401 op->above = top->above;
1504 1402
1507 1405
1508 op->below = top; 1406 op->below = top;
1509 top->above = op; 1407 top->above = op;
1510 } 1408 }
1511 1409
1512 if (op->above == NULL) 1410 if (!op->above)
1513 SET_MAP_TOP (op->map, op->x, op->y, op); 1411 ms.top = op;
1514 } /* else not INS_BELOW_ORIGINATOR */ 1412 } /* else not INS_BELOW_ORIGINATOR */
1515 1413
1516 if (op->type == PLAYER) 1414 if (op->type == PLAYER)
1415 {
1517 op->contr->do_los = 1; 1416 op->contr->do_los = 1;
1417 ++op->map->players;
1418 op->map->touch ();
1419 }
1420
1421 op->map->dirty = true;
1518 1422
1519 /* If we have a floor, we know the player, if any, will be above 1423 /* If we have a floor, we know the player, if any, will be above
1520 * it, so save a few ticks and start from there. 1424 * it, so save a few ticks and start from there.
1521 */ 1425 */
1522 if (!(flag & INS_MAP_LOAD)) 1426 if (!(flag & INS_MAP_LOAD))
1523 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1427 if (object *pl = ms.player ())
1524 if (tmp->type == PLAYER) 1428 if (pl->contr->ns)
1525 tmp->contr->socket.update_look = 1; 1429 pl->contr->ns->floorbox_update ();
1526 1430
1527 /* If this object glows, it may affect lighting conditions that are 1431 /* If this object glows, it may affect lighting conditions that are
1528 * visible to others on this map. But update_all_los is really 1432 * visible to others on this map. But update_all_los is really
1529 * an inefficient way to do this, as it means los for all players 1433 * an inefficient way to do this, as it means los for all players
1530 * on the map will get recalculated. The players could very well 1434 * on the map will get recalculated. The players could very well
1531 * be far away from this change and not affected in any way - 1435 * be far away from this change and not affected in any way -
1532 * this should get redone to only look for players within range, 1436 * this should get redone to only look for players within range,
1533 * or just updating the P_NEED_UPDATE for spaces within this area 1437 * or just updating the P_UPTODATE for spaces within this area
1534 * of effect may be sufficient. 1438 * of effect may be sufficient.
1535 */ 1439 */
1536 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1440 if (op->map->darkness && (op->glow_radius != 0))
1537 update_all_los (op->map, op->x, op->y); 1441 update_all_los (op->map, op->x, op->y);
1538 1442
1539 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1443 /* updates flags (blocked, alive, no magic, etc) for this map space */
1540 update_object (op, UP_OBJ_INSERT); 1444 update_object (op, UP_OBJ_INSERT);
1541 1445
1446 INVOKE_OBJECT (INSERT, op);
1447
1542 /* Don't know if moving this to the end will break anything. However, 1448 /* Don't know if moving this to the end will break anything. However,
1543 * we want to have update_look set above before calling this. 1449 * we want to have floorbox_update called before calling this.
1544 * 1450 *
1545 * check_move_on() must be after this because code called from 1451 * check_move_on() must be after this because code called from
1546 * check_move_on() depends on correct map flags (so functions like 1452 * check_move_on() depends on correct map flags (so functions like
1547 * blocked() and wall() work properly), and these flags are updated by 1453 * blocked() and wall() work properly), and these flags are updated by
1548 * update_object(). 1454 * update_object().
1550 1456
1551 /* if this is not the head or flag has been passed, don't check walk on status */ 1457 /* if this is not the head or flag has been passed, don't check walk on status */
1552 if (!(flag & INS_NO_WALK_ON) && !op->head) 1458 if (!(flag & INS_NO_WALK_ON) && !op->head)
1553 { 1459 {
1554 if (check_move_on (op, originator)) 1460 if (check_move_on (op, originator))
1555 return NULL; 1461 return 0;
1556 1462
1557 /* If we are a multi part object, lets work our way through the check 1463 /* If we are a multi part object, lets work our way through the check
1558 * walk on's. 1464 * walk on's.
1559 */ 1465 */
1560 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1466 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1561 if (check_move_on (tmp, originator)) 1467 if (check_move_on (tmp, originator))
1562 return NULL; 1468 return 0;
1563 } 1469 }
1564 1470
1565 return op; 1471 return op;
1566} 1472}
1567 1473
1568/* this function inserts an object in the map, but if it 1474/* this function inserts an object in the map, but if it
1569 * finds an object of its own type, it'll remove that one first. 1475 * finds an object of its own type, it'll remove that one first.
1570 * op is the object to insert it under: supplies x and the map. 1476 * op is the object to insert it under: supplies x and the map.
1571 */ 1477 */
1572void 1478void
1573replace_insert_ob_in_map (const char *arch_string, object *op) 1479replace_insert_ob_in_map (const char *arch_string, object *op)
1574{ 1480{
1575 object * 1481 object *tmp, *tmp1;
1576 tmp;
1577 object *
1578 tmp1;
1579 1482
1580 /* first search for itself and remove any old instances */ 1483 /* first search for itself and remove any old instances */
1581 1484
1582 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1485 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1583 {
1584 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1486 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1585 { 1487 tmp->destroy ();
1586 remove_ob (tmp);
1587 free_object (tmp);
1588 }
1589 }
1590 1488
1591 tmp1 = arch_to_object (find_archetype (arch_string)); 1489 tmp1 = arch_to_object (archetype::find (arch_string));
1592 1490
1593 tmp1->x = op->x; 1491 tmp1->x = op->x;
1594 tmp1->y = op->y; 1492 tmp1->y = op->y;
1595 insert_ob_in_map (tmp1, op->map, op, 0); 1493 insert_ob_in_map (tmp1, op->map, op, 0);
1494}
1495
1496object *
1497object::insert_at (object *where, object *originator, int flags)
1498{
1499 return where->map->insert (this, where->x, where->y, originator, flags);
1596} 1500}
1597 1501
1598/* 1502/*
1599 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1503 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1600 * is returned contains nr objects, and the remaining parts contains 1504 * is returned contains nr objects, and the remaining parts contains
1601 * the rest (or is removed and freed if that number is 0). 1505 * the rest (or is removed and freed if that number is 0).
1602 * On failure, NULL is returned, and the reason put into the 1506 * On failure, NULL is returned, and the reason put into the
1603 * global static errmsg array. 1507 * global static errmsg array.
1604 */ 1508 */
1605
1606object * 1509object *
1607get_split_ob (object *orig_ob, uint32 nr) 1510get_split_ob (object *orig_ob, uint32 nr)
1608{ 1511{
1609 object * 1512 object *newob;
1610 newob;
1611 int
1612 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1513 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1613 1514
1614 if (orig_ob->nrof < nr) 1515 if (orig_ob->nrof < nr)
1615 { 1516 {
1616 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name); 1517 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1617 return NULL; 1518 return NULL;
1618 } 1519 }
1619 1520
1620 newob = object_create_clone (orig_ob); 1521 newob = object_create_clone (orig_ob);
1621 1522
1622 if ((orig_ob->nrof -= nr) < 1) 1523 if ((orig_ob->nrof -= nr) < 1)
1623 { 1524 orig_ob->destroy (1);
1624 if (!is_removed)
1625 remove_ob (orig_ob);
1626 free_object2 (orig_ob, 1);
1627 }
1628 else if (!is_removed) 1525 else if (!is_removed)
1629 { 1526 {
1630 if (orig_ob->env != NULL) 1527 if (orig_ob->env != NULL)
1631 sub_weight (orig_ob->env, orig_ob->weight * nr); 1528 sub_weight (orig_ob->env, orig_ob->weight * nr);
1632 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY) 1529 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1647 * the amount of an object. If the amount reaches 0, the object 1544 * the amount of an object. If the amount reaches 0, the object
1648 * is subsequently removed and freed. 1545 * is subsequently removed and freed.
1649 * 1546 *
1650 * Return value: 'op' if something is left, NULL if the amount reached 0 1547 * Return value: 'op' if something is left, NULL if the amount reached 0
1651 */ 1548 */
1652
1653object * 1549object *
1654decrease_ob_nr (object *op, uint32 i) 1550decrease_ob_nr (object *op, uint32 i)
1655{ 1551{
1656 object *tmp; 1552 object *tmp;
1657 player *pl;
1658 1553
1659 if (i == 0) /* objects with op->nrof require this check */ 1554 if (i == 0) /* objects with op->nrof require this check */
1660 return op; 1555 return op;
1661 1556
1662 if (i > op->nrof) 1557 if (i > op->nrof)
1663 i = op->nrof; 1558 i = op->nrof;
1664 1559
1665 if (QUERY_FLAG (op, FLAG_REMOVED)) 1560 if (QUERY_FLAG (op, FLAG_REMOVED))
1666 op->nrof -= i; 1561 op->nrof -= i;
1667 else if (op->env != NULL) 1562 else if (op->env)
1668 { 1563 {
1669 /* is this object in the players inventory, or sub container 1564 /* is this object in the players inventory, or sub container
1670 * therein? 1565 * therein?
1671 */ 1566 */
1672 tmp = is_player_inv (op->env); 1567 tmp = op->in_player ();
1673 /* nope. Is this a container the player has opened? 1568 /* nope. Is this a container the player has opened?
1674 * If so, set tmp to that player. 1569 * If so, set tmp to that player.
1675 * IMO, searching through all the players will mostly 1570 * IMO, searching through all the players will mostly
1676 * likely be quicker than following op->env to the map, 1571 * likely be quicker than following op->env to the map,
1677 * and then searching the map for a player. 1572 * and then searching the map for a player.
1678 */ 1573 */
1679 if (!tmp) 1574 if (!tmp)
1680 { 1575 for_all_players (pl)
1681 for (pl = first_player; pl; pl = pl->next)
1682 if (pl->ob->container == op->env) 1576 if (pl->ob->container == op->env)
1577 {
1578 tmp = pl->ob;
1683 break; 1579 break;
1684 if (pl)
1685 tmp = pl->ob;
1686 else
1687 tmp = NULL;
1688 } 1580 }
1689 1581
1690 if (i < op->nrof) 1582 if (i < op->nrof)
1691 { 1583 {
1692 sub_weight (op->env, op->weight * i); 1584 sub_weight (op->env, op->weight * i);
1693 op->nrof -= i; 1585 op->nrof -= i;
1694 if (tmp) 1586 if (tmp)
1695 {
1696 esrv_send_item (tmp, op); 1587 esrv_send_item (tmp, op);
1697 }
1698 } 1588 }
1699 else 1589 else
1700 { 1590 {
1701 remove_ob (op); 1591 op->remove ();
1702 op->nrof = 0; 1592 op->nrof = 0;
1703 if (tmp) 1593 if (tmp)
1704 {
1705 esrv_del_item (tmp->contr, op->count); 1594 esrv_del_item (tmp->contr, op->count);
1706 }
1707 } 1595 }
1708 } 1596 }
1709 else 1597 else
1710 { 1598 {
1711 object *above = op->above; 1599 object *above = op->above;
1712 1600
1713 if (i < op->nrof) 1601 if (i < op->nrof)
1714 op->nrof -= i; 1602 op->nrof -= i;
1715 else 1603 else
1716 { 1604 {
1717 remove_ob (op); 1605 op->remove ();
1718 op->nrof = 0; 1606 op->nrof = 0;
1719 } 1607 }
1720 1608
1721 /* Since we just removed op, op->above is null */ 1609 /* Since we just removed op, op->above is null */
1722 for (tmp = above; tmp != NULL; tmp = tmp->above) 1610 for (tmp = above; tmp; tmp = tmp->above)
1723 if (tmp->type == PLAYER) 1611 if (tmp->type == PLAYER)
1724 { 1612 {
1725 if (op->nrof) 1613 if (op->nrof)
1726 esrv_send_item (tmp, op); 1614 esrv_send_item (tmp, op);
1727 else 1615 else
1731 1619
1732 if (op->nrof) 1620 if (op->nrof)
1733 return op; 1621 return op;
1734 else 1622 else
1735 { 1623 {
1736 free_object (op); 1624 op->destroy ();
1737 return NULL; 1625 return 0;
1738 } 1626 }
1739} 1627}
1740 1628
1741/* 1629/*
1742 * add_weight(object, weight) adds the specified weight to an object, 1630 * add_weight(object, weight) adds the specified weight to an object,
1743 * and also updates how much the environment(s) is/are carrying. 1631 * and also updates how much the environment(s) is/are carrying.
1744 */ 1632 */
1745
1746void 1633void
1747add_weight (object *op, signed long weight) 1634add_weight (object *op, signed long weight)
1748{ 1635{
1749 while (op != NULL) 1636 while (op != NULL)
1750 { 1637 {
1754 op->carrying += weight; 1641 op->carrying += weight;
1755 op = op->env; 1642 op = op->env;
1756 } 1643 }
1757} 1644}
1758 1645
1646object *
1647insert_ob_in_ob (object *op, object *where)
1648{
1649 if (!where)
1650 {
1651 char *dump = dump_object (op);
1652 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1653 free (dump);
1654 return op;
1655 }
1656
1657 if (where->head)
1658 {
1659 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1660 where = where->head;
1661 }
1662
1663 return where->insert (op);
1664}
1665
1759/* 1666/*
1760 * insert_ob_in_ob(op,environment): 1667 * env->insert (op)
1761 * This function inserts the object op in the linked list 1668 * This function inserts the object op in the linked list
1762 * inside the object environment. 1669 * inside the object environment.
1763 * 1670 *
1764 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1765 * the inventory at the last position or next to other objects of the same
1766 * type.
1767 * Frank: Now sorted by type, archetype and magic!
1768 *
1769 * The function returns now pointer to inserted item, and return value can 1671 * The function returns now pointer to inserted item, and return value can
1770 * be != op, if items are merged. -Tero 1672 * be != op, if items are merged. -Tero
1771 */ 1673 */
1772
1773object * 1674object *
1774insert_ob_in_ob (object *op, object *where) 1675object::insert (object *op)
1775{ 1676{
1776 object * 1677 object *tmp, *otmp;
1777 tmp, *
1778 otmp;
1779 1678
1780 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1679 if (!QUERY_FLAG (op, FLAG_REMOVED))
1781 { 1680 op->remove ();
1782 dump_object (op);
1783 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", errmsg);
1784 return op;
1785 }
1786
1787 if (where == NULL)
1788 {
1789 dump_object (op);
1790 LOG (llevError, "Trying to put object in NULL.\n%s\n", errmsg);
1791 return op;
1792 }
1793
1794 if (where->head)
1795 {
1796 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n");
1797 where = where->head;
1798 }
1799 1681
1800 if (op->more) 1682 if (op->more)
1801 { 1683 {
1802 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1684 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1803 return op; 1685 return op;
1805 1687
1806 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1688 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1807 CLEAR_FLAG (op, FLAG_REMOVED); 1689 CLEAR_FLAG (op, FLAG_REMOVED);
1808 if (op->nrof) 1690 if (op->nrof)
1809 { 1691 {
1810 for (tmp = where->inv; tmp != NULL; tmp = tmp->below) 1692 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1811 if (CAN_MERGE (tmp, op)) 1693 if (object::can_merge (tmp, op))
1812 { 1694 {
1813 /* return the original object and remove inserted object 1695 /* return the original object and remove inserted object
1814 (client needs the original object) */ 1696 (client needs the original object) */
1815 tmp->nrof += op->nrof; 1697 tmp->nrof += op->nrof;
1816 /* Weight handling gets pretty funky. Since we are adding to 1698 /* Weight handling gets pretty funky. Since we are adding to
1817 * tmp->nrof, we need to increase the weight. 1699 * tmp->nrof, we need to increase the weight.
1818 */ 1700 */
1819 add_weight (where, op->weight * op->nrof); 1701 add_weight (this, op->weight * op->nrof);
1820 SET_FLAG (op, FLAG_REMOVED); 1702 SET_FLAG (op, FLAG_REMOVED);
1821 free_object (op); /* free the inserted object */ 1703 op->destroy (); /* free the inserted object */
1822 op = tmp; 1704 op = tmp;
1823 remove_ob (op); /* and fix old object's links */ 1705 op->remove (); /* and fix old object's links */
1824 CLEAR_FLAG (op, FLAG_REMOVED); 1706 CLEAR_FLAG (op, FLAG_REMOVED);
1825 break; 1707 break;
1826 } 1708 }
1827 1709
1828 /* I assume combined objects have no inventory 1710 /* I assume combined objects have no inventory
1829 * We add the weight - this object could have just been removed 1711 * We add the weight - this object could have just been removed
1830 * (if it was possible to merge). calling remove_ob will subtract 1712 * (if it was possible to merge). calling remove_ob will subtract
1831 * the weight, so we need to add it in again, since we actually do 1713 * the weight, so we need to add it in again, since we actually do
1832 * the linking below 1714 * the linking below
1833 */ 1715 */
1834 add_weight (where, op->weight * op->nrof); 1716 add_weight (this, op->weight * op->nrof);
1835 } 1717 }
1836 else 1718 else
1837 add_weight (where, (op->weight + op->carrying)); 1719 add_weight (this, (op->weight + op->carrying));
1838 1720
1839 otmp = is_player_inv (where); 1721 otmp = this->in_player ();
1840 if (otmp && otmp->contr != NULL) 1722 if (otmp && otmp->contr)
1841 {
1842 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1723 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1843 fix_player (otmp); 1724 otmp->update_stats ();
1844 }
1845 1725
1846 op->map = NULL; 1726 op->map = 0;
1847 op->env = where; 1727 op->env = this;
1848 op->above = NULL; 1728 op->above = 0;
1849 op->below = NULL; 1729 op->below = 0;
1850 op->x = 0, op->y = 0; 1730 op->x = 0, op->y = 0;
1851 1731
1852 /* reset the light list and los of the players on the map */ 1732 /* reset the light list and los of the players on the map */
1853 if ((op->glow_radius != 0) && where->map) 1733 if ((op->glow_radius != 0) && map)
1854 { 1734 {
1855#ifdef DEBUG_LIGHTS 1735#ifdef DEBUG_LIGHTS
1856 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1736 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1857#endif /* DEBUG_LIGHTS */ 1737#endif /* DEBUG_LIGHTS */
1858 if (MAP_DARKNESS (where->map)) 1738 if (map->darkness)
1859 update_all_los (where->map, where->x, where->y); 1739 update_all_los (map, x, y);
1860 } 1740 }
1861 1741
1862 /* Client has no idea of ordering so lets not bother ordering it here. 1742 /* Client has no idea of ordering so lets not bother ordering it here.
1863 * It sure simplifies this function... 1743 * It sure simplifies this function...
1864 */ 1744 */
1865 if (where->inv == NULL) 1745 if (!inv)
1866 where->inv = op; 1746 inv = op;
1867 else 1747 else
1868 { 1748 {
1869 op->below = where->inv; 1749 op->below = inv;
1870 op->below->above = op; 1750 op->below->above = op;
1871 where->inv = op; 1751 inv = op;
1872 } 1752 }
1753
1754 INVOKE_OBJECT (INSERT, this);
1755
1873 return op; 1756 return op;
1874} 1757}
1875 1758
1876/* 1759/*
1877 * Checks if any objects has a move_type that matches objects 1760 * Checks if any objects has a move_type that matches objects
1891 * 1774 *
1892 * MSW 2001-07-08: Check all objects on space, not just those below 1775 * MSW 2001-07-08: Check all objects on space, not just those below
1893 * object being inserted. insert_ob_in_map may not put new objects 1776 * object being inserted. insert_ob_in_map may not put new objects
1894 * on top. 1777 * on top.
1895 */ 1778 */
1896
1897int 1779int
1898check_move_on (object *op, object *originator) 1780check_move_on (object *op, object *originator)
1899{ 1781{
1900 object * 1782 object *tmp;
1901 tmp; 1783 maptile *m = op->map;
1902 tag_t
1903 tag;
1904 mapstruct *
1905 m = op->map;
1906 int
1907 x = op->x, y = op->y; 1784 int x = op->x, y = op->y;
1908 1785
1909 MoveType 1786 MoveType move_on, move_slow, move_block;
1910 move_on,
1911 move_slow,
1912 move_block;
1913 1787
1914 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1788 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1915 return 0; 1789 return 0;
1916
1917 tag = op->count;
1918 1790
1919 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1791 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1920 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1792 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1921 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1793 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1922 1794
1938 1810
1939 /* The objects have to be checked from top to bottom. 1811 /* The objects have to be checked from top to bottom.
1940 * Hence, we first go to the top: 1812 * Hence, we first go to the top:
1941 */ 1813 */
1942 1814
1943 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1815 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1944 { 1816 {
1945 /* Trim the search when we find the first other spell effect 1817 /* Trim the search when we find the first other spell effect
1946 * this helps performance so that if a space has 50 spell objects, 1818 * this helps performance so that if a space has 50 spell objects,
1947 * we don't need to check all of them. 1819 * we don't need to check all of them.
1948 */ 1820 */
1966 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1838 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1967 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1839 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1968 { 1840 {
1969 1841
1970 float 1842 float
1971 diff = tmp->move_slow_penalty * FABS (op->speed); 1843 diff = tmp->move_slow_penalty * fabs (op->speed);
1972 1844
1973 if (op->type == PLAYER) 1845 if (op->type == PLAYER)
1974 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1846 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1975 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1847 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1976 diff /= 4.0; 1848 diff /= 4.0;
1983 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1855 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1984 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0)) 1856 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1985 { 1857 {
1986 move_apply (tmp, op, originator); 1858 move_apply (tmp, op, originator);
1987 1859
1988 if (was_destroyed (op, tag)) 1860 if (op->destroyed ())
1989 return 1; 1861 return 1;
1990 1862
1991 /* what the person/creature stepped onto has moved the object 1863 /* what the person/creature stepped onto has moved the object
1992 * someplace new. Don't process any further - if we did, 1864 * someplace new. Don't process any further - if we did,
1993 * have a feeling strange problems would result. 1865 * have a feeling strange problems would result.
2003/* 1875/*
2004 * present_arch(arch, map, x, y) searches for any objects with 1876 * present_arch(arch, map, x, y) searches for any objects with
2005 * a matching archetype at the given map and coordinates. 1877 * a matching archetype at the given map and coordinates.
2006 * The first matching object is returned, or NULL if none. 1878 * The first matching object is returned, or NULL if none.
2007 */ 1879 */
2008
2009object * 1880object *
2010present_arch (const archetype *at, mapstruct *m, int x, int y) 1881present_arch (const archetype *at, maptile *m, int x, int y)
2011{ 1882{
2012 object *
2013 tmp;
2014
2015 if (m == NULL || out_of_map (m, x, y)) 1883 if (!m || out_of_map (m, x, y))
2016 { 1884 {
2017 LOG (llevError, "Present_arch called outside map.\n"); 1885 LOG (llevError, "Present_arch called outside map.\n");
2018 return NULL; 1886 return NULL;
2019 } 1887 }
2020 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1888
1889 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2021 if (tmp->arch == at) 1890 if (tmp->arch == at)
2022 return tmp; 1891 return tmp;
1892
2023 return NULL; 1893 return NULL;
2024} 1894}
2025 1895
2026/* 1896/*
2027 * present(type, map, x, y) searches for any objects with 1897 * present(type, map, x, y) searches for any objects with
2028 * a matching type variable at the given map and coordinates. 1898 * a matching type variable at the given map and coordinates.
2029 * The first matching object is returned, or NULL if none. 1899 * The first matching object is returned, or NULL if none.
2030 */ 1900 */
2031
2032object * 1901object *
2033present (unsigned char type, mapstruct *m, int x, int y) 1902present (unsigned char type, maptile *m, int x, int y)
2034{ 1903{
2035 object *
2036 tmp;
2037
2038 if (out_of_map (m, x, y)) 1904 if (out_of_map (m, x, y))
2039 { 1905 {
2040 LOG (llevError, "Present called outside map.\n"); 1906 LOG (llevError, "Present called outside map.\n");
2041 return NULL; 1907 return NULL;
2042 } 1908 }
2043 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1909
1910 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2044 if (tmp->type == type) 1911 if (tmp->type == type)
2045 return tmp; 1912 return tmp;
1913
2046 return NULL; 1914 return NULL;
2047} 1915}
2048 1916
2049/* 1917/*
2050 * present_in_ob(type, object) searches for any objects with 1918 * present_in_ob(type, object) searches for any objects with
2051 * a matching type variable in the inventory of the given object. 1919 * a matching type variable in the inventory of the given object.
2052 * The first matching object is returned, or NULL if none. 1920 * The first matching object is returned, or NULL if none.
2053 */ 1921 */
2054
2055object * 1922object *
2056present_in_ob (unsigned char type, const object *op) 1923present_in_ob (unsigned char type, const object *op)
2057{ 1924{
2058 object *
2059 tmp;
2060
2061 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1925 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2062 if (tmp->type == type) 1926 if (tmp->type == type)
2063 return tmp; 1927 return tmp;
1928
2064 return NULL; 1929 return NULL;
2065} 1930}
2066 1931
2067/* 1932/*
2068 * present_in_ob (type, str, object) searches for any objects with 1933 * present_in_ob (type, str, object) searches for any objects with
2076 * str is the string to match against. Note that we match against 1941 * str is the string to match against. Note that we match against
2077 * the object name, not the archetype name. this is so that the 1942 * the object name, not the archetype name. this is so that the
2078 * spell code can use one object type (force), but change it's name 1943 * spell code can use one object type (force), but change it's name
2079 * to be unique. 1944 * to be unique.
2080 */ 1945 */
2081
2082object * 1946object *
2083present_in_ob_by_name (int type, const char *str, const object *op) 1947present_in_ob_by_name (int type, const char *str, const object *op)
2084{ 1948{
2085 object *
2086 tmp;
2087
2088 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1949 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2089 {
2090 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1950 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2091 return tmp; 1951 return tmp;
2092 } 1952
2093 return NULL; 1953 return 0;
2094} 1954}
2095 1955
2096/* 1956/*
2097 * present_arch_in_ob(archetype, object) searches for any objects with 1957 * present_arch_in_ob(archetype, object) searches for any objects with
2098 * a matching archetype in the inventory of the given object. 1958 * a matching archetype in the inventory of the given object.
2099 * The first matching object is returned, or NULL if none. 1959 * The first matching object is returned, or NULL if none.
2100 */ 1960 */
2101
2102object * 1961object *
2103present_arch_in_ob (const archetype *at, const object *op) 1962present_arch_in_ob (const archetype *at, const object *op)
2104{ 1963{
2105 object *
2106 tmp;
2107
2108 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1964 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2109 if (tmp->arch == at) 1965 if (tmp->arch == at)
2110 return tmp; 1966 return tmp;
1967
2111 return NULL; 1968 return NULL;
2112} 1969}
2113 1970
2114/* 1971/*
2115 * activate recursively a flag on an object inventory 1972 * activate recursively a flag on an object inventory
2116 */ 1973 */
2117void 1974void
2118flag_inv (object *op, int flag) 1975flag_inv (object *op, int flag)
2119{ 1976{
2120 object *
2121 tmp;
2122
2123 if (op->inv) 1977 if (op->inv)
2124 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1978 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2125 { 1979 {
2126 SET_FLAG (tmp, flag); 1980 SET_FLAG (tmp, flag);
2127 flag_inv (tmp, flag); 1981 flag_inv (tmp, flag);
2128 } 1982 }
2129} /* 1983}
1984
1985/*
2130 * desactivate recursively a flag on an object inventory 1986 * deactivate recursively a flag on an object inventory
2131 */ 1987 */
2132void 1988void
2133unflag_inv (object *op, int flag) 1989unflag_inv (object *op, int flag)
2134{ 1990{
2135 object *
2136 tmp;
2137
2138 if (op->inv) 1991 if (op->inv)
2139 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1992 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2140 { 1993 {
2141 CLEAR_FLAG (tmp, flag); 1994 CLEAR_FLAG (tmp, flag);
2142 unflag_inv (tmp, flag); 1995 unflag_inv (tmp, flag);
2143 } 1996 }
2144} 1997}
2147 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 2000 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2148 * all it's inventory (recursively). 2001 * all it's inventory (recursively).
2149 * If checksums are used, a player will get set_cheat called for 2002 * If checksums are used, a player will get set_cheat called for
2150 * him/her-self and all object carried by a call to this function. 2003 * him/her-self and all object carried by a call to this function.
2151 */ 2004 */
2152
2153void 2005void
2154set_cheat (object *op) 2006set_cheat (object *op)
2155{ 2007{
2156 SET_FLAG (op, FLAG_WAS_WIZ); 2008 SET_FLAG (op, FLAG_WAS_WIZ);
2157 flag_inv (op, FLAG_WAS_WIZ); 2009 flag_inv (op, FLAG_WAS_WIZ);
2176 * because arch_blocked (now ob_blocked) needs to know the movement type 2028 * because arch_blocked (now ob_blocked) needs to know the movement type
2177 * to know if the space in question will block the object. We can't use 2029 * to know if the space in question will block the object. We can't use
2178 * the archetype because that isn't correct if the monster has been 2030 * the archetype because that isn't correct if the monster has been
2179 * customized, changed states, etc. 2031 * customized, changed states, etc.
2180 */ 2032 */
2181
2182int 2033int
2183find_free_spot (const object *ob, mapstruct *m, int x, int y, int start, int stop) 2034find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2184{ 2035{
2185 int
2186 i,
2187 index = 0, flag; 2036 int index = 0, flag;
2188 static int
2189 altern[SIZEOFFREE]; 2037 int altern[SIZEOFFREE];
2190 2038
2191 for (i = start; i < stop; i++) 2039 for (int i = start; i < stop; i++)
2192 { 2040 {
2193 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2041 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2194 if (!flag) 2042 if (!flag)
2195 altern[index++] = i; 2043 altern [index++] = i;
2196 2044
2197 /* Basically, if we find a wall on a space, we cut down the search size. 2045 /* Basically, if we find a wall on a space, we cut down the search size.
2198 * In this way, we won't return spaces that are on another side of a wall. 2046 * In this way, we won't return spaces that are on another side of a wall.
2199 * This mostly work, but it cuts down the search size in all directions - 2047 * This mostly work, but it cuts down the search size in all directions -
2200 * if the space being examined only has a wall to the north and empty 2048 * if the space being examined only has a wall to the north and empty
2201 * spaces in all the other directions, this will reduce the search space 2049 * spaces in all the other directions, this will reduce the search space
2202 * to only the spaces immediately surrounding the target area, and 2050 * to only the spaces immediately surrounding the target area, and
2203 * won't look 2 spaces south of the target space. 2051 * won't look 2 spaces south of the target space.
2204 */ 2052 */
2205 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 2053 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2206 stop = maxfree[i]; 2054 stop = maxfree[i];
2207 } 2055 }
2056
2208 if (!index) 2057 if (!index)
2209 return -1; 2058 return -1;
2059
2210 return altern[RANDOM () % index]; 2060 return altern [rndm (index)];
2211} 2061}
2212 2062
2213/* 2063/*
2214 * find_first_free_spot(archetype, mapstruct, x, y) works like 2064 * find_first_free_spot(archetype, maptile, x, y) works like
2215 * find_free_spot(), but it will search max number of squares. 2065 * find_free_spot(), but it will search max number of squares.
2216 * But it will return the first available spot, not a random choice. 2066 * But it will return the first available spot, not a random choice.
2217 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2067 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2218 */ 2068 */
2219
2220int 2069int
2221find_first_free_spot (const object *ob, mapstruct *m, int x, int y) 2070find_first_free_spot (const object *ob, maptile *m, int x, int y)
2222{ 2071{
2223 int
2224 i;
2225
2226 for (i = 0; i < SIZEOFFREE; i++) 2072 for (int i = 0; i < SIZEOFFREE; i++)
2227 {
2228 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2073 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2229 return i; 2074 return i;
2230 } 2075
2231 return -1; 2076 return -1;
2232} 2077}
2233 2078
2234/* 2079/*
2235 * The function permute(arr, begin, end) randomly reorders the array 2080 * The function permute(arr, begin, end) randomly reorders the array
2236 * arr[begin..end-1]. 2081 * arr[begin..end-1].
2082 * now uses a fisher-yates shuffle, old permute was broken
2237 */ 2083 */
2238static void 2084static void
2239permute (int *arr, int begin, int end) 2085permute (int *arr, int begin, int end)
2240{ 2086{
2241 int 2087 arr += begin;
2242 i,
2243 j,
2244 tmp,
2245 len;
2246
2247 len = end - begin; 2088 end -= begin;
2248 for (i = begin; i < end; i++)
2249 {
2250 j = begin + RANDOM () % len;
2251 2089
2252 tmp = arr[i]; 2090 while (--end)
2253 arr[i] = arr[j]; 2091 swap (arr [end], arr [rndm (end + 1)]);
2254 arr[j] = tmp;
2255 }
2256} 2092}
2257 2093
2258/* new function to make monster searching more efficient, and effective! 2094/* new function to make monster searching more efficient, and effective!
2259 * This basically returns a randomized array (in the passed pointer) of 2095 * This basically returns a randomized array (in the passed pointer) of
2260 * the spaces to find monsters. In this way, it won't always look for 2096 * the spaces to find monsters. In this way, it won't always look for
2263 * the 3x3 area will be searched, just not in a predictable order. 2099 * the 3x3 area will be searched, just not in a predictable order.
2264 */ 2100 */
2265void 2101void
2266get_search_arr (int *search_arr) 2102get_search_arr (int *search_arr)
2267{ 2103{
2268 int 2104 int i;
2269 i;
2270 2105
2271 for (i = 0; i < SIZEOFFREE; i++) 2106 for (i = 0; i < SIZEOFFREE; i++)
2272 {
2273 search_arr[i] = i; 2107 search_arr[i] = i;
2274 }
2275 2108
2276 permute (search_arr, 1, SIZEOFFREE1 + 1); 2109 permute (search_arr, 1, SIZEOFFREE1 + 1);
2277 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2110 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2278 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2111 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2279} 2112}
2288 * Perhaps incorrectly, but I'm making the assumption that exclude 2121 * Perhaps incorrectly, but I'm making the assumption that exclude
2289 * is actually want is going to try and move there. We need this info 2122 * is actually want is going to try and move there. We need this info
2290 * because we have to know what movement the thing looking to move 2123 * because we have to know what movement the thing looking to move
2291 * there is capable of. 2124 * there is capable of.
2292 */ 2125 */
2293
2294int 2126int
2295find_dir (mapstruct *m, int x, int y, object *exclude) 2127find_dir (maptile *m, int x, int y, object *exclude)
2296{ 2128{
2297 int
2298 i,
2299 max = SIZEOFFREE, mflags; 2129 int i, max = SIZEOFFREE, mflags;
2300 2130
2301 sint16 nx, ny; 2131 sint16 nx, ny;
2302 object * 2132 object *tmp;
2303 tmp; 2133 maptile *mp;
2304 mapstruct *
2305 mp;
2306 2134
2307 MoveType blocked, move_type; 2135 MoveType blocked, move_type;
2308 2136
2309 if (exclude && exclude->head) 2137 if (exclude && exclude->head)
2310 { 2138 {
2322 mp = m; 2150 mp = m;
2323 nx = x + freearr_x[i]; 2151 nx = x + freearr_x[i];
2324 ny = y + freearr_y[i]; 2152 ny = y + freearr_y[i];
2325 2153
2326 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2154 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2155
2327 if (mflags & P_OUT_OF_MAP) 2156 if (mflags & P_OUT_OF_MAP)
2328 {
2329 max = maxfree[i]; 2157 max = maxfree[i];
2330 }
2331 else 2158 else
2332 { 2159 {
2333 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2160 mapspace &ms = mp->at (nx, ny);
2161
2162 blocked = ms.move_block;
2334 2163
2335 if ((move_type & blocked) == move_type) 2164 if ((move_type & blocked) == move_type)
2336 {
2337 max = maxfree[i]; 2165 max = maxfree[i];
2338 }
2339 else if (mflags & P_IS_ALIVE) 2166 else if (mflags & P_IS_ALIVE)
2340 { 2167 {
2341 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2168 for (tmp = ms.bot; tmp; tmp = tmp->above)
2342 { 2169 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2343 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2170 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2344 {
2345 break; 2171 break;
2346 } 2172
2347 }
2348 if (tmp) 2173 if (tmp)
2349 {
2350 return freedir[i]; 2174 return freedir[i];
2351 }
2352 } 2175 }
2353 } 2176 }
2354 } 2177 }
2178
2355 return 0; 2179 return 0;
2356} 2180}
2357 2181
2358/* 2182/*
2359 * distance(object 1, object 2) will return the square of the 2183 * distance(object 1, object 2) will return the square of the
2360 * distance between the two given objects. 2184 * distance between the two given objects.
2361 */ 2185 */
2362
2363int 2186int
2364distance (const object *ob1, const object *ob2) 2187distance (const object *ob1, const object *ob2)
2365{ 2188{
2366 int
2367 i;
2368
2369 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2189 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2370 return i;
2371} 2190}
2372 2191
2373/* 2192/*
2374 * find_dir_2(delta-x,delta-y) will return a direction in which 2193 * find_dir_2(delta-x,delta-y) will return a direction in which
2375 * an object which has subtracted the x and y coordinates of another 2194 * an object which has subtracted the x and y coordinates of another
2376 * object, needs to travel toward it. 2195 * object, needs to travel toward it.
2377 */ 2196 */
2378
2379int 2197int
2380find_dir_2 (int x, int y) 2198find_dir_2 (int x, int y)
2381{ 2199{
2382 int 2200 int q;
2383 q;
2384 2201
2385 if (y) 2202 if (y)
2386 q = x * 100 / y; 2203 q = x * 100 / y;
2387 else if (x) 2204 else if (x)
2388 q = -300 * x; 2205 q = -300 * x;
2413 2230
2414 return 3; 2231 return 3;
2415} 2232}
2416 2233
2417/* 2234/*
2418 * absdir(int): Returns a number between 1 and 8, which represent
2419 * the "absolute" direction of a number (it actually takes care of
2420 * "overflow" in previous calculations of a direction).
2421 */
2422
2423int
2424absdir (int d)
2425{
2426 while (d < 1)
2427 d += 8;
2428 while (d > 8)
2429 d -= 8;
2430 return d;
2431}
2432
2433/*
2434 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2235 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2435 * between two directions (which are expected to be absolute (see absdir()) 2236 * between two directions (which are expected to be absolute (see absdir())
2436 */ 2237 */
2437
2438int 2238int
2439dirdiff (int dir1, int dir2) 2239dirdiff (int dir1, int dir2)
2440{ 2240{
2441 int 2241 int d;
2442 d;
2443 2242
2444 d = abs (dir1 - dir2); 2243 d = abs (dir1 - dir2);
2445 if (d > 4) 2244 if (d > 4)
2446 d = 8 - d; 2245 d = 8 - d;
2246
2447 return d; 2247 return d;
2448} 2248}
2449 2249
2450/* peterm: 2250/* peterm:
2451 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2251 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2454 * This basically means that if direction is 15, then it could either go 2254 * This basically means that if direction is 15, then it could either go
2455 * direction 4, 14, or 16 to get back to where we are. 2255 * direction 4, 14, or 16 to get back to where we are.
2456 * Moved from spell_util.c to object.c with the other related direction 2256 * Moved from spell_util.c to object.c with the other related direction
2457 * functions. 2257 * functions.
2458 */ 2258 */
2459
2460int
2461 reduction_dir[SIZEOFFREE][3] = { 2259int reduction_dir[SIZEOFFREE][3] = {
2462 {0, 0, 0}, /* 0 */ 2260 {0, 0, 0}, /* 0 */
2463 {0, 0, 0}, /* 1 */ 2261 {0, 0, 0}, /* 1 */
2464 {0, 0, 0}, /* 2 */ 2262 {0, 0, 0}, /* 2 */
2465 {0, 0, 0}, /* 3 */ 2263 {0, 0, 0}, /* 3 */
2466 {0, 0, 0}, /* 4 */ 2264 {0, 0, 0}, /* 4 */
2514 * find a path to that monster that we found. If not, 2312 * find a path to that monster that we found. If not,
2515 * we don't bother going toward it. Returns 1 if we 2313 * we don't bother going toward it. Returns 1 if we
2516 * can see a direct way to get it 2314 * can see a direct way to get it
2517 * Modified to be map tile aware -.MSW 2315 * Modified to be map tile aware -.MSW
2518 */ 2316 */
2519
2520
2521int 2317int
2522can_see_monsterP (mapstruct *m, int x, int y, int dir) 2318can_see_monsterP (maptile *m, int x, int y, int dir)
2523{ 2319{
2524 sint16 dx, dy; 2320 sint16 dx, dy;
2525 int
2526 mflags; 2321 int mflags;
2527 2322
2528 if (dir < 0) 2323 if (dir < 0)
2529 return 0; /* exit condition: invalid direction */ 2324 return 0; /* exit condition: invalid direction */
2530 2325
2531 dx = x + freearr_x[dir]; 2326 dx = x + freearr_x[dir];
2544 return 0; 2339 return 0;
2545 2340
2546 /* yes, can see. */ 2341 /* yes, can see. */
2547 if (dir < 9) 2342 if (dir < 9)
2548 return 1; 2343 return 1;
2344
2549 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2345 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2550 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]); 2346 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2347 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2551} 2348}
2552
2553
2554 2349
2555/* 2350/*
2556 * can_pick(picker, item): finds out if an object is possible to be 2351 * can_pick(picker, item): finds out if an object is possible to be
2557 * picked up by the picker. Returnes 1 if it can be 2352 * picked up by the picker. Returnes 1 if it can be
2558 * picked up, otherwise 0. 2353 * picked up, otherwise 0.
2569 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2364 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2570 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2365 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2571 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2366 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2572} 2367}
2573 2368
2574
2575/* 2369/*
2576 * create clone from object to another 2370 * create clone from object to another
2577 */ 2371 */
2578object * 2372object *
2579object_create_clone (object *asrc) 2373object_create_clone (object *asrc)
2580{ 2374{
2581 object *
2582 dst = NULL, *tmp, *src, *part, *prev, *item; 2375 object *dst = 0, *tmp, *src, *part, *prev, *item;
2583 2376
2584 if (!asrc) 2377 if (!asrc)
2585 return NULL; 2378 return 0;
2379
2586 src = asrc; 2380 src = asrc;
2587 if (src->head) 2381 if (src->head)
2588 src = src->head; 2382 src = src->head;
2589 2383
2590 prev = NULL; 2384 prev = 0;
2591 for (part = src; part; part = part->more) 2385 for (part = src; part; part = part->more)
2592 { 2386 {
2593 tmp = get_object (); 2387 tmp = part->clone ();
2594 copy_object (part, tmp);
2595 tmp->x -= src->x; 2388 tmp->x -= src->x;
2596 tmp->y -= src->y; 2389 tmp->y -= src->y;
2390
2597 if (!part->head) 2391 if (!part->head)
2598 { 2392 {
2599 dst = tmp; 2393 dst = tmp;
2600 tmp->head = NULL; 2394 tmp->head = 0;
2601 } 2395 }
2602 else 2396 else
2603 {
2604 tmp->head = dst; 2397 tmp->head = dst;
2605 } 2398
2606 tmp->more = NULL; 2399 tmp->more = 0;
2400
2607 if (prev) 2401 if (prev)
2608 prev->more = tmp; 2402 prev->more = tmp;
2403
2609 prev = tmp; 2404 prev = tmp;
2610 } 2405 }
2611 2406
2612 /*** copy inventory ***/
2613 for (item = src->inv; item; item = item->below) 2407 for (item = src->inv; item; item = item->below)
2614 {
2615 (void) insert_ob_in_ob (object_create_clone (item), dst); 2408 insert_ob_in_ob (object_create_clone (item), dst);
2616 }
2617 2409
2618 return dst; 2410 return dst;
2619}
2620
2621/* return true if the object was destroyed, 0 otherwise */
2622int
2623was_destroyed (const object *op, tag_t old_tag)
2624{
2625 /* checking for FLAG_FREED isn't necessary, but makes this function more
2626 * robust */
2627 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2628}
2629
2630/* GROS - Creates an object using a string representing its content. */
2631
2632/* Basically, we save the content of the string to a temp file, then call */
2633
2634/* load_object on it. I admit it is a highly inefficient way to make things, */
2635
2636/* but it was simple to make and allows reusing the load_object function. */
2637
2638/* Remember not to use load_object_str in a time-critical situation. */
2639
2640/* Also remember that multiparts objects are not supported for now. */
2641
2642object *
2643load_object_str (const char *obstr)
2644{
2645 object *
2646 op;
2647 char
2648 filename[MAX_BUF];
2649
2650 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2651
2652 FILE *
2653 tempfile = fopen (filename, "w");
2654
2655 if (tempfile == NULL)
2656 {
2657 LOG (llevError, "Error - Unable to access load object temp file\n");
2658 return NULL;
2659 };
2660 fprintf (tempfile, obstr);
2661 fclose (tempfile);
2662
2663 op = get_object ();
2664
2665 object_thawer thawer (filename);
2666
2667 if (thawer)
2668 load_object (thawer, op, 0);
2669
2670 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2671 CLEAR_FLAG (op, FLAG_REMOVED);
2672
2673 return op;
2674} 2411}
2675 2412
2676/* This returns the first object in who's inventory that 2413/* This returns the first object in who's inventory that
2677 * has the same type and subtype match. 2414 * has the same type and subtype match.
2678 * returns NULL if no match. 2415 * returns NULL if no match.
2679 */ 2416 */
2680object * 2417object *
2681find_obj_by_type_subtype (const object *who, int type, int subtype) 2418find_obj_by_type_subtype (const object *who, int type, int subtype)
2682{ 2419{
2683 object *
2684 tmp;
2685
2686 for (tmp = who->inv; tmp; tmp = tmp->below) 2420 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2687 if (tmp->type == type && tmp->subtype == subtype) 2421 if (tmp->type == type && tmp->subtype == subtype)
2688 return tmp; 2422 return tmp;
2689 2423
2690 return NULL; 2424 return 0;
2691} 2425}
2692 2426
2693/* If ob has a field named key, return the link from the list, 2427/* If ob has a field named key, return the link from the list,
2694 * otherwise return NULL. 2428 * otherwise return NULL.
2695 * 2429 *
2697 * do the desired thing. 2431 * do the desired thing.
2698 */ 2432 */
2699key_value * 2433key_value *
2700get_ob_key_link (const object *ob, const char *key) 2434get_ob_key_link (const object *ob, const char *key)
2701{ 2435{
2702 key_value *
2703 link;
2704
2705 for (link = ob->key_values; link != NULL; link = link->next) 2436 for (key_value *link = ob->key_values; link; link = link->next)
2706 {
2707 if (link->key == key) 2437 if (link->key == key)
2708 {
2709 return link; 2438 return link;
2710 }
2711 }
2712 2439
2713 return NULL; 2440 return 0;
2714} 2441}
2715 2442
2716/* 2443/*
2717 * Returns the value of op has an extra_field for key, or NULL. 2444 * Returns the value of op has an extra_field for key, or NULL.
2718 * 2445 *
2721 * The returned string is shared. 2448 * The returned string is shared.
2722 */ 2449 */
2723const char * 2450const char *
2724get_ob_key_value (const object *op, const char *const key) 2451get_ob_key_value (const object *op, const char *const key)
2725{ 2452{
2726 key_value * 2453 key_value *link;
2727 link; 2454 shstr_cmp canonical_key (key);
2728 const char *
2729 canonical_key;
2730 2455
2731 canonical_key = shstr::find (key);
2732
2733 if (canonical_key == NULL) 2456 if (!canonical_key)
2734 { 2457 {
2735 /* 1. There being a field named key on any object 2458 /* 1. There being a field named key on any object
2736 * implies there'd be a shared string to find. 2459 * implies there'd be a shared string to find.
2737 * 2. Since there isn't, no object has this field. 2460 * 2. Since there isn't, no object has this field.
2738 * 3. Therefore, *this* object doesn't have this field. 2461 * 3. Therefore, *this* object doesn't have this field.
2739 */ 2462 */
2740 return NULL; 2463 return 0;
2741 } 2464 }
2742 2465
2743 /* This is copied from get_ob_key_link() above - 2466 /* This is copied from get_ob_key_link() above -
2744 * only 4 lines, and saves the function call overhead. 2467 * only 4 lines, and saves the function call overhead.
2745 */ 2468 */
2746 for (link = op->key_values; link != NULL; link = link->next) 2469 for (link = op->key_values; link; link = link->next)
2747 {
2748 if (link->key == canonical_key) 2470 if (link->key == canonical_key)
2749 {
2750 return link->value; 2471 return link->value;
2751 } 2472
2752 }
2753 return NULL; 2473 return 0;
2754} 2474}
2755
2756 2475
2757/* 2476/*
2758 * Updates the canonical_key in op to value. 2477 * Updates the canonical_key in op to value.
2759 * 2478 *
2760 * canonical_key is a shared string (value doesn't have to be). 2479 * canonical_key is a shared string (value doesn't have to be).
2765 * Returns TRUE on success. 2484 * Returns TRUE on success.
2766 */ 2485 */
2767int 2486int
2768set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) 2487set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2769{ 2488{
2770 key_value *
2771 field = NULL, *last = NULL; 2489 key_value *field = NULL, *last = NULL;
2772 2490
2773 for (field = op->key_values; field != NULL; field = field->next) 2491 for (field = op->key_values; field != NULL; field = field->next)
2774 { 2492 {
2775 if (field->key != canonical_key) 2493 if (field->key != canonical_key)
2776 { 2494 {
2804 /* IF we get here, key doesn't exist */ 2522 /* IF we get here, key doesn't exist */
2805 2523
2806 /* No field, we'll have to add it. */ 2524 /* No field, we'll have to add it. */
2807 2525
2808 if (!add_key) 2526 if (!add_key)
2809 {
2810 return FALSE; 2527 return FALSE;
2811 } 2528
2812 /* There isn't any good reason to store a null 2529 /* There isn't any good reason to store a null
2813 * value in the key/value list. If the archetype has 2530 * value in the key/value list. If the archetype has
2814 * this key, then we should also have it, so shouldn't 2531 * this key, then we should also have it, so shouldn't
2815 * be here. If user wants to store empty strings, 2532 * be here. If user wants to store empty strings,
2816 * should pass in "" 2533 * should pass in ""
2844 shstr key_ (key); 2561 shstr key_ (key);
2845 2562
2846 return set_ob_key_value_s (op, key_, value, add_key); 2563 return set_ob_key_value_s (op, key_, value, add_key);
2847} 2564}
2848 2565
2566object::depth_iterator::depth_iterator (object *container)
2567: iterator_base (container)
2568{
2569 while (item->inv)
2570 item = item->inv;
2571}
2572
2849void 2573void
2850object::deep_iterator::next () 2574object::depth_iterator::next ()
2851{ 2575{
2852 if (item->inv)
2853 item = item->inv;
2854 else if (item->below) 2576 if (item->below)
2577 {
2855 item = item->below; 2578 item = item->below;
2579
2580 while (item->inv)
2581 item = item->inv;
2582 }
2856 else 2583 else
2857 item = item->env->below; 2584 item = item->env;
2858} 2585}
2586
2587
2588const char *
2589object::flag_desc (char *desc, int len) const
2590{
2591 char *p = desc;
2592 bool first = true;
2593
2594 *p = 0;
2595
2596 for (int i = 0; i < NUM_FLAGS; i++)
2597 {
2598 if (len <= 10) // magic constant!
2599 {
2600 snprintf (p, len, ",...");
2601 break;
2602 }
2603
2604 if (flag [i])
2605 {
2606 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2607 len -= cnt;
2608 p += cnt;
2609 first = false;
2610 }
2611 }
2612
2613 return desc;
2614}
2615
2616// return a suitable string describing an object in enough detail to find it
2617const char *
2618object::debug_desc (char *info) const
2619{
2620 char flagdesc[512];
2621 char info2[256 * 4];
2622 char *p = info;
2623
2624 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2625 count, uuid.seq,
2626 &name,
2627 title ? "\",title:\"" : "",
2628 title ? (const char *)title : "",
2629 flag_desc (flagdesc, 512), type);
2630
2631 if (env)
2632 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2633
2634 if (map)
2635 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2636
2637 return info;
2638}
2639
2640const char *
2641object::debug_desc () const
2642{
2643 static char info[3][256 * 4];
2644 static int info_idx;
2645
2646 return debug_desc (info [++info_idx % 3]);
2647}
2648
2649struct region *
2650object::region () const
2651{
2652 return map ? map->region (x, y)
2653 : region::default_region ();
2654}
2655
2656const materialtype_t *
2657object::dominant_material () const
2658{
2659 if (materialtype_t *mat = name_to_material (materialname))
2660 return mat;
2661
2662 // omfg this is slow, this has to be temporary :)
2663 shstr unknown ("unknown");
2664
2665 return name_to_material (unknown);
2666}
2667
2668void
2669object::open_container (object *new_container)
2670{
2671 if (container == new_container)
2672 return;
2673
2674 if (object *old_container = container)
2675 {
2676 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2677 return;
2678
2679#if 0
2680 // remove the "Close old_container" object.
2681 if (object *closer = old_container->inv)
2682 if (closer->type == CLOSE_CON)
2683 closer->destroy ();
2684#endif
2685
2686 old_container->flag [FLAG_APPLIED] = 0;
2687 container = 0;
2688
2689 esrv_update_item (UPD_FLAGS, this, old_container);
2690 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2691 }
2692
2693 if (new_container)
2694 {
2695 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2696 return;
2697
2698 // TODO: this does not seem to serve any purpose anymore?
2699#if 0
2700 // insert the "Close Container" object.
2701 if (archetype *closer = new_container->other_arch)
2702 {
2703 object *closer = arch_to_object (new_container->other_arch);
2704 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2705 new_container->insert (closer);
2706 }
2707#endif
2708
2709 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2710
2711 new_container->flag [FLAG_APPLIED] = 1;
2712 container = new_container;
2713
2714 esrv_update_item (UPD_FLAGS, this, new_container);
2715 esrv_send_inventory (this, new_container);
2716 }
2717}
2718
2719

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