ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/common/object.C
(Generate patch)

Comparing deliantra/server/common/object.C (file contents):
Revision 1.42 by root, Thu Sep 14 01:19:47 2006 UTC vs.
Revision 1.144 by root, Thu May 3 10:39:46 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>
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 <loader.h> 34#include <loader.h>
35 35
36#include <bitset>
37
36int nrofallocobjects = 0; 38int nrofallocobjects = 0;
37static UUID uuid; 39static UUID uuid;
38const uint64 UUID_SKIP = 1<<19; 40const uint64 UUID_SKIP = 1<<19;
39 41
40object *objects; /* Pointer to the list of used objects */ 42objectvec objects;
41object *active_objects; /* List of active objects that need to be processed */ 43activevec actives;
42 44
43short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 45short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
44 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 46 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
45}; 47};
46short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 48short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
106 _exit (1); 108 _exit (1);
107 } 109 }
108 110
109 uuid.seq = uid; 111 uuid.seq = uid;
110 write_uuid (); 112 write_uuid ();
111 LOG (llevDebug, "read UID: %lld\n", uid); 113 LOG (llevDebug, "read UID: %" PRId64 "\n", uid);
112 fclose (fp); 114 fclose (fp);
113} 115}
114 116
115UUID 117UUID
116gen_uuid () 118gen_uuid ()
141 * objects with lists are rare, and lists stay short. If not, use a 143 * objects with lists are rare, and lists stay short. If not, use a
142 * different structure or at least keep the lists sorted... 144 * different structure or at least keep the lists sorted...
143 */ 145 */
144 146
145 /* For each field in wants, */ 147 /* For each field in wants, */
146 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) 148 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
147 { 149 {
148 key_value *has_field; 150 key_value *has_field;
149 151
150 /* Look for a field in has with the same key. */ 152 /* Look for a field in has with the same key. */
151 has_field = get_ob_key_link (has, wants_field->key); 153 has_field = get_ob_key_link (has, wants_field->key);
185 * 187 *
186 * Note that this function appears a lot longer than the macro it 188 * Note that this function appears a lot longer than the macro it
187 * replaces - this is mostly for clarity - a decent compiler should hopefully 189 * replaces - this is mostly for clarity - a decent compiler should hopefully
188 * reduce this to the same efficiency. 190 * reduce this to the same efficiency.
189 * 191 *
190 * Check nrof variable *before* calling CAN_MERGE() 192 * Check nrof variable *before* calling can_merge()
191 * 193 *
192 * Improvements made with merge: Better checking on potion, and also 194 * Improvements made with merge: Better checking on potion, and also
193 * check weight 195 * check weight
194 */ 196 */
195
196bool object::can_merge (object *ob1, object *ob2) 197bool object::can_merge_slow (object *ob1, object *ob2)
197{ 198{
198 /* A couple quicksanity checks */ 199 /* A couple quicksanity checks */
199 if ((ob1 == ob2) || (ob1->type != ob2->type)) 200 if (ob1 == ob2
201 || ob1->type != ob2->type
202 || ob1->speed != ob2->speed
203 || ob1->value != ob2->value
204 || ob1->name != ob2->name)
200 return 0; 205 return 0;
201 206
202 if (ob1->speed != ob2->speed) 207 //TODO: this ain't working well, use nicer and correct overflow check
203 return 0;
204
205 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 208 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
206 * value could not be stored in a sint32 (which unfortunately sometimes is 209 * value could not be stored in a sint32 (which unfortunately sometimes is
207 * used to store nrof). 210 * used to store nrof).
208 */ 211 */
209 if (ob1->nrof + ob2->nrof >= 1UL << 31) 212 if (ob1->nrof + ob2->nrof >= 1UL << 31)
219 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 222 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
220 223
221 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 224 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
222 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 225 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
223 226
224 227 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
225 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something 228 || ob1->arch != ob2->arch
226 * being locked in inventory should prevent merging.
227 * 0x4 in flags3 is CLIENT_SENT
228 */
229 if ((ob1->arch != ob2->arch) ||
230 (ob1->flags[0] != ob2->flags[0]) ||
231 (ob1->flags[1] != ob2->flags[1]) ||
232 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
233 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
234 (ob1->name != ob2->name) || 229 || ob1->name != ob2->name
235 (ob1->title != ob2->title) || 230 || ob1->title != ob2->title
236 (ob1->msg != ob2->msg) || 231 || ob1->msg != ob2->msg
237 (ob1->weight != ob2->weight) || 232 || ob1->weight != ob2->weight
238 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) || 233 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
239 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) || 234 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
240 (ob1->attacktype != ob2->attacktype) || 235 || ob1->attacktype != ob2->attacktype
241 (ob1->magic != ob2->magic) || 236 || ob1->magic != ob2->magic
242 (ob1->slaying != ob2->slaying) || 237 || ob1->slaying != ob2->slaying
243 (ob1->skill != ob2->skill) || 238 || ob1->skill != ob2->skill
244 (ob1->value != ob2->value) || 239 || ob1->value != ob2->value
245 (ob1->animation_id != ob2->animation_id) || 240 || ob1->animation_id != ob2->animation_id
246 (ob1->client_type != ob2->client_type) || 241 || ob1->client_type != ob2->client_type
247 (ob1->materialname != ob2->materialname) || 242 || ob1->materialname != ob2->materialname
248 (ob1->lore != ob2->lore) || 243 || ob1->lore != ob2->lore
249 (ob1->subtype != ob2->subtype) || 244 || ob1->subtype != ob2->subtype
250 (ob1->move_type != ob2->move_type) || 245 || ob1->move_type != ob2->move_type
251 (ob1->move_block != ob2->move_block) || 246 || ob1->move_block != ob2->move_block
252 (ob1->move_allow != ob2->move_allow) || 247 || ob1->move_allow != ob2->move_allow
253 (ob1->move_on != ob2->move_on) || 248 || ob1->move_on != ob2->move_on
254 (ob1->move_off != ob2->move_off) || (ob1->move_slow != ob2->move_slow) || (ob1->move_slow_penalty != ob2->move_slow_penalty)) 249 || ob1->move_off != ob2->move_off
250 || ob1->move_slow != ob2->move_slow
251 || ob1->move_slow_penalty != ob2->move_slow_penalty)
255 return 0; 252 return 0;
256 253
257 /* This is really a spellbook check - really, we should 254 /* This is really a spellbook check - really, we should
258 * check all objects in the inventory. 255 * check all objects in the inventory.
259 */ 256 */
262 /* if one object has inventory but the other doesn't, not equiv */ 259 /* if one object has inventory but the other doesn't, not equiv */
263 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 260 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
264 return 0; 261 return 0;
265 262
266 /* Now check to see if the two inventory objects could merge */ 263 /* Now check to see if the two inventory objects could merge */
267 if (!CAN_MERGE (ob1->inv, ob2->inv)) 264 if (!object::can_merge (ob1->inv, ob2->inv))
268 return 0; 265 return 0;
269 266
270 /* inventory ok - still need to check rest of this object to see 267 /* inventory ok - still need to check rest of this object to see
271 * if it is valid. 268 * if it is valid.
272 */ 269 */
281 278
282 /* Note sure why the following is the case - either the object has to 279 /* Note sure why the following is the case - either the object has to
283 * be animated or have a very low speed. Is this an attempted monster 280 * be animated or have a very low speed. Is this an attempted monster
284 * check? 281 * check?
285 */ 282 */
286 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 283 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
287 return 0; 284 return 0;
288 285
289 switch (ob1->type) 286 switch (ob1->type)
290 { 287 {
291 case SCROLL: 288 case SCROLL:
327sum_weight (object *op) 324sum_weight (object *op)
328{ 325{
329 long sum; 326 long sum;
330 object *inv; 327 object *inv;
331 328
332 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 329 for (sum = 0, inv = op->inv; inv; inv = inv->below)
333 { 330 {
334 if (inv->inv) 331 if (inv->inv)
335 sum_weight (inv); 332 sum_weight (inv);
333
336 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 334 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
337 } 335 }
338 336
339 if (op->type == CONTAINER && op->stats.Str) 337 if (op->type == CONTAINER && op->stats.Str)
340 sum = (sum * (100 - op->stats.Str)) / 100; 338 sum = (sum * (100 - op->stats.Str)) / 100;
356 op = op->env; 354 op = op->env;
357 return op; 355 return op;
358} 356}
359 357
360/* 358/*
361 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
362 * a better check. We basically keeping traversing up until we can't
363 * or find a player.
364 */
365
366object *
367is_player_inv (object *op)
368{
369 for (; op != NULL && op->type != PLAYER; op = op->env)
370 if (op->env == op)
371 op->env = NULL;
372 return op;
373}
374
375/*
376 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 359 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
377 * Some error messages. 360 * Some error messages.
378 * The result of the dump is stored in the static global errmsg array. 361 * The result of the dump is stored in the static global errmsg array.
379 */ 362 */
380 363char *
381void
382dump_object2 (object *op)
383{
384 errmsg[0] = 0;
385 return;
386 //TODO//D#d#
387#if 0
388 char *cp;
389
390/* object *tmp;*/
391
392 if (op->arch != NULL)
393 {
394 strcat (errmsg, "arch ");
395 strcat (errmsg, op->arch->name ? op->arch->name : "(null)");
396 strcat (errmsg, "\n");
397 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
398 strcat (errmsg, cp);
399# if 0
400 /* Don't dump player diffs - they are too long, mostly meaningless, and
401 * will overflow the buffer.
402 * Changed so that we don't dump inventory either. This may
403 * also overflow the buffer.
404 */
405 if (op->type != PLAYER && (cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
406 strcat (errmsg, cp);
407 for (tmp = op->inv; tmp; tmp = tmp->below)
408 dump_object2 (tmp);
409# endif
410 strcat (errmsg, "end\n");
411 }
412 else
413 {
414 strcat (errmsg, "Object ");
415 if (op->name == NULL)
416 strcat (errmsg, "(null)");
417 else
418 strcat (errmsg, op->name);
419 strcat (errmsg, "\n");
420# if 0
421 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
422 strcat (errmsg, cp);
423 for (tmp = op->inv; tmp; tmp = tmp->below)
424 dump_object2 (tmp);
425# endif
426 strcat (errmsg, "end\n");
427 }
428#endif
429}
430
431/*
432 * Dumps an object. Returns output in the static global errmsg array.
433 */
434
435void
436dump_object (object *op) 364dump_object (object *op)
437{ 365{
438 if (op == NULL) 366 if (!op)
439 { 367 return strdup ("[NULLOBJ]");
440 strcpy (errmsg, "[NULL pointer]");
441 return;
442 }
443 errmsg[0] = '\0';
444 dump_object2 (op);
445}
446 368
447void 369 object_freezer freezer;
448dump_all_objects (void) 370 op->write (freezer);
449{ 371 return freezer.as_string ();
450 object *op;
451
452 for (op = objects; op != NULL; op = op->next)
453 {
454 dump_object (op);
455 fprintf (logfile, "Object %d\n:%s\n", op->count, errmsg);
456 }
457} 372}
458 373
459/* 374/*
460 * get_nearest_part(multi-object, object 2) returns the part of the 375 * get_nearest_part(multi-object, object 2) returns the part of the
461 * multi-object 1 which is closest to the second object. 376 * multi-object 1 which is closest to the second object.
477} 392}
478 393
479/* 394/*
480 * Returns the object which has the count-variable equal to the argument. 395 * Returns the object which has the count-variable equal to the argument.
481 */ 396 */
482
483object * 397object *
484find_object (tag_t i) 398find_object (tag_t i)
485{ 399{
486 object *op; 400 for_all_objects (op)
487
488 for (op = objects; op != NULL; op = op->next)
489 if (op->count == i) 401 if (op->count == i)
490 break;
491 return op; 402 return op;
403
404 return 0;
492} 405}
493 406
494/* 407/*
495 * Returns the first object which has a name equal to the argument. 408 * Returns the first object which has a name equal to the argument.
496 * Used only by the patch command, but not all that useful. 409 * Used only by the patch command, but not all that useful.
497 * Enables features like "patch <name-of-other-player> food 999" 410 * Enables features like "patch <name-of-other-player> food 999"
498 */ 411 */
499
500object * 412object *
501find_object_name (const char *str) 413find_object_name (const char *str)
502{ 414{
503 shstr_cmp str_ (str); 415 shstr_cmp str_ (str);
504 object *op; 416 object *op;
505 417
506 for (op = objects; op != NULL; op = op->next) 418 for_all_objects (op)
507 if (op->name == str_) 419 if (op->name == str_)
508 break; 420 break;
509 421
510 return op; 422 return op;
511} 423}
512 424
513void 425void
514free_all_object_data () 426free_all_object_data ()
515{ 427{
516 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects); 428 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
517}
518
519/*
520 * Returns the object which this object marks as being the owner.
521 * A id-scheme is used to avoid pointing to objects which have been
522 * freed and are now reused. If this is detected, the owner is
523 * set to NULL, and NULL is returned.
524 * Changed 2004-02-12 - if the player is setting at the play again
525 * prompt, he is removed, and we don't want to treat him as an owner of
526 * anything, so check removed flag. I don't expect that this should break
527 * anything - once an object is removed, it is basically dead anyways.
528 */
529object *
530object::get_owner ()
531{
532 if (!owner
533 || QUERY_FLAG (owner, FLAG_FREED)
534 || QUERY_FLAG (owner, FLAG_REMOVED))
535 owner = 0;
536
537 return owner;
538} 429}
539 430
540/* 431/*
541 * Sets the owner and sets the skill and exp pointers to owner's current 432 * Sets the owner and sets the skill and exp pointers to owner's current
542 * skill and experience objects. 433 * skill and experience objects.
558 owner = owner->owner; 449 owner = owner->owner;
559 450
560 this->owner = owner; 451 this->owner = owner;
561} 452}
562 453
454void
455object::set_weapon (object *ob)
456{
457 if (current_weapon == ob)
458 return;
459
460 current_weapon = ob;
461 new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
462 update_stats ();
463}
464
563/* Zero the key_values on op, decrementing the shared-string 465/* Zero the key_values on op, decrementing the shared-string
564 * refcounts and freeing the links. 466 * refcounts and freeing the links.
565 */ 467 */
566static void 468static void
567free_key_values (object *op) 469free_key_values (object *op)
568{ 470{
569 for (key_value *i = op->key_values; i != 0;) 471 for (key_value *i = op->key_values; i; )
570 { 472 {
571 key_value *next = i->next; 473 key_value *next = i->next;
572 delete i; 474 delete i;
573 475
574 i = next; 476 i = next;
575 } 477 }
576 478
577 op->key_values = 0; 479 op->key_values = 0;
578} 480}
579 481
580void object::clear () 482object &
483object::operator =(const object &src)
581{ 484{
582 attachable_base::clear (); 485 bool is_freed = flag [FLAG_FREED];
486 bool is_removed = flag [FLAG_REMOVED];
583 487
584 free_key_values (this); 488 *(object_copy *)this = src;
585 489
586 owner = 0; 490 flag [FLAG_FREED] = is_freed;
587 name = 0; 491 flag [FLAG_REMOVED] = is_removed;
588 name_pl = 0;
589 title = 0;
590 race = 0;
591 slaying = 0;
592 skill = 0;
593 msg = 0;
594 lore = 0;
595 custom_name = 0;
596 materialname = 0;
597 contr = 0;
598 below = 0;
599 above = 0;
600 inv = 0;
601 container = 0;
602 env = 0;
603 more = 0;
604 head = 0;
605 map = 0;
606 active_next = 0;
607 active_prev = 0;
608
609 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
610
611 SET_FLAG (this, FLAG_REMOVED);
612
613 /* What is not cleared is next, prev, and count */
614
615 expmul = 1.0;
616 face = blank_face;
617 attacked_by_count = -1;
618
619 if (settings.casting_time)
620 casting_time = -1;
621}
622
623void object::clone (object *destination)
624{
625 *(object_copy *)destination = *this;
626 *(object_pod *)destination = *this;
627
628 if (self || cb)
629 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
630}
631
632/*
633 * copy object first frees everything allocated by the second object,
634 * and then copies the contends of the first object into the second
635 * object, allocating what needs to be allocated. Basically, any
636 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
637 * if the first object is freed, the pointers in the new object
638 * will point at garbage.
639 */
640void
641copy_object (object *op2, object *op)
642{
643 bool is_freed = QUERY_FLAG (op, FLAG_FREED);
644 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED);
645
646 op2->clone (op);
647
648 if (is_freed)
649 SET_FLAG (op, FLAG_FREED);
650 if (is_removed)
651 SET_FLAG (op, FLAG_REMOVED);
652
653 if (op2->speed < 0)
654 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0;
655 492
656 /* Copy over key_values, if any. */ 493 /* Copy over key_values, if any. */
657 if (op2->key_values) 494 if (src.key_values)
658 { 495 {
659 key_value *tail = 0; 496 key_value *tail = 0;
660 key_value *i;
661
662 op->key_values = 0; 497 key_values = 0;
663 498
664 for (i = op2->key_values; i; i = i->next) 499 for (key_value *i = src.key_values; i; i = i->next)
665 { 500 {
666 key_value *new_link = new key_value; 501 key_value *new_link = new key_value;
667 502
668 new_link->next = 0; 503 new_link->next = 0;
669 new_link->key = i->key; 504 new_link->key = i->key;
670 new_link->value = i->value; 505 new_link->value = i->value;
671 506
672 /* Try and be clever here, too. */ 507 /* Try and be clever here, too. */
673 if (!op->key_values) 508 if (!key_values)
674 { 509 {
675 op->key_values = new_link; 510 key_values = new_link;
676 tail = new_link; 511 tail = new_link;
677 } 512 }
678 else 513 else
679 { 514 {
680 tail->next = new_link; 515 tail->next = new_link;
681 tail = new_link; 516 tail = new_link;
682 } 517 }
683 } 518 }
684 } 519 }
520}
685 521
686 update_ob_speed (op); 522/*
523 * copy_to first frees everything allocated by the dst object,
524 * and then copies the contents of itself into the second
525 * object, allocating what needs to be allocated. Basically, any
526 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
527 * if the first object is freed, the pointers in the new object
528 * will point at garbage.
529 */
530void
531object::copy_to (object *dst)
532{
533 *dst = *this;
534
535 if (speed < 0)
536 dst->speed_left = speed_left - rndm ();
537
538 dst->set_speed (dst->speed);
539}
540
541void
542object::instantiate ()
543{
544 if (!uuid.seq) // HACK
545 uuid = gen_uuid ();
546
547 speed_left = -0.1f;
548 /* copy the body_info to the body_used - this is only really
549 * need for monsters, but doesn't hurt to do it for everything.
550 * by doing so, when a monster is created, it has good starting
551 * values for the body_used info, so when items are created
552 * for it, they can be properly equipped.
553 */
554 memcpy (body_used, body_info, sizeof (body_used));
555
556 attachable::instantiate ();
557}
558
559object *
560object::clone ()
561{
562 object *neu = create ();
563 copy_to (neu);
564 return neu;
687} 565}
688 566
689/* 567/*
690 * If an object with the IS_TURNABLE() flag needs to be turned due 568 * If an object with the IS_TURNABLE() flag needs to be turned due
691 * to the closest player being on the other side, this function can 569 * to the closest player being on the other side, this function can
692 * be called to update the face variable, _and_ how it looks on the map. 570 * be called to update the face variable, _and_ how it looks on the map.
693 */ 571 */
694
695void 572void
696update_turn_face (object *op) 573update_turn_face (object *op)
697{ 574{
698 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 575 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
699 return; 576 return;
577
700 SET_ANIMATION (op, op->direction); 578 SET_ANIMATION (op, op->direction);
701 update_object (op, UP_OBJ_FACE); 579 update_object (op, UP_OBJ_FACE);
702} 580}
703 581
704/* 582/*
705 * Updates the speed of an object. If the speed changes from 0 to another 583 * Updates the speed of an object. If the speed changes from 0 to another
706 * value, or vice versa, then add/remove the object from the active list. 584 * value, or vice versa, then add/remove the object from the active list.
707 * This function needs to be called whenever the speed of an object changes. 585 * This function needs to be called whenever the speed of an object changes.
708 */ 586 */
709void 587void
710update_ob_speed (object *op) 588object::set_speed (float speed)
711{ 589{
712 extern int arch_init; 590 if (flag [FLAG_FREED] && speed)
713
714 /* No reason putting the archetypes objects on the speed list,
715 * since they never really need to be updated.
716 */
717
718 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
719 { 591 {
720 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 592 LOG (llevError, "Object %s is freed but has speed.\n", &name);
721#ifdef MANY_CORES
722 abort ();
723#else
724 op->speed = 0; 593 speed = 0;
725#endif
726 }
727
728 if (arch_init)
729 return;
730
731 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
732 { 594 }
733 /* If already on active list, don't do anything */
734 if (op->active_next || op->active_prev || op == active_objects)
735 return;
736 595
737 /* process_events() expects us to insert the object at the beginning 596 this->speed = speed;
738 * of the list. */
739 op->active_next = active_objects;
740 597
741 if (op->active_next != NULL) 598 if (has_active_speed ())
742 op->active_next->active_prev = op; 599 activate ();
743
744 active_objects = op;
745 }
746 else 600 else
747 { 601 deactivate ();
748 /* If not on the active list, nothing needs to be done */
749 if (!op->active_next && !op->active_prev && op != active_objects)
750 return;
751
752 if (op->active_prev == NULL)
753 {
754 active_objects = op->active_next;
755
756 if (op->active_next != NULL)
757 op->active_next->active_prev = NULL;
758 }
759 else
760 {
761 op->active_prev->active_next = op->active_next;
762
763 if (op->active_next)
764 op->active_next->active_prev = op->active_prev;
765 }
766
767 op->active_next = NULL;
768 op->active_prev = NULL;
769 }
770} 602}
771 603
772/* This function removes object 'op' from the list of active
773 * objects.
774 * This should only be used for style maps or other such
775 * reference maps where you don't want an object that isn't
776 * in play chewing up cpu time getting processed.
777 * The reverse of this is to call update_ob_speed, which
778 * will do the right thing based on the speed of the object.
779 */
780void
781remove_from_active_list (object *op)
782{
783 /* If not on the active list, nothing needs to be done */
784 if (!op->active_next && !op->active_prev && op != active_objects)
785 return;
786
787 if (op->active_prev == NULL)
788 {
789 active_objects = op->active_next;
790 if (op->active_next != NULL)
791 op->active_next->active_prev = NULL;
792 }
793 else
794 {
795 op->active_prev->active_next = op->active_next;
796 if (op->active_next)
797 op->active_next->active_prev = op->active_prev;
798 }
799 op->active_next = NULL;
800 op->active_prev = NULL;
801}
802
803/* 604/*
804 * update_object() updates the array which represents the map. 605 * update_object() updates the the map.
805 * It takes into account invisible objects (and represent squares covered 606 * It takes into account invisible objects (and represent squares covered
806 * by invisible objects by whatever is below them (unless it's another 607 * by invisible objects by whatever is below them (unless it's another
807 * invisible object, etc...) 608 * invisible object, etc...)
808 * If the object being updated is beneath a player, the look-window 609 * If the object being updated is beneath a player, the look-window
809 * of that player is updated (this might be a suboptimal way of 610 * of that player is updated (this might be a suboptimal way of
810 * updating that window, though, since update_object() is called _often_) 611 * updating that window, though, since update_object() is called _often_)
811 * 612 *
812 * action is a hint of what the caller believes need to be done. 613 * action is a hint of what the caller believes need to be done.
813 * For example, if the only thing that has changed is the face (due to
814 * an animation), we don't need to call update_position until that actually
815 * comes into view of a player. OTOH, many other things, like addition/removal
816 * of walls or living creatures may need us to update the flags now.
817 * current action are: 614 * current action are:
818 * UP_OBJ_INSERT: op was inserted 615 * UP_OBJ_INSERT: op was inserted
819 * UP_OBJ_REMOVE: op was removed 616 * UP_OBJ_REMOVE: op was removed
820 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 617 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
821 * as that is easier than trying to look at what may have changed. 618 * as that is easier than trying to look at what may have changed.
822 * UP_OBJ_FACE: only the objects face has changed. 619 * UP_OBJ_FACE: only the objects face has changed.
823 */ 620 */
824
825void 621void
826update_object (object *op, int action) 622update_object (object *op, int action)
827{ 623{
828 int update_now = 0, flags;
829 MoveType move_on, move_off, move_block, move_slow;
830
831 if (op == NULL) 624 if (op == NULL)
832 { 625 {
833 /* this should never happen */ 626 /* this should never happen */
834 LOG (llevDebug, "update_object() called for NULL object.\n"); 627 LOG (llevDebug, "update_object() called for NULL object.\n");
835 return; 628 return;
836 } 629 }
837 630
838 if (op->env != NULL) 631 if (op->env)
839 { 632 {
840 /* Animation is currently handled by client, so nothing 633 /* Animation is currently handled by client, so nothing
841 * to do in this case. 634 * to do in this case.
842 */ 635 */
843 return; 636 return;
848 */ 641 */
849 if (!op->map || op->map->in_memory == MAP_SAVING) 642 if (!op->map || op->map->in_memory == MAP_SAVING)
850 return; 643 return;
851 644
852 /* make sure the object is within map boundaries */ 645 /* make sure the object is within map boundaries */
853 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map)) 646 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
854 { 647 {
855 LOG (llevError, "update_object() called for object out of map!\n"); 648 LOG (llevError, "update_object() called for object out of map!\n");
856#ifdef MANY_CORES 649#ifdef MANY_CORES
857 abort (); 650 abort ();
858#endif 651#endif
859 return; 652 return;
860 } 653 }
861 654
862 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 655 mapspace &m = op->ms ();
863 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
864 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
865 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
866 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
867 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
868 656
657 if (!(m.flags_ & P_UPTODATE))
658 /* nop */;
869 if (action == UP_OBJ_INSERT) 659 else if (action == UP_OBJ_INSERT)
870 { 660 {
661 // this is likely overkill, TODO: revisit (schmorp)
871 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 662 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
872 update_now = 1;
873
874 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 663 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
875 update_now = 1; 664 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
876 665 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
666 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
877 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 667 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
878 update_now = 1;
879
880 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
881 update_now = 1;
882
883 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
884 update_now = 1;
885
886 if ((move_on | op->move_on) != move_on) 668 || (m.move_on | op->move_on ) != m.move_on
887 update_now = 1;
888
889 if ((move_off | op->move_off) != move_off) 669 || (m.move_off | op->move_off ) != m.move_off
890 update_now = 1; 670 || (m.move_slow | op->move_slow) != m.move_slow
891
892 /* This isn't perfect, but I don't expect a lot of objects to 671 /* This isn't perfect, but I don't expect a lot of objects to
893 * to have move_allow right now. 672 * to have move_allow right now.
894 */ 673 */
895 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 674 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
896 update_now = 1; 675 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
897 676 m.flags_ = 0;
898 if ((move_slow | op->move_slow) != move_slow)
899 update_now = 1;
900 } 677 }
901 /* if the object is being removed, we can't make intelligent 678 /* if the object is being removed, we can't make intelligent
902 * decisions, because remove_ob can't really pass the object 679 * decisions, because remove_ob can't really pass the object
903 * that is being removed. 680 * that is being removed.
904 */ 681 */
905 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 682 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
906 update_now = 1; 683 m.flags_ = 0;
907 else if (action == UP_OBJ_FACE) 684 else if (action == UP_OBJ_FACE)
908 /* Nothing to do for that case */ ; 685 /* Nothing to do for that case */ ;
909 else 686 else
910 LOG (llevError, "update_object called with invalid action: %d\n", action); 687 LOG (llevError, "update_object called with invalid action: %d\n", action);
911 688
912 if (update_now)
913 {
914 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
915 update_position (op->map, op->x, op->y);
916 }
917
918 if (op->more != NULL) 689 if (op->more)
919 update_object (op->more, action); 690 update_object (op->more, action);
920}
921
922static unordered_vector<object *> mortals;
923
924void object::free_mortals ()
925{
926 for (unordered_vector<object *>::iterator i = mortals.begin (); i != mortals.end ();)
927 if ((*i)->refcnt)
928 ++i; // further delay freeing
929 else
930 {
931 delete *i;
932 mortals.erase (i);
933 }
934
935 static int lastmortals = 0;//D
936
937 if (mortals.size() != lastmortals)//D
938 {
939 lastmortals = mortals.size ();//D
940 LOG (llevDebug, "%d objects in mortal queue\n", lastmortals);//D
941 }
942} 691}
943 692
944object::object () 693object::object ()
945{ 694{
946 SET_FLAG (this, FLAG_REMOVED); 695 SET_FLAG (this, FLAG_REMOVED);
947 696
948 expmul = 1.0; 697 expmul = 1.0;
949 face = blank_face; 698 face = blank_face;
950 attacked_by_count = -1;
951} 699}
952 700
953object::~object () 701object::~object ()
954{ 702{
703 unlink ();
704
955 free_key_values (this); 705 free_key_values (this);
956} 706}
957 707
708static int object_count;
709
958void object::link () 710void object::link ()
959{ 711{
960 count = ++ob_count; 712 assert (!index);//D
961 uuid = gen_uuid (); 713 uuid = gen_uuid ();
714 count = ++object_count;
962 715
963 prev = 0; 716 refcnt_inc ();
964 next = objects; 717 objects.insert (this);
965
966 if (objects)
967 objects->prev = this;
968
969 objects = this;
970} 718}
971 719
972void object::unlink () 720void object::unlink ()
973{ 721{
974 //count = 0;//D 722 if (!index)
975 if (!prev && !next) return;//D 723 return;
976 724
977 if (this == objects) 725 objects.erase (this);
978 objects = next; 726 refcnt_dec ();
727}
979 728
980 /* Remove this object from the list of used objects */ 729void
981 if (prev) prev->next = next; 730object::activate ()
982 if (next) next->prev = prev; 731{
732 /* If already on active list, don't do anything */
733 if (active)
734 return;
983 735
984 prev = 0; 736 if (has_active_speed ())
985 next = 0; 737 actives.insert (this);
738}
739
740void
741object::activate_recursive ()
742{
743 activate ();
744
745 for (object *op = inv; op; op = op->below)
746 op->activate_recursive ();
747}
748
749/* This function removes object 'op' from the list of active
750 * objects.
751 * This should only be used for style maps or other such
752 * reference maps where you don't want an object that isn't
753 * in play chewing up cpu time getting processed.
754 * The reverse of this is to call update_ob_speed, which
755 * will do the right thing based on the speed of the object.
756 */
757void
758object::deactivate ()
759{
760 /* If not on the active list, nothing needs to be done */
761 if (!active)
762 return;
763
764 actives.erase (this);
765}
766
767void
768object::deactivate_recursive ()
769{
770 for (object *op = inv; op; op = op->below)
771 op->deactivate_recursive ();
772
773 deactivate ();
774}
775
776void
777object::set_flag_inv (int flag, int value)
778{
779 for (object *op = inv; op; op = op->below)
780 {
781 op->flag [flag] = value;
782 op->set_flag_inv (flag, value);
783 }
784}
785
786/*
787 * Remove and free all objects in the inventory of the given object.
788 * object.c ?
789 */
790void
791object::destroy_inv (bool drop_to_ground)
792{
793 // need to check first, because the checks below might segfault
794 // as we might be on an invalid mapspace and crossfire code
795 // is too buggy to ensure that the inventory is empty.
796 // corollary: if you create arrows etc. with stuff in tis inventory,
797 // cf will crash below with off-map x and y
798 if (!inv)
799 return;
800
801 /* Only if the space blocks everything do we not process -
802 * if some form of movement is allowed, let objects
803 * drop on that space.
804 */
805 if (!drop_to_ground
806 || !map
807 || map->in_memory != MAP_IN_MEMORY
808 || map->nodrop
809 || ms ().move_block == MOVE_ALL)
810 {
811 while (inv)
812 {
813 inv->destroy_inv (drop_to_ground);
814 inv->destroy ();
815 }
816 }
817 else
818 { /* Put objects in inventory onto this space */
819 while (inv)
820 {
821 object *op = inv;
822
823 if (op->flag [FLAG_STARTEQUIP]
824 || op->flag [FLAG_NO_DROP]
825 || op->type == RUNE
826 || op->type == TRAP
827 || op->flag [FLAG_IS_A_TEMPLATE]
828 || op->flag [FLAG_DESTROY_ON_DEATH])
829 op->destroy ();
830 else
831 map->insert (op, x, y);
832 }
833 }
986} 834}
987 835
988object *object::create () 836object *object::create ()
989{ 837{
990 object *op = new object; 838 object *op = new object;
991 op->link (); 839 op->link ();
992 return op; 840 return op;
993} 841}
994 842
995/* 843void
996 * free_object() frees everything allocated by an object, removes 844object::do_destroy ()
997 * it from the list of used objects, and puts it on the list of
998 * free objects. The IS_FREED() flag is set in the object.
999 * The object must have been removed by remove_ob() first for
1000 * this function to succeed.
1001 *
1002 * If free_inventory is set, free inventory as well. Else drop items in
1003 * inventory to the ground.
1004 */
1005void object::free (bool free_inventory)
1006{ 845{
1007 if (QUERY_FLAG (this, FLAG_FREED)) 846 attachable::do_destroy ();
847
848 if (flag [FLAG_IS_LINKED])
849 remove_button_link (this);
850
851 if (flag [FLAG_FRIENDLY])
852 remove_friendly_object (this);
853
854 if (!flag [FLAG_REMOVED])
855 remove ();
856
857 destroy_inv (true);
858
859 deactivate ();
860 unlink ();
861
862 flag [FLAG_FREED] = 1;
863
864 // hack to ensure that freed objects still have a valid map
865 {
866 static maptile *freed_map; // freed objects are moved here to avoid crashes
867
868 if (!freed_map)
869 {
870 freed_map = new maptile;
871
872 freed_map->name = "/internal/freed_objects_map";
873 freed_map->width = 3;
874 freed_map->height = 3;
875
876 freed_map->alloc ();
877 freed_map->in_memory = MAP_IN_MEMORY;
878 }
879
880 map = freed_map;
881 x = 1;
882 y = 1;
883 }
884
885 head = 0;
886
887 if (more)
888 {
889 more->destroy ();
890 more = 0;
891 }
892
893 // clear those pointers that likely might have circular references to us
894 owner = 0;
895 enemy = 0;
896 attacked_by = 0;
897}
898
899void
900object::destroy (bool destroy_inventory)
901{
902 if (destroyed ())
1008 return; 903 return;
1009 904
1010 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 905 if (destroy_inventory)
1011 remove_friendly_object (this); 906 destroy_inv (false);
1012 907
1013 if (!QUERY_FLAG (this, FLAG_REMOVED)) 908 attachable::destroy ();
1014 remove_ob (this);
1015
1016 SET_FLAG (this, FLAG_FREED);
1017
1018 if (more)
1019 {
1020 more->free (free_inventory);
1021 more = 0;
1022 }
1023
1024 if (inv)
1025 {
1026 /* Only if the space blocks everything do we not process -
1027 * if some form of movement is allowed, let objects
1028 * drop on that space.
1029 */
1030 if (free_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
1031 {
1032 object *op = inv;
1033
1034 while (op)
1035 {
1036 object *tmp = op->below;
1037 op->free (free_inventory);
1038 op = tmp;
1039 }
1040 }
1041 else
1042 { /* Put objects in inventory onto this space */
1043 object *op = inv;
1044
1045 while (op)
1046 {
1047 object *tmp = op->below;
1048
1049 remove_ob (op);
1050
1051 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
1052 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
1053 free_object (op);
1054 else
1055 {
1056 op->x = x;
1057 op->y = y;
1058 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
1059 }
1060
1061 op = tmp;
1062 }
1063 }
1064 }
1065
1066 owner = 0;
1067
1068 /* Remove object from the active list */
1069 speed = 0;
1070 update_ob_speed (this);
1071
1072 unlink ();
1073
1074 mortals.push_back (this);
1075} 909}
1076 910
1077/* 911/*
1078 * sub_weight() recursively (outwards) subtracts a number from the 912 * sub_weight() recursively (outwards) subtracts a number from the
1079 * weight of an object (and what is carried by it's environment(s)). 913 * weight of an object (and what is carried by it's environment(s)).
1080 */ 914 */
1081
1082void 915void
1083sub_weight (object *op, signed long weight) 916sub_weight (object *op, signed long weight)
1084{ 917{
1085 while (op != NULL) 918 while (op != NULL)
1086 { 919 {
1087 if (op->type == CONTAINER) 920 if (op->type == CONTAINER)
1088 {
1089 weight = (signed long) (weight * (100 - op->stats.Str) / 100); 921 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1090 } 922
1091 op->carrying -= weight; 923 op->carrying -= weight;
1092 op = op->env; 924 op = op->env;
1093 } 925 }
1094} 926}
1095 927
1096/* remove_ob(op): 928/* op->remove ():
1097 * This function removes the object op from the linked list of objects 929 * This function removes the object op from the linked list of objects
1098 * which it is currently tied to. When this function is done, the 930 * which it is currently tied to. When this function is done, the
1099 * object will have no environment. If the object previously had an 931 * object will have no environment. If the object previously had an
1100 * environment, the x and y coordinates will be updated to 932 * environment, the x and y coordinates will be updated to
1101 * the previous environment. 933 * the previous environment.
1102 * Beware: This function is called from the editor as well!
1103 */ 934 */
1104
1105void 935void
1106remove_ob (object *op) 936object::do_remove ()
1107{ 937{
938 object *tmp, *last = 0;
1108 object * 939 object *otmp;
1109 tmp, *
1110 last = NULL;
1111 object *
1112 otmp;
1113 940
1114 tag_t
1115 tag;
1116 int
1117 check_walk_off;
1118 mapstruct *
1119 m;
1120
1121 sint16
1122 x,
1123 y;
1124
1125 if (QUERY_FLAG (op, FLAG_REMOVED)) 941 if (QUERY_FLAG (this, FLAG_REMOVED))
1126 return; 942 return;
1127 943
1128 SET_FLAG (op, FLAG_REMOVED); 944 SET_FLAG (this, FLAG_REMOVED);
945 INVOKE_OBJECT (REMOVE, this);
1129 946
1130 if (op->more != NULL) 947 if (more)
1131 remove_ob (op->more); 948 more->remove ();
1132 949
1133 /* 950 /*
1134 * In this case, the object to be removed is in someones 951 * In this case, the object to be removed is in someones
1135 * inventory. 952 * inventory.
1136 */ 953 */
1137 if (op->env != NULL) 954 if (env)
1138 { 955 {
1139 if (op->nrof) 956 if (nrof)
1140 sub_weight (op->env, op->weight * op->nrof); 957 sub_weight (env, weight * nrof);
1141 else 958 else
1142 sub_weight (op->env, op->weight + op->carrying); 959 sub_weight (env, weight + carrying);
1143 960
1144 /* NO_FIX_PLAYER is set when a great many changes are being 961 /* NO_FIX_PLAYER is set when a great many changes are being
1145 * made to players inventory. If set, avoiding the call 962 * made to players inventory. If set, avoiding the call
1146 * to save cpu time. 963 * to save cpu time.
1147 */ 964 */
1148 if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 965 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1149 fix_player (otmp); 966 otmp->update_stats ();
1150 967
1151 if (op->above != NULL) 968 if (above)
1152 op->above->below = op->below; 969 above->below = below;
1153 else 970 else
1154 op->env->inv = op->below; 971 env->inv = below;
1155 972
1156 if (op->below != NULL) 973 if (below)
1157 op->below->above = op->above; 974 below->above = above;
1158 975
1159 /* we set up values so that it could be inserted into 976 /* we set up values so that it could be inserted into
1160 * the map, but we don't actually do that - it is up 977 * the map, but we don't actually do that - it is up
1161 * to the caller to decide what we want to do. 978 * to the caller to decide what we want to do.
1162 */ 979 */
1163 op->x = op->env->x, op->y = op->env->y; 980 x = env->x, y = env->y;
1164 op->map = op->env->map; 981 map = env->map;
1165 op->above = NULL, op->below = NULL; 982 above = 0, below = 0;
1166 op->env = NULL; 983 env = 0;
1167 } 984 }
1168 else if (op->map) 985 else if (map)
1169 { 986 {
1170 x = op->x; 987 if (type == PLAYER)
1171 y = op->y;
1172 m = get_map_from_coord (op->map, &x, &y);
1173
1174 if (!m)
1175 {
1176 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1177 op->map->path, op->x, op->y);
1178 /* in old days, we used to set x and y to 0 and continue.
1179 * it seems if we get into this case, something is probablye
1180 * screwed up and should be fixed.
1181 */
1182 abort ();
1183 } 988 {
989 // leaving a spot always closes any open container on the ground
990 if (container && !container->env)
991 // this causes spurious floorbox updates, but it ensures
992 // that the CLOSE event is being sent.
993 close_container ();
1184 994
1185 if (op->map != m) 995 --map->players;
1186 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n", 996 map->touch ();
1187 op->map->path, m->path, op->x, op->y, x, y);
1188
1189 /* Re did the following section of code - it looks like it had
1190 * lots of logic for things we no longer care about
1191 */ 997 }
998
999 map->dirty = true;
1000 mapspace &ms = this->ms ();
1192 1001
1193 /* link the object above us */ 1002 /* link the object above us */
1194 if (op->above) 1003 if (above)
1195 op->above->below = op->below; 1004 above->below = below;
1196 else 1005 else
1197 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */ 1006 ms.top = below; /* we were top, set new top */
1198 1007
1199 /* Relink the object below us, if there is one */ 1008 /* Relink the object below us, if there is one */
1200 if (op->below) 1009 if (below)
1201 op->below->above = op->above; 1010 below->above = above;
1202 else 1011 else
1203 { 1012 {
1204 /* Nothing below, which means we need to relink map object for this space 1013 /* Nothing below, which means we need to relink map object for this space
1205 * use translated coordinates in case some oddness with map tiling is 1014 * use translated coordinates in case some oddness with map tiling is
1206 * evident 1015 * evident
1207 */ 1016 */
1208 if (GET_MAP_OB (m, x, y) != op) 1017 if (GET_MAP_OB (map, x, y) != this)
1209 {
1210 dump_object (op);
1211 LOG (llevError,
1212 "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); 1018 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 ());
1213 dump_object (GET_MAP_OB (m, x, y)); 1019
1214 LOG (llevError, "%s\n", errmsg); 1020 ms.bot = above; /* goes on above it. */
1215 } 1021 }
1216 1022
1217 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */
1218 }
1219
1220 op->above = 0; 1023 above = 0;
1221 op->below = 0; 1024 below = 0;
1222 1025
1223 if (op->map->in_memory == MAP_SAVING) 1026 if (map->in_memory == MAP_SAVING)
1224 return; 1027 return;
1225 1028
1226 tag = op->count; 1029 int check_walk_off = !flag [FLAG_NO_APPLY];
1227 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1228 1030
1229 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1031 for (tmp = ms.bot; tmp; tmp = tmp->above)
1230 { 1032 {
1231 /* No point updating the players look faces if he is the object 1033 /* No point updating the players look faces if he is the object
1232 * being removed. 1034 * being removed.
1233 */ 1035 */
1234 1036
1235 if (tmp->type == PLAYER && tmp != op) 1037 if (tmp->type == PLAYER && tmp != this)
1236 { 1038 {
1237 /* If a container that the player is currently using somehow gets 1039 /* If a container that the player is currently using somehow gets
1238 * removed (most likely destroyed), update the player view 1040 * removed (most likely destroyed), update the player view
1239 * appropriately. 1041 * appropriately.
1240 */ 1042 */
1241 if (tmp->container == op) 1043 if (tmp->container == this)
1242 { 1044 {
1243 CLEAR_FLAG (op, FLAG_APPLIED); 1045 flag [FLAG_APPLIED] = 0;
1244 tmp->container = NULL; 1046 tmp->container = 0;
1245 } 1047 }
1246 1048
1247 tmp->contr->socket.update_look = 1; 1049 if (tmp->contr->ns)
1050 tmp->contr->ns->floorbox_update ();
1248 } 1051 }
1249 1052
1250 /* See if player moving off should effect something */ 1053 /* See if object moving off should effect something */
1251 if (check_walk_off && ((op->move_type & tmp->move_off) && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1054 if (check_walk_off
1055 && ((move_type & tmp->move_off)
1056 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1252 { 1057 {
1253 move_apply (tmp, op, NULL); 1058 move_apply (tmp, this, 0);
1254 1059
1255 if (was_destroyed (op, tag)) 1060 if (destroyed ())
1256 {
1257 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " "leaving object\n", &tmp->name, &tmp->arch->name); 1061 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1258 }
1259 } 1062 }
1260 1063
1261 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1064 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1262 1065 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1263 if (tmp->above == tmp) 1066 if (tmp->above == tmp)
1264 tmp->above = NULL; 1067 tmp->above = 0;
1265 1068
1266 last = tmp; 1069 last = tmp;
1267 } 1070 }
1268 1071
1269 /* last == NULL of there are no objects on this space */ 1072 /* last == NULL if there are no objects on this space */
1073 //TODO: this makes little sense, why only update the topmost object?
1270 if (last == NULL) 1074 if (!last)
1271 { 1075 map->at (x, y).flags_ = 0;
1272 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1273 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1274 * those out anyways, and if there are any flags set right now, they won't
1275 * be correct anyways.
1276 */
1277 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1278 update_position (op->map, op->x, op->y);
1279 }
1280 else 1076 else
1281 update_object (last, UP_OBJ_REMOVE); 1077 update_object (last, UP_OBJ_REMOVE);
1282 1078
1283 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0)) 1079 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1284 update_all_los (op->map, op->x, op->y); 1080 update_all_los (map, x, y);
1285 } 1081 }
1286} 1082}
1287 1083
1288/* 1084/*
1289 * merge_ob(op,top): 1085 * merge_ob(op,top):
1297merge_ob (object *op, object *top) 1093merge_ob (object *op, object *top)
1298{ 1094{
1299 if (!op->nrof) 1095 if (!op->nrof)
1300 return 0; 1096 return 0;
1301 1097
1302 if (top == NULL) 1098 if (top)
1303 for (top = op; top != NULL && top->above != NULL; top = top->above); 1099 for (top = op; top && top->above; top = top->above)
1100 ;
1304 1101
1305 for (; top != NULL; top = top->below) 1102 for (; top; top = top->below)
1306 { 1103 {
1307 if (top == op) 1104 if (top == op)
1308 continue; 1105 continue;
1309 if (CAN_MERGE (op, top)) 1106
1107 if (object::can_merge (op, top))
1310 { 1108 {
1311 top->nrof += op->nrof; 1109 top->nrof += op->nrof;
1312 1110
1313/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1111/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1314 op->weight = 0; /* Don't want any adjustements now */ 1112 op->weight = 0; /* Don't want any adjustements now */
1315 remove_ob (op); 1113 op->destroy ();
1316 free_object (op);
1317 return top; 1114 return top;
1318 } 1115 }
1319 } 1116 }
1320 1117
1321 return NULL; 1118 return 0;
1322} 1119}
1323 1120
1121void
1122object::expand_tail ()
1123{
1124 if (more)
1125 return;
1126
1127 object *prev = this;
1128
1129 for (archetype *at = arch->more; at; at = at->more)
1130 {
1131 object *op = arch_to_object (at);
1132
1133 op->name = name;
1134 op->name_pl = name_pl;
1135 op->title = title;
1136
1137 op->head = this;
1138 prev->more = op;
1139
1140 prev = op;
1141 }
1142}
1143
1324/* 1144/*
1325 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1145 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1326 * job preparing multi-part monsters 1146 * job preparing multi-part monsters.
1327 */ 1147 */
1328object * 1148object *
1329insert_ob_in_map_at (object *op, mapstruct *m, object *originator, int flag, int x, int y) 1149insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1330{ 1150{
1331 object *tmp;
1332
1333 if (op->head)
1334 op = op->head;
1335
1336 for (tmp = op; tmp; tmp = tmp->more) 1151 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1337 { 1152 {
1338 tmp->x = x + tmp->arch->clone.x; 1153 tmp->x = x + tmp->arch->clone.x;
1339 tmp->y = y + tmp->arch->clone.y; 1154 tmp->y = y + tmp->arch->clone.y;
1340 } 1155 }
1341 1156
1360 * Return value: 1175 * Return value:
1361 * new object if 'op' was merged with other object 1176 * new object if 'op' was merged with other object
1362 * NULL if 'op' was destroyed 1177 * NULL if 'op' was destroyed
1363 * just 'op' otherwise 1178 * just 'op' otherwise
1364 */ 1179 */
1365
1366object * 1180object *
1367insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1181insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1368{ 1182{
1183 assert (!op->flag [FLAG_FREED]);
1184
1369 object *tmp, *top, *floor = NULL; 1185 object *tmp, *top, *floor = NULL;
1370 sint16 x, y;
1371 1186
1372 if (QUERY_FLAG (op, FLAG_FREED)) 1187 op->remove ();
1373 {
1374 LOG (llevError, "Trying to insert freed object!\n");
1375 return NULL;
1376 }
1377 1188
1378 if (m == NULL) 1189#if 0
1379 { 1190 if (!m->active != !op->active)
1380 dump_object (op); 1191 if (m->active)
1381 LOG (llevError, "Trying to insert in null-map!\n%s\n", errmsg); 1192 op->activate_recursive ();
1382 return op; 1193 else
1383 } 1194 op->deactivate_recursive ();
1195#endif
1384 1196
1385 if (out_of_map (m, op->x, op->y)) 1197 if (out_of_map (m, op->x, op->y))
1386 { 1198 {
1387 dump_object (op);
1388 LOG (llevError, "Trying to insert object outside the map.\n%s\n", errmsg); 1199 LOG (llevError, "Trying to insert object outside the map.\n%s\n", op->debug_desc ());
1389#ifdef MANY_CORES 1200#ifdef MANY_CORES
1390 /* Better to catch this here, as otherwise the next use of this object 1201 /* Better to catch this here, as otherwise the next use of this object
1391 * is likely to cause a crash. Better to find out where it is getting 1202 * is likely to cause a crash. Better to find out where it is getting
1392 * improperly inserted. 1203 * improperly inserted.
1393 */ 1204 */
1394 abort (); 1205 abort ();
1395#endif 1206#endif
1396 return op; 1207 return op;
1397 } 1208 }
1398 1209
1399 if (!QUERY_FLAG (op, FLAG_REMOVED))
1400 {
1401 dump_object (op);
1402 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", errmsg);
1403 return op;
1404 }
1405
1406 if (op->more != NULL)
1407 {
1408 /* The part may be on a different map. */
1409
1410 object *more = op->more; 1210 if (object *more = op->more)
1411 1211 {
1412 /* We really need the caller to normalize coordinates - if
1413 * we set the map, that doesn't work if the location is within
1414 * a map and this is straddling an edge. So only if coordinate
1415 * is clear wrong do we normalize it.
1416 */
1417 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1418 more->map = get_map_from_coord (m, &more->x, &more->y);
1419 else if (!more->map)
1420 {
1421 /* For backwards compatibility - when not dealing with tiled maps,
1422 * more->map should always point to the parent.
1423 */
1424 more->map = m;
1425 }
1426
1427 if (insert_ob_in_map (more, more->map, originator, flag) == NULL) 1212 if (!insert_ob_in_map (more, m, originator, flag))
1428 { 1213 {
1429 if (!op->head) 1214 if (!op->head)
1430 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1215 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1431 1216
1432 return NULL; 1217 return 0;
1433 } 1218 }
1434 } 1219 }
1435 1220
1436 CLEAR_FLAG (op, FLAG_REMOVED); 1221 CLEAR_FLAG (op, FLAG_REMOVED);
1437 1222
1438 /* Ideally, the caller figures this out. However, it complicates a lot 1223 /* Ideally, the caller figures this out. However, it complicates a lot
1439 * of areas of callers (eg, anything that uses find_free_spot would now 1224 * of areas of callers (eg, anything that uses find_free_spot would now
1440 * need extra work 1225 * need extra work
1441 */ 1226 */
1442 op->map = get_map_from_coord (m, &op->x, &op->y); 1227 if (!xy_normalise (m, op->x, op->y))
1443 x = op->x; 1228 return 0;
1444 y = op->y; 1229
1230 op->map = m;
1231 mapspace &ms = op->ms ();
1445 1232
1446 /* this has to be done after we translate the coordinates. 1233 /* this has to be done after we translate the coordinates.
1447 */ 1234 */
1448 if (op->nrof && !(flag & INS_NO_MERGE)) 1235 if (op->nrof && !(flag & INS_NO_MERGE))
1449 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1236 for (tmp = ms.bot; tmp; tmp = tmp->above)
1450 if (CAN_MERGE (op, tmp)) 1237 if (object::can_merge (op, tmp))
1451 { 1238 {
1452 op->nrof += tmp->nrof; 1239 op->nrof += tmp->nrof;
1453 remove_ob (tmp); 1240 tmp->destroy ();
1454 free_object (tmp);
1455 } 1241 }
1456 1242
1457 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1243 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1458 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1244 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1459 1245
1472 op->below = originator->below; 1258 op->below = originator->below;
1473 1259
1474 if (op->below) 1260 if (op->below)
1475 op->below->above = op; 1261 op->below->above = op;
1476 else 1262 else
1477 SET_MAP_OB (op->map, op->x, op->y, op); 1263 ms.bot = op;
1478 1264
1479 /* since *below* originator, no need to update top */ 1265 /* since *below* originator, no need to update top */
1480 originator->below = op; 1266 originator->below = op;
1481 } 1267 }
1482 else 1268 else
1483 { 1269 {
1270 top = ms.bot;
1271
1484 /* If there are other objects, then */ 1272 /* If there are other objects, then */
1485 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1273 if ((!(flag & INS_MAP_LOAD)) && top)
1486 { 1274 {
1487 object *last = NULL; 1275 object *last = 0;
1488 1276
1489 /* 1277 /*
1490 * If there are multiple objects on this space, we do some trickier handling. 1278 * If there are multiple objects on this space, we do some trickier handling.
1491 * We've already dealt with merging if appropriate. 1279 * We've already dealt with merging if appropriate.
1492 * Generally, we want to put the new object on top. But if 1280 * Generally, we want to put the new object on top. But if
1496 * once we get to them. This reduces the need to traverse over all of 1284 * once we get to them. This reduces the need to traverse over all of
1497 * them when adding another one - this saves quite a bit of cpu time 1285 * them when adding another one - this saves quite a bit of cpu time
1498 * when lots of spells are cast in one area. Currently, it is presumed 1286 * when lots of spells are cast in one area. Currently, it is presumed
1499 * that flying non pickable objects are spell objects. 1287 * that flying non pickable objects are spell objects.
1500 */ 1288 */
1501 1289 for (top = ms.bot; top; top = top->above)
1502 while (top != NULL)
1503 { 1290 {
1504 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1291 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1505 floor = top; 1292 floor = top;
1506 1293
1507 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1294 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1510 top = top->below; 1297 top = top->below;
1511 break; 1298 break;
1512 } 1299 }
1513 1300
1514 last = top; 1301 last = top;
1515 top = top->above;
1516 } 1302 }
1517 1303
1518 /* Don't want top to be NULL, so set it to the last valid object */ 1304 /* Don't want top to be NULL, so set it to the last valid object */
1519 top = last; 1305 top = last;
1520 1306
1522 * looks like instead of lots of conditions here. 1308 * looks like instead of lots of conditions here.
1523 * makes things faster, and effectively the same result. 1309 * makes things faster, and effectively the same result.
1524 */ 1310 */
1525 1311
1526 /* Have object 'fall below' other objects that block view. 1312 /* Have object 'fall below' other objects that block view.
1527 * Unless those objects are exits, type 66 1313 * Unless those objects are exits.
1528 * If INS_ON_TOP is used, don't do this processing 1314 * If INS_ON_TOP is used, don't do this processing
1529 * Need to find the object that in fact blocks view, otherwise 1315 * Need to find the object that in fact blocks view, otherwise
1530 * stacking is a bit odd. 1316 * stacking is a bit odd.
1531 */ 1317 */
1532 if (!(flag & INS_ON_TOP) && 1318 if (!(flag & INS_ON_TOP)
1533 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1319 && ms.flags () & P_BLOCKSVIEW
1320 && (op->face && !faces [op->face].visibility))
1534 { 1321 {
1535 for (last = top; last != floor; last = last->below) 1322 for (last = top; last != floor; last = last->below)
1536 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1323 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1537 break; 1324 break;
1325
1538 /* Check to see if we found the object that blocks view, 1326 /* Check to see if we found the object that blocks view,
1539 * and make sure we have a below pointer for it so that 1327 * and make sure we have a below pointer for it so that
1540 * we can get inserted below this one, which requires we 1328 * we can get inserted below this one, which requires we
1541 * set top to the object below us. 1329 * set top to the object below us.
1542 */ 1330 */
1544 top = last->below; 1332 top = last->below;
1545 } 1333 }
1546 } /* If objects on this space */ 1334 } /* If objects on this space */
1547 1335
1548 if (flag & INS_MAP_LOAD) 1336 if (flag & INS_MAP_LOAD)
1549 top = GET_MAP_TOP (op->map, op->x, op->y); 1337 top = ms.top;
1550 1338
1551 if (flag & INS_ABOVE_FLOOR_ONLY) 1339 if (flag & INS_ABOVE_FLOOR_ONLY)
1552 top = floor; 1340 top = floor;
1553 1341
1554 /* Top is the object that our object (op) is going to get inserted above. 1342 /* Top is the object that our object (op) is going to get inserted above.
1555 */ 1343 */
1556 1344
1557 /* First object on this space */ 1345 /* First object on this space */
1558 if (!top) 1346 if (!top)
1559 { 1347 {
1560 op->above = GET_MAP_OB (op->map, op->x, op->y); 1348 op->above = ms.bot;
1561 1349
1562 if (op->above) 1350 if (op->above)
1563 op->above->below = op; 1351 op->above->below = op;
1564 1352
1565 op->below = NULL; 1353 op->below = 0;
1566 SET_MAP_OB (op->map, op->x, op->y, op); 1354 ms.bot = op;
1567 } 1355 }
1568 else 1356 else
1569 { /* get inserted into the stack above top */ 1357 { /* get inserted into the stack above top */
1570 op->above = top->above; 1358 op->above = top->above;
1571 1359
1574 1362
1575 op->below = top; 1363 op->below = top;
1576 top->above = op; 1364 top->above = op;
1577 } 1365 }
1578 1366
1579 if (op->above == NULL) 1367 if (!op->above)
1580 SET_MAP_TOP (op->map, op->x, op->y, op); 1368 ms.top = op;
1581 } /* else not INS_BELOW_ORIGINATOR */ 1369 } /* else not INS_BELOW_ORIGINATOR */
1582 1370
1583 if (op->type == PLAYER) 1371 if (op->type == PLAYER)
1372 {
1584 op->contr->do_los = 1; 1373 op->contr->do_los = 1;
1374 ++op->map->players;
1375 op->map->touch ();
1376 }
1377
1378 op->map->dirty = true;
1585 1379
1586 /* If we have a floor, we know the player, if any, will be above 1380 /* If we have a floor, we know the player, if any, will be above
1587 * it, so save a few ticks and start from there. 1381 * it, so save a few ticks and start from there.
1588 */ 1382 */
1589 if (!(flag & INS_MAP_LOAD)) 1383 if (!(flag & INS_MAP_LOAD))
1590 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1384 if (object *pl = ms.player ())
1591 if (tmp->type == PLAYER) 1385 if (pl->contr->ns)
1592 tmp->contr->socket.update_look = 1; 1386 pl->contr->ns->floorbox_update ();
1593 1387
1594 /* If this object glows, it may affect lighting conditions that are 1388 /* If this object glows, it may affect lighting conditions that are
1595 * visible to others on this map. But update_all_los is really 1389 * visible to others on this map. But update_all_los is really
1596 * an inefficient way to do this, as it means los for all players 1390 * an inefficient way to do this, as it means los for all players
1597 * on the map will get recalculated. The players could very well 1391 * on the map will get recalculated. The players could very well
1598 * be far away from this change and not affected in any way - 1392 * be far away from this change and not affected in any way -
1599 * this should get redone to only look for players within range, 1393 * this should get redone to only look for players within range,
1600 * or just updating the P_NEED_UPDATE for spaces within this area 1394 * or just updating the P_UPTODATE for spaces within this area
1601 * of effect may be sufficient. 1395 * of effect may be sufficient.
1602 */ 1396 */
1603 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1397 if (op->map->darkness && (op->glow_radius != 0))
1604 update_all_los (op->map, op->x, op->y); 1398 update_all_los (op->map, op->x, op->y);
1605 1399
1606 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1400 /* updates flags (blocked, alive, no magic, etc) for this map space */
1607 update_object (op, UP_OBJ_INSERT); 1401 update_object (op, UP_OBJ_INSERT);
1608 1402
1403 INVOKE_OBJECT (INSERT, op);
1404
1609 /* Don't know if moving this to the end will break anything. However, 1405 /* Don't know if moving this to the end will break anything. However,
1610 * we want to have update_look set above before calling this. 1406 * we want to have floorbox_update called before calling this.
1611 * 1407 *
1612 * check_move_on() must be after this because code called from 1408 * check_move_on() must be after this because code called from
1613 * check_move_on() depends on correct map flags (so functions like 1409 * check_move_on() depends on correct map flags (so functions like
1614 * blocked() and wall() work properly), and these flags are updated by 1410 * blocked() and wall() work properly), and these flags are updated by
1615 * update_object(). 1411 * update_object().
1617 1413
1618 /* if this is not the head or flag has been passed, don't check walk on status */ 1414 /* if this is not the head or flag has been passed, don't check walk on status */
1619 if (!(flag & INS_NO_WALK_ON) && !op->head) 1415 if (!(flag & INS_NO_WALK_ON) && !op->head)
1620 { 1416 {
1621 if (check_move_on (op, originator)) 1417 if (check_move_on (op, originator))
1622 return NULL; 1418 return 0;
1623 1419
1624 /* If we are a multi part object, lets work our way through the check 1420 /* If we are a multi part object, lets work our way through the check
1625 * walk on's. 1421 * walk on's.
1626 */ 1422 */
1627 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1423 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1628 if (check_move_on (tmp, originator)) 1424 if (check_move_on (tmp, originator))
1629 return NULL; 1425 return 0;
1630 } 1426 }
1631 1427
1632 return op; 1428 return op;
1633} 1429}
1634 1430
1635/* this function inserts an object in the map, but if it 1431/* this function inserts an object in the map, but if it
1636 * finds an object of its own type, it'll remove that one first. 1432 * finds an object of its own type, it'll remove that one first.
1637 * op is the object to insert it under: supplies x and the map. 1433 * op is the object to insert it under: supplies x and the map.
1638 */ 1434 */
1639void 1435void
1640replace_insert_ob_in_map (const char *arch_string, object *op) 1436replace_insert_ob_in_map (const char *arch_string, object *op)
1641{ 1437{
1642 object * 1438 object *tmp, *tmp1;
1643 tmp;
1644 object *
1645 tmp1;
1646 1439
1647 /* first search for itself and remove any old instances */ 1440 /* first search for itself and remove any old instances */
1648 1441
1649 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1442 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1650 {
1651 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1443 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1652 { 1444 tmp->destroy ();
1653 remove_ob (tmp);
1654 free_object (tmp);
1655 }
1656 }
1657 1445
1658 tmp1 = arch_to_object (find_archetype (arch_string)); 1446 tmp1 = arch_to_object (archetype::find (arch_string));
1659 1447
1660 tmp1->x = op->x; 1448 tmp1->x = op->x;
1661 tmp1->y = op->y; 1449 tmp1->y = op->y;
1662 insert_ob_in_map (tmp1, op->map, op, 0); 1450 insert_ob_in_map (tmp1, op->map, op, 0);
1451}
1452
1453object *
1454object::insert_at (object *where, object *originator, int flags)
1455{
1456 return where->map->insert (this, where->x, where->y, originator, flags);
1663} 1457}
1664 1458
1665/* 1459/*
1666 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1460 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1667 * is returned contains nr objects, and the remaining parts contains 1461 * is returned contains nr objects, and the remaining parts contains
1668 * the rest (or is removed and freed if that number is 0). 1462 * the rest (or is removed and freed if that number is 0).
1669 * On failure, NULL is returned, and the reason put into the 1463 * On failure, NULL is returned, and the reason put into the
1670 * global static errmsg array. 1464 * global static errmsg array.
1671 */ 1465 */
1672
1673object * 1466object *
1674get_split_ob (object *orig_ob, uint32 nr) 1467get_split_ob (object *orig_ob, uint32 nr)
1675{ 1468{
1676 object * 1469 object *newob;
1677 newob;
1678 int
1679 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1470 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1680 1471
1681 if (orig_ob->nrof < nr) 1472 if (orig_ob->nrof < nr)
1682 { 1473 {
1683 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name); 1474 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1684 return NULL; 1475 return NULL;
1685 } 1476 }
1686 1477
1687 newob = object_create_clone (orig_ob); 1478 newob = object_create_clone (orig_ob);
1688 1479
1689 if ((orig_ob->nrof -= nr) < 1) 1480 if ((orig_ob->nrof -= nr) < 1)
1690 { 1481 orig_ob->destroy (1);
1691 if (!is_removed)
1692 remove_ob (orig_ob);
1693 free_object2 (orig_ob, 1);
1694 }
1695 else if (!is_removed) 1482 else if (!is_removed)
1696 { 1483 {
1697 if (orig_ob->env != NULL) 1484 if (orig_ob->env != NULL)
1698 sub_weight (orig_ob->env, orig_ob->weight * nr); 1485 sub_weight (orig_ob->env, orig_ob->weight * nr);
1699 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY) 1486 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1714 * the amount of an object. If the amount reaches 0, the object 1501 * the amount of an object. If the amount reaches 0, the object
1715 * is subsequently removed and freed. 1502 * is subsequently removed and freed.
1716 * 1503 *
1717 * Return value: 'op' if something is left, NULL if the amount reached 0 1504 * Return value: 'op' if something is left, NULL if the amount reached 0
1718 */ 1505 */
1719
1720object * 1506object *
1721decrease_ob_nr (object *op, uint32 i) 1507decrease_ob_nr (object *op, uint32 i)
1722{ 1508{
1723 object *tmp; 1509 object *tmp;
1724 player *pl;
1725 1510
1726 if (i == 0) /* objects with op->nrof require this check */ 1511 if (i == 0) /* objects with op->nrof require this check */
1727 return op; 1512 return op;
1728 1513
1729 if (i > op->nrof) 1514 if (i > op->nrof)
1730 i = op->nrof; 1515 i = op->nrof;
1731 1516
1732 if (QUERY_FLAG (op, FLAG_REMOVED)) 1517 if (QUERY_FLAG (op, FLAG_REMOVED))
1733 op->nrof -= i; 1518 op->nrof -= i;
1734 else if (op->env != NULL) 1519 else if (op->env)
1735 { 1520 {
1736 /* is this object in the players inventory, or sub container 1521 /* is this object in the players inventory, or sub container
1737 * therein? 1522 * therein?
1738 */ 1523 */
1739 tmp = is_player_inv (op->env); 1524 tmp = op->in_player ();
1740 /* nope. Is this a container the player has opened? 1525 /* nope. Is this a container the player has opened?
1741 * If so, set tmp to that player. 1526 * If so, set tmp to that player.
1742 * IMO, searching through all the players will mostly 1527 * IMO, searching through all the players will mostly
1743 * likely be quicker than following op->env to the map, 1528 * likely be quicker than following op->env to the map,
1744 * and then searching the map for a player. 1529 * and then searching the map for a player.
1745 */ 1530 */
1746 if (!tmp) 1531 if (!tmp)
1747 { 1532 for_all_players (pl)
1748 for (pl = first_player; pl; pl = pl->next)
1749 if (pl->ob->container == op->env) 1533 if (pl->ob->container == op->env)
1534 {
1535 tmp = pl->ob;
1750 break; 1536 break;
1751 if (pl)
1752 tmp = pl->ob;
1753 else
1754 tmp = NULL;
1755 } 1537 }
1756 1538
1757 if (i < op->nrof) 1539 if (i < op->nrof)
1758 { 1540 {
1759 sub_weight (op->env, op->weight * i); 1541 sub_weight (op->env, op->weight * i);
1760 op->nrof -= i; 1542 op->nrof -= i;
1761 if (tmp) 1543 if (tmp)
1762 {
1763 esrv_send_item (tmp, op); 1544 esrv_send_item (tmp, op);
1764 }
1765 } 1545 }
1766 else 1546 else
1767 { 1547 {
1768 remove_ob (op); 1548 op->remove ();
1769 op->nrof = 0; 1549 op->nrof = 0;
1770 if (tmp) 1550 if (tmp)
1771 {
1772 esrv_del_item (tmp->contr, op->count); 1551 esrv_del_item (tmp->contr, op->count);
1773 }
1774 } 1552 }
1775 } 1553 }
1776 else 1554 else
1777 { 1555 {
1778 object *above = op->above; 1556 object *above = op->above;
1779 1557
1780 if (i < op->nrof) 1558 if (i < op->nrof)
1781 op->nrof -= i; 1559 op->nrof -= i;
1782 else 1560 else
1783 { 1561 {
1784 remove_ob (op); 1562 op->remove ();
1785 op->nrof = 0; 1563 op->nrof = 0;
1786 } 1564 }
1787 1565
1788 /* Since we just removed op, op->above is null */ 1566 /* Since we just removed op, op->above is null */
1789 for (tmp = above; tmp != NULL; tmp = tmp->above) 1567 for (tmp = above; tmp; tmp = tmp->above)
1790 if (tmp->type == PLAYER) 1568 if (tmp->type == PLAYER)
1791 { 1569 {
1792 if (op->nrof) 1570 if (op->nrof)
1793 esrv_send_item (tmp, op); 1571 esrv_send_item (tmp, op);
1794 else 1572 else
1798 1576
1799 if (op->nrof) 1577 if (op->nrof)
1800 return op; 1578 return op;
1801 else 1579 else
1802 { 1580 {
1803 free_object (op); 1581 op->destroy ();
1804 return NULL; 1582 return 0;
1805 } 1583 }
1806} 1584}
1807 1585
1808/* 1586/*
1809 * add_weight(object, weight) adds the specified weight to an object, 1587 * add_weight(object, weight) adds the specified weight to an object,
1810 * and also updates how much the environment(s) is/are carrying. 1588 * and also updates how much the environment(s) is/are carrying.
1811 */ 1589 */
1812
1813void 1590void
1814add_weight (object *op, signed long weight) 1591add_weight (object *op, signed long weight)
1815{ 1592{
1816 while (op != NULL) 1593 while (op != NULL)
1817 { 1594 {
1821 op->carrying += weight; 1598 op->carrying += weight;
1822 op = op->env; 1599 op = op->env;
1823 } 1600 }
1824} 1601}
1825 1602
1603object *
1604insert_ob_in_ob (object *op, object *where)
1605{
1606 if (!where)
1607 {
1608 char *dump = dump_object (op);
1609 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1610 free (dump);
1611 return op;
1612 }
1613
1614 if (where->head)
1615 {
1616 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1617 where = where->head;
1618 }
1619
1620 return where->insert (op);
1621}
1622
1826/* 1623/*
1827 * insert_ob_in_ob(op,environment): 1624 * env->insert (op)
1828 * This function inserts the object op in the linked list 1625 * This function inserts the object op in the linked list
1829 * inside the object environment. 1626 * inside the object environment.
1830 * 1627 *
1831 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1832 * the inventory at the last position or next to other objects of the same
1833 * type.
1834 * Frank: Now sorted by type, archetype and magic!
1835 *
1836 * The function returns now pointer to inserted item, and return value can 1628 * The function returns now pointer to inserted item, and return value can
1837 * be != op, if items are merged. -Tero 1629 * be != op, if items are merged. -Tero
1838 */ 1630 */
1839
1840object * 1631object *
1841insert_ob_in_ob (object *op, object *where) 1632object::insert (object *op)
1842{ 1633{
1843 object * 1634 object *tmp, *otmp;
1844 tmp, *
1845 otmp;
1846 1635
1847 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1636 if (!QUERY_FLAG (op, FLAG_REMOVED))
1848 { 1637 op->remove ();
1849 dump_object (op);
1850 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", errmsg);
1851 return op;
1852 }
1853
1854 if (where == NULL)
1855 {
1856 dump_object (op);
1857 LOG (llevError, "Trying to put object in NULL.\n%s\n", errmsg);
1858 return op;
1859 }
1860
1861 if (where->head)
1862 {
1863 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n");
1864 where = where->head;
1865 }
1866 1638
1867 if (op->more) 1639 if (op->more)
1868 { 1640 {
1869 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1641 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1870 return op; 1642 return op;
1872 1644
1873 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1645 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1874 CLEAR_FLAG (op, FLAG_REMOVED); 1646 CLEAR_FLAG (op, FLAG_REMOVED);
1875 if (op->nrof) 1647 if (op->nrof)
1876 { 1648 {
1877 for (tmp = where->inv; tmp != NULL; tmp = tmp->below) 1649 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1878 if (CAN_MERGE (tmp, op)) 1650 if (object::can_merge (tmp, op))
1879 { 1651 {
1880 /* return the original object and remove inserted object 1652 /* return the original object and remove inserted object
1881 (client needs the original object) */ 1653 (client needs the original object) */
1882 tmp->nrof += op->nrof; 1654 tmp->nrof += op->nrof;
1883 /* Weight handling gets pretty funky. Since we are adding to 1655 /* Weight handling gets pretty funky. Since we are adding to
1884 * tmp->nrof, we need to increase the weight. 1656 * tmp->nrof, we need to increase the weight.
1885 */ 1657 */
1886 add_weight (where, op->weight * op->nrof); 1658 add_weight (this, op->weight * op->nrof);
1887 SET_FLAG (op, FLAG_REMOVED); 1659 SET_FLAG (op, FLAG_REMOVED);
1888 free_object (op); /* free the inserted object */ 1660 op->destroy (); /* free the inserted object */
1889 op = tmp; 1661 op = tmp;
1890 remove_ob (op); /* and fix old object's links */ 1662 op->remove (); /* and fix old object's links */
1891 CLEAR_FLAG (op, FLAG_REMOVED); 1663 CLEAR_FLAG (op, FLAG_REMOVED);
1892 break; 1664 break;
1893 } 1665 }
1894 1666
1895 /* I assume combined objects have no inventory 1667 /* I assume combined objects have no inventory
1896 * We add the weight - this object could have just been removed 1668 * We add the weight - this object could have just been removed
1897 * (if it was possible to merge). calling remove_ob will subtract 1669 * (if it was possible to merge). calling remove_ob will subtract
1898 * the weight, so we need to add it in again, since we actually do 1670 * the weight, so we need to add it in again, since we actually do
1899 * the linking below 1671 * the linking below
1900 */ 1672 */
1901 add_weight (where, op->weight * op->nrof); 1673 add_weight (this, op->weight * op->nrof);
1902 } 1674 }
1903 else 1675 else
1904 add_weight (where, (op->weight + op->carrying)); 1676 add_weight (this, (op->weight + op->carrying));
1905 1677
1906 otmp = is_player_inv (where); 1678 otmp = this->in_player ();
1907 if (otmp && otmp->contr != NULL) 1679 if (otmp && otmp->contr)
1908 {
1909 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1680 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1910 fix_player (otmp); 1681 otmp->update_stats ();
1911 }
1912 1682
1913 op->map = NULL; 1683 op->map = 0;
1914 op->env = where; 1684 op->env = this;
1915 op->above = NULL; 1685 op->above = 0;
1916 op->below = NULL; 1686 op->below = 0;
1917 op->x = 0, op->y = 0; 1687 op->x = 0, op->y = 0;
1918 1688
1919 /* reset the light list and los of the players on the map */ 1689 /* reset the light list and los of the players on the map */
1920 if ((op->glow_radius != 0) && where->map) 1690 if ((op->glow_radius != 0) && map)
1921 { 1691 {
1922#ifdef DEBUG_LIGHTS 1692#ifdef DEBUG_LIGHTS
1923 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1693 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1924#endif /* DEBUG_LIGHTS */ 1694#endif /* DEBUG_LIGHTS */
1925 if (MAP_DARKNESS (where->map)) 1695 if (map->darkness)
1926 update_all_los (where->map, where->x, where->y); 1696 update_all_los (map, x, y);
1927 } 1697 }
1928 1698
1929 /* Client has no idea of ordering so lets not bother ordering it here. 1699 /* Client has no idea of ordering so lets not bother ordering it here.
1930 * It sure simplifies this function... 1700 * It sure simplifies this function...
1931 */ 1701 */
1932 if (where->inv == NULL) 1702 if (!inv)
1933 where->inv = op; 1703 inv = op;
1934 else 1704 else
1935 { 1705 {
1936 op->below = where->inv; 1706 op->below = inv;
1937 op->below->above = op; 1707 op->below->above = op;
1938 where->inv = op; 1708 inv = op;
1939 } 1709 }
1710
1711 INVOKE_OBJECT (INSERT, this);
1712
1940 return op; 1713 return op;
1941} 1714}
1942 1715
1943/* 1716/*
1944 * Checks if any objects has a move_type that matches objects 1717 * Checks if any objects has a move_type that matches objects
1958 * 1731 *
1959 * MSW 2001-07-08: Check all objects on space, not just those below 1732 * MSW 2001-07-08: Check all objects on space, not just those below
1960 * object being inserted. insert_ob_in_map may not put new objects 1733 * object being inserted. insert_ob_in_map may not put new objects
1961 * on top. 1734 * on top.
1962 */ 1735 */
1963
1964int 1736int
1965check_move_on (object *op, object *originator) 1737check_move_on (object *op, object *originator)
1966{ 1738{
1967 object * 1739 object *tmp;
1968 tmp; 1740 maptile *m = op->map;
1969 tag_t
1970 tag;
1971 mapstruct *
1972 m = op->map;
1973 int
1974 x = op->x, y = op->y; 1741 int x = op->x, y = op->y;
1975 1742
1976 MoveType 1743 MoveType move_on, move_slow, move_block;
1977 move_on,
1978 move_slow,
1979 move_block;
1980 1744
1981 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1745 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1982 return 0; 1746 return 0;
1983
1984 tag = op->count;
1985 1747
1986 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1748 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1987 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1749 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1988 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1750 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1989 1751
2005 1767
2006 /* The objects have to be checked from top to bottom. 1768 /* The objects have to be checked from top to bottom.
2007 * Hence, we first go to the top: 1769 * Hence, we first go to the top:
2008 */ 1770 */
2009 1771
2010 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1772 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
2011 { 1773 {
2012 /* Trim the search when we find the first other spell effect 1774 /* Trim the search when we find the first other spell effect
2013 * this helps performance so that if a space has 50 spell objects, 1775 * this helps performance so that if a space has 50 spell objects,
2014 * we don't need to check all of them. 1776 * we don't need to check all of them.
2015 */ 1777 */
2033 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1795 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
2034 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1796 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
2035 { 1797 {
2036 1798
2037 float 1799 float
2038 diff = tmp->move_slow_penalty * FABS (op->speed); 1800 diff = tmp->move_slow_penalty * fabs (op->speed);
2039 1801
2040 if (op->type == PLAYER) 1802 if (op->type == PLAYER)
2041 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1803 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
2042 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1804 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
2043 diff /= 4.0; 1805 diff /= 4.0;
2050 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1812 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
2051 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0)) 1813 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
2052 { 1814 {
2053 move_apply (tmp, op, originator); 1815 move_apply (tmp, op, originator);
2054 1816
2055 if (was_destroyed (op, tag)) 1817 if (op->destroyed ())
2056 return 1; 1818 return 1;
2057 1819
2058 /* what the person/creature stepped onto has moved the object 1820 /* what the person/creature stepped onto has moved the object
2059 * someplace new. Don't process any further - if we did, 1821 * someplace new. Don't process any further - if we did,
2060 * have a feeling strange problems would result. 1822 * have a feeling strange problems would result.
2070/* 1832/*
2071 * present_arch(arch, map, x, y) searches for any objects with 1833 * present_arch(arch, map, x, y) searches for any objects with
2072 * a matching archetype at the given map and coordinates. 1834 * a matching archetype at the given map and coordinates.
2073 * The first matching object is returned, or NULL if none. 1835 * The first matching object is returned, or NULL if none.
2074 */ 1836 */
2075
2076object * 1837object *
2077present_arch (const archetype *at, mapstruct *m, int x, int y) 1838present_arch (const archetype *at, maptile *m, int x, int y)
2078{ 1839{
2079 object *
2080 tmp;
2081
2082 if (m == NULL || out_of_map (m, x, y)) 1840 if (!m || out_of_map (m, x, y))
2083 { 1841 {
2084 LOG (llevError, "Present_arch called outside map.\n"); 1842 LOG (llevError, "Present_arch called outside map.\n");
2085 return NULL; 1843 return NULL;
2086 } 1844 }
2087 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1845
1846 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2088 if (tmp->arch == at) 1847 if (tmp->arch == at)
2089 return tmp; 1848 return tmp;
1849
2090 return NULL; 1850 return NULL;
2091} 1851}
2092 1852
2093/* 1853/*
2094 * present(type, map, x, y) searches for any objects with 1854 * present(type, map, x, y) searches for any objects with
2095 * a matching type variable at the given map and coordinates. 1855 * a matching type variable at the given map and coordinates.
2096 * The first matching object is returned, or NULL if none. 1856 * The first matching object is returned, or NULL if none.
2097 */ 1857 */
2098
2099object * 1858object *
2100present (unsigned char type, mapstruct *m, int x, int y) 1859present (unsigned char type, maptile *m, int x, int y)
2101{ 1860{
2102 object *
2103 tmp;
2104
2105 if (out_of_map (m, x, y)) 1861 if (out_of_map (m, x, y))
2106 { 1862 {
2107 LOG (llevError, "Present called outside map.\n"); 1863 LOG (llevError, "Present called outside map.\n");
2108 return NULL; 1864 return NULL;
2109 } 1865 }
2110 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1866
1867 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2111 if (tmp->type == type) 1868 if (tmp->type == type)
2112 return tmp; 1869 return tmp;
1870
2113 return NULL; 1871 return NULL;
2114} 1872}
2115 1873
2116/* 1874/*
2117 * present_in_ob(type, object) searches for any objects with 1875 * present_in_ob(type, object) searches for any objects with
2118 * a matching type variable in the inventory of the given object. 1876 * a matching type variable in the inventory of the given object.
2119 * The first matching object is returned, or NULL if none. 1877 * The first matching object is returned, or NULL if none.
2120 */ 1878 */
2121
2122object * 1879object *
2123present_in_ob (unsigned char type, const object *op) 1880present_in_ob (unsigned char type, const object *op)
2124{ 1881{
2125 object *
2126 tmp;
2127
2128 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1882 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2129 if (tmp->type == type) 1883 if (tmp->type == type)
2130 return tmp; 1884 return tmp;
1885
2131 return NULL; 1886 return NULL;
2132} 1887}
2133 1888
2134/* 1889/*
2135 * present_in_ob (type, str, object) searches for any objects with 1890 * present_in_ob (type, str, object) searches for any objects with
2143 * str is the string to match against. Note that we match against 1898 * str is the string to match against. Note that we match against
2144 * the object name, not the archetype name. this is so that the 1899 * the object name, not the archetype name. this is so that the
2145 * spell code can use one object type (force), but change it's name 1900 * spell code can use one object type (force), but change it's name
2146 * to be unique. 1901 * to be unique.
2147 */ 1902 */
2148
2149object * 1903object *
2150present_in_ob_by_name (int type, const char *str, const object *op) 1904present_in_ob_by_name (int type, const char *str, const object *op)
2151{ 1905{
2152 object *
2153 tmp;
2154
2155 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1906 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2156 {
2157 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1907 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2158 return tmp; 1908 return tmp;
2159 } 1909
2160 return NULL; 1910 return 0;
2161} 1911}
2162 1912
2163/* 1913/*
2164 * present_arch_in_ob(archetype, object) searches for any objects with 1914 * present_arch_in_ob(archetype, object) searches for any objects with
2165 * a matching archetype in the inventory of the given object. 1915 * a matching archetype in the inventory of the given object.
2166 * The first matching object is returned, or NULL if none. 1916 * The first matching object is returned, or NULL if none.
2167 */ 1917 */
2168
2169object * 1918object *
2170present_arch_in_ob (const archetype *at, const object *op) 1919present_arch_in_ob (const archetype *at, const object *op)
2171{ 1920{
2172 object *
2173 tmp;
2174
2175 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1921 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2176 if (tmp->arch == at) 1922 if (tmp->arch == at)
2177 return tmp; 1923 return tmp;
1924
2178 return NULL; 1925 return NULL;
2179} 1926}
2180 1927
2181/* 1928/*
2182 * activate recursively a flag on an object inventory 1929 * activate recursively a flag on an object inventory
2183 */ 1930 */
2184void 1931void
2185flag_inv (object *op, int flag) 1932flag_inv (object *op, int flag)
2186{ 1933{
2187 object *
2188 tmp;
2189
2190 if (op->inv) 1934 if (op->inv)
2191 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1935 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2192 { 1936 {
2193 SET_FLAG (tmp, flag); 1937 SET_FLAG (tmp, flag);
2194 flag_inv (tmp, flag); 1938 flag_inv (tmp, flag);
2195 } 1939 }
2196} /* 1940}
1941
1942/*
2197 * desactivate recursively a flag on an object inventory 1943 * deactivate recursively a flag on an object inventory
2198 */ 1944 */
2199void 1945void
2200unflag_inv (object *op, int flag) 1946unflag_inv (object *op, int flag)
2201{ 1947{
2202 object *
2203 tmp;
2204
2205 if (op->inv) 1948 if (op->inv)
2206 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1949 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2207 { 1950 {
2208 CLEAR_FLAG (tmp, flag); 1951 CLEAR_FLAG (tmp, flag);
2209 unflag_inv (tmp, flag); 1952 unflag_inv (tmp, flag);
2210 } 1953 }
2211} 1954}
2214 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 1957 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2215 * all it's inventory (recursively). 1958 * all it's inventory (recursively).
2216 * If checksums are used, a player will get set_cheat called for 1959 * If checksums are used, a player will get set_cheat called for
2217 * him/her-self and all object carried by a call to this function. 1960 * him/her-self and all object carried by a call to this function.
2218 */ 1961 */
2219
2220void 1962void
2221set_cheat (object *op) 1963set_cheat (object *op)
2222{ 1964{
2223 SET_FLAG (op, FLAG_WAS_WIZ); 1965 SET_FLAG (op, FLAG_WAS_WIZ);
2224 flag_inv (op, FLAG_WAS_WIZ); 1966 flag_inv (op, FLAG_WAS_WIZ);
2243 * because arch_blocked (now ob_blocked) needs to know the movement type 1985 * because arch_blocked (now ob_blocked) needs to know the movement type
2244 * to know if the space in question will block the object. We can't use 1986 * to know if the space in question will block the object. We can't use
2245 * the archetype because that isn't correct if the monster has been 1987 * the archetype because that isn't correct if the monster has been
2246 * customized, changed states, etc. 1988 * customized, changed states, etc.
2247 */ 1989 */
2248
2249int 1990int
2250find_free_spot (const object *ob, mapstruct *m, int x, int y, int start, int stop) 1991find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2251{ 1992{
2252 int
2253 i,
2254 index = 0, flag; 1993 int index = 0, flag;
2255 static int
2256 altern[SIZEOFFREE]; 1994 int altern[SIZEOFFREE];
2257 1995
2258 for (i = start; i < stop; i++) 1996 for (int i = start; i < stop; i++)
2259 { 1997 {
2260 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 1998 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2261 if (!flag) 1999 if (!flag)
2262 altern[index++] = i; 2000 altern [index++] = i;
2263 2001
2264 /* Basically, if we find a wall on a space, we cut down the search size. 2002 /* Basically, if we find a wall on a space, we cut down the search size.
2265 * In this way, we won't return spaces that are on another side of a wall. 2003 * In this way, we won't return spaces that are on another side of a wall.
2266 * This mostly work, but it cuts down the search size in all directions - 2004 * This mostly work, but it cuts down the search size in all directions -
2267 * if the space being examined only has a wall to the north and empty 2005 * if the space being examined only has a wall to the north and empty
2268 * spaces in all the other directions, this will reduce the search space 2006 * spaces in all the other directions, this will reduce the search space
2269 * to only the spaces immediately surrounding the target area, and 2007 * to only the spaces immediately surrounding the target area, and
2270 * won't look 2 spaces south of the target space. 2008 * won't look 2 spaces south of the target space.
2271 */ 2009 */
2272 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 2010 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2273 stop = maxfree[i]; 2011 stop = maxfree[i];
2274 } 2012 }
2013
2275 if (!index) 2014 if (!index)
2276 return -1; 2015 return -1;
2016
2277 return altern[RANDOM () % index]; 2017 return altern [rndm (index)];
2278} 2018}
2279 2019
2280/* 2020/*
2281 * find_first_free_spot(archetype, mapstruct, x, y) works like 2021 * find_first_free_spot(archetype, maptile, x, y) works like
2282 * find_free_spot(), but it will search max number of squares. 2022 * find_free_spot(), but it will search max number of squares.
2283 * But it will return the first available spot, not a random choice. 2023 * But it will return the first available spot, not a random choice.
2284 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2024 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2285 */ 2025 */
2286
2287int 2026int
2288find_first_free_spot (const object *ob, mapstruct *m, int x, int y) 2027find_first_free_spot (const object *ob, maptile *m, int x, int y)
2289{ 2028{
2290 int
2291 i;
2292
2293 for (i = 0; i < SIZEOFFREE; i++) 2029 for (int i = 0; i < SIZEOFFREE; i++)
2294 {
2295 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2030 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2296 return i; 2031 return i;
2297 } 2032
2298 return -1; 2033 return -1;
2299} 2034}
2300 2035
2301/* 2036/*
2302 * The function permute(arr, begin, end) randomly reorders the array 2037 * The function permute(arr, begin, end) randomly reorders the array
2303 * arr[begin..end-1]. 2038 * arr[begin..end-1].
2039 * now uses a fisher-yates shuffle, old permute was broken
2304 */ 2040 */
2305static void 2041static void
2306permute (int *arr, int begin, int end) 2042permute (int *arr, int begin, int end)
2307{ 2043{
2308 int 2044 arr += begin;
2309 i,
2310 j,
2311 tmp,
2312 len;
2313
2314 len = end - begin; 2045 end -= begin;
2315 for (i = begin; i < end; i++)
2316 {
2317 j = begin + RANDOM () % len;
2318 2046
2319 tmp = arr[i]; 2047 while (--end)
2320 arr[i] = arr[j]; 2048 swap (arr [end], arr [rndm (end + 1)]);
2321 arr[j] = tmp;
2322 }
2323} 2049}
2324 2050
2325/* new function to make monster searching more efficient, and effective! 2051/* new function to make monster searching more efficient, and effective!
2326 * This basically returns a randomized array (in the passed pointer) of 2052 * This basically returns a randomized array (in the passed pointer) of
2327 * the spaces to find monsters. In this way, it won't always look for 2053 * the spaces to find monsters. In this way, it won't always look for
2330 * the 3x3 area will be searched, just not in a predictable order. 2056 * the 3x3 area will be searched, just not in a predictable order.
2331 */ 2057 */
2332void 2058void
2333get_search_arr (int *search_arr) 2059get_search_arr (int *search_arr)
2334{ 2060{
2335 int 2061 int i;
2336 i;
2337 2062
2338 for (i = 0; i < SIZEOFFREE; i++) 2063 for (i = 0; i < SIZEOFFREE; i++)
2339 {
2340 search_arr[i] = i; 2064 search_arr[i] = i;
2341 }
2342 2065
2343 permute (search_arr, 1, SIZEOFFREE1 + 1); 2066 permute (search_arr, 1, SIZEOFFREE1 + 1);
2344 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2067 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2345 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2068 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2346} 2069}
2355 * Perhaps incorrectly, but I'm making the assumption that exclude 2078 * Perhaps incorrectly, but I'm making the assumption that exclude
2356 * is actually want is going to try and move there. We need this info 2079 * is actually want is going to try and move there. We need this info
2357 * because we have to know what movement the thing looking to move 2080 * because we have to know what movement the thing looking to move
2358 * there is capable of. 2081 * there is capable of.
2359 */ 2082 */
2360
2361int 2083int
2362find_dir (mapstruct *m, int x, int y, object *exclude) 2084find_dir (maptile *m, int x, int y, object *exclude)
2363{ 2085{
2364 int
2365 i,
2366 max = SIZEOFFREE, mflags; 2086 int i, max = SIZEOFFREE, mflags;
2367 2087
2368 sint16 nx, ny; 2088 sint16 nx, ny;
2369 object * 2089 object *tmp;
2370 tmp; 2090 maptile *mp;
2371 mapstruct *
2372 mp;
2373 2091
2374 MoveType blocked, move_type; 2092 MoveType blocked, move_type;
2375 2093
2376 if (exclude && exclude->head) 2094 if (exclude && exclude->head)
2377 { 2095 {
2389 mp = m; 2107 mp = m;
2390 nx = x + freearr_x[i]; 2108 nx = x + freearr_x[i];
2391 ny = y + freearr_y[i]; 2109 ny = y + freearr_y[i];
2392 2110
2393 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2111 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2112
2394 if (mflags & P_OUT_OF_MAP) 2113 if (mflags & P_OUT_OF_MAP)
2395 {
2396 max = maxfree[i]; 2114 max = maxfree[i];
2397 }
2398 else 2115 else
2399 { 2116 {
2400 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2117 mapspace &ms = mp->at (nx, ny);
2118
2119 blocked = ms.move_block;
2401 2120
2402 if ((move_type & blocked) == move_type) 2121 if ((move_type & blocked) == move_type)
2403 {
2404 max = maxfree[i]; 2122 max = maxfree[i];
2405 }
2406 else if (mflags & P_IS_ALIVE) 2123 else if (mflags & P_IS_ALIVE)
2407 { 2124 {
2408 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2125 for (tmp = ms.bot; tmp; tmp = tmp->above)
2409 { 2126 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2410 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2127 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2411 {
2412 break; 2128 break;
2413 } 2129
2414 }
2415 if (tmp) 2130 if (tmp)
2416 {
2417 return freedir[i]; 2131 return freedir[i];
2418 }
2419 } 2132 }
2420 } 2133 }
2421 } 2134 }
2135
2422 return 0; 2136 return 0;
2423} 2137}
2424 2138
2425/* 2139/*
2426 * distance(object 1, object 2) will return the square of the 2140 * distance(object 1, object 2) will return the square of the
2427 * distance between the two given objects. 2141 * distance between the two given objects.
2428 */ 2142 */
2429
2430int 2143int
2431distance (const object *ob1, const object *ob2) 2144distance (const object *ob1, const object *ob2)
2432{ 2145{
2433 int
2434 i;
2435
2436 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2146 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2437 return i;
2438} 2147}
2439 2148
2440/* 2149/*
2441 * find_dir_2(delta-x,delta-y) will return a direction in which 2150 * find_dir_2(delta-x,delta-y) will return a direction in which
2442 * an object which has subtracted the x and y coordinates of another 2151 * an object which has subtracted the x and y coordinates of another
2443 * object, needs to travel toward it. 2152 * object, needs to travel toward it.
2444 */ 2153 */
2445
2446int 2154int
2447find_dir_2 (int x, int y) 2155find_dir_2 (int x, int y)
2448{ 2156{
2449 int 2157 int q;
2450 q;
2451 2158
2452 if (y) 2159 if (y)
2453 q = x * 100 / y; 2160 q = x * 100 / y;
2454 else if (x) 2161 else if (x)
2455 q = -300 * x; 2162 q = -300 * x;
2480 2187
2481 return 3; 2188 return 3;
2482} 2189}
2483 2190
2484/* 2191/*
2485 * absdir(int): Returns a number between 1 and 8, which represent
2486 * the "absolute" direction of a number (it actually takes care of
2487 * "overflow" in previous calculations of a direction).
2488 */
2489
2490int
2491absdir (int d)
2492{
2493 while (d < 1)
2494 d += 8;
2495 while (d > 8)
2496 d -= 8;
2497 return d;
2498}
2499
2500/*
2501 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2192 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2502 * between two directions (which are expected to be absolute (see absdir()) 2193 * between two directions (which are expected to be absolute (see absdir())
2503 */ 2194 */
2504
2505int 2195int
2506dirdiff (int dir1, int dir2) 2196dirdiff (int dir1, int dir2)
2507{ 2197{
2508 int 2198 int d;
2509 d;
2510 2199
2511 d = abs (dir1 - dir2); 2200 d = abs (dir1 - dir2);
2512 if (d > 4) 2201 if (d > 4)
2513 d = 8 - d; 2202 d = 8 - d;
2203
2514 return d; 2204 return d;
2515} 2205}
2516 2206
2517/* peterm: 2207/* peterm:
2518 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2208 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2521 * This basically means that if direction is 15, then it could either go 2211 * This basically means that if direction is 15, then it could either go
2522 * direction 4, 14, or 16 to get back to where we are. 2212 * direction 4, 14, or 16 to get back to where we are.
2523 * Moved from spell_util.c to object.c with the other related direction 2213 * Moved from spell_util.c to object.c with the other related direction
2524 * functions. 2214 * functions.
2525 */ 2215 */
2526
2527int
2528 reduction_dir[SIZEOFFREE][3] = { 2216int reduction_dir[SIZEOFFREE][3] = {
2529 {0, 0, 0}, /* 0 */ 2217 {0, 0, 0}, /* 0 */
2530 {0, 0, 0}, /* 1 */ 2218 {0, 0, 0}, /* 1 */
2531 {0, 0, 0}, /* 2 */ 2219 {0, 0, 0}, /* 2 */
2532 {0, 0, 0}, /* 3 */ 2220 {0, 0, 0}, /* 3 */
2533 {0, 0, 0}, /* 4 */ 2221 {0, 0, 0}, /* 4 */
2581 * find a path to that monster that we found. If not, 2269 * find a path to that monster that we found. If not,
2582 * we don't bother going toward it. Returns 1 if we 2270 * we don't bother going toward it. Returns 1 if we
2583 * can see a direct way to get it 2271 * can see a direct way to get it
2584 * Modified to be map tile aware -.MSW 2272 * Modified to be map tile aware -.MSW
2585 */ 2273 */
2586
2587
2588int 2274int
2589can_see_monsterP (mapstruct *m, int x, int y, int dir) 2275can_see_monsterP (maptile *m, int x, int y, int dir)
2590{ 2276{
2591 sint16 dx, dy; 2277 sint16 dx, dy;
2592 int
2593 mflags; 2278 int mflags;
2594 2279
2595 if (dir < 0) 2280 if (dir < 0)
2596 return 0; /* exit condition: invalid direction */ 2281 return 0; /* exit condition: invalid direction */
2597 2282
2598 dx = x + freearr_x[dir]; 2283 dx = x + freearr_x[dir];
2611 return 0; 2296 return 0;
2612 2297
2613 /* yes, can see. */ 2298 /* yes, can see. */
2614 if (dir < 9) 2299 if (dir < 9)
2615 return 1; 2300 return 1;
2301
2616 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2302 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2617 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]); 2303 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2304 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2618} 2305}
2619
2620
2621 2306
2622/* 2307/*
2623 * can_pick(picker, item): finds out if an object is possible to be 2308 * can_pick(picker, item): finds out if an object is possible to be
2624 * picked up by the picker. Returnes 1 if it can be 2309 * picked up by the picker. Returnes 1 if it can be
2625 * picked up, otherwise 0. 2310 * picked up, otherwise 0.
2636 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2321 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2637 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2322 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2638 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2323 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2639} 2324}
2640 2325
2641
2642/* 2326/*
2643 * create clone from object to another 2327 * create clone from object to another
2644 */ 2328 */
2645object * 2329object *
2646object_create_clone (object *asrc) 2330object_create_clone (object *asrc)
2647{ 2331{
2648 object *
2649 dst = NULL, *tmp, *src, *part, *prev, *item; 2332 object *dst = 0, *tmp, *src, *part, *prev, *item;
2650 2333
2651 if (!asrc) 2334 if (!asrc)
2652 return NULL; 2335 return 0;
2336
2653 src = asrc; 2337 src = asrc;
2654 if (src->head) 2338 if (src->head)
2655 src = src->head; 2339 src = src->head;
2656 2340
2657 prev = NULL; 2341 prev = 0;
2658 for (part = src; part; part = part->more) 2342 for (part = src; part; part = part->more)
2659 { 2343 {
2660 tmp = get_object (); 2344 tmp = part->clone ();
2661 copy_object (part, tmp);
2662 tmp->x -= src->x; 2345 tmp->x -= src->x;
2663 tmp->y -= src->y; 2346 tmp->y -= src->y;
2347
2664 if (!part->head) 2348 if (!part->head)
2665 { 2349 {
2666 dst = tmp; 2350 dst = tmp;
2667 tmp->head = NULL; 2351 tmp->head = 0;
2668 } 2352 }
2669 else 2353 else
2670 {
2671 tmp->head = dst; 2354 tmp->head = dst;
2672 } 2355
2673 tmp->more = NULL; 2356 tmp->more = 0;
2357
2674 if (prev) 2358 if (prev)
2675 prev->more = tmp; 2359 prev->more = tmp;
2360
2676 prev = tmp; 2361 prev = tmp;
2677 } 2362 }
2678 2363
2679 /*** copy inventory ***/
2680 for (item = src->inv; item; item = item->below) 2364 for (item = src->inv; item; item = item->below)
2681 {
2682 (void) insert_ob_in_ob (object_create_clone (item), dst); 2365 insert_ob_in_ob (object_create_clone (item), dst);
2683 }
2684 2366
2685 return dst; 2367 return dst;
2686}
2687
2688/* return true if the object was destroyed, 0 otherwise */
2689int
2690was_destroyed (const object *op, tag_t old_tag)
2691{
2692 /* checking for FLAG_FREED isn't necessary, but makes this function more
2693 * robust */
2694 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2695}
2696
2697/* GROS - Creates an object using a string representing its content. */
2698
2699/* Basically, we save the content of the string to a temp file, then call */
2700
2701/* load_object on it. I admit it is a highly inefficient way to make things, */
2702
2703/* but it was simple to make and allows reusing the load_object function. */
2704
2705/* Remember not to use load_object_str in a time-critical situation. */
2706
2707/* Also remember that multiparts objects are not supported for now. */
2708
2709object *
2710load_object_str (const char *obstr)
2711{
2712 object *
2713 op;
2714 char
2715 filename[MAX_BUF];
2716
2717 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2718
2719 FILE *
2720 tempfile = fopen (filename, "w");
2721
2722 if (tempfile == NULL)
2723 {
2724 LOG (llevError, "Error - Unable to access load object temp file\n");
2725 return NULL;
2726 }
2727
2728 fprintf (tempfile, obstr);
2729 fclose (tempfile);
2730
2731 op = get_object ();
2732
2733 object_thawer thawer (filename);
2734
2735 if (thawer)
2736 load_object (thawer, op, 0);
2737
2738 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2739 CLEAR_FLAG (op, FLAG_REMOVED);
2740
2741 return op;
2742} 2368}
2743 2369
2744/* This returns the first object in who's inventory that 2370/* This returns the first object in who's inventory that
2745 * has the same type and subtype match. 2371 * has the same type and subtype match.
2746 * returns NULL if no match. 2372 * returns NULL if no match.
2747 */ 2373 */
2748object * 2374object *
2749find_obj_by_type_subtype (const object *who, int type, int subtype) 2375find_obj_by_type_subtype (const object *who, int type, int subtype)
2750{ 2376{
2751 object *
2752 tmp;
2753
2754 for (tmp = who->inv; tmp; tmp = tmp->below) 2377 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2755 if (tmp->type == type && tmp->subtype == subtype) 2378 if (tmp->type == type && tmp->subtype == subtype)
2756 return tmp; 2379 return tmp;
2757 2380
2758 return NULL; 2381 return 0;
2759} 2382}
2760 2383
2761/* If ob has a field named key, return the link from the list, 2384/* If ob has a field named key, return the link from the list,
2762 * otherwise return NULL. 2385 * otherwise return NULL.
2763 * 2386 *
2765 * do the desired thing. 2388 * do the desired thing.
2766 */ 2389 */
2767key_value * 2390key_value *
2768get_ob_key_link (const object *ob, const char *key) 2391get_ob_key_link (const object *ob, const char *key)
2769{ 2392{
2770 key_value *
2771 link;
2772
2773 for (link = ob->key_values; link != NULL; link = link->next) 2393 for (key_value *link = ob->key_values; link; link = link->next)
2774 {
2775 if (link->key == key) 2394 if (link->key == key)
2776 {
2777 return link; 2395 return link;
2778 }
2779 }
2780 2396
2781 return NULL; 2397 return 0;
2782} 2398}
2783 2399
2784/* 2400/*
2785 * Returns the value of op has an extra_field for key, or NULL. 2401 * Returns the value of op has an extra_field for key, or NULL.
2786 * 2402 *
2811 if (link->key == canonical_key) 2427 if (link->key == canonical_key)
2812 return link->value; 2428 return link->value;
2813 2429
2814 return 0; 2430 return 0;
2815} 2431}
2816
2817 2432
2818/* 2433/*
2819 * Updates the canonical_key in op to value. 2434 * Updates the canonical_key in op to value.
2820 * 2435 *
2821 * canonical_key is a shared string (value doesn't have to be). 2436 * canonical_key is a shared string (value doesn't have to be).
2826 * Returns TRUE on success. 2441 * Returns TRUE on success.
2827 */ 2442 */
2828int 2443int
2829set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) 2444set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2830{ 2445{
2831 key_value *
2832 field = NULL, *last = NULL; 2446 key_value *field = NULL, *last = NULL;
2833 2447
2834 for (field = op->key_values; field != NULL; field = field->next) 2448 for (field = op->key_values; field != NULL; field = field->next)
2835 { 2449 {
2836 if (field->key != canonical_key) 2450 if (field->key != canonical_key)
2837 { 2451 {
2865 /* IF we get here, key doesn't exist */ 2479 /* IF we get here, key doesn't exist */
2866 2480
2867 /* No field, we'll have to add it. */ 2481 /* No field, we'll have to add it. */
2868 2482
2869 if (!add_key) 2483 if (!add_key)
2870 {
2871 return FALSE; 2484 return FALSE;
2872 } 2485
2873 /* There isn't any good reason to store a null 2486 /* There isn't any good reason to store a null
2874 * value in the key/value list. If the archetype has 2487 * value in the key/value list. If the archetype has
2875 * this key, then we should also have it, so shouldn't 2488 * this key, then we should also have it, so shouldn't
2876 * be here. If user wants to store empty strings, 2489 * be here. If user wants to store empty strings,
2877 * should pass in "" 2490 * should pass in ""
2926 } 2539 }
2927 else 2540 else
2928 item = item->env; 2541 item = item->env;
2929} 2542}
2930 2543
2544
2545const char *
2546object::flag_desc (char *desc, int len) const
2547{
2548 char *p = desc;
2549 bool first = true;
2550
2551 *p = 0;
2552
2553 for (int i = 0; i < NUM_FLAGS; i++)
2554 {
2555 if (len <= 10) // magic constant!
2556 {
2557 snprintf (p, len, ",...");
2558 break;
2559 }
2560
2561 if (flag [i])
2562 {
2563 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2564 len -= cnt;
2565 p += cnt;
2566 first = false;
2567 }
2568 }
2569
2570 return desc;
2571}
2572
2931// return a suitable string describing an objetc in enough detail to find it 2573// return a suitable string describing an object in enough detail to find it
2932const char * 2574const char *
2933object::debug_desc (char *info) const 2575object::debug_desc (char *info) const
2934{ 2576{
2577 char flagdesc[512];
2935 char info2[256 * 3]; 2578 char info2[256 * 4];
2936 char *p = info; 2579 char *p = info;
2937 2580
2938 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2581 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2939 count, 2582 count, uuid.seq,
2940 &name, 2583 &name,
2941 title ? " " : "", 2584 title ? "\",title:\"" : "",
2942 title ? (const char *)title : ""); 2585 title ? (const char *)title : "",
2586 flag_desc (flagdesc, 512), type);
2943 2587
2944 if (env) 2588 if (env)
2945 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2589 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2946 2590
2947 if (map) 2591 if (map)
2948 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2592 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2949 2593
2950 return info; 2594 return info;
2951} 2595}
2952 2596
2953const char * 2597const char *
2954object::debug_desc () const 2598object::debug_desc () const
2955{ 2599{
2956 static char info[256 * 3]; 2600 static char info[3][256 * 4];
2601 static int info_idx;
2602
2957 return debug_desc (info); 2603 return debug_desc (info [++info_idx % 3]);
2958} 2604}
2959 2605
2606struct region *
2607object::region () const
2608{
2609 return map ? map->region (x, y)
2610 : region::default_region ();
2611}
2612
2613const materialtype_t *
2614object::dominant_material () const
2615{
2616 if (materialtype_t *mat = name_to_material (materialname))
2617 return mat;
2618
2619 // omfg this is slow, this has to be temporary :)
2620 shstr unknown ("unknown");
2621
2622 return name_to_material (unknown);
2623}
2624
2625void
2626object::open_container (object *new_container)
2627{
2628 if (container == new_container)
2629 return;
2630
2631 if (object *old_container = container)
2632 {
2633 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2634 return;
2635
2636#if 0
2637 // remove the "Close old_container" object.
2638 if (object *closer = old_container->inv)
2639 if (closer->type == CLOSE_CON)
2640 closer->destroy ();
2641#endif
2642
2643 old_container->flag [FLAG_APPLIED] = 0;
2644 container = 0;
2645
2646 esrv_update_item (UPD_FLAGS, this, old_container);
2647 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2648 }
2649
2650 if (new_container)
2651 {
2652 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2653 return;
2654
2655 // TODO: this does not seem to serve any purpose anymore?
2656#if 0
2657 // insert the "Close Container" object.
2658 if (archetype *closer = new_container->other_arch)
2659 {
2660 object *closer = arch_to_object (new_container->other_arch);
2661 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2662 new_container->insert (closer);
2663 }
2664#endif
2665
2666 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2667
2668 new_container->flag [FLAG_APPLIED] = 1;
2669 container = new_container;
2670
2671 esrv_update_item (UPD_FLAGS, this, new_container);
2672 esrv_send_inventory (this, new_container);
2673 }
2674}
2675
2676

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines