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Comparing deliantra/server/common/object.C (file contents):
Revision 1.45 by root, Thu Sep 14 18:13:01 2006 UTC vs.
Revision 1.147 by root, Sat May 12 16:06:42 2007 UTC

1
2/* 1/*
3 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game
4 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
7 7 *
8 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
9 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
11 (at your option) any later version. 11 * (at your option) any later version.
12 12 *
13 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 GNU General Public License for more details. 16 * GNU General Public License for more details.
17 17 *
18 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 21 *
22 The authors can be reached via e-mail at crossfire-devel@real-time.com 22 * The authors can be reached via e-mail at <crossfire@schmorp.de>
23*/ 23 */
24 24
25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
26 sub/add_weight will transcend the environment updating the carrying 26 sub/add_weight will transcend the environment updating the carrying
27 variable. */ 27 variable. */
28#include <global.h> 28#include <global.h>
29#include <stdio.h> 29#include <stdio.h>
30#include <sys/types.h> 30#include <sys/types.h>
31#include <sys/uio.h> 31#include <sys/uio.h>
32#include <object.h> 32#include <object.h>
33#include <funcpoint.h> 33#include <funcpoint.h>
34#include <sproto.h>
34#include <loader.h> 35#include <loader.h>
36
37#include <bitset>
35 38
36int nrofallocobjects = 0; 39int nrofallocobjects = 0;
37static UUID uuid; 40static UUID uuid;
38const uint64 UUID_SKIP = 1<<19; 41const uint64 UUID_SKIP = 1<<19;
39 42
40object *active_objects; /* List of active objects that need to be processed */ 43objectvec objects;
44activevec actives;
41 45
42short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 46short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
43 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 47 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
44}; 48};
45short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 49short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
105 _exit (1); 109 _exit (1);
106 } 110 }
107 111
108 uuid.seq = uid; 112 uuid.seq = uid;
109 write_uuid (); 113 write_uuid ();
110 LOG (llevDebug, "read UID: %lld\n", uid); 114 LOG (llevDebug, "read UID: %" PRId64 "\n", uid);
111 fclose (fp); 115 fclose (fp);
112} 116}
113 117
114UUID 118UUID
115gen_uuid () 119gen_uuid ()
140 * objects with lists are rare, and lists stay short. If not, use a 144 * objects with lists are rare, and lists stay short. If not, use a
141 * different structure or at least keep the lists sorted... 145 * different structure or at least keep the lists sorted...
142 */ 146 */
143 147
144 /* For each field in wants, */ 148 /* For each field in wants, */
145 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) 149 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
146 { 150 {
147 key_value *has_field; 151 key_value *has_field;
148 152
149 /* Look for a field in has with the same key. */ 153 /* Look for a field in has with the same key. */
150 has_field = get_ob_key_link (has, wants_field->key); 154 has_field = get_ob_key_link (has, wants_field->key);
184 * 188 *
185 * Note that this function appears a lot longer than the macro it 189 * Note that this function appears a lot longer than the macro it
186 * replaces - this is mostly for clarity - a decent compiler should hopefully 190 * replaces - this is mostly for clarity - a decent compiler should hopefully
187 * reduce this to the same efficiency. 191 * reduce this to the same efficiency.
188 * 192 *
189 * Check nrof variable *before* calling CAN_MERGE() 193 * Check nrof variable *before* calling can_merge()
190 * 194 *
191 * Improvements made with merge: Better checking on potion, and also 195 * Improvements made with merge: Better checking on potion, and also
192 * check weight 196 * check weight
193 */ 197 */
194
195bool object::can_merge (object *ob1, object *ob2) 198bool object::can_merge_slow (object *ob1, object *ob2)
196{ 199{
197 /* A couple quicksanity checks */ 200 /* A couple quicksanity checks */
198 if ((ob1 == ob2) || (ob1->type != ob2->type)) 201 if (ob1 == ob2
202 || ob1->type != ob2->type
203 || ob1->speed != ob2->speed
204 || ob1->value != ob2->value
205 || ob1->name != ob2->name)
199 return 0; 206 return 0;
200 207
201 if (ob1->speed != ob2->speed) 208 //TODO: this ain't working well, use nicer and correct overflow check
202 return 0;
203
204 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 209 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
205 * value could not be stored in a sint32 (which unfortunately sometimes is 210 * value could not be stored in a sint32 (which unfortunately sometimes is
206 * used to store nrof). 211 * used to store nrof).
207 */ 212 */
208 if (ob1->nrof + ob2->nrof >= 1UL << 31) 213 if (ob1->nrof + ob2->nrof >= 1UL << 31)
218 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 223 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
219 224
220 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 225 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
221 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 226 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
222 227
223 228 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
224 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something 229 || ob1->arch != ob2->arch
225 * being locked in inventory should prevent merging.
226 * 0x4 in flags3 is CLIENT_SENT
227 */
228 if ((ob1->arch != ob2->arch) ||
229 (ob1->flags[0] != ob2->flags[0]) ||
230 (ob1->flags[1] != ob2->flags[1]) ||
231 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
232 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
233 (ob1->name != ob2->name) || 230 || ob1->name != ob2->name
234 (ob1->title != ob2->title) || 231 || ob1->title != ob2->title
235 (ob1->msg != ob2->msg) || 232 || ob1->msg != ob2->msg
236 (ob1->weight != ob2->weight) || 233 || ob1->weight != ob2->weight
237 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) || 234 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
238 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) || 235 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
239 (ob1->attacktype != ob2->attacktype) || 236 || ob1->attacktype != ob2->attacktype
240 (ob1->magic != ob2->magic) || 237 || ob1->magic != ob2->magic
241 (ob1->slaying != ob2->slaying) || 238 || ob1->slaying != ob2->slaying
242 (ob1->skill != ob2->skill) || 239 || ob1->skill != ob2->skill
243 (ob1->value != ob2->value) || 240 || ob1->value != ob2->value
244 (ob1->animation_id != ob2->animation_id) || 241 || ob1->animation_id != ob2->animation_id
245 (ob1->client_type != ob2->client_type) || 242 || ob1->client_type != ob2->client_type
246 (ob1->materialname != ob2->materialname) || 243 || ob1->materialname != ob2->materialname
247 (ob1->lore != ob2->lore) || 244 || ob1->lore != ob2->lore
248 (ob1->subtype != ob2->subtype) || 245 || ob1->subtype != ob2->subtype
249 (ob1->move_type != ob2->move_type) || 246 || ob1->move_type != ob2->move_type
250 (ob1->move_block != ob2->move_block) || 247 || ob1->move_block != ob2->move_block
251 (ob1->move_allow != ob2->move_allow) || 248 || ob1->move_allow != ob2->move_allow
252 (ob1->move_on != ob2->move_on) || 249 || ob1->move_on != ob2->move_on
253 (ob1->move_off != ob2->move_off) || (ob1->move_slow != ob2->move_slow) || (ob1->move_slow_penalty != ob2->move_slow_penalty)) 250 || ob1->move_off != ob2->move_off
251 || ob1->move_slow != ob2->move_slow
252 || ob1->move_slow_penalty != ob2->move_slow_penalty)
254 return 0; 253 return 0;
255 254
256 /* This is really a spellbook check - really, we should 255 /* This is really a spellbook check - really, we should
257 * check all objects in the inventory. 256 * check all objects in the inventory.
258 */ 257 */
261 /* if one object has inventory but the other doesn't, not equiv */ 260 /* if one object has inventory but the other doesn't, not equiv */
262 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 261 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
263 return 0; 262 return 0;
264 263
265 /* Now check to see if the two inventory objects could merge */ 264 /* Now check to see if the two inventory objects could merge */
266 if (!CAN_MERGE (ob1->inv, ob2->inv)) 265 if (!object::can_merge (ob1->inv, ob2->inv))
267 return 0; 266 return 0;
268 267
269 /* inventory ok - still need to check rest of this object to see 268 /* inventory ok - still need to check rest of this object to see
270 * if it is valid. 269 * if it is valid.
271 */ 270 */
280 279
281 /* Note sure why the following is the case - either the object has to 280 /* Note sure why the following is the case - either the object has to
282 * be animated or have a very low speed. Is this an attempted monster 281 * be animated or have a very low speed. Is this an attempted monster
283 * check? 282 * check?
284 */ 283 */
285 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 284 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
286 return 0; 285 return 0;
287 286
288 switch (ob1->type) 287 switch (ob1->type)
289 { 288 {
290 case SCROLL: 289 case SCROLL:
326sum_weight (object *op) 325sum_weight (object *op)
327{ 326{
328 long sum; 327 long sum;
329 object *inv; 328 object *inv;
330 329
331 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 330 for (sum = 0, inv = op->inv; inv; inv = inv->below)
332 { 331 {
333 if (inv->inv) 332 if (inv->inv)
334 sum_weight (inv); 333 sum_weight (inv);
334
335 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 335 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
336 } 336 }
337 337
338 if (op->type == CONTAINER && op->stats.Str) 338 if (op->type == CONTAINER && op->stats.Str)
339 sum = (sum * (100 - op->stats.Str)) / 100; 339 sum = (sum * (100 - op->stats.Str)) / 100;
355 op = op->env; 355 op = op->env;
356 return op; 356 return op;
357} 357}
358 358
359/* 359/*
360 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
361 * a better check. We basically keeping traversing up until we can't
362 * or find a player.
363 */
364
365object *
366is_player_inv (object *op)
367{
368 for (; op != NULL && op->type != PLAYER; op = op->env)
369 if (op->env == op)
370 op->env = NULL;
371 return op;
372}
373
374/*
375 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 360 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
376 * Some error messages. 361 * Some error messages.
377 * The result of the dump is stored in the static global errmsg array. 362 * The result of the dump is stored in the static global errmsg array.
378 */ 363 */
379 364char *
380void
381dump_object2 (object *op)
382{
383 errmsg[0] = 0;
384 return;
385 //TODO//D#d#
386#if 0
387 char *cp;
388
389/* object *tmp;*/
390
391 if (op->arch != NULL)
392 {
393 strcat (errmsg, "arch ");
394 strcat (errmsg, op->arch->name ? op->arch->name : "(null)");
395 strcat (errmsg, "\n");
396 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
397 strcat (errmsg, cp);
398# if 0
399 /* Don't dump player diffs - they are too long, mostly meaningless, and
400 * will overflow the buffer.
401 * Changed so that we don't dump inventory either. This may
402 * also overflow the buffer.
403 */
404 if (op->type != PLAYER && (cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
405 strcat (errmsg, cp);
406 for (tmp = op->inv; tmp; tmp = tmp->below)
407 dump_object2 (tmp);
408# endif
409 strcat (errmsg, "end\n");
410 }
411 else
412 {
413 strcat (errmsg, "Object ");
414 if (op->name == NULL)
415 strcat (errmsg, "(null)");
416 else
417 strcat (errmsg, op->name);
418 strcat (errmsg, "\n");
419# if 0
420 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
421 strcat (errmsg, cp);
422 for (tmp = op->inv; tmp; tmp = tmp->below)
423 dump_object2 (tmp);
424# endif
425 strcat (errmsg, "end\n");
426 }
427#endif
428}
429
430/*
431 * Dumps an object. Returns output in the static global errmsg array.
432 */
433
434void
435dump_object (object *op) 365dump_object (object *op)
436{ 366{
437 if (op == NULL) 367 if (!op)
438 { 368 return strdup ("[NULLOBJ]");
439 strcpy (errmsg, "[NULL pointer]");
440 return;
441 }
442 errmsg[0] = '\0';
443 dump_object2 (op);
444}
445 369
446void 370 object_freezer freezer;
447dump_all_objects (void) 371 op->write (freezer);
448{ 372 return freezer.as_string ();
449 object *op;
450
451 for (op = object::first; op != NULL; op = op->next)
452 {
453 dump_object (op);
454 fprintf (logfile, "Object %d\n:%s\n", op->count, errmsg);
455 }
456} 373}
457 374
458/* 375/*
459 * get_nearest_part(multi-object, object 2) returns the part of the 376 * get_nearest_part(multi-object, object 2) returns the part of the
460 * multi-object 1 which is closest to the second object. 377 * multi-object 1 which is closest to the second object.
476} 393}
477 394
478/* 395/*
479 * Returns the object which has the count-variable equal to the argument. 396 * Returns the object which has the count-variable equal to the argument.
480 */ 397 */
481
482object * 398object *
483find_object (tag_t i) 399find_object (tag_t i)
484{ 400{
485 object *op; 401 for_all_objects (op)
486
487 for (op = object::first; op != NULL; op = op->next)
488 if (op->count == i) 402 if (op->count == i)
489 break;
490 return op; 403 return op;
404
405 return 0;
491} 406}
492 407
493/* 408/*
494 * Returns the first object which has a name equal to the argument. 409 * Returns the first object which has a name equal to the argument.
495 * Used only by the patch command, but not all that useful. 410 * Used only by the patch command, but not all that useful.
496 * Enables features like "patch <name-of-other-player> food 999" 411 * Enables features like "patch <name-of-other-player> food 999"
497 */ 412 */
498
499object * 413object *
500find_object_name (const char *str) 414find_object_name (const char *str)
501{ 415{
502 shstr_cmp str_ (str); 416 shstr_cmp str_ (str);
503 object *op; 417 object *op;
504 418
505 for (op = object::first; op != NULL; op = op->next) 419 for_all_objects (op)
506 if (op->name == str_) 420 if (op->name == str_)
507 break; 421 break;
508 422
509 return op; 423 return op;
510} 424}
536 owner = owner->owner; 450 owner = owner->owner;
537 451
538 this->owner = owner; 452 this->owner = owner;
539} 453}
540 454
455bool
456object::change_weapon (object *ob)
457{
458 if (current_weapon == ob)
459 return true;
460
461 if (chosen_skill)
462 chosen_skill->flag [FLAG_APPLIED] = false;
463
464 current_weapon = ob;
465 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
466
467 if (chosen_skill)
468 chosen_skill->flag [FLAG_APPLIED] = true;
469
470 update_stats ();
471
472 if (ob)
473 {
474 // now check wether any body locations became invalid, in which case
475 // we cannot apply the weapon at the moment.
476 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
477 if (slot[i].used < 0)
478 {
479 current_weapon = chosen_skill = 0;
480 update_stats ();
481
482 new_draw_info_format (NDI_UNIQUE, 0, this,
483 "You try to balance your applied items all at once, but the %s is too much. "
484 "You need to unapply some items first.", &ob->name);
485 return false;
486 }
487
488 new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
489 }
490 else
491 new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
492
493 return true;
494}
495
541/* Zero the key_values on op, decrementing the shared-string 496/* Zero the key_values on op, decrementing the shared-string
542 * refcounts and freeing the links. 497 * refcounts and freeing the links.
543 */ 498 */
544static void 499static void
545free_key_values (object *op) 500free_key_values (object *op)
546{ 501{
547 for (key_value *i = op->key_values; i != 0;) 502 for (key_value *i = op->key_values; i; )
548 { 503 {
549 key_value *next = i->next; 504 key_value *next = i->next;
550 delete i; 505 delete i;
551 506
552 i = next; 507 i = next;
553 } 508 }
554 509
555 op->key_values = 0; 510 op->key_values = 0;
556} 511}
557 512
558void object::clear () 513object &
514object::operator =(const object &src)
559{ 515{
560 attachable_base::clear (); 516 bool is_freed = flag [FLAG_FREED];
517 bool is_removed = flag [FLAG_REMOVED];
561 518
562 free_key_values (this); 519 *(object_copy *)this = src;
563 520
564 owner = 0; 521 flag [FLAG_FREED] = is_freed;
565 name = 0; 522 flag [FLAG_REMOVED] = is_removed;
566 name_pl = 0;
567 title = 0;
568 race = 0;
569 slaying = 0;
570 skill = 0;
571 msg = 0;
572 lore = 0;
573 custom_name = 0;
574 materialname = 0;
575 contr = 0;
576 below = 0;
577 above = 0;
578 inv = 0;
579 container = 0;
580 env = 0;
581 more = 0;
582 head = 0;
583 map = 0;
584 active_next = 0;
585 active_prev = 0;
586
587 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
588
589 SET_FLAG (this, FLAG_REMOVED);
590
591 /* What is not cleared is next, prev, and count */
592
593 expmul = 1.0;
594 face = blank_face;
595
596 if (settings.casting_time)
597 casting_time = -1;
598}
599
600void object::clone (object *destination)
601{
602 *(object_copy *)destination = *this;
603 *(object_pod *)destination = *this;
604
605 if (self || cb)
606 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
607}
608
609/*
610 * copy object first frees everything allocated by the second object,
611 * and then copies the contends of the first object into the second
612 * object, allocating what needs to be allocated. Basically, any
613 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
614 * if the first object is freed, the pointers in the new object
615 * will point at garbage.
616 */
617void
618copy_object (object *op2, object *op)
619{
620 bool is_freed = QUERY_FLAG (op, FLAG_FREED);
621 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED);
622
623 op2->clone (op);
624
625 if (is_freed)
626 SET_FLAG (op, FLAG_FREED);
627 if (is_removed)
628 SET_FLAG (op, FLAG_REMOVED);
629
630 if (op2->speed < 0)
631 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0;
632 523
633 /* Copy over key_values, if any. */ 524 /* Copy over key_values, if any. */
634 if (op2->key_values) 525 if (src.key_values)
635 { 526 {
636 key_value *tail = 0; 527 key_value *tail = 0;
637 key_value *i;
638
639 op->key_values = 0; 528 key_values = 0;
640 529
641 for (i = op2->key_values; i; i = i->next) 530 for (key_value *i = src.key_values; i; i = i->next)
642 { 531 {
643 key_value *new_link = new key_value; 532 key_value *new_link = new key_value;
644 533
645 new_link->next = 0; 534 new_link->next = 0;
646 new_link->key = i->key; 535 new_link->key = i->key;
647 new_link->value = i->value; 536 new_link->value = i->value;
648 537
649 /* Try and be clever here, too. */ 538 /* Try and be clever here, too. */
650 if (!op->key_values) 539 if (!key_values)
651 { 540 {
652 op->key_values = new_link; 541 key_values = new_link;
653 tail = new_link; 542 tail = new_link;
654 } 543 }
655 else 544 else
656 { 545 {
657 tail->next = new_link; 546 tail->next = new_link;
658 tail = new_link; 547 tail = new_link;
659 } 548 }
660 } 549 }
661 } 550 }
551}
662 552
663 update_ob_speed (op); 553/*
554 * copy_to first frees everything allocated by the dst object,
555 * and then copies the contents of itself into the second
556 * object, allocating what needs to be allocated. Basically, any
557 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
558 * if the first object is freed, the pointers in the new object
559 * will point at garbage.
560 */
561void
562object::copy_to (object *dst)
563{
564 *dst = *this;
565
566 if (speed < 0)
567 dst->speed_left = speed_left - rndm ();
568
569 dst->set_speed (dst->speed);
570}
571
572void
573object::instantiate ()
574{
575 if (!uuid.seq) // HACK
576 uuid = gen_uuid ();
577
578 speed_left = -0.1f;
579 /* copy the body_info to the body_used - this is only really
580 * need for monsters, but doesn't hurt to do it for everything.
581 * by doing so, when a monster is created, it has good starting
582 * values for the body_used info, so when items are created
583 * for it, they can be properly equipped.
584 */
585 for (int i = NUM_BODY_LOCATIONS; i--; )
586 slot[i].used = slot[i].info;
587
588 attachable::instantiate ();
589}
590
591object *
592object::clone ()
593{
594 object *neu = create ();
595 copy_to (neu);
596 return neu;
664} 597}
665 598
666/* 599/*
667 * If an object with the IS_TURNABLE() flag needs to be turned due 600 * If an object with the IS_TURNABLE() flag needs to be turned due
668 * to the closest player being on the other side, this function can 601 * to the closest player being on the other side, this function can
669 * be called to update the face variable, _and_ how it looks on the map. 602 * be called to update the face variable, _and_ how it looks on the map.
670 */ 603 */
671
672void 604void
673update_turn_face (object *op) 605update_turn_face (object *op)
674{ 606{
675 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 607 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
676 return; 608 return;
609
677 SET_ANIMATION (op, op->direction); 610 SET_ANIMATION (op, op->direction);
678 update_object (op, UP_OBJ_FACE); 611 update_object (op, UP_OBJ_FACE);
679} 612}
680 613
681/* 614/*
682 * Updates the speed of an object. If the speed changes from 0 to another 615 * Updates the speed of an object. If the speed changes from 0 to another
683 * value, or vice versa, then add/remove the object from the active list. 616 * value, or vice versa, then add/remove the object from the active list.
684 * This function needs to be called whenever the speed of an object changes. 617 * This function needs to be called whenever the speed of an object changes.
685 */ 618 */
686void 619void
687update_ob_speed (object *op) 620object::set_speed (float speed)
688{ 621{
689 extern int arch_init; 622 if (flag [FLAG_FREED] && speed)
690
691 /* No reason putting the archetypes objects on the speed list,
692 * since they never really need to be updated.
693 */
694
695 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
696 { 623 {
697 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 624 LOG (llevError, "Object %s is freed but has speed.\n", &name);
698#ifdef MANY_CORES
699 abort ();
700#else
701 op->speed = 0; 625 speed = 0;
702#endif
703 }
704
705 if (arch_init)
706 return;
707
708 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
709 { 626 }
710 /* If already on active list, don't do anything */
711 if (op->active_next || op->active_prev || op == active_objects)
712 return;
713 627
714 /* process_events() expects us to insert the object at the beginning 628 this->speed = speed;
715 * of the list. */
716 op->active_next = active_objects;
717 629
718 if (op->active_next != NULL) 630 if (has_active_speed ())
719 op->active_next->active_prev = op; 631 activate ();
720
721 active_objects = op;
722 }
723 else 632 else
724 { 633 deactivate ();
725 /* If not on the active list, nothing needs to be done */
726 if (!op->active_next && !op->active_prev && op != active_objects)
727 return;
728
729 if (op->active_prev == NULL)
730 {
731 active_objects = op->active_next;
732
733 if (op->active_next != NULL)
734 op->active_next->active_prev = NULL;
735 }
736 else
737 {
738 op->active_prev->active_next = op->active_next;
739
740 if (op->active_next)
741 op->active_next->active_prev = op->active_prev;
742 }
743
744 op->active_next = NULL;
745 op->active_prev = NULL;
746 }
747} 634}
748 635
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
758remove_from_active_list (object *op)
759{
760 /* If not on the active list, nothing needs to be done */
761 if (!op->active_next && !op->active_prev && op != active_objects)
762 return;
763
764 if (op->active_prev == NULL)
765 {
766 active_objects = op->active_next;
767 if (op->active_next != NULL)
768 op->active_next->active_prev = NULL;
769 }
770 else
771 {
772 op->active_prev->active_next = op->active_next;
773 if (op->active_next)
774 op->active_next->active_prev = op->active_prev;
775 }
776 op->active_next = NULL;
777 op->active_prev = NULL;
778}
779
780/* 636/*
781 * update_object() updates the array which represents the map. 637 * update_object() updates the the map.
782 * It takes into account invisible objects (and represent squares covered 638 * It takes into account invisible objects (and represent squares covered
783 * by invisible objects by whatever is below them (unless it's another 639 * by invisible objects by whatever is below them (unless it's another
784 * invisible object, etc...) 640 * invisible object, etc...)
785 * If the object being updated is beneath a player, the look-window 641 * If the object being updated is beneath a player, the look-window
786 * of that player is updated (this might be a suboptimal way of 642 * of that player is updated (this might be a suboptimal way of
787 * updating that window, though, since update_object() is called _often_) 643 * updating that window, though, since update_object() is called _often_)
788 * 644 *
789 * action is a hint of what the caller believes need to be done. 645 * action is a hint of what the caller believes need to be done.
790 * For example, if the only thing that has changed is the face (due to
791 * an animation), we don't need to call update_position until that actually
792 * comes into view of a player. OTOH, many other things, like addition/removal
793 * of walls or living creatures may need us to update the flags now.
794 * current action are: 646 * current action are:
795 * UP_OBJ_INSERT: op was inserted 647 * UP_OBJ_INSERT: op was inserted
796 * UP_OBJ_REMOVE: op was removed 648 * UP_OBJ_REMOVE: op was removed
797 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 649 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
798 * as that is easier than trying to look at what may have changed. 650 * as that is easier than trying to look at what may have changed.
799 * UP_OBJ_FACE: only the objects face has changed. 651 * UP_OBJ_FACE: only the objects face has changed.
800 */ 652 */
801
802void 653void
803update_object (object *op, int action) 654update_object (object *op, int action)
804{ 655{
805 int update_now = 0, flags;
806 MoveType move_on, move_off, move_block, move_slow;
807
808 if (op == NULL) 656 if (op == NULL)
809 { 657 {
810 /* this should never happen */ 658 /* this should never happen */
811 LOG (llevDebug, "update_object() called for NULL object.\n"); 659 LOG (llevDebug, "update_object() called for NULL object.\n");
812 return; 660 return;
813 } 661 }
814 662
815 if (op->env != NULL) 663 if (op->env)
816 { 664 {
817 /* Animation is currently handled by client, so nothing 665 /* Animation is currently handled by client, so nothing
818 * to do in this case. 666 * to do in this case.
819 */ 667 */
820 return; 668 return;
825 */ 673 */
826 if (!op->map || op->map->in_memory == MAP_SAVING) 674 if (!op->map || op->map->in_memory == MAP_SAVING)
827 return; 675 return;
828 676
829 /* make sure the object is within map boundaries */ 677 /* make sure the object is within map boundaries */
830 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map)) 678 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
831 { 679 {
832 LOG (llevError, "update_object() called for object out of map!\n"); 680 LOG (llevError, "update_object() called for object out of map!\n");
833#ifdef MANY_CORES 681#ifdef MANY_CORES
834 abort (); 682 abort ();
835#endif 683#endif
836 return; 684 return;
837 } 685 }
838 686
839 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 687 mapspace &m = op->ms ();
840 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
841 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
842 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
843 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
844 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
845 688
689 if (!(m.flags_ & P_UPTODATE))
690 /* nop */;
846 if (action == UP_OBJ_INSERT) 691 else if (action == UP_OBJ_INSERT)
847 { 692 {
693 // this is likely overkill, TODO: revisit (schmorp)
848 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 694 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
849 update_now = 1;
850
851 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 695 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
852 update_now = 1; 696 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
853 697 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
698 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
854 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 699 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
855 update_now = 1;
856
857 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
858 update_now = 1;
859
860 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
861 update_now = 1;
862
863 if ((move_on | op->move_on) != move_on) 700 || (m.move_on | op->move_on ) != m.move_on
864 update_now = 1;
865
866 if ((move_off | op->move_off) != move_off) 701 || (m.move_off | op->move_off ) != m.move_off
867 update_now = 1; 702 || (m.move_slow | op->move_slow) != m.move_slow
868
869 /* This isn't perfect, but I don't expect a lot of objects to 703 /* This isn't perfect, but I don't expect a lot of objects to
870 * to have move_allow right now. 704 * to have move_allow right now.
871 */ 705 */
872 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 706 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
873 update_now = 1; 707 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
874 708 m.flags_ = 0;
875 if ((move_slow | op->move_slow) != move_slow)
876 update_now = 1;
877 } 709 }
878 /* if the object is being removed, we can't make intelligent 710 /* if the object is being removed, we can't make intelligent
879 * decisions, because remove_ob can't really pass the object 711 * decisions, because remove_ob can't really pass the object
880 * that is being removed. 712 * that is being removed.
881 */ 713 */
882 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 714 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
883 update_now = 1; 715 m.flags_ = 0;
884 else if (action == UP_OBJ_FACE) 716 else if (action == UP_OBJ_FACE)
885 /* Nothing to do for that case */ ; 717 /* Nothing to do for that case */ ;
886 else 718 else
887 LOG (llevError, "update_object called with invalid action: %d\n", action); 719 LOG (llevError, "update_object called with invalid action: %d\n", action);
888 720
889 if (update_now)
890 {
891 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
892 update_position (op->map, op->x, op->y);
893 }
894
895 if (op->more != NULL) 721 if (op->more)
896 update_object (op->more, action); 722 update_object (op->more, action);
897}
898
899object::vector object::mortals;
900object::vector object::objects; // not yet used
901object *object::first;
902
903void object::free_mortals ()
904{
905 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
906 if ((*i)->refcnt)
907 ++i; // further delay freeing
908 else
909 {
910 delete *i;
911 mortals.erase (i);
912 }
913
914 static int lastmortals = 0;//D
915
916 if (mortals.size() != lastmortals)//D
917 {
918 lastmortals = mortals.size ();//D
919 LOG (llevDebug, "%d objects in mortal queue\n", lastmortals);//D
920 }
921} 723}
922 724
923object::object () 725object::object ()
924{ 726{
925 SET_FLAG (this, FLAG_REMOVED); 727 SET_FLAG (this, FLAG_REMOVED);
928 face = blank_face; 730 face = blank_face;
929} 731}
930 732
931object::~object () 733object::~object ()
932{ 734{
735 unlink ();
736
933 free_key_values (this); 737 free_key_values (this);
934} 738}
935 739
740static int object_count;
741
936void object::link () 742void object::link ()
937{ 743{
938 count = ++ob_count; 744 assert (!index);//D
939 uuid = gen_uuid (); 745 uuid = gen_uuid ();
746 count = ++object_count;
940 747
941 prev = 0; 748 refcnt_inc ();
942 next = object::first; 749 objects.insert (this);
943
944 if (object::first)
945 object::first->prev = this;
946
947 object::first = this;
948} 750}
949 751
950void object::unlink () 752void object::unlink ()
951{ 753{
952 //count = 0;//D 754 if (!index)
953 if (!prev && !next) return;//D 755 return;
954 756
955 if (this == object::first) 757 objects.erase (this);
956 object::first = next; 758 refcnt_dec ();
759}
957 760
958 /* Remove this object from the list of used objects */ 761void
959 if (prev) prev->next = next; 762object::activate ()
960 if (next) next->prev = prev; 763{
764 /* If already on active list, don't do anything */
765 if (active)
766 return;
961 767
962 prev = 0; 768 if (has_active_speed ())
963 next = 0; 769 actives.insert (this);
770}
771
772void
773object::activate_recursive ()
774{
775 activate ();
776
777 for (object *op = inv; op; op = op->below)
778 op->activate_recursive ();
779}
780
781/* This function removes object 'op' from the list of active
782 * objects.
783 * This should only be used for style maps or other such
784 * reference maps where you don't want an object that isn't
785 * in play chewing up cpu time getting processed.
786 * The reverse of this is to call update_ob_speed, which
787 * will do the right thing based on the speed of the object.
788 */
789void
790object::deactivate ()
791{
792 /* If not on the active list, nothing needs to be done */
793 if (!active)
794 return;
795
796 actives.erase (this);
797}
798
799void
800object::deactivate_recursive ()
801{
802 for (object *op = inv; op; op = op->below)
803 op->deactivate_recursive ();
804
805 deactivate ();
806}
807
808void
809object::set_flag_inv (int flag, int value)
810{
811 for (object *op = inv; op; op = op->below)
812 {
813 op->flag [flag] = value;
814 op->set_flag_inv (flag, value);
815 }
816}
817
818/*
819 * Remove and free all objects in the inventory of the given object.
820 * object.c ?
821 */
822void
823object::destroy_inv (bool drop_to_ground)
824{
825 // need to check first, because the checks below might segfault
826 // as we might be on an invalid mapspace and crossfire code
827 // is too buggy to ensure that the inventory is empty.
828 // corollary: if you create arrows etc. with stuff in tis inventory,
829 // cf will crash below with off-map x and y
830 if (!inv)
831 return;
832
833 /* Only if the space blocks everything do we not process -
834 * if some form of movement is allowed, let objects
835 * drop on that space.
836 */
837 if (!drop_to_ground
838 || !map
839 || map->in_memory != MAP_IN_MEMORY
840 || map->nodrop
841 || ms ().move_block == MOVE_ALL)
842 {
843 while (inv)
844 {
845 inv->destroy_inv (drop_to_ground);
846 inv->destroy ();
847 }
848 }
849 else
850 { /* Put objects in inventory onto this space */
851 while (inv)
852 {
853 object *op = inv;
854
855 if (op->flag [FLAG_STARTEQUIP]
856 || op->flag [FLAG_NO_DROP]
857 || op->type == RUNE
858 || op->type == TRAP
859 || op->flag [FLAG_IS_A_TEMPLATE]
860 || op->flag [FLAG_DESTROY_ON_DEATH])
861 op->destroy ();
862 else
863 map->insert (op, x, y);
864 }
865 }
964} 866}
965 867
966object *object::create () 868object *object::create ()
967{ 869{
968 object *op = new object; 870 object *op = new object;
969 op->link (); 871 op->link ();
970 return op; 872 return op;
971} 873}
972 874
973/* 875void
974 * free_object() frees everything allocated by an object, removes 876object::do_destroy ()
975 * it from the list of used objects, and puts it on the list of
976 * free objects. The IS_FREED() flag is set in the object.
977 * The object must have been removed by remove_ob() first for
978 * this function to succeed.
979 *
980 * If free_inventory is set, free inventory as well. Else drop items in
981 * inventory to the ground.
982 */
983void object::free (bool free_inventory)
984{ 877{
985 if (QUERY_FLAG (this, FLAG_FREED)) 878 attachable::do_destroy ();
986 return;
987 879
988 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 880 if (flag [FLAG_IS_LINKED])
881 remove_button_link (this);
882
883 if (flag [FLAG_FRIENDLY])
989 remove_friendly_object (this); 884 remove_friendly_object (this);
990 885
991 if (!QUERY_FLAG (this, FLAG_REMOVED)) 886 if (!flag [FLAG_REMOVED])
992 remove_ob (this); 887 remove ();
993 888
994 SET_FLAG (this, FLAG_FREED); 889 destroy_inv (true);
890
891 deactivate ();
892 unlink ();
893
894 flag [FLAG_FREED] = 1;
895
896 // hack to ensure that freed objects still have a valid map
897 {
898 static maptile *freed_map; // freed objects are moved here to avoid crashes
899
900 if (!freed_map)
901 {
902 freed_map = new maptile;
903
904 freed_map->name = "/internal/freed_objects_map";
905 freed_map->width = 3;
906 freed_map->height = 3;
907
908 freed_map->alloc ();
909 freed_map->in_memory = MAP_IN_MEMORY;
910 }
911
912 map = freed_map;
913 x = 1;
914 y = 1;
915 }
916
917 head = 0;
995 918
996 if (more) 919 if (more)
997 { 920 {
998 more->free (free_inventory); 921 more->destroy ();
999 more = 0; 922 more = 0;
1000 }
1001
1002 if (inv)
1003 {
1004 /* Only if the space blocks everything do we not process -
1005 * if some form of movement is allowed, let objects
1006 * drop on that space.
1007 */
1008 if (free_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
1009 {
1010 object *op = inv;
1011
1012 while (op)
1013 {
1014 object *tmp = op->below;
1015 op->free (free_inventory);
1016 op = tmp;
1017 }
1018 }
1019 else
1020 { /* Put objects in inventory onto this space */
1021 object *op = inv;
1022
1023 while (op)
1024 {
1025 object *tmp = op->below;
1026
1027 remove_ob (op);
1028
1029 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
1030 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
1031 free_object (op);
1032 else
1033 {
1034 op->x = x;
1035 op->y = y;
1036 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
1037 }
1038
1039 op = tmp;
1040 }
1041 }
1042 } 923 }
1043 924
1044 // clear those pointers that likely might have circular references to us 925 // clear those pointers that likely might have circular references to us
1045 owner = 0; 926 owner = 0;
1046 enemy = 0; 927 enemy = 0;
1047 attacked_by = 0; 928 attacked_by = 0;
929}
1048 930
1049 /* Remove object from the active list */ 931void
1050 speed = 0; 932object::destroy (bool destroy_inventory)
1051 update_ob_speed (this); 933{
934 if (destroyed ())
935 return;
1052 936
1053 unlink (); 937 if (destroy_inventory)
938 destroy_inv (false);
1054 939
1055 mortals.push_back (this); 940 attachable::destroy ();
1056} 941}
1057 942
1058/* 943/*
1059 * sub_weight() recursively (outwards) subtracts a number from the 944 * sub_weight() recursively (outwards) subtracts a number from the
1060 * weight of an object (and what is carried by it's environment(s)). 945 * weight of an object (and what is carried by it's environment(s)).
1061 */ 946 */
1062
1063void 947void
1064sub_weight (object *op, signed long weight) 948sub_weight (object *op, signed long weight)
1065{ 949{
1066 while (op != NULL) 950 while (op != NULL)
1067 { 951 {
1071 op->carrying -= weight; 955 op->carrying -= weight;
1072 op = op->env; 956 op = op->env;
1073 } 957 }
1074} 958}
1075 959
1076/* remove_ob(op): 960/* op->remove ():
1077 * This function removes the object op from the linked list of objects 961 * This function removes the object op from the linked list of objects
1078 * which it is currently tied to. When this function is done, the 962 * which it is currently tied to. When this function is done, the
1079 * object will have no environment. If the object previously had an 963 * object will have no environment. If the object previously had an
1080 * environment, the x and y coordinates will be updated to 964 * environment, the x and y coordinates will be updated to
1081 * the previous environment. 965 * the previous environment.
1082 * Beware: This function is called from the editor as well!
1083 */ 966 */
1084
1085void 967void
1086remove_ob (object *op) 968object::do_remove ()
1087{ 969{
1088 object *tmp, *last = 0; 970 object *tmp, *last = 0;
1089 object *otmp; 971 object *otmp;
1090 972
1091 tag_t tag;
1092 int check_walk_off;
1093 mapstruct *m;
1094
1095 sint16 x, y;
1096
1097 if (QUERY_FLAG (op, FLAG_REMOVED)) 973 if (QUERY_FLAG (this, FLAG_REMOVED))
1098 return; 974 return;
1099 975
1100 SET_FLAG (op, FLAG_REMOVED); 976 SET_FLAG (this, FLAG_REMOVED);
977 INVOKE_OBJECT (REMOVE, this);
1101 978
1102 if (op->more != NULL) 979 if (more)
1103 remove_ob (op->more); 980 more->remove ();
1104 981
1105 /* 982 /*
1106 * In this case, the object to be removed is in someones 983 * In this case, the object to be removed is in someones
1107 * inventory. 984 * inventory.
1108 */ 985 */
1109 if (op->env != NULL) 986 if (env)
1110 { 987 {
1111 if (op->nrof) 988 if (nrof)
1112 sub_weight (op->env, op->weight * op->nrof); 989 sub_weight (env, weight * nrof);
1113 else 990 else
1114 sub_weight (op->env, op->weight + op->carrying); 991 sub_weight (env, weight + carrying);
1115 992
1116 /* NO_FIX_PLAYER is set when a great many changes are being 993 /* NO_FIX_PLAYER is set when a great many changes are being
1117 * made to players inventory. If set, avoiding the call 994 * made to players inventory. If set, avoiding the call
1118 * to save cpu time. 995 * to save cpu time.
1119 */ 996 */
1120 if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 997 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1121 fix_player (otmp); 998 otmp->update_stats ();
1122 999
1123 if (op->above != NULL) 1000 if (above)
1124 op->above->below = op->below; 1001 above->below = below;
1125 else 1002 else
1126 op->env->inv = op->below; 1003 env->inv = below;
1127 1004
1128 if (op->below != NULL) 1005 if (below)
1129 op->below->above = op->above; 1006 below->above = above;
1130 1007
1131 /* we set up values so that it could be inserted into 1008 /* we set up values so that it could be inserted into
1132 * the map, but we don't actually do that - it is up 1009 * the map, but we don't actually do that - it is up
1133 * to the caller to decide what we want to do. 1010 * to the caller to decide what we want to do.
1134 */ 1011 */
1135 op->x = op->env->x, op->y = op->env->y; 1012 x = env->x, y = env->y;
1136 op->map = op->env->map; 1013 map = env->map;
1137 op->above = NULL, op->below = NULL; 1014 above = 0, below = 0;
1138 op->env = NULL; 1015 env = 0;
1139 } 1016 }
1140 else if (op->map) 1017 else if (map)
1141 { 1018 {
1142 x = op->x; 1019 if (type == PLAYER)
1143 y = op->y;
1144 m = get_map_from_coord (op->map, &x, &y);
1145
1146 if (!m)
1147 { 1020 {
1148 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n", 1021 // leaving a spot always closes any open container on the ground
1149 op->map->path, op->x, op->y); 1022 if (container && !container->env)
1150 /* in old days, we used to set x and y to 0 and continue. 1023 // this causes spurious floorbox updates, but it ensures
1151 * it seems if we get into this case, something is probablye 1024 // that the CLOSE event is being sent.
1152 * screwed up and should be fixed. 1025 close_container ();
1153 */ 1026
1154 abort (); 1027 --map->players;
1028 map->touch ();
1155 } 1029 }
1156 1030
1157 if (op->map != m) 1031 map->dirty = true;
1158 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n", 1032 mapspace &ms = this->ms ();
1159 op->map->path, m->path, op->x, op->y, x, y);
1160
1161 /* Re did the following section of code - it looks like it had
1162 * lots of logic for things we no longer care about
1163 */
1164 1033
1165 /* link the object above us */ 1034 /* link the object above us */
1166 if (op->above) 1035 if (above)
1167 op->above->below = op->below; 1036 above->below = below;
1168 else 1037 else
1169 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */ 1038 ms.top = below; /* we were top, set new top */
1170 1039
1171 /* Relink the object below us, if there is one */ 1040 /* Relink the object below us, if there is one */
1172 if (op->below) 1041 if (below)
1173 op->below->above = op->above; 1042 below->above = above;
1174 else 1043 else
1175 { 1044 {
1176 /* Nothing below, which means we need to relink map object for this space 1045 /* Nothing below, which means we need to relink map object for this space
1177 * use translated coordinates in case some oddness with map tiling is 1046 * use translated coordinates in case some oddness with map tiling is
1178 * evident 1047 * evident
1179 */ 1048 */
1180 if (GET_MAP_OB (m, x, y) != op) 1049 if (GET_MAP_OB (map, x, y) != this)
1181 {
1182 dump_object (op);
1183 LOG (llevError,
1184 "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); 1050 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 ());
1185 dump_object (GET_MAP_OB (m, x, y));
1186 LOG (llevError, "%s\n", errmsg);
1187 }
1188 1051
1189 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */ 1052 ms.bot = above; /* goes on above it. */
1190 } 1053 }
1191 1054
1192 op->above = 0; 1055 above = 0;
1193 op->below = 0; 1056 below = 0;
1194 1057
1195 if (op->map->in_memory == MAP_SAVING) 1058 if (map->in_memory == MAP_SAVING)
1196 return; 1059 return;
1197 1060
1198 tag = op->count; 1061 int check_walk_off = !flag [FLAG_NO_APPLY];
1199 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1200 1062
1201 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1063 for (tmp = ms.bot; tmp; tmp = tmp->above)
1202 { 1064 {
1203 /* No point updating the players look faces if he is the object 1065 /* No point updating the players look faces if he is the object
1204 * being removed. 1066 * being removed.
1205 */ 1067 */
1206 1068
1207 if (tmp->type == PLAYER && tmp != op) 1069 if (tmp->type == PLAYER && tmp != this)
1208 { 1070 {
1209 /* If a container that the player is currently using somehow gets 1071 /* If a container that the player is currently using somehow gets
1210 * removed (most likely destroyed), update the player view 1072 * removed (most likely destroyed), update the player view
1211 * appropriately. 1073 * appropriately.
1212 */ 1074 */
1213 if (tmp->container == op) 1075 if (tmp->container == this)
1214 { 1076 {
1215 CLEAR_FLAG (op, FLAG_APPLIED); 1077 flag [FLAG_APPLIED] = 0;
1216 tmp->container = NULL; 1078 tmp->container = 0;
1217 } 1079 }
1218 1080
1219 tmp->contr->socket.update_look = 1; 1081 if (tmp->contr->ns)
1082 tmp->contr->ns->floorbox_update ();
1220 } 1083 }
1221 1084
1222 /* See if player moving off should effect something */ 1085 /* See if object moving off should effect something */
1223 if (check_walk_off && ((op->move_type & tmp->move_off) && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1086 if (check_walk_off
1087 && ((move_type & tmp->move_off)
1088 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1224 { 1089 {
1225 move_apply (tmp, op, NULL); 1090 move_apply (tmp, this, 0);
1226 1091
1227 if (was_destroyed (op, tag)) 1092 if (destroyed ())
1228 {
1229 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " "leaving object\n", &tmp->name, &tmp->arch->name); 1093 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1230 }
1231 } 1094 }
1232 1095
1233 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1096 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1234 1097 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1235 if (tmp->above == tmp) 1098 if (tmp->above == tmp)
1236 tmp->above = NULL; 1099 tmp->above = 0;
1237 1100
1238 last = tmp; 1101 last = tmp;
1239 } 1102 }
1240 1103
1241 /* last == NULL of there are no objects on this space */ 1104 /* last == NULL if there are no objects on this space */
1105 //TODO: this makes little sense, why only update the topmost object?
1242 if (last == NULL) 1106 if (!last)
1243 { 1107 map->at (x, y).flags_ = 0;
1244 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1245 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1246 * those out anyways, and if there are any flags set right now, they won't
1247 * be correct anyways.
1248 */
1249 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1250 update_position (op->map, op->x, op->y);
1251 }
1252 else 1108 else
1253 update_object (last, UP_OBJ_REMOVE); 1109 update_object (last, UP_OBJ_REMOVE);
1254 1110
1255 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0)) 1111 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1256 update_all_los (op->map, op->x, op->y); 1112 update_all_los (map, x, y);
1257 } 1113 }
1258} 1114}
1259 1115
1260/* 1116/*
1261 * merge_ob(op,top): 1117 * merge_ob(op,top):
1269merge_ob (object *op, object *top) 1125merge_ob (object *op, object *top)
1270{ 1126{
1271 if (!op->nrof) 1127 if (!op->nrof)
1272 return 0; 1128 return 0;
1273 1129
1274 if (top == NULL) 1130 if (top)
1275 for (top = op; top != NULL && top->above != NULL; top = top->above); 1131 for (top = op; top && top->above; top = top->above)
1132 ;
1276 1133
1277 for (; top != NULL; top = top->below) 1134 for (; top; top = top->below)
1278 { 1135 {
1279 if (top == op) 1136 if (top == op)
1280 continue; 1137 continue;
1281 if (CAN_MERGE (op, top)) 1138
1139 if (object::can_merge (op, top))
1282 { 1140 {
1283 top->nrof += op->nrof; 1141 top->nrof += op->nrof;
1284 1142
1285/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1143/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1286 op->weight = 0; /* Don't want any adjustements now */ 1144 op->weight = 0; /* Don't want any adjustements now */
1287 remove_ob (op); 1145 op->destroy ();
1288 free_object (op);
1289 return top; 1146 return top;
1290 } 1147 }
1291 } 1148 }
1292 1149
1293 return 0; 1150 return 0;
1294} 1151}
1295 1152
1153void
1154object::expand_tail ()
1155{
1156 if (more)
1157 return;
1158
1159 object *prev = this;
1160
1161 for (archetype *at = arch->more; at; at = at->more)
1162 {
1163 object *op = arch_to_object (at);
1164
1165 op->name = name;
1166 op->name_pl = name_pl;
1167 op->title = title;
1168
1169 op->head = this;
1170 prev->more = op;
1171
1172 prev = op;
1173 }
1174}
1175
1296/* 1176/*
1297 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1177 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1298 * job preparing multi-part monsters 1178 * job preparing multi-part monsters.
1299 */ 1179 */
1300object * 1180object *
1301insert_ob_in_map_at (object *op, mapstruct *m, object *originator, int flag, int x, int y) 1181insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1302{ 1182{
1303 object *tmp;
1304
1305 if (op->head)
1306 op = op->head;
1307
1308 for (tmp = op; tmp; tmp = tmp->more) 1183 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1309 { 1184 {
1310 tmp->x = x + tmp->arch->clone.x; 1185 tmp->x = x + tmp->arch->clone.x;
1311 tmp->y = y + tmp->arch->clone.y; 1186 tmp->y = y + tmp->arch->clone.y;
1312 } 1187 }
1313 1188
1332 * Return value: 1207 * Return value:
1333 * new object if 'op' was merged with other object 1208 * new object if 'op' was merged with other object
1334 * NULL if 'op' was destroyed 1209 * NULL if 'op' was destroyed
1335 * just 'op' otherwise 1210 * just 'op' otherwise
1336 */ 1211 */
1337
1338object * 1212object *
1339insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1213insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1340{ 1214{
1215 assert (!op->flag [FLAG_FREED]);
1216
1341 object *tmp, *top, *floor = NULL; 1217 object *tmp, *top, *floor = NULL;
1342 sint16 x, y;
1343 1218
1344 if (QUERY_FLAG (op, FLAG_FREED)) 1219 op->remove ();
1345 {
1346 LOG (llevError, "Trying to insert freed object!\n");
1347 return NULL;
1348 }
1349 1220
1350 if (m == NULL) 1221#if 0
1351 { 1222 if (!m->active != !op->active)
1352 dump_object (op); 1223 if (m->active)
1353 LOG (llevError, "Trying to insert in null-map!\n%s\n", errmsg); 1224 op->activate_recursive ();
1354 return op; 1225 else
1355 } 1226 op->deactivate_recursive ();
1227#endif
1356 1228
1357 if (out_of_map (m, op->x, op->y)) 1229 if (out_of_map (m, op->x, op->y))
1358 { 1230 {
1359 dump_object (op);
1360 LOG (llevError, "Trying to insert object outside the map.\n%s\n", errmsg); 1231 LOG (llevError, "Trying to insert object outside the map.\n%s\n", op->debug_desc ());
1361#ifdef MANY_CORES 1232#ifdef MANY_CORES
1362 /* Better to catch this here, as otherwise the next use of this object 1233 /* Better to catch this here, as otherwise the next use of this object
1363 * is likely to cause a crash. Better to find out where it is getting 1234 * is likely to cause a crash. Better to find out where it is getting
1364 * improperly inserted. 1235 * improperly inserted.
1365 */ 1236 */
1366 abort (); 1237 abort ();
1367#endif 1238#endif
1368 return op; 1239 return op;
1369 } 1240 }
1370 1241
1371 if (!QUERY_FLAG (op, FLAG_REMOVED))
1372 {
1373 dump_object (op);
1374 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", errmsg);
1375 return op;
1376 }
1377
1378 if (op->more != NULL)
1379 {
1380 /* The part may be on a different map. */
1381
1382 object *more = op->more; 1242 if (object *more = op->more)
1383 1243 {
1384 /* We really need the caller to normalize coordinates - if
1385 * we set the map, that doesn't work if the location is within
1386 * a map and this is straddling an edge. So only if coordinate
1387 * is clear wrong do we normalize it.
1388 */
1389 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1390 more->map = get_map_from_coord (m, &more->x, &more->y);
1391 else if (!more->map)
1392 {
1393 /* For backwards compatibility - when not dealing with tiled maps,
1394 * more->map should always point to the parent.
1395 */
1396 more->map = m;
1397 }
1398
1399 if (insert_ob_in_map (more, more->map, originator, flag) == NULL) 1244 if (!insert_ob_in_map (more, m, originator, flag))
1400 { 1245 {
1401 if (!op->head) 1246 if (!op->head)
1402 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1247 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1403 1248
1404 return NULL; 1249 return 0;
1405 } 1250 }
1406 } 1251 }
1407 1252
1408 CLEAR_FLAG (op, FLAG_REMOVED); 1253 CLEAR_FLAG (op, FLAG_REMOVED);
1409 1254
1410 /* Ideally, the caller figures this out. However, it complicates a lot 1255 /* Ideally, the caller figures this out. However, it complicates a lot
1411 * of areas of callers (eg, anything that uses find_free_spot would now 1256 * of areas of callers (eg, anything that uses find_free_spot would now
1412 * need extra work 1257 * need extra work
1413 */ 1258 */
1414 op->map = get_map_from_coord (m, &op->x, &op->y); 1259 if (!xy_normalise (m, op->x, op->y))
1415 x = op->x; 1260 return 0;
1416 y = op->y; 1261
1262 op->map = m;
1263 mapspace &ms = op->ms ();
1417 1264
1418 /* this has to be done after we translate the coordinates. 1265 /* this has to be done after we translate the coordinates.
1419 */ 1266 */
1420 if (op->nrof && !(flag & INS_NO_MERGE)) 1267 if (op->nrof && !(flag & INS_NO_MERGE))
1421 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1268 for (tmp = ms.bot; tmp; tmp = tmp->above)
1422 if (CAN_MERGE (op, tmp)) 1269 if (object::can_merge (op, tmp))
1423 { 1270 {
1424 op->nrof += tmp->nrof; 1271 op->nrof += tmp->nrof;
1425 remove_ob (tmp); 1272 tmp->destroy ();
1426 free_object (tmp);
1427 } 1273 }
1428 1274
1429 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1275 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1430 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1276 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1431 1277
1444 op->below = originator->below; 1290 op->below = originator->below;
1445 1291
1446 if (op->below) 1292 if (op->below)
1447 op->below->above = op; 1293 op->below->above = op;
1448 else 1294 else
1449 SET_MAP_OB (op->map, op->x, op->y, op); 1295 ms.bot = op;
1450 1296
1451 /* since *below* originator, no need to update top */ 1297 /* since *below* originator, no need to update top */
1452 originator->below = op; 1298 originator->below = op;
1453 } 1299 }
1454 else 1300 else
1455 { 1301 {
1302 top = ms.bot;
1303
1456 /* If there are other objects, then */ 1304 /* If there are other objects, then */
1457 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1305 if ((!(flag & INS_MAP_LOAD)) && top)
1458 { 1306 {
1459 object *last = NULL; 1307 object *last = 0;
1460 1308
1461 /* 1309 /*
1462 * If there are multiple objects on this space, we do some trickier handling. 1310 * If there are multiple objects on this space, we do some trickier handling.
1463 * We've already dealt with merging if appropriate. 1311 * We've already dealt with merging if appropriate.
1464 * Generally, we want to put the new object on top. But if 1312 * Generally, we want to put the new object on top. But if
1468 * once we get to them. This reduces the need to traverse over all of 1316 * once we get to them. This reduces the need to traverse over all of
1469 * them when adding another one - this saves quite a bit of cpu time 1317 * them when adding another one - this saves quite a bit of cpu time
1470 * when lots of spells are cast in one area. Currently, it is presumed 1318 * when lots of spells are cast in one area. Currently, it is presumed
1471 * that flying non pickable objects are spell objects. 1319 * that flying non pickable objects are spell objects.
1472 */ 1320 */
1473 1321 for (top = ms.bot; top; top = top->above)
1474 while (top != NULL)
1475 { 1322 {
1476 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1323 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1477 floor = top; 1324 floor = top;
1478 1325
1479 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1326 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1482 top = top->below; 1329 top = top->below;
1483 break; 1330 break;
1484 } 1331 }
1485 1332
1486 last = top; 1333 last = top;
1487 top = top->above;
1488 } 1334 }
1489 1335
1490 /* Don't want top to be NULL, so set it to the last valid object */ 1336 /* Don't want top to be NULL, so set it to the last valid object */
1491 top = last; 1337 top = last;
1492 1338
1494 * looks like instead of lots of conditions here. 1340 * looks like instead of lots of conditions here.
1495 * makes things faster, and effectively the same result. 1341 * makes things faster, and effectively the same result.
1496 */ 1342 */
1497 1343
1498 /* Have object 'fall below' other objects that block view. 1344 /* Have object 'fall below' other objects that block view.
1499 * Unless those objects are exits, type 66 1345 * Unless those objects are exits.
1500 * If INS_ON_TOP is used, don't do this processing 1346 * If INS_ON_TOP is used, don't do this processing
1501 * Need to find the object that in fact blocks view, otherwise 1347 * Need to find the object that in fact blocks view, otherwise
1502 * stacking is a bit odd. 1348 * stacking is a bit odd.
1503 */ 1349 */
1504 if (!(flag & INS_ON_TOP) && 1350 if (!(flag & INS_ON_TOP)
1505 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1351 && ms.flags () & P_BLOCKSVIEW
1352 && (op->face && !faces [op->face].visibility))
1506 { 1353 {
1507 for (last = top; last != floor; last = last->below) 1354 for (last = top; last != floor; last = last->below)
1508 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1355 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1509 break; 1356 break;
1357
1510 /* Check to see if we found the object that blocks view, 1358 /* Check to see if we found the object that blocks view,
1511 * and make sure we have a below pointer for it so that 1359 * and make sure we have a below pointer for it so that
1512 * we can get inserted below this one, which requires we 1360 * we can get inserted below this one, which requires we
1513 * set top to the object below us. 1361 * set top to the object below us.
1514 */ 1362 */
1516 top = last->below; 1364 top = last->below;
1517 } 1365 }
1518 } /* If objects on this space */ 1366 } /* If objects on this space */
1519 1367
1520 if (flag & INS_MAP_LOAD) 1368 if (flag & INS_MAP_LOAD)
1521 top = GET_MAP_TOP (op->map, op->x, op->y); 1369 top = ms.top;
1522 1370
1523 if (flag & INS_ABOVE_FLOOR_ONLY) 1371 if (flag & INS_ABOVE_FLOOR_ONLY)
1524 top = floor; 1372 top = floor;
1525 1373
1526 /* Top is the object that our object (op) is going to get inserted above. 1374 /* Top is the object that our object (op) is going to get inserted above.
1527 */ 1375 */
1528 1376
1529 /* First object on this space */ 1377 /* First object on this space */
1530 if (!top) 1378 if (!top)
1531 { 1379 {
1532 op->above = GET_MAP_OB (op->map, op->x, op->y); 1380 op->above = ms.bot;
1533 1381
1534 if (op->above) 1382 if (op->above)
1535 op->above->below = op; 1383 op->above->below = op;
1536 1384
1537 op->below = NULL; 1385 op->below = 0;
1538 SET_MAP_OB (op->map, op->x, op->y, op); 1386 ms.bot = op;
1539 } 1387 }
1540 else 1388 else
1541 { /* get inserted into the stack above top */ 1389 { /* get inserted into the stack above top */
1542 op->above = top->above; 1390 op->above = top->above;
1543 1391
1546 1394
1547 op->below = top; 1395 op->below = top;
1548 top->above = op; 1396 top->above = op;
1549 } 1397 }
1550 1398
1551 if (op->above == NULL) 1399 if (!op->above)
1552 SET_MAP_TOP (op->map, op->x, op->y, op); 1400 ms.top = op;
1553 } /* else not INS_BELOW_ORIGINATOR */ 1401 } /* else not INS_BELOW_ORIGINATOR */
1554 1402
1555 if (op->type == PLAYER) 1403 if (op->type == PLAYER)
1404 {
1556 op->contr->do_los = 1; 1405 op->contr->do_los = 1;
1406 ++op->map->players;
1407 op->map->touch ();
1408 }
1409
1410 op->map->dirty = true;
1557 1411
1558 /* If we have a floor, we know the player, if any, will be above 1412 /* If we have a floor, we know the player, if any, will be above
1559 * it, so save a few ticks and start from there. 1413 * it, so save a few ticks and start from there.
1560 */ 1414 */
1561 if (!(flag & INS_MAP_LOAD)) 1415 if (!(flag & INS_MAP_LOAD))
1562 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1416 if (object *pl = ms.player ())
1563 if (tmp->type == PLAYER) 1417 if (pl->contr->ns)
1564 tmp->contr->socket.update_look = 1; 1418 pl->contr->ns->floorbox_update ();
1565 1419
1566 /* If this object glows, it may affect lighting conditions that are 1420 /* If this object glows, it may affect lighting conditions that are
1567 * visible to others on this map. But update_all_los is really 1421 * visible to others on this map. But update_all_los is really
1568 * an inefficient way to do this, as it means los for all players 1422 * an inefficient way to do this, as it means los for all players
1569 * on the map will get recalculated. The players could very well 1423 * on the map will get recalculated. The players could very well
1570 * be far away from this change and not affected in any way - 1424 * be far away from this change and not affected in any way -
1571 * this should get redone to only look for players within range, 1425 * this should get redone to only look for players within range,
1572 * or just updating the P_NEED_UPDATE for spaces within this area 1426 * or just updating the P_UPTODATE for spaces within this area
1573 * of effect may be sufficient. 1427 * of effect may be sufficient.
1574 */ 1428 */
1575 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1429 if (op->map->darkness && (op->glow_radius != 0))
1576 update_all_los (op->map, op->x, op->y); 1430 update_all_los (op->map, op->x, op->y);
1577 1431
1578 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1432 /* updates flags (blocked, alive, no magic, etc) for this map space */
1579 update_object (op, UP_OBJ_INSERT); 1433 update_object (op, UP_OBJ_INSERT);
1580 1434
1435 INVOKE_OBJECT (INSERT, op);
1436
1581 /* Don't know if moving this to the end will break anything. However, 1437 /* Don't know if moving this to the end will break anything. However,
1582 * we want to have update_look set above before calling this. 1438 * we want to have floorbox_update called before calling this.
1583 * 1439 *
1584 * check_move_on() must be after this because code called from 1440 * check_move_on() must be after this because code called from
1585 * check_move_on() depends on correct map flags (so functions like 1441 * check_move_on() depends on correct map flags (so functions like
1586 * blocked() and wall() work properly), and these flags are updated by 1442 * blocked() and wall() work properly), and these flags are updated by
1587 * update_object(). 1443 * update_object().
1589 1445
1590 /* if this is not the head or flag has been passed, don't check walk on status */ 1446 /* if this is not the head or flag has been passed, don't check walk on status */
1591 if (!(flag & INS_NO_WALK_ON) && !op->head) 1447 if (!(flag & INS_NO_WALK_ON) && !op->head)
1592 { 1448 {
1593 if (check_move_on (op, originator)) 1449 if (check_move_on (op, originator))
1594 return NULL; 1450 return 0;
1595 1451
1596 /* If we are a multi part object, lets work our way through the check 1452 /* If we are a multi part object, lets work our way through the check
1597 * walk on's. 1453 * walk on's.
1598 */ 1454 */
1599 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1455 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1600 if (check_move_on (tmp, originator)) 1456 if (check_move_on (tmp, originator))
1601 return NULL; 1457 return 0;
1602 } 1458 }
1603 1459
1604 return op; 1460 return op;
1605} 1461}
1606 1462
1607/* this function inserts an object in the map, but if it 1463/* this function inserts an object in the map, but if it
1608 * finds an object of its own type, it'll remove that one first. 1464 * finds an object of its own type, it'll remove that one first.
1609 * op is the object to insert it under: supplies x and the map. 1465 * op is the object to insert it under: supplies x and the map.
1610 */ 1466 */
1611void 1467void
1612replace_insert_ob_in_map (const char *arch_string, object *op) 1468replace_insert_ob_in_map (const char *arch_string, object *op)
1613{ 1469{
1614 object * 1470 object *tmp, *tmp1;
1615 tmp;
1616 object *
1617 tmp1;
1618 1471
1619 /* first search for itself and remove any old instances */ 1472 /* first search for itself and remove any old instances */
1620 1473
1621 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1474 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1622 {
1623 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1475 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1624 { 1476 tmp->destroy ();
1625 remove_ob (tmp);
1626 free_object (tmp);
1627 }
1628 }
1629 1477
1630 tmp1 = arch_to_object (find_archetype (arch_string)); 1478 tmp1 = arch_to_object (archetype::find (arch_string));
1631 1479
1632 tmp1->x = op->x; 1480 tmp1->x = op->x;
1633 tmp1->y = op->y; 1481 tmp1->y = op->y;
1634 insert_ob_in_map (tmp1, op->map, op, 0); 1482 insert_ob_in_map (tmp1, op->map, op, 0);
1483}
1484
1485object *
1486object::insert_at (object *where, object *originator, int flags)
1487{
1488 return where->map->insert (this, where->x, where->y, originator, flags);
1635} 1489}
1636 1490
1637/* 1491/*
1638 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1492 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1639 * is returned contains nr objects, and the remaining parts contains 1493 * is returned contains nr objects, and the remaining parts contains
1640 * the rest (or is removed and freed if that number is 0). 1494 * the rest (or is removed and freed if that number is 0).
1641 * On failure, NULL is returned, and the reason put into the 1495 * On failure, NULL is returned, and the reason put into the
1642 * global static errmsg array. 1496 * global static errmsg array.
1643 */ 1497 */
1644
1645object * 1498object *
1646get_split_ob (object *orig_ob, uint32 nr) 1499get_split_ob (object *orig_ob, uint32 nr)
1647{ 1500{
1648 object * 1501 object *newob;
1649 newob;
1650 int
1651 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1502 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1652 1503
1653 if (orig_ob->nrof < nr) 1504 if (orig_ob->nrof < nr)
1654 { 1505 {
1655 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name); 1506 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1656 return NULL; 1507 return NULL;
1657 } 1508 }
1658 1509
1659 newob = object_create_clone (orig_ob); 1510 newob = object_create_clone (orig_ob);
1660 1511
1661 if ((orig_ob->nrof -= nr) < 1) 1512 if ((orig_ob->nrof -= nr) < 1)
1662 { 1513 orig_ob->destroy (1);
1663 if (!is_removed)
1664 remove_ob (orig_ob);
1665 free_object2 (orig_ob, 1);
1666 }
1667 else if (!is_removed) 1514 else if (!is_removed)
1668 { 1515 {
1669 if (orig_ob->env != NULL) 1516 if (orig_ob->env != NULL)
1670 sub_weight (orig_ob->env, orig_ob->weight * nr); 1517 sub_weight (orig_ob->env, orig_ob->weight * nr);
1671 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY) 1518 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1686 * the amount of an object. If the amount reaches 0, the object 1533 * the amount of an object. If the amount reaches 0, the object
1687 * is subsequently removed and freed. 1534 * is subsequently removed and freed.
1688 * 1535 *
1689 * Return value: 'op' if something is left, NULL if the amount reached 0 1536 * Return value: 'op' if something is left, NULL if the amount reached 0
1690 */ 1537 */
1691
1692object * 1538object *
1693decrease_ob_nr (object *op, uint32 i) 1539decrease_ob_nr (object *op, uint32 i)
1694{ 1540{
1695 object *tmp; 1541 object *tmp;
1696 player *pl;
1697 1542
1698 if (i == 0) /* objects with op->nrof require this check */ 1543 if (i == 0) /* objects with op->nrof require this check */
1699 return op; 1544 return op;
1700 1545
1701 if (i > op->nrof) 1546 if (i > op->nrof)
1702 i = op->nrof; 1547 i = op->nrof;
1703 1548
1704 if (QUERY_FLAG (op, FLAG_REMOVED)) 1549 if (QUERY_FLAG (op, FLAG_REMOVED))
1705 op->nrof -= i; 1550 op->nrof -= i;
1706 else if (op->env != NULL) 1551 else if (op->env)
1707 { 1552 {
1708 /* is this object in the players inventory, or sub container 1553 /* is this object in the players inventory, or sub container
1709 * therein? 1554 * therein?
1710 */ 1555 */
1711 tmp = is_player_inv (op->env); 1556 tmp = op->in_player ();
1712 /* nope. Is this a container the player has opened? 1557 /* nope. Is this a container the player has opened?
1713 * If so, set tmp to that player. 1558 * If so, set tmp to that player.
1714 * IMO, searching through all the players will mostly 1559 * IMO, searching through all the players will mostly
1715 * likely be quicker than following op->env to the map, 1560 * likely be quicker than following op->env to the map,
1716 * and then searching the map for a player. 1561 * and then searching the map for a player.
1717 */ 1562 */
1718 if (!tmp) 1563 if (!tmp)
1719 { 1564 for_all_players (pl)
1720 for (pl = first_player; pl; pl = pl->next)
1721 if (pl->ob->container == op->env) 1565 if (pl->ob->container == op->env)
1566 {
1567 tmp = pl->ob;
1722 break; 1568 break;
1723 if (pl)
1724 tmp = pl->ob;
1725 else
1726 tmp = NULL;
1727 } 1569 }
1728 1570
1729 if (i < op->nrof) 1571 if (i < op->nrof)
1730 { 1572 {
1731 sub_weight (op->env, op->weight * i); 1573 sub_weight (op->env, op->weight * i);
1732 op->nrof -= i; 1574 op->nrof -= i;
1733 if (tmp) 1575 if (tmp)
1734 {
1735 esrv_send_item (tmp, op); 1576 esrv_send_item (tmp, op);
1736 }
1737 } 1577 }
1738 else 1578 else
1739 { 1579 {
1740 remove_ob (op); 1580 op->remove ();
1741 op->nrof = 0; 1581 op->nrof = 0;
1742 if (tmp) 1582 if (tmp)
1743 {
1744 esrv_del_item (tmp->contr, op->count); 1583 esrv_del_item (tmp->contr, op->count);
1745 }
1746 } 1584 }
1747 } 1585 }
1748 else 1586 else
1749 { 1587 {
1750 object *above = op->above; 1588 object *above = op->above;
1751 1589
1752 if (i < op->nrof) 1590 if (i < op->nrof)
1753 op->nrof -= i; 1591 op->nrof -= i;
1754 else 1592 else
1755 { 1593 {
1756 remove_ob (op); 1594 op->remove ();
1757 op->nrof = 0; 1595 op->nrof = 0;
1758 } 1596 }
1759 1597
1760 /* Since we just removed op, op->above is null */ 1598 /* Since we just removed op, op->above is null */
1761 for (tmp = above; tmp != NULL; tmp = tmp->above) 1599 for (tmp = above; tmp; tmp = tmp->above)
1762 if (tmp->type == PLAYER) 1600 if (tmp->type == PLAYER)
1763 { 1601 {
1764 if (op->nrof) 1602 if (op->nrof)
1765 esrv_send_item (tmp, op); 1603 esrv_send_item (tmp, op);
1766 else 1604 else
1770 1608
1771 if (op->nrof) 1609 if (op->nrof)
1772 return op; 1610 return op;
1773 else 1611 else
1774 { 1612 {
1775 free_object (op); 1613 op->destroy ();
1776 return NULL; 1614 return 0;
1777 } 1615 }
1778} 1616}
1779 1617
1780/* 1618/*
1781 * add_weight(object, weight) adds the specified weight to an object, 1619 * add_weight(object, weight) adds the specified weight to an object,
1782 * and also updates how much the environment(s) is/are carrying. 1620 * and also updates how much the environment(s) is/are carrying.
1783 */ 1621 */
1784
1785void 1622void
1786add_weight (object *op, signed long weight) 1623add_weight (object *op, signed long weight)
1787{ 1624{
1788 while (op != NULL) 1625 while (op != NULL)
1789 { 1626 {
1793 op->carrying += weight; 1630 op->carrying += weight;
1794 op = op->env; 1631 op = op->env;
1795 } 1632 }
1796} 1633}
1797 1634
1635object *
1636insert_ob_in_ob (object *op, object *where)
1637{
1638 if (!where)
1639 {
1640 char *dump = dump_object (op);
1641 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1642 free (dump);
1643 return op;
1644 }
1645
1646 if (where->head)
1647 {
1648 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1649 where = where->head;
1650 }
1651
1652 return where->insert (op);
1653}
1654
1798/* 1655/*
1799 * insert_ob_in_ob(op,environment): 1656 * env->insert (op)
1800 * This function inserts the object op in the linked list 1657 * This function inserts the object op in the linked list
1801 * inside the object environment. 1658 * inside the object environment.
1802 * 1659 *
1803 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1804 * the inventory at the last position or next to other objects of the same
1805 * type.
1806 * Frank: Now sorted by type, archetype and magic!
1807 *
1808 * The function returns now pointer to inserted item, and return value can 1660 * The function returns now pointer to inserted item, and return value can
1809 * be != op, if items are merged. -Tero 1661 * be != op, if items are merged. -Tero
1810 */ 1662 */
1811
1812object * 1663object *
1813insert_ob_in_ob (object *op, object *where) 1664object::insert (object *op)
1814{ 1665{
1815 object * 1666 object *tmp, *otmp;
1816 tmp, *
1817 otmp;
1818 1667
1819 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1668 if (!QUERY_FLAG (op, FLAG_REMOVED))
1820 { 1669 op->remove ();
1821 dump_object (op);
1822 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", errmsg);
1823 return op;
1824 }
1825
1826 if (where == NULL)
1827 {
1828 dump_object (op);
1829 LOG (llevError, "Trying to put object in NULL.\n%s\n", errmsg);
1830 return op;
1831 }
1832
1833 if (where->head)
1834 {
1835 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n");
1836 where = where->head;
1837 }
1838 1670
1839 if (op->more) 1671 if (op->more)
1840 { 1672 {
1841 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1673 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1842 return op; 1674 return op;
1844 1676
1845 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1677 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1846 CLEAR_FLAG (op, FLAG_REMOVED); 1678 CLEAR_FLAG (op, FLAG_REMOVED);
1847 if (op->nrof) 1679 if (op->nrof)
1848 { 1680 {
1849 for (tmp = where->inv; tmp != NULL; tmp = tmp->below) 1681 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1850 if (CAN_MERGE (tmp, op)) 1682 if (object::can_merge (tmp, op))
1851 { 1683 {
1852 /* return the original object and remove inserted object 1684 /* return the original object and remove inserted object
1853 (client needs the original object) */ 1685 (client needs the original object) */
1854 tmp->nrof += op->nrof; 1686 tmp->nrof += op->nrof;
1855 /* Weight handling gets pretty funky. Since we are adding to 1687 /* Weight handling gets pretty funky. Since we are adding to
1856 * tmp->nrof, we need to increase the weight. 1688 * tmp->nrof, we need to increase the weight.
1857 */ 1689 */
1858 add_weight (where, op->weight * op->nrof); 1690 add_weight (this, op->weight * op->nrof);
1859 SET_FLAG (op, FLAG_REMOVED); 1691 SET_FLAG (op, FLAG_REMOVED);
1860 free_object (op); /* free the inserted object */ 1692 op->destroy (); /* free the inserted object */
1861 op = tmp; 1693 op = tmp;
1862 remove_ob (op); /* and fix old object's links */ 1694 op->remove (); /* and fix old object's links */
1863 CLEAR_FLAG (op, FLAG_REMOVED); 1695 CLEAR_FLAG (op, FLAG_REMOVED);
1864 break; 1696 break;
1865 } 1697 }
1866 1698
1867 /* I assume combined objects have no inventory 1699 /* I assume combined objects have no inventory
1868 * We add the weight - this object could have just been removed 1700 * We add the weight - this object could have just been removed
1869 * (if it was possible to merge). calling remove_ob will subtract 1701 * (if it was possible to merge). calling remove_ob will subtract
1870 * the weight, so we need to add it in again, since we actually do 1702 * the weight, so we need to add it in again, since we actually do
1871 * the linking below 1703 * the linking below
1872 */ 1704 */
1873 add_weight (where, op->weight * op->nrof); 1705 add_weight (this, op->weight * op->nrof);
1874 } 1706 }
1875 else 1707 else
1876 add_weight (where, (op->weight + op->carrying)); 1708 add_weight (this, (op->weight + op->carrying));
1877 1709
1878 otmp = is_player_inv (where); 1710 otmp = this->in_player ();
1879 if (otmp && otmp->contr != NULL) 1711 if (otmp && otmp->contr)
1880 {
1881 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1712 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1882 fix_player (otmp); 1713 otmp->update_stats ();
1883 }
1884 1714
1885 op->map = NULL; 1715 op->map = 0;
1886 op->env = where; 1716 op->env = this;
1887 op->above = NULL; 1717 op->above = 0;
1888 op->below = NULL; 1718 op->below = 0;
1889 op->x = 0, op->y = 0; 1719 op->x = 0, op->y = 0;
1890 1720
1891 /* reset the light list and los of the players on the map */ 1721 /* reset the light list and los of the players on the map */
1892 if ((op->glow_radius != 0) && where->map) 1722 if ((op->glow_radius != 0) && map)
1893 { 1723 {
1894#ifdef DEBUG_LIGHTS 1724#ifdef DEBUG_LIGHTS
1895 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1725 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1896#endif /* DEBUG_LIGHTS */ 1726#endif /* DEBUG_LIGHTS */
1897 if (MAP_DARKNESS (where->map)) 1727 if (map->darkness)
1898 update_all_los (where->map, where->x, where->y); 1728 update_all_los (map, x, y);
1899 } 1729 }
1900 1730
1901 /* Client has no idea of ordering so lets not bother ordering it here. 1731 /* Client has no idea of ordering so lets not bother ordering it here.
1902 * It sure simplifies this function... 1732 * It sure simplifies this function...
1903 */ 1733 */
1904 if (where->inv == NULL) 1734 if (!inv)
1905 where->inv = op; 1735 inv = op;
1906 else 1736 else
1907 { 1737 {
1908 op->below = where->inv; 1738 op->below = inv;
1909 op->below->above = op; 1739 op->below->above = op;
1910 where->inv = op; 1740 inv = op;
1911 } 1741 }
1742
1743 INVOKE_OBJECT (INSERT, this);
1744
1912 return op; 1745 return op;
1913} 1746}
1914 1747
1915/* 1748/*
1916 * Checks if any objects has a move_type that matches objects 1749 * Checks if any objects has a move_type that matches objects
1930 * 1763 *
1931 * MSW 2001-07-08: Check all objects on space, not just those below 1764 * MSW 2001-07-08: Check all objects on space, not just those below
1932 * object being inserted. insert_ob_in_map may not put new objects 1765 * object being inserted. insert_ob_in_map may not put new objects
1933 * on top. 1766 * on top.
1934 */ 1767 */
1935
1936int 1768int
1937check_move_on (object *op, object *originator) 1769check_move_on (object *op, object *originator)
1938{ 1770{
1939 object * 1771 object *tmp;
1940 tmp; 1772 maptile *m = op->map;
1941 tag_t
1942 tag;
1943 mapstruct *
1944 m = op->map;
1945 int
1946 x = op->x, y = op->y; 1773 int x = op->x, y = op->y;
1947 1774
1948 MoveType 1775 MoveType move_on, move_slow, move_block;
1949 move_on,
1950 move_slow,
1951 move_block;
1952 1776
1953 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1777 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1954 return 0; 1778 return 0;
1955
1956 tag = op->count;
1957 1779
1958 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1780 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1959 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1781 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1960 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1782 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1961 1783
1977 1799
1978 /* The objects have to be checked from top to bottom. 1800 /* The objects have to be checked from top to bottom.
1979 * Hence, we first go to the top: 1801 * Hence, we first go to the top:
1980 */ 1802 */
1981 1803
1982 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1804 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1983 { 1805 {
1984 /* Trim the search when we find the first other spell effect 1806 /* Trim the search when we find the first other spell effect
1985 * this helps performance so that if a space has 50 spell objects, 1807 * this helps performance so that if a space has 50 spell objects,
1986 * we don't need to check all of them. 1808 * we don't need to check all of them.
1987 */ 1809 */
2005 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1827 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
2006 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1828 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
2007 { 1829 {
2008 1830
2009 float 1831 float
2010 diff = tmp->move_slow_penalty * FABS (op->speed); 1832 diff = tmp->move_slow_penalty * fabs (op->speed);
2011 1833
2012 if (op->type == PLAYER) 1834 if (op->type == PLAYER)
2013 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1835 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
2014 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1836 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
2015 diff /= 4.0; 1837 diff /= 4.0;
2022 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1844 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
2023 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0)) 1845 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
2024 { 1846 {
2025 move_apply (tmp, op, originator); 1847 move_apply (tmp, op, originator);
2026 1848
2027 if (was_destroyed (op, tag)) 1849 if (op->destroyed ())
2028 return 1; 1850 return 1;
2029 1851
2030 /* what the person/creature stepped onto has moved the object 1852 /* what the person/creature stepped onto has moved the object
2031 * someplace new. Don't process any further - if we did, 1853 * someplace new. Don't process any further - if we did,
2032 * have a feeling strange problems would result. 1854 * have a feeling strange problems would result.
2042/* 1864/*
2043 * present_arch(arch, map, x, y) searches for any objects with 1865 * present_arch(arch, map, x, y) searches for any objects with
2044 * a matching archetype at the given map and coordinates. 1866 * a matching archetype at the given map and coordinates.
2045 * The first matching object is returned, or NULL if none. 1867 * The first matching object is returned, or NULL if none.
2046 */ 1868 */
2047
2048object * 1869object *
2049present_arch (const archetype *at, mapstruct *m, int x, int y) 1870present_arch (const archetype *at, maptile *m, int x, int y)
2050{ 1871{
2051 object *
2052 tmp;
2053
2054 if (m == NULL || out_of_map (m, x, y)) 1872 if (!m || out_of_map (m, x, y))
2055 { 1873 {
2056 LOG (llevError, "Present_arch called outside map.\n"); 1874 LOG (llevError, "Present_arch called outside map.\n");
2057 return NULL; 1875 return NULL;
2058 } 1876 }
2059 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1877
1878 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2060 if (tmp->arch == at) 1879 if (tmp->arch == at)
2061 return tmp; 1880 return tmp;
1881
2062 return NULL; 1882 return NULL;
2063} 1883}
2064 1884
2065/* 1885/*
2066 * present(type, map, x, y) searches for any objects with 1886 * present(type, map, x, y) searches for any objects with
2067 * a matching type variable at the given map and coordinates. 1887 * a matching type variable at the given map and coordinates.
2068 * The first matching object is returned, or NULL if none. 1888 * The first matching object is returned, or NULL if none.
2069 */ 1889 */
2070
2071object * 1890object *
2072present (unsigned char type, mapstruct *m, int x, int y) 1891present (unsigned char type, maptile *m, int x, int y)
2073{ 1892{
2074 object *
2075 tmp;
2076
2077 if (out_of_map (m, x, y)) 1893 if (out_of_map (m, x, y))
2078 { 1894 {
2079 LOG (llevError, "Present called outside map.\n"); 1895 LOG (llevError, "Present called outside map.\n");
2080 return NULL; 1896 return NULL;
2081 } 1897 }
2082 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1898
1899 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2083 if (tmp->type == type) 1900 if (tmp->type == type)
2084 return tmp; 1901 return tmp;
1902
2085 return NULL; 1903 return NULL;
2086} 1904}
2087 1905
2088/* 1906/*
2089 * present_in_ob(type, object) searches for any objects with 1907 * present_in_ob(type, object) searches for any objects with
2090 * a matching type variable in the inventory of the given object. 1908 * a matching type variable in the inventory of the given object.
2091 * The first matching object is returned, or NULL if none. 1909 * The first matching object is returned, or NULL if none.
2092 */ 1910 */
2093
2094object * 1911object *
2095present_in_ob (unsigned char type, const object *op) 1912present_in_ob (unsigned char type, const object *op)
2096{ 1913{
2097 object *
2098 tmp;
2099
2100 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1914 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2101 if (tmp->type == type) 1915 if (tmp->type == type)
2102 return tmp; 1916 return tmp;
1917
2103 return NULL; 1918 return NULL;
2104} 1919}
2105 1920
2106/* 1921/*
2107 * present_in_ob (type, str, object) searches for any objects with 1922 * present_in_ob (type, str, object) searches for any objects with
2115 * str is the string to match against. Note that we match against 1930 * str is the string to match against. Note that we match against
2116 * the object name, not the archetype name. this is so that the 1931 * the object name, not the archetype name. this is so that the
2117 * spell code can use one object type (force), but change it's name 1932 * spell code can use one object type (force), but change it's name
2118 * to be unique. 1933 * to be unique.
2119 */ 1934 */
2120
2121object * 1935object *
2122present_in_ob_by_name (int type, const char *str, const object *op) 1936present_in_ob_by_name (int type, const char *str, const object *op)
2123{ 1937{
2124 object *
2125 tmp;
2126
2127 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1938 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2128 {
2129 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1939 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2130 return tmp; 1940 return tmp;
2131 } 1941
2132 return NULL; 1942 return 0;
2133} 1943}
2134 1944
2135/* 1945/*
2136 * present_arch_in_ob(archetype, object) searches for any objects with 1946 * present_arch_in_ob(archetype, object) searches for any objects with
2137 * a matching archetype in the inventory of the given object. 1947 * a matching archetype in the inventory of the given object.
2138 * The first matching object is returned, or NULL if none. 1948 * The first matching object is returned, or NULL if none.
2139 */ 1949 */
2140
2141object * 1950object *
2142present_arch_in_ob (const archetype *at, const object *op) 1951present_arch_in_ob (const archetype *at, const object *op)
2143{ 1952{
2144 object *
2145 tmp;
2146
2147 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1953 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2148 if (tmp->arch == at) 1954 if (tmp->arch == at)
2149 return tmp; 1955 return tmp;
1956
2150 return NULL; 1957 return NULL;
2151} 1958}
2152 1959
2153/* 1960/*
2154 * activate recursively a flag on an object inventory 1961 * activate recursively a flag on an object inventory
2155 */ 1962 */
2156void 1963void
2157flag_inv (object *op, int flag) 1964flag_inv (object *op, int flag)
2158{ 1965{
2159 object *
2160 tmp;
2161
2162 if (op->inv) 1966 if (op->inv)
2163 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1967 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2164 { 1968 {
2165 SET_FLAG (tmp, flag); 1969 SET_FLAG (tmp, flag);
2166 flag_inv (tmp, flag); 1970 flag_inv (tmp, flag);
2167 } 1971 }
2168} /* 1972}
1973
1974/*
2169 * desactivate recursively a flag on an object inventory 1975 * deactivate recursively a flag on an object inventory
2170 */ 1976 */
2171void 1977void
2172unflag_inv (object *op, int flag) 1978unflag_inv (object *op, int flag)
2173{ 1979{
2174 object *
2175 tmp;
2176
2177 if (op->inv) 1980 if (op->inv)
2178 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1981 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2179 { 1982 {
2180 CLEAR_FLAG (tmp, flag); 1983 CLEAR_FLAG (tmp, flag);
2181 unflag_inv (tmp, flag); 1984 unflag_inv (tmp, flag);
2182 } 1985 }
2183} 1986}
2186 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 1989 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2187 * all it's inventory (recursively). 1990 * all it's inventory (recursively).
2188 * If checksums are used, a player will get set_cheat called for 1991 * If checksums are used, a player will get set_cheat called for
2189 * him/her-self and all object carried by a call to this function. 1992 * him/her-self and all object carried by a call to this function.
2190 */ 1993 */
2191
2192void 1994void
2193set_cheat (object *op) 1995set_cheat (object *op)
2194{ 1996{
2195 SET_FLAG (op, FLAG_WAS_WIZ); 1997 SET_FLAG (op, FLAG_WAS_WIZ);
2196 flag_inv (op, FLAG_WAS_WIZ); 1998 flag_inv (op, FLAG_WAS_WIZ);
2215 * because arch_blocked (now ob_blocked) needs to know the movement type 2017 * because arch_blocked (now ob_blocked) needs to know the movement type
2216 * to know if the space in question will block the object. We can't use 2018 * to know if the space in question will block the object. We can't use
2217 * the archetype because that isn't correct if the monster has been 2019 * the archetype because that isn't correct if the monster has been
2218 * customized, changed states, etc. 2020 * customized, changed states, etc.
2219 */ 2021 */
2220
2221int 2022int
2222find_free_spot (const object *ob, mapstruct *m, int x, int y, int start, int stop) 2023find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2223{ 2024{
2224 int
2225 i,
2226 index = 0, flag; 2025 int index = 0, flag;
2227 static int
2228 altern[SIZEOFFREE]; 2026 int altern[SIZEOFFREE];
2229 2027
2230 for (i = start; i < stop; i++) 2028 for (int i = start; i < stop; i++)
2231 { 2029 {
2232 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2030 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2233 if (!flag) 2031 if (!flag)
2234 altern[index++] = i; 2032 altern [index++] = i;
2235 2033
2236 /* Basically, if we find a wall on a space, we cut down the search size. 2034 /* Basically, if we find a wall on a space, we cut down the search size.
2237 * In this way, we won't return spaces that are on another side of a wall. 2035 * In this way, we won't return spaces that are on another side of a wall.
2238 * This mostly work, but it cuts down the search size in all directions - 2036 * This mostly work, but it cuts down the search size in all directions -
2239 * if the space being examined only has a wall to the north and empty 2037 * if the space being examined only has a wall to the north and empty
2240 * spaces in all the other directions, this will reduce the search space 2038 * spaces in all the other directions, this will reduce the search space
2241 * to only the spaces immediately surrounding the target area, and 2039 * to only the spaces immediately surrounding the target area, and
2242 * won't look 2 spaces south of the target space. 2040 * won't look 2 spaces south of the target space.
2243 */ 2041 */
2244 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 2042 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2245 stop = maxfree[i]; 2043 stop = maxfree[i];
2246 } 2044 }
2045
2247 if (!index) 2046 if (!index)
2248 return -1; 2047 return -1;
2048
2249 return altern[RANDOM () % index]; 2049 return altern [rndm (index)];
2250} 2050}
2251 2051
2252/* 2052/*
2253 * find_first_free_spot(archetype, mapstruct, x, y) works like 2053 * find_first_free_spot(archetype, maptile, x, y) works like
2254 * find_free_spot(), but it will search max number of squares. 2054 * find_free_spot(), but it will search max number of squares.
2255 * But it will return the first available spot, not a random choice. 2055 * But it will return the first available spot, not a random choice.
2256 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2056 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2257 */ 2057 */
2258
2259int 2058int
2260find_first_free_spot (const object *ob, mapstruct *m, int x, int y) 2059find_first_free_spot (const object *ob, maptile *m, int x, int y)
2261{ 2060{
2262 int
2263 i;
2264
2265 for (i = 0; i < SIZEOFFREE; i++) 2061 for (int i = 0; i < SIZEOFFREE; i++)
2266 {
2267 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2062 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2268 return i; 2063 return i;
2269 } 2064
2270 return -1; 2065 return -1;
2271} 2066}
2272 2067
2273/* 2068/*
2274 * The function permute(arr, begin, end) randomly reorders the array 2069 * The function permute(arr, begin, end) randomly reorders the array
2275 * arr[begin..end-1]. 2070 * arr[begin..end-1].
2071 * now uses a fisher-yates shuffle, old permute was broken
2276 */ 2072 */
2277static void 2073static void
2278permute (int *arr, int begin, int end) 2074permute (int *arr, int begin, int end)
2279{ 2075{
2280 int 2076 arr += begin;
2281 i,
2282 j,
2283 tmp,
2284 len;
2285
2286 len = end - begin; 2077 end -= begin;
2287 for (i = begin; i < end; i++)
2288 {
2289 j = begin + RANDOM () % len;
2290 2078
2291 tmp = arr[i]; 2079 while (--end)
2292 arr[i] = arr[j]; 2080 swap (arr [end], arr [rndm (end + 1)]);
2293 arr[j] = tmp;
2294 }
2295} 2081}
2296 2082
2297/* new function to make monster searching more efficient, and effective! 2083/* new function to make monster searching more efficient, and effective!
2298 * This basically returns a randomized array (in the passed pointer) of 2084 * This basically returns a randomized array (in the passed pointer) of
2299 * the spaces to find monsters. In this way, it won't always look for 2085 * the spaces to find monsters. In this way, it won't always look for
2302 * the 3x3 area will be searched, just not in a predictable order. 2088 * the 3x3 area will be searched, just not in a predictable order.
2303 */ 2089 */
2304void 2090void
2305get_search_arr (int *search_arr) 2091get_search_arr (int *search_arr)
2306{ 2092{
2307 int 2093 int i;
2308 i;
2309 2094
2310 for (i = 0; i < SIZEOFFREE; i++) 2095 for (i = 0; i < SIZEOFFREE; i++)
2311 {
2312 search_arr[i] = i; 2096 search_arr[i] = i;
2313 }
2314 2097
2315 permute (search_arr, 1, SIZEOFFREE1 + 1); 2098 permute (search_arr, 1, SIZEOFFREE1 + 1);
2316 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2099 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2317 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2100 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2318} 2101}
2327 * Perhaps incorrectly, but I'm making the assumption that exclude 2110 * Perhaps incorrectly, but I'm making the assumption that exclude
2328 * is actually want is going to try and move there. We need this info 2111 * is actually want is going to try and move there. We need this info
2329 * because we have to know what movement the thing looking to move 2112 * because we have to know what movement the thing looking to move
2330 * there is capable of. 2113 * there is capable of.
2331 */ 2114 */
2332
2333int 2115int
2334find_dir (mapstruct *m, int x, int y, object *exclude) 2116find_dir (maptile *m, int x, int y, object *exclude)
2335{ 2117{
2336 int
2337 i,
2338 max = SIZEOFFREE, mflags; 2118 int i, max = SIZEOFFREE, mflags;
2339 2119
2340 sint16 nx, ny; 2120 sint16 nx, ny;
2341 object * 2121 object *tmp;
2342 tmp; 2122 maptile *mp;
2343 mapstruct *
2344 mp;
2345 2123
2346 MoveType blocked, move_type; 2124 MoveType blocked, move_type;
2347 2125
2348 if (exclude && exclude->head) 2126 if (exclude && exclude->head)
2349 { 2127 {
2361 mp = m; 2139 mp = m;
2362 nx = x + freearr_x[i]; 2140 nx = x + freearr_x[i];
2363 ny = y + freearr_y[i]; 2141 ny = y + freearr_y[i];
2364 2142
2365 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2143 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2144
2366 if (mflags & P_OUT_OF_MAP) 2145 if (mflags & P_OUT_OF_MAP)
2367 {
2368 max = maxfree[i]; 2146 max = maxfree[i];
2369 }
2370 else 2147 else
2371 { 2148 {
2372 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2149 mapspace &ms = mp->at (nx, ny);
2150
2151 blocked = ms.move_block;
2373 2152
2374 if ((move_type & blocked) == move_type) 2153 if ((move_type & blocked) == move_type)
2375 {
2376 max = maxfree[i]; 2154 max = maxfree[i];
2377 }
2378 else if (mflags & P_IS_ALIVE) 2155 else if (mflags & P_IS_ALIVE)
2379 { 2156 {
2380 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2157 for (tmp = ms.bot; tmp; tmp = tmp->above)
2381 { 2158 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2382 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2159 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2383 {
2384 break; 2160 break;
2385 } 2161
2386 }
2387 if (tmp) 2162 if (tmp)
2388 {
2389 return freedir[i]; 2163 return freedir[i];
2390 }
2391 } 2164 }
2392 } 2165 }
2393 } 2166 }
2167
2394 return 0; 2168 return 0;
2395} 2169}
2396 2170
2397/* 2171/*
2398 * distance(object 1, object 2) will return the square of the 2172 * distance(object 1, object 2) will return the square of the
2399 * distance between the two given objects. 2173 * distance between the two given objects.
2400 */ 2174 */
2401
2402int 2175int
2403distance (const object *ob1, const object *ob2) 2176distance (const object *ob1, const object *ob2)
2404{ 2177{
2405 int
2406 i;
2407
2408 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2178 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2409 return i;
2410} 2179}
2411 2180
2412/* 2181/*
2413 * find_dir_2(delta-x,delta-y) will return a direction in which 2182 * find_dir_2(delta-x,delta-y) will return a direction in which
2414 * an object which has subtracted the x and y coordinates of another 2183 * an object which has subtracted the x and y coordinates of another
2415 * object, needs to travel toward it. 2184 * object, needs to travel toward it.
2416 */ 2185 */
2417
2418int 2186int
2419find_dir_2 (int x, int y) 2187find_dir_2 (int x, int y)
2420{ 2188{
2421 int 2189 int q;
2422 q;
2423 2190
2424 if (y) 2191 if (y)
2425 q = x * 100 / y; 2192 q = x * 100 / y;
2426 else if (x) 2193 else if (x)
2427 q = -300 * x; 2194 q = -300 * x;
2452 2219
2453 return 3; 2220 return 3;
2454} 2221}
2455 2222
2456/* 2223/*
2457 * absdir(int): Returns a number between 1 and 8, which represent
2458 * the "absolute" direction of a number (it actually takes care of
2459 * "overflow" in previous calculations of a direction).
2460 */
2461
2462int
2463absdir (int d)
2464{
2465 while (d < 1)
2466 d += 8;
2467 while (d > 8)
2468 d -= 8;
2469 return d;
2470}
2471
2472/*
2473 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2224 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2474 * between two directions (which are expected to be absolute (see absdir()) 2225 * between two directions (which are expected to be absolute (see absdir())
2475 */ 2226 */
2476
2477int 2227int
2478dirdiff (int dir1, int dir2) 2228dirdiff (int dir1, int dir2)
2479{ 2229{
2480 int 2230 int d;
2481 d;
2482 2231
2483 d = abs (dir1 - dir2); 2232 d = abs (dir1 - dir2);
2484 if (d > 4) 2233 if (d > 4)
2485 d = 8 - d; 2234 d = 8 - d;
2235
2486 return d; 2236 return d;
2487} 2237}
2488 2238
2489/* peterm: 2239/* peterm:
2490 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2240 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2493 * This basically means that if direction is 15, then it could either go 2243 * This basically means that if direction is 15, then it could either go
2494 * direction 4, 14, or 16 to get back to where we are. 2244 * direction 4, 14, or 16 to get back to where we are.
2495 * Moved from spell_util.c to object.c with the other related direction 2245 * Moved from spell_util.c to object.c with the other related direction
2496 * functions. 2246 * functions.
2497 */ 2247 */
2498
2499int
2500 reduction_dir[SIZEOFFREE][3] = { 2248int reduction_dir[SIZEOFFREE][3] = {
2501 {0, 0, 0}, /* 0 */ 2249 {0, 0, 0}, /* 0 */
2502 {0, 0, 0}, /* 1 */ 2250 {0, 0, 0}, /* 1 */
2503 {0, 0, 0}, /* 2 */ 2251 {0, 0, 0}, /* 2 */
2504 {0, 0, 0}, /* 3 */ 2252 {0, 0, 0}, /* 3 */
2505 {0, 0, 0}, /* 4 */ 2253 {0, 0, 0}, /* 4 */
2553 * find a path to that monster that we found. If not, 2301 * find a path to that monster that we found. If not,
2554 * we don't bother going toward it. Returns 1 if we 2302 * we don't bother going toward it. Returns 1 if we
2555 * can see a direct way to get it 2303 * can see a direct way to get it
2556 * Modified to be map tile aware -.MSW 2304 * Modified to be map tile aware -.MSW
2557 */ 2305 */
2558
2559
2560int 2306int
2561can_see_monsterP (mapstruct *m, int x, int y, int dir) 2307can_see_monsterP (maptile *m, int x, int y, int dir)
2562{ 2308{
2563 sint16 dx, dy; 2309 sint16 dx, dy;
2564 int
2565 mflags; 2310 int mflags;
2566 2311
2567 if (dir < 0) 2312 if (dir < 0)
2568 return 0; /* exit condition: invalid direction */ 2313 return 0; /* exit condition: invalid direction */
2569 2314
2570 dx = x + freearr_x[dir]; 2315 dx = x + freearr_x[dir];
2583 return 0; 2328 return 0;
2584 2329
2585 /* yes, can see. */ 2330 /* yes, can see. */
2586 if (dir < 9) 2331 if (dir < 9)
2587 return 1; 2332 return 1;
2333
2588 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2334 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2589 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]); 2335 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2336 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2590} 2337}
2591
2592
2593 2338
2594/* 2339/*
2595 * can_pick(picker, item): finds out if an object is possible to be 2340 * can_pick(picker, item): finds out if an object is possible to be
2596 * picked up by the picker. Returnes 1 if it can be 2341 * picked up by the picker. Returnes 1 if it can be
2597 * picked up, otherwise 0. 2342 * picked up, otherwise 0.
2608 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2353 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2609 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2354 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2610 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2355 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2611} 2356}
2612 2357
2613
2614/* 2358/*
2615 * create clone from object to another 2359 * create clone from object to another
2616 */ 2360 */
2617object * 2361object *
2618object_create_clone (object *asrc) 2362object_create_clone (object *asrc)
2619{ 2363{
2620 object *
2621 dst = NULL, *tmp, *src, *part, *prev, *item; 2364 object *dst = 0, *tmp, *src, *part, *prev, *item;
2622 2365
2623 if (!asrc) 2366 if (!asrc)
2624 return NULL; 2367 return 0;
2368
2625 src = asrc; 2369 src = asrc;
2626 if (src->head) 2370 if (src->head)
2627 src = src->head; 2371 src = src->head;
2628 2372
2629 prev = NULL; 2373 prev = 0;
2630 for (part = src; part; part = part->more) 2374 for (part = src; part; part = part->more)
2631 { 2375 {
2632 tmp = get_object (); 2376 tmp = part->clone ();
2633 copy_object (part, tmp);
2634 tmp->x -= src->x; 2377 tmp->x -= src->x;
2635 tmp->y -= src->y; 2378 tmp->y -= src->y;
2379
2636 if (!part->head) 2380 if (!part->head)
2637 { 2381 {
2638 dst = tmp; 2382 dst = tmp;
2639 tmp->head = NULL; 2383 tmp->head = 0;
2640 } 2384 }
2641 else 2385 else
2642 {
2643 tmp->head = dst; 2386 tmp->head = dst;
2644 } 2387
2645 tmp->more = NULL; 2388 tmp->more = 0;
2389
2646 if (prev) 2390 if (prev)
2647 prev->more = tmp; 2391 prev->more = tmp;
2392
2648 prev = tmp; 2393 prev = tmp;
2649 } 2394 }
2650 2395
2651 /*** copy inventory ***/
2652 for (item = src->inv; item; item = item->below) 2396 for (item = src->inv; item; item = item->below)
2653 {
2654 (void) insert_ob_in_ob (object_create_clone (item), dst); 2397 insert_ob_in_ob (object_create_clone (item), dst);
2655 }
2656 2398
2657 return dst; 2399 return dst;
2658}
2659
2660/* return true if the object was destroyed, 0 otherwise */
2661int
2662was_destroyed (const object *op, tag_t old_tag)
2663{
2664 /* checking for FLAG_FREED isn't necessary, but makes this function more
2665 * robust */
2666 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2667}
2668
2669/* GROS - Creates an object using a string representing its content. */
2670
2671/* Basically, we save the content of the string to a temp file, then call */
2672
2673/* load_object on it. I admit it is a highly inefficient way to make things, */
2674
2675/* but it was simple to make and allows reusing the load_object function. */
2676
2677/* Remember not to use load_object_str in a time-critical situation. */
2678
2679/* Also remember that multiparts objects are not supported for now. */
2680
2681object *
2682load_object_str (const char *obstr)
2683{
2684 object *
2685 op;
2686 char
2687 filename[MAX_BUF];
2688
2689 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2690
2691 FILE *
2692 tempfile = fopen (filename, "w");
2693
2694 if (tempfile == NULL)
2695 {
2696 LOG (llevError, "Error - Unable to access load object temp file\n");
2697 return NULL;
2698 }
2699
2700 fprintf (tempfile, obstr);
2701 fclose (tempfile);
2702
2703 op = get_object ();
2704
2705 object_thawer thawer (filename);
2706
2707 if (thawer)
2708 load_object (thawer, op, 0);
2709
2710 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2711 CLEAR_FLAG (op, FLAG_REMOVED);
2712
2713 return op;
2714} 2400}
2715 2401
2716/* This returns the first object in who's inventory that 2402/* This returns the first object in who's inventory that
2717 * has the same type and subtype match. 2403 * has the same type and subtype match.
2718 * returns NULL if no match. 2404 * returns NULL if no match.
2719 */ 2405 */
2720object * 2406object *
2721find_obj_by_type_subtype (const object *who, int type, int subtype) 2407find_obj_by_type_subtype (const object *who, int type, int subtype)
2722{ 2408{
2723 object *
2724 tmp;
2725
2726 for (tmp = who->inv; tmp; tmp = tmp->below) 2409 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2727 if (tmp->type == type && tmp->subtype == subtype) 2410 if (tmp->type == type && tmp->subtype == subtype)
2728 return tmp; 2411 return tmp;
2729 2412
2730 return NULL; 2413 return 0;
2731} 2414}
2732 2415
2733/* If ob has a field named key, return the link from the list, 2416/* If ob has a field named key, return the link from the list,
2734 * otherwise return NULL. 2417 * otherwise return NULL.
2735 * 2418 *
2737 * do the desired thing. 2420 * do the desired thing.
2738 */ 2421 */
2739key_value * 2422key_value *
2740get_ob_key_link (const object *ob, const char *key) 2423get_ob_key_link (const object *ob, const char *key)
2741{ 2424{
2742 key_value *
2743 link;
2744
2745 for (link = ob->key_values; link != NULL; link = link->next) 2425 for (key_value *link = ob->key_values; link; link = link->next)
2746 {
2747 if (link->key == key) 2426 if (link->key == key)
2748 {
2749 return link; 2427 return link;
2750 }
2751 }
2752 2428
2753 return NULL; 2429 return 0;
2754} 2430}
2755 2431
2756/* 2432/*
2757 * Returns the value of op has an extra_field for key, or NULL. 2433 * Returns the value of op has an extra_field for key, or NULL.
2758 * 2434 *
2783 if (link->key == canonical_key) 2459 if (link->key == canonical_key)
2784 return link->value; 2460 return link->value;
2785 2461
2786 return 0; 2462 return 0;
2787} 2463}
2788
2789 2464
2790/* 2465/*
2791 * Updates the canonical_key in op to value. 2466 * Updates the canonical_key in op to value.
2792 * 2467 *
2793 * canonical_key is a shared string (value doesn't have to be). 2468 * canonical_key is a shared string (value doesn't have to be).
2798 * Returns TRUE on success. 2473 * Returns TRUE on success.
2799 */ 2474 */
2800int 2475int
2801set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) 2476set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2802{ 2477{
2803 key_value *
2804 field = NULL, *last = NULL; 2478 key_value *field = NULL, *last = NULL;
2805 2479
2806 for (field = op->key_values; field != NULL; field = field->next) 2480 for (field = op->key_values; field != NULL; field = field->next)
2807 { 2481 {
2808 if (field->key != canonical_key) 2482 if (field->key != canonical_key)
2809 { 2483 {
2837 /* IF we get here, key doesn't exist */ 2511 /* IF we get here, key doesn't exist */
2838 2512
2839 /* No field, we'll have to add it. */ 2513 /* No field, we'll have to add it. */
2840 2514
2841 if (!add_key) 2515 if (!add_key)
2842 {
2843 return FALSE; 2516 return FALSE;
2844 } 2517
2845 /* There isn't any good reason to store a null 2518 /* There isn't any good reason to store a null
2846 * value in the key/value list. If the archetype has 2519 * value in the key/value list. If the archetype has
2847 * this key, then we should also have it, so shouldn't 2520 * this key, then we should also have it, so shouldn't
2848 * be here. If user wants to store empty strings, 2521 * be here. If user wants to store empty strings,
2849 * should pass in "" 2522 * should pass in ""
2898 } 2571 }
2899 else 2572 else
2900 item = item->env; 2573 item = item->env;
2901} 2574}
2902 2575
2576
2577const char *
2578object::flag_desc (char *desc, int len) const
2579{
2580 char *p = desc;
2581 bool first = true;
2582
2583 *p = 0;
2584
2585 for (int i = 0; i < NUM_FLAGS; i++)
2586 {
2587 if (len <= 10) // magic constant!
2588 {
2589 snprintf (p, len, ",...");
2590 break;
2591 }
2592
2593 if (flag [i])
2594 {
2595 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2596 len -= cnt;
2597 p += cnt;
2598 first = false;
2599 }
2600 }
2601
2602 return desc;
2603}
2604
2903// return a suitable string describing an objetc in enough detail to find it 2605// return a suitable string describing an object in enough detail to find it
2904const char * 2606const char *
2905object::debug_desc (char *info) const 2607object::debug_desc (char *info) const
2906{ 2608{
2609 char flagdesc[512];
2907 char info2[256 * 3]; 2610 char info2[256 * 4];
2908 char *p = info; 2611 char *p = info;
2909 2612
2910 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2613 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2911 count, 2614 count, uuid.seq,
2912 &name, 2615 &name,
2913 title ? " " : "", 2616 title ? "\",title:\"" : "",
2914 title ? (const char *)title : ""); 2617 title ? (const char *)title : "",
2618 flag_desc (flagdesc, 512), type);
2915 2619
2916 if (env) 2620 if (env)
2917 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2621 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2918 2622
2919 if (map) 2623 if (map)
2920 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2624 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2921 2625
2922 return info; 2626 return info;
2923} 2627}
2924 2628
2925const char * 2629const char *
2926object::debug_desc () const 2630object::debug_desc () const
2927{ 2631{
2928 static char info[256 * 3]; 2632 static char info[3][256 * 4];
2633 static int info_idx;
2634
2929 return debug_desc (info); 2635 return debug_desc (info [++info_idx % 3]);
2930} 2636}
2931 2637
2638struct region *
2639object::region () const
2640{
2641 return map ? map->region (x, y)
2642 : region::default_region ();
2643}
2644
2645const materialtype_t *
2646object::dominant_material () const
2647{
2648 if (materialtype_t *mat = name_to_material (materialname))
2649 return mat;
2650
2651 // omfg this is slow, this has to be temporary :)
2652 shstr unknown ("unknown");
2653
2654 return name_to_material (unknown);
2655}
2656
2657void
2658object::open_container (object *new_container)
2659{
2660 if (container == new_container)
2661 return;
2662
2663 if (object *old_container = container)
2664 {
2665 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2666 return;
2667
2668#if 0
2669 // remove the "Close old_container" object.
2670 if (object *closer = old_container->inv)
2671 if (closer->type == CLOSE_CON)
2672 closer->destroy ();
2673#endif
2674
2675 old_container->flag [FLAG_APPLIED] = 0;
2676 container = 0;
2677
2678 esrv_update_item (UPD_FLAGS, this, old_container);
2679 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2680 }
2681
2682 if (new_container)
2683 {
2684 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2685 return;
2686
2687 // TODO: this does not seem to serve any purpose anymore?
2688#if 0
2689 // insert the "Close Container" object.
2690 if (archetype *closer = new_container->other_arch)
2691 {
2692 object *closer = arch_to_object (new_container->other_arch);
2693 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2694 new_container->insert (closer);
2695 }
2696#endif
2697
2698 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2699
2700 new_container->flag [FLAG_APPLIED] = 1;
2701 container = new_container;
2702
2703 esrv_update_item (UPD_FLAGS, this, new_container);
2704 esrv_send_inventory (this, new_container);
2705 }
2706}
2707
2708

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