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Comparing deliantra/server/common/object.C (file contents):
Revision 1.54 by root, Fri Nov 17 19:40:53 2006 UTC vs.
Revision 1.192 by root, Fri Oct 12 19:13:25 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT is free software: you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
22*/ 22 */
23 23
24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
25 sub/add_weight will transcend the environment updating the carrying 25 sub/add_weight will transcend the environment updating the carrying
26 variable. */ 26 variable. */
27#include <global.h> 27#include <global.h>
28#include <stdio.h> 28#include <stdio.h>
29#include <sys/types.h> 29#include <sys/types.h>
30#include <sys/uio.h> 30#include <sys/uio.h>
31#include <object.h> 31#include <object.h>
32#include <funcpoint.h> 32#include <funcpoint.h>
33#include <sproto.h>
33#include <loader.h> 34#include <loader.h>
35
36#include <bitset>
34 37
35int nrofallocobjects = 0; 38int nrofallocobjects = 0;
36static UUID uuid; 39static UUID uuid;
37const uint64 UUID_SKIP = 1<<19; 40const uint64 UUID_SKIP = 1<<19;
38 41
39object *active_objects; /* List of active objects that need to be processed */ 42objectvec objects;
43activevec actives;
40 44
41short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 45short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
42 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 46 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
43}; 47};
44short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 48short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
104 _exit (1); 108 _exit (1);
105 } 109 }
106 110
107 uuid.seq = uid; 111 uuid.seq = uid;
108 write_uuid (); 112 write_uuid ();
109 LOG (llevDebug, "read UID: %lld\n", uid); 113 LOG (llevDebug, "read UID: %" PRId64 "\n", uid);
110 fclose (fp); 114 fclose (fp);
111} 115}
112 116
113UUID 117UUID
114gen_uuid () 118gen_uuid ()
139 * objects with lists are rare, and lists stay short. If not, use a 143 * objects with lists are rare, and lists stay short. If not, use a
140 * different structure or at least keep the lists sorted... 144 * different structure or at least keep the lists sorted...
141 */ 145 */
142 146
143 /* For each field in wants, */ 147 /* For each field in wants, */
144 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) 148 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
145 { 149 {
146 key_value *has_field; 150 key_value *has_field;
147 151
148 /* Look for a field in has with the same key. */ 152 /* Look for a field in has with the same key. */
149 has_field = get_ob_key_link (has, wants_field->key); 153 has_field = get_ob_key_link (has, wants_field->key);
183 * 187 *
184 * Note that this function appears a lot longer than the macro it 188 * Note that this function appears a lot longer than the macro it
185 * replaces - this is mostly for clarity - a decent compiler should hopefully 189 * replaces - this is mostly for clarity - a decent compiler should hopefully
186 * reduce this to the same efficiency. 190 * reduce this to the same efficiency.
187 * 191 *
188 * Check nrof variable *before* calling CAN_MERGE() 192 * Check nrof variable *before* calling can_merge()
189 * 193 *
190 * Improvements made with merge: Better checking on potion, and also 194 * Improvements made with merge: Better checking on potion, and also
191 * check weight 195 * check weight
192 */ 196 */
193
194bool object::can_merge (object *ob1, object *ob2) 197bool object::can_merge_slow (object *ob1, object *ob2)
195{ 198{
196 /* A couple quicksanity checks */ 199 /* A couple quicksanity checks */
197 if ((ob1 == ob2) || (ob1->type != ob2->type)) 200 if (ob1 == ob2
201 || ob1->type != ob2->type
202 || ob1->speed != ob2->speed
203 || ob1->value != ob2->value
204 || ob1->name != ob2->name)
198 return 0; 205 return 0;
199 206
200 if (ob1->speed != ob2->speed) 207 //TODO: this ain't working well, use nicer and correct overflow check
201 return 0;
202
203 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 208 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
204 * value could not be stored in a sint32 (which unfortunately sometimes is 209 * value could not be stored in a sint32 (which unfortunately sometimes is
205 * used to store nrof). 210 * used to store nrof).
206 */ 211 */
207 if (ob1->nrof + ob2->nrof >= 1UL << 31) 212 if (ob1->nrof + ob2->nrof >= 1UL << 31)
217 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 222 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
218 223
219 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 224 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
220 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 225 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
221 226
222 227 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
223 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something 228 || ob1->arch != ob2->arch
224 * being locked in inventory should prevent merging.
225 * 0x4 in flags3 is CLIENT_SENT
226 */
227 if ((ob1->arch != ob2->arch) ||
228 (ob1->flags[0] != ob2->flags[0]) ||
229 (ob1->flags[1] != ob2->flags[1]) ||
230 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
231 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
232 (ob1->name != ob2->name) || 229 || ob1->name != ob2->name
233 (ob1->title != ob2->title) || 230 || ob1->title != ob2->title
234 (ob1->msg != ob2->msg) || 231 || ob1->msg != ob2->msg
235 (ob1->weight != ob2->weight) || 232 || ob1->weight != ob2->weight
236 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) || 233 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
237 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) || 234 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
238 (ob1->attacktype != ob2->attacktype) || 235 || ob1->attacktype != ob2->attacktype
239 (ob1->magic != ob2->magic) || 236 || ob1->magic != ob2->magic
240 (ob1->slaying != ob2->slaying) || 237 || ob1->slaying != ob2->slaying
241 (ob1->skill != ob2->skill) || 238 || ob1->skill != ob2->skill
242 (ob1->value != ob2->value) || 239 || ob1->value != ob2->value
243 (ob1->animation_id != ob2->animation_id) || 240 || ob1->animation_id != ob2->animation_id
244 (ob1->client_type != ob2->client_type) || 241 || ob1->client_type != ob2->client_type
245 (ob1->materialname != ob2->materialname) || 242 || ob1->materialname != ob2->materialname
246 (ob1->lore != ob2->lore) || 243 || ob1->lore != ob2->lore
247 (ob1->subtype != ob2->subtype) || 244 || ob1->subtype != ob2->subtype
248 (ob1->move_type != ob2->move_type) || 245 || ob1->move_type != ob2->move_type
249 (ob1->move_block != ob2->move_block) || 246 || ob1->move_block != ob2->move_block
250 (ob1->move_allow != ob2->move_allow) || 247 || ob1->move_allow != ob2->move_allow
251 (ob1->move_on != ob2->move_on) || 248 || ob1->move_on != ob2->move_on
252 (ob1->move_off != ob2->move_off) || (ob1->move_slow != ob2->move_slow) || (ob1->move_slow_penalty != ob2->move_slow_penalty)) 249 || ob1->move_off != ob2->move_off
250 || ob1->move_slow != ob2->move_slow
251 || ob1->move_slow_penalty != ob2->move_slow_penalty)
253 return 0; 252 return 0;
254 253
255 /* This is really a spellbook check - really, we should 254 /* This is really a spellbook check - really, we should
256 * check all objects in the inventory. 255 * check all objects in the inventory.
257 */ 256 */
260 /* if one object has inventory but the other doesn't, not equiv */ 259 /* if one object has inventory but the other doesn't, not equiv */
261 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 260 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
262 return 0; 261 return 0;
263 262
264 /* Now check to see if the two inventory objects could merge */ 263 /* Now check to see if the two inventory objects could merge */
265 if (!CAN_MERGE (ob1->inv, ob2->inv)) 264 if (!object::can_merge (ob1->inv, ob2->inv))
266 return 0; 265 return 0;
267 266
268 /* inventory ok - still need to check rest of this object to see 267 /* inventory ok - still need to check rest of this object to see
269 * if it is valid. 268 * if it is valid.
270 */ 269 */
279 278
280 /* Note sure why the following is the case - either the object has to 279 /* Note sure why the following is the case - either the object has to
281 * be animated or have a very low speed. Is this an attempted monster 280 * be animated or have a very low speed. Is this an attempted monster
282 * check? 281 * check?
283 */ 282 */
284 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 283 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
285 return 0; 284 return 0;
286 285
287 switch (ob1->type) 286 switch (ob1->type)
288 { 287 {
289 case SCROLL: 288 case SCROLL:
300 return 0; 299 return 0;
301 else if (!compare_ob_value_lists (ob1, ob2)) 300 else if (!compare_ob_value_lists (ob1, ob2))
302 return 0; 301 return 0;
303 } 302 }
304 303
305 //TODO: generate an event or call into perl for additional checks
306 if (ob1->self || ob2->self) 304 if (ob1->self || ob2->self)
307 { 305 {
308 ob1->optimise (); 306 ob1->optimise ();
309 ob2->optimise (); 307 ob2->optimise ();
310 308
311 if (ob1->self || ob2->self) 309 if (ob1->self || ob2->self)
310 {
311 int k1 = ob1->self ? HvTOTALKEYS (SvRV (ob1->self)) : 0;
312 int k2 = ob2->self ? HvTOTALKEYS (SvRV (ob2->self)) : 0;
313
314 if (k1 != k2)
312 return 0; 315 return 0;
316 else if (k1 == 0)
317 return 1;
318 else if (!cfperl_can_merge (ob1, ob2))
319 return 0;
320 }
313 } 321 }
314 322
315 /* Everything passes, must be OK. */ 323 /* Everything passes, must be OK. */
316 return 1; 324 return 1;
317} 325}
325sum_weight (object *op) 333sum_weight (object *op)
326{ 334{
327 long sum; 335 long sum;
328 object *inv; 336 object *inv;
329 337
330 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 338 for (sum = 0, inv = op->inv; inv; inv = inv->below)
331 { 339 {
332 if (inv->inv) 340 if (inv->inv)
333 sum_weight (inv); 341 sum_weight (inv);
342
334 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 343 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
335 } 344 }
336 345
337 if (op->type == CONTAINER && op->stats.Str) 346 if (op->type == CONTAINER && op->stats.Str)
338 sum = (sum * (100 - op->stats.Str)) / 100; 347 sum = (sum * (100 - op->stats.Str)) / 100;
354 op = op->env; 363 op = op->env;
355 return op; 364 return op;
356} 365}
357 366
358/* 367/*
359 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
360 * a better check. We basically keeping traversing up until we can't
361 * or find a player.
362 */
363
364object *
365is_player_inv (object *op)
366{
367 for (; op != NULL && op->type != PLAYER; op = op->env)
368 if (op->env == op)
369 op->env = NULL;
370 return op;
371}
372
373/*
374 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 368 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
375 * Some error messages. 369 * Some error messages.
376 * The result of the dump is stored in the static global errmsg array. 370 * The result of the dump is stored in the static global errmsg array.
377 */ 371 */
378
379char * 372char *
380dump_object (object *op) 373dump_object (object *op)
381{ 374{
382 if (!op) 375 if (!op)
383 return strdup ("[NULLOBJ]"); 376 return strdup ("[NULLOBJ]");
384 377
385 object_freezer freezer; 378 object_freezer freezer;
386 save_object (freezer, op, 3); 379 op->write (freezer);
387 return freezer.as_string (); 380 return freezer.as_string ();
388} 381}
389 382
390/* 383/*
391 * get_nearest_part(multi-object, object 2) returns the part of the 384 * get_nearest_part(multi-object, object 2) returns the part of the
392 * multi-object 1 which is closest to the second object. 385 * multi-object 1 which is closest to the second object.
393 * If it's not a multi-object, it is returned. 386 * If it's not a multi-object, it is returned.
394 */ 387 */
395
396object * 388object *
397get_nearest_part (object *op, const object *pl) 389get_nearest_part (object *op, const object *pl)
398{ 390{
399 object *tmp, *closest; 391 object *tmp, *closest;
400 int last_dist, i; 392 int last_dist, i;
408} 400}
409 401
410/* 402/*
411 * Returns the object which has the count-variable equal to the argument. 403 * Returns the object which has the count-variable equal to the argument.
412 */ 404 */
413
414object * 405object *
415find_object (tag_t i) 406find_object (tag_t i)
416{ 407{
417 for (object *op = object::first; op; op = op->next) 408 for_all_objects (op)
418 if (op->count == i) 409 if (op->count == i)
419 return op; 410 return op;
420 411
421 return 0; 412 return 0;
422} 413}
423 414
424/* 415/*
425 * Returns the first object which has a name equal to the argument. 416 * Returns the first object which has a name equal to the argument.
426 * Used only by the patch command, but not all that useful. 417 * Used only by the patch command, but not all that useful.
427 * Enables features like "patch <name-of-other-player> food 999" 418 * Enables features like "patch <name-of-other-player> food 999"
428 */ 419 */
429
430object * 420object *
431find_object_name (const char *str) 421find_object_name (const char *str)
432{ 422{
433 shstr_cmp str_ (str); 423 shstr_cmp str_ (str);
434 object *op; 424 object *op;
435 425
436 for (op = object::first; op != NULL; op = op->next) 426 for_all_objects (op)
437 if (op->name == str_) 427 if (op->name == str_)
438 break; 428 break;
439 429
440 return op; 430 return op;
441} 431}
447} 437}
448 438
449/* 439/*
450 * Sets the owner and sets the skill and exp pointers to owner's current 440 * Sets the owner and sets the skill and exp pointers to owner's current
451 * skill and experience objects. 441 * skill and experience objects.
442 * ACTUALLY NO! investigate! TODO
452 */ 443 */
453void 444void
454object::set_owner (object *owner) 445object::set_owner (object *owner)
455{ 446{
447 // allow objects which own objects
456 if (!owner) 448 if (owner)
457 return;
458
459 /* next line added to allow objects which own objects */
460 /* Add a check for ownercounts in here, as I got into an endless loop
461 * with the fireball owning a poison cloud which then owned the
462 * fireball. I believe that was caused by one of the objects getting
463 * freed and then another object replacing it. Since the ownercounts
464 * didn't match, this check is valid and I believe that cause is valid.
465 */
466 while (owner->owner) 449 while (owner->owner)
467 owner = owner->owner; 450 owner = owner->owner;
468 451
469 this->owner = owner; 452 this->owner = owner;
453}
454
455int
456object::slottype () const
457{
458 if (type == SKILL)
459 {
460 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
461 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
462 }
463 else
464 {
465 if (slot [body_combat].info) return slot_combat;
466 if (slot [body_range ].info) return slot_ranged;
467 }
468
469 return slot_none;
470}
471
472bool
473object::change_weapon (object *ob)
474{
475 if (current_weapon == ob)
476 return true;
477
478 if (chosen_skill)
479 chosen_skill->flag [FLAG_APPLIED] = false;
480
481 current_weapon = ob;
482 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
483
484 if (chosen_skill)
485 chosen_skill->flag [FLAG_APPLIED] = true;
486
487 update_stats ();
488
489 if (ob)
490 {
491 // now check wether any body locations became invalid, in which case
492 // we cannot apply the weapon at the moment.
493 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
494 if (slot[i].used < 0)
495 {
496 current_weapon = chosen_skill = 0;
497 update_stats ();
498
499 new_draw_info_format (NDI_UNIQUE, 0, this,
500 "You try to balance all your items at once, "
501 "but the %s is just too much for your body. "
502 "[You need to unapply some items first.]", &ob->name);
503 return false;
504 }
505
506 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
507 }
508 else
509 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
510
511 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
512 {
513 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
514 &name, ob->debug_desc ());
515 return false;
516 }
517
518 return true;
470} 519}
471 520
472/* Zero the key_values on op, decrementing the shared-string 521/* Zero the key_values on op, decrementing the shared-string
473 * refcounts and freeing the links. 522 * refcounts and freeing the links.
474 */ 523 */
475static void 524static void
476free_key_values (object *op) 525free_key_values (object *op)
477{ 526{
478 for (key_value *i = op->key_values; i != 0;) 527 for (key_value *i = op->key_values; i; )
479 { 528 {
480 key_value *next = i->next; 529 key_value *next = i->next;
481 delete i; 530 delete i;
482 531
483 i = next; 532 i = next;
484 } 533 }
485 534
486 op->key_values = 0; 535 op->key_values = 0;
487} 536}
488 537
489void object::clear () 538object &
539object::operator =(const object &src)
490{ 540{
491 attachable_base::clear (); 541 bool is_freed = flag [FLAG_FREED];
542 bool is_removed = flag [FLAG_REMOVED];
492 543
493 free_key_values (this); 544 *(object_copy *)this = src;
494 545
495 owner = 0; 546 flag [FLAG_FREED] = is_freed;
496 name = 0; 547 flag [FLAG_REMOVED] = is_removed;
497 name_pl = 0;
498 title = 0;
499 race = 0;
500 slaying = 0;
501 skill = 0;
502 msg = 0;
503 lore = 0;
504 custom_name = 0;
505 materialname = 0;
506 contr = 0;
507 below = 0;
508 above = 0;
509 inv = 0;
510 container = 0;
511 env = 0;
512 more = 0;
513 head = 0;
514 map = 0;
515 active_next = 0;
516 active_prev = 0;
517
518 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
519
520 SET_FLAG (this, FLAG_REMOVED);
521
522 /* What is not cleared is next, prev, and count */
523
524 expmul = 1.0;
525 face = blank_face;
526
527 if (settings.casting_time)
528 casting_time = -1;
529}
530
531void object::clone (object *destination)
532{
533 *(object_copy *)destination = *this;
534 *(object_pod *)destination = *this;
535
536 if (self || cb)
537 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
538}
539
540/*
541 * copy object first frees everything allocated by the second object,
542 * and then copies the contends of the first object into the second
543 * object, allocating what needs to be allocated. Basically, any
544 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
545 * if the first object is freed, the pointers in the new object
546 * will point at garbage.
547 */
548void
549copy_object (object *op2, object *op)
550{
551 bool is_freed = QUERY_FLAG (op, FLAG_FREED);
552 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED);
553
554 op2->clone (op);
555
556 if (is_freed)
557 SET_FLAG (op, FLAG_FREED);
558 if (is_removed)
559 SET_FLAG (op, FLAG_REMOVED);
560
561 if (op2->speed < 0)
562 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0;
563 548
564 /* Copy over key_values, if any. */ 549 /* Copy over key_values, if any. */
565 if (op2->key_values) 550 if (src.key_values)
566 { 551 {
567 key_value *tail = 0; 552 key_value *tail = 0;
568 key_value *i;
569
570 op->key_values = 0; 553 key_values = 0;
571 554
572 for (i = op2->key_values; i; i = i->next) 555 for (key_value *i = src.key_values; i; i = i->next)
573 { 556 {
574 key_value *new_link = new key_value; 557 key_value *new_link = new key_value;
575 558
576 new_link->next = 0; 559 new_link->next = 0;
577 new_link->key = i->key; 560 new_link->key = i->key;
578 new_link->value = i->value; 561 new_link->value = i->value;
579 562
580 /* Try and be clever here, too. */ 563 /* Try and be clever here, too. */
581 if (!op->key_values) 564 if (!key_values)
582 { 565 {
583 op->key_values = new_link; 566 key_values = new_link;
584 tail = new_link; 567 tail = new_link;
585 } 568 }
586 else 569 else
587 { 570 {
588 tail->next = new_link; 571 tail->next = new_link;
589 tail = new_link; 572 tail = new_link;
590 } 573 }
591 } 574 }
592 } 575 }
576}
593 577
594 update_ob_speed (op); 578/*
579 * copy_to first frees everything allocated by the dst object,
580 * and then copies the contents of itself into the second
581 * object, allocating what needs to be allocated. Basically, any
582 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
583 * if the first object is freed, the pointers in the new object
584 * will point at garbage.
585 */
586void
587object::copy_to (object *dst)
588{
589 *dst = *this;
590
591 if (speed < 0)
592 dst->speed_left -= rndm ();
593
594 dst->set_speed (dst->speed);
595}
596
597void
598object::instantiate ()
599{
600 if (!uuid.seq) // HACK
601 uuid = gen_uuid ();
602
603 speed_left = -0.1f;
604 /* copy the body_info to the body_used - this is only really
605 * need for monsters, but doesn't hurt to do it for everything.
606 * by doing so, when a monster is created, it has good starting
607 * values for the body_used info, so when items are created
608 * for it, they can be properly equipped.
609 */
610 for (int i = NUM_BODY_LOCATIONS; i--; )
611 slot[i].used = slot[i].info;
612
613 attachable::instantiate ();
614}
615
616object *
617object::clone ()
618{
619 object *neu = create ();
620 copy_to (neu);
621 return neu;
595} 622}
596 623
597/* 624/*
598 * If an object with the IS_TURNABLE() flag needs to be turned due 625 * If an object with the IS_TURNABLE() flag needs to be turned due
599 * to the closest player being on the other side, this function can 626 * to the closest player being on the other side, this function can
600 * be called to update the face variable, _and_ how it looks on the map. 627 * be called to update the face variable, _and_ how it looks on the map.
601 */ 628 */
602
603void 629void
604update_turn_face (object *op) 630update_turn_face (object *op)
605{ 631{
606 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 632 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
607 return; 633 return;
634
608 SET_ANIMATION (op, op->direction); 635 SET_ANIMATION (op, op->direction);
609 update_object (op, UP_OBJ_FACE); 636 update_object (op, UP_OBJ_FACE);
610} 637}
611 638
612/* 639/*
613 * Updates the speed of an object. If the speed changes from 0 to another 640 * Updates the speed of an object. If the speed changes from 0 to another
614 * value, or vice versa, then add/remove the object from the active list. 641 * value, or vice versa, then add/remove the object from the active list.
615 * This function needs to be called whenever the speed of an object changes. 642 * This function needs to be called whenever the speed of an object changes.
616 */ 643 */
617void 644void
618update_ob_speed (object *op) 645object::set_speed (float speed)
619{ 646{
620 extern int arch_init; 647 if (flag [FLAG_FREED] && speed)
621
622 /* No reason putting the archetypes objects on the speed list,
623 * since they never really need to be updated.
624 */
625
626 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
627 { 648 {
628 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 649 LOG (llevError, "Object %s is freed but has speed.\n", &name);
629#ifdef MANY_CORES
630 abort ();
631#else
632 op->speed = 0; 650 speed = 0;
633#endif
634 }
635
636 if (arch_init)
637 return;
638
639 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
640 { 651 }
641 /* If already on active list, don't do anything */
642 if (op->active_next || op->active_prev || op == active_objects)
643 return;
644 652
645 /* process_events() expects us to insert the object at the beginning 653 this->speed = speed;
646 * of the list. */
647 op->active_next = active_objects;
648 654
649 if (op->active_next != NULL) 655 if (has_active_speed ())
650 op->active_next->active_prev = op; 656 activate ();
651
652 active_objects = op;
653 }
654 else 657 else
655 { 658 deactivate ();
656 /* If not on the active list, nothing needs to be done */
657 if (!op->active_next && !op->active_prev && op != active_objects)
658 return;
659
660 if (op->active_prev == NULL)
661 {
662 active_objects = op->active_next;
663
664 if (op->active_next != NULL)
665 op->active_next->active_prev = NULL;
666 }
667 else
668 {
669 op->active_prev->active_next = op->active_next;
670
671 if (op->active_next)
672 op->active_next->active_prev = op->active_prev;
673 }
674
675 op->active_next = NULL;
676 op->active_prev = NULL;
677 }
678} 659}
679 660
680/* This function removes object 'op' from the list of active
681 * objects.
682 * This should only be used for style maps or other such
683 * reference maps where you don't want an object that isn't
684 * in play chewing up cpu time getting processed.
685 * The reverse of this is to call update_ob_speed, which
686 * will do the right thing based on the speed of the object.
687 */
688void
689remove_from_active_list (object *op)
690{
691 /* If not on the active list, nothing needs to be done */
692 if (!op->active_next && !op->active_prev && op != active_objects)
693 return;
694
695 if (op->active_prev == NULL)
696 {
697 active_objects = op->active_next;
698 if (op->active_next != NULL)
699 op->active_next->active_prev = NULL;
700 }
701 else
702 {
703 op->active_prev->active_next = op->active_next;
704 if (op->active_next)
705 op->active_next->active_prev = op->active_prev;
706 }
707 op->active_next = NULL;
708 op->active_prev = NULL;
709}
710
711/* 661/*
712 * update_object() updates the array which represents the map. 662 * update_object() updates the the map.
713 * It takes into account invisible objects (and represent squares covered 663 * It takes into account invisible objects (and represent squares covered
714 * by invisible objects by whatever is below them (unless it's another 664 * by invisible objects by whatever is below them (unless it's another
715 * invisible object, etc...) 665 * invisible object, etc...)
716 * If the object being updated is beneath a player, the look-window 666 * If the object being updated is beneath a player, the look-window
717 * of that player is updated (this might be a suboptimal way of 667 * of that player is updated (this might be a suboptimal way of
718 * updating that window, though, since update_object() is called _often_) 668 * updating that window, though, since update_object() is called _often_)
719 * 669 *
720 * action is a hint of what the caller believes need to be done. 670 * action is a hint of what the caller believes need to be done.
721 * For example, if the only thing that has changed is the face (due to
722 * an animation), we don't need to call update_position until that actually
723 * comes into view of a player. OTOH, many other things, like addition/removal
724 * of walls or living creatures may need us to update the flags now.
725 * current action are: 671 * current action are:
726 * UP_OBJ_INSERT: op was inserted 672 * UP_OBJ_INSERT: op was inserted
727 * UP_OBJ_REMOVE: op was removed 673 * UP_OBJ_REMOVE: op was removed
728 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 674 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
729 * as that is easier than trying to look at what may have changed. 675 * as that is easier than trying to look at what may have changed.
730 * UP_OBJ_FACE: only the objects face has changed. 676 * UP_OBJ_FACE: only the objects face has changed.
731 */ 677 */
732
733void 678void
734update_object (object *op, int action) 679update_object (object *op, int action)
735{ 680{
736 int update_now = 0, flags;
737 MoveType move_on, move_off, move_block, move_slow;
738
739 if (op == NULL) 681 if (op == NULL)
740 { 682 {
741 /* this should never happen */ 683 /* this should never happen */
742 LOG (llevDebug, "update_object() called for NULL object.\n"); 684 LOG (llevDebug, "update_object() called for NULL object.\n");
743 return; 685 return;
744 } 686 }
745 687
746 if (op->env != NULL) 688 if (op->env)
747 { 689 {
748 /* Animation is currently handled by client, so nothing 690 /* Animation is currently handled by client, so nothing
749 * to do in this case. 691 * to do in this case.
750 */ 692 */
751 return; 693 return;
756 */ 698 */
757 if (!op->map || op->map->in_memory == MAP_SAVING) 699 if (!op->map || op->map->in_memory == MAP_SAVING)
758 return; 700 return;
759 701
760 /* make sure the object is within map boundaries */ 702 /* make sure the object is within map boundaries */
761 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map)) 703 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
762 { 704 {
763 LOG (llevError, "update_object() called for object out of map!\n"); 705 LOG (llevError, "update_object() called for object out of map!\n");
764#ifdef MANY_CORES 706#ifdef MANY_CORES
765 abort (); 707 abort ();
766#endif 708#endif
767 return; 709 return;
768 } 710 }
769 711
770 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 712 mapspace &m = op->ms ();
771 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
772 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
773 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
774 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
775 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
776 713
714 if (!(m.flags_ & P_UPTODATE))
715 /* nop */;
777 if (action == UP_OBJ_INSERT) 716 else if (action == UP_OBJ_INSERT)
778 { 717 {
718 // this is likely overkill, TODO: revisit (schmorp)
779 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 719 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
780 update_now = 1;
781
782 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 720 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
783 update_now = 1; 721 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
784 722 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
723 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
785 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 724 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
786 update_now = 1;
787
788 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
789 update_now = 1;
790
791 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
792 update_now = 1;
793
794 if ((move_on | op->move_on) != move_on) 725 || (m.move_on | op->move_on ) != m.move_on
795 update_now = 1;
796
797 if ((move_off | op->move_off) != move_off) 726 || (m.move_off | op->move_off ) != m.move_off
798 update_now = 1; 727 || (m.move_slow | op->move_slow) != m.move_slow
799
800 /* This isn't perfect, but I don't expect a lot of objects to 728 /* This isn't perfect, but I don't expect a lot of objects to
801 * to have move_allow right now. 729 * to have move_allow right now.
802 */ 730 */
803 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 731 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
804 update_now = 1; 732 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
805 733 m.flags_ = 0;
806 if ((move_slow | op->move_slow) != move_slow)
807 update_now = 1;
808 } 734 }
809 /* if the object is being removed, we can't make intelligent 735 /* if the object is being removed, we can't make intelligent
810 * decisions, because remove_ob can't really pass the object 736 * decisions, because remove_ob can't really pass the object
811 * that is being removed. 737 * that is being removed.
812 */ 738 */
813 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 739 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
814 update_now = 1; 740 m.flags_ = 0;
815 else if (action == UP_OBJ_FACE) 741 else if (action == UP_OBJ_FACE)
816 /* Nothing to do for that case */ ; 742 /* Nothing to do for that case */ ;
817 else 743 else
818 LOG (llevError, "update_object called with invalid action: %d\n", action); 744 LOG (llevError, "update_object called with invalid action: %d\n", action);
819 745
820 if (update_now)
821 {
822 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
823 update_position (op->map, op->x, op->y);
824 }
825
826 if (op->more != NULL) 746 if (op->more)
827 update_object (op->more, action); 747 update_object (op->more, action);
828}
829
830object::vector object::mortals;
831object::vector object::objects; // not yet used
832object *object::first;
833
834void object::free_mortals ()
835{
836 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
837 if ((*i)->refcnt)
838 ++i; // further delay freeing
839 else
840 {
841 delete *i;
842 mortals.erase (i);
843 }
844
845 static int lastmortals = 0;//D
846
847 if (mortals.size() != lastmortals && lastmortals > 100)//D
848 {
849 lastmortals = mortals.size ();//D
850 LOG (llevDebug, "%d objects in mortal queue\n", lastmortals);//D
851 }
852} 748}
853 749
854object::object () 750object::object ()
855{ 751{
856 SET_FLAG (this, FLAG_REMOVED); 752 SET_FLAG (this, FLAG_REMOVED);
859 face = blank_face; 755 face = blank_face;
860} 756}
861 757
862object::~object () 758object::~object ()
863{ 759{
760 unlink ();
761
864 free_key_values (this); 762 free_key_values (this);
865} 763}
866 764
765static int object_count;
766
867void object::link () 767void object::link ()
868{ 768{
869 count = ++ob_count; 769 assert (!index);//D
870 uuid = gen_uuid (); 770 uuid = gen_uuid ();
771 count = ++object_count;
871 772
872 prev = 0; 773 refcnt_inc ();
873 next = object::first; 774 objects.insert (this);
874
875 if (object::first)
876 object::first->prev = this;
877
878 object::first = this;
879} 775}
880 776
881void object::unlink () 777void object::unlink ()
882{ 778{
883 if (this == object::first) 779 if (!index)
884 object::first = next; 780 return;
885 781
886 /* Remove this object from the list of used objects */ 782 objects.erase (this);
887 if (prev) prev->next = next; 783 refcnt_dec ();
888 if (next) next->prev = prev; 784}
889 785
890 prev = 0; 786void
891 next = 0; 787object::activate ()
788{
789 /* If already on active list, don't do anything */
790 if (active)
791 return;
792
793 if (has_active_speed ())
794 actives.insert (this);
795}
796
797void
798object::activate_recursive ()
799{
800 activate ();
801
802 for (object *op = inv; op; op = op->below)
803 op->activate_recursive ();
804}
805
806/* This function removes object 'op' from the list of active
807 * objects.
808 * This should only be used for style maps or other such
809 * reference maps where you don't want an object that isn't
810 * in play chewing up cpu time getting processed.
811 * The reverse of this is to call update_ob_speed, which
812 * will do the right thing based on the speed of the object.
813 */
814void
815object::deactivate ()
816{
817 /* If not on the active list, nothing needs to be done */
818 if (!active)
819 return;
820
821 actives.erase (this);
822}
823
824void
825object::deactivate_recursive ()
826{
827 for (object *op = inv; op; op = op->below)
828 op->deactivate_recursive ();
829
830 deactivate ();
831}
832
833void
834object::set_flag_inv (int flag, int value)
835{
836 for (object *op = inv; op; op = op->below)
837 {
838 op->flag [flag] = value;
839 op->set_flag_inv (flag, value);
840 }
841}
842
843/*
844 * Remove and free all objects in the inventory of the given object.
845 * object.c ?
846 */
847void
848object::destroy_inv (bool drop_to_ground)
849{
850 // need to check first, because the checks below might segfault
851 // as we might be on an invalid mapspace and crossfire code
852 // is too buggy to ensure that the inventory is empty.
853 // corollary: if you create arrows etc. with stuff in tis inventory,
854 // cf will crash below with off-map x and y
855 if (!inv)
856 return;
857
858 /* Only if the space blocks everything do we not process -
859 * if some form of movement is allowed, let objects
860 * drop on that space.
861 */
862 if (!drop_to_ground
863 || !map
864 || map->in_memory != MAP_IN_MEMORY
865 || map->nodrop
866 || ms ().move_block == MOVE_ALL)
867 {
868 while (inv)
869 {
870 inv->destroy_inv (drop_to_ground);
871 inv->destroy ();
872 }
873 }
874 else
875 { /* Put objects in inventory onto this space */
876 while (inv)
877 {
878 object *op = inv;
879
880 if (op->flag [FLAG_STARTEQUIP]
881 || op->flag [FLAG_NO_DROP]
882 || op->type == RUNE
883 || op->type == TRAP
884 || op->flag [FLAG_IS_A_TEMPLATE]
885 || op->flag [FLAG_DESTROY_ON_DEATH])
886 op->destroy ();
887 else
888 map->insert (op, x, y);
889 }
890 }
892} 891}
893 892
894object *object::create () 893object *object::create ()
895{ 894{
896 object *op = new object; 895 object *op = new object;
897 op->link (); 896 op->link ();
898 return op; 897 return op;
899} 898}
900 899
901/* 900void
902 * free_object() frees everything allocated by an object, removes 901object::do_destroy ()
903 * it from the list of used objects, and puts it on the list of 902{
904 * free objects. The IS_FREED() flag is set in the object. 903 attachable::do_destroy ();
905 * The object must have been removed by remove_ob() first for 904
906 * this function to succeed. 905 if (flag [FLAG_IS_LINKED])
907 * 906 remove_button_link (this);
908 * If destroy_inventory is set, free inventory as well. Else drop items in 907
909 * inventory to the ground. 908 if (flag [FLAG_FRIENDLY])
910 */ 909 remove_friendly_object (this);
910
911 if (!flag [FLAG_REMOVED])
912 remove ();
913
914 destroy_inv (true);
915
916 deactivate ();
917 unlink ();
918
919 flag [FLAG_FREED] = 1;
920
921 // hack to ensure that freed objects still have a valid map
922 {
923 static maptile *freed_map; // freed objects are moved here to avoid crashes
924
925 if (!freed_map)
926 {
927 freed_map = new maptile;
928
929 freed_map->path = "<freed objects map>";
930 freed_map->name = "/internal/freed_objects_map";
931 freed_map->width = 3;
932 freed_map->height = 3;
933
934 freed_map->alloc ();
935 freed_map->in_memory = MAP_IN_MEMORY;
936 }
937
938 map = freed_map;
939 x = 1;
940 y = 1;
941 }
942
943 if (more)
944 {
945 more->destroy ();
946 more = 0;
947 }
948
949 head = 0;
950
951 // clear those pointers that likely might cause circular references
952 owner = 0;
953 enemy = 0;
954 attacked_by = 0;
955 current_weapon = 0;
956}
957
958void
911void object::destroy (bool destroy_inventory) 959object::destroy (bool destroy_inventory)
912{ 960{
913 if (QUERY_FLAG (this, FLAG_FREED)) 961 if (destroyed ())
914 return; 962 return;
915 963
916 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 964 if (destroy_inventory)
917 remove_friendly_object (this); 965 destroy_inv (false);
918 966
919 if (!QUERY_FLAG (this, FLAG_REMOVED)) 967 if (is_head ())
920 remove_ob (this); 968 if (sound_destroy)
969 play_sound (sound_destroy);
970 else if (flag [FLAG_MONSTER])
971 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
921 972
922 SET_FLAG (this, FLAG_FREED); 973 attachable::destroy ();
923
924 if (more)
925 {
926 more->destroy (destroy_inventory);
927 more = 0;
928 }
929
930 if (inv)
931 {
932 /* Only if the space blocks everything do we not process -
933 * if some form of movement is allowed, let objects
934 * drop on that space.
935 */
936 if (destroy_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
937 {
938 object *op = inv;
939
940 while (op)
941 {
942 object *tmp = op->below;
943 op->destroy (destroy_inventory);
944 op = tmp;
945 }
946 }
947 else
948 { /* Put objects in inventory onto this space */
949 object *op = inv;
950
951 while (op)
952 {
953 object *tmp = op->below;
954
955 remove_ob (op);
956
957 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
958 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
959 free_object (op);
960 else
961 {
962 op->x = x;
963 op->y = y;
964 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
965 }
966
967 op = tmp;
968 }
969 }
970 }
971
972 // clear those pointers that likely might have circular references to us
973 owner = 0;
974 enemy = 0;
975 attacked_by = 0;
976
977 // only relevant for players(?), but make sure of it anyways
978 contr = 0;
979
980 /* Remove object from the active list */
981 speed = 0;
982 update_ob_speed (this);
983
984 unlink ();
985
986 mortals.push_back (this);
987} 974}
988 975
989/* 976/*
990 * sub_weight() recursively (outwards) subtracts a number from the 977 * sub_weight() recursively (outwards) subtracts a number from the
991 * weight of an object (and what is carried by it's environment(s)). 978 * weight of an object (and what is carried by it's environment(s)).
992 */ 979 */
993
994void 980void
995sub_weight (object *op, signed long weight) 981sub_weight (object *op, signed long weight)
996{ 982{
997 while (op != NULL) 983 while (op != NULL)
998 { 984 {
1002 op->carrying -= weight; 988 op->carrying -= weight;
1003 op = op->env; 989 op = op->env;
1004 } 990 }
1005} 991}
1006 992
1007/* remove_ob(op): 993/* op->remove ():
1008 * This function removes the object op from the linked list of objects 994 * This function removes the object op from the linked list of objects
1009 * which it is currently tied to. When this function is done, the 995 * which it is currently tied to. When this function is done, the
1010 * object will have no environment. If the object previously had an 996 * object will have no environment. If the object previously had an
1011 * environment, the x and y coordinates will be updated to 997 * environment, the x and y coordinates will be updated to
1012 * the previous environment. 998 * the previous environment.
1013 * Beware: This function is called from the editor as well!
1014 */ 999 */
1015
1016void 1000void
1017remove_ob (object *op) 1001object::do_remove ()
1018{ 1002{
1019 object *tmp, *last = 0; 1003 object *tmp, *last = 0;
1020 object *otmp; 1004 object *otmp;
1021 1005
1022 int check_walk_off;
1023 maptile *m;
1024
1025 sint16 x, y;
1026
1027 if (QUERY_FLAG (op, FLAG_REMOVED)) 1006 if (QUERY_FLAG (this, FLAG_REMOVED))
1028 return; 1007 return;
1029 1008
1030 SET_FLAG (op, FLAG_REMOVED); 1009 SET_FLAG (this, FLAG_REMOVED);
1010 INVOKE_OBJECT (REMOVE, this);
1031 1011
1032 if (op->more != NULL) 1012 if (more)
1033 remove_ob (op->more); 1013 more->remove ();
1034 1014
1035 /* 1015 /*
1036 * In this case, the object to be removed is in someones 1016 * In this case, the object to be removed is in someones
1037 * inventory. 1017 * inventory.
1038 */ 1018 */
1039 if (op->env != NULL) 1019 if (env)
1040 { 1020 {
1041 if (op->nrof) 1021 if (nrof)
1042 sub_weight (op->env, op->weight * op->nrof); 1022 sub_weight (env, weight * nrof);
1043 else 1023 else
1044 sub_weight (op->env, op->weight + op->carrying); 1024 sub_weight (env, weight + carrying);
1045 1025
1046 /* NO_FIX_PLAYER is set when a great many changes are being 1026 /* NO_FIX_PLAYER is set when a great many changes are being
1047 * made to players inventory. If set, avoiding the call 1027 * made to players inventory. If set, avoiding the call
1048 * to save cpu time. 1028 * to save cpu time.
1049 */ 1029 */
1050 if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1030 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1051 fix_player (otmp); 1031 otmp->update_stats ();
1052 1032
1053 if (op->above != NULL) 1033 if (above)
1054 op->above->below = op->below; 1034 above->below = below;
1055 else 1035 else
1056 op->env->inv = op->below; 1036 env->inv = below;
1057 1037
1058 if (op->below != NULL) 1038 if (below)
1059 op->below->above = op->above; 1039 below->above = above;
1060 1040
1061 /* we set up values so that it could be inserted into 1041 /* we set up values so that it could be inserted into
1062 * the map, but we don't actually do that - it is up 1042 * the map, but we don't actually do that - it is up
1063 * to the caller to decide what we want to do. 1043 * to the caller to decide what we want to do.
1064 */ 1044 */
1065 op->x = op->env->x, op->y = op->env->y; 1045 x = env->x, y = env->y;
1066 op->map = op->env->map; 1046 map = env->map;
1067 op->above = NULL, op->below = NULL; 1047 above = 0, below = 0;
1068 op->env = NULL; 1048 env = 0;
1069 } 1049 }
1070 else if (op->map) 1050 else if (map)
1071 { 1051 {
1072 x = op->x; 1052 if (type == PLAYER)
1073 y = op->y;
1074 m = get_map_from_coord (op->map, &x, &y);
1075
1076 if (!m)
1077 {
1078 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1079 op->map->path, op->x, op->y);
1080 /* in old days, we used to set x and y to 0 and continue.
1081 * it seems if we get into this case, something is probablye
1082 * screwed up and should be fixed.
1083 */
1084 abort ();
1085 } 1053 {
1054 // leaving a spot always closes any open container on the ground
1055 if (container && !container->env)
1056 // this causes spurious floorbox updates, but it ensures
1057 // that the CLOSE event is being sent.
1058 close_container ();
1086 1059
1087 if (op->map != m) 1060 --map->players;
1088 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n", 1061 map->touch ();
1089 op->map->path, m->path, op->x, op->y, x, y);
1090
1091 /* Re did the following section of code - it looks like it had
1092 * lots of logic for things we no longer care about
1093 */ 1062 }
1063
1064 map->dirty = true;
1065 mapspace &ms = this->ms ();
1094 1066
1095 /* link the object above us */ 1067 /* link the object above us */
1096 if (op->above) 1068 if (above)
1097 op->above->below = op->below; 1069 above->below = below;
1098 else 1070 else
1099 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */ 1071 ms.top = below; /* we were top, set new top */
1100 1072
1101 /* Relink the object below us, if there is one */ 1073 /* Relink the object below us, if there is one */
1102 if (op->below) 1074 if (below)
1103 op->below->above = op->above; 1075 below->above = above;
1104 else 1076 else
1105 { 1077 {
1106 /* Nothing below, which means we need to relink map object for this space 1078 /* Nothing below, which means we need to relink map object for this space
1107 * use translated coordinates in case some oddness with map tiling is 1079 * use translated coordinates in case some oddness with map tiling is
1108 * evident 1080 * evident
1109 */ 1081 */
1110 if (GET_MAP_OB (m, x, y) != op) 1082 if (GET_MAP_OB (map, x, y) != this)
1111 {
1112 char *dump = dump_object (op);
1113 LOG (llevError,
1114 "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", dump); 1083 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 ());
1115 free (dump); 1084
1116 dump = dump_object (GET_MAP_OB (m, x, y)); 1085 ms.bot = above; /* goes on above it. */
1117 LOG (llevError, "%s\n", dump);
1118 free (dump);
1119 } 1086 }
1120 1087
1121 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */
1122 }
1123
1124 op->above = 0; 1088 above = 0;
1125 op->below = 0; 1089 below = 0;
1126 1090
1127 if (op->map->in_memory == MAP_SAVING) 1091 if (map->in_memory == MAP_SAVING)
1128 return; 1092 return;
1129 1093
1130 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY); 1094 int check_walk_off = !flag [FLAG_NO_APPLY];
1131 1095
1132 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1096 if (object *pl = ms.player ())
1097 {
1098 if (pl->container == this)
1099 /* If a container that the player is currently using somehow gets
1100 * removed (most likely destroyed), update the player view
1101 * appropriately.
1102 */
1103 pl->close_container ();
1104
1105 pl->contr->ns->floorbox_update ();
1106 }
1107
1108 for (tmp = ms.bot; tmp; tmp = tmp->above)
1133 { 1109 {
1134 /* No point updating the players look faces if he is the object 1110 /* No point updating the players look faces if he is the object
1135 * being removed. 1111 * being removed.
1136 */ 1112 */
1137 1113
1138 if (tmp->type == PLAYER && tmp != op) 1114 /* See if object moving off should effect something */
1115 if (check_walk_off
1116 && ((move_type & tmp->move_off)
1117 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1139 { 1118 {
1140 /* If a container that the player is currently using somehow gets
1141 * removed (most likely destroyed), update the player view
1142 * appropriately.
1143 */
1144 if (tmp->container == op)
1145 {
1146 CLEAR_FLAG (op, FLAG_APPLIED);
1147 tmp->container = NULL;
1148 }
1149
1150 tmp->contr->socket.update_look = 1;
1151 }
1152
1153 /* See if player moving off should effect something */
1154 if (check_walk_off
1155 && ((op->move_type & tmp->move_off)
1156 && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1157 {
1158 move_apply (tmp, op, NULL); 1119 move_apply (tmp, this, 0);
1159 1120
1160 if (op->destroyed ()) 1121 if (destroyed ())
1161 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1122 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1162 } 1123 }
1163 1124
1164 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1165
1166 if (tmp->above == tmp)
1167 tmp->above = NULL;
1168
1169 last = tmp; 1125 last = tmp;
1170 } 1126 }
1171 1127
1172 /* last == NULL of there are no objects on this space */ 1128 /* last == NULL if there are no objects on this space */
1129 //TODO: this makes little sense, why only update the topmost object?
1173 if (last == NULL) 1130 if (!last)
1174 { 1131 map->at (x, y).flags_ = 0;
1175 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1176 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1177 * those out anyways, and if there are any flags set right now, they won't
1178 * be correct anyways.
1179 */
1180 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1181 update_position (op->map, op->x, op->y);
1182 }
1183 else 1132 else
1184 update_object (last, UP_OBJ_REMOVE); 1133 update_object (last, UP_OBJ_REMOVE);
1185 1134
1186 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0)) 1135 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1187 update_all_los (op->map, op->x, op->y); 1136 update_all_los (map, x, y);
1188 } 1137 }
1189} 1138}
1190 1139
1191/* 1140/*
1192 * merge_ob(op,top): 1141 * merge_ob(op,top):
1200merge_ob (object *op, object *top) 1149merge_ob (object *op, object *top)
1201{ 1150{
1202 if (!op->nrof) 1151 if (!op->nrof)
1203 return 0; 1152 return 0;
1204 1153
1205 if (top == NULL) 1154 if (top)
1206 for (top = op; top != NULL && top->above != NULL; top = top->above); 1155 for (top = op; top && top->above; top = top->above)
1156 ;
1207 1157
1208 for (; top != NULL; top = top->below) 1158 for (; top; top = top->below)
1209 { 1159 {
1210 if (top == op) 1160 if (top == op)
1211 continue; 1161 continue;
1212 if (CAN_MERGE (op, top)) 1162
1163 if (object::can_merge (op, top))
1213 { 1164 {
1214 top->nrof += op->nrof; 1165 top->nrof += op->nrof;
1215 1166
1216/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1167/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1217 op->weight = 0; /* Don't want any adjustements now */ 1168 op->weight = 0; /* Don't want any adjustements now */
1218 remove_ob (op); 1169 op->destroy ();
1219 free_object (op);
1220 return top; 1170 return top;
1221 } 1171 }
1222 } 1172 }
1223 1173
1224 return 0; 1174 return 0;
1225} 1175}
1226 1176
1177void
1178object::expand_tail ()
1179{
1180 if (more)
1181 return;
1182
1183 object *prev = this;
1184
1185 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1186 {
1187 object *op = arch_to_object (at);
1188
1189 op->name = name;
1190 op->name_pl = name_pl;
1191 op->title = title;
1192
1193 op->head = this;
1194 prev->more = op;
1195
1196 prev = op;
1197 }
1198}
1199
1227/* 1200/*
1228 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1201 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1229 * job preparing multi-part monsters 1202 * job preparing multi-part monsters.
1230 */ 1203 */
1231object * 1204object *
1232insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1205insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1233{ 1206{
1234 object *tmp;
1235
1236 if (op->head)
1237 op = op->head;
1238
1239 for (tmp = op; tmp; tmp = tmp->more) 1207 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1240 { 1208 {
1241 tmp->x = x + tmp->arch->clone.x; 1209 tmp->x = x + tmp->arch->x;
1242 tmp->y = y + tmp->arch->clone.y; 1210 tmp->y = y + tmp->arch->y;
1243 } 1211 }
1244 1212
1245 return insert_ob_in_map (op, m, originator, flag); 1213 return insert_ob_in_map (op, m, originator, flag);
1246} 1214}
1247 1215
1263 * Return value: 1231 * Return value:
1264 * new object if 'op' was merged with other object 1232 * new object if 'op' was merged with other object
1265 * NULL if 'op' was destroyed 1233 * NULL if 'op' was destroyed
1266 * just 'op' otherwise 1234 * just 'op' otherwise
1267 */ 1235 */
1268
1269object * 1236object *
1270insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1237insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1271{ 1238{
1239 assert (!op->flag [FLAG_FREED]);
1240
1272 object *tmp, *top, *floor = NULL; 1241 object *top, *floor = NULL;
1273 sint16 x, y;
1274 1242
1275 if (QUERY_FLAG (op, FLAG_FREED)) 1243 op->remove ();
1276 {
1277 LOG (llevError, "Trying to insert freed object!\n");
1278 return NULL;
1279 }
1280
1281 if (m == NULL)
1282 {
1283 char *dump = dump_object (op);
1284 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1285 free (dump);
1286 return op;
1287 }
1288
1289 if (out_of_map (m, op->x, op->y))
1290 {
1291 char *dump = dump_object (op);
1292 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1293#ifdef MANY_CORES
1294 /* Better to catch this here, as otherwise the next use of this object
1295 * is likely to cause a crash. Better to find out where it is getting
1296 * improperly inserted.
1297 */
1298 abort ();
1299#endif
1300 free (dump);
1301 return op;
1302 }
1303
1304 if (!QUERY_FLAG (op, FLAG_REMOVED))
1305 {
1306 char *dump = dump_object (op);
1307 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1308 free (dump);
1309 return op;
1310 }
1311
1312 if (op->more != NULL)
1313 {
1314 /* The part may be on a different map. */
1315
1316 object *more = op->more;
1317
1318 /* We really need the caller to normalize coordinates - if
1319 * we set the map, that doesn't work if the location is within
1320 * a map and this is straddling an edge. So only if coordinate
1321 * is clear wrong do we normalize it.
1322 */
1323 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1324 more->map = get_map_from_coord (m, &more->x, &more->y);
1325 else if (!more->map)
1326 {
1327 /* For backwards compatibility - when not dealing with tiled maps,
1328 * more->map should always point to the parent.
1329 */
1330 more->map = m;
1331 }
1332
1333 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1334 {
1335 if (!op->head)
1336 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1337
1338 return NULL;
1339 }
1340 }
1341
1342 CLEAR_FLAG (op, FLAG_REMOVED);
1343 1244
1344 /* Ideally, the caller figures this out. However, it complicates a lot 1245 /* Ideally, the caller figures this out. However, it complicates a lot
1345 * of areas of callers (eg, anything that uses find_free_spot would now 1246 * of areas of callers (eg, anything that uses find_free_spot would now
1346 * need extra work 1247 * need extra work
1347 */ 1248 */
1348 op->map = get_map_from_coord (m, &op->x, &op->y); 1249 if (!xy_normalise (m, op->x, op->y))
1349 x = op->x; 1250 {
1350 y = op->y; 1251 op->destroy ();
1252 return 0;
1253 }
1254
1255 if (object *more = op->more)
1256 if (!insert_ob_in_map (more, m, originator, flag))
1257 return 0;
1258
1259 CLEAR_FLAG (op, FLAG_REMOVED);
1260
1261 op->map = m;
1262 mapspace &ms = op->ms ();
1351 1263
1352 /* this has to be done after we translate the coordinates. 1264 /* this has to be done after we translate the coordinates.
1353 */ 1265 */
1354 if (op->nrof && !(flag & INS_NO_MERGE)) 1266 if (op->nrof && !(flag & INS_NO_MERGE))
1355 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1267 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1356 if (CAN_MERGE (op, tmp)) 1268 if (object::can_merge (op, tmp))
1357 { 1269 {
1358 op->nrof += tmp->nrof; 1270 op->nrof += tmp->nrof;
1359 remove_ob (tmp); 1271 tmp->destroy ();
1360 free_object (tmp);
1361 } 1272 }
1362 1273
1363 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1274 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1364 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1275 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1365 1276
1378 op->below = originator->below; 1289 op->below = originator->below;
1379 1290
1380 if (op->below) 1291 if (op->below)
1381 op->below->above = op; 1292 op->below->above = op;
1382 else 1293 else
1383 SET_MAP_OB (op->map, op->x, op->y, op); 1294 ms.bot = op;
1384 1295
1385 /* since *below* originator, no need to update top */ 1296 /* since *below* originator, no need to update top */
1386 originator->below = op; 1297 originator->below = op;
1387 } 1298 }
1388 else 1299 else
1389 { 1300 {
1301 top = ms.bot;
1302
1390 /* If there are other objects, then */ 1303 /* If there are other objects, then */
1391 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1304 if (top)
1392 { 1305 {
1393 object *last = NULL; 1306 object *last = 0;
1394 1307
1395 /* 1308 /*
1396 * If there are multiple objects on this space, we do some trickier handling. 1309 * If there are multiple objects on this space, we do some trickier handling.
1397 * We've already dealt with merging if appropriate. 1310 * We've already dealt with merging if appropriate.
1398 * Generally, we want to put the new object on top. But if 1311 * Generally, we want to put the new object on top. But if
1402 * once we get to them. This reduces the need to traverse over all of 1315 * once we get to them. This reduces the need to traverse over all of
1403 * them when adding another one - this saves quite a bit of cpu time 1316 * them when adding another one - this saves quite a bit of cpu time
1404 * when lots of spells are cast in one area. Currently, it is presumed 1317 * when lots of spells are cast in one area. Currently, it is presumed
1405 * that flying non pickable objects are spell objects. 1318 * that flying non pickable objects are spell objects.
1406 */ 1319 */
1407 1320 for (top = ms.bot; top; top = top->above)
1408 while (top != NULL)
1409 { 1321 {
1410 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1322 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1411 floor = top; 1323 floor = top;
1412 1324
1413 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1325 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1416 top = top->below; 1328 top = top->below;
1417 break; 1329 break;
1418 } 1330 }
1419 1331
1420 last = top; 1332 last = top;
1421 top = top->above;
1422 } 1333 }
1423 1334
1424 /* Don't want top to be NULL, so set it to the last valid object */ 1335 /* Don't want top to be NULL, so set it to the last valid object */
1425 top = last; 1336 top = last;
1426 1337
1428 * looks like instead of lots of conditions here. 1339 * looks like instead of lots of conditions here.
1429 * makes things faster, and effectively the same result. 1340 * makes things faster, and effectively the same result.
1430 */ 1341 */
1431 1342
1432 /* Have object 'fall below' other objects that block view. 1343 /* Have object 'fall below' other objects that block view.
1433 * Unless those objects are exits, type 66 1344 * Unless those objects are exits.
1434 * If INS_ON_TOP is used, don't do this processing 1345 * If INS_ON_TOP is used, don't do this processing
1435 * Need to find the object that in fact blocks view, otherwise 1346 * Need to find the object that in fact blocks view, otherwise
1436 * stacking is a bit odd. 1347 * stacking is a bit odd.
1437 */ 1348 */
1438 if (!(flag & INS_ON_TOP) && 1349 if (!(flag & INS_ON_TOP)
1439 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1350 && ms.flags () & P_BLOCKSVIEW
1351 && (op->face && !faces [op->face].visibility))
1440 { 1352 {
1441 for (last = top; last != floor; last = last->below) 1353 for (last = top; last != floor; last = last->below)
1442 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1354 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1443 break; 1355 break;
1356
1444 /* Check to see if we found the object that blocks view, 1357 /* Check to see if we found the object that blocks view,
1445 * and make sure we have a below pointer for it so that 1358 * and make sure we have a below pointer for it so that
1446 * we can get inserted below this one, which requires we 1359 * we can get inserted below this one, which requires we
1447 * set top to the object below us. 1360 * set top to the object below us.
1448 */ 1361 */
1449 if (last && last->below && last != floor) 1362 if (last && last->below && last != floor)
1450 top = last->below; 1363 top = last->below;
1451 } 1364 }
1452 } /* If objects on this space */ 1365 } /* If objects on this space */
1453 1366
1454 if (flag & INS_MAP_LOAD)
1455 top = GET_MAP_TOP (op->map, op->x, op->y);
1456
1457 if (flag & INS_ABOVE_FLOOR_ONLY) 1367 if (flag & INS_ABOVE_FLOOR_ONLY)
1458 top = floor; 1368 top = floor;
1459 1369
1460 /* Top is the object that our object (op) is going to get inserted above. 1370 /* Top is the object that our object (op) is going to get inserted above.
1461 */ 1371 */
1462 1372
1463 /* First object on this space */ 1373 /* First object on this space */
1464 if (!top) 1374 if (!top)
1465 { 1375 {
1466 op->above = GET_MAP_OB (op->map, op->x, op->y); 1376 op->above = ms.bot;
1467 1377
1468 if (op->above) 1378 if (op->above)
1469 op->above->below = op; 1379 op->above->below = op;
1470 1380
1471 op->below = NULL; 1381 op->below = 0;
1472 SET_MAP_OB (op->map, op->x, op->y, op); 1382 ms.bot = op;
1473 } 1383 }
1474 else 1384 else
1475 { /* get inserted into the stack above top */ 1385 { /* get inserted into the stack above top */
1476 op->above = top->above; 1386 op->above = top->above;
1477 1387
1480 1390
1481 op->below = top; 1391 op->below = top;
1482 top->above = op; 1392 top->above = op;
1483 } 1393 }
1484 1394
1485 if (op->above == NULL) 1395 if (!op->above)
1486 SET_MAP_TOP (op->map, op->x, op->y, op); 1396 ms.top = op;
1487 } /* else not INS_BELOW_ORIGINATOR */ 1397 } /* else not INS_BELOW_ORIGINATOR */
1488 1398
1489 if (op->type == PLAYER) 1399 if (op->type == PLAYER)
1400 {
1490 op->contr->do_los = 1; 1401 op->contr->do_los = 1;
1402 ++op->map->players;
1403 op->map->touch ();
1404 }
1491 1405
1492 /* If we have a floor, we know the player, if any, will be above 1406 op->map->dirty = true;
1493 * it, so save a few ticks and start from there. 1407
1494 */ 1408 if (object *pl = ms.player ())
1495 if (!(flag & INS_MAP_LOAD)) 1409 pl->contr->ns->floorbox_update ();
1496 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1497 if (tmp->type == PLAYER)
1498 tmp->contr->socket.update_look = 1;
1499 1410
1500 /* If this object glows, it may affect lighting conditions that are 1411 /* If this object glows, it may affect lighting conditions that are
1501 * visible to others on this map. But update_all_los is really 1412 * visible to others on this map. But update_all_los is really
1502 * an inefficient way to do this, as it means los for all players 1413 * an inefficient way to do this, as it means los for all players
1503 * on the map will get recalculated. The players could very well 1414 * on the map will get recalculated. The players could very well
1504 * be far away from this change and not affected in any way - 1415 * be far away from this change and not affected in any way -
1505 * this should get redone to only look for players within range, 1416 * this should get redone to only look for players within range,
1506 * or just updating the P_NEED_UPDATE for spaces within this area 1417 * or just updating the P_UPTODATE for spaces within this area
1507 * of effect may be sufficient. 1418 * of effect may be sufficient.
1508 */ 1419 */
1509 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1420 if (op->map->darkness && (op->glow_radius != 0))
1510 update_all_los (op->map, op->x, op->y); 1421 update_all_los (op->map, op->x, op->y);
1511 1422
1512 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1423 /* updates flags (blocked, alive, no magic, etc) for this map space */
1513 update_object (op, UP_OBJ_INSERT); 1424 update_object (op, UP_OBJ_INSERT);
1514 1425
1426 INVOKE_OBJECT (INSERT, op);
1427
1515 /* Don't know if moving this to the end will break anything. However, 1428 /* Don't know if moving this to the end will break anything. However,
1516 * we want to have update_look set above before calling this. 1429 * we want to have floorbox_update called before calling this.
1517 * 1430 *
1518 * check_move_on() must be after this because code called from 1431 * check_move_on() must be after this because code called from
1519 * check_move_on() depends on correct map flags (so functions like 1432 * check_move_on() depends on correct map flags (so functions like
1520 * blocked() and wall() work properly), and these flags are updated by 1433 * blocked() and wall() work properly), and these flags are updated by
1521 * update_object(). 1434 * update_object().
1522 */ 1435 */
1523 1436
1524 /* if this is not the head or flag has been passed, don't check walk on status */ 1437 /* if this is not the head or flag has been passed, don't check walk on status */
1525 if (!(flag & INS_NO_WALK_ON) && !op->head) 1438 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1526 { 1439 {
1527 if (check_move_on (op, originator)) 1440 if (check_move_on (op, originator))
1528 return NULL; 1441 return 0;
1529 1442
1530 /* If we are a multi part object, lets work our way through the check 1443 /* If we are a multi part object, lets work our way through the check
1531 * walk on's. 1444 * walk on's.
1532 */ 1445 */
1533 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1446 for (object *tmp = op->more; tmp; tmp = tmp->more)
1534 if (check_move_on (tmp, originator)) 1447 if (check_move_on (tmp, originator))
1535 return NULL; 1448 return 0;
1536 } 1449 }
1537 1450
1538 return op; 1451 return op;
1539} 1452}
1540 1453
1541/* this function inserts an object in the map, but if it 1454/* this function inserts an object in the map, but if it
1542 * finds an object of its own type, it'll remove that one first. 1455 * finds an object of its own type, it'll remove that one first.
1543 * op is the object to insert it under: supplies x and the map. 1456 * op is the object to insert it under: supplies x and the map.
1544 */ 1457 */
1545void 1458void
1546replace_insert_ob_in_map (const char *arch_string, object *op) 1459replace_insert_ob_in_map (const char *arch_string, object *op)
1547{ 1460{
1548 object * 1461 object *tmp, *tmp1;
1549 tmp;
1550 object *
1551 tmp1;
1552 1462
1553 /* first search for itself and remove any old instances */ 1463 /* first search for itself and remove any old instances */
1554 1464
1555 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1465 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1556 {
1557 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1466 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1558 { 1467 tmp->destroy ();
1559 remove_ob (tmp);
1560 free_object (tmp);
1561 }
1562 }
1563 1468
1564 tmp1 = arch_to_object (archetype::find (arch_string)); 1469 tmp1 = arch_to_object (archetype::find (arch_string));
1565 1470
1566 tmp1->x = op->x; 1471 tmp1->x = op->x;
1567 tmp1->y = op->y; 1472 tmp1->y = op->y;
1568 insert_ob_in_map (tmp1, op->map, op, 0); 1473 insert_ob_in_map (tmp1, op->map, op, 0);
1474}
1475
1476object *
1477object::insert_at (object *where, object *originator, int flags)
1478{
1479 return where->map->insert (this, where->x, where->y, originator, flags);
1569} 1480}
1570 1481
1571/* 1482/*
1572 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1483 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1573 * is returned contains nr objects, and the remaining parts contains 1484 * is returned contains nr objects, and the remaining parts contains
1574 * the rest (or is removed and freed if that number is 0). 1485 * the rest (or is removed and freed if that number is 0).
1575 * On failure, NULL is returned, and the reason put into the 1486 * On failure, NULL is returned, and the reason put into the
1576 * global static errmsg array. 1487 * global static errmsg array.
1577 */ 1488 */
1578
1579object * 1489object *
1580get_split_ob (object *orig_ob, uint32 nr) 1490get_split_ob (object *orig_ob, uint32 nr)
1581{ 1491{
1582 object * 1492 object *newob;
1583 newob;
1584 int
1585 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1493 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1586 1494
1587 if (orig_ob->nrof < nr) 1495 if (orig_ob->nrof < nr)
1588 { 1496 {
1589 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name); 1497 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1590 return NULL; 1498 return NULL;
1591 } 1499 }
1592 1500
1593 newob = object_create_clone (orig_ob); 1501 newob = object_create_clone (orig_ob);
1594 1502
1595 if ((orig_ob->nrof -= nr) < 1) 1503 if ((orig_ob->nrof -= nr) < 1)
1596 { 1504 orig_ob->destroy (1);
1597 if (!is_removed)
1598 remove_ob (orig_ob);
1599 free_object2 (orig_ob, 1);
1600 }
1601 else if (!is_removed) 1505 else if (!is_removed)
1602 { 1506 {
1603 if (orig_ob->env != NULL) 1507 if (orig_ob->env != NULL)
1604 sub_weight (orig_ob->env, orig_ob->weight * nr); 1508 sub_weight (orig_ob->env, orig_ob->weight * nr);
1605 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY) 1509 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1620 * the amount of an object. If the amount reaches 0, the object 1524 * the amount of an object. If the amount reaches 0, the object
1621 * is subsequently removed and freed. 1525 * is subsequently removed and freed.
1622 * 1526 *
1623 * Return value: 'op' if something is left, NULL if the amount reached 0 1527 * Return value: 'op' if something is left, NULL if the amount reached 0
1624 */ 1528 */
1625
1626object * 1529object *
1627decrease_ob_nr (object *op, uint32 i) 1530decrease_ob_nr (object *op, uint32 i)
1628{ 1531{
1629 object *tmp; 1532 object *tmp;
1630 player *pl;
1631 1533
1632 if (i == 0) /* objects with op->nrof require this check */ 1534 if (i == 0) /* objects with op->nrof require this check */
1633 return op; 1535 return op;
1634 1536
1635 if (i > op->nrof) 1537 if (i > op->nrof)
1636 i = op->nrof; 1538 i = op->nrof;
1637 1539
1638 if (QUERY_FLAG (op, FLAG_REMOVED)) 1540 if (QUERY_FLAG (op, FLAG_REMOVED))
1639 op->nrof -= i; 1541 op->nrof -= i;
1640 else if (op->env != NULL) 1542 else if (op->env)
1641 { 1543 {
1642 /* is this object in the players inventory, or sub container 1544 /* is this object in the players inventory, or sub container
1643 * therein? 1545 * therein?
1644 */ 1546 */
1645 tmp = is_player_inv (op->env); 1547 tmp = op->in_player ();
1646 /* nope. Is this a container the player has opened? 1548 /* nope. Is this a container the player has opened?
1647 * If so, set tmp to that player. 1549 * If so, set tmp to that player.
1648 * IMO, searching through all the players will mostly 1550 * IMO, searching through all the players will mostly
1649 * likely be quicker than following op->env to the map, 1551 * likely be quicker than following op->env to the map,
1650 * and then searching the map for a player. 1552 * and then searching the map for a player.
1651 */ 1553 */
1652 if (!tmp) 1554 if (!tmp)
1653 { 1555 for_all_players (pl)
1654 for (pl = first_player; pl; pl = pl->next)
1655 if (pl->ob->container == op->env) 1556 if (pl->ob->container == op->env)
1557 {
1558 tmp = pl->ob;
1656 break; 1559 break;
1657 if (pl)
1658 tmp = pl->ob;
1659 else
1660 tmp = NULL;
1661 } 1560 }
1662 1561
1663 if (i < op->nrof) 1562 if (i < op->nrof)
1664 { 1563 {
1665 sub_weight (op->env, op->weight * i); 1564 sub_weight (op->env, op->weight * i);
1666 op->nrof -= i; 1565 op->nrof -= i;
1667 if (tmp) 1566 if (tmp)
1668 {
1669 esrv_send_item (tmp, op); 1567 esrv_send_item (tmp, op);
1670 }
1671 } 1568 }
1672 else 1569 else
1673 { 1570 {
1674 remove_ob (op); 1571 op->remove ();
1675 op->nrof = 0; 1572 op->nrof = 0;
1676 if (tmp) 1573 if (tmp)
1677 {
1678 esrv_del_item (tmp->contr, op->count); 1574 esrv_del_item (tmp->contr, op->count);
1679 }
1680 } 1575 }
1681 } 1576 }
1682 else 1577 else
1683 { 1578 {
1684 object *above = op->above; 1579 object *above = op->above;
1685 1580
1686 if (i < op->nrof) 1581 if (i < op->nrof)
1687 op->nrof -= i; 1582 op->nrof -= i;
1688 else 1583 else
1689 { 1584 {
1690 remove_ob (op); 1585 op->remove ();
1691 op->nrof = 0; 1586 op->nrof = 0;
1692 } 1587 }
1693 1588
1694 /* Since we just removed op, op->above is null */ 1589 /* Since we just removed op, op->above is null */
1695 for (tmp = above; tmp != NULL; tmp = tmp->above) 1590 for (tmp = above; tmp; tmp = tmp->above)
1696 if (tmp->type == PLAYER) 1591 if (tmp->type == PLAYER)
1697 { 1592 {
1698 if (op->nrof) 1593 if (op->nrof)
1699 esrv_send_item (tmp, op); 1594 esrv_send_item (tmp, op);
1700 else 1595 else
1704 1599
1705 if (op->nrof) 1600 if (op->nrof)
1706 return op; 1601 return op;
1707 else 1602 else
1708 { 1603 {
1709 free_object (op); 1604 op->destroy ();
1710 return NULL; 1605 return 0;
1711 } 1606 }
1712} 1607}
1713 1608
1714/* 1609/*
1715 * add_weight(object, weight) adds the specified weight to an object, 1610 * add_weight(object, weight) adds the specified weight to an object,
1716 * and also updates how much the environment(s) is/are carrying. 1611 * and also updates how much the environment(s) is/are carrying.
1717 */ 1612 */
1718
1719void 1613void
1720add_weight (object *op, signed long weight) 1614add_weight (object *op, signed long weight)
1721{ 1615{
1722 while (op != NULL) 1616 while (op != NULL)
1723 { 1617 {
1727 op->carrying += weight; 1621 op->carrying += weight;
1728 op = op->env; 1622 op = op->env;
1729 } 1623 }
1730} 1624}
1731 1625
1732/*
1733 * insert_ob_in_ob(op,environment):
1734 * This function inserts the object op in the linked list
1735 * inside the object environment.
1736 *
1737 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1738 * the inventory at the last position or next to other objects of the same
1739 * type.
1740 * Frank: Now sorted by type, archetype and magic!
1741 *
1742 * The function returns now pointer to inserted item, and return value can
1743 * be != op, if items are merged. -Tero
1744 */
1745
1746object * 1626object *
1747insert_ob_in_ob (object *op, object *where) 1627insert_ob_in_ob (object *op, object *where)
1748{ 1628{
1749 object * 1629 if (!where)
1750 tmp, *
1751 otmp;
1752
1753 if (!QUERY_FLAG (op, FLAG_REMOVED))
1754 {
1755 char *dump = dump_object (op);
1756 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", dump);
1757 free (dump);
1758 return op;
1759 }
1760
1761 if (where == NULL)
1762 { 1630 {
1763 char *dump = dump_object (op); 1631 char *dump = dump_object (op);
1764 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1632 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1765 free (dump); 1633 free (dump);
1766 return op; 1634 return op;
1767 } 1635 }
1768 1636
1769 if (where->head) 1637 if (where->head_ () != where)
1770 { 1638 {
1771 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n"); 1639 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1772 where = where->head; 1640 where = where->head;
1773 } 1641 }
1642
1643 return where->insert (op);
1644}
1645
1646/*
1647 * env->insert (op)
1648 * This function inserts the object op in the linked list
1649 * inside the object environment.
1650 *
1651 * The function returns now pointer to inserted item, and return value can
1652 * be != op, if items are merged. -Tero
1653 */
1654object *
1655object::insert (object *op)
1656{
1657 if (!QUERY_FLAG (op, FLAG_REMOVED))
1658 op->remove ();
1774 1659
1775 if (op->more) 1660 if (op->more)
1776 { 1661 {
1777 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1662 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1778 return op; 1663 return op;
1779 } 1664 }
1780 1665
1781 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1666 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1782 CLEAR_FLAG (op, FLAG_REMOVED); 1667 CLEAR_FLAG (op, FLAG_REMOVED);
1668
1783 if (op->nrof) 1669 if (op->nrof)
1784 { 1670 {
1785 for (tmp = where->inv; tmp != NULL; tmp = tmp->below) 1671 for (object *tmp = inv; tmp; tmp = tmp->below)
1786 if (CAN_MERGE (tmp, op)) 1672 if (object::can_merge (tmp, op))
1787 { 1673 {
1788 /* return the original object and remove inserted object 1674 /* return the original object and remove inserted object
1789 (client needs the original object) */ 1675 (client needs the original object) */
1790 tmp->nrof += op->nrof; 1676 tmp->nrof += op->nrof;
1791 /* Weight handling gets pretty funky. Since we are adding to 1677 /* Weight handling gets pretty funky. Since we are adding to
1792 * tmp->nrof, we need to increase the weight. 1678 * tmp->nrof, we need to increase the weight.
1793 */ 1679 */
1794 add_weight (where, op->weight * op->nrof); 1680 add_weight (this, op->weight * op->nrof);
1795 SET_FLAG (op, FLAG_REMOVED); 1681 SET_FLAG (op, FLAG_REMOVED);
1796 free_object (op); /* free the inserted object */ 1682 op->destroy (); /* free the inserted object */
1797 op = tmp; 1683 op = tmp;
1798 remove_ob (op); /* and fix old object's links */ 1684 op->remove (); /* and fix old object's links */
1799 CLEAR_FLAG (op, FLAG_REMOVED); 1685 CLEAR_FLAG (op, FLAG_REMOVED);
1800 break; 1686 break;
1801 } 1687 }
1802 1688
1803 /* I assume combined objects have no inventory 1689 /* I assume combined objects have no inventory
1804 * We add the weight - this object could have just been removed 1690 * We add the weight - this object could have just been removed
1805 * (if it was possible to merge). calling remove_ob will subtract 1691 * (if it was possible to merge). calling remove_ob will subtract
1806 * the weight, so we need to add it in again, since we actually do 1692 * the weight, so we need to add it in again, since we actually do
1807 * the linking below 1693 * the linking below
1808 */ 1694 */
1809 add_weight (where, op->weight * op->nrof); 1695 add_weight (this, op->weight * op->nrof);
1810 } 1696 }
1811 else 1697 else
1812 add_weight (where, (op->weight + op->carrying)); 1698 add_weight (this, (op->weight + op->carrying));
1813 1699
1814 otmp = is_player_inv (where); 1700 if (object *otmp = this->in_player ())
1815 if (otmp && otmp->contr != NULL)
1816 {
1817 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1701 if (otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1818 fix_player (otmp); 1702 otmp->update_stats ();
1819 }
1820 1703
1704 op->owner = 0; // its his/hers now. period.
1821 op->map = NULL; 1705 op->map = 0;
1822 op->env = where; 1706 op->env = this;
1823 op->above = NULL; 1707 op->above = 0;
1824 op->below = NULL; 1708 op->below = 0;
1825 op->x = 0, op->y = 0; 1709 op->x = op->y = 0;
1826 1710
1827 /* reset the light list and los of the players on the map */ 1711 /* reset the light list and los of the players on the map */
1828 if ((op->glow_radius != 0) && where->map) 1712 if (op->glow_radius && map)
1829 { 1713 {
1830#ifdef DEBUG_LIGHTS 1714#ifdef DEBUG_LIGHTS
1831 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1715 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1832#endif /* DEBUG_LIGHTS */ 1716#endif /* DEBUG_LIGHTS */
1833 if (MAP_DARKNESS (where->map)) 1717 if (map->darkness)
1834 update_all_los (where->map, where->x, where->y); 1718 update_all_los (map, x, y);
1835 } 1719 }
1836 1720
1837 /* Client has no idea of ordering so lets not bother ordering it here. 1721 /* Client has no idea of ordering so lets not bother ordering it here.
1838 * It sure simplifies this function... 1722 * It sure simplifies this function...
1839 */ 1723 */
1840 if (where->inv == NULL) 1724 if (!inv)
1841 where->inv = op; 1725 inv = op;
1842 else 1726 else
1843 { 1727 {
1844 op->below = where->inv; 1728 op->below = inv;
1845 op->below->above = op; 1729 op->below->above = op;
1846 where->inv = op; 1730 inv = op;
1847 } 1731 }
1732
1733 INVOKE_OBJECT (INSERT, this);
1734
1848 return op; 1735 return op;
1849} 1736}
1850 1737
1851/* 1738/*
1852 * Checks if any objects has a move_type that matches objects 1739 * Checks if any objects has a move_type that matches objects
1866 * 1753 *
1867 * MSW 2001-07-08: Check all objects on space, not just those below 1754 * MSW 2001-07-08: Check all objects on space, not just those below
1868 * object being inserted. insert_ob_in_map may not put new objects 1755 * object being inserted. insert_ob_in_map may not put new objects
1869 * on top. 1756 * on top.
1870 */ 1757 */
1871
1872int 1758int
1873check_move_on (object *op, object *originator) 1759check_move_on (object *op, object *originator)
1874{ 1760{
1875 object *tmp; 1761 object *tmp;
1876 maptile *m = op->map; 1762 maptile *m = op->map;
1903 1789
1904 /* The objects have to be checked from top to bottom. 1790 /* The objects have to be checked from top to bottom.
1905 * Hence, we first go to the top: 1791 * Hence, we first go to the top:
1906 */ 1792 */
1907 1793
1908 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1794 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1909 { 1795 {
1910 /* Trim the search when we find the first other spell effect 1796 /* Trim the search when we find the first other spell effect
1911 * this helps performance so that if a space has 50 spell objects, 1797 * this helps performance so that if a space has 50 spell objects,
1912 * we don't need to check all of them. 1798 * we don't need to check all of them.
1913 */ 1799 */
1931 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1817 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1932 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1818 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1933 { 1819 {
1934 1820
1935 float 1821 float
1936 diff = tmp->move_slow_penalty * FABS (op->speed); 1822 diff = tmp->move_slow_penalty * fabs (op->speed);
1937 1823
1938 if (op->type == PLAYER) 1824 if (op->type == PLAYER)
1939 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1825 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1940 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1826 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1941 diff /= 4.0; 1827 diff /= 4.0;
1968/* 1854/*
1969 * present_arch(arch, map, x, y) searches for any objects with 1855 * present_arch(arch, map, x, y) searches for any objects with
1970 * a matching archetype at the given map and coordinates. 1856 * a matching archetype at the given map and coordinates.
1971 * The first matching object is returned, or NULL if none. 1857 * The first matching object is returned, or NULL if none.
1972 */ 1858 */
1973
1974object * 1859object *
1975present_arch (const archetype *at, maptile *m, int x, int y) 1860present_arch (const archetype *at, maptile *m, int x, int y)
1976{ 1861{
1977 object *
1978 tmp;
1979
1980 if (m == NULL || out_of_map (m, x, y)) 1862 if (!m || out_of_map (m, x, y))
1981 { 1863 {
1982 LOG (llevError, "Present_arch called outside map.\n"); 1864 LOG (llevError, "Present_arch called outside map.\n");
1983 return NULL; 1865 return NULL;
1984 } 1866 }
1985 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1867
1868 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1986 if (tmp->arch == at) 1869 if (tmp->arch == at)
1987 return tmp; 1870 return tmp;
1871
1988 return NULL; 1872 return NULL;
1989} 1873}
1990 1874
1991/* 1875/*
1992 * present(type, map, x, y) searches for any objects with 1876 * present(type, map, x, y) searches for any objects with
1993 * a matching type variable at the given map and coordinates. 1877 * a matching type variable at the given map and coordinates.
1994 * The first matching object is returned, or NULL if none. 1878 * The first matching object is returned, or NULL if none.
1995 */ 1879 */
1996
1997object * 1880object *
1998present (unsigned char type, maptile *m, int x, int y) 1881present (unsigned char type, maptile *m, int x, int y)
1999{ 1882{
2000 object *
2001 tmp;
2002
2003 if (out_of_map (m, x, y)) 1883 if (out_of_map (m, x, y))
2004 { 1884 {
2005 LOG (llevError, "Present called outside map.\n"); 1885 LOG (llevError, "Present called outside map.\n");
2006 return NULL; 1886 return NULL;
2007 } 1887 }
2008 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1888
1889 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2009 if (tmp->type == type) 1890 if (tmp->type == type)
2010 return tmp; 1891 return tmp;
1892
2011 return NULL; 1893 return NULL;
2012} 1894}
2013 1895
2014/* 1896/*
2015 * present_in_ob(type, object) searches for any objects with 1897 * present_in_ob(type, object) searches for any objects with
2016 * a matching type variable in the inventory of the given object. 1898 * a matching type variable in the inventory of the given object.
2017 * The first matching object is returned, or NULL if none. 1899 * The first matching object is returned, or NULL if none.
2018 */ 1900 */
2019
2020object * 1901object *
2021present_in_ob (unsigned char type, const object *op) 1902present_in_ob (unsigned char type, const object *op)
2022{ 1903{
2023 object *
2024 tmp;
2025
2026 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1904 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2027 if (tmp->type == type) 1905 if (tmp->type == type)
2028 return tmp; 1906 return tmp;
1907
2029 return NULL; 1908 return NULL;
2030} 1909}
2031 1910
2032/* 1911/*
2033 * present_in_ob (type, str, object) searches for any objects with 1912 * present_in_ob (type, str, object) searches for any objects with
2041 * str is the string to match against. Note that we match against 1920 * str is the string to match against. Note that we match against
2042 * the object name, not the archetype name. this is so that the 1921 * the object name, not the archetype name. this is so that the
2043 * spell code can use one object type (force), but change it's name 1922 * spell code can use one object type (force), but change it's name
2044 * to be unique. 1923 * to be unique.
2045 */ 1924 */
2046
2047object * 1925object *
2048present_in_ob_by_name (int type, const char *str, const object *op) 1926present_in_ob_by_name (int type, const char *str, const object *op)
2049{ 1927{
2050 object *
2051 tmp;
2052
2053 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1928 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2054 {
2055 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1929 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2056 return tmp; 1930 return tmp;
2057 } 1931
2058 return NULL; 1932 return 0;
2059} 1933}
2060 1934
2061/* 1935/*
2062 * present_arch_in_ob(archetype, object) searches for any objects with 1936 * present_arch_in_ob(archetype, object) searches for any objects with
2063 * a matching archetype in the inventory of the given object. 1937 * a matching archetype in the inventory of the given object.
2064 * The first matching object is returned, or NULL if none. 1938 * The first matching object is returned, or NULL if none.
2065 */ 1939 */
2066
2067object * 1940object *
2068present_arch_in_ob (const archetype *at, const object *op) 1941present_arch_in_ob (const archetype *at, const object *op)
2069{ 1942{
2070 object *
2071 tmp;
2072
2073 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1943 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2074 if (tmp->arch == at) 1944 if (tmp->arch == at)
2075 return tmp; 1945 return tmp;
1946
2076 return NULL; 1947 return NULL;
2077} 1948}
2078 1949
2079/* 1950/*
2080 * activate recursively a flag on an object inventory 1951 * activate recursively a flag on an object inventory
2081 */ 1952 */
2082void 1953void
2083flag_inv (object *op, int flag) 1954flag_inv (object *op, int flag)
2084{ 1955{
2085 object *
2086 tmp;
2087
2088 if (op->inv) 1956 if (op->inv)
2089 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1957 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2090 { 1958 {
2091 SET_FLAG (tmp, flag); 1959 SET_FLAG (tmp, flag);
2092 flag_inv (tmp, flag); 1960 flag_inv (tmp, flag);
2093 } 1961 }
2094} /* 1962}
1963
1964/*
2095 * desactivate recursively a flag on an object inventory 1965 * deactivate recursively a flag on an object inventory
2096 */ 1966 */
2097void 1967void
2098unflag_inv (object *op, int flag) 1968unflag_inv (object *op, int flag)
2099{ 1969{
2100 object *
2101 tmp;
2102
2103 if (op->inv) 1970 if (op->inv)
2104 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1971 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2105 { 1972 {
2106 CLEAR_FLAG (tmp, flag); 1973 CLEAR_FLAG (tmp, flag);
2107 unflag_inv (tmp, flag); 1974 unflag_inv (tmp, flag);
2108 } 1975 }
2109}
2110
2111/*
2112 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2113 * all it's inventory (recursively).
2114 * If checksums are used, a player will get set_cheat called for
2115 * him/her-self and all object carried by a call to this function.
2116 */
2117
2118void
2119set_cheat (object *op)
2120{
2121 SET_FLAG (op, FLAG_WAS_WIZ);
2122 flag_inv (op, FLAG_WAS_WIZ);
2123} 1976}
2124 1977
2125/* 1978/*
2126 * find_free_spot(object, map, x, y, start, stop) will search for 1979 * find_free_spot(object, map, x, y, start, stop) will search for
2127 * a spot at the given map and coordinates which will be able to contain 1980 * a spot at the given map and coordinates which will be able to contain
2141 * because arch_blocked (now ob_blocked) needs to know the movement type 1994 * because arch_blocked (now ob_blocked) needs to know the movement type
2142 * to know if the space in question will block the object. We can't use 1995 * to know if the space in question will block the object. We can't use
2143 * the archetype because that isn't correct if the monster has been 1996 * the archetype because that isn't correct if the monster has been
2144 * customized, changed states, etc. 1997 * customized, changed states, etc.
2145 */ 1998 */
2146
2147int 1999int
2148find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 2000find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2149{ 2001{
2150 int
2151 i,
2152 index = 0, flag;
2153 static int
2154 altern[SIZEOFFREE]; 2002 int altern[SIZEOFFREE];
2003 int index = 0, flag;
2155 2004
2156 for (i = start; i < stop; i++) 2005 for (int i = start; i < stop; i++)
2157 { 2006 {
2158 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2007 mapxy pos (m, x, y); pos.move (i);
2159 if (!flag) 2008
2009 if (!pos.normalise ())
2010 continue;
2011
2012 mapspace &ms = *pos;
2013
2014 if (ms.flags () & P_IS_ALIVE)
2015 continue;
2016
2017 /* However, often
2018 * ob doesn't have any move type (when used to place exits)
2019 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
2020 */
2021 if (ob->move_type == 0 && ms.move_block != MOVE_ALL)
2022 {
2160 altern[index++] = i; 2023 altern [index++] = i;
2024 continue;
2025 }
2161 2026
2162 /* Basically, if we find a wall on a space, we cut down the search size. 2027 /* Basically, if we find a wall on a space, we cut down the search size.
2163 * In this way, we won't return spaces that are on another side of a wall. 2028 * In this way, we won't return spaces that are on another side of a wall.
2164 * This mostly work, but it cuts down the search size in all directions - 2029 * This mostly work, but it cuts down the search size in all directions -
2165 * if the space being examined only has a wall to the north and empty 2030 * if the space being examined only has a wall to the north and empty
2166 * spaces in all the other directions, this will reduce the search space 2031 * spaces in all the other directions, this will reduce the search space
2167 * to only the spaces immediately surrounding the target area, and 2032 * to only the spaces immediately surrounding the target area, and
2168 * won't look 2 spaces south of the target space. 2033 * won't look 2 spaces south of the target space.
2169 */ 2034 */
2170 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 2035 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2036 {
2171 stop = maxfree[i]; 2037 stop = maxfree[i];
2038 continue;
2039 }
2040
2041 /* Note it is intentional that we check ob - the movement type of the
2042 * head of the object should correspond for the entire object.
2043 */
2044 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2045 continue;
2046
2047 altern [index++] = i;
2172 } 2048 }
2049
2173 if (!index) 2050 if (!index)
2174 return -1; 2051 return -1;
2052
2175 return altern[RANDOM () % index]; 2053 return altern [rndm (index)];
2176} 2054}
2177 2055
2178/* 2056/*
2179 * find_first_free_spot(archetype, maptile, x, y) works like 2057 * find_first_free_spot(archetype, maptile, x, y) works like
2180 * find_free_spot(), but it will search max number of squares. 2058 * find_free_spot(), but it will search max number of squares.
2181 * But it will return the first available spot, not a random choice. 2059 * But it will return the first available spot, not a random choice.
2182 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2060 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2183 */ 2061 */
2184
2185int 2062int
2186find_first_free_spot (const object *ob, maptile *m, int x, int y) 2063find_first_free_spot (const object *ob, maptile *m, int x, int y)
2187{ 2064{
2188 int
2189 i;
2190
2191 for (i = 0; i < SIZEOFFREE; i++) 2065 for (int i = 0; i < SIZEOFFREE; i++)
2192 {
2193 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2066 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2194 return i; 2067 return i;
2195 } 2068
2196 return -1; 2069 return -1;
2197} 2070}
2198 2071
2199/* 2072/*
2200 * The function permute(arr, begin, end) randomly reorders the array 2073 * The function permute(arr, begin, end) randomly reorders the array
2201 * arr[begin..end-1]. 2074 * arr[begin..end-1].
2075 * now uses a fisher-yates shuffle, old permute was broken
2202 */ 2076 */
2203static void 2077static void
2204permute (int *arr, int begin, int end) 2078permute (int *arr, int begin, int end)
2205{ 2079{
2206 int 2080 arr += begin;
2207 i,
2208 j,
2209 tmp,
2210 len;
2211
2212 len = end - begin; 2081 end -= begin;
2213 for (i = begin; i < end; i++)
2214 {
2215 j = begin + RANDOM () % len;
2216 2082
2217 tmp = arr[i]; 2083 while (--end)
2218 arr[i] = arr[j]; 2084 swap (arr [end], arr [rndm (end + 1)]);
2219 arr[j] = tmp;
2220 }
2221} 2085}
2222 2086
2223/* new function to make monster searching more efficient, and effective! 2087/* new function to make monster searching more efficient, and effective!
2224 * This basically returns a randomized array (in the passed pointer) of 2088 * This basically returns a randomized array (in the passed pointer) of
2225 * the spaces to find monsters. In this way, it won't always look for 2089 * the spaces to find monsters. In this way, it won't always look for
2228 * the 3x3 area will be searched, just not in a predictable order. 2092 * the 3x3 area will be searched, just not in a predictable order.
2229 */ 2093 */
2230void 2094void
2231get_search_arr (int *search_arr) 2095get_search_arr (int *search_arr)
2232{ 2096{
2233 int 2097 int i;
2234 i;
2235 2098
2236 for (i = 0; i < SIZEOFFREE; i++) 2099 for (i = 0; i < SIZEOFFREE; i++)
2237 {
2238 search_arr[i] = i; 2100 search_arr[i] = i;
2239 }
2240 2101
2241 permute (search_arr, 1, SIZEOFFREE1 + 1); 2102 permute (search_arr, 1, SIZEOFFREE1 + 1);
2242 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2103 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2243 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2104 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2244} 2105}
2253 * Perhaps incorrectly, but I'm making the assumption that exclude 2114 * Perhaps incorrectly, but I'm making the assumption that exclude
2254 * is actually want is going to try and move there. We need this info 2115 * is actually want is going to try and move there. We need this info
2255 * because we have to know what movement the thing looking to move 2116 * because we have to know what movement the thing looking to move
2256 * there is capable of. 2117 * there is capable of.
2257 */ 2118 */
2258
2259int 2119int
2260find_dir (maptile *m, int x, int y, object *exclude) 2120find_dir (maptile *m, int x, int y, object *exclude)
2261{ 2121{
2262 int
2263 i,
2264 max = SIZEOFFREE, mflags; 2122 int i, max = SIZEOFFREE, mflags;
2265 2123
2266 sint16 nx, ny; 2124 sint16 nx, ny;
2267 object * 2125 object *tmp;
2268 tmp;
2269 maptile * 2126 maptile *mp;
2270 mp;
2271 2127
2272 MoveType blocked, move_type; 2128 MoveType blocked, move_type;
2273 2129
2274 if (exclude && exclude->head) 2130 if (exclude && exclude->head_ () != exclude)
2275 { 2131 {
2276 exclude = exclude->head; 2132 exclude = exclude->head;
2277 move_type = exclude->move_type; 2133 move_type = exclude->move_type;
2278 } 2134 }
2279 else 2135 else
2287 mp = m; 2143 mp = m;
2288 nx = x + freearr_x[i]; 2144 nx = x + freearr_x[i];
2289 ny = y + freearr_y[i]; 2145 ny = y + freearr_y[i];
2290 2146
2291 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2147 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2148
2292 if (mflags & P_OUT_OF_MAP) 2149 if (mflags & P_OUT_OF_MAP)
2293 {
2294 max = maxfree[i]; 2150 max = maxfree[i];
2295 }
2296 else 2151 else
2297 { 2152 {
2298 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2153 mapspace &ms = mp->at (nx, ny);
2154
2155 blocked = ms.move_block;
2299 2156
2300 if ((move_type & blocked) == move_type) 2157 if ((move_type & blocked) == move_type)
2301 {
2302 max = maxfree[i]; 2158 max = maxfree[i];
2303 }
2304 else if (mflags & P_IS_ALIVE) 2159 else if (mflags & P_IS_ALIVE)
2305 { 2160 {
2306 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2161 for (tmp = ms.bot; tmp; tmp = tmp->above)
2307 { 2162 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2308 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2163 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2309 {
2310 break; 2164 break;
2311 } 2165
2312 }
2313 if (tmp) 2166 if (tmp)
2314 {
2315 return freedir[i]; 2167 return freedir[i];
2316 }
2317 } 2168 }
2318 } 2169 }
2319 } 2170 }
2171
2320 return 0; 2172 return 0;
2321} 2173}
2322 2174
2323/* 2175/*
2324 * distance(object 1, object 2) will return the square of the 2176 * distance(object 1, object 2) will return the square of the
2325 * distance between the two given objects. 2177 * distance between the two given objects.
2326 */ 2178 */
2327
2328int 2179int
2329distance (const object *ob1, const object *ob2) 2180distance (const object *ob1, const object *ob2)
2330{ 2181{
2331 int
2332 i;
2333
2334 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2182 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2335 return i;
2336} 2183}
2337 2184
2338/* 2185/*
2339 * find_dir_2(delta-x,delta-y) will return a direction in which 2186 * find_dir_2(delta-x,delta-y) will return a direction in which
2340 * an object which has subtracted the x and y coordinates of another 2187 * an object which has subtracted the x and y coordinates of another
2341 * object, needs to travel toward it. 2188 * object, needs to travel toward it.
2342 */ 2189 */
2343
2344int 2190int
2345find_dir_2 (int x, int y) 2191find_dir_2 (int x, int y)
2346{ 2192{
2347 int 2193 int q;
2348 q;
2349 2194
2350 if (y) 2195 if (y)
2351 q = x * 100 / y; 2196 q = x * 100 / y;
2352 else if (x) 2197 else if (x)
2353 q = -300 * x; 2198 q = -300 * x;
2378 2223
2379 return 3; 2224 return 3;
2380} 2225}
2381 2226
2382/* 2227/*
2383 * absdir(int): Returns a number between 1 and 8, which represent
2384 * the "absolute" direction of a number (it actually takes care of
2385 * "overflow" in previous calculations of a direction).
2386 */
2387
2388int
2389absdir (int d)
2390{
2391 while (d < 1)
2392 d += 8;
2393 while (d > 8)
2394 d -= 8;
2395 return d;
2396}
2397
2398/*
2399 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2228 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2400 * between two directions (which are expected to be absolute (see absdir()) 2229 * between two directions (which are expected to be absolute (see absdir())
2401 */ 2230 */
2402
2403int 2231int
2404dirdiff (int dir1, int dir2) 2232dirdiff (int dir1, int dir2)
2405{ 2233{
2406 int 2234 int d;
2407 d;
2408 2235
2409 d = abs (dir1 - dir2); 2236 d = abs (dir1 - dir2);
2410 if (d > 4) 2237 if (d > 4)
2411 d = 8 - d; 2238 d = 8 - d;
2239
2412 return d; 2240 return d;
2413} 2241}
2414 2242
2415/* peterm: 2243/* peterm:
2416 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2244 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2419 * This basically means that if direction is 15, then it could either go 2247 * This basically means that if direction is 15, then it could either go
2420 * direction 4, 14, or 16 to get back to where we are. 2248 * direction 4, 14, or 16 to get back to where we are.
2421 * Moved from spell_util.c to object.c with the other related direction 2249 * Moved from spell_util.c to object.c with the other related direction
2422 * functions. 2250 * functions.
2423 */ 2251 */
2424
2425int
2426 reduction_dir[SIZEOFFREE][3] = { 2252int reduction_dir[SIZEOFFREE][3] = {
2427 {0, 0, 0}, /* 0 */ 2253 {0, 0, 0}, /* 0 */
2428 {0, 0, 0}, /* 1 */ 2254 {0, 0, 0}, /* 1 */
2429 {0, 0, 0}, /* 2 */ 2255 {0, 0, 0}, /* 2 */
2430 {0, 0, 0}, /* 3 */ 2256 {0, 0, 0}, /* 3 */
2431 {0, 0, 0}, /* 4 */ 2257 {0, 0, 0}, /* 4 */
2479 * find a path to that monster that we found. If not, 2305 * find a path to that monster that we found. If not,
2480 * we don't bother going toward it. Returns 1 if we 2306 * we don't bother going toward it. Returns 1 if we
2481 * can see a direct way to get it 2307 * can see a direct way to get it
2482 * Modified to be map tile aware -.MSW 2308 * Modified to be map tile aware -.MSW
2483 */ 2309 */
2484
2485
2486int 2310int
2487can_see_monsterP (maptile *m, int x, int y, int dir) 2311can_see_monsterP (maptile *m, int x, int y, int dir)
2488{ 2312{
2489 sint16 dx, dy; 2313 sint16 dx, dy;
2490 int
2491 mflags; 2314 int mflags;
2492 2315
2493 if (dir < 0) 2316 if (dir < 0)
2494 return 0; /* exit condition: invalid direction */ 2317 return 0; /* exit condition: invalid direction */
2495 2318
2496 dx = x + freearr_x[dir]; 2319 dx = x + freearr_x[dir];
2509 return 0; 2332 return 0;
2510 2333
2511 /* yes, can see. */ 2334 /* yes, can see. */
2512 if (dir < 9) 2335 if (dir < 9)
2513 return 1; 2336 return 1;
2337
2514 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2338 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2515 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]); 2339 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2340 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2516} 2341}
2517
2518
2519 2342
2520/* 2343/*
2521 * can_pick(picker, item): finds out if an object is possible to be 2344 * can_pick(picker, item): finds out if an object is possible to be
2522 * picked up by the picker. Returnes 1 if it can be 2345 * picked up by the picker. Returnes 1 if it can be
2523 * picked up, otherwise 0. 2346 * picked up, otherwise 0.
2525 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2348 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2526 * core dumps if they do. 2349 * core dumps if they do.
2527 * 2350 *
2528 * Add a check so we can't pick up invisible objects (0.93.8) 2351 * Add a check so we can't pick up invisible objects (0.93.8)
2529 */ 2352 */
2530
2531int 2353int
2532can_pick (const object *who, const object *item) 2354can_pick (const object *who, const object *item)
2533{ 2355{
2534 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2356 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2535 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2357 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2536 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2358 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2537} 2359}
2538 2360
2539
2540/* 2361/*
2541 * create clone from object to another 2362 * create clone from object to another
2542 */ 2363 */
2543object * 2364object *
2544object_create_clone (object *asrc) 2365object_create_clone (object *asrc)
2545{ 2366{
2546 object *
2547 dst = NULL, *tmp, *src, *part, *prev, *item; 2367 object *dst = 0, *tmp, *src, *prev, *item;
2548 2368
2549 if (!asrc) 2369 if (!asrc)
2550 return NULL; 2370 return 0;
2551 src = asrc; 2371
2552 if (src->head)
2553 src = src->head; 2372 src = asrc->head_ ();
2554 2373
2555 prev = NULL; 2374 prev = 0;
2556 for (part = src; part; part = part->more) 2375 for (object *part = src; part; part = part->more)
2557 { 2376 {
2558 tmp = get_object (); 2377 tmp = part->clone ();
2559 copy_object (part, tmp);
2560 tmp->x -= src->x; 2378 tmp->x -= src->x;
2561 tmp->y -= src->y; 2379 tmp->y -= src->y;
2380
2562 if (!part->head) 2381 if (!part->head)
2563 { 2382 {
2564 dst = tmp; 2383 dst = tmp;
2565 tmp->head = NULL; 2384 tmp->head = 0;
2566 } 2385 }
2567 else 2386 else
2568 {
2569 tmp->head = dst; 2387 tmp->head = dst;
2570 } 2388
2571 tmp->more = NULL; 2389 tmp->more = 0;
2390
2572 if (prev) 2391 if (prev)
2573 prev->more = tmp; 2392 prev->more = tmp;
2393
2574 prev = tmp; 2394 prev = tmp;
2575 } 2395 }
2576 2396
2577 for (item = src->inv; item; item = item->below) 2397 for (item = src->inv; item; item = item->below)
2578 insert_ob_in_ob (object_create_clone (item), dst); 2398 insert_ob_in_ob (object_create_clone (item), dst);
2579 2399
2580 return dst; 2400 return dst;
2581}
2582
2583/* GROS - Creates an object using a string representing its content. */
2584/* Basically, we save the content of the string to a temp file, then call */
2585/* load_object on it. I admit it is a highly inefficient way to make things, */
2586/* but it was simple to make and allows reusing the load_object function. */
2587/* Remember not to use load_object_str in a time-critical situation. */
2588/* Also remember that multiparts objects are not supported for now. */
2589
2590object *
2591load_object_str (const char *obstr)
2592{
2593 object *op;
2594 char filename[MAX_BUF];
2595
2596 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2597
2598 FILE *tempfile = fopen (filename, "w");
2599
2600 if (tempfile == NULL)
2601 {
2602 LOG (llevError, "Error - Unable to access load object temp file\n");
2603 return NULL;
2604 }
2605
2606 fprintf (tempfile, obstr);
2607 fclose (tempfile);
2608
2609 op = get_object ();
2610
2611 object_thawer thawer (filename);
2612
2613 if (thawer)
2614 load_object (thawer, op, 0);
2615
2616 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2617 CLEAR_FLAG (op, FLAG_REMOVED);
2618
2619 return op;
2620} 2401}
2621 2402
2622/* This returns the first object in who's inventory that 2403/* This returns the first object in who's inventory that
2623 * has the same type and subtype match. 2404 * has the same type and subtype match.
2624 * returns NULL if no match. 2405 * returns NULL if no match.
2625 */ 2406 */
2626object * 2407object *
2627find_obj_by_type_subtype (const object *who, int type, int subtype) 2408find_obj_by_type_subtype (const object *who, int type, int subtype)
2628{ 2409{
2629 object *tmp;
2630
2631 for (tmp = who->inv; tmp; tmp = tmp->below) 2410 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2632 if (tmp->type == type && tmp->subtype == subtype) 2411 if (tmp->type == type && tmp->subtype == subtype)
2633 return tmp; 2412 return tmp;
2634 2413
2635 return NULL; 2414 return 0;
2636} 2415}
2637 2416
2638/* If ob has a field named key, return the link from the list, 2417/* If ob has a field named key, return the link from the list,
2639 * otherwise return NULL. 2418 * otherwise return NULL.
2640 * 2419 *
2642 * do the desired thing. 2421 * do the desired thing.
2643 */ 2422 */
2644key_value * 2423key_value *
2645get_ob_key_link (const object *ob, const char *key) 2424get_ob_key_link (const object *ob, const char *key)
2646{ 2425{
2647 key_value *link;
2648
2649 for (link = ob->key_values; link != NULL; link = link->next) 2426 for (key_value *link = ob->key_values; link; link = link->next)
2650 if (link->key == key) 2427 if (link->key == key)
2651 return link; 2428 return link;
2652 2429
2653 return NULL; 2430 return 0;
2654} 2431}
2655 2432
2656/* 2433/*
2657 * Returns the value of op has an extra_field for key, or NULL. 2434 * Returns the value of op has an extra_field for key, or NULL.
2658 * 2435 *
2683 if (link->key == canonical_key) 2460 if (link->key == canonical_key)
2684 return link->value; 2461 return link->value;
2685 2462
2686 return 0; 2463 return 0;
2687} 2464}
2688
2689 2465
2690/* 2466/*
2691 * Updates the canonical_key in op to value. 2467 * Updates the canonical_key in op to value.
2692 * 2468 *
2693 * canonical_key is a shared string (value doesn't have to be). 2469 * canonical_key is a shared string (value doesn't have to be).
2698 * Returns TRUE on success. 2474 * Returns TRUE on success.
2699 */ 2475 */
2700int 2476int
2701set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) 2477set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2702{ 2478{
2703 key_value *
2704 field = NULL, *last = NULL; 2479 key_value *field = NULL, *last = NULL;
2705 2480
2706 for (field = op->key_values; field != NULL; field = field->next) 2481 for (field = op->key_values; field != NULL; field = field->next)
2707 { 2482 {
2708 if (field->key != canonical_key) 2483 if (field->key != canonical_key)
2709 { 2484 {
2718 /* Basically, if the archetype has this key set, 2493 /* Basically, if the archetype has this key set,
2719 * we need to store the null value so when we save 2494 * we need to store the null value so when we save
2720 * it, we save the empty value so that when we load, 2495 * it, we save the empty value so that when we load,
2721 * we get this value back again. 2496 * we get this value back again.
2722 */ 2497 */
2723 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2498 if (get_ob_key_link (op->arch, canonical_key))
2724 field->value = 0; 2499 field->value = 0;
2725 else 2500 else
2726 { 2501 {
2727 if (last) 2502 if (last)
2728 last->next = field->next; 2503 last->next = field->next;
2737 /* IF we get here, key doesn't exist */ 2512 /* IF we get here, key doesn't exist */
2738 2513
2739 /* No field, we'll have to add it. */ 2514 /* No field, we'll have to add it. */
2740 2515
2741 if (!add_key) 2516 if (!add_key)
2742 {
2743 return FALSE; 2517 return FALSE;
2744 } 2518
2745 /* There isn't any good reason to store a null 2519 /* There isn't any good reason to store a null
2746 * value in the key/value list. If the archetype has 2520 * value in the key/value list. If the archetype has
2747 * this key, then we should also have it, so shouldn't 2521 * this key, then we should also have it, so shouldn't
2748 * be here. If user wants to store empty strings, 2522 * be here. If user wants to store empty strings,
2749 * should pass in "" 2523 * should pass in ""
2798 } 2572 }
2799 else 2573 else
2800 item = item->env; 2574 item = item->env;
2801} 2575}
2802 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
2803// 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
2804const char * 2606const char *
2805object::debug_desc (char *info) const 2607object::debug_desc (char *info) const
2806{ 2608{
2609 char flagdesc[512];
2807 char info2[256 * 3]; 2610 char info2[256 * 4];
2808 char *p = info; 2611 char *p = info;
2809 2612
2810 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}",
2811 count, 2614 count, uuid.seq,
2812 &name, 2615 &name,
2813 title ? " " : "", 2616 title ? "\",title:\"" : "",
2814 title ? (const char *)title : ""); 2617 title ? (const char *)title : "",
2618 flag_desc (flagdesc, 512), type);
2815 2619
2816 if (env) 2620 if (!this->flag[FLAG_REMOVED] && env)
2817 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2621 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2818 2622
2819 if (map) 2623 if (map)
2820 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);
2821 2625
2822 return info; 2626 return info;
2823} 2627}
2824 2628
2825const char * 2629const char *
2826object::debug_desc () const 2630object::debug_desc () const
2827{ 2631{
2828 static char info[256 * 3]; 2632 static char info[3][256 * 4];
2633 static int info_idx;
2634
2829 return debug_desc (info); 2635 return debug_desc (info [++info_idx % 3]);
2830} 2636}
2831 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 *mt = name_to_material (materialname))
2649 return mt;
2650
2651 return name_to_material (shstr_unknown);
2652}
2653
2654void
2655object::open_container (object *new_container)
2656{
2657 if (container == new_container)
2658 return;
2659
2660 if (object *old_container = container)
2661 {
2662 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2663 return;
2664
2665#if 0
2666 // remove the "Close old_container" object.
2667 if (object *closer = old_container->inv)
2668 if (closer->type == CLOSE_CON)
2669 closer->destroy ();
2670#endif
2671
2672 old_container->flag [FLAG_APPLIED] = 0;
2673 container = 0;
2674
2675 esrv_update_item (UPD_FLAGS, this, old_container);
2676 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2677 play_sound (sound_find ("chest_close"));
2678 }
2679
2680 if (new_container)
2681 {
2682 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2683 return;
2684
2685 // TODO: this does not seem to serve any purpose anymore?
2686#if 0
2687 // insert the "Close Container" object.
2688 if (archetype *closer = new_container->other_arch)
2689 {
2690 object *closer = arch_to_object (new_container->other_arch);
2691 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2692 new_container->insert (closer);
2693 }
2694#endif
2695
2696 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2697
2698 new_container->flag [FLAG_APPLIED] = 1;
2699 container = new_container;
2700
2701 esrv_update_item (UPD_FLAGS, this, new_container);
2702 esrv_send_inventory (this, new_container);
2703 play_sound (sound_find ("chest_open"));
2704 }
2705}
2706
2707object *
2708object::force_find (const shstr name)
2709{
2710 /* cycle through his inventory to look for the MARK we want to
2711 * place
2712 */
2713 for (object *tmp = inv; tmp; tmp = tmp->below)
2714 if (tmp->type == FORCE && tmp->slaying == name)
2715 return splay (tmp);
2716
2717 return 0;
2718}
2719
2720void
2721object::force_add (const shstr name, int duration)
2722{
2723 if (object *force = force_find (name))
2724 force->destroy ();
2725
2726 object *force = get_archetype (FORCE_NAME);
2727
2728 force->slaying = name;
2729 force->stats.food = 1;
2730 force->speed_left = -1.f;
2731
2732 force->set_speed (duration ? 1.f / duration : 0.f);
2733 force->flag [FLAG_IS_USED_UP] = true;
2734 force->flag [FLAG_APPLIED] = true;
2735
2736 insert (force);
2737}
2738
2739void
2740object::play_sound (faceidx sound) const
2741{
2742 if (!sound)
2743 return;
2744
2745 if (flag [FLAG_REMOVED])
2746 return;
2747
2748 if (env)
2749 {
2750 if (object *pl = in_player ())
2751 pl->contr->play_sound (sound);
2752 }
2753 else
2754 map->play_sound (sound, x, y);
2755}
2756

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