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Comparing deliantra/server/common/object.C (file contents):
Revision 1.39 by root, Wed Sep 13 02:05:19 2006 UTC vs.
Revision 1.159 by root, Mon Jun 4 13:04:00 2007 UTC

1
2/* 1/*
3 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Crossfire TRT, the Multiplayer Online Role Playing Game.
4 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 7 *
8 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 it
9 it under the terms of the GNU General Public License as published by 9 * under the terms of the GNU General Public License as published by the Free
10 the Free Software Foundation; either version 2 of the License, or 10 * Software Foundation; either version 2 of the License, or (at your option)
11 (at your option) any later version. 11 * any later version.
12 12 *
13 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful, but
14 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY
15 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License
16 GNU General Public License for more details. 16 * for more details.
17 17 *
18 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License along
19 along with this program; if not, write to the Free Software 19 * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
21 21 *
22 The authors can be reached via e-mail at crossfire-devel@real-time.com 22 * The authors can be reached via e-mail to <crossfire@schmorp.de>
23*/ 23 */
24 24
25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
26 sub/add_weight will transcend the environment updating the carrying 26 sub/add_weight will transcend the environment updating the carrying
27 variable. */ 27 variable. */
28#include <global.h> 28#include <global.h>
29#include <stdio.h> 29#include <stdio.h>
30#include <sys/types.h> 30#include <sys/types.h>
31#include <sys/uio.h> 31#include <sys/uio.h>
32#include <object.h> 32#include <object.h>
33#include <funcpoint.h> 33#include <funcpoint.h>
34#include <sproto.h>
34#include <loader.h> 35#include <loader.h>
36
37#include <bitset>
35 38
36int nrofallocobjects = 0; 39int nrofallocobjects = 0;
37static UUID uuid; 40static UUID uuid;
38const uint64 UUID_SKIP = 1<<19; 41const uint64 UUID_SKIP = 1<<19;
39 42
40object *objects; /* Pointer to the list of used objects */ 43objectvec objects;
41object *active_objects; /* List of active objects that need to be processed */ 44activevec actives;
42 45
43short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 46short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
44 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 47 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
45}; 48};
46short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 49short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
106 _exit (1); 109 _exit (1);
107 } 110 }
108 111
109 uuid.seq = uid; 112 uuid.seq = uid;
110 write_uuid (); 113 write_uuid ();
111 LOG (llevDebug, "read UID: %lld\n", uid); 114 LOG (llevDebug, "read UID: %" PRId64 "\n", uid);
112 fclose (fp); 115 fclose (fp);
113} 116}
114 117
115UUID 118UUID
116gen_uuid () 119gen_uuid ()
141 * objects with lists are rare, and lists stay short. If not, use a 144 * objects with lists are rare, and lists stay short. If not, use a
142 * different structure or at least keep the lists sorted... 145 * different structure or at least keep the lists sorted...
143 */ 146 */
144 147
145 /* For each field in wants, */ 148 /* For each field in wants, */
146 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) 149 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
147 { 150 {
148 key_value *has_field; 151 key_value *has_field;
149 152
150 /* Look for a field in has with the same key. */ 153 /* Look for a field in has with the same key. */
151 has_field = get_ob_key_link (has, wants_field->key); 154 has_field = get_ob_key_link (has, wants_field->key);
185 * 188 *
186 * Note that this function appears a lot longer than the macro it 189 * Note that this function appears a lot longer than the macro it
187 * replaces - this is mostly for clarity - a decent compiler should hopefully 190 * replaces - this is mostly for clarity - a decent compiler should hopefully
188 * reduce this to the same efficiency. 191 * reduce this to the same efficiency.
189 * 192 *
190 * Check nrof variable *before* calling CAN_MERGE() 193 * Check nrof variable *before* calling can_merge()
191 * 194 *
192 * Improvements made with merge: Better checking on potion, and also 195 * Improvements made with merge: Better checking on potion, and also
193 * check weight 196 * check weight
194 */ 197 */
195
196bool object::can_merge (object *ob1, object *ob2) 198bool object::can_merge_slow (object *ob1, object *ob2)
197{ 199{
198 /* A couple quicksanity checks */ 200 /* A couple quicksanity checks */
199 if ((ob1 == ob2) || (ob1->type != ob2->type)) 201 if (ob1 == ob2
202 || ob1->type != ob2->type
203 || ob1->speed != ob2->speed
204 || ob1->value != ob2->value
205 || ob1->name != ob2->name)
200 return 0; 206 return 0;
201 207
202 if (ob1->speed != ob2->speed) 208 //TODO: this ain't working well, use nicer and correct overflow check
203 return 0;
204
205 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 209 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
206 * value could not be stored in a sint32 (which unfortunately sometimes is 210 * value could not be stored in a sint32 (which unfortunately sometimes is
207 * used to store nrof). 211 * used to store nrof).
208 */ 212 */
209 if (ob1->nrof + ob2->nrof >= 1UL << 31) 213 if (ob1->nrof + ob2->nrof >= 1UL << 31)
219 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 223 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
220 224
221 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 225 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
222 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 226 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
223 227
224 228 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
225 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something 229 || ob1->arch != ob2->arch
226 * being locked in inventory should prevent merging.
227 * 0x4 in flags3 is CLIENT_SENT
228 */
229 if ((ob1->arch != ob2->arch) ||
230 (ob1->flags[0] != ob2->flags[0]) ||
231 (ob1->flags[1] != ob2->flags[1]) ||
232 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
233 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
234 (ob1->name != ob2->name) || 230 || ob1->name != ob2->name
235 (ob1->title != ob2->title) || 231 || ob1->title != ob2->title
236 (ob1->msg != ob2->msg) || 232 || ob1->msg != ob2->msg
237 (ob1->weight != ob2->weight) || 233 || ob1->weight != ob2->weight
238 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) || 234 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
239 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) || 235 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
240 (ob1->attacktype != ob2->attacktype) || 236 || ob1->attacktype != ob2->attacktype
241 (ob1->magic != ob2->magic) || 237 || ob1->magic != ob2->magic
242 (ob1->slaying != ob2->slaying) || 238 || ob1->slaying != ob2->slaying
243 (ob1->skill != ob2->skill) || 239 || ob1->skill != ob2->skill
244 (ob1->value != ob2->value) || 240 || ob1->value != ob2->value
245 (ob1->animation_id != ob2->animation_id) || 241 || ob1->animation_id != ob2->animation_id
246 (ob1->client_type != ob2->client_type) || 242 || ob1->client_type != ob2->client_type
247 (ob1->materialname != ob2->materialname) || 243 || ob1->materialname != ob2->materialname
248 (ob1->lore != ob2->lore) || 244 || ob1->lore != ob2->lore
249 (ob1->subtype != ob2->subtype) || 245 || ob1->subtype != ob2->subtype
250 (ob1->move_type != ob2->move_type) || 246 || ob1->move_type != ob2->move_type
251 (ob1->move_block != ob2->move_block) || 247 || ob1->move_block != ob2->move_block
252 (ob1->move_allow != ob2->move_allow) || 248 || ob1->move_allow != ob2->move_allow
253 (ob1->move_on != ob2->move_on) || 249 || ob1->move_on != ob2->move_on
254 (ob1->move_off != ob2->move_off) || (ob1->move_slow != ob2->move_slow) || (ob1->move_slow_penalty != ob2->move_slow_penalty)) 250 || ob1->move_off != ob2->move_off
251 || ob1->move_slow != ob2->move_slow
252 || ob1->move_slow_penalty != ob2->move_slow_penalty)
255 return 0; 253 return 0;
256 254
257 /* This is really a spellbook check - really, we should 255 /* This is really a spellbook check - really, we should
258 * check all objects in the inventory. 256 * check all objects in the inventory.
259 */ 257 */
262 /* if one object has inventory but the other doesn't, not equiv */ 260 /* if one object has inventory but the other doesn't, not equiv */
263 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 261 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
264 return 0; 262 return 0;
265 263
266 /* Now check to see if the two inventory objects could merge */ 264 /* Now check to see if the two inventory objects could merge */
267 if (!CAN_MERGE (ob1->inv, ob2->inv)) 265 if (!object::can_merge (ob1->inv, ob2->inv))
268 return 0; 266 return 0;
269 267
270 /* inventory ok - still need to check rest of this object to see 268 /* inventory ok - still need to check rest of this object to see
271 * if it is valid. 269 * if it is valid.
272 */ 270 */
281 279
282 /* Note sure why the following is the case - either the object has to 280 /* Note sure why the following is the case - either the object has to
283 * be animated or have a very low speed. Is this an attempted monster 281 * be animated or have a very low speed. Is this an attempted monster
284 * check? 282 * check?
285 */ 283 */
286 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 284 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
287 return 0; 285 return 0;
288 286
289 switch (ob1->type) 287 switch (ob1->type)
290 { 288 {
291 case SCROLL: 289 case SCROLL:
327sum_weight (object *op) 325sum_weight (object *op)
328{ 326{
329 long sum; 327 long sum;
330 object *inv; 328 object *inv;
331 329
332 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 330 for (sum = 0, inv = op->inv; inv; inv = inv->below)
333 { 331 {
334 if (inv->inv) 332 if (inv->inv)
335 sum_weight (inv); 333 sum_weight (inv);
334
336 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 335 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
337 } 336 }
338 337
339 if (op->type == CONTAINER && op->stats.Str) 338 if (op->type == CONTAINER && op->stats.Str)
340 sum = (sum * (100 - op->stats.Str)) / 100; 339 sum = (sum * (100 - op->stats.Str)) / 100;
356 op = op->env; 355 op = op->env;
357 return op; 356 return op;
358} 357}
359 358
360/* 359/*
361 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
362 * a better check. We basically keeping traversing up until we can't
363 * or find a player.
364 */
365
366object *
367is_player_inv (object *op)
368{
369 for (; op != NULL && op->type != PLAYER; op = op->env)
370 if (op->env == op)
371 op->env = NULL;
372 return op;
373}
374
375/*
376 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 360 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
377 * Some error messages. 361 * Some error messages.
378 * The result of the dump is stored in the static global errmsg array. 362 * The result of the dump is stored in the static global errmsg array.
379 */ 363 */
380 364char *
381void
382dump_object2 (object *op)
383{
384 errmsg[0] = 0;
385 return;
386 //TODO//D#d#
387#if 0
388 char *cp;
389
390/* object *tmp;*/
391
392 if (op->arch != NULL)
393 {
394 strcat (errmsg, "arch ");
395 strcat (errmsg, op->arch->name ? op->arch->name : "(null)");
396 strcat (errmsg, "\n");
397 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
398 strcat (errmsg, cp);
399# if 0
400 /* Don't dump player diffs - they are too long, mostly meaningless, and
401 * will overflow the buffer.
402 * Changed so that we don't dump inventory either. This may
403 * also overflow the buffer.
404 */
405 if (op->type != PLAYER && (cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
406 strcat (errmsg, cp);
407 for (tmp = op->inv; tmp; tmp = tmp->below)
408 dump_object2 (tmp);
409# endif
410 strcat (errmsg, "end\n");
411 }
412 else
413 {
414 strcat (errmsg, "Object ");
415 if (op->name == NULL)
416 strcat (errmsg, "(null)");
417 else
418 strcat (errmsg, op->name);
419 strcat (errmsg, "\n");
420# if 0
421 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
422 strcat (errmsg, cp);
423 for (tmp = op->inv; tmp; tmp = tmp->below)
424 dump_object2 (tmp);
425# endif
426 strcat (errmsg, "end\n");
427 }
428#endif
429}
430
431/*
432 * Dumps an object. Returns output in the static global errmsg array.
433 */
434
435void
436dump_object (object *op) 365dump_object (object *op)
437{ 366{
438 if (op == NULL) 367 if (!op)
439 { 368 return strdup ("[NULLOBJ]");
440 strcpy (errmsg, "[NULL pointer]");
441 return;
442 }
443 errmsg[0] = '\0';
444 dump_object2 (op);
445}
446 369
447void 370 object_freezer freezer;
448dump_all_objects (void) 371 op->write (freezer);
449{ 372 return freezer.as_string ();
450 object *op;
451
452 for (op = objects; op != NULL; op = op->next)
453 {
454 dump_object (op);
455 fprintf (logfile, "Object %d\n:%s\n", op->count, errmsg);
456 }
457} 373}
458 374
459/* 375/*
460 * get_nearest_part(multi-object, object 2) returns the part of the 376 * get_nearest_part(multi-object, object 2) returns the part of the
461 * multi-object 1 which is closest to the second object. 377 * multi-object 1 which is closest to the second object.
477} 393}
478 394
479/* 395/*
480 * Returns the object which has the count-variable equal to the argument. 396 * Returns the object which has the count-variable equal to the argument.
481 */ 397 */
482
483object * 398object *
484find_object (tag_t i) 399find_object (tag_t i)
485{ 400{
486 object *op; 401 for_all_objects (op)
487
488 for (op = objects; op != NULL; op = op->next)
489 if (op->count == i) 402 if (op->count == i)
490 break;
491 return op; 403 return op;
404
405 return 0;
492} 406}
493 407
494/* 408/*
495 * Returns the first object which has a name equal to the argument. 409 * Returns the first object which has a name equal to the argument.
496 * Used only by the patch command, but not all that useful. 410 * Used only by the patch command, but not all that useful.
497 * Enables features like "patch <name-of-other-player> food 999" 411 * Enables features like "patch <name-of-other-player> food 999"
498 */ 412 */
499
500object * 413object *
501find_object_name (const char *str) 414find_object_name (const char *str)
502{ 415{
503 shstr_cmp str_ (str); 416 shstr_cmp str_ (str);
504 object *op; 417 object *op;
505 418
506 for (op = objects; op != NULL; op = op->next) 419 for_all_objects (op)
507 if (op->name == str_) 420 if (op->name == str_)
508 break; 421 break;
509 422
510 return op; 423 return op;
511} 424}
512 425
513void 426void
514free_all_object_data () 427free_all_object_data ()
515{ 428{
516 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects); 429 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
517}
518
519/*
520 * Returns the object which this object marks as being the owner.
521 * A id-scheme is used to avoid pointing to objects which have been
522 * freed and are now reused. If this is detected, the owner is
523 * set to NULL, and NULL is returned.
524 * Changed 2004-02-12 - if the player is setting at the play again
525 * prompt, he is removed, and we don't want to treat him as an owner of
526 * anything, so check removed flag. I don't expect that this should break
527 * anything - once an object is removed, it is basically dead anyways.
528 */
529object *
530object::get_owner ()
531{
532 if (!owner
533 || QUERY_FLAG (owner, FLAG_FREED)
534 || QUERY_FLAG (owner, FLAG_REMOVED))
535 owner = 0;
536
537 return owner;
538} 430}
539 431
540/* 432/*
541 * Sets the owner and sets the skill and exp pointers to owner's current 433 * Sets the owner and sets the skill and exp pointers to owner's current
542 * skill and experience objects. 434 * skill and experience objects.
558 owner = owner->owner; 450 owner = owner->owner;
559 451
560 this->owner = owner; 452 this->owner = owner;
561} 453}
562 454
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;
519}
520
563/* Zero the key_values on op, decrementing the shared-string 521/* Zero the key_values on op, decrementing the shared-string
564 * refcounts and freeing the links. 522 * refcounts and freeing the links.
565 */ 523 */
566static void 524static void
567free_key_values (object *op) 525free_key_values (object *op)
568{ 526{
569 for (key_value *i = op->key_values; i != 0;) 527 for (key_value *i = op->key_values; i; )
570 { 528 {
571 key_value *next = i->next; 529 key_value *next = i->next;
572 delete i; 530 delete i;
573 531
574 i = next; 532 i = next;
575 } 533 }
576 534
577 op->key_values = 0; 535 op->key_values = 0;
578} 536}
579 537
580void object::clear () 538object &
539object::operator =(const object &src)
581{ 540{
582 attachable_base::clear (); 541 bool is_freed = flag [FLAG_FREED];
542 bool is_removed = flag [FLAG_REMOVED];
583 543
584 free_key_values (this); 544 *(object_copy *)this = src;
585 545
586 owner = 0; 546 flag [FLAG_FREED] = is_freed;
587 name = 0; 547 flag [FLAG_REMOVED] = is_removed;
588 name_pl = 0;
589 title = 0;
590 race = 0;
591 slaying = 0;
592 skill = 0;
593 msg = 0;
594 lore = 0;
595 custom_name = 0;
596 materialname = 0;
597 contr = 0;
598 below = 0;
599 above = 0;
600 inv = 0;
601 container = 0;
602 env = 0;
603 more = 0;
604 head = 0;
605 map = 0;
606 active_next = 0;
607 active_prev = 0;
608
609 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
610
611 SET_FLAG (this, FLAG_REMOVED);
612
613 /* What is not cleared is next, prev, and count */
614
615 expmul = 1.0;
616 face = blank_face;
617 attacked_by_count = -1;
618
619 if (settings.casting_time)
620 casting_time = -1;
621}
622
623void object::clone (object *destination)
624{
625 *(object_copy *)destination = *this;
626 *(object_pod *)destination = *this;
627
628 if (self || cb)
629 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
630}
631
632/*
633 * copy object first frees everything allocated by the second object,
634 * and then copies the contends of the first object into the second
635 * object, allocating what needs to be allocated. Basically, any
636 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
637 * if the first object is freed, the pointers in the new object
638 * will point at garbage.
639 */
640void
641copy_object (object *op2, object *op)
642{
643 bool is_freed = QUERY_FLAG (op, FLAG_FREED);
644 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED);
645
646 op2->clone (op);
647
648 if (is_freed)
649 SET_FLAG (op, FLAG_FREED);
650 if (is_removed)
651 SET_FLAG (op, FLAG_REMOVED);
652
653 if (op2->speed < 0)
654 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0;
655 548
656 /* Copy over key_values, if any. */ 549 /* Copy over key_values, if any. */
657 if (op2->key_values) 550 if (src.key_values)
658 { 551 {
659 key_value *tail = 0; 552 key_value *tail = 0;
660 key_value *i;
661
662 op->key_values = 0; 553 key_values = 0;
663 554
664 for (i = op2->key_values; i; i = i->next) 555 for (key_value *i = src.key_values; i; i = i->next)
665 { 556 {
666 key_value *new_link = new key_value; 557 key_value *new_link = new key_value;
667 558
668 new_link->next = 0; 559 new_link->next = 0;
669 new_link->key = i->key; 560 new_link->key = i->key;
670 new_link->value = i->value; 561 new_link->value = i->value;
671 562
672 /* Try and be clever here, too. */ 563 /* Try and be clever here, too. */
673 if (!op->key_values) 564 if (!key_values)
674 { 565 {
675 op->key_values = new_link; 566 key_values = new_link;
676 tail = new_link; 567 tail = new_link;
677 } 568 }
678 else 569 else
679 { 570 {
680 tail->next = new_link; 571 tail->next = new_link;
681 tail = new_link; 572 tail = new_link;
682 } 573 }
683 } 574 }
684 } 575 }
576}
685 577
686 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 = 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;
687} 622}
688 623
689/* 624/*
690 * 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
691 * 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
692 * 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.
693 */ 628 */
694
695void 629void
696update_turn_face (object *op) 630update_turn_face (object *op)
697{ 631{
698 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 632 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
699 return; 633 return;
634
700 SET_ANIMATION (op, op->direction); 635 SET_ANIMATION (op, op->direction);
701 update_object (op, UP_OBJ_FACE); 636 update_object (op, UP_OBJ_FACE);
702} 637}
703 638
704/* 639/*
705 * 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
706 * 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.
707 * 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.
708 */ 643 */
709void 644void
710update_ob_speed (object *op) 645object::set_speed (float speed)
711{ 646{
712 extern int arch_init; 647 if (flag [FLAG_FREED] && speed)
713
714 /* No reason putting the archetypes objects on the speed list,
715 * since they never really need to be updated.
716 */
717
718 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
719 { 648 {
720 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 649 LOG (llevError, "Object %s is freed but has speed.\n", &name);
721#ifdef MANY_CORES
722 abort ();
723#else
724 op->speed = 0; 650 speed = 0;
725#endif
726 }
727
728 if (arch_init)
729 return;
730
731 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
732 { 651 }
733 /* If already on active list, don't do anything */
734 if (op->active_next || op->active_prev || op == active_objects)
735 return;
736 652
737 /* process_events() expects us to insert the object at the beginning 653 this->speed = speed;
738 * of the list. */
739 op->active_next = active_objects;
740 654
741 if (op->active_next != NULL) 655 if (has_active_speed ())
742 op->active_next->active_prev = op; 656 activate ();
743
744 active_objects = op;
745 }
746 else 657 else
747 { 658 deactivate ();
748 /* If not on the active list, nothing needs to be done */
749 if (!op->active_next && !op->active_prev && op != active_objects)
750 return;
751
752 if (op->active_prev == NULL)
753 {
754 active_objects = op->active_next;
755
756 if (op->active_next != NULL)
757 op->active_next->active_prev = NULL;
758 }
759 else
760 {
761 op->active_prev->active_next = op->active_next;
762
763 if (op->active_next)
764 op->active_next->active_prev = op->active_prev;
765 }
766
767 op->active_next = NULL;
768 op->active_prev = NULL;
769 }
770} 659}
771 660
772/* This function removes object 'op' from the list of active
773 * objects.
774 * This should only be used for style maps or other such
775 * reference maps where you don't want an object that isn't
776 * in play chewing up cpu time getting processed.
777 * The reverse of this is to call update_ob_speed, which
778 * will do the right thing based on the speed of the object.
779 */
780void
781remove_from_active_list (object *op)
782{
783 /* If not on the active list, nothing needs to be done */
784 if (!op->active_next && !op->active_prev && op != active_objects)
785 return;
786
787 if (op->active_prev == NULL)
788 {
789 active_objects = op->active_next;
790 if (op->active_next != NULL)
791 op->active_next->active_prev = NULL;
792 }
793 else
794 {
795 op->active_prev->active_next = op->active_next;
796 if (op->active_next)
797 op->active_next->active_prev = op->active_prev;
798 }
799 op->active_next = NULL;
800 op->active_prev = NULL;
801}
802
803/* 661/*
804 * update_object() updates the array which represents the map. 662 * update_object() updates the the map.
805 * It takes into account invisible objects (and represent squares covered 663 * It takes into account invisible objects (and represent squares covered
806 * 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
807 * invisible object, etc...) 665 * invisible object, etc...)
808 * 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
809 * 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
810 * updating that window, though, since update_object() is called _often_) 668 * updating that window, though, since update_object() is called _often_)
811 * 669 *
812 * 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.
813 * For example, if the only thing that has changed is the face (due to
814 * an animation), we don't need to call update_position until that actually
815 * comes into view of a player. OTOH, many other things, like addition/removal
816 * of walls or living creatures may need us to update the flags now.
817 * current action are: 671 * current action are:
818 * UP_OBJ_INSERT: op was inserted 672 * UP_OBJ_INSERT: op was inserted
819 * UP_OBJ_REMOVE: op was removed 673 * UP_OBJ_REMOVE: op was removed
820 * 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
821 * 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.
822 * UP_OBJ_FACE: only the objects face has changed. 676 * UP_OBJ_FACE: only the objects face has changed.
823 */ 677 */
824
825void 678void
826update_object (object *op, int action) 679update_object (object *op, int action)
827{ 680{
828 int update_now = 0, flags;
829 MoveType move_on, move_off, move_block, move_slow;
830
831 if (op == NULL) 681 if (op == NULL)
832 { 682 {
833 /* this should never happen */ 683 /* this should never happen */
834 LOG (llevDebug, "update_object() called for NULL object.\n"); 684 LOG (llevDebug, "update_object() called for NULL object.\n");
835 return; 685 return;
836 } 686 }
837 687
838 if (op->env != NULL) 688 if (op->env)
839 { 689 {
840 /* Animation is currently handled by client, so nothing 690 /* Animation is currently handled by client, so nothing
841 * to do in this case. 691 * to do in this case.
842 */ 692 */
843 return; 693 return;
848 */ 698 */
849 if (!op->map || op->map->in_memory == MAP_SAVING) 699 if (!op->map || op->map->in_memory == MAP_SAVING)
850 return; 700 return;
851 701
852 /* make sure the object is within map boundaries */ 702 /* make sure the object is within map boundaries */
853 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map)) 703 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
854 { 704 {
855 LOG (llevError, "update_object() called for object out of map!\n"); 705 LOG (llevError, "update_object() called for object out of map!\n");
856#ifdef MANY_CORES 706#ifdef MANY_CORES
857 abort (); 707 abort ();
858#endif 708#endif
859 return; 709 return;
860 } 710 }
861 711
862 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 712 mapspace &m = op->ms ();
863 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
864 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
865 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
866 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
867 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
868 713
714 if (!(m.flags_ & P_UPTODATE))
715 /* nop */;
869 if (action == UP_OBJ_INSERT) 716 else if (action == UP_OBJ_INSERT)
870 { 717 {
718 // this is likely overkill, TODO: revisit (schmorp)
871 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 719 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
872 update_now = 1;
873
874 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 720 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
875 update_now = 1; 721 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
876 722 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
723 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
877 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 724 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
878 update_now = 1;
879
880 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
881 update_now = 1;
882
883 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
884 update_now = 1;
885
886 if ((move_on | op->move_on) != move_on) 725 || (m.move_on | op->move_on ) != m.move_on
887 update_now = 1;
888
889 if ((move_off | op->move_off) != move_off) 726 || (m.move_off | op->move_off ) != m.move_off
890 update_now = 1; 727 || (m.move_slow | op->move_slow) != m.move_slow
891
892 /* This isn't perfect, but I don't expect a lot of objects to 728 /* This isn't perfect, but I don't expect a lot of objects to
893 * to have move_allow right now. 729 * to have move_allow right now.
894 */ 730 */
895 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 731 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
896 update_now = 1; 732 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
897 733 m.flags_ = 0;
898 if ((move_slow | op->move_slow) != move_slow)
899 update_now = 1;
900 } 734 }
901 /* if the object is being removed, we can't make intelligent 735 /* if the object is being removed, we can't make intelligent
902 * decisions, because remove_ob can't really pass the object 736 * decisions, because remove_ob can't really pass the object
903 * that is being removed. 737 * that is being removed.
904 */ 738 */
905 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 739 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
906 update_now = 1; 740 m.flags_ = 0;
907 else if (action == UP_OBJ_FACE) 741 else if (action == UP_OBJ_FACE)
908 /* Nothing to do for that case */ ; 742 /* Nothing to do for that case */ ;
909 else 743 else
910 LOG (llevError, "update_object called with invalid action: %d\n", action); 744 LOG (llevError, "update_object called with invalid action: %d\n", action);
911 745
912 if (update_now)
913 {
914 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
915 update_position (op->map, op->x, op->y);
916 }
917
918 if (op->more != NULL) 746 if (op->more)
919 update_object (op->more, action); 747 update_object (op->more, action);
920}
921
922static unordered_vector<object *> mortals;
923static std::vector<object *, slice_allocator <object *> > freed;
924
925void object::free_mortals ()
926{
927 for (unordered_vector<object *>::iterator i = mortals.begin (); i != mortals.end ();)
928 if ((*i)->refcnt)
929 ++i; // further delay freeing
930 else
931 {
932 freed.push_back (*i);//D
933 //delete *i;
934 mortals.erase (i);
935 }
936
937 if (mortals.size() && 0)//D
938 LOG (llevDebug, "%d objects in mortal queue\n", mortals.size());//D
939} 748}
940 749
941object::object () 750object::object ()
942{ 751{
943 SET_FLAG (this, FLAG_REMOVED); 752 SET_FLAG (this, FLAG_REMOVED);
944 753
945 expmul = 1.0; 754 expmul = 1.0;
946 face = blank_face; 755 face = blank_face;
947 attacked_by_count = -1;
948} 756}
949 757
950object::~object () 758object::~object ()
951{ 759{
760 unlink ();
761
952 free_key_values (this); 762 free_key_values (this);
953} 763}
954 764
765static int object_count;
766
955void object::link () 767void object::link ()
956{ 768{
769 assert (!index);//D
770 uuid = gen_uuid ();
957 count = ++ob_count; 771 count = ++object_count;
958 772
959 prev = 0; 773 refcnt_inc ();
960 next = objects; 774 objects.insert (this);
961
962 if (objects)
963 objects->prev = this;
964
965 objects = this;
966} 775}
967 776
968void object::unlink () 777void object::unlink ()
969{ 778{
970 count = 0;
971 uuid = gen_uuid ();
972
973 if (this == objects)
974 objects = next;
975
976 /* Remove this object from the list of used objects */
977 if (prev)
978 {
979 prev->next = next;
980 prev = 0;
981 }
982
983 if (next) 779 if (!index)
780 return;
781
782 objects.erase (this);
783 refcnt_dec ();
784}
785
786void
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);
984 { 840 }
985 next->prev = prev; 841}
986 next = 0; 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 }
987 } 890 }
988} 891}
989 892
990object *object::create () 893object *object::create ()
991{ 894{
992 object *op;
993
994 if (freed.empty ())
995 op = new object; 895 object *op = new object;
996 else
997 {
998 // highly annoying, but the only way to get it stable right now
999 op = freed.back ();
1000 freed.pop_back ();
1001 op->~object ();
1002 new ((void *) op) object;
1003 }
1004
1005 op->link (); 896 op->link ();
1006 return op; 897 return op;
1007} 898}
1008 899
1009/* 900void
1010 * free_object() frees everything allocated by an object, removes 901object::do_destroy ()
1011 * it from the list of used objects, and puts it on the list of
1012 * free objects. The IS_FREED() flag is set in the object.
1013 * The object must have been removed by remove_ob() first for
1014 * this function to succeed.
1015 *
1016 * If free_inventory is set, free inventory as well. Else drop items in
1017 * inventory to the ground.
1018 */
1019void object::free (bool free_inventory)
1020{ 902{
1021 if (QUERY_FLAG (this, FLAG_FREED)) 903 attachable::do_destroy ();
904
905 if (flag [FLAG_IS_LINKED])
906 remove_button_link (this);
907
908 if (flag [FLAG_FRIENDLY])
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->name = "/internal/freed_objects_map";
930 freed_map->width = 3;
931 freed_map->height = 3;
932
933 freed_map->alloc ();
934 freed_map->in_memory = MAP_IN_MEMORY;
935 }
936
937 map = freed_map;
938 x = 1;
939 y = 1;
940 }
941
942 head = 0;
943
944 if (more)
945 {
946 more->destroy ();
947 more = 0;
948 }
949
950 // clear those pointers that likely might have circular references to us
951 owner = 0;
952 enemy = 0;
953 attacked_by = 0;
954}
955
956void
957object::destroy (bool destroy_inventory)
958{
959 if (destroyed ())
1022 return; 960 return;
1023 961
1024 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 962 if (destroy_inventory)
1025 remove_friendly_object (this); 963 destroy_inv (false);
1026 964
1027 if (!QUERY_FLAG (this, FLAG_REMOVED)) 965 attachable::destroy ();
1028 remove_ob (this);
1029
1030 SET_FLAG (this, FLAG_FREED);
1031
1032 if (more)
1033 {
1034 more->free (free_inventory);
1035 more = 0;
1036 }
1037
1038 if (inv)
1039 {
1040 /* Only if the space blocks everything do we not process -
1041 * if some form of movement is allowed, let objects
1042 * drop on that space.
1043 */
1044 if (free_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
1045 {
1046 object *op = inv;
1047
1048 while (op)
1049 {
1050 object *tmp = op->below;
1051 op->free (free_inventory);
1052 op = tmp;
1053 }
1054 }
1055 else
1056 { /* Put objects in inventory onto this space */
1057 object *op = inv;
1058
1059 while (op)
1060 {
1061 object *tmp = op->below;
1062
1063 remove_ob (op);
1064
1065 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
1066 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
1067 free_object (op);
1068 else
1069 {
1070 op->x = x;
1071 op->y = y;
1072 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
1073 }
1074
1075 op = tmp;
1076 }
1077 }
1078 }
1079
1080 owner = 0;
1081
1082 /* Remove object from the active list */
1083 speed = 0;
1084 update_ob_speed (this);
1085
1086 unlink ();
1087
1088 mortals.push_back (this);
1089} 966}
1090 967
1091/* 968/*
1092 * sub_weight() recursively (outwards) subtracts a number from the 969 * sub_weight() recursively (outwards) subtracts a number from the
1093 * weight of an object (and what is carried by it's environment(s)). 970 * weight of an object (and what is carried by it's environment(s)).
1094 */ 971 */
1095
1096void 972void
1097sub_weight (object *op, signed long weight) 973sub_weight (object *op, signed long weight)
1098{ 974{
1099 while (op != NULL) 975 while (op != NULL)
1100 { 976 {
1101 if (op->type == CONTAINER) 977 if (op->type == CONTAINER)
1102 {
1103 weight = (signed long) (weight * (100 - op->stats.Str) / 100); 978 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1104 } 979
1105 op->carrying -= weight; 980 op->carrying -= weight;
1106 op = op->env; 981 op = op->env;
1107 } 982 }
1108} 983}
1109 984
1110/* remove_ob(op): 985/* op->remove ():
1111 * This function removes the object op from the linked list of objects 986 * This function removes the object op from the linked list of objects
1112 * which it is currently tied to. When this function is done, the 987 * which it is currently tied to. When this function is done, the
1113 * object will have no environment. If the object previously had an 988 * object will have no environment. If the object previously had an
1114 * environment, the x and y coordinates will be updated to 989 * environment, the x and y coordinates will be updated to
1115 * the previous environment. 990 * the previous environment.
1116 * Beware: This function is called from the editor as well!
1117 */ 991 */
1118
1119void 992void
1120remove_ob (object *op) 993object::do_remove ()
1121{ 994{
995 object *tmp, *last = 0;
1122 object * 996 object *otmp;
1123 tmp, *
1124 last = NULL;
1125 object *
1126 otmp;
1127 997
1128 tag_t
1129 tag;
1130 int
1131 check_walk_off;
1132 mapstruct *
1133 m;
1134
1135 sint16
1136 x,
1137 y;
1138
1139 if (QUERY_FLAG (op, FLAG_REMOVED)) 998 if (QUERY_FLAG (this, FLAG_REMOVED))
1140 return; 999 return;
1141 1000
1142 SET_FLAG (op, FLAG_REMOVED); 1001 SET_FLAG (this, FLAG_REMOVED);
1002 INVOKE_OBJECT (REMOVE, this);
1143 1003
1144 if (op->more != NULL) 1004 if (more)
1145 remove_ob (op->more); 1005 more->remove ();
1146 1006
1147 /* 1007 /*
1148 * In this case, the object to be removed is in someones 1008 * In this case, the object to be removed is in someones
1149 * inventory. 1009 * inventory.
1150 */ 1010 */
1151 if (op->env != NULL) 1011 if (env)
1152 { 1012 {
1153 if (op->nrof) 1013 if (nrof)
1154 sub_weight (op->env, op->weight * op->nrof); 1014 sub_weight (env, weight * nrof);
1155 else 1015 else
1156 sub_weight (op->env, op->weight + op->carrying); 1016 sub_weight (env, weight + carrying);
1157 1017
1158 /* NO_FIX_PLAYER is set when a great many changes are being 1018 /* NO_FIX_PLAYER is set when a great many changes are being
1159 * made to players inventory. If set, avoiding the call 1019 * made to players inventory. If set, avoiding the call
1160 * to save cpu time. 1020 * to save cpu time.
1161 */ 1021 */
1162 if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1022 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1163 fix_player (otmp); 1023 otmp->update_stats ();
1164 1024
1165 if (op->above != NULL) 1025 if (above)
1166 op->above->below = op->below; 1026 above->below = below;
1167 else 1027 else
1168 op->env->inv = op->below; 1028 env->inv = below;
1169 1029
1170 if (op->below != NULL) 1030 if (below)
1171 op->below->above = op->above; 1031 below->above = above;
1172 1032
1173 /* we set up values so that it could be inserted into 1033 /* we set up values so that it could be inserted into
1174 * the map, but we don't actually do that - it is up 1034 * the map, but we don't actually do that - it is up
1175 * to the caller to decide what we want to do. 1035 * to the caller to decide what we want to do.
1176 */ 1036 */
1177 op->x = op->env->x, op->y = op->env->y; 1037 x = env->x, y = env->y;
1178 op->map = op->env->map; 1038 map = env->map;
1179 op->above = NULL, op->below = NULL; 1039 above = 0, below = 0;
1180 op->env = NULL; 1040 env = 0;
1181 } 1041 }
1182 else if (op->map) 1042 else if (map)
1183 { 1043 {
1184 x = op->x; 1044 if (type == PLAYER)
1185 y = op->y;
1186 m = get_map_from_coord (op->map, &x, &y);
1187
1188 if (!m)
1189 { 1045 {
1190 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n", 1046 // leaving a spot always closes any open container on the ground
1191 op->map->path, op->x, op->y); 1047 if (container && !container->env)
1192 /* in old days, we used to set x and y to 0 and continue. 1048 // this causes spurious floorbox updates, but it ensures
1193 * it seems if we get into this case, something is probablye 1049 // that the CLOSE event is being sent.
1194 * screwed up and should be fixed. 1050 close_container ();
1195 */ 1051
1196 abort (); 1052 --map->players;
1053 map->touch ();
1197 } 1054 }
1198 1055
1199 if (op->map != m) 1056 map->dirty = true;
1200 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n", 1057 mapspace &ms = this->ms ();
1201 op->map->path, m->path, op->x, op->y, x, y);
1202
1203 /* Re did the following section of code - it looks like it had
1204 * lots of logic for things we no longer care about
1205 */
1206 1058
1207 /* link the object above us */ 1059 /* link the object above us */
1208 if (op->above) 1060 if (above)
1209 op->above->below = op->below; 1061 above->below = below;
1210 else 1062 else
1211 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */ 1063 ms.top = below; /* we were top, set new top */
1212 1064
1213 /* Relink the object below us, if there is one */ 1065 /* Relink the object below us, if there is one */
1214 if (op->below) 1066 if (below)
1215 op->below->above = op->above; 1067 below->above = above;
1216 else 1068 else
1217 { 1069 {
1218 /* Nothing below, which means we need to relink map object for this space 1070 /* Nothing below, which means we need to relink map object for this space
1219 * use translated coordinates in case some oddness with map tiling is 1071 * use translated coordinates in case some oddness with map tiling is
1220 * evident 1072 * evident
1221 */ 1073 */
1222 if (GET_MAP_OB (m, x, y) != op) 1074 if (GET_MAP_OB (map, x, y) != this)
1223 {
1224 dump_object (op);
1225 LOG (llevError,
1226 "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", errmsg); 1075 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 ());
1227 dump_object (GET_MAP_OB (m, x, y));
1228 LOG (llevError, "%s\n", errmsg);
1229 }
1230 1076
1231 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */ 1077 ms.bot = above; /* goes on above it. */
1232 } 1078 }
1233 1079
1234 op->above = 0; 1080 above = 0;
1235 op->below = 0; 1081 below = 0;
1236 1082
1237 if (op->map->in_memory == MAP_SAVING) 1083 if (map->in_memory == MAP_SAVING)
1238 return; 1084 return;
1239 1085
1240 tag = op->count; 1086 int check_walk_off = !flag [FLAG_NO_APPLY];
1241 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1242 1087
1243 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1088 for (tmp = ms.bot; tmp; tmp = tmp->above)
1244 { 1089 {
1245 /* No point updating the players look faces if he is the object 1090 /* No point updating the players look faces if he is the object
1246 * being removed. 1091 * being removed.
1247 */ 1092 */
1248 1093
1249 if (tmp->type == PLAYER && tmp != op) 1094 if (tmp->type == PLAYER && tmp != this)
1250 { 1095 {
1251 /* If a container that the player is currently using somehow gets 1096 /* If a container that the player is currently using somehow gets
1252 * removed (most likely destroyed), update the player view 1097 * removed (most likely destroyed), update the player view
1253 * appropriately. 1098 * appropriately.
1254 */ 1099 */
1255 if (tmp->container == op) 1100 if (tmp->container == this)
1256 { 1101 {
1257 CLEAR_FLAG (op, FLAG_APPLIED); 1102 flag [FLAG_APPLIED] = 0;
1258 tmp->container = NULL; 1103 tmp->container = 0;
1259 } 1104 }
1260 1105
1261 tmp->contr->socket.update_look = 1; 1106 if (tmp->contr->ns)
1107 tmp->contr->ns->floorbox_update ();
1262 } 1108 }
1263 1109
1264 /* See if player moving off should effect something */ 1110 /* See if object moving off should effect something */
1265 if (check_walk_off && ((op->move_type & tmp->move_off) && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1111 if (check_walk_off
1112 && ((move_type & tmp->move_off)
1113 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1266 { 1114 {
1267 move_apply (tmp, op, NULL); 1115 move_apply (tmp, this, 0);
1268 1116
1269 if (was_destroyed (op, tag)) 1117 if (destroyed ())
1270 {
1271 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " "leaving object\n", &tmp->name, &tmp->arch->name); 1118 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1272 }
1273 } 1119 }
1274 1120
1275 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1121 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1276 1122 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1277 if (tmp->above == tmp) 1123 if (tmp->above == tmp)
1278 tmp->above = NULL; 1124 tmp->above = 0;
1279 1125
1280 last = tmp; 1126 last = tmp;
1281 } 1127 }
1282 1128
1283 /* last == NULL of there are no objects on this space */ 1129 /* last == NULL if there are no objects on this space */
1130 //TODO: this makes little sense, why only update the topmost object?
1284 if (last == NULL) 1131 if (!last)
1285 { 1132 map->at (x, y).flags_ = 0;
1286 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1287 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1288 * those out anyways, and if there are any flags set right now, they won't
1289 * be correct anyways.
1290 */
1291 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1292 update_position (op->map, op->x, op->y);
1293 }
1294 else 1133 else
1295 update_object (last, UP_OBJ_REMOVE); 1134 update_object (last, UP_OBJ_REMOVE);
1296 1135
1297 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0)) 1136 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1298 update_all_los (op->map, op->x, op->y); 1137 update_all_los (map, x, y);
1299 } 1138 }
1300} 1139}
1301 1140
1302/* 1141/*
1303 * merge_ob(op,top): 1142 * merge_ob(op,top):
1311merge_ob (object *op, object *top) 1150merge_ob (object *op, object *top)
1312{ 1151{
1313 if (!op->nrof) 1152 if (!op->nrof)
1314 return 0; 1153 return 0;
1315 1154
1316 if (top == NULL) 1155 if (top)
1317 for (top = op; top != NULL && top->above != NULL; top = top->above); 1156 for (top = op; top && top->above; top = top->above)
1157 ;
1318 1158
1319 for (; top != NULL; top = top->below) 1159 for (; top; top = top->below)
1320 { 1160 {
1321 if (top == op) 1161 if (top == op)
1322 continue; 1162 continue;
1323 if (CAN_MERGE (op, top)) 1163
1164 if (object::can_merge (op, top))
1324 { 1165 {
1325 top->nrof += op->nrof; 1166 top->nrof += op->nrof;
1326 1167
1327/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1168/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1328 op->weight = 0; /* Don't want any adjustements now */ 1169 op->weight = 0; /* Don't want any adjustements now */
1329 remove_ob (op); 1170 op->destroy ();
1330 free_object (op);
1331 return top; 1171 return top;
1332 } 1172 }
1333 } 1173 }
1334 1174
1335 return NULL; 1175 return 0;
1336} 1176}
1337 1177
1178void
1179object::expand_tail ()
1180{
1181 if (more)
1182 return;
1183
1184 object *prev = this;
1185
1186 for (archetype *at = arch->more; at; at = at->more)
1187 {
1188 object *op = arch_to_object (at);
1189
1190 op->name = name;
1191 op->name_pl = name_pl;
1192 op->title = title;
1193
1194 op->head = this;
1195 prev->more = op;
1196
1197 prev = op;
1198 }
1199}
1200
1338/* 1201/*
1339 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1202 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1340 * job preparing multi-part monsters 1203 * job preparing multi-part monsters.
1341 */ 1204 */
1342object * 1205object *
1343insert_ob_in_map_at (object *op, mapstruct *m, object *originator, int flag, int x, int y) 1206insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1344{ 1207{
1345 object *tmp;
1346
1347 if (op->head)
1348 op = op->head;
1349
1350 for (tmp = op; tmp; tmp = tmp->more) 1208 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1351 { 1209 {
1352 tmp->x = x + tmp->arch->clone.x; 1210 tmp->x = x + tmp->arch->x;
1353 tmp->y = y + tmp->arch->clone.y; 1211 tmp->y = y + tmp->arch->y;
1354 } 1212 }
1355 1213
1356 return insert_ob_in_map (op, m, originator, flag); 1214 return insert_ob_in_map (op, m, originator, flag);
1357} 1215}
1358 1216
1374 * Return value: 1232 * Return value:
1375 * new object if 'op' was merged with other object 1233 * new object if 'op' was merged with other object
1376 * NULL if 'op' was destroyed 1234 * NULL if 'op' was destroyed
1377 * just 'op' otherwise 1235 * just 'op' otherwise
1378 */ 1236 */
1379
1380object * 1237object *
1381insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1238insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1382{ 1239{
1240 assert (!op->flag [FLAG_FREED]);
1241
1383 object *tmp, *top, *floor = NULL; 1242 object *top, *floor = NULL;
1384 sint16 x, y;
1385 1243
1386 if (QUERY_FLAG (op, FLAG_FREED)) 1244 op->remove ();
1387 {
1388 LOG (llevError, "Trying to insert freed object!\n");
1389 return NULL;
1390 }
1391 1245
1392 if (m == NULL) 1246#if 0
1393 { 1247 if (!m->active != !op->active)
1394 dump_object (op); 1248 if (m->active)
1395 LOG (llevError, "Trying to insert in null-map!\n%s\n", errmsg); 1249 op->activate_recursive ();
1396 return op; 1250 else
1397 } 1251 op->deactivate_recursive ();
1252#endif
1398 1253
1399 if (out_of_map (m, op->x, op->y)) 1254 if (out_of_map (m, op->x, op->y))
1400 { 1255 {
1401 dump_object (op);
1402 LOG (llevError, "Trying to insert object outside the map.\n%s\n", errmsg); 1256 LOG (llevError, "Trying to insert object outside the map.\n%s\n", op->debug_desc ());
1403#ifdef MANY_CORES 1257#ifdef MANY_CORES
1404 /* Better to catch this here, as otherwise the next use of this object 1258 /* Better to catch this here, as otherwise the next use of this object
1405 * is likely to cause a crash. Better to find out where it is getting 1259 * is likely to cause a crash. Better to find out where it is getting
1406 * improperly inserted. 1260 * improperly inserted.
1407 */ 1261 */
1408 abort (); 1262 abort ();
1409#endif 1263#endif
1410 return op; 1264 return op;
1411 } 1265 }
1412 1266
1413 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1267 if (object *more = op->more)
1414 { 1268 if (!insert_ob_in_map (more, m, originator, flag))
1415 dump_object (op);
1416 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", errmsg);
1417 return op; 1269 return 0;
1418 }
1419
1420 if (op->more != NULL)
1421 {
1422 /* The part may be on a different map. */
1423
1424 object *more = op->more;
1425
1426 /* We really need the caller to normalize coordinates - if
1427 * we set the map, that doesn't work if the location is within
1428 * a map and this is straddling an edge. So only if coordinate
1429 * is clear wrong do we normalize it.
1430 */
1431 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1432 more->map = get_map_from_coord (m, &more->x, &more->y);
1433 else if (!more->map)
1434 {
1435 /* For backwards compatibility - when not dealing with tiled maps,
1436 * more->map should always point to the parent.
1437 */
1438 more->map = m;
1439 }
1440
1441 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1442 {
1443 if (!op->head)
1444 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1445
1446 return NULL;
1447 }
1448 }
1449 1270
1450 CLEAR_FLAG (op, FLAG_REMOVED); 1271 CLEAR_FLAG (op, FLAG_REMOVED);
1451 1272
1452 /* Ideally, the caller figures this out. However, it complicates a lot 1273 /* Ideally, the caller figures this out. However, it complicates a lot
1453 * of areas of callers (eg, anything that uses find_free_spot would now 1274 * of areas of callers (eg, anything that uses find_free_spot would now
1454 * need extra work 1275 * need extra work
1455 */ 1276 */
1456 op->map = get_map_from_coord (m, &op->x, &op->y); 1277 if (!xy_normalise (m, op->x, op->y))
1457 x = op->x; 1278 return 0;
1458 y = op->y; 1279
1280 op->map = m;
1281 mapspace &ms = op->ms ();
1459 1282
1460 /* this has to be done after we translate the coordinates. 1283 /* this has to be done after we translate the coordinates.
1461 */ 1284 */
1462 if (op->nrof && !(flag & INS_NO_MERGE)) 1285 if (op->nrof && !(flag & INS_NO_MERGE))
1463 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1286 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1464 if (CAN_MERGE (op, tmp)) 1287 if (object::can_merge (op, tmp))
1465 { 1288 {
1466 op->nrof += tmp->nrof; 1289 op->nrof += tmp->nrof;
1467 remove_ob (tmp); 1290 tmp->destroy ();
1468 free_object (tmp);
1469 } 1291 }
1470 1292
1471 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1293 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1472 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1294 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1473 1295
1486 op->below = originator->below; 1308 op->below = originator->below;
1487 1309
1488 if (op->below) 1310 if (op->below)
1489 op->below->above = op; 1311 op->below->above = op;
1490 else 1312 else
1491 SET_MAP_OB (op->map, op->x, op->y, op); 1313 ms.bot = op;
1492 1314
1493 /* since *below* originator, no need to update top */ 1315 /* since *below* originator, no need to update top */
1494 originator->below = op; 1316 originator->below = op;
1495 } 1317 }
1496 else 1318 else
1497 { 1319 {
1320 top = ms.bot;
1321
1498 /* If there are other objects, then */ 1322 /* If there are other objects, then */
1499 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1323 if ((!(flag & INS_MAP_LOAD)) && top)
1500 { 1324 {
1501 object *last = NULL; 1325 object *last = 0;
1502 1326
1503 /* 1327 /*
1504 * If there are multiple objects on this space, we do some trickier handling. 1328 * If there are multiple objects on this space, we do some trickier handling.
1505 * We've already dealt with merging if appropriate. 1329 * We've already dealt with merging if appropriate.
1506 * Generally, we want to put the new object on top. But if 1330 * Generally, we want to put the new object on top. But if
1510 * once we get to them. This reduces the need to traverse over all of 1334 * once we get to them. This reduces the need to traverse over all of
1511 * them when adding another one - this saves quite a bit of cpu time 1335 * them when adding another one - this saves quite a bit of cpu time
1512 * when lots of spells are cast in one area. Currently, it is presumed 1336 * when lots of spells are cast in one area. Currently, it is presumed
1513 * that flying non pickable objects are spell objects. 1337 * that flying non pickable objects are spell objects.
1514 */ 1338 */
1515 1339 for (top = ms.bot; top; top = top->above)
1516 while (top != NULL)
1517 { 1340 {
1518 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1341 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1519 floor = top; 1342 floor = top;
1520 1343
1521 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1344 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1524 top = top->below; 1347 top = top->below;
1525 break; 1348 break;
1526 } 1349 }
1527 1350
1528 last = top; 1351 last = top;
1529 top = top->above;
1530 } 1352 }
1531 1353
1532 /* Don't want top to be NULL, so set it to the last valid object */ 1354 /* Don't want top to be NULL, so set it to the last valid object */
1533 top = last; 1355 top = last;
1534 1356
1536 * looks like instead of lots of conditions here. 1358 * looks like instead of lots of conditions here.
1537 * makes things faster, and effectively the same result. 1359 * makes things faster, and effectively the same result.
1538 */ 1360 */
1539 1361
1540 /* Have object 'fall below' other objects that block view. 1362 /* Have object 'fall below' other objects that block view.
1541 * Unless those objects are exits, type 66 1363 * Unless those objects are exits.
1542 * If INS_ON_TOP is used, don't do this processing 1364 * If INS_ON_TOP is used, don't do this processing
1543 * Need to find the object that in fact blocks view, otherwise 1365 * Need to find the object that in fact blocks view, otherwise
1544 * stacking is a bit odd. 1366 * stacking is a bit odd.
1545 */ 1367 */
1546 if (!(flag & INS_ON_TOP) && 1368 if (!(flag & INS_ON_TOP)
1547 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1369 && ms.flags () & P_BLOCKSVIEW
1370 && (op->face && !faces [op->face].visibility))
1548 { 1371 {
1549 for (last = top; last != floor; last = last->below) 1372 for (last = top; last != floor; last = last->below)
1550 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1373 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1551 break; 1374 break;
1375
1552 /* Check to see if we found the object that blocks view, 1376 /* Check to see if we found the object that blocks view,
1553 * and make sure we have a below pointer for it so that 1377 * and make sure we have a below pointer for it so that
1554 * we can get inserted below this one, which requires we 1378 * we can get inserted below this one, which requires we
1555 * set top to the object below us. 1379 * set top to the object below us.
1556 */ 1380 */
1558 top = last->below; 1382 top = last->below;
1559 } 1383 }
1560 } /* If objects on this space */ 1384 } /* If objects on this space */
1561 1385
1562 if (flag & INS_MAP_LOAD) 1386 if (flag & INS_MAP_LOAD)
1563 top = GET_MAP_TOP (op->map, op->x, op->y); 1387 top = ms.top;
1564 1388
1565 if (flag & INS_ABOVE_FLOOR_ONLY) 1389 if (flag & INS_ABOVE_FLOOR_ONLY)
1566 top = floor; 1390 top = floor;
1567 1391
1568 /* Top is the object that our object (op) is going to get inserted above. 1392 /* Top is the object that our object (op) is going to get inserted above.
1569 */ 1393 */
1570 1394
1571 /* First object on this space */ 1395 /* First object on this space */
1572 if (!top) 1396 if (!top)
1573 { 1397 {
1574 op->above = GET_MAP_OB (op->map, op->x, op->y); 1398 op->above = ms.bot;
1575 1399
1576 if (op->above) 1400 if (op->above)
1577 op->above->below = op; 1401 op->above->below = op;
1578 1402
1579 op->below = NULL; 1403 op->below = 0;
1580 SET_MAP_OB (op->map, op->x, op->y, op); 1404 ms.bot = op;
1581 } 1405 }
1582 else 1406 else
1583 { /* get inserted into the stack above top */ 1407 { /* get inserted into the stack above top */
1584 op->above = top->above; 1408 op->above = top->above;
1585 1409
1588 1412
1589 op->below = top; 1413 op->below = top;
1590 top->above = op; 1414 top->above = op;
1591 } 1415 }
1592 1416
1593 if (op->above == NULL) 1417 if (!op->above)
1594 SET_MAP_TOP (op->map, op->x, op->y, op); 1418 ms.top = op;
1595 } /* else not INS_BELOW_ORIGINATOR */ 1419 } /* else not INS_BELOW_ORIGINATOR */
1596 1420
1597 if (op->type == PLAYER) 1421 if (op->type == PLAYER)
1422 {
1598 op->contr->do_los = 1; 1423 op->contr->do_los = 1;
1424 ++op->map->players;
1425 op->map->touch ();
1426 }
1427
1428 op->map->dirty = true;
1599 1429
1600 /* If we have a floor, we know the player, if any, will be above 1430 /* If we have a floor, we know the player, if any, will be above
1601 * it, so save a few ticks and start from there. 1431 * it, so save a few ticks and start from there.
1602 */ 1432 */
1603 if (!(flag & INS_MAP_LOAD)) 1433 if (!(flag & INS_MAP_LOAD))
1604 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1434 if (object *pl = ms.player ())
1605 if (tmp->type == PLAYER) 1435 if (pl->contr->ns)
1606 tmp->contr->socket.update_look = 1; 1436 pl->contr->ns->floorbox_update ();
1607 1437
1608 /* If this object glows, it may affect lighting conditions that are 1438 /* If this object glows, it may affect lighting conditions that are
1609 * visible to others on this map. But update_all_los is really 1439 * visible to others on this map. But update_all_los is really
1610 * an inefficient way to do this, as it means los for all players 1440 * an inefficient way to do this, as it means los for all players
1611 * on the map will get recalculated. The players could very well 1441 * on the map will get recalculated. The players could very well
1612 * be far away from this change and not affected in any way - 1442 * be far away from this change and not affected in any way -
1613 * this should get redone to only look for players within range, 1443 * this should get redone to only look for players within range,
1614 * or just updating the P_NEED_UPDATE for spaces within this area 1444 * or just updating the P_UPTODATE for spaces within this area
1615 * of effect may be sufficient. 1445 * of effect may be sufficient.
1616 */ 1446 */
1617 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1447 if (op->map->darkness && (op->glow_radius != 0))
1618 update_all_los (op->map, op->x, op->y); 1448 update_all_los (op->map, op->x, op->y);
1619 1449
1620 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1450 /* updates flags (blocked, alive, no magic, etc) for this map space */
1621 update_object (op, UP_OBJ_INSERT); 1451 update_object (op, UP_OBJ_INSERT);
1622 1452
1453 INVOKE_OBJECT (INSERT, op);
1454
1623 /* Don't know if moving this to the end will break anything. However, 1455 /* Don't know if moving this to the end will break anything. However,
1624 * we want to have update_look set above before calling this. 1456 * we want to have floorbox_update called before calling this.
1625 * 1457 *
1626 * check_move_on() must be after this because code called from 1458 * check_move_on() must be after this because code called from
1627 * check_move_on() depends on correct map flags (so functions like 1459 * check_move_on() depends on correct map flags (so functions like
1628 * blocked() and wall() work properly), and these flags are updated by 1460 * blocked() and wall() work properly), and these flags are updated by
1629 * update_object(). 1461 * update_object().
1630 */ 1462 */
1631 1463
1632 /* if this is not the head or flag has been passed, don't check walk on status */ 1464 /* if this is not the head or flag has been passed, don't check walk on status */
1633 if (!(flag & INS_NO_WALK_ON) && !op->head) 1465 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1634 { 1466 {
1635 if (check_move_on (op, originator)) 1467 if (check_move_on (op, originator))
1636 return NULL; 1468 return 0;
1637 1469
1638 /* If we are a multi part object, lets work our way through the check 1470 /* If we are a multi part object, lets work our way through the check
1639 * walk on's. 1471 * walk on's.
1640 */ 1472 */
1641 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1473 for (object *tmp = op->more; tmp; tmp = tmp->more)
1642 if (check_move_on (tmp, originator)) 1474 if (check_move_on (tmp, originator))
1643 return NULL; 1475 return 0;
1644 } 1476 }
1645 1477
1646 return op; 1478 return op;
1647} 1479}
1648 1480
1649/* this function inserts an object in the map, but if it 1481/* this function inserts an object in the map, but if it
1650 * finds an object of its own type, it'll remove that one first. 1482 * finds an object of its own type, it'll remove that one first.
1651 * op is the object to insert it under: supplies x and the map. 1483 * op is the object to insert it under: supplies x and the map.
1652 */ 1484 */
1653void 1485void
1654replace_insert_ob_in_map (const char *arch_string, object *op) 1486replace_insert_ob_in_map (const char *arch_string, object *op)
1655{ 1487{
1656 object * 1488 object *tmp, *tmp1;
1657 tmp;
1658 object *
1659 tmp1;
1660 1489
1661 /* first search for itself and remove any old instances */ 1490 /* first search for itself and remove any old instances */
1662 1491
1663 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1492 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1664 {
1665 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1493 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1666 { 1494 tmp->destroy ();
1667 remove_ob (tmp);
1668 free_object (tmp);
1669 }
1670 }
1671 1495
1672 tmp1 = arch_to_object (find_archetype (arch_string)); 1496 tmp1 = arch_to_object (archetype::find (arch_string));
1673 1497
1674 tmp1->x = op->x; 1498 tmp1->x = op->x;
1675 tmp1->y = op->y; 1499 tmp1->y = op->y;
1676 insert_ob_in_map (tmp1, op->map, op, 0); 1500 insert_ob_in_map (tmp1, op->map, op, 0);
1501}
1502
1503object *
1504object::insert_at (object *where, object *originator, int flags)
1505{
1506 return where->map->insert (this, where->x, where->y, originator, flags);
1677} 1507}
1678 1508
1679/* 1509/*
1680 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1510 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1681 * is returned contains nr objects, and the remaining parts contains 1511 * is returned contains nr objects, and the remaining parts contains
1682 * the rest (or is removed and freed if that number is 0). 1512 * the rest (or is removed and freed if that number is 0).
1683 * On failure, NULL is returned, and the reason put into the 1513 * On failure, NULL is returned, and the reason put into the
1684 * global static errmsg array. 1514 * global static errmsg array.
1685 */ 1515 */
1686
1687object * 1516object *
1688get_split_ob (object *orig_ob, uint32 nr) 1517get_split_ob (object *orig_ob, uint32 nr)
1689{ 1518{
1690 object * 1519 object *newob;
1691 newob;
1692 int
1693 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1520 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1694 1521
1695 if (orig_ob->nrof < nr) 1522 if (orig_ob->nrof < nr)
1696 { 1523 {
1697 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name); 1524 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1698 return NULL; 1525 return NULL;
1699 } 1526 }
1700 1527
1701 newob = object_create_clone (orig_ob); 1528 newob = object_create_clone (orig_ob);
1702 1529
1703 if ((orig_ob->nrof -= nr) < 1) 1530 if ((orig_ob->nrof -= nr) < 1)
1704 { 1531 orig_ob->destroy (1);
1705 if (!is_removed)
1706 remove_ob (orig_ob);
1707 free_object2 (orig_ob, 1);
1708 }
1709 else if (!is_removed) 1532 else if (!is_removed)
1710 { 1533 {
1711 if (orig_ob->env != NULL) 1534 if (orig_ob->env != NULL)
1712 sub_weight (orig_ob->env, orig_ob->weight * nr); 1535 sub_weight (orig_ob->env, orig_ob->weight * nr);
1713 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY) 1536 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1728 * the amount of an object. If the amount reaches 0, the object 1551 * the amount of an object. If the amount reaches 0, the object
1729 * is subsequently removed and freed. 1552 * is subsequently removed and freed.
1730 * 1553 *
1731 * Return value: 'op' if something is left, NULL if the amount reached 0 1554 * Return value: 'op' if something is left, NULL if the amount reached 0
1732 */ 1555 */
1733
1734object * 1556object *
1735decrease_ob_nr (object *op, uint32 i) 1557decrease_ob_nr (object *op, uint32 i)
1736{ 1558{
1737 object *tmp; 1559 object *tmp;
1738 player *pl;
1739 1560
1740 if (i == 0) /* objects with op->nrof require this check */ 1561 if (i == 0) /* objects with op->nrof require this check */
1741 return op; 1562 return op;
1742 1563
1743 if (i > op->nrof) 1564 if (i > op->nrof)
1744 i = op->nrof; 1565 i = op->nrof;
1745 1566
1746 if (QUERY_FLAG (op, FLAG_REMOVED)) 1567 if (QUERY_FLAG (op, FLAG_REMOVED))
1747 op->nrof -= i; 1568 op->nrof -= i;
1748 else if (op->env != NULL) 1569 else if (op->env)
1749 { 1570 {
1750 /* is this object in the players inventory, or sub container 1571 /* is this object in the players inventory, or sub container
1751 * therein? 1572 * therein?
1752 */ 1573 */
1753 tmp = is_player_inv (op->env); 1574 tmp = op->in_player ();
1754 /* nope. Is this a container the player has opened? 1575 /* nope. Is this a container the player has opened?
1755 * If so, set tmp to that player. 1576 * If so, set tmp to that player.
1756 * IMO, searching through all the players will mostly 1577 * IMO, searching through all the players will mostly
1757 * likely be quicker than following op->env to the map, 1578 * likely be quicker than following op->env to the map,
1758 * and then searching the map for a player. 1579 * and then searching the map for a player.
1759 */ 1580 */
1760 if (!tmp) 1581 if (!tmp)
1761 { 1582 for_all_players (pl)
1762 for (pl = first_player; pl; pl = pl->next)
1763 if (pl->ob->container == op->env) 1583 if (pl->ob->container == op->env)
1584 {
1585 tmp = pl->ob;
1764 break; 1586 break;
1765 if (pl)
1766 tmp = pl->ob;
1767 else
1768 tmp = NULL;
1769 } 1587 }
1770 1588
1771 if (i < op->nrof) 1589 if (i < op->nrof)
1772 { 1590 {
1773 sub_weight (op->env, op->weight * i); 1591 sub_weight (op->env, op->weight * i);
1774 op->nrof -= i; 1592 op->nrof -= i;
1775 if (tmp) 1593 if (tmp)
1776 {
1777 esrv_send_item (tmp, op); 1594 esrv_send_item (tmp, op);
1778 }
1779 } 1595 }
1780 else 1596 else
1781 { 1597 {
1782 remove_ob (op); 1598 op->remove ();
1783 op->nrof = 0; 1599 op->nrof = 0;
1784 if (tmp) 1600 if (tmp)
1785 {
1786 esrv_del_item (tmp->contr, op->count); 1601 esrv_del_item (tmp->contr, op->count);
1787 }
1788 } 1602 }
1789 } 1603 }
1790 else 1604 else
1791 { 1605 {
1792 object *above = op->above; 1606 object *above = op->above;
1793 1607
1794 if (i < op->nrof) 1608 if (i < op->nrof)
1795 op->nrof -= i; 1609 op->nrof -= i;
1796 else 1610 else
1797 { 1611 {
1798 remove_ob (op); 1612 op->remove ();
1799 op->nrof = 0; 1613 op->nrof = 0;
1800 } 1614 }
1801 1615
1802 /* Since we just removed op, op->above is null */ 1616 /* Since we just removed op, op->above is null */
1803 for (tmp = above; tmp != NULL; tmp = tmp->above) 1617 for (tmp = above; tmp; tmp = tmp->above)
1804 if (tmp->type == PLAYER) 1618 if (tmp->type == PLAYER)
1805 { 1619 {
1806 if (op->nrof) 1620 if (op->nrof)
1807 esrv_send_item (tmp, op); 1621 esrv_send_item (tmp, op);
1808 else 1622 else
1812 1626
1813 if (op->nrof) 1627 if (op->nrof)
1814 return op; 1628 return op;
1815 else 1629 else
1816 { 1630 {
1817 free_object (op); 1631 op->destroy ();
1818 return NULL; 1632 return 0;
1819 } 1633 }
1820} 1634}
1821 1635
1822/* 1636/*
1823 * add_weight(object, weight) adds the specified weight to an object, 1637 * add_weight(object, weight) adds the specified weight to an object,
1824 * and also updates how much the environment(s) is/are carrying. 1638 * and also updates how much the environment(s) is/are carrying.
1825 */ 1639 */
1826
1827void 1640void
1828add_weight (object *op, signed long weight) 1641add_weight (object *op, signed long weight)
1829{ 1642{
1830 while (op != NULL) 1643 while (op != NULL)
1831 { 1644 {
1835 op->carrying += weight; 1648 op->carrying += weight;
1836 op = op->env; 1649 op = op->env;
1837 } 1650 }
1838} 1651}
1839 1652
1653object *
1654insert_ob_in_ob (object *op, object *where)
1655{
1656 if (!where)
1657 {
1658 char *dump = dump_object (op);
1659 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1660 free (dump);
1661 return op;
1662 }
1663
1664 if (where->head_ () != where)
1665 {
1666 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1667 where = where->head;
1668 }
1669
1670 return where->insert (op);
1671}
1672
1840/* 1673/*
1841 * insert_ob_in_ob(op,environment): 1674 * env->insert (op)
1842 * This function inserts the object op in the linked list 1675 * This function inserts the object op in the linked list
1843 * inside the object environment. 1676 * inside the object environment.
1844 * 1677 *
1845 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1846 * the inventory at the last position or next to other objects of the same
1847 * type.
1848 * Frank: Now sorted by type, archetype and magic!
1849 *
1850 * The function returns now pointer to inserted item, and return value can 1678 * The function returns now pointer to inserted item, and return value can
1851 * be != op, if items are merged. -Tero 1679 * be != op, if items are merged. -Tero
1852 */ 1680 */
1853
1854object * 1681object *
1855insert_ob_in_ob (object *op, object *where) 1682object::insert (object *op)
1856{ 1683{
1857 object * 1684 object *tmp, *otmp;
1858 tmp, *
1859 otmp;
1860 1685
1861 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1686 if (!QUERY_FLAG (op, FLAG_REMOVED))
1862 { 1687 op->remove ();
1863 dump_object (op);
1864 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", errmsg);
1865 return op;
1866 }
1867
1868 if (where == NULL)
1869 {
1870 dump_object (op);
1871 LOG (llevError, "Trying to put object in NULL.\n%s\n", errmsg);
1872 return op;
1873 }
1874
1875 if (where->head)
1876 {
1877 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n");
1878 where = where->head;
1879 }
1880 1688
1881 if (op->more) 1689 if (op->more)
1882 { 1690 {
1883 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1691 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1884 return op; 1692 return op;
1886 1694
1887 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1695 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1888 CLEAR_FLAG (op, FLAG_REMOVED); 1696 CLEAR_FLAG (op, FLAG_REMOVED);
1889 if (op->nrof) 1697 if (op->nrof)
1890 { 1698 {
1891 for (tmp = where->inv; tmp != NULL; tmp = tmp->below) 1699 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1892 if (CAN_MERGE (tmp, op)) 1700 if (object::can_merge (tmp, op))
1893 { 1701 {
1894 /* return the original object and remove inserted object 1702 /* return the original object and remove inserted object
1895 (client needs the original object) */ 1703 (client needs the original object) */
1896 tmp->nrof += op->nrof; 1704 tmp->nrof += op->nrof;
1897 /* Weight handling gets pretty funky. Since we are adding to 1705 /* Weight handling gets pretty funky. Since we are adding to
1898 * tmp->nrof, we need to increase the weight. 1706 * tmp->nrof, we need to increase the weight.
1899 */ 1707 */
1900 add_weight (where, op->weight * op->nrof); 1708 add_weight (this, op->weight * op->nrof);
1901 SET_FLAG (op, FLAG_REMOVED); 1709 SET_FLAG (op, FLAG_REMOVED);
1902 free_object (op); /* free the inserted object */ 1710 op->destroy (); /* free the inserted object */
1903 op = tmp; 1711 op = tmp;
1904 remove_ob (op); /* and fix old object's links */ 1712 op->remove (); /* and fix old object's links */
1905 CLEAR_FLAG (op, FLAG_REMOVED); 1713 CLEAR_FLAG (op, FLAG_REMOVED);
1906 break; 1714 break;
1907 } 1715 }
1908 1716
1909 /* I assume combined objects have no inventory 1717 /* I assume combined objects have no inventory
1910 * We add the weight - this object could have just been removed 1718 * We add the weight - this object could have just been removed
1911 * (if it was possible to merge). calling remove_ob will subtract 1719 * (if it was possible to merge). calling remove_ob will subtract
1912 * the weight, so we need to add it in again, since we actually do 1720 * the weight, so we need to add it in again, since we actually do
1913 * the linking below 1721 * the linking below
1914 */ 1722 */
1915 add_weight (where, op->weight * op->nrof); 1723 add_weight (this, op->weight * op->nrof);
1916 } 1724 }
1917 else 1725 else
1918 add_weight (where, (op->weight + op->carrying)); 1726 add_weight (this, (op->weight + op->carrying));
1919 1727
1920 otmp = is_player_inv (where); 1728 otmp = this->in_player ();
1921 if (otmp && otmp->contr != NULL) 1729 if (otmp && otmp->contr)
1922 {
1923 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1730 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1924 fix_player (otmp); 1731 otmp->update_stats ();
1925 }
1926 1732
1927 op->map = NULL; 1733 op->map = 0;
1928 op->env = where; 1734 op->env = this;
1929 op->above = NULL; 1735 op->above = 0;
1930 op->below = NULL; 1736 op->below = 0;
1931 op->x = 0, op->y = 0; 1737 op->x = 0, op->y = 0;
1932 1738
1933 /* reset the light list and los of the players on the map */ 1739 /* reset the light list and los of the players on the map */
1934 if ((op->glow_radius != 0) && where->map) 1740 if ((op->glow_radius != 0) && map)
1935 { 1741 {
1936#ifdef DEBUG_LIGHTS 1742#ifdef DEBUG_LIGHTS
1937 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1743 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1938#endif /* DEBUG_LIGHTS */ 1744#endif /* DEBUG_LIGHTS */
1939 if (MAP_DARKNESS (where->map)) 1745 if (map->darkness)
1940 update_all_los (where->map, where->x, where->y); 1746 update_all_los (map, x, y);
1941 } 1747 }
1942 1748
1943 /* Client has no idea of ordering so lets not bother ordering it here. 1749 /* Client has no idea of ordering so lets not bother ordering it here.
1944 * It sure simplifies this function... 1750 * It sure simplifies this function...
1945 */ 1751 */
1946 if (where->inv == NULL) 1752 if (!inv)
1947 where->inv = op; 1753 inv = op;
1948 else 1754 else
1949 { 1755 {
1950 op->below = where->inv; 1756 op->below = inv;
1951 op->below->above = op; 1757 op->below->above = op;
1952 where->inv = op; 1758 inv = op;
1953 } 1759 }
1760
1761 INVOKE_OBJECT (INSERT, this);
1762
1954 return op; 1763 return op;
1955} 1764}
1956 1765
1957/* 1766/*
1958 * Checks if any objects has a move_type that matches objects 1767 * Checks if any objects has a move_type that matches objects
1972 * 1781 *
1973 * MSW 2001-07-08: Check all objects on space, not just those below 1782 * MSW 2001-07-08: Check all objects on space, not just those below
1974 * object being inserted. insert_ob_in_map may not put new objects 1783 * object being inserted. insert_ob_in_map may not put new objects
1975 * on top. 1784 * on top.
1976 */ 1785 */
1977
1978int 1786int
1979check_move_on (object *op, object *originator) 1787check_move_on (object *op, object *originator)
1980{ 1788{
1981 object * 1789 object *tmp;
1982 tmp; 1790 maptile *m = op->map;
1983 tag_t
1984 tag;
1985 mapstruct *
1986 m = op->map;
1987 int
1988 x = op->x, y = op->y; 1791 int x = op->x, y = op->y;
1989 1792
1990 MoveType 1793 MoveType move_on, move_slow, move_block;
1991 move_on,
1992 move_slow,
1993 move_block;
1994 1794
1995 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1795 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1996 return 0; 1796 return 0;
1997
1998 tag = op->count;
1999 1797
2000 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1798 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
2001 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1799 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
2002 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1800 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
2003 1801
2019 1817
2020 /* The objects have to be checked from top to bottom. 1818 /* The objects have to be checked from top to bottom.
2021 * Hence, we first go to the top: 1819 * Hence, we first go to the top:
2022 */ 1820 */
2023 1821
2024 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1822 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
2025 { 1823 {
2026 /* Trim the search when we find the first other spell effect 1824 /* Trim the search when we find the first other spell effect
2027 * this helps performance so that if a space has 50 spell objects, 1825 * this helps performance so that if a space has 50 spell objects,
2028 * we don't need to check all of them. 1826 * we don't need to check all of them.
2029 */ 1827 */
2047 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1845 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
2048 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1846 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
2049 { 1847 {
2050 1848
2051 float 1849 float
2052 diff = tmp->move_slow_penalty * FABS (op->speed); 1850 diff = tmp->move_slow_penalty * fabs (op->speed);
2053 1851
2054 if (op->type == PLAYER) 1852 if (op->type == PLAYER)
2055 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1853 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
2056 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1854 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
2057 diff /= 4.0; 1855 diff /= 4.0;
2064 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1862 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
2065 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0)) 1863 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
2066 { 1864 {
2067 move_apply (tmp, op, originator); 1865 move_apply (tmp, op, originator);
2068 1866
2069 if (was_destroyed (op, tag)) 1867 if (op->destroyed ())
2070 return 1; 1868 return 1;
2071 1869
2072 /* what the person/creature stepped onto has moved the object 1870 /* what the person/creature stepped onto has moved the object
2073 * someplace new. Don't process any further - if we did, 1871 * someplace new. Don't process any further - if we did,
2074 * have a feeling strange problems would result. 1872 * have a feeling strange problems would result.
2084/* 1882/*
2085 * present_arch(arch, map, x, y) searches for any objects with 1883 * present_arch(arch, map, x, y) searches for any objects with
2086 * a matching archetype at the given map and coordinates. 1884 * a matching archetype at the given map and coordinates.
2087 * The first matching object is returned, or NULL if none. 1885 * The first matching object is returned, or NULL if none.
2088 */ 1886 */
2089
2090object * 1887object *
2091present_arch (const archetype *at, mapstruct *m, int x, int y) 1888present_arch (const archetype *at, maptile *m, int x, int y)
2092{ 1889{
2093 object *
2094 tmp;
2095
2096 if (m == NULL || out_of_map (m, x, y)) 1890 if (!m || out_of_map (m, x, y))
2097 { 1891 {
2098 LOG (llevError, "Present_arch called outside map.\n"); 1892 LOG (llevError, "Present_arch called outside map.\n");
2099 return NULL; 1893 return NULL;
2100 } 1894 }
2101 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1895
1896 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2102 if (tmp->arch == at) 1897 if (tmp->arch == at)
2103 return tmp; 1898 return tmp;
1899
2104 return NULL; 1900 return NULL;
2105} 1901}
2106 1902
2107/* 1903/*
2108 * present(type, map, x, y) searches for any objects with 1904 * present(type, map, x, y) searches for any objects with
2109 * a matching type variable at the given map and coordinates. 1905 * a matching type variable at the given map and coordinates.
2110 * The first matching object is returned, or NULL if none. 1906 * The first matching object is returned, or NULL if none.
2111 */ 1907 */
2112
2113object * 1908object *
2114present (unsigned char type, mapstruct *m, int x, int y) 1909present (unsigned char type, maptile *m, int x, int y)
2115{ 1910{
2116 object *
2117 tmp;
2118
2119 if (out_of_map (m, x, y)) 1911 if (out_of_map (m, x, y))
2120 { 1912 {
2121 LOG (llevError, "Present called outside map.\n"); 1913 LOG (llevError, "Present called outside map.\n");
2122 return NULL; 1914 return NULL;
2123 } 1915 }
2124 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1916
1917 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2125 if (tmp->type == type) 1918 if (tmp->type == type)
2126 return tmp; 1919 return tmp;
1920
2127 return NULL; 1921 return NULL;
2128} 1922}
2129 1923
2130/* 1924/*
2131 * present_in_ob(type, object) searches for any objects with 1925 * present_in_ob(type, object) searches for any objects with
2132 * a matching type variable in the inventory of the given object. 1926 * a matching type variable in the inventory of the given object.
2133 * The first matching object is returned, or NULL if none. 1927 * The first matching object is returned, or NULL if none.
2134 */ 1928 */
2135
2136object * 1929object *
2137present_in_ob (unsigned char type, const object *op) 1930present_in_ob (unsigned char type, const object *op)
2138{ 1931{
2139 object *
2140 tmp;
2141
2142 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1932 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2143 if (tmp->type == type) 1933 if (tmp->type == type)
2144 return tmp; 1934 return tmp;
1935
2145 return NULL; 1936 return NULL;
2146} 1937}
2147 1938
2148/* 1939/*
2149 * present_in_ob (type, str, object) searches for any objects with 1940 * present_in_ob (type, str, object) searches for any objects with
2157 * str is the string to match against. Note that we match against 1948 * str is the string to match against. Note that we match against
2158 * the object name, not the archetype name. this is so that the 1949 * the object name, not the archetype name. this is so that the
2159 * spell code can use one object type (force), but change it's name 1950 * spell code can use one object type (force), but change it's name
2160 * to be unique. 1951 * to be unique.
2161 */ 1952 */
2162
2163object * 1953object *
2164present_in_ob_by_name (int type, const char *str, const object *op) 1954present_in_ob_by_name (int type, const char *str, const object *op)
2165{ 1955{
2166 object *
2167 tmp;
2168
2169 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1956 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2170 {
2171 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1957 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2172 return tmp; 1958 return tmp;
2173 } 1959
2174 return NULL; 1960 return 0;
2175} 1961}
2176 1962
2177/* 1963/*
2178 * present_arch_in_ob(archetype, object) searches for any objects with 1964 * present_arch_in_ob(archetype, object) searches for any objects with
2179 * a matching archetype in the inventory of the given object. 1965 * a matching archetype in the inventory of the given object.
2180 * The first matching object is returned, or NULL if none. 1966 * The first matching object is returned, or NULL if none.
2181 */ 1967 */
2182
2183object * 1968object *
2184present_arch_in_ob (const archetype *at, const object *op) 1969present_arch_in_ob (const archetype *at, const object *op)
2185{ 1970{
2186 object *
2187 tmp;
2188
2189 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1971 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2190 if (tmp->arch == at) 1972 if (tmp->arch == at)
2191 return tmp; 1973 return tmp;
1974
2192 return NULL; 1975 return NULL;
2193} 1976}
2194 1977
2195/* 1978/*
2196 * activate recursively a flag on an object inventory 1979 * activate recursively a flag on an object inventory
2197 */ 1980 */
2198void 1981void
2199flag_inv (object *op, int flag) 1982flag_inv (object *op, int flag)
2200{ 1983{
2201 object *
2202 tmp;
2203
2204 if (op->inv) 1984 if (op->inv)
2205 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1985 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2206 { 1986 {
2207 SET_FLAG (tmp, flag); 1987 SET_FLAG (tmp, flag);
2208 flag_inv (tmp, flag); 1988 flag_inv (tmp, flag);
2209 } 1989 }
2210} /* 1990}
1991
1992/*
2211 * desactivate recursively a flag on an object inventory 1993 * deactivate recursively a flag on an object inventory
2212 */ 1994 */
2213void 1995void
2214unflag_inv (object *op, int flag) 1996unflag_inv (object *op, int flag)
2215{ 1997{
2216 object *
2217 tmp;
2218
2219 if (op->inv) 1998 if (op->inv)
2220 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1999 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2221 { 2000 {
2222 CLEAR_FLAG (tmp, flag); 2001 CLEAR_FLAG (tmp, flag);
2223 unflag_inv (tmp, flag); 2002 unflag_inv (tmp, flag);
2224 } 2003 }
2225}
2226
2227/*
2228 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2229 * all it's inventory (recursively).
2230 * If checksums are used, a player will get set_cheat called for
2231 * him/her-self and all object carried by a call to this function.
2232 */
2233
2234void
2235set_cheat (object *op)
2236{
2237 SET_FLAG (op, FLAG_WAS_WIZ);
2238 flag_inv (op, FLAG_WAS_WIZ);
2239} 2004}
2240 2005
2241/* 2006/*
2242 * find_free_spot(object, map, x, y, start, stop) will search for 2007 * find_free_spot(object, map, x, y, start, stop) will search for
2243 * a spot at the given map and coordinates which will be able to contain 2008 * a spot at the given map and coordinates which will be able to contain
2257 * because arch_blocked (now ob_blocked) needs to know the movement type 2022 * because arch_blocked (now ob_blocked) needs to know the movement type
2258 * to know if the space in question will block the object. We can't use 2023 * to know if the space in question will block the object. We can't use
2259 * the archetype because that isn't correct if the monster has been 2024 * the archetype because that isn't correct if the monster has been
2260 * customized, changed states, etc. 2025 * customized, changed states, etc.
2261 */ 2026 */
2262
2263int 2027int
2264find_free_spot (const object *ob, mapstruct *m, int x, int y, int start, int stop) 2028find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2265{ 2029{
2266 int
2267 i,
2268 index = 0, flag; 2030 int index = 0, flag;
2269 static int
2270 altern[SIZEOFFREE]; 2031 int altern[SIZEOFFREE];
2271 2032
2272 for (i = start; i < stop; i++) 2033 for (int i = start; i < stop; i++)
2273 { 2034 {
2274 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2035 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2275 if (!flag) 2036 if (!flag)
2276 altern[index++] = i; 2037 altern [index++] = i;
2277 2038
2278 /* Basically, if we find a wall on a space, we cut down the search size. 2039 /* Basically, if we find a wall on a space, we cut down the search size.
2279 * In this way, we won't return spaces that are on another side of a wall. 2040 * In this way, we won't return spaces that are on another side of a wall.
2280 * This mostly work, but it cuts down the search size in all directions - 2041 * This mostly work, but it cuts down the search size in all directions -
2281 * if the space being examined only has a wall to the north and empty 2042 * if the space being examined only has a wall to the north and empty
2282 * spaces in all the other directions, this will reduce the search space 2043 * spaces in all the other directions, this will reduce the search space
2283 * to only the spaces immediately surrounding the target area, and 2044 * to only the spaces immediately surrounding the target area, and
2284 * won't look 2 spaces south of the target space. 2045 * won't look 2 spaces south of the target space.
2285 */ 2046 */
2286 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 2047 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2287 stop = maxfree[i]; 2048 stop = maxfree[i];
2288 } 2049 }
2050
2289 if (!index) 2051 if (!index)
2290 return -1; 2052 return -1;
2053
2291 return altern[RANDOM () % index]; 2054 return altern [rndm (index)];
2292} 2055}
2293 2056
2294/* 2057/*
2295 * find_first_free_spot(archetype, mapstruct, x, y) works like 2058 * find_first_free_spot(archetype, maptile, x, y) works like
2296 * find_free_spot(), but it will search max number of squares. 2059 * find_free_spot(), but it will search max number of squares.
2297 * But it will return the first available spot, not a random choice. 2060 * But it will return the first available spot, not a random choice.
2298 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2061 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2299 */ 2062 */
2300
2301int 2063int
2302find_first_free_spot (const object *ob, mapstruct *m, int x, int y) 2064find_first_free_spot (const object *ob, maptile *m, int x, int y)
2303{ 2065{
2304 int
2305 i;
2306
2307 for (i = 0; i < SIZEOFFREE; i++) 2066 for (int i = 0; i < SIZEOFFREE; i++)
2308 {
2309 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2067 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2310 return i; 2068 return i;
2311 } 2069
2312 return -1; 2070 return -1;
2313} 2071}
2314 2072
2315/* 2073/*
2316 * The function permute(arr, begin, end) randomly reorders the array 2074 * The function permute(arr, begin, end) randomly reorders the array
2317 * arr[begin..end-1]. 2075 * arr[begin..end-1].
2076 * now uses a fisher-yates shuffle, old permute was broken
2318 */ 2077 */
2319static void 2078static void
2320permute (int *arr, int begin, int end) 2079permute (int *arr, int begin, int end)
2321{ 2080{
2322 int 2081 arr += begin;
2323 i,
2324 j,
2325 tmp,
2326 len;
2327
2328 len = end - begin; 2082 end -= begin;
2329 for (i = begin; i < end; i++)
2330 {
2331 j = begin + RANDOM () % len;
2332 2083
2333 tmp = arr[i]; 2084 while (--end)
2334 arr[i] = arr[j]; 2085 swap (arr [end], arr [rndm (end + 1)]);
2335 arr[j] = tmp;
2336 }
2337} 2086}
2338 2087
2339/* new function to make monster searching more efficient, and effective! 2088/* new function to make monster searching more efficient, and effective!
2340 * This basically returns a randomized array (in the passed pointer) of 2089 * This basically returns a randomized array (in the passed pointer) of
2341 * the spaces to find monsters. In this way, it won't always look for 2090 * the spaces to find monsters. In this way, it won't always look for
2344 * the 3x3 area will be searched, just not in a predictable order. 2093 * the 3x3 area will be searched, just not in a predictable order.
2345 */ 2094 */
2346void 2095void
2347get_search_arr (int *search_arr) 2096get_search_arr (int *search_arr)
2348{ 2097{
2349 int 2098 int i;
2350 i;
2351 2099
2352 for (i = 0; i < SIZEOFFREE; i++) 2100 for (i = 0; i < SIZEOFFREE; i++)
2353 {
2354 search_arr[i] = i; 2101 search_arr[i] = i;
2355 }
2356 2102
2357 permute (search_arr, 1, SIZEOFFREE1 + 1); 2103 permute (search_arr, 1, SIZEOFFREE1 + 1);
2358 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2104 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2359 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2105 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2360} 2106}
2369 * Perhaps incorrectly, but I'm making the assumption that exclude 2115 * Perhaps incorrectly, but I'm making the assumption that exclude
2370 * is actually want is going to try and move there. We need this info 2116 * is actually want is going to try and move there. We need this info
2371 * because we have to know what movement the thing looking to move 2117 * because we have to know what movement the thing looking to move
2372 * there is capable of. 2118 * there is capable of.
2373 */ 2119 */
2374
2375int 2120int
2376find_dir (mapstruct *m, int x, int y, object *exclude) 2121find_dir (maptile *m, int x, int y, object *exclude)
2377{ 2122{
2378 int
2379 i,
2380 max = SIZEOFFREE, mflags; 2123 int i, max = SIZEOFFREE, mflags;
2381 2124
2382 sint16 nx, ny; 2125 sint16 nx, ny;
2383 object * 2126 object *tmp;
2384 tmp; 2127 maptile *mp;
2385 mapstruct *
2386 mp;
2387 2128
2388 MoveType blocked, move_type; 2129 MoveType blocked, move_type;
2389 2130
2390 if (exclude && exclude->head) 2131 if (exclude && exclude->head_ () != exclude)
2391 { 2132 {
2392 exclude = exclude->head; 2133 exclude = exclude->head;
2393 move_type = exclude->move_type; 2134 move_type = exclude->move_type;
2394 } 2135 }
2395 else 2136 else
2403 mp = m; 2144 mp = m;
2404 nx = x + freearr_x[i]; 2145 nx = x + freearr_x[i];
2405 ny = y + freearr_y[i]; 2146 ny = y + freearr_y[i];
2406 2147
2407 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2148 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2149
2408 if (mflags & P_OUT_OF_MAP) 2150 if (mflags & P_OUT_OF_MAP)
2409 {
2410 max = maxfree[i]; 2151 max = maxfree[i];
2411 }
2412 else 2152 else
2413 { 2153 {
2414 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2154 mapspace &ms = mp->at (nx, ny);
2155
2156 blocked = ms.move_block;
2415 2157
2416 if ((move_type & blocked) == move_type) 2158 if ((move_type & blocked) == move_type)
2417 {
2418 max = maxfree[i]; 2159 max = maxfree[i];
2419 }
2420 else if (mflags & P_IS_ALIVE) 2160 else if (mflags & P_IS_ALIVE)
2421 { 2161 {
2422 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2162 for (tmp = ms.bot; tmp; tmp = tmp->above)
2423 { 2163 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2424 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2164 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2425 {
2426 break; 2165 break;
2427 } 2166
2428 }
2429 if (tmp) 2167 if (tmp)
2430 {
2431 return freedir[i]; 2168 return freedir[i];
2432 }
2433 } 2169 }
2434 } 2170 }
2435 } 2171 }
2172
2436 return 0; 2173 return 0;
2437} 2174}
2438 2175
2439/* 2176/*
2440 * distance(object 1, object 2) will return the square of the 2177 * distance(object 1, object 2) will return the square of the
2441 * distance between the two given objects. 2178 * distance between the two given objects.
2442 */ 2179 */
2443
2444int 2180int
2445distance (const object *ob1, const object *ob2) 2181distance (const object *ob1, const object *ob2)
2446{ 2182{
2447 int
2448 i;
2449
2450 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2183 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2451 return i;
2452} 2184}
2453 2185
2454/* 2186/*
2455 * find_dir_2(delta-x,delta-y) will return a direction in which 2187 * find_dir_2(delta-x,delta-y) will return a direction in which
2456 * an object which has subtracted the x and y coordinates of another 2188 * an object which has subtracted the x and y coordinates of another
2457 * object, needs to travel toward it. 2189 * object, needs to travel toward it.
2458 */ 2190 */
2459
2460int 2191int
2461find_dir_2 (int x, int y) 2192find_dir_2 (int x, int y)
2462{ 2193{
2463 int 2194 int q;
2464 q;
2465 2195
2466 if (y) 2196 if (y)
2467 q = x * 100 / y; 2197 q = x * 100 / y;
2468 else if (x) 2198 else if (x)
2469 q = -300 * x; 2199 q = -300 * x;
2494 2224
2495 return 3; 2225 return 3;
2496} 2226}
2497 2227
2498/* 2228/*
2499 * absdir(int): Returns a number between 1 and 8, which represent
2500 * the "absolute" direction of a number (it actually takes care of
2501 * "overflow" in previous calculations of a direction).
2502 */
2503
2504int
2505absdir (int d)
2506{
2507 while (d < 1)
2508 d += 8;
2509 while (d > 8)
2510 d -= 8;
2511 return d;
2512}
2513
2514/*
2515 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2229 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2516 * between two directions (which are expected to be absolute (see absdir()) 2230 * between two directions (which are expected to be absolute (see absdir())
2517 */ 2231 */
2518
2519int 2232int
2520dirdiff (int dir1, int dir2) 2233dirdiff (int dir1, int dir2)
2521{ 2234{
2522 int 2235 int d;
2523 d;
2524 2236
2525 d = abs (dir1 - dir2); 2237 d = abs (dir1 - dir2);
2526 if (d > 4) 2238 if (d > 4)
2527 d = 8 - d; 2239 d = 8 - d;
2240
2528 return d; 2241 return d;
2529} 2242}
2530 2243
2531/* peterm: 2244/* peterm:
2532 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2245 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2535 * This basically means that if direction is 15, then it could either go 2248 * This basically means that if direction is 15, then it could either go
2536 * direction 4, 14, or 16 to get back to where we are. 2249 * direction 4, 14, or 16 to get back to where we are.
2537 * Moved from spell_util.c to object.c with the other related direction 2250 * Moved from spell_util.c to object.c with the other related direction
2538 * functions. 2251 * functions.
2539 */ 2252 */
2540
2541int
2542 reduction_dir[SIZEOFFREE][3] = { 2253int reduction_dir[SIZEOFFREE][3] = {
2543 {0, 0, 0}, /* 0 */ 2254 {0, 0, 0}, /* 0 */
2544 {0, 0, 0}, /* 1 */ 2255 {0, 0, 0}, /* 1 */
2545 {0, 0, 0}, /* 2 */ 2256 {0, 0, 0}, /* 2 */
2546 {0, 0, 0}, /* 3 */ 2257 {0, 0, 0}, /* 3 */
2547 {0, 0, 0}, /* 4 */ 2258 {0, 0, 0}, /* 4 */
2595 * find a path to that monster that we found. If not, 2306 * find a path to that monster that we found. If not,
2596 * we don't bother going toward it. Returns 1 if we 2307 * we don't bother going toward it. Returns 1 if we
2597 * can see a direct way to get it 2308 * can see a direct way to get it
2598 * Modified to be map tile aware -.MSW 2309 * Modified to be map tile aware -.MSW
2599 */ 2310 */
2600
2601
2602int 2311int
2603can_see_monsterP (mapstruct *m, int x, int y, int dir) 2312can_see_monsterP (maptile *m, int x, int y, int dir)
2604{ 2313{
2605 sint16 dx, dy; 2314 sint16 dx, dy;
2606 int
2607 mflags; 2315 int mflags;
2608 2316
2609 if (dir < 0) 2317 if (dir < 0)
2610 return 0; /* exit condition: invalid direction */ 2318 return 0; /* exit condition: invalid direction */
2611 2319
2612 dx = x + freearr_x[dir]; 2320 dx = x + freearr_x[dir];
2625 return 0; 2333 return 0;
2626 2334
2627 /* yes, can see. */ 2335 /* yes, can see. */
2628 if (dir < 9) 2336 if (dir < 9)
2629 return 1; 2337 return 1;
2338
2630 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2339 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2631 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]); 2340 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2341 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2632} 2342}
2633
2634
2635 2343
2636/* 2344/*
2637 * can_pick(picker, item): finds out if an object is possible to be 2345 * can_pick(picker, item): finds out if an object is possible to be
2638 * picked up by the picker. Returnes 1 if it can be 2346 * picked up by the picker. Returnes 1 if it can be
2639 * picked up, otherwise 0. 2347 * picked up, otherwise 0.
2650 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2358 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2651 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2359 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2652 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2360 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2653} 2361}
2654 2362
2655
2656/* 2363/*
2657 * create clone from object to another 2364 * create clone from object to another
2658 */ 2365 */
2659object * 2366object *
2660object_create_clone (object *asrc) 2367object_create_clone (object *asrc)
2661{ 2368{
2662 object *
2663 dst = NULL, *tmp, *src, *part, *prev, *item; 2369 object *dst = 0, *tmp, *src, *prev, *item;
2664 2370
2665 if (!asrc) 2371 if (!asrc)
2666 return NULL; 2372 return 0;
2667 src = asrc; 2373
2668 if (src->head)
2669 src = src->head; 2374 src = asrc->head_ ();
2670 2375
2671 prev = NULL; 2376 prev = 0;
2672 for (part = src; part; part = part->more) 2377 for (object *part = src; part; part = part->more)
2673 { 2378 {
2674 tmp = get_object (); 2379 tmp = part->clone ();
2675 copy_object (part, tmp);
2676 tmp->x -= src->x; 2380 tmp->x -= src->x;
2677 tmp->y -= src->y; 2381 tmp->y -= src->y;
2382
2678 if (!part->head) 2383 if (!part->head)
2679 { 2384 {
2680 dst = tmp; 2385 dst = tmp;
2681 tmp->head = NULL; 2386 tmp->head = 0;
2682 } 2387 }
2683 else 2388 else
2684 {
2685 tmp->head = dst; 2389 tmp->head = dst;
2686 } 2390
2687 tmp->more = NULL; 2391 tmp->more = 0;
2392
2688 if (prev) 2393 if (prev)
2689 prev->more = tmp; 2394 prev->more = tmp;
2395
2690 prev = tmp; 2396 prev = tmp;
2691 } 2397 }
2692 2398
2693 /*** copy inventory ***/
2694 for (item = src->inv; item; item = item->below) 2399 for (item = src->inv; item; item = item->below)
2695 {
2696 (void) insert_ob_in_ob (object_create_clone (item), dst); 2400 insert_ob_in_ob (object_create_clone (item), dst);
2697 }
2698 2401
2699 return dst; 2402 return dst;
2700}
2701
2702/* return true if the object was destroyed, 0 otherwise */
2703int
2704was_destroyed (const object *op, tag_t old_tag)
2705{
2706 /* checking for FLAG_FREED isn't necessary, but makes this function more
2707 * robust */
2708 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2709}
2710
2711/* GROS - Creates an object using a string representing its content. */
2712
2713/* Basically, we save the content of the string to a temp file, then call */
2714
2715/* load_object on it. I admit it is a highly inefficient way to make things, */
2716
2717/* but it was simple to make and allows reusing the load_object function. */
2718
2719/* Remember not to use load_object_str in a time-critical situation. */
2720
2721/* Also remember that multiparts objects are not supported for now. */
2722
2723object *
2724load_object_str (const char *obstr)
2725{
2726 object *
2727 op;
2728 char
2729 filename[MAX_BUF];
2730
2731 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2732
2733 FILE *
2734 tempfile = fopen (filename, "w");
2735
2736 if (tempfile == NULL)
2737 {
2738 LOG (llevError, "Error - Unable to access load object temp file\n");
2739 return NULL;
2740 };
2741 fprintf (tempfile, obstr);
2742 fclose (tempfile);
2743
2744 op = get_object ();
2745
2746 object_thawer thawer (filename);
2747
2748 if (thawer)
2749 load_object (thawer, op, 0);
2750
2751 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2752 CLEAR_FLAG (op, FLAG_REMOVED);
2753
2754 return op;
2755} 2403}
2756 2404
2757/* This returns the first object in who's inventory that 2405/* This returns the first object in who's inventory that
2758 * has the same type and subtype match. 2406 * has the same type and subtype match.
2759 * returns NULL if no match. 2407 * returns NULL if no match.
2760 */ 2408 */
2761object * 2409object *
2762find_obj_by_type_subtype (const object *who, int type, int subtype) 2410find_obj_by_type_subtype (const object *who, int type, int subtype)
2763{ 2411{
2764 object *
2765 tmp;
2766
2767 for (tmp = who->inv; tmp; tmp = tmp->below) 2412 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2768 if (tmp->type == type && tmp->subtype == subtype) 2413 if (tmp->type == type && tmp->subtype == subtype)
2769 return tmp; 2414 return tmp;
2770 2415
2771 return NULL; 2416 return 0;
2772} 2417}
2773 2418
2774/* If ob has a field named key, return the link from the list, 2419/* If ob has a field named key, return the link from the list,
2775 * otherwise return NULL. 2420 * otherwise return NULL.
2776 * 2421 *
2778 * do the desired thing. 2423 * do the desired thing.
2779 */ 2424 */
2780key_value * 2425key_value *
2781get_ob_key_link (const object *ob, const char *key) 2426get_ob_key_link (const object *ob, const char *key)
2782{ 2427{
2783 key_value *
2784 link;
2785
2786 for (link = ob->key_values; link != NULL; link = link->next) 2428 for (key_value *link = ob->key_values; link; link = link->next)
2787 {
2788 if (link->key == key) 2429 if (link->key == key)
2789 {
2790 return link; 2430 return link;
2791 }
2792 }
2793 2431
2794 return NULL; 2432 return 0;
2795} 2433}
2796 2434
2797/* 2435/*
2798 * Returns the value of op has an extra_field for key, or NULL. 2436 * Returns the value of op has an extra_field for key, or NULL.
2799 * 2437 *
2824 if (link->key == canonical_key) 2462 if (link->key == canonical_key)
2825 return link->value; 2463 return link->value;
2826 2464
2827 return 0; 2465 return 0;
2828} 2466}
2829
2830 2467
2831/* 2468/*
2832 * Updates the canonical_key in op to value. 2469 * Updates the canonical_key in op to value.
2833 * 2470 *
2834 * canonical_key is a shared string (value doesn't have to be). 2471 * canonical_key is a shared string (value doesn't have to be).
2839 * Returns TRUE on success. 2476 * Returns TRUE on success.
2840 */ 2477 */
2841int 2478int
2842set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) 2479set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2843{ 2480{
2844 key_value *
2845 field = NULL, *last = NULL; 2481 key_value *field = NULL, *last = NULL;
2846 2482
2847 for (field = op->key_values; field != NULL; field = field->next) 2483 for (field = op->key_values; field != NULL; field = field->next)
2848 { 2484 {
2849 if (field->key != canonical_key) 2485 if (field->key != canonical_key)
2850 { 2486 {
2859 /* Basically, if the archetype has this key set, 2495 /* Basically, if the archetype has this key set,
2860 * we need to store the null value so when we save 2496 * we need to store the null value so when we save
2861 * it, we save the empty value so that when we load, 2497 * it, we save the empty value so that when we load,
2862 * we get this value back again. 2498 * we get this value back again.
2863 */ 2499 */
2864 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2500 if (get_ob_key_link (op->arch, canonical_key))
2865 field->value = 0; 2501 field->value = 0;
2866 else 2502 else
2867 { 2503 {
2868 if (last) 2504 if (last)
2869 last->next = field->next; 2505 last->next = field->next;
2878 /* IF we get here, key doesn't exist */ 2514 /* IF we get here, key doesn't exist */
2879 2515
2880 /* No field, we'll have to add it. */ 2516 /* No field, we'll have to add it. */
2881 2517
2882 if (!add_key) 2518 if (!add_key)
2883 {
2884 return FALSE; 2519 return FALSE;
2885 } 2520
2886 /* There isn't any good reason to store a null 2521 /* There isn't any good reason to store a null
2887 * value in the key/value list. If the archetype has 2522 * value in the key/value list. If the archetype has
2888 * this key, then we should also have it, so shouldn't 2523 * this key, then we should also have it, so shouldn't
2889 * be here. If user wants to store empty strings, 2524 * be here. If user wants to store empty strings,
2890 * should pass in "" 2525 * should pass in ""
2939 } 2574 }
2940 else 2575 else
2941 item = item->env; 2576 item = item->env;
2942} 2577}
2943 2578
2579
2580const char *
2581object::flag_desc (char *desc, int len) const
2582{
2583 char *p = desc;
2584 bool first = true;
2585
2586 *p = 0;
2587
2588 for (int i = 0; i < NUM_FLAGS; i++)
2589 {
2590 if (len <= 10) // magic constant!
2591 {
2592 snprintf (p, len, ",...");
2593 break;
2594 }
2595
2596 if (flag [i])
2597 {
2598 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2599 len -= cnt;
2600 p += cnt;
2601 first = false;
2602 }
2603 }
2604
2605 return desc;
2606}
2607
2944// return a suitable string describing an objetc in enough detail to find it 2608// return a suitable string describing an object in enough detail to find it
2945const char * 2609const char *
2946object::debug_desc (char *info) const 2610object::debug_desc (char *info) const
2947{ 2611{
2612 char flagdesc[512];
2948 char info2[256 * 3]; 2613 char info2[256 * 4];
2949 char *p = info; 2614 char *p = info;
2950 2615
2951 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2616 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2952 count, 2617 count, uuid.seq,
2953 &name, 2618 &name,
2954 title ? " " : "", 2619 title ? "\",title:\"" : "",
2955 title ? (const char *)title : ""); 2620 title ? (const char *)title : "",
2621 flag_desc (flagdesc, 512), type);
2956 2622
2957 if (env) 2623 if (env)
2958 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2624 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2959 2625
2960 if (map) 2626 if (map)
2961 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2627 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2962 2628
2963 return info; 2629 return info;
2964} 2630}
2965 2631
2966const char * 2632const char *
2967object::debug_desc () const 2633object::debug_desc () const
2968{ 2634{
2969 static char info[256 * 3]; 2635 static char info[3][256 * 4];
2636 static int info_idx;
2637
2970 return debug_desc (info); 2638 return debug_desc (info [++info_idx % 3]);
2971} 2639}
2972 2640
2641struct region *
2642object::region () const
2643{
2644 return map ? map->region (x, y)
2645 : region::default_region ();
2646}
2647
2648const materialtype_t *
2649object::dominant_material () const
2650{
2651 if (materialtype_t *mat = name_to_material (materialname))
2652 return mat;
2653
2654 // omfg this is slow, this has to be temporary :)
2655 shstr unknown ("unknown");
2656
2657 return name_to_material (unknown);
2658}
2659
2660void
2661object::open_container (object *new_container)
2662{
2663 if (container == new_container)
2664 return;
2665
2666 if (object *old_container = container)
2667 {
2668 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2669 return;
2670
2671#if 0
2672 // remove the "Close old_container" object.
2673 if (object *closer = old_container->inv)
2674 if (closer->type == CLOSE_CON)
2675 closer->destroy ();
2676#endif
2677
2678 old_container->flag [FLAG_APPLIED] = 0;
2679 container = 0;
2680
2681 esrv_update_item (UPD_FLAGS, this, old_container);
2682 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2683 }
2684
2685 if (new_container)
2686 {
2687 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2688 return;
2689
2690 // TODO: this does not seem to serve any purpose anymore?
2691#if 0
2692 // insert the "Close Container" object.
2693 if (archetype *closer = new_container->other_arch)
2694 {
2695 object *closer = arch_to_object (new_container->other_arch);
2696 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2697 new_container->insert (closer);
2698 }
2699#endif
2700
2701 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2702
2703 new_container->flag [FLAG_APPLIED] = 1;
2704 container = new_container;
2705
2706 esrv_update_item (UPD_FLAGS, this, new_container);
2707 esrv_send_inventory (this, new_container);
2708 }
2709}
2710
2711

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