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Comparing deliantra/server/common/object.C (file contents):
Revision 1.43 by root, Thu Sep 14 17:10:24 2006 UTC vs.
Revision 1.144 by root, Thu May 3 10:39:46 2007 UTC

1
2/* 1/*
3 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game
4 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
7 7 *
8 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
9 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
11 (at your option) any later version. 11 * (at your option) any later version.
12 12 *
13 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 GNU General Public License for more details. 16 * GNU General Public License for more details.
17 17 *
18 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 21 *
22 The authors can be reached via e-mail at crossfire-devel@real-time.com 22 * The authors can be reached via e-mail at <crossfire@schmorp.de>
23*/ 23 */
24 24
25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
26 sub/add_weight will transcend the environment updating the carrying 26 sub/add_weight will transcend the environment updating the carrying
27 variable. */ 27 variable. */
28#include <global.h> 28#include <global.h>
31#include <sys/uio.h> 31#include <sys/uio.h>
32#include <object.h> 32#include <object.h>
33#include <funcpoint.h> 33#include <funcpoint.h>
34#include <loader.h> 34#include <loader.h>
35 35
36#include <bitset>
37
36int nrofallocobjects = 0; 38int nrofallocobjects = 0;
37static UUID uuid; 39static UUID uuid;
38const uint64 UUID_SKIP = 1<<19; 40const uint64 UUID_SKIP = 1<<19;
39 41
40object *objects; /* Pointer to the list of used objects */ 42objectvec objects;
41object *active_objects; /* List of active objects that need to be processed */ 43activevec actives;
42 44
43short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 45short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
44 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 46 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
45}; 47};
46short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 48short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
106 _exit (1); 108 _exit (1);
107 } 109 }
108 110
109 uuid.seq = uid; 111 uuid.seq = uid;
110 write_uuid (); 112 write_uuid ();
111 LOG (llevDebug, "read UID: %lld\n", uid); 113 LOG (llevDebug, "read UID: %" PRId64 "\n", uid);
112 fclose (fp); 114 fclose (fp);
113} 115}
114 116
115UUID 117UUID
116gen_uuid () 118gen_uuid ()
141 * objects with lists are rare, and lists stay short. If not, use a 143 * objects with lists are rare, and lists stay short. If not, use a
142 * different structure or at least keep the lists sorted... 144 * different structure or at least keep the lists sorted...
143 */ 145 */
144 146
145 /* For each field in wants, */ 147 /* For each field in wants, */
146 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) 148 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
147 { 149 {
148 key_value *has_field; 150 key_value *has_field;
149 151
150 /* Look for a field in has with the same key. */ 152 /* Look for a field in has with the same key. */
151 has_field = get_ob_key_link (has, wants_field->key); 153 has_field = get_ob_key_link (has, wants_field->key);
185 * 187 *
186 * Note that this function appears a lot longer than the macro it 188 * Note that this function appears a lot longer than the macro it
187 * replaces - this is mostly for clarity - a decent compiler should hopefully 189 * replaces - this is mostly for clarity - a decent compiler should hopefully
188 * reduce this to the same efficiency. 190 * reduce this to the same efficiency.
189 * 191 *
190 * Check nrof variable *before* calling CAN_MERGE() 192 * Check nrof variable *before* calling can_merge()
191 * 193 *
192 * Improvements made with merge: Better checking on potion, and also 194 * Improvements made with merge: Better checking on potion, and also
193 * check weight 195 * check weight
194 */ 196 */
195
196bool object::can_merge (object *ob1, object *ob2) 197bool object::can_merge_slow (object *ob1, object *ob2)
197{ 198{
198 /* A couple quicksanity checks */ 199 /* A couple quicksanity checks */
199 if ((ob1 == ob2) || (ob1->type != ob2->type)) 200 if (ob1 == ob2
201 || ob1->type != ob2->type
202 || ob1->speed != ob2->speed
203 || ob1->value != ob2->value
204 || ob1->name != ob2->name)
200 return 0; 205 return 0;
201 206
202 if (ob1->speed != ob2->speed) 207 //TODO: this ain't working well, use nicer and correct overflow check
203 return 0;
204
205 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 208 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
206 * value could not be stored in a sint32 (which unfortunately sometimes is 209 * value could not be stored in a sint32 (which unfortunately sometimes is
207 * used to store nrof). 210 * used to store nrof).
208 */ 211 */
209 if (ob1->nrof + ob2->nrof >= 1UL << 31) 212 if (ob1->nrof + ob2->nrof >= 1UL << 31)
219 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 222 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
220 223
221 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 224 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
222 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 225 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
223 226
224 227 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
225 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something 228 || ob1->arch != ob2->arch
226 * being locked in inventory should prevent merging.
227 * 0x4 in flags3 is CLIENT_SENT
228 */
229 if ((ob1->arch != ob2->arch) ||
230 (ob1->flags[0] != ob2->flags[0]) ||
231 (ob1->flags[1] != ob2->flags[1]) ||
232 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
233 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
234 (ob1->name != ob2->name) || 229 || ob1->name != ob2->name
235 (ob1->title != ob2->title) || 230 || ob1->title != ob2->title
236 (ob1->msg != ob2->msg) || 231 || ob1->msg != ob2->msg
237 (ob1->weight != ob2->weight) || 232 || ob1->weight != ob2->weight
238 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) || 233 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
239 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) || 234 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
240 (ob1->attacktype != ob2->attacktype) || 235 || ob1->attacktype != ob2->attacktype
241 (ob1->magic != ob2->magic) || 236 || ob1->magic != ob2->magic
242 (ob1->slaying != ob2->slaying) || 237 || ob1->slaying != ob2->slaying
243 (ob1->skill != ob2->skill) || 238 || ob1->skill != ob2->skill
244 (ob1->value != ob2->value) || 239 || ob1->value != ob2->value
245 (ob1->animation_id != ob2->animation_id) || 240 || ob1->animation_id != ob2->animation_id
246 (ob1->client_type != ob2->client_type) || 241 || ob1->client_type != ob2->client_type
247 (ob1->materialname != ob2->materialname) || 242 || ob1->materialname != ob2->materialname
248 (ob1->lore != ob2->lore) || 243 || ob1->lore != ob2->lore
249 (ob1->subtype != ob2->subtype) || 244 || ob1->subtype != ob2->subtype
250 (ob1->move_type != ob2->move_type) || 245 || ob1->move_type != ob2->move_type
251 (ob1->move_block != ob2->move_block) || 246 || ob1->move_block != ob2->move_block
252 (ob1->move_allow != ob2->move_allow) || 247 || ob1->move_allow != ob2->move_allow
253 (ob1->move_on != ob2->move_on) || 248 || ob1->move_on != ob2->move_on
254 (ob1->move_off != ob2->move_off) || (ob1->move_slow != ob2->move_slow) || (ob1->move_slow_penalty != ob2->move_slow_penalty)) 249 || ob1->move_off != ob2->move_off
250 || ob1->move_slow != ob2->move_slow
251 || ob1->move_slow_penalty != ob2->move_slow_penalty)
255 return 0; 252 return 0;
256 253
257 /* This is really a spellbook check - really, we should 254 /* This is really a spellbook check - really, we should
258 * check all objects in the inventory. 255 * check all objects in the inventory.
259 */ 256 */
262 /* if one object has inventory but the other doesn't, not equiv */ 259 /* if one object has inventory but the other doesn't, not equiv */
263 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 260 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
264 return 0; 261 return 0;
265 262
266 /* Now check to see if the two inventory objects could merge */ 263 /* Now check to see if the two inventory objects could merge */
267 if (!CAN_MERGE (ob1->inv, ob2->inv)) 264 if (!object::can_merge (ob1->inv, ob2->inv))
268 return 0; 265 return 0;
269 266
270 /* inventory ok - still need to check rest of this object to see 267 /* inventory ok - still need to check rest of this object to see
271 * if it is valid. 268 * if it is valid.
272 */ 269 */
281 278
282 /* Note sure why the following is the case - either the object has to 279 /* Note sure why the following is the case - either the object has to
283 * be animated or have a very low speed. Is this an attempted monster 280 * be animated or have a very low speed. Is this an attempted monster
284 * check? 281 * check?
285 */ 282 */
286 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 283 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
287 return 0; 284 return 0;
288 285
289 switch (ob1->type) 286 switch (ob1->type)
290 { 287 {
291 case SCROLL: 288 case SCROLL:
327sum_weight (object *op) 324sum_weight (object *op)
328{ 325{
329 long sum; 326 long sum;
330 object *inv; 327 object *inv;
331 328
332 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 329 for (sum = 0, inv = op->inv; inv; inv = inv->below)
333 { 330 {
334 if (inv->inv) 331 if (inv->inv)
335 sum_weight (inv); 332 sum_weight (inv);
333
336 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 334 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
337 } 335 }
338 336
339 if (op->type == CONTAINER && op->stats.Str) 337 if (op->type == CONTAINER && op->stats.Str)
340 sum = (sum * (100 - op->stats.Str)) / 100; 338 sum = (sum * (100 - op->stats.Str)) / 100;
356 op = op->env; 354 op = op->env;
357 return op; 355 return op;
358} 356}
359 357
360/* 358/*
361 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
362 * a better check. We basically keeping traversing up until we can't
363 * or find a player.
364 */
365
366object *
367is_player_inv (object *op)
368{
369 for (; op != NULL && op->type != PLAYER; op = op->env)
370 if (op->env == op)
371 op->env = NULL;
372 return op;
373}
374
375/*
376 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 359 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
377 * Some error messages. 360 * Some error messages.
378 * The result of the dump is stored in the static global errmsg array. 361 * The result of the dump is stored in the static global errmsg array.
379 */ 362 */
380 363char *
381void
382dump_object2 (object *op)
383{
384 errmsg[0] = 0;
385 return;
386 //TODO//D#d#
387#if 0
388 char *cp;
389
390/* object *tmp;*/
391
392 if (op->arch != NULL)
393 {
394 strcat (errmsg, "arch ");
395 strcat (errmsg, op->arch->name ? op->arch->name : "(null)");
396 strcat (errmsg, "\n");
397 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
398 strcat (errmsg, cp);
399# if 0
400 /* Don't dump player diffs - they are too long, mostly meaningless, and
401 * will overflow the buffer.
402 * Changed so that we don't dump inventory either. This may
403 * also overflow the buffer.
404 */
405 if (op->type != PLAYER && (cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
406 strcat (errmsg, cp);
407 for (tmp = op->inv; tmp; tmp = tmp->below)
408 dump_object2 (tmp);
409# endif
410 strcat (errmsg, "end\n");
411 }
412 else
413 {
414 strcat (errmsg, "Object ");
415 if (op->name == NULL)
416 strcat (errmsg, "(null)");
417 else
418 strcat (errmsg, op->name);
419 strcat (errmsg, "\n");
420# if 0
421 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
422 strcat (errmsg, cp);
423 for (tmp = op->inv; tmp; tmp = tmp->below)
424 dump_object2 (tmp);
425# endif
426 strcat (errmsg, "end\n");
427 }
428#endif
429}
430
431/*
432 * Dumps an object. Returns output in the static global errmsg array.
433 */
434
435void
436dump_object (object *op) 364dump_object (object *op)
437{ 365{
438 if (op == NULL) 366 if (!op)
439 { 367 return strdup ("[NULLOBJ]");
440 strcpy (errmsg, "[NULL pointer]");
441 return;
442 }
443 errmsg[0] = '\0';
444 dump_object2 (op);
445}
446 368
447void 369 object_freezer freezer;
448dump_all_objects (void) 370 op->write (freezer);
449{ 371 return freezer.as_string ();
450 object *op;
451
452 for (op = objects; op != NULL; op = op->next)
453 {
454 dump_object (op);
455 fprintf (logfile, "Object %d\n:%s\n", op->count, errmsg);
456 }
457} 372}
458 373
459/* 374/*
460 * get_nearest_part(multi-object, object 2) returns the part of the 375 * get_nearest_part(multi-object, object 2) returns the part of the
461 * multi-object 1 which is closest to the second object. 376 * multi-object 1 which is closest to the second object.
477} 392}
478 393
479/* 394/*
480 * Returns the object which has the count-variable equal to the argument. 395 * Returns the object which has the count-variable equal to the argument.
481 */ 396 */
482
483object * 397object *
484find_object (tag_t i) 398find_object (tag_t i)
485{ 399{
486 object *op; 400 for_all_objects (op)
487
488 for (op = objects; op != NULL; op = op->next)
489 if (op->count == i) 401 if (op->count == i)
490 break;
491 return op; 402 return op;
403
404 return 0;
492} 405}
493 406
494/* 407/*
495 * Returns the first object which has a name equal to the argument. 408 * Returns the first object which has a name equal to the argument.
496 * Used only by the patch command, but not all that useful. 409 * Used only by the patch command, but not all that useful.
497 * Enables features like "patch <name-of-other-player> food 999" 410 * Enables features like "patch <name-of-other-player> food 999"
498 */ 411 */
499
500object * 412object *
501find_object_name (const char *str) 413find_object_name (const char *str)
502{ 414{
503 shstr_cmp str_ (str); 415 shstr_cmp str_ (str);
504 object *op; 416 object *op;
505 417
506 for (op = objects; op != NULL; op = op->next) 418 for_all_objects (op)
507 if (op->name == str_) 419 if (op->name == str_)
508 break; 420 break;
509 421
510 return op; 422 return op;
511} 423}
537 owner = owner->owner; 449 owner = owner->owner;
538 450
539 this->owner = owner; 451 this->owner = owner;
540} 452}
541 453
454void
455object::set_weapon (object *ob)
456{
457 if (current_weapon == ob)
458 return;
459
460 current_weapon = ob;
461 new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
462 update_stats ();
463}
464
542/* Zero the key_values on op, decrementing the shared-string 465/* Zero the key_values on op, decrementing the shared-string
543 * refcounts and freeing the links. 466 * refcounts and freeing the links.
544 */ 467 */
545static void 468static void
546free_key_values (object *op) 469free_key_values (object *op)
547{ 470{
548 for (key_value *i = op->key_values; i != 0;) 471 for (key_value *i = op->key_values; i; )
549 { 472 {
550 key_value *next = i->next; 473 key_value *next = i->next;
551 delete i; 474 delete i;
552 475
553 i = next; 476 i = next;
554 } 477 }
555 478
556 op->key_values = 0; 479 op->key_values = 0;
557} 480}
558 481
559void object::clear () 482object &
483object::operator =(const object &src)
560{ 484{
561 attachable_base::clear (); 485 bool is_freed = flag [FLAG_FREED];
486 bool is_removed = flag [FLAG_REMOVED];
562 487
563 free_key_values (this); 488 *(object_copy *)this = src;
564 489
565 owner = 0; 490 flag [FLAG_FREED] = is_freed;
566 name = 0; 491 flag [FLAG_REMOVED] = is_removed;
567 name_pl = 0;
568 title = 0;
569 race = 0;
570 slaying = 0;
571 skill = 0;
572 msg = 0;
573 lore = 0;
574 custom_name = 0;
575 materialname = 0;
576 contr = 0;
577 below = 0;
578 above = 0;
579 inv = 0;
580 container = 0;
581 env = 0;
582 more = 0;
583 head = 0;
584 map = 0;
585 active_next = 0;
586 active_prev = 0;
587
588 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
589
590 SET_FLAG (this, FLAG_REMOVED);
591
592 /* What is not cleared is next, prev, and count */
593
594 expmul = 1.0;
595 face = blank_face;
596
597 if (settings.casting_time)
598 casting_time = -1;
599}
600
601void object::clone (object *destination)
602{
603 *(object_copy *)destination = *this;
604 *(object_pod *)destination = *this;
605
606 if (self || cb)
607 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
608}
609
610/*
611 * copy object first frees everything allocated by the second object,
612 * and then copies the contends of the first object into the second
613 * object, allocating what needs to be allocated. Basically, any
614 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
615 * if the first object is freed, the pointers in the new object
616 * will point at garbage.
617 */
618void
619copy_object (object *op2, object *op)
620{
621 bool is_freed = QUERY_FLAG (op, FLAG_FREED);
622 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED);
623
624 op2->clone (op);
625
626 if (is_freed)
627 SET_FLAG (op, FLAG_FREED);
628 if (is_removed)
629 SET_FLAG (op, FLAG_REMOVED);
630
631 if (op2->speed < 0)
632 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0;
633 492
634 /* Copy over key_values, if any. */ 493 /* Copy over key_values, if any. */
635 if (op2->key_values) 494 if (src.key_values)
636 { 495 {
637 key_value *tail = 0; 496 key_value *tail = 0;
638 key_value *i;
639
640 op->key_values = 0; 497 key_values = 0;
641 498
642 for (i = op2->key_values; i; i = i->next) 499 for (key_value *i = src.key_values; i; i = i->next)
643 { 500 {
644 key_value *new_link = new key_value; 501 key_value *new_link = new key_value;
645 502
646 new_link->next = 0; 503 new_link->next = 0;
647 new_link->key = i->key; 504 new_link->key = i->key;
648 new_link->value = i->value; 505 new_link->value = i->value;
649 506
650 /* Try and be clever here, too. */ 507 /* Try and be clever here, too. */
651 if (!op->key_values) 508 if (!key_values)
652 { 509 {
653 op->key_values = new_link; 510 key_values = new_link;
654 tail = new_link; 511 tail = new_link;
655 } 512 }
656 else 513 else
657 { 514 {
658 tail->next = new_link; 515 tail->next = new_link;
659 tail = new_link; 516 tail = new_link;
660 } 517 }
661 } 518 }
662 } 519 }
520}
663 521
664 update_ob_speed (op); 522/*
523 * copy_to first frees everything allocated by the dst object,
524 * and then copies the contents of itself into the second
525 * object, allocating what needs to be allocated. Basically, any
526 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
527 * if the first object is freed, the pointers in the new object
528 * will point at garbage.
529 */
530void
531object::copy_to (object *dst)
532{
533 *dst = *this;
534
535 if (speed < 0)
536 dst->speed_left = speed_left - rndm ();
537
538 dst->set_speed (dst->speed);
539}
540
541void
542object::instantiate ()
543{
544 if (!uuid.seq) // HACK
545 uuid = gen_uuid ();
546
547 speed_left = -0.1f;
548 /* copy the body_info to the body_used - this is only really
549 * need for monsters, but doesn't hurt to do it for everything.
550 * by doing so, when a monster is created, it has good starting
551 * values for the body_used info, so when items are created
552 * for it, they can be properly equipped.
553 */
554 memcpy (body_used, body_info, sizeof (body_used));
555
556 attachable::instantiate ();
557}
558
559object *
560object::clone ()
561{
562 object *neu = create ();
563 copy_to (neu);
564 return neu;
665} 565}
666 566
667/* 567/*
668 * If an object with the IS_TURNABLE() flag needs to be turned due 568 * If an object with the IS_TURNABLE() flag needs to be turned due
669 * to the closest player being on the other side, this function can 569 * to the closest player being on the other side, this function can
670 * be called to update the face variable, _and_ how it looks on the map. 570 * be called to update the face variable, _and_ how it looks on the map.
671 */ 571 */
672
673void 572void
674update_turn_face (object *op) 573update_turn_face (object *op)
675{ 574{
676 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 575 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
677 return; 576 return;
577
678 SET_ANIMATION (op, op->direction); 578 SET_ANIMATION (op, op->direction);
679 update_object (op, UP_OBJ_FACE); 579 update_object (op, UP_OBJ_FACE);
680} 580}
681 581
682/* 582/*
683 * Updates the speed of an object. If the speed changes from 0 to another 583 * Updates the speed of an object. If the speed changes from 0 to another
684 * value, or vice versa, then add/remove the object from the active list. 584 * value, or vice versa, then add/remove the object from the active list.
685 * This function needs to be called whenever the speed of an object changes. 585 * This function needs to be called whenever the speed of an object changes.
686 */ 586 */
687void 587void
688update_ob_speed (object *op) 588object::set_speed (float speed)
689{ 589{
690 extern int arch_init; 590 if (flag [FLAG_FREED] && speed)
691
692 /* No reason putting the archetypes objects on the speed list,
693 * since they never really need to be updated.
694 */
695
696 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
697 { 591 {
698 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 592 LOG (llevError, "Object %s is freed but has speed.\n", &name);
699#ifdef MANY_CORES
700 abort ();
701#else
702 op->speed = 0; 593 speed = 0;
703#endif
704 }
705
706 if (arch_init)
707 return;
708
709 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
710 { 594 }
711 /* If already on active list, don't do anything */
712 if (op->active_next || op->active_prev || op == active_objects)
713 return;
714 595
715 /* process_events() expects us to insert the object at the beginning 596 this->speed = speed;
716 * of the list. */
717 op->active_next = active_objects;
718 597
719 if (op->active_next != NULL) 598 if (has_active_speed ())
720 op->active_next->active_prev = op; 599 activate ();
721
722 active_objects = op;
723 }
724 else 600 else
725 { 601 deactivate ();
726 /* If not on the active list, nothing needs to be done */
727 if (!op->active_next && !op->active_prev && op != active_objects)
728 return;
729
730 if (op->active_prev == NULL)
731 {
732 active_objects = op->active_next;
733
734 if (op->active_next != NULL)
735 op->active_next->active_prev = NULL;
736 }
737 else
738 {
739 op->active_prev->active_next = op->active_next;
740
741 if (op->active_next)
742 op->active_next->active_prev = op->active_prev;
743 }
744
745 op->active_next = NULL;
746 op->active_prev = NULL;
747 }
748} 602}
749 603
750/* This function removes object 'op' from the list of active
751 * objects.
752 * This should only be used for style maps or other such
753 * reference maps where you don't want an object that isn't
754 * in play chewing up cpu time getting processed.
755 * The reverse of this is to call update_ob_speed, which
756 * will do the right thing based on the speed of the object.
757 */
758void
759remove_from_active_list (object *op)
760{
761 /* If not on the active list, nothing needs to be done */
762 if (!op->active_next && !op->active_prev && op != active_objects)
763 return;
764
765 if (op->active_prev == NULL)
766 {
767 active_objects = op->active_next;
768 if (op->active_next != NULL)
769 op->active_next->active_prev = NULL;
770 }
771 else
772 {
773 op->active_prev->active_next = op->active_next;
774 if (op->active_next)
775 op->active_next->active_prev = op->active_prev;
776 }
777 op->active_next = NULL;
778 op->active_prev = NULL;
779}
780
781/* 604/*
782 * update_object() updates the array which represents the map. 605 * update_object() updates the the map.
783 * It takes into account invisible objects (and represent squares covered 606 * It takes into account invisible objects (and represent squares covered
784 * by invisible objects by whatever is below them (unless it's another 607 * by invisible objects by whatever is below them (unless it's another
785 * invisible object, etc...) 608 * invisible object, etc...)
786 * If the object being updated is beneath a player, the look-window 609 * If the object being updated is beneath a player, the look-window
787 * of that player is updated (this might be a suboptimal way of 610 * of that player is updated (this might be a suboptimal way of
788 * updating that window, though, since update_object() is called _often_) 611 * updating that window, though, since update_object() is called _often_)
789 * 612 *
790 * action is a hint of what the caller believes need to be done. 613 * action is a hint of what the caller believes need to be done.
791 * For example, if the only thing that has changed is the face (due to
792 * an animation), we don't need to call update_position until that actually
793 * comes into view of a player. OTOH, many other things, like addition/removal
794 * of walls or living creatures may need us to update the flags now.
795 * current action are: 614 * current action are:
796 * UP_OBJ_INSERT: op was inserted 615 * UP_OBJ_INSERT: op was inserted
797 * UP_OBJ_REMOVE: op was removed 616 * UP_OBJ_REMOVE: op was removed
798 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 617 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
799 * as that is easier than trying to look at what may have changed. 618 * as that is easier than trying to look at what may have changed.
800 * UP_OBJ_FACE: only the objects face has changed. 619 * UP_OBJ_FACE: only the objects face has changed.
801 */ 620 */
802
803void 621void
804update_object (object *op, int action) 622update_object (object *op, int action)
805{ 623{
806 int update_now = 0, flags;
807 MoveType move_on, move_off, move_block, move_slow;
808
809 if (op == NULL) 624 if (op == NULL)
810 { 625 {
811 /* this should never happen */ 626 /* this should never happen */
812 LOG (llevDebug, "update_object() called for NULL object.\n"); 627 LOG (llevDebug, "update_object() called for NULL object.\n");
813 return; 628 return;
814 } 629 }
815 630
816 if (op->env != NULL) 631 if (op->env)
817 { 632 {
818 /* Animation is currently handled by client, so nothing 633 /* Animation is currently handled by client, so nothing
819 * to do in this case. 634 * to do in this case.
820 */ 635 */
821 return; 636 return;
826 */ 641 */
827 if (!op->map || op->map->in_memory == MAP_SAVING) 642 if (!op->map || op->map->in_memory == MAP_SAVING)
828 return; 643 return;
829 644
830 /* make sure the object is within map boundaries */ 645 /* make sure the object is within map boundaries */
831 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map)) 646 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
832 { 647 {
833 LOG (llevError, "update_object() called for object out of map!\n"); 648 LOG (llevError, "update_object() called for object out of map!\n");
834#ifdef MANY_CORES 649#ifdef MANY_CORES
835 abort (); 650 abort ();
836#endif 651#endif
837 return; 652 return;
838 } 653 }
839 654
840 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 655 mapspace &m = op->ms ();
841 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
842 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
843 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
844 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
845 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
846 656
657 if (!(m.flags_ & P_UPTODATE))
658 /* nop */;
847 if (action == UP_OBJ_INSERT) 659 else if (action == UP_OBJ_INSERT)
848 { 660 {
661 // this is likely overkill, TODO: revisit (schmorp)
849 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 662 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
850 update_now = 1;
851
852 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 663 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
853 update_now = 1; 664 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
854 665 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
666 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
855 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 667 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
856 update_now = 1;
857
858 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
859 update_now = 1;
860
861 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
862 update_now = 1;
863
864 if ((move_on | op->move_on) != move_on) 668 || (m.move_on | op->move_on ) != m.move_on
865 update_now = 1;
866
867 if ((move_off | op->move_off) != move_off) 669 || (m.move_off | op->move_off ) != m.move_off
868 update_now = 1; 670 || (m.move_slow | op->move_slow) != m.move_slow
869
870 /* This isn't perfect, but I don't expect a lot of objects to 671 /* This isn't perfect, but I don't expect a lot of objects to
871 * to have move_allow right now. 672 * to have move_allow right now.
872 */ 673 */
873 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 674 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
874 update_now = 1; 675 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
875 676 m.flags_ = 0;
876 if ((move_slow | op->move_slow) != move_slow)
877 update_now = 1;
878 } 677 }
879 /* if the object is being removed, we can't make intelligent 678 /* if the object is being removed, we can't make intelligent
880 * decisions, because remove_ob can't really pass the object 679 * decisions, because remove_ob can't really pass the object
881 * that is being removed. 680 * that is being removed.
882 */ 681 */
883 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 682 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
884 update_now = 1; 683 m.flags_ = 0;
885 else if (action == UP_OBJ_FACE) 684 else if (action == UP_OBJ_FACE)
886 /* Nothing to do for that case */ ; 685 /* Nothing to do for that case */ ;
887 else 686 else
888 LOG (llevError, "update_object called with invalid action: %d\n", action); 687 LOG (llevError, "update_object called with invalid action: %d\n", action);
889 688
890 if (update_now)
891 {
892 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
893 update_position (op->map, op->x, op->y);
894 }
895
896 if (op->more != NULL) 689 if (op->more)
897 update_object (op->more, action); 690 update_object (op->more, action);
898}
899
900static unordered_vector<object *> mortals;
901
902void object::free_mortals ()
903{
904 for (unordered_vector<object *>::iterator i = mortals.begin (); i != mortals.end ();)
905 if ((*i)->refcnt)
906 ++i; // further delay freeing
907 else
908 {
909 delete *i;
910 mortals.erase (i);
911 }
912
913 static int lastmortals = 0;//D
914
915 if (mortals.size() != lastmortals)//D
916 {
917 lastmortals = mortals.size ();//D
918 LOG (llevDebug, "%d objects in mortal queue\n", lastmortals);//D
919 }
920} 691}
921 692
922object::object () 693object::object ()
923{ 694{
924 SET_FLAG (this, FLAG_REMOVED); 695 SET_FLAG (this, FLAG_REMOVED);
927 face = blank_face; 698 face = blank_face;
928} 699}
929 700
930object::~object () 701object::~object ()
931{ 702{
703 unlink ();
704
932 free_key_values (this); 705 free_key_values (this);
933} 706}
934 707
708static int object_count;
709
935void object::link () 710void object::link ()
936{ 711{
937 count = ++ob_count; 712 assert (!index);//D
938 uuid = gen_uuid (); 713 uuid = gen_uuid ();
714 count = ++object_count;
939 715
940 prev = 0; 716 refcnt_inc ();
941 next = objects; 717 objects.insert (this);
942
943 if (objects)
944 objects->prev = this;
945
946 objects = this;
947} 718}
948 719
949void object::unlink () 720void object::unlink ()
950{ 721{
951 //count = 0;//D 722 if (!index)
952 if (!prev && !next) return;//D 723 return;
953 724
954 if (this == objects) 725 objects.erase (this);
955 objects = next; 726 refcnt_dec ();
727}
956 728
957 /* Remove this object from the list of used objects */ 729void
958 if (prev) prev->next = next; 730object::activate ()
959 if (next) next->prev = prev; 731{
732 /* If already on active list, don't do anything */
733 if (active)
734 return;
960 735
961 prev = 0; 736 if (has_active_speed ())
962 next = 0; 737 actives.insert (this);
738}
739
740void
741object::activate_recursive ()
742{
743 activate ();
744
745 for (object *op = inv; op; op = op->below)
746 op->activate_recursive ();
747}
748
749/* This function removes object 'op' from the list of active
750 * objects.
751 * This should only be used for style maps or other such
752 * reference maps where you don't want an object that isn't
753 * in play chewing up cpu time getting processed.
754 * The reverse of this is to call update_ob_speed, which
755 * will do the right thing based on the speed of the object.
756 */
757void
758object::deactivate ()
759{
760 /* If not on the active list, nothing needs to be done */
761 if (!active)
762 return;
763
764 actives.erase (this);
765}
766
767void
768object::deactivate_recursive ()
769{
770 for (object *op = inv; op; op = op->below)
771 op->deactivate_recursive ();
772
773 deactivate ();
774}
775
776void
777object::set_flag_inv (int flag, int value)
778{
779 for (object *op = inv; op; op = op->below)
780 {
781 op->flag [flag] = value;
782 op->set_flag_inv (flag, value);
783 }
784}
785
786/*
787 * Remove and free all objects in the inventory of the given object.
788 * object.c ?
789 */
790void
791object::destroy_inv (bool drop_to_ground)
792{
793 // need to check first, because the checks below might segfault
794 // as we might be on an invalid mapspace and crossfire code
795 // is too buggy to ensure that the inventory is empty.
796 // corollary: if you create arrows etc. with stuff in tis inventory,
797 // cf will crash below with off-map x and y
798 if (!inv)
799 return;
800
801 /* Only if the space blocks everything do we not process -
802 * if some form of movement is allowed, let objects
803 * drop on that space.
804 */
805 if (!drop_to_ground
806 || !map
807 || map->in_memory != MAP_IN_MEMORY
808 || map->nodrop
809 || ms ().move_block == MOVE_ALL)
810 {
811 while (inv)
812 {
813 inv->destroy_inv (drop_to_ground);
814 inv->destroy ();
815 }
816 }
817 else
818 { /* Put objects in inventory onto this space */
819 while (inv)
820 {
821 object *op = inv;
822
823 if (op->flag [FLAG_STARTEQUIP]
824 || op->flag [FLAG_NO_DROP]
825 || op->type == RUNE
826 || op->type == TRAP
827 || op->flag [FLAG_IS_A_TEMPLATE]
828 || op->flag [FLAG_DESTROY_ON_DEATH])
829 op->destroy ();
830 else
831 map->insert (op, x, y);
832 }
833 }
963} 834}
964 835
965object *object::create () 836object *object::create ()
966{ 837{
967 object *op = new object; 838 object *op = new object;
968 op->link (); 839 op->link ();
969 return op; 840 return op;
970} 841}
971 842
972/* 843void
973 * free_object() frees everything allocated by an object, removes 844object::do_destroy ()
974 * it from the list of used objects, and puts it on the list of
975 * free objects. The IS_FREED() flag is set in the object.
976 * The object must have been removed by remove_ob() first for
977 * this function to succeed.
978 *
979 * If free_inventory is set, free inventory as well. Else drop items in
980 * inventory to the ground.
981 */
982void object::free (bool free_inventory)
983{ 845{
984 if (QUERY_FLAG (this, FLAG_FREED)) 846 attachable::do_destroy ();
847
848 if (flag [FLAG_IS_LINKED])
849 remove_button_link (this);
850
851 if (flag [FLAG_FRIENDLY])
852 remove_friendly_object (this);
853
854 if (!flag [FLAG_REMOVED])
855 remove ();
856
857 destroy_inv (true);
858
859 deactivate ();
860 unlink ();
861
862 flag [FLAG_FREED] = 1;
863
864 // hack to ensure that freed objects still have a valid map
865 {
866 static maptile *freed_map; // freed objects are moved here to avoid crashes
867
868 if (!freed_map)
869 {
870 freed_map = new maptile;
871
872 freed_map->name = "/internal/freed_objects_map";
873 freed_map->width = 3;
874 freed_map->height = 3;
875
876 freed_map->alloc ();
877 freed_map->in_memory = MAP_IN_MEMORY;
878 }
879
880 map = freed_map;
881 x = 1;
882 y = 1;
883 }
884
885 head = 0;
886
887 if (more)
888 {
889 more->destroy ();
890 more = 0;
891 }
892
893 // clear those pointers that likely might have circular references to us
894 owner = 0;
895 enemy = 0;
896 attacked_by = 0;
897}
898
899void
900object::destroy (bool destroy_inventory)
901{
902 if (destroyed ())
985 return; 903 return;
986 904
987 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 905 if (destroy_inventory)
988 remove_friendly_object (this); 906 destroy_inv (false);
989 907
990 if (!QUERY_FLAG (this, FLAG_REMOVED)) 908 attachable::destroy ();
991 remove_ob (this);
992
993 SET_FLAG (this, FLAG_FREED);
994
995 if (more)
996 {
997 more->free (free_inventory);
998 more = 0;
999 }
1000
1001 if (inv)
1002 {
1003 /* Only if the space blocks everything do we not process -
1004 * if some form of movement is allowed, let objects
1005 * drop on that space.
1006 */
1007 if (free_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
1008 {
1009 object *op = inv;
1010
1011 while (op)
1012 {
1013 object *tmp = op->below;
1014 op->free (free_inventory);
1015 op = tmp;
1016 }
1017 }
1018 else
1019 { /* Put objects in inventory onto this space */
1020 object *op = inv;
1021
1022 while (op)
1023 {
1024 object *tmp = op->below;
1025
1026 remove_ob (op);
1027
1028 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
1029 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
1030 free_object (op);
1031 else
1032 {
1033 op->x = x;
1034 op->y = y;
1035 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
1036 }
1037
1038 op = tmp;
1039 }
1040 }
1041 }
1042
1043 owner = 0;
1044
1045 /* Remove object from the active list */
1046 speed = 0;
1047 update_ob_speed (this);
1048
1049 unlink ();
1050
1051 mortals.push_back (this);
1052} 909}
1053 910
1054/* 911/*
1055 * sub_weight() recursively (outwards) subtracts a number from the 912 * sub_weight() recursively (outwards) subtracts a number from the
1056 * weight of an object (and what is carried by it's environment(s)). 913 * weight of an object (and what is carried by it's environment(s)).
1057 */ 914 */
1058
1059void 915void
1060sub_weight (object *op, signed long weight) 916sub_weight (object *op, signed long weight)
1061{ 917{
1062 while (op != NULL) 918 while (op != NULL)
1063 { 919 {
1064 if (op->type == CONTAINER) 920 if (op->type == CONTAINER)
1065 {
1066 weight = (signed long) (weight * (100 - op->stats.Str) / 100); 921 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1067 } 922
1068 op->carrying -= weight; 923 op->carrying -= weight;
1069 op = op->env; 924 op = op->env;
1070 } 925 }
1071} 926}
1072 927
1073/* remove_ob(op): 928/* op->remove ():
1074 * This function removes the object op from the linked list of objects 929 * This function removes the object op from the linked list of objects
1075 * which it is currently tied to. When this function is done, the 930 * which it is currently tied to. When this function is done, the
1076 * object will have no environment. If the object previously had an 931 * object will have no environment. If the object previously had an
1077 * environment, the x and y coordinates will be updated to 932 * environment, the x and y coordinates will be updated to
1078 * the previous environment. 933 * the previous environment.
1079 * Beware: This function is called from the editor as well!
1080 */ 934 */
1081
1082void 935void
1083remove_ob (object *op) 936object::do_remove ()
1084{ 937{
938 object *tmp, *last = 0;
1085 object * 939 object *otmp;
1086 tmp, *
1087 last = NULL;
1088 object *
1089 otmp;
1090 940
1091 tag_t
1092 tag;
1093 int
1094 check_walk_off;
1095 mapstruct *
1096 m;
1097
1098 sint16
1099 x,
1100 y;
1101
1102 if (QUERY_FLAG (op, FLAG_REMOVED)) 941 if (QUERY_FLAG (this, FLAG_REMOVED))
1103 return; 942 return;
1104 943
1105 SET_FLAG (op, FLAG_REMOVED); 944 SET_FLAG (this, FLAG_REMOVED);
945 INVOKE_OBJECT (REMOVE, this);
1106 946
1107 if (op->more != NULL) 947 if (more)
1108 remove_ob (op->more); 948 more->remove ();
1109 949
1110 /* 950 /*
1111 * In this case, the object to be removed is in someones 951 * In this case, the object to be removed is in someones
1112 * inventory. 952 * inventory.
1113 */ 953 */
1114 if (op->env != NULL) 954 if (env)
1115 { 955 {
1116 if (op->nrof) 956 if (nrof)
1117 sub_weight (op->env, op->weight * op->nrof); 957 sub_weight (env, weight * nrof);
1118 else 958 else
1119 sub_weight (op->env, op->weight + op->carrying); 959 sub_weight (env, weight + carrying);
1120 960
1121 /* NO_FIX_PLAYER is set when a great many changes are being 961 /* NO_FIX_PLAYER is set when a great many changes are being
1122 * made to players inventory. If set, avoiding the call 962 * made to players inventory. If set, avoiding the call
1123 * to save cpu time. 963 * to save cpu time.
1124 */ 964 */
1125 if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 965 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1126 fix_player (otmp); 966 otmp->update_stats ();
1127 967
1128 if (op->above != NULL) 968 if (above)
1129 op->above->below = op->below; 969 above->below = below;
1130 else 970 else
1131 op->env->inv = op->below; 971 env->inv = below;
1132 972
1133 if (op->below != NULL) 973 if (below)
1134 op->below->above = op->above; 974 below->above = above;
1135 975
1136 /* we set up values so that it could be inserted into 976 /* we set up values so that it could be inserted into
1137 * the map, but we don't actually do that - it is up 977 * the map, but we don't actually do that - it is up
1138 * to the caller to decide what we want to do. 978 * to the caller to decide what we want to do.
1139 */ 979 */
1140 op->x = op->env->x, op->y = op->env->y; 980 x = env->x, y = env->y;
1141 op->map = op->env->map; 981 map = env->map;
1142 op->above = NULL, op->below = NULL; 982 above = 0, below = 0;
1143 op->env = NULL; 983 env = 0;
1144 } 984 }
1145 else if (op->map) 985 else if (map)
1146 { 986 {
1147 x = op->x; 987 if (type == PLAYER)
1148 y = op->y;
1149 m = get_map_from_coord (op->map, &x, &y);
1150
1151 if (!m)
1152 {
1153 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1154 op->map->path, op->x, op->y);
1155 /* in old days, we used to set x and y to 0 and continue.
1156 * it seems if we get into this case, something is probablye
1157 * screwed up and should be fixed.
1158 */
1159 abort ();
1160 } 988 {
989 // leaving a spot always closes any open container on the ground
990 if (container && !container->env)
991 // this causes spurious floorbox updates, but it ensures
992 // that the CLOSE event is being sent.
993 close_container ();
1161 994
1162 if (op->map != m) 995 --map->players;
1163 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n", 996 map->touch ();
1164 op->map->path, m->path, op->x, op->y, x, y);
1165
1166 /* Re did the following section of code - it looks like it had
1167 * lots of logic for things we no longer care about
1168 */ 997 }
998
999 map->dirty = true;
1000 mapspace &ms = this->ms ();
1169 1001
1170 /* link the object above us */ 1002 /* link the object above us */
1171 if (op->above) 1003 if (above)
1172 op->above->below = op->below; 1004 above->below = below;
1173 else 1005 else
1174 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */ 1006 ms.top = below; /* we were top, set new top */
1175 1007
1176 /* Relink the object below us, if there is one */ 1008 /* Relink the object below us, if there is one */
1177 if (op->below) 1009 if (below)
1178 op->below->above = op->above; 1010 below->above = above;
1179 else 1011 else
1180 { 1012 {
1181 /* Nothing below, which means we need to relink map object for this space 1013 /* Nothing below, which means we need to relink map object for this space
1182 * use translated coordinates in case some oddness with map tiling is 1014 * use translated coordinates in case some oddness with map tiling is
1183 * evident 1015 * evident
1184 */ 1016 */
1185 if (GET_MAP_OB (m, x, y) != op) 1017 if (GET_MAP_OB (map, x, y) != this)
1186 {
1187 dump_object (op);
1188 LOG (llevError,
1189 "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", errmsg); 1018 LOG (llevError, "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom? %s\n", debug_desc ());
1190 dump_object (GET_MAP_OB (m, x, y)); 1019
1191 LOG (llevError, "%s\n", errmsg); 1020 ms.bot = above; /* goes on above it. */
1192 } 1021 }
1193 1022
1194 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */
1195 }
1196
1197 op->above = 0; 1023 above = 0;
1198 op->below = 0; 1024 below = 0;
1199 1025
1200 if (op->map->in_memory == MAP_SAVING) 1026 if (map->in_memory == MAP_SAVING)
1201 return; 1027 return;
1202 1028
1203 tag = op->count; 1029 int check_walk_off = !flag [FLAG_NO_APPLY];
1204 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1205 1030
1206 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1031 for (tmp = ms.bot; tmp; tmp = tmp->above)
1207 { 1032 {
1208 /* No point updating the players look faces if he is the object 1033 /* No point updating the players look faces if he is the object
1209 * being removed. 1034 * being removed.
1210 */ 1035 */
1211 1036
1212 if (tmp->type == PLAYER && tmp != op) 1037 if (tmp->type == PLAYER && tmp != this)
1213 { 1038 {
1214 /* If a container that the player is currently using somehow gets 1039 /* If a container that the player is currently using somehow gets
1215 * removed (most likely destroyed), update the player view 1040 * removed (most likely destroyed), update the player view
1216 * appropriately. 1041 * appropriately.
1217 */ 1042 */
1218 if (tmp->container == op) 1043 if (tmp->container == this)
1219 { 1044 {
1220 CLEAR_FLAG (op, FLAG_APPLIED); 1045 flag [FLAG_APPLIED] = 0;
1221 tmp->container = NULL; 1046 tmp->container = 0;
1222 } 1047 }
1223 1048
1224 tmp->contr->socket.update_look = 1; 1049 if (tmp->contr->ns)
1050 tmp->contr->ns->floorbox_update ();
1225 } 1051 }
1226 1052
1227 /* See if player moving off should effect something */ 1053 /* See if object moving off should effect something */
1228 if (check_walk_off && ((op->move_type & tmp->move_off) && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1054 if (check_walk_off
1055 && ((move_type & tmp->move_off)
1056 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1229 { 1057 {
1230 move_apply (tmp, op, NULL); 1058 move_apply (tmp, this, 0);
1231 1059
1232 if (was_destroyed (op, tag)) 1060 if (destroyed ())
1233 {
1234 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " "leaving object\n", &tmp->name, &tmp->arch->name); 1061 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1235 }
1236 } 1062 }
1237 1063
1238 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1064 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1239 1065 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1240 if (tmp->above == tmp) 1066 if (tmp->above == tmp)
1241 tmp->above = NULL; 1067 tmp->above = 0;
1242 1068
1243 last = tmp; 1069 last = tmp;
1244 } 1070 }
1245 1071
1246 /* last == NULL of there are no objects on this space */ 1072 /* last == NULL if there are no objects on this space */
1073 //TODO: this makes little sense, why only update the topmost object?
1247 if (last == NULL) 1074 if (!last)
1248 { 1075 map->at (x, y).flags_ = 0;
1249 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1250 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1251 * those out anyways, and if there are any flags set right now, they won't
1252 * be correct anyways.
1253 */
1254 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1255 update_position (op->map, op->x, op->y);
1256 }
1257 else 1076 else
1258 update_object (last, UP_OBJ_REMOVE); 1077 update_object (last, UP_OBJ_REMOVE);
1259 1078
1260 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0)) 1079 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1261 update_all_los (op->map, op->x, op->y); 1080 update_all_los (map, x, y);
1262 } 1081 }
1263} 1082}
1264 1083
1265/* 1084/*
1266 * merge_ob(op,top): 1085 * merge_ob(op,top):
1274merge_ob (object *op, object *top) 1093merge_ob (object *op, object *top)
1275{ 1094{
1276 if (!op->nrof) 1095 if (!op->nrof)
1277 return 0; 1096 return 0;
1278 1097
1279 if (top == NULL) 1098 if (top)
1280 for (top = op; top != NULL && top->above != NULL; top = top->above); 1099 for (top = op; top && top->above; top = top->above)
1100 ;
1281 1101
1282 for (; top != NULL; top = top->below) 1102 for (; top; top = top->below)
1283 { 1103 {
1284 if (top == op) 1104 if (top == op)
1285 continue; 1105 continue;
1286 if (CAN_MERGE (op, top)) 1106
1107 if (object::can_merge (op, top))
1287 { 1108 {
1288 top->nrof += op->nrof; 1109 top->nrof += op->nrof;
1289 1110
1290/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1111/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1291 op->weight = 0; /* Don't want any adjustements now */ 1112 op->weight = 0; /* Don't want any adjustements now */
1292 remove_ob (op); 1113 op->destroy ();
1293 free_object (op);
1294 return top; 1114 return top;
1295 } 1115 }
1296 } 1116 }
1297 1117
1298 return NULL; 1118 return 0;
1299} 1119}
1300 1120
1121void
1122object::expand_tail ()
1123{
1124 if (more)
1125 return;
1126
1127 object *prev = this;
1128
1129 for (archetype *at = arch->more; at; at = at->more)
1130 {
1131 object *op = arch_to_object (at);
1132
1133 op->name = name;
1134 op->name_pl = name_pl;
1135 op->title = title;
1136
1137 op->head = this;
1138 prev->more = op;
1139
1140 prev = op;
1141 }
1142}
1143
1301/* 1144/*
1302 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1145 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1303 * job preparing multi-part monsters 1146 * job preparing multi-part monsters.
1304 */ 1147 */
1305object * 1148object *
1306insert_ob_in_map_at (object *op, mapstruct *m, object *originator, int flag, int x, int y) 1149insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1307{ 1150{
1308 object *tmp;
1309
1310 if (op->head)
1311 op = op->head;
1312
1313 for (tmp = op; tmp; tmp = tmp->more) 1151 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1314 { 1152 {
1315 tmp->x = x + tmp->arch->clone.x; 1153 tmp->x = x + tmp->arch->clone.x;
1316 tmp->y = y + tmp->arch->clone.y; 1154 tmp->y = y + tmp->arch->clone.y;
1317 } 1155 }
1318 1156
1337 * Return value: 1175 * Return value:
1338 * new object if 'op' was merged with other object 1176 * new object if 'op' was merged with other object
1339 * NULL if 'op' was destroyed 1177 * NULL if 'op' was destroyed
1340 * just 'op' otherwise 1178 * just 'op' otherwise
1341 */ 1179 */
1342
1343object * 1180object *
1344insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1181insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1345{ 1182{
1183 assert (!op->flag [FLAG_FREED]);
1184
1346 object *tmp, *top, *floor = NULL; 1185 object *tmp, *top, *floor = NULL;
1347 sint16 x, y;
1348 1186
1349 if (QUERY_FLAG (op, FLAG_FREED)) 1187 op->remove ();
1350 {
1351 LOG (llevError, "Trying to insert freed object!\n");
1352 return NULL;
1353 }
1354 1188
1355 if (m == NULL) 1189#if 0
1356 { 1190 if (!m->active != !op->active)
1357 dump_object (op); 1191 if (m->active)
1358 LOG (llevError, "Trying to insert in null-map!\n%s\n", errmsg); 1192 op->activate_recursive ();
1359 return op; 1193 else
1360 } 1194 op->deactivate_recursive ();
1195#endif
1361 1196
1362 if (out_of_map (m, op->x, op->y)) 1197 if (out_of_map (m, op->x, op->y))
1363 { 1198 {
1364 dump_object (op);
1365 LOG (llevError, "Trying to insert object outside the map.\n%s\n", errmsg); 1199 LOG (llevError, "Trying to insert object outside the map.\n%s\n", op->debug_desc ());
1366#ifdef MANY_CORES 1200#ifdef MANY_CORES
1367 /* Better to catch this here, as otherwise the next use of this object 1201 /* Better to catch this here, as otherwise the next use of this object
1368 * is likely to cause a crash. Better to find out where it is getting 1202 * is likely to cause a crash. Better to find out where it is getting
1369 * improperly inserted. 1203 * improperly inserted.
1370 */ 1204 */
1371 abort (); 1205 abort ();
1372#endif 1206#endif
1373 return op; 1207 return op;
1374 } 1208 }
1375 1209
1376 if (!QUERY_FLAG (op, FLAG_REMOVED))
1377 {
1378 dump_object (op);
1379 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", errmsg);
1380 return op;
1381 }
1382
1383 if (op->more != NULL)
1384 {
1385 /* The part may be on a different map. */
1386
1387 object *more = op->more; 1210 if (object *more = op->more)
1388 1211 {
1389 /* We really need the caller to normalize coordinates - if
1390 * we set the map, that doesn't work if the location is within
1391 * a map and this is straddling an edge. So only if coordinate
1392 * is clear wrong do we normalize it.
1393 */
1394 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1395 more->map = get_map_from_coord (m, &more->x, &more->y);
1396 else if (!more->map)
1397 {
1398 /* For backwards compatibility - when not dealing with tiled maps,
1399 * more->map should always point to the parent.
1400 */
1401 more->map = m;
1402 }
1403
1404 if (insert_ob_in_map (more, more->map, originator, flag) == NULL) 1212 if (!insert_ob_in_map (more, m, originator, flag))
1405 { 1213 {
1406 if (!op->head) 1214 if (!op->head)
1407 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1215 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1408 1216
1409 return NULL; 1217 return 0;
1410 } 1218 }
1411 } 1219 }
1412 1220
1413 CLEAR_FLAG (op, FLAG_REMOVED); 1221 CLEAR_FLAG (op, FLAG_REMOVED);
1414 1222
1415 /* Ideally, the caller figures this out. However, it complicates a lot 1223 /* Ideally, the caller figures this out. However, it complicates a lot
1416 * of areas of callers (eg, anything that uses find_free_spot would now 1224 * of areas of callers (eg, anything that uses find_free_spot would now
1417 * need extra work 1225 * need extra work
1418 */ 1226 */
1419 op->map = get_map_from_coord (m, &op->x, &op->y); 1227 if (!xy_normalise (m, op->x, op->y))
1420 x = op->x; 1228 return 0;
1421 y = op->y; 1229
1230 op->map = m;
1231 mapspace &ms = op->ms ();
1422 1232
1423 /* this has to be done after we translate the coordinates. 1233 /* this has to be done after we translate the coordinates.
1424 */ 1234 */
1425 if (op->nrof && !(flag & INS_NO_MERGE)) 1235 if (op->nrof && !(flag & INS_NO_MERGE))
1426 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1236 for (tmp = ms.bot; tmp; tmp = tmp->above)
1427 if (CAN_MERGE (op, tmp)) 1237 if (object::can_merge (op, tmp))
1428 { 1238 {
1429 op->nrof += tmp->nrof; 1239 op->nrof += tmp->nrof;
1430 remove_ob (tmp); 1240 tmp->destroy ();
1431 free_object (tmp);
1432 } 1241 }
1433 1242
1434 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1243 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1435 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1244 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1436 1245
1449 op->below = originator->below; 1258 op->below = originator->below;
1450 1259
1451 if (op->below) 1260 if (op->below)
1452 op->below->above = op; 1261 op->below->above = op;
1453 else 1262 else
1454 SET_MAP_OB (op->map, op->x, op->y, op); 1263 ms.bot = op;
1455 1264
1456 /* since *below* originator, no need to update top */ 1265 /* since *below* originator, no need to update top */
1457 originator->below = op; 1266 originator->below = op;
1458 } 1267 }
1459 else 1268 else
1460 { 1269 {
1270 top = ms.bot;
1271
1461 /* If there are other objects, then */ 1272 /* If there are other objects, then */
1462 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1273 if ((!(flag & INS_MAP_LOAD)) && top)
1463 { 1274 {
1464 object *last = NULL; 1275 object *last = 0;
1465 1276
1466 /* 1277 /*
1467 * If there are multiple objects on this space, we do some trickier handling. 1278 * If there are multiple objects on this space, we do some trickier handling.
1468 * We've already dealt with merging if appropriate. 1279 * We've already dealt with merging if appropriate.
1469 * Generally, we want to put the new object on top. But if 1280 * Generally, we want to put the new object on top. But if
1473 * once we get to them. This reduces the need to traverse over all of 1284 * once we get to them. This reduces the need to traverse over all of
1474 * them when adding another one - this saves quite a bit of cpu time 1285 * them when adding another one - this saves quite a bit of cpu time
1475 * when lots of spells are cast in one area. Currently, it is presumed 1286 * when lots of spells are cast in one area. Currently, it is presumed
1476 * that flying non pickable objects are spell objects. 1287 * that flying non pickable objects are spell objects.
1477 */ 1288 */
1478 1289 for (top = ms.bot; top; top = top->above)
1479 while (top != NULL)
1480 { 1290 {
1481 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1291 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1482 floor = top; 1292 floor = top;
1483 1293
1484 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1294 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1487 top = top->below; 1297 top = top->below;
1488 break; 1298 break;
1489 } 1299 }
1490 1300
1491 last = top; 1301 last = top;
1492 top = top->above;
1493 } 1302 }
1494 1303
1495 /* Don't want top to be NULL, so set it to the last valid object */ 1304 /* Don't want top to be NULL, so set it to the last valid object */
1496 top = last; 1305 top = last;
1497 1306
1499 * looks like instead of lots of conditions here. 1308 * looks like instead of lots of conditions here.
1500 * makes things faster, and effectively the same result. 1309 * makes things faster, and effectively the same result.
1501 */ 1310 */
1502 1311
1503 /* Have object 'fall below' other objects that block view. 1312 /* Have object 'fall below' other objects that block view.
1504 * Unless those objects are exits, type 66 1313 * Unless those objects are exits.
1505 * If INS_ON_TOP is used, don't do this processing 1314 * If INS_ON_TOP is used, don't do this processing
1506 * Need to find the object that in fact blocks view, otherwise 1315 * Need to find the object that in fact blocks view, otherwise
1507 * stacking is a bit odd. 1316 * stacking is a bit odd.
1508 */ 1317 */
1509 if (!(flag & INS_ON_TOP) && 1318 if (!(flag & INS_ON_TOP)
1510 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1319 && ms.flags () & P_BLOCKSVIEW
1320 && (op->face && !faces [op->face].visibility))
1511 { 1321 {
1512 for (last = top; last != floor; last = last->below) 1322 for (last = top; last != floor; last = last->below)
1513 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1323 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1514 break; 1324 break;
1325
1515 /* Check to see if we found the object that blocks view, 1326 /* Check to see if we found the object that blocks view,
1516 * and make sure we have a below pointer for it so that 1327 * and make sure we have a below pointer for it so that
1517 * we can get inserted below this one, which requires we 1328 * we can get inserted below this one, which requires we
1518 * set top to the object below us. 1329 * set top to the object below us.
1519 */ 1330 */
1521 top = last->below; 1332 top = last->below;
1522 } 1333 }
1523 } /* If objects on this space */ 1334 } /* If objects on this space */
1524 1335
1525 if (flag & INS_MAP_LOAD) 1336 if (flag & INS_MAP_LOAD)
1526 top = GET_MAP_TOP (op->map, op->x, op->y); 1337 top = ms.top;
1527 1338
1528 if (flag & INS_ABOVE_FLOOR_ONLY) 1339 if (flag & INS_ABOVE_FLOOR_ONLY)
1529 top = floor; 1340 top = floor;
1530 1341
1531 /* Top is the object that our object (op) is going to get inserted above. 1342 /* Top is the object that our object (op) is going to get inserted above.
1532 */ 1343 */
1533 1344
1534 /* First object on this space */ 1345 /* First object on this space */
1535 if (!top) 1346 if (!top)
1536 { 1347 {
1537 op->above = GET_MAP_OB (op->map, op->x, op->y); 1348 op->above = ms.bot;
1538 1349
1539 if (op->above) 1350 if (op->above)
1540 op->above->below = op; 1351 op->above->below = op;
1541 1352
1542 op->below = NULL; 1353 op->below = 0;
1543 SET_MAP_OB (op->map, op->x, op->y, op); 1354 ms.bot = op;
1544 } 1355 }
1545 else 1356 else
1546 { /* get inserted into the stack above top */ 1357 { /* get inserted into the stack above top */
1547 op->above = top->above; 1358 op->above = top->above;
1548 1359
1551 1362
1552 op->below = top; 1363 op->below = top;
1553 top->above = op; 1364 top->above = op;
1554 } 1365 }
1555 1366
1556 if (op->above == NULL) 1367 if (!op->above)
1557 SET_MAP_TOP (op->map, op->x, op->y, op); 1368 ms.top = op;
1558 } /* else not INS_BELOW_ORIGINATOR */ 1369 } /* else not INS_BELOW_ORIGINATOR */
1559 1370
1560 if (op->type == PLAYER) 1371 if (op->type == PLAYER)
1372 {
1561 op->contr->do_los = 1; 1373 op->contr->do_los = 1;
1374 ++op->map->players;
1375 op->map->touch ();
1376 }
1377
1378 op->map->dirty = true;
1562 1379
1563 /* If we have a floor, we know the player, if any, will be above 1380 /* If we have a floor, we know the player, if any, will be above
1564 * it, so save a few ticks and start from there. 1381 * it, so save a few ticks and start from there.
1565 */ 1382 */
1566 if (!(flag & INS_MAP_LOAD)) 1383 if (!(flag & INS_MAP_LOAD))
1567 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1384 if (object *pl = ms.player ())
1568 if (tmp->type == PLAYER) 1385 if (pl->contr->ns)
1569 tmp->contr->socket.update_look = 1; 1386 pl->contr->ns->floorbox_update ();
1570 1387
1571 /* If this object glows, it may affect lighting conditions that are 1388 /* If this object glows, it may affect lighting conditions that are
1572 * visible to others on this map. But update_all_los is really 1389 * visible to others on this map. But update_all_los is really
1573 * an inefficient way to do this, as it means los for all players 1390 * an inefficient way to do this, as it means los for all players
1574 * on the map will get recalculated. The players could very well 1391 * on the map will get recalculated. The players could very well
1575 * be far away from this change and not affected in any way - 1392 * be far away from this change and not affected in any way -
1576 * this should get redone to only look for players within range, 1393 * this should get redone to only look for players within range,
1577 * or just updating the P_NEED_UPDATE for spaces within this area 1394 * or just updating the P_UPTODATE for spaces within this area
1578 * of effect may be sufficient. 1395 * of effect may be sufficient.
1579 */ 1396 */
1580 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1397 if (op->map->darkness && (op->glow_radius != 0))
1581 update_all_los (op->map, op->x, op->y); 1398 update_all_los (op->map, op->x, op->y);
1582 1399
1583 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1400 /* updates flags (blocked, alive, no magic, etc) for this map space */
1584 update_object (op, UP_OBJ_INSERT); 1401 update_object (op, UP_OBJ_INSERT);
1585 1402
1403 INVOKE_OBJECT (INSERT, op);
1404
1586 /* Don't know if moving this to the end will break anything. However, 1405 /* Don't know if moving this to the end will break anything. However,
1587 * we want to have update_look set above before calling this. 1406 * we want to have floorbox_update called before calling this.
1588 * 1407 *
1589 * check_move_on() must be after this because code called from 1408 * check_move_on() must be after this because code called from
1590 * check_move_on() depends on correct map flags (so functions like 1409 * check_move_on() depends on correct map flags (so functions like
1591 * blocked() and wall() work properly), and these flags are updated by 1410 * blocked() and wall() work properly), and these flags are updated by
1592 * update_object(). 1411 * update_object().
1594 1413
1595 /* if this is not the head or flag has been passed, don't check walk on status */ 1414 /* if this is not the head or flag has been passed, don't check walk on status */
1596 if (!(flag & INS_NO_WALK_ON) && !op->head) 1415 if (!(flag & INS_NO_WALK_ON) && !op->head)
1597 { 1416 {
1598 if (check_move_on (op, originator)) 1417 if (check_move_on (op, originator))
1599 return NULL; 1418 return 0;
1600 1419
1601 /* If we are a multi part object, lets work our way through the check 1420 /* If we are a multi part object, lets work our way through the check
1602 * walk on's. 1421 * walk on's.
1603 */ 1422 */
1604 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1423 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1605 if (check_move_on (tmp, originator)) 1424 if (check_move_on (tmp, originator))
1606 return NULL; 1425 return 0;
1607 } 1426 }
1608 1427
1609 return op; 1428 return op;
1610} 1429}
1611 1430
1612/* this function inserts an object in the map, but if it 1431/* this function inserts an object in the map, but if it
1613 * finds an object of its own type, it'll remove that one first. 1432 * finds an object of its own type, it'll remove that one first.
1614 * op is the object to insert it under: supplies x and the map. 1433 * op is the object to insert it under: supplies x and the map.
1615 */ 1434 */
1616void 1435void
1617replace_insert_ob_in_map (const char *arch_string, object *op) 1436replace_insert_ob_in_map (const char *arch_string, object *op)
1618{ 1437{
1619 object * 1438 object *tmp, *tmp1;
1620 tmp;
1621 object *
1622 tmp1;
1623 1439
1624 /* first search for itself and remove any old instances */ 1440 /* first search for itself and remove any old instances */
1625 1441
1626 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1442 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1627 {
1628 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1443 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1629 { 1444 tmp->destroy ();
1630 remove_ob (tmp);
1631 free_object (tmp);
1632 }
1633 }
1634 1445
1635 tmp1 = arch_to_object (find_archetype (arch_string)); 1446 tmp1 = arch_to_object (archetype::find (arch_string));
1636 1447
1637 tmp1->x = op->x; 1448 tmp1->x = op->x;
1638 tmp1->y = op->y; 1449 tmp1->y = op->y;
1639 insert_ob_in_map (tmp1, op->map, op, 0); 1450 insert_ob_in_map (tmp1, op->map, op, 0);
1451}
1452
1453object *
1454object::insert_at (object *where, object *originator, int flags)
1455{
1456 return where->map->insert (this, where->x, where->y, originator, flags);
1640} 1457}
1641 1458
1642/* 1459/*
1643 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1460 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1644 * is returned contains nr objects, and the remaining parts contains 1461 * is returned contains nr objects, and the remaining parts contains
1645 * the rest (or is removed and freed if that number is 0). 1462 * the rest (or is removed and freed if that number is 0).
1646 * On failure, NULL is returned, and the reason put into the 1463 * On failure, NULL is returned, and the reason put into the
1647 * global static errmsg array. 1464 * global static errmsg array.
1648 */ 1465 */
1649
1650object * 1466object *
1651get_split_ob (object *orig_ob, uint32 nr) 1467get_split_ob (object *orig_ob, uint32 nr)
1652{ 1468{
1653 object * 1469 object *newob;
1654 newob;
1655 int
1656 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1470 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1657 1471
1658 if (orig_ob->nrof < nr) 1472 if (orig_ob->nrof < nr)
1659 { 1473 {
1660 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name); 1474 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1661 return NULL; 1475 return NULL;
1662 } 1476 }
1663 1477
1664 newob = object_create_clone (orig_ob); 1478 newob = object_create_clone (orig_ob);
1665 1479
1666 if ((orig_ob->nrof -= nr) < 1) 1480 if ((orig_ob->nrof -= nr) < 1)
1667 { 1481 orig_ob->destroy (1);
1668 if (!is_removed)
1669 remove_ob (orig_ob);
1670 free_object2 (orig_ob, 1);
1671 }
1672 else if (!is_removed) 1482 else if (!is_removed)
1673 { 1483 {
1674 if (orig_ob->env != NULL) 1484 if (orig_ob->env != NULL)
1675 sub_weight (orig_ob->env, orig_ob->weight * nr); 1485 sub_weight (orig_ob->env, orig_ob->weight * nr);
1676 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY) 1486 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1691 * the amount of an object. If the amount reaches 0, the object 1501 * the amount of an object. If the amount reaches 0, the object
1692 * is subsequently removed and freed. 1502 * is subsequently removed and freed.
1693 * 1503 *
1694 * Return value: 'op' if something is left, NULL if the amount reached 0 1504 * Return value: 'op' if something is left, NULL if the amount reached 0
1695 */ 1505 */
1696
1697object * 1506object *
1698decrease_ob_nr (object *op, uint32 i) 1507decrease_ob_nr (object *op, uint32 i)
1699{ 1508{
1700 object *tmp; 1509 object *tmp;
1701 player *pl;
1702 1510
1703 if (i == 0) /* objects with op->nrof require this check */ 1511 if (i == 0) /* objects with op->nrof require this check */
1704 return op; 1512 return op;
1705 1513
1706 if (i > op->nrof) 1514 if (i > op->nrof)
1707 i = op->nrof; 1515 i = op->nrof;
1708 1516
1709 if (QUERY_FLAG (op, FLAG_REMOVED)) 1517 if (QUERY_FLAG (op, FLAG_REMOVED))
1710 op->nrof -= i; 1518 op->nrof -= i;
1711 else if (op->env != NULL) 1519 else if (op->env)
1712 { 1520 {
1713 /* is this object in the players inventory, or sub container 1521 /* is this object in the players inventory, or sub container
1714 * therein? 1522 * therein?
1715 */ 1523 */
1716 tmp = is_player_inv (op->env); 1524 tmp = op->in_player ();
1717 /* nope. Is this a container the player has opened? 1525 /* nope. Is this a container the player has opened?
1718 * If so, set tmp to that player. 1526 * If so, set tmp to that player.
1719 * IMO, searching through all the players will mostly 1527 * IMO, searching through all the players will mostly
1720 * likely be quicker than following op->env to the map, 1528 * likely be quicker than following op->env to the map,
1721 * and then searching the map for a player. 1529 * and then searching the map for a player.
1722 */ 1530 */
1723 if (!tmp) 1531 if (!tmp)
1724 { 1532 for_all_players (pl)
1725 for (pl = first_player; pl; pl = pl->next)
1726 if (pl->ob->container == op->env) 1533 if (pl->ob->container == op->env)
1534 {
1535 tmp = pl->ob;
1727 break; 1536 break;
1728 if (pl)
1729 tmp = pl->ob;
1730 else
1731 tmp = NULL;
1732 } 1537 }
1733 1538
1734 if (i < op->nrof) 1539 if (i < op->nrof)
1735 { 1540 {
1736 sub_weight (op->env, op->weight * i); 1541 sub_weight (op->env, op->weight * i);
1737 op->nrof -= i; 1542 op->nrof -= i;
1738 if (tmp) 1543 if (tmp)
1739 {
1740 esrv_send_item (tmp, op); 1544 esrv_send_item (tmp, op);
1741 }
1742 } 1545 }
1743 else 1546 else
1744 { 1547 {
1745 remove_ob (op); 1548 op->remove ();
1746 op->nrof = 0; 1549 op->nrof = 0;
1747 if (tmp) 1550 if (tmp)
1748 {
1749 esrv_del_item (tmp->contr, op->count); 1551 esrv_del_item (tmp->contr, op->count);
1750 }
1751 } 1552 }
1752 } 1553 }
1753 else 1554 else
1754 { 1555 {
1755 object *above = op->above; 1556 object *above = op->above;
1756 1557
1757 if (i < op->nrof) 1558 if (i < op->nrof)
1758 op->nrof -= i; 1559 op->nrof -= i;
1759 else 1560 else
1760 { 1561 {
1761 remove_ob (op); 1562 op->remove ();
1762 op->nrof = 0; 1563 op->nrof = 0;
1763 } 1564 }
1764 1565
1765 /* Since we just removed op, op->above is null */ 1566 /* Since we just removed op, op->above is null */
1766 for (tmp = above; tmp != NULL; tmp = tmp->above) 1567 for (tmp = above; tmp; tmp = tmp->above)
1767 if (tmp->type == PLAYER) 1568 if (tmp->type == PLAYER)
1768 { 1569 {
1769 if (op->nrof) 1570 if (op->nrof)
1770 esrv_send_item (tmp, op); 1571 esrv_send_item (tmp, op);
1771 else 1572 else
1775 1576
1776 if (op->nrof) 1577 if (op->nrof)
1777 return op; 1578 return op;
1778 else 1579 else
1779 { 1580 {
1780 free_object (op); 1581 op->destroy ();
1781 return NULL; 1582 return 0;
1782 } 1583 }
1783} 1584}
1784 1585
1785/* 1586/*
1786 * add_weight(object, weight) adds the specified weight to an object, 1587 * add_weight(object, weight) adds the specified weight to an object,
1787 * and also updates how much the environment(s) is/are carrying. 1588 * and also updates how much the environment(s) is/are carrying.
1788 */ 1589 */
1789
1790void 1590void
1791add_weight (object *op, signed long weight) 1591add_weight (object *op, signed long weight)
1792{ 1592{
1793 while (op != NULL) 1593 while (op != NULL)
1794 { 1594 {
1798 op->carrying += weight; 1598 op->carrying += weight;
1799 op = op->env; 1599 op = op->env;
1800 } 1600 }
1801} 1601}
1802 1602
1603object *
1604insert_ob_in_ob (object *op, object *where)
1605{
1606 if (!where)
1607 {
1608 char *dump = dump_object (op);
1609 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1610 free (dump);
1611 return op;
1612 }
1613
1614 if (where->head)
1615 {
1616 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1617 where = where->head;
1618 }
1619
1620 return where->insert (op);
1621}
1622
1803/* 1623/*
1804 * insert_ob_in_ob(op,environment): 1624 * env->insert (op)
1805 * This function inserts the object op in the linked list 1625 * This function inserts the object op in the linked list
1806 * inside the object environment. 1626 * inside the object environment.
1807 * 1627 *
1808 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1809 * the inventory at the last position or next to other objects of the same
1810 * type.
1811 * Frank: Now sorted by type, archetype and magic!
1812 *
1813 * The function returns now pointer to inserted item, and return value can 1628 * The function returns now pointer to inserted item, and return value can
1814 * be != op, if items are merged. -Tero 1629 * be != op, if items are merged. -Tero
1815 */ 1630 */
1816
1817object * 1631object *
1818insert_ob_in_ob (object *op, object *where) 1632object::insert (object *op)
1819{ 1633{
1820 object * 1634 object *tmp, *otmp;
1821 tmp, *
1822 otmp;
1823 1635
1824 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1636 if (!QUERY_FLAG (op, FLAG_REMOVED))
1825 { 1637 op->remove ();
1826 dump_object (op);
1827 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", errmsg);
1828 return op;
1829 }
1830
1831 if (where == NULL)
1832 {
1833 dump_object (op);
1834 LOG (llevError, "Trying to put object in NULL.\n%s\n", errmsg);
1835 return op;
1836 }
1837
1838 if (where->head)
1839 {
1840 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n");
1841 where = where->head;
1842 }
1843 1638
1844 if (op->more) 1639 if (op->more)
1845 { 1640 {
1846 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1641 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1847 return op; 1642 return op;
1849 1644
1850 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1645 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1851 CLEAR_FLAG (op, FLAG_REMOVED); 1646 CLEAR_FLAG (op, FLAG_REMOVED);
1852 if (op->nrof) 1647 if (op->nrof)
1853 { 1648 {
1854 for (tmp = where->inv; tmp != NULL; tmp = tmp->below) 1649 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1855 if (CAN_MERGE (tmp, op)) 1650 if (object::can_merge (tmp, op))
1856 { 1651 {
1857 /* return the original object and remove inserted object 1652 /* return the original object and remove inserted object
1858 (client needs the original object) */ 1653 (client needs the original object) */
1859 tmp->nrof += op->nrof; 1654 tmp->nrof += op->nrof;
1860 /* Weight handling gets pretty funky. Since we are adding to 1655 /* Weight handling gets pretty funky. Since we are adding to
1861 * tmp->nrof, we need to increase the weight. 1656 * tmp->nrof, we need to increase the weight.
1862 */ 1657 */
1863 add_weight (where, op->weight * op->nrof); 1658 add_weight (this, op->weight * op->nrof);
1864 SET_FLAG (op, FLAG_REMOVED); 1659 SET_FLAG (op, FLAG_REMOVED);
1865 free_object (op); /* free the inserted object */ 1660 op->destroy (); /* free the inserted object */
1866 op = tmp; 1661 op = tmp;
1867 remove_ob (op); /* and fix old object's links */ 1662 op->remove (); /* and fix old object's links */
1868 CLEAR_FLAG (op, FLAG_REMOVED); 1663 CLEAR_FLAG (op, FLAG_REMOVED);
1869 break; 1664 break;
1870 } 1665 }
1871 1666
1872 /* I assume combined objects have no inventory 1667 /* I assume combined objects have no inventory
1873 * We add the weight - this object could have just been removed 1668 * We add the weight - this object could have just been removed
1874 * (if it was possible to merge). calling remove_ob will subtract 1669 * (if it was possible to merge). calling remove_ob will subtract
1875 * the weight, so we need to add it in again, since we actually do 1670 * the weight, so we need to add it in again, since we actually do
1876 * the linking below 1671 * the linking below
1877 */ 1672 */
1878 add_weight (where, op->weight * op->nrof); 1673 add_weight (this, op->weight * op->nrof);
1879 } 1674 }
1880 else 1675 else
1881 add_weight (where, (op->weight + op->carrying)); 1676 add_weight (this, (op->weight + op->carrying));
1882 1677
1883 otmp = is_player_inv (where); 1678 otmp = this->in_player ();
1884 if (otmp && otmp->contr != NULL) 1679 if (otmp && otmp->contr)
1885 {
1886 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1680 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1887 fix_player (otmp); 1681 otmp->update_stats ();
1888 }
1889 1682
1890 op->map = NULL; 1683 op->map = 0;
1891 op->env = where; 1684 op->env = this;
1892 op->above = NULL; 1685 op->above = 0;
1893 op->below = NULL; 1686 op->below = 0;
1894 op->x = 0, op->y = 0; 1687 op->x = 0, op->y = 0;
1895 1688
1896 /* reset the light list and los of the players on the map */ 1689 /* reset the light list and los of the players on the map */
1897 if ((op->glow_radius != 0) && where->map) 1690 if ((op->glow_radius != 0) && map)
1898 { 1691 {
1899#ifdef DEBUG_LIGHTS 1692#ifdef DEBUG_LIGHTS
1900 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1693 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1901#endif /* DEBUG_LIGHTS */ 1694#endif /* DEBUG_LIGHTS */
1902 if (MAP_DARKNESS (where->map)) 1695 if (map->darkness)
1903 update_all_los (where->map, where->x, where->y); 1696 update_all_los (map, x, y);
1904 } 1697 }
1905 1698
1906 /* Client has no idea of ordering so lets not bother ordering it here. 1699 /* Client has no idea of ordering so lets not bother ordering it here.
1907 * It sure simplifies this function... 1700 * It sure simplifies this function...
1908 */ 1701 */
1909 if (where->inv == NULL) 1702 if (!inv)
1910 where->inv = op; 1703 inv = op;
1911 else 1704 else
1912 { 1705 {
1913 op->below = where->inv; 1706 op->below = inv;
1914 op->below->above = op; 1707 op->below->above = op;
1915 where->inv = op; 1708 inv = op;
1916 } 1709 }
1710
1711 INVOKE_OBJECT (INSERT, this);
1712
1917 return op; 1713 return op;
1918} 1714}
1919 1715
1920/* 1716/*
1921 * Checks if any objects has a move_type that matches objects 1717 * Checks if any objects has a move_type that matches objects
1935 * 1731 *
1936 * MSW 2001-07-08: Check all objects on space, not just those below 1732 * MSW 2001-07-08: Check all objects on space, not just those below
1937 * object being inserted. insert_ob_in_map may not put new objects 1733 * object being inserted. insert_ob_in_map may not put new objects
1938 * on top. 1734 * on top.
1939 */ 1735 */
1940
1941int 1736int
1942check_move_on (object *op, object *originator) 1737check_move_on (object *op, object *originator)
1943{ 1738{
1944 object * 1739 object *tmp;
1945 tmp; 1740 maptile *m = op->map;
1946 tag_t
1947 tag;
1948 mapstruct *
1949 m = op->map;
1950 int
1951 x = op->x, y = op->y; 1741 int x = op->x, y = op->y;
1952 1742
1953 MoveType 1743 MoveType move_on, move_slow, move_block;
1954 move_on,
1955 move_slow,
1956 move_block;
1957 1744
1958 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1745 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1959 return 0; 1746 return 0;
1960
1961 tag = op->count;
1962 1747
1963 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1748 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1964 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1749 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1965 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1750 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1966 1751
1982 1767
1983 /* The objects have to be checked from top to bottom. 1768 /* The objects have to be checked from top to bottom.
1984 * Hence, we first go to the top: 1769 * Hence, we first go to the top:
1985 */ 1770 */
1986 1771
1987 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1772 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1988 { 1773 {
1989 /* Trim the search when we find the first other spell effect 1774 /* Trim the search when we find the first other spell effect
1990 * this helps performance so that if a space has 50 spell objects, 1775 * this helps performance so that if a space has 50 spell objects,
1991 * we don't need to check all of them. 1776 * we don't need to check all of them.
1992 */ 1777 */
2010 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1795 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
2011 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1796 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
2012 { 1797 {
2013 1798
2014 float 1799 float
2015 diff = tmp->move_slow_penalty * FABS (op->speed); 1800 diff = tmp->move_slow_penalty * fabs (op->speed);
2016 1801
2017 if (op->type == PLAYER) 1802 if (op->type == PLAYER)
2018 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1803 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
2019 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1804 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
2020 diff /= 4.0; 1805 diff /= 4.0;
2027 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1812 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
2028 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0)) 1813 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
2029 { 1814 {
2030 move_apply (tmp, op, originator); 1815 move_apply (tmp, op, originator);
2031 1816
2032 if (was_destroyed (op, tag)) 1817 if (op->destroyed ())
2033 return 1; 1818 return 1;
2034 1819
2035 /* what the person/creature stepped onto has moved the object 1820 /* what the person/creature stepped onto has moved the object
2036 * someplace new. Don't process any further - if we did, 1821 * someplace new. Don't process any further - if we did,
2037 * have a feeling strange problems would result. 1822 * have a feeling strange problems would result.
2047/* 1832/*
2048 * present_arch(arch, map, x, y) searches for any objects with 1833 * present_arch(arch, map, x, y) searches for any objects with
2049 * a matching archetype at the given map and coordinates. 1834 * a matching archetype at the given map and coordinates.
2050 * The first matching object is returned, or NULL if none. 1835 * The first matching object is returned, or NULL if none.
2051 */ 1836 */
2052
2053object * 1837object *
2054present_arch (const archetype *at, mapstruct *m, int x, int y) 1838present_arch (const archetype *at, maptile *m, int x, int y)
2055{ 1839{
2056 object *
2057 tmp;
2058
2059 if (m == NULL || out_of_map (m, x, y)) 1840 if (!m || out_of_map (m, x, y))
2060 { 1841 {
2061 LOG (llevError, "Present_arch called outside map.\n"); 1842 LOG (llevError, "Present_arch called outside map.\n");
2062 return NULL; 1843 return NULL;
2063 } 1844 }
2064 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1845
1846 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2065 if (tmp->arch == at) 1847 if (tmp->arch == at)
2066 return tmp; 1848 return tmp;
1849
2067 return NULL; 1850 return NULL;
2068} 1851}
2069 1852
2070/* 1853/*
2071 * present(type, map, x, y) searches for any objects with 1854 * present(type, map, x, y) searches for any objects with
2072 * a matching type variable at the given map and coordinates. 1855 * a matching type variable at the given map and coordinates.
2073 * The first matching object is returned, or NULL if none. 1856 * The first matching object is returned, or NULL if none.
2074 */ 1857 */
2075
2076object * 1858object *
2077present (unsigned char type, mapstruct *m, int x, int y) 1859present (unsigned char type, maptile *m, int x, int y)
2078{ 1860{
2079 object *
2080 tmp;
2081
2082 if (out_of_map (m, x, y)) 1861 if (out_of_map (m, x, y))
2083 { 1862 {
2084 LOG (llevError, "Present called outside map.\n"); 1863 LOG (llevError, "Present called outside map.\n");
2085 return NULL; 1864 return NULL;
2086 } 1865 }
2087 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1866
1867 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2088 if (tmp->type == type) 1868 if (tmp->type == type)
2089 return tmp; 1869 return tmp;
1870
2090 return NULL; 1871 return NULL;
2091} 1872}
2092 1873
2093/* 1874/*
2094 * present_in_ob(type, object) searches for any objects with 1875 * present_in_ob(type, object) searches for any objects with
2095 * a matching type variable in the inventory of the given object. 1876 * a matching type variable in the inventory of the given object.
2096 * The first matching object is returned, or NULL if none. 1877 * The first matching object is returned, or NULL if none.
2097 */ 1878 */
2098
2099object * 1879object *
2100present_in_ob (unsigned char type, const object *op) 1880present_in_ob (unsigned char type, const object *op)
2101{ 1881{
2102 object *
2103 tmp;
2104
2105 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1882 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2106 if (tmp->type == type) 1883 if (tmp->type == type)
2107 return tmp; 1884 return tmp;
1885
2108 return NULL; 1886 return NULL;
2109} 1887}
2110 1888
2111/* 1889/*
2112 * present_in_ob (type, str, object) searches for any objects with 1890 * present_in_ob (type, str, object) searches for any objects with
2120 * str is the string to match against. Note that we match against 1898 * str is the string to match against. Note that we match against
2121 * the object name, not the archetype name. this is so that the 1899 * the object name, not the archetype name. this is so that the
2122 * spell code can use one object type (force), but change it's name 1900 * spell code can use one object type (force), but change it's name
2123 * to be unique. 1901 * to be unique.
2124 */ 1902 */
2125
2126object * 1903object *
2127present_in_ob_by_name (int type, const char *str, const object *op) 1904present_in_ob_by_name (int type, const char *str, const object *op)
2128{ 1905{
2129 object *
2130 tmp;
2131
2132 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1906 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2133 {
2134 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1907 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2135 return tmp; 1908 return tmp;
2136 } 1909
2137 return NULL; 1910 return 0;
2138} 1911}
2139 1912
2140/* 1913/*
2141 * present_arch_in_ob(archetype, object) searches for any objects with 1914 * present_arch_in_ob(archetype, object) searches for any objects with
2142 * a matching archetype in the inventory of the given object. 1915 * a matching archetype in the inventory of the given object.
2143 * The first matching object is returned, or NULL if none. 1916 * The first matching object is returned, or NULL if none.
2144 */ 1917 */
2145
2146object * 1918object *
2147present_arch_in_ob (const archetype *at, const object *op) 1919present_arch_in_ob (const archetype *at, const object *op)
2148{ 1920{
2149 object *
2150 tmp;
2151
2152 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1921 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2153 if (tmp->arch == at) 1922 if (tmp->arch == at)
2154 return tmp; 1923 return tmp;
1924
2155 return NULL; 1925 return NULL;
2156} 1926}
2157 1927
2158/* 1928/*
2159 * activate recursively a flag on an object inventory 1929 * activate recursively a flag on an object inventory
2160 */ 1930 */
2161void 1931void
2162flag_inv (object *op, int flag) 1932flag_inv (object *op, int flag)
2163{ 1933{
2164 object *
2165 tmp;
2166
2167 if (op->inv) 1934 if (op->inv)
2168 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1935 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2169 { 1936 {
2170 SET_FLAG (tmp, flag); 1937 SET_FLAG (tmp, flag);
2171 flag_inv (tmp, flag); 1938 flag_inv (tmp, flag);
2172 } 1939 }
2173} /* 1940}
1941
1942/*
2174 * desactivate recursively a flag on an object inventory 1943 * deactivate recursively a flag on an object inventory
2175 */ 1944 */
2176void 1945void
2177unflag_inv (object *op, int flag) 1946unflag_inv (object *op, int flag)
2178{ 1947{
2179 object *
2180 tmp;
2181
2182 if (op->inv) 1948 if (op->inv)
2183 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1949 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2184 { 1950 {
2185 CLEAR_FLAG (tmp, flag); 1951 CLEAR_FLAG (tmp, flag);
2186 unflag_inv (tmp, flag); 1952 unflag_inv (tmp, flag);
2187 } 1953 }
2188} 1954}
2191 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 1957 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2192 * all it's inventory (recursively). 1958 * all it's inventory (recursively).
2193 * If checksums are used, a player will get set_cheat called for 1959 * If checksums are used, a player will get set_cheat called for
2194 * him/her-self and all object carried by a call to this function. 1960 * him/her-self and all object carried by a call to this function.
2195 */ 1961 */
2196
2197void 1962void
2198set_cheat (object *op) 1963set_cheat (object *op)
2199{ 1964{
2200 SET_FLAG (op, FLAG_WAS_WIZ); 1965 SET_FLAG (op, FLAG_WAS_WIZ);
2201 flag_inv (op, FLAG_WAS_WIZ); 1966 flag_inv (op, FLAG_WAS_WIZ);
2220 * because arch_blocked (now ob_blocked) needs to know the movement type 1985 * because arch_blocked (now ob_blocked) needs to know the movement type
2221 * to know if the space in question will block the object. We can't use 1986 * to know if the space in question will block the object. We can't use
2222 * the archetype because that isn't correct if the monster has been 1987 * the archetype because that isn't correct if the monster has been
2223 * customized, changed states, etc. 1988 * customized, changed states, etc.
2224 */ 1989 */
2225
2226int 1990int
2227find_free_spot (const object *ob, mapstruct *m, int x, int y, int start, int stop) 1991find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2228{ 1992{
2229 int
2230 i,
2231 index = 0, flag; 1993 int index = 0, flag;
2232 static int
2233 altern[SIZEOFFREE]; 1994 int altern[SIZEOFFREE];
2234 1995
2235 for (i = start; i < stop; i++) 1996 for (int i = start; i < stop; i++)
2236 { 1997 {
2237 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 1998 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2238 if (!flag) 1999 if (!flag)
2239 altern[index++] = i; 2000 altern [index++] = i;
2240 2001
2241 /* Basically, if we find a wall on a space, we cut down the search size. 2002 /* Basically, if we find a wall on a space, we cut down the search size.
2242 * In this way, we won't return spaces that are on another side of a wall. 2003 * In this way, we won't return spaces that are on another side of a wall.
2243 * This mostly work, but it cuts down the search size in all directions - 2004 * This mostly work, but it cuts down the search size in all directions -
2244 * if the space being examined only has a wall to the north and empty 2005 * if the space being examined only has a wall to the north and empty
2245 * spaces in all the other directions, this will reduce the search space 2006 * spaces in all the other directions, this will reduce the search space
2246 * to only the spaces immediately surrounding the target area, and 2007 * to only the spaces immediately surrounding the target area, and
2247 * won't look 2 spaces south of the target space. 2008 * won't look 2 spaces south of the target space.
2248 */ 2009 */
2249 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 2010 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2250 stop = maxfree[i]; 2011 stop = maxfree[i];
2251 } 2012 }
2013
2252 if (!index) 2014 if (!index)
2253 return -1; 2015 return -1;
2016
2254 return altern[RANDOM () % index]; 2017 return altern [rndm (index)];
2255} 2018}
2256 2019
2257/* 2020/*
2258 * find_first_free_spot(archetype, mapstruct, x, y) works like 2021 * find_first_free_spot(archetype, maptile, x, y) works like
2259 * find_free_spot(), but it will search max number of squares. 2022 * find_free_spot(), but it will search max number of squares.
2260 * But it will return the first available spot, not a random choice. 2023 * But it will return the first available spot, not a random choice.
2261 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2024 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2262 */ 2025 */
2263
2264int 2026int
2265find_first_free_spot (const object *ob, mapstruct *m, int x, int y) 2027find_first_free_spot (const object *ob, maptile *m, int x, int y)
2266{ 2028{
2267 int
2268 i;
2269
2270 for (i = 0; i < SIZEOFFREE; i++) 2029 for (int i = 0; i < SIZEOFFREE; i++)
2271 {
2272 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2030 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2273 return i; 2031 return i;
2274 } 2032
2275 return -1; 2033 return -1;
2276} 2034}
2277 2035
2278/* 2036/*
2279 * The function permute(arr, begin, end) randomly reorders the array 2037 * The function permute(arr, begin, end) randomly reorders the array
2280 * arr[begin..end-1]. 2038 * arr[begin..end-1].
2039 * now uses a fisher-yates shuffle, old permute was broken
2281 */ 2040 */
2282static void 2041static void
2283permute (int *arr, int begin, int end) 2042permute (int *arr, int begin, int end)
2284{ 2043{
2285 int 2044 arr += begin;
2286 i,
2287 j,
2288 tmp,
2289 len;
2290
2291 len = end - begin; 2045 end -= begin;
2292 for (i = begin; i < end; i++)
2293 {
2294 j = begin + RANDOM () % len;
2295 2046
2296 tmp = arr[i]; 2047 while (--end)
2297 arr[i] = arr[j]; 2048 swap (arr [end], arr [rndm (end + 1)]);
2298 arr[j] = tmp;
2299 }
2300} 2049}
2301 2050
2302/* new function to make monster searching more efficient, and effective! 2051/* new function to make monster searching more efficient, and effective!
2303 * This basically returns a randomized array (in the passed pointer) of 2052 * This basically returns a randomized array (in the passed pointer) of
2304 * the spaces to find monsters. In this way, it won't always look for 2053 * the spaces to find monsters. In this way, it won't always look for
2307 * the 3x3 area will be searched, just not in a predictable order. 2056 * the 3x3 area will be searched, just not in a predictable order.
2308 */ 2057 */
2309void 2058void
2310get_search_arr (int *search_arr) 2059get_search_arr (int *search_arr)
2311{ 2060{
2312 int 2061 int i;
2313 i;
2314 2062
2315 for (i = 0; i < SIZEOFFREE; i++) 2063 for (i = 0; i < SIZEOFFREE; i++)
2316 {
2317 search_arr[i] = i; 2064 search_arr[i] = i;
2318 }
2319 2065
2320 permute (search_arr, 1, SIZEOFFREE1 + 1); 2066 permute (search_arr, 1, SIZEOFFREE1 + 1);
2321 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2067 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2322 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2068 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2323} 2069}
2332 * Perhaps incorrectly, but I'm making the assumption that exclude 2078 * Perhaps incorrectly, but I'm making the assumption that exclude
2333 * is actually want is going to try and move there. We need this info 2079 * is actually want is going to try and move there. We need this info
2334 * because we have to know what movement the thing looking to move 2080 * because we have to know what movement the thing looking to move
2335 * there is capable of. 2081 * there is capable of.
2336 */ 2082 */
2337
2338int 2083int
2339find_dir (mapstruct *m, int x, int y, object *exclude) 2084find_dir (maptile *m, int x, int y, object *exclude)
2340{ 2085{
2341 int
2342 i,
2343 max = SIZEOFFREE, mflags; 2086 int i, max = SIZEOFFREE, mflags;
2344 2087
2345 sint16 nx, ny; 2088 sint16 nx, ny;
2346 object * 2089 object *tmp;
2347 tmp; 2090 maptile *mp;
2348 mapstruct *
2349 mp;
2350 2091
2351 MoveType blocked, move_type; 2092 MoveType blocked, move_type;
2352 2093
2353 if (exclude && exclude->head) 2094 if (exclude && exclude->head)
2354 { 2095 {
2366 mp = m; 2107 mp = m;
2367 nx = x + freearr_x[i]; 2108 nx = x + freearr_x[i];
2368 ny = y + freearr_y[i]; 2109 ny = y + freearr_y[i];
2369 2110
2370 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2111 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2112
2371 if (mflags & P_OUT_OF_MAP) 2113 if (mflags & P_OUT_OF_MAP)
2372 {
2373 max = maxfree[i]; 2114 max = maxfree[i];
2374 }
2375 else 2115 else
2376 { 2116 {
2377 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2117 mapspace &ms = mp->at (nx, ny);
2118
2119 blocked = ms.move_block;
2378 2120
2379 if ((move_type & blocked) == move_type) 2121 if ((move_type & blocked) == move_type)
2380 {
2381 max = maxfree[i]; 2122 max = maxfree[i];
2382 }
2383 else if (mflags & P_IS_ALIVE) 2123 else if (mflags & P_IS_ALIVE)
2384 { 2124 {
2385 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2125 for (tmp = ms.bot; tmp; tmp = tmp->above)
2386 { 2126 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2387 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2127 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2388 {
2389 break; 2128 break;
2390 } 2129
2391 }
2392 if (tmp) 2130 if (tmp)
2393 {
2394 return freedir[i]; 2131 return freedir[i];
2395 }
2396 } 2132 }
2397 } 2133 }
2398 } 2134 }
2135
2399 return 0; 2136 return 0;
2400} 2137}
2401 2138
2402/* 2139/*
2403 * distance(object 1, object 2) will return the square of the 2140 * distance(object 1, object 2) will return the square of the
2404 * distance between the two given objects. 2141 * distance between the two given objects.
2405 */ 2142 */
2406
2407int 2143int
2408distance (const object *ob1, const object *ob2) 2144distance (const object *ob1, const object *ob2)
2409{ 2145{
2410 int
2411 i;
2412
2413 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2146 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2414 return i;
2415} 2147}
2416 2148
2417/* 2149/*
2418 * find_dir_2(delta-x,delta-y) will return a direction in which 2150 * find_dir_2(delta-x,delta-y) will return a direction in which
2419 * an object which has subtracted the x and y coordinates of another 2151 * an object which has subtracted the x and y coordinates of another
2420 * object, needs to travel toward it. 2152 * object, needs to travel toward it.
2421 */ 2153 */
2422
2423int 2154int
2424find_dir_2 (int x, int y) 2155find_dir_2 (int x, int y)
2425{ 2156{
2426 int 2157 int q;
2427 q;
2428 2158
2429 if (y) 2159 if (y)
2430 q = x * 100 / y; 2160 q = x * 100 / y;
2431 else if (x) 2161 else if (x)
2432 q = -300 * x; 2162 q = -300 * x;
2457 2187
2458 return 3; 2188 return 3;
2459} 2189}
2460 2190
2461/* 2191/*
2462 * absdir(int): Returns a number between 1 and 8, which represent
2463 * the "absolute" direction of a number (it actually takes care of
2464 * "overflow" in previous calculations of a direction).
2465 */
2466
2467int
2468absdir (int d)
2469{
2470 while (d < 1)
2471 d += 8;
2472 while (d > 8)
2473 d -= 8;
2474 return d;
2475}
2476
2477/*
2478 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2192 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2479 * between two directions (which are expected to be absolute (see absdir()) 2193 * between two directions (which are expected to be absolute (see absdir())
2480 */ 2194 */
2481
2482int 2195int
2483dirdiff (int dir1, int dir2) 2196dirdiff (int dir1, int dir2)
2484{ 2197{
2485 int 2198 int d;
2486 d;
2487 2199
2488 d = abs (dir1 - dir2); 2200 d = abs (dir1 - dir2);
2489 if (d > 4) 2201 if (d > 4)
2490 d = 8 - d; 2202 d = 8 - d;
2203
2491 return d; 2204 return d;
2492} 2205}
2493 2206
2494/* peterm: 2207/* peterm:
2495 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2208 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2498 * This basically means that if direction is 15, then it could either go 2211 * This basically means that if direction is 15, then it could either go
2499 * direction 4, 14, or 16 to get back to where we are. 2212 * direction 4, 14, or 16 to get back to where we are.
2500 * Moved from spell_util.c to object.c with the other related direction 2213 * Moved from spell_util.c to object.c with the other related direction
2501 * functions. 2214 * functions.
2502 */ 2215 */
2503
2504int
2505 reduction_dir[SIZEOFFREE][3] = { 2216int reduction_dir[SIZEOFFREE][3] = {
2506 {0, 0, 0}, /* 0 */ 2217 {0, 0, 0}, /* 0 */
2507 {0, 0, 0}, /* 1 */ 2218 {0, 0, 0}, /* 1 */
2508 {0, 0, 0}, /* 2 */ 2219 {0, 0, 0}, /* 2 */
2509 {0, 0, 0}, /* 3 */ 2220 {0, 0, 0}, /* 3 */
2510 {0, 0, 0}, /* 4 */ 2221 {0, 0, 0}, /* 4 */
2558 * find a path to that monster that we found. If not, 2269 * find a path to that monster that we found. If not,
2559 * we don't bother going toward it. Returns 1 if we 2270 * we don't bother going toward it. Returns 1 if we
2560 * can see a direct way to get it 2271 * can see a direct way to get it
2561 * Modified to be map tile aware -.MSW 2272 * Modified to be map tile aware -.MSW
2562 */ 2273 */
2563
2564
2565int 2274int
2566can_see_monsterP (mapstruct *m, int x, int y, int dir) 2275can_see_monsterP (maptile *m, int x, int y, int dir)
2567{ 2276{
2568 sint16 dx, dy; 2277 sint16 dx, dy;
2569 int
2570 mflags; 2278 int mflags;
2571 2279
2572 if (dir < 0) 2280 if (dir < 0)
2573 return 0; /* exit condition: invalid direction */ 2281 return 0; /* exit condition: invalid direction */
2574 2282
2575 dx = x + freearr_x[dir]; 2283 dx = x + freearr_x[dir];
2588 return 0; 2296 return 0;
2589 2297
2590 /* yes, can see. */ 2298 /* yes, can see. */
2591 if (dir < 9) 2299 if (dir < 9)
2592 return 1; 2300 return 1;
2301
2593 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2302 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2594 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]); 2303 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2304 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2595} 2305}
2596
2597
2598 2306
2599/* 2307/*
2600 * can_pick(picker, item): finds out if an object is possible to be 2308 * can_pick(picker, item): finds out if an object is possible to be
2601 * picked up by the picker. Returnes 1 if it can be 2309 * picked up by the picker. Returnes 1 if it can be
2602 * picked up, otherwise 0. 2310 * picked up, otherwise 0.
2613 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2321 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2614 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2322 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2615 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2323 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2616} 2324}
2617 2325
2618
2619/* 2326/*
2620 * create clone from object to another 2327 * create clone from object to another
2621 */ 2328 */
2622object * 2329object *
2623object_create_clone (object *asrc) 2330object_create_clone (object *asrc)
2624{ 2331{
2625 object *
2626 dst = NULL, *tmp, *src, *part, *prev, *item; 2332 object *dst = 0, *tmp, *src, *part, *prev, *item;
2627 2333
2628 if (!asrc) 2334 if (!asrc)
2629 return NULL; 2335 return 0;
2336
2630 src = asrc; 2337 src = asrc;
2631 if (src->head) 2338 if (src->head)
2632 src = src->head; 2339 src = src->head;
2633 2340
2634 prev = NULL; 2341 prev = 0;
2635 for (part = src; part; part = part->more) 2342 for (part = src; part; part = part->more)
2636 { 2343 {
2637 tmp = get_object (); 2344 tmp = part->clone ();
2638 copy_object (part, tmp);
2639 tmp->x -= src->x; 2345 tmp->x -= src->x;
2640 tmp->y -= src->y; 2346 tmp->y -= src->y;
2347
2641 if (!part->head) 2348 if (!part->head)
2642 { 2349 {
2643 dst = tmp; 2350 dst = tmp;
2644 tmp->head = NULL; 2351 tmp->head = 0;
2645 } 2352 }
2646 else 2353 else
2647 {
2648 tmp->head = dst; 2354 tmp->head = dst;
2649 } 2355
2650 tmp->more = NULL; 2356 tmp->more = 0;
2357
2651 if (prev) 2358 if (prev)
2652 prev->more = tmp; 2359 prev->more = tmp;
2360
2653 prev = tmp; 2361 prev = tmp;
2654 } 2362 }
2655 2363
2656 /*** copy inventory ***/
2657 for (item = src->inv; item; item = item->below) 2364 for (item = src->inv; item; item = item->below)
2658 {
2659 (void) insert_ob_in_ob (object_create_clone (item), dst); 2365 insert_ob_in_ob (object_create_clone (item), dst);
2660 }
2661 2366
2662 return dst; 2367 return dst;
2663}
2664
2665/* return true if the object was destroyed, 0 otherwise */
2666int
2667was_destroyed (const object *op, tag_t old_tag)
2668{
2669 /* checking for FLAG_FREED isn't necessary, but makes this function more
2670 * robust */
2671 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2672}
2673
2674/* GROS - Creates an object using a string representing its content. */
2675
2676/* Basically, we save the content of the string to a temp file, then call */
2677
2678/* load_object on it. I admit it is a highly inefficient way to make things, */
2679
2680/* but it was simple to make and allows reusing the load_object function. */
2681
2682/* Remember not to use load_object_str in a time-critical situation. */
2683
2684/* Also remember that multiparts objects are not supported for now. */
2685
2686object *
2687load_object_str (const char *obstr)
2688{
2689 object *
2690 op;
2691 char
2692 filename[MAX_BUF];
2693
2694 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2695
2696 FILE *
2697 tempfile = fopen (filename, "w");
2698
2699 if (tempfile == NULL)
2700 {
2701 LOG (llevError, "Error - Unable to access load object temp file\n");
2702 return NULL;
2703 }
2704
2705 fprintf (tempfile, obstr);
2706 fclose (tempfile);
2707
2708 op = get_object ();
2709
2710 object_thawer thawer (filename);
2711
2712 if (thawer)
2713 load_object (thawer, op, 0);
2714
2715 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2716 CLEAR_FLAG (op, FLAG_REMOVED);
2717
2718 return op;
2719} 2368}
2720 2369
2721/* This returns the first object in who's inventory that 2370/* This returns the first object in who's inventory that
2722 * has the same type and subtype match. 2371 * has the same type and subtype match.
2723 * returns NULL if no match. 2372 * returns NULL if no match.
2724 */ 2373 */
2725object * 2374object *
2726find_obj_by_type_subtype (const object *who, int type, int subtype) 2375find_obj_by_type_subtype (const object *who, int type, int subtype)
2727{ 2376{
2728 object *
2729 tmp;
2730
2731 for (tmp = who->inv; tmp; tmp = tmp->below) 2377 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2732 if (tmp->type == type && tmp->subtype == subtype) 2378 if (tmp->type == type && tmp->subtype == subtype)
2733 return tmp; 2379 return tmp;
2734 2380
2735 return NULL; 2381 return 0;
2736} 2382}
2737 2383
2738/* If ob has a field named key, return the link from the list, 2384/* If ob has a field named key, return the link from the list,
2739 * otherwise return NULL. 2385 * otherwise return NULL.
2740 * 2386 *
2742 * do the desired thing. 2388 * do the desired thing.
2743 */ 2389 */
2744key_value * 2390key_value *
2745get_ob_key_link (const object *ob, const char *key) 2391get_ob_key_link (const object *ob, const char *key)
2746{ 2392{
2747 key_value *
2748 link;
2749
2750 for (link = ob->key_values; link != NULL; link = link->next) 2393 for (key_value *link = ob->key_values; link; link = link->next)
2751 {
2752 if (link->key == key) 2394 if (link->key == key)
2753 {
2754 return link; 2395 return link;
2755 }
2756 }
2757 2396
2758 return NULL; 2397 return 0;
2759} 2398}
2760 2399
2761/* 2400/*
2762 * Returns the value of op has an extra_field for key, or NULL. 2401 * Returns the value of op has an extra_field for key, or NULL.
2763 * 2402 *
2788 if (link->key == canonical_key) 2427 if (link->key == canonical_key)
2789 return link->value; 2428 return link->value;
2790 2429
2791 return 0; 2430 return 0;
2792} 2431}
2793
2794 2432
2795/* 2433/*
2796 * Updates the canonical_key in op to value. 2434 * Updates the canonical_key in op to value.
2797 * 2435 *
2798 * canonical_key is a shared string (value doesn't have to be). 2436 * canonical_key is a shared string (value doesn't have to be).
2803 * Returns TRUE on success. 2441 * Returns TRUE on success.
2804 */ 2442 */
2805int 2443int
2806set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) 2444set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2807{ 2445{
2808 key_value *
2809 field = NULL, *last = NULL; 2446 key_value *field = NULL, *last = NULL;
2810 2447
2811 for (field = op->key_values; field != NULL; field = field->next) 2448 for (field = op->key_values; field != NULL; field = field->next)
2812 { 2449 {
2813 if (field->key != canonical_key) 2450 if (field->key != canonical_key)
2814 { 2451 {
2842 /* IF we get here, key doesn't exist */ 2479 /* IF we get here, key doesn't exist */
2843 2480
2844 /* No field, we'll have to add it. */ 2481 /* No field, we'll have to add it. */
2845 2482
2846 if (!add_key) 2483 if (!add_key)
2847 {
2848 return FALSE; 2484 return FALSE;
2849 } 2485
2850 /* There isn't any good reason to store a null 2486 /* There isn't any good reason to store a null
2851 * value in the key/value list. If the archetype has 2487 * value in the key/value list. If the archetype has
2852 * this key, then we should also have it, so shouldn't 2488 * this key, then we should also have it, so shouldn't
2853 * be here. If user wants to store empty strings, 2489 * be here. If user wants to store empty strings,
2854 * should pass in "" 2490 * should pass in ""
2903 } 2539 }
2904 else 2540 else
2905 item = item->env; 2541 item = item->env;
2906} 2542}
2907 2543
2544
2545const char *
2546object::flag_desc (char *desc, int len) const
2547{
2548 char *p = desc;
2549 bool first = true;
2550
2551 *p = 0;
2552
2553 for (int i = 0; i < NUM_FLAGS; i++)
2554 {
2555 if (len <= 10) // magic constant!
2556 {
2557 snprintf (p, len, ",...");
2558 break;
2559 }
2560
2561 if (flag [i])
2562 {
2563 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2564 len -= cnt;
2565 p += cnt;
2566 first = false;
2567 }
2568 }
2569
2570 return desc;
2571}
2572
2908// return a suitable string describing an objetc in enough detail to find it 2573// return a suitable string describing an object in enough detail to find it
2909const char * 2574const char *
2910object::debug_desc (char *info) const 2575object::debug_desc (char *info) const
2911{ 2576{
2577 char flagdesc[512];
2912 char info2[256 * 3]; 2578 char info2[256 * 4];
2913 char *p = info; 2579 char *p = info;
2914 2580
2915 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2581 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2916 count, 2582 count, uuid.seq,
2917 &name, 2583 &name,
2918 title ? " " : "", 2584 title ? "\",title:\"" : "",
2919 title ? (const char *)title : ""); 2585 title ? (const char *)title : "",
2586 flag_desc (flagdesc, 512), type);
2920 2587
2921 if (env) 2588 if (env)
2922 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2589 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2923 2590
2924 if (map) 2591 if (map)
2925 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2592 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2926 2593
2927 return info; 2594 return info;
2928} 2595}
2929 2596
2930const char * 2597const char *
2931object::debug_desc () const 2598object::debug_desc () const
2932{ 2599{
2933 static char info[256 * 3]; 2600 static char info[3][256 * 4];
2601 static int info_idx;
2602
2934 return debug_desc (info); 2603 return debug_desc (info [++info_idx % 3]);
2935} 2604}
2936 2605
2606struct region *
2607object::region () const
2608{
2609 return map ? map->region (x, y)
2610 : region::default_region ();
2611}
2612
2613const materialtype_t *
2614object::dominant_material () const
2615{
2616 if (materialtype_t *mat = name_to_material (materialname))
2617 return mat;
2618
2619 // omfg this is slow, this has to be temporary :)
2620 shstr unknown ("unknown");
2621
2622 return name_to_material (unknown);
2623}
2624
2625void
2626object::open_container (object *new_container)
2627{
2628 if (container == new_container)
2629 return;
2630
2631 if (object *old_container = container)
2632 {
2633 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2634 return;
2635
2636#if 0
2637 // remove the "Close old_container" object.
2638 if (object *closer = old_container->inv)
2639 if (closer->type == CLOSE_CON)
2640 closer->destroy ();
2641#endif
2642
2643 old_container->flag [FLAG_APPLIED] = 0;
2644 container = 0;
2645
2646 esrv_update_item (UPD_FLAGS, this, old_container);
2647 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2648 }
2649
2650 if (new_container)
2651 {
2652 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2653 return;
2654
2655 // TODO: this does not seem to serve any purpose anymore?
2656#if 0
2657 // insert the "Close Container" object.
2658 if (archetype *closer = new_container->other_arch)
2659 {
2660 object *closer = arch_to_object (new_container->other_arch);
2661 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2662 new_container->insert (closer);
2663 }
2664#endif
2665
2666 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2667
2668 new_container->flag [FLAG_APPLIED] = 1;
2669 container = new_container;
2670
2671 esrv_update_item (UPD_FLAGS, this, new_container);
2672 esrv_send_inventory (this, new_container);
2673 }
2674}
2675
2676

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