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Comparing deliantra/server/common/object.C (file contents):
Revision 1.40 by root, Thu Sep 14 00:07:15 2006 UTC vs.
Revision 1.147 by root, Sat May 12 16:06:42 2007 UTC

1
2/* 1/*
3 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game
4 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
7 7 *
8 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
9 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
11 (at your option) any later version. 11 * (at your option) any later version.
12 12 *
13 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 GNU General Public License for more details. 16 * GNU General Public License for more details.
17 17 *
18 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 21 *
22 The authors can be reached via e-mail at crossfire-devel@real-time.com 22 * The authors can be reached via e-mail at <crossfire@schmorp.de>
23*/ 23 */
24 24
25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
26 sub/add_weight will transcend the environment updating the carrying 26 sub/add_weight will transcend the environment updating the carrying
27 variable. */ 27 variable. */
28#include <global.h> 28#include <global.h>
29#include <stdio.h> 29#include <stdio.h>
30#include <sys/types.h> 30#include <sys/types.h>
31#include <sys/uio.h> 31#include <sys/uio.h>
32#include <object.h> 32#include <object.h>
33#include <funcpoint.h> 33#include <funcpoint.h>
34#include <sproto.h>
34#include <loader.h> 35#include <loader.h>
36
37#include <bitset>
35 38
36int nrofallocobjects = 0; 39int nrofallocobjects = 0;
37static UUID uuid; 40static UUID uuid;
38const uint64 UUID_SKIP = 1<<19; 41const uint64 UUID_SKIP = 1<<19;
39 42
40object *objects; /* Pointer to the list of used objects */ 43objectvec objects;
41object *active_objects; /* List of active objects that need to be processed */ 44activevec actives;
42 45
43short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 46short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
44 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 47 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
45}; 48};
46short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 49short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
106 _exit (1); 109 _exit (1);
107 } 110 }
108 111
109 uuid.seq = uid; 112 uuid.seq = uid;
110 write_uuid (); 113 write_uuid ();
111 LOG (llevDebug, "read UID: %lld\n", uid); 114 LOG (llevDebug, "read UID: %" PRId64 "\n", uid);
112 fclose (fp); 115 fclose (fp);
113} 116}
114 117
115UUID 118UUID
116gen_uuid () 119gen_uuid ()
141 * objects with lists are rare, and lists stay short. If not, use a 144 * objects with lists are rare, and lists stay short. If not, use a
142 * different structure or at least keep the lists sorted... 145 * different structure or at least keep the lists sorted...
143 */ 146 */
144 147
145 /* For each field in wants, */ 148 /* For each field in wants, */
146 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) 149 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
147 { 150 {
148 key_value *has_field; 151 key_value *has_field;
149 152
150 /* Look for a field in has with the same key. */ 153 /* Look for a field in has with the same key. */
151 has_field = get_ob_key_link (has, wants_field->key); 154 has_field = get_ob_key_link (has, wants_field->key);
185 * 188 *
186 * Note that this function appears a lot longer than the macro it 189 * Note that this function appears a lot longer than the macro it
187 * replaces - this is mostly for clarity - a decent compiler should hopefully 190 * replaces - this is mostly for clarity - a decent compiler should hopefully
188 * reduce this to the same efficiency. 191 * reduce this to the same efficiency.
189 * 192 *
190 * Check nrof variable *before* calling CAN_MERGE() 193 * Check nrof variable *before* calling can_merge()
191 * 194 *
192 * Improvements made with merge: Better checking on potion, and also 195 * Improvements made with merge: Better checking on potion, and also
193 * check weight 196 * check weight
194 */ 197 */
195
196bool object::can_merge (object *ob1, object *ob2) 198bool object::can_merge_slow (object *ob1, object *ob2)
197{ 199{
198 /* A couple quicksanity checks */ 200 /* A couple quicksanity checks */
199 if ((ob1 == ob2) || (ob1->type != ob2->type)) 201 if (ob1 == ob2
202 || ob1->type != ob2->type
203 || ob1->speed != ob2->speed
204 || ob1->value != ob2->value
205 || ob1->name != ob2->name)
200 return 0; 206 return 0;
201 207
202 if (ob1->speed != ob2->speed) 208 //TODO: this ain't working well, use nicer and correct overflow check
203 return 0;
204
205 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 209 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
206 * value could not be stored in a sint32 (which unfortunately sometimes is 210 * value could not be stored in a sint32 (which unfortunately sometimes is
207 * used to store nrof). 211 * used to store nrof).
208 */ 212 */
209 if (ob1->nrof + ob2->nrof >= 1UL << 31) 213 if (ob1->nrof + ob2->nrof >= 1UL << 31)
219 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 223 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
220 224
221 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 225 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
222 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 226 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
223 227
224 228 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
225 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something 229 || ob1->arch != ob2->arch
226 * being locked in inventory should prevent merging.
227 * 0x4 in flags3 is CLIENT_SENT
228 */
229 if ((ob1->arch != ob2->arch) ||
230 (ob1->flags[0] != ob2->flags[0]) ||
231 (ob1->flags[1] != ob2->flags[1]) ||
232 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
233 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
234 (ob1->name != ob2->name) || 230 || ob1->name != ob2->name
235 (ob1->title != ob2->title) || 231 || ob1->title != ob2->title
236 (ob1->msg != ob2->msg) || 232 || ob1->msg != ob2->msg
237 (ob1->weight != ob2->weight) || 233 || ob1->weight != ob2->weight
238 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) || 234 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
239 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) || 235 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
240 (ob1->attacktype != ob2->attacktype) || 236 || ob1->attacktype != ob2->attacktype
241 (ob1->magic != ob2->magic) || 237 || ob1->magic != ob2->magic
242 (ob1->slaying != ob2->slaying) || 238 || ob1->slaying != ob2->slaying
243 (ob1->skill != ob2->skill) || 239 || ob1->skill != ob2->skill
244 (ob1->value != ob2->value) || 240 || ob1->value != ob2->value
245 (ob1->animation_id != ob2->animation_id) || 241 || ob1->animation_id != ob2->animation_id
246 (ob1->client_type != ob2->client_type) || 242 || ob1->client_type != ob2->client_type
247 (ob1->materialname != ob2->materialname) || 243 || ob1->materialname != ob2->materialname
248 (ob1->lore != ob2->lore) || 244 || ob1->lore != ob2->lore
249 (ob1->subtype != ob2->subtype) || 245 || ob1->subtype != ob2->subtype
250 (ob1->move_type != ob2->move_type) || 246 || ob1->move_type != ob2->move_type
251 (ob1->move_block != ob2->move_block) || 247 || ob1->move_block != ob2->move_block
252 (ob1->move_allow != ob2->move_allow) || 248 || ob1->move_allow != ob2->move_allow
253 (ob1->move_on != ob2->move_on) || 249 || ob1->move_on != ob2->move_on
254 (ob1->move_off != ob2->move_off) || (ob1->move_slow != ob2->move_slow) || (ob1->move_slow_penalty != ob2->move_slow_penalty)) 250 || ob1->move_off != ob2->move_off
251 || ob1->move_slow != ob2->move_slow
252 || ob1->move_slow_penalty != ob2->move_slow_penalty)
255 return 0; 253 return 0;
256 254
257 /* This is really a spellbook check - really, we should 255 /* This is really a spellbook check - really, we should
258 * check all objects in the inventory. 256 * check all objects in the inventory.
259 */ 257 */
262 /* if one object has inventory but the other doesn't, not equiv */ 260 /* if one object has inventory but the other doesn't, not equiv */
263 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 261 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
264 return 0; 262 return 0;
265 263
266 /* Now check to see if the two inventory objects could merge */ 264 /* Now check to see if the two inventory objects could merge */
267 if (!CAN_MERGE (ob1->inv, ob2->inv)) 265 if (!object::can_merge (ob1->inv, ob2->inv))
268 return 0; 266 return 0;
269 267
270 /* inventory ok - still need to check rest of this object to see 268 /* inventory ok - still need to check rest of this object to see
271 * if it is valid. 269 * if it is valid.
272 */ 270 */
281 279
282 /* Note sure why the following is the case - either the object has to 280 /* Note sure why the following is the case - either the object has to
283 * be animated or have a very low speed. Is this an attempted monster 281 * be animated or have a very low speed. Is this an attempted monster
284 * check? 282 * check?
285 */ 283 */
286 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 284 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
287 return 0; 285 return 0;
288 286
289 switch (ob1->type) 287 switch (ob1->type)
290 { 288 {
291 case SCROLL: 289 case SCROLL:
327sum_weight (object *op) 325sum_weight (object *op)
328{ 326{
329 long sum; 327 long sum;
330 object *inv; 328 object *inv;
331 329
332 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 330 for (sum = 0, inv = op->inv; inv; inv = inv->below)
333 { 331 {
334 if (inv->inv) 332 if (inv->inv)
335 sum_weight (inv); 333 sum_weight (inv);
334
336 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 335 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
337 } 336 }
338 337
339 if (op->type == CONTAINER && op->stats.Str) 338 if (op->type == CONTAINER && op->stats.Str)
340 sum = (sum * (100 - op->stats.Str)) / 100; 339 sum = (sum * (100 - op->stats.Str)) / 100;
356 op = op->env; 355 op = op->env;
357 return op; 356 return op;
358} 357}
359 358
360/* 359/*
361 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
362 * a better check. We basically keeping traversing up until we can't
363 * or find a player.
364 */
365
366object *
367is_player_inv (object *op)
368{
369 for (; op != NULL && op->type != PLAYER; op = op->env)
370 if (op->env == op)
371 op->env = NULL;
372 return op;
373}
374
375/*
376 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 360 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
377 * Some error messages. 361 * Some error messages.
378 * The result of the dump is stored in the static global errmsg array. 362 * The result of the dump is stored in the static global errmsg array.
379 */ 363 */
380 364char *
381void
382dump_object2 (object *op)
383{
384 errmsg[0] = 0;
385 return;
386 //TODO//D#d#
387#if 0
388 char *cp;
389
390/* object *tmp;*/
391
392 if (op->arch != NULL)
393 {
394 strcat (errmsg, "arch ");
395 strcat (errmsg, op->arch->name ? op->arch->name : "(null)");
396 strcat (errmsg, "\n");
397 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
398 strcat (errmsg, cp);
399# if 0
400 /* Don't dump player diffs - they are too long, mostly meaningless, and
401 * will overflow the buffer.
402 * Changed so that we don't dump inventory either. This may
403 * also overflow the buffer.
404 */
405 if (op->type != PLAYER && (cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
406 strcat (errmsg, cp);
407 for (tmp = op->inv; tmp; tmp = tmp->below)
408 dump_object2 (tmp);
409# endif
410 strcat (errmsg, "end\n");
411 }
412 else
413 {
414 strcat (errmsg, "Object ");
415 if (op->name == NULL)
416 strcat (errmsg, "(null)");
417 else
418 strcat (errmsg, op->name);
419 strcat (errmsg, "\n");
420# if 0
421 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
422 strcat (errmsg, cp);
423 for (tmp = op->inv; tmp; tmp = tmp->below)
424 dump_object2 (tmp);
425# endif
426 strcat (errmsg, "end\n");
427 }
428#endif
429}
430
431/*
432 * Dumps an object. Returns output in the static global errmsg array.
433 */
434
435void
436dump_object (object *op) 365dump_object (object *op)
437{ 366{
438 if (op == NULL) 367 if (!op)
439 { 368 return strdup ("[NULLOBJ]");
440 strcpy (errmsg, "[NULL pointer]");
441 return;
442 }
443 errmsg[0] = '\0';
444 dump_object2 (op);
445}
446 369
447void 370 object_freezer freezer;
448dump_all_objects (void) 371 op->write (freezer);
449{ 372 return freezer.as_string ();
450 object *op;
451
452 for (op = objects; op != NULL; op = op->next)
453 {
454 dump_object (op);
455 fprintf (logfile, "Object %d\n:%s\n", op->count, errmsg);
456 }
457} 373}
458 374
459/* 375/*
460 * get_nearest_part(multi-object, object 2) returns the part of the 376 * get_nearest_part(multi-object, object 2) returns the part of the
461 * multi-object 1 which is closest to the second object. 377 * multi-object 1 which is closest to the second object.
477} 393}
478 394
479/* 395/*
480 * Returns the object which has the count-variable equal to the argument. 396 * Returns the object which has the count-variable equal to the argument.
481 */ 397 */
482
483object * 398object *
484find_object (tag_t i) 399find_object (tag_t i)
485{ 400{
486 object *op; 401 for_all_objects (op)
487
488 for (op = objects; op != NULL; op = op->next)
489 if (op->count == i) 402 if (op->count == i)
490 break;
491 return op; 403 return op;
404
405 return 0;
492} 406}
493 407
494/* 408/*
495 * Returns the first object which has a name equal to the argument. 409 * Returns the first object which has a name equal to the argument.
496 * Used only by the patch command, but not all that useful. 410 * Used only by the patch command, but not all that useful.
497 * Enables features like "patch <name-of-other-player> food 999" 411 * Enables features like "patch <name-of-other-player> food 999"
498 */ 412 */
499
500object * 413object *
501find_object_name (const char *str) 414find_object_name (const char *str)
502{ 415{
503 shstr_cmp str_ (str); 416 shstr_cmp str_ (str);
504 object *op; 417 object *op;
505 418
506 for (op = objects; op != NULL; op = op->next) 419 for_all_objects (op)
507 if (op->name == str_) 420 if (op->name == str_)
508 break; 421 break;
509 422
510 return op; 423 return op;
511} 424}
512 425
513void 426void
514free_all_object_data () 427free_all_object_data ()
515{ 428{
516 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects); 429 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
517}
518
519/*
520 * Returns the object which this object marks as being the owner.
521 * A id-scheme is used to avoid pointing to objects which have been
522 * freed and are now reused. If this is detected, the owner is
523 * set to NULL, and NULL is returned.
524 * Changed 2004-02-12 - if the player is setting at the play again
525 * prompt, he is removed, and we don't want to treat him as an owner of
526 * anything, so check removed flag. I don't expect that this should break
527 * anything - once an object is removed, it is basically dead anyways.
528 */
529object *
530object::get_owner ()
531{
532 if (!owner
533 || QUERY_FLAG (owner, FLAG_FREED)
534 || QUERY_FLAG (owner, FLAG_REMOVED))
535 owner = 0;
536
537 return owner;
538} 430}
539 431
540/* 432/*
541 * Sets the owner and sets the skill and exp pointers to owner's current 433 * Sets the owner and sets the skill and exp pointers to owner's current
542 * skill and experience objects. 434 * skill and experience objects.
558 owner = owner->owner; 450 owner = owner->owner;
559 451
560 this->owner = owner; 452 this->owner = owner;
561} 453}
562 454
455bool
456object::change_weapon (object *ob)
457{
458 if (current_weapon == ob)
459 return true;
460
461 if (chosen_skill)
462 chosen_skill->flag [FLAG_APPLIED] = false;
463
464 current_weapon = ob;
465 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
466
467 if (chosen_skill)
468 chosen_skill->flag [FLAG_APPLIED] = true;
469
470 update_stats ();
471
472 if (ob)
473 {
474 // now check wether any body locations became invalid, in which case
475 // we cannot apply the weapon at the moment.
476 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
477 if (slot[i].used < 0)
478 {
479 current_weapon = chosen_skill = 0;
480 update_stats ();
481
482 new_draw_info_format (NDI_UNIQUE, 0, this,
483 "You try to balance your applied items all at once, but the %s is too much. "
484 "You need to unapply some items first.", &ob->name);
485 return false;
486 }
487
488 new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
489 }
490 else
491 new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
492
493 return true;
494}
495
563/* Zero the key_values on op, decrementing the shared-string 496/* Zero the key_values on op, decrementing the shared-string
564 * refcounts and freeing the links. 497 * refcounts and freeing the links.
565 */ 498 */
566static void 499static void
567free_key_values (object *op) 500free_key_values (object *op)
568{ 501{
569 for (key_value *i = op->key_values; i != 0;) 502 for (key_value *i = op->key_values; i; )
570 { 503 {
571 key_value *next = i->next; 504 key_value *next = i->next;
572 delete i; 505 delete i;
573 506
574 i = next; 507 i = next;
575 } 508 }
576 509
577 op->key_values = 0; 510 op->key_values = 0;
578} 511}
579 512
580void object::clear () 513object &
514object::operator =(const object &src)
581{ 515{
582 attachable_base::clear (); 516 bool is_freed = flag [FLAG_FREED];
517 bool is_removed = flag [FLAG_REMOVED];
583 518
584 free_key_values (this); 519 *(object_copy *)this = src;
585 520
586 owner = 0; 521 flag [FLAG_FREED] = is_freed;
587 name = 0; 522 flag [FLAG_REMOVED] = is_removed;
588 name_pl = 0;
589 title = 0;
590 race = 0;
591 slaying = 0;
592 skill = 0;
593 msg = 0;
594 lore = 0;
595 custom_name = 0;
596 materialname = 0;
597 contr = 0;
598 below = 0;
599 above = 0;
600 inv = 0;
601 container = 0;
602 env = 0;
603 more = 0;
604 head = 0;
605 map = 0;
606 active_next = 0;
607 active_prev = 0;
608
609 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
610
611 SET_FLAG (this, FLAG_REMOVED);
612
613 /* What is not cleared is next, prev, and count */
614
615 expmul = 1.0;
616 face = blank_face;
617 attacked_by_count = -1;
618
619 if (settings.casting_time)
620 casting_time = -1;
621}
622
623void object::clone (object *destination)
624{
625 *(object_copy *)destination = *this;
626 *(object_pod *)destination = *this;
627
628 if (self || cb)
629 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
630}
631
632/*
633 * copy object first frees everything allocated by the second object,
634 * and then copies the contends of the first object into the second
635 * object, allocating what needs to be allocated. Basically, any
636 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
637 * if the first object is freed, the pointers in the new object
638 * will point at garbage.
639 */
640void
641copy_object (object *op2, object *op)
642{
643 bool is_freed = QUERY_FLAG (op, FLAG_FREED);
644 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED);
645
646 op2->clone (op);
647
648 if (is_freed)
649 SET_FLAG (op, FLAG_FREED);
650 if (is_removed)
651 SET_FLAG (op, FLAG_REMOVED);
652
653 if (op2->speed < 0)
654 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0;
655 523
656 /* Copy over key_values, if any. */ 524 /* Copy over key_values, if any. */
657 if (op2->key_values) 525 if (src.key_values)
658 { 526 {
659 key_value *tail = 0; 527 key_value *tail = 0;
660 key_value *i;
661
662 op->key_values = 0; 528 key_values = 0;
663 529
664 for (i = op2->key_values; i; i = i->next) 530 for (key_value *i = src.key_values; i; i = i->next)
665 { 531 {
666 key_value *new_link = new key_value; 532 key_value *new_link = new key_value;
667 533
668 new_link->next = 0; 534 new_link->next = 0;
669 new_link->key = i->key; 535 new_link->key = i->key;
670 new_link->value = i->value; 536 new_link->value = i->value;
671 537
672 /* Try and be clever here, too. */ 538 /* Try and be clever here, too. */
673 if (!op->key_values) 539 if (!key_values)
674 { 540 {
675 op->key_values = new_link; 541 key_values = new_link;
676 tail = new_link; 542 tail = new_link;
677 } 543 }
678 else 544 else
679 { 545 {
680 tail->next = new_link; 546 tail->next = new_link;
681 tail = new_link; 547 tail = new_link;
682 } 548 }
683 } 549 }
684 } 550 }
551}
685 552
686 update_ob_speed (op); 553/*
554 * copy_to first frees everything allocated by the dst object,
555 * and then copies the contents of itself into the second
556 * object, allocating what needs to be allocated. Basically, any
557 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
558 * if the first object is freed, the pointers in the new object
559 * will point at garbage.
560 */
561void
562object::copy_to (object *dst)
563{
564 *dst = *this;
565
566 if (speed < 0)
567 dst->speed_left = speed_left - rndm ();
568
569 dst->set_speed (dst->speed);
570}
571
572void
573object::instantiate ()
574{
575 if (!uuid.seq) // HACK
576 uuid = gen_uuid ();
577
578 speed_left = -0.1f;
579 /* copy the body_info to the body_used - this is only really
580 * need for monsters, but doesn't hurt to do it for everything.
581 * by doing so, when a monster is created, it has good starting
582 * values for the body_used info, so when items are created
583 * for it, they can be properly equipped.
584 */
585 for (int i = NUM_BODY_LOCATIONS; i--; )
586 slot[i].used = slot[i].info;
587
588 attachable::instantiate ();
589}
590
591object *
592object::clone ()
593{
594 object *neu = create ();
595 copy_to (neu);
596 return neu;
687} 597}
688 598
689/* 599/*
690 * If an object with the IS_TURNABLE() flag needs to be turned due 600 * If an object with the IS_TURNABLE() flag needs to be turned due
691 * to the closest player being on the other side, this function can 601 * to the closest player being on the other side, this function can
692 * be called to update the face variable, _and_ how it looks on the map. 602 * be called to update the face variable, _and_ how it looks on the map.
693 */ 603 */
694
695void 604void
696update_turn_face (object *op) 605update_turn_face (object *op)
697{ 606{
698 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 607 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
699 return; 608 return;
609
700 SET_ANIMATION (op, op->direction); 610 SET_ANIMATION (op, op->direction);
701 update_object (op, UP_OBJ_FACE); 611 update_object (op, UP_OBJ_FACE);
702} 612}
703 613
704/* 614/*
705 * Updates the speed of an object. If the speed changes from 0 to another 615 * Updates the speed of an object. If the speed changes from 0 to another
706 * value, or vice versa, then add/remove the object from the active list. 616 * value, or vice versa, then add/remove the object from the active list.
707 * This function needs to be called whenever the speed of an object changes. 617 * This function needs to be called whenever the speed of an object changes.
708 */ 618 */
709void 619void
710update_ob_speed (object *op) 620object::set_speed (float speed)
711{ 621{
712 extern int arch_init; 622 if (flag [FLAG_FREED] && speed)
713
714 /* No reason putting the archetypes objects on the speed list,
715 * since they never really need to be updated.
716 */
717
718 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
719 { 623 {
720 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 624 LOG (llevError, "Object %s is freed but has speed.\n", &name);
721#ifdef MANY_CORES
722 abort ();
723#else
724 op->speed = 0; 625 speed = 0;
725#endif
726 }
727
728 if (arch_init)
729 return;
730
731 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
732 { 626 }
733 /* If already on active list, don't do anything */
734 if (op->active_next || op->active_prev || op == active_objects)
735 return;
736 627
737 /* process_events() expects us to insert the object at the beginning 628 this->speed = speed;
738 * of the list. */
739 op->active_next = active_objects;
740 629
741 if (op->active_next != NULL) 630 if (has_active_speed ())
742 op->active_next->active_prev = op; 631 activate ();
743
744 active_objects = op;
745 }
746 else 632 else
747 { 633 deactivate ();
748 /* If not on the active list, nothing needs to be done */
749 if (!op->active_next && !op->active_prev && op != active_objects)
750 return;
751
752 if (op->active_prev == NULL)
753 {
754 active_objects = op->active_next;
755
756 if (op->active_next != NULL)
757 op->active_next->active_prev = NULL;
758 }
759 else
760 {
761 op->active_prev->active_next = op->active_next;
762
763 if (op->active_next)
764 op->active_next->active_prev = op->active_prev;
765 }
766
767 op->active_next = NULL;
768 op->active_prev = NULL;
769 }
770} 634}
771 635
772/* This function removes object 'op' from the list of active
773 * objects.
774 * This should only be used for style maps or other such
775 * reference maps where you don't want an object that isn't
776 * in play chewing up cpu time getting processed.
777 * The reverse of this is to call update_ob_speed, which
778 * will do the right thing based on the speed of the object.
779 */
780void
781remove_from_active_list (object *op)
782{
783 /* If not on the active list, nothing needs to be done */
784 if (!op->active_next && !op->active_prev && op != active_objects)
785 return;
786
787 if (op->active_prev == NULL)
788 {
789 active_objects = op->active_next;
790 if (op->active_next != NULL)
791 op->active_next->active_prev = NULL;
792 }
793 else
794 {
795 op->active_prev->active_next = op->active_next;
796 if (op->active_next)
797 op->active_next->active_prev = op->active_prev;
798 }
799 op->active_next = NULL;
800 op->active_prev = NULL;
801}
802
803/* 636/*
804 * update_object() updates the array which represents the map. 637 * update_object() updates the the map.
805 * It takes into account invisible objects (and represent squares covered 638 * It takes into account invisible objects (and represent squares covered
806 * by invisible objects by whatever is below them (unless it's another 639 * by invisible objects by whatever is below them (unless it's another
807 * invisible object, etc...) 640 * invisible object, etc...)
808 * If the object being updated is beneath a player, the look-window 641 * If the object being updated is beneath a player, the look-window
809 * of that player is updated (this might be a suboptimal way of 642 * of that player is updated (this might be a suboptimal way of
810 * updating that window, though, since update_object() is called _often_) 643 * updating that window, though, since update_object() is called _often_)
811 * 644 *
812 * action is a hint of what the caller believes need to be done. 645 * action is a hint of what the caller believes need to be done.
813 * For example, if the only thing that has changed is the face (due to
814 * an animation), we don't need to call update_position until that actually
815 * comes into view of a player. OTOH, many other things, like addition/removal
816 * of walls or living creatures may need us to update the flags now.
817 * current action are: 646 * current action are:
818 * UP_OBJ_INSERT: op was inserted 647 * UP_OBJ_INSERT: op was inserted
819 * UP_OBJ_REMOVE: op was removed 648 * UP_OBJ_REMOVE: op was removed
820 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 649 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
821 * as that is easier than trying to look at what may have changed. 650 * as that is easier than trying to look at what may have changed.
822 * UP_OBJ_FACE: only the objects face has changed. 651 * UP_OBJ_FACE: only the objects face has changed.
823 */ 652 */
824
825void 653void
826update_object (object *op, int action) 654update_object (object *op, int action)
827{ 655{
828 int update_now = 0, flags;
829 MoveType move_on, move_off, move_block, move_slow;
830
831 if (op == NULL) 656 if (op == NULL)
832 { 657 {
833 /* this should never happen */ 658 /* this should never happen */
834 LOG (llevDebug, "update_object() called for NULL object.\n"); 659 LOG (llevDebug, "update_object() called for NULL object.\n");
835 return; 660 return;
836 } 661 }
837 662
838 if (op->env != NULL) 663 if (op->env)
839 { 664 {
840 /* Animation is currently handled by client, so nothing 665 /* Animation is currently handled by client, so nothing
841 * to do in this case. 666 * to do in this case.
842 */ 667 */
843 return; 668 return;
848 */ 673 */
849 if (!op->map || op->map->in_memory == MAP_SAVING) 674 if (!op->map || op->map->in_memory == MAP_SAVING)
850 return; 675 return;
851 676
852 /* make sure the object is within map boundaries */ 677 /* make sure the object is within map boundaries */
853 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map)) 678 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
854 { 679 {
855 LOG (llevError, "update_object() called for object out of map!\n"); 680 LOG (llevError, "update_object() called for object out of map!\n");
856#ifdef MANY_CORES 681#ifdef MANY_CORES
857 abort (); 682 abort ();
858#endif 683#endif
859 return; 684 return;
860 } 685 }
861 686
862 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 687 mapspace &m = op->ms ();
863 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
864 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
865 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
866 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
867 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
868 688
689 if (!(m.flags_ & P_UPTODATE))
690 /* nop */;
869 if (action == UP_OBJ_INSERT) 691 else if (action == UP_OBJ_INSERT)
870 { 692 {
693 // this is likely overkill, TODO: revisit (schmorp)
871 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 694 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
872 update_now = 1;
873
874 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 695 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
875 update_now = 1; 696 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
876 697 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
698 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
877 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 699 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
878 update_now = 1;
879
880 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
881 update_now = 1;
882
883 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
884 update_now = 1;
885
886 if ((move_on | op->move_on) != move_on) 700 || (m.move_on | op->move_on ) != m.move_on
887 update_now = 1;
888
889 if ((move_off | op->move_off) != move_off) 701 || (m.move_off | op->move_off ) != m.move_off
890 update_now = 1; 702 || (m.move_slow | op->move_slow) != m.move_slow
891
892 /* This isn't perfect, but I don't expect a lot of objects to 703 /* This isn't perfect, but I don't expect a lot of objects to
893 * to have move_allow right now. 704 * to have move_allow right now.
894 */ 705 */
895 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 706 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
896 update_now = 1; 707 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
897 708 m.flags_ = 0;
898 if ((move_slow | op->move_slow) != move_slow)
899 update_now = 1;
900 } 709 }
901 /* if the object is being removed, we can't make intelligent 710 /* if the object is being removed, we can't make intelligent
902 * decisions, because remove_ob can't really pass the object 711 * decisions, because remove_ob can't really pass the object
903 * that is being removed. 712 * that is being removed.
904 */ 713 */
905 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 714 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
906 update_now = 1; 715 m.flags_ = 0;
907 else if (action == UP_OBJ_FACE) 716 else if (action == UP_OBJ_FACE)
908 /* Nothing to do for that case */ ; 717 /* Nothing to do for that case */ ;
909 else 718 else
910 LOG (llevError, "update_object called with invalid action: %d\n", action); 719 LOG (llevError, "update_object called with invalid action: %d\n", action);
911 720
912 if (update_now)
913 {
914 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
915 update_position (op->map, op->x, op->y);
916 }
917
918 if (op->more != NULL) 721 if (op->more)
919 update_object (op->more, action); 722 update_object (op->more, action);
920}
921
922static unordered_vector<object *> mortals;
923static std::vector<object *, slice_allocator <object *> > freed;
924
925void object::free_mortals ()
926{
927 for (unordered_vector<object *>::iterator i = mortals.begin (); i != mortals.end ();)
928 if ((*i)->refcnt)
929 ++i; // further delay freeing
930 else
931 {
932 //freed.push_back (*i);//D
933 delete *i;
934 mortals.erase (i);
935 }
936
937 if (mortals.size() && 0)//D
938 LOG (llevDebug, "%d objects in mortal queue\n", mortals.size());//D
939} 723}
940 724
941object::object () 725object::object ()
942{ 726{
943 SET_FLAG (this, FLAG_REMOVED); 727 SET_FLAG (this, FLAG_REMOVED);
944 728
945 expmul = 1.0; 729 expmul = 1.0;
946 face = blank_face; 730 face = blank_face;
947 attacked_by_count = -1;
948} 731}
949 732
950object::~object () 733object::~object ()
951{ 734{
735 unlink ();
736
952 free_key_values (this); 737 free_key_values (this);
953} 738}
954 739
740static int object_count;
741
955void object::link () 742void object::link ()
956{ 743{
744 assert (!index);//D
745 uuid = gen_uuid ();
957 count = ++ob_count; 746 count = ++object_count;
958 747
959 prev = 0; 748 refcnt_inc ();
960 next = objects; 749 objects.insert (this);
961
962 if (objects)
963 objects->prev = this;
964
965 objects = this;
966} 750}
967 751
968void object::unlink () 752void object::unlink ()
969{ 753{
970 count = 0;
971 uuid = gen_uuid ();
972
973 if (this == objects)
974 objects = next;
975
976 /* Remove this object from the list of used objects */
977 if (prev)
978 {
979 prev->next = next;
980 prev = 0;
981 }
982
983 if (next) 754 if (!index)
755 return;
756
757 objects.erase (this);
758 refcnt_dec ();
759}
760
761void
762object::activate ()
763{
764 /* If already on active list, don't do anything */
765 if (active)
766 return;
767
768 if (has_active_speed ())
769 actives.insert (this);
770}
771
772void
773object::activate_recursive ()
774{
775 activate ();
776
777 for (object *op = inv; op; op = op->below)
778 op->activate_recursive ();
779}
780
781/* This function removes object 'op' from the list of active
782 * objects.
783 * This should only be used for style maps or other such
784 * reference maps where you don't want an object that isn't
785 * in play chewing up cpu time getting processed.
786 * The reverse of this is to call update_ob_speed, which
787 * will do the right thing based on the speed of the object.
788 */
789void
790object::deactivate ()
791{
792 /* If not on the active list, nothing needs to be done */
793 if (!active)
794 return;
795
796 actives.erase (this);
797}
798
799void
800object::deactivate_recursive ()
801{
802 for (object *op = inv; op; op = op->below)
803 op->deactivate_recursive ();
804
805 deactivate ();
806}
807
808void
809object::set_flag_inv (int flag, int value)
810{
811 for (object *op = inv; op; op = op->below)
812 {
813 op->flag [flag] = value;
814 op->set_flag_inv (flag, value);
984 { 815 }
985 next->prev = prev; 816}
986 next = 0; 817
818/*
819 * Remove and free all objects in the inventory of the given object.
820 * object.c ?
821 */
822void
823object::destroy_inv (bool drop_to_ground)
824{
825 // need to check first, because the checks below might segfault
826 // as we might be on an invalid mapspace and crossfire code
827 // is too buggy to ensure that the inventory is empty.
828 // corollary: if you create arrows etc. with stuff in tis inventory,
829 // cf will crash below with off-map x and y
830 if (!inv)
831 return;
832
833 /* Only if the space blocks everything do we not process -
834 * if some form of movement is allowed, let objects
835 * drop on that space.
836 */
837 if (!drop_to_ground
838 || !map
839 || map->in_memory != MAP_IN_MEMORY
840 || map->nodrop
841 || ms ().move_block == MOVE_ALL)
842 {
843 while (inv)
844 {
845 inv->destroy_inv (drop_to_ground);
846 inv->destroy ();
847 }
848 }
849 else
850 { /* Put objects in inventory onto this space */
851 while (inv)
852 {
853 object *op = inv;
854
855 if (op->flag [FLAG_STARTEQUIP]
856 || op->flag [FLAG_NO_DROP]
857 || op->type == RUNE
858 || op->type == TRAP
859 || op->flag [FLAG_IS_A_TEMPLATE]
860 || op->flag [FLAG_DESTROY_ON_DEATH])
861 op->destroy ();
862 else
863 map->insert (op, x, y);
864 }
987 } 865 }
988} 866}
989 867
990object *object::create () 868object *object::create ()
991{ 869{
992 object *op;
993
994 if (freed.empty ())
995 op = new object; 870 object *op = new object;
996 else
997 {
998 // highly annoying, but the only way to get it stable right now
999 op = freed.back ();
1000 freed.pop_back ();
1001 op->~object ();
1002 new ((void *) op) object;
1003 }
1004
1005 op->link (); 871 op->link ();
1006 return op; 872 return op;
1007} 873}
1008 874
1009/* 875void
1010 * free_object() frees everything allocated by an object, removes 876object::do_destroy ()
1011 * it from the list of used objects, and puts it on the list of
1012 * free objects. The IS_FREED() flag is set in the object.
1013 * The object must have been removed by remove_ob() first for
1014 * this function to succeed.
1015 *
1016 * If free_inventory is set, free inventory as well. Else drop items in
1017 * inventory to the ground.
1018 */
1019void object::free (bool free_inventory)
1020{ 877{
1021 if (QUERY_FLAG (this, FLAG_FREED)) 878 attachable::do_destroy ();
879
880 if (flag [FLAG_IS_LINKED])
881 remove_button_link (this);
882
883 if (flag [FLAG_FRIENDLY])
884 remove_friendly_object (this);
885
886 if (!flag [FLAG_REMOVED])
887 remove ();
888
889 destroy_inv (true);
890
891 deactivate ();
892 unlink ();
893
894 flag [FLAG_FREED] = 1;
895
896 // hack to ensure that freed objects still have a valid map
897 {
898 static maptile *freed_map; // freed objects are moved here to avoid crashes
899
900 if (!freed_map)
901 {
902 freed_map = new maptile;
903
904 freed_map->name = "/internal/freed_objects_map";
905 freed_map->width = 3;
906 freed_map->height = 3;
907
908 freed_map->alloc ();
909 freed_map->in_memory = MAP_IN_MEMORY;
910 }
911
912 map = freed_map;
913 x = 1;
914 y = 1;
915 }
916
917 head = 0;
918
919 if (more)
920 {
921 more->destroy ();
922 more = 0;
923 }
924
925 // clear those pointers that likely might have circular references to us
926 owner = 0;
927 enemy = 0;
928 attacked_by = 0;
929}
930
931void
932object::destroy (bool destroy_inventory)
933{
934 if (destroyed ())
1022 return; 935 return;
1023 936
1024 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 937 if (destroy_inventory)
1025 remove_friendly_object (this); 938 destroy_inv (false);
1026 939
1027 if (!QUERY_FLAG (this, FLAG_REMOVED)) 940 attachable::destroy ();
1028 remove_ob (this);
1029
1030 SET_FLAG (this, FLAG_FREED);
1031
1032 if (more)
1033 {
1034 more->free (free_inventory);
1035 more = 0;
1036 }
1037
1038 if (inv)
1039 {
1040 /* Only if the space blocks everything do we not process -
1041 * if some form of movement is allowed, let objects
1042 * drop on that space.
1043 */
1044 if (free_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
1045 {
1046 object *op = inv;
1047
1048 while (op)
1049 {
1050 object *tmp = op->below;
1051 op->free (free_inventory);
1052 op = tmp;
1053 }
1054 }
1055 else
1056 { /* Put objects in inventory onto this space */
1057 object *op = inv;
1058
1059 while (op)
1060 {
1061 object *tmp = op->below;
1062
1063 remove_ob (op);
1064
1065 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
1066 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
1067 free_object (op);
1068 else
1069 {
1070 op->x = x;
1071 op->y = y;
1072 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
1073 }
1074
1075 op = tmp;
1076 }
1077 }
1078 }
1079
1080 owner = 0;
1081
1082 /* Remove object from the active list */
1083 speed = 0;
1084 update_ob_speed (this);
1085
1086 unlink ();
1087
1088 mortals.push_back (this);
1089} 941}
1090 942
1091/* 943/*
1092 * sub_weight() recursively (outwards) subtracts a number from the 944 * sub_weight() recursively (outwards) subtracts a number from the
1093 * weight of an object (and what is carried by it's environment(s)). 945 * weight of an object (and what is carried by it's environment(s)).
1094 */ 946 */
1095
1096void 947void
1097sub_weight (object *op, signed long weight) 948sub_weight (object *op, signed long weight)
1098{ 949{
1099 while (op != NULL) 950 while (op != NULL)
1100 { 951 {
1101 if (op->type == CONTAINER) 952 if (op->type == CONTAINER)
1102 {
1103 weight = (signed long) (weight * (100 - op->stats.Str) / 100); 953 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1104 } 954
1105 op->carrying -= weight; 955 op->carrying -= weight;
1106 op = op->env; 956 op = op->env;
1107 } 957 }
1108} 958}
1109 959
1110/* remove_ob(op): 960/* op->remove ():
1111 * This function removes the object op from the linked list of objects 961 * This function removes the object op from the linked list of objects
1112 * which it is currently tied to. When this function is done, the 962 * which it is currently tied to. When this function is done, the
1113 * object will have no environment. If the object previously had an 963 * object will have no environment. If the object previously had an
1114 * environment, the x and y coordinates will be updated to 964 * environment, the x and y coordinates will be updated to
1115 * the previous environment. 965 * the previous environment.
1116 * Beware: This function is called from the editor as well!
1117 */ 966 */
1118
1119void 967void
1120remove_ob (object *op) 968object::do_remove ()
1121{ 969{
970 object *tmp, *last = 0;
1122 object * 971 object *otmp;
1123 tmp, *
1124 last = NULL;
1125 object *
1126 otmp;
1127 972
1128 tag_t
1129 tag;
1130 int
1131 check_walk_off;
1132 mapstruct *
1133 m;
1134
1135 sint16
1136 x,
1137 y;
1138
1139 if (QUERY_FLAG (op, FLAG_REMOVED)) 973 if (QUERY_FLAG (this, FLAG_REMOVED))
1140 return; 974 return;
1141 975
1142 SET_FLAG (op, FLAG_REMOVED); 976 SET_FLAG (this, FLAG_REMOVED);
977 INVOKE_OBJECT (REMOVE, this);
1143 978
1144 if (op->more != NULL) 979 if (more)
1145 remove_ob (op->more); 980 more->remove ();
1146 981
1147 /* 982 /*
1148 * In this case, the object to be removed is in someones 983 * In this case, the object to be removed is in someones
1149 * inventory. 984 * inventory.
1150 */ 985 */
1151 if (op->env != NULL) 986 if (env)
1152 { 987 {
1153 if (op->nrof) 988 if (nrof)
1154 sub_weight (op->env, op->weight * op->nrof); 989 sub_weight (env, weight * nrof);
1155 else 990 else
1156 sub_weight (op->env, op->weight + op->carrying); 991 sub_weight (env, weight + carrying);
1157 992
1158 /* NO_FIX_PLAYER is set when a great many changes are being 993 /* NO_FIX_PLAYER is set when a great many changes are being
1159 * made to players inventory. If set, avoiding the call 994 * made to players inventory. If set, avoiding the call
1160 * to save cpu time. 995 * to save cpu time.
1161 */ 996 */
1162 if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 997 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1163 fix_player (otmp); 998 otmp->update_stats ();
1164 999
1165 if (op->above != NULL) 1000 if (above)
1166 op->above->below = op->below; 1001 above->below = below;
1167 else 1002 else
1168 op->env->inv = op->below; 1003 env->inv = below;
1169 1004
1170 if (op->below != NULL) 1005 if (below)
1171 op->below->above = op->above; 1006 below->above = above;
1172 1007
1173 /* we set up values so that it could be inserted into 1008 /* we set up values so that it could be inserted into
1174 * the map, but we don't actually do that - it is up 1009 * the map, but we don't actually do that - it is up
1175 * to the caller to decide what we want to do. 1010 * to the caller to decide what we want to do.
1176 */ 1011 */
1177 op->x = op->env->x, op->y = op->env->y; 1012 x = env->x, y = env->y;
1178 op->map = op->env->map; 1013 map = env->map;
1179 op->above = NULL, op->below = NULL; 1014 above = 0, below = 0;
1180 op->env = NULL; 1015 env = 0;
1181 } 1016 }
1182 else if (op->map) 1017 else if (map)
1183 { 1018 {
1184 x = op->x; 1019 if (type == PLAYER)
1185 y = op->y;
1186 m = get_map_from_coord (op->map, &x, &y);
1187
1188 if (!m)
1189 { 1020 {
1190 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n", 1021 // leaving a spot always closes any open container on the ground
1191 op->map->path, op->x, op->y); 1022 if (container && !container->env)
1192 /* in old days, we used to set x and y to 0 and continue. 1023 // this causes spurious floorbox updates, but it ensures
1193 * it seems if we get into this case, something is probablye 1024 // that the CLOSE event is being sent.
1194 * screwed up and should be fixed. 1025 close_container ();
1195 */ 1026
1196 abort (); 1027 --map->players;
1028 map->touch ();
1197 } 1029 }
1198 1030
1199 if (op->map != m) 1031 map->dirty = true;
1200 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n", 1032 mapspace &ms = this->ms ();
1201 op->map->path, m->path, op->x, op->y, x, y);
1202
1203 /* Re did the following section of code - it looks like it had
1204 * lots of logic for things we no longer care about
1205 */
1206 1033
1207 /* link the object above us */ 1034 /* link the object above us */
1208 if (op->above) 1035 if (above)
1209 op->above->below = op->below; 1036 above->below = below;
1210 else 1037 else
1211 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */ 1038 ms.top = below; /* we were top, set new top */
1212 1039
1213 /* Relink the object below us, if there is one */ 1040 /* Relink the object below us, if there is one */
1214 if (op->below) 1041 if (below)
1215 op->below->above = op->above; 1042 below->above = above;
1216 else 1043 else
1217 { 1044 {
1218 /* Nothing below, which means we need to relink map object for this space 1045 /* Nothing below, which means we need to relink map object for this space
1219 * use translated coordinates in case some oddness with map tiling is 1046 * use translated coordinates in case some oddness with map tiling is
1220 * evident 1047 * evident
1221 */ 1048 */
1222 if (GET_MAP_OB (m, x, y) != op) 1049 if (GET_MAP_OB (map, x, y) != this)
1223 {
1224 dump_object (op);
1225 LOG (llevError,
1226 "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", errmsg); 1050 LOG (llevError, "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom? %s\n", debug_desc ());
1227 dump_object (GET_MAP_OB (m, x, y));
1228 LOG (llevError, "%s\n", errmsg);
1229 }
1230 1051
1231 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */ 1052 ms.bot = above; /* goes on above it. */
1232 } 1053 }
1233 1054
1234 op->above = 0; 1055 above = 0;
1235 op->below = 0; 1056 below = 0;
1236 1057
1237 if (op->map->in_memory == MAP_SAVING) 1058 if (map->in_memory == MAP_SAVING)
1238 return; 1059 return;
1239 1060
1240 tag = op->count; 1061 int check_walk_off = !flag [FLAG_NO_APPLY];
1241 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1242 1062
1243 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1063 for (tmp = ms.bot; tmp; tmp = tmp->above)
1244 { 1064 {
1245 /* No point updating the players look faces if he is the object 1065 /* No point updating the players look faces if he is the object
1246 * being removed. 1066 * being removed.
1247 */ 1067 */
1248 1068
1249 if (tmp->type == PLAYER && tmp != op) 1069 if (tmp->type == PLAYER && tmp != this)
1250 { 1070 {
1251 /* If a container that the player is currently using somehow gets 1071 /* If a container that the player is currently using somehow gets
1252 * removed (most likely destroyed), update the player view 1072 * removed (most likely destroyed), update the player view
1253 * appropriately. 1073 * appropriately.
1254 */ 1074 */
1255 if (tmp->container == op) 1075 if (tmp->container == this)
1256 { 1076 {
1257 CLEAR_FLAG (op, FLAG_APPLIED); 1077 flag [FLAG_APPLIED] = 0;
1258 tmp->container = NULL; 1078 tmp->container = 0;
1259 } 1079 }
1260 1080
1261 tmp->contr->socket.update_look = 1; 1081 if (tmp->contr->ns)
1082 tmp->contr->ns->floorbox_update ();
1262 } 1083 }
1263 1084
1264 /* See if player moving off should effect something */ 1085 /* See if object moving off should effect something */
1265 if (check_walk_off && ((op->move_type & tmp->move_off) && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1086 if (check_walk_off
1087 && ((move_type & tmp->move_off)
1088 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1266 { 1089 {
1267 move_apply (tmp, op, NULL); 1090 move_apply (tmp, this, 0);
1268 1091
1269 if (was_destroyed (op, tag)) 1092 if (destroyed ())
1270 {
1271 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " "leaving object\n", &tmp->name, &tmp->arch->name); 1093 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1272 }
1273 } 1094 }
1274 1095
1275 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1096 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1276 1097 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1277 if (tmp->above == tmp) 1098 if (tmp->above == tmp)
1278 tmp->above = NULL; 1099 tmp->above = 0;
1279 1100
1280 last = tmp; 1101 last = tmp;
1281 } 1102 }
1282 1103
1283 /* last == NULL of there are no objects on this space */ 1104 /* last == NULL if there are no objects on this space */
1105 //TODO: this makes little sense, why only update the topmost object?
1284 if (last == NULL) 1106 if (!last)
1285 { 1107 map->at (x, y).flags_ = 0;
1286 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1287 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1288 * those out anyways, and if there are any flags set right now, they won't
1289 * be correct anyways.
1290 */
1291 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1292 update_position (op->map, op->x, op->y);
1293 }
1294 else 1108 else
1295 update_object (last, UP_OBJ_REMOVE); 1109 update_object (last, UP_OBJ_REMOVE);
1296 1110
1297 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0)) 1111 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1298 update_all_los (op->map, op->x, op->y); 1112 update_all_los (map, x, y);
1299 } 1113 }
1300} 1114}
1301 1115
1302/* 1116/*
1303 * merge_ob(op,top): 1117 * merge_ob(op,top):
1311merge_ob (object *op, object *top) 1125merge_ob (object *op, object *top)
1312{ 1126{
1313 if (!op->nrof) 1127 if (!op->nrof)
1314 return 0; 1128 return 0;
1315 1129
1316 if (top == NULL) 1130 if (top)
1317 for (top = op; top != NULL && top->above != NULL; top = top->above); 1131 for (top = op; top && top->above; top = top->above)
1132 ;
1318 1133
1319 for (; top != NULL; top = top->below) 1134 for (; top; top = top->below)
1320 { 1135 {
1321 if (top == op) 1136 if (top == op)
1322 continue; 1137 continue;
1323 if (CAN_MERGE (op, top)) 1138
1139 if (object::can_merge (op, top))
1324 { 1140 {
1325 top->nrof += op->nrof; 1141 top->nrof += op->nrof;
1326 1142
1327/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1143/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1328 op->weight = 0; /* Don't want any adjustements now */ 1144 op->weight = 0; /* Don't want any adjustements now */
1329 remove_ob (op); 1145 op->destroy ();
1330 free_object (op);
1331 return top; 1146 return top;
1332 } 1147 }
1333 } 1148 }
1334 1149
1335 return NULL; 1150 return 0;
1336} 1151}
1337 1152
1153void
1154object::expand_tail ()
1155{
1156 if (more)
1157 return;
1158
1159 object *prev = this;
1160
1161 for (archetype *at = arch->more; at; at = at->more)
1162 {
1163 object *op = arch_to_object (at);
1164
1165 op->name = name;
1166 op->name_pl = name_pl;
1167 op->title = title;
1168
1169 op->head = this;
1170 prev->more = op;
1171
1172 prev = op;
1173 }
1174}
1175
1338/* 1176/*
1339 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1177 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1340 * job preparing multi-part monsters 1178 * job preparing multi-part monsters.
1341 */ 1179 */
1342object * 1180object *
1343insert_ob_in_map_at (object *op, mapstruct *m, object *originator, int flag, int x, int y) 1181insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1344{ 1182{
1345 object *tmp;
1346
1347 if (op->head)
1348 op = op->head;
1349
1350 for (tmp = op; tmp; tmp = tmp->more) 1183 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1351 { 1184 {
1352 tmp->x = x + tmp->arch->clone.x; 1185 tmp->x = x + tmp->arch->clone.x;
1353 tmp->y = y + tmp->arch->clone.y; 1186 tmp->y = y + tmp->arch->clone.y;
1354 } 1187 }
1355 1188
1374 * Return value: 1207 * Return value:
1375 * new object if 'op' was merged with other object 1208 * new object if 'op' was merged with other object
1376 * NULL if 'op' was destroyed 1209 * NULL if 'op' was destroyed
1377 * just 'op' otherwise 1210 * just 'op' otherwise
1378 */ 1211 */
1379
1380object * 1212object *
1381insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1213insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1382{ 1214{
1215 assert (!op->flag [FLAG_FREED]);
1216
1383 object *tmp, *top, *floor = NULL; 1217 object *tmp, *top, *floor = NULL;
1384 sint16 x, y;
1385 1218
1386 if (QUERY_FLAG (op, FLAG_FREED)) 1219 op->remove ();
1387 {
1388 LOG (llevError, "Trying to insert freed object!\n");
1389 return NULL;
1390 }
1391 1220
1392 if (m == NULL) 1221#if 0
1393 { 1222 if (!m->active != !op->active)
1394 dump_object (op); 1223 if (m->active)
1395 LOG (llevError, "Trying to insert in null-map!\n%s\n", errmsg); 1224 op->activate_recursive ();
1396 return op; 1225 else
1397 } 1226 op->deactivate_recursive ();
1227#endif
1398 1228
1399 if (out_of_map (m, op->x, op->y)) 1229 if (out_of_map (m, op->x, op->y))
1400 { 1230 {
1401 dump_object (op);
1402 LOG (llevError, "Trying to insert object outside the map.\n%s\n", errmsg); 1231 LOG (llevError, "Trying to insert object outside the map.\n%s\n", op->debug_desc ());
1403#ifdef MANY_CORES 1232#ifdef MANY_CORES
1404 /* Better to catch this here, as otherwise the next use of this object 1233 /* Better to catch this here, as otherwise the next use of this object
1405 * is likely to cause a crash. Better to find out where it is getting 1234 * is likely to cause a crash. Better to find out where it is getting
1406 * improperly inserted. 1235 * improperly inserted.
1407 */ 1236 */
1408 abort (); 1237 abort ();
1409#endif 1238#endif
1410 return op; 1239 return op;
1411 } 1240 }
1412 1241
1413 if (!QUERY_FLAG (op, FLAG_REMOVED))
1414 {
1415 dump_object (op);
1416 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", errmsg);
1417 return op;
1418 }
1419
1420 if (op->more != NULL)
1421 {
1422 /* The part may be on a different map. */
1423
1424 object *more = op->more; 1242 if (object *more = op->more)
1425 1243 {
1426 /* We really need the caller to normalize coordinates - if
1427 * we set the map, that doesn't work if the location is within
1428 * a map and this is straddling an edge. So only if coordinate
1429 * is clear wrong do we normalize it.
1430 */
1431 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1432 more->map = get_map_from_coord (m, &more->x, &more->y);
1433 else if (!more->map)
1434 {
1435 /* For backwards compatibility - when not dealing with tiled maps,
1436 * more->map should always point to the parent.
1437 */
1438 more->map = m;
1439 }
1440
1441 if (insert_ob_in_map (more, more->map, originator, flag) == NULL) 1244 if (!insert_ob_in_map (more, m, originator, flag))
1442 { 1245 {
1443 if (!op->head) 1246 if (!op->head)
1444 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1247 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1445 1248
1446 return NULL; 1249 return 0;
1447 } 1250 }
1448 } 1251 }
1449 1252
1450 CLEAR_FLAG (op, FLAG_REMOVED); 1253 CLEAR_FLAG (op, FLAG_REMOVED);
1451 1254
1452 /* Ideally, the caller figures this out. However, it complicates a lot 1255 /* Ideally, the caller figures this out. However, it complicates a lot
1453 * of areas of callers (eg, anything that uses find_free_spot would now 1256 * of areas of callers (eg, anything that uses find_free_spot would now
1454 * need extra work 1257 * need extra work
1455 */ 1258 */
1456 op->map = get_map_from_coord (m, &op->x, &op->y); 1259 if (!xy_normalise (m, op->x, op->y))
1457 x = op->x; 1260 return 0;
1458 y = op->y; 1261
1262 op->map = m;
1263 mapspace &ms = op->ms ();
1459 1264
1460 /* this has to be done after we translate the coordinates. 1265 /* this has to be done after we translate the coordinates.
1461 */ 1266 */
1462 if (op->nrof && !(flag & INS_NO_MERGE)) 1267 if (op->nrof && !(flag & INS_NO_MERGE))
1463 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1268 for (tmp = ms.bot; tmp; tmp = tmp->above)
1464 if (CAN_MERGE (op, tmp)) 1269 if (object::can_merge (op, tmp))
1465 { 1270 {
1466 op->nrof += tmp->nrof; 1271 op->nrof += tmp->nrof;
1467 remove_ob (tmp); 1272 tmp->destroy ();
1468 free_object (tmp);
1469 } 1273 }
1470 1274
1471 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1275 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1472 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1276 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1473 1277
1486 op->below = originator->below; 1290 op->below = originator->below;
1487 1291
1488 if (op->below) 1292 if (op->below)
1489 op->below->above = op; 1293 op->below->above = op;
1490 else 1294 else
1491 SET_MAP_OB (op->map, op->x, op->y, op); 1295 ms.bot = op;
1492 1296
1493 /* since *below* originator, no need to update top */ 1297 /* since *below* originator, no need to update top */
1494 originator->below = op; 1298 originator->below = op;
1495 } 1299 }
1496 else 1300 else
1497 { 1301 {
1302 top = ms.bot;
1303
1498 /* If there are other objects, then */ 1304 /* If there are other objects, then */
1499 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1305 if ((!(flag & INS_MAP_LOAD)) && top)
1500 { 1306 {
1501 object *last = NULL; 1307 object *last = 0;
1502 1308
1503 /* 1309 /*
1504 * If there are multiple objects on this space, we do some trickier handling. 1310 * If there are multiple objects on this space, we do some trickier handling.
1505 * We've already dealt with merging if appropriate. 1311 * We've already dealt with merging if appropriate.
1506 * Generally, we want to put the new object on top. But if 1312 * Generally, we want to put the new object on top. But if
1510 * once we get to them. This reduces the need to traverse over all of 1316 * once we get to them. This reduces the need to traverse over all of
1511 * them when adding another one - this saves quite a bit of cpu time 1317 * them when adding another one - this saves quite a bit of cpu time
1512 * when lots of spells are cast in one area. Currently, it is presumed 1318 * when lots of spells are cast in one area. Currently, it is presumed
1513 * that flying non pickable objects are spell objects. 1319 * that flying non pickable objects are spell objects.
1514 */ 1320 */
1515 1321 for (top = ms.bot; top; top = top->above)
1516 while (top != NULL)
1517 { 1322 {
1518 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1323 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1519 floor = top; 1324 floor = top;
1520 1325
1521 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1326 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1524 top = top->below; 1329 top = top->below;
1525 break; 1330 break;
1526 } 1331 }
1527 1332
1528 last = top; 1333 last = top;
1529 top = top->above;
1530 } 1334 }
1531 1335
1532 /* Don't want top to be NULL, so set it to the last valid object */ 1336 /* Don't want top to be NULL, so set it to the last valid object */
1533 top = last; 1337 top = last;
1534 1338
1536 * looks like instead of lots of conditions here. 1340 * looks like instead of lots of conditions here.
1537 * makes things faster, and effectively the same result. 1341 * makes things faster, and effectively the same result.
1538 */ 1342 */
1539 1343
1540 /* Have object 'fall below' other objects that block view. 1344 /* Have object 'fall below' other objects that block view.
1541 * Unless those objects are exits, type 66 1345 * Unless those objects are exits.
1542 * If INS_ON_TOP is used, don't do this processing 1346 * If INS_ON_TOP is used, don't do this processing
1543 * Need to find the object that in fact blocks view, otherwise 1347 * Need to find the object that in fact blocks view, otherwise
1544 * stacking is a bit odd. 1348 * stacking is a bit odd.
1545 */ 1349 */
1546 if (!(flag & INS_ON_TOP) && 1350 if (!(flag & INS_ON_TOP)
1547 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1351 && ms.flags () & P_BLOCKSVIEW
1352 && (op->face && !faces [op->face].visibility))
1548 { 1353 {
1549 for (last = top; last != floor; last = last->below) 1354 for (last = top; last != floor; last = last->below)
1550 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1355 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1551 break; 1356 break;
1357
1552 /* Check to see if we found the object that blocks view, 1358 /* Check to see if we found the object that blocks view,
1553 * and make sure we have a below pointer for it so that 1359 * and make sure we have a below pointer for it so that
1554 * we can get inserted below this one, which requires we 1360 * we can get inserted below this one, which requires we
1555 * set top to the object below us. 1361 * set top to the object below us.
1556 */ 1362 */
1558 top = last->below; 1364 top = last->below;
1559 } 1365 }
1560 } /* If objects on this space */ 1366 } /* If objects on this space */
1561 1367
1562 if (flag & INS_MAP_LOAD) 1368 if (flag & INS_MAP_LOAD)
1563 top = GET_MAP_TOP (op->map, op->x, op->y); 1369 top = ms.top;
1564 1370
1565 if (flag & INS_ABOVE_FLOOR_ONLY) 1371 if (flag & INS_ABOVE_FLOOR_ONLY)
1566 top = floor; 1372 top = floor;
1567 1373
1568 /* Top is the object that our object (op) is going to get inserted above. 1374 /* Top is the object that our object (op) is going to get inserted above.
1569 */ 1375 */
1570 1376
1571 /* First object on this space */ 1377 /* First object on this space */
1572 if (!top) 1378 if (!top)
1573 { 1379 {
1574 op->above = GET_MAP_OB (op->map, op->x, op->y); 1380 op->above = ms.bot;
1575 1381
1576 if (op->above) 1382 if (op->above)
1577 op->above->below = op; 1383 op->above->below = op;
1578 1384
1579 op->below = NULL; 1385 op->below = 0;
1580 SET_MAP_OB (op->map, op->x, op->y, op); 1386 ms.bot = op;
1581 } 1387 }
1582 else 1388 else
1583 { /* get inserted into the stack above top */ 1389 { /* get inserted into the stack above top */
1584 op->above = top->above; 1390 op->above = top->above;
1585 1391
1588 1394
1589 op->below = top; 1395 op->below = top;
1590 top->above = op; 1396 top->above = op;
1591 } 1397 }
1592 1398
1593 if (op->above == NULL) 1399 if (!op->above)
1594 SET_MAP_TOP (op->map, op->x, op->y, op); 1400 ms.top = op;
1595 } /* else not INS_BELOW_ORIGINATOR */ 1401 } /* else not INS_BELOW_ORIGINATOR */
1596 1402
1597 if (op->type == PLAYER) 1403 if (op->type == PLAYER)
1404 {
1598 op->contr->do_los = 1; 1405 op->contr->do_los = 1;
1406 ++op->map->players;
1407 op->map->touch ();
1408 }
1409
1410 op->map->dirty = true;
1599 1411
1600 /* If we have a floor, we know the player, if any, will be above 1412 /* If we have a floor, we know the player, if any, will be above
1601 * it, so save a few ticks and start from there. 1413 * it, so save a few ticks and start from there.
1602 */ 1414 */
1603 if (!(flag & INS_MAP_LOAD)) 1415 if (!(flag & INS_MAP_LOAD))
1604 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1416 if (object *pl = ms.player ())
1605 if (tmp->type == PLAYER) 1417 if (pl->contr->ns)
1606 tmp->contr->socket.update_look = 1; 1418 pl->contr->ns->floorbox_update ();
1607 1419
1608 /* If this object glows, it may affect lighting conditions that are 1420 /* If this object glows, it may affect lighting conditions that are
1609 * visible to others on this map. But update_all_los is really 1421 * visible to others on this map. But update_all_los is really
1610 * an inefficient way to do this, as it means los for all players 1422 * an inefficient way to do this, as it means los for all players
1611 * on the map will get recalculated. The players could very well 1423 * on the map will get recalculated. The players could very well
1612 * be far away from this change and not affected in any way - 1424 * be far away from this change and not affected in any way -
1613 * this should get redone to only look for players within range, 1425 * this should get redone to only look for players within range,
1614 * or just updating the P_NEED_UPDATE for spaces within this area 1426 * or just updating the P_UPTODATE for spaces within this area
1615 * of effect may be sufficient. 1427 * of effect may be sufficient.
1616 */ 1428 */
1617 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1429 if (op->map->darkness && (op->glow_radius != 0))
1618 update_all_los (op->map, op->x, op->y); 1430 update_all_los (op->map, op->x, op->y);
1619 1431
1620 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1432 /* updates flags (blocked, alive, no magic, etc) for this map space */
1621 update_object (op, UP_OBJ_INSERT); 1433 update_object (op, UP_OBJ_INSERT);
1622 1434
1435 INVOKE_OBJECT (INSERT, op);
1436
1623 /* Don't know if moving this to the end will break anything. However, 1437 /* Don't know if moving this to the end will break anything. However,
1624 * we want to have update_look set above before calling this. 1438 * we want to have floorbox_update called before calling this.
1625 * 1439 *
1626 * check_move_on() must be after this because code called from 1440 * check_move_on() must be after this because code called from
1627 * check_move_on() depends on correct map flags (so functions like 1441 * check_move_on() depends on correct map flags (so functions like
1628 * blocked() and wall() work properly), and these flags are updated by 1442 * blocked() and wall() work properly), and these flags are updated by
1629 * update_object(). 1443 * update_object().
1631 1445
1632 /* if this is not the head or flag has been passed, don't check walk on status */ 1446 /* if this is not the head or flag has been passed, don't check walk on status */
1633 if (!(flag & INS_NO_WALK_ON) && !op->head) 1447 if (!(flag & INS_NO_WALK_ON) && !op->head)
1634 { 1448 {
1635 if (check_move_on (op, originator)) 1449 if (check_move_on (op, originator))
1636 return NULL; 1450 return 0;
1637 1451
1638 /* If we are a multi part object, lets work our way through the check 1452 /* If we are a multi part object, lets work our way through the check
1639 * walk on's. 1453 * walk on's.
1640 */ 1454 */
1641 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1455 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1642 if (check_move_on (tmp, originator)) 1456 if (check_move_on (tmp, originator))
1643 return NULL; 1457 return 0;
1644 } 1458 }
1645 1459
1646 return op; 1460 return op;
1647} 1461}
1648 1462
1649/* this function inserts an object in the map, but if it 1463/* this function inserts an object in the map, but if it
1650 * finds an object of its own type, it'll remove that one first. 1464 * finds an object of its own type, it'll remove that one first.
1651 * op is the object to insert it under: supplies x and the map. 1465 * op is the object to insert it under: supplies x and the map.
1652 */ 1466 */
1653void 1467void
1654replace_insert_ob_in_map (const char *arch_string, object *op) 1468replace_insert_ob_in_map (const char *arch_string, object *op)
1655{ 1469{
1656 object * 1470 object *tmp, *tmp1;
1657 tmp;
1658 object *
1659 tmp1;
1660 1471
1661 /* first search for itself and remove any old instances */ 1472 /* first search for itself and remove any old instances */
1662 1473
1663 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1474 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1664 {
1665 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1475 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1666 { 1476 tmp->destroy ();
1667 remove_ob (tmp);
1668 free_object (tmp);
1669 }
1670 }
1671 1477
1672 tmp1 = arch_to_object (find_archetype (arch_string)); 1478 tmp1 = arch_to_object (archetype::find (arch_string));
1673 1479
1674 tmp1->x = op->x; 1480 tmp1->x = op->x;
1675 tmp1->y = op->y; 1481 tmp1->y = op->y;
1676 insert_ob_in_map (tmp1, op->map, op, 0); 1482 insert_ob_in_map (tmp1, op->map, op, 0);
1483}
1484
1485object *
1486object::insert_at (object *where, object *originator, int flags)
1487{
1488 return where->map->insert (this, where->x, where->y, originator, flags);
1677} 1489}
1678 1490
1679/* 1491/*
1680 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1492 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1681 * is returned contains nr objects, and the remaining parts contains 1493 * is returned contains nr objects, and the remaining parts contains
1682 * the rest (or is removed and freed if that number is 0). 1494 * the rest (or is removed and freed if that number is 0).
1683 * On failure, NULL is returned, and the reason put into the 1495 * On failure, NULL is returned, and the reason put into the
1684 * global static errmsg array. 1496 * global static errmsg array.
1685 */ 1497 */
1686
1687object * 1498object *
1688get_split_ob (object *orig_ob, uint32 nr) 1499get_split_ob (object *orig_ob, uint32 nr)
1689{ 1500{
1690 object * 1501 object *newob;
1691 newob;
1692 int
1693 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1502 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1694 1503
1695 if (orig_ob->nrof < nr) 1504 if (orig_ob->nrof < nr)
1696 { 1505 {
1697 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name); 1506 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1698 return NULL; 1507 return NULL;
1699 } 1508 }
1700 1509
1701 newob = object_create_clone (orig_ob); 1510 newob = object_create_clone (orig_ob);
1702 1511
1703 if ((orig_ob->nrof -= nr) < 1) 1512 if ((orig_ob->nrof -= nr) < 1)
1704 { 1513 orig_ob->destroy (1);
1705 if (!is_removed)
1706 remove_ob (orig_ob);
1707 free_object2 (orig_ob, 1);
1708 }
1709 else if (!is_removed) 1514 else if (!is_removed)
1710 { 1515 {
1711 if (orig_ob->env != NULL) 1516 if (orig_ob->env != NULL)
1712 sub_weight (orig_ob->env, orig_ob->weight * nr); 1517 sub_weight (orig_ob->env, orig_ob->weight * nr);
1713 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY) 1518 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1728 * the amount of an object. If the amount reaches 0, the object 1533 * the amount of an object. If the amount reaches 0, the object
1729 * is subsequently removed and freed. 1534 * is subsequently removed and freed.
1730 * 1535 *
1731 * Return value: 'op' if something is left, NULL if the amount reached 0 1536 * Return value: 'op' if something is left, NULL if the amount reached 0
1732 */ 1537 */
1733
1734object * 1538object *
1735decrease_ob_nr (object *op, uint32 i) 1539decrease_ob_nr (object *op, uint32 i)
1736{ 1540{
1737 object *tmp; 1541 object *tmp;
1738 player *pl;
1739 1542
1740 if (i == 0) /* objects with op->nrof require this check */ 1543 if (i == 0) /* objects with op->nrof require this check */
1741 return op; 1544 return op;
1742 1545
1743 if (i > op->nrof) 1546 if (i > op->nrof)
1744 i = op->nrof; 1547 i = op->nrof;
1745 1548
1746 if (QUERY_FLAG (op, FLAG_REMOVED)) 1549 if (QUERY_FLAG (op, FLAG_REMOVED))
1747 op->nrof -= i; 1550 op->nrof -= i;
1748 else if (op->env != NULL) 1551 else if (op->env)
1749 { 1552 {
1750 /* is this object in the players inventory, or sub container 1553 /* is this object in the players inventory, or sub container
1751 * therein? 1554 * therein?
1752 */ 1555 */
1753 tmp = is_player_inv (op->env); 1556 tmp = op->in_player ();
1754 /* nope. Is this a container the player has opened? 1557 /* nope. Is this a container the player has opened?
1755 * If so, set tmp to that player. 1558 * If so, set tmp to that player.
1756 * IMO, searching through all the players will mostly 1559 * IMO, searching through all the players will mostly
1757 * likely be quicker than following op->env to the map, 1560 * likely be quicker than following op->env to the map,
1758 * and then searching the map for a player. 1561 * and then searching the map for a player.
1759 */ 1562 */
1760 if (!tmp) 1563 if (!tmp)
1761 { 1564 for_all_players (pl)
1762 for (pl = first_player; pl; pl = pl->next)
1763 if (pl->ob->container == op->env) 1565 if (pl->ob->container == op->env)
1566 {
1567 tmp = pl->ob;
1764 break; 1568 break;
1765 if (pl)
1766 tmp = pl->ob;
1767 else
1768 tmp = NULL;
1769 } 1569 }
1770 1570
1771 if (i < op->nrof) 1571 if (i < op->nrof)
1772 { 1572 {
1773 sub_weight (op->env, op->weight * i); 1573 sub_weight (op->env, op->weight * i);
1774 op->nrof -= i; 1574 op->nrof -= i;
1775 if (tmp) 1575 if (tmp)
1776 {
1777 esrv_send_item (tmp, op); 1576 esrv_send_item (tmp, op);
1778 }
1779 } 1577 }
1780 else 1578 else
1781 { 1579 {
1782 remove_ob (op); 1580 op->remove ();
1783 op->nrof = 0; 1581 op->nrof = 0;
1784 if (tmp) 1582 if (tmp)
1785 {
1786 esrv_del_item (tmp->contr, op->count); 1583 esrv_del_item (tmp->contr, op->count);
1787 }
1788 } 1584 }
1789 } 1585 }
1790 else 1586 else
1791 { 1587 {
1792 object *above = op->above; 1588 object *above = op->above;
1793 1589
1794 if (i < op->nrof) 1590 if (i < op->nrof)
1795 op->nrof -= i; 1591 op->nrof -= i;
1796 else 1592 else
1797 { 1593 {
1798 remove_ob (op); 1594 op->remove ();
1799 op->nrof = 0; 1595 op->nrof = 0;
1800 } 1596 }
1801 1597
1802 /* Since we just removed op, op->above is null */ 1598 /* Since we just removed op, op->above is null */
1803 for (tmp = above; tmp != NULL; tmp = tmp->above) 1599 for (tmp = above; tmp; tmp = tmp->above)
1804 if (tmp->type == PLAYER) 1600 if (tmp->type == PLAYER)
1805 { 1601 {
1806 if (op->nrof) 1602 if (op->nrof)
1807 esrv_send_item (tmp, op); 1603 esrv_send_item (tmp, op);
1808 else 1604 else
1812 1608
1813 if (op->nrof) 1609 if (op->nrof)
1814 return op; 1610 return op;
1815 else 1611 else
1816 { 1612 {
1817 free_object (op); 1613 op->destroy ();
1818 return NULL; 1614 return 0;
1819 } 1615 }
1820} 1616}
1821 1617
1822/* 1618/*
1823 * add_weight(object, weight) adds the specified weight to an object, 1619 * add_weight(object, weight) adds the specified weight to an object,
1824 * and also updates how much the environment(s) is/are carrying. 1620 * and also updates how much the environment(s) is/are carrying.
1825 */ 1621 */
1826
1827void 1622void
1828add_weight (object *op, signed long weight) 1623add_weight (object *op, signed long weight)
1829{ 1624{
1830 while (op != NULL) 1625 while (op != NULL)
1831 { 1626 {
1835 op->carrying += weight; 1630 op->carrying += weight;
1836 op = op->env; 1631 op = op->env;
1837 } 1632 }
1838} 1633}
1839 1634
1635object *
1636insert_ob_in_ob (object *op, object *where)
1637{
1638 if (!where)
1639 {
1640 char *dump = dump_object (op);
1641 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1642 free (dump);
1643 return op;
1644 }
1645
1646 if (where->head)
1647 {
1648 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1649 where = where->head;
1650 }
1651
1652 return where->insert (op);
1653}
1654
1840/* 1655/*
1841 * insert_ob_in_ob(op,environment): 1656 * env->insert (op)
1842 * This function inserts the object op in the linked list 1657 * This function inserts the object op in the linked list
1843 * inside the object environment. 1658 * inside the object environment.
1844 * 1659 *
1845 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1846 * the inventory at the last position or next to other objects of the same
1847 * type.
1848 * Frank: Now sorted by type, archetype and magic!
1849 *
1850 * The function returns now pointer to inserted item, and return value can 1660 * The function returns now pointer to inserted item, and return value can
1851 * be != op, if items are merged. -Tero 1661 * be != op, if items are merged. -Tero
1852 */ 1662 */
1853
1854object * 1663object *
1855insert_ob_in_ob (object *op, object *where) 1664object::insert (object *op)
1856{ 1665{
1857 object * 1666 object *tmp, *otmp;
1858 tmp, *
1859 otmp;
1860 1667
1861 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1668 if (!QUERY_FLAG (op, FLAG_REMOVED))
1862 { 1669 op->remove ();
1863 dump_object (op);
1864 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", errmsg);
1865 return op;
1866 }
1867
1868 if (where == NULL)
1869 {
1870 dump_object (op);
1871 LOG (llevError, "Trying to put object in NULL.\n%s\n", errmsg);
1872 return op;
1873 }
1874
1875 if (where->head)
1876 {
1877 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n");
1878 where = where->head;
1879 }
1880 1670
1881 if (op->more) 1671 if (op->more)
1882 { 1672 {
1883 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1673 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1884 return op; 1674 return op;
1886 1676
1887 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1677 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1888 CLEAR_FLAG (op, FLAG_REMOVED); 1678 CLEAR_FLAG (op, FLAG_REMOVED);
1889 if (op->nrof) 1679 if (op->nrof)
1890 { 1680 {
1891 for (tmp = where->inv; tmp != NULL; tmp = tmp->below) 1681 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1892 if (CAN_MERGE (tmp, op)) 1682 if (object::can_merge (tmp, op))
1893 { 1683 {
1894 /* return the original object and remove inserted object 1684 /* return the original object and remove inserted object
1895 (client needs the original object) */ 1685 (client needs the original object) */
1896 tmp->nrof += op->nrof; 1686 tmp->nrof += op->nrof;
1897 /* Weight handling gets pretty funky. Since we are adding to 1687 /* Weight handling gets pretty funky. Since we are adding to
1898 * tmp->nrof, we need to increase the weight. 1688 * tmp->nrof, we need to increase the weight.
1899 */ 1689 */
1900 add_weight (where, op->weight * op->nrof); 1690 add_weight (this, op->weight * op->nrof);
1901 SET_FLAG (op, FLAG_REMOVED); 1691 SET_FLAG (op, FLAG_REMOVED);
1902 free_object (op); /* free the inserted object */ 1692 op->destroy (); /* free the inserted object */
1903 op = tmp; 1693 op = tmp;
1904 remove_ob (op); /* and fix old object's links */ 1694 op->remove (); /* and fix old object's links */
1905 CLEAR_FLAG (op, FLAG_REMOVED); 1695 CLEAR_FLAG (op, FLAG_REMOVED);
1906 break; 1696 break;
1907 } 1697 }
1908 1698
1909 /* I assume combined objects have no inventory 1699 /* I assume combined objects have no inventory
1910 * We add the weight - this object could have just been removed 1700 * We add the weight - this object could have just been removed
1911 * (if it was possible to merge). calling remove_ob will subtract 1701 * (if it was possible to merge). calling remove_ob will subtract
1912 * the weight, so we need to add it in again, since we actually do 1702 * the weight, so we need to add it in again, since we actually do
1913 * the linking below 1703 * the linking below
1914 */ 1704 */
1915 add_weight (where, op->weight * op->nrof); 1705 add_weight (this, op->weight * op->nrof);
1916 } 1706 }
1917 else 1707 else
1918 add_weight (where, (op->weight + op->carrying)); 1708 add_weight (this, (op->weight + op->carrying));
1919 1709
1920 otmp = is_player_inv (where); 1710 otmp = this->in_player ();
1921 if (otmp && otmp->contr != NULL) 1711 if (otmp && otmp->contr)
1922 {
1923 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1712 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1924 fix_player (otmp); 1713 otmp->update_stats ();
1925 }
1926 1714
1927 op->map = NULL; 1715 op->map = 0;
1928 op->env = where; 1716 op->env = this;
1929 op->above = NULL; 1717 op->above = 0;
1930 op->below = NULL; 1718 op->below = 0;
1931 op->x = 0, op->y = 0; 1719 op->x = 0, op->y = 0;
1932 1720
1933 /* reset the light list and los of the players on the map */ 1721 /* reset the light list and los of the players on the map */
1934 if ((op->glow_radius != 0) && where->map) 1722 if ((op->glow_radius != 0) && map)
1935 { 1723 {
1936#ifdef DEBUG_LIGHTS 1724#ifdef DEBUG_LIGHTS
1937 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1725 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1938#endif /* DEBUG_LIGHTS */ 1726#endif /* DEBUG_LIGHTS */
1939 if (MAP_DARKNESS (where->map)) 1727 if (map->darkness)
1940 update_all_los (where->map, where->x, where->y); 1728 update_all_los (map, x, y);
1941 } 1729 }
1942 1730
1943 /* Client has no idea of ordering so lets not bother ordering it here. 1731 /* Client has no idea of ordering so lets not bother ordering it here.
1944 * It sure simplifies this function... 1732 * It sure simplifies this function...
1945 */ 1733 */
1946 if (where->inv == NULL) 1734 if (!inv)
1947 where->inv = op; 1735 inv = op;
1948 else 1736 else
1949 { 1737 {
1950 op->below = where->inv; 1738 op->below = inv;
1951 op->below->above = op; 1739 op->below->above = op;
1952 where->inv = op; 1740 inv = op;
1953 } 1741 }
1742
1743 INVOKE_OBJECT (INSERT, this);
1744
1954 return op; 1745 return op;
1955} 1746}
1956 1747
1957/* 1748/*
1958 * Checks if any objects has a move_type that matches objects 1749 * Checks if any objects has a move_type that matches objects
1972 * 1763 *
1973 * MSW 2001-07-08: Check all objects on space, not just those below 1764 * MSW 2001-07-08: Check all objects on space, not just those below
1974 * object being inserted. insert_ob_in_map may not put new objects 1765 * object being inserted. insert_ob_in_map may not put new objects
1975 * on top. 1766 * on top.
1976 */ 1767 */
1977
1978int 1768int
1979check_move_on (object *op, object *originator) 1769check_move_on (object *op, object *originator)
1980{ 1770{
1981 object * 1771 object *tmp;
1982 tmp; 1772 maptile *m = op->map;
1983 tag_t
1984 tag;
1985 mapstruct *
1986 m = op->map;
1987 int
1988 x = op->x, y = op->y; 1773 int x = op->x, y = op->y;
1989 1774
1990 MoveType 1775 MoveType move_on, move_slow, move_block;
1991 move_on,
1992 move_slow,
1993 move_block;
1994 1776
1995 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1777 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1996 return 0; 1778 return 0;
1997
1998 tag = op->count;
1999 1779
2000 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1780 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
2001 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1781 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
2002 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1782 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
2003 1783
2019 1799
2020 /* The objects have to be checked from top to bottom. 1800 /* The objects have to be checked from top to bottom.
2021 * Hence, we first go to the top: 1801 * Hence, we first go to the top:
2022 */ 1802 */
2023 1803
2024 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1804 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
2025 { 1805 {
2026 /* Trim the search when we find the first other spell effect 1806 /* Trim the search when we find the first other spell effect
2027 * this helps performance so that if a space has 50 spell objects, 1807 * this helps performance so that if a space has 50 spell objects,
2028 * we don't need to check all of them. 1808 * we don't need to check all of them.
2029 */ 1809 */
2047 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1827 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
2048 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1828 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
2049 { 1829 {
2050 1830
2051 float 1831 float
2052 diff = tmp->move_slow_penalty * FABS (op->speed); 1832 diff = tmp->move_slow_penalty * fabs (op->speed);
2053 1833
2054 if (op->type == PLAYER) 1834 if (op->type == PLAYER)
2055 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1835 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
2056 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1836 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
2057 diff /= 4.0; 1837 diff /= 4.0;
2064 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1844 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
2065 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0)) 1845 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
2066 { 1846 {
2067 move_apply (tmp, op, originator); 1847 move_apply (tmp, op, originator);
2068 1848
2069 if (was_destroyed (op, tag)) 1849 if (op->destroyed ())
2070 return 1; 1850 return 1;
2071 1851
2072 /* what the person/creature stepped onto has moved the object 1852 /* what the person/creature stepped onto has moved the object
2073 * someplace new. Don't process any further - if we did, 1853 * someplace new. Don't process any further - if we did,
2074 * have a feeling strange problems would result. 1854 * have a feeling strange problems would result.
2084/* 1864/*
2085 * present_arch(arch, map, x, y) searches for any objects with 1865 * present_arch(arch, map, x, y) searches for any objects with
2086 * a matching archetype at the given map and coordinates. 1866 * a matching archetype at the given map and coordinates.
2087 * The first matching object is returned, or NULL if none. 1867 * The first matching object is returned, or NULL if none.
2088 */ 1868 */
2089
2090object * 1869object *
2091present_arch (const archetype *at, mapstruct *m, int x, int y) 1870present_arch (const archetype *at, maptile *m, int x, int y)
2092{ 1871{
2093 object *
2094 tmp;
2095
2096 if (m == NULL || out_of_map (m, x, y)) 1872 if (!m || out_of_map (m, x, y))
2097 { 1873 {
2098 LOG (llevError, "Present_arch called outside map.\n"); 1874 LOG (llevError, "Present_arch called outside map.\n");
2099 return NULL; 1875 return NULL;
2100 } 1876 }
2101 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1877
1878 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2102 if (tmp->arch == at) 1879 if (tmp->arch == at)
2103 return tmp; 1880 return tmp;
1881
2104 return NULL; 1882 return NULL;
2105} 1883}
2106 1884
2107/* 1885/*
2108 * present(type, map, x, y) searches for any objects with 1886 * present(type, map, x, y) searches for any objects with
2109 * a matching type variable at the given map and coordinates. 1887 * a matching type variable at the given map and coordinates.
2110 * The first matching object is returned, or NULL if none. 1888 * The first matching object is returned, or NULL if none.
2111 */ 1889 */
2112
2113object * 1890object *
2114present (unsigned char type, mapstruct *m, int x, int y) 1891present (unsigned char type, maptile *m, int x, int y)
2115{ 1892{
2116 object *
2117 tmp;
2118
2119 if (out_of_map (m, x, y)) 1893 if (out_of_map (m, x, y))
2120 { 1894 {
2121 LOG (llevError, "Present called outside map.\n"); 1895 LOG (llevError, "Present called outside map.\n");
2122 return NULL; 1896 return NULL;
2123 } 1897 }
2124 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1898
1899 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2125 if (tmp->type == type) 1900 if (tmp->type == type)
2126 return tmp; 1901 return tmp;
1902
2127 return NULL; 1903 return NULL;
2128} 1904}
2129 1905
2130/* 1906/*
2131 * present_in_ob(type, object) searches for any objects with 1907 * present_in_ob(type, object) searches for any objects with
2132 * a matching type variable in the inventory of the given object. 1908 * a matching type variable in the inventory of the given object.
2133 * The first matching object is returned, or NULL if none. 1909 * The first matching object is returned, or NULL if none.
2134 */ 1910 */
2135
2136object * 1911object *
2137present_in_ob (unsigned char type, const object *op) 1912present_in_ob (unsigned char type, const object *op)
2138{ 1913{
2139 object *
2140 tmp;
2141
2142 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1914 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2143 if (tmp->type == type) 1915 if (tmp->type == type)
2144 return tmp; 1916 return tmp;
1917
2145 return NULL; 1918 return NULL;
2146} 1919}
2147 1920
2148/* 1921/*
2149 * present_in_ob (type, str, object) searches for any objects with 1922 * present_in_ob (type, str, object) searches for any objects with
2157 * str is the string to match against. Note that we match against 1930 * str is the string to match against. Note that we match against
2158 * the object name, not the archetype name. this is so that the 1931 * the object name, not the archetype name. this is so that the
2159 * spell code can use one object type (force), but change it's name 1932 * spell code can use one object type (force), but change it's name
2160 * to be unique. 1933 * to be unique.
2161 */ 1934 */
2162
2163object * 1935object *
2164present_in_ob_by_name (int type, const char *str, const object *op) 1936present_in_ob_by_name (int type, const char *str, const object *op)
2165{ 1937{
2166 object *
2167 tmp;
2168
2169 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1938 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2170 {
2171 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1939 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2172 return tmp; 1940 return tmp;
2173 } 1941
2174 return NULL; 1942 return 0;
2175} 1943}
2176 1944
2177/* 1945/*
2178 * present_arch_in_ob(archetype, object) searches for any objects with 1946 * present_arch_in_ob(archetype, object) searches for any objects with
2179 * a matching archetype in the inventory of the given object. 1947 * a matching archetype in the inventory of the given object.
2180 * The first matching object is returned, or NULL if none. 1948 * The first matching object is returned, or NULL if none.
2181 */ 1949 */
2182
2183object * 1950object *
2184present_arch_in_ob (const archetype *at, const object *op) 1951present_arch_in_ob (const archetype *at, const object *op)
2185{ 1952{
2186 object *
2187 tmp;
2188
2189 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1953 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2190 if (tmp->arch == at) 1954 if (tmp->arch == at)
2191 return tmp; 1955 return tmp;
1956
2192 return NULL; 1957 return NULL;
2193} 1958}
2194 1959
2195/* 1960/*
2196 * activate recursively a flag on an object inventory 1961 * activate recursively a flag on an object inventory
2197 */ 1962 */
2198void 1963void
2199flag_inv (object *op, int flag) 1964flag_inv (object *op, int flag)
2200{ 1965{
2201 object *
2202 tmp;
2203
2204 if (op->inv) 1966 if (op->inv)
2205 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1967 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2206 { 1968 {
2207 SET_FLAG (tmp, flag); 1969 SET_FLAG (tmp, flag);
2208 flag_inv (tmp, flag); 1970 flag_inv (tmp, flag);
2209 } 1971 }
2210} /* 1972}
1973
1974/*
2211 * desactivate recursively a flag on an object inventory 1975 * deactivate recursively a flag on an object inventory
2212 */ 1976 */
2213void 1977void
2214unflag_inv (object *op, int flag) 1978unflag_inv (object *op, int flag)
2215{ 1979{
2216 object *
2217 tmp;
2218
2219 if (op->inv) 1980 if (op->inv)
2220 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1981 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2221 { 1982 {
2222 CLEAR_FLAG (tmp, flag); 1983 CLEAR_FLAG (tmp, flag);
2223 unflag_inv (tmp, flag); 1984 unflag_inv (tmp, flag);
2224 } 1985 }
2225} 1986}
2228 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 1989 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2229 * all it's inventory (recursively). 1990 * all it's inventory (recursively).
2230 * If checksums are used, a player will get set_cheat called for 1991 * If checksums are used, a player will get set_cheat called for
2231 * him/her-self and all object carried by a call to this function. 1992 * him/her-self and all object carried by a call to this function.
2232 */ 1993 */
2233
2234void 1994void
2235set_cheat (object *op) 1995set_cheat (object *op)
2236{ 1996{
2237 SET_FLAG (op, FLAG_WAS_WIZ); 1997 SET_FLAG (op, FLAG_WAS_WIZ);
2238 flag_inv (op, FLAG_WAS_WIZ); 1998 flag_inv (op, FLAG_WAS_WIZ);
2257 * because arch_blocked (now ob_blocked) needs to know the movement type 2017 * because arch_blocked (now ob_blocked) needs to know the movement type
2258 * to know if the space in question will block the object. We can't use 2018 * to know if the space in question will block the object. We can't use
2259 * the archetype because that isn't correct if the monster has been 2019 * the archetype because that isn't correct if the monster has been
2260 * customized, changed states, etc. 2020 * customized, changed states, etc.
2261 */ 2021 */
2262
2263int 2022int
2264find_free_spot (const object *ob, mapstruct *m, int x, int y, int start, int stop) 2023find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2265{ 2024{
2266 int
2267 i,
2268 index = 0, flag; 2025 int index = 0, flag;
2269 static int
2270 altern[SIZEOFFREE]; 2026 int altern[SIZEOFFREE];
2271 2027
2272 for (i = start; i < stop; i++) 2028 for (int i = start; i < stop; i++)
2273 { 2029 {
2274 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2030 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2275 if (!flag) 2031 if (!flag)
2276 altern[index++] = i; 2032 altern [index++] = i;
2277 2033
2278 /* Basically, if we find a wall on a space, we cut down the search size. 2034 /* Basically, if we find a wall on a space, we cut down the search size.
2279 * In this way, we won't return spaces that are on another side of a wall. 2035 * In this way, we won't return spaces that are on another side of a wall.
2280 * This mostly work, but it cuts down the search size in all directions - 2036 * This mostly work, but it cuts down the search size in all directions -
2281 * if the space being examined only has a wall to the north and empty 2037 * if the space being examined only has a wall to the north and empty
2282 * spaces in all the other directions, this will reduce the search space 2038 * spaces in all the other directions, this will reduce the search space
2283 * to only the spaces immediately surrounding the target area, and 2039 * to only the spaces immediately surrounding the target area, and
2284 * won't look 2 spaces south of the target space. 2040 * won't look 2 spaces south of the target space.
2285 */ 2041 */
2286 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 2042 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2287 stop = maxfree[i]; 2043 stop = maxfree[i];
2288 } 2044 }
2045
2289 if (!index) 2046 if (!index)
2290 return -1; 2047 return -1;
2048
2291 return altern[RANDOM () % index]; 2049 return altern [rndm (index)];
2292} 2050}
2293 2051
2294/* 2052/*
2295 * find_first_free_spot(archetype, mapstruct, x, y) works like 2053 * find_first_free_spot(archetype, maptile, x, y) works like
2296 * find_free_spot(), but it will search max number of squares. 2054 * find_free_spot(), but it will search max number of squares.
2297 * But it will return the first available spot, not a random choice. 2055 * But it will return the first available spot, not a random choice.
2298 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2056 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2299 */ 2057 */
2300
2301int 2058int
2302find_first_free_spot (const object *ob, mapstruct *m, int x, int y) 2059find_first_free_spot (const object *ob, maptile *m, int x, int y)
2303{ 2060{
2304 int
2305 i;
2306
2307 for (i = 0; i < SIZEOFFREE; i++) 2061 for (int i = 0; i < SIZEOFFREE; i++)
2308 {
2309 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2062 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2310 return i; 2063 return i;
2311 } 2064
2312 return -1; 2065 return -1;
2313} 2066}
2314 2067
2315/* 2068/*
2316 * The function permute(arr, begin, end) randomly reorders the array 2069 * The function permute(arr, begin, end) randomly reorders the array
2317 * arr[begin..end-1]. 2070 * arr[begin..end-1].
2071 * now uses a fisher-yates shuffle, old permute was broken
2318 */ 2072 */
2319static void 2073static void
2320permute (int *arr, int begin, int end) 2074permute (int *arr, int begin, int end)
2321{ 2075{
2322 int 2076 arr += begin;
2323 i,
2324 j,
2325 tmp,
2326 len;
2327
2328 len = end - begin; 2077 end -= begin;
2329 for (i = begin; i < end; i++)
2330 {
2331 j = begin + RANDOM () % len;
2332 2078
2333 tmp = arr[i]; 2079 while (--end)
2334 arr[i] = arr[j]; 2080 swap (arr [end], arr [rndm (end + 1)]);
2335 arr[j] = tmp;
2336 }
2337} 2081}
2338 2082
2339/* new function to make monster searching more efficient, and effective! 2083/* new function to make monster searching more efficient, and effective!
2340 * This basically returns a randomized array (in the passed pointer) of 2084 * This basically returns a randomized array (in the passed pointer) of
2341 * the spaces to find monsters. In this way, it won't always look for 2085 * the spaces to find monsters. In this way, it won't always look for
2344 * the 3x3 area will be searched, just not in a predictable order. 2088 * the 3x3 area will be searched, just not in a predictable order.
2345 */ 2089 */
2346void 2090void
2347get_search_arr (int *search_arr) 2091get_search_arr (int *search_arr)
2348{ 2092{
2349 int 2093 int i;
2350 i;
2351 2094
2352 for (i = 0; i < SIZEOFFREE; i++) 2095 for (i = 0; i < SIZEOFFREE; i++)
2353 {
2354 search_arr[i] = i; 2096 search_arr[i] = i;
2355 }
2356 2097
2357 permute (search_arr, 1, SIZEOFFREE1 + 1); 2098 permute (search_arr, 1, SIZEOFFREE1 + 1);
2358 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2099 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2359 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2100 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2360} 2101}
2369 * Perhaps incorrectly, but I'm making the assumption that exclude 2110 * Perhaps incorrectly, but I'm making the assumption that exclude
2370 * is actually want is going to try and move there. We need this info 2111 * is actually want is going to try and move there. We need this info
2371 * because we have to know what movement the thing looking to move 2112 * because we have to know what movement the thing looking to move
2372 * there is capable of. 2113 * there is capable of.
2373 */ 2114 */
2374
2375int 2115int
2376find_dir (mapstruct *m, int x, int y, object *exclude) 2116find_dir (maptile *m, int x, int y, object *exclude)
2377{ 2117{
2378 int
2379 i,
2380 max = SIZEOFFREE, mflags; 2118 int i, max = SIZEOFFREE, mflags;
2381 2119
2382 sint16 nx, ny; 2120 sint16 nx, ny;
2383 object * 2121 object *tmp;
2384 tmp; 2122 maptile *mp;
2385 mapstruct *
2386 mp;
2387 2123
2388 MoveType blocked, move_type; 2124 MoveType blocked, move_type;
2389 2125
2390 if (exclude && exclude->head) 2126 if (exclude && exclude->head)
2391 { 2127 {
2403 mp = m; 2139 mp = m;
2404 nx = x + freearr_x[i]; 2140 nx = x + freearr_x[i];
2405 ny = y + freearr_y[i]; 2141 ny = y + freearr_y[i];
2406 2142
2407 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2143 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2144
2408 if (mflags & P_OUT_OF_MAP) 2145 if (mflags & P_OUT_OF_MAP)
2409 {
2410 max = maxfree[i]; 2146 max = maxfree[i];
2411 }
2412 else 2147 else
2413 { 2148 {
2414 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2149 mapspace &ms = mp->at (nx, ny);
2150
2151 blocked = ms.move_block;
2415 2152
2416 if ((move_type & blocked) == move_type) 2153 if ((move_type & blocked) == move_type)
2417 {
2418 max = maxfree[i]; 2154 max = maxfree[i];
2419 }
2420 else if (mflags & P_IS_ALIVE) 2155 else if (mflags & P_IS_ALIVE)
2421 { 2156 {
2422 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2157 for (tmp = ms.bot; tmp; tmp = tmp->above)
2423 { 2158 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2424 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2159 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2425 {
2426 break; 2160 break;
2427 } 2161
2428 }
2429 if (tmp) 2162 if (tmp)
2430 {
2431 return freedir[i]; 2163 return freedir[i];
2432 }
2433 } 2164 }
2434 } 2165 }
2435 } 2166 }
2167
2436 return 0; 2168 return 0;
2437} 2169}
2438 2170
2439/* 2171/*
2440 * distance(object 1, object 2) will return the square of the 2172 * distance(object 1, object 2) will return the square of the
2441 * distance between the two given objects. 2173 * distance between the two given objects.
2442 */ 2174 */
2443
2444int 2175int
2445distance (const object *ob1, const object *ob2) 2176distance (const object *ob1, const object *ob2)
2446{ 2177{
2447 int
2448 i;
2449
2450 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2178 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2451 return i;
2452} 2179}
2453 2180
2454/* 2181/*
2455 * find_dir_2(delta-x,delta-y) will return a direction in which 2182 * find_dir_2(delta-x,delta-y) will return a direction in which
2456 * an object which has subtracted the x and y coordinates of another 2183 * an object which has subtracted the x and y coordinates of another
2457 * object, needs to travel toward it. 2184 * object, needs to travel toward it.
2458 */ 2185 */
2459
2460int 2186int
2461find_dir_2 (int x, int y) 2187find_dir_2 (int x, int y)
2462{ 2188{
2463 int 2189 int q;
2464 q;
2465 2190
2466 if (y) 2191 if (y)
2467 q = x * 100 / y; 2192 q = x * 100 / y;
2468 else if (x) 2193 else if (x)
2469 q = -300 * x; 2194 q = -300 * x;
2494 2219
2495 return 3; 2220 return 3;
2496} 2221}
2497 2222
2498/* 2223/*
2499 * absdir(int): Returns a number between 1 and 8, which represent
2500 * the "absolute" direction of a number (it actually takes care of
2501 * "overflow" in previous calculations of a direction).
2502 */
2503
2504int
2505absdir (int d)
2506{
2507 while (d < 1)
2508 d += 8;
2509 while (d > 8)
2510 d -= 8;
2511 return d;
2512}
2513
2514/*
2515 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2224 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2516 * between two directions (which are expected to be absolute (see absdir()) 2225 * between two directions (which are expected to be absolute (see absdir())
2517 */ 2226 */
2518
2519int 2227int
2520dirdiff (int dir1, int dir2) 2228dirdiff (int dir1, int dir2)
2521{ 2229{
2522 int 2230 int d;
2523 d;
2524 2231
2525 d = abs (dir1 - dir2); 2232 d = abs (dir1 - dir2);
2526 if (d > 4) 2233 if (d > 4)
2527 d = 8 - d; 2234 d = 8 - d;
2235
2528 return d; 2236 return d;
2529} 2237}
2530 2238
2531/* peterm: 2239/* peterm:
2532 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2240 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2535 * This basically means that if direction is 15, then it could either go 2243 * This basically means that if direction is 15, then it could either go
2536 * direction 4, 14, or 16 to get back to where we are. 2244 * direction 4, 14, or 16 to get back to where we are.
2537 * Moved from spell_util.c to object.c with the other related direction 2245 * Moved from spell_util.c to object.c with the other related direction
2538 * functions. 2246 * functions.
2539 */ 2247 */
2540
2541int
2542 reduction_dir[SIZEOFFREE][3] = { 2248int reduction_dir[SIZEOFFREE][3] = {
2543 {0, 0, 0}, /* 0 */ 2249 {0, 0, 0}, /* 0 */
2544 {0, 0, 0}, /* 1 */ 2250 {0, 0, 0}, /* 1 */
2545 {0, 0, 0}, /* 2 */ 2251 {0, 0, 0}, /* 2 */
2546 {0, 0, 0}, /* 3 */ 2252 {0, 0, 0}, /* 3 */
2547 {0, 0, 0}, /* 4 */ 2253 {0, 0, 0}, /* 4 */
2595 * find a path to that monster that we found. If not, 2301 * find a path to that monster that we found. If not,
2596 * we don't bother going toward it. Returns 1 if we 2302 * we don't bother going toward it. Returns 1 if we
2597 * can see a direct way to get it 2303 * can see a direct way to get it
2598 * Modified to be map tile aware -.MSW 2304 * Modified to be map tile aware -.MSW
2599 */ 2305 */
2600
2601
2602int 2306int
2603can_see_monsterP (mapstruct *m, int x, int y, int dir) 2307can_see_monsterP (maptile *m, int x, int y, int dir)
2604{ 2308{
2605 sint16 dx, dy; 2309 sint16 dx, dy;
2606 int
2607 mflags; 2310 int mflags;
2608 2311
2609 if (dir < 0) 2312 if (dir < 0)
2610 return 0; /* exit condition: invalid direction */ 2313 return 0; /* exit condition: invalid direction */
2611 2314
2612 dx = x + freearr_x[dir]; 2315 dx = x + freearr_x[dir];
2625 return 0; 2328 return 0;
2626 2329
2627 /* yes, can see. */ 2330 /* yes, can see. */
2628 if (dir < 9) 2331 if (dir < 9)
2629 return 1; 2332 return 1;
2333
2630 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2334 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2631 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]); 2335 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2336 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2632} 2337}
2633
2634
2635 2338
2636/* 2339/*
2637 * can_pick(picker, item): finds out if an object is possible to be 2340 * can_pick(picker, item): finds out if an object is possible to be
2638 * picked up by the picker. Returnes 1 if it can be 2341 * picked up by the picker. Returnes 1 if it can be
2639 * picked up, otherwise 0. 2342 * picked up, otherwise 0.
2650 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2353 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2651 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2354 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2652 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2355 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2653} 2356}
2654 2357
2655
2656/* 2358/*
2657 * create clone from object to another 2359 * create clone from object to another
2658 */ 2360 */
2659object * 2361object *
2660object_create_clone (object *asrc) 2362object_create_clone (object *asrc)
2661{ 2363{
2662 object *
2663 dst = NULL, *tmp, *src, *part, *prev, *item; 2364 object *dst = 0, *tmp, *src, *part, *prev, *item;
2664 2365
2665 if (!asrc) 2366 if (!asrc)
2666 return NULL; 2367 return 0;
2368
2667 src = asrc; 2369 src = asrc;
2668 if (src->head) 2370 if (src->head)
2669 src = src->head; 2371 src = src->head;
2670 2372
2671 prev = NULL; 2373 prev = 0;
2672 for (part = src; part; part = part->more) 2374 for (part = src; part; part = part->more)
2673 { 2375 {
2674 tmp = get_object (); 2376 tmp = part->clone ();
2675 copy_object (part, tmp);
2676 tmp->x -= src->x; 2377 tmp->x -= src->x;
2677 tmp->y -= src->y; 2378 tmp->y -= src->y;
2379
2678 if (!part->head) 2380 if (!part->head)
2679 { 2381 {
2680 dst = tmp; 2382 dst = tmp;
2681 tmp->head = NULL; 2383 tmp->head = 0;
2682 } 2384 }
2683 else 2385 else
2684 {
2685 tmp->head = dst; 2386 tmp->head = dst;
2686 } 2387
2687 tmp->more = NULL; 2388 tmp->more = 0;
2389
2688 if (prev) 2390 if (prev)
2689 prev->more = tmp; 2391 prev->more = tmp;
2392
2690 prev = tmp; 2393 prev = tmp;
2691 } 2394 }
2692 2395
2693 /*** copy inventory ***/
2694 for (item = src->inv; item; item = item->below) 2396 for (item = src->inv; item; item = item->below)
2695 {
2696 (void) insert_ob_in_ob (object_create_clone (item), dst); 2397 insert_ob_in_ob (object_create_clone (item), dst);
2697 }
2698 2398
2699 return dst; 2399 return dst;
2700}
2701
2702/* return true if the object was destroyed, 0 otherwise */
2703int
2704was_destroyed (const object *op, tag_t old_tag)
2705{
2706 /* checking for FLAG_FREED isn't necessary, but makes this function more
2707 * robust */
2708 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2709}
2710
2711/* GROS - Creates an object using a string representing its content. */
2712
2713/* Basically, we save the content of the string to a temp file, then call */
2714
2715/* load_object on it. I admit it is a highly inefficient way to make things, */
2716
2717/* but it was simple to make and allows reusing the load_object function. */
2718
2719/* Remember not to use load_object_str in a time-critical situation. */
2720
2721/* Also remember that multiparts objects are not supported for now. */
2722
2723object *
2724load_object_str (const char *obstr)
2725{
2726 object *
2727 op;
2728 char
2729 filename[MAX_BUF];
2730
2731 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2732
2733 FILE *
2734 tempfile = fopen (filename, "w");
2735
2736 if (tempfile == NULL)
2737 {
2738 LOG (llevError, "Error - Unable to access load object temp file\n");
2739 return NULL;
2740 };
2741 fprintf (tempfile, obstr);
2742 fclose (tempfile);
2743
2744 op = get_object ();
2745
2746 object_thawer thawer (filename);
2747
2748 if (thawer)
2749 load_object (thawer, op, 0);
2750
2751 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2752 CLEAR_FLAG (op, FLAG_REMOVED);
2753
2754 return op;
2755} 2400}
2756 2401
2757/* This returns the first object in who's inventory that 2402/* This returns the first object in who's inventory that
2758 * has the same type and subtype match. 2403 * has the same type and subtype match.
2759 * returns NULL if no match. 2404 * returns NULL if no match.
2760 */ 2405 */
2761object * 2406object *
2762find_obj_by_type_subtype (const object *who, int type, int subtype) 2407find_obj_by_type_subtype (const object *who, int type, int subtype)
2763{ 2408{
2764 object *
2765 tmp;
2766
2767 for (tmp = who->inv; tmp; tmp = tmp->below) 2409 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2768 if (tmp->type == type && tmp->subtype == subtype) 2410 if (tmp->type == type && tmp->subtype == subtype)
2769 return tmp; 2411 return tmp;
2770 2412
2771 return NULL; 2413 return 0;
2772} 2414}
2773 2415
2774/* If ob has a field named key, return the link from the list, 2416/* If ob has a field named key, return the link from the list,
2775 * otherwise return NULL. 2417 * otherwise return NULL.
2776 * 2418 *
2778 * do the desired thing. 2420 * do the desired thing.
2779 */ 2421 */
2780key_value * 2422key_value *
2781get_ob_key_link (const object *ob, const char *key) 2423get_ob_key_link (const object *ob, const char *key)
2782{ 2424{
2783 key_value *
2784 link;
2785
2786 for (link = ob->key_values; link != NULL; link = link->next) 2425 for (key_value *link = ob->key_values; link; link = link->next)
2787 {
2788 if (link->key == key) 2426 if (link->key == key)
2789 {
2790 return link; 2427 return link;
2791 }
2792 }
2793 2428
2794 return NULL; 2429 return 0;
2795} 2430}
2796 2431
2797/* 2432/*
2798 * Returns the value of op has an extra_field for key, or NULL. 2433 * Returns the value of op has an extra_field for key, or NULL.
2799 * 2434 *
2824 if (link->key == canonical_key) 2459 if (link->key == canonical_key)
2825 return link->value; 2460 return link->value;
2826 2461
2827 return 0; 2462 return 0;
2828} 2463}
2829
2830 2464
2831/* 2465/*
2832 * Updates the canonical_key in op to value. 2466 * Updates the canonical_key in op to value.
2833 * 2467 *
2834 * canonical_key is a shared string (value doesn't have to be). 2468 * canonical_key is a shared string (value doesn't have to be).
2839 * Returns TRUE on success. 2473 * Returns TRUE on success.
2840 */ 2474 */
2841int 2475int
2842set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) 2476set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2843{ 2477{
2844 key_value *
2845 field = NULL, *last = NULL; 2478 key_value *field = NULL, *last = NULL;
2846 2479
2847 for (field = op->key_values; field != NULL; field = field->next) 2480 for (field = op->key_values; field != NULL; field = field->next)
2848 { 2481 {
2849 if (field->key != canonical_key) 2482 if (field->key != canonical_key)
2850 { 2483 {
2878 /* IF we get here, key doesn't exist */ 2511 /* IF we get here, key doesn't exist */
2879 2512
2880 /* No field, we'll have to add it. */ 2513 /* No field, we'll have to add it. */
2881 2514
2882 if (!add_key) 2515 if (!add_key)
2883 {
2884 return FALSE; 2516 return FALSE;
2885 } 2517
2886 /* There isn't any good reason to store a null 2518 /* There isn't any good reason to store a null
2887 * value in the key/value list. If the archetype has 2519 * value in the key/value list. If the archetype has
2888 * this key, then we should also have it, so shouldn't 2520 * this key, then we should also have it, so shouldn't
2889 * be here. If user wants to store empty strings, 2521 * be here. If user wants to store empty strings,
2890 * should pass in "" 2522 * should pass in ""
2939 } 2571 }
2940 else 2572 else
2941 item = item->env; 2573 item = item->env;
2942} 2574}
2943 2575
2576
2577const char *
2578object::flag_desc (char *desc, int len) const
2579{
2580 char *p = desc;
2581 bool first = true;
2582
2583 *p = 0;
2584
2585 for (int i = 0; i < NUM_FLAGS; i++)
2586 {
2587 if (len <= 10) // magic constant!
2588 {
2589 snprintf (p, len, ",...");
2590 break;
2591 }
2592
2593 if (flag [i])
2594 {
2595 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2596 len -= cnt;
2597 p += cnt;
2598 first = false;
2599 }
2600 }
2601
2602 return desc;
2603}
2604
2944// return a suitable string describing an objetc in enough detail to find it 2605// return a suitable string describing an object in enough detail to find it
2945const char * 2606const char *
2946object::debug_desc (char *info) const 2607object::debug_desc (char *info) const
2947{ 2608{
2609 char flagdesc[512];
2948 char info2[256 * 3]; 2610 char info2[256 * 4];
2949 char *p = info; 2611 char *p = info;
2950 2612
2951 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2613 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2952 count, 2614 count, uuid.seq,
2953 &name, 2615 &name,
2954 title ? " " : "", 2616 title ? "\",title:\"" : "",
2955 title ? (const char *)title : ""); 2617 title ? (const char *)title : "",
2618 flag_desc (flagdesc, 512), type);
2956 2619
2957 if (env) 2620 if (env)
2958 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2621 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2959 2622
2960 if (map) 2623 if (map)
2961 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2624 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2962 2625
2963 return info; 2626 return info;
2964} 2627}
2965 2628
2966const char * 2629const char *
2967object::debug_desc () const 2630object::debug_desc () const
2968{ 2631{
2969 static char info[256 * 3]; 2632 static char info[3][256 * 4];
2633 static int info_idx;
2634
2970 return debug_desc (info); 2635 return debug_desc (info [++info_idx % 3]);
2971} 2636}
2972 2637
2638struct region *
2639object::region () const
2640{
2641 return map ? map->region (x, y)
2642 : region::default_region ();
2643}
2644
2645const materialtype_t *
2646object::dominant_material () const
2647{
2648 if (materialtype_t *mat = name_to_material (materialname))
2649 return mat;
2650
2651 // omfg this is slow, this has to be temporary :)
2652 shstr unknown ("unknown");
2653
2654 return name_to_material (unknown);
2655}
2656
2657void
2658object::open_container (object *new_container)
2659{
2660 if (container == new_container)
2661 return;
2662
2663 if (object *old_container = container)
2664 {
2665 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2666 return;
2667
2668#if 0
2669 // remove the "Close old_container" object.
2670 if (object *closer = old_container->inv)
2671 if (closer->type == CLOSE_CON)
2672 closer->destroy ();
2673#endif
2674
2675 old_container->flag [FLAG_APPLIED] = 0;
2676 container = 0;
2677
2678 esrv_update_item (UPD_FLAGS, this, old_container);
2679 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2680 }
2681
2682 if (new_container)
2683 {
2684 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2685 return;
2686
2687 // TODO: this does not seem to serve any purpose anymore?
2688#if 0
2689 // insert the "Close Container" object.
2690 if (archetype *closer = new_container->other_arch)
2691 {
2692 object *closer = arch_to_object (new_container->other_arch);
2693 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2694 new_container->insert (closer);
2695 }
2696#endif
2697
2698 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2699
2700 new_container->flag [FLAG_APPLIED] = 1;
2701 container = new_container;
2702
2703 esrv_update_item (UPD_FLAGS, this, new_container);
2704 esrv_send_inventory (this, new_container);
2705 }
2706}
2707
2708

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