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Comparing deliantra/server/common/object.C (file contents):
Revision 1.54 by root, Fri Nov 17 19:40:53 2006 UTC vs.
Revision 1.189 by root, Thu Sep 13 16:23:01 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT is free software: you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
22*/ 22 */
23 23
24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
25 sub/add_weight will transcend the environment updating the carrying 25 sub/add_weight will transcend the environment updating the carrying
26 variable. */ 26 variable. */
27#include <global.h> 27#include <global.h>
28#include <stdio.h> 28#include <stdio.h>
29#include <sys/types.h> 29#include <sys/types.h>
30#include <sys/uio.h> 30#include <sys/uio.h>
31#include <object.h> 31#include <object.h>
32#include <funcpoint.h> 32#include <funcpoint.h>
33#include <sproto.h>
33#include <loader.h> 34#include <loader.h>
35
36#include <bitset>
34 37
35int nrofallocobjects = 0; 38int nrofallocobjects = 0;
36static UUID uuid; 39static UUID uuid;
37const uint64 UUID_SKIP = 1<<19; 40const uint64 UUID_SKIP = 1<<19;
38 41
39object *active_objects; /* List of active objects that need to be processed */ 42objectvec objects;
43activevec actives;
40 44
41short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 45short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
42 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 46 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
43}; 47};
44short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 48short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
104 _exit (1); 108 _exit (1);
105 } 109 }
106 110
107 uuid.seq = uid; 111 uuid.seq = uid;
108 write_uuid (); 112 write_uuid ();
109 LOG (llevDebug, "read UID: %lld\n", uid); 113 LOG (llevDebug, "read UID: %" PRId64 "\n", uid);
110 fclose (fp); 114 fclose (fp);
111} 115}
112 116
113UUID 117UUID
114gen_uuid () 118gen_uuid ()
139 * objects with lists are rare, and lists stay short. If not, use a 143 * objects with lists are rare, and lists stay short. If not, use a
140 * different structure or at least keep the lists sorted... 144 * different structure or at least keep the lists sorted...
141 */ 145 */
142 146
143 /* For each field in wants, */ 147 /* For each field in wants, */
144 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) 148 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
145 { 149 {
146 key_value *has_field; 150 key_value *has_field;
147 151
148 /* Look for a field in has with the same key. */ 152 /* Look for a field in has with the same key. */
149 has_field = get_ob_key_link (has, wants_field->key); 153 has_field = get_ob_key_link (has, wants_field->key);
183 * 187 *
184 * Note that this function appears a lot longer than the macro it 188 * Note that this function appears a lot longer than the macro it
185 * replaces - this is mostly for clarity - a decent compiler should hopefully 189 * replaces - this is mostly for clarity - a decent compiler should hopefully
186 * reduce this to the same efficiency. 190 * reduce this to the same efficiency.
187 * 191 *
188 * Check nrof variable *before* calling CAN_MERGE() 192 * Check nrof variable *before* calling can_merge()
189 * 193 *
190 * Improvements made with merge: Better checking on potion, and also 194 * Improvements made with merge: Better checking on potion, and also
191 * check weight 195 * check weight
192 */ 196 */
193
194bool object::can_merge (object *ob1, object *ob2) 197bool object::can_merge_slow (object *ob1, object *ob2)
195{ 198{
196 /* A couple quicksanity checks */ 199 /* A couple quicksanity checks */
197 if ((ob1 == ob2) || (ob1->type != ob2->type)) 200 if (ob1 == ob2
201 || ob1->type != ob2->type
202 || ob1->speed != ob2->speed
203 || ob1->value != ob2->value
204 || ob1->name != ob2->name)
198 return 0; 205 return 0;
199 206
200 if (ob1->speed != ob2->speed) 207 //TODO: this ain't working well, use nicer and correct overflow check
201 return 0;
202
203 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 208 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
204 * value could not be stored in a sint32 (which unfortunately sometimes is 209 * value could not be stored in a sint32 (which unfortunately sometimes is
205 * used to store nrof). 210 * used to store nrof).
206 */ 211 */
207 if (ob1->nrof + ob2->nrof >= 1UL << 31) 212 if (ob1->nrof + ob2->nrof >= 1UL << 31)
217 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 222 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
218 223
219 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 224 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
220 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 225 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
221 226
222 227 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
223 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something 228 || ob1->arch != ob2->arch
224 * being locked in inventory should prevent merging.
225 * 0x4 in flags3 is CLIENT_SENT
226 */
227 if ((ob1->arch != ob2->arch) ||
228 (ob1->flags[0] != ob2->flags[0]) ||
229 (ob1->flags[1] != ob2->flags[1]) ||
230 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
231 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
232 (ob1->name != ob2->name) || 229 || ob1->name != ob2->name
233 (ob1->title != ob2->title) || 230 || ob1->title != ob2->title
234 (ob1->msg != ob2->msg) || 231 || ob1->msg != ob2->msg
235 (ob1->weight != ob2->weight) || 232 || ob1->weight != ob2->weight
236 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) || 233 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
237 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) || 234 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
238 (ob1->attacktype != ob2->attacktype) || 235 || ob1->attacktype != ob2->attacktype
239 (ob1->magic != ob2->magic) || 236 || ob1->magic != ob2->magic
240 (ob1->slaying != ob2->slaying) || 237 || ob1->slaying != ob2->slaying
241 (ob1->skill != ob2->skill) || 238 || ob1->skill != ob2->skill
242 (ob1->value != ob2->value) || 239 || ob1->value != ob2->value
243 (ob1->animation_id != ob2->animation_id) || 240 || ob1->animation_id != ob2->animation_id
244 (ob1->client_type != ob2->client_type) || 241 || ob1->client_type != ob2->client_type
245 (ob1->materialname != ob2->materialname) || 242 || ob1->materialname != ob2->materialname
246 (ob1->lore != ob2->lore) || 243 || ob1->lore != ob2->lore
247 (ob1->subtype != ob2->subtype) || 244 || ob1->subtype != ob2->subtype
248 (ob1->move_type != ob2->move_type) || 245 || ob1->move_type != ob2->move_type
249 (ob1->move_block != ob2->move_block) || 246 || ob1->move_block != ob2->move_block
250 (ob1->move_allow != ob2->move_allow) || 247 || ob1->move_allow != ob2->move_allow
251 (ob1->move_on != ob2->move_on) || 248 || ob1->move_on != ob2->move_on
252 (ob1->move_off != ob2->move_off) || (ob1->move_slow != ob2->move_slow) || (ob1->move_slow_penalty != ob2->move_slow_penalty)) 249 || ob1->move_off != ob2->move_off
250 || ob1->move_slow != ob2->move_slow
251 || ob1->move_slow_penalty != ob2->move_slow_penalty)
253 return 0; 252 return 0;
254 253
255 /* This is really a spellbook check - really, we should 254 /* This is really a spellbook check - really, we should
256 * check all objects in the inventory. 255 * check all objects in the inventory.
257 */ 256 */
260 /* if one object has inventory but the other doesn't, not equiv */ 259 /* if one object has inventory but the other doesn't, not equiv */
261 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 260 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
262 return 0; 261 return 0;
263 262
264 /* Now check to see if the two inventory objects could merge */ 263 /* Now check to see if the two inventory objects could merge */
265 if (!CAN_MERGE (ob1->inv, ob2->inv)) 264 if (!object::can_merge (ob1->inv, ob2->inv))
266 return 0; 265 return 0;
267 266
268 /* inventory ok - still need to check rest of this object to see 267 /* inventory ok - still need to check rest of this object to see
269 * if it is valid. 268 * if it is valid.
270 */ 269 */
279 278
280 /* Note sure why the following is the case - either the object has to 279 /* Note sure why the following is the case - either the object has to
281 * be animated or have a very low speed. Is this an attempted monster 280 * be animated or have a very low speed. Is this an attempted monster
282 * check? 281 * check?
283 */ 282 */
284 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 283 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
285 return 0; 284 return 0;
286 285
287 switch (ob1->type) 286 switch (ob1->type)
288 { 287 {
289 case SCROLL: 288 case SCROLL:
300 return 0; 299 return 0;
301 else if (!compare_ob_value_lists (ob1, ob2)) 300 else if (!compare_ob_value_lists (ob1, ob2))
302 return 0; 301 return 0;
303 } 302 }
304 303
305 //TODO: generate an event or call into perl for additional checks
306 if (ob1->self || ob2->self) 304 if (ob1->self || ob2->self)
307 { 305 {
308 ob1->optimise (); 306 ob1->optimise ();
309 ob2->optimise (); 307 ob2->optimise ();
310 308
311 if (ob1->self || ob2->self) 309 if (ob1->self || ob2->self)
310 if (!cfperl_can_merge (ob1, ob2))
312 return 0; 311 return 0;
313 } 312 }
314 313
315 /* Everything passes, must be OK. */ 314 /* Everything passes, must be OK. */
316 return 1; 315 return 1;
317} 316}
325sum_weight (object *op) 324sum_weight (object *op)
326{ 325{
327 long sum; 326 long sum;
328 object *inv; 327 object *inv;
329 328
330 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 329 for (sum = 0, inv = op->inv; inv; inv = inv->below)
331 { 330 {
332 if (inv->inv) 331 if (inv->inv)
333 sum_weight (inv); 332 sum_weight (inv);
333
334 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 334 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
335 } 335 }
336 336
337 if (op->type == CONTAINER && op->stats.Str) 337 if (op->type == CONTAINER && op->stats.Str)
338 sum = (sum * (100 - op->stats.Str)) / 100; 338 sum = (sum * (100 - op->stats.Str)) / 100;
354 op = op->env; 354 op = op->env;
355 return op; 355 return op;
356} 356}
357 357
358/* 358/*
359 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
360 * a better check. We basically keeping traversing up until we can't
361 * or find a player.
362 */
363
364object *
365is_player_inv (object *op)
366{
367 for (; op != NULL && op->type != PLAYER; op = op->env)
368 if (op->env == op)
369 op->env = NULL;
370 return op;
371}
372
373/*
374 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 359 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
375 * Some error messages. 360 * Some error messages.
376 * The result of the dump is stored in the static global errmsg array. 361 * The result of the dump is stored in the static global errmsg array.
377 */ 362 */
378
379char * 363char *
380dump_object (object *op) 364dump_object (object *op)
381{ 365{
382 if (!op) 366 if (!op)
383 return strdup ("[NULLOBJ]"); 367 return strdup ("[NULLOBJ]");
384 368
385 object_freezer freezer; 369 object_freezer freezer;
386 save_object (freezer, op, 3); 370 op->write (freezer);
387 return freezer.as_string (); 371 return freezer.as_string ();
388} 372}
389 373
390/* 374/*
391 * get_nearest_part(multi-object, object 2) returns the part of the 375 * get_nearest_part(multi-object, object 2) returns the part of the
392 * multi-object 1 which is closest to the second object. 376 * multi-object 1 which is closest to the second object.
393 * If it's not a multi-object, it is returned. 377 * If it's not a multi-object, it is returned.
394 */ 378 */
395
396object * 379object *
397get_nearest_part (object *op, const object *pl) 380get_nearest_part (object *op, const object *pl)
398{ 381{
399 object *tmp, *closest; 382 object *tmp, *closest;
400 int last_dist, i; 383 int last_dist, i;
408} 391}
409 392
410/* 393/*
411 * Returns the object which has the count-variable equal to the argument. 394 * Returns the object which has the count-variable equal to the argument.
412 */ 395 */
413
414object * 396object *
415find_object (tag_t i) 397find_object (tag_t i)
416{ 398{
417 for (object *op = object::first; op; op = op->next) 399 for_all_objects (op)
418 if (op->count == i) 400 if (op->count == i)
419 return op; 401 return op;
420 402
421 return 0; 403 return 0;
422} 404}
423 405
424/* 406/*
425 * Returns the first object which has a name equal to the argument. 407 * Returns the first object which has a name equal to the argument.
426 * Used only by the patch command, but not all that useful. 408 * Used only by the patch command, but not all that useful.
427 * Enables features like "patch <name-of-other-player> food 999" 409 * Enables features like "patch <name-of-other-player> food 999"
428 */ 410 */
429
430object * 411object *
431find_object_name (const char *str) 412find_object_name (const char *str)
432{ 413{
433 shstr_cmp str_ (str); 414 shstr_cmp str_ (str);
434 object *op; 415 object *op;
435 416
436 for (op = object::first; op != NULL; op = op->next) 417 for_all_objects (op)
437 if (op->name == str_) 418 if (op->name == str_)
438 break; 419 break;
439 420
440 return op; 421 return op;
441} 422}
447} 428}
448 429
449/* 430/*
450 * Sets the owner and sets the skill and exp pointers to owner's current 431 * Sets the owner and sets the skill and exp pointers to owner's current
451 * skill and experience objects. 432 * skill and experience objects.
433 * ACTUALLY NO! investigate! TODO
452 */ 434 */
453void 435void
454object::set_owner (object *owner) 436object::set_owner (object *owner)
455{ 437{
438 // allow objects which own objects
456 if (!owner) 439 if (owner)
457 return;
458
459 /* next line added to allow objects which own objects */
460 /* Add a check for ownercounts in here, as I got into an endless loop
461 * with the fireball owning a poison cloud which then owned the
462 * fireball. I believe that was caused by one of the objects getting
463 * freed and then another object replacing it. Since the ownercounts
464 * didn't match, this check is valid and I believe that cause is valid.
465 */
466 while (owner->owner) 440 while (owner->owner)
467 owner = owner->owner; 441 owner = owner->owner;
468 442
469 this->owner = owner; 443 this->owner = owner;
444}
445
446int
447object::slottype () const
448{
449 if (type == SKILL)
450 {
451 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
452 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
453 }
454 else
455 {
456 if (slot [body_combat].info) return slot_combat;
457 if (slot [body_range ].info) return slot_ranged;
458 }
459
460 return slot_none;
461}
462
463bool
464object::change_weapon (object *ob)
465{
466 if (current_weapon == ob)
467 return true;
468
469 if (chosen_skill)
470 chosen_skill->flag [FLAG_APPLIED] = false;
471
472 current_weapon = ob;
473 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
474
475 if (chosen_skill)
476 chosen_skill->flag [FLAG_APPLIED] = true;
477
478 update_stats ();
479
480 if (ob)
481 {
482 // now check wether any body locations became invalid, in which case
483 // we cannot apply the weapon at the moment.
484 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
485 if (slot[i].used < 0)
486 {
487 current_weapon = chosen_skill = 0;
488 update_stats ();
489
490 new_draw_info_format (NDI_UNIQUE, 0, this,
491 "You try to balance all your items at once, "
492 "but the %s is just too much for your body. "
493 "[You need to unapply some items first.]", &ob->name);
494 return false;
495 }
496
497 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
498 }
499 else
500 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
501
502 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
503 {
504 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
505 &name, ob->debug_desc ());
506 return false;
507 }
508
509 return true;
470} 510}
471 511
472/* Zero the key_values on op, decrementing the shared-string 512/* Zero the key_values on op, decrementing the shared-string
473 * refcounts and freeing the links. 513 * refcounts and freeing the links.
474 */ 514 */
475static void 515static void
476free_key_values (object *op) 516free_key_values (object *op)
477{ 517{
478 for (key_value *i = op->key_values; i != 0;) 518 for (key_value *i = op->key_values; i; )
479 { 519 {
480 key_value *next = i->next; 520 key_value *next = i->next;
481 delete i; 521 delete i;
482 522
483 i = next; 523 i = next;
484 } 524 }
485 525
486 op->key_values = 0; 526 op->key_values = 0;
487} 527}
488 528
489void object::clear () 529object &
530object::operator =(const object &src)
490{ 531{
491 attachable_base::clear (); 532 bool is_freed = flag [FLAG_FREED];
533 bool is_removed = flag [FLAG_REMOVED];
492 534
493 free_key_values (this); 535 *(object_copy *)this = src;
494 536
495 owner = 0; 537 flag [FLAG_FREED] = is_freed;
496 name = 0; 538 flag [FLAG_REMOVED] = is_removed;
497 name_pl = 0;
498 title = 0;
499 race = 0;
500 slaying = 0;
501 skill = 0;
502 msg = 0;
503 lore = 0;
504 custom_name = 0;
505 materialname = 0;
506 contr = 0;
507 below = 0;
508 above = 0;
509 inv = 0;
510 container = 0;
511 env = 0;
512 more = 0;
513 head = 0;
514 map = 0;
515 active_next = 0;
516 active_prev = 0;
517
518 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
519
520 SET_FLAG (this, FLAG_REMOVED);
521
522 /* What is not cleared is next, prev, and count */
523
524 expmul = 1.0;
525 face = blank_face;
526
527 if (settings.casting_time)
528 casting_time = -1;
529}
530
531void object::clone (object *destination)
532{
533 *(object_copy *)destination = *this;
534 *(object_pod *)destination = *this;
535
536 if (self || cb)
537 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
538}
539
540/*
541 * copy object first frees everything allocated by the second object,
542 * and then copies the contends of the first object into the second
543 * object, allocating what needs to be allocated. Basically, any
544 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
545 * if the first object is freed, the pointers in the new object
546 * will point at garbage.
547 */
548void
549copy_object (object *op2, object *op)
550{
551 bool is_freed = QUERY_FLAG (op, FLAG_FREED);
552 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED);
553
554 op2->clone (op);
555
556 if (is_freed)
557 SET_FLAG (op, FLAG_FREED);
558 if (is_removed)
559 SET_FLAG (op, FLAG_REMOVED);
560
561 if (op2->speed < 0)
562 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0;
563 539
564 /* Copy over key_values, if any. */ 540 /* Copy over key_values, if any. */
565 if (op2->key_values) 541 if (src.key_values)
566 { 542 {
567 key_value *tail = 0; 543 key_value *tail = 0;
568 key_value *i;
569
570 op->key_values = 0; 544 key_values = 0;
571 545
572 for (i = op2->key_values; i; i = i->next) 546 for (key_value *i = src.key_values; i; i = i->next)
573 { 547 {
574 key_value *new_link = new key_value; 548 key_value *new_link = new key_value;
575 549
576 new_link->next = 0; 550 new_link->next = 0;
577 new_link->key = i->key; 551 new_link->key = i->key;
578 new_link->value = i->value; 552 new_link->value = i->value;
579 553
580 /* Try and be clever here, too. */ 554 /* Try and be clever here, too. */
581 if (!op->key_values) 555 if (!key_values)
582 { 556 {
583 op->key_values = new_link; 557 key_values = new_link;
584 tail = new_link; 558 tail = new_link;
585 } 559 }
586 else 560 else
587 { 561 {
588 tail->next = new_link; 562 tail->next = new_link;
589 tail = new_link; 563 tail = new_link;
590 } 564 }
591 } 565 }
592 } 566 }
567}
593 568
594 update_ob_speed (op); 569/*
570 * copy_to first frees everything allocated by the dst object,
571 * and then copies the contents of itself into the second
572 * object, allocating what needs to be allocated. Basically, any
573 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
574 * if the first object is freed, the pointers in the new object
575 * will point at garbage.
576 */
577void
578object::copy_to (object *dst)
579{
580 *dst = *this;
581
582 if (speed < 0)
583 dst->speed_left -= rndm ();
584
585 dst->set_speed (dst->speed);
586}
587
588void
589object::instantiate ()
590{
591 if (!uuid.seq) // HACK
592 uuid = gen_uuid ();
593
594 speed_left = -0.1f;
595 /* copy the body_info to the body_used - this is only really
596 * need for monsters, but doesn't hurt to do it for everything.
597 * by doing so, when a monster is created, it has good starting
598 * values for the body_used info, so when items are created
599 * for it, they can be properly equipped.
600 */
601 for (int i = NUM_BODY_LOCATIONS; i--; )
602 slot[i].used = slot[i].info;
603
604 attachable::instantiate ();
605}
606
607object *
608object::clone ()
609{
610 object *neu = create ();
611 copy_to (neu);
612 return neu;
595} 613}
596 614
597/* 615/*
598 * If an object with the IS_TURNABLE() flag needs to be turned due 616 * If an object with the IS_TURNABLE() flag needs to be turned due
599 * to the closest player being on the other side, this function can 617 * to the closest player being on the other side, this function can
600 * be called to update the face variable, _and_ how it looks on the map. 618 * be called to update the face variable, _and_ how it looks on the map.
601 */ 619 */
602
603void 620void
604update_turn_face (object *op) 621update_turn_face (object *op)
605{ 622{
606 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 623 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
607 return; 624 return;
625
608 SET_ANIMATION (op, op->direction); 626 SET_ANIMATION (op, op->direction);
609 update_object (op, UP_OBJ_FACE); 627 update_object (op, UP_OBJ_FACE);
610} 628}
611 629
612/* 630/*
613 * Updates the speed of an object. If the speed changes from 0 to another 631 * Updates the speed of an object. If the speed changes from 0 to another
614 * value, or vice versa, then add/remove the object from the active list. 632 * value, or vice versa, then add/remove the object from the active list.
615 * This function needs to be called whenever the speed of an object changes. 633 * This function needs to be called whenever the speed of an object changes.
616 */ 634 */
617void 635void
618update_ob_speed (object *op) 636object::set_speed (float speed)
619{ 637{
620 extern int arch_init; 638 if (flag [FLAG_FREED] && speed)
621
622 /* No reason putting the archetypes objects on the speed list,
623 * since they never really need to be updated.
624 */
625
626 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
627 { 639 {
628 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 640 LOG (llevError, "Object %s is freed but has speed.\n", &name);
629#ifdef MANY_CORES
630 abort ();
631#else
632 op->speed = 0; 641 speed = 0;
633#endif
634 }
635
636 if (arch_init)
637 return;
638
639 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
640 { 642 }
641 /* If already on active list, don't do anything */
642 if (op->active_next || op->active_prev || op == active_objects)
643 return;
644 643
645 /* process_events() expects us to insert the object at the beginning 644 this->speed = speed;
646 * of the list. */
647 op->active_next = active_objects;
648 645
649 if (op->active_next != NULL) 646 if (has_active_speed ())
650 op->active_next->active_prev = op; 647 activate ();
651
652 active_objects = op;
653 }
654 else 648 else
655 { 649 deactivate ();
656 /* If not on the active list, nothing needs to be done */
657 if (!op->active_next && !op->active_prev && op != active_objects)
658 return;
659
660 if (op->active_prev == NULL)
661 {
662 active_objects = op->active_next;
663
664 if (op->active_next != NULL)
665 op->active_next->active_prev = NULL;
666 }
667 else
668 {
669 op->active_prev->active_next = op->active_next;
670
671 if (op->active_next)
672 op->active_next->active_prev = op->active_prev;
673 }
674
675 op->active_next = NULL;
676 op->active_prev = NULL;
677 }
678} 650}
679 651
680/* This function removes object 'op' from the list of active
681 * objects.
682 * This should only be used for style maps or other such
683 * reference maps where you don't want an object that isn't
684 * in play chewing up cpu time getting processed.
685 * The reverse of this is to call update_ob_speed, which
686 * will do the right thing based on the speed of the object.
687 */
688void
689remove_from_active_list (object *op)
690{
691 /* If not on the active list, nothing needs to be done */
692 if (!op->active_next && !op->active_prev && op != active_objects)
693 return;
694
695 if (op->active_prev == NULL)
696 {
697 active_objects = op->active_next;
698 if (op->active_next != NULL)
699 op->active_next->active_prev = NULL;
700 }
701 else
702 {
703 op->active_prev->active_next = op->active_next;
704 if (op->active_next)
705 op->active_next->active_prev = op->active_prev;
706 }
707 op->active_next = NULL;
708 op->active_prev = NULL;
709}
710
711/* 652/*
712 * update_object() updates the array which represents the map. 653 * update_object() updates the the map.
713 * It takes into account invisible objects (and represent squares covered 654 * It takes into account invisible objects (and represent squares covered
714 * by invisible objects by whatever is below them (unless it's another 655 * by invisible objects by whatever is below them (unless it's another
715 * invisible object, etc...) 656 * invisible object, etc...)
716 * If the object being updated is beneath a player, the look-window 657 * If the object being updated is beneath a player, the look-window
717 * of that player is updated (this might be a suboptimal way of 658 * of that player is updated (this might be a suboptimal way of
718 * updating that window, though, since update_object() is called _often_) 659 * updating that window, though, since update_object() is called _often_)
719 * 660 *
720 * action is a hint of what the caller believes need to be done. 661 * action is a hint of what the caller believes need to be done.
721 * For example, if the only thing that has changed is the face (due to
722 * an animation), we don't need to call update_position until that actually
723 * comes into view of a player. OTOH, many other things, like addition/removal
724 * of walls or living creatures may need us to update the flags now.
725 * current action are: 662 * current action are:
726 * UP_OBJ_INSERT: op was inserted 663 * UP_OBJ_INSERT: op was inserted
727 * UP_OBJ_REMOVE: op was removed 664 * UP_OBJ_REMOVE: op was removed
728 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 665 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
729 * as that is easier than trying to look at what may have changed. 666 * as that is easier than trying to look at what may have changed.
730 * UP_OBJ_FACE: only the objects face has changed. 667 * UP_OBJ_FACE: only the objects face has changed.
731 */ 668 */
732
733void 669void
734update_object (object *op, int action) 670update_object (object *op, int action)
735{ 671{
736 int update_now = 0, flags;
737 MoveType move_on, move_off, move_block, move_slow;
738
739 if (op == NULL) 672 if (op == NULL)
740 { 673 {
741 /* this should never happen */ 674 /* this should never happen */
742 LOG (llevDebug, "update_object() called for NULL object.\n"); 675 LOG (llevDebug, "update_object() called for NULL object.\n");
743 return; 676 return;
744 } 677 }
745 678
746 if (op->env != NULL) 679 if (op->env)
747 { 680 {
748 /* Animation is currently handled by client, so nothing 681 /* Animation is currently handled by client, so nothing
749 * to do in this case. 682 * to do in this case.
750 */ 683 */
751 return; 684 return;
756 */ 689 */
757 if (!op->map || op->map->in_memory == MAP_SAVING) 690 if (!op->map || op->map->in_memory == MAP_SAVING)
758 return; 691 return;
759 692
760 /* make sure the object is within map boundaries */ 693 /* make sure the object is within map boundaries */
761 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map)) 694 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
762 { 695 {
763 LOG (llevError, "update_object() called for object out of map!\n"); 696 LOG (llevError, "update_object() called for object out of map!\n");
764#ifdef MANY_CORES 697#ifdef MANY_CORES
765 abort (); 698 abort ();
766#endif 699#endif
767 return; 700 return;
768 } 701 }
769 702
770 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 703 mapspace &m = op->ms ();
771 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
772 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
773 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
774 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
775 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
776 704
705 if (!(m.flags_ & P_UPTODATE))
706 /* nop */;
777 if (action == UP_OBJ_INSERT) 707 else if (action == UP_OBJ_INSERT)
778 { 708 {
709 // this is likely overkill, TODO: revisit (schmorp)
779 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 710 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
780 update_now = 1;
781
782 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 711 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
783 update_now = 1; 712 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
784 713 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
714 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
785 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 715 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
786 update_now = 1;
787
788 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
789 update_now = 1;
790
791 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
792 update_now = 1;
793
794 if ((move_on | op->move_on) != move_on) 716 || (m.move_on | op->move_on ) != m.move_on
795 update_now = 1;
796
797 if ((move_off | op->move_off) != move_off) 717 || (m.move_off | op->move_off ) != m.move_off
798 update_now = 1; 718 || (m.move_slow | op->move_slow) != m.move_slow
799
800 /* This isn't perfect, but I don't expect a lot of objects to 719 /* This isn't perfect, but I don't expect a lot of objects to
801 * to have move_allow right now. 720 * to have move_allow right now.
802 */ 721 */
803 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 722 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
804 update_now = 1; 723 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
805 724 m.flags_ = 0;
806 if ((move_slow | op->move_slow) != move_slow)
807 update_now = 1;
808 } 725 }
809 /* if the object is being removed, we can't make intelligent 726 /* if the object is being removed, we can't make intelligent
810 * decisions, because remove_ob can't really pass the object 727 * decisions, because remove_ob can't really pass the object
811 * that is being removed. 728 * that is being removed.
812 */ 729 */
813 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 730 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
814 update_now = 1; 731 m.flags_ = 0;
815 else if (action == UP_OBJ_FACE) 732 else if (action == UP_OBJ_FACE)
816 /* Nothing to do for that case */ ; 733 /* Nothing to do for that case */ ;
817 else 734 else
818 LOG (llevError, "update_object called with invalid action: %d\n", action); 735 LOG (llevError, "update_object called with invalid action: %d\n", action);
819 736
820 if (update_now)
821 {
822 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
823 update_position (op->map, op->x, op->y);
824 }
825
826 if (op->more != NULL) 737 if (op->more)
827 update_object (op->more, action); 738 update_object (op->more, action);
828}
829
830object::vector object::mortals;
831object::vector object::objects; // not yet used
832object *object::first;
833
834void object::free_mortals ()
835{
836 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
837 if ((*i)->refcnt)
838 ++i; // further delay freeing
839 else
840 {
841 delete *i;
842 mortals.erase (i);
843 }
844
845 static int lastmortals = 0;//D
846
847 if (mortals.size() != lastmortals && lastmortals > 100)//D
848 {
849 lastmortals = mortals.size ();//D
850 LOG (llevDebug, "%d objects in mortal queue\n", lastmortals);//D
851 }
852} 739}
853 740
854object::object () 741object::object ()
855{ 742{
856 SET_FLAG (this, FLAG_REMOVED); 743 SET_FLAG (this, FLAG_REMOVED);
859 face = blank_face; 746 face = blank_face;
860} 747}
861 748
862object::~object () 749object::~object ()
863{ 750{
751 unlink ();
752
864 free_key_values (this); 753 free_key_values (this);
865} 754}
866 755
756static int object_count;
757
867void object::link () 758void object::link ()
868{ 759{
869 count = ++ob_count; 760 assert (!index);//D
870 uuid = gen_uuid (); 761 uuid = gen_uuid ();
762 count = ++object_count;
871 763
872 prev = 0; 764 refcnt_inc ();
873 next = object::first; 765 objects.insert (this);
874
875 if (object::first)
876 object::first->prev = this;
877
878 object::first = this;
879} 766}
880 767
881void object::unlink () 768void object::unlink ()
882{ 769{
883 if (this == object::first) 770 if (!index)
884 object::first = next; 771 return;
885 772
886 /* Remove this object from the list of used objects */ 773 objects.erase (this);
887 if (prev) prev->next = next; 774 refcnt_dec ();
888 if (next) next->prev = prev; 775}
889 776
890 prev = 0; 777void
891 next = 0; 778object::activate ()
779{
780 /* If already on active list, don't do anything */
781 if (active)
782 return;
783
784 if (has_active_speed ())
785 actives.insert (this);
786}
787
788void
789object::activate_recursive ()
790{
791 activate ();
792
793 for (object *op = inv; op; op = op->below)
794 op->activate_recursive ();
795}
796
797/* This function removes object 'op' from the list of active
798 * objects.
799 * This should only be used for style maps or other such
800 * reference maps where you don't want an object that isn't
801 * in play chewing up cpu time getting processed.
802 * The reverse of this is to call update_ob_speed, which
803 * will do the right thing based on the speed of the object.
804 */
805void
806object::deactivate ()
807{
808 /* If not on the active list, nothing needs to be done */
809 if (!active)
810 return;
811
812 actives.erase (this);
813}
814
815void
816object::deactivate_recursive ()
817{
818 for (object *op = inv; op; op = op->below)
819 op->deactivate_recursive ();
820
821 deactivate ();
822}
823
824void
825object::set_flag_inv (int flag, int value)
826{
827 for (object *op = inv; op; op = op->below)
828 {
829 op->flag [flag] = value;
830 op->set_flag_inv (flag, value);
831 }
832}
833
834/*
835 * Remove and free all objects in the inventory of the given object.
836 * object.c ?
837 */
838void
839object::destroy_inv (bool drop_to_ground)
840{
841 // need to check first, because the checks below might segfault
842 // as we might be on an invalid mapspace and crossfire code
843 // is too buggy to ensure that the inventory is empty.
844 // corollary: if you create arrows etc. with stuff in tis inventory,
845 // cf will crash below with off-map x and y
846 if (!inv)
847 return;
848
849 /* Only if the space blocks everything do we not process -
850 * if some form of movement is allowed, let objects
851 * drop on that space.
852 */
853 if (!drop_to_ground
854 || !map
855 || map->in_memory != MAP_IN_MEMORY
856 || map->nodrop
857 || ms ().move_block == MOVE_ALL)
858 {
859 while (inv)
860 {
861 inv->destroy_inv (drop_to_ground);
862 inv->destroy ();
863 }
864 }
865 else
866 { /* Put objects in inventory onto this space */
867 while (inv)
868 {
869 object *op = inv;
870
871 if (op->flag [FLAG_STARTEQUIP]
872 || op->flag [FLAG_NO_DROP]
873 || op->type == RUNE
874 || op->type == TRAP
875 || op->flag [FLAG_IS_A_TEMPLATE]
876 || op->flag [FLAG_DESTROY_ON_DEATH])
877 op->destroy ();
878 else
879 map->insert (op, x, y);
880 }
881 }
892} 882}
893 883
894object *object::create () 884object *object::create ()
895{ 885{
896 object *op = new object; 886 object *op = new object;
897 op->link (); 887 op->link ();
898 return op; 888 return op;
899} 889}
900 890
901/* 891void
902 * free_object() frees everything allocated by an object, removes 892object::do_destroy ()
903 * it from the list of used objects, and puts it on the list of 893{
904 * free objects. The IS_FREED() flag is set in the object. 894 attachable::do_destroy ();
905 * The object must have been removed by remove_ob() first for 895
906 * this function to succeed. 896 if (flag [FLAG_IS_LINKED])
907 * 897 remove_button_link (this);
908 * If destroy_inventory is set, free inventory as well. Else drop items in 898
909 * inventory to the ground. 899 if (flag [FLAG_FRIENDLY])
910 */ 900 remove_friendly_object (this);
901
902 if (!flag [FLAG_REMOVED])
903 remove ();
904
905 destroy_inv (true);
906
907 deactivate ();
908 unlink ();
909
910 flag [FLAG_FREED] = 1;
911
912 // hack to ensure that freed objects still have a valid map
913 {
914 static maptile *freed_map; // freed objects are moved here to avoid crashes
915
916 if (!freed_map)
917 {
918 freed_map = new maptile;
919
920 freed_map->path = "<freed objects map>";
921 freed_map->name = "/internal/freed_objects_map";
922 freed_map->width = 3;
923 freed_map->height = 3;
924
925 freed_map->alloc ();
926 freed_map->in_memory = MAP_IN_MEMORY;
927 }
928
929 map = freed_map;
930 x = 1;
931 y = 1;
932 }
933
934 if (more)
935 {
936 more->destroy ();
937 more = 0;
938 }
939
940 head = 0;
941
942 // clear those pointers that likely might cause circular references
943 owner = 0;
944 enemy = 0;
945 attacked_by = 0;
946 current_weapon = 0;
947}
948
949void
911void object::destroy (bool destroy_inventory) 950object::destroy (bool destroy_inventory)
912{ 951{
913 if (QUERY_FLAG (this, FLAG_FREED)) 952 if (destroyed ())
914 return; 953 return;
915 954
916 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 955 if (destroy_inventory)
917 remove_friendly_object (this); 956 destroy_inv (false);
918 957
919 if (!QUERY_FLAG (this, FLAG_REMOVED)) 958 if (is_head ())
920 remove_ob (this); 959 if (sound_destroy)
960 play_sound (sound_destroy);
961 else if (flag [FLAG_MONSTER])
962 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
921 963
922 SET_FLAG (this, FLAG_FREED); 964 attachable::destroy ();
923
924 if (more)
925 {
926 more->destroy (destroy_inventory);
927 more = 0;
928 }
929
930 if (inv)
931 {
932 /* Only if the space blocks everything do we not process -
933 * if some form of movement is allowed, let objects
934 * drop on that space.
935 */
936 if (destroy_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
937 {
938 object *op = inv;
939
940 while (op)
941 {
942 object *tmp = op->below;
943 op->destroy (destroy_inventory);
944 op = tmp;
945 }
946 }
947 else
948 { /* Put objects in inventory onto this space */
949 object *op = inv;
950
951 while (op)
952 {
953 object *tmp = op->below;
954
955 remove_ob (op);
956
957 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
958 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
959 free_object (op);
960 else
961 {
962 op->x = x;
963 op->y = y;
964 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
965 }
966
967 op = tmp;
968 }
969 }
970 }
971
972 // clear those pointers that likely might have circular references to us
973 owner = 0;
974 enemy = 0;
975 attacked_by = 0;
976
977 // only relevant for players(?), but make sure of it anyways
978 contr = 0;
979
980 /* Remove object from the active list */
981 speed = 0;
982 update_ob_speed (this);
983
984 unlink ();
985
986 mortals.push_back (this);
987} 965}
988 966
989/* 967/*
990 * sub_weight() recursively (outwards) subtracts a number from the 968 * sub_weight() recursively (outwards) subtracts a number from the
991 * weight of an object (and what is carried by it's environment(s)). 969 * weight of an object (and what is carried by it's environment(s)).
992 */ 970 */
993
994void 971void
995sub_weight (object *op, signed long weight) 972sub_weight (object *op, signed long weight)
996{ 973{
997 while (op != NULL) 974 while (op != NULL)
998 { 975 {
1002 op->carrying -= weight; 979 op->carrying -= weight;
1003 op = op->env; 980 op = op->env;
1004 } 981 }
1005} 982}
1006 983
1007/* remove_ob(op): 984/* op->remove ():
1008 * This function removes the object op from the linked list of objects 985 * This function removes the object op from the linked list of objects
1009 * which it is currently tied to. When this function is done, the 986 * which it is currently tied to. When this function is done, the
1010 * object will have no environment. If the object previously had an 987 * object will have no environment. If the object previously had an
1011 * environment, the x and y coordinates will be updated to 988 * environment, the x and y coordinates will be updated to
1012 * the previous environment. 989 * the previous environment.
1013 * Beware: This function is called from the editor as well!
1014 */ 990 */
1015
1016void 991void
1017remove_ob (object *op) 992object::do_remove ()
1018{ 993{
1019 object *tmp, *last = 0; 994 object *tmp, *last = 0;
1020 object *otmp; 995 object *otmp;
1021 996
1022 int check_walk_off;
1023 maptile *m;
1024
1025 sint16 x, y;
1026
1027 if (QUERY_FLAG (op, FLAG_REMOVED)) 997 if (QUERY_FLAG (this, FLAG_REMOVED))
1028 return; 998 return;
1029 999
1030 SET_FLAG (op, FLAG_REMOVED); 1000 SET_FLAG (this, FLAG_REMOVED);
1001 INVOKE_OBJECT (REMOVE, this);
1031 1002
1032 if (op->more != NULL) 1003 if (more)
1033 remove_ob (op->more); 1004 more->remove ();
1034 1005
1035 /* 1006 /*
1036 * In this case, the object to be removed is in someones 1007 * In this case, the object to be removed is in someones
1037 * inventory. 1008 * inventory.
1038 */ 1009 */
1039 if (op->env != NULL) 1010 if (env)
1040 { 1011 {
1041 if (op->nrof) 1012 if (nrof)
1042 sub_weight (op->env, op->weight * op->nrof); 1013 sub_weight (env, weight * nrof);
1043 else 1014 else
1044 sub_weight (op->env, op->weight + op->carrying); 1015 sub_weight (env, weight + carrying);
1045 1016
1046 /* NO_FIX_PLAYER is set when a great many changes are being 1017 /* NO_FIX_PLAYER is set when a great many changes are being
1047 * made to players inventory. If set, avoiding the call 1018 * made to players inventory. If set, avoiding the call
1048 * to save cpu time. 1019 * to save cpu time.
1049 */ 1020 */
1050 if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1021 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1051 fix_player (otmp); 1022 otmp->update_stats ();
1052 1023
1053 if (op->above != NULL) 1024 if (above)
1054 op->above->below = op->below; 1025 above->below = below;
1055 else 1026 else
1056 op->env->inv = op->below; 1027 env->inv = below;
1057 1028
1058 if (op->below != NULL) 1029 if (below)
1059 op->below->above = op->above; 1030 below->above = above;
1060 1031
1061 /* we set up values so that it could be inserted into 1032 /* we set up values so that it could be inserted into
1062 * the map, but we don't actually do that - it is up 1033 * the map, but we don't actually do that - it is up
1063 * to the caller to decide what we want to do. 1034 * to the caller to decide what we want to do.
1064 */ 1035 */
1065 op->x = op->env->x, op->y = op->env->y; 1036 x = env->x, y = env->y;
1066 op->map = op->env->map; 1037 map = env->map;
1067 op->above = NULL, op->below = NULL; 1038 above = 0, below = 0;
1068 op->env = NULL; 1039 env = 0;
1069 } 1040 }
1070 else if (op->map) 1041 else if (map)
1071 { 1042 {
1072 x = op->x; 1043 if (type == PLAYER)
1073 y = op->y;
1074 m = get_map_from_coord (op->map, &x, &y);
1075
1076 if (!m)
1077 {
1078 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1079 op->map->path, op->x, op->y);
1080 /* in old days, we used to set x and y to 0 and continue.
1081 * it seems if we get into this case, something is probablye
1082 * screwed up and should be fixed.
1083 */
1084 abort ();
1085 } 1044 {
1045 // leaving a spot always closes any open container on the ground
1046 if (container && !container->env)
1047 // this causes spurious floorbox updates, but it ensures
1048 // that the CLOSE event is being sent.
1049 close_container ();
1086 1050
1087 if (op->map != m) 1051 --map->players;
1088 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n", 1052 map->touch ();
1089 op->map->path, m->path, op->x, op->y, x, y);
1090
1091 /* Re did the following section of code - it looks like it had
1092 * lots of logic for things we no longer care about
1093 */ 1053 }
1054
1055 map->dirty = true;
1056 mapspace &ms = this->ms ();
1094 1057
1095 /* link the object above us */ 1058 /* link the object above us */
1096 if (op->above) 1059 if (above)
1097 op->above->below = op->below; 1060 above->below = below;
1098 else 1061 else
1099 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */ 1062 ms.top = below; /* we were top, set new top */
1100 1063
1101 /* Relink the object below us, if there is one */ 1064 /* Relink the object below us, if there is one */
1102 if (op->below) 1065 if (below)
1103 op->below->above = op->above; 1066 below->above = above;
1104 else 1067 else
1105 { 1068 {
1106 /* Nothing below, which means we need to relink map object for this space 1069 /* Nothing below, which means we need to relink map object for this space
1107 * use translated coordinates in case some oddness with map tiling is 1070 * use translated coordinates in case some oddness with map tiling is
1108 * evident 1071 * evident
1109 */ 1072 */
1110 if (GET_MAP_OB (m, x, y) != op) 1073 if (GET_MAP_OB (map, x, y) != this)
1111 {
1112 char *dump = dump_object (op);
1113 LOG (llevError,
1114 "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", dump); 1074 LOG (llevError, "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom? %s\n", debug_desc ());
1115 free (dump); 1075
1116 dump = dump_object (GET_MAP_OB (m, x, y)); 1076 ms.bot = above; /* goes on above it. */
1117 LOG (llevError, "%s\n", dump);
1118 free (dump);
1119 } 1077 }
1120 1078
1121 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */
1122 }
1123
1124 op->above = 0; 1079 above = 0;
1125 op->below = 0; 1080 below = 0;
1126 1081
1127 if (op->map->in_memory == MAP_SAVING) 1082 if (map->in_memory == MAP_SAVING)
1128 return; 1083 return;
1129 1084
1130 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY); 1085 int check_walk_off = !flag [FLAG_NO_APPLY];
1131 1086
1132 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1087 if (object *pl = ms.player ())
1088 {
1089 if (pl->container == this)
1090 /* If a container that the player is currently using somehow gets
1091 * removed (most likely destroyed), update the player view
1092 * appropriately.
1093 */
1094 pl->close_container ();
1095
1096 pl->contr->ns->floorbox_update ();
1097 }
1098
1099 for (tmp = ms.bot; tmp; tmp = tmp->above)
1133 { 1100 {
1134 /* No point updating the players look faces if he is the object 1101 /* No point updating the players look faces if he is the object
1135 * being removed. 1102 * being removed.
1136 */ 1103 */
1137 1104
1138 if (tmp->type == PLAYER && tmp != op) 1105 /* See if object moving off should effect something */
1106 if (check_walk_off
1107 && ((move_type & tmp->move_off)
1108 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1139 { 1109 {
1140 /* If a container that the player is currently using somehow gets
1141 * removed (most likely destroyed), update the player view
1142 * appropriately.
1143 */
1144 if (tmp->container == op)
1145 {
1146 CLEAR_FLAG (op, FLAG_APPLIED);
1147 tmp->container = NULL;
1148 }
1149
1150 tmp->contr->socket.update_look = 1;
1151 }
1152
1153 /* See if player moving off should effect something */
1154 if (check_walk_off
1155 && ((op->move_type & tmp->move_off)
1156 && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1157 {
1158 move_apply (tmp, op, NULL); 1110 move_apply (tmp, this, 0);
1159 1111
1160 if (op->destroyed ()) 1112 if (destroyed ())
1161 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1113 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1162 } 1114 }
1163 1115
1164 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1165
1166 if (tmp->above == tmp)
1167 tmp->above = NULL;
1168
1169 last = tmp; 1116 last = tmp;
1170 } 1117 }
1171 1118
1172 /* last == NULL of there are no objects on this space */ 1119 /* last == NULL if there are no objects on this space */
1120 //TODO: this makes little sense, why only update the topmost object?
1173 if (last == NULL) 1121 if (!last)
1174 { 1122 map->at (x, y).flags_ = 0;
1175 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1176 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1177 * those out anyways, and if there are any flags set right now, they won't
1178 * be correct anyways.
1179 */
1180 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1181 update_position (op->map, op->x, op->y);
1182 }
1183 else 1123 else
1184 update_object (last, UP_OBJ_REMOVE); 1124 update_object (last, UP_OBJ_REMOVE);
1185 1125
1186 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0)) 1126 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1187 update_all_los (op->map, op->x, op->y); 1127 update_all_los (map, x, y);
1188 } 1128 }
1189} 1129}
1190 1130
1191/* 1131/*
1192 * merge_ob(op,top): 1132 * merge_ob(op,top):
1200merge_ob (object *op, object *top) 1140merge_ob (object *op, object *top)
1201{ 1141{
1202 if (!op->nrof) 1142 if (!op->nrof)
1203 return 0; 1143 return 0;
1204 1144
1205 if (top == NULL) 1145 if (top)
1206 for (top = op; top != NULL && top->above != NULL; top = top->above); 1146 for (top = op; top && top->above; top = top->above)
1147 ;
1207 1148
1208 for (; top != NULL; top = top->below) 1149 for (; top; top = top->below)
1209 { 1150 {
1210 if (top == op) 1151 if (top == op)
1211 continue; 1152 continue;
1212 if (CAN_MERGE (op, top)) 1153
1154 if (object::can_merge (op, top))
1213 { 1155 {
1214 top->nrof += op->nrof; 1156 top->nrof += op->nrof;
1215 1157
1216/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1158/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1217 op->weight = 0; /* Don't want any adjustements now */ 1159 op->weight = 0; /* Don't want any adjustements now */
1218 remove_ob (op); 1160 op->destroy ();
1219 free_object (op);
1220 return top; 1161 return top;
1221 } 1162 }
1222 } 1163 }
1223 1164
1224 return 0; 1165 return 0;
1225} 1166}
1226 1167
1168void
1169object::expand_tail ()
1170{
1171 if (more)
1172 return;
1173
1174 object *prev = this;
1175
1176 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1177 {
1178 object *op = arch_to_object (at);
1179
1180 op->name = name;
1181 op->name_pl = name_pl;
1182 op->title = title;
1183
1184 op->head = this;
1185 prev->more = op;
1186
1187 prev = op;
1188 }
1189}
1190
1227/* 1191/*
1228 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1192 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1229 * job preparing multi-part monsters 1193 * job preparing multi-part monsters.
1230 */ 1194 */
1231object * 1195object *
1232insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1196insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1233{ 1197{
1234 object *tmp;
1235
1236 if (op->head)
1237 op = op->head;
1238
1239 for (tmp = op; tmp; tmp = tmp->more) 1198 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1240 { 1199 {
1241 tmp->x = x + tmp->arch->clone.x; 1200 tmp->x = x + tmp->arch->x;
1242 tmp->y = y + tmp->arch->clone.y; 1201 tmp->y = y + tmp->arch->y;
1243 } 1202 }
1244 1203
1245 return insert_ob_in_map (op, m, originator, flag); 1204 return insert_ob_in_map (op, m, originator, flag);
1246} 1205}
1247 1206
1263 * Return value: 1222 * Return value:
1264 * new object if 'op' was merged with other object 1223 * new object if 'op' was merged with other object
1265 * NULL if 'op' was destroyed 1224 * NULL if 'op' was destroyed
1266 * just 'op' otherwise 1225 * just 'op' otherwise
1267 */ 1226 */
1268
1269object * 1227object *
1270insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1228insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1271{ 1229{
1230 assert (!op->flag [FLAG_FREED]);
1231
1272 object *tmp, *top, *floor = NULL; 1232 object *top, *floor = NULL;
1273 sint16 x, y;
1274 1233
1275 if (QUERY_FLAG (op, FLAG_FREED)) 1234 op->remove ();
1276 {
1277 LOG (llevError, "Trying to insert freed object!\n");
1278 return NULL;
1279 }
1280
1281 if (m == NULL)
1282 {
1283 char *dump = dump_object (op);
1284 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1285 free (dump);
1286 return op;
1287 }
1288
1289 if (out_of_map (m, op->x, op->y))
1290 {
1291 char *dump = dump_object (op);
1292 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1293#ifdef MANY_CORES
1294 /* Better to catch this here, as otherwise the next use of this object
1295 * is likely to cause a crash. Better to find out where it is getting
1296 * improperly inserted.
1297 */
1298 abort ();
1299#endif
1300 free (dump);
1301 return op;
1302 }
1303
1304 if (!QUERY_FLAG (op, FLAG_REMOVED))
1305 {
1306 char *dump = dump_object (op);
1307 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1308 free (dump);
1309 return op;
1310 }
1311
1312 if (op->more != NULL)
1313 {
1314 /* The part may be on a different map. */
1315
1316 object *more = op->more;
1317
1318 /* We really need the caller to normalize coordinates - if
1319 * we set the map, that doesn't work if the location is within
1320 * a map and this is straddling an edge. So only if coordinate
1321 * is clear wrong do we normalize it.
1322 */
1323 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1324 more->map = get_map_from_coord (m, &more->x, &more->y);
1325 else if (!more->map)
1326 {
1327 /* For backwards compatibility - when not dealing with tiled maps,
1328 * more->map should always point to the parent.
1329 */
1330 more->map = m;
1331 }
1332
1333 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1334 {
1335 if (!op->head)
1336 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1337
1338 return NULL;
1339 }
1340 }
1341
1342 CLEAR_FLAG (op, FLAG_REMOVED);
1343 1235
1344 /* Ideally, the caller figures this out. However, it complicates a lot 1236 /* Ideally, the caller figures this out. However, it complicates a lot
1345 * of areas of callers (eg, anything that uses find_free_spot would now 1237 * of areas of callers (eg, anything that uses find_free_spot would now
1346 * need extra work 1238 * need extra work
1347 */ 1239 */
1348 op->map = get_map_from_coord (m, &op->x, &op->y); 1240 if (!xy_normalise (m, op->x, op->y))
1349 x = op->x; 1241 {
1350 y = op->y; 1242 op->destroy ();
1243 return 0;
1244 }
1245
1246 if (object *more = op->more)
1247 if (!insert_ob_in_map (more, m, originator, flag))
1248 return 0;
1249
1250 CLEAR_FLAG (op, FLAG_REMOVED);
1251
1252 op->map = m;
1253 mapspace &ms = op->ms ();
1351 1254
1352 /* this has to be done after we translate the coordinates. 1255 /* this has to be done after we translate the coordinates.
1353 */ 1256 */
1354 if (op->nrof && !(flag & INS_NO_MERGE)) 1257 if (op->nrof && !(flag & INS_NO_MERGE))
1355 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1258 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1356 if (CAN_MERGE (op, tmp)) 1259 if (object::can_merge (op, tmp))
1357 { 1260 {
1358 op->nrof += tmp->nrof; 1261 op->nrof += tmp->nrof;
1359 remove_ob (tmp); 1262 tmp->destroy ();
1360 free_object (tmp);
1361 } 1263 }
1362 1264
1363 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1265 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1364 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1266 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1365 1267
1378 op->below = originator->below; 1280 op->below = originator->below;
1379 1281
1380 if (op->below) 1282 if (op->below)
1381 op->below->above = op; 1283 op->below->above = op;
1382 else 1284 else
1383 SET_MAP_OB (op->map, op->x, op->y, op); 1285 ms.bot = op;
1384 1286
1385 /* since *below* originator, no need to update top */ 1287 /* since *below* originator, no need to update top */
1386 originator->below = op; 1288 originator->below = op;
1387 } 1289 }
1388 else 1290 else
1389 { 1291 {
1292 top = ms.bot;
1293
1390 /* If there are other objects, then */ 1294 /* If there are other objects, then */
1391 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1295 if ((!(flag & INS_MAP_LOAD)) && top)
1392 { 1296 {
1393 object *last = NULL; 1297 object *last = 0;
1394 1298
1395 /* 1299 /*
1396 * If there are multiple objects on this space, we do some trickier handling. 1300 * If there are multiple objects on this space, we do some trickier handling.
1397 * We've already dealt with merging if appropriate. 1301 * We've already dealt with merging if appropriate.
1398 * Generally, we want to put the new object on top. But if 1302 * Generally, we want to put the new object on top. But if
1402 * once we get to them. This reduces the need to traverse over all of 1306 * once we get to them. This reduces the need to traverse over all of
1403 * them when adding another one - this saves quite a bit of cpu time 1307 * them when adding another one - this saves quite a bit of cpu time
1404 * when lots of spells are cast in one area. Currently, it is presumed 1308 * when lots of spells are cast in one area. Currently, it is presumed
1405 * that flying non pickable objects are spell objects. 1309 * that flying non pickable objects are spell objects.
1406 */ 1310 */
1407 1311 for (top = ms.bot; top; top = top->above)
1408 while (top != NULL)
1409 { 1312 {
1410 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1313 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1411 floor = top; 1314 floor = top;
1412 1315
1413 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1316 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1416 top = top->below; 1319 top = top->below;
1417 break; 1320 break;
1418 } 1321 }
1419 1322
1420 last = top; 1323 last = top;
1421 top = top->above;
1422 } 1324 }
1423 1325
1424 /* Don't want top to be NULL, so set it to the last valid object */ 1326 /* Don't want top to be NULL, so set it to the last valid object */
1425 top = last; 1327 top = last;
1426 1328
1428 * looks like instead of lots of conditions here. 1330 * looks like instead of lots of conditions here.
1429 * makes things faster, and effectively the same result. 1331 * makes things faster, and effectively the same result.
1430 */ 1332 */
1431 1333
1432 /* Have object 'fall below' other objects that block view. 1334 /* Have object 'fall below' other objects that block view.
1433 * Unless those objects are exits, type 66 1335 * Unless those objects are exits.
1434 * If INS_ON_TOP is used, don't do this processing 1336 * If INS_ON_TOP is used, don't do this processing
1435 * Need to find the object that in fact blocks view, otherwise 1337 * Need to find the object that in fact blocks view, otherwise
1436 * stacking is a bit odd. 1338 * stacking is a bit odd.
1437 */ 1339 */
1438 if (!(flag & INS_ON_TOP) && 1340 if (!(flag & INS_ON_TOP)
1439 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1341 && ms.flags () & P_BLOCKSVIEW
1342 && (op->face && !faces [op->face].visibility))
1440 { 1343 {
1441 for (last = top; last != floor; last = last->below) 1344 for (last = top; last != floor; last = last->below)
1442 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1345 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1443 break; 1346 break;
1347
1444 /* Check to see if we found the object that blocks view, 1348 /* Check to see if we found the object that blocks view,
1445 * and make sure we have a below pointer for it so that 1349 * and make sure we have a below pointer for it so that
1446 * we can get inserted below this one, which requires we 1350 * we can get inserted below this one, which requires we
1447 * set top to the object below us. 1351 * set top to the object below us.
1448 */ 1352 */
1449 if (last && last->below && last != floor) 1353 if (last && last->below && last != floor)
1450 top = last->below; 1354 top = last->below;
1451 } 1355 }
1452 } /* If objects on this space */ 1356 } /* If objects on this space */
1453
1454 if (flag & INS_MAP_LOAD) 1357 if (flag & INS_MAP_LOAD)
1455 top = GET_MAP_TOP (op->map, op->x, op->y); 1358 top = ms.top;
1456 1359
1457 if (flag & INS_ABOVE_FLOOR_ONLY) 1360 if (flag & INS_ABOVE_FLOOR_ONLY)
1458 top = floor; 1361 top = floor;
1459 1362
1460 /* Top is the object that our object (op) is going to get inserted above. 1363 /* Top is the object that our object (op) is going to get inserted above.
1461 */ 1364 */
1462 1365
1463 /* First object on this space */ 1366 /* First object on this space */
1464 if (!top) 1367 if (!top)
1465 { 1368 {
1466 op->above = GET_MAP_OB (op->map, op->x, op->y); 1369 op->above = ms.bot;
1467 1370
1468 if (op->above) 1371 if (op->above)
1469 op->above->below = op; 1372 op->above->below = op;
1470 1373
1471 op->below = NULL; 1374 op->below = 0;
1472 SET_MAP_OB (op->map, op->x, op->y, op); 1375 ms.bot = op;
1473 } 1376 }
1474 else 1377 else
1475 { /* get inserted into the stack above top */ 1378 { /* get inserted into the stack above top */
1476 op->above = top->above; 1379 op->above = top->above;
1477 1380
1480 1383
1481 op->below = top; 1384 op->below = top;
1482 top->above = op; 1385 top->above = op;
1483 } 1386 }
1484 1387
1485 if (op->above == NULL) 1388 if (!op->above)
1486 SET_MAP_TOP (op->map, op->x, op->y, op); 1389 ms.top = op;
1487 } /* else not INS_BELOW_ORIGINATOR */ 1390 } /* else not INS_BELOW_ORIGINATOR */
1488 1391
1489 if (op->type == PLAYER) 1392 if (op->type == PLAYER)
1393 {
1490 op->contr->do_los = 1; 1394 op->contr->do_los = 1;
1395 ++op->map->players;
1396 op->map->touch ();
1397 }
1491 1398
1492 /* If we have a floor, we know the player, if any, will be above 1399 op->map->dirty = true;
1493 * it, so save a few ticks and start from there. 1400
1494 */
1495 if (!(flag & INS_MAP_LOAD)) 1401 if (!(flag & INS_MAP_LOAD))
1496 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1402 if (object *pl = ms.player ())
1497 if (tmp->type == PLAYER) 1403 pl->contr->ns->floorbox_update ();
1498 tmp->contr->socket.update_look = 1;
1499 1404
1500 /* If this object glows, it may affect lighting conditions that are 1405 /* If this object glows, it may affect lighting conditions that are
1501 * visible to others on this map. But update_all_los is really 1406 * visible to others on this map. But update_all_los is really
1502 * an inefficient way to do this, as it means los for all players 1407 * an inefficient way to do this, as it means los for all players
1503 * on the map will get recalculated. The players could very well 1408 * on the map will get recalculated. The players could very well
1504 * be far away from this change and not affected in any way - 1409 * be far away from this change and not affected in any way -
1505 * this should get redone to only look for players within range, 1410 * this should get redone to only look for players within range,
1506 * or just updating the P_NEED_UPDATE for spaces within this area 1411 * or just updating the P_UPTODATE for spaces within this area
1507 * of effect may be sufficient. 1412 * of effect may be sufficient.
1508 */ 1413 */
1509 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1414 if (op->map->darkness && (op->glow_radius != 0))
1510 update_all_los (op->map, op->x, op->y); 1415 update_all_los (op->map, op->x, op->y);
1511 1416
1512 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1417 /* updates flags (blocked, alive, no magic, etc) for this map space */
1513 update_object (op, UP_OBJ_INSERT); 1418 update_object (op, UP_OBJ_INSERT);
1514 1419
1420 INVOKE_OBJECT (INSERT, op);
1421
1515 /* Don't know if moving this to the end will break anything. However, 1422 /* Don't know if moving this to the end will break anything. However,
1516 * we want to have update_look set above before calling this. 1423 * we want to have floorbox_update called before calling this.
1517 * 1424 *
1518 * check_move_on() must be after this because code called from 1425 * check_move_on() must be after this because code called from
1519 * check_move_on() depends on correct map flags (so functions like 1426 * check_move_on() depends on correct map flags (so functions like
1520 * blocked() and wall() work properly), and these flags are updated by 1427 * blocked() and wall() work properly), and these flags are updated by
1521 * update_object(). 1428 * update_object().
1522 */ 1429 */
1523 1430
1524 /* if this is not the head or flag has been passed, don't check walk on status */ 1431 /* if this is not the head or flag has been passed, don't check walk on status */
1525 if (!(flag & INS_NO_WALK_ON) && !op->head) 1432 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1526 { 1433 {
1527 if (check_move_on (op, originator)) 1434 if (check_move_on (op, originator))
1528 return NULL; 1435 return 0;
1529 1436
1530 /* If we are a multi part object, lets work our way through the check 1437 /* If we are a multi part object, lets work our way through the check
1531 * walk on's. 1438 * walk on's.
1532 */ 1439 */
1533 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1440 for (object *tmp = op->more; tmp; tmp = tmp->more)
1534 if (check_move_on (tmp, originator)) 1441 if (check_move_on (tmp, originator))
1535 return NULL; 1442 return 0;
1536 } 1443 }
1537 1444
1538 return op; 1445 return op;
1539} 1446}
1540 1447
1541/* this function inserts an object in the map, but if it 1448/* this function inserts an object in the map, but if it
1542 * finds an object of its own type, it'll remove that one first. 1449 * finds an object of its own type, it'll remove that one first.
1543 * op is the object to insert it under: supplies x and the map. 1450 * op is the object to insert it under: supplies x and the map.
1544 */ 1451 */
1545void 1452void
1546replace_insert_ob_in_map (const char *arch_string, object *op) 1453replace_insert_ob_in_map (const char *arch_string, object *op)
1547{ 1454{
1548 object * 1455 object *tmp, *tmp1;
1549 tmp;
1550 object *
1551 tmp1;
1552 1456
1553 /* first search for itself and remove any old instances */ 1457 /* first search for itself and remove any old instances */
1554 1458
1555 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1459 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1556 {
1557 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1460 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1558 { 1461 tmp->destroy ();
1559 remove_ob (tmp);
1560 free_object (tmp);
1561 }
1562 }
1563 1462
1564 tmp1 = arch_to_object (archetype::find (arch_string)); 1463 tmp1 = arch_to_object (archetype::find (arch_string));
1565 1464
1566 tmp1->x = op->x; 1465 tmp1->x = op->x;
1567 tmp1->y = op->y; 1466 tmp1->y = op->y;
1568 insert_ob_in_map (tmp1, op->map, op, 0); 1467 insert_ob_in_map (tmp1, op->map, op, 0);
1468}
1469
1470object *
1471object::insert_at (object *where, object *originator, int flags)
1472{
1473 return where->map->insert (this, where->x, where->y, originator, flags);
1569} 1474}
1570 1475
1571/* 1476/*
1572 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1477 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1573 * is returned contains nr objects, and the remaining parts contains 1478 * is returned contains nr objects, and the remaining parts contains
1574 * the rest (or is removed and freed if that number is 0). 1479 * the rest (or is removed and freed if that number is 0).
1575 * On failure, NULL is returned, and the reason put into the 1480 * On failure, NULL is returned, and the reason put into the
1576 * global static errmsg array. 1481 * global static errmsg array.
1577 */ 1482 */
1578
1579object * 1483object *
1580get_split_ob (object *orig_ob, uint32 nr) 1484get_split_ob (object *orig_ob, uint32 nr)
1581{ 1485{
1582 object * 1486 object *newob;
1583 newob;
1584 int
1585 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1487 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1586 1488
1587 if (orig_ob->nrof < nr) 1489 if (orig_ob->nrof < nr)
1588 { 1490 {
1589 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name); 1491 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1590 return NULL; 1492 return NULL;
1591 } 1493 }
1592 1494
1593 newob = object_create_clone (orig_ob); 1495 newob = object_create_clone (orig_ob);
1594 1496
1595 if ((orig_ob->nrof -= nr) < 1) 1497 if ((orig_ob->nrof -= nr) < 1)
1596 { 1498 orig_ob->destroy (1);
1597 if (!is_removed)
1598 remove_ob (orig_ob);
1599 free_object2 (orig_ob, 1);
1600 }
1601 else if (!is_removed) 1499 else if (!is_removed)
1602 { 1500 {
1603 if (orig_ob->env != NULL) 1501 if (orig_ob->env != NULL)
1604 sub_weight (orig_ob->env, orig_ob->weight * nr); 1502 sub_weight (orig_ob->env, orig_ob->weight * nr);
1605 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY) 1503 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1620 * the amount of an object. If the amount reaches 0, the object 1518 * the amount of an object. If the amount reaches 0, the object
1621 * is subsequently removed and freed. 1519 * is subsequently removed and freed.
1622 * 1520 *
1623 * Return value: 'op' if something is left, NULL if the amount reached 0 1521 * Return value: 'op' if something is left, NULL if the amount reached 0
1624 */ 1522 */
1625
1626object * 1523object *
1627decrease_ob_nr (object *op, uint32 i) 1524decrease_ob_nr (object *op, uint32 i)
1628{ 1525{
1629 object *tmp; 1526 object *tmp;
1630 player *pl;
1631 1527
1632 if (i == 0) /* objects with op->nrof require this check */ 1528 if (i == 0) /* objects with op->nrof require this check */
1633 return op; 1529 return op;
1634 1530
1635 if (i > op->nrof) 1531 if (i > op->nrof)
1636 i = op->nrof; 1532 i = op->nrof;
1637 1533
1638 if (QUERY_FLAG (op, FLAG_REMOVED)) 1534 if (QUERY_FLAG (op, FLAG_REMOVED))
1639 op->nrof -= i; 1535 op->nrof -= i;
1640 else if (op->env != NULL) 1536 else if (op->env)
1641 { 1537 {
1642 /* is this object in the players inventory, or sub container 1538 /* is this object in the players inventory, or sub container
1643 * therein? 1539 * therein?
1644 */ 1540 */
1645 tmp = is_player_inv (op->env); 1541 tmp = op->in_player ();
1646 /* nope. Is this a container the player has opened? 1542 /* nope. Is this a container the player has opened?
1647 * If so, set tmp to that player. 1543 * If so, set tmp to that player.
1648 * IMO, searching through all the players will mostly 1544 * IMO, searching through all the players will mostly
1649 * likely be quicker than following op->env to the map, 1545 * likely be quicker than following op->env to the map,
1650 * and then searching the map for a player. 1546 * and then searching the map for a player.
1651 */ 1547 */
1652 if (!tmp) 1548 if (!tmp)
1653 { 1549 for_all_players (pl)
1654 for (pl = first_player; pl; pl = pl->next)
1655 if (pl->ob->container == op->env) 1550 if (pl->ob->container == op->env)
1551 {
1552 tmp = pl->ob;
1656 break; 1553 break;
1657 if (pl)
1658 tmp = pl->ob;
1659 else
1660 tmp = NULL;
1661 } 1554 }
1662 1555
1663 if (i < op->nrof) 1556 if (i < op->nrof)
1664 { 1557 {
1665 sub_weight (op->env, op->weight * i); 1558 sub_weight (op->env, op->weight * i);
1666 op->nrof -= i; 1559 op->nrof -= i;
1667 if (tmp) 1560 if (tmp)
1668 {
1669 esrv_send_item (tmp, op); 1561 esrv_send_item (tmp, op);
1670 }
1671 } 1562 }
1672 else 1563 else
1673 { 1564 {
1674 remove_ob (op); 1565 op->remove ();
1675 op->nrof = 0; 1566 op->nrof = 0;
1676 if (tmp) 1567 if (tmp)
1677 {
1678 esrv_del_item (tmp->contr, op->count); 1568 esrv_del_item (tmp->contr, op->count);
1679 }
1680 } 1569 }
1681 } 1570 }
1682 else 1571 else
1683 { 1572 {
1684 object *above = op->above; 1573 object *above = op->above;
1685 1574
1686 if (i < op->nrof) 1575 if (i < op->nrof)
1687 op->nrof -= i; 1576 op->nrof -= i;
1688 else 1577 else
1689 { 1578 {
1690 remove_ob (op); 1579 op->remove ();
1691 op->nrof = 0; 1580 op->nrof = 0;
1692 } 1581 }
1693 1582
1694 /* Since we just removed op, op->above is null */ 1583 /* Since we just removed op, op->above is null */
1695 for (tmp = above; tmp != NULL; tmp = tmp->above) 1584 for (tmp = above; tmp; tmp = tmp->above)
1696 if (tmp->type == PLAYER) 1585 if (tmp->type == PLAYER)
1697 { 1586 {
1698 if (op->nrof) 1587 if (op->nrof)
1699 esrv_send_item (tmp, op); 1588 esrv_send_item (tmp, op);
1700 else 1589 else
1704 1593
1705 if (op->nrof) 1594 if (op->nrof)
1706 return op; 1595 return op;
1707 else 1596 else
1708 { 1597 {
1709 free_object (op); 1598 op->destroy ();
1710 return NULL; 1599 return 0;
1711 } 1600 }
1712} 1601}
1713 1602
1714/* 1603/*
1715 * add_weight(object, weight) adds the specified weight to an object, 1604 * add_weight(object, weight) adds the specified weight to an object,
1716 * and also updates how much the environment(s) is/are carrying. 1605 * and also updates how much the environment(s) is/are carrying.
1717 */ 1606 */
1718
1719void 1607void
1720add_weight (object *op, signed long weight) 1608add_weight (object *op, signed long weight)
1721{ 1609{
1722 while (op != NULL) 1610 while (op != NULL)
1723 { 1611 {
1727 op->carrying += weight; 1615 op->carrying += weight;
1728 op = op->env; 1616 op = op->env;
1729 } 1617 }
1730} 1618}
1731 1619
1732/*
1733 * insert_ob_in_ob(op,environment):
1734 * This function inserts the object op in the linked list
1735 * inside the object environment.
1736 *
1737 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1738 * the inventory at the last position or next to other objects of the same
1739 * type.
1740 * Frank: Now sorted by type, archetype and magic!
1741 *
1742 * The function returns now pointer to inserted item, and return value can
1743 * be != op, if items are merged. -Tero
1744 */
1745
1746object * 1620object *
1747insert_ob_in_ob (object *op, object *where) 1621insert_ob_in_ob (object *op, object *where)
1748{ 1622{
1749 object * 1623 if (!where)
1750 tmp, *
1751 otmp;
1752
1753 if (!QUERY_FLAG (op, FLAG_REMOVED))
1754 {
1755 char *dump = dump_object (op);
1756 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", dump);
1757 free (dump);
1758 return op;
1759 }
1760
1761 if (where == NULL)
1762 { 1624 {
1763 char *dump = dump_object (op); 1625 char *dump = dump_object (op);
1764 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1626 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1765 free (dump); 1627 free (dump);
1766 return op; 1628 return op;
1767 } 1629 }
1768 1630
1769 if (where->head) 1631 if (where->head_ () != where)
1770 { 1632 {
1771 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n"); 1633 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1772 where = where->head; 1634 where = where->head;
1773 } 1635 }
1636
1637 return where->insert (op);
1638}
1639
1640/*
1641 * env->insert (op)
1642 * This function inserts the object op in the linked list
1643 * inside the object environment.
1644 *
1645 * The function returns now pointer to inserted item, and return value can
1646 * be != op, if items are merged. -Tero
1647 */
1648object *
1649object::insert (object *op)
1650{
1651 if (!QUERY_FLAG (op, FLAG_REMOVED))
1652 op->remove ();
1774 1653
1775 if (op->more) 1654 if (op->more)
1776 { 1655 {
1777 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1656 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1778 return op; 1657 return op;
1779 } 1658 }
1780 1659
1781 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1660 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1782 CLEAR_FLAG (op, FLAG_REMOVED); 1661 CLEAR_FLAG (op, FLAG_REMOVED);
1662
1783 if (op->nrof) 1663 if (op->nrof)
1784 { 1664 {
1785 for (tmp = where->inv; tmp != NULL; tmp = tmp->below) 1665 for (object *tmp = inv; tmp; tmp = tmp->below)
1786 if (CAN_MERGE (tmp, op)) 1666 if (object::can_merge (tmp, op))
1787 { 1667 {
1788 /* return the original object and remove inserted object 1668 /* return the original object and remove inserted object
1789 (client needs the original object) */ 1669 (client needs the original object) */
1790 tmp->nrof += op->nrof; 1670 tmp->nrof += op->nrof;
1791 /* Weight handling gets pretty funky. Since we are adding to 1671 /* Weight handling gets pretty funky. Since we are adding to
1792 * tmp->nrof, we need to increase the weight. 1672 * tmp->nrof, we need to increase the weight.
1793 */ 1673 */
1794 add_weight (where, op->weight * op->nrof); 1674 add_weight (this, op->weight * op->nrof);
1795 SET_FLAG (op, FLAG_REMOVED); 1675 SET_FLAG (op, FLAG_REMOVED);
1796 free_object (op); /* free the inserted object */ 1676 op->destroy (); /* free the inserted object */
1797 op = tmp; 1677 op = tmp;
1798 remove_ob (op); /* and fix old object's links */ 1678 op->remove (); /* and fix old object's links */
1799 CLEAR_FLAG (op, FLAG_REMOVED); 1679 CLEAR_FLAG (op, FLAG_REMOVED);
1800 break; 1680 break;
1801 } 1681 }
1802 1682
1803 /* I assume combined objects have no inventory 1683 /* I assume combined objects have no inventory
1804 * We add the weight - this object could have just been removed 1684 * We add the weight - this object could have just been removed
1805 * (if it was possible to merge). calling remove_ob will subtract 1685 * (if it was possible to merge). calling remove_ob will subtract
1806 * the weight, so we need to add it in again, since we actually do 1686 * the weight, so we need to add it in again, since we actually do
1807 * the linking below 1687 * the linking below
1808 */ 1688 */
1809 add_weight (where, op->weight * op->nrof); 1689 add_weight (this, op->weight * op->nrof);
1810 } 1690 }
1811 else 1691 else
1812 add_weight (where, (op->weight + op->carrying)); 1692 add_weight (this, (op->weight + op->carrying));
1813 1693
1814 otmp = is_player_inv (where); 1694 if (object *otmp = this->in_player ())
1815 if (otmp && otmp->contr != NULL)
1816 {
1817 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1695 if (otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1818 fix_player (otmp); 1696 otmp->update_stats ();
1819 }
1820 1697
1698 op->owner = 0; // its his/hers now. period.
1821 op->map = NULL; 1699 op->map = 0;
1822 op->env = where; 1700 op->env = this;
1823 op->above = NULL; 1701 op->above = 0;
1824 op->below = NULL; 1702 op->below = 0;
1825 op->x = 0, op->y = 0; 1703 op->x = op->y = 0;
1826 1704
1827 /* reset the light list and los of the players on the map */ 1705 /* reset the light list and los of the players on the map */
1828 if ((op->glow_radius != 0) && where->map) 1706 if (op->glow_radius && map)
1829 { 1707 {
1830#ifdef DEBUG_LIGHTS 1708#ifdef DEBUG_LIGHTS
1831 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1709 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1832#endif /* DEBUG_LIGHTS */ 1710#endif /* DEBUG_LIGHTS */
1833 if (MAP_DARKNESS (where->map)) 1711 if (map->darkness)
1834 update_all_los (where->map, where->x, where->y); 1712 update_all_los (map, x, y);
1835 } 1713 }
1836 1714
1837 /* Client has no idea of ordering so lets not bother ordering it here. 1715 /* Client has no idea of ordering so lets not bother ordering it here.
1838 * It sure simplifies this function... 1716 * It sure simplifies this function...
1839 */ 1717 */
1840 if (where->inv == NULL) 1718 if (!inv)
1841 where->inv = op; 1719 inv = op;
1842 else 1720 else
1843 { 1721 {
1844 op->below = where->inv; 1722 op->below = inv;
1845 op->below->above = op; 1723 op->below->above = op;
1846 where->inv = op; 1724 inv = op;
1847 } 1725 }
1726
1727 INVOKE_OBJECT (INSERT, this);
1728
1848 return op; 1729 return op;
1849} 1730}
1850 1731
1851/* 1732/*
1852 * Checks if any objects has a move_type that matches objects 1733 * Checks if any objects has a move_type that matches objects
1866 * 1747 *
1867 * MSW 2001-07-08: Check all objects on space, not just those below 1748 * MSW 2001-07-08: Check all objects on space, not just those below
1868 * object being inserted. insert_ob_in_map may not put new objects 1749 * object being inserted. insert_ob_in_map may not put new objects
1869 * on top. 1750 * on top.
1870 */ 1751 */
1871
1872int 1752int
1873check_move_on (object *op, object *originator) 1753check_move_on (object *op, object *originator)
1874{ 1754{
1875 object *tmp; 1755 object *tmp;
1876 maptile *m = op->map; 1756 maptile *m = op->map;
1903 1783
1904 /* The objects have to be checked from top to bottom. 1784 /* The objects have to be checked from top to bottom.
1905 * Hence, we first go to the top: 1785 * Hence, we first go to the top:
1906 */ 1786 */
1907 1787
1908 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1788 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1909 { 1789 {
1910 /* Trim the search when we find the first other spell effect 1790 /* Trim the search when we find the first other spell effect
1911 * this helps performance so that if a space has 50 spell objects, 1791 * this helps performance so that if a space has 50 spell objects,
1912 * we don't need to check all of them. 1792 * we don't need to check all of them.
1913 */ 1793 */
1931 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1811 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1932 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1812 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1933 { 1813 {
1934 1814
1935 float 1815 float
1936 diff = tmp->move_slow_penalty * FABS (op->speed); 1816 diff = tmp->move_slow_penalty * fabs (op->speed);
1937 1817
1938 if (op->type == PLAYER) 1818 if (op->type == PLAYER)
1939 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1819 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1940 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1820 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1941 diff /= 4.0; 1821 diff /= 4.0;
1968/* 1848/*
1969 * present_arch(arch, map, x, y) searches for any objects with 1849 * present_arch(arch, map, x, y) searches for any objects with
1970 * a matching archetype at the given map and coordinates. 1850 * a matching archetype at the given map and coordinates.
1971 * The first matching object is returned, or NULL if none. 1851 * The first matching object is returned, or NULL if none.
1972 */ 1852 */
1973
1974object * 1853object *
1975present_arch (const archetype *at, maptile *m, int x, int y) 1854present_arch (const archetype *at, maptile *m, int x, int y)
1976{ 1855{
1977 object *
1978 tmp;
1979
1980 if (m == NULL || out_of_map (m, x, y)) 1856 if (!m || out_of_map (m, x, y))
1981 { 1857 {
1982 LOG (llevError, "Present_arch called outside map.\n"); 1858 LOG (llevError, "Present_arch called outside map.\n");
1983 return NULL; 1859 return NULL;
1984 } 1860 }
1985 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1861
1862 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1986 if (tmp->arch == at) 1863 if (tmp->arch == at)
1987 return tmp; 1864 return tmp;
1865
1988 return NULL; 1866 return NULL;
1989} 1867}
1990 1868
1991/* 1869/*
1992 * present(type, map, x, y) searches for any objects with 1870 * present(type, map, x, y) searches for any objects with
1993 * a matching type variable at the given map and coordinates. 1871 * a matching type variable at the given map and coordinates.
1994 * The first matching object is returned, or NULL if none. 1872 * The first matching object is returned, or NULL if none.
1995 */ 1873 */
1996
1997object * 1874object *
1998present (unsigned char type, maptile *m, int x, int y) 1875present (unsigned char type, maptile *m, int x, int y)
1999{ 1876{
2000 object *
2001 tmp;
2002
2003 if (out_of_map (m, x, y)) 1877 if (out_of_map (m, x, y))
2004 { 1878 {
2005 LOG (llevError, "Present called outside map.\n"); 1879 LOG (llevError, "Present called outside map.\n");
2006 return NULL; 1880 return NULL;
2007 } 1881 }
2008 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1882
1883 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2009 if (tmp->type == type) 1884 if (tmp->type == type)
2010 return tmp; 1885 return tmp;
1886
2011 return NULL; 1887 return NULL;
2012} 1888}
2013 1889
2014/* 1890/*
2015 * present_in_ob(type, object) searches for any objects with 1891 * present_in_ob(type, object) searches for any objects with
2016 * a matching type variable in the inventory of the given object. 1892 * a matching type variable in the inventory of the given object.
2017 * The first matching object is returned, or NULL if none. 1893 * The first matching object is returned, or NULL if none.
2018 */ 1894 */
2019
2020object * 1895object *
2021present_in_ob (unsigned char type, const object *op) 1896present_in_ob (unsigned char type, const object *op)
2022{ 1897{
2023 object *
2024 tmp;
2025
2026 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1898 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2027 if (tmp->type == type) 1899 if (tmp->type == type)
2028 return tmp; 1900 return tmp;
1901
2029 return NULL; 1902 return NULL;
2030} 1903}
2031 1904
2032/* 1905/*
2033 * present_in_ob (type, str, object) searches for any objects with 1906 * present_in_ob (type, str, object) searches for any objects with
2041 * str is the string to match against. Note that we match against 1914 * str is the string to match against. Note that we match against
2042 * the object name, not the archetype name. this is so that the 1915 * the object name, not the archetype name. this is so that the
2043 * spell code can use one object type (force), but change it's name 1916 * spell code can use one object type (force), but change it's name
2044 * to be unique. 1917 * to be unique.
2045 */ 1918 */
2046
2047object * 1919object *
2048present_in_ob_by_name (int type, const char *str, const object *op) 1920present_in_ob_by_name (int type, const char *str, const object *op)
2049{ 1921{
2050 object *
2051 tmp;
2052
2053 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1922 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2054 {
2055 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1923 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2056 return tmp; 1924 return tmp;
2057 } 1925
2058 return NULL; 1926 return 0;
2059} 1927}
2060 1928
2061/* 1929/*
2062 * present_arch_in_ob(archetype, object) searches for any objects with 1930 * present_arch_in_ob(archetype, object) searches for any objects with
2063 * a matching archetype in the inventory of the given object. 1931 * a matching archetype in the inventory of the given object.
2064 * The first matching object is returned, or NULL if none. 1932 * The first matching object is returned, or NULL if none.
2065 */ 1933 */
2066
2067object * 1934object *
2068present_arch_in_ob (const archetype *at, const object *op) 1935present_arch_in_ob (const archetype *at, const object *op)
2069{ 1936{
2070 object *
2071 tmp;
2072
2073 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1937 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2074 if (tmp->arch == at) 1938 if (tmp->arch == at)
2075 return tmp; 1939 return tmp;
1940
2076 return NULL; 1941 return NULL;
2077} 1942}
2078 1943
2079/* 1944/*
2080 * activate recursively a flag on an object inventory 1945 * activate recursively a flag on an object inventory
2081 */ 1946 */
2082void 1947void
2083flag_inv (object *op, int flag) 1948flag_inv (object *op, int flag)
2084{ 1949{
2085 object *
2086 tmp;
2087
2088 if (op->inv) 1950 if (op->inv)
2089 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1951 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2090 { 1952 {
2091 SET_FLAG (tmp, flag); 1953 SET_FLAG (tmp, flag);
2092 flag_inv (tmp, flag); 1954 flag_inv (tmp, flag);
2093 } 1955 }
2094} /* 1956}
1957
1958/*
2095 * desactivate recursively a flag on an object inventory 1959 * deactivate recursively a flag on an object inventory
2096 */ 1960 */
2097void 1961void
2098unflag_inv (object *op, int flag) 1962unflag_inv (object *op, int flag)
2099{ 1963{
2100 object *
2101 tmp;
2102
2103 if (op->inv) 1964 if (op->inv)
2104 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1965 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2105 { 1966 {
2106 CLEAR_FLAG (tmp, flag); 1967 CLEAR_FLAG (tmp, flag);
2107 unflag_inv (tmp, flag); 1968 unflag_inv (tmp, flag);
2108 } 1969 }
2109}
2110
2111/*
2112 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2113 * all it's inventory (recursively).
2114 * If checksums are used, a player will get set_cheat called for
2115 * him/her-self and all object carried by a call to this function.
2116 */
2117
2118void
2119set_cheat (object *op)
2120{
2121 SET_FLAG (op, FLAG_WAS_WIZ);
2122 flag_inv (op, FLAG_WAS_WIZ);
2123} 1970}
2124 1971
2125/* 1972/*
2126 * find_free_spot(object, map, x, y, start, stop) will search for 1973 * find_free_spot(object, map, x, y, start, stop) will search for
2127 * a spot at the given map and coordinates which will be able to contain 1974 * a spot at the given map and coordinates which will be able to contain
2141 * because arch_blocked (now ob_blocked) needs to know the movement type 1988 * because arch_blocked (now ob_blocked) needs to know the movement type
2142 * to know if the space in question will block the object. We can't use 1989 * to know if the space in question will block the object. We can't use
2143 * the archetype because that isn't correct if the monster has been 1990 * the archetype because that isn't correct if the monster has been
2144 * customized, changed states, etc. 1991 * customized, changed states, etc.
2145 */ 1992 */
2146
2147int 1993int
2148find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 1994find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2149{ 1995{
2150 int
2151 i,
2152 index = 0, flag; 1996 int index = 0, flag;
2153 static int
2154 altern[SIZEOFFREE]; 1997 int altern[SIZEOFFREE];
2155 1998
2156 for (i = start; i < stop; i++) 1999 for (int i = start; i < stop; i++)
2157 { 2000 {
2158 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2001 mapxy pos (m, x, y); pos.move (i);
2159 if (!flag) 2002
2160 altern[index++] = i; 2003 if (!pos.normalise ())
2004 continue;
2005
2006 mapspace &ms = *pos;
2007
2008 if (ms.flags () & P_IS_ALIVE)
2009 continue;
2010
2011 /* However, often
2012 * ob doesn't have any move type (when used to place exits)
2013 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
2014 */
2015 if (ob->move_type == 0 && ms.move_block != MOVE_ALL)
2016 continue;
2161 2017
2162 /* Basically, if we find a wall on a space, we cut down the search size. 2018 /* Basically, if we find a wall on a space, we cut down the search size.
2163 * In this way, we won't return spaces that are on another side of a wall. 2019 * In this way, we won't return spaces that are on another side of a wall.
2164 * This mostly work, but it cuts down the search size in all directions - 2020 * This mostly work, but it cuts down the search size in all directions -
2165 * if the space being examined only has a wall to the north and empty 2021 * if the space being examined only has a wall to the north and empty
2166 * spaces in all the other directions, this will reduce the search space 2022 * spaces in all the other directions, this will reduce the search space
2167 * to only the spaces immediately surrounding the target area, and 2023 * to only the spaces immediately surrounding the target area, and
2168 * won't look 2 spaces south of the target space. 2024 * won't look 2 spaces south of the target space.
2169 */ 2025 */
2170 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 2026 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2027 {
2171 stop = maxfree[i]; 2028 stop = maxfree[i];
2029 continue;
2030 }
2031
2032 /* Note it is intentional that we check ob - the movement type of the
2033 * head of the object should correspond for the entire object.
2034 */
2035 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2036 continue;
2037
2038 altern [index++] = i;
2172 } 2039 }
2040
2173 if (!index) 2041 if (!index)
2174 return -1; 2042 return -1;
2043
2175 return altern[RANDOM () % index]; 2044 return altern [rndm (index)];
2176} 2045}
2177 2046
2178/* 2047/*
2179 * find_first_free_spot(archetype, maptile, x, y) works like 2048 * find_first_free_spot(archetype, maptile, x, y) works like
2180 * find_free_spot(), but it will search max number of squares. 2049 * find_free_spot(), but it will search max number of squares.
2181 * But it will return the first available spot, not a random choice. 2050 * But it will return the first available spot, not a random choice.
2182 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2051 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2183 */ 2052 */
2184
2185int 2053int
2186find_first_free_spot (const object *ob, maptile *m, int x, int y) 2054find_first_free_spot (const object *ob, maptile *m, int x, int y)
2187{ 2055{
2188 int
2189 i;
2190
2191 for (i = 0; i < SIZEOFFREE; i++) 2056 for (int i = 0; i < SIZEOFFREE; i++)
2192 {
2193 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2057 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2194 return i; 2058 return i;
2195 } 2059
2196 return -1; 2060 return -1;
2197} 2061}
2198 2062
2199/* 2063/*
2200 * The function permute(arr, begin, end) randomly reorders the array 2064 * The function permute(arr, begin, end) randomly reorders the array
2201 * arr[begin..end-1]. 2065 * arr[begin..end-1].
2066 * now uses a fisher-yates shuffle, old permute was broken
2202 */ 2067 */
2203static void 2068static void
2204permute (int *arr, int begin, int end) 2069permute (int *arr, int begin, int end)
2205{ 2070{
2206 int 2071 arr += begin;
2207 i,
2208 j,
2209 tmp,
2210 len;
2211
2212 len = end - begin; 2072 end -= begin;
2213 for (i = begin; i < end; i++)
2214 {
2215 j = begin + RANDOM () % len;
2216 2073
2217 tmp = arr[i]; 2074 while (--end)
2218 arr[i] = arr[j]; 2075 swap (arr [end], arr [rndm (end + 1)]);
2219 arr[j] = tmp;
2220 }
2221} 2076}
2222 2077
2223/* new function to make monster searching more efficient, and effective! 2078/* new function to make monster searching more efficient, and effective!
2224 * This basically returns a randomized array (in the passed pointer) of 2079 * This basically returns a randomized array (in the passed pointer) of
2225 * the spaces to find monsters. In this way, it won't always look for 2080 * the spaces to find monsters. In this way, it won't always look for
2228 * the 3x3 area will be searched, just not in a predictable order. 2083 * the 3x3 area will be searched, just not in a predictable order.
2229 */ 2084 */
2230void 2085void
2231get_search_arr (int *search_arr) 2086get_search_arr (int *search_arr)
2232{ 2087{
2233 int 2088 int i;
2234 i;
2235 2089
2236 for (i = 0; i < SIZEOFFREE; i++) 2090 for (i = 0; i < SIZEOFFREE; i++)
2237 {
2238 search_arr[i] = i; 2091 search_arr[i] = i;
2239 }
2240 2092
2241 permute (search_arr, 1, SIZEOFFREE1 + 1); 2093 permute (search_arr, 1, SIZEOFFREE1 + 1);
2242 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2094 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2243 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2095 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2244} 2096}
2253 * Perhaps incorrectly, but I'm making the assumption that exclude 2105 * Perhaps incorrectly, but I'm making the assumption that exclude
2254 * is actually want is going to try and move there. We need this info 2106 * is actually want is going to try and move there. We need this info
2255 * because we have to know what movement the thing looking to move 2107 * because we have to know what movement the thing looking to move
2256 * there is capable of. 2108 * there is capable of.
2257 */ 2109 */
2258
2259int 2110int
2260find_dir (maptile *m, int x, int y, object *exclude) 2111find_dir (maptile *m, int x, int y, object *exclude)
2261{ 2112{
2262 int
2263 i,
2264 max = SIZEOFFREE, mflags; 2113 int i, max = SIZEOFFREE, mflags;
2265 2114
2266 sint16 nx, ny; 2115 sint16 nx, ny;
2267 object * 2116 object *tmp;
2268 tmp;
2269 maptile * 2117 maptile *mp;
2270 mp;
2271 2118
2272 MoveType blocked, move_type; 2119 MoveType blocked, move_type;
2273 2120
2274 if (exclude && exclude->head) 2121 if (exclude && exclude->head_ () != exclude)
2275 { 2122 {
2276 exclude = exclude->head; 2123 exclude = exclude->head;
2277 move_type = exclude->move_type; 2124 move_type = exclude->move_type;
2278 } 2125 }
2279 else 2126 else
2287 mp = m; 2134 mp = m;
2288 nx = x + freearr_x[i]; 2135 nx = x + freearr_x[i];
2289 ny = y + freearr_y[i]; 2136 ny = y + freearr_y[i];
2290 2137
2291 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2138 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2139
2292 if (mflags & P_OUT_OF_MAP) 2140 if (mflags & P_OUT_OF_MAP)
2293 {
2294 max = maxfree[i]; 2141 max = maxfree[i];
2295 }
2296 else 2142 else
2297 { 2143 {
2298 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2144 mapspace &ms = mp->at (nx, ny);
2145
2146 blocked = ms.move_block;
2299 2147
2300 if ((move_type & blocked) == move_type) 2148 if ((move_type & blocked) == move_type)
2301 {
2302 max = maxfree[i]; 2149 max = maxfree[i];
2303 }
2304 else if (mflags & P_IS_ALIVE) 2150 else if (mflags & P_IS_ALIVE)
2305 { 2151 {
2306 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2152 for (tmp = ms.bot; tmp; tmp = tmp->above)
2307 { 2153 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2308 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2154 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2309 {
2310 break; 2155 break;
2311 } 2156
2312 }
2313 if (tmp) 2157 if (tmp)
2314 {
2315 return freedir[i]; 2158 return freedir[i];
2316 }
2317 } 2159 }
2318 } 2160 }
2319 } 2161 }
2162
2320 return 0; 2163 return 0;
2321} 2164}
2322 2165
2323/* 2166/*
2324 * distance(object 1, object 2) will return the square of the 2167 * distance(object 1, object 2) will return the square of the
2325 * distance between the two given objects. 2168 * distance between the two given objects.
2326 */ 2169 */
2327
2328int 2170int
2329distance (const object *ob1, const object *ob2) 2171distance (const object *ob1, const object *ob2)
2330{ 2172{
2331 int
2332 i;
2333
2334 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2173 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2335 return i;
2336} 2174}
2337 2175
2338/* 2176/*
2339 * find_dir_2(delta-x,delta-y) will return a direction in which 2177 * find_dir_2(delta-x,delta-y) will return a direction in which
2340 * an object which has subtracted the x and y coordinates of another 2178 * an object which has subtracted the x and y coordinates of another
2341 * object, needs to travel toward it. 2179 * object, needs to travel toward it.
2342 */ 2180 */
2343
2344int 2181int
2345find_dir_2 (int x, int y) 2182find_dir_2 (int x, int y)
2346{ 2183{
2347 int 2184 int q;
2348 q;
2349 2185
2350 if (y) 2186 if (y)
2351 q = x * 100 / y; 2187 q = x * 100 / y;
2352 else if (x) 2188 else if (x)
2353 q = -300 * x; 2189 q = -300 * x;
2378 2214
2379 return 3; 2215 return 3;
2380} 2216}
2381 2217
2382/* 2218/*
2383 * absdir(int): Returns a number between 1 and 8, which represent
2384 * the "absolute" direction of a number (it actually takes care of
2385 * "overflow" in previous calculations of a direction).
2386 */
2387
2388int
2389absdir (int d)
2390{
2391 while (d < 1)
2392 d += 8;
2393 while (d > 8)
2394 d -= 8;
2395 return d;
2396}
2397
2398/*
2399 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2219 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2400 * between two directions (which are expected to be absolute (see absdir()) 2220 * between two directions (which are expected to be absolute (see absdir())
2401 */ 2221 */
2402
2403int 2222int
2404dirdiff (int dir1, int dir2) 2223dirdiff (int dir1, int dir2)
2405{ 2224{
2406 int 2225 int d;
2407 d;
2408 2226
2409 d = abs (dir1 - dir2); 2227 d = abs (dir1 - dir2);
2410 if (d > 4) 2228 if (d > 4)
2411 d = 8 - d; 2229 d = 8 - d;
2230
2412 return d; 2231 return d;
2413} 2232}
2414 2233
2415/* peterm: 2234/* peterm:
2416 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2235 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2419 * This basically means that if direction is 15, then it could either go 2238 * This basically means that if direction is 15, then it could either go
2420 * direction 4, 14, or 16 to get back to where we are. 2239 * direction 4, 14, or 16 to get back to where we are.
2421 * Moved from spell_util.c to object.c with the other related direction 2240 * Moved from spell_util.c to object.c with the other related direction
2422 * functions. 2241 * functions.
2423 */ 2242 */
2424
2425int
2426 reduction_dir[SIZEOFFREE][3] = { 2243int reduction_dir[SIZEOFFREE][3] = {
2427 {0, 0, 0}, /* 0 */ 2244 {0, 0, 0}, /* 0 */
2428 {0, 0, 0}, /* 1 */ 2245 {0, 0, 0}, /* 1 */
2429 {0, 0, 0}, /* 2 */ 2246 {0, 0, 0}, /* 2 */
2430 {0, 0, 0}, /* 3 */ 2247 {0, 0, 0}, /* 3 */
2431 {0, 0, 0}, /* 4 */ 2248 {0, 0, 0}, /* 4 */
2479 * find a path to that monster that we found. If not, 2296 * find a path to that monster that we found. If not,
2480 * we don't bother going toward it. Returns 1 if we 2297 * we don't bother going toward it. Returns 1 if we
2481 * can see a direct way to get it 2298 * can see a direct way to get it
2482 * Modified to be map tile aware -.MSW 2299 * Modified to be map tile aware -.MSW
2483 */ 2300 */
2484
2485
2486int 2301int
2487can_see_monsterP (maptile *m, int x, int y, int dir) 2302can_see_monsterP (maptile *m, int x, int y, int dir)
2488{ 2303{
2489 sint16 dx, dy; 2304 sint16 dx, dy;
2490 int
2491 mflags; 2305 int mflags;
2492 2306
2493 if (dir < 0) 2307 if (dir < 0)
2494 return 0; /* exit condition: invalid direction */ 2308 return 0; /* exit condition: invalid direction */
2495 2309
2496 dx = x + freearr_x[dir]; 2310 dx = x + freearr_x[dir];
2509 return 0; 2323 return 0;
2510 2324
2511 /* yes, can see. */ 2325 /* yes, can see. */
2512 if (dir < 9) 2326 if (dir < 9)
2513 return 1; 2327 return 1;
2328
2514 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2329 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2515 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]); 2330 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2331 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2516} 2332}
2517
2518
2519 2333
2520/* 2334/*
2521 * can_pick(picker, item): finds out if an object is possible to be 2335 * can_pick(picker, item): finds out if an object is possible to be
2522 * picked up by the picker. Returnes 1 if it can be 2336 * picked up by the picker. Returnes 1 if it can be
2523 * picked up, otherwise 0. 2337 * picked up, otherwise 0.
2525 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2339 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2526 * core dumps if they do. 2340 * core dumps if they do.
2527 * 2341 *
2528 * Add a check so we can't pick up invisible objects (0.93.8) 2342 * Add a check so we can't pick up invisible objects (0.93.8)
2529 */ 2343 */
2530
2531int 2344int
2532can_pick (const object *who, const object *item) 2345can_pick (const object *who, const object *item)
2533{ 2346{
2534 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2347 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2535 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2348 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2536 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2349 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2537} 2350}
2538 2351
2539
2540/* 2352/*
2541 * create clone from object to another 2353 * create clone from object to another
2542 */ 2354 */
2543object * 2355object *
2544object_create_clone (object *asrc) 2356object_create_clone (object *asrc)
2545{ 2357{
2546 object *
2547 dst = NULL, *tmp, *src, *part, *prev, *item; 2358 object *dst = 0, *tmp, *src, *prev, *item;
2548 2359
2549 if (!asrc) 2360 if (!asrc)
2550 return NULL; 2361 return 0;
2551 src = asrc; 2362
2552 if (src->head)
2553 src = src->head; 2363 src = asrc->head_ ();
2554 2364
2555 prev = NULL; 2365 prev = 0;
2556 for (part = src; part; part = part->more) 2366 for (object *part = src; part; part = part->more)
2557 { 2367 {
2558 tmp = get_object (); 2368 tmp = part->clone ();
2559 copy_object (part, tmp);
2560 tmp->x -= src->x; 2369 tmp->x -= src->x;
2561 tmp->y -= src->y; 2370 tmp->y -= src->y;
2371
2562 if (!part->head) 2372 if (!part->head)
2563 { 2373 {
2564 dst = tmp; 2374 dst = tmp;
2565 tmp->head = NULL; 2375 tmp->head = 0;
2566 } 2376 }
2567 else 2377 else
2568 {
2569 tmp->head = dst; 2378 tmp->head = dst;
2570 } 2379
2571 tmp->more = NULL; 2380 tmp->more = 0;
2381
2572 if (prev) 2382 if (prev)
2573 prev->more = tmp; 2383 prev->more = tmp;
2384
2574 prev = tmp; 2385 prev = tmp;
2575 } 2386 }
2576 2387
2577 for (item = src->inv; item; item = item->below) 2388 for (item = src->inv; item; item = item->below)
2578 insert_ob_in_ob (object_create_clone (item), dst); 2389 insert_ob_in_ob (object_create_clone (item), dst);
2579 2390
2580 return dst; 2391 return dst;
2581}
2582
2583/* GROS - Creates an object using a string representing its content. */
2584/* Basically, we save the content of the string to a temp file, then call */
2585/* load_object on it. I admit it is a highly inefficient way to make things, */
2586/* but it was simple to make and allows reusing the load_object function. */
2587/* Remember not to use load_object_str in a time-critical situation. */
2588/* Also remember that multiparts objects are not supported for now. */
2589
2590object *
2591load_object_str (const char *obstr)
2592{
2593 object *op;
2594 char filename[MAX_BUF];
2595
2596 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2597
2598 FILE *tempfile = fopen (filename, "w");
2599
2600 if (tempfile == NULL)
2601 {
2602 LOG (llevError, "Error - Unable to access load object temp file\n");
2603 return NULL;
2604 }
2605
2606 fprintf (tempfile, obstr);
2607 fclose (tempfile);
2608
2609 op = get_object ();
2610
2611 object_thawer thawer (filename);
2612
2613 if (thawer)
2614 load_object (thawer, op, 0);
2615
2616 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2617 CLEAR_FLAG (op, FLAG_REMOVED);
2618
2619 return op;
2620} 2392}
2621 2393
2622/* This returns the first object in who's inventory that 2394/* This returns the first object in who's inventory that
2623 * has the same type and subtype match. 2395 * has the same type and subtype match.
2624 * returns NULL if no match. 2396 * returns NULL if no match.
2625 */ 2397 */
2626object * 2398object *
2627find_obj_by_type_subtype (const object *who, int type, int subtype) 2399find_obj_by_type_subtype (const object *who, int type, int subtype)
2628{ 2400{
2629 object *tmp;
2630
2631 for (tmp = who->inv; tmp; tmp = tmp->below) 2401 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2632 if (tmp->type == type && tmp->subtype == subtype) 2402 if (tmp->type == type && tmp->subtype == subtype)
2633 return tmp; 2403 return tmp;
2634 2404
2635 return NULL; 2405 return 0;
2636} 2406}
2637 2407
2638/* If ob has a field named key, return the link from the list, 2408/* If ob has a field named key, return the link from the list,
2639 * otherwise return NULL. 2409 * otherwise return NULL.
2640 * 2410 *
2642 * do the desired thing. 2412 * do the desired thing.
2643 */ 2413 */
2644key_value * 2414key_value *
2645get_ob_key_link (const object *ob, const char *key) 2415get_ob_key_link (const object *ob, const char *key)
2646{ 2416{
2647 key_value *link;
2648
2649 for (link = ob->key_values; link != NULL; link = link->next) 2417 for (key_value *link = ob->key_values; link; link = link->next)
2650 if (link->key == key) 2418 if (link->key == key)
2651 return link; 2419 return link;
2652 2420
2653 return NULL; 2421 return 0;
2654} 2422}
2655 2423
2656/* 2424/*
2657 * Returns the value of op has an extra_field for key, or NULL. 2425 * Returns the value of op has an extra_field for key, or NULL.
2658 * 2426 *
2683 if (link->key == canonical_key) 2451 if (link->key == canonical_key)
2684 return link->value; 2452 return link->value;
2685 2453
2686 return 0; 2454 return 0;
2687} 2455}
2688
2689 2456
2690/* 2457/*
2691 * Updates the canonical_key in op to value. 2458 * Updates the canonical_key in op to value.
2692 * 2459 *
2693 * canonical_key is a shared string (value doesn't have to be). 2460 * canonical_key is a shared string (value doesn't have to be).
2698 * Returns TRUE on success. 2465 * Returns TRUE on success.
2699 */ 2466 */
2700int 2467int
2701set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) 2468set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2702{ 2469{
2703 key_value *
2704 field = NULL, *last = NULL; 2470 key_value *field = NULL, *last = NULL;
2705 2471
2706 for (field = op->key_values; field != NULL; field = field->next) 2472 for (field = op->key_values; field != NULL; field = field->next)
2707 { 2473 {
2708 if (field->key != canonical_key) 2474 if (field->key != canonical_key)
2709 { 2475 {
2718 /* Basically, if the archetype has this key set, 2484 /* Basically, if the archetype has this key set,
2719 * we need to store the null value so when we save 2485 * we need to store the null value so when we save
2720 * it, we save the empty value so that when we load, 2486 * it, we save the empty value so that when we load,
2721 * we get this value back again. 2487 * we get this value back again.
2722 */ 2488 */
2723 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2489 if (get_ob_key_link (op->arch, canonical_key))
2724 field->value = 0; 2490 field->value = 0;
2725 else 2491 else
2726 { 2492 {
2727 if (last) 2493 if (last)
2728 last->next = field->next; 2494 last->next = field->next;
2737 /* IF we get here, key doesn't exist */ 2503 /* IF we get here, key doesn't exist */
2738 2504
2739 /* No field, we'll have to add it. */ 2505 /* No field, we'll have to add it. */
2740 2506
2741 if (!add_key) 2507 if (!add_key)
2742 {
2743 return FALSE; 2508 return FALSE;
2744 } 2509
2745 /* There isn't any good reason to store a null 2510 /* There isn't any good reason to store a null
2746 * value in the key/value list. If the archetype has 2511 * value in the key/value list. If the archetype has
2747 * this key, then we should also have it, so shouldn't 2512 * this key, then we should also have it, so shouldn't
2748 * be here. If user wants to store empty strings, 2513 * be here. If user wants to store empty strings,
2749 * should pass in "" 2514 * should pass in ""
2798 } 2563 }
2799 else 2564 else
2800 item = item->env; 2565 item = item->env;
2801} 2566}
2802 2567
2568const char *
2569object::flag_desc (char *desc, int len) const
2570{
2571 char *p = desc;
2572 bool first = true;
2573
2574 *p = 0;
2575
2576 for (int i = 0; i < NUM_FLAGS; i++)
2577 {
2578 if (len <= 10) // magic constant!
2579 {
2580 snprintf (p, len, ",...");
2581 break;
2582 }
2583
2584 if (flag [i])
2585 {
2586 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2587 len -= cnt;
2588 p += cnt;
2589 first = false;
2590 }
2591 }
2592
2593 return desc;
2594}
2595
2803// return a suitable string describing an objetc in enough detail to find it 2596// return a suitable string describing an object in enough detail to find it
2804const char * 2597const char *
2805object::debug_desc (char *info) const 2598object::debug_desc (char *info) const
2806{ 2599{
2600 char flagdesc[512];
2807 char info2[256 * 3]; 2601 char info2[256 * 4];
2808 char *p = info; 2602 char *p = info;
2809 2603
2810 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2604 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2811 count, 2605 count, uuid.seq,
2812 &name, 2606 &name,
2813 title ? " " : "", 2607 title ? "\",title:\"" : "",
2814 title ? (const char *)title : ""); 2608 title ? (const char *)title : "",
2609 flag_desc (flagdesc, 512), type);
2815 2610
2816 if (env) 2611 if (!this->flag[FLAG_REMOVED] && env)
2817 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2612 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2818 2613
2819 if (map) 2614 if (map)
2820 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2615 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2821 2616
2822 return info; 2617 return info;
2823} 2618}
2824 2619
2825const char * 2620const char *
2826object::debug_desc () const 2621object::debug_desc () const
2827{ 2622{
2828 static char info[256 * 3]; 2623 static char info[3][256 * 4];
2624 static int info_idx;
2625
2829 return debug_desc (info); 2626 return debug_desc (info [++info_idx % 3]);
2830} 2627}
2831 2628
2629struct region *
2630object::region () const
2631{
2632 return map ? map->region (x, y)
2633 : region::default_region ();
2634}
2635
2636const materialtype_t *
2637object::dominant_material () const
2638{
2639 if (materialtype_t *mt = name_to_material (materialname))
2640 return mt;
2641
2642 return name_to_material (shstr_unknown);
2643}
2644
2645void
2646object::open_container (object *new_container)
2647{
2648 if (container == new_container)
2649 return;
2650
2651 if (object *old_container = container)
2652 {
2653 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2654 return;
2655
2656#if 0
2657 // remove the "Close old_container" object.
2658 if (object *closer = old_container->inv)
2659 if (closer->type == CLOSE_CON)
2660 closer->destroy ();
2661#endif
2662
2663 old_container->flag [FLAG_APPLIED] = 0;
2664 container = 0;
2665
2666 esrv_update_item (UPD_FLAGS, this, old_container);
2667 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2668 play_sound (sound_find ("chest_close"));
2669 }
2670
2671 if (new_container)
2672 {
2673 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2674 return;
2675
2676 // TODO: this does not seem to serve any purpose anymore?
2677#if 0
2678 // insert the "Close Container" object.
2679 if (archetype *closer = new_container->other_arch)
2680 {
2681 object *closer = arch_to_object (new_container->other_arch);
2682 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2683 new_container->insert (closer);
2684 }
2685#endif
2686
2687 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2688
2689 new_container->flag [FLAG_APPLIED] = 1;
2690 container = new_container;
2691
2692 esrv_update_item (UPD_FLAGS, this, new_container);
2693 esrv_send_inventory (this, new_container);
2694 play_sound (sound_find ("chest_open"));
2695 }
2696}
2697
2698object *
2699object::force_find (const shstr name)
2700{
2701 /* cycle through his inventory to look for the MARK we want to
2702 * place
2703 */
2704 for (object *tmp = inv; tmp; tmp = tmp->below)
2705 if (tmp->type == FORCE && tmp->slaying == name)
2706 return splay (tmp);
2707
2708 return 0;
2709}
2710
2711void
2712object::force_add (const shstr name, int duration)
2713{
2714 if (object *force = force_find (name))
2715 force->destroy ();
2716
2717 object *force = get_archetype (FORCE_NAME);
2718
2719 force->slaying = name;
2720 force->stats.food = 1;
2721 force->speed_left = -1.f;
2722
2723 force->set_speed (duration ? 1.f / duration : 0.f);
2724 force->flag [FLAG_IS_USED_UP] = true;
2725 force->flag [FLAG_APPLIED] = true;
2726
2727 insert (force);
2728}
2729
2730void
2731object::play_sound (faceidx sound) const
2732{
2733 if (!sound)
2734 return;
2735
2736 if (flag [FLAG_REMOVED])
2737 return;
2738
2739 if (env)
2740 {
2741 if (object *pl = in_player ())
2742 pl->contr->play_sound (sound);
2743 }
2744 else
2745 map->play_sound (sound, x, y);
2746}
2747

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