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Comparing deliantra/server/common/object.C (file contents):
Revision 1.57 by root, Sun Dec 3 02:46:33 2006 UTC vs.
Revision 1.148 by root, Mon May 14 19:08:25 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game
3 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
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 2 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, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 21 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail at <crossfire@schmorp.de>
22*/ 23 */
23 24
24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
25 sub/add_weight will transcend the environment updating the carrying 26 sub/add_weight will transcend the environment updating the carrying
26 variable. */ 27 variable. */
27#include <global.h> 28#include <global.h>
28#include <stdio.h> 29#include <stdio.h>
29#include <sys/types.h> 30#include <sys/types.h>
30#include <sys/uio.h> 31#include <sys/uio.h>
31#include <object.h> 32#include <object.h>
32#include <funcpoint.h> 33#include <funcpoint.h>
34#include <sproto.h>
33#include <loader.h> 35#include <loader.h>
36
37#include <bitset>
34 38
35int nrofallocobjects = 0; 39int nrofallocobjects = 0;
36static UUID uuid; 40static UUID uuid;
37const uint64 UUID_SKIP = 1<<19; 41const uint64 UUID_SKIP = 1<<19;
38 42
39object *active_objects; /* List of active objects that need to be processed */ 43objectvec objects;
44activevec actives;
40 45
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, 46short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
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 47 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
43}; 48};
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, 49short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
104 _exit (1); 109 _exit (1);
105 } 110 }
106 111
107 uuid.seq = uid; 112 uuid.seq = uid;
108 write_uuid (); 113 write_uuid ();
109 LOG (llevDebug, "read UID: %lld\n", uid); 114 LOG (llevDebug, "read UID: %" PRId64 "\n", uid);
110 fclose (fp); 115 fclose (fp);
111} 116}
112 117
113UUID 118UUID
114gen_uuid () 119gen_uuid ()
139 * objects with lists are rare, and lists stay short. If not, use a 144 * objects with lists are rare, and lists stay short. If not, use a
140 * different structure or at least keep the lists sorted... 145 * different structure or at least keep the lists sorted...
141 */ 146 */
142 147
143 /* For each field in wants, */ 148 /* For each field in wants, */
144 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) 149 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
145 { 150 {
146 key_value *has_field; 151 key_value *has_field;
147 152
148 /* Look for a field in has with the same key. */ 153 /* Look for a field in has with the same key. */
149 has_field = get_ob_key_link (has, wants_field->key); 154 has_field = get_ob_key_link (has, wants_field->key);
183 * 188 *
184 * Note that this function appears a lot longer than the macro it 189 * Note that this function appears a lot longer than the macro it
185 * replaces - this is mostly for clarity - a decent compiler should hopefully 190 * replaces - this is mostly for clarity - a decent compiler should hopefully
186 * reduce this to the same efficiency. 191 * reduce this to the same efficiency.
187 * 192 *
188 * Check nrof variable *before* calling CAN_MERGE() 193 * Check nrof variable *before* calling can_merge()
189 * 194 *
190 * Improvements made with merge: Better checking on potion, and also 195 * Improvements made with merge: Better checking on potion, and also
191 * check weight 196 * check weight
192 */ 197 */
193
194bool object::can_merge (object *ob1, object *ob2) 198bool object::can_merge_slow (object *ob1, object *ob2)
195{ 199{
196 /* A couple quicksanity checks */ 200 /* A couple quicksanity checks */
197 if ((ob1 == ob2) || (ob1->type != ob2->type)) 201 if (ob1 == ob2
202 || ob1->type != ob2->type
203 || ob1->speed != ob2->speed
204 || ob1->value != ob2->value
205 || ob1->name != ob2->name)
198 return 0; 206 return 0;
199 207
200 if (ob1->speed != ob2->speed) 208 //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 209 /* 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 210 * value could not be stored in a sint32 (which unfortunately sometimes is
205 * used to store nrof). 211 * used to store nrof).
206 */ 212 */
207 if (ob1->nrof + ob2->nrof >= 1UL << 31) 213 if (ob1->nrof + ob2->nrof >= 1UL << 31)
217 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 223 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
218 224
219 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 225 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
220 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 226 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
221 227
222 228 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 229 || 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) || 230 || ob1->name != ob2->name
233 (ob1->title != ob2->title) || 231 || ob1->title != ob2->title
234 (ob1->msg != ob2->msg) || 232 || ob1->msg != ob2->msg
235 (ob1->weight != ob2->weight) || 233 || ob1->weight != ob2->weight
236 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) || 234 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
237 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) || 235 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
238 (ob1->attacktype != ob2->attacktype) || 236 || ob1->attacktype != ob2->attacktype
239 (ob1->magic != ob2->magic) || 237 || ob1->magic != ob2->magic
240 (ob1->slaying != ob2->slaying) || 238 || ob1->slaying != ob2->slaying
241 (ob1->skill != ob2->skill) || 239 || ob1->skill != ob2->skill
242 (ob1->value != ob2->value) || 240 || ob1->value != ob2->value
243 (ob1->animation_id != ob2->animation_id) || 241 || ob1->animation_id != ob2->animation_id
244 (ob1->client_type != ob2->client_type) || 242 || ob1->client_type != ob2->client_type
245 (ob1->materialname != ob2->materialname) || 243 || ob1->materialname != ob2->materialname
246 (ob1->lore != ob2->lore) || 244 || ob1->lore != ob2->lore
247 (ob1->subtype != ob2->subtype) || 245 || ob1->subtype != ob2->subtype
248 (ob1->move_type != ob2->move_type) || 246 || ob1->move_type != ob2->move_type
249 (ob1->move_block != ob2->move_block) || 247 || ob1->move_block != ob2->move_block
250 (ob1->move_allow != ob2->move_allow) || 248 || ob1->move_allow != ob2->move_allow
251 (ob1->move_on != ob2->move_on) || 249 || 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)) 250 || ob1->move_off != ob2->move_off
251 || ob1->move_slow != ob2->move_slow
252 || ob1->move_slow_penalty != ob2->move_slow_penalty)
253 return 0; 253 return 0;
254 254
255 /* This is really a spellbook check - really, we should 255 /* This is really a spellbook check - really, we should
256 * check all objects in the inventory. 256 * check all objects in the inventory.
257 */ 257 */
260 /* if one object has inventory but the other doesn't, not equiv */ 260 /* if one object has inventory but the other doesn't, not equiv */
261 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 261 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
262 return 0; 262 return 0;
263 263
264 /* Now check to see if the two inventory objects could merge */ 264 /* Now check to see if the two inventory objects could merge */
265 if (!CAN_MERGE (ob1->inv, ob2->inv)) 265 if (!object::can_merge (ob1->inv, ob2->inv))
266 return 0; 266 return 0;
267 267
268 /* inventory ok - still need to check rest of this object to see 268 /* inventory ok - still need to check rest of this object to see
269 * if it is valid. 269 * if it is valid.
270 */ 270 */
279 279
280 /* Note sure why the following is the case - either the object has to 280 /* Note sure why the following is the case - either the object has to
281 * be animated or have a very low speed. Is this an attempted monster 281 * be animated or have a very low speed. Is this an attempted monster
282 * check? 282 * check?
283 */ 283 */
284 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 284 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
285 return 0; 285 return 0;
286 286
287 switch (ob1->type) 287 switch (ob1->type)
288 { 288 {
289 case SCROLL: 289 case SCROLL:
325sum_weight (object *op) 325sum_weight (object *op)
326{ 326{
327 long sum; 327 long sum;
328 object *inv; 328 object *inv;
329 329
330 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 330 for (sum = 0, inv = op->inv; inv; inv = inv->below)
331 { 331 {
332 if (inv->inv) 332 if (inv->inv)
333 sum_weight (inv); 333 sum_weight (inv);
334
334 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 335 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
335 } 336 }
336 337
337 if (op->type == CONTAINER && op->stats.Str) 338 if (op->type == CONTAINER && op->stats.Str)
338 sum = (sum * (100 - op->stats.Str)) / 100; 339 sum = (sum * (100 - op->stats.Str)) / 100;
354 op = op->env; 355 op = op->env;
355 return op; 356 return op;
356} 357}
357 358
358/* 359/*
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. 360 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
375 * Some error messages. 361 * Some error messages.
376 * The result of the dump is stored in the static global errmsg array. 362 * The result of the dump is stored in the static global errmsg array.
377 */ 363 */
378
379char * 364char *
380dump_object (object *op) 365dump_object (object *op)
381{ 366{
382 if (!op) 367 if (!op)
383 return strdup ("[NULLOBJ]"); 368 return strdup ("[NULLOBJ]");
384 369
385 object_freezer freezer; 370 object_freezer freezer;
386 save_object (freezer, op, 3); 371 op->write (freezer);
387 return freezer.as_string (); 372 return freezer.as_string ();
388} 373}
389 374
390/* 375/*
391 * get_nearest_part(multi-object, object 2) returns the part of the 376 * get_nearest_part(multi-object, object 2) returns the part of the
408} 393}
409 394
410/* 395/*
411 * Returns the object which has the count-variable equal to the argument. 396 * Returns the object which has the count-variable equal to the argument.
412 */ 397 */
413
414object * 398object *
415find_object (tag_t i) 399find_object (tag_t i)
416{ 400{
417 for (object *op = object::first; op; op = op->next) 401 for_all_objects (op)
418 if (op->count == i) 402 if (op->count == i)
419 return op; 403 return op;
420 404
421 return 0; 405 return 0;
422} 406}
423 407
424/* 408/*
425 * Returns the first object which has a name equal to the argument. 409 * Returns the first object which has a name equal to the argument.
426 * Used only by the patch command, but not all that useful. 410 * Used only by the patch command, but not all that useful.
427 * Enables features like "patch <name-of-other-player> food 999" 411 * Enables features like "patch <name-of-other-player> food 999"
428 */ 412 */
429
430object * 413object *
431find_object_name (const char *str) 414find_object_name (const char *str)
432{ 415{
433 shstr_cmp str_ (str); 416 shstr_cmp str_ (str);
434 object *op; 417 object *op;
435 418
436 for (op = object::first; op != NULL; op = op->next) 419 for_all_objects (op)
437 if (op->name == str_) 420 if (op->name == str_)
438 break; 421 break;
439 422
440 return op; 423 return op;
441} 424}
467 owner = owner->owner; 450 owner = owner->owner;
468 451
469 this->owner = owner; 452 this->owner = owner;
470} 453}
471 454
455int
456object::slottype () const
457{
458 if (type == SKILL)
459 {
460 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
461 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
462 }
463 else
464 {
465 if (slot [body_combat].info) return slot_combat;
466 if (slot [body_range ].info) return slot_ranged;
467 }
468
469 return slot_none;
470}
471
472bool
473object::change_weapon (object *ob)
474{
475 if (current_weapon == ob)
476 return true;
477
478 if (chosen_skill)
479 chosen_skill->flag [FLAG_APPLIED] = false;
480
481 current_weapon = ob;
482 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
483
484 if (chosen_skill)
485 chosen_skill->flag [FLAG_APPLIED] = true;
486
487 update_stats ();
488
489 if (ob)
490 {
491 // now check wether any body locations became invalid, in which case
492 // we cannot apply the weapon at the moment.
493 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
494 if (slot[i].used < 0)
495 {
496 current_weapon = chosen_skill = 0;
497 update_stats ();
498
499 new_draw_info_format (NDI_UNIQUE, 0, this,
500 "You try to balance your applied items all at once, but the %s is too much. "
501 "You need to unapply some items first.", &ob->name);
502 return false;
503 }
504
505 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
506 }
507 else
508 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
509
510 return true;
511}
512
472/* Zero the key_values on op, decrementing the shared-string 513/* Zero the key_values on op, decrementing the shared-string
473 * refcounts and freeing the links. 514 * refcounts and freeing the links.
474 */ 515 */
475static void 516static void
476free_key_values (object *op) 517free_key_values (object *op)
477{ 518{
478 for (key_value *i = op->key_values; i != 0;) 519 for (key_value *i = op->key_values; i; )
479 { 520 {
480 key_value *next = i->next; 521 key_value *next = i->next;
481 delete i; 522 delete i;
482 523
483 i = next; 524 i = next;
484 } 525 }
485 526
486 op->key_values = 0; 527 op->key_values = 0;
487} 528}
488 529
489void object::clear () 530object &
531object::operator =(const object &src)
490{ 532{
491 attachable_base::clear (); 533 bool is_freed = flag [FLAG_FREED];
534 bool is_removed = flag [FLAG_REMOVED];
492 535
493 free_key_values (this); 536 *(object_copy *)this = src;
494 537
495 owner = 0; 538 flag [FLAG_FREED] = is_freed;
496 name = 0; 539 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;
563 540
564 /* Copy over key_values, if any. */ 541 /* Copy over key_values, if any. */
565 if (op2->key_values) 542 if (src.key_values)
566 { 543 {
567 key_value *tail = 0; 544 key_value *tail = 0;
568 key_value *i;
569
570 op->key_values = 0; 545 key_values = 0;
571 546
572 for (i = op2->key_values; i; i = i->next) 547 for (key_value *i = src.key_values; i; i = i->next)
573 { 548 {
574 key_value *new_link = new key_value; 549 key_value *new_link = new key_value;
575 550
576 new_link->next = 0; 551 new_link->next = 0;
577 new_link->key = i->key; 552 new_link->key = i->key;
578 new_link->value = i->value; 553 new_link->value = i->value;
579 554
580 /* Try and be clever here, too. */ 555 /* Try and be clever here, too. */
581 if (!op->key_values) 556 if (!key_values)
582 { 557 {
583 op->key_values = new_link; 558 key_values = new_link;
584 tail = new_link; 559 tail = new_link;
585 } 560 }
586 else 561 else
587 { 562 {
588 tail->next = new_link; 563 tail->next = new_link;
589 tail = new_link; 564 tail = new_link;
590 } 565 }
591 } 566 }
592 } 567 }
568}
593 569
594 update_ob_speed (op); 570/*
571 * copy_to first frees everything allocated by the dst object,
572 * and then copies the contents of itself into the second
573 * object, allocating what needs to be allocated. Basically, any
574 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
575 * if the first object is freed, the pointers in the new object
576 * will point at garbage.
577 */
578void
579object::copy_to (object *dst)
580{
581 *dst = *this;
582
583 if (speed < 0)
584 dst->speed_left = speed_left - rndm ();
585
586 dst->set_speed (dst->speed);
587}
588
589void
590object::instantiate ()
591{
592 if (!uuid.seq) // HACK
593 uuid = gen_uuid ();
594
595 speed_left = -0.1f;
596 /* copy the body_info to the body_used - this is only really
597 * need for monsters, but doesn't hurt to do it for everything.
598 * by doing so, when a monster is created, it has good starting
599 * values for the body_used info, so when items are created
600 * for it, they can be properly equipped.
601 */
602 for (int i = NUM_BODY_LOCATIONS; i--; )
603 slot[i].used = slot[i].info;
604
605 attachable::instantiate ();
606}
607
608object *
609object::clone ()
610{
611 object *neu = create ();
612 copy_to (neu);
613 return neu;
595} 614}
596 615
597/* 616/*
598 * If an object with the IS_TURNABLE() flag needs to be turned due 617 * 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 618 * 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. 619 * be called to update the face variable, _and_ how it looks on the map.
601 */ 620 */
602
603void 621void
604update_turn_face (object *op) 622update_turn_face (object *op)
605{ 623{
606 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 624 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
607 return; 625 return;
626
608 SET_ANIMATION (op, op->direction); 627 SET_ANIMATION (op, op->direction);
609 update_object (op, UP_OBJ_FACE); 628 update_object (op, UP_OBJ_FACE);
610} 629}
611 630
612/* 631/*
613 * Updates the speed of an object. If the speed changes from 0 to another 632 * 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. 633 * 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. 634 * This function needs to be called whenever the speed of an object changes.
616 */ 635 */
617void 636void
618update_ob_speed (object *op) 637object::set_speed (float speed)
619{ 638{
620 extern int arch_init; 639 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 { 640 {
628 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 641 LOG (llevError, "Object %s is freed but has speed.\n", &name);
629#ifdef MANY_CORES
630 abort ();
631#else
632 op->speed = 0; 642 speed = 0;
633#endif
634 }
635
636 if (arch_init)
637 return;
638
639 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
640 { 643 }
641 /* If already on active list, don't do anything */
642 if (op->active_next || op->active_prev || op == active_objects)
643 return;
644 644
645 /* process_events() expects us to insert the object at the beginning 645 this->speed = speed;
646 * of the list. */
647 op->active_next = active_objects;
648 646
649 if (op->active_next != NULL) 647 if (has_active_speed ())
650 op->active_next->active_prev = op; 648 activate ();
651
652 active_objects = op;
653 }
654 else 649 else
655 { 650 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} 651}
679 652
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/* 653/*
712 * update_object() updates the array which represents the map. 654 * update_object() updates the the map.
713 * It takes into account invisible objects (and represent squares covered 655 * It takes into account invisible objects (and represent squares covered
714 * by invisible objects by whatever is below them (unless it's another 656 * by invisible objects by whatever is below them (unless it's another
715 * invisible object, etc...) 657 * invisible object, etc...)
716 * If the object being updated is beneath a player, the look-window 658 * 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 659 * of that player is updated (this might be a suboptimal way of
718 * updating that window, though, since update_object() is called _often_) 660 * updating that window, though, since update_object() is called _often_)
719 * 661 *
720 * action is a hint of what the caller believes need to be done. 662 * 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: 663 * current action are:
726 * UP_OBJ_INSERT: op was inserted 664 * UP_OBJ_INSERT: op was inserted
727 * UP_OBJ_REMOVE: op was removed 665 * UP_OBJ_REMOVE: op was removed
728 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 666 * 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. 667 * as that is easier than trying to look at what may have changed.
730 * UP_OBJ_FACE: only the objects face has changed. 668 * UP_OBJ_FACE: only the objects face has changed.
731 */ 669 */
732
733void 670void
734update_object (object *op, int action) 671update_object (object *op, int action)
735{ 672{
736 int update_now = 0, flags;
737 MoveType move_on, move_off, move_block, move_slow;
738
739 if (op == NULL) 673 if (op == NULL)
740 { 674 {
741 /* this should never happen */ 675 /* this should never happen */
742 LOG (llevDebug, "update_object() called for NULL object.\n"); 676 LOG (llevDebug, "update_object() called for NULL object.\n");
743 return; 677 return;
744 } 678 }
745 679
746 if (op->env != NULL) 680 if (op->env)
747 { 681 {
748 /* Animation is currently handled by client, so nothing 682 /* Animation is currently handled by client, so nothing
749 * to do in this case. 683 * to do in this case.
750 */ 684 */
751 return; 685 return;
756 */ 690 */
757 if (!op->map || op->map->in_memory == MAP_SAVING) 691 if (!op->map || op->map->in_memory == MAP_SAVING)
758 return; 692 return;
759 693
760 /* make sure the object is within map boundaries */ 694 /* 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)) 695 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
762 { 696 {
763 LOG (llevError, "update_object() called for object out of map!\n"); 697 LOG (llevError, "update_object() called for object out of map!\n");
764#ifdef MANY_CORES 698#ifdef MANY_CORES
765 abort (); 699 abort ();
766#endif 700#endif
767 return; 701 return;
768 } 702 }
769 703
770 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 704 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);
776 705
706 if (!(m.flags_ & P_UPTODATE))
707 /* nop */;
777 if (action == UP_OBJ_INSERT) 708 else if (action == UP_OBJ_INSERT)
778 { 709 {
710 // this is likely overkill, TODO: revisit (schmorp)
779 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 711 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)) 712 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
783 update_now = 1; 713 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
784 714 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
715 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
785 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 716 || (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) 717 || (m.move_on | op->move_on ) != m.move_on
795 update_now = 1;
796
797 if ((move_off | op->move_off) != move_off) 718 || (m.move_off | op->move_off ) != m.move_off
798 update_now = 1; 719 || (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 720 /* This isn't perfect, but I don't expect a lot of objects to
801 * to have move_allow right now. 721 * to have move_allow right now.
802 */ 722 */
803 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 723 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
804 update_now = 1; 724 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
805 725 m.flags_ = 0;
806 if ((move_slow | op->move_slow) != move_slow)
807 update_now = 1;
808 } 726 }
809 /* if the object is being removed, we can't make intelligent 727 /* if the object is being removed, we can't make intelligent
810 * decisions, because remove_ob can't really pass the object 728 * decisions, because remove_ob can't really pass the object
811 * that is being removed. 729 * that is being removed.
812 */ 730 */
813 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 731 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
814 update_now = 1; 732 m.flags_ = 0;
815 else if (action == UP_OBJ_FACE) 733 else if (action == UP_OBJ_FACE)
816 /* Nothing to do for that case */ ; 734 /* Nothing to do for that case */ ;
817 else 735 else
818 LOG (llevError, "update_object called with invalid action: %d\n", action); 736 LOG (llevError, "update_object called with invalid action: %d\n", action);
819 737
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) 738 if (op->more)
827 update_object (op->more, action); 739 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} 740}
853 741
854object::object () 742object::object ()
855{ 743{
856 SET_FLAG (this, FLAG_REMOVED); 744 SET_FLAG (this, FLAG_REMOVED);
859 face = blank_face; 747 face = blank_face;
860} 748}
861 749
862object::~object () 750object::~object ()
863{ 751{
752 unlink ();
753
864 free_key_values (this); 754 free_key_values (this);
865} 755}
866 756
757static int object_count;
758
867void object::link () 759void object::link ()
868{ 760{
869 count = ++ob_count; 761 assert (!index);//D
870 uuid = gen_uuid (); 762 uuid = gen_uuid ();
763 count = ++object_count;
871 764
872 prev = 0; 765 refcnt_inc ();
873 next = object::first; 766 objects.insert (this);
874
875 if (object::first)
876 object::first->prev = this;
877
878 object::first = this;
879} 767}
880 768
881void object::unlink () 769void object::unlink ()
882{ 770{
883 if (this == object::first) 771 if (!index)
884 object::first = next; 772 return;
885 773
886 /* Remove this object from the list of used objects */ 774 objects.erase (this);
887 if (prev) prev->next = next; 775 refcnt_dec ();
888 if (next) next->prev = prev; 776}
889 777
890 prev = 0; 778void
891 next = 0; 779object::activate ()
780{
781 /* If already on active list, don't do anything */
782 if (active)
783 return;
784
785 if (has_active_speed ())
786 actives.insert (this);
787}
788
789void
790object::activate_recursive ()
791{
792 activate ();
793
794 for (object *op = inv; op; op = op->below)
795 op->activate_recursive ();
796}
797
798/* This function removes object 'op' from the list of active
799 * objects.
800 * This should only be used for style maps or other such
801 * reference maps where you don't want an object that isn't
802 * in play chewing up cpu time getting processed.
803 * The reverse of this is to call update_ob_speed, which
804 * will do the right thing based on the speed of the object.
805 */
806void
807object::deactivate ()
808{
809 /* If not on the active list, nothing needs to be done */
810 if (!active)
811 return;
812
813 actives.erase (this);
814}
815
816void
817object::deactivate_recursive ()
818{
819 for (object *op = inv; op; op = op->below)
820 op->deactivate_recursive ();
821
822 deactivate ();
823}
824
825void
826object::set_flag_inv (int flag, int value)
827{
828 for (object *op = inv; op; op = op->below)
829 {
830 op->flag [flag] = value;
831 op->set_flag_inv (flag, value);
832 }
833}
834
835/*
836 * Remove and free all objects in the inventory of the given object.
837 * object.c ?
838 */
839void
840object::destroy_inv (bool drop_to_ground)
841{
842 // need to check first, because the checks below might segfault
843 // as we might be on an invalid mapspace and crossfire code
844 // is too buggy to ensure that the inventory is empty.
845 // corollary: if you create arrows etc. with stuff in tis inventory,
846 // cf will crash below with off-map x and y
847 if (!inv)
848 return;
849
850 /* Only if the space blocks everything do we not process -
851 * if some form of movement is allowed, let objects
852 * drop on that space.
853 */
854 if (!drop_to_ground
855 || !map
856 || map->in_memory != MAP_IN_MEMORY
857 || map->nodrop
858 || ms ().move_block == MOVE_ALL)
859 {
860 while (inv)
861 {
862 inv->destroy_inv (drop_to_ground);
863 inv->destroy ();
864 }
865 }
866 else
867 { /* Put objects in inventory onto this space */
868 while (inv)
869 {
870 object *op = inv;
871
872 if (op->flag [FLAG_STARTEQUIP]
873 || op->flag [FLAG_NO_DROP]
874 || op->type == RUNE
875 || op->type == TRAP
876 || op->flag [FLAG_IS_A_TEMPLATE]
877 || op->flag [FLAG_DESTROY_ON_DEATH])
878 op->destroy ();
879 else
880 map->insert (op, x, y);
881 }
882 }
892} 883}
893 884
894object *object::create () 885object *object::create ()
895{ 886{
896 object *op = new object; 887 object *op = new object;
897 op->link (); 888 op->link ();
898 return op; 889 return op;
899} 890}
900 891
901/* 892void
902 * free_object() frees everything allocated by an object, removes 893object::do_destroy ()
903 * it from the list of used objects, and puts it on the list of
904 * free objects. The IS_FREED() flag is set in the object.
905 * The object must have been removed by remove_ob() first for
906 * this function to succeed.
907 *
908 * If destroy_inventory is set, free inventory as well. Else drop items in
909 * inventory to the ground.
910 */
911void object::destroy (bool destroy_inventory)
912{ 894{
913 if (QUERY_FLAG (this, FLAG_FREED)) 895 attachable::do_destroy ();
914 return;
915 896
916 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 897 if (flag [FLAG_IS_LINKED])
898 remove_button_link (this);
899
900 if (flag [FLAG_FRIENDLY])
917 remove_friendly_object (this); 901 remove_friendly_object (this);
918 902
919 if (!QUERY_FLAG (this, FLAG_REMOVED)) 903 if (!flag [FLAG_REMOVED])
920 remove_ob (this); 904 remove ();
921 905
922 SET_FLAG (this, FLAG_FREED); 906 destroy_inv (true);
923 907
924 if (more) 908 deactivate ();
925 { 909 unlink ();
926 more->destroy (destroy_inventory);
927 more = 0;
928 }
929 910
930 if (inv) 911 flag [FLAG_FREED] = 1;
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 }
971 912
972 // hack to ensure that freed objects still have a valid map 913 // hack to ensure that freed objects still have a valid map
973 { 914 {
974 static maptile *freed_map; // freed objects are moved here to avoid crashes 915 static maptile *freed_map; // freed objects are moved here to avoid crashes
975 916
979 920
980 freed_map->name = "/internal/freed_objects_map"; 921 freed_map->name = "/internal/freed_objects_map";
981 freed_map->width = 3; 922 freed_map->width = 3;
982 freed_map->height = 3; 923 freed_map->height = 3;
983 924
984 freed_map->allocate (); 925 freed_map->alloc ();
926 freed_map->in_memory = MAP_IN_MEMORY;
985 } 927 }
986 928
987 map = freed_map; 929 map = freed_map;
988 x = 1; 930 x = 1;
989 y = 1; 931 y = 1;
990 } 932 }
991 933
934 head = 0;
935
936 if (more)
937 {
938 more->destroy ();
939 more = 0;
940 }
941
992 // clear those pointers that likely might have circular references to us 942 // clear those pointers that likely might have circular references to us
993 owner = 0; 943 owner = 0;
994 enemy = 0; 944 enemy = 0;
995 attacked_by = 0; 945 attacked_by = 0;
946}
996 947
997 // only relevant for players(?), but make sure of it anyways 948void
998 contr = 0; 949object::destroy (bool destroy_inventory)
950{
951 if (destroyed ())
952 return;
999 953
1000 /* Remove object from the active list */ 954 if (destroy_inventory)
1001 speed = 0; 955 destroy_inv (false);
1002 update_ob_speed (this);
1003 956
1004 unlink (); 957 attachable::destroy ();
1005
1006 mortals.push_back (this);
1007} 958}
1008 959
1009/* 960/*
1010 * sub_weight() recursively (outwards) subtracts a number from the 961 * sub_weight() recursively (outwards) subtracts a number from the
1011 * weight of an object (and what is carried by it's environment(s)). 962 * weight of an object (and what is carried by it's environment(s)).
1012 */ 963 */
1013
1014void 964void
1015sub_weight (object *op, signed long weight) 965sub_weight (object *op, signed long weight)
1016{ 966{
1017 while (op != NULL) 967 while (op != NULL)
1018 { 968 {
1022 op->carrying -= weight; 972 op->carrying -= weight;
1023 op = op->env; 973 op = op->env;
1024 } 974 }
1025} 975}
1026 976
1027/* remove_ob(op): 977/* op->remove ():
1028 * This function removes the object op from the linked list of objects 978 * This function removes the object op from the linked list of objects
1029 * which it is currently tied to. When this function is done, the 979 * which it is currently tied to. When this function is done, the
1030 * object will have no environment. If the object previously had an 980 * object will have no environment. If the object previously had an
1031 * environment, the x and y coordinates will be updated to 981 * environment, the x and y coordinates will be updated to
1032 * the previous environment. 982 * the previous environment.
1033 * Beware: This function is called from the editor as well!
1034 */ 983 */
1035
1036void 984void
1037remove_ob (object *op) 985object::do_remove ()
1038{ 986{
1039 object *tmp, *last = 0; 987 object *tmp, *last = 0;
1040 object *otmp; 988 object *otmp;
1041 989
1042 int check_walk_off;
1043 maptile *m;
1044
1045 sint16 x, y;
1046
1047 if (QUERY_FLAG (op, FLAG_REMOVED)) 990 if (QUERY_FLAG (this, FLAG_REMOVED))
1048 return; 991 return;
1049 992
1050 SET_FLAG (op, FLAG_REMOVED); 993 SET_FLAG (this, FLAG_REMOVED);
994 INVOKE_OBJECT (REMOVE, this);
1051 995
1052 if (op->more != NULL) 996 if (more)
1053 remove_ob (op->more); 997 more->remove ();
1054 998
1055 /* 999 /*
1056 * In this case, the object to be removed is in someones 1000 * In this case, the object to be removed is in someones
1057 * inventory. 1001 * inventory.
1058 */ 1002 */
1059 if (op->env != NULL) 1003 if (env)
1060 { 1004 {
1061 if (op->nrof) 1005 if (nrof)
1062 sub_weight (op->env, op->weight * op->nrof); 1006 sub_weight (env, weight * nrof);
1063 else 1007 else
1064 sub_weight (op->env, op->weight + op->carrying); 1008 sub_weight (env, weight + carrying);
1065 1009
1066 /* NO_FIX_PLAYER is set when a great many changes are being 1010 /* NO_FIX_PLAYER is set when a great many changes are being
1067 * made to players inventory. If set, avoiding the call 1011 * made to players inventory. If set, avoiding the call
1068 * to save cpu time. 1012 * to save cpu time.
1069 */ 1013 */
1070 if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1014 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1071 fix_player (otmp); 1015 otmp->update_stats ();
1072 1016
1073 if (op->above != NULL) 1017 if (above)
1074 op->above->below = op->below; 1018 above->below = below;
1075 else 1019 else
1076 op->env->inv = op->below; 1020 env->inv = below;
1077 1021
1078 if (op->below != NULL) 1022 if (below)
1079 op->below->above = op->above; 1023 below->above = above;
1080 1024
1081 /* we set up values so that it could be inserted into 1025 /* we set up values so that it could be inserted into
1082 * the map, but we don't actually do that - it is up 1026 * the map, but we don't actually do that - it is up
1083 * to the caller to decide what we want to do. 1027 * to the caller to decide what we want to do.
1084 */ 1028 */
1085 op->x = op->env->x, op->y = op->env->y; 1029 x = env->x, y = env->y;
1086 op->map = op->env->map; 1030 map = env->map;
1087 op->above = NULL, op->below = NULL; 1031 above = 0, below = 0;
1088 op->env = NULL; 1032 env = 0;
1089 } 1033 }
1090 else if (op->map) 1034 else if (map)
1091 { 1035 {
1092 x = op->x; 1036 if (type == PLAYER)
1093 y = op->y;
1094 m = get_map_from_coord (op->map, &x, &y);
1095
1096 if (!m)
1097 { 1037 {
1098 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n", 1038 // leaving a spot always closes any open container on the ground
1099 op->map->path, op->x, op->y); 1039 if (container && !container->env)
1100 /* in old days, we used to set x and y to 0 and continue. 1040 // this causes spurious floorbox updates, but it ensures
1101 * it seems if we get into this case, something is probablye 1041 // that the CLOSE event is being sent.
1102 * screwed up and should be fixed. 1042 close_container ();
1103 */ 1043
1104 abort (); 1044 --map->players;
1045 map->touch ();
1105 } 1046 }
1106 1047
1107 if (op->map != m) 1048 map->dirty = true;
1108 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n", 1049 mapspace &ms = this->ms ();
1109 op->map->path, m->path, op->x, op->y, x, y);
1110
1111 /* Re did the following section of code - it looks like it had
1112 * lots of logic for things we no longer care about
1113 */
1114 1050
1115 /* link the object above us */ 1051 /* link the object above us */
1116 if (op->above) 1052 if (above)
1117 op->above->below = op->below; 1053 above->below = below;
1118 else 1054 else
1119 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */ 1055 ms.top = below; /* we were top, set new top */
1120 1056
1121 /* Relink the object below us, if there is one */ 1057 /* Relink the object below us, if there is one */
1122 if (op->below) 1058 if (below)
1123 op->below->above = op->above; 1059 below->above = above;
1124 else 1060 else
1125 { 1061 {
1126 /* Nothing below, which means we need to relink map object for this space 1062 /* Nothing below, which means we need to relink map object for this space
1127 * use translated coordinates in case some oddness with map tiling is 1063 * use translated coordinates in case some oddness with map tiling is
1128 * evident 1064 * evident
1129 */ 1065 */
1130 if (GET_MAP_OB (m, x, y) != op) 1066 if (GET_MAP_OB (map, x, y) != this)
1131 {
1132 char *dump = dump_object (op);
1133 LOG (llevError,
1134 "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); 1067 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 ());
1135 free (dump);
1136 dump = dump_object (GET_MAP_OB (m, x, y));
1137 LOG (llevError, "%s\n", dump);
1138 free (dump);
1139 }
1140 1068
1141 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */ 1069 ms.bot = above; /* goes on above it. */
1142 } 1070 }
1143 1071
1144 op->above = 0; 1072 above = 0;
1145 op->below = 0; 1073 below = 0;
1146 1074
1147 if (op->map->in_memory == MAP_SAVING) 1075 if (map->in_memory == MAP_SAVING)
1148 return; 1076 return;
1149 1077
1150 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY); 1078 int check_walk_off = !flag [FLAG_NO_APPLY];
1151 1079
1152 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1080 for (tmp = ms.bot; tmp; tmp = tmp->above)
1153 { 1081 {
1154 /* No point updating the players look faces if he is the object 1082 /* No point updating the players look faces if he is the object
1155 * being removed. 1083 * being removed.
1156 */ 1084 */
1157 1085
1158 if (tmp->type == PLAYER && tmp != op) 1086 if (tmp->type == PLAYER && tmp != this)
1159 { 1087 {
1160 /* If a container that the player is currently using somehow gets 1088 /* If a container that the player is currently using somehow gets
1161 * removed (most likely destroyed), update the player view 1089 * removed (most likely destroyed), update the player view
1162 * appropriately. 1090 * appropriately.
1163 */ 1091 */
1164 if (tmp->container == op) 1092 if (tmp->container == this)
1165 { 1093 {
1166 CLEAR_FLAG (op, FLAG_APPLIED); 1094 flag [FLAG_APPLIED] = 0;
1167 tmp->container = NULL; 1095 tmp->container = 0;
1168 } 1096 }
1169 1097
1170 tmp->contr->socket.update_look = 1; 1098 if (tmp->contr->ns)
1099 tmp->contr->ns->floorbox_update ();
1171 } 1100 }
1172 1101
1173 /* See if player moving off should effect something */ 1102 /* See if object moving off should effect something */
1174 if (check_walk_off 1103 if (check_walk_off
1175 && ((op->move_type & tmp->move_off) 1104 && ((move_type & tmp->move_off)
1176 && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1105 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1177 { 1106 {
1178 move_apply (tmp, op, NULL); 1107 move_apply (tmp, this, 0);
1179 1108
1180 if (op->destroyed ()) 1109 if (destroyed ())
1181 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1110 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1182 } 1111 }
1183 1112
1184 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1113 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1185 1114 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1186 if (tmp->above == tmp) 1115 if (tmp->above == tmp)
1187 tmp->above = NULL; 1116 tmp->above = 0;
1188 1117
1189 last = tmp; 1118 last = tmp;
1190 } 1119 }
1191 1120
1192 /* last == NULL of there are no objects on this space */ 1121 /* last == NULL if there are no objects on this space */
1122 //TODO: this makes little sense, why only update the topmost object?
1193 if (last == NULL) 1123 if (!last)
1194 { 1124 map->at (x, y).flags_ = 0;
1195 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1196 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1197 * those out anyways, and if there are any flags set right now, they won't
1198 * be correct anyways.
1199 */
1200 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1201 update_position (op->map, op->x, op->y);
1202 }
1203 else 1125 else
1204 update_object (last, UP_OBJ_REMOVE); 1126 update_object (last, UP_OBJ_REMOVE);
1205 1127
1206 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0)) 1128 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1207 update_all_los (op->map, op->x, op->y); 1129 update_all_los (map, x, y);
1208 } 1130 }
1209} 1131}
1210 1132
1211/* 1133/*
1212 * merge_ob(op,top): 1134 * merge_ob(op,top):
1220merge_ob (object *op, object *top) 1142merge_ob (object *op, object *top)
1221{ 1143{
1222 if (!op->nrof) 1144 if (!op->nrof)
1223 return 0; 1145 return 0;
1224 1146
1225 if (top == NULL) 1147 if (top)
1226 for (top = op; top != NULL && top->above != NULL; top = top->above); 1148 for (top = op; top && top->above; top = top->above)
1149 ;
1227 1150
1228 for (; top != NULL; top = top->below) 1151 for (; top; top = top->below)
1229 { 1152 {
1230 if (top == op) 1153 if (top == op)
1231 continue; 1154 continue;
1232 if (CAN_MERGE (op, top)) 1155
1156 if (object::can_merge (op, top))
1233 { 1157 {
1234 top->nrof += op->nrof; 1158 top->nrof += op->nrof;
1235 1159
1236/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1160/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1237 op->weight = 0; /* Don't want any adjustements now */ 1161 op->weight = 0; /* Don't want any adjustements now */
1238 remove_ob (op); 1162 op->destroy ();
1239 free_object (op);
1240 return top; 1163 return top;
1241 } 1164 }
1242 } 1165 }
1243 1166
1244 return 0; 1167 return 0;
1245} 1168}
1246 1169
1170void
1171object::expand_tail ()
1172{
1173 if (more)
1174 return;
1175
1176 object *prev = this;
1177
1178 for (archetype *at = arch->more; at; at = at->more)
1179 {
1180 object *op = arch_to_object (at);
1181
1182 op->name = name;
1183 op->name_pl = name_pl;
1184 op->title = title;
1185
1186 op->head = this;
1187 prev->more = op;
1188
1189 prev = op;
1190 }
1191}
1192
1247/* 1193/*
1248 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1194 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1249 * job preparing multi-part monsters 1195 * job preparing multi-part monsters.
1250 */ 1196 */
1251object * 1197object *
1252insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1198insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1253{ 1199{
1254 object *tmp;
1255
1256 if (op->head)
1257 op = op->head;
1258
1259 for (tmp = op; tmp; tmp = tmp->more) 1200 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1260 { 1201 {
1261 tmp->x = x + tmp->arch->clone.x; 1202 tmp->x = x + tmp->arch->clone.x;
1262 tmp->y = y + tmp->arch->clone.y; 1203 tmp->y = y + tmp->arch->clone.y;
1263 } 1204 }
1264 1205
1283 * Return value: 1224 * Return value:
1284 * new object if 'op' was merged with other object 1225 * new object if 'op' was merged with other object
1285 * NULL if 'op' was destroyed 1226 * NULL if 'op' was destroyed
1286 * just 'op' otherwise 1227 * just 'op' otherwise
1287 */ 1228 */
1288
1289object * 1229object *
1290insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1230insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1291{ 1231{
1232 assert (!op->flag [FLAG_FREED]);
1233
1292 object *tmp, *top, *floor = NULL; 1234 object *tmp, *top, *floor = NULL;
1293 sint16 x, y;
1294 1235
1295 if (QUERY_FLAG (op, FLAG_FREED)) 1236 op->remove ();
1296 {
1297 LOG (llevError, "Trying to insert freed object!\n");
1298 return NULL;
1299 }
1300 1237
1301 if (m == NULL) 1238#if 0
1302 { 1239 if (!m->active != !op->active)
1303 char *dump = dump_object (op); 1240 if (m->active)
1304 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump); 1241 op->activate_recursive ();
1305 free (dump); 1242 else
1306 return op; 1243 op->deactivate_recursive ();
1307 } 1244#endif
1308 1245
1309 if (out_of_map (m, op->x, op->y)) 1246 if (out_of_map (m, op->x, op->y))
1310 { 1247 {
1311 char *dump = dump_object (op);
1312 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump); 1248 LOG (llevError, "Trying to insert object outside the map.\n%s\n", op->debug_desc ());
1313#ifdef MANY_CORES 1249#ifdef MANY_CORES
1314 /* Better to catch this here, as otherwise the next use of this object 1250 /* Better to catch this here, as otherwise the next use of this object
1315 * is likely to cause a crash. Better to find out where it is getting 1251 * is likely to cause a crash. Better to find out where it is getting
1316 * improperly inserted. 1252 * improperly inserted.
1317 */ 1253 */
1318 abort (); 1254 abort ();
1319#endif 1255#endif
1320 free (dump);
1321 return op; 1256 return op;
1322 } 1257 }
1323 1258
1324 if (!QUERY_FLAG (op, FLAG_REMOVED))
1325 {
1326 char *dump = dump_object (op);
1327 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1328 free (dump);
1329 return op;
1330 }
1331
1332 if (op->more != NULL)
1333 {
1334 /* The part may be on a different map. */
1335
1336 object *more = op->more; 1259 if (object *more = op->more)
1337 1260 {
1338 /* We really need the caller to normalize coordinates - if
1339 * we set the map, that doesn't work if the location is within
1340 * a map and this is straddling an edge. So only if coordinate
1341 * is clear wrong do we normalize it.
1342 */
1343 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1344 more->map = get_map_from_coord (m, &more->x, &more->y);
1345 else if (!more->map)
1346 {
1347 /* For backwards compatibility - when not dealing with tiled maps,
1348 * more->map should always point to the parent.
1349 */
1350 more->map = m;
1351 }
1352
1353 if (insert_ob_in_map (more, more->map, originator, flag) == NULL) 1261 if (!insert_ob_in_map (more, m, originator, flag))
1354 { 1262 {
1355 if (!op->head) 1263 if (!op->head)
1356 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1264 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1357 1265
1358 return NULL; 1266 return 0;
1359 } 1267 }
1360 } 1268 }
1361 1269
1362 CLEAR_FLAG (op, FLAG_REMOVED); 1270 CLEAR_FLAG (op, FLAG_REMOVED);
1363 1271
1364 /* Ideally, the caller figures this out. However, it complicates a lot 1272 /* Ideally, the caller figures this out. However, it complicates a lot
1365 * of areas of callers (eg, anything that uses find_free_spot would now 1273 * of areas of callers (eg, anything that uses find_free_spot would now
1366 * need extra work 1274 * need extra work
1367 */ 1275 */
1368 op->map = get_map_from_coord (m, &op->x, &op->y); 1276 if (!xy_normalise (m, op->x, op->y))
1369 x = op->x; 1277 return 0;
1370 y = op->y; 1278
1279 op->map = m;
1280 mapspace &ms = op->ms ();
1371 1281
1372 /* this has to be done after we translate the coordinates. 1282 /* this has to be done after we translate the coordinates.
1373 */ 1283 */
1374 if (op->nrof && !(flag & INS_NO_MERGE)) 1284 if (op->nrof && !(flag & INS_NO_MERGE))
1375 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1285 for (tmp = ms.bot; tmp; tmp = tmp->above)
1376 if (CAN_MERGE (op, tmp)) 1286 if (object::can_merge (op, tmp))
1377 { 1287 {
1378 op->nrof += tmp->nrof; 1288 op->nrof += tmp->nrof;
1379 remove_ob (tmp); 1289 tmp->destroy ();
1380 free_object (tmp);
1381 } 1290 }
1382 1291
1383 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1292 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1384 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1293 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1385 1294
1398 op->below = originator->below; 1307 op->below = originator->below;
1399 1308
1400 if (op->below) 1309 if (op->below)
1401 op->below->above = op; 1310 op->below->above = op;
1402 else 1311 else
1403 SET_MAP_OB (op->map, op->x, op->y, op); 1312 ms.bot = op;
1404 1313
1405 /* since *below* originator, no need to update top */ 1314 /* since *below* originator, no need to update top */
1406 originator->below = op; 1315 originator->below = op;
1407 } 1316 }
1408 else 1317 else
1409 { 1318 {
1319 top = ms.bot;
1320
1410 /* If there are other objects, then */ 1321 /* If there are other objects, then */
1411 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1322 if ((!(flag & INS_MAP_LOAD)) && top)
1412 { 1323 {
1413 object *last = NULL; 1324 object *last = 0;
1414 1325
1415 /* 1326 /*
1416 * If there are multiple objects on this space, we do some trickier handling. 1327 * If there are multiple objects on this space, we do some trickier handling.
1417 * We've already dealt with merging if appropriate. 1328 * We've already dealt with merging if appropriate.
1418 * Generally, we want to put the new object on top. But if 1329 * Generally, we want to put the new object on top. But if
1422 * once we get to them. This reduces the need to traverse over all of 1333 * once we get to them. This reduces the need to traverse over all of
1423 * them when adding another one - this saves quite a bit of cpu time 1334 * them when adding another one - this saves quite a bit of cpu time
1424 * when lots of spells are cast in one area. Currently, it is presumed 1335 * when lots of spells are cast in one area. Currently, it is presumed
1425 * that flying non pickable objects are spell objects. 1336 * that flying non pickable objects are spell objects.
1426 */ 1337 */
1427 1338 for (top = ms.bot; top; top = top->above)
1428 while (top != NULL)
1429 { 1339 {
1430 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1340 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1431 floor = top; 1341 floor = top;
1432 1342
1433 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1343 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1436 top = top->below; 1346 top = top->below;
1437 break; 1347 break;
1438 } 1348 }
1439 1349
1440 last = top; 1350 last = top;
1441 top = top->above;
1442 } 1351 }
1443 1352
1444 /* Don't want top to be NULL, so set it to the last valid object */ 1353 /* Don't want top to be NULL, so set it to the last valid object */
1445 top = last; 1354 top = last;
1446 1355
1448 * looks like instead of lots of conditions here. 1357 * looks like instead of lots of conditions here.
1449 * makes things faster, and effectively the same result. 1358 * makes things faster, and effectively the same result.
1450 */ 1359 */
1451 1360
1452 /* Have object 'fall below' other objects that block view. 1361 /* Have object 'fall below' other objects that block view.
1453 * Unless those objects are exits, type 66 1362 * Unless those objects are exits.
1454 * If INS_ON_TOP is used, don't do this processing 1363 * If INS_ON_TOP is used, don't do this processing
1455 * Need to find the object that in fact blocks view, otherwise 1364 * Need to find the object that in fact blocks view, otherwise
1456 * stacking is a bit odd. 1365 * stacking is a bit odd.
1457 */ 1366 */
1458 if (!(flag & INS_ON_TOP) && 1367 if (!(flag & INS_ON_TOP)
1459 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1368 && ms.flags () & P_BLOCKSVIEW
1369 && (op->face && !faces [op->face].visibility))
1460 { 1370 {
1461 for (last = top; last != floor; last = last->below) 1371 for (last = top; last != floor; last = last->below)
1462 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1372 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1463 break; 1373 break;
1374
1464 /* Check to see if we found the object that blocks view, 1375 /* Check to see if we found the object that blocks view,
1465 * and make sure we have a below pointer for it so that 1376 * and make sure we have a below pointer for it so that
1466 * we can get inserted below this one, which requires we 1377 * we can get inserted below this one, which requires we
1467 * set top to the object below us. 1378 * set top to the object below us.
1468 */ 1379 */
1470 top = last->below; 1381 top = last->below;
1471 } 1382 }
1472 } /* If objects on this space */ 1383 } /* If objects on this space */
1473 1384
1474 if (flag & INS_MAP_LOAD) 1385 if (flag & INS_MAP_LOAD)
1475 top = GET_MAP_TOP (op->map, op->x, op->y); 1386 top = ms.top;
1476 1387
1477 if (flag & INS_ABOVE_FLOOR_ONLY) 1388 if (flag & INS_ABOVE_FLOOR_ONLY)
1478 top = floor; 1389 top = floor;
1479 1390
1480 /* Top is the object that our object (op) is going to get inserted above. 1391 /* Top is the object that our object (op) is going to get inserted above.
1481 */ 1392 */
1482 1393
1483 /* First object on this space */ 1394 /* First object on this space */
1484 if (!top) 1395 if (!top)
1485 { 1396 {
1486 op->above = GET_MAP_OB (op->map, op->x, op->y); 1397 op->above = ms.bot;
1487 1398
1488 if (op->above) 1399 if (op->above)
1489 op->above->below = op; 1400 op->above->below = op;
1490 1401
1491 op->below = NULL; 1402 op->below = 0;
1492 SET_MAP_OB (op->map, op->x, op->y, op); 1403 ms.bot = op;
1493 } 1404 }
1494 else 1405 else
1495 { /* get inserted into the stack above top */ 1406 { /* get inserted into the stack above top */
1496 op->above = top->above; 1407 op->above = top->above;
1497 1408
1500 1411
1501 op->below = top; 1412 op->below = top;
1502 top->above = op; 1413 top->above = op;
1503 } 1414 }
1504 1415
1505 if (op->above == NULL) 1416 if (!op->above)
1506 SET_MAP_TOP (op->map, op->x, op->y, op); 1417 ms.top = op;
1507 } /* else not INS_BELOW_ORIGINATOR */ 1418 } /* else not INS_BELOW_ORIGINATOR */
1508 1419
1509 if (op->type == PLAYER) 1420 if (op->type == PLAYER)
1421 {
1510 op->contr->do_los = 1; 1422 op->contr->do_los = 1;
1423 ++op->map->players;
1424 op->map->touch ();
1425 }
1426
1427 op->map->dirty = true;
1511 1428
1512 /* If we have a floor, we know the player, if any, will be above 1429 /* If we have a floor, we know the player, if any, will be above
1513 * it, so save a few ticks and start from there. 1430 * it, so save a few ticks and start from there.
1514 */ 1431 */
1515 if (!(flag & INS_MAP_LOAD)) 1432 if (!(flag & INS_MAP_LOAD))
1516 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1433 if (object *pl = ms.player ())
1517 if (tmp->type == PLAYER) 1434 if (pl->contr->ns)
1518 tmp->contr->socket.update_look = 1; 1435 pl->contr->ns->floorbox_update ();
1519 1436
1520 /* If this object glows, it may affect lighting conditions that are 1437 /* If this object glows, it may affect lighting conditions that are
1521 * visible to others on this map. But update_all_los is really 1438 * visible to others on this map. But update_all_los is really
1522 * an inefficient way to do this, as it means los for all players 1439 * an inefficient way to do this, as it means los for all players
1523 * on the map will get recalculated. The players could very well 1440 * on the map will get recalculated. The players could very well
1524 * be far away from this change and not affected in any way - 1441 * be far away from this change and not affected in any way -
1525 * this should get redone to only look for players within range, 1442 * this should get redone to only look for players within range,
1526 * or just updating the P_NEED_UPDATE for spaces within this area 1443 * or just updating the P_UPTODATE for spaces within this area
1527 * of effect may be sufficient. 1444 * of effect may be sufficient.
1528 */ 1445 */
1529 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1446 if (op->map->darkness && (op->glow_radius != 0))
1530 update_all_los (op->map, op->x, op->y); 1447 update_all_los (op->map, op->x, op->y);
1531 1448
1532 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1449 /* updates flags (blocked, alive, no magic, etc) for this map space */
1533 update_object (op, UP_OBJ_INSERT); 1450 update_object (op, UP_OBJ_INSERT);
1534 1451
1452 INVOKE_OBJECT (INSERT, op);
1453
1535 /* Don't know if moving this to the end will break anything. However, 1454 /* Don't know if moving this to the end will break anything. However,
1536 * we want to have update_look set above before calling this. 1455 * we want to have floorbox_update called before calling this.
1537 * 1456 *
1538 * check_move_on() must be after this because code called from 1457 * check_move_on() must be after this because code called from
1539 * check_move_on() depends on correct map flags (so functions like 1458 * check_move_on() depends on correct map flags (so functions like
1540 * blocked() and wall() work properly), and these flags are updated by 1459 * blocked() and wall() work properly), and these flags are updated by
1541 * update_object(). 1460 * update_object().
1543 1462
1544 /* if this is not the head or flag has been passed, don't check walk on status */ 1463 /* if this is not the head or flag has been passed, don't check walk on status */
1545 if (!(flag & INS_NO_WALK_ON) && !op->head) 1464 if (!(flag & INS_NO_WALK_ON) && !op->head)
1546 { 1465 {
1547 if (check_move_on (op, originator)) 1466 if (check_move_on (op, originator))
1548 return NULL; 1467 return 0;
1549 1468
1550 /* If we are a multi part object, lets work our way through the check 1469 /* If we are a multi part object, lets work our way through the check
1551 * walk on's. 1470 * walk on's.
1552 */ 1471 */
1553 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1472 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1554 if (check_move_on (tmp, originator)) 1473 if (check_move_on (tmp, originator))
1555 return NULL; 1474 return 0;
1556 } 1475 }
1557 1476
1558 return op; 1477 return op;
1559} 1478}
1560 1479
1561/* this function inserts an object in the map, but if it 1480/* this function inserts an object in the map, but if it
1562 * finds an object of its own type, it'll remove that one first. 1481 * finds an object of its own type, it'll remove that one first.
1563 * op is the object to insert it under: supplies x and the map. 1482 * op is the object to insert it under: supplies x and the map.
1564 */ 1483 */
1565void 1484void
1566replace_insert_ob_in_map (const char *arch_string, object *op) 1485replace_insert_ob_in_map (const char *arch_string, object *op)
1567{ 1486{
1568 object * 1487 object *tmp, *tmp1;
1569 tmp;
1570 object *
1571 tmp1;
1572 1488
1573 /* first search for itself and remove any old instances */ 1489 /* first search for itself and remove any old instances */
1574 1490
1575 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1491 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1576 {
1577 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1492 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1578 { 1493 tmp->destroy ();
1579 remove_ob (tmp);
1580 free_object (tmp);
1581 }
1582 }
1583 1494
1584 tmp1 = arch_to_object (archetype::find (arch_string)); 1495 tmp1 = arch_to_object (archetype::find (arch_string));
1585 1496
1586 tmp1->x = op->x; 1497 tmp1->x = op->x;
1587 tmp1->y = op->y; 1498 tmp1->y = op->y;
1588 insert_ob_in_map (tmp1, op->map, op, 0); 1499 insert_ob_in_map (tmp1, op->map, op, 0);
1500}
1501
1502object *
1503object::insert_at (object *where, object *originator, int flags)
1504{
1505 return where->map->insert (this, where->x, where->y, originator, flags);
1589} 1506}
1590 1507
1591/* 1508/*
1592 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1509 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1593 * is returned contains nr objects, and the remaining parts contains 1510 * is returned contains nr objects, and the remaining parts contains
1594 * the rest (or is removed and freed if that number is 0). 1511 * the rest (or is removed and freed if that number is 0).
1595 * On failure, NULL is returned, and the reason put into the 1512 * On failure, NULL is returned, and the reason put into the
1596 * global static errmsg array. 1513 * global static errmsg array.
1597 */ 1514 */
1598
1599object * 1515object *
1600get_split_ob (object *orig_ob, uint32 nr) 1516get_split_ob (object *orig_ob, uint32 nr)
1601{ 1517{
1602 object * 1518 object *newob;
1603 newob;
1604 int
1605 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1519 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1606 1520
1607 if (orig_ob->nrof < nr) 1521 if (orig_ob->nrof < nr)
1608 { 1522 {
1609 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name); 1523 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1610 return NULL; 1524 return NULL;
1611 } 1525 }
1612 1526
1613 newob = object_create_clone (orig_ob); 1527 newob = object_create_clone (orig_ob);
1614 1528
1615 if ((orig_ob->nrof -= nr) < 1) 1529 if ((orig_ob->nrof -= nr) < 1)
1616 { 1530 orig_ob->destroy (1);
1617 if (!is_removed)
1618 remove_ob (orig_ob);
1619 free_object2 (orig_ob, 1);
1620 }
1621 else if (!is_removed) 1531 else if (!is_removed)
1622 { 1532 {
1623 if (orig_ob->env != NULL) 1533 if (orig_ob->env != NULL)
1624 sub_weight (orig_ob->env, orig_ob->weight * nr); 1534 sub_weight (orig_ob->env, orig_ob->weight * nr);
1625 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY) 1535 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1640 * the amount of an object. If the amount reaches 0, the object 1550 * the amount of an object. If the amount reaches 0, the object
1641 * is subsequently removed and freed. 1551 * is subsequently removed and freed.
1642 * 1552 *
1643 * Return value: 'op' if something is left, NULL if the amount reached 0 1553 * Return value: 'op' if something is left, NULL if the amount reached 0
1644 */ 1554 */
1645
1646object * 1555object *
1647decrease_ob_nr (object *op, uint32 i) 1556decrease_ob_nr (object *op, uint32 i)
1648{ 1557{
1649 object *tmp; 1558 object *tmp;
1650 player *pl;
1651 1559
1652 if (i == 0) /* objects with op->nrof require this check */ 1560 if (i == 0) /* objects with op->nrof require this check */
1653 return op; 1561 return op;
1654 1562
1655 if (i > op->nrof) 1563 if (i > op->nrof)
1656 i = op->nrof; 1564 i = op->nrof;
1657 1565
1658 if (QUERY_FLAG (op, FLAG_REMOVED)) 1566 if (QUERY_FLAG (op, FLAG_REMOVED))
1659 op->nrof -= i; 1567 op->nrof -= i;
1660 else if (op->env != NULL) 1568 else if (op->env)
1661 { 1569 {
1662 /* is this object in the players inventory, or sub container 1570 /* is this object in the players inventory, or sub container
1663 * therein? 1571 * therein?
1664 */ 1572 */
1665 tmp = is_player_inv (op->env); 1573 tmp = op->in_player ();
1666 /* nope. Is this a container the player has opened? 1574 /* nope. Is this a container the player has opened?
1667 * If so, set tmp to that player. 1575 * If so, set tmp to that player.
1668 * IMO, searching through all the players will mostly 1576 * IMO, searching through all the players will mostly
1669 * likely be quicker than following op->env to the map, 1577 * likely be quicker than following op->env to the map,
1670 * and then searching the map for a player. 1578 * and then searching the map for a player.
1671 */ 1579 */
1672 if (!tmp) 1580 if (!tmp)
1673 { 1581 for_all_players (pl)
1674 for (pl = first_player; pl; pl = pl->next)
1675 if (pl->ob->container == op->env) 1582 if (pl->ob->container == op->env)
1583 {
1584 tmp = pl->ob;
1676 break; 1585 break;
1677 if (pl)
1678 tmp = pl->ob;
1679 else
1680 tmp = NULL;
1681 } 1586 }
1682 1587
1683 if (i < op->nrof) 1588 if (i < op->nrof)
1684 { 1589 {
1685 sub_weight (op->env, op->weight * i); 1590 sub_weight (op->env, op->weight * i);
1686 op->nrof -= i; 1591 op->nrof -= i;
1687 if (tmp) 1592 if (tmp)
1688 {
1689 esrv_send_item (tmp, op); 1593 esrv_send_item (tmp, op);
1690 }
1691 } 1594 }
1692 else 1595 else
1693 { 1596 {
1694 remove_ob (op); 1597 op->remove ();
1695 op->nrof = 0; 1598 op->nrof = 0;
1696 if (tmp) 1599 if (tmp)
1697 {
1698 esrv_del_item (tmp->contr, op->count); 1600 esrv_del_item (tmp->contr, op->count);
1699 }
1700 } 1601 }
1701 } 1602 }
1702 else 1603 else
1703 { 1604 {
1704 object *above = op->above; 1605 object *above = op->above;
1705 1606
1706 if (i < op->nrof) 1607 if (i < op->nrof)
1707 op->nrof -= i; 1608 op->nrof -= i;
1708 else 1609 else
1709 { 1610 {
1710 remove_ob (op); 1611 op->remove ();
1711 op->nrof = 0; 1612 op->nrof = 0;
1712 } 1613 }
1713 1614
1714 /* Since we just removed op, op->above is null */ 1615 /* Since we just removed op, op->above is null */
1715 for (tmp = above; tmp != NULL; tmp = tmp->above) 1616 for (tmp = above; tmp; tmp = tmp->above)
1716 if (tmp->type == PLAYER) 1617 if (tmp->type == PLAYER)
1717 { 1618 {
1718 if (op->nrof) 1619 if (op->nrof)
1719 esrv_send_item (tmp, op); 1620 esrv_send_item (tmp, op);
1720 else 1621 else
1724 1625
1725 if (op->nrof) 1626 if (op->nrof)
1726 return op; 1627 return op;
1727 else 1628 else
1728 { 1629 {
1729 free_object (op); 1630 op->destroy ();
1730 return NULL; 1631 return 0;
1731 } 1632 }
1732} 1633}
1733 1634
1734/* 1635/*
1735 * add_weight(object, weight) adds the specified weight to an object, 1636 * add_weight(object, weight) adds the specified weight to an object,
1736 * and also updates how much the environment(s) is/are carrying. 1637 * and also updates how much the environment(s) is/are carrying.
1737 */ 1638 */
1738
1739void 1639void
1740add_weight (object *op, signed long weight) 1640add_weight (object *op, signed long weight)
1741{ 1641{
1742 while (op != NULL) 1642 while (op != NULL)
1743 { 1643 {
1747 op->carrying += weight; 1647 op->carrying += weight;
1748 op = op->env; 1648 op = op->env;
1749 } 1649 }
1750} 1650}
1751 1651
1752/*
1753 * insert_ob_in_ob(op,environment):
1754 * This function inserts the object op in the linked list
1755 * inside the object environment.
1756 *
1757 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1758 * the inventory at the last position or next to other objects of the same
1759 * type.
1760 * Frank: Now sorted by type, archetype and magic!
1761 *
1762 * The function returns now pointer to inserted item, and return value can
1763 * be != op, if items are merged. -Tero
1764 */
1765
1766object * 1652object *
1767insert_ob_in_ob (object *op, object *where) 1653insert_ob_in_ob (object *op, object *where)
1768{ 1654{
1769 object * 1655 if (!where)
1770 tmp, *
1771 otmp;
1772
1773 if (!QUERY_FLAG (op, FLAG_REMOVED))
1774 {
1775 char *dump = dump_object (op);
1776 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", dump);
1777 free (dump);
1778 return op;
1779 }
1780
1781 if (where == NULL)
1782 { 1656 {
1783 char *dump = dump_object (op); 1657 char *dump = dump_object (op);
1784 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1658 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1785 free (dump); 1659 free (dump);
1786 return op; 1660 return op;
1787 } 1661 }
1788 1662
1789 if (where->head) 1663 if (where->head)
1790 { 1664 {
1791 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n"); 1665 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1792 where = where->head; 1666 where = where->head;
1793 } 1667 }
1668
1669 return where->insert (op);
1670}
1671
1672/*
1673 * env->insert (op)
1674 * This function inserts the object op in the linked list
1675 * inside the object environment.
1676 *
1677 * The function returns now pointer to inserted item, and return value can
1678 * be != op, if items are merged. -Tero
1679 */
1680object *
1681object::insert (object *op)
1682{
1683 object *tmp, *otmp;
1684
1685 if (!QUERY_FLAG (op, FLAG_REMOVED))
1686 op->remove ();
1794 1687
1795 if (op->more) 1688 if (op->more)
1796 { 1689 {
1797 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1690 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1798 return op; 1691 return op;
1800 1693
1801 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1694 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1802 CLEAR_FLAG (op, FLAG_REMOVED); 1695 CLEAR_FLAG (op, FLAG_REMOVED);
1803 if (op->nrof) 1696 if (op->nrof)
1804 { 1697 {
1805 for (tmp = where->inv; tmp != NULL; tmp = tmp->below) 1698 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1806 if (CAN_MERGE (tmp, op)) 1699 if (object::can_merge (tmp, op))
1807 { 1700 {
1808 /* return the original object and remove inserted object 1701 /* return the original object and remove inserted object
1809 (client needs the original object) */ 1702 (client needs the original object) */
1810 tmp->nrof += op->nrof; 1703 tmp->nrof += op->nrof;
1811 /* Weight handling gets pretty funky. Since we are adding to 1704 /* Weight handling gets pretty funky. Since we are adding to
1812 * tmp->nrof, we need to increase the weight. 1705 * tmp->nrof, we need to increase the weight.
1813 */ 1706 */
1814 add_weight (where, op->weight * op->nrof); 1707 add_weight (this, op->weight * op->nrof);
1815 SET_FLAG (op, FLAG_REMOVED); 1708 SET_FLAG (op, FLAG_REMOVED);
1816 free_object (op); /* free the inserted object */ 1709 op->destroy (); /* free the inserted object */
1817 op = tmp; 1710 op = tmp;
1818 remove_ob (op); /* and fix old object's links */ 1711 op->remove (); /* and fix old object's links */
1819 CLEAR_FLAG (op, FLAG_REMOVED); 1712 CLEAR_FLAG (op, FLAG_REMOVED);
1820 break; 1713 break;
1821 } 1714 }
1822 1715
1823 /* I assume combined objects have no inventory 1716 /* I assume combined objects have no inventory
1824 * We add the weight - this object could have just been removed 1717 * We add the weight - this object could have just been removed
1825 * (if it was possible to merge). calling remove_ob will subtract 1718 * (if it was possible to merge). calling remove_ob will subtract
1826 * the weight, so we need to add it in again, since we actually do 1719 * the weight, so we need to add it in again, since we actually do
1827 * the linking below 1720 * the linking below
1828 */ 1721 */
1829 add_weight (where, op->weight * op->nrof); 1722 add_weight (this, op->weight * op->nrof);
1830 } 1723 }
1831 else 1724 else
1832 add_weight (where, (op->weight + op->carrying)); 1725 add_weight (this, (op->weight + op->carrying));
1833 1726
1834 otmp = is_player_inv (where); 1727 otmp = this->in_player ();
1835 if (otmp && otmp->contr != NULL) 1728 if (otmp && otmp->contr)
1836 {
1837 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1729 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1838 fix_player (otmp); 1730 otmp->update_stats ();
1839 }
1840 1731
1841 op->map = NULL; 1732 op->map = 0;
1842 op->env = where; 1733 op->env = this;
1843 op->above = NULL; 1734 op->above = 0;
1844 op->below = NULL; 1735 op->below = 0;
1845 op->x = 0, op->y = 0; 1736 op->x = 0, op->y = 0;
1846 1737
1847 /* reset the light list and los of the players on the map */ 1738 /* reset the light list and los of the players on the map */
1848 if ((op->glow_radius != 0) && where->map) 1739 if ((op->glow_radius != 0) && map)
1849 { 1740 {
1850#ifdef DEBUG_LIGHTS 1741#ifdef DEBUG_LIGHTS
1851 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1742 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1852#endif /* DEBUG_LIGHTS */ 1743#endif /* DEBUG_LIGHTS */
1853 if (MAP_DARKNESS (where->map)) 1744 if (map->darkness)
1854 update_all_los (where->map, where->x, where->y); 1745 update_all_los (map, x, y);
1855 } 1746 }
1856 1747
1857 /* Client has no idea of ordering so lets not bother ordering it here. 1748 /* Client has no idea of ordering so lets not bother ordering it here.
1858 * It sure simplifies this function... 1749 * It sure simplifies this function...
1859 */ 1750 */
1860 if (where->inv == NULL) 1751 if (!inv)
1861 where->inv = op; 1752 inv = op;
1862 else 1753 else
1863 { 1754 {
1864 op->below = where->inv; 1755 op->below = inv;
1865 op->below->above = op; 1756 op->below->above = op;
1866 where->inv = op; 1757 inv = op;
1867 } 1758 }
1759
1760 INVOKE_OBJECT (INSERT, this);
1761
1868 return op; 1762 return op;
1869} 1763}
1870 1764
1871/* 1765/*
1872 * Checks if any objects has a move_type that matches objects 1766 * Checks if any objects has a move_type that matches objects
1886 * 1780 *
1887 * MSW 2001-07-08: Check all objects on space, not just those below 1781 * MSW 2001-07-08: Check all objects on space, not just those below
1888 * object being inserted. insert_ob_in_map may not put new objects 1782 * object being inserted. insert_ob_in_map may not put new objects
1889 * on top. 1783 * on top.
1890 */ 1784 */
1891
1892int 1785int
1893check_move_on (object *op, object *originator) 1786check_move_on (object *op, object *originator)
1894{ 1787{
1895 object *tmp; 1788 object *tmp;
1896 maptile *m = op->map; 1789 maptile *m = op->map;
1923 1816
1924 /* The objects have to be checked from top to bottom. 1817 /* The objects have to be checked from top to bottom.
1925 * Hence, we first go to the top: 1818 * Hence, we first go to the top:
1926 */ 1819 */
1927 1820
1928 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1821 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1929 { 1822 {
1930 /* Trim the search when we find the first other spell effect 1823 /* Trim the search when we find the first other spell effect
1931 * this helps performance so that if a space has 50 spell objects, 1824 * this helps performance so that if a space has 50 spell objects,
1932 * we don't need to check all of them. 1825 * we don't need to check all of them.
1933 */ 1826 */
1951 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1844 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1952 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1845 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1953 { 1846 {
1954 1847
1955 float 1848 float
1956 diff = tmp->move_slow_penalty * FABS (op->speed); 1849 diff = tmp->move_slow_penalty * fabs (op->speed);
1957 1850
1958 if (op->type == PLAYER) 1851 if (op->type == PLAYER)
1959 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1852 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1960 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1853 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1961 diff /= 4.0; 1854 diff /= 4.0;
1988/* 1881/*
1989 * present_arch(arch, map, x, y) searches for any objects with 1882 * present_arch(arch, map, x, y) searches for any objects with
1990 * a matching archetype at the given map and coordinates. 1883 * a matching archetype at the given map and coordinates.
1991 * The first matching object is returned, or NULL if none. 1884 * The first matching object is returned, or NULL if none.
1992 */ 1885 */
1993
1994object * 1886object *
1995present_arch (const archetype *at, maptile *m, int x, int y) 1887present_arch (const archetype *at, maptile *m, int x, int y)
1996{ 1888{
1997 object *
1998 tmp;
1999
2000 if (m == NULL || out_of_map (m, x, y)) 1889 if (!m || out_of_map (m, x, y))
2001 { 1890 {
2002 LOG (llevError, "Present_arch called outside map.\n"); 1891 LOG (llevError, "Present_arch called outside map.\n");
2003 return NULL; 1892 return NULL;
2004 } 1893 }
2005 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1894
1895 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2006 if (tmp->arch == at) 1896 if (tmp->arch == at)
2007 return tmp; 1897 return tmp;
1898
2008 return NULL; 1899 return NULL;
2009} 1900}
2010 1901
2011/* 1902/*
2012 * present(type, map, x, y) searches for any objects with 1903 * present(type, map, x, y) searches for any objects with
2013 * a matching type variable at the given map and coordinates. 1904 * a matching type variable at the given map and coordinates.
2014 * The first matching object is returned, or NULL if none. 1905 * The first matching object is returned, or NULL if none.
2015 */ 1906 */
2016
2017object * 1907object *
2018present (unsigned char type, maptile *m, int x, int y) 1908present (unsigned char type, maptile *m, int x, int y)
2019{ 1909{
2020 object *
2021 tmp;
2022
2023 if (out_of_map (m, x, y)) 1910 if (out_of_map (m, x, y))
2024 { 1911 {
2025 LOG (llevError, "Present called outside map.\n"); 1912 LOG (llevError, "Present called outside map.\n");
2026 return NULL; 1913 return NULL;
2027 } 1914 }
2028 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1915
1916 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2029 if (tmp->type == type) 1917 if (tmp->type == type)
2030 return tmp; 1918 return tmp;
1919
2031 return NULL; 1920 return NULL;
2032} 1921}
2033 1922
2034/* 1923/*
2035 * present_in_ob(type, object) searches for any objects with 1924 * present_in_ob(type, object) searches for any objects with
2036 * a matching type variable in the inventory of the given object. 1925 * a matching type variable in the inventory of the given object.
2037 * The first matching object is returned, or NULL if none. 1926 * The first matching object is returned, or NULL if none.
2038 */ 1927 */
2039
2040object * 1928object *
2041present_in_ob (unsigned char type, const object *op) 1929present_in_ob (unsigned char type, const object *op)
2042{ 1930{
2043 object *
2044 tmp;
2045
2046 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1931 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2047 if (tmp->type == type) 1932 if (tmp->type == type)
2048 return tmp; 1933 return tmp;
1934
2049 return NULL; 1935 return NULL;
2050} 1936}
2051 1937
2052/* 1938/*
2053 * present_in_ob (type, str, object) searches for any objects with 1939 * present_in_ob (type, str, object) searches for any objects with
2061 * str is the string to match against. Note that we match against 1947 * str is the string to match against. Note that we match against
2062 * the object name, not the archetype name. this is so that the 1948 * the object name, not the archetype name. this is so that the
2063 * spell code can use one object type (force), but change it's name 1949 * spell code can use one object type (force), but change it's name
2064 * to be unique. 1950 * to be unique.
2065 */ 1951 */
2066
2067object * 1952object *
2068present_in_ob_by_name (int type, const char *str, const object *op) 1953present_in_ob_by_name (int type, const char *str, const object *op)
2069{ 1954{
2070 object *
2071 tmp;
2072
2073 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1955 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2074 {
2075 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1956 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2076 return tmp; 1957 return tmp;
2077 } 1958
2078 return NULL; 1959 return 0;
2079} 1960}
2080 1961
2081/* 1962/*
2082 * present_arch_in_ob(archetype, object) searches for any objects with 1963 * present_arch_in_ob(archetype, object) searches for any objects with
2083 * a matching archetype in the inventory of the given object. 1964 * a matching archetype in the inventory of the given object.
2084 * The first matching object is returned, or NULL if none. 1965 * The first matching object is returned, or NULL if none.
2085 */ 1966 */
2086
2087object * 1967object *
2088present_arch_in_ob (const archetype *at, const object *op) 1968present_arch_in_ob (const archetype *at, const object *op)
2089{ 1969{
2090 object *
2091 tmp;
2092
2093 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1970 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2094 if (tmp->arch == at) 1971 if (tmp->arch == at)
2095 return tmp; 1972 return tmp;
1973
2096 return NULL; 1974 return NULL;
2097} 1975}
2098 1976
2099/* 1977/*
2100 * activate recursively a flag on an object inventory 1978 * activate recursively a flag on an object inventory
2101 */ 1979 */
2102void 1980void
2103flag_inv (object *op, int flag) 1981flag_inv (object *op, int flag)
2104{ 1982{
2105 object *
2106 tmp;
2107
2108 if (op->inv) 1983 if (op->inv)
2109 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1984 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2110 { 1985 {
2111 SET_FLAG (tmp, flag); 1986 SET_FLAG (tmp, flag);
2112 flag_inv (tmp, flag); 1987 flag_inv (tmp, flag);
2113 } 1988 }
2114} /* 1989}
1990
1991/*
2115 * desactivate recursively a flag on an object inventory 1992 * deactivate recursively a flag on an object inventory
2116 */ 1993 */
2117void 1994void
2118unflag_inv (object *op, int flag) 1995unflag_inv (object *op, int flag)
2119{ 1996{
2120 object *
2121 tmp;
2122
2123 if (op->inv) 1997 if (op->inv)
2124 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1998 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2125 { 1999 {
2126 CLEAR_FLAG (tmp, flag); 2000 CLEAR_FLAG (tmp, flag);
2127 unflag_inv (tmp, flag); 2001 unflag_inv (tmp, flag);
2128 } 2002 }
2129} 2003}
2132 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 2006 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2133 * all it's inventory (recursively). 2007 * all it's inventory (recursively).
2134 * If checksums are used, a player will get set_cheat called for 2008 * If checksums are used, a player will get set_cheat called for
2135 * him/her-self and all object carried by a call to this function. 2009 * him/her-self and all object carried by a call to this function.
2136 */ 2010 */
2137
2138void 2011void
2139set_cheat (object *op) 2012set_cheat (object *op)
2140{ 2013{
2141 SET_FLAG (op, FLAG_WAS_WIZ); 2014 SET_FLAG (op, FLAG_WAS_WIZ);
2142 flag_inv (op, FLAG_WAS_WIZ); 2015 flag_inv (op, FLAG_WAS_WIZ);
2161 * because arch_blocked (now ob_blocked) needs to know the movement type 2034 * because arch_blocked (now ob_blocked) needs to know the movement type
2162 * to know if the space in question will block the object. We can't use 2035 * to know if the space in question will block the object. We can't use
2163 * the archetype because that isn't correct if the monster has been 2036 * the archetype because that isn't correct if the monster has been
2164 * customized, changed states, etc. 2037 * customized, changed states, etc.
2165 */ 2038 */
2166
2167int 2039int
2168find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 2040find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2169{ 2041{
2170 int
2171 i,
2172 index = 0, flag; 2042 int index = 0, flag;
2173 static int
2174 altern[SIZEOFFREE]; 2043 int altern[SIZEOFFREE];
2175 2044
2176 for (i = start; i < stop; i++) 2045 for (int i = start; i < stop; i++)
2177 { 2046 {
2178 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2047 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2179 if (!flag) 2048 if (!flag)
2180 altern[index++] = i; 2049 altern [index++] = i;
2181 2050
2182 /* Basically, if we find a wall on a space, we cut down the search size. 2051 /* Basically, if we find a wall on a space, we cut down the search size.
2183 * In this way, we won't return spaces that are on another side of a wall. 2052 * In this way, we won't return spaces that are on another side of a wall.
2184 * This mostly work, but it cuts down the search size in all directions - 2053 * This mostly work, but it cuts down the search size in all directions -
2185 * if the space being examined only has a wall to the north and empty 2054 * if the space being examined only has a wall to the north and empty
2186 * spaces in all the other directions, this will reduce the search space 2055 * spaces in all the other directions, this will reduce the search space
2187 * to only the spaces immediately surrounding the target area, and 2056 * to only the spaces immediately surrounding the target area, and
2188 * won't look 2 spaces south of the target space. 2057 * won't look 2 spaces south of the target space.
2189 */ 2058 */
2190 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 2059 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2191 stop = maxfree[i]; 2060 stop = maxfree[i];
2192 } 2061 }
2062
2193 if (!index) 2063 if (!index)
2194 return -1; 2064 return -1;
2065
2195 return altern[RANDOM () % index]; 2066 return altern [rndm (index)];
2196} 2067}
2197 2068
2198/* 2069/*
2199 * find_first_free_spot(archetype, maptile, x, y) works like 2070 * find_first_free_spot(archetype, maptile, x, y) works like
2200 * find_free_spot(), but it will search max number of squares. 2071 * find_free_spot(), but it will search max number of squares.
2201 * But it will return the first available spot, not a random choice. 2072 * But it will return the first available spot, not a random choice.
2202 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2073 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2203 */ 2074 */
2204
2205int 2075int
2206find_first_free_spot (const object *ob, maptile *m, int x, int y) 2076find_first_free_spot (const object *ob, maptile *m, int x, int y)
2207{ 2077{
2208 int
2209 i;
2210
2211 for (i = 0; i < SIZEOFFREE; i++) 2078 for (int i = 0; i < SIZEOFFREE; i++)
2212 {
2213 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2079 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2214 return i; 2080 return i;
2215 } 2081
2216 return -1; 2082 return -1;
2217} 2083}
2218 2084
2219/* 2085/*
2220 * The function permute(arr, begin, end) randomly reorders the array 2086 * The function permute(arr, begin, end) randomly reorders the array
2221 * arr[begin..end-1]. 2087 * arr[begin..end-1].
2088 * now uses a fisher-yates shuffle, old permute was broken
2222 */ 2089 */
2223static void 2090static void
2224permute (int *arr, int begin, int end) 2091permute (int *arr, int begin, int end)
2225{ 2092{
2226 int 2093 arr += begin;
2227 i,
2228 j,
2229 tmp,
2230 len;
2231
2232 len = end - begin; 2094 end -= begin;
2233 for (i = begin; i < end; i++)
2234 {
2235 j = begin + RANDOM () % len;
2236 2095
2237 tmp = arr[i]; 2096 while (--end)
2238 arr[i] = arr[j]; 2097 swap (arr [end], arr [rndm (end + 1)]);
2239 arr[j] = tmp;
2240 }
2241} 2098}
2242 2099
2243/* new function to make monster searching more efficient, and effective! 2100/* new function to make monster searching more efficient, and effective!
2244 * This basically returns a randomized array (in the passed pointer) of 2101 * This basically returns a randomized array (in the passed pointer) of
2245 * the spaces to find monsters. In this way, it won't always look for 2102 * the spaces to find monsters. In this way, it won't always look for
2248 * the 3x3 area will be searched, just not in a predictable order. 2105 * the 3x3 area will be searched, just not in a predictable order.
2249 */ 2106 */
2250void 2107void
2251get_search_arr (int *search_arr) 2108get_search_arr (int *search_arr)
2252{ 2109{
2253 int 2110 int i;
2254 i;
2255 2111
2256 for (i = 0; i < SIZEOFFREE; i++) 2112 for (i = 0; i < SIZEOFFREE; i++)
2257 {
2258 search_arr[i] = i; 2113 search_arr[i] = i;
2259 }
2260 2114
2261 permute (search_arr, 1, SIZEOFFREE1 + 1); 2115 permute (search_arr, 1, SIZEOFFREE1 + 1);
2262 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2116 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2263 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2117 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2264} 2118}
2273 * Perhaps incorrectly, but I'm making the assumption that exclude 2127 * Perhaps incorrectly, but I'm making the assumption that exclude
2274 * is actually want is going to try and move there. We need this info 2128 * is actually want is going to try and move there. We need this info
2275 * because we have to know what movement the thing looking to move 2129 * because we have to know what movement the thing looking to move
2276 * there is capable of. 2130 * there is capable of.
2277 */ 2131 */
2278
2279int 2132int
2280find_dir (maptile *m, int x, int y, object *exclude) 2133find_dir (maptile *m, int x, int y, object *exclude)
2281{ 2134{
2282 int
2283 i,
2284 max = SIZEOFFREE, mflags; 2135 int i, max = SIZEOFFREE, mflags;
2285 2136
2286 sint16 nx, ny; 2137 sint16 nx, ny;
2287 object * 2138 object *tmp;
2288 tmp;
2289 maptile * 2139 maptile *mp;
2290 mp;
2291 2140
2292 MoveType blocked, move_type; 2141 MoveType blocked, move_type;
2293 2142
2294 if (exclude && exclude->head) 2143 if (exclude && exclude->head)
2295 { 2144 {
2307 mp = m; 2156 mp = m;
2308 nx = x + freearr_x[i]; 2157 nx = x + freearr_x[i];
2309 ny = y + freearr_y[i]; 2158 ny = y + freearr_y[i];
2310 2159
2311 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2160 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2161
2312 if (mflags & P_OUT_OF_MAP) 2162 if (mflags & P_OUT_OF_MAP)
2313 {
2314 max = maxfree[i]; 2163 max = maxfree[i];
2315 }
2316 else 2164 else
2317 { 2165 {
2318 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2166 mapspace &ms = mp->at (nx, ny);
2167
2168 blocked = ms.move_block;
2319 2169
2320 if ((move_type & blocked) == move_type) 2170 if ((move_type & blocked) == move_type)
2321 {
2322 max = maxfree[i]; 2171 max = maxfree[i];
2323 }
2324 else if (mflags & P_IS_ALIVE) 2172 else if (mflags & P_IS_ALIVE)
2325 { 2173 {
2326 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2174 for (tmp = ms.bot; tmp; tmp = tmp->above)
2327 { 2175 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2328 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2176 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2329 {
2330 break; 2177 break;
2331 } 2178
2332 }
2333 if (tmp) 2179 if (tmp)
2334 {
2335 return freedir[i]; 2180 return freedir[i];
2336 }
2337 } 2181 }
2338 } 2182 }
2339 } 2183 }
2184
2340 return 0; 2185 return 0;
2341} 2186}
2342 2187
2343/* 2188/*
2344 * distance(object 1, object 2) will return the square of the 2189 * distance(object 1, object 2) will return the square of the
2345 * distance between the two given objects. 2190 * distance between the two given objects.
2346 */ 2191 */
2347
2348int 2192int
2349distance (const object *ob1, const object *ob2) 2193distance (const object *ob1, const object *ob2)
2350{ 2194{
2351 int
2352 i;
2353
2354 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2195 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2355 return i;
2356} 2196}
2357 2197
2358/* 2198/*
2359 * find_dir_2(delta-x,delta-y) will return a direction in which 2199 * find_dir_2(delta-x,delta-y) will return a direction in which
2360 * an object which has subtracted the x and y coordinates of another 2200 * an object which has subtracted the x and y coordinates of another
2361 * object, needs to travel toward it. 2201 * object, needs to travel toward it.
2362 */ 2202 */
2363
2364int 2203int
2365find_dir_2 (int x, int y) 2204find_dir_2 (int x, int y)
2366{ 2205{
2367 int 2206 int q;
2368 q;
2369 2207
2370 if (y) 2208 if (y)
2371 q = x * 100 / y; 2209 q = x * 100 / y;
2372 else if (x) 2210 else if (x)
2373 q = -300 * x; 2211 q = -300 * x;
2398 2236
2399 return 3; 2237 return 3;
2400} 2238}
2401 2239
2402/* 2240/*
2403 * absdir(int): Returns a number between 1 and 8, which represent
2404 * the "absolute" direction of a number (it actually takes care of
2405 * "overflow" in previous calculations of a direction).
2406 */
2407
2408int
2409absdir (int d)
2410{
2411 while (d < 1)
2412 d += 8;
2413 while (d > 8)
2414 d -= 8;
2415 return d;
2416}
2417
2418/*
2419 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2241 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2420 * between two directions (which are expected to be absolute (see absdir()) 2242 * between two directions (which are expected to be absolute (see absdir())
2421 */ 2243 */
2422
2423int 2244int
2424dirdiff (int dir1, int dir2) 2245dirdiff (int dir1, int dir2)
2425{ 2246{
2426 int 2247 int d;
2427 d;
2428 2248
2429 d = abs (dir1 - dir2); 2249 d = abs (dir1 - dir2);
2430 if (d > 4) 2250 if (d > 4)
2431 d = 8 - d; 2251 d = 8 - d;
2252
2432 return d; 2253 return d;
2433} 2254}
2434 2255
2435/* peterm: 2256/* peterm:
2436 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2257 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2439 * This basically means that if direction is 15, then it could either go 2260 * This basically means that if direction is 15, then it could either go
2440 * direction 4, 14, or 16 to get back to where we are. 2261 * direction 4, 14, or 16 to get back to where we are.
2441 * Moved from spell_util.c to object.c with the other related direction 2262 * Moved from spell_util.c to object.c with the other related direction
2442 * functions. 2263 * functions.
2443 */ 2264 */
2444
2445int
2446 reduction_dir[SIZEOFFREE][3] = { 2265int reduction_dir[SIZEOFFREE][3] = {
2447 {0, 0, 0}, /* 0 */ 2266 {0, 0, 0}, /* 0 */
2448 {0, 0, 0}, /* 1 */ 2267 {0, 0, 0}, /* 1 */
2449 {0, 0, 0}, /* 2 */ 2268 {0, 0, 0}, /* 2 */
2450 {0, 0, 0}, /* 3 */ 2269 {0, 0, 0}, /* 3 */
2451 {0, 0, 0}, /* 4 */ 2270 {0, 0, 0}, /* 4 */
2499 * find a path to that monster that we found. If not, 2318 * find a path to that monster that we found. If not,
2500 * we don't bother going toward it. Returns 1 if we 2319 * we don't bother going toward it. Returns 1 if we
2501 * can see a direct way to get it 2320 * can see a direct way to get it
2502 * Modified to be map tile aware -.MSW 2321 * Modified to be map tile aware -.MSW
2503 */ 2322 */
2504
2505
2506int 2323int
2507can_see_monsterP (maptile *m, int x, int y, int dir) 2324can_see_monsterP (maptile *m, int x, int y, int dir)
2508{ 2325{
2509 sint16 dx, dy; 2326 sint16 dx, dy;
2510 int
2511 mflags; 2327 int mflags;
2512 2328
2513 if (dir < 0) 2329 if (dir < 0)
2514 return 0; /* exit condition: invalid direction */ 2330 return 0; /* exit condition: invalid direction */
2515 2331
2516 dx = x + freearr_x[dir]; 2332 dx = x + freearr_x[dir];
2529 return 0; 2345 return 0;
2530 2346
2531 /* yes, can see. */ 2347 /* yes, can see. */
2532 if (dir < 9) 2348 if (dir < 9)
2533 return 1; 2349 return 1;
2350
2534 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2351 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2535 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]); 2352 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2353 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2536} 2354}
2537
2538
2539 2355
2540/* 2356/*
2541 * can_pick(picker, item): finds out if an object is possible to be 2357 * can_pick(picker, item): finds out if an object is possible to be
2542 * picked up by the picker. Returnes 1 if it can be 2358 * picked up by the picker. Returnes 1 if it can be
2543 * picked up, otherwise 0. 2359 * picked up, otherwise 0.
2554 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2370 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2555 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2371 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2556 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2372 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2557} 2373}
2558 2374
2559
2560/* 2375/*
2561 * create clone from object to another 2376 * create clone from object to another
2562 */ 2377 */
2563object * 2378object *
2564object_create_clone (object *asrc) 2379object_create_clone (object *asrc)
2565{ 2380{
2566 object *
2567 dst = NULL, *tmp, *src, *part, *prev, *item; 2381 object *dst = 0, *tmp, *src, *part, *prev, *item;
2568 2382
2569 if (!asrc) 2383 if (!asrc)
2570 return NULL; 2384 return 0;
2385
2571 src = asrc; 2386 src = asrc;
2572 if (src->head) 2387 if (src->head)
2573 src = src->head; 2388 src = src->head;
2574 2389
2575 prev = NULL; 2390 prev = 0;
2576 for (part = src; part; part = part->more) 2391 for (part = src; part; part = part->more)
2577 { 2392 {
2578 tmp = get_object (); 2393 tmp = part->clone ();
2579 copy_object (part, tmp);
2580 tmp->x -= src->x; 2394 tmp->x -= src->x;
2581 tmp->y -= src->y; 2395 tmp->y -= src->y;
2396
2582 if (!part->head) 2397 if (!part->head)
2583 { 2398 {
2584 dst = tmp; 2399 dst = tmp;
2585 tmp->head = NULL; 2400 tmp->head = 0;
2586 } 2401 }
2587 else 2402 else
2588 {
2589 tmp->head = dst; 2403 tmp->head = dst;
2590 } 2404
2591 tmp->more = NULL; 2405 tmp->more = 0;
2406
2592 if (prev) 2407 if (prev)
2593 prev->more = tmp; 2408 prev->more = tmp;
2409
2594 prev = tmp; 2410 prev = tmp;
2595 } 2411 }
2596 2412
2597 for (item = src->inv; item; item = item->below) 2413 for (item = src->inv; item; item = item->below)
2598 insert_ob_in_ob (object_create_clone (item), dst); 2414 insert_ob_in_ob (object_create_clone (item), dst);
2599 2415
2600 return dst; 2416 return dst;
2601}
2602
2603/* GROS - Creates an object using a string representing its content. */
2604/* Basically, we save the content of the string to a temp file, then call */
2605/* load_object on it. I admit it is a highly inefficient way to make things, */
2606/* but it was simple to make and allows reusing the load_object function. */
2607/* Remember not to use load_object_str in a time-critical situation. */
2608/* Also remember that multiparts objects are not supported for now. */
2609
2610object *
2611load_object_str (const char *obstr)
2612{
2613 object *op;
2614 char filename[MAX_BUF];
2615
2616 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2617
2618 FILE *tempfile = fopen (filename, "w");
2619
2620 if (tempfile == NULL)
2621 {
2622 LOG (llevError, "Error - Unable to access load object temp file\n");
2623 return NULL;
2624 }
2625
2626 fprintf (tempfile, obstr);
2627 fclose (tempfile);
2628
2629 op = get_object ();
2630
2631 object_thawer thawer (filename);
2632
2633 if (thawer)
2634 load_object (thawer, op, 0);
2635
2636 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2637 CLEAR_FLAG (op, FLAG_REMOVED);
2638
2639 return op;
2640} 2417}
2641 2418
2642/* This returns the first object in who's inventory that 2419/* This returns the first object in who's inventory that
2643 * has the same type and subtype match. 2420 * has the same type and subtype match.
2644 * returns NULL if no match. 2421 * returns NULL if no match.
2645 */ 2422 */
2646object * 2423object *
2647find_obj_by_type_subtype (const object *who, int type, int subtype) 2424find_obj_by_type_subtype (const object *who, int type, int subtype)
2648{ 2425{
2649 object *tmp;
2650
2651 for (tmp = who->inv; tmp; tmp = tmp->below) 2426 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2652 if (tmp->type == type && tmp->subtype == subtype) 2427 if (tmp->type == type && tmp->subtype == subtype)
2653 return tmp; 2428 return tmp;
2654 2429
2655 return NULL; 2430 return 0;
2656} 2431}
2657 2432
2658/* If ob has a field named key, return the link from the list, 2433/* If ob has a field named key, return the link from the list,
2659 * otherwise return NULL. 2434 * otherwise return NULL.
2660 * 2435 *
2662 * do the desired thing. 2437 * do the desired thing.
2663 */ 2438 */
2664key_value * 2439key_value *
2665get_ob_key_link (const object *ob, const char *key) 2440get_ob_key_link (const object *ob, const char *key)
2666{ 2441{
2667 key_value *link;
2668
2669 for (link = ob->key_values; link != NULL; link = link->next) 2442 for (key_value *link = ob->key_values; link; link = link->next)
2670 if (link->key == key) 2443 if (link->key == key)
2671 return link; 2444 return link;
2672 2445
2673 return NULL; 2446 return 0;
2674} 2447}
2675 2448
2676/* 2449/*
2677 * Returns the value of op has an extra_field for key, or NULL. 2450 * Returns the value of op has an extra_field for key, or NULL.
2678 * 2451 *
2703 if (link->key == canonical_key) 2476 if (link->key == canonical_key)
2704 return link->value; 2477 return link->value;
2705 2478
2706 return 0; 2479 return 0;
2707} 2480}
2708
2709 2481
2710/* 2482/*
2711 * Updates the canonical_key in op to value. 2483 * Updates the canonical_key in op to value.
2712 * 2484 *
2713 * canonical_key is a shared string (value doesn't have to be). 2485 * canonical_key is a shared string (value doesn't have to be).
2718 * Returns TRUE on success. 2490 * Returns TRUE on success.
2719 */ 2491 */
2720int 2492int
2721set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) 2493set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2722{ 2494{
2723 key_value *
2724 field = NULL, *last = NULL; 2495 key_value *field = NULL, *last = NULL;
2725 2496
2726 for (field = op->key_values; field != NULL; field = field->next) 2497 for (field = op->key_values; field != NULL; field = field->next)
2727 { 2498 {
2728 if (field->key != canonical_key) 2499 if (field->key != canonical_key)
2729 { 2500 {
2757 /* IF we get here, key doesn't exist */ 2528 /* IF we get here, key doesn't exist */
2758 2529
2759 /* No field, we'll have to add it. */ 2530 /* No field, we'll have to add it. */
2760 2531
2761 if (!add_key) 2532 if (!add_key)
2762 {
2763 return FALSE; 2533 return FALSE;
2764 } 2534
2765 /* There isn't any good reason to store a null 2535 /* There isn't any good reason to store a null
2766 * value in the key/value list. If the archetype has 2536 * value in the key/value list. If the archetype has
2767 * this key, then we should also have it, so shouldn't 2537 * this key, then we should also have it, so shouldn't
2768 * be here. If user wants to store empty strings, 2538 * be here. If user wants to store empty strings,
2769 * should pass in "" 2539 * should pass in ""
2818 } 2588 }
2819 else 2589 else
2820 item = item->env; 2590 item = item->env;
2821} 2591}
2822 2592
2593
2594const char *
2595object::flag_desc (char *desc, int len) const
2596{
2597 char *p = desc;
2598 bool first = true;
2599
2600 *p = 0;
2601
2602 for (int i = 0; i < NUM_FLAGS; i++)
2603 {
2604 if (len <= 10) // magic constant!
2605 {
2606 snprintf (p, len, ",...");
2607 break;
2608 }
2609
2610 if (flag [i])
2611 {
2612 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2613 len -= cnt;
2614 p += cnt;
2615 first = false;
2616 }
2617 }
2618
2619 return desc;
2620}
2621
2823// return a suitable string describing an objetc in enough detail to find it 2622// return a suitable string describing an object in enough detail to find it
2824const char * 2623const char *
2825object::debug_desc (char *info) const 2624object::debug_desc (char *info) const
2826{ 2625{
2626 char flagdesc[512];
2827 char info2[256 * 3]; 2627 char info2[256 * 4];
2828 char *p = info; 2628 char *p = info;
2829 2629
2830 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2630 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2831 count, 2631 count, uuid.seq,
2832 &name, 2632 &name,
2833 title ? " " : "", 2633 title ? "\",title:\"" : "",
2834 title ? (const char *)title : ""); 2634 title ? (const char *)title : "",
2635 flag_desc (flagdesc, 512), type);
2835 2636
2836 if (env) 2637 if (env)
2837 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2638 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2838 2639
2839 if (map) 2640 if (map)
2840 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2641 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2841 2642
2842 return info; 2643 return info;
2843} 2644}
2844 2645
2845const char * 2646const char *
2846object::debug_desc () const 2647object::debug_desc () const
2847{ 2648{
2848 static char info[256 * 3]; 2649 static char info[3][256 * 4];
2650 static int info_idx;
2651
2849 return debug_desc (info); 2652 return debug_desc (info [++info_idx % 3]);
2850} 2653}
2851 2654
2655struct region *
2656object::region () const
2657{
2658 return map ? map->region (x, y)
2659 : region::default_region ();
2660}
2661
2662const materialtype_t *
2663object::dominant_material () const
2664{
2665 if (materialtype_t *mat = name_to_material (materialname))
2666 return mat;
2667
2668 // omfg this is slow, this has to be temporary :)
2669 shstr unknown ("unknown");
2670
2671 return name_to_material (unknown);
2672}
2673
2674void
2675object::open_container (object *new_container)
2676{
2677 if (container == new_container)
2678 return;
2679
2680 if (object *old_container = container)
2681 {
2682 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2683 return;
2684
2685#if 0
2686 // remove the "Close old_container" object.
2687 if (object *closer = old_container->inv)
2688 if (closer->type == CLOSE_CON)
2689 closer->destroy ();
2690#endif
2691
2692 old_container->flag [FLAG_APPLIED] = 0;
2693 container = 0;
2694
2695 esrv_update_item (UPD_FLAGS, this, old_container);
2696 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2697 }
2698
2699 if (new_container)
2700 {
2701 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2702 return;
2703
2704 // TODO: this does not seem to serve any purpose anymore?
2705#if 0
2706 // insert the "Close Container" object.
2707 if (archetype *closer = new_container->other_arch)
2708 {
2709 object *closer = arch_to_object (new_container->other_arch);
2710 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2711 new_container->insert (closer);
2712 }
2713#endif
2714
2715 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2716
2717 new_container->flag [FLAG_APPLIED] = 1;
2718 container = new_container;
2719
2720 esrv_update_item (UPD_FLAGS, this, new_container);
2721 esrv_send_inventory (this, new_container);
2722 }
2723}
2724
2725

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