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Comparing deliantra/server/common/object.C (file contents):
Revision 1.43 by root, Thu Sep 14 17:10:24 2006 UTC vs.
Revision 1.143 by root, Tue May 1 05:48:20 2007 UTC

1
2/* 1/*
3 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game
4 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
7 7 *
8 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
9 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
11 (at your option) any later version. 11 * (at your option) any later version.
12 12 *
13 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 GNU General Public License for more details. 16 * GNU General Public License for more details.
17 17 *
18 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 21 *
22 The authors can be reached via e-mail at crossfire-devel@real-time.com 22 * The authors can be reached via e-mail at <crossfire@schmorp.de>
23*/ 23 */
24 24
25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
26 sub/add_weight will transcend the environment updating the carrying 26 sub/add_weight will transcend the environment updating the carrying
27 variable. */ 27 variable. */
28#include <global.h> 28#include <global.h>
31#include <sys/uio.h> 31#include <sys/uio.h>
32#include <object.h> 32#include <object.h>
33#include <funcpoint.h> 33#include <funcpoint.h>
34#include <loader.h> 34#include <loader.h>
35 35
36#include <bitset>
37
36int nrofallocobjects = 0; 38int nrofallocobjects = 0;
37static UUID uuid; 39static UUID uuid;
38const uint64 UUID_SKIP = 1<<19; 40const uint64 UUID_SKIP = 1<<19;
39 41
40object *objects; /* Pointer to the list of used objects */ 42objectvec objects;
41object *active_objects; /* List of active objects that need to be processed */ 43activevec actives;
42 44
43short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 45short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
44 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 46 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
45}; 47};
46short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 48short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
106 _exit (1); 108 _exit (1);
107 } 109 }
108 110
109 uuid.seq = uid; 111 uuid.seq = uid;
110 write_uuid (); 112 write_uuid ();
111 LOG (llevDebug, "read UID: %lld\n", uid); 113 LOG (llevDebug, "read UID: %" PRId64 "\n", uid);
112 fclose (fp); 114 fclose (fp);
113} 115}
114 116
115UUID 117UUID
116gen_uuid () 118gen_uuid ()
141 * objects with lists are rare, and lists stay short. If not, use a 143 * objects with lists are rare, and lists stay short. If not, use a
142 * different structure or at least keep the lists sorted... 144 * different structure or at least keep the lists sorted...
143 */ 145 */
144 146
145 /* For each field in wants, */ 147 /* For each field in wants, */
146 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) 148 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
147 { 149 {
148 key_value *has_field; 150 key_value *has_field;
149 151
150 /* Look for a field in has with the same key. */ 152 /* Look for a field in has with the same key. */
151 has_field = get_ob_key_link (has, wants_field->key); 153 has_field = get_ob_key_link (has, wants_field->key);
185 * 187 *
186 * Note that this function appears a lot longer than the macro it 188 * Note that this function appears a lot longer than the macro it
187 * replaces - this is mostly for clarity - a decent compiler should hopefully 189 * replaces - this is mostly for clarity - a decent compiler should hopefully
188 * reduce this to the same efficiency. 190 * reduce this to the same efficiency.
189 * 191 *
190 * Check nrof variable *before* calling CAN_MERGE() 192 * Check nrof variable *before* calling can_merge()
191 * 193 *
192 * Improvements made with merge: Better checking on potion, and also 194 * Improvements made with merge: Better checking on potion, and also
193 * check weight 195 * check weight
194 */ 196 */
195
196bool object::can_merge (object *ob1, object *ob2) 197bool object::can_merge_slow (object *ob1, object *ob2)
197{ 198{
198 /* A couple quicksanity checks */ 199 /* A couple quicksanity checks */
199 if ((ob1 == ob2) || (ob1->type != ob2->type)) 200 if (ob1 == ob2
201 || ob1->type != ob2->type
202 || ob1->speed != ob2->speed
203 || ob1->value != ob2->value
204 || ob1->name != ob2->name)
200 return 0; 205 return 0;
201 206
202 if (ob1->speed != ob2->speed) 207 //TODO: this ain't working well, use nicer and correct overflow check
203 return 0;
204
205 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 208 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
206 * value could not be stored in a sint32 (which unfortunately sometimes is 209 * value could not be stored in a sint32 (which unfortunately sometimes is
207 * used to store nrof). 210 * used to store nrof).
208 */ 211 */
209 if (ob1->nrof + ob2->nrof >= 1UL << 31) 212 if (ob1->nrof + ob2->nrof >= 1UL << 31)
219 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 222 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
220 223
221 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 224 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
222 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 225 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
223 226
224 227 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
225 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something 228 || ob1->arch != ob2->arch
226 * being locked in inventory should prevent merging.
227 * 0x4 in flags3 is CLIENT_SENT
228 */
229 if ((ob1->arch != ob2->arch) ||
230 (ob1->flags[0] != ob2->flags[0]) ||
231 (ob1->flags[1] != ob2->flags[1]) ||
232 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
233 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
234 (ob1->name != ob2->name) || 229 || ob1->name != ob2->name
235 (ob1->title != ob2->title) || 230 || ob1->title != ob2->title
236 (ob1->msg != ob2->msg) || 231 || ob1->msg != ob2->msg
237 (ob1->weight != ob2->weight) || 232 || ob1->weight != ob2->weight
238 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) || 233 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
239 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) || 234 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
240 (ob1->attacktype != ob2->attacktype) || 235 || ob1->attacktype != ob2->attacktype
241 (ob1->magic != ob2->magic) || 236 || ob1->magic != ob2->magic
242 (ob1->slaying != ob2->slaying) || 237 || ob1->slaying != ob2->slaying
243 (ob1->skill != ob2->skill) || 238 || ob1->skill != ob2->skill
244 (ob1->value != ob2->value) || 239 || ob1->value != ob2->value
245 (ob1->animation_id != ob2->animation_id) || 240 || ob1->animation_id != ob2->animation_id
246 (ob1->client_type != ob2->client_type) || 241 || ob1->client_type != ob2->client_type
247 (ob1->materialname != ob2->materialname) || 242 || ob1->materialname != ob2->materialname
248 (ob1->lore != ob2->lore) || 243 || ob1->lore != ob2->lore
249 (ob1->subtype != ob2->subtype) || 244 || ob1->subtype != ob2->subtype
250 (ob1->move_type != ob2->move_type) || 245 || ob1->move_type != ob2->move_type
251 (ob1->move_block != ob2->move_block) || 246 || ob1->move_block != ob2->move_block
252 (ob1->move_allow != ob2->move_allow) || 247 || ob1->move_allow != ob2->move_allow
253 (ob1->move_on != ob2->move_on) || 248 || ob1->move_on != ob2->move_on
254 (ob1->move_off != ob2->move_off) || (ob1->move_slow != ob2->move_slow) || (ob1->move_slow_penalty != ob2->move_slow_penalty)) 249 || ob1->move_off != ob2->move_off
250 || ob1->move_slow != ob2->move_slow
251 || ob1->move_slow_penalty != ob2->move_slow_penalty)
255 return 0; 252 return 0;
256 253
257 /* This is really a spellbook check - really, we should 254 /* This is really a spellbook check - really, we should
258 * check all objects in the inventory. 255 * check all objects in the inventory.
259 */ 256 */
262 /* if one object has inventory but the other doesn't, not equiv */ 259 /* if one object has inventory but the other doesn't, not equiv */
263 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 260 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
264 return 0; 261 return 0;
265 262
266 /* Now check to see if the two inventory objects could merge */ 263 /* Now check to see if the two inventory objects could merge */
267 if (!CAN_MERGE (ob1->inv, ob2->inv)) 264 if (!object::can_merge (ob1->inv, ob2->inv))
268 return 0; 265 return 0;
269 266
270 /* inventory ok - still need to check rest of this object to see 267 /* inventory ok - still need to check rest of this object to see
271 * if it is valid. 268 * if it is valid.
272 */ 269 */
281 278
282 /* Note sure why the following is the case - either the object has to 279 /* Note sure why the following is the case - either the object has to
283 * be animated or have a very low speed. Is this an attempted monster 280 * be animated or have a very low speed. Is this an attempted monster
284 * check? 281 * check?
285 */ 282 */
286 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 283 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
287 return 0; 284 return 0;
288 285
289 switch (ob1->type) 286 switch (ob1->type)
290 { 287 {
291 case SCROLL: 288 case SCROLL:
327sum_weight (object *op) 324sum_weight (object *op)
328{ 325{
329 long sum; 326 long sum;
330 object *inv; 327 object *inv;
331 328
332 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 329 for (sum = 0, inv = op->inv; inv; inv = inv->below)
333 { 330 {
334 if (inv->inv) 331 if (inv->inv)
335 sum_weight (inv); 332 sum_weight (inv);
333
336 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 334 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
337 } 335 }
338 336
339 if (op->type == CONTAINER && op->stats.Str) 337 if (op->type == CONTAINER && op->stats.Str)
340 sum = (sum * (100 - op->stats.Str)) / 100; 338 sum = (sum * (100 - op->stats.Str)) / 100;
356 op = op->env; 354 op = op->env;
357 return op; 355 return op;
358} 356}
359 357
360/* 358/*
361 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
362 * a better check. We basically keeping traversing up until we can't
363 * or find a player.
364 */
365
366object *
367is_player_inv (object *op)
368{
369 for (; op != NULL && op->type != PLAYER; op = op->env)
370 if (op->env == op)
371 op->env = NULL;
372 return op;
373}
374
375/*
376 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 359 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
377 * Some error messages. 360 * Some error messages.
378 * The result of the dump is stored in the static global errmsg array. 361 * The result of the dump is stored in the static global errmsg array.
379 */ 362 */
380 363char *
381void
382dump_object2 (object *op)
383{
384 errmsg[0] = 0;
385 return;
386 //TODO//D#d#
387#if 0
388 char *cp;
389
390/* object *tmp;*/
391
392 if (op->arch != NULL)
393 {
394 strcat (errmsg, "arch ");
395 strcat (errmsg, op->arch->name ? op->arch->name : "(null)");
396 strcat (errmsg, "\n");
397 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
398 strcat (errmsg, cp);
399# if 0
400 /* Don't dump player diffs - they are too long, mostly meaningless, and
401 * will overflow the buffer.
402 * Changed so that we don't dump inventory either. This may
403 * also overflow the buffer.
404 */
405 if (op->type != PLAYER && (cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
406 strcat (errmsg, cp);
407 for (tmp = op->inv; tmp; tmp = tmp->below)
408 dump_object2 (tmp);
409# endif
410 strcat (errmsg, "end\n");
411 }
412 else
413 {
414 strcat (errmsg, "Object ");
415 if (op->name == NULL)
416 strcat (errmsg, "(null)");
417 else
418 strcat (errmsg, op->name);
419 strcat (errmsg, "\n");
420# if 0
421 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
422 strcat (errmsg, cp);
423 for (tmp = op->inv; tmp; tmp = tmp->below)
424 dump_object2 (tmp);
425# endif
426 strcat (errmsg, "end\n");
427 }
428#endif
429}
430
431/*
432 * Dumps an object. Returns output in the static global errmsg array.
433 */
434
435void
436dump_object (object *op) 364dump_object (object *op)
437{ 365{
438 if (op == NULL) 366 if (!op)
439 { 367 return strdup ("[NULLOBJ]");
440 strcpy (errmsg, "[NULL pointer]");
441 return;
442 }
443 errmsg[0] = '\0';
444 dump_object2 (op);
445}
446 368
447void 369 object_freezer freezer;
448dump_all_objects (void) 370 op->write (freezer);
449{ 371 return freezer.as_string ();
450 object *op;
451
452 for (op = objects; op != NULL; op = op->next)
453 {
454 dump_object (op);
455 fprintf (logfile, "Object %d\n:%s\n", op->count, errmsg);
456 }
457} 372}
458 373
459/* 374/*
460 * get_nearest_part(multi-object, object 2) returns the part of the 375 * get_nearest_part(multi-object, object 2) returns the part of the
461 * multi-object 1 which is closest to the second object. 376 * multi-object 1 which is closest to the second object.
477} 392}
478 393
479/* 394/*
480 * Returns the object which has the count-variable equal to the argument. 395 * Returns the object which has the count-variable equal to the argument.
481 */ 396 */
482
483object * 397object *
484find_object (tag_t i) 398find_object (tag_t i)
485{ 399{
486 object *op; 400 for_all_objects (op)
487
488 for (op = objects; op != NULL; op = op->next)
489 if (op->count == i) 401 if (op->count == i)
490 break;
491 return op; 402 return op;
403
404 return 0;
492} 405}
493 406
494/* 407/*
495 * Returns the first object which has a name equal to the argument. 408 * Returns the first object which has a name equal to the argument.
496 * Used only by the patch command, but not all that useful. 409 * Used only by the patch command, but not all that useful.
497 * Enables features like "patch <name-of-other-player> food 999" 410 * Enables features like "patch <name-of-other-player> food 999"
498 */ 411 */
499
500object * 412object *
501find_object_name (const char *str) 413find_object_name (const char *str)
502{ 414{
503 shstr_cmp str_ (str); 415 shstr_cmp str_ (str);
504 object *op; 416 object *op;
505 417
506 for (op = objects; op != NULL; op = op->next) 418 for_all_objects (op)
507 if (op->name == str_) 419 if (op->name == str_)
508 break; 420 break;
509 421
510 return op; 422 return op;
511} 423}
543 * refcounts and freeing the links. 455 * refcounts and freeing the links.
544 */ 456 */
545static void 457static void
546free_key_values (object *op) 458free_key_values (object *op)
547{ 459{
548 for (key_value *i = op->key_values; i != 0;) 460 for (key_value *i = op->key_values; i; )
549 { 461 {
550 key_value *next = i->next; 462 key_value *next = i->next;
551 delete i; 463 delete i;
552 464
553 i = next; 465 i = next;
554 } 466 }
555 467
556 op->key_values = 0; 468 op->key_values = 0;
557} 469}
558 470
559void object::clear () 471object &
472object::operator =(const object &src)
560{ 473{
561 attachable_base::clear (); 474 bool is_freed = flag [FLAG_FREED];
475 bool is_removed = flag [FLAG_REMOVED];
562 476
563 free_key_values (this); 477 *(object_copy *)this = src;
564 478
565 owner = 0; 479 flag [FLAG_FREED] = is_freed;
566 name = 0; 480 flag [FLAG_REMOVED] = is_removed;
567 name_pl = 0;
568 title = 0;
569 race = 0;
570 slaying = 0;
571 skill = 0;
572 msg = 0;
573 lore = 0;
574 custom_name = 0;
575 materialname = 0;
576 contr = 0;
577 below = 0;
578 above = 0;
579 inv = 0;
580 container = 0;
581 env = 0;
582 more = 0;
583 head = 0;
584 map = 0;
585 active_next = 0;
586 active_prev = 0;
587
588 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
589
590 SET_FLAG (this, FLAG_REMOVED);
591
592 /* What is not cleared is next, prev, and count */
593
594 expmul = 1.0;
595 face = blank_face;
596
597 if (settings.casting_time)
598 casting_time = -1;
599}
600
601void object::clone (object *destination)
602{
603 *(object_copy *)destination = *this;
604 *(object_pod *)destination = *this;
605
606 if (self || cb)
607 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
608}
609
610/*
611 * copy object first frees everything allocated by the second object,
612 * and then copies the contends of the first object into the second
613 * object, allocating what needs to be allocated. Basically, any
614 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
615 * if the first object is freed, the pointers in the new object
616 * will point at garbage.
617 */
618void
619copy_object (object *op2, object *op)
620{
621 bool is_freed = QUERY_FLAG (op, FLAG_FREED);
622 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED);
623
624 op2->clone (op);
625
626 if (is_freed)
627 SET_FLAG (op, FLAG_FREED);
628 if (is_removed)
629 SET_FLAG (op, FLAG_REMOVED);
630
631 if (op2->speed < 0)
632 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0;
633 481
634 /* Copy over key_values, if any. */ 482 /* Copy over key_values, if any. */
635 if (op2->key_values) 483 if (src.key_values)
636 { 484 {
637 key_value *tail = 0; 485 key_value *tail = 0;
638 key_value *i;
639
640 op->key_values = 0; 486 key_values = 0;
641 487
642 for (i = op2->key_values; i; i = i->next) 488 for (key_value *i = src.key_values; i; i = i->next)
643 { 489 {
644 key_value *new_link = new key_value; 490 key_value *new_link = new key_value;
645 491
646 new_link->next = 0; 492 new_link->next = 0;
647 new_link->key = i->key; 493 new_link->key = i->key;
648 new_link->value = i->value; 494 new_link->value = i->value;
649 495
650 /* Try and be clever here, too. */ 496 /* Try and be clever here, too. */
651 if (!op->key_values) 497 if (!key_values)
652 { 498 {
653 op->key_values = new_link; 499 key_values = new_link;
654 tail = new_link; 500 tail = new_link;
655 } 501 }
656 else 502 else
657 { 503 {
658 tail->next = new_link; 504 tail->next = new_link;
659 tail = new_link; 505 tail = new_link;
660 } 506 }
661 } 507 }
662 } 508 }
509}
663 510
664 update_ob_speed (op); 511/*
512 * copy_to first frees everything allocated by the dst object,
513 * and then copies the contents of itself into the second
514 * object, allocating what needs to be allocated. Basically, any
515 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
516 * if the first object is freed, the pointers in the new object
517 * will point at garbage.
518 */
519void
520object::copy_to (object *dst)
521{
522 *dst = *this;
523
524 if (speed < 0)
525 dst->speed_left = speed_left - rndm ();
526
527 dst->set_speed (dst->speed);
528}
529
530void
531object::instantiate ()
532{
533 if (!uuid.seq) // HACK
534 uuid = gen_uuid ();
535
536 speed_left = -0.1f;
537 /* copy the body_info to the body_used - this is only really
538 * need for monsters, but doesn't hurt to do it for everything.
539 * by doing so, when a monster is created, it has good starting
540 * values for the body_used info, so when items are created
541 * for it, they can be properly equipped.
542 */
543 memcpy (body_used, body_info, sizeof (body_used));
544
545 attachable::instantiate ();
546}
547
548object *
549object::clone ()
550{
551 object *neu = create ();
552 copy_to (neu);
553 return neu;
665} 554}
666 555
667/* 556/*
668 * If an object with the IS_TURNABLE() flag needs to be turned due 557 * If an object with the IS_TURNABLE() flag needs to be turned due
669 * to the closest player being on the other side, this function can 558 * to the closest player being on the other side, this function can
670 * be called to update the face variable, _and_ how it looks on the map. 559 * be called to update the face variable, _and_ how it looks on the map.
671 */ 560 */
672
673void 561void
674update_turn_face (object *op) 562update_turn_face (object *op)
675{ 563{
676 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 564 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
677 return; 565 return;
566
678 SET_ANIMATION (op, op->direction); 567 SET_ANIMATION (op, op->direction);
679 update_object (op, UP_OBJ_FACE); 568 update_object (op, UP_OBJ_FACE);
680} 569}
681 570
682/* 571/*
683 * Updates the speed of an object. If the speed changes from 0 to another 572 * Updates the speed of an object. If the speed changes from 0 to another
684 * value, or vice versa, then add/remove the object from the active list. 573 * value, or vice versa, then add/remove the object from the active list.
685 * This function needs to be called whenever the speed of an object changes. 574 * This function needs to be called whenever the speed of an object changes.
686 */ 575 */
687void 576void
688update_ob_speed (object *op) 577object::set_speed (float speed)
689{ 578{
690 extern int arch_init; 579 if (flag [FLAG_FREED] && speed)
691
692 /* No reason putting the archetypes objects on the speed list,
693 * since they never really need to be updated.
694 */
695
696 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
697 { 580 {
698 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 581 LOG (llevError, "Object %s is freed but has speed.\n", &name);
699#ifdef MANY_CORES
700 abort ();
701#else
702 op->speed = 0; 582 speed = 0;
703#endif
704 }
705
706 if (arch_init)
707 return;
708
709 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
710 { 583 }
711 /* If already on active list, don't do anything */
712 if (op->active_next || op->active_prev || op == active_objects)
713 return;
714 584
715 /* process_events() expects us to insert the object at the beginning 585 this->speed = speed;
716 * of the list. */
717 op->active_next = active_objects;
718 586
719 if (op->active_next != NULL) 587 if (has_active_speed ())
720 op->active_next->active_prev = op; 588 activate ();
721
722 active_objects = op;
723 }
724 else 589 else
725 { 590 deactivate ();
726 /* If not on the active list, nothing needs to be done */
727 if (!op->active_next && !op->active_prev && op != active_objects)
728 return;
729
730 if (op->active_prev == NULL)
731 {
732 active_objects = op->active_next;
733
734 if (op->active_next != NULL)
735 op->active_next->active_prev = NULL;
736 }
737 else
738 {
739 op->active_prev->active_next = op->active_next;
740
741 if (op->active_next)
742 op->active_next->active_prev = op->active_prev;
743 }
744
745 op->active_next = NULL;
746 op->active_prev = NULL;
747 }
748} 591}
749 592
750/* This function removes object 'op' from the list of active
751 * objects.
752 * This should only be used for style maps or other such
753 * reference maps where you don't want an object that isn't
754 * in play chewing up cpu time getting processed.
755 * The reverse of this is to call update_ob_speed, which
756 * will do the right thing based on the speed of the object.
757 */
758void
759remove_from_active_list (object *op)
760{
761 /* If not on the active list, nothing needs to be done */
762 if (!op->active_next && !op->active_prev && op != active_objects)
763 return;
764
765 if (op->active_prev == NULL)
766 {
767 active_objects = op->active_next;
768 if (op->active_next != NULL)
769 op->active_next->active_prev = NULL;
770 }
771 else
772 {
773 op->active_prev->active_next = op->active_next;
774 if (op->active_next)
775 op->active_next->active_prev = op->active_prev;
776 }
777 op->active_next = NULL;
778 op->active_prev = NULL;
779}
780
781/* 593/*
782 * update_object() updates the array which represents the map. 594 * update_object() updates the the map.
783 * It takes into account invisible objects (and represent squares covered 595 * It takes into account invisible objects (and represent squares covered
784 * by invisible objects by whatever is below them (unless it's another 596 * by invisible objects by whatever is below them (unless it's another
785 * invisible object, etc...) 597 * invisible object, etc...)
786 * If the object being updated is beneath a player, the look-window 598 * If the object being updated is beneath a player, the look-window
787 * of that player is updated (this might be a suboptimal way of 599 * of that player is updated (this might be a suboptimal way of
788 * updating that window, though, since update_object() is called _often_) 600 * updating that window, though, since update_object() is called _often_)
789 * 601 *
790 * action is a hint of what the caller believes need to be done. 602 * action is a hint of what the caller believes need to be done.
791 * For example, if the only thing that has changed is the face (due to
792 * an animation), we don't need to call update_position until that actually
793 * comes into view of a player. OTOH, many other things, like addition/removal
794 * of walls or living creatures may need us to update the flags now.
795 * current action are: 603 * current action are:
796 * UP_OBJ_INSERT: op was inserted 604 * UP_OBJ_INSERT: op was inserted
797 * UP_OBJ_REMOVE: op was removed 605 * UP_OBJ_REMOVE: op was removed
798 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 606 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
799 * as that is easier than trying to look at what may have changed. 607 * as that is easier than trying to look at what may have changed.
800 * UP_OBJ_FACE: only the objects face has changed. 608 * UP_OBJ_FACE: only the objects face has changed.
801 */ 609 */
802
803void 610void
804update_object (object *op, int action) 611update_object (object *op, int action)
805{ 612{
806 int update_now = 0, flags;
807 MoveType move_on, move_off, move_block, move_slow;
808
809 if (op == NULL) 613 if (op == NULL)
810 { 614 {
811 /* this should never happen */ 615 /* this should never happen */
812 LOG (llevDebug, "update_object() called for NULL object.\n"); 616 LOG (llevDebug, "update_object() called for NULL object.\n");
813 return; 617 return;
814 } 618 }
815 619
816 if (op->env != NULL) 620 if (op->env)
817 { 621 {
818 /* Animation is currently handled by client, so nothing 622 /* Animation is currently handled by client, so nothing
819 * to do in this case. 623 * to do in this case.
820 */ 624 */
821 return; 625 return;
826 */ 630 */
827 if (!op->map || op->map->in_memory == MAP_SAVING) 631 if (!op->map || op->map->in_memory == MAP_SAVING)
828 return; 632 return;
829 633
830 /* make sure the object is within map boundaries */ 634 /* make sure the object is within map boundaries */
831 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map)) 635 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
832 { 636 {
833 LOG (llevError, "update_object() called for object out of map!\n"); 637 LOG (llevError, "update_object() called for object out of map!\n");
834#ifdef MANY_CORES 638#ifdef MANY_CORES
835 abort (); 639 abort ();
836#endif 640#endif
837 return; 641 return;
838 } 642 }
839 643
840 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 644 mapspace &m = op->ms ();
841 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
842 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
843 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
844 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
845 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
846 645
646 if (!(m.flags_ & P_UPTODATE))
647 /* nop */;
847 if (action == UP_OBJ_INSERT) 648 else if (action == UP_OBJ_INSERT)
848 { 649 {
650 // this is likely overkill, TODO: revisit (schmorp)
849 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 651 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
850 update_now = 1;
851
852 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 652 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
853 update_now = 1; 653 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
854 654 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
655 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
855 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 656 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
856 update_now = 1;
857
858 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
859 update_now = 1;
860
861 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
862 update_now = 1;
863
864 if ((move_on | op->move_on) != move_on) 657 || (m.move_on | op->move_on ) != m.move_on
865 update_now = 1;
866
867 if ((move_off | op->move_off) != move_off) 658 || (m.move_off | op->move_off ) != m.move_off
868 update_now = 1; 659 || (m.move_slow | op->move_slow) != m.move_slow
869
870 /* This isn't perfect, but I don't expect a lot of objects to 660 /* This isn't perfect, but I don't expect a lot of objects to
871 * to have move_allow right now. 661 * to have move_allow right now.
872 */ 662 */
873 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 663 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
874 update_now = 1; 664 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
875 665 m.flags_ = 0;
876 if ((move_slow | op->move_slow) != move_slow)
877 update_now = 1;
878 } 666 }
879 /* if the object is being removed, we can't make intelligent 667 /* if the object is being removed, we can't make intelligent
880 * decisions, because remove_ob can't really pass the object 668 * decisions, because remove_ob can't really pass the object
881 * that is being removed. 669 * that is being removed.
882 */ 670 */
883 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 671 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
884 update_now = 1; 672 m.flags_ = 0;
885 else if (action == UP_OBJ_FACE) 673 else if (action == UP_OBJ_FACE)
886 /* Nothing to do for that case */ ; 674 /* Nothing to do for that case */ ;
887 else 675 else
888 LOG (llevError, "update_object called with invalid action: %d\n", action); 676 LOG (llevError, "update_object called with invalid action: %d\n", action);
889 677
890 if (update_now)
891 {
892 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
893 update_position (op->map, op->x, op->y);
894 }
895
896 if (op->more != NULL) 678 if (op->more)
897 update_object (op->more, action); 679 update_object (op->more, action);
898}
899
900static unordered_vector<object *> mortals;
901
902void object::free_mortals ()
903{
904 for (unordered_vector<object *>::iterator i = mortals.begin (); i != mortals.end ();)
905 if ((*i)->refcnt)
906 ++i; // further delay freeing
907 else
908 {
909 delete *i;
910 mortals.erase (i);
911 }
912
913 static int lastmortals = 0;//D
914
915 if (mortals.size() != lastmortals)//D
916 {
917 lastmortals = mortals.size ();//D
918 LOG (llevDebug, "%d objects in mortal queue\n", lastmortals);//D
919 }
920} 680}
921 681
922object::object () 682object::object ()
923{ 683{
924 SET_FLAG (this, FLAG_REMOVED); 684 SET_FLAG (this, FLAG_REMOVED);
927 face = blank_face; 687 face = blank_face;
928} 688}
929 689
930object::~object () 690object::~object ()
931{ 691{
692 unlink ();
693
932 free_key_values (this); 694 free_key_values (this);
933} 695}
934 696
697static int object_count;
698
935void object::link () 699void object::link ()
936{ 700{
937 count = ++ob_count; 701 assert (!index);//D
938 uuid = gen_uuid (); 702 uuid = gen_uuid ();
703 count = ++object_count;
939 704
940 prev = 0; 705 refcnt_inc ();
941 next = objects; 706 objects.insert (this);
942
943 if (objects)
944 objects->prev = this;
945
946 objects = this;
947} 707}
948 708
949void object::unlink () 709void object::unlink ()
950{ 710{
951 //count = 0;//D 711 if (!index)
952 if (!prev && !next) return;//D 712 return;
953 713
954 if (this == objects) 714 objects.erase (this);
955 objects = next; 715 refcnt_dec ();
716}
956 717
957 /* Remove this object from the list of used objects */ 718void
958 if (prev) prev->next = next; 719object::activate ()
959 if (next) next->prev = prev; 720{
721 /* If already on active list, don't do anything */
722 if (active)
723 return;
960 724
961 prev = 0; 725 if (has_active_speed ())
962 next = 0; 726 actives.insert (this);
727}
728
729void
730object::activate_recursive ()
731{
732 activate ();
733
734 for (object *op = inv; op; op = op->below)
735 op->activate_recursive ();
736}
737
738/* This function removes object 'op' from the list of active
739 * objects.
740 * This should only be used for style maps or other such
741 * reference maps where you don't want an object that isn't
742 * in play chewing up cpu time getting processed.
743 * The reverse of this is to call update_ob_speed, which
744 * will do the right thing based on the speed of the object.
745 */
746void
747object::deactivate ()
748{
749 /* If not on the active list, nothing needs to be done */
750 if (!active)
751 return;
752
753 actives.erase (this);
754}
755
756void
757object::deactivate_recursive ()
758{
759 for (object *op = inv; op; op = op->below)
760 op->deactivate_recursive ();
761
762 deactivate ();
763}
764
765void
766object::set_flag_inv (int flag, int value)
767{
768 for (object *op = inv; op; op = op->below)
769 {
770 op->flag [flag] = value;
771 op->set_flag_inv (flag, value);
772 }
773}
774
775/*
776 * Remove and free all objects in the inventory of the given object.
777 * object.c ?
778 */
779void
780object::destroy_inv (bool drop_to_ground)
781{
782 // need to check first, because the checks below might segfault
783 // as we might be on an invalid mapspace and crossfire code
784 // is too buggy to ensure that the inventory is empty.
785 // corollary: if you create arrows etc. with stuff in tis inventory,
786 // cf will crash below with off-map x and y
787 if (!inv)
788 return;
789
790 /* Only if the space blocks everything do we not process -
791 * if some form of movement is allowed, let objects
792 * drop on that space.
793 */
794 if (!drop_to_ground
795 || !map
796 || map->in_memory != MAP_IN_MEMORY
797 || map->nodrop
798 || ms ().move_block == MOVE_ALL)
799 {
800 while (inv)
801 {
802 inv->destroy_inv (drop_to_ground);
803 inv->destroy ();
804 }
805 }
806 else
807 { /* Put objects in inventory onto this space */
808 while (inv)
809 {
810 object *op = inv;
811
812 if (op->flag [FLAG_STARTEQUIP]
813 || op->flag [FLAG_NO_DROP]
814 || op->type == RUNE
815 || op->type == TRAP
816 || op->flag [FLAG_IS_A_TEMPLATE]
817 || op->flag [FLAG_DESTROY_ON_DEATH])
818 op->destroy ();
819 else
820 map->insert (op, x, y);
821 }
822 }
963} 823}
964 824
965object *object::create () 825object *object::create ()
966{ 826{
967 object *op = new object; 827 object *op = new object;
968 op->link (); 828 op->link ();
969 return op; 829 return op;
970} 830}
971 831
972/* 832void
973 * free_object() frees everything allocated by an object, removes 833object::do_destroy ()
974 * it from the list of used objects, and puts it on the list of
975 * free objects. The IS_FREED() flag is set in the object.
976 * The object must have been removed by remove_ob() first for
977 * this function to succeed.
978 *
979 * If free_inventory is set, free inventory as well. Else drop items in
980 * inventory to the ground.
981 */
982void object::free (bool free_inventory)
983{ 834{
984 if (QUERY_FLAG (this, FLAG_FREED)) 835 attachable::do_destroy ();
836
837 if (flag [FLAG_IS_LINKED])
838 remove_button_link (this);
839
840 if (flag [FLAG_FRIENDLY])
841 remove_friendly_object (this);
842
843 if (!flag [FLAG_REMOVED])
844 remove ();
845
846 destroy_inv (true);
847
848 deactivate ();
849 unlink ();
850
851 flag [FLAG_FREED] = 1;
852
853 // hack to ensure that freed objects still have a valid map
854 {
855 static maptile *freed_map; // freed objects are moved here to avoid crashes
856
857 if (!freed_map)
858 {
859 freed_map = new maptile;
860
861 freed_map->name = "/internal/freed_objects_map";
862 freed_map->width = 3;
863 freed_map->height = 3;
864
865 freed_map->alloc ();
866 freed_map->in_memory = MAP_IN_MEMORY;
867 }
868
869 map = freed_map;
870 x = 1;
871 y = 1;
872 }
873
874 head = 0;
875
876 if (more)
877 {
878 more->destroy ();
879 more = 0;
880 }
881
882 // clear those pointers that likely might have circular references to us
883 owner = 0;
884 enemy = 0;
885 attacked_by = 0;
886}
887
888void
889object::destroy (bool destroy_inventory)
890{
891 if (destroyed ())
985 return; 892 return;
986 893
987 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 894 if (destroy_inventory)
988 remove_friendly_object (this); 895 destroy_inv (false);
989 896
990 if (!QUERY_FLAG (this, FLAG_REMOVED)) 897 attachable::destroy ();
991 remove_ob (this);
992
993 SET_FLAG (this, FLAG_FREED);
994
995 if (more)
996 {
997 more->free (free_inventory);
998 more = 0;
999 }
1000
1001 if (inv)
1002 {
1003 /* Only if the space blocks everything do we not process -
1004 * if some form of movement is allowed, let objects
1005 * drop on that space.
1006 */
1007 if (free_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
1008 {
1009 object *op = inv;
1010
1011 while (op)
1012 {
1013 object *tmp = op->below;
1014 op->free (free_inventory);
1015 op = tmp;
1016 }
1017 }
1018 else
1019 { /* Put objects in inventory onto this space */
1020 object *op = inv;
1021
1022 while (op)
1023 {
1024 object *tmp = op->below;
1025
1026 remove_ob (op);
1027
1028 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
1029 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
1030 free_object (op);
1031 else
1032 {
1033 op->x = x;
1034 op->y = y;
1035 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
1036 }
1037
1038 op = tmp;
1039 }
1040 }
1041 }
1042
1043 owner = 0;
1044
1045 /* Remove object from the active list */
1046 speed = 0;
1047 update_ob_speed (this);
1048
1049 unlink ();
1050
1051 mortals.push_back (this);
1052} 898}
1053 899
1054/* 900/*
1055 * sub_weight() recursively (outwards) subtracts a number from the 901 * sub_weight() recursively (outwards) subtracts a number from the
1056 * weight of an object (and what is carried by it's environment(s)). 902 * weight of an object (and what is carried by it's environment(s)).
1057 */ 903 */
1058
1059void 904void
1060sub_weight (object *op, signed long weight) 905sub_weight (object *op, signed long weight)
1061{ 906{
1062 while (op != NULL) 907 while (op != NULL)
1063 { 908 {
1064 if (op->type == CONTAINER) 909 if (op->type == CONTAINER)
1065 {
1066 weight = (signed long) (weight * (100 - op->stats.Str) / 100); 910 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1067 } 911
1068 op->carrying -= weight; 912 op->carrying -= weight;
1069 op = op->env; 913 op = op->env;
1070 } 914 }
1071} 915}
1072 916
1073/* remove_ob(op): 917/* op->remove ():
1074 * This function removes the object op from the linked list of objects 918 * This function removes the object op from the linked list of objects
1075 * which it is currently tied to. When this function is done, the 919 * which it is currently tied to. When this function is done, the
1076 * object will have no environment. If the object previously had an 920 * object will have no environment. If the object previously had an
1077 * environment, the x and y coordinates will be updated to 921 * environment, the x and y coordinates will be updated to
1078 * the previous environment. 922 * the previous environment.
1079 * Beware: This function is called from the editor as well!
1080 */ 923 */
1081
1082void 924void
1083remove_ob (object *op) 925object::do_remove ()
1084{ 926{
927 object *tmp, *last = 0;
1085 object * 928 object *otmp;
1086 tmp, *
1087 last = NULL;
1088 object *
1089 otmp;
1090 929
1091 tag_t
1092 tag;
1093 int
1094 check_walk_off;
1095 mapstruct *
1096 m;
1097
1098 sint16
1099 x,
1100 y;
1101
1102 if (QUERY_FLAG (op, FLAG_REMOVED)) 930 if (QUERY_FLAG (this, FLAG_REMOVED))
1103 return; 931 return;
1104 932
1105 SET_FLAG (op, FLAG_REMOVED); 933 SET_FLAG (this, FLAG_REMOVED);
934 INVOKE_OBJECT (REMOVE, this);
1106 935
1107 if (op->more != NULL) 936 if (more)
1108 remove_ob (op->more); 937 more->remove ();
1109 938
1110 /* 939 /*
1111 * In this case, the object to be removed is in someones 940 * In this case, the object to be removed is in someones
1112 * inventory. 941 * inventory.
1113 */ 942 */
1114 if (op->env != NULL) 943 if (env)
1115 { 944 {
1116 if (op->nrof) 945 if (nrof)
1117 sub_weight (op->env, op->weight * op->nrof); 946 sub_weight (env, weight * nrof);
1118 else 947 else
1119 sub_weight (op->env, op->weight + op->carrying); 948 sub_weight (env, weight + carrying);
1120 949
1121 /* NO_FIX_PLAYER is set when a great many changes are being 950 /* NO_FIX_PLAYER is set when a great many changes are being
1122 * made to players inventory. If set, avoiding the call 951 * made to players inventory. If set, avoiding the call
1123 * to save cpu time. 952 * to save cpu time.
1124 */ 953 */
1125 if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 954 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1126 fix_player (otmp); 955 otmp->update_stats ();
1127 956
1128 if (op->above != NULL) 957 if (above)
1129 op->above->below = op->below; 958 above->below = below;
1130 else 959 else
1131 op->env->inv = op->below; 960 env->inv = below;
1132 961
1133 if (op->below != NULL) 962 if (below)
1134 op->below->above = op->above; 963 below->above = above;
1135 964
1136 /* we set up values so that it could be inserted into 965 /* we set up values so that it could be inserted into
1137 * the map, but we don't actually do that - it is up 966 * the map, but we don't actually do that - it is up
1138 * to the caller to decide what we want to do. 967 * to the caller to decide what we want to do.
1139 */ 968 */
1140 op->x = op->env->x, op->y = op->env->y; 969 x = env->x, y = env->y;
1141 op->map = op->env->map; 970 map = env->map;
1142 op->above = NULL, op->below = NULL; 971 above = 0, below = 0;
1143 op->env = NULL; 972 env = 0;
1144 } 973 }
1145 else if (op->map) 974 else if (map)
1146 { 975 {
1147 x = op->x; 976 if (type == PLAYER)
1148 y = op->y;
1149 m = get_map_from_coord (op->map, &x, &y);
1150
1151 if (!m)
1152 {
1153 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1154 op->map->path, op->x, op->y);
1155 /* in old days, we used to set x and y to 0 and continue.
1156 * it seems if we get into this case, something is probablye
1157 * screwed up and should be fixed.
1158 */
1159 abort ();
1160 } 977 {
978 // leaving a spot always closes any open container on the ground
979 if (container && !container->env)
980 // this causes spurious floorbox updates, but it ensures
981 // that the CLOSE event is being sent.
982 close_container ();
1161 983
1162 if (op->map != m) 984 --map->players;
1163 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n", 985 map->touch ();
1164 op->map->path, m->path, op->x, op->y, x, y);
1165
1166 /* Re did the following section of code - it looks like it had
1167 * lots of logic for things we no longer care about
1168 */ 986 }
987
988 map->dirty = true;
989 mapspace &ms = this->ms ();
1169 990
1170 /* link the object above us */ 991 /* link the object above us */
1171 if (op->above) 992 if (above)
1172 op->above->below = op->below; 993 above->below = below;
1173 else 994 else
1174 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */ 995 ms.top = below; /* we were top, set new top */
1175 996
1176 /* Relink the object below us, if there is one */ 997 /* Relink the object below us, if there is one */
1177 if (op->below) 998 if (below)
1178 op->below->above = op->above; 999 below->above = above;
1179 else 1000 else
1180 { 1001 {
1181 /* Nothing below, which means we need to relink map object for this space 1002 /* Nothing below, which means we need to relink map object for this space
1182 * use translated coordinates in case some oddness with map tiling is 1003 * use translated coordinates in case some oddness with map tiling is
1183 * evident 1004 * evident
1184 */ 1005 */
1185 if (GET_MAP_OB (m, x, y) != op) 1006 if (GET_MAP_OB (map, x, y) != this)
1186 {
1187 dump_object (op);
1188 LOG (llevError,
1189 "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", errmsg); 1007 LOG (llevError, "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom? %s\n", debug_desc ());
1190 dump_object (GET_MAP_OB (m, x, y)); 1008
1191 LOG (llevError, "%s\n", errmsg); 1009 ms.bot = above; /* goes on above it. */
1192 } 1010 }
1193 1011
1194 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */
1195 }
1196
1197 op->above = 0; 1012 above = 0;
1198 op->below = 0; 1013 below = 0;
1199 1014
1200 if (op->map->in_memory == MAP_SAVING) 1015 if (map->in_memory == MAP_SAVING)
1201 return; 1016 return;
1202 1017
1203 tag = op->count; 1018 int check_walk_off = !flag [FLAG_NO_APPLY];
1204 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1205 1019
1206 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1020 for (tmp = ms.bot; tmp; tmp = tmp->above)
1207 { 1021 {
1208 /* No point updating the players look faces if he is the object 1022 /* No point updating the players look faces if he is the object
1209 * being removed. 1023 * being removed.
1210 */ 1024 */
1211 1025
1212 if (tmp->type == PLAYER && tmp != op) 1026 if (tmp->type == PLAYER && tmp != this)
1213 { 1027 {
1214 /* If a container that the player is currently using somehow gets 1028 /* If a container that the player is currently using somehow gets
1215 * removed (most likely destroyed), update the player view 1029 * removed (most likely destroyed), update the player view
1216 * appropriately. 1030 * appropriately.
1217 */ 1031 */
1218 if (tmp->container == op) 1032 if (tmp->container == this)
1219 { 1033 {
1220 CLEAR_FLAG (op, FLAG_APPLIED); 1034 flag [FLAG_APPLIED] = 0;
1221 tmp->container = NULL; 1035 tmp->container = 0;
1222 } 1036 }
1223 1037
1224 tmp->contr->socket.update_look = 1; 1038 if (tmp->contr->ns)
1039 tmp->contr->ns->floorbox_update ();
1225 } 1040 }
1226 1041
1227 /* See if player moving off should effect something */ 1042 /* See if object moving off should effect something */
1228 if (check_walk_off && ((op->move_type & tmp->move_off) && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1043 if (check_walk_off
1044 && ((move_type & tmp->move_off)
1045 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1229 { 1046 {
1230 move_apply (tmp, op, NULL); 1047 move_apply (tmp, this, 0);
1231 1048
1232 if (was_destroyed (op, tag)) 1049 if (destroyed ())
1233 {
1234 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " "leaving object\n", &tmp->name, &tmp->arch->name); 1050 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1235 }
1236 } 1051 }
1237 1052
1238 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1053 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1239 1054 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1240 if (tmp->above == tmp) 1055 if (tmp->above == tmp)
1241 tmp->above = NULL; 1056 tmp->above = 0;
1242 1057
1243 last = tmp; 1058 last = tmp;
1244 } 1059 }
1245 1060
1246 /* last == NULL of there are no objects on this space */ 1061 /* last == NULL if there are no objects on this space */
1062 //TODO: this makes little sense, why only update the topmost object?
1247 if (last == NULL) 1063 if (!last)
1248 { 1064 map->at (x, y).flags_ = 0;
1249 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1250 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1251 * those out anyways, and if there are any flags set right now, they won't
1252 * be correct anyways.
1253 */
1254 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1255 update_position (op->map, op->x, op->y);
1256 }
1257 else 1065 else
1258 update_object (last, UP_OBJ_REMOVE); 1066 update_object (last, UP_OBJ_REMOVE);
1259 1067
1260 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0)) 1068 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1261 update_all_los (op->map, op->x, op->y); 1069 update_all_los (map, x, y);
1262 } 1070 }
1263} 1071}
1264 1072
1265/* 1073/*
1266 * merge_ob(op,top): 1074 * merge_ob(op,top):
1274merge_ob (object *op, object *top) 1082merge_ob (object *op, object *top)
1275{ 1083{
1276 if (!op->nrof) 1084 if (!op->nrof)
1277 return 0; 1085 return 0;
1278 1086
1279 if (top == NULL) 1087 if (top)
1280 for (top = op; top != NULL && top->above != NULL; top = top->above); 1088 for (top = op; top && top->above; top = top->above)
1089 ;
1281 1090
1282 for (; top != NULL; top = top->below) 1091 for (; top; top = top->below)
1283 { 1092 {
1284 if (top == op) 1093 if (top == op)
1285 continue; 1094 continue;
1286 if (CAN_MERGE (op, top)) 1095
1096 if (object::can_merge (op, top))
1287 { 1097 {
1288 top->nrof += op->nrof; 1098 top->nrof += op->nrof;
1289 1099
1290/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1100/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1291 op->weight = 0; /* Don't want any adjustements now */ 1101 op->weight = 0; /* Don't want any adjustements now */
1292 remove_ob (op); 1102 op->destroy ();
1293 free_object (op);
1294 return top; 1103 return top;
1295 } 1104 }
1296 } 1105 }
1297 1106
1298 return NULL; 1107 return 0;
1299} 1108}
1300 1109
1110void
1111object::expand_tail ()
1112{
1113 if (more)
1114 return;
1115
1116 object *prev = this;
1117
1118 for (archetype *at = arch->more; at; at = at->more)
1119 {
1120 object *op = arch_to_object (at);
1121
1122 op->name = name;
1123 op->name_pl = name_pl;
1124 op->title = title;
1125
1126 op->head = this;
1127 prev->more = op;
1128
1129 prev = op;
1130 }
1131}
1132
1301/* 1133/*
1302 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1134 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1303 * job preparing multi-part monsters 1135 * job preparing multi-part monsters.
1304 */ 1136 */
1305object * 1137object *
1306insert_ob_in_map_at (object *op, mapstruct *m, object *originator, int flag, int x, int y) 1138insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1307{ 1139{
1308 object *tmp;
1309
1310 if (op->head)
1311 op = op->head;
1312
1313 for (tmp = op; tmp; tmp = tmp->more) 1140 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1314 { 1141 {
1315 tmp->x = x + tmp->arch->clone.x; 1142 tmp->x = x + tmp->arch->clone.x;
1316 tmp->y = y + tmp->arch->clone.y; 1143 tmp->y = y + tmp->arch->clone.y;
1317 } 1144 }
1318 1145
1337 * Return value: 1164 * Return value:
1338 * new object if 'op' was merged with other object 1165 * new object if 'op' was merged with other object
1339 * NULL if 'op' was destroyed 1166 * NULL if 'op' was destroyed
1340 * just 'op' otherwise 1167 * just 'op' otherwise
1341 */ 1168 */
1342
1343object * 1169object *
1344insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1170insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1345{ 1171{
1172 assert (!op->flag [FLAG_FREED]);
1173
1346 object *tmp, *top, *floor = NULL; 1174 object *tmp, *top, *floor = NULL;
1347 sint16 x, y;
1348 1175
1349 if (QUERY_FLAG (op, FLAG_FREED)) 1176 op->remove ();
1350 {
1351 LOG (llevError, "Trying to insert freed object!\n");
1352 return NULL;
1353 }
1354 1177
1355 if (m == NULL) 1178#if 0
1356 { 1179 if (!m->active != !op->active)
1357 dump_object (op); 1180 if (m->active)
1358 LOG (llevError, "Trying to insert in null-map!\n%s\n", errmsg); 1181 op->activate_recursive ();
1359 return op; 1182 else
1360 } 1183 op->deactivate_recursive ();
1184#endif
1361 1185
1362 if (out_of_map (m, op->x, op->y)) 1186 if (out_of_map (m, op->x, op->y))
1363 { 1187 {
1364 dump_object (op);
1365 LOG (llevError, "Trying to insert object outside the map.\n%s\n", errmsg); 1188 LOG (llevError, "Trying to insert object outside the map.\n%s\n", op->debug_desc ());
1366#ifdef MANY_CORES 1189#ifdef MANY_CORES
1367 /* Better to catch this here, as otherwise the next use of this object 1190 /* Better to catch this here, as otherwise the next use of this object
1368 * is likely to cause a crash. Better to find out where it is getting 1191 * is likely to cause a crash. Better to find out where it is getting
1369 * improperly inserted. 1192 * improperly inserted.
1370 */ 1193 */
1371 abort (); 1194 abort ();
1372#endif 1195#endif
1373 return op; 1196 return op;
1374 } 1197 }
1375 1198
1376 if (!QUERY_FLAG (op, FLAG_REMOVED))
1377 {
1378 dump_object (op);
1379 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", errmsg);
1380 return op;
1381 }
1382
1383 if (op->more != NULL)
1384 {
1385 /* The part may be on a different map. */
1386
1387 object *more = op->more; 1199 if (object *more = op->more)
1388 1200 {
1389 /* We really need the caller to normalize coordinates - if
1390 * we set the map, that doesn't work if the location is within
1391 * a map and this is straddling an edge. So only if coordinate
1392 * is clear wrong do we normalize it.
1393 */
1394 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1395 more->map = get_map_from_coord (m, &more->x, &more->y);
1396 else if (!more->map)
1397 {
1398 /* For backwards compatibility - when not dealing with tiled maps,
1399 * more->map should always point to the parent.
1400 */
1401 more->map = m;
1402 }
1403
1404 if (insert_ob_in_map (more, more->map, originator, flag) == NULL) 1201 if (!insert_ob_in_map (more, m, originator, flag))
1405 { 1202 {
1406 if (!op->head) 1203 if (!op->head)
1407 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1204 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1408 1205
1409 return NULL; 1206 return 0;
1410 } 1207 }
1411 } 1208 }
1412 1209
1413 CLEAR_FLAG (op, FLAG_REMOVED); 1210 CLEAR_FLAG (op, FLAG_REMOVED);
1414 1211
1415 /* Ideally, the caller figures this out. However, it complicates a lot 1212 /* Ideally, the caller figures this out. However, it complicates a lot
1416 * of areas of callers (eg, anything that uses find_free_spot would now 1213 * of areas of callers (eg, anything that uses find_free_spot would now
1417 * need extra work 1214 * need extra work
1418 */ 1215 */
1419 op->map = get_map_from_coord (m, &op->x, &op->y); 1216 if (!xy_normalise (m, op->x, op->y))
1420 x = op->x; 1217 return 0;
1421 y = op->y; 1218
1219 op->map = m;
1220 mapspace &ms = op->ms ();
1422 1221
1423 /* this has to be done after we translate the coordinates. 1222 /* this has to be done after we translate the coordinates.
1424 */ 1223 */
1425 if (op->nrof && !(flag & INS_NO_MERGE)) 1224 if (op->nrof && !(flag & INS_NO_MERGE))
1426 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1225 for (tmp = ms.bot; tmp; tmp = tmp->above)
1427 if (CAN_MERGE (op, tmp)) 1226 if (object::can_merge (op, tmp))
1428 { 1227 {
1429 op->nrof += tmp->nrof; 1228 op->nrof += tmp->nrof;
1430 remove_ob (tmp); 1229 tmp->destroy ();
1431 free_object (tmp);
1432 } 1230 }
1433 1231
1434 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1232 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1435 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1233 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1436 1234
1449 op->below = originator->below; 1247 op->below = originator->below;
1450 1248
1451 if (op->below) 1249 if (op->below)
1452 op->below->above = op; 1250 op->below->above = op;
1453 else 1251 else
1454 SET_MAP_OB (op->map, op->x, op->y, op); 1252 ms.bot = op;
1455 1253
1456 /* since *below* originator, no need to update top */ 1254 /* since *below* originator, no need to update top */
1457 originator->below = op; 1255 originator->below = op;
1458 } 1256 }
1459 else 1257 else
1460 { 1258 {
1259 top = ms.bot;
1260
1461 /* If there are other objects, then */ 1261 /* If there are other objects, then */
1462 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1262 if ((!(flag & INS_MAP_LOAD)) && top)
1463 { 1263 {
1464 object *last = NULL; 1264 object *last = 0;
1465 1265
1466 /* 1266 /*
1467 * If there are multiple objects on this space, we do some trickier handling. 1267 * If there are multiple objects on this space, we do some trickier handling.
1468 * We've already dealt with merging if appropriate. 1268 * We've already dealt with merging if appropriate.
1469 * Generally, we want to put the new object on top. But if 1269 * Generally, we want to put the new object on top. But if
1473 * once we get to them. This reduces the need to traverse over all of 1273 * once we get to them. This reduces the need to traverse over all of
1474 * them when adding another one - this saves quite a bit of cpu time 1274 * them when adding another one - this saves quite a bit of cpu time
1475 * when lots of spells are cast in one area. Currently, it is presumed 1275 * when lots of spells are cast in one area. Currently, it is presumed
1476 * that flying non pickable objects are spell objects. 1276 * that flying non pickable objects are spell objects.
1477 */ 1277 */
1478 1278 for (top = ms.bot; top; top = top->above)
1479 while (top != NULL)
1480 { 1279 {
1481 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1280 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1482 floor = top; 1281 floor = top;
1483 1282
1484 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1283 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1487 top = top->below; 1286 top = top->below;
1488 break; 1287 break;
1489 } 1288 }
1490 1289
1491 last = top; 1290 last = top;
1492 top = top->above;
1493 } 1291 }
1494 1292
1495 /* Don't want top to be NULL, so set it to the last valid object */ 1293 /* Don't want top to be NULL, so set it to the last valid object */
1496 top = last; 1294 top = last;
1497 1295
1499 * looks like instead of lots of conditions here. 1297 * looks like instead of lots of conditions here.
1500 * makes things faster, and effectively the same result. 1298 * makes things faster, and effectively the same result.
1501 */ 1299 */
1502 1300
1503 /* Have object 'fall below' other objects that block view. 1301 /* Have object 'fall below' other objects that block view.
1504 * Unless those objects are exits, type 66 1302 * Unless those objects are exits.
1505 * If INS_ON_TOP is used, don't do this processing 1303 * If INS_ON_TOP is used, don't do this processing
1506 * Need to find the object that in fact blocks view, otherwise 1304 * Need to find the object that in fact blocks view, otherwise
1507 * stacking is a bit odd. 1305 * stacking is a bit odd.
1508 */ 1306 */
1509 if (!(flag & INS_ON_TOP) && 1307 if (!(flag & INS_ON_TOP)
1510 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1308 && ms.flags () & P_BLOCKSVIEW
1309 && (op->face && !faces [op->face].visibility))
1511 { 1310 {
1512 for (last = top; last != floor; last = last->below) 1311 for (last = top; last != floor; last = last->below)
1513 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1312 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1514 break; 1313 break;
1314
1515 /* Check to see if we found the object that blocks view, 1315 /* Check to see if we found the object that blocks view,
1516 * and make sure we have a below pointer for it so that 1316 * and make sure we have a below pointer for it so that
1517 * we can get inserted below this one, which requires we 1317 * we can get inserted below this one, which requires we
1518 * set top to the object below us. 1318 * set top to the object below us.
1519 */ 1319 */
1521 top = last->below; 1321 top = last->below;
1522 } 1322 }
1523 } /* If objects on this space */ 1323 } /* If objects on this space */
1524 1324
1525 if (flag & INS_MAP_LOAD) 1325 if (flag & INS_MAP_LOAD)
1526 top = GET_MAP_TOP (op->map, op->x, op->y); 1326 top = ms.top;
1527 1327
1528 if (flag & INS_ABOVE_FLOOR_ONLY) 1328 if (flag & INS_ABOVE_FLOOR_ONLY)
1529 top = floor; 1329 top = floor;
1530 1330
1531 /* Top is the object that our object (op) is going to get inserted above. 1331 /* Top is the object that our object (op) is going to get inserted above.
1532 */ 1332 */
1533 1333
1534 /* First object on this space */ 1334 /* First object on this space */
1535 if (!top) 1335 if (!top)
1536 { 1336 {
1537 op->above = GET_MAP_OB (op->map, op->x, op->y); 1337 op->above = ms.bot;
1538 1338
1539 if (op->above) 1339 if (op->above)
1540 op->above->below = op; 1340 op->above->below = op;
1541 1341
1542 op->below = NULL; 1342 op->below = 0;
1543 SET_MAP_OB (op->map, op->x, op->y, op); 1343 ms.bot = op;
1544 } 1344 }
1545 else 1345 else
1546 { /* get inserted into the stack above top */ 1346 { /* get inserted into the stack above top */
1547 op->above = top->above; 1347 op->above = top->above;
1548 1348
1551 1351
1552 op->below = top; 1352 op->below = top;
1553 top->above = op; 1353 top->above = op;
1554 } 1354 }
1555 1355
1556 if (op->above == NULL) 1356 if (!op->above)
1557 SET_MAP_TOP (op->map, op->x, op->y, op); 1357 ms.top = op;
1558 } /* else not INS_BELOW_ORIGINATOR */ 1358 } /* else not INS_BELOW_ORIGINATOR */
1559 1359
1560 if (op->type == PLAYER) 1360 if (op->type == PLAYER)
1361 {
1561 op->contr->do_los = 1; 1362 op->contr->do_los = 1;
1363 ++op->map->players;
1364 op->map->touch ();
1365 }
1366
1367 op->map->dirty = true;
1562 1368
1563 /* If we have a floor, we know the player, if any, will be above 1369 /* If we have a floor, we know the player, if any, will be above
1564 * it, so save a few ticks and start from there. 1370 * it, so save a few ticks and start from there.
1565 */ 1371 */
1566 if (!(flag & INS_MAP_LOAD)) 1372 if (!(flag & INS_MAP_LOAD))
1567 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1373 if (object *pl = ms.player ())
1568 if (tmp->type == PLAYER) 1374 if (pl->contr->ns)
1569 tmp->contr->socket.update_look = 1; 1375 pl->contr->ns->floorbox_update ();
1570 1376
1571 /* If this object glows, it may affect lighting conditions that are 1377 /* If this object glows, it may affect lighting conditions that are
1572 * visible to others on this map. But update_all_los is really 1378 * visible to others on this map. But update_all_los is really
1573 * an inefficient way to do this, as it means los for all players 1379 * an inefficient way to do this, as it means los for all players
1574 * on the map will get recalculated. The players could very well 1380 * on the map will get recalculated. The players could very well
1575 * be far away from this change and not affected in any way - 1381 * be far away from this change and not affected in any way -
1576 * this should get redone to only look for players within range, 1382 * this should get redone to only look for players within range,
1577 * or just updating the P_NEED_UPDATE for spaces within this area 1383 * or just updating the P_UPTODATE for spaces within this area
1578 * of effect may be sufficient. 1384 * of effect may be sufficient.
1579 */ 1385 */
1580 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1386 if (op->map->darkness && (op->glow_radius != 0))
1581 update_all_los (op->map, op->x, op->y); 1387 update_all_los (op->map, op->x, op->y);
1582 1388
1583 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1389 /* updates flags (blocked, alive, no magic, etc) for this map space */
1584 update_object (op, UP_OBJ_INSERT); 1390 update_object (op, UP_OBJ_INSERT);
1585 1391
1392 INVOKE_OBJECT (INSERT, op);
1393
1586 /* Don't know if moving this to the end will break anything. However, 1394 /* Don't know if moving this to the end will break anything. However,
1587 * we want to have update_look set above before calling this. 1395 * we want to have floorbox_update called before calling this.
1588 * 1396 *
1589 * check_move_on() must be after this because code called from 1397 * check_move_on() must be after this because code called from
1590 * check_move_on() depends on correct map flags (so functions like 1398 * check_move_on() depends on correct map flags (so functions like
1591 * blocked() and wall() work properly), and these flags are updated by 1399 * blocked() and wall() work properly), and these flags are updated by
1592 * update_object(). 1400 * update_object().
1594 1402
1595 /* if this is not the head or flag has been passed, don't check walk on status */ 1403 /* if this is not the head or flag has been passed, don't check walk on status */
1596 if (!(flag & INS_NO_WALK_ON) && !op->head) 1404 if (!(flag & INS_NO_WALK_ON) && !op->head)
1597 { 1405 {
1598 if (check_move_on (op, originator)) 1406 if (check_move_on (op, originator))
1599 return NULL; 1407 return 0;
1600 1408
1601 /* If we are a multi part object, lets work our way through the check 1409 /* If we are a multi part object, lets work our way through the check
1602 * walk on's. 1410 * walk on's.
1603 */ 1411 */
1604 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1412 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1605 if (check_move_on (tmp, originator)) 1413 if (check_move_on (tmp, originator))
1606 return NULL; 1414 return 0;
1607 } 1415 }
1608 1416
1609 return op; 1417 return op;
1610} 1418}
1611 1419
1612/* this function inserts an object in the map, but if it 1420/* this function inserts an object in the map, but if it
1613 * finds an object of its own type, it'll remove that one first. 1421 * finds an object of its own type, it'll remove that one first.
1614 * op is the object to insert it under: supplies x and the map. 1422 * op is the object to insert it under: supplies x and the map.
1615 */ 1423 */
1616void 1424void
1617replace_insert_ob_in_map (const char *arch_string, object *op) 1425replace_insert_ob_in_map (const char *arch_string, object *op)
1618{ 1426{
1619 object * 1427 object *tmp, *tmp1;
1620 tmp;
1621 object *
1622 tmp1;
1623 1428
1624 /* first search for itself and remove any old instances */ 1429 /* first search for itself and remove any old instances */
1625 1430
1626 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1431 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1627 {
1628 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1432 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1629 { 1433 tmp->destroy ();
1630 remove_ob (tmp);
1631 free_object (tmp);
1632 }
1633 }
1634 1434
1635 tmp1 = arch_to_object (find_archetype (arch_string)); 1435 tmp1 = arch_to_object (archetype::find (arch_string));
1636 1436
1637 tmp1->x = op->x; 1437 tmp1->x = op->x;
1638 tmp1->y = op->y; 1438 tmp1->y = op->y;
1639 insert_ob_in_map (tmp1, op->map, op, 0); 1439 insert_ob_in_map (tmp1, op->map, op, 0);
1440}
1441
1442object *
1443object::insert_at (object *where, object *originator, int flags)
1444{
1445 return where->map->insert (this, where->x, where->y, originator, flags);
1640} 1446}
1641 1447
1642/* 1448/*
1643 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1449 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1644 * is returned contains nr objects, and the remaining parts contains 1450 * is returned contains nr objects, and the remaining parts contains
1645 * the rest (or is removed and freed if that number is 0). 1451 * the rest (or is removed and freed if that number is 0).
1646 * On failure, NULL is returned, and the reason put into the 1452 * On failure, NULL is returned, and the reason put into the
1647 * global static errmsg array. 1453 * global static errmsg array.
1648 */ 1454 */
1649
1650object * 1455object *
1651get_split_ob (object *orig_ob, uint32 nr) 1456get_split_ob (object *orig_ob, uint32 nr)
1652{ 1457{
1653 object * 1458 object *newob;
1654 newob;
1655 int
1656 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1459 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1657 1460
1658 if (orig_ob->nrof < nr) 1461 if (orig_ob->nrof < nr)
1659 { 1462 {
1660 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name); 1463 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1661 return NULL; 1464 return NULL;
1662 } 1465 }
1663 1466
1664 newob = object_create_clone (orig_ob); 1467 newob = object_create_clone (orig_ob);
1665 1468
1666 if ((orig_ob->nrof -= nr) < 1) 1469 if ((orig_ob->nrof -= nr) < 1)
1667 { 1470 orig_ob->destroy (1);
1668 if (!is_removed)
1669 remove_ob (orig_ob);
1670 free_object2 (orig_ob, 1);
1671 }
1672 else if (!is_removed) 1471 else if (!is_removed)
1673 { 1472 {
1674 if (orig_ob->env != NULL) 1473 if (orig_ob->env != NULL)
1675 sub_weight (orig_ob->env, orig_ob->weight * nr); 1474 sub_weight (orig_ob->env, orig_ob->weight * nr);
1676 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY) 1475 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1691 * the amount of an object. If the amount reaches 0, the object 1490 * the amount of an object. If the amount reaches 0, the object
1692 * is subsequently removed and freed. 1491 * is subsequently removed and freed.
1693 * 1492 *
1694 * Return value: 'op' if something is left, NULL if the amount reached 0 1493 * Return value: 'op' if something is left, NULL if the amount reached 0
1695 */ 1494 */
1696
1697object * 1495object *
1698decrease_ob_nr (object *op, uint32 i) 1496decrease_ob_nr (object *op, uint32 i)
1699{ 1497{
1700 object *tmp; 1498 object *tmp;
1701 player *pl;
1702 1499
1703 if (i == 0) /* objects with op->nrof require this check */ 1500 if (i == 0) /* objects with op->nrof require this check */
1704 return op; 1501 return op;
1705 1502
1706 if (i > op->nrof) 1503 if (i > op->nrof)
1707 i = op->nrof; 1504 i = op->nrof;
1708 1505
1709 if (QUERY_FLAG (op, FLAG_REMOVED)) 1506 if (QUERY_FLAG (op, FLAG_REMOVED))
1710 op->nrof -= i; 1507 op->nrof -= i;
1711 else if (op->env != NULL) 1508 else if (op->env)
1712 { 1509 {
1713 /* is this object in the players inventory, or sub container 1510 /* is this object in the players inventory, or sub container
1714 * therein? 1511 * therein?
1715 */ 1512 */
1716 tmp = is_player_inv (op->env); 1513 tmp = op->in_player ();
1717 /* nope. Is this a container the player has opened? 1514 /* nope. Is this a container the player has opened?
1718 * If so, set tmp to that player. 1515 * If so, set tmp to that player.
1719 * IMO, searching through all the players will mostly 1516 * IMO, searching through all the players will mostly
1720 * likely be quicker than following op->env to the map, 1517 * likely be quicker than following op->env to the map,
1721 * and then searching the map for a player. 1518 * and then searching the map for a player.
1722 */ 1519 */
1723 if (!tmp) 1520 if (!tmp)
1724 { 1521 for_all_players (pl)
1725 for (pl = first_player; pl; pl = pl->next)
1726 if (pl->ob->container == op->env) 1522 if (pl->ob->container == op->env)
1523 {
1524 tmp = pl->ob;
1727 break; 1525 break;
1728 if (pl)
1729 tmp = pl->ob;
1730 else
1731 tmp = NULL;
1732 } 1526 }
1733 1527
1734 if (i < op->nrof) 1528 if (i < op->nrof)
1735 { 1529 {
1736 sub_weight (op->env, op->weight * i); 1530 sub_weight (op->env, op->weight * i);
1737 op->nrof -= i; 1531 op->nrof -= i;
1738 if (tmp) 1532 if (tmp)
1739 {
1740 esrv_send_item (tmp, op); 1533 esrv_send_item (tmp, op);
1741 }
1742 } 1534 }
1743 else 1535 else
1744 { 1536 {
1745 remove_ob (op); 1537 op->remove ();
1746 op->nrof = 0; 1538 op->nrof = 0;
1747 if (tmp) 1539 if (tmp)
1748 {
1749 esrv_del_item (tmp->contr, op->count); 1540 esrv_del_item (tmp->contr, op->count);
1750 }
1751 } 1541 }
1752 } 1542 }
1753 else 1543 else
1754 { 1544 {
1755 object *above = op->above; 1545 object *above = op->above;
1756 1546
1757 if (i < op->nrof) 1547 if (i < op->nrof)
1758 op->nrof -= i; 1548 op->nrof -= i;
1759 else 1549 else
1760 { 1550 {
1761 remove_ob (op); 1551 op->remove ();
1762 op->nrof = 0; 1552 op->nrof = 0;
1763 } 1553 }
1764 1554
1765 /* Since we just removed op, op->above is null */ 1555 /* Since we just removed op, op->above is null */
1766 for (tmp = above; tmp != NULL; tmp = tmp->above) 1556 for (tmp = above; tmp; tmp = tmp->above)
1767 if (tmp->type == PLAYER) 1557 if (tmp->type == PLAYER)
1768 { 1558 {
1769 if (op->nrof) 1559 if (op->nrof)
1770 esrv_send_item (tmp, op); 1560 esrv_send_item (tmp, op);
1771 else 1561 else
1775 1565
1776 if (op->nrof) 1566 if (op->nrof)
1777 return op; 1567 return op;
1778 else 1568 else
1779 { 1569 {
1780 free_object (op); 1570 op->destroy ();
1781 return NULL; 1571 return 0;
1782 } 1572 }
1783} 1573}
1784 1574
1785/* 1575/*
1786 * add_weight(object, weight) adds the specified weight to an object, 1576 * add_weight(object, weight) adds the specified weight to an object,
1787 * and also updates how much the environment(s) is/are carrying. 1577 * and also updates how much the environment(s) is/are carrying.
1788 */ 1578 */
1789
1790void 1579void
1791add_weight (object *op, signed long weight) 1580add_weight (object *op, signed long weight)
1792{ 1581{
1793 while (op != NULL) 1582 while (op != NULL)
1794 { 1583 {
1798 op->carrying += weight; 1587 op->carrying += weight;
1799 op = op->env; 1588 op = op->env;
1800 } 1589 }
1801} 1590}
1802 1591
1592object *
1593insert_ob_in_ob (object *op, object *where)
1594{
1595 if (!where)
1596 {
1597 char *dump = dump_object (op);
1598 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1599 free (dump);
1600 return op;
1601 }
1602
1603 if (where->head)
1604 {
1605 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1606 where = where->head;
1607 }
1608
1609 return where->insert (op);
1610}
1611
1803/* 1612/*
1804 * insert_ob_in_ob(op,environment): 1613 * env->insert (op)
1805 * This function inserts the object op in the linked list 1614 * This function inserts the object op in the linked list
1806 * inside the object environment. 1615 * inside the object environment.
1807 * 1616 *
1808 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1809 * the inventory at the last position or next to other objects of the same
1810 * type.
1811 * Frank: Now sorted by type, archetype and magic!
1812 *
1813 * The function returns now pointer to inserted item, and return value can 1617 * The function returns now pointer to inserted item, and return value can
1814 * be != op, if items are merged. -Tero 1618 * be != op, if items are merged. -Tero
1815 */ 1619 */
1816
1817object * 1620object *
1818insert_ob_in_ob (object *op, object *where) 1621object::insert (object *op)
1819{ 1622{
1820 object * 1623 object *tmp, *otmp;
1821 tmp, *
1822 otmp;
1823 1624
1824 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1625 if (!QUERY_FLAG (op, FLAG_REMOVED))
1825 { 1626 op->remove ();
1826 dump_object (op);
1827 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", errmsg);
1828 return op;
1829 }
1830
1831 if (where == NULL)
1832 {
1833 dump_object (op);
1834 LOG (llevError, "Trying to put object in NULL.\n%s\n", errmsg);
1835 return op;
1836 }
1837
1838 if (where->head)
1839 {
1840 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n");
1841 where = where->head;
1842 }
1843 1627
1844 if (op->more) 1628 if (op->more)
1845 { 1629 {
1846 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1630 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1847 return op; 1631 return op;
1849 1633
1850 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1634 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1851 CLEAR_FLAG (op, FLAG_REMOVED); 1635 CLEAR_FLAG (op, FLAG_REMOVED);
1852 if (op->nrof) 1636 if (op->nrof)
1853 { 1637 {
1854 for (tmp = where->inv; tmp != NULL; tmp = tmp->below) 1638 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1855 if (CAN_MERGE (tmp, op)) 1639 if (object::can_merge (tmp, op))
1856 { 1640 {
1857 /* return the original object and remove inserted object 1641 /* return the original object and remove inserted object
1858 (client needs the original object) */ 1642 (client needs the original object) */
1859 tmp->nrof += op->nrof; 1643 tmp->nrof += op->nrof;
1860 /* Weight handling gets pretty funky. Since we are adding to 1644 /* Weight handling gets pretty funky. Since we are adding to
1861 * tmp->nrof, we need to increase the weight. 1645 * tmp->nrof, we need to increase the weight.
1862 */ 1646 */
1863 add_weight (where, op->weight * op->nrof); 1647 add_weight (this, op->weight * op->nrof);
1864 SET_FLAG (op, FLAG_REMOVED); 1648 SET_FLAG (op, FLAG_REMOVED);
1865 free_object (op); /* free the inserted object */ 1649 op->destroy (); /* free the inserted object */
1866 op = tmp; 1650 op = tmp;
1867 remove_ob (op); /* and fix old object's links */ 1651 op->remove (); /* and fix old object's links */
1868 CLEAR_FLAG (op, FLAG_REMOVED); 1652 CLEAR_FLAG (op, FLAG_REMOVED);
1869 break; 1653 break;
1870 } 1654 }
1871 1655
1872 /* I assume combined objects have no inventory 1656 /* I assume combined objects have no inventory
1873 * We add the weight - this object could have just been removed 1657 * We add the weight - this object could have just been removed
1874 * (if it was possible to merge). calling remove_ob will subtract 1658 * (if it was possible to merge). calling remove_ob will subtract
1875 * the weight, so we need to add it in again, since we actually do 1659 * the weight, so we need to add it in again, since we actually do
1876 * the linking below 1660 * the linking below
1877 */ 1661 */
1878 add_weight (where, op->weight * op->nrof); 1662 add_weight (this, op->weight * op->nrof);
1879 } 1663 }
1880 else 1664 else
1881 add_weight (where, (op->weight + op->carrying)); 1665 add_weight (this, (op->weight + op->carrying));
1882 1666
1883 otmp = is_player_inv (where); 1667 otmp = this->in_player ();
1884 if (otmp && otmp->contr != NULL) 1668 if (otmp && otmp->contr)
1885 {
1886 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1669 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1887 fix_player (otmp); 1670 otmp->update_stats ();
1888 }
1889 1671
1890 op->map = NULL; 1672 op->map = 0;
1891 op->env = where; 1673 op->env = this;
1892 op->above = NULL; 1674 op->above = 0;
1893 op->below = NULL; 1675 op->below = 0;
1894 op->x = 0, op->y = 0; 1676 op->x = 0, op->y = 0;
1895 1677
1896 /* reset the light list and los of the players on the map */ 1678 /* reset the light list and los of the players on the map */
1897 if ((op->glow_radius != 0) && where->map) 1679 if ((op->glow_radius != 0) && map)
1898 { 1680 {
1899#ifdef DEBUG_LIGHTS 1681#ifdef DEBUG_LIGHTS
1900 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1682 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1901#endif /* DEBUG_LIGHTS */ 1683#endif /* DEBUG_LIGHTS */
1902 if (MAP_DARKNESS (where->map)) 1684 if (map->darkness)
1903 update_all_los (where->map, where->x, where->y); 1685 update_all_los (map, x, y);
1904 } 1686 }
1905 1687
1906 /* Client has no idea of ordering so lets not bother ordering it here. 1688 /* Client has no idea of ordering so lets not bother ordering it here.
1907 * It sure simplifies this function... 1689 * It sure simplifies this function...
1908 */ 1690 */
1909 if (where->inv == NULL) 1691 if (!inv)
1910 where->inv = op; 1692 inv = op;
1911 else 1693 else
1912 { 1694 {
1913 op->below = where->inv; 1695 op->below = inv;
1914 op->below->above = op; 1696 op->below->above = op;
1915 where->inv = op; 1697 inv = op;
1916 } 1698 }
1699
1700 INVOKE_OBJECT (INSERT, this);
1701
1917 return op; 1702 return op;
1918} 1703}
1919 1704
1920/* 1705/*
1921 * Checks if any objects has a move_type that matches objects 1706 * Checks if any objects has a move_type that matches objects
1935 * 1720 *
1936 * MSW 2001-07-08: Check all objects on space, not just those below 1721 * MSW 2001-07-08: Check all objects on space, not just those below
1937 * object being inserted. insert_ob_in_map may not put new objects 1722 * object being inserted. insert_ob_in_map may not put new objects
1938 * on top. 1723 * on top.
1939 */ 1724 */
1940
1941int 1725int
1942check_move_on (object *op, object *originator) 1726check_move_on (object *op, object *originator)
1943{ 1727{
1944 object * 1728 object *tmp;
1945 tmp; 1729 maptile *m = op->map;
1946 tag_t
1947 tag;
1948 mapstruct *
1949 m = op->map;
1950 int
1951 x = op->x, y = op->y; 1730 int x = op->x, y = op->y;
1952 1731
1953 MoveType 1732 MoveType move_on, move_slow, move_block;
1954 move_on,
1955 move_slow,
1956 move_block;
1957 1733
1958 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1734 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1959 return 0; 1735 return 0;
1960
1961 tag = op->count;
1962 1736
1963 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1737 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1964 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1738 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1965 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1739 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1966 1740
1982 1756
1983 /* The objects have to be checked from top to bottom. 1757 /* The objects have to be checked from top to bottom.
1984 * Hence, we first go to the top: 1758 * Hence, we first go to the top:
1985 */ 1759 */
1986 1760
1987 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1761 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1988 { 1762 {
1989 /* Trim the search when we find the first other spell effect 1763 /* Trim the search when we find the first other spell effect
1990 * this helps performance so that if a space has 50 spell objects, 1764 * this helps performance so that if a space has 50 spell objects,
1991 * we don't need to check all of them. 1765 * we don't need to check all of them.
1992 */ 1766 */
2010 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1784 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
2011 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1785 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
2012 { 1786 {
2013 1787
2014 float 1788 float
2015 diff = tmp->move_slow_penalty * FABS (op->speed); 1789 diff = tmp->move_slow_penalty * fabs (op->speed);
2016 1790
2017 if (op->type == PLAYER) 1791 if (op->type == PLAYER)
2018 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1792 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
2019 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1793 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
2020 diff /= 4.0; 1794 diff /= 4.0;
2027 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1801 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
2028 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0)) 1802 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
2029 { 1803 {
2030 move_apply (tmp, op, originator); 1804 move_apply (tmp, op, originator);
2031 1805
2032 if (was_destroyed (op, tag)) 1806 if (op->destroyed ())
2033 return 1; 1807 return 1;
2034 1808
2035 /* what the person/creature stepped onto has moved the object 1809 /* what the person/creature stepped onto has moved the object
2036 * someplace new. Don't process any further - if we did, 1810 * someplace new. Don't process any further - if we did,
2037 * have a feeling strange problems would result. 1811 * have a feeling strange problems would result.
2047/* 1821/*
2048 * present_arch(arch, map, x, y) searches for any objects with 1822 * present_arch(arch, map, x, y) searches for any objects with
2049 * a matching archetype at the given map and coordinates. 1823 * a matching archetype at the given map and coordinates.
2050 * The first matching object is returned, or NULL if none. 1824 * The first matching object is returned, or NULL if none.
2051 */ 1825 */
2052
2053object * 1826object *
2054present_arch (const archetype *at, mapstruct *m, int x, int y) 1827present_arch (const archetype *at, maptile *m, int x, int y)
2055{ 1828{
2056 object *
2057 tmp;
2058
2059 if (m == NULL || out_of_map (m, x, y)) 1829 if (!m || out_of_map (m, x, y))
2060 { 1830 {
2061 LOG (llevError, "Present_arch called outside map.\n"); 1831 LOG (llevError, "Present_arch called outside map.\n");
2062 return NULL; 1832 return NULL;
2063 } 1833 }
2064 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1834
1835 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2065 if (tmp->arch == at) 1836 if (tmp->arch == at)
2066 return tmp; 1837 return tmp;
1838
2067 return NULL; 1839 return NULL;
2068} 1840}
2069 1841
2070/* 1842/*
2071 * present(type, map, x, y) searches for any objects with 1843 * present(type, map, x, y) searches for any objects with
2072 * a matching type variable at the given map and coordinates. 1844 * a matching type variable at the given map and coordinates.
2073 * The first matching object is returned, or NULL if none. 1845 * The first matching object is returned, or NULL if none.
2074 */ 1846 */
2075
2076object * 1847object *
2077present (unsigned char type, mapstruct *m, int x, int y) 1848present (unsigned char type, maptile *m, int x, int y)
2078{ 1849{
2079 object *
2080 tmp;
2081
2082 if (out_of_map (m, x, y)) 1850 if (out_of_map (m, x, y))
2083 { 1851 {
2084 LOG (llevError, "Present called outside map.\n"); 1852 LOG (llevError, "Present called outside map.\n");
2085 return NULL; 1853 return NULL;
2086 } 1854 }
2087 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1855
1856 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2088 if (tmp->type == type) 1857 if (tmp->type == type)
2089 return tmp; 1858 return tmp;
1859
2090 return NULL; 1860 return NULL;
2091} 1861}
2092 1862
2093/* 1863/*
2094 * present_in_ob(type, object) searches for any objects with 1864 * present_in_ob(type, object) searches for any objects with
2095 * a matching type variable in the inventory of the given object. 1865 * a matching type variable in the inventory of the given object.
2096 * The first matching object is returned, or NULL if none. 1866 * The first matching object is returned, or NULL if none.
2097 */ 1867 */
2098
2099object * 1868object *
2100present_in_ob (unsigned char type, const object *op) 1869present_in_ob (unsigned char type, const object *op)
2101{ 1870{
2102 object *
2103 tmp;
2104
2105 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1871 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2106 if (tmp->type == type) 1872 if (tmp->type == type)
2107 return tmp; 1873 return tmp;
1874
2108 return NULL; 1875 return NULL;
2109} 1876}
2110 1877
2111/* 1878/*
2112 * present_in_ob (type, str, object) searches for any objects with 1879 * present_in_ob (type, str, object) searches for any objects with
2120 * str is the string to match against. Note that we match against 1887 * str is the string to match against. Note that we match against
2121 * the object name, not the archetype name. this is so that the 1888 * the object name, not the archetype name. this is so that the
2122 * spell code can use one object type (force), but change it's name 1889 * spell code can use one object type (force), but change it's name
2123 * to be unique. 1890 * to be unique.
2124 */ 1891 */
2125
2126object * 1892object *
2127present_in_ob_by_name (int type, const char *str, const object *op) 1893present_in_ob_by_name (int type, const char *str, const object *op)
2128{ 1894{
2129 object *
2130 tmp;
2131
2132 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1895 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2133 {
2134 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1896 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2135 return tmp; 1897 return tmp;
2136 } 1898
2137 return NULL; 1899 return 0;
2138} 1900}
2139 1901
2140/* 1902/*
2141 * present_arch_in_ob(archetype, object) searches for any objects with 1903 * present_arch_in_ob(archetype, object) searches for any objects with
2142 * a matching archetype in the inventory of the given object. 1904 * a matching archetype in the inventory of the given object.
2143 * The first matching object is returned, or NULL if none. 1905 * The first matching object is returned, or NULL if none.
2144 */ 1906 */
2145
2146object * 1907object *
2147present_arch_in_ob (const archetype *at, const object *op) 1908present_arch_in_ob (const archetype *at, const object *op)
2148{ 1909{
2149 object *
2150 tmp;
2151
2152 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1910 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2153 if (tmp->arch == at) 1911 if (tmp->arch == at)
2154 return tmp; 1912 return tmp;
1913
2155 return NULL; 1914 return NULL;
2156} 1915}
2157 1916
2158/* 1917/*
2159 * activate recursively a flag on an object inventory 1918 * activate recursively a flag on an object inventory
2160 */ 1919 */
2161void 1920void
2162flag_inv (object *op, int flag) 1921flag_inv (object *op, int flag)
2163{ 1922{
2164 object *
2165 tmp;
2166
2167 if (op->inv) 1923 if (op->inv)
2168 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1924 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2169 { 1925 {
2170 SET_FLAG (tmp, flag); 1926 SET_FLAG (tmp, flag);
2171 flag_inv (tmp, flag); 1927 flag_inv (tmp, flag);
2172 } 1928 }
2173} /* 1929}
1930
1931/*
2174 * desactivate recursively a flag on an object inventory 1932 * deactivate recursively a flag on an object inventory
2175 */ 1933 */
2176void 1934void
2177unflag_inv (object *op, int flag) 1935unflag_inv (object *op, int flag)
2178{ 1936{
2179 object *
2180 tmp;
2181
2182 if (op->inv) 1937 if (op->inv)
2183 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1938 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2184 { 1939 {
2185 CLEAR_FLAG (tmp, flag); 1940 CLEAR_FLAG (tmp, flag);
2186 unflag_inv (tmp, flag); 1941 unflag_inv (tmp, flag);
2187 } 1942 }
2188} 1943}
2191 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 1946 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2192 * all it's inventory (recursively). 1947 * all it's inventory (recursively).
2193 * If checksums are used, a player will get set_cheat called for 1948 * If checksums are used, a player will get set_cheat called for
2194 * him/her-self and all object carried by a call to this function. 1949 * him/her-self and all object carried by a call to this function.
2195 */ 1950 */
2196
2197void 1951void
2198set_cheat (object *op) 1952set_cheat (object *op)
2199{ 1953{
2200 SET_FLAG (op, FLAG_WAS_WIZ); 1954 SET_FLAG (op, FLAG_WAS_WIZ);
2201 flag_inv (op, FLAG_WAS_WIZ); 1955 flag_inv (op, FLAG_WAS_WIZ);
2220 * because arch_blocked (now ob_blocked) needs to know the movement type 1974 * because arch_blocked (now ob_blocked) needs to know the movement type
2221 * to know if the space in question will block the object. We can't use 1975 * to know if the space in question will block the object. We can't use
2222 * the archetype because that isn't correct if the monster has been 1976 * the archetype because that isn't correct if the monster has been
2223 * customized, changed states, etc. 1977 * customized, changed states, etc.
2224 */ 1978 */
2225
2226int 1979int
2227find_free_spot (const object *ob, mapstruct *m, int x, int y, int start, int stop) 1980find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2228{ 1981{
2229 int
2230 i,
2231 index = 0, flag; 1982 int index = 0, flag;
2232 static int
2233 altern[SIZEOFFREE]; 1983 int altern[SIZEOFFREE];
2234 1984
2235 for (i = start; i < stop; i++) 1985 for (int i = start; i < stop; i++)
2236 { 1986 {
2237 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 1987 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2238 if (!flag) 1988 if (!flag)
2239 altern[index++] = i; 1989 altern [index++] = i;
2240 1990
2241 /* Basically, if we find a wall on a space, we cut down the search size. 1991 /* Basically, if we find a wall on a space, we cut down the search size.
2242 * In this way, we won't return spaces that are on another side of a wall. 1992 * In this way, we won't return spaces that are on another side of a wall.
2243 * This mostly work, but it cuts down the search size in all directions - 1993 * This mostly work, but it cuts down the search size in all directions -
2244 * if the space being examined only has a wall to the north and empty 1994 * if the space being examined only has a wall to the north and empty
2245 * spaces in all the other directions, this will reduce the search space 1995 * spaces in all the other directions, this will reduce the search space
2246 * to only the spaces immediately surrounding the target area, and 1996 * to only the spaces immediately surrounding the target area, and
2247 * won't look 2 spaces south of the target space. 1997 * won't look 2 spaces south of the target space.
2248 */ 1998 */
2249 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 1999 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2250 stop = maxfree[i]; 2000 stop = maxfree[i];
2251 } 2001 }
2002
2252 if (!index) 2003 if (!index)
2253 return -1; 2004 return -1;
2005
2254 return altern[RANDOM () % index]; 2006 return altern [rndm (index)];
2255} 2007}
2256 2008
2257/* 2009/*
2258 * find_first_free_spot(archetype, mapstruct, x, y) works like 2010 * find_first_free_spot(archetype, maptile, x, y) works like
2259 * find_free_spot(), but it will search max number of squares. 2011 * find_free_spot(), but it will search max number of squares.
2260 * But it will return the first available spot, not a random choice. 2012 * But it will return the first available spot, not a random choice.
2261 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2013 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2262 */ 2014 */
2263
2264int 2015int
2265find_first_free_spot (const object *ob, mapstruct *m, int x, int y) 2016find_first_free_spot (const object *ob, maptile *m, int x, int y)
2266{ 2017{
2267 int
2268 i;
2269
2270 for (i = 0; i < SIZEOFFREE; i++) 2018 for (int i = 0; i < SIZEOFFREE; i++)
2271 {
2272 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2019 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2273 return i; 2020 return i;
2274 } 2021
2275 return -1; 2022 return -1;
2276} 2023}
2277 2024
2278/* 2025/*
2279 * The function permute(arr, begin, end) randomly reorders the array 2026 * The function permute(arr, begin, end) randomly reorders the array
2280 * arr[begin..end-1]. 2027 * arr[begin..end-1].
2028 * now uses a fisher-yates shuffle, old permute was broken
2281 */ 2029 */
2282static void 2030static void
2283permute (int *arr, int begin, int end) 2031permute (int *arr, int begin, int end)
2284{ 2032{
2285 int 2033 arr += begin;
2286 i,
2287 j,
2288 tmp,
2289 len;
2290
2291 len = end - begin; 2034 end -= begin;
2292 for (i = begin; i < end; i++)
2293 {
2294 j = begin + RANDOM () % len;
2295 2035
2296 tmp = arr[i]; 2036 while (--end)
2297 arr[i] = arr[j]; 2037 swap (arr [end], arr [rndm (end + 1)]);
2298 arr[j] = tmp;
2299 }
2300} 2038}
2301 2039
2302/* new function to make monster searching more efficient, and effective! 2040/* new function to make monster searching more efficient, and effective!
2303 * This basically returns a randomized array (in the passed pointer) of 2041 * This basically returns a randomized array (in the passed pointer) of
2304 * the spaces to find monsters. In this way, it won't always look for 2042 * the spaces to find monsters. In this way, it won't always look for
2307 * the 3x3 area will be searched, just not in a predictable order. 2045 * the 3x3 area will be searched, just not in a predictable order.
2308 */ 2046 */
2309void 2047void
2310get_search_arr (int *search_arr) 2048get_search_arr (int *search_arr)
2311{ 2049{
2312 int 2050 int i;
2313 i;
2314 2051
2315 for (i = 0; i < SIZEOFFREE; i++) 2052 for (i = 0; i < SIZEOFFREE; i++)
2316 {
2317 search_arr[i] = i; 2053 search_arr[i] = i;
2318 }
2319 2054
2320 permute (search_arr, 1, SIZEOFFREE1 + 1); 2055 permute (search_arr, 1, SIZEOFFREE1 + 1);
2321 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2056 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2322 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2057 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2323} 2058}
2332 * Perhaps incorrectly, but I'm making the assumption that exclude 2067 * Perhaps incorrectly, but I'm making the assumption that exclude
2333 * is actually want is going to try and move there. We need this info 2068 * is actually want is going to try and move there. We need this info
2334 * because we have to know what movement the thing looking to move 2069 * because we have to know what movement the thing looking to move
2335 * there is capable of. 2070 * there is capable of.
2336 */ 2071 */
2337
2338int 2072int
2339find_dir (mapstruct *m, int x, int y, object *exclude) 2073find_dir (maptile *m, int x, int y, object *exclude)
2340{ 2074{
2341 int
2342 i,
2343 max = SIZEOFFREE, mflags; 2075 int i, max = SIZEOFFREE, mflags;
2344 2076
2345 sint16 nx, ny; 2077 sint16 nx, ny;
2346 object * 2078 object *tmp;
2347 tmp; 2079 maptile *mp;
2348 mapstruct *
2349 mp;
2350 2080
2351 MoveType blocked, move_type; 2081 MoveType blocked, move_type;
2352 2082
2353 if (exclude && exclude->head) 2083 if (exclude && exclude->head)
2354 { 2084 {
2366 mp = m; 2096 mp = m;
2367 nx = x + freearr_x[i]; 2097 nx = x + freearr_x[i];
2368 ny = y + freearr_y[i]; 2098 ny = y + freearr_y[i];
2369 2099
2370 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2100 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2101
2371 if (mflags & P_OUT_OF_MAP) 2102 if (mflags & P_OUT_OF_MAP)
2372 {
2373 max = maxfree[i]; 2103 max = maxfree[i];
2374 }
2375 else 2104 else
2376 { 2105 {
2377 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2106 mapspace &ms = mp->at (nx, ny);
2107
2108 blocked = ms.move_block;
2378 2109
2379 if ((move_type & blocked) == move_type) 2110 if ((move_type & blocked) == move_type)
2380 {
2381 max = maxfree[i]; 2111 max = maxfree[i];
2382 }
2383 else if (mflags & P_IS_ALIVE) 2112 else if (mflags & P_IS_ALIVE)
2384 { 2113 {
2385 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2114 for (tmp = ms.bot; tmp; tmp = tmp->above)
2386 { 2115 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2387 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2116 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2388 {
2389 break; 2117 break;
2390 } 2118
2391 }
2392 if (tmp) 2119 if (tmp)
2393 {
2394 return freedir[i]; 2120 return freedir[i];
2395 }
2396 } 2121 }
2397 } 2122 }
2398 } 2123 }
2124
2399 return 0; 2125 return 0;
2400} 2126}
2401 2127
2402/* 2128/*
2403 * distance(object 1, object 2) will return the square of the 2129 * distance(object 1, object 2) will return the square of the
2404 * distance between the two given objects. 2130 * distance between the two given objects.
2405 */ 2131 */
2406
2407int 2132int
2408distance (const object *ob1, const object *ob2) 2133distance (const object *ob1, const object *ob2)
2409{ 2134{
2410 int
2411 i;
2412
2413 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2135 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2414 return i;
2415} 2136}
2416 2137
2417/* 2138/*
2418 * find_dir_2(delta-x,delta-y) will return a direction in which 2139 * find_dir_2(delta-x,delta-y) will return a direction in which
2419 * an object which has subtracted the x and y coordinates of another 2140 * an object which has subtracted the x and y coordinates of another
2420 * object, needs to travel toward it. 2141 * object, needs to travel toward it.
2421 */ 2142 */
2422
2423int 2143int
2424find_dir_2 (int x, int y) 2144find_dir_2 (int x, int y)
2425{ 2145{
2426 int 2146 int q;
2427 q;
2428 2147
2429 if (y) 2148 if (y)
2430 q = x * 100 / y; 2149 q = x * 100 / y;
2431 else if (x) 2150 else if (x)
2432 q = -300 * x; 2151 q = -300 * x;
2457 2176
2458 return 3; 2177 return 3;
2459} 2178}
2460 2179
2461/* 2180/*
2462 * absdir(int): Returns a number between 1 and 8, which represent
2463 * the "absolute" direction of a number (it actually takes care of
2464 * "overflow" in previous calculations of a direction).
2465 */
2466
2467int
2468absdir (int d)
2469{
2470 while (d < 1)
2471 d += 8;
2472 while (d > 8)
2473 d -= 8;
2474 return d;
2475}
2476
2477/*
2478 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2181 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2479 * between two directions (which are expected to be absolute (see absdir()) 2182 * between two directions (which are expected to be absolute (see absdir())
2480 */ 2183 */
2481
2482int 2184int
2483dirdiff (int dir1, int dir2) 2185dirdiff (int dir1, int dir2)
2484{ 2186{
2485 int 2187 int d;
2486 d;
2487 2188
2488 d = abs (dir1 - dir2); 2189 d = abs (dir1 - dir2);
2489 if (d > 4) 2190 if (d > 4)
2490 d = 8 - d; 2191 d = 8 - d;
2192
2491 return d; 2193 return d;
2492} 2194}
2493 2195
2494/* peterm: 2196/* peterm:
2495 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2197 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2498 * This basically means that if direction is 15, then it could either go 2200 * This basically means that if direction is 15, then it could either go
2499 * direction 4, 14, or 16 to get back to where we are. 2201 * direction 4, 14, or 16 to get back to where we are.
2500 * Moved from spell_util.c to object.c with the other related direction 2202 * Moved from spell_util.c to object.c with the other related direction
2501 * functions. 2203 * functions.
2502 */ 2204 */
2503
2504int
2505 reduction_dir[SIZEOFFREE][3] = { 2205int reduction_dir[SIZEOFFREE][3] = {
2506 {0, 0, 0}, /* 0 */ 2206 {0, 0, 0}, /* 0 */
2507 {0, 0, 0}, /* 1 */ 2207 {0, 0, 0}, /* 1 */
2508 {0, 0, 0}, /* 2 */ 2208 {0, 0, 0}, /* 2 */
2509 {0, 0, 0}, /* 3 */ 2209 {0, 0, 0}, /* 3 */
2510 {0, 0, 0}, /* 4 */ 2210 {0, 0, 0}, /* 4 */
2558 * find a path to that monster that we found. If not, 2258 * find a path to that monster that we found. If not,
2559 * we don't bother going toward it. Returns 1 if we 2259 * we don't bother going toward it. Returns 1 if we
2560 * can see a direct way to get it 2260 * can see a direct way to get it
2561 * Modified to be map tile aware -.MSW 2261 * Modified to be map tile aware -.MSW
2562 */ 2262 */
2563
2564
2565int 2263int
2566can_see_monsterP (mapstruct *m, int x, int y, int dir) 2264can_see_monsterP (maptile *m, int x, int y, int dir)
2567{ 2265{
2568 sint16 dx, dy; 2266 sint16 dx, dy;
2569 int
2570 mflags; 2267 int mflags;
2571 2268
2572 if (dir < 0) 2269 if (dir < 0)
2573 return 0; /* exit condition: invalid direction */ 2270 return 0; /* exit condition: invalid direction */
2574 2271
2575 dx = x + freearr_x[dir]; 2272 dx = x + freearr_x[dir];
2588 return 0; 2285 return 0;
2589 2286
2590 /* yes, can see. */ 2287 /* yes, can see. */
2591 if (dir < 9) 2288 if (dir < 9)
2592 return 1; 2289 return 1;
2290
2593 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2291 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2594 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]); 2292 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2293 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2595} 2294}
2596
2597
2598 2295
2599/* 2296/*
2600 * can_pick(picker, item): finds out if an object is possible to be 2297 * can_pick(picker, item): finds out if an object is possible to be
2601 * picked up by the picker. Returnes 1 if it can be 2298 * picked up by the picker. Returnes 1 if it can be
2602 * picked up, otherwise 0. 2299 * picked up, otherwise 0.
2613 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2310 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2614 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2311 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2615 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2312 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2616} 2313}
2617 2314
2618
2619/* 2315/*
2620 * create clone from object to another 2316 * create clone from object to another
2621 */ 2317 */
2622object * 2318object *
2623object_create_clone (object *asrc) 2319object_create_clone (object *asrc)
2624{ 2320{
2625 object *
2626 dst = NULL, *tmp, *src, *part, *prev, *item; 2321 object *dst = 0, *tmp, *src, *part, *prev, *item;
2627 2322
2628 if (!asrc) 2323 if (!asrc)
2629 return NULL; 2324 return 0;
2325
2630 src = asrc; 2326 src = asrc;
2631 if (src->head) 2327 if (src->head)
2632 src = src->head; 2328 src = src->head;
2633 2329
2634 prev = NULL; 2330 prev = 0;
2635 for (part = src; part; part = part->more) 2331 for (part = src; part; part = part->more)
2636 { 2332 {
2637 tmp = get_object (); 2333 tmp = part->clone ();
2638 copy_object (part, tmp);
2639 tmp->x -= src->x; 2334 tmp->x -= src->x;
2640 tmp->y -= src->y; 2335 tmp->y -= src->y;
2336
2641 if (!part->head) 2337 if (!part->head)
2642 { 2338 {
2643 dst = tmp; 2339 dst = tmp;
2644 tmp->head = NULL; 2340 tmp->head = 0;
2645 } 2341 }
2646 else 2342 else
2647 {
2648 tmp->head = dst; 2343 tmp->head = dst;
2649 } 2344
2650 tmp->more = NULL; 2345 tmp->more = 0;
2346
2651 if (prev) 2347 if (prev)
2652 prev->more = tmp; 2348 prev->more = tmp;
2349
2653 prev = tmp; 2350 prev = tmp;
2654 } 2351 }
2655 2352
2656 /*** copy inventory ***/
2657 for (item = src->inv; item; item = item->below) 2353 for (item = src->inv; item; item = item->below)
2658 {
2659 (void) insert_ob_in_ob (object_create_clone (item), dst); 2354 insert_ob_in_ob (object_create_clone (item), dst);
2660 }
2661 2355
2662 return dst; 2356 return dst;
2663}
2664
2665/* return true if the object was destroyed, 0 otherwise */
2666int
2667was_destroyed (const object *op, tag_t old_tag)
2668{
2669 /* checking for FLAG_FREED isn't necessary, but makes this function more
2670 * robust */
2671 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2672}
2673
2674/* GROS - Creates an object using a string representing its content. */
2675
2676/* Basically, we save the content of the string to a temp file, then call */
2677
2678/* load_object on it. I admit it is a highly inefficient way to make things, */
2679
2680/* but it was simple to make and allows reusing the load_object function. */
2681
2682/* Remember not to use load_object_str in a time-critical situation. */
2683
2684/* Also remember that multiparts objects are not supported for now. */
2685
2686object *
2687load_object_str (const char *obstr)
2688{
2689 object *
2690 op;
2691 char
2692 filename[MAX_BUF];
2693
2694 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2695
2696 FILE *
2697 tempfile = fopen (filename, "w");
2698
2699 if (tempfile == NULL)
2700 {
2701 LOG (llevError, "Error - Unable to access load object temp file\n");
2702 return NULL;
2703 }
2704
2705 fprintf (tempfile, obstr);
2706 fclose (tempfile);
2707
2708 op = get_object ();
2709
2710 object_thawer thawer (filename);
2711
2712 if (thawer)
2713 load_object (thawer, op, 0);
2714
2715 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2716 CLEAR_FLAG (op, FLAG_REMOVED);
2717
2718 return op;
2719} 2357}
2720 2358
2721/* This returns the first object in who's inventory that 2359/* This returns the first object in who's inventory that
2722 * has the same type and subtype match. 2360 * has the same type and subtype match.
2723 * returns NULL if no match. 2361 * returns NULL if no match.
2724 */ 2362 */
2725object * 2363object *
2726find_obj_by_type_subtype (const object *who, int type, int subtype) 2364find_obj_by_type_subtype (const object *who, int type, int subtype)
2727{ 2365{
2728 object *
2729 tmp;
2730
2731 for (tmp = who->inv; tmp; tmp = tmp->below) 2366 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2732 if (tmp->type == type && tmp->subtype == subtype) 2367 if (tmp->type == type && tmp->subtype == subtype)
2733 return tmp; 2368 return tmp;
2734 2369
2735 return NULL; 2370 return 0;
2736} 2371}
2737 2372
2738/* If ob has a field named key, return the link from the list, 2373/* If ob has a field named key, return the link from the list,
2739 * otherwise return NULL. 2374 * otherwise return NULL.
2740 * 2375 *
2742 * do the desired thing. 2377 * do the desired thing.
2743 */ 2378 */
2744key_value * 2379key_value *
2745get_ob_key_link (const object *ob, const char *key) 2380get_ob_key_link (const object *ob, const char *key)
2746{ 2381{
2747 key_value *
2748 link;
2749
2750 for (link = ob->key_values; link != NULL; link = link->next) 2382 for (key_value *link = ob->key_values; link; link = link->next)
2751 {
2752 if (link->key == key) 2383 if (link->key == key)
2753 {
2754 return link; 2384 return link;
2755 }
2756 }
2757 2385
2758 return NULL; 2386 return 0;
2759} 2387}
2760 2388
2761/* 2389/*
2762 * Returns the value of op has an extra_field for key, or NULL. 2390 * Returns the value of op has an extra_field for key, or NULL.
2763 * 2391 *
2788 if (link->key == canonical_key) 2416 if (link->key == canonical_key)
2789 return link->value; 2417 return link->value;
2790 2418
2791 return 0; 2419 return 0;
2792} 2420}
2793
2794 2421
2795/* 2422/*
2796 * Updates the canonical_key in op to value. 2423 * Updates the canonical_key in op to value.
2797 * 2424 *
2798 * canonical_key is a shared string (value doesn't have to be). 2425 * canonical_key is a shared string (value doesn't have to be).
2803 * Returns TRUE on success. 2430 * Returns TRUE on success.
2804 */ 2431 */
2805int 2432int
2806set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) 2433set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2807{ 2434{
2808 key_value *
2809 field = NULL, *last = NULL; 2435 key_value *field = NULL, *last = NULL;
2810 2436
2811 for (field = op->key_values; field != NULL; field = field->next) 2437 for (field = op->key_values; field != NULL; field = field->next)
2812 { 2438 {
2813 if (field->key != canonical_key) 2439 if (field->key != canonical_key)
2814 { 2440 {
2842 /* IF we get here, key doesn't exist */ 2468 /* IF we get here, key doesn't exist */
2843 2469
2844 /* No field, we'll have to add it. */ 2470 /* No field, we'll have to add it. */
2845 2471
2846 if (!add_key) 2472 if (!add_key)
2847 {
2848 return FALSE; 2473 return FALSE;
2849 } 2474
2850 /* There isn't any good reason to store a null 2475 /* There isn't any good reason to store a null
2851 * value in the key/value list. If the archetype has 2476 * value in the key/value list. If the archetype has
2852 * this key, then we should also have it, so shouldn't 2477 * this key, then we should also have it, so shouldn't
2853 * be here. If user wants to store empty strings, 2478 * be here. If user wants to store empty strings,
2854 * should pass in "" 2479 * should pass in ""
2903 } 2528 }
2904 else 2529 else
2905 item = item->env; 2530 item = item->env;
2906} 2531}
2907 2532
2533
2534const char *
2535object::flag_desc (char *desc, int len) const
2536{
2537 char *p = desc;
2538 bool first = true;
2539
2540 *p = 0;
2541
2542 for (int i = 0; i < NUM_FLAGS; i++)
2543 {
2544 if (len <= 10) // magic constant!
2545 {
2546 snprintf (p, len, ",...");
2547 break;
2548 }
2549
2550 if (flag [i])
2551 {
2552 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2553 len -= cnt;
2554 p += cnt;
2555 first = false;
2556 }
2557 }
2558
2559 return desc;
2560}
2561
2908// return a suitable string describing an objetc in enough detail to find it 2562// return a suitable string describing an object in enough detail to find it
2909const char * 2563const char *
2910object::debug_desc (char *info) const 2564object::debug_desc (char *info) const
2911{ 2565{
2566 char flagdesc[512];
2912 char info2[256 * 3]; 2567 char info2[256 * 4];
2913 char *p = info; 2568 char *p = info;
2914 2569
2915 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2570 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2916 count, 2571 count, uuid.seq,
2917 &name, 2572 &name,
2918 title ? " " : "", 2573 title ? "\",title:\"" : "",
2919 title ? (const char *)title : ""); 2574 title ? (const char *)title : "",
2575 flag_desc (flagdesc, 512), type);
2920 2576
2921 if (env) 2577 if (env)
2922 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2578 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2923 2579
2924 if (map) 2580 if (map)
2925 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2581 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2926 2582
2927 return info; 2583 return info;
2928} 2584}
2929 2585
2930const char * 2586const char *
2931object::debug_desc () const 2587object::debug_desc () const
2932{ 2588{
2933 static char info[256 * 3]; 2589 static char info[3][256 * 4];
2590 static int info_idx;
2591
2934 return debug_desc (info); 2592 return debug_desc (info [++info_idx % 3]);
2935} 2593}
2936 2594
2595struct region *
2596object::region () const
2597{
2598 return map ? map->region (x, y)
2599 : region::default_region ();
2600}
2601
2602const materialtype_t *
2603object::dominant_material () const
2604{
2605 if (materialtype_t *mat = name_to_material (materialname))
2606 return mat;
2607
2608 // omfg this is slow, this has to be temporary :)
2609 shstr unknown ("unknown");
2610
2611 return name_to_material (unknown);
2612}
2613
2614void
2615object::open_container (object *new_container)
2616{
2617 if (container == new_container)
2618 return;
2619
2620 if (object *old_container = container)
2621 {
2622 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2623 return;
2624
2625#if 0
2626 // remove the "Close old_container" object.
2627 if (object *closer = old_container->inv)
2628 if (closer->type == CLOSE_CON)
2629 closer->destroy ();
2630#endif
2631
2632 old_container->flag [FLAG_APPLIED] = 0;
2633 container = 0;
2634
2635 esrv_update_item (UPD_FLAGS, this, old_container);
2636 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2637 }
2638
2639 if (new_container)
2640 {
2641 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2642 return;
2643
2644 // TODO: this does not seem to serve any purpose anymore?
2645#if 0
2646 // insert the "Close Container" object.
2647 if (archetype *closer = new_container->other_arch)
2648 {
2649 object *closer = arch_to_object (new_container->other_arch);
2650 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2651 new_container->insert (closer);
2652 }
2653#endif
2654
2655 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2656
2657 new_container->flag [FLAG_APPLIED] = 1;
2658 container = new_container;
2659
2660 esrv_update_item (UPD_FLAGS, this, new_container);
2661 esrv_send_inventory (this, new_container);
2662 }
2663}
2664
2665

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