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Comparing deliantra/server/common/object.C (file contents):
Revision 1.55 by root, Sun Dec 3 00:41:33 2006 UTC vs.
Revision 1.186 by root, Thu Aug 30 05:18:37 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT is free software: you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
22*/ 22 */
23 23
24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
25 sub/add_weight will transcend the environment updating the carrying 25 sub/add_weight will transcend the environment updating the carrying
26 variable. */ 26 variable. */
27#include <global.h> 27#include <global.h>
28#include <stdio.h> 28#include <stdio.h>
29#include <sys/types.h> 29#include <sys/types.h>
30#include <sys/uio.h> 30#include <sys/uio.h>
31#include <object.h> 31#include <object.h>
32#include <funcpoint.h> 32#include <funcpoint.h>
33#include <sproto.h>
33#include <loader.h> 34#include <loader.h>
35
36#include <bitset>
34 37
35int nrofallocobjects = 0; 38int nrofallocobjects = 0;
36static UUID uuid; 39static UUID uuid;
37const uint64 UUID_SKIP = 1<<19; 40const uint64 UUID_SKIP = 1<<19;
38 41
39object *active_objects; /* List of active objects that need to be processed */ 42objectvec objects;
43activevec actives;
40 44
41short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 45short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
42 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 46 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
43}; 47};
44short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 48short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
104 _exit (1); 108 _exit (1);
105 } 109 }
106 110
107 uuid.seq = uid; 111 uuid.seq = uid;
108 write_uuid (); 112 write_uuid ();
109 LOG (llevDebug, "read UID: %lld\n", uid); 113 LOG (llevDebug, "read UID: %" PRId64 "\n", uid);
110 fclose (fp); 114 fclose (fp);
111} 115}
112 116
113UUID 117UUID
114gen_uuid () 118gen_uuid ()
139 * objects with lists are rare, and lists stay short. If not, use a 143 * objects with lists are rare, and lists stay short. If not, use a
140 * different structure or at least keep the lists sorted... 144 * different structure or at least keep the lists sorted...
141 */ 145 */
142 146
143 /* For each field in wants, */ 147 /* For each field in wants, */
144 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) 148 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
145 { 149 {
146 key_value *has_field; 150 key_value *has_field;
147 151
148 /* Look for a field in has with the same key. */ 152 /* Look for a field in has with the same key. */
149 has_field = get_ob_key_link (has, wants_field->key); 153 has_field = get_ob_key_link (has, wants_field->key);
183 * 187 *
184 * Note that this function appears a lot longer than the macro it 188 * Note that this function appears a lot longer than the macro it
185 * replaces - this is mostly for clarity - a decent compiler should hopefully 189 * replaces - this is mostly for clarity - a decent compiler should hopefully
186 * reduce this to the same efficiency. 190 * reduce this to the same efficiency.
187 * 191 *
188 * Check nrof variable *before* calling CAN_MERGE() 192 * Check nrof variable *before* calling can_merge()
189 * 193 *
190 * Improvements made with merge: Better checking on potion, and also 194 * Improvements made with merge: Better checking on potion, and also
191 * check weight 195 * check weight
192 */ 196 */
193
194bool object::can_merge (object *ob1, object *ob2) 197bool object::can_merge_slow (object *ob1, object *ob2)
195{ 198{
196 /* A couple quicksanity checks */ 199 /* A couple quicksanity checks */
197 if ((ob1 == ob2) || (ob1->type != ob2->type)) 200 if (ob1 == ob2
201 || ob1->type != ob2->type
202 || ob1->speed != ob2->speed
203 || ob1->value != ob2->value
204 || ob1->name != ob2->name)
198 return 0; 205 return 0;
199 206
200 if (ob1->speed != ob2->speed) 207 //TODO: this ain't working well, use nicer and correct overflow check
201 return 0;
202
203 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 208 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
204 * value could not be stored in a sint32 (which unfortunately sometimes is 209 * value could not be stored in a sint32 (which unfortunately sometimes is
205 * used to store nrof). 210 * used to store nrof).
206 */ 211 */
207 if (ob1->nrof + ob2->nrof >= 1UL << 31) 212 if (ob1->nrof + ob2->nrof >= 1UL << 31)
217 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 222 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
218 223
219 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 224 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
220 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 225 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
221 226
222 227 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
223 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something 228 || ob1->arch != ob2->arch
224 * being locked in inventory should prevent merging.
225 * 0x4 in flags3 is CLIENT_SENT
226 */
227 if ((ob1->arch != ob2->arch) ||
228 (ob1->flags[0] != ob2->flags[0]) ||
229 (ob1->flags[1] != ob2->flags[1]) ||
230 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
231 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
232 (ob1->name != ob2->name) || 229 || ob1->name != ob2->name
233 (ob1->title != ob2->title) || 230 || ob1->title != ob2->title
234 (ob1->msg != ob2->msg) || 231 || ob1->msg != ob2->msg
235 (ob1->weight != ob2->weight) || 232 || ob1->weight != ob2->weight
236 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) || 233 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
237 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) || 234 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
238 (ob1->attacktype != ob2->attacktype) || 235 || ob1->attacktype != ob2->attacktype
239 (ob1->magic != ob2->magic) || 236 || ob1->magic != ob2->magic
240 (ob1->slaying != ob2->slaying) || 237 || ob1->slaying != ob2->slaying
241 (ob1->skill != ob2->skill) || 238 || ob1->skill != ob2->skill
242 (ob1->value != ob2->value) || 239 || ob1->value != ob2->value
243 (ob1->animation_id != ob2->animation_id) || 240 || ob1->animation_id != ob2->animation_id
244 (ob1->client_type != ob2->client_type) || 241 || ob1->client_type != ob2->client_type
245 (ob1->materialname != ob2->materialname) || 242 || ob1->materialname != ob2->materialname
246 (ob1->lore != ob2->lore) || 243 || ob1->lore != ob2->lore
247 (ob1->subtype != ob2->subtype) || 244 || ob1->subtype != ob2->subtype
248 (ob1->move_type != ob2->move_type) || 245 || ob1->move_type != ob2->move_type
249 (ob1->move_block != ob2->move_block) || 246 || ob1->move_block != ob2->move_block
250 (ob1->move_allow != ob2->move_allow) || 247 || ob1->move_allow != ob2->move_allow
251 (ob1->move_on != ob2->move_on) || 248 || ob1->move_on != ob2->move_on
252 (ob1->move_off != ob2->move_off) || (ob1->move_slow != ob2->move_slow) || (ob1->move_slow_penalty != ob2->move_slow_penalty)) 249 || ob1->move_off != ob2->move_off
250 || ob1->move_slow != ob2->move_slow
251 || ob1->move_slow_penalty != ob2->move_slow_penalty)
253 return 0; 252 return 0;
254 253
255 /* This is really a spellbook check - really, we should 254 /* This is really a spellbook check - really, we should
256 * check all objects in the inventory. 255 * check all objects in the inventory.
257 */ 256 */
260 /* if one object has inventory but the other doesn't, not equiv */ 259 /* if one object has inventory but the other doesn't, not equiv */
261 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 260 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
262 return 0; 261 return 0;
263 262
264 /* Now check to see if the two inventory objects could merge */ 263 /* Now check to see if the two inventory objects could merge */
265 if (!CAN_MERGE (ob1->inv, ob2->inv)) 264 if (!object::can_merge (ob1->inv, ob2->inv))
266 return 0; 265 return 0;
267 266
268 /* inventory ok - still need to check rest of this object to see 267 /* inventory ok - still need to check rest of this object to see
269 * if it is valid. 268 * if it is valid.
270 */ 269 */
279 278
280 /* Note sure why the following is the case - either the object has to 279 /* Note sure why the following is the case - either the object has to
281 * be animated or have a very low speed. Is this an attempted monster 280 * be animated or have a very low speed. Is this an attempted monster
282 * check? 281 * check?
283 */ 282 */
284 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 283 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
285 return 0; 284 return 0;
286 285
287 switch (ob1->type) 286 switch (ob1->type)
288 { 287 {
289 case SCROLL: 288 case SCROLL:
300 return 0; 299 return 0;
301 else if (!compare_ob_value_lists (ob1, ob2)) 300 else if (!compare_ob_value_lists (ob1, ob2))
302 return 0; 301 return 0;
303 } 302 }
304 303
305 //TODO: generate an event or call into perl for additional checks
306 if (ob1->self || ob2->self) 304 if (ob1->self || ob2->self)
307 { 305 {
308 ob1->optimise (); 306 ob1->optimise ();
309 ob2->optimise (); 307 ob2->optimise ();
310 308
311 if (ob1->self || ob2->self) 309 if (ob1->self || ob2->self)
310 if (!cfperl_can_merge (ob1, ob2))
312 return 0; 311 return 0;
313 } 312 }
314 313
315 /* Everything passes, must be OK. */ 314 /* Everything passes, must be OK. */
316 return 1; 315 return 1;
317} 316}
325sum_weight (object *op) 324sum_weight (object *op)
326{ 325{
327 long sum; 326 long sum;
328 object *inv; 327 object *inv;
329 328
330 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 329 for (sum = 0, inv = op->inv; inv; inv = inv->below)
331 { 330 {
332 if (inv->inv) 331 if (inv->inv)
333 sum_weight (inv); 332 sum_weight (inv);
333
334 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 334 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
335 } 335 }
336 336
337 if (op->type == CONTAINER && op->stats.Str) 337 if (op->type == CONTAINER && op->stats.Str)
338 sum = (sum * (100 - op->stats.Str)) / 100; 338 sum = (sum * (100 - op->stats.Str)) / 100;
354 op = op->env; 354 op = op->env;
355 return op; 355 return op;
356} 356}
357 357
358/* 358/*
359 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
360 * a better check. We basically keeping traversing up until we can't
361 * or find a player.
362 */
363
364object *
365is_player_inv (object *op)
366{
367 for (; op != NULL && op->type != PLAYER; op = op->env)
368 if (op->env == op)
369 op->env = NULL;
370 return op;
371}
372
373/*
374 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 359 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
375 * Some error messages. 360 * Some error messages.
376 * The result of the dump is stored in the static global errmsg array. 361 * The result of the dump is stored in the static global errmsg array.
377 */ 362 */
378
379char * 363char *
380dump_object (object *op) 364dump_object (object *op)
381{ 365{
382 if (!op) 366 if (!op)
383 return strdup ("[NULLOBJ]"); 367 return strdup ("[NULLOBJ]");
384 368
385 object_freezer freezer; 369 object_freezer freezer;
386 save_object (freezer, op, 3); 370 op->write (freezer);
387 return freezer.as_string (); 371 return freezer.as_string ();
388} 372}
389 373
390/* 374/*
391 * get_nearest_part(multi-object, object 2) returns the part of the 375 * get_nearest_part(multi-object, object 2) returns the part of the
392 * multi-object 1 which is closest to the second object. 376 * multi-object 1 which is closest to the second object.
393 * If it's not a multi-object, it is returned. 377 * If it's not a multi-object, it is returned.
394 */ 378 */
395
396object * 379object *
397get_nearest_part (object *op, const object *pl) 380get_nearest_part (object *op, const object *pl)
398{ 381{
399 object *tmp, *closest; 382 object *tmp, *closest;
400 int last_dist, i; 383 int last_dist, i;
408} 391}
409 392
410/* 393/*
411 * Returns the object which has the count-variable equal to the argument. 394 * Returns the object which has the count-variable equal to the argument.
412 */ 395 */
413
414object * 396object *
415find_object (tag_t i) 397find_object (tag_t i)
416{ 398{
417 for (object *op = object::first; op; op = op->next) 399 for_all_objects (op)
418 if (op->count == i) 400 if (op->count == i)
419 return op; 401 return op;
420 402
421 return 0; 403 return 0;
422} 404}
423 405
424/* 406/*
425 * Returns the first object which has a name equal to the argument. 407 * Returns the first object which has a name equal to the argument.
426 * Used only by the patch command, but not all that useful. 408 * Used only by the patch command, but not all that useful.
427 * Enables features like "patch <name-of-other-player> food 999" 409 * Enables features like "patch <name-of-other-player> food 999"
428 */ 410 */
429
430object * 411object *
431find_object_name (const char *str) 412find_object_name (const char *str)
432{ 413{
433 shstr_cmp str_ (str); 414 shstr_cmp str_ (str);
434 object *op; 415 object *op;
435 416
436 for (op = object::first; op != NULL; op = op->next) 417 for_all_objects (op)
437 if (op->name == str_) 418 if (op->name == str_)
438 break; 419 break;
439 420
440 return op; 421 return op;
441} 422}
447} 428}
448 429
449/* 430/*
450 * Sets the owner and sets the skill and exp pointers to owner's current 431 * Sets the owner and sets the skill and exp pointers to owner's current
451 * skill and experience objects. 432 * skill and experience objects.
433 * ACTUALLY NO! investigate! TODO
452 */ 434 */
453void 435void
454object::set_owner (object *owner) 436object::set_owner (object *owner)
455{ 437{
438 // allow objects which own objects
456 if (!owner) 439 if (owner)
457 return;
458
459 /* next line added to allow objects which own objects */
460 /* Add a check for ownercounts in here, as I got into an endless loop
461 * with the fireball owning a poison cloud which then owned the
462 * fireball. I believe that was caused by one of the objects getting
463 * freed and then another object replacing it. Since the ownercounts
464 * didn't match, this check is valid and I believe that cause is valid.
465 */
466 while (owner->owner) 440 while (owner->owner)
467 owner = owner->owner; 441 owner = owner->owner;
468 442
469 this->owner = owner; 443 this->owner = owner;
444}
445
446int
447object::slottype () const
448{
449 if (type == SKILL)
450 {
451 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
452 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
453 }
454 else
455 {
456 if (slot [body_combat].info) return slot_combat;
457 if (slot [body_range ].info) return slot_ranged;
458 }
459
460 return slot_none;
461}
462
463bool
464object::change_weapon (object *ob)
465{
466 if (current_weapon == ob)
467 return true;
468
469 if (chosen_skill)
470 chosen_skill->flag [FLAG_APPLIED] = false;
471
472 current_weapon = ob;
473 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
474
475 if (chosen_skill)
476 chosen_skill->flag [FLAG_APPLIED] = true;
477
478 update_stats ();
479
480 if (ob)
481 {
482 // now check wether any body locations became invalid, in which case
483 // we cannot apply the weapon at the moment.
484 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
485 if (slot[i].used < 0)
486 {
487 current_weapon = chosen_skill = 0;
488 update_stats ();
489
490 new_draw_info_format (NDI_UNIQUE, 0, this,
491 "You try to balance all your items at once, "
492 "but the %s is just too much for your body. "
493 "[You need to unapply some items first.]", &ob->name);
494 return false;
495 }
496
497 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
498 }
499 else
500 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
501
502 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
503 {
504 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
505 &name, ob->debug_desc ());
506 return false;
507 }
508
509 return true;
470} 510}
471 511
472/* Zero the key_values on op, decrementing the shared-string 512/* Zero the key_values on op, decrementing the shared-string
473 * refcounts and freeing the links. 513 * refcounts and freeing the links.
474 */ 514 */
475static void 515static void
476free_key_values (object *op) 516free_key_values (object *op)
477{ 517{
478 for (key_value *i = op->key_values; i != 0;) 518 for (key_value *i = op->key_values; i; )
479 { 519 {
480 key_value *next = i->next; 520 key_value *next = i->next;
481 delete i; 521 delete i;
482 522
483 i = next; 523 i = next;
484 } 524 }
485 525
486 op->key_values = 0; 526 op->key_values = 0;
487} 527}
488 528
489void object::clear () 529object &
530object::operator =(const object &src)
490{ 531{
491 attachable_base::clear (); 532 bool is_freed = flag [FLAG_FREED];
533 bool is_removed = flag [FLAG_REMOVED];
492 534
493 free_key_values (this); 535 *(object_copy *)this = src;
494 536
495 owner = 0; 537 flag [FLAG_FREED] = is_freed;
496 name = 0; 538 flag [FLAG_REMOVED] = is_removed;
497 name_pl = 0;
498 title = 0;
499 race = 0;
500 slaying = 0;
501 skill = 0;
502 msg = 0;
503 lore = 0;
504 custom_name = 0;
505 materialname = 0;
506 contr = 0;
507 below = 0;
508 above = 0;
509 inv = 0;
510 container = 0;
511 env = 0;
512 more = 0;
513 head = 0;
514 map = 0;
515 active_next = 0;
516 active_prev = 0;
517
518 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
519
520 SET_FLAG (this, FLAG_REMOVED);
521
522 /* What is not cleared is next, prev, and count */
523
524 expmul = 1.0;
525 face = blank_face;
526
527 if (settings.casting_time)
528 casting_time = -1;
529}
530
531void object::clone (object *destination)
532{
533 *(object_copy *)destination = *this;
534 *(object_pod *)destination = *this;
535
536 if (self || cb)
537 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
538}
539
540/*
541 * copy object first frees everything allocated by the second object,
542 * and then copies the contends of the first object into the second
543 * object, allocating what needs to be allocated. Basically, any
544 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
545 * if the first object is freed, the pointers in the new object
546 * will point at garbage.
547 */
548void
549copy_object (object *op2, object *op)
550{
551 bool is_freed = QUERY_FLAG (op, FLAG_FREED);
552 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED);
553
554 op2->clone (op);
555
556 if (is_freed)
557 SET_FLAG (op, FLAG_FREED);
558 if (is_removed)
559 SET_FLAG (op, FLAG_REMOVED);
560
561 if (op2->speed < 0)
562 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0;
563 539
564 /* Copy over key_values, if any. */ 540 /* Copy over key_values, if any. */
565 if (op2->key_values) 541 if (src.key_values)
566 { 542 {
567 key_value *tail = 0; 543 key_value *tail = 0;
568 key_value *i;
569
570 op->key_values = 0; 544 key_values = 0;
571 545
572 for (i = op2->key_values; i; i = i->next) 546 for (key_value *i = src.key_values; i; i = i->next)
573 { 547 {
574 key_value *new_link = new key_value; 548 key_value *new_link = new key_value;
575 549
576 new_link->next = 0; 550 new_link->next = 0;
577 new_link->key = i->key; 551 new_link->key = i->key;
578 new_link->value = i->value; 552 new_link->value = i->value;
579 553
580 /* Try and be clever here, too. */ 554 /* Try and be clever here, too. */
581 if (!op->key_values) 555 if (!key_values)
582 { 556 {
583 op->key_values = new_link; 557 key_values = new_link;
584 tail = new_link; 558 tail = new_link;
585 } 559 }
586 else 560 else
587 { 561 {
588 tail->next = new_link; 562 tail->next = new_link;
589 tail = new_link; 563 tail = new_link;
590 } 564 }
591 } 565 }
592 } 566 }
567}
593 568
594 update_ob_speed (op); 569/*
570 * copy_to first frees everything allocated by the dst object,
571 * and then copies the contents of itself into the second
572 * object, allocating what needs to be allocated. Basically, any
573 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
574 * if the first object is freed, the pointers in the new object
575 * will point at garbage.
576 */
577void
578object::copy_to (object *dst)
579{
580 *dst = *this;
581
582 if (speed < 0)
583 dst->speed_left -= rndm ();
584
585 dst->set_speed (dst->speed);
586}
587
588void
589object::instantiate ()
590{
591 if (!uuid.seq) // HACK
592 uuid = gen_uuid ();
593
594 speed_left = -0.1f;
595 /* copy the body_info to the body_used - this is only really
596 * need for monsters, but doesn't hurt to do it for everything.
597 * by doing so, when a monster is created, it has good starting
598 * values for the body_used info, so when items are created
599 * for it, they can be properly equipped.
600 */
601 for (int i = NUM_BODY_LOCATIONS; i--; )
602 slot[i].used = slot[i].info;
603
604 attachable::instantiate ();
605}
606
607object *
608object::clone ()
609{
610 object *neu = create ();
611 copy_to (neu);
612 return neu;
595} 613}
596 614
597/* 615/*
598 * If an object with the IS_TURNABLE() flag needs to be turned due 616 * If an object with the IS_TURNABLE() flag needs to be turned due
599 * to the closest player being on the other side, this function can 617 * to the closest player being on the other side, this function can
600 * be called to update the face variable, _and_ how it looks on the map. 618 * be called to update the face variable, _and_ how it looks on the map.
601 */ 619 */
602
603void 620void
604update_turn_face (object *op) 621update_turn_face (object *op)
605{ 622{
606 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 623 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
607 return; 624 return;
625
608 SET_ANIMATION (op, op->direction); 626 SET_ANIMATION (op, op->direction);
609 update_object (op, UP_OBJ_FACE); 627 update_object (op, UP_OBJ_FACE);
610} 628}
611 629
612/* 630/*
613 * Updates the speed of an object. If the speed changes from 0 to another 631 * Updates the speed of an object. If the speed changes from 0 to another
614 * value, or vice versa, then add/remove the object from the active list. 632 * value, or vice versa, then add/remove the object from the active list.
615 * This function needs to be called whenever the speed of an object changes. 633 * This function needs to be called whenever the speed of an object changes.
616 */ 634 */
617void 635void
618update_ob_speed (object *op) 636object::set_speed (float speed)
619{ 637{
620 extern int arch_init; 638 if (flag [FLAG_FREED] && speed)
621
622 /* No reason putting the archetypes objects on the speed list,
623 * since they never really need to be updated.
624 */
625
626 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
627 { 639 {
628 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 640 LOG (llevError, "Object %s is freed but has speed.\n", &name);
629#ifdef MANY_CORES
630 abort ();
631#else
632 op->speed = 0; 641 speed = 0;
633#endif
634 }
635
636 if (arch_init)
637 return;
638
639 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
640 { 642 }
641 /* If already on active list, don't do anything */
642 if (op->active_next || op->active_prev || op == active_objects)
643 return;
644 643
645 /* process_events() expects us to insert the object at the beginning 644 this->speed = speed;
646 * of the list. */
647 op->active_next = active_objects;
648 645
649 if (op->active_next != NULL) 646 if (has_active_speed ())
650 op->active_next->active_prev = op; 647 activate ();
651
652 active_objects = op;
653 }
654 else 648 else
655 { 649 deactivate ();
656 /* If not on the active list, nothing needs to be done */
657 if (!op->active_next && !op->active_prev && op != active_objects)
658 return;
659
660 if (op->active_prev == NULL)
661 {
662 active_objects = op->active_next;
663
664 if (op->active_next != NULL)
665 op->active_next->active_prev = NULL;
666 }
667 else
668 {
669 op->active_prev->active_next = op->active_next;
670
671 if (op->active_next)
672 op->active_next->active_prev = op->active_prev;
673 }
674
675 op->active_next = NULL;
676 op->active_prev = NULL;
677 }
678} 650}
679 651
680/* This function removes object 'op' from the list of active
681 * objects.
682 * This should only be used for style maps or other such
683 * reference maps where you don't want an object that isn't
684 * in play chewing up cpu time getting processed.
685 * The reverse of this is to call update_ob_speed, which
686 * will do the right thing based on the speed of the object.
687 */
688void
689remove_from_active_list (object *op)
690{
691 /* If not on the active list, nothing needs to be done */
692 if (!op->active_next && !op->active_prev && op != active_objects)
693 return;
694
695 if (op->active_prev == NULL)
696 {
697 active_objects = op->active_next;
698 if (op->active_next != NULL)
699 op->active_next->active_prev = NULL;
700 }
701 else
702 {
703 op->active_prev->active_next = op->active_next;
704 if (op->active_next)
705 op->active_next->active_prev = op->active_prev;
706 }
707 op->active_next = NULL;
708 op->active_prev = NULL;
709}
710
711/* 652/*
712 * update_object() updates the array which represents the map. 653 * update_object() updates the the map.
713 * It takes into account invisible objects (and represent squares covered 654 * It takes into account invisible objects (and represent squares covered
714 * by invisible objects by whatever is below them (unless it's another 655 * by invisible objects by whatever is below them (unless it's another
715 * invisible object, etc...) 656 * invisible object, etc...)
716 * If the object being updated is beneath a player, the look-window 657 * If the object being updated is beneath a player, the look-window
717 * of that player is updated (this might be a suboptimal way of 658 * of that player is updated (this might be a suboptimal way of
718 * updating that window, though, since update_object() is called _often_) 659 * updating that window, though, since update_object() is called _often_)
719 * 660 *
720 * action is a hint of what the caller believes need to be done. 661 * action is a hint of what the caller believes need to be done.
721 * For example, if the only thing that has changed is the face (due to
722 * an animation), we don't need to call update_position until that actually
723 * comes into view of a player. OTOH, many other things, like addition/removal
724 * of walls or living creatures may need us to update the flags now.
725 * current action are: 662 * current action are:
726 * UP_OBJ_INSERT: op was inserted 663 * UP_OBJ_INSERT: op was inserted
727 * UP_OBJ_REMOVE: op was removed 664 * UP_OBJ_REMOVE: op was removed
728 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 665 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
729 * as that is easier than trying to look at what may have changed. 666 * as that is easier than trying to look at what may have changed.
730 * UP_OBJ_FACE: only the objects face has changed. 667 * UP_OBJ_FACE: only the objects face has changed.
731 */ 668 */
732
733void 669void
734update_object (object *op, int action) 670update_object (object *op, int action)
735{ 671{
736 int update_now = 0, flags;
737 MoveType move_on, move_off, move_block, move_slow;
738
739 if (op == NULL) 672 if (op == NULL)
740 { 673 {
741 /* this should never happen */ 674 /* this should never happen */
742 LOG (llevDebug, "update_object() called for NULL object.\n"); 675 LOG (llevDebug, "update_object() called for NULL object.\n");
743 return; 676 return;
744 } 677 }
745 678
746 if (op->env != NULL) 679 if (op->env)
747 { 680 {
748 /* Animation is currently handled by client, so nothing 681 /* Animation is currently handled by client, so nothing
749 * to do in this case. 682 * to do in this case.
750 */ 683 */
751 return; 684 return;
756 */ 689 */
757 if (!op->map || op->map->in_memory == MAP_SAVING) 690 if (!op->map || op->map->in_memory == MAP_SAVING)
758 return; 691 return;
759 692
760 /* make sure the object is within map boundaries */ 693 /* make sure the object is within map boundaries */
761 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map)) 694 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
762 { 695 {
763 LOG (llevError, "update_object() called for object out of map!\n"); 696 LOG (llevError, "update_object() called for object out of map!\n");
764#ifdef MANY_CORES 697#ifdef MANY_CORES
765 abort (); 698 abort ();
766#endif 699#endif
767 return; 700 return;
768 } 701 }
769 702
770 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 703 mapspace &m = op->ms ();
771 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
772 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
773 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
774 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
775 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
776 704
705 if (!(m.flags_ & P_UPTODATE))
706 /* nop */;
777 if (action == UP_OBJ_INSERT) 707 else if (action == UP_OBJ_INSERT)
778 { 708 {
709 // this is likely overkill, TODO: revisit (schmorp)
779 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 710 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
780 update_now = 1;
781
782 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 711 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
783 update_now = 1; 712 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
784 713 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
714 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
785 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 715 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
786 update_now = 1;
787
788 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
789 update_now = 1;
790
791 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
792 update_now = 1;
793
794 if ((move_on | op->move_on) != move_on) 716 || (m.move_on | op->move_on ) != m.move_on
795 update_now = 1;
796
797 if ((move_off | op->move_off) != move_off) 717 || (m.move_off | op->move_off ) != m.move_off
798 update_now = 1; 718 || (m.move_slow | op->move_slow) != m.move_slow
799
800 /* This isn't perfect, but I don't expect a lot of objects to 719 /* This isn't perfect, but I don't expect a lot of objects to
801 * to have move_allow right now. 720 * to have move_allow right now.
802 */ 721 */
803 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 722 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
804 update_now = 1; 723 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
805 724 m.flags_ = 0;
806 if ((move_slow | op->move_slow) != move_slow)
807 update_now = 1;
808 } 725 }
809 /* if the object is being removed, we can't make intelligent 726 /* if the object is being removed, we can't make intelligent
810 * decisions, because remove_ob can't really pass the object 727 * decisions, because remove_ob can't really pass the object
811 * that is being removed. 728 * that is being removed.
812 */ 729 */
813 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 730 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
814 update_now = 1; 731 m.flags_ = 0;
815 else if (action == UP_OBJ_FACE) 732 else if (action == UP_OBJ_FACE)
816 /* Nothing to do for that case */ ; 733 /* Nothing to do for that case */ ;
817 else 734 else
818 LOG (llevError, "update_object called with invalid action: %d\n", action); 735 LOG (llevError, "update_object called with invalid action: %d\n", action);
819 736
820 if (update_now)
821 {
822 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
823 update_position (op->map, op->x, op->y);
824 }
825
826 if (op->more != NULL) 737 if (op->more)
827 update_object (op->more, action); 738 update_object (op->more, action);
828}
829
830object::vector object::mortals;
831object::vector object::objects; // not yet used
832object *object::first;
833
834void object::free_mortals ()
835{
836 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
837 if ((*i)->refcnt)
838 ++i; // further delay freeing
839 else
840 {
841 delete *i;
842 mortals.erase (i);
843 }
844
845 static int lastmortals = 0;//D
846
847 if (mortals.size() != lastmortals && lastmortals > 100)//D
848 {
849 lastmortals = mortals.size ();//D
850 LOG (llevDebug, "%d objects in mortal queue\n", lastmortals);//D
851 }
852} 739}
853 740
854object::object () 741object::object ()
855{ 742{
856 SET_FLAG (this, FLAG_REMOVED); 743 SET_FLAG (this, FLAG_REMOVED);
859 face = blank_face; 746 face = blank_face;
860} 747}
861 748
862object::~object () 749object::~object ()
863{ 750{
751 unlink ();
752
864 free_key_values (this); 753 free_key_values (this);
865} 754}
866 755
756static int object_count;
757
867void object::link () 758void object::link ()
868{ 759{
869 count = ++ob_count; 760 assert (!index);//D
870 uuid = gen_uuid (); 761 uuid = gen_uuid ();
762 count = ++object_count;
871 763
872 prev = 0; 764 refcnt_inc ();
873 next = object::first; 765 objects.insert (this);
874
875 if (object::first)
876 object::first->prev = this;
877
878 object::first = this;
879} 766}
880 767
881void object::unlink () 768void object::unlink ()
882{ 769{
883 if (this == object::first) 770 if (!index)
884 object::first = next; 771 return;
885 772
886 /* Remove this object from the list of used objects */ 773 objects.erase (this);
887 if (prev) prev->next = next; 774 refcnt_dec ();
888 if (next) next->prev = prev; 775}
889 776
890 prev = 0; 777void
891 next = 0; 778object::activate ()
779{
780 /* If already on active list, don't do anything */
781 if (active)
782 return;
783
784 if (has_active_speed ())
785 actives.insert (this);
786}
787
788void
789object::activate_recursive ()
790{
791 activate ();
792
793 for (object *op = inv; op; op = op->below)
794 op->activate_recursive ();
795}
796
797/* This function removes object 'op' from the list of active
798 * objects.
799 * This should only be used for style maps or other such
800 * reference maps where you don't want an object that isn't
801 * in play chewing up cpu time getting processed.
802 * The reverse of this is to call update_ob_speed, which
803 * will do the right thing based on the speed of the object.
804 */
805void
806object::deactivate ()
807{
808 /* If not on the active list, nothing needs to be done */
809 if (!active)
810 return;
811
812 actives.erase (this);
813}
814
815void
816object::deactivate_recursive ()
817{
818 for (object *op = inv; op; op = op->below)
819 op->deactivate_recursive ();
820
821 deactivate ();
822}
823
824void
825object::set_flag_inv (int flag, int value)
826{
827 for (object *op = inv; op; op = op->below)
828 {
829 op->flag [flag] = value;
830 op->set_flag_inv (flag, value);
831 }
832}
833
834/*
835 * Remove and free all objects in the inventory of the given object.
836 * object.c ?
837 */
838void
839object::destroy_inv (bool drop_to_ground)
840{
841 // need to check first, because the checks below might segfault
842 // as we might be on an invalid mapspace and crossfire code
843 // is too buggy to ensure that the inventory is empty.
844 // corollary: if you create arrows etc. with stuff in tis inventory,
845 // cf will crash below with off-map x and y
846 if (!inv)
847 return;
848
849 /* Only if the space blocks everything do we not process -
850 * if some form of movement is allowed, let objects
851 * drop on that space.
852 */
853 if (!drop_to_ground
854 || !map
855 || map->in_memory != MAP_IN_MEMORY
856 || map->nodrop
857 || ms ().move_block == MOVE_ALL)
858 {
859 while (inv)
860 {
861 inv->destroy_inv (drop_to_ground);
862 inv->destroy ();
863 }
864 }
865 else
866 { /* Put objects in inventory onto this space */
867 while (inv)
868 {
869 object *op = inv;
870
871 if (op->flag [FLAG_STARTEQUIP]
872 || op->flag [FLAG_NO_DROP]
873 || op->type == RUNE
874 || op->type == TRAP
875 || op->flag [FLAG_IS_A_TEMPLATE]
876 || op->flag [FLAG_DESTROY_ON_DEATH])
877 op->destroy ();
878 else
879 map->insert (op, x, y);
880 }
881 }
892} 882}
893 883
894object *object::create () 884object *object::create ()
895{ 885{
896 object *op = new object; 886 object *op = new object;
897 op->link (); 887 op->link ();
898 return op; 888 return op;
899} 889}
900 890
901/* 891void
902 * free_object() frees everything allocated by an object, removes 892object::do_destroy ()
903 * it from the list of used objects, and puts it on the list of
904 * free objects. The IS_FREED() flag is set in the object.
905 * The object must have been removed by remove_ob() first for
906 * this function to succeed.
907 *
908 * If destroy_inventory is set, free inventory as well. Else drop items in
909 * inventory to the ground.
910 */
911void object::destroy (bool destroy_inventory)
912{ 893{
913 if (QUERY_FLAG (this, FLAG_FREED)) 894 attachable::do_destroy ();
914 return;
915 895
916 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 896 if (flag [FLAG_IS_LINKED])
897 remove_button_link (this);
898
899 if (flag [FLAG_FRIENDLY])
917 remove_friendly_object (this); 900 remove_friendly_object (this);
918 901
919 if (!QUERY_FLAG (this, FLAG_REMOVED)) 902 if (!flag [FLAG_REMOVED])
920 remove_ob (this); 903 remove ();
921 904
922 SET_FLAG (this, FLAG_FREED); 905 destroy_inv (true);
906
907 deactivate ();
908 unlink ();
909
910 flag [FLAG_FREED] = 1;
923 911
924 // hack to ensure that freed objects still have a valid map 912 // hack to ensure that freed objects still have a valid map
925 { 913 {
926 static maptile *freed_map; // freed objects are moved here to avoid crashes 914 static maptile *freed_map; // freed objects are moved here to avoid crashes
927 915
928 if (!freed_map) 916 if (!freed_map)
929 { 917 {
930 freed_map = get_empty_map (3, 3); 918 freed_map = new maptile;
919
931 freed_map->name = "freed objects map"; 920 freed_map->path = "<freed objects map>";
932 allocate_map (freed_map); 921 freed_map->name = "/internal/freed_objects_map";
922 freed_map->width = 3;
923 freed_map->height = 3;
924
925 freed_map->alloc ();
926 freed_map->in_memory = MAP_IN_MEMORY;
933 } 927 }
934 928
935 map = freed_map; 929 map = freed_map;
936 x = 1; 930 x = 1;
937 y = 1; 931 y = 1;
938 } 932 }
939 933
940 if (more) 934 if (more)
941 { 935 {
942 more->destroy (destroy_inventory); 936 more->destroy ();
943 more = 0; 937 more = 0;
944 } 938 }
945 939
946 if (inv) 940 head = 0;
947 {
948 /* Only if the space blocks everything do we not process -
949 * if some form of movement is allowed, let objects
950 * drop on that space.
951 */
952 if (destroy_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
953 {
954 object *op = inv;
955 941
956 while (op)
957 {
958 object *tmp = op->below;
959 op->destroy (destroy_inventory);
960 op = tmp;
961 }
962 }
963 else
964 { /* Put objects in inventory onto this space */
965 object *op = inv;
966
967 while (op)
968 {
969 object *tmp = op->below;
970
971 remove_ob (op);
972
973 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
974 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
975 free_object (op);
976 else
977 {
978 op->x = x;
979 op->y = y;
980 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
981 }
982
983 op = tmp;
984 }
985 }
986 }
987
988 // clear those pointers that likely might have circular references to us 942 // clear those pointers that likely might cause circular references
989 owner = 0; 943 owner = 0;
990 enemy = 0; 944 enemy = 0;
991 attacked_by = 0; 945 attacked_by = 0;
946 current_weapon = 0;
947}
992 948
993 // only relevant for players(?), but make sure of it anyways 949void
994 contr = 0; 950object::destroy (bool destroy_inventory)
951{
952 if (destroyed ())
953 return;
995 954
996 /* Remove object from the active list */ 955 if (destroy_inventory)
997 speed = 0; 956 destroy_inv (false);
998 update_ob_speed (this);
999 957
1000 unlink (); 958 if (is_head ())
959 if (sound_destroy)
960 play_sound (sound_destroy);
961 else if (flag [FLAG_MONSTER])
962 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
1001 963
1002 mortals.push_back (this); 964 attachable::destroy ();
1003} 965}
1004 966
1005/* 967/*
1006 * sub_weight() recursively (outwards) subtracts a number from the 968 * sub_weight() recursively (outwards) subtracts a number from the
1007 * weight of an object (and what is carried by it's environment(s)). 969 * weight of an object (and what is carried by it's environment(s)).
1008 */ 970 */
1009
1010void 971void
1011sub_weight (object *op, signed long weight) 972sub_weight (object *op, signed long weight)
1012{ 973{
1013 while (op != NULL) 974 while (op != NULL)
1014 { 975 {
1018 op->carrying -= weight; 979 op->carrying -= weight;
1019 op = op->env; 980 op = op->env;
1020 } 981 }
1021} 982}
1022 983
1023/* remove_ob(op): 984/* op->remove ():
1024 * This function removes the object op from the linked list of objects 985 * This function removes the object op from the linked list of objects
1025 * which it is currently tied to. When this function is done, the 986 * which it is currently tied to. When this function is done, the
1026 * object will have no environment. If the object previously had an 987 * object will have no environment. If the object previously had an
1027 * environment, the x and y coordinates will be updated to 988 * environment, the x and y coordinates will be updated to
1028 * the previous environment. 989 * the previous environment.
1029 * Beware: This function is called from the editor as well!
1030 */ 990 */
1031
1032void 991void
1033remove_ob (object *op) 992object::do_remove ()
1034{ 993{
1035 object *tmp, *last = 0; 994 object *tmp, *last = 0;
1036 object *otmp; 995 object *otmp;
1037 996
1038 int check_walk_off;
1039 maptile *m;
1040
1041 sint16 x, y;
1042
1043 if (QUERY_FLAG (op, FLAG_REMOVED)) 997 if (QUERY_FLAG (this, FLAG_REMOVED))
1044 return; 998 return;
1045 999
1046 SET_FLAG (op, FLAG_REMOVED); 1000 SET_FLAG (this, FLAG_REMOVED);
1001 INVOKE_OBJECT (REMOVE, this);
1047 1002
1048 if (op->more != NULL) 1003 if (more)
1049 remove_ob (op->more); 1004 more->remove ();
1050 1005
1051 /* 1006 /*
1052 * In this case, the object to be removed is in someones 1007 * In this case, the object to be removed is in someones
1053 * inventory. 1008 * inventory.
1054 */ 1009 */
1055 if (op->env != NULL) 1010 if (env)
1056 { 1011 {
1057 if (op->nrof) 1012 if (nrof)
1058 sub_weight (op->env, op->weight * op->nrof); 1013 sub_weight (env, weight * nrof);
1059 else 1014 else
1060 sub_weight (op->env, op->weight + op->carrying); 1015 sub_weight (env, weight + carrying);
1061 1016
1062 /* NO_FIX_PLAYER is set when a great many changes are being 1017 /* NO_FIX_PLAYER is set when a great many changes are being
1063 * made to players inventory. If set, avoiding the call 1018 * made to players inventory. If set, avoiding the call
1064 * to save cpu time. 1019 * to save cpu time.
1065 */ 1020 */
1066 if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1021 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1067 fix_player (otmp); 1022 otmp->update_stats ();
1068 1023
1069 if (op->above != NULL) 1024 if (above)
1070 op->above->below = op->below; 1025 above->below = below;
1071 else 1026 else
1072 op->env->inv = op->below; 1027 env->inv = below;
1073 1028
1074 if (op->below != NULL) 1029 if (below)
1075 op->below->above = op->above; 1030 below->above = above;
1076 1031
1077 /* we set up values so that it could be inserted into 1032 /* we set up values so that it could be inserted into
1078 * the map, but we don't actually do that - it is up 1033 * the map, but we don't actually do that - it is up
1079 * to the caller to decide what we want to do. 1034 * to the caller to decide what we want to do.
1080 */ 1035 */
1081 op->x = op->env->x, op->y = op->env->y; 1036 x = env->x, y = env->y;
1082 op->map = op->env->map; 1037 map = env->map;
1083 op->above = NULL, op->below = NULL; 1038 above = 0, below = 0;
1084 op->env = NULL; 1039 env = 0;
1085 } 1040 }
1086 else if (op->map) 1041 else if (map)
1087 { 1042 {
1088 x = op->x; 1043 if (type == PLAYER)
1089 y = op->y;
1090 m = get_map_from_coord (op->map, &x, &y);
1091
1092 if (!m)
1093 { 1044 {
1094 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n", 1045 // leaving a spot always closes any open container on the ground
1095 op->map->path, op->x, op->y); 1046 if (container && !container->env)
1096 /* in old days, we used to set x and y to 0 and continue. 1047 // this causes spurious floorbox updates, but it ensures
1097 * it seems if we get into this case, something is probablye 1048 // that the CLOSE event is being sent.
1098 * screwed up and should be fixed. 1049 close_container ();
1099 */ 1050
1100 abort (); 1051 --map->players;
1052 map->touch ();
1101 } 1053 }
1102 1054
1103 if (op->map != m) 1055 map->dirty = true;
1104 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n", 1056 mapspace &ms = this->ms ();
1105 op->map->path, m->path, op->x, op->y, x, y);
1106
1107 /* Re did the following section of code - it looks like it had
1108 * lots of logic for things we no longer care about
1109 */
1110 1057
1111 /* link the object above us */ 1058 /* link the object above us */
1112 if (op->above) 1059 if (above)
1113 op->above->below = op->below; 1060 above->below = below;
1114 else 1061 else
1115 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */ 1062 ms.top = below; /* we were top, set new top */
1116 1063
1117 /* Relink the object below us, if there is one */ 1064 /* Relink the object below us, if there is one */
1118 if (op->below) 1065 if (below)
1119 op->below->above = op->above; 1066 below->above = above;
1120 else 1067 else
1121 { 1068 {
1122 /* Nothing below, which means we need to relink map object for this space 1069 /* Nothing below, which means we need to relink map object for this space
1123 * use translated coordinates in case some oddness with map tiling is 1070 * use translated coordinates in case some oddness with map tiling is
1124 * evident 1071 * evident
1125 */ 1072 */
1126 if (GET_MAP_OB (m, x, y) != op) 1073 if (GET_MAP_OB (map, x, y) != this)
1127 {
1128 char *dump = dump_object (op);
1129 LOG (llevError,
1130 "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", dump); 1074 LOG (llevError, "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom? %s\n", debug_desc ());
1131 free (dump);
1132 dump = dump_object (GET_MAP_OB (m, x, y));
1133 LOG (llevError, "%s\n", dump);
1134 free (dump);
1135 }
1136 1075
1137 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */ 1076 ms.bot = above; /* goes on above it. */
1138 } 1077 }
1139 1078
1140 op->above = 0; 1079 above = 0;
1141 op->below = 0; 1080 below = 0;
1142 1081
1143 if (op->map->in_memory == MAP_SAVING) 1082 if (map->in_memory == MAP_SAVING)
1144 return; 1083 return;
1145 1084
1146 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY); 1085 int check_walk_off = !flag [FLAG_NO_APPLY];
1147 1086
1148 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1087 if (object *pl = ms.player ())
1088 {
1089 if (pl->container == this)
1090 /* If a container that the player is currently using somehow gets
1091 * removed (most likely destroyed), update the player view
1092 * appropriately.
1093 */
1094 pl->close_container ();
1095
1096 pl->contr->ns->floorbox_update ();
1097 }
1098
1099 for (tmp = ms.bot; tmp; tmp = tmp->above)
1149 { 1100 {
1150 /* No point updating the players look faces if he is the object 1101 /* No point updating the players look faces if he is the object
1151 * being removed. 1102 * being removed.
1152 */ 1103 */
1153 1104
1154 if (tmp->type == PLAYER && tmp != op) 1105 /* See if object moving off should effect something */
1106 if (check_walk_off
1107 && ((move_type & tmp->move_off)
1108 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1155 { 1109 {
1156 /* If a container that the player is currently using somehow gets
1157 * removed (most likely destroyed), update the player view
1158 * appropriately.
1159 */
1160 if (tmp->container == op)
1161 {
1162 CLEAR_FLAG (op, FLAG_APPLIED);
1163 tmp->container = NULL;
1164 }
1165
1166 tmp->contr->socket.update_look = 1;
1167 }
1168
1169 /* See if player moving off should effect something */
1170 if (check_walk_off
1171 && ((op->move_type & tmp->move_off)
1172 && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1173 {
1174 move_apply (tmp, op, NULL); 1110 move_apply (tmp, this, 0);
1175 1111
1176 if (op->destroyed ()) 1112 if (destroyed ())
1177 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1113 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1178 } 1114 }
1179 1115
1180 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1181
1182 if (tmp->above == tmp)
1183 tmp->above = NULL;
1184
1185 last = tmp; 1116 last = tmp;
1186 } 1117 }
1187 1118
1188 /* last == NULL of there are no objects on this space */ 1119 /* last == NULL if there are no objects on this space */
1120 //TODO: this makes little sense, why only update the topmost object?
1189 if (last == NULL) 1121 if (!last)
1190 { 1122 map->at (x, y).flags_ = 0;
1191 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1192 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1193 * those out anyways, and if there are any flags set right now, they won't
1194 * be correct anyways.
1195 */
1196 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1197 update_position (op->map, op->x, op->y);
1198 }
1199 else 1123 else
1200 update_object (last, UP_OBJ_REMOVE); 1124 update_object (last, UP_OBJ_REMOVE);
1201 1125
1202 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0)) 1126 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1203 update_all_los (op->map, op->x, op->y); 1127 update_all_los (map, x, y);
1204 } 1128 }
1205} 1129}
1206 1130
1207/* 1131/*
1208 * merge_ob(op,top): 1132 * merge_ob(op,top):
1216merge_ob (object *op, object *top) 1140merge_ob (object *op, object *top)
1217{ 1141{
1218 if (!op->nrof) 1142 if (!op->nrof)
1219 return 0; 1143 return 0;
1220 1144
1221 if (top == NULL) 1145 if (top)
1222 for (top = op; top != NULL && top->above != NULL; top = top->above); 1146 for (top = op; top && top->above; top = top->above)
1147 ;
1223 1148
1224 for (; top != NULL; top = top->below) 1149 for (; top; top = top->below)
1225 { 1150 {
1226 if (top == op) 1151 if (top == op)
1227 continue; 1152 continue;
1228 if (CAN_MERGE (op, top)) 1153
1154 if (object::can_merge (op, top))
1229 { 1155 {
1230 top->nrof += op->nrof; 1156 top->nrof += op->nrof;
1231 1157
1232/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1158/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1233 op->weight = 0; /* Don't want any adjustements now */ 1159 op->weight = 0; /* Don't want any adjustements now */
1234 remove_ob (op); 1160 op->destroy ();
1235 free_object (op);
1236 return top; 1161 return top;
1237 } 1162 }
1238 } 1163 }
1239 1164
1240 return 0; 1165 return 0;
1241} 1166}
1242 1167
1168void
1169object::expand_tail ()
1170{
1171 if (more)
1172 return;
1173
1174 object *prev = this;
1175
1176 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1177 {
1178 object *op = arch_to_object (at);
1179
1180 op->name = name;
1181 op->name_pl = name_pl;
1182 op->title = title;
1183
1184 op->head = this;
1185 prev->more = op;
1186
1187 prev = op;
1188 }
1189}
1190
1243/* 1191/*
1244 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1192 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1245 * job preparing multi-part monsters 1193 * job preparing multi-part monsters.
1246 */ 1194 */
1247object * 1195object *
1248insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1196insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1249{ 1197{
1250 object *tmp;
1251
1252 if (op->head)
1253 op = op->head;
1254
1255 for (tmp = op; tmp; tmp = tmp->more) 1198 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1256 { 1199 {
1257 tmp->x = x + tmp->arch->clone.x; 1200 tmp->x = x + tmp->arch->x;
1258 tmp->y = y + tmp->arch->clone.y; 1201 tmp->y = y + tmp->arch->y;
1259 } 1202 }
1260 1203
1261 return insert_ob_in_map (op, m, originator, flag); 1204 return insert_ob_in_map (op, m, originator, flag);
1262} 1205}
1263 1206
1279 * Return value: 1222 * Return value:
1280 * new object if 'op' was merged with other object 1223 * new object if 'op' was merged with other object
1281 * NULL if 'op' was destroyed 1224 * NULL if 'op' was destroyed
1282 * just 'op' otherwise 1225 * just 'op' otherwise
1283 */ 1226 */
1284
1285object * 1227object *
1286insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1228insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1287{ 1229{
1230 assert (!op->flag [FLAG_FREED]);
1231
1288 object *tmp, *top, *floor = NULL; 1232 object *top, *floor = NULL;
1289 sint16 x, y;
1290 1233
1291 if (QUERY_FLAG (op, FLAG_FREED)) 1234 op->remove ();
1292 {
1293 LOG (llevError, "Trying to insert freed object!\n");
1294 return NULL;
1295 }
1296
1297 if (m == NULL)
1298 {
1299 char *dump = dump_object (op);
1300 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1301 free (dump);
1302 return op;
1303 }
1304 1235
1305 if (out_of_map (m, op->x, op->y)) 1236 if (out_of_map (m, op->x, op->y))
1306 { 1237 {
1307 char *dump = dump_object (op);
1308 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump); 1238 LOG (llevError, "Trying to insert object outside the map.\n%s\n", op->debug_desc ());
1309#ifdef MANY_CORES 1239#ifdef MANY_CORES
1310 /* Better to catch this here, as otherwise the next use of this object 1240 /* Better to catch this here, as otherwise the next use of this object
1311 * is likely to cause a crash. Better to find out where it is getting 1241 * is likely to cause a crash. Better to find out where it is getting
1312 * improperly inserted. 1242 * improperly inserted.
1313 */ 1243 */
1314 abort (); 1244 abort ();
1315#endif 1245#endif
1316 free (dump);
1317 return op; 1246 return op;
1318 } 1247 }
1319 1248
1320 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1249 if (object *more = op->more)
1321 { 1250 if (!insert_ob_in_map (more, m, originator, flag))
1322 char *dump = dump_object (op);
1323 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1324 free (dump);
1325 return op; 1251 return 0;
1326 }
1327
1328 if (op->more != NULL)
1329 {
1330 /* The part may be on a different map. */
1331
1332 object *more = op->more;
1333
1334 /* We really need the caller to normalize coordinates - if
1335 * we set the map, that doesn't work if the location is within
1336 * a map and this is straddling an edge. So only if coordinate
1337 * is clear wrong do we normalize it.
1338 */
1339 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1340 more->map = get_map_from_coord (m, &more->x, &more->y);
1341 else if (!more->map)
1342 {
1343 /* For backwards compatibility - when not dealing with tiled maps,
1344 * more->map should always point to the parent.
1345 */
1346 more->map = m;
1347 }
1348
1349 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1350 {
1351 if (!op->head)
1352 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1353
1354 return NULL;
1355 }
1356 }
1357 1252
1358 CLEAR_FLAG (op, FLAG_REMOVED); 1253 CLEAR_FLAG (op, FLAG_REMOVED);
1359 1254
1360 /* Ideally, the caller figures this out. However, it complicates a lot 1255 /* Ideally, the caller figures this out. However, it complicates a lot
1361 * of areas of callers (eg, anything that uses find_free_spot would now 1256 * of areas of callers (eg, anything that uses find_free_spot would now
1362 * need extra work 1257 * need extra work
1363 */ 1258 */
1364 op->map = get_map_from_coord (m, &op->x, &op->y); 1259 if (!xy_normalise (m, op->x, op->y))
1365 x = op->x; 1260 return 0;
1366 y = op->y; 1261
1262 op->map = m;
1263 mapspace &ms = op->ms ();
1367 1264
1368 /* this has to be done after we translate the coordinates. 1265 /* this has to be done after we translate the coordinates.
1369 */ 1266 */
1370 if (op->nrof && !(flag & INS_NO_MERGE)) 1267 if (op->nrof && !(flag & INS_NO_MERGE))
1371 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1268 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1372 if (CAN_MERGE (op, tmp)) 1269 if (object::can_merge (op, tmp))
1373 { 1270 {
1374 op->nrof += tmp->nrof; 1271 op->nrof += tmp->nrof;
1375 remove_ob (tmp); 1272 tmp->destroy ();
1376 free_object (tmp);
1377 } 1273 }
1378 1274
1379 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1275 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1380 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1276 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1381 1277
1394 op->below = originator->below; 1290 op->below = originator->below;
1395 1291
1396 if (op->below) 1292 if (op->below)
1397 op->below->above = op; 1293 op->below->above = op;
1398 else 1294 else
1399 SET_MAP_OB (op->map, op->x, op->y, op); 1295 ms.bot = op;
1400 1296
1401 /* since *below* originator, no need to update top */ 1297 /* since *below* originator, no need to update top */
1402 originator->below = op; 1298 originator->below = op;
1403 } 1299 }
1404 else 1300 else
1405 { 1301 {
1302 top = ms.bot;
1303
1406 /* If there are other objects, then */ 1304 /* If there are other objects, then */
1407 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1305 if ((!(flag & INS_MAP_LOAD)) && top)
1408 { 1306 {
1409 object *last = NULL; 1307 object *last = 0;
1410 1308
1411 /* 1309 /*
1412 * If there are multiple objects on this space, we do some trickier handling. 1310 * If there are multiple objects on this space, we do some trickier handling.
1413 * We've already dealt with merging if appropriate. 1311 * We've already dealt with merging if appropriate.
1414 * Generally, we want to put the new object on top. But if 1312 * Generally, we want to put the new object on top. But if
1418 * once we get to them. This reduces the need to traverse over all of 1316 * once we get to them. This reduces the need to traverse over all of
1419 * them when adding another one - this saves quite a bit of cpu time 1317 * them when adding another one - this saves quite a bit of cpu time
1420 * when lots of spells are cast in one area. Currently, it is presumed 1318 * when lots of spells are cast in one area. Currently, it is presumed
1421 * that flying non pickable objects are spell objects. 1319 * that flying non pickable objects are spell objects.
1422 */ 1320 */
1423 1321 for (top = ms.bot; top; top = top->above)
1424 while (top != NULL)
1425 { 1322 {
1426 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1323 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1427 floor = top; 1324 floor = top;
1428 1325
1429 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1326 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1432 top = top->below; 1329 top = top->below;
1433 break; 1330 break;
1434 } 1331 }
1435 1332
1436 last = top; 1333 last = top;
1437 top = top->above;
1438 } 1334 }
1439 1335
1440 /* Don't want top to be NULL, so set it to the last valid object */ 1336 /* Don't want top to be NULL, so set it to the last valid object */
1441 top = last; 1337 top = last;
1442 1338
1444 * looks like instead of lots of conditions here. 1340 * looks like instead of lots of conditions here.
1445 * makes things faster, and effectively the same result. 1341 * makes things faster, and effectively the same result.
1446 */ 1342 */
1447 1343
1448 /* Have object 'fall below' other objects that block view. 1344 /* Have object 'fall below' other objects that block view.
1449 * Unless those objects are exits, type 66 1345 * Unless those objects are exits.
1450 * If INS_ON_TOP is used, don't do this processing 1346 * If INS_ON_TOP is used, don't do this processing
1451 * Need to find the object that in fact blocks view, otherwise 1347 * Need to find the object that in fact blocks view, otherwise
1452 * stacking is a bit odd. 1348 * stacking is a bit odd.
1453 */ 1349 */
1454 if (!(flag & INS_ON_TOP) && 1350 if (!(flag & INS_ON_TOP)
1455 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1351 && ms.flags () & P_BLOCKSVIEW
1352 && (op->face && !faces [op->face].visibility))
1456 { 1353 {
1457 for (last = top; last != floor; last = last->below) 1354 for (last = top; last != floor; last = last->below)
1458 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1355 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1459 break; 1356 break;
1357
1460 /* Check to see if we found the object that blocks view, 1358 /* Check to see if we found the object that blocks view,
1461 * and make sure we have a below pointer for it so that 1359 * and make sure we have a below pointer for it so that
1462 * we can get inserted below this one, which requires we 1360 * we can get inserted below this one, which requires we
1463 * set top to the object below us. 1361 * set top to the object below us.
1464 */ 1362 */
1465 if (last && last->below && last != floor) 1363 if (last && last->below && last != floor)
1466 top = last->below; 1364 top = last->below;
1467 } 1365 }
1468 } /* If objects on this space */ 1366 } /* If objects on this space */
1469
1470 if (flag & INS_MAP_LOAD) 1367 if (flag & INS_MAP_LOAD)
1471 top = GET_MAP_TOP (op->map, op->x, op->y); 1368 top = ms.top;
1472 1369
1473 if (flag & INS_ABOVE_FLOOR_ONLY) 1370 if (flag & INS_ABOVE_FLOOR_ONLY)
1474 top = floor; 1371 top = floor;
1475 1372
1476 /* Top is the object that our object (op) is going to get inserted above. 1373 /* Top is the object that our object (op) is going to get inserted above.
1477 */ 1374 */
1478 1375
1479 /* First object on this space */ 1376 /* First object on this space */
1480 if (!top) 1377 if (!top)
1481 { 1378 {
1482 op->above = GET_MAP_OB (op->map, op->x, op->y); 1379 op->above = ms.bot;
1483 1380
1484 if (op->above) 1381 if (op->above)
1485 op->above->below = op; 1382 op->above->below = op;
1486 1383
1487 op->below = NULL; 1384 op->below = 0;
1488 SET_MAP_OB (op->map, op->x, op->y, op); 1385 ms.bot = op;
1489 } 1386 }
1490 else 1387 else
1491 { /* get inserted into the stack above top */ 1388 { /* get inserted into the stack above top */
1492 op->above = top->above; 1389 op->above = top->above;
1493 1390
1496 1393
1497 op->below = top; 1394 op->below = top;
1498 top->above = op; 1395 top->above = op;
1499 } 1396 }
1500 1397
1501 if (op->above == NULL) 1398 if (!op->above)
1502 SET_MAP_TOP (op->map, op->x, op->y, op); 1399 ms.top = op;
1503 } /* else not INS_BELOW_ORIGINATOR */ 1400 } /* else not INS_BELOW_ORIGINATOR */
1504 1401
1505 if (op->type == PLAYER) 1402 if (op->type == PLAYER)
1403 {
1506 op->contr->do_los = 1; 1404 op->contr->do_los = 1;
1405 ++op->map->players;
1406 op->map->touch ();
1407 }
1507 1408
1508 /* If we have a floor, we know the player, if any, will be above 1409 op->map->dirty = true;
1509 * it, so save a few ticks and start from there. 1410
1510 */
1511 if (!(flag & INS_MAP_LOAD)) 1411 if (!(flag & INS_MAP_LOAD))
1512 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1412 if (object *pl = ms.player ())
1513 if (tmp->type == PLAYER) 1413 pl->contr->ns->floorbox_update ();
1514 tmp->contr->socket.update_look = 1;
1515 1414
1516 /* If this object glows, it may affect lighting conditions that are 1415 /* If this object glows, it may affect lighting conditions that are
1517 * visible to others on this map. But update_all_los is really 1416 * visible to others on this map. But update_all_los is really
1518 * an inefficient way to do this, as it means los for all players 1417 * an inefficient way to do this, as it means los for all players
1519 * on the map will get recalculated. The players could very well 1418 * on the map will get recalculated. The players could very well
1520 * be far away from this change and not affected in any way - 1419 * be far away from this change and not affected in any way -
1521 * this should get redone to only look for players within range, 1420 * this should get redone to only look for players within range,
1522 * or just updating the P_NEED_UPDATE for spaces within this area 1421 * or just updating the P_UPTODATE for spaces within this area
1523 * of effect may be sufficient. 1422 * of effect may be sufficient.
1524 */ 1423 */
1525 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1424 if (op->map->darkness && (op->glow_radius != 0))
1526 update_all_los (op->map, op->x, op->y); 1425 update_all_los (op->map, op->x, op->y);
1527 1426
1528 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1427 /* updates flags (blocked, alive, no magic, etc) for this map space */
1529 update_object (op, UP_OBJ_INSERT); 1428 update_object (op, UP_OBJ_INSERT);
1530 1429
1430 INVOKE_OBJECT (INSERT, op);
1431
1531 /* Don't know if moving this to the end will break anything. However, 1432 /* Don't know if moving this to the end will break anything. However,
1532 * we want to have update_look set above before calling this. 1433 * we want to have floorbox_update called before calling this.
1533 * 1434 *
1534 * check_move_on() must be after this because code called from 1435 * check_move_on() must be after this because code called from
1535 * check_move_on() depends on correct map flags (so functions like 1436 * check_move_on() depends on correct map flags (so functions like
1536 * blocked() and wall() work properly), and these flags are updated by 1437 * blocked() and wall() work properly), and these flags are updated by
1537 * update_object(). 1438 * update_object().
1538 */ 1439 */
1539 1440
1540 /* if this is not the head or flag has been passed, don't check walk on status */ 1441 /* if this is not the head or flag has been passed, don't check walk on status */
1541 if (!(flag & INS_NO_WALK_ON) && !op->head) 1442 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1542 { 1443 {
1543 if (check_move_on (op, originator)) 1444 if (check_move_on (op, originator))
1544 return NULL; 1445 return 0;
1545 1446
1546 /* If we are a multi part object, lets work our way through the check 1447 /* If we are a multi part object, lets work our way through the check
1547 * walk on's. 1448 * walk on's.
1548 */ 1449 */
1549 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1450 for (object *tmp = op->more; tmp; tmp = tmp->more)
1550 if (check_move_on (tmp, originator)) 1451 if (check_move_on (tmp, originator))
1551 return NULL; 1452 return 0;
1552 } 1453 }
1553 1454
1554 return op; 1455 return op;
1555} 1456}
1556 1457
1557/* this function inserts an object in the map, but if it 1458/* this function inserts an object in the map, but if it
1558 * finds an object of its own type, it'll remove that one first. 1459 * finds an object of its own type, it'll remove that one first.
1559 * op is the object to insert it under: supplies x and the map. 1460 * op is the object to insert it under: supplies x and the map.
1560 */ 1461 */
1561void 1462void
1562replace_insert_ob_in_map (const char *arch_string, object *op) 1463replace_insert_ob_in_map (const char *arch_string, object *op)
1563{ 1464{
1564 object * 1465 object *tmp, *tmp1;
1565 tmp;
1566 object *
1567 tmp1;
1568 1466
1569 /* first search for itself and remove any old instances */ 1467 /* first search for itself and remove any old instances */
1570 1468
1571 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1469 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1572 {
1573 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1470 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1574 { 1471 tmp->destroy ();
1575 remove_ob (tmp);
1576 free_object (tmp);
1577 }
1578 }
1579 1472
1580 tmp1 = arch_to_object (archetype::find (arch_string)); 1473 tmp1 = arch_to_object (archetype::find (arch_string));
1581 1474
1582 tmp1->x = op->x; 1475 tmp1->x = op->x;
1583 tmp1->y = op->y; 1476 tmp1->y = op->y;
1584 insert_ob_in_map (tmp1, op->map, op, 0); 1477 insert_ob_in_map (tmp1, op->map, op, 0);
1478}
1479
1480object *
1481object::insert_at (object *where, object *originator, int flags)
1482{
1483 return where->map->insert (this, where->x, where->y, originator, flags);
1585} 1484}
1586 1485
1587/* 1486/*
1588 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1487 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1589 * is returned contains nr objects, and the remaining parts contains 1488 * is returned contains nr objects, and the remaining parts contains
1590 * the rest (or is removed and freed if that number is 0). 1489 * the rest (or is removed and freed if that number is 0).
1591 * On failure, NULL is returned, and the reason put into the 1490 * On failure, NULL is returned, and the reason put into the
1592 * global static errmsg array. 1491 * global static errmsg array.
1593 */ 1492 */
1594
1595object * 1493object *
1596get_split_ob (object *orig_ob, uint32 nr) 1494get_split_ob (object *orig_ob, uint32 nr)
1597{ 1495{
1598 object * 1496 object *newob;
1599 newob;
1600 int
1601 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1497 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1602 1498
1603 if (orig_ob->nrof < nr) 1499 if (orig_ob->nrof < nr)
1604 { 1500 {
1605 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name); 1501 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1606 return NULL; 1502 return NULL;
1607 } 1503 }
1608 1504
1609 newob = object_create_clone (orig_ob); 1505 newob = object_create_clone (orig_ob);
1610 1506
1611 if ((orig_ob->nrof -= nr) < 1) 1507 if ((orig_ob->nrof -= nr) < 1)
1612 { 1508 orig_ob->destroy (1);
1613 if (!is_removed)
1614 remove_ob (orig_ob);
1615 free_object2 (orig_ob, 1);
1616 }
1617 else if (!is_removed) 1509 else if (!is_removed)
1618 { 1510 {
1619 if (orig_ob->env != NULL) 1511 if (orig_ob->env != NULL)
1620 sub_weight (orig_ob->env, orig_ob->weight * nr); 1512 sub_weight (orig_ob->env, orig_ob->weight * nr);
1621 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY) 1513 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1636 * the amount of an object. If the amount reaches 0, the object 1528 * the amount of an object. If the amount reaches 0, the object
1637 * is subsequently removed and freed. 1529 * is subsequently removed and freed.
1638 * 1530 *
1639 * Return value: 'op' if something is left, NULL if the amount reached 0 1531 * Return value: 'op' if something is left, NULL if the amount reached 0
1640 */ 1532 */
1641
1642object * 1533object *
1643decrease_ob_nr (object *op, uint32 i) 1534decrease_ob_nr (object *op, uint32 i)
1644{ 1535{
1645 object *tmp; 1536 object *tmp;
1646 player *pl;
1647 1537
1648 if (i == 0) /* objects with op->nrof require this check */ 1538 if (i == 0) /* objects with op->nrof require this check */
1649 return op; 1539 return op;
1650 1540
1651 if (i > op->nrof) 1541 if (i > op->nrof)
1652 i = op->nrof; 1542 i = op->nrof;
1653 1543
1654 if (QUERY_FLAG (op, FLAG_REMOVED)) 1544 if (QUERY_FLAG (op, FLAG_REMOVED))
1655 op->nrof -= i; 1545 op->nrof -= i;
1656 else if (op->env != NULL) 1546 else if (op->env)
1657 { 1547 {
1658 /* is this object in the players inventory, or sub container 1548 /* is this object in the players inventory, or sub container
1659 * therein? 1549 * therein?
1660 */ 1550 */
1661 tmp = is_player_inv (op->env); 1551 tmp = op->in_player ();
1662 /* nope. Is this a container the player has opened? 1552 /* nope. Is this a container the player has opened?
1663 * If so, set tmp to that player. 1553 * If so, set tmp to that player.
1664 * IMO, searching through all the players will mostly 1554 * IMO, searching through all the players will mostly
1665 * likely be quicker than following op->env to the map, 1555 * likely be quicker than following op->env to the map,
1666 * and then searching the map for a player. 1556 * and then searching the map for a player.
1667 */ 1557 */
1668 if (!tmp) 1558 if (!tmp)
1669 { 1559 for_all_players (pl)
1670 for (pl = first_player; pl; pl = pl->next)
1671 if (pl->ob->container == op->env) 1560 if (pl->ob->container == op->env)
1561 {
1562 tmp = pl->ob;
1672 break; 1563 break;
1673 if (pl)
1674 tmp = pl->ob;
1675 else
1676 tmp = NULL;
1677 } 1564 }
1678 1565
1679 if (i < op->nrof) 1566 if (i < op->nrof)
1680 { 1567 {
1681 sub_weight (op->env, op->weight * i); 1568 sub_weight (op->env, op->weight * i);
1682 op->nrof -= i; 1569 op->nrof -= i;
1683 if (tmp) 1570 if (tmp)
1684 {
1685 esrv_send_item (tmp, op); 1571 esrv_send_item (tmp, op);
1686 }
1687 } 1572 }
1688 else 1573 else
1689 { 1574 {
1690 remove_ob (op); 1575 op->remove ();
1691 op->nrof = 0; 1576 op->nrof = 0;
1692 if (tmp) 1577 if (tmp)
1693 {
1694 esrv_del_item (tmp->contr, op->count); 1578 esrv_del_item (tmp->contr, op->count);
1695 }
1696 } 1579 }
1697 } 1580 }
1698 else 1581 else
1699 { 1582 {
1700 object *above = op->above; 1583 object *above = op->above;
1701 1584
1702 if (i < op->nrof) 1585 if (i < op->nrof)
1703 op->nrof -= i; 1586 op->nrof -= i;
1704 else 1587 else
1705 { 1588 {
1706 remove_ob (op); 1589 op->remove ();
1707 op->nrof = 0; 1590 op->nrof = 0;
1708 } 1591 }
1709 1592
1710 /* Since we just removed op, op->above is null */ 1593 /* Since we just removed op, op->above is null */
1711 for (tmp = above; tmp != NULL; tmp = tmp->above) 1594 for (tmp = above; tmp; tmp = tmp->above)
1712 if (tmp->type == PLAYER) 1595 if (tmp->type == PLAYER)
1713 { 1596 {
1714 if (op->nrof) 1597 if (op->nrof)
1715 esrv_send_item (tmp, op); 1598 esrv_send_item (tmp, op);
1716 else 1599 else
1720 1603
1721 if (op->nrof) 1604 if (op->nrof)
1722 return op; 1605 return op;
1723 else 1606 else
1724 { 1607 {
1725 free_object (op); 1608 op->destroy ();
1726 return NULL; 1609 return 0;
1727 } 1610 }
1728} 1611}
1729 1612
1730/* 1613/*
1731 * add_weight(object, weight) adds the specified weight to an object, 1614 * add_weight(object, weight) adds the specified weight to an object,
1732 * and also updates how much the environment(s) is/are carrying. 1615 * and also updates how much the environment(s) is/are carrying.
1733 */ 1616 */
1734
1735void 1617void
1736add_weight (object *op, signed long weight) 1618add_weight (object *op, signed long weight)
1737{ 1619{
1738 while (op != NULL) 1620 while (op != NULL)
1739 { 1621 {
1743 op->carrying += weight; 1625 op->carrying += weight;
1744 op = op->env; 1626 op = op->env;
1745 } 1627 }
1746} 1628}
1747 1629
1748/*
1749 * insert_ob_in_ob(op,environment):
1750 * This function inserts the object op in the linked list
1751 * inside the object environment.
1752 *
1753 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1754 * the inventory at the last position or next to other objects of the same
1755 * type.
1756 * Frank: Now sorted by type, archetype and magic!
1757 *
1758 * The function returns now pointer to inserted item, and return value can
1759 * be != op, if items are merged. -Tero
1760 */
1761
1762object * 1630object *
1763insert_ob_in_ob (object *op, object *where) 1631insert_ob_in_ob (object *op, object *where)
1764{ 1632{
1765 object * 1633 if (!where)
1766 tmp, *
1767 otmp;
1768
1769 if (!QUERY_FLAG (op, FLAG_REMOVED))
1770 {
1771 char *dump = dump_object (op);
1772 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", dump);
1773 free (dump);
1774 return op;
1775 }
1776
1777 if (where == NULL)
1778 { 1634 {
1779 char *dump = dump_object (op); 1635 char *dump = dump_object (op);
1780 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1636 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1781 free (dump); 1637 free (dump);
1782 return op; 1638 return op;
1783 } 1639 }
1784 1640
1785 if (where->head) 1641 if (where->head_ () != where)
1786 { 1642 {
1787 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n"); 1643 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1788 where = where->head; 1644 where = where->head;
1789 } 1645 }
1646
1647 return where->insert (op);
1648}
1649
1650/*
1651 * env->insert (op)
1652 * This function inserts the object op in the linked list
1653 * inside the object environment.
1654 *
1655 * The function returns now pointer to inserted item, and return value can
1656 * be != op, if items are merged. -Tero
1657 */
1658object *
1659object::insert (object *op)
1660{
1661 if (!QUERY_FLAG (op, FLAG_REMOVED))
1662 op->remove ();
1790 1663
1791 if (op->more) 1664 if (op->more)
1792 { 1665 {
1793 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1666 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1794 return op; 1667 return op;
1795 } 1668 }
1796 1669
1797 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1670 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1798 CLEAR_FLAG (op, FLAG_REMOVED); 1671 CLEAR_FLAG (op, FLAG_REMOVED);
1672
1799 if (op->nrof) 1673 if (op->nrof)
1800 { 1674 {
1801 for (tmp = where->inv; tmp != NULL; tmp = tmp->below) 1675 for (object *tmp = inv; tmp; tmp = tmp->below)
1802 if (CAN_MERGE (tmp, op)) 1676 if (object::can_merge (tmp, op))
1803 { 1677 {
1804 /* return the original object and remove inserted object 1678 /* return the original object and remove inserted object
1805 (client needs the original object) */ 1679 (client needs the original object) */
1806 tmp->nrof += op->nrof; 1680 tmp->nrof += op->nrof;
1807 /* Weight handling gets pretty funky. Since we are adding to 1681 /* Weight handling gets pretty funky. Since we are adding to
1808 * tmp->nrof, we need to increase the weight. 1682 * tmp->nrof, we need to increase the weight.
1809 */ 1683 */
1810 add_weight (where, op->weight * op->nrof); 1684 add_weight (this, op->weight * op->nrof);
1811 SET_FLAG (op, FLAG_REMOVED); 1685 SET_FLAG (op, FLAG_REMOVED);
1812 free_object (op); /* free the inserted object */ 1686 op->destroy (); /* free the inserted object */
1813 op = tmp; 1687 op = tmp;
1814 remove_ob (op); /* and fix old object's links */ 1688 op->remove (); /* and fix old object's links */
1815 CLEAR_FLAG (op, FLAG_REMOVED); 1689 CLEAR_FLAG (op, FLAG_REMOVED);
1816 break; 1690 break;
1817 } 1691 }
1818 1692
1819 /* I assume combined objects have no inventory 1693 /* I assume combined objects have no inventory
1820 * We add the weight - this object could have just been removed 1694 * We add the weight - this object could have just been removed
1821 * (if it was possible to merge). calling remove_ob will subtract 1695 * (if it was possible to merge). calling remove_ob will subtract
1822 * the weight, so we need to add it in again, since we actually do 1696 * the weight, so we need to add it in again, since we actually do
1823 * the linking below 1697 * the linking below
1824 */ 1698 */
1825 add_weight (where, op->weight * op->nrof); 1699 add_weight (this, op->weight * op->nrof);
1826 } 1700 }
1827 else 1701 else
1828 add_weight (where, (op->weight + op->carrying)); 1702 add_weight (this, (op->weight + op->carrying));
1829 1703
1830 otmp = is_player_inv (where); 1704 if (object *otmp = this->in_player ())
1831 if (otmp && otmp->contr != NULL)
1832 {
1833 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1705 if (otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1834 fix_player (otmp); 1706 otmp->update_stats ();
1835 }
1836 1707
1708 op->owner = 0; // its his/hers now. period.
1837 op->map = NULL; 1709 op->map = 0;
1838 op->env = where; 1710 op->env = this;
1839 op->above = NULL; 1711 op->above = 0;
1840 op->below = NULL; 1712 op->below = 0;
1841 op->x = 0, op->y = 0; 1713 op->x = op->y = 0;
1842 1714
1843 /* reset the light list and los of the players on the map */ 1715 /* reset the light list and los of the players on the map */
1844 if ((op->glow_radius != 0) && where->map) 1716 if (op->glow_radius && map)
1845 { 1717 {
1846#ifdef DEBUG_LIGHTS 1718#ifdef DEBUG_LIGHTS
1847 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1719 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1848#endif /* DEBUG_LIGHTS */ 1720#endif /* DEBUG_LIGHTS */
1849 if (MAP_DARKNESS (where->map)) 1721 if (map->darkness)
1850 update_all_los (where->map, where->x, where->y); 1722 update_all_los (map, x, y);
1851 } 1723 }
1852 1724
1853 /* Client has no idea of ordering so lets not bother ordering it here. 1725 /* Client has no idea of ordering so lets not bother ordering it here.
1854 * It sure simplifies this function... 1726 * It sure simplifies this function...
1855 */ 1727 */
1856 if (where->inv == NULL) 1728 if (!inv)
1857 where->inv = op; 1729 inv = op;
1858 else 1730 else
1859 { 1731 {
1860 op->below = where->inv; 1732 op->below = inv;
1861 op->below->above = op; 1733 op->below->above = op;
1862 where->inv = op; 1734 inv = op;
1863 } 1735 }
1736
1737 INVOKE_OBJECT (INSERT, this);
1738
1864 return op; 1739 return op;
1865} 1740}
1866 1741
1867/* 1742/*
1868 * Checks if any objects has a move_type that matches objects 1743 * Checks if any objects has a move_type that matches objects
1882 * 1757 *
1883 * MSW 2001-07-08: Check all objects on space, not just those below 1758 * MSW 2001-07-08: Check all objects on space, not just those below
1884 * object being inserted. insert_ob_in_map may not put new objects 1759 * object being inserted. insert_ob_in_map may not put new objects
1885 * on top. 1760 * on top.
1886 */ 1761 */
1887
1888int 1762int
1889check_move_on (object *op, object *originator) 1763check_move_on (object *op, object *originator)
1890{ 1764{
1891 object *tmp; 1765 object *tmp;
1892 maptile *m = op->map; 1766 maptile *m = op->map;
1919 1793
1920 /* The objects have to be checked from top to bottom. 1794 /* The objects have to be checked from top to bottom.
1921 * Hence, we first go to the top: 1795 * Hence, we first go to the top:
1922 */ 1796 */
1923 1797
1924 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1798 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1925 { 1799 {
1926 /* Trim the search when we find the first other spell effect 1800 /* Trim the search when we find the first other spell effect
1927 * this helps performance so that if a space has 50 spell objects, 1801 * this helps performance so that if a space has 50 spell objects,
1928 * we don't need to check all of them. 1802 * we don't need to check all of them.
1929 */ 1803 */
1947 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1821 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1948 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1822 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1949 { 1823 {
1950 1824
1951 float 1825 float
1952 diff = tmp->move_slow_penalty * FABS (op->speed); 1826 diff = tmp->move_slow_penalty * fabs (op->speed);
1953 1827
1954 if (op->type == PLAYER) 1828 if (op->type == PLAYER)
1955 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1829 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1956 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1830 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1957 diff /= 4.0; 1831 diff /= 4.0;
1984/* 1858/*
1985 * present_arch(arch, map, x, y) searches for any objects with 1859 * present_arch(arch, map, x, y) searches for any objects with
1986 * a matching archetype at the given map and coordinates. 1860 * a matching archetype at the given map and coordinates.
1987 * The first matching object is returned, or NULL if none. 1861 * The first matching object is returned, or NULL if none.
1988 */ 1862 */
1989
1990object * 1863object *
1991present_arch (const archetype *at, maptile *m, int x, int y) 1864present_arch (const archetype *at, maptile *m, int x, int y)
1992{ 1865{
1993 object *
1994 tmp;
1995
1996 if (m == NULL || out_of_map (m, x, y)) 1866 if (!m || out_of_map (m, x, y))
1997 { 1867 {
1998 LOG (llevError, "Present_arch called outside map.\n"); 1868 LOG (llevError, "Present_arch called outside map.\n");
1999 return NULL; 1869 return NULL;
2000 } 1870 }
2001 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1871
1872 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2002 if (tmp->arch == at) 1873 if (tmp->arch == at)
2003 return tmp; 1874 return tmp;
1875
2004 return NULL; 1876 return NULL;
2005} 1877}
2006 1878
2007/* 1879/*
2008 * present(type, map, x, y) searches for any objects with 1880 * present(type, map, x, y) searches for any objects with
2009 * a matching type variable at the given map and coordinates. 1881 * a matching type variable at the given map and coordinates.
2010 * The first matching object is returned, or NULL if none. 1882 * The first matching object is returned, or NULL if none.
2011 */ 1883 */
2012
2013object * 1884object *
2014present (unsigned char type, maptile *m, int x, int y) 1885present (unsigned char type, maptile *m, int x, int y)
2015{ 1886{
2016 object *
2017 tmp;
2018
2019 if (out_of_map (m, x, y)) 1887 if (out_of_map (m, x, y))
2020 { 1888 {
2021 LOG (llevError, "Present called outside map.\n"); 1889 LOG (llevError, "Present called outside map.\n");
2022 return NULL; 1890 return NULL;
2023 } 1891 }
2024 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1892
1893 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2025 if (tmp->type == type) 1894 if (tmp->type == type)
2026 return tmp; 1895 return tmp;
1896
2027 return NULL; 1897 return NULL;
2028} 1898}
2029 1899
2030/* 1900/*
2031 * present_in_ob(type, object) searches for any objects with 1901 * present_in_ob(type, object) searches for any objects with
2032 * a matching type variable in the inventory of the given object. 1902 * a matching type variable in the inventory of the given object.
2033 * The first matching object is returned, or NULL if none. 1903 * The first matching object is returned, or NULL if none.
2034 */ 1904 */
2035
2036object * 1905object *
2037present_in_ob (unsigned char type, const object *op) 1906present_in_ob (unsigned char type, const object *op)
2038{ 1907{
2039 object *
2040 tmp;
2041
2042 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1908 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2043 if (tmp->type == type) 1909 if (tmp->type == type)
2044 return tmp; 1910 return tmp;
1911
2045 return NULL; 1912 return NULL;
2046} 1913}
2047 1914
2048/* 1915/*
2049 * present_in_ob (type, str, object) searches for any objects with 1916 * present_in_ob (type, str, object) searches for any objects with
2057 * str is the string to match against. Note that we match against 1924 * str is the string to match against. Note that we match against
2058 * the object name, not the archetype name. this is so that the 1925 * the object name, not the archetype name. this is so that the
2059 * spell code can use one object type (force), but change it's name 1926 * spell code can use one object type (force), but change it's name
2060 * to be unique. 1927 * to be unique.
2061 */ 1928 */
2062
2063object * 1929object *
2064present_in_ob_by_name (int type, const char *str, const object *op) 1930present_in_ob_by_name (int type, const char *str, const object *op)
2065{ 1931{
2066 object *
2067 tmp;
2068
2069 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1932 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2070 {
2071 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1933 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2072 return tmp; 1934 return tmp;
2073 } 1935
2074 return NULL; 1936 return 0;
2075} 1937}
2076 1938
2077/* 1939/*
2078 * present_arch_in_ob(archetype, object) searches for any objects with 1940 * present_arch_in_ob(archetype, object) searches for any objects with
2079 * a matching archetype in the inventory of the given object. 1941 * a matching archetype in the inventory of the given object.
2080 * The first matching object is returned, or NULL if none. 1942 * The first matching object is returned, or NULL if none.
2081 */ 1943 */
2082
2083object * 1944object *
2084present_arch_in_ob (const archetype *at, const object *op) 1945present_arch_in_ob (const archetype *at, const object *op)
2085{ 1946{
2086 object *
2087 tmp;
2088
2089 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1947 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2090 if (tmp->arch == at) 1948 if (tmp->arch == at)
2091 return tmp; 1949 return tmp;
1950
2092 return NULL; 1951 return NULL;
2093} 1952}
2094 1953
2095/* 1954/*
2096 * activate recursively a flag on an object inventory 1955 * activate recursively a flag on an object inventory
2097 */ 1956 */
2098void 1957void
2099flag_inv (object *op, int flag) 1958flag_inv (object *op, int flag)
2100{ 1959{
2101 object *
2102 tmp;
2103
2104 if (op->inv) 1960 if (op->inv)
2105 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1961 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2106 { 1962 {
2107 SET_FLAG (tmp, flag); 1963 SET_FLAG (tmp, flag);
2108 flag_inv (tmp, flag); 1964 flag_inv (tmp, flag);
2109 } 1965 }
2110} /* 1966}
1967
1968/*
2111 * desactivate recursively a flag on an object inventory 1969 * deactivate recursively a flag on an object inventory
2112 */ 1970 */
2113void 1971void
2114unflag_inv (object *op, int flag) 1972unflag_inv (object *op, int flag)
2115{ 1973{
2116 object *
2117 tmp;
2118
2119 if (op->inv) 1974 if (op->inv)
2120 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1975 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2121 { 1976 {
2122 CLEAR_FLAG (tmp, flag); 1977 CLEAR_FLAG (tmp, flag);
2123 unflag_inv (tmp, flag); 1978 unflag_inv (tmp, flag);
2124 } 1979 }
2125}
2126
2127/*
2128 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2129 * all it's inventory (recursively).
2130 * If checksums are used, a player will get set_cheat called for
2131 * him/her-self and all object carried by a call to this function.
2132 */
2133
2134void
2135set_cheat (object *op)
2136{
2137 SET_FLAG (op, FLAG_WAS_WIZ);
2138 flag_inv (op, FLAG_WAS_WIZ);
2139} 1980}
2140 1981
2141/* 1982/*
2142 * find_free_spot(object, map, x, y, start, stop) will search for 1983 * find_free_spot(object, map, x, y, start, stop) will search for
2143 * a spot at the given map and coordinates which will be able to contain 1984 * a spot at the given map and coordinates which will be able to contain
2157 * because arch_blocked (now ob_blocked) needs to know the movement type 1998 * because arch_blocked (now ob_blocked) needs to know the movement type
2158 * to know if the space in question will block the object. We can't use 1999 * to know if the space in question will block the object. We can't use
2159 * the archetype because that isn't correct if the monster has been 2000 * the archetype because that isn't correct if the monster has been
2160 * customized, changed states, etc. 2001 * customized, changed states, etc.
2161 */ 2002 */
2162
2163int 2003int
2164find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 2004find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2165{ 2005{
2166 int
2167 i,
2168 index = 0, flag; 2006 int index = 0, flag;
2169 static int
2170 altern[SIZEOFFREE]; 2007 int altern[SIZEOFFREE];
2171 2008
2172 for (i = start; i < stop; i++) 2009 for (int i = start; i < stop; i++)
2173 { 2010 {
2174 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2011 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2175 if (!flag) 2012 if (!flag)
2176 altern[index++] = i; 2013 altern [index++] = i;
2177 2014
2178 /* Basically, if we find a wall on a space, we cut down the search size. 2015 /* Basically, if we find a wall on a space, we cut down the search size.
2179 * In this way, we won't return spaces that are on another side of a wall. 2016 * In this way, we won't return spaces that are on another side of a wall.
2180 * This mostly work, but it cuts down the search size in all directions - 2017 * This mostly work, but it cuts down the search size in all directions -
2181 * if the space being examined only has a wall to the north and empty 2018 * if the space being examined only has a wall to the north and empty
2182 * spaces in all the other directions, this will reduce the search space 2019 * spaces in all the other directions, this will reduce the search space
2183 * to only the spaces immediately surrounding the target area, and 2020 * to only the spaces immediately surrounding the target area, and
2184 * won't look 2 spaces south of the target space. 2021 * won't look 2 spaces south of the target space.
2185 */ 2022 */
2186 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 2023 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2187 stop = maxfree[i]; 2024 stop = maxfree[i];
2188 } 2025 }
2026
2189 if (!index) 2027 if (!index)
2190 return -1; 2028 return -1;
2029
2191 return altern[RANDOM () % index]; 2030 return altern [rndm (index)];
2192} 2031}
2193 2032
2194/* 2033/*
2195 * find_first_free_spot(archetype, maptile, x, y) works like 2034 * find_first_free_spot(archetype, maptile, x, y) works like
2196 * find_free_spot(), but it will search max number of squares. 2035 * find_free_spot(), but it will search max number of squares.
2197 * But it will return the first available spot, not a random choice. 2036 * But it will return the first available spot, not a random choice.
2198 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2037 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2199 */ 2038 */
2200
2201int 2039int
2202find_first_free_spot (const object *ob, maptile *m, int x, int y) 2040find_first_free_spot (const object *ob, maptile *m, int x, int y)
2203{ 2041{
2204 int
2205 i;
2206
2207 for (i = 0; i < SIZEOFFREE; i++) 2042 for (int i = 0; i < SIZEOFFREE; i++)
2208 {
2209 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2043 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2210 return i; 2044 return i;
2211 } 2045
2212 return -1; 2046 return -1;
2213} 2047}
2214 2048
2215/* 2049/*
2216 * The function permute(arr, begin, end) randomly reorders the array 2050 * The function permute(arr, begin, end) randomly reorders the array
2217 * arr[begin..end-1]. 2051 * arr[begin..end-1].
2052 * now uses a fisher-yates shuffle, old permute was broken
2218 */ 2053 */
2219static void 2054static void
2220permute (int *arr, int begin, int end) 2055permute (int *arr, int begin, int end)
2221{ 2056{
2222 int 2057 arr += begin;
2223 i,
2224 j,
2225 tmp,
2226 len;
2227
2228 len = end - begin; 2058 end -= begin;
2229 for (i = begin; i < end; i++)
2230 {
2231 j = begin + RANDOM () % len;
2232 2059
2233 tmp = arr[i]; 2060 while (--end)
2234 arr[i] = arr[j]; 2061 swap (arr [end], arr [rndm (end + 1)]);
2235 arr[j] = tmp;
2236 }
2237} 2062}
2238 2063
2239/* new function to make monster searching more efficient, and effective! 2064/* new function to make monster searching more efficient, and effective!
2240 * This basically returns a randomized array (in the passed pointer) of 2065 * This basically returns a randomized array (in the passed pointer) of
2241 * the spaces to find monsters. In this way, it won't always look for 2066 * the spaces to find monsters. In this way, it won't always look for
2244 * the 3x3 area will be searched, just not in a predictable order. 2069 * the 3x3 area will be searched, just not in a predictable order.
2245 */ 2070 */
2246void 2071void
2247get_search_arr (int *search_arr) 2072get_search_arr (int *search_arr)
2248{ 2073{
2249 int 2074 int i;
2250 i;
2251 2075
2252 for (i = 0; i < SIZEOFFREE; i++) 2076 for (i = 0; i < SIZEOFFREE; i++)
2253 {
2254 search_arr[i] = i; 2077 search_arr[i] = i;
2255 }
2256 2078
2257 permute (search_arr, 1, SIZEOFFREE1 + 1); 2079 permute (search_arr, 1, SIZEOFFREE1 + 1);
2258 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2080 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2259 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2081 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2260} 2082}
2269 * Perhaps incorrectly, but I'm making the assumption that exclude 2091 * Perhaps incorrectly, but I'm making the assumption that exclude
2270 * is actually want is going to try and move there. We need this info 2092 * is actually want is going to try and move there. We need this info
2271 * because we have to know what movement the thing looking to move 2093 * because we have to know what movement the thing looking to move
2272 * there is capable of. 2094 * there is capable of.
2273 */ 2095 */
2274
2275int 2096int
2276find_dir (maptile *m, int x, int y, object *exclude) 2097find_dir (maptile *m, int x, int y, object *exclude)
2277{ 2098{
2278 int
2279 i,
2280 max = SIZEOFFREE, mflags; 2099 int i, max = SIZEOFFREE, mflags;
2281 2100
2282 sint16 nx, ny; 2101 sint16 nx, ny;
2283 object * 2102 object *tmp;
2284 tmp;
2285 maptile * 2103 maptile *mp;
2286 mp;
2287 2104
2288 MoveType blocked, move_type; 2105 MoveType blocked, move_type;
2289 2106
2290 if (exclude && exclude->head) 2107 if (exclude && exclude->head_ () != exclude)
2291 { 2108 {
2292 exclude = exclude->head; 2109 exclude = exclude->head;
2293 move_type = exclude->move_type; 2110 move_type = exclude->move_type;
2294 } 2111 }
2295 else 2112 else
2303 mp = m; 2120 mp = m;
2304 nx = x + freearr_x[i]; 2121 nx = x + freearr_x[i];
2305 ny = y + freearr_y[i]; 2122 ny = y + freearr_y[i];
2306 2123
2307 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2124 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2125
2308 if (mflags & P_OUT_OF_MAP) 2126 if (mflags & P_OUT_OF_MAP)
2309 {
2310 max = maxfree[i]; 2127 max = maxfree[i];
2311 }
2312 else 2128 else
2313 { 2129 {
2314 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2130 mapspace &ms = mp->at (nx, ny);
2131
2132 blocked = ms.move_block;
2315 2133
2316 if ((move_type & blocked) == move_type) 2134 if ((move_type & blocked) == move_type)
2317 {
2318 max = maxfree[i]; 2135 max = maxfree[i];
2319 }
2320 else if (mflags & P_IS_ALIVE) 2136 else if (mflags & P_IS_ALIVE)
2321 { 2137 {
2322 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2138 for (tmp = ms.bot; tmp; tmp = tmp->above)
2323 { 2139 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2324 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2140 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2325 {
2326 break; 2141 break;
2327 } 2142
2328 }
2329 if (tmp) 2143 if (tmp)
2330 {
2331 return freedir[i]; 2144 return freedir[i];
2332 }
2333 } 2145 }
2334 } 2146 }
2335 } 2147 }
2148
2336 return 0; 2149 return 0;
2337} 2150}
2338 2151
2339/* 2152/*
2340 * distance(object 1, object 2) will return the square of the 2153 * distance(object 1, object 2) will return the square of the
2341 * distance between the two given objects. 2154 * distance between the two given objects.
2342 */ 2155 */
2343
2344int 2156int
2345distance (const object *ob1, const object *ob2) 2157distance (const object *ob1, const object *ob2)
2346{ 2158{
2347 int
2348 i;
2349
2350 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2159 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2351 return i;
2352} 2160}
2353 2161
2354/* 2162/*
2355 * find_dir_2(delta-x,delta-y) will return a direction in which 2163 * find_dir_2(delta-x,delta-y) will return a direction in which
2356 * an object which has subtracted the x and y coordinates of another 2164 * an object which has subtracted the x and y coordinates of another
2357 * object, needs to travel toward it. 2165 * object, needs to travel toward it.
2358 */ 2166 */
2359
2360int 2167int
2361find_dir_2 (int x, int y) 2168find_dir_2 (int x, int y)
2362{ 2169{
2363 int 2170 int q;
2364 q;
2365 2171
2366 if (y) 2172 if (y)
2367 q = x * 100 / y; 2173 q = x * 100 / y;
2368 else if (x) 2174 else if (x)
2369 q = -300 * x; 2175 q = -300 * x;
2394 2200
2395 return 3; 2201 return 3;
2396} 2202}
2397 2203
2398/* 2204/*
2399 * absdir(int): Returns a number between 1 and 8, which represent
2400 * the "absolute" direction of a number (it actually takes care of
2401 * "overflow" in previous calculations of a direction).
2402 */
2403
2404int
2405absdir (int d)
2406{
2407 while (d < 1)
2408 d += 8;
2409 while (d > 8)
2410 d -= 8;
2411 return d;
2412}
2413
2414/*
2415 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2205 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2416 * between two directions (which are expected to be absolute (see absdir()) 2206 * between two directions (which are expected to be absolute (see absdir())
2417 */ 2207 */
2418
2419int 2208int
2420dirdiff (int dir1, int dir2) 2209dirdiff (int dir1, int dir2)
2421{ 2210{
2422 int 2211 int d;
2423 d;
2424 2212
2425 d = abs (dir1 - dir2); 2213 d = abs (dir1 - dir2);
2426 if (d > 4) 2214 if (d > 4)
2427 d = 8 - d; 2215 d = 8 - d;
2216
2428 return d; 2217 return d;
2429} 2218}
2430 2219
2431/* peterm: 2220/* peterm:
2432 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2221 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2435 * This basically means that if direction is 15, then it could either go 2224 * This basically means that if direction is 15, then it could either go
2436 * direction 4, 14, or 16 to get back to where we are. 2225 * direction 4, 14, or 16 to get back to where we are.
2437 * Moved from spell_util.c to object.c with the other related direction 2226 * Moved from spell_util.c to object.c with the other related direction
2438 * functions. 2227 * functions.
2439 */ 2228 */
2440
2441int
2442 reduction_dir[SIZEOFFREE][3] = { 2229int reduction_dir[SIZEOFFREE][3] = {
2443 {0, 0, 0}, /* 0 */ 2230 {0, 0, 0}, /* 0 */
2444 {0, 0, 0}, /* 1 */ 2231 {0, 0, 0}, /* 1 */
2445 {0, 0, 0}, /* 2 */ 2232 {0, 0, 0}, /* 2 */
2446 {0, 0, 0}, /* 3 */ 2233 {0, 0, 0}, /* 3 */
2447 {0, 0, 0}, /* 4 */ 2234 {0, 0, 0}, /* 4 */
2495 * find a path to that monster that we found. If not, 2282 * find a path to that monster that we found. If not,
2496 * we don't bother going toward it. Returns 1 if we 2283 * we don't bother going toward it. Returns 1 if we
2497 * can see a direct way to get it 2284 * can see a direct way to get it
2498 * Modified to be map tile aware -.MSW 2285 * Modified to be map tile aware -.MSW
2499 */ 2286 */
2500
2501
2502int 2287int
2503can_see_monsterP (maptile *m, int x, int y, int dir) 2288can_see_monsterP (maptile *m, int x, int y, int dir)
2504{ 2289{
2505 sint16 dx, dy; 2290 sint16 dx, dy;
2506 int
2507 mflags; 2291 int mflags;
2508 2292
2509 if (dir < 0) 2293 if (dir < 0)
2510 return 0; /* exit condition: invalid direction */ 2294 return 0; /* exit condition: invalid direction */
2511 2295
2512 dx = x + freearr_x[dir]; 2296 dx = x + freearr_x[dir];
2525 return 0; 2309 return 0;
2526 2310
2527 /* yes, can see. */ 2311 /* yes, can see. */
2528 if (dir < 9) 2312 if (dir < 9)
2529 return 1; 2313 return 1;
2314
2530 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2315 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2531 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]); 2316 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2317 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2532} 2318}
2533
2534
2535 2319
2536/* 2320/*
2537 * can_pick(picker, item): finds out if an object is possible to be 2321 * can_pick(picker, item): finds out if an object is possible to be
2538 * picked up by the picker. Returnes 1 if it can be 2322 * picked up by the picker. Returnes 1 if it can be
2539 * picked up, otherwise 0. 2323 * picked up, otherwise 0.
2541 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2325 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2542 * core dumps if they do. 2326 * core dumps if they do.
2543 * 2327 *
2544 * Add a check so we can't pick up invisible objects (0.93.8) 2328 * Add a check so we can't pick up invisible objects (0.93.8)
2545 */ 2329 */
2546
2547int 2330int
2548can_pick (const object *who, const object *item) 2331can_pick (const object *who, const object *item)
2549{ 2332{
2550 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2333 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2551 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2334 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2552 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2335 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2553} 2336}
2554 2337
2555
2556/* 2338/*
2557 * create clone from object to another 2339 * create clone from object to another
2558 */ 2340 */
2559object * 2341object *
2560object_create_clone (object *asrc) 2342object_create_clone (object *asrc)
2561{ 2343{
2562 object *
2563 dst = NULL, *tmp, *src, *part, *prev, *item; 2344 object *dst = 0, *tmp, *src, *prev, *item;
2564 2345
2565 if (!asrc) 2346 if (!asrc)
2566 return NULL; 2347 return 0;
2567 src = asrc; 2348
2568 if (src->head)
2569 src = src->head; 2349 src = asrc->head_ ();
2570 2350
2571 prev = NULL; 2351 prev = 0;
2572 for (part = src; part; part = part->more) 2352 for (object *part = src; part; part = part->more)
2573 { 2353 {
2574 tmp = get_object (); 2354 tmp = part->clone ();
2575 copy_object (part, tmp);
2576 tmp->x -= src->x; 2355 tmp->x -= src->x;
2577 tmp->y -= src->y; 2356 tmp->y -= src->y;
2357
2578 if (!part->head) 2358 if (!part->head)
2579 { 2359 {
2580 dst = tmp; 2360 dst = tmp;
2581 tmp->head = NULL; 2361 tmp->head = 0;
2582 } 2362 }
2583 else 2363 else
2584 {
2585 tmp->head = dst; 2364 tmp->head = dst;
2586 } 2365
2587 tmp->more = NULL; 2366 tmp->more = 0;
2367
2588 if (prev) 2368 if (prev)
2589 prev->more = tmp; 2369 prev->more = tmp;
2370
2590 prev = tmp; 2371 prev = tmp;
2591 } 2372 }
2592 2373
2593 for (item = src->inv; item; item = item->below) 2374 for (item = src->inv; item; item = item->below)
2594 insert_ob_in_ob (object_create_clone (item), dst); 2375 insert_ob_in_ob (object_create_clone (item), dst);
2595 2376
2596 return dst; 2377 return dst;
2597}
2598
2599/* GROS - Creates an object using a string representing its content. */
2600/* Basically, we save the content of the string to a temp file, then call */
2601/* load_object on it. I admit it is a highly inefficient way to make things, */
2602/* but it was simple to make and allows reusing the load_object function. */
2603/* Remember not to use load_object_str in a time-critical situation. */
2604/* Also remember that multiparts objects are not supported for now. */
2605
2606object *
2607load_object_str (const char *obstr)
2608{
2609 object *op;
2610 char filename[MAX_BUF];
2611
2612 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2613
2614 FILE *tempfile = fopen (filename, "w");
2615
2616 if (tempfile == NULL)
2617 {
2618 LOG (llevError, "Error - Unable to access load object temp file\n");
2619 return NULL;
2620 }
2621
2622 fprintf (tempfile, obstr);
2623 fclose (tempfile);
2624
2625 op = get_object ();
2626
2627 object_thawer thawer (filename);
2628
2629 if (thawer)
2630 load_object (thawer, op, 0);
2631
2632 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2633 CLEAR_FLAG (op, FLAG_REMOVED);
2634
2635 return op;
2636} 2378}
2637 2379
2638/* This returns the first object in who's inventory that 2380/* This returns the first object in who's inventory that
2639 * has the same type and subtype match. 2381 * has the same type and subtype match.
2640 * returns NULL if no match. 2382 * returns NULL if no match.
2641 */ 2383 */
2642object * 2384object *
2643find_obj_by_type_subtype (const object *who, int type, int subtype) 2385find_obj_by_type_subtype (const object *who, int type, int subtype)
2644{ 2386{
2645 object *tmp;
2646
2647 for (tmp = who->inv; tmp; tmp = tmp->below) 2387 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2648 if (tmp->type == type && tmp->subtype == subtype) 2388 if (tmp->type == type && tmp->subtype == subtype)
2649 return tmp; 2389 return tmp;
2650 2390
2651 return NULL; 2391 return 0;
2652} 2392}
2653 2393
2654/* If ob has a field named key, return the link from the list, 2394/* If ob has a field named key, return the link from the list,
2655 * otherwise return NULL. 2395 * otherwise return NULL.
2656 * 2396 *
2658 * do the desired thing. 2398 * do the desired thing.
2659 */ 2399 */
2660key_value * 2400key_value *
2661get_ob_key_link (const object *ob, const char *key) 2401get_ob_key_link (const object *ob, const char *key)
2662{ 2402{
2663 key_value *link;
2664
2665 for (link = ob->key_values; link != NULL; link = link->next) 2403 for (key_value *link = ob->key_values; link; link = link->next)
2666 if (link->key == key) 2404 if (link->key == key)
2667 return link; 2405 return link;
2668 2406
2669 return NULL; 2407 return 0;
2670} 2408}
2671 2409
2672/* 2410/*
2673 * Returns the value of op has an extra_field for key, or NULL. 2411 * Returns the value of op has an extra_field for key, or NULL.
2674 * 2412 *
2699 if (link->key == canonical_key) 2437 if (link->key == canonical_key)
2700 return link->value; 2438 return link->value;
2701 2439
2702 return 0; 2440 return 0;
2703} 2441}
2704
2705 2442
2706/* 2443/*
2707 * Updates the canonical_key in op to value. 2444 * Updates the canonical_key in op to value.
2708 * 2445 *
2709 * canonical_key is a shared string (value doesn't have to be). 2446 * canonical_key is a shared string (value doesn't have to be).
2714 * Returns TRUE on success. 2451 * Returns TRUE on success.
2715 */ 2452 */
2716int 2453int
2717set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) 2454set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2718{ 2455{
2719 key_value *
2720 field = NULL, *last = NULL; 2456 key_value *field = NULL, *last = NULL;
2721 2457
2722 for (field = op->key_values; field != NULL; field = field->next) 2458 for (field = op->key_values; field != NULL; field = field->next)
2723 { 2459 {
2724 if (field->key != canonical_key) 2460 if (field->key != canonical_key)
2725 { 2461 {
2734 /* Basically, if the archetype has this key set, 2470 /* Basically, if the archetype has this key set,
2735 * we need to store the null value so when we save 2471 * we need to store the null value so when we save
2736 * it, we save the empty value so that when we load, 2472 * it, we save the empty value so that when we load,
2737 * we get this value back again. 2473 * we get this value back again.
2738 */ 2474 */
2739 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2475 if (get_ob_key_link (op->arch, canonical_key))
2740 field->value = 0; 2476 field->value = 0;
2741 else 2477 else
2742 { 2478 {
2743 if (last) 2479 if (last)
2744 last->next = field->next; 2480 last->next = field->next;
2753 /* IF we get here, key doesn't exist */ 2489 /* IF we get here, key doesn't exist */
2754 2490
2755 /* No field, we'll have to add it. */ 2491 /* No field, we'll have to add it. */
2756 2492
2757 if (!add_key) 2493 if (!add_key)
2758 {
2759 return FALSE; 2494 return FALSE;
2760 } 2495
2761 /* There isn't any good reason to store a null 2496 /* There isn't any good reason to store a null
2762 * value in the key/value list. If the archetype has 2497 * value in the key/value list. If the archetype has
2763 * this key, then we should also have it, so shouldn't 2498 * this key, then we should also have it, so shouldn't
2764 * be here. If user wants to store empty strings, 2499 * be here. If user wants to store empty strings,
2765 * should pass in "" 2500 * should pass in ""
2814 } 2549 }
2815 else 2550 else
2816 item = item->env; 2551 item = item->env;
2817} 2552}
2818 2553
2554const char *
2555object::flag_desc (char *desc, int len) const
2556{
2557 char *p = desc;
2558 bool first = true;
2559
2560 *p = 0;
2561
2562 for (int i = 0; i < NUM_FLAGS; i++)
2563 {
2564 if (len <= 10) // magic constant!
2565 {
2566 snprintf (p, len, ",...");
2567 break;
2568 }
2569
2570 if (flag [i])
2571 {
2572 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2573 len -= cnt;
2574 p += cnt;
2575 first = false;
2576 }
2577 }
2578
2579 return desc;
2580}
2581
2819// return a suitable string describing an objetc in enough detail to find it 2582// return a suitable string describing an object in enough detail to find it
2820const char * 2583const char *
2821object::debug_desc (char *info) const 2584object::debug_desc (char *info) const
2822{ 2585{
2586 char flagdesc[512];
2823 char info2[256 * 3]; 2587 char info2[256 * 4];
2824 char *p = info; 2588 char *p = info;
2825 2589
2826 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2590 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2827 count, 2591 count, uuid.seq,
2828 &name, 2592 &name,
2829 title ? " " : "", 2593 title ? "\",title:\"" : "",
2830 title ? (const char *)title : ""); 2594 title ? (const char *)title : "",
2595 flag_desc (flagdesc, 512), type);
2831 2596
2832 if (env) 2597 if (!this->flag[FLAG_REMOVED] && env)
2833 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2598 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2834 2599
2835 if (map) 2600 if (map)
2836 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2601 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2837 2602
2838 return info; 2603 return info;
2839} 2604}
2840 2605
2841const char * 2606const char *
2842object::debug_desc () const 2607object::debug_desc () const
2843{ 2608{
2844 static char info[256 * 3]; 2609 static char info[3][256 * 4];
2610 static int info_idx;
2611
2845 return debug_desc (info); 2612 return debug_desc (info [++info_idx % 3]);
2846} 2613}
2847 2614
2615struct region *
2616object::region () const
2617{
2618 return map ? map->region (x, y)
2619 : region::default_region ();
2620}
2621
2622const materialtype_t *
2623object::dominant_material () const
2624{
2625 if (materialtype_t *mt = name_to_material (materialname))
2626 return mt;
2627
2628 return name_to_material (shstr_unknown);
2629}
2630
2631void
2632object::open_container (object *new_container)
2633{
2634 if (container == new_container)
2635 return;
2636
2637 if (object *old_container = container)
2638 {
2639 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2640 return;
2641
2642#if 0
2643 // remove the "Close old_container" object.
2644 if (object *closer = old_container->inv)
2645 if (closer->type == CLOSE_CON)
2646 closer->destroy ();
2647#endif
2648
2649 old_container->flag [FLAG_APPLIED] = 0;
2650 container = 0;
2651
2652 esrv_update_item (UPD_FLAGS, this, old_container);
2653 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2654 play_sound (sound_find ("chest_close"));
2655 }
2656
2657 if (new_container)
2658 {
2659 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2660 return;
2661
2662 // TODO: this does not seem to serve any purpose anymore?
2663#if 0
2664 // insert the "Close Container" object.
2665 if (archetype *closer = new_container->other_arch)
2666 {
2667 object *closer = arch_to_object (new_container->other_arch);
2668 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2669 new_container->insert (closer);
2670 }
2671#endif
2672
2673 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2674
2675 new_container->flag [FLAG_APPLIED] = 1;
2676 container = new_container;
2677
2678 esrv_update_item (UPD_FLAGS, this, new_container);
2679 esrv_send_inventory (this, new_container);
2680 play_sound (sound_find ("chest_open"));
2681 }
2682}
2683
2684object *
2685object::force_find (const shstr name)
2686{
2687 /* cycle through his inventory to look for the MARK we want to
2688 * place
2689 */
2690 for (object *tmp = inv; tmp; tmp = tmp->below)
2691 if (tmp->type == FORCE && tmp->slaying == name)
2692 return splay (tmp);
2693
2694 return 0;
2695}
2696
2697void
2698object::force_add (const shstr name, int duration)
2699{
2700 if (object *force = force_find (name))
2701 force->destroy ();
2702
2703 object *force = get_archetype (FORCE_NAME);
2704
2705 force->slaying = name;
2706 force->stats.food = 1;
2707 force->speed_left = -1.f;
2708
2709 force->set_speed (duration ? 1.f / duration : 0.f);
2710 force->flag [FLAG_IS_USED_UP] = true;
2711 force->flag [FLAG_APPLIED] = true;
2712
2713 insert (force);
2714}
2715
2716void
2717object::play_sound (faceidx sound) const
2718{
2719 if (!sound)
2720 return;
2721
2722 if (flag [FLAG_REMOVED])
2723 return;
2724
2725 if (env)
2726 {
2727 if (object *pl = in_player ())
2728 pl->contr->play_sound (sound);
2729 }
2730 else
2731 map->play_sound (sound, x, y);
2732}
2733

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